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A Dungeons & Dragons Fifth Edition Adventure Module Thirty two years ago, Zelligar the Unknown and Rogahn the Fearless led a mercenary army into the Maerthwatch Mountains to crush their hated enemies - the barbaric Orgahn Tribes - never to be heard from again. It is said that a great treasure is hidden somewhere in the depths of their abandoned underground fortress. Do you have what it takes to find it?

A 15-20 hour adventure for 5-7 characters of 1st to 3rd level by ALZARIAN CRIMSON

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. ©Alzarian Crimson, 2016

In Search of the Unknown: Zelligar’s Evil

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In 1979, TSR released its introductory 1st Edition Basic Dungeons & Dragons adventure module B1 In Search of the Unknown (“ISotU”). The module was written by Mike Carr and still is, in my humble estimation, one of the best examples of early D&D’s greatness. Yet, despite its many virtues, ISotU does not provide the dungeon master (“DM”) with a complete, readymade adventure. This is partly because the author designed the module to double as a beginner’s crash course in game design. The original upper level map key provides a wealth of item detail and some nice interactive problem solving but, with only minor exceptions, the author omitted all creatures and treasures in an effort to inspire the fledgling DM to develop his or her creativity in customization. The map key entries for the bottom level are particularly light on content. Other omissions exist as well. For example, TSR released this module before adopting the convention of using “boxed text” for room descriptions. The DM had to spend a fair amount of time in advance learning the contents of each chamber in order to provide fluid and compelling story details for the players during the game. As a consequence, ISotU is a difficult adventure to run “out of the box” and requires considerable preparation to reach its potential. If you have heard negative comments about this module, most likely it is this need for additional customization that is to blame. I hadn’t looked at ISotU for quite some time, but the release of D&D’s 5th Edition (“5e”) created the perfect opportunity for me to finish and update the module for a new group of players. Few in this new group had played much 1e and I’m a 1e enthusiast. So, my main objective was to introduce the adventure’s

iconic 1e elements while expanding on its general feel for use in 5e. Specifically, in constructing In Search of the Unknown: Zelligar’s Evil (“Zelligar’s Evil”), I made sure that the rooms retained their basic character but I also fleshed them out by adding detailed descriptions in boxed text and by populating them with new traps, worthy opponents and a number of treasures. I also expanded on the module’s concept and moved the caverns’ location from the World of Greyhawk to the Forgotten Realms. Finally, I updated everything to 5e. The result is the module you now read. Examples of newly added content include the graphic literary handouts. In their creation, I looked at all of the Forgotten Realms materials I could find containing references to the Old Empires, regardless of D&D edition, and attempted to synthesize that information into one cohesive Chessenta ‘cannon’ for my personal use. Much of that work is not actually included with this release (indeed, it is not finished yet), but served as the basis for what is. Separately, old timers like me might recognize veiled references to other 1e modules here and there (my campaign world is heavily based on this type of adventure).1 If you plan on running Zelligar’s Evil, you may be happy to know that you will not be the first. I designed it for an introductory 5e campaign using Fantasy Grounds II, complete with newly rendered digital maps and handouts – all of which are included with this publication so that you may do the same. The enthusiastic response I got from my players encouraged me to release these materials with almost no

1

Please see the “Disclaimer” section at the end of this release where I address my intellectual property concerns. In Search of the Unknown: Zelligar’s Evil

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modification whatsoever. As to the story line, please know that this module includes a dark delve into the private work of an evil necromancer. As a consequence, casual gamers may encounter themes they feel are disturbing in nature. (I’m not particularly interested in the occult, but I did try to create an eerie environment for my players.) The unnerving character of the content is, of course, intentional but a DM for casual gamers may want to read the module before playing, so as to avoid any surprises. Finally, I absolutely must heartily acknowledge and thank Mike Carr not just for the pieces of his text that made it into this comparatively insignificant version of ISotU, but also for his enormous contribution to the fantasy role playing game community (and my fondly remembered childhood) with the whole of his now quintessential 1e adventure. Good luck! I hope that you will have as much fun running the campaign as I did!

Zelligar’s Evil is designed to be an introductory quest for a brand new group of players. This is a Forgotten Realms adventure formally set in the wilderness of central Chessenta south of Luthcheq between the Maerthwatch and Methwood in the year 1372 (DR), Third Age. Of course, with a little work, you can adapt it to any time and/or locale. Also, this is a 5e adaptation of a 1e module. Younger players may not realize that permanent PC death, dismemberment, disfigurement and disability were much more commonplace in 1e than in subsequent editions. Because efforts have been made to

retain the 1e feel of the original adventure, elements of Zelligar’s Evil might be considered unduly “harsh” by younger players. A warning to them in advance may be appropriate so that they might adjust their playstyle accordingly. The story begins while the characters are separately leading their lives throughout Chessenta. Play begins shortly thereafter in the sleepy town of Willow Glen (not shown on any published map of the area), which is a quaintly appointed but forgotten hamlet populated almost exclusively by humans. A young boy approaches you carrying a collection of rolled parchments, each bound by a red ribbon. He bows deeply and hands you one of the missives before running off. Confused, you unroll the document and see the following message. “Attention! Felthavian Hallowsheld of the Hamlet of Willow Glen, State of Akanamere South, in the Great Nation of Chessenta shall pay the sum of One Thousand Gold Coins standard tender to the man or woman who shall retrieve Zelligar’s Palimpsest from the southern wildlands. Interested persons must report to the Weeping Willow Inn, Willow Glen, at 7 p.m., August 25, 1372 DR for consideration.” At this stage, you may find it appropriate to secure the player’s “buy-in” to the concept and to have them commit to travelling to Willow Glen. The journey to Willow Glen proves to be a long, difficult one. Having no horse, you are forced to pay for passage on the hard wooden wagons of travelling performers and tradesmen

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for most of the way, walking when necessary. Your feet are blistered and swollen, your gear wet from rain and sweat, and your spirit is weary by the time you reach the Weeping Willow Inn. You have long since begun to wonder if coming here had been a good idea in the first place. Along the way, however, you learn that the name “Zelligar” has meaning in the south. It seems that Zelligar was a mage of some notoriety, having assisted the people of Willow Glen and other hamlets in the region by turning away a fearsome tribe of mountain berserkers a century ago. It is said that he and his partner then built a secret fortress somewhere in the neighboring foothills. Determine whether your players have heard any rumors of the fortress during their journey to Willow Glen. Potential rumors include the following: 1.

2.

3. 4.

5. 6. 7.

8.

9.

An enchanted stone within the stronghold will grant a wish to anyone who chips off a piece and places it within their mouth There is a trophy room in the complex that has battle relics and slain monster remains The very walls speak to visitors The treasures of Zelligar are safely hidden in a pool of water The complex has two levels Zelligar practiced dark arts of evil magic Zelligar’s partner, Rogahn, owned a fantastic gem as a big as a man’s fist that was worth over 100,000 gold pieces, kept in his personal quarters No outsiders have entered the complex and returned to tell the tale Zelligar and his partner,

Rogahn, have returned from death and woe to any unwelcome visitors 10. The entire complex is filled with guards left behind by Zelligar and his partner, Rogahn 11. Zelligar had a wizard’s workshop in the stronghold where he worked on magic stronger than any other known to man 12. The treasures in the stronghold are cursed and will bring woe to any unwelcome visitors

You arrived at the Weeping Willow Inn only a few short hours ago, just managing to get there on schedule. The bar is jammed with people of varying sorts, many of whom have obviously travelled from distant places. The "invitation" seems to have appealed largely to the dregs of society; thugs, thieves and brigands, by the looks of them. They are predominantly half-orc and human, hardened and filthy from long days on the road. Their mood is dark, greedy and anxious. Your eyes scan the room warily over the brim of your cup. One thing is clear. They don't care much for elves. Having already rented a room for the night, you finish a delicious bowl of what you hope was beef stew and lean back to wait. A tall man steps onto the performer's stage and raises his right arm. In his hand, he holds a rolled parchment bound by a red ribbon. His arm is very thin, too thin, and covered snugly by a black coat sleeve, such as you might expect to see on a mortician. His gaze washes over the noisy room. After pausing for a few moments, the man clears his throat and exclaims loudly

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over the din of the crowd, "It is now seven o'clock. Please take your seats." Almost immediately, the room goes silent. Another man, also dressed in black, locks the front door. All eyes turn to the stage as the tall man begins to unfurl the parchment. Still looking at the group, he begins to speak in a deep, well-mannered voice: "Welcome to Willow Glen. I am Wildor Choth, adjunct to Felthavian Hallowsheld. I shall now read aloud the master's proclamation." He looks at the parchment. "In 1327, Zelligar the Unknown, joined by Rogahn the Fearless and a band of brave townsfolk from Chessenta's southern hamlets waged an epic battle of wit and might to defeat the aggressing Orgahn Tribes at Dinanean Pass. In gratitude for their victory, the southern hamlets rewarded the pair with a substantial fortune which, when added to their already burgeoning coffers, made them the richest men in the south. "It was said that their experiences at Dinanean Pass prompted Zelligar and Rogahn to form a partnership that culminated with the construction of a hidden stronghold in the foothills of the Maerthwatch mountains. There, under the forested hilltops, they recruited warriors from the neighboring regions and amassed a fighting force that would rival a king's guard. "In 1340, rumor spread throughout the south that Zelligar and Rogahn had left their fortress to mount a full scale military excursion into the mountains for the purpose of

destroying the hated remnants of the Orgahn Tribes. The following year, whispers on the wind told that Zelligar, Rogahn and their fighting force were utterly destroyed in that battle. "Over the next 30 years, numerous search parties ventured south to find the stronghold, hoping to retrieve abandoned treasure. So far, it is believed that none have succeeded. "Now, after 32 years of study, I have discovered the location of this underground garrison. However, I am not motivated by a lust for treasure, but by a desire for knowledge. In the stronghold, there is, among whatever other riches, a book that Zelligar purportedly used to record his research. This book, having a name known only to history, was referred to briefly in other texts simply as "Zelligar's palimpsest" most likely called this because the book is not a narrative, but a working record of ongoing research. It is a rough draft, as it were, to be used by the author in the composition of his final work at some later time. But of course, later never came for Zelligar, who lost his life before having the chance to finish. "The book contains no magic, no history, no plot. It is written in a code that only I can decipher. In short, the book has value only to me, a humble historian who has made it my life's work to understand and chronicle this mysterious individual's experiments. Once I have translated the contents of the palimpsest I shall publish all of Zelligar's studies and place them in the Great Library of Cimbar, where

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they belong. As my invitation states, I am willing to pay you well - 1,000 gold coins - for the book's delivery. And, I lay no claim on any of the other wealth to be found in the caves. I just want the book, intact and in good condition. Above all, it must be legible. "According to my information, Zelligar likely stored the palimpsest in one of his laboratories, but it could have been moved to almost anywhere in the complex prior to his departure. You will be given a map before you leave. The map indicates the location of the fortress. The hill under which the garrison lies is marked with a well-hidden greenish stone tower, likely masked by an overgrowth of trees and vines. Again, I must stress that compensation will only be paid for the genuine book and only if it is intact and legible upon delivery to me. I wish you good luck and good speed. *signed* Felthavian Hallowsheld" The man pauses, looking at the crowd. "And now for the rules." "This is Smitty." The man points to the bartender. "If and when you should return with the book, inform Smitty. Instructions will be given to you at that time as to how to proceed. Please remember that Smitty does not work for Mr. Hallowsheld and has no information other than what I have just given you. He will simply send me a message when you have returned. "Payment will be given in the amount of 1,000 gold coins standard tender to the single person who hands me the

book. If you have partners or a group, it is up to you to compensate your companions. We shall have no responsibility to them. "Compensation will be given only for the book that proves to be genuine. I will be able to identify the authenticity of the book when delivered and will arrange for compensation after. "Now, before you go, let me give you a few pieces of friendly advice. "One. Keep this map secret." He holds up a parchment. "Those who are not eligible for the reward will have little concern for seemingly worthless books. Consequently, if you have outside competition, there is a risk that the palimpsest will go missing or be destroyed. My master will not take kindly to that. But, more importantly to you, increased competition may reduce any other wealth you might find in the caves. "Two. Prepare for travel appropriately. The location of the caves is at least a four-day journey from here and the trails are faint, rocky and difficult. I am told that Smitty here has some provisions for sale. Take advantage. "Three. Prepare for combat. The terrain between here and your destination is wild. And, once you get to the caves, you may find that other creatures have taken residence there. "Four. Watch your back. There are many here who would like to have this reward and any other treasure for themselves. Do not assume that anyone in this room is your friend.

