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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

Dworgrim’s Sacred Hammer; Striking, Treasure: 4d8pp, 98. Barrack: A detachment of Duergar Warriors (7)
Bag of Sticky Shrooms, Runestone of Giant Strength, AL: LE, AC: 3 (Half Plate and Shield), HD: 4, HP:
and a Gold Holy Symbol of Dworgrim (300gp). 22 each, #AT: 1, Weapon: Hand Axe (1d6), Heavy
Kragkil, Duergar Cleric of Dworgrim (CL4) AL: LE, AC: Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
2 (Plate and Shield), HD: 4, HP: 25, #AT: 1, Weapon: Treasure: 3d8ep, 2d10gp, 2d8pp each, are posted here
Mace +1 (1d6) and Sling with 5 Runestones of Impact alongside their Darg AL: LE, AC: 6, HD: 3, HP: 15,
+1 (1d4). Spells (3/2): Protection from Good, Cure Light #AT: 1, DMG: 2d4 (and 1d6*). The walls are lined with
Wounds, Command; Hold Person, Silence 15’ Radius, dwarf-sized bunk beds. Roll 1d6: (1-2) the guards are
Treasure: 3d10gp, 4d8pp, Dose of Greatwort, Bag asleep, (3-4) they just returned from a patrol and are
of Sticky Shrooms, Runestone of Extra-Healing, and a eating at a central table, or (5-6) they are unarmoured
Silver Holy Symbol of Dworgrim (100gp). and preparing for a patrol.
92. The north wall of this chamber has partially 99. This room is empty. Three kalas-toa tridents are
collapsed leaving a large hole (5 feet tall and 40 feet leaning into the northeastern corner of the room.
wide) into Room 88. There are also three kalas-toan bags with 1d3 Random
Contents (see P3: The Dwarrowhame).

A. Three Amber Jellies (3) AL: N, AC: 5, HD: 4, HP: 100. Kalas-Toa Delegate Barrack: Three fish-men
22, 19, 14, #AT: 1, DMG: 1d6, have oozed into this priests occupy this chamber as part of the kalas-toa
chamber and are on the ceiling above the archway. celebratory delegation for Uzduul-Gundgathol. They
B, C, and D. These rooms are empty. include: Kalas-Toa Whip (CL6) AL: NE, AC: 4, HD:
E. The archway to this room is carved in dwarven 6, HP: 36, #AT: 1, Weapon: Scimitar +2 (1d8) and
hellmouths. The chamber appears empty, but there is Man-Catcher (1d6). Spells (3/3/2): Cure Light Wounds,
an invisible Seax Knife of Venom on the floor at the Darkness, Protection from Good; Bless, Hold Person,
back of the chamber. PCs will only be able to detect it Silence 15’ Radius; Animate Dead, Dispel Magic,
by magical means or by bumping into it. Treasure: 6d6pp, Red Coral and Gold Necklace with
93. This room is empty except for a loose stone in the Matron Holy Symbol (2,000gp), Kalas-Toa Whip (CL7)
southwestern corner. Inside the hole, in a decaying AL: NE, AC: 4, HD: 7, HP: 42, #AT: 1, Weapon: Trident
leather bag, are a set of Geddinthor’s Gauntlets. +2 (1d8) and Dagger (1d4). Spells (4/3/2/1): Cure
94. This room is empty. Light Wounds, Darkness, Detect Magic, Protection from
95. Priest’s Quarters: This small chamber is the barrack Good; Bless, Hold Person, Silence 15’ Radius; Animate
of a cleric of Dworgrim. It contains a small bed and a Dead, Striking; Cause Serious Wounds, Treasure:
table with a Golden Figurine of Dworgrim (2,400gp). 4d6sp, 4d6gp, 6d6pp, Red Coral and Gold Necklace
96. Shrine to Dworgrim: This small chamber contains a with Matron Holy Symbol (3,000gp), and a Kalas-Toa
statue-sculpture of Dworgrim’s holy symbol: a bearded Monitor (CL7) AL: NE, AC: 1, HD: 7, HP: 50, #AT: 4,
dwarven skull. Duergar warriors have carved 1d4+3 DMG: 2d4/2d4/1d4+1/1d4+1. (4/3/2/1): Command,
runestones in his honour and left them on the dais of Cure Light Wound, Darkness, Protection from Good;
the statue. Other offerings include a set of elf fingers, Bless, Hold Person, Holy Chant; Continual Darkness,
a dwarf beard scalp, and the tooth-shard of a purple Striking; Cause Serious Wounds, Treasure: 3d6ep,
worm. 4d6sp, 6d6pp, Red Coral and Platinum Necklace with
97. This room is empty. Matron Holy Symbol (3,000gp). The priests are seated
in a circle praying to an Ivory Idol of their Matron Mother
Goddess (2,000gp). The monitor possesses a scroll
written in duergar that invites a delegation to the 250th
anniversary celebration of Uzduul-Gundgathol. In a
Locked and Trapped Coffer (Poison Contact Powder,
Save or Die) is a gift for the king: Huge Magnificent
White Pearl (4,500gp).

199

101. Kalas-Toa Delegate Barrack: Kalas-Toa Warriors Garuush is a warrior-priest of Crom. Like Luvenin, he is
(6) AL: NE, AC: three with 3 (Sticky Shield) and three being prepared for the pits.
with 4, HD: 5, HP: 26 each, #AT: 1, Weapon: three with
Trident (1d8), Weighted Net, and Dagger (1d4) and C. Ser Braddock Brandine, Level 6 Human Paladin
three with Harpoon (2d6), Light Crossbow and 10 Bolts of St. Ygg AL: LG, AC: 8 (Dex), HD: 6, HP: 5 (55),
(1d6), and Dagger (1d4), Treasure: 1d10+1ep, 2d8gp, Weapon: Fist (1d2), Ability Scores: S 17, I 13, W 14, D
1d6pp. Some of the warriors wear jewelry including a 13, C 15, Ch 17. Braddock was taken prisoner recently.
Pink Coral Ring (300gp), Gold Medallion in the shape He wore an enchanted helmet (darkvision of 60 feet).
of a Crab (500gp), Platinum Bracelet (800gp), Polished He has been blind in the dark since his equipment was
Silver Arm Band (300gp), are bunked here as part of confiscated. He is unaware of the secret door.
the fish-men delegation. The remainder are spectators 106. Torture Chamber: This room contains two iron
in the gladiatorial arena (Room 146). A Kalas-Toa maidens, a rack, a pillory, and a table with thumb-
Subleader AL: NE, AC: 4, HD: 6, HP: 36, #AT: 1, screws. There are several blood stains on the floor.
Weapon: Harpoon (2d6), Heavy Crossbow and 10 107. This chamber is empty. The duergar are unaware
Bolts (1d8), Dagger +3 (1d4), Weighted Net, Treasure: of the secret door.
3d8gp, 2d6pp, Polished Pink Coral Matron Medallion 108. Steeder Pen: Six Steeders AL: N, AC: 4, HD: 3,
(800gp), is in command. The room is simple the two HP: three with 20 and three with 16, #AT: 1, DMG:
large barrels of water and bedrolls. 1d8, are stabled in this chamber close to Room 116.
102. This chamber is the jailer’s barrack. There are two They will not attack dwarves. There are four saddles
smelly flea-infested beds and a bucket of fecal matter along the wall.
in the corner. The room smells of offal and sweat. 109A. The door to this crypt is made of stone and
103. This chamber is empty. sealed. The door is carved to represent three dwarven
104. The door to this chamber was burnt out long ago. warriors standing shoulder to shoulder. Blood stains
It is covered in dust and cobwebs. There is nothing of and rubble from long ago discolour the stone infront
value. of the door. They each have shields but empty weapon
105. Cells: Two Duergar Jailers (F6) AL: LE, AC: 10, hands. There are carved indentations to suggest a
HD: 6, HP: 38 each, #AT: 1, Weapon: Seax Knife stone warhammer, hand axe, and spear would fit into
(1d4+1) and Whip (1d4), Treasure: 3d10gp, 4d8pp, the hands of the three warriors (the three “keys” are
oversee the three cells in this chamber. The first has cell in Rooms 8D, 31A, and 51, respectively). If anything
keys and the second has manacle keys. other than these three keys are placed in the hands of
A. Luvenin Silverbow, Level 5 Half-Elf Ranger AL: NG, the warriors, they will animate as Stone Statues AC:
AC: 8 (Dex), HD: 5, HP: 5 (45), #AT: 1, DMG: Fist N, AC: 4, HD: 5, HP: 22 each, #AT: 2, DMG: 2d6,
(1d2), Ability Scores: S 16, I 12, W 12, D 16, C 15, Ch and attack. Within three days the door enchantment
17. Luvenin is a strong but slender half-elf woman. She will reconstitute the warriors in their original position.
was sold to the duergar as a gladiatior. Show Dwarrowdeep Illustration #20.
B. Garuush Grimshaw, Level 4 Half-Orc Cleric of Crom The door opens to reveal a near-empty, false crypt.
AL: CG, AC: 8 (Dex), HD: 4, HP: 5 (28), Weapon: Fist Along the northwestern wall of the room is a stone table
(1d2), Ability Scores: S 16, I 10, W 16, D 16, C 15, Ch with three dwarven Goblets made of Gold (1,000gp
12. Garuush has had his fingers broken so he cannot each) and a Platinum Urn filled with Sand (1,200gp).
cast spells. He requires a Heal to repair his hands. Between the PCs and the table are three pits. The pits
His normal spell list includes (3/2): Command, Cure connect 60 feet down to a bottomless chasm. Any
Light Wounds, Protection from Evil; Hold Person, Bless. PCs who fall are considered lost unless they make a
Dexterity Check to grab the lip of the pit(s).

200

109. The secret door opens via a wallstone (opposite B. A collapse of the eastern and southern walls has
the door) that must be pulled out and rotated clockwise left a large rubble pile on the floor. Three turns of
three times. searching will reveal a Mithril Ingot worth (3,000gp).
The crypt beyond is a large spacious room. In the center, Three additional turns of searching will reveal the
on an altar devoted to Dhurindain, is Sealed Urn made Triangular Crystal (Room 124).
of Gold (4,800gp). The room is braced every 10-feet 115. The double-doors to this room are sealed and
by half-pillars that run up the 30-foot walls and are made of stone. They bear the holy symbol of Geddinthor
decorated with dwarven warriors like the stone entry and depict dwarven warriors in the shieldwall. There
door (109A). are seven stone dials on the right-hand door (reference
Inside the urn are the remains of a dwarven cleric P3: The Dwarrowhame, Room 6) for details. The first
of Dhurindain who, near his death, secretly switched six dials have four characters, and the final dial has
to the worship of Dworgrim. Upon his death he was four numbers. To open the door, the PCs must spell
denied entry into the afterlife by both deities. His spirit the secret word “Beknuw” followed by the number 3.
has remained in the urn for 300 years. The word “Beknuw” translates to Blessing. The Third
His malice and bitterness grew until he awoke as a Blessing is in reference to the Mead Oath (see page
Greater Crypt Shade (1) AL: CE, AC: 4, HD: 6, HP: 24) said to Geddinthor, the third of the three dwarven
43, #AT: 1, DMG: 1d10. Note that the presence of the deities.
living will awaken his spirit. For each round the PCs are Inside is a partially collapsed crypt. In the northeastern
in the crypt, there is a cumulative 1 on d6 chance he corner is a statue of Geddinthor on a two-tiered dais.
bursts forth from the urn (halving its value) and attacks. All those that kneel before the statue and recite the
110. This chamber is empty. Third Blessing will be healed to full hit points (this
111. Reservoir: This massive reservoir is fed by a natural happens only once).
spring at the bottom. The water is frigid. 116. Passage to the Underdark: This is one of the tunnels
the duergar used during their assault on Gundgathol.
This passage leads downward into the underdark.

112. Guardroom: Six Duergar Warriors (6) AL: LE, AC: A warband including Duergar Warriors (6) AL: LE, AC:
3 (Half Plate and Shield), HD: 4, HP: 22 each, #AT: 1, 4 (Half Plate), HD: 4, HP: 22 each, #AT: 1, Weapon:
Weapon: Hand Axe (1d6), Heavy Crossbow with 10 Great Hammer (1d8), Heavy Crossbow with 10 Bolts
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep, (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep,
2d10gp, 2d8pp each, occupy this sentry post. 2d10gp, 2d8pp each, one has a Runestone of Giant
Two of their number may (1-2 on d6) be on patrol Strength, and a Darg AL: LE, AC: 6, HD: 3, HP: 15,
(along the adjacent western corridor) south to Room #AT: 1, DMG: 2d4 (and 1d6*), guard the primary
122 and back. passage to S31.
113. The western wall of this room has collapsed into They are led by Umrig, a Duergar Cleric of Dworgrim
the adjoining hallway leaving a hole 5 feet tall and 20 (CL5) AL: LE, AC: 2 (Plate and Shield), HD: 5, HP:
feet wide. 34, #AT: 1, Weapon: Mace +1 (1d6), Sling with 5
114. This chamber is empty. Runestones of Impact (1d4), and Whip (1d4). Spells
A. The door to this side-room is ajar. Inside is a Salt (3/2/1): Protection from Good, Cure Light Wounds,
Pudding AL: N, AC: 6, HD: 6, HP: 40, #AT: 1, DMG: Command, Hold Person, Bless, Striking, Treasure:
2d6. 3d10gp, 4d8pp, Bag of Sticky Shrooms, Runestone of
Curing, and a Gold Holy Symbol of Dworgrim (300gp),
mounted on a Steeder AL: N, AC: 4, HD: 3, HP: 14,
#AT: 1, DMG: 1d8.

201

There is a 1-2 on d6 chance that either: two of the 120. This inner chamber is a meat cooler. A dozen
warriors were posted as scouts 200 feet into the primary rothe carcasses hang from hooks on the ceiling. Three
passage, or, three warriors are on patrol (west to Room are inflected with Rot Grubs (7) AL: N, AC: 9, HD: 1hp,
133). HP: 1hp each, #AT: N/A, DMG: N/A.

117. This broad staircase climbs up over 5,200 feet A. This secret chamber is opened via a loose wallstone
through the center of the Eternal Mountains to Entrance and lever. A statue at the end of the chamber honours
F: The Citadel of Sleet, also called The High Gate of Halgrum, Son of Halgor “Brokenshield,” and Grandson
Gund-Felek (Lower Floor, Room 1). of Halborin Goldenaxe. Halgrum’s spirit rests close to
A. Guardroom: A detachment of Duergar Warriors (4) his funerary statue. If a good-aligned dwarf is in the
AL: LE, AC: 4 (Half Plate), HD: 4, HP: 22 each, #AT: party, he will materialize as a wispy, translucent warrior
1, Weapon: Battle Axe (1d8), Heavy Crossbow with 10 in armor. He will state in a hollow sounding voice in
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep, ancient dwarvish “Ask thee, questions three, if ye wish
2d10gp, 2d8pp each, are posted here to guard the the dwarves be free.” Halgrum will answer cryptically
grand staircase. rather than directly, if possible. He is distraught and
They are led by Bharrug, a Duergar Warband Leader consumed over the state of his people and, as a result,
(F7) AL: LE, AC: 1 (Platemail +2), HD: 7, HP: 45, #AT: his spirit cannot join his family in the halls of the All-
3/2, Weapon: Great Hammer +2 (1d8), Warhammer Father. Once the three questions have been asked, his
(1d6), Seax Knife +2 (1d4+1), and Whip (1d4), Treasure: spirit will disappear forever. As he departs, he will utter,
3d10gp, 4d8pp, and Runestone of Heroism, Runestone “Remember the Third Beknuw” and bang his axe on
of Speed, and Agromar, a Duergar Cleric of Dworgrim his shield. Dwarves will translate “Beknuw” to mean
(CL6) AL: LE, AC: 3 (Plate), HD: 6, HP: 40, #AT: 1, “Blessing.” This is a hint to Room 115.
Weapon: Great Mace +2 (1d8), Sling with 10 Stones
(1d4), and Whip (1d4). Spells (3/3/2): Protection from 121. Guardroom: This section of Gund-Felek is guarded
Good, Cure Light Wounds, Command; Hold Person, by Duergar Warriors (4) AL: LE, AC: 3 (Half Plate and
Bless, Holy Chant; Animate Dead, Striking, Treasure: Shield), HD: 4, HP: 22 each, #AT: 1, Weapon: Military
3d10gp, 4d8pp, Bag of Sticky Shrooms, Runestone Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), and
of Giant Strength, and a Platinum Holy Symbol of Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp
Dworgrim (500gp). each.
Lying on the floor amongst some rubble, near the
statue on the western wall, is an Oval Runestone with The warriors are led by Guldan, a Duergar Warband
the Symbol of House Longbeard (1 of 3 keys for Room Leader (F6) AL: LE, AC: 3 (Platemail), HD: 6, HP:
157). 38, #AT: 1, Weapon: Battle Axe (1d8), Warhammer
118. This chamber is empty. (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
A. Light from the PCs will reveal the skeletal remains of 3d10gp, 4d8pp, and a Runestone of Seeing, and
a duergar, partially dissolved along the northern wall. Fargdin, a Duergar Cleric of Dworgrim (CL6) AL:
On the ceiling, just inside the archway, is a Large Black LE, AC: 3 (Plate), HD: 6, HP: 40, #AT: 1, Weapon:
Witches’ Butter AL: N, AC: 6, HD: 3, HP: 15, #AT: 1, Great Mace +1 (1d8), Sling with 10 Stones (1d4), and
DMG: See entry. In the duergar’s hand is a Wardstone Whip (1d4). Spells (3/3/2): Light, Cure Light Wounds,
(Acid). Stonebeard; Hold Person, Bless, Holy Chant; Animate
119. This chamber is filled with foodstuffs including Dead, Striking, Treasure: 3d10gp, 4d8pp, Bag of Sticky
crates of rothe jerky, dried fish, and mushrooms. Shrooms, Runestone of Extra-Healing, and a Platinum
Holy Symbol of Dworgrim (500gp).

There is a 1-2 on d6 chance that two warriors and the
warband leader are on patrol south to Room 125.

122. This chamber has partially collapsed.

202

A. The duergar use this room as a dump. The dump 127. Guardroom: Four Duergar Warriors (4) AL: LE,
contains bits of broken wood and rusty metal, stone AC: 3 (Half Plate and Shield), HD: 4, HP: 22 each,
rubble, and corpses. #AT: 1, Weapon: Hand Axe (1d6), Heavy Crossbow
The smell of decay is overwhelming. Searching the with 10 Bolts (1d8), and Seax Knife (1d4+1), Treasure:
dump will result in contracting disease (as per Giant 3d8ep, 2d10gp, 2d8pp each, are posted as sentries in
Rats). There is nothing of value. this guardroom.
123. This chamber has partially collapsed along the A. Rothdar, a Duergar Warband Leader (F6) AL:
northwestern wall. Three rounds of searching will LE, AC: 0 (Platemail +1 and Shield +1), HD: 6, HP:
reveal an Oval Runestone with the Symbol of House 38, #AT: 1, Weapon: Spiked Warhammer +2 (1d6),
Longbeard (1 of 3 keys for Room 157). Shortsword (1d6), Seax Knife (1d4+1), and Whip (1d4),
124. The Hall of Seven Pillars: The double doors to this Treasure: 3d10gp, 4d8pp, and a Galeb Runestone
chamber are sealed with a padlock and chains. The (Medium), is sharpening his spiked hammer.
doors on both ends bear the holy symbol of Thaneduhr. His Darg AL: LE, AC: 6, HD: 3, HP: 15, #AT: 1, DMG:
2d4 (and 1d6*), rests at his feet.

The duergar have cut and slashed the symbols to 128. The door to this room is infected with Ear Seekers
desecrate them. Inside, the chamber has partially (2) AL: N, AC: 9, HD: 1hp, HP: 1hp each, #AT: Special,
collapsed in the northeastern and southwestern DMG: Special. The chamber is otherwise empty.
corners. Each of the three pillars has a triangular crystal A. The inside of this small chamber is covered in Amber
embedded in the stone facing the internal pillar. The Mold AL: N, AC: Always hit, HD: 1hp, HP: 1hp, #AT: 1,
internal pillar is lined with five similar crystals. One is DMG: Special.
missing. The missing crystal is in Room 114B. Once 129. Guardroom: Duergar Warriors (4) AL: LE, AC: 10
the crystal is replaced, the central crystal will glow (unarmoured), HD: 4, HP: 26 each, #AT: 1, Weapon:
with light until a beam of light extends outwards to the Battle Axe (1d8), Heavy Crossbow with 10 Bolts (1d8),
crystals in the other pillars. The glow will illuminate an and Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp,
extremely thin, mithril outline of the Eternal Mountains 2d8pp, each also has a Dose of Greatwort, are
(Gundgathol) on the floor. The pillar stands in the sharpening their weapons and polishing their armour.
center of the map. The lines of the map converge and
illuminate the location of P5 The Forge of Creation.

