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51-100 livro
51-100 livro
it enjoys the quiet solitude that this chamber provides. The drow cornered and killed several troglodytes in
A successful DC 16 Dexterity (Stealth) check allows these caves after the reptilian creatures refused to
a creature to cross the room quietly without waking be enslaved.
the xorn, but the check is made with disadvantage if
l5A. BATTL E SCENE
the creature is carrying coins or gemstones, since the
xorn can detect such treasures by scent even while it is The floor here is stained with blood and strewn with a
dozen spent bolts from hand crossbows. A character
ESICNEO FOR FOUR 8TH·LEVEL CHARACTERS. THIS T'rissa Auvryndar on level 3 and are preparing to chal-
level of Undermountain contains enough XP lenge whoever perseveres in the conflict between the
to advance such a group halfway to 9th level. aboleth and the kuo-toa. These drow control access to
The Twisted Caverns feature an aboleth, one of the magic gates on this level.
which is a legendary monster. Review the
"Aboleth" entry in the Monster Manual before Kuo-TOA
running this level of the dungeon to help you The kuo-toa on this level were pushed out of the lake
r un the monster effectively. cavern (area 16) and away from their nesting caves (area
24) by the aboleth. They have taken refuge in areas 20
WHAT DWELLS HERE? and 21 while the kuo-toa archpriest, Noolgaloop, creates
Control of this level is contested between an aboleth and an idol of a new god. The archpriest hopes the god will
a tribe of kuo-toa. The drow of House Auvryndar watch come to life and destroy the aboleth. Noolgaloop is using
this conflict intently, waiting to see who comes out on random items and the body parts of various creatures to
top before making any push of their own. Various other craft the idol.
Underdark species vie for a place in these caverns. The kuo-toa don't trust drow and attack them on sight,
but they tolerate non-drow adventurers who agree to
ABO LETH help bring Noolgaloop's vile god to life or are willing to
face the aboleth in battle.
Illuun the aboleth, along with its pet chuuls and en-
slaved troglodytes, has taken over the lake cavern (area FUNGI
16) and pushed the kuo-toa out. Its presence has tainted
the underground river, killing off fish and other river The northwest caves (areas 1 through 7) hold numerous
dwellers that provide sustenance to the kuo-toa. Illuun species of fungi. Many of these fungi are edible or have
plans to take over the entire level as a step toward gain- useful properties. Species of fungus found on this level
ing control of Undermountain and then Waterdeep. and elsewhere in Undermountain include the following.
The aboleth rarely leaves its watery lair and relies on
BARRELSTALK
its servants to capture new slaves.
A barrelstalk is a cask-shaped fungus that can be tapped
and drained of the water inside it. A single barrelstalk
contains ld4 + 4 gallons of fresh water. Its husk pro-
A drow contingent led by a drow priestess of Lolth has vides ld6 + 4 pounds of food.
holed up in areas 11 and 12. These forces report to
The presence of the aboleth has tainted the under- Stench. The air in this cave is fantastically foul.
ground river and poisoned its fish. Lacking an alterna- Kuo-toa. Four poisoned kuo-toa guard this area. Two of
tive food source, the kuo-toa have been eating the fish them are using spears to cut the head and claws off a
out of necessity, which has poisoned them. In their con- dead chuul. The other two are feasting on the corpse
dition, the kuo-toa fight only in self-defense. of a dead kuo-toa (a former companion).
If the characters approach the kuo-toa in a friendly Troglodyte Corpses. Lying about the cave are the reek-
manner and offer them food or relief, the kuo-toa whips ing carcasses of five dead troglodytes, one of which
lead them to the archpriest Noolgaloop in area 21a. has had its claws hacked off.
YLL0WW00D IS DESIGNED FOR FOUR 8TH-LEVEL and ceilings should be. The illusions flawlessly duplicate
characters. Those who defeat the monsters the sun, the moon, the stars, and clouds, though there
on this level should gain enough XP to is no wind or breeze to speak of. During the day, the
reach 9th level. In some cases, defeating a warmth of the sun can be felt, and at night the tempera-
monster can be accomplished without slay- ture drops as one would expect. Despite appearances,
ing it. If the characters strike a truce with the walls and ceilings are still very much in place, and a
a creature, award them XP as if they had true seeing spell or similar magic reveals them.
defeated it in combat. A magic calendar stone in area 6k allows one to
The characters will most likely arrive here by way of change the time of day, the weather, and the season in
the River of the Depths, which they first encounter on Wyllowwood's forests. Wyllow the archdruid (see "What
level 4. Characters who follow the river must navigate Dwells Here?" below) is the only one permitted to use
rapids and small waterfalls to reach Wyllowwood. the calendar stone. When the characters first arrive,
Beyond this level, the River of the Depths begins its Wyllowwood is enjoying a warm autumn-Wyllow's fa-
lengthy, tumultuous descent into the Underdark-a voy- vorite season.
age no ordinary boat or raft can survive.
WHAT DWELLS HERE?
MAGIC OF WYLLOWWOOD An archdruid named Wyllow lives in a tower on this
In addition to dark caverns, this level contains forests of level of the dungeon (in area 6), though she frequently
trees like those that grow on the surface. These temper- wanders the woods. Her neighbors include a green
ate forests were magically created by HaJaster, and the dragon suffering from an identity crisis and a village of
sky high above can fool adventurers into thinking they goblin werebats.
have escaped Undermountain and found their way back
to the surface. Birds, insects, and tree-dwelling mam- W YLLOW
mals live here alongside Wyllowwood's fiercer denizens. Wyllow is a moon elf druid with eyes as green as emer-
The forests are real and nourished by magic, and alds. Butterflies nest in her tangled black hair, and small
Halaster regularly repopulates them with birds, insects, critters gather around her feet.
rodents, and larger mammals. The main caverns have Over two hundred years ago, Wyllow fell in love with
100-foot-high ceilings hidden by illusions that can't be Yinark, a wizard in league with Halaster, and returned
dispelled. These illusions begin 30 feet above ground with him to Undermountain. Her happiness faded
and create the impression of open sky where high walls quickly when the dungeon proved to be a far cry from
LEVEL 5 WYLLOWWOOD
the woods she called home. Determined to keep Wyllow GOBLIN WEREBATS
in Undermountain, Halaster used several wish spells to
create a magical forest for her, but even this gift wasn't South ofWyllow's tower stands a large complex of
enough to offset the druid's languor. When Yinark for- ornate stone buildings that used to be home to a cult
bade her from ever returning to the surface, Wyllow of Malar, the Beast Lord. Wyllow allowed these evil
grew positively despondent. The relationship soured and humans to hunt in her forest, but they abused the privi-
turned violent. A volley of spells on both sides resulted lege-so the archdruid and her green dragon ally eradi-
in Yinark's death. After Wyllow's fury abated, all that cated the cultists.
remained was undying grief and encroaching madness. The village and its environs stood empty for years
She remains in Undermountain in accordance with until a congregation of goblin werebats took residence
Yinark's wishes, a prisoner of her own guilt. in the caves around the buildings. The werebats prefer
Undermountain is Wyllow's home now, and all mem- the dank caves to the structures, which have largely re-
ory of the surface world has faded from her mind. She mained abandoned. Wyllow allows the werebats to feed
is distant but kind toward those who pass harmlessly on stray vermin and adventurers. They wisely acknowl-
through her domain, but turns violent whenever her edge the arch druid as master of the forest and leave her
forest or its peaceful denizens are threatened. Before animals and her dragon ally alone.
setting out to destroy interlopers, she rallies the green
dragon and the werebats, using them to soften up her WANDERING MONSTERS
adversaries. She can also summon six awakened trees Wyllowwood is a thriving ecosystem. The woods sup-
from the forest with a whistle. port awakened shrubs, awakened trees, bats, bears,
Wyllow's displacer beast companion, Crissann, is blink dogs, boars, deer, elk, rodents, small birds, and
named after a human mercenary whom the elf be- other denizens of temperate forests. Carrion crawlers,
friended many years ago. Before this friendship could ettercaps, giant spiders, and owlbears make occasional
blossom into a romance, Halaster intervened and used forays into the woods as well.
his magic to turn Wyllow's new friend against her. The If your game session needs a jolt, try using one
heartbroken druid slew Crissann in the woods with the of the following encounters or an encounter of your
help of several forest creatures and vowed never to let own design.
another mortal touch her heart so deeply.
