Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts

Saturday, 18 April 2026

Scenario #16: The Caverns Beyond the Mine



This is a short adventure for characters of levels 1-3 who have completed Vlastag Silver Mine. At the back of the mine in room 17 there is a pothole in the floor dropping down 40ft to the floor of area 1 on this map. If the PCs are brave or foolish enough to climb or abseil down, they will enter this cave complex which is a part of the Shadowdeep, albeit part that is very close to the surface world. . 
This short adventure is not all hack and slash. A lot of the inhabitants of these caves are fungivorous and are not interested in attacking adventurers - this is more of a snapshot of an underground wilderness the PCs are travelling through than an underground fortress or obstacle course. Having said that there are 2 sentient factions here, the troglodytes (areas 9-11) and the goblins (areas 20-24), though it is possible that the PCs find their way out without encountering either of these groups.  
Here the main aim is to exit the cave system safely. The PCs start in area 1 (descending from area 17 in the Vlastag Mines) and the way to the surface is the southern exit of area 16 here. 

1) This cavern holds 4 giant fire beetles grazing on a large patch of harmless fungi. The fire beetles are not aggressive but will defend themselves if attacked. There is of course an opening in the ceiling (marked a) leading to area 17 in Vlastag Silver Mine
Giant Fire Beetles: AC 4, HD 1+2, hp 6 each, Move 120ft, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15 each

2) Empty apart from some broken stalactites and stalagmites

3) 6 cave lice live here. They are harmless unless attacked, and will try to scurry away from humanoids.  Note that embedded in the walls here are 5 clear quartz crystals worth 30gp each. However, removing them will generate a ringing frequency that causes the lice to react angrily. It takes 1 turn to remove each crystal, or half that if the PCs have pickaxes. 
Cave Lice: AC 2 on top, 7 underneath, HD 1, hp 4 each, Move 60ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10 each

4) There is a white ape in the patch of fungi in the northern alcove. It has unwisely been grazing on mushrooms with a psychedelic effect, and and the ape now acts as if under the effects of a confusion spell - roll on the Confusion effects table when first encountered and again after every game turn. The DM can also use the NPC reaction table but without charisma modifiers. If the roll indicates a friendly reaction from the ape, it believes the PCs to be fellow apes and will behave accordingly. 
These psychedelic fungi are greenish-yellow in hue and there is one particular patch of them. Collecting the whole patch (10lb weight) will be lucrative as alchemists will be interested in the fungal properties (100gp value to alchemists or herbalist).
White Ape: AC 6, HD 4, hp 20, Move 120ft, THAC0 16, Att 2 claws for 1d4/1d4, Save F2, Ml 7, Align N, XP 75

5) This cavern has a stream running through it from west to east. The stream is shallow (1ft deep, 5ft wide) but splashing around in it are 3 giant toads. They are carnivorous and will attack any humanoids that enter their stream. They will target the smallest-looking member of the party as they are after an easy meal. 
Giant Toad: AC 7, HD2+2, hp 10 each, Move 90ft, Att 1 bite for 1d4+1 or 1 tongue (range 15ft), dragging small creatures to toad. On a to hit roll of 20, small opponents are swallowed whole, taking 1d6 damage/round. Save F1, Ml 6, Align N, XP 25 each

6) This side cave is empty

7) This large cavern is apparently empty but high up in the vaulted ceiling there are 2 giant bats. They are not particularly aggressive and if left alone they will stay up in their ceiling roost - they have had their fill of invertebrate prey. But if disturbed (e.g. shot at) they will defend themselves. 
Giant Bat: AC 6, HD 2, hp 6, 8, Move 30ft/fly 180ft, THAC0 18, Att 1 bite for 1d4, Save F1, Ml 8, Align N, XP 20 each

8) This cavern has several patches of fungi, and there are creatures grazing on them - in the northern patch there are 4 cave locusts while in the southern patch there are 6 manticore rats. They ignore each other and will probably ignore the PCs if there are no loud noises or acts of aggression. 
Cave Locust: AC 4, HD 2*, hp 9 each, Move 60ft/fly 180ft, THAC0 19, Att 1 bite for 1d2 or 1 bump for 1d4, Save F2, Ml 5, Align N, XP 25. Gooey Spit: If a locust spits at an opponent it rolls to hit AC 9. If successful the opponent must save vs poison or be incapacitated for 1 turn due to awful smell.  
Manticore Rat: AC 8, HD 1, hp 4 each, THAC0 19, Att 1 tail for 1d4, Save NM, Ml 5, Align N, XP 10

9) The Pointed Cave: This cave is filled with stalactites and stalagmites, and is home to a pack of 4 troglodytes who will try to use the rock formations to ambush any humanoids wandering through. They will hold off on their stench until melee is already initiated. 
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

10) This side cave has 2 troglodytes  guarding a cluster of 6 large eggs (laid by a female troglodyte). 
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

11)  Here are 2 troglodytes and a troglodyte leader, a particularly large and craggy individual who bosses the other troglodytes around. In an earthenware pot there is the troglodytes’ treasure: 5400sp, 1100gp, 4 moss agate gems worth 40gp each and a non-magical amulet of gold and lapis lazuli worth 600gp
Troglodyte Leader: AC 5, Move 120ft, HD 5+5, 25hp, THAC0 14, Att 2 claws/1 bite for 1d4+1/1d4+1/1d4+1, Spec Abil: Camouflage (surprise opponents on 1-3 on 1d6), stench as normal troglodytes, Save F5, Ml 10, Align C,  400xp
Troglodyte: AC 5,HD 2*, hp 9 each,  Mv 120ft, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4, special atttack: stench, Ml 9, Save F2, Align C, XP 30 each
Troglodyte stench: Troglodytes can release a stench at will which requires opponents within 10ft to save vs poison or suffer -2 to hit while in melee with the troglodyte until the end of the encounter
Troglodyte camouflage:  Troglodytes have chameleon-like camouflage and can surprise opponents on 1-4 on d6

12) This side cave is empty

13) This end of the large cavern is occupied by a giant draco lizard that is currently clinging to a cleft in the ceiling, ready to swoop down on potential prey. 
Giant Draco Lizard: AC 5, HD 4+2, 15hp, Move 120ft/fly 210ft, THAC0 15, Att 1 bite for 1d10, Save F3, Ml 7, Align N, 125xp

14) This side cave is home to 5 manticore rats. They will squeak loudly at anyone entering but won’t attack except in self-defence. 
Manticore Rat: AC 8, HD 1, hp 4 each, THAC0 19, Att 1 tail for 1d4, Save NM, Ml 5, Align N, XP 10

15) This oversized alcove has numerous fungi in a large patch, and is being grazed by 8 cave lice
Cave Lice: AC 2 on top, 7 underneath, HD 1, hp 4 each, Move 60ft, THAC0 20, Att 1 bite for 1d3, Save NM, Ml 6, Align Neutral, XP 10 each

16) This great cavern has a ceiling about 50ft high. To the south there is a large tunnel about 30ft wide and 20ft high that leads out of the cave system and to an exit onto the surface in the middle of a copse of oak trees not far from the entrance of Vlastag Silver Mine. 

