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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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