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Savage Tide - Adventure Path - Adventure 6
Savage Tide - Adventure Path - Adventure 6
Savage Tide - Adventure Path - Adventure 6
Li htless
epths
eep beneath the Isle of Dread , in a place forgotte n by th e world ofl ight, an anci en t,
D unfathom able evil festers. With in the d esiccated ru in known as Golismorga, the
de based kopru servant s ofDemogorgon work foul rites, steeping immature shadow
pearls in pits of liq uid in san ity. None from the world above have yet fatho me d wha t ter rors
lurk ben eath the lsle of D read , nor what m ad scheme roil s to profan e life deep within the
city's gangrenous corpse.
"Th e Light less Depths" is the sixt h chapte r of the Savage T ide Adven tu re Path, a com plete
cam paign consisting of 1 2 advent u res appear ing in D UNG EO N m agazine. For ad d itio na l aid
in run ning this cam paign, ch eck out D R_4 G O N magazine's m ont hlyvSavage Tid in gs" art icles,
a series tha t helps players and OMs prepare for an d expand u pon the cam paign . D RAGON
#353 feature s ways to improve the pes' vessel, the Sea Wyvern, as th ey take their adventu r es
back to the seas.
T he pe s shou ld he n th level when they hegin "T he Ligh tless Dep th s/' Th ey shoo ld gain
enough experience to advance to rath by the time th ey reach Golismo rga, an d to i jth by the
end ofthe advent ure .
MARCH 20 07 DUNGEON 29
THE L1GHTLESS DEPTHS BY F. WESLEY SCHNEIDER AND JAMES LAFOND SUTTER I
ens laved shoc k troops harvested from gon. Th ro ugh the m, the dem on prince
the depths belo w the isle, th e Olmans can harnes s the power of the Elder Evils,
need ed time to harvest, hunt, and replen- using it to fortifyand strengthen his seeds
ish th eir numbers. A war of attrition was ofdestru ction.
one they would event ually lose. To pre-
vent this , they gathered their most pow- Adventure Synopsis
erful spellcasters and set them to work After lear ning th at th e Crimson Fleet
creat ing a weapon capable of ending the has been purchasin g shadow pearls from
assaul t in a singfe decisive blo w. After troglodyte s on the north sho re of the Isle
weeks of franti c research, they created of Dread, the PCs venture forth to put
some thing th ey could use against their an end to the shadolv pearl pr oduction .
insc ru table enemies- TIaloc'sTea r. Upon arrivi ng , they d iscover that the
Their cre ation came not a moment tro glod ytes are merely a front for more
too soon. The Olma ns gathered a group sinister subterran ean forces. Venturing
of th eir fin est warri ors and prie sts and bel ow with the help of a rel uctant tro g-
sent them with TIaloe's Tear into alien lodyte guide, th e characters pass through
Goli srno rga . where the wrat h of the the ancient Olman ward known as the
rain god would d rive from the abo leth Cer ulean Curtain, designed to hold back
city the on e thing th ey cou ld not live th e water th at would rel ease th e abo-
withou t -water . All kn ew it to be a leth s from hib ernatio n. From th ere, the
suicide mi ssion, and the fero city of this par ty takes its ease in a town of inbred
fina l pus h surprised the aboleths long mongrelfolk befor e j ourneying farther,
en ough for th e few survivi ng Olman s making the ir first contact with an abo-
Adventure Backgroond to reach th e sub merged city and tri gger leth in a long- forgott en Olman temple.
Ages ago, the Olman empire span ned the Tear. In an instant, the device tore a Im prisoned b y the kopru in a pool of
vast reaches of the voh oun Ocean and ho le be tween the Material Plane and the co nj ured water, thi s abo leth in form s
the contine nts to eithe r side. Per hap s Olm an afterli fe, releasin g the raw energy them that the only way to sto p the shadow
their greates t achievement was the city ofcenturies ofangry spirits and infusing pearl op er ation is to destroy th e Ceru -
ofThanaclan , a masterpiece oflakes an d them with T laloc's wrath . Th e result ing lean Curtain, flood ing Golismorga and
stone ziggurats built high on a remote explo sion pu she d all th e water from freeing the aboleth to take revenge on
islan d's cent ral mesa. The y were a wise the city, laying waste to buildi ng s and th eir usurpers. To do so the party m ust
and powerfu l peo ple, with abili tie s far abolet h alike. When the wave reach ed pus h fur the r, int o the very heart of the
beyond their current descendan ts. its apex it froze, holding back the sea enemy city. Th ere, th ey m ust distract the
Ye t even before the Olmans arriv ed, and leaving Colismorga bone-dry. The kopru guard ians by destroyin g TIaloc's
the island was home to an empire olde r su rviving abo leth . h elple ss ou tside of Tear, flood ing th e city and allowing the m
an d greater than their own. Far below their element and unwilling to further to assault th e kopru lead er at the seat of
the surface, in dark places uns een by test the limits of th e rain god's power, his power.
hum an eyes, a su bme rged men ace aband oned Golismorga and returned to
woke to their pr esen ce. In the city of the dep th s of the sea. Adventure Hooks
Golismorga, the aboleth took affront to Over th e cent urie s, the surface world Working off of intelli gence gained from
the human enc roac hment above , and forgot the slumbering menace. Stories of shi p logs and pirates captured in the final
sent an ens laved army up th rough the the great aboleth war were superceded by attack on the colony.the PCs learn that th e
tun nels and waterways in to the he art of legend s ofthe island's savage transfo nna- Crimso n Fleet has been bu ying shadow
Thanaclan itself Contact, when it came, tion as an entirely separate catastrophe pearls from a m ysterious group called the
was swift and blood y, but though the stru ck Thanaclan. In the silent subterra- "Lord s of Dread." This group is located
Olm an s were in itiall y taken by surp rise, nean city, the kop rus ofthe surroun ding in a secluded bay on the north shore of
they were not defeated . Fightin g for thei r ocean mo ved in and capitalized on the the island. Natu rally concerned about the
lives, every man and child took up arms aboleth's mi sfortune, att em pting with thre at ofthese artifacts, Lavinia urges the
again st waves ofskum that em erged from lim ited success to extract the city's alien PCs to contact these "Lord s of Dread ,"
below, sta unch ing the flow wh erever secre ts for their own aggrandizeme nt. determine their role in the produ ction
it em erged. Now, after cent u ries offailed attem pts to of the shadow pearls, and. if possible, end
For all th eir resilience, the Olman contac t th e unknowable abo leth patrons , the production ofthe dangerous weapons
leaders kn ew that they co uld n't ho ld ent iti es known as the Elde r Evils, the once and for all.
ou t fore ver. Unlike the abolet hs, with ko prus ha ve fina lly ma de progres s, If you're no t ru nn ing th is adventure as
their seem ingly inexhau stib le sup ply of thanks to the patronage of Dem ogor- part of the Savage Tide Advent ure Path ,
ago, ju st before you r visit the re. The "When should we leave?" Lavinia h as
tho ug ht of doze ns of shadow pearls in the alre ady made arrange m en ts to have h er
possess ion of the Crimso n Fleet is chilling." brib e for Emraag collected and loa ded
Putt ing her cup down, Lavinia looks to abo ard the SeaWy vcfIl . Everyth ing sh ou ld
you each in turn . " I know it's dangerous, be in order for the PCs to depart as soon
dealing with such a beast, but if you can as th e following morning.
convince Emraag to accept our offer, you " Why don't we j us t kill Em raag ?"
might even be able to learn a few th ings Lavin ia hesitant ly agrees th at th is wo uld
from him. In 'any event , secu ring the indeed be th e bes t solu tion, but po ints
dr agon turtl e's goo dwill should allow free out that if the dragon turtle's reputation
access to the l ords of Dread. And it'd be a is even half-deserved , he m ay well be a
huge step in tur ning this colony from an foe beyond the capabili ties of even suc h
isolate d backwater into a destinat ion for great he ro es as the PCs. Lavin ia urges
me rchants from the world over. Therefore, caution ifth c p e s seem eager to take thi s
I ask you this not just for myself, but on rou te.
beha lf of all the peop le of Farshore. Will While there's no great ru sh for th e
you help?" PCs to get their voyage n o rth un derwa y,
Lavin ia urge s them to set sail as soon as
Aft er m akin g h er o fTer , La vin ia the Sea Wyvern is properly provisi oned
welcomes q u es tion s fro m th e p e s. and pre pa re d . Soon afte r he r discussio n
now, as the Glutton supposedly has a Some of th e m ost li kely on es fo llow, with the p ar ty, several workers loa d
taste for ships and sailors. Yet apparently along with her res ponses. Bm raag's b ribe into th e Sea Wy vern's
the t hing's vices aren 't limited to swa llow- "How much ar e we bei ng paid to hold. This cargo cons ists of four large
jng d own who le crews. The Crimso n Fleet negotiate with a monster?" Lavinia offers woo den ch ests, an impressive, 8-foot-tall
mad e a dea l with the creature, bribing it each ofthe party members 1,0 0 0 gp , but statue ofVen tru e Vanderboren (a fam ed
to leave th eir s hips intact o n t he ir visits to hone stly h opes that b y th is time , th e PCs exp lorer an d privat eer ), and th e sea skir l.
Gallivant Cove. Lord Merivanchi, however, don't ask for ad ditional payment. The ches ts con tai n jewel ry, coins , and
has refused to 'negotiate with mo nste rs'- "What do you pl an to bribe Emraag waterp roof a rtwork with a total valu e of
appa rent ly preferring that our supply with?" Lavini a's par en ts exp ected to 16,0 0 0 gp , with the statu e wor th 4,000
shi ps be eaten and our people go hungry. even tu all y re tu rn to Farshore, and left gp alo ne. Afte r loading t he bribe into
"Therefore, my thought to ease the con- a mo d est a mo u n t of wea lt h (m os tly the Sea Wy vern, one of Lavi ni a's workers
ce rns of the colo nists is to appease the jewelry and a rtwork) a t th ei r man or. p rovide s th e PCs with a set of brass keys
bea st that's alrea dy ca use d t hem so much Lavinia wan t s to u se thi s trea sur e- to the ches ts be fore de parting.
hardship. I'd like you to sail to the isle's so me with co n side rab le sen ti m e ntal
nort hern sho res and seek out Emraag t he value-to bar ter with the drago n tu r tle. To Gallivant Cove
Gl utto n. I'll provide you with a cache of She tru st s th e PCs not to squan de r or The j ou r n ey to Gallivant Cove covers
treasures to bribe the brute-a down pay- abscon d with it. about 350 miles-assuming normal wind
ment on Farshore's "tribute" to him, offered " D o }'ou know wh ere the dra gon spee d, th is voyage takes the Sea Wy vertl
for the ass urance that he leaves vessels fly- turtle lives?" Natives have war ned colo - just under five days. Th e checks to set
ing my family's colors be. If an agree ment ni sts away from the in let whe re Emraa g cou rse to Galli vant Cove and to p ilot
can be met , excellent. If not.. . well, I trust makes h is lair. It 's a siz ab le ba y that the ship are low enough that, as long as
in your abilityto conque r tha t arena as well. b ecame know n as Gall ivant Cove after the sh ip h ug s the coast, th er e's no real
"More to the point, there's the matter an in famou s sh ip bea ring tha t n a m e ch ance of becom ing lost un less no one
of t he Crimson Fleet's interest in Gallivant san k in its wate rs . on board h as a ny ranks in Knowl edg e
Cove. According to logs and papers we've " H ow do we contact th e beast on ce (geograph y). If no PC has thi s skill, the
recovered from my brother's ship, the Brine we're in th e right pla ce?" Lavin ia h as gnome Ural Forol gladly accompanies
Harlot, they've made several visits to a beach alr ea dy bartered for a strange na ti ve th em to aid in navigation. The journey
on th e southern sho re of the cove to meet inst ru m en t th e coloni st s h ave dubbed nor th can be as d etailed or as brie f as
with a group they call the ' Lords of Dread.' a "sea ski rl." Th es e sets o f long r eed you wish . Issue # 144 of D UN G EON pro -
Accord ing to th ese notes, they've been p ipes a r e u sed b y th e O lm an s to vid es a deta iled wan de ring mon ster
pu rchasing large quantities of what they' re attrac t sea cre atu res, b u t al so p roduce ch a rt for the wate rs off th e coast of th e
calling 'sha dow pearls.' 1 believe you've had a stran ge kind of drowned mu sic if th e Isle of Dread. Alternately, you can use
some experience with these things before, pipes a re played u nd erwate r. Em raag any of the follo wing en coun ter id eas to
as one of them was appare ntly the cause of sh ou ld hear and r es p ond with i n a n liven up th e j ou rn ey no rth. O f co urse,
the trouble at xraken's Cove some mo nths h our o f the se p ip es bein g sou n d ed . parti es with po werful m ag ic or m ethod s
shi pwrecks an d half-submerged Olman Referring to any creature as being more powerful tha n Emraag. -8
rui ns dot the isle's treach ero us coast. Referri ng to Lavinia's offer as a bribe. -s
During the ir travels , the PCs sp ot such Continuingto play the sea skirl with a result less than DC 24. -2
a rui n, either th e weathered timbers of Each previous check. -4 cumulative
a sha tte red galley o r eroded ob sidi an
columns and statues jutt ing from the vessel th at gives the bay its nam e is territory, he must be made helpfu l. If
surf 1ft he PCs choo se to investiga te the merely one ofthe Glutton's mos t rece nt he's pleased by the sea slid' s soun d when
remains the y discover froll idas (1) 750 gp and memo rable victim s. Its splintered he arrives, he gives the PCs 1d3 minutes
worth ofsupplies or ancient artifacts.u )« wreck m arks th e ent rance to Emraag's to pre sent their case befo re he grows
pair ofghostly sailor s or Oltnan warriors den, a deep sea cave filled with the cargo imp atien t, allowing one Diplomacycheck
(ghost gtb-level fight ers, Mom/a Manual of a hund red sh ips and the tr easure of per min ute, Ifh c's hostile,he onlygives the
117), (3) un stable structure s resu lt ing dozens of costa l Olman ru ins. Em raag PCs 1d6 rounds (remember, Diplomacy
in falling timbers or rock dealing Sd6 sty les himself the lo rd of th e seas checks suffer a - 10 penal ty if rushed as a
point sof damage (Reflex save for half), surrounding th e Isle of Dread, although full-round action).
