The Dark Druid Fallowearth
Type | Dungeon |
---|---|
Status | Explored March 883 TA |
Location | Shadowkeep (now Dwarrowdelf) |
Hex | 2313 |
Campaign | Shadowkeep Campaign #9 |
Adventure # | 73 |
Introduction
This level of the dungeon starts with the Dark Druid Fallowearth who has set out to pollute the water, air, and earth because he was excommunicated from the order. He is thoroughly mad now due to a wish from the djinn and it went awry.
The front part of the dungeon is his outpost, manned by the dregs of society. These minions climb down the crevice, past the gargoyles of fear, through the waterfall to get to Fallowearth. He then gives them a chain with a glowing red eye (passage past the gargoyles and his spying mechanism) and 100 gold pieces to dump two large sacks full of poison in the rivers and streams.
The back part of the dungeon are the demon caves which he was exploring (looking for some rare mushrooms) when he came across the bottle. The party must solve the demon riddles and get the djinn's bottle. You must wish him back to sanity and then jump through the arch to Level 10.
Canto Nine: Dark Druid
The light of day he loathes to see,
The air so crisp, the bright blue sea.
Rejected from his brethren fair,
His minions pour forth from his lair,
And though his seeds are tiny yet,
Air, earth and sea will turn to jet.
Beware the eye that watches all,
It's his power and his fall.
His spells are strong and still do harm,
But the eye controls his legs and arms.
Men and women greedy told,
Seek his cause and his gold.
Hurry now and make some haste,
Before the lands above are waste.
Beyond the waterfall it waits
The genius mind, the demon's gate,
Wish wisely with your truest vision,
Or your dream will be your prison.
Cleanse the blackened soul and then
Jump through the arch and down to ten.
The Dark Druid Fallowearth: Portal 9, Level 1
The Gargoyles of Fear
These creatures live on a rocky ledge behind the waterfall. Whenever any party goes across the bridge, an appropriate number will come down to investigate. The mere presence of these creatures causes anyone without an eye medallion to shrink away in fear. Saving throw versus secular magic per gargoyle at 10th level. Otherwise, they will simply swarm an attack. They will cut the bridge and summon their brethren if seriously challenged. Note: Fallowearth can see through their eyes.
Their ledge contains no treasure, since they were created by Fallowearth simply to guard, they let their victims fall into the crevase.
Room 1: The Landing
Room 2: The Tavern
The assistant approaches while the bartender stays behind the bar. Aage. Aart.
They will eye the party suspiciously if they are not wearing the eye. The assistant will go for Fallowearth.
- Izard - human fighter dressed in splinted mail (level 12), broad sword, wearing an eye amulet.
- Lippard - human fighter dressed in chain mail (level 9), long sword, wearing an eye amulet.
- Murdo - human thief dressed in leather (level 12), broad sword, wearing an eye amulet.
- Parr - human thief dressed in leather (level 9), long sword, wearing an eye amulet.
- Pingot - human thief dressed in leather (level 9), long sword, wearing an eye amulet.
- Roark - human magic-user dressed in robes (level 15), dagger in belt, wearing an eye amulet.
Each have a belt pouch with 99 gold pieces in it (one being spent on food and drink).
These six come from the same town, Auldenstone, well north of the Free City of Paddington and south of Pass of Lar in the mountains. This place is reputed to have been overrun by orcs a number of times, and the town has a rough and evil reputation. They will fight if Fallowearth commands, but they have no loyalty.
Room 3: Fallowearth's Office
He will give each party member an eye amulet, bag of 100 gold pieces, and a large sack in exchange for a vial of blood. In addition, he will draw a map of where the sack needs to be dumped. There are eight sets of these items in his desk.
Fallowearth fights as a 36th level druid, although he will use reverse spells in some cases. He has in his possession: Cloak of Displacement, Staff of Withering, Dagger +5, Life Stealer.
Room 4: Hallway
This hallway is unremarkable except for the magical portcullis at the southern end which can only be opened by the code word "SPOILS". If this word is not spoken, any who pass through will find themselves at "A" on the map dropping straight down into the ravine.
Room 5: Aage's Room
This is Aage's bedroom. This chest contains 250 gold pieces.
Room 6: Aart's Room
This is Aart's bedroom. This chest contains 220 gold pieces.
Room 7: The Demon Tree
The tree is actually creating the black ooze, causing this part of the dungeon to become tainted. The owl is an illusion that warns Fallowearth of intruders (no matter where he is). If the owl is attacked, it will simply disappear reappearing when the coast is clear.
Room 8: Fallowearth's Lair
Opening the coffin will reveal 6000 gold pieces.
When entered, this room gives off a sleeping gas which must be saved as poison each round at 36th level.
Room 9: Demon's Gate
The party must strike the door 19 times to get it to open.
The Dark Druid Fallowearth: Portal 9, Level 2
Room 10: Entrance to the Demon Caves
If the altar stone is touched by living flesh, it will begin to fade in color, and it will become a translucent amethyst color with a black, amorphous center.
Any further touch when the altar is transformed will paralyze a creature touching it for 5 to 20 turns. The black mass at the center will grow and show swollen veins of purple. A tentacle will come out of the altar and grab the paralyzed creature, draw it into the stone, and return to its dead state. Atop of the altar will be the thing most wished for by the party.
Room 11: Black Pool
A tunnel under the pool leads to Room 17.
Room 12: Demon Ramp
The figures are illusions that will disappear when touched. The real demons are waiting on either side of the ramp to attack and pull the party into their black pool. As a last resort, they will light the room on fire (they are immune) creating an inferno. On the island is a small chest (covenant) which is in the center of the dancing fire (which is real).
