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Dwarrowdeep (OSR) [2022] - Greg Gillespie Megadungeons

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Published by Capn_Ragnar, 2022-10-06 07:14:24

Dwarrowdeep (OSR)

Dwarrowdeep (OSR) [2022] - Greg Gillespie Megadungeons

Keywords: Dungeons & Dragons,DnD,OSR

particularly susceptible to another collapse (1-4 on d6, Crystal (200gp), Very Large Flawed Flecked Aventurine
3d6 points of damage, Save versus Death for half). (115gp), Large Exquisite Deep Green Serpentine
23. This dead end is braced with frozen wood to deter (155gp), and a Medium Flawed Clear Green Peridot
a collapse. Buried a foot under the ground is a Gold (75gp). In addition, there is a Seax Knife +2 and a
Locket and Chain (300gp). Inside is a small, partially Cursed Warhammer +1, Backbiter.
eroded painting of a female dwarf. 31. The western wall of this chamber is dotted with blue
24. A large rubble pile, covered in ice and snow, serves crystal growth covered in frost. The crystals themselves
as a perfect camouflage for a large 6HD Ice Snake AL: are not dangerous but hidden between them is a Crystal
N, AC: 4, HD: 6, HP: 40, #AT: 1, DMG: 3d4. Ooze AL: N, AC: 8, HD: 6, HP: 27, #AT: 1, DMG: 4d4
using their camouflage to catch unsuspecting prey.

25. The entrance to this short dead end is Trapped with 32. Guardroom: This guardroom is empty. Recent signs
a Tripwire Deadfall Stone (1d6 points of damage per of habitation, including two longbows, three arrow
level, Save versus Death for half) that will drop from the quivers (10 each), and frozen dung, are visible.
ceiling. At the back of the dead end are the skulls of 33. Hall of Records: This chamber is sealed with
three dwarves. a stone door. The door cannot be opened by any
26. A skull and bone pile (dwarves) lies in the means mundane or magical without the portalstones
southwestern corner of this rough-hewn chamber. (see Room 34). At some point it appears the duergar
The pile contains Treasure Types I-V with the normal attempted to spike the door unsuccessfully.
percentage chances of VI.

27. This chamber is empty. The sounds of tunneling can Damaged Scrolls, Books, and Runestones: 181.
be heard periodically from Room 22. Items of Value: Locked Chest (217gp), Spellstone:
28. This chamber is empty. There is a mining pit extending 1d3+1 Level 3 Cleric Spells, Runestone of Good
straight down into the frozen earth. The pit is 50 feet Luck (Luckstone), a Disk of Kar’Koon (see The
deep. At the bottom is a dwarven skeleton in armour Forbidden Caverns of Archaia), Tome of Martial
wearing a Gold Circlet (500gp) with a Small Runestone Knowledge, Stone Warrior Figurine 3 (Room 43),
attached to the center. This is the Runestone Circlet and 1d4 Random Mundane Runestones.
that commands the Runic Golem in Room 36A. The
dwarf also has a Pouch with the following Gemstones: 34. Three bearded stone mouths are carved into the
Medium Average Bright Yellow Microlite (300gp), northern wall. Above each mouth is the holy symbol of
Very Large Average Deep Purple Amethyst (500gp), Dhurindain, Thaneduhr, and Geddinthor.
Medium Exquisite Green Aquamarine (550gp), and a To open the sealed stone door to Room 33, the three
Very Large Exquisite Violet Garnet (750gp). portalstones (marked with their respective holy symbols)
29. The inside walls of this dead end are lined with Blue must be found and placed inside the appropriate
Mold. Blue Mold functions as per Yellow Mold but its mouth. The stones are in Rooms 16, 45, and 59.
spores turn the victim to ice if a Save versus Death is 35. The room is empty.
failed.

30. A pile of skulls, bones, helms, and rusty plates of 36. This room contains seven dwarf-sized statues. The
armour sit in the back corner of this dead end. faces and identifying characteristics have been chipped
The following treasure can be found for every two away with chisels and hammers. Laying on the floor
turns of searching: Bag with Huge Exquisite Clear Rock amongst the rubble is a Runestone of Magic Detection.

99

A. A Runestone Golem AL: N, AC: 3, HD: 7, HP: 40, 43. The door to this room is made of stone and sealed.
#AT: 1, DMG: 1d10, stands at the back of this small Several iron spikes were driven into the door, but it was
chamber. The golem is immobile and can only move not breached. There are three stone statues of dwarven
when commanded to do so by a dwarf or good-aligned warriors covered in a thick layer of dust in this chamber.
humanoid wearing the Runestone Circlet (Room 28). These are the “Stone Warriors.” The Stone Warrior
The circlet will allow the bearer to control the golem Figurine for each must be held in hand to activate
until it reaches zero hit points, at which time the stone and control these constructs (they function as Stone
in the circlet will lose its power and the golem will fall Statues). The statues lose their power after six turns and
into a pile of runestones. The wearer must concentrate will not leave this level. The stone figurines are located
exclusively on moving the golem and may not conduct in Rooms 7, 15, and 33.
other actions. Note the golem is extremely heavy and 44. Winter Wolf Kennel: The ice trolls use this room as
makes noise as it walks. a kennel for their winter wolves. There are two adult
37. This chamber is empty. Winter Wolves AL: NE, AC: 5, HD: 6, HP: 30, 22,
38. The door facing the Primary Passage is trapped #AT: 1, DMG: 2d4 (bite) and three Young Adults
(Swinging Hammer). The hammer strikes at the same AL: NE, AC: 7, HD: 3, HP: 20, 17, 16, #AT: 1, DMG:
HD at the targeted character and scores 3d6 hit points 1d4 (bite). The Ice Troll Kennel Master AL: CE, AC:
of damage (Save versus Death for half). The door 4, HD: 4+3, HP: 30, #AT: 1, DMG: Battle Axe +2
connecting to Room 37 is locked. (1d8), Treasure: Polar Bear Pelt (500gp), is training the
youngest of them.

39. The floor, just inside each door, is trapped with 45. Graznac the Two-Headed Ice Troll (1) AL: CE, AC:
tilting floorstones (1d6 no save). The chamber is empty. 2, HD: 8+3, HP: 60, #AT: 3, DMG: 1d8/1d8/1d12,
40. The smell of old death extends beyond the door Treasure: Two Crude Gold Crowns (2,050gp each),
and into the primary passage. The frozen corpses of Platinum Bracers (1,000gp each), is asleep on his bed
three dwarves are manacled to the western wall. They after a meal of dwarven slaves. There is a 1-4 on d6
died as the result of malnourishment and torture. chance he will hear combat from Room 44 and a 1-2
41. Larder: The door to this chamber is locked. Inside, on d6 chance he will hear combat in Room 3 or its
hanging on hooks are three rothe, two dwarves, and a sub-chambers.
human female. A bloody table with a huge cleaver rests Hidden in his bedding is Thaneduhr’s Portalstone
against the western wall. (Room 34). Show Dwarrowdeep Illustration #9.
42. Three Ice Trolls AL: CE, AC: 6, HD: 3+3, HP: 18 46. A large collapse in the northern aspect of this
each, #AT: 2, DMG: Two with Great Hammers (1d8) chamber has completely hidden the back wall and
and one with Claws 1d8/1d8, Treasure: Platinum secret door. To access the door, the PCs will need to
Bracelet (200gp), Gold and Silver Headband (300gp), clear rubble for a three-hour period (random monster
and a Pouch with 1d3 Random Mundane Runestones, rolls apply due to the time and the noise). Note that
are quartered in this chamber. They have two dwarven for every hour of rubble removal there is a 1 on d6
slaves and are arguing over which to eat first. The chance of finding a random treasure of value (see the
dwarves are twin brothers, Nanduul and Barock Secondary Encounter Area Generator).
Broadbeam. They have been slaves for more decades 47. This chamber is empty.
than they can count and are in poor health. They are 48. A Giant Beetle Exoskeleton (1) AL: CE, AC: 4, HD:
both diseased (from giant rats), have their tongues 5, HP: 41, #AT: 3, DMG: 3d4/2d4/2d4, sits quietly in
cut out, and are currently at 2 hit points each. They the dark half-buried in the ice.
are second level Fighters with 15 hit points when fully
healthy (S 13, I 10, W 10, D 13, C 16, Ch 13).

100

49. Picks, shovels, and baskets are lined against the 57. This chamber is empty. On the wall, low to the
southern wall. A vein of silver runs through the chamber. ground, is the inscription “Nori was here.”

50. A collapse along the northern wall has been 58. Upon entering this chamber a single roar can
braced with thick beams of frozen wood. The corpses be heard from the west. Then silence. The room is
of three dwarven miners rest along the far eastern wall otherwise empty.
of the dead end. One managed to scribble out in runes 59. Hidden in the back corner, almost completely
“Seek....Hammer...Lords. Save Us” before he perished. camouflaged near the rubble pile, are two Ice Toads
51. A small cluster of 2 and 4HD Ice Spiders have AL: N, AC: 4, HD: 5, HP: 35, 32, #AT: 1, DMG: 3d4.
started a colony on a ledge 10 feet off the floor at this They are ravenous and will attack with surprise on a
dead end. There are 3 of the former with 10hp and 2 1-4 on d6. Deep in the belly of the largest toad is
of the latter with 25hp. Geddinthor’s Portalstone (Room 34).

52. This chamber is empty. The snow and ice builds 60. Mining Storeroom: This chamber is filled with
toward Room 51. mining equipment in poor repair. The equipment has
53. A group of cold-adapted fungi have sprouted in not been used recently and is covered in ice. There are
this chamber. They include two Frozen Fungi (1) AL: N, six pickaxes, five shovels, and numerous baskets to haul
AC: 5, HD: 3, HP: 18 each, #AT: 1-4, DMG: See entry ore.
and a Brain Fungus (1) AL: N, AC: 7, HD: 3, HP: 22, 61. This chamber has two partial collapses.
#AT: See entry, DMG: See entry. Stalactites hang from 62. Standing in the center of this chamber are two 5HD
the ceiling, and several have merged into pillar-like Ice (Crystal) Statues AL: NE, AC: 0, HD: 5, HP: 35
stalagnates. A bag with the following gemstones lay each, #AT: 2, DMG: 1d6/1d6, carved by the ice trolls
partially frozen in ice: Huge Flawed Red-Brown Spinel and animated by the maggog gargoyle (Room 4). The
(570gp), Large Broken Deep Purple Amethyst (350gp), statues will attack all good-aligned humanoids.
Large Broken Pink Coral (350gp), Large Exquisite Deep 63. Four mining baskets filled with silver ore sit in the
Purple Amethyst (650gp), and a Medium Average Pink back corner of this dead end.
Coral (300gp). 64. A creature has dug a charnel pit in this dead
54. This chamber is empty except for three rusted end. The pit is filled with bones (dwarf, orc, duergar,
pickaxes laying on the ground. and others). There is a 1-3 on d6 chance of finding
55. This room is exceptionally cold. Fire will dim or be two random treasure items and a 1-3 on d6 chance
outright extinguished in the extreme temperature. The of contracting disease (the equivalent of the disease
chamber has partially collapsed in the southwestern carried by giant rats).
corner.

56. This chamber has a high 50-foot ceiling with 65. This chamber contains three rusty mine carts on
stalactites. The skeletons of three dwarven slaves wheels (not tracks). They show no sign of recent use.
are partially covered in ice and snow on the floor. In 66. A soft luminescence from a strange frozen, fungal
addition, the glint of gold can be seen through the ice. growth backlights this dead end. The mushrooms are
Several of the stalactites are 4HD Darkmantles (4) normal. However, the illumination comes from a large
AL: N, AC: 4, HD: 4+2, HP: 35, 30, 22, 18, #AT: 1, colony of Blooderflies (30) AL: N, AC: 10, HD: 1hp,
DMG: 1d8, and will attack once the PCs move into HP: 1hp, #AT: 1, DMG: 1hp/per, resting below them
their killzone. Partly trapped in the ice is a Gold Goblet on the ice. They are famished and crave warm blood.
inlaid with Sapphires worth 500gp.

101

Entrance F: The Citadel of Sleet

The High Gate of Gund-Felek is the only above- 5. Laying on the floor of this partially collapsed chamber
ground dwarven structure in Gundgathol. Also called is bag with three Runestone of War +3.
the Citadel of Sleet, the tower is pummeled nearly 6. Ice Spiders (3) AL: NE, AC: 4, HD: 4, HP: 25, 23,
year-round by snow and ice storms. The citadel is 15, #AT: 1, DMG: 4d4, hang from the ceiling in this
an octagonal structure of dwarven geometric design chamber. They have nothing of value.
and stands 300 feet tall. The front entrance has been 7. A collapse of the ceiling has left a huge rubble pile
destroyed and lies in rubble. The structure has a large at the base of the staircase.
hole in its side 200 feet from the ground. A perilous Hidden in the rubble (four turns of searching) is a
trail leads north through the mountains to Entrance E: Spellstone with Animate Statue (x3).
The Frost Gate and extends southeast to Entrance B:
The Ruins of Kaer-Khelek. Ground Floor

Referee’s Notes: All those inside (or out) of the 1. The massive front doors of this chamber were
citadel are subject to extreme freezing temperatures destroyed long ago by the white dragon (Second Floor,
(the equivalent of a permanent Freeze Metal spell). Room 1). Wind howls through the opening. The rubble
Player Characters must either dress appropriately is covered in ice and snow.
or prepare with spells to spend more than a
handful of rounds exploring the citadel. Also note
that some of the terrain (1-2 on d6) inside the
citadel is icy (treat as Glassy Rock).
There are no random monsters in the citadel.
The Citadel of Sleet/High-Gate is an entrance but
also connects via a 5,200-foot stairwell directly
into the primary encounter area of Gund-Felek.

Lower Floor 2. The stairway leads up to the Second Floor (Room 5).
3. The stairs lead down to the Lower Floor (Room 2).
1. This broad staircase descends over 5,200 feet down 4. This stairway leads up to the Second Floor (Room 2).
through the center of the Eternal Mountains to Gund- Laying on the stairs is a white dragon scale.
Felek: The Hall of Stone (Room 117).

2. This stairway leads to the Ground Floor (Room 3). 5. This was once a guardroom. Empty weapon racks
3. Movement in this chamber may (1-3 on d6) cause are locked in ice and snow. The Citadel Runestone (the
a minor collapse of rubble and ice. The damage is key to Room 7 on the Second Floor) can be pulled from
minimal 3d6 (Dexterity Check for half) but may awaken the ice with 4 rounds of chipping.
the dragon (1-3 on d6) if he is sleeping (Second Floor, 6. The stairs lead down to the Lower Floor (Room 4).
Room 1). 7. Three Ice Toads (3) AL: N, AC: 4, HD: 5, HP: 36, 29,
4. The stairway at this location leads up to the Ground 20, #AT: 1, DMG: 3d4, are camouflaged amongst the
Floor (Room 6). rubble and ice in this room.

102

103

Second Floor Treasure Hoard: Coins Loose
24,951cp Loose
1. The Lair of the White Worm: The main floor of the 35,632sp Loose
second level is the abode of Glacialicles Frigidarium, a 13,054ep Loose
Very Old White Dragon AL: NE, AC: -4, HD: 16, HP: 15,250gp Loose
101, #AT: 3, DMG: 1d6/1d6/2d8. 872pp
Glacialicles, also known as Sleet, lies sleeping atop his
enormous hoard of treasure in the center of the room. Treasure Hoard: Gems and Jewels Loose
Four 20x20 square columns, in a dwarven geometric 250 gems (10gp each) Loose
design, support the 70-foot ceiling. Two have partially 132 gems (20gp each) Chest
collapsed. 57 gems (25gp each) Coffer
Glacialicles is a very old white dragon (651 years). He Gold Armbands (1,000gp each) Loose
is 70 feet long (and his tail an additional 64 feet). He Platinum Goblet (1,500gp) Wood Box
receives +9 damage on all melee attacks/damage and Silver Broach with Diamonds (2,000gp) Loose
has a 50-foot Fear radius. He can breathe a cone of Mithril Statue of Thaneduhr (5,000gp)
cold 70 feet long and 25 feet wide every three rounds
for 9d6+9 points of damage. Glacialicles has a magic Treasure Hoard: Miscellaneous Loose
resistance of 25%. He is immune to all forms of cold 1d10 Mundane Runestones Loose
attack. He can cast the following spells once per day 28 Silver Ingots (100gp each) Loose
(at 18th level of magic use): Protection from Good, 21 Gold Ingots (200gp each) Loose
Ventriloquism, Fog Cloud, Blindness. 7 Platinum Ingots (500gp each) Coffer
Glacialicles possesses keen senses and any intrusion 3 Mithril Ingots (7,000gp each)
into the citadel may (1-3 on d6) be detected. The
dragon can determine the races of player characters Treasure Hoard: Magic Items Loose
merely by smell (he developed a taste for dwarves long Mithril Chainmail +3 Loose
ago). Mithril Helm of Free Action Loose
If Glacialicles detects a presence, and has time to Random Scrolls (4) Loose
prepare, he will begin by casting Fog Cloud and Random Potions (6) Loose
Protection from Good. He will then set to ambush the Grabthar’s Great Hammer Loose
PCs by pretending to sleep while positioning himself to Battle Axe +3 Frost Brand Loose
use his breath weapon if the PCs chose to enter his lair Wardstone (Magic) Coffer
via one of the two stairwells. Runestone of Wisdom Pouch
If the PCs ascend via both stairwells he will sense the Runestone of Regeneration Bag
greater number and target the largest group. The Ring of House Longbeard
dragon is cagey and, subject to the success of his breath
weapon in the first few rounds, he may fly out of the
hole in the northern wall. Sleet is supremely arrogant
and will not give up his hoard without a ferocious effort
to defend it. He will engage in hit and run tactics, easily
burst through walls, and will ultimately destroy the tower
before he will allow the PCs to steal his treasure.

104

2. The stairs lead down to the Ground Floor (Room 4).

3. This stairway leads up to the Third Floor (Room 1).

4. Three runestones sit on a small stone ledge. The first
is a Runestone of Monstrous Attention, the second is
a Runestone of Delusion, and the third is a Runestone
of Controlling Earth Elementals. The key for this secret
room is lost. PCs will have to break through the door to
access the interior.

5. The stairs lead down to the Ground Floor (Room 2).

6. This stairway leads up to the Third Floor (Room 4).

7. This secret chamber can only be opened via the 6. The side chamber (Room 6) is locked. The ceiling
Citadel Runestone located in Room 5 on the Ground has collapsed inside and the room is covered in ice and
Floor. A small depression, almost imperceptible to all snow. 12 turns of digging through the snow will reveal
but dwarves (1 on d6), is carved into the rock. Inserting a Steel Chest (Locked and Trapped, Poison Needle,
the runestone will open the door outwards. Inside is a Save or Die) that contains kingly gemstones: Small
suit of Mithril Platemail +4 on an armour stand and a Broken Clear Blue Sapphire (1,150gp), Small Flawed
Mithril Shield +3 of Spell Turning. Black Sapphire (1,300gp), Medium Broken King’s
Tears (1,350gp), Large Flawed Green Opal (1,600gp),
Third Floor Medium Average Deep Crimson Ruby (1,600gp), Large
Average Deep Green Emerald (1,700gp), Very Large
1. The top floor of the Citadel of Sleet is open to fierce Broken Deep Crimson Ruby (1,950gp), Huge Broken
winter winds and the snow-capped peaks of the Eternal Deep Green Emerald (2,450gp), Small Exquisite Deep
Mountains. The spaces between the buildings and the Crimson Ruby (4,400gp), Medium Exquisite Deep
central chamber are covered in ice and snow. The Green Emerald (4,600gp), Very Large Finely Cut Light
citadel is lined with battlements. The battlements are Green Jade (4,700gp), and a Very Large Exquisite
partially destroyed from the dragon perching along its Green Opal (5,200gp).
edge. The stairway at this location leads down to the 7. The dragon broke into both the southern and
Second Floor (Room 3). eastern doorways of the central chamber long ago.
2. This chamber was once a guardroom. The The chamber is open to the elements and has been
southwestern portion of the ceiling has collapsed and battered by ice and snow. In the center of the room
is open to the elements and the biting cold wind. is a statue of Thaneduhr. Although worn and frozen,
3. The door to this room is locked. Inside is a small the statue was clearly a masterpiece of stonework from
armoury lined with fourteen heavy crossbows and the Golden Age of Gundgathol. All those who kneel
10 crates of crossbow bolts (100 each). One of the before the statue and pray to the All-Father will make
crossbows is magical (+2). their next Death Save. This happens only once.
4. The stairs lead down to the Second Floor (Room 6).
5. The door to this chamber is locked. The room is
empty.

105

Primary Encounter Area 1: 1-4 Lower Halls: Random Encounters
The Lower Halls 5-6 Empty
Warband
A clan of derro, close allies of the duergar, have occupied 7 Monster
the Lower Halls. They are a formidable force of warriors 8 Hazard
and spell-casters (savants). Once the derro are alerted 9-10 Unique
to the presence of the PCs, they will mobilize and defend
themselves. If the PCs plan on multiple expeditions to Warband*
the Lower Halls, the derro will set ambushes in the 1-2 Derro
primary passages and take the fight to their enemy. 3-4 Orc
The derro are bolstered by megalocentipede mounts 5 Duergar
that, through special saddles and harnesses (like the 6 Black Orc
duergar and their steeders), allow them to cling to walls
and ceilings. Derro warriors riding megalocentipedes *Consult the Warband Tables provided in the
into battle are a terrifying sight. Hexcrawling Section.
There are opportunities for diligent PCs to swell their
ranks with slaves, constructs, and magic items left Random Monsters*
behind by the Gundgathol dwarves. The secret to 1-2 Derro Warband
success in the Lower Halls is to proceed slowly, exert 3 Carrion Scavenger (1)
light discipline, ambush the enemy, and stay quiet. 4 Amber Jelly (1d4+1)
5 Giant Jumping Spider (1d6+2)
Scaling and Party Level 6 Devil’s Fingers (1d4+1)
7 Shadow (2d4)
The Lower Halls are designed for character levels 8 Rust Monster (1d3)
3-6. If the PCs are significantly below this range, or
significantly above, the referee is encouraged to adjust *Consult the Monster Tables provided in the Secondary
accordingly. If the PCs are too low, the referee could Encounter Area Generator.
have the derro establish a blockade in select passages,
or ambush point, to disencourage PCs. If the PCs are
too high, bolster the derro defenses with additional
warriors and savants or warbands of duergar or kalas-
toa traders.

P1: Lower Halls Random Areas Hazard*
1-3 Rubble: Hazardous Terrain
P1: The Lower Halls uses both a themed and semi- 4-5 Fungal Overgrowth
random approach. Most of the map is keyed, themed, 6-7 Steam: Obscures Vision
and outlined in this section. Other sections on the map 8-9 Noxious Gas
are labelled “R” (for random) and consist of ruined 10 Tremor**
walls and rubble. Referees will consult the random
charts below if the player characters decide to explore *Consult the Random Hex Hazards in the Hexcrawling
these areas. Referees should note that the Random Section. The area effect for Rubble, Fungal Overgrowth,
Areas of the map constitute difficult terrain of collapsed Steam, and Gas is 1d4+1x10 feet.
stonework and rubble. Movement is reduced by 1/4.
Random Encounters should be rolled every other turn
as per standard dungeon crawling guidelines.

106

**Tremor: A tremor shakes the ground. Make a 2. The derro trapped the archway into this abandoned
Dexterity check or fall. There is a 1-2 on d6 chance guardroom. A wire at ankle-height is connected to a
that a ruined wall or arch topples near the PCs (Save Swinging Hammer just inside the entrance. The hammer
versus Paralyzation or take 1d4 points of damage per strikes at the same HD as the targeted character and
level). There is a 1 on d6 chance that the collapse scores 3d6 hit points of damage (Save versus Death for
reveals (1d6): 1-3 (Nothing), 4-5 (Random Treasure), half). The room is otherwise empty.
6 (Monster Lair). In the latter two cases, consult the 3. Derro Guardroom: These Derro Warriors (4) AL:
Secondary Encounter Area Generator. CE, AC: 4 (Studded, Buckler Shield, Dex), HD: 3, HP:
Unique 2x20 and 2x17, #AT: 1, Weapon: Fauchard-Hook
For unique results, consult the Special Features in the (1d6), Light Repeating Crossbow (1d3), Longpoint
Secondary Encounter Area Generator. Dagger (1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each.
One carries a Small Broken Pale Blue Quartz (12gp),
Derro Weapons and Equipment: are gambling with bone dice. They use a Muggle AL:
Whip: Strikes for 1d4 points of damage. On a hit CE, AC: 5, HD: 2, HP: 12, #AT: See entry, DMG: See
the target must make a successful saving throw entry, while on patrol. The creature is currently tied by
versus Paralyzation or fall prone (+4 to hit). a leash to the wall.
Net: On a hit the target must make a successful 4. The derro trapped this door with a Tripwire attached
saving throw versus Paralyzation or be ensnared. If to a crossbow opposite the entrance to this chamber.
caught, movement is reduced to zero and requires Opening the door snaps the tripwire and activates the
one round to cut out of the net. heavy crossbow mounted on the west wall (1d8). The
Greatwort: This brew increases the size of a crossbow attacks as a fighter of the same level as the
dwarf from four to six feet tall and provides a PC who opens the door. The room is empty.
corresponding +1 to damage rolls. This liquid 5. Hall of Records: The double doors to this chamber
functions for dwarves only. were bashed down long ago. The bones of dwarves
and derro are intermixed with orcs and rest among
destroyed books, runestones, and scrolls.