or (4) a random minor mag ic weapon hi s claim is larg ely ho llow, The aboleth In th is en cou nter, allow the player s
or wand guarded by a giant octopus that dwell in th e deepe r waters give the to prese n t their cas e to the d rago n
(Monster Manua/ 276). Glutton a wide be rth, not int erfer ing turtle , T h e PC tha t d oes the most
Roc: Acurious roc (Monster Manua121S) with his endless rampage and preferring talking durin g this en coun ter is the
dives low to investigate th e Sea Wyvern. to let air -b reather s believe tha t an on e who rolls th e primary Diplomac y
Seein g the ship's d raconi c figur ehead ar rogan t dragon turtle is th e greatest che ck to influ ence Emraag's attitud e;
alar ms the gigantic bird, inciti ng it to threat that lurks beneath the waves. all othe r PCs may att empt to aid th e
make several low swoops as it pu zzles out Th e sea ski d Lavinia loaded onto p rimary ch eck by m aking a DC 10
what manner of creature the Sea \\)'vcm the sh ip along with he r bribe proves Diplom acy check. The PCs may att empt
is.The roc makes for a startling sight , bu t the simplest me tho d of contacting th e as ma ny ch ecks as th ey have time for.
ultimately poses no threat, flying offafter drago n turtl e. Like a long, complica ted Modi fy the results or each check if the
a minute or so. Th e beast onl y attacks if set of pan pipe s or di dg eri do os. on e PCs bring up any of th e topics in th e
members of the crew attack it first. end of th e sea skid dip s into th e water , sidebar above.
Feeding Frenzy: The water chums in allowi ng a mu sic ian to create a variety If made friend ly, Emraag agrees to let
a bloody frenzy where a schoo l of six of bu bbling noises. The strange m usic th e Sea Wy vern pa ss th rough Galliva nt
great white sha rks (Huge sharks, Monster coaxes Emraag from hi s lair within in Cove for the span of a week. If made
"fo. fanual 279) fight over th e carcass of a 2d6 mi nute s. How he respo nds to the helpful, he extends this exception to
jo-foot-long giant squid. Hidd en below noise depends o n the skill of th e sea all shi ps flying the flag of Farsho re for
the chaos circles a scarred old dire shark skirt's player. With a DC 20 Per fo rm the spa n of a yea r, wit h th e optio n to
(MonsterManual 64),waiting for additional (wind instruments) check, the dragon extend safe passage for anot her year
pre y att racted to th e kill. Interfering turtle is int rigu ed by the musi c and with furt he r t ribute. In either cas e,
pes make j ust the sort of meal the dire his in itial att itude is indi fferenl as he Emraa g rem ain s in th e a rea lon g
shark craves. rises ne xt to the ship to discover its en ou gh to entertain any ques t ions
Pl esiosaur: A h ung ry ple siosau r source. If the check pro duces a lowe r the pe s mi gh t have for him. While
(Stornnvrack 1.46) raises its head from the re su lt, Emraag is annoyed to find a he know s no thing of shadow prarls, the
waves and attem pts to grab a PC or crew- noisy hu man sh ip distu rbing his rest savage tide , o r the Lords of D read , he
man fro m the deck of the Sea Wy venJ. and em erges near th e Sea Wyvern with a docs know th at the Cri mson Fleet paid
The gigantic reptil e has no in ter est in hostile att itu de. him a fortune in gold and exotic goods to
a prolonged fight and, o pon grabbing a After attr acting Brnraag's att ention, the meet with a tribe of degenerate troglodytes
victim, dives under water to dr own and PCs must negotiate with the capricious living near th e sout hern most shores of
cons ume its meal. creature. In orde r to get Emraag to grant Gallivant Cove. With his directions, it's a
the Sea \Vy vern permission to ply the se simple matt er to find this cove. Emraag's
Indul ging the Glullon (EL 16) waters,he must be made friendly;to secure patience doesn' t last forever, and a few
Emraag the Glutt on dwells be nea th the perm ission from him to allow Farshore's minutes later he retires to his lair with
m u rky waters of Gallivan t Cove. Th e ships unrest ricted passage thro ugh his the tribute. Any attempt to draw him to
th e surface again annoys him , de crea sing Search +19, Sense Motive +19, Spot +29, something forces the Sea Wy vcrn agai nst
his att itude one step. Swim +50 th e cliffs edging th e bay. the party sho uld
If the PCs fail to placate th e Glu tton, Develo p me n t : If t he P Cs d e fe at have litt le trouble navigating its waters.
h e roa rs in rage and bl asts the Sea Emraag a n d seek ou t his t reasu re, you T he j ourn ey into th e caverns below
Wyvern wi th his breat h weapon. He th en ca n de velop h is su b m e rge d lair in to a the Isle of Dread is perilous , ult imatel y
submerges, on ly to rise again 1d3 ro unds m em o rab le sid e-quest by p opula ting leadi ng to th e ruin ed aboleth city of
lat er in an attempt to caps ize th e Sea it wit h a few aq u atic p et s the d ra gon Golisrn orga, near ly 2 miles below sea
\\)'vern. lfth e PCs escap e an d the dragon turtl e keeps. H is treas u re sho uld b e level. Th is far below the su rface of the
turtle st ill lives, they may h ave to sn eak sig n ifi ca nt, worth a to tal o f 90,000 gp , ear th, th e en vironm ent is stra nge and
into Galli vant Cove. Em raa g watc he s alth ougb n o mor e tha n ha tf sh o uld b e alien. The route from Gallivant Cove to
for th e sh ip during dayligh t h ou rs for in p or tab le magic i tems. Golismorg a is shown on th e map of the
th e n ext week, immed iately attacking if Ad - H oc Ex pe r ie nc e Award : If th e Underdark below the Isle of Dread. For
th e PCs re tu rn . During the night an d PCs secu re safe p assage from Em ra ag, the sake of clarity. the vertica l scale of
aft er a week 's ti m e, h owever, th e dragon give th e m a CR 16 awa rd . this map is distorted. Actual d istances
tu rt le grows lax an d th e party mi gh t traveled between each locati on listed are
slip by. Upon heari ng tbat th e PCs were PART TWO: DREAD DESCENT given in the adve nt ure text.
unsu ccessfu l in their m ission, Lavinia is Aller dealing with Em raag the Glutton ,the While the ir abundance oflife suggests
visibly disap pointed with th em-dou b ly PCs arc free to invest igate Gallivant Cove tha t they may once have been connected
so ifth ey gave the d ragon tu rt le h er b ri be and searc h for th e source of the Cri mson to fu r th er ne two rk s, t h e tunnel s a nd
an d still failed . lfth e PCs m an aged to Fleet's shadow pearls. Th e waters of Galli- ca vern s b en eat h th e Isl e o f Dre ad
kill th e Glutt on, sh e gives th em each a vant Cove are uni formly deep and, unless differ co ns ide rably from th e sta n d a rd
500 gp bonu s. This bonu s increases to
1,000 gp if they managed to re tai n he r
fam ily's wealth.
T RO G O DYTE LEPERS (4) CR 4 ously turn against the mel ee att acke rs,
Troglodyte rogue I/deric 3 (Laogzed) however, those stayin g back flee down the
CE Medium humanoid (reptilian) ha ll through ar ea A4 to warn their people
Mon ster Manual 246 in Laogr oat ofthe attack.
Init - l ; Sen ses darkvisic n 90 ft.; listen +6, The clay j ug near est th e grate leading
Spo( +1 to area Az is filled wit h g ree n slime- the
All" stench (30 ft., DC 16) troglodyte s u se it to di spose o f waste . On
Languages Co mmo n. Draconic th e seco n d round of bat tl e, one of the
AC 19, touc h 9, flat-footed 19 lepers casts shatter on the jar, causing the
hp 56 (6 HD) sli m e to sp ill ou t over everyt h ing wit h in
Fort +11, Ref+2, Will +4 5 feet. Creatures in th at area must m ake a
Spd 30 ft. DC 12 Reflex save to avoid bein g spattered
Melee 2 claws +6 (l d6+2 plus disease) and with slim e (sec p age 76 of the Dunncon
bite +3 (1d4+l) Master's Gilide for de tails on green sli me).
Base At k +3; Grp +S Tr ea sure: 1\vo of the three j ars al o ng
AtkOptions smite l /day (+4 att ack, +3 the wall co n t ai n three d o ses o f blackpulp
damage), sneak attack +l d6 poultice. The large black roc ks are geod es
Special Ad ions death touch IJday (3d6), co mpri sed of sh arp bl ack crystals and a
rebuke undead 2/d,y (- I , 2d6+2) sickly black ooze- the se st on es arc the
Comba t Gear potionof cure moderate wounds remain s o f p ro tective bilest one shells
Clerie Spells Prepared (CL 3rd) (see sidebar}-conta iners used to tra ns -
2nd- hold person(DC 13), shott, r' (DC 13) port shadow pearls from Holashn er's
rst-c-btess, causefearO (DC 12), doom (DC Ziggurat (area Q). A DC 16 Knowled ge
12), divinefavor (nature) chec k r eveals that th ese sto nes
o-create water, cure minor wounds, detect are mere sh ells a n d t hat so m et h ing
moyie,guidance sp h erical was once suspen d ed inside. A
o domain spell; Domains Death, Destruction DC 30 Knowl ed ge (arca na ) check re cog·
Abilities Str 14, Dex 8, Can 20, Int 8, Wis 13, nize s the ro ck as bi lestone: fortunately,
Fle et in seve ral month s' time. These Ch. 8 there 's not eno ugh of the fou l stuffhe re
tr oglodytes are all afflicted wit h vile SQ sponta neo us casting (inflict spells), to i m pact the minds ofn earby n o n-aber-
rigidi ty, which infests their flesh with trapfinding, vile rigidity rations. There ar e 12 fr actured bilestone
hard tumor s and ever-thickening layers Feat s Brew Potion, Improved Natural Attack geodes in all , ea ch weighing 10 po unds
of dry skin. To ease their su fferi ng , th e (claw), Multiattack, Weapon Focus (claw) an d wo rt h 50 gp apiece .
lepers wrap th em selves in bandages Skills Hide +8 (+12 in rocky or unde rground
soa ked in numbi ng salves and black areas), Knowledge (religion) +1, li sten +6, A4. Hall of Visions
pilip pOllltices. Despite the pa in , they Sense Motive +3, Spellcraft +0
fanatically view their affliction as a d ivin e Posses sion s bracers of armor +1, black pulp Fou l-sm elling dyes and flakin g pigm e nts
ble ssin g sent by thei r god , Laog zed. poultice(Ida doses) cove r th e cracked st o ne walls of thi s slo p-
Th ey grow the ir na ils in cred ibly long Disease (Ex) Any crea ture damaged by a ing passage. Decaying orga ns-pe rhaps
and co..n stant ly scrape at th eir dead tro glodyte lepe r's claws mus t ma ke a t he mo rbid palett es of th e walls' brut ish
flesh , tran sforming the ir claws in to DC 19 Fortit ude save to avoid catc hing artists- lie in reeking heaps on th e grou nd .