125. Great Reservoir of Gund-Felek: This massive A. This is the quarters of Gzultog, a Duergar Warband
reservoir is supported by two 10x10 foot columns. Leader (F7) AL: LE, AC: 1 (Platemail +2), HD: 7, HP: 55,
One of which has partially collapsed. The pillars are #AT: 3/2, Weapon: Battle Axe +2 (1d8), Warhammer
carved in the likeness of sneering dwarves. Two of the (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
carvings on the westernmost pillar are Dwargoyles AL: 3d10gp, 4d8pp, and Boots of Striding and Springing.
CE, AC: 5, HD: 4, HP: 30, 25, #AT: 4 or 1, DMG: His room has a simple bed, desk, and stool. Hidden in
1d3/1d3/1d6/1d4 or Stone Axe (1d12), who were the mattress is a Gold Belt Buckle inlaid with Emeralds
posted here to ward off intruders. They will wait until (2,000gp).
they can attack unsuspecting PCs as they walk near the 130. Temple of the Three: The double doors are made
pillar and attack from above at +2. of stone and sealed. Carved across the double doors is
126. Steeder Pen: Four Steeders AL: N, AC: 4, HD: 3, a representation of the Soul Hammer.
HP: two with 21 and two with 18, #AT: 1, DMG: 1d8, The door can only be opened by the Soul Hammer Key
are stabled here for patrols extending west from Room located on the sand of the colosseum (Room 146).
131 along the primary passageway. There are three
saddles in the room. They will not attack dwarves.

203

The temple walls have partially collapsed along the 135. Arena Guardroom: A band of warriors are seated
north and the south. A two-tiered dais leads up to three around a table discussing the day’s lineup of gladiatorial
statues. Thaneduhr in the center, Dhurindain to his matches. Duergar Warriors (4) AL: LE, AC: 2 (Plate and
right, and Geddinthor to his left. Shield), HD: 4, HP: 25 each, #AT: 1, Weapon: Hand
If the PCs are not yet aware of the location of the Axe (1d6), Heavy Crossbow with 10 Bolts (1d8), and
Hammer of Dwarvish Lords, Thaneduhr’s presence will Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp
fill the room and the PCs will receive a vision of its each, led by Dalbuk, a Duergar Warband Leader (F7)
location. If the PCs are already aware, or in possession AL: LE, AC: 2 (Platemail +1), HD: 7, HP: 55, #AT: 3/2,
of the hammer, Thaneduhr will bless the wielder with Weapon: Battle Axe +2 (1d8), Warhammer (1d6), Seax
an automatic successful save on the PCs next attempt. Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp,
4d8pp, and Runestone of Water Walking.

131. The slope at this location leads upward 136. Barrack: This barrack contains 16 empty duergar-
approximately 60 feet. The slope leads east from bunkbeds. There are two Steel Coffers (both locked). The
Gund-Felek (Entrance F) along the Primary Passage first contains Small Broken Lime Green Peridot (150gp),
toward S31 on the Dwarrowdeep Hex Map. Medium Broken Brown-Green Garnet (250gp), Large
Flawed Blue Aquamarine (370gp), Large Average
A patrol of Duergar Warriors (4) AL: LE, AC: 3 Lustrous White Pearl (400gp), and a Very Large Broken
(Half Plate and Shield), HD: 4, HP: 22 each, #AT: 1, Bright Yellow Microlite (450gp). The second holds a
Weapon: Military Pick (1d6), Heavy Crossbow with 10 Silver Circlet inlaid with a Ruby (300gp).
Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep, 137. Barrack: Duergar Warriors (6) AL: LE, AC: 3
2d10gp, 2d8pp each, are on sentry duty at this location. (Half Plate and Shield), HD: 4, HP: 26 each, #AT: 1,
They are led by Kuuzdal, a Duergar Warband Leader Weapon: Military Pick (1d6), Heavy Crossbow with 10
(F7) AL: LE, AC: 2 (Platemail +1), HD: 7, HP: 45, #AT: Bolts (1d8), and Seax Knife (1d4+1), Treasure: 3d8ep,
3/2, Weapon: Great Hammer +2 (1d8), Warhammer 2d10gp, 2d8pp each, are seated at two rectangular
(1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure: tables in the main chamber of this room.
3d10gp, 4d8pp, and Runestone of Heroism. All five of A. This barrack is empty. There is a Small Chest
the gray dwarves are mounted on Steeders AL: N, AC: (Locked) with 77pp.
4, HD: 3, HP: 16 each, #AT: 1, DMG: 1d8. B. Armoury: duergar-style hand axes (14), spiked
warhammers (7), and pick axes (3), lie on wooden
132. This tunnel leads south from Gund-Felek tables against the eastern wall.
(Entrance F) along the Secret Passage toward S23 on
the Dwarrowdeep Hex Map. Show Dwarrowdeep
Illustration #21.

133. The roar of a large crowd can be heard from the C. Duergar Warriors (4) AL: LE, AC: 10 (unarmoured),
gladiatorial pit located in Room 146. HD: 4, HP: 26 each, #AT: 1, Weapon: Battle Axe (1d8),
134. Arena Guardroom: Four Duergar Warriors (4) AL: Heavy Crossbow with 10 Bolts (1d8), and Seax Knife
LE, AC: 3 (Half Plate and Shield), HD: 4, HP: 20 each, (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp each, are
#AT: 1, Weapon: Military Pick (1d6), Heavy Crossbow asleep in their bunks.
with 10 Bolts (1d8), and Seax Knife (1d4+1), Treasure: D. Six bedrolls line the floor of this chamber. It is
3d8ep, 2d10gp, 2d8pp each, serve as sentries in this otherwise empty.
entrance to the gladiatorial pit. The warriors are bored E. Kuzdul, a Duergar Warband Leader (F6) AL: LE,
and two are engrossed training against each other with AC: 3 (Platemail), HD: 6, HP: 44, #AT: 1, Weapon:
seax knives. The dwarves are accompanied by a Darg Great Hammer (1d8), Light Crossbow of Speed and
AL: LE, AC: 6, HD: 3, HP: 15, #AT: 1, DMG: 2d4 (and 10 Bolts (1d6), Seax Knife (1d4+1), and Whip (1d4),
1d6*).

204

205

Treasure: 3d10gp and 4d8pp, is meeting with Lokbrut, Protection from Good, Cure Light Wounds, Command;
a Duergar Cleric of Dworgrim (CL6) AL: LE, AC: 3 Hold Person, Bless, Holy Chant; Animate Dead, Striking,
(Plate), HD: 6, HP: 40, #AT: 1, Weapon: Great Mace Treasure: 3d10gp, 4d8pp, Bag of Sticky Shrooms,
+1 (1d8), Sling with 10 Stones (1d4), and Whip (1d4). Spellstone: Command, Stonebeard, Hold Person,
Spells (3/3/2): Protection from Good, Cure Light Runestone of Magic Resistance (10%), and a Platinum
Wounds, Command; Hold Person, Bless, Holy Chant; Holy Symbol of Dworgrim (500gp).
Animate Dead, Striking, Treasure: 3d10gp, 4d8pp, Bag 143. The roar of a large crowd can be heard from the
of Sticky Shrooms, Runestone of Extra-Healing, and a gladiatorial pit located in Room 146.
Platinum Holy Symbol of Dworgrim (500gp), over new 144. Arena Guardroom: Burlgrim, a Duergar Warband
patrol routes along the southernmost corridor (Rooms Leader (F6) AL: LE, AC: 1 (Platemail +2), HD: 6, HP:
143 to 131. 38, #AT: 1, Weapon: Battle Axe +2 (1d8), Warhammer
F. Storeroom: This chamber contains three open barrels (1d6), Seax Knife (1d4+1), and Whip (1d4), Treasure:
of water and seven crates of dried foodstuffs including 3d10gp, 4d8pp, and a Runestone of Frost Resistance,
rothe jerky, dried fish, and mushrooms. is loudly berating his warriors for drinking ale while on
138. Officer’s Quarters: This door is locked. Inside duty. He is accompanied by Duergar Warriors (5) AL:
are three beds and three stools. There is a Small LE, AC: 3 (Half Plate and Shield), HD: 4, HP: 20 each,
Locked Coffer underneath one of the beds. Inside is a #AT: 1, Weapon: Warhammer (1d6), Light Crossbow
Clockwork Cobra (1) AL: N, AC: 2, HD: 1, HP: 8, #AT: with 10 Bolts (1d6), and Seax Knife (1d4+1), Treasure:
1, DMG: 1d3*. The chest is otherwise empty. 3d8ep, 2d10gp, 2d8pp each

139. The duergar abandoned this partially collapsed 145. Steeder Pen: Three Steeders (3) AL: N, AC: 4,
chamber and water pools on the floor from the ceiling. HD: 3, HP: 15 each, #AT: 1, DMG: 1d8, are stabled
A small hole in the northwestern aspect of the chamber here. The room is relatively cobweb free, except for the
opens into the arena. secret door.

A. This chamber contains a dwarven backpack and 146. The Colosseum: The duergar converted the agora
standard fighter adventuring gear. At the bottom is an - or meeting place - of the Gundgathol dwarves into a
Oval Runestone with the Symbol of House Longbeard massive gladiatorial arena. The 180x180 foot chamber
(1 of 3 keys for Room 157). Attached to the side of the is supported by a ring of 10x10 foot columns decorated
backpack is a Rope of Climbing. in typical dwarven geometric pattern. Many of the
140. Darg Kennel: This room is a darg kennel. The columns have partially collapsed.
smell is revolting. The dargs normally kept in this The stepped amphitheatre of the colosseum has four
chamber are currently on patrol. tiers and a floor. Standing room at the top, followed
141. This chamber is empty. by three 10-foot tiers, and the floor below. Four sets
142. Arena Guardroom: Three Duergar Warriors of broad 20-foot stairs lead down from the top to the
(3) AL: LE, AC: 3 (Half Plate and Shield), HD: 4, HP: bottom. Each tier has multiple rows of bench seating.
22 each, #AT: 1, Weapon: Hand Axe (1d6), Heavy The colosseum is abuzz with activity as spectators
Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1), celebrate the 250th anniversary of the conquest of
Treasure: 3d8ep, 2d10gp, 2d8pp each, are on sentry Gundgathol. King Wartok Whitebeard decried 250
duty. They are led by Dwurndin, a Duergar Cleric of days of games in celebration. The king invited dignitaries
Dworgrim (CL6) AL: LE, AC: 3 (Plate), HD: 6, HP: 40, and delegations of the derro, black orcs, and kalas-
#AT: 1, Weapon: Great Mace +1 (1d8), Sling with toa to partake in the games. Each has submitted a
10 Stones +2 (1d4), and Whip (1d4). Spells (3/3/2): champion to slaughter slaves and monsters trained for
the pit. Show Dwarrowdeep Illustration #22.

206

If the PCs have not put the Gund-Felek complex on Thurlok is escorted by Duergar Royal Guards (4) AL:
alert, there will be 400+3d20 duergar, and 3d20+5 LE, AC: 0 (Plate +1 and Shield +1), HD: 6, HP: 30
derro, kalas-toa, black orcs (all 2HD) in the colosseum each, #AT: 1, Weapon: Three with Spiked Warhammers
cheering the bloodsport and celebrating Uzduul- +1 (1d6), Heavy Crossbow with 10 Bolts +1 (1d8), Seax
Gundgathol. Knife (1d4+1), and Whip (1d4) and three with Military
In addition to the monstrous humanoids listed above, Pick +1 (1d6), Heavy Crossbow with 10 Bolts +1 (1d8),
there are also the following: and Seax Knife (1d4+1), Treasure: 3d10gp and 3d8pp,
Duergar: Level 4 Fighters (50), Level 5 Fighters (20), each possessed a Dose of Greatwort and a Runestone
Level 6 Fighters (10), Level 4 Clerics (7), Level 5 Clerics of Healing.
(3), and Level 6 Clerics (1). The slaves used in the pits are primarily dwarves. There
Derro: Level 4 Fighters (20), Level 5 Fighters (10), Level are also some deep gnomes, elves, half-elves, norkers,
6 Fighters (5), Level 5 Savants (6), and Level 6 Savants and kobolds. The duergar also sentence their criminals
(2). and cowards to the pit as do the derro, black orcs, and
Kalas-Toa: Level 4 Fighters (20), 10 Level 5 Fighters kalas-toa.
(10), 5 Level 6 Fighters (5), Level 6 Whips (4). and Level The menagerie of monsters includes giant lizards,
7 Monitors (2). megalocentipedes, ogres, cave bears, dwargoyles,
Black Orcs: Level 3 Warband Leaders (30), Shamans bone or amber golems, minotaurs, owlbears, shambling
(F3/CL3) (3), and one Great Shaman (F5/CL5). mounds, nematoads, and ice toads. These monsters
There are a smattering (1d20) of other races in the are paired against HD-equivalent slaves. The contests
crowd including orcs, bullywugs, goblins, troglodytes include either baits or unrestrained melee.
(they must sit in their own section), and three dark elves. Being lawful evil, the duergar admire courage and
bravery and award those slaves that overcome trial by
combat with their freedom - even Gundgathol dwarven
slaves.

The type of gladiatorial combats offered in the If the complex is on alert based on previous PC incursions
colosseum vary. The duergar train slaves to fight into Gund-Felek, the audience will have dispersed. The
against each other, against monsters, and against humanoid delegations will have returned to their point
their own champions. The bloodsport is theatrical and of origin and the duergar will have formed scores of
recreates epic battles and legends in the history of the warbands to patrol the incoming passageways and set
gray dwarves culminating with a dramatic re-creation ambushes. All the sentries and guards will have been
of the conquest of Gundgathol. doubled to lock-down the complex.

The introductions to each contest are provided by On the sandy floor of the Colosseum is Soul Hammer
Thurtok, Son of Wartok, Prince of the Duergar, Blood Key (Room 130).
of Thaneduhr (F7) AL: LE, AC: -3 (Platemail +3 and 147. The roar of the crowd can be heard from the
Shield +2), HD: 7, HP: 65, #AT: 3/2, Weapon: Spiked gladiatorial arena located in Room 146.
Dwarven Warhammer +3 of Throwing (1d6) and Seax 148. Arena Guardroom: A handful of sentries are in
Knife of Venom +2 (1d4+1), Treasure: 3d10gp, 4d8pp, the main chamber of this room. They include Duergar
Platinum Crown inlaid with Diamonds (5,500gp), Warriors (6) AL: LE, AC: 3 (Half Plate and Shield), HD:
Runestone of Speed, Runestone of Giant Strength, and 4, HP: 22 each, #AT: 1, Weapon: Spear (1d6), Heavy
Runestone of Extra-Healing, and two keys (Room 74 and Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
Chest). Galtok’s attendance and participation provides Treasure: 3d8ep, 2d10gp, 2d8pp each.
an official and regal presence to the celebration of
Uzduul-Gundgathol.

207

A. Officer’s Quarters: Dalodar, a Duergar Warband in his rat form. He would prefer to retrieve his items
Leader (F7) AL: LE, AC: -1 (Platemail +1 and Shield located in Room 150. He has garrot wires weaved into
+2), HD: 7, HP: 48, #AT: 3/2, Weapon: Hand Axe his messy, curly hair, and in the hair on his right foot.
of Throwing +2 (1d6), Warhammer (1d6), Seax Knife 152. The Slave Pits of Gundgathol: This chamber
(1d4+1), and Whip (1d4), Treasure: 3d10gp, 4d8pp, has an upper level and a lower level. The lower level
and a Runestone of Protection +1, sits at his desk consists of ten bar-covered slave pits. The upper level
etching a runestone. His Darg AL: LE, AC: 6, HD: 3, has a terrace that overlooks the lower level. Moans and
HP: 15, #AT: 1, DMG: 2d4 (and 1d6*), is asleep on whimpering and be heard from the pits alongside the
his bed. occasional “crack” of a whip.
149. Barrack: There are 14 warrior bunkbeds lined up The slave pits are 20 feet deep and covered with a
along the walls of the room. Hidden in one of the beds locked iron grate. Iron rungs inside the pits are used
is a Runestone of Extra-Healing. to climb out. Two cruel Dwargoyles (2) AL: CE,
150. Sentry Box: Three Duergar Warriors (3) AL: LE, AC: 5, HD: 4, HP: 28 and 25, #AT: 4 or 1, DMG:
AC: 3 (Half Plate and Shield), HD: 4, HP: 22 each, 1d3/1d3/1d6/1d4 or Whip (1d4), secure this chamber
#AT: 1, Weapon: Heavy Crossbow with 10 Bolts (1d8), and fly up to the terrace as necessary. They each have
and Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, a key for the grate padlocks.
2d8pp each, occupy this small guardroom. Each of the ten pits are filled with a random assortment
There is 1-4 on d6 chance they are walking the terrace of 1HD humanoids with 3HP. Use the following chart to
above the slave pits with their crossbows at the ready. determine the contents of each:
Gardo’s (Room 151) equipment sits in the corner. It
includes a backpack of standard thief class items, a Slave Type Number
Longpoint Dagger +2, Pipes of the Sewers, and Studded 1 Dwarves 2d20
Leather +2. 2 Norkers 1d10
151. Cells: This chamber is empty. There are two locked 3 Orc 1d6
cell doors with barred windows. These two cells are for 4 Goblins 1d6
important prisoners. 5 Bullywugs 1d4
A. This cell contains Brooklot the Bracken, a Level 5 6 Deep Gnomes 1d4
Half-Orc Cleric of Zuul AL: CE, AC: 8 (Dex), HD: 5, 7 Halflings 1d2
HP: 32, Weapon: None, Spells (3/2/1): Command, 8 Half-Elves 1d2
Cure Light Wounds, Protection from Good; Hold Person, 9 Elves 1d2
Bless; Animate Dead, Treasure: None. Brooklot was 10 Dark Elves 1d2
caught and sold into slavery. Brooklot claimed to have
intelligence on the town of Hamelet/Durnagald and the Within any pit there are 1d4 classed characters (half of
duergar imprisoned him here to await torture. He will this number will be dwarves). To determine class, roll
tell any lie necessary to escape his confinement. 1d4: (1-3) Fighter, (4) Thief, (5) Cleric, (6) Multi. Then
B. This cell holds Gardo Bramblewise, a Level 4 roll again to determine level (3, 4, 5, or 6). Roll twice if
halfling-Wererat Thief. He has the following statistics: multi-classed.
S 10, I 12, W 14, D 16, C 16, Ch 13, and HP: 18,
Treasure: None. Any commotion or battle in this chamber may (1-2 on
Gardo “allows” the duergar to imprison him. He is d6) draw the attention of the upper terrace (Rooms
merely waiting for the right opportunity to slip away 150-151, 154-155).

