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Thirty two years ago, Zelligar the Unknown and Rogahn the Fearless
led a mercenary army into the Maerthwatch Mountains to crush their
hated enemies - the barbaric Orgahn Tribes - never to be heard from
again. It is said that a great treasure is hidden somewhere in the
depths of their abandoned underground fortress. Do you have what it
takes to find it?
by ALZARIAN CRIMSON
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
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of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
2.0 Kitchen.
There are no other items or creatures On the east wall, behind the table,
18.1 Door.
19.0 Acces
Accesss Room.
19.1 Door.
The walls, ceiling and floor of this As you continue northward, you see
hallway are covered with thick that the hallway opens into a very
sickly-white webs. large chamber. Some of the fungus on
the floor, walls and even parts of
The webs here are incredibly strong the ceiling is glowing with a ghostly
and very sticky. Anyone touching the greenish blue light, illuminating the
webs must make a Dexterity saving room. Straight ahead, against the
throw, DC 12 or become stuck. If near wall, you see a wooden cabinet,
stuck, the same character may make a
covered with the mossy growths.
Strength saving throw, DC 17 to break
free. However, a roll of 10 or less
will result in becoming permanently To your left, the room extends to a
stuck after which point no additional rounded pit abutting the western
Strength saves will be of any use. At wall. From this pit, three enormous
that point, only fire will free the mushrooms grow, nearly to the ceiling
PC. with 1' wide stalks and 7' wide caps.
Smaller mushrooms are sheltered
Any form of struggle with the webs
will alert "The Spider," who lives in underneath. Around the base of the
area 20. She will crawl quickly along pit rest a row of purplish fungoid
her webs and arrive within 2 rounds mounds.
after the first signs of struggle. A
permanently stuck PC cannot fight and To your right and straight ahead, you
will have no Dexterity bonus to his see more of the glowing and rainbow
or her AC.
fungus, with additional larger pits
21.0 Meeting Room. with dozens of similarly huge
mushrooms growing out. The fungi
This long and narrow room apparently there are even more mixed in their
served as some kind of auditorium or appearance here, with splotches,
meeting room. There are 6 wooden clumps, swirls and patches presenting
benches arranged along the western a nightmarish combination of clashing
wall, each about 15' in length. colors. This is indeed a fuzzy
fairyland of the most forbidding
A large stone slab at the north end sort, although beautiful in its own
of the room serves a sort of stage, mysterious way. Progress into the
rising 10 inches off the floor to room on foot would be possible, but
accommodate speakers and place them movement slow going, as the numerous
in full view of any assemblage. On growths reach varying heights. The
the north wall are four decorative air is heavy and humid.
cloth banners of red, green, blue and
yellow. Although once attractive, None of the fungi are poisonous to
they are now deteriorating, thus the touch or will damage any items.
being of no apparent value. However, each character moving or
taking an action must make an
acrobatics check at the end of each
There are no items of value here. round, DC 10, or slip on the slick
floor and be prone.
22.1 Fungus a
among
mong Us.
This secret door is operated by In the center of the east wall rests
pressing a single magical stone in a large plain maple wood bed. At the
the wall next to the door, either foot of the frame is carved a large
when entering or exiting.
red "R." On either side of the bed
25.0 Rogahn’s Chamber. rests a maple nightstand. A
freestanding maple cabinet has also
The angular walls of this room are apparently been dragged away from the
immediately noticeable as different wall, its drawers flung onto the
from the others in this complex, not floor where they rest amid old ragged
only because of their layout, but clothing: two woolen cloaks; a
because of their material. The walls leather vest; a buckskin shirt; a
are covered with vertical strips of metal corselet and a pair of leather
rough-finished fir wood, and these boots.
narrow planks run in single pieces
from floor to ceiling. The Tapestries:
construction is not remarkable, nor Each tapestry weighs about 60 lbs.
and is worth about 100 gp.
is it fancy, but the result is
strikingly pleasing to the eye. Nightstands:
The drawers of the nightstands are
In each of the four corners of the empty.
room is a different wall hanging.
These tapestries are each 6' wide and There is a chamber pot under the bed.
run from the floor to ceiling, Any other items of value that may
have once been here seem to have been
concealing the corner behind. The
removed.
tapestries are as follows:
Secret Doors:
Northwest: A dragon being slain by a The secret door in the west wall
group of warriors, with one standing appears as an ordinary door from this
prominently at the front of the side. The secret doors in the south
group, thrusting the killing sword wall are operated by pressing a stone
in the floor located next to the wall
into the dragon's neck.
and adjacent to the door that it
opens.
Northeast: A great battle in a
mountain pass, with a small band of 25.1 Secret Door.
f. Pool of Wine:
This pool is filled with a powerful
wine that has a taste so inviting
that anyone tasting it must make a
Wisdom save at DC 17 or drink more
until intoxicated. If this is done,
1d20 is rolled and if the result
exceeds the player's constitution
score, the difference is the number
of hours the PC is intoxicated. If it
is less, the PC is only affected for
30 minutes. If an intoxicated PC
returns to this room, the PC must
make a Wisdom check at DC 20 or
immediately drink until intoxicated
again. While intoxicated, the PC will
be loud and clumsy, suffering a -44 to
all De
Dexterity
xterity based checks and saves.
g. Dry Pool:
The ceramic ma
material
terial is impervious to
damage.
h. Hot Pool:
This boiling pool of water is
extremely hot
hot,, but otherwise ordinary
water.
e. This pool is filled with a clear,
colorless, odorless liquid. i. This basin is half full of a
shimmering clear liquid.
e. Drinking Pool:
This pool is filled with icy cold i. Aura Pool:
spring water which will refresh This pool will radiate magic if
anyone who takes a drink from it. The detected. It is tasteless and
water is pure and good, but has no odorless, but if consumed, the PC
other special ch
characteristics.
aracteristics. will begin to glow with an aura
36.0 Servant
Servant’s
’s Quarters.
Each round of combat brings a
cumulative 20% chance of alerting the This sparsely furnished room contains
goblins in the other two rooms and four utilitarian beds, four small
bring them into the battle.
This repugn
repugnant
ant cave is filled with
mounds of excrement, bones and
rotting entrails. Basking in all this
disgusting glory sit three vaguely
reptilian man
man-sized
sized humanoids,
apparently caught in a disagreement
as to which will eat a particularly
rancid looking piece of mmeat.
eat.
44.0 Trog
Troglodyte
lodyte Lair.
17. Causes idiocy for 1d4 hours This cavern contains a large pool of
what would appear to be clear water.
18. Gives a special on
on-time
time bonus
Beyond the table, against the far Weathered, Leather Bound Book:
Zelligar's Palimpsest, otherwise
This la
large
rge cavern appears to be empty
except for a solitary stone figure,
roughly sculpted from the same black
stone of the cavern walls in the
southern portion of the room. The
statue is obviously intended to
depict a strongly muscled man in
splint mail, looking into the center
of the room while pointing north,
northeast with his right hand. His
left hand holds an unfurled parchment
with an angular glyph written on it.
Monsters