| Display a Printer Friendly Version Lair of the Red Tooth [comments:(3),
views:(10002), rating:(7.7)] Author: Eric Noah Homepage: http://members.home.net/noahrpg/ System: D&D Forgotten Realms Type: Scenario Category: Fantasy Requirements: The tribe of kobolds known as the Red Tooth was recently decimated by an attack of ghouls led by the True Ghoul known as Rotblood. The PCs are drawn to the now-abandoned Caves of the Red Tooth Tribe in search of a rumored treasure that grants invulnerability, and to find out more about the menace known as grave rot.
Graphic: Lair
Note: This was one
of my least plot-driven adventures. I was attempting to create more of an
environment for the PCs to play around in. In retrospect, I wish I had
included more plot elements. I have provided a fairly large "menu"of
creatures to choose from, especially when exploring the canyon portion of the
complex.
Setup: The
tribe of kobolds known as the Red Tooth was recently decimated by an attack of
ghouls led by the True Ghoul known as Rotblood. The PCs are drawn to the
now-abandoned Caves of the Red Tooth Tribe in search of a rumored treasure that
grants invulnerability, and to find out more about the menace known as grave
rot. The “treasure” was actually a trio of deep dragon eggs. Two of
the eggs have hatched and so the two dragon hatchlings roam the complex looking
for a way to escape. In addition, PCs will learn of a home-brewed cure for
grave rot.
Overview of the Lair
Entrance & Traps: This area was
once manned by kobold archers, who controlled portcullises and trap doors.
Now it is a deadly gauntlet as Rotblood has placed several kobold skeletons with
bows here, their arrows coated with filth that can cause grave rot. The
side chambers are accessed through smaller tunnels that come from the Warrior
Quarters.
The Canyon: This deep chasm was both a
source of food and water as well as a constant menace for the tribe. Its
main features are a natural hotspring and stream, both of which make the area
very warm and steamy, abundant plant life (gigantic mushrooms, glowing patches
of moss on walls and ceiling), and fauna (a heard of rothe, dangerous creatures
like stirges, giant centipedes, snakes and beetles). Also, one of the deep
dragon hatchlings lives in the canyon. Finally, the canyon also provided
natural defense to the kobolds, as its various caves were linked by rope bridges
that could be cut at any time. A chief item of value here is a
particularly moist variety of fungus that can provide protection against the
deep dragon’s acidic breath weapon; other substances in the lair can serve as
vital components of a cheap, available cure for grave rot.
Work Areas: processing areas for mined
minerals, forge, toolmaking, weaponmaking, armoring.
Warrior Quarters: weapons, armor,
sleeping areas, training areas, access to entrance guard points, access to pit
trap receptacle room.
Temple Area: The priest of Kurtulmak
was left behind here to die of grave rot. The priest can provide
information about the True Ghouls and especially about a possible cure for grave
rot.
Young: A flock of stirges now nests in
this area.
Food Storage: Caves that held dried
and otherwise prepared foods; areas for slaughtering rothe that were
caught. Now the area has become infested with vermin such as osquisps.
Chief & Females: The chief has
recorded valuable information on the locations of various types of minerals in
the region. These maps could fetch thousands of gold pieces if sold to
dwarves or other miners.
Treasure Area: One of the three eggs
is already hatched; one is hatching as PCs enter, the third is yet unhatched.
Encounter Descriptions
1. Main Tunnel. To those not looking closely, the walls
are merely covered with years of mossy growth. One area, however, covers
the main doors to the kobold lair.
2. The large stone doors are jammed shut, requiring an open doors roll
to open.
3. The tunnel is blocked by a metal grating that rises into the
ceiling. It is quite heavy and must be lifted in order to pass.
Alternately, levers inside rooms 7 & 8, when pulled simultaneously, open the
grate. A pair of kobold skeletons fires filth-encrusted arrows through the
arrow slits if PCs start messing with the grate. PCs struck by arrows are
exposed to grave rot (after battle, wounded creatures must save vs. poison or
lose d6 hp per day until cured or until passing a daily Constitution check at
–4).
