| Display a Printer Friendly Version The Long Mine of Klangdensturm [comments:(2),
views:(8008), rating:(7.0)] Author: Keven Simmons Homepage: http://members.tripod.com/~KevenSimmons/index.html System: D&D Forgotten Realms Type: Scenario Category: Fantasy Requirements: characters Several dwarven generations ago, the dwarven city of Klängdenstürm, located deep in the Underdark, operated a mithril mine several miles away from the main city. Not only was it a particularly abundant source of the rare metal, but it was also the only such mine to be found for hundreds of miles. The dwarves of Klängdenstürm were therefore very protective of their mithril and guarded the mine with a battalion of dwarven soldiers and a cunning maze full of deadly traps. Other denizens of the underdark made many attempts to wrest control of the mine away from the dwarves of Klängdenstürm, but all were thwarted. The dwarves thought their defenses were unbreachable, at least until the cunning Bitzune Ca’Theran learned of the mine.
Graphic: Lost Mine1 Graphic: Lost Mine2 Graphic: Lost Mine3
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The Long Mine of Klangdensturm, an AD&D adventure for characters
level 6-9
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This module is designed for use with the AD&D(tm) game
from TSR/WotC and contains references to trademarks and/or copyrighted
material owned by that company. The original portions of this
works are (c) copyright 1999 by Keven Simmons and is being offered
free of charge under the following conditions:
1) You may not sell this material for your own profit
2) If this material is redistributed, either electronically
or in printed form, it must include this copyright notice.
3) You may modify details of this material for your own purposes,
but only the original can be redistributed.
Correspondence regarding this material can be sent via U.S.
Post to:
Keven Simmons, POB 351, Sherburne NY 13460
or via the internet to: KevenSimmons@HisEmail.com
Additional adventures can be found on the authors web
site:
http://members.tripod.com/~KevenSimmons/index.html
(or mirror site at http://www.norwich.net/simmonsk/index.html
)
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This material may contain references to non-standard TSR monsters,
spells and magic items. If you would like information on some
specific spell, item or monster used in this module, write or
e-mail me at the above addresses. Much of this info I have only
in hardcopy form but I will do my best to accommodate you.
Feel free to make modifications as you deem necessary in order
to make the module playable in your campaign. If the maps for
this adventure were not included, or you are unable to read them,
I will provide paper copies free of charge to anyone who sends
a self-addressed, stamped envelope to the address above. Please
mention the module name (and version number if applicable) when
requesting maps.
abbreviations and other notations used:
th or thaco = to hit armor class 0
hd = hit dice
hp = hit points
ac = armor class
d = damage
mr = magic resistance
loe = level of effect (for magic spells)
str = strength
con = constitution
dex = dexterity
int = intelligence
wis = wisdom
chr = charisma
pp = pick pockets
ol = open locks
frt = find / remove traps
hs = hide in shadows
ms = move silently
hn = hear noise
cw = climb walls
rl = read languages
Some spells, magic items or monsters may have a notation following
them similar to this: find familiar [P 134]. The information in
the brackets is a book and page number reference for locating
the item's description. The following are the book abbreviations
used in these references:
P = Player's Handbook (2nd edition, first printing)
T = Tome of Magic
D = Dungeon Master's Guide
A = Unearthed Arcana
M = Monster Manual
F = Fiend Folio
S = Monster Manual II (first edition)
C = Creature Catalog Supplements
WC = Wizards Spell Compendium
K = my own compiled reference manuals (mostly photocopies in
3-ring binders)
If you eventually use this module, I would like to hear how
it turned out.
enjoy!
---keven
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Background
Several dwarven generations ago, the dwarven city of Klängdenstürm,
located deep in the Underdark, operated a mithril mine several
miles away from the main city. Not only was it a particularly
abundant source of the rare metal, but it was also the only such
mine to be found for hundreds of miles. The dwarves of Klängdenstürm
were therefore very protective of their mithril and guarded the
mine with a battalion of dwarven soldiers and a cunning maze full
of deadly traps. Other denizens of the underdark made many attempts
to wrest control of the mine away from the dwarves of Klängdenstürm,
but all were thwarted. The dwarves thought their defenses were
unbreachable, at least until the cunning Bitzune CaTheran
learned of the mine.
Bitzune was a drow vampire wizard who had been driven from
his former abode and was wandering the underdark in search of
another lair when he happened to learn of the dwarven mine. The
mining village, complete with dwarven crafted defenses seemed
to be the perfect lair for the homeless vampire, but he knew that
he would never be able to take it from the current owners through
sheer physical force, and so instead he began a campaign of terror
intended to drive the dwarves out. He first set out to undermine
the dwarves moral by orchestrating a series of unexplained
accidents in the mines, mysterious deaths in the village and the
fouling of the villages water supply. This string of apparent
bad luck began to make the dwarves believe that the mine had fallen
under some sort of curse and many of the inhabitants of the village
left and returned to Klängdenstürm. As the incidents
became more frequent and more deadly, the number of dwarves abandoning
the village increased.
With the population of the mining village greatly reduced,
Bitzune was able to move more aggressively against those that
remained. By waylaying dwarves one by one, he was able to create
a small army of undead minions which he then used to eliminate
the remaining dwarves and then claimed the mine as his own. The
dwarves of Klängdenstürm made several attempts to reclaim
the mine, but even though the true nature of their foe was now
known to them, the dwarves were unable to evict the vampire. As
the dwarven losses continued to mount, the dwarven king finally
decreed that the recovering the mine was a lost cause and that
he would waste no more lives attempting to take it back.
Once he had firmly established his control over the mine, Bitzune
destroyed most of his minions (before they had the chance to challenge
him) keeping only a few to act as guards and servants. For a while
he continued to have his remaining followers patrol the cunning
maze that guarded the entrance to the mine, but as time passed
without further attempts by the dwarves to reclaim the mine Bitzune
no longer felt the need to maintain it as an active point of defense.
In the years that followed, other underdark dwellers discovered
the maze and took up residence there. Most recently, a tribe of
minotaurs have claimed it as home after evicting the quaggoths
who lived there before them.
Enter the Party
This adventure is designed to be a dungeon-crawl and it is
left to the DM to develop the necessary plot devices for introducing
it into his campaign. The easiest, (and probably least imaginative)
approach would be to have the current king of Klängdenstürm
hire the PCs to destroy the vampire and reclaim the mine for him.