Wyllow has conflicted feelings about Halaster. She is BEAR WITH Us
grateful to him for providing her a home and keeping A timid black bear shadows the characters, hoping to
Wyllowwood alive with his magic, but she blames him scavenge a tasty offering. If they feed the bear, it follows
for Yinark's death. She also pities him, for the Mad them like a companion and expects to be fed regularly.
Mage too appears to be trapped in a prison of his own
making. Wyllow believes he is no longer human, but an TREE BELIEVERS
immortal entity composed of pure magic. Thus, she has As the heroes pass through the forest, two awakened
given up any hope of being rid of him. t rees interrogate them in Common, demanding to know
the reason for their intrusion. If the characters are look-
WYLLOW'S STATISTICS ing for shelter, safe passage to deeper levels of Under-
Wyllow is a moon elf a rchdruid (see appendix A), with mountain, or information, the trees offer to escort them
these changes: to Wyllow's tower (area 6).
• Wyllow is chaotic neutral. VOOL THE OUTCAST
• She has these racial traits: Her walking speed is 35 A rash of attacks against the deer of the forest threat-
feet. She has darkvision out to a range of 60 feet. ened to turn Wyllow against her goblin werebat neigh-
She has advantage on saving throws against being bors until it was revealed that the culprit of all the
charmed, and magic can't put her to sleep. She speaks bloodletting was a single goblin we rebat (see appendix
Common, Druidic, and Elvish. A) named Vool. To appease the archdruid, the other
werebats drove Vool out of their village. He found a se-
VALDEMAR (TEARULAI) cluded cave nearby (see area 17) and took refuge there.
This young green dragon, once a lawful evil creature, He ventures out once a day to feed but avoids contact
experienced a change in alignment and personality with his kin.
when an adventurer impaled it through the skull with If Vool catches sight of the party, he tries to feed on
a sentient, emerald-bladed sword of shai:pness named a lone straggler. If captured or cornered, he apologizes
Tearulai. The dragon now refers to itself as Tearulai and for his uncontrollable blood lust and offers to make
has the longsword's neutral good alignment. It sleeps amends by serving as a faithful guide. He's lonely and
atop a platform overlooking the River of the Depths, genuinely in search of companionship, but be is without
guarding its treasure. honor or decency. In an attempt to win favor and distract
Wyllow once set adventurers against Valdemar, hop- the characters from his own shortcomings, Vool tries
ing to destroy the evil dragon, but the dragon's change to turn them against Wyllow, painting the archdruid as
of alignment caused Wyllow to reconsider their relation- a creature of pure madness and malevolence. He also
ship. Now that Valdemar and Tearulai are one, the arch- shares rumors of "great treasures" that are hidden in-
druid considers the dragon part ofWyllowwood's eco- side Wyllow's tower.
system. The two currently enjoy a peaceful coexistence.
LEVEL 5 I WYLLOWWOO'D
FO RE ST F EATURES
EXPLORING THIS LEVEL Wyllowwood's forest contains both deciduous and conif-
All location descriptions for Wyllowwood are erous trees, as well as berry bushes and other shrubs. All
keyed to map S. kinds of flowers grow here, but no roses, because Wyllow
doesn't like them.
1. RIVER OF THE DEPTH S Most of the trees are mature, with heights of 30 to 50
feet. Foot trails meander between them, and any character
Large blind fish swim up and down this dark, sluggish who succeeds on a DC 15 Wisdom (Survival) check to
river that flows from level 4 and meanders down to the search for tracks can see the slender footprints of a solitary
Underdark, plunging over waterfalls every mile or so. humanoid- a female elf-among the tracks left by various
The river's depth varies from a few feet to as much other forest inhabitants.
as 30 feet in spots. Characters who trawl the depths Running through the forest are crumbling, 20-foot·high
for treas ure might find the odd bauble here and walkways atop ivy-covered, white marble archways sup·
there, or possibly something more dangerous like a ported by thick white marble columns. Some sections of
sleeping hydra. the walkways have collapsed due to age or seismic activity.
The characters are free to pick berries, gather fallen
At various points along the river are crude wooden
branches, collect acorns and pinecones, and rest on
signs, each one carved with the word "Underdark" in moss-covered logs. Chopping down a tree, starting a fi re,
Goblin and an arrow pointing downriver. kill ing an an imal, or any similar act of destruction will
not be tolerated. Wyllow has many spies in the forest,
2. FORE ST which speed to her tower to communicate the pa rty's mis·
Between the forest and the underground river are nar- deeds. If so informed, she moves swiftly to eradicate the
trespassers.
row, pebbled beaches upon which Wyllow has planted
carved wooden signs that bear the following warning in
Common, Draconic, and Elvish: BEHOLD WYLLOW'S The will-o'-wisp is Crissann's disembodied spirit.
WOOD. HARM NOT, LEST YE BE HARM'D. During the day, it hovers invisibly over the grave. With
General features of the forest a re s ummarized in a whispery voice, it says, in Common, "Take my wand.
the "Forest Features" sidebar. Specific regions are de- Use it to destroy Wyllow, the elf witch!" If the characters
scribed in the sections that follow. obtain the wand from the grave, the will-o'-wisp tries to
lead them to Wyllow's tower and a showdown with the
2A. RIVERSIDE FOREST archdruid. If the characters refuse to avenge Crissann,
The trees growing alongside the river are some of the the will-o'-wisp attacks them. Otherwise, it considers
biggest in Wyllowwood. Their gnarled boughs form a the characters its allies. IfWyllow is defeated, the will-
tangled canopy that overhangs the pebbled beaches. o'-wisp is overcome with despair and turns against the
Bears come to the river's edge to fis h, and deer and elk party, fighting until destroyed.
come to drink a nd bathe. Treasure. Characters who dig up the grave find a hu-
man skeleton clad in tattered clothes and a fully charged
2B . ETTERCAP FOREST wand offireballs.
The trees in this part of the forest are shrouded with
thick webs, and dead animals wrapped in silken co- 2E. WESTERN FOREST
coons hang from the boughs. Five ettercaps and ten The forest continues off the map a nd follows the under-
giant spider s live in the trees and attack interlopers. ground river for several hundred feet. The forest floor is
Wyllow considers these creatures to be part of Wyllow- littered with statues of birds a nd mammals, creatures
wood's natural ecosystem but keeps them from spread- petrified by a basilisk that wanders these woods.
ing beyond the marble walkways to the west and south.
3. GUARDHOUSES
2C. MOANING FOREST
Two windowless stone guardhouses with peaked, slate-
Characters passing through this part of the forest can
tiled rooftops stand in the middle of the forest where
see Wyllow's tower (area 6) through the trees and hear
several elevated walkways converge. The buildings were
an eerie moa n coming from the northwest. (The source
built on higher ground than the surrounding forest, and
of the incessant moaning is the cloaker in area 4e.)
their stone doors are unlocked.
