Saturday, 9 August 2025

Logos Location #14: The Pillared Halls of Serathis

 

Cartography by Dyson Logos (source), 1 square: 10ft
Thanks to Dyson Logos' generosity, he has made a large number of his high quality maps available for use. I have decided (with his approval) to incorporate these into locations within Mystara. This is a dungeon adventure using the B/X D&D rules for a party of characters of levels 6-8 set in the Great Waste of Sind

Background of the Pillared Halls of Serathis

The Pillared Halls of Serathis was originally a seat of power for the proto-Hulean tribes that roamed the land before the Great Rain of Fire of Blackmoor transformed the land into a parched desert. When the land dried, the plants withered and the animals fled for greener pastures, most of the proto-Huleans traveled west over the mountains into what is now Hule. But some stayed, mainly because their cellars beneath the surface structures had their own water sources, thus removing at least one problem. These formed into two main groups, one led by mages, one led by clerics. But both groups of spellcasters became greedy, ambitious and conceited, and there were struggles for dominance, and even a few skirmishes. Then the clerics performed a fearsome ritual to summon a Prince of Chaos called Serathis, a lieutenant of their patron deity, and bind them to their service, with the intent to set Serathis against the upstart mages. This did indeed summon the Prince of Chaos, but he was neither controlled nor compliant, and instead transformed all of the inhabitants of the Pillared Halls into various monsters. They have roamed the halls ever since. 

Possible hooks for exploring the Pillared Halls of Serathis

  • The PCs are desperate for water having crossed the parched wastes for weeks, and divination indicates that fresh water can be found down in this dungeon (see rooms 7, 12 & 23)
  • The Scrolls of Zarrash the Dark are believed to contain powerful mage spells, as well as the instructions and incantations for constructing Jade Serpents. A wizard in Glantri has determined that this location holds the scrolls. (See room 9)
  • A caravan the PCs were part of was attacked by monstrous raiders. Some caravan members were captured and dragged away by the creatures and the tracks lead would-be rescuers to here. (See room 19)
  • A dwarf warrior disappeared in this area carrying a dwarven heirloom, an axe called Goblin-slicer. (See room 20) 

On the Surface

source

As the PCs travel the Great Waste they can see the ruins of some ancient settlement. Time, wind and sand have reduced most of these down to no more than a man's height, with only a few arches and pillars still standing. Although the DM is welcome to place encounters here (either wilderness or dungeon-related), I have not done so. In the middle of these surface ruins there is what appears to be a well, a circular hole in the ground 15ft diameter with a low (2ft tall) wall around its perimeter. This drops down 30ft to an underground chamber. At the bottom is a pile of sand (blown in from the desert) so anyone dropping down takes 2d6 rather than usual 3d6 falling damage. Nonetheless, most PCs will want to travel down a little more gently, and preferably with some way of getting back up (such as a rope tied to something secure on the surface). Once on the sandy pile, they are in room #1....

General architecture of the dungeon

The Pillared Halls of Serathis are relatively spacious compared to some dungeons, with the halls with actual pillars being 20ft high. Furthermore there are plenty of carved relief decorations on the wall showing scenes of pre-Hulean culture (which has a similar aesthetic to Earth’s Assyrian and Babylonian wall carvings). The dungeon is generally unlit as all the resident creatures have infravision. 

