The Dark Druid Fallowearth

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The Dark Druid Fallowearth
Type Dungeon
Status Explored March 883 TA
Location Shadowkeep (now Dwarrowdelf)
Hex 2313
Campaign Shadowkeep Campaign #9
Adventure # 73
Map-dwarrowdelf.jpg

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 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.

The Dark Druid Fallowearth: Portal 9, Level 1

Room 1: The Landing

A thick knotted rope drops down 80 feet to this small ledge, which turns out to be the mouth of a large cave. The rope is solid but well worn. At the bottom of the rope is a large sprawling building. A trail to a single door in the west shows significant wear. Three large barrels of water stand outside the door. A single window in the far wing of the building overlooks this spot.

You see movement within the window.

Room 2: The Tavern

This is a shabby tavern. Two long benches are in the center of the room with seating for about 20 humans. A long wooden bar runs along the north end of the room. Several kegs sit on the bar. Behind that, a long set of bookcases contain varous bottles of alcohol, glassware, basic adventuring foodstuffs (dried meat, cheese, and fruit). There are doors in the southeast and southwest corners of this room. The bartender and his assistant are both nasty looking trolls dressed in leather armor and dingy gray aprons.

There are six other adventurers in the room. They are sitting together drinking, at the present time. Twelve large sacks are stacked around the table.

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

This room has three large glass windows in the southern end. This gives a very panoramic view of the cave. In front of the windows facing the door is a large wooden table. One chair sits behind the desk and two in front. A number of full large sacks are in the northeast corner.

The man behind the desk appears, at first glance to be quite normal. He is dressed in a robe with a leather belt. From the belt hangs a dagger. His head is uncovered showing a shock of long brown hair. A staff is propped up nearby. However, his quiet facade is broken by the wild look in his blue eyes, like that of a crazed horse frightened by lightning.

"I am Fallowearth, and I seek adventurers willing to carry out my cause…."

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 room is rudimentarily finished and very dirty. A bed, nightstand and small chest can be found here. The chest is closed but not locked.

This is Aage's bedroom. This chest contains 250 gold pieces.

Room 6: Aart's Room

This room is rudimentarily finished and very dirty. A bed, nightstand and small chest can be found here. The chest is closed but not locked.

This is Aart's bedroom. This chest contains 220 gold pieces.

Room 7: The Demon Tree

This room has an ancient gnarled tree in the center. The floor of this room is broken stones and earth. It is difficult to walk across this room because of this debris. The tree is mottled brown and green with sickly leaves. The smell of decay is very strong here. There is a pool of black ooze coming from a crack in the western wall. This liquid is pooled around the base of the tree. An owl sits in the top branches, watching the party.

Upon entering, a slow wind will start to swirl making the limbs of this tree dance and caper about. The owl will hoot several times.

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

This room is obviously an old crypt of sorts. The walls are plain with several pillars surrounding a stone coffin. On top of the coffin, several blankets have been spread out. A pile of large sacks sits in the northeast corner of the room.

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

This room ends with in a thirty foot diameter stone circular doorway. A number of runes and markings are around the edge of the doorway. The center of the door is a bronze metallic disk with the following markings on it. Next to the doorway is a large mallet.

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The party must strike the door 19 times to get it to open.

The Dark Druid Fallowearth: Portal 9, Level 2

The Dark Druid Fallowearth: Portal 9, Level 2

Room 10: Entrance to the Demon Caves

This room is obviously part of an ancient cave, since stalactites and stalagmites abound, and the sound of dripping water can be heard. However, the black sheen that can be found covering the formations and a foul stench have defiled the beauty of this place. In the center of this room is a huge stone altar block of dull porous-looking, somewhat rusty black mineral. A huge candelabrum, bronze green with age, holds a flat black candle which burns with a flame of leaping lavender and deep glowing purple but never grows smaller.

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

This small tunnel requires that characters crawl on their hands and knees to get into the room. The room itself is barely tall enough to stand in. The smell of dead fish is very strong here. A black pool bubbles in the northern part of the room.

A tunnel under the pool leads to Room 17.

Room 12: Demon Ramp

This room is roughly 100 feet long and 40 feet wide with a narrow ramp that runs to a large island and a huge vaulted ceiling. The floor of the room is covered with a thick black liquid of undetermined depth. Only the ramp and and island are dry. On the island four disfigured humanoids dance and caper oblivious to the party around a small campfire of black flame. Even in the dim light, you can make out that their skin is bright red.

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

This cavern has four tunnels leading out of it. The center of the room has a pool of black inky liquid in the center. The smell of death is strong here.

There is nothing of interest here.

