| Display a Printer Friendly Version Deep Beneath The Clouds [comments:(3),
views:(11477), rating:(8.3)] Author: Erik Thornton Homepage: http:// System: D&D Forgotten Realms Type: Scenario Category: Fantasy Requirements: "Deep Beneath The Clouds" is a short 3rd Edition Dungeons & Dragons adventure set in the Forgotten Realms. It is a continuation to "A Winter Storm in Amn", further descending beneath the surface into ancient ruins and a drow scouting party.
Graphic: Deep Beneath the Clouds Map Graphic: Grafitti
Deep Beneath The Clouds
Deep Beneath The Clouds
By Erik Thornton
"Deep Beneath The Clouds" is a 3rd Edition Dungeons & Dragons adventure
set in the Forgotten Realms. It is a continuation to "A Winter Storm in Amn" and includes an extensive dungeon crawl filled with caves and ancient tombs. This adventure is best suited for about four 3rd level characters but can
be modified to suit most low to mid level characters by altering the encounter levels or tactics. It begins in area 7 of the Sfararak Guk cave where the PCs discover that the furnace has a breathing vent leading to
a dark passage going straight down.
Background
Long ago, the orc king known as Leyinegh was killed in battle after leading a bloody campaign
against a forgotten elven nation in Shantel Othreier. King Leyinegh was carried off the field of battle and finally
laid to rest in a tomb near his home in the Cloud Peaks. The tomb was designed to keep away thieves and other looters
but in later years, a few explorers managed to stumble across the ancient site. Those that did find the tomb, though, either never made it out
alive or never managed to document the location. After the rise of the nation of Amn, trade across
the Cloud Peaks began to expand. In fact, the major trade route known as the Trade Way came to pass within a half mile of Leyinegh's tomb, but luckily the
cave remained hidden from most passersby until just a few years ago.
An orc named Ulgogth discovered the cave after becoming obsessed with the tale
of the orc King Leyinegh and his heroic deeds. Once he found what he thought must be the site of Leyinegh's tomb, he became even more obsessed to the point where, in his mind, he was possessed by
the spirit of King Leyinegh and decided to reform the tribe known as the Sfararak Guk. For the last couple years at least, the Sfararak Guk were responsible for secret raids
against caravans traveling across Fang Pass in the dead of winter.
Overview
Over a century ago, a small band of adventurers came across the cave entrance to King Leyinegh's tomb
and discovered the actual resting place of the ancient orc king. Unfortunately for them, someone or something was guarding
the chamber. A massive explosion occurred, leaving three of the four adventurers dead and the collapse of the dead king's chamber.
The cave collapse caused several other parts of the cave to fall, trapping the only survivor in a small antechamber. He died
shortly after realizing his eventual fate. Other parts of the cave gave in following the initial collapse, such as a small
passage leading to other parts of the underground tomb structure, and opening up a route to the Underdark.
The dark denizens of the Underdark, in their thorough explorations for links to the surface, recently found various ancient orcish remnants and a secluded, locked stone door: one of the entrances into the tomb. Because of the strange
air flow found throughout these parts of the Underdark, they believe that a full time patrol must be positioned here in case a surface route is found.
So far, they have not discovered the source of the air flow and cannot access the tomb nor the caves above yet.
Part 1
Shortly following any encounters with the Sfararak Guk and Ulgogth in area 7, the PCs should discover that located behind the furnace, a small crawlspace leads downward into blackness. Once the flames in the furnace are out, a breeze of cool air can be felt flowing out of the passage. Climbing down is relatively easy (DC 10 without rope, DC 5 with rope) because of the walls to brace against. It descends for about 20 feet before opening into a pile of rubble in area 1a.
The Sfararak Guk built the furnace here because of the natural air flow from the passage which helped to keep the fires going hot.
1:
|
|
|
This large chamber is approximately 15 feet wide and 50 feet long with six 10 foot by 10 foot open tombs branching off on either side. A large stone door, decorated with crude designs and orcish looking face reliefs in each corner, currently lies pivoted open. The ceiling is about 12 feet high, cracked in numerous places and covered in thick layers of cobwebs, at least near the main entrance. The side rooms have slightly lower ceilings, at about 10 feet high. 8 statues of ancient looking orc warriors guard each of these side rooms. All of them wield broken spear shafts and have their features worn down with age. A slight cool breeze blows from one end of the room.
|
1a:
|
|
|
A large pile of rock and rubble lie on the floor here probably pieces from a collapsed section of wall. Above the piles of rock that are strewn across the dusty, flagstone floor is the large section of fallen wall revealing a dark passage. The opening in the wall leads back and then upwards. Large, broken cobwebs decorate the corners where the walls and the ceiling meet, some of these covering areas over 10 feet wide. Standing on either side of what appears to be the opening to this small, 10 foot by 10 foot side room are two statues of armed orcs. The statues appear old and crumbling, wielding broken shafts of what must have once been spears.
|
A Search (DC 12) of the rubble reveals broken pieces of carved stone that were apparently not part of the collapsed wall. Also within the rubble, several shattered bones can be found and possibly even an old, broken short sword. A Listen check (DC 18) might reveal the distant sound of rushing water, which originates from underneath the floor.