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"Here ends our evening together. Good luck." The man gives a slight bow then steps off the stage and through a nearby door. The other man, standing near the front entrance, holds a handful of parchments with red ribbons. As people begin to leave the building, he hands one to each. A third man appears and begins to pass maps to those who are staying. He hands one to you. It is intended that the new PCs be forced to meet each other in the context of this aftermath. They should notice other adventuring parties around them and feel compelled to team up with new friends. Smitty can have as much or as little in the way of provisions or gear as you deem appropriate. In my game, he had a stable outside from which he rented horses to the PCs for a share of the take and a payment up front. It is recommended that you also determine the size and character of the competing adventuring parties as this situation can lead to some great roleplaying experiences and story lines. These might even include battles on the way to, inside or on the way back from, the caverns.

The name of this dungeon complex is “Quasqueton” and it was built by Zelligar the Unknown and Rogahn the Fearless as their home and fortress. Zelligar’s Evil expands on the original module’s history and makes Zelligar the dominant figure. Upon moving into Quasqueton, Zelligar began to conduct horrific necromantic experiments on human subjects. His objective was to find a way to digest the souls of the dead before they had

a chance to ascend to their final resting place. By doing this, he theorized, he would learn to magically absorb the knowledge and power of each victim. Once this skill had been mastered, Zelligar had hoped to move to stronger subjects. His ultimate goal was to kill and absorb the power of his patron deity, the devil Malebranche himself. Zelligar’s experiments led to the concept of trapping the soul at the moment of death in order to prevent instantaneous ascension. To do this, he used a magical box of his own device that could imprison a soul indefinitely while he could work on ways to “digest” it. However, Rogahn’s insistence that they annihilate the Orgahn Tribes interrupted his work. Zelligar was forced to abandon experiments midway through and as a consequence, the PCs will find clues throughout the adventure as to what Zelligar was up to. The “palimpsest” is a bound collection of parchments on which Zelligar kept track of his research. Because of the obviously incriminating nature of his work, nearly everything that Zelligar wrote was scribed in an ingenious code magically imbued to resist deciphering efforts. The book will not radiate magic and contains no spells. It was an almost scientific record of his studies. You may have guessed by now that Felthavian Hallowsheld wants this book so that he can continue in Zelligar’s footsteps, having discovered the potential power to be had by implementing these “discoveries.” It is up to you to decide why Felthavian could not go get the book himself and why he chose this unusual method of retrieving it.

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0.3

Upper Level Upper Level Wandering Monsters 1d6 1 2 3 4 5 6

Monster 4 Giant Centipedes 4 Giant Fire Beetles 5 Goblins 4 Orcs 3 Giant Rats 5 Troglodytes

Wandering monster statistics may be found at the end of this module in Appendix B. Upper Level Map Key 0.1

Outside.

The heavily forested mountainside creeps steadily upwards on either side of the overgrown pathway before you. Hacking at the brush, you slowly follow your trail to a craggy outcropping of black rock. Before you, splitting the jagged stone wall, yawns a dark cave opening partially obscured by bush and vine. 0.2

Cave Entrance.

Sweeping aside the verdant growth, you see a dark, 10 foot wide corridor leading straight into the mountainside. Debris covers the ground near the entrance, but a few feet inside, daylight reveals a floor of evenly cut greenish stone tiles. The walls are regularly, but not expertly cut from a smooth, greyblack stone. The air smells musty, carrying a hint of decay.

Front Door.

Before you, in the growing darkness looms a large, ornately carved wooden door. The image portrays two men facing each other and shaking hands. The man on the left is older and carries a staff. The other, a younger bearded man, rests his hand on the pommel of a long sword sheathed at his belt. Near the lock and handle, the wood of the door is bashed and splintered. The door stands ajar. The door has indeed been forced open. An inspection of the lock reveals that it was designed for a large key. Inspecting the inside of the door reveals that it had been barred shut with a large wooden plank at the time it was rammed from the outside, indicating that the force used must have been great. The door swings freely inward and will gently close of its own weight after the party has entered. Careful inspection reveals that the surface of the splintered wood has a significant patina, indicating that the forced entry likely occurred many years ago. 1.1

Alcoves.

A ten foot square alcove is cut from the walls on either side of you. Torch brackets have been mounted on the southward facing wall of each one. A small stool rests in each alcove, though the stool in the east alcove is broken and lying on its side. 1.2

Alcoves.

A second pair of ten foot square alcoves is cut from the walls, one on either side of you. Torch brackets have been mounted on the southward

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facing wall of each alcove. A small stool rests in each. Otherwise, the alcoves are empty.

themselves (and their courage) to attack the party if they linger in area 1.4. 1.4

There is simply no way to open the secret doors from this side. They should also be undetectable unless and until the parties have seen the other side of at least one of the doors. 1.21

Secret Doors.

These secret doors cannot be detected or opened from the alcove side. However, they are perfectly visible on the interior side and have automatic locking bars. 1.3

Alcoves.

Daylight is now far behind you now. Trudging ever onward, you notice a third set of alcoves. As you step between the alcoves, a giant, self-illuminated mouth appears on the wall to either side of you. From your left, an angry man’s voice booms, "You should not have entered this place!" The other mouth answers in an older, deeper voice, "Only doom awaits you here!" Then they both, in unison growl, "Leave now or your soul will be ours!" This effect will be triggered every time anyone passes between the third set of alcoves. Dispel magic is ineffective. The sound of the voices is startling and very loud, drowning out the voices of any party members. The DM should make a wandering monster roll after this, with monsters appearing on a 1-3 on 1d6. In addition, once the voices have stopped, the party will hear distant, loud screeching coming from the north. You might consider allowing a group of goblins from the north to collect

Battle Scene.

The stench of decay intensifies as you ascend a shallow flight of stairs. Your feet begin to stick to a thick black sludge that coats the floor. Before you rest the remains of five individuals - obvious casualties of a deadly battle waged long ago. To your immediate right, a woman dressed in blackened and rotting leather stands impaled against the stone wall. Her skeletal hands grip the rusting blade that protrudes from her chest. Across from the woman, leaning against the opposing, southward facing wall slumps the body of a tall male, dressed in moldering robes. His face is obscured by a bluish cowl drawn over his head. At your feet rests the severed arm of a dwarven fighter, his hand still grasping the broken handle of a mighty battle axe. Beyond lies the rest of the warrior, who at this late stage is more a tangle of wiry beard than man. Further still, into the northward passage is a black mound that you deduce must have once been a small humanoid of sorts. Now the burned flesh appears to have decomposed into a substance better described as mud. A wide smear of black gore draws your eye leftward, ending under the flattening corpse of a man lying face down on the cold stone. His right

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arm is stretched out above his head as if to continue his westward crawl. If the standing corpse is touched, the rusty sword blade will crumble and the woman’s remains will fall to the floor revealing a fine wooden inlaid plaque bearing the carved name of “Quasqueton.” None of these figures has any items of value. However, if the party succee succeeds ds on an easy perception check, they will see many small to medium sized humanoid footprints in the soft sludge – some barefoot, some booted. The footprints lead in all directions. 2.0

Kitchen.

This room was clearly designed as a kitchen. There are two l large arge cooking pits in the southwest corner, each large enough to roast a deer. Long tables line each wall upon which lie scattered containers, some upturned with their spoiled contents seeping out. A foul odor assaults your nasal cavity and when your eyes f fully ully adjust to the scene, you notice a particularly noxious chunk of something atop the far table entirely covered with green fuzz. A variety of cooking utensils hang from the ceiling, pieces of which lie about the floor. There is also a large iron kettle suspended by a thick chain over one of the pits. Upon entering the room, the party will suddenly notice a pair of eyes glinting from underneath one of the tables. Monster: There are 6 giant rats in this room. The rats are hungry and will attack for fo food. od.

2.1

Chewed Door.

This wooden door has a two foot hole near the floor that appears to have been chewed through by large teeth. 3.0

Dining Hall.

This room has been frugally decorated. A nicely carved wooden mantle surrounds the room, about 7 feet off the floor. The stone walls are carved in simple yet pleasant designs. Utilitarian wooden tables and chairs stand throughout the room. The room contains the musty smell of mildew. If room 2.0 has not yet been entered and the door to this room is left open, pen, there is a 1 in 4 chance that the giant rats from room 2.0 will come to investigate any noises heard.

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4.0

Lounge.

This anteroom is bordered by a wall mounted bench. Earthenware tankard mugs hang from a row of hooks high on one wall and many more are apparently missing. An ale keg stands in the northeastern corner of the room. The stone walls are strangely textured for an unusual effect, but are devoid of any obvious pictures or messages. In the center of the room stands the ghostly shape of a woman with flowing white robes. The woman is in fact a life sized marble sculpture of an ancient goddess. The statue's depiction has idealized features and is masterfully rendered. It is obviously of great value, probably in excess of 5,000 gold pieces. However because of its immense weight, size, shape and permanent mounting, it will be virtually impossible to move without a great engineering effort. 4.1

Secret Door.

This secret door operates by pressing a stone in the wall to enter or exit. 5.0

Wizard’s Chamber.