cruelly dis eased weapons. vile rigidity. Between t he p rimi tive m arkin g s a nd
Un less th ey hear a commo ti on Vile Rigid ity (Ex)The troglodytes suffer blo od y claw - p rints , a le ng t hy se ries of
in ar ea A2 and go to inve st igate, from vile rigidity; their toughened skin crude pictogram s exte nds down t he ha ll.
the tro glod ytes lie on filt h y piles of improves their natur al armor bonus by While ma ny are fad ed and ob scured ,
sea weed, me dita tin g on th eir pain . +3, but penalizes their Dexterity by-2. t h ree sta nd o ut clearly. In th e first , s pea r·
If the p e s mana ge to reach thi s are a Daily applicatio ns of black pulp poultices bearin g rep tiles wand er a maze of ever -
un detected , th ey sta rtle the troglodyt es, stave off furthe r developments of the de sce nding t u nnels. In th e next, a large
wh o cl amber to thei r feet an d hiss in sickness. A remove disease spe ll removes liza rd like creature exalt s am id columned
s urpri se. Ca n n y PC s m ay be ab le to the adjustm ent s to the ir natural armo r ru ins, holdin g a black circle above its head
convince th e savages they are membe rs and Dexterity. as sma ller crea t ures bow and a re st ricken
of the Crimso n Fleet (see area Az). If Tactics: 1\\10 of the troglodyt e le pers dead . In th e final secti o n, a re ptilian skull
not , t he tro g lod yt e s see t he pa rt y's ru sh forward to engage in tru d ers while s u rrou nde d by a smo ky m ass of s piraling
intr u si o n as a bla s ph e m y agai nst their allies hang back to su pport the fight- tent acles rai ns black sphe res upon a crack-
La o gzed and att ack . ers with spells. Should th e battle obvi- ing , smoki ng islan d.
R Laogroat
Elevat ion: 18 0 feet below sea level
Dis tance from Entrance Cave r ns :
4 m iles
The caver n-village of Laogroa t is dying.
Thi s wret che d commu nity of over 50
troglodytes is prim it ive even by th eir
stan dards . The village cons is ts of a
do zen cru de mu d and stone h uts, each
b uil t. at a re spectful distance fr om a
eo-foot-tall statue of Laogzed. Th is
im age ofthe tr oglodyte god , ho wever, is
significantly warpe d from the standard
in terpretatio n, reflecting the corru ption
o f their faith b y the Demogo rgon -
wors hiping koprus. A DC 25 Kno wledge
(r eligion) check correctly id en tifies the
sym bolisim of the change.
Thre e passages con nect to th e cavern
housin g Laog roat. The two eastern on es th is ch am be r. A character who leaves damp dwelling reeks of rottin g meat, rep-
are secur ed by iron grates , and while they the cavern for at least te n m inutes tile, and pungent herbs. Crude paintings
are kep t unlocked, they're awkward and may atte mpt to re- ent er, m aki ng a on the wall depict all mann er of reptilian
difficult to move witho ut a grea t deal of new For titude save to avoid becoming creatures feast ing on hum anoid shapes .
noise (see area Az). The no rthern tunnel n auseate d again . Many of these reptiles have two heads.
leads back to area A, while the southern Th e troglod yte s o f Laogro at are
one quickly tu rn s int o a warren ofnarrow se de n tary and d o n ot expec t vis itors Creatures: Within each warr en dwell
tunnels that eventually conn ects to othe r unless a troglodyte from area A mad e it four troglodytes deep in the ecstatic throes
trog lod yte lairs an d exit s in to the j un gles here to warn them . Unless the PCs are of vile rigi dity. The tr oglodyte lep ers
of the Isle ofDread above. The third exit particularly loud or carry br ight lig h ts, tend to the se suffering , linen-wrapped
fro m th is cavern is at area B6, and lead s the lep ers in area BS don't no tice the ir creatures , usi ng hlack pulppoultices to keep
fur th er down. A DC 10 Survival check is arrival in the caver n. If the y d o, the y them on the verge of death , where their
enough to note a path th at has been worn qui ckly mo ve to intercept the intruders, m inds can be m ore open to visions from
from th e northern passageway in to the d ealing with th em as det aile d in th eir god. The diseased tro glodytes aren't
cavern toward B6, and tha t the entrance ar ea B5. quite helpl ess, but fight onl y to defend
to th e souther n pa ssageway appears th eir particular hovels and do notj oin in a
relatively untraveled. Bl. Trog lodyre Hove ls defense ofth e cavern proper. Killing th em
Th e horrific reek tha t fills th is cavern is almo st a m ercy.
force s an y n on -troglo d yte to ma ke a Cobbled domes of rock and mud cover Diseased Troglodytes (44): AC' 7, touch
DC 14 For tit ude save to avoid being shallow pits in th is large cavern. Ente red 5,flat-footed ' 7; lnit -S; Ref-S; h p 1) each;
naus eated as long as th ey rem ain in throug h holes in th e sto ne roofs, each Dex 1; Monster Manual 246.
B2. Blessing Cages (EL 7) Creatures: The village's on ly h eret ic from which th e kop rus eme rged, to find
lan gu ish es among the dea d with in one ou t what th ey were doin g to h is people,
A pair of large cages with woo de n bars sits of the cages, slumpe d on his side and but he ne ver quite made it across. For
p reca rious ly at t he edge of a t h irty-foot - app earing as dead as hi s cellmat e. lrgzid imp risoned with in th e waters of thi s
wide charnel pit in t he ce nte r of th is cav- Uzeye was once a member of th e tribe's sunken ch amb er was an an cient an d
ern. Each cage co ntains two d ead reptilian pri est caste an d on e ofthe first servants tor m en ted aboleth named N'gloth n or u,
hu man oids, th eir bod ies twisted masses of of Laogzed to accept the b lessed shadow a creatu re that had b een held capt ive by
t u mors and s hing les of u n necessary skin. pearls in th e Temple ofthe Ancient On es. th e koprus for centur ies. With n o koprus
Yet, wh ile hi ~ bre th ren were blessed pr esent to pu ni sh it, th e abol cth seized
Laogz ed's Red eem ed have take n to with Laogzcd's Embrace soon after, due the opp ortun ity and sur faced to speak
rai ding n earby tr oglodyte an d lizar d - to som e ser en dipitous resilien ce Irgzid with Irgzid as he en tere d th e tem ple
folk tr ibes livin g to the so uth an d on ne ver d evelo p ed signs of th e di sease. alone. Un able to enslave the tro glodyte
the island sur face ab ove. The y imprison Fearin g what thi s suggested, lrgzid fol- du e to a IJ ly ph of .~upp re ss i on placed in
their cap tives he re, allowin g them to lowed the oth er pri ests' lead, growin g his the chambe r long ago by th e kop ru s,
con trac t (and the n die from ) vi le rigid- claws to a wicked length and wrapping N'glothnoru was forced to use subtl ety.
ity. Capture d PCs likel y en d up he re as h is body in rags. Over th e course of sev- Using veil to assu me the form of a ghostly
well, facing the sam e fate. eral vis its to th e Temple of the Ancient tr oglodyt e priest, he th en projecte d an
Ones, Ir gzid watche d in silent d espair image into th e room above to spea k
as hi s tribe gre w more and more sic kly, to Irgzid, foo lin g th e troglo dyte in to
an d as his fellow prie sts seem ed to drift belie ving he was spe aking to an an cestor
further astray from the proper teachin gs gh ost of a b ygo ne age.
of Laogzed. Whe n the ot h er priests took N'glothnoru reali zed Irgzid was not
to addin g a second h ead to the statue afflicted as hi s broth ers and preyed on the
of Laogzed in area B4, Irgz id re alized trog lodyte's fears. Thre atenin g to re veal
some th in g horribl e was happening to that th e troglodyte was n ot "bles sed" by
hi s p eopl e, an d decid ed to do so m e- th eir god, the aboleth also hi nted th at
thi ng about it. th e secre t truth s th e kop rus were telli ng
The n ext time th e troglodytes h is p eop le wer e lies and th at Laogzed's
traveled to the Temple of the Em brace was actua lly a di sease sp read by
Ancie nt Ones to re ceive a th e Lords of Dread . N'glothnoru offered
sh ipm en t of shadow pearls, to keep the troglod yte's secret an d free
Irgz id gave his d im-witted his people if he re tu rne d ho m e and
kin th e sli p an d sn uck gathered warriors cap abl e of slaying th e
b ac k into the floo d ed ab oleth's captors .
chambe r aft er th e Up on retu rn in g to Laogro at , lrgzid
m eeti ng . He hoped to tr ied to rally the stro n gest amo ng hi s
cross to the oth er side p eop le to hi s ca use . His coup quickly
and explore the t u n n el backfir ed with th e u ni nt end ed rev ela-
tio n of hi s h ealt h. Unwilling to murder
one ofth clr own, th e lepers caged Irg zid,
alon g with the corpses of several wh o
had died of the ir afflicti on, ho ping th at
force d proximity would break thro ugh
hi s immun ity.
Irg zid has spen t the p ast several
m onths im prison ed h er e, with lep er s
visitin g h im dail y to preach to h im of
th e sins of h ealth. The prie sts hope th at
Irgzi d will con tract Laogzed's Em br ace,
so tha t he may again walk am ong his
pe opl e. Irgzid clings to N'glothnoru 's
wor ds , however, and dail y seeks ways to
escap e an d fulfill hi s prom ise to the abo-
leth. Wit h th e PCs' coming, h e mig ht j us t
find a way to do both.
111is stra nge wall oflight is th e bou nd - As a crea tu re passes thro ugh th e a tang led m aze of chambers, bu t at the
ary of th e Cerulean Curtain, ;1 she ll of Curtain, this Whispering rises sharply to far end is a secluded settlement called
ene rgy miles acr oss th at enci rcl es the an alm ost painful roar, as ofa thousan d Barbas. lrgzi d has been to Barb as only
ancient aboleth cit y of Goli sm o rga like people sho u t ing as m an y d iffer ent once as a chi ld -before th e troglodytes
a bu bb le, its edges passing har ml essly phrases, th en fall s quiet again j ust as of Laogroat forge d th eir allianc e wit h
th rough air and sto ne alike. Cre ate d quick ly whe n th e tr avel er emer ges the Lords of Dre ad and fell victim to
ages ago whe n a group of Olman war- from the other side. From that mom ent th e sickness, they often trad ed with the
riors trigge red Tle ioc's Tear at the end on, those wit hin th e sp he re fin d town. Now, thou gh , the Barbans have
of th e abol eth war, the Cerulean Cur- the m selves subj ect to random bursts of clo sed their bo rd er s to the t rog lodytes,
tain has two effects. First, th e curtain is di sconcert ing muttcrin gs, pa rticularly at having lit tle desire to acce pt their pes-
a poten t ward against th e influence of tim es o f grea t st ress. tilen ce wit hin th eir walls. Barb as is
aberran t thoughts and magic. The cur- T ho ugh the Olman spi rits have lik ely to b e the only place whe re the
tain automatically d ispels any ongoi ng no powe r to d irec tly affect the pe s, PCs will fin d safety an d she lter in the
m ind -affecting effect on any cre atu re occasional spa tes of gh ostly wh ispers light less dep ths. and further. the y m ay
that passes th rough it. Likewise, mi nd - are an excellent way to d rive home the know m o re about the shadoUJ j,w rls and
affecting effects canno t target creatu res creepy atm osphere oft his adventu re. An the m ysteriou s kop rus. A visit to Barbas
on the opposite side ofthe curtain fro m atte m pt to comprehen d these whispe rs shouldn't ta ke too long, and whil e he is
the so u rce. In this way the Olm ans requir es a DC 15 Listen ch eck and rel uc tant to acco m pany the PCs, Irgzid
en sured th at th e abo leth would not be th e ab ili ty to un derstand the Olman encourage s th em to d o so.