2o. OLD GRAVE
3A. NORTH GUARDHOUSE
Thin rays of sunlight or moonlight penetrate the dense
A rusty lantern hanging from a rafter has a continua/
canopy of this old forest, whose trees are covered
flame spell cast on it, brightly illuminating a musty room
with moss.
that contains four wooden beds with moldy mattresses.
At night, a will-o'-wisp lures adventurers to a grave in
At the foot of each bed is an empty, overturned chest.
the middle of this cavern. The grave stands amid a grove
of dead, burned trees. It is marked with a headstone that 3B. SOUTH GUARDHOUSE
reads in Common, "Here lies Crissann, human friend Each door of this guardhouse is barricaded shut from
and companion." The top of the gravestone is carved within and requires a successful DC 15 Strength (Ath-
in the shape of a rose. A detect magic spell cast in the letics) check to force open. Piled behind the doors are
vicinity reveals a source of evocation magic buried in broken chairs, shattered benches, and empty chests.
the earth (see "Treasure" below). Inside the building, characters find the following:
I E\'EL 5 WYLLOW\1001>
ii
Arch. Carved into the·middle of the east wall is a dec- 4D. WESTERN GATE
orative stone arch enclosing a blank wall (see "Arch This gate resembles the one at area 4a, except that it
Gate to Level 2" below). looks out over area 4e.
Furnishings. A wooden trestle table lies on its side
in the middle of the room. An iron chandelier with 4E. CRYSTAL CAVERN
melted wax candles is suspended from a rafter above Crystal Decor. The walls of this 60-foot-high cavern are
it by a rope tied off to a hook near the northern door. covered with naturally formed crystal draperies that
Dead Halfting. Tucked behind an iron stove in the resemble frozen waterfalls.
northeast corner is a dead halfling in leather armor, Moaning Fissure. A 30-foot-long, 10-foot-wide, 20-foot-
his face twisted into a mask of horror. deep fissure cuts across the middle of the ceiling like
The halfling adventurer, Haddon Fleetfoot, refused an open wound. The ominous moan heard throughout
to serve the will-o'-wisp in area 2d and barricaded the complex originates from here and is made by a
himself in this guardhouse, believing that act would cloa ker hiding in the crack.
prevent the will-o'-wisp from reaching him. An exam- Gate. An iron gate is embedded in the east wall (see
ination of his corpse and a successful DC 12 Wisdom area 4a for details).
(Medicine) check reveals that he died from several light- Illusory Wall. A 20-foot-square section of wall south of
ning shocks. area 4d is illusory and conceals a tunnel. The illusory
Arch Gate to Level 2. The stone arch is one of wall has no substance, and creatures can pass right
Halaster's magic gates (see "Gates," page 12). Its through it. A successful dispel magic spell (DC 17)
stone frame has been carved to look like the trunks of dispels the illusion.
trees, and close inspection reveals the image of a dead The cloaker is using its moan to draw others of its
tree carved into its keystone. Its rules are as follows: kind to this location, hoping to form a conclave. If the
• Touching the arch with a dead twig or branch causes cloaker detects interlopers, it creates phantasmal du-
the gate to open for 1 minute. plicates of itself, emerges from the crack in the ceiling,
• Characters must be 6th level or higher to pass through and attacks.
this gate (see "Jhesiyra Kestellharp," page 10). The The crystal formations reflect and amplify nearby
first creature to pass through the gate triggers an el- light. The crystals also amplify sound, allowing it to
der rune (see "Elder Runes," page 12). carry well beyond the cavern's confines. The crystals
• A creature that passes through the gate appears in otherwise have no properties or value.
area 12 on level 2, in the closest unoccupied space
next to the identical gate located there. 5. INNER F O REST
Treasure. Haddon's corpse wears a salvageable suit A thorough exploration of this part of the forest reveals
of halfling-sized leather armor. It clutches a silvered several items of note:
shortsword in one hand and a burnt torch stub in the Litter. The forest is strewn with rusty weapons, burnt
other. A search of the corpse yields a dungeoneer's pack torch stubs, empty bottles, and other worthless para-
with spoiled rations and 5 torches remaining, and a phernalia left behind by adventurers.
small pouch containing 4 gp. Druidic Totems. Eerie totems hang from the trees.
Made from twigs, feathers, and tattered bits of cloth,
4. CLOAKER D EN they look like crude dolls. (Each one is modeled after a
A conclave of cloakers has taken over this series of cav- humanoid Wyllow has killed.)
erns. Wyllow has tried to frighten off the cloakers, so General features of the forest are summarized in the
far without success. A persistent, eerie moan emanates "Forest Features" sidebar. Characters who engage in
from area 4e and can be heard throughout this complex wanton destruction are accosted by several creatures,
and well into the surrounding forest. each of which has been the recipient of an awaken
4A. EASTERN GATE
spell: four awakened trees, an awakened br own bear,
two awakened elks, and three awakened giant wasps.
A 15-foot-high iron portcullis is embedded in the stone
These creatures are loyal servants of the archdruid.
wall at the mouth of a long tunnel. Rough-hewn stairs
just inside the tunnel climb to the top of the wall, which 6. WYLLOW'S TOWER
is enclosed by stone battlements. There are no guards
stationed atop the wall or beyond the portcullis. The Wyllow's Tower is carved to look like a squat stone tree
winch to raise the portcullis is inside the tunnel, just with twisted, stony boughs protruding from the walls.
beyond the gate. The portcullis can also be lifted with a Thirteen giant bats hang from these crumbling limbs
successful DC 25 Strength (Athletics) check. like ornaments, their wings wrapped tightly around
their bodies. If the characters try to climb the tower, the
4B- C. SIDE CAVES bats attack. The bats otherwise fight only in self-defense
Two cloakers lurk here, one in each cave. They team up or at Wyllow's command.
against intruders. If one is killed, the other retreats to At the base of the tower, on the south side, is a 12-foot-
area 4e and joins the cloaker there. The caves are bereft high arched double door made of carved stone. A rope
of furnishings and treasure. hanging next to the door rings a bell when tugged. If
the characters knock or ring before entering, Wyllow's
LEVEL 5 I WYLLOWWOOD
72
Tunnel leads
to expanded
dungeon
1 square = 10 feet
M11P 5: WvLLOwwooo
LEVEL 5 f WYLLOWWOOD
usher, Halastree, greets them and leads them to area Treasure. Characters who clear away the dust can
6a. Halastree is an awakened tree whose trunk Wyllow see the objects on the table more clearly: a suit of hide
carved in the likeness of Halaster. It speaks Common armor of resistance (lightning) made of stitched rothe
and is exceptionally polite. If the characters enter the hide and fur, a silvered scimitar, and a leather quiver
tower unannounced, they get as far as area 6a before containing 20 silvered arrows. The staff leaning against
encountering someone. the table is a silvered quarterstaff.
All rooms in the tower are brightly lit by beams of
magical light, which emanate from the ceiling and shine 6c . STAIRS UP
down on the dusty, tiled floor. Frescoes. The walls are carved with frescoes depicting
All doors in the tower are made of carved stone. All exchanges of gifts between dwarves and elves.
ceilings are 10 feet high, except in area 6a. Staircase. A stone spiral staircase in the northwest
corner curls up 10 feet to area 6e and continues up
6A . WYLLOW'S THRONE ROOM another 10 feet to area 6h.
Detritus. Dead leaves and twigs cover the dusty floor.
Balcony. The room has a vaulted ceiling 20 feet high. 6D . HALL OF THE FOREST KING-DOM
Stone pillars carved to look like trees support a A .flight of stairs connects this room to the lower floor.