4. The length of the tunnel is pierced with more arrow slits, and one
kobold skeleton mans each. As PCs pass the points marked X, they are fired
upon (1 arrow per slit). Running PCs gain a +2 bonus to AC; however, they
are then quite likely to plunge into the pit (area 5).
5. This pit isn’t particularly well covered. It’s a stiff piece
of rothe leather covered with a layer of dirt. The first PC across falls
15’ into area 9, taking d6 damage and is attacked by the kobold ghoul there.
6. This grate is also heavy, and it cannot be lifted at all if the
first grate is not pulled shut. It can be bent enough to provide passage,
but it takes two successful Bend Bars attempts, which must be separated by at
least 2 rounds of rest. Or, it can be treated as a “trap” and a rogue,
using his Remove Traps skill, could disarm the mechanism that requires the other
gate to be down. This takes 4 or 5 rounds at normal chance. In the
meantime, the skeletal archers at the “windows” overlooking the canyon fire two
arrows per round each (a total of 6 kobold skeletons) until 6 rounds have
passed, at which point they run out of arrows.
7. Gauntlet South. Eight kobold skeletons await intruders.
Their job is to fire arrows at them until they run out of arrows (each has
12). The arrows are kept in the bodies of their former comrades, the
rotting bloated carcasses of kobolds who were infected with grave rot.
There is little in the way of treasure here. Also in this room are levers
that raise or lower the grates. A ladder leads up to area 31 through a
small hole in the ceiling.
Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7;
MV 12; HD 1; hp 6; THAC0 19; #AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold
spells & cold, 1/2 dmg from P & S weapons; SZ S; ML Fearless (20); XP
65. They use short bows and arrows coated with filth.
8. Gauntlet North. Identical to area 7 in all respects.
Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7;
MV 12; HD 1; hp 6; THAC0 19; #AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold
spells & cold, 1/2 dmg from P & S weapons; SZ S; ML Fearless (20); XP
65. They use short bows and arrows coated with filth.
9. The cave below the pit is now the home of a kobold ghoul who was
trapped here. The tunnel to the north leads to a locked grating; the lock
is fairly simple to pick, however (+10% chance).
Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
12; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
10. Bridge. This is the first real glimpse of the canyon.
The first thing PCs notice is the moisture and heat – it is warm and humid
here. The second thing that they notice is that there are several heat
sources in the canyon. One is the warm stream; another comes from a heard
of rothe at area 60. If PCs make noise, some of the rothe activate
their dancing lights power, causing weird glowing shapes to move about
the canyon floor. Some of the canyon walls are covered with a lightly
glowing moss. Overall, they can see quite well with a combination of
infravision and the glowing moss. PCs can hear running water, the occasional
distant screech of some kind of animal, and a low huffing sound.
The canyon floor is 30-40 feet below most openings along the sides. The
ceiling is about 30’ above the level of most of the bridges. The bridge
itself is made of rope and planks of a petrified mushroom (very much like
wood). It is sturdy and wide here, perhaps 8’ wide. It has no
handrail of any kind.
As PCs step onto the bridge, the baby deep dragon that lives in area 66
launches itself silently into the air. It flies along the ceiling, and
unless the PCs look up they get only an instant’s warning before it blasts them
with its breath weapon. It then continues to fly toward the nest area (it
can be attacked for one round during this time if PCs have missile weapons),
where it will land and assess the damage it has done. If it thinks it can
get away with another attack, it will fly back for one round (during which it
can be attacked), at the end of which it attempts to knock one of the PCs (a
small one if possible) off the bridge. If it hits with a claw (it gets two
tries), an opposed strength roll is made (baby dragon = ST 18), with a +4 bonus
for each difference in size (it is only size M). If it wins the roll, the
PC is knocked off the bridge. The PC gets a DX check with a +d10 modifier
to grab onto the edge of the bridge. If the PC falls down, the dragon
flies for a round, turns around and flies back for a round, at the end of which
it lands near the PC and begins to attack. If it is damaged in any way, it
breaks off whatever it is doing and flees to its lair.
