Bluestone Dwarf Ruins
Type | Dungeon |
---|---|
Status | Explored October 889 TA |
Location | Tegel Village |
Hex | 7208 |
Campaign | Return to Tegel Manor |
Adventure # | 105 |
History of the Bluestone Dwarf Ruins
The Era of the Lizardmen (First Age)
A tunnel through the world existed that renegade lizardmen used to find the Caverns in the First Age. There, they built an underground civilization ruled by the Immortal King. The migration of the lizardmen surfaced in the northern Eastern Reaches. Cold and harsh, they created great cavern paradises, filled with eternal sunlight and ideal conditions for their race to grow and thrive. Their great stone ziggurats rose underground basking in the perpetual arcane light.
Lizardmen have no concept of parentage, family or succession. Their eggs are laid communally in great domed structures. Caste is the sole and absolute marker of a lizardman’s place in their social hierarchy, determining the fates of individuals from birth to death. There are four castes of lizardmen.
- The ruling castes (Cinxi) were tall and powerfully built. Many had wings that enabled them to fly. They also had the largest brains and excelled at arcane studies. No more than one in a thousand lizardmen had the fortune to be born a Cinxi.
- The Dedi, a versatile caste of priests and storytellers, and scholars, are serpentine and lithe. Quick in wit and charismatic to their fellows, these are the lizardmen most found in the Realm at large. They have a deep-seeded jealousy of the Cinxi. One in a hundred lizardmen are Dedi.
- The Laboratus, a warrior caste, are stong and tall. They fight in the army and provide the strong back on which the kingdom is built. They are not particularly intelligent and lack any personal ambition. They follow orders without question. Roughly four out of ten eggs hatched are Laboratus.
- Malius serve as slaves and sometimes free laborers. They were always treated ill by the other castes. Over half of all lizardmen are Malius.
In the lowest cysts of the caverns, the Malius built the city of Huvat Vex, and the Cinxi ruled from its ziggurats for generations. Finally, however, a single Cinxi was born who change Huvat Vex forever. The Immortal King, as he is now known, was born to into the caste, but his lust for power knew no bounds, and neither ancient law nor present friendship bound him to accept his place merely as one among a pantheon of living deities. Through a tangled web of deadly intrigues and subtle perversion of the social order, the Immortal King eventually succeeded in engineering a bloody coup; every other Cinxi in Huvat Vex met a grisly end at his talons. This gory business concluded, the Immortal King proclaimed himself sole ruler of the lizardmen.
The upheaval wrought by the Immortal King’s rule brought about a total transformation of the lizardman society. All the armies of the Laboratus came under his direct control. To guarantee his rule in perpetuity, he demanded that any Cinxi born in the great domed clutch-houses be brought to him immediately for devouring.
The Immortal King ruled Huvat Vex from a great quartz throne for generations. Eventually, he demanded worship as a god. He cast down the lizardman deities and replaced them with idols of himself. The Immortal King meant to extend his reign for eternity, and none among the Malius or Laboratus dared to challenge him. Over time, a very few among the Dedi formed a secret society aimed at one day usurping the eternal throne, keeping careful records of their despotic ruler towards this purpose.
At first, the Immortal King extended his life through arcane means. When this proved insufficient, he gained more time through lichdom, a living death that only increased the depravities he worked upon his followers. Time and again, he crushed all that opposed his powers, thwarting a number of uprisings. The most dangerous of these generally involved a Cinxi egg being secreted away, whose claims to Rulership were backed by insurrectionists among the jealous and plotting Dedi.
During the last centuries of the Immortal King’s rule, fewer and fewer clutches of eggs were being born. The populace of Huvat Vex were shrinking.
The Era of the Bluestone Dwarves (Second Age)
It was during these waning centuries, now in the Second Age, the Bluestone dwarves came exploring, seeking veins of mithral in the earth. The caverns were quickly discovered.
The Immortal King could only imagine one form of recourse. Though thousands of years had passed since the last lizardman casting of the Cavern-Ritual, its ancient and mighty energies would have to be mastered one more time, so that a new grand cavern could be created. Unlike Huvat Vex, this ultimate city would not be connected to the surface. The world above would be ceded to the dwarves, but in a hidden world below the Immortal King would rule his people for eons to come.
Three great hurdles had to be vaulted to realize this ambition. It took ten Cinxi to perform the great ritual, but the only living member of this caste was the Immortal King himself. Second, the cavern of Huvat Vex had grown over the years, and even if successful only a small part of the city would come into the new cavern. Third, the influential Dedi, both among the rebels and those loyal to the Immortal King, feared cutting off all contact with the outside world, and would have to be persuaded.
Slowly, cunningly, the Immortal King brought his plan to fruition. His long years of brutal rule gave way to cunning bribery and sophisticated intrigue, and he persuaded the Dedi to accept the change. The Dedi would gain unprecedented autonomy from his own temporal absence. For the Immortal King could not make the journey with them immediately. Decades of research yielded him a method for casting the Cavern-Ritual by himself, but it would tax his arcane and divine might to its outer limits. He would have to rest for centuries to recover, left behind in an ancient tomb. But when he awoke, he would find his people and lead them again. The unexpected benevolence and self-sacrifice of the ancient despot, together with the biological drive in the Dedi to respect their Cinxi masters, turned the Immortal King in the minds of his people to what he had not been for his long reign of terror: their one true ruler, their patron saint, their living god.
Thus, the lizardmen left Huvat Vex and entered a new cave miles below the first. The Immortal King, exhausted from his great rituals, withdrew to a temple hidden away in the upper portions of the caverns, the very same temple where Huvat Vex had been called up thousands of years before. In this temple he yet sleeps, waiting to rise again and return the lizarmen to glory.
During the construction of the Great Hall of the Bluestone Dwarves, the great cavern with it pulsating arcane magic was discovered. Life went on… Soon, after the initial exploration of the caves, an unusual underground river and spring were discovered. On the banks of this river the dwarves built temples for their heroes, becoming even more obsessed with death and the afterlife as they dug their crypts deeper and deeper. At first a small seed, this constant brooding over death grew into a great dismal tree: the cult of the Lorekeeper.
The Lorekeeper was originally thought to be a guide to the dwarven halls of the ancestors, appearing in his visage of death at the end of one’s life and ushering them into the great halls. Soon, sacrifice became a necessary part of religious worship. The dwarves believed that sending souls to their diety would both increase the Lorekeeper’s power and their own, and defer the day when they too would go down to the land of shades. Offerings were not for eternal spiritual existence, but an indefinite extension of material incarnation. The temptation of physical immortality, genuine or otherwise, proved too powerful for the dwarves to resist.
Dwarven miners eventually discovered the majestic subterranean cavern of Huvat Vex. More temples were built, the greatest to the Lorekeeper. Beneath this hall, an entrance to Huvat Vex was created. The dwarven ruler, Hurin Hammerfist, soon decreed that he would rule from the discovered cavern, creating a perpetual paradise in the never-ending light.
For all their lore, the dwarven scholars could make no sense of Huvat Vex. A bizarrely constructed and intact city within a mystical cavern had lain abandoned, as if all of the residents had simply disappeared. No satisfying solution was found, and Hurin eventually proclaimed the city a gift of the Underworld and a place of pleasure for those favored by the Lorekeeper. Over the years, the high plateau in Huvat Vex was transformed into a palace for Hurin and his sons. The old heroes forgotten, the dwarven leaders prayed only to the Lorekeeper, and spent their time as spectators to sacrifices in the temples. Rot had set in among the rulers of Blue Dwarves, and their society began its rapid downward progress.
The Era of the Orcs (Third Age)
It was in this state that the Orcs who lived in the forests surrounding the caverns first struck against the Bluestone dwarves. No more than a handful of the dwarven nobility survived the attack, and in desperate panic, they abandoned their caverns. The orcs took over the caverns, although the Bluestone dwarves made several forays to win back Huvat Vex. From the last foray, no dwarves returned. Most of the remaining dwarves fled the caverns to seek their fortune elsewhere. A few priests not influenced by the Lorekeeper remained and understand that the cult was to blame for their downfall. After recording their findings in stone journals, the priests went into Huvat Vex and cast a mighty spell which leveled the city and destroyed most of the orcs living there.
Recently, the Orcs of the Bloody Claw have taken up residence in the old caverns. From here, and led by the goblin shaman Hyzvt, they have found tunnels leading beneath Tegel Village and the haunted manor. Using these tunnels, they plan their siege of the human village.
However, lizard men have returned to the Bluestone Dwarf ruins, heeding some mysterious and supernatural call. They are led by their shaman, G’ruk. Dwelling within the supernatural cavern paradise a mile below Huvat Vex, the lizardmen look eagerly to the future. Their wisest sages say that the time of the prophesy is fast approaching. When that day comes, they shall leave their dark underworld behind and journey once again into the sunlit realms.
The slumber of the Immortal King is coming to an end. His mind already roams free, and if his body is disturbed, it shall awaken. In his current condition, he already perceives that the time to return is nearly at hand. When his people seek new dominion over the lands under the true sun, he plans to be at their forefront, and to rebuild lizard men civilization anew….
DM’s Notes
The lizardmen have taken up residence in the Monastery of St. Cadel with constant forays to explore the caverns.
The ogre bookworm, Ruhks, has discovered an ancient dwarven artifact which has drawn him to Tegel Village to find the Bluestone dwarven civilization. Will discover more statues, etc.
Bad dreams of the Immortal King coming back to life.
Outline of the Adventure
- Chapter 2: The Bluestone Dwarf Ruins
- Chapter 3: The Temple of the Lorekeeper – the party explores a profane temple to the Lorekeeper. At the height of his influence, the Lorekeeper dominated the dwarven society, and it was his corruption that ultimately led to the downfall of their ancient civilization.
- Chapter 4: Crypt of the Immortal King – the eerie demesne of the lizardmen retreat. Here stands the temple to the Immortal King. The presence of the slumbering demigod over the ages has created a strange aura of power that affects magic in some areas of the caverns. These magical energies were a source of wonder for the dwarves that followed and built their temples here. Now, the halls are occupied by the guards of the orcs.
- Chapter 5: The Crypt of the King – a nearly intact temple to the Lorekeeper survives here, along with the tomb of the dwarven king Hurin Hammerfist.
- Chapter 6: The Palace of the Orc General – beyond the pleasure palace (?) is a grand cavern lit with perpetual magical light. Beneath the cave’s spectacular vault stands the ruins of Huvat Vex. On the abandoned streets lie ziggurats that unlock the portal to the lizardman caves below, if triggered by acts of unspeakable evil.
Rumors
- We have found a secret entrance “A squat dark building constructed of black stone.”
- Beware the Yellow Death!
- Don’t trust the trees!
- The rope bridges within the cavern are rotted out and unsafe. (false)
- For safety, seek ye the Pool of Watery Wonders
- The Hall of Laughing Skulls leads to riches untold.
- Be wary of statuary!
- Deep under the earth there is a sunlit garden and sparkling palace.
- Seek aid from the hobbit hermit.
- Buried with the dead king is a powerful but evil sword.
- The touch of the good of heart destroys the undead. (false)
- A remnant of a lizardman society may yet exist deep within the bowels of the earth.
Factions
Lizardfolk - G’ruk has returned following visions sent him by the Immortal King. G’ruk deeply desires to find the source of his visions. He does not know who or what the Immortal King is, but he correctly believes that whatever is calling him could lead the lizardfolk to power.
The lizardmen in the deep caverns. Their presence is felt in the upper caves through the magical influence of the Immortal King who slumbers in his temple. Once awakened, the Immortal King will begin a campaign of slaughter. He will also begin the process of leading his people back to the surface.
Orcs - The orcs control most of the caverns. Stonghoen’s base of power is the pleasure palace. They are wary of intruders and the party can expect the full fury of their wrath to be marshaled against them.
The Lorekeeper - The original source of the downfall of the Bluestone Dwarves; from him flowed the decadence that destroyed the dwarven civilization. His dark spirit still lingers in the caverns. LE, symbol is grinning skull, weapon – heavy pick, He wanders the realm spreading fear of mortality in all. His worshippers revere death above all else. His ultimate goal is nothing less than the destruction of all living things.
Bluestone Dwarf Ruins: Grounds
These ruins are little more than three stone foundations and some crumbling walls in a swampy morass west of Tegel Village. Unremarkable, they have recently been of interest because of the arrival of the ogre archaeologist Rukhs. The ogre, believing they are the ruins of a Second Age dwarven settlement of the Bluestone Dwarves, has made several forays to study them. Each time, he has been driven back by orcs in the area.
Building A: Main Entrance
The dwarves built this building into a grand entrance to their halls below. The orcs now patrol watching for intruders. Orcs wait in the trees surrounding the foundation, waiting for an opportune moment to strike.
Building B: Hidden Entrance
The building is magically hidden from detection by the lizardmen. It was once a section of an above-ground temple to the Lorekeeper. Restored by the lizardmen, it provides an entry to Room 18. The new ceiling is made of wood and untouched by fire. A band of lizardmen watch this entrance.
Building C: Library
The ghosts of three women who died a violent death are here. They will attack any dwarf or lizard men they see. The top shelf holds one log (written after the fact). It will slowly reveal the secrets of the Bluestone dwarves.
Building D: Beerhall
These are adventurers who were killed by the assassin vines. Treasure includes: +1 short sword, 120 gold.
Building E: Bathhouse
The water is now swamp water and can cause blinding sickness if drunk by humans, but it provides a good source of sustenance for the bright blue mold that covers the foundation here.
Building F: Hole in the Ground
This is a 5-foot diameter hold that drops 65 feet into Room 23. Anyone falling into the hole takes 6d6 damage. Climbing down the hole is not difficult, however. Climb DC 15. There is even a ruined column near the hole to which a rope might be safely attached.
Bluestone Dwarf Ruins Level 1
Once the natural entrance to the reptilian city of Huvat Vex, this crude cavern was greatly expanded when discovered by the Bluestone Dwarves. Originally built as a shrine to all of the dwarven heroes, it was later converted into an entrance hall for the larger shrines on Level 2. During this conversion process, which was intended as a "re-imagining" of the birth of the heroes, whole sections of the temple collapsed onto Level 2 below. Although some stone bridges were built, such as in Room 24, rope bridges now span two areas, Rooms 15 and 19. The rope bridges are now tended by the lizardmen.
The original Bluestone Dwarves expanded the level and made it a great temple to the Lorekeeper. The Bluestone Dwarves performed dark rituals here above the temples to other heroes. These rituals permanently marked the place as evil - Rooms 9 to 27 radiate dim evil.
When the Bluestone Dwarves started to fall into disfavor, they sealed a portion of temple to preserve the worship of the Lorekeeper for a future generation. In doing so they sealed Dolan Hammerfist (see Room 11) within the Temple. To guard the sanctum, they also sacrificed followers to serve as undead guardians. Finally, the priests in the service of the Lorekeeper sealed an oracular skull (see Room 12) in case the others were destroyed. This was good foresight, for a few years later when the cult was blamed for the downfall of Bluestone Dwarves, the other oracular skulls were destroyed.
The Incarnation of Death roams all of Level 1. This apparition appears to all creatures, including the party, whenever they reach 3 or fewer hit points. There are a number of items on this level that draw the Incarnation of Death to them, wherever in the world that might be. Carrying an item marks a player as a worshipper of Lorekeeper, even when in fact they are not such a devotee. There are several items (such as in Room 9) that have this affect.
Room 0: Entry Stairs
A group of 20 orcs, led by Crumpback, guard the stairs. See the Army of the Mines for the list.
Room 1: Entry Hall
The stairs are from Area A on the Lost City of Bluestone Dwarves Map.
Tracks crisscross the fecal matter leading through Rooms 2 to Rooms 4 and 5. There are also tracks to Room 9a. Each round a creature moves more than normal movement (like a run or double move), make a Reflex check (DC 10). On a failure, the character falls into muck smearing themselves with the filth. This causes a temporary -3 penalty to Charisma based checks. The stench and filth lasts until a thorough cleaning.
Smoky torches, directional light shined on them or even magical light irritates the bats. If irritated, the bats swarm reducing visibility to 5 feet. Due to this noise, immediately check for a wandering monster.
Room 2: Hall of the Bats
This makes the floor slippery with the same penalties as the first room, except the Reflex check is higher (DC 12). These bats are as easily irritated as those in Room 1.
Room 3: Alcove of the Bats
This was once a statue of Moradin the Forger. The statue is not magical. His head is buried in the rubble and can be found on a DC12 Search check. Moradin can be identified with a DC15 Knowledge (religion) check.
The Reflex save is the same as Room 1 (DC 10). The stone doorway to Room 4 is jammed shut and requires a DC18 Strength check to open.
Room 4: Centipede Chapel
To recognize the blood requires a DC20 Survival check.
Room 5: Lizardman Hunting Foray
One of the panels is a secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 20) to a hallway.