Another possibility is that the PCs have come into possession
of a treasure map that indicates the location of the lost mine.
A slightly more involved plot device could be developed based
on the assumption that one of the PCs is in the process of having
a magical weapon (or some other item) created that must be made
of mithril. The only known smiths capable of working with the
rare metal are the dwarves of Klängdenstürm, and so
the PCs travel there in hopes of commissioning the items
creation. When they arrive however, they learn that the citys
supply of mithril was exhausted many years ago, and until the
dwarves recover control of their lost mine, there is little hope
that any new items will be crafted any time soon. The dwarves
offer the PCs each an item crafted of mithril if they are able
to drive the unknown menace from their mine.
The Dangerous Road
to the Mine
The mithril mine lies several miles away from the dwarven city
through a series of natural tunnels, caverns and fissures. When
the mine was still in dwarven control, the path was patrolled
and kept clear of dangerous creatures but the dwarves stopped
this activity after losing the mine to Bitzune. Now other, more
fell and dangerous denizens of the Underdark travel those passageways
freely, and it is possible that the PCs could have several encounters
with them before reaching the mine. Some possible encounters are
detailed here, although the DM is free to eliminate some or add
more as he sees fit.
Storoper
The party is traveling through an open cavern, the ceiling
of which is about 30 above them. Numerous stalactites hang
from the ceiling while the floor is covered with stalagmites,
some of which approaching 8 in height. Hidden among the
natural rock formations is a storoper [S116] which has placed
itself along the pathway that winds from one end of the cavern
to the other.
|
ac: 0 |
hp: 70 |
th: 8 |
hd: 12 |
d: 5d4 |
six attacks per round with poisoned tentacles (no save if
hit) (50 range)
first two victims hit are paralyzed for one round, then they
begin to defend the storoper.
Thereafter each hit causes weakness (-50% strength in 1-3r,
cumulative) and entangles the prey. Chance to break free is 2*bend
bars % dragged 10/round until pulled to mouth for automatic
hit.
immune to normal missiles
immune to lightning, ½ damage from cold, -4 save vs.
fire
Stone Trolls
The PCs are passing through a wide passage with rocky debris
scattered about when they are ambushed by a group of 4 stone
trolls (Dragon® Magazine issue #199, Nov-93). The trolls
are lying in wait on the top of boulders about 8 off the
ground which together with their natural 75% camouflage will
make them undetectable by any PCs on the ground. They will wait
until the PCs have passed by, and then leap from the rocks onto
the trailing members of the group gaining a +3 on their attack
rolls for the first round. They are mostly interested in food
and have had some experience with humanoids and so will avoid
attacking anyone who is clad in metal armor because they know
they would be harder to hit. The trolls do not have a lair in
the vicinity, and are not carrying anything of value.
|
ac: 0 |
hp: 60 |
th: 10 |
hd: 10+2 |
d: 1-6 + 6 / 1-6 +6 / 2-8 +6 |
75% camouflage in rocky terrain, -3 initiative for surprise
climb rock walls with ease
throw rocks 100 for 2-16 (2/round)
regenerate 1hp/r (all except acid damage)
½ damage from edged weapons, fire/heat, cold, electrical
immune to rock affecting spells
if hit with heat and cold attack in same round, second attack
does double normal damage; troll must save vs. paralyzation or
shatter completely
Umber Hulks
While traveling through the underdark, the caravan is attacked
by a group of umber hulks. The creatures have caused a cave-in
which has mostly blocked the passageway and are hiding in side
tunnels just beyond the debris. Their plan of attack is to surprise
their victims while they climb over the debris and attack them
while confused.
|
ac: 2 |
hp: 55 |
th: 10 |
hd: 8+8 |
d: 3-12 / 3-12 / 1-10 |
infravision 90
Meeting their gaze causes confusion unless save vs. spell
is made. Chance per round of meeting their gaze:
|
surprised |
8 in 10 |
|
normally viewing |
5 in 10 |
|
attacking and avoiding gaze |
3 in 10 (+2 AC) |
|
avoiding |
1 in 10 (+4 to ac) |
Effects of confusion:
|
1 |
Wander away (unless prevented) for duration of spell |
|
2-6 |
Stand confused for one round (then roll again) |
|
7-9 |
Attack nearest creature for one round (then roll again) |
|
10 |
Act normally for one round (then roll again) |
Derro War Party
A band of marauding derro [M96] have made camp in the tunnel
along which the PCs must travel in order to reach the mithril
mine. The derro are just passing through, but would delight at
the chance to capture some surface dwellers to torture. Also
traveling with the derro is drider outcast who convinced the
evil dwarves that he could be of use to them. The derro do not
particularly trust the creature, but neither do they fear him
so the two have formed an uneasy alliance. The war bands
booty consists of a large number of gems worth about 6,900gp
and a varied collection of coins worth about 3,000gp stored in
locked, iron strongboxes. (A map of the derro camp should have
been included with this adventure).
|
Derro Type |
number appearing |
hd |
ac |
hp |
th |
|
warrior |
16 |
3 |
4 |
24 |
17 |
|
warrior |
3 |
4 |
4 |
30 |
16 |
|
captain |
1 |
5 |
2 |
38 |
14
(10 w/scimitar1) |
|
student |
2 |
5 |
5 |
30 |
15 |
|
savant |
1 |
8 |
[-2] |
50 |
12 |
|
Weapons: |
ws |
# |
damage |
|
short sword |
3 |
1 |
1-6 |
|
dagger |
2 |
1 |
1-4 |
|
repeating crossbow (50%) |
5 |
2 |
1-3 + poison
- 2d6 // 0
- enfeeble str=5 -2/-1 // 0
|
|
hook-fauchard (25%) |
8 |
1 |
1-4 + 25% pull off-balance, lose a round |
|
spiked buckler (15%) |
2 |
1 |
1-4 (second attack per round) |
|
drow scimitar[+4]1 |
2 |
1 |
1-8 + 4 |
Savant: Items: wand of lightning(28)2,
bracers AC3, cloak of protection[+3]
Spells: anti-magic shell, blink, cloudkill, invisibility,
levitate, light, lightning bolt, wall of force
2Wand of Lightning:
Shock: This does 1-10 hit points of
damage to a target struck in melee combat, with no saving throw.
Characters wearing metal armor and/or shields are treated as
armor class 10. Plain leather and wood work normally. Magical
bonuses on metal armor do not affect Armor Class, but a ring
of protection does. The shock uses one charge.