able to sim ply send hordes of en slaved lang uage. Whil e th e conte nt o f th ese
minions after them or the ir d evice. ot herworld ly di atribes is left up to you, Fl. The Maze (EL 7)
Th e Curtain 's seco nd effect is that consider using them to for es ha d ow Between th is in t er sect ion and the
it blocks the waters of the sub me rge d co m ing events , d ro p ping hin ts li ke village of Bar bas is a large b ut low-
ocean from flooding th e caverns within. "two faces watch the ti de" or "the m aw ceiling ed cavern called the m aze. This
Whil e water in contain ers or as part of flows for th to bit e" between inco he r en t ar ea is little m ore than a t o-foot-hi gh
a creatu re can pass through with case, ravin gs. T he wh ispers sho uld be at hor izonta l crac k in the eart h, 200 yard s
freely flowing water can no t. H er e and the ir st ronges t near places of Olm an wid e and covered with scree an d gravel.
the re, small flaws in the curtain allow sig nificance, suc h as th e ru in ed te m ple as well as larger boulders torn loose
water to tri ckle in, p revent in g the cavern s in area I or the crat er at area P. fro m the ceiling. Du e to the density
wi th in from becom in g comp letel y T he Cerulean Cu rta in funct io ns at of these scatt ered mon oliths, vis ibili ty
lifeless. These narrow streams po ol and caste r level zoth, but as long as TIaloc's is red uced t o a max im u m of 30 feet
see p th ro ug h the caves to eventua lly Tear still exis ts in area P, no fo rm o f in any d irection. Between the stones,
collect in Golism orga and ot he r caverns, m ortal magic can di sp el or suppress patches of color hint at plant life,
fanning sma ll pool s of wate r tha t se rve this field . su ggesti ng a subter ranean past u re o f
to keep tho se wh o live in thi s regi on epic pr op o rtions. T he temperature in
alive. Yet fo r the aboleths, such trace F. The Way 10 Barbas thi s vast vault is not iceably lower tha n
amo un ts of water are little more tha n Elevation: 2 ,100 feet bel ow sea level elsewhere in the tu n nels.
a tease. D istance from the Cerulean Cur ta in: To protec t th em selves against
Seen in small sections , the Cer ulean 1 mile wan der ing m on s ters an d oth e r
Curtain ap pears as a flat blu e me mb ran e T he p rima ry t unnel br anche s one mi le un welcome visitors, the cit izens o f
that's easily pene trated and cool to th e from the Ceru lean Cur tain cavern . One Barb as hav e ca refully cultiv ate d th e
to uch. The spirits of coun tless Olrn an yo-foo t-wid e tun nel cont inu es sou th , fu ngus in this chamber to h id e a d eadly
war riors who died d uring the aboleth war while a ao -fc ot -widc cavern angles off secre t. The fungus is laced with patc hes
inh abi t th e Cu rta in- these spiri ts are to the west . A DC 20 Survival ch eck of yellow and b rown mold (bot h detailed
peri od ically visible to an yon e observin g m ade by a cha ract er with Trac k is on page 76 of the Dun.9corl Master's
th e Curtain's face. Tho ugh incapable of eno ugh to in di cate th at the amou n t of Guide), leaving a si ng le windin g trail of
tak ing direct action on their own , it is t raffic h ead ing d own the ao -fco t-wid e safety from one end to the ot he r. Th e
these spirits who infuse the shield with tunn el is m uch mo re than the t rick le to -foot-wide trail through the Maze
its power. Their whispe rs per m eate he ad ing wes t. winds ro ughly a tho usand feet in al l.
th e Cer ulea n Cur tain, occ as ion ally If Ir gzid is with the PCs, he pauses Anyone who doesn't know the safe rou te
reso lving in to snatche s o f th e Ol m an at th is in terse cti on, explaini ng tha t the can navi gate it b y m aki ng five DC 25
lan guage. With in 30 feet of th e cu rtain, sou thern rout e lead s on to whe re the Su rvival che cks to avoid the dangerous
th ese wh is pers are unmistakab le, troglo dytes have me t with the Lo rd s of mold. Each failure exposes the group to
bu t beyon d thi s ran ge they are mu ch Dread. He the n grows thought ul, tellin g bo th patch es of mo ld. Any the source
m ore subd ued. the pe s th at the western route leads to br oug h t int o th e m aze im m edia tel y
Creatures: Fo r t h os e in vad er s,
monstrous or othe rwise, who manage to
make it th ro ugh th e maze an d approach
Barb as's gates, one final defen se awaits.
In th e cleare d field befor e its gates, six
hook h orrors prowl th e gro un ds. The
hook horro rs ar e fed an d cared for by
th e citizens of Barba s, an d the beetle -
like crea tu~es quickly ra lly in a line in
fron t of th e gates to Barbas ifthey notice
anyone emerging fr om the maze, h owling
an alar m an d clash ing their h ooklike
arms toge ther in a th reaten ing di splay
intended to scare off intruders and aler t
their ma ster s.
A hook horror is a o-foot-tall insectoid
hu m anoid cre ature , wit h a vu ltu relike
head and two powerful arms th at end in Abilitie s Str 24, Dex 17, Co n 14, Int 7, Wis that comes to th eir vill age th ese days is
im m ens e curved ho oks. 12, Ch a 9 an enemy. When the h ook horrors raise
Feat s Cleave, Improv ed Bull Rush , Imp roved the alarm, do zen s of Barbas's deformed
HOOK HORROR S (6) CR6 Trip, Power Atta ck, Skill Focu s (l iste n) citiz ens clam ber up ont o the walls to
N l arge abe rrat ion Skills Climb +15, Hide +3 (+11 in watch the hook horror s defend th e city.
Monster Manual II 126 subterranean areas), listen +17 As long as the pes do n't intru de m ore
lnit +3; Senses blindse nse 60 fl., darkvision light Se ns it ivity (Ex) Expos ure to brig ht light tha n 5 feet from th e ma ze into th e killing
60 ft.: liste n +17, Spot +1 im poses a -2 pe nalty o n a hook ho rror's field, th e h ook h orrors don't att ack. This
l an gu age s Unde rcommo n att ack rolls. sh ould give th e pe s a chance to sh out ou t
AC 22, touch 12, flat-footed 19 Powe r Sun de r (Ex) A hoo k ho rro r tha t gre etin gs to th e village of Barb as. Assume
hp 65 (10 HD) attempts to sun de r does not provo ke th e village's initia l attitud e is unfriendly.
Fort +S, Ref +6, Will +8 atta cks of o pportu nity an d inflicts doub le If th e PCs can convince Barba s of their
Wea kne ss lig ht se ns itivity da mage to any obj ect struck. pe acefu l int en tions by adj us tin g this
Spd 20 n., climb 20 ft. Rending Bite (Ex) If a hoo k ho rror win s a attitude to helpful, the guards call d O\\TI
Mele e 2 claws +13 (l d6+7) and g ra pp le chec k, it automatically hits with comman ds to th e ho ok ho rrors to stand
bite +8 (2d6+J) its rend ing bite atta ck on the same round aside and allow the PCs en try.
Space 10 fl.; Reach 10 ft. (t his repl aces its nor ma l bite attac k fo r O therwise, an y atte m p t lo ap pr oach
Ba se Atk +7; Grp +18 that rou nd ). Barbas results in the hook horror s attac k-
At k O ptio ns im proved gra b (both claws), Tactics: Th e citizens of Barba s are in g. The ce ili ng is on ly 2 0 feet hig h over
power sunder, re nd ing bite (3d6+10) isolationists,and gener ally assume anyone the killing field s, so even flyin g p e s are
st ill in reach ofthe hook horrors' attacks. Agai ns t a ll o d ds , Barb as h a s the first and only establis h me nt of its
Ifdefeated, the citizens panic and ret reat pe rsevered . Its citi zens have mas tered kind in Barb as. Most of the re sidents
to their homes,leaving the gates to Bar- the art offarming fung i and lichen and prefe r to barter with each other in the
bas u nd efende d. keep sub te rranean ver m in lik e giant streets, a pr acti ce that Shifred doe sn't
Ad-Hoc Expe rience Award: If lhe pe s beetles as livest ock. Sto ne and ore p ried m ind, as it all ows h im to snap up
tal k their way past th e ho ok h orrors, fr o m th e cave rn walls provid e th eir bar gains and sell th em back to th e
award them experience as if they had smiths and cra ftsmen with ad equate pu blic as ne ed demand s. In side the
defea ted them in combat. materi als , while gems harvested in shop, cu stomers are confronted with a
b ulk fro m cer tain volcanic caves allow wide variety of goods an d knick-knacks,
G. Bar bas the m to tra d e fo r woo d an d ot he r fr o m swords an d alchem ical gea r to
Elevatio n: 1 ,6 0 0 feet below sea level m u ch-need ed su rface supp lies wit h fodd er and j ewelry-and of cour se, th e
Dis tance fr o m the Way to Barbas: the occasiona l troglod yte merchant. bo ist erous proprie to r himself
1fz mile Tho ugh a few of the humanoid races,
such as lizar d folk an d t ro glod yt es, Gl Shrinc to Micrlantecuhtli
The town of Barbas squats in a dead -end have arr ived in s u ffici ent numb ers While th e isolation of Barbas's residents
cavern, the ceili ng of which r~re ly rises to b reed tru e, the average r esid ent is has ero de d all but the m ost cur so ry
above thirty feet and in many 'places h um anoi d in basic frame on ly. Squ at, knowledge of religion and history, th e
dips down as low as te n feet, creating a pale, and sporti ng a m yri ad of bi zarre need for som e sort ofspirituality has led
claust roph o bic shantytown. The town's de fo rmat ions, these are mongrelfo lk , them to worship an ancient ston e statu e
struct ures appear makesh ift at best and and tales of the su r face worl d are in the center of the settleme n t, a cru de
nearing collapse at worst, their walls built t old a s le gends t o th eir twitc hi ng, depiction of a skeletal figure wrappe d in
from rubble, moldy wood , caked mud , and ma lforme d ch ild r en . a large python. While the villagers know
bone. Atepid pond shimme rs in the center In addition to their strange their god only as the "Snake Father,"a DC
of town, fed by a trickle of water from th e appearances, m ongr elfolk can em ula te 20 Knowledge (religion) check is enough
wester n cave wall. A haze hangs in the air, any rac e for the pu rpo ses of usin g to identi fy the id ol as be longing to
a mixture of smoke, spores, and stink lit by racia lly-s pecific m agi c items, and can Mictlantecuhtli , th e Olm an god of death.
dozens of feebly burning torches mounted mimic any voice or so und th ey've This sam e check reveals that the rituals
on stalactites or facades. The only areas not heard-a trait that may unne rve PCs as su rrou nding his worship her e are entirely
claimed by crumbling buildings are the the naturally cu r ious reside nts begin the residen ts' inve ntion, and in some
crooked streets and several farms of faintly aping their speech and man neri sm s.The cases go di rectly against Olman canon ,
glowing fungi and pallid mush rooms th e resid ents o f Barb as go out of their way th ough the few clerics who keep this
size of men . to avoid co nflict with the PCs-they've shrine happily use the ir healing spells on
lived this long thanks to a healthy dose reside nt s and travelers in exchange for
After the Olm ans activated TIaloc's Tear of cowa r dice and self-loathi ng. As a the bare necess ities. Whether it's actually
and drove the waters fr om Golismorga, re su lt , no stat ist ics are p rovid ed fo r Mictlan tecu htli granting these powers is
th e survivin g aboleth caugh t outside th e m on grelfolk, but if require d, the y m ay anyone's guess.