Megalocentipede Saddles: The derro use Damaged Scrolls, Books, and Runestones: 199
megalocentipedes as mounts. Similar to steeders, Items of Value: Wooden Box with 25pp, Scrolls
the saddles are complicated with numerous straps (3): 1d2 Level 2 Magic-User Spells, 1d2 Level
to keep the rider seated while upside down or 3 Cleric Spells, Scroll of Protection (Elementals),
vertical. It takes 1 turn for a rider to properly strap a Disk of Kar’Koon (see The Forbidden Caverns
into a saddle. of Archaia), and 1d3 Random Runestones. In
addition, the Head of Battle Axe +1 is carefully
P1: Lower Halls shaped and hidden as a dirty flagstone in the
southeastern corner of the room.

1. The slope at this location descends approximately 6. The floor just inside the door to this room is trapped.
60 feet. The slope leads south from Primary Encounter The derro have embellished on a tilting floorstone
Area 1 (P1): The Lower Halls along the Primary Passage designed by the Gundgathol dwarves. The tilting
toward S4 on the Dwarrowdeep Hex Map. floorstone trap just inside the room scores 1d6 points of
damage per level (no save). However, the derro seeded

107

the spiked recession with Yellow Mold AL: N, AC: The stone double-doors open into a chamber with four
Always hit, HD: 2, HP: 3, #AT: Spores, DMG: 1d6*. 10-foot tall dwarven warrior statues facing a dais. Their
The room is otherwise empty. hammers are raised above their heads and support the
7. Raldurin’s Resting Place: The double-doors of this ceiling like pillars. In the center of the dais is an ornate
chamber are sealed and made of stone. A concave great hammer (25gp) enchanted with a brilliant Magic
indentation in the shape of a dwarven octagonal shield Aura that illuminates the room. The hammer is chained
is set where the two doors meet. The arch around the to the dais with a large lock. If any pressure is put on
door is etched in runes of powerful dwarven magic. the dais the hammers of the four dwarven statues will
Stone faces of dwarves are carved into the walls around drop each causing 3d6 points of damage (only one
and above the door (three on either side and one above Dexterity Check to half the total damage).
the door). The three on the right depict Dhurindain, the Room 7 is a false crypt and treasury. The secret door
three on the left depict Geddinthor, and the one above along the eastern wall opens to another narrow
the door depicts Thaneduhr. The bones of a dozen chamber with a statue of Thaneduhr with Rubies set
derro and six slaves lay near the entrance. in the eyes (500gp each). His hands are outstretched
Each mouth is enchanted with the spell Stonemouth holding a great hammer with very fine mithril filigree
and an additional spell. These spells regenerate their (400gp) covered in dust. When the dust is removed it
enchantments in 49 rounds (it would take 12 turns to shines with a false Magic Aura. Before him is a small
break the stone doors with sledgehammers and spikes). altar with an urn (the urn is filled with dirt, not ashes, a
The spells are triggered by proximity of 10 feet. The hint that is yet another false treasury).
stonemouths discharge their spells in the following A. The next secret door opens into an octagonal
manner (from bottom to top: Right, Left, Right, Left, crypt. The crypt is lit by a lightbox (very unusual this
Right, Left, and Center). Use the following chart for the deep underground). The lightbox shines on a recessed
various enchantments (in order from bottom to top): stone box. The box holds a wondrous sentient magic
item: Raldurin’s Runehammer (see New Magic Items).
Right of Doors Left of Doors Above Doors Any Gundgathol dwarf will immediately recognize the
(Dhurindain) (Geddinthor) (Thaneduhr) symbol of Raldurin and the stories of his bravery at the
Battle of Illefarn. Show Dwarrowdeep Illustration #10.
1 Hammer Hold Person Flame Strike The room has seven sentry alcoves and the skeletal
Ward remains of dwarven warriors have spilled onto the
Face of floor. Any PC wearing a Hellmouth Helm can retrieve
2 Heat Metal Dhurindain the hammer without activating the dead. However, if
the hammer is touched by anyone without one of the
3 Hammer Animate Dead three helms the skeletal warriors will rise and attack
Barrier as per the spell Vengeance of the Ancestors (Level 4
Fighters, AC: 3 (Half Plate and Shield), HP: 24 each,
To pass through the stonemouths, the PCs must find Weapon: Warhammer (1d6). The warriors each bear
at least one of the Hellmouth Helms. They are located one random item of jewelry.
in Rooms 21A (Geddinthor), 75A (Dhurindain), 96A A Large Chest, recessed into an alcove along the
(Thaneduhr). Only those wearing a Hellmouth Helm eastern wall, is Locked and Trapped. The key is hidden
may pass through the barrage of spells unaffected. To under a skull in a recession below it (to the right). The
unlock the door, the PCs must find the two halves of Chest is trapped with a Scything Blade (attacks at the
Raldurin’s Shield and insert it into the double doors. same level as the PC for 2d6 points of damage. A Save
versus Paralyzation is required or the PC loses: 1) 1d3
The first half is in Room 66A (Left) and the second is in fingers, 2) the arm below the elbow, or 3) the hand.
Room 101 (Right).

108

The chest contains Raldurin’s lifetime hoard of 13. A statue of a dwarven female warrior stands with
gemstones: Large Finely Cut Pale Blue Quartz (34gp), a stoic gaze. Her body faces northwest. The derro
Medium Broken Deep Blue Azurite (14gp), Small have chipped away and defaced her statue. Several
Regular Banded Agate (20gp), Huge Finely Cut Pale runestones left beside her have been broken with
Blue Quartz (38gp), Medium Exquisite Banded Agate hammers. Although her name was chipped away, if the
(42gp), Huge Flawed Dark Black Agni Mani (26gp), PCs leave an offering, or attempt to clean up the statue
Huge Flawed Moss Agate (26gp), Small Flawed Blue in any way, she will turn her head from northwest to
Quartz (18gp), Large Broken Light Pink Rhodochrosite north (a hint about the secret door into Room 14).
(16gp), Very Large Exquisite Blue and Brown Disthene 14. A strange dark 3x3 foot flagstone with the symbol of
(46gp), Medium Exquisite Banded Agate (42gp), Very Thaneduhr stands immediately infront of a translucent
Large Finely Cut Transparent Green Augelite (36gp), portcullis-like gray field of force that blocks entry into
Very Large Flawed Blue Quartz (24gp), Medium this chamber. The archway is etched with dwarven runes
Broken Pale Green Variscite (14gp), Medium Average of power. Beyond the archway, PCs will notice 1000s of
Pure Black Onyx (85gp), Huge Finely Cut Clear Green burial alcoves along the eastern wall.
Peridot (180gp). This burial chamber functions in the following manner.
There are also a Medium Finely Cut White or Blue Dwarves left their remains and valuables of their kin
Moonstone (115gp), Large Exquisite White or Blue on the tile. One of the two Advanced Sentinels of the
Moonstone (155gp), Large Exquisite Rainbow Obsidian Ancestors AL: N, AC: 0, HD: 8, HP: 50, #AT: 2, DMG:
(155gp), Large Flawed Pale Yellow Citrine (95gp), Very 1d6+2 per attack, would then emerge from their
Large Average Clear Green Peridot (125gp), Large alcoves, retrieve the remains, and put them to rest in
Average Violet Garnet (400gp), Medium Finely Cut the crypt.
Golden Yellow Topaz (400gp), Very Large Exquisite The only way past the forcefield is disguise with valuable
Lime Green Chrysolite (750gp), Huge Finely Cut treasure items. PCs could choose to disguise themselves
Lustrous White Pearl (700gp), Huge Flawed Deep under skeletal remains, or conceal themselves (in a
Purple Amethyst (570gp), Huge Broken Red-Brown chest, in a sack, etc.). Under these circumstances only,
Spinel (550gp), Very Large Exquisite Yellow-Green the sentinels will carry them through the forcefield and
Chrysoberyl (750gp), Very Large Flawed Golden Yellow place them in an alcove. However, once the PCs begin
Topaz (470gp). looting, the sentinels will defend the crypt. Note that
8. A large dwarf stone face is carved into the stone players cannot pass out of the forcefield. They will need
above the door to this room. This chamber is otherwise to find the secret door to exit.
empty.
9. The western wall of this room has completely
collapsed and is open to the hallway. Hidden in the
rubble (three turns of searching) is a Runestone of
Extra-Healing.
10. Small pieces of rubble and bones lay on the floor
of this room.
11. A stone mouth is carved into the arch above both
doors to this chamber. The room is empty.
12. As the players enter this room, they can hear the
faint tapping of a hammer from the west. The room is
otherwise empty.

109

Burial Alcoves: 2,401 Room 3 will investigate. The room is empty except for
Contents: Bowl with 25gp, Bag with 23sp, the skeletal remains of three dwarves.
Pouch with 41sp, Small Box with 31pp, and the 18. Seven stone pillars carved in the shape of dwarven
following pieces of jewelry and gemstones: warriors stand in the center of this room.
Electrum and Platinum Ring (86gp), Platinum A. Long ago a reconnaissance mission of dwarves
Earring (128gp), Bone Comb inlaid with Platinum from Durnagald/Hamelet penetrated this far into
(285gp), Ornamental Silver Helm (138gp), Gold Gundgathol and stowed their equipment here prior to
Disc Broach (134gp), Electrum Pin shaped like being captured by the derro and pressed into slavery.
an Anvil (50gp), Seax Scabbard encrusted with Their equipment includes backpacks for four fighters,
Garnets (215gp), Gold Ring (106gp), Electrum a thief, and a cleric. The exact contents are subject to
Belt Buckle (75gp), Six Silver Beard Beads (25gp the discretion of the Referee but would include 1d4+1
each), Copper and Silver Necklace (45gp), Gold items of common adventuring gear each, as well as a
Headband (75gp), Electrum Arm Bands (30gp total of 1d4+1 Random Mundane Runestones, a Vial
each), Copper and Electrum Bracers (35gp of Acid, two Vials of Holy Water, two Vials of Oil, and
each). Medium Regular Pale Blue Quartz (22gp), 50’ Rope.
Large Flawed Pale Blue Frost Agate (22gp), Small 19. The door to this crypt was made of stone but the
Exquisite Obsidian (40gp), Very Large Finely Cut derro cracked it open with sledgehammers and iron
Tiger Eye Agate (36gp), Very Large Finely Cut spikes. A broken sarcophagus and the looted skeletal
Obsidian (36gp), Large Regular Cream and White body of a dwarf remain. Laying on the floor amongst
Bluestone (24gp), Small Broken Tiger Eye Agate the rubble (three turns) are 1d3 Random Mundane
(12gp), Medium Regular Gray-Black Hematite Runestones.
(22gp), Very Large Regular Pale Blue Frost Agate 20. Like Room 19, this chamber once had a stone door
(26gp), Large Exquisite Silkstone (44gp), Very that now lies broken in pieces. A sarcophagus was
Large Broken Pale Green Variscite (18gp), Small destroyed with sledgehammers and looted. There is
Broken Pink Rosaline (12gp), and a Huge Broken nothing of value.
Dark Green Malachite (20gp). In addition, there 21. A mound of dwarf and derro bones have been
are 7 Random Mundane Runestones, 3 Magical piled in the northeastern corner (at the location of the
Runestones (Levels 1-3), a Cloak of Protection +1, secret door). The only item of value in the pile is a single
and a suit of Chainmail +1 of Free Action. mundane runestone.
A. This secret door is trapped with a deadfall stone
15. The door to this room is stuck. There are two partial (2d6 points of damage, Dexterity Check for half). On a
collapses along the northern and southwestern corners low shelf along the back wall is the Hellmouth Helm of
of this chamber. It is otherwise empty. Geddinthor (Room 7).
16. Cross-Chamber: The emaciated corpse of a 22. Armoury: Three young Derro Warriors (3) AL:
dwarven slave lies in the center of this cross-chamber. CE, AC: 3 (Scalemail, Buckler Shield, Dex), HD: 3,
It is infested with Rot Grubs (5) AL: N, AC: 9, HD: 1hp, HP: 18 each, #AT: 1, Weapon: Two with Shortsword
HP: 1hp each, #AT: N/A, DMG: N/A. (1d6), Light Repeating Crossbow and Two Clips (1d3),
17. The door to this room is trapped with a wire just and Net and one with Fauchard-Fork (1d6), Spear
inside the door. Opening the door will snap the wire (1d6), and Longpoint Dagger (1d4), Treasure: 3d8sp,
and release deadfall stones above the door on the 2d10ep, 2d8gp each, are being instructed in the martial
first person to enter the chamber. The stones cause techniques of the fauchard-fork by a Derro Warband
2d6 points of damage (a Dexterity Check will half the
damage). The noise will prompt a random monster roll
(1-2 on d6). There is a 1-3 on d6 chance the derro in

110

Leader (F5) AL: CE, AC: 1 (Half Plate, Buckler Shield,
Dex), HD: 5, HP: 30, #AT: Varies, Weapon: Fauchard-
Hook (1d6), Light Repeating Crossbow (1d3), Longpoint
Dagger (1d4), Treasure: 21gp, Large Average Clear
Rock Crystal (105gp), Runestone of Super-Heroism,
and a Bag with three Human Hands.

Weapons on the walls include spears, shortswords, 28. Derro Guardroom: There are six Derro Warriors
fauchard-forks, and buckler shields. Two dead dwarven AL: CE, AC: three with 3 (Scalemail, Buckler Shield,
slaves were tied to poles for target practice. Dex) and three with 2 (Chainmail, Buckler Shield, Dex),
23. Derro Barracks: Derro Warriors (3) AL: CE, AC: 3 HD: 3, HP: 3x16 and 3x21, #AT: 1, Weapon: Three
(Scalemail, Buckler Shield, Dex), HD: 3, HP: 16 each, with Shortsword (1d6), Light Repeating Crossbow with
#AT: 1, Weapon: One with Shortsword (1d6), Light 2 Clips (1d3), and Net, and three with Fauchard-Hook
Repeating Crossbow and Two Clips (1d3), and Net and (1d6), Light Repeating Crossbow with 1 Clip (1d3), and
two with Military Pick (1d6), Spear (1d6), Longpoint Longpoint Dagger (1d4), Treasure: 3d8sp, 2d10ep,
Dagger (1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each, 2d8gp each, stand guard at this position.
are here cleaning their weapons and awaiting their turn
for instruction in Room 24.

24. Derro Barracks: Two Derro Warriors AL: CE, AC: Two are seated on the floor playing the derro game
4 (Studded, Buckler Shield, Dex), HD: 3, HP: 18 each, called Seachad (Translation: Passing) with small pawns
#AT: 1, Weapon: Shortsword (1d6), Light Repeating and dice sticks. Four others are cleaning their weapons
Crossbow and Two Clips (1d3), and Net, Treasure: and the remainder are about to patrol the corridor west
3d8sp, 2d10ep, 2d8gp each, are resting (unarmoured). to Room 32 and back.

25. A huge crevasse, almost 200 feet in length (and 30 29. The southern wall of this room has completely
feet at its widest point), dominates this section of the collapsed and is exposed to the Primary Passage.
Primary Passage heading to the northeast. The crevasse Cowering in the rubble is Falik “Fet” Fireforge, a young
is bottomless. A warm draft blows up from the deep. dwarf born into slavery in Dwarrowdeep. The derro call
26. The downward slope at this location descends him “Fet” (short for “Fetor” or putrid stink). Fet has
approximately 60 feet. The slope leads northeast from never met surface dwellers and suffers from Stockholm
Primary Encounter Area 1 (P1): The Lower Halls along Syndrome. He desires freedom from the whips of the
the Primary Passage toward S26 on the Dwarrowdeep derro and yet also carries a strong psychological bond
Hex Map. with his captors. He can be motivated to join the PCs
27. Derro Guardroom: A group of Derro Warriors (5) but will be coy about helping them. The moment a
AL: CE, AC: 3 (Scalemail, Buckler Shield, Dex) and four confrontation breaks out with the derro, there is a 1-2
with AC: 2 (Chainmail, Buckler Shield, Dex), HD: 3, on d6 chance he will turn on the PCs. Fet taught himself
HP: one with 17 and four with 19, #AT: 1, Weapon: Level 1 Thief skills to survive and has the following
One with Shortsword (1d6), Light Repeating Crossbow ability scores S 13, I 12, W 14, D 14, C 15, Ch 12.
and Two Clips (1d3), and four with Military Pick (1d6), 30. The double doors to this chamber hang off their
Spear (1d6), Longpoint Dagger (1d4), Treasure: 3d8sp, hinges. The room is empty.
2d10ep, 2d8gp each. One has Gold Headband 31. Eight-foot-tall statues of the three dwarven gods
(75gp), are on guard there. Three of their number are stand against the northern wall. This chamber is lined
preparing for a short patrol to the bottom of the slope with burial alcoves for lowborn dwarves.
toward S26 and back.

111

Burial Alcoves: 777 A. Both secret doors to the Crypt of Angdol Axehelm
Contents: 35cp, 24cp, 34sp, 54sp, 27gp, 43gp, are trapped. The first is connected to a Heavy Crossbow
55sp, 3d4 Broken Gem Pieces (10gp each), 2d4 bolted to the northern wall. The weapon attacks at
Small Bloodstones (50gp each when finished), the same hit dice as the PC and scores 1d8 points of
Steel Disc Broach with Tiger Eye (25gp), Silver damage. The second has a Pressure Plate Flagstone
Neck Chain (40gp), Four Copper Beard Beads just inside the door that will drop a portcullis behind the
(10gp each), Electrum Bracelet (40gp), Silver first person to trigger it.
Ring (30gp), Electrum Headband (50gp), Gold Once the portcullis drops (60 strength points to lift and
Owl Pendant with Garnet Eyes (60gp), seven requires one full round) a Flagstone Golem (1) AL: N,
Random Mundane Runestones, Runestone of AC: 6, HD: 6, HP: 28, #AT: 2, DMG: 1d8/1d8, will
Curing, Runestone of Light, Runestone of Heroism, peel itself off the northern wall and attack the intruder.
Spellstone: Stonebeard, Thaneduhr’s Sacred A skull, hand axe, and runestone, sit on a short ledge
Hammer, Circle of Stones, Spellstone: Cure Light on the western wall of this small chamber. The skull
Wounds, Cure Serious Wounds. is indeed the remains of Angdol Axehelm and retains
some of his spirit in death. His spirit can be called upon
32. The derro savants have trapped the door with to answer three questions. However, like all undead
Galaxina’s Gorgonic Glyph (HighFell). The interior of he will be reluctant to do so. He only speaks ancient
the room contains three tables. The tables are covered dwarvish and will be more forthcoming to a dwarf than
with rothe leather-working tools and implements to a human or other demi-human. He never provides
construct megalocentipede saddles. Three saddles are responses longer than three words.
completed and lay beside the door and four are under His axe, named “Orc-Splitter,” is a Hand Axe +2 of
construction. Hurling (30 feet), and the runestone is a Runestone of
33. False Crypt: This chamber is Trapped with two Proof Against Fear.
Concealed Pits. The first is 10-feet deep with spikes 34. A string, ankle height, spans the front of the
(1d6 for the fall and 1d6 for the spikes). The second doorway. Two heavy crossbows, mounted on pillars in
pit is 30-feet deep with spikes (3d6 and 1d6). Laying Room 36 (25 feet off the floor and hidden in darkness),
on an altar is a skeletal dwarf in platemail covered in are connected to the string, and aimed at the door.
dust. His shield rests over his upper body. The dwarf’s If the string is broken, both crossbows will fire (1d8
eyes are covered with two random magical runestones. each). They attack as fighters (at the same level of the
Lying beside him on the altar are three pouches that PC who set off the trap). The room contains a pile of
contain: 49sp, 49ep, and 49gp. dwarven skulls and bones. Four turns of searching will
Also resting beside him are three mundane runestones reveal treasure types I-VI, XI, and a 50% chance of
that read: “Here lies Angdol, Son of Angdon, Grandson 1d3 Random Runestones. Be sure to check for random
of Angbor “Dragonslayer” Axehelm. Go to Thaneduhr monsters.
in Peace,” “I Durdain Longbeard, carved these runes 35. The door to this room is slightly ajar. Leaning
in honour of Angdol Axehelm, the Hero of Rockhome,” against the north wall is an emaciated derro corpse
and “Angdol Axehelm was my friend. Drink in the Halls holding a backpack. On the ceiling, immediately
of Our Forebears, My Friend. I, Duri carved these above the doorway are three Amber Jellies AL: N,
runes.” AC: 5, HD: 4, HP: 19, 17, 15, #AT: 1, DMG: 1d6. The
The remains are a Runestone Skeleton AL: N, AC: 2, backpack contains Large Broken Orange Carnelian
HD: 2, HP: 16, #AT: 1, DMG: Hand Axe (1d6), that will (85gp), Small Broken Brown Carnelian (55gp), Large
attack if the grave goods or body are disturbed. Flawed Bloodstone (95gp), Onyx Bracelet (50gp), and
a Runestone Mace Head +2.

112

36. This long rectangular chamber was once supported the derro unceremoniously dumped dwarven armour
by 10 columns but three have collapsed and only seven and weapons in a pile in the center of the chamber. Most
remain. There is a 1 on d6 chance that whispered of the material is rusty and unrecoverable. However,
voices can be heard in the eastern portion of the room four turns of searching (or a Detect Magic spell) will
(coming from the derro guardroom in Room 48). reveal a Visored Helm +1, a Gauntlet of Geddinthor,
37. The eastern wall of this chamber has partially and a Seax Knife +1, +2 versus Orcs.
collapsed. If any time or care is spent inspecting the 41. Hall of Records: The double doors into this chamber
wall, small holes will allow torchlight to shine through where partially destroyed and burnt out long ago. Once
suggesting a room beyond. The chamber contains a small archive of dwarven wisdom and lore, now the
stone statue of Thaneduhr with Ruby Eyes (1,000gp chamber stands in utter disarray. The bones of dwarves
each) standing on a square dais. and derro are intermixed among the piles of destroyed
38. This chamber is empty. books and scrolls.

39. Derro Guardroom: A patrol of Derro Warriors (6) Damaged Scrolls, Books, and Runestones: 155
AL: CE, AC: four with 4 (Studded, Buckler Shield, Dex) Items of Value: Runic Tablet (Barrowmaze), Gold
and two with 3 (Scalemail, Buckler Shield, Dex), HD: 3, Hammer-Shaped Cloak Pin encrusted with Rubies
HP: four with 16 and two with 20, #AT: 1, Weapon: Four (300gp), 1d4 Mundane Runestones, Runestone
with Fauchard-Hook (1d6), Light Repeating Crossbow of Missile Attraction, Runestone of Curing, Scroll:
with 2 Clips (1d3), Longpoint Dagger (1d4) and two 1d3 Level 1 Cleric Spells.
with Shortsword (1d6), Light Repeating Crossbow and 2
Clips (1d3), and Net, Treasure: 3d8sp, 2d10ep, 2d8gp A. This secret chamber was a robing room for a high
each. Three have unique treasure including 1d4 Silver level dwarven cleric. A suit of Chainmail +2 rests on
Ingots (40gp each), a Silver Ring with a Large Finely an armour-stand and on the hanging on the wall is a
Cut Clear Green Peridot (135gp), and a Runestone of Warhammer +1, +2 versus Spell-Casters. In a pouch is
War (+1). One of the warriors has a leashed Muggle a sling and three Runestones of War.
AL: CE, AC: 5, HD: 2, HP: 13, #AT: See entry, DMG: 42. This secret chamber contains four small barrels of
See entry. Dwarven Scotch. The barrels have aged so long they
The warriors are led by a Derro Warband Leader (F6) would be of great value in Durnagald/Hamelet (500gp
AL: CE, AC: 1 (Half Plate, Buckler Shield, Dex), HD: each) but are also brittle. Anytime the PCs engage in
5, HP: 32, #AT: Varies, Weapon: Military Pick (1d6), combat with these barrels, there is a 1-2 on d6 chance
Light Repeating Crossbow with 1 Clip (1d3), Longpoint they will break.
Dagger (1d4), Treasure: Silver and Gold Headband 43. This was once a storeroom. The baskets and
(50gp) and Gold Armbands (75gp each), who occupies crates have rotted and are covered in mold from water
the side chamber (A). dripping in from the ceiling. Normal rats scurry about
Every 18 turns three warriors and the muggle will patrol the floor. There is nothing of value.
from Room 39 along the main passageway west to 44. This chamber is empty.
Room 113 and back. There is a 1-2 on d6 chance they 45. A large stone mouth is built into the arch above the
are not present when the PCs reach this location. doorway. The derro trapped this door with a tripwire
40. The stone frame around this door is carved in a attached to a crossbow opposite the entrance of this
stunning dwarven geometric pattern. At the top, above chamber.
the door, is a stone mouth. The wood of this stuck door
is infested with Ear Seekers (3) AL: N, AC: 9, HD: 1hp,
HP: 1hp each, #AT: Special, DMG: Special. Long ago

113

Opening the door snaps the Tripwire and activates the 51. This chamber is backlit with dark yellow
Heavy Crossbow Trap mounted on the west wall (1d8). phosphorescent fungi. The fungi are poisonous if
The crossbow attacks as a fighter of the same level as ingested (Save or Die).
the PC who opens the door. The room is empty except
for a loose stone in the floor in the northwestern corner 52. The back southwestern corner of this chamber is
of the room. Under the stone is a bag with 1d3 Random covered in dark yellow phosphorescent fungi, like Room
Runestones. 51. The fungi have grown around, and consumed,
46. A dried blood trail leads from one door to the next, the body of a derro. Among the fungi are Advanced
and then disappears. Phycomids (Brown and Ochre) AL: N, AC: 4, HD: 3,
47. A rectangular water reservoir dominates this HP: 16 and 15, #AT: 1, DMG: See entry. In a pouch,
chamber. There are signs of derro habitation including hidden among the mushrooms, are a Ring of Feather
cups and buckets to gather water. Fall, a Runestone of Magic Detection, and Small Finely
48. This rough-hewn cave serves as a derro guardroom Cut Star Rose Quartz (105gp).
for the Secondary Passage heading north-northeast
(Room 49). The derro position one of their warriors by 53. This large chamber contains three rows of seven
the rubble near the entrance to serve as a spotter. pillars and connecting arches that support three long
vaulted ceilings. Two archways exit the chamber along
the southern wall. Skulls and bones litter the floor.
Show Dwarrowdeep Illustration #11.