Immediately upon opening the door, wall mounted torches flare to life. After a moment of shielding your eyes from the bright shock, you can see the room in its entirety. On the northern wall, dominating this broad chamber is a huge detailed stone carving of a mighty wizard on a hilltop casting a spell in the air over a valley below, with an entire army fleeing in confused panic. In the western portion of the room rests a large table with three chairs. The table is covered with various parchments, a stack of three

books, an oil lamp, a fancy quill, ink bottle and basin, a crystal mug and other odds and ends. At about the center of the northern wall stands a three-part, free standing, decorative screen. The screen is painted to depict a hellish scene of torture and depravity, apparently controlled by a demon-like god, sitting atop a horrifically carved throne. On either side of the god stands a group of slaves catering to his needs. In the background of this macabre rendering, red and orange flames burn savagely. To the right of the screen is a wide wooden dresser with six drawers supporting a jumble of earthenware plates, silverware and glasses. There is a clean chamber pot on the floor to the right. On the eastern side, lies an ornately carved rosewood bed. The headboard boldly features the name "Zelligar" highlighted in gold leaf. Due to the bed's fine workmanship, it is obviously an item of great value. Next to the bed rests a rosewood nightstand with a single drawer punctuated by a brass pull and keyhole, also finely carved. There is an oil lantern on the nightstand. Dresser Drawers: Four of the drawers are empty. The fifth has a few pairs of pants obviously for a thin human male. The sixth has a small collection of fairly cheap costume jewelry. Nightstand: The drawer has a keyhole and is trapped, DC 17 to detect, DC 10 to disable. If the trap is not discovered and disabled, the person pulling the drawer open will be hit with a poisoned needle save v. poison DC 16. If the save is successful, no damage is sustained. If the save

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fails, the PC will suffer no physical damage, but will experience great pain in the hand used to open the drawer for a period of one hour. The pain is nearly disabling and will prevent the PC from using that hand in any significant way, including holding a weapon or casting a spell. Inside the drawer is a keyring with seven keys, a small book bound by a string (half filled with writing in some kind of code) and a pair of diamond earrings worth 200 gp.

5.1

Books: 1. A History of the Orghan Tribes. Written in the common tongue, this book outlines a history of the Orghan Tribes over the last few hundred years.

6.0

2. Herbal Remedies. Written in Elvish, this book has pictures and descriptions of various herbs used in healing, along with some rudimentary formulae for medicinal remedies. If studied by a PC proficient in Medicine for three hours, the user will discover that it is possible to use various herbal concoctions to assist in healing. After the initial study period, a PC in possession of and using this book who is proficient in Medicine can heal a patient, including himself, by one hit point per patient level on a successful medicine check. This power may be successfully used three times for each hour spent herb hunting in the wilderness and no more than once per day on any one patient. 3. in is It

Blank black binding. This book is some form of handwritten code and actually one of Zelligar's diaries. is not decipherable by any means.

Secret Compartment: Under the bed, there is a 2' wide trapdoor opening onto a 2' cube pit. Inside are two small chests. The first chest contains 278 platinum pieces. The second chest contains 1,459 gold pieces.

Locked Door.

This door is carved with the face of a clean shaven human male wearing a sheer skullcap and robes. The face's menacing eyes are set with black stones and its smile is unnerving. This door is not only physically locked, but wizard locked as well. It can only be opened with the magic key stone found in room 8. Closet.

As soon as the door is opened to this room, wall mounted torches alight with a warm yellow glow. You immediately see that the walls are decorated with at least a dozen finely painted and framed oil canvases, each depicting some gladiatorial themed scene. The paintings show well-oiled muscular bodies in contests of strength and daring against each other or against wild beasts. Interspersed between the paintings are various shelves, clothing rods and wall pegs obviously used to house a great wardrobe of some kind. In the northwest corner, stand a half a dozen bolts of colorful fabric, now old and partially faded and moth eaten. Near the unused fabric hang several garments on wall pegs which seem to be in the same condition. The rest of the room appears to have been thoroughly emptied, though in the southwestern corner of the room stands a small table with a footoperated sewing machine next to a collapsed folding table leaning against the wall. During this period of Chessentan history, nude battles were commonly held as a matter of sport, so these paintings should be interpreted as

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the equivalent of expensively framed Michael Jordan posters. The paintings may have some nominal value value. . 7.0

Wizard’s Annex.

Now that the treasure has disappeared, the wall behind appears bumpy and darkly discolored as if charred and partially melted by intense heat.

As soon as the door is opened, torches jump to life. Before you, resting against the south wall sit two large wooden chests, each studded with jewels, overflowing with riches. A pile of gold pieces is arrayed around and within them, and scattered among this treasure trove is an assortment of glittering gems and jewels. The treasure is an illusion, dispelled if touched. Once that happens, the door behind them will slam shut and lock. Small holes will open in the stone walls along the northward hall. Small poisonous spiders (with 1" bodies and a red stripe on their backs) will be released through the holes in the hundreds. Monster: There is 1 swarm of s small mall poisonous redback s spiders piders per trapped creature. reature. There is no keyhole on this side of the door. (It is a mystery as to how Zelligar himself might have exited this room if he had inadvertently trapped himself.) However, it can be released with a knock spell or after taking 50 bludgeoning damage (other forms of damage are halved). The spiders cannot leave this room until the door is breached or opened. Unless killed to the last one or contained wit within hin the room, spiders will continue to proliferate throughout the complex over time. Once the illusion is dispelled, the party will also be able to see the true appearance of the south wall.

7.1

Locked Door.

This ornately carved oaken door depicts a massive conflagration. The lock to this door may be opened by one of the key keys s on the keyring

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found in the nightstand. It can also be bashed in by taking 50 points of bludgeoning damage (other forms of damage are halved). 8.0

Wizard’s Workroom.

As soon as the door is opened, white light blinks into existence. A large stone-topped table commands the center of this room. Atop it, lay various books, parchments, a quill, ink bottle, blotters, an empty pitcher, plate, cup, colored parchment scraps and a flat black stone about the size of a plum. The other three tables in this room are mostly empty. On the southern-most table, rests a stack of unused parchment, special looking ink bottles and a compartmentalized scroll holder holding three rolled scrolls. Four large wall mounted cabinets hang astride the northern door. This room appears to have been left undisturbed.

4. Extradimensional Connectivity. The contents of this book are truly esoteric and almost unintelligible. What can be generally discerned is the author’s theory that a single being’s contemporaneous consciousness on multiple planes is possible by splitting the essence of the soul. 5. Denial of Ascension - A Guide to Damnation. This book is written in a language unknown to any and radiates evil to those who can sense it. Even its title is indecipherable. However, it seems that Zelligar discovered the title, wrote it on a scrap of parchment and inserted the parchment, bookmark-style, into the book. 6. Untitled. Written in Common, this book is about three quarters full of notes, pictures, arcane symbols and glyphs. This text is unintelligible except for references to what might appear to be an earlier book by the same author entitled "Soul Digestion." 7. Blank.

This is Zelligar's workroom, where he wrote most of his works. The books on his table consist of the following: Books: 1. On the Topic of Souls. Written in an old form of Common, this book is illustrated with macabre scenes of death, decapitation and various depictions of the soul leaving the body. 2. The Existence of the Soul and Its True Nature. Written in an old form of Common, this book attempts to make the case for the existence of the soul and to characterize that existence as a cluster of lifesustaining energy. 3. Pain. Written in a more recent form Common, this book describes various theories of what pain is, how it affects the body and how it affects the soul.

Scrolls: 1. Ray of Sickness 2. Tenser's Floating Disk 3. Ray of Enfeeblement The ink and parchments can be taken and used to make either Arcane or Divine scrolls. The black stone is carved with a man's face grinning in an unsettling smile and wearing a skull cap. If the party has seen the door to Zelligar's room (area 5.1), then they may realize that this is the same image as appears there (Wisdom check DC 10). And, of course, this is the magical key that will unlock that door simply by holding or wearing the stone while opening the door. Contents of the Northern Cabinets: The cabinets are filled with earthenware jars, each a little

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smaller than a pint. They are filled with the following: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Sand, white, brown or black Water, pure, brackish, holy, urine Salt, common, mineral Sulphur Wood chips, hickory, pine, oak, ash, maple, walnut Herbs, dill, garlic, chives, basil, catnip, parsley Vinegar, red, white, yellow Tree sap, pine, maple Carbon, coal, ash, graphite Crushed stone, quartz, granite, marble, shale, pumice, obsidian Metal filings, iron, tin, copper, brass Blood, human, orcish, dwarvish, elven, dragon, halfling Dung, Human, canine, feline, dragon Wine, white, red, alcohol, fruit Fungus powder, mushroom, phosphorescent Oil, vegetable, animal, petroleum, mineral Insect bodies, bees, flies, beetles, ants Bone powder, human, animal Spice, pepper, cinnamon, clove, paprika, oregano, nutmeg Healing herbs - St. John's Wort, Comfrey Root or Dura Flower

There is also a larger jar of clear glass that contains a black cat's body floating in a clear liquid. If uncorked, the liquid will immediately evaporate, the cat will come to life, jump out, MEOW loudly and then run away. If the door is not open, the cat will pass through the door in ghostlike fashion. 8.1

Secret Door.

This secret door is operated by pressing two separate stones, one a few stones above the other, in the wall. On the inside, the door is fully visible and operates normally.

9.0

Wizard’s Laboratory #1.

As soon as the door closes behind you, the room is filled with a bright white light. It is immediately apparent that this is a wizard's laboratory. The center of the room is dominated by a deep fire pit over which hangs a large iron cauldron on thick black chains that are mounted in the ceiling. In the northeastern corner, you see an iron cage also suspended by heavy chains that holds a human sized skeleton with a noticeably cracked skull. Below the cage is a wide black smudge on the stone floor. Near and to the right of the stain stands a low wooden bookcase, housing eleven dusty volumes. A round wooden table and matching stool stand in the southwestern corner of the room. The table is bare but for a single smoke-colored glass bottle with a cork in it, positioned toward the back. Under the table is a pile of split pine logs. North of the table stands an ornately carved, stained and lacquered mahogany desk, covered with various parchments, scrolls and books as well as an ink bottle, well and pen. The desk has six drawers, all of which are closed and marked with brass drawer pulls. Strange parchment and papyrus charts, glyphs and notes cover the wall above and about the desk - apparently tacked there with an unseen agent. Immediately north of the desk stands what appears to be some sort of extraordinary contraption. At the bottom, there is a square wooden stand upon which sits a bluish-green crystal cube about two feet in width. Encircling the cube, halfway from the bottom is a two-inch copper band,

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bound in the front with a small iron lock. A faint light appears to emanate from the cube, casting an otherworldly glow onto the wall behind it. Oddly, you can almost see the faintest of shadows slowly swirling on the surface of the cube. On the northern wall is an old oaken table covered with glass vials and beakers connected by snaking glass tubes. Various oil burning lamps, bowls, flasks and other equipment also rest on the table, some full of liquids of various colors and opacity. On its right side, the table supports a double row of earthenware pots about the size of an eggplant 8 in all. A stationary vise is attached to the front right corner of the table. A variety of two-gallon jugs are arranged on the floor under the table. To the right of the table stands a crude form of torture rack, stained with blood. The rack has manacles at the top and bottom. There is a fairly expensive looking rug under the desk and chair standing in the western half of the room. The air is dry and smells faintly of ash and sulfur. There is no apparent source of the light. Cauldron: The cauldron is empty but contains a fatty, greenish residue that if applied to a wound will cause an additional 1d6 worth of damage. If the cauldron is carefully cleaned and the substance harvested, there will be 6 applications - whether to sword or arrow. Skeleton: This skeleton is the remains of Alpornax, the Orgahn Tribal leader captured, tortured and subjected to study by Zelligar. Alpornax's soul is still trapped in the green cube

across the room, but not in its pure form. This was one of Zelligar's earliest attempts at Ascension Denial, and as a consequence of Zelligar’s reckless experimental approach, Alpornax's soul is now a twisted remnant of madness. The skeleton still has a faint connection to the soul and if the soul is released from its prison, it will immediately attack the nearest creature once, on its way across the room in an attempt to reunite with the skeleton. If not first destroyed, the spirit will enter the skeleton and in a whirl, all remains will turn to dust as a lesser form of ascension is finally achieved in a ghostly display. Books: There are 11 books on this book case. The books are titled as follows: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11.