Retreating from an encounter with the centipedes in Room 4, four lizardmen fled to this location moments before. Two of the lizardmen are guarding the door while a third is attempting, poorly, to treat the wounds to the fourth. The fourth can fight, but suffers from centipede poison. The poison causes a -2 Dexterity penalty. This lowers his Initiative to -1, AC to 14, ranged attack to -1, Reflex save to +2 and Balance skill to +3. The lizardmen are exploring this part of the dungeon looking for clues. They will flee down the hallway and through Room 27.
Room 6: Spear Trap
In this hall is a surprisingly well constructed spear trap constructed by the orcs. A tripwire across the hall launches two spears north down the hallway. A gnoll guard, marked "g" on the map, is likely to hear an approach from the south if the trap is set. The gnoll receives a +4 Listen check modifier to hear anyone approaching if the trap is triggered
Double Spear Trap: CR 2; mechanical; location trigger; manual reset; Atk each spear +12 ranged (1d8, spear); Search (DC 20); Disable Device (DC 20).
Room 7: Gnoll Guard Post
Hyzvt wants to keep track of anyone entering his domain through Room 8. He stations 6 gnolls here at all times, in addition to the gnoll in Room 6.
Room 8: Passage to Level 2
This long passageway slopes down to the second level. On the second level the passage becomes a long stairwell that shows the way to Level 2, Room 39. Many tracks of orcs and gnolls travel in both directions along this passage. This is the path the orcs use to reach the surface world. Toward the end of the hall is a secret door and passage to Room 27a (known only to the lizardmen).
Room 9: The Chapel of Lorekeeper
Behind these curtains are frescoes depicting a dark-robed faceless dwarf reigning triumphantly over a variety of mortal creatures from many races. The figure is Lorekeeper. Above these frescoes one phrase is repeated in ancient dwarven: Nothing Escapes Death. The entrance from the east is behind one such curtain.
The northern door is locked and incredibly difficult to pick (Open Lock DC 20; Break DC 22). However, the wight has the key in a belt pouch.
The southern skull door is locked with an arcane lock requiring an Open Lock check (DC 20). It also requires a difficult Strength check (DC 25) to open. The wight key also opens this door. The eyes glow with a continual flame spell. Anyone touching the door triggers a magic mouth. The skull thereafter hisses "Enter! Join me in the bliss that is the Lorekeeper! Become one with blessed death, It is in the final end that fulfillment lies!
There is also a secret door (2 in. thick; locked Open Lock DC 25; Hardness 8; hp 30; Break DC 28; Search DC 20) hidden behind the plaster fresco in the southeast corner. It is hard to see a change in the plaster to find the secret door. A Search check (DC 28) is required to see these indentations. The wight's key also opens this door. However, inserting the key into the lock triggers a spear trap.
Spear Trap: CR 2; mechanical; location trigger; manual reset; Atk spear + 12 ranged (ld8, spear); Search (DC 20); Disable Device (DC 20).
The vapors are actually an incense trap. Anyone entering the room and breathing must make a DC15 Fortitude save each round or fall asleep. The victim sleeps until the burners are extinguished. This is easily accomplished with water or any other means of smothering the flame. Once this is done, it takes 6 rounds to clear the room of the vapor unless assisted by some magical means. After the incense clears, the victims rouse.
The figures are long-dead worshippers of the Lorekeeper who never awoke from their prayers. Upon touch they crumble to dust leaving behind only a few bones, shreds of black cloth and a silver chain and skull shaped pendant with turquoise eyes. The pendant is worth 25 gp. For purposes of the Incarnation of Death (see Introduction), these pendants count as symbols of Lorekeeper. These cultists lighted the incense and settled into prayer realizing that they would slowly die.
The "e" on the map is another similarly clothed figure. This is actually a very patient wight. The wight waits to be touched or prodded (or until everyone succumbs to the incense) before it moves to attack.
The wight has a silver key with grinning skulls engraved on both ends. It is easily recognizable as a key.
Room 9a: The Gates of Death
This secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 20) is hidden along the corridor behind a coat of plaster. Neither the orcs nor the lizardmen have discovered it. To see the variation in the plaster requires a Search check (DC 25).
Beyond the portal are two active effects. The first is a permanent darkness. The darkness covers the entire hall between the secret door and Room 9. The second effect is a special magical trap. Anyone within the room who looks toward the direction of the secret door views a blank wall. This is as an illusory wall spell. However, anyone interacting with the wall is teleported, by a greater teleport into Room 9. All of these are spells as if cast by a level 18th sorcerer.
Room 10: Crypt of the Walking Dead
The hall leading from Room 9 to this crypt has a pit trap.
The blob is actually a 20 foot tall statue of a Purveyor of Lorekeeper with a giant, loose black robe draped over it. The south wall of the room has a permanent gust of wind cast on it. The spell is as if cast by a 10th level sorcerer. This causes the robe to billow and appear to be moving.
A layer of plaster covers all of the secret doors in this room. The secret doors lead to Rooms 10a-10f. A Search check (DC 20) is required to notice any of the doors. Each door has the same statistics as the secret door in Room 9a.
Room 10a: Empty Crypt
Room 10b: The Living Dead
These are the remains of those "fortunate" enough to commit suicide in the ritual that celebrated the completion of the demesne. The pendants are identical to the ones described in Room 9.
Room 10c: More Living Dead
Room 10d: Even More Living Dead
Room 10e: A Second Empty Crypt
Appearing as a normal undead skeleton, these unholy beings of bone are programmed to accomplish particular tasks. This makes them ideal for the guarding of tombs and triggering devious traps. Many disciples of Orcus use necromantic skeletons to guard secret passages into their underground temples or to poison wells in the event they meet an untimely death. A necromantic skeleton avoids combat until it is able to accomplish its task. The tasks must be fairly simple and set once the skeletons are created. Once a necromantic skeleton is given its task, only its destruction prevents it when a triggering event, such as a word or perceived incident occurs.
Animate Dead (Sp): Once per round as a standard action, a necromantic skeleton can animate dead as a 5th level cleric. This ability resembles the spell of the same name; the necromantic skeleton does not require the material component for the spell.
Spirit Transfer (Su): If the necromantic skeleton reduced to 0 hit points, it automatically transfers its spirit to any single dead creature within 100 feet. On the next round, that creature rises as a zombie that has the animate dead ability of the necro- )' mantic skeleton but is otherwise a normal zombie.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Room 10f: A Not-So-Empty Crypt
If the door to this crypt is opened, the doors to the other occupied crypts burst open. Characters not marked are attacked.
Inside this crypt on the north wall is a locked box. The box requires an Open Lock check (DC 15) to open. Inside is a Potion of Levitation in a skull shaped flask and 120 gold.
Room 11: Perfectly Preserved Curate
Entombed here years after the downfall of Huran Hammerfist is Dolan Stonestaff. Dolan was a Curate of Casualty within the Purveyors of Mortality. He was selected to enter a form of stasis brought about by the Static Ritual. On the floor five feet in front of the secret door in Room 9 is an invisible rune that releases Dolan. Guarding Dolan are six skeletons. The skeletons are programmed to protect Dolan and do not move more than 10 feet from him unless ordered to do so.
Five feet beyond Room 11 is a long hallway. Along this hallway is a 5-foot deep pit trap. The trap is stuck and springs only 50% of the time. Within the trap is a strong but lightweight rope ladder that is 50-feet long. At the end of the ladder are two stone balls. These balls fit indentations on the floor at the end of the hall. This allows one to extend the ladder over the ledge and climb down to Level 2. However, there is an illusory wall over the end of the hall that resembles a dead end. The dead end is over Room 28 on Level 2. Anyone interacting with the wall might fall in, (Reflex check (DC 16) or fall 50 feet to Level 2 for 5d6 points of damage.
5-foot Pit Trap: CR I; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 5 ft. deep (id6, pit); Search (DC 20); Disable Device (DC 20).
Slightly bewildered after coming out of the static ritual, Dolan immediately tries to discern what is going on about him. He is not quick to fight for he believes that the characters might be those sent to awaken him for the return to the days of Lorekeeper are at hand. He speaks only Bluestone Dwarven and can read and speak ancient Bluestone Dwarven.
When approached he speaks in both languages asking if the day of the dead is at hand. This was a common greeting in his day. The proper reply is "No, the Lorekeeper waits for us to remind the world of its mortality." If he does not receive this answer, he is immediately wary. He uses his comprehend languages, a spell often used by priests in their conversion efforts, to understand the party.
Dolan has no idea that he has been in the static ritual for almost 1000 years. He knows of all of the traps and locations on this level. He also knows of the Lorekeeper temple on Level 3A and how to reach it as well as the sphinx on Level 2. He has heard about the Sublevel 2A as well as legends of Sublevel 2C.
If forced into combat, Dolan uses animate dead to keep the skeletons around him active. He is likely to contagion the most obvious cleric, hold person the largest warrior and use his smite and death touch attacks liberally. Another tactic is to use tongues followed by enthrall and command. Dolan isn’t conservative about using the dust of confusion to make a quick escape. He knows of the pit and illusory wall. These were placed in this location when the reconstruction of the level caused it to partially collapse. Thus he only flees north.
“Praise to the Lorekeeper”
Static Ritual
True Ritual Level: True Ritual, Clr 15 Components: V,S,M,DF Proxy: One person. Casting Time: 1 day Range: Touch Target: Individual Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
Taught by Thanatos to his vile priests, the static ritual allows one to cheat death and sustain oneself for eternity. The cost of the ritual is the dedication of one's soul to Thanatos. A fee paid upon the eventual death of the subject. No one can escape Thanatos forever and the Dark One knows this is a small gift in exchange for a priceless one.
To cast this spell, six casters must join together to form a circle around a willing subject. The seventh caster, a 15th level or higher cleric, leads the ritual. After making the necessary contact and thereafter contract with the death god, the spellcasters form a binding around the subject that is permanent until a trigger is activated. Not only is the subject bound motionless, but she also does not age, breathe, require food or water or even seem to be living. The subject is in a stasis until freed. The trigger necessary to free the subject varies. This can be a rune on the floor, a detection (such as detect good) or even a mundane tripwire. Once triggered, the subject is freed from the static ritual.
Room 12: Oracular Skull
The entry halt to this room is guarded by 2 crossbow traps. They are aimed at the center of the double doors entering the room. Opening the door triggers the trap. The room is naturally 10 degrees colder than the hallway. The hallway is approximately 55 degrees Fahrenheit.
Crossbow Trap: CR 2; mechanical; touch trigger; manual reset; Atk two +10 ranged (id8, quarrel); Search (DC 20); Disable Device (DC 20).
The constellations are of the Bluestone Dwarven zodiac. The constellation of Lorekeeper, a bony finger, does not move. Instead, the zodiac seems to move around the finger, which is a larger symbol than the others. An individual with Bardic Knowledge, Knowledge (arcana), Knowledge (religion) or Profession (astrologer) might, check (DC20), recognize the stars and their meaning.
This is the oracular skull. The oracular skull is actually a construct in contact with Lorekeeper. The skull has real eyes and watches individuals entering the room. If anyone enters, the skull chuckles ominously. If the door closes, the skull says, "Speak petitioner and have thy say, that I may answer yea or nay."
Thereafter, the skull allows everyone present to ask one yes or no question. The skull is a conduit to the Lorekeeper and speaks truthfully with near omniscience. No character may ever as more than one question, regardless of how many times they re-enter the room.
Once all questions have been asked and answered, the skull states, "Your question has been answered and ye are now Lorekeeper' own." After this statement, a small, white skull shaped blemish appears on the back of the hand of every creature appears that asked a question. This is the Mark of the Lorekeeper. Any creature so marked is visited by the Incarnation of Death (see the Introduction for more information about this new monster) when they are within 3 hit points of dying, regardless of where they might be. The skull mark may be removed by a combination of remove curse and cure disease. This combination, if not guessed, requires divination magic to deduce.
If the skull is attacked, the oracular skull floats high above to avoid a confrontation. If the PCs are very insistent, the oracular skull asks the characters to leave or face the ultimate kiss of Lorekeeper. Thereafter, the oracular skull attacks using its inflict moderate wounds ray from afar.
Created as a transmitter to answer questions of evil deities, oracular skulls speak and act while in contact with a part of their patron deity's subconscious. Cults of evil gods revere these rare skulls as a means of converting unbeUevers and using them as a focal point of worship.
An oracular skull looks like a floating hu¬man skull with ram's horns billowing out the sides. The eye sockets have eyes that are made of living tissue. These eyes creepily follow those who approach the skull. The skull moves its jaw when talking, but the words come from the deity. The deity does not specifically control the skull and sometimes is not even aware of the skull's existence. If attacked, an oracular skull attempts to hover out of range of its opponent's melee attacks. It fires its inflict Ught wounds ray as it cackles and swears at its adversaries.
Divine Conduit (Su): When act: vated, an oracular skull allows any intelligent creature within 50 feet to ask one yes or no question as per a commune spell as cast by a 13th level cleric with the exception that one may never ask mor; than one question, regardless of how many times they encoun¬ter that particular skull. Once an oracular skull has answered a question, a Mark of Evil appears on the creature asking the question.
Mark of Evil (Su): Once an oracular skull has an¬swered a question, a small blemish appears in some highly visible place somehwere on the body of every creature that asked a question. This is the Mark of Evil, and resembles the symbol of the evil deity to which the skull is tied. The specific effects of the Mark of Evil depend on the deity, and are left to the imagination of the Judge. At the Judge's discretion, paladins and clerics of good deities lose their class abilities once they receive a Mark of Evil and must have the mark removed before they can atone. The mark may be removed by a combination of remove curse and cure serious wounds. This combination, if not guessed, requires divination magic to deduce.
Inflict Light Wounds (Sp): Once per round, an oracular skull may emit a ray that deals Id8+5 points of damage in a ranged touch. This power is identical to an inflict light wounds spell as cast by a 13th level cleric, except it follows the rules for a ray.
Shield of Faith (Sp): A protective shield encapsu¬lates the oracular skull and grants a + 2 deflection bonus to its AC. This is the same as a shield of faith spell as if cast by a 13th level cleric.
Creating an Oracular Skull
An oracular skull is made of a humanoid skull, ram's horns, 13 drops of blood from an evil divine spellcaster (the creator can use her own blood if she is a divine spellcaster) . The oracular skull costs 35,000 gp to create . Assembling the skull requires a successful Knowledge (religion) check (DC 13 ). The creator must be able to cast divine spells, any evil alignment, and be at least 13th level. Further¬more, the skull must be dedicated to a specific deity during its creation. Completing the ritual drains 700 XP from the creator and requires commune, geas/quest, inflict light wounds, shield of faith, and unhallow.
Room 13: Moldy Bones
The door to this room is bolted with a heavy stone bar from the west side. To open the door from the east requires a DC18 Disable Device check or a very difficult DC28 Strength check to bash it in. However from the hallway, it only requires one to remove the bar.
If anyone enters the room, the skeletons rise from the mold and attack. The bones of the skeletons are fuzzy with the mold. Striking a skeleton has a 50% chance of releasing a 5-foot square cloud of spores. If a cloud is released, there is a 30% chance that the mold on the skeleton releases all of its spores creating a 10-foot square cloud. Thereafter, the yellow mold is spent. Also, holy water is ineffective on the skeletons while the mold is still on them.
Like Room 11, there is an illusory wall over the end of the hall that resembles a dead end. However, anyone interacting with the wall might fall in, Reflex check (DC 16) or fall 50 feet to Level 2 for 5d6 points of damage. The illusory wall is 50 feet above Room 28 on Level 2.
In a stone box, marked "X" on the map, are a small garnet worth 40 gp, a silver mace head worth 20 gp and a rod that is a 2-foot long, skull-headed obsidian wand. This is a facsimile of the fabled Wand of Orcus. This is actually a rod of control undead (See the Appendix for more information about this new magic item).
Yellow Mold (CR 6): If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d6 points of Constitution damage. Another DC 15 Fortitude save is required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.
Room 14: Upper Reaches
This area is the upper part of the caverns on Level 2, Room 28.
The rope is 3 inches thick; Hardness 2; hp 5. Due to the dampness in the air, the ropes do not burn unless liberally doused with 3 flasks of oil.
Among the stalactites are 10 dire bats. The movement of torches or lanterns across the rope bridge dislodges several of the bats. Magical light dislodges all of them. The bats have learned over time that the approach of light, about the only thing they can see with their meager eyes, means the approach of food.
If a creature is hit by a dire bat while on the rope bridge or on a ledge, he must make a Reflex save (DC 10) to avoid falling over the edge to the caverns below (5d6 damage). For every bat that hits, raise the DC by +2. The effect is cumulative for each bat that successfully attacks a creature during its attack phase. If three bats hit a creature, for example, the save is DC 16. A creature only needs to make this save once per round. Subsequent hits in the same round, such as from an attack of opportunity, do not prompt additional saves.
Room 15: The Rope Bridge
This area is the upper part of the caverns on Level 2, Areas 30a-b.
The rope is 3 inches thick; Hardness 2; hp 5. Due to the dampness in the air, the ropes do not burn unless liberally doused with 3 flasks of oil.