17) This grand cavern has a high ceiling and a stream running through it. The stream forms a pool and in here there is a rock python, lying in wait for prey.  The rock python has a gem (a large Zircon worth 500gp) lodged in its stomach that can be found if cut open. Discarded on the edge of the pool are a set of goblin-sized leather armour and a goblin-style shortsword (left by the deceased goblin chief). Also scuttling around the edges of the cavern are 7 giant fire beetles in a small herd that will not attack if left alone. 
Giant Fire Beetles: AC 4, HD 1+2, hp 6 each, Move 120ft, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15 each
Rock Python: AC 6,  HD 5 , hp 21, Mv 90ft, THAC0 15, Att 1 bite for 1d4 or 1 squeeze for 2d4, Save F3, Ml 8, Align N, XP 300, If bite attack is successful the python will wrap itself around target and squeeze for automatic 2d4 damage per round (no need to roll to hit)

18) This room is covered in stalactites and stalagmites and is difficult to move around (half movement) if the moving creature does not have a climb speed. There are 2 giant crab spiders here that will attack any intruders that get close enough. The northern end is covered in cobwebs and in the cobwebs are 2 corpses of hobgoblins, former guards in the silver mine. One of them has 5 silver ingots (worth 100sp/10gp each) while another has a sack of 125gp. 
Crab Spider: AC 7, HD 2* hp 5 & 8, Mv 120ft, THAC0 18, Att 1 bite for 1d8+ poison (save vs poison or die in 1d4 turns), Save F1, Ml 7, Align N, XP 25

19) This cave has many different fungi. Lurking in the patch is a shrieker that is covered in yellow mold - anyone attacking the shrieker will release yellow mold spore clouds. The shrieking will attract both the giant crab spiders from area 18 and the goblins in area 20. The goblins know of the yellow mold and will not go near the shrieker. 
Shrieker: AC 7, HD 3 (13 hp), Mv 9ft, THAC0 none, Shriek attracts monsters, Save F2, Ml 12, Align N, 20xp 
Yellow Mold: AC (always hit), HD 2**, hp 10, Move 0, THAC0 n/a, Att see below, Save F2, Ml n/a, Align N, XP 30. Spores: 50% chance per being hit that the yellow mold will release a cloud of toxic spores in 10ft x 10ft x 10ft volume. Anyone caught in this cloud must save vs Death Ray or choke to death in 6 rounds 

20) Here are 6 goblins, 2 goblin archers + 1 goblin veteran around a campfire. There are also 2 barrels - one of low-quality beer and another with edible fungi. 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp 
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp
Goblin Veteran: AC 6, HD 2-1, hp 9, Move 60ft, THAC0 17, Att 1 shortsword for 1d6+2, Save F2, Ml 8, Align C, XP 20, Equipment: Leather armour, Shield, Shortsword +1, 35gp & 100sp

21) There are 4 goblins & 2 goblin archers here, guarding two patches of fungi that have been fenced off with 5ft high wicker fences.  Inside the fences among the fungi are  22 bat-eared rabbits (10 in the north patch, 12 in the south patch). 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp

22) There are 10 goblins here, and about 20 straw mattresses. This is the goblin sleeping area. 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp

23) This cave has a pool of water and a patch of fungi. There are 4 cave locusts here that are quite skittish and will spit and jump if any intruders enter. The goblins use them as an improvised alarm. To the east there is a passageway that gradually descends deeper into the shadowdark.  
Cave Locust: AC 4, HD 2*, hp 9 each, Move 60ft/fly 180ft, THAC0 19, Att 1 bite for 1d2 or 1 bump for 1d4, Save F2, Ml 5, Align N, XP 25. Gooey Spit: If a locust spits at an opponent it rolls to hit AC 9. If successful the opponent must save vs poison or be incapacitated for 1 turn due to awful smell.

24) 4 goblins + 3 goblin archers + 1 goblin minor shaman. The shaman, Tangrath, has found herself as the leader of the goblins here. There are also 2 human captives tied up in a corner - slaves who fell down into the cave system from the silver mine. Although the goblins were considering eating them, the goblin shaman is smart enough to use the captives as a bargaining chip. At the DM’s discretion the PCs can be awarded 100xp if the two captives are returned safely to Luln. 
On the north wall of the cave is a chest. It is locked and the shaman has the key. Inside are 6300sp, 1200gp and 2 potions (Potion of Levitation and Potion of Gaseous Form)
Goblin Minor Shaman: AC 7,  HD 4(d6)*, hp 15, Move 60ft, Att 1 staff for 1d6 or 1 spell, Save C4, Ml 8, Align C, XP 125, Equipment: leather armour, quarterstaff, unholy symbol, scroll of clerical spells (Speak with Animals, Silence 15ft r, Locate Object); prepared spells: Cure Light Wounds, Rage, Hold Person 
Goblin: AC 6, HD 1-1, hp 4 each, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shield , hand axe, 10sp
Goblin archer: AC 7, HD 1-1, hp 4 each, move 60ft, THAC0 19, Att 1 shortbow (range 50ft/100ft/150ft) for 1d6 or 1 hand axe for 1d6, Save NM, Ml 7, Align C, XP 10 each, equipment: leather armour, shortbow, quiver +10 arrows, hand axe, 10sp
Captives: 
  • Belsara - human female, age 40, align N, stats as NM, weaver and wool spinner from a hamlet outside of Luln
  • Velnik - human male, age 25, align L, stats as MU1, from Luln, mage’s apprentice and scribe, speaks Goblin and has spoken to the shaman though not to much effect. 

Sunday, 22 February 2026

Scenario #15: Destroy the Siege Weapons!

 


Introduction

This is a short adventure using the B/X rules for characters of levels 2-4, set in Karameikos in the Known World. 

Scouts in the town of Penhaligon have told their captain they have spied hobgoblins and other humanoids constructing siege weapons in the hills near town. Given that Penhaligon is the only clear target for miles around and also news about the assault on Duke's Road Keep, Lady Penhaligon and her advisors have decided to deal with this preemptively, before the seige weapons get anywhere near the town walls. The PCs are asked to deal with this situation and destroy the siege weapons, and perhaps make things difficult for the enemy to build more of them. The PCs are of course entitled to any treasure they find. 

The hobgoblins have set up base in an abandoned dwarf hall that has a courtyard and perimeter wall outside the underground chambers. They are assisted by human members of the Cult of Chaos who want to see Penhaligon fall. 