10-foot-high stone balcony that runs a long the north, The room is empty except for frescoes on the walls de-
east, and south walls. The trees' stone branches serve picting an elven forest kingdom.
as the balcony's railings.
Archdruid and Friends. Wyllow is here, attended 6E . HALL OF THE SKY CHARIOTS
by Crissann, her displacer beast companion, and Frescoes. The walls are carved with frescoes that
Halastree, her awakened tree usher. Wyllow wears a depict elves in cloud chariots pulled by fiery horses,
gold key on a string around her neck (see "Treasure" coursing through the starry skies.
below). The archdruid sits meditating in a throne of Staircase. A stone spiral staircase in the northwest
yellow crystal that stands in the western a lcove. The corner descends 10 feet to area 6c and climbs 10 feet
throne has eyes carved into it. to area 6h.
Secret Doors. Flanking the crystal throne are two se- The stone door to area 6f has an arcane lock spell
cret doors. One swings open into area 6b, the other cast on it. A button carved in the shape of a twinkling
into area 6c. s tar is hidden in a nearby wall fresco; a character who
Wyllow's crystal throne was carved by dwarves and searches the wall spots it with a successful DC 17 Wis-
given to her by her late husband, Yinark. A detect magic dom (Perception) check. When the star-shaped button
spell reveals an aura of divination magic around it. A is pushed, the door swings inward. The door can also
creature seated on the throne has advantage on Wisdom be opened with a knock spell or forced open with a suc-
(Insight) checks. cessful DC 25 Strength (Athletics) check.
For information on Wyllow, see the "Wyllow" section
at the start of the chapter. The archdruid is friendly to- 6F. WYLLOW'S STAFF OF FLOWERS
ward visitors who have done nothing to anger her. The The door to this narrow room is magically locked from
displacer beast and the awakened tree fight to the death the outside (see area 6e) but pulls open easily from the
to defend her. inside. The room contains the following features:
Characters who do nothing to antagonize Wyllow can Debris. Broken staffs litter the dusty floor.
secure safe passage through her demesne, though she Table. A beam of light shines down on a narrow, rect-
warns them to steer clear of the goblin werebats and angular stone table in the middle of the room. On the
show the green dragon the respect it's due. She knows table rests a wooden staff carved with floral motifs.
the locations of Wyllowwood's gates and how to activate
them (see areas 3b, 6i, and 9), as well as the passages Wyllow dabbles in magic item creation. The broken
leading down to levels 6 and 7. If the characters slay staffs testify to her numerous failures. The intact staff
the cloakers north of her tower (in area 4), Wyllow will on the table represents her only success to date.
share this information with them. Treasure. The staff resting on the table is Wyllow's
Treasure. The gold key in Wyllow's possession un- staff of flowers, a common magic item to which anyone
locks the chest in area 6g. The key is worth 25 gp. can attune. While holding the staff, a creature can use
an action to expend 1 charge from the staff and cause
6B . HIDDEN ARMORY a flower to sprout from a patch of earth or soil within 5
feet of it, or from the staff itself. Unless a specific kind of
Frescoes. The walls bear frescoes that depict
flower is chosen, the staff creates a mild-scented daisy.
skirmishes between surface elves and drow, cul-
Wyllow's staff is peculiar in that it can't create roses,
minating in an epic showdown with Lolth in the
which the archdruid dislikes. If a rose is chosen, a daisy
Demonweb Pits.
grows instead. The flower is harmless and nonmagical,
Table. An ornately carved stone table in the middle of
and it grows or withers as a normal .flower would.
the room has several dust-covered objects resting on
The staff has 10 charges and regains ld6 + 4 ex-
it. Leaning against the table is a wooden staff with sil-
pended charges daily at dawn. If its last charge is ex-
vered tips, draped in cobwebs.
pended, roll a d20. On a 1, the staff turns into black rose
petals and is lost forever.
LEVEL 5 f WYI.LOWWOOD
74·
6G. SECRET ROOM 12). The keystone and base stones of the arch each
This room is hidden behind a locked secret door on bear the graven image of an old man clutching a staff.
which is carved a fresco depicting a satyr in a forest, The rules of this gate are as follows:
dancing and playing a lute while butterflies fly around it. • Tapping the arch three times with a staff of any kind
One of the pegs on the satyr's lute is a hidden switch; causes the gate to open for 1 minute.
when it is turned, the secret door unlocks and swings in- • Characters must be 7th level or higher to pass through
ward. The secret door can a lso be opened with a knock this gate (see "Jhesiyra Kestellharp," page 10). The
spell, or by a cha racter using thieves' tools to pick the first creature to pass through the gate triggers an el-
lock with a s uccessful DC 20 Dexterity check. der r une (see "Elder Runes," page 12).
Treasure. A niche carved into the southeast wall • A creature that passes through the gate appears in
holds a small wooden chest bearing painted images of area 15b on level 3, in the closest unoccupied space
worms burrowing out of the ground. Set into the chest next to the identical gate located there.
is a magic lock whose tumblers adjust to confound bur-
glars. A character using thieves' tools can pick the lock 6J. 0SSUARY
with a successful DC 15 Dexterity check, but the check Wyllow has slain scores of adventurers over the years,
is made with disadvantage. Inserting Wyllow's gold key and she chooses to memorialize them with this ghastly
(see area 6a) into the lock also opens the chest, as does ossuary, the walls and ceiling of which have humanoid
a knock spell. skulls and bones cemented to them in decorative ar-
The chest conta ins a pair of sapphire earrings (250 rangements. A few bare patches have yet to be fi lled.
gp apiece), an armband made of overlapping gold leaves Secret Door. A secret door behind one bone-layered
(250 gp), a random trinket (roll on the Trinkets table in wall swings open into area 6k.
chapter 5 of the Player's Handbook), and a crystal bulb
as big as a pear. Inside the crystal bulb is a tiny effigy 6K.CALENDARSTONE
of Halaster Blackcloak. A detect magic spell reveals an This spacious room has been swept clean of dust and
aura of conjuration magic around the bulb. cobwebs. It contains the following:
If the crystal bulb is planted in earth or soil on this Guards. Four giant toads lurk in the far corners of the
level of Undermountain, it is destroyed as Halaster room. They leap forward and attack anyone not ac-
Blackcloak (see appendix A) sprouts from the ground companied by Wyllow.
where the bulb was buried. This is the real Halaster, de- Calendar Stone. Set into the floor is a 15-foot-diameter
livered by his own magic. The Mad Mage entrus ted the stone device engraved with a multitude of images.
bulb to Wyllow in case she needed to summon him and
is annoyed if someone else uses it. The device has a circular center 9 feet in diameter,
If the characters have done nothing aside from this to around which are two concentric rings of stone. The
offend him, Halaster babbles about his current preoccu- center stone is fixed in place. Its engravings depict
pation (see "Halaster's Goals," page 11) and demands birds, butterflies, fish, and small mammals encircling
the characters do whatever they can to help him. He Wyllow's smiling visage. Each ring is 3 feet wide and
then teleports away in a huff. If the characters manage turns clockwise on hidden rollers. The inner ring is
to get a word in edgewise, they might persuade him to engraved with images of plants and animals weathering
share useful information before he leaves. He might, for the change of seasons. The outer ring bears alternating
example, divulge the secret to activating one of his many engravings of the sun at various heights and the moon
gates, or he might mention creatures known to dwell on in all its phases. A fixture on the outer edge of the device
one of the deeper levels of Undermountain. If the char- is used to line up the rings and indicate the present time
acters attack him, Halaster retaliates in kind. of day and season in Wyllowwood. The rings slowly turn
on their own, tracking the natural changes that occur
6H. STATUARY over time. By turning a ring manually, one can force a
The spiral staircase reaches its peak in this room, which more sudden change from day to night or night to day, or
contains the following features: bring the effects of a new season upon Wyllowwood.
