15.
Fallcrest Catacombs – (Tombwood Crypts link here)
CATACOMBS
Overview: The catacombs have been left mostly empty as Fallcrest guards will periodically clear out the area. It
sees most use by townspeople wishing to avoid the notice of the guards. The River Rats use this as a base of
operations.
Wandering Monsters: Creatures from below sometimes wander up here, and people from Fallcrest can be found
within. Each time the PCs take a short rest or make an excess of noise, roll 1d6. On a roll of 6 the PCs encounter a
wandering monster. Roll 1d6 to determine the nature of the encounter.
Roll
1 River Rats coming to drop off some loot and/or get drunk (3 human bandits, 1 elf archer). XP: 500
2 Goblins probing the top levels of the Catacombs (2 blackblades, 2 warriors, 1 hexer). XP: 550
3 Kobolds poking around for loot (1 fire beetle, 2 kobold slingers, 2 kobold skirmishers). XP: 500
4 River Rats dragging some corpses (1 human berserker, 3 bandits, 1 crossbowman). XP: 675
5 Raven Roost bandits (2 human bandits, 1 dark creeper, 1 gnome skulk, 1 gnome arcanist). XP: 700
6 Feral drake clutch (1 rage drake, 2 spitting drakes, 2 guard drakes). XP: 750
Human Crossbowman Level 2 Artillery
Medium natural humanoid, XP 125
human
HP 32; Bloodied: 16 Initiative +4
AC 14, Fortitude 14, Reflex 15, Will 12 Perception+1
Speed 6
Human Human
Crossbowman 1 Crossbowman 1
Standard Actions
Crossbow Smash (weapon) At-Will
Attack: Melee 1 (one creature); +7 vs. AC
Hit: 1d4 damage.
Crossbow (ranged 20) Recharge with move Human Human
Attack: +9 vs AC Crossbowman 2 Crossbowman 2
Hit: 1d10 + 3
Jagged Bolt (ranged 20) Encounter
Attack: +7 vs. Reflex
Hit: 1d10 +3 and slowed
Skills
Str 12 (+1) Dex 18 (+4) Wis 12 (+1)
Con 16 (+3) Int 18 (+4) Cha 10 (+0)
Alignment unaligned Languages Common
1. Entrance
-well-trod entrance
-remains of fires, some old, some new
-paintings and wall carvings
-leads to 2, 3
DM's notes: Some of the paths can be easily tracked - Perception DC 15 to track a group of 5 men heading north
into area 2, and another set of tracks, some human, most not (DC 15 to identify - dark creeper, elf, and gnome)
heading west to area 5.
2. River Rat Watchpoint (XP 500)
This room is a large natural cave that has been slightly worked over. The passage heading north ends in a 10' high
ledge after 20 feet, and some rough stairs, carved from the natural stone, lead down. The middle area of the room
is about 60' north-south and 80' east-west, and dotted with stalagmites. At the far side of the room, steep stairs
lead up about 20' to another ledge.
The flicker of a campfire and the smells of cooking meat come from atop the southern ledge.
Empty graves line the walls. The floor and walls are covered in paintings and carvings.
DM's notes: A group of bored River Rats hang out here, watching the entrance. They are composed of 2 human
crossbowmen and 2 human bandits. They are making a lot of noise; PCs will hear them if they succeed at a DC 10
Perception check, and they can possibly gain surprise (Stealth DC 9).
The steep stairs count as difficult terrain. The River Rats are sitting around a table playing cards. They have a
firepit going, with a sheep roasting on a spit, and a keg of cheap ale. The stalagmites may be used for cover.
The River Rats will approach to the lip of the ledge, gaining cover to those below. If necessary, they will overturn
their table and use it for cover. If someone appears ready to ascend the stairs, the bandits will get into flanking
position and ready attacks. If outmatched at range, one of the bandits will flee to area 5 and raise an alarm.
The River Rats do not raise hostilities; they will talk, telling the PCs "this is our turf, get lost unless you want a bolt
through the brain".
PCs will be able to see a corridor heading south and a tunnel heading east.
Treasure: The bandits have about 20gp between them and 32 gp, 49 sp, 70 cp scattered on the table in bets.
3. River Rat Storeroom Otto Level 2 Elite Artillery
This cavern is filled with boxes, bags, barrels, crates, and (leader)
furniture. A tunnel heads west out of this room, and a small Medium natural XP 125
tunnel (about 3') heads north. humanoid, human
DM's notes: If the PCs search the area, they will turn up a HP 64; Bloodied: 32 Initiative +4
AC 16, Fortitude 14, Reflex 17, Will 16 Perception +3
number of corpses. The River Rats plan to sell them to Speed 6
Nimena Sandercot.