1b: (EL 3)
|
|
|
The whole area is quite dusty and heavily covered with cobwebs. The webs cover nearly everything, including the ceiling and even parts of the floor. A few tiny bones and patches of fur are found littering the ground.
|
6 small monstrous spiders have made their lair here, feasting on the rodents and other scavengers that occasionally fall down the passage in area 1a. Those walking past the statues, into the side room must make a Spot check (DC 20) or become entangled in the web. An Escape Artist check (DC 13) can be made to escape or those breaking through the webs (4 hp) must make a Strength check (DC 24).
Hidden behind the webs, which must be torn down, is an ancient dust covered sarcophagus. The thick stone lid on the sarcophagus weighs approximately 550 pounds.
Monstrous Spider, Small (6): CR 1/2; Small Vermin; HD 1d8; hp 6, 3, 3, 7; Init +3; Spd 30 ft, climb 20 ft; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1d4-2 and poison, bite); SA Poison, web; SQ Vermin; AL N; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int --, Wis 10, Cha 2.
Special Attacks: Poison (Fortitude Save DC 11, 1d3 Str).
Special Qualities: Vermin (Immune to mind-influencing effects).
Skills and Feats: Climb +10, Hide +14, Jump -2, Spot +7; Weapon Finesse (bite).
Tactics: The spiders attack by silently dropping on their victims from the webs on the ceiling. The spiders wait until a victim becomes ensnared in one of their webs before attacking their prey.
Treasure: Removing the lid of the sarcophagus reveals a very fragile orc skeleton wearing masterwork scale mail and holding a masterwork great axe (made completely of steel). There are also 2 old and slightly rusted daggers laid across the armor.
1c:
|
|
|
The walls and floor are dusty but otherwise this side room is empty, save for a few tiny bones and small rocks scattered here and there.
|
1d:
|
|
|
An open sarcophagus is seen on the far wall of this side room and the lid lies on the ground next to it, leaning on its side against the wall.
|
Written in Hulgorkyn on a stone plague mounted to the sarcophagus lid are the words "Black Water Stone". This can only be deciphered through a comprehend languages spell or a Decipher Script check (DC 25). Gazing inside the sarcophagus reveals a disturbed skeleton of an orc, missing anything that it previously wore or held. Long ago, 4 adventurers came to this room and took the "Black Water Stone" key as well as any treasure. Nothing of value remains.
1e: (EL 4)
|
|
|
This side room has a sarcophagus against the far wall with the lid seemingly untouched. A 6 foot wide puddle of water has collected on the floor near the sarcophagus. The air smells of mildew and has a certain dampness to it.
|
The puddle is actually a Gray Ooze that crawled into these chambers through the crack in area 1f. Anyone making a successful Listen check (DC 8) will hear the faint, but definite sound of running water flowing underneath the ground. The sarcophagus lid weighs approximately 550 pounds.
Gray Ooze: CR 4; Medium-size Ooze; HD 3d10+10; hp 27; Init -5; Spd 10 ft; AC 5 (touch 5, flat-footed 5); Atk +3 melee (1d6+1 and 1d6 acid, slam); SA Improved grab, acid, constrict 1d6+1 and 1d6 acid; SQ Blindsight, cold and fire immunity, ooze, camouflage; AL N; SV Fort +1, Ref -4, Will -4; Str 12, Dex 1, Con 11, Int --, Wis 1, Cha 1.
Special Attacks: Improved grab (A successful touch attack and grapple check allows it to Constrict), Acid (40 points of damage per round to wood or metal objects. Armor, clothing, metal or wooden weapons must make a Reflex Save DC 19 or dissolve), Constrict (Automatic slam and acid damage with a successful grapple, armor and clothing suffer -4 Reflex saves).
Special Qualities: Blindsight (can locate prey within 60 feet), Ooze (Immune to mind-influencing effects, poison, sleep, paralysis, stunning, polymorphing and critical hits), Camouflage (A successful Spot Check (DC 15) to recognize a motionless gray ooze for what it really is).
Tactics: The gray ooze remains motionless, using it's camouflage, until someone comes near enough so that it can make a surprise attack.
Treasure: Inside the sarcophagus is an ancient skeleton of an orc wearing masterwork chain mail and wielding a rusty greataxe (made completely of steel).
1f:
|
|
|
A large crack in the floor, about a handwidth wide and 8 feet long, spans across the room and is the obvious source of a damp breeze that blows throughout these chambers. Another stone sarcophagus lies here with its lid fixed shut and a slight, gushing sound can be heard from below the floor.
|
The crack in the floor eventually leads to an underground river which is fed by the yearly snows. Nothing is visible through the crack as it bends and twists it's way through granite rock for about 35 feet. The sarcophagus lid weighs approximately 550 pounds.
Treasure: A few remnants of an orc skeleton remain inside this sarcophagus along with a masterwork shortsword inscribed with Hulgorkyn writing. Anyone able to decipher the writing (such as through a comprehend languages spell) will discover the writing says "Oilnail's Pryer". There is also 8 small obsidian knife blades and a tiny crude figure of a humanoid made from amber (worth 50 gp).