Elemental Foundations The Myth of Immortality Modern Alchemy and Its Many Uses Mineral Subtraction Light Heaven and Hell, Achieving Both Prestidigitation Somatic Manipulation The Power of Ancestor Recall Weather Manifestation Crystals, Dreams and Scrying

These are not spell books, but contain general arcane knowledge, designed to assist a younger mage in the creation of his or her own original spells. The books would be valuable to a mage of 5th level or less, but will require many hours of concentrated study to be of any true benefit. Bottle: The smoked glass bottle contains a sweet smelling gas that will whoosh forth once the stopper is removed. All PCs within 10 feet of the bottle must save v. poison (DC 15) or lapse into uncontrollable raucous laughter that will essentially render them unable to carry out any task,

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movement or defensive action for a number of rounds equal to a 2d6 roll. PCs will also have a 50% chance of dropping anything they are holding at the beginning of each round. The laughter may be dispelled by a dispel magic spell. Desk: The desk is laden with various parchments. Most of these appear to be notes, written in some strange code and are unreadable, even by magic means. There are two books on the desk.

Bottom Left Drawer: A six inch high stack of partially used and/or damaged parchment. Top Right Drawer: Three separate key rings, each holding about 15 keys. A half-dozen stones of different kinds, shapes and sizes, a variety of small picks and chisels, three small metal hammers, and at the back of the drawer, one small vellum envelope sealed shut with a wax mark and the word "Apthnax" written on the front.

1. Cognition Transference 2. Ethereal Compartmentalization

The envelope contains the key to the iron lock on the front of the green cube.

Both books appear to have been well used. There are also two arcane scrolls resting atop the desk, to wit:

Middle Right Drawer: A variety of small tools, including chisels, knives, picks, wrenches, pliers, hammers, etc.

1. Adhesion (See Appendix 1) 2. Zelligar's Feeling Fingers (See Appendix 1)

Bottom Right Drawer: A collection of metal rods, strips and bands of differing alloys, 3 large glass beakers, a pot of bees wax, cloth strips and panels, a pot of grease, a metal funnel and a dented metal cup.

There are six drawers, none of which are locked. The contents are as follows: Top Left Drawer: Three dozen vellum envelopes, 4 small red candles, a small candle holder, a signet ring with the symbol of two short vertical lines split by a larger diagonal line, 5 red wax bars, a shallow bowl, 2 extra ink quills, 4 bottles of ink (2 black, 1 red and 1 gold), 3 small pots with pine tree sap (used as an adhesive), a very small metal paddle, coated with a sticky substance on its flat end, a metal letter opener, a silver handled dagger with colored stones on the hilt, an old pair of spectacles and a golden ring crafted to resemble flames (Ring of Fire Protection, see Appendix 1), painted in certain spots with a thick red-colored lacquer. Middle Left Drawer: A three inch high stack of unused parchment.

9.1

Secret Door.

This secret door is operated by pressing two separate stones, one a few stones above the other, in the wall. On the inside, the door is fully visible and operates normally. 10.0

Storeroom.

This irregularly shaped room houses two stacks of barrels, one on the northwest wall and one on the southeast wall. The casks each bear a marking. The contents of the barrels are stale, but surprisingly still edible. If opened or spilled, they will likely spoil within a few hours. Also, the odor may attract monsters. Here are the contents of any particular barrel

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inspected:

in this room.

1. TL Whole Barley 2. B Wheat Flour 3. FT Rye Flour 4. MK Salt Pork 5. GG Dill Pickles 6. HU Raisins 7. EJ Fish in Brine 8. Y Dried Apples 9. PF Whole Peas 10. SD Ale 11. Z Honey 12. AW Wine 13. OG Water 14. XR Soft Soap 15. LC Salt 16. VW Lard 17. QS Seasoning 18. RH Sunflower Seeds 19. UT Hard Candy 20. JS Dried Mushrooms

11.1

10.1

Secret Door.

This secret door requires a key. A copy of the key is on the keyring in Zelligar's nightstand. 11.0

Secret Door.

This secret door requires a key. A copy of the key is on the keyring in Zelligar's nightstand. 12.0

Library.

As soon as the doors are opened, a bright white light flares into existence, illuminating the room ahead. You see at least five free standing book shelf units, each six feet high and filled with tomes of various colors. To the left and to the right you see empty wooden tables, both with a small collection of chairs. In the far corners of the room sit plush divans, covered with a rich, fleecy upholstering that makes them very comfortable looking. Next to each divan stands a small end table, each holding a pewter pitcher and cup.

Supply Room.

This room is littered with building supplies. The supplies consist of: a coil of very heavy rope, 3" in diameter (200' in length); a box of iron spikes (50); a box of metal nails (100); a pile of wooden beams, each 10' in length and 6" by 6" in width (80); a sack of building mortar, almost empty; a stack of stone blocks, each about 6" by 6" by 12" in size (400); six wooden doors, leaning in a row against the far wall; a large box of assorted hardware (including several locks of various types, door hinges, clasps and hasps, door handles, assorted metal bolts and similar items); a jug of dried glue. There are no other items or creatures

The walls are plastered, painted with blue stripes and artistically rendered with images depicting windows thrown wide to reveal lush mountain scenes. The room is unusually dry and over the ages plaster has given way to cracks revealing the blackish stone walls beneath. Small spider webs fill the corners of the room and lace some of the bookshelves. The floor of the room (as well as everything in it) is covered with a thick, undisturbed layer of dust. The stone beneath appears to be inlaid with polished red granite stretching up to within one foot of each wall. In the center of the room, the floor appears to turn white. On the east wall, behind the table,

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is a wall mounted scroll rack. The following volumes are the only ones here that would be of interest to the party: 1. 2. 3. 4.

5.

An Historic Account of the Old Empires The People and Society of Chessenta Tchazzar Chessenta, The War of the Bitter Tide and the Battle of Pale Moon Ancient Mysteries of the Old Empires

The books are designed to give the players “in game” access to the region’s history as well as offer some sand box type decision making on future adventures. There are no other items of particular value here. 12.1

Library Doors.

This pair of ornately carved wooden doors depicts a room with many windows. Outside the windows rolls an expansive wooded mountain scape. The doors are locked, and may be opened with one of the keys from Zelligar's nightstand or on a successful open locks check, DC 10. 13.0

man crosscut saws (2); hacksaws (4); a mason's toolbox (containing a trowel, stone chisel and plumb line); a cobbler's toolbox (containing a small hammer, knife and heavy needles); a small barrel of unfletched arrows (60); an empty wooden bench (10' long). Concealed, on the north wall is a counterweight mechanism for the portcullis trap in the corridor just outside the room, as well as a lever to raise the barrier once it has been tripped. No more than two PCs can attempt to use the lever to raise the portcullis, and their combined strength check must exceed 30 to succeed. No single pair of PCs may make more than one attempt per day. 13.1

Portcullis Trap.

The trap is sprung as soon as at least one character reaches a mark 10' from the dead end wall, at which point, the portcullis will drop noisily behind them and lock into place. If trap detection (Perception) is attempted prior to the trap's activation, the DC is 15. A character standing under the drop point will suffer 1d12 bludgeoning damage if hit by the falling portcullis.

Implement Room.

This room is filled with various tools and equipment. The equipment consists of the following: a box of wooden pegs; a coil of light rope (50'); a coil of heavy chain (70'); a coil of fine copper wire (20'); mining picks (32); chisels (15); shovels (13); empty barrels (11); mallets (8); iron bars (29, each measuring 1" in diameter and 8' in length); one iron vise (12" jaws); broken mining jacks (2); two-

The bars of the portcullis are rusty and weak. There are twelve vertical bars and several cross members. A thin gnome or halfling could probably fit through, but any other creature, will be imprisoned. A strength DC of 20 may be attempted once per day by each PC in order to bend or break one of the bars to escape. The lock is unbreakable from this vantage point. Characters may use one of the hacksaws to try to cut through the bars. However, this will take about an hour of sawing and the noise will almost certainly attract wandering monsters.

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14.0

Auxiliary Storeroom.

This 20' by 20' room is empty save for a pile of rubble in the far corner. 14.1

Secret Door.

This secret door requires a key. A copy of the key is on the keyring in Zelligar's nightstand. 15.0 One-Way Teleportation Room, Level 1 to 2. On the far wall of this room stands a false portal, outlined by 8" square stones. Three of the stones are painted - Blue, Red and Yellow. The blue stone is halfway from the floor on the left. The red is halfway from the floor on the right. The Yellow stone is at the top of the arch. The floor is covered with dust and small debris. This is a deactivated teleportation device. When activated by both sides, the portal leads to area 47, on the second level. In order to activate the device, the colored stones must be touched in the proper order (Blue, Yellow, Red) on both sides. Once activated, the portal will remain open and usable unless and until the reverse order is depressed on at least one of the portals. 16.0 One-Way Teleportation Room, Level 2 to 1. On the far wall of this room stands a false portal, outlined by 8" square stones. Three of the stones are painted - Blue, Red and Yellow. The blue stone is halfway from the floor on the left. The red is halfway from

the floor on the right. The Yellow stone is at the top of the arch. The floor is covered with dust and small debris. This is a deactivated teleportation device. When activated by both sides, the portal leads to area 46, on the second level. In order to activate the device, the colored stones must be touched in the proper order (Red, Yellow, Blue) on both sides. Once activated, the portal will remain open and usable unless and until the reverse order is depressed on at least one of the portals. 17.0

Char Storage Cellar.

The interior of this small room is coated with a thick layer of black soot and dust. On the north wall is a pile of charred wood. There is nothing else of value in this room. The door on the west wall is false, but in all respects appears to be normal. It will even move slightly and rattle. It cannot be opened by any means. 18.0

Smithy.

This irregularly shaped room appears to have two parts. The southwest portion of the room is largely empty except for the walls, which are covered with various pegs and shelves upon which rest a few partially forged weapons: six swords; one mace; three spears; one halberd; 5 daggers. An eerie wind whistles through the room toward the northeast corner. The weapons are not usable.

