Credits
Written by Tavis Allison, Alexander Macris & James Maliszewski
Dwimmermount Created by James Maliszewski
Edited by Matthew Dunno
Illustrated by
Cartography by Robert S. Conley & Tim Hartin
Graphic & Book Design by Richard Iorio II
Introduction 11
Designers Notes 12
How to Use This Book 12
Publishers Notes 13
The Putative History of Dwimmermount 17
History of 17
Dwimmermount 17
The Secret History of 19
Dwimmermount 19
How to Use the Secret History of Dwimmermount 20
Creating Characters for Dwimmermount 29
Races 29
Adventuring in 29
Dwimmermount 29
Classes 33
Languages 36
Level Titles 37
Spellcasting 39
Starting Knowledge about Dwimmermount 39
Human Beliefs about Dwimmermount 40
Dwarven Beliefs About 40
Dwimmermount 40
Random Rumors About 40
Dwimmermount 40
Motivation for Adventuring 40
Knowledge is Valuable 40
Maps 41
Historical Evidence 42
Adventure Seeds 43
The Wilderness 45
The Map 45
Geography 45
Aldleigh Forest 45
Vicinity of 45
Dwimmermount 45
Barrier Mountains 46
Caracava Badlands 46
Cobwood 46
Evensong Woods 46
Ghost Peaks 46
Hearthstone Mountains 46
Makrono Marsh 46
Murklands 46
Northern Forest of Ur 46
Ogga Forest 46
Oro Mountains 46
Shield Wall Mountains 46
Southern Forest of Ur 46
The Demons Claws 47
The Greenholt 47
The Starfall 47
The Wintertops 47
Thunderhome Mountains 47
Timeless Forest 47
Tulgeywood 47
Whispering Woods 47
Locations 47
0217
Somtha 47
0825 Ruins of Lloraec 47
0931 Fort Oro 47
1015 St. Gaxyg-at-Urheim 47
1403 Tower of the Stargazer 48
1425 Yarm 48
1737 Retep City 48
1918 Yethlyreom 48
2206 Winterburg 48
2318 The Cursed Chateau 48
2410 Dwimmermount 49
2415 Adamas 49
2425 Vidda 49
2511 Muntburg 49
2613 Smerdlaps Crossing 49
2704 Eldritch Ruins 50
2718 Passara 50
2720 Fort Aster 50
2806 Elphame 50
2911 Gloris 50
3413 Ghaz Droonan 50
3627 The Outyard 50
4004 Castle Greenholt 50
4221 The City Out of Time 51
Subterranean Locations 51
General Notes 53
Population 53
Muntburg 53
Locations 54
1. Main Gate 54
2. Market Square 55
3. Bonding House 55
4. Public Stables 55
5. Temple of Typhon 55
6. General Store 55
7. Caravan Merchants 55
8. Moneychanger 56
9. Smithy and Armorer 56
10. Gemsmith 56
11. Chapel of Tyche 56
12. Merchants Council 57
13. Green Dragon Inn 57
14. Flask and Scroll Tavern 57
15. Cavalry Stables 57
16. Great Hall 58
17. Barracks 58
18. Quarters 58
19-20. Inner Gates 58
21-22. Inner Towers 58
23. Private Apartments 58
24. Watch Towers 58
25. Bailiffs Tower 58
26. Inner Wall 58
27. Outer Wall 58
28. Inner Keep 58
How to Use This Section 59
Relation to Muntburg 61
Overview of the Dungeon 61
The Arcane Barriers 62
Gateways through the Barriers 62
Divine Disruption of the Arcane Barriers 65
Dungeon Construction 65
Construction Materials 65
Construction Methods 66
Cataclysms 67
Doors 67
Environment 68
Lighting 68
Machinery 69
Noise 70
Portals 70
Stasis Tubes 70
Security Systems 71
Sacred Objects 71
Trafc Between Levels 72
Staircases 72
Elevator 72
Water Pipes 72
Azoth Pipes 73
Vertical Fissures 73
Key Labyrinth Lord Rules 74
Monster Entries 74
Humanoid Entries 74
Wandering Monsters 75
House Rules 75
Dungeon Restocking 75
Disturbances by Rival Parties 75
Experience Points for Spending Treasure 76
Customizing Dwimmermount 77
Names 77
The Unexplained 77
Origins of the Factions 85
Factions in the 85
Dungeon 85
List of Factions by Dungeon Level 86
Faction Allies and Enemies 86
Overview of the Factions 89
Activities of the Factions Before Play 100
Quick Page Reference For Dungeon Levels 104
Amulet Against Possession 313
Areonite Panoply 313
Areonite Weapon 313
Astral Vessel 313
Athame of Law 314
Bag of Tricks 314
Belt of Adaptation 315
Book of Lawful Wisdom 315
Book of Innite Spells 315
Brazen Head 315
Brooch of the Terrim 316
Cerecloth Robes 316
Container of Curing 316
Crystal of Controlling Quintelementals 316
Dagger +1, Venom 316
Dwimmersilk Garments 316
Energion Crystals 316
Engineers Control Rod 316
Environment Suit 316
Feather Token 317
Firestone 317
Glow Bulb 317
Golem Manual 317
Greater Brooch of the Terrim 317
Greater Termaxian Passkey 317
Helm of Astral Movement 318
Holy Phalange 318
Horn of Valhalla 318
Incendiary Granatum 318
Incense of Obsession 319
Ioun Stones 319
Iron Lantern 319
Javelin of Lightning 319
Knowledge Record 319
Mask of Breathing 320
Medallion of Light 320
NET OF ENTANGLEMENT 320
Net of Snaring 320
Nutrient Packet 320
Oil of Caustic Slipperiness 320
Pastille of Life 320
Pearl of Power 320
Periapt of Foul Rotting 320
Periapt of Health 321
Power Cell 321
Rod of Captivation 321
Rod of Lordly Might 321
Rod of Opening 322
Shield Belt 322
Staff of Law 322
Stun Stick 322
Sword +1, Dancing 322
Sword +2, Holy Avenger 322
Termaxian Pain Amplier 322
Termaxian Passkey 323
Terrim Battle Armor 323
Thulian Chain 323
Thulian Crossbow 323
Thulian Fuel Cylinder 323
Thulian Plate 323
Thulian War-Mask 323
Tome of Clear Thought 323
Tome of Knowledge 323
Tome of Understanding 324
True Water 324
Typhonian Mace 324
Unseen Ear 324
Wand of Ice 324
Warp Sword 324
Auditory Illusion 325
Augury 325
Blindness 325
Blur 326
Color Spray 326
Deafness 326
Faerie Fire 326
Heat Metal (reversible) 326
Hideous Laughter 327
Hypnotism 327
Ice Storm 327
Misdirection 327
Paralyze 327
Phantasmal Force, Greater 327
Protection from Electricity 328
Protection from Fire 328
Pyrotechnics 328
Refraction 328
Shrieking Skull 328
Stinking Cloud 328
Spectral Force 328
Wall of Vapor 328
Rival Parties as Factions 359
Rival Parties as Hirelings 359
Shares and Weregilt 360
Bribery and Extortion 360
Party #1 (0 Experience Points): 360
The Five Delvers 360
Party #2 (2,035 Experience Points): 361
Typhons Fists 361
Party #3 (4.065 Experience Points): 362
The Crimson Band 362
Party #4 (8,125 Experience Points): 365
Heralds of the Silver Dawn 365
Party #5 (16,251 Experience Points): 366
The Seekers 366
Party #6 (65,001 Experience Points): 368
The Free Swords 368
Telluria 371
Ioun 371
Kythirea 372
Areon 372
The Astral Plane 373
Other Planes of Existence 374
The Zodiac 374
Using Azoth in Your Campaign 376
Raw Azoth 376
Rened Azoth 376
Magical Research 377
Spell Memorization 377
Alchemical Transformation 377
Panchrest 377
Sovereign Glue 377
Universal Solvent 377
Alkahest 377
Side Effects of Rened Azoth 378
Azoth in the Environment 379
Bubbles of Quintessence 379
Echoes of the Past 380
Effects of Immersion 380
Random Mutation 380
Portals of Mist 380
Azoth and Immortality 380
Tellurian Elf 381
Termaxian Necrolyte 381
History of Turms Termax 383
Rise to Prominence 383
The Execution and The Apotheosis 384
A Pretense of Godhood 384
The Metal Flesh of a God 385
Characteristics of Turms Termax 386
Role-Playing Turms Termax 386
Fate of Turms Termax 387
Turms Destroyed 388
Turms Triumphant 389
The Secret of Apotheosis 389
Physical Immortality 390
Outside
Section
1
Dwimmermount
CHAPTER
Original campaign map done by Robert S. Conley.
T
HE BOOK YOU NOW HOLD takes its name from a 13-level mega-
dungeon created for use with Labyrinth Lord from Goblinoid Games,
though it is easily adapted to most other editions of the worlds most
popular fantasy roleplaying game and its various retro-clones. Though
this dungeon began its existence in January 2009 as the adventuring site
for my home campaign, it has grown over time, as new players were in-
troduced to it at conventions and through online play. That growth
convinced me that other referees were genuinely interested in seeing Dwimmermount made
available to them for use in their own games, a conviction that was vindicated by a successful
Kickstarter campaign that drew more than a thousand backers. Thanks to their generous
support, patience, and encouragement, the secrets of Dwimmermount can now be revealed.
This book includes the following:
All 13 levels of the Dwimmermount megadungeon, each consisting of many keyed locations
stocked with monsters and treasure.
An overview of the lands surrounding Dwimmermount, both civilized and wilderness, in
order to support play outside of the megadungeon.
The fortied town of Muntburg, located only a few miles from Dwimmermount. This is
intended to serve as a home base for the player characters between expeditions into the
dungeons depths.
Descriptions of numerous factions operating within and without the dungeon, whose ac-
tivities add a further layer of complexity to Dwimmermount.
A history of the dungeon from its earliest days to the present, so as to provide greater con-
text for what goes on within its shadowy halls.
Dozens of new monsters and magic items for players and their characters to discover.
Discussions of ways to approach Dwimmermount, both as a player and as a referee, includ-
ing insight into the dungeons origins and design.
This book provides the referee with everything that he needs to begin a new campaign. Because
of its size and complexity, Dwimmermount should provide enough material to keep players busy
for many months, if not longer, as their characters grow in power sufcient to take on the most
difcult challenges that lie in the deepest levels of the dungeon. Furthermore, the connections
between Dwimmermount and the wider world, should the referee and players wish it, can expand
their adventures to include everything from taming the wilderness and seeking magical secrets to
playing politicsand even to the exploration of other worlds!
CHAPTER
Original campaign map done by Robert S. Conley.
1
Introduction
12
CHAPTER 1
Designers Notes
Dwimmermount owes its creation to several
things, rstly my desire to create my own huge
ruined pile, a vast castle built by generations of mad
wizards and insane geniuses, to borrow a famous
phrase. Though I had played fantasy roleplaying
games for decades, it had been many, many years
since I had created my own dungeon and, when I
had in the past, those dungeons were fairly limited
in scope. They were lair dungeons, which is to
say, small, limited-use labyrinths intended to be
fully explored and cleared after only a few sessions
of play. But this hobby was born in the megadun-
geon, a much larger and more extensive type of
adventuring locale, one that deed being cleared
out and to which players could return to again and
again, even after years of play.
So I set about creating my own megadungeon,
immersing myself in the foundational books and
articles of the hobbys early days and trying to glean
from them every bit of wisdom I could. What I
soon found, however, was that we learn best by
doing. Rather than simply reading, I would only
begin to understand what a megadungeon was by
sitting down, pencil in hand, and drawing up my
own maps and keys. And so, after many ts and
starts, Dwimmermount was born.
Of course, the Dwimmermount presented in
this book differs in a number of ways, large and
small, from the one that I rst created several years
ago. Partly, that is because I decided to polish up
my original work to make it more suitable for pub-
lication and use by others, but the single largest
reason is because I played through Dwimmermount
with my friends. It was over the course of a two-
year-long campaign that the theories I had learned
met the reality of actual play. In many cases, that
meeting was enlightening. I learned that much of
what sounded good or useful in print was not so
when confronted with real players. In other cases,
I learned that my theory was sound and this helped
me to extend those ideas to improve other areas.
In every case, actual play helped make Dwimmer-
mount a better and more fun place.
What you see here is my attempt to extend fur-
ther the lessons I have learned from playing Dwim-
mermount over the course of several years. It is my
hope that this latest version of the dungeon contains
enough improvements over its predecessor to be of
use to a wide range of players and referees. At the
same time, I recognize that there is no one size
ts all when it comes to dungeon design. I have
little doubt that many aspects of the way I have
designed and presented Dwimmermount will frus-
trate and possibly disappoint some readers. To those
people I can only say that everything in this dun-
geon is here for a reason, often a reason grounded
in the way that I run dungeon adventures with my
home group. If this differs from the way that you
run such adventures with your players, feel free to
make whatever changes you deem necessary to
improve on what I have done.
As a nal piece of introduction, I want to touch
briey on the origins of Dwimmermount itself. The
dungeon was born from the conation of two ideas.
The rst was the desire to create a dungeon carved
out of a mountain, with the lower levels of the
dungeon being subterranean caverns, and there
existing at the very bottom of the dungeon, an
ancient city. This idea almost certainly came from
the Stone Mountain dungeon cross section in-
cluded in the 1977 Basic Set edited by Dr. J. Eric
Holmes that was my introduction to the hobby.
The second part was an early version of the wilder-
ness map included in this book, which was published
in issue #2 (Summer 2008) of the old school fanzine
Fight On! On that map I plopped down a mysteri-
ous mountain called Dwimmermount, which was
a font of magical power. The name was inspired by
Tolkiens frequent use of dwimor/dwimmer to refer
to magic and illusion, which I then combined with
the shortened form of mountain.
Over time, my conception of Dwimmermount
changed and grew. I started to borrow ideas from
a great many sources, from Roman and Byzantine
history to Renaissance science and Victorian oc-
cultism and combined it all with a healthy dollop
of pulp fantasy, in particular that of Abraham Mer-
ritt, an anagram of whose name plays a role in the
history of the dungeon. I also owe a debt too, to
earlier designers such as E. Gary Gygax, Tom Mol-
dvay, and David Cook, whose previous works have
inspired me. Homages to their ideas can be found
throughout Dwimmermount and I make no apol-
ogies for that. I stand on the shoulders of giants.
How to Use This Book
This book can be used in several ways. The
referee can use it more or less as-is, setting his
campaign in the world of Telluria and focusing his
adventures on exploring the Dwimmermount mega-
dungeon. This is not the only way that he can use
it, however, and the book has been written in such
a way as to support other approaches. One such
approach is to use Dwimmermount as a kind of
template for designing a megadungeon of his
own by changing parts of it to suit both his tastes
and those of his players. Another approach is to use
only bits of Dwimmermounta level here, a level
there, etc.
All of these approaches are perfectly ne and
in keeping with the spirit in which this book was
written. It is my rm belief that even pre-packaged
adventure settings such as this one need to be
13
INTRODUCTION
engaged with actively rather than passively. That
is because the best adventures are those that the
referee comes up with himself, based on some
combination of his own ideas and those of others.
This book offers up a lot of ideas, many of which
I, as the author, am proud of and hope will be of
use to others. No matter how good my ideas are,
they are only good to the extent that referees and
players alike derive an enjoyable experience from
using them.
For that reason, the best way to use this book is
to make it your own. In the words of the founders
of our shared hobby: ... the best way is to decide
how you would like it to be, and then make it just
that way! I could not agree more. Enjoy!
Publishers Notes
There are two reasons this book exists. The rst
reason can actually be subdivided into 1,023 spe-
cic reasons, each of whom is named on the Ac-
knowledgements pages. The commitment of these
backers and contributors made Dwimmermount
possible. All 547,206 coins in the megadungeon
would not be enough to repay the trust of those
who kept the faith during the projects delays, nor
would the 776,667 experience points to be gained
from conquering all adversity found on its 13 levels
be a sufcient reward for those who fought in so
many different ways to make this moment a reality.
Together, weve formed quite an adventuring par-
ty and nothing beats seeing the sunlight up ahead
and knowing well soon take stock of just how much
treasure weve hauled out of the darkness.
Thanks to the support of our Kickstarter back-
ers, weve been able to create a number of unique
play aids for Dwimmermount:
A booklet of illustrations keyed to locations
within the dungeon, designed to be shown to play-
ers as a depiction of what their characters might see
during their explorations.
A booklet of maps, presenting each of the dun-
geons levels with additional cartography designed
to help the referee with the increased demand for
information when adventurers travel with detection
spells, question inhabitants to learn about nearby
areas, etc.
A watercolor map of the Dwimmermount region
designed for use with wet-erase markers, allowing
specic locations to be altered to suit individual
campaigns and revealed to the players by being
drawn as they are discovered.
A mega-dungeon tracker designed to display key
information via printed inserts presented in vinyl
sleeves, on which players and referees can write with
wipe-erase markers to update variables like march-
ing order, light sources, which rooms have been
looted, and which names for NPCs have been used.
Our goal is to bring Dwimmermount to life at
your gaming table, and we hope youll take advan-
tage of these tools we created towards this end. For
more information about these play aids, as well as
downloads which may similarly enhance the utility
of this book, please visit the Autarch website, www.
autarch.co.
The second reason there is a book called Dwim-
mermount is Grognardia, the blog that made James
Maliszewski the most far-reaching voice in the Old
School Renaissance (OSR). Some of those reading
this introduction rst experienced this dungeon at
James gaming table in Toronto, Ontario on Janu-
ary 4th, 2009, but far more of us were among the
tens of thousands who were reading his daily Grog-
nardia posts as he thought about and reported on
the Dwimmermount campaign which started that
Sunday night.
One of the most inuential of the early Grog-
nardia posts posited that the Golden Age of fanta-
sy roleplaying ourished between 1974 and 1983,
a time of gonzo pulp fantasy inuences in which
the dungeon remains the linchpin of adventure
design and the sandbox is the assumed role for a
campaign setting.
Later in this book, we borrow the approach
James described in that post, establishing a lexicon
for describing the various ages of the game, as a
way to present the concepts expressed in Dwim-
mermounts history. That chronology began when
Men known as the Great Ancients launched the
dungeons own Golden Age, during which almost
all of the great secrets were discovered. Like the
early creative history of roleplaying, this era is as
seminal as it is dimly remembered, and like the
sample dungeon in the Holmes basic set that in-
spired James, its foundations are buried beneath
the ruins of multiple citadels built on top of their
work by generations to come.
These citadels are formed as creators in each
successive era seek to ll in the achievements left
undone by their inspirations. In his introduction,
James acknowledges the giants on whose shoulders
he stands as an author. As publisher and fellow
believers in the OSR movement championed by
Grognardia, we must acknowledge the original
creators of the Open Game License (OGL), in-
cluding Peter Adkison and Ryan Dancey, for mak-
ing sure that the work of the Makers who inspired
them could never be lost, as well as the designers
of the original retro-clones, including Matt Finch,
Chris Gonnerman, Stuart Marshall, and the team
at Troll Lord Games, for using the OGL to unlock
the tools originally provided by Gygax and Arneson
to referees who wished to make their game just the
way they would like it to be. The rst ever Grog-
nardia post, on March 1st, 2008, is a declaration
of shared content using the OGL. While there are
14
CHAPTER 1
practical reasons for giving it the pride of rst place,
it also functions as recognition of how important
this license has been to all the work done by the
OSR.
Over the course of his posts about Dwimmer-
mount, James came to identify a published mega-
dungeonan adventuring site so large, open-end-
ed, and dynamic that it becomes a campaign setting
unto itselfas a key achievement pointed to, but
never truly achieved by, the founders of the hobby.
The book you now hold is the culmination of the
quest for this goal, as it came to be shared by the
readers of his blog.
As those who have followed the story of Dwim-
mermounts publication know, in some ways James
did not make it all the way to the end of the quest.
After three months of wres-
tling with personal and cre-
ative issues, he left the project
in March of 2013. Although
he sometimes felt that the
goal could never be
achievedas far back as 2009,
he posted at Grognardia that
I think the only way to ex-
perience a proper megadun-
geon is to build it yourself
we believe that this book does
represent a new solution to
the problems of publishing a
megadungeon which James
explored so thoroughly on his
blog.
In assembling this work
from the materials James
passed onincluding a com-
plete rst draft of every sec-
tion of the text that follows,
the unpublished manuscript
of the Dwimmermount Codex, and the sum of all
his Grognardia posts about Dwimmermountwe
found that the keys to solving the problems of a
published megadungeon were present in his writing
all along. Understanding these problems, and the
approach to them weve taken, may help readers
make better use of this book in their own gaming.
As identied by James, the fundamental dif-
culty in publishing a megadungeon is that it chang-
es over time in response to play. The dungeon rst
explored by James Toronto players in January of
2009 was not the same as the ones encountered by
players in his play-by-post game in October of that
year, and neither is identical to the version present-
ed in his drafts written between March and De-
cember of 2012. To help document and understand
this process of change, one of the bonus goals for
the Dwimmermount Kickstarter was to collect as
many materials from these various stages of devel-
A megadungeon product built around
the way these dungeons were actually
used would be akin to many boxed cam-
paign settings, where you get high level
information about countries and rulers, im-
portant local sights, and places of interest,
but leave the specic details up to the ref-
eree as his players encounter them. Now, I
think such a product would be very inter-
esting, but I fear that many gamers, raised
on a steady diet of complete adventure
modules, would nd this approach unsat-
isfying and confusing.
James Maliszewski,
Grognardia,
10/23/2009
opment as possible and share them publicly at the
Play-Generated Maps and Documents Archive,
or PlaGMaDA (www.plagmada.org). Among the
materials available thanks to the backers who helped
us reach this goal are the character sheets created
by the original players in the Dwimmermount
campaign and the one-line map keys written by
James as an early development in turning the dun-
geons contents from a uid process negotiated
through his own groups play into xed content
usable by others.
One of the problems in publishing a megadun-
geon that changes over time is ontological. James
often struggled with the question of whether things
he invented for the campaign, but did not see ac-
tual use at his gaming table, should be included in
the nished publication. Not having been part of
that history of play, we cant distinguish between
these two kinds of content and have taken the
simpler approach of including things which will
make Dwimmermount more useful for other ref-
erees like ourselves. Most of theseincluding the
exhortation to make the dungeon ones ownhave
come directly from James drafts. In some cases
weve included material from Grognardia and the
Dwimmermount Codex that we felt was fundamen-
tal to using this megadungeon as intended, but may
have been too much a part of James assumptions
for him to have seen the need to make explicit. The
assistance of our colleague Jonathan Bolding, drawn
from his own experience of running 50+ sessions
of a campaign centered in Dwimmermount, has
been invaluable in guiding these decisions about
what referees need in play.
Readers who raid Dwimmermount for parts will
do so fully in the spirit of James original campaign,
which incorporated and adapted pieces of other
published dungeons, most notably Michael Curtis
Stonehell, Matt Finchs Tomb of the Iron God, and
James Edward Raggi IVs Death Frost Doom. When
he selected these pieces for incorporation, James
was guided by his own sense of what would work
well with the dungeons themes and how it could
be integrated into the history of the game world.
In publishing his work, weve sought to clarify and
summarize these central themes and historical eras
to help referees similarly bring in pieces from the
many other excellent resources at their disposal.
Weve also followed James lead in explicitly delin-
eating the moving parts of Dwimmermount such
as factions, and identifying the threads which make
some dungeon levels interdependent rather than
discrete, so that chunks of his work can be ported
intact into campaigns for which this megadungeon
is not the centerpiece.
Another problem of the megadungeons change
over time is methodological. James originally cre-
ated many of the dungeons contents through ran-
15
INTRODUCTION
dom generation using tables created during the
1974-1983 Golden Age, and it was clearly import-
ant to him that a published dungeon not lose the
freedom this method affords for improvisation,
spontaneous creativity, and responsiveness to play-
er input. Weve responded to this impetus by pre-
senting many elements of the text as tables orga-
nized as dice results. Referees can use these to
randomly generate their own Dwimmermount,
either from a desire to experience the wide-open
potential of a campaign in which little has been
dened or from the necessity of creating new areas
of the dungeon not detailed herein. Because these
tables reect the themes and historical framework
which underlie all the dungeons existing details,
it will be easy for referees to reincorporate their
invented or randomly generated material with that
provided by the text.
The nal problem James identied for a published
dungeon is that the amount of detail which accu-
mulates through the history of play can be over-
whelming to the referee. Freedom from extensive
preparation was one of the key advantages James
found in refereeing Dwimmermount, because at
the beginning of the campaign there was little
prepared material demanding to be studied before
each session. By the end of James campaign, a
wealth of detail had piled up but much of it did
not make it into the rst drafts of Dwimmermount.
James drafts were purposefully minimalist, so as
to avoid burdening the referee with an abundance
of material to master, leaving each referee space for
individual creativity to make the dungeon his own.
We have added in much of the detail that James
left out, attempting to stay true to James intent or
written notes while resolving inconsistencies be-
tween sections of the text written at different times
and lling in gaps where his drafts referred to details
not provided. As a result, the nal material we have
published is considerably more detailed than the
rst drafts. We think this ultimately makes Dwim-
mermount a better product, and hope that you
agree. For some referees, experts in improvisation
and megadungeon creation, the additional materi-
al we have added will be unnecessary and possibly
even distracting; but we feel that erring on the side
of more content rather than less is ultimately better
for everyone. In play, it is much easier to ignore
unwanted material than to manufacture details
from whole cloth, and a majority of backers we
interacted with preferred to be able to run the
dungeon out of the box without being required
to add their own material.
If our presentation of Dwimmermount is a suc-
cess, much of the credit must go to the team of
artists, editors, and designers that ably assisted us.
Editor Matthew Pook has been a tremendous asset
in hunting down the inconsistencies and lacunae
sprinkled throughout Dwimmermount. Designer
Richard Iorio II ensured that text and tablesnot
to mention the illustration and map booklets
communicate clearly and harmoniously. Cartogra-
phers Tim Hartin, who revised tirelessly in pursuit
of saturating the dungeon maps with visual infor-
mation, and Logan Knight whose cross-section
helped crystallize much of this information, also
deserve praise. And the work of making the ideas
in Dwimmermount move from the page to the
readers mind would have been much more difcult
without its illustrators, with special thanks to Jeffrey
Beebe, Conor Nolan, and Scott LeMien who con-
tributed pieces to ll the projects late-dawning
needs. Finally, special thanks must go to artist Erol
Otus, whose write-up of the personalities of the
Termaxian inner circle, based on the impression he
formed of them through the process of drawing
their portraits, uniquely helped ll one of the most
important gaps.
Dwimmermount will remain merely a snapshot
until you use it in your campaign, after which it
will take on a life of its own. When this happens,
I hope you will take and share a picture of your
own development. Your session reports will deepen
others perceptions of the possibilities inherent in
this megadungeon, and are always welcome at the
Mages of the Mountain community on G+. You
are also encouraged to publish your own vision of
the dungeon. By an agreement negotiated between
James and Autarch, we are proud to release the
entirety of Dwimmermount as open game content
under the terms of the OGL, a great contribution
to the OSR effort that was suggested by cartogra-
pher Robert S. Conley. As fans of Grognardia, we
nd this to be a deeply satisfying fulllment of the
promise implicit in the blogs rst post. And as
gamer, we look forward to seeing what you do with
these materials and how I can use them in my own
campaigns.
Fight on!
Tavis Allison and Alexander Macris
History of
Dwimmermount
Original Dwimmermount Crosssection by James Maliszewski.
T
HIS CHAPTER NARRATES THE HISTORY of Dwimmermount,
covering a period of several thousand years. Learning Dwimmermounts
history will help bring it to life at your gaming table. The highest goal of a
published megadungeon is to enable your group to have an enjoyable expe-
rience through play, but even if you merely read it for inspiration, we hope
you nd it an engaging setting.
It would be no easy task to convey millennia of real-world history in a single
chapter. Dwimmermounts past is similarly long and complex, but broad strokes painted in the vivid
colors of Grognardias pulp fantasy inspirations should convey what is necessary.
The Putative History of Dwimmermount
The history of Dwimmermount, as the sages tell it, extends several thousand years into Tellurias past.
The learned all agree that the mysterious beings known as the Great Ancients were the rst civilization
to have arisen on Telluria. (The goblins disagree, and claim that they preceded the Great Ancients; but
no reputable sage believes this to be true). The Great Ancients were responsible for many wondersthe
establishment of the canon of spells, the erection of great cities, the creation of the dwarves, and much,
much more. Legends also say that it was the Great Ancients who claimed Dwimmermount as a fortress
and laid the foundation of the citadel still known today.
The age of the Great Ancients ended when Telluria was invaded by the Eld, the Red Elves of Areon.
Wielding Chaotic magicks learned from pacts with demons, the Red Elves overwhelmed the Great An-
cients and drove them from history. Precisely what happened to the Ancients is a mystery. The most
popular opinion is that they were wiped out by the Eld. A minority of sages claim that the Great Ancients
ed to a secret redoubtin the West, in another world, deep undergroundand that they will one day
make a glorious return to Telluria, ushering in a new golden age.
CHAPTER
2
History of
Dwimmermount
CHAPTER 2
18
In any case, with the Ancients dead or at least
gone, the Red Elves established dominion over
Telluria. The Eld enslaved mankind, drove the
dwarves to near-extinction, and warped and twist-
ed many other species to create monstrous servants.
The Eld ruled absolutely for over six hundred years.
Rebellions occurred regularly, as men tried in vain
to throw off the yoke of the alien invaders, but the
Eld cruelly put down any resistance to their reign.
Eventually, the northern barbarians known as
the Thulians began to achieve victories against the
Eld. The Thulians attributed their victories to their
gods, to whom they were especially devoted; and
to their abhorrence of arcane magic, which they
saw as contrary to Law and right. Whatever the
truth, the Thulians success against the Red Elves
began inspiring other men and even the native elves
of Telluria to take up arms against them. With each
defeat at Thulian hands, the Eld lost ground, even-
tually even abandoning Dwimmermount, which
the Thulians seized.
Not long thereafter, the Thulians drove the Red
Elves from the face of Telluria. With the Eldritch
domains in chaos, the Thulians now established
their own empire. From the island of Thule far to
the north, the Thulian Empire ruled justly and
rmly. Under its dominion, new lands were ex-
plored, ourishing settlements were founded, great
engineering projects were completed, and human
knowledge expanded. However, arcane magic was
tightly controlled, and non-humans were treated
as second class citizens (at best). Even the Tellurian
Elves who had assisted Thule against the Eld were
exiled to remote corners of the world. The Thulians
Great Church became the universal faith of Man
and all alternative faiths were suppressed.
In time, like the Eld before them, the Thulians
encountered resistance to their continued rule.
Outlying regions of the Thulian Empire struggled
for independence; and non-humans, particularly
goblins, sought to chart their own courses, free
from human interference. Again, like the Eld be-
fore them, the Thulians brutally fought back
against these rebellions, slowly descending ever
further into tyranny.
Into this environment stepped a man known to
history as Turms Termax. His origins are unknown,
though it is believed he came from an eastern prov-
ince of the Thulian Empire. In any case, Turms was
a powerful magician, perhaps the most powerful
since the days of the Great Ancients and the Eld.
Turms believed that magic was mans vehicle to
godhood, and he preached against both the deca-
dent Thulian Empire and its inquisitorial Great
Church. Needless to say, his activities drew the ire
of the authorities, who searched far and wide for
him, lest he inspire others to rebellion.
Eventually, the Thulians captured Turms and
took him to Dwimmermount, where he was pros-
ecuted for heresy, judged guilty, and beheaded. But
Turms did not perish. According to legend, rather
than die beneath the axe blow of a Thulian heads-
man, Turms achieved apotheosis, becoming a god,
as he had always claimed he would.
Shocked to their cores by this event, his Thulian
persecutors became his most ardent followers.
Within weeks of Turmss capture, the Empire
espoused his philosophy, lifting the restrictions
against magic, and reforming the Great Church
to teach the new truths that the Thrice-Great
(so-called due to his mastery of magic, alchemy,
and astronomy) had revealed.
The Thulian Empire continued to ruleunder
Termaxian control. At rst, the followers of Turms
acted as advisors to the Thulian emperors, guid-
ing their decisions and using their command of
magic to shore up the teetering empire. Later, the
Termaxians seized direct control, with Termaxian
necrolytes wearing the Iron Crown of Thule. Un-
der Termaxian rule, worship of the Thulian gods
gave way to worship of the Man-Become-God
Turms, with the older gods being seen as little more
than pregurations of his glory.
The Termaxian coup injected some vitality
into the dying empire, but it was not enough,
especially given the way that they accorded them-
selves and all magic-users special privileges over
others. Though the Termaxians began to deploy
HISTORY OF DWIMMERMOUNT
19
powerful magic from the workshops and found-
ries of Dwimmermount, it was not enough to
stop the rebellions. Led by clerics of Typhon and
Tyche, neither of whom accepted the new order
of the Termaxians, entire provinces seceded from
the empire. Chaos reigned.
As the insurrections grew more numerous and
the Termaxians more desperate, reports of atrocities
spread. The Termaxians began using monsters as
shock troops, supporting their offensives with the
darkest Chaotic magicks of the ancient Eldritch
grimoires. These proved insufcient to ward off
the relentless assaults of the rebels, seemingly bless-
ed by Typhon and Tyche to end the sacrileges the
Termaxians had introduced. After a series of deci-
sive victories, the rebel armies were within a league
of Dwimmermount, poised to capture the mountain
fortress and cut the Termaxians off from their great
magical arsenal.
Strangely, when the rebels reached Dwimmer-
mount, they found the fortress had already fallen.
Its lights were darkened; its enchantries and man-
ufactory were quiet; its main doors had been mag-
ically sealed; none of the other known entrances
were operational. The fall of Dwimmermount de-
prived the Termaxians of their strongest fortress
and most powerful leaders. Without any knowledge
of what had happened or why, the victorious rebels
nevertheless took advantage of the situation. The
remaining Termaxian armies were soon routed, and
the Empire collapsed.
In its place arose a patchwork of city-states and
principalities. The most powerful remaining insti-
tution was the temple of Typhon, which had supplied
many of the leaders of the rebellion. The Typho-
nians, vowing to prevent future tyrants from ob-
taining the dark and potent magicks of Dwimmer-
mount, established an enduring watch on the
dungeon from the nearby town of Muntburg.
The fall of Dwimmermount was two hundred
years ago. It has remained quiet ever sincethat
is, until recently. About two months ago, strange
noises and lights began to be visible on the moun-
taintop, and tales of shadowy groups going into
and out of the main gates began to circulate in the
taverns and markets. The authorities in Muntburg
were skeptical of the rumors initially, but under the
inuence of the temple of Typhon they hired the
edgling adventurers calling themselves the Five
Delvers to climb to the mountains peak and look
around. The Five Delvers found no evidence of
trafc up the main stairway or through the Red
Gates. Talk of activity at other entrances to Dwim-
mermount ran rampant, though just where these
entrances lay and how one could access them was
never clear.
The High Priest of Typhon in Adamas hired his
own investigators, a rival adventuring party known
as Typhons Fists. They reported that the main
entrance to Dwimmermount was open and showed
evidence that someoneor somethinghad been
moving within its halls. They ventured inside and
quickly lost many of their number to strange skel-
etons that seemed immune to their divine powers.
High Priest Saidon alerted the Despot of Ad-
amas. The Despot has not yet committed his own
hireling adventurers, the Crimson Band, much to
the consternation of the temple of Typhon. An
opening remains for independent adventurers to
journey into Dwimmermount while its secrets re-
main intact. The opportunity may not last much
longer. The second most experienced adventurers
in the City-States, the Seekers, are said to have
purchased residences in Muntburg from which they
plan an expedition of their own.
The Secret History of
Dwimmermount
When the campaign begins, even the greatest of
living sages are unaware of the secret history of
Dwimmermount. But the truth of the past is among
the treasures preserved within Dwimmermounts
depths. The player characters may gain greater insight
into the backstory of the dungeon and the world as
they descend into its depths, and expeditions that
return with evidence to settle the debates of sages
can be more protable than those which stagger
back into the sunlight laden with coins and trinkets.
Era Name Started Lasted Ruling Race Spawned
0
th
The Primordial Chaos Time Immemorial Vast spans of time Dragons, Goblins, Ranine -
1
st
The Great Ancients Several thousand years ago 300 years First Men Dwarves, Servitors
2
nd
The Servitors Several thousand years ago 1,800 years Articial Gods Eld
3
rd
The Eld Fifteen centuries ago 600 years Azoth-corrupted Men Monsters, Red Elves, Terrim
4
th
The Thulians Nine centuries ago 600 years Men Elves
5
th
The Termaxians Three centuries ago 100 years Azoth-corrupted Men Necrolytes, Undead
6
th
The City-States Two centuries ago 200 years Men Adventurers
7
th
The Present Two months ago As yet unknown As yet unknown As yet unknown
CHAPTER 2
20
The secret history of Dwimmermount is pre-
sented as a numbered series of facts, each of which
represents an important piece of knowledge about
Dwimmermount. The numbering system for these
facts is divided into Six Eras, each representing a
key period in Dwimmermounts history. In addition,
a Zero Era covers the very distant past, before
the construction of Dwimmermount, and a Seventh
Era covers recent events and the future course of
the campaign. The table above summarizes the
chronology of these eras.
