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A Dungeons & Dragons Fifth Edition Adventure Module

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

A 15-20 hour adventure for


5-7 characters of 1st to 3rd level

by ALZARIAN CRIMSON

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

©Alzarian Crimson, 2016

In Search of the Unknown: Zelligar’s Evil 1


In 1979, TSR released its iconic 1e elements while expanding on
introductory 1st Edition Basic its general feel for use in 5e.
Dungeons & Dragons adventure module
B1 In Search of the Unknown (“ISotU”). Specifically, in constructing In
The module was written by Mike Carr Search of the Unknown: Zelligar’s
and still is, in my humble estimation, Evil (“Zelligar’s Evil”), I made sure
one of the best examples of early that the rooms retained their basic
D&D’s greatness. character but I also fleshed them out
by adding detailed descriptions in
Yet, despite its many virtues, ISotU boxed text and by populating them
does not provide the dungeon master with new traps, worthy opponents and
(“DM”) with a complete, readymade a number of treasures. I also
adventure. This is partly because expanded on the module’s concept and
the author designed the module to moved the caverns’ location from the
double as a beginner’s crash course World of Greyhawk to the Forgotten
in game design. The original upper Realms. Finally, I updated
level map key provides a wealth of everything to 5e. The result is the
item detail and some nice interactive module you now read.
problem solving but, with only minor
exceptions, the author omitted all Examples of newly added content
creatures and treasures in an effort include the graphic literary handouts.
to inspire the fledgling DM to In their creation, I looked at all of
develop his or her creativity in the Forgotten Realms materials I
customization. The map key entries could find containing references to
for the bottom level are particularly the Old Empires, regardless of D&D
light on content. edition, and attempted to synthesize
that information into one cohesive
Other omissions exist as well. For Chessenta ‘cannon’ for my personal
example, TSR released this module use. Much of that work is not
before adopting the convention of actually included with this release
using “boxed text” for room (indeed, it is not finished yet), but
descriptions. The DM had to spend a served as the basis for what is.
fair amount of time in advance Separately, old timers like me might
learning the contents of each chamber recognize veiled references to other
in order to provide fluid and 1e modules here and there (my
compelling story details for the campaign world is heavily based on
players during the game. this type of adventure).1

As a consequence, ISotU is a If you plan on running Zelligar’s


difficult adventure to run “out of Evil, you may be happy to know that
the box” and requires considerable you will not be the first. I
preparation to reach its potential. designed it for an introductory 5e
If you have heard negative comments campaign using Fantasy Grounds II,
about this module, most likely it is complete with newly rendered digital
this need for additional maps and handouts – all of which are
customization that is to blame. included with this publication so
that you may do the same. The
I hadn’t looked at ISotU for quite enthusiastic response I got from my
some time, but the release of D&D’s players encouraged me to release
5th Edition (“5e”) created the perfect these materials with almost no
opportunity for me to finish and
update the module for a new group of
players. Few in this new group had
1Please see the “Disclaimer” section
played much 1e and I’m a 1e
enthusiast. So, my main objective at the end of this release where I
was to introduce the adventure’s address my intellectual property
concerns.

In Search of the Unknown: Zelligar’s Evil 2


modification whatsoever. retain the 1e feel of the original
adventure, elements of Zelligar’s
As to the story line, please know Evil might be considered unduly
that this module includes a dark “harsh” by younger players. A
delve into the private work of an warning to them in advance may be
evil necromancer. As a consequence, appropriate so that they might adjust
casual gamers may encounter themes their playstyle accordingly.
they feel are disturbing in nature.
(I’m not particularly interested in The story begins while the characters
the occult, but I did try to create are separately leading their lives
an eerie environment for my players.) throughout Chessenta. Play begins
The unnerving character of the shortly thereafter in the sleepy town
content is, of course, intentional of Willow Glen (not shown on any
but a DM for casual gamers may want published map of the area), which is
to read the module before playing, so a quaintly appointed but forgotten
as to avoid any surprises. hamlet populated almost exclusively
by humans.
Finally, I absolutely must heartily
acknowledge and thank Mike Carr not A young boy approaches you carrying a
just for the pieces of his text that collection of rolled parchments, each
made it into this comparatively
insignificant version of ISotU, but bound by a red ribbon. He bows
also for his enormous contribution to deeply and hands you one of the
the fantasy role playing game missives before running off.
community (and my fondly remembered Confused, you unroll the document and
childhood) with the whole of his now see the following message.
quintessential 1e adventure.
“Attention!
Good luck! I hope that you will have
as much fun running the campaign as I Felthavian Hallowsheld of the Hamlet
did! of Willow Glen, State of Akanamere
South, in the Great Nation of
Chessenta shall pay the sum of One
Thousand Gold Coins standard tender
to the man or woman who shall
retrieve Zelligar’s Palimpsest from
the southern wildlands. Interested
Zelligar’s Evil is designed to be an persons must report to the Weeping
introductory quest for a brand new Willow Inn, Willow Glen, at 7 p.m.,
group of players. This is a
August 25, 1372 DR for
Forgotten Realms adventure formally
set in the wilderness of central consideration.”
Chessenta south of Luthcheq between
the Maerthwatch and Methwood in the At this stage, you may find it
year 1372 (DR), Third Age. Of course, appropriate to secure the player’s
with a little work, you can adapt it “buy-in” to the concept and to have
to any time and/or locale. them commit to travelling to Willow
Glen.
Also, this is a 5e adaptation of a 1e
module. Younger players may not The journey to Willow Glen proves to
realize that permanent PC death,
be a long, difficult one. Having no
dismemberment, disfigurement and
disability were much more commonplace horse, you are forced to pay for
in 1e than in subsequent editions. passage on the hard wooden wagons of
Because efforts have been made to travelling performers and tradesmen

In Search of the Unknown: Zelligar’s Evil 3


for most of the way, walking when Rogahn, have returned from
necessary. Your feet are blistered death and woe to any unwelcome
and swollen, your gear wet from rain visitors
10. The entire complex is filled
and sweat, and your spirit is weary
with guards left behind by
by the time you reach the Weeping Zelligar and his partner,
Willow Inn. You have long since begun Rogahn
to wonder if coming here had been a 11. Zelligar had a wizard’s
good idea in the first place. workshop in the stronghold
where he worked on magic
Along the way, however, you learn stronger than any other known
to man
that the name “Zelligar” has meaning
12. The treasures in the
in the south. It seems that Zelligar stronghold are cursed and will
was a mage of some notoriety, having bring woe to any unwelcome
assisted the people of Willow Glen visitors
and other hamlets in the region by
turning away a fearsome tribe of
mountain berserkers a century ago. It You arrived at the Weeping Willow Inn
is said that he and his partner then only a few short hours ago, just
built a secret fortress somewhere in managing to get there on schedule.
the neighboring foothills. The bar is jammed with people of
varying sorts, many of whom have
Determine whether your players have obviously travelled from distant
heard any rumors of the fortress places. The "invitation" seems to
during their journey to Willow Glen. have appealed largely to the dregs of
Potential rumors include the society; thugs, thieves and brigands,
following: by the looks of them. They are
predominantly half-orc and human,
1. An enchanted stone within the
stronghold will grant a wish hardened and filthy from long days on
to anyone who chips off a the road. Their mood is dark, greedy
piece and places it within and anxious. Your eyes scan the room
their mouth warily over the brim of your cup.
2. There is a trophy room in the One thing is clear. They don't care
complex that has battle relics much for elves.
and slain monster remains
3. The very walls speak to
visitors Having already rented a room for the
4. The treasures of Zelligar are night, you finish a delicious bowl of
safely hidden in a pool of what you hope was beef stew and lean
water back to wait. A tall man steps onto
5. The complex has two levels the performer's stage and raises his
6. Zelligar practiced dark arts
right arm. In his hand, he holds a
of evil magic
7. Zelligar’s partner, Rogahn, rolled parchment bound by a red
owned a fantastic gem as a big ribbon. His arm is very thin, too
as a man’s fist that was worth thin, and covered snugly by a black
over 100,000 gold pieces, kept coat sleeve, such as you might expect
in his personal quarters to see on a mortician. His gaze
8. No outsiders have entered the washes over the noisy room. After
complex and returned to tell
pausing for a few moments, the man
the tale
9. Zelligar and his partner, clears his throat and exclaims loudly

In Search of the Unknown: Zelligar’s Evil 4


over the din of the crowd, "It is now destroying the hated remnants of the
seven o'clock. Please take your Orgahn Tribes. The following year,
seats." whispers on the wind told that
Zelligar, Rogahn and their fighting
Almost immediately, the room goes force were utterly destroyed in that
silent. Another man, also dressed in battle.
black, locks the front door. All eyes
turn to the stage as the tall man "Over the next 30 years, numerous
begins to unfurl the parchment. Still search parties ventured south to find
looking at the group, he begins to the stronghold, hoping to retrieve
speak in a deep, well-mannered voice: abandoned treasure. So far, it is
believed that none have succeeded.
"Welcome to Willow Glen. I am Wildor
Choth, adjunct to Felthavian "Now, after 32 years of study, I have
Hallowsheld. I shall now read aloud discovered the location of this
the master's proclamation." He looks underground garrison. However, I am
at the parchment. not motivated by a lust for treasure,
but by a desire for knowledge. In
"In 1327, Zelligar the Unknown, the stronghold, there is, among
joined by Rogahn the Fearless and a whatever other riches, a book that
band of brave townsfolk from Zelligar purportedly used to record
Chessenta's southern hamlets waged an his research. This book, having a
epic battle of wit and might to name known only to history, was
defeat the aggressing Orgahn Tribes referred to briefly in other texts
at Dinanean Pass. In gratitude for simply as "Zelligar's palimpsest" -
their victory, the southern hamlets most likely called this because the
rewarded the pair with a substantial book is not a narrative, but a
fortune which, when added to their working record of ongoing research.
already burgeoning coffers, made them It is a rough draft, as it were, to
the richest men in the south. be used by the author in the
composition of his final work at some
"It was said that their experiences later time. But of course, later
at Dinanean Pass prompted Zelligar never came for Zelligar, who lost his
and Rogahn to form a partnership that life before having the chance to
culminated with the construction of a finish.
hidden stronghold in the foothills of
the Maerthwatch mountains. There, "The book contains no magic, no
under the forested hilltops, they history, no plot. It is written in a
recruited warriors from the code that only I can decipher. In
neighboring regions and amassed a short, the book has value only to me,
fighting force that would rival a a humble historian who has made it my
king's guard. life's work to understand and
chronicle this mysterious
"In 1340, rumor spread throughout the individual's experiments. Once I
south that Zelligar and Rogahn had have translated the contents of the
left their fortress to mount a full palimpsest I shall publish all of
scale military excursion into the Zelligar's studies and place them in
mountains for the purpose of the Great Library of Cimbar, where