If the characters change the time of day or the season,
Statues. Standing in alcoves to the north and south, all the surviving werebats except Vool (see area 17)
facing one another, are green marble statues of 6-foot- investigate Wyllow's tower in goblin form to find out
tall, proud elf warriors clutching shields and spears. what is amiss.
The shield of the northern statue features a pine tree, The calendar stone can't be damaged or dismantled.
while an oak tree is emblazoned on the shield of the
statue to the south. 7. A LCOVES OF THE D EAD
Frescoes. The walls are carved with frescoes of elves
traveling through space aboard sleek wooden vessels Four deep alcoves, each roughly 10 feet wide and 15
with giant crystalline wings, visiting strange worlds feet tall, line the cavern wall south of Wyllow's tower.
and battling ores and dragons in space. Strewn about in them are the skeletal remains of sixty
humans clad in rotting clothes and furs- the remains
6I. ARCH GATE TO LEVEL 3 of Matar worshipers killed by the green dragon's poison
Dust and cobwebs fill this room. Set into the middle breath. Wyllow dragged the corpses here and left them
of the east wall is a stone arch enclosing a blank wall. to rot, as a dire warning to others who would betray her.
This is one of Ha laster's magic gates (see "Gates," page A search of the bones reveals nothing of value.
LEVEL 5 I WYLLOWWOOD
75
8. UMBER HULK TUNNEL so. If a character tries to deceive the dragon, it can make
a Wisdom (Insight) check contested by the character's
An umber hulk dug this tunnel, which descends hun- Charisma (Deception) check to see through the decep-
dreds of feet to area 1 on level 6. tion. A character who is caught lying to the dragon can
never win back its trust.
9. D RAGON'S PLATFORM
If the dragon is incapacitated, a character can use
Stone Platform. Built atop a natural mound of earth an action to try to pull Tearulai from Valdemar's skull,
and rock is a 70-foot-long, SO-foot-wide, 10-foot-high doing so with a successful DC 13 Strength check. Re-
stone platform covered with moss and ivy. Connected moving the longsword in this way restores the dragon's
to the platform are two stone walkways raised atop evil alignment and personality. From that point on, the
20-foot-high marble columns. dragon considers Wyllow its mortal enemy.
Bridge. A stone bridge on the platform spans the river
to the east. (See area 10 for more information on TEARULAI
the bridge.) The longsword, Tearulai, is a sentient, neutral good
Building. A mossy staircase climbs the south wall to the sword of sharpness with an emerald-colored blade and
top of the platform. There stands a 15-foot-high stone precious gemstones embedded in its hilt and pommel.
building with a commanding view of the river and The sword's magical properties are suppressed until it
stone doors set into its north, west, and south walls. is removed from Valdemar's skull.
A crumbling faux battlement surrounds the fiat roof, Evil creatures can't attune to Tearulai; any evil crea-
atop which sleeps a young green dragon with irides- ture that tries to do so takes 20 psychic damage. The
cent scales. A sword is lodged hilt-deep in its skull. weapon's emerald blade can't be damaged or dulled,
and the sword can't be teleported anywhere without its
BUILDING INTERIOR wielder while the two are attuned to one another.
The building's outer doors are unlocked and push open Spells. The sword has 6 charges and regains ld4 +
to reveal a dark, dusty room strewn with treasure accu- 2 expended charges daily at dawn. A creature attuned
mulated by the dragon (see "Treasure" below). to the sword can use an action and expend 1 or more
Arch Gate to Level 6. A door in the northeast corner charges to cast one of the following spells from it with-
leads to a smaller chamber with an arch gate set into out material components: fly (2 charges), polymorph (3
the back wall (see "Gates," page 12). The arch is en- charges), or transport via plants (4 charges).
graved with images of dancing dwarves. The rules of Sentience. The sword has an Intelligence of 17, a
this gate are as follows: Wisdom of 12, and a Charisma of 20. It has hearing and
• Standing within 5 feet of the arch and imitating the truesight out to a range of 120 feet. It communicates
moves of the dancing dwarves causes the gate to open telepathically with its attuned wielder and can speak,
for 1 minute. The dance requires 1 minute to perform. read, and understand Common, Draconic, Elvish, and
• Characters must be 9th level or higher to pass Sylvan. In addition, the sword can ascertain the true
through this gate (see '']hesiyra Kestellharp," 10). value of any gemstone brought within 5 feet of it.
The first creature to pass through the gate triggers an Personality. Tearulai admires great beauty, music,
elder rune (see "Elder Runes," page 12). fine art, and poetry. Vain, the weapon strives to improve
• A creature that passes through the gate appears in its appearance. It craves gemstones and seeks out bet-
area 10 on level 6, in the closest unoccupied space ter ones with which to adorn itself. Most of all, it longs
next to the identical gate located there. to return to the forests around Myth Drannor, where it
was created. If its wielder's goals run counter to its own,
Treasure. The treasures inside the building are Tearulai attempts to take control of its wielder and es-
as follows: cape Undermountain, whereupon it can use its transport
• 3,500 gp, 6,000 sp, and 15,000 cp in loose coinage via plants spell to return whence it came.
• A 500 gp black pearl with a minor magical property (it
glows faintly when undead are within 120 feet of it) 10. MOSSY STONE BRIDGE
• A potion ofgaseous form An arching bridge of moss-covered stone spans the
• A spell scroll of heroes' feast River of the Depths at a height of 30 feet, connecting the
dragon's platform (area 9) to a rough-hewn tunnel that
GREEN DRAGON eventually winds down to level 7. Obscured by the moss
While asleep, the dragon relies on its passive Wisdom are carvings of trees and vines.
(Perception) score to detect the approach of intruders
by scent and sound. The dragon feeds mostly on blind 11. WE ALL FLOAT DOWN HERE
fish and prefers to be left alone. If attacked, it lets out a
roar loud enough to be heard throughout Wyllowwood. A dead grim lock in a forlorn passageway is evidence of
Wherever she is, Wyllow hears the roar and comes to danger on the underground river.
the dragon's defense. llA . FALSE BOAT
The dragon, Valdemar, refers to itself as Tearulai and
Tethered to the mouth of a narrow cave at water level is
won't willingly part with the sword stuck in its skull. Nor
what appears to be an intact wooden rowboat that can
will it allow characters to enter the building or use the
hold up to four characters and their equipment. The boat
gate inside unless they have Wyllow's permission to do
and its tether are, in fact, a Large mimic with 67 (9d10
LEVEL 5 I WYLLOWWOOD
+ 18) hit points. The mimic adheres to any creature Mobar has the statistics of a wer ebat (see appendix
that steps into it or grabs its "rope." Once it has prey in A), with these changes:
its clutches, it untethers itself and drifts downriver at • Mohar has 42 hit points.
a speed of 15 feet while pounding its would-be meal to • Due to poor depth perception, he has disadvantage on
death with its pseudopod. any attack roll against a target more than 30 feet away.
llB. GRI MLO CK SKELETON Mobar is smitten by Wyllow and follows her instruc-
The skeleton of a one-armed grimlock lies on the floor tions without question. He spends his idle hours making
where a narrow passage in the west wall intersects with gifts for her and, in bat form, leaving them in front of
a wider tunnel heading north and south. Close examina- her tower. The lovestruck fool is otherwise bereft of
tion reveals that the grimlock's bones have been picked conscience, and he presides over the werebat tribe with
clean by acid, and its eyeless skull is turned toward the iron-fisted resolve. As a rule, he does not treat with ad-
narrow passage that leads west. The grimlock's bony venturers; he'd rather rob them and feed on their blood.
arm a nd hand also point in that direction. The skeleton If combat breaks out here, the werebats throughout
was left here by the mimic and hides nothing of value. area 16 investigate, converging on this location.