Key to the Map

1) The Courtyard. This is surrounded by a wall 20ft high with a walkable parapet and four towers about 25ft high each. The towers are solid, not hollow, so are really just stone platforms with battlements around the top and an external staircase for each one. The guards manning each one are as follows:

1a) 2 hobgoblin crossbowers, 1 hobgoblin

1b) 2 hobgoblins, 1 hobgoblin crossbower

1c) 2 hobgoblin crossbowers, 1 hobgoblin Sergeant

1d) 2 hobgoblins, 1 hobgoblin crossbower

Note that the hobgoblins in 1b and 1c man the front gate. Any hobgoblin has a 40% chance of being asleep. However, if not asleep then a hobgoblin will notice combat or intruders going on in any adjacent tower. Also a hobgoblin can alert their comrades in an adjacent tower with a loud shout (this can be done at the same time as combat or movement) . This is not intended to be an easy encounter and if the PCs are not clever or careful they may find themselves being mobbed by 11 hobgoblins. Getting through the main gate is not easy as it is barred from the inside with a big wooden beam. Thieves can easily scale the walls - the stonework is rough enough that those trained at climbing need not make a check. Non-thieves will need to make a dex check when trying to climb either the walls or a tower - failure means falling to the ground and taking 1d6 damage. Ropes or ladders may help in this case. Disguises, bluffing and magical charming might work, getting the hobgoblins to open up the gate voluntarily as the hobgoblins have seen human cultists of chaos come and go. 

2) Dining room. There are 4 hobgoblins + 2 hobgoblin crossbowers here as well as 2 tables with 4 chairs each. In a corner is a metal stove with a pot of some sort of stew and  five dead rabbits hanging from hooks waiting to be butchered. There is also a cupboard containing earthenware crockery, metal pots and crude iron cutlery. 

3) The Armoury. This room has racks holding 8 sets of hobgoblin-sized leather armour, 5 shields, 4 hand axes, 5 spears, 4 crossbows and 110 crossbow bolts. 

4) The Dorm. This room has 6 bunk beds and currently has 4 hobgoblins, unarmoured and asleep. They will take 1 turn to don their armour if woken, or if attacked while unprepared they will fight without armour (AC 9). 

5) 2 hobgoblin sergeants are here. Similar to those in room 4 they are unarmoured and asleep unless given prior warning - they will be woken by fighting in room 4 and will prepare themselves in 1 turn before rushing to aid the regular troops. There are 3 beds here and chests containing the sergeants' personal belongings. Sitting on a table is a silver candelabra worth 200gp. 

6) The well. This is 20ft diameter and although the water surface is fairly close to the floor level, the water is very deep (40ft). Although drawing water from the surface is relatively safe, anyone swimming or sinking deeper than 20ft into the well will find the well shaft widens out into a large water-filled chamber and there are inhabitants near the bottom, 3 giant pirhanas. If these are defeated and the PCs don't drown, 40ft below the surface the skeletal remains of a dwarf still wears a gold medallion worth 600gp might be found. 

Giant Pirhana: AC 6, Move 150ft swim, HD 3+3, hp 13, 14, 17, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, XP 50

7) Hobgoblin Captain: Here is the leader of the hobgoblins, Shugguthol a tough veteran, and 2 hobgoblin sergeants as his pals and bodyguards. He has a key around his neck that unlocks the treasure chest in this room. It contains 4300sp, 540gp and 4 gems worth 50gp each (a quartet of banded agates). Note that the chest also contains correspondence (in hobgoblinish) from a hobgoblin king based north of Penhaligon who is currently launching attacks against a village called Guido's Fort

Shugguthol, hobgoblin captain: AC 3, Move 60ft, HD 4+4, hp 26, THAC0 15, Att 1 sword for 1d8+2, Save F4, Ml 10, Align Chaotic, XP 125, equipment: Chain Mail, Shield +1, Sword +1, dagger

8) Gaerron the Engineer. This room is the quarters of a human military engineer who has turned to Chaos and with a deep hatred of the rulers of Penhaligon who exiled him. His room has a bed, a chest with personal belongings and also a table with pens, paper and lots of drawings and designs for various siege engines and other large mechanical devices. Although unhinged and some of the designs are ridiculous, other designs are ingenious and would be of interest to other engineers. Think of Leonardo da Vinci meets Rube Goldberg. The whole bundle of designs is worth about 100gp if the right buyer can be found. He also has a bookshelf of engineering and mathematical textbooks, as well as some books describing magi-tech as practiced by gnome tinkers. The whole collection of books is worth another 150gp though there are 25 books, each weighing 1lb/10cn. He also has a small bag of 230gp & 24pp. 

Gaerron:  AC 4, Move 90ft, HD F4, hp 23, THAC0 16, Att 1 halberd for 1d10+1, Save F4, Ml 9, Align Chaotic, XP 125, equipment: Chain Mail +1, Halberd, Dagger

9) Ogre Guards: These two ogres stands guard over the quarters of the chaos cultists and are loyal to them. There is a bell hanging off the wall to one side and if the ogres feel threatened or need help they will ring the bell to alert the two cultists in rooms 10 (Naellissa) and 11 (Jorrath).

Ogre: AC 5, Move 90ft, HD 4+1, hp 16, 20, THAC0 16, Att 1 club for 1d10, Save F4, Ml 8, Align Chaotic, XP 125, equipment: crude hide armour, oversized club, shortsword, 60gp each

10) Naellissa , Chaos priestess. In her quarters she has two chests: one contains her personal belongings - the other is a rather dangerous gift from a senior cleric of Chaos: 7 crawling claws. Naellissa cannot actually control them; they will not attack her, but they will scurry out and attack anyone else in the vicinity. She has found trying to get them back in the chest is very difficult and usually involves trapping each one with an up-turned bucket. However, if she feels threatened she will open this chest and unleash the crawling claws.  Naellissa is a fervent true believer and wants to see the siege machines here knock down the walls of Penhaligon, and will do what it takes to see it done. The chest containing the crawling claws has a false bottom - opening it reveals 200pp and a jade gem worth 400gp, as well as a letter of commendation from a mysterious cleric of Chaos called The Rahib in the Temple of the Gray Mountain, near the elven village of Kota-Hutan

Chaos Priestess: AC 4,Move 90ft, HD C3, hp 11, THAC0 17, Att 1 mace for 1d6 or 1 spell, Save C3, Ml 8, Align Chaotic, XP 75, equipment: Chain mail, shield, mace, unholy symbol; spells: Cure Light Wounds, Detect Magic 

Crawling Claw: AC 8, Move 60ft, HD 1/2, hp 2, THAC0 20, Att 1 claw for 1d3, Save NM, Ml 12, XP 5  

11) Jorrath the Chaos Mage & Gark. Jorrath is the overseer of this whole location, and can command Naellissa, Shuggothol and Gaerron if necessary. However, he is a wily fox and if things look bad he may try to surrender to the PCs, claiming that he is just an underling and he has valuable information and he was never really convinced by the Cult of Chaos anyway. He is accompanied by a gark, a magical goblin-giant hybrid whom Jorrath rescued from cruel slavery, and now owes Jorrath his life.  Underneath his bed is a loose flagstone. Under the flagstone is Jorrath's sack of treasure: 1700gp, 100pp and a bejewelled silver goblet worth 600gp. 