Room 16: Sanctuary of the Lorekeeper
This is a worship hall dedicated to Lorekeeper. This is the deepest into the Caverns that the lizardmen have tread. The chapel was a place of worship for the Bluestone Dwarves.
The basin contains 3 flasks worth of unholy water.
The writings are warnings not to enter or be damned by the Lorekeeper.
Anyone entering the western section who does not have the Mark of Lorekeeper is subject to a bestow curse due to the profane aura of the room. The bestow curse is as cast by 12th level cleric, Will save DC 13, and causes a -4 enhancement penalty on attack rolls, saving throws, ability checks and skill checks. This trap cannot be disarmed. This is because it has its genesis in the aura of the room, not in a particular spell or trap meant to ward the room.
The eyes of the statue (worth 200 gold each) are magically trapped. Any attempt to removal causes both braziers to explode per a fire trap spell. Due to the dryness of the air caused by the braziers, the curtains between the western and central section likely catch fire.
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap, 7th level wizard, ld4+4 points of damage and catch fire to all within 5 -foot radius, Reflex (DC 16) half); Search (DC 28); Disable Device (DC 28); Cost: 10,500 gp + 480 xp.
Room 17: Bars, Visions, Spears and Slides
The bars are 2 inches thick; Hardness 8; hp 70; Break (DC 25).
However, they are trapped with a minor image trap. Anyone touching the bars and failing their save see a comely dryad on the east side of the bars. The dryad is attempting to break free from the bars. She seems to be in fear of something and retreats, cowering against a wall. This trap is to convince individuals to trigger the spear trap. On the east side of the bars is a pressure plate activating a double spear trap. The trap is very old and only triggers 30% of the time.
Minor Image Trap: CR 3; spell; spell trigger; automatic reset; spell effect (minor image, 511, level wizard, see above, Wilt save (DC 13) to disbelieve); Search (DC 28); Disable Device (DC 28): Cost.- 5,000 gp + 400 xp.
Double Spear Trap: CR 2; mechanical; location trigger; manual reset; Atk each spear + 12 ranged (ld8, spear); Search (DC 20); Disable Device (DC 20), Market price. 4,800 gp
The stairs lead 60 feet below and lead to Level 2, Area 28. There is a 30% chance that the stairs buckle in unison, forming a 45,degree slide. Every 5 feet traveled adds a 5% chance that the stairs buckle. The slide does not damage to the PCs. However, each 20 feet they slide, they move 5 feet past the bottom of the stairs into the caverns below. For example, if the PC slides the entire stair, they must make a Reflex save (DC 15) or be dumped into the river.
Room 18: Stairs to the Surface
This set of stairs leads to the ruins above (The Lost City of Bluestone Dwarves Map, Area B). This is the access route of the lizardmen when they come to explore in this unholy place. A lizardman is on the look out for anyone coming down the stairs. If he spots anyone hostile approaching, he uses a reptilian whistle to warn of intruders. The reptilian whistle can be heard in Rooms 14 through 26.
If the reptilian whistle is blown, all lizardmen in Rooms 14 to 26 prepare ambushes. First, using ranged attacks while the party is on the bridges and then falling back to Room 25, attempting to knock the characters off the stone bridge near Room 24. A couple brave lizardmen also try to lure the party into the dire wolverine lair (Room 21) and quickly retreat to join the others. If desperate, a lizardman draws the party into Room 20 and pulls off the drapery from the statue in hope of stunning the party and quickly killing them.
Room 19: A Second Rope Bridge
This area is the upper part of the caverns on Level 2, Room 29.
A guard posted at the door to Room 20 watches this area. Any light traveling across the bridge is likely to be seen.
Hanging high above are 5 dire bats. These bats are disturbed by light and likely attack. If a creature is hit by a dire bat while on the rope bridge or on a ledge, he must make a Reflex save (DC 10) to avoid falling over the edge to the caverns below (5d6 damage). For every bat that hits, raise the DC by +2. The effect is cumulative for each bat that successfully attacks a creature during its attack phase. If three bats hit a creature, for example, the save is DC 16. A creature only needs to make this save once per round. Subsequent hits in the same round, such as from an attack of opportunity, do not prompt additional saves.
Room 20: Ritual Hall of Purification
Posted outside this door, watching the rope bridges is a lizardman guard. He has a rreptilian whistle that he blows if intruders are spotted.
The room itself is a purification chamber where the Bluestone dwarves ceremonially cleaned themselves before beginning holy rites. Behind the drapery is a black marble statue of Lorekeeper. This is another profane area. Anyone viewing the statue, without a symbol of Lorekeeper in their possession or the Mark of Lorekeeper, must make a Will save (DC 15) or be stunned for 1d6 minutes. The dread that crawls the skin and chokes the throat of any who are not touched by or believe in Lorekeeper is overwhelming. The source of this magical effect is the eyes of the statue. The eyes are matched citrines.
The eyes are loose and easily come out of their stony sockets. The citrines are worth 150 gp each. If removed, the effect ends.
There is also a cleverly disguised trap door. The door is actually one of the marble tiles within the room. It is difficult to detect requiring a Search check (DC 25). Below the trap door is a chimney leading down to Sublevel 2A, Room 61.
Room 21: Outer Lair of the Wolverine
The lizardmen captured a rather powerful druid near the monestary several weeks ago. The druid offered his services in exchange for his life. The lizardmen agreed and the druid captured a dire wolverine to guard the area. The druid also captured the bear in Room 26. When his use came to an end, the lizardmen killed the druid.
Scattered around the room are a number of items: 2 daggers, a hand axe, a helmet to a set of half-plate, a light crossbow and 10 quarrels, a long sword, 3 short spears and 2 sets of orcish chainmail. All of this equipment is soaked in wolverine musk and is unbearably smelly until well washed and aired out for at least 3 days.
Room 22: The Lair of the Wolverine
Anyone entering must make a Fortitude save (DC 16) or become nauseous until they leave the room.
In the corner behind a pile of refuse is a secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 25) leading to a secret passage not yet discovered by the lizardmen.
Room 23: The Sacrificial Altar of the Lorekeeper
This area includes a sheer cliff leading 50 feet down to Level 2, Area 30c.
High above (30 feet) in the stone ceiling is the end of a chimney that leads to Area F, a hole in the ground. The chimney leads another 35 feet to the surface. This leads to the surface of the Bluestone Dwarvesn city ruins.
Room 24: Trap Door
This is a stone bridge without rails over a 50 foot deep chasm.
In the bridge is a trapdoor. The trapdoor opens 60% of the time. If released, it remains open until closed.
Trapdoor: CR 3; mechanical; location trigger; automatic reset; DC 20 reflex Save avoids; fall 50 feet (5d6, trapdoor); Search (DC 20); Disable Device (DC 20); Market price- 3,000 gp.
Room 25: Vault of the Ceremonial Treasures
This is the room where the lizardmen store treasure and clues to where to find the Immortal One. It is always guarded by four lizardmen. If the guards are overwhelmed, one pulls a lever that releases the black bear from Room 26. The black bear was well trained by the druid who was ultimately sacrificed. It attacks all non-lizardmen.
Four torches light the room. Below the torches are two chests. The chests are on the north and south walls. Each chest is locked.
Open Lock check (DC 20). Each has a glyph of warding (slow) trap, see below. The glyphs are across the back of the chest at the seam between the lid and the chest itself.
The north box is empty, but on the interior lid is a glyph of warding (sleep) trap. This glyph is broken if the chest is opened.
The south box contains an ivory mace (200 gp), an unlocked iron box containing 100 gp, a leather bag with 10 chips of ruby (10 gp each), an emerald (200 gp) a sapphire (150gp), and a platinum box carved with ancient runes (250 gp). The runes state in ancient Bluestone Dwarven that this box was crafted for his high Excellency King of Bluestone Dwarves, Huran Hammerfist. Inside the platinum box are a pair of glass beads that appear to be exact replicas of human eyes.
These are eyes of sight (see the Appendix for more information about this new magic item).
Glyph of Warding (Slow) Trap: CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [slow], 5ffi level cleric, slow, DC 15 Reflex save avoids); multiple targets (five creatures within 35 feet of the trap lasting 5 rounds, see the sk)w spell in the PHB for information about the effects of this spell); Search DC 28; Disable Device DC 28.
Glyph of Warding (Steep) Trap: CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [steep], 5,h level cleric, s6p, DC 15 Will save avoids); multiple targets (creatures within 15 feet of the trap lasting 5 rounds, see the sleep spell in the PHB for information about the effects of this spell); Search DC 28; Disable Device DC 28.
Room 26: The Bear Lair
In this rough-hewn cavern resides a black bear. Trained by a druid slave, the bear was taught to not attack lizardmen. A lever in Room 25 controls iron bars to this cave.
Room 27a: Jets of Flame
Rooms 27a and 27b form an immense hall that is cleft in half by a deep chasm. This chasm leads 80 feet down to Level 2, Area 39. A large tremor over a century ago opened the chasm.
For anyone approaching within one foot of the chasm, there is a 10% chance that it crumbles away. In such an event, the creature must make a Reflex save (DC 14) or fall to the bottom of the chasm, causing 8d6 points of damage. A dwarf or others with stone crafting skills might notice that the ledge is weak. Spot (DC 18).
On the north wall is a secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 22) leading to a passage not discovered by the orcs. The secret door is disguised as an ornate panel. This passage leads to another identical secret door in Room 8, a sloping hall.
Passing between the two north pillars triggers a mechanical trap. One round later, blue flame spouts out of the holes in the floor, as marked on the trap. These jets of flame, no save, do ld6 points of damage. Anyone caught by the jets must make a Reflex save (DC 15) or catch on fire. Each round a creature remains over one of the holes, they take damage and possibly catch on fire. After three rounds of flame, a statue of a demon appears to rise out of the flames.
The laugh is a magic mouth, and the sapphires are worth 300 gold each. After a few rounds, the statue sinks back down to Room 50 on level 2. As the head of the statue passes beneath the floor, trap doors seal the shaft closed. Anyone caught in the trap doors takes 6d6 points of damage. To disable the doors requires a Disable Device check (DC 20). The walls of the shaft are constructed of a slick, oily textured stone. To climb down is very difficult (Climb check DC 30).
The dwarves created the statue and mechanism as a spectacle to teach worshippers of the power of Lorekeeper. The mechanism uses natural gas, collected in large pockets beneath Room 50 in its construction. Thus the gas bums with little smoke.
Room 27b: The Burial Crypt of the Cult of the Dark One
All of the orcs are here to provide food for the bear and wolverine and as a warning to their brethren. The decay and corruption has lured a carrion crawler here. The crawler hides just inside the chasm if anyone approaches, but it is not shy to attack. Within one of the corpses is a clutch of 20 carrion crawler eggs.
If the southernmost pair of columns is approached by any non-liazardman, a sinister repeating animate dead trap is triggered. Each round the trap animates ld4 skeletons, up to a total of 40 from the corpses in the room! Skeletons attack the closest creature, including the carrion crawler!
Animate Dead Floor Trap: CR 4; spell; spell trigger; no reset; spell effect (animate dead, 5,h level cleric, see above); multiple targets (creatures within 5 feet of the trap); Search DC 28; Disable Device DC 28; Market price.- 10,000 gp + 800 xp
The "x" marked on the map is a locked, stone chest. The chest is guarded by a puzzle and can be moved, only to reappear in its current location a few minutes later. The top of the chest has a square that is 8”x 8”. Each tile is 2”x2”. The party must form a square of tiles (yes, there are four extra). Similar colors must be placed together. In the square is written the following:
Form from my tiles a perfect square,
Make sure the colors always pair.
The chest contains: a map showing every room in the Temple of Lorekeeper (Rooms 14 to 27)
It also contains a wooden box with two diamonds (50 gp each), a bejeweled statue of Moradin taken long, long ago from the palace during one of the raids attempting to take the caverns back (400 gp), and a sheaf of ragged yellowed papyrus paper tied with a black ribbon. There are about 100 pages in the sheaf, all written in ancient Bluestone Dwarven. The pages are not numbered and are out of order, but a day's worth of undisturbed study and an Intelligence check (DC 20) allows anyone fluent in the dead language to put the pages in the proper order. If successful, they will have reassembled an unnamed document that details the construction of an oracular skull (see the Appendix for the creation rules of this unusual Construct). This sheaf of papyrus is worth approximately 1,000 gp to any evil cleric. Also within the box is a scroll in ancient Bluestone Dwarven telling of the sealed domain of the Lorekeeper. The scroll also gives a hint about the demesne stating:
Dark Hero, Death's Head, Sealed Forever in Ceaseless Mourning.
Captive and Kept From Service to Dwarves.
Lost to Dwarfdom is the Oracle Wise.
Monsters
Ghosts (3) |
Treasure
Logbook |
Bluestone Dwarf Ruins Level 2
A tomb complex of ancient Bluestone Dwarves is in this level. These were some of the first structures built in the caverns after they were "discovered" by the dwarves.
This level is the gateway to the grand cavern below. Many sublevels created by the Bluestone Dwarves and the former rulers of the caverns, the Lizardmen are linked to this level. Relics of the past glory of the dwarves lurk waiting to be discovered. The actual level is predominantly a natural cavern. The ceiling of the cavern ranges from 40 to 80 feet tall. There are many stalactites and a handful of stalagmites in the cavern. Down the center of the cavern is an underground river. The river is 10 to 50 feet deep and moves from 5 to 15 feet per second. The flow of the river is south from its headwater and the east. The river travels underground for 6 miles, emerging in the Inner Sea. The source of this river is far below on Level 3, in Huvat Vex. Entering the cavern through stairs (Level 1, Room 8), the demon device (Level 1, Room 27a) or descending through the open-air cavern, the party find themselves confronting traditional and nontraditional foes. Rooms 28 through 34 are in the natural cavern along the river. In this area traditional subterranean creatures lurk. Also along the river is the unusual guardian of the bridge, Grastic Hamrnerclay the Giant Gnome as well as a tribe of lizardfolk that have returned under the spiritual guidance of G'ruk the Shaman. G’ruk has discovered an entrance to the Sanctuary where the Immortal King sleeps. The Immortal King stirs and is guiding (G'ruk to awaken him). If awakened, the Immortal King begins preparations to return the Lizardmen to the surface world and begin a campaign of conquest and bloodshed.
Undertemples (Rooms 39-49)
Rooms 39-49 are the actual Undertemples of the Bluestone Dwarves. These were the temples built by the dwarves at the height of their power. Dedicated to Moradin and the other dwarven heroes, the dwarven people traveled deep into the caverns to worship here in this place of power. Undiscovered by the Bluestone dwarves, who expanded the natural caverns, was a door that led down to the Sanctuary where the Immortal King lies. The Undertemples is also the location where the Bluestone Dwarves created a permanent portal to Huvat Vex. The orcs to this day now control the permanent teleportation portal. In the temple beneath the portal is a complex of stores and areas of worship. This is Sublevel 2B These areas were built for the priests who tended to the temples. This is also the area where King Hammerfist fled during the orc attacks.
Room 28: Bridge of the Giant Gnome
Stairs lead down from Level 1, (Area 17) to this cavern, as does the chasm above (Areas 14-15). Over the underground river is a cobblestone bridge. This is the home of Grastic Hammerclay. He may be the only giant size gnome in the world. Hammerclay was cast out of his village as a freak. Due to a glandular problem, Grastic grew to his astonishing size. Wandering the world, he eventually found the Caverns and makes the bridge his home. Grastic is severely disturbed and intensely paranoid. The Lizardfolk and the Orcs avoid Grastic. He is considered to be a demon wearing the flesh of a giant over his body. This is untrue, but Grastic's unpredictable nature and constant ramblings do not tend credence otherwise. Both groups refer to this "demon" as "The Old Man of the Bridge." Grastic eats stirges he snares and the occasional crayfish. He is usually incredibly hungry. If the party does not immediately attack him and instead offer him food, he allows them passage over the bridge for a few weeks. Thereafter, he demands more and more food. If the food is very good or magically created, he'll offer some of his "pretties" from his treasure. In a sack near the wall are his pretties: 90 gold, 100 silver, a gem worth 30 gold, and a large, rusty iron key. Grastic found the key in the river while looking for crayfish. The key is a master key to the cell doors (rooms 134, 135 and 106). Also hidden nearby is Grastic's big yellow book of magic, in other words, his spellbook.
Tactics: Grastic uses his illusions from afar and avoids melee combat if possible, even though his build is best suited for it. If wounded more than 50%, Grastic flings himself into the river and hides under the bridge. If accosted he whimpers "Go away!", "Leave me alone!" or "Everyone hates me!" It is very unlikely Grastic assists even the most kindhearted party in adventuring through the Caverns.
Room 28a: Slippery Edge
This area is a narrow ledge along the river. At the location "A" on the map is extremely slippery due to water flowing down and across the ledge. A Balance check (DC 15) is necessary to move in this section. The river is 15 feet deep and the current moves at 20 feet per round. Due to the rocks and the current it requires a Swim check (DC 15) to swim in the river.