How to Use the Secret History of
Dwimmermount
When NPCs, scrolls, books, arcane machines,
and other devices that preserve and transmit por-
tions of this history appear in the dungeon, they
may be noted as containing one or more of the
numbered facts below. Alternatively, they may
direct the referee choose one or more numbered
facts to reveal.
It is up to the referee to read the lore in the
referenced section and decide how best to describe
it to his players. The key information and its sig-
nicance will usually be more like a needle in a
haystack than a beacon in the night. It might require
further investigation, such as hiring a sage, con-
sulting other sources, or questioning other NPCs.
Many referees will nd themselves swept up in
the action taking place in a section of the dungeon
without stopping to look up its historical reference.
When this happens, you are encouraged to invent
ways to introduce that information in a different
way. Perhaps the crucial book wound up in the
hands of the necrolytes apprentice, or on the play-
ers next visit to a sage you might announce that a
symbol in one of her scrolls reminds them of some-
thing they glimpsed in the dungeon but didnt
recognize as important at the time.
First Era The Great Ancients
1-1. The beings whom history records as the
Great Ancients were Menthe First Men,
ancestors of all Men on Telluria.
1.2. The Great Ancients worshipped Law,
whom they considered synonymous with
Good and the only true deity. Through
science, magic, and prayer, the Great An-
cients learned that the natural world was
merely Law given form, and that Men
could call on Law to manipulate reality
in formulaic ways. But calling on the
power of Law was like staring into the
light of the sun; dangerous when done
too often or too long.
1.3. The Great Ancients were not Tellurias
rst civilization. In fact, they were not
even native to it. The Great Ancients orig-
inated on a distant planet, one that had
been devastated by the hateful aliens
known as the Thelidu. Leaving behind
their ruined home world, the Great An-
cients crossed the black gulfs of the Astral
Plane in a great astral ship and came to
Telluria in hopes of rebuilding a civiliza-
tion founded on Law, reason, and science,
far from their Thelidu enemy.
1.4. When the Great Ancients arrived, Telluria
was a primitive world in the grip of Cha-
os. Goblins ruled its surface, dwelling in
shallow warrens and crude hovels and
endlessly warring amongst themselves.
The Ranine ruled the underground wa-
terways and dark places, and carried out
unspeakable rites to demons. And the
Dragons roamed from the upper air to
the worlds crust, lords above all.
1.5. Though far more advanced in learning
than the natives of Telluria, the Great
Ancients were few in number and could
not afford confrontation. In secret, they
teleported their city into a vast cave they
had detected deep below a mountain.
There, in precise alignment with count-
less ley lines, they hewed a great dome to
draw power from the Astral Plane. The
action of the astral dome began to draw
the liquid metal they called azoth down
from the quintessence of space, where it
condensed between the city and the
mountains peak. Azoth was the key to
many of their ancient technologies, and
as they mined it from the caverns above,
they used it to rebuild.
1.6. The Great Ancients sought to live in
peace, but peace was denied to them.
Their ancient foes, the Thelidu, detect-
ed the action of their astral dome and
materialized one of their own crystal
hemispheres beneath the surface of Tel-
luria. The Thelidu enslaved thralls
among the Ranine, whose subterranean
rivers and canals provided avenues for
attacking the stronghold of the Great
Ancients. On the surface, the Demons
of Chaos found new allies among the
Goblins and sent them tunneling down
toward what would later become the
ninth level of Dwimmermount. And so
war came to the Great Ancients.
HISTORY OF DWIMMERMOUNT
21
1.7. Though they had grown greatly in num-
bers since coming to Telluria, the Great
Ancients were vastly outnumbered by the
Goblins and Ranine. After rst establish-
ing an arcane barrier to keep out aggres-
sors, the Great Ancients initiated a scheme
to supplement their numbers: the creation
of articial life from Dwimmermounts
azoth-infused rock. First they fathered
the Dwarves and taught them how to
make sons in their own image. Togeth-
er the Dwarves and their Makers (as the
dwarves called the Ancients) then built
Golems from azoth-infused metal, as
weapons to ght the enemies assaulting
their underground city.
1.8. The most advanced Golems were imbued
with articial minds capable of autonomous
action. In the course of creating these go-
lems, the Makers learned that articial
minds, sapient but not living, could tap the
power of Law. The Great Ancients had long
known that living minds, like their own,
could call on Law to manipulate reality in
formulaic ways. But for Men, calling on the
power of Law was like staring into the light
of the sun; dangerous if done too long or
too frequently. Articial minds did not
suffer from these dangers.
1.9. The startling realization that articial
minds could safely tap the power of Law
paved the way for the greatest creation of
the Ancients: the Servitors. Encased in
protective shells of azoth-infused metal,
the Servitors were powerful articial
minds designed to let the Makers tap the
power of Law at will, albeit indirectly.
The Ancients created nine Servitors,
known to history as Anesidora, Asana,
Caint, Donn, Mavors, Tenen, Tyche, Ty-
phon, and Termagant. Each of the Ser-
vitors was designed with a personality
suited to the purposes for which it had
been constructed.
1.10. With the power of Law at their command,
the Servitors began to beat back the Cha-
otic threats that assailed the Great An-
cients. The power of the Servitors minds
was limited only by the size of their met-
al casings, and the Great Ancients were
all too happy to strengthen their best
servants in the struggle against Chaos. It
did not take long before the Servitors
exceeded their creators in intellect and
power. This began the Second Era.
Second Era The Servitors
2.1. Aided by the Servitors, the Great Ancients
drove the Goblins, Dragons, Ranine,
Thelidu, and Demons back to the dark
places of Telluria. Man began to spread
across its surface and ourish. Guided by
the superhuman intellects of the Servitors,
the Great Ancients civilization ascended
to further heights of knowledge, with
Dwimmermount as the fountainhead of
learning.
2.2. Researchers working under Asana cre-
ated astral vessels capable of swiftly
traveling the ether. These vessels were
far faster than the older vessels they
replaced, and enabled the Great An-
cients to begin to explore and colonize
the Four Worlds. Soon the Great An-
cients had colonized the resource-rich
Ioun and Kythirea, and visited the
wasteland of Areon.
2.3 Engineers led by Tenen learned to auto-
mate the technique for carving Dwarves
from the rock of Dwimmermount, leading
to the creation of the Foundry, where
precious minerals and metals could be
smelted, poured into molds, and wakened
to life using energion crystals. Millions of
Dwarven servants were soon working to
support the society of the Great Ancients.
2.4. The Servitors Caint and Termagant
turned their attention towards medicine.
Working with the most brilliant physi-
cians the Ancients had to offer, the pair
perfected the technique of distilling azoth
into universal medicines. Together they
made advances that cured diseases and
improved the health of all Mankind.
Caint took these discoveries as testament
to the benecence of Law, but Termagant
saw them as proof that his mind could
overcome the natural order.
2.5. The Servitor Termagant came to believe that
he could do more than just cure disease: He
could cure death itself. Though this practice
was forbidden by Law as a contravention of
the natural order, Termagant formulated a
distillation of azoth that would extend the
lifespan of Men indenitely. He offered this
boon to his closest allies among the Great
Ancients. Those who accepted became the
Eld, and traded their ability to reproduce
normally for an ageless immortality that was
prohibited by Law.
CHAPTER 2
22
2.6. When the Servitors learned that Terma-
gant had created the Eld in violation of
Law, all eight were unanimous that the
dictates of Law must be upheld. Typhon
demanded death for both Termagant and
his followers, but more merciful voices
prevailed. Termagant was shut down and
sealed away in a heavily-guarded facility
deep under Dwimmermount. Terma-
gants followersthe rst Eldwere
carried in astral vessels to the desolate
world of Areon, there to live in eternal
exile. Areon was declared a prison world,
off-limits to Men. An astral navy was
assigned to watch the Red Planet and
interdicted any travel to and from it.
2.7. The Servitors continued their pursuit of
their programmed objectives, expanding
their size and power at each step. Even-
tually Typhon, most powerful of the Ser-
vitors, called for his kind to ascend to
orbit around Telluria. To the Great An-
cientswhom the Servitors still nomi-
nally servedTyphon justied this as
necessary for the creation of an extrapla-
nar defense network that could ward off
future attacks from the Astral Plane and
Great Void. Typhon left unsaid that in
orbit, gravity would not limit the growth
of the Servitors size and power. The
Council of Archons, nominal ruling body
of Man, was unanimous in support.
2.8. Once in orbit, Typhon and the other Servi-
tors ordered the azoth-infused ores within
Dwimmermount to be mined day and night
to expand the astral fortresses that housed
their growing minds. By now utterly depen-
dent on the technological and magical pow-
ers of the Servitors, Men complied.
2.9. With Ancient civilization increasingly
dominated by the Servitors, it was natu-
ral that an Anti-Servitor faction would
arise. These dissenters argued that Man-
kind had made a terrible error when it
had created immortal machines more
powerful than themselves. The only hope
for Mankind, these dissenters argued,
was to sever ties with the Servitors and
seek out the secrets of human immortal-
ity. The Servitors argued vociferously
against the wisdom of this course, but
their rhetoric seemed self-serving.
2.10. The Anti-Servitor faction came to dom-
inate the Council of Archons. Demand-
ing that the Servitors leave Mankind to
its own destiny, the Council sent an astral
vessel to Areon in search of the fate of
the long-exiled Eld. And so the Second
Era came to an end.
Third Era The Eld
3.1. When the Council of Archons sent explorers
to Areon in search of the fate of the long-ex-
iled Eld, the explorers half-expected the Eld
to have died out; after all, the Eld exiles had
been few in number and rendered infertile
by the process that had granted them im-
mortality. Instead, they found the Eld had
grown strong and numerous.
3.2. During their millennium-long exile on
Areon, the Eld had made a fateful dis-
covery. Areon was rich in azoth, far rich-
er than Telluria. Hidden deep in its red
mountains and crimson deserts were vast
reservoirs of the magical liquid.
3.3. Freed from the strictures of Law, the Eld
used Areons abundant reservoirs of azoth
to alchemically reproduce, combining
their own essence with those from other
creatures in special Essence Machines.
The most successful hybrids were the
combination of Demons and Eld that
came to be known as Red Elves.
3.4. By the time the Archons exploration team
reached Areon, the Eld had spread across
the Red Planet and bled its reserves of
azoth dry. To maintain their society, the
Eld nobility sought to expand into the rest
of the Four Worlds. To accomplish this
end, they had bred, trained, and equipped
armies of Red Elves. But with the hated
Servitors and their astral navy controlling
space, the Eld had no way to get their
armies off the Red Planet.
3.5. From trafc with Demons, the Eld had
discovered the laws of astral and astronom-
ical harmonics. With this knowledge they
developed a means of instantaneous travel
between attuned portals. As soon as a
properly-attuned portal could be placed on
another world, the Eld could invade, by-
passing the Servitors and their astral navy.
3.6. The Ancients expeditionary vessel re-
turned to Dwimmermount with an em-
issary from the Eld capital of Sytor Arra.
The emissarys ostensible purpose was to
share the secrets of Eldritch immortality
HISTORY OF DWIMMERMOUNT
23
with the Council. In truth, his mission
was to place a portal attuned to Areon in
the halls of Dwimmermount.
3.7. Once a portal attuned to Areon was erect-
ed in Dwimmermount, a strike force of
Red Elves poured through the portal and
captured the mountain fortress. From
this secure base, the armies of the Eld
began to marshal for a war of conquest.
3.8. The war between the Great Ancients and
the Eld was long and terrible. The Servi-
tors, honoring the demands of their mak-
ers to leave Mankind to its destiny, did
not intervene in the struggle. Without
their Servitors, the Ancients were out-
matched and ultimately defeated. The Eld
inherited rulership of Mans home on
Telluria.
3.9. In the aftermath of the ghting, a rem-
nant of the Great Ancients escaped un-
derground, deterring pursuit by the Eld
by threatening to destroy Termagant,
whom the Eld revered. The rest of the
Great Ancients were reduced to chattel,
and their Dwarven servants nearly driven
to extinction. The knowledge and science
Mankind had accumulated over millennia
of advancement slipped away under the
yoke of Eldritch rule.
3.10. The Eldritch Empire ruled absolutely for
hundreds of years, cruelly putting down any
resistance to their imperial ambitions. De-
spite this, rebellions occurred regularly as
Men tried in vain to throw off the shackles
of those they believed to be alien invaders.
3.11. The leader of the Eldritch Empire was
always the longest-lived member of the
race, called the Eldest. The Eld were ob-
sessed with longevity and reasoned that
the magic-user who had the most oppor-
tunities for research and creation must
necessarily be the most powerful and
worthy to lead.
3.12. Even as the Eldritch Empire extended its
dominance across every continent of the
Four Worlds, disputes between rivals to
the title of the Eldest began to tear the
Empire apart. Assassinations were so
commonplace that all but the most am-
bitious sought to conceal their true age.
Some of the Elds most powerful cham-
pions chose to enter stasis chambers in
the hopes of surviving long enough to
emerge later as the Eldest. Inghting
between factions fatally weakened the
Elds military and magical might, paving
the way for the Fourth Era.
Fourth Era The Thulians
4.1. Centuries after they were rst created by
the Great Ancients, the Servitors project-
ed their voices into the minds of barbarian
Men from the isle of Thule in the north.
Presenting themselves as Gods, they taught
the Thulians much lost knowledge and
granted them clerical magic, unseen since
the days of the Great Ancients. The Thu-
lians created the astrological calendar to
understand the waxing and waning of
these voices from the Astral Plane, found-
ed the Great Church to better preach their
messages, and used the teachings of these
Ancients to start civilization on its way
back toward Law.
4.2. When the Eldritch Empire began to tear
apart, the Gods called on their Thulian
worshippers to rise up against their alien
oppressors. The Thulians achieved a num-
ber of victories against the Eld. The Thu-
lians attributed their victories to their Gods,
and their devotion inspired other Men to
take up the crusade. With each defeat at
Thulian hands, the Eld lost ground.
4.3. Some Eld opposed the excesses of their
own Empire, knowing that the Chaotic
rot at its core could never be purged. Al-
though few in number, these Eld wished
to atone for their brethrens evil behavior.
They joined their magic to the Thulians
clerical power during the rebellion, great-
ly contributing to its success.
4.4. Eventually, the rebel forces reached Dwim-
mermount. The divine magic of the Gods
deactivated the Perimeter barrier, and the
rebels attacked through The Path of
Mavors and the tunnels of The Deep Hol-
lows. After weeks of battling from level to
level they seized the Great Machine on
The Manufactory and with it, control over
Dwimmermount. The Thulians honored
the heavenly patrons who made the capture
possible by building Lawful temples and
shrines to the Gods of the Great Church
throughout Dwimmermount.
4.5. Within months of capturing Dwimmer-
mount, the Thulians drove the Red Elves
CHAPTER 2
24
from the face of Telluria. Astral incur-
sions through The House of Portals and
The Divinitarium continued for many
years as the Eld took advantage of secret
portals which were set to open during
conjunctions, but the war was effective-
ly over. Mankind had triumphed.
4.6. After the Thulian victory, those Eld who
had abjured their brethren were allowed
to stay on Telluria. Nevertheless, these
Eld kept mostly to themselves, as Men
had suffered for too long under the El-
dritch whip to look kindly on them. The
Elves of Telluria are descended from
these Eld through a process that remains
among the mysteries of their race.
4.7. With the Eldritch domains in chaos, the
Thulians now established their own em-
pire. From the island of Thule far to the
north, the Thulian Empire ruled justly
and rmly. Under its dominion, new
lands were explored and settled, and
Mankind ourished. Great engineering
projects were undertaken and knowledge
expanded. However, the Thulians treat-
ed non-humans as second class citizens
at best, and tightly controlled non-cler-
ical magic. The Great Church became
the universal faith of Man while alter-
natives were suppressed. Following or-
ders dictated from above caused Men to
become dogmatic.
4.8. In time, like the Eld before them, the
Thulians encountered resistance to their
continued rule. Outlying regions of the
empire struggled for independence, and
non-humans, particularly goblins, sought
to chart their own course free from hu-
man interference.
4.9. As the Thulian Empires resources gradu-
ally became exhausted by warfare, the em-
perors looked to the remnants of the mon-
HISTORY OF DWIMMERMOUNT
25
strous armies left on Telluria by the Eld as
a means to maintain Imperial authority.
Exceptional individuals were recruited,
cloned through the use of the Pool of Life
and the Essence Machines, and trained
under strict military discipline and regi-
mentation. In time the now-familiar races
of humanoid beastmen began to emerge
from the chaos of the Eldritch troops.
4.10. Marshalling their legions of beastmen
troops, the Thulians began to ght back
brutally against ever-more frequent rebel-
lions against their rule. The Empire slowly
descended ever further from Law into tyr-
anny. The stage was set for the Fifth Era.
Fifth Era The Termaxians
5.1. The story of the Fifth Era begins with the
meeting of Turms Termax and Sarana, the
woman who would become his lover and
teacher. When he met Sarana, Turms Ter-
max was already a powerful magician, per-
haps the most powerful since the days of
the Great Ancients and the Eld. Turms
Termax was born in the Exarchate of The-
ana, an eastern province of the Empire.
Before leaving Theana, he had already mas-
tered the three great arts alchemy, astron-
omy, and magic and taken the sobriquet
Thrice Great. Obsessed with the secret
of immortality, Turms came west, towards
Dwimmermount, in search of its Eldritch
knowledge and ancient lore. He gathered
a ock of apprentices and followers eager
to learn from him as he traveled.
5.2. Sarana was a Terrim noble from The City
of the Ancients, the rst to visit the surface
world in a millennium. Though the Eld
who had defeated them had been driven
from Telluria, her people still hid in par-
anoid isolation beneath Dwimmermount.
Sarana traveled to the surface to assess
whether it was safe for the Terrim to re-
turn. She was outraged when she learned
that Mankind, though liberated from the
Eld, was now in thrall to the Godsthe
same Gods who had betrayed her people
and abandoned them to the Eld.
5.3. Sarana presented Turms with ancient books
documenting that the Gods of the High
Church were false deities. Far from being
omnipotent beings, they were merely cre-
ations of her ancestors, Great Ancients,
forged with alchemy and azoth. Rather
than worship false divinities, the tomes
explained, Men should seek to embody the
divine principle by internalizing the prin-
ciples of Law. Sarana hoped that this knowl-
edge would lead Turms to join her in lib-
erating Man from the Gods. But Turms
saw a different path: If Men could imbue
their creations with divine powers, surely
Men could imbue themselves with divine
power as well! Turms became convinced
that, through the right alchemical process-
es, Men could achieve not just immortali-
ty but divinity as well.
5.4. With his mastery of alchemy, astronomy,
and magic, Turms soon unlocked mys-
teries of azoth that had been lost since
the era of the Eld. He began to conduct
magical experiments upon his body, in-
fusing azoth into his esh. Each day he
felt himself closer to becoming a God and
taking his place as master of the world.
5.5. Turms began to openly preach that the
Gods of the empire were false, that Man
himself could achieve divinity by inter-
nalizing the laws of magic and alchemy,
and that He, Turms-the Thrice-Great,
would be the rst Man to ascend to God-
hood. Such was Turms Termaxs brilliance
and charisma that a cult grew up around
his teachings, ready to worship him.
5.6. In denouncing the Gods as false, Turms
earned the ire of the Great Church and the
decadent Thulian Empire. His increasingly
ery sermons demanded the attention of the
authorities. Nominally they feared he would
inspire rebellion, though in truth many of
his would-be jailers sought his secrets. The
Imperial authorities searched far and wide
for Turms, who eventually allowed himself
to be captured near Dwimmermount.
5.7. Dragged in chains to the bowels of Dwim-
mermount, Turms was secure in the immi-
nence of his apotheosis. His greatest allies
were secreted among the crowd of his exe-
cutioners, ready to see his immortality prov-
en. When the headsmen brought down his
axe, Turms took comfort in knowing that
his moment of apotheosis had arrived. Bodi-
ly and spiritual immortality would be his.
5.8. When Turms was beheaded, he did not
apotheosize, not fully. His decapitated
body died, pumping out its lifeblood onto
the oor of the execution chamber. Only
his head remained animate. When a Thu-
CHAPTER 2
26
lian general laughingly mocked the dis-
embodied Turms as merely a god head,
the enraged would-be god struck the man
dead on the spotlearning in that mo-
ment he had become capable of casting
spells with just words. His disciple, the
magician Arsaphius, called this a miracle
and proclaimed Turms divinity on the
spot. Shocked by Turms mastery over
life and death, the collected crowd ac-
claimed him as Man-Become-God.
5.9. When Sarana saw the bodiless head of
Turms worshipped as a God, she knew
that she had failed to free Man from the
yoke of false deities; and when she gazed
into the power-mad eyes of her lover,
she feared she had yoked Man to a worse
God than before. Plagued with doubt
and regret, Sarana retreated to the City
of the Ancients.
5.10. After the apotheosis of Turms Termax,
the Thulian ofcial attitude toward the
cult changed. Many of the Empires most
powerful nobles joined the cult, hoping
to learn the secrets of immortality. Ter-
maxiansas Turms followers became
knownwere able to practice their faith
openly, and the Empire lifted its restric-
tions on magic.
5.11. The Thulian Empire soon fell under
Termaxian control. At rst, the follow-
ers of Turms acted as advisors to the
Thulian emperors, guiding their deci-
sions and using their command of mag-
ic to shore up the teetering empire.
Within a generation, the Thulian Empire
came to depend heavily on both magic
and the Termaxians as it spread farther
across the continent and tightened its
grip over its subjects. Shortly thereafter
the cult seized direct control, with Ter-
maxian hierophants wearing the Iron
Crown of Thule.
5.12. Once rmly under Termaxian control,
the Thulian Empire started to treat oth-
er religions as it had once treated the
followers of Turms. Only those faiths who
acknowledged their Gods as aspects of
the Man-become-God Turms Termax
were allowed to operate unrestricted.
Those which would not accept their di-
vinities as pregurations of his glory were
ruthlessly quashed.
5.13. Though Turms Termax had achieved
immortality of a sort, and was worshipped
as a God, he had not become the God he
claimed, and desired, to be. Corrupted
by azoth and his own lust for power,
Turms found the divine power of Law he
sought closed off to him. Turms therefore
embraced Chaos instead, and dedicated
the Thulian Empires resources to all
manner of dark and terrible research.
5.14. Central to the Cult of Turms Termax was
its implicit promise that its hierophants
would, in time, themselves become im-
mortal. To this end, the most loyal fol-
lowers of Turms Termax were taught a
corrupt form of life extension unknown
to any previous science. These high-rank-
ing cultists were transformed through
various secret rituals into the rst Necro-
lytes, becoming the deathless satraps of
Turms Termaxs Undying Empire.
5.15. Necrolytes were taught that their trans-
formation was the rst step on the path
of apotheosis that Turms had walked. In
truth, Turms was unwilling to share the
true methods by which he had (partly)
achieved immortality, lest another apo-
theosize before him, so instead he had
developed an alternative method to re-
ward his cultists with endless life a
deathless dead end.
5.16. Turms directed some of his cultists to
study necromancy, an art he had largely
left unexplored. Based on their ndings,
the Termaxians rejected the paths of un-
death for themselves, but they learned
how to transform others into vampires,
mummies, and ghouls, and to extract
eternal loyalty from undead slaves.
5.17. Some followers of Turms Turmax were
assigned to study demonology, a subject
much discussed in the many Eldritch texts
that the Termaxians found Dwimmer-
mount. Beginning with simple summon-
ing of imps and quasits, the Termaxian
demonologists grew ever bolder, ulti-
mately enslaving the Demon Lord Jubilex.
Their experiments with azoth-infused
draughts of Jubilexs ichor created the
rst Termaxian Husks.
5.18. When Demons were summoned into
Dwimmermount during the Termaxian
Empire, they delighted in its devices for
HISTORY OF DWIMMERMOUNT
27
creating new life antithetical to Law. They
approved of Chaotic efforts in The Lab-
oratory to mutate new plant monsters
through sprays of azoth, and were espe-
cially drawn to perverting the Lawful
reproduction of Dwarves through The
Foundry. Aided by their demonic men-
tors, the Termaxian cultists learned how
to deliberately produce the gnomes and
kobolds which had previously only been
accidental and usually undesired by-prod-
ucts of the attempt to bring a carving to
life. The most twisted spawn of these
cultists were the Dworgs, a new and in-
nately evil race of Dwarven descendants.
5.19. Turms Termax had secretly concluded
that mere esh would never be enough
to sustain a god. The next stage of his
apotheosis would require him to transfer
his consciousness into an articial mind
within a protective shell of azoth-infused
metal, like the Servitors. Turms was able
to forge himself a Golem body, but he
was unable to decipher the means by
which the Great Ancients had imbued
consciousness into metal.
5.20. From studying the fall of the Great An-
cients and the rise of the Eld, he knew
that the Terrim in The City of the An-
cients kept watch over a slumbering Ser-
vitor. But he feared any attempt to invade
The City would almost certainly lead to
the Terrim destroying the Servitor. Turms
began to scheme how he might weaken
the Terrim enough to capture and study
the Servitor they held imprisoned.
5.21. Absorbed in his secret research, Turms
ceded much of the direct control of the
Empire to underlings. His Necrolyte lieu-
tenants abused their authority for their
own petty ends.
5.22. Resentment rose against the Turms-wor-
shiping Thulians as they grew ever more
tyrannical, and in time resentment turned
into rebellion. Though the Termaxians
began to deploy powerful magic from the
workshops and foundries of Dwimmer-
mount, it was not enough to stop the
uprisings. Led by clerics of Typhon and
Tyche, neither of whom accepted the new
faith of the Termaxians, entire provinces
seceded from the empire. Thus ended
the Fifth Era.
Sixth Era The City-States
6.1. The Sixth Era began with the Termaxian
Empire torn asunder by rebellion. As the
insurrections grew more numerous and
the Termaxians more desperate, reports
of atrocities spread. The Termaxians be-
gan using monsters as shock troops, sup-
porting their offensives with the darkest
Chaotic magic of the ancient Eldritch
grimoires. These proved insufcient to
ward off the relentless assaults of the reb-
els, seemingly blessed by Typhon and
Tyche to end the sacrileges the Termax-
ians had introduced.
6.2. After a series of decisive victories, the
rebel armies were within a league of
Dwimmermount, poised to capture the
mountain fortress and cut the Termax-
ians off from their great magical arsenal.
Yet when the rebels reached Dwimmer-
mount, they found the fortress had al-
ready fallen. Its lights were darkened; its
enchantries and manufactory were qui-
et; its main doors had been magically
sealed; none of the other known entranc-
es were operational.
6.3. In truth, the end of Termaxian rule was
brought about by the same woman who
had accidentally begun itSarana. Hav-
ing allowed her love for Turms Termax
to blind her to his madness and megalo-
mania, she had unwittingly set up a false
God far worse than the Gods of the Great
Church. Decades later, seeing that Turms
had become a monstrous threat to both
Man and Terrim, she made a second ex-
pedition to the surface to right the wrong
she had caused.
6.4. Traveling east past the Exarchate of The-
ana, Sarana came to the Kingdom of the
Priest-King, a realm uncorrupted by Ter-
maxian inuence. To these Easterners,
she preached the true doctrine of Law:
That just as magic and prayer reveal the
natural world as Law given form, so Men
should seek to embody the divine prin-
ciple by internalizing Laws divine ab-
stractions.
6.5. The warrior-sages of the East were en-
lightened by the doctrines of Law, and
became the rst paladins on Telluria
since the days of the Great Ancients.
Legends name the warrior-sage Hu Pan
as the greatest of those who re-discov-
CHAPTER 2
28
ered the way of the Paladin. He became
Laws foremost disciple and a living
embodiment of duty and service before
life and love.
6.6. Sarana, Hu Pan, and several other pala-
dins entered Dwimmermount during the
rebellions of its nal days with the goal
of trapping Turms Termax within The
Prison and sealing off Dwimmermount
so that its dark secrets could not further
corrupt Men. Hu Pan volunteered to be
captured and brought to The Prison,
knowing his truthful claim that he was
Saranas lover would garner the attention
of Turms and others from the inner circle
that had once known her. When Turms
and his allies gathered to torture Hu Pan
in the Inner Prison, Sarana used the Great
Machine to seal Dwimmermounts arcane
barriers. She then placed wards to prevent
it from being used again. Belatedly real-
izing what had happened, the Termaxians
within Dwimmermount counterattacked,
hoping to capture Sarana and force her
to free Turms. They failed. Sarana herself
escaped to The City of the Ancients, and
her paladins sold their lives so dearly that
the Termaxians lost control of the citadel.
Saranas plan, and Hu Pans tragic sac-
rice, sealed off Dwimmermount and
bought the world two hundred years
respite from Turms madness.
6.7. Without any knowledge of what had hap-
pened within Dwimmermount, the vic-
torious rebels outside its sealed gates
nevertheless took advantage of the situ-
ation. The fall of Dwimmermount de-
prived the Termaxians of their strongest
fortress and most powerful leaders. The
remaining Termaxian armies were soon
routed, and the Empire collapsed.
6.8. Exhausted by years of warfare, none of
the rebellious provinces had the resourc-
es or will to rebuild the Empire. In its
place arose a patchwork of city-states
and principalities, such as Adamas, Llo-
raec, Retep, and Yethlyreom. Only in
the south, in the former Exarchate of
Volmar, did a rump of the Empire re-
organize itself.
6.9. After the fall of the Empire, the most
powerful remaining institution was the
temple of Typhon, which had supplied
many of the leaders of the rebellion. The
Typhonians, vowing to prevent future
tyrants and the remnants of the Termax-
ian cult from obtaining the dark and
potent magicks of Dwimmermount, es-
tablished an enduring watch on the dun-
geon from the nearby town of Muntburg.
6.10. Within Dwimmermount, a grim and
generally doomed struggle had ensued
among the men and monsters trapped
inside. After months of room-to-room
combat, an uneasy coalition between the
citadels Dwarven caretakers and resident
Vampires established order and unsealed
the Perimeter to admit more custodians.
Every generation, small numbers of
Dwarves followed the secret trail to the
Stone-Wrought Stairs and passed into
Dwimmermount.
6.11. Save for the Dwarven custodians passing
through the Stone-Wrought Stairs,
Dwimmermount remained isolated and
undisturbed for two hundred years.
Seventh Era The Present
7.1. Two months ago, a Triple Conjunction
of Ioun, Kythirea, and Areon occurred.
A rare event, occurring just once every
58 years, it was only the third Triple Con-
junction since the fall of Dwimmermount.
It was, moreover, the rst in which the
Typhonian watch had grown sufciently
lax to allow Termaxian cultists to reach
the Alchemists Door, which functions
only during the Triple Conjunction. Led
by Nilus and Ermenjart, the Termaxians
activated the portal in the Alchemists
Gate and entered Dwimmermount.
7.2. Once within Dwimmermount, the Ter-
maxian cultists fought their way to The
Manufactory and wrested the Great Ma-
chine from its Dwarven custodians. Be-
cause of wards put into place on the Great
Machine when the paladins brought
about the fall of Dwimmermount, the
Termaxians found the Machines controls
practically unusable. Nilus, a scholar of
the ancient machine, managed to activate
The Foundry, enabling creation of
Dworgs to strengthen the Termaxian
numbers, but he also unwittingly lowered
the Perimeter around Dwimmermount
at the same time.
7.3. When Dwimmermounts Perimeter bar-
rier was deactivated, the mountain for-
HISTORY OF DWIMMERMOUNT
29
tress was invaded from every portal and
gateway by factions eager to re-discover
its secrets. Red Elves from Areon entered
via newly-open portals in search of azoth;
Volmarian explorers sent multiple groups
to reclaim the Empires fortress; Ra-
nine, Trolls, and Thelidu came through
the Deep Passages; Demon Lords sent
minions from the Great Void to plumb
the dungeon; and Astral Reavers ew to
investigate a navigation beacon that had
not been heard in many centuries.
7.4. The strange noises and lights coming
from the mountaintop, and the shadowy
groups going into and out of the main
gates, began to draw the notice of the
townsfolk of Muntburg. The authorities
in Muntburg were skeptical of the reports
initially, but under the inuence of the
temple of Typhon they hired the Five
Delvers to climb to the mountains peak
and look around. The Five Delvers found
no evidence of trafc up the main stairway
or through the Red Gates. Talk of activ-
ity at other entrances to Dwimmermount
ran rampant, though just where these
entrances lay and how one could access
them was never clear.
7.5. The High Priest of Typhon in Adamas
hired his own investigators, a rival adven-
turing party known as Typhons Fists.
They reported that the main entrance to
Dwimmermount was open and showed
evidence that someoneor something
had been moving within its halls. They
ventured inside and quickly lost many of
their number to strange skeletons that
seemed immune to their divine powers.
7.6. High Priest Saidon alerted the Despot of
Adamas. The Despot has not yet commit-
ted his own hireling adventurers, the
Crimson Band, much to the consternation
of the temple of Typhon. An opening re-
mains for independent adventurers to
journey into Dwimmermount while its
secrets remain intact. The opportunity
may not last much longer. The second
most experienced adventurers in the City-
States, the Seekers, are said to have pur-
chased residences in Muntburg from which
they plan an expedition of their own.
CHAPTER
T
HIS SECTION SERVES THREE PURPOSES. The rst is to
present information to aid in creating characters for use in Dwimmermounts
setting. The second is to provide basic information about Dwimmermount
that the referee can share with the players when they are ready to embark
on adventures. The third is to provide motivations for the player characters
to venture into the ancient mountain fortress. Everything presented here is
necessarily brief and, as always, open to customization by the referee.
Creating Characters for Dwimmermount
The character creation rules in this chapter add to and modify the rules of Labyrinth Lord but
do not entirely replace them. For that reason, if there are no alterations to a particular subject pres-
ent in this chapter, the rules presented in Labyrinth Lord continue to apply.
Races
Adventurers in the world of Dwimmermount may be men, dwarves, or elves. Since the world in
which Dwimmermount is set is rmly dominated by human beings, it is recommended that non-
human adventurers be rare (perhaps no more than 1 in 4 player characters).
Men
The human inhabitants of Telluria are generally called men, following the example of Gygax
& Arneson (1974) and their pulp inspirations like Abraham Merritt (1884-1943) and Lord Dunsa-
ny (1878-1957). Some groups may nd that this terminology usefully evokes a bygone era and a
strange yet familiar world, or spurs the exploration through play of questions about the role of
women in a world of men. Others may simply substitute alternate terms like humans or Tellurians,
the latter of which preserves the suggestive possibility that the men of Dwimmermount are not
identical to men and women as we understand them here on Earth.
CHAPTER
3
Adventuring in
Dwimmermount
CHAPTER 3
32
When adventuring in the world of Dwimmer-
mount, men may belong to four different classes:
cleric, ghter, magic-user, and thief. Each of these
classes functions as described in Labyrinth Lord,
except where noted elsewhere in this chapter. In
addition there are two sub-classes available: cultist
(a sub-class of cleric) and paladin (a sub-class of
ghter). See the Classes section, below, for details.
Dwarves
Dwarves in the setting of Dwimmermount dif-
fer slightly from the way that they are described in
the Labyrinth Lord rulebook. The most signicant
factor is that they are exclusively male; there are no
female dwarves. Consequently, dwarves do not
reproduce as men do, but rather by carving their
sons from rock and magically imbuing them with
life. Many outsiders consider dwarves to be articial
beings, akin to animated statues or golems. Explor-
ing the truth about the origin of the dwarven race
and what conclusions should be drawn as a result
was a central theme in the original Dwimmermount
campaign, and is among the player motivations
described in the nal section of this chapter.
Because of their unusual nature, when dwarves
die, they turn to stone. Thus, they cannot be re-
stored to life through the use of raise dead, but
instead require the spell stone to esh. However,
dwarves do benet from other healing effects in-
cluding spells such as cure light wounds and magic
items such as rings of regeneration.
Though dwarves are very long-lived, known to
have lifespans up to a thousand years barring acci-
dents or violence, their population would soon have
been reduced to nothing if there were not some
way for dwarves to reproduce themselves. That way
ADVENTURING OF DWIMMERMOUNT
33
is through the carving of a son from living rock,
with embellishments and adornments of precious
metals and gems. With enough attention and crafts-
manshipoutsiders say obsessiona weird magic
takes hold of the carving and imbues it with the
spark of life, becoming a new dwarf.
A newly-carved dwarf is level 1 and has the same
ability scores as his father. There is a 10% chance
per ability score that it might be higher (or lower)
than that of his father, owing to some quirk in the
process of his carving. Roll 1D6, with even numbers
conferring a +1 bonus to the ability score and odd
numbers a 1 penalty. The new dwarf owes his
father an amount equal to the cost spent in carving
him. Each month, there is a 50% chance the father
will receive 1d12 100 gp from his son in partial
repayment of this debt. The other 50% of the time,
he receives nothing.
A dwarf player character, like any other dwarf,
begins play in debt to his own father, to the tune
of 1D10 10,000 gp. He is not under any obliga-
tion to make good on this debt, other than a social
onedwarves who do not attempt to repay their
fathers are ostracized by others of their kind. Any
money spent in doing so earns experience points
at the usual rate if the Experience Points for Spend-
ing Treasure house rule is in use (see p. 78).