Three-headed demons of fire, lightning, and ice will attack. These demons are immune to the same sorts of spells and effects. They fight as Pit Fiends.
Room 13: Pool Room
There is nothing of interest here.
Room 14: Pearlescent Room
No detects work here except Detect Magic. The magic crystal is an artifact that cannot be used by the party.
They will threaten to harm any "servants of Evil" and offer this room as a refuge or haven against the demons.
A bell will ring in the distance, and the two will look at each other and then the party.
One of the radiant figures speaks: "Now good folk, place each and every weapon you possess, all of your holy symbols, magic items, silvered items, and magical potion before this crystal (the Window of the Planes of Weal) and quickly leave this room. Count slowly to 77, and do not return in that time, for we shall send a Ray of Just Might through these items. Any flesh in the place would be blasted to oblivion by this ray, and any mortal eye beholding its glory would be forever blinded. But all your items will be made more effective (+1), recharged by 7 charges, or otherwise doubled in power - although this power lasts only 7 hours. We can only help you once per seven days, and the Chimes of Justice have signaled the time. Hurry."
If the party hesitates the crystal slowly darkens into cloudy obscurity after a few rounds.
If the party complies, they will be attacked by creatures from Room 16.
Room 15: The Waiting Room
There is nothing of interest here.
Room 16: The Demons of the Glass
The crystal sheet is actually a Lens of Transformation that the demons use to project the images into Room 14. When the party goes into Room 15, the demons will sweep through the secret door and gather their magic up. If they think that they can best the party, they will attack. If not they will be happy to have some extra treasure.
12 bat demons are hanging from the ceiling in this room. Treasure is piled up here in mounds from previous adventurers. Bones are scattered about the floor. The demons fight as ice devils, although they closely resemble human bats, black and leathery.
The treasure is: 2000 silver pieces, 2500 gold pieces, 200 platinum pieces, Chain Mail +2, Spint Mail +3, Spear +4, Potion of Heavy Healing.
Room 17: Demon Prison
A very small passage leads from this room (through the pool) into Room 11.
If prisoners are here, they will be guarded by two bat demons hanging from the ceiling of Room 13.
Room 18: Hall of Black Feasting
Treasure: Golden dinnerware (300 gp)
The Dark Druid Fallowearth: Portal 9, Level 3
Room 19: Hall of Armored Skeletons
Treasure: Shield +1
Room 20: Lyndon's Tomb
There is an invisible content.
The scroll case contains a single parchment with the following written on it: "Let the Good Ones use their newfound strength to seal in the horror of darkness to prove their faithfulness to right and justice. We who wrote this lacked the power to do so."
This is an illusion.
This is Lyndon, a paladin of the 18th level. He is groggy, uncertain about his identity or past. But he will help the party. Chain Mail +2, Dagger +1, Gold chain (200 gold pieces), Gold knight's ring.
Room 21: The Demon Puzzle Box
Enter this room and exit thy soul
Touch this box and assume the role
Six sides must you solve in the blink of an eye
Or I keep your soul and your body dies
If the party touches the cube, it will jump from the character's hand and start to spin in the air. Six puzzles will be projected into the characters mind. The puzzle box will begin to spin faster and faster whining and growing in its glow.
After 10 minutes, the box will explode killing all who are within 200 feet. If the puzzles are solved, it drops harmlessly to the floor, breaks into several pieces, and a very large diamond rolls out.
12 wraiths.
Room 22: Entrance Into The Brain
Touching the membrane is very dangerous, as it is highly acidic. It will melt metal and do 8d8 damage per round to any character who contacts it. Magical items need to make saving throws.
Room 23: The Northern Chamber
If the cord is cut, the gas nodules in Room 26 will explode and be expelled by the membrane in the west. This will fill Rooms 23, 26, and 29 with a poison paralyzation gas. Save every round against 30th level poison.
Room 24: The Central Chamber
When this room is entered a large number of jellyfish will be floating around. They will immediately move to attack the party. A single hit will cause 8d8 worth of acid damage (save to half). They will stick to the party and continue to damage them until dead. These creatures fight like stirges.
Room 25: The Southern Chamber
Close examination will show that the southern arch is filled with a swirling mist and a number of faintly glowing green runes line the edges.
If the party prematurely jumps through this arch, they will reappear outside of Room 1.
If the cord is cut, the gas nodules in Room 28 will explode and be expelled by the membrane in the west. This will fill Rooms 25, 28, and 31 with a poison paralyzation gas. Save every round against 30th level poison.
Room 26: Gas Nodules
If the membrane into this room is cut, these bags will explode and be expelled by the membrane in the west. This will fill Rooms 25, 28, and 31 with a poison paralyzation gas. Save every round against 30th level poison.
Room 27: The Brain
This is the center of activity for this complex. Severing the cord to the brain will cause all attacks to stop and the gas nodules will not explode.
Room 28: Gas Nodules
If the membrane into this room is cut, these bags will explode and be expelled by the membrane in the west. This will fill Rooms 25, 28, and 31 with a poison paralyzation gas. Save every round against 30th level poison.
Rooms 29 - 31: Cocoons
These are the bodies of victims not yet fully consumed. The strong acid has eaten all but three magical items. One of each is in each room.
- Room 29: Ring of Protection from Acid
- Room 30: Bottle of the Djinn
- Room 31: Potion of Full Beans
Monsters
Gargoyles (40) |
Treasure
595 gold pieces |