In Search of the Unknown: Zelligar’s Evil 5


they belong. As my invitation book. If you have partners or a
states, I am willing to pay you well group, it is up to you to compensate
- 1,000 gold coins - for the book's your companions. We shall have no
delivery. And, I lay no claim on any responsibility to them.
of the other wealth to be found in
the caves. I just want the book, "Compensation will be given only for
intact and in good condition. Above the book that proves to be genuine.
all, it must be legible. I will be able to identify the
authenticity of the book when
"According to my information, delivered and will arrange for
Zelligar likely stored the palimpsest compensation after.
in one of his laboratories, but it
could have been moved to almost "Now, before you go, let me give you
anywhere in the complex prior to his a few pieces of friendly advice.
departure. You will be given a map
before you leave. The map indicates "One. Keep this map secret." He
the location of the fortress. The holds up a parchment. "Those who are
hill under which the garrison lies is not eligible for the reward will have
marked with a well-hidden greenish little concern for seemingly
stone tower, likely masked by an worthless books. Consequently, if
overgrowth of trees and vines. you have outside competition, there
is a risk that the palimpsest will go
Again, I must stress that missing or be destroyed. My master
compensation will only be paid for will not take kindly to that. But,
the genuine book and only if it is more importantly to you, increased
intact and legible upon delivery to competition may reduce any other
me. I wish you good luck and good wealth you might find in the caves.
speed. *signed* Felthavian
Hallowsheld" "Two. Prepare for travel
appropriately. The location of the
The man pauses, looking at the crowd. caves is at least a four-day journey
"And now for the rules." from here and the trails are faint,
rocky and difficult. I am told that
"This is Smitty." The man points to Smitty here has some provisions for
the bartender. "If and when you sale. Take advantage.
should return with the book, inform
Smitty. Instructions will be given "Three. Prepare for combat. The
to you at that time as to how to terrain between here and your
proceed. Please remember that Smitty destination is wild. And, once you
does not work for Mr. Hallowsheld and get to the caves, you may find that
has no information other than what I other creatures have taken residence
have just given you. He will simply there.
send me a message when you have
returned. "Four. Watch your back. There are
many here who would like to have this
"Payment will be given in the amount reward and any other treasure for
of 1,000 gold coins standard tender themselves. Do not assume that
to the single person who hands me the anyone in this room is your friend.

In Search of the Unknown: Zelligar’s Evil 6


a chance to ascend to their final
resting place. By doing this, he
"Here ends our evening together.
theorized, he would learn to magically
Good luck." absorb the knowledge and power of each
victim. Once this skill had been
The man gives a slight bow then steps mastered, Zelligar had hoped to move
off the stage and through a nearby to stronger subjects. His ultimate
door. The other man, standing near goal was to kill and absorb the power
of his patron deity, the devil
the front entrance, holds a handful
Malebranche himself.
of parchments with red ribbons. As
people begin to leave the building, Zelligar’s experiments led to the
he hands one to each. A third man concept of trapping the soul at the
appears and begins to pass maps to moment of death in order to prevent
those who are staying. He hands one instantaneous ascension. To do this,
to you. he used a magical box of his own
device that could imprison a soul
indefinitely while he could work on
It is intended that the new PCs be ways to “digest” it.
forced to meet each other in the
context of this aftermath. They
should notice other adventuring However, Rogahn’s insistence that they
parties around them and feel annihilate the Orgahn Tribes
compelled to team up with new friends. interrupted his work. Zelligar was
forced to abandon experiments midway
Smitty can have as much or as little through and as a consequence, the PCs
in the way of provisions or gear as will find clues throughout the
you deem appropriate. In my game, he adventure as to what Zelligar was up
had a stable outside from which he to.
rented horses to the PCs for a share
of the take and a payment up front. The “palimpsest” is a bound collection
of parchments on which Zelligar kept
It is recommended that you also track of his research. Because of the
determine the size and character of obviously incriminating nature of his
the competing adventuring parties as work, nearly everything that Zelligar
this situation can lead to some great wrote was scribed in an ingenious code
roleplaying experiences and story magically imbued to resist deciphering
lines. These might even include efforts. The book will not radiate
battles on the way to, inside or on magic and contains no spells. It was
the way back from, the caverns. an almost scientific record of his
studies.

You may have guessed by now that


The name of this dungeon complex is Felthavian Hallowsheld wants this book
“Quasqueton” and it was built by so that he can continue in Zelligar’s
Zelligar the Unknown and Rogahn the footsteps, having discovered the
Fearless as their home and fortress. potential power to be had by
Zelligar’s Evil expands on the implementing these “discoveries.” It
original module’s history and makes is up to you to decide why Felthavian
Zelligar the dominant figure. Upon could not go get the book himself and
moving into Quasqueton, Zelligar began why he chose this unusual method of
to conduct horrific necromantic retrieving it.
experiments on human subjects. His
objective was to find a way to digest
the souls of the dead before they had

In Search of the Unknown: Zelligar’s Evil 7


0.3 Front Door.

Before you, in the growing darkness


looms a large, ornately carved wooden
Upper Level door. The image portrays two men
facing each other and shaking hands.
Upper Level Wandering Monsters The man on the left is older and
carries a staff. The other, a younger
1d6 Monster bearded man, rests his hand on the
1 4 Giant Centipedes pommel of a long sword sheathed at
2 4 Giant Fire Beetles his belt. Near the lock and handle,
3 5 Goblins the wood of the door is bashed and
4 4 Orcs splintered. The door stands ajar.
5 3 Giant Rats
6 5 Troglodytes
The door has indeed been forced open.
Wandering monster statistics may be An inspection of the lock reveals
found at the end of this module in that it was designed for a large key.
Appendix B. Inspecting the inside of the door
reveals that it had been barred shut
with a large wooden plank at the time
Upper Level Map Key it was rammed from the outside,
indicating that the force used must
0.1 Outside. have been great. The door swings
freely inward and will gently close
of its own weight after the party has
The heavily forested mountainside entered.
creeps steadily upwards on either
side of the overgrown pathway before Careful inspection reveals that the
you. Hacking at the brush, you slowly surface of the splintered wood has a
follow your trail to a craggy significant patina, indicating that
outcropping of black rock. Before the forced entry likely occurred many
years ago.
you, splitting the jagged stone wall,
yawns a dark cave opening partially 1.1 Alcoves.
obscured by bush and vine.
A ten foot square alcove is cut from
0.2 Cave Entrance. the walls on either side of you.
Torch brackets have been mounted on
Sweeping aside the verdant growth, the southward facing wall of each
you see a dark, 10 foot wide corridor one. A small stool rests in each
leading straight into the alcove, though the stool in the east
mountainside. Debris covers the alcove is broken and lying on its
ground near the entrance, but a few side.
feet inside, daylight reveals a floor
of evenly cut greenish stone tiles. 1.2 Alcoves.
The walls are regularly, but not
expertly cut from a smooth, grey- A second pair of ten foot square
black stone. The air smells musty, alcoves is cut from the walls, one on
carrying a hint of decay. either side of you. Torch brackets
have been mounted on the southward

In Search of the Unknown: Zelligar’s Evil 8


facing wall of each alcove. A small themselves (and their courage) to
stool rests in each. Otherwise, the attack the party if they linger in
alcoves are empty. area 1.4.

1.4 Battle Scene.


There is simply no way to open the
The stench of decay intensifies as
secret doors from this side. They
should also be undetectable unless you ascend a shallow flight of
and until the parties have seen the stairs. Your feet begin to stick to
other side of at least one of the a thick black sludge that coats the
doors. floor. Before you rest the remains
of five individuals - obvious
1.21 Secret Doors.
casualties of a deadly battle waged
These secret doors cannot be detected long ago.
or opened from the alcove side.
However, they are perfectly visible To your immediate right, a woman
on the interior side and have dressed in blackened and rotting
automatic locking bars. leather stands impaled against the
stone wall. Her skeletal hands grip
1.3 Alcoves.
the rusting blade that protrudes from
her chest.
Daylight is now far behind you now.
Trudging ever onward, you notice a
Across from the woman, leaning
third set of alcoves.
against the opposing, southward
facing wall slumps the body of a tall
As you step between the alcoves, a
male, dressed in moldering robes.
giant, self-illuminated mouth appears
His face is obscured by a bluish cowl
on the wall to either side of you.
drawn over his head.
From your left, an angry man’s voice
booms, "You should not have entered
At your feet rests the severed arm of
this place!" The other mouth answers
a dwarven fighter, his hand still
in an older, deeper voice, "Only doom
grasping the broken handle of a
awaits you here!" Then they both, in
mighty battle axe. Beyond lies the
unison growl, "Leave now or your soul
rest of the warrior, who at this late
will be ours!"
stage is more a tangle of wiry beard
than man.
This effect will be triggered every
time anyone passes between the third
Further still, into the northward
set of alcoves. Dispel magic is
ineffective. The sound of the voices passage is a black mound that you
is startling and very loud, drowning deduce must have once been a small
out the voices of any party members. humanoid of sorts. Now the burned
The DM should make a wandering flesh appears to have decomposed into
monster roll after this, with a substance better described as mud.
monsters appearing on a 1-3 on 1d6.
In addition, once the voices have
stopped, the party will hear distant, A wide smear of black gore draws your
loud screeching coming from the north. eye leftward, ending under the
flattening corpse of a man lying face
You might consider allowing a group down on the cold stone. His right
of goblins from the north to collect

In Search of the Unknown: Zelligar’s Evil 9


arm is stretched out above his head
as if to continue his westward crawl.

If the standing corpse is touched,


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

2.0 Kitchen.

This room was clearly designed as a


kitchen. There are two l
large
arge cooking
pits in the southwest corner, each
large enough to roast a deer. Long
tables line each wall upon which lie 2.1 Chewed Door.
scattered containers, some upturned
with their spoiled contents seeping This wooden door has a two foot hole
out. A foul odor assaults your nasal near the floor that appears to have
cavity and when your eyes ffully
ully been chewed through by large teeth.
adjust to the scene, you notice a
particularly noxious chunk of 3.0 Dining Hall.
something atop the far table entirely
covered with green fuzz. A variety of This room has been frugally
cooking utensils hang from the decorated. A nicely carved wooden
ceiling, pieces of which lie about mantle surrounds the room, about 7
the floor. There is also a large iron feet off the floor. The stone walls
kettle suspended by a thick chain are carved in simple yet pleasant
over one of the pits. designs. Utilitarian wooden tables
and chairs stand throughout the room.
Upon entering the room, the party The room contains the musty smell of
will suddenly notice a pair of eyes mildew.
glinting from underneath one of the
tables. If room 2.0 has not yet been entered
and the door to this room is left
Monster: There are 6 giant rats in open,
pen, there is a 1 in 4 chance that
this room. The rats are hungry and the giant rats from room 2.0 will
will attack for fo
food.
od. come to investigate any noises heard.