2: (EL 3)
|
|
|
This 35 foot by 35 foot chamber has two large stone doors and two passageways at the center of each wall. The two doors are on opposing sides of each other, as are the two passageways. In three of the four corners, a large, crude statue of an orc warrior stands poised with a javelin ready to throw. A fourth statue was at one time positioned in the remaining corner, but has since fallen, broken and crumbling on the ground. In fact, a huge boulder seems to have collapsed through the ceiling near where the statue had once stood. In the very center of the chamber is a large stone block about 3 feet wide on all sides. Other than the natural disturbances, such as the fallen boulder and rubble, this room seems almost untouched.
|
Both doors are currently closed and locked (hardness 8; 60 hp; break DC 28). Anyone entering this room can make a Search check (DC 20) to notice 2 small, dust covered guide rails on the floor leading from the center of the stone block to a position about 5 feet in front of each door. In order to open either door, the "Black Water Stone" key must first be placed into a keyhole on the top center of the stone block (Search DC 15 to find). Then, the stone block, which weighs about 1000 pounds, must be pushed along the guide rails until it is fixed in a position about 5 feet in front of the door. If this is done in the correct order, the locking mechanism will release, allowing one of the stone doors to be opened easily.
Trap: Anyone pushing the block into one of the positions but does not have the key fixed into its hole triggers a spear trap from behind each of the three remaining statues.
Spear Trap: CR 3; Three +10 ranged (1d8/x3); Search DC 20; Disable Device (DC 20).
3: (EL 2)
|
|
|
Two large stone doors mark the only exits in this small 10 foot by 10 foot chamber. A crude statue of an orc warrior, clad in heavy armor stands in one corner wielding the shaft of a great axe. There are some noticeable inscriptions carved above one of the stone doors. Breathing seems somewhat difficult as the air is heavy and filled with old dust.
|
The stone door (hardness 8; 60 hp; break DC 28) leading to area 2 is locked and may only be opened via operating a hidden lever found behind the statue (Search DC 20). The other door has no lock but was previously left opened. A successful Decipher Script check (DC 25) or comprehend languages spell cast on the hulgorkyn inscription above the door reveals the following: "Praise Forever Leyinegh And His Son, Black Water Stone: Keeper Of The Key".
Some old graffiti was scratched onto the surface of the wall long ago and can be found with a Search check (DC 12). It was poorly made and difficult to read but was written in common by the previous adventurers that found this chamber. It says "black w??e? ??one k?y" or "black water stone key". A successful Decipher Script check (DC 12) reveals the true message.
Trap: If more than 25 pounds of pressure is placed on the door to area 2, such as by someone attempting to push it open, a spiked pit trap is triggered. Essentially, the 5 foot square directly in front of the stone door is a trap door that opens downward. Anyone standing in the area and who fails their reflex saving throw falls 20 feet down into a pit filled with several protruding spikes.
Spiked Pit Trap (20 feet deep): CR 2; no attack roll necessary (2d6), +10 melee (1d4 spikes for 1d4+2 points of damage per successful hit); Reflex save (DC 20) avoids; Search (DC 26); Disable Device (DC 20).
4:
|
|
|
This is a small 10 foot by 10 foot chamber with two large stone doors and a statue of an orc standing in one corner. The air is extremely dusty as is the floor and the statue. An inscription marks the top of one of the doors.
|
For the most part, this chamber is identical to area 3: The statues are of similar design, the inscription above the door says precisely the same thing, and there is a hidden lever to open the door to area 2. On the other hand, there is no spiked pit trap and the door leading to area 2 has a broken lock. Long ago, when part of the cave collapsed, the door lock was broken and the door fell off balance. As a result, the door, which weighs approximately 900 pounds, can be pushed open. Anyone who tries to open the door may discover that it is off balance and unlocked but not easily moved.
5: (EL 2)
|
|
|
The air in this 15 foot by 15 foot room seems cooler than elsewhere. There are two passages and a plain, undecorated stone door leading out. On one of the flat wall surfaces is a detailed painting of an orc army raising their spears in salute to a larger orc with only one eye. The one-eyed orc is seated on a throne flanked by two elves impaled on long spears. An array of ancient looking weapons, pottery, bones and other trinkets lie at the base of the painting, covered in heavy dust.
|
Anyone entering the chamber is immediately attacked by two Large Skeletons. These ogre skeletons were animated long ago and assigned to defend these chambers from intruders. The painting, which was remarkably preserved by a relative lack of moisture in this room, displays King Leyinegh as the throned orc. In actuality, Leyinegh's eye was probably not missing, as the painting suggests. This portrayal was done to represent the orc god Gruumsh as well as their king. A Knowledge (religion) skill check (DC 18) might reveal these facts.
Large Skeletons (2): CR 1; Large Undead; HD 2d12; hp 12, 20; Init +5; Spd 40 ft; AC 13 (touch 10, flat-footed 13); Atk +2 melee (2d6+4, 2 claws); SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +3; Str 14, Dex 12, Con --, Int --, Wis 10, Cha 11.
Special Qualities: Undead (Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage), Immunities (cold immunity, half damage from piercing or slashing weapons).
Feats: Improved Initiative.
Treasure: The items on the ground include the following: 4 rusty shortswords, 2 rusty greataxes (with missing shafts), a rusty spear (missing shaft), 2 extremely decomposed wooden shields (break upon touch), a dented, rusty helmet, a +1 longsword (with an inscription written along the blade in elvish that reads "Galestrike"), 8 ceramic pots, a potion of intelligence (inside one of the pots), several elf bones, an iol gem (worth 40 gp), a citrine gem (worth 70 gp), a white tourmaline gem (worth 130 gp), and a smoky quartz gem (worth 60 gp).