These Derro Warriors (6) AL: CE, AC: 4 (Studded, A. The secret door is opened via a lever located in a
Buckler Shield, Dex) HD: 3, HP: 4x17 and 2x20, #AT: concealed compartment on the north side of the pillar
1, Weapon: Four with Fauchard-Hook (1d6), Light closest to it. Inside is the Anvil Runestone that serves a
Repeating Crossbow and 1 Clip (1d3), Longpoint key for the secret door in Room 76.
Dagger (1d4), and two with Shortsword (1d6), Light 54. The eastern wall of this chamber has completely
Repeating Crossbow with 2 Clips (1d3), and Net, collapsed leaving a 10-foot wide hole into the hallway
Treasure: 3d8sp, 2d10ep, 2d8gp each. beyond. This breach has been partially blocked with
Three of the warriors carry unique treasure: a Huge wood. Three of the pillars that support this chamber
Flawed Smokey Quartz (140gp), a Medium Flawed have collapsed. There is a 1-3 on d6 chance of further
Pure Black Onyx (75gp) and Electrum Armbands (50gp collapse with combat in this room. The derro use this
each). chamber to stable a small herd of Rothe (12) AL: N,
The warriors are reinforced by two Derro Student- AC: 7, HD: 2, HP: 6 each, #AT: 1, DMG: 1d4. The
Savants (MU4) AL: CE, AC: 4, HD: 4, HP: 12 each, derro harvest fungi and lichen from the nearby primary
#AT: 1, Weapon: Light Repeating Crossbow with 2 and secondary passages to feel them.
Clips (1d3) and Longpoint Dagger (1d4). Spells (2/2): A. Butchery: This chamber contains three long tables
Color Spray, Magic Missile, Mirror Image, Pyrotechnics. and cleavers for harvesting and preparing rothe jerky.
Treasure: Each has Spellbook and the following: 3d8ep, 55. The derro have powdered the pull-ring of this
2d10gp, 2d8pp. They wear Gold Circlets worth 200gp door with Contact Poison. Touching the poison (save
each. to negate) will reduce all ability scores by 1/4 and
49. This chamber enters a Secondary Passage that movement rate by half. A Cure Poison, Gundgathol
extends north-northeast from Primary Encounter Area Trumpet, or other magical means will reverse the effect.
1 (P1): The Lower Halls on the Dwarrowdeep Hex Map. This room is a small armoury. There are 10 buckler
50. The sound of collapsing stone can be heard from shields, three suits of Half Plate, five suits of chainmail,
the east. and seven suits of studded leather armour (all derro
sized).

114

A. The derro are unaware of the secret door. Inside is 59. Once a temple to Thaneduhr, the derro have
a dust-covered Runestone Golem with its hands held chiseled away his statues (almost unrecognizable).
together palms-up. A Platinum Circlet (500gp) with a Rubble surrounds the statues.
runestone set in the center rests in its hands. Wearing 60. Savant Quarters: The quarters to this chamber are
the circlet will allow a PC to activate and command the spartan. The furnishings include a large throne-like chair
golem, but the PC must concentrate on the task and and two smaller chairs, a lectern, and a magic circle.
take no other actions. Runestone Golem AL: N, AC: Shelves contain several arcane spells components. The
3, HD: 7, HP: 40, #AT: 1, DMG: 1d10. Note that the side chamber to the south includes a simple bed and a
footsteps of a construct make a significant of noise. Medium-Sized Chest (see below).
56. Water and lichen covers the floor of this chamber Seated on the throne is Jatchil Darkeyes the Derro
from a large collapse of the wall and ceiling along the Savant (MU6) AL: CE, AC: 4, HD: 6, HP: 24, #AT:
western and southwestern portion of this room. The 1, Weapon: Light Repeating Crossbow (1d3) and
derro unceremoniously dumped the bodies of several Longpoint Dagger (1d4). Spells (2/2/2): Magic Missile,
dwarven slaves on top of the rumble. They are in an Burning Hands; Mirror Image, Web; Haste, Lightning
advanced state of decomposition. One is covered in Bolt. Treasure: Light Green Ioun Runestone (Cure Light
Amber Mold AL: N, AC: Always hit, HD: 1hp, HP: 1hp, Wounds/Day), Potion of Gaseous Form, and a Wand
#AT: 1, DMG: Special. Underneath his body, and just of Summoning (15 Charges). He wears a Gold Ring
below some rubble (2 turns) is a bag with a Very Large (127gp), Electrum Medallion (59gp) and a Small Mithril
Flawed Pale Blue Opal (2,100gp). Earring (80gp).
57. Savant Quarters: Yalri the Derro Savant (MU5) Seated near the savant is Zograg “One-Hand”
AL: CE, AC: 4, HD: 5, HP: 18, #AT: 1, Weapon: Light Whitebeard a Level 4 Duergar Cleric of Dworgrim
Repeating Crossbow (1d3) and Longpoint Dagger (CL4) AL: LE, AC: 1 (Half Plate, Buckler Shield, Dex),
+1 (1d4). Spells (2/2/1): Magic Missile, Spider Climb; HD: 4, HP: 28, #AT: 1, Weapon: Warhammer (1d6)
Mirror Image, Web; Lightning Bolt. Treasure: 28pp. He and Sling +1 with 20 Stones (1d4). Spells (3/2):
also wears a Gold Torc (165gp) and has a Gold Comb Protection from Good, Cure Light Wounds, Command,
(159gp) and a Silver Scabbard (131gp). Yalri stands Hold Person, Silence 15’ Radius. Treasure: A Bag with
before a lectern (with his spellbook open) memorizing 36pp. A Small Wooden Gem Box with a Small Average
his spells. He will hear any commotion in Room 59. Brown Carnelian (75gp), a Very Large Average Rainbow
A. Yalri’s Bedroom: A bed sits in the corner of this Obsidian (125gp), and a Dose of Greatwort. The two
chamber. A Small Rusty Steel Chest (Locked and are in negotiations over a territorial dispute between
Trapped: Poison Needle, Save or Die) contains Pouch the derro and the kalas-toa. They will be aware of any
with a Very Large Average Brown Jasper (125gp), and commotion in Room 59.
a Huge Broken Brown Carnelian (130gp), and a Galeb The Medium-Sized Steel Chest (Locked and Double
Runestone (Medium). Trapped with Sepia Snake Sigil and a Poison Needle
58. Three Derro Student-Savants (MU4) AL: CE, AC: 4, (Save versus Death or die). The chest contains two bags
HD: 4, HP: 13 each, #AT: 1, Weapon: Light Repeating (24gp and 56pp), a Magic-User Scroll: Mikda-Err’s
Crossbow with 2 Clips (1d3) and Longpoint Dagger Practical Tilt, Gartzee’s Incredulous Apostate, Zu-Pang’s
(1d4). Spells (2/2): Color Spray, Magic Missile, Mirror Protracting Eyeball, and Sepia Snake Sigil, a Runestone
Image, Pyrotechnics. Treasure: Each has Spellbook of Disintegration, and two Jars of Uzeron’s Unguent.
and the following: 3d8ep, 2d10gp, 2d8pp. They wear 61. Derro Guardroom: A group of Derro Warriors
Gold Circlets worth 200gp each. The students are in (3) AL: CE, AC: 3 (two with Scalemail, Buckler Shield,
a heated debate regarding the finer points of casting Dex) and one with AC: 2 (Chainmail, Buckler Shield,
the spell Color Spray. They will hear any commotion in Dex), HD: 3, HP: two with 16 and one with 18, #AT: 1,
Room 59.

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Weapon: Two with Shortsword (1d6), Light Repeating The warriors are led by a Derro Warband Leader (F6)
Crossbow and Two Clips (1d3), and Net and one with AL: CE, AC: 1 (Half Plate, Buckler Shield, Dex), HD: 5,
Military Pick (1d6), Spear (1d6), Longpoint Dagger HP: 34, #AT: Varies, Weapon: Military Pick (1d6), Light
(1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each, are on Repeating Crossbow (1d3), Longpoint Dagger (1d4),
guard there. One has a set of Brass Knuckles. They just Treasure: 10pp and a Large Regular Pink Rosaline
returned from a patrol in the vicinity of the slope to S4 (24gp), Medium Finely Cut Light Pink Rhodochrosite
and are resting. (32gp), Huge Broken Tiger Eye Agate (20gp), and a
62. Guardroom Barracks: Three makeshift beds lay on Large Broken Pink Rosaline (16gp). He wears a Copper
the floor of this chamber. They are made of rothe hides and Silver Belt Buckle (57gp) and has a Silver Comb
and the skins of other unknown species. Under the (134gp). He has a bag with three Runestones of Impact
second bed is a loose rock with a Runestone of Healing. and a Pouch of Rothe Jerky. The leader has a leashed
63. The archway of this door is lined with dwarven Muggle AL: CE, AC: 5, HD: 2, HP: 13, #AT: See entry,
hellmouth-like faces. The room is empty. DMG: See entry.
64. Wisdom of the Ancestors: This secret chamber A. The derro are unaware of this secret room. On a
contains three stone dwarven faces in recessed alcoves. small table there are three bags: a Bag of Holding
One represents a king with a crown, the second with 2cp, a Bag of Devouring, and a Bag of Potions.
represents a warrior, and the third a cleric. Infront of The latter contains 1d4+2 random potions. Roll the
each is a small ledge. To communicate with the spirits Random Potion Treasure Table in any Core Rule Book
of these Gundgathol ancestors, the PCs must make an to determine the results.
appropriate offering to each. Offerings could include, 66. The stone door to this crypt was broken long ago.
but are not limited to, a valuable gem or piece of The contents of the burial alcoves that line the walls
jewelry to the king, a personal weapon or war trophy of this chamber were unceremoniously dumped on the
for the warrior, or a book, scroll, or valuable runestone floor and looted. Three turns of searching will find a
to the cleric. Ring of Protection +1.
If the offering is both valuable and appropriate, they A. Leaning against the eastern wall of this secret chamber
will disappear and the stone face(s) will shimmer with are three shields: A Heater Shield +1 emblazoned with
ghostly visages. In deep dwarven voices they will say in the symbol of House Stoneborn, a Dented Kite Shield,
unison, “Behold! We are Three. Stare into the face of and one half of Raldurin’s Shield (Left). For the latter,
thine kin and seek the wisdom of your ancestors.” The see Room 7.
PCs may ask one yes or no question of each ancestor. 67. Stable: Megalocentipedes (2) AL: N, AC: 5, HD: 3,
If they fail to ask a yes or no question, the faces will HP: 14 each, #AT: 1, DMG: 1d3 + Poison, overseen
merely shimmer and disappear. by the Derro Handler (F5) AL: CE, AC: 1 (Half Plate,
65. Derro Barracks: These Derro Warriors (6) AL: CE, Buckler Shield, Dex), HD: 5, HP: 30, #AT: Varies,
AC: three with 4 (Studded, Buckler Shield, Dex) and Weapon: Fauchard-Hook (1d6), Light Repeating
three with 3 (Scalemail, Buckler Shield, Dex), HD: 3, Crossbow (1d3), Longpoint Dagger (1d4), Whip (1d4),
HP: three with 18 and three with 17, #AT: 1, Weapon: Treasure: He wears a Silver Bracelet (79gp). In a
Three with Fauchard-Hook (1d6), Light Repeating pouch he has 15pp and a Huge Flawed Bright Yellow
Crossbow (1d3), Longpoint Dagger (1d4) and three Mellochrysos (140gp). The handler uses the small side
with Shortsword (1d6), Light Repeating Crossbow and room as his bed chamber. There is a makeshift bed of
Two Clips (1d3), and Net, Treasure: 3d8sp, 2d10ep, furs and rags. There is nothing else of value.
2d8gp each. One has a Pouch with and 1d2 Platinum 68. The door to this chamber was broken down and lies
Ingots (100gp each), are assigned to guard the temple inside the room. It is otherwise empty.
and the savants.

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69. The door to this chamber is trapped with Sepia Repeating Crossbow and Two Clips (1d3), and Net and
Snake Sigil. Inside are crates of foodstuffs (rothe jerky, two with Military Pick (1d6), Spear (1d6), Longpoint
mushrooms, and two small barrels of derro wine). The Dagger (1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each,
derro are unaware of the secret door. Resting on a short are posted in this guardroom.
ledge along the northern wall are the following items: The derro keep a chained Muggle AL: CE, AC: 5, HD:
a Runestone of Extra-Healing, a Runestone of Speed, 2, HP: 15, #AT: See entry, DMG: See entry, in the side
a Runestone of Steam and Vapour, and a Spellstone chamber. Every 20 minutes, one guard walks west to
with Blessed Stone, Circle of Stone, and Courage of the Room 54 with the muggle and returns. Every two hours
Ancestors. one guard will check on the pack lizards in Room 74.
On a small table behind the secret door is a Folding 74. Pack Lizard Stable: The derro stable four Pack
Boat and a partial map (four hexes) of the River Glint. Lizards AL: N, AC: 6, HD: 2, HP: 8, #AT: 1, DMG: 1d3
70. Derro Guardroom: Two Derro Warriors AL: CE, in this chamber. The guards in Room 73 are responsible
AC: 3 (Scalemail, Buckler Shield, Dex), HD: 3, HP: for their care.
16 each, #AT: 1, Weapon: Shortsword (1d6), Light 75. The north wall of this chamber has collapsed into
Repeating Crossbow and 2 Clips (1d3), and Net, the primary passage. The chamber is otherwise empty.
Treasure: 3d8sp, 2d10ep, 2d8gp each, stand guard at A. The Hellmouth Helm of Dhurindain (Room 7) sits on
this position. They are seated playing a game the derro a shelf in this secret chamber. In a secret compartment
called Seachad (Translation: Passing) with small pawns located along the eastern wall, is a box with Kalgon’s
and dice sticks. There is a 1-3 on d6 they will hear Mithril Coif +2. This coif improves the armour class of
battle from the east. the wearer by two and can be used by fighters, clerics,
71. The door to this chamber is made of stone. In the magic-users, and illusionists.
center of the sealed door is a dwarven face. A single B. This chamber is empty. A collapse has opened a
derro stone statue stands infront of the door. He is in a hole into the adjoining passage.
protective position holding his right forearm infront of 76. The stone door of this chamber was broken down
his eyes. The door is trapped with Face of Dhurindain. long ago by the derro. They looted the burial alcoves that
The enchantment on the door recharges after seven lined the chamber walls and interior rectangular pillars.
hours. The bones, urns, skulls, and debris cover the floor to
72. This chamber is empty. Chains and manacles lay the point that one cannot step without crunching bones
on the floor. In the past the derro used this room as a underfoot. Every three turns searching in this room will
holding cell prior to transporting slaves. reveal 1 random treasure item (a total of three items).
A. Just inside the archway lies a shrivelled derro corpse At the back of an alcove, along the northern facing
clutching a torn bag with the glint of gold. The derro wall of the northern pillar is a small anvil-shaped
warrior fell prey to Brown Mold AL: N, AC: Always indentation. If the Anvil Runestone from Room 53A is
Hit, HD: 2, HP: 14, #AT: 1, DMG: 2d8. The loot bag inserted and turned counter-clockwise a secret door
contains an Ivory and Gold Cup (75gp), 15gp, 20sp, will swing outwards.
and the following gems: Small Exquisite Dark Black Agni The symbol of long-forgotten House Barrelstane (a
Mani (40gp), Large Flawed Blue and Brown Disthene shield on a barrel) is carved in relief on the back of the
(22gp), Small Exquisite Lynx Eye (40gp), and a Huge door. Inside is a small claustrophobic crypt with a set of
Exquisite Orange Sunstone (48gp). seven burial alcoves:
73. Guardroom: Three Derro Warriors AL: CE, AC: 2
(Chainmail, Buckler Shield, Dex), HD: 3, HP: 23, 19,
15, #AT: 1, Weapon: One with Shortsword (1d6), Light

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House Barrelstane Family Crypt 1 Clip (1d3), Longpoint Dagger +1 (1d4), Treasure:
Pouch with 40gp. He wears Electrum Torc (140gp) and
1 Seven Exquisitely Crafted Platinum Beard Beads a Gold Disc Broach (152gp). Several hammers, axes,
(100gp each) and shields (war trophies, all dwarven) hang on the
walls. The room contains a bed.
2 White Dragon-Shaped Ivory Comb inlaid with Gold A. This secret chamber contains the sub-chief’s personal
(300gp) treasure. The door is opened by pulling out a fist-sized
flagstone, rotating it counter-clockwise three times,
3 Gold Belt Buckle Dhurindain Symbol (200gp) and pushing it back in. On the floor is a locked Silver
Coffer (100gp). The coffer is trapped with Poison Gas
4 Diamond Earrings (150gp each) (Save or Die, one target only). The coffer contains two
bags: the first is filled with a Glass Beads (10gp) and
5 Octagonal Shield-Shaped Disc Broach inlaid with the second with the following gemstones: Very Large
Emeralds (250gp) Broken Brown-Black Samarskite (105gp), Small Finely
Cut Brown Malacon (105gp), and a Medium Exquisite
6 Gold Ring inlaid with Garnets (200gp) Smokey Quartz (135gp).
80. Derro Sub-Chief’s Quarters: This is the quarters
7 Platinum and Gold Seax Knife Dagger Pommel of Gazaka the Derro Clan Subchief (F6) AL: CE, AC:
inlaid with Sapphires (275gp) 0 (Half Plate +1, Buckler Shield, Dex), HD: 6, HP: 43,
#AT: Varies, Weapon: Military Pick +1 (1d6), Light
If the Barrelstane alcoves are disturbed, Runestone Repeating Crossbow with 1 Clip (1d3), Longpoint
Skeletons (14) AL: N, AC: 3 (Half Plate and Shield), HD: Dagger +1 (1d4), Treasure: Pouch with 19pp. He
2, HP: 12 each, #AT: 1, DMG: Seven with Warhammer wears a Gleaming Platinum and Diamond Belt Buckle
(1d6) and seven with Hand Axe (1d6), will rise from the (459gp).
desecrated bones and defend the crypt. There is a Small Wooden Chest beside his bed. The
chest is Locked and Trapped (Poison Needle, Save or
77. Oor-Uk Barracks: A contingent of Black Orc Insanity) that includes his less-desirable gems: Small
Warriors (4) AL: LE, AC: 4 (Half Plate), HD: 3+3, HP: 16 Flawed Light Blue Lapis Lazuli (18gp), Large Regular
each, #AT: 1, Weapon: Bill-Guisarme (1d10), Scimitar Cream and White Bluestone (24gp), Huge Broken Blue
(1d8), and Seax Knife (1d4+1), Treasure: 1d20+1ep, and Brown Disthene (20gp), Small Regular Pale Green
and 2d8gp each, led by Lugruk the Black Orc Warband Variscite (20gp), and a Large Regular Transparent
Leader (F5) AL: LE, AC: 2 (Plate and Shield), HD: 5, HP: Green Augelite (24gp). However, in a secret box
34, #AT: 1, Weapon: Halberd (1d10), Scimitar (1d8), attached to the underside of his bed, are the following:
and Whip (1d4), Treasure: 3d8gp, 4d4pp, and a Pouch a Large Broken Brown Carnelian (85gp), Small Finely
with a Medium Average Bloodstone (85gp), Large Cut White Chalcedony (105gp), Very Large Broken
Flawed Apple Green Chrysoprase (95gp), and a Huge Deep Green Serpentine (105gp), and a Large Finely
Finely Cut Flecked Aventurine (180gp), have journeyed Cut Brown Jasper (135gp).
from Galduhr’s Gate to speak with Romangat the 81. Derro Clan Chief’s Audience Chamber: This room
Derro Clan Chief. They are awaiting their audience. contains a short table and chairs. A meeting is currently
taking place between Romangat the Destroyer (Derro
78. This chamber is empty except for 1d4+1 broken Clan Chief), Xutil (Derro Clan Subchief), and Durloz,
buckler shields and 1d3 broken shortswords. The derro Son of Durkill “Beard-Scalper” Whitebeard (Duergar
occasionally use this chamber for training their warriors. Emissary). Ziltak (Derro Savant) just stepped out of
It is currently empty. the meeting back to Room 82 for (1 Turn). They are

A. Leaning against the back wall of this chamber is a
Quiver of Crossbow Bolts +1 (21) and a Bag of Steel
Sling Stones +1 (7).

79. Derro Sub-Chief’s Quarters: Gludda the Derro
Clan Subchief (F6) AL: CE, AC: -1 (Half Plate +1, Buckler
Shield +1, Dex), HD: 6, HP: 45, #AT: Varies, Weapon:
Warhammer +1 (1d6), Light Repeating Crossbow with

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discussing delays in coal production in P4: The Black Circlet worth 200gp, that oversee his needs.
Mines and how to ensure the fires of P6: The Foundry The room is spartan except for his bed, a desk, and
are maintained or the duergar king will be displeased. a lectern (his spellbook is closed and trapped with
Romangat the Destroyer, Derro Clan Chief (F7) AL: Sepia Snake Sigil). It contains his listed spells and 1d3
CE, AC: 0 (Bracers AC: 4, Runestone of Protection +2, additional spells (Levels 1-4).
Dex), HD: 7, HP: 51, #AT: Varies, Weapon: Warhammer Hidden in a secret compartment in the lectern is a
+2 (1d6), Light Repeating Crossbow with 1 Clip of +1 Pouch with Very Large Flawed Deep Purple Amethyst
Bolts (1d3), Longpoint Dagger +3 (1d4), Treasure: He (470gp), Large Finely Cut Pale Green Tourmaline
bears a crown made of Gold and inlaid with Platinum (500gp), Medium Finely Cut Lime Green Chrysolite
and Diamonds worth (3,000gp) and three Mithril Rings (400gp), Huge Broken Red-Brown Spinel (550gp), and
encrusted with Rubies (1,000gp each), Ring of House a Large Average Yellow-Green Chrysoberyl (400gp).
Cobblestone, keys to the Door and Chest in Room 84.