Ceru lean Cu rtai n attempted to reclaim be fou nd on page 12 5 of th e Fiend Folio.
thei r city b y sending wave after wave Barba s (Ha mle t): Conventional; AL G4. Ganfer', Wallow
of enslaved m inions into the caverns, LN; Populatio n 147; 1 0 0 gp limi t; Assets Rebuilt numerous tim es over the town's
• ho ping that at least a few would manage 735 gp; Iso lated (132 m on grelfolk, 8 history and m aintained as a grou p effort,
to rea ch Golismo rga and dest roy th e tro glodyte s, 7 Iizar dfolk). the stru ctu re kn own as Gan fer's Wallow
Tea r. Passing through the Curta in freed Authority Fi,gure: Hea dma n Vertr am is a public hall used for everything from
the slaves. however, and they fled to th e Xapa ta lo (m ale mongrelfolk expert wedd ings to funera ls. Ganfer (m ale liz-
darkest come rs within to escape their 3/wizard 2). ardfolk expert 2), the gruff an d aging liz-
horri fic captors. Over the course ofseveral ard folk in charge of the establishmen t,
years, th ese freed Olrn an s, lizard fol k. G1. Town Hall m akes hi s livin g as a professional host
rakasta, pha na to ns. bullywugs, an d other The lar gest buildi ng in Barbas, and and m aster of ceremo nies. Th ough a
humanoids gath ered together for safety in certainly th e most well-made , is the town cre ature of few wo rd s, Ganter's ha lting
this dead -en d cavern, in side the Ceru lean hall. This area is described in "Visiting Com m on belies th e razor wit th at's kept
Curtain yet far from th e haunted city of Barb as" be low. him the town's r esid ent en tertainer for
Golismo rga. Over dozen s of generations, so lon g.
inb reed ing an d inters pecies affection saw G'2. Store
som eth ing ofa homogenization of the se Ru n by a one-armed and th r ice-tongued GS'. The Nurscry
folk, and in time they grew mo re alike freak nam ed Shifred Ogs mo th (m ale The children ofBarbas are too pre cious a
tha n not. m ongrelfolk expe rt 3), "Sto re" rem ains com mo dit y to be left in the care ofthe ir
MARCH 20 07 DUNGEON 47
THE L1GHTLESS DEPTHS BY F. WESLEY SCHNEIDER AND JAMES LAFOND SUDER
48 DUNGEON MARCH2007
formi ng an inve rted zigg urat with an apex che ck to rea lize the troglo dyte is just to arrive at th e souther n ent ranc e.
forty feet above the da rk wate rs th at flood barel y re strainin g hi s excitemen t. If Whe n the ko prus arr ive, on e swims
t he roo m to j ust be low t he edge of the questi on ed, Irgzid adm its that th ey're across th e roo m whil e th e othe rs
en tra nce. The floor is a ruin of smas hed com ing clo se t o wher e the troglo dytes sta nd gua rd, pr ep ar ed to le ap in to
pillars and sma ll islands const ructed in t he receive sh ipme n ts of shadow pearls th e wate r to punish thei r p riso ner
sa me ro ugh ly pyramidal fas hio n. In t he from th e Lord s of Dread. Only if (see Crea ture, b elow) if i t caus es any
ce nter, a line of destroyed colum ns and m agi call y co m pelle d o r th rea tene d problems. Em erg ing at th e trogl od yte
altars protr udes a few feet above the sur; with a s uccessful In ti mid at e check en d of th e roo m, he unfold s a portable
face, creating a makesh ift br idge that d ips does he re vea l the pr es ence of the hole th at co n ta ins the latest s hip men t
briefly into the water before reachin g t he abo leth N'glot hnoru, at whic h point he of Id 4 shadow pearls, st ill crad led in
cont inuing passage o n t he far side . begs th e pe s to speak to th e cre ature t he ir bilesto ne she lls; th e tro gl od yte s
for fear of the im plied reper cussions ta ke the pearls and loa d th em on to
T h is cha mber i s whe re t h e for hi s tribe. a p alanqui n m ad e of b o n es and
t ro glo dytes m eet wit h the kopru s to The water in th is chamb er varies fro m leath er, ha n ding th e li stl ess, dru gged
rec eive shadolV pearls. This close to 10 to 50 fee t in depth , and is thick with slaves p ro vid ed by t h eir Cr imso n
h is abol eth pa tro n, Irgzid grows more dark , foul-smelling algae and ribb on s Fleet con tacts ove r to the kop rus in
and more excit ed, bu t do es h is bes t of slime from the lon g confinement of paym ent. Th e slaves are loaded into
t o ma intai n his co mp os ure. Any PC its prisone r. the portable hole an d th e ko pr u returns
tha t spea ks with lr gzid with in a mil e The tro gl od yt e s arr ive at th e with his kin to Golis m or ga, wh ile th e
of thi s locati on ca n ma ke a Sen se no r ther n la ndin g o n th e day of th e t roglodytes retu rn to Laogr oat to crack
Motive che ck op pose d by l rgzid 's Blu ff mee ti ng and wait for th e ko pr us open th e bil estone she lls, re move th e
T hey 'd seen ot he r petrifie d abo leths and glad ly relates thi s informa tion ,
else where, b ut th is one's obvio us telling the PCs that the Curta in's anchor
to r m ent amused the m . Using abolet h lies withi n the ruins of Golismo rga, and
gly ph magic th ey'd d isco vered an d that it is somehow connected to the
m as ter ed in Go li smo rg a , kopr u Oiman god of rain, T laloc. In add ition,
pri est s ins cribed an inverted E'yph of being presen t for coun tless shadowpearl
extension, t rans forming it into a .9l)'P" han d-ofTs has given it a vague outline
ofsuppression that blocks N'glo th no ru 's of th e related plot, though it remains
en slave ability.Th eythen us ed a deca nter ignorant of the plot's tr ue mastermind.
of endless woter to fill th e bott om half As soon as th e PCs arr ive, the aboleth
oft he chambe r, awakeni ng th e ab oleth realizes that its salvatio n is at hand-if
into its new prison. it plays its cards right. In talking with
The aboleth has bee n tort ured an d the PCs, it uses any means necessary to
tormented by the kop ru s for h undreds convin ce the charac ter s to contin ue on
of years now. Indeed, mu ch of what th e to Golism o rga to break the Curtain, lying
koprus know now about Golismorga's or telling the tru th with equa l ease and
secrets was pried from N'glothno ru . Yet relying on its power fu l alien m ind to
desp it e the peri od of Long Dreami ng shield its true moti ves. For some parti es,
and the followi ng centuri es of equ ally it m ight offer a portion of the tru th-
frus trat ing to rme nt, N'glothno ru has tha t dest royin g the Cerulean Curtain
re tain ed a good portion ofits cogn ition. and floodi ng Golism orga is th e best
Wh ile it knows that it sta nds a good way to take out the koprus' shadow pearl
chance of over powering its oppressors op eration completely- tho ugh whethe r
and esca ping the cham ber, it h ~s no it states this as itselfor in the guise ofthe
ide a h ow far it is to ope n water and troglodyte sp irit de pends on the party.
doesn't relish the idea of en teri ng the It migh t even att em pt blatant brib ery or
excruciating Long Dreaming agai n. For suggest that th e koprus are prepared to
centuries , it has been cont en t to wait and launch an all-out shadow pearl attack on
see what happen s. th e su rface world . Whatever the story,
Nglothn oru remains ever vigilant, and N'glot hno ru tries to ens ure that th e
as soon as it no tices the PCs' arrival in the party comes away from the conversation
cave, it uses veil on itself to assume the with two key pieces of in for mat ion :
shadow pearls, an d wait for th e next shape of a gho stly troglodyte high pri est, that th e Ceru lean Curtain is genera ted
vis it fro m Scuttl ecove to begin t h e the n uses proj ect ima,ge to manifest an from somewh ere in Go lismorga, and
process anew. image of its di sguise ato p the eastern th at destroyin g it is the only way to
Creatu re:Th e aboleth N'gloth noru was balcony. Even if the PCs are stealthy permanently disru pt the shadow pearl
tra ppe d in th is cavern wh en TIa/oc's Tear about the ir en trance, if Irgzid is with creation pr ocess.
drove th e water from th ese caves. Quickly th em , the troglodyte moves ahead of th e N'g lo thn oru has n o int ere st in
s uccumbing to the Long Dream in g, PCs into the roo m to loudly an nounce co mba t, but if attacked it uses its
th e stranded abolet h was the first one himself, saying, "I have brought you the proj ected ima,g c t o creat e hy pnotic
di scover ed by the Olman s who came h eroe s you ask ed for, Fath er! What do patterns and illu sion s to try to tri ck the
down to inve stigate the results the ir you wish ofthem?" PCs int o ent eri ng th e wate r below so
work , and it becam e a sym bol for the Through the proj ected ima.ge of hi s it can att ack th em ph ysically. If al so
triu mph over Golis morga. The Olmans t roglodyte priest -gho st, N'gloth no ru tri es to tri ck the par ty into des t roying
erect ed a templ e around the d reamin g add resses the PCs (and Irgzid, if h e's the ,gly ph of suppress ion on th e ceili ng
aboleth, carving away at the cavern walls the re), telling them it is a manifesta tio n above , per haps clai m ing th at it is the
to surround their captu red foe with th e of th e to rmente d spirits ofthi s realm. It o nly th in g th at keeps the water in this
marks of their own civilization. speaks in Draconi c at first, but due to its cham ber fro m van ishing.
Afte r th e Olma n em pire collapsed, Memo ry Eater feat, it can easily switch
N'glothnoru spen t several h und red to any other language to comm unicate if N 'GLOT H N OR U e R8
yea rs alo ne in th is iso la ted cave rn . it wishes. Elit e aboleth
Not lon g after th e kopru s d iscover ed N'glothnoru wants on e thing, and one LE Garg ant uan aberrat ion (aquat ic)
the rui ns of Golismo rga, a band of thi ng on ly:the dest ruction ofthe Cerulean M onster M anual 9
scouts cam e across th is cave rn and Cu rtain. It knows that some thing in lnl t +2; Senses darkvision 60 fl.: List en +13,
were bem used by th e abol eth 's plight. Golism orga is su staini ng th e barr ier, Spot +13
seems so me how mo re ho rrib le th a n th e 'Ole pilla rs of Y'chak radiate a cold, su rr ound ing ruins , both to patrol for
dar kness tha t lu rks at t he edges of this n au seatin g aura. An y creatu re that in truder s and to seek ancient ma gic.
nightma re grotto. appro ach es within 50 feet ofone of th ese Each of these scouting parties cons ists
pillars m ust mak e a DC 30 Fortitude save of fo ur kop ru s an d eigh t do mi nated
Th e cavernous ledge is approximately to res ist beco ming na useated for 2d6 troglodyte slaves. Each pair ofslaves bear
200 feet fro m the cavern floor. Eroded rounds. A creatu re that ente rs one ofthe a single kopru on a leath ery palen qui n.
smooth, the walls are difficult to climb, pillars must mak e a DC 30 Fortitude save If the se sco u ts de tect the PCs, th ey
req uiring a DC 27 Clim b chec k to tra- each round to avoid being destroyed; a att em p t to domina te th em and br ing
verse without aid. creature slain by th e fires of'Y 'ch ak can them before their leader for question ing.
on ly be rest or ed to life by miracle, true Alterna tively, if the PCs are stea lthy, th ey
L . Secondary Entrances resurrection, or wisIJ. The denizen s of m igh t follow the kopr us back to their
Four add itional entrances exist in to Gel - Goli smorga have long since learned to redoubt at Holash ner 's Ziggu rat. In all,
ismo rga at each location mar ked "L" on avoid the pillars. there are two ba nds of kopr u scou ts
the m ap. These tunnels eventually lead active in Goli smorga; once the y are
back to the Ceru lean Curtain , arriving P. Tlaloc's Crater de feated , the PCs face no more kopru s
at poi nts wh ere th e caves 'are flood ed . Th is ar ea is detailed in Part Fou r. until th ey near Holashner 's Ziggu rat.
Little but m onstr ous vermin. dwell in A ko p ru is on ly human oid fro m
these tunnels. Q..HoIa!lhner's Ziggurat the torso up. It's lower bod y is ecllike.
This area is det ailed in Part Five. with a tail cons isting of three powerfu l
M . Deep Entrances flu kes, each end ing in a crue l hook. The
These four lower passageways con nect to Other Encounters in Golismorga creature's talo ned h and s are web be d ,
Golismo rga via deep rents in th e cavern The ruins of Golismorga are exten sive, and it s h ead is that of a h o rr ib le
floor (area N). Th ese passageways lead and far fro m safe. Rather than detail large-eyed fish wit h fac ial tenta cles
even dee per into the Unde rda rk, often numerous keyed en cou n ter locations, su rr ou ndi n g a pu cker-like m aw filled
leading to sma ller abandone d abole th th is sect ion provides several enco unters with tiny shar p teeth.
ou tpo sts similar to (bu t smaller th an ) that could occur anywhe re in the ruin s.