In Search of the Unknown: Zelligar’s Evil 10


4.0 Lounge. books, an oil lamp, a fancy quill,
ink bottle and basin, a crystal mug
This anteroom is bordered by a wall and other odds and ends.
mounted bench. Earthenware tankard At about the center of the northern
mugs hang from a row of hooks high on wall stands a three-part, free
one wall and many more are apparently standing, decorative screen. The
missing. An ale keg stands in the screen is painted to depict a hellish
northeastern corner of the room. The scene of torture and depravity,
stone walls are strangely textured apparently controlled by a demon-like
for an unusual effect, but are devoid god, sitting atop a horrifically
of any obvious pictures or messages. carved throne. On either side of the
In the center of the room stands the god stands a group of slaves catering
ghostly shape of a woman with flowing to his needs. In the background of
white robes. this macabre rendering, red and
orange flames burn savagely. To the
The woman is in fact a life sized right of the screen is a wide wooden
marble sculpture of an ancient dresser with six drawers supporting a
goddess. The statue's depiction has jumble of earthenware plates,
idealized features and is masterfully silverware and glasses. There is a
rendered. It is obviously of great
clean chamber pot on the floor to the
value, probably in excess of 5,000
gold pieces. However because of its right.
immense weight, size, shape and
permanent mounting, it will be On the eastern side, lies an ornately
virtually impossible to move without carved rosewood bed. The headboard
a great engineering effort. boldly features the name "Zelligar"
highlighted in gold leaf. Due to the
4.1 Secret Door.
bed's fine workmanship, it is
This secret door operates by pressing obviously an item of great value.
a stone in the wall to enter or exit. Next to the bed rests a rosewood
nightstand with a single drawer
5.0 Wizard’s Chamber. punctuated by a brass pull and
keyhole, also finely carved. There is
Immediately upon opening the door, an oil lantern on the nightstand.
wall mounted torches flare to life.
After a moment of shielding your eyes Dresser Drawers:
from the bright shock, you can see Four of the drawers are empty. The
the room in its entirety. On the fifth has a few pairs of pants
northern wall, dominating this broad obviously for a thin human male. The
chamber is a huge detailed stone sixth has a small collection of
fairly cheap costume jewelry.
carving of a mighty wizard on a
hilltop casting a spell in the air Nightstand:
over a valley below, with an entire The drawer has a keyhole and is
army fleeing in confused panic. trapped, DC 17 to detect, DC 10 to
disable. If the trap is not
In the western portion of the room discovered and disabled, the person
rests a large table with three pulling the drawer open will be hit
with a poisoned needle save v. poison
chairs. The table is covered with
DC 16. If the save is successful, no
various parchments, a stack of three damage is sustained. If the save

In Search of the Unknown: Zelligar’s Evil 11


fails, the PC will suffer no physical 5.1 Locked Door.
damage, but will experience great
pain in the hand used to open the This door is carved with the face of
drawer for a period of one hour. The a clean shaven human male wearing a
pain is nearly disabling and will
prevent the PC from using that hand sheer skullcap and robes. The face's
in any significant way, including menacing eyes are set with black
holding a weapon or casting a spell. stones and its smile is unnerving.
Inside the drawer is a keyring with
seven keys, a small book bound by a This door is not only physically
string (half filled with writing in locked, but wizard locked as well. It
some kind of code) and a pair of can only be opened with the magic key
diamond earrings worth 200 gp. stone found in room 8.
Books: 6.0 Closet.
1. A History of the Orghan Tribes.
Written in the common tongue, this
book outlines a history of the Orghan As soon as the door is opened to this
Tribes over the last few hundred room, wall mounted torches alight
years. with a warm yellow glow. You
immediately see that the walls are
2. Herbal Remedies. Written in Elvish, decorated with at least a dozen
this book has pictures and finely painted and framed oil
descriptions of various herbs used in
canvases, each depicting some
healing, along with some rudimentary
formulae for medicinal remedies. If gladiatorial themed scene. The
studied by a PC proficient in paintings show well-oiled muscular
Medicine for three hours, the user bodies in contests of strength and
will discover that it is possible to daring against each other or against
use various herbal concoctions to wild beasts. Interspersed between the
assist in healing. After the initial paintings are various shelves,
study period, a PC in possession of
clothing rods and wall pegs obviously
and using this book who is proficient
in Medicine can heal a patient, used to house a great wardrobe of
including himself, by one hit point some kind. In the northwest corner,
per patient level on a successful stand a half a dozen bolts of
medicine check. This power may be colorful fabric, now old and
successfully used three times for partially faded and moth eaten. Near
each hour spent herb hunting in the the unused fabric hang several
wilderness and no more than once per
day on any one patient. garments on wall pegs which seem to
be in the same condition. The rest of
3. Blank black binding. This book is the room appears to have been
in some form of handwritten code and thoroughly emptied, though in the
is actually one of Zelligar's diaries. southwestern corner of the room
It is not decipherable by any means. stands a small table with a foot-
operated sewing machine next to a
Secret Compartment:
Under the bed, there is a 2' wide collapsed folding table leaning
trapdoor opening onto a 2' cube pit. against the wall.
Inside are two small chests. The
first chest contains 278 platinum During this period of Chessentan
pieces. The second chest contains history, nude battles were commonly
1,459 gold pieces. held as a matter of sport, so these
paintings should be interpreted as

In Search of the Unknown: Zelligar’s Evil 12


the equivalent of expensively framed Now that the treasure has
Michael Jordan posters. The disappeared, the wall behind appears
paintings may have some nominal value
value.
. bumpy and darkly discolored as if
charred and partially melted by
7.0 Wizard’s Annex. intense heat.

As soon as the door is opened,


torches jump to life. Before you,
resting against the south wall sit
two large wooden chests, each studded
with jewels, overflowing with riches.
A pile of gold pieces is arrayed
around and within them, and scattered
among this treasure trove is an
assortment of glittering gems and
jewels.

The treasure is an illusion,


dispelled if touched. Once that
happens, the door behind them will
slam shut and lock. Small holes will
open in the stone walls along the
northward hall. Small poisonous
spiders (with 1" bodies and a red
stripe on their backs) will be
released through the holes in the
hundreds.

Monster: There is 1 swarm of s small


mall
poisonous redback s
spiders
piders per trapped
creature.
reature.

There is no keyhole on this side of


the door. (It is a mystery as to how
Zelligar himself might have exited
this room if he had inadvertently
trapped himself.) However, it can be
released with a knock spell or after
taking 50 bludgeoning damage (other
forms of damage are halved).

The spiders cannot leave this room


until the door is breached or opened.
Unless killed to the last one or
contained wit
within
hin the room, spiders
will continue to proliferate 7.1 Locked Door.
throughout the complex over time.
This ornately carved oaken door
Once the illusion is dispelled, the depicts a massive conflagration.
party will also be able to see the
true appearance of the south wall.
The lock to this door may be opened
by one of the key
keyss on the keyring

In Search of the Unknown: Zelligar’s Evil 13


found in the nightstand. It can also
be bashed in by taking 50 points of 4. Extradimensional Connectivity. The
bludgeoning damage (other forms of contents of this book are truly
damage are halved). esoteric and almost unintelligible.
What can be generally discerned is
8.0 Wizard’s Workroom. the author’s theory that a single
being’s contemporaneous consciousness
As soon as the door is opened, white on multiple planes is possible by
light blinks into existence. A large splitting the essence of the soul.
stone-topped table commands the 5. Denial of Ascension - A Guide to
center of this room. Atop it, lay Damnation. This book is written in a
various books, parchments, a quill, language unknown to any and radiates
ink bottle, blotters, an empty evil to those who can sense it. Even
pitcher, plate, cup, colored its title is indecipherable. However,
parchment scraps and a flat black it seems that Zelligar discovered the
title, wrote it on a scrap of
stone about the size of a plum. The
parchment and inserted the parchment,
other three tables in this room are bookmark-style, into the book.
mostly empty. On the southern-most
table, rests a stack of unused 6. Untitled. Written in Common, this
parchment, special looking ink book is about three quarters full of
bottles and a compartmentalized notes, pictures, arcane symbols and
scroll holder holding three rolled glyphs. This text is unintelligible
except for references to what might
scrolls. Four large wall mounted
appear to be an earlier book by the
cabinets hang astride the northern same author entitled "Soul
door. This room appears to have been Digestion."
left undisturbed.
7. Blank.
This is Zelligar's workroom, where he
wrote most of his works. The books on Scrolls:
his table consist of the following: 1. Ray of Sickness
2. Tenser's Floating Disk
Books: 3. Ray of Enfeeblement
1. On the Topic of Souls. Written in
an old form of Common, this book is The ink and parchments can be taken
illustrated with macabre scenes of and used to make either Arcane or
death, decapitation and various Divine scrolls.
depictions of the soul leaving the
body. The black stone is carved with a
man's face grinning in an unsettling
2. The Existence of the Soul and Its smile and wearing a skull cap. If the
True Nature. Written in an old form party has seen the door to Zelligar's
of Common, this book attempts to make room (area 5.1), then they may
the case for the existence of the realize that this is the same image
soul and to characterize that as appears there (Wisdom check DC 10).
existence as a cluster of life- And, of course, this is the magical
sustaining energy. key that will unlock that door simply
by holding or wearing the stone while
3. Pain. Written in a more recent opening the door.
form Common, this book describes
various theories of what pain is, how Contents of the Northern Cabinets:
it affects the body and how it The cabinets are filled with
affects the soul. earthenware jars, each a little

In Search of the Unknown: Zelligar’s Evil 14


smaller than a pint. They are filled 9.0 Wizard’s Laboratory #1.
with the following:
As soon as the door closes behind
1 Sand, white, brown or black you, the room is filled with a bright
2 Water, pure, brackish, holy,
urine white light. It is immediately
3 Salt, common, mineral apparent that this is a wizard's
4 Sulphur laboratory. The center of the room is
5 Wood chips, hickory, pine, oak, dominated by a deep fire pit over
ash, maple, walnut which hangs a large iron cauldron on
6 Herbs, dill, garlic, chives, thick black chains that are mounted
basil, catnip, parsley
in the ceiling. In the northeastern
7 Vinegar, red, white, yellow
8 Tree sap, pine, maple corner, you see an iron cage also
9 Carbon, coal, ash, graphite suspended by heavy chains that holds
10 Crushed stone, quartz, granite, a human sized skeleton with a
marble, shale, pumice, obsidian noticeably cracked skull. Below the
11 Metal filings, iron, tin, cage is a wide black smudge on the
copper, brass stone floor. Near and to the right of
12 Blood, human, orcish, dwarvish,
the stain stands a low wooden
elven, dragon, halfling
13 Dung, Human, canine, feline, bookcase, housing eleven dusty
dragon volumes.
14 Wine, white, red, alcohol,
fruit A round wooden table and matching
15 Fungus powder, mushroom, stool stand in the southwestern
phosphorescent corner of the room. The table is bare
16 Oil, vegetable, animal,
petroleum, mineral but for a single smoke-colored glass
17 Insect bodies, bees, flies, bottle with a cork in it, positioned
beetles, ants toward the back. Under the table is a
18 Bone powder, human, animal pile of split pine logs. North of the
19 Spice, pepper, cinnamon, clove, table stands an ornately carved,
paprika, oregano, nutmeg stained and lacquered mahogany desk,
20 Healing herbs - St. John's Wort,
covered with various parchments,
Comfrey Root or Dura Flower
scrolls and books as well as an ink
There is also a larger jar of clear bottle, well and pen. The desk has
glass that contains a black cat's six drawers, all of which are closed
body floating in a clear liquid. If and marked with brass drawer pulls.
uncorked, the liquid will immediately Strange parchment and papyrus charts,
evaporate, the cat will come to life, glyphs and notes cover the wall above
jump out, MEOW loudly and then run
and about the desk - apparently
away. If the door is not open, the
cat will pass through the door in tacked there with an unseen agent.
ghostlike fashion.
Immediately north of the desk stands
8.1 Secret Door. what appears to be some sort of
extraordinary contraption. At the
This secret door is operated by
bottom, there is a square wooden
pressing two separate stones, one a
stand upon which sits a bluish-green
few stones above the other, in the
crystal cube about two feet in width.
wall. On the inside, the door is
Encircling the cube, halfway from the
fully visible and operates normally.
bottom is a two-inch copper band,