Xutil the Derro Clan Subchief (F6) AL: CE, AC: 1 (Half 83. The western wall has almost completely collapsed
Plate, Buckler Shield, Dex), HD: 6, HP: 40, #AT: Varies, and is exposed to the adjacent hallway. Three large
Weapon: Warhammer +1 (1d6), Light Repeating piles of skulls, bones, rubble, and rubbish cover the
Crossbow with 1 Clip (1d3), Longpoint Dagger +1 floor. For every two turns of searching there is a 1
(1d4), Treasure: A Bag with 38gp and a Satchel with on d6 chance of finding a random treasure (see the
a Huge Broken Bright Yellow Mellochrysos (130gp), Secondary Encounter Area Random Treasure Generator
Medium Average Smokey Quartz (85gp), and a Bone to determine the result).
Figurine of Dworgrim (35gp). He wears a smooth 84. Chief’s Chambers: The door is locked (the chief
Diamond False Eye (300gp). possesses the key). The room is plain except the
Durloz, Son of Durkill “Beard-Scalper” Whitebeard, shrivelled dwarven hands of the chief’s victims pinned
Duergar Warband Leader (F5) AL: LE, AC: 1 (Half to the wall with iron spikes. A large wooden bed carved
Plate, Shield, Dex), HD: 5, HP: 40, #AT: 1, Weapon: in the style of the Gundgathol dwarves rests against
Hand Axe of Hurling +1 (20 Feet) (1d6), Shortsword the southern wall. On top of a small table is a Seachad
(1d6), and Mithril Seax Knife +1 (1d4+1). Treasure: A board made of Ivory (300gp). All the pawns (20) are
Small Pouch with 2d10gp, 2d8pp, and a Large Average made of Gold (20gp each). In the southwestern and
Apple Green Chrysoprase (105gp). He wears Four southeastern corners of this room stand Iron Statues
Gold Beard Beads (20gp each). (2) AL: N, AC: 4, HD: 4, HP: 20 hp each, #AT: 2,
82. Savant’s Quarters: This chamber is home to DMG: 1d8/1d8. They will attack any non-derro that
Ziltak the Derro Grand Savant (MU8) AL: CE, AC: 0 enters this room.
(Bracers AC: 4, Robe +2, Dex), HD: 8, HP: 30, #AT: 1, At the foot of the bed is an iron box with two locks
Weapon: Light Repeating Crossbow with 2 Clips (1d3) (the chief and the grand savant possess the two keys).
and Longpoint Dagger (1d4). Spells (3/3/2/2): Magic Both locks are double trapped. The first lock with an
Missile, Burning Hands, Darkness Globe; Invisibility, Acid Spray (1 Target, Save or Die) followed by a Poison
Mirror Image, Web; Haste, Fireball; Confusion, Needle (Save or Die). The second lock with a Poison
Dimension Door Treasure: Spellbook, Wand of Lightning Needle (Save or Die) followed by Poison Gas (10x10
(20 Charges), Scroll: Burning Hands, Torvin’s Flesh of foot area, Save or Die). Each key must be turned six
Fire (see New Spells), and Fly, Key to Chest (Room 84), times (three for each trap) to disarm the traps. Inside is a
and two Derro Student-Savants (MU4) AL: CE, AC: 4, gleaming set of Mithril Half Platemail +2 and a matching
HD: 4, HP: 13 each, #AT: 1, Weapon: Light Repeating Visored-Helm +1 of a Screaming Dwarf. This armour is
Crossbow (1d3) and Longpoint Dagger (1d4). Spells emblazoned with the symbol of House Hammerhand
(2/2): Dancing Lights, Magic Missile; Invisibility, Scare, and was looted by the derro from the crypt of Galdrok,
Treasure: 2d8ep, 2d10gp, 2d8pp. Each wears a Gold Blood of Galdoon “Great Beard” Hammerhand, a

119

hero known to all Gundgathol dwarves. Also, inside 90. Stable: A Derro Handler (F5) AL: CE, AC: 1
the chest, in an Ornately Carved and Velvet-Lined Box, (Half Plate, Buckler Shield, Dex), HD: 5, HP: 30,
is a Very Large Finely Cut King’s Tear (4,700gp). This #AT: Varies, Weapon: Fauchard-Hook (1d6), Light
jewel once belonged to the Stoneborn royal treasury. Repeating Crossbow (1d3), Longpoint Dagger (1d4),
85. The Chief’s Antechamber: There are six Derro Whip (1d4), Treasure: 3d6gp, 2d6pp, and the following
Royal Guards AL: CE, AC: 1 (Half Plate, Buckler Shield, gemstones: Large Exquisite Star Rose Quartz (155gp),
Dex), HD: 4, HP: 26 each, #AT: 1, Weapon: Three with Medium Flawed Smokey Quartz (75gp), Medium
Fauchard-Hook (1d6), Light Repeating Crossbow with Broken Pure Black Onyx (65gp) and one Random
Two Clips (1d3), Longpoint Dagger (1d4) and three with Mundane Runestone, is training a group of Young
Shortsword (1d6), Light Repeating Crossbow and Two Adult Megalocentipedes (5) AL: N, AC: 5, HD: 3, HP:
Clips (1d3), and Net, Treasure: Each wears a Platinum 14 each, #AT: 1, DMG: 1d3 + Poison. There are three
Headband (150gp each), on duty. Two guards stand saddles sitting against the wall. The handler is currently
outside the door in the hallway. The remaining four saddled and training the creature to rear its head.
stand in pairs outside Room 81 and Room 84. 91. Handler’s Quarters: This chamber is spartan except
86. This guardroom has been abandoned. for three beds of furs and hides on the floor. Voices can
be heard beyond the archway.

87. The slope at this location descends approximately 60 A. Two Derro Handlers (F5) AL: CE, AC: 1 (Half Plate,
feet. The slope leads southwest from Primary Encounter Buckler Shield, Dex), HD: 5, HP: 30 each, #AT: Varies,
Area 1 (P1): The Lower Halls along the Primary Passage Weapon: Fauchard-Hook (1d6), Light Repeating
toward S10 on the Dwarrowdeep Hex Map. Crossbow (1d3), Longpoint Dagger (1d4), Whip (1d4),
88. Guardroom: A group of Derro Warriors (6) AL: Treasure: One has Gold Armbands (50gp each) and
CE, AC: three with 4 (Studded, Buckler Shield, Dex) the other a Thick Silver headband worth (125gp), are
and three with 2 (Chainmail, Buckler Shield, Dex), HD: in discussion with Huakil the Derro Savant (MU5) AL:
3, HP: three with 18 and three with 17, #AT: 1, Weapon: CE, AC: 4, HD: 5, HP: 19, #AT: 1, Weapon: Light
Three with Fauchard-Hook (1d6), Light Repeating Repeating Crossbow (1d3) and Longpoint Dagger
Crossbow (1d3), Longpoint Dagger (1d4) and three (1d4). Spells (2/2/1): Magic Missile, Spider Climb;
with Shortsword (1d6), Light Repeating Crossbow and Mirror Image, Web; Lightning Bolt, Treasure: Spellbook,
Two Clips (1d3), and Net, Treasure: 3d8sp, 2d10ep, Bag of Holding (433gp, 1000gp Capacity), and a
2d8gp each, led by a Derro Warband Leader (F6) Non-Magical Healing Salve (1d4+1), regarding the
AL: CE, AC: 0 (Platemail, Buckler Shield, Dex), HD: 5, battle-readiness of the young adult megalocentipedes
HP: 34, #AT: Varies, Weapon: Military Pick +1 (1d6), in Room 90.
Light Repeating Crossbow (1d3), Longpoint Dagger 92. Hall of Records: The double-doors to this chamber
+1 (1d4), Treasure: Satchel with 29pp, a Large Broken were broken down with axes and hammers. The walls
White or Blue Moonstone (85gp), a Large Finely Cut are engraved with holy runes giving praise to Thaneduhr
Brown Jasper (135gp), and a Bottle of Black Brine the All-Father. The derro looted this chamber and
(Heroism), are on guard duty in this chamber. destroyed what remained by piling it in the center.

Roll 1d6: There is a 1-2 on d6 chance they are in Room Damaged Scrolls, Books, and Runestones: 145
88, 3-4 three warriors are on patrol along to slope Items of Value: Silver Holy Symbol of Dhurindain
to S10, and 5-6 the same number and the leader are inlaid with a Finely Cut Ruby (300gp), 1d2 Random
on patrol along the primary passage in the vicinity of Mundane Runestones, Map: Hint at Secondary
Room 75. Encounter Area S2 on the Dwarrowdeep Hex
89. This chamber is empty. Map, Mace +1, Runestone of Levitation.

120

93. The floor of this cave is wet. The ceiling is high (40 Zircon (125gp), and a Huge Finely Cut Brown Jasper
feet) and the tips of stalactites can be seen in torchlight. (180gp) and the other with a Very Large Broken Brown
94. This chamber enters a Secondary Passage that Carnelian (105gp), and an Empty Silver Scroll Tube
extends west from Primary Encounter Area 1 (P1): The (40gp). He wears an Electrum Disc Broach (113gp).
Lower Halls on the Dwarrowdeep Hex Map. The warband leaders are seated at a table with Umkil
95. Guardroom: This side chamber is a guardroom to the Derro Savant (MU5) AL: CE, AC: 4, HD: 5, HP: 20,
alert the duergar of any intrusion from the Secondary #AT: 1, Weapon: Light Repeating Crossbow (1d3) and
Passage west of Room 94. Derro Warriors (3) AL: CE, Longpoint Dagger (1d4). Spells (2/2/1): Magic Missile,
AC: 3 (Scalemail, Buckler Shield, Dex), HD: 3, HP: 21, Spider Climb; Mirror Image, Web; Lightning Bolt,
18, 16, #AT: 1, Weapon: One with Shortsword (1d6), Treasure: 34gp, 17pp, Spellbook, Wand of Paralyzation,
Light Repeating Crossbow and 2 Clips (1d3), and Net Scroll with: Ambasse’s Absent Lapse, Grelf’s Acidic
and two with Military Pick (1d6), Spear (1d6), Longpoint Arrow, and Aztazibar’s Acrid Finger, discussing their
Dagger (1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each. next patrol.
The largest warrior has a secret Pouch with three A. Storage Closet: This small chamber contains
Gundgathol Trumpets (see earlier in the adventure) and three Light Repeating Crossbows, six clips, two
a leashed Muggle AL: CE, AC: 5, HD: 2, HP: 15, #AT: megalocentipede saddles, 50 feet of rope, a barrel of
See entry, DMG: See entry. water, and two buckler shields.

96. The passageway into this rough-hewn chamber 99. Barracks: This barrack is home to Derro Warriors
has partially collapsed. Only a narrow elf or halfling (10) AL: CE, AC: five with 4 (Studded, Buckler Shield,
could pass through the opening. Inside the chamber Dex) and five with 3 (Scalemail, Buckler Shield, Dex),
skeletal remains are strewn across the floor including HD: 3, HP: 5x16 and 5x17, #AT: 1, Weapon: five with
the Hellmouth Helm of Thaneduhr (Room 7). Sitting on Fauchard-Hook (1d6), Light Repeating Crossbow (1d3),
a ledge 15 feet off the floor is an Ochre Jelly AL: N, Longpoint Dagger (1d4) and five with Shortsword (1d6)
AC: 8, HD: 5, HP: 25, #AT: 1, DMG: 2d6, that makes and Light Repeating Crossbow and Two Clips (1d3),
this cave its lair. Treasure: 3d8sp, 2d10ep, 2d8gp each. One of the
97. A cracked and broken dwarven face is carved into warriors has a kingly prize. Sewn into a secret pocket
the wall immediately opposite this door. The derro have in a stolen dwarven treasure: a Small Mithril Ingot
improvised a trap. A pressure plate infront of the door (1,000gp).
will activate a wire pulley inside the mouth that will lob At any given time, there is a 1-3 chance on d6 that half
a glass vial of paralytic powder above the doorway. their number is on patrol west of Room 94 led by one
All those within 10 feet must save or be paralyzed of the two derro warband leaders from Room 98. The
for 1d6 rounds. The chamber serves as a storeroom room contains five wooden bunkbeds.
and contains crates of dried meat (unknown), dried 100. The southeastern wall of this chamber has
seaweed, dried fish, and three barrels of derro wine. completely collapsed and is open to the primary
Normal rats scurry about the floor. passage beyond. Hidden amongst the rubble (four
98. Officer’s Quarters: This chamber serves as the turns of searching) is a small unlocked rusty iron chest
quarters for two Derro Warband Leaders (F5) AL: CE, with Runestones of Healing, Invisibility, and Speed.
AC: 1 (Half Plate, Buckler Shield, Dex), HD: 5, HP: 35, 101. Hall of Records: The archway above the double
30, #AT: Varies, Weapon: Fauchard-Hook (1d6), Light doors to this room dedicate its wisdom to Dhurindain,
Repeating Crossbow (1d3), Longpoint Dagger (1d4) the Secret-Keeper. They doors have been knocked
and Military Pick (1d6), Light Repeating Crossbow down and the floor is littered with dwarf bones and
(1d3), Longpoint Dagger (1d4), Treasure: one with a damaged archival material.
Satchel with 37gp, a Very Large Average Clear Green

121

Damaged Scrolls, Books, and Runestones: 192 A. This chamber is used as a latrine and refuse dump.
Items of Value: Huge Exquisite Pale Brown Sifting through the refuse and fecal matter will result in
Cassiterite (850gp), Tome of Leadership and the disease carried by giant rats.
Influence, Two Sticks of Incense of Meditation, 1d3 105. The stone frame around this set of double doors
Random Mundane Runestones, Raldurin’s Shield is carved with hellmouth-like dwarven faces. There are
(Right). For the latter, see Room 7. remains of small campfires and occupation. Transient
warbands of derro, duergar, and black orcs use this
The secret door in the southwest corner of the room chamber, adjacent to the reservoir in Room 104, to
contains a small altar with three items: Runestone camp prior to continuing their patrols.
of Dwarvenkind, a Galeb Runestone (Small), and a 106. This door is trapped with Sepia Snake Sigil and
Runestone of Extra-Healing. Magic Mouth. If the spell is activated, the mouth will
102. Training Room: two Derro Handlers (F5) AL: CE, scream “Intruders!” repetitively for 1 turn. The derro
AC: 1 (Half Plate, Buckler Shield, Dex), HD: 5, HP: in Room 107 will respond and investigate within three
32 and 29, #AT: Varies, Weapon: Light Repeating rounds.
Crossbow (1d3), Longpoint Dagger (1d4), Whip (1d4), Inside is a black magic circle used by the grand savant
Treasure: 3d10ep, 3d8gp, 2d8pp each, and one of the and his graduate-students. A small blood-stained altar
two has a Gold Belt Buckle (100gp). and half-burned candles decorate the chamber. A
The handlers are training a large Megalocentipede AL: spellbook on a lectern contains 1d6 random first level
N, AC: 5, HD: 3, HP: 21, #AT: 1, DMG: 1d3 + Poison, spells, 1d4 random second level spells, 1d3 random
for the derro chieftain. The derro will call for the other third level spells, and 1d2 random fourth level spells.
centipedes in A to their aid. Hidden inside the cover is a folded scroll with the spell
Transmute Flesh to Ice (Reversible).

A. Stable: Megalocentipedes (3) AL: N, AC: 5, HD: 3, 107. Guardroom: Derro Warriors (3) AL: CE, AC: 3
HP: 22, 2x19 each, #AT: 1, DMG: 1d3 + Poison. (Scalemail, Buckler Shield, Dex), HD: 3, HP: 18 each,
103. Centipede Pens: Two 10x10 foot pens dominate #AT: 1, Weapon: One with Shortsword (1d6), Light
this chamber. The pens each hold 8 Young Adult Repeating Crossbow and Two Clips (1d3), and Net and
Megalocentipedes (16) AL: N, AC: 7, HD: 2, HP: two with Military Pick (1d6), Spear (1d6), Longpoint
10 each, #AT: 1, DMG: 1d2 (no poison). They are Dagger (1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each,
famished and will climb out of the pens at the smell of and a Derro Warband Leader (F6) AL: CE, AC: 0 (Half
fresh meat. Plate, Buckler Shield +1, Dex), HD: 6, HP: 40, #AT: 1,
A. Hatchery: A Large Female Megalocentipede AL: N, Weapon: Military Pick (1d6), Light Repeating Crossbow
AC: 5, HD: 4, HP: 30, #AT: 1, DMG: 1d3 + Poison and 1 Clip (1d3), Longpoint Dagger (1d4), Treasure:
sits on a clutch of 35 eggs in this chamber. She will fight A Bag with 15gp, and a Pouch with a Huge Broken
ferociously (+2 to attack) to defend her young. Pure Black Onyx (130gp), Medium Flawed Bloodstone
104. This large rectangular reservoir often serves as a (75gp), Huge Flawed Smokey Quartz (140gp), and a
rally point for patrols and warbands heading northwest, Medium Flawed Pure Black Onyx (75gp). There is a
west, or southwest from the Lower Halls. 1-2 on d6 chance the leader will send two warriors to
There is a 1-2 on d6 chance that any random encounter patrol the hallway between Room 107 and Room 90
in this chamber, or Room 105, will be a warband at every hour.
rest. 108. This chamber is on the verge of total collapse. The
northern and western portions of the wall and ceiling
have fallen in. Searching or engaging in combat here
will likely (1-3 on d6) cause a collapse causing 4d6

122

points of damage and a loud resounding noise that will B. This cell contains slaves the duergar brought with
send several derro patrols to investigate. Buried in the them to trade. There are a total of eight slaves (five
rubble is a Seax Knife +3 (three turns of searching). male dwarves, a female dwarf, a deep gnome, and a
109. Guardroom: Derro Warrior (5) AL: CE, AC: 3 male half-orc):
(Scalemail, Buckler Shield, Dex), HD: 3, HP: 16 each,
#AT: 1, Weapon: Three with Shortsword (1d6), Light Slave Name Race/Sex/Class Age
Repeating Crossbow and Two Clips (1d3), and Net, Dalnairn Dwarf/Male/Cl3 Old (325)
and two with Military Pick (1d6), Spear (1d6), Longpoint Rockhome
Dagger (1d4), Treasure: 3d8sp, 2d10ep, 2d8gp each. Nortek Dwarf/Male/F2 Old (282)
Every hour three warriors patrol down to the bottom of Ironshield Dwarf/Male/F1
the slop to S11 and return. Grogul Dwarf/Male/F1 Late Middle Age
110. The slope at this location descends approximately Longbeard Dwarf/Male/Th1 (271)
60 feet. The slope leads northwest from Primary Fimdri
Encounter Area 1 (P1): The Lower Halls along the Hardhelm Middle Age
Primary Passage toward S11 on the Dwarrowdeep Hex Tharmor (255)
Map. Mountainshield
111. This old guardroom stables Megalocentipedes (3) Balnurra Adult (173)
AL: N, AC: 5, HD: 3, HP: 15 each, #AT: 1, DMG: 1d3 Battlecrown
+ Poison. The creatures are saddled. Zeltrig Dwarf/Female/F1 Adult (135)
Glogg
Gnome/Male/Ill1 Old (451)
Half-Orc/Male/F1 Adult (23)

112. Duergar Barracks: A contingent of duergar warriors Each of the slaves are bound by hand and foot with
are quartered here while their officers and clerics manacles. When transported, they are further chained
conduct negotiations with the derro. The room is empty as a group. This particular group of slaves are older
except for the bedrolls and backpacks of the warriors. and wise. They have learned how to survive under the
Duergar Warriors (10) AL: LE, AC: 4 (Chainmail and whip and are considered skilled labour by the duergar
Shield), HD: 4, HP: 5x25 and 5x20, #AT: 1, Weapon: for their mining, forging, and craftsmanship. Dalnairn
Five with Warhammer (1d6), Light Crossbow and 10 Rockhome, the oldest among them, quietly leads
Bolts (1d6), and Seax Knife (1d4+1) and five with and cares for the group through his secret worship of
Hand Axe (1d6), Heavy Crossbow and 10 Bolts (1d6), Thaneduhr. The duergar are unaware that Balnurra is
and Seax Knife (1d4+1), and Whip (1d4), Treasure: female, and the dwarves do everything in their power,
3d8ep, 2d10gp, 2d8pp each. In addition, three of the including taking beatings from their masters and causing
warriors have unique items: Small Flawed Deep Green distractions, to conceal her and ensure her safety.
Serpentine (65gp), 1d3 Random Mundane Runestones, Zeltrig, the deep gnome, was brought to Gundgathol
and a Runestone of Sharpening (Whetstone). by the duergar. He was enslaved as a young apprentice
A. Officer’s Quarters: Gurlag Whitebeard the Duergar illusionist and knows no other existence. Glogg was
Warband Leader (F5) AL: LE, AC: 1 (Half Plate, Buckler bred for slavery by the duergar. There is a deep-seated
Shield, Dex), HD: 5, HP: 39, #AT: 1, Weapon: Spiked mistrust between him and the dwarf slaves, but they all
Warhammer +2 (1d6), Shortsword (1d6), and Dagger agree that the enemy of my enemy is my friend. The
(1d4), Treasure: 21ep, 16gp, 29pp, Small Flawed Clear slaves all speak duergar and mountain dwarf, but only
Green Peridot (65gp), Large Finely Cut Clear Green Glogg speaks common.
Peridot (135gp), Large Broken Orange Carnelian 113. Storeroom: The derro have provided barrels of
(85gp), Three Doses of Greatwort, and a Lump of Coal. water and foodstuffs for the duergar in this chamber.
The leader, like his warriors, sleeps on the ground with The food includes rothe jerky, mushrooms, and derro
a bedroll. wine (which the duergar think is weak and tastes awful).

123

114. Guardroom: This room is the temporary home of 116. Crypt of the Stone: The walls of this chamber are
Gruktag Whitebeard’s personal guard. These Duergar recessed with vertical alcoves (21) that bear the skeletal
Warriors (5) AL: LE, AC: 3 (Half Plate and Shield), remains of dwarven warriors. Atop each alcove is the
HD: 4, HP: 5x27, #AT: 1, Weapon: Military Pick (1d6), stone face of a dwarf. A three-sided pillar in the center
Heavy Crossbow and 10 Bolts (1d6), and Seax Knife of the room is carved in the shape of dwarven warriors.
(1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp each, are At the top of the pillar (gleaming in any light) is a Large
honour bound to protect his life above their own. Like Exquisite Black Sapphire (5,200gp).
Room 112, they sleep on bedrolls on the floor. The If any attempt is made to take the jewel, three Caryatid
warriors are sharpening their weapons. Columns (3) AL: N, AC: 5, HD: 5, HP: 32, #AT: 1,
A. This side chamber contains a wooden bed carved DMG: 1d8, will pull away from the pillar and attack.
in the style of the Gundgathol dwarves. It serves as the When the constructs step off their pillar, they will activate
temporary lodging of Gruktag Whitebeard, a Level 5 a pressure plate that will close and lock all open doors.
Duergar Cleric of Dworgrim (CL5) AL: LE, AC: 0 (Half The constructs each bear the spell Stonemouth followed
Plate +1, Buckler Shield, Dex), HD: 5, HP: 31, #AT: 1, by Face of Dhurindain. Once they activate, any PC who
Weapon: Warhammer (1d6) and Sling with 20 Stones beholds the caryatid columns must save (Petrification)
(1d4). Spells (3/2/1): Protection from Good, Cure or will turn to stone (one use only, see New Spells).
Light Wounds, Command; Hold Person, Bless; Striking, In addition, the spell Vengeance of the Ancestors was
Treasure: Silver Holy Symbol of Dworgrim (75gp), cast upon the crypt. If the constructs activate, or the
25pp, and Runestones of Impact (3), while the duergar PCs attempt to loot the skeletal remains, the warriors
delegation negotiates with the derro. He is at prayer. will animate and defend the crypt. Dwarven Skeleton
115. False Crypt: A broad stone bowl filled with a Warriors (21) AL: N, AC: 5 (Chainmail), HD: 3, HP:
heaping mound of jewels sits atop a large dais in the 18 each, #AT: 1, DMG: Seven with Warhammer (1d6),
center of this chamber. Along the northern wall there seven with Hand Axe (1d6), and seven with Battle Axe
are two sarcophagi with carved relief in dwarven (1d8).
geometric design. The room is dimly lit by four pale
blue glowstones (mined from P2: The Glittering Caves) Burial Alcoves: 21
set into sconces along the walls. The stones brighten or Contents: 7x3d6sp, 7x3d6gp, 7x3d6pp. Each
dim by touch. warrior wears a Silver Chest Lozenge decorated
If either sarcophagi, or the bowl, are disturbed a with Dwarven Geometric Knotwork worth 100gp
Gemstone Golem AL: N, AC: 0, HD: 8, HP: 60, #AT: each. In addition, there are 1d3 Random Magical
1 or 2, DMG: 1d10/1d10, will form from the mound of Runestones.
jewels and defend the crypt.

On top of each sarcophagus are 1d3 Random 117. This secret chamber is exceptionally difficult to
Runestones (replace proper names in your results with find. The door is so expertly concealed that not even
Randuhr Broadbeam and Durnor Hammerhand). The Gundgathol dwarves receive a passive opportunity to
sarcophagi each holding the skeletal remains of a detect it. In the center of the room, on an armour stand,
dwarf. One contains 4d6gp, 3d6pp, and a Locked and is a suit of Mithril Platemail +1 and a Mithril Shield +1.
Trapped Metal Box (Poison Needle, Save or Die) with The mail is completely encased in translucent crystal.
Large Exquisite Brown-Black Samarskite (155gp), Huge There are only two means to remove the protective
Broken Brown Malacon (130gp). The other contains magical encasement. Either the PCs must find the
6d6ep, 3d6gp, and a Silver Headband with the Symbol Crystal Runestone (Entrance C: Galduhr’s Gate, Room
of Dhurindain (100gp) and a Set of Gold Arm Bands 47) or beseech the Chrysmal Sovereign in P2: The
(100gp each). Glittering Caves for aid.

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P2: Glittering Caves Glittering Caves: Random Monsters
1 Chrysmal (1d2)
The Gundgathol dwarves named this cavern system 2 Xorn (1d2)
the Glittering Caves (Levels 7-9) after its bountiful 3 Amber Bulk (1)
concentration of gemstones. The caves also produce 4 Purple Worm (1)
glowstones (the dwarves use the stones for light in the 5 Pech (1d4)
deepest levels of Gundgathol). The dwarves believe the 6 Stegalocentipede (1)
caverns are sacred earth and a blessing of Dhurindain
the Secret-Keeper.