Golis m o rga. These passages become These en counters have been left. fairly KO .RUS (4) CR 6
flood ed once they reach the Cer ulea n un detail ed , so you can expand upon CE Medi u m m on strous huma no id
Cu rtai n, and lead on from there to them as you wis h, tailoring them to Monster Manual" 134
und ersea exits. your campaign. The PCs should have at Init +2; Senses da rkvisio n 60 ft.; li st en +1,
least one enc o unter befo re th ey reach Spot +1
N. Chasms eith er destination ift hey head direct ly to languages Aquan , Olman
Four deep chas ms dr op away fr om the T laloc's Crater or Hclashner's Ziggu rat. AC I S. touch 12. flat-footed 13
cave floor in Golismorga. These ch asms hp 36 (8 H D)
vary from on e hu ndr ed to th ree h undred Evidence of Life Fort +2, Ref +8, Will +9
feet dee p, an d allow access to the dee p As the PCs explore, they witness ever Spd 5 ft., swim 40 ft.
en trance s to th e cavern. Ropers, mon- more evidence of Golismorga's op pid an Melee tail slap +10 (l d6+2) and
strous ver m in , and clim bing oozes arc d em en tia. While not immediately dan - 2 claws +8 (ld4+l) and
comm on in thes e foul dep th s. gerous, the party rand om lyfroll rdq }sees bite +8 (l d 4+1)
one of the followi ng: (1) A mon strous Bas e Atk +8; Grp +17
O. Pillars of Y'cha' to ng ue, split in a trip le fork, rolls from Atk Options con strict 3d6+3, imp roved grab
Fou r violet colu m ns of churning fire a stru cture's flesh y absce ss, licks the red (tail slap)
lig ht Golismorga (a lth ou gh th e fou rt h do m es up on its surface, then recoils; (2)a Spe cial Action s dominate person (DC 16)
is set in a side cavern to the northwest). great pill ar of violet flam e nearly 60 feet Ab ilities Str I S, Dex 14 , Con 11, Int 11, Wis
These magical pillars offire are an cient high app ear s in th e PCs' pat h, burns for 12, Cha 10
aboleth creations th at survived the deto- 3 roun ds, then vanis hes; (3) a two-s tory - SQ amphibiou s
nation of TIntoe's Tear, and still provid e tall lu ng heaves on th e side of a stru c- Feats Ability Focu s (d o m inate per son ), Iro n
an un earthly light. These eldritch col - ture. ga sping irregularly; (4) the wa lls of Will, Mu ltiaUack
umns of fire are m onumen ts to one o f a building are alive wit h cilia that retract Skills Concent ration +8, Escap e Artist +8,
th e Elde r Evils. an entity calle d Y'cha k if the PCs touch th em , causi ng the build- Move Silently +6, Sea rch +4, Swim +10
who, un like the majo rity of Elde r Evils, ing to growl. Po sse ss io n s co ral ho ly sym bo l of
takes an active in terest in the ru in of De m ogorgon wo rth SO gp
civiliza tion. The fact tha t thes e m onu- Kopru Seouts (EL 10) Do m inat e Person (Su) A kopru ca n att empt
me n ts survived th e ruin of Golis mo rga The kop ru s dwellin g near Holashner's to domi nate pe rson o nce pe r da y, as the
is no t coinc iden tal. Ziggura t regu lar ly send gr oup s in to the s pe ll (CL 10t h), save tha t the range is 180
lin gere d in Go lism org a fo r a ti m e, evaporates into swirling blue-green wisps stu d ying th e ripp les of m agic ene rgy
feast ing on the abo let hs' terri fied skum of vapor. a ro u n d Tl alur's Tear, thi s g ig an t ic
servan ts and even t u all y s pawn in g brain coll ecto r b elie ves th at, gi ven a
cou nt less young. The or ig inal n eh- Wh en t h e p ries ts of Th anacla n few m ore sho rt d ecade s, it will ha ve
thal ggu h ad lon g si nc e d epa rted soug ht to pu rge Go lism orga, th ey use d determin ed th e m et ho d o f awak in g th e
Go lis morga even befor e the ko pru s th eir great magic to bore a shaft d irect ly an cien t ar tifact to ren d tim e and space
sett led he re , bu t its spawn have lin gered from their cit y into th e abo leth s' realm again, allo wing it to re tu r n to it s tru e
in th e city over th e cen tu ri es, seeking b el ow, pu n cturing th e ro of o f th e h ome and com p lete its tr an sform ation
brai n s even as they desire to stay n ear cavern dir ectly ab ove th is poi nt. The y in to a mo nster of ep ic po tent ial.
T1afoc's Tear. hopi n g it m ight aga in op en th en se n t TIaloc's Tear hurt ling in to th e Unt il t h at p oin t, th e n eh -t hal ggu
a way to thei r terrifyi ng h om e. dep th s, accom pan ied b y their grea te st g ua r ds t his si te wi t h a ho rrifi c
Brain Collector: hp 85; sec Appen d ix. war riors an d p r ie s ts. Moving into te na city.
po si tion over th e cent er of th e d read
Worm Food (EL 12) city, the terr ib le weap on of th e god o f NE H ~T H A LGGU SCION CR 14
A d u ll grin di n g no ise reson ate s from rain wo rked it s poten t m agic, d riving Advanced brain collector loremaster 4
aro und a corner. In vestigation reveals all t he wate r fr om Go li sm orga an d CE Huge aberration
the bod y o f a giga ntic pu rp le.worm, it s h ol ding it back in defin itely. It s in itial Dungeon Masters Guide 191, Page 64
bod y pinned to the ground by a terr ible purpose ful filled, th e ar ti fact s p ira led Init +1; Senses d arkvislo n 60 ft.; Listen +22,
buildin g with a b ulbous b lack exte rior int o th e collapsi n g city bel ow, st ri kin g Spot +2
ridd led with gill-like gashe s. The bu ild- th e t re m b l in g caver n floor wi t h the Languages Aboleth, Neh-thalggu: telepathy
ing seem s to have par tially collapsed on force o f its d eific creator's m igh t an d 60 fl .
th e m assive predator, but the way rows openi n g a sizable crat er u po n im pac t. AC 21, touch 10, flat-footed 20
ofpale, cart ilagi no us steeples have fallen T laloc's Tear h as rema ine d th e re hp 242 (257 with false lift. 20 HD); DR5/m .g;c
make it look mor e like the structure bi t fo r cen tu ri es. Immune critical hits, disease, pois ok
down on the worm as it slith ered by. Ttal oc's cr ate r is 1 5 0 feet across Fort + 14, Ref +7, W ill +17
Una ble to escape an d slowly bleedin g to and 50 feet de ep. It s sides an gle at a Spd 60 ft.
dea th, the worm ven ts its p rimal rage on 45° slo p e, r equ ir in g a D C 1 0 Cli m b M e le ~ bite +25 (4d8+18)
any creature tha t comes with in its reach. che ck to tra verse. The cra t er flo or Space 15 ft.; Reach 10 ft.
Alth ou gh it can not move , th e pu r pl e is strewn with r ub b le a nd coun ts as Base Atk +14: Grp +34
wor m can make fu ll U St of its attacks di fficul t terrain. T he fun g i an d bilious Special Actio ns extract brain, metamagic
up on anyth ing tha t st um bles in reach of se cret io ns th at tr ick le d own th e walls Spells Prepared (CL10th, +25 touch, + 14
its bite or stin g. of t h e crate r he re ar e as d an ge rous ranged touch)
Wou nded Purp le Worm: hp 2 0 0 (cu r- as the y are di sgu stin g. The p atch es 5th (5/d. y)--cone of rold (DC 25). hold
rently 120 ); Monster Manua1 211 . of mold , desp ite th eir n oxious gre en monster (DC 2S). telekinesis (DC 2S)
h u e, r eact to m otio n as yellow mold ath (7/day)--bestaw curse (DC 24),
PART FOUR: TLALOC'S (D u nn eon Master's G u id e 76 ). T h e dimension door, confusion (DC 24).
CRATER r ivule ts o f corrupt io n ar e r ip e wi th greater invisibility
d isease- an yon e who t ou ches th e stuff j rd (7/day)--dispel mag;c,JlY, haste,
A wide crater in the shatte red cavern floor m ust m ake a DC 14 Fortitude sa ve or tongues, vompiric touch
has become an abscess for all the pungent con t ract slimy d oom (Dunn eo" Master's and (8/d. y)--detect thaughts (DC n ).Jalse
fluids that seep and bleed from the alien Gu ide 29 2). Th e p ool o fi n fectio us ooze life, 9houl touch(DC 22), mirror imoge,
city. Rent as if by some great impact , the at the cr ater 's ba se is five feet d ee p. resist energy, see inlJisibility, web(DC 22)
cracked depr ession blosso ms with sickly Th e sto ne hea d at the cen ter of th e 1St (9/day}-comprehend languages,
molds and tumid blue and white mush- cr ater can be id ent ified wit h a DC 25 expeditious retreat, 9rease(DC 21), mage
rooms several heads taller tha n a full- Kn owled ge (religion) ch eck as th e h ead armor, magic missile, ray of enfeeblement,
grown man. Languid veins of muc us trickle ofTl al oc, th e Olman god of rain. shield, true strike
down the sides of the crater to pool at the Creatu re s: The kop rus kn ow of th is o (6/day}---acid splash, dancin9 lights,
basin's floor, leaving only a sma ll patch of site an d the stra n ge m agic that lingers detect magic, ghost sound (DC 20 ), m0ge
fractured ea rth undespoi led. Atthe crater's with in , b u t h ave be en de terred fro m hand, message, prestidi9itotion, read
botto m sits the ten-foot-wide stone head in vest igati ng it m or e tho rough ly by a moyie, touch offatigue (DC 20)
of a reptilian creature with bulging eyes, a horror b eyon d rea son in g tha t dwe lls Abilities Str 35, Dex: 12, Con 26 , Int 20, Wi s
forked ton gue, and a headdress offea thers wit hin . Th is is an im m en se n eh - 16, Cha 30
and spikes. The stone head is cracked and t ha lgg u, on e o f the o ri ginal spawn of SQ otherworldly physiology, no breath,
damaged , and as the black sludge pools th e alien th at visited thi s site ov er ten lcremaster lore +9, loremaster secrets
aro und the stump of its neck it sizzles and cent u ri es ag o. Afie r a mi llenn ium o f (weapon trick, dodge trick)
th ree hours, eart h tremors increasingly Holash ner's Ziggurat is a rqo-Ioot-wide plateau above . When the PCs arrive in
shake the city of Goli smorga (Reflex DC ziggu rat. It was h ere, long ago, that the th is vicinity after de stro yin g Tlaloc's Tear,
12 to avoid being knocked prone) as thi s aboleth kept reposit ories of bilestone to th ey find th e place unguarded save for
low rumbling inc reases in volu me un til hon or Holashner, one of th e Elder Evils. what few b ehe m oths wait for th em on
finally th e four upper en tra nces (area K). This bilest on c, tr ansformed back into and in the ziggurat itsel f
transform into tum ult uous waterfa lls. its liqu id stat e by an ancie n t abomona- Koprus ( 8): h p )6 each: See page 54.
While the pes might fear that they mu st tion create d by the aboleth lon g ago for Kopru Beh emoths (16): h p 10 2 each ;
n ow ru sh to com pl ete any remaining expr ess ly th is .pu rp ose, was precisel y see page 60.
objectives. this is something ofa miscon- wha t Demogorgon needed to com pl ete Dark Nagas (to): hp 58 each; Monstcr
cep tio n. Entire mazes mu st refill below th e creation of the shadow pearls. Ma1Juall 91.
Golismorga before it becomes a drowned Very few kop ru s are allowe d int o the Troglodytes (70): h p I ) each; Monster
city on ce again . Fro m the poin t at which zigg ura t. Cu rre nt ly, 38 no r mal koprus. Manual 246.