A dwarf player character who wishes to craft a
son must invest a minimum of 10,000 gp investment
in materials, after which his player may roll 1d20
and add the characters current level, plus an addi-
tional +1 bonus to the carving roll for each further
10,000 gp invested. If the unmodied dice roll is
a 1, the result is a critical failure, described below.
If the modied roll is 20 or more, the carving comes
to life. Only one attempt per level can be made, but
additional investments made on a failed attempt
carry over from level to level. For example, a dwarf
begins the attempt to craft a son by investing 20,000
gp at level 5. His player rolls 1d20 plus 5 for his
level and 1 from the extra investment, or 1d20+6.
The dice comes up 3, neither a critical failure nor
a success. When his character reaches level 6, he
invests an additional 20,000 gp and tries again. He
now rolls 1d20 plus 6 for his level and 3 from the
cumulative additional investments, or 1d20+9.
A natural 1 on the 1d20 carving roll causes an
unusual occurrence, according to this table:
Roll Result
12 Gnome
34 Kobold
56 Inert
Gnomes are an offshoot race of dwarves, creat-
ed when something goes awry in the process of
carving a dwarf son. Like dwarves, gnomes are
exclusively male, but unlike dwarves, they are in-
capable of creating their own sons. Some believe
that their aptitude with magic somehow negates
this natural ability of normal dwarves, but there
is no evidence that this is so. Despite this, some
gnomes believe that there must be a way for their
kind to reproduce and work hard toward nding
the means to do so. As if in support of this belief,
there are tall tales of gnome-only enclaves in the
southern lands which are self-sustaining after hav-
ing discovered the means to propagate themselves.
Gnomes have a complicated relationship to dwar-
ven society, being simultaneously a source of em-
barrassmentfor the lineage of a dwarf with a
gnome in it will generally die outand pride, for
gnomes are what enable the dwarves to create the
enchanted items that maintain their dwindling
society. Consequently, most gnomes are kept hid-
den away within dwarven strongholds; outsiders
rarely hear of them, let alone see them. Needless
to say, gnomish adventurers are extremely uncom-
mon, although they are possible (see below).
A kobold is a twisted dwarf, one so obsessed
with gold and gems that it retreats into mines,
dungeons, and other such subterranean locales in
order to sate its lust for riches. Kobolds are selsh,
malevolent creatures with a penchant for trap-mak-
ing and playing cruel practical jokes on other beings,
most especially dwarves. Given the numbers in
which they appear, kobolds are believed to be able
to reproduce themselves much easier than dwarves,
although the exact mechanism is unknown. They
are otherwise as described in Labyrinth Lord.
As far as is generally known, dwarves cannot
intentionally create gnomes or kobolds any more
than they can intentionally create a man or an elf
by trying to carve one from living rock. Theres no
way to force the process to result in any particular
outcome beyond the expected one. By the same
token, a dwarf cannot carve a female dwarf and
attempt to bring her to life, because there is simply
no such thing as a female dwarf. The carving pro-
cess produces male dwarves and nothing else, except
by accident.
A result of inert means that the carving is
stillborn and unusable. The dwarf may start
work over again on a new son, but this practice is
frowned upon. Inert dwarf sons are never discard-
ed or destroyed. Instead, they are placed in sub-
terranean cemeteries alongside once-living dwarves
who have reverted back to the stone from which
they were carved.
Although theres no reason a dwarf couldnt
carve more than one son, dwarven society frowns
upon it, seeing it as evidence of arrogance and
self-aggrandizement. The social stigma against
multiple sons extends even to dwarves whose sons
were carved inert, which is part of why dwarves
place these stillborn children in a place of honor
CHAPTER 3
34
and respect in a dwarf stronghold. The origin of
the stigma is lost to history, though many elder
dwarves suggest that it arose in the distant past,
during a time known as the Tumult, when some
dwarves attempted to rebel against their Makers
and were ultimately defeated. According to this
theory, the leading rebels had carved multiple sons
for themselves in an attempt to create dwarven
dynasties, which threw the practice into disrepute.
Obviously, the dwarf population is slowly and
seemingly inevitably declining. Judging by the size
of their underground cities, there were once many
millions of dwarves in the world, but now most
cities are lucky if they can boast thousands and
many cannot even do that. More than a few dwarf
cities are now totally abandoned, becoming famed
underworlds lled with gold, magical treasure, and
foul beasts. For their part, most dwarves are stoic
in the face of the inevitable demise of their race,
seeing it as the will of their Makers, though some
hold out the hope that, one day, the Makers might
reverse their fate and restore the dwarves to their
former glory.
Dwarves and the Makers
Only men worship gods or have clerics. Never-
theless, dwarves do revere supernatural beings
whom they call the Makers. As their name sug-
gests, dwarves believe that the Makers created them
untold ages ago to delve deeply beneath the surface
of the world. Once, the Makers spoke regularly
and directlyto the dwarves but those days are
long past. No dwarf knows precisely when the
Makers stopped speaking to them or why, though
most believe it occurred sometime after the Tumult,
when some dwarves turned away from the Makers
and threw dwarven society into chaos.
Dwarven reverence for the Makers does not
take the form of worship, nor is there a religious
hierarchy associated with it. Instead, the Makers
provide the ultimate foundation for dwarven so-
ciety and culture, the answer to any question of
why things are the way they are: Because the
Makers made it so. Needless to say, such an answer
carries little weight with outsiders and indeed with
certain dwarves who fear that the continued un-
thinking adherence to long-held tradition guar-
antees the doom of their race. Nevertheless, most
dwarves are content with this answer and have
faith that the Makers will reveal a means to escape
their current predicament.
Elves
The term elf is a Thulian word used to describe
those intelligent, humanoid beings who can claim
descent from the Eld. At the climax of the uprising
against the Eldritch Empire, the Eld nobility re-
treated en masse back to the Red Planet in the face
of the Thulian onslaught. Those Eld unable to
return whence they came, in time, came to be
known as elves. As relatives of the evil Eld, elves
are generally looked upon with suspicion by men
and dwarves to this day.
The dening characteristic of the elves is their
longevity: so far as anyone knows, elves are immor-
tal. They can be killed and certain ailments may
slay them, but they never die of old age. All elves,
regardless of their chronological age -- and many
elves claim to be over a thousand years old -- look
as if they were approximately in their late teens or
early 20s from a human perspective. Interestingly,
elves, unlike most other races, cannot be raised
from the dead if slain.
Physically, elves are lithe and agile and tend to
possess fair complexions and hair. Their faces are
delicate and nely chiselednot unattractive by
any means, but nevertheless possessing an alien
quality to them that many men nd disconcerting
rather than alluring. Elven ears are slightly pointed.
Though elves are, on average, shorter than men,
they display a wide diversity of sizes.
The alien quality of elves is not limited to their
appearance. Distant and haughty, they do not seem
to possess emotions as men do, or if they do, they
are far less demonstrative about them. Because of
their long lives, they are often slow to act, preferring
to take weeks or even months to commit themselves
to a course of action of any signicance. Elves
gently mock humans and even dwarves as ephem-
erals, seeing them as impetuous and foolhardy
children. Needless to say, this has not helped their
reputation among men, many of whom consider
them little better than the Eld of old.
Despite their longevity, elves are few in number;
most humans have never seen more than two or
three elves their entire lives and rarely do they ever
see more than one elf in the same place.
Therearecommunities of elves in isolated parts of
the world, but humans rarely see them, let alone
visit them. Those few who have visited them note,
among other things, that there are no children to
be found among the elves.
This lack of children has led to speculation about
how new elves come to be, if indeed they do at all.
For their part, elves refuse to broach the subject with
ephemerals, implying only that it is an intensely
personal matter that they do not discuss with non-
elves. One popular belief is that elves are a dying race
that will pass away forever when the last elf is slain.
Another even more popular belief is that elves steal
human children and raise them as their own. Others
say that one can become an elf by consuming their
food, a notion made more plausible by the fact that
elves do not consume human foodstuffs if they can
avoid it and prefer not to eat in the presence of non-
elves, regardless of the menu.
ADVENTURING OF DWIMMERMOUNT
35
Though there are many tall tales of half-elves
the result of a star-crossed romance, usually between
a human hero and a beautiful elven maidentheres
no evidence that such a thing is even possible. For
their part, elves take no interest whatsoever in hu-
mans (or any other race) as objects of affection.
Furthermore, though elves do have two genders
that, outwardly at least, resemble those of humans,
elves do not marry or form pair bonds or have any
other kind of social arrangements that suggest either
the formation of families or indeed anypurposeto
the physiological differences between the genders.
Its almost as if elves were male and female in imi-
tation of humans!
Elves are inherently magical. All members of the
race possess the ability to cast spells, though their
command of sorcery seems to be more limited than
that of humans. This is true even among the Eld,
which likely explains why they have turned to de-
mons to augment their power, a practice that while
uncommon, is not wholly unknown even among
the elves.
A minority of sages claim that many elven sites
and structures are in fact older than those of El-
dritch manufacture, arguing that it was not the
Elves of Telluria who sprang from the Red Elves of
Areon, but the reverse. For their part, the elves have
nothing to add to such discussions, preferring to
say as little as possible about their red-skinned re-
lations. An even smaller minority of sages suggests
that the elves may in fact be the descendants of the
mysterious Great Ancients whose mighty works
and artifacts predate even the Eldritch Empire,
citing odd similarities between the devices of the
Ancients and those produced by the elves. Once
again, the elves have little to say on the matter and
few men are willing to countenance the suggestion
that the Great Ancients were anything but members
of their own kind living in the distant past.
Save for the fact that they cannot benet from
raise dead, the elves of Dwimmermount are func-
tionally identical to those presented in the Labyrinth
Lord rulebook.
Classes
When adventuring in the world of Dwimmer-
mount, there are four basic character classes to
which men may belong: cleric, ghter, magic-user,
and thief. Each of these classes functions as de-
scribed in Labyrinth Lord, except where noted else-
where in this chapter. In addition there are two
sub-classes available: cultist and paladin. These are
detailed below.
Clerics
Only men worship deities, which makes clerics
a uniquely human vocation. A cleric is a man who
has devoted his life to serve one of the deities of
the Thulian Great Church and been gifted with
miraculous powers in return for his service. All
clerics within Dwimmermount are of Lawful align-
ment, because all of the gods, regardless of their
spheres of inuence, support and protect the civi-
lization of man.
In general, clerics operate outside the normal
ecclesiastical hierarchy. They do not tend to the
day-to-day needs of believers, leaving such duties
to priests. Instead, clerics act as the strong arms
of their faiths, doing great deeds in the name of
their gods.
The Great Church
The Great Church was a religious institution of
the Thulian Empire, formed from an amalgamation
of the nine most inuential faiths among the Thu-
lians. Eight of the original deities honored by the
Great Church are shown on the table below. The
ninth deity was called Anyastos, who was, ac-
cording to orthodox interpretation, not a deity at
all, but rather an abstract conceptThe Divine
representative of the power above and beyond all
the other gods. Anyastos had no priesthood or
temples of his own, instead being revered by all of
the Churchs constituent faiths. Of course, there
have always been tales of secret societies and eso-
teric orders devoted to him. Later, Turms Termax
identied himself with The Divine and his worship
eventually supplanted that of Anyastos within the
Great Church.
The Thulians established the Church both in
hopes of securing the blessings of all the gods and
as an instrument of policy. These Hyperborean
barbarians were a very pious and superstitious peo-
ple and saw their victory over the Eld as proof of a
divine mandate. To ensure that they retained that
mandate, early Thulian emperors lavished great
wealth and power on the priesthoods of the deities
that had supported their rebellion against the Red
Elves. Those early emperors similarly did not wish
the various temples to feud with one another and
so created a structure by which they could work
CHAPTER 3
36
together and, when necessary, adjudicate disputes,
with the imperial throne serving as the nal arbiter
of any irreconcilable differences that should arise.
The Great Church was ultimately undermined
by the Termaxian cult, which taught that all the
gods were nothing but manifestations of the Man-
Become-God, Turms Termax. Only the faiths of
Tyche and Typhon offered anything in the way of
opposition to the Termaxians, which is why both
deities are now held in much higher esteem than
most of the others revered by the Great Church.
The Church itself ceased to exist with the fall of
the Thulian Empire, though many of its constitu-
ent faiths continue to cooperate with one another.
Likewise, the titles employed in most religions
today are evidence of the Churchs continued in-
uence even after its institutional cessation.
What follows is a brief overview of the Great
Churchs eight gods to aid players of clerics in choos-
ing a deity to serve, as well as to provide some
additional context for the various statues and reli-
gious iconography present in Dwimmermount.
Anesidora is the goddess of grain, fertility, mar-
riage, and law, making her worship widespread and
important. Her agricultural aspects have primacy
in rural areas, while her role as the guardian of
marriage and the law is emphasized in cities, where
her clerics commonly act as advocates and judges.
There is some rivalry between the faith of Anesi-
dora and that of Typhon, particularly in realms with
a more evil interpretation of Law.
Asana is the goddess of strategy, heroism, and
science. She is thus equally the patron of military
ofcers, adventurers, and sages. Asana and Mavors
have something of a rivalry, though many common
soldiers pay homage to both deities, seeing both as
necessary to success in battle.
Caint is the god of medicine, poetry, and music.
His clerics are well-loved, both for their healing
prowess and for their lightheartedness. Temples to
Caint typically include both hospitals and theaters,
making them at times both busy and raucous. For
that reason, they are often used as meeting places
even by those with no business there.
Donn is the god of the dead, and as such, is not
much worshiped by the living. He is invoked to
God Sphere of Inuence Alignment
Anesidora goddess of grain, fertility, marriage, and law Lawful (Good)
Asana goddess of strategy, heroism, and science Lawful
Caint god of medicine, poetry, and music Lawful (Good)
Donn god of the dead Lawful
Mavors god of warfare Lawful (Evil)
Tenen god of travelers, craftsmen, and invention Lawful
Tyche goddess of fortune, prosperity, and destiny Lawful
Typhon god of judgment, discipline, and trade Lawful (Evil)
protect the recently deceased from necromancy and
similar sacrileges. Consequently, his clerics are im-
placable foes of the undead and those who create
such abominations.
Mavors is the god of warfare and battle. He sees
warfare as both natural and praiseworthy and teach-
es his devotees how to achieve worldly success
through mastery of it. He and Asana are often rivals,
in part because Mavors revels in physical battle
while Asana is as content with intellectual debate
as she is with armed struggle.
Tenen is the god of craftsmen, invention, and
travel. He and Asana are allies and their clerics
often cooperate in endeavors of mutual interest. He
has no permanent temples; his clerics lead a peri-
patetic existence, always on the move and seeking
out new ideas.
Tyche is the goddess of fortune, prosperity, and
destiny. Called Lady Luck, or simply the Lady, she
is a whimsical and occasionally capricious mistress.
Beseeching her aid is no guarantee of good fortune,
only that the Lady will provide an unexpected out-
come, leading some, such as the clerics of Typhon,
to charge that she is, in fact, an enemy of Law
rather than an ally.
Typhon is the god of judgment, discipline, and
trade, three spheres considered to be the founda-
tions of mans civilization. Typhons faithful con-
sider their god the greatest of all deities. Typhon is
renowned too, for his vigilance against demons and
his clerics excel as exorcists and monster hunters.
On the other hand, his clerics are known as over-
bearing bullies, who use the inuence of their
temple to advance themselves in social situations.
Cultist (new sub-class)
Requirements: Chaotic alignment
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: None
The gods of Telluria, and the clerics who serve
them, support and protect the civilization of man.
There are, however, some men who regard neither
the gods nor the civilization to which they give aid
to be worthy of their own devotion. Such men have
instead thrown in their lot with Chaos, as embod-
ied by the various demon lords and princes of the
Great Void. These men are known as cultists.
Many cultists inltrate Lawful religions, passing
themselves off as clerics and working from within
to sow dissent and distrust. Others form secret
societies dedicated to demons and attract like-mind-
ed individuals to join their evil cause. All live to
bring about the destruction of man, his civilization,
and even his gods.
Cultists might be called anti-clerics, as they
advance in hit dice, saving throws, to hit progres-
ADVENTURING OF DWIMMERMOUNT
37
sion, and experience level at the same rate as clerics,
and can cast the same number of spells per day at
each level. However, they can only cast the reverse
of any cleric spell listed in Labyrinth Lord as re-
versible. That means, for example, that a cultist
cannot cast cure light wounds but only cause light
wounds. They may, however, cast the 3rd level spell
animate dead, which is forbidden to clerics. In
addition, cultists can employ edged weapons.
Cultists have no ability to turn the undead, as
clerics do. Instead they may attempt to command
them, using the turning undead table. If successful,
the cultist may command a total number of hit dice
of undead equal the number of retainers he may
possess based on his Charisma score. This ability
has no effect on the cultists being able to attract
retainers, however. These undead remain under the
cultists command for a number of days equal to
the cultists level. Command can, at the cultists
discretion, be reestablished after these days have
elapsed, but a new roll may be required to do so.
A D on the turning undead table means that,
not only can the undead be commanded automat-
ically, but they also serve indenitely.
While under the cultists command, intelligent
undead use the Monster Reaction Table to deter-
mine their willingness to obey commands that are
potentially self-destructive. If the result on the
table is Hostile, the undead breaks free of the
cultists power and attacks him. The same result
occurs if an attempt to command an undead fails.
The cultist class may be available to new char-
acters at the referees discretion. Lawful clerics may
become cultists by performing blood sacrices in
evil shrines within Dwimmermountspecically,
in the Altar of Evil (Room 22) on The Reservoir
(Level 3B), in the Meditation Chamber (Room 21)
on The Halls of Lesser Secrets (Level 4), and before
the Prince of the Undead (Room 4) on The Halls
of Greater Secrets (Level 5). Clerics who choose to
abandon their faith and become cultists may convert
their cleric levels to cultist levels on a one-for-one
basis (all earned experience points being transferred
to the cultist class). Moreover, there is great power
in apostasy. Former clerics gain a number of addi-
tional abilities based on the level at which they
became a cultist, as indicated in the chart below.
These abilities are cumulative. Characters who
begin play as cultists do not gain these powers.
Paladin (new sub-class)
Requirements: Lawful alignment
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: None
Paladins are ghters in the service of Law. Unlike
clerics, paladins serve no known god. Indeed, they
generally consider all gods to be, at best, merely
powerful otherworldly beings and, at worst, demons
masquerading as divinities. Paladins serve only Law,
whom they consider synonymous with Goodness
and the only true god. Some have surmised that
Law is simply another manifestation of the ab-
stract Thulian deity, Anyastos (see p. 35). If this
is true, no paladin has ever been heard to assert it.
Regardless, members of this sub-class take par-
ticularly umbrage at gods who claim to be Lawful
and yet subvert Law for evil ends, like Typhon.
Paladins travel the world singly or in pairs, spread-
ing their particular interpretation of Law and root-
ing out cults devoted to Turms Termax, which they
consider particularly dangerous, moreso even than
the temple of Typhon. Interestingly, paladins do
not shun those who do not share their beliefs, even
Termaxians. Instead, they seek them out and often
join their adventuring parties, hoping to use their
unique abilities and charisma to sway the wayward
to their cause. However, a paladin may accept only
henchmen or hirelings who are Lawful.
Paladins are uncommon in the region surround-
ing Dwimmermount. Most paladins are travelers
from a far-off land known only as the Kingdom of
the Priest-King, about which little is known. From
this realm, paladins set out on their unusual mission,
often nding others whom they believe are good
candidates to serve as Laws chosen champions.
These facts, coupled with their penchant for trav-
eling incognito makes paladins a mysterious group
about whom many tall tales and legends have sprung
up. Given their rarity and secretiveness, most peo-
ple have no idea whether any of the stories are true,
only that paladins are unusual ghting men, unlike
any others in the world.
Lawful ghters may nd opportunities to become
paladins within Dwimmermountspecically, in
the Temple of Law (Room 51) of The Reliquary
(Level 2B), from Hu Pan in his cell (Room 49) of
The Prison (Level 8), and from an encounter with
Former Cleric
Level
Bonus Ability
12 +1 to hit against clerics
34 Ability to cast the non-reversed form of one clerical spell per point of Wisdom bonus.
56 +1 damage per die against clerics
7+ A quasit (see Appendix C, New Monsters,p. 349) as a permanent companion. If slain, it cannot be replaced for one year.
CHAPTER 3
38
Jin Tai in The City of the Ancients (Level 9). Choos-
ing this path involves giving up the characters
existing class, with all earned experience points
being transferred to the paladin class. Alternately,
the paladin class may be available to new characters
at the referees discretion.
A paladin must be of Lawful alignment, and
loses all class abilities if he ever willingly commits
a Chaotic act. Additionally, a paladins code requires
that he respect legitimate authority, act with honor
(not lying, not cheating, not using poison, and so
forth), help those in need (provided that they do
not use the help for evil or chaotic ends), and pun-
ish those who harm or threaten innocents. A pal-
adin who fails to abide by the aforementioned re-
quirements loses all paladin class abilities (see
below), becoming forevermore a ghter of a level
equivalent to his current experience point total.
Paladins are noted for their modest, even austere
lifestyles, at least compared to ordinary ghters. A
paladin may never possess more than ve magical
items, not counting a single suit of armor, a single
shield, and up to ve weapons. In addition, a pal-
adin must donate all treasure he acquires to a wor-
thy and Lawful (Good) cause, except that needed
for personal upkeep and that of his henchmen,
hirelings, men-at-arms, and stronghold (if any).
In exchange for their tireless devotion to Law,
paladins gain the following special abilities:
At will, a paladin can detect evil, as per the
2nd-level clerical spell of the same name.
A paladin gains immunity to all diseases. Con-
versely, a paladin can cure disease once per day for
every ve levels he possesses. Furthermore, he can
also heal a total number of hit points of damage
equal to his or her paladin level 2 each day.
PALADIN LEVEL PROGRESSION
Level Title Experience Hit Dice (1d8)
1 Squire 0 1
2 Signifer 2,035 2
3 Sergeant 4,065 3
4 Paladin 8,125 4
5 Under-Marshal 16,251 5
6 Marshal 32,501 6
7 Commander 65,001 7
8 Grand Commander 120,001 8
9 Master Paladin 240,001 9
10 Master Paladin 360,001 +2 hit points only
11 Master Paladin 480,001 +4 hit points only
12 Master Paladin 600,001 +6 hit points only
13 Master Paladin 720,001 +8 hit points only
14 Master Paladin 840,001 +10 hit points only
Hit point modifiers from constitution are ignored
At eighth level, a paladin may dispel
evil once per day, as the 5th-level clerical
spell of the same name.
At ninth level, a paladin can establish
a modest stronghold and attract a small
body of loyal men-at-arms who will swear
fealty to him. Preferably, this stronghold
will be within the domain of a Lawful
ruler, but this is not a requirement.
A paladin may choose to gain the ser-
vice of an unusually intelligent, strong,
and loyal steed to serve him or her. This
mount is usually a warhorse. Should the
paladins mount die, he may not summon
another mount for 10 years. Unlike nor-
mal warhorses, a paladins special mount
has AC 5, 5 Hit Dice, and a higher than
normal intelligence.
Languages
The world of Telluria is home to
countless thousands of languages, dia-
lects, and pidgin tongues. The languages below are
those most commonly spoken and/or studied in
and around Dwimmermount.
Common: A widespread language descended
from Low Thulian. In the years following the col-
lapse of the Empire, Common came to be used as
a trade and diplomatic language between the var-
ious city-states and nations that arose from the
empires ashes. Common shows much local variation
in orthography and vocabulary, so there is a 1 in 6
chance that a speaker of one dialect may either
misunderstand the speaker of another or fail to
convey his own meaning, if the speaker has not
familiarized himself with the new dialect before-
hand. Nevertheless, knowledge of any dialect of
Common is usually sufcient to get by in all but
the most remote or far-ung regions previously
governed by the Thulian Empire (and in many
regions outside it).
Low Thulian: A largely unwritten, non-stan-
dard form of Thulian spoken by the lower classes
and conquered subject peoples of the Thulian
Empire. Its grammar is considerably simpler than
High Thulian, and its vocabulary includes many
foreign words.
High Thulian: An elegant, highly-inected
language with a rich native vocabulary and litera-
ture, High Thulian was the language of the literary
class during the Thulian Empire. It is spoken by
aristocrats and scholars in the City-States, and
preserved in the liturgy of the Great Church.
Ancient Thulian: The ancestor of High Thulian,
Ancient Thulian has a relatively small vocabulary
but an exceptionally complex grammar. Spoken by
the Thulian barbarians who conquered the Eld, it
is today the preserve of sages and the Great Church,
ADVENTURING OF DWIMMERMOUNT
39
whose earliest holy books are scribed in it.
Bestial: The various beast-men (gnolls, orcs,
lizard-men, etc.) all share this rough dialect of the
Common language descended from the barracks
argot of Thulian soldiers.
Elven: The liquid, lilting tongue of the elves.
Sages who have closely studied elven have found it
bears faint similarities in grammar and vocabulary
with Ancient Thulian and Dwarven. The elves claim
this is because Ephemerals learned to speak from
their betters.
Dwarven: The workman-like language of curt
words with a highly regular, efcient grammar
spoken by the dwarves. Some of its vocabulary has
a faint similarity to Ancient Thulian and Elven,
although dwarves maintain this is because the su-
periority of their language was mimicked by the
other races.
Goblin: The fast and guttural language of the
goblins bears no resemblance to any other language
on Telluria, including bestial. Goblins strange,
transpositional grammar is difcult for even sages
to learn, although the dumbest goblin masters it
easily. Goblins insist that theirs is the only native
language of Telluria.
Precursor: Sages theorize that there may be a
precursor language underlying the similarities of
Ancient Thulian, Dwarven, and Elven, perhaps the
tongue spoken by the Great Ancients. If so, no one
known to man speaks it. The secrets of this language
may lay sealed away in Dwimmermount.
Level Titles
In Dwimmermounts past, authorities of the
Thulian Empire codied each of the degrees of
advancement within the adventuring professions.
The titles they gave to each level remained in use
after the fall of the Empire because of their utility,
which may become apparent to players in two ways.
First, knowing someones level title establishes
their capability. If the player characters need some-
one who can cast dispel magic, they can ask at the
temples of Adamas for an Exorcist, or interview
necromancers in Yethlyreom to nd one who can
claim the title of Beholder. When a character enters
play in a campaign set in Telluria, the referee should
make the list of titles for that characters class known
to the player.
Second, the hierarchy expressed in level titles is
used by characters to measure their own advance-
ment and that of others. The most powerful mem-
bers of a class will generally be widely known with-
in their region, and may in turn keep tabs on up
and comers moving through the ranks. Each new
character entering the campaign will be aware of
the name and title of the highest level NPC who
shares the player characters class and alignment,
as shown on the tables below. This will most often
be someone in a position of authority within the
City-States, who will serve as both a resource out-
side of the dungeon that the player can try to call
on and a personication of the local interests at
stake in Dwimmermount.
Each character should also be aware of the name
and title of a NPC chosen by the referee from the
tables below. This NPC will be of the same class
and similar or slightly higher level, but their align-
ment or goals should be at least one step removed
from that of the player character. This person will
typically be a member of one of the rival parties
(see Appendix D, Rival Adventuring Parties, p.
361), and their familiarity to the players early in
the campaign will help initiate the web of compe-
tition and shifting alliances woven as the player
characters and their rivals move back and forth
between the dungeon and the outside world.
The Thulians did not create a system of level
titles for non-humans, although individual dwarves
CLERIC LEVEL TITLES
Level Cleric Title Exemplar
1 Acolyte Rique of Tyche (L), Five Delvers
2 Ostiary Jehan and Enjorran of Typhon (L), Typhons Fists
3 Exorcist Guimar of Mavors (L), The Crimson Band
4 Proctor
5 Supernumerary Ysabelon of Asana (L), The Seekers
6 Numerary
7 Vicar
Hemmet of Don (L), The Free Swords
Saidon the Archivist (L), Adamas
8 Cleric
9 Archcleric High Priestess Morna (L), Adamas
FIGHTER LEVEL TITLES
Level Fighter Title Exemplar
1 Veteran Fortin and Lorenz (N), Five Delvers
2 Man-at-Arms Ondart and Helouys (L), Typhons Fists
3 Warrior Daniau (L), Foursi (L), and Moryse (N), Crimson Band
4 Swordsman Semays (N) and Pariset (C), Silver Dawn
5 Free Sword
Sieur Berthan Quarre (L), Fort Aster;
Sieur Jehan Cadit N), Fort Oro;
Richal (N), Seekers
6 Sword Master
Castellan Thevenin Verodart (L), Muntburg;
Lord Adryen Hermen (N), Passara
7 Champion Feliz (N) and Chartain (N), Free Swords
8 Hero
9 Lord Despot Mahe Cheron (L), Adamas
CHAPTER 3
40
and elves have been known to claim the titles ap-
propriate to ghters and magic-users by demon-
strating the appropriate prowess. Players of dwarf
or elf characters should be aware of two other mem-
bers of their race as described above, although the
referee may wish to describe them in terms of rel-
ative rank or status rather than level.
Demi-Human Exemplars
Players may invent the details of a pre-existing
relationship between their character and the NPCs
of whom they are aware, or leave this to be dened
through play. The referee should also seek to create
relationships between these NPCs whenever im-
provisation is called for.
For example, each of the adventure seeds at the
end of this section species only the general outlines
of the NPC who might introduce it to the players.
In such cases, the referees rst instinct should be
to employ someone already familiar via level titles.
Sometimes this will be a direct connection: Nycaize
Ouyqyant of Castle Greenholt is the most powerful
arcanist known to the partys neutral magic-user,
so he is a good candidate for the person who is
offering a reward for liquid lunar emanations. To
develop the complexity that will unfold as the cam-
paign grows however, the connection should often
be obscured. In such cases, the referee will create
a NPC who is new to the players and their charac-
ters, but is linked to someone that they know al-
ready. This technique presents the setting as an
appropriately expansive world and allows the cam-
paigns cast of characters to grow while still being
tied together by invisible strands. As these connec-
tions are revealed, the partys separate relationships
with the familiar and unfamiliar NPCs will deepen.
An encounter with a rival party seeking the same
liquid emanations may take an unexpected turn
when it emerges that they were also hired by Ny-
caize, which may cause the players to reappraise the
trust they had formerly placed in their patron.
Spellcasting
I absolutely love the level titles of old school [RPGs] and regret that they were dropped from the game
For my Dwimmermount campaign, Im working on totally new lists of level titles that retain the avor of
the originals while being original. I justify the existence of these titles by saying that theyre remnants of
the days of Thulian rule and have now passed into common usage throughout the main campaign area.
There are some local variations here and there, but, like the use of Latin in the Middle Ages, these titles are
a testament to the common heritage of all the realms and city-states of the present era.
James Maliszewski,
Grognardia,
2/18/09
MAGIC-USER LEVEL TITLES
Level
Magic-User
Title
Exemplar
1 Neophyte
Thonyn (N), Five Delvers;
Genevote (N), Typhons Fists
2 Zealot Sedile (L), Crimson Band
3 Beholder Alina (C), Nantier (C), and Betan (C), Silver Dawn
4 Magician
5 Philosopher Callett (L), Yethlyreom
6 Minor Adept Dooin (N), Free Swords
7 Major Adept Nycaize Ouyqyant (N), Castle Greenholt
8 Exalted Adept Councilor Phaedra Thyefaine (L), Yethlyreom
9 Master
10 Magus
11 Archmagus
THIEF LEVEL TITLES
Level Thief Title Exemplar
1 Apprentice Thief Asceline (N), Five Delvers
2 Looter
3 Plunderer
4 Journeyman Thief Guibour (C), Silver Dawn
5 Sneak Gaztea (N), Adamas; Jeffroy (N), Seekers
6 Larcener
7 Pilferer Bietron (N), Free Swords
8 Yeggman
9 Burglar
10 Master Thief
DEMI-HUMAN LEVEL TITLES
Level Dwarf Exemplar Elf Exemplar
1 Yurain (L), Typhons Fists
2 Delster (L), Muntburg Kirthas (N), Crimson Band
3
4
Ogal (L), Seekers;
Durric (L), Muntburg
5
6 Vonias (L), Free Swords Adaina (N), Free Swords
7
8 Linwa Nirmalan (N), Elphame
ADVENTURING OF DWIMMERMOUNT
41
In the world of Telluria, the term spell refers
to a magical formula, whether written or mental,
that enables a spellcaster to alter reality in accordance
with the parameters of that formula. In its written
form, a spell is expressed by a complex, non-repre-
sentational cipher that is completely unintelligible
to anyone whose mind has not been prepared to
do so. Such preparation is a signicant part of a
spellcasters apprenticeship, with years spent in
exercises intended to open the mind to the non-phys-
ical impressions of spells. These impressions are
the mental form of a spell and translating them
between their written and mental forms is another
important part of a spellcasters apprenticeship.
The discovery of the correspondences between
these formulas and the effects on reality occurred
in the distant past, likely in the time of the Great
Ancients. So obscure are these correspondences
that, even after untold millennia of research, the
number of spells has not expanded much beyond
the canon of spells known today. This has led some
to suggest that all possible correspondences have
already been discovered, an opinion some sages
scoff at, for both history and legend speak of spells
whose effects are unlike any seen in the present era.
Since Thulian times, the canon of spells has been
divided into levels of power. At present, no known
clerical spells exceed the 5
th
level of power, while
no known magic-user spells exceed the 6
th
level of
power. Because the spell progression tables in Lab-
yrinth Lord assume the existence of higher level
spells, the following tables should be substituted.
Note that 1
st
level clerics do not start play with
spells, unlike clerics in Labyrinth Lord.
Starting Knowledge about
Dwimmermount
What follows is a run-down of the knowl-
edge that an adventurer might expect to know
about Dwimmermount prior to exploring it.
The following details are general enough to
be usable even in campaigns taking place else-
where than Telluria.
Dwimmermount is located a few miles to
the northwest of the fortied town of Munt-
burg.
Dwimmermount was excavated from the
tallest mountain in the Wintertop range and
is reputed to have at least half a dozen levels,
if not double that number.
The dungeon was the site for the most
important magical research of past eras, in-
cluding investigations into time, space, and
the creation of life.
For hundredsmaybe thousandsof years,
Dwimmermount served as a fortress for a
succession of empires. It fell two centuries ago,
when a rebel uprising culminated in a mysterious
cataclysm that sealed the dungeon off from the
outside world.
Many of the inhabitants of Muntburg and the
nearby region known as the City-States are there
to keep an eye on Dwimmermount. Some hope to
enter the dungeon to get rich, others to free one
of the powerful beings which the local authorities
Cleric Level
Spells/Level
1 2 3 4 5
1 - - - - -
2 1 - - - -
3 2 - - - -
4 2 1 - - -
5 2 2 1 - -
6 2 2 1 1 -
7 2 2 2 1 1
8 3 3 2 2 1
9 3 3 3 2 2
10 4 4 3 3 2
11 4 4 4 3 3
12 5 5 4 4 3
13 5 5 5 4 3
14 6 5 5 5 4
15 6 6 6 5 4
16 7 6 6 5 5
17 7 7 7 6 5
18 8 7 7 6 6
Magic-User
Level
Spells/Level
1 2 3 4 5 6
1 1 - - - - -
2 2 - - - - -
3 2 1 - - - -
4 2 2 - - - -
5 2 2 1 - - -
6 2 2 2 - - -
7 3 2 2 1 - -
8 3 3 2 2 - -
9 3 3 3 2 1 -
10 3 3 3 3 2 -
11 4 3 3 3 2 1
12 4 4 3 3 3 2
13 4 4 4 3 3 2
14 4 4 4 4 3 3
15 5 4 4 4 3 3
16 5 5 4 4 4 3
17 5 5 5 4 4 3
18 5 5 5 5 4 4
CHAPTER 3
42
hope will remain locked away in Dwimmermounts
extra-dimensional prison.
Within the last few weeks, rumors have begun
to circulate that the magical wards that once sealed
off Dwimmermount have fallen. Shadowy gures
are reportedly going into, and coming out of, the
mountain fortress.
Campaigns which use the history provided in
this book may wish to provide characters with more
knowledge about the dungeons role in its world,
suggesting some of the central themes of the orig-
inal Dwimmermount campaign. To indicate the
typical perspectives of Tellurias inhabitants, this
information differs depending on the characters
race and sometimes reects popular wisdom rather
than historical fact.
Human Beliefs about Dwimmermount
Dwimmermount was created by the Great An-
cients, the ancestors of men and the founders of
the worlds rst civilization.
Centuries ago, Dwimmermount became the
foothold by which Eld from the Red Planet, Areon,
subjugated the natives of Telluria.
The gods inspired the Thulians, barbaric men
from an island far to the north, to overthrow the
Eldritch Empire and replace it with one of their own.
Dwimmermount is a sacred place to the Great
Church, the institutional faith of the Thulian Empire,
and contains many of its most important temples.
A man entered Dwimmermount and became a
god. This was Turms Turmax, who was arrested
and imprisoned by the Thulians for denying the
Great Churchs ban on magic-users and preaching
the pursuit of immortality. After his apotheosis,
Turms Termax became the most-worshipped god
in the Thulian Empire.
Typhonians are followers of Typhon, mightiest
of the Gods of the Great Church, who led the re-
bellion against Turms usurpation of the Thulian
Empire and work to keep his dark secrets imprisoned
in Dwimmermount. They are opposed by Termax-
ian cultists who seek to restore Turms empire and
gain the secret of his apotheosis.