Deep Dragon Hatchling: Int. 15-16 Exceptionally intelligent; AL
CE; AC 3; MV 12, Fl 30(C), Sw 9, Br 6; HD 8; hp 38; THAC0 13; #AT 3; Dmg
3-12/3-12/3-24 (+1 dmg); SA Corrosive gas 1/3 rnds (2d8+1); SD clairaudience of
20’ range in lair, detect hidden and invisible creatures within 10’; SZ M; ML
Fanatic (17-18); XP 3,000. SA breath weapon is a cloud 30’ long, 20’ wide
and 10’ high, and it corrodes only flesh (including undead flesh).
11. This wide, high tunnel is the entrance to the kobold work
area. Work generally meant mining for the kobolds, and this was the area
where they would bring cartloads of ore. Kobold miners would use various
methods to extract platinum, copper, silver and other metals from ore.
Some of their tools lying about include hammers, chisels, poorly-made anvils,
barrels, boxes, sifting tables, carts, ropes, spikes, sacks, pokers, tongs,
clamps, molds, bellows, and so forth. All are shoddily made, barely
adequate to the task. Two areas have forges (with smoke holes in the
ceilings that lead up to who-knows-where).
12. This room has tools and other equipment, crates of crude iron
ingots, but nothing of value.
13. Hiding among piles of ore are two kobold ghouls left behind by
Rotblood. They are hungry and will attack PCs on sight.
Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
14. Forge. This area has a boxes of completed ironwork (nails,
spikes, crude hinges, metal poles, metal wire).
15. This forge has a box of completed short sword blades and
arrowheads. At the bottom of the box is a leather sack containing 47
sp.
16. Dozens of filled sacks line the wall here. They contain rothe
manure, which was used as fuel for the forges.
17. Buckets, a cart and a 20’ long wooden ladder are the main items in
this room. Hiding under a sheet of cloth in the cart is another kobold
ghoul.
Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
18. A pair of kobold skeletons guards this entrance. They shoot
arrows at the PCs. Their arrows are not coated in filth and thus don’t
cause grave rot. Also, if the PCs seem up to it, the deep dragon hatchling
flies by again with another shot of its acidic breath.
Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7;
MV 12; HD 1; hp 6; THAC0 19; #AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold
spells & cold, 1/2 dmg from P & S weapons; SZ S; ML Fearless (20); XP
65.
19. The remains of about 6 kobolds are scattered about this room.
The walls are splashed with dried blood.
20. Two kobold ghouls lurk in this tunnel waiting for the PCs.
Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
21. Central cavern. Dozens of ragged beds fill this cavern.
A mass slaughter of kobolds took place here, and the half-eaten remains of two
dozen kobolds is scattered about. PCs can also find about a dozen weapons
(daggers, short swords, spears).
22. & 23. These side caverns are each home to 3 kobold ghouls, who
look for opportunities to attack with surprise.
Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
24. This area has several crudely formed weapon racks made of petrified
mushroom. The racks hold a few poorly made short swords and spears.
25. This room is better appointed than some, with less-ratty furs as
bedding. It was the home of the strongest of the kobolds (besides the
chieftain), Chokto. He was turned into a ghoul and taken from the complex
with the others, but some of his treasures remain behind in a hidden hole in the
floor: 6 chunks of polished onyx (worth 15 gp each), a half-full bottle of
some foul liquor, a gold ring with a smiling female elf’s face on it (worth 45
gp), and 18 gp.
26. Since the kobolds left, a nest of giant centipedes has taken up
residence in a pile of dead kobolds. If disturbed, the offending PC is
automatically surprised and attacked by one. They then scurry about,
randomly attacking or attempting to escape.
Centipede, Giant (14): Int. 0 Nonintelligent or not ratable; AL
N; AC 9; MV 15; HD 0+2; hp 14x2; THAC0 20; #AT 1; Dmg Nil; SA Poison (save at
+4, 2d6 hours of paralysis); SW make all saves at -1; SZ T; ML Unsteady (5-7);
XP 35.
27. This was Urto and Snog’s room (along with a few other kobolds of
higher status). Unless the twins left something here, there is nothing to
be had here.