208

153. Passage to the Underdark: This is one of the 155. This chamber is empty and is covered in cobwebs
tunnels the duergar used during their original assault and dust.
on Gundgathol. This passage leads down into the 156. The ruins of Gund-Felek open to a collapsed
murky depths of the underdark. stone bridge overtop a bottomless chasm. The bridge
A duergar warband posted at this position includes is 5 feet wide and 20 feet long. The middle 10-foot
Duergar Warriors (4) AL: LE, AC: 3 (Half Plate and section has fallen away. On the other side of the bridge
Shield), HD: 4, HP: 25 each, #AT: 1, Weapon: Spiked is a dark terrace. Light will reveal a set of double doors
Warhammer (1d6), Heavy Crossbow with 10 Bolts just beyond the dark archway. Show Dwarrowdeep
(1d8), and Seax Knife (1d4+1), Treasure: 3d8ep, Illustration #23.
2d10gp, 2d8pp each, one has a Runestone of Speed, Hidden on the ledges of rock above the broken bridge
with a Darg AL: LE, AC: 6, HD: 3, HP: 15, #AT: 1, are seven Volts AL: N, AC: 4, HD: 2+1, HP: 3x14,
DMG: 2d4 (and 1d6*). 2x12, 2x10, #AT: 1 and 1, DMG: 1d4 and 1d12. If
They are overseen by Lotgund, a Duergar Cleric of the PCs create any commotion or attempt to cross the
Dworgrim (CL6) AL: LE, AC: 3 (Plate), HD: 6, HP: 42, bridge into their territory, they will attack from above
#AT: 1, Weapon: Great Mace +2 (1d8), Sling with (+2). Note that anyone struck with a volt’s tail attack
10 Stones +2 (1d4), and Whip (1d4). Spells (3/3/2): while crossing the bridge must make a Dexterity Check.
Protection from Good, Cure Light Wounds, Command; An unsuccessful save means the player character has
Hold Person, Bless, Holy Chant; Animate Dead, Striking, fallen off the bridge and is considered lost.
Treasure: 3d10gp, 4d8pp, Bag of Sticky Shrooms, 157. A massive set of sealed stone double doors, 15
Galeb Runestone (Large), and a Platinum Holy Symbol feet high, stand along the northern wall across from
of Dworgrim (500gp), mounted on a Steeder AL: N, the severed bridge. The stone arch around the door
AC: 4, HD: 3, HP: 21, #AT: 1, DMG: 1d8. is carved in dwarven geometric knotwork. There are
154. Large Monster Cells: The door to this chamber three concave depressions for the insertion of oval-
opens to reveal three cells with thick metal bars. The shaped runestones. Each bears the Symbol of House
bars cannot be bent by strength less than 19. These Longbeard. The stones must be placed to open the
three unique monsters are intended for the culminating doors. They are located in Rooms 117, 123, and 139A.
matches in the arena. The stone double doors open to a large crypt 40 feet
The hook horror paces back and forth like a caged long and 70 feet wide. The floor immediately beyond
lion. The owlbear is sleeping curled in a ball. The the door is lined with concealed bottomless pits. Beyond
amber bulk has been dosed with a fungal sedative to the pits a 10-foot staircase leads up to a 30-foot wide
keep it docile and asleep. If the amber bulk awakes it dais with a dwarven sarcophagus shaped in the form of
would rip right through the walls of its cell. Each time a dwarf holding an axe with both hands over his chest.
the PCs enter this chamber there is a cumulative 1-2 on 1d4 Random Mundane Runestones were placed on the
d6 chance the monster awakens. PCs could potentially sarcophagus and are covered in a thick layer of dust.
use these monsters as a distraction: Two 20-foot tall statues of mighty Dhurindain stand
A. Hook Horror AL: N, AC: 3, HD: 5, HP: 36, #AT: 2, nearby with Huge Exquisite Rubies (5,000gp each) as
DMG 1d8/1d8. eyes.
B. Owlbear AL: N, AC: 5, HD: 5, HP: 33, #AT: 3, The crypt is false. If the sarcophagus is touched it will
DMG: 1d8/1d8/1d8. animate as a Stone Golem AL: N, AC: 5, HD: 14,
C. Amber Bulk AL: CE, AC: 2, HD: 8+8, HP: 56, #AT: HP: 100, #AT: 1, DMG: 3d8, and attack trespassers.
3, DMG: 3d4/3d4/2d4+2. Once the stone golem activates, the two secret doors
(A and B) will slide open and two Advanced Sentinel of
the Ancestors (2) AL: N, AC: 0, HD: 8, HP: 60 each,

209

#AT: 2, DMG: 1d6+2/per, will animate and defend 162. Guardroom: This guardroom is empty. There are
the crypt. Note that any successful attack within five three stools and a small open barrel of water.
feet of the bottomless pits will necessitate a Dexterity 163. Arena Guardroom: Four of Handrandar’s
Check to grab the lip, or fall into the underdark below Duergar Warriors (4) AL: LE, AC: 3 (Platemail), HD: 4,
Dwarrowdeep. HP: 24 each, #AT: 1, Weapon: Battle Axe (1d8), Heavy
The secret door behind Room 157A contains a Sealed Crossbow with 10 Bolts (1d8), and Seax Knife (1d4+1),
Platinum Urn inlaid with Diamonds (10,000gp) on a Treasure: 3d8ep, 2d10gp, 2d8pp each, with a Darg
low stone table, along with a Dwarven-styled Deck AL: LE, AC: 6, HD: 3, HP: 15, #AT: 1, DMG: 2d4 (and
of Many Things, a Shortsword of Life Stealing, and a 1d6*), occupy this guardroom.
Runestone of Wonder. 164. Barrack: This large room contains 10 bunkbeds.
158. The roar of the crowd echoes down the corridor Duergar Warriors (8) AL: LE, AC: 3 (Half Plate and
from the gladiatorial pit located in Room 146. Shield), HD: 4, HP: 22 each, #AT: 1, Weapon: Military
159. Barrack: This room contains a dozen bunk beds. Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), and
The warriors are on patrol. Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp
160. Slave Pit Guardroom: Duergar Warriors (2) AL: each, have just returned from duty and are about to
LE, AC: 3 (Platemail), HD: 4, HP: 24 each, #AT: 1, enter the arena to enjoy the sport. They are led by a
Weapon: Great Hammer (1d8), Heavy Crossbow with junior officer: Khalbin, the Duergar Warband Leader
10 Bolts (1d8), and Seax Knife (1d4+1), Treasure: (F5) AL: LE, AC: 3 (Half Plate and Shield), HD: 5, HP:
3d8ep, 2d10gp, 2d8pp each, are posted here to guard 33, #AT: 1, Weapon: Hand Axe (1d6), Hand Axe (1d6),
the slave pits. Seax Knife (1d4+1), and Whip (1d4), Treasure: 3d10gp,
A. Junior Officer Quarters: Dalkuldz, a Duergar 4d8pp, and a Stalagmite Runestone.
Warband Leader (F6) AL: LE, AC: 2 (Platemail +1), 165. This chamber contains the cells of gladiators
HD: 6, HP: 38, #AT: 1, Weapon: Battle Axe (1d8), marked for death in the arena.
Warhammer (1d6), Seax Knife (1d4+1), and Whip (1d4), There are normally three Dwargoyles AL: CE, AC: 5,
Treasure: 3d10gp, 4d8pp, Runestone of Illumination, HD: 4, HP: 25, #AT: 4 or 1, DMG: 1d3/1d3/1d6/1d4
and a Sticky Shrooms, oversees the security of the slave or Stone Axe (1d12). The dwargoyles are overseen by
pits. There is a 1-3 on d6 chance he is walking the floor the Grand Torturer, a Duergar Warband Leader (F6)
or terrace in Room 152. AL: LE, AC: Bracers AC: 2, HD: 6, HP: 50, #AT: 1,
161. Arena: Guardroom: Handrandar, a Duergar Weapon: Seax Knife +3 (1d4+1) and Whip +2 (1d4),
Warband Leader (F6) AL: LE, AC: 3 (Platemail), HD: Treasure: 3d10gp, 4d8pp.
6, HP: 35, #AT: 1, Weapon: Great Mace +1 (1d8), Note that a commotion in this chamber is likely (1-4 on
Warhammer (1d6), Seax Knife (1d4+1), and Whip d6) to draw warriors from nearby chambers. However,
(1d4), Treasure: 3d10gp, 4d8pp, and a Runestone of if the games are taking place in the arena the noise of
Invisibility, commands the two guardrooms (161 and the crowd will drop this number to 1 on d6.
163) that enter the great arena. Cell A: Szzleth the Lizardman: Szzleth was captured
His Duergar Warriors (3) AL: LE, AC: 3 (Half Plate and by an opposing tribe of lizardmen and sold to a band
Shield), HD: 4, HP: 22 each, #AT: 1, Weapon: Military of orcs who brought him to Gundgathol. Growlgur
Pick (1d6), Heavy Crossbow with 10 Bolts (1d8), and the Gnoll was a warrior among the Black Teeth Tribe
Seax Knife (1d4+1), Treasure: 3d8ep, 2d10gp, 2d8pp of the Fargone Forest. His coat of white, black, and
each, are either seated inside the chamber (1-3) or gray is matted. He has taken many wounds from the
mulling about the large archway (Room 158). pits, Fulknar the Duergar was caught pooping in the
reservoir and sentenced to the pits for his crime.

210

Cell B: This cell contains four young dwarves all bred 166. Flaying Chamber: This chamber contains seven
into slavery. They are capable Level 4 fighters. flaying crosses in an X shape designed to hold slaves
Cell C: This cell is empty. for torture. Each of the stands are equipped with
Cell D: Blurk the Bugbear challenged his tribal manacles. The shelves on the wall contain whips and
chieftain to single combat and lost. He was then sold to filleting knives. Dried pools of blood mark the floor.
the pits. He lost his left hand at the wrist and normally 167. Torture Chamber: This chamber contains three
has a shield strapped to his forearm in combat. Blika racks, three pillories, and three dwarf-sized iron
the Goblin killed a member of her tribe in his sleep maidens. Inside one of the iron maidens is Bulgairn
and was sold to the pits. She is a fierce and athletic Blackbeard, a Level 4 Cleric of Thaneduhr AL: LG,
example of her race. She has a scar across her face AC: 8 (Dex), HD: 4, HP: 3 (28), Weapon: None, Spells
and is missing an ear. (3/2): Stonebeard, Cure Light Wounds, Protection from
Cell E: Three goblins and two orc gladiators are in this Evil; Hold Person, Bless, Ability Scores: S 16, I 12, W
cell. One of the orcs paces back and forth incessantly. 16, D 16, C 17, Ch 12. The duergar cut Bulgairn’s
Cell F: This cell contains the corpses of three dwarves. tongue out and broke his fingers when they learned
Cell G: Bilglop the Bullywug lost his way in the tunnels he was a cleric. Bulgairn is old by dwarven standards
of Dwarrowdeep and was taken prisoner, tortured by and possesses much information including the location
the kalas-toa, and sold to the games. of the Forge of Creation. He will require a Heal spell
Cell H: Lugbrot the Ogre is young by his race’s on both his tongue and fingers to cast spells. He bares
standards. He was born into slavery and has many many scars and speaks mostly through grimacing.
scars along his back. He was then resold to the pits for 168. Cell Guardroom: Tuzgral, a Duergar Warband
the Uzduul-Gundgathol celebratory games. Leader (F7) AL: LE, AC: 1 (Platemail +2), HD: 7,
Cell I: Three mangy bugbears are locked in this cell. HP: 50, #AT: 3/2, Weapon: Battle Axe +2 (1d8),
One is bleeding out from wounds in the arena. Warhammer (1d6), Seax Knife (1d4+1), and Whip
Cell J: This cell is empty. (1d4), Treasure: 3d10gp, 4d8pp, and a Runestone of
Proof Against Disease, alongside Duergar Warriors (4)
AL: LE, AC: 3 (Half Plate and Shield), HD: 4, HP: 28
each, #AT: 1, Weapon: Spear (1d6), Light Crossbow
with 10 Bolts (1d6), and Sea Knife (1d4+1), Treasure:
3d8ep, 2d10gp, 2d8pp each, oversees security of the
cells from this room.

Cell K: Andunir the Elf’s adventuring party was 169. Officer’s Barrack: This barrack is empty except
caught by the derro. He is the last surviving member. for a cot and a small prayer shrine in the corner with a
Hammurgrim the Dwarf is an old dwarven fighter who Small Silver Statue of Dworgrim (1,500gp).
has survived decades in the pits through his strength 170. Barrack: This barrack is empty. The warriors are
and ferocity. He is on the verge of insanity. attending the games. The room contains 14 bunk beds
Cell L: Uldbolk the Black Orc is a surly orc known for and smells of dwarf urine. Hidden in one of the beds is
his hot-temper and starting fights within his tribe. His a pouch with 1d3 Random Mundane Runestones.
chieftain sold him to the duergar and he ended up in 171. Officer’s Mess: The chamber contains a round
the pits. circular table and twelve stools. There are three maps
Cell M: Yislissdop the Kalas-Toa betrayed his tribe in on the table. One depicts an outline of Secondary
hope of currying favour with the duergar. The duergar Encounter Area S28, another S34, and another P5:
sent him to the arena. He is a capable warrior with the The Forge of Creation. The latter merely has a question
trident and net and is a crowd favourite. mark to identify a possible unknown location.

211

Section VII: Step 1: Determine Random Geomorph Tile Type
Secondary Encounter Area Generator
Roll 1d20 to determine the type of random geomorph
This section outlines the process of generating tiles for the Secondary Encounter Area and record the
Secondary Encounter Areas. result:

There are 40 Secondary Encounter Areas on the 1-5 Geomorph Type
Dwarrowdeep Hex Map. These are marked as S1, S2, 6-10 Dungeon Geomorphs
etc., and include halls, sub-complexes, caverns, forges, 11-13 Cavern Geomorphs
crypts, vaults, and mines. Many of these have multiple 14-16 Cave Geomorphs
deeps (levels) that extend down into the earth or up into 17-19 Dungeon and Cavern Geomorphs
the mountains. 20 Cavern and Cave Geomorphs
Secondary Encounter Areas are randomly designed Dungeon and Cave Geomorphs
dungeons generated by the Referee from Dwarrowdeep-
specific tables. Secondary Encounter Areas are Step 2: Determine the Number of Deeps (Levels)
designed to convey the sheer enormity and vastness of
the interconnected dwarven city of Gundgathol while The dwarves of Gundgathol use a specific syntax
also inserting randomness and referee agency into the when referring to locations across their vast mountain
campaign. kingdom.

How to Generate Secondary Encounter Areas:

Before you begin have a pencil, paper, and a set of The dwarves never use the word level (or levels) to refer
polyhedral dice on hand. to tiered dungeon floors. Instead, the dwarves use the
1. Print all three sets of random geomorph tiles word “deep” to refer to a level. In addition, the deep
(Dungeon, Cavern, and Caves) on paper or cardstock. always precedes the exact location. For example, a
Print two or three sets if possible (not required). dwarf might say, “The orcs took the Third Deep of the
2. Cut out the geomorph tiles on each page and write Eastern Halls” or “The Fifth Deep of the Lower Halls
the number of each unique geomorph tile on the back was overrun with trolls.”
of its card for future reference. Instead of relying on established role-playing game
parlance, referees are encouraged to use the lexicon
Understanding the Random Geomorph Tiles: of the Gundgathol dwarves when communicating to
players.

The random geomorphs are designed for replayability. Also, any dwarves in Hamelet, or slaves met in
The tiles have no room numbers. Referees will assign Dwarrowdeep, will use this syntax to refer to locations
room numbers near the end of the generation process. and historical events.

Special Feature: Doors of Dhurindain Roll 1d6 to determine the number of deeps for the
Secondary Encounter Area and record the result:
The Doors of Dhurindain are 12 white portals located
on the outside border of each random geomorph tile Number of Deeps (Levels)*
(three white portals on each side of the four primary 1-4 First Deep
compass directions of north, south, east, and west).
These white portals, when the tiles have been 5 Second Deep
combined and the map completed, will serve as doors 6 Third Deep
but also articulation for primary, secondary, secret *Add additional deeps as desired.
passageways, or closed as dead ends. Informed by
the Dwarrowdeep Hex Map, the Referee will, later in If you are using the generator for the first time,
the process, determine which Doors of Dhurindain select one deep and move to Step 3.
will serve as entrances or exits and which ones will be
closed or serve as doors to other tiles.

212

Step 3: Determine Number of Tiles Per Deep My preference for arranging a square or
rectangular dungeon shape was to alternate
Determine the total number of random geomorph tiles vertical and horizontal rectangles together with
to be included in the Secondary Encounter Area. Roll a second row underneath. If you want to avoid
1d12 for each deep and record the results. square or rectangular dungeons try lining up only
one or two doors on a given side. Regardless of
If you are using the generator for the first time roll how you want to arrange your maps, do your best
1d6 instead of 1d12 to have a smaller map until to keep players guessing and stretch the map
you get accustomed to the process. If you rolled horizontally or vertically in interesting ways.
two geomorph types in Step 1, divide the total
number of tiles across both geomorph types. Step 6: Dwarrowdeep Hex Map passageways

Step 4: Geomorph Tile Selection In the next step you must compare the completed
map of your Secondary Encounter Area with its
Having identified the geomorph type(s) in Step 1, now exact location (S1, S2, S3, etc.) on the Dwarrowdeep
determine the specific geomorph tiles to construct the Hex Map. The Dwarrowdeep Hex Map indicates the
map. Take your results from Step 3 (Number of Tiles) compass direction of primary, secondary, and secret
and roll 1d12 a corresponding number of times. Record passageway entrances and exits relative to your
your result each time. completed dungeon. Select the Doors of Dhurindain on
your map that best represent those compass directions.
For example, I rolled Dungeon Geomorphs These will serve as the points of articulation into, and
and one Deep. I then rolled 4 total Dungeon out of, your newly compiled Secondary Encounter Area.
Geomorph Tiles in Step 3. I rolled 1d12 four times After selecting your entrances and exits as per the hex
in Step 4. In this example, my results were Dungeon map, close the remaining Doors of Dhurindain (these
Geomorph Tiles #2, #5, #8, and #9. These will serve as plain walls or dead ends).
numbers correspond to the numbered geomorph In terms of articulations, Secondary Passages are
tiles located on the map sheets labelled Random normally wider than 20 feet. Either you can widen the
Dungeon Geomorphs I, II, and III (you wrote the Door of Dhurindain to accommodate the passage or
number of each on the back at the beginning). you can narrow the passage as it enters your Secondary
Encounter Area. For entrances and exits from Primary
Step 5: Arrange Geomorphs Encounter Areas, the Referee can add 60x60 foot slopes
immediately adjacent to the new dungeon geomorph
Arrange your geomorphs to taste. The modular nature (similar to the examples used in the Primary Encounter
of the design allows for near infinite variation - the Area Maps). Alternatively, the tunnel extending out from
only limit is your imagination. If you desire a square the Door of Dhurindain can widen as needed.
or rectangular shape, you can align the geomorphs as
vertical rectangles side-by-side and create a second If you rolled two or three deeps, entrance
row underneath them. If you rolled two or three deeps, passages need not always enter the first deep of
repeat the process for the other levels now. your Secondary Encounter Area. PCs can enter the
third deep and need to climb upwards to access
an exit passage, or the entrance can enter the
Second Deep with different exit passages on the
First and Third Deeps. Make your environments
unpredictable for your players as informed by the
Dwarrowdeep Hex Map.

213

Step 7: Insert Deep Transitions Sinkhole: A sinkhole, 1d6+3x10 feet long by 1d6+3x10
feet wide, dominates this tile of the deep. Consult the
If your deep is a single level, you can skip this step. Random Passageway Hazards Chart.
If you rolled more than one deep, and having already Occupied: The deep is occupied by a warband or
selected and arranged your tiles, place your level small tribe. Skip the standard room stocking procedure
transitions (such as stairwells, ramps, elevators, shafts, for this specific tile of your map. Roll the Random
etc.) to align with your lower levels. Warband Table once and roll a second time using the
same humanoid warband. Add them together. The
If you prefer neatly stacked levels that align large warband or small tribe will likely be centralized
vertically with each other, insert your level for protection and there is a 1-2 on d6 chance they
transitions immediately beside a closed Door of posted guards and a further 1-2 on d6 chance half
Dhurindain along the edge of a geomorph map. their number are asleep.
These can align easily and help you keep track if
you have levels stacked on top of each other. If your Secondary Encounter Area is adjacent to
Stairs, Stairs, and More Stairs: Don’t feel obligated a subterranean lake forego rolling for a random
to have 10 foot staircases between deeps. The warband and select an appropriate humanoid
dwarves are known for long staircases extending tribe instead, such as bullywugs or troglodytes for
100s of feet up or down. These could be broad, low levels, or troglodytes or kalas-toa for mid or
thin, circular, or a series of ramps. higher levels.

Step 8: Special Feature (Part I) Step 8A: Special Feature (Part II)

There is a possibility of one special feature per level. This step only applies if your Secondary Encounter Area
Roll the chart below and add the special feature to your is immediately adjacent to a lake or a chasm. If so, you
map using the dimensions provided: may adjust your map accordingly.
For example, if your location has a chasm to the south,
Special Feature instead of closing all the Doors of Dhurindain in that
1-5 No special feature direction, perhaps they open into the chasm.
6 Crevasse If a lake is adjacent to the east, perhaps the Doors of
7 Fungal Overgrowth Dhurindain on that side open to a subterranean beach
8 Flooded before the Shadow Sea or The Black Lake.
9 Sinkhole
10 Occupied Step 9: Assign Room Numbers

Crevasse: A large crevasse cuts across a tile(s) of the Assign room numbers to your map. You do not need
deep. The crevasse is 1d8+5x10 feet long and 10 feet to number every single space, although you can if
wide. Consult the Random Passageway Hazards Chart you wish. Remember, Dwarrowdeep is an abandoned
for more information. dwarven city - there are many dark and empty rooms.
Dwarrowdeep is, above all, an exploration sandbox.