Lightning Bolt: The possessor of the wand can discharge
a bolt of lightning at a range of 100 yards. The stroke can be
either forked bolt 10 feet wide and 40 feet long or a single
bolt 5 feet wide and 80 feet long. Damage is 12-36 (6d6, treating
1s as 2s), but a saving throw is applicable. This function uses
two charges and has an initiate modifier of +2.
Student 1: Items: wand of magic detection(30),
Spells: blink, invisibility
Student 2: Items: scroll(10-loe) detect magic [P 133], invisibility [P 142],
Tasha's laughter [P 146], slow [P 153],
Spells: invisibility, levitate
Drider
|
ac: 3 |
hp: 45 |
th: 13 |
hd: 6+6 |
|
Attacks: |
ws |
# |
damage |
|
bite |
0 |
1 |
1-4 + poison paralyze 1-2t // @-2 neg |
|
scimitar[+3] |
2 |
1 |
1-8 + 3 |
abilities 1x/day: dancing lights, faerie fire,
darkness, levitate, know alignment, detect magic
MR: 66% (+2 saves vs. magic)
Spells
|
level: 1 per day: 5
burning hands [P 131]
chill touch [P 132]
enlarge (r) [P 133]
gaze reflection [P 135]
magic missile [P 136]
shield [P 147]
ventriloquism [P 139]
wall of fog [P 139] |
level: 2 per day: 4
blindness [P 140]
decastave [WC 222]
flaming sphere [P 141]
flying fist [WC 383]
invisibility [P 142]
stinking cloud [P 145]
web [P 146]
whip [WC 1011] |
level: 3 per day: 4
augmentation [T 25]
delude [P 148]
dispel magic [P 148]
far reaching I [T 25]
fireball [P 149]
gust of wind [P 149]
lightning bolt [P 151]
prot. normal missiles [P 152] |
level: 4 per day: 3
dig [P 155]
far reaching II [T 28]
fire shield [P 158]
ice storm [P 159]
improved invisibility [P 159]
Otiluke's resilient sphere [P 160]
shout [P 163]
wall of fire [P 163] |
Margoyles
Just prior to reaching the entrance to the mine, the PC must
travel through a long narrow cavern. The cavern is approximately
700 yards long, and averages 50 yards across. The ceiling ranges
from 70 to 150 yards in height and is covered with stalactites.
The walls are rough and filled with niches and small caves. The
path along the cavern floor is relatively easy to traverse, having
been originally cleared for use by the dwarves operating the
mine but anyone traveling through the cavern is subject to attack
by the current inhabitants. There are as many as 40 margoyles
living in the cavern, although not all of them will be present
at all times. When the PCs first enter the area, they will be
attacked by a group of 8-10 of the creatures. Once most of this
group has been killed or seriously injured, the remaining monsters
will fly off and will not likely bother the PCs again for a while.
The margoyles will remain a potential threat however, especially
to a group of injured or weakened PCs.
|
ac: 2 |
hp: 30 |
th: 14 |
hd: 6 |
d: 1-6 / 1-6 / 1-8 / 1-8 |
[+1] to hit
80% undetectable against rock
At the far end of the margoyle cavern is what looks like a
large metal cage, 12x12 square and 7 high.
A long chain rises up from the top of the cage into the darkness
above, while another chain descends from above and is threaded
through a ratcheted winch mechanism. The chain emerges from the
winch and is firmly attached to the bottom of the cage. The mechanism
is somewhat rusty, and makes a terribly squealing noise when
operated but it otherwise safe to use.
By turning the winch, the cage can be made to ascend to a
tunnel opening some 200 feet above the floor of the cavern where
a similar winch is located. The entrance maze to mine lies approximately
1 mile farther down the tunnel. A close inspection of the winch
and chain will reveal that it has seen recent use (by the minotaur
who live in the entrance maze).
The Entrance Maze
The dwarves running the mine constructed a maze to serve as
their main line of defense against potential plunderers. The maze
was carved out of a section of rock next to the natural passageway
that lead to the mithril mine with entrance and exit passages
connecting to the natural passageway. Once the maze was completed,
the section of the original tunnel between the entrance and exit
was caused to collapse leaving the maze as the only way to get
to and from the mine.
The maze is filled with mechanical traps, false doors, and
confusing passageways designed to slow down unwanted visitors
until they could be dealt with by a dwarven defense force. Generally
speaking, the maze is constructed on two levels with the main
gate on the upper level and the exit to the mine on the lower
level. In order to confuse invaders however, the dwarves built
several gently sloping passages that appear to be level ground
to anyone other than dwarves or gnomes. Thus a human or elf walking
down one of these slopes would not be aware that they are rising
or descending, resulting in great confusion when the passage apparently
doubles back upon itself without actually intersecting! The presence
of several set of staircases only adds to this confusion.
In addition to the specific, fixed encounters listed below,
the maze is also filled with numerous traps scattered throughout.
The number and location of these are not indicated specifically
on the map allowing the DM to place them wherever he feels they
are needed. Some possible traps are listed here, but the DM is
encouraged to devise others if so desired. Because the maze has
been occupied by various creatures over the years, many if not
most of the one-time traps have already been sprung.
The most dangerous aspect of the maze at the moment however
is its current inhabitants: a tribe of minotaurs and their pet
gorgons. There are a couple dozen (or more) minotaurs living here,
and half a dozen gorgons, most of which will be encountered by
the PCs singularly, or in groups of 2-3 as they explore the maze.
As with the random traps, the DM should drop in an encounter with
a minotaur and/or a gorgon at random intervals to keep the PCs
on their toes. Unless one of the minotaurs escapes an encounter
with the PCs and is able to warn the others in his tribe, the
PCs will not encounter a coordinated defense.
Sample Random Traps
Trap #1
False door in the wall at a dead-end passage. Attempting to
open it causes a 10" thick stone wall to fall and block
the way out 30 back down the passage. The block is lifted,
and the trap thus reset by means of a crank wheel in the control
room.
Trap #2 (false)
A 20 section of the floor in a straight passageway is
designed to wobble slightly when weight is applied to it. It
is not actually a trap, but is intended to appear as one so as
to slow down progress through the maze.