Treasure: All of it stolen, and all of it taking a long time to
lug out, the PCs can fence off about 60gp worth of goods. Standard Actions
Poisoned Dagger (weapon) At-Will
4. River Rat Meetinghouse (XP 625) Attack: +9 vs. AC
Hit: 1d4 +4
-bricked walls, columns And +7 vs. Fortitude; 5 ongoing poison (1/encounter)
-stone altar in centre, used as a table Crossbow (ranged 20) At-Will
-passage heading south, small crack in east wall heading east Attack: +9 vs AC
to area 3 Hit: 1d10 + 3
DM's notes: This is where Kelson conducts his secret Rapid Fire
meetings. His underboss, a grim man named Otto, runs Make two Crossbow attacks
things for him here. The River Rats hang out here, getting Jagged Bolt (ranged 20) Encounter
drunk, taking it easy. Attack: +7 vs. Reflex
Hit: 1d10 +3 and slowed
There are 4 human rabble armed with slings, 1 human Minor Actions
bandit, and 1 crossbowman in addition to Otto in this room. Direct Fire Encounter
Allies in 5 make free ranged attack at +2
Otto knows that Nimena Sandercot buys the corpses, Triggered Actions
though no one else here does. He has no idea what is done Tumble (Immediate Reaction) At-Will
Trigger: When missed with a melee attack
with them and doesn't really care. He also knows that Sgt.
Effect: Shift 3
Numina comes down here every now and then, but if you Skills
pay her off (at least 10gp) she'll look the other way. Str 12 (+1) Dex 18 (+4) Wis 12 (+1)
Con 16 (+3) Int 18 (+4) Cha 10 (+0)
Alignment unaligned Languages Common
Equipment: Leather armour, crossbow, bloodstinger poison-
coated blade.
Otto Otto
Treasure: Otto has coated his dagger with bloodstinger poison, and has 257 gp, 24 sp, and 60 cp in a small steel
lockbox hidden in a small crack in the wall (DC 20 to open and find). Otto has the key.
5. Windy Cave (525)
The air in this cave is damp and windy. Stalactites drip water onto growing stalagmites.
A passage heads east to the entrance and north deeper into the catacombs.
DM's notes: Strong gusts of wind are generated from time to time in this cavern. They tend to blow out light
sources. When the PCs advance to the middle of the cave, make an attack roll against whoever is holding the light
(and only if it's a lantern or torch): +4 v R, light is extinguished (-1 atk if lantern). It requires a standard action to
relight a torch and two minor actions and a standard to relight a lantern.
When the lights go out, the 3 cavern chokers in this area attack. PCs can spot them with a DC 20 Perception
check. They will retreat if there is light, slipping into narrow cracks in the walls.
With a DC 18 Perception check PCs can notice a small tunnel heading west - the source of the wind and moisture.
Treasure: The cavern chokers have stolen 55 gp, 69 sp, 50 cp and have jammed it into a crevice (DC 15 to grab
and to spot).
6. Raven Roost Hideout (XP 875)
20' west off the main corridor is a wooden door of poor make. Cracks in the door reveal portions of the room
inside.
The room inside is quite large (40x40). Crates, boxes, bins, etc. are stacked in here. A table is near the far end of
the room, and a curtained-off area blocks the far western wall from sight.
DM's notes: The door is stuck, requiring a DC 10 check to open and alerting the bandits on the other side.
2 dark creepers, gnome arcanist, gnome skulk, and 2 elf scouts from Raven Roost are here. These bandits have
come here to trade goods with Sandercot - as well as to spy on the other activities going on, especially those of
the River Rats. They suspect Orcus activity and want to destroy it in the name of the Raven Queen - the raids on
the merchants are providing them with the resources.
PCs who peer through the door can see crates and other merchant goods and they can spy the elves and the
gnomes telling stories to each other. They must succeed at a DC 20 Stealth check to avoid being heard or spotted.
The dark creepers are praying in the dark to the Raven Queen.
Treasure: The stolen trade goods are worth 470gp, though it will be almost impossible to move them. The bandits
have 61 gp, 90 sp, 40 cp + 1 pearl (100 gp) and 150gp in arcane reagents and another 150gp in rare herbs.
7. Long Stair
The tunnel ends in a long stair. The air is noticeably colder here.
DM's notes: This stair descends to levels 3 and 4 of the Moonstone caverns.
8. Gutwound Guard Post (XP 750)
-stairs lead to level 2
-some minor fortifications
-links to area 9
DM's notes: This is a watch point that the Gutwound hobgoblins have recently set up. A goblin hexer commands 4
cutters, 2 sharpshooters, a skullcleaver and a warrior.
Treasure: 79 gp, 24 sp, 20 cp.
9. Tunnel to Tombwood Crypts here!
CATACOMBS LEVEL 2
Overview: This area is divided up into two sections, an east and west side. The western area has been taken over
by the Gutwound Hobgoblins who lair on level 3 of the Tombwood Crypts. The eastern side is the lair of a group
of desperate kobolds from the Cloak Wood, who, after an unsuccessful raid on a well-defended caravan, found a
tunnel leading here. They've tamed a clutch of drakes.
Wandering Monsters: Monsters wander in from above and below. Each time the PCs take a short rest or make an
excess of noise, roll 1d6. On a roll of 6 the PCs encounter a wandering monster. Roll 1d6 to determine the nature
of the encounter.