Fungal Overgrowth: A tile(s) is overgrown with spores, Step 10: Room Stocking
molds, and fungus. The area affected is 1d8+8x10
feet long by 1d8+5x10 feet wide. Consult the Random Now that you have completed the geomorph tile
Passageway Hazards Chart. map(s), deeps, entrances and exits, level transitions,
Flooded: The level is flooded. Roll 1d6: Ankle Deep and room numbers of your Secondary Encounter Area,
(1-3) or Knee Deep (4-6). Alternatively, add a pool the process of room stocking can begin.
1d6+6x10 feet long by 1d6+5x10 feet wide that With pencil, paper, and dice at hand, roll the following
accumulated via a partially sunken floor. There is a 2 on chart and record your results to populate all your
d6 chance the pool is occupied. Select an appropriate numbered locations:
random monster by average party level from the charts
provided in this section.

214

Random Stocking Table Dungeon Geomorphs: Monster HD 3-4
1-2 Empty 1 Sentinel of the Ancestors (1d4)
3-4 Monster 2 Amber Jelly (1d6+1)
5 Trap 3 Flagstone Golem (1d2)
6 Special Feature 4 Gibbering Mouther (1d2)
5 Incendiary Fungus (1d6)
Note that Referees should be flexible in the 6 Stun Jelly (1)
application of the random stocking results. For 7 Gelatinous Cube (1)
example, a Referee should consider moving a 8 Ghast (1d6)
particularly interesting monster, treasure, or special 9 Gray Ooze (1)
result, to take advantage of a secret door or other 10 Giant Rattle or Python Snake (1d2)
interesting dungeon geomorph feature. 11 Brain Fungus (1)
12 Giant Tarantula (1d3)
Step 11: Determine Monsters 13 Iron Statue (1d4)
14 Giant Tick (1d6, 3HD)
Once Step 10 is complete, roll the Dungeon or Cavern/ 15 Wraith (1d3)
Cave Geomorph Monster Tables below to populate 16 Amphisbaena (1d2)
your monster results. Use the average party level as a 17 Water Weird (1)
guide to determine the appropriate tables/hit dice of 18 Random Warband (3HD)
the monsters. 19 Random Warband (4HD)
20 Random Monster Table (HD 5-6)
Referees should use these lists as Wandering Monster
Tables during gameplay. Simply reroll results from Dungeon Geomorphs: Monster HD 5-6
immobile monsters such as molds, fungi, etc. 1 Rust Monster (1d3)
2 Cerepod (1)
Monster Tables: Dungeon Geomorph Tiles 3 Flagstone Golem (5HD)
4 Advanced Sentinel of the Ancestors (1d4)
Dungeon Geomorphs: Monster HD 1-2 5 Caryatid Column (1d4)
1 Skeleton (1d6) 6 Groaning Spirit (1)
2 Zombie (1d6) 7 Spectre (1)
3 Giant Rat (3d6) 8 Giant Phase Spider (1d3)
4 Green Slime (1) 9 Stone Statue (1d3)
5 Giant Flagstone Spider (1d3) 10 Troll (1d6)
6 Flagstone Golem (2HD) 11 Cloaker (1d4)
7 Giant Scorpion (1d4) 12 Lava Elemental (1, 8HD)
8 Shadow (2d4) 13 Giant Beetle Exoskeleton (1d3)
9 Stirge (2d4) or Giant Fly (1d6) 14 Greater Crypt Shade (1d2)
10 Amber, Yellow, or Brown Mold (1) 15 Crypt Thing (1)
11 Devil’s Fingers (1d4+1) 16 Dwargoyle (1d4)
12 Giant Blood-Thirsty Spider (1d4+1) 17 Mummy (1d4)
13 Mudmen (2d4) 18 Huge Scorpion (1d3)
14 Giant Blister Beetle (1d6) 19 Random Warband (5 HD)
15 Giant Cockroach (1d8) 20 Random Warband (6 HD)
16 Giant Jumping Spider (1d6+2)
17 Black Witch’s Butter (1d4)
18 Random Warband (2HD)
19 Random Warband (3HD)
20 Roll Monster Table (HD 3-4)

215

Monster Tables: Cavern or Cave Geomorph Tiles Cavern Geomorphs: Monster HD 3-4
1 Cave Fisher (1d4)
Cavern Geomorphs: Monster HD 1-2 2 Brobdingnagian Fungi (1d3, 3HD)
1 Rock Clam (1d2) 2HD 3 Brain Fungus (1)
2 Grub Globule (1d4+1) 4 Crystal Ooze (1d2)
3 Giant Ant (2d6) 5 Giant Earthworm (1d6)
4 Stirge (1d8) 6 Giant Saw-Toothed Beetle (1d4)
5 Fire Beetle (1d6) 7 Rock Lobster (1d2, 3HD) or Reptile (1d2, 3HD)
6 Insect Swarm (1) or Blooderfly (4d4+2) 8 Rock Manta (1d2, 3HD)
7 Giant Bat (1d6) 9 Forbidden Fruit Fungus (1d2)
8 Carrion Scavenger (1) 10 Sandling (1d2)
9 Fossil Skeleton (2d4) 11 Huge Scorpion (1d2)
10 Shrieker (1d6) 12 Stalagbite (2d4, 3HD)
11 Violet Fungi (1d3) 13 Megalocentipede (1d3)
12 Giant Leech (1d4) 14 Cave Moray (1d4+2, 3HD)
13 Giant Cave Cricket (1d6) 15 Advanced Phycomid (1d4)
14 Fungus Man (1d12) 16 Rust Bats (1d2+1)
15 Darkmantle (2d4) 17 Nematoad (1d2)
16 Phycomid (1d4) 18 Random Warband (3HD)
17 Stalagbite (2d4) 1HD 19 Random Warband (4HD)
18 Random Warband (2HD) 20 Roll Monster Table (HD 5-6)
19 Random Warband (3HD)
20 Roll Monster Table (HD 3-4)

216

Cavern Geomorphs: Monster HD 5-6 Step 11: Determine Monster Treasure
1 Fungus Man (1d12)
2 Giant Slicer Beetle (1d3) For each monster result, consult the nested tables below
3 Storoper (1) to determine monster treasure:
4 Icterine Fungi (1d4)
5 Rot Pudding (1) Table 11: Random Monster Treasure Type
6 Basidirond (1d2) 1-5 No Treasure
7 Ettercap (1d4) 6-10 Coin*
8 Hook Horror (1d4+1) 11-12 Gem (1d4)
9 Mantrap (1d2, 5HD) 13-14 Jewelry (1d4)
10 Piercer (2d4, 5HD) 15-17 Mundane Runestone
11 Ochre Jelly (1) 18-19 Magical Runestone
12 Advanced Phycomid (1d4) 20 Magical Weapon or Armour
13 Troll (1d6)
14 Ankheg (1d4, 5HD) Table 11.1: Random Coin Type
15 Salt Pudding (1d2)
16 Huge Toad (1) Using average party level, roll the following chart to
17 Advanced Phycomid (1d4) determine random coin type:
18 Random Warband (5HD)
19 Random Warband (6HD) Table 11A: Random Coin
20 Roll Monster Table (HD 7+)
Level 1-3 Level 4-6 Level 7-10
Cavern Geomorphs: Monster HD 7+
1 Dracolisk (1d2) 1-5 Copper Silver Platinum
2 Fungus Man (1d12) 6-10
3 Galeb Duhr (1d4) 8HD 11-14 Silver Electrum Gold
4 Flail Snail (8HD) 15-18
5 Giant Rhinoceros Beetle (1d2) 19-20 Electrum Gold Electrum
6 Giant Stag Beetle (1d4)
7 Stegalocentipede (1) Gold Platinum Silver
8 Advanced Otyugh (1, 12HD)
9 Trapper (1) Platinum Copper Copper
10 Will-O-Wisp (1)
11 Xorn (1d4) To determine coin amount, roll the Random Treasure
12 Black Tentacles (1) Value Table below. Use the amount listed instead
13 Shadow Dragon (1, 8HD) of gold piece value (for example, you rolled Coin,
14 Roper (1d3, 10HD) followed by Level 1-3: Electrum, and then rolled a 2 on
15 Purple Worm (1) the Random Treasure Value Table, your result would be
16 Carnivorous Vines (12HD) 75ep). Add 3d6 to the amount to vary your coin results.
17 Behir (1)
18 Twelve-Headed Hydra (12 HD)
19 Amber Bulk (1d2)
20 Random Warband (7HD)

217

Subtable 11A: Random Treasure Value Table Table 11B: Random Gemstones
Deep Blue Azurite
After determining the treasure type, roll 1d12 and 1-2 Tiger Eye Agate
consult the table below to determine the coin amount 3-4 Moss Agate
or gold piece value by average party level: 5-6 Orange Sunstone
7-8 Bloodstone (+100gp)
Random Treasure Value 9-10 White Moonstone (+100gp)
11-12 Smokey Quartz (+100gp)
Level 1-3 Level 4-6 Level 7-10 13-14 Rainbow Obsidian (+100gp)
15-16 Purple Amethyst (+200gp)
1 50gp 300gp 1,000gp 17 Green Aquamarine (+200gp)
2-3 18 Violet Garnet (+200gp)
4-6 75gp 400gp 1,500gp 19 Black Sapphire (+200gp)
7-9 20
10-11 100gp 500gp 2,000gp
12
125gp 600gp 2,500gp

150gp 700gp 3,000gp

200gp 1,000gp 5,000gp

Subtable: 11B: Exceptional Treasure Value Table 11.3: Random Jewelry

For each coin, gem, or jewelry result, roll 1d8. A roll of Roll the Random Jewelry Table followed by the Random
1 indicates a treasure of exceptional value. Consult the Treasure Value Table (if you wish to add the type of
table below if an exceptional treasure is indicated: precious metal as a descriptor, roll the Random Coin
Table):
Exceptional Treasure Value

1 +100 7 +400 Table 11C: Random Jewelry
1 Helm
2 +150 8 +450 2 Bracelet
3 Torc
3 +200 9 +500 4 Earring
5 Disc Broach
4 +250 10 +550 6 Medallion
7 Ring
5 +300 11 +600 8 Belt Buckle
9 Cloak Clasp
6 +350 12 +1000 10 Scabbard
11 Goblet
Table 11.2: Random Gemstone 12 Beard Ring

Roll the Random Gemstone Table followed by the
Random Treasure Value Table. Add the additional
gemstone value, if applicable:

218

Table 11.4: Mundane Runestones Table 11.7: Random Magical Weapon and Armour
Bonus
For Mundane Runestones roll 1d3 and consult the
Random Mundane Runestone Table I, II, or III in the Consult the following chart to determine the magical
backmatter. Then roll 1d100 to find your result. bonus of a weapon/armour:

Table 11.5: Magical Runestones Random Magical Bonus (1d6)

For Magical Runestones roll 3d20 and consult the Level 1-3 Level 4-6 Level 7-10
Random Magical Runestone Table by average party
level located in the backmatter. 1-5 +1 1-2 +1 1-4 +2

Table 11.6: Random Magic Weapons and Armour 6 +2 3-6 +2 5-6 +3

For a Random Magical Weapon or Armour roll 2d20 Step 12: Determine Trap Type
and the roll 1d6 on the Random Magical Bonus Table
by average party level: Using your results from Step 10, roll 1d8 to determine
the trap type for each trap result on your stocking list
and then consult the appropriate subtable below:

2-6 Table 11.6: Trap Type
7 Random Magic Weapons & Armour 1-3 Pit
Warhammer 4-6 Melee
8-12 Great Hammer 7-9 Ranged
13 Hand Axe 10-12 Mechanical
14 Battle Axe 13-15 Gas
15 Seax Knife 16-17 Curse
16 Light Crossbow 18-20 Magical
17-18 Heavy Crossbow
19-20 Ring of Protection Table 12.1: Pit Trap Subtable
21-25 Cloak of Protection
26-30 1d20 Arrows Pit Trap (Concealed)*
31-33 1d20 Bolts 1-3 Empty
34-36 Leather Armour 4-5 Spiked
37 Studded Leather 6 Sloped
38 Scalemail 7 Monster**
39 Chainmail 8 Water (bottom 5 feet of the pit)
40 Half Plate
Platemail *Pit Depth (1d6): (1-2) 10 feet, (3-4) 20 feet, (5-6)
30 feet. Pits cause 1d6 points of damage per 10 feet
of depth. There is a 1 on d6 chance a pit is open,
otherwise pits are concealed.

219

**Roll 1d6: (1-2) Yellow Mold, (3-4) Zombie 1d3, the damage with a successful Dexterity Check. Adjust
(5) Grub Globule 1d3, or (6) Giant Leech 1d3. damage 1d6 for every two PC levels after level 1.
Referees should adjust this chart concurrent with party **25% of all ranged attacks are poisoned for an
advancement. additional 1d6 points of damage. PCs may half the
damage with a successful saving throw.
Table 12.2: Melee Trap Subtable

Melee Trap* Table 12.4: Gas Trap Subtable
1-2 Swinging Hammer (1d6 damage)
3 Swinging Ball (1d6 damage) Gas Trap*
4 Pendulum Blade (1d6 damage)
5-6 Deadfall Stone (1d6 damage)** 1-2 Poison (1d3 hp per round/level of PC.
Gas lasts for 1d4 rounds)**
*Melee traps require an attack roll. Melee traps attack
at the same class and HD as the targeted player 3 Paralytic (Save versus Paralysis)***
character. PCs may half the damage with a successful
Dexterity Check. Adjust damage 1d6 for every two PC 4 Sleep (Save versus Poison)***
levels after level 1.
5 Laughing (Save versus Poison)***

6 Choking****

*Activating a gas trap initiates a random monster roll.

**Roll for Random Monsters. **Save versus Poison each round to half the damage.

Table 12.3: Ranged Trap Subtable ***Effect lasts for 1 turn.

Ranged Trap* ****This mundane gas functions as Dust of Sneezing
and Choking.
1-2 Crossbow Bolt (1d8 damage)**
Table 12.5: Mechanical Trap Subtable
3 Darts (1d3 damage x 1d4 Darts)**
Mechanical Trap
4 Arrow (1d6)** 1-2 Ceiling Collapse*
3 Portcullis*
5 Acid Spray (1d6 damage, 4 Tilting Floorstone**
10x10ft Area of Effect) 5 Spring-Loaded Floorstone (1d6 damage)***
6 Cage****
6 Dust (Yellow Mold 50%
or Cinnamon Mold 50%)

*Ranged traps require an attack roll. They attack at the
same hit dice as the targeted player character. PCs half

220

*Roll d6: Collapse blocks one passage (1-2), blocks two *See New Cleric Spell.
passages (3-4), blocks all passages (5-6), if applicable. **See Glyph of Warding. Roll 1d6: (1-2) Fire, (3-4)
A portcullis requires 60 total strength to lift. In either Cold, or (5-6) Electrical Blast. Each blast causes 12
case, roll for Random Monsters. points of damage. A successful Save versus Spell will
**Floorstone tilts on central axis right or left revealing a half the damage. Cast at 6th level of magic use. The
shallow depression with spikes for 1d6 damage. detonation of a glyph requires a random monster roll.

***Dungeon only. ***See New Cleric Spell. The mouth screams
****Suspended cage falls from high ceiling (Dexterity “Intruders!” in Dwarvish for 1 turn. Roll for Random
Check to avoid entrapment). The cage requires 60 total Monsters (1-3 on d6).
Strength to lift. Roll for Random Monsters.
Step 13: special features

Table 12.6: Curse Trap Subtable Step 13a: See page 222.

Curse Trap* Step 13b: Random Magical Effect*
1-2 Blindness
3 Feeblemind 1-2 Bless for 1 day
4 Insanity
5 Mummy Rot 3 Dwarven Stone Sense**
6 Disease**
4 +1 to hit/damage versus orcs for 1 day
*Curse traps are carefully hidden glyphs or runes
etched or carved on surfaces like floors, walls, ceilings, 5 +1 Wisdom for 1 day
or doors. A dwarf receives a passive 1 on d6 chance
to spot a cursed glyph and a 2 on d6 chance if actively 6 +1 to hit/damage with hammer or axe for next
searching. A Detect Magic will always reveal a cursed combat
glyph or rune. Curse traps require a Remove Curse to
dispel. *These effects do not stack.

**For 1 day (non-dwarves only). Dwarves receive +1
on saving throws instead.

Step 14: Name your Secondary Encounter Area

**Turns pale and sickly: 1/2 Movement and all ability Roll 1d6 to determine the syntax of your Secondary
scores reduced by 1/3. Encounter Area name and consult the appropriate
subtables. Referees are encouraged to expand the
Table 12.7: Magical Trap Subtable existing list:

Magical Traps 1. The [Adjective] [Noun].
1-2 Runes of Dhurindain* 2. The [Adjective] [Noun] of [Prefix/Suffix].
3 Hammer Ward* 3. The [Adjective] [Noun] of House [House Name].
4 Wall(s) of Stone cover entrances/exits 4. The [Adjective] Mines of [Prefix/Suffix].
5 Runes of Warding** 5. The Mines of [Prefix/Suffix] or House [House Name].
6 Stonemouth*** 6. The [Adjective] Halls of the [Prefix/Suffix] or of House
[House Name].

221

Step 13a: Secondary Encounter Area Special Features

1 Pool of murky water (50% of 1 random treasure) 51 Rubble. Further collapse on 1d3 in this room
2 Rubble pile (50% Rot Grubs) 52 7d20 Burial Alcoves (TT: I-VII 10% +1 Weapon)
3 Collapsed circular stairwell 53 Guardroom with well and stand (1d6 Weapons)
4 Pile of 1d4 Mundane Runestones 54 Runic Tablet (see Barrowmaze)
5 Stone Statues (1d4) 55 Prayer Dais of Dworgrim: Good AL take 1d6 damage
6 Iron Statues (1d4) 56 Crypt: Random House (TT: 1-VII and 15% +1 Armour)
7 Crystal Statues (1d4) 57 Vein of Gold for 1d4 rooms (Total Value: 2,000gp)
8 Broken Seax Knife 58 Stone Statues 1d4, broken
9 Throne: Random House (see Random Magical Effect) 59 Red crystal growth with luminescence
10 Dais of Dhurindain (see Random Magical Effect) 60 Rotten Baskets (empty)
11 Wall braced with rotting wood 61 Murky water (Glint of 5gp) and 1d2 Giant Leeches
12 Thin vein of Mithril for 1d2 rooms (Value: 10,000gp) 62 Hall of Records
13 Runestone: Head of Battle Axe +1 carefully hidden 63 Rotten Baskets (1d4 gems and 1 Magic Runestone)
14 Skeletons: 1d6 Dwarves & 1d12 Orcs (TT: I-VI) 64 Great Hammer +1 hidden under rockpile
15 Geddinthor Prayer Dais (see Random Magical Effect) 65 Pouch of 1d4 Mundane Runestones
16 Armoury: Looted. 1 suit of random damaged armour 66 Temperature hot for 1d3 rooms (Heat Metal)
17 Map of 1d4+1 rooms etched on wall 67 Prayer Dais of Thaneduhr (see Random Magical Effect)
18 Mundane Runestones 1d4 and 1 Magical 68 Map of 1d4+1 rooms etched on floor
19 Hidden Bag: 1d4 Crossbow Bolt Tips +1 69 Disk of Kar-Koon (The Forbidden Caverns of Archaia)
20 Rubble pile with glint (Fool’s Gold Ring) 70 Ceiling braced with rotting wood
21 Crystal growth with faint luminescence 71 1d20 Burial Alcoves, looted
22 5d20 Burial Alcoves, partially looted (TT: I-VI, XI) 72 Skullpile: Dwarves (TT: I-VI)
23 Skeletons: Dwarves (TT: I-VI, XI) 73 Crypt: Random House (TT: 1-VII, XI)
24 Hall of Records 74 Altar to Thaneduhr (see Random Magical Effect)
25 Guardroom with well and stand with 1d4 Weapons 75 Throne: Random House with Secret Magic Runestone
26 Sarcophagus of Dwarven Hero, broken and looted 76 Vein of Silver for 1d4 rooms (Total Value: 1,000gp)
27 Temperature very cold for 1d3 rooms (Freeze Metal) 77 Skeletons: Dwarves and Goblins (TT: I-III)
28 Rubble. Further collapse on 1d3 in this room 78 Mundane Runestones 1d4 and 1 Magical
29 Foul air in d8 direction. 50% Random Monster 79 Forge: Used recently
30 Stone Dwarven Statues 1d4, defaced 80 Charnel Pit: 50% Disease, 50% 1d4 Random Gems
31 Musty Smell: Yellow Mold 81 Guardroom with well and chain bucket
32 Crypt: Random House (TT: XI & 1 Magic Runestone) 82 40 Foot Ceiling: 1d2 Orcs cocooned in spider webs
33 Armoury: Looted except 1 suit of damaged platemail 83 Breathtaking Dwarven Geometric stonework
34 Dwarven Sarcophagus (TT: VII, XI, 10% +1 weapon) 84 Rubble pile with glint (Silver Ring 25gp and TT: VIIx2)
35 Forge: Hidden Magical Runestone 85 Dusty mining shovels and picks
36 Thick spider webs block room 86 Stunning Dwarven Geometric stone engraving
37 Stone Statue of King Dalgeddin 87 Stone Statue of Kalbandur, 50% defaced
38 Altar to Dhurindain (see Random Magical Effect) 88 Altar to Geddinthor (see Random Magical Effect)
39 Purple crystal growth with luminescence 89 Foul smelling air in d8 direction: 50% decaying matter
40 Iron Statue of Thaneduhr with Ruby Eyes (100gp each) 90 Musty Smell: Amber Mold
41 Charnel Pit: 50% 1d4 Jewelry, 50% Rot Grubs 91 Sarcophagus: Dwarf Hero (TT: 1-VII& 10% +2 Shield)
42 Water leaks from the wall. Slippery terrain 92 Smell of Decay: 1d2 Orcs (1d7+1 days)
43 Guardroom with well and chain bucket 93 Rubble. Further collapse on 1d3 in this room
44 Large Violet Mushrooms with scent (see Purple Moss) 94 Smell of Decay: 1d4 Dead Dwarf Slaves (2d10 days)
45 Wind from holes in wall 5 times/day. Torches out 95 Hall of Records
46 Yellow Mold hangs above doorway 96 Old Barrels (1d4) 1-2: Rats, 3-5: Empty, 6: TT: XI
47 2 Bottles of Ancient Dwarven Wine (300gp each) 97 Smell of working forges emits from small vent in wall
48 Stunning Dwarven geometric stone arch 98 Referee’s Choice
49 Light Box shines on secret once/day (TT: VIIx2) 99 Roll twice on this table
50 Random Cache: Dusty gear (1d4 backpacks) 00 Roll three times on this table