Trap #3
Section of the hallway is designed such that walking down
the middle is safe. Any over-balancing weight (greater than 75lbs)
applied to either side of center will cause a section of the
floor about 15 long to rotate along a central pivot, dumping
anyone standing on it into a 20 deep pit. The floor will
continue to rotate until it locks back into place, sealing the
victim below. The trap will not reset itself, and must be released
using the appropriate lever in the control room. In the pit is
a gray ooze
Gray Ooze
|
ac: 8 |
hp: 18 |
th: 16 |
hd: 3+3 |
d: 2-16 |
corrode metal: chain mail in one round, plate mail in two,
and magical armor in one round per each plus to Armor Class.
spells have no effect on this monster, nor do fire- or cold-based
attacks.
lightning and blows from weapons cause full damage.
weapons striking a gray ooze may corrode and break.
Trap #4
Door to an empty room is locked and trapped (-25% to detect
trap). When unlocked, a stone pendulum in the room is loosed
which smashes into the door. Anyone standing within 10
will be struck by the door as it explodes outward, doing 6d6
damage (save vs. petri for ½). Anyone within 10-30
feet will be sprayed with dust and debris for 1-6hp.
Trap #5
Section of floor designed to break when weight is applied
dropping the victim into a 20 deep spike filled pit for
4d10 + 2d6 falling. Because these traps cannot be reset, many
if not most of them have already been sprung and will contains
the bones of former victims.
Trap #6
Door is rigged to drop an explode stone from a hole in the
ceiling when it is opened. Many of these traps are empty. Some
are still loaded. Explode stones are alchemical in nature and
when they strike a hard surface, explode in a spray of shrapnel
doing 5d4 dmg in a 5 radius, save vs. breath for ½.
Fixed Maze Features
(1) Entrance
The entrance to the dwarven maze is blocked by a huge steel
portcullis of unusual design. The barricade is constructed of
two separate sets of alternating bars, one of which drops from
the ceiling, the other rises up through the floor. The mechanism
for opening the gate is in the room beyond and consists of large
stone wheels on opposite walls of the room. Both wheels must
be turned together, at the same rate in order for the gate to
be opened. Turning just one, or turning one faster than the other
will cause the internal mechanism to slip free and the portcullis
will slam shut. A strength of 16 is required to operate the wheels,
and it may take several attempts for those unfamiliar with the
task to turn the wheels at just the right speed.
(2) Crossing Passages
These two hallways, when viewed from the room that connects
them, appear to be parallel and level when in fact they are neither.
One of the passageways descends slightly while the other rises
and both angle towards the other. The passages cross, one above
the other and continue on, adding one more confusing twist to
the maze. Non-dwarven characters are unlikely to notice that
either passageway is sloping, even while traversing it.
(3) Dead Mage
In this dead end passageway lies the remains of a mage, still
guarded by the iron golem he commanded in life. He fled here
after his adventuring party was defeated by Bitzune and hoping
to rest for a brief period time, he commanded the golem to let
no creature approach. Unfortunately, the mage was badly wounded
and so passed into a coma and died. True to his masters
last orders, the golem will prevent anyone from approaching the
body. The minotaurs discovered the body, but were prevented from
looting it by the iron golem which they could not defeat. The
corpse has remained here undisturbed ever since. In addition
to the mundane adventuring equipment, the mage has on his body: bracers ac:4,
wand of fire (13), stone of controlling earth elementals,
potion of ESP, dagger [+2], scroll(loe:12)teleport/wall
of force/chain lightning
iron golem
|
ac: 3 |
hp: 80 |
th: 2 |
hd: 18 |
d: 4-40 |
[+3] to hit
electricity = slow 3r
fire repairs 1hp/hd of damage
immune to all other spells
1x/7r gas 10x10 => poison (save or die)
(4) Minotaur Lair
The minotaurs have made this room their lair, although there
are likely to be only a 3 or 4 of the creatures here at any particular
time. The room contains beds made from white but filthy furs
apparently taken from some man sized creatures. The minotaur
each carry their valuables with them in leather pouches consisting
of primarily gemstones, with a few dwarven and drow gold and
silver coins with a total value ranging from 50-500gp. The leader
of the tribe has gems and coins totaling 2,500gp in value.
minotaur (20)
|
ac: 6 |
hp: 35 |
th: 13 |
hd: 6+3 |
d: 1-10 +2 |
(leader)
|
ac: 6 |
hp: 50 |
th: 10 |
hd: 8+4 |
d: 1-10 +3 |
charge 30 for butt 2-8 * 2, dex roll to avoid being
knocked prone
+2 on surprise
track by scent.
(5) Gorgon Stables
The minotaurs stable their gorgon pets here, but the beasts
are more likely to be found roaming the maze. Only 1 or 2 will
be found here at any particular time. Their lair is littered
with the remains of their recent meals which seems to have included
a few margoyles, as well as numerous small humanoids.
gorgon steed (6)
|
ac: 2 |
hp: 45 |
th: 12 |
hd: 8 |
d: 2-12 |
breath 4x/day, cone 60x20 petrification gas
(6) Control Room
A secret door in the middle of one of the mazes hallways opens
into the passage that leads to this room. The walls of the room
are covered with dozens of ratcheted crank wheels, levers and
pulley chains which loop up into the ceiling and down into the
floor. These devices control the resetting of the various mechanical
traps found throughout the maze, but more importantly, one large
crank-wheel controls the rotating section of the maze that allows
access to the exit tunnel. (see below) There are four markings
on the wall indicating the four positions of the rotating room,
but there is nothing else to indicate that this particular wheel
is connected to the rotating hallway.
(7) Rotating Hallway
This section of hallways rotates to prevent, or allow access
to the passage that leads to mine. PCs examining an apparent
dead-end passage that ends at this point will likely notice that
there is something odd about the wall, but may not immediately
divine its true nature. Thieves that examine the wall,
and make a successful "find traps" roll, will determine
that wall is not physically attached to the preceding hallway,
and that faint, horizontal scratches on the wall would seem to
indicate that it might slide sideways, but no controlling mechanism
will be found because the rotation is controlled by a crank-wheel
in the control room (see above).
The Mine
Most of the hallways in the mining village are 6 wide
and unless otherwise noted, the ceilings in the passageways and
rooms in are 8 high. Evenly spaced along walls are hanging
lanterns (unlit), most of which still contain some portion of
lamp oil. Also evenly spaced throughout the complex are ventilation
shafts in the ceiling, typically covered with iron grating. These
shafts connect all of the rooms in the village with the huge chimney
in the smelting room. When the fires in the furnace were burning,
the rising heat in the chimney would continually draw cook smoke
out of the living quarters through the ventilation shafts in the
ceilings. Now the forge is cold, and there is no airflow through
the shafts allowing the vampires to move freely, and unseen to
almost any part of the complex in their gaseous form.