The goblin werebats have communal dining habits and Werebats . Three goblin wer ebats (see appendix A)
prefer to eat together in this cave, the floor of which is hang from the ceiling in bat form, asleep. In this
littered with the bones and exsanguinated corpses of form , they are indistinguis hable from giant bats. They
dead rodents, shoe-sized crickets, and blind fish . awaken if they are attacked or otherwise disturbed.
Niches . Three niches in the south wall hold weapons.
14. WEREBAT B oss The werebats either attack intruders in bat form
Precious little light reaches this large cave, which is set or drop to the floor, assume goblin form, and arm
aside for the werebat boss, a particularly sinister goblin themselves.
named Mohar. He prefers to re main in hybrid form-his Each of the three niches contains a scimitar, a short-
most fearsome aspect. In all three of his forms, Mobar's bow, and a leather quiver holding 20 arrows.
left eye is blinded by a cataract, and he has a shock of
white hair.
U:VEL 5 I WYLL.OWWOOD
77
16B. WEREBATS IN. GOBLIN FORM LICHTINC AND PLUMBING
Werebats. Twelve goblin werebats (see appendix A) in All of the buildings in Wyllowwood's village (areas 18-24)
are equipped with wall-mounted, glass-bottled gas lamps
humanoid form congregate here. Eleven of them are
fueled by natural gas vents under the village, along with
seated around the twelfth, who is standing and tell-
plumbing connected to the underground river nearby. The
ing a story. gas lamps are turned on and off by stone switches on the
Drawings. Crude chalk drawings cover the walls. wal ls near the doors. Iron faucets control the flow of hot
The stick-figure chalk drawings on the walls tell the and cold water through iron pipes to sinks and bathtubs.
story of a goblin tribe that became infected with werebat
lycanthropy in the Underdark and the tribe's subsequent TREASURE
ordeals. Any character who studies the chalk drawings A character who searches the cave for treasure and
and succeeds on a DC 10 Wisdom (Insight) check can succeeds on a DC 15 Wisdom (Perception) check finds
ascertain as much. Among the drawings are crude ren- a small leather pouch buried under a pile of offal. It con-
derings of the green dragon Valdemar, the archdruid tains Vool's accumulated wealth: 9 cp, 4 sp, a Harper
Wyllow, and her tree-like tower. cloak pin made of tarnished platinum (25 gp), and a
One werebat points to specific drawings as it recalls leather boot. The boot detects as magical and is one of
the story of how the goblin tribe found sanctuary in two boots ofelvenkind; however, it's useless without its
Undermountain, hid from the green dragon, and made mate (see level 4, area 16a).
peace with the archdruid Wyllow. Story time ends as
soon as intruders are detected. Six of the werebats as- 18. ABANDONED PRIORY
sume hybrid form before attacking.
This long, windowless stone building contains several
16c. WEREBAT NURSERY apartments formerly occupied by high-ranking priests
This cave contains two goblin werebats (see appendix of Malar, god of the hunt. Stone doors throughout are fit-
A) in humanoid form, as well as seven of their young. ted with locks, though they're unlocked at present. The
The young werebats are noncombatants worth 0 XP. building has various amenities (see the "Lighting and
Each has AC 8 and 1 hit point, ability scores of 5, and Plumbing" sidebar).
immunity to bludgeoning, piercing, and slashing dam- Heaped around the building are broken swords,
age from weapons that aren't silvered. They also have dented helms, and torn metal armor. After the green
the Shapechanger trait common to all werebats, but dragon killed the cultists of Malar, Wyllow stripped the
their only other form is that of a Tiny bat. corpses of their metal gear, piled the offensive material
If the nursery comes under attack, the adults defend here as a warning of sorts, and dragged the bodies to
the young. If the adults are slain, the children turn into area 7 to rot.
bats and flee.
18A. SACKED TROPHY ROOM
16D. WEREBAT TREASURY The goblin werebats have thoroughly ransacked this
room, where priests of Malar once displayed trophies of
Werebats. Two goblin werebats (see appendix A) in hu- their hunts and meted out punishment to those who had
manoid form stand guard near the cave entrance. failed them. The room contains the following:
Chests. At each end of the cave is a wooden chest so
packed with "treasure" that its lid can't be closed. Wreckage. Overturned and broken shelves and ta-
bles lie on the floor along with piles of old rugs and
Treasure. The chest at the east end of the cave con- bleached human skulls.
tains a beaten copper tankard (10 gp), a crowbar, a set Stuffed Owlbear. A stuffed owlbear stands on its hind
of manacles, a bar of soap, five wooden holy symbols of
legs in the south corner, glaring ferociously.
Malar, a shoddy cloak made from a brown bear's pelt, Empty Closet. A narrow door in the eastern corner of
and ten bleached human skulls. the room leads to a small chamber, the walls of which
The chest at the south end of the cave holds a rusty are lined with empty hooks.
steel gauntlet with fingers ending in claws, a boar's tusk
set with semiprecious stones (50 gp), a priest's pack 18B. VACANT GUEST QUARTERS
without the rations, and a random trinket (roll on the
Furnishings. This room contains four narrow wooden
Trinkets table in chapter 5 of the Player's Handbook).
beds draped in dusty quilts and cobwebs. Next to each
17. VooL's REFUGE bed is a nightstand filled with unlit tapers.
Bathrooms. Abutting the larger chamber are two small
Two narrow tunnels above the river's shoreline lead to a rooms, each one equipped with a working sink, toilet,
cave usually occupied by a lonely goblin werebat named and bathtub, all carved from stone and fitted with
Vool. The characters might encounter him prior to find- rusty iron fixtures.
ing this cave (see "Wandering Monsters," page 70).
Vool's cave is littered with the bones of birds, rats, and 18C. VACANT APARTMENT
fish , as well as the exsanguinated corpses of a badger Once the lodgings of the high priest of the cult of Malar,
and a small deer. this apartment consists of a spacious bedroom and an
equally impressive bathroom accessible from within.
LEVEL 5 I WYLLOWWOOD
Bathroom and S auna. The inner chamber is A narrow door leads to a smaller side room, the walls
equipped with a working sink, toilet, and bathtub crafted of which are lined with bare hooks.
from polished green marble, with rusty iron fixtures. A
wooden bench stands against the southwest wall, with 20. MALAR'S TABERNACLE
-------
hooks above it that hold musty old towels. Vents in the This building is taller than the others, with a peaked
floor around the bench spew hot steam when an iron roof 30 feet high. Iron spikes line the peak, while carv-
valve under the bench is turned. ings of basilisks, chimeras, dragons, and manticores
Bedroom. The outer chamber is a bedchamber that snarl from where they perch on the outer walls.
has the following features: The cult of Malar would gather to worship here. The
Decor. Tattered rugs woven with images of tigers bat- building's stone doors are fitted with locks, though they
tling scorpions cover the floor. The walls are painted are unlocked at present. The building consists of one
with faded images of serpents. large, opulent room with the following features:
Furnishings. A wooden bed carved with serpentine mo- Decor. The floor is tiled in green marble, and the walls
tifs stands against the northeast wall, draped in dusty are painted with lifelike forest scenes that depict pred-
quilts and flanked by nightstands. Atop each night- ators stalking prey.
stand are nine half-melted wax candles. Under the bed Alta r. In the middle of the tabernacle is a block of blood-
are the dry, shed skins of two large snakes. (The ser- stained white marble (see "Altar" below).
pents retreated into the woods and died long ago.) Dead Cultist. Lying near the altar is an inanimate hu-
Altar. Against the northwest wall stands a bloodstained man skeleton clad in tattered hide armor. Next to it are
wooden altar decorated with silver and bronze de- two halves of a broken spear, as well as the charred
signs of claws, fangs, beaks, and eyes. Piled around and splintered remains of a wooden shield. (These are
the altar are dozens of bleached human skulls. the remains of a cultist who was killed by a chimera.)