1 Goblins scouting (1 blackblade, 2 sharpshooters, 3 warriors). XP: 650
2 Kobolds taking their drakes for a walk (1 dragonshield, 2 guard drakes, 2 slingers, 1 skirmisher). XP: 675
3 Goblins and kobolds coming from both directions (4 cutters, 1 sharpshooter, 1 hexer, 4 minions, 1
slinger, 1 wyrmpriest). XP: 700
4 lvl 3
5 lvl 3
6 A gnoll huntmaster, his slave gladiator Bargus, and 4 hyenas have come here looking for slaves. (XP
950)
Bargus Level 2 Elite Bargus is a 25-year old man from Winterhaven,
Skirmisher captured as a slave some 10 years ago. His will is
Medium natural XP 125
humanoid, human
broken but he might leave his gnoll master if the fight
HP 82; Bloodied: 41 Initiative +5 turns poorly for him.
AC 18, Fortitude 17, Reflex 16, Will 14 Perception +3
Speed 6
Standard Actions
Trident Stab (weapon) At-Will
Attack: (reach 2) +7 vs. AC Bargus Bargus
Hit: 1d8 + 3 and grabbed.
Cannot attack unless grabbed target is released.
Net (Area burst 1 within 3) Recharges when net is picked
up
Attack: +5 vs. Reflex
Hit: Target is restrained
Minor Actions
Trident Twist Grabbed Target only
Attack: +5 vs Fortitude
Hit: 1d6+3 and the target is prone
Bloodcut Armour Encounter
Condition: When bloodied
Effect: Gain resist all 10 until the end of next turn
Triggered Actions
Gladiator’s Riposte (immediate reaction) At-Will
Trigger: When missed with a melee attack
Attack: (Requires trident); +7 vs. AC
Hit: 1d6 +3, the target is knocked prone, Bargus shifts 1 square
Cheer of the Crowd (Immediate reaction) Encounter
Trigger: When first bloodied, and within line of sight of 2 allies
Effect: Bargus gains +2 to attack and damage
Skills
Skills: Athletics +9, Acrobatics +8
Str 18 (+4) Dex 16 (+3) Wis 16 (+3)
Con 18 (+4) Int 12 (+1) Cha 16 (+3)
Alignment unaligned Languages Common
Equipment: Trident, net, gladiator’s armour (Bloodcut hide)
1. Entrance
The stairs descend into a corridor stretching east and west.
Dim light comes from the western corridor.
DM's notes: The PCs may notice yaps and screeches of the drakes in area 3 with a DC 20 Perception check. If a
character succeeds at this check, the same character may make a DC 15 Nature check to identify the noises as
drakes.
2. Gutwound Guard Post (XP 700)
This room, some 40x60 wide, has a wide open pit (30x20, 10 deep) in the middle of the room. Sharp wooden
spikes lie at the bottom. A ledge winds its way around the pit on both sides. The walls are lined with empty niches,
once used to hold the dead.
Torches light the area. The western end of the room has a low makeshift wall, about 4' high. It is constructed out
of bones, wood, and debris.
There are two exits, a corridor going east in the eastern wall and another headed north in the western wall.
DM's notes: The Gutwound hobgoblins have created this guard Sledgehammer: lvl 2 minion (trap)
post to keep out the drakes in the eastern edge (and worse Perception/Dungeoneering:
from below!) until they fortified their position. Recently the DC 15: There is a sledgehammer in the
drakes were tamed by a group of kobolds and this has caused niches in the ledge around the pit.
the hobgoblin who commands the guard post to become DC 20: A nearly invisible wire 3' off the
exceptionally cautious to the point of paranoia. His troops have ground will trigger the sledgehammer.
low morale (even for goblins!) as he killed a goblin blackblade Trigger: When a character enters the
whom he believed to be a kobold shapeshifter. trapped squares.
Immediate reaction, encounter
The hobgoblin commander is a hobgoblin archer; his troops are +4 vs Reflex, 3d6+3 damage and push 1
2 goblin sharpshooters and 2 goblin warriors. Countermeasures:
Avoiding the tripwire requires a DC 15
The pit has spikes at the bottom (atk: +4 v Ref, 1d6 dmg), and acrobatics check or a move action.
they have set up 3 sledgehammer traps in the middle of the Cutting the tripwire requires a DC 20
ledge that leads around the pit. check. Failure: the trap triggers.
3. Kobold Guard Post (XP 675)
This room (40x50) slopes up 25' to a 10x50 ledge at the eastern end. A 5' wide walkway runs around the room; 15'
and 30' away from the western entrance, 5x5 columns jut out from the northern and southern ledges into the
room.
The room is dark.
DM's notes: The 8 squares in the middle of the slope have been covered with a grease rendered from animal fats,
placed here by the kobold trapmaster. It is considered difficult terrain and characters who enter these squares
must make an acrobatics check (DC 15) or slip and fall prone, tumbling to the bottom of the slope, and ending
their move.
Any fire damage done to the greased squares results in ignition; the square burns for the rest of the encounter,
dealing 5 points of fire damage to any character who enters or begins their turn there.
Fire spreads at a rate of 1 square per round in all directions (but only on greased squares). A character can see the
grease with a DC 15 Per check.
2 kobold slingers lie down flat on the top of the southernmost columns, hiding there (Perc DC 22).
At the top of the slope, 2 kobold dragonshields, just barely in sight from the bottom of the slope (Perc DC 20),
hold onto a needlefang drake swarm (!).