(1) Before the Gate
The tunnel before the front gate is almost entirely blocked
with the thick, heavy webbing of a colony of sword spiders. Bitzune
brought these creatures here to act as guards and they have multiplied
over the years. Their webbing now extends nearly 100 in
front of the portcullis and slows travel to about 10 per
round. Bitzune brings in food for them on occasion, but not as
often as the creatures would like, so they are always ready for
a good meal.
Sword spiders
|
ac: 3 |
hp: 30 |
th: 13 |
hd: 5+3 |
d: 2-8 (bite) +poison or 2-12/leg |
size: 12 diameter
leap 30 feet to impale prey. Only one attack roll is made
for the creature. If the attack is successful, the victim is
struck by a number of legs based on its size: size S = three
legs; size M = four legs. If the spider's leap is greater
than 20 feet, each leg receives a +1 bonus to damage.
Any upward attack against the leaping spider receives a -4
to the attack roll, due to the impaling blades which protect
the spider.
poison: onset 1-2r: paralysis for 2d4 turns: save @ +1
(2) Portcullis
The front gate of the mining village is a huge metal portcullis
constructed of an iron/mithril alloy which is impervious to rusting.
Because of its size and the ratcheting mechanism used to raise
and lower it, the gate is impossible to lift. Hidden behind the
mass of webbing at the ceiling are several narrow arrow-slits
which allowed defenders in the gate house (area 6) to keep watch
over the entrance. This gatehouse is now the lair of Greggon,
one of Bitzunes vampire minions who will be alerted to
the presence of intruders by any unusual noises (like the sound
of battle with the spiders). If forewarned of intruders, Greggon
will approach them from the other side of the portcullis and
ask them their business. The dwarven vampire dares not attack
visitors outright for fear of angering his master. Bitzune is
typically starved for conversation as well as blood, and prefers
to banter with his victims before feeding on them. Thus it is
possible, depending on the PCs actions, that Greggon could end
up escorting the PCs to the great hall for an audience before
his evil master. If attacked outright however, he will retreat
and attempt to draw his enemies into the stair trap.
(3) Bat Cave
The tunnel continues past the main gate until it ends in a
pile of debris. The original dwarven architects collapsed a section
of the tunnel after the completing the construction of the village
so that the mine could only be reached by going through the settlement.
The tunnel is now home to a huge colony of normal bats which
does not pose any real threat to anyone passing through, but
does make traversing the tunnel somewhat unnerving.
(4) Stair Trap
The entrance to the village is a simple, unmarked stone door
which swings inward toward a rising set of stairs. The door is
counter-weighted so that it swings closed by itself if not held
open. From the outside, this may appear to a thief to be some
sort of trap (25% chance if they are successful in a "find
traps" attempt.) Midway up the stairs is a trap built into
one of the steps which releases an avalanche of boulders when
triggered. The rocks fall out of the ceiling near the top of
the stairs and cascade down causing 5d10 hp of damage to anyone
on the stairs (twice that to anyone unfortunate enough to be
standing in front of the closed door at the foot). Flying, levitating
or otherwise rising above the avalanche could prevent any damage
if the victim can act quickly enough.
The falling rocks will nearly fill the small lower landing
and will block the lower door closed unless it is held open somehow
in which case the boulders will roll into the outer tunnel. In
addition to the stair trigger, the trap can also be set off by
means of a lever in the chamber at the top of the stairs. Greggon
may do this if he is aware that intruders are on the stairs.
A second lever disables the trigger on the stair.
(5) Entry Chamber
The ceiling in this square chamber is 30 high, and over
the northern half of the room is a balcony, 15 high. The
balcony has a 5 high, crenellated railing which was designed
to be manned by crossbowmen in times of attack. The levers which
control the boulder trap on the stairs are also located on the
balcony level. Greggon has carefully arranged the corpses of
the long dead dwarven militia that once guarded the village around
the room and along the balcony . Their bodies have rotted away,
leaving nothing but skeletons within the chain mail armor. The
skeletons are not dangerous, although Greggon may pose as one
of the corpses so as to surprise an enemy.
(6) Gate House
This is the control room for the mechanism which raises and
lowers the portcullis and it is here that Greggon has made his
lair. A stone coffin rests in one corner of the room flanked
by the skeletal remains of dwarven militiamen who appear to be
acting as a macabre honor guard. The coffin will be empty unless
Greggon has been forced to retreat here.
(7) Armory
This room served as a storage room for the arms used by the
villages defenders. Many crates filled with crossbow bolts
are stacked along the back wall, while free standing racks hold
numerous crossbows, short swords, daggers and other weapons.
At one time this room was in relative disarray, but Greggon has
tidied it up following the defeat of the dwarves.
(8) Food Storage Room
This room was once used for community food storage, and contains
barrels, crates, boxes, and bags full of foodstuffs that became
inedible long ago.
(9) Dry Goods Storage Room
This room was used for community storage of non-food items.
It has numerous crates full of hardware, tools, spare braziers,
chamber pots, water buckets, etc. A large section of the room
and its contents are soaked with lamp oil that leaked out of
rotting kegs.
Living Quarters (10-14)
The hallways connecting the living quarters of the village
are the same as elsewhere in the village, being 6 wide and
8 high. There are five wells placed throughout the complex,
each of which is found in the center of a 10x10 room.
Each well is ringed by a low, 2 high stone wall and is equipped
with an iron crank and a metal bucket attached to a chain. The
crank shaft, chain and buckets are all rusted and inoperable,
but the water in the aquifer below remains fresh and potable.
The living quarters themselves all conform to the same basic
design. Only those rooms with current occupants are detailed explicitly
here. The doors are all slightly recessed from the main hallway
and open outward, away from the interior of the room. Many of
the rooms will be empty of any contents, having been abandoned
by their owners before the final fall of the village. Others will
contain furnishings and common household items of little value.
A very few of these will also have the dried, skeletal corpses
of their former inhabitants. All of the rooms have a small ventilation
shaft on the a wall near the ceiling that measures 18" high
and 24" wide . These shafts eventually connect together and
lead to the main chimney in the smelting room.