In Search of the Unknown: Zelligar’s Evil 15


bound in the front with a small iron across the room, but not in its pure
lock. A faint light appears to form. This was one of Zelligar's
emanate from the cube, casting an earliest attempts at Ascension Denial,
and as a consequence of Zelligar’s
otherworldly glow onto the wall
reckless experimental approach,
behind it. Oddly, you can almost see Alpornax's soul is now a twisted
the faintest of shadows slowly remnant of madness. The skeleton
swirling on the surface of the cube. still has a faint connection to the
soul and if the soul is released from
On the northern wall is an old oaken its prison, it will immediately
table covered with glass vials and attack the nearest creature once, on
its way across the room in an attempt
beakers connected by snaking glass
to reunite with the skeleton. If not
tubes. Various oil burning lamps, first destroyed, the spirit will
bowls, flasks and other equipment enter the skeleton and in a whirl,
also rest on the table, some full of all remains will turn to dust as a
liquids of various colors and lesser form of ascension is finally
opacity. On its right side, the table achieved in a ghostly display.
supports a double row of earthenware
Books:
pots about the size of an eggplant -
There are 11 books on this book case.
8 in all. A stationary vise is The books are titled as follows:
attached to the front right corner of
the table. A variety of two-gallon 1. Elemental Foundations
jugs are arranged on the floor under 2. The Myth of Immortality
the table. To the right of the table 3. Modern Alchemy and Its Many
Uses
stands a crude form of torture rack,
4. Mineral Subtraction
stained with blood. The rack has 5. Light
manacles at the top and bottom. 6. Heaven and Hell, Achieving Both
7. Prestidigitation
There is a fairly expensive looking 8. Somatic Manipulation
rug under the desk and chair standing 9. The Power of Ancestor Recall
in the western half of the room. The 10. Weather Manifestation
11. Crystals, Dreams and Scrying
air is dry and smells faintly of ash
and sulfur. There is no apparent These are not spell books, but
source of the light. contain general arcane knowledge,
designed to assist a younger mage in
Cauldron: the creation of his or her own
The cauldron is empty but contains a original spells. The books would be
fatty, greenish residue that if valuable to a mage of 5th level or
applied to a wound will cause an less, but will require many hours of
additional 1d6 worth of damage. If concentrated study to be of any true
the cauldron is carefully cleaned and benefit.
the substance harvested, there will
be 6 applications - whether to sword Bottle:
or arrow. The smoked glass bottle contains a
sweet smelling gas that will whoosh
Skeleton: forth once the stopper is removed.
This skeleton is the remains of All PCs within 10 feet of the bottle
Alpornax, the Orgahn Tribal leader must save v. poison (DC 15) or lapse
captured, tortured and subjected to into uncontrollable raucous laughter
study by Zelligar. Alpornax's soul is that will essentially render them
still trapped in the green cube unable to carry out any task,

In Search of the Unknown: Zelligar’s Evil 16


movement or defensive action for a Bottom Left Drawer:
number of rounds equal to a 2d6 roll. A six inch high stack of partially
PCs will also have a 50% chance of used and/or damaged parchment.
dropping anything they are holding at
the beginning of each round. The Top Right Drawer:
laughter may be dispelled by a dispel Three separate key rings, each
magic spell. holding about 15 keys. A half-dozen
stones of different kinds, shapes and
Desk: sizes, a variety of small picks and
The desk is laden with various chisels, three small metal hammers,
parchments. Most of these appear to and at the back of the drawer, one
be notes, written in some strange small vellum envelope sealed shut
code and are unreadable, even by with a wax mark and the word
magic means. There are two books on "Apthnax" written on the front.
the desk.
The envelope contains the key to the
1. Cognition Transference iron lock on the front of the green
2. Ethereal Compartmentalization cube.

Both books appear to have been well Middle Right Drawer:


used. There are also two arcane A variety of small tools, including
scrolls resting atop the desk, to chisels, knives, picks, wrenches,
wit: pliers, hammers, etc.

1. Adhesion (See Appendix 1) Bottom Right Drawer:


2. Zelligar's Feeling Fingers (See A collection of metal rods, strips
Appendix 1) and bands of differing alloys, 3
large glass beakers, a pot of bees
There are six drawers, none of which wax, cloth strips and panels, a pot
are locked. The contents are as of grease, a metal funnel and a
follows: dented metal cup.

Top Left Drawer: 9.1 Secret Door.


Three dozen vellum envelopes, 4 small
red candles, a small candle holder, a This secret door is operated by
signet ring with the symbol of two pressing two separate stones, one a
short vertical lines split by a few stones above the other, in the
larger diagonal line, 5 red wax bars, wall. On the inside, the door is
a shallow bowl, 2 extra ink quills, 4 fully visible and operates normally.
bottles of ink (2 black, 1 red and 1
gold), 3 small pots with pine tree 10.0 Storeroom.
sap (used as an adhesive), a very
small metal paddle, coated with a This irregularly shaped room houses
sticky substance on its flat end, a two stacks of barrels, one on the
metal letter opener, a silver handled
dagger with colored stones on the northwest wall and one on the
hilt, an old pair of spectacles and a southeast wall. The casks each bear a
golden ring crafted to resemble marking.
flames (Ring of Fire Protection, see
Appendix 1), painted in certain spots The contents of the barrels are stale,
with a thick red-colored lacquer. but surprisingly still edible. If
opened or spilled, they will likely
Middle Left Drawer: spoil within a few hours. Also, the
A three inch high stack of unused odor may attract monsters. Here are
parchment. the contents of any particular barrel

In Search of the Unknown: Zelligar’s Evil 17


inspected: in this room.

1. TL Whole Barley 11.1 Secret Door.


2. B Wheat Flour
3. FT Rye Flour This secret door requires a key. A
4. MK Salt Pork copy of the key is on the keyring in
5. GG Dill Pickles Zelligar's nightstand.
6. HU Raisins
7. EJ Fish in Brine 12.0 Library.
8. Y Dried Apples
9. PF Whole Peas As soon as the doors are opened, a
10. SD Ale bright white light flares into
11. Z Honey
12. AW Wine existence, illuminating the room
13. OG Water ahead. You see at least five free
14. XR Soft Soap standing book shelf units, each six
15. LC Salt feet high and filled with tomes of
16. VW Lard various colors. To the left and to
17. QS Seasoning the right you see empty wooden
18. RH Sunflower Seeds
tables, both with a small collection
19. UT Hard Candy
20. JS Dried Mushrooms of chairs. In the far corners of the
room sit plush divans, covered with a
10.1 Secret Door. rich, fleecy upholstering that makes
them very comfortable looking. Next
This secret door requires a key. A to each divan stands a small end
copy of the key is on the keyring in table, each holding a pewter pitcher
Zelligar's nightstand.
and cup.
11.0 Supply Room.
The walls are plastered, painted with
This room is littered with building blue stripes and artistically
supplies. rendered with images depicting
windows thrown wide to reveal lush
The supplies consist of: a coil of mountain scenes. The room is
very heavy rope, 3" in diameter (200' unusually dry and over the ages
in length); a box of iron spikes plaster has given way to cracks
(50); a box of metal nails (100); a revealing the blackish stone walls
pile of wooden beams, each 10' in beneath. Small spider webs fill the
length and 6" by 6" in width (80); a corners of the room and lace some of
sack of building mortar, almost the bookshelves.
empty; a stack of stone blocks, each
about 6" by 6" by 12" in size (400); The floor of the room (as well as
six wooden doors, leaning in a row everything in it) is covered with a
against the far wall; a large box of thick, undisturbed layer of dust. The
assorted hardware (including several stone beneath appears to be inlaid
locks of various types, door hinges, with polished red granite stretching
clasps and hasps, door handles, up to within one foot of each wall.
assorted metal bolts and similar In the center of the room, the floor
items); a jug of dried glue. appears to turn white.

There are no other items or creatures On the east wall, behind the table,

In Search of the Unknown: Zelligar’s Evil 18


is a wall mounted scroll rack. man crosscut saws (2); hacksaws (4);
a mason's toolbox (containing a
The following volumes are the only trowel, stone chisel and plumb line);
ones here that would be of interest a cobbler's toolbox (containing a
to the party: small hammer, knife and heavy
needles); a small barrel of un-
1. An Historic Account of the Old
fletched arrows (60); an empty wooden
Empires
2. The People and Society of bench (10' long).
Chessenta
3. Tchazzar Concealed, on the north wall is a
4. Chessenta, The War of the counterweight mechanism for the
Bitter Tide and the Battle of portcullis trap in the corridor just
Pale Moon outside the room, as well as a lever
5. Ancient Mysteries of the Old to raise the barrier once it has been
Empires tripped. No more than two PCs can
attempt to use the lever to raise the
The books are designed to give the portcullis, and their combined
players “in game” access to the strength check must exceed 30 to
region’s history as well as offer succeed. No single pair of PCs may
some sand box type decision making on make more than one attempt per day.
future adventures. There are no
other items of particular value here. 13.1 Portcullis Trap.

12.1 Library Doors. The trap is sprung as soon as at


least one character reaches a mark
This pair of ornately carved wooden 10' from the dead end wall, at which
doors depicts a room with many point, the portcullis will drop
noisily behind them and lock into
windows. Outside the windows rolls an
place. If trap detection (Perception)
expansive wooded mountain scape. is attempted prior to the trap's
activation, the DC is 15.
The doors are locked, and may be
opened with one of the keys from A character standing under the drop
Zelligar's nightstand or on a point will suffer 1d12 bludgeoning
successful open locks check, DC 10. damage if hit by the falling
portcullis.
13.0 Implement Room.
The bars of the portcullis are rusty
This room is filled with various and weak. There are twelve vertical
bars and several cross members. A
tools and equipment.
thin gnome or halfling could probably
fit through, but any other creature,
The equipment consists of the will be imprisoned. A strength DC of
following: a box of wooden pegs; a 20 may be attempted once per day by
coil of light rope (50'); a coil of each PC in order to bend or break one
heavy chain (70'); a coil of fine of the bars to escape. The lock is
copper wire (20'); mining picks (32); unbreakable from this vantage point.
chisels (15); shovels (13); empty Characters may use one of the
barrels (11); mallets (8); iron bars hacksaws to try to cut through the
(29, each measuring 1" in diameter bars. However, this will take about
and 8' in length); one iron vise (12" an hour of sawing and the noise will
jaws); broken mining jacks (2); two- almost certainly attract wandering
monsters.