28 & 29. These were more secluded sleeping areas for greater
heroes, and also served as a place to play games or get drunk. As PCs
approach area 29, they hear a tiny whispering sound. They can see a small
cage holding three nearly starving jermalaines caught just before the
invasion. The miniature men want only to be released and set free.
They tell PCs anything they know. They basically saw only some
bad-smelling kobolds attacking other kobolds and eating them. The
bad-smelling kobolds said something about returning taking their army towards
Menzoberranzan.
Jermalaines (3): Int. 8-10 Average (human) intelligence; AL NE;
AC 7; MV 15; HD 0+4; hp 4 ea; THAC0 20; #AT 1; Dmg 1-2 or 1-4; SA Traps &
nets; SD 75% undetectable opponents suffer -5 penalty to surprise rolls; SZ T;
ML Steady (12); XP 15.
30. At this point, one tunnel descends and one ascends.
31. This tunnel has holes and ladders leading to areas 7 and 8.
32. This tunnel’s ceiling drops down to about 3’ high, and becomes
choked with the remains of young kobolds about halfway through.
33. Hiding in this alcove is another kobold ghoul, who attacks
viciously.
Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
34. These small caves were once the homes of young kobolds.
Various kobold toys are lying about. The area is splattered with blood and
littered with small bones. The caves are now home to a large flock of
stirges. A few bold ones swarm out to attack (2 per PC). Fire
frightens them away.
Stirges (2 per PC): Int. 1 Animal intelligence; AL N; AC 8; MV
3, Fl 18(C); HD 1+1; hp 6; THAC0 19; #AT 1; Dmg 1-3; SA blood drain; SZ S; ML
Average (8); XP 175
35. The young kobolds had a pair of giant lizards as pets.
Rotblood and his gang slew and ate the flesh of the lizards, then animated the
skeletons. They have orders to attack any humanoids.
Lizard skeletons (2): Int. 0 Nonintelligent or not ratable; AL N; AC
5; MV 15; HD 3+1; hp 14, 12, THAC0 17; #AT 1; Dmg 1-8; SD undead immunities; SZ
H; ML Fearless (20); XP 175.
36. As PCs cross this bridge, the deep dragon attacks again, this time
more violently because it senses that they are getting close to its lair.
It swoops by with a breath, flies and returns to again try to knock someone
off. It then continues to fly back and forth, attacking with its claws
each time. If only one opponent remains on the bridge, it lands on the
bridge and attacks with claws and a bite. If wounded more than halfway, it
retreats to its lair.
37. A pair of kobold ghouls, once acolytes, guards this area.
They attack with maces rather than their claws. They are wearing 20 gp
worth of cheap jewelry, and one has a forgotten potion of healing.
Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
10; THAC0 19; #AT 3; Dmg 2-7; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
38. A crude, softly glowing statue of Kurtulmak rests in the back of
this large cavern. Any gnome who enters the temple is immediately struck
blind until blessed by a priest or a remove curse or cure
blindness spell is used. All about, kobold remains are strewn.
From the remains, 14 kobold skeletons rise up, wailing and chanting, and
attack. The tunnel to area 39 is blocked with chunks of stone.
Beyond this pile of rocks, a weak voice cries for help. It is the voice of
the high shaman, Grankurmok.
Kobold Skeletons (14): Int. 0 Non-intelligent or not ratable; AL N; AC
7; MV 12; HD 1; hp 6; THAC0 19; #AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold
spells & cold, 1/2 dmg from P & S weapons; SZ S; ML Fearless (20); XP
65.
39. The shaman Grankurmok, mortally wounded and stricken with grave
rot, has miraculously survived though he is perilously close to death. He
informs the PCs that he’s been given a vision of a widely available cure for
graverot. On his shelves are a few potions healing x4 (and several
empties – he’s been keeping himself alive this way), a potion of spider
climbing, and a vial of rothe urine.
Grankurmok, Kobold Shaman: AC 10, MV 0 (6), LV P4, hp 1 (23),
THAC0 20 (18), #AT 0 (1), D by weapon, SA spells: invisibility to undead, cause
fear, darkness, cure moderate wounds, spiritual hammer.
Grankurmok, Kobold Ghoul: Int. 5-7 Low intelligence; AL LE; AC 6; MV
6; HD 2; hp 10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds,
save at +2); SD Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP
175.