While exploring this section of the settlement, the PCs may
encounter one or more of the current inhabitants wandering the
hallways. The most likely encounter would be with a spirit troll
(see area 10), or perhaps with the vampire-child Drüka (area
11), or the escaped ochre jelly from the refuse pit (area 19).
(10) Spirit Trolls
The contents of these living quarters are in shambles, having
been poorly treated by the trolls that now lair here. These creatures
did not arrive with Bitzune, but happened upon the mine some
time later. The vampire is not adverse to their presence, and
has let them continue to live here.
|
ac: 0 |
hp: 80 |
th: 12 |
hd: 8 |
d: 1-4+2 / 1-4+2 / 2-8+2 * |
invisible at will
[+1] to hit
invulnerable to cold
regenerate 3/r
fang damage added to its own hit points
claw damage is taken not only from the victim's hit points
but also from Strength. Strength points lost in this way are
recovered in 2d4 turns. If a character's Strength is reduced
to 0, the PC dies. If the Strength is reduced to 1 or 2 points,
the PC is rendered comatose, only recovering when sufficient
strength points are recovered to raise the Strength to 3 or more.
acute sense of smell and superior, 120 foot-range, infravision.
(11) Drüka
The vampire-child Drüka is most likely to be encountered
in the well room indicated where she will be playing with a decaying
rag-doll. She was the dwarven equivalent of a 7 year old child
when she was turned into a vampire, and does not fully comprehended
what happened to her or what she has become. Thus, her use of
her vampiric powers (e.g. charm, spider climb, shape change,
etc.) is done on an unconscious level without any forethought.
She is very lonely, and her hunger for companionship is almost
as strong as her hunger for blood. Thus when she first encounters
the PCs she is more likely to ask them to play with her than
she is to attack them, unconsciously using her charm ability
to convince them to stay. The PCs might even be able to glean
some information about the village and it current inhabitants
from her. If the PCs attempt to leave without playing, or harm
her in any way, she will fly into a rage and attack them. Even
if the PCs are able to strike up a conversation however, Drükas
hunger will eventually become unbearable and she will be compelled
to feed on one of her new "friends".
Drükas "resting" place is in her old
home along with her mother (see area 12 below). If she is forced
into mist-form, she will retreat there to recuperate. She does
not have the guiles to elude pursuers in this state, and will
head home by the most direct route.
Drüka
|
ac: 1 |
hp: 45 |
th: 9 |
hd: 8+3 |
d: 1-6 + 4 |
gaze = charm @ -2
[+1] to hit; regenerate 3/r; cold/elect. = ½ damage
spider climb, shape change to bat
summon 10-100 bats
(12) Drükas home
These were the living quarters of the vampire-child Drüka
and her family before their demise. The outer room is neat and
tidy, with the corpses of two dwarves propped up at a dining
table set with dust covered plates, cups and silver. The child
has attempted to maintain a home-like atmosphere and frequently
dines and converses with her dead parents. Drükas
final resting place is in the back room of these living quarters.
It looks like a childs "fort" constructed of
chairs and an overturned table draped with rotted and decaying
fabric. Her treasure consists of old and broken toys collected
from other living quarters.
(13) Brucillas home
These living quarters were used by Horgen the Grubemeister
(leader of the mining community) and his wife Brucilla. Towards
the end of his campaign to drive out the dwarves, Bitzune was
able to charm Brucilla and turn her into a vampire. Under his
orders she seduced Greggon, the captain of the guard, and together
they killed her husband throwing the defense of the community
into chaos. Brucilla now spends most of her time in the company
of Bitzune, but on those occasions when she needs to recuperate,
she can be found lying in her former bed.
(14) Bitzunes Antechamber
After choosing these quarters as his own, Bitzune had the
main entrance walled up so that the only way to gain entry was
through the ventilation shafts (his preferred method) or via
transportational magic. The new wall was constructed by dwarven
slaves and so is nearly impossible to distinguish from the regular
hallway walls. The dwarven workers that built the wall however,
knew that death awaited them after their task was finished, and
so constructed minor imperfections in the wall in the hopes that
when the mining village was retaken by their comrades from Klängdenstürm,
they would be able to locate the vampires lair. Nearly
any dwarf familiar with dwarven construction techniques will
notice something odd about the wall when they walk past it. (If
there is no dwarf PC, then an elf might notice the difference
in the wall with the same chances as for finding a secret door,
or a thief examining the walls might find it with a successful
"find traps" roll. Getting through the wall once it
has been discovered can be accomplished through any number of
magical means (e.g. rock to mud. passwall, stone shape) or even
through brute force by battering it down using picks and mauls
taken from the mining supplies room.
Bitzune has set one final obstacle in the path of those who
would disturb his sanctuary, a guardian summoned from the mysterious
elemental plane of darkness. (see full description at the end
of the module). This amorphous creature is huge and nearly fills
the corner of the room holding the door to the inner chamber.
Even so, it remains motionless, and thus hidden in the shadows
of the room until it can launch a surprise attack at an intruder.
darkness elemental
|
ac: 2 |
hp: 95 |
th: 5 |
hd: 16 |
d: 4-24 |
(15) Bitzunes Inner Sanctum
This small room has been cleared of most all the original
contents, and now contains only holds Bitzunes coffin,
a table and chair, and a large stone cabinet mounted on the wall.
The coffin is made of obsidian which has been magically strengthened
to resist breaking. The entire outer surface is etched with designs
and arcane runes of drow origin. The interior of the coffin is
padded with a musty purple velvet but is otherwise empty unless
Bitzune has been forced to retreat to it.
The doors to the cabinet, which is similar in design to ones
found in some of the other living quarters, are both wizard-locked
and enchanted with a programmed illusion spell
which is triggered whenever someone other than Bitzune attempts
to open them. When the illusion is triggered, the ceiling of
the room will apparently begin to descend with a loud grinding
noise. After two rounds, it reaches the wall cabinet which will
appear to be smashed from the wall, spilling glass bottles and
jars out onto the floor. The bottles will break and their contents
will mix creating clouds of noxious vapors which begin to fill
the room. The ceiling will continue to descend, crushing the
coffin after another 3 rounds until it reaches the floor. The
illusion persists for a total of 15 rounds unless dispelled sooner,
and any attempt to stop the ceilings descent will fail.