In Search of the Unknown: Zelligar’s Evil 19


the floor on the right. The Yellow
14.0 Auxiliary Storeroom. stone is at the top of the arch. The
floor is covered with dust and small
This 20' by 20' room is empty save debris.
for a pile of rubble in the far
corner. This is a deactivated teleportation
device. When activated by both sides,
14.1 Secret Door. the portal leads to area 46, on the
second level.
This secret door requires a key. A
copy of the key is on the keyring in In order to activate the device, the
Zelligar's nightstand. colored stones must be touched in the
proper order (Red, Yellow, Blue) on
15.0 One-Way Teleportation Room, both sides. Once activated, the
Level 1 to 2. portal will remain open and usable
unless and until the reverse order is
On the far wall of this room stands a depressed on at least one of the
portals.
false portal, outlined by 8" square
stones. Three of the stones are 17.0 Char Storage Cellar.
painted - Blue, Red and Yellow. The
blue stone is halfway from the floor The interior of this small room is
on the left. The red is halfway from coated with a thick layer of black
the floor on the right. The Yellow soot and dust. On the north wall is a
stone is at the top of the arch. The pile of charred wood.
floor is covered with dust and small
debris. There is nothing else of value in
this room.
This is a deactivated teleportation
device. When activated by both sides, The door on the west wall is false,
the portal leads to area 47, on the but in all respects appears to be
second level. normal. It will even move slightly
and rattle. It cannot be opened by
In order to activate the device, the any means.
colored stones must be touched in the
proper order (Blue, Yellow, Red) on 18.0 Smithy.
both sides. Once activated, the
portal will remain open and usable This irregularly shaped room appears
unless and until the reverse order is to have two parts. The southwest
depressed on at least one of the
portion of the room is largely empty
portals.
except for the walls, which are
16.0 One-Way Teleportation Room, covered with various pegs and shelves
Level 2 to 1. upon which rest a few partially
forged weapons: six swords; one mace;
On the far wall of this room stands a three spears; one halberd; 5 daggers.
false portal, outlined by 8" square An eerie wind whistles through the
stones. Three of the stones are room toward the northeast corner.
painted - Blue, Red and Yellow. The
blue stone is halfway from the floor The weapons are not usable.
on the left. The red is halfway from

In Search of the Unknown: Zelligar’s Evil 20


In the middle of the northeast webs. There is a horrible smell of
portion of this room is a gigantic death and decay. In the south east
forging anvil. Beyond, on the far vestibule, there is a pile of
walls, you see three separate fire desiccated corpses, filth and debris.
pits. Above the fire pits, in the
ceiling, gap
gapes
es a large black hole, Monster: Th
This
is is the home of “the
into which a stale wind is flowing. A Spider,” called this by those that
live within these caverns.
large hand bellows and a gener
generous
ous
assortment of other smith tools hang
on the walls all about you.

There are no items of particular


value here.

18.1 Door.

This door resembles the others in the


complex,
omplex, except there is a 1' by 2'
vent cut in the top.

19.0 Acces
Accesss Room.

A cool wind carrying a hint of decay


blows from a 3' wide hole in the
floor toward the southeast corner of
this room. A large iron ring is
anchored to the south wall near the
hole. A
Along
long the north wall is a pile
of pine logs of between 8" and 12" in
diameter and about 4 feet long. The
floor is covered with a layer of dust
and soot.

The hole leads to area 56.1 on level


2, the floor of which is about 40'
down.

19.1 Door.

This door rese


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

20.0 Dead End.

The unfinished black stone walls,


ceiling and floor of this small room
are covered with thick, sickly
sickly--white
white

In Search of the Unknown: Zelligar’s Evil 21


20.1 Webs. 22.0 Garden Room.

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.

In Search of the Unknown: Zelligar’s Evil 22


Cabinet:
The cabinet is full of heavily rusted
gardening tools and supplies,
including a hoe, rake and hand tools.

Monster: The purple mounds are


actually 8 violet fungi that will
move to attack if a PC advances past
the cabinet. At the north end of the
chamber are 2 gas spores.

22.1 Fungus a
among
mong Us.

An eerie and forbidding sight sprawls


out before you. Unusual growths
appear to have extended themselves
along the walls and floor to reach a
point near your feet. The growths
appear to be fungoid in nature and of
various colors: blue, orange, red,
yellow and gold. The growth appears
to get thicker and more varied
further north. The strange collage
continues to the extent of your
vision.

At this point, none of the fungi are


poisonous. However, if running or
fighting, each character moving or
taking an action must make a
ann
acrobatics check at the end of each
round, DC 10 or slip on the slick
floor and be prone.

23.0 Storage Room.

This room contains what appears to be


a collection of old furniture. There
are three large oaken tables, 8

In Search of the Unknown: Zelligar’s Evil 23


chairs and 14 wooden stools. In the A small tapestry measuring 3' by 4'
corner opposite the door, there is a hangs on the east wall. It depicts a
woodworking table with a crude vise handsome, robust warrior carrying off
attached, small saws and other a beautiful maiden in a rescue scene
carpenter's equipment. Wood chips and set in a burning village, with a
sawdust cover the floor. horde of ominous-looking enemies
viewing from afar. Embroidered in
There are no other items of value in gold cloth at the top of the scene
this room. are the words, "Melissa, the greatest
24.0 Mistress’s Chamber. and most dearly won of all my
treasures." The tapestry is set
This room is more tastefully within a wooden frame.
decorated than the rather modest
living quarters found elsewhere in Nightstand:
the stronghold. There is a large The nightstand is pretty to look at,
but is of no great value. Inside the
walnut bed against the west wall, drawers are: a silver plated comb,
rather ornately carved in a floral worth 5 gp; hairpins; ribbons; and a
decor. The bed has a large canopy of small pair of scissors.
embroidered green cloth with a
striking reddish trim, but it is very Dresser:
dusty like everything else in the The tortoise shell plate is worth 5
sp. The two perfume bottles are half
room.
full, but both are old and spoiled.
The top drawer of the dresser is
Next to the bed is a small nightstand locked, DC 10 to unlock, Strength
with a single drawer. Beside the check DC 7 to break. Inside is a
nightstand, against the wall is a jewelry box containing the following:
chest of drawers made of red cedar, 1 gold ring with a sapphire inlaid; 1
which, despite its age, still appears gold ring with an emerald and two
diamonds inlaid; 1 platinum ring with
to give off its characteristic smell.
three large diamonds; 1 silver
On top of the dresser, is a tortoise necklace with a large silver pendant
shell dish which is empty except for resembling a flower with small
a single gold piece. The shell rests colored stones inlaid; 1 gold choker;
upon a frilly lace cloth along with 1 pearl necklace; 1 gold bracelet; 3
two small capped bottles. pairs of earrings with diamonds and
gold.
On the western portion of the north The dresser's remaining contents
wall hangs a full-length mirror in a consist of various women's clothing,
wooden frame. The crown of the frame none of which appear to be consistent
is carved with attractive curving with current fashion.
designs and there is an inscription
hewn into the finished wood. Mirror:
The carving on the mirror says "The
Fairest of Them All."
Built into the wall near the
northwest corner of the room is an Sink:
attractive water basin which is Removing the cork will allow the
sculpted from the same rock. At the contents of the sink to drain into
bottom of the basin is a cork. the wall.

In Search of the Unknown: Zelligar’s Evil 24


Tapestry: fighters led by a great wizard and a
The tapestry can be removed and is single hero putting an entire army to
worth 200 gp, but unless great care flight.
is taken, it will be ruined in the
process. Dexterity check, DC 15. A
ruined tapestry would be worth about Southeast: A warrior and a maiden on
40 gp. horseback against a backdrop of
mountains, holding hands with joyful
Secret Door: expressions.
The secret door in the north wall can
be activated by pressing a small Southwest: A hero and a wizard
stone in the floor in the northeast
joining in a firm handclasp on a
corner of the room.
deserted hilltop, with only a sunset
24.1 Secret Door. in the background.

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.

In Search of the Unknown: Zelligar’s Evil 25


This secret door is operated by this room.
pressing a single magical stone in
the wall next to the door, either 27.0 Throne Room.
when entering or exiting.
This room is already illuminated by
25.2 Secret Door. flickering torchlight. Prominently,
This unusually shaped secret door is there are two rows of bright red and
operated by pre
pressing
ssing a single magical gold painted columns running from
stone in the wall next to the door, west to east. The floor is smooth
either when entering or exiting. slate. Near the eastern wall, on a
However, it seems to have been bashed 10" white marble dais, rest two
open. ornate and gold
gold-painted
painted thrones, each
amply cushioned by green pillows.
26.0 Trophy Room.
Great dramatic draperies in
alternating panels of yellow and
This room contains an assortment of
purple hang on the eastern wall.
various curiosities. Covering most of
the north wall is an immens
immense
e dragon's
In the center of the room stand five
skin, its brassy scales reflecting
orc
orc-like
like creatures, appar
apparently
ently fully
the party's torchlight. At the west
armed and armored.
end of the room is a basilisk frozen
in stone, its menacing gaze
forbidding but no longer a threat. On Monster: There are 5 Orcs here.
the east wall is a dwarven skeleton,
suspended from a pair of irons nea
near
r
the ceiling, giving the entire
chamber a macabre mood. Elsewhere on
the walls are a variety of other
items: two gigantic sets of moose
antlers, each on a large head; 4
dragon paws with claws extended; a
stuffed cockatrice; a large black
shield which coul
couldd only be used by a
giant; a pair of ram's horns; a pair
of crossed swords; a bearskin; an
entire door bearing religious
symbols; and a set of three colorful
flags which bear barbarian symbols.

Dragon Skin and Claws:


The skin and claws are from an adult
bronze dragon. They are worth 400 gp,
but have no purpose other than
decorative.

Door Bearing Religious Symbols:


This is the symbol of Moradin, Lawful You may choose to make this encounter
Good chief of the Dwarven pantheon. a group of competing treasure seekers
from the Weeping Willow. Otherwise,
There are no other items of value in this
his group is hostile to the party

In Search of the Unknown: Zelligar’s Evil 26


and they will attack immediately if table is a small stoneware crock with
the party is detected. a cover, a large earthenware tankard
mug and a small hand mirror. On the
The group has a total of 89 gp on
south wall is a wooden chest. In the
them plus 2 common potions of healing
and a gold necklace with a red onyx northeast corner of the room is a
worth 25 gp. wooden keg stand with a single barrel
upon it. The barrel is marked with
27.1 Secret Door. the letters "SD." The walls of the
western extremity of the room are
This secret door is operated by populated by a series of shelves and
pressing a single magical stone in
pegs, apparently for holding arms and
the wall next to the door, either
when entering or exiting. armor. The pegs and shelves are empty
except for two metal shields and a
28.0 Worship Area. heavy mace.