Room 29: Dead Halfling
This is a warning to all who approach. To the Lizardfolk this place is taboo. If they discover that it has been tampered with or entered, they are incensed. G'ruk the Lizard Man shaman (see Room 31 below) told his people that this the spirits of their ancestors protected the cottage. Thus, any who defile the holy place are attacked on site and to the death by the Lizardfolk who follow G'ruk. The Lizardfolk receive a +1 circumstance bonus on their attack rolls against any defilers due to their rage.
There is a small pendant with a silver skull under a bed. The scroll is written in ancient Dwarven and tells of the wonders of Huran Hammerfist’s palace and gardens deep within the earth. It is actually a ceaseless candle (see the Appendix for more information about this new magic item). This ceaseless candle may only be used 6 more times. The hobbit, named Barton, came to the Caverns over 100 years ago. Using his talents as a mage, Barton was able to search the caverns and gather information for his research. Barton believed that another race lived in the Caverns prior to the Ancient Dwarves. He spent most of his time in Huvat Vex. Unfortunately, the flame of his life ended and Barton died of old age. Finding the necklace in the ruins below, Barton wore it everywhere he went. The necklace is the Reptiltion symbol of fertility. When G'ruk entered the cottage, he immediately recognized the symbol and posted the warning. Any player caught by Lizardfolk wearing the necklace is attacked on site and to the death. The Lizardfolk are so incensed that they receive a +3 morale bonus on their attacks. PUT G’RUKS STAFF HERE!!!
Room 30a: Stirge Strike
This rubble fell here when Level 1 was being reconstructed to become a grand entrance centuries ago. A difficult search of the rubble, Search check (DC 20) reveals scattered, half-buried human bones and a silver sword. There are 10 stirges here.
Room 30b: Shallow Stream
This area is a shallow flow of water coming out of the rock wall. Lying in the stream are the bloated and long-dead bodies of three orcs. One was crushed to death. Strewn about them are two longspears and a shield.
In a pouch on the crushed orc’s body is a soft leather cloth. Folded within the cloth are four turquoise gems (worth 20 gp each). One of the other orcs has a silver dagger with a strange rune on it. The rune is actually meaningless; it was the orc’s good luck symbol. The small "X" on the map is the location of a piercer. There are also 2 stirges in the area who in a symbiotic relationship, assist the piercer.
Room 30c: Lair of the Falling Stalactites
There is a pattern on the map that shows this area. This area is plagued with piercers. The area is avoided by the orcs, but the Lizardfolk who follow G'ruk enter this area frequently. The Lizardfolk pass through in the water and thus avoid the hanging menaces. The black dots on the map mark the location of each piercer.
Room 31: The Lizardfolk Encampment
Several years ago G'ruk was called to the caverns. Haunted by dreams and armed with the knowledge passed down through the generations by his forefathers, G'ruk came to the Bluestone Dwarf ruins to find the source of his dreams - the Immortal King. G'ruk has discovered a secret door (2 in. thick; Hardness 8; hp 30. Break DC 22; Search DC 20) that leads to his lair (Level 2, Room 80). However, he has not yet explored the sanctuary. G'ruk is very superstitious and afraid of journeying further. On the west bank of the cavern, the lizardmen are camped. Typically, G’ruk is here with those not gathering food. The lizardmen live in tents made of skins. The tribe has no wealth. They follow G'ruk blindly and fully believe in the prophecy of return he preaches. G'ruk desires the treasure in Room 33. He lost 5 warriors attempting to obtain the treasure. Those that returned brought him the burnt othur poison. G'ruk later divined a legend that human blood is required to obtain the treasure. The actual phrase he teamed is "cast the blood of man upon the troubled waters." The phrase is meaningless. However, G'ruk may try to convince humans to get the treasure for him and double-cross them.
G’ruk has the key.
G'ruk has a potion of rebuke undead (See the Appendix for more information about this new magic item), 4 bags of powders (bag I is alum, bags 2 and 3 are colored sand, bag 4 burnt othur fumes poison, opening the bag creates a cloud 10 feet around (see the DMG for more information about this poison), 18 gp, 4 sacred rocks (all worthless), a mummified human hand, 6 teeth of dwarves and elves, a set of 20 divining sticks (worthless) , 6 strips of dried human flesh and a human jawbone. G'ruk has the ability to whip the tribe into a frenzy. If he does so, all other lizardfolk fight with a +1 morale bonus to attack. This stacks with any other modifiers, such as defiling the hatfling cottage, Room 29. If G'ruk dies, the lizardmen will fight to their death. G'ruk uses his bag of burnt othur poison only as a last resort. If thrown, it has a 10% chance of not bursting on impact.
Room 32: Spider Web
Each 5 foot section of the web has 12 hit points and hardness 5. Fire consumes the web, ignoring the hardness. If a creature is trapped within it requires an Escape Artist check (DC 25) or Strength check (DC 20) to escape. Hidden in a shadowy niche in the cavern ceiling is a huge monstrous spider. Near the spider is a large, leathery sack of spider silk. This is an egg sack containing 100 tiny monstrous spiders. Unless directly struck, any damage to the web has a 5% chance of opening the sack and releasing the tiny spiders. If opened, most of the offspring busy themselves eating each other. However, 40 of them attack the nearest creature, including mom.
Across from this room is a secret door (2 in. thick; Hardness 8; hp 30; Break DC 22; Search DC 20) leading to Room 54 on Sublevel 2A. One may ask why a giant's spider lair is doing close to the lair of the lizardfolk. It's a case of mutual tolerance. The lizardfolk feed the spider an occasional living orc and the spider lets them pass in the water beneath her web without interference.
Room 33: A Seemingly Abandoned Treasure Vault
The vault was entered recently and it might be noticed, Search check (DC 12), that the dust that settled over the centuries has been disturbed. There are dark stains along the floor in the hall leading to the north out of the room. The north hall is slightly damp. The constant gurgling of water can be heard from Room 34.
Open Lock check (DC 15). Both boxes are protected or (more correctly) "haunted" by 2 disembodied mouths (1 in each box). The mouth waits in the box for a limb or hand to enter the box. Thereafter it attacks for a few rounds, disappears for a few rounds and then resumes its attack until destroyed. In the small box is a +3 dagger of undead slaying and a potion of invisibility. In addition to the disembodied mouth in the large box there are 10 bags with 100 gp each (1000 gp total), a silver mirror (50 gp), an iron axe studded with green glass and jade (900 gp as jewelry), a gold brooch (140 gp) and a solid obsidian anklet with intricate inlaid designs (100 gp). There are also a +1 longsword and a +1 large shield decorated with silver and platinum tracery along with 70 carnelians. As an item of jewelry, the shield is worth 170 gp. If used in combat, the value is reduced by 100 gp. If the large box is opened, ld6+1 rounds later the guardian beast in Room 34 snakes a few tentacles into the room and attacks.
The anomaly that is the disembodied mouth is a mystery that has confounded adventurers far thousands of years. Speculatiart by arcane sages holds that a disembodied mouth is actually the maw of some larger Ethereal creature, the likes of which is unknown. Furthering this line of hypothesis, some adventurers have noticed a similarity between the disembodied mouth and the mouth of the extradimensional creature that farms a bag of devouring.
A disembodied mouth is a spectral maw with sharp teeth. Once released into the Prime Plane, a disembod¬ied mouth lurks around the area looking for anything organic to bite. It has little substance on the Prime Plane but it has an uncanny ability to size up an enemy and biting in the most vulnerable of spots. Disembodied mouths are usually employed to protect tombs and treasure troves.
Combat: A disembodied mouth usually lurks within a coffer, box or other object waiting for a hand or other append¬age to enter before it strikes. Once engaged in combat, a disembodied mouth hovers and attacks for Id4 rounds before jaunting back to the Ethereal plane for Id4 more rounds and then back to the Prime Plane. Once a disembodied mouth has selected a target, it continues to attack that target except in self-defense. Disembodied mouths have been known to follow and antagonize the would-be thieves for days harassing the person.
Aggrandizement (Su): 3/day-When a disembodied mouth first attacks an opponent, it uses the stats above. If it successfully attacks, it uses its ethereal jaunt ability. When it reappears its power increases, granting it a + 1 insight bonus to attack rolls and saves, a + 2 bonus to damage rolls, and +4 hit points. Each time the mouth reappears after an ethereal jaunt, it gains the above bonuses (there is no upper limit to the bonuses it gains). Ethereal Jaunt (Su): A disembodied mouth can shift from the Ethereal to the Material Plane as a free action, and shift back again as a move-equivalent action (or during a move-equivalent action). The ability is otherwise identical with etherealjaum cast by a 10th-level sorcerer.
Immunities (Ex): The disembodied mouth is immune to all mind-affecting attacks.
Vulnerability (Ex): The mouth is vulnerable to dispel magic and is immediately slain if it fails a Fortitude save (OC 10 + spell level + caster's appropriate ability score modifier).
- +1 dagger solid garnet hilt (1200 gp)
- Potion of Invisibility
- 1000 gold
- Silver mirror (50 gp)
- Iron axe (900 gp)
- Gold brooch (140 gp)
- Obsidian anklet (100 gp)
- +1 longsword
- +1 large shield (170 gp)
Room 34: Great Grasping Guardians
Lurking at the bottom of the pool, 150 feet deep is the Guardian Beast. The source of the water is a large pipe or shaft from a natural springs far below. The Bluestone dwarves captured these octopoid horrors and used them to guard their city by setting them loose in the waters and swamp. After the beasts consumed more Bluestone dwarves than invaders, the King decreed that the things must be hunted down and destroyed. This one was captured and set in the caverns to guard the river's source. The source was important because it provided fresh and clean water to the city. Later it was taught to guard a small trove. If the creature is killed, it floats to the surface. Thereafter it floats downstream and trapped in the spider web in Room 32, if it still exists.
A guardian beast resembles a large, armor -plated octopus. It has six 50-foot long tentacles, armored with natural plates of mollusk shell. Each tentacle is tipped with a single, unblinking eye, which allow the guardian beast to see while submerged. Blinding one tentacle does not blind the guardian beast, but blinding or severing all tentacles succeeds in blinding it. A guardian beast has a singular eye is a huge jelly-like mass. A guardian beast attacks from below the surface sending its armored tentacles above to strike and strangle quarry. Using its crushing tentacles, the guardian beast does not try to consume but instead simply attempts to drown enemies as it squeezes them to death. Skills: A guardian beast gains a +8 racial bonus to Hide checks when submerged.
Tentacle Regeneration (Ex): A single attack with a slashing weapon (against a tentacle) that deals at least 10 points of damage severs a tentacle (AC 20). Damage dealt to a tentacle does not count against the creature's total hit points. Lost tentacles regrow in a single day.
Room 35: Hall of the Sphinx
This is from continual flame spells cast long, long ago. If any skull is touched, it triggers magic mouth that emits a cackling laughter. Also, the skulls are set with a mechanical trap. If anyone places his or her hand within the mouth, the mouth chomps down (Atk +5, 1 point of damage). These arcane decorations have convinced even the dimmest followers to avoid this area.
On the west wall, spanning two panels is a locked secret door (2 in. thick; Hardness 8; hp 30; Open Lock DC 20, Break DC 28; Search DC 20). To open the door requires one to touch the mouths of two skulls. The panels push in and slide to the side.
However, once the room is entered, the appearance changes.
With the exception of the light from above, this change is an illusion trap (major image) that is triggered when the party enters. The golden light is a magic absorbing field and also confers protection from arrows as if cast by a level 10 sorcerer. The field absorbs 100 levels of spells (e.g. a fireball [3rd level spell] consumes 3 levels) before winking out. This arcane wonder is not a special device, but actually a lingering magical byproduct from the creation of Level 3 by the Reptiltions centuries ago. The Bluestone Dwarves were wise enough to recognize the utility of this effect and used it. Ontussa is likely aware of anyone approaching down her hall and triggers the illusion when they enter the room.
Ontussa has sat in this room since before the discovery of the lower caverns during the reign of Huran Hammerfist. She is willing to talk with the PCs and carefully stepping out of the light to use her legend lore, ability to answer questions if they are willing to pay her fee. Ontussa' fee is at least 1000 gp in works of literature or other reading materials. It is also possible that she could be convinced to help after a game of riddles or some other intellectual endeavor.
If the party balk at paying, she activates a second trap from a small rock on her pedestal. This trap slams doors closed to the hall, arcane locked stone doors (I in. thick; Hardness 8; hp 15; Open Lock DC 22; Break DC 25). The death of Ontussa does not cause the doors to open. However, smearing her blood on the doors opens them. If Ontussa is killed, the magical light fades out. The light is activated with a command word and is usable once per day. It cannot be removed from this location. Two rounds after the light ends, the secret doors leading to Room 36 (same statistics as above) become unlocked, slightly ajar and thus no longer secret. Five rounds after the doors become visible, a bestow curse trap is triggered effecting everyone on the pedestal.
Bestow Curse Trap: CR 4; spell; spell trigger; no reset; spell effect (bestow curse, 5,h level cleric, DC 16 Will save avoids, ffected subject is cursed and receives a -6 decrease to Strength); multiple targets (all standing on the pedestal); Search (DC 28); Disable Device (DC 28); Cost: 7,500 gp + 600 xp.
Room 36: Intriguing Treasures and Deep Shaft
(see above) A cool green. However if Ontussa is dead, which is likely since she does not allow anyone into this chamber under normal circumstances, the hall glows a blood red.
The smooth walled shaft leads to Room 83. The midpoint of the shaft (the 40-foot mark) contains a 4-foot crawl space leading to Area 72. Although it is smooth with no handholds, the walls can be climbed by using hands because the surface creates suction with flesh pressed against it, Climb check (DC 18).
If removed, the gem functions as a luckstone. If the walls glow red, the lionwere statue gains the ability to transmute rock to mud in any square he moves through. The mud is 2 feet deep and lasts for 2 rounds before reverting back to its original form. If any creature approaches within 30 feet of the statue, he bursts to life and attacks until slain.
Open Lock (DC 15) and contains; an ornate stone axe (150 gp), a ring of white gold (300 gp) and dozens of old well-read works of literature worth over 1000 gp to a collector (weighs 100 pounds). Also within the box is a luckstone.
Room 37: Gnoll Guardpost
The Giant King barracks 7 gnolls in this room. They watch for invaders from the general cavern and the lizardfolk. The gnolls are led by Grotch and his junior, Vredd. Serving the gnolls is Grassus a human slave. He wears a loincloth and old scars as well as new bruises from repeated beating are visible all over his body. He is dull-witted and scared of his masters. He was captured from Tegel Village almost 30 years ago and only speaks gnoll.
The letter "a" on the map is a spy-hole in the wall overlooking the stairwell. One of the gnolls is always stationed here and watches for intruders. The doors to the room can be bolted with a heavy oaken bar from the inside requiring a Strength check (DC22) to break down. There is also a chance that the tone guard (Room 38) hears a fight and gathers the 4 gnotis from Room 40. These gnolis burst into the room after 8 rounds. On the gnolls are 22 gp and 30 sp.
Room 38: A Lone Guard
If a fight breaks out in Room 37, this gnoll runs to Room 40 for reinforcements. If the party seem to be an overpowering foe, the gnolls also wam the complex of Rooms 44 to 49.
Beneath these heaps, possibly discovered by prodding the floor underneath for a hollow sound, is a trap door marked by the "x" on the map. This requires a difficult Search check (DC 22) to find. The trapdoor leads to Room 51. Although there is nothing of value in the garbage heaps, some players and parties are undeterred in their quest for treasure. If they spend a considerable time don't let their efforts go unrewarded. Give them at least 10 silver pieces.
Room 39: Rubble-Filled Caverns
The floor was originally weakened during the renovations on Level 1. After the passing of the Bluestone Dwarf culture that inhabited these caves, the floor above crashed down during a tremor. Inhabiting the rubble pile is a colony of 100 rats. The rats adapted long ago to flee from any threat. If the rubble is searched or entered they squeal and shriek. This noise is likely to alert the guards in Room 40.
Room 40: Guard Points and Pit Traps
At the entrance from the cavern, a short stair leads upward 10 feet.
Hiding amongst the pillars are 4 gnoll guards. The gnolls are watching Room 39 for light and listening for noise from that direction.
There are two pit traps at the end of the wide corridor. Both traps are hidden beneath a layer of sand that covers the stone floor. One is 20 feet deep, but filled with 44 sharpened stakes. The gnolls are aware of this trap, but oblivious to the other. The trap works 50% of the time. Once this pit opens, it snaps shut again but does not lock. The other pit is 30 feet deep and is extremely ancient, almost 1,000 years old. The 30-foot pit has a locking mechanism that locks in any who falls. This mechanical device recently corroded allowing the trap to function 10% of the time. After 30 feet, the pit becomes a slide depositing any falling into Room 66. The initial fall does damage as described below but the slide does not. Although corroded, the locking mechanism has been reset and slams the pit doors shut, locking them in. Pit Doors: 2 in. thick; Hardness 8; hp 30; Break (DC 28).