Once opened, the cabinet will be found to contain writing
supplies, spell components, two ornate jewelry boxes and Bitzunes
spellbooks. The jewelry boxes contain a fabulous hoard of very
high quality gems and jewelry of extraordinary beauty. The total
worth of all the contents is approximately 170,000 gp. Each one
of the 13 spellbooks differs slightly in construction, but all
bear Bitzunes symbol on the cover. The interior pages however
have all been enchanted with the secret page spell
such that the entire set of books appears to be a series of lurid
romance novels written in the language of the drow.
(16) Grubemeisters waiting room
This room was used as a waiting room for dwarves who had requested
to meet with Horgen, the mining villages leader. Stone
benches line the walls, and oil lantern are mounted along the
walls.
(17) Grubemeisters audience room
This room was by the grubemeister to hold meetings and audiences.
A round stone table sits in the center of the room surrounded
by chairs. A stone cabinet holds blank parchment, inks and quills
and sealing wax, all of which has been rendered useless by the
ravages of time.
(18) Grubemeisters private office
This was the grubemeisters office. The room is dominated
by a large, metal desk with numerous drawers. The drawers are
not locked, but they have become slightly rusted with age and
must be forced open. Inside are log books detailing all aspects
of the villages activities including yields from the mine,
smelting volumes, work schedules, incoming supply goods, etc.
The most recent log will contain entries that detail the decline
and ultimate fall of the mine. It speaks of the rash of accidents
that began occurring in the mines, the inexplicable disappearance
of miners, the sudden death of villagers found lying in their
beds, and the exodus of many of the frightened inhabitants.
(19) Refuse Pit
This room houses a dry shallow pit into which was dumped the
degradable refuse generated by the village (including the contents
of chamber pots). At that time, the pit also contained an ochre
jelly which would eat all of the garbage that was dumped in.
The dwarves prevented the jelly from escaping by coating the
wall at the top of the pit with a thick, acidic paste which was
harmful to the jelly. After the dwarves were all killed, the
pasted dried out and the jelly eventually escaped. It might be
encountered here in this room or elsewhere in the village if
the DM so desires. It may also have multiplied over the years,
and so more than one might be enountered.
ochre jelly
|
ac: 8 |
hp: 28 |
th: 14 |
hd: 6 |
d: 3-12 |
(20) Smelting Hall
This huge hall was the heart of the dwarven community before
its fall. The raw ore from the mines was brought here where it
was refined and cast into ingots of pure mithril. The ceiling
here is dome-shaped, rising to a height of 30 at its peak.
A huge pit that once contained an ever-burning coal-fed fire
is now cold and lifeless. In the ceiling above the fire pit is
a chimney which rises for nearly 40 before connecting with
a series of narrow, natural crevices. Blackened cauldrons hang
suspended from a network of chains, pulleys and booms attached
to the ceiling and walls. Cut into a long block of stone are
the molds into which the molten mithril was poured to form the
ingots. Empty barrels that once held water stand around the perimeter
of the room, and small carts and toolboxes lie abandoned.
(21) Mithril vault
The door to this room is locked, but once unlocked opens easily.
The room beyond contains several large stacks of mithril ingots,
perhaps as many as 700 in total. This is also the lair of the
two dwarven vampires Thoradin and Glomdrung who have constructed
coffins for themselves. While they return here to recover from
injuries, they are most likely to be found in the throne room
(26) with Bitzune.
(22) Coal bin
This room is about one-third full of coal that was used to
feed the smelting fire.
(23) Ore room
When the mine was in operation, the carts of raw ore would
be brought here and unload. They would then be filled with slag
from the refining process and taken back into the mines. A long
sloping passage leads down to the entrance to the mines.
(24) Kitchen
Aside from the fact that it stands deserted, this room is
not substantially different from any other kitchen. Baking ovens
are built into the walls, cabinets and cupboards contain cooking
pots and serving dishes.
(25) Cold storage
The perishable foodstuffs were kept in this room which was
kept cool by a carefully maintained patch of brown mold. The
mold, starved for warmth died many years ago, and the foodstuffs
were subsequently eaten by scavenging animals and monsters.
(26) Throne Room
Bitzune spends most of his time in this room, which once served
the dwarves as a communal dining room and gathering places. Since
taking control of the village, the vampire has turned the room
into his own, personal throne room. The tables and benches that
were once found in the room have been removed and the walls and
ceiling have been artistically draped in spider-webbing. Bitzune
has also cast numerous illusion spells to change the appearance
of many aspects of the room. The pillars which were plain, unadorned
columns have been enchanted so as to appear to have intricate
carvings and scrollwork. The sheets of spider webbing have been
covered with an illusion that makes them appear to be thick velvet
tapestries and the design of the oil lantern chandeliers that
hang from the ceilings have been made to resemble spiders with
each dangling leg holding a lantern. A large, stone throne on
a raised dais at the south end of the room was constructed by
Bitzunes dwarven slaves and is covered by an illusion that
makes it appear to be made of gold with a fortune in gems inset
throughout. Two metal braziers stand on either side of the throne,
one of which is a brazier of commanding fire elementals.
It has been many years since Bitzune has had any visitors,
and if the PCs do not attack him outright, he will attempt to
engage them in conversation. He would prefer to charm as many
of the PCs as he can and keep them as servant-slaves vs. killing
them outright. Any PCs that resist being charmed will be eliminated.
If Bitzune has been forewarned of the PCs presence, he will
have taken time to prepare for their arrival. He will be found
sitting on his throne, with as many of his minions at hand as
are available. Thoradin and Glomdrung will definitely be here
in the form of bats, hanging from the ceiling at the north end
of the room. They will remain motionless until Bitzune give the
order to attack.
Monsters & NPCs
Darkness Elemental (originally published in March 1996
issue of Dragon Magazineâ )
|
Climate/Terrain: |
any dark |
Armor Class: |
2 |
|
Frequency: |
very rare |
Hit Dice: |
8, 12 or 16 |
|
Organization: |
solitary |
THACO: |
13, 9 or 5 |
|
Activity Cycle: |
night |
No. of Attacks: |
1 |
|
Diet: |
darkness |
Damage/Attack: |
4-24 |
|
Intelligence: |
low (5-7) |
Special Attacks: |
chill, blind |
|
Treasure: |
nil |
Special Defenses: |
+2 or better to hit |
|
Alignment: |
neutral evil |
Magic Resistance: |
standard |
|
No. Appearing: |
1 |
Size: |
L to H |
|
Movement: |
15 |
Morale: |
8-12 |
|
|
|
XP Value: |
variable |
Darkness elementals are creatures of pure negative life energy,
the distilled spirit of undeath, decay and the night. They can
be summoned only at midnight or deep underground and few stay
for more than a single night.