Upon opening the door, you Stoneware Crock:


immediately see a life sized stone This container holds 15 gp.
idol of a winged, horned devil with
red gems for eyes glaring back at you Wooden Chest:
The chest is locked, DC 13 and
from the far wall. The walls are
Strength check of 10 to bash. It
painted in a sickening scene of contains the following: 1 pair of
torture and debauchery. Before the pants; several cloaks; 1 heavy cloth
idol, a 5' wide, 3' deep fire pit has coat; 2 pairs of boots; and a leather
been dug into the stone floor. The pouch.
pit has a pile of ash in it and the
air has the stale smell of burnt Leather Pouch:
Inside the leather pouch is a walnut
flesh.
plaque with an inlaid piece of silver
engraved with the words, "To Erig, my
The idol is 6' high and is anchored friend and captain of the Quasqueton
to the floor. Those with the ability Guard - Against all foes we shall
to detect evil can sense it here, prevail!" The message is signed with
though faintly. Those succeeding on a an embellished "R."
religion check, DC 10, will know this
statue to be of Malebranche - a devil Plaque:
of modest rank in the ninth plane of The plaque could be worth 25 gp.
Hell.
Barrel:
Any flesh burned here will open This barrel is full of ale.
communication with Malebranche who
will be angry at not having received There is nothing else of value in
an offering over the last several this room.
decades.
29.1 Door.
29.0 Captain’s Chamber.
This heavy wooden door appears
The door opens into a rather barren similar to the others in the complex
room. In the southeast corner is a except that it is adorned with an
crude bed, and alongside it is a animal skin bearing the word "Erig"
utilitarian table. On top of the in brass studs.

In Search of the Unknown: Zelligar’s Evil 27


The door is locked, Dexterity DC 13. b. Pool of Acid:
This pool is full of acid and is most
30.0 Access Room. deadly. If any creature falls or
leaps within it, certain and
This room appears to be strictly immediate death will result. Putting
utilitarian in nature, empty but for a hand or other body part within it
will result in an immediate 1d4+1
a small quantity of stacked building acid damage. Drinking any of the acid
supplies, dust and debris. In the will cause 1d4+1 acid damage plus a
northwest side of the room, there is Constitution save to survive, DC 15.
a sharply carved stairway leading Putting a drop on the tongue will
down into darkness. From the depths inflict 1 acid damage and cause
wafts a stale draft carrying the weak gagging and choking for 2 rounds,
although no saving throw is necessary.
smell of filth and body odor.
Weapons or other objects dipped into
the acid will deteriorate (swords
Stairway: will be stained and weakened, wooden
The stairway leads down a vertical items warped and cracked, etc.) and
depth of 40' to room 38 on Level 2. may even be ruined completely. The
acid is so strong that it will eat
31.0 Room of Pools. through any type of non-magical
container within two rounds. The key
Although the walls of this huge matches no known lock.
chamber are the same as elsewhere in
the fortress, the floor is covered c. This pool is filled with a murky
with tens of thousands of ceramic gray syrup.
tiles arranged in a striking mosaic
of gold, white and black stripes. c. Pool of Sickness:
An hour after any of this syrup is
Arrayed throughout the room are a consumed, even but a sip, the victim
will become ill. If this occurs,
number of different pools, each about
there is no loss of hit points, but
ten feet in diameter. The pools are the victim suffers from strong and
as follows: recurring stomach pains for 1d4 hours
which make fighting and even movement
a. This pool contains a strange impossible for that period of time
milky, pinkish liquid. (although a victim can be carried by
others). Placing a drop of liquid
upon the tongue will give a sweet
a. Pool of Healing: taste, but will cause no symptoms.
This liquid will operate as a common Items placed within the liquid are
potion of healing (radiating unaffected. Any syrup removed from
evocation magic if detected). If this room will lose its poisonous
removed from this room, its magical effect after one day.
properties will last for one day.
d. This basin is irregularly coated
b. This pool is filled to the brim
from bottom to edge with a slimy
with a clear, fizzing liquid that
green goo.
gives off a strange and unpleasant
aroma. At the bottom of the pool is a
d. Green Slime:
large bronze colored key. This basin is covered in nasty green
slime.

In Search of the Unknown: Zelligar’s Evil 28


Monster: Green Slime
Slime.. f. This pool is filled with a deep
red liquid that smells like fine
wine.

f. Pool of Wine:
This pool is filled with a powerful
wine that has a taste so inviting
that anyone tasting it must make a
Wisdom save at DC 17 or drink more
until intoxicated. If this is done,
1d20 is rolled and if the result
exceeds the player's constitution
score, the difference is the number
of hours the PC is intoxicated. If it
is less, the PC is only affected for
30 minutes. If an intoxicated PC
returns to this room, the PC must
make a Wisdom check at DC 20 or
immediately drink until intoxicated
again. While intoxicated, the PC will
be loud and clumsy, suffering a -44 to
all De
Dexterity
xterity based checks and saves.

g. This basin appears to be


completely empty. The basin appears
to be made of yellowish ceramic
material.

g. Dry Pool:
The ceramic ma
material
terial is impervious to
damage.

h. This basin appears to contain a


steaming, bubbling cauldron of a
clear, boiling liquid. There is a
whitish crust built up around the
edge of th
thee pool.

h. Hot Pool:
This boiling pool of water is
extremely hot
hot,, but otherwise ordinary
water.
e. This pool is filled with a clear,
colorless, odorless liquid. 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

In Search of the Unknown: Zelligar’s Evil 29


having a color tied to the PC's handled with a gloved hand.
alignment, as follows:
m. This basin appears to be filled
Blue for lawful with crystal clear water, at the
Yellow for chaotic
White for neutral bottom of which rests a pile of
thousands of gold pieces sprinkled
The effects of this liquid will fade with an assortment of sparkling
if removed from the room. jewels.

j. This pool is full of a greenish m. Treasure Pool:


liquid of varying shades swirled The water is normal. But the treasure
together. is an illusion that is dispelled as
soon as the water is touched. When
the water is still again, the
j. Pool of Sleep:
illusion will reappear.
Putting a drop on the tongue reveals
a sort of fruity taste, but no
special effects will be noticeable. n. This basin is nearly empty, but
Taking a sip will give tasty what remains appears to be clean
refreshment, but within 10 seconds, water.
the taster will experience powerful
drowsiness resulting in immediate
n. Pool of Muting:
sleep unless there is a successful
Although the liquid appears to be
Constitution save at DC 15. Sleep
normal water, it is actually a
will last for 6 rounds per sip taken.
magical substance. This liquid, when
The magical effects of this liquid
swallowed, causes a complete loss of
will fade after one day, if removed
voice and verbal capabilities for 1d6
from this room.
hours. This muting will become
apparent only when it has been
k. This pool appears to be ordinary ingested; merely putting drop onto
lake water and is filled with the tongue will give no clue as to
numerous small fish. its effect, and it will seem like
normal water. Any character drinking
the water will suffer the effects,
k. Fish Pool:
and that means that the players will
The fish are edible. There is nothing
be affected likewise. Thus, the DM
unusual about the water or the fish.
informs the player or players of
their limitation, and they are barred
l. This basin is filled with a from any further verbal
whitish rock giving off eerie vapors. communications for the duration.

l. Ice Pool: 31.1 Secret Door.


This basin is filled with steaming
dry ice that for some unknown reason This secret door is operated by
does not dissipate. The ice is "hot" pressing a single magical stone in
to the touch due to its extremely low the floor next to the door, either
temperature. Since none of the PCs when entering or exiting.
will likely have seen dry ice before,
this should be a highly mysterious 32.0 Advisor’s Chamber.
event. If any pieces are broken off
and removed, they will dissipate into The decor in this room is rather
carbon dioxide gas as normal dry ice simple, but pleasant. The floor is a
would do. Such pieces could be continuation of the striking swirling

In Search of the Unknown: Zelligar’s Evil 30


mosaic from the room of pools, but 33.0 Barracks.
the walls are bare stone. There are
minimal furnishings in the room - a This large, open room is obviously a
nondescript bed, three chairs, a barracks. Along the eastern wall,
small dresser, a battered old table extending into the darkness, is a row
and a makeshift desk with a single of utilitarian beds. On the west wall
drawer and a smattering of papers on is a table and collection of chairs
its top. Hanging on the wall over the and stools. The walls of the room are
desk is a framed oil painting of two rough stone, but there are wall
figures standing side by side: a sconces designed to hold torches and
warrior of impressive proportions and various pegs upon the wall from which
a wizened magic-user in a purple various odds and ends still hang: an
robe. In the lower right corner of old battered shield; a canteen; a
the painting appears to be a small section of light chain; a sheathed
message. sword and a bearskin.

Desk Papers: In the southern portion of this


The papers on the right side of the chamber stand three large wooden
desktop are loosely arranged and tables and at least a dozen chairs
appear to contain sketches and and stools. In the south western
written suggestions on conceptual
corner of the room, the floor slants
improvements to the complex. They
contain nothing of great interest. toward the wall steeply and an
The papers on the left side of the opening leads into the wall. From the
desk are blank. faint smell, it is apparent that this
is a crude toilet area.
Desk Drawer:
The drawer is trapped, DC 13 to
There are no items of value here.
detect and DC 15 to disable. If not
disabled, the drawer will release a
34.0 Armory.
terrible gaseous emission which will
be so acrid and irritating that it
will drive the party from the room As you enter this long, angular hall,
for 1d4 hours. The drawer is also you notice a slight breeze and a
locked, DC 10 to pick and Strength faint whistling sound. The roughly
check 10 to break. Inside the drawer cut stone walls are covered with pegs
are the following: 1 small potion and shelves. Most of the pegs and
bottle with the word "levitation"
shelves are empty, but you do see a
written on the label and 78 gp.
number of battered shields, bits and
Painting Inscription: pieces of body armor, several crude
"To wise Marevak, worthy advisor and bows, a quiver of normal looking
counselor, from a grateful Zelligar arrows, two swords, a dozen spears,
and Rogahn" two hand axes, a flail, a two-handed
sword with a broken blade, and one
Dresser:
The dresser is empty. dagger.

There is nothing else of value in Weapons:


this room. Of the weapons found, only the flail,
dagger and one of the swords are
useable.

In Search of the Unknown: Zelligar’s Evil 31


Vents:
There are two vents in the ceiling If the room is searched, the party
that serve as the principal exhaust will find 38 gp, two daggers and a
for the complex. If the doors at stained set of leather armor suitable
either end are opened at the same for a human woman.
time, the resulting wind is
substantial, blowing out any torches 35.2 Goblin Lair.
or lanterns the party may have.
This room contains a bed, dresser,
Chests: table and chair. However, the place
The two chests in the southern
portion of the room are empty. has obviously been overrun by goblins
as each piece of furniture is in near
35.1 Goblin Lair. ruins, torn, stained and covered with
filth and muck.
This room contains a bed, dresse
dresser,
r,
table and chair. However, the place Monster: This room cont
contains
ains 4
has obviously been overrun by goblins goblins.
as each piece of furniture is in near
ruins, torn, stained and covered with Each round of combat brings a
cum
cumulative
ulative 20% chance of alerting the
filth and muck. goblins in the other two rooms and
bring them into the battle.
Monster: This room contains 4
goblins. If the room is searched, the party
will find 10 gp, a large shield and a
chain shirt.

35.3 Goblin Lair.

This room contains a bed, dresser,


table and chair. However, the place
has obviously been overrun by goblins
as each piece of furniture is in near
ruins, torn, stained and covered with
filth and muck.

Monster: This room contains 4


goblins.

Each round of combat brings a


cumulative 20% chance of alerting th
the
goblins in the other two rooms and
bring them into the battle.