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Adjective Noun Random Name Name
1 Broken 1 Halls House Prefix Suffix
2 Iron 2 Passages 1 drin
3 Eerie 3 Caves 1 Stoneborn 1 Kil 2 nar
4 Bleak 4 Caverns 3 ror
5 Silver 5 Catacombs 2 Hammerhand 2 Rune 4 tek
6 Glittering 6 Chambers 5 grim
7 Crystal 7 Dungeon 3 Longbeard 3 Stur 6 dain
8 Mithril 8 Gates 7 ban
9 Stone 9 Labyrinth 4 Broadbeam 4 Rag 8 gal
10 Lost 10 Forge
11 Black 11 Maze 5 Ironforge 5 Brag
12 Dark 12 Delve
13 Forgotten 13 Tombs 6 Tunneltrue 6 Gim
14 Forbidden 14 Mines
15 Upper/Lower 15 Pits 7 Cobblestone 7 Mar
16 Dread 16 Temple
17 Gloomy 17 Vault 8 Whitebeard 8 Tor
18 Shadow 18 Tunnels
19 Quiet 19 Shrine Step 15. Interpret the Results
20 Dead 20 Quarry
Any random generation requires referee interpretation.
This happens in three parts:

First, interpret the story of the randomness. Do this by
letting your results speak. Ask yourself: are there any
themes in the results? The nature of the monsters, traps,
and special encounters might suggest a crypt narrative,
a long-abandoned mine, an overgrown cave system, or
a combination of more than one. Your results suggest
themes. Use them to outline a story about why the
location exists.

Sometimes your results will lead to strange outliers.
Embrace them. Trying to explain outliers can be a
bridge to creativity.

Second, if necessary, shift a monster, treasure, or trap
result from one room to the next to best fit the theme
of your results. It may also make a more interesting
encounter if you combine two stand-alone results into
a single room. These are the types of decisions that
can make for memorable play experiences. Again, not
a lot of interpretation is necessary, but normally a little
shifting from one room to another can go a long way.

Third, review Dwarrowdeep’s themed Primary Encounter
Areas and use them as inspiration. An overwhelming
sense of loss and darkness consumes those who brave
Gundgathol. Draw on the text, themes, motifs, and
illustrations throughout this book to integrate your
Secondary Encounter Area into the Dwarrowdeep play
experience.

223

NEW RELIC Under the divine right monarchy of House Stoneborn,
the dwarves grew and multiplied. They constructed a
HAMMER OF DWARVISH LORDS great city while keeping the Forge of Creation and the
location of the Soul Hammer a deeply guarded secret.
In the beginning, Thaneduhr the All-Father
materialized from the celestial cosmos deep in the Each new Stoneborn King is inaugurated by Thaneduhr’s
heart of the Eternal Mountains. clerics in the Sacred Forge. His final act of ascension
is to stand before the Anvil of Creation and raise the
He crafted a forge and an anvil from the living Hammer of Dwarvish Lords.
rock. Thaneduhr then called to the stone of the
mountains - and the stone answered. Slowly The Hammer of Dwarvish Lords, also known as the
particles of mithril appeared and drifted toward Hammer of Creation or the Soul Hammer, was used
his hands. Thaneduhr turned his hands over and by Thaneduhr the All-Father to forge the first dwarves.
over. Tremendous heat and light emanated from It is an ancient and holy relic of terrifying magical
between his fingers. The heat burned intensely. power. In the hands of a dwarf, the weapon is equal
Mithril particles drifted faster and faster toward to a Mithril Warhammer +5 Dwarven Thrower (60 feet)
him. and will return to the hand of the wielder. The hammer
can elongate into a great two-handed warhammer
Soon an artifact began to take shape in his (1d10) on command. The hammer scores double-
grasp - a mighty warhammer! The All-Father then damage when thrown and scores triple thrown damage
breathed on the artifact three times. Once to clear against giants and goblinkind. The bearer of the Soul
the smoke and the steam. He breathed again to Hammer receives +1 Constitution and possesses +2
cool the artifact. Finally, he inhaled deeply. As he dwarven Stone Sense racial traits. The hammer also
exhaled his eyes glowed with a bright white light. possesses the abilities of a Mace of Shattering, a Mace
His breath imbued the weapon with tremendous of Disruption, and provides 35% magic resistance. The
magical power. hammer cannot be destroyed by any known means,
mundane or magical, and is immune to all anti-magic
Thaneduhr then held out his hands. Seven rocks effects.
materialized on the Anvil of Creation. Using the
Hammer of Creation, he crafted and shaped the In addition, the hammer has the following Benign
rocks into small humanoid figures. They were stout, Abilities for dwarves:
strong, hardy folk, crafted in his image. He then
breathed life into each of the figures. 1. Giant Strength (+3 to Hit/+5 to Damage)
2. Fear Immunity
The first were the Stoneborn who were gifted 3. Regeneration (2hp/Round)
with knowledge in the form of runes, the second 4. Haste (1/day)
were the Ironforge who were given knowledge of
metalworking, the third were the Hammerhands The Hammer of Dwarvish Lords also possesses the
who were blessed with knowledge of warfare, following malevolent effects. For every day the hammer
the fourth were the Tunneltrue and he gifted them is removed from its place atop the Anvil of Creation, the
knowledge of mining. The All-Father bestowed bearer ages 21 years. The hammer cannot be raised
upon the Broadbeams knowledge of architecture. more than three times within any one lifetime.
The Longbeards received the wisdom and skill
to shape and mine gemstones, and finally, the The hammer is the most sacred relic of the dwarven
Cobblestones were given the responsibility of people. Any non-dwarf that attempts to wield the
service to the dwarven people. Hammer of Creation must Save versus Death at -3
or be disintegrated (this effect cannot be undone).
The Hammer of Dwarvish Lords can unlock all five
Dwarrowdeep Entrances (A-E).

224

225

NEW MAGIC ITEMS be Avenged!” The bonuses of the hammer stack if used
with two of Grabthar’s Golden Gauntlets.
Eyeglass of House Longbeard Grabthar forged the hammer during the Second
The Eyeglass of Appraisal allows a thief or magic-user Goblin War. His cousin Warvan lost both his sons to
to determine the approximate value of gemstones. Use the wicked spells of a goblin shaman. Grabthar crafted
the following chart, as determined by character class: the great hammer to exact revenge. His house sigil, the
eye within a diamond, adorns both sides of the hammer
Class Base Appraisal (1d6)* and it glows when combined with the gauntlets. His
Fighter 1-2 house symbol is recognizable to most dwarves.
Cleric 1-2 Mace of Shattering
Magic-User 1-3 This powerful two-handed great mace +2 (1d8) is
Thief 1-4 crafted of mithril and engraved with runes of power. This
blunt weapon possesses a special ability akin to sharp
*Dwarves, gnomes, and halflings receive a +1 to their or edged weapon special abilities (Vorpal, Piercing, or
base chance of appraisal. Sharpness). With each successful hit on an armoured
opponent, the target’s AC is raised by one as the armour
Gauntlet of Geddinthor becomes dented, dinged, and damaged. When a suit
Gauntlets of Geddinthor are enchanted mithril-mail of armour is raised to AC 10, it shatters into pieces
gloves reinforced with plates. They are immune to all and is rendered useless. Each hit on magical armour
rust and heat/cold effects. The wearer of a Gauntlet is allowed a save to avoid the effect using the target’s
of Geddinthor, if unarmed, can punch for 1d6 points unmodified Death save (armour bonuses apply).
of damage. If wearing two gauntlets, the wearer can Potion of Corruption
punch twice for 1d6 points damage each. This potion, when poured over iron ore, erodes and
softens the integrity of the metal. Armour and weapons
Grabthar’s Golden Gauntlets crafted from corrupted iron ore are weaker and more
These golden-hued steel gauntlets are designed to be susceptible to rust corrosion and magical heat, cold,
worn with platemail armour. A single gauntlet provides and electrical damage. Slowly, but steadily, armour
a +1 to hit and damage. However, when both gauntlets classes will rise and weapon damages will fall, until they
are worn together, they bestow 18 Strength on the are useless.
wearer and provide +3 to hit and +3 to damage.
They also allow the wearer to carry 50 extra pounds of
additional weight. The gauntlets may be worn by any
dwarf, or a fighter, ranger, paladin, or cleric.

The gauntlets are engraved with Grabthar Goldhelm’s
house sigil, an eye within a diamond, on the back of
the hand. Grabthar’s prowess on the battlefield was
matched by his ability as a master armourer and
weaponsmith. Most dwarves will recognize his mark
immediately (75%). The runes glow a pale blue when
the bearer is in possession of both the gauntlets and
any of Grabthar’s weapons of power.

Grabthar’s Great Hammer
Grabthar’s Great Hammer (1d8) is a fearsome two-
handed weapon. The hammer provides a +1 attack
and damage bonus and +2 versus Spell-Casters.
The hammer can cast Stonebeard on its wielder
once per day if the following phrase is uttered, “By
Grabthar’s Hammer, by the Sons of Warvan, You Shall

226

Raldurin’s Runehammer He had a dark and sarcastic sense of humour
Raldurin Ironforge, Son of Raldaggan, was a typical of the dwarves.
dwarven hero and weaponsmith in the early days Upon the slaying of his three nephews by orcs
of Gundgathol. at the Battle of Illefarn, he swore an oath to
As he neared his death, he crafted a mighty Thaneduhr to destroy their race.
great hammer and, with Seax of Beagnoth
the help of the clerics of The Seax of Beagnoth +2 is
Geddinthor, imbued his an ancient and prestigious
essence into the weapon. magical weapon. The
Raldurin’s Runehammer is a weapon is larger than others
sentient +2 great hammer of its type: 3 inches wide and
(1d8). The sides of the 15 inches long.
weapon head are engraved The blade is made of mithril and
with his face and bracketed engraved in dwarven geometric designs and
with runes of power. runes that spell Beagnoth inlaid with gold. A
The top of the head is spiked. The wielder
may attack opponents with the spiked tip for deep medial groove separates the runes from
1d4 points of damage. the blade edge.
Raldurin’s Runehammer has an The weapon strikes for 1d6+1 points of damage
Intelligence of 9, a Psyche of 9, and and was designed to slay goblinkind.
a Willpower of 18. It has a Lawful It glows with a faint white radiance when goblins,
Good alignment. hobgoblins, orcs, bugbears, or norkers are
Raldurin communicates with his within 50 feet and it strikes for 2d4+2 against
wielder via vibration. One vibration for yes, two the racial enemies of the dwarves.
for no, and three for maybe. He can also shorten Winged Hammer
or elongate vibrations to communicate his A winged hammer is a magical warhammer
enthusiasm or disgust. Raldurin only understands (1d6) with wings carved into either side of its
dwarvish. head.
Raldurin will, more than likely, allow a dwarf to wield After fighting with the weapon for one round (no
him, but he may try to control other races until he bonus), the hammer will spring from the grasp of
finds a dwarven warrior worthy of his name. its wielder and fight independently.
The runehammer’s special purpose is to slay orcs In rounds 2, 3, and 4 it will attack with an
(and black orcs). Against these enemies, Raldurin’s increasing bonus of +1, +2, and +3, respectively.
eyes glow a pale blue and the weapon strikes for In rounds 5, 6, and 7, it will fight with a decreasing
1d10 points of damage. The hammer can also detect bonus of +3, +2, and +1, before dropping to the
orcs within 50 feet and gemstones within 30 feet. ground.
Personality: Raldurin was old by dwarven standards
when he transferred his essence into the runehammer. The hammer occupies the same space as
He is courageous and wise, an expert weaponsmith, a character in melee and it uses the same
and proud of his noble house. unmodified attack matrix as its bearer.
He is familiar with the entrances, passages, halls, A winged hammer can be used once per
and mines of Gundgathol. day. Dwarven priests claim to know of unique
More than anything, Raldurin loved the winged hammers that possess special abilities.
companionship of his fellow dwarves and the sound
of hammer chants sung in the meadhall.

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DWARVEN RUNESTONES Runestone of Levitation (Rune: Float)
This stone functions like a Potion of Levitation.
Minor Runestones

Unless otherwise stated, minor runestones must be Runestone of Speed (Rune: Swift)
read to activate the enchantment. Stones possess a This runestone functions as per a Potion of Speed.
single word inscription in dwarvish. Once read, they Runestone of Super-Heroism (Rune: Heart)
disintegrate into dust. This runestone functions like a Potion of Super-Heroism.
However, some runestones are cursed and bear a false Runestone of Sweetwater (Rune: Purify)
rune (i.e., Heal, Grow, Aid, Purify, etc.). Only casting This stone functions as per a Potion of Sweetwater.
Read Magic will reveal a cursed stone. Unless otherwise However, the pieces of the stone must be submerged
stated, these are one-use magic items and last for 6 into the liquid being decontaminated.
turns (if applicable).
Runestone of Climbing (Rune: Climb) Major Runestones
This stone allows the bearer to climb as per a Potion of
Climbing.

Runestone of Death (Cursed Rune: Death) Major runestones are magical items that are permanent
Upon reading the runes upon its surface, the bearer or possess charges as per wands. Cursed stones are
must Save versus Death or die. falsely marked (Heal, Aid, etc.) like minor runestones. A
Read Magic will reveal the curse.

Runestone of Disintegration (Cursed Rune: Dust) Galeb Runestone
Upon reading the runes upon its surface, the bearer These odd-shaped runestones allow the bearer to
must Save versus Death or be disintegrated. summon and control (lesser) galeb duhrs. The stones
Runestone of Extra-Healing (Rune: Heal) are: Small (AC: 4, HD: 3, #AT: 1, DMG: 2d6), Medium
This runestone functions as per a Potion of Extra- (AC: 3, HD: 4, #AT: 1, DMG: 2d6+2), and Large
Healing. (AC: 2, HD: 5, #AT: 1, DMG: 3d6). Summoned galeb
Runestone of Giant Strength (Rune: Strength) duhrs cannot cast spells or animate boulders. They are
This runestone functions like a Potion of Giant Strength. immune to lightning and normal fire. They take full
Runestone of Growth (Rune: Grow) damage from magical fire but save at +4.
This runestone allows the bearer to double in size and Kalbandur‘s Warstone
strength (damage bonus is doubled). This runestone, identified by the mark of Kalbandur
and with the holy symbol of Geddinthor, provides the
bearer with a +1 to hit and damage while also serving
as a Ring of Fire Resistance. The stone must be worn or
carried by the bearer.

Runestone of Healing (Rune: Aid) Stalagmite Runestone

This runestone functions as per a Potion of Healing. This single-use runestone, marked with the holy symbol
Runestone of Heroism (Rune: Courage) of Dhurindain, allows the bearer to assume the form
This stone functions as per a Potion of Heroism of a stalagmite of the same approximate size. A close
Runestone of Invulnerability (Rune: Protect) inspection will not reveal that the stalagmite in question
This runestone functions as per a Potion of Invulnerability. is a magically concealed humanoid. To all normal tests
the bearer is a stalagmite. While in stone form, the
bearer can observe all that transpires around him or
her. The bearer of the stone may remain in stalagmite
form for seven days. However, for every 24 hours in
stone form the bearer must make a saving throw versus
Petrification or be turned to stone.

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Runestone Arrowhead The bearer of the stone lowers his charisma score by
Runestone arrowheads are carved from flint and one to all non-dwarves but increases his charisma by
strengthened with runic magic. They score an additional two to dwarvenkind. The bearer also can read, write,
point of damage upon a successful hit (1d6+1) when and speak the dwarven language and receives the
mounted. They can only be used once and vary in additional abilities of darkvision and stone sense.
enchantment (1d6): 1-2 (+1), 3 (+2), 4 (+3), 5 (+4), Runestone of Enemy Detection
6 (+5). Bags or pouches contain 1d4+1 arrowheads. This stone outlines the enemies of the bearer, whether
Runestone Axe Head invisible or hidden, with a red aura within 60 feet. This
Runestone (hand) axe heads are carved from magically expends one charge. A Runestone of Enemy Detection
reinforced flint and must be mounted. They score an possesses 1d6+6 charges. It cannot be recharged.
additional point of damage upon a successful hit Runestone of Faithfulness
(1d6+1). They vary in enchantment (1d6): 1-2 (+1), 3 The bearer of this runestone is aware of any action that
(+2), 4 (+3), 5 (+4), 6 (+5). On a “to hit” roll of 1, the could adversely affect his or her alignment or standing
axe head shatters. with his or her deity. He acquires this information
Runestone of Constitution immediately prior to performing such an action.

This stone grants the bearer a +1 to his or her Runestone of Feather Fall
constitution ability score. The stone must be carried on This stone activates a Feather Fall spell if the bearer
the bearer’s person at all times for the benefit to be falls 5 feet or more.
realized. Approximately 5% of these stones are cursed Runestone of Fire Resistance
and will reduce the constitution of the bearer by 1 point
permanently.

Runestone of Controlling Earth Elementals This stone functions as a Ring of Fire Resistance.

This powerful runestone may summon and control Runestone of Foul Rotting (Cursed)
one earth elemental per day, as per the spell Conjure The bearer of this runestone, within a day, will contract a
Elemental. The bearer of the stone must concentrate horrible rotting affliction that drains 1 point of dexterity,
exclusively on the elemental in order to control it. The constitution, and charisma every week until the one of
summoning requires one turn. the ability scores reaches zero. Upon reaching zero, the
Runestone of Curing bearer is turned into a wight. The cursed stone can be
This powerful runestone possess two functions. It can removed with Remove Curse. The ability scores can be
Cure Light Wounds (1 charge) or Cure Serious Wounds recovered with a Cure Disease followed by a Heal.
(3 charges). The runestone must be held to the wound Runestone of Free Action
being healed and can be used seven times per day. It This stone allows the bearer to move freely. The bearer
has 1d6+15 charges. It cannot be re-charged. cannot be restrained or hindered by means of spell or
Runestone of Delusion (Cursed) immersion in substances that might otherwise have a
Upon touching this runestone, the bearer will believe slowing effect (water, mud, etc.). Instead, the wearer
that it is a random magical runestone. The bearer will always moves at their normal movement rate.
be absolutely convinced it possesses the powers he Runestone of Frost Resistance
thinks it does and cannot be persuaded otherwise. The This stone functions as a Cube of Frost Resistance.
enchantment can only be lifted with a Remove Curse.

Runestone of Dwarvenkind Runestone of Good Luck (Luckstone)

The Runestone of Dwarvenkind is extremely rare. The A Runestone of Good Luck, also called a Luckstone, is
stone is viewed as one of the greatest gifts a dwarf can a highly polished stone inlaid with agate. The bearer
bestow on a non-dwarf. This honour is typically reserved receives a +1 on all saving throws and ability scores as
for the most loyal and long-standing allies of dwarves. long as the stone is in his or her possession.