40. Three kobold skeletons guard the way here.
Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7;
MV 12; HD 1; hp 6; THAC0 19; #AT 1; Dmg 1-6 (short swords) ; SD immune to sleep,
charm, hold spells & cold, 1/2 dmg from P & S weapons; SZ S; ML Fearless
(20); XP 65.
41-48. Food preparation and storage. Lots of edibles here, also
various types of utensils, containers, etc. Some have been spoiled, others
have lured critters.
Rat, Osquip (5): Int. 1 Animal intelligence; AL N; AC 7; MV 12,
Br 1; HD 3+1; hp 19, 20, 2x14, 17; THAC0 16; #AT 1; Dmg 2-12; SZ S; ML Unsteady
(7); XP 120.
49. Broken bridge.
50-57. Chieftain and females area. 56 has a map with information on
several areas of possible mining interest (platinum deposit, mithril, and
gold). A few kobold ghouls lurk here, as well as the shadow of the Red
Tooth tribe's chief.
Kobold Ghouls (3): Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2;
hp 10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2);
SD Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
Shadow (1): (Int. 5-7Low intelligence; AL CE; AC 7; MV 12; HD 3+3; hp
17, 3x14; THAC0 17; #AT 1; Dmg 2-5 + special; SA Strength drain; SD +1 or better
weapon to hit; SZ M; ML Fearless (20); XP 420)
58. Nest and Treasure. Writing on the walls of the tunnel warns
that danger lies ahead. Treasure includes a wand of frost (14 charges), a
mace +1 called Charity that is aligned NG and can cast remove fear
1/day (it can be used by any good-aligned being, but it made the kobolds
uncomfortable), a wizard scroll containing the spells dispel magic,
displace self, and water breathing, and a kobold sized suit of
coin mail made of silver pieces (weighs 40 lbs, worth 240 gp). Buried
under the treasure is a crate containing 30 ingots of silver (each ingot weighs
2 lbs and is worth 11 gp) and an intelligent longsword -- a flametongue
+1 called Darkfyre (it can cast cure moderate wounds, silence 15'
radius, and aid each once per day, but only when the wielder is on a
mission determined by Darkfyre). The sword immediately teleports the
entire party and any loose objects within about 20' (including the other
treasure and the dragon eggs) to a location in Skullport, where they will be
immediately geased by one of the Skulls to accomplish some bizarre
task. Also the dragon eggs are here. If the PCs are up for a fight,
the second dragon has just hatched. If not, there’s still just one
unhatched egg.
59-68. Canyon. This hot, damp region is teeming with life.
In addition to the specific encounters listed below, there are other types of
plants and animals roaming about:
- Plants: puffballs (similar to gas spores but
stationary – if damaged they explode for 3d6 in a 10’ radius, and all in the
area must save vs. poison or die in 24 hours unless a cure disease is used);
fireweed (inoffensive plant that thrives on heat); ascomids and
phycomids (see below); shriekers and violet fungi.