If the room is searched, the party


will find 107 gp.

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.

In Search of the Unknown: Zelligar’s Evil 32


dressers and very little else. round). At the start of its next turn,
it drops to 0 hit points and is dying.
This room is basically empty. However,
if thoroughly searched, the party 36.2 Confusion.
will notice that two of the
mattresses are stained with blood at From within this small, nondescript
the chest level. Cheap clothing in chamber, no door will open unless all
the dressers will have blood stains are first closed.
as well.
Opening and closing the doors here
36.1 Pit Trap. will alert the goblins from areas 35,
which will come and stand, in wait,
As soon as a creature walks to within in force, at the three different
5' of the false door, the creature’s entrances to the complex as an ambush.
weight will trigger this mechanical
pit trap. When the trap is sprung, a This worked particularly well in my
giant crack will open in the center game. In the last tiny room, the
of the 20' section of the floor floor dropped out as the leader
between the false door and the opened the exit door. When the first
opposite wall and the two separated PC climbed up and peeked into the
floor panels will swing down and room beyond, he was kicked in the
apart, hinged at the ends of the face by a steel toed orc boot.
hallway. All creatures within that
area and their equipment will drop 37.0 Training Room.
through the opening unless succeeding
on an Acrobatics check, DC 25. At the This wide room contains a smattering
bottom of the trap, some 40' below, of training implements. The eastern
awaits a pool of cold spring water in wall is covered with pocked sheets of
room 50 of Level 2. Those falling wood and three archery targets each
through the trap will sustain 3 (1d4)
pierced with a few arrows. Several
bludgeoning damage when hitting the
water below. In addition, since the loaded quivers hang on the far wall,
pool is about 8' deep, PCs who are next to a series of weapons: a
heavily encumbered will risk drowning notched sword; a battle axe; a flail;
unless they free themselves of the and a mace. Next to the weapons,
bulk and weight after landing in the leaning against the wall are two
water. battered shields. In the southeast
corner, there is a metal bar about 7'
Rules for Sinking:
Any character wearing metal armor off the floor attached to each wall.
must drop all weapons larger than a In the northeastern corner, there is
dagger and succeed on a Dexterity a thick rope hanging from the 20'
check at DC 15 to remove enough heavy ceiling.
armor to avoid sinking. A sinking (or
sunk) character may be saved by two
others with free hands. In the western portion of the room,
next to a stack of woven mats, lie
Rules for Holding Breath: several 5' long iron bars of varying
A creature can hold its breath for a girth next to a low narrow bench with
number of minutes equal to 1 + its two stirrups. This wall is also
Constitution modifier (a minimum of covered with pocked wood on which
30 seconds). When a creature runs out three archery targets hang.
of breath, it can survive for a
number of rounds equal to its Weapons:
Constitution modifier (minimum 1 The weapons here are double their

In Search of the Unknown: Zelligar’s Evil 33


normal weight. showing the following: a young boy
raising a sword; a young man slaying
37.1 Door. a wild boar; a warrior carrying off a
dead barbarian; and a hero in the
This carved door, heavy and thick in midst of a large battle hacking
appearance, bears a fancy "R" on its barbarian foes to pieces.
outer face.
The east wall is also a four part
Lower Level fresco, this one showing the
following: a boy gazing upward at a
starry night sky; a young man
Lower Level Wandering Monsters diligently studying a great tome; an
earnest magician changing water to
1d6 Monster wine before a delighted audience; and
1 4 Giant Centipedes a powerful wizard standing on a
2 4 Bat Swarms hilltop and casting a magical fog
3 5 Giant Fire Beetles
over a choking and dying enemy army
4 4 Giant Rats
5 4 Mutilated Zombies of barbarians.
6 5 Troglodytes
The northern wall’s fresco is
Wandering monster statistics may be incomplete but there are a few
found at the end of this module in unfinished sections showing the two
Appendix B. great men together: shaking hands as
if meeting for the first time in
Lower Level Map Key their younger days; winning a great
battle against barbarians in a hill
38.0 Access Room. pass; gazing upward together from the
wilderness at a craggy outcropping of
The odor of waste and decay grows rock (which you recognize to be the
thicker as you descend the stairs place where the stronghold is built);
into this large access room. The and a fourth space that is blank.
floor is filled with piles of rock
and rubble (especially on the eastern There are also a few items on display
wall), as well as the following next to the frescoes, namely: an
mining equipment: 2 rock carts; 4 articulately written parchment letter
mining jacks; 11 timbers; 5 pickaxes. of thanks for help in a war against
There has obviously been no mining barbarians from what might appear to
activity for quite some time. be a local landowner; a falchion; and
an enormous human skeleton next to
There are a few ordinary rats hidden which hangs an inscribed plaque.
behind stones in this room, but There is more blank space on the
nothing of any real threat or value. wall, apparently for further
additions to the collection.
39.0 Museum.
Plaque:
This appears to be an unfinished "The Great Barbarian Chief Othgar of
museum of sorts. The west wall is the Orghan Tribes, slain by Rogahn
decorated with a four part fresco the Fearless at Dinanean Pass,

In Search of the Unknown: Zelligar’s Evil 34


October 12, 1327" 41.0 Centipede Tu
Tunnel.
nnel.

There is nothing else of value in This large rocky chamber appears to


this room. be empty.
40.0 Torture Chamber.
In the eastern most portion of the
The heavy stone secret door swings room, there is a 3' wide hole angling
downward into the ground. This is a
inward to reveal a terrifying s
sight.
ight. giant centipede tunnel. The
Along the eastern wall of this cavern centipedes will come out of the
rest three human sized cages, empty tunnel on a cumulative 20% per ro
round
und
and doors ajar. Mounted on the west of noise generated by the party.
wall are a series of shackles for
wrists and ankles. In the center of Monster: The tunnel contains 7 giant
poisonous c
centipedes
entipedes
entipedes.
the room is a chair with binding
straps for arms and legs next to a 42.0 Dead Spider Chamb
Chamber.
er.
long
ng table with the same. A number of
torture implements hang on the south You enter a curving cavern lined with
wall. Although there is no sign of giant spider webs. The floor is
any particular victim, the room still littered with humanoid bones and the
retains the smell of fear and a webs house what appear to be two very
palpable feeling of dread. old cocoons. In the eastern most
portion of the room, where the
This room is otherwise empty. ceiling meets the wall, there is a
large white, ball of webs, perhaps
six feet across.

The ball of webs near the ceiling


contains the desiccated remains of a
giant spider that o
once
nce laired here.

Each of the two cocoons holds the


skeleton of what was once a male
human, still dressed in a red guard
uniform. The corpses each have 1d6 gp
on them.

Otherwise, there are no items of


value in this room.

43.0 Troglodyte Lair.

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

In Search of the Unknown: Zelligar’s Evil 35


Monster: This room contains 4 smell you have been suffering through
troglodytes, but as soon as any of appears to emanate from this tunnel.
the troglodytes in areas 43, 44 or 45
are engaged, the others will run in
to fight from the other two areas. 43.2 Stench.

You notice that as you move forward,


there is a terrible, organic smell
that is developing. The smell reminds
of you of a combination of vomit,
feces and rot.

44.0 Trog
Troglodyte
lodyte Lair.

This repugnant cave is filled with


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

Monster: This room contains 4


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

If the party sifts through the


garbage, they will f
find
ind the
following: 6 gp, 11 sp, 2 cp.

45.0 Troglodyte Lair.

This repugnant cave is filled with


mounds of excrement, bones and
rotting entrails. Basking in all this
disgusting glory sit three vaguely
If the party sifts through the
reptilian man
man-sized
sized humanoids,
garbage, they will find the
following: 11 gp, 6 sp, 8 cp, one old apparently caught in a di
disagreement
sagreement
dagger, gold ring worth 2 gp. as to which will eat a particularly
rancid looking piece of meat.
43.1 Troglodyte Entrance.
Monster: This room contains 4
On either side of this tunnel troglodytes, but as soon as any of
entrance, a metal
metal-tipped
tipped spear has the troglodytes in areas 43, 44 or 45
been forced into the stone floor. On are engaged, the others will run in
each resulting pole hangs a cluster to fight from the other two areas.
of humanoid and animal skulls. The

In Search of the Unknown: Zelligar’s Evil 36


If the party sifts through the both sides.
garbage, they will find the
following: 7 gp, 4 cp, ring of 48.0 Arena Cavern.
protection +1.
This cavern shows some evidence of
46.0 One-Way Teleportation Room, stonework, but remains unfinished.
Level 2 to 1.
The center portion of the room has
been dug out to about 15' below the
On the far wall of this room stands a
floor level, and the sides slope
false portal, outlined by 8" square
downward from the surrounding walls.
stones. Three of the stones are
painted - Blue, Red and Yellow. The
blue stone is halfway from the floor This room was at one time intended to
become an area, but it has yet to be
on the left. The red is halfway from finished.
the floor on the right. The Yellow
stone is at the top of the arch. The 49.0 Phosphorescent Cave.
floor is covered with dust and small
debris. This medium sized cavern presents an
eerie sight. A soft phosphorescent
This is a deactivated teleportation glow bathes the entire area,
device. When activated by both sides, emanating from the widespread growth
the portal leads to area 16, on the of purplish mold on the walls,
first level. ceiling and parts of the floor.
In order to activate the device, the
colored stones must be touched in the The mold is harmless.
proper order (Red, Yellow, Blue) on
both sides. 49.1 Cavern of the Mystical Stone.

47.0 One-Way Teleportation Room, This ante-chamber is coated with the


Level 1 to 2. same purplish mold as the previous
cavern which allows you to easily see
On the far wall of this room stands a the contents of the room. Although
false portal, outlined by 8" square most of the room is empty, toward the
stones. Three of the stones are southern wall rests a large, glowing
painted - Blue, Red and Yellow. The chunk of a whitish, finely layered
blue stone is halfway from the floor stone.
on the left. The red is halfway from
the floor on the right. The Yellow
The stone radiates magic and cannot
stone is at the top of the arch. The be removed. For those who know about
floor is covered with dust and small stone, the rock bears a striking
debris. resemblance to mica. The stone chips
easily and if a chip is removed, it
This is a deactivated teleportation will continue to glow for only three
device. When activated by both sides, rounds, after which time, the chip
the portal leads to area 15, on the will in all ways be ordinary mica.
However, if the stone is placed in
first level.
the mouth of a creature before the
In order to activate the device, the glow stops, the creature rolls a 1d20
colored stones must be touched in the to determine the magical effect of
proper order (Blue, Yellow, Red) on the stone on the following chart.