In addition, they have a long (20') spiked log that they can release with a standard action - on this action the log
will roll down the hill, making an attack against any character whose space it passes through:
+4 v Reflex, 3d6+3 damage, prone.
A character who wishes to block it can do so, though he will take maximum damage (21) and make an attack: +6 v
F, prone. Ask the players what their characters do as the log rolls down the slope.
4. Goblin Lair (XP 850)
The main corridor runs 20' to the west. At the end of the corridor is a wooden door. Beyond the door, squabbling
voices can be heard.
The room is some 50x50 feet. A curtain cuts off a 20x10' area of the southwestern corner. Three fire pits hold
disgusting stews. 10 straw matresses covered in fleas are spread around the room. Boxes and barrels are strewn
about the room. There is a corridor leading south about 30' from the door in the southern wall.
A stairway leads up in the western wall.
DM's notes: The voices are goblin, and they are squabbling about all sorts of things.
6 goblin cutters, 2 sharpshooters, 2 warriors, 1 blackblade, and a hobgoblin lasher are here.
The lasher and the sharpshooters are behind the curtained area, while the minions and the warriors are spread
about the room. The blackblade is in the corridor, which leads to a latrine.
A bed, desk, and chest are beyond the curtain.
If stew is dumped into the fire, it will create concealment for 1 round in a burst 1 area, as well as a horrible
stench: +4 v F, -2 atk (sv). The same effect occurs if a straw mattress is burned, though this zone lasts until the end
of the encounter.
[editor's note: It might be simpler to just add an extra -2 to atk if someone's in the area of effect; however,
making an attack means that there's slightly more tactical space to maneuver in. Is it worth it? I don't know.]
Hobgoblin Lasher Level 3 Controller
(Leader)
Medium natural XP 150
humanoid
HP 49; Bloodied 24 Initiative +2
AC 17, Fortitude 16, Reflex 14, Will 14 Perception+2 Hobgoblin Hobgoblin
Speed 6 Low-light vision
Lasher 1 Lasher 1
Standard Actions
Poignard (weapon) At-Will
Attack: +7 vs. AC
Hit: 1d4 + 4 damage.
Black Lash (ranged 3) At-Will
Attack: +8 vs. AC
Hit: 1d6 + 4 and -2 to attack (save ends)
Wild Lash (Close blast 2) At-Will
Attack: +7 vs Fortitude
Hit: 1d6 + 4
Trip (Ranged 3) At-Will
Attack: +7 vs Fortitude
Hit: 1d6 +4 and prone.
Miss: Lasher falls prone
Minor Actions
He who bears the lash and drives us ever on Encounter
Effect: All allies within 3:
5 damage and +4 attack and damage until end of next turn.
Skills
Str 18 (+4) Dex 14 (+2) Wis 14 (+2)
Con 18 (+4) Int 12 (+1) Cha 10 (+0)
Alignment unaligned Languages Common, Goblin
Equipment: Lash, dagger, chain
Treasure: 105 gp, 31 sp, 70 cp in a locked chest (DC 20) behind the curtain. The lasher has the key.
5. Maglubiyet's Shrine (XP 675)
The main corridor running south turns to the west, where runs for about 10' before it ends in a wooden door. A
pair of glowing red eyes has been painted on the door recently by someone of obvious talent.
This chamber is some 40x40 in area. A crude shrine, a large stone covered with a black cloth, dominates the
western end of the room. The black cloth is bloodstained, and on it rest a dozen skulls. Two sticks of incense,
releasing a nauseating odour, burn in the eye sockets of the skulls. The walls are covered in crude drawings of a
goblin with glowing black eyes slaughtering elves and dwarves with a battle axe; the floor has a well-done, half-
finished painting of the same goblin's head.
Two passages lead out of the room, one in the north wall and one in the south. Both are covered by black
curtains. A wooden cage, 10x10 in area, is in the southwestern corner of the room.
DM's notes: Identifying the pair of eyes on the door as the symbol of Maglubiyet is a DC 15 Religion check.
Characters who succeed at a DC 20 Religion check recall the rites of Maglubiyet - the sacrifice of a beating heart
each new moon.
Four goblin cutters and a warrior are in the room, taunting the prisoners and worshipping at the shrine.
The passages lead to 20x20 bedrooms.
A goblin underboss uses the north one and a goblin hexer (son of Maglubiyet) uses the southern.
These two goblins hate each other and struggle against each other for dominance over the goblins in the
Gutwound tribe, their hatred kept in check only by the stern warnings of their hobgoblin masters.
The incense in the room applies a -2 penalty to attacks (poison). It can be extinguished easily.
If the PCs enter this chamber before the first new moon, they will find Darmon the painter and his fiancee in the
cage. They are to be sacrificed. If before the second, they will only find Darmon. Darmon painted the eyes on the
door and is in the process of painting murals on the floor and walls. (One can only imagine what he uses as
paints!)
Characters who search the room can notice a small crack underneath the altar with a DC 20 Peception check. If
the altar is moved, PCs will find a set of blood-caked stairs leading to area 6.