229

Runestone of Illumination stairway, entrance, exit, room, cavern, pool, etc.), the
The Runestone of Illumination possesses the following stone will point in the direction of the desired location.
three functions. First, it can cast Dancing Lights at a cost The stone may be used no more than seven times in
of 1 charge. Second, it can produce Light at a cost of a given day. Note that the stone will land and point
2 charges. Third, it can issue a Continual Light at a cost upwards, or land on its tip, to denote elevation.
of three charges. A Runestone of Illumination possesses Runestone Mace Head
1d6+12 charges. It cannot be recharged. Runestone mace heads are carved from magically
Runestone of Impact reinforced flint and must be mounted. They score an
A Runestone of Impact is a +1 sling stone (1d4) etched additional point of damage upon a successful hit. They
with powerful enchantments. Upon impact the stone vary in enchantment (1d6): 1-2 (+1), 3 (+2), 4 (+3),
makes a “thwack!” sound and flashes with magical 5 (+4), 6 (+5). On a “to hit” roll of 1, the runestone
energy. shatters.
For each additional point beyond the target “to hit” Runestone of Magic Detection
number, a Runestone of Impact does an additional This stone, when held in the palm, surrounds magical
point of damage. For example, if a 15 was the required items within 20 feet in a faint blue aura. This effect uses
“to hit” and a total (including all bonuses) resulted in a one charge. The stone possesses 15+1d10 charges
17, the stone would score an additional two points of and cannot be recharged.
damage beyond normal damage dice. A Runestone of Runestone of Magic Resistance
Impact can only be used once.

Runestone of Insanity (Cursed) This runestone provides the bearer with magic resistance.
Upon reading the runes upon its surface, the bearer Each such runestone is enchanted differently, as follows
must Save versus Magic or go insane. A Remove Curse (1d6): 1-2 (5%), 3-4 (10%), 5-6 (15%).
can break the enchantment. Runestone of Metal Detection

Runestone of Life Trapping (Cursed) This stone allows the bearer to detect metal or minerals
This stone possesses seven extra-dimensional spaces in excess of 100 pounds within 20 feet. A dwarf who
within it. Any human-sized or smaller creature who reads bears this runestone will be intuitively aware of the
the runes must Save versus Spell or be sucked into and metal detected. The stone has 1d6+6 charges and
trapped within one of the seven spaces (including all his cannot be recharged.
or her possessions). Runestone of Missile Attraction (Cursed)

When all the cells are full, the stone will not trap any The bearer of this cursed runestone attracts 50% of all
additional beings. To free trapped souls, the stone must ranged and missile attacks targeted at the members
be broken by dragon breath or a +3 or greater magic of his/her party. Only a Remove Curse will allow the
weapon. Shattering the stone will cause a 6d6 Fireball bearer to cast away the stone.
(25% chance the weapon will be destroyed). All those Runestone of Monstrous Attention (Cursed)
in the vicinity, and within the cells, will take damage This magical runestone is cursed. The bearer of the
(save for half). stone attracts monsters at twice the normal rate. In
Runestone of Light addition, monsters are more likely to attack and pursue
This stone functions as per the spell Light and has the owner. The stone cannot be discarded and, if thrown
1d4+1 charges. Numbers on the stone disappear as away, will reappear within the bearer’s belongings until
charges are used. It cannot be re-charged. a Remove Curse spell is cast upon it.

Runestone of Location Runestone of Opening

The Runestone of Location possesses an inverted The Runestone of Opening is shaped as a perfect circle
teardrop shape. When cast onto the ground, and the and is inlaid with mithril. When touched to a locked
bearer imagines a location previously visited (such as a door, lid, door, valve, bars, locks, bolts, etc., the portal

230

will unlock. This costs one charge. Note that the stone feet of an evil-aligned cleric up to 100 feet away.
only functions on one locked mechanism nor does it The target will be sucked down through the fissure to
open a portal/lid. The runestone does not disarm or one of the planes of hell. The target receives a saving
remove traps (if applicable). Also note that if a portal/ throw versus Death to escape eternal torment.
lid is double or triple locked, this will require additional A neutral or evil-aligned cleric will take 6d6 points of
charges. The stone can dispel a Hold Portal or Arcane damage from touching the stone. Use of this stone
Lock up to 15th level of magic use but this costs ages the bearer 49 years. It is a one-use magic item.
three charges. A Runestone of Opening has a total of
1d10+10 charges. It cannot be recharged.

Runestone of Petrification (Cursed) Runestone of Regeneration

Upon reading the runes upon its surface, the bearer This runestone functions as a Ring of Regeneration.
must Save versus Petrification or be turned to stone. Runestone of Rejuvenation
Runestone of Prayer The bearer of this stone receives three additional points
Runestones of Prayer are commonly found in a small of healing (per spell, magic item, or potion) used to
bag or pouch, occasionally they are found on a heal wounds.
necklace. There are three types of prayer stones. The Runestone of Sacred Earth
first are Runes of Blessing (Bless), the second are Runes This stone allows the bearer to employ the following
of Healing (Cure Serious Wounds), and Runes of Curing dweomers: Lesser Move Earth and Passwall (1 charge
(Disease). A bag or necklace of prayer stones normally each) and Stoneshape (2 charges).
includes two of the first two types and one of the third.
They are one use magic items.

Runestone of Proof Against Disease The bearer can also Transmute Rock to Mud (or the
This stone provides 75% immunity to all forms of disease reverse). This power uses 3 charges. It cannot be
excluding Mummy Rot. recharged (2d10 charges).
Runestone of Proof Against Fear Runestone of Seeing
This small runestone is often attached to a necklace. It This runestone has a hole in the center inset with a thin
provides immunity to all forms of fear. garnet lens. When held to the eye, this stone allows the
bearer to see as if he were using a Gem of Seeing.

Runestone of Proof Against Mummy Rot Runestone of Sharpening (Whetstone)

Possession of this runestone grants the bearer 75% The Runestone of Sharpening, or Whetstone, is a prized
immunity to the rotting curse caused by mummies. magic item among warriors.

Runestone of Proof Against Poison If used on a slashing weapon like an axe or a sword
The bearer of this stone is 30% immune to all forms of for 1 turn prior to combat, the Whetstone increases its
poison. This determination is made prior to rolling a combat effectiveness. If used on a non-magical weapon
saving throw, if applicable. it will confer a temporary bonus of +1 for 2d4 rounds.
Runestone of Protection If used on a magical weapon, if will confer a temporary
bonus of +1 for 1d4 rounds.

This +1, +2, or +3 stone improves the bearer’s armour A Whetstone has 1d4+4 uses..
class (if unarmoured) and saving throws by 1, 2, or 3. Runestone of Shielding
Runestone of Pure Good The Runestone of Shielding absorbs Magic Missiles
This stone is etched with powerful runes in praise to generated by spell, device, or spell-like ability. They
Thaneduhr. A lawful good dwarven cleric who possess can absorb 36 points of damage before it disintegrates
this item can cause a flaming crack to open under the to dust. This runestone is typically worn on a necklace.

231

Runestone of Spell Storing Runestone of War

A Runestone of Spell Storing can hold up to six spells. In These runestones are very small sling stones, often
Gundgathol, these stones normally hold spells specific contained in a bag or pouch of 1d3+2. When hurled,
to dwarven clerics, but not exclusively. they function in a similar fashion to Wasp Darts, insofar
The runestone is class specific. Only clerics may cast as a single Runestone of War will multiply in the air
clerical spells from the stone, and only magic-users when thrown at an opponent in combat. An attack roll
may cast arcane spells, and so on. must be made for each individual stone. Attacks cannot
A spell-casting class will become aware of stone’s be divided against multiple targets. Each stone cases
enchantments by holding it in his or her hand. Spells 1d4 points of damage plus its magical bonus. They can
are cast as if the caster was the minimum level to use only be used once.
the spell.
Runestone of Spell Turning Type Number of Runestones
This runestone functions as a Ring of Spell Turning. It +1 1d6
absorbs 2d6 levels before it loses its enchantment. +2 1d4
Runestone of Steam and Vapour +3 1d3
This stone possesses two functions. The first is a spout
of super-heated steam in a jet (1 foot wide and 10 feet Runestone of Water Walking
long). The steam causes 4d6 points of damage in the This stone functions like a Ring of Water Walking.
first round and 2d6 in the second round. Saving throws Runestone of Weakness (Cursed)
apply for half damage. This function has no effect on Upon holding this runestone the bearer is cursed with
fire-based opponents. an effective strength of 3. All attacks and damage are
The second is heated obscuring vapour equivalent to a rolled with a penalty of -3 (to a minimum of 1 point
Fog Cloud (4x6x14 feet). The cloud persists for 1 turn of damage). The stone can only be removed with a
unless dispelled by magic or a gust of wind. Cold-based Remove Curse spell.
creatures caught within the cloud take 1d6 points of Runestone of Weight (Loadstone) (Cursed)
damage per round. A Runestone of Weight, also called a Loadstone, is a
Runestone of Stupidity (Cursed) cursed magical item. The bearer of the stone is Slowed
Upon holding this runestone the bearer is cursed with as per the spell. Once acquired the stone cannot be
an effective intelligence of 3. The stone can only be disposed, discarded, or destroyed, short of a Remove
removed with a Remove Curse spell. Curse.
Runestone of Thunderous Deafening
This runestone allows the bearer to cast the spell Great Runestone of Wisdom
Shout at fifth level of magic use. It has three charges. This stone grants the bearer a +1 to his or her wisdom
Runestone of Treasure Finding ability score. The stone must be carried on the bearer’s
person at all times for the benefit to be realized.
Approximately 5% of these stones are cursed and will
reduce the wisdom of the bearer by 1 point permanently.

In order to activate this runestone, it must be held in the
palm of the hand while the runes are read aloud.

The stone will then rotate in the hand and point in a
single direction (once only) of treasure within 240 feet
and in excess of 100gp total value. After the stone
indicates the direction of treasure, it disintegrates to
dust. This is a one use magic item.

232

SPELLSTONES Wardstone: Gas
This stone protects the bearer from harmful and/or
Spellstones are runestones imbued with cleric spells. poisonous gases.
Spellstones function as per scrolls and are one-use Wardstone: Insects
items. A Read Magic is required to reveal its contents. This stone serves as a ward against insects (giant,
Spellstone: Level 1 (1d4+1 spells) swarm, or otherwise).
Spellstone: Level 2 (1d4 spells)

Spellstone: Level 3 (1d3 spells) Wardstone: Lycanthropes

Spellstone: Level 4 (1d2 spells) This stone serves as a ward against lycanthropes.

Spellstone: Level 5 (1 spell) Wardstone: Magic
This wardstone creates a barrier against spells and
WARDSTONEs spell-like effects from devices or monsters.
Wardstone: Petrification
Wardstones offer powerful magical protection and are This stone makes the bearer immune to petrification.
useable by all classes literate in the dwarven language. Wardstone: Plants
When the bearer reads the runes, they disappear This stone serves as a ward against plants and plant-
from the stone. The bearer is surrounded by a 10- based creatures.
foot radius of protection. The protective barrier stops Wardstone: Undead
physical attacks from the listed creature (if applicable) This stone creates a barrier against undead.
and prohibits the creature from entering the circle of
protection (the protection excludes missile weapons
and spells). Wardstones have a duration of 2 turns.
They are one-use magic items and require a Read
Magic to decipher.
Wardstone: Acid

This stone serves as a ward against forms of acid
damage.

Wardstone: Dragon Breath
This stone serves as a ward against dragon breath.

Wardstone: Elementals
This stone serves as a ward against elementals.

233

Dwarven Rings of Power Ring of House Hammerhand

Upon their creation by the All-Father, the dwarves The band of the Hammerhands
forged rings of power to represent their seven noble strengthens the bearer’s ability
houses. The rings are worn by the house lord and are in battle. The ring acts as a Ring
passed down through the ages. The rings are carefully of Free Action, Boots of Speed,
guarded, and non-dwarves are strictly forbidden and Gauntlets of Ogre Power.
to wear them. Several rings were lost in the exodus Location: Worn by Gulgrim
from Gundgathol. The seven rings of the dwarves are “the Black” Whitebeard (Gund-
considered ancestral relics and are priceless. Felek, Room 6).
Only one ring may be worn at any given time. Ring of House Tunneltrue
Each ring possesses common and house powers. This ring facilitates the purpose
of House Tunneltrue: mining.
Common Powers: The ring serves as a Wand of
Metal and Mineral Detection,
Each dwarven ring of power provides a base armour Spade of Colossal Excavation,
class of 2 and slows aging (3 years equal 1). A dwarven and a Necklace of Adaptation.
house ring allows the wearer to Detect Magic, Read Location: Unknown.
Magic, and Comprehend Languages at will. Each Ring of House Broadbeam
ring also functions as Periapt of Health and a Ring of
Regeneration. All seven rings, if worn for long enough,
encourage avarice and the hoarding of wealth.

House Powers: The ring of the Broadbeams
serves the foremost dwarven
Ring of House Stoneborn architects and masons. It
The ring of House Stoneborn functions as a Cube of Force, an
bolsters knowledge and Instant Fortress, and a Ring of
strength. It functions as a Stone X-Ray Vision.
of Controlling Earth Elementals, Location: Unknown.
and Amulet of Proof Against Ring of House Longbeard
Detection and Location, a Gem The ring of the dwarven jewelers
of Seeing, and a Girdle of Giant and artisans has the powers
Strength. of Eyes of Magnification and a
Location: Worn by King Gem of Brightness.
Thorgallin Stoneborn (Hamelet). Location: Citadel of Sleet.
Ring of House Ironforge Ring of House Cobblestone
This ring emphasizes the control The ring of House Cobblestone
and manipulation of fire. The acts as a Broach of Shielding, a
ring functions as a Brazier of Periapt of Proof Against Poison
Commanding Fire Elementals, +2, and a Wand of Light.
a Ring of Fire Resistance, and Location: Worn by Romangat
Wand of Fire. the Destroyer (P1 Lower Halls,
Location: Worn by King Wartock Room 81).
Whitebeard (Gund-Felek, Room
91).

a b c def g h i j k l mn o p qr s t u v w x y z
A B C D E F G H I J K L M N O P Q R S T U V WX Y Z

234

New Spells Face of Dhurindain

Blessed Stone Level: 4 (Cleric)
Level: 2 Duration: Permanent
Duration: 1 round Range: See below
Range: See below By means of this spell, a dwarven cleric enchants a
By means of this spell, a dwarven cleric may pick up a carved stone face with a protective ward. The stone
rock or stone, not less than the size of his hand, and, face may be located on an archway, statue, pillar-
while reciting the incantation, throw it violently at a statue, wall, stone door, etc. The spell is activated when
specific target (15 feet per level of the caster). Upon any humanoid gazes at the Face of Dhurindain. Upon
impact, the rock explodes and throws shrapnel in an beholding the stone visage, the eyes glow momentarily
area of effect 10 feet by 10 feet. A successful Save with a terrifying divine power. Victims must make a
versus Spell halves the damage: saving throw versus Petrification or be turned to stone
(Stone to Flesh reverses the effect). In order to draw
Blessed Stone Spell Damage trespassers and tomb-robbers into the ward, dwarven
clerics will often cast the spell on bejeweled stone faces
Level Damage Level Damage or statues.
2 1d3+1 6 1d6+1 Great Shout
3 1d3+2 7 1d6+2 Level: 3 (Cleric)
4 1d4+1 8 1d8+1 Duration: See below
5 1d4+2 9 1d8+2 Range: 30 foot cone
The caster emits a thunderous roar that deafens and
Circle of Stones damages all those within its 30 foot cone of effect.
Level: 3 Any creature caught within is deafened for 2d6 rounds
Duration: 1 hour/level and takes 1d6 points of damage per 2 caster levels.
Range: 10 Feet A successful save (Spell) negates the deafness and
reduces the damage by half. Creatures made of crystal
By means of this spell, a dwarven cleric calls into being take double damage from the spell. Fragile objects
a circle of protection. The cleric must concentrate may be destroyed at the discretion of the Referee. Great
on the spell as his or her full action and the circle is Shout cannot penetrate a Silence spell.
stationary. All dwarves within the circle receive a +1 Hammer Ward
bonus to their armour class, +1 on saving throws, Level: 3 (Cleric)
and +1 to attack rolls. In addition, the circle prevents Duration: Permanent until triggered
summoned creatures and undead from passing into Range: Touch
the sanctified space, although ranged attacks and By means of this spell, a dwarven cleric inscribes
spells can penetrate the magical protection. The spell invisible runes as a protective ward on a door, lock,
requires seven runestones to cast (six outlining the circle archway, wall, sarcophagus, chest, or important item.
and one held by the cleric in the center). If the cleric’s When a Hammer Ward is triggered (touch) a hammer-
concentration is broken, the spell fails. shaped field of blue force appears and swings at the
transgressor. The magical hammer strikes only once,
Courage of the Ancestors but never misses. The hammer inflicts 1d6 points of
Level: 5 (Cleric) damage (for every 2 caster levels) and on a successful
Duration: 1 hour/level hit the target must save versus Paralyzation or be
Range: Touch (Dwarf Only) knocked prone.
This spell imbues a willing dwarf recipient with the The invisible runes of a Hammer Ward may be found
bravery and courage of their ancestors. For the by Detect Magic or any spell or item that provides true
duration of the spell, the recipient is immune to all fear sight. The enchantment can be permanently removed
effects and never checks morale. The dwarf is immune by Dispel Magic.
to all forms of mind control, magical or mundane. He
receives a bonus of +1 to armour class and all saving
throws.

235

Rest of the Ancestors spell Great Shout. The area of effect remains the same
Level: 2 (Cleric) as the rest of the Runes of Dhurindain.
Duration: Instantaneous Note that in order to best conceal their wards, dwarven
Range: 30 foot radius clerics inscribe runes in low visibility locations. Also,
By means of this spell, a dwarven cleric commands they will position runes on ceilings and arches, or target
animated skeletons and zombies to rest. The spell supporting pillars with Rock Blast or Great Shout, to
causes 2d4+2 HD of skeletons or zombies to collapse. cause collapses and cave-ins.
If the remains are dwarves, then 3d4 are affected. The Stonebeard
remains cannot be reanimated for 24 hours. The cleric Level: 1 (Cleric)
is bound, as part of the spell, to consecrate the remains. Duration: 1 turn +1 round per level
Runes of Dhurindain Range: Caster

Level: 4 (Cleric) Through this spell the caster calls upon the mighty
Duration: Permanent until triggered Geddinthor before battle and transforms his beard into
Range: Touch granite. The beard improves the armour class of the
caster. Stonebeard provides a base unarmoured AC 4
This spell is similar to Glyph of Warding, but specific to and a +1 bonus if the caster is armoured. The effect of
the faith of Dhurindain the Secret-Keeper. By means of this spell is so profound, it will increase the morale of
this spell, a dwarven cleric may inscribe invisible runes dwarves who behold it. The armour class and morale
to protect an area against intrusion. The invisible runes effect remain for the duration of the spell.
of this spell may be found by Detect Magic or any spell Stonemouth
or item that provides true sight. The enchantment can Level: 3 (Cleric)
be removed permanently by Dispel Magic. Duration: See below
Range: See below
This spell is designed to target an area of effect, not an By means of this spell a dwarven cleric imbues an
individual. The target area is 10 feet wide, 10 feet tall, existing carved stone mouth with the ability to either
and 10 feet long (add an additional 10 feet in length speak a message or cast a spell.
per 2 caster levels). When a creature passes into the Message: The mouth may speak a message up to 21
area of effect, the spell is triggered. The caster may words long. The message is always spoken in dwarvish.
choose his or her desired effect or the Referee can The number of times the message repeats is the purview
determine randomly: of the caster, but not longer than 1 turn. The lips of the
stone mouth, on a statue, wall, or archway, etc., will
Runes of Dhurindain Effects move according to the words articulated. Stonemouth
1 Rock Blast* can be placed on animated stone statues and golems
2 Fire Blast* but not on living creatures or flesh. The caster may
3 Paralyzing Blast** choose the volume of the message uttered (whisper
4 Great Shout*** or booming voice, etc.). In the latter case, the Referee
must make a random monster check.
*Rock or Fire Blast deals 2 hit points of damage per Spell: Immediately after casting the spell, a dwarven
level of the caster. A saving throw is allowed to half cleric may cast a second spell which Stonemouth will
the damage. Cast at 7th level of magic use, unless discharge when specific conditions are met. Instructions
otherwise indicated. must be detailed and include visual, audible, or tactile
triggers. These could include: proximity, noise, words,
**As per the spell Hold Person. After the runes are or touch. Discharged spells might include Command,
triggered a stone mouth, typically located on a wall, Light/Darkness, Curse, Hold Person, Great Shout,
statue, or pillar, will scream “Intruders!” in Dwarvish for Animate Dead, Dispel Magic, Flame Strike, Insect
1 turn. Roll for Random Monsters twice in the next turn Plague, etc.
(1-3 on d6).