The caves have long drawn the attention of the xorn who 1. The slope at this location descends approximately
consume gemstones. However, since the withdrawal of 60 feet. The slope leads northeast from P2: Glittering
the mountainfolk, natural fields of translucent white Caves along the Primary Passage toward S8 on the
crystal developed throughout the caves. The crystal Dwarrowdeep Hex Map.
fields drew the attention of the chrysmal who migrated This massive cave is bracketed by huge stalagnates
to the southeastern corner of the cavern system. that serve as support pillars to both the east and west.
Since their arrival, the chrysmal have exhausted their The southwestern corner of the cave is gently backlit
own crystal fields and now are forced to graze in (white) by two small crystal fields (approximately 30x30
the xorn’s territory. The xorn, having consumed the feet). The ceiling is too high to be seen with torches
gemstones in the northwestern corner of the caves or lanterns (70 feet). The dim light of the crystal fields
and being unable to consume the crystal fields, have gleams and glitters with raw gemstones embedded in
turned to hunting and consuming the chrysmal. Even the walls of the cave.
though the xorn possess vast crystal fields, and the As the player characters proceed into the center of this
chrysmal possess gemstones throughout their caves, cave, two Chrysmals will emerge from Room 2. They
the two species are natural enemies and are locked will completely ignore the PCs and slowly proceed to the
in a pitched war for survival. The xorn have become southernmost crystal field. They will consume crystals
obnoxious “chrysmal carnivores” and the chrysmal are for a moment and then move on toward Room 13.
peaceful “crystal herbivores.” Neither can consume 2. An Adult Chrysmal AL: N, AC: -4/0, HD: 6+6, HP:
meat or flesh. They care little for the machinations of 34, #AT: 1, DMG: See entry, Treasure: See Chrysmal
beings from the Prime Material Plane. Crystal Table at the end of this section, and a Young
Adult Chrysmal AL: N, AC: 0/4, HD: 2+2, HP: 14,
Referee’s Notes: Numerous locations note the #AT: 1, DMG: See entry, Treasure: See Chrysmal
presence of raw crystal, gemstones, or precious Crystal Table, is consuming the last crystal in this cave.
metals. PCs may wish to undertake mining There is nothing of value in this room.
operations during or at the close of the adventure. 3. A small collapse has revealed a plateau 20 feet
Mining these caves will be noisy, lengthy, and costly. above the floor of the main chamber. At the top of the
The size of these deposits and cost is subject to the ledge is a small, narrow entrance. The entrance is only
referee’s discretion. Moreover, the dwarves mine large enough for a halfling, gnome, or small dwarf to
locations like the Glittering Caves or the Mithril squeeze their way through into the room beyond. The
Lodes with a sacred reverence. The dwarves, floor of the cave is covered in very small mushroom
based on their faith and the religious import of growth. There are several taller mushrooms that emit
mining, forbid large-scale mining operations that a phosphorescent glow (deep purple, violet, and dark
strip Dhurindain’s sacred earth of all its bounty. yellow).

125

The mushrooms, if ingested, possess unique properties Their names are Gudlk and Rokk. Gudlk is grumpy
based on the chart below (only 1d4+3 each may be and hungry. Rokk is bored and inquisitive. The xorn
harvested): will demand 5,000gp in gems to allow the PCs to pass
through this cave.
Type Property With With 6. This chamber contains a large pool of dark water.
Deep Violet Dark Yellow The pool is vast and extends well beyond the northern
Purple Heals Intelligence** Add 1d3hp wall of the cave. Closer inspection will reveal the glint
Violet (1d4+1hp) permanently of gold and silver sticking out of the sand along the
Dark Poisonous --- bank. A Black Tentacles AL: CE, AC: 3, HD: 10, HP:
Yellow (-1d4+1hp) Health*** Poison 68, #AT: 6, DMG: 1d8*, lurks in the water awaiting
Permanent (Save or Die) its next meal. The treasure that washed up along the
edge of the pool includes: a Steel Chest with 1,000pp,
Illness* --- a Silver Coffer (300gp) with a Small Mithril Broach
(Dhurindain’s Symbol) worth 2,000gp and a Gold Belt
*Permanent Illness: Lose 1 random ability score point. Buckle inlaid with Diamonds (1,500gp). There is also a
Shield +2, a suit of Half Plate +3, and a Sealed Scroll
**Intelligence: Gain 1 point of Intelligence permanently. Tube with 1d2 Level 3 and 1d4 Level 4 Magic-User
Spells.
***Health: Gain 1 point of Constitution permanently.

Note that the mushrooms will only increase or reduce 7. This chamber enters a Secondary Passage that
an ability score once for any given player character. extends north from Primary Encounter Area 2 (P2): The
Subsequent attempts result in no effect.
Glittering Caves on the Dwarrowdeep Hex Map.

4. Mushrooms, stout and red-capped and others tall 8. A small patch, of what appears to be crystal field,
and thin, grow along the northern wall of this cave. grows along the ledge of this plateau. The patch is a
One of the red-caped mushrooms is a Faze Fungus AL: Crystal Ooze AL: N, AC: 8, HD: 6, HP: 43, #AT: 1,
N, AC: 6, HD: 3, HP: 16, #AT: See entry, DMG: See DMG: 4d4, waiting for prey to pass underneath and
entry. The fungus is surrounded by other funguses and use its paralyzing touch.
therefore has an effective AC of 4. 9. As the PCs move halfway through this cave, a
The tall mushrooms are between 12-16 feet high humanoid figure with large bulbous eyes will fall out of
and arch outward above the floor. Two of these are the cave wall and land on her face. After a moment of
Brobdingnagian Fungi (2) AL: N, AC: 6, HD: 5, HP: 35 head-shaking and disorientation, Palda the Pech AL:
each, #AT: 4, DMG: See entry. The following gemstones NG, AC: 3, HD: 4, HP: 25, #AT: 1, DMG: Rough-
can be found near the tall funguses: Medium Finely Cut Hewn Pick (1d6+3) will begin a long, dramatic story (in
Violet Garnet (400gp), Small Average Yellow-Green her own language) about how she was with her family
Chrysoberyl (200gp), Medium Broken Golden Yellow one moment, lost her way, and cannot find her way
Topaz (250gp), and a Huge Average Brown-Green home. She is a just a teenager in the lifespan of the
Garnet (600gp). pech. She has a short attention span, is easily bored,
5. Two Xorn AL: N, AC: -2, HD: 7+7, HP: 56, 40, #AT: and constantly interrupts. Her people live to the south
4 (3 Claws/1 Bite), DMG: 1d3x3/6d4, Treasure: See of the Glittering Caves and are waiting for her, hidden
Xorn Gemstone Table, stand on guard in this chamber behind some rocks in the passage that exits the cave
against chrysmal incursion. The xorn are five feet tall system (Room 28). If the PCs return Palda to her family,
and have consumed all the gems they can reach along the pech will reward them with a Runestone of Sacred
the walls of this cave. Earth and a Runestone Axe Head +3 they found in the
passages of Gundgathol.

126

10. Three Chrysmals AL: N, AC: -4/0, HD: 6+6, HP: This massive cavern is backlit in spots with mundane
40, 34, 30, #AT: 1, DMG: See entry, Treasure: See purple and yellow phosphorescent fungi and lichen.
Chrysmal Crystal Table, stand on guard in this chamber. The chrysmal harvested all but one patch of crystal
Two have camouflaged themselves as large crystals (which they reserve for their young adults). The adults
sticking out of the ground. The third merged with the must forage and fight with the xorn for other crystal
cave wall by the northwestern entrance to ambush any patches throughout the glittering caves.
xorn intruding into their territory. 14. River Fork: The river that begins in Room 27 winds
11. This cave is dotted with stalagmites of various sizes its way through the caves to this location. The river forks
from 3 to 10 feet tall. The walls of the cave are a sight north and south. Over the centuries, amongst the sand
to behold. The cave possesses a unique density of and mud, the river has deposited numerous items at
1000 raw gemstones. The sight is utterly breathtaking. this location.

One of the largest stalagmites is a Roper (1) AL: CE, There is a 1-2 on d6 chance a random treasure may
AC: 0, HD: 10, HP: 75, #AT: 1, DMG: 5d4. be visible (see Secondary Encounter Area: Random
In the roper’s stomach are the following gemstones: Treasure Generator). Also, for every four turns of
a Large Flawed Translucent Star Ruby (1,600gp), Very digging, there is a possibility of an addition find to a
Large Average Deep Crimson Ruby (2,200gp), Very maximum of three.
Large Average Deep Green Emerald (2,200gp), Small 15. The river cuts this chamber in half. Several rocks, like
Finely Cut Pale Blue Opal (3,900gp), and a Huge stepping-stones, jut out of the water and allow passage
Exquisite Bright Green Emerald (5,700gp). to the northern side of the chamber. The northeastern
12. This chamber enters a Secondary Passage that corner of the cave is marked with a large boulder. Four
extends east from Primary Encounter Area 2 (P2): The massive gemstones on the northern floor of the cave
Glittering Caves on the Dwarrowdeep Hex Map. gleam in the torchlight.
13. Chyrsmal’s Crystal Cave: This huge cavern complex The rocks are motionless Giant Toads (5) AL: N, AC:
is the home of the chrysmal. The sound of rushing water 7, HD: 2+2, HP: 5x14, #AT: 1, DMG: 1d4+1, and the
fills the cavern from the nearby river. Several large boulder is their mother, a massive Huge Toad AL: N,
stalagnates, stalactites, and stalagmites decorate the AC: 4, HD: 8, HP: 52, #AT: 1, DMG: 6d4. Hidden
ceiling and floor. The cave gleams with raw gemstones. under the water is also a Nematoad AL: N, AC: 5, HD:
This cavern complex was once filled with crystal fields 4, HP: 20, #AT: 1, DMG: 3d4. These creatures are
but over time the chrysmal have almost completely ravenous.
consumed them. To survive, they move as a herd to The gemstones include: a Large Flawed Bright Green
Room 25 to feed every few days. Similarly, the xorn Emerald (1,600gp), Huge Average Translucent Star
have exhausted most of the gems in their sphere of Ruby (2,700gp), Very Large Average Deep Crimson
control (Room 36). The xorn ambush and consume the Ruby (2,200gp), and a Huge Finely Cut Clear Blue-
chrysmal in Room 25 to survive. White Diamond (5,200gp).
In this cave there are Adult Chrysmal (12) AL: N, AC: 16. Chrysmal Matriarch and Nursery: This cave is
-4/0, HD: 6+6, HP: 30 each, #AT: 1, DMG: See entry, dotted with twelve small crystal clusters set into the
Treasure: See Chrysmal Crystal Table and Young Adult floor. The clusters are incubating chrysmal.
Chrysmal (4) AL: N, AC: 0/4, HD: 2+2, HP: 14 each, The Chrysmal Matriarch slowly moves between
#AT: 1, DMG: See entry, Treasure: See Chrysmal them and oversees their care. She will only leave this
Crystal Table. chamber if the main cavern (Room 13) is under attack
by the xorn.

127

Chrysmal Matriarch AL: N, AC: -4/0, HD: 8+8, HP: the crystal is harvested successfully, it hardens to the
70, #AT: 3, DMG: the matriarch attacks three times per strength of steel in 1d4+3 days. The crystal may then
round, once with her central appendage for 1d8+8 and be carved or knapped into magical weapons of strength
two leg appendages for 1d8 each. She may also divide (d6): (1) +1, (2-5) +2, (6) +3. Crystal weapons score
her attacks between different opponents, Treasure: see double damage against undead but may (1-3 on d6)
below. In addition, the matriarch possesses a special shatter if used against creatures made of rock or stone.
spell-like vibration defense. Once per day she may If the chrysmal are employed to harvest the crystals, the
vibrate and cause an auditory pitch like the Level 4 chance of the crystal breaking upon harvest is reduced
magic-user spell Confusion. She will only use this ability to (1-2 on d6).
under extreme duress as it will cause 1d6 points of 19. Three Chrysmal AL: N, AC: -4/0, HD: 6+6, HP: 32
damage to all chrysmal in range and may (1-3 on d6) each, #AT: 1, DMG: See entry, Treasure: See Chrysmal
destroy some of her young. The matriarch can produce Crystal Table, serve as guards in this chamber to alert
jelly which dissolves crystal. against a xorn incursion. One stands in the center of the
Matriarch Treasure: Very Large Average Deep Purple cave while the other two have melded with the stone at
Amethyst (500gp), Medium Flawed Deep Purple the mouth of the northwestern passage.
Amethyst (270gp), Huge Finely Cut Deep Purple 20. Two Chrysmal AL: N, AC: -4/0, HD: 6+6, HP:
Amethyst (700gp), Medium Broken Deep Purple 34, #AT: 1, DMG: See entry, Treasure: See Chrysmal
Amethyst (250gp), Large Exquisite Deep Purple Amethyst Crystal Table, tend the growth of glowstone crystals in
(650gp), Large Flawed Green Amethyst (370gp), Small this chamber (1d4+1). The dwarves once harvested and
Finely Cut Green Amethyst (300gp), Very Large Flawed used glowstones in their deepest chambers far from
Green Amethyst (470gp), Very Large Flawed Green light. The crystals may be dimmed by touch from the
Amethyst (470gp), Very Large Broken Green Amethyst equivalent of a candle (5 feet), to a torch (20 feet), or
(450gp), Very Large Flawed Green Amethyst (470gp), to a Light spell and function for 1d100 touches before
Very Large Finely Cut Green Amethyst (600gp), Huge losing their luminescence. The crystals backlight the
Exquisite Orange Carnelian (200gp), Huge Exquisite cave with a dim luminescence.
White Chalcedony (200gp), Large Average White 21. Three Xorn AL: N, AC: -2, HD: 7+7, HP: 56, #AT: 4
Chalcedony (105gp), and a Huge Exquisite Clear Rock (3 Claws/1 Bite), DMG: 1d3x3/6d4, Treasure: See Xorn
Crystal (200gp). Gemstone Table, guard this cave intersection. One has
17. This plateau, 20 feet off the floor of the cave, is the camouflaged itself with other boulders near the eastern
abode of three Rock Mantas (3) AL: N, AC: 3, HD: entrance and is difficult (1 on d6) to spot. The other
4, HP: 29, 25, 19, #AT: See entry, DMG: See entry, two have melded into the rock above and below the
Treasure: None. The rock mantas ignore the chrysmal southwestern entrance. They will demand tribute in the
and are in a state of hibernation camouflaged against form of 7,000gp in gemstones to pass.
the stone. If the PCs pass the ledge, there is a 1-2 22. Heat Vent: Located along the southern wall, a
on d6 chance the mantas will sense blood, awaken, naturally formed heat vent blows every other turn through
and attack from above. The ledge sparkles with raw this intersection. All those in the in the intersection take
gemstones. 4d6 points of damage (a successful Save versus Breath
18. Crystal Cave: This cave sparkles with strange will half the damage).
crystal growth blessed by Dhurindain. There are three 23. Two Xorn AL: N, AC: -2, HD: 7+7, HP: 56, #AT:
crystal clusters: Clear, Blue, and Green. The crystals 4 (3 Claws/1 Bite), DMG: 1d3x3/6d4, Treasure: See
vary in length (d6) from (1-2) 1 foot (or seax knife/spear Xorn Gemstone Table, guard this chamber. They are
tip-sized), (3-4) to three feet (or broadsword-size), (5- primarily concerned with the northeastern passage and
6) to four feet long (or longsword-sized). The PCs may use their other eyes to see behind them.
harvest 1d3 of each crystal type. There is a 1-4 on
d6 chance a crystal may shatter upon harvesting. If

128

24. A Large Brain Fungus AL: N, AC: 7, HD: 6, HP: Room 25: Random Monsters
42, #AT: See entry, DMG: See entry, Treasure: See 1 Rock Clams (1d4+1, 4HD)
below, is positioned near the top edge of the plateau 2 Giant Saw-Toothed Beetle (1d2)
where it can oversee the glittering cave (Room 25) and 3 Stegalocentipede (from Room 31)
use its spell-like abilities on its prey from above. Three 4 Piercer (1d4+1, 6HD)
Advanced Phycomids (Tan, Brown, and Ochre) AL: 5 Roper (1)
N, AC: 4, HD: 3, HP: 16, 14, 13, #AT: 1, DMG: See 6 Basidironds (from Room 29)
entry, Treasure: None, have sprouted around its base
for defense. Given its unusual size, the brain fungus 26. This large plateau or ledge is 30 feet off the floor
can cast its spells twice per day, instead of once, and of the main cave and the lair of a Huge Cave Fisher (1)
1d3+3 potions may be harvested. AL: N, AC: 2, HD: 8, HP: 50, #AT: See entry, DMG:
25. Crystal Fields: This vast subterranean cavern has 1d12/1d12 and two Cave Fishers AL: N, AC: 4, HD: 3,
unique features. There are several large crystal fields, HP: 21, 16, #AT: See entry, DMG: 1d8/1d8.
along with phosphorescent lichen and mushrooms
that provide a dim, eerie backlight to the chamber. The following treasure is strewn across the ledge:
In addition, there are several massive stalagnate a Dented Gold Circlet (1,500gp), a Gold Pin in the
columns that support the ceiling. The floor is covered shape of a Shield (1,000gp), a Tiny Mithril Medallion
with stalagmites and the tips of some large stalactites (1,500gp), a Crystal Decanter in a Velvet-Lined Box
can be seen in the dim light. The sound of a great (550gp), and an Electrum Goblet inlaid with Gold
waterfall echoes throughout the chamber (see Room Geometric Designs (1,350gp). In a Small Silver Coffer
27). Several ledgeways are hidden from view 20 feet are a Large Deep Crimson Ruby (1,700gp) and a Small
off the floor. The cavern sparkles in bright light from the Flawed Green Opal (1,300gp). Finally, there is Gold
raw gemstones in the walls of the cave. Box encrusted with Rubies (1,700gp). Inside is a black
When the PCs arrive at this location, roll 1d6 to handkerchief. The handkerchief is a Portable Hole with
determine occupancy: 777pp and a Runestone of Protection +3.

Crystal Fields 27. A massive 50-foot waterfall descends into the
1-3 Empty cave and extends down the river to the southeast. The
4 Xorn (1d2+2) feeding on Chrysmal (1d4+2) waterfall makes communication difficult at this location
5 Chrysmal feeding on crystals (1d3+2) and sprays mist into the air. There is a 1 on d6 chance
6 Battle* the PCs will notice the glint of shiny metal if they use
bright light to observe the water. Close observation
*The PCs arrive to the roar of battle between the xorn will reveal small, pebble-sized mithril deposits (1d4+1
(1d2+2) and the chrysmal (1d4+2). Unless the Referee worth 500gp each).
wishes to play out the combat, this will be a xorn victory. 28. This chamber enters a Secondary Passage that
extends south from Primary Encounter Area 2 (P2): The
Xorn AL: N, AC: -2, HD: 7+7, HP: 40 each, #AT: 4 (3 Glittering Caves on the Dwarrowdeep Hex Map.
Claws/1 Bite), DMG: 1d3x3/6d4, Treasure: See Xorn 29. This cave is filled with seven tall (12-16 foot)
Gemstone Table. mushrooms. Two of them are Basidironds (2) AL:
N, AC: 3, HD: 5, HP: 31, 17, #AT: 1d8 + Special,
Chrysmal AL: N, AC: -4/0, HD: 6+6, HP: 30 each, DMG: 1d8, using the natural camouflage to ambush
#AT: 1, DMG: See entry, Treasure: See Chrysmal unsuspecting prey. They have no treasure.
Crystal Table.

129

30. This cave is empty. the form of gems they pile beside his throne. He rarely
31. A large Stegalocentipede AL: N, AC: 2 or 5, HD: moves unless angered and casually leans over with his
8, HP: 50, #AT: 1 or 3, DMG: 3d4 or 1d6, uses this arms and drops gems into his huge maw like grapes.
cave as its lair. The creature is coiled and looks like a Glurgluk has lived a very long time, even by the
boulder with rock-like protrusions. It has no treasure. standards of his own kind. He remembers the mountain
32. Two Xorn AL: N, AC: -2, HD: 7+7, HP: 44 each, dwarves and the deals struck with their kind to mine
#AT: 4 (3 Claws/1 Bite), DMG: 1d3x3/6d4, Treasure: “his” gemstones. The grand potentate is obnoxious.
See Xorn Gemstone Table, guard this chamber. They He speaks his own language and broken dialect of
are consuming raw gemstones from the cave walls. dwarvish.
33. Close examination of the southern wall of this cave Glurgluk AL: N, AC: -4, HD: 10+10, HP: 80, #AT: 4
will reveal thin mithril ore deposits woven through the (3 Claws/1 Bite), DMG: 1d6x3/8d4, Treasure: Small
rock. Mithril is sacred to the dwarves. Any Gundgathol Average Bright Green Emerald (1,400gp), Medium
dwarf would fall to his/her knees in prayer to Dhurindain Finely Cut Translucent Star Ruby (4,100gp), Large
at the discovery of mithril. Average King’s Tear (1,700gp), Very Large Broken
34. Two strange looking xorn guard this entrance into Deep Crimson Ruby (1,950gp), Huge Flawed Bright
their communal lair. Buk is very large and round and Green Emerald (2,600gp), Very Large Finely Cut Deep
Kdlak, the other, is short and thin. The large one is Crimson Ruby (4,700gp), Huge Flawed Translucent
particularly stupid and obnoxious and the smaller one Star Ruby (2,600gp), Very Large Flawed Black Sapphire
quite intelligent and articulate for its species. Xorn (2) (2,100gp), Huge Broken Deep Crimson Ruby (2,450gp).
AL: N, AC: -2, HD: 7+7, HP: 56, 30, #AT: 4 (3 Claws/1 Gem Pile: Large Exquisite Deep Purple Amethyst
Bite), DMG: 1d3x3/6d4, Treasure: See Xorn Gemstone (650gp), Medium Finely Cut Star Rose Quartz (115gp),
Table. Medium Flawed Pale Yellow Citrine (75gp), Huge
35. This chamber enters a Secondary Passage that Finely Cut Pale Yellow Citrine (180gp), Very Large
extends west from Primary Encounter Area 2 (P2): The Broken Clear Rock Crystal (105gp), Huge Finely Cut
Glittering Caves on the Dwarrowdeep Hex Map. Deep Purple Amethyst (700gp), Small Exquisite Blue
36. Like Room 25, this huge cavern is backlit with a Quartz (40gp), Small Finely Cut Brown Jasper (105gp),
massive crystal field and phosphorescent fungi and Huge Average Brown-Black Samarskite (150gp), Small
lichen. Flawed Red and White Sardonyx (65gp), Medium
There are normally Adult Xorn (16) AL: N, AC: -2, HD: Finely Cut Brown Malacon (115gp), Small Broken Apple
7+7, HP: 34 each, #AT: 4 (3 Claws/1 Bite), DMG: Green Chrysoprase (55gp), Large Finely Cut White or
1d3x3/6d4, Treasure: See Xorn Gemstone Table, and Blue Moonstone (135gp), Small Flawed Bloodstone
Young Adult Xorn (8) AL: N, AC: 0, HD: 5+5, HP: (65gp), Small Flawed White or Blue Moonstone (65gp),
20 each, #AT: 4 (3 Claws/1 Bite), DMG: 1d2x3/3d4, Huge Exquisite Flecked Aventurine (200gp), Medium
Treasure: See Xorn Gemstone Table, moving about in Average Brown Jasper (85gp), Large Average Orange
the lower portion of this cave. Carnelian (105gp), Very Large Broken Brown-Black
A. Glurgluk the Grand Potentate of the xorn rests Samarskite (105gp), Large Exquisite Clear Green
upon a throne-like seat of rock well above his subjects. Zircon (155gp), Small Flawed Brown Carnelian (65gp),
Glurgluk is, by far, the largest of his species. He is Very Large Finely Cut Orange Carnelian (155gp), Very
so massive, his entire clan must labour to sustain his Large Exquisite Red and White Sardonyx (175gp), Large
appetite. All his subjects must provide daily tribute in Flawed Bright Yellow Mellochrysos (95gp), Medium
Flawed Brown-Black Samarskite (75gp), Very Large
Broken Pale Yellow Citrine (105gp), Huge Broken Clear
Green Peridot (130gp), Large Finely Cut Clear Green
Peridot (135gp), Small Finely Cut Brown Malacon
(105gp), and a Medium Finely Cut Brown Carnelian
(115gp).

130

Chrysmal and xorn Treasure Tables

Roll 2d20 on the tables below to determine Chrysmal (left) and Xorn (right) treasure. Adults will possess 1d6+1
gems or crystals and Young Adults 1d4+1.