The Key to the Dungeon Map

  1. The Dusty Shaft - main way in and out. The circle in the middle is the pile of sand and dust blown in from the shaft directly above. As described above, dropping down from the top of the shaft will cause 2d6 falling damage. 
  2. The Jackalwere lair. This was an abandoned chapel, now occupied by 3 jackalweres (borrowed from AD&D) who will appear to be human travellers and claim to be human merchants stuck down here. When the PCs are close enough They have ladders in a corner to ascend & descend the shaft in room 1. They have looted treasure from various victims stored in a single large earthenware pot that contains 3500sp, 1500gp, 110pp and a small sapphire gem worth 500gp as well as a scroll of 4 magic user spells: Dispel Magic, Fireball, Phantasmal Force and Knock. 
    Jackalwere: AC 4, Mv 120ft, HD 4 (hp 16, 18, 19), THAC0 16, Att 1 bite for 2d4, Spec abil: gaze, weapon immunity, Save F4, Ml 8, Align C, Int 12, XP 125, Gaze against unsuspecting (i.e. non-hostile) creatures causes sleep (save vs spells or fall asleep for 4d4 turns. Weapon Immunity: Silver or Magic weapons needed to hit, immune to normal weapons.  
  3. Empty
  4. Altar at the far end is trapped with an Explosive Rune. Anyone who reads or touches the rune on the altar takes 6d4+6 fire damage, no save. Those within 10ft radius are also affected but may save vs dragon breath to take half damage.  But behind the trapped altar is a lever that opens up the secret door to room 22. 
  5. Empty
  6. 3 minotaurs are based here. This room has sides raised up 10ft and the minotaurs will lurk there behind the pillars, attacking when the PCs reach the steps halfway along. 
    Minotaur: AC 6, Mv 120ft, HD 6 (27 hp each), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  7. This Chamber is divided by a moat 5ft deep with stone bridge. The water is drinkable. At the east side are two alcove each with iron-grey statues of ancient warriors. In the room is a lesser Nagpa called Alchellos. At its command the two statues attack as Iron Living Statues. Alchellos has a purse with 20pp and 45gp. 
    Lesser Nagpa Alchellos: AC 5, Mv 120ft, HD 6**, hp 29, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Locate Object, Protection fron Normal Missiles. 
    Iron Living Statue AC 2, Mv 30', HD 4, hp 20, THAC0 16, Att 2 fists + special for 1d8/1d8, Save F4, Ml 12, Align Neutral, XP 125  Metal absorption: If a character hits the iron living statue with a non-magical metal weapon, the character must make a save vs spells or else the weapon is partially absorbed by the statue, and cannot be used again until the living statue is killed 
  8.  This is the living quarters for the lesser nagpas, and there are 2 lesser nagpas in here, Ganthor and Errikis. The 5ft deep pool of water on the west wall is connected to similar pools in rooms 7 & 9 by 2ft wide pipes. Similar 2ft wide pipes lead out of the dungeon to the north and east to some underground water source. Errikis has 40pp while Ganthor has a purse of 30gp and an ornately wrought silver bracelet worth 150gp.  
    Lesser Nagpa Errikis: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Hold Portal, Web, Lightning Bolt (6d6 damage).
    Lesser Nagpa Ganthor AC 5, Mv 120ft, HD 6**, hp 26, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Charm Person, Caustic Bolt. Haste
  9. 1 Greater Nagpa, Norgatho, guards a library of books containing the Scrolls of  Zarrash the Dark as well as a chest containing a treasure hoard of 6000gp, 1200pp, 4 pieces of jewelery worth 1500gp each and a huge ruby worth 5000gp, as well as a Shield +2 a Longbow +1 and an Amulet of Elemental Friendship (new item, see below).  On the west wall is a 5ft deep  
    Greater Nagpa Norgatho: AC 1, Mv 120ft, HD 12** (55hp), THAC0 10, Att 1 bite or special, Save MU12, Ml 8, Int 16, XP 2700, Spec Abil: Innate abilities: Corruption, Paralysis, Create Flames, Darkness, Phantasmal Force, Prepared spells: Magic Missile, Continual Light, Lightning Bolt (12d6 damage), Polymorph Other, Cloudkill, Invisible Stalker
  10. 1 lesser nagpa, Chorros, is negotiating with 3 minotaurs, trying to convince them to work for the Nagpas. Chorros has a purse with 30pp.
    Lesser Nagpa Chorros: AC 5, Mv 120ft, HD 6**, hp 20, THAC0 14, Att 1 beak for 1d6 or special, Save MU6, Ml 7, Int 14, XP 725, spec abil: innate abilities: Create Flames, Darkness, Phantasmal Force, prepared spells: Magic Missile, Web, Hold Person
    Minotaur: AC 6, Mv 120ft, HD 6, hp 22, 26 & 23, THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275
  11. 1 Minotaur boss, Gorewrench has made his lair here and has 2 normal minotaurs as minions. He commands the minotaurs within this dungeon and has a tentative agreement with the nagpas. He has a treasure chest with 5400gp, 22000sp and 10 platinum ingots worth 500gp/100pp each. There is also a small sack that holds 2 potions of Extra Healing and 2 Antidote Potions.  
    Minotaur: AC 6, Mv 120ft, HD 6 (hp 23, 33), THAC0 14, Att 1bite/1 gore for 1d6/1d6, Save F6, Ml 12, Align C, XP 275.
    Gorewrench the 
    Minotaur boss: AC 4, Mv 120’, HD 9, hp 37, THAC0 11, Att 1 battle axe for 1d10+3, Save F9, Ml 12, Align C, XP 900, equip: oversized battle axe
  12. There is a pool of fresh drinking water in the centre of this room. However, within the pool is an 8HD water elemental that will attack anyone that approaches, unless they wear the Amulet of Elemental Friendship (from room 9). 
    Water Elemental: AC 2, Mv 60', swim 180', HD 8, hp 30, THAC0 12, Att 1 slam for 1d8 (2d8 if opponent is in water such as the pool), Special Defenses: Immune to non-magical weapons (+1 or better weapons needed to hit), Save F8, Ml 12, Align N, XP 1200 