Treasure. A search of the altar accompanied by a suc-
cessful DC 15 Wisdom (Perception) check reveals a se- ALTAR
cret compartment in one side. The compartment holds If fresh blood is spilled on the altar, a hostile chimer a
a wooden scroll tube carved with images of centipedes, magically appears in an unoccupied space within the
inside which is a spell scroll of speak with animals. tabernacle and attacks all other creatures, disappearing
when it is reduced to 0 hit points or after 10 minutes
18D. VACANT APARTMENT have elapsed. The summoned chimera is immune to
This apartment consists of a spacious bedroom and the charmed and frightened conditions, and it can't
an adjoining bathroom equipped with a working sink, leave the tabernacle. Once the altar has summoned a
toilet, and bathtub, all crafted from polished stone, with chimera, it can't do so again for a tenday.
rusty iron fixtures. Whoever drops the chimera to 0 hit points gains
inspiration-a minor blessing from the god Malar.
19. LOOTED CLOISTERS
This windowless stone building contains apartments
21. ABANDONED BARRACKS
formerly used by rank-and-file Malar cultists. Stone Cult warriors slept and trained here. Stone doors
doors throughout are fitted with locks, though the doors throughout are fitted with Jocks, though all doors are
are unlocked at present. The building also has the fea- unlocked at present. The building has both lighting and
tures detailed in the "Lighting and Plumbing" sidebar. plumbing (see the "Lighting and Plumbing" sidebar).
LEVEL 5 I WYLLOWWOOD
79
22. MESS HALL 23B. INITIATES' Q,UARTERS
The cultists cooked meals and ate here before a hunt. Furnishings. Eight rows of bunk beds stacked four high
The werebats have thoroughly looted the building, leav- run the length of this room.
ing its stone doors ajar. This structure has lighting and Wreckage. Along the walls are piles of splintered wood,
plumbing (see the "Lighting and Plumbing" sidebar). the remains of shelves where cult initiates once stored
personal belongings.
22A. PANTRY Bathr oom. The small room to the south contains a
This room smells like rotting fish and vinegar. Toppled working sink, toilet, and bathtub, all crafted from pol-
stone shelves, smashed barrels, and broken casks fill ished stone with rusty iron fixtures.
this chamber. A thorough search yields ten empty sacks
and a drained wineskin that are salvageable. 24. ANIMAL CLOISTERS
The cultists of Malar kept various beasts here under
22B. L ARDER
lock and key. None of the building's stone doors is cur-
Statue. This room is cold. Frost coats the walls and rently locked, however. The building has lighting and
floors, becoming thicker around a life-size statue plumbing (see the "Lighting and Plumbing" sidebar).
of a dwarf that stands against the south wall. The
dwarf appears to be covered in brown fur (actually 24A. BEASTKEEPERS'Q,UARTERS
brown mold). Furnishings. Six wooden beds line the walls of this
Hooks and Chains. Rusty meat hooks and chains dan- room. At the foot of each bed is an empty chest.
gle from the rafters. Padded Suit. Draped over a wooden mannequin against
The statue is a dwarf who was petrified by a basilisk the north wall is a suit of padded armor, a pair of thick
over a thousand years ago. A patch of brown mold (see padded mittens, and an open-faced helm fitted with a
"Dungeon Hazards" in chapter 5 of the Dungeon Mas- steel grill. (Cult members wore this cumbersome out-
ter's Guide) covers the dwarf and chills the room. fit while training beasts. It functions as padded armor
but provides no Dexterity modifier to the wearer's AC.)
22c . KIT CHEN Bathroom. The small room to the north contains a
This kitchen is equipped with a long wooden trestle working sink and toilet crafted from polished stone
table, a pair of iron stoves, and stone shelves. The were- with rusty iron fixtures.
bats have ransacked the kitchen, breaking most of the
dishware in the process. The floor is covered with bro- 24B . AVIARY
ken crockery and glass. Nothing of value remains. A permanent silence spell suppresses all noise in this
room. A successful dispel magic spell (DC 16) ends the
22D. MESS HALL effect. Hanging from rods mounted to the walls are a
Chandeliers. Four chandeliers made from old wagon dozen empty iron birdcages. Countless old feathers lie
wheels hang from the rafters by frayed ropes. Melted strewn across the dusty floor.
wax trails down from them like icicles.
24c. BEAST CAGES
Furnishings. Wooden tables and benches stand in
rows beneath the chandeliers. Empty tankards lie This room contains six empty iron cages, each 5 feet
scattered on the tables and the floor amid dust, mold, on a side and secured with a rusty padlock. A padlock
and cobwebs. can be picked open with thieves' tools and a successful
DC 15 Dexterity check; it can also be broken off with a
23. DE SEC RATE D SANCTUARY successful DC 15 Strength (Athletics) check or a solid
weapon hit (AC 15).
This windowless stone building was set aside for cult
initiates. The building has lighting and plumbing (see
the "Lighting and Plumbing" sidebar). AFTERMA TH
If Wyllow is killed, the werebats notice her absence
23A. HALL OF P RAYER within a few days. After working up the courage to ex-
Boars. Two hostile boars have crept into this room in plore and loot her tower, they use the calendar stone
search of food. They attack anyone who comes within inside to trap Wyllowwood in a state of perpetual night.
10 feet of either of them. Over time, this has the effect of killing off the plants that
Decor. The floor is strewn with frayed prayer mats. Six need sunlight to survive.
tapestries lie heaped in a corner. In the absence of the archdruid's protection, the were-
Empty Vestry. The smaller room to the north has bare bats and other predatory monsters raid the dying wood
hooks on the walls. (This is where the tapestries used and kill most of the birds and mammals. IfTearulai is
to hang, until the werebats tore them down.) still lodged in Valdemar's skull, the dragon holds back
the encroaching monsters as best it can.
Treasure. Each torn tapestry depicts a wilderness If Tearulai and Valdemar are separated and the
battle between primitive human hunters and one or dragon survives, it rekindles its enmity with the arch-
more monsters, including a unicorn, a displacer beast, d ruid and anyone else who would curtail its evil predi-
an owl bear, a pack of worgs, and a griffon. Casting a lections. Wyllow commands newly arrived adventurers
mending cantrip on a tapestry restores its value (25 gp). to dispose of the dragon, banishing those who refuse.