TIaloc's Tear is destroyed , th e pe s h ave 16 h ulking kopru beh emoth s, 10 d ark
appro xim ately ~6 h ours to escape the city nagas the kop rus h ave alli ed 'with, and 70 Holuhnec's Ziggurat
before being forced to deal with dan ger- ens laved tro glod ytes dwell in the ru ins A parasite gnawing th rough the vitals of
ou sly rising waters. immed iate ly surrounding th e aigg u - th e wor ld, th e Elde r Evil Holashner; the
A great er p otentia l th reat lie s in th e rat . The koprus ha ve created nu me rous Hunger Below, en dlessly feeds its cos-
reawakening of the dozens of slu mber- poo ls of water (using a decanter qf endless mic hunger in the unfathom able dep th s
ing aboleths in the caverns surround- water) to serve them as shelters where below th e Underdark. Where th is god-
in g Golismorga. Within minutes of the the y ca n dwell comfortably outsid e th in g passes, it excre tes a flu id foulness
waters rus h ing over their dried bod- th eir prefe rre d aquati c enviro n me nt. known as the black bile of the world.Ter-
ies, they awaken fro m th eir long sleep. Th ey fin d th e su r rou n di ng arch it ec- rible be yond m ortal under standing an d
Lethargic an d wit h only en ou gh water to ture of Goli smorga strang ely soot h ing , pro fane beyond the capacity of m ost dei-
make th e barest moveme nt s, by the time yet have n ot done much to explo re the ties , Holash ner is hel d in high regard by
Golismorga is once again flooded, th e ruin s. Dem ogorgon's will brought th em the abolet hs, who de dicate gr eat mo nu-
aboleth have already begun the grim task to the ziggurat, but th ey dare n ot stray ments to hi s n ame. Holashner's Ziggurat
of reclaim in g th eir an cient home. Th ey far (wi th the exception of the two sco ut- is one such monu me nt.
m ay recognize tha t th ey h ave th e pes to ing pa rtie s detailed in Part Three). As a Once a h alf-living towe r of purple
th ank for thei r salvation, or they may resu lt, it's difficult for the pe s to whittle fles h oozin g black bile of the world. the
no t-in either even t, the se h ateful alien away at th e creatures' ranks. Any alarm kop rus h ave p ervert ed the ziggu rat to
fish see any in truders in Goli smorga quickly rouses all the inhabitan ts of th e Demogorgon's ne ed s, covering it with
(PCs inclu ded) as fit for slavery at best. commu nity, and while th e normal kop ru stone q uar ried from the su rr ou n d in g
Tlaloc 's Tear: 5 ft. thi ck; Hardn ess 8; an d h alf the b eh em oth s m ove to en gage caves and etchi ng it with unholy ru nes.
h p 450. th e invaders, the remaining beh emoths Th e p lace is now a do ub ly profane
Ad- H oc Expe ri enc e Award: Fo r ru sh to reinforce th ose already statio ned monument d ed icat ed to The H un ger
destroying TIoloc'sTear and flooding Gol- at Hol ashner's Ziggurat. Ulioth eme rges Below an d the Prince of Demon s.
ism orga, give th e PCs a CR 12 experienc e from within th e ziggurat quic kly to j oin
award . th e batt le. Q1 Ziggurat Esterlcr (EL 13 )
An easier way to infiltrate Hol ashn er's
PART FIVE: THE HEART OF Zigg urat is t o cr eat e a ma s si ve Amid ruin ed tower s of melted sto ne
MADNESS distraction-such as that suggested b y and malls of qu ivering ooze, a wide area
The ko pr us h ave carved ou t a sm all N'glothno ru. The destruc tion of TIaloc 's lies clear of rub ble and less wholesome
d emesne of th eir own along th e east- Tear sends th e kopru into a panic. Ulioth debr is. From these clea red acres rises a
ern wall of Golismorga. centered on an immed iately sen ds all the behemoths sto ne pyramid that looks out of place from
anc ien t abolet h ziggu rat first Viewed by (except th ose guarding the ziggurat) to the surrounding madn ess, its d imensions
their relig ious leaders in visions granted areas whe re they know drie d ab ol eth having the look of lucid design and bearing
th em by Demogorgon. The b ulk of the li n ger , ho ping to kill th e abe rrations com forting right an gles of masonry. The
fra gm ented kopru empire is no t to be before the coming wate rs waken them . sides of th e ziggur at are festooned with
foun d he re, no r in th e ruins ofThan ac- The rest ofthe koprus an d all ofthe dar k detailed carvings of reptilian and simian
lan o n Tabo o Island above (see "City nagas are sen t into the ruins an d the monsters wrapped and cradled in end less
of Brok en Id ols" in th e ne xt issue of su rroun di ng cavern s on a multitude of coils of tent acles. Steep steps rise into the
DUNCEo N}--th ey dwell in flood ed cav- tasks in hopes of discovering the reason darken ed, noxious cavern air to a sim ple
erns elsewh er e under the Isle of Dread, for th e flooding and stemming it. A sma ll platform at the zigg ura t's summit. Not
close enoug h to the surface th at they can contingent is even ordered to report the all see ms right, th ou gh, as several cracks
visit as n eeded. flooding to the kopru's masters on the mar th e pyramid 's masonry, revealing
eyes. slits lik e wide, toothless mouths, even i f th e cavern begi n s floodi ng aft e r via a stone shape spel l. A DC 30 Search
and st ranger featu res. Every square foot t h e de stru ction ofT1a loc's Tear. ch eck of thi s section of cei l ing re veals
of exposed flesh has hardness 2 an d 10 a t o-foot-sq uare area with a strangely
h it poi nts, but heals at an incred ible rate, KOPR U B EHE M OTH S (3) CR 10 sm oo t h surface. A D C 25 Spe llcraf]
as ifit had fast heali ng 'i- Dam agin g the CE La rge monstrous humanoid ch eck revea ls t ha t th is area was created
flesh caus es th e en tire stru cture to quiver Mo n~ter Manual II 134 by wall of stone. T h is wall of stone is 15
(not so much as to throw on e off balance) Init +2; Sens es darkvision 60 ft.; Listen +0, feet th ick, an d pl ugs the ent rance to a
an d causes a m uffled. unsettling wh ining Spot +0 vertical shaft th at even tually connec ts to
to issue fro m som eplace dee p within the languages Aqua n, Olman th e same sha ft the an cient Olm ans used
str ucture's in nard s. Th e bar rier of flesh AC 22, touch 11, fl at-footed 20 to d eli ver 11aloc's Tear so lo ng ago. After
between the struc ture's interio r and the hp 102 (12 HD) th ey d id , the Olmans sealed bo th end s of
outsid e is 8 feet thi ck. Fort +8, Ref +10, Will +10 th e sha ft , bu t the ko pru above an d below
At the ap ex ofth e pyrami d waits the Spd 5 fl., swim 40 ft. reopened th e m to allow delivery of par-
ent ra nce to the ch ambers within-a Melee* tail slap +15 (l d8+14) and tially co mpleted slwdolV pearls from th e
d om elike bulge of constricte d , br u ise- 2 claws +13 (l d6+9)and City of Broken Ido ls above down to Gol-
co lored mu scle. Sligh tl y to ug h e r tha n bite +lJ (,d6+9) ism orga below. Ulio th uses stone shalJc
th e su rro un d in g flesh (h a rd n ess 4 Base Atk +12; Grp +32 to open an d clos e th is p lu g as nec ess ary
and IS hit poi nts per foot) and with At k Opt ions const rict 3d8+13, improved whe ne ver th e ko p ru from above a rr ive
the sa m e f.1.5 1 healing , t h e b a r rier is grab (tail slap) with a ne w sh ip m en t of h alf-fin ish ed
d iffi cu lt to breac h . T he entrance is Special Actions dominate person shadow pearls.
ai r- t igh t when cl o s ed , p reve nt ing Combat Gear potion ofJly (J) It 's unlikely that th e PCs discover thi s
en try via ,.gaseous fo rm. There ar e *5-point Power Attack rout e into T han acla n at th is ti m e, bu t
se ve ral ways to o pe n t he passag e. An y Abilities Str 28, Dex I S, Con 18, tnt 10, Wis if they d o, re fer to the ne xt adve nture
compu ls ion m in d -affe ctin g e ffec t , 10. Cha 12 in t he Savage T id e Adventu re Pat h to
such as SUMcstion o r dominate person, SQ amphibious determ in e what th ey en co un te r alon g
t h at ta rget s the b arrie r ca n comm and Feats Ability Focus (dominate person), th e way.
it to o pen (la n g uage is n ot a fac to r Improved Bull Rush, Iron Will,
i n t hi s u sag e). T h e passage rem ai ns Multiattack, Power Attack ~ The Room That Watches
open unt il it is ord e red to close in th e Skills Escape Artist +17, Move Silently +17,
sam e wa y. Swim +17 This room is alive. The bru ised pu rple
Al te rn a tely , a DC 24 Search ch ec k Possessions combat gear, +3 studded leather walls pulse and q uiver, heaving irregu larly
re veal s four deep ci r cu lar fissures tha t armor,coral holy symbol of Demogorgon like the breath of a dying thing. Growths
bre a k th e su rfa ce of t h e flesh arou n d worth 50 gp ju t from the walls-exposed, fleshy things
the ba rrie r. These sicke ni n g, wou n d like Dominate Person (Su) Akopru can atte mpt like black lungs, giant ma ny-chambe red
rent s prote ct mu scled pad s. If a ll to dom inate person once per day,as the and inside-ou t hearts , rolling milky white
four a re depressed at th e sa m e time, spell (CL 10th), save that t he range is 180 eyes, an d ot he r o rga ns with no hum anoid
t h e o rg an ic "d oo r" refl e xi ve ly snaps feet and the du ration is eight days. A DC ana log . Unfinished sto newo rk covers
ope n . T he fou rt h of the se fissures is 17 Will save resists the domination. The patches of the floor, as if some optim istic
o bsc ure d b y gree n m old, wh ich mu st save DC is Charisma-based. architect hoped to merely brick over the
b e des t royed if the PCs a rc to safely Improved Grab (Ex) If a kopru hits a target room 's o bsce ne nature. An o pen chute
emp lo y i t. its own size or small er with a tail slap, it with a str ange ladd er, its rungs curved and
Fi na lly , t h e o r gani c d oo r ha s a can attem pt to start a grapple as a free awkwardly placed, o pens th rou gh part of
St rengt h score of 36. A c rea tu re th at action that does not provokean attack of the masonry floor, desce nding deeper into
succee ds on an o p p osed St re ngt h opportun ity. If it establishes a hold. it can t he st ructure's de pt hs.
c he ck again st the d o o r ca n force i t constrict. Akopru has a +7 racial bonus
o p e n as a fu ll- ro u nd action . on grapple checks. T hi s room is bo th g ua rd post and
O nce t h e door is op en , its a Is-foot Tactics: If en e m ies attempt to climb gu ardi an. Several of the eyes position ed
dro p to t he floo r of area Q2. belo w. the py rami d, th e beh e m ot h s drink th ro ughou t the r oo m watc h all who
C re a t u r e s: Ulio th h a s sta t io ne d potions of fly and m ove to en gage the ente r. Un less t he PCs are in visib le
t h ree p o we r ful ko p ru behemo th s a t PCs in me lee . A favo red tactic aga inst o r o the rwise disgui se th eir entry, th e
the ziggu rat's p ea k as gua rds . Th ey clim bin g in tru d er s is u sing Im pro ved struct u re becom es awar e of intruders
have o r d e rs to k ee p wat ch o ver the Bull Rush to forc e th em in to t h e an d re po rts th e in tru sion to Uli ot h in
ziggu rat a nd prevent all crea tu res from gree n mold. a rea Q3 below, at whic h poin t he begi ns
d isturbi n g t h e ir mas te r's wo rk, a nd Devel opment: The cave rn ceiling 200 casting spells to p rep are himself for any
unlike t he ot h e r kop ru , re m ai n h ere feet ab ove the zigg u ra t ha s been shaped comin g conflict. The ladder is o ptom ized
o-c-crecte water(3), cure moderate wounds, Domains The Co rruption doma in allows the flesh y ground . Four pillars separate the
guidance, light Ulioth to ignore a struck object's pools and hold the sagging flesh of the ceil-
o domain spell; Domains Corruption, hardn ess once per day. The Demonic ing aloft. With in the basin s of roiling foul-
Dem on ic domain grants him a +1 profane bonus ness float pristine black orb s, each the size
Abilit ies Str 16, Dex 12. Con 16,I nt 10 , Wis o n attac k rolls and damage rolls with of a man's head and shimmering with an
23, Cha 14 una rm ed strikes and natu ral weapon s. unsettli ng inne r light.
SQ amphibious, dual actions 2/da y, Feats Thrall to Demon allows Ulioth to gain
spontaneous casting (inflict spells) a +1 luck bonus on any attac k roll once T he con stru ctio n of a shadow pearl is
Fe ats Craft Wond rous Ite m , Imp rove d per day when performing an evil act. a lo ng and in volved pro cess that begins
Critical (spear), Improved Initiative, Willing Deformity grants a +2 deformity in the ruins ofTh an aclan on the pla tea u
Improved Toughness (+1 hpfHD), bonus on Intimidate checks. high above. By th e time th ey're sh ipp ed
Multiattack, Thrall to Demon Tactics: As soon as Ulio th realize s down t o Goli sm orga , th ey've alread y
(Demogorgon), Will ing Deformity the PCs are drawing n ear, h e cas ts the u n d ergon e a months-long creat io n
Skills Concentration +14, Escape Artist +11, followi ng spells on h imself: $pell resistance, process, yet wh en they fin ally reach this
Intimi dat e +12, Knowled ge (arca na) +6, air walk, protection ftom enerlJ)' (fire), and cha m ber th ey st ill have m onths to go. At
Knowledge (religion) +8, Knowledge (the bull's stren,gth. Once thi s is d one (or on the thi s point, the shadowpearls are allo wed to
planes) +6 fir st rou nd of combat, if the PCs rea ch stee p in the pits ofblack b ile,building up
Possessions +4 chain shirt, +2 anarchic him earlier) h e u ses controlwater to raise a shell of hardened bil eston e wh ile they
spear, periapt ofWisdom +4, riny of the pools of water on th e floor up to the absorb the inherent m adness feste ring in
protection +3, bracers of health +2 (as zo-foot-high ceili ng, flood ing the room th e leavings of an Elde r Evil.
amulet of health +2), partable hole filled ..vith water so that he's m ore m obile wh ile The four bubbling blac k pools are each
with cold, brackish water, gold unholy hopefully the PCs are hindered. 20 feet deep an d filled wit h black bile of
symbol of Demogorgon wo rth SOD gp In combat, Uli oth prefe rs op eni n g th e world, th e liq u id state of bile stone.