Chaos Mage: AC 7, Move 120ft, HD MU4, hp 11, THAC0 17, Att 1 dagger for 1d4+1 or 1 spell, Save MU4, Ml 7, align Chaotic, XP 200, equipment: Dagger +1, Spellbook, Potion of Healing, Ring of Protection +1; spells: Magic Missile, Charm Person, Mirror Image, Caustic Bolt (also in his spellbook but not prepared are: Read Magic, Detect Magic, Locate Object, Phantasmal Force)

Gark: AC 4, Move 90ft, HD 4+4, hp 26, THAC0 15, Att 1 battleaxe for 1d8+2, Save F4, Ml 8, Align Chaotic, XP 125, equipemnt: chain mail, battleaxe, gold chain worth 75gp wrapped around wrist. 

12) Goblin worker quarters. In here are 5 goblin workers relaxing between shifts. The floor is dotted with straw mattresses and there is a water barrel and a box of rather stale bread in one corner. 

Goblin workers: AC 7, Move 60ft, HD 1-1, hp 4, THAC0 19, Att 1 tool for 1d4, Save NM, Ml 6, Align Chaotic, XP 10, equipment: leather work apron, tool (carpentry hammer, adze, saw, chisel), 5sp each

13) Store room: This place has boxes of nails, screws, planks of timber, sheet metal and coils of rope, the raw materials from which the siege weapons are crafted. 

14) The workshop. Here are 3 hobgoblins, a hobgoblin sergeant and 10 goblin workers. The goblins are wielding crafting tools, not proper weapons and are not carrying shields, though their leather work aprons function as leather armour. The hobgoblins are here to supervise the goblins, and will occasionally kick or slap one to make sure it keeps working. There are numerous parts of siege machinery, including a giant bow that will become part of a ballista, 3 ballista bolts, a ram head and several crude heavy wheels, as well as anvils, work benches and saw horses. 

Goblin workers: AC 7, Move 60ft, HD 1-1, hp 4, THAC0 19, Att 1 tool for 1d4, Save NM, Ml 6, Align Chaotic, XP 10, equipment: leather work apron, tool (carpentry hammer, adze, saw, chisel), 5sp each

15) The hall of siege weapons. Here are a catapult, a ballista and a battering ram. They are constructed out of combinations of metal, timber, rope and leather, and are best destroyed by fire. The large double doors leading from here into the courtyard are barred on this side, so entering into here from the courtyard is very difficult if not impossible without magical means. 


Common Monster Stats

Hobgoblin: AC 6, Move 90ft, HD 1+1, hp 6, THAC0 19, Att 1 hand axe for 1d6, Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, shield, hand axe, 10sp

Hobgoblin Crossbower: AC 7, Move 90ft, HD 1+1, hp 5, THAC0 19, Att 1 hand axe for 1d6 or 1 crossbow bolt for 1d6 (range 80ft/160ft/240ft), Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, hand axe, crossbow, 10 bolts + quiver, 10sp

Hobgoblin Sergeant: AC 6, Move 90ft, HD 2+2, hp 10, THAC0 18, Att 1 sword for 1d8 , Save F2, Ml 9, Align Chaotic, XP 25, equipment: scale mail, shield, sword, dagger, 5gp

Friday, 2 January 2026

The Temple of Chaos Divided: The Second Dungeon Level Hub


The Temple of Chaos Divided is my attempt at a megadungeon, set in Alphatia. Previous posts on this are:
The Temple of Chaos Divided: The Village of Lymewood

The second level of the Temple of Chaos Divided has, as its centre, a hub that has stairs leading up and down as well as passageways leading off to other sectors of the level. The hub has more rooms than the first level hub and feels busier. As with the first level hub, the second level hub is intended to be expanded on using geomorphs, namely my set of 190ft x 190ft tiles. The hub is detailed as a conventional dungeon but the geomorphs on the periphery are up to the DM to place and then stock with monsters, traps and treasures. 

Factions and Groups on the Second Level

Attitudes and reactions of factions: When the PCs encounter different factions, the faction members may not recognise the PCs as intruders, and may either assume the PCs are new recruits or members of other factions.  The reaction table can be used by the DM at their discretion. It is possible that the temple members may try to persuade the PCs to attack other factions by talking of treasure held by the other faction or how the others are the real bad guys. 
The situations between the different Temple factions is tense but not automatically hostile. They are manoeuvring and jostling for territory and resources without resorting to violence most of the time. Also the factions are capable of working with each other when facing a common enemy (such as if the PCs treat the dungeon as one big hack-and-slash, attacking all inhabitants). 
The major exception to this is the gnolls who view any non-gnoll as probably an enemy (-4 to reaction rolls).  

The Temple of Chaos Grandiose (the Ambitious) already have a presence upstairs in the level 1 hub and are continuing their presence on this level. They are led by chaotic humans but include other races including orcs and a few hobgoblins. 
The Temple of Chaos Destructive (the Destroyers) has suffered a setback after their gnoll minions rebelled. However, they still retain hobgoblin footsoldiers while the leadership consists of chaotic humans.
The Temple of Chaos Entropic (the Entropists) prefer undead to living humanoids as their main fighting force and workforce. There are numerous chaotic clerics in their leadership. 
Grakthag’s Gnolls were part of the Destroyers but have broken away in an acrimonious split. Unlike the Temple factions they are far less friendly towards humans and are likely to attack humans and demihumans on sight unless there is good reason not to. 
  
Here's a map of the hub showing the distribution of factions by encounter. 



Random Encounters

Random encounters (roll 1d10)
1) 2d4 Chaos Guards (F1) + 1 Chaos Sergeant (F2) (roll 1d10 for faction: 1-3 The Ambitious, 4-6 The Destroyers, 7-8 The Entropists, 9-10 independent or other faction)
2) 1d6 Chaos Acolytes (C1) + 1 Chaos Adept (C2) (roll 1d10 for faction: 1-3 The Ambitious, 4 The Destroyers, 5-8 The Entropists, 9-10 independent or other faction)
3) 2d6 Skeletons (animated and controlled by the Entropists)
4) 2d4 Zombies (animated and controlled by the Entropists)
5) 3d6 Giant Rats (vermin not linked to any faction)
6) 2d6 Orcs + 1 orc veteran (roll 1d10 for faction: 1-4 the Ambitious, 5-8 The Destroyers, 9-10 independent)
7) 1d8 Hobgoblins (roll 1d10 for faction: 1-2 the Ambitious, 3-7 The Destroyers, 8-10 independent)
8) 1d6 Gnolls - The gnolls on this level have become independent of the major temple factions and are likely to attack any humans. 
9) 2d6 Kobolds - These are the servants and labourers of the dungeon and as such are often associated with one of the factions. Roll 1d10 for faction: 1-3 the Ambitious, 4-6 the Destroyers, 7-10 independent or other faction). Note that these kobolds are cowardly and are more likely to either avoid enemies or try to negotiate to avoid combat. 
10) 1 Chaos Seer (MU2) + entourage (1d6 chaos guards (F1) or DM's discretion). Roll 1d10 for faction:  1-4 The Ambitious, 5-6 The Destroyers, 7-8 The Entropists, 9-10 independent or other faction)