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In the middle of the northeast portion of this room is a gigantic forging anvil. Beyond, on the far walls, you see three separate fire pits. Above the fire pits, in the ceiling, gap gapes es a large black hole, into which a stale wind is flowing. A large hand bellows and a gener generous ous assortment of other smith tools hang on the walls all about you.

webs. There is a horrible smell of death and decay. In the south east vestibule, there is a pile of desiccated corpses, filth and debris. Monster: Th This is is the home of “the Spider,” called this by those that live within these caverns.

There are no items of particular value here. 18.1

Door.

This door resembles the others in the complex, omplex, except there is a 1' by 2' vent cut in the top. 19.0

Acces Access s Room.

A cool wind carrying a hint of decay blows from a 3' wide hole in the floor toward the southeast corner of this room. A large iron ring is anchored to the south wall near the hole. A Along long the north wall is a pile of pine logs of between 8" and 12" in diameter and about 4 feet long. The floor is covered with a layer of dust and soot. The hole leads to area 56.1 on level 2, the floor of which is about 40' down. 19.1

Door.

This door rese resembles mbles the others in the complex, except there is a 1' by 2' vent cut in the top. 20.0

Dead End.

The unfinished black stone walls, ceiling and floor of this small room are covered with thick, sickly sickly-white white

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20.1

Webs.

The walls, ceiling and floor of this hallway are covered with thick sickly-white webs. The webs here are incredibly strong and very sticky. Anyone touching the webs must make a Dexterity saving throw, DC 12 or become stuck. If stuck, the same character may make a Strength saving throw, DC 17 to break free. However, a roll of 10 or less will result in becoming permanently stuck after which point no additional Strength saves will be of any use. At that point, only fire will free the PC. Any form of struggle with the webs will alert "The Spider," who lives in area 20. She will crawl quickly along her webs and arrive within 2 rounds after the first signs of struggle. A permanently stuck PC cannot fight and will have no Dexterity bonus to his or her AC. 21.0

Meeting Room.

This long and narrow room apparently served as some kind of auditorium or meeting room. There are 6 wooden benches arranged along the western wall, each about 15' in length. A large stone slab at the north end of the room serves a sort of stage, rising 10 inches off the floor to accommodate speakers and place them in full view of any assemblage. On the north wall are four decorative cloth banners of red, green, blue and yellow. Although once attractive, they are now deteriorating, thus being of no apparent value. There are no items of value here.

22.0

Garden Room.

As you continue northward, you see that the hallway opens into a very large chamber. Some of the fungus on the floor, walls and even parts of the ceiling is glowing with a ghostly greenish blue light, illuminating the room. Straight ahead, against the near wall, you see a wooden cabinet, covered with the mossy growths. To your left, the room extends to a rounded pit abutting the western wall. From this pit, three enormous mushrooms grow, nearly to the ceiling with 1' wide stalks and 7' wide caps. Smaller mushrooms are sheltered underneath. Around the base of the pit rest a row of purplish fungoid mounds. To your right and straight ahead, you see more of the glowing and rainbow fungus, with additional larger pits with dozens of similarly huge mushrooms growing out. The fungi there are even more mixed in their appearance here, with splotches, clumps, swirls and patches presenting a nightmarish combination of clashing colors. This is indeed a fuzzy fairyland of the most forbidding sort, although beautiful in its own mysterious way. Progress into the room on foot would be possible, but movement slow going, as the numerous growths reach varying heights. The air is heavy and humid. None of the fungi are poisonous to the touch or will damage any items. However, each character moving or taking an action must make an acrobatics check at the end of each round, DC 10, or slip on the slick floor and be prone.

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Cabinet: The cabinet is full of heavily rusted gardening tools and supplies, including a hoe, rake and hand tools. Monster: The purple mounds are actually 8 violet fungi that will move to attack if a PC advances past the cabinet. At the north end of the chamber are 2 gas spores.

22.1

Fungus a among mong Us.

An eerie and forbidding sight sprawls out before you. Unusual growths appear to have extended themselves along the walls and floor to reach a point near your feet. The growths appear to be fungoid in nature and of various colors: blue, orange, red, yellow and gold. The growth appears to get thicker and more varied further north. The strange collage continues to the extent of your vision. At this point, none of the fungi are poisonous. However, if running or fighting, each character moving or taking an action must make a an n acrobatics check at the end of each round, DC 10 or slip on the slick floor and be prone. 23.0

Storage Room.

This room contains what appears to be a collection of old furniture. There are three large oaken tables, 8

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chairs and 14 wooden stools. In the corner opposite the door, there is a woodworking table with a crude vise attached, small saws and other carpenter's equipment. Wood chips and sawdust cover the floor. There are no other items of value in this room. 24.0

Mistress’s Chamber.

This room is more tastefully decorated than the rather modest living quarters found elsewhere in the stronghold. There is a large walnut bed against the west wall, rather ornately carved in a floral decor. The bed has a large canopy of embroidered green cloth with a striking reddish trim, but it is very dusty like everything else in the room. Next to the bed is a small nightstand with a single drawer. Beside the nightstand, against the wall is a chest of drawers made of red cedar, which, despite its age, still appears to give off its characteristic smell. On top of the dresser, is a tortoise shell dish which is empty except for a single gold piece. The shell rests upon a frilly lace cloth along with two small capped bottles. On the western portion of the north wall hangs a full-length mirror in a wooden frame. The crown of the frame is carved with attractive curving designs and there is an inscription hewn into the finished wood. Built into the wall near the northwest corner of the room is an attractive water basin which is sculpted from the same rock. At the bottom of the basin is a cork.

A small tapestry measuring 3' by 4' hangs on the east wall. It depicts a handsome, robust warrior carrying off a beautiful maiden in a rescue scene set in a burning village, with a horde of ominous-looking enemies viewing from afar. Embroidered in gold cloth at the top of the scene are the words, "Melissa, the greatest and most dearly won of all my treasures." The tapestry is set within a wooden frame. Nightstand: The nightstand is pretty to look at, but is of no great value. Inside the drawers are: a silver plated comb, worth 5 gp; hairpins; ribbons; and a small pair of scissors. Dresser: The tortoise shell plate is worth 5 sp. The two perfume bottles are half full, but both are old and spoiled. The top drawer of the dresser is locked, DC 10 to unlock, Strength check DC 7 to break. Inside is a jewelry box containing the following: 1 gold ring with a sapphire inlaid; 1 gold ring with an emerald and two diamonds inlaid; 1 platinum ring with three large diamonds; 1 silver necklace with a large silver pendant resembling a flower with small colored stones inlaid; 1 gold choker; 1 pearl necklace; 1 gold bracelet; 3 pairs of earrings with diamonds and gold. The dresser's remaining contents consist of various women's clothing, none of which appear to be consistent with current fashion. Mirror: The carving on the mirror says "The Fairest of Them All." Sink: Removing the cork will allow the contents of the sink to drain into the wall.

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Tapestry: The tapestry can be removed and is worth 200 gp, but unless great care is taken, it will be ruined in the process. Dexterity check, DC 15. A ruined tapestry would be worth about 40 gp. Secret Door: The secret door in the north wall can be activated by pressing a small stone in the floor in the northeast corner of the room. 24.1

Secret Door.

This secret door is operated by pressing a single magical stone in the wall next to the door, either when entering or exiting. 25.0

Rogahn’s Chamber.

The angular walls of this room are immediately noticeable as different from the others in this complex, not only because of their layout, but because of their material. The walls are covered with vertical strips of rough-finished fir wood, and these narrow planks run in single pieces from floor to ceiling. The construction is not remarkable, nor is it fancy, but the result is strikingly pleasing to the eye. In each of the four corners of the room is a different wall hanging. These tapestries are each 6' wide and run from the floor to ceiling, concealing the corner behind. The tapestries are as follows: Northwest: A dragon being slain by a group of warriors, with one standing prominently at the front of the group, thrusting the killing sword into the dragon's neck. Northeast: A great battle in a mountain pass, with a small band of

fighters led by a great wizard and a single hero putting an entire army to flight. Southeast: A warrior and a maiden on horseback against a backdrop of mountains, holding hands with joyful expressions. Southwest: A hero and a wizard joining in a firm handclasp on a deserted hilltop, with only a sunset in the background. In the center of the east wall rests a large plain maple wood bed. At the foot of the frame is carved a large red "R." On either side of the bed rests a maple nightstand. A freestanding maple cabinet has also apparently been dragged away from the wall, its drawers flung onto the floor where they rest amid old ragged clothing: two woolen cloaks; a leather vest; a buckskin shirt; a metal corselet and a pair of leather boots. Tapestries: Each tapestry weighs about 60 lbs. and is worth about 100 gp. Nightstands: The drawers of the nightstands are empty. There is a chamber pot under the bed. Any other items of value that may have once been here seem to have been removed. Secret Doors: The secret door in the west wall appears as an ordinary door from this side. The secret doors in the south wall are operated by pressing a stone in the floor located next to the wall and adjacent to the door that it opens. 25.1

Secret Door.

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This secret door is operated by pressing a single magical stone in the wall next to the door, either when entering or exiting. 25.2

Secret Door.

This unusually shaped secret door is operated by pre pressing ssing a single magical stone in the wall next to the door, either when entering or exiting. However, it seems to have been bashed open. 26.0

Trophy Room.

This room contains an assortment of various curiosities. Covering most of the north wall is an immens immense e dragon's skin, its brassy scales reflecting the party's torchlight. At the west end of the room is a basilisk frozen in stone, its menacing gaze forbidding but no longer a threat. On the east wall is a dwarven skeleton, suspended from a pair of irons nea near r the ceiling, giving the entire chamber a macabre mood. Elsewhere on the walls are a variety of other items: two gigantic sets of moose antlers, each on a large head; 4 dragon paws with claws extended; a stuffed cockatrice; a large black shield which coul could d only be used by a giant; a pair of ram's horns; a pair of crossed swords; a bearskin; an entire door bearing religious symbols; and a set of three colorful flags which bear barbarian symbols.

this room. 27.0

Throne Room.

This room is already illuminated by flickering torchlight. Prominently, there are two rows of bright red and gold painted columns running from west to east. The floor is smooth slate. Near the eastern wall, on a 10" white marble dais, rest two ornate and gold gold-painted painted thrones, each amply cushioned by green pillows. Great dramatic draperies in alternating panels of yellow and purple hang on the eastern wall. In the center of the room stand five orc orc-like like creatures, appar apparently ently fully armed and armored. Monster:

There are 5 Orcs here.

Dragon Skin and Claws: The skin and claws are from an adult bronze dragon. They are worth 400 gp, but have no purpose other than decorative. Door Bearing Religious Symbols: This is the symbol of Moradin, Lawful Good chief of the Dwarven pantheon. There are no other items of value in

You may choose to make this encounter a group of competing treasure seekers from the Weeping Willow. Otherwise, this his group is hostile to the party

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and they will attack immediately if the party is detected. The group has a total of 89 gp on them plus 2 common potions of healing and a gold necklace with a red onyx worth 25 gp. 27.1

Secret Door.

This secret door is operated by pressing a single magical stone in the wall next to the door, either when entering or exiting. 28.0

Worship Area.