20 foot Spiked Pit Trap: CR 2; mechanical; location trigger, automatic reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); pitspikes (+10melee (ld4spikesfor ld4+2 points of damage per successive hit); Search (DC 20); Disable Device (DC 20); Market price: 1,600 gp.
30-foot Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); Search (DC 20); Disable Device (DC 20); Market price: 1,000 gp.
Room 41: Statue of Gildrith the Great
This cavern was the shrine of the heroes of the Bluestone Dwarves. It was an epicenter of the invisible arcane power or conflagration that drew the Bluestone Dwarves to make the Caverns their center of worship. The source of this power is the nearby Sanctuary.
If the quote is spoken aloud while touching the statue, the speaker is the target of a cure light wounds spell as cast by a Level 10 cleric (ld8+5 points of healing). It also gives the the speaker the sensation of just having finished a good meal and hearty ale. This effect works only 4 times before the ancient magic is exhausted..
Room 42: The Temple of Moradin
The 10-foot square before the statue, marked "X" on the map, is a teleportation pad. Standing on the pad for 6 seconds (I round) activates it and sends those on the square to Room 92. The pad is powered by the source in Room 72. Although it can be momentarily suppressed it cannot be permanently dispelled.
One of these panels is a secret door (2 in. thick-, Hardness 8; hp 30; Break IDC 22; Search DC 20) that leads to Room 64. Any light or noise in the cavem alerts the orcs, who like their brethren in Room 40, hide amongst the pillars. If ambushed or taking heavy losses, the orcs retreat to the teleportation pad and seek to create an ambush on Level 3 with reinforcements.
Room 43: Giant Spider
In the comer of the large temple cavern is a huge monstrous spider. The spider is tolerated by the orcs because it provides additional support for its guards. The orcs occasionally feed a prisoner or disloyal guard to it. This is the mate of the monstrous spider on the previous level.
Room 44: A Deteriorated Outer Sanctuary
The orcs in Rooms 47 and 48 are watching the area with light crossbows. If invaders are determined to be foes, almost a certainty, the orcs attack. Orcs fire bolts from arrow niches cunningly carved in the sculptured walis making them very difficult to Spot (DC 18). They provide 75% cover for those inside them as well. The niches are not large enough to throw an item or really target many spells and are closable with small wooden doors on the other side.
Room 45: A Draped Inner Sanctuary
This room reeks of long occupancy by members of the ursine race. Inotherwords, bears. There are twodogbrother trained war bears, 2 brown bears. The training grants the bears a +1 attack bonus and they fight. In addition there are 3 gnous standing guard. Old rust colored drapery hangs from ceiling to floor here hiding the double secret doors (2 in. thick; Hard- ness 8; hp 30; Break DC 28; Search DC 25) opens to a hallway to areas 52 and 62.
Room 46: Orc Barracks
Quartered above to protect the teleportation pad and to secure Level Two are the orcs in Rooms 37,40,42, 45,46,47 and 48. Housed in this room, there are 3 orcs resting here at any time. Thus there are 12 orcs-sized bedrolls here. Although the orcs might be sleeping, they are trained to be ready for combat at a moments notice. Thus weapons are nearby and armor is almost always wom while sleeping.
Rooms 47 and 48: Converted Crypts
In each are 3 orcs who watch Room 44 with crossbows. The orcs each have 30 bolts. The secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 12) in each room is easily found due to its frequent use. The giant is Gurhassee, the commander of the orcs here.
Room 49: Troll Barracks
Under the command of Gurhassee are 6 troll mercenaries. Although the trolls serve Gurhassee they make a break for it if the going gets tough. One of the trolls discovered the secret doors on the south wall of Room 45. He is likely to use this avenue of if necessary. Another troll speaks common and offers information about the treasure in Room 33 in exchange for the lives of only the trolls. He does not mention the traps and magical beasts guarding the treasure unless forced to do so. He won't offer this information in exchange for the lives of any orcs as they are not worth the effort.
Room 50: The Rising Demon Image
In this hidden room is the sculpture of the demon that rises up in flames in Room 27a. No one knows of its location. Here the statue does not belch fire but instead natural methane, an odor very noticeable and likely to the chagrin of dwarves who the party may blame. One property of the statue here, as opposed to Room 27a, is that it always turns and faces a cleric of good alignment regardless of where she stands in the room. If there is more than one cleric, it faces the one with the highest level, Wisdom, etc.
To the south is a pair of hidden 10-foot wide doors. The doors are covered with plaster and then a layer of rock 3 inches deep. Thus they are incredibly difficult to find. Secret Door: 3 in. thick; Hardness 8; hp 45; Break (DC 28); Search (DC 20). leads to a set of stairs. In fact, the stairs have not been tread upon since well before the first dwarf stepped foot into the caverns. The stairs are a remnant of the Reptillions and leads to Room 73.
Level 2A (Rooms 51-63): The Crypts of the Ancient Bluestone Dwarves
When the Bluestone dwarves discovered the caverns, they noted the arcane energies that lingered here. When the temples above were expanded, they first decided to build a grand tomb to bury their greatest heroes and kings nearer to the Underworld, or so they thought. Later they built the temples that comprise Rooms 39 to 49. Although the source of these energies was never discovered, it is actually the proximity to the Sanctuary where the Immortal King sleeps. Although this has no direct effect on what the PCs experience in this area, it is important to keep this fact in mind. First, all spells seem more vibrant and stunning. This does not affect the results or effects of the spells. However, spellcasters do note a stronger influx of arcane potency. A Spellcraft check (DC 15) notes the strength. Secondly, any divination in the area may mistakenly direct the PCs toward the Sanctuary. This is due to mental interference by the Immortal King calling for those nearby to awaken him.
Room 51: A Chillsome Hall
From the trap door in Room 38, it is a 20 foot drop to this hallway. The hall is much colder than the rest of the caverns since it leads into Room 52.
Room 52: Frost Vault
This section not been rediscovered or opened since the Second Age. If approached from the east hall, the door seems to be a part of the blank, stonewall requiring a Search check (DC 20). However, if the wall is felt, the door or 5-foot section of the wall feels 20 to 30 degrees Fahrenheit colder than the rest of the wall.
The door is actually a living door (see the Appendix for more information about this new monster). The door exists to feed and is thoroughly evil. If touched, the next round it spews forth its breath weapon charming as many creatures as it can. Creatures charmed by the living door are charmed until the door is destroyed.
Inside the room, the living door is similarly hidden, Search check (DC 20).
The man is dead, but if the woman is taken from the room, she'll revive. The two have been frozen here since the Second Age. Brightaxe speaks ancient Bluestone dwarven. The PCs might be able to communicate with her in this language. The PCs might also try hand signals. Brightaxe was a warrior in the service of Huran Hammerfist. She and Danaus were sent by the King to explore the lower caverns. She and Danaus, who is lying in front of the living door, came down into this room via the trap door in Room 38. The last thing she remembers is a cold mist. The truth is that the presence of the living door, which is a cold entity, nearly drained her and Danaus. Prolonged exposure in this very moist chamber caused both the door and Brightaxe to freeze. Unless told that over a thousand years have passed since she entered the room, she is adamant that she resume her task of investigating. Brightaxe knows her way through most of the Caverns (Level 1, Room 1-8, Level 2, Rooms 31, 37, 38, Sublevel 2A, Room 51, 39, 44 and all of levels 3 and 4). Brightaxe and her fellows used to use magicians in the service of the Huran Hammerfist to teleport her to the palace of the king far below. Since there don't seem to be any magicians about, she does not know of another way to the caves far below. Although Brightaxe's armor is magical, its creation only allows females to don it. Danaus' armor is not magical, but is serviceable Bluestone dwarven plate. Danaus has a longsword that is frozen into its scabbard and is non-magical.
Living doors were a fad amongst Bluestone Dwarf wizards for a while. However, after a crown prince was nearly drained of his life and the owner of the living door was summarily executed, their popularity quickly ended. A living door lurks waiting to be touched. Once touched they suck the life from those who touch it and use its breath weapon to make others embrace it. The breath weapon is very cold and causes a lingering chill in the air.
Breath Weapon (Su): Once every 1d4 rounds¬charm monster, cone, 40 feet; Will save (DC 14). A charmed creature immediately moves to embrace the living door (thus suffering the effects of its energy drain ability). Although this breath weapon is very cold, it causes no damage.
Energy Drain (Su): A creature touching the living door (but not one'subjected to its slam attack) suffers one negative level each time or each round it touches the creature. The Fortitude save to remove IS the negative level has a DC of 14.
Cold Subtype (Ex): A living door is immune to cold and takes a -10 penalty on saves against cold attacks. If a cold attack does not allow a saving throw, the creature takes double damage instead.
Room 52a: Hallway
In the hallway are two sets of double secret doors (2 in. thick; Hardness 8; hp 30; Open Lock DC 20, Break DC 28; Search DC 25).
Room 53: A Chamber of Skeletons
The stairwell is full of ancient, but strong webs from a long dead monstrous spider that wandered into this area. The blank stone walls are lined with dwarven skeletons. There are a total of 20 skeletons here, one for every 5 feet of wall. Each skeleton's eyes glow with an eerie orange light. There is a 5-foot wide ledge in front of the upper door that circles the room. On this ledge are two green stone gargoyles.
This is a two story room, with a lower exit to Room 62, and an upper exit leading to Rooms 54-61. This room has a 35-foot ceiling
Down roughly carved stairs from Room 35, each 5 foot section of the web has 12 hit points and hardness 5. Fire consumes the web, ignoring the hardness. If a creature is trapped it requires an Escape Artist check (DC 25) or Strength check (DC 20) to escape. The skeletal husk of the spider is 30 feet down the stairs.
Anyone entering the room is immediately attacked by these luminescent undead. The west wall of the room has a locked, 10-foot wide door at floor level that leads to Room 62 and a hidden hallway leading to Room 55.
Guarding the lower door is a disembodied mouth. This mouth attacks anyone touching or rapping on the door. The mouth does so 4 times and then leaves as it was instructed to do long ago.
The upper door is covered with an illusory wall spell disguising the door requiring a Will save (DC 12) if interacted with to disbelieve. Absent interacting with the area or actively searching it, this door is unlikely to he discovered.
The gargoyles were made from a strange boulder found in the caverns that is otherworldly in nature. The stonecutters that carved the gargoyles discovered by accident that rubbing salt water on the stone softened it so that it can be cut. Otherwise the material has an incredible hardness (75). Thus cannot be chipped, broken or knocked out of place by the PCs. Also along the ledge is a secret door: 2 in. thick; Hardness 8; hp 30; Break (DC 22); Search (DC 20) hidden as a section of wall leading to Room 54.
Room 54: Guardian of Singular Combat
Anyone entering receives a telepathic message from him "I am the guardian. To pass me, I must be defeated and destroyed. Choose your champion." At this point, the door opposite to the one entered is locked with arcane energies of the locale, Open Lock (DC 40). The guardian does not attack until a single champion has been determined. If he is attacked en masse, the first adventurer to damage him is his opponent. At that point, he is impervious to all attacks or attempts at hindrance by any other being. Once locked in such combat, it is to the death. If the guardian is defeated, the door opposite opens and the guardian collapses into a pile of jumbled and rusting armor. His magical sword remains however. If the guardian's opponent dies, he issues the challenge again but the PCs may leave. Every time a door is opened and closed, the Guardian regains all of his hit points. However, once defeated the Guardian does not return.
Room 55: The Throne Hall
The tainted Dwarves believed in an Underworld. In this room they interred the vilest of their society had to offer. These were kings and nobles worthy of burial and although they honored their dead, they did so damning them for eternity to rob them of the Underworld and afterlife. The PCs must tread cautiously. The doors to many vaults are secret doors (2 in. thick; Hardness 8; hp 30; Break DC 22; Search DC 20).
Iron Bars: 4 in. thick; Hardness 10; hp 120; Open Lock (DC 15); Bend (DC 28).
This is the throne of Abbarkamn the mage. During an insurrection during the early years of the Bluestone dwarf civilization the mage took control in a bloody coup. Eventually succumbing to insanity, Abbarkamn was killed by his bodyguards when he decided that it was necessary to "cleanse" the Bluestone dwarves by turning the wells and bathhouses to green slime. This chair is the only surviving relic of his eccentric rule. Anyone sitting in the throne must make a Will save (DC 19). A failed save causes insanity. In either case, the gold vibrates and discharges blue hued lightning damaging the person for 2d6 points of damage. After the chair causes 24 points of damage, it loses all abilities to shock, change alignment and paralyze, (see below). As the judge, it is recommended you play up what everyone in the room is doing and take a few players aside and inform them away from the table that they notice something different. If a person touches the throne and does not sit in it, they must make a Fortitude save (DC 13) or be paralyzed for ld6+2 rounds. Once paralyzed, a glistening wetness appears on the north wall and moves toward the throne. This wetness is an ochre jelly.
Behind the maroon curtains at the west end, there are two unlocked stone doors. Each door is carved with the face of a beneficent looking dwarf.
Room 56: The Crypt of the Mummy
The double stone doors to this room are locked and closed with 2 heavy bars of strong oak. The bars are on the south side of the door (i.e. in Room 55). The lock is covered with a yellow wax seal with the symbol of a lotus flower.
The wax seal is of an ancient Bluestone dwarf. After removing the wax seal, the door is difficult to unlock and requires an Open Lock check (DC 25). Inside the room, extending 10 feet from the north wall is a 5-foot wide by 3-foot tall stone crypt. Anything touching the crypt such as a hand, weapon, pole, rock, etc. causes it to explode. This causes 1-3 hit points of damage to anyone within 5 feet, a Reflex save (DC 20) negates. This isn't a magical effect but is caused by the mummy inside bursting out of the crypt.
The mummy is that of King E'head. E'head sacrificed every daughter bom in the Caverns to the Lorekeeper, for almost 3 years before the dwarves rose up and overthrew him. Believing that death was too tranquil a penalty, the dwarven priests of Moradin cursed him with eternal unlife and buried with him his vile sword, see below. Unlike a normal mummy, King E'head is armed with an ebon sword named Thirster (see sidebar). King E'head is 50% likely to use Thirster instead of his normal slam attack. King E'head wears a greater ring of resist energy (fire). Lining the bottom of the crypt is 2,000 gp in ancient jewelry and coin. Also in the crypt is a bone scroll case with a potion of longevity.
Soul Gulper. This enchantment can only be placed on a melee weapon. When a soul gulper strikes an opponent, a black bolt of crackling negative energy enters the opponent. The opponent immediately loses I level. The opponent automatically gains the level(s) back after 13 hours. Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor; enervation Market Price: +4 bonus.
Room 57: A Burial Vault
Buried here are the two twins who were princes of the Bluestone Dwarves, Sevat and Tevas. Together they believed they had the power of gods and mercilessly slayed vagrants. Their father grieved greatly when they were caught and signed their execution warrant. Buried here with their accomplices, Sevat and Tevas are now 2 wights with 6 Medium skeletons. Since they have not fed for the past millennia the two are starving for flesh. They have no treasure being stripped of their garments and signs of station when executed.
Room 58: A Second Burial Vault
This is the body of General Ironwill. Executing a third of the Bluestone dwarf army believing they were spies for the enemy, General Ironwill was eventually caught and summarily executed. A necromancer in the service of the Loremaster reanimated Ironwill. His plot was to raise the dead of the dwarves most feared villains. Unfortunately before this task was set into motion, a priest of Moradin caught the necromancer. Now over a millennia later this unholy plan may come to fruition. However, after the room is entered the body animates. It then sits up and faces any intruders. It thereafter speaks in ancient Bluestone dwarf, "Long have I lain here, storing up my hatred for those who have entombed my brethren. Now they shall be unleashed on those who have wronged them! " After speaking thus, the necromantic skeleton walks toward the door without attacking any being. If unobstructed, it taps the doors, in order, to Rooms 57, 59 and 60. The undead in these rooms appear one round thereafter and attack. If these undead defeat present, they thereafter organize and begin to "purify" the Caverns by slaying every living being. To aid in this effort, the necromantic skeleton uses its animate dead ability to raise any slain. If the necromantic skeleton is destroyed, it transfers its spirit to another dead creature using Spirit Transfer. Thus this creature must be fought again and again, until no dead bodies are within range to receive its soul.
Room 59: Another Burial Vault
Iyolov and Rupilon are two Bluestone Dwarf high priests. These two were attempting to overthrow the King. However before their plans were fully set into motion, they were caught. Imprisoned here and buried alive the two went insane after a couple hundred of years. Buried in the room with lyolov and Rupilon are their possessions that were deemed tainted with evil. These items are in a chest of stone with a transparent crystal top. The chest was actually carved out of the bedrock and is immovable.