Key to Encounters on the Map 


2.1) The Pool Hall. This room has a large hexagonal pool of water set into the floor, about 5ft deep. There are no fixed encounters here but there are frequent visitors here, often to get drinking water. The pool seems to slowly refill magically. 
2.2)  6 orcs + 1 orc veteran are on guard here. They are nominally allied to the Temple Grandiose but will try to bully and extort money from anyone. 
2.3) Stairs down. Although normally empty, this room has recently been occupied by a giant gecko that lurks on the ceiling and will attack solitary (but not groups of) humanoids. The stairs going down lead to the 3rd dungeon level.
Giant Gecko: AC 5, HD 3+1, HP 14, Move 120ft, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align Neutral, XP 50  
2.4) Empty
2.5) 3 Chaos Adepts + 3 Chaos Acolytes. This room is filled with beds and racks of clothing and is the living quarters for these cultists of the Temple Entropic. They have unholy symbols of the Temple Entropic to get them past the zombies in 2.6
2.6) 6 zombies stand guard here, attacking anything not wearing an unholy symbol of the Temple Entropic. 
2.7) 3 zombies + 2 zombie wolves stand guard here attacking anything not wearing an unholy symbol of the Temple Entropic.  
2.8) 1 Chaos Priest  + 3 Chaos Acolytes. This room is well-appointed and is the headquarters of The Temple Entropic on this level.  Xanthar the Chaos Priest has a well-crafted leather sack dangling from his belt - this is actually a Bag of Holding. Inside is his treasure: 1220gp, 4300sp and 2 tiger-eye gems worth 100gp each. 
Xanthar the Chaos Priest: AC 3, HD C3, hp 12, Move 90ft, THAC0 19, Att 1 war hammer for 1d6+1 or spell, Save C3, Ml 10, Align Chaotic, XP 50, equipment: chain mail, Shield +1, war hammer, unholy symbol of Temple Entropic, priestly robe, spells: Rage, Detect Law 
2.9) 4 zombies and 1 zombie wolf stand guard here under the command of the Chaos Priest in room 2.8
2.10) 5 orcs standing guard, allied to the Temple Grandiose
2.11) 6 orcs + 1 orc veteran, allied to the Temple Grandiose. There are a number of straw mattresses in the north side of this room. The orc veteran has a jeweled silver dagger studded with fancy stones and is worth 100gp. 
2.12) The Pillared Hall. This is the main gathering place for the Temple Grandiose and holds 4 chaos guards and 1 chaos adept
2.13) 4 chaos guards + 1 chaos sergeant, of the Temple Grandiose, with a large table, 6 chairs, a wood-fueled stove and several barrels of preserved food and a barrel of beer. 
2.14) 2 chaos acolytes of the Temple Grandiose. This room is sleeping quarters with 3 bunk beds (6 beds)
2.15) 1 chaos Lieutenant + his pet wolf. Trastoni is the leader of the Temple Grandiose in this hub. Trastoni keeps his treasure in a sack underneath his wolf's bedding: 6220sp, 125pp and a set of 5 silver goblets and a matching silver jug worth 700gp (100gp per goblet, 200gp for jug). 
Wolf: AC 7, HD 2+2, hp 11, THAC0 17, Att 1 bite for 1d6, Save F1, Ml 10, Align Neutral, XP 25
Trastoni the Chaos Lieutenant: AC 2, HD F4, hp 19, Move 60ft, THAC0 18, Att 1 sword for 1d8+2, Save F4, Ml 10, Align Chaotic, XP 125, equipment: plate mail, Sword +1, shield, tabard
2.16) The Lesser Cloisters. This corridor has 6 small rooms all to one side. Each has a bed and small table. b, c & f all have 1 chaos guard each although there is a 50% they will have doffed their armour and be asleep. All the guards are loyal to the Temple Grandiose and answer to the Chaos Lieutenant in room 2.15.
2.17) 3 crab spiders lurking in the corners of this room; they have 1-4 on d6 chance of surprising anyone entering here. There are several humanoid corpses lying on the ground attesting to the spiders' lethality. One of these was a Chaos Adept who was carrying a wrought-silver amulet worth 300gp which is only found on careful searching of the bodies. 
Crab spider: AC 7, HD 2*, hp 9 each, Move 120ft, THAC0 18, Att 1 bite for 1d8 + poison, Save F1, Ml 7, Align Neutral, XP 25, poison: targets bitten must save vs poison at +2 bonus or die in 1d4 turns
2.18) 3 gnolls are here
2.19) Empty
2.20) 4 gnolls + 6 large beds
2.21) Grakthag the Gnoll leader + hyaenodon (stats as dire wolf) + locked chest with 5800sp +1100gp + 50pp. The key to the chest is around Grakthag's neck. 
Gnoll Leader: AC 4, HD 4, hp 20, Move 90ft, THAC0 15, Att 1 sword for 1d8+2, Save F4, Ml 10, Align Chaotic, XP 75, equipment: Sword +1, chain mail, shield, potion of healing (heals 1d6+1hp)
2.22) The Greater Cloister has 6 rooms off this corridor. Rooms a, c & f each have 3 gnolls (9 gnolls total), rooms b & e are empty and d has 10 giant rats lurking under a wooden bed. 
2.23) 4 gnolls + 1 hyaenodon (stats as dire wolf)  are around a campfire in the middle of the chamber. 
2.24) Empty
2.25) 1 Gelatinous Cube lurks here. Anyone looking carefully will see 3 gems suspended in its body. These are 2 agates worth 50gp each and a moonstone worth 200gp. 
Gelatinous Cube: AC 8, HD 4*, hp 16, Move 60ft, THAC0 16, Att 1 slam for 2d4 + paralysis, Save F2, Ml 12, Align Neutral, XP 125, paralysis: target must save vs paralysis or be unable to move for 2d4 turns
2.26) Empty
2.27) Empty
2.28) Shrine of Chaotic Death. There are 2 chaos adepts + 4 chaos guards here. All belong to the Temple Entropic. The statue (of a robed skeletal undead figure) at the north end is cursed and anyone touching it suffers 1d6 necrotic damage and a further 1d6 damage per round of touching. The cultists use this as a form of torture, punishment and sacrifice, forcibly pushing victims up against the skeletal statue. 
2.29) 2 chaos acolytes + 2 chaos guards of the Temple Entropic
2.30) Chaos sergeant + chaos priestess Eriadna of the Temple Entropic. Although officially she is second in command to Xanthar (room 2.8) she feels she deserves more respect. Adventurers might be persuaded to remove Xanthar, thus leaving Eriadna as leader of the Temple Entropic on the 2nd level. Underneath her bed she has a sack containing 4600sp, 240gp, a carved walrus tusk showing scenes from Norwold worth 500gp and a scroll with the clerical spells Hold Person, Know Alignment and Aura of Shadows.
Eriadna the Chaos Priestess: AC 4, HD C3, hp 14, Move 90ft, THAC0 19, Att 1 mace for 1d6+1 or spell, Save C3, Ml 10, Align Chaotic, equipment: chain mail, shield, Mace +1, unholy symbol of Temple Entropic , priestly robes. Spells: Blood Loan, Rage
2.31) 15 skeletons, animated by the Temple Entropic
2.32) Empty apart from a Magic Mouth that utters blasphemous curses when any non-chaotic human enters this chamber. 
2.33) Chapel of the Damned. Here are 6 chaos guards + 1 chaos sergeant of the Temple Destructive. The statue at the north end is of a demonic creature. Any lawful creature touching it must save vs spells or be afflicted with a Blight spell (opposite of Bless) for 1 day (or until dispelled). 
2.34) 6 hobgoblins + 2 hobgoblin crossbowers standing guard for the Temple Destructive
2.35) 2 hobgoblins + 1 hobgoblin leader of the Temple Destructive. The hobgoblin leader has an earthenware jar filled with 2500sp and also wears a pair of ornately embossed leather bracers worth 100gp (40gp each).  
2.36) This room is dominated by an oval pool of water that is drinkable. 
2.37) 4 chaos guards + 2 hobgoblin crossbowers of the Temple Destructive + 4 bunk beds. Each has a 50% chance to not be wearing their armour and be asleep. 
2.38) 1 Chaos Lieutenant, leader of the Temple Destructive in  this hub. Her name is Ranshani and she speaks fluent hobgoblin, and her strength gives her +1 to hit and damage. She keeps her treasure in the form of 4 gems worth 500gp each (2 topazes, 2 peridots) and 230gp in coins. 
Ranshani the Chaos Lieutenant: AC 2, HD F4, hp 18, Move 60ft, THAC0 17, Att 1 two-handed sword for 1d10+1, Save F4, Ml 11, Align Chaotic, equipment: Plate Mail +1, Two-Handed sword, dagger
2.39) 4 hobgoblins + 3 hobgoblin crossbowers loyal to the leader in 2.35 and to the Temple Destructive. 
2.40) Stores including barrels of preserved meat, wine and dried wheat. 
2.41) Empty
2.42) 1 ogre. He has temporarily allied with both the Temple Destructive and Temple Grandiose, and might be open to negotiation. His name is Lurguz and he is worried about the giant rattlesnake in 2.43 and may ask potential allies to kill the snake as a sign of good faith. He has a sack with 1200gp, 5000sp and 4 gold ingots worth 100gp each. 
Ogre: AC 5, HD 4+1, hp 20, Move 90ft, THAC0 15, Att 1 club for 1d10, Save F4, Ml 10, Align Chaotic, XP 125 
2.43) 1 Giant Rattlesnake lurks here amidst the bones of previous prey, including human, orc and hobgoblin remains. Scattered among these remains are 43gp and 69sp
Giant rattlesnake:  AC 5, HD 4*, hp 17, Move 120ft, THAC0 16, Att 2 bites for 1d4 + poison each, Save F2, Ml 8, Align Neutral, XP 125. Poison: Target must save vs poison or die in 1d6 turns
2.44) 3 skeletons + 4 zombies have been set here by the Temple Entropic to keep the rattlesnake away from the living members of the faction. 