- Phycomid (Int. 0 Nonintelligent or not ratable; AL N; AC 5; MV 3;
HD 5; hp 2x21, 20; THAC0 15; #AT 2; Dmg 3-6/3-6; SA Infection (save vs poison
or die in 1d4+4 rnds); SZ T; ML Elite (14); XP 650)
- Ascomoid (Int. 0 Nonintelligent or not ratable; AL N; AC 3; MV 12;
HD 6+6; hp 28; THAC0 13; #AT 1; Dmg Special; SA Knock down, jet spore (save or
die in 1d4 rnds); SD saving throw bonuses, reduced damage from weapons; SZ L;
ML Champion (15); XP 1,400)
- Bat, Night Hunter (Int. Average to High (8-14); AL NE; AC 6; MV 2,
Fl 18(A); HD 2+2; hp 11, 12, 14, 2x16, 15, 10; THAC0 19; #AT 4; Dmg
1-4/1-2/1-2/1-6 or 3-12; SZ M; ML Steady (11); XP 175)
- Bat, Large (Int. 1 Animal intelligence; AL N; AC 8; MV 3, Fl 18(C);
HD 1d4; hp 2x1, 2x4, 3x2, 3; THAC0 20; #AT 1; Dmg 1d2; SA Bite has 1% chance
per hit of dmg it inflicts that tartet gets rabies; SD +3 AC bonus vs missile
fire from opponent with a Dexterity less than 14; SZ M; ML Unsteady (5-7); XP
35)
- Tick, Giant (Int. 0 Nonintelligent or not ratable; AL N; AC
3; MV 3; HD 4; hp 20, 26, 21; THAC0 17; #AT 1; Dmg 1-4 (50% chance to contract
fatal disease that kills in 2d4 days); SA successful hit causes 1d6 pt blood
loss per turn until blood loss equald ticks hp; SZ M; ML Average (8-10); XP
120)
- Assassin Bug (Int. 0 Nonintelligent or not ratable; AL N; AC 5; MV
6, Fl 18(C); HD 1+1; hp 3, 9; THAC0 20; #AT 1; Dmg 1-4; SA male bite paralyzes
body part (save vs poison), female injects eggs into paralyzed part; SD 1d6+6
eggs hatch in 13-24 hours, 1 pt dmg per larva; SZ S; ML Unsteady (5-7); XP
120)
- Crystal Ooze (Int. 1 Animal intelligence; AL N; AC 8; MV 1, Sw 3;
HD 4; hp 23; THAC0 17; #AT 1; Dmg 4-16; SA Poison; SD 75% invisible, immune to
acid, cold & heat/fire, weapons do 1 dmg per hit; SZ M, L; ML Average
(10); XP 420)
59. Rothe herd being pestered by stirges. The rothe create
dancing lights to scare away the PCs or the stirges.
60. Drinking hole. A few rothe are generally here wading or
drinking from this warm pool.
61. Edible mushrooms. These purple blotched mushrooms are
nutritious.
62. Poisonous mushrooms (but oil of acid resistance can be extracted
from them – makes PC invulnerable to deep dragon breath).
63. Scarab Beetles. These large black beetles light up if PCs
approach. They do not attack unless molested. If any undead are
nearby, the undead flee from the light.
64. Woody fungus. These large mushrooms can be dried and used to
make wood-like materials. Giant snake’s lair is in a hole hidden in this
region.
Giant Constrictor Snake: Int. 1 Animal intelligence; AL N; AC 5; MV 9;
HD 6+1; hp 23; THAC0 15; #AT 2; Dmg 1-4/2-8; SA Constrict; SZ L; ML Average (9);
XP 650.
65. Crude pulley system for loading crates of mushrooms and moss, as
well as the occasional rothe carcass.
66. Deep Dragon Hatchling. Defends its little lair
ferociously.
67. More edible fungus. These gray and brown mushrooms also have
healing properties – healing up to 6 hp per day.
68. Poisonous moss, hot spring. The moss makes one quite ill
(save at –1, lose 10 hp and then 1 per round for 10 rounds). Two giant water
spiders live in the spring:
Giant, Water Spider (2): Int. 5-7 Low intelligence; AL N; AC 4; MV 15;
HD 3+3; hp 2x17; THAC0 17; #AT 1; Dmg 1-4 (plus poison); SZ L; ML Elite (13); XP
420.
Monsters & NPCs:
Deep Dragon Hatchlings (2): Int. 15-16 Exceptionally
intelligent; AL CE; AC 3; MV 12, Fl 30(C), Sw 9, Br 6; HD 8; hp 35, 38; THAC0
13; #AT 3; Dmg 3-12/3-12/3-24 (+1 dmg); SA Corrosive gas 1/3 rnds (2d8+1); SD
clairaudience of 20’ range in lair, detect hidden and invisible creatures within
10’; SZ M; ML Fanatic (17-18); XP 3,000. SA breath weapon is a cloud 30’
long, 20’ wide and 10’ high, and it corrodes only flesh (including undead
flesh). When flying, the dragon must be moving at at least half its
movement rate (15) and can turn only 90 degrees per round; therefore it swoops
to attack (at +2 to hit), then flies 150’ for one round while turning, then
flies another 150’ for another round and then attacks at the end of the second
round. However it can perform a wingover maneuver to quickly turn 180
degrees or more as long as it does not gain altitude. The baby dragons
cannot speak, use spells or shapechange. One dragon egg has not yet
hatched and could be sold for up to 2,000 gp.