Domin ate Pe rso n (Su) A kopru can attemp t with h is dual actio ns, making full attack All four of t h e pool s are con nected by
to dominate person once per day, as the ac tio ns wh ile also m ovin g away t o cas t a wide pa ssages und e rg rou n d , allowing
spell(CL 10th), save that the range is 180 spell o r u si ng do m inate pe r son at range. so m eth in g th at di ves int o on e to rise
feet and th e duration is eight days. A DC If a battle t ur ns against hi m , he ret r ea ts from ano th er-s hou ld it sur vive. The
16 Will save resists the dom ination. The to ar ea Q4. O n ce there, he u ses his potion effect s of b lack bile of the world are
save DC is Charisma-based. of resist acid 10 , all owi ng h im to swim detaile d in the sidebar o n page 64.
Dual Actions (Su) Twice per day, Ulioth can in the p oo ls of bl ack bil e unh armed Currently, a to tal of eig ht unfini shed
take two full rounds' worth of actions in whil e h e heals hi s wou nds an d re ad ies shadow pearls float in th e fou r pools. They
th e same round. to d efen d the denizen of that chamber still ne ed at lea st a m onth of steeping in
Hypnosis (Su) Once per day, Ulioth can fro m th e invad ers. the bile before their bilestone sh ells can
produce an effect identical to that of the T reasu re : An y character wh o makes be cracked open and the shadow pearls
hypnotism spell, except that it functio ns a DC 18 Search check of the tumorous within are ready to release a savage tide.
as a gaze attack with a range of 30 feet. "th ro n e" in this room find s seve ral o f Crea tu re: A livi ng m onument to the
A DC 16 Will save negates t his effect; the Ulioth 's most p rized t reasures hidden Elder Evil known as a b ilewre tch of
save DC is Charisma-based. am id its folds. These incl u de a strangely Holashner lurks in this cha m be r. Without
Improved Grab (Ex) If Ulioth hits a target sh ap ed go ld a n d ivory t iara of coiling this creature's presence, th e bile pits wo uld
its own size or smaller with a tail slap, he sn akes and sh ri eking monkeys worth soo n ha rd en in to bilestone and th u s
can attempt to start a grapple as a free 2,400 gp, a ruby rin9 cfwizardry(II),a neck- become u seless for the fin ish ing stage of
action that does not provoke an attack of lace (if adalJtation, an d a decanter of endless .~hadow pearl creation. The monster has
oppo rtunity. If he establishes a hold, he water. befriended Ulioth , an d the ko pru priest
can const rict. Ulioth has a +7 racial bonus In add itio n, th e four eyes in the b ust of is th us th e o nly cre at ure th e bilewr etc h
on grapple checks. Demogorgo n arc black pearls worth 500 suffers in this ro om- all o ther intrude rs
Reachin g Touch (Su) Three times a day, as a gp each . are att acked at once.
free action, Ulioth can cause his arms to Bilewre tch of Ho la shner: hp 18 9;
st retch unnatu rally, increasing his reach Q! Hola shner's Honer (E L 13) see App endix.
by 5 feet for 1 round. Tacti cs: Knowing the effects ofbilcstone
Touch of Fear (Su) Three times per day, The stic ky heat and pulsing walls of th is on fleshy creatures, the b ilewretch stays
Ulioth can cause a creature he st rikes doying room augment perfect lythe revolt- with in o r above th e poo ls ofblack b ile in
with a touch attack to become frightened ing st ink of bile mixed with crude oil. Fo ur the room, making use ofits breath weap on
for Id4 rounds. A DC 16 Will save means poo ls of putr id black muck bub ble a nd liberally an d then ret reating beneath th e
t he creature touc hed is me rely shaken for s purt in the floor, their edges determ ined surface of a pool to emer ge from anothe r
1 round. The save DC is Charisma-based. by eit he r rigid sto ne blocks o r d imp les in pool one or two ro und s later. Should the
hp 85 (10 HD); DR 5/mag ic spell being cast from the brain collecto r's
Immu ne critical hits, disease, poison list of spells known-i n order to "relearn"
Fort +7 , Ref +6, Will +11 that spell, it must collect a replacement
5pd 60 ft. brain. When a brain collector absorbs a
Melee bite +13 (2d8+10) brain to enhance a spell, it may apply one
Space. I n fl.; Reach 5 ft. of t he following th ree effects to the spell
Base At k +7; Grp +18 being cast:
Special Actions extract brain, metamagic • It may cast the spell without using verbal
Sorcerer Spells Khown (CL6th, +13 touch, or somatic components.
+9 ranged touch) • It may cast a spell that normally has a
j rd (4!day}-dispcl magic. displacement. fly, range of touch at any distance up to
haste, vampiric touch 30 feet (t he spell effectively becomes a
and (y/day}-detect thoughts (DC 18), ghoul ray, so the brain collector must succeed
touch (DC 18), invisibility , mirror image, on a ranged touch attack to bestow the
resist energy, see invisibility spell upon t he recipient).
1St (8/day}-expeditious retreat,featherf all, • As part of a bite attack, the brain collector
greose(DC 11), magearmor, magic missile, may cast any spell that targets a
ray of enf eeblement, shield, true strike single creature (other than a spellthat
o (6/day}-dancifl9 lights, detect magic, targets itself only). If the bite attack is
ghost sound (DC 16), mage hand, successful, the spell affects the creature
prestidig itation, read magic, tauch of bitte n. Casting a spell in t his manner is
fatigue (DC . 6) an immediate action (allowing the brain
Abilities Str 24, Dex 11, Con 18, lnt 20, Wis collector to cast a spell like this as part
IS . Cha 22 of an attack of opportunity), and counts
SQ othe rworldly physiology as a quickened spell for determining
Feats Empower Spell, Eschew Materials, how many spells you can cast in a
Improved Initiative, Iron Will round. Casting a spell in this manner
Skills Concentration +17, Hide +12,Jump +32, does not provokeattacks of opportunity.
Knowledge (arcana)+18, Knowledge (any If the bite attack fails, the spell is lost.
one other) +18, listen +15, Spellcrafl +20 Oth erworldly Physiology (Ex) A brain
Environm ent any collector does not have fixed organs
Organizatio n solitary as most organisms do. As such, it is
Treasure double standard immune to critical hits, death from
Advancemenl ll-1 4 (Large), 15-30 (Huge) massiv e dam age, sneak attack, and coup
Extract Brain (Ex) Using its claws with the de grace attacks. Their alien bodies are
precision of surgical tools, a brain collector also immune to disease and poison.
can remove the brainof a helpless opponent Brain collectors do not age and, barring
in reach as a full-round action.This action violence, can live forever.
provokes an attackof opportunity, and SpellsAbrain collector casts spellsas a 6th-
stunted. whippin.CJ tentacles. A lipless mouth immediatelyslaysthe target at the end of level sorcerer. A brain collector can store
heavy wilh protrudin,g rows of daw er-length the round. Thispower is uselessagainst additional spellsknown in its collected
teeth, and a ricl.gc offO!lr bul.ginE eyesElares constructs, elementals, oozes, plants,and brains, increasing the total number of spells
fr om above tlds nightmare ,gasll. A cluster undead, and is not instantly fatal to foeswith it knowsand can cast. lfit absorbs a brai n,
of twelve knots crown the ab omination's multiple heads,such as ettins and hydras. it loses one of its known spells. When it
misslwpen fo rm, the ,gray wrinkles of Onceextracted, the neh-thalggu canswallow collects a new brain to replace an absorbed
brains trapped witJl in pressed Qna inst the the brain as a free action, storing it in one of brain. it mayselecta new spellto replace the
semi-transparent membranes. its twelve brainsacs. spell lost. Abrain collector mayknowany
Metamagic (Su) A brain collector can absorb number of spellsin this manner, although
B RAI N CO LLECTO R ( N EH - T H ALG G U) CR 7 a captured brain to enhance the effects the number of spells known of any particular
Usually e N, NEt or CE la rge aberration of its spellcasting. While these effects level cannot equal or exceed the number of
Init +3; Se ns es dark vision 60 ft.; Liste n +15 , resemble meta magic feats, they do not spells known of a lower level. The stat block
Spot +2 raise the effective level of the spell being aboveassumes a braincollector with a full
Langu ag e s Neh-t halggu; te lepath y 60 ft. cast, nor do they increase the casting time complement of 12 brains.
AC 20. touch 12, flat-footed 17 (- 1 size, +3 of spells that are spontaneously cast. Note Den izen s of the m ad n ess t hat lu rks
Dex, +8 nat u ral) that each brain absorbed removes the beh ind re ali t y, b ra in collecto rs (n eh -
Ben Wootten
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
8 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
ine Harlot’s Log—
Excerpt From the Br
th no inci-
llivant Cove wi
We reached Ga il yuan-ti
the Seventh Co
dent, although sh or e leave. I
mands for
renewed their de them all
ain, promising
denied them ag my sister’s
uld want once
the leave they co t to the Glut-
mine. Paymen
little project is eth would
ly (that beast’s te
ton went smooth rso na lly led a
ies!), and I pe
Irgzid Uzeye make fine troph gs looked
the caves. The tro
group of five to so rt of malady
stank—some
worse than they s of Dread?
r certain. Lord
afflicts them fo pa ym ents and
took our
Hardly. Yet they
ough.
slaves readily en ady for
e shadow pearl re
There was on only
but the sim-
my displeasure,
us. I made clear they were
nvinced me that
pering lepers co d se ve ral more
and promise
being truthful, to avoid
s’ time. I’ve tried
in a few month Its depths
pearl overmuch.
staring at the mber one of
ter seeing the nu
are hypnotic. Af en’s Cove, I
ties did on Krak
these little beau container
ep it in a padded
make sure to ke
at all times. ing into
n’t just toss the th
It’s too bad we ca them kill
catapult and let
Farshore with a one to tell
t I’ll not be the
each other off, bu eir toys!
oke another of th
command we br
Warren Mahy
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
9 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
A
B
C D
G F E H
I
J
Golismorga
Caverns/Dungeons
Underground Rivers/Lakes
Route to Golismorga
Cerulean Curtain
Robert Lazzaretti
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
10 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
A4
A. Entrance Caverns
A3
A1
A2
se
N
S
sw
nw
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11 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
B1
B2
B3
B5
B4
E
ne
se
N
S
nw
sw
W
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12 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
One square = 5 feet
up
C. The Burning Pools
E
ne
down
se
N
S
nw
sw
W
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13 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
14
up
G. Barbas G1. Town Hall
G2. Store
G3. Shrine to Mictlantecuhtli
G4
G7
G1
G2
G6 G5
N
nw ne
W E
sw se
S
One square = 50 feet
Robert Lazzaretti Robert Lazzaretti
se
N
S
sw
nw
W
I. Temple of the
Ancient Ones
up
down
5’
5’
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15 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Ben Wootten
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
16 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
One square = 5 feet
J. Hall of the Dreamers
down
up
E
ne
se
N
S
nw
sw
W
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
17 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
18 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Golismorga
L
M
N L
nw ne
N
W E
sw se
O
S K
M Q
P
O
O
N
N
M
L
L
0 700
feet
Robert Lazzaretti
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
19 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Robert Lazzaretti
One square = 10 feet
P. Tlaloc’s Crater
E
ne
se
N
S
nw
sw
W
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
20 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Robert Lazzaretti
Q. Holashner’s Ziggurat
Q1
Q2
Liquid Bilestone
Q4
Rubbery Fleshlike Resin
W E
sw se
S
One square = 20 feet One square = 5 feet
Robert Lazzaretti
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
21 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Ben Wootten
Warren Mahy
Dungeon #144 Map & Handout Supplement © 2007 Wizards of the Coast, Inc.
22 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.
Ulioth
Ben Wootten
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23 DUNGEON 144 Supplement Permission to photocopy for personal use only. All rights reserved.