Common Monster Stats

Chaos Acolyte: AC 4, HD C1, hp 4, Move 90ft, THAC0 19, Att 1 mace for 1d6, Save C1, Ml 9, Align Chaotic, XP 10, equipment: chain mail, shield, mace, unholy symbol, clerical robes, 20sp
Chaos Adept: AC 3, HD C2, hp 8, Move 90ft, THAC0 19, Att 1 mace for 1d6 or spell, Save C2, Ml 10, Align Chaotic, XP 25, equipment: banded armour, shield, mace, unholy symbol, clerical robes, 5gp, spells: 1x 1st level cleric spell, usually Cure Light Wounds, Darkness or Rage 
Chaos Guard, AC 4, HD F1, hp 5, Move 90ft, THAC0 19, Att 1 spear for 1d6, Save F1, Ml 8, Align Chaotic, XP 10, equipment: chain mail, shield, spear, tabard, 10sp
Chaos Sergeant: AC 3. HD F2. hp 10. Move 90ft. THAC0 18, Att 1 sword for 1d8+1, Save F2, Ml 9. Align Chaotic, XP 20, equipment: banded armour, shield, sword, tabard, 5gp
Dire Wolf/Hyaenodon: AC 6. HD 4+1, Move 150ft, THAC0 15, Att 1 bite for 2d4, Save F2, Ml 8, Align Neutral, XP 125 
Gnoll: AC 5, HD 2, hp 9, Move 90ft, THAC0 18, Att 1 weapon for 1d6+1, Save F2, Ml 8, Align Chaotic, XP 20, equipment: scale armour, shield, either spear or hand axe, 30sp 
Hobgoblin: AC 6, HD 1+1, hp 6, Move 90ft, THAC0 19, Att 1 hand axe for 1d6, Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, shield, hand axe, 10sp
Hobgoblin Crossbower: AC 7, HD 1+1, hp 5, Move 90ft, THAC0 19, Att 1 hand axe for 1d6 or 1 crossbow bolt for 1d6 (range 80ft/160ft/240ft), Save F1, Ml 8, Align Chaotic, XP 15, equipment: leather armour, hand axe, crossbow, 10 bolts + quiver, 10sp
Orc: AC 6, HD 1, hp 5, Move 90ft, THAC0 19, Att 1 spear for 1d6, Save F1, Ml 7, Align Chaotic, XP 10, equipment: leather armour, shield, spear, 5sp
Orc Veteran: AC 6, HD 2, hp 9, Move 90ft, THAC0 18, Att 1 sword for 1d8, Save F2, Ml 8, Align Chaotic, XP 20, equipment: leather armour, shield, sword, 15sp
Skeleton: AC 7, HD 1, hp 5, Move 60ft, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align Chaotic, XP 10, equipment: shield, weapon (either spear, hand axe, shortsword or hammer), Undead: as undead, skeletons are immune to sleep, charm and mind affecting spells as well as poison and disease
Zombie: AC 8, HD 2, hp 9, Move 90ft, THAC0 18 (always attacks last), Att 1 weapon for 1d8, Save F2, Ml 12, Align Chaotic, XP 20. Undead: as undead, zombies are immune to sleep, charm and mind affecting spells as well as poison and disease 
Zombie Wolf: AC 6, HD 3+2, hp 16, Move 120ft, THAC0 16, Att 1 bite for 1d6+1, Save F3, Ml 12, Align Chaotic, XP 50, Undead: as undead, zombie wolves are immune to sleep, charm and mind affecting spells as well as poison and disease

Tuesday, 25 November 2025

Logos Location #15: The Reliquary of Shimmering Steel

Cartography by Dyson Logos, source

 

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 B/X D&D adventure for characters of levels 3-5, nominally set in Rockhome but it could be placed elsewhere at the DM’s discretion. 