6:
|
|
|
This chamber is entered through a single passageway and is roughly 15 feet wide on all sides. A pair of alcoves on either side of the room contain two morbid statues of orc warriors each holding out a decapitated head of an elf. An ancient, heavily decomposed tapestry hangs on the wall behind what appears to be a stone altar. The 10 foot wide tapestry is heavily faded but an image of a sword dripping blood can barely be seen on the fabric. The altar is a rectangular stone table, about 8 feet long with a circular bowl carved out of the surface at one end. A collection of humanoid bones, primarily skulls, are cluttered near the base of the altar.
|
A Knowledge (religion) skill check (DC 15) reveals that the image on the tapestry is the symbol for the orc god Ilneval. A closer look on the surface of the altar reveals several small, brownish discolorations. A Wilderness Lore check (DC 12) can determine two things. First, the discolorations are ancient dried blood stains thus, the altar's surface was probably used in sacrificial rites. Second, the fragile skulls on the floor were all once elves and all were removed from their bodies through decapitation.
7: (EL 4)
|
|
|
Two small 10 foot by 15 foot rectangular chambers are connected through a 35 foot long hallway. At either end are two large stone doors. Completely cut off from circulation for several centuries or more, the air remains cold and still. Located in a few areas along the walls are stone brackets carved from the rock itself and decorated with horrific skull motifs.
|
Anyone entering this area is attacked by 8 Medium-size Skeletons. These guardians are the animated bones of orcs, a few still wearing pieces of rusted scalemail or chainmail.
Medium-Size Skeletons (8): CR 1/3; Medium-Size Undead; HD 1d12; hp 11, 7, 12, 2, 8, 3, 11, 6; Init +5; Spd 30 ft; AC 13 (touch 11, flat-footed 12); Atk +0 melee (2d4, 2 claws); SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11.
Special Qualities: Undead (Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage), Immunities (cold immunity, half damage from piercing or slashing weapons).
Feats: Improved Initiative.
Trap: A pressure plate located directly in front of the stone door leading to area 8 causes a scything blade to swing down on anyone standing in the vicinity. It is quite old and rusted so there is a 20% chance that the trap fails to work properly.
Scything Blade Trap: CR 1; +8 melee (1d8/x3); Search (DC 20); Disable Device (DC 18).
8: (EL 5)
|
|
|
The ceiling in this 35 foot by 45 foot rectangular chamber rises to nearly 30 feet high. The air is still, cold and dusty and the room is filled with bones. Strangely, a slight scent resembling some exotic spice seems to linger here. Rising all the way to the ceiling, the walls are completely covered with carved out holes, shelves and dark crannies. Bodies of the ancient dead fill these along with the numerous dust-covered weapons, armor and shields laid among them. In the center of the room are 12 stone sarcophagi, each decorated with crude reliefs. This crypt seems to have an eerie chill about it.
|
Guarding this crypt, a Mummy of a long dead orc cleric of Gruumsh has waited millenia until the day when foolish tomb robbers tried to enter. His heavily decayed body gives off odors from the multiple spices used in the preperation of an undead afterlife. Accompanying the orc mummy are 4 Medium-size Skeletons, all formerly orcs. The reliefs on the sarcophagi all appear to be a carved symbol of an eye with a sword dripping blood in the background. A Knowledge (religion) check (DC 15) reveals that these symbols are a combination of Gruumsh and Ilneval. Hundreds of orc, hobgoblin and ogre skeletons fill this room, crammed in every corner and laid in every crevice. Anyone successfully Searching the room (DC 20) finds a hidden compartment in one of the sarcophagi. Each sarcophagus lid weighs approximately 600 pounds.
Mummy: CR 3; Medium-Size Undead; HD 8d12+4; hp 62; Init -1; Spd 20 ft; AC 17 (touch 9, flat-footed 17); Atk +7 melee (1d6+4 and mummy rot, slam); SA Despair, mummy rot; SQ Undead, resistant to blows, damage reduction 5/+1, fire vulnerability; AL LE; SV Fort +2, Ref +1, Will +7; Str 17, Dex 9, Con --, Int 6, Wis 14, Cha 15.
Special Attacks: Despair (Viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether successful or not, viewer cannot be affected by despair for one day.), Mummy Rot (Supernatural disease - slam, Fortitude save (DC 20), incubation period 1 day, damage 1d6 temporary Constitution. Continues until victim reaches Constitution 0 (and dies) or remove disease.)
Special Qualities: Undead (Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.), Resistant to Blows (Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.), Fire Vulnerability (A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.)
Skills and Feats: Hide +9, Listen +10, Move Silently +9, Spot +10; Alertness, Toughness.
Medium-Size Skeletons (4): CR 1/3; Medium-Size Undead; HD 1d12; hp 10, 7, 5, 12; Init +5; Spd 30 ft; AC 13 (touch 11, flat-footed 12); Atk +0 melee (2d4, 2 claws); SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +2; Str 10, Dex 12, Con --, Int --, Wis 10, Cha 11.
Special Qualities: Undead (Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage), Immunities (cold immunity, half damage from piercing or slashing weapons).
Feats: Improved Initiative.
Tactics: Loud PCs entering through areas 7 and even 5 might alert the orc mummy to their presence. Consider the DC for a Listen check to be 15 plus 5 for every 30 feet of distance. Feel free to alter this based on how loud the PCs are. If alerted to their presence, the orc mummy Hides until someone enters the room and the 4 skeletons attack.
Ad Hoc XP Adjustment: Award 1/3 more XP for the Mummy encounter.
Treasure: Hundreds of broken, rusted weapons and armor (all useless), 1720 sp in various ceramic pots, a silver vase with jade inlays (worth 400 gp), carved bone statuette of a crude-looking orc warrior (worth 10 gp), masterwork heavy mace, an amethyst gem (worth 80 gp), a fluorspar gem (worth 13 gp), 6 onyx gems (each worth 70 gp). Hidden inside the sarcophagus compartment (see above) is a potion of enlarge (5th level), a potion of swimming, and a figurine of wondrous power (silver raven).
9:
|
|
|
A 10 foot by 20 foot chamber has two exits: a large stone door and a corridor on the opposite side. A large sarcophagus lies opened, perhaps looted and whatever was inside now lies scattered in dissaray on the ground, including the large lid. A tattered, half burned tapestry covers the wall behind the sarcophagus. Only a faded image of a sword emblem can be seen on the ancient, rust colored fabric. Dust covers nearly everything and a cold chill fills the air.
|
The stone door to this area is opened slightly. The objects on the ground are nothing more than a few scattered hobgoblin bones and a broken rusty greatsword. Anything else that may have been inside the sarcophagus were long since looted out by the previous adventurers that entered these chambers. A Knowledge (religion) check (DC 15) allows someone to discern that the sword emblem was once a symbol of Ilneval.
10:
|
|
|
This 5 foot wide corridor continues from one side of this chamber to the other. There is a sarcophagus with it's lid half moved against the far wall. A few bones and ancient fragments of some sort of cloth lie scattered about, near the base of the sarcophagus.
|
Bundled together in a pile behind the sarcophagus is the dusty tapestry that once adorned the wall. The tapestry is tattered but still has a faded image of Ilneval on it. The bones came from an orc skeleton laid to rest once inside the sarcophagus but since removed by the previous adventuring party. Anyone looking inside the sarcophagus notices a few more skeletal remains a rusty longsword and a broken, rusted small steel shield. The cloth bits scattered about with the bones are shreds from part of the tapestry.
11: (EL 4)
|
|
|
A large heap of rubble is piled up near the corner of one of the chamber's walls and the corridor. Judging from this and the damaged wall and ceiling, it appears there was some sort of blast in the nearby area from a long time ago. A sarcophagus remains closed against the far wall with a tattered and faded tapestry mounted behind it. The image of a bloodied sword is barely visible upon its aged surface. Near the pile of rubble, sitting up against the wall, is a skeleton, still dressed in mail and wearing old garments.
|
This area is haunted by Mrenik, a ghost of one of the former adventurers who died in this chamber. While exploring the tomb of Leyinegh (now collapsed and destroyed), Mrenik and his companions discovered what seemed to be Leyinegh's sarcophagus (in actuality, it was a trapped decoy). While removing the lid to investigate it's contents, the group accidentally set off the trap and the sarcophagus exploded, destroying Leyinegh's chamber. Mrenik, mortally wounded, crawled out of the rubble and finally perished here. He haunts this chamber, searching for an escape route. If shown a way out, he can finally be laid to rest. Mrenik was able to decipher some of the Hulgorkyn writing and in fact, was responsible for the graffiti in area 3. The sarcophagus lid weighs approximately 550 pounds.
Mrenik: Male Human Ghost Ftr1/Brd1; CR 4; Medium-size Undead (incorporeal); HD 2d12; hp 16; Init +2; Spd Fly 30 ft (perfect); AC 13 (touch 13, flat-footed 11) or (against non-material opponents) AC 16 (touch 12, flat-footed 15); Atk +3 (1d4, incorporeal touch) or (against non-material opponents) Atk +5 (1d4, incorporeal touch); SA Corrupting touch, Manifestation, Corrupting Gaze; SQ Incorporeal, Rejuvination, Undead, Bardic Knowledge +2, Bardic Music, +4 Turn Resistance; AL CN; SV Fort +2, Ref +6, Will +2; Str 15, Dex 14, Con --, Int 12, Wis 11, Cha 14.
Skills and Feats: Appraise +5, Bluff +4, Craft (calligraphy) +2, Decipher Script +5, Hide +4, Knowledge (arcana) +5, Listen +4, Move Silently +6, Perform (Shaum) +5, Spellcraft +3, Spot +2; Alertness, Lightning Reflexes, Weapon Focus (rapier).
Special Attacks: Corrupting Touch (Deals damage with an incorporeal touch attack against ethereal or material opponents), Manifestation (Can become visible but remain incorporeal on the ethereal plane and able to use touch attacks against material opponents), Corrupting Gaze (Gaze causes 2d10 points of damage and 1d4 permanent Charisma drain unless save vs. Fortitude DC 12).
Special Qualities: Incorporeal (Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.), Rejuvination (Cannot be permanently destroyed unless specific conditions are met.), Undead (Immune to mind-influencing effects, poison, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.), Bardic Music (1/day able to use Inspire Courage, Countersong, and Fascinate.), Turn Resistance (Treat as though a 6 HD creature.)
Spells Prepared (2; Base DC = 12 + spell level): 0--daze, ghost sound.
Possessions (all ethereal): Masterwork chain shirt, shaum.
Tactics: Anyone meeting Mrenik's glance must save vs. Fortitude or be affected by his Corrupting Gaze. If attacked or confronted, Mrenik initially casts daze and then tries to fascinate his opponent.
Treasure: Among the bones of Mrenik's skeleton is a masterwork chain shirt, an old shaum, a pouch with 82 gp, 46 sp, and 49 cp, and a crown of silver gem (worth 15 gp). Mrenik also carried a slightly rusty, black iron key enscribed with tiny Hulgorkyn writing. The words reveal the phrase "Black Water Stone" and can be read with either a successful Decipher Script check (DC 25) or a comprehend languages spell. The "Black Water Stone" key is highly important for those wishing to access area 13 (also see area 2). Inside the sarcophagus is a suit of +1 scale mail, a masterwork small, steel shield (with an emblem of a raptor's claw), and a rusted shortsword.
12:
|
|
|
This chamber is filled with tons of rubble and boulders of all shapes and sizes. A large pile of rubble has fallen and settled in one of the corridors, completely blocking off access to anything that may be beyond this chamber. The ceiling has fallen to nearly 6 feet high in some areas and large boulders cover the broken remnants of a sarcophagus that once stood near the far wall.
|
Trying to access the sarcophagus is impossible without using magical means, such as a stone shape spell.
Treasure: If the sarcophagus is somehow accessed, it reveals ancient, shattered remains of an orc and a masterwork flail, a rotted, useless suit of hide armor, and a ring of jumping.
Part 2
After opening the stone door in area 2, an almost cavernous, rough passage is found leading to further chambers that eventually connect with parts of the Underdark. When the tomb was built, the orcs who constructed it knew of the Underdark connections, and in fact used these to revere their god Shargaas. Their remnants can only be found up to a certain point, where other Underdark inhabitants have taken up residence. These other inhabitants, none other than a small patrol of drow, know nothing and care even less about the orcs that once claimed this territory in the name of King Leyinegh. Because the tomb or it's contents offer no interest for the drow, they have not investigated the upper tombs yet. Although strange air currents have alerted the drow enough to assign a permanent patrol to the area, an opening to the surface shall remain unnoticed until more powerful drow matrons send capable spell casters that are able to open the stone door.
13:
|
|
|
Two openings have been cut out of this otherwise rough hewn stone, cavernous chamber. The ceiling ranges from 10 feet to about 14 feet high and the floor is partially hewn even though many natural features still dominate the area. Several old, encrusted bones can be seen scattered about, nearly blending in with the natural stone surfaces. A cold damp air lingers, typical of a deep underground cave. Occasional drips from seeping water are heard, some nearby, others echoing from some distant location.
|
Hidden in a large crevice in one of the walls are three ancient, heavily eroded ceramic vases, which can be found with a successful Search check (DC 14). The bones on the ground were once lizardmen, but are so decayed and scattered about by scavengers that only a successful Wilderness Lore check (DC 20) can determine what they were.
Treasure: Inside the vases are a total of 186 sp and three onyx gems (worth 50 gp each).
14:
|
|
|
A large break in the wall opens into this somewhat cramped area. The ceiling gradually falls to a mere 3 foot height near the back half of the chamber and the smooth floor also goes downward, only about a foot. Some dripping sounds can be heard near the far wall and the moss covered rock here is slightly moist.
|
Only by crawling into the back half of the room can anyone notice that there are the calcified remains of a humanoid (orc) here. The fragile skeleton is covered with mosses and lichen and it will collapse if touched. Fresh water drips from a crack in the rock above the skeleton and flows downward into the floor.
15: (EL 3)
|
|
|
This chamber is strewn with broken shards of old pottery and various broken, stone craftwork. A large stone pedestal lies at the far end of the room and is covered with debris and dust. At 12 feet high, the ceiling along with parts of the walls and floor, seem to be poorly cut or perhaps never finished.
|
Anyone stepping into the area is attacked by 3 Darkmantles that were purposely released in area 16 by a drow patrol. The darkmantles are quite hungry for some sort of prey as this whole part of the cave has little if anything for them to hunt. The broken pottery and stone were made by the orcs who, long ago, used this chamber as an offering room to Shargaas. The pedestal is decorated with numerous symbols depicting a red crescent moon surrounding a skull. They are crude in design but a Knowledge (religion) check (DC 15) reveals that they belong to Shargaas.
Darkmantles (3): hp 4, 10, 7. See Monster Manual page 39.
Tactics: The darkmantles always wait for their prey to enter their lair before causing darkness and then attacking the nearest target. When not hunting or otherwise moving about, these darkmantles camoflage themselves with other features on the ceiling and resemble only a shadowed stalactite.
16: (EL 3)
|
|
|
Nearing 30 feet at it's widest, this chamber has two large openings on opposite sides of each other and are the only visible exits. The floor is strewn with rock, debris and dust probably fallen from parts of the ceiling. Against one of the unworked stone walls lies a strangely decorated, black steel cage resembling a cube in its form. It measures about 5 feet on all sides.
|
The creature inside the cage is none other than a Cockatrice. It was placed here by the captain of the drow patrol who sees the creature as his favorite pet and also uses it as an alarm of sorts. Anyone examining the cage notices that the black steel is intricate and strong and that only a thin metal wire wrapped around the door and bars keep the thing shut. The inside bars often end in sharp, spear-like tips and cruel looking barbs almost as if the cage itself was some sort of torture device. The cockatrice, as it scrambled about trying to escape, inadvertantly hurt itself on one of the barbs, causing an open wound. Anyone who makes a successful Search check (DC 10) in the room might notice several tracks leading in and out of the passage to areas 18 and beyond. To Track these, a successful Wilderness Lore check (DC 14) must be made. The drow tracks ultimately lead to area 23. The cage weighs approximately 200 pounds.
Cockatrice: CR 3; Small Magical Beast; HD 4d10; hp 38 (33); Init +3; Spd 20 ft, fly 60 ft (poor); AC 14 (touch 13, flat-footed 11); Atk +4 melee (1d4-2, bite); SA Petrification; SQ Petrification immunity; AL N; SV Fort +4, Ref +7, Will +2; Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9.
Special Attacks: Petrification (Creatures hit by a cockatrice must succeed at a Fortitude save (DC 15) or instantly turn to stone).
Special Qualities: Petrification immunity (Immune to the petrifying touch of other cockatrices).
Skills and Feats: Listen +7, Spot +7; Alertness, Dodge.
Tactics: When anyone enters the area or otherwise is noticed by the cockatrice, it begins to flail about in its cage squawking rather loudly. This possibly alerts the drow patrol in area 23 who will arrive in 2 rounds. It was also semi-trained to bite through the wire on the cage door at the approach of non-drow creatures which takes 2 rounds before the wire gives and the door swings open. When it is released, it tries to bite whoever is standing closest to it and it chases down that single opponent if it tries to run, squawking and flailing its leathery wings. It does not usually attack it's owner, the drow patrol captain, but might attack other drow just as likely as anyone else. The other drow know this and allow the captain to handle the creature before entering the same vicinity. The cockatrice does not usually react unless is actually spots another creature but constantly makes a quiet, whimpering squawking sound as it pecks about the cage. This might be heard by anyone standing within 60 feet.
17:
|
|
|
A twisting and narrow corridor leads to this roughly 10 foot by 20 foot chamber. Debris and dust litter this area heavily and the walls, floor and ceiling are all smooth, hewn stone, almost as if this chamber was dug out. The typical formations found elsewhere in the cavern are not found here. The far wall to the back of the chamber seems to be composed of some sort of soft, semi-translucent rock that glitters slightly.
|
The rock at the end of the chamber is part of a quartz vein. Anyone with either a Craft (stonemasonry) skill, a Profession (miner) or a Knowledge (geology) skill can make a check (DC 10) to notice that a small gold vein lies among the quartz rock. Anyone attempting to mine the gold will find the vein only yields about 1000 to 1500 gp worth of gold. Anyone inspecting the other walls of the corridor or the chamber might notice several very old, but large scratch marks covering all the surfaces. Areas 17-21 were formed long ago by an Umber Hulk who once made its lair near here.
18-19:
|
|
|
These chambers all have smooth, hewn stone walls and piles of dust and debris everywhere. Other than a stifling lack of air, they appear empty and dark.
|
20:
|
|
|
A cramped hewn stone chamber roughly 10 foot at its widest and only about 15 feet long. Some sections of the wall seem to glitter with a soft, semi-translucent rock. Other than a few large rocks and debris, this chamber is quiet and empty.
|
For the most part the far wall of this chamber is identical to the one in area 17 but the gold vein is less dense: yielding only 500-600 gp in value.
21: (EL 4)
|
|
|
This misshapen area is quite rocky and filled with old debris and dust. Natural looking alcoves and crevices help to form this room although the walls, ceiling and floor all appear smooth, without any natural cavern features. Lying in the center of the room is a large pile of smooth, dark colored rock, somewhat resembling an insect's exoskeleton.
|
The "rock" in the central part of this area is actually the shell from a long dead Umber Hulk that once made it's lair here. It died of natural causes but hiding inside the chitinous remains is a Carrion Crawler. The carrion crawler wandered here recently, looking for a place to lay it's eggs. Any creature entering the room makes an acceptable receptacle for the eggs as well as a quick meal.
Carrion Crawler: 17 hp; Monster Manual 29.
22:
|
|
|
This chamber is entered through a rough, nearly 5 foot wide twisting corridor that has many large crevices and natural alcoves. Stalagmites and stalactites decorate every surface and small pools of water collect in corners here and there. Only about 6 feet high, this area has a few large rocks and boulders jutting down from the ceiling, almost as if the slightest shake might send them crumbling downward. Other than the repeating sound of dripping water, this chamber seems quiet and empty.
|
Anyone searching in the far alcoves near the back of the chamber might notice a few black crates decorated with spiney corners and sharp metal edges. They are easily opened and each contain 18 rations of drow manufacture; edible but extremely bitter food.
23:
|
|
|
Numerous small crevices and alcoves line the walls here and a small passage about 3 feet wide and 5 feet high marks an exit on the opposite side of the chamber. Scraps of organic matter, broken pieces of metal and small stone furnishings show that this room was recently occupied and perhaps used regularly.
|
This chamber was swiftly set up as a barracks of sorts for the drow patrol stationed here. The patrol captain is Uekthenis' Daekh who leads 6 Drow Fighters. Sitting on a flattend rock formation made into a makeshift table is a folded letter amidst an assortment of table scraps and black drow eating utensils. The letter is written in Undercommon but says the following:
Uekthenis' of House Daekh,
Your orders are clear. Position yourselves at the height of Leihrenseir Gorge and await my arrival. Your discovery was expected. In the event of intruders from the surface, your strategy is to bring them directly to me alive. Do not shame yourself further with another failure as I will be much less merciful next time.
Ithihbrik Nefril, High Messenger of Grysvvilaprit.
The passage on the far end of this area leads to a longer straight cavern that eventually goes on for several miles before entering the vicinity of the Leihrenseir Gorge. The route is not direct and there are numerous side caverns. PCs attempting to continue on should prepare well for a long journey, one that could take weeks before encoutering Leihrenseir Gorge.
Uekthenis' Daekh: Male Drow Elf Rgr2/Ftr2; CR 6; Medium-Size Humanoid (elf); HD 4d10; hp 28; Init +3; Spd 30 ft; AC 17 (touch 13, flat-footed 14); Atk +7 melee (1d6+2/17-20, +1 keen spellblade rapier), +4 melee (1d4+1/19-20, masterwork dagger) or +7 ranged (1d8/19-20, light crossbow); SA Poisoned Bolts; SQ Favored Enemy (humans +1), Spell Resistance 15, Drow traits; AL LE; SV Fort +6, Ref +3, Will +1; Str 12, Dex 17, Con 11, Int 15, Wis 13, Cha 13.
Languages: Undercommon, Elven, Draconic, Drow sign language.
Special Attacks: Poisoned Bolts: Fortitude save (DC 17) or fall unconscious. After 1 minute, the subject must succeed at another Fortitude save (DC 17) or remain unconscious for 2d4 hours.
Special Qualities: Drow Traits: +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft, Light Blindness (abrupt exposure to bright light blinds drow for 1 round and suffer a -1 penalty to attack rolls, saves and checks while operating in bright light), Spell-like Abilities: 1/day--dancing lights, darkness, and faerie fire (these are cast as a sorcerer of the drow's character level).
Skills and Feats: (38 total ranks) Climb +7, Handle Animal +5, Hide +9, Jump +3, Listen +7, Move Silently +9, Search +4, Spot +5, Use Rope +5; Twin Sword Style, Weapon Finesse (rapier), Combat Reflexes, Expertise, Track, Ambidexterity, Two-Weapon Fighting.
Possessions: +1 Granelgeim (see below), masterwork dlarun (Fire Resistance 2, see Magic of Faerun page 178) chain shirt, masterwork dagger, light crossbow, 20 bolts (poisoned), 50 ft rope, 292 gp, 148 sp, 249 cp.
+1 Granelgeim: Granelgeim was created long ago by the nearly forgotten sorcerer warrior, Tynthros. It served him well, even being used at the Battle of Brokenheads. Tynthros lost the blade after being slain by a red wizard named Hozhehkremis who took Granelgeim and sold it in Selgaunt. After passing through various merchants hands it was finally sold to an elven adventurer named Feegh Duthowp. It passed on through the Duthowp line for many generations until it was stolen and taken to the west. What became of the blade then remains unknown.
Granelgeim is a +1 keen spellblade rapier. The wielder is immune to any Dispel Magic spell cast directly on them as the blade absorbs it, allowing it to either fizzle harmlessly or be directed to a new target as a free action. Granelgeim also emits a high pitched, but very quiet "chime" sound when the blade contacts any magical objects.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, spell turning, keen edge, detect magic; Market Price: 8,320 gp; Cost to Create: 4,320 gp + 320 XP.
Drow Fighters (6): Drow Elf Ftr2; CR 4; Medium-Size Humanoid (elf); HD 2d10; hp 18, 16, 11, 10, 9, 14; Init +3; Spd 30 ft; AC 17 (touch 13, flat-footed 14); Atk +6 melee (1d8+2/19-20, longsword) or +5 ranged (1d8/19-20, light crossbow); SA Poisoned Bolts; SQ Spell Resistance 13, Drow Traits; AL CE; SV Fort +3, Ref +4, Will +2; Str 14, Dex 16, Con 10, Int 11, Wis 12, Cha 11.
Special Attacks: Poisoned Bolts: Fortitude save (DC 17) or fall unconscious. After 1 minute, the subject must succeed at another Fortitude save (DC 17) or remain unconscious for 2d4 hours.
Special Qualities: Drow Traits: +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft, Light Blindness (abrupt exposure to bright light blinds drow for 1 round and suffer a -1 penalty to attack rolls, saves and checks while operating in bright light), Spell-like Abilities: 1/day--dancing lights, darkness, and faerie fire (these are cast as a sorcerer of the drow's character level).
Skills and Feats: Spot +3, Listen +3, Move Silently +4, Climb +6, Jump +4; Weapon Focus (longsword), Alertness, Lightning Reflexes.
Possessions: masterwork Longsword, masterwork chain shirt, light crossbow, 20 bolts (poisoned).
Tactics: Any non-drow intruder is immediately attacked. Characters moving into area 16 who alert the cockatrice or are otherwise making noise will prompt the drow to investigate, with Uekthenis' scouting ahead, hiding to gain any suprise advantage. Instead of trying to destroy the intruders, the drow attempt to incapacitate them using drow poison, after which they will be taken to Leihrenseir Gorge.
Conclusion
The discovery of an entrance into the underdark and the drow lurking near is a cause for alarm to citizens of Amn and the other communities of the area. PCs so inclined may wish to investigate further into the underdark, a dark, dangerous journey to the heart of Leihrenseir Gorge and the nearest community of drow in the area. The ancient ruins of the underground orcish temple may prove an interesting study for those who are so inclined. Others may wish to see the site destroyed or forever closed off to further intrusion. Collapsing the tunnels will thwart any attempt by the drow into venturing forth to the surface. Although, once the drow scouting party led by Uekthenis' Daekh fails to report in, an investigation will begin extending even onto the surface.
|