Kobold Ghouls: Int. 5-7 Low intelligence; AL LE; AC 6; MV 6; HD 2; hp
10; THAC0 19; #AT 3; Dmg d2/d2/d3; SA Paralysis (for 1-2 rounds, save at +2); SD
Undead immunities; SZ S; ML Champion-Fanatic (15-17); XP 175.
Kobold Skeletons: Int. 0 Non-intelligent or not ratable; AL N; AC 7;
MV 12; HD 1; hp 6; THAC0 19; #AT 1; Dmg 1-3 ; SD immune to sleep, charm, hold
spells & cold, 1/2 dmg from P & S weapons; SZ S; ML Fearless (20); XP
65.
Rothe (24): AC 7; MV 9; HD 2; hp 12; THAC0 19; D d3/d3/d8; SA
charge; SD dancing ; XP 65. Notes: Deep rothe can each cast dancing
lights twice per day. Many encounters with a herd of deep rothe begin with
spooky, shimmering lights in the distance. Live rothe, if captured, can be
sold for up to 75 gp each to most Underdark civilizations (drow, dwarves,
duergar, goblinoids, etc.). One rothe can feed 10 people; a person skilled
in Cooking can cure the meat so that it lasts for many months.
Normal Poisonous Snakes: Int. 1Animal intelligence; AL N; AC 6; MV 15;
HD 2+1; hp 8; THAC0 19; #AT 1; Dmg 1; SA Poison; SZ S; ML Average (8); XP
175.
Giant Constrictor Snakes: Int. 1 Animal intelligence; AL N; AC 5; MV
9; HD 6+1; hp 23; THAC0 15; #AT 2; Dmg 1-4/2-8; SA Constrict; SZ L; ML Average
(9); XP 650.
Stirges: Int. 1 Animal intelligence; AL N; AC 8; MV 3, Fl 18(C);
HD 1+1; hp 6; THAC0 19; #AT 1; Dmg 1-3; SA blood drain; SZ S; ML Average (8); XP
175. Once a stirge has attached it can only be removed by killing it.
Giant Scarab Beetles: AC 3; MV 6, Br 1, Jp 12; HD 6; hp 30;
THAC0 9; D 2-12; SA flare; SD jump; XP 420. These huge, inoffensive
creatures run away from noise, but if confronted with the undead they attack,
creating a bright flare of light that burns undead or other creatures made of
shadow or darkness.
Grave Rot
Grave rot is a disease that can turn humanoids into ghouls. It is
spread by the True Ghouls, a thankfully rare strain of ghoul found only in the
Underdark, and even then only rarely. True Ghouls can spread grave rot
either by attacking with filth-encrusted claws, or with filth-encrusted
weapons. After each battle with a True Ghoul or after being wounded by a
weapon covered with their filth, wounded humanoids must make a save vs.
poison. Those who fail lose d6 hp each day until the disease is
cured. Each day, the victim is allowed to attempt a CON check at -4; a
success means that they don't lose any hp that day. Once all hp are
drained, the victim becomes a ghoul. Grave rot is a menace to all
Underdark societies; of the races of the Underdark, only the kuo-toans are known
to be immune to its effects. True Ghouls attempt to spread their disease
wherever they can, with the hopes that the Underdark will one day be a might
nation of ghouls under the command of the True Ghouls. (Grave Rot and the
True Ghouls were introduced by Wolfgang Baur in his "Ecology of the Ghoul"
article in Dragon Magazine, October 1998).
Recipe: Cure for Grave Rot
In a large cauldron, boil water and the flesh of a black puffball for a few
hours. Add the dung of a rothe and the guano of a stirge. Allow to
cool, but stir frequently. Add a few drops of oil from the bloated
toadstool. The batch must then be strained, discarding solids. A
priest must bless the remaining liquid which then will cure grave rot
with just a mouthful.
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