Visible beneath the crystal is a sword. The weapon is a -2 Cursed sword. In a secret compartment, Search check (DC 20). A crossbow trap that fires directly behind the chest guards the latch to this secret compartment. Inside the secret compartment are the following: divine scroll (magic circle against evil, prayer, caster level 5), potion of reduce (caster level 7) and a potion of haste (caster level 9).
Room 60: Still Another Burial Vault
There is a line of writing carved on the east wall, Search check (DC 15). The writing is only visible if within 5 feet of the wall. The writing is ancient Bluestone dwarf reads: "I have been waiting for you." If this is read aloud, each creature in the room hears in their minds "Ahhh ... it's been a long time! I have been waiting for you to come! Ha ha ha." This is actually a special magic mouth that triggers a telepathic message. After this message, the door to the chamber begins to close. It takes a melee round (6 seconds) for the door to close. Once closed it is the target of an arcane lock trap making the door difficult to open. Arcane locked stone doors: 4 in. thick; Hardness 8; hp 60; Open Lock (DC 30); Break (DC 30). There is only enough air in the room for 1 person to survive 24 hours, 2 people 12 hours, 4 people 6 hours, etc.
Room 61: Wily Water Trap
A nasty trap to be sure, this room is lethal but not without a possible escape. The room appears to be a short corridor. However the doors at the West end only lead to doom and destruction. Touching the west doors slams the entrance to the east closed. The doors are instantly locked with an arcane lock. Arcane locked stone doors: 4 in. thick; Hardness 8; hp 60; Open Lock (DC 25); Break (DC 30).
Opening the west doors releases water from the river through a metal gate behind the doors. The force of the water makes them nearly unable to be closed. A Strength check (DC 25) is required to close them after the water begins to rush in the room. An attempt to close the doors takes at least 3 melee rounds. The water fills the room to the 10 foot ceiling in 5 rounds. Any caught in the water are susceptible to the drowning rule. In the ceiling, marked as an "X" on the map, is a chimney. The chimney leads up 70 feet to Room 23. To climb the smooth walled chimney under the best of circumstances is a tough Climb check (DC 18). The water does not fill more than 20 feet up the chimney, leaving a 50-foot climb.
Room 62: Hall of Ancient Statuary
The stairs into this room descend 10 feet. The ceiling is 25 feet high. Ten glowing pillars illuminate the chamber. The pillars glimmer an eerie yellow-green light that flickers like torchlight. The rooms has a number of 6-foot tall marble pedestals. On each pedestal are a variety of statuary, carved from several types of stone. The statuary includes: (A) a sphinx carved of porphyry with huge quartz sphere eyes (200 gp each); (B) an eight-headed hydra carved of black marble with amber eyes (25 gp each); (C) a minotaur carved fiom soapstone with jade eyes (400 gp each); (D) a dryad carved of black basalt with small citrine eyes (50 gp each); (E) a griffon carved of glistening white marble with fire opal eyes (350 gp each); (F) a manticore carved from black marble with red tourmaline eyes (200 gp each); (G) a harpy made of green marble with brilliant cut green emeralds (400 gp each); (H) a black lava hippogriff with small peridot pupils (50 gp each); (1) a satyr carved from pink granite with eyes made of rubies set on diamonds (1,000 gp each); and a white marble centaur with aquamarine eyes (300 gp each). To pry these gems loose without damaging them requires two rounds and a Disarm Traps check (DC I 2). The statuary seems to be unguarded.
Every so often, a low rumble can be heard in this room. Moving about also sets off noises that sound like traps being released or monsters moving somewhere in the distance.
This is the lower hall accessible from the lower set of doors in Room 53. This room is devoted to the mythological beasts revered by the Bluestone dwarves. It is also the province of a fearsome guardian, the Stone King. Every 5 rounds, the light winks out for ld6 rounds. Subsequently it bursts into activity like 10 giant strobe lights. This effect blinds any failing a Fortitude save (DC 12) for 1d4 rounds and the creature cannot see in the dark, with darkvision or otherwise, for ld6 rounds thereafter. This effect's origin is from the arcane energies in the area. The Bluestone dwarves shaped these energies into this form to protect their idols.
The room is also warded with a number of ghost sound spells.
For every 10 gp of gems pried out of the eyes of any statue there is a 1% chance of summoning the Stone King (see Room 63). This chance is cumulative and is checked each time a new gem is pried loose. If the percentile or lower is rolled or the 100% mark is reached (1,000 gp of gems), the guardian appears in two rounds attacking any in possession of the stolen gemstones.
The secret doors in the north wall appear to be a part of the wall. They are obscured with an illusory wall spell cast by a 7th level wizard. Thus they require a Will save (DC 16) to disbelieve. If a detect magic is used, behind the illusion and visible are two hand shaped auras with palms out. These auras radiate moderate magic. If anyone reaches through the illusion and places their palms on the doors, they open. Otherwise the doors must be forced open if the illusion was disbelieved, Strength check (DC 15). The secret doors in the west wall are unlocked and open inwards. They are disguised behind a thin piece of plaster with a faded painting of satyrs dancing in a circle. This plaster shatters if the Stone King enters. Secret Door: 2 in. thick; Hardness 8; hp 30; Break (DC 22); Search (DC 20).
Room 63: Audience Chamber of the Stone King
The stair into this room descends 50 feet. A violet light of arcane origin lights the stairs.
The room itself is lit with a bright violet light. The walls of the room appear to be on fire with violet energy. Flanking the base of the stairs is a pair of placid pools of water. At the west end of the chamber is an 8 foot tall statue of a regal dwarf wearing a black crown. The statue’s eyes and mouth bum with orange flame. The crown has three, large violet gems (500 gp each).
This is the domain of the Stone King, the guardian of ancient Bluestone dwarven treasure in Room 62. The Stone King was constructed as a bodyguard for the dwarven arch-wizard Horden Cain. The Stone King is a vicious construct and the notoriously greedy Horden used him to guard his treasure vaults. The command word is the name of a lost love of Horden. After his passing, it was argued that the abomination should be disassembled, it was not. Instead it was set here to protect the beauty of the expertly carved statuary so that it may remain a beacon of splendor for all eternity.
This area has strange arcane effects due to the proximity of the Reptillion Immortal King and the Sanctuary. All arcane spells are cast in this area as if one caster level higher. Anyone entering the stairs must make a Fortitude save (DC 15) or become drowsy. The drowsiness limits living creatures to one partial action each round for 10 rounds. The arcane energies that exist in the vicinity naturally cause this light.
The fire is actually cold and causes no damage.
Every so often the water ripples and moves as if some, thing lurks below. Nothing does
The statue is the Stone King. If the PCs enter without attempting to remove any gems in Room 62, the Stone King does not attack. However, even if one gem was taken or the PCs attempt to take the Stone King's gems, he attacks ruthlessly using his breath weapon whenever possible. Once the Stone King attacks, he follows the thieves until he is destroyed ... to the ends of the Realm if need be. There is a trap door in front of the stairs. If opened, this leaves a 10 foot wide gap of open water between the stairs and the room. Beneath the Stone King is a trigger. Once activated the Stone King triggers this trap to prevent any from escaping. Also there is a hidden secret door here that leads to the Sanctuary. The doors are covered with a layer of rock 3 inches deep. Thus they are incredibly difficult to find.
Secret Door- 3 in. thick; Hardness 8; hp 45; Break (DC 28); Search (DC 20). The door leads to Sublevel 2C, Room 74. iN,
Level 2B (Rooms 65-72): Temple
Originally, these catacombs were used for the settling of dispute, imprisonment of ecclesiastical criminals and mundane necessities such as storage. The teleport here was used to get to Level 3. It was here that the Bluestone dwarves made their final stand against the orc invaders from above. Trapped within, the King died, and with him the Bluestone dwarves. Thereafter, his entourage decided it better to take their own lives than to succumb to a death than enslavement by the orcs.
Room 64: Weapons Storage Vault
In Box 1, wrapped in oil-soaked cloths are 20 bronze longswords. The swords are lighter than iron, weighing 2 pounds, but suffer a -2 attack and damage penalty.
- Box 2 has 30 shortspears also wrapped in oil-soaked cloth.
- Box 3 has a suit of +1 Bluestone dwarven plate wrapped in oil-soaked cloth.
- Box 4 is open and the contents, 30 longspears, are rusted, tarnished and unusable.
- Boxes 5, 6 and 7 each have 60 crossbow bolts preserved in an oilcloth.
- Box 8 has 4 small steel shields with Hammerfist’s mark emblazoned on them.
- Boxes 9, 10 and 11 have components to build a repeating crossbow. Few Bluestone dwarves built these devices and they are regarded as one of the most technologically advanced items the culture produced. Royalty and nobles were the few privileged to wield the specialized crossbow. There are no assembly instructions, and the parts, although well preserved, are incomprehensible. A weaponsmith needs a Craft check (DC 20) to put the device together. Consulting a sage with 8 ranks of Knowledge (history) who knows of the Bluestone dwarven culture or asking Brightaxe provides a +4 insight bonus to the check. A failed check renders the parts unusable.
- Box 12 is constructed differently than the rest. Very unusual writing, pictograms, covers the entire box in crimson ink. The writing is in the ancient Tang tongue and reads "Wing Tu, weapon-maker for his excellency the King." These items were a gift to the dwarven priests by a visiting ambassador who traveled through the Realm over 1,000 years ago. Inside are 10 masterwork shurikens made from high grade steel and a masterwork nunchaku of strange design with an extremely light and sharp blade. In addition to these odd items are 20 tubes constructed of heavy parchment mounted on short, thin sticks. These are skyrockets. If lit, they shoot to a range of 500 feet and explode in a flash of bright, sparkling colors. If used as weapons, they are exotic and have an inherent -5 penalty to hit due to the unpredictable nature of their flight. The rocket does ld4 points of damage and there is a 30% chance of exploding on contact doing an addition ld6 points of fire damage and blinding the victim for 1 d4 rounds unless a Fortitude save (DC 12) is successful.
Room 65: Doors to the Hidden Tombs
The doors are barred with an arcane lock on the other side. On this side an antimagic field extends from the north side of the doors to five feet in front of them, to the north. The dwarves did not want anyone to disturb their ancestors. The doors lead to the hallway between Rooms 45 and 62. Arcane Locked Stone Doors: 2 in. thick; Hardness 8; hp 30; Open Lock (DC 25); Break (DC 28).
Room 66: Dead Monitor Lizard
A dead monitor lizard sit in the middle of this room.
The pit trap slide in Room 40 leads to this room. Long ago, the dwarven priests set a monitor lizard to guard the secret area to the north.
The arcane locked secret door (2 in. thick Hardness 8; hp 30; Open Lock DC 25, Break DC 28, Search DC 20) on the north wall leads to Room 68. Two traps ward it. The first is a polymorph trap (see below). The first person setting off the trap is polymorphed into a house cat. The second trap is a magic missile trap releasmg a flurry of missiles into the individual setting off this trap.
Polymorph Trap: CR 5; spell; spell trigger; no reset; spell effect (baleful polymorph, I I Ih level cleric, DC 16 Fortitude avoids, victim is polymorphed into a house Cat); Search (DC 29); Disable Device (DC 29); Cost: 22,000 gp + 1760 xp.
Magic Missile Trap: CR 2; magic device; proximity trigger; no reset; spell effect (Magic niissile, 5,h level wizard, 4 missiles causing ld4+1 points ofdarnage each); Search (DC 26); Disable Device (DC 26); Cost: 2,500 gp + 200 xp.
Room 67: Slippery Slide From the Trap Above
This is the exit where the slide from Room 40 leads. The slide is designed so that no actual damage is done while on the slide. The slide is steep, Climb check (DC 15).
Room 68: A Sealed-Off Retreat
It is necessary to hack through or break the door down.
Heavy Door: 4 in. thick; Hardness 5; hp 60; Break (DC 22).
Room 69: Chamber of Forgotten Finery
This dried yellow mold. The mold in here does no damage, but should provide a warning.
Room 70: Court of the Foul Fungus
If a door to this room is opened, a cloud is knocked loose from a gigantic yellow mold colony in the room. This cloud is directly in front of the door opened.
Room 71: An Empowering Globe
The globe is the source of power for the teleportation system in the Temple (Room 42). If it is destroyed, the system no longer functions. Casting dispel magic on the globe suppresses its function for 3 turns. If the globe is broken, a teleportation spell followed by a permanency is required to restore its function. Removing the globe also temporarily stops the pad fiom working until replaced. Shattering the globe prevents the device from ever working again. A single blow is sufficient to shatter it if that is the intention.
Each scroll case has a different wax seal. The first has an unbroken red seal with a fist clenching a hammer. Written in ancient Bluestone dwarven is an inventory of magic items stored on the now empty shelves. The second has an unbroken black seal. This scroll describes the jeweled statues in Room 62. It does not mention a guardian. The third has an unbroken blue seal. This scroll has explosive runes written on it. The fourth has a broken green seal. It is an arcane scroll (darkvision, dispel magic, fireball, invisibility sphere, caster level 5). The fifth is unintelligible gibberish written with white chalk on black paper.
Room 72: The Last Stronghold
In this room are the remnants of King Hammerfist and those who were mortally wounded when they fled Level 3. In this rooms the last dwarven survivors held out an Age ago. Unable to leave the Temple because of the besieging orcs, the dwarves decided to take their own lives. Awuud cast a massive fireball, consuming the remaining dwarves. For Rukhs and Brightaxe, the scene of this mass suicide is heartbreaking for such folly and loss. If Brightaxe, from Room 52, is with the PCs she is able to identify several of the corpses as friends and acquaintances.
At the midpoint of the shaft leading from Room 36 to Room 83 is a side tunnel leading to this room. At this point, it is 60 feet up to the floor of Room 36 and 40 feet down to the ceiling of Room 83 with an additional 20,foot drop to the floor of that room.
Level 2C (Rooms 73-82): The Sanctuary
The Reptillions built temples such as this near the surface, finding places of arcane potency. This sanctuary changed with the coming of the Immortal King. When the lmmortal King took complete controt he subverted the theology and made himself supreme. Over time, sojourns to temples near the surface, such as this one, were forbidden. Thus the Immortal King became a demigod as more and more Reptiltions worshipped him. After creating another paradise and sending his people to it, the Immortal King retreated to this temple to rest. Believing that his people would awaken him in a thousand years, he allowed himself to fall into a comatose steep. This occurred 4,000 years ago. Now his consciousness is returning. He is sending forth his tendrils of thought seeking those who may awaken him. One such being is G'ruk the lizard man shaman. He might visit a PCs dream after treading in this sublevel and not finding him.
Like most Reptiltions he is incredibly prejudiced against all non-reptiles and does not accept any hairy mammal as worshippers. He is not a true deity without worshippers and thus to regain his demigod status he must journey to the cavem he created and sent his people long ago. The first step of this plan is to get to Level 3. Once on Level 3, the Immortal King goes on a rampage killing every (non-reptile) living being. Although incredibly powerful, this process takes some time as he hacks, mutilates and wipes out the orcs on Level 3. Once that is accomplished, he needs four sacrifices to teleport to the sanctuary of the modern lizardmen. It is entirely possible that the Immortal King in his blood lust forgets to save four orc sacrifices and comes back for the PCs, if they linger, for the requisite sacrifice. Thereafter, the Immortal King begins a campaign of carnage and bloodshed, determined to eradicate all men from the planet.
Like the other areas of this level, this area is highly magical and attuned to the source of magic. This has the effect of causing all arcane spells to be cast as if they were maximized as per the Maximize Spell feat. This also has the effect of causing all divine spells to be cast as a higher level per the Heightened Spell feat. Also within the Sanctuary, anyone who sleeps in the Sanctuary has a dream of the Imrnortal King beckoning him or her and fabulous wealth. The dreamer is given the impression that this wealth or reward is close by. This is the most the Immortal King may do in his current state to communicate to non- reptilian minds. To a reptilian mind he may send a vision of a great army of reptiles decimating mammalian races and beckoning the reptile to awaken him.
Room 73: The Grand Temple of the Reptiles
The cavernous hall is being despoiled by time and moisture. The ceiling is covered with stalactites that occasionally form pillars when they meet with stalag- mites. The northwest comer is caved-in and many places on the walls are weakening. High 30 feet above are three large domes depicting the sun, moon and earth. Along each wall are a series of four doors. Each door is 10 feet wide and 15 feet tall. The floor is thick with dust, undisturbed except for a path that leads from a door to the north (Room 79) to the steps of the altar. Near the altar it seems someone has knelt here in worship. The stairs on the south end lead upward 10 feet to a ceremonial podium flanked by rotted tatters of an ancient tapestry. The tapestry is ruined beyond recognition.
Stairs lead down to this room from Room 50.
This vast hall was the central worship chamber for the Reptittions. Within the structure, hundreds of reptillions would worship the Immortal King.
To see these tracks is very easy due to the thick dust, Spot check (DC 3). Giant Door: 6 in. thick; Hardness 8; hp 90; Break DC 25. The doors are of amazing craftsmanship as masons and individuals such as dwarves (via Stonecunning) are likely to recognize, Spot check (DC 5). The doors swing open with ease 20% of the time. Otherwise they are stuck and must be bashed or forced open.