A darkness elemental can chill a target creatures spirit
by attacking it through its shadow; this constitutes an attack
against AC10, plus any dexterity bonus if the target creature
is aware of what the elemental is attempting. A successful hit
also allows the darkness elemental to blind its target by wrapping
it in its own shadow unless a save vs. petrification (at 6)
is successful. This blindness can be removed only by casting
a cure blindness or heal spell, or by exposing the victim to
full sunlight.
Darkness elementals suffer damage from magical light spells
and healing spells of all kinds; when contacted by one of these
spells, an explosion occurs as the negative and positive magical
energies destroy each other, inflicting 1d8 hp damage to the
elemental for each level of the spell. Creatures within 10
of the explosion suffer 1 hp damage per level of the spell, half
is a save vs. breath weapon is successful.
Darkness elementals can automatically hide in shadows; they
can hide from infravision as well, becoming effectively invisible
as long as they remain motionless. As soon as they move at more
than a creeping shadows pace (movement rate more that 1),
they become obvious to any onlooker.
Vampire minions
Bitzune has kept several vampire minions which roam about
the mining village, and the mines themselves. They are all former
dwarven inhabitants of the place. Two were dwarven miners (Thoradin
and Glomdrung), one was the wife of the village leader (Brucilla
area 13), one was captain of the village militia (Greggon
area 6), and the last was a young girl-child (Drüka
area 11). All have the following statistics:
|
ac: 1 |
hp: 45 |
th: 9 |
hd: 8+3 |
d: 1-6 + 4 |
gaze = charm @ -2
[+1] to hit
regenerate 3/r
spider climb, shape change to bat
cold/elect. = ½ damage
summons 10-100 bats
Greggon attacks with a dwarven thrower warhammer
[+3]
Thoradin wields a warhammer of stunning d: 2d4
+5 , save vs. spell or stun 1d4+1 round, 20=no save
Fire elemental (from brazier)
|
ac: 2 |
hp: 80 |
th: 8 |
hd: 12 |
d: 3-24 |
Bitzune CaTheran, drow vampire lord- 15th level wizard
- CE
|
str: 18 (50) |
int: 18 |
thac0: 11 |
|
con: n/a |
wis: 11 |
ac: 1 |
|
dex: 16 |
chr: 18 |
hp: 60 |
Description:
Bitzune appears to be a typical, if somewhat
gaunt, drow of indeterminate age.
|
Weapons: |
thac0
(w/ bonuses) |
ws |
# |
damage |
|
"claw" |
9 |
1 |
1 |
1-6 + 4 |
|
dagger of wounding |
8 |
2 |
1 |
1-4 * |
Magical/Special Items:
in use : cloak
of magic resistance [35%], brazier of commanding fire elementals,
horn of collapsing, dust of slow (20x20)
in hoard :
necklace of strangulation, amulet of proof vs. petrification,
oil of silence, sheet of smallness[D]
several strongboxes (locked): jewelry worth 120,000gp,
gems worth 75,000gp
Spellbook:
level: 1 number per day: 5
affect normal fires [P 131],
alarm [P 131], audible glamer [P 131],
change self [P 132], chill touch [P 132],
color spray [P 132], dancing lights [P 133],
fist of stone [T 17], hypnotism [P 135],
light [P 136], magic missile [P 136],
mending [P 136], message [P 136], metamorphose liquids [T 19],
shocking grasp [P 137], sleep [P 138]
level: 2 number per day: 5
alter self [P 139], blindness [P 140],
blur [P 140], deeppockets [P 140], detect invisibility [P 141],
esp [P 141], glitterdust [P 142], levitate [P 143],
locate object (r) [P 143], Maximillian's earthen grasp [T 22],
Melf's acid arrow [P 144], mirror image [P 144],
protection from paralysis [T 23], ray of enfeeblement [P 145],
rope trick [P 145], ventriloquism [P 139]
level: 3 number per day: 5
alacrity [T 24], Alamir's fundamental breakdown [T 24],
augmentation [T 25], clairaudience [P 147],
clairvoyance [P 147], dispel magic [P 148],
fireball [P 149], haste [P 149], ironwood [K 95],
monster summoning I [P 151], non-detection [P 152],
secret page [P 152], spirit armor [T 26],
squaring the circle [T 27], tongues (r) [P 153],
wizard sight [T 28]
level: 4 number per day: 5
confusion [P 154], dig [P 155],
dilation I [T 28], dimension door [P 155],
dispel exhaustion [O 97], emotion [P 155],
far reaching II [T 28], hallucinatory terrain [P 158],
improved invisibility [P 159], mask of death [T 29],
minor creation [P 160], minor globe of invulnerability [P 160],
monster summoning II [P 160], rainbow pattern [P 162],
shout [P 163], wizard eye [P 164]
level: 5 number per day: 5
advanced illusion [P 164],
airy water [P 165], animal growth (r) [P 165],
animate dead [P 165], avoidance (r) [P 165],
cloudkill [P 166], conjure elemental [P 166],
distance distortion [P 167], hold monster [P 169],
Leomund's secret chest [P 169], magic jar [P 169],
passwall [P 171], shadow magic [P 171],
stone shape [P 171], summon shadow [P 171],
tempus fugit (r) [A 70], wall of iron [P 172]
level: 6 number per day: 2
anti magic shell [P 173],
Bigby's forceful hand [P 173], claws of the umber hulk [T 38],
contingency [P 174], death spell [P 175],
enchant an item [P 175], globe of invulnerability [P 177],
guards and wards [P 178], legend lore [P 178],
mirage arcane [P 179], phantasmagoria [A 70],
programmed illusion [P 180], repulsion [P 181],
stone to flesh (r) [P 181], transmute water to dust (r) [P 182]
level: 7 number per day: 1
conjure greater elemental [WC1 167], delayed blast fireball [P 183],
dragon breath [K 66], Drawmij's instant summons [P 183],
forcecage [P 184], limited wish [P 184],
prismatic spray [P 186], reverse gravity [P 186],
shadow walk [P 186], shadowcat [T 41],
spell turning [P 187], steal enchantment [T 42],
teleport without error [P 187], truename [A 63],
volley [A 63]
|