Upon opening the door, you immediately see a life sized stone idol of a winged, horned devil with red gems for eyes glaring back at you from the far wall. The walls are painted in a sickening scene of torture and debauchery. Before the idol, a 5' wide, 3' deep fire pit has been dug into the stone floor. The pit has a pile of ash in it and the air has the stale smell of burnt flesh. The idol is 6' high and is anchored to the floor. Those with the ability to detect evil can sense it here, though faintly. Those succeeding on a religion check, DC 10, will know this statue to be of Malebranche - a devil of modest rank in the ninth plane of Hell. Any flesh burned here will open communication with Malebranche who will be angry at not having received an offering over the last several decades.

table is a small stoneware crock with a cover, a large earthenware tankard mug and a small hand mirror. On the south wall is a wooden chest. In the northeast corner of the room is a wooden keg stand with a single barrel upon it. The barrel is marked with the letters "SD." The walls of the western extremity of the room are populated by a series of shelves and pegs, apparently for holding arms and armor. The pegs and shelves are empty except for two metal shields and a heavy mace. Stoneware Crock: This container holds 15 gp. Wooden Chest: The chest is locked, DC 13 and Strength check of 10 to bash. It contains the following: 1 pair of pants; several cloaks; 1 heavy cloth coat; 2 pairs of boots; and a leather pouch. Leather Pouch: Inside the leather pouch is a walnut plaque with an inlaid piece of silver engraved with the words, "To Erig, my friend and captain of the Quasqueton Guard - Against all foes we shall prevail!" The message is signed with an embellished "R." Plaque: The plaque could be worth 25 gp. Barrel: This barrel is full of ale. There is nothing else of value in this room. 29.1

29.0

Door.

Captain’s Chamber.

The door opens into a rather barren room. In the southeast corner is a crude bed, and alongside it is a utilitarian table. On top of the

This heavy wooden door appears similar to the others in the complex except that it is adorned with an animal skin bearing the word "Erig" in brass studs.

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The door is locked, Dexterity DC 13. 30.0

Access Room.

This room appears to be strictly utilitarian in nature, empty but for a small quantity of stacked building supplies, dust and debris. In the northwest side of the room, there is a sharply carved stairway leading down into darkness. From the depths wafts a stale draft carrying the weak smell of filth and body odor. Stairway: The stairway leads down a vertical depth of 40' to room 38 on Level 2. 31.0

Room of Pools.

Although the walls of this huge chamber are the same as elsewhere in the fortress, the floor is covered with tens of thousands of ceramic tiles arranged in a striking mosaic of gold, white and black stripes. Arrayed throughout the room are a number of different pools, each about ten feet in diameter. The pools are as follows: a. This pool contains a strange milky, pinkish liquid. a. Pool of Healing: This liquid will operate as a common potion of healing (radiating evocation magic if detected). If removed from this room, its magical properties will last for one day. b. This pool is filled to the brim with a clear, fizzing liquid that gives off a strange and unpleasant aroma. At the bottom of the pool is a large bronze colored key.

b. Pool of Acid: This pool is full of acid and is most deadly. If any creature falls or leaps within it, certain and immediate death will result. Putting a hand or other body part within it will result in an immediate 1d4+1 acid damage. Drinking any of the acid will cause 1d4+1 acid damage plus a Constitution save to survive, DC 15. Putting a drop on the tongue will inflict 1 acid damage and cause gagging and choking for 2 rounds, although no saving throw is necessary. Weapons or other objects dipped into the acid will deteriorate (swords will be stained and weakened, wooden items warped and cracked, etc.) and may even be ruined completely. The acid is so strong that it will eat through any type of non-magical container within two rounds. The key matches no known lock. c. This pool is filled with a murky gray syrup. c. Pool of Sickness: An hour after any of this syrup is consumed, even but a sip, the victim will become ill. If this occurs, there is no loss of hit points, but the victim suffers from strong and recurring stomach pains for 1d4 hours which make fighting and even movement impossible for that period of time (although a victim can be carried by others). Placing a drop of liquid upon the tongue will give a sweet taste, but will cause no symptoms. Items placed within the liquid are unaffected. Any syrup removed from this room will lose its poisonous effect after one day. d. This basin is irregularly coated from bottom to edge with a slimy green goo. d. Green Slime: This basin is covered in nasty green slime.

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Monster:

Green Slime Slime. .

f. This pool is filled with a deep red liquid that smells like fine wine. f. Pool of Wine: This pool is filled with a powerful wine that has a taste so inviting that anyone tasting it must make a Wisdom save at DC 17 or drink more until intoxicated. If this is done, 1d20 is rolled and if the result exceeds the player's constitution score, the difference is the number of hours the PC is intoxicated. If it is less, the PC is only affected for 30 minutes. If an intoxicated PC returns to this room, the PC must make a Wisdom check at DC 20 or immediately drink until intoxicated again. While intoxicated, the PC will be loud and clumsy, suffering a -4 4 to all De Dexterity xterity based checks and saves. g. This basin appears to be completely empty. The basin appears to be made of yellowish ceramic material. g. Dry Pool: The ceramic ma material terial is impervious to damage. h. This basin appears to contain a steaming, bubbling cauldron of a clear, boiling liquid. There is a whitish crust built up around the edge of th the e pool. h. Hot Pool: This boiling pool of water is extremely hot hot, , but otherwise ordinary water.

e. This pool is filled with a clear, colorless, odorless liquid. e. Drinking Pool: This pool is filled with icy cold spring water which will refresh anyone who takes a drink from it. The water is pure and good, but has no other special ch characteristics. aracteristics.

i. This basin is half full of a shimmering clear liquid. i. Aura Pool: This pool will radiate magic if detected. It is tasteless and odorless, but if consumed, the PC will begin to glow with an aura

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having a color tied to the PC's alignment, as follows: Blue for lawful Yellow for chaotic White for neutral The effects of this liquid will fade if removed from the room. j. This pool is full of a greenish liquid of varying shades swirled together. j. Pool of Sleep: Putting a drop on the tongue reveals a sort of fruity taste, but no special effects will be noticeable. Taking a sip will give tasty refreshment, but within 10 seconds, the taster will experience powerful drowsiness resulting in immediate sleep unless there is a successful Constitution save at DC 15. Sleep will last for 6 rounds per sip taken. The magical effects of this liquid will fade after one day, if removed from this room. k. This pool appears to be ordinary lake water and is filled with numerous small fish. k. Fish Pool: The fish are edible. There is nothing unusual about the water or the fish. l. This basin is filled with a whitish rock giving off eerie vapors. l. Ice Pool: This basin is filled with steaming dry ice that for some unknown reason does not dissipate. The ice is "hot" to the touch due to its extremely low temperature. Since none of the PCs will likely have seen dry ice before, this should be a highly mysterious event. If any pieces are broken off and removed, they will dissipate into carbon dioxide gas as normal dry ice would do. Such pieces could be

handled with a gloved hand. m. This basin appears to be filled with crystal clear water, at the bottom of which rests a pile of thousands of gold pieces sprinkled with an assortment of sparkling jewels. m. Treasure Pool: The water is normal. But the treasure is an illusion that is dispelled as soon as the water is touched. When the water is still again, the illusion will reappear. n. This basin is nearly empty, but what remains appears to be clean water. n. Pool of Muting: Although the liquid appears to be normal water, it is actually a magical substance. This liquid, when swallowed, causes a complete loss of voice and verbal capabilities for 1d6 hours. This muting will become apparent only when it has been ingested; merely putting drop onto the tongue will give no clue as to its effect, and it will seem like normal water. Any character drinking the water will suffer the effects, and that means that the players will be affected likewise. Thus, the DM informs the player or players of their limitation, and they are barred from any further verbal communications for the duration. 31.1

Secret Door.

This secret door is operated by pressing a single magical stone in the floor next to the door, either when entering or exiting. 32.0

Advisor’s Chamber.

The decor in this room is rather simple, but pleasant. The floor is a continuation of the striking swirling

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mosaic from the room of pools, but the walls are bare stone. There are minimal furnishings in the room - a nondescript bed, three chairs, a small dresser, a battered old table and a makeshift desk with a single drawer and a smattering of papers on its top. Hanging on the wall over the desk is a framed oil painting of two figures standing side by side: a warrior of impressive proportions and a wizened magic-user in a purple robe. In the lower right corner of the painting appears to be a small message.

33.0

Desk Papers: The papers on the right side of the desktop are loosely arranged and appear to contain sketches and written suggestions on conceptual improvements to the complex. They contain nothing of great interest. The papers on the left side of the desk are blank.

In the southern portion of this chamber stand three large wooden tables and at least a dozen chairs and stools. In the south western corner of the room, the floor slants toward the wall steeply and an opening leads into the wall. From the faint smell, it is apparent that this is a crude toilet area.

Desk Drawer: The drawer is trapped, DC 13 to detect and DC 15 to disable. If not disabled, the drawer will release a terrible gaseous emission which will be so acrid and irritating that it will drive the party from the room for 1d4 hours. The drawer is also locked, DC 10 to pick and Strength check 10 to break. Inside the drawer are the following: 1 small potion bottle with the word "levitation" written on the label and 78 gp. Painting Inscription: "To wise Marevak, worthy advisor and counselor, from a grateful Zelligar and Rogahn" Dresser: The dresser is empty. There is nothing else of value in this room.

Barracks.

This large, open room is obviously a barracks. Along the eastern wall, extending into the darkness, is a row of utilitarian beds. On the west wall is a table and collection of chairs and stools. The walls of the room are rough stone, but there are wall sconces designed to hold torches and various pegs upon the wall from which various odds and ends still hang: an old battered shield; a canteen; a section of light chain; a sheathed sword and a bearskin.

There are no items of value here. 34.0

Armory.

As you enter this long, angular hall, you notice a slight breeze and a faint whistling sound. The roughly cut stone walls are covered with pegs and shelves. Most of the pegs and shelves are empty, but you do see a number of battered shields, bits and pieces of body armor, several crude bows, a quiver of normal looking arrows, two swords, a dozen spears, two hand axes, a flail, a two-handed sword with a broken blade, and one dagger. Weapons: Of the weapons found, only the flail, dagger and one of the swords are useable.

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Vents: There are two vents in the ceiling that serve as the principal exhaust for the complex. If the doors at either end are opened at the same time, the resulting wind is substantial, blowing out any torches or lanterns the party may have. Chests: The two chests in the southern portion of the room are empty. 35.1

Goblin Lair.

This room contains a bed, dresse dresser, r, table and chair. However, the place has obviously been overrun by goblins as each piece of furniture is in near ruins, torn, stained and covered with filth and muck. Monster: goblins.

If the room is searched, the party will find 38 gp, two daggers and a stained set of leather armor suitable for a human woman. 35.2

Goblin Lair.

This room contains a bed, dresser, table and chair. However, the place has obviously been overrun by goblins as each piece of furniture is in near ruins, torn, stained and covered with filth and muck. Monster: goblins.

This room cont contains ains 4

Each round cum cumulative ulative goblins in bring them

of combat brings a 20% chance of alerting the the other two rooms and into the battle.

This room contains 4 If the room is searched, the party will find 10 gp, a large shield and a chain shirt. 35.3

Goblin Lair.