  13. Empty apart from evidence of magical rituals and destructive spellcasting. This is where the chaotic clerics foolishly summoned Serathis himself. 
  14. Mechanical descending ceiling trap. Once the PCs enter the room, the doors at both ends lock shut. On the south wall there is Magic Mouth spell that asks “What part of you always goes up, never goes down?” If the PCs answer “Age” then the doors at both ends open again. However, after 3 round the ceiling starts crushing PCs, causing 1d10 damage, then 2d10 on 4th round, then 3d10 on 5th round and so on. A generous DM may allow a Knock spell to open one of the doors without answering the riddle correctly. 
  15. 4 square pillars dominate this chamber. Between the pillars are 3 raised platforms about 5ft high that each has a gem (a small ruby) worth 500gp. Anyone touching or removing the gems activates a mechanism. All 4 pillars descend, and standing on the top of the pillars are 4 mummies (one on each pillar). The mummies attack of course.
    Mummy: AC 3, Mv 60ft, HD 5+1, 24hp each, THAC0 15 Att 1 slam for 1d12 + disease, Save F5, Ml 12, XP 400 disease prevents magical healing and slows down natural healing 
  16. A vicious Manscorpion resides here. Between this room and #15 is a portcullis-like wall of bars. However, on the west side is a lever that raises thisfor 1 turn allowing the manscorpion to enter room #15 and attack the PCs while they are occupied with the mummies.The manscorpion wears a gold and amethyst unholy symbol worth 400gp.
    Manscorpion: AC 1, Mv 240ft, HD 8**, 39hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 Opponents stung by stinger must make a save vs poison or die. Those that make their save are paralysed for 1d8-1 (0-7) rounds. 
  17. Apparently this room holds a female adventurer called Marra held captive by the manscorpion. However, "she" is actually a Mujina in disguise and will betray the PCs at a critical moment. Note that the mujina has no love of the manscorpions as it was caught stealing from them so it really is a prisoner. It has picked up two oversized clubs it dual-wields.
    Mujina: AC 4, Mv 120ft, HD 8*, hp 34, THAC0 12, Att 2 weapons for 1d6/1d6, Spec Abil: Faceless Scare, Save F8, Ml 10, Int 12, Align C, XP 1200. Faceless Scare: creatures that can see the mujina must save vs wands or attempt to flee for 1d3 rounds.  
  18. These two alcoves used to hold treasure but are now empty. 
  19. 1 Manscorpion watches over 3 hapless humans, seized from a caravan raid and now tied up and expecting a grisly doom. The three are: Bijan (F2 human male, caravan guard), Shervin (NM, human male, camel handler) and Atoosa (F2, human female, merchant), all of whom are unarmed. The manscorpion wears a gold and amethyst unholy symbol worth 400gp
    Manscorpion
    : AC 1, Mv 240ft, HD 8**, 32hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750
  20. The Manscorpion cleric called Orrsos rules the other manscorpions in this dungeon, and guards a treasure hoard all piled into a carved stone sarcophagus, containing 22,000sp, 9600gp, 2600pp, a Wand of Fear (10 charges), an Antidote Potion (see below) and a magical battleaxe called Goblin-slicer (see below). Orrsos himself wears a gold and ruby unholy symbol worth 1000gp
    Orrsos the Manscorpion Cleric: AC 1, Mv 240ft, HD 10**, 48 hp, THAC0 10, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, spec abil: clerical spells. Save C10, Ml 12, Int 12, Align C, XP 2700 spells as 10th level cleric, including Insect Plague, Animate Dead, Dispel Magic, Bestow Curse, Cause Disease, Speak with Dead
  21. 1 Manscorpion: AC 1, Mv 240ft, HD 8**, 33hp, THAC0 12, Att 1 weapon/1 sting for 3d6/1d10 + poison or paralysis, Save F8, Ml 10, Int 10, Align C, XP 1750 treasure: unholy symbol worth 400gp
  22. Secret chamber with a treasure chest guarded by a Jade Serpent, The manscorpions are aware of this secret room but leave it alone as they cannot control the Jade Serpent. Inside the chest is 12,000sp, 3500gp, 4 gems worth 1000gp each (2 sapphires, 2 diamonds) and a ceremonial jeweled dagger worth 2000gp  
    Jade Serpent: AC 2, Mv 120ft, HD 8*, 40hp, THAC0 12, Att 1 bite/1 tail for  2d4 + poison/1d10 + crush, Spec Abil: Immune to non-magical weapons, tail hit enables continual crush + grapple, Save as F8, Ml 12, Align N, XP 1200. 
  23. 4 giant scorpions guarding a source of fresh water. They will not attack the manscorpions who treat these as pets. 
    Giant Scorpion: AC2, Mv 150ft, HD 4*, hp 18 each, THAC0 16, Att 2 pincers/1 sting for 1d10/1d10/1d4 + poison (save or die), Save F2, Ml 11, Align N, XP 125  

New magic items

Amulet of Elemental Friendship: Anyone wearing this amulet will not be attacked by elementals unless the elemental is specifically instructed to do so by its summoner. Even then the elemental must make a Save vs Spells to overcome the amulet. Similarly if the amulet wearer or one of the wearer’s allies attacks the elemental, the elemental is allowed a saving throw vs spells each round of being attacked. If successful the elemental can ignore the amulet and defend itself.  
Goblin-slicer: This battleaxe is clearly of dwarven design, with dwarven runes etched into the blade. In the hands of anyone else this weapon functions as a Battleaxe +1. But if wielded by a dwarf, Goblin-slicer becomes a battleaxe +2. It also gives its dwarf owner an extra attack each round when fighting goblins and orcs and will glow a soft green when goblins or orcs are within 120ft. 
Antidote Potion: This potion lasts for 1 hour during which the imbiber is immune to all poisons. Furthermore if the potion is poured into the mouth of someone who has already died of poison within 1 turn, the potion will bring them back to life. 




No comments:

Post a Comment