In Search of the Unknown: Zelligar’s Evil 37


Only one roll may ever be made for of 1d6 temporary hit points to
each character, no matter how long a PC
period intervenes.
19. Gives a curse - the PC will
1. Immediately teleports the PC sleep for 72 hours straight
an
andd his gear to the webbed cave each month, beginning one day
(room 42) before the ending of one day
after each new moon (can only
2. Immediately blinds the be removed by remove curse)
character for 1d6 hours
20. No effect.
3. Permanently raises Strength
rating by 1 point

4. Permanently raises Charisma


rating by 1 point

5. Permanently raises Wisdom


rating by 1 point

6. Permanently raises Intelligence


rating by 1 point

7. Permanently raises Dexterity


rating by 1 point

8. Permanently lowers Strength


rating by 1 point

9. Permanently lowers Charisma


rating by 1 point

10. Permanently lowers Intelligence


rating by 1 po
point
int

11. Heals all damage, illness,


madness, curse, etc., on PC

12. Causes invisibility for 1d6


hours

13. Poison (Save DC at 13)

14. Makes a 500 gp appear in the


PC's hand

15. Gives a permanent +1 to any


single weapon carried by the PC

16. Heals all d


damage,
amage, illness,
madness, curse, etc., on PC 50.0 Giant Cave Frog Water Pit.

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

In Search of the Unknown: Zelligar’s Evil 38


Beyond the pool, and to the west, the wall sits an old, battered desk. Its
cave appears to open up again, but surface is bare except for a single
most of that space is around the brown colored book.
corner, outside your range of vision.
To the left of the desk, is a
The water is extremely cold. Anyone vertical torture rack, which is
entering the water must spend a full thankfully empty at the moment. Its
hour recovering from its freezing gears, chains and straps are filthy
effect on the body. and hang limply in the dim light.
Monster: There is no monster in the
water, but around the corner is a The northern portion of the room
giant cave frog that will attack if serves as a storage area. The walls
anyone enters the water. on the west, north and east walls are
covered from floor to ceiling with
51.0 Wizard’s Laboratory #2. roughly made shelving. The shelves
are filled with hundreds of jars
As soon as this room's stone door is holding various animal, human and
opened, torches that are mounted on humanoid body parts, each submerged
the stone walls flare to life, giving in some form of pale pink liquid. The
this room a dim and frightening glow. jars are dusty, but clearly reveal
Your eyes slowly adjust to the light their contents in a spectacle of
and you become aware of a macabre horror.
scene. Along the right wall, you see
a number of torture implements The desk has four drawers, none of
hanging on the black stone, some which are locked.
shiny with dried gore. Further down,
stands an ash filled brazier with Upper Left Drawer:
pokers resting on the edge. In the One ink bottle; two quills; several
center of the room rests a large sheets of parchment; a knife.
oaken table with straps for humanoid
Lower Left Drawer:
wrists and ankles. Its surface is Empty.
partially coated with a reddish black
coagulated substance. Stuck to the Upper Right Drawer:
table is what might be a piece of A dark blue box, 3" by 5"; an old
human scalp. pair of spectacles; a four oz. bottle
full of some kind of small white
tablets; cotton balls; a bloody pair
To the left of the table stands a of leather gloves and several rags.
nondescript 2' by 2' wooden cube upon
which rests a greenish white box made Inside the blue box:
of what looks like a semi-translucent Lined with blue pillowed fabric,
quartz-like stone. The front panel of contains a ring finger with a silver
the box has been removed and the ring inset with a red stone and a
black stone.
interior of the box appears to be
empty. Next to this cube, is a tray Lower Right Drawer:
stand on which rest various cutting, Three laundered and folded white
gripping and grinding implements. aprons with blood stains.

Beyond the table, against the far Weathered, Leather Bound Book:
Zelligar's Palimpsest, otherwise

In Search of the Unknown: Zelligar’s Evil 39


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

51.1 Locked Stone Door.

This large stone door has what might


appear to be an average sized keyole
where a doorknob would ordinarily be.
There are no other f
features
eatures on this
plain slab.

This door is locked by a lock that


cannot be picked by ordinary or
magical means. Further, it is made of
a particularly hard slab of granite
and is virtually impenetrable. The
only viable means of entry is a key
found on the key
keyring
ring located in
Zelligar's nightstand in room 5.

52.0 Cave of the Doombat King.

The high ceiling of great cavern does


not continue into this smaller cave,
though the floor is very heavily
covered with large blobs of guano.
Hanging upside down in the center of
this room is the 8' long body of a
giant bat. The bat's eyes are open
and its body is very still.
will awaken if the party enters and
that percentage will increase sharply
Monster: This cave is the lair of 1 if there are multiple light sources,
doombat that will attack immediately talking or louder sounds. Once one
if awakened. bat awakens, it only takes two rounds
for the entire grouping to swarm. If
53.0 Grand Cavern of Bats. the bats swarm, they will buzz around
the PCs making it impossible for them
This cavern is so large, that it to see or hear wandering monsters,
appears to extend without limit in causing an automatic surprise.
every direction. The floor slopes
Monster: This enormous cavern is
gradually down as you enter. home to as many bat s
swarms
warms as the DM
feels appropriate
appropriate.
The ceiling of this cavern is over
60' high and, if it is daytime, lined If the party leaves the room, it will
with nearly 2,000 bats. (If it is take the bats about 1/2 hour to go
daytime, the party will see a small back to their resting position.
spot of light n
near
ear the center of the
ceiling.) There is a 10% chance every
turn
rn that one or more of the bats

In Search of the Unknown: Zelligar’s Evil 40


55.0 Graveyard.

This huge, dark cavern stretches out


of sight on its no
north/south
rth/south axis and
is about 50' wide at any point.
Stretching from south to north is a
long row of what appear to be
unmarked graves. The air is chill and
somehow, the darkness seems to hang
like moisture in the air. Something
about this cavern is wrong, bbut
ut you
can't quite put your finger on what
it is.

The spirits of these murdered and


mutilated corpses have never been
allowed proper ascension. As a
consequence, the mad remnants of
their consciousness will force their
bodies up through the soil to attack
any who enter.

The zombies are truly crazed, having


neither reason, nor memory. Their
only thought is to kill any
anything
thing that
moves and to exact a horrific revenge
consisting of the violent
disembodiment of any living creature.

Once a living creature comes within


54.0 Treasure Room. 20' of a grave, its inhabitant will
start digging. It takes each zombie
A shallow cavern at the end of the 1d4+2 rounds to free itself from a
secret tunnel appears abruptly. grave. Each creature is terrifying to
Before you stand three stacks of look at and adventurers will need to
make a saving throw against fear
wooden chests, three chests per
(Wisdom) at a DC 8 or be frighten
frightened
ed
stack. On the floor in between, lie for 1d4+1 rounds, feeling at maximum
four rolled tapestries, three dash speed for the first round.
earthenware jugs, a shallow table on
which stand a large golden [Note: During our game
game,
, the
candlestick, two golden crowns with disinterment rate shown above proved
inlaid jewels, four golden chalices rather slow. You might consider
speeding this up]
with matching plates and one
impressive gold necklace inlaid with
large green gemstones.

Each chest contains 1,000 gold pieces


counted into 100 coin sacks and
stacked neatly in the chest.

In Search of the Unknown: Zelligar’s Evil 41


be fully sealed at the end of 1 round.

Once outside, a PC will find himself


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

56.0 Cavern of the Statue.

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

The statue can be toppled, but will


55.1 Secret Exit.
break if it falls. The statue is
rough and thus not of grea
greatt value.
This cave contains a large pile of
stones and a collection of digging Underneath the statue, in a small
equipment that has been placed and hole in the base is a piece of old
organized here in a orderly fashion. fabric with an ornate "R" sewn into
The tools include: 5 shovels; 2 it.
wheelbarrows; 4 large picks; 2 coils
56.1 Landing.
of medium rope (50' each); a sled
with pulling rope; wooden rollers;
The center of this small cave's floor
and a rake.
has a five foot wide patch of ash and
soot. Above it is a 3' wide hole
The room is otherwise empty, except extending far into the ceiling.
for the secret exit on the north wall.
The door is a one
one-way
way door, that may
be easily pressed to open from this The hole leads to room 19 on the
side, but that is entirely impossible first floor.
to open from the other side. The door
is counter balanced, so that if 56.2 Pit Trap.
opened and left unattended, it will
immediately begin to close and will This 12' wide, 10' deep covered pit
trap will cause 1d4 bludgeoning

In Search of the Unknown: Zelligar’s Evil 42


damage to any that fall in. A passive
perception check of 16 will detect
the trap. Otherwise, a perception
roll must be made for a DC of 16.
Ring of Fire Protection
Ring of Fire Protection
This ring grants the wearer
protection against fire damage,
It is important to note that I eliminating the first 4 points of
initially prepared Zelligar’s Evil fire damage dealt each round.
strictly for personal use so I wasn’t
exactly meticulous in changing or Scroll of Adhesion
omitting all of Mike Carr’s text. I Scroll of Adhesion
remember lifting a few sentences Casting Time: 1 Action
virtually verbatim from the author’s Range: Touch
original work here and there, but of Components: V, S, M
course now I can’t recall what parts Duration: 1 turn per level
those were - except for the lengthy This dweomer causes two solid objects
“Background” section. to adhere to one another for the
duration of the spell. The caster
I also borrowed very heavily from must touch the juncture between the
Forgotten Realms materials published objects while intoning the spell. The
in past editions of D&D in putting adhered objects can be separated by a
the “book” handouts together. successful Strength Check (DC 25), by
means of a dispel magic spell or by
Based on my imperfect memory, I would exerting a force more than 1,000
have to estimate that at least 70% of pounds plus 100 pounds per caster
the words of Zelligar’s Evil were level (about 2 horse power at first
actually written by me. Concerned level). If the spell is employed
about potential intellectual property against materials or objects worn or
issues in publishing this re-write of carried by an unwilling creature, the
ISotU under the DM’s Guild license subject gains a saving throw v. spell
(or anywhere for that matter), I read to avoid the effect.
everything I could find on the WotC
website and watched a Youtube video The material component is a pinch of
on the DM’s Guild. I also reached powdered horse's hoof.
out to Wizards of the Coast (“WotC”)
directly. In an email exchange Scroll of Zelligar’s Feeling
through the DM’s Guild website, I was
told that inclusion of a few bits of Fingers
the original author’s words in my own Scroll of Zelligar’s Feeling Fingers
version - even without citation - Casting Time: 1 Action
should be permissible given the Range: 60 Yards
licensing arrangement. Components: V, S, M
Duration: 1 hour + 1 turn per level
Even so, I still don’t feel as though This spell calls into existence a
I completely understand the licensing disembodied hand under the caster's
rules. Thus, WotC’s legal department, command. The hand cannot hold, grasp
if you are reading this and I am or carry, but it does have an
somehow mistaken in my understanding, amazingly sensitive sense of touch.
please be so kind as to let me know The hand's sense of touch is so fine
and I will rework the text to that it can note minuscule cracks,
eliminate any problem. I do want to separations or openings in a surface,
be fully compliant. Thank you. and thus detect the presence of a
secret or concealed door with a 50%
chance of success. The hand can

In Search of the Unknown: Zelligar’s Evil 43


search
arch a 10 foot by 10 foot area each
turn. The hand cannot be destroyed by
physical attacks, but it is dispelled
if dealt 4 or more points of magical
damage. The hand can trip a non
non-
magical trap if the location of the
trap is known.

The material components for the spell


are a child
child--sized
sized silk glove and a
swan's feather.

Monsters

In Search of the Unknown: Zelligar’s Evil 44


In Search of the Unknown: Zelligar’s Evil 45
In Search of the Unknown: Zelligar’s Evil 46

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