This room contains a bed, dresser, table and chair. However, the place has obviously been overrun by goblins as each piece of furniture is in near ruins, torn, stained and covered with filth and muck. Monster: goblins.

This room contains 4

Each round cumulative goblins in bring them

of combat brings a 20% chance of alerting th the the other two rooms and into the battle.

If the room is searched, the party will find 107 gp. 36.0 Each round cumulative goblins in bring them

of combat brings a 20% chance of alerting the the other two rooms and into the battle.

Servant Servant’s ’s Quarters.

This sparsely furnished room contains four utilitarian beds, four small

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dressers and very little else. This room is basically empty. However, if thoroughly searched, the party will notice that two of the mattresses are stained with blood at the chest level. Cheap clothing in the dressers will have blood stains as well. 36.1

Pit Trap.

As soon as a creature walks to within 5' of the false door, the creature’s weight will trigger this mechanical pit trap. When the trap is sprung, a giant crack will open in the center of the 20' section of the floor between the false door and the opposite wall and the two separated floor panels will swing down and apart, hinged at the ends of the hallway. All creatures within that area and their equipment will drop through the opening unless succeeding on an Acrobatics check, DC 25. At the bottom of the trap, some 40' below, awaits a pool of cold spring water in room 50 of Level 2. Those falling through the trap will sustain 3 (1d4) bludgeoning damage when hitting the water below. In addition, since the pool is about 8' deep, PCs who are heavily encumbered will risk drowning unless they free themselves of the bulk and weight after landing in the water. Rules for Sinking: Any character wearing metal armor must drop all weapons larger than a dagger and succeed on a Dexterity check at DC 15 to remove enough heavy armor to avoid sinking. A sinking (or sunk) character may be saved by two others with free hands. Rules for Holding Breath: A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (a minimum of 30 seconds). When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1

round). At the start of its next turn, it drops to 0 hit points and is dying. 36.2

Confusion.

From within this small, nondescript chamber, no door will open unless all are first closed. Opening and closing the doors here will alert the goblins from areas 35, which will come and stand, in wait, in force, at the three different entrances to the complex as an ambush. This worked particularly well in my game. In the last tiny room, the floor dropped out as the leader opened the exit door. When the first PC climbed up and peeked into the room beyond, he was kicked in the face by a steel toed orc boot. 37.0

Training Room.

This wide room contains a smattering of training implements. The eastern wall is covered with pocked sheets of wood and three archery targets each pierced with a few arrows. Several loaded quivers hang on the far wall, next to a series of weapons: a notched sword; a battle axe; a flail; and a mace. Next to the weapons, leaning against the wall are two battered shields. In the southeast corner, there is a metal bar about 7' off the floor attached to each wall. In the northeastern corner, there is a thick rope hanging from the 20' ceiling. In the western portion of the room, next to a stack of woven mats, lie several 5' long iron bars of varying girth next to a low narrow bench with two stirrups. This wall is also covered with pocked wood on which three archery targets hang. Weapons: The weapons here are double their

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normal weight. 37.1

Door.

This carved door, heavy and thick in appearance, bears a fancy "R" on its outer face.

Lower Level Lower Level Wandering Monsters 1d6 1 2 3 4 5 6

Monster 4 Giant Centipedes 4 Bat Swarms 5 Giant Fire Beetles 4 Giant Rats 4 Mutilated Zombies 5 Troglodytes

Wandering monster statistics may be found at the end of this module in Appendix B. Lower Level Map Key 38.0

Access Room.

The odor of waste and decay grows thicker as you descend the stairs into this large access room. The floor is filled with piles of rock and rubble (especially on the eastern wall), as well as the following mining equipment: 2 rock carts; 4 mining jacks; 11 timbers; 5 pickaxes. There has obviously been no mining activity for quite some time. There are a few ordinary rats hidden behind stones in this room, but nothing of any real threat or value. 39.0

showing the following: a young boy raising a sword; a young man slaying a wild boar; a warrior carrying off a dead barbarian; and a hero in the midst of a large battle hacking barbarian foes to pieces. The east wall is also a four part fresco, this one showing the following: a boy gazing upward at a starry night sky; a young man diligently studying a great tome; an earnest magician changing water to wine before a delighted audience; and a powerful wizard standing on a hilltop and casting a magical fog over a choking and dying enemy army of barbarians. The northern wall’s fresco is incomplete but there are a few unfinished sections showing the two great men together: shaking hands as if meeting for the first time in their younger days; winning a great battle against barbarians in a hill pass; gazing upward together from the wilderness at a craggy outcropping of rock (which you recognize to be the place where the stronghold is built); and a fourth space that is blank. There are also a few items on display next to the frescoes, namely: an articulately written parchment letter of thanks for help in a war against barbarians from what might appear to be a local landowner; a falchion; and an enormous human skeleton next to which hangs an inscribed plaque. There is more blank space on the wall, apparently for further additions to the collection.

Museum.

This appears to be an unfinished museum of sorts. The west wall is decorated with a four part fresco

Plaque: "The Great Barbarian Chief Othgar of the Orghan Tribes, slain by Rogahn the Fearless at Dinanean Pass,

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October 12, 1327"

41.0

There is nothing else of value in this room.

This large rocky chamber appears to be empty.

40.0

Centipede Tu Tunnel. nnel.

Torture Chamber.

The heavy stone secret door swings inward to reveal a terrifying s sight. ight. Along the eastern wall of this cavern rest three human sized cages, empty and doors ajar. Mounted on the west wall are a series of shackles for wrists and ankles. In the center of the room is a chair with binding straps for arms and legs next to a long ng table with the same. A number of torture implements hang on the south wall. Although there is no sign of any particular victim, the room still retains the smell of fear and a palpable feeling of dread. This room is otherwise empty.

In the eastern most portion of the room, there is a 3' wide hole angling downward into the ground. This is a giant centipede tunnel. The centipedes will come out of the tunnel on a cumulative 20% per ro round und of noise generated by the party. Monster: The tunnel contains 7 giant poisonous c centipedes entipedes entipedes. 42.0

Dead Spider Chamb Chamber. er.

You enter a curving cavern lined with giant spider webs. The floor is littered with humanoid bones and the webs house what appear to be two very old cocoons. In the eastern most portion of the room, where the ceiling meets the wall, there is a large white, ball of webs, perhaps six feet across. The ball of webs near the ceiling contains the desiccated remains of a giant spider that o once nce laired here. Each of the two cocoons holds the skeleton of what was once a male human, still dressed in a red guard uniform. The corpses each have 1d6 gp on them. Otherwise, there are no items of value in this room. 43.0

Troglodyte Lair.

This repugn repugnant ant cave is filled with mounds of excrement, bones and rotting entrails. Basking in all this disgusting glory sit three vaguely reptilian man man-sized sized humanoids, apparently caught in a disagreement as to which will eat a particularly rancid looking piece of m meat. eat.

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Monster: This room contains 4 troglodytes, but as soon as any of the troglodytes in areas 43, 44 or 45 are engaged, the others will run in to fight from the other two areas.

smell you have been suffering through appears to emanate from this tunnel. 43.2

Stench.

You notice that as you move forward, there is a terrible, organic smell that is developing. The smell reminds of you of a combination of vomit, feces and rot. 44.0

Trog Troglodyte lodyte Lair.

This repugnant cave is filled with mounds of excrement, bones and rotting entrails. Basking in all this disgusting glory sit three vaguely reptilian man man-sized sized humanoids, apparently caught in a disagreement as to which will eat a particularly rancid ancid looking piece of meat. Monster: This room contains 4 troglodytes, but as soon as any of the troglodytes in areas 43, 44 or 45 are engaged, the others will run in to fight from the other two areas. If the party sifts through the garbage, they will f find ind the following: 6 gp, 11 sp, 2 cp. 45.0

If the party sifts through the garbage, they will find the following: 11 gp, 6 sp, 8 cp, one old dagger, gold ring worth 2 gp. 43.1

Troglodyte Lair.

This repugnant cave is filled with mounds of excrement, bones and rotting entrails. Basking in all this disgusting glory sit three vaguely reptilian man man-sized sized humanoids, apparently caught in a di disagreement sagreement as to which will eat a particularly rancid looking piece of meat.

Troglodyte Entrance.

On either side of this tunnel entrance, a metal metal-tipped tipped spear has been forced into the stone floor. On each resulting pole hangs a cluster of humanoid and animal skulls. The

Monster: This room contains 4 troglodytes, but as soon as any of the troglodytes in areas 43, 44 or 45 are engaged, the others will run in to fight from the other two areas.

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If the party sifts through the garbage, they will find the following: 7 gp, 4 cp, ring of protection +1. 46.0 One-Way Teleportation Room, Level 2 to 1. On the far wall of this room stands a false portal, outlined by 8" square stones. Three of the stones are painted - Blue, Red and Yellow. The blue stone is halfway from the floor on the left. The red is halfway from the floor on the right. The Yellow stone is at the top of the arch. The floor is covered with dust and small debris. This is a deactivated teleportation device. When activated by both sides, the portal leads to area 16, on the first level. In order to activate the device, the colored stones must be touched in the proper order (Red, Yellow, Blue) on both sides. 47.0 One-Way Teleportation Room, Level 1 to 2. On the far wall of this room stands a false portal, outlined by 8" square stones. Three of the stones are painted - Blue, Red and Yellow. The blue stone is halfway from the floor on the left. The red is halfway from the floor on the right. The Yellow stone is at the top of the arch. The floor is covered with dust and small debris. This is a deactivated teleportation device. When activated by both sides, the portal leads to area 15, on the first level. In order to activate the device, the colored stones must be touched in the proper order (Blue, Yellow, Red) on

both sides. 48.0

Arena Cavern.

This cavern shows some evidence of stonework, but remains unfinished. The center portion of the room has been dug out to about 15' below the floor level, and the sides slope downward from the surrounding walls. This room was at one time intended to become an area, but it has yet to be finished. 49.0

Phosphorescent Cave.

This medium sized cavern presents an eerie sight. A soft phosphorescent glow bathes the entire area, emanating from the widespread growth of purplish mold on the walls, ceiling and parts of the floor. The mold is harmless. 49.1

Cavern of the Mystical Stone.

This ante-chamber is coated with the same purplish mold as the previous cavern which allows you to easily see the contents of the room. Although most of the room is empty, toward the southern wall rests a large, glowing chunk of a whitish, finely layered stone. The stone radiates magic and cannot be removed. For those who know about stone, the rock bears a striking resemblance to mica. The stone chips easily and if a chip is removed, it will continue to glow for only three rounds, after which time, the chip will in all ways be ordinary mica. However, if the stone is placed in the mouth of a creature before the glow stops, the creature rolls a 1d20 to determine the magical effect of the stone on the following chart.

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Only one roll may ever be made for each character, no matter how long a period intervenes. 1.

Immediately teleports the PC an and d his gear to the webbed cave (room 42)

2.

Immediately blinds the character for 1d6 hours

3.

Permanently raises Strength rating by 1 point

4.

Permanently raises Charisma rating by 1 point

5.

Permanently raises Wisdom rating by 1 point

6.