***When the runes are triggered, a stone mouth,
typically located on a wall, statue, or pillar, will scream
“Trespassers!” in Dwarvish once with the effect of the

236

The range limit, for either message or spell, is 5 feet per not attack dwarves unless they are attacked by a dwarf,
level of the caster, so a 6th level cleric can command or a dwarf attempts to plunder their tomb. Ancestor
a Stonemouth to respond to triggers 30 feet away. souls cannot leave their crypt unless commanded by
Regardless, the mouth can only respond to triggers an Old One or High Old One. When the remains of
in its line of sight or reasonable hearing distance, as the ancestors have been destroyed, the spell dissipates
applicable. The duration of the spell is indefinite until forever.
discharged. This spell cannot be reversed, short of a Wish. However,
Thaneduhr’s Sacred Hammer in rare instances a high level dwarven cleric has
Level: 2 (Cleric) carved a wardstone to temporarily allow the living to
Duration: 7 rounds +1 per level pass through a crypt protected by Vengeance of the
Range: 10 feet Ancestors, or to transport remains to a new location,
This spell is like spiritual weapon, but specific to dwarven although this is a very rare occurrence. The priest who
clerics. The spell conjures a magical two-handed great carves the wardstone (1 month, 500gp) must be of
hammer into the hands of the caster. Only the caster higher level than the original caster.
may use this weapon for the duration of the spell. The
weapon strikes for 1d8 points of damage and receives
a +1 to hit for every three caster levels. The weapon is
considered magical for the purpose of creatures that
can only be struck by magical weapons.

Torvin’s Flesh of Fire
Level: 2 (Magic-User), 4 (Cleric)
Duration: 3 rounds + 1 per level
Range: Self
This spell is a lesser variant of the magic-user spell Fire
Shield. By means of this spell the caster wreathes him/
herself in flames. The flames provide light to 15 feet
and any creature that touches, or attacks the caster in
melee, takes 1d4 points of damage. Ranged attacks
are unaffected. In addition, the spell provides a plus
+2 on saving throws versus fire-based attacks, +1 on
saving throws against cold-based attacks, and -4 saves
versus water-based attacks. The caster’s personal items
are not subject to fire damage.

Vengeance of the Ancestors
Level: 4 (Cleric)
Duration: Permanent
Range: 1 crypt or tomb
Dwarven clerics cast this spell to protect crypts and
status burials. The spell commands the souls of interred
dwarven warriors to animate and protect their tomb
from grave-robbers.
The dead skeletal remains rise and attack as fighters
equal to one-half the caster’s level (round up) at the
time of casting. They attack once per round (damage
by weapon) and possess 6 hit points per level. Their AC
is consistent with the armour of their burial. Note that
ancestor souls are not considered undead. They will

237

NEW MONSTERS Black Orc

There are two general notes on the monster section. No. Enc: 2d4 (1d4x10)
First, all monster movement rates have been converted Alignment: LE
for ease of miniature use (5 foot squares). Also note Movement: 30
than any mundane monsters not listed in this section Armor Class: See below
can be found in Barrowmaze Complete, The Forbidden Hit Dice: 3+3
Caverns of Archaia, HighFell: The Drifting Dungeon, or Attacks: 1
any core rulebook. Damage: By weapon
Amber Bulk Save: F2
No. Enc: 1d4 Morale: 10
Alignment: CE Treasure: VII (XIX)
Movement: 20 XP: 65
Armor Class: 2 Black orcs, also called great orcs or Oor-Uks, are
Hit Dice: 8+8 stronger, more regimented, and more intelligent than
Attacks: 3 their regular orc cousins. Their skin is black with a slight
Damage: See below bluish-gray tinge and their hair is black, gray-black, or
Save: F8 white depending on their age. They have yellow eyes
Morale: 12 and teeth.
Treasure: XVI Black orcs have an effective strength of 16 and add +2
XP: 2420 to their melee attack and damage rolls. Every Oor-Uk
Amber bulks are a predatorial subterranean species. warband is led by a leader with 4 HD (28hp). Each
Standing 8 feet tall and 5 feet wide, the amber bulk is a tribe of black orcs will have a warchief with 6 HD (40
formidable opponent. Their origin is unknown, but sages hp) and 18 strength. Black orcs are rare and more
believe they are the result of magical experimentation. than likely bred by an evil wizard or warlord to serve
Amber bulks possess massive hands and iron-like as an elite guard. Black orcs can move and fight in
claws. They attack with a claw/claw/bite routine for sunlight without penalty. Black orcs take better care of
3d4/3d4/2d4+2 points of damage. In addition, their their weapons and armor than regular orcs, although
claws enable them to tunnel through solid stone at a their equipment may still show rust and disrepair. These
rate of 1 foot/turn (or 6 feet/turn in soft earth). monsters are bred for war as heavy infantry.
Oor-Uks are typically armed and armoured as follows:

The eyes of the creature possess a special ability. Any Black Orc Random Weapons and Armour
intelligent creature that beholds the four eyes of the
amber bulk must Save versus Spell of suffer Confusion 1–3 Chain and 1–3 Scimitar and Polearm*
for 2d6 rounds. Shield (AC4)
Amber bulks, also called chitinous clods by some
species of the underdark, will eat almost anything. 4–5 Half Plate 4–5 Broadsword (1d6+1)
They have been known to eat purple worms, giant ant (AC4) and Heavy Crossbow
colonies, and ankhegs. Above all, amber bulks desire
humanoids as their preferred prey. 6 Half Plate and 6 Broadsword and
Amber bulks tend to have a hard black hide that shades Shield (AC3) Longbow
to yellow along the chest and belly. Their mandibles are
made of ivory and are valuable (2,000gp each). Black Orc Random Polearm*

1–2 50% Glaives (1d8) and 50% Awl Pikes (1d10)

3–4 50% Bill-Guisarmes (2d4) and
50% Halberds (1d10)

5–6 50% Awl Pikes (1d10) and
50% Military Forks (1d8)

Although Black orcs have a regimented and martial
culture, they still possess the obnoxious and disagreeable
nature of their lesser cousins. Whenever one tribe of
black orcs meets another tribe of orcs or goblinoids
238

there is a 1 on d6 chance of a shoving match (65%) or The brain fungus possesses no melee attacks. Instead,
fight (35%) breaking out between them. Oor-Uks speak when it senses movement with 40 feet it releases
their own guttural orc language. psilocybin spores into the air. These spores function
Black Witches’ Butter akin to mind-controlling spells. The magic mushroom
No. Enc: 1d3 may use the following spell-like effects once per day:
Alignment: N Colour Spray, Dancing Lights, Hypnotic Pattern, Blur,
Movement: 5 Ventriloquism, Fear, Suggestion, Amnesia, Hold Person,
Armor Class: 8 and Confusion (1d4 targets).
Hit Dice: 1
Attacks: 1 Given they have no melee attacks, magic mushrooms
Damage: See below rely on symbiosis with other species of fungus for defense.
Save: F1 There is a 1-4 on d6 chance one of the following will
Morale: 12 be within 10 feet of a brain fungus: violet fungi, faze
Treasure: See below fungus, shrieker, icterine fungi, or phycomids.
XP: 13
Black witches’ butter are a subterranean jelly fungus. The brain fungus, in combination with its spell-like
The fungus lies in wait along a wall or ceiling until it effects and fungal symbiosis, survives by slowly moving
senses prey. Upon sensing movement within 10 feet, over its victims and decomposing their organic remains.
the fungus explodes a black corrosive ichor at a single
target. It will then slowly move over and consume its The brain fungus has an effective intelligence of 16 and
prey. will use terrain and adjacent funguses to full advantage.
The corrosive ichor dissolves flesh, leather, and The magic mushroom will, for example, position behind
metal. All metals on the target must save using the a rocky outcropping, to shield itself from sight and
target’s saving throw versus death (magical items are ranged attacks, while using its powers of deception to
unaffected). If the target is wearing armour, and the lure prey into a trap or kill zone.
armour is destroyed, s/he immediately takes 1d6 points
of acid damage. If the target is unarmoured, s/he takes The brain fungus possesses the following treasure types
1d8 points of damage. A successful Save versus Death from its victims: VI, VII, XI, and 20% 1 magic item.
will, in either case, half the damage. Harvesting the brain ichor of a magic mushroom can
There is a 50% chance of treasure type I, II, or III within provide the key ingredients for the creation of 1d3 of
10 feet of a black witches’ butter. Sages say large and the following random potions:
huge specimens of this jelly fungi have been known to
exist. Brain Matter: Random Potion
Brain Fungus 1 Animal Control
No. Enc: 1 2 Delusion
Alignment: N 3 Giant Control
Movement: 5 4 Human Control
Armor Class: 7 5 Philter of Love
Hit Dice: 2 6 Plant Control
Attacks: See below
Damage: See below Brobdingnagian Fungi
Save: F2
Morale: 12 No. Enc: 1d3
Treasure: See below Alignment: N
XP: 38 Movement: 5
The brain fungus, also known as the magic mushroom, Armor Class: 6
is similar in size to a shrieker. Unlike the shrieker, the Hit Dice: 2-5
magic mushroom has a pink brain-like head atop a Attacks: 4
thick white stalk instead of a mushroom cap. Damage: See below
Save: F1
Morale: 12
Treasure: See below
XP: 38, 110, 145, 650

239

Brobdingnagian (Brob-ding-nag-ian) fungi stand damage from flame attacks but full damage from acid.
between 12-16 feet tall and appear as simple oversized They regenerate 2 hit points per round and receive
mushrooms. Their appearance belies their carnivorous +3 to damage rolls. Cave trolls can attack with their
nature. They are normally found near watering holes natural weapons (1d6/1d6/1d10) but are more likely
and lush environments where prey is plentiful. About to use a large two-handed weapon suited to their
25% of the time the putrid stench of rotting flesh will size, such as clubs, spiked clubs, hammers, etc, for
permeate in a 20 foot radius. Sages believe they are 3d6 points of damage. They possess all the standard
distantly related to violet fungi. abilities of regular trolls. The hide of a cave troll is so
When brobdingnagian fungi sense movement, they thick, that non-magical small-sized ranged attacks such
attack with four long tendrils released from the as arrows, stones, and crossbow bolts, have no effect.
underside of their caps (they may divide their attacks Chrysmal
between multiple opponents) and emit a pulsating No. Enc: 1d6 (3d6)
violet bioluminescence. Alignment: N
The first tendril attack will attempt to close around the Movement: 20
neck of its target. If successful it will strangulate and Armor Class: -4/0
suffocate by lifting its victim off the ground (death in 4 Hit Dice: 6+6
rounds). On its remaining attacks, the fungi will either Attacks: 1
do the same to multiple targets or use its other tendrils Damage: See below
like spears to puncture strangled victims with wounds. Save: F6
Tendril damage is specific to hit dice: HD 2: 1d4, Morale: 10
HD 3: 1d4+1, HD 4: 1d6, HD 5: 1d8. It will release Treasure: XI x 3
slain victims along its base and consume the decaying XP: 1880
organic matter. The chrysmal are a prismed formation of translucent
Brobdingnagian fungi normally possess treasure littered crystal. The chrysmal possess 4-6 leg-like stumps that
around their immediate area. Use the following to extend down from their body and a single crystalline
determine treasure: 20% 1d2 potions, 30% 1d6 gems, limb that protrudes upwards from the central trunk. The
50% 1d100 random coin (see Random Secondary movement of a chrysmal is relatively slow and it has a
Encounter Area Generator). stiff, awkward gait.

These giant mushrooms often attract other forms of These sentient crystals inhabit the Elemental Plane of
fungi to their vicinity. There is a 10% chance of one of Earth but have migrated to the Prime Material Plane.
the following in a cluster of brobdingnagian fungi: faze They seek lairs rich in crystal deposits on which to
fungus, basidirond, shrieker, or phycomid. feed. Inside each chrysmal is a collection of gemstones
Cave Troll (Treasure Type XI x3). They pay little attention to beings
from the Prime Material Plane and cannot digest flesh.

No. Enc: 1d8 (2d20) The natural armour of the chrysmal is difficult to
Alignment: CE penetrate. The creature is more likely to take damage
Movement: 40 from blunt metallic weapons (AC: 0) than piercing or
Armor Class: 4 edged weapons (AC: -4).
Hit Dice: 7+7 The creature attacks by one of two means. First, a
Attacks: 3 or 1 chrysmal can lash out with its central limb for 1d6+6
Damage: See Below points of damage. Alternatively, the chrysmal can kick
Save: F7 with one of its leg-like appendages for 1d6 points of
Morale: 10 damage. On a successful kick, the target must make a
Treasure: XIX successful Strength Check or fall prone (prone targets
XP: 2500 are +4 to hit).
The cave, or greater troll, is similar to other trolls in The chrysmal is immune to cold and fire-based attacks.
basic appearance and hide colour. However, the cave Electrical attacks score half damage (and no damage
troll is slightly larger (HD: 7+7) and has a thicker and on a successful save). The creature is also immune to
more muscular build. The greater troll stands 10 feet gas or poison-based attacks.
tall. The greater troll oozes a sticky substance from
its skin that retards flame. Cave trolls only take half

240

A spell that causes a loud auditory shockwave, such They are also gifted craftsmen and make outstanding
as Great Shout, scores double-damage against a masons. Cyclopsmen are highly fearful of magic, and
chrysmal. Striking a tuning fork within 20 feet will are unable to train as magic-user, cleric, or any of their
Confuse a single chrysmal for 3 rounds (Save versus sub-classes.
Petrification for no effect). Cyclopsmen prefer two-handed melee weapons, but
A chrysmal can move through earth, rock, or minerals are particularly adept with spears, glaives, and pole-
with one round of preparation. Similarly, it takes one arms. They prefer light armour, such as leather or
round to reconstitute itself upon reappearing. studded leather that allows them free movement. They
The chrysmal are aggressive when provoked. If forced possess poor depth perception due to their single eye
to defend themselves, they prefer to set ambushes and and are -2 on all ranged attacks. Cyclopsmen are
attack with surprise (1-4 on d6). For example, they will resilient to harsh environments and receive a +1 on
seat themselves in the earth and camouflage themselves saves versus heat and cold. They are also immune to
like a natural crystal formation. They will also use this poisonous gas. Cyclopsmen possess darkvision of 40
tactic in concert with their ability to pass through the feet and can detect hidden and secret doors on a roll
earth to overwhelm opponents. of 1-2 on 1d6.
For every three males encountered a fourth will be They have an innate spirituality and gravitate towards
female (HD: 4+4 and AC: -2/2) and for every female organized religions such as Odin One-Eye, or the cults
there will be 1d3 young (HD: 2+2 and AC: 0/4). of Arges or Polyphemus.
The chrysmal only eat minerals such as quartz and other Cyclopsmen speak Suul, the name of their own
crystalline formations. The xorn prey on the chrysmal language, and some will know dwarvish (50%) and
and the two are natural enemies. common (25%).
Cyclopsman Cyclopsmen have no corollary in their own language
No. Enc: 2d4 for metaphorical communication. This presents
Alignment: LN difficulty understanding the hyperbolical everyday
Movement: 40 language of humans and demi-humans. As a result,
Armor Class: 6 cyclopsmen interpret common vernacular and slang
Hit Dice: 1+2 literally, leading to difficulty in basic communication.
Attacks: 1 Given their size, and their communication issues, they
Damage: By weapon are often stereotyped as simple-minded.
Save: F1 Cyclopsmen have unique digestive systems. They are
Morale: 9 raw carnivores. They are unable to draw nutrients from
Treasure: II cooked meat or other foods. Similarly, cyclopsmen are
XP: 25 also unable to consume alcohol. For them, alcohol
Cyclopsmen appear as large humans (between 6’4” has the effect of lethal poison (Save or Die). They can
and 6’8”) with a single eye. They are striking to behold. consume clotted cream, which has the same intoxicating
Their hair colour varies from light brown to black and effect as alcohol.
their eye colour from pale blue to green. Darg
Cyclopsmen, sages believe, were bred for slave labour. No. Enc: 2d4
As a result, they are hardy and strong, and rarely speak. Alignment: LE
Cyclopsmen are a dour, staid, and dogmatic race. They Movement: 60
prefer the company of dwarves, whom they admire for Armor Class: 6
their physical strength and loyalty. Cyclopsmen are Hit Dice: 3
disparaged by some races, particularly humans, who Attacks: 1
refer to them as “slags.” Damage: 2d4
They possess above average strength and constitution Save: F3
(13-16 in both attributes) but lower intelligence Morale: 9
wisdom, and charisma on average (8-10). Due to Treasure: None
their attributes, cyclopsmen make excellent warriors. XP: 95

241

Dargs are a subterranean species of lizard-like canines Derro Weapons
domesticated and bred for war by the duergar. Dargs
are largely hairless and appear emaciated. They have 1-4 Shortsword, Light Repeating Crossbow,
a ridged back and tail. The males of the species can Studded Armour, Buckler Shield
grow as large as 90 pounds in weight and 26 inches
in height at the shoulder. Females are smaller by 20 5-6 Longpoint Dagger, Fauchard-Hook,
pounds and 4 inches. Studded Armour, Buckler Shield
They have a large maw of sharp teeth that cause 2d4
points of damage. Dargs have extraordinarily strong 7-8 Shortsword, Light Repeating Crossbow
jaws (effective strength of 16). On a successful bite Scalemail, Shield
attack, the victim and the darg must make opposing
strength rolls. Failure means the darg has clamped 9-10 Military Pick, Spear, Longpoint Dagger,
down and immobilized its victim until a successful Scalemail, Buckler Shield
opposing Strength Check is made (1d6 automatic
damage each round). The duergar train dargs to attack Derro Special Weapons
sword arms and are sometimes outfitted with chainmail
barding (AC: 4). The derro use a light repeating crossbow. The
Dargs possess a sharp olfactory sense that allows them bow is capable of 2 shots per round and scores
to Detect Invisibility and track as rangers (5th Level). A 1d3 points of damage. Each clip holds six bolts.
darg receives a passive (1-2 on d6) on d6 chance to It takes one round to switch magazines. Some
detect any living creature within 30 feet. derro employ a fungus-based poison on their bolt
Derro tips (1d4 damage, Save versus Poison for half
No. Enc: 2d4 (1d100) damage). They normally carry one additional clip
Alignment: CE beyond the loaded clip.
Movement: 20 The derro, almost uniformly, employ Spiked Buckler
Armor Class: Varies Shields. These shields may be used as a weapon
Hit Dice: 3+ and score 1d4 points of damage. Buckler shields
Attacks: 1 remain equipped while using ranged weapons.
Damage: By weapon A Longpoint Dagger (1d4) is a long piercing
Save: Varies dagger that allows reach into the second rank of
Morale: 9 an opponent, if the bearer so desires. A Longpoint
Treasure: IV, V, XI Dagger cannot be thrown. There is a 15% chance
XP: 21/HD the dagger is magical (d6): +1 (1-5) or +2 (6).
Sages believe the derro were bred as slaves, possibly The Fauchard-Hook is a shortened polearm, about
by the dark elves or the kalas-toa, or some other 4.5 feet long, that scores 1d6 points of damage
unknown evil subterranean race. The ancestors of the and is 25% likely to hook and flip the target prone
derro escaped, multiplied, and built a civilization in the (+4 to attack rolls).
deep earth. Due to their history, the derro are fiercely
independent and rarely maintain alliances for long. Derro hit dice vary subject to the needs of the campaign.
Derro are short in statue, no taller than 4 feet tall and For every warband or patrol of four 3HD derro, there
typically have muscular physiques. Their skin is pale will be a subleader of 4 or 5HD. For every group of six,
white with a purple or bluish tint. Their eyes are round there will be a leader of 6HD and a 30% chance of a
and broad, and they possess darkvision of 120 feet. subleader. If nine or more are encountered there will
Derro hair tends to be white or gray. be a 7HD leader and a 6HD subleader. Leaders and
Like all subterranean races, they suffer -1 penalty in subleaders wear Half Plate armour and buckler shield
daylight or its magical equivalent. They venture to the (AC: 3) and may (1-2 on d6) possess a random potion.
surface only to capture slaves. Note that derro have a There is a 15% chance one of their arms or armour
high dexterity, between 15-18, and receive ability score might be magical (d6): +1 (1-5), +2 (6).
bonus in addition to their armour class (average 16 or In addition, there is a cumulative 10% chance that a
an AC bonus of 2). Derro Savant might lead a warband or patrol. A Savant
is a sage-like magic-user with 1d4+4HD.