Room 14: Pearlescent Room

The floor here is of white marble, the walls and vaulted ceiling sheathed in pearly alabaster. There is a good feel to this place, as a place of safety in a storm of evil. The room is bare and clean. A sheet of cloudy crystal substance seems to be set into the northern portion of the east wall. As you look, it begins to brighten, its radiance actually lighting the room. Two man-like creatures with wings of snowy feathers and radiant faces, robed in purest white, appear amidst golden tinted, clould-like billows. A pale blue sky can be seen behind them. They first peer at you, and then one speaks in soothing tones, 'What are fair and just folk such as you doing in this foul place of pain and base wickedness?

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

This room is a simple 20 by 20 chamber.

There is nothing of interest here.

Room 16: The Demons of the Glass

This room is a simple 20 by 20 chamber with a gray sheet hanging over the western wall. A large crevise in the northeast corner leads into a natural cave.

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

This room is a natural cavern. It radiates a strong anti-magic aura, and spellcasters feel "dead" inside its walls. Three large iron portcullises keep prisoners in. This room is fetid and a black pool of vile liquid has seeped along the edge of the southern wall.

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

This 40 foot square room is floored in blocks of alternating red and black stone. The supports and ceiling are all black. The walls are plastered and decorated with scenes of horrid feasts - a banquet where ghouls, ghasts, shadows, and vampires joining demons in an unspeakable repast. The many cressets along the walls are unlit, for this place seems to have been deserted for some time. Several long tables, chairs, and sideboards are here, all dusty but otherwise in good condition. The tables still hold many dishes platters, drinking vessels, and containers.

Treasure: Golden dinnerware (300 gp)

The Dark Druid Fallowearth: Portal 9, Level 3

The Dark Druid Fallowearth: Portal 9, Level 3

Room 19: Hall of Armored Skeletons

This 30 foot wide area is lined with disquieting guardians - or trophies. Thirteen human skeletons stand at attention along each wall, all clad in various forms of armor. Each holds a different pole arm or missile weapon. Four large bronze stands are by each wall, evidently candle holders, though no candles remain. Six pairs of crossed swords and six shields decorate the north wall.

Treasure: Shield +1

Room 20: Lyndon's Tomb

This room gives off a dim radiation of malign power. A black iron coffin stands in the northwest wall; its iron lid, in which a silver cross has been inlaid, lies beside it. Atop the lid is a forgotten scroll case.

There is an invisible content.

You see a vampire corpse, clad in black with a stake through its heart.

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.

You see a handsome mail-clad human man with golden hair. He has a gold belt around his waist, with a dagger. About his neck is a gold chain and his left hand bears a gold ring. His shield rests under his feet.

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

A set of stairs lead up to a small alcove room of plain cut stone. A small black pedestal sits in this the center of the room. On the pedestal is an ornate cube of gilded gold and gems. When the room is entered, a magic mouth appears:

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.

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Room 22: Entrance Into The Brain

A small hole in the southwest corner of Room 20 leads into this chamber. It is very obvious that this part of the dungeon was made by different artisans at a different time. The walls are much more polished and finished with a coat of white wash. The ceilings are 20 feet high. In this room the north and west walls have been collapsed by a massive earthquake. A thick gray-white membrane is stretched across the doorway in the south.

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

This room is of the same construction as the previous one. There are membranes on all four passageways. In addition, a thick cord of white fibrous material streaked with veins of purple runs from the membrane in the south to that in the east.

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

This room is of the same construction as the previous one. There are membranes on all four passageways. In addition, a thick cord of white fibrous material streaked with veins of purple runs attaches all four membranes.

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

This room is of the same construction as the others in this complex. There are membranes on three passageways, although the southern arch is untouched.. In addition, a thick cord of white fibrous material streaked with veins of purple runs from the membrane in the north to that in the east.

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

This small room is filled with large gray-white egg sacks about the size of beach balls. Several hundred of them are stacked from bottom to top.

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

A large gray-white mass of pulsing tubes are wound together resembling a large brain. This hangs from the center of the ceiling in this room. There is a formaldehyde smell here.

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

This small room is filled with large gray-white egg sacks about the size of beach balls. Several hundred of them are stacked from bottom to top.

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

Hanging from the ceiling of this room are a number of human-sized cocoons all wrapped in a gray-white fibrous material. Below each is a small pool of dried ooze.

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)
Trolls (2)
Adventurers (6)
Fallowearth
The Altar
Demons of Fire, Lightning, and Ice (6)
Bat Demons (12)
Lyndon
Flying Jellyfish (20)
The Brain

Treasure

595 gold pieces
very large diamond
800 gold pieces (office)
Cloak of Displacement
Staff of Withering
Dagger +5, Life Stealer
220 gold pieces
250 gold pieces
6000 gold pieces
2000 silver pieces
2500 gold pieces
200 platinum pieces
Chain Mail +2
Splint Mail +3
Spear +4
Potion of Heavy Healing
Golden dinnerware (300 gp)
Shield +1
Chain Mail +2
Dagger +1
Gold chain (200 gold pieces)
Gold knight's ring
Ring of Protection from Acid
Bottle of the Djinn
Potion of Full Beans