Along the eastwall, the door to Room 78 is sealed shut by a random formation of stalagmite pillars in front of it. These must be hacked through to reach Room 78. Stalagmite pillars 4 in thick; Hardness 6; hp 60.
The western doors were once magical teleports, now just blank stone walls.
All that remains of the altar is the podium, which crumbles to dust if touched. Touching the tapestry causes it to crumble away, revealing the door on the south end.
Room 74: A Ceremonial Chamber With A View
The Reptittions used this room for scrying on the world at large. It was here that men were first discovered and then subsequently enslaved. It was also here that the Immortal King realized that the coming of men would vanquish his people. The use as a scrying chamber is not immediately discernable. The secret doors to the east are only secret to the occupants of Room 63. Here they appear as normal doors. See Room 63 for more details about these doors.
Room 75: Urns and Ashes
The four surviving pieces are worth 1,000 gp each if taken to the right buyer. The right buyer is likely someone very interested in ancient history. The urns seem to contain ashes. These are actually a few of the Cinixi leaders the Immortal King killed in his bloody takeover.
The secret door (3 in. thick; Hardness 8; hp 45; Break DC 25; Search DC 20) on the north wall is covered with a mineral and stalactite glaze and hence difficult to find.
Room 76: A Preliminary Crypt
These are actually 2 flesh golems that spring up and attack if the room is entered. Both gotems were created from the former guardians of the Immortal King. If they are destroyed, they crumble to dust permanently destroyed.
Room 77: The Sepulcher of the Immortal King
This is the Immortal King. To release this near deity requires the blood of three lizardfolk. The lizardfolk are the descendents of the Reptillions and only their blood may melt the crystal. Almost all other magical and mundane attempts fail. The crystal is an item of powerful and divine magic and absent a wish or miracle; it does not release the Immortal King.
Once released, the Immortal King slowly shifts his head to face intruders with eerily green glowing eyes of pure malevolence. For the first time, you notice a ring on his finger, mithril with a blue stone set in its center. As discussed above, an awakened Immortal King has an agenda. If he deems the PCs worthy of attention then he uses a teleport to go to the altar in Room 50. He first uses haste and then summons an earth elemental to slow the PCs down. The Immortal King is very wary of clerics and flees if there is any chance (not likely) that he could be turned or destroyed knowing that it is better to fight again another day.
Killing the Immortal King causes his body to disintegrate. In its place is a simple ring, made of mithril and set with a blue stone. This is the Ring of the Bluestone Ancestors, the ultimate goal in Ruhk’s quest.
The phylactery is a staff. When killed, any with hand fades.
Room 78: A Room of Unidentifiable Purpose
Secret Door: 2 in. thick; Hardness 9; hp 40; Break (DC 28); Search (DC 20).
Room 79: Makeshift Chapel
This is a worship area created and kept clean by G'ruk. He discovered the secret door in the north wall of the lizardfolk lair. He devoted this area to his private and secretive worship of the Immortal King, communicating with him in cryptic dreams. The secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 15) into Room 80 is easily discovered due to its frequent use. The other secret door (2 in. thick; Hardness 8; hp 30; Break DC 22; Search DC 22) into Room 81 is difficult to detect because it is behind a sheet of mineral deposits.
Room 80: Secret Lair of the Lizardfolk Shaman
There is a chance G'ruk is here if his people were vanquished. This is his private lair. The secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 15) into Level 2, Room 31 is easily discovered due to its frequent use. The stair to the south goes up 75 feet to Room 31.
Room 81: A Sealed Door
Room 82: The Secret Sacrificial Shaft of the Lizard Priests
The shaft is 45 foot long, but opens up above Huvat Vex (Level 3) and drops for another 200 feet. If anyone "sacrifices" himself, the fall deals 20d6 points of damage.
Monsters
Grastic Hammerclay (giant gnome) |
Treasure
90 gold |
Bluestone Dwarf Ruins Level 3
On Level 3, Huran Hammerfist built a temple and entry to his pleasure palace and gardens. The mundane entry, an elevator in Room 126, was used during his lifetime. Hisson and grandson utilized wizardry and had loyalist wizard retainers teleport only a select few below to Level 3. While many worshipped the Lorekeeper above, the elite of Bluestone dwarf society prayed to the Lorekeeper in this house of the unholy. Trespassers and non-believers were not tolerated.
As a temple dedicated to one such as the Lorekeeper, the entire level is covered with paintings, carvings and bone sculptures delighting in the pain of death. Cruel rituals and barbaric rites were commonplace when the temple was in use. As such, the entire area emits a faint evil even after a thousand years of disuse. The last dwarves in the Temple were a funeral procession. After Hammerfist died, the dwarves that discovered the result of the suicide pact amongst the King's followers took his body and buried the King in Room 90.
Sheetmetal Golem
To protect the temple, a permanent guardian was created. To this day, the guardian patrols the vacant halls. This guardian is a sheetmetat golem in a guise as the Incarnation of Death. Originally this golem was programmed to destroy all living things except the worshippers of the Lorekeeper. However, the golern only recognizes those with a pendant of the Lorekeeper, such as those from Level 1, as a worshipper. False unholy symbols do not dissuade it from committing mayhem. This gotem roams all the halls and rooms of the level, and attacks any living being encountered.
Combat: Armed with an arcane ray, a sheetmetal golem blasts enemies from afar and then closes to strangle, pulverize and break enemies in half. Each golem is instructed at creation and these instructions are permanent. Usually the instructions involve not attacking the master among others. Regrettably for some golem creators, this step was skipped.
Eye Ray (Su): Once per round as a standard action, a sheetmetal golem can discharge a purple hued ray from eyes to a range of 60 feet. The intended target must make a Reflex save (DC 13) to avoid the ray. If struck by the ray, the opponent must then make a Fortitude save (DC 14) or be paralyzed for 1d4+8 rounds.
Magic Immunity (Ex): Sheetmetal golems completely resist most magical and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 5 rounds, with no saving throw. A cold effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Room 83: Great Audience Hall
In the northern and southern walls are secret doors (2 in. thick; Hardness 8; hp 30; Break DC 22; Search DC 20), cleverly designed to look like part of the wall decorations. The decorations are numerous dwarven femurs arranged in a crisscross pattern. In the eastern and western walls are massive 20-foot tall bronze double doors covered in strange glyphs and runes. The runes are notes from meetings ages past and are total gibberish now. The doors are unlocked and to this day still open and close easily.
Room 84: Private Gallery
This room is a large private viewing area for Room 83. Spies in the service of the king and other groups allied with him maintained a post here at all times long ago. This unnatural property is due to a permanent glammerwall spell. There is nothing of value here. There is a secret door (2 in. thick; Hardness 8; hp 30; Break DC 22; Search DC 20) in the western wall leading to the Temple.
Room 85a: Holding Areas
If the body is searched, it crumbles to pieces. There are barred cells to the north and south of the room.
Glammerwall
Illusion (Glamer)
Level: Clr 4, Sor/Wiz 4 Components: V,S,M/DF Casting Time: 1 action Range: Touch
Target: One wall
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: Yes
The glamerwall spell transforms a solid wall so that it is transparent on one side and appears as' a solid wall from the other. In effect, it turns the wall into a one-way glass; those on one side of the wall can see into the room as if through a window, while those on the opposite side see only a stone wall. The properties of the wall, hardness, hp, etc. do not change; the wall is simply transparent to those on one side. The caster may transform, or partiall) transform part of a wall, up to one 10-ft. square/ level area. The caster also chooses which side to make invisible.
Glamerwalls are frequently used in sieges, to give those within a tactical advantage. Also glamerwalls are often times used in pleasure houses for the more peculiar tastes. Arcane Material Component: A piece of mirror painted black on one side.
Room 85b: A Long Past Slaughter
These corpses were cultists of the Lorekeeper who refused to leave after King Hammerfist’s burial. The robed figure in Room 85a slew everyone and then fell upon his own sword when the orcs came.
Room 85c: A Cruel Death by Starvation
These are the servants and were not give the chance for quick death like their masters. Instead they were left to starve and their souls linger in hatred. Among the bodies are 3 wights and 6 skeletons. If the undead sense living beings in Room 85a they burst out of hiding and slam themselves against the bars, repeatedly. The undead wretches desire to extinguish life and attempt to break out of the cell if possible. Thereafter these dark beings attempt to return to the surface where their spirits shall finally find rest.
Room 86: The Lorekeeper’s Sanctuary
A permanent darkness and silence spell encompass the entire temple area. This effect has as its divine source the Lorekeeper and thus cannot be dispelled. The stand for the bronze golem that roams the halls seeking to destroy the living. If the PCs investigate the bodies, they instantly turn to dust.
Room 87: Priest Dressing Room
In this room are the crumbling remains of the black ceremonial robes for the priests of the Lorekeeper. In one of the comers of the room, is a locked chest (Open Lock DC 20). There is debris and clothing scattered about in big heaps in the room.
The lock has a poison needle trap. Inside the chest are a golden helm with the visage of the Lorekeeper covering the face (worth 3,000 gp) and a ceremonial platinum sacrificial dagger (worth 1,200 gp). Looking through the debris and scattered clothing (Search DC 10), uncovers the carcass of a dwarf. Around the priest's neck is a pendant of the Lorekeeper, a silver skull necklace (worth 25 gp). The priests robes are slashed open, and a dagger is sticking in his stomach. This was the body of Rekelso, a patriarch of Thanatos. He returned to this temple for his ceremonial garb and paraphernalia, in the chest. He was assassinated by one of his underlings who sought to take the items and claim that the Lorekeeper had selected him as his new patriarch. The assassin succeeded, but pricked his finger on the needle trap. He eventually died elsewhere and the anger of Rekelso remained. If the chest is opened, the corpse's mouth moans once ctre rises from the body and attacks the PCs. Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 20); Atk +8 ranged (1, plus Deathblade poison); poison (DC 20 Fortitude save resists, ld6 con/2d6 con); Search (DC 20); Disable Device (DC 20); Market price: 6,300 gp.
Room 88: Acolyte Cells
This series of four small chambers were the private cells of the acolytes that worked here a millennia ago. Each cell contains rotted furniture and bedding, a few candle sconces, and a marble washbasin.
The cell marked "C" on the map houses a macabre scene. In the center of the floor are three dwarven skulls with amethyst gemstones for eyes. Kneeling around this monument are the corpses of twelve dwarves in ragged and torn clerical robes. Each of the men has a pendant of the Lorekeeper, a silver skull necklace (worth 25 gp). There are a total of six stones worth 500 gp each. The acolytes rightfully believed that the end of Bluestone dwarf civilization was upon them when the king was stain by the orcs. Together they attempted to perform a ritual that would make them journey into death and return as powerful lich lords. Unfortunately, they should have studied harder. If the bodies are touched, 6 shadows rise from the skulls and attack. The ritual did have two effects, other than the creation of these shadows. The first is that if the PCs remove the stones from the eye sockets, the shadows disappear, one for each gem removed. The second is that the shadows cannot be turned while the gems are in the eye sockets.
Room 89: Chapel
The plaster coating is so amazingly well preserved that the secret door (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 23) to the east leading to Room 90 is all but invisible. Searching for the door is incredibly difficult due to the fact there are no clues that a door would even be here. In addition, this secret door is trapped with a multiple poison needle trap. The trap is triggered if the door is opened spraying needles outward from the top of the doorjamb.
Along the north wall are secret double doors (2 in. thick; Hardness 8; hp 30; Break DC 28; Search DC 18) leading into Room 83. Covering the north wall is incred- ibly strong but lightweight chartreuse cloth drapes. These must be moved before a search can be performed. Multiple Poison Needle Trap: CR 3; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 20); Atk + 1 0 ranged (2d4 needles, I hp damage, plus purple worm poison); poison (DC 24 Fortitude save resists, I d6 str/ld6 str); Search (DC 25); Disable Device (DC 25); Market price: 6,200 gp.
Room 90: Crypt of Huran Hammerfist
In the battle of the orcs, King Huran Hammerfist was mortally wounded while fleeing. It was later whispered that Hammerfist was injured in the back showing his yellow spine. In time, days after the first battle he passed on and was interred in this secret wing of the Chapel. The priests performed rituals to keep his body safe from the ravages of beasts and time. After placing the king in this chamber, his loyal subjects either escaped or fell upon their swords in defiance of the orcs rather than to abandon this hall of the Lorekeeper.
The body of a king in this room is laid out in all his regal finery. Time has taken its toll even on these most expensive of fabrics, as they faded and lost much of their magnificence. Buried with the king are a few of his treasures.- two gold rings with pearl and ruby settings (worth 1,250 gp each), a silver scepter (worth 1,500 gp), his platinum chain of office (worth 2,500 gp), and a diamond circlet (worth 3,000 gp). Scattered about the floor are 575 gp, 2,000 sp and 25 gems of similar cut and quality (worth 100 gp each). Hammerfist was not buried with arms or armor. After all, he never used any. Carved upon a stab of marble is a crude head. stone commemorating the king, written in ancient Bluestone dwarf: "Here ties Hurman Hammerfiest, King of Bluestone Dwarves and Noble Servant of Hammerheim, cut down by the arrow of an orc."
Room 91: Elevator
This room houses the mechanical device that raises and lowers the basket elevator to Room 98. The elevator was infrequently used in later years. The device is made of highly polished bronze, magi cally protected to prevent rust and corrosion that raises and lowers the elevator from inside. It can also be lowered by using the crank in the room above or by the remote device found in Room 49. As the basket is being lowered, it is clearly visible to any orc guards posted on Level 3, unless precautions of some type are made (i.e. invisibility, etc.) and they prepare an ambush near the landing site of the basket at the tree at Room 98.
Monsters
Sheetmetal Golem |
Treasure
Lorekeeper Helm (3000 gp) |
Huvat Vex
When the Reptillions created this underground paradise, they did so with magic arcane and force of will. The result of their long lost ceremonies was the grand circular cavern. Climbing these walls is difficult at best, Climb check (DC 20). This orb is a divine spell of the highest level and cannot be the target of any mortal magic. It is actually a crossing of the tendrils of magic that runs throughout the world. Occasionally, approximately every other month, the moisture builds up and causes a brief shower of rain. An occasional low-lying fog covers the floor of the cavern for days at a time. On the cavern floor, the Reptillions cleared and leveled the ground. Upon the ground they built the ancient city of Huvat Vex. The city was the pinnacle of Reptillion culture and technology. Most of the buildings were created with arcane magic and the broken backs of Reptillion slaves. With the exception of the perfectly circular lake at the center of this cave, the buildings have lasted for thousands of years. The source of the water is a take under the lake. The lake now covers the entire central portion of the cavern. To this day, clear and potable water still flows along the canals.
The purpose of the ziggaraut buildings was as a teleport. Sacrificing a being on a ziggurat activates the essence of the magic within the structure. The top of the ziggurat glows with this magic for 24 hours. If a sacrifice is made at each, all four send forth great beams of energy teleporting all individuals on the plateau 5,000 feet deep into the earth.
The domed building was once the hatchery where all Reptillions were born and the doomed Cinixi off-spring were taken after birth to be consumed by the Immortal King. The other buildings were schools, both mundane and arcane, markets, dwellings and other civic buildings. The low building was an antiquariurn where the Reptillions kept records of their civilization. The shelves and scrolls long ago disintegrated, however carvings giving clues to the civilization still existing here.
When the Bluestone dwarves discovered the cavern, they found the Majestic Palace of the Immortal King and a woodland paradise. From high above the city, one has a grand view of the beauty of Huvat Vex laid out below. The Bluestone Dwarves always viewed Huvat Vex with awe and fear. Although some argued that the dwarves should move their civilization below and restore the city, it was believed that dark spirits existed in the city and thus it was seldom visited. Thus it only provided a magnificent backdrop to the plateau that rose above and remained unoccupied. On top of the plateau, a large garden full of dryads exists. Beyond the garden is a white marble palace that has become the seat of power for the Frost Giant King Stronghoen. He is wise for a giant and keeps his troops in careful balance. Stronghoen does not trust the Lizardfolk, especially their enigmatic leader. He is currently planning an attack on Tegel Village using the entrance to the Mines from this level.
Hatchery
Those familiar with lizardfolk are likely, with a Survival check (DC 12), to recognize these eggs as similar to those laid by lizardfolk females. However, some of the fossilized eggs are much larger and others smaller. The larger eggs are black and hatched the Laboratus. The smaller eggs are crimson and hatched the Dedi. On the pillars that support the large stone dome are drawings of the four subtypes of Reptillion. There are pictures of the winged and powerful Cinixi, the snake-like Dedi, the thuggish Laboratus and the Lizardfolk or Malius. Other carvings show Malius tending to the eggs while Dedi frolic in the background or Laboratus looking on while eggs hatch.