Treasure: The goblin hexer has a mummified heart hanging on a tarnished silver chain (30gp) around his neck. The
underboss wears small-sized black iron scale +1 (resist 5 fire, necrotic).
6. Hidden chamber
The stairs lead down to a small room. An archway leads to a set of descending stairs. Carved into the archway are
ancient runes. The ones in common read: "Take care, seeker, lest ye wake the doom of Sarnath."
DM's notes: The stairs lead to level 3 of the catacombs.
7. Drake Warren (XP 725)
This chamber (40x40) has a high, vaulted ceiling (20') held up by pillars. Mounds of earth lie scattered around the
room. A large chandelier, held up by sturdy iron chains, hangs from the middle of the ceiling.
This room is well-lit from torches on the chandelier.
DM's notes: 2 spiretop drakes roost on the chandelier. They, a guard drake, and two spitting drakes are looked
after by a kobold skirmisher.
The chandelier covers 4 squares in the middle of the room. If the chain holding the chandelier is released, it will
plummet to the ground. Make an attack: Dex v R, 3d8+3, ongoing fire 5 and restrained (sv). Miss: 1/2 dmg. The
chain will launch anyone holding onto it 4 squares, which can be used as a move in any direction. Distance
travelled horizontally equals distance travelled vertically, so falling damage is a consideration.
A secret door constructed by the kobolds (DC 20) is in the eastern wall. It leads to a corridor running east for 20',
then turning north. This corridor connects (by secret door) to areas 9 and 8.
8 a. Trapped Hallway (XP 200)
The 10' wide hallway runs in all directions, coming to a 20x20 foot intersection.
DM's notes: This area has been trapped by the kobolds.
A pit trap, triggered to go off when approximately 4 medium-sized creature step on it, covers the entire
intersection. The pit is filled with oil.
There are springboard traps that line the areas bordering the pit. They arm when the pit is triggered.
The pit trap also sets off an alarm, a loud clanging bell in the ceiling. This alerts the kobolds in area 8 b.
If there is a fight in the hall, kobold minions will be commanded to trigger the pit (standard action).
Pit trap: lvl 1 lurker (XP 100) Springboard trap: lvl 1 minion (XP 25)
Perception/Dungeoneering DC 15: The stones ahead Perception/Dungeoneering DC 15: The stones ahead
are slightly discoloured. are slightly discoloured.
DC 20 (search only): There is a pit trap here, covering DC 20 (search only): There is a springboard trap here. It
the entire intersection. is not armed.
DC 25 (search only): The pit will trigger if 4 people step Trigger: After the pit is activated, any character who
onto it. enters the square is attacked.
Trigger: When 4 medium-sized creatures enter the Attack: +4 v F, the character is pushed 1. The
trapped spaces. springboard is nearly flat to the wall; -5 penalty to save
Attack: immediate reaction, +4 v R, the character to avoid falling. Characters who fall take 1d10 damage.
falls in the pit and takes 1d10 damage. Miss: The target Effect: The springboard creates a short wall, providing
returns to the last square it occupied and ends its move cover.
action. Countermeasures: Disable Thievery DC 20. Trigger DC
Effect: the false floor opens and the pit is no longer 10.
hidden.
Special: If the oil is lit on fire, it deals 5 fire damage to
anyone standing in it.
Countermeasures: Disable Thievery DC 20. Trigger DC
10.
8 b. Kobold Lair (XP 650)
This chamber is some 50x50 feet in area. Sixteen straw, flea-ridden matresses line the first 20 feet of the room.
Rats and other vermin are being cooked over a large, 10x10 firepit in the middle of the room.
In the middle of the southern wall is a small pool raised 2' off the ground. It is filled with a bubbling, gooey tar,
heated by coals underneath. On the opposite side of the room is a large vat with a thick gluey substance. In the
northeastern corner of the room, there is sealed cauldron over a low fire. This cauldron emits a horrid stench.
Scattered around the southeastern corner are all sorts of gears, widgets, serrated blades, spears, picks, and other
trap making components.
DM's notes: A kobold spiker, 2 kobold slingers, and 8 kobold minions are here.
The trap gear can be used as an attack: if you push someone into it, make an attack as an immediate reaction, Str
v R, 1d8 dmg.
The stinkpot brew, if tipped over, creates a horrid miasma:
Str -2 v R, blast 3, 3d6+3 fire, effect: -2 atk until the end
of the encounter.
The firepot oven deals 5 fire ongoing fire damage to
anyone who enters its space. Globs of burning pitch can be
thrown, though the attacker takes 10 fire damage:
ranged 5, Dex v R, 1d6+3 fire and ongoing 5 fire.
The gluepot mix can be dumped (blast 2); until the end of
the encounter, characters entering those squares are
immobilized (sv).
Burning matresses creates concealment in a burst 1 area
until the end of the encounter.
A secret door constructed by the kobolds (DC 20) is in the
eastern wall. It leads to a corridor running east for 20',
then turning north and south. This corridor connects (by
secret door) to areas 7 and 9.
Treasure: The kobolds have 86 sp, 20 cp in various bags.
The spiker has a moonstone (100 gp) on him.
Kobold Spiker: see Dragon 364
9. Shaman's Room
This room (20x20) has two doors, one on the north wall and one on the south. A small font made of stone sits in
the middle of the room. A gemstone can be seen in it.
DM's notes: Both doors are false, having been walled up by the Poison trap: lvl 1 lurker (XP 25)
kobolds. There is a secret door at the east end of the room. This Perception:
leads to a corridor running 20' east, and from there the room to DC 15: The gem seems to be attached to
the north and the south can be accessed. The corridor turns something.
north, and a small crack in the wall leads to a long tunnel that DC 20 (search only): The gem is attached
eventually exits in the Moon Hills. The north room belongs to to a trigger.
Kobold Wyrmpriest, the south to a slyblade; both rooms are Trigger: Someone grabs the gem.
20x20. Attack, close burst 1, +4 v R, 2d6+3
The kobolds have cut some arrow slits into the south wall poison.
(Perception DC 20 to notice, no search required). They are closed Effect: A large stone block collapses to
off. the ground, cutting off the western exit.
The water in the font is poison. If someone grabs the gem, a trap This noise alerts the slyblade and
triggers, and a spray of poison bursts up. wyrmpriest.
Treasure: The slyblade has a medium-sized point-blank crossbow +1. The wyrmpriest has 87 gp, 34 sp, 80 cp. The
gem in the font is worth 200 gp.
10. Cursed Room (XP 25)
This room (30x30) is bare save for a single stone sarcophagus in the middle of the room. A corridor leads to the
west through an archway carved to resemble a demon's face.
DM's notes: If a character approaches to within 5' of the demon archway, a magic mouth with an ancient accent
intones: Lo, for Sarnath was great and his doom was mighty. A thousand souls were his, and serve him yet. Enter
the well and your soul shall be his." Characters who succeed on a DC 22 Arcana/Perception check (no search
required) will be aware that the demon mouth is slightly animate and has an Abyssal spirit of its own.
The sarcophagus is difficult to open, but if lifted by characters with Str scores totalling 36, it will open. Once
opened, a trap set by the kobolds is sprung, a cloud of poison gas released. Burst 1, +6 v R, 2d6+3 damage.
Perception DC 20 to notice the trap, thievery DC 25 to disable it (failure sets it off). XP 25.
The sarcophagus is empty save for a note written by the kobolds that says, "Suckers." There are scratchings on the
inside of the lid, however, insane ramblings scratched from the inside by tooth and nail. If characters who spend
time reading the writings succeed at a DC 22 Religion/Arcana check, they can discover an important passage:
"And woe unto me for I spoke the name of the Chained God in the tongue of power and with great will did I
command the creations of Sarnath; but I dare not say his name again, for my mind cannot take the strain." A
religion or arcana check (DC 15) indicates that PCs know that "tongues of power" probably refers to the Words of
Power: Supernal and Abyssal.
Characters who know the name of the Chained God in Abyssal gain the following power:
Tharizdun
At-Will * Arcane, Fear, Psychic
Minor Action * Close burst 5
Target: One creature in burst
Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier psychic damage.
Effect: You are subject to a special attack roll: 1d20 +
your level v W. If this attack hits, you fall unconcious for
6 hours in a catatonic coma as horrid nightmares and
alien visions plague your fragile conciousness. Upon
awakening you act as though you had just cast the
ritual Consult Mystic Sages.
Special: If this power is used more than once in a one-
month period, the character is stricken by insanity and
is Helpless for a month.
11. Well of Souls (XP 500)
The walls of this round room (30x30) are carved with disturbing images - of sacrifice, of dark alien gods, of a dark
and evil man.
A 10x10 well is in the middle of the room.
DM's notes: Characters who make a DC 22 Perception check (no search required) notice that the mouth seems
strange, almost as if it is alive. It detects as magic. When all characters have entered this room (the well
determines this magically, with a Perception check of +12), the demon-carved archway slams its mouth shut (+5 v
R, 3d6+3, push 1 to anyone standing there).
Shortly thereafter, the images start to come to life in a moving-picture, swirling around the walls. Anyone in the
room watches thousands sacrificed on a ziggurat by a man wearing ochre robes. Their souls disappear down a
dark well, similar to the one in this room. Once this scene is played out, a great swirling eye appears over the well,
and the eye speaks in Abyssal: "Come to me."
Characters in the room who are not blind or deaf are struck with an impulse to leap into the eye. This is a trap.
Well of Souls: lvl 6 elite blaster trap (XP 500)
Trigger: One round after the eye appears or the demon
mouth is attacked.
Init: +8
Arcana/Religion:
DC 22: The well has an Abyssal spirit of its own.
Attack: burst 2, +9 v W, slide 3. Characters who fall
down the well descend a 40', upon which they are
teleported into level 6, area xx.
Countermeasures:
Athletics DC 35: The character breaks through the
demon mouth.
HP 80/40; AC 4, F 12, R 4, W 19
Religion/Arcana DC 26: The demon mouth can be
commanded to open, provided one uses the proper
command! ("Tharizdun" spoken in Abyssal)
Characters who deafen and blind themselves are
immune to the attack. Characters who do one of the
two gain a +2 bonus to their defenses.
If the PCs are able to get out of the room, award them with 500 XP.
TOMBWOOD CRYPTS: LEVEL 3 (GUTWOUND LAIR)
Overview: During the last winter, a group of hobgoblins and their goblin slaves, unhappy with the leadership in
Daggersburg, moved into this area. Their leader, a powerful hobogoblin servant of Bane named Hargut, prowls
the deeper areas - "the sunken city of Sarnath" - in search of lore and treasure that will make the Gutwound tribe
powerful enough to sieze control of Daggersburg.
The present commander is a cowardly hobgoblin named Skarzgard. He has an idea of what lurks in the
Moonstone Caverns:
wererats in the cisterns;
undead in the tombwood crypts;
human bandits on the first level of the catacombs;
kobolds in the second level of the catacombs;
orcs, gnolls, spiders, ancient curses, and a dragon warped by chaos on the fourth level;
many portals
an inky-black fog that devours flesh and cannot be killed
gnolls, troglodytes, and worse in "the sunken city of Sarnath" (5 and down);
and rumours about some horrible creature in the lowest level.
Skarszgard is having his leadership challenged by Torguz, a hobgoblin warcaster.
Wandering Monsters: Monsters rarely wander into this lair, but the hobogoblins do patrol. If the PCs are in the
hobgoblin area, roll 1d4; otherwise, roll 1d6.
Roll
1 Gobbos heading out with supplies (2 sharpshooters, 2 warriors, 1 skullcleaver). XP 600
2 Hobgob patrol (2 soldiers, 2 archers, 4 grunts). XP 752
3 Hobgobs returning from assault (subcommander, 4 grunts, 1 soldier, 2 archers). XP 750
4 Bugbears strangler, lurking about (Per DC 24). XP 250
5 Undead (lvl 4)
6 Undead (lvl 5)
1. Grand Hall
This area is a large, vaulted hall, some 40' wide north-south and 100' long east-west. The ceiling rises 50' on large,
chipped pillars carved into the likeness of men. Three of the eight pillars hold a lantern from an outstretched arm,
each with a small gem that provides a dim, arcane light. The centre avenue of the hall, 20' wide, is sunken 10' into
the floor, and along its length are old, cracked mosaics. A 5' wide ledge runs around the room, 40' off the ground.
A cold wind, eerily steady, comes from the west. Dim light is visible to the east.
Mounds of stone lay at the base of the pillars without arms. Bones can be seen protruding from one of the stacks.
The room has two exits: corridors running east and west.
DM's notes: This room is empty. The western corridor leads to the second level of the catacombs, and the east to
area 2.
There is a doorway in the northern wall up on the ledge; spotting this requires a DC 20 Perception check or at
least 10' of elevation. The doorway opens into a corridor that leads to area xx.
Characters who wish to take the gems must make a DC 15 Climb check. The pillars are weak and could break at
any time; if a character pries the gem out of its socket, it collapses and crumbles, crashing to the ground. Make an
attack: +6 v R, fall 30' and the gem crashes to the ground and shatters. Secondary attack, :burst: burst 1 at the
base of the pillar, +5 v R, 3d6+3 and restrained. Miss: 1/2 dmg. The arms can be brought down with a successful
attack dealing 5 damage or an Athletics check (DC 10). Reward a PC who claims a gem with 38 XP if he manages
to escape harm.
Falling stone will alert the hobgoblins at their watch area (area 5.) and provoke a wandering monster roll.
Treasure: The gems act as floating lanterns.
2. Burial Chamber (XP 175)
-stairs in the north-eastern area, leading to a small raised area (10') and a corridor heading east
-corridor heading south
-many niches in walls
-half-eaten hobgoblins, lightning-burned corpses, bones, skeletons on floor
-corridor in southern wall heading south, dim light visible
-terrible cold in the room
DM's notes: A specter flits in and out of the niches, hiding there (Per DC 21). If it is not seen, it will lurk after the
PCs, attacking from behind when the opportunity is best.
3. Gallery & Stage
-main gallery is 10' down
-10' stage to the east
-balconies 10' to the west
-north and southern exits both have stairs
-concealed door just after exits, DC 15, locked DC 20
-balcony leads to 4 via corridor with portcullis
3 a. Storeroom
-door
-dry goods of little importance
-door leads to back of stage and 3 b.
3 b. Guardroom (XP 750)
-cots
-firepit, stew
-door leads to 3 a. and corridor behind stage
-clean
DM's notes: Hobgoblins watch this point closely. 2 hobgoblin archers stand guard in the balconies. 2 soldiers and
4 grunts take 3 shifts, watching the gallery. On a 1-2 on 1d6 2 grunts stand just east of the stage in the corridor
linking 3 a. & b.; otherwise, 1 soldier and 1 grunt are on duty. Their job is to hold off any attack until the rest of
the complex is alerted (one of the off-duty guards will alert the rest; roll 1d4 to determine who).
4 a. Torguz the Warcaster's Room (XP 150)
-locked door (DC 20)
-table, chest, desk, bed
DM's notes: The hobgoblin warcaster Torguz lives here.
A lever lowers the portcullis that leads to the balconies in area 3.
Treasure: Torguz has 158 gp, 16 sp, 40 cp + 1 amethyst (100 gp) locked in the chest (DC 20).