242

Savants possess 1d3 miscellaneous magic items, with rust and becomes useless. The fungus possesses
normally of an offensive nature. Savants can a ravenous appetite for ferrous metal and will prioritize
Comprehend Languages and Read Magic as per spell. the targeting of armoured legs, shields, and weapons.
They cast spells per day consistent with a magic-user of Due to this corrosive effect, ordinary metal weapons
the same hit dice. inflict no damage. Magic items, such as weapons and
A derro savant is attended by 1d3 student-savants, also armour, receive a save using the character’s saving
called graduate-students. Graduate-students possess 4 throw versus Death (magical bonuses apply). Failure
or 5HD. They may (1-2 on d6) have one magic-user results in the loss of a magical bonus. This save must be
based magical item. performed each time the item comes in contact with the
Like savants, students-savants cast spells per day as fungi (for instance, a +2 weapon would become a +1
a magic-user of the same hit dice. Both groups may weapon or a +1 weapon would become a mundane
wield daggers, staves, slings, and the Light Repeating weapon, etc.).
Crossbow. Savants and students may choose from There is a 50% chance of treasure types I-V, and a 50%
either the magic-user or illusionist spell lists. Savants chance of corrosive dust, in the immediate vicinity of
and their students employ weapons as per derro the fungus.
warriors but wear densely woven spider silk robes (AC: Duergar
4) that provide a mundane form of Free Action, as per No. Enc: 2d6
the magical ring. Common magic items among the Alignment: LE
savants and students include a random potion or wand, Movement: 20
a magical enchantment on their robes (like a Cloak Armor Class: Varies
of Protection), a magical Longpoint Dagger, Bracers of Hit Dice: Varies
Defense, or a Broach of Shielding, etc. Attacks: 1
A derro stronghold will have several hundred members Damage: By weapon
with a single high-level chieftain (10+) advised by a Save: Varies
counsel of powerful savants (1d6). The savants are Morale: 8
attended by 3d4 graduates-students. One third of the Treasure: VI
total number of derro will be female. Their stronghold XP: 27/HD
will be guarded by minor constructs including gargoyles.

Devil’s Fingers Duergar are a race of evil dwarves that live deep
No. Enc: 1d4+1 underground. Their skin has a grayish-tone, and they
Alignment: N are often referred to as gray dwarves for this reason.
Movement: 5 Unlike the appearance of their mountain dwarf cousins,
Armor Class: 7 duergar possess slighter frames and their hair and
Hit Dice: 1 beards are white. Duergar are also much thinner,
Attacks: 1 almost emaciated in comparison to mountain dwarves,
Damage: 1d4 and yet they still possess the strength and constitution
Save: F1 for which all dwarves are known. Duergar wear drab
Morale: 12 coloured clothing that blends with the stone of their
Treasure: I-V subterranean world.
XP: 13 Duergar possess outstanding darkvision (120 feet)
Devil’s fingers are a subterranean species of fungi. More but suffer a -1 penalty to hit in bright light or sunlight.
commonly called the rust fungus, the devil’s fingers Gray dwarves are typically silent when not in platemail,
have long, reddish, serrated tendrils that appear like and surprise opponents on 1-3 on 1d6. They have the
the pointed fingers of a hand. The fungi, but especially same saving throw bonuses as other dwarves but are
its hand and fingers, are coated in a corrosive goop. completely immune to poison and paralysis. Duergar
are immune to illusion magic and phantasms.

When the fungus senses movement or ferrous metal, Duergar speak their own language, and some will have
its hands extend outward (as far as 5 feet) and latch a working knowledge of dwarven, and the gesture
on tightly to its prey causing 1d4 points of damage. language of drow.
In addition, any ferrous metal or metal alloy the fungi
touches (or if the fungi is struck) immediately corrodes

243

The duergar economy centers on iron mining, forging, Dwargoyle
and the slave trade. Any gray dwarf settlement will No. Enc: 1d4 (2d4)
likely (75%) have 5d20 slaves (larger settlements can Alignment: CE
have 4d6x10 that number). Slaves often consist of a Movement: 30 (Fly 50)
mix of morlocks, dwarves, drow, orcs, goblins, gnomes, Armor Class: 5
kobolds, adventurers, and a mix of subterranean Hit Dice: 4
species. Attacks: 4
Damage: See below
Gray dwarves are fiercely independent, and never trust Save: F6
easily or for long. They wage war and create temporary Morale: 11
alliances as it suits them. Treasure: None
XP: 410
Duergar warriors vary from 1-9 hit dice, subject to Dwargoyles are gargoyle-like magical constructs. They
the needs of the encounter. Regardless of hit dice, for are created by duergar clerics and are normally used
every four duergar warriors encountered there will be a to guard important locations or as priestly bodyguards.
patrol leader. Patrol leaders possess two additional hit Like a typical gargoyle, they possess two claw attacks, a
dice. Most patrol leaders are fighters. However, there is bite, and a horn attack (1d3/1d3/1d6/1d4). However,
a 30% chance a patrol leader is a cleric. some dwargoyles (50%) are constructed with stone
warhammers or axes (1d12). If they attack with a weapon
Duergar Weapons on the wing, they are +1 to hit. They are hardier than
regular gargoyles and possess a stronger save (as Level
Warriors and Patrol Leaders 6 Fighters).
They can only be harmed by spell or magic weapons.
1 Warhammer or Great Hammer, They are immune to mundane weapon damage.
Light Crossbow, Seax Knife Dwargoyles are less intelligent than their normal
counterparts and are known to be literal in their
2 Hand Axe or Battle Axe, interpretation of instructions.
Heavy Crossbow, Seax Knife Dwargoyles are crafted from hardened stone and
animated by means of a runestone inserted into their
3 Spear, Light Crossbow, and Seax Knife chest. Striking the runestone (an unmodified called shot
of 19-20 on d20) will score double-damage against a
4 Military Pick, Heavy Crossbow, dwargoyle and there is a 10% it will explode causing
and Seax Knife 2d4 points of damage to all those within 20 feet.
Forbidden Fruit Fungus
*Patrol Leaders are also armed with a Whip (1d3
damage, Save versus Paralyzation or fall prone).

Duergar Armour

HD Warrior Patrol Leader

1-3 Chainmail and Shield Half Plate and Shield

4-6 Half Plate and Shield Plate and Shield

7-9 Plate and Shield Full-Plate and Shield

*Within a patrol of duergar warriors (4-6 HD) there is No. Enc: 1d2
a 10% chance one possesses either a magical armour/ Alignment: N
shield or weapon (+1 (60%) or +2 (40%)). There is a Movement: 5
5% chance one carries a random potion. For a patrol Armor Class: 8
of 7-9 HD warriors the percentage is 15% (+2 (70%) or Hit Dice: 2
+3 (30%)) and a 10% chance of a potion. Attacks: None
*Among Patrol Leaders (4-6 HD) there is a 20% chance Damage: None
that one item from their armour or weapons is magical Save: F2
(+1 (60%) or +2 (40%)). Patrol leaders of 7-9 hit dice Morale: 12
the percentage is 30% (+2 (60%) or +3 (40%)) and Treasure: I-IV
25% chance of a potion. XP: 38
This 4-foot high white mushroom grows black globule-
like fruit atop its cap. Those that behold the fungus fall
under a spell-like Suggestion (women save at -2 and

244

men save at -1). A failed save means the victim drops provide natural winter camouflage. If motionless, ice
all in-hand items and immediately runs to the fungus, spiders can blend into their natural environment (1-2
picks one of its globules, and ravenously consumes on d6 chance to spot).
it. All those who consume the forbidden fruit must Ice spiders move slowly but can jump 10 feet once per
Save versus Poison or die. If the save is successful, round. They take no damage from cold-based attacks.
the victim will attempt to consume an additional fruit Ice spiders fear fire and take double damage from fire-
every 30 seconds (with successive save attempts at -1 based attacks.
cumulatively) unless restrained. Upon death the victim’s Ice spiders vary in size and often group together under
body turns black and decomposes in 3 turns to nourish the protection of a large female adult. For every 5 or
the fungus. 6HD female, there will be 1d8 1HD, 1d4 2HD, 1d2
Ice Spider 3HD, and one 4HD ice spiders. Ice spiders attack with
No. Enc: 1d8 a bite and their damage varies by HD: 1-2 (1d4), 3-4
Alignment: N(E) (1d6), 5 (1d8), 6 (1d10).
Movement: 20 Ice spiders do not spin webs but can climb any snow
Armor Class: 4 or icy surface (or ceiling) at will. Instead of a melee
Hit Dice: 1-6 attack, they can spit a sticky mucus 20 feet that, on a
Attacks: 1 successful hit, slows the target’s movement rate five feet
Damage: See below per round.
Save: As per HD In the absence of food, ice spiders can slow their
Morale: 9 metabolism and hibernate for months at a time. While
Treasure: None hibernating they remain sensitive to the movement of
XP: 70/HD prey (1-4 on d6 chance of awakening within 30 feet).
Ice spiders are spider-like creatures with eight-legs.
Their long legs connect underneath a tall upright torso.
The creatures are largely white with dark patches that

245

Kalas-Toa Kalas-toans smear their slimy residue on their shields to
create a sticky coating. There is a 1-2 on d6 chance,
No. Enc: 2d4 (1d100) on a frontal attack, a weapon will stick to a kalas-toan
Alignment: NE shield. They also employ a weighted net large enough
Movement: 20 to cover a single man-sized or smaller target. The net
Armor Class: 4 can be thrown up to 20 feet. On a successful hit the net
Hit Dice: 3+ entangles the target. The opponent must extricate him/
Attacks: 1 or 2 herself from the net. How quickly the target can escape
Damage: By weapon the net is subject to strength: 3-12 (4 rounds), 13-15 (3
Save: Varies rounds), 16-17 (2 rounds), 18 (1 round).
Morale: 9 The kalas-toan are organized into a rigid theocracy. For
Treasure: See below every group of four warriors (4, 8, 12, and so on) there
XP: See below is a 1-2 on d6 cumulative chance of a cleric (6th or 7th
level), called a Whip, leading the warband. Whips are
The kalas-toa are a race of subterranean fishmen. The devotees of an evil and obscure deity called the Matron
kalas-toa possess long, gangly bodies with dark scales of the Deep (Poolpdopbilp) - a strange lobster-headed
and light underbellies. Their stomachs are typically female of their species. Half of all kalas-toan clerics
distended and paunch. They have large, broad bulbous employ a special weapon called a man-catcher. On
eyes, located on the sides of their thin fish-shaped a successful hit, the man-catcher inflicts 1d6 points of
heads, that constantly swivel and dark back and forth. damage and pins its target around the waist or chest.
As a result, they are rarely surprised (1 on d6) and they There is a 1 on d6 chance the weapon will pin both arms
have a 1-2 on d6 chance of detecting concealed or and a 1-3 on d6 chance one arm will be pinned. Any
invisible targets. Their voices sound like the gurgling target so pinned loses their shield and dexterity bonuses
noises of a drowning man. Their hands and feet are to armour class. The presence of a whip inspires kalas-
webbed, and their skin exudes a slimy coating. Kalas- toan warriors (Morale 10). Whip spells are subject
toans do not wear armour, instead they use harnesses to to level. A spell list for a 6th level whip might include
carry equipment and decorate themselves with pearls, (3/3/2): Cure Light Wounds, Darkness, Protection from
beads, and shells. They can breathe both air and water Good; Bless, Hold Person, Silence 15’ Radius; Animate
and move equally well on land or sea. Dead, Dispel Magic. Whips possess treasure types III,
IV, Vx3, XI, and 1d2 pieces of Random Jewelry.
The majority of kalas-toa are classed fighters. A typical For every whip-led warband of kalas-toa, there is a 1-2
warband consists of 2d4 fighters (between levels 3-6). on d6 chance of an elite class of fanatical clerics called
Every group of four warriors will be led by a subleader Monitors. Monitors (AC: 1) are normally between 7th
of 6th or 7th level and every warband of eight will also to 10th level and move at double normal rate (40).
include a warband leader of 8th or 9th level. Warriors Monitors are ferocious religious zealots and eschew
possess treasure types III, IV, Vx3. Leaders of 6th-9th weapons in combat. They attack four times per round
level possess XI. with two claw attacks (2d4) and two bite attacks
(1d4+1). They can only be surprised on a 1 on d10.
Kalas-Toan Weapons Monitors can attack man-sized or smaller targets to
cause physical damage or sub-dual damage. When
Warriors and Warband Leaders attacking to subdue a target, damage is rolled as
1 Harpoon, Shield, Dagger, and Weighted Net normal. When reduced to zero hit points, the target falls
2 Spear, Dagger, and Light Crossbow unconscious for 2d12 rounds. A spell list for a 7th level
3 Harpoon, Dagger, and Weighted Net Monitor might include the (4/3/2/1): Command, Cure
4 Scimitar, Shield, Light Crossbow Light Wounds, Darkness, Protection from Good; Bless,
Hold Person, Holy Chant; Continual Darkness, Striking;
Kalas-Toan Weapons and Shields: Cause Serious Wounds. Monitors possess treasure type
III, IV, Vx3, XI, 1d2 pieces of Random Jewelry, and a
A harpoon is a barbed shortspear. The harpoon can be Black Pearl worth 1d6x500gp.
thrown 30 feet and scores 2d6 points of damage. The Both Whips and Monitors possess the ability to Backstab
weapon is corded and coiled around the forearm of and Assassinate as per the thief and assassin classes,
the harpooner. On a successful attack, the target must respectively. Monitors border on the edge of insanity.
make a successful strength check or be jerked off their There is a 1-2 on d6 chance they will go insane during
feet and fall prone. Warriors will try to reel in prone combat.
targets and attack (+4 on the die).

246

A kalas-toan warband or patrol may (50%) include a Morlock
group of 1d8+6 random slaves, normally with their No. Enc.: 1d8 (1d20+8)
tongues cut out. Slaves can include dwarves, derro, Alignment: CE
orcs, goblins, kobold, norkers, etc. Their deity, the Movement: 40
Matron of the Deep, demands the ritualistic blood Armor Class: 6
sacrifice of surface-dwellers and enemies. Hit Dice: 1
Attacks: Varies
Kalas-toans possess several natural defenses. Their Damage: Varies
slimy scales make them impossible to grapple, nor are Save: F1
they restricted by spells like Web. They are immune to all Morale: 9
sleep, charm, hold, illusion, or mind-influencing spells. Treasure: XX
Kalas-toans are also immune to poison and paralysis. XP: 5
They take half damage from lightning. Kalas-toans are Morlocks are a degenerate race of subterranean
subterranean and abhor sunlight or its equivalent (-1 humanoid predators. They possess no hair and their
on attacks). They are susceptible to fire-based attacks skin is pale and slimy. Their hands and feet are partially
(full damage and save at -2). Kalas-Toans attack at +1 webbed, and they are excellent swimmers. Morlocks
to hit and damage and may use two-handed weapons are predatory carnivores and prefer the meat of other
with one hand. humanoids.
Morlocks are completely blind and employ an advanced
They reproduce in special ritual spawning pools that form of echolocation similar to bats to negotiate their
are heavily-guarded and considered sacred. Kalas- hunting grounds. To compensate, their olfactory and
toan speak their own language. Warband leaders, auditory senses are ultra-sensitive. Their echolocation
whips and monitors may also speak duergar or drow. and senses provide them with the equivalent of 90
They will speak other languages, subject to various feet darkvision and they can only be surprised on a 1
races in their vicinity. They have darkvision of 120 feet. in d6. To best use their senses in unfamiliar ground,
morlocks constantly stop, use their senses to determine
Kalas-Toan Warriors have the following experience the ground and locate their prey, and resume their
points: Warriors: 3rd: 155, 4th: 465, 5th: 1250, 6th: movement with startling speed. Morlocks can climb as
2070, 7th: 2975, 8th: 3875, 9th: 4675, 10th: 5675. thieves and can traverse difficult subterranean ground
Whips: 6th: 2750, 7th: 3950. Monitors: 7th: 5250, 8th: and hazards without slowing their movement. When
6850, 9th: 8625, 10th: 10050. morlocks use their echolocation, the make a series of
three successive “click-click-click” sounds.
Kalas-Toa Warband Morlocks use their sharp claws in combat and strike
for 1d2/1d2 points of damage. If both claw attacks are
Number and HP Weapons successful, a morlock receives an additional bite attack
for 1d3 points of damage. Morlocks are primitive
1 (4) 2x20, 1 Spear, Dagger, and prefer their claws over weapons. When they
1x25, 1x28 and Shield use weapons, they prefer crude stone clubs, spears,
daggers, and/or nets.
2 (4) 2x18, 2 Trident, Weighted Net, Morlocks can smell blood within 90 feet and possess
1x14, 1x26 and Shield an insatiable hunger for humanoid flesh. Morlocks
have such an appetite that, upon freshly wounding a
3 (6) 4x20, 3 Scimitar, Shield, Dagger humanoid opponent, other morlocks will converge as
1x23, 1x26 a pack and immediately attack the freshly wounded
target. If morlocks engage in combat with an opponent
4 (6) 3x20, 4 Spear, Weighted Net, with previous wounds, they will collectively target injured
2x22, 1x26 Light Crossbow opponents first.

5 (8) 3x18, 5 Glaive, Weighted Net,
4x21, 1x29 Dagger

6 (8) 4x19, 6 Harpoon, Weighted Net,
3x22, 1x30 Dagger

Under extreme circumstances, morlocks will resort to
cannibalism, starting with the weakest among them. As
a result, they do not form large communities but rather
prefer small tribal groups with sufficient subterranean

247

hunting ground to support themselves. Each such tribe Pack lizards are subterranean beasts-of-burden. They
will be led by a dominant male. The leader has 3HD, appear similar to a monitor lizard and vary in size from
12 hit points, and scores 1d2/1d2/1d4+1 damage. 6 to 8 feet in length excluding their long tails. They are
Nematoad short, no more than four feet tall, and are particularly
No. Enc: 1d3 well-suited for gray and mountain dwarves as well as
Alignment: N derro.
Movement: 30 Pack lizards are slow in comparison to mules (3/4
Armor Class: 5 movement rate) but their low center of gravity and claws
Hit Dice: 4 provides the ability to traverse difficult terrain, such as
Attacks: 1 razor rock and glassy rock, that other beasts-of-burden
Damage: 3d4 cannot.
Save: F4 Pack lizards can carry 300lbs without encumbrance.
Morale: 7 Each additional 25lbs reduces their movement (20) by
Treasure: XIV 5 until they refuse to move.
XP: 245 These lizards rarely attack unless cornered (bite 1d3).
Nematoads are large (5 foot long) subterranean toads. They prefer to flee under normal circumstances.
Their skin is chameleon-like and they can change Pech
colours to match their environment and may surprise No. Enc: 1d6+1 (5d4)
(1-3 on d6). They have a white ridge down their spine Alignment: N(G)
that never changes pigmentation. Movement: 20
Nematoads are carnivores but prefer carrion. As a Armor Class: 3
result, they accumulate rot grubs in their broad mouth Hit Dice: 4
pockets. Due to their preference for carrion, they Attacks: 1
developed an immunity to rot grubs and an ability to Damage: See below
absorb other parasites. Save: F4
When a nematoad attacks, it has two options: Morale: 9
The first is a bite attack (3d4) that can swallow a dwarf Treasure: XI
or smaller PC on an attack roll of 19 or 20. Note that XP: 300
if a PC is swallowed whole, s/he will be immediately The pech are originally from the Elemental Plane of
attacked by the rot grubs in the toad’s mouth (1d6+3). Earth but some have migrated to the Prime Material
The second is like a breath weapon (once every three Plane. They are relatively short, about four feet high,
rounds) whereby the nematoad ejects its mouth of and have large heads and broad, round pupil-less
putrid water and rot grubs (1d6+3). The discharge is so eyes. They have long arms and legs. A tribe of pech
powerful it sprays 10 feet wide and 15 feet deep from (5d4) will have an equal number of females to males
the mouth of the toad (divide the number of rot grubs and 1d4 young. They abhor bright light.
across each 5-foot square covered). The pech fashion hammers and picks which they use
Pack Lizard as both tools and weapons (1d6+3) and they score
No. Enc: 1d4 double damage against monster types made from stone
Alignment: N (examples include Stone Golems, Galeb Duhr, etc.).
Movement: 20 Their flesh is hard as rock and provides an excellent
Armor Class: 6 natural defense (AC: 3). In addition, they are immune
Hit Dice: 2 to all forms of petrification.
Attacks: 1 Their origin on the Elemental Plane of Earth offers them
Damage: 1d3 with several magic-like abilities that include Stone Tell
Save: F2 and Stone Shape three times per day. Three pech can
Morale: 8 join and cast Wall of Stone (as a Level 16 Magic-User)
Treasure: None and seven pech can cast Stone to Flesh (or the reverse).
XP: 30 Group spells may be cast once per day.

248


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