2 Small Exquisite Blue Quartz (40gp) 2 Small Average Deep Yellow Amber (200gp)
3 Medium Exquisite Blue Quartz (42gp) 3 Medium Broken Lime Green Chrysolite (250gp)
4 Medium Exquisite Milky Quartz (42gp) 4 Medium Broken Green Aquamarine (250gp)
5 Large Exquisite Pale Blue Quartz (44gp) 5 Medium Broken Lime Green Peridot (250gp)
6 Large Exquisite Blue Quartz (44gp) 6 Medium Flawed Red Garnet (270gp)
7 Medium Broken Smokey Quartz (65gp) 7 Medium Flawed Yellow Chrysoberyl (270gp)
8 Medium Broken Star Rose Quartz (65gp) 8 Small Finely Cut Green Aquamarine (300gp)
9 Small Flawed Clear Rock Crystal (65gp) 9 Small Finely Cut Green Tourmaline (300gp)
10 Large Broken Clear Rock Crystal (85gp) 10 Large Broken Green Aquamarine (350gp)
11 Large Broken Clear Rock Crystal (85gp) 11 Large Broken Violet Garnet (350gp)
12 Very Large Broken Star Rose Quartz (105gp) 12 Large Flawed Deep Purple Amethyst (370gp)
13 Large Average Star Rose Quartz (105gp) 13 Large Flawed Brown-Green Garnet (370gp)
14 Small Finely Cut Smokey Quartz (105gp) 14 Large Broken Red-Brown Spinel (350gp)
15 Very Large Broken Smokey Quartz (105gp) 15 Large Average Blue Aquamarine (400gp)
16 Small Finely Cut Clear Rock Crystal (105gp) 16 Medium Finely Cut Brown Garnet (400gp)
17 Large Average Smokey Quartz (105gp) 17 Large Average Deep Yellow Amber (400gp)
18 Very Large Clear Rock Crystal (125gp) 18 Medium Finely Cut Violet Garnet (400gp)
19 Very Large Average Star Rose Quartz (125gp) 19 Small Exquisite Lime Green Peridot (450gp)
20 Large Finely Cut Clear Rock Crystal (135gp) 20 Very Large Average Green Garnet (500gp)
21 Large Finely Cut Smokey Quartz (135gp) 21 Very Large Average Purple Amethyst (500gp)
22 Huge Flawed Star Rose Quartz (140gp) 22 Large Finely Cut Deep Purple Amethyst (500gp)
23 Huge Average Star Rose Quartz (150gp) 23 Medium Exquisite Green Tourmaline (550gp)
24 Huge Average Clear Rock Crystal (150gp) 24 Huge Flawed Red-Brown Spinel (570gp)
25 Small Flawed Green Amethyst (170gp) 25 Huge Flawed Blue Aquamarine (570gp)
26 Medium Broken Purple Amethyst (250gp) 26 Huge Flawed Green Aquamarine (570gp)
27 Medium Flawed Purple Amethyst (270gp) 27 Huge Flawed Green Aquamarine (570gp)
28 Medium Average Purple Amethyst (300gp) 28 Huge Flawed Blue Aquamarine (570gp)
29 Small Finely Cut Purple Amethyst (300gp) 29 Huge Average Green Chrysoberyl (600gp)
30 Large Flawed Green Amethyst (370gp) 30 Very Large Finely Cut Green Peridot (600gp)
31 Medium Finely Cut Purple Amethyst (400gp) 31 Large Exquisite Deep Purple Amethyst (650gp)
32 Very Large Broken Purple Amethyst (450gp) 32 Large Exquisite Deep Purple Amethyst (650gp)
33 Very Large Broken Green Amethyst (450gp) 33 Huge Finely Cut Green Aquamarine (700gp)
34 Very Large Flawed Purple Amethyst (470gp) 34 Huge Finely Cut Green Aquamarine (700gp)
35 Very Large Flawed Green Amethyst (470gp) 35 Huge Finely Cut Pale Brown Cassiterite (700gp)
36 Very Large Flawed Green Amethyst (470gp) 36 Very Large Exquisite Chrysoberyl (750gp)
37 Very Large Broken Purple Amethyst (450gp) 37 Very Large Exquisite Blue Aquamarine (750gp)
38 Very Large Purple Amethyst (500gp) 38 Very Large Exquisite Yellow Topaz (750gp)
39 Huge Broken Purple Amethyst (550gp) 39 Very Large Exquisite Purple Amethyst (750gp)
40 Roll twice 40 Roll Twice

131

P3: The Dwarrowhame 1-4 Dwarrowhame: Random Encounters
5-6 None
After the fall of Gundgathol, the duergar seeded the Warband
control of the Dwarrowhame to the kalas-toa due to its 7 Monster
proximity to S12 and the Mere of Solitude. 8 Hazard
The kalas-toa access Gundgathol, in part, through the 9-10 Unique
various subterranean bodies of water. To strengthen
their hold on the Dwarrowhame, and to expand Warband*
outward, the kalas-toa have converted reservoirs into 1-2 Kalas-Toa
spawning pools to populate and consolidate their hold 3-4 Duergar
on the complex. 5 Troll
The duergar are watching the growing expansion of the 6 Black Orc
kalas-toa closely.
*Consult the Warband Tables provided in the
Scaling and Party Level Hexcrawling Section.

The Dwarrowhame is designed for character levels Monsters
7-9. If the PCs are significantly below this range, or 1-2 Kalas-Toa Warband
significantly above, the referee is encouraged to adjust 3 Black Pudding (1)
accordingly. 4 Shambling Mound (1)
If the PCs are too low, the referee could have the 5 Huge Sandling* (1)
kalas-toa on alert to make intrusion into their lair more 6 Volt (2d6)
difficult. If the PCs are too high, bolster the existing 7 Giant Slicer Beetle (1d3)
forces with an additional influx of pilgrims and warriors 8 Stone Golem (1)
on pilgrimages from the Mere of Solitude to the
spawning pools. *Huge Sandling AL: N, AC: 1, HD: 8, HP: 60, #AT: 1,
DMG: 2d10+3.
P3: The Dwarrowhame: Random Areas
Hazard
The Dwarrowhame uses both a themed and semi-
random approach, similar to P1: The Lower Halls. Most Consult the Hazards section in P1: The Dwarrowhame.
of the map is keyed, themed, and outlined later in this
section. Other sections on the map are labelled “R” Unique
for random and consist of ruined walls and rubble. For unique results, consult the Special Features in the
Referees will consult the random charts below if the Secondary Encounter Area Generator.
player characters decide to explore these areas.
Referees should note that the “R” or Random Areas
of the map constitute difficult terrain of collapsed
stonework and rubble. Movement is reduced by 1/4.

Random Encounters should be rolled every other turn
as per standard dungeon crawling guidelines.

132

The Kalas-Toa three with Trident (1d8), Weighted Net, and Dagger
(1d4) and two with Scimitar (1d8), Light Crossbow and
The kalas-toa decorate their bodies by rank. The warrior 10 Bolts (1d6), and Dagger (1d4), Treasure: 1d10+1ep,
subleaders and leaders wear pink coral medallions 2d8gp, 1d6pp, and the following pieces of jewelry:
with the symbol of the Matron of the Deep. Whips bear Carved Whale Bone Bracers inlaid with Electrum
valuable red coral and gold necklaces with the matron’s (500gp), Ankle Band encrusted with Pearls (700gp),
holy symbol and monitors wear similar necklaces of red and an Electrum Thigh Band (600gp), occupy this
coral and platinum. guardroom. They are led by a Kalas-Toa Subleader AL:
Kalas-toa possess pouches and bags of miscellaneous NE, AC: 4, HD: 6, HP: 36, #AT: 1, Weapon: Harpoon
items. In addition to listed treasure, each warrior (2d6), Heavy Crossbow and 10 Bolts (1d8), Dagger
possesses 1 item, each subleader or leader 1d2 items, (1d4), and a Weighted Net, Treasure: 3d8sp, 3d8gp,
and each whip or monitor possesses 1d3 items. For 2d6pp, Polished Pink Coral Matron Medallion (800gp).
random results consult the Random Kalas-Toa Pouch One warrior accused the other of stealing. They are
Contents Table at the end of this section. arguing over the issue. The subleader is disciplining
both warriors.

Kalas-Toa Weapons and Equipment: 3. Kalas-Toa Guardroom: Kalas-Toa Warriors (4)
Whip: Strikes for 1d4 points of damage. On a hit AL: NE, AC: 3 (Sticky Shield), HD: 5, HP: 25 each,
the target must make a successful saving throw #AT: 1, Weapon: two with Trident (1d8), Weighted
versus Paralyzation or fall prone (+4 to hit). Net, and Dagger (1d4) and two with Harpoon (2d6),
Net: On a hit the target must make a successful Light Crossbow and 10 Bolts (1d6), and Dagger (1d4),
saving throw versus Paralyzation or be ensnared. If Treasure: 1d10+1ep, 2d8gp, 1d6pp.
caught, movement is reduced to zero and requires They have the following unique jewelry: Polished Coral
one round to cut out of the net. Ankle Band (600gp), Electrum and Gold Arm Band
Weighted Net: On a hit the target must make a (700gp), Silver Torc Entrusted with Pearls (400gp),
successful saving throw versus Paralyzation or be Shark Bone and Gold Thigh Band (600gp), are busy
ensnared. If caught, movement is reduced to zero sharpening their weapons prior to heading out on
and requires three rounds to cut out of the net. patrol down the slope and into the primary passage
Greatwort: This brew increases the size of a toward S11.
dwarf from four feet to six feet tall and provides The warriors are led by a Kalas-Toa Subleader AL: NE,
a corresponding +1 to damage rolls. This liquid AC: 4, HD: 6, HP: 36, #AT: 1, Weapon: Harpoon (2d6),
functions for dwarves only. Heavy Crossbow and 10 Bolts (1d8), Dagger (1d4),
Weighted Net, Treasure: 3d8gp, 2d6pp, Treasure:
Polished Pink Coral Matron Medallion (800gp) and a
Potion of Water-Breathing.

1. The downward slope at this location descends 4. The door to this room is open. This room is littered
approximately 60 feet. The slope leads southeast from with small stone rubble and contains a hexagonal
Primary Encounter Area 2 (P2): The Dwarrowhame shaped well in the northeastern corner.
along the Primary Passage toward S11 on the
Dwarrowdeep Hex Map. 5. Seven columns (one collapsed) support this huge
2. Kalas-Toa Guardroom: Kalas-Toa Warriors (5) AL: chamber. The floor of the room is littered with bones,
NE, AC: three with 3 (Sticky Shield) and two with 4, HD: old weapons, and rubble. A double-staircase along the
5, HP: three with 25 and two with 21, #AT: 1, Weapon: western wall leads up to a sealed stone door. Show
Dwarrowdeep Illustration #12.

133

6. The door to this chamber is sealed and made of and the presence of Thurund, will drop the PC to his/
stone. Seven hand-sized dials, each with four dwarven her knees.
runic alphabet symbols, protrude from the face of the Thurund is solemn. He is aware of the current state of
door. The symbols represent a cipher that the PCs Gundgathol and will declare Thaneduhr’s desire for the
must decode to gain access to the inner crypt. Show dwarves to retake their homeland. If the PCs are not
Dwarrowdeep Illustration #13. already aware, he will reveal the existence of Hammer
of Dwarvish Lords and the Sacred Forge. Thurund will
Each dial has four symbols that represent four letters offer (select) insight to help the PCs but will stop short
of the alphabet. The dials begin in the top left. Note of revealing the forge’s exact location. He will warn that
that in the ancient dwarven runic alphabet the same only those pure of heart may enter the sacred temple
character is used for I/J and U/V (making a total of 24 of the dwarves.
characters instead of 26). The dials must be turned, He will offer his personal armour and weapon to a good-
in order, to spell the word “Delnuz” followed by the aligned dwarven fighter or cleric to fulfill Thaneduhr’s
numeral 1 (Translation: Favoured-One), to open the great quest (Note: Thurund will not disclose where these
door (see Room 72A). The door is magically sealed items are located but he will, before departing, warn
with the ancient power of Dhurindain and cannot be that they may not disturb his resting place. If neither a
opened short of a Wish. dwarven fighter or cleric are present, he will bid them
to leave his crypt.
Dial Runes/Letters If his sarcophagus is desecrated or his bust is removed,
1 A, B, C, D he will attack as a Ghost AL: N, AC: 0, HD: 10, HP: 75,
2 E, F, G, H #AT: 1, DMG: Special.
3 I/J, K, L, M 7. Thurund’s Secret Chamber: This chamber was
4 N, O, P, Q Thurund’s personal Hall of Records. The walls are lined
5 R, S, T, U/V with shelves with books, scrolls, and runestones. In the
6 W, X, Y, Z center of the room is an armour stand with a helm,
7 1, 2, 3, 4 suit of platemail, and a great mace. Thurund’s personal
armour includes a suit of Mithril Platemail +2, a Mithril
The stone door opens to reveal a 20-foot corridor Helm of Adaptation, and a Mace of Shattering. In the
and an archway. Above the arch is a stone mouth. The inside pocket of the mail is Forge Key #1 (Room 79).
archway opens to a dust-covered 40x30 foot chamber.
Inside, against the eastern wall, is a sarcophagus. The Thurund’s Hall of Records: 777
sarcophagus depicts a dwarven cleric of Dhurindain at Contents: 14+4 Mundane Runestones, three
rest. Recessed into the wall above the sarcophagus is Clerical Scrolls (1d3 Spells of Levels 2, 3, and 4),
a bust made of gold (5,000gp) covered in dust. The three Magic User Scrolls (1d2 Spells of Levels 2, 3
runes engraved on the sarcophagus read: Thurund, and 4), and Runestones of Healing, Extra-Healing,
Blood of Rhurndin, Old One of Dhurindain. Show Growth, Invisibility, Curing, and Rejuvenation.
Dwarrowdeep Illustration #14. There are also Tomes of Martial Knowledge and a
Book of Understanding.
As soon as the sarcophagus is touched, Thurund’s spirit
will stir and manifest as a translucent white apparition. 8. An Ochre Jelly AL: N, AC: 8, HD: 5, HP: 35, #AT:
Thurund is both present and absent. He is present in 1, DMG: 2d6, oozed under the door of this room to
spirit but only through the shroud of the afterlife. His digest a recent meal. There is nothing of value.
voice is hollow and terrifying to behold. Thurund will
acknowledge a dwarven cleric, with a slow glance and
nod of his head. The profound nature of the experience,

134

9. The door is ajar. The room is empty except for stone- Electrum Harness Buckle inlaid with Pearls (500gp),
sculpting tools hanging from the wall. Polished Coral Arm Band (300gp).

A. The floor of this chamber is littered with the pieces They are led by a Kalas-Toa Subleader AL: NE, AC:
of partially completed stone statues. The pieces include 4, HD: 6, HP: 36, #AT: 1, Weapon: Harpoon (2d6),
three arms, two legs, two heads, one body, and a stone Heavy Crossbow and 10 Bolts (1d8), Dagger (1d4),
hammer. The PCs can construct a Dwarven Warrior Weighted Net, Treasure: 3d8gp, 2d6pp, Polished Pink
Stone Statue AC: N, AC: 4, HD: 5, HP: 25, #AT: 2, Coral Matron Medallion (800gp) and a Potion of Extra-
DMG: 2d6, if they possess and recite the Scroll of Healing.
Making (Room 11) as they piece it together. The statue 13. When the double doors of this chamber are opened,
will follow commands until destroyed. a stomach-turning, repulsive smell will issue forth (Save
10. Two Doppelgangers (2) AL: CE, AC: 5, HD: 4, HP: versus Poison or vomit for 1d3 rounds, roll for random
30, 28, #AT: 1, DMG: 1d12, killed two dwarven slaves monsters). The smell comes from a corpse-dump in the
and took their shape. They are currently debating how southern end of the chamber. There is nothing of value.
to exit the Dwarrowhame without being detected. 14. The southern wall of this chamber has partially
The doppelgangers do not understand the dwarven collapsed into the primary passage. There is a 10x10
language well and their body language is awkward foot opening in the wall.
and un-dwarf-like. There is a 1-3 on d6 chance they 15. Hall of Records: The door to this chamber was
will fail to understand any verbal communication and burnt out down long ago. The bones of dwarves and
yet nod their heads approvingly anyway. duergar rest amongst the destroyed books, runestones,
11. This chamber is empty and has collapsed along and scrolls. The piles are larger closest to the doors to
the northern and southern aspects of the room. Water Rooms 16 and 17. Two statues of dwarven clerics stand
drips in from above and moss grows along the floor and along the north wall of this chamber. Each statue has a
rubble. Lying on the floor, partially covered by moss, is shallow, octagon-shaped cavity in the chest (the cavity
a rusty metal tube containing the Scroll of Making (see is seven inches in diameter and two inches thick). To
Room 9A). The scroll is a one-use magical item that will open the sealed stone doors to Room 16 and 17 the
animate a human-sized or smaller statue. The scroll is Runestone Holy Symbol of Thaneduhr and Dhurindain
written in dwarvish. (respectively) must be recovered and inserted into the
12. Kalas-Toa Guardroom: A small warband of kalas- cavities (note: the runestones detect as magical). The
toa are posted in this guardroom. The room contains doors are magically sealed and cannot be opened
seven wooden stools and a tall narrow table along the otherwise. The stones are located in Rooms 47 and
southern wall. They routinely (every two hours) patrol 74B.
north along the passageway immediately south of If any attempts are made to break down the stone
Room 28. There is a 1-2 on d6 chance they are on doors, the four statues will animate as Greater Barrow
patrol when the PCs reach this location. Guardians AL: N, AC: 1, HD: 6, HP: 40 each, #AT: 1,
The warband includes Kalas-Toa Warriors (4) AL: NE, DMG: 1d8+2, and defend the hall.
AC: three with 3 (Sticky Shield) and one with 4, HD:
5, HP: 25 each, #AT: 1, Weapon: three with Trident Damaged Scrolls, Books, and Runestones: 161
(1d8), Weighted Net, and Dagger (1d4) and one with Items of Value: 1d4+2 Random Mundane
Harpoon (2d6), Light Crossbow and 10 Bolts (1d6), and Runestones, Runestone of Levitation, Runestone of
Dagger (1d4), Treasure: 1d10+1ep, 2d8gp, 1d6pp. Extra-Healing, Seax Knife of Venom, Runic Tablet
Some of the warriors also possess jewelry: Red Coral (see Barrowmaze).
Ring (600gp), Platinum Medallion in the shape of a
Shark (700gp), Gold and Platinum Bracelet (700gp),

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16. The door to this room is made is stone and magically A. A Black Pudding AL: N, AC: 6, HD: 10, HP: 61,
sealed. Only the Runestone Holy Symbol of Thaneduhr, #AT: 1, DMG: 3d8, has oozed into this chamber and
inserted into the statue located in Room 15, can open awaits its next meal. There is nothing of value.
the door. The runestone is in Room 74B. On a short 21. The sound of ritualistic chanting can be heard
table is a Girdle of Giant Strength, Forge Key #2 from Room 28. The walls are lined with benches for
(Room 79), and three runestones: Wardstone (Magic), the pilgrims to rest and meditate before entering and
Runestone of Death, and a Runestone of Insanity. leaving the spawning pool.
17. The door to this chamber is made of stone and A. Blessing Chamber: A statue of Pooldopbilp, the
magically sealed. Only the Runestone Holy Symbol of Matron of the Deep, stands in the southern corner of
Dhurindain, inserted into the statue located in Room the chamber. Pilgrims are required to pray and ask
15, can open the door. The runestone is in Room 47. for the blessing of the matron prior to entering the
On a short table is a Silver Horn of the Ancestors. The spawning pool in Room 28. The eyes of lobster headed
horn functions like a Horn of Valhalla except ghostly statue are Large Rubies (1,000gp each). The floor is
translucent dwarven warriors are conjured to fight on covered in seaweed.
behalf of the summoner. The horn will function seven B. This chamber is empty. The kalas-toa have braced
times before it loses its enchantment. In addition, there the door (Room 20) closed with wood.
are three runestones: Runestone of Wisdom, Runestone 22. Kalas-Toa Guardroom: A small group of Kalas-Toa
of Weakness, and a Wardstone (Dragon Breath). Warriors (4) AL: NE, AC: two with 4 and two with 3
18. Barrack: The kalas-toa smeared a Contact Poison (Sticky Shield), HD: 5, HP: two with 28 and two with
on the latch of this door. They are immune but other 23, #AT: 1, Weapon: two with Harpoon (2d6), Light
humanoids must save or be paralyzed for 1d6 turns. The Crossbow and 10 Bolts (1d6), and Dagger (1d4) and
ceiling along the northern wall has partially collapsed. two with Harpoon (2d6), Weighted Net, Dagger (1d4),
There are four makeshift beds on the floor and two Treasure: 1d10+1ep, 2d8gp, 1d6pp and the following
small chests (both are locked). One has 1d6 500gp piece of jewelry: Silver Earring (300gp), Engraved
pearls and the other a Necklace of Drow Bones. Platinum Harness Buckle (1,000gp), Ankle Band
19. The western wall of this chamber has collapsed and encrusted with Coral and Pearls (700gp), Polished Red
left a gaping hole 10 feet wide and 6 feet tall into the Coral Necklace (1,000gp), and a Gold Torc (500gp),
adjoining hallway. occupy this side chamber.

Hidden in the rubble in the northwestern corner of the 23. This room is a barrack for kalas-toan warriors.
room (three turns of searching) is a small Ivory Box There are four makeshift beds and two locked steel
(100gp) with three magical beard beads. The beads coffers. One is trapped with a Poison Needle (Save
function like potions and are one use magical items. They versus Poison or go insane) and contains a Bejeweled
function as a Runestone of Giant Strength, a Runestone Conch Shell (800gp). The other is locked and contains
of Extra-Healing, and a Runestone of Invisibility (all one a dozen 100gp pearls.
use). Each is marked with a single rune representing 24. Barrack: Like Room 18, The kalas-toa smeared
Strength, Heal, and Fade, respectively. Contact Poison on the latch of this door. They are
20. This L-shaped chamber has partially collapsed in immune to the poison, but other humanoids must save
three different places including the southeastern corner or be paralyzed for 1d6 turns.
into the hallway, along the interior wall to A, and along The room contains six beds on the floor and two spears
the southern wall to Room 19. Any combat in this and a trident lean against the wall. There is nothing of
chamber may (1-3 on d6) result further collapse (3d6 value.
damage, Save versus Paralyzation for half).