This reliquary and shrine was created by an ancient clan of dwarves now lost to time. The clan had access to a Forge of Power (perhaps the one described earlier in the blog) and could craft many magical weapons, particularly axes, that they could either use themselves or else trade to other clans for gold or bartering. Recently an expedition of dwarves has attempted to reclaim it, but unfortunately the reliquary was overrun by a band of gnolls. 

The PCs are asked by a dwarf chief to investigate what has happened to the dwarven expedition and to rescue any surviving members. The PCs may keep whatever treasure is found in the reliquary. 
 

Key to Map

1) Entrance Hall. Empty but signs of a battle, and 6 dwarf and 7 gnoll corpses litter the length of the hall. 

2) 1 giant gecko lizard lurks here. The two pillars were part of a now-broken arch that used to be a magical portal to somewhere else. 
Giant Gecko: AC 5, HD 3+1, hp 20, Move 120ft/120ft climb, THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50 

3) The Armoury. This has 12 weapon racks but none of the weapons are usable thanks to a hungry rust monster here. It can smell the sword in room 3a separated from room 3 by a rotating door that is activated by pushing a button on the wall. 
Rust Monster: AC 2, HD 5, hp 14 Move 120ft, THAC0 15, Att 1 feeler for special (destroys metal items), Save as F3, Ml 7, Align N, XP 175 

3a) This small room opens out onto the open air with a ledge and a 20ft drop down to the ground outside. Against the east wall is a weapon rack holding a Sword +1. It is made of a bronze-like metal called Orichalcum and as such is immune to rusting and rust monster attacks. 

4) Pillared Hall. Here are 6 gnolls (see common monster stats below), camped around a makeshift fire. They will attack any dwarf and will probably attack any non-gnoll. 

5) Secret room. Here is a half-starved dwarf cleric, surrounded by foes and expecting to die. His name is Grangi Bronzebolt.  
Dwarf Cleric: AC 3, HD DwC3, hp 7 (down from 11 due to hunger), Mv 60ft, THAC0 18, Att 1 mace for 1d6, Save Dw3, Ml 8, Align N, XP 35
Spells: Cure Light Wounds, Detect Magic
Equipment: Banded Armour, Shield, Mace, Holy Symbol, 12gp + 10sp

6) 4 gnolls + 1 gnoll leader are camped here, supposedly keeping an eye on the entrance hallway to intercept dwarven reinforcements. 4 weapon racks against the north wall with 5 nonmagical battleaxes and 3 maces. There is a small tunnel linking this to 6a the corridor to the south. 
Gnoll Leader: AC 3, HD 4, hp 19, THAC0 16, Att 1 sword for 1d8, Save F4, Ml 10, Align C, XP 75
Equipment: Chain mail, Shield +1, Sword, 30gp + 1 moss agate gem worth 60gp

6a) This is a corridor with a portcullis halfway along its length. The lever to lift the portcullis is next to the tunnel entrance, though a party of strong characters might be able to lift the portcullis to get under. The weapon racks along the walls are empty. In the tunnel linking this corridor and room 6 are 10 giant rats that will attack anything that enters their tunnel. Note that the tunnel is small and cramped and any adventurers except halflings and gnomes must fight at -2 to hit.   However, midway along the tunnel there is a vial containing a blue liquid - it is a Potion of Levitation
Giant Rat: AC 7, HD 1/2, hp 2, THAC0 20, Att 1 bite for 1d3 + possible disease, Save F1, Ml 8, Align N, XP 5

7a) Empty, just a pool of drinkable water about 5ft deep.

7b) 1 gray ooze lurks in the 5ft deep water here, and will ambush anything passing by. At the bottom of the pool are 3 gems worth 30gp each ( a trio of blue quartzes)
Gray ooze: AC 8, HD 3, hp 15, Move 10ft, THAC0 18, Att 1 pseudopod for 2d8, Save F2, Ml 12, Align N. XP 50, After first hit the ooze will stick to its victom automatically destroying any armour and doing 2d8 damage per round. Immune to cold and fire. 

7c) 4 dwarf warriors (see common monster stats below) are camped here. Their morale is low but they believed they are trapped so cannot retreat.  

8) Twisting staircase, going down heading north. There is the body of a giant gecko, killed by dwarves.

9) 4 dwarf warriors + 1 dwarf leader (Dw 3) have made their base here. The majority of the dwarves want to leave but the dwarf leader, Muldir Ironstrike, is determined to carry on and considers retreating tantamount to cowardice. 
Muldir Ironstrike, Dwarf Leader: AC 2, HD Dw3, hp 20, Move 60ft, THAC0 16, Att 1 sword for 1d8+2, Save Dw3, Ml 11, Align N
Equipment: Plate mail, Shield, Sword +1, 20gp + 10pp

10) Chapel of the Forgemaster. 1 dwarf adept (Aldara Barrelbrew, DwC2) worried about her superior (in room 5). This room holds the actual relics of Saint Orothmir the Forgemaster, a dwarf patron of smiths and craftsmen who has ascended to immortality. Either side of the altar are statues, one of him as an apprentice, one of Oromthmir at the pinnacle of his skill. 
Aldara Barrelbrew, Dwarf Adept: AC 3, HD DwC2, hp 10, Move 60ft, THAC0 19, Att 1 mace for 1d6, Save Dw2, Ml 7, Align N, XP 20
Spells: Cure Light Wounds
Equipment: Banded Armour, Shield, Mace, Holy Symbol, 2 Vials of holy water, 12gp
  
11) Chamber of statues of famous dwarven smiths. Weapon racks are empty apart from a box that contains 3 silver daggers and 1 Dagger +1

12a) The southern long passage. Here are 3 gnolls and a gnoll veteran who are holding this place to keep the dwarves bottled up in the northeast before a final assault.The gnolls are in the lower central part - there are raised walkways either side and a large pillar at the north end (leading to 12b) against which there is a weapon rack with 2 normal swords, a battle axe and a bastard sword. 
Gnoll veteran: AC 4, HD 3, hp 13, Move 90ft, THAC0 17, Att 1 morning star for 2d4, Save F3, Ml 9, Align C, XP 35
Equipment: Banded Armour, Morning Star, 40gp

12b) The northern long passage. The eastern side of this large arcade is raised up by 10ft. There are a series of alcoves on the raised side, the northmost of which has what appears at first sight to be bones and coins floating in mid-air. This is actually a gelatinous cube that has recently cleared up the bodies from a battle of gnolls against dwarves, and it will surprise those approaching on 1-4 on d6. The gelatinous cube contains 10gp + 12sp + 2 gems worth 50gp (a small amethyst) and 100gp (moonstone). 
Gelatinous Cube: AC 8, HD 4, hp 20, Move 60ft, THAC0 16, Att 1 pseudopod for 2d8+  paralysis (save vs paralysis or unable to move for 2d4 turns). Save F2, Ml 12, Align N, XP 125