LEVEL 5 I WYLLOW\VOOD
80
HE LOST LEVEL IS DESIGNED FOR FOUR 9TH-LEVEL Skella is obsessed by artistry and beauty, in stark con-
characters, and characters who defeat the trast to the usual duergar focus on utility. The duergar
monsters on this level should gain enough she leads are content to follow her for the sake of what
XP to advance halfway to 10th level. This their raids will earn them, and they care nothing for
level was a temple complex dedicated to the the historical value of the relics they steal and destroy.
dwarven god Dumathoin, the Keeper of Se- Skella is willing to parley with adventurers and stay out
crets under the Mountain. Hidden inside is of their way in exchange for a chance to plunder more of
the tomb of Melair, king of the Melairkyn dwarves. the dungeon and leave in one piece. Her lawful nature
Before running this level, review the "Duergar" entry means she will abide by the terms of any bargain, but
in the Monster Manual. That information will help you she turns against the adventurers if she senses a hint
run and roleplay the duergar NPCs found throughout of betrayal.
the Lost Level. In addition to various treasures plundered from this
level, Skella has a dagger she stole from Azrok, the
hobgoblin warlord who rules Stromkuhldur on level 3
W HAT DWELLS HERE? of Undermountain (see "Legion of Azrok," page 43).
Until recently, the Lost Level was physically cut off from Returning this dagger to Azrok completes a side quest.
the rest of Undermountain. But when umber hulks bur-
rowing through the mountain stumbled upon it, they left
tunnels in their wake for treasure hunters to follow.
The umber hulks that burrowed into the Lost Level now
RAIDERS OF CLAN ! RONEYE wander freely here in search of prey.
A wandering umber hulk detects nearby characters
The duergar of Clan Ironeye, led by a half-shield dwarf, with its tremorsense. Such a creature might come
half-duergar prospector named Skella Ironeye, have stomping down a corridor toward them at any time,
come to plunder this level of Undermountain. They are smashing through any doors in its path. Or it could bur-
assisted in this effort by two cloakers from the conclave row through a wall to reach the characters, exploding
on level 5, which hope to turn this level into a hunting forth in a hail of stone fragments. If a wandering umber
ground. After gaining entry through an umber hulk tun- hulk is defeated, remove it from area 26 or have only one
nel that leads down from level 5, the raiders managed umber hulk in area 34. If the characters have already
to loot several rooms. But a combination of traps and defeated the three umber hulks in those areas, assume
unexpected monsters has diminished their numbers and this wandering one is a new arrival.
dimmed their enthusiasm.
0 0
~1~ I
O 15a 0
Tunnel leods
expanded ~-~~~~~A'1
lodungeon
~--Tunnel leods to
1 square = 10 feet ~ ~ expanded dungeon
The lid of the sarcophagus can be lifted by creatures The statues represent the dwarven deities Moradin
with a combined Strength of 20 or more. Removing the (god of creation), Berronar Truesilver (god of hearth and
lid triggers a magic mouth ·spell that admonishes inter- home), Clangeddin Silverbeard (god of battle), and Mar-
lopers in Dwarvish: "You dishonor our beloved king! thammor Duin (god of exploration). A demon is trapped
May his tomb become yours as well!" After this warning, in each statue (see "Trapped Demons" below).
all ten battleaxes break free of their panels (whether on Each statue is a Large object with AC 15, 100 hit
the walls or not; see "Treasure") and attack the tomb's points, and immunity to poison and psychic damage.
interlopers. Use the flying sword statistics for each Toppling a statue requires a successful DC 22 Strength
crystal battleaxe. (Athletics) check. A statue that topples or takes 10 or
The sarcophagus contains tatters of a black shroud, more damage cracks enough for the demon inside to
the dust and bones of a nameless dwarf, and the bones erupt in a cloud of reeking black mist. It then coalesces
of a mole that was accidentally sealed in with the into it~ true form in the nearest unoccupied space.
dwarf's remains. Trapped Demons. The Melairkyn dwarves trapped
Treasure. The crystal panels can be carefully pried four demons in the statues after attempts to banish the
from the walls. Each panel weighs 50 pounds and is fiends failed- a barlgura in the statue of Moradin, a
worth 500 gp, or 50 gp without its crystal battleaxe. hezrou in the statue of Berronar, a vrock in the statue
of Clangeddin, and a glabrezu in the statue of Martham-
29B. FIRST INTERSTITIAL HALL mor. Over the centuries of its confinement, the glabrezu
This hall is choked with dust and cobwebs. It ends in an has learned how to telepathically contact creatures in
unlocked door that opens into the next hall. this room. Using its telepathy, it tries to trick an inter-
loper into freeing it. Though the other three demons
29c. SECOND INTERSTITIAL HALL have telepathy, they are not powerful enough to use the
This hall is choked with dust and cobwebs. It ends in a ability while trapped in their statues.
blank wall that holds a hidden secret door. The secret The glabrezu makes telepathic contact with one char-
door is locked, and the mechanism to unlock it is located acter at random, congratulating that character on mak-
at the bottom of a hidden pit. ing it this far and claiming to have the knowledge and
Pit Trap. The pit in this hall is 10 feet wide and 30 feet power to reveal the way to King Melair's true tomb. It
deep. A character who searches the floor for traps and promises (truthfully) to do so in exchange for its release
succeeds on a DC 20 Wisdom (Perception) check spots from captivity. If the glabrezu is released, it casts dispel
the trap. When a weight of 50 pounds or more is placed magic on the wall behind the tapestry, granting access
on the cover of the pit trap, the cover swings open like to areas 29e and 29f, then lets the characters desecrate
a trapdoor, causing any creature standing on it to fall in King Melair's tomb before it attacks them. If it needs al-
and take 10 (3d6) bludgeoning damage. The pit remains lies, it knocks over more of the statues to free the other
open for 1 minute; then its cover rises up on hidden demons. These weaker demons obey the glabrezu for as
springs and snaps shut. A successful DC 20 Strength long as it benefits them to do so.
check can pry the pit open. Hammering spikes or pitons If the first character it approaches refuses to help the
into the edge of the pit's lid prevents it from opening. glabrezu escape, it makes contact with each of the other
A character in the pit can disable the spring mecha- party members in turn. If it realizes none of the charac-
nism from the inside with a successful DC 15 Dexterity ters can be swayed, it screams vile epithets and vows to
destroy them whenever it is set free.
36. TEMPLE MAI NTENANCE Benches. Black marble benches stand in the middle of
this marble-tiled room.
This corner of the dungeon was originally set aside for Showers. Alcoves in the west and east walls have
dwarf engineers and maintenance workers. rusted iron shower heads protruding from the ceiling.
A rusty pull chain hangs near each shower head, and
Otto turns invisible and flees if reduced to half its 1. UMBER SHELLS
hit points or fewer. It tries to find a hiding place in the
Umber hulks are fond of gathering here, and the cave
castle but abandons the structure if it must. When en-
floor is littered with their molted carapaces.
countered outside the castle, Otto has the size and sta-
tistics of a normal violet faerie dra gon. Whenever Otto's 2. EMPTY CAVERN
relative size decreases, any hit points beyond its new hit
point maximum are lost. Whenever Otto's relative size The stone giants seldom visit this cavern, which con-
increases, any damage that Otto has taken remains and tains nothing of interest.
is subtracted from its new hit point maximum.
3. STONE THRONE
MADDG O TH'S HOMUNCULUS Throne. To the south, a large protuberance of jagged
Maddgoth's homunculus awaits its master's return. The rock has been carved into the form of a giant-sized
fact that it hasn't perished suggests that Maddgoth is throne. Blue quartz crystals grow out of the rock.
still alive, but their telepathic bond has been severed, Wa rning Sign. A large X has been carved on the floor of
indicating that the two are no longer on the same plane the passage leading to area 4.
of existence. Whether this separation is of Maddgoth's
choosing is unknown. The wizard could be sequestered TREASURE
in a demiplane, imprisoned in a mirror of life trapping, Sixty pieces of blue quartz can be broken off the throne.
or touring the Abyss, for all anyone knows. Each piece is worth 10 gp.
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