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A. Whip Barrack: This chamber is the personal Burial Alcoves: 120
quarters of a kalas-toan whip. There is a small altar Contents: Glass Beads (40gp), Gold Earrings
with an exquisitely-crafted Ivory Figurine of Pooldopbilp (480gp), Small Broken Azurite (120gp), Glass
(750gp). Murals along the walls depicts sharks Box (300gp), Electrum Goblet (400gp), Gold
swimming through the depths of the sea. There is also Cloak Clasp (400gp), Silver spoon (175gp),
a Trapped Metal Chest (Poison Needle, Save or Die). Tiny Mirror with Gold Filigree Frame (150gp),
The chest contains Red Coral Bracers (AC4) and the Platinum Figurine (450gp), Ornate Silver and
following gemstones: Small Finely Cut Deep Purple Electrum Comb (400gp), Copper Ring Missing a
Amethyst (300gp), Medium Finely Cut Brown-Green Stone (50gp), Small Ornate Bowl (100gp), Silver
Garnet (400gp), Huge Broken Golden Yellow Topaz Inkwell (250gp), Platinum Cup (800gp), Very
(550gp), and a Medium Flawed Lime Green Peridot Large Exquisite Flecked Aventurine (175gp), Large
(270gp). Exquisite Bright Yellow Mellochrysos (155gp),
25. Crypt of Galduras Longbeard: The door to this Small Finely Cut White Chalcedony (105gp), Large
chamber is trapped (Hammer Ward, 4d6) and made Exquisite Bloodstone (155gp), Large Exquisite Pale
of steel. The stone door arch is carved with dwarven Yellow Citrine (155gp), Large Exquisite Star Rose
hellmouths. The hole for a key and lock mechanism Quartz (155gp), Medium Broken Brown Malacon
is located in the center of the door (Grand Monitor in (65gp), Medium Average Smokey Quartz (85gp),
Room 74). The door can be opened with a Knock spell and a Large Finely Cut Brown Carnelian (135gp).
or similar device. There are also 1d4+8 Mundane Runestones and
The walls of the crypt are lined (every other 10 feet) 1d3+2 Magical Runestones.
with half-pillars carved as dwarven warriors. The pillars
partially protrude from the wall and extend up to 26. Kalas-Toa Guardroom: A group of Kalas-Toa
support the vaulted ceiling. In between the half-pillars Warriors (5) AL: NE, AC: three with 3 (Sticky Shield)
are 20 burial alcoves (120 total). Along the center of and two with 4, HD: 5, HP: three with 25 and two with
the northern wall is a recessed alcove with a large 19, #AT: 1, Weapon: Three with Trident (1d8), Weighted
crystal urn, a spear, and a shield. Above the alcove is Net, and Dagger (1d4) and two with Harpoon (2d6),
the stone face of a dwarf. Light Crossbow and 10 Bolts (1d6), and Dagger (1d4),
If the door was unlocked with the Key from Room 74, Treasure: 1d10+1ep, 2d8gp, 1d6pp. Several warriors
the statue guardians will not activate until the Shrine of are decorated with jewelry: Polished Red Coral
Galduras, or the alcoves, are disturbed. Medallion (1,000gp), Silver Bracers (500gp), Silver
The half-pillars are stone constructs that will pull Bracelet encrusted with Pearls (500gp), are seated on
themselves from their position and attack trespassers. stools at a table. There is a 1-2 on d6 chance that three
The two closest to the door are Advanced Sentinels of of the warriors, alongside their subleader, are on patrol
the Ancestors AL: N, AC: 8, HD: 8, HP: 50, #AT: 2, along the passage leading to Room 29.
DMG: 1d6+2, the next two are Barrow Guardians (2) A. Subleader Barrack: Kalas-Toa Subleader AL: NE,
AL: N, AC: 3, HD: 3, HP: 20 each, #AT: 1, DMG: 1d6, AC: 4, HD: 6, HP: 36, #AT: 1, Weapon: Harpoon
and the last two are Greater Barrow Guardians AL: (2d6), Heavy Crossbow and 10 Bolts (1d8), Dagger
N, AC: 1, HD: 6, HP: 40 each, #AT: 1, DMG: 1d8+2. (1d4), Weighted Net, Treasure: 3d8gp, 2d6pp, Polished
The treasure in the room includes: an Exquisite Crystal Pink Coral Matron Medallion (800gp).
Urn with Remains of Galduras Longbeard (3,000gp), a B. Whip Barrack: Kalas-Toa Whip (CL6) AL: NE, AC:
Great Spear of Skewering (1d8) (see Barrowmaze), and 4, HD: 6, HP: 38, #AT: 1, Weapon: Trident +1 of
a Shield +2, +3 versus Missiles. Wounding and a Man-Catcher (1d6). Spells (3/3/2):
Cure Light Wounds, Darkness, Protection from Good;

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Bless, Hold Person, Silence 15’ Radius; Animate Dead, (300gp), Silver Ankle Bracelet inlaid with Polished
Dispel Magic, Treasure: 6d6pp, Red Coral and Gold Coral (500gp), Platinum Harness Buckle inlaid with
Necklace with Matron Holy Symbol (3,000gp) is Black Pearls (1,600gp).
currently beating a dwarf slave for disobedience. The warband is lead by a Kalas-Toa Leader AL: NE,
The dwarf is Gulag Mountainbeard, a Level 5 Dwarven AC: 4, HD: 8, HP: 48, #AT: 1, Weapon: Glaive +1
Fighter AL: NG, AC: 9 (Dex), HD: 5, HP: 3 (41), #AT: (1d10), Heavy Crossbow and 10 Bolts (1d8), and
1, DMG: Fist (1d4), Ability Scores: S 17, I 11, W 10, Weighted Net, Treasure: 4d6pp, Polished Red Coral
D 13, C 17, Ch 11. Gulag is an older dwarf, but if Matron Medallion (1,200gp).
healed and armed, would make a stout addition to the The sacred reproduction ceremony is overseen by a
party as an NPC. His body is badly scarred from torture Kalas-Toa Whip (CL7) AL: NE, AC: 4, HD: 6, HP: 39,
and beatings, but his faith in Thaneduhr sustained him #AT: 1, Weapon: Trident (1d8) and Dagger +2 (1d4).
through decades and decades of imprisonment. Once Spells (4/3/2/1): Cure Light Wounds, Darkness, Detect
he walks out of Gundgathol, he will never return. Magic, Protection from Good; Bless, Hold Person,
27. The north wall of this chamber has almost completely Silence 15’ Radius; Animate Dead, Striking; Cause
collapsed. A section of the wall, 30 feet long and 4 feet Serious Wounds, Treasure: 6d6pp, Treasure: Red Coral
high, is open to the adjoining northern chamber. The and Gold Necklace with Matron Holy Symbol (2,000gp)
sound of ritualistic chanting can be heard from Room and a Conch Horn of Summoning (the horn functions
28. Recently the kalas-toa threw the body of one of as a Wand of Summoning with 28 charges and cannot
their fallen warriors into this room. The body has no be recharged). Two warriors are each posted by the
valuables but could be used by clever PCs during an double-doors and two by the archway to Room 21.
attack on the spawning pool. 29. This tunnel enters a Secondary Passage that extends
28. Sacred Spawning Pool of the Kalas-Toa: The kalas- northeast from Primary Encounter Area 2 (P2): The
toa converted this dwarven reservoir into a sacred Dwarrowhame on the Dwarrowdeep Hex Map.
spawning pool. Six 10-foot tall statues of Pooldopbilp, 30. A Kalas-Toa Whip (CL7) AL: NE, AC: 4, HD: 6,
the Matron of the Kalas-Toa, as well as broad murals HP: 43, #AT: 1, Weapon: Staff of the (Sea) Serpent
of the ocean, decorate the hall. The room is backlit by (1d6) and Dagger (1d4). Spells (4/3/2/1): Cure Light
green and purple lichen cultivated purposefully by the Wounds, Darkness, Detect Magic, Protection from
fish-men to evoke the feel of the world under the sea. Good; Bless, Hold Person, Silence 15’ Radius; Animate
To solidify their territory Kalas-Toa Pilgrims (8) AL: NE, Dead, Striking; Cause Serious Wounds, Treasure:
AC: 5, HD: 3, HP: 12 each, #AT: 1, Weapon: Dagger 6d6pp, Red Coral and Gold Necklace with Matron
(1d4), ventured from their lair in the underdark up Holy Symbol (2,000gp) is being beaten by a Kalas-Toa
through the Mere of Solitude (S12) and north to P3: Monitor (CL7) AL: NE, AC: 1, HD: 7, HP: 42, #AT: 4,
The Dwarrowhame. Females enter the pool and lay DMG: 2d4/2d4/1d4+1/1d4+1. (4/3/2/1): Command,
their eggs. Males then enter and fertilize. Roll 1d6+2 to Cure Light Wound, Darkness, Protection from Good;
determine the number of pilgrims in the pool. Bless, Hold Person, Holy Chant; Continual Darkness,
The pool is guarded by a warband consisting of Kalas- Striking; Cause Serious Wounds, Treasure: 6d6sp,
Toa Warriors (6) AL: NE, AC: Four with 3 (Sticky Shield) 3d6go, 6d6pp, Red Coral and Platinum Necklace with
and two with 4, HD: 5, HP: Four with 25 and two with Matron Holy Symbol (3,000gp), and a Wand of Fish
21, #AT: 1, Weapon: Four with Trident (1d8), Weighted Oil, for his lack of faith.
Net, and Dagger (1d4) and two with Harpoon (2d6), On a small table is a Bowl of Drowning and a Huge
Light Crossbow and 10 Bolts (1d6), and Dagger (1d4), Pearl of Hypnosis (see Crystal Ball of Hypnosis). The
Treasure: 1d10+1ep, 2d8gp, 1d6pp and the following Wand of Fish Oil spews a gout of oil 30 feet that covers
pieces of jewelry: Silver Ring inlaid with Shark Bone a 10x10 area. It has seven charges remaining.

138

31. The kalas-toa trapped the door to this room. If the 37. This small chamber has partially collapsed along
door is opened it will trip a wire that is attached to its southwestern corner. Two Sandlings AL: N, AC:
a mounted heavy crossbow on the southern wall. The 3, HD: 4, HP: 30, 25, #AT: 1, DMG: 1d12+3, made
trap attacks as a fighter of the same level as the PC who a lair inside the dark room. The skeletal remains of
opened the door and scores 1d8 points of damage. two dwarven slaves lay amongst the rubble. One still
The crossbow bolt is smeared with poison that causes clutches a Runestone of Curing.
an additional 2d6 points of damage (successful Save vs 38. Like 37, this room has partially collapsed but
Poison halves the damage). The room contains stores along its southeastern wall leaving an opening into the
of dried salted fish and rothe jerky acquired from the primary passageway. The glint of silver in a rubble pile
duergar in trade. will reflect off torchlight in the northeastern corner of
32. Monitor Barrack: A Kalas-Toa Monitor (CL7) the room. The gleam is from a Dented Silver Goblet
AL: NE, AC: 1, HD: 7, HP: 40, #AT: 4, DMG: (100gp).
2d4/2d4/1d4+1/1d4+1. (4/3/2/1): Command, Cure 39. The door to this chamber was bashed in long ago.
Light Wounds, Darkness, Protection from Good; Bless, Part of the door still hangs on a hinge. The room is in
Hold Person, Holy Chant; Continual Darkness, Striking; disarray. Destroyed books, rubble, and pieces of wood
Cause Serious Wounds, Treasure: 6d6pp, Red Coral lay on the floor. A large chest sits against the secret
and Platinum Matron Necklace with Holy Symbol door. The chest is made of wood and reinforced with
(3,000gp), is standing in the center of this room in steel. The chest is a Mimic AL: N, AC: 7, HD: 9, HP: 50,
prayer. The walls are tiled with undersea murals. There #AT: 1, DMG: 3d4.
is a 1-2 on d6 chance the monitor is in Room 34. Sitting 40. This chamber is empty.
on a small table is a Boat in a Bottle. This magic item, 41. The kalas-toa smeared Contact Poison on the door
when the glass is broken, will expand to the size of an latch. They are immune but other humanoids must save
eight-person longship. The boat cannot be put back or be paralyzed for 1d6 turns. The room is empty.
under glass.
33. This chamber is empty except for a makeshift bed.

34. This is the private swimming pool of the whip and 42. Kalas-Toa Guardroom: A warband consisting of
monitors barracked in Rooms 28, 30, and 32. The Kalas-Toa Warriors (4) AL: NE, AC: 3 (Sticky Shield),
chamber was once a reservoir and is fed by water HD: 5, HP: two with 25 and two with 22, #AT: 1,
dripping in from the ceiling above the pool. If alive, Weapon: two with Trident (1d8), Weighted Net, and
there is a 1-2 on d6 chance the monitor from Room 32 Dagger (1d4) and two with Harpoon (2d6), Light
walks into the room while the PCs are present. Crossbow and 10 Bolts (1d6), Dagger (1d4), Treasure:
35. The door to this room is made of rusty steel and is 1d10+1ep, 2d8gp, 1d6pp and the following jewelry:
hot to the touch. Three vents in the floor of this chamber Platinum Medallion encrusted with Aquamarines
release scalding hot gas every other turn. The vents are (1,200gp), Silver Arm Band Encrusted with Pearls
metal and can be removed but the shafts below are (600gp), Gold Arm Band (700gp), and a Subleader
narrow (1x1 foot). The vents descend downward for three AL: NE, AC: 4, HD: 6, HP: 36, #AT: 1, Weapon:
feet and then make 45 degree turns. At the bottom of Harpoon (2d6), Heavy Crossbow and 10 Bolts (1d8),
one of the vents is a Runestone of Fire Resistance. Note Dagger (1d4), Weighted Net, Treasure: 3d8gp, 2d6pp,
that anyone standing directly over, or reaching into, will Polished Pink Coral Matron Medallion (800gp), are on
take 3d6 points of damage (a Breath save will half the duty at this position.
damage) from the vent when the gas is released. There is a 1-2 on d6 chance two of these warriors are
36. The double doors to this room are ajar. The northern on patrol along the corridor between Room 89 and
wall has partially collapsed. The room is empty. 39. The room is spartan except for a five wooden stools
and dried fish hanging from hooks on the walls.

139

A. This small chamber contains a stone shelf with a 49. Slave Pen: Numerous slaves are chained to the
long thin metal box. A thick layer of dust covers Runes walls of this chamber. A Kalas-Toa Whip (CL6) AL:
of Dhurindain (Fire Blast, 18 points of damage, save NE, AC: 4, HD: 6, HP: 40, #AT: 1, Weapon: Scimitar
for half). Inside the locked, velvet-lined box are three (1d8) and Man-Catcher (1d6). Spells (3/3/2): Cure
crossbow bolt tips. They are Bolts of Giant Slaying Light Wounds, Darkness, Protection from Good; Bless,
(Frost), Disruption, and Flame Tongue. They are one use Hold Person, Silence 15’ Radius; Animate Dead, Dispel
magic weapons. Magic, Treasure: 6d6pp, Red Coral and Gold Necklace
43. This chamber empty and the door is ajar. with Matron Holy Symbol (2,000gp), beats them under
44. Kalas-Toa Guardroom: A group of Kalas-Toa the eye of a Monitor (CL7) AL: NE, AC: 1, HD: 7, HP:
Warriors (4) AL: NE, AC: 3 (Sticky Shield), HD: 5, HP: 45, #AT: 4, DMG: 2d4/2d4/1d4+1/1d4+1. (4/3/2/1):
24 each, #AT: 1, Weapon: Trident (1d8), Weighted Net, Command, Cure Light Wounds, Darkness, Protection
and Dagger (1d4), Treasure: 1d10+1ep, 2d8gp, 1d6pp from Good; Bless, Hold Person, Holy Chant; Continual
and jewelry: Polished Coral Cloak Clasp (500gp), Darkness, Striking; Cause Serious Wounds, Treasure:
Polished Coral Harness Buckle (500gp), Silver Thigh 6d6pp, Red Coral and Platinum Matron Necklace with
Band Inlaid with Whale Bone (400gp), overseen by Holy Symbol (3,000gp).
a Subleader AL: NE, AC: 4, HD: 6, HP: 36, #AT: 1, Specifically, there are three old male dwarves, a male
Weapon: Harpoon (2d6), Heavy Crossbow and 10 deep gnome, and a lizardman. Each has had their
Bolts (1d8), Dagger (1d4), Weighted Net, Treasure: tongue removed and bear scars from hard labour and
3d8gp, 2d6pp, Polished Pink Coral Matron Medallion torture.
(800gp), guard this room. There is a 1-3 on d6 chance The dwarves, Gurgi, Dombur, and Ghilli of House
two of the warriors are on patrol along the 20-foot Greystone, are non-combatants. They are weak and
hallway between Room 87 and 35. have been slaves for over 200 years.

45. The door to this room is trapped with a Swinging The gnome, Kedrak Gemsplitter, is a middle-aged
Hammer. The hammer strikes as a fighter (the same Level 3 Illusionist with 4hp (10) and the following ability
level as the PC who opened the door) and does 3d6 scores: S 12, I 16, W 11, D 16, C 14, Ch 15. He was
points of damage. The room is empty. enslaved when his merchant caravan was ambushed by
46. The primary passage is broken by a large crevasse the duergar in the underdark. He was later sold to the
at this location. A warm draft gently rises from below. kalas-toa. He has some knowledge of the slave pits in
Sticking to the wall of the crevasse, ten feet below the Gund-Felek (Hall of Stone).
edge, are two Carrion Scavengers AL: N, AC: 5, HD: When Ssilizz, the lizard man, was young, his people
5+1, HP: 28 each, #AT: 8 (stingers), DMG: Paralysis. were aggressively converted by the clerics of St. Ygg.
The creatures sense the movement of periodic kalas- His tribe was later slaughtered by orcs. He was brought
toa patrols and are lying in wait to ambush their next to Gundgathol through East-Gate and was sold to the
meal. kalas-toa. Ssilizz is a Level 4 Paladin of St. Ygg with
47. The crevasse (Room 46) completely swallowed the 10hp (35). His ability scores: S 17, I 13, W 14, D 13, C
northern wall of this chamber. The room is littered with 15, Ch 17.
rubble. Amongst the debris (3 turns or searching) is the For many years Ssilizz used his lay on hands ability to
Runestone Holy Symbol of Dhurindain (see Room 17). keep his fellow slaves alive. His preferred weapon is
Note that the runestone detects as magical. the trident. He speaks lizard man and has a working
48. Slave Pen Guardroom: This chamber is empty knowledge of common and dwarvish. Ssilizz has
except for two stools. Evil kalas-toan laughter emanates difficulty translating verbs in common. For every verb
from Room 49. used in communication with him there is a 25% chance
he will fail to understand.

140

50. Pilgrim Barracks: Kalas-Toa Pilgrims (8) AL: NE, AC: Pearl Earring (1,000gp) and their Subleader AL: NE,
5, HD: 3, HP: 12 each, #AT: 1, Weapon: Dagger (1d4) AC: 4, HD: 6, HP: 36, #AT: 1, Weapon: Harpoon
are at rest here having just arrived in the Dwarrowhame (2d6), Heavy Crossbow +1 and 10 Bolts (1d8), Dagger
from their pilgrimage. Half are spawning females, and (1d4), Weighted Net, Treasure: 3d8sp, 3d8gp, 2d6pp,
the other half are males. They have nothing of value. Polished Pink Coral Matron Medallion (800gp), are on
51. Kalas-Toa Guardroom: This chamber guards the sentry duty. Two of these sentries may (1-3 on d6) be on
passage south via Room 52. There are five Kalas-Toa patrol either north towards Room 85 or west to Room
Warriors (5) AL: NE, AC: one with 3 (Sticky Shield) and 56.
four with 4, HD: 5, HP: one with 30 and four with 23, 54. The Great Temple-Pool of Pooldopbilp: This
#AT: 1, Weapon: one with Trident (1d8), Weighted Net, massive, vaulted chamber was once a great water
and Dagger (1d4) and four with Harpoon (2d6), Light reservoir of the dwarves. The kalas-toa used their slaves
Crossbow and 10 Bolts (1d6), Dagger (1d4), Treasure: to convert the room into a great temple to the Matron
1d10+1ep, 2d8gp, 1d6pp. The warriors possess of the Deep. The chamber, like Room 28, is decorated
jewelry: Silver and Shark Bone Necklace (600gp), with murals. Statues of the matron stand along the
Silver Medallion (600gp), Gold Bracers (700gp) The walls. In the center of the pool is an 20x20 foot island
warriors are led by a Subleader AL: NE, AC: 4, HD: with massive 30-foot tall statue of Pooldopbilp.
6, HP: 40, #AT: 1, Weapon: Harpoon (2d6), Heavy There are currently a dozen Kalas-Toa Pilgrims (12)
Crossbow and 10 Bolts (1d8), Dagger (1d4), Weighted AL: NE, AC: 5, HD: 3, HP: 12 each, #AT: 1, Weapon:
Net, Treasure: 3d8gp, 2d6pp, Polished Pink Coral Dagger (1d4), in this chamber. Half the pilgrims are
Matron Medallion (800gp). swimming while the other half are exiting the pool via the
In addition, there is also a Kalas-Toa Whip (CL6) AL: stairs. All the pilgrims are engaged in a sacred ritualistic
NE, AC: 4, HD: 6, HP: 37, #AT: 1, Weapon: Scimitar chant to the matron led by a Kalas-Toa Whip (CL6) AL:
+1 (1d8) and Man-Catcher (1d6). Spells (3/3/2): Cure NE, AC: 4, HD: 6, HP: 40, #AT: 1, Weapon: Scimitar
Light Wounds, Darkness, Protection from Good; Bless, +1 (1d8) and Man-Catcher (1d6). Spells (3/3/2): Cure
Hold Person, Silence 15’ Radius; Animate Dead, Dispel Light Wounds, Darkness, Protection from Good; Bless,
Magic, Treasure: 6d6pp, Red Coral and Gold Necklace Hold Person, Silence 15’ Radius; Animate Dead, Dispel
with Matron Holy Symbol (2,000gp), to welcome and Magic, Treasure: 3d6sp, 2d6ep, 6d6pp, Red Coral and
bless the pilgrims that arrive from S12 on their way to Gold Necklace with Matron Holy Symbol (2000gp)
the spawning pools (Rooms 28 and 71). and a Monitor (CL7) AL: NE, AC: 1, HD: 7, HP: 46,
At any given moment, three warriors and the subleader #AT: 4, DMG: 2d4/2d4/1d4+1/1d4+1. (4/3/2/1):
may (1-2 on d6) patrol down the passage south (Room Command, Cure Light Wounds, Darkness, Protection
52) or north along the hallway (Room 46). from Good; Bless, Hold Person, Holy Chant; Continual
52. This tunnel enters a Secondary Passage that Darkness, Striking; Cause Serious Wounds, Treasure:
extends south from Primary Encounter Area 2 (P2): The 3d6sp, 4d6gp, 6d6pp, Red Coral and Platinum Matron
Dwarrowhame on the Dwarrowdeep Hex Map. Necklace with Holy Symbol (3,000gp), and a Net of
53. Kalas-Toa Guardroom: These Kalas-Toa Warriors Entanglement.
(4) AL: NE, AC: 3 (Sticky Shield), HD: 5, HP: 25 each, Eight Kalas-Toa Warriors (8) AL: NE, AC: four with 3
#AT: 1, Weapon: two with Trident (1d8), Weighted (Sticky Shield) and four with 4, HD: 5, HP: four with 30
Net, and Dagger (1d4) and two with Scimitar (1d8), and four with 26, #AT: 1, Weapon: four with Trident
Light Crossbow and 10 Bolts (1d6), and Dagger (1d4), (1d8), Weighted Net, and Dagger (1d4) and four with
Treasure: 1d10+1ep, 2d8gp, 1d6pp and the following Harpoon (2d6), Light Crossbow and 10 Bolts (1d6),
pieces of jewelry: Electrum Bracelet (600gp), Silver and Dagger (1d4), Treasure: 1d10+1ep, 2d8gp, 1d6pp
Necklace with Aquamarines (400gp), Large Black and jewelry: Silver Ring (300gp), Polished Coral Head
Band (400gp), Gold Medallion (600gp), Electrum and
Shark Bone Necklace (500gp), Silver Earring (300gp),

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and a Gold Torc (600gp), stand guard at each set of A. This secret chamber was the personal armoury of a
double doors. dwarven warrior. There is a suit of Half Platemail +2,
The warriors are led by a Warband Leader AL: NE, a Shield of Frost Resistance +1, +4 on saves versus
AC: 4, HD: 8, HP: 48, #AT: 1, Weapon: Glaive (1d10), cold-based attacks, and a pair of Grabthar’s Golden
Heavy Crossbow and 10 Bolts (1d8), and Weighted Gauntlets (see New Magic Items). One of the gloves
Net, Treasure: 4d6pp, Polished Red Coral Matron holds the All-Father Runestone (the key to Room 65).
Medallion (1,200gp). 60. This chamber contains a water fountain in the
55. Kalas-Toa Guardroom: A warband is stationed northwestern corner of the room. The spout is shaped
in this guardroom to monitor movement along the like a dwarven hellmouth. The fountain basin is cracked,
Primary Passage (to S13). They include Kalas-Toa and water slowly leaks onto the floor.
Warriors (5) AL: NE, AC: two with 3 (Sticky Shield) and 61. Storeroom: The kalas-toa trapped the door to
three with 4, HD: 5, HP: two with 30 and three with this chamber with contact poison. Any humanoid that
25, #AT: 1, Weapon: two with Trident (1d8), Weighted touches the latch to open this door must Save versus
Net, and Dagger (1d4) and three with Harpoon (2d6), Poison or go insane. The kalas-toa are immune. See
Light Crossbow and 10 Bolts (1d6), and Dagger (1d4), Room 66 for contents.
Treasure: 1d10+1ep, 2d8gp, 1d6pp and the following 62. Kalas-Toa Guardroom: A very angry Kalas-Toa
pieces of jewelry: Polished Coral Earring (300gp), Gold Subleader AL: NE, AC: 4, HD: 6, HP: 36, #AT: 1,
Arm Band (700gp), and a Platinum Thigh Band inlaid Weapon: Harpoon (2d6), Heavy Crossbow and 10
with Aquamarines (1,200gp) and a Subleader AL: NE, Bolts +1 (1d8), Dagger (1d4), Weighted Net, Treasure:
AC: 4, HD: 6, HP: 36, #AT: 1, Weapon: Harpoon 3d8gp, 2d6pp, Polished Pink Coral Matron Medallion
(2d6), Heavy Crossbow and 10 Bolts (1d8), Dagger +2 (800gp) is beating one of his warriors for disobedience
(1d4), Weighted Net, 3d8gp, 2d6pp, Treasure: Polished while two others observe. Warriors (3) AL: NE, AC: 3
Pink Coral Matron Medallion (800gp). The guards (Sticky Shield), HD: 5, HP: 25 each, #AT: 1, Weapon:
are currently in a circle cheering a battle between two Trident (1d8), Weighted Net, Dagger (1d4), Treasure:
normal scorpions. 1d10+1ep, 2d8gp, 1d6pp and the following: Gold
56. The slope at this location descends approximately and Shark Bone Thigh Band (800gp), Silver Necklace
60 feet. The slope leads southwest from Primary (400gp), Silver Bracers (300gp).
Encounter Area 2 (P2): The Dwarrowhame along the 63. Pilgrim Barrack: This chamber is a barrack for
Primary Passage toward S13 on the Dwarrowdeep Hex newly arrived kalas-toan pilgrims awaiting entry into
Map. the spawning pool located in Room 71: Kalas-Toa
57. This guardroom is empty. Pilgrims (7) AL: NE, AC: 5, HD: 3, HP: 12 each, #AT:
58. Three massive 30-foot tall statues stand atop a 1, Weapon: Dagger (1d4). Four of their number are
two-tiered dais along the western wall of this chamber. pregnant females and three are males. They have
The statues represent Geddinthor, Thaneduhr, and nothing of value.
Dhurindain (from south to north). They are broken, and 64. This room is empty. It is normally occupied by the
in disrepair. Despite the state of the Dwarrowhame, pilgrims currently in Room 71.
and Gundgathol overall, these majestic statues are 65. The stone door to this room is sealed. A stone mouth
still an impressive sight to behold. There are numerous sits above the door carved into the door arch. The door
collapses of the ceiling and walls in this room. is trapped with a Hammer Ward that recharges every 24
59. This huge chamber is supported by large 10x10 hours. The hammer strikes for 4d6 points of damage.
ruined columns. The chamber is dimly backlit by pale The door can be opened, and the trap avoided, with
blue phosphorescent fungi dotted throughout the room. the All-Father Runestone in Room 59A.