13) The Crypt of the faithful. This secret place holds 10 alcoves, each containing a coffin where famous dwarf smiths are laid to rest. On top of each coffin is a weapon they made (3 battle axes, 2 warhammers, 3 maces, a normal sword, a bastard sword and a shortsword). If any of these weapons are moved, a Magic Mouth will speak: “Do not open the coffins, or suffer the ire of the dead”. If the coffins are opened or damaged, two of the dwarf corpses are revealed to be 2 wights, and they will attack the offender. Just taking the weapons will not activate the wights. In one of the coffins occupied by a wight is a silk sack containing 310pp and a bejewelled silver dagger worth 500gp (also functions as silver dagger in combat). 
Wight: AC 5, HD 3, hp 15, 11, Move 90ft, THAC0 17, Att 1 touch for energy drain, Save F3, Ml 12, Align C, XP 65 

14) This room holds a broken arch, which used to form a magical portal. The vertical pillars are still standing in the centre of the room. It has been turned into a kennel by the gnolls, housing 2 dire hyenas (that use the same stats as dire wolves). 
Dire Hyenas: AC 6, HD 4+1, hp 13, 19, Move 150ft, THAC0 16, Att 1 bite for 2d4, Save F2, Ml 8, Align N, XP 125

14 a) The Acid Stepping Stones. This corridor is flooded to 2ft deep with corrosive acid. There are a series of stepping stones and it is possible to traverse the length of the corridor with a successful dexterity check. Failure to do so means 2d6 acid damage as the person slips on a wet stone into the acid. Nobody, not even the dwarves, know why this room is like this, though it is possibly a way of destroying accidentally cursed items. Halflway along there is inscribed in the walls the message 
"Blood Red, Leaf Green then Sky Blue". This is a clue to the combination puzzle found in room 22.

15)  Empty apart from crude gnollish graffiti disparaging dwarves and their mothers

15 a & b) . These are 2 pairs of alcoves. In each alcove there is a Crystal Living Statue that normally stand to attention but will attack anyone that touches them. The living statues are shorter and stouter than most, and resemble crystalline dwarves.
Crystal Living Statue: AC 4, HD 3, hp 15 each, Move 90ft, THAC0 17, Att 2 fists for 1d6/1d6, Save F3, Ml 12, Align L, XP 35 
 
16) 5 gnolls are camped here outside the gnoll chief's place. 

17) Gnoll chief has set up his quarters here, previously the quarters for the resident cleric. He is accompanied by a pair of gnoll veterans. The gnoll chief has gathered treasure into a sack underneath his bed; it contains 1500gp, 6500sp and 4 gems worth 50gp each (a pair of Onyxes and a pair of agates). 
Gnoll Chief: AC 2, HD 5, hp 24, Move 90ft, THAC0 15, Att 1 battleaxe for 1d8 +2, Save F5, Ml 11, Align C, XP 175
Equipment: Banded Armour +1, Battleaxe +1, 2 daggers
Gnoll Veteran: AC 4, HD 3, hp 12, 15, Move 90ft, THAC0 17, Att 1 morning star for 2d4, Save F3, Ml 9, Align C, XP 35
Equipment: Banded Armour, Morning Star, 40gp

18) Chamber of the Crescent Moon. There is a huge glowing symbol of a crescent moon on the floor of this chamber, which is patrolled by a Turquoise living statue. There are 2 dead gnolls, though the turquoise living statue stays within this chamber and only attacks non-dwarf intruders while they are in here. 
Turquoise Living Statue: AC 3, HD 4+4, hp 20, Move 150ft, THAC0 15, Att 1 headbutt for 1d6+1 (+2 to hit and double damage if charging), Save F2, Ml 12, Align N, XP 200
The turquoise living statue once per day can emit an aura of lethargy instead of attacking with its headbutt: Anyone within 30ft must save vs spells or be affected by a Slow spell for 2d4 turns. Turquoise living statues are immune to Sleep, Charm and other mind-affecting magic, disease & poison. If destroyed, the Turquoise Living Statue disintegrates, leaving 2d10 pieces of turquoise worth 30gp each. 

19) The Plunging Pool is 20ft deep though there is a walkway around the north and west sides. There are also 2 statues of dwarf warriors. Anyone entering the pool will be attacked by the resident giant crab.
Giant Crab: AC2, HD 3, Move 60ft, THAC0 17, Att 2 pincers for 2d6/2d6, Save F2, Ml 7, Align N, XP 35

20) Empty apart from being 5ft deep in water. 

21) Water here is 5ft deep. Guarding a sunken chest in the middle of the room are 3 Bone Warriors (formerly dwarf warriors, so a bit shorter than usual). Inside the chest is 2300gp and 2 mithril ingots worth 1000gp each. 
Bone Warrior: AC 5, HD 3, hp 14, 10, 16, Move 120ft, THAC0 17, Att 1 weapon for 1d8+1, Save F3, Ml 12, Align C, XP 35

21a) This secret passage allows a way around the portcullis in room 22; Once on the inside of this passage the secret doors are easy to detect and open but normal difficulty applies when searching for secret doors in room 21 & 22

22) This room is divided by a portcullis. Just within reaching distance on the other side are 3 pedestals, each with a gemstone set into it, a green emerald, a blue sapphire and a red ruby respectively. This is a combination lock and the gems need to be touched in a particular order: Red, Green & Blue. If this is done, the portcullis lifts up. The gems glow slightly when touched until all three are glowing. If it is the wrong combination they then go dull again.  At the back of the room is a pedestal on which sits a War Hammer +2 +4 vs giants, the most valuable item remaining in this Reliquary. Note there is a secret door so anyone in 21a can bypass the combination puzzle. 

Common Monster Stats

Gnoll: AC 5, HD 2, hp 9, Move 90ft, THAC0 18, Att 1 morning star for 2d4, Save F2, Ml 8, Align C, XP 20
Equipment: Morning star (spikey 2-handed club), chain mail, 2d4gp (or 5gp each)

Dwarf Warrior: AC 4, HD Dw2, hp 9, Move 60ft, THAC0 19, Att 1 battle axe for 1d8, Save Dw2, Ml 5 (8 around leaders), Align N, XP 20
Equipment: banded armour, battle axe, 2d6gp (or 7gp each)

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. 




Sunday, 8 June 2025

Geomorphs part 3

This post is really a follow-on to the first and second posts I have done about geomorphs, and is really to expand the collection of 190ft x 190ft geomorphs that I started with those posts. I have tried to keep these geomorph tiles interesting with pits, statues, pools, secret doors and the like but at the same time I hope they are all still reusable. I'm sure that the more distinctive layouts of some of these will be recognisable to players who encounter the geomorph more than once (such as Geo17 room 1 with its 4 large pools and trap in the centre). I still hope that this will not break the verissimilitude of wandering through the composite dungeon.