Dwarven Beliefs About
Dwimmermount
Dwimmermount is revered by all dwarves because
it was home to the Makers who created their race.
Dwimmermount contains the cemeteries of the
most venerated dwarven ancestors.
For centuries, dwarves have been the custodians
of Dwimmermount.
A few dwarves in each generation have volun-
teered to join the custodians by climbing a path on
Dwimmermounts windward face visible only to
those who can sense hidden construction and pass-
able only by those created by the Makers.
The work of the custodians is too sacred to be
spoken of, but recent disquiet among the elders suggests
that something has gone wrong inside the mountain.
Elven Beliefs About Dwimmermount
The origins of Elves and ephemerals alike are
somehow tied up with Dwimmermount, but it
would be gauche to inquire further.
Ephemerals envious of the secret of Elven longev-
ity persist in searching for it within Dwimmermount.
Dwimmermount is at the center of an enormous
astrological observatory, from which one may sight
along the other peaks of the Wintertop range to mark
important heavenly transits and predict conjunctions.
The most important of these is the Triple Con-
junction of Kythirea, Areon, and Ioun, which occurs
only once every 58 years. The most recent Triple
Conjunction occurred two months ago.
All right-thinking Elves claim descent from those
Eld who joined men in ghting against the tasteless
excesses of the Eldritch Empire, which included
consorting with demons.
Many of those who seek to enter Dwimmer-
mount nowadays are motivated by the attempt to
free a demon prince held within its prison, wheth-
er they are aware of this or not.
Random Rumors About
Dwimmermount
In addition to the general information shared
by all, each new player character should begin play
knowing a rumor about Dwimmermount generat-
ed from the table on the next page. Existing char-
acters and those seeking more intelligence before
descending into the dungeon may also hear rumors
from non-player characters (NPCs) in Muntburg
and elsewhere. Not all of these rumors are true,
but all of them pertain to some aspect of the dun-
geon and should provide additional hooks for giv-
ing the character a reason to explore the place.
Motivation for Adventuring
For some, the prospect of danger and loot pro-
vide sufcient incentive to explore Dwimmermount.
However, many players require additional motiva-
tion before setting off into the darkened halls of
an ancient mountain fortress. Some goals will drive
players throughout each the dungeons levels, while
others are specic to a certain level.
Knowledge is Valuable
Players seeking power will be motivated by the
search for wealth, as its acquisition is assumed to
be the main driver of character advancement in
Labyrinth Lord and the old-school games that are
ADVENTURING OF DWIMMERMOUNT
43
its inspirations and its descendants. Curious players
will also be motivated by the search for knowledge,
especially as the campaign grows. By tying these
motivations together, the referee can help ensure
that the characters become powerful enough to
face the challenges found on the deeper levels where
the ultimate answers to their questions may be
found. Offering monetary rewards is preferable to
directly awarding experience points for discovering
new knowledge because nding and negotiating
with NPCs who will pay for this lore helps tie to-
gether the characters, the dungeon, and the wider
setting. Furthermore, more money brings more
problems, generating concrete consequences and
potential adventures in a way that simply gaining
experience does not.
Maps
The rst link between wealth and knowledge
comes from cartography and maps created by player
characters during their adventures. In addition to
the tremendous practical value to the party of such
records, both scholars and rival explorers will be
eager to purchase copies of these maps. The referee
can calculate the selling price of such maps using the
table below. The total value will depend on the
dungeon level, shown in the rst column. The second
column gives the value in gold pieces contributed
by each room or numbered area shown on the play-
ers map, while the third column gives the value of
each exit from the level that was mapped. For exam-
ple, an expedition which took the most
direct path from the Red Doors of The
Path of Mavors (Level 1) to the stairs
leading to The Reliquary (Level 2B)
would pass through four numbered
areas and discover two exits from the
level, so their map would be worth 140
gp. An exploration of The Deep Hol-
lows (Level 7) that mapped an equal
number of rooms and exits could be
sold for 3,000 gp. The referee may
reduce the selling price if areas of the
map are partial or inaccurate, while
annotations or illustrations can increase
a maps value.
The listed value is meant to repre-
sent a maps total worth. Clever play-
ers may realize that their cartography is unlike a
jewel or a magic item in that it can be copied and
sold to many buyers, but interested buyers will
likely want exclusive access. The consequences of
selling multiples of the same map are up to the
referee, but should certainly include a steep decline
in the price that each copy brings (at least 2d20%
per copy).
Selling even a single copy of their map is likely to
cause the player characters to encounter rival adven-
turing parties more frequently. Potential buyers should
counteract the resultant hesitation among savvy play-
ers by offering promises not to use the map for ex-
ploration, or share it with others who might do so,
until the player characters have nished with their
DWIMMERMOUNT RUMOR TABLE
1d20 Rumor
1 A secret back entrance leads to the rst level. (True)
2 The shadowy gures seen going into, and coming out of, the dungeon are Termaxian cultists. (True)
3 Dwimmermount was sealed off from the outside world by dwarves, who still control the fortress from within. (False)
4 By means of dark magic, the Thulians removed Dwimmermount from the sight of the gods, weakening clerical magic within its walls. (False)
5 Demons and their servitors abound in Dwimmermount. (True)
6 The water in Dwimmermount is toxic and cannot be safely imbibed. (False)
7 A group of dwarves entered Dwimmermount in recent weeks, but did not return. (True)
8 Beware the shades of the ancient Thulians, for they can consume the souls of the living! (False)
9 Portals to other worlds can be found inside Dwimmermount. (True)
10 Every door with a lock is also trapped and can only be safely bypassed by someone bearing a special Thulian seal. (False)
11 An ancient automaton within the dungeon offers aid and healing to adventurers. (False)
12 Dwimmermount was once one of the largest sources of raw azoth in the entire world. (True)
13 Machines in the dungeon can imbue bones with magical power. (True)
14 A gold mine can be found on one of the lower levels of Dwimmermount. (False)
15 An entire brood of dragons nests in Dwimmermount. (True)
16 Replacing the heads of statues can sometimes bring divine boons. (True)
17 Anyone who dies within the walls of Dwimmermount can never be restored to life by any means. (False)
18 The skeletons with bones made of metal are not undead and cannot be turned. (True)
19 Never read anything written on the wall! It is likely to be an ancient Thulian curse. (False)
20 Dwimmermount is suffused with raw magic, making spells more powerful when cast within. (False)
GP FOR ROOMS AND EXITS
Level GP/room GP/exit
1, 2a, 2b, 3a 10 50
3b 25 100
4 50 250
5 100 500
6a 150 750
6b 300 1,500
7 250 1,000
8 2,000 10,000
9 10,000 50,000
0 300 1,500
CHAPTER 3
44
own expeditions. Encouraging the sale of maps serves
two purposes in a campaign. As mentioned above,
this source of treasure earned through adventuring
will help the player characters advance in level so that
they are able to face the dungeons increasing danger.
Should all the adventurers catastrophically fail in this
task, having copies of their maps and notes stashed in
a sage or rivals archive can justify having a new group
of characters pick up the thread of a campaign after
a TPK or total party kill.
The referee may also wish to make maps of the
dungeon available for sale to the player characters.
Maps created before Dwimmermounts fall, or
contemporary maps created using divination, should
fetch the values shown above. Those created by
rival adventurers might go for less, as all rooms
shown would likely have been looted by the map-
pers. Giving the party a map, and having the char-
acters start out in debt equal to its value, can be a
great way to launch an adventure and is especially
useful when running Dwimmermount at a conven-
tion or for a higher-level group of player characters.
Historical Evidence
The second link between knowledge and wealth
comes from important historical evidence recovered
from Dwimmermount, which like maps should be
counted as treasure recovered from the dungeon.
As with other unique treasures whose value is un-
known, when and how many experience points are
awarded for historical evidence will depend on the
details of its sale.
In the dungeon, rooms which contain reposito-
ries of the past are given values which a sage might
pay for the collection if it were transported en masse.
While this can present an interesting logistical
challenge, it does not serve the purpose of encour-
aging the players curiosity about the setting by
yoking it to their characters advancement. To that
end, we offer the Value of Historical Facts table
below.
The rst column presents various questions of
historical importance within the setting of Dwim-
mermount. The second column shows the facts as
numbered in the Secret History of Dwimmermount
section of Chapter 2 (p. 17) whose discovery
would count as historical evidence. The third col-
umn is the value which characters might derive
from bringing this evidence to light.
The listed value represents the total worth of
each questions answer assuming it is presented
completely and reliably. Complete evidence means
that every numbered fact has been demonstrated.
Reliable evidence means that the numbered fact
is documented with a historical book, machine,
or live testimony from an NPC from the era. Thus
the listed price can only be claimed by selling an
original copy of a book found in the dungeon or,
if the source of information is a person, bringing
them out of Dwimmermount to answer the buy-
ers questions.
If the evidence is incomplete, only a portion of the
listed value will be earned, generally in proportion to
the numbered facts for which evidence is available.
Likewise if the evidence is unreliable, only a percent-
VALUE OF HISTORICAL FACTS
Question Facts Required to Answer GP Value
What was the rst civilization on Telluria? 1-3, 1-4 5,000 gp
What is the origin of the Great Ancients? 1-1, 1-3, 1-4, 1-5, 1-6 20,000 gp
What is the origin of the Dwarves? 1-7, 2-3, 5-18, 6-10, 6-11 20,000 gp
What is the origin of the Gods? 1-2, 1-8, 1-9, 1-10, 2-7, 2-8, 4-1, 5-3 125,000 gp
What is the relationship between Man, Eld, and Elf? 1-1, 1-3, 2-4, 2-5, 2-6, 3-2, 3-3, 4-6 50,000 gp
What is the origin of the Sleeping God? 1-8, 1-9, 1-10, 2-4, 2-5, 2-6, 3-9 50,000 gp
What is the origin of Beastmen? 3-3, 4-9, 4-10 5,000 gp
What is the origin of the Paladins? 5-2, 5-3, 6-4, 6-5 10,000 gp
What is the secret to immortality? 5-3, 5-4, 5-7, 5-8, 5-13, 5-14, 5-15, 5-19, 5-20 125,000 gp
What is the truth behind the legend of Turms Termax? 5-1, 5-2, 5-3, 5-5, 5-6, 5-7, 5-8, 5-9, 6-3, 6-6 85,000 gp
How did Dwimmermount fall? 6-1, 6-2, 6-3, 6-4, 6-5, 6-6 10,000 gp
What is happening in Dwimmermount now? 6-10, 6-11, 7-1, 7-2, 7-3 50,000 gp
Other questions of personal or historical interest Various 1d10 1,000 gp
ADVENTURING OF DWIMMERMOUNT
45
age of the listed value will be earned. The percentage
will be very low (1d10%) for eye witness testimony
by adventurers, who are notoriously unreliable. Writ-
ten statements by NPCs, copies of books, sketches of
machines, and so on can net more (5d10%).
Characters of Neutral or Chaotic disposition
may, if desired, attempt to prot by fraudulently
selling the answer to questions they dont really
have information about. When their fraud is even-
tually exposed, the referee should decrease the
value of all future information the characters may
attempt to sell, as even reliable evidence will be
called into question by such behavior.
In assigning gold piece values to historical evi-
dence, we have assigned much greater weight to
evidence that would impact contemporary society
than to evidence that is merely of historical interest.
Thus revealing that the gods of the Great Church
were created by man is worth much more than learn-
ing that the beastmen were created by the Thulians.
We have arbitrarily assumed that the total value
of the information in Dwimmermount is approxi-
mately equal to the value of the coinage in Dwim-
mermount (about 550,000 gp). The referee should
feel free to increase or decrease the value of histor-
ical evidence depending on his campaigns desired
rate of advancement, and preference for rewarding
treasure-hunting versus knowledge-seeking.
Adventure Seeds
Players general desire to learn the secrets of the
campaign can be counted on to grow through play,
which often begins with a specic impetus to enter
the dungeon. What follows is a handful of adventure
seeds, all of them associated with The Path of
Mavors (Level 1), to provide the kernel around
which a campaign can grow.
Cartophiles Dream: A local sage who special-
izes in antique cartography will pay the characters
for a map of the Exarchate of Theana that he believes
can be found in Dwimmermount, and may purchase
other ancient maps as well.
Dwarven Cemetery: Rumors that something
has gone awry within Dwimmermount have reached
a pair of ancient dwarves whose kinsman entered
the dungeon years ago to tend to its dwarven cem-
etery. They ask the characters to conduct a discreet
investigation, and may direct them to the path up
the mountains windward face leading to the En-
trance Cave (Room 30) on The Path of Mavors
(Level 1).
Moon Pool: A magic-user believes that there is
a source of liquid lunar emanations within Dwim-
mermounta magic pool. She asks the characters
to nd this source and bring back a water sample
in exchange for a hefty fee.
Oracular Advice: Someone approaches a Law-
ful-aligned character, preferably a cleric, with a
question that he wishes them to ask the oracle re-
puted to reside within Dwimmermount. The ques-
tion can be anything, but whatever it is, it is im-
portant to the person asking it and he will pay the
characters for their troubles. However, the ques-
tioner will require that the character swear before
Typhon that his answer is truthful before he pays!
Whether Typhon curses those who lie in His name
is up to the referee to determine.
Orc Raiders: Recently, orcs have been sighted
on the slopes of Dwimmermount. As the citadel of
Muntburg has been assaulted by orc tribes in the
past, the characters are hired by the Captain of the
Watch to determine whether these orcs are scouts
for a newly gathering army.
Many more adventure ideas can be easily creat-
ed simply by ipping through the various levels and
looking for unusual features or inhabitants that
might interest outsiders. What is important is to
nd ways to draw the player characters to Dwim-
mermount, providing them with reasons to be there
above and beyond killing and looting. Once there,
and as they interact with the dungeons various
factions and mysteries, they will soon nd plenty
of their own reasons to continue to explore.
In session 2, the players took the map they cre-
ated the previous week and started to examine
it for routes theyd not yet explored, as well as
the likely locations of secret doors or other hid-
den features. I was very pleased about this, be-
cause it showed the utility of actual map making,
which is something of a lost art in the hobby. I
also liked how the presence of a map allowed
the playersto plantheir return to the dungeon.
They were more knowledgeable about the lev-
els contents and, by looking at the map, they
could make good surmises as to what they might
encounter elsewhere within it and prepared
themselves accordingly.
James Maliszewski,
Grognardia,
1/12/09
CHAPTER
The Wilderness
D
WIMMERMOUNT DOES NOT EXIST IN A VACUUM. Though
the megadungeon is the central feature of the north, others also vie
for that claim, in particular several large settlements of men. This
section presents both the referee and the players with the wilderness
surrounding Dwimmermount to provide context for the dungeon
itself and to open up campaign possibilities beyond exploring its depths.
The Map
The map of the wilderness surrounding Dwimmermount is made up of ve-mile hexes, arranged
in columns. Each hex has a four-digit number (0101, 2410, etc.) associated with it. The rst two
digits indicate the column of hexes, while the second two digits indicate a hex within that column.
For example, 1405 means that the location in question can be found in column 14, hex 5.
Geography
The region contains a number of general features in addition to the specic locations listed by
hex number below.
Aldleigh Forest
Once denser, the Aldleigh Forest has been worked for its lumber for centuries, though there are
still places within it where Men believe that evil cultists carry on unspeakable rites.
CHAPTER
4
Vicinity of
Dwimmermount
CHAPTER 4
48
Barrier Mountains
Several tribes of hobgoblins, most notably the
Skull Smashers, dwell within this southern moun-
tain range, lording it over their lesser cousins and
periodically threatening the lands of Man.
Caracava Badlands
Rocky and desolate, the Caracava Badlands are
the supposed site of a magical disaster during the
time of the Great Ancients (or perhaps the Eldritch
Warsthe legends are unclear) that left them devoid
of all natural life. Unsurprisingly, only the most
foolhardy adventurers, lured by rumors of lost
wealth and magic, venture here.
Cobwood
This forest has a well-deserved reputation for
evil, as it is home to an unusually large colony of
giant spiders united under the suzerainty of an
ancient and despicable member of their species
called Gloomfang.
Evensong Woods
The Evensong Woods are among a handful of
places where elves continue to exist in any great
numbers, though even here they are rare.
Ghost Peaks
These small, short mountains get their name
from the spirits that are supposedly drawn to them.
Sages and scholars scoff at such notions, but the
Ghost Peaks do seem to have an unusually high
population of undead beings (perhaps due to the
closeness of Yethlyreom).
Hearthstone Mountains
Dwarves once dwelt within these mountains in
large numbers, but their numbers have diminished
considerably since the fall of Ghaz Droonan (3413).
Makrono Marsh
Located where the Lanis and Makrono Rivers meet,
this wetland is home to many goblins, at least some of
whom are friendly with the Men of Gloris (2911).
Murklands
A vast swamp extending miles in several direc-
tions, the Murklands may be of unnatural origin,
though none can say for sure. What is known is
that there exist within its borders several ruins,
most notably the Ruins of Lloraec (0825), as well
as several bands of trolls who attack any who dare
to enter their territory.
Northern Forest of Ur
This dense coniferous forest has remained large-
ly untouched since Men rst came to this region.
For that reason, tales are told of hidden enclaves of
pre-human races within its boundaries, which if
these tales are true, must be very well hidden indeed.
Ogga Forest
Though its southern end is used to supply lum-
ber to Retep City (1737), the Ogga Forest is well
known as a haven for bandits and thieves. One large
band, under the leadership of a self-proclaimed
bandit king, has been the source of trouble for
many of the settlements in the area.
Oro Mountains
Before the coming of the Thulians, these low
mountains were home to an ogre kingdom. Though
the kingdom was defeated, ogres can still be found
here, often rising to threaten the small, isolated
communities that dot the area.
Shield Wall Mountains
These surprisingly high peaks act as a barrier
between the settlements of the north and the weird
creatures that dwell within The Starfall (see below).
Southern Forest of Ur
Unlike its northern counterpart, the Southern
Forest of Ur is better known, having once been
partially hewn to make way for a highway to the
west. Since the fall of the Thulian Empire, the
forest has regrown to some extent, engulng the
former settlements and trade stations that lay along
the highway.
VICINITY OF DWIMMERMOUNT
49
The Demons Claws
The Demons Claws are a collection of high,
jagged mountains so named because of the way
they seem to rake the western portion of the region
like the claws of a monster. The Claws also have an
evil reputation owing to the large numbers of beast-
men (gnolls, minotaurs, orcs, etc.) who make their
homes among these mountains.
The Greenholt
The Greenholt is a pristine forest under the
protection of the lord of Castle Greenholt (4004).
Precisely what he protects and why is the subject
of an impressive array of rumors discussed through-
out the region.
The Starfall
This large rock desert is reminiscent of the Cara-
cava Badlands (see above), leading some to speculate
that a similar disaster befell this region too. Like
the Badlands, The Starfall is home to many forms
of bizarre life, including a remarkable number of
golems (or golem-like beings) that occasionally leave
its borders and make war on nearby settlements,
such as Fort Aster (2720) and Vidda (2526).
The Wintertops
The Wintertops are a tall mountain range riddled
with extensive natural caverns. During Thulian
times, they were extensively mined for the natu-
raland supernaturalores, gems, and other sub-
stances found within them, which only added to
the already-existing network of caves.
Thunderhome Mountains
Named for the violent storms that seem to swirl
about their peaks, these mountains are home to
many giants.
Timeless Forest
So called because time supposedly behaves dif-
ferently within its border, this forest is thus shunned
by all save adventurers and sages seeking to delve
into the mysteries of Time itself.
Tulgeywood
Reputedly the home to a vicious creature of
indeterminate size and countenance, the Tulgey-
wood is a small, but dense forest. The story goes
that a young warrior wielding a magic sword ven-
tured into the wood in hopes of slaying the Tulgey
Beastie and never returned from his ill-considered
quest, prompting many cautionary tales and poems
about the forests dangers.
Whispering Woods
This dense expanse of forest is noted for a mys-
terious whispering that occurs within its borders
every day after sunset. The whispering sounds like
the voices of Men speaking very softly, but what
they are saying is completely unintelligible.
Locations
Also found on the wilderness map are many
specic locations, mostly settlements of varying
sizes, as well as some notable ruins. Each entry is
preceded by its hex number. Settlements include
information on the population, alignment, ruler,
and, where appropriate, its primary resource.
Much of the trafc between settlements takes place
via the Makrono River. Ferries and oating taverns
shuttle between the City-States of Adamas and Yeth-
lyreom, while barges and traders go downstream to
Smerdlaps Crossing and Gloris and upstream to Yarm.
The upper Vagar River is not navigable, but caravan
routes to Retep City are protected by tax-supported
patrols from Fort Oro and often purchase protection
from the bandit king of the Ogga Forest.
0217 Somtha
Population: 100 Men; Alignment: Lawful; Rul-
er: Mayor Clyes Fillon, 0-Level, L; Resource: Fish
Once, Somtha was an important stop on a pilgrim-
age route, providing provisions for travelers headed
toward the monastery of St. Gaxyg-at-Urheim (1015).
The destruction of the monastery ended Somthas
meager prosperity, turning it into a virtual ghost town,
with only a few diehard inhabitants left.
0825 Ruins of Lloraec
A great city in Thulian times, Lloraec was slow-
ly abandoned in the centuries following the Empires
fall, as the dikes and dams that kept the Murklands
(see above) at bay fell into disrepair. Now, it is an
immense ruin populated by monsters.
0931 Fort Oro
Population: 50 Men; Alignment: Lawful;
Ruler: Sieur Jehan Cadit, Ftr 5, N
Funded by Yarm (1425), Fort Oro protects the
southern trade routes from attacks by bandits and ogres.
1015 St. Gaxyg-at-Urheim
Dedicated to an obscure individual known as St.
Gaxyg the Gray, this ruined monastery was a beacon
of learning and spiritual edication built upon an
escarpment under which lay the chaos-tainted Caves
of Mourning. The monasterys magical and materi-
al riches made it a tempting target for greedy war-
lords, one of whom razed it to the ground, leaving
behind the ruins that exist today.
Expansion of hex 1015
may begin with The Ru-
ined Monastery by James
Maliszewski, published in
2008 in Fight On! #1.
CHAPTER 4
50
1403 Tower of the Stargazer
Legends tell of a wizard so arrogant that he felt
the entire sky was naught but a lens for him to view
the stars. Though the wizard is long gone (or so
the legends say), his tower still remains.
1425 Yarm
Population: 2,000 Mixed; Alignment: Neu-
tral; Ruler: Mayor Guerin Lamy, 0-Level, N;
Resource: Market
Yarm is a lively port city built at the conuence
of three rivers. Its people are renowned
as hagglers and traders without peer; they
buy and sell almost anything and the scope
of their wares draws visitors in large num-
bers from across the North.
1737 Retep City
Population: 40,000 Men; Alignment:
Lawful; Ruler: Lord Mayor Heriot Late-
gnem, 0-Level, L; Resource: Market
Retep is a large city-state and a rival to
Adamas (2415) for inuence in the North.
Its lord mayor is largely a gurehead, with
true power lying with the merchants, aris-
tocrats, temple leaders, and guild repre-
sentatives who make up his advisory coun-
cil. Their constant inghting has so far
prevented Retep City from achieving the
kind of dominance it might otherwise
have.
1918 Yethlyreom
Population: 15,000 Men; Alignment:
Lawful; Ruler: Phaedra Thyefaine, MU 8, L;
Resource: Market
Called the City of the Dead, Yethly-
reom is ruled by a council of necromancers, who
use their powers to raise undead to ght against
even more monstrous forces in the north. Yethly-
reom is an uneasy ally of Adamas (2415), much to
the chagrin of the temple of Typhon, which sees
the city as an abomination in the sight of their god.
Originally a pilgrimage site dedicated to Donn,
god of the dead, Yethlyreom rose to power early in
the Sixth Era. Following Thules imperial collapse,
Yethlyreom was a haven of safety and stability soon
swamped by migrants, refugees, and displaced per-
sons. The clerics of Donn instituted taxes and fees
to eject the lowest orders from inside the walls of
the city. Soon a sizable shanty town grew up, in-
habited by those unable to pay the levies. When a
bandit army of former Thulian legionaries appeared
in the countryside, those outside the walls begged
to be allowed inside, but the clerics of Donn did
not hear their pleas. It was then that a magic-user
named Bion appeared. Along with a small band of
More information on hex
1403 may be found i n
The Tower of the Star-
gazer by James Edward
Raggi I V, publ i shed i n
2010 by Lamentations
of the Flame Princess.
All these trips back to Muntburg
or Adamas to re-supply and seek
out new hirelings to replace their
fallen comrades are opportuni-
ties to roleplay and to explore the
world outside the dungeon
Not every trip back to Adamas
is an occasion for me to throw
some random encounter at the
party or to introduce some ec-
centric NPC -- but many are. I rel-
ish those opportunities, because
theyre where I get to ground the
characters and the dungeon in
a larger context and to create
a web of connections that I
can then later use for ideas, both
within and without the dungeon.
James Maliszewski,
Grognardia,
6/23/09
comrades and apprentices, he kept his promise to
protect Yethlyreom and its shanty town by calling
up an army of the dead from the vast necropolises
surrounding the city.
After their victory against the bandits Bion and
his companions, at the head of an army of both
undead and peasants, stormed the walls of Yethly-
reom and cast down the clerics of Donn, claiming
the city for themselves. Bions rst edict banished
clerics of any sort from inside the citys walls. Nec-
romancy was practiced openly and anyone, regard-
less of social status, who demonstrated the ability
to work magic was taught to do so in service to the
city-state. Since Bions time, Yethlyreom has grown
powerful and inuential, rivaling even Adamas. It
is now one of the major power centers of the
post-Thulian world.
Although its armies, constabulary, and workers
consist in large part of mindless undead, Yethlyreom
is every bit as much on the side of Law as is Typhon,
and the city streets are actually a bit less labyrinthine
and gloomy than those of Adamas. By and large, Ye-
thlyreom is a peaceful, justly-run city. Its use of Cha-
os-tainted magic began out of desperation but has
evolved into an orderly, almost scientic approach to
death, dying, and the afterlife that has served the city-
state well, even if it sometimes results in one or more
necromancers succumbing to seduction by Chaos.
Cadavers, by law, cannot be sold in Yethlyreom,
and the corpses of all who die within its gray walls
become property of the citys ruling council for
animation into undead servitors. Riverboats dock
in the outlying foreign quarter, where the rules of
the inner city do not apply.
NPCs in Yethlyreom
Callett (magic-user 5) is a distinguished older
gentleman whose commanding but un-sinister voice
is quite at odds with his stature as a necromancer.
His large place of business is packed with weird and
disgusting merchandise and staffed by his young
apprentices. Callett is known to stock several scrolls
of popular spells like magic jar, which retails for
1500 gp, as well as materials for the creation of
golems.
2206 Winterburg
Like Muntburg (2511), Winterburg was a forti-
ed Thulian town founded to guard the passage
through The Wintertops. Winterburg currently lies
in ruins, having been destroyed by a marauding
army of orcs supposedly led by a demon.
2318 The Cursed Chateau
Once the estate of Jourdain Ayarai, an aristocrat
from Adamas (2415), the chateau is reputed to lan-
guish under a curse brought upon it when its master
committed suicide after a long and dissolute life.
More information on hex
2318 may be found in
The Cursed Chateau by
James Maliszewski, pub-
lished in 2011 by Grog-
nardia Games.
VICINITY OF DWIMMERMOUNT
51
Parties of adventurers have attempted to explore and
loot the chateau, but thus far, none have returned.
2410 Dwimmermount
Details of this extensive Thulian fortress within
The Wintertops can be found elsewhere, starting
on p. 109.
2415 Adamas
Population: 50,000 Men; Alignment: Law-
ful; Ruler: Despot Mahe Cheron, Ftr 9, L; Re-
source: Market
Founded as Fort Adamantas during Thulian
times, the city-state now known as Adamas is the
largest bastion of Men in the North. Its despot
rules harshly, supported by the temples of Typhon
and Tyche, both of which recognize that the need
for stability outweighs other considerations when
so many beastmen and monsters threaten civiliza-
tion in the region.
The temple of Tyche has a mostly female hier-
archy who are popularly believed to be ighty and
unreliable due to their dedication to the workings
of chance. The temple of Typhon demands unfor-
giving discipline, but remains popular because it
has a history of defending Adamas and other bas-
tions of Law in times of need.
NPCs in Adamas
High Priestess Morna (cleric 9) has risen to
lead the temple of Tyche through equal parts luck
and devotion. She is a member of the Senate of
Adamas, but wields her secular and religious pow-
er lightly and relies on the temples lesser priests to
advise others in how best to act in accordance with
the Ladys will. Morna rewards tithes to her temple
with access to its extensive library and with her
miracles, which have no equal in the City-States.
She has been known to provide scrolls of raise dead
to adventurers doing Tyches work, but also to
become more standofsh if she sees them as rivals
in the making.
Saidon the Archivist (cleric 7) is the High Priest
of Typhon and maintains a museum of artifacts,
relics, and the skeletal remains of strange creatures,
among which the display of ancient eating utensils
is his pride and joy. Saidon is a wizened old man
wearing a voluminous robe covered in pockets of
varying sizes who likes to complain about the dif-
culty in nding spoons in the city-state, as the
local custom is to drink soups and stews. He is
more helpful to adventurers than one would expect
from the cleric of a god as cruel as Typhon, but
owes his position to the inquisitors of his faith and
does not question their often merciless rulings.
Jasper (normal man) is a sage and alchemist. His
place of business is next door to a candle shop, and
has a door trap involving a bucket of acid protect-
ing its inner ofce. Jasper is a major supplier of
Saidons obsession with spoons and other curios.
Jasper is familiar with azoth as philosophers mer-
cury, a rare element believed to be a distillation
of magic iteslf and a key ingredient in transmuting
base materials into higher ones. Because adventur-
ers seeking to sell or appraise samples of azoth are
likely to wind up at Jaspers shop, it is closely
watched by several groups of Termaxian cultists.
Gaztea is a cynical, pipe-smoking thief and fence
known for her social skills and underworld connec-
tions. It pains her to think that expeditions might
leave behind or even destroy items whose value they
fail to recognize. She may join those which offer
paid opportunities to learn things, such as alchemy
and ancient Thulian, that will help her better ap-
praise discoveries and gain new secrets to sell.
2425 Vidda
Population: 2,500 Mixed; Alignment: Neu-
tral; Ruler: Mayor Colin Landon, 0-Level, N;
Resource: Ore
Vidda is a mining town, dedicated to the ex-
traction of adamant from the southern Shield Wall
Mountains (see above). Several large companies have
grown up to handle the extraction, as it is an expen-
sive and sometimes dangerous process, primarily due
to the strange monsters from The Starfall (see above)
which seem inexplicably drawn to the extracted ore.
2511 Muntburg
Population: 500 Men; Alignment: Lawful;
Ruler: Castellan Thevenin Verodart, Ftr 6, L;
Resource: Market
This fortied town serves the dual purpose of
keeping watch over the passage through The Win-
tertops and Dwimmermount itself. More informa-
tion on Muntburg can be found on pages
55-61.
2613 Smerdlaps Crossing
Population: 100; Alignment: Lawful; Ruler:
Mayor Ragnar, 0-Level, L; Resource: Farm
Built near a ford on the Makrono River, Smerd-
laps Crossing is a tiny farming community under
the protection of Adamas (2415).
ADAMAS HIRELINGS FROM THE ORIGINAL CAMPAIGN
Hrothgar, a 2nd-level mercenary Northman
Wulfhere and Brandis, mighty ghting men
Fighters Drogo and Osric, who boasts a +1 sword acquired on a previous job
Cormac, archer, Eryth, guard, and Hap, groom
Angrboda, a statuesque nigh-Valkyrie, possibly with some giant blood in her
Murn, dwarf crossbowman, and Marius, junior cleric of Tyche
Gaztea was a non-play-
er character in the original
Dwi mmermount cam-
paign. Referees who wish
to use her will nd her
characteristics below.
Gaztea (Level 5 Neutral
Female Thief) AC: 7 HP: 21
STR 6 INT 17 WIS 8 CON
10 DEX 12 CHA 10
Gaztea Equipment:
Dagger +1, hand axe +1,
sling +1, leather armor +1,
backpack, 4 asks of oil,
1 weeks iron rations, 50
rope and grappling hook,
helm of comprehend lan-
guages, belt of adaptation,
medallion of light, 4 po-
tions of healing, 2 potions
of extra-healing, 4 potions
of neutralize poison
See Appendix A, New
Magic Items, p. 323
CHAPTER 4
52
2704 Eldritch Ruins
The remains of a city of the Red Elves lie deep
in the Evensong Woods (see above). For reasons
unknown, patrols of elves discourage outsiders from
visiting the ruins, but stories of great wealth and
magic within the ruinsand beneathare too
alluring for some to resist.
2718 Passara
Population: 1,000 Mixed; Alignment: Neu-
tral; Ruler: Lord Adryen Hermen, Ftr 6, N; Re-
source: Ore
This mining community is inhabited primarily
by Men, but there is a sizable minority of dwarves
here. The people of Passara are quiet and reserved,
dedicated to their primary industry, extracting gems
and ores from the Shield Wall Mountains (see
above). This has created a boom town, and attract-
ed the attention of enterprising thieves who hope
to establish a permanent presence here.
2720 Fort Aster
Population: 100 Men; Alignment: Lawful;
Ruler: Sieur Berthan Quarre, Ftr 5, L
Manned by soldiers from Adamas and Yethly-
reom, Fort Aster is a military outpost intended to
keep an eye on the weird creatures and phenomena
of The Starfall (see below).
2806 Elphame
Population: Unknown; Alignment: Neutral;
Ruler: Linwa Nirmalan, Elf 8, N; Resource: Market
Elphame is the elven capital in the North, a
secluded, fortied settlement closed to most out-
siders. Its precise population is unknown, owing
to the secretive nature of the elves, but is reputed
to be in the hundreds.
2911 Gloris
Population: 300 Men; Alignment: Lawful;
Ruler: Mayor Gillet Hodemer, 0-Level, L; Re-
source: Farm
Gloris is a small community whose inhabitants
make their living by farming and trading with the
friendly goblins of the Makrono Marsh (see above).
3413 Ghaz Droonan
Built into the side of a mountain, the mighty
dwarf hold of Ghaz Droonan stood for centuries
as an example of the great works of the sturdy
Children of the Earth. All that changed when a
plague swept through its halls and exterminated its
population. The origin of the plague has never been
determined and a foul miasma lingers still, discour-
aging any dwarf from ever returning.
3627 The Outyard
The Outyard is an immense subterranean complex
hewn out of the Thunderhome Mountains (see above)
and populated by giants. The giants were kept at bay
in Thulian times, but have been raiding the settle-
ments of men and dwarves in recent decades.
4004 Castle Greenholt
Population: 200 Men; Alignment: Neutral;
Ruler: Nycaize Ouyquant, MU 7, N
Caste Greenholt is home to a powerful magician
who has set himself up as protector of the Greenholt
Forest (see above). Some believe he guards a secret
of the Great Ancients, others that he entered into
a pact with the elves of Elphame (2806). Whatever
the truth, the magician and his men do their best
to prevent anyone from entering the forest without
his permission.
VICINITY OF DWIMMERMOUNT
53
4221 The City Out of Time
Whether this city even exists is open to debate
among scholars. Legends claim that, on certain
nightsnaturally there is debate as to which ones
an ancient city briey appears. It is said that mag-
ical guardians slay any who attempt to make off
with the citys treasure.
Subterranean Locations
Two important sites are not shown on the wil-
derness map due to their depth beneath the surface.
The rst of these is the Ranine city of Ghothulel.
Ghothulel lies in a large underwater carven a quar-
ter-mile below the Cursed Chateau in hex 2138. It
is rumored that the lowest level of the Chateau
contains a tunnel which descends directly to this
horric metropolis.
The second site of importance is Ygolcyak, the
crystal hemisphere which brought Thelidu to Tel-
luria and which now serves as that dread races
capital. The location of Ygolcyak is up to the ref-
eree to determine. It certainly lies close enough to
Dwimmermount to have served as a launching point
for invasions of the dungeon in past eras.
These two underground cities are merely the
largest of the countless warrens, labyrinths, and
dungeons that lay hidden below the surface of the
wilderness. Factions in every era of Dwimmer-
mounts history dug passages beneath the earth.
Adventurers who explore the passages leading off
map from the Deep Hollows (level 7) or sail beyond
the docks of the City of the Ancients (level 9) will
discover an interconnecting web of tunnels and
canals that makes Dwimmermount seem miniscule.
Dungeons such as the Outyard (see above) and
other ruins of various eras also contain entrances
to this underworld. There is a 1 in 6 chance that
an entrance to these Stygian depths is located in
any given hex on the surface, although all are dif-
cult to nd and many are choked with rubble and
debris.