4 b. Archer's Room (XP 300)
-two beds
-table
-longbows, arrows
DM's notes: 2 archers sleep here and must be woken before they can enter combat. They will hear combat in the
hall and wake, ready to fight in 1d6 rounds.
5. Barracks (XP 750)
-vaulted ceiling, 30', held up by pillars
-16 beds
-sand pit for fighting
-large room, old temple
-cooking area in the south wing
-storeroom blocked by curtain in the north wing
-steps 10' to altar, blocked by curtain
-torture area by altar behind curtain
-door in north wall at far eastern end of altar area leads to 6
DM's notes: The bulk of the hobgoblins live here. There are 2 archers, 2 soldiers, and 4 grunts in the main area. A
bugbear strangler is checking the torture equipment behind the curtain. None of them are wearing armour, but
they can be ready to fight in 1d6 rounds.
Treasure: All together, the hobgoblins have 225 gp, 54 sp, 80 cp.
5 a. Skarzgard the Commander's Room (XP 200)
-bed, desk, table chest
-door leads to 6 and another to a walled-off corridor
DM's notes: Skarzgard, a hobgoblin commander, lives here. He has a suit of lifegiving plate armour +1.
6. Training Area (XP 450)
-ring for sparring
-wooden weapons
-archery targets
-combat dummies
DM's notes: 2 soldiers and 4 grunts are here, sparring.
Just north of here a set of stairs lead down to the second level of the catacombs.
7. Hargut's Room
-table, desk, bed
-Prayer book to Bane
-Locked chest
DM's notes: This is Hargut's room.
Treasure: In the chest (DC 23) are 98 gp, 97 sp, 30 cp + 3 jade gems (100 gp each).
The prayer book has the rituals Hand of Fate, Discern Lies, and Speak With Dead.
8. Unholy Shrine (XP 875+)
-50x80
-Well in middle drops 30' to 20x30 area
-Pillars hold up vaulted room
-Altar raised 10' in 20x30 area
-exits lead to 9, 10, and 7 (walled by hobgoblins)
DM's notes: A deathlock wight preaches madly at the shrine, babbling insanities to a group of 8 decrepit
skeletons and 4 zombies. The shrine provides a +4 bonus to attack rolls to all undead in the area, but it can be
destroyed with a successful religion check (minor action, DC 21, on a failure the character loses a healing surge
and one undead within 5 gains 1/4 hp, or rises if a minion). Award the PCs with a level 4 minor quest reward if
they destroy the shrine.
There is a chance that creatures from area 9. will hear any combat. Each round roll 1d6; on a 1, an undead
creature from area 9. will shamble in.
This area is dark.
The well area is packed with zombie rotters (16). Any character who falls down the well suffers 3d10 damage and
living creatures will be attacked by the zombies. The zombie rotters do not leave the well area. Characters can
make attacks down the well, though it is dark. Each 2 squares targetted has 1 zombie in it; only the square directly
beneath the well can be targetted.
There is a secret door in the shrine area (DC 20, search only) that leads to area 12.
9. Steps of the Damned (XP 751+)
-stairs rising to two 10' wide ledges, one above the other
-corridor to the well area (see area 8.)
-walls inscribed with insane writings and reliefs meant to lend "enlightenment" to those who climb
-leads to areas 2 and 8
DM's notes: Two corruption corpses and a rotwing zombie mill about on the top ledge. A gravehound and 2
zombie rotters are on the lower ledge.
After the first round of combat, the 16 zombie rotters in the well area will begin to shamble out. 4 will appear at
the end of the second round, 4 at the end of the third, and 8 at the end of the fourth.
Treasure: There are 4 moonstone gems embedded into the wall inscriptions (100 gp each); anyone who pries one
loose is attacked by a curse: +7 v W, -2 atk vs undead until the next short rest.
10. Chasm (XP 875)
-Two areas, 20x50, split by 20' wide chasm in middle of room
-Two statues flank each entrance
-20x30 chamber to the north of the western area
-Writings on the floor and a magic circle, one on both sides: "Embrace your end and submit."
DM's notes: The magic circle is a permanent portal, teleporting characters within from one side to the other if
they submit to the will of the cirlce (no special prayer needed, just actual submission). Characters can recall this if
they succeed at a DC 15 Arcana or Religion check.
The statues are traps; they activate when characters pass beyond the magic circle or attack the statues.
A deathlock wight rests uneasily in the northern chamber.
Statue: lvl 4 blaster
Trigger: When attacked or a character passes beyond the magic circle
Attack: ranged 8; +8 v W, slide 4; a character who falls into the chasm falls 40' and suffers 4d10 damage. This
attack does not draw OAs. Characters in the chasm are unable to target the statues.
Countermeasures: HP 48; AC 16, F 17, R 4
Religion DC 21: Standard action, stuns statue until end of next turn.
11. Ruined Shrine (XP )
-battlemap from KotS
DM's notes: A mad wraith babbles at the shrine, the old priest who sacrificed himself to the Chained God. Two
gravehounds flank him. Two corruption corpses moan in the back rooms.
The wraith can draw on the energies of the shrine and...?