Permanently raises Intelligence rating by 1 point

7.

Permanently raises Dexterity rating by 1 point

8.

Permanently lowers Strength rating by 1 point

9.

Permanently lowers Charisma rating by 1 point

10.

Permanently lowers Intelligence rating by 1 po point int

11.

Heals all damage, illness, madness, curse, etc., on PC

12.

Causes invisibility for 1d6 hours

13.

Poison (Save DC at 13)

14.

Makes a 500 gp appear in the PC's hand

15.

Gives a permanent +1 to any single weapon carried by the PC

16.

Heals all d damage, amage, illness, madness, curse, etc., on PC

17.

Causes idiocy for 1d4 hours

18.

Gives a special on on-time time bonus

of 1d6 temporary hit points to PC 19.

Gives a curse - the PC will sleep for 72 hours straight each month, beginning one day before the ending of one day after each new moon (can only be removed by remove curse)

20.

No effect.

50.0

Giant Cave Frog Water Pit.

This cavern contains a large pool of what would appear to be clear water.

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Beyond the pool, and to the west, the cave appears to open up again, but most of that space is around the corner, outside your range of vision. The water is extremely cold. Anyone entering the water must spend a full hour recovering from its freezing effect on the body. Monster: There is no monster in the water, but around the corner is a giant cave frog that will attack if anyone enters the water. 51.0

Wizard’s Laboratory #2.

As soon as this room's stone door is opened, torches that are mounted on the stone walls flare to life, giving this room a dim and frightening glow. Your eyes slowly adjust to the light and you become aware of a macabre scene. Along the right wall, you see a number of torture implements hanging on the black stone, some shiny with dried gore. Further down, stands an ash filled brazier with pokers resting on the edge. In the center of the room rests a large oaken table with straps for humanoid wrists and ankles. Its surface is partially coated with a reddish black coagulated substance. Stuck to the table is what might be a piece of human scalp. To the left of the table stands a nondescript 2' by 2' wooden cube upon which rests a greenish white box made of what looks like a semi-translucent quartz-like stone. The front panel of the box has been removed and the interior of the box appears to be empty. Next to this cube, is a tray stand on which rest various cutting, gripping and grinding implements. Beyond the table, against the far

wall sits an old, battered desk. Its surface is bare except for a single brown colored book. To the left of the desk, is a vertical torture rack, which is thankfully empty at the moment. Its gears, chains and straps are filthy and hang limply in the dim light. The northern portion of the room serves as a storage area. The walls on the west, north and east walls are covered from floor to ceiling with roughly made shelving. The shelves are filled with hundreds of jars holding various animal, human and humanoid body parts, each submerged in some form of pale pink liquid. The jars are dusty, but clearly reveal their contents in a spectacle of horror. The desk has four drawers, none of which are locked. Upper Left Drawer: One ink bottle; two quills; several sheets of parchment; a knife. Lower Left Drawer: Empty. Upper Right Drawer: A dark blue box, 3" by 5"; an old pair of spectacles; a four oz. bottle full of some kind of small white tablets; cotton balls; a bloody pair of leather gloves and several rags. Inside the blue Lined with blue contains a ring ring inset with black stone.

box: pillowed fabric, finger with a silver a red stone and a

Lower Right Drawer: Three laundered and folded white aprons with blood stains. Weathered, Leather Bound Book: Zelligar's Palimpsest, otherwise

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known as "Soul Digestion," written in indecipher indecipherable able code. This book does not radiate magic or evil. It appears simply to be a book - no pictures. 51.1

Locked Stone Door.

This large stone door has what might appear to be an average sized keyole where a doorknob would ordinarily be. There are no other f features eatures on this plain slab. This door is locked by a lock that cannot be picked by ordinary or magical means. Further, it is made of a particularly hard slab of granite and is virtually impenetrable. The only viable means of entry is a key found on the key keyring ring located in Zelligar's nightstand in room 5. 52.0

Cave of the Doombat King.

The high ceiling of great cavern does not continue into this smaller cave, though the floor is very heavily covered with large blobs of guano. Hanging upside down in the center of this room is the 8' long body of a giant bat. The bat's eyes are open and its body is very still. Monster: This cave is the lair of 1 doombat that will attack immediately if awakened. 53.0

Grand Cavern of Bats.

This cavern is so large, that it appears to extend without limit in every direction. The floor slopes gradually down as you enter. The ceiling of this cavern is over 60' high and, if it is daytime, lined with nearly 2,000 bats. (If it is daytime, the party will see a small spot of light n near ear the center of the ceiling.) There is a 10% chance every turn rn that one or more of the bats

will awaken if the party enters and that percentage will increase sharply if there are multiple light sources, talking or louder sounds. Once one bat awakens, it only takes two rounds for the entire grouping to swarm. If the bats swarm, they will buzz around the PCs making it impossible for them to see or hear wandering monsters, causing an automatic surprise. Monster: This enormous cavern is home to as many bat s swarms warms as the DM feels appropriate appropriate. If the party leaves the room, it will take the bats about 1/2 hour to go back to their resting position.

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55.0

Graveyard.

This huge, dark cavern stretches out of sight on its no north/south rth/south axis and is about 50' wide at any point. Stretching from south to north is a long row of what appear to be unmarked graves. The air is chill and somehow, the darkness seems to hang like moisture in the air. Something about this cavern is wrong, b but ut you can't quite put your finger on what it is. The spirits of these murdered and mutilated corpses have never been allowed proper ascension. As a consequence, the mad remnants of their consciousness will force their bodies up through the soil to attack any who enter. The zombies are truly crazed, having neither reason, nor memory. Their only thought is to kill any anything thing that moves and to exact a horrific revenge consisting of the violent disembodiment of any living creature. 54.0

Treasure Room.

A shallow cavern at the end of the secret tunnel appears abruptly. Before you stand three stacks of wooden chests, three chests per stack. On the floor in between, lie four rolled tapestries, three earthenware jugs, a shallow table on which stand a large golden candlestick, two golden crowns with inlaid jewels, four golden chalices with matching plates and one impressive gold necklace inlaid with large green gemstones.

Once a living creature comes within 20' of a grave, its inhabitant will start digging. It takes each zombie 1d4+2 rounds to free itself from a grave. Each creature is terrifying to look at and adventurers will need to make a saving throw against fear (Wisdom) at a DC 8 or be frighten frightened ed for 1d4+1 rounds, feeling at maximum dash speed for the first round. [Note: During our game game, , the disinterment rate shown above proved rather slow. You might consider speeding this up]

Each chest contains 1,000 gold pieces counted into 100 coin sacks and stacked neatly in the chest.

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be fully sealed at the end of 1 round. Once outside, a PC will find himself on a narrow ledge that stands high above the tree line. There is no way up or down but to jump or try to climb. limb. If a perception check succeeds (DC 15), the party will see that there was once a rope ladder here that had been camouflaged by vines and other growth. However, the rope has long since decayed into an unusable form. 56.0

Cavern of the Statue.

This la large rge cavern appears to be empty except for a solitary stone figure, roughly sculpted from the same black stone of the cavern walls in the southern portion of the room. The statue is obviously intended to depict a strongly muscled man in splint mail, looking into the center of the room while pointing north, northeast with his right hand. His left hand holds an unfurled parchment with an angular glyph written on it.

55.1

Secret Exit.

This cave contains a large pile of stones and a collection of digging equipment that has been placed and organized here in a orderly fashion. The tools include: 5 shovels; 2 wheelbarrows; 4 large picks; 2 coils of medium rope (50' each); a sled with pulling rope; wooden rollers; and a rake. The room is otherwise empty, except for the secret exit on the north wall. The door is a one one-way way door, that may be easily pressed to open from this side, but that is entirely impossible to open from the other side. The door is counter balanced, so that if opened and left unattended, it will immediately begin to close and will

The statue can be toppled, but will break if it falls. The statue is rough and thus not of grea great t value. Underneath the statue, in a small hole in the base is a piece of old fabric with an ornate "R" sewn into it. 56.1

Landing.

The center of this small cave's floor has a five foot wide patch of ash and soot. Above it is a 3' wide hole extending far into the ceiling. The hole leads to room 19 on the first floor. 56.2

Pit Trap.

This 12' wide, 10' deep covered pit trap will cause 1d4 bludgeoning

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damage to any that fall in. A passive perception check of 16 will detect the trap. Otherwise, a perception roll must be made for a DC of 16.

It is important to note that I initially prepared Zelligar’s Evil strictly for personal use so I wasn’t exactly meticulous in changing or omitting all of Mike Carr’s text. I remember lifting a few sentences virtually verbatim from the author’s original work here and there, but of course now I can’t recall what parts those were - except for the lengthy “Background” section. I also borrowed very heavily from Forgotten Realms materials published in past editions of D&D in putting the “book” handouts together. Based on my imperfect memory, I would have to estimate that at least 70% of the words of Zelligar’s Evil were actually written by me. Concerned about potential intellectual property issues in publishing this re-write of ISotU under the DM’s Guild license (or anywhere for that matter), I read everything I could find on the WotC website and watched a Youtube video on the DM’s Guild. I also reached out to Wizards of the Coast (“WotC”) directly. In an email exchange through the DM’s Guild website, I was told that inclusion of a few bits of the original author’s words in my own version - even without citation should be permissible given the licensing arrangement. Even so, I still don’t feel as though I completely understand the licensing rules. Thus, WotC’s legal department, if you are reading this and I am somehow mistaken in my understanding, please be so kind as to let me know and I will rework the text to eliminate any problem. I do want to be fully compliant. Thank you.

Ring of Fire Protection Ring of Fire Protection This ring grants the wearer protection against fire damage, eliminating the first 4 points of fire damage dealt each round.

Scroll of Adhesion Scroll of Adhesion Casting Time: 1 Action Range: Touch Components: V, S, M Duration: 1 turn per level This dweomer causes two solid objects to adhere to one another for the duration of the spell. The caster must touch the juncture between the objects while intoning the spell. The adhered objects can be separated by a successful Strength Check (DC 25), by means of a dispel magic spell or by exerting a force more than 1,000 pounds plus 100 pounds per caster level (about 2 horse power at first level). If the spell is employed against materials or objects worn or carried by an unwilling creature, the subject gains a saving throw v. spell to avoid the effect. The material component is a pinch of powdered horse's hoof.

Scroll of Zelligar’s Feeling Fingers Scroll of Zelligar’s Feeling Fingers Casting Time: 1 Action Range: 60 Yards Components: V, S, M Duration: 1 hour + 1 turn per level This spell calls into existence a disembodied hand under the caster's command. The hand cannot hold, grasp or carry, but it does have an amazingly sensitive sense of touch. The hand's sense of touch is so fine that it can note minuscule cracks, separations or openings in a surface, and thus detect the presence of a secret or concealed door with a 50% chance of success. The hand can

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search arch a 10 foot by 10 foot area each turn. The hand cannot be destroyed by physical attacks, but it is dispelled if dealt 4 or more points of magical damage. The hand can trip a non nonmagical trap if the location of the trap is known. The material components for the spell are a child child-sized sized silk glove and a swan's feather.

Monsters

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