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A 10x10 foot square dais, engraved with the holy and Weighted Net, Treasure: 4d6pp, Polished Red
symbol of Thaneduhr, sits in the center of this room. A Coral Matron Medallion (1,200gp), have just returned
dwarven warrior statue stands on all four sides facing from an extended patrol along the primary passage to
the dais. The first PC of good alignment to stand on the S22. They are resting and there is a 1-2 on d6 chance
dais - and provide an outstanding and effusive prayer they are sleeping.
to Thaneduhr - will have their prime ability score(s) 69. Empty Barrack: The warband stationed in this room
increased by 1. If a PC of neutral or evil alignment is conducting a patrol and the room is unoccupied.
steps on the dais, the northern and southern statues There are six beds and a small Locked Silver Coffer
will animate as Advanced Sentinels of the Ancestors (clearly of dwarven craftsmanship).
AL: N, AC: 8, HD: 8, HP: 50, #AT: 2, DMG: 1d6+2, The coffer contains the following gemstones: Very
and attack. Large Broken Bright Yellow Microlite (450gp), Huge
66. Storeroom: The kalas-toa trapped the door to Exquisite Lime Green Peridot (850gp), Small Broken
this chamber with Contact Poison. Any humanoid that Blue Aquamarine (150gp), and a Large Exquisite
touches the latch to open this door must Save versus Brown-Green Garnet (650gp).
Poison or go blind. The kalas-toa are immune to the 70. Five doors line this corridor. There is a 1 on d6
effect. The room contains stores and provisions to feed chance kalas-toan pilgrims (from either A or D) may be
the pilgrims. These include barrels of salted fish, dried in the hallway moving north.
seaweed, and the dwarf jerky. A. A group of Kalas-Toa Pilgrims (6) AL: NE, AC: 5,
67. Priest’s Pool: This pool is reserved for kalas-toan HD: 3, HP: 12 each, #AT: 1, Weapon: Dagger (1d4),
whips and monitors. There are four Kalas-Toa Warriors have completed their pilgrimage and are preparing to
(4) AL: NE, AC: 3 (Sticky Shield), HD: 5, HP: 25 each, leave the Dwarrowhame tomorrow. They may (1-2 on
#AT: 1, Weapon: Trident (1d8), Weighted Net, Dagger d6) be sleeping. They have nothing of value.
(1d4), Treasure: 1d10+1ep, 2d8gp, 1d6pp. The B. This chamber has partially collapsed along the
warriors are also decorated in jewelry that includes southern and western leaving openings (5 feet tall and
an Electrum Ring inlaid with Pearl (600gp), Gold 15 feet wide) in both walls.
and Whale Bone Earring (700gp), and Gold Bracers C. This chamber is empty. A partial collapse along the
inlaid with Aquamarines (800gp), standing guard (two northern wall has opened a hole into the adjoining
at each set of double doors) while a Whip (CL6) AL: chamber (B). Water drips in from the ceiling. Lichen
NE, AC: 4, HD: 6, HP: 35, #AT: 1, Weapon: Scimitar grows along the walls and floor.
(1d8) and Man-Catcher (1d6). Spells (3/3/2): Cure D. These Kalas-Toa Pilgrims (4) AL: NE, AC: 5, HD:
Light Wounds, Darkness, Protection from Good; Bless, 3, HP: 12 each, #AT: 1, Weapon: Dagger (1d4), just
Hold Person, Silence 15’ Radius; Animate Dead, Dispel arrived and are awaiting an invitation by the monitor
Magic, Treasure: 3d6sp, 4d6gp, 6d6pp, Red Coral and in Room 71 to spawn. One of the pilgrims wears a
Gold Necklace with Matron Holy Symbol (2,000gp), Gold Necklace decorated with Seven Small Red Coral
bathes in the pool. Globes. Unbeknownst to its bearer, this is a Lesser
68. Kalas-Toa Barrack: A warband of Kalas-Toa Necklace of Missiles (six 2HD and one 3HD Fireball).
Warriors (3) AL: NE, AC: 3 (Sticky Shield), HD: 5, E. The southern wall of this chamber has completely
HP: 31 each, #AT: 1, Weapon: Trident (1d8), Light collapsed. There is a 20-foot gap in the wall into the
Crossbow and 10 Bolts (1d6), and Dagger (1d4), southern hallway and a 10-foot wide hole into the
Treasure: 1d10+1ep, 2d8gp, 1d6pp. The warriors are eastern hallway.
also decorated in jewelry that includes a Platinum Arm
Band (1,000gp), Platinum Medallion (1,000gp), and A
Silver Torc inlaid with Bone (400gp) and a Subleader
AL: NE, AC: 4, HD: 8, HP: 48, #AT: 1, Weapon: Glaive
+1 (1d10), Heavy Crossbow +1 and 10 Bolts (1d8),

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71. Sacred Spawning Pool of the Kalas-Toa: Like Room 3d6gp, 6d6pp, Red Coral and Platinum Matron
28, the kalas-toa converted this dwarven reservoir into Necklace with Holy Symbol (3,000gp), to oversee the
a sacred spawning pool. Statues of Pooldopbilp, the sacred proceedings. They are leading the pilgrims in a
Matron of the Kalas-Toa, stand in the four corners of this ritualistic chant.
room. There are numerous small collapses and rubble 72. Hall of Records: The large double-doors to this
has accumulated along the base of the walls. The walls chamber were destroyed long ago. The bones of
are decorated at various points with tiled murals of dwarves and duergar rest amongst the ruined books,
hammerhead sharks and tall seaweed. This chamber runestones, and scrolls:
has cultivated beds of green and blue phosphorescent
lichen that dimly light the chamber.

A group of Kalas-Toa Pilgrims (10) AL: NE, AC: 5, Damaged Scrolls, Books, and Runestones: 191
HD: 3, HP: 12 each, #AT: 1, Weapon: Dagger (1d4) Items of Value: 1d4 Random Mundane
have journeyed to spawn and solidify their hold on Runestones, Galeb Runestone (Medium),
Gundgathol. As the PCs arrive at this location roll 1d6 Runestone of Extra Healing, Spellstone: Blessed
to determine if the pilgrims are: (1-2) entering the pool, Stone, Circle of Stones, Courage of the Ancestors,
(3-4) exiting the pool, (4-6) in the pool. and Hand Axe of Hurling +2 (20 Feet). There
The pool is guarded by a warband consisting of Kalas- is also a Small Box with a Small Flawed Dark
Toa Warriors (8) AL: NE, AC: six with 3 (Sticky Shield) Green Alexandrite (170gp), Small Exquisite Red
and two with 4, HD: 5, HP: six with 25 and two with 22, Garnet (450gp), Medium Flawed Lime Green
#AT: 1, Weapon: Six with Trident (1d8), Weighted Net, Peridot (270gp), Medium Finely Cut Deep Purple
and Dagger (1d4) and two with Harpoon (2d6), Light Amethyst (400gp), and a Huge Flawed Deep
Crossbow and 10 Bolts (1d6), Dagger (1d4), Treasure: Purple Amethyst (570gp).
1d10+1ep, 2d8gp, 1d6pp and the following pieces of
jewelry: Polished Coral Cloak Clasp (300gp), Gold A. The door to this side-chamber was broken down long
and Shark Bone Ankle Band (700gp), Polished Red ago. The face of Thaneduhr is carved in the archway
Coral Bracelet (1,000gp), Gold Arm Band (700gp) above the door. Inside are a pile of burnt and moldy
and a Subleader AL: NE, AC: 4, HD: 8, HP: 48, #AT: scrolls covered in Yellow Mold AL: N, AC: Always hit,
1, Weapon: Great Trident (1d8), Heavy Crossbow and HD: 2, HP: 6, #AT: Spores, DMG: 1d6*. Underneath
5 Bolts +1 (1d8), and Weighted Net, Treasure: 4d6pp, the moldy scrolls is a small hardbound book reinforced
Polished Red Coral Matron Medallion (1,200gp). The with metal. Much of the book was burnt but a small
warriors are divided between the two sets of double- piece of paper tucked inside is the word “Delnuz” in
doors and stationed along the walls between the doors dwarven runes (Translation: Favoured One). This is the
and the statues. password to enter Room 6.
In addition, there is a Kalas-Toa Whip (CL6) AL: NE, B. This side chamber is empty.
AC: 4, HD: 6, HP: 38, #AT: 1, Weapon: Scimitar 73. This natural tunnel enters a Secret Passage that
(1d8) and Man-Catcher (1d6). Spells (3/3/2): Cure extends northwest from Primary Encounter Area 2 (P2):
Light Wounds, Darkness, Protection from Good; The Dwarrowhame on the Dwarrowdeep Hex Map.
Bless, Hold Person, Silence 15’ Radius; Animate Dead, 74. Grand Temple of the Matron: This massive 60-foot
Dispel Magic, Treasure: 6d6pp, Red Coral and Gold tall chamber was once the central temple of Thaneduhr
Necklace with Matron Holy Symbol (2,000gp) and a in the Dwarrowhame. After they took control of
Monitor (CL7) AL: NE, AC: 1, HD: 7, HP: 45, #AT: 4, Gundgathol, the kalas-toa remade the temple. They
DMG: 2d4/2d4/1d4+1/1d4+1. (4/3/2/1): Command,
Cure Light Wounds, Darkness, Protection from Good;
Bless, Hold Person, Holy Chant; Continual Darkness,
Striking; Cause Serious Wounds, Treasure: 4d6sp,

144

commanded their slaves (mostly dwarves) to reshape There are also Kalas-Toa Warriors (8) AL: NE, AC:
the 50-foot statue of the All-Father into the image four with 3 (Sticky Shield) and four with 4, HD: 5, HP:
of their lobster-headed goddess Pooldopbilp. They four with 28 and four with 24, #AT: 1, Weapon: four
destroyed and tiled over sacred stone relief with scenes with Trident (1d8), Weighted Net, and Dagger (1d4)
of their great victory over the dwarves. and four with Harpoon (2d6), Light Crossbow and 10
The kalas-toa planted three sets of Giant Subterranean Bolts (1d6), and Dagger (1d4), Treasure: 1d10+1ep,
Land Kelp (beside every other column) in 10x10 foot 2d8gp, 1d6pp and jewelry: Electrum Harness Buckle
sections. The kelp grows 30 feet tall and gently sways (500gp), Gold Ring (600gp), Silver Ring inlaid with
back and forth. The kelp glows with a dim greenish Pearl (500gp), Platinum Arm Band (1,000gp), Silver
phosphorescent glow. The scene inside the temple Earring (300gp), Polished Coral Arm Band (400gp),
appears like an underwater dream-world. At the Silver Bracers (400gp), Silver Torc (400gp), and a Gold
monitor’s command, each bed of kelp can reach out Bracelet (600gp), standing guard between the pilgrims
30 feet and function as per the spell Entangle. The kelp and the kelp beds.
has AC: 10 and HP: 20. The kelp takes half damage They are led by a Subleader AL: NE, AC: 4, HD: 8,
from fire and double damage from cold-based attacks. HP: 48, #AT: 1, Weapon: Great Trident (1d8), Heavy
Doolpblopyll the Grand Monitor of the Kalas-Toa (CL10) Crossbow and 10 Bolts (1d8), Weighted Net, Treasure:
AL: NE, AC: 1, HD: 10, HP: 70, #AT: 4, DMG: Trident 4d6pp, Polished Red Coral Matron Medallion
of Skewering +3 (1d8) or 2d4/2d4/1d4+1/1d4+1. (1,200gp).
Spells (5/4/3/3/2): Command, Cure Light Wounds, A. This secret chamber contains a tunnel that descends
Darkness, Protection from Good, Remove Fear; Bless, 30 feet. The tunnel is equipped with iron rungs. A
Hold Person, Holy Chant, Silence 15’ Radius; Animate natural 10-foot cavern passage snakes downward to
Dead, Continual Darkness, Striking; Cause Serious Room 73.
Wounds, Cure Serious Wounds, Protection from Good B. This secret chamber contains three runestones on
15’ Radius; Cause Critical Wounds, Flame Strike, a low ledge. The first is the Runestone Holy Symbol
Treasure: Dwarven Key (Room 25), 6d6pp, Red Coral of Thaneduhr (Room 16), Runestone of Thunderous
and Platinum Necklace with Matron Holy Symbol Deafening, and a Runestone of Steam and Vapour.
inlaid with Black Pearls (4,000gp) is currently leading 75. A large mouth is carved into the archway of this
the ritualistic sacrifice of slaves infront of the altar. She chamber. The room is empty.
cuts out the heart and throws it into the audience of 76. Whip Barrack: The whip in Room 77 uses this room
Pilgrims (20) AL: NE, AC: 5, HD: 3, HP: 12 each, #AT: as its personal chamber. The walls are painted in murals
1, Weapon: Dagger (1d4), who consume it. of the deep sea. Beds of purposefully cultivated green
The grand monitor is assisted by two clerics: Kalas- and purple phosphorescent lichen dimly backlight the
Toa Whip (CL6) AL: NE, AC: 4, HD: 6, HP: 38, #AT: chamber. A bed and a Small Metal Chest are located
1, Weapon: Spear +2 (1d6) and Man-Catcher (1d6). along the eastern wall. The chest is trapped (Contact
Spells (3/3/2): Cure Light Wounds, Darkness, Protection Poison, Save or Die) and contains 1d6 500gp Pearls,
from Good; Bless, Hold Person, Silence 15’ Radius; a Pearl of Wisdom, and a Red Coral Necklace of
Animate Dead, Dispel Magic, Treasure: 6d6pp, Red Strangulation.
Coral and Gold Necklace with Matron Holy Symbol A. A long dwarven-geometric tapestry hangs from the
(2,000gp). Whip (CL7) AL: NE, AC: 4, HD: 6, HP: 48, southern wall of this chamber. The tapestry is a map
#AT: 1, Weapon: Trident 1d10). Spells (4/3/2/1): Cure that depicts the Secondary Encounter Area S16 and
Light Wounds, Darkness, Detect Magic, Protection from two hexes of the Silvertine River draining into the Loch
Good; Bless, Hold Person, Silence 15’ Radius; Animate of Crystals.
Dead, Striking, Cause Serious Wounds, Treasure:
6d6pp, Red Coral and Gold Necklace with Matron
Holy Symbol (2,000gp).

145

77. A Kalas-Toa Whip (CL6) AL: NE, AC: 4, HD: 6, HP: 82. Kalas-Toa Guardroom: A group of Kalas-Toa
50, #AT: 1, Weapon: Scimitar (1d8) and Man-Catcher Warriors (5) AL: NE, AC: four with 3 (Sticky Shield)
(1d6). Spells (3/3/2): Cure Light Wounds, Darkness, and one with 4, HD: 5, HP: four with 25 and one with
Protection from Good; Bless, Hold Person, Silence 15’ 22, #AT: 1, Weapon: four with Spear (1d6), Weighted
Radius; Animate Dead, Dispel Magic, Treasure: 6d6pp, Net, and Dagger (1d4) and one with Harpoon (2d6),
Red Coral and Gold Necklace with Matron Holy Light Crossbow and 10 Bolts (1d6), and Dagger (1d4),
Symbol (2,000gp), is blessing a group of Pilgrims (8) Treasure: 1d10+1ep, 2d8gp, 1d6pp and the following
AL: NE, AC: 5, HD: 3, HP: 12 each, #AT: 1, Weapon: piece of jewelry: Gold Harness Buckle (600gp), Gold
Dagger (1d4). The pilgrims are on their knees before Bracers (500gp), Silver and Polished Coral Necklace
her as she recites her ritual incantation. (600gp), and a Platinum Ring (700gp) and a Subleader
78. This antechamber is empty. The sound of a kalas- AL: NE, AC: 4, HD: 8, HP: 48, #AT: 1, Weapon: Glaive
toan voice can be heard from behind the door to Room (1d10), Heavy Crossbow and 10 Bolts (1d8), Weighted
77. Net, Treasure: 4d6pp, Polished Red Coral Matron
79. The Great Forge of Dwarrowhame: The double Medallion (1,200gp), guard entry into this section of
doors to this room are made of stone and sealed the dungeon. They are lax in their duties and may (1-3
shut. A dwarven face is carved into each side of the on d6) be sleeping.
double doors. In order to open the doors a key must be 83. An octagonal shaped well rests in the northwestern
inserted into the mouth and turned clockwise at exactly corner of this room. Attached to the well is a bucket on
the same time. The keys are located in Rooms 7 and a chain.
Room 16. A. This small chamber is empty.

The double doors open to reveal and large anvil infront B. Carved relief on the back wall of this small chamber
of a great 30x30 foot forge. The forge is decorated depicts a great hammer and anvil overtop a large
with the holy symbol of Thaneduhr in bas relief. Two tower located on an island with two bridges. This is a
small cooling pools bracket the forge. The walls of the representation of the Hammer of Dwarvish Lords and
great forge are lined with tools, hammers, and bellows. Primary Encounter Area 5 (P5): The Forge of Creation.
The entire room is covered in dust. The forge has not C. This room is empty.
been lit in over 250 years. The furnace is large enough, D. The corpse of a dwarven slave was thrown into the
and can reach sufficient temperature, to melt mithril corner of this small chamber. A tattoo on his forearm
ingots and cast the metal into items of power. This is the suggests he was of House Ironforge.
only forge outside of the P6: The Foundry and Entrance 84. Kalas-Toa Guardroom: This kalas-toa use this
F: Gund-Felek that can forge mithril items, armour, and chamber to monitor movement along the northern
weapons. primary passage to S22. The sentries consist of Kalas-
80. Cell: This locked chamber contains kalas-toan Toa Warriors (4) AL: NE, AC: 3 (Sticky Shield), HD:
slaves. The slaves include a Goblin (Male), Gnome 5, HP: 25 each, #AT: 1, Weapon: Two with Scimitar
(Female), Norker (Male), Derro (Male), three Dwarves (1d8), Weighted Net, and Dagger (1d4) and two with
(Male). The slaves have been marked for ritual sacrifice Harpoon (2d6), Light Crossbow and 10 Bolts (1d6), and
to the Matron during the next spawning ceremony. Dagger (1d4), Treasure: 1d10+1ep, 2d8gp, 1d6pp and
81. Like Room 75, a large mouth is carved into the the following: Electrum Bracers (400gp), Pearl Earring
archway of this chamber. There are three large, sealed (500gp), Gold Ring with Pearl (650gp), and a Gold
barrels of whale oil stored in this room. Quick thinking Cloak Clasp (600gp) and a Subleader AL: NE, AC:
PCs would use the whale oil and flame, or the Necklace 4, HD: 6, HP: 36, #AT: 1, Weapon: Harpoon (2d6),
of Missiles in 70D, to destroy the spawning pools. Heavy Crossbow and 10 Bolts (1d8), Dagger (1d4),

146

Weighted Net, Treasure: 3d8gp, 2d6pp, Polished Pink engraved in the stone. The symbol has been partially
Coral Matron Medallion (800gp). There is a 1-2 on d6 defaced with stone chisels. There are three bone and
chance two warriors are on patrol either north down skull piles (duergar and mountain dwarves) in this room
the slope or south to Room 46. and two statues of dwarven miners on the northern
85. The slope at this location descends approximately and southern walls. Close investigation of the statues
60 feet. The slope leads north from Primary Encounter will reveal slash marks and battle damage. Searching
Area 2 (P2): The Dwarrowhame along the Primary the bone piles for 1d4+2 turns (be sure to check for
Passage toward S22 on the Dwarrowdeep Hex Map. random monsters) will reveal one random treasure
86. Duergar Warband: A duergar warband recently item and three random mundane runestones. Consult
arrived in the Dwarrowhame from Entrance F: the Secondary Encounter Area Random Treasure
Gund-Felek to negotiate the delivery of slaves with Generator (Levels 4-6) for results.
Doolpblopyll the Kalas-Toa Grand Monitor. They are 88. The door is ajar and the room is empty.
awaiting an audience. 89. This room is empty. The southwestern wall has
There are three warriors located in Room B, three in collapsed leaving a 6-foot tall and 30-foot wide
Room C, and two in Room D. They have bedrolls and opening into the primary passage.
carry their personal treasure. The warband leader is in 90. Sacred Stones: The short 20-foot corridor leading
Room A. into this room is trapped with dwarven faces. Each
The warband consists of Duergar Warriors (8) AL: LE, 10-foot wall section has two carved stone faces (eight
AC: 3 (Half Plate and Shield), HD: 4, HP: 4x27 and total on the east and west walls). The eyes of each face
4x20, #AT: 1, Weapon: Four with Warhammer (1d6), are set with Rubies (300gp each). All eight faces are
Light Crossbow and 10 Bolts (1d6), and Seax Knife trapped with the spell Face of Dhurindain. The largest
(1d4+1) and four with Hand Axe (1d6), Heavy Crossbow face on the southern wall, set with Emeralds (100gp),
and 10 Bolts (1d6), and Seax Knife (1d4+1), and Whip is double-trapped with Face of Dhurindain and Runes
(1d4), Treasure: 3d8ep, 2d10gp, 2d8pp each. The of Dhurindain (Great Shout). The latter is triggered by
warriors have the following additional treasure items: looking directly at the stone face. The door is opened by
Very Large Finely Cut Red Garnet 600gp), Huge Flawed reaching into the mouth and turning a lever clockwise
Pale Green Tourmaline (570gp), Huge Exquisite Pale three times.
Brown Cassiterite (850gp), Medium Average Golden Inside the room is a low altar. On top of the altar are
Yellow Topaz (300gp) and 1d2 Random Mundane seven runestones bearing unique glyphs and magical
Runestones. Three possess doses of Greatwort. enchantments. They can be used only once:

The warriors are led by a Duergar Warband Leader Glyph Enchantment
(F5) AL: LE, AC: 1 (Half Plate +1, Buckler Shield,
Helm +1), HD: 5, HP: 32, #AT: 1, Weapon: Spiked 1 Fire Fireball (4d6)
Warhammer +2 (1d6), Shortsword (1d6), and Dagger
(1d4), Treasure: 25ep, 19gp, 25pp. The leader wears 2 Acid Grelf’s Acidic Arrow
seven beard beads. Three are Gold (100gp each), two
are Platinum (200gp each), and one is Mithril (500gp). 3 Blast Blessed Stone (Level 5)
He also has a Runestone of Super-Heroism.
A-D: See above. 4 Protection Protection from Evil 10’ Radius
87. The door to this room was battered down long ago.
The eastern wall has a large symbol of Dhurindain 5 Beetle Summons 1d4+1 Fire Beetles

6 Lightning Bolt of Lightning (4d6, one target)

7 Hold* Hold Person (one target)

*Attack roll required at +2 (single target).

147

Random Kalas-Toa Pouch Contents

Roll 3d20 on the table below to determine random kalas-toa personal items:

3 Dried Seaweed 32 Jar of Luminescent Plankton
4 Broken Conch Shell 33 Sharpened Coral
5 Dried Fish 34 Holy Symbol
6 Lobster Claw 35 Starfish Manacles
7 Mussels 36 Sea Turtle Bowl
8 Turtle Shell Shard 37 Scrimshaw Needle
9 Frog Leg Jerky 38 Scrimshaw Comb
10 Fish-Shaped Coral 39 Narwhal Tusk Fragment
11 Fishing Hooks and Line 40 Necklace of Human Bones
12 Jar of Fish Eggs 41 Necklace of Dwarf Bones
13 Flask of Squid Ink 42 Ceremonial Whale-Bone Dagger
14 Conch Shell Horn 43 Seaweed Poultice (Heals 2d4+1)
15 Pot of Tar 44 Vial of Whale Oil
16 Flask of Fish Oil 45 Dried Puffer Fish
17 Compass 46 Jar of Ambergris
18 Broken Sextant 47 Vial of Cod Liver Oil
19 Stone Net Weights 48 Piece of Walrus Tusk
20 Sea Sponge 49 Whale Bone Thimble
21 Bosun’s Whistle 50 Scroll Tube: 1 Random Spell
22 Black Eye-Patch 51 Shark Tooth Dagger
23 Coral Harvesting Pick 52 Seal Pelt
24 Oyster Knife 53 Fish Head Gloves
25 Tiny Sea Urchins (Caltrops) 54 Manta Cloak
26 Shark’s Teeth 55 Shark Fin
27 Shark Tooth Handsaw 56 Fresh Dwarf Beard
28 Barnacle Encrusted Dagger 57 Dwarf Finger Necklace
29 Jar of Chum 58 Drow Finger Necklace
30 Bone Needle and Chiton Thread 59 Rusty Spear Head
31 Leeches 60 Inflated Puffer Fish Bladder

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