The Plateau Level (Rooms 92 - 131)
The plateau rises to 100 feet above Huvat Vex. Originally the Grand Palace of the Immortal King, the residents were whisked away in a grand teleportation created using the zigguarats. When the orcs discovered Huvat Vex, they occupied the palace. Satyrs, nymphs and dryads had existed since the time of the lizardmen, prisoners of the cave. They need to have a magical staff broken to release them. The walls of the Plateau are easily climbed, Climb check (DC 12), due to their gradient. There is also on the east side a rocky ramp that winds down to Huvat Vex. The only known accesses to the plateau, and Huvat Vex, from the levels above are the teleportation pad at Level 2, Room 48, and the basket elevator from level 3A, Room 91. The orcs and their minions patrol the garden grounds. They are ordered to capture any intruders for questioning. Although this paradise would make some lackadaisical, the current Frost Giant is always mindful of advanced scouts and an invasion.
Room 92: Teleportation Pad
The trees are highly magical. The fruits are quite nutritious, and can act as food and water for one man for one day. The fruit rots quickly, so it must be eaten within one day of picking. Guarding this area are 6 orcs and a giant. Several may be picking fruit. The orcs are armed with longbows and swords. If an alarm is raised, creatures from Room 105 will join the fray. Standing on the center for one full round activates the teleportal. Any being standing in this area is teleported to Room 42 on Level 2.
Room 93: Transparent Tower of Water
The tube travels from the springs below up to Room 34 on Level 2. The tube is nearly indestructible by normal means. Crystal Tube: Hardness 15; hp 250; Break (DC 35).
Rooms 94-103: The Dryads
Living amongst the oak are 10 dryads. The dryads do not fight the orcs, as the "bargain" they made with the Frost Giant requires them to cooperate or else their trees shall be uprooted and burned. Only in extreme circumstances do the dryads help the PCs. The dryads have no treasure. Although they are in league with the orcs against their will, the dryads have not lost much of their rambunctious and free spirit. Very alluring, the dryads likely have not seen free men and thus are very attracted to them. The ten dryads and her specific locations are:
- Tree 94: Astraea, Dryad (1): Oak.
- Tree 95: Briseis, Dryad (1): Ash.
- Tree 96: Calli, Dryad (1): Elm.
- Tree 97: Deianira, Dryad (I). Oak.
- Tree 98: Eidothera, Dryad (1): Maple.
- Tree 99: Flora, Dryad (1): Hickory. She is aware of the bronze trapdoor buried in the roots of her tree, but does not know where it leads (Room 117) or how long it's been here.
- Tree 100: Gaia, Dryad (1): Ash.
- Tree 101: Hypermnestra, Dryad (1): Ash.
- Tree 102: lphigenial Dryad (1): Willow.
- Tree 103: Jocasta, Dryad (1): Oak.
Room 104: The Stumps of Lost Trees
This area is the site of a clear cutting operation by the Frost King. This is used to build the underground tunnels to Tegel Manor. Several dryad trees have been added to the fuel supply. This information could be used to gain the aid of the dryads against the orcs.
Room 105: Chapel of the Wondrous Well
If the PCs climb down into the well more than 10 feet, they are teleported to the center of Room 3 on Level One. However, this teleportation only works effectively for the first four PCs who try it. There is a 5% cumulative chance that the well fails after the first four PCs teleport. if the well fails to function once, its magic is lost forever. Guarding the Chapel are two giants. One giant is always posted in the tree line to the northeast of the temple, to watch the teleportation pad (Room 92). This chapel is the only safe passage through the tree wall.
Room 105a: The Tree Wall
The tree wall is actually are multiple permanent walls of thorns. The wall itself is 5 feet thick, 10 feet tall and extends for 50 yards in both directions. As per the spell, any creature attempting to move through the wall takes 25 points of damage per round of movement, minus 1 point for each point of the creature's AC. Dexterity and dodge bonuses do not count for this calculation. Also a creature may attempt to force its way through the wall with a Strength check (DC 20). Unlike a normal wall of thorns, this metamagic was created long ago by the Reptillions allows specific targets free access. In this case, the wall allows lizards to pass freely through the tangle. Also, the sap of the trees that form the wall is fire-resistant and has a heating quality. If allowed to flow into a wound, it heals 1 d8 points of damage. A druid or ranger automatically notices this use; other PCs can make Survival checks (DC 15) to notice this property of the sap.
Room 106: The Ancient Oak
Within its boughs lives an ancient and wise dryad named Kore. She appears as a middle, aged but attractive woman, and can be seen sunning herself on the lawn when viewed from the air or the steps of the Chapel (Room 105). Her companion here is a giant lizard with golden scales. The lizard is not very intelligent, and does not distinguish between friend and foe. The two have been together for millennia, although both are now slowly dying. The lizard's scales are losing their luster, and the oak is becoming patchy and losing its bark.
Kore was the dryad representative who made the pact with the orcs. She also knows much about the palace, and can give the PCs directions around the main floor if they are kind and gentle. Because she is no threat to the orcs, they have allowed her and the lizard to stay here unmolested, although recently the Frost Giant has been calculating the value of her tree for wood.
Room 107: Jailers for a Noble Tree
A hidden gate (DC 20) in the northwest is covered by a bramble thicket (Hardness 5; hp 30; Fire Resistance 10) that must be cut for entry. When the brambles are cut, they produce a sweet smelling toxic gas (inhaled DC 18; Initial I Con; Secondary Unconsciousness ld3x10 minutes) that cause a PC to fall asleep amongst the thicket. If the brambles are not watched carefully after the cutting, they begin to regenerate If the thicket is allowed to regenerate back to full health, and a PC has fallen to the gas, it begins to drain the essence out of the PC. The victim gains I negative level for every 3 melee rounds the brambles entwine the PC.
Guarding the air around the oak are 5 harpies. They sit on the southeastern roof of the palace and watch the garden with hawk-like precision for trespassers. If the PCs mount an attack on the tree wall (Room 105A), the harpies swoop down and attempt to charm the aggressors. Thereafter they attempt to lead them away to be devoured. If anyone attempts to reach the dryad at the oak (Room 106) by air, the harpies immediately attack.
Rooms 108-131: Palace of the Minotaur King
Incredibly, the modern rulers, the orcs of the palace do not allow defacement or vandalism to the rooms and statues. More than one orc has been beheaded for defacing a wall or knocking over a statue.
Room 108: Courtyard
Each pool maintains through magic a temperature of 100 degrees Fahrenheit.
This huge beast was captured by the orcs and beaten into submission, although a dozen orcs died during this training. The creature knows that it is to kill all who do not wear a chain. Unfortunately some orcs have been killed recently, so the orcs are attempting to train it. Unformnately, old dragons don't team new tricks well. If the beast is wounded to half its hit points or less, it tries to escape to the temple area (Room 109) and begin hissing and screeching to gather reinforcements.
Room 109: Temple Hall of Angmar Deepstone
A Knowledge (religion) or similar check (DC 15) reveals this to be Angmar Deepstone. If the PCs approach within 20 feet of the statue, the sounds of chopping can be heard in the distance. This is actually a permanent ghost sound. Since this effect is common-place in the Palace, it doesn't garner any additional attention. The throne is actually gilded marble worth 1000 gp but weighing 2500 pounds. If a PC touches the statue or the throne, a mild and harmless electric shock is felt. This Is actually due to a negative charge permanently bestowed upon the statue. Like the throne, they are merely gold gilded wood worth 150 gold weighing 350 pounds. Each doors (2 in. thick; Hardness 80 hp, Break DC 22; Search DC 20) in the southeastern wall are designed to appear as relief panels in the decor.
Room 110: Throne of the Frost Giant
This hall is where the Frost Giant holds an occasional court. The tablet is in ancient Reptillion. This is a dead language, at least to the world at large. The orcs never deciphered it and view it as a decoration. The tablet describes a paradise 5,000 feet below Huvat Vex. Reading this tablet gives the reader a "description" target for an appropriate teleport or other similar spell.
The first time the PCs enter this hall, there is a 30% chance the court is in session with 6 orcs, Bitterbark (see the Appendix for more information about this new monster), and the Frost Giant King himself. He wears. a regal, but tattered ermine cape over his powerful shoulders. The cape once belonged to Huran Hammerfist and is considered the sign of his station.
Bitterbark is the major domo to the Frost Giant. He has mangy brown fur with part of his left earflap missing. He lost part of his ear in a tussle with a orc. The orc bit off the ear and Bitterhark ripped the orc’s throat out. Bitterbark has a foul disposition and like his species, fosters a deep hatred of the "tiny devils" (halflings).
Room 111: The Singing Caryatids
If the statues are touched in any way a permanent ghost sound spell activates, and they begin singing a wonderful, if extremely loud, lullaby. The song draws the attention of anyone in the southern wing of the palace. The singing also acts as a hold person spell the first time it is heard (DC 13 to resist). The singing lasts 10 minutes, and if the save is failed, the PC is held for the duration of the song. The only way to stop the columns from singing is to destroy them. Enchanted Column: Hardness 10; hp 20 each; Break DC 28.
Room 112a: A Storeroom Clerk’s Office
The man is named Grassus. He is the clerk in charge of the food and supply stores for the Frost Giant. He is a trusted slave, and prefers his position here with the orcs to any life of freedom. If given the chance, he warns his master of any plans he overhears from the PCs. If this room is entered during the day, Grassus is going over the lists of stores. Usually 2 orcs are here chatting with the human clerk. If the PCs attack, the orcs call for reinforcements from the storeroom.
Room 112b: Storeroom
10 orcs are stationed here at all times.
Room 113: Lair of the Frost Giant
Each statue depicts a Bluestone Dwarf hero and is worth 1,500 gp to a collector and weighs 3,000 pounds each. One of the marble couches has a lift up seat easily found, Search check (DC 12), containing 1,000 gp and a potion of heroism.
The secret doors (2 in. thick; Hardness 8; hp 30; Break DC 22) to the temple hall are not secret from this side, although they are rigged with a failing rocks trap. A stone symbol of a hammer is on the right door. If this stone face is not turned upside down before opening them from this side, the trap is triggered. All of the orcs know of the trap and the rocks. If threatened, they attempt to tell the PCs that great treasure is beyond the doors and attempt to flee once the trap is sprung.
Room 114: Dungeon Stairway
Room 115: Pool of Watery Wonders
The waters here are still heated from below, and are very warm, 120 degrees Fahrenheit (49 degrees Celsius). The writing instructs the party on their use. Read magic is required to read the spell and a Spellcraft check (DC 15) to use the function.
North Bowl: The flowing script on this bowl instructs the user on the process of summoning a water elemental. The process requires the bowl be filled from the pool while speaking the proper ancient ritual. In one minute, the remaining water in the pool rises up as a Huge Water Elemental and obeys the summons for 1 hour, after which time the elemental returns to the pool basin.
East Bowl: The writings surrounding the edge of this bowl describe how the caster of a locate object spell can use this bowl to enhance his spell. The enhancement comes in the form of using the spell to find anything (its range of the Caverns). Outside of that range nothing can be seen. Once the bowl is filled and the spell is cast, the image of a pointer appears on the surface of the water, guiding the caster nearer to his prize. The bowl is designed to allow the water to be drained off into another receptacle, thus allowing the spell to be portable. When the object is found, the water vaporizes, causing I d6 heat (steam) damage to the bearer of the basin. The spell lasts ld6 hours.
South Bowl: This bowl functions as a special clairvoyance device when the proper ritual is spoken. It reveals up to any four desired locations in the Caverns. The room desired is shown in the large bathing pool.
West Bowl: The most complex of the basins, this bowl allows the speaker of the ritual to teleport to anywhere in the Caverns. The writing on the west bowl says that the south bowl must first be used to determine a destination, and then the east bowl's locate object power must be used on the room depicted in the pool. At this point, the pool is primed to send anyone stepping into the bowl to the location desired. The west bowl has a thin cord attached to the bottom of the basin, allowing it to be drained in 1 melee round to avoid pursuit. A water elemental may be created and thereafter sent through the West Bowl. This is one way the Frost Giant may exact his vengeance on the party if it appears they are going to escape him, and are still in the Cavern. If the elemental is sent, the water in the pool refills in 1 hour. The bowls are not usable during that time. Removing any bowls from their pedestals for more than 1 hour destroys that bowl's powers.
Room 116: Weapons of the Orcs
There are usually 3 orcs here practicing weapons skill.
Room 117: Lush Lair of the Orcs
The tapestries and rugs combined are worth 5,000 gp and weigh 2,000 pounds.
Room 118: A Second Lush Lair
The chest contains 3,000 CP and 1,500 sp.
Room 119: An Orc Guard Post
Stationed at this point are 6 orcs. The air here smells heavily of cooked meat coming from the north. Any altercation between guards and intruders brings the cooks from the Kitchen (Room 120).
Room 120: Kitchen
Although the goop is disgusting, it keeps for up to one week before it molds. Although the mold makes it tastier, if that is possible, eating the mold infects the person eating it with the shakes. If it can be gagged down by PCs, (Constitution check DC 15 to swallow), they find it to be highly filling and acts as rations for one day.
Room 121: Office of the Guard
There are 2 orc guardsmen stationed in the room. They are stationed at the northeast and southeast corners of the room, facing the doorways, and very alert.
The chest contains 2,000sp and 1,500gp in bags of 100 coins each.
Room 122: Beam of Blasting Light
The shaft is directly in front of a secret door (2 in. thick; Hardness 8; hp 30; Break DC 22; Search DC 20).
The shaft of light slowly moves and in 30 minutes the searing light beams directly on Holoste. The light does 8d6 points of heat damage every round. It is easily avoided by all but Holoste, who is chained. Obviously if the PCs enter the room and leave or assail the Palace and retreat, all they find is a husk of Holoste remaining. Three orcs wait for Holoste's death screams, known to them as the dinner bell.
Room 123: Empty
No one comes here for any reason, and it is an excellent place for PCs to recover for a while. Staying here longer than a few hours at a time is dangerous however, as wandering patrols may eventually figure out where the PCs are hiding. and secret doors (2 in. thick; Hardness 8; hp 30; Break DC 22; Search DC 20) in the walls. The secret doors are disguised as unadorned marble panels. The eyes glow due to a light spell cast upon them and radiate a whiff of evil. Staring at the eyes chills the soul, but does little else.
Room 124: Hallway of Harrowing Hands
When the PCs enter this descending hallway, the walls on either side sprout hands upon long arms reaching out to the party. This is due to a wall of hands spell cast here long ago. For more information about this new spell, see the Appendix. The hands are the temperature of cold rock, and are pliant and fairly soft. All the hands attempt to do is touch the travelers. They do not attack unless attacked first, in which case the arms telescope out to 6 feet long and begin to flail at the PCs. Once the hands have been irritated, they do not calm down for an hour after such an encounter, and attack anything passing through the hall during that time. Fire does no damage to the hands, but paralyzes them for ld4 melee rounds.
Wall of Hands
Conjuration (Creation)
Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5 Components: V, S, M/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/ level (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell creates a wall of hardened, leathery flesh that merges into adjoining surfaces. The wall sprouts arms and hands with 2-8 hands covering each 5 -foot section. The wall is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. It has fire resistance 10. The caster can double the wall's area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
A living creature that comes within 5 feet of the wall is subjected to 2-8 slam attacks from the wall as the hands curl into fists and pummel a foe (+5 melee). Each successful attack deals Id4 points of damage.
The wall can be paralyzed by fire attacks (pro¬viding the fire breaches its fire resistance of 10). Fire attacks hold the arms and hands (as hold person) for Id4 rounds. The wall can be destroyed by disintegrate or by normal means such as breaking and chipping. Each 5-foot square has a hardness of 5 and 5 hit points per inch of thickness. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. Arcane Material Component: The withered or mummified hand of a humanoid creature.
Room 125: Empty
This room is empty.
Room 126: The Inner Habitat
In a locked chest, Open Lock (DC 20), in one corner of the room are 250 sp, 4x100 gp amber nuggets, and a 500 gp diamond earring. The key is hidden in a small crack at the base of a marble panel, Search check (DC 18).
Room 127: Temple of Teleportation
On the map, the square patterned area in the northern part of the room represents a third teleport that takes troops directly to Room 92. Guarding this temple are 6 orcs and a giant who attack any non-slave humans instantly.
Room 128: Connecting Hall
This narrow hallway connects the three barracks of the orc guards together. There is a 50% chance there is a orc guardsman on duty if the PCs investigate this area. If a guard is present and PCs attack, he shouts for the others to assist him. The shouting likely draws one of the orcs fiom Room 89 to investigate as well.
Rooms 129-131: Barracks of the Gnoll Guards
These spartan rooms hold the warriors of the gnoll tribe. Each of the three rooms houses 20 gnolls, although due to various patrols only 6 to 12 gnolls are in any one room at a time. The gnolls spend most of their time here sleeping, as this is not a very social area. At any time 75% of the occupants are sleeping off the effects of a long patrol day or too much wine. Due to the transient nature of the occupants, no wealth is stored here. Each of the guards who are awake may be gambling with personal stakes (ld6 gp), or cleaning and checking his weapons.