The referee may map the underworld prior to
beginning play, or randomly generate passages as
needed by rolling on the following table:
SUBTERRANEAN LOCATIONS
1d10 Era Creators Structure Connected to Connected by Occupants (1d10)
1 1st Ancients
Azoth-imbued domes carved
into the living rock
The City of the Ancients (level 9),
hex 2410 (Dwimmermount)
Underground canals
and subterranean
rivers
1 Terrim lair
2-7 monster lair
8-10 empty
2 1st Thelidu
Crystal hemispheres deep
beneath the earth
Ygolcyak, somewhere below
Nightmare maze of
warring shafts
1 Thelidu lair
2-7 monster lair
8-10 empty
3 2nd Servitors
Deeply-dug mines, collieries,
and quarries
Deep Hollows (level 7), hex
2410 (Dwimmermount)
The Deep Passages
1-2 Mongrelmen lair
3-7 monster lair
8-10 empty
4 2nd Ranine
Shrines and vaults suffused
with Chaotic energy
Ghothulel, mile below hex
2138 (Cursed Chateau)
Underground canals
and subterranean
rivers
1-2 Ranine lair
3-7 monster lair
8-10 empty
5 3rd Eld
Dungeons, labyrinths, menag-
eries, or sanctums
House of Portals (level 3A), hex
2410 (Dwimmermount); hex
1403 (Tower of the Stargazer); or
hex 2704 (Eldritch Ruins)
Arcane portals
1-3 Eld lair
4-7 monster lair
8-10 empty
6 3rd Derrim
Subterranean citadels or
fortied outposts
Derrim citadel below hex 3627
((The Outyard)
Fortied tunnels
1-3 Derrim lair
4-7 monster lair
8-10 empty
7 4th Beastmen
Hand-dug warrens below
surface lairs
Thulian forts at hex 825 (Lloraec),
2511 (Muntburg), and 2206
(Winterburg)
Crudely-hewn
tunnels and natural
caverns
1-4 Beastmen lair
5-7 monster lair
8-10 empty
8 4th Dwarves
Vaults excavated near mines
and ore veins
Dwarven works at hex 3413
(Ghaz Droonan), 2718 (Passara),
or 2425 (Vidda)
Mine shafts
1-4 Dwarven lair
5-7 monster lair
8-10 empty
9-10 5th+ Men
Catacombs, crypts, and
shrines below the cellars of
monasteries, castles, and
chateaus
Surface dwellings and shallow
dungeon levels
Secret passages
1-5 Undead lair
6-7 monster lair
8-10 empty
T
HE FORTIFIED TOWN OF MUNTBURG (meaning moun-
tain castle in a now-obscure local language) was built during
Thulian times to guard the trade route through the Wintertops, at
the other end of which lay Winterburg (2206). Of relatively minor
importance in those days, Muntburg has grown considerably since
the fall of the Empire. Now under the authority of the City-State
of Adamas (2415), Muntburg still guards the trade route (which is
considerably less active than it once was), but its primary purpose is to keep an eye on Dwimmer-
mount and the adventurers and cultists that are drawn to the ancient citadel.
General Notes
Muntburg is an extremely Lawful place. Its military and civilian popula-
tions lead orderly lives and any breaches of the peace will trigger the sound-
ing of the alarm, which will summon 1d4+2 guardsmen within 1d3 turns.
The guardsmen prefer to subdue any lawbreakers, but will use deadly force
if necessary. Arrestees will be taken to one of two cells located in each of the
Inner Gates (see 19) for interrogation by the Captain of the Guard or the
Castellan. Based on what is learned, lawbreakers may be released with a
warning, a ne, or a steeper punishmentup to, and including, death.
Referees seeking visual references for Muntburg or information about the
communities which support the fortress may nd it useful to know that its
map is based on Rhuddlan Castle, built in Wales in 1277.
Population
Throughout this section, NPCs are described using shorthand statistics for commonly encountered types.
Cavalryman: Besides his arms and armor, each cavalryman possesses 1d10 cp and 1d8 sp.
[AL L, MV 60 (20), AC 2 (plate mail & shield), HD 1, HP 7, #AT 1, DG 1d8 (long sword), 1d6
MUNTBURG MILITARY
Rank # Locations
Castellan (Ftr 6) 1 18
Captain, Bailiff (Ftr 3) 2 19, 25
Sgt., Corporal (Ftr 2) 2 2, 20
Cavalrymen 24 18
Crossbowmen 24 1, 21, 22
Guardsmen 40 19, 20
Men-at-arms 109 1, 2, 15, 16, 17, 24, 25
CHAPTER
5
Muntburg
CHAPTER 5
56
(hand axe), or 1d4 (dagger), SV F1, ML 11]
Crossbowman: Besides his arms and armor, each
crossbowman has ten bolts for his heavy crossbow
plus 1d6 cp and 1d4 sp. In melee combat, each
crossbowman will switch weapons to his short sword
and shield.
[AL L, MV 90 (30), AC 5 (chainmail) or
AC 4 (chainmail & shield), HD 1, HP 5, #AT
1, DG 1d8 (heavy crossbow) or 1d6 (short
sword), SV NM, ML 10]
Guardsman: Besides his arms and armor, each
guardsman has 1d6 cp and 1d4 sp.
[AL L, MV 90 (30), AC 4 (chainmail &
shield), HD 1, HP 5, #AT 1, DG 1d8 (long
sword) or 1d4 (dagger), SV F1, ML 9]
Man-at-arms: A man-at-arms wears plate mail,
wields a long sword and dagger, and possesses 1d8
cp and 1d6 sp.
[AL L, MV 60 (20), AC 3, HD 1, HP 6,
#AT 1, DG 1d8 or 1d4, SV F1, ML 10]
Normal Man: A normal man is any non-com-
batant inhabitant of Muntburg. If attacked he will
generally ee and sound the alarm.
[AL L, MV 120 (40), AC 9, HD 1, HP 3,
#AT 1, DG 1d4 (dagger), SV NM, ML 7]
Locations
1. Main Gate
Muntburgs main gate is accessible only by a
drawbridge, which is usually kept up. The gate-
house is made from great granite blocks and stands
20 feet tall. It is further protected by a portcullis.
Four crossbowmen keep watch atop the gatehouse,
while two men-at-arms greet travelers from behind
the portcullis. Unfamiliar visitors must announce
their names and intentions, which one of the men-
at-arms will relay to their corporal, below, for his
decision about whether the newcomers are to be
allowed inside.
MUNTBURG NAMED NPCS
Name Class Role Location
Pieru Danthan Fighter 3 Corporal of the Watch 2
Adyren Hermen Normal man Bonding House 3
Happ Normal man Senior stable boy 4
Louys Herint Cleric 4 Proctor of Typhon 5
Mathyeu Cleric 1 Acolyte of Typhon 5
Symon Cleric 1 Acolyte of Typhon 5
Tasin Normal man General Store 6
Bynde Petre Normal man Caravan merchant 7
Aurri Petre Normal man Caravan merchant 7
Lotier Bonajute Normal man Moneychanger 8
Durric Dwarf 4 Moneychanger guard 8
Larenz Arquem Normal man Smith 9
Obert Normal man Smiths apprentice 9
Roncin Normal man Smiths apprentice 9
Santin Normal man Smiths apprentice 9
Delster Dwarf 2 Gemsmith 10
Emelisse Cleric 3 Exorcist of Tyche 11
Bertelemy Noion Normal man Merchant councilor 12
Asce Normal man Innkeep 13
Doree Normal man Innkeeps wife 13
Climent Magic-user 1 Termaxian spy 13
Macyot Normal man Taverner 14
Thevenin Verodart Fighter 6 Castellan 18
Alixandre Vaast Fighter 3 Captain of the Guard 19
Roguelin Gencien Fighter 2 Sergeant of the Guard 20
Lambert Fighter 3 Bailiff 25
MUNTBURG
57
2. Market Square
This large open area is overseen by the corporal
of the watch, Pieru Danthan, who takes an interest
in all visitors to Muntburg. He has two men-at-arms
who attend him and take over his responsibilities
when he is not present. There is a well in the square,
and twice a week, merchants and farmers from the
nearby communities sell their goods here.
Danthan is a balding, middle-aged man who
appears more severe than he actually is. He records
the names and business of everyone who enters
Muntburg. Danthan opens up considerably to those
he becomes familiar with, sharing stories of his
youthful failures to enter Dwimmermount. He
carries 12 cp and 8 sp in a purse.
Pieru Danthan [AL L, MV 60 (20), AC 3
(plate mail), HD F2, HP 10, #AT 1, DG 1d8
(long sword) or 1d4 (dagger), SV F2, ML 10]
3. Bonding House
This establishment, overseen by a normal man
named Adryen Hermen, specializes in contracts of
indenture. Anyone looking to hire retainers or hench-
men of any kind is expected to make use of Hermens
services. His fee is paid by the employer and is equal
to 10% of the weekly wage negotiated for the retain-
er. In return, the employer not only has a document
attesting to the legality of his endeavor, but also an
advocate to speak on his behalf to the authorities,
should it become necessary. As a lawyer, Hermen
provides other legal services as well. He keeps me-
ticulous records and a large portion of the bonding
house is taken over with his archives. His private
quarters are located in a back room.
At any given time, there are between 1d6+3 mer-
cenaries looking for employment in Muntburg. These
are 1st-level ghters, equipped with long swords,
daggers, leather armor, and shields. A typical wage
for dungeon exploration is 1 sp per day if provided
with heavier armor (at least chain mail) and missile
weapons. Otherwise, the wage is 1 gp per day.
4. Public Stables
This building is where travelers can stable their
horses while in Muntburg. At any given time, there
are 1d10 horses of various types (mostly riding
horses), as well as 1d6 mules. The stables are tend-
ed by 2d4 stable boys, the oldest of which is named
Happ and hopes one day to become an adventurer.
The stable boys are all normal men.
5. Temple of Typhon
The largest structure devoted solely to religious
purposes in Muntburg is the temple of Typhon,
overseen by a cleric named Louys Herint and his
two acolytes, Mathyeu and Symon. Herint, like
MUNTBURG HIRELINGS FROM
THE ORIGINAL CAMPAIGN
Lars and Lorne, brothers,
skilled with slings
Henga the shield maiden
and Sam the archer
Brakk, gobl i n torchbear-
er, skilled in finding traps,
works qui te cheapl y but
with dubious loyalty
Ragnar, doughty peasant,
seeking adventure to pay
his fiancees dowry
Erik and Ethil, jovial twin
Northmen, proud of their mus-
cles, speak in thick accents
many clerics of Typhon, is something of a martinet
and behaves imperiously toward nearly everyone in
Muntburg, particularly non-humans and those of
other faiths. He is friendlier toward fellow devotees
of Typhon, but even then, he expects to be accord-
ed great respect on account of his station.
Herint will cast his spells on behalf of others for
an offering of 100 gp per spell level, half that if the
recipient is a worshiper of Typhon. The temple cur-
rently has 400 gp in a locked box, which Herint keeps
on the second oor, where he and his acolytes reside.
Louys Herint [AL L, MV 60 (20), AC 1
(plate mail & shield +1), HD C4, HP 14, #AT
1, DG 1d6+1 (mace +1), SV C4, ML 9]
Spells: 1-cure light wounds, detect magic,
protection from evil; 2-bless, snake charm
Acolytes (2) [AL L, MV 90 (30), AC 5 (chain
mail), HD C1, HP 4 each, #AT 1, DG 1d6
(maces), SV C1, ML 9]
6. General Store
The shopkeeper, Tasin, is an old man who lives
alone in a small room at the back of his store. He
sells all of the equipment in the Labyrinth Lord
rulebook (pp. 15-16) at the listed prices, with the
exceptions of weapons, armor heavier than leather,
and any form of transportation. Tasin is a normal
man who carries 1d4 gp on him at all times. The
locked box in his upstairs room contains 200 gp.
7. Caravan Merchants
Here dwells Bynde Petre, a merchant who, along
with his brother Aurri, commands a caravan that
travels between Muntburg and Adamas. Conse-
quently, there is a 50% chance that at least one broth-
er is not present at any given time. The brothers are
normal men who deal primarily in exotic goods from
far-off lands and Thulian antiquities, both of which
are much beloved in Adamas. They will purchase
any non-magical goods brought from Dwimmer-
mount at 50%+1d20% the value listed in the dungeon
level descriptions. If pressed, they will explain that
anyone wanting a greater prot will need to travel
to Adamas themselves to make the sale.
The brothers also sell goods that they have pur-
chased, though there is generally little interest in
them in Muntburg. Currently, they have the fol-
lowing available for sale:
A malachite bowl (25 gp), an onyx statue (100
gp), a Thulian signet ring (300 gp), a hairpin (60
gp), a necklace (30 gp), a pair of dragonskin boots
(500 gp), a silver holy symbol of an unknown god
(50 gp), a jeweled coffer (100 gp), and a dwar-
ven-made silver belt (150 gp).
These items are in addition to the 1,258 gp that
they keep in a large locked chest in their rooms
upstairs.
CHAPTER 5
58
8. Moneychanger
Lotier Bonajute (a normal Man) runs his business
here, protected by a dwarf named Durric, who is a
friend of Delster (see 10). Bonajute changes coins
for a 10% fee of the total value. At any given time,
Bonajute has 1,000 gp on hand in various coin
types. He keeps these funds in several locked coffers
and chests hidden in several places throughout the
building.
Besides his arms and armor, Durric has a potion
of healing and carries 20 gp on his person at all times.
Durric [AL L, MV 60 (20), AC 0 (plate
mail +1 & shield +1), HD D4, HP 20, #AT
1, DG 1d8 (long sword), SV D4, ML 10]
9. Smithy and Armorer
Larenz Arquem and his three apprentices (Obert,
Roncin, and Santin) work here, producing metal
items and armor. All the weapons and armor listed
in the Labyrinth Lord rulebook (p. 15) are available
here with the exception of leather, though there is
a 25% chance that any given weapon or suit of armor
is not currently available for each one desired beyond
the rst one. Larenz and his apprentices are all nor-
mal men and dwell in rooms above the smithy. Each
carries 1d10 sp on his person.
10. Gemsmith
The dwarf Delster works as a gemsmith, buying
and selling precious stones and jewelry, as well as
appraising their value. Evaluation costs a at fee of
5 sp per gem or piece of jewelry. His evaluation is
typically at 50%+2d20% of the value listed in the
dungeon level descriptions and he will gladly buy
them at that value. However, if he comes across an
item of dwarven manufacture, he will be willing to
pay full price to acquire it.
Delster is a friend of Durric (see 8), the two of
them being refugees from Ghaz Droonan (3413),
to which they hope to return one day. Delster gen-
erally wears leather armor, but he has a suit of plate
mail and a shield, as well as a war hammer in his
quarters upstairs, which he shares with Durric. He
carries 1d20 gp on him at all times. He also has a
collection of 20 gems (10 worth 50 gp each, 10
worth 100 gp each).
Delster [AL L, MV 120 (40), AC 8 (leather)
or AC 3 (plate mail), HD D2, HP 14, #AT
1, DG 1d6 (war hammer), SV D2, ML 9]
11. Chapel of Tyche
Emelisse, a cleric of Tyche, dwells alone on the
second oor of this modest building, while she
conducts rites to her goddess on the ground oor.
MUNTBURG
59
Unlike Louys Herint (see 5), Emelisse is friendly
and welcoming to all, making her particularly
well-regarded by travelers and adventurers who pass
through Muntburg. She provides her spells to any-
one who makes even a modest offering to the chap-
el. At any given time, there is d100 sp in the offer-
ing box of the chapel.
Emelisse [AL L, MV 90 (30), AC 4 (chain-
mail & shield), HD C3, HP 10, #AT 1, DG
1d6+1 (mace +1), SV C3, ML 9]
Spells: 1-cure light wounds, detect magic;
2-bless
12. Merchants Council
This large and nicely appointed building is where
the merchants of Muntburg and the surrounding area
meet to discuss matters of mutual interest. Thus the
building contains ofces, meeting rooms, and even
bedrooms for the use of the merchants and their
designated guests. The chief councilor, Bertelemy
Noion (a normal man), is here at all times, protected
by ve mercenary men-at-arms in his employ. Noion
carries 20 gp with him, wears a gold chain (worth
100 gp) and a signet ring (worth 200 gp).
Mercenary men-at-arms (5) [AL L, MV 90
(30), AC 4 (chainmail & shield), HD 1, HP 6,
#AT 1, DG 1d8 (long sword), SV NM, ML 9]
13. Green Dragon Inn
Maintained by a middle-aged man named Asce
and his wife, Doree, this inn has four private rooms
(costing 1 gp per night) and a common room with
enough space for a dozen (1 sp per night). Both
Asce and Doree are normal Men.
Currently the only guest is a 1st-level magic-us-
er named Climent, who has been staying at the
Green Dragon Inn for two months. Climent says
that he is tired of waiting for the arrival of the rest
of his adventuring band, the Red Shields. He is
eager to join another party, but requests a retainer
of 50 gp up front. If the referee wishes to provide
his player characters with a rumor, adventure hook,
or partial map of the dungeon, he may have Climent
offer it in exchange for this payment.
In fact, Climent is already employed to keep
watch on Muntburg by the group of Termaxian
cultists who entered Dwimmermount through the
Alchemists Door (See Chapter 7, Factions in the
Dungeon, p. 96). He has been instructed to write
his reports on lead tablets, with which he makes a
trip up the mountain every three days to leave inside
a gap in the stairs near this entrance. If he joins a
party, Climent will send his initial payment to Ad-
amas to hire a spy to take over his surveillance of
Muntburg, and will add his own reports on the
partys activities whenever he returns to Muntburg.
Although he will not willingly divulge this in-
formation, Climent was approached by Nilus, who
he knew to be an Exalted Adept and the leader of
a Termaxian group called the Azure Twilight. Ni-
lus hinted at the secrets of immortality to be dis-
covered within Dwimmermount. Climent believes
that the Azure Twilight did nd a way into the
dungeon, but does not know where Nilus is and
has failed to nd out how the reports are picked
up. The truth is that Nilus is currently in The
Manufactory (Level 6B) trying to interface with
the Great Machine (Room 40). The Termaxian
uses polymorph self to take the form of a xorn (see
Appendix C, New Monsters, p. 358), glide through
the intervening mountain, and swallow the tablet
from within the stone of the staircase.
Climent [AL N, MV 120 (40), AC 9, HD
MU1, HP 3, #AT 1, DG 1d4 (dagger) or by
spell, SV MU1, ML 10]
Spells: charm person. He has a potion of
invisibility.
14. Flask and Scroll Tavern
Run by Macyot and his family (wife, two sons,
and a daughter), the Flask and Scroll Tavern is open
day and night and is usually bustling with activity.
Both travelers and regular residents of Muntburg
come here for good food and drink, as well as to
socialize and swap stories. At any given time, there
are 1d6+2 patrons (mostly guardsmen or men-at-
arms) in the tavern; there is a 25% chance that one
of them is one of the following NPCs (roll 1d6):
1. Pieru Danthan (see 2)
2. Tasin (see 6)
3. Durric (see 8)
4. Delster (see 10)
5. Emelisse (see 11)
6. Climent (see 13)
The taverns bill of fare is as follows:
Breakfast (Simple) 5 cp
Breakfast (Fancy) 5 sp
Dinner (Simple) 5 sp
Dinner (Fancy) 1 gp
Supper (Simple) 3 sp
Supper (Fancy) 7 sp
Small Beer (Pint) 5 cp
Heavy Beer (Pint) 1 sp
Ale (Pint) 2 sp
Mead (Pint) 1 ep
Wine (Table) 1 ep
Wine (Fancy) 1 gp
CHAPTER 5
60
15. Cavalry Stables
Two dozen warhorses and 1d6 riding horses are
kept here tended by three stable boys (normal men)
and guarded by two men-at-arms.
16. Great Hall
The Great Hall is where the Castellan (see 18)
holds audiences with visitors and dignitaries. The
Hall is very well appointed and also contains two
rooms where individuals of importance can retire
while in Muntburg. Most of the time, the Hall is
locked. The only keys are in the possession of the
Castellan and the Captain of the Guard (see 19).
Two men-at-arms stand guard outside the Hall at
all times.
17. Barracks
This large wooden
building houses fty
men-at-arms, though
few will be present here
during the day.
18. Quarters
This building is
home to the Castellan,
Thevenin Verodart, as
well as two dozen cav-
alrymen. The Castellan
has private quarters on
the second oor, where
he can be found at
night. During the day,
he is wandering about
the inner keep and mingling with his men.
Besides his arms and armor, Verodart has two
potions of extra-healing, boots of speed, and gauntlets
of ogre power. Though aging, he is still in ne phys-
ical condition and much beloved by those under
his charge. He carries 50 gp with him at all times.
Thevenin Verodart [AL L, MV 60 (20), AC
1 (plate mail +1 & shield), HD F6, HP 38,
#AT 1, DG 1d8+5 (long sword +2 & gauntlets
of ogre power), SV F6, ML 11]
19-20. Inner Gates
Standing 30 feet tall, the Inner Gates protect
the Keep. A portcullis and metal-reinforced doors
bar the way and no one except soldiers is allowed
to pass through either gate without the expressed
permission of either the Castellan (see 18) or the
Captain of the Guard. The Captain of the Guard,
Alixandre Vaast, dwells in a room on the upper
oor of 19, while the Sergeant of the Guard,
Roguelin Gencien, dwells in a similar room on the
upper oor of 20. Twenty guardsmen are quartered
in each structure and at least half of them will be
present and/or on duty at any given time.
Besides their arms and armor, the Captain of
the Guard and the Sergeant of the Guard each
carry 15 gp with them.
Alixandre Vaast [AL L, MV 60 (20), AC 2
(plate mail & shield), HD F3, HP 19, #AT
1, DG 1d8+1 (long sword +1), SV F3, ML 11]
Roguelin Gencien [AL L, MV 60 (20), AC
2 (plate mail & shield), HD F2, HP 13, #AT
1, DG 1d8 (long sword), SV F2, ML 11]
21-22. Inner Towers
These two towers stand 50 feet tall and house ten
crossbowmen each. At any given time, three will be on
duty atop the tower, while the others will be within.
23. Private Apartments
These small two-story buildings can be rented
at a cost of 100 gp a month. The buildings contain
limited furnishings (simple beds, tables, and chairs),
but are dry and comfortable. There are eleven of
these apartments in Muntburg, and at any given
time, 1d8+3 of them will already be rented out.
24. Watch Towers
These eleven towers stand 40 feet tall. Each
houses ve men-at-arms.
25. Bailiffs Tower
The bailiff, Lambert, lives here along with ten
men-at-arms. Lambert keeps an eye on everything
that happens within Muntburg from this 45 feet
tall tower, reporting directly to the Captain of the
Guard. He is an experienced ghter, and besides
his arms and armor, he carries 10 gp at all times.
Lambert [AL L, MV 60 (20), AC 1 (plate
mail & shield +1), HD F3, HP 18, #AT 1,
DG 1d8 (long sword) or 1d4 (dagger), SV F3,
ML 11]
26. Inner Wall
The inner wall, protecting the Inner Keep, is 10
feet thick and 20 feet tall.
27. Outer Wall
The outer wall of Muntburg is 5 feet thick, 30
feet tall, and punctuated by eleven small, 40 feet
tall towers (see 24).
28. Inner Keep
A water well is located in the center of the Keep.
Where well-worn paths have not been cut through
it, there is grass in this area. During the day, 1d6+12
guardsmen and/or men-at-arms will be present
here, engaged in drills or weapons practice.
Much as I love [Gygaxs classic module] B2, it some-
times feels a little too de-contextualized perhaps
by design but I find I like context for my ad-
ventures, particularly low-level onesI dont nd
the Keep particularly compelling, a problem made
all the more obvious to me in my own Dwimmer-
mount campaign, where Muntburg is a close
relative of the Keep in terms of depth and detail
(which probably explains why both the players
and myself prefer to visit Adamas, even though its
farther away from the dungeon).
James Maliszewski,
Grognardia,
11/18/09
MUNTBURG
61
How to Use This Section
Although Muntburg may serve as the home base
for an adventuring partys initial expeditions, its lim-
itations including the reduced prots from the local
sale of rarities taken from the dungeon and the un-
availability of advanced items and services are in-
tended to push the campaigns adventures outside the
dungeon toward Adamas and the other City-States,
which offer a wider canvas for the referees imagination
and more scope for the party to get into trouble.
Likewise, although players who wish to develop their
characters roots may use Muntburg to do so, restrict-
ing all characters to this background would close off
many more evocative and open-ended possibilities.
Muntburgs rst advantage is that it is mundane,
establishing a baseline against which the megadun-
geons increasing strangeness can be appreciated.
Its second is that it is manageable in scope, making
it possible to detail all key areas in a way that would
be impossible in a place like Adamas. Taken togeth-
er, these mean that Muntburg is best seen as a
microcosm in which changes throughout the cam-
paign can be clearly observed.
Because they are likely to become richer and
more powerful than anyone listed in Muntburg,
the player characters will often instigate these chang-
es. Referees are also encouraged to introduce their
own developments, which may reect those taking
place elsewhere in the setting or initiate new themes.
The following provide some possibilities:
Inquisitor. A higher-ranking cleric of Ty-
phon is dispatched by the temple of Adamas
to root out Termaxian cultists. Given that
Turms followers are highly motivated to
remain close to Dwimmermount and have
had two centuries to insinuate themselves
into Muntburg, the inquisition may be as
fruitful as it is disruptive.
Imperial Sympathizers. Muntburgs gar-
rison is greatly expanded to prepare for the
risk of invasion forces sweeping out of the
dungeon, but weakened by internal con-
icts. The bulk of the new troops are con-
scripts with poor discipline, while many of
the most experienced arrivals are openly
nostalgic for the glories of empires past and
susceptible to the appeals of Volmarian
agents and Termaxian cultists.
The Charmer. A magic-user becomes the
talk of Muntburg by hosting sumptuous
banquets and lavishing gifts on its most
important citizens. His inuence may be
aided by arcane compulsions and guided
by the schemes of those who are bankroll-
ing him, or may simply reect the feverish
atmosphere generated by Dwimmermounts
re-opening.
Vampires. Servants whisper that key per-
sonnel in Muntburg have ceased going out
in daylight and are no longer visible in mir-
rors. These new vampires may be thralls
created by Sittas in his scheme to gain pow-
er, or they may have been persuaded by
Cyrus to accept undeath in order to better
defend the fortress against the threat of
Turms Termax. See The Ossuaries (Level
6A), Rooms 15 and 32, for details on these
master vampires.
A
s a megadungeon, Dwimmermount presents the referee with a wide and
potentially daunting variety of elements to work with. This section serves
as a guide to some of the most important aspects of using Dwimmermount.
Relation to Muntburg
Dwimmermount lies approximately three miles to the northwest of Muntburg
(see Chapter 5, Muntburg, p. 55) by means of an old Thulian trade road that
passes through the Wintertop Mountains and toward the now-ruined fortress of
Winterburg. This road is not well traveled today, as there are few settlements to the north and even less
trade. Likewise, the authority of Adamas does not extend far beyond Muntburg itselfanyone who
leaves its walls and heads in the direction of Dwimmermount is on their own. Brigands often lurk near
the dungeon, attracted by rumors of the treasures to be had within and preying on treasure-seekers.
From the trade road, stairs can be seen ascending towards Dwimmermounts peak. At their base they
run in broad switchbacks through fortications ruined since the Fall of Dwimmermount at the start of
the Sixth Era. Archways are frequently set into low walls along this section of the stairway, including
one called the Alchemists Door for the arcane symbols engraved into its archstones. Many believe that
these are more than simple ornaments, and the authorities in Muntburg are accustomed to, if not com-
fortable with, strange folk with reagent-stained hands who rent rooms in town, but spend their days
trying to work out the secrets of the Alchemists Door. Rumors that someone has succeeded at this are
true, but almost none are based on actual knowledge of the Termaxian inltration.
Emerging from the fortications, the stairs become straight and then narrow as they reach the Red
Doors, so called because they are made from a reddish metal known to sages as Areonite, brought to
Telluria from the Red Planet. The Red Doors were the main entrance to Dwimmermount, and attempt-
ing to open them is a common rite of passage for Muntburgs youth. Recently an adventuring party from
Adamas, Typhons Fists, discovered that the Red Doors were no longer sealed and word is beginning to
get out despite its best efforts at secrecy.
A third entrance to the dungeon is mostly a secret of the dwarves, passed down since their ancestors
helped to carve its halls. For centuries, a few dwarves in each generation have followed a precarious trail
along the windward side of the mountain to join the dungeons custodians. Only dwarves or those with
a similar eye for stonework will perceive the Stone-Wrought Stairs at the end of this trail, and (until
CHAPTER
6
Overview of the
Dungeon
CHAPTER 6
64
recently) only dwarves could pass through its en-
trance. Several groups of dwarves have recently
passed this way, but none have returned.
The Arcane Barriers
The Red Door, Alchemists Door, and Stone-
Wrought Stairs, and other entrances to Dwimmer-
mount have long been closed. From the construc-
tion of The Manufactory (Level 6B) two thousand
years ago until its takeover by Termaxian cultists
two months ago, Dwimmermount has been shield-
ed from intrusion by an arcane barrier that enclose
its perimeter entirely, from the tip of its peak all
the way down to depths of The City of the Ancients
(Level 9). The Perimeter barrier entirely encloses
another barrier, the Outer Prison, which itself en-
closes a third barrier, the Inner Prison (both on
Level 8). These barriers, layered like an onion, are
all powered by the astral dome over The City of
The Ancients, and controlled by the Great Machine
(Room 40) on The Manufactory (Level 6B).
Sealed, Activated, and
Deactivated Barriers
Each of the three barriers can be sealed, acti-
vated, or deactivated. When sealed, a barrier is
entirely impassable; when activated, a barrier is
traversable at specic places under particular con-
ditions; and when deactivated, a barrier is freely
traversable. For the past two hundred years, the
Perimeter and Outer Prison barriers have been
activated while the Inner Prison barrier has been
sealed. At the start of the campaign, the cultists
controlling the Great Machine accidentally deacti-
vated the Perimeter barrier, thus permitting a va-
riety of intruders to enter Dwimmermount.
Deactivated Barrier: When an arcane barrier is
deactivated, it temporarily ceases to exist. It poses
no obstacle to travel, is not detectable by any means,
and has no effect on spells of any sort.
Sealed Barrier: When an arcane barrier is
sealed, the barrier springs into existence as a wall
of force that is impervious to all physical and arcane
attack. Normally Dwimmermounts arcane barri-
ers are hidden several feet behind the stone of its
outermost dungeon walls, but when exposedas
in the staircase leading to The Prison (Level 8) or
the Crevasse (Room 26) from The Prison to The
City of the Ancients (Level 9), or as a result of
tunneling attemptsthe barrier appears as a wall
of shimmering, multicolored light. Any being who
touches the barrier receives a painful shock that
deals 1d12 points of damage and paralyzes him
for a number of rounds equal to the damage done
(no saving throw).
The space enclosed by a sealed barrier is com-
pletely cut off from this plane of existence: The area
effectively becomes a pocket dimension that does
not exist relative to the world of Telluria. The en-
closed area appears to scrying attempts as an emp-
ty void. Its actual contents cannot be detected, and
no passage, communication, or inuence of any
means is possible across the sealed barrier. Arcane
spells which involve inter-planar communication
or travel do not work in areas within a sealed bar-
rier, including conjure elemental, contact other plane,
control weather, dimension door, y, invisible stalk-
er, passwall, reincarnation, and teleport. Divine
magic is better able to circumvent active arcane
barriers (see below) but the clerical spells commune
and raise dead still do not function within.
Activated Barrier: Like a sealed barrier, an
activated barrier appears as a wall of force that is
impervious to all physical and arcane attack. How-
ever, the enclosed space still has some connection
to its plane of existence, and it can be passed through
safely at designated gateways if certain conditions
are met (discussed below). Other than allowing
this limited ingress and egress, an activated arcane
barrier functions as described above, being impass-
able and impervious to all magic and physical force,
and causing damage and paralysis to those who
touch it. Arcane spells which involve inter-planar
communication or travel still do not function with-
in areas enclosed by an activated barrier, but the
area can be scryed upon and telepathic communi-
cation is possible.
Gateways through the Barriers
The Gateways through the Arcane Barriers table
shows the location of each gateway in each arcane
barrier, and under what circumstances the activat-
ed barrier can be passed through at that gateway.
These circumstances are relevant only if the barrier
is activated but unsealed. If the barrier is sealed
then no passage is possible through any gateway;
while if the barrier is deactivated, then it presents
no obstacle to passage at all.
Red Doors: The main entrance to Dwimmer-
mount, the Red Doors lead to the Entrance Cham-
ber (Room 1) of The Path of Mavors (Level 1). If
the Perimeter barrier is sealed, the Red Doors lie
within its wall of force, and cannot be opened or
even damaged by any means. If the Perimeter bar-
rier is activated, the operator of the Great Machine
can mechanically open and shut the Red Doors;
opening the doors temporarily extinguishes the
wall of force in the doorway until the doors are
closed again. Now that the Perimeter barrier has
been deactivated, the wall of force is gone, and
anyone may push the massive Red Doors open and
venture down the staircase to The Path of Mavors.
The rst to do so in centuries were the Typhons
OVERVIEW OF THE DUNGEON
65
Fists (see Appendix D, Rival Parties, p. 364) whose
brief exploration took place within the week before
the campaign starts.
Stone-Wrought Stairs: The Stone-Wrought
Stairs lead to the Entrance Cave (Room 30) of
The Path of Mavors (Level 1), which is a service
entrance for the dwarven custodians of Dwim-
mermount. For most of the past two centuries,
not many dwarves were needed to maintain a
stable situation inside the dungeon and so the trail
to the Stone-Wrought Stairs is now largely over-
grown with foliage. If the Perimeter barrier is
sealed, the Stairs end at the barriers impassable
wall of force. If the Perimeter barrier is activated,
its wall of force is still present, but dwarves can
pass through it freely. Now that the Perimeter
barrier is deactivated, the wall of force is gone, and
anyone can walk freely from the Stairs into the
Entrance Cave. The demonic Spawn of Arach-Na-
cha slipped in through this entrance and corrupt-
ed its dwarven guardian, Guran.
Alchemists Door: The Alchemists Door ap-
pears as a stone faade carved into the mountain
face, surrounded by arcane glyphs. In truth it is
not a door at all, but an arcane portal designed as
a secret entrance by the Eld that leads to the Al-
chemists Door Terminus (Room 64) on The House
of Portals (Level 3A). Like other entrances to
Dwimmermount, the Alchemists Door does not
function at all when the Perimeter barrier is sealed.
But if the Perimeter barrier is merely activated, or
is deactivated, the Alchemists Door can be used,
provided its other conditions are satised.
Opening the Alchemists Door requires both a
Triple Conjunction of Kythirea, Areon, and Ioun
(which occurs only once every 58 years) and a
quantity of liqueed moonsilver (12 drams), an
extraterrestrial metal that has become rare since
the fall of Thule and the end of regular commerce
with Ioun (see Appendix E, The Four Worlds, p.
373). The liquid metal must be used to outline
the Door during the Conjunction. Doing so opens
a dimension door in the doorway leading to and
from the Alchemists Door Terminus. Once the
Conjunction ceases, the dimension door closes and
the Alchemists Door is once again just a stone
faade. However, those who have passed through
the Alchemists Door even once nd it always serves
GATEWAYS THROUGH THE ARCANE BARRIERS
Gateway Barrier Location Passage Granted
Red Doors Perimeter
Entrance Chamber, The Path of Mavors (Room
1, Level 1)
When operator of Great Machine (Room 40,
Level 6B) mechanically opens door
Stone-Wrought Stairs Perimeter
Entrance Cave, The Path of Mavors (Room 30,
Level 1)
To dwarves
Alchemists Door Perimeter Portal Room, The Reservoir (Room 15, Level 3B)
When arcane portal is correctly activated (e.g.
during Triple Conjunction)
Moon Shaft Perimeter
Cave of the Moon Pool, The Path of Mavors
(Room 28, Level 1)
To moonlight
Fire Pit Chimneys Perimeter Smithy, The Laboratory (Room 23, Level 2A) To natural smoke
Portals to the Four Worlds Perimeter
Portals to Areon, Ioun, Kythirea, and Volmar,
The House of Portals (Rooms 8, 34, 43, and 61,
Level 3A)
When arcane portal is correctly activated (e.g. car-
rying Areonese soil to pass through Portal to Areon)
Deep Passages
Perimeter Exits from Map, The Deep Hollows (Level 7)
To living creatures bearing brooches of the
Terrim and to non-living things (boats, etc.)
Docks Perimeter Docks, The City of the Ancients (Room 10, Level 9)
To living creatures bearing brooches of the
Terrim and to non-living things (boats, etc.)
Hangar Perimeter Hangar, The Divinitarium, (Room 19, Level 0)
When operator of Great Machine (Room 40,
Level 6B) mechanically opens door
Prison Entrance
Outer Prison Entrance, The Prison (Room 1, Level 8) Never
Crevasse
Outer Prison Crevasse, The Prison (Room 26, Level 8) To characters who save v. Spells
Inner Prison
Inner Prison Inner Prison, The Prison (Room 41, Level 8) To anyone (in), to Lawful characters (out)
The Great Machine can be used to change the circumstances under which a barrier gateway grants passage (see effect 10 on the Effects of the Great Machine
table, p. 242). For instance, when the Termaxians ruled Dwimmermount, they set the Inner Prison barrier to permit free egress to Chaotic characters while keeping
Lawful characters trapped within. Most of the settings shown on the Gateways through the Barriers table were chosen by Sarana during the Fall of Dwimmermount,
though they are typical for eras when Dwimmermount was under Lawful control.
CHAPTER 6
66
as a dimension door for them thereafter (except, of
course, if the Perimeter barrier is sealed). The Ter-
maxians found within the dungeon gained entry
through the Alchemists Door two months ago,
during the last conjunction.
Moonshaft: This is a narrow crevasse in the
rocks overlooking the Stone-Wrought Stairs. If the
Perimeter barrier is sealed, the crevasse is blocked
by its wall of force, which allows nothing to pass. If
the Perimeter barrier is activated, the wall of force
is still present, but it permits moonlight to pass
through. Now that the Perimeter barrier has been
deactivated, the wall of force is gone, and the waters
of the pool in the Cave of the Moon Pool (Room
28) on The Path of Mavors (Level 1) are visible far
below. The crevasse is just big enough for a human
to squeeze through, and the weathered remains of
a rope tied around a nearby boulder suggest that
it was once used for this purpose. The Termaxian
alchemists who dug tunnels to connect the Moon
Pool to Dwimmermount trusted in the arcane
barrier to keep this entrance closed, so many books
about the role of alchemy in the Fifth Era mention
the Moon Pool. Jasper and Saidon in Adamas are
among those who are aware that moonlight shines
directly into this source of true water, but they have
not deduced that this shaft might also provide a
means of entry to the dungeon because they do not
think like adventurers.
Fire Pit Chimneys: The re pits in the Smithy
(Room 23) of The Laboratory (Level 2A) date from
the early Thulian era. Exhaust from the re pits
rst passes through lters designed to stop even
enemies polymorphed into oozes, then reaches the
surface via carefully camouaged chimneys. If the
Perimeter barrier is sealed, the chimneys are blocked
by its wall of force, which allows nothing to pass. If
the Perimeter barrier is activated, the wall of force
is still present, but it permits natural smoke to pass
through. Now that the Perimeter barrier has been
deactivated, the wall of force is gone, and the chim-
neys can be passed through by any gaseous creature.
(The lters still stop oozes and other creatures.)
The vampire Aetheria uses the chimneys to travel
from the Grand Hall (Room 32) on The Ossuaries
(Level 6A) to the surface when she is so ordered by
her lover, Cyrus Agallon, as well as in pursuit of
her own needs and desires. Other Thulian builders
or military planners of Cyrus era would be aware
of the smithy as a potential point of entry.
Portals to the Four Worlds: Like the Alche-
mists Door, the various gateways through the
barrier on The House of Portals (Level 3A) are not
physical openings; instead they are arcane portals
that teleport those pass through them to a location
on the other side of the barrier. These portals in-
clude the Portal to Areon (Room 8), Portal to Ioun
(Room 34), Portal to Kythirea (Room 43), Portal
to Volmar (Room 61), and the hidden portal in the
Black Room (Room 28). Like the other gateways
through the barriers, the Portals to the Four Worlds
do not function at all when the Perimeter barrier
is sealed. But if the Perimeter barrier is merely ac-
tivated, or is deactivated, the portals can be used,
provided their other conditions are right. See Chap-
ter 11, The House of Portals, p. 153, for details.
Deep Passages: The Deep Passages exit the edge
of the map of The Deep Hollows (Level 7). Most
of the Passages connect to the underground net-
works discussed in Chapter 4, Vicinity of the Dun-
geon (p. 47), while the Passage from the Exit
Cave (Room 32) leads directly to the subterranean
realm of Ygolcyak. If the Perimeter barrier is sealed,
all of the Passages are blocked by its wall of force,
which allows nothing to pass. If the Perimeter
barrier is activated, the wall of force is still present,
but living creatures bearing brooches of the Terrim,
as well as dwarves, golems, and non-living things
like cargo, can pass through it freely. Now that the
Perimeter barrier has been deactivated, the wall of
force is gone, and the Deep Passages can be freely
traversed. Thelidu, trolls, and ranine are among
those who have invaded the dungeon via the Pas-
sages now that they are no longer protected by the
Perimeter barrier.
Docks: The Docks (Area 10) of the City of the
Ancients (Level 9) were built to handle boats plying
the sunless seas beneath Dwimmermount. If the
Perimeter barrier is sealed, the Docks are entirely
blocked by its wall of force, which allows nothing
to pass. If the Perimeter barrier is activated, the
wall of force is still present, but living creatures
bearing brooches of the Terrim, as well as dwarves,
golems, and non-living things like boats and cargo,
can pass through. Now that the Perimeter barrier
has been deactivated, the wall of force is gone, and
the Docks can be freely entered.
Hangar: The Hangar (Room 19) of The Divin-
itarium (Level 0) was constructed by the Great
Ancients during the Second Era to provide access
for astral vessels (see Appendix A, New Magic Items,
p. 315) plying the heavens. If the Perimeter bar-
rier is sealed, the hangar doors lie within its wall
of force, and cannot be opened or even damaged by
any means. If the Perimeter barrier is activated, the
operator of the Great Machine (Room 34 of Level
6B) or the Control Room (Room 20 of Level 0)
can mechanically open and shut the Hangars doors;
while opened in this manner the wall of force in the
doorway is extinguished. Now that the Perimeter
barrier has been deactivated, the wall of force is
gone, but the Hangars exterior doors are so mas-
sive that mechanical or magical means are still re-
quired to open them.
OVERVIEW OF THE DUNGEON
67
Prison: See Chapter 18, The Prison (Level 8), p.
265, 266, and 276, for details on the gateways
through the Outer Prison and Inner Prison barriers.
Divine Disruption of the Arcane
Barriers
The arcane barriers cannot be brought down by
an arcane or physical effect, but clerical magic is
capable of temporarily deactivating a barrier. This
is how the Thulians were able to invade Dwimmer-
mount at the start of the Fourth Era, and how the
Typhonian rebels expected to invade it at the end
of the Fifth Era.
Magic of such magnitude is beyond the scope
of the 1st through 5th level clerical spells common-
ly available on Telluria, and carries substantial costs
in time and treasure. The referee can adjudicate the
effect using the rules for magic research in Labyrinth
Lord (p. 126), or by using the rules for ritual mag-
ic found in Adventurer Conqueror King System (p.
117), treating divine disruption of an arcane bar-
rier as a 7th level divine ritual.
Dungeon Construction
The foundations of Dwimmermount were laid
at the very beginning of the history of men on
Telluria, and the excavation of the last of the dun-
geons 13 levels was completed by the Thulian
Empire 500 years ago. The Dungeon Construction
Chronology table shows when and why each level
was built, and lists some surviving features that
might reveal its original purpose to players.
Construction Materials
Much of Dwimmermount is constructed from
natural material that will be familiar to any adven-
turer limestone, sandstone, bronze, brass, iron,
DUNGEON CONSTRUCTION CHRONOLOGY
Order Level Era Purpose Suggestive Features
1 The City of the Ancients (9) 1st Create citadel of Law Azoth-infused Dome, Terrim Compound (Area 6)
2 The Deep Hollows (7) 1st Mine azoth and other materials Crystal Cave, Stairs Down (Rooms 25 & 35b)
3 The Manufactory (6B) 1st Create barrier, develop technology Great Machine (Rooms 13d & 40)
4 The Prison (8) 2nd Prosecute and rehabilitate criminals Chamber of Truth, Pillars of Law (Rooms 18 & 29)
5 The Hall of Greater Secrets (5) 2nd Metaphysical research Hieroglyphics Room, Library (Rooms 19 & 48)
6 The Hall of Lesser Secrets (4) 2nd Physical and biological research Clone Chamber, Alteration Chamber (Rooms 61 & 62)
7 The Reservoir (3B) 2nd Store remaining azoth reserves Distillation Room (Room 35)
8 The Path of Mavors (1) 2nd Elevator access to surface Entrance Chamber, Elevator (Rooms 1 & 56)
9 The Divinitarium (0) 2nd Launch Servitors into space Speaker to the Heavens, Hangar (Rooms 17 & 19)
10 The Laboratory (2A) 3rd Breed monsters Pool of Life, Essence Machines (Rooms 50 & 51)
11 The House of Portals (3A) 3rd Colonize Four Worlds Portal to Areon (Rooms 8)
12 The Reliquary (2B) 4th Show reverence for the Gods Pillars of the World, Temple of Law (Rooms 12 & 51)
13 The Ossuaries (6A) 4th Honor and utilize dead Thulians Enchantry (Rooms 18b)
and oak. However, many more unusual materials
also appear within its halls, particularly in the lev-
els dating back to the Great Ancients and Eld. These
materials are described below.
Adamant:A dull, silvery-grey metal combining
the strength and toughness of steel with the hard-
ness of diamond, adamant is strangely easy to work
into superb armor and weapons. The metal is found
only in the deepest mineral veins of the Four Worlds.
As a result of its rarity, adamant is usually alloyed
with other metals, adamantine steel (98% iron, 1.5%
carbon, 0.5% adamant) being most common. In its
pure form, it is occasionally used in the machinery
of Dwimmermount.
Alchemists Resin: When rst congealed, alche-
mists resin is a milky white uid, but it can be dyed
to any desired tint and molded to any desired shape.
Depending on the drying agent used, alchemists
resin can harden into a strong and rigid material or
an elastic and exible one. In either formulation it
is corrosion-resistant and durable. The Great Ancients
used alchemists resin extensively for armor, contain-
ers, xtures, furnishings, glassware, machinery, pipes,
and utensils. The secret of creating alchemists resin
was lost in the Third Era.
Areonite: This lustrous red ore, sometimes called
red brass, is native to Areon. Easy to cast and work,
very strong, and highly resistant to corrosion, are-
onite is ideal for use in machinery, pipes, and stat-
uary. The Eld also used it frequently in doors,
jewelry, ornamentation, and statuary and, when
infused with azoth, in arcane weaponry. It largely
fell out of use when the Eld Empire collapsed and
supplies became scarce.
Azoth:This silvery-black metal is a liquid in all
but the coldest temperatures. There, paradoxically,
it becomes the gas known as ether (or quintessence),
which suffuses the empty space between the worlds.
Azoth cannot be worked like other metals; instead
CHAPTER 6
68
it is used as a tempering agent for other materials,
including, it is said, man himself. See Appendix F,
Azoth (p. 377), for details on this most precious
of substances.
Hepatizon: A bronze alloy, forged from copper,
tin, and silver, hepatizon patinates to a dark pur-
plish-black. It is used throughout Dwimmermount
in jewelry, ornamentation, and statuary. The meth-
od of making it has been lost since the Fifth Era.
Kythirean Ebony: This hard, black wood has
a ne grain and can be polished to a glass-like
smoothness. It grows only on Kythirea, but it is
valued on all of the Four Worlds for its strength
and suppleness: nearly as strong as oak, it is only
half the weight, with the exibility of yew. It has
become very rare since communication with Kyth-
irea ended with the fall of the Thulian Empire.
Moonsilver: A very soft, silvery-white metal,
moonsilver is used primarily in the crafting of jew-
elry, such as rings and amulets. Alchemists and
enchanters traditionally employ it when creating
magical protection devices. As its name suggests,
moonsilver is found only on the Moon, making it
very rare on Tellluria today.
Nephelite: A white, black, or grey material with a
pearly lustre resembling porcelain, nephelite was used
by the Great Ancients for doors, furnishings, pipes and
walls. Nephelite is half the weight of steel, and three
times harder, though extremely rigid and brittle. Neph-
elite has been impossible to create since the Second
Era. It cannot be re-worked using present technology
and is thus not very valuable except as a collectible.
Orichalcum: Resembling golden bronze,
orichalcum is as strong and hard as steel, though
more difcult to work. Orichalcum conducts and
stores magical energy better than any other sub-
stance, and is both corrosion-resistant and non-mag-
netic, making it ideal for use in arcane devices. The
Ancients supposedly powered their wondrous ma-
chines with energized orichalcum. Orichalcum
was still being forged as late as the Fifth Era.
MATERIALS
Material Era Appearance Closest Real-World Analog Value
Adamant 1-5 Dull, silvery grey Ferrium C69 steel 1,000 gp per lb.
Alchemists resin 1-3 Resinous, milky white Polyvinyl chloride 50 gp per lb.
Areonite 2-4 Splendant, reddish copper Gunmetal 10 gp per lb.
Azoth 1-5 Splendant, silvery black Mercury 1,600 gp per lb.
Hepatizon 1-5 Splendant, purplish black Shakudo 10 gp per lb.
Kythirean ebony 2-5 Fibrous, black Ebony 100 gp per lb.
Moonsilver 2-5 Splendant, silvery white Palladium 500 gp per lb.
Nephelite 1-2 Pearly, white, black, or grey Silicon carbide 1 gp per lb.
Orichalcum 1-3 Splendant, golden bronze Beryllium bronze 500 gp per lb.
Starmetal 1-2, 4 Splendant, silvery grey Meteorite iron 100 gp per lb.
Thulian concrete 4-5 Dull, brownish grey Roman concrete 1 gp per 1,000 lbs.
Vitreum 1-3 Vitreous, transparent Polycarbonate laminated glass 10 gp per lb.
Starmetal: Starmetal is a very hard iron alloy
occasionally found inside meteorites that fall to
earth. It is powerfully aligned with Law and useful
in the crafting of weapons against Chaos. Because
of its astral origin and Lawful alignment, starme-
tal was occasionally used for religious iconography,
jewelry, and ornamentation by the Great Ancients
and Thulians.
Thulian Concrete: This strong and stable build-
ing material was extensively used by the Thulians
in their buildings and roads. True Thulian concrete
was mortared with volcanic dust found only on the
island of Thule, and has not been made since the
fall of the Empire. It is superior to anything the
City-States build with.
Vitreum: This strong, lightweight, and shat-
ter-resistant substance was extensively used by the
Great Ancients in buildings, doors, and windows.
Vitreum is naturally transparent and sparkling,
like lead crystal, but can be tinted and frosted as
desired. The secret of creating vitreum was lost in
the Third Era. It cannot be re-worked using
present technology and is thus not very valuable
except as a collectible.
Construction Methods
All spaces within the dungeon are either natural
limestone caverns, or hewn out of the stone of the
mountain. Hewn construction dating to the First
to Third Eras is awlessly smooth and mathemat-
ically perfect, as if the stone simply dematerialized
to create space of the desired dimensions. Excavation
of the Fourth Era is less precise, and in places down-
right crude, with rough surfaces riddled with mi-
nuscule ledges where fungus grows and ssures
where vermin, bats, and subterranean snakes live.
Sometimes, the original excavated spaces were
later sub-divided into smaller areas by interior walls.
During the First and Second Era, these walls were
of nephelite or vitreum, while during the Third Era
they were conjured walls of stone or iron stabilized
OVERVIEW OF THE DUNGEON
69
with permanency. In the Fourth Era, interior walls
were cast from Thulian concrete, while in the Fifth
and Sixth Eras they were constructed from plaster,
stone, brick, and wood. In any case, the corridors
of Dwimmermount are usually 10 feet wide, with
ceilings 15 feet tall at their highest. Rooms and
chambers have ceilings that vary between 15 and
20 feet tall, except where noted.
Over the centuries, Dwimmermounts various
denizens have decorated and furnished its halls and
chambers in various ways, such as carvings, mosa-
ics, statues, and fountains. The Characteristic Con-
struction table allows the referee to provide details
based on his decision about when areas were last
modied by the dungeons denizens.
Cataclysms
Over the course of several thousand years,
Dwimmermount has suffered four great cataclysms.
Each of these cataclysms has irreparably damaged
its structure and xtures. Some of the damage was
due to ghting, but the greatest harm from these
cataclysms has come from the deactivation of the
Perimeter barrier. Dwimmermounts internal struc-
ture was designed to leverage the Perimeter bar-
rier for internal support, and if the barrier is turned
off, the dungeons walls and ceilings begins to
crack and crumble from the strain. Dwimmer-
mount has suffered the most harm during those
cataclysms when the Perimeter was deactivated for
long periods of time.
The rst cataclysm was triggered by the war
between the Great Ancients and the Eld. Much of
the devastation to Dwimmermount was deliberate-
ly inicted, as the Ancients destroyed precious
machinery and devices rather than allow them to
fall into the hands of the Eld.
The second cataclysm occurred when the Thulian
barbarians captured Dwimmermount from the Eld.
The divine magic of the Gods of the Great Church
(the Servitors) deactivated the Perimeter barrier,
and the rebels attacked through The Path of Mavors
(Level 1) and the tunnels of The Deep Hollows
(Level 7). After weeks of battling from level to
level they seized the Great Machine (Room 40) on
The Manufactory (Level 6B) and re-activated the
CHARACTERISTIC CONSTRUCTION
Era Builder Building Material Architecture Ornamentation Lights
1st Ancients Nephelite or vitreum Domed swoops Liquid crystals, vitreum screens Vitreum radiance
2nd Servitors Nephelite or vitreum Crystal spires Psychic images, memory pedestals Vitreum radiance
3rd Eld Conjured stone or iron Archways and daises Arcane runes, abstract art, fountains Glow globes
4th Thulians Thulian concrete Columns and vaulted ceilings Carved blocks, mosaics, reliefs, statues Glow globes
5th Termaxians Plaster and stone Pipes and sprayers Brazen heads, frescoes, strange ora Arcane light
6th Dwarves Brick and wood Stanchions and supports Scaffolding, refurbished materials Lanterns
Perimeter. However, astral incursions through The
House of Portals (Level 3A) and The Divinitarium
(Level 0) continued for many years as the Eld took
advantage of secret portals which were set to open
during conjunctions. Of these, only the Alchemists
Door was not purged because its terminus was
rmly within Thulian control. The effects of this
Fourth Era cataclysm are visible in the predomi-
nantly Thulian architecture in areas where heavy
ghting destroyed the construction of past ages
(notably Level 1 and parts of 2A, 3A, 4, and 5).
The third cataclysm came when the temples of
Typhon and Tyche rose up against Termaxian rule
at the start of the Sixth Era. Their commanders
expected another bloody incursion through The
Path of Mavors, but what happened instead was
the sealing of the Perimeter and all its entrances.
A grim and generally doomed struggle ensued
among the men and monsters trapped inside
Dwimmermount. Although an uneasy coalition
between dwarves and vampires eventually estab-
lished order and unsealed the Perimeter to admit
more custodians, the effects of this cataclysm are
visible in the ruined, looted, and bone-strewn
condition of most levels.
The fourth cataclysm is taking place now, at the
start of the Seventh Era. With the Perimeter bar-
rier entirely deactivated, intruders are able to pass
unhindered through all entrances and also create
their own through tunneling. The effects of this
cataclysm can be seen in the ssures and cracks
found in many rooms, which have allowed the
spread of monsters from within and without the
dungeon, as well as in the passages which collapsed
when no longer supported by the arcane walls.
Doors
As with the architecture and building materials,
the doors of Dwimmermount vary greatly depend-
ing when they were built, ranging from ordinary
wooden portals of recent construction to strange,
dilating circles of gleaming metal and glass created
by the Great Ancients. The upper levels of the
dungeon tend to have ordinary doors, while extant
doors from earlier eras are found throughout the
dungeons lower levels. These include:
CHAPTER 6
70
Areonite Doors: Areonite doors were crafted
by the Eld during the Third Era. These are swing-
ing single- or double-leaf doors of areonite (red
brass), generally 8 feet tall, 4 or 8 feet wide, and
2 inches thick, opened with pull rings or magic.
The Eld being prone to baroque design, areonite
doors are often extensively ornamented with arcane
runes and adorned with hepatizon or Kythirean
ebony ttings.
Blast Doors: These doors are sliding single- or
double-leaf doors made of composite layers of neph-
elite and alchemists resin. Blast doors are general-
ly 8 feet tall, 4 or 8 feet wide, and 4 inches thick.
Dating to the First and Second Era, blast doors
were designed to be opened magically or techno-
logically, with mechanical handles built in for emer-
gency access.
Dilating Doors: These remnants of the 1st and
2nd eras dilate like an iris when opening and clos-
ing. A dilating doors round doorframe, 8 feet in
diameter, is typically areonite, hepatizon, or orichal-
cum, while the door itself is adamantine steel or
tinted vitreum. Like blast doors, dilating doors
were designed to be opened by magical or techno-
logically, with a mechanical crank as back-up.
Hatches: These swinging single-leaf adamantine
steel doors date to the First through Third Eras.
Hatches are generally 6-8 feet tall, 3-4 feet wide,
and 2-4 inches think. Hatches are opened mechan-
ically with handles and latches.
Ordinary Doors: Many ordinary doors were
installed during the 4th, 5th and 6th era. These
swinging, single-leaf doors are generally made of
sturdy oak reinforced with iron, 8 feet tall, 4 feet
wide, and 1-2 inches thick, and are opened with
pull rings or latches. Some ordinary doors dating
from the 3rd era are of oak reinforced with areonite.
Vitreum Doors: Vitreum doors, from the First
and Second Eras, are swinging single-leaf doors
made of transparent or frosted vitreum, with frames,
handles and ttings of alchemists resin, hepatizon,
orichalcum, or adamantine steel. They are typical-
ly 8 feet tall, 4 feet wide, and inch thick.
The direction in which each door opens is shown
on the map of each level, from which the side on
which they are hinged may be deduced. (For slid-
ing doors, the direction the door opens shows which
side the doors mechanical handles are on). Locked,
stuck, and magically held doors are indicated on
the map and in the text. Locks are generally found
on the side of the door opposite its hinges. Areonite
and ordinary doors will have ordinary (pin tumbler
or ward) locks. The other types (blast doors, dilat-
ing doors, hatches, and vitreum doors) will be
locked with lodestone locks that use strange ener-
gies to seal the latch. Due to the advanced con-
struction of lodestone locks, a thief initially has
only half his usual chance of picking one. This
penalty expires once a thief gains familiarity with
a lodestone lock by successfully picking one. Oth-
er types of security systems within Dwimmer-
mount are discussed below (p. 73).
Stuck doors must be forced open by adventur-
ers. Doing so requires a roll of 2 or less on 1d6,
modied by strength as per Labyrinth Lord, page
44. There is a 2 penalty to force open a stuck
blast door and a 1 penalty to force open a stuck
areonite door or hatch. Dilating doors may not
be forced. Opening a stuck door normally creates
enough noise to incur a wandering monster check
(see below).
Environment
Dwimmermount was built with a sophisticated
air circulation system intended to keep the interior
atmosphere pleasant, temperate, and fresh. Centu-
ries of abuse, neglect, and repair by custodians
who no longer completely understand the system
have left it only partially functional. The air has a
stale quality to itbreathable, but not pleasant
and on many levels mixed with the odors of offal
and decay.
The dwarven custodians do their best to keep
Dwimmermount tidy, but areas not routinely vis-
ited by the dwarves are choked with dust and sub-
ject to mildew if near sources of water.
OVERVIEW OF THE DUNGEON
71
Lighting
For most of its history, Dwimmermount has
been well-lit. Levels built by the Great Ancients
(such as The Divinitarium and The Manufactory)
were originally illuminated by radiance emitted
from panels of vitreum mounted in the ceiling. The
Eldritch levels (e.g. The Laboratory and The Hall
of Portals) used azoth-based glow bulbs, which the
Thulians continued to use. As supplies diminished,
their successors, the Termaxians, relied on magical
light and faerie re. The light sources designed to
be used in an area are shown on the Characteristic
Construction by Era table (above), but except where
noted in the room descriptions, the original light-
ing systems are not functional: Most areas of Dwim-
mermount are dark. Inhabitants who need light
must use whatever comes to hand, ranging from
lanterns to torches made from rags and scraps of
furniture. Intelligent occupants without infravision
will certainly light their areas, while those with
infravision do so only 25% of the time.
Machinery
Scattered throughout Dwimmermount are many
arcane devices and mysterious apparatuses, products
of the strange science of the Great Ancients and
the Eld. The purposes and workings of these ma-
chines cannot be easily understood by lesser minds.
When rst encountering a new machine, an adven-
turer must spend a full turn (10 minutes) examin-
ing it and then make an ability check versus INT
in order to understand its purpose and the basic
workings of its controls. From there, some machines
may require characters to make additional ability
MACHINES BY LOCATION
Machine Location Special Rules
Training Apparatus Level 1, Room 17 Result of use is based on 1d10 roll
Pump Level 1, Room 58 None
Laboratory Controls Level 2A, Room 14 Using triggers wandering monster check
Orrery Level 2A, Room 19 Requires pick locks roll to open hatch; must install Thulian fuel cylinder
Azoth Emitter Level 2A, Room 45 Character has 1 in 6 chance per round to shut down
Pump Level 2A, Room 48 None
Stasis Tubes Level 2A Room 49 Tubes cannot be operated until activated by Great Machine
Pool of Life Level 2A, Room 50 Requires 3 INT checks to master controls; each check takes 1 hour
Essence Machines Level 2A, Room 51 Must install Thulian fuel cylinder and connect tank of liquid matrix to use
Image Projector Level 3A, Room 17 Result of use is based on 1d6 roll
Power Generator Level 3B, Room 10 Requires INT check to use; failure causes shock or damage
Power Regulator Level 3B, Room 29 Requires INT check to use; failure causes shock damage
View Screens Level 3B, Room 29 Requires engineers control rod
Arcane Library Level 3B Room 37, Requires knowledge record and engineers control rod to use
Reservoir Control Level 3B, Room 44 Requires engineers control rod
Elevator Controls Level 4, Room 14 Requires INT check at 4 or read languages to use
Clone Chamber Level 4, Room 61, Requires 3 INT checks to produce a clone without error
Alchemical Distillery Level 5, Room 34 Requires INT check, reagents, and 10hp of blood to use
Enchantry Level 6A, Room 18b, 42a, 60, and 63 Result based on number of knobs turned
Metal Machine Level 6B, Room 6a Requires power cell to use
Analytical Engine Level 6B, Room 13d Requires engineers control rod and ability to speak Ancient to use
Viewing Stations Level 6B, Room 15a Requires engineers control rod to use
Gas Pump Level 6B, Room 20 Requires remove traps roll to shut down
Azoth Pool Level 6B, Room 31 None
Backup Power Plant Level 6B, Room 34 Destroyed by dealing 50 points of damage
Great Machine Level 6B, Room 40 Requires engineers control rod and successful percentile die roll for each effect learned;
each effect takes 1 or more turns to learn
Crystal Attunement Level 6B, Room 47 Requires engineers control rod to use
Prison Controls Level 8, Room 27 Requires Termaxian passkey, engineers control rod, and INT check at 4 to use
Sleeping Gods Canister Level 9, Area 3 Must route power from Terrim Compound
Speaker to the Heavens Level 0, Room 17 Requires INT check at 2 to use; failure causes divine retribution
Teleportation Device Level 0, Room 34 Requires engineers control rod and INT check to use; failure causes imperfect attunement
CHAPTER 6
72
checks to use them correctly (this will be noted in
the room text). Characters who deduce the purpose
of machines through in play investigation and tri-
al-and-error activity can avoid these checks, at the
referees discretion.
The table above (p. 71) lists the major ma-
chines found in Dwimmermount and summarizes
the rules regarding their use.
Noise
Outside of the inhabited areas, Dwimmermount
is typically quiet, but not silent. Pipes travel behind
and through the walls and oors of the dungeon
and sometimes rattle as water or other liquids ows
through. Where there are spigots, drips echo
through the corridors. Hums and thrums of ma-
chinery are common, especially on The Ossuaries
(Level 6A), The Manufactory (Level 6B), and The
Prison (Level 8).
Portals
Dwimmermount contains a number of portals
designed to allow instantaneous transport between
distant locations. Each portal is attuned to an-
other portal. When a portal is activated, it allows
travel to and from the portal with which it is at-
tuned. Some portals are continuously activated,
while others are temporarily activated for only a
limited time when particular conditions are met.
Travelers using temporary portals must be careful
to return to their point of origin before the portal
deactivates. Otherwise they risk being trapped at
their destination, as the portal they arrived at might
not be attuned to the portal they departed from,
or might not be activated in the same way.
Portals vary in appearance. Some resemble door-
ways set into walls, like the Alchemists Door on
the stairs leading to the mountains peak, while
others are free-standing and seemingly empty arch-
ways, like the Portals to the Four Worlds in The
House of Portals (Rooms 8, 34, 43, and 61 of
Level 3A). Others appear as silvery-black pads of
metal on the dungeon oor, like the Teleportation
Pads (Rooms 31b-d) on The Divinitarium (Level
0). The most subtle are buried just within the walls,
ceilings, or oors of rooms or corridors, where they
can only be seen using a detect magic spell or by
the wearer of a helm of astral movement (see Ap-
pendix A, New Magic Items, p. 320). For example,
those stepping through the visible opening of Por-
tal Room (Room 15) of The Reservoir (Level 3B)
are transported to the bottom of the Staircase
(Room 1) on The Ossuaries (Level 6A), where the
entrance to the portal is concealed.
The destination portal with which a given portal
connects can be re-tuned by those who understand
their workings. The Teleportation Device (Room 34)
on The Divinitarium is designed to do this for the
Teleportation Pads on the Divinitarium. Other por-
tals within Dwimmermount could be re-tuned using
the Great Machine (Room 40) on The Manufactory
(Level 6B). Doing so would require a result of 12
on the Effects of the Great Machine table (p. 242).
Stasis Tubes
A stasis tube appears as a vitreum cylinder, slight-
ly taller than a human being, with a set of dials and
switches located on a copper plate at its base, as
well as a hinged door with a copper handle at its
mid-point. Some stasis tubes will visibly contain a
creature in suspended animation within, while
others will appear empty.
Both appearances are misleading. In fact, a sta-
sis tube is a specialized type of portal. Each tube
connects to a unique series of twelve extradimen-
sional spaces. These are similar to the extradimen-
sional spaces contained within a bag of holding or
portable hole, except that time stands still within
them. Each space is large enough to contain one
man-sized creature. Each tube can therefore keep
up to a dozen creatures in suspended animation
simultaneously, although only one extradimension-
al space per tube can be present in this plane of
existence at any given time.
Normally, the dial on the copper plate at its base
can be used to rotate a stasis tubes connection to
each of its twelve extradimensional spaces, one at
a time. Then when the dial has attuned the tube
to the desired extradimensional space, the switch-
es on the copper plate can be used to open the
cylinder, allowing a creature to enter or exit that
extradimensional space. At present, however, the
control panels on all the tubes are disabled. During
the fall of Dwimmermount, Sarana used the Great
Machine (Room 40) on The Manufactory (Level
6B) to shut off the controls. This was done to pro-
tect the existing occupants, as well as to prevent
the hated Termaxians from escaping into stasis and
causing problems later in time.
With a roll of 12 on the Effects of the Great
Machine table (p. 242), the Great Machine could be
used to re-activate the control panels. Alternatively, it
could also be used to scan through the extradimen-
sional spaces and release a specied occupant or cate-
gory of occupants from one or more stasis tubes. When
Dwimmermount was invaded by Termaxian cultists,
the dwarves did just that, instructing the Great Machine
to release all beastmen held in stasis to help defend
Dwimmermount. Although the Great Machine is no
longer in their hands, this instruction is still active and
from time to time will cause a few new hobgoblins or
minotaurs to emerge from stasis tubes throughout
Dwimmermountas reected by wandering monster
tables for The Reliquary, The Reservoir, The Halls of
Lesser Secrets, and The Halls of Greater Secrets (Lev-
els 2B, 3B, 4, and 5, respectively).
OVERVIEW OF THE DUNGEON
73
Unless the Great Machine has re-activated the
control panels on the stasis tubes, the tubes doors
are sealed and cannot be opened except with mag-
ic. The vitreum from which the tubes are made can
be shattered, but being quite sturdy can withstand
100 points of damage before shattering. Shattering
a tube aligned to an unoccupied space has no vis-
ible effect. Shattered a tube aligned to an occupied
space has two effects. First, anyone within 10 feet
of the shattered tube will receive an electric shock
dealing 3d6 damage (a successful saving throwing
versus Spells reduces damage by half). Second, the
human inside the tubes space will be released. He
or she will awaken in 1d6 rounds, perplexed by the
situation, but otherwise in good health. In either
case, creatures occupying the other spaces in the
series to which the shattered tube was linked become
trapped until the tube is repaired or rebuilt.
Security Systems
Over the eras, multiple systems for controlling who
can access various parts of Dwimmermount have been
developed by its defenders. This section will discuss
those which span multiple dungeon levels.
The oldest type of security system dates to the
First Era of Dwimmermount, when the Great An-
cients began to explore the world of Telluria. Their
expeditionaries were given brooches with which they
could signal their right to enter and leave The City
of the Ancients (Level 9) and Deep Hollows (Lev-
el 7). Within the City, an even more exclusive lev-
el of access was conferred by possession of a great-
er brooch. These are known as the brooch of the
Terrim and the greater brooch of the Terrim (see
Appendix A New Magic Items, p. 318 and 319),
although the items themselves are older than the
current occupants for which they are now named.
As the dungeon grew in the Second Era, access to
its systems was increasingly automated, with various
keys, rods, and cards required when accessing certain
areas or operating secure machinery. Examples include
the Elevator, the Teleportation Device (Room 34) on
The Divinitarium (Level 0), the Control Room (Room
3) on The Reservoir (Level 3B), and the Great Machine
(Room 40) on The Manufactory (Level 6B). The
most common security system from the Second Era
is the engineers control rod (see Appendix A, New
Magic Items, p. 318).
The nal security system, the Termaxian passkey
(see Appendix A, New Magic Items, p. 325), was
instituted during the Fifth Era. Like the brooch of
the Terrim, these passkeys are marks of status and
favor which, if shown to Termaxian servants and
allies, will often avert attack. In some cases arcane
devices of Termaxian origin were constructed to
require the possession of a passkey, much like en-
gineers control rods. Other, pre-existing, machines
were modied to require passkeys as the Termaxian
mages sought to restrict them to their own kind.
Sacred Objects
Dwimmermount contains a large number of
statues, shrines, altars, and other sacred objects
associated with the various divine powers of Telluria.
Characters who interact with these sacred objects
can receive boons from the god or gods associated
with the site. A particular boon might improve an
ability score, modify a die roll, grant a power, or
offer a material reward; the exact effect is usually
related to the nature of the god or power granting
the boon. Boons can be either permanent or tem-
porary, but in either case, a given character can only
benet from each boon once.
The most numerous sacred objects in Dwim-
mermount are the statues of the Thulian Great
Churchs gods, erected during the Fourth Era of
Dwimmermount. During the period of Termaxian
rule, most of these statues had their heads removed
and replaced with a new head bearing the image of
Turms Termax. The cult of Turms Termax was
predicated, at least in part, on the notion that the
ascended mortal Turms was the greatest of all the
gods. Indeed, all the other gods were little more
than feeble pregurations of his perfect plenitude
-- past echoes of his might. Consequently, once
the cult seized full control of the Thulian Empire,
it began to systematically co-opt all the sects of the
Great Church, teaching that each of the gods they
served was an aspect of Turms, whose full majesty
could only be appreciated by a select few, namely
BLESSINGS OF THE GODS
God Boon
Anesidora The Blessing of Anesidora: +1 bonus to WIS for 24 hours.
Asana The Blessing of Asana: +1 bonus to initiative rolls and armor class for 24 hours
Caint The Blessing of Caint: One-time ability to cast cure serious wounds as per the cleric spell.
Donn The Blessing of Donn: One-time ability to cast protection from evil 10 radius as per the cleric
spell.
Mavors The Blessing of Mavors: +1 bonus to hit and damage rolls for 24 hours
Tenen The Blessing of Tenen: One-time ability to cast dimension door as per the magic-user spell.
Tyche The Blessing of Tyche: +2 bonus to all saving throws for 24 hours.
Typhon The Blessing of Typhon: +1 bonus to CHA for 24 hours.
CHAPTER 6
74
the hierophants of his cult. Lesser men cannot grasp
Turms in his fullness and thus must content them-
selves with understanding only a part of him, as
mediated through one of the sects dedicated to a
god-aspect. It was to emphasize this point that
many representations of the gods had their heads
replaced with that of Turms Termax
This doctrine caused the Thulian gods to order
their clerics to rebel against Termaxian rule, and
the gods continue to oppose the works of Turms
Termax even now. Characters who show their sup-
port for the gods of the Great Church by removing
the head of Turms Termax from a sacred statue and
replacing it with the head of the appropriate deity
will receive a boon from that deity. Removing the
head of a statue requires a successful force doors
roll. Placing a new head on the statue does not
require a roll, but does require a head be found
somewhere in the dungeon. The default boon
gained from replacing the head of Turms Termax
with a statues original head is shown below. Spe-
cic sacred objects found within Dwimmermount
may specify other boons, some much more power-
ful than those listed above (p. 73).
While there is no explicit penalty for characters
that deface or destroy sacred objects within Dwim-
mermount, doing so certainly risks offending the
divine power associated with the object. The ref-
eree may, at his discretion, refuse to grant the char-
acters any boons from the offended gods thereafter,
and/or remove any boons previously earned.
Trafc Between Levels
Pages 74-76 show how the various levels
of Dwimmermount relate to one another vertical-
ly. Each level is connected to the levels or sub-lev-
els above and below by at least one staircase, the
exceptions being The Divinitarium (Level 0) which
is accessible only by elevator, and The House of
Portals (Level 3A) which has no stairs to The Halls
of Lesser Secrets (Level 4) below.
Staircases
Staircases are usually well-worn stone and trav-
el between 50 and 100 feet before reaching the
next level. These stairs are generally narrow, requir-
ing man-sized creatures to walk single le along
their length, with the exception of the massive
staircase connecting The City of the Ancients (Lev-
el 9) to The Deep Hollows (Level 7).
Elevator
An elevator connects Room 1 of The Divinitar-
ium (Level 0), Room 56 of The Path of Mavors
(Level 1), and Room 13 of The Halls of Lesser
Secrets (Level 4). Keys to the elevator are found in
the lair of the Spawn of Arach-Nacha (Room 41)
on The Path of Mavors (Level 1) and in the lair of
the Minotaur King (Room 55) on The Halls of
Lesser Secrets (Level 4). When power is restored
to the elevator via the machinery of the Elevator
Control Room (Room 14) on Level 4 or through
the operation of the Great Machine (Room 40) on
The Manufactory (Level 6B), using one of these
keys will summon the elevator platform to the
users level. Those who open the door when the
power is off, or do so without a key, will see a 250-
foot vertical shaft whose walls glisten from the
transit of various Kythirean slimes and are festooned
with clumps of fungi and vegetation from the Green
Planet. Daring parties may y, levitate, or climb up
and down this shaft.
Water Pipes
The water pipes running through Dwimmer-
mount form a vast web that passes above and below
virtually every square foot of the dungeon. While
the pipes are barely big enough for an ordinary rat
to squeeze through, characters equipped with po-
tions of diminution (or similar magic) might end
up using the water or azoth pipes to travel between
different rooms and levels.
Except where noted below, the water pipes are
not entirely lled with water. However, the volume
is sufcient that characters traveling within the
pipes must swim (see Labyrinth Lord, p. 46). If
unable to breathe water, they must also roll to avoid
drowning each turn. The chance of drowning is
10% if a character is unencumbered, 30% if lightly
encumbered, 60% if moderately encumbered, and
90% of heavily encumbered.
The table on the next page shows where the
water pipe openings are found within Dwimmer-
mount.
Travel in the water pipes will generally be from
one opening to another. If desired, the referee can
plot the characters exact route of travel through
the water pipes on the dungeon maps. Alternative-
ly, the referee can assume that characters must
travel 240 feet horizontally to nd another opening
on their own level, and 60 feet vertically to reach
another level. At a typical unencumbered swimming
rate of 60 feet per turn, it will take 4 turns to reach
another opening on the same level and 5 turns to
reach an opening on an adjacent level. Each turn
of travel through the water pipes, the referee should
roll 1d12 on the table below.
Note that the water pipes are lightless, and torch-
es will of course be extinguished by the water cours-
ing through them. Characters without infravision
or magical light therefore move at half speed, have
twice the chance of drowning, and have a 4 pen-
alty to all to hit rolls and ability checks.
OVERVIEW OF THE DUNGEON
75
Azoth Pipes
Dwimmermount contains vast reservoirs of az-
oth, all of which connect via a system of pipes,
pumps, and valves. Like the water pipes, the azoth
pipes are too narrow for anything larger than a rat,
so only characters with potions of diminution, poly-
morph, or similar magic can traverse them.
Characters traveling within the pipes must swim
or wade through the azoth, doing so at half their
normal movement rate. Unlike water, azoth is highly
toxic to living creatures, so characters traveling the
azoth pipes without environment suits (see Appendix
A, New Magic Items, p. 318) or similar protection
will suffer terrible consequences - see Appendix F,
Azoth, p. 382, for the effects of azoth immersion.
Assuming the characters concoct a method to
enter the system and emerge unscathed, openings in
the azoth pipes can be found in the following locations
indicated in the table above.
As with the water pipes, travel within the azoth
system will generally be from one opening to an-
other, which can be plotted on the map if desired
or handled abstractly. The referee can assume that
characters must travel 480 feet horizontally to nd
another opening on their own level, and 60 feet
vertically to reach another level. At a typical unen-
WATER PIPE TRAVEL
Roll Event
1 Juncture: The pipes here split off in many directions, none of them the direction the character wishes to travel. A traveller must make
an ability check versus INT or lose 1d6 turns traveling the wrong way.
2 Drain: A strong current carries water downward through a drain here. Characters must make an ability check versus STR or be ung
into the drain, taking 1d6 points of damage.
3 Valve: The pipes ahead are blocked by a valve. Characters may force their way through (as if opening a stuck door), knock the valve
open, or retrace their steps and try another route. If the valve is opened, roll again on this table to determine whats on the other side.
4 Overow: The pipes here are entirely lled with water. Characters able to breathe water may proceed, but others must retrace their
steps and try another route.
5 Sewage: The pipes here are lled with waste and excrement. Any characters who proceed must save versus Poison or become
infected with a disease as if bitten by a rat (see LL, p. 92)
6 Fast Current: Water ows hard and fast through this segment of the pipes. Depending on the direction of ow, characters have their
swimming movement rate (1-3) halved or (4-6) doubled, and their chance of drowning is increased by one encumbrance level.
7 Rats: A pack of 2d10 ordinary rats, lthy with sewage, attacks intruders into their pipes.
8 Bugs, Millions of Them: The pipes here are clogged with a swarm of biting, creeping horrors, forming an insect swarm of 1d3+1 HD.
9 Dry: The pipes ahead are free of water. The characters may travel at their normal movement rate for the next turn.
10-12 No event
AZOTH PIPE OPENINGS
Level Room
The Path of Mavors (Level 1) Azoth Spring (Room 37)
The Path of Mavors (Level 1) Enclosure (Room 54)
The Laboratory (Level 2A) Thorny Room (Room 46)
The Laboratory (Level 2A) Rose Garden (Room 47)
The Laboratory (Level 2A) Pump Room (Room 48)
The House of Portals (Level 3A) Pumping Station (Room 3)
The Reservoir (Level 3B) Dry Fountain (Room 1)
The Reservoir (Level 3B) Pump Room (Room 7)
The Reservoir (Level 3B) Azoth Spillage (Room 34)
The Reservoir (Level 3B) Reservoir (Rooms 45-50)
The Halls of Lesser Secrets (Level 4) Clone Chamber (Room 61)
The Halls of Greater Secrets (Level 5) Azoth Leak (Room 21)
The Halls of Greater Secrets (Level 5) Azoth Pools (Room 44)
The Manufactory (Level 6B) Azoth Pool (Room 31)
The Manufactory (Level 6B) Foundry (Room 62)
WATER PIPE OPENINGS
Level Room
The Divinitarium (Level 0) Solarium (Room 14)
The Divinitarium (Level 0) Latrine (Room 38)
The Path of Mavors (Level 1) Latrine (Room 55)
The Path of Mavors (Level 1) Pumping Station (Room 58)
The Laboratory (Level 2A) Latrine (Room 35)
The Reliquary (Level 2B) Well (Room 15)
The Reliquary (Level 2B) Latrine (Room 20)
The Reliquary (Level 2B) Latrine (Room 68)
The House of Portals (Level 3A) Pumping Station (Room 3)
The Reservoir (Level 3B) Latrine (Room 25)
The Halls of Lesser Secrets (Level 4) Ranine Lair (Room 30)
The Halls of Lesser Secrets (Level 4) Latrine (Room 54)
The Halls of Greater Secrets (Level 5) Latrine (Room 45)
The Ossuaries (Level 6A) Lute Pool (Room 21)
The Manufactory (Level 6B) Cisterns (Room 9)
The Manufactory (Level 6B) Latrine (Room 11)
The Manufactory (Level 6B) Junction (Room 37)
The Prison (Level 8) Latrine (Room 22)
CHAPTER 6
76
cumbered movement rate of 60 feet per turn, it will
take 8 turns to reach another opening on the same
level and 10 turns to reach an opening on an adja-
cent level. Each turn of travel through the pipes,
the referee should roll 1d12 on the table above.
Vertical Fissures
The cataclysms of Dwimmermounts past have
torn several vertical ssures through the mountain.
One such ssure, as jagged as a bolt of lightning,
connects the Bottomless Pit (Room 7) in The Hall
of Greater Secrets (Level 5) to the Chasm (Room
5) in The Deep Hollows (Level 7). This ssure was
created during the rst cataclysm, during the ght-
ing between the Great Ancients and the Eld. Eld
sorcerers later enchanted the ssure with its erce
winds to prevent the Terrim from using it to pen-
etrate into the upper levels.
A second ssure, the Crevasse (Room 26) in The
Prison (Level 8) opening above the Haywire De-
fenders (Area 9) of The City of the Ancients (Lev-
el 9) was created two centuries ago, during the third
cataclysm. Traversing this ssure is possible, but
difcult, as it passes through an arcane barrier
which is still active, albeit weakened by the inuence
of the Sleeping God. See Chapter 18, The Prison
(Level 8), p. 109, for details.
Finally, the Great Fissure (Area 1) is a huge
crevasse that descends several hundred feet below
the City of the Ancients. The Great Fissure was
torn open during the second cataclysm, when the
Thulians brought down the Perimeter barrier and
drove out the Eld, and it has never been explored
by the cautious Terrim. Precisely where the Great
AZOTH PIPE TRAVEL
Roll Event
1 Juncture: The pipes here split off in many directions, none of them the direction the character wishes to travel. A traveller must make
an ability check versus INT or lose 1d6 turns traveling the wrong way.
2 Drain: A strong current carries azoth downward through a drain here. Characters must make an ability check versus STR or be ung
into the drain, taking 1d6 points of damage.
3 Valve: The pipes ahead are blocked by a valve. Characters may force their way through (as if opening a stuck door), knock the valve
open, or retrace their steps and try another route. If the valve is opened, roll again on this table to determine whats on the other side.
4 Alkahest: A leaking azoth distillery has introduced alkahest into the pipes. The initial concentration of alkahest is very low; characters
notice their armor and clothing begins to steam and sizzle. Any characters who continue ahead must make saving throws versus
Death or be disintegrated by the alkahest (note that characters subject to protection from evil are immune to the effect of alkahest).
5 Bubble Burst: 1d6+1 bubbles of gaseous azoth are suspended in the liquid ahead. Characters that advance forward must make an
ability check versus DEX; if they fail, they pop a bubble. There is a 2 in 6 chance that the explosion of one bubble will set off another
one, which also has a chance to set off another, and so on, until either the chain reaction stops or all bubbles have exploded. Each
bubble deals 1d6 points of damage to any creatures in a 5 foot radius.
6 Fast Current: Azoth ows hard and fast through this segment of the pipes. Depending on the direction of ow, characters have their
movement rate (1-3) halved or (4-6) doubled.
7 Mercury Ooze: Flowing through the azoth like mucus through a nasal canal is a silver-white mercury ooze.
8 Mutant Bugs: Hideously mutated silver-black beetles course through the azoth. Treat the beetles as an insect swarm of 1d3+1 HD.
9 Dry: The pipes ahead are free of azoth The characters may travel at their normal movement rate for the next turn.
10-12 No event
Fissure leads and what dwells down there is left to
the referee to decide.
Key Labyrinth Lord Rules
Monster Entries
Monster statistics are presented using a short format
as follows. In cases where the monster is not described
in the Labyrinth Lord rulebook (or its description
differs signicantly from that in the rulebook), the
room key includes the page number where the descrip-
tion can be found in this book. For example:
Eldritch Bones (8) [AL N, MV 90 (30), AC
5, HD 1+1, HP 8 (2), 7, 6, 5 (2), 2 (2)
#AT 1, DG 1d6+1, SV F1, ML 12]
Humanoid Entries
Statistics for men and other humanoids are pre-
sented using a short format as follows. In cases
where the humanoid is not described in the Laby-
rinth Lord rulebook (or its description differs sig-
nicantly from that in the rulebook), the room key
includes the page number where the description
can be found in this book. The format also includes
details of the arms and armor wielded and worn by
the humanoids, which can also be magical items.
Separate lines are given for stronger opponents,
bodyguards, leaders, and characters of different
classes. If an NPC has a class, it is denoted by a
letter before the characters HD valueC (Cleric),
D (Dwarf), E (Elf), F (Fighter), MU (Magic-user),
P (Paladin), and T (Thief). For example:
OVERVIEW OF THE DUNGEON
77
Eld (6) [AL C, MV 120 (40), AC 5 (chain
mail), HD E3+1, HP 12, 10, 8 (x2), 7 #AT
1, DG 1d8 or 1d8 (Thulian Crossbows or long
swords), SV E3, ML 8]
Eld (1) [AL C, MV 120 (40), AC 3 (chain
mail & shield +1), HD E3+1, HP 17 #AT 1,
DG 1d8+1 (long sword +1), SV E3, ML 8]
Wandering Monsters
The majority of Dwimmermounts rooms are
deliberately devoid of monsters for several reasons.
Empty rooms allow scope for pursuit. When mon-
sters fail morale checks and ee into unmapped
areas, or when the only escape from a dire situation
leads into the unknown, players choices would
be less valid if every room were occupied. Empty
rooms also provide decisions about spending time
in the dungeon, whether through searching for
hidden valuables or holing up to rest. Finally,
empty rooms provide buffer zones between op-
posing factions on a level.
Wandering monsters play a vital role in each of
these situations, ensuring that a mostly empty dun-
geon does not feel devoid of danger and excitement.
Extended or noisy pursuits may trigger wandering
monster checks, potentially turning the tide of the
chase even if it is passing through an area that the
party believes to be unoccupied. The frequency of
wandering monster checks creates the time pressure
that makes time management decisions meaningful.
And wandering monster rolls can also make the
battle lines between factions dynamic, swelling the
ranks of one side or causing some monsters to
appear in territory controlled by their enemies.
Normally, the referee rolls for wandering mon-
sters every other turn (every 20 minutes of game
time) and whenever the players force a door open
or declare that their characters are taking the time
to search a room. Any result of 1 on 1D6 indicates
that a wandering monster is encountered, its exact
nature determined by the wandering monster table
for the current dungeon level. An encounter with
a wandering monster does not always lead to inter-
action or combat. The referee may choose to place
the monster at whatever distance from the party he
wishes, in order to make sense of how the monster
entered the area, to restock a faction, or to create
a dynamic situation which the players may later
stumble into. Even if the wandering monster appears
near the range of the partys sight or hearing, the
referee is advised to check for surprise and reaction
rolls before proceeding. Based on the results, wan-
dering monsters may try to remain undetected so
that they can monitor the partys activities or go
get help from allies.
House Rules
As a mega or campaign dungeon, Dwimmer-
mount is intended to serve as a tent pole for an
entire campaign. The player characters will certain-
ly go elsewhere in the wider world outside the
dungeon, but it is assumed that they will always
return to Dwimmermount to continue their explo-
rations. The dungeon will change over time in
response to the activities of the characters, and
should exist independent of them as well. The fol-
lowing house rules are provided to help the referee
make the dungeon dynamic.
Dungeon Restocking
David Sham Bowman of Shams Grog & Blog
(shamsgrog.blogspot.com) popularized the idea of
random dungeon restocking, which provides a
chance that that formerly cleared-out rooms might
again be occupied when characters return to the
dungeon after having left it to rest and re-supply.
Roll on the Dungeon Restock table, below, when-
ever characters re-enter a room to determine if it
has become home to new monsters and/or treasure
while they were away from the dungeon.
DUNGEON RESTOCK TABLE
D6 Roll Room Contents
1 Monster
2 Monster and Treasure
3-6 Empty (1 in 6 chance of concealed treasure)
If a monster is indicated, the referee can either
roll randomly on the levels wandering monster
table to determine an appropriate monster or choose
a monster he deems appropriate based on what
creatures are nearby. If the table indicates the mon-
ster has treasure, use the monsters Hoard Class to
generate it. If there is concealed treasure, use the
Unprotected Treasure Table (Labyrinth Lord, p.
124) to generate it.
Disturbances by Rival Parties
Once word gets out that the adventurers have
done the seemingly impossiblereturned from
the megadungeon alive and with lootit is only
a matter of time before others follow in their
footsteps.
Consult the Rival Adventuring Parties table
every time the adventurers return to civilization
carrying loot from Dwimmermount. Roll once on
the table for each room of the current level that the
adventurers did not visit, modied by +2% for each
previous time they left the dungeon to return to
civilization.
If any roll indicates the presence of a rival ad-
venturing party, consult the Rival Parties on p.
361 to choose an appropriate set of rivals. Gen-
CHAPTER 6
78
erally speaking, the party chosen
should be roughly similar in level to
the dungeon level where they appear.
Once a rival adventuring party has
been established as active on a partic-
ular dungeon level, the referee should
remember this so as to make the most
of it. For example, that particular par-
ty might be seen in Muntburg, boast-
ing of their exploits or showing off the
loot they took from their adventures.
Likewise, when a wandering monster
table calls for a rival adventuring par-
ty, the referee might wish to make
that the party already encountered on
a given level.
Both the Dungeon Restock and
Rival Adventuring Parties Tables are
house rules because, like all random
tables, they should be used at the ref-
erees discretion. There may be times
when the use of these tables is either
nonsensical or tedious, and in such
cases, the referee should never feel bad
about substituting his own ideas and
good judgment instead.
Experience Points for
Spending Treasure
The original Dwimmermount cam-
paign used a house rule that has been
adopted by a number of groups over
the past four decades, but has not been
reected in the assumptions of mega-
dungeon design since the basements
of Arnesons original castle. As in Lab-
yrinth Lord, experience points (XP)
are gained from two sources: treasure
and monsters. However, unlike Lab-
yrinth Lord, XP from treasure is only
gained if it is spent. Thus, if a charac-
ter brings 1,000 gold pieces worth of
treasure out of a dungeon, he only
gains one XP for every gold piece spent. This gold
can be spent on anything, whether vital or frivolous,
but it must be exchanged for something in order
to earn the experience points.
The design intent of this house rule is twofold.
First, it keeps player characters cash poor and thus
provides them with ample incentive to continue
adventuring. Second, it forces characters to use their
wealth rather than simply hoard it. Some will frit-
ter it away on meaningless pleasures and tries,
while others will invest it into large projects, such
as spell research or the construction of a stronghold.
A group using this house rule is advised to track
treasure and wealth separately. Treasure represents
valuables, including maps and information, which
characters risk their lives to bring back to civiliza-
tion. Wealth is acquired without danger. Only trea-
sure generates XP when spent, which may also
generate wealth. For example, characters who re-
cover 20,000 gp from the dungeon record it as
treasure and earn XP when they spend it on the
deed to a gold mine. Gold mined from their new
acquisition will be recorded as wealth, which can
be spent like any other gold but will not earn XP
in the process.
It is ne for players to try to spend their treasure
in ways that will make them richer and better able
to seek treasure. Although treasure must be ex-
changed for something, this may be abstract. A
party which bribes an intelligent monster for infor-
mation, or to be allowed to pass unmolested, cer-
tainly gains something if the attempt is successful.
If the bribe is subsequently regained by killing or
robbing the monster, it should be recorded as wealth
rather than treasure, and may earn the party a
reputation that hinders future negotiations.
The Labyrinth Lord rules imply that XP earned
from treasure will be divided evenly between the
characters. This need not be the case for spending.
A group may choose to allow some characters to
spend a disproportionate amount of the partys
treasure so that their rapid advancement will help
the group survive. Contrariwise, a player character
may gain XP equal to the treasure he contributes
RIVAL DISTURBANCE TABLE
D% Roll Result
01-80 No Change
81-90 Recent evidence of other adventurers (e.g. footprints in the dust, used torches, broken weapons, etc.) is found amidst the
rooms other contents.
91-100 One (1-3) or more (4-6) dead adventurers from a rival party is found in the room. If the room is trapped in any way, the dead
adventurers bodies provide clues as to the nature of the trap(s) therein. If not, their deaths can be attributed to the nearest
monsters in other rooms/areas.
101-110 As 91-100, except that any monsters in the room have their numbers reduced by one-half.
111-120 As 81-90, except that any monsters in the room have been slain and their treasure (if any) looted.
121+ A rival adventuring party is currently in the room. If there were any monsters in the room previously, there is a 50% chance that
they have been slain and their treasure looted, as in 111-120. Otherwise, the rival party is currently engaging them in combat.
Character motivation was solved
by stating that you did not get
Experience Points until the mon-
ey had been spent on your area
of interest. This often led to ad-
ditional adventures as players
would order special cargos from
off the board and then go and
guard them so that the cargo
would reach their lodging and
then the player would get the
Experience Points. More than one
poor fellow found that his special
motivators would literally run him
ragged and get him killed before
he got anything.
Dave Arneson,
The First Fantasy Campaign,
1977
We all agreed to adopt the Dave
Arneson-inspired rule that XP is
only given for gold thats taken
from the dungeon and spent. Ev-
eryone agreed it gave the thing
a very swords-and-sorcery feel,
which is what I wanted The
problem my players have discov-
ered is that, after a certain point,
its very hard to nd things to
spend their money on.
James Maliszewski,
Grognardia session reports,
2009-2011
OVERVIEW OF THE DUNGEON
79
towards anothers spend-
ing. For example, a party
which decides to spend its
entire treasure on spell re-
search is not required to
award all XP to the mag-
ic-user doing the research.
Instead, its members may
rst divide the treasure
among themselves as they
see t, and then have each
of them invest in the re-
search effort.
If the spending house
rule applies to non-player
characters as well as player
characters, treasure be-
comes a powerfully dynamic force in the megadun-
geon and the Four Worlds. The unambitious will
be content to gather wealth, but those seeking
advancement must be willing to risk their lives for
treasure. Once gained, spending it before someone
else takes it away becomes an urgent priority. The
Rival Parties section describes how other adven-
turers plan to spend the gold they may gain as the
campaign unfolds. One of the most common ways
to spend treasure is to offer it as a reward in exchange
for the completion of some task which can generate
wealth or improve ones chances of survival. The
prices that rivals expect to be paid for their services
are provided for each party, and NPCs and intelli-
gent monsters may offer similar prices to the play-
er characters when their reaction roll suggests the
possibility of seeking cooperation. Groups which
do not use this house rule are still encouraged to
have NPCs use their treasure to achieve their goals,
which might take place through bribery, hiring
help, or even baiting traps.
Customizing Dwimmermount
As presented, Dwimmermount provides the
referee with a great deal of material ready-made for
use at the table. However, like all published dun-
geons, each referee must customize it to suit his
needs. Without knowing what details will resonate
with individual groups, it is impossible for the
designer to invest each room description with the
kinds of depth, connections, and verve that will
make them memorable. For example, the kobolds
on The Path of Mavors (Level 1) are presented
simply as the minions of the mad dwarf Guran, but
are they devoted sons of their dwarven papa or do
they follow him out of fear? Questioning the text
adds a layer of complexity to what might otherwise
be just minor monsters. Some referees and players
The campaigns leading
up to the formation of
Autarch experimented
with the idea of award-
ing XP for gold spent,
popularized by Jeff
Rients 2008 blog post
Party Like Its 999. In
the White Sandbox,
this system was used
in addition to the nor-
mal gp for XP ruleto
speed advancement,
each gp found in the
dungeon earned one
XP when it was brought
out of the dungeon and
another XP when it was
spent in carousing. In
the Auran Empire, XP
for spending was tried,
but abandoned when it
produced conundrums
like characters who
spent the dungeons
gold on gifts for oth-
er characters, which
could then be sold
for gold that could be
spent for additional
XP. The wealth versus
treasure distinction in
these rules reflect some
lessons learned!
may not care about such
questions, preferring
instead simply to mow
through the kobolds
without any thought as
to their motivations.
Both approaches are
equally valid, which is
why this book is often
agnostic on such issues.
Similarly, the referee
should feel completely
free to change the mon-
sters and treasures found
in the dungeon. Most
can easily be replaced
without doing harm to
the dungeon as a whole, especially if details are
changed, but not the framework which organizes
them. Most levels are fairly compartmentalized and
without inter-connections so great that they defy
alteration. Furthermore, as the dungeon is explored,
its population will change, and inhabitants may
even alter the arrangement of rooms on any given
level. There is a lot of scope for the referee to tinker
and alter on a grand scale, up to adding new levels
or sub-levels.
Names
Referees creating new denizens for Dwimmer-
mount and its surroundings, as well as those who
nd it necessary to name NPCs not given names
in the text, will nd Appendix H invaluable, as it
contains lists of 20 names for Dwarves, Eld/Elves,
Common Men, Ancient Thulians, and Volmar-
ians. Where appropriate, the lists include male and
female options, as well as surnames.
The Unexplained
In a dungeon as large and diverse as Dwimmer-
mount, there are bound to be aspects of the dun-
geon that are never fully explained in the text. With
Dwimmermount we made a deliberate choice to
leave room for improvisation during play. Like the
earliest published examples of the form, important
elements remain unexplained as a springboard for
the referees ideas and as a fertile void in the groups
imagination. The Mysteries of Dwimmermount
table provides some examples of the unknown.
Coming up with good names is a difcult
thing to do well and having a collection of al-
ready-named characters is an essential part of
the referees arsenal. Thats why I keep a list of
names handy when I run Dwimmermount, just
in case I need to quickly identify a shopkeeper
or sage or other personage with whom the PCs
are interacting.
James Maliszewski,
Grognardia,
July 1st, 2010
80
The referee will nd many, many more cases
where some aspect of the dungeon is explained only
lightly or not at all. These are the areas that can
benet greatly from further expansion through the
referees creativity, often aided by other published
material. The Iron God that appears in this book,
for example, was an element originally adapted from
Matt Finchs scenario, Tomb of the Iron God (2008).
The Iron God proved to be a major focus of play
and was used to propel the player characters in a
number of interesting directions, both within the
dungeon and outside it. Other referees may take a
liking to some other aspect of the dungeon and
run with that instead. The ultimate point is that,
while this book provides many details ready-made
for use, those details are subject to the needs and
desires of the referee who uses them.
To me the Old School Renaissance is not
about playing a particular set of rules in a par-
ticular way, the dungeon crawl. It is about go-
ing back to the roots of our hobby and seeing
what we could do differently. What avenues
were not explored because of the commercial
and personal interests of the game designers
of the time.
Rob Conley,
Bat in the Attic,
July 14th, 2009
MYSTERIES OF DWIMMERMOUNT
Trigger Era Mystery
Locked Chamber (Room 22), The Divinitarium (Level 0) Termaxian (5)
What is the nature of the glowing green stones that have wrecked this level?
Are they a natural phenomenon, an artifact, or a weapon? Are there more on
Kythirea? Might they fall to Telluria as meteorites?
Gallery of Masks (Room 5), The Path of Mavors (Level 1) City-States (6)
Who is the dead man in the Gallery of Masks (Room 5), whose remains predate
any known expedition since Dwimmermount fell? How did he get into Dwim-
mermount? Who are his descendants?
Orrery (Room 19), The Laboratory (Level 2A) Thulian (4)
What do the tiny representations of castles on the outside of the celestial sphere
represent? Are they settlements of man on faraway star systems? Could they
represent Thelidu vessels in bound for Telluria?
Zombie Lord Lair (Room 62), The Reliquary (Level 2B) Termaxian (5)
How did the Zombie Lord come to be? Could azoth be used to create other
undead of similar powers?
Portal to Volmar (Room 61), The House of Portals (Level 3A) Rivals (7)
What is happening in the Thulian outpost of Volmar? How will its Imperial court
affairs affect policy toward Dwimmermount, the City-States, and the threat
posed by Turms?
Clone Chamber (Room 61), The Halls of Lesser Secrets (Level 4) Eld (3)
Do elves reproduce through cloning technology such as this? If so, what other
ancient technology might they be preserving?
Prince of the Undead, The Supreme Unknown, and The Lord of
Alchemy (Rooms 4, 23, & 34), The Halls of Greater Secrets (Level 5)
Termaxian(5)
Why were shrines to demon lords created here? Might they be animated if the
right head was provided? Who, if anyone, still worships these beings?
Chamber of Urns (Room 22), The Ossuaries (Level 6A) Thulian (4)
Who were these important persons? Might their descendants or family members
still be alive in stasis chambers? What happened to the urns of Majori Sklero and
Carolus Branas?
The Great Machine (Room 40), The Manufactory (Level 6B) Makers (2)
Is the Great Machine an articial mind like Mavors or Typhon? Have users ever
transferred their minds into the Machine? How could this be done?
Underground Lake (Room 26), The Deep Hollows (Level 7) Termaxian (5)
Who is receiving the beneciary of the ritual sacrice of magic items? What is
the source of the magic items surfaced by the cave kraken? Did Turms Termax
create this effect, or merely claim an existing miracle by placing his statues here?
Chamber of Zod (Room 39), The Prison (Level 8) Makers (2)
Who are the three black-clothed individuals depicted in the mosaics here?
Could they be freed from the extra-dimensional prison? If freed, would they be
superhumanly powerful compared to ordinary men?
Original Dungeon Key for Level 1, Path of Mavors by James Maliszewski.
Original Dungeon Key for Level 1, Path of Mavors by James Maliszewski.
A
N IMPORTANT ASPECT OF DWIMMERMOUNT, both as a lo-
cation within the wider setting and as a location for fantasy roleplaying, is
that it is not a static place. Dwimmermount grows and changes over time,
both of its own accord and in response to the actions of those operating
within its stone corridors. While the player characters and NPC adventur-
ing parties (see Appendix D, Rival Adventuring Parties, p. 361) are among
important examples of those operating within the dungeon, they are far
from the only ones. Just as importantand more numerous by farare various factions.
Factions come in many forms, but most are power groups, each of which has its own membership,
bases of operation, and agendas. In order to use Dwimmermount to its fullest, the referee needs to be
familiar with all of its factions, both large and small, if only to get a sense of the motivations behind
some of the more organized opponents within the dungeon. In addition, knowledge of the factions
enables the referee to utilize connections between the levels and ties into the history of Dwimmermount
(see Chapter 2, History of Dwimmermount, p. 17). Factions are thus an integral part of any Dwim-
mermount-based campaign.
Origins of the Factions
Simply listing all the factions in a thirteen level megadungeon can be daunting. Before detailing them
individually, we will group them into categories that can be understood more broadly. Origins are the
most useful way to make the initial grouping of all the factions of Dwimmermount, because where a
group comes from tells us something about what it is looking for.
All of Dwimmermounts creatures can be divided into ve categories, based on their origin: remnants,
relicts, locals, foreigners, and outsiders. Factions drawn from creatures with the same origins will often
share similar outlook, agenda, motives, and knowledge, and as a result will tend to either be close allies or
erce enemies. Each origin can be further sub-divided into groups, noted below.
CHAPTER
7
Factions in the
Dungeon
CHAPTER 7
88
Remnants are creatures that have been alive or
undead ever since the dungeon fell two centuries
ago. During that time, they arrived at a balance of
power with the other remnants, a balance which
was recently disrupted by a cascade of other arriv-
als. Custodial remnants have a duty to protect and
maintain Dwimmermount. Degenerate remnants
are corrupted or ruined remnants of dungeon den-
izens long ago. Imprisoned remnants have lan-
guished in the dungeon for centuries and seek an
escape route, either from Dwimmermount itself or
from areas within it.
Relicts are beings who have been spawned in
Dwimmermount in response to its recent unsealing.
Whether recently awakened from stasis tubes, con-
structed in the Foundry, or vat-grown in the Pool
of Life, relicts were generally brought into the
present to serve some purpose, although some may
be inadvertent results of the PCs actions.
Locals are generally men who grew up in and
around the City-States surrounding Dwimmer-
mount. They are more or less civilized and share a
web of interconnections, but all have been schem-
ing to nd a way into the dungeon. Authoritative
locals administer and defend this status quo, ad-
venturous locals benet from civilization but are
primarily concerned with their own ambitions, and
nihilistic locals are counter-revolutionaries, fth
columnists, and devotees of Chaos.
Foreigners are drawn to the dungeon from
other lands on Telluria. These include subterra-
nean foreigners come for prey and territory through
the far-running subterranean tunnels discussed
in the Outside the Dungeon section; imperial
foreigners come to conquer the dungeon from the
Thulian successor state of Volmar via the Portal
on the Hall of Portals (Level 3A); and eastern
foreigners who have traveled from the distant
Kingdom of the Priest-King in response to the
tumult within Dwimmermount.
Outsiders are invaders from realms beyond Tel-
luria. Outsiders are either astral, sailing through the
quintessence or swimming through the Great Void
to reach Dwimmermount, or else they are inter-
planetary, having stepping through the House of
Portals (Level 3A) from one of the other Four Worlds.
Every creature in the dungeon can be assigned
to one of these groups according to its categories of
origin, which helps the referee understand and por-
tray its role in the dungeon. Intelligent monsters and
NPCs within a group generally share a common
language and are aware of one another due to their
common origin. The Dwimmermount Origins table
shows the origins and groups, along with the types
of creatures which generally make up the group.
List of Factions by Dungeon Level
In all there are 30 factions operating in Dwim-
mermount. The Factions by Dungeon Level table
sorts each faction by the level upon which it rst
appears. For each faction, it lists the factions origin
and group; the factions leader (with class/race,
HD, and alignment); and the location where the
leader can be found. For factions with multiple
named leaders, such as the Termaxians, each lead-
er is listed along with his location.
Faction Allies and Enemies
When the campaign begins, some of the factions
have already organized themselves into alliances,
and others are already in the midst of conict. The
Faction Allies and Enemies table shows the current
allies and the enemies of each faction, along with
the dungeon levels on which each faction operates.
This allows the referee to see at a glance the conicts
on and between each level.
For the most part, only current allies and enemies
are noted in the table. Some factions have no cur-
rent allies or enemies, in which case their entry is
blank. However, where an ally or enemy faction is
listed in bold text, this indicates that the italicized
group is not yet a current ally or enemy, but will
automatically become so if encountered. Otherwise,
factions that encounter each other during the cam-
paign can develop into allies or enemies, depending
on the context of the encounter.
For example, when the Volmarians discover the
Gnoll faction, they will automatically treat them as
enemies, because the Gnoll faction is led by Varaz-
es, a renegade Volmarian. In contrast, if the Hob-
goblin faction encounters the Kobold faction, they
may join forces, ignore each other, or become foes,
depending on the context of their encounter.
DWIMMERMOUNT ORIGINS
Origin Groups
Remnant
custodial (Dragon, dwarves, undead, servitors), degenerate (Derrim, ghouls, shadows, Terrim), imprisoned (demigods,
demons, necrolytes, wererats)
Relict awakened (beastmen, Thulians), constructed (dwarves, servitors, undead), vat-grown (beastmen, sapient rats)
Local authoritative (various city-states), adventurous (adventuring parties, Rat Boss), nihilistic (Termaxians)
Foreigner subterranean (ranine, Thelidu), imperial (Volmarians), eastern (paladins)
Outsiders astral (astral reavers, demons, elementals, spiders), interplanetary (Eld, Kythirean)
FACTIONS BY DUNGEON LEVEL
Level(s)
Present
Faction Origin and Group Leader(s)
Leaders
Location
1 Kobold Constructed relicts Guran (Dwarf 2, C) 1-40
1, 4 Spider Astral outsiders Spawn of Arach-Nacha (Demon
3, C)
1-41
1, 2A Orc Vat-grown relicts Segur (Orc 4, C) 2-41
2A, 3A Ghoul Degenerate remnants Menas & Passara (Ghast 4, C) 3A-47
2A Gnoll Vat-grown relicts Varazes (M-U 3, C) 2A-50
2A Thulian Relict Awakened relicts Arethusa (M-U 3, N) 2A-49
2A Rat Adventurous locals Rat Boss (Sapient Rat Cleric 8, N) Adamas
2B Hobgoblin Awakened relicts Rukruk (Hobgoblin 5, C) 2B-34
2B, 3A, 6A, 8, 9 Law Imprisoned remnants Hu Pan (Paladin 9, L)
The Iron God (Empyreal 13, L)
8-49
8-51
2B Zombie Custodial remnants Zombie Lord (Zombie 3, C) 2B-62
3A Eld Interplanetary outsiders Virsor (Eld 4, C) 3A-8
3A Volmarian Imperial foreigners Opilio (Cleric 4, L) 3A-59
3B, 4 Ranine Subterranean foreigners Groak (Ranine Cultist 4, C) 4-21
3B, 4, 5 Wererat Imprisoned remnants Krishka (Wererat 4, C) 4-42
4, 5 Minotaur Awakened/vat-grown relicts Bik (Minotaur 6, C) 4-55
5, 6B, 7 Dwarf Custodial remnants Erdak (Dwarf 8, L)
Darval (Dwarf 7, L)
Wertek (Dwarf 6, N)
6B-30
5-22
6B-30
5, 8 Demon Astral outsiders Aishapra (Marilith 7, C)
Ndulu (Balor 8, C)
5-48
8-34
6A Vampire Custodial remnants Cyrus Agallon (Vampire 9, C)
Sittas (Vampire 7, C)
6A-32
6A-15
6B, 7, 9 Termaxian Nihilistic locals Ermenjart (M-U 9, C)
Alyaume (M-U 9, C)
Nilus (M-U 8, C)
7-20
9-4
6B-40
7 Troglodyte Degenerate remnants Xochotl (Troglodyte 6, C) 7-12
7 Trolls Subterranean foreigners Grummar (Troll 10, C) 7-8
7, 9 Thelidu Subterranean foreigners Ganglion (Thelidu 4, C) 9-12
7 Dwimmerdragon Custodial remnants Razylymvaer (Dwimmerdragon
12, C)
7-35a
5, 6A, 8 Necrolyte Imprisoned remnants Turms Termax (Demigod 18, C) 8-45
8, 9 Sleeping God Degenerate remnants Auxitius (Necrolyte 7, C)
Vodaro (Terrim 10, N)
8-24
9-3
9 Derrim Degenerate remnants Zovlap (Derrim 9, C) 9-10
9 Mongrelmen Degenerate remnants Arjash (Mongrelman 9, N) 9-11
9 Terrim Custodial/degenerate rem-
nants
Zamis (Terrim 13, N)
Sarana (Terrim 14, L)
9-6
9-6
0 Kythirean Interplanetary outsiders Deadly spores (special) 0-22
0 Astral reaver Astral outsiders Hraon (Astral Reaver 7, C) 0-27
FACTIONS IN THE DUNGEON
89
origin, which helps the referee understand and por-
tray its role in the dungeon. Intelligent monsters and
NPCs within a group generally share a common
language and are aware of one another due to their
common origin. The Dwimmermount Origins table
shows the origins and groups, along with the types
of creatures which generally make up the group.
List of Factions by Dungeon Level
In all there are 30 factions operating in Dwim-
mermount. The Factions by Dungeon Level table
sorts each faction by the level upon which it rst
appears. For each faction, it lists the factions origin
and group; the factions leader (with class/race,
HD, and alignment); and the location where the
leader can be found. For factions with multiple
named leaders, such as the Termaxians, each lead-
er is listed along with his location.
Faction Allies and Enemies
When the campaign begins, some of the factions
have already organized themselves into alliances,
and others are already in the midst of conict. The
Faction Allies and Enemies table shows the current
allies and the enemies of each faction, along with
the dungeon levels on which each faction operates.
This allows the referee to see at a glance the conicts
on and between each level.
For the most part, only current allies and enemies
are noted in the table. Some factions have no cur-
rent allies or enemies, in which case their entry is
blank. However, where an ally or enemy faction is
listed in bold text, this indicates that the italicized
group is not yet a current ally or enemy, but will
automatically become so if encountered. Otherwise,
factions that encounter each other during the cam-
paign can develop into allies or enemies, depending
on the context of the encounter.
For example, when the Volmarians discover the
Gnoll faction, they will automatically treat them as
enemies, because the Gnoll faction is led by Varaz-
es, a renegade Volmarian. In contrast, if the Hob-
goblin faction encounters the Kobold faction, they
may join forces, ignore each other, or become foes,
depending on the context of their encounter.
DWIMMERMOUNT ORIGINS
Origin Groups
Remnant
custodial (Dragon, dwarves, undead, servitors), degenerate (Derrim, ghouls, shadows, Terrim), imprisoned (demigods,
demons, necrolytes, wererats)
Relict awakened (beastmen, Thulians), constructed (dwarves, servitors, undead), vat-grown (beastmen, sapient rats)
Local authoritative (various city-states), adventurous (adventuring parties, Rat Boss), nihilistic (Termaxians)
Foreigner subterranean (ranine, Thelidu), imperial (Volmarians), eastern (paladins)
Outsiders astral (astral reavers, demons, elementals, spiders), interplanetary (Eld, Kythirean)
FACTIONS BY DUNGEON LEVEL
Level(s)
Present
Faction Origin and Group Leader(s)
Leaders
Location
1 Kobold Constructed relicts Guran (Dwarf 2, C) 1-40
1, 4 Spider Astral outsiders Spawn of Arach-Nacha (Demon
3, C)
1-41
1, 2A Orc Vat-grown relicts Segur (Orc 4, C) 2-41
2A, 3A Ghoul Degenerate remnants Menas & Passara (Ghast 4, C) 3A-47
2A Gnoll Vat-grown relicts Varazes (M-U 3, C) 2A-50
2A Thulian Relict Awakened relicts Arethusa (M-U 3, N) 2A-49
2A Rat Adventurous locals Rat Boss (Sapient Rat Cleric 8, N) Adamas
2B Hobgoblin Awakened relicts Rukruk (Hobgoblin 5, C) 2B-34
2B, 3A, 6A, 8, 9 Law Imprisoned remnants Hu Pan (Paladin 9, L)
The Iron God (Empyreal 13, L)
8-49
8-51
2B Zombie Custodial remnants Zombie Lord (Zombie 3, C) 2B-62
3A Eld Interplanetary outsiders Virsor (Eld 4, C) 3A-8
3A Volmarian Imperial foreigners Opilio (Cleric 4, L) 3A-59
3B, 4 Ranine Subterranean foreigners Groak (Ranine Cultist 4, C) 4-21
3B, 4, 5 Wererat Imprisoned remnants Krishka (Wererat 4, C) 4-42
4, 5 Minotaur Awakened/vat-grown relicts Bik (Minotaur 6, C) 4-55
5, 6B, 7 Dwarf Custodial remnants Erdak (Dwarf 8, L)
Darval (Dwarf 7, L)
Wertek (Dwarf 6, N)
6B-30
5-22
6B-30
5, 8 Demon Astral outsiders Aishapra (Marilith 7, C)
Ndulu (Balor 8, C)
5-48
8-34
6A Vampire Custodial remnants Cyrus Agallon (Vampire 9, C)
Sittas (Vampire 7, C)
6A-32
6A-15
6B, 7, 9 Termaxian Nihilistic locals Ermenjart (M-U 9, C)
Alyaume (M-U 9, C)
Nilus (M-U 8, C)
7-20
9-4
6B-40
7 Troglodyte Degenerate remnants Xochotl (Troglodyte 6, C) 7-12
7 Trolls Subterranean foreigners Grummar (Troll 10, C) 7-8
7, 9 Thelidu Subterranean foreigners Ganglion (Thelidu 4, C) 9-12
7 Dwimmerdragon Custodial remnants Razylymvaer (Dwimmerdragon
12, C)
7-35a
5, 6A, 8 Necrolyte Imprisoned remnants Turms Termax (Demigod 18, C) 8-45
8, 9 Sleeping God Degenerate remnants Auxitius (Necrolyte 7, C)
Vodaro (Terrim 10, N)
8-24
9-3
9 Derrim Degenerate remnants Zovlap (Derrim 9, C) 9-10
9 Mongrelmen Degenerate remnants Arjash (Mongrelman 9, N) 9-11
9 Terrim Custodial/degenerate rem-
nants
Zamis (Terrim 13, N)
Sarana (Terrim 14, L)
9-6
9-6
0 Kythirean Interplanetary outsiders Deadly spores (special) 0-22
0 Astral reaver Astral outsiders Hraon (Astral Reaver 7, C) 0-27
CHAPTER 7
90
Overview of the Factions
What follows in this section are discussions of
all 30 factions, divided by level. In every case, there
is information on the factions origin, leadership,
and goals, as well as thoughts on its interaction
with other nearby factions and, of course, with the
player characters. This section is not intended to
be exhaustive, but rather to provide the referee with
a solid grounding that he can then use as the basis
for his own ideas when running Dwimmermount.
Level 1
Kobold
The kobolds are the twisted products of a renegade
dwarf gone mad. Guran (Room 40) was originally
a representative of the dwarven custodians on The
Manufactory (Level 6B) and the scion of a long and
storied line of dwarves. Guran fell into despair when
his own son was stillborn. While interring the
inert statue in the Dwarven Cemetery (Room 34
on Level 1), Guran was approached by the Spawn
of Arach-Nacha (Room 41), which offered the
grief-stricken dwarf the power to animate his son
and other inert dwarves in exchange for pledging
his soul to the demon prince of spiders. The bargain
was struck, but when the inert statues animated as
kobolds, Gurans grip on sanity broke and he de-
scended into madness. Now Guran and the kobolds
are allies of the Spawns spider faction, cooperate
with the orc faction, and have a conict with the
dwarven faction that is currently one-sided: Guran
FACTION ALLIES AND ENEMIES
FACTION OPERATES ON DUNGEON LEVELS
Faction Allies Enemies 0 1 2A 2B 3A 3B 4 5 6A 6B 7 8 9
Astral Reaver Thelidu
Demon Necrolyte, Termaxian Law, All Lawful
Necrolyte Demon, Termaxian Law, Terrim
Derrim
Mongrel.,
Sleeping God
Terrim, Thelidu
Dwarf Vampire Termaxian
Dwimmerdragon Terrim Termaxian, Troglodyte
Eld Volmarian
Ghoul Zombie Gnoll
Gnoll
Ghoul, Orc,
Volmarian
Hobgoblin Zombie
Law Necrolyte, All Chaotic
Kobold Orc, Spider
Kythirean All
Minotaur Wererat
Mongrelmen Derrim, Sleeping God Terrim, Thelidu
Necrolyte Demon, Termaxian Law, Terrim
Orc Kobold Ghoul, Gnoll
Ranine All Lawful
Rat Wererat
Sleeping God Derrim, Mongrelmen Terrim
Spider Kobold
Termaxian Demon, Necrolyte
Dwarf, Dwimmerdragon,
Vampire
Terrim
Derrim, Mongrelmen,
Sleeping God, Thelidu
Thelidu
Derrim, Mongrelmen,
Terrim, All
Thulian Relict
Troglodyte Termaxian Dwimmerdragon
Troll
Vampire Dwarf Termaxian
Volmarian Law Eld, Gnoll, Ranine
Wererat Rat Minotaur
Zombie Ghoul, Hobgoblin
0 1 2A 2B 3A 3B 4 5 6A 6B 7 8 9
FACTIONS IN THE DUNGEON
91
Overview of the Factions
What follows in this section are discussions of
all 30 factions, divided by level. In every case, there
is information on the factions origin, leadership,
and goals, as well as thoughts on its interaction
with other nearby factions and, of course, with the
player characters. This section is not intended to
be exhaustive, but rather to provide the referee with
a solid grounding that he can then use as the basis
for his own ideas when running Dwimmermount.
Level 1
Kobold
The kobolds are the twisted products of a renegade
dwarf gone mad. Guran (Room 40) was originally
a representative of the dwarven custodians on The
Manufactory (Level 6B) and the scion of a long and
storied line of dwarves. Guran fell into despair when
his own son was stillborn. While interring the
inert statue in the Dwarven Cemetery (Room 34
on Level 1), Guran was approached by the Spawn
of Arach-Nacha (Room 41), which offered the
grief-stricken dwarf the power to animate his son
and other inert dwarves in exchange for pledging
his soul to the demon prince of spiders. The bargain
was struck, but when the inert statues animated as
kobolds, Gurans grip on sanity broke and he de-
scended into madness. Now Guran and the kobolds
are allies of the Spawns spider faction, cooperate
with the orc faction, and have a conict with the
dwarven faction that is currently one-sided: Guran
FACTION ALLIES AND ENEMIES
FACTION OPERATES ON DUNGEON LEVELS
Faction Allies Enemies 0 1 2A 2B 3A 3B 4 5 6A 6B 7 8 9
Astral Reaver Thelidu
Demon Necrolyte, Termaxian Law, All Lawful
Necrolyte Demon, Termaxian Law, Terrim
Derrim
Mongrel.,
Sleeping God
Terrim, Thelidu
Dwarf Vampire Termaxian
Dwimmerdragon Terrim Termaxian, Troglodyte
Eld Volmarian
Ghoul Zombie Gnoll
Gnoll
Ghoul, Orc,
Volmarian
Hobgoblin Zombie
Law Necrolyte, All Chaotic
Kobold Orc, Spider
Kythirean All
Minotaur Wererat
Mongrelmen Derrim, Sleeping God Terrim, Thelidu
Necrolyte Demon, Termaxian Law, Terrim
Orc Kobold Ghoul, Gnoll
Ranine All Lawful
Rat Wererat
Sleeping God Derrim, Mongrelmen Terrim
Spider Kobold
Termaxian Demon, Necrolyte
Dwarf, Dwimmerdragon,
Vampire
Terrim
Derrim, Mongrelmen,
Sleeping God, Thelidu
Thelidu
Derrim, Mongrelmen,
Terrim, All
Thulian Relict
Troglodyte Termaxian Dwimmerdragon
Troll
Vampire Dwarf Termaxian
Volmarian Law Eld, Gnoll, Ranine
Wererat Rat Minotaur
Zombie Ghoul, Hobgoblin
0 1 2A 2B 3A 3B 4 5 6A 6B 7 8 9
hopes to forcibly spread his madness among his
former dwarven comrades, while they are unaware
that he has been utterly corrupted.
Orc
The orcs are not truly a faction unto themselves.
Rather, they are an expedition from the orcs of The
Laboratory (Level 2A), sent here to get a lay of the
land on the Path of Mavors. The orc chief of the
lower level is interested in expanding his kingdom
outside the war-torn Laboratory. The orcs on Level
1 thus have no real base of operations, but they are
most active in the southwestern portion of the dun-
geon, having entered the level from the Stairs Down
(Room 45). They are quite cowardly and will retreat
back to The Laboratory (Level 2A) if they encoun-
ter serious resistance to their expansion. The orcs
are currently friendly with the kobold faction on this
level, although this is merely a temporary peace
until the orcs feel strong enough to claim dominance.
Spider
The spider faction was created by Arach-Nacha,
one of the demon lords of the Great Void. The
demon lords ultimate goal is to seize Dwimmer-
mount, as it is a powerful nexus between many
worlds. To this end, Arach-Nacha sent one of his
Spawn to Dwimmermount, where it has engineered
the rise of the kobold faction through the corrup-
tion of Guran. Of course, the Spawn of Arach-Na-
cha is a crafty being. His support of Guran depends
both on the dwarfs ability to take over Level 1
(through the kobolds) and on not encountering a
CHAPTER 7
92
more powerful potential ally to take his place. For
that reason, the Spawn may abandon Guran com-
pletely if he feels that he is no longer useful to his
demonic masters plans. For now, though, both
Guran and the Spawn seek to take over all of Lev-
el 1 and then use it as a basis for further conquests.
Arach-Nacha has also spread spiders throughout
Levels 1, 2A, 2B, 4, and 5 and guided a nest of
phase spiders to The Halls of Lesser Secrets (Level
4), as discussed below.
Level 2A
Ghoul
The ghouls found in The Laboratory are part of
the faction led by the ghasts Menas and Passara on
The Hall of Portals (Level 3A), all of whom survived
the fall of Dwimmermount by turning to canni-
balism. Their interest in the Laboratory (Level 2A)
is solely in nding alternative sources of food. They
mostly prowl the northern portion of the level,
though they will range farther aeld if necessary.
Although currently unaware of the dungeons un-
sealing, the ghouls have noticed the creation of the
gnoll and orc factions, and hunt them as prey.
Gnoll
The gnolls of Level 2A were recently created by
the magic-user Varazes using the Pool of Life
(Room 50). Varazes is a renegade from Volmar, a
southern shard of the old Thulian Empire. Varaz-
es entered Dwimmermount by means of a portal
from Volmar (Room 61) on The House of Portals
(Level 3A) just a few weeks ago. Varazes imagines
himself another Turms Termaxa wielder of mag-
ic destined to become a god. To that end, he is
obsessed not only with the avoidance of death, but
also the creation of life, which is why he has used
the Pool of Life to create beastmen to serve him.
Currently, Varazes is pursuing revenge against the
orcs who rejected his leadership (see below), while
simultaneously preparing for a confrontation with
Volmars next expedition, which he expects to en-
ter the dungeon again shortly. (The Volmarians
have actually already arrived and constitute their
own faction on Level 3A, discussed below.)
Though he might seem mad, Varazes is actual-
ly quite sane and very intelligent. He is willing to
ally with outsiders who either share his desire to
bring order to Dwimmermount (under his rule, of
course) or whose powers and abilities are equal to
his own. Varazes demands respect, however, and
will never ally with anyone who does not treat him
as worthy of that respect.
The gnolls move about regularly on missions for
Varazes, though they are most common in the
southwest portion of the level. The goals of the
gnolls mostly align with those of the magic-user,
at least for now. Ultimately, they would like to be
free of the mages inuence, but at present he seems
too powerful to cross.
Orc
The orcs of Level 2A were also recently spawned
from the Pool of Life (Room 50), thanks to the
experiments of the renegade magic-user Varazes.
Unlike the gnolls, the orcs rebelled against their
creator and sought to nd their own path, estab-
lishing a stronghold in the southeast corner of the
level and expanding to The Path of Mavors (Level
1) as well. The orcs see themselves as natural con-
querors, which is why they war against other near-
by factions. They are cowards, however, and can
be forced into an alliance with creatures clearly
more powerful than themselves. Being thoroughly
evil, they cannot be trusted, and any alliance with
them will last only until the orcs can nd a way to
turn the tables on their allies.
The orc factions main enemy are the gnolls
serving their mutual creator Varazes. The struggle
for supremacy is being fought throughout The
Laboratory, and the fact that the gnolls are tough-
er and stronger than the orcs is motivating them
to consider relocating to Level 1.
Rat
The rat faction originates outside the dungeon,
in Adamas (see Chapter 4, Vicinity of the Dungeon,
p. 51), where it is led by a rodent of unusual size
and cunning known as the Rat Boss. The faction
consists of sapient rats (see Appendix B, New Mon-
sters, p. 351) who are investigating the origin of
their kind in the hopes of nding a cure for the
disorder that is ruining their bloodline. The sapient
rats found in the Operating Room (Room 24b) are
an expedition towards this end; other expeditions
of sapient rats may enter Dwimmermount later,
depending on the fate of this pack.
Thulian Relict
The Stasis Chamber (Room 49) houses two
Thulians, Colluthus and Arethusa, who made use
of stasis tubes to survive the intervening two cen-
turies without aging. In life, these two were sages
employed by the Thulian military for their knowl-
edge of magical technologya knowledge that they
still possess. They will be quite disoriented when
awakened, but also quite gratefulgrateful enough
to share their knowledge with anyone interested
enough to ask about it. Otherwise, they will leave
Dwimmermount and make their way to Adamas,
where they will sell their expertise to the highest
bidder. Conversely, if Varazes (see below) becomes
aware of their existence, he will attempt to sway
them to his cause and use their knowledge to gain
an even greater foothold over this level.
FACTIONS IN THE DUNGEON
93
Level 2B
Hobgoblin
The hobgoblins are the remains of a larger force
placed in stasis by the Thulian Empire. The dwar-
ven faction used the Great Machine (Room 40) of
The Manufactory (Level 6B) to re-awaken the hob-
goblins, but did not manage to send them any
orders, so the hobgoblins are simply establishing
order on The Reliquary and working to extend their
control to The Hall of Portals (Level 3A). The
hobgoblins recognize that the forces of the Zombie
Lord are similarly devoted to the defense of Dwim-
mermount, and maintain an uneasy peace with
them, although as with many inter-service rivalries
there is no love lost between the two factions.
The hobgoblins are disciplined soldiers and so
use careful tactics when ghting foes. They are also
willing to ally with more powerful creatures if it is
in their best interest. So far, they have encountered
very little resistance on this level, meaning that
most of its southern half is theirs.
Law
This faction includes the actual metaphysical
power of Law, as well those creatures which serve
and worship it. Two thousand years ago, Law was
the most powerful faction in Dwimmermount; now
it is barely a memory. The Temple of Law (Room
51) on this level is one of the last strongholds of
Law in the dungeon. Characters who visit the Tem-
ple can be converted to the service of Law (possibly
becoming paladins), explicitly joining forces with
this faction. Through such conversions, Law might
see its inuence in Dwimmermount, and the world,
expand. Otherwise, Law will remain a lingering
presencea reminder of a time long gone.
Zombie
The zombie faction is led by the Zombie Lord
(Room 62), an unusually intelligent and potent
zombie. He not only possesses greater powers than
those of ordinary zombies, he also retains some of
his former personalitythat of a Thulian guards-
man reanimated after his death during the fall of
Dwimmermount two centuries ago. The Zombie
Lord continues to believe it is his duty to protect
Dwimmermount from outsiders, and the recent
events in Dwimmermount have roused him from
centuries of lethargy to assert his mastery over this
level. To that end, he uses his undead minions to
expand into other areas of the level, in the hopes
of either scaring away their current inhabitants or
winning their fealty. To date, he has had limited
success in either endeavor.
Level 3A
Eld
The Eld are recent arrivals in Dwimmermount,
having entered via the Portal to Areon (Room 8)
on this level when the arcane barrier was dropped.
As the Eld are the magical descendants of the Great
Ancients and the former rulers of Dwimmermount,
their return to the dungeon is hardly surprising.
The Eld see themselves as the rightful masters of
not only Dwimmermount, but all of Telluria. Their
presence in the dungeon is currently tenuous and
exploratory in nature. Provided the situation permits
it, they will be sending many more of their number
through the portal from Areon, launching what
will amount to a small-scale invasion. Consequent-
ly, the Eld have the potential to be one of the most
dangerous and intractable factions in the dungeon,
unless their activities on Level 3A are quickly
brought to a halt.
Ghoul
Under the leadership of Menas and Passara, two
Thulians who survived the fortresss fall by turning
to cannibalism and thus gaining undead status, the
ghouls have set themselves up as a minor faction
in the northern end of the level. Currently, they
are primarily interested in nding a steady source
of food, which is why they have also begun to ex-
plore The Laboratory (Level 2A) above. However,
Menas and Passara think quite highly of themselves
and, should they encounter evidence that Dwim-
mermount is awakening again, they will turn their
attention to larger goals.
Over the subsequent centuries Menas and
Passara reached a state of dtente with their fellow
relicts, in which the ghouls desire to feed on the
dwarf, wererat, and troglodyte factions was checked
by other undead. The ghouls have an alliance with
the Zombie faction, but are detested by the vam-
pire faction.
Law
The Altar to the Unknown (Room 23) is anoth-
er stronghold of the Law faction. If the characters
have become paladins (in the Temple of Law on
Level 2B) or otherwise joined forces with Law, they
will nd that meditating here can bestow a power-
ful boon. It can also be used to convert Neutral
and Chaotic creatures to the service of Law, grant-
ing this faction servants it very much needs.
Volmarian
The Volmarians are scouts from Volmar, a south-
ern shard of the old Thulian Empire which has
survived on its own for the last two hundred years.
This shard now has its own emperor and sees itself
as the true Thulian Empire. It is now beginning
CHAPTER 7
94
to expand beyond its borders and has turned its
attentions toward the lands to the north, including
Dwimmermount, which it hopes to bring back
under its control.
The southern Thulians are in a precarious posi-
tion, besieged by a variety of threats. That is why
they have taken such an interest in Dwimmermount,
which they believe to be a potential source of great
power. Of course, their resources are limited and,
if they encounter too much resistance in the dun-
geon, they may retreat and never return. For that
reason, they are keen to nd allies who will aid
them. Player characters who do not mind swearing
allegiance to a foreign power will nd that the
Volmarians richly reward those who serve them.
The Volmarian expedition into Dwimmermount
is led by Opilio, a cleric of Mavors. Opilio treats
anyone not from the South with disdain, consid-
ering them provincials who ought to bow to his
superior position. Volmars culture is descended
from that of the ancient Thulians, but is different
in many respects, since in the south, the Great
Church lords it over the cult of Turms Termax
rather than the other way around. Consequently,
Opilio treats magic-users as his inferior, since that
is his experience.
Opilio will be very interested in information
regarding the fate of an earlier Volmarian expedition
into Dwimmermount that mysteriously vanished.
That expeditions magic-user, Varazes, betrayed the
Volmarian cause and dispatched his comrades.
Varazes has set himself up as a would-be Turms
Termax on The Laboratory (Level 2A), where he
is creating an army of gnolls at the Pool of Life.
Level 3B
Ranine
The frog-like ranine (see Appendix C, New Mon-
sters, p. 349) arrived in Dwimmermount by means
of the subterranean tunnels into The Deep Hollows
(Level 7). They are currently the dominant faction
on Level 3B. They serve the demon lord Tsath-Da-
gon and are, at the moment, primarily interested
in looting Dwimmermount rather than establishing
anything more far-reaching or permanent. That
said, if left undisturbed, they may change their
minds and become a more signicant feature of
this level and those below it.
Wererat
The wererats found in The Reservoir are part of
the wererat faction led by Krishka on Level 4 (see
below). Those here are scouts, looking for places
where their kind can retreat to if their ongoing
struggle with the minotaur faction (see below) turns
out badly. They are desperate for allies and will
offer to guide the characters to Level 4 safely in
exchange for a promise of aid in defeating their
bull-men foes.
Level 4
Minotaur
Like the hobgoblin faction on Level 2B, the
minotaur faction was recently released from stasis
by the dwarven faction in response to the invasion
of Dwimmermount by the Termaxians. The new-
ly-awakened minotaur king, Bik, has been using
the Clone Chamber (Room 61) to great effect, and
his faction has substantially grown in the weeks
since its release. Biks forces now control much of
the northern and western portions of Level 4. The
minotaur factions present goals are limited to gain-
ing mastery over the entire level. After that, Bik
intends to expand upward toward the surface, be-
lieving that the upper levels will be easy pickings
for his bull-men. Before they can do that though,
they must wipe out the wererats that currently
infest the level and are challenging the minotaurs
for supremacy.
Spider
The phase spiders exploring this level were guid-
ed to Dwimmermount through the machinations
of Arach-Nacha, one of the demon lords of the
Great Void. Arach-Nacha has taken a great interest
in Dwimmermount and is actively spreading his
children throughout the dungeon; already spiders
of one variety or another appear as wandering mon-
sters on Levels 1, 2A, 2B, 4, and 5. Though
Arach-Nachas ultimate goal is to make Dwimmer-
mount the hub of a spidery empire, he prefers to
work through secrecy and manipulation for now.
Thus, apart from its kobold allies on Level 1, the
spider faction has remained largely hidden to all
other factions. Only the vampire faction located on
The Ossuaries (Level 6A) has some inkling of the
eight-legged menace.
Ranine
The ranine faction, while primarily found on
Level 3B, maintain a small presence on Level 4.
Provided that the battle between the minotaurs
and wererats continues to rage, the ranine are un-
likely to expand much on this level. However, if
either of those factions is weakened (or is eliminat-
ed entirely), the ranine might well decide to venture
more boldly onto Level 4.
Wererat
The wererats have lived on this level since the
fall of Dwimmermount, their ancestors having been
part of the same biological experiments that creat-
ed the sapient rats (see the Rats faction, above).
While chaotic and evil, the wererats are not expan-
FACTIONS IN THE DUNGEON
95
sionist, and they see their current war with the
minotaurs as a rightful defense of their level against
the invading bull-men. Most of the wererats believe
that their superior cunning and tactics will prevail
against the stupid minotaurs, but the wererats
leader, Krishka, is increasingly skeptical of her peo-
ples chances. Krishka is beginning to believe that
the wererats would be better served by eeing
Dwimmermount for the outside world. For the
moment, she continues the war against the bull-
men, but should she encounter characters familiar
with the Rat Boss (see above), her desire to leave
will intensify. This will create rifts within the wer-
erats and perhaps even provide an opening for the
minotaurs to wipe them out.
Level 5
Demon
The demon faction consists of Chaotic outsiders
from the Great Void active within the dungeon.
The demon lords of the Great Void have long cov-
eted Dwimmermount, but to date only Arach-Na-
cha has noticed that its barriers have been unsealed.
(Arach-Nachas agents and plans are discussed un-
der the Spider faction.) Level 5 is home to the most
powerful demon currently active in Dwimmer-
mount, a rogue marilith demon named Aishapra.
She sees the opening of Dwimmermount as the
rst step in her plan to extend her inuence into
the mortal world beyond and gain greater Chaotic
power. Since she lacks the protection of a demon
lord, Aishapra has avoided using her gate ability, as
the last thing she wants is for demons other than
those under her command to appear on this level.
If the balor Ndulu is freed from The Prison (Lev-
el 8), however, Aishapra will grudgingly submit to
his suzerainty. Regardless of its leadership, the
ultimate aim of the demon faction will be to re-es-
tablish Dwimmermount as an outpost of Chaos on
Telluria, wreaking as much destruction as possible
while doing so.
Dwarf
The dwarven faction is based on Level 6B (see
below), where they are waging a dangerous strug-
gle against the Termaxians and their dworg servants.
The dwarves maintain a small presence on this
level to prevent other Chaotic forces from reinforc-
ing the Termaxians. The dwarven sentries on Lev-
el 5 know that their comrades below are in desper-
ate need of allies. They will be friendly to any who
CHAPTER 7
96
approach them in a peaceful manner, though reti-
cent to reveal too much about their current situation
until they are sure that the player characters can be
trusted. Once convinced that the characters are not
in league with any of the various Chaotic forces
who haunt Dwimmermount, the dwarves will offer
them safe passage to The Manufactory to meet their
leader, Erdak.
Minotaur
The minotaurs of Level 4 (see above) maintain
a toehold on Level 5. Should events turn against
them on Level 4, they will ee here to establish a
new stronghold. Since Level 5 is much more dan-
gerous than their home territory, they will do this
only with great reluctance.
Wererat
Like the minotaurs, the wererats also have ex-
tended their inuence to this level, albeit in a very
limited fashion. They are much more reluctant to
venture down this far into the dungeon than are
the minotaurs. However, if events go against them,
especially if Krishka abandons them for the outside
world, they may have little option but to try and
make a new home for themselves on Level 5.
Level 6A
Law
The Law faction has another redoubt on this
level, the Statue of the Iron God (Room 5). If the
characters have become paladins (in the Temple of
Law on Level 2B) or otherwise joined forces with
Law, this area is a welcome haven from the dangers
of the dungeon. Lawful characters who touch the
statue receive a powerful blessing, and the entire
area is warded against undead.
Vampire
Level 6A is the home level of the vampire fac-
tion, led by the Thulian general-turned-undead
Cyrus Agallon (Room 32). The vampires were,
along with the dwarves, one of the dominant
factions in Dwimmermount from the time of its
fall to its recent invasion by the Termaxians. Cyrus
is no friend of the Termaxians, who inicted vam-
pirism on him as a punishment centuries ago, and
he has begun to marshal his spawn and minions
to drive the Termaxians from Dwimmermount.
To that end, he will readily accept assistance from
any outsiders he encounters who also share his
hatred of the Termaxians.
Unfortunately, not all of Cyrus allies share his
hatred of the Termaxians. His vampire spawn, Sit-
tas (Room 15) is much more interested in person-
al aggrandizement than in seeking a centuries-old
revenge against the cult that made his master a
vampire. Consequently, he seeks the destruction of
Cyrus by subterfuge. His hope is to inuence out-
siders to do his dirty work for him rather than risk
doing it himself.
Of course, both Cyrus and Sittas are vampires and
thus place little value on human life. Cyrus is honor-
able after a fashion, but will not hesitate to destroy
anyone who gets in his way, including his putative
allies. Sittas is thoroughly despicable and will inevi-
tably betray any characters who side with him.
Level 6B
Dwarf
The dwarves of Level 6B are remnants of the
original dwarven workforce used by the Thulians
to maintain Dwimmermount. Never fond of the
Termaxian cult, the dwarves are now openly op-
posed to it, thanks in no small part to the way that
the Termaxians have attempted to wipe them out
and replace them with dworgs (see Appendix C,
New Monsters, p. 337). The dwarves have lost
control of much of the level to the Termaxians, and
taken heavy casualties. Those that remain are scat-
tered throughout The Manufactory, though they
are strongest in the northeast quadrant.
Erdak, the leader of the dwarves, aims to elim-
inate the Termaxian presence in Dwimmermount.
His rst step toward that end is shutting down
the Foundry (Room 62) so that no further dworgs
can be created. Erdak knows the dwarves lack the
strength to do this alone, and is extremely inter-
ested in outside assistance. He will have no truck
with Chaos, even in pursuit of the Termaxians
destruction, but will greet Lawful-aligned (or even
Neutral) adventurers with open arms and will do
his best to persuade them into supporting the
dwarven cause. Erdak will be openly deferential
to any human beings in the party, as he is aware
that this race was created by the men known as
the Great Ancients.
Wertek, Erdaks lieutenant, will seek to persuade
any men he encounters that The Foundry should
be used to create more dwarves, though this is
contrary to both dwarven tradition and Erdaks
expressed wishes. Wertek is personally disdainful
of men, seeing them as nothing more than the
degenerate descendants of the Makers, but he knows
that Erdaks deference to men will cause him to
yield if The Makers say otherwise
Termaxian
The Termaxian faction is the largest and most
powerful force to be found in Dwimmermount
anywhere (save The City of the Ancients). The
Termaxians arrived two months ago, when the
Triple Conjunction allowed them to enter Dwim-
mermount by way of the Alchemists Door (see
FACTIONS IN THE DUNGEON
97
Chapter 2, History of Dwimmermount, p. 64).
Once inside, the cultists fought their way to The
Manufactory and wrested the Great Machine (Room
40) from its Dwarven custodians.
Nilus, the Termaxians sage, had convinced their
leader, Ermenjart, that possession of the Machine
would grant them total mastery over Dwimmer-
mount. Much to Nilus and Ermenjarts frustration,
however, the Great Machine was sealed with wards
that made it practically unusable. Nilus did manage
to activate The Foundry (Room 62), enabling cre-
ation of Dworgs to strengthen the Termaxian num-
bers, but in so doing also unwittingly lowered the
Perimeter around Dwimmermount, throwing the
dungeon into chaos.
In the weeks since, the Termaxians have expand-
ed their numbers considerably, becoming a verita-
ble army; but they have made no progress at all in
deciphering the workings of the Great Machine.
As a result, Ermenjart has taken the Termaxian
force down to The Deep Hollows (Level 7) in the
hopes that an alternate route into The Prison (Lev-
el 8) or The City of the Ancients (Level 9) can be
found or forced.
Nilus now commands the remaining Termaxians
on Level 6B. While he toils over the Great Machine,
his Dworg and Termaxian troops are ghting a room-
by-room battle to exterminate the remaining Dwar-
ven defenders. Niluss priorities are, in order, to deci-
pher the workings of the Great Machine; to maintain
control of it and the Foundry; to exterminate the
Dwarves; and to ensure that that no enemies make it
deeper into Dwimmermount where they might disrupt
the activities of his comrades on Level 7.
Level 7
Dwarf
A small group of dwarves from Level 6B (see
above) is holed up on Level 7. They were sent on a
reconnaissance party by Erdak, the dwarven leader,
but were cut off from their fellows on the level
above by the Termaxians at the Base Camp (Room
19). The dwarves would happily join any party
containing other dwarves or which demonstrates
itself to be opposed to the Termaxians.
Dwimmerdragon
The dwimmerdragons have resided in The Deep
Hollows for centuries. Though not very fond of
men of any sort, the dragons have a longstanding
alliance with the Terrim to protect the entrance to
The City of Ancients (Level 9) from invasion in
exchange for exclusive hunting rights within it.
Characters that approach their lairs bearing brooch-
es of the Terrim (see Appendix A, New Magic Items,
p. 318) or otherwise showing evidence that they
are allies of the Terrim will usually be admitted to
The City; others are usually attacked and eaten.
At present, the dwimmerdragons are warring
with the Termaxians on this level. The dwimmer-
dragons initially allowed a small number of Ter-
maxians bearing brooches of the Terrim to pass into
The City of the Ancients, but they refused to allow
the entire cult to enter. Their refusal outraged the
arrogant Termaxian leader Ermenjart and has re-
sulted in ongoing hostilities. Characters who ap-
proach the dwimmerdragons with more humility
than Ermenjart might nd that the dwimmerdrag-
ons are not so devoted to protecting the City as
they seem. The dwimmerdragons can be bribed or
persuaded into allowing passage, though this will
require substantial gifts.
Termaxian
The Termaxians are currently the most powerful
faction on The Deep Hollows. After being frus-
trated by the Great Machine (Room 40) on The
Manufactory (Level 6B), the Termaxian leader
Ermenjart descended to Level 7 with the greater
portion of his force hoping to nd or force a way
into The Prison (Level 8). Ermenjart is determined
to be the Termaxian cultist who succeeds in nding
his way to The Prison, seeing it as his destiny, but
the Prisons barrier has proven impenetrable. Er-
menjart now feels his best plan is to seek answers
in The City of the Ancients (Level 9), but his frus-
tration has left the magic-user increasingly erratic
and violent. His aggression has brought the Ter-
maxians into violent conict with the dwimmer-
dragons, who have refused to allow the cult to send
more of it members into The City.
Thelidu
Originating from the subterranean realm of
Ygolcyak, the Thelidu (see Appendix C, New Mon-
sters, p. 356) have been inltrating Dwimmer-
mount since the Perimeter barrier fell. A Thelidu
named Ganglion used a greater brooch of the Terrim
to gain passage past the Dwimmerdragons and
down into the City of the Ancients, bringing him
with several of his kin. The remaining Thelidu are
exploring this level, but constitute a minor faction.
The Thelidu have no real stake in anything hap-
pening in Dwimmermount beyond their twin de-
sires for arcane knowledge and intelligent beings
on whose brains they can feast. They are utterly
inimical to all other forms of humanoid life and,
as such, cannot be reasoned with.
Troglodyte
The troglodytes are native to the eastern portion
of The Deep Hollows. For centuries the tribe has
worshipped a brazen head of Turms Termax as an
idol. Ermenjart and his Termaxians took advantage
of their primitive faith to impress them into service
CHAPTER 7
98
of the Termaxian cult. The troglodyte faction is
not powerful, but it is numerous, and Ermenjart
has tightly secured the loyalty of the troglodyte
chief, Xochotl, with generous gifts.
Trolls
The troll faction entered the Deep Hollows from
the tunnels to the north-east when the Perimeter
barrier fell two months ago. Though few in number,
the trolls are large and dangerous creatures and
exert a powerful inuence over the level. They fre-
quently patrol the central areas of the level in search
of food and plunder. The trolls are extremely violent
toward outsiders, which is why most of the other
factions of this level avoid them, if they can.
Level 8
Demon
The demon faction on Level 8 consists of Cha-
otic outsiders summoned from the Great Void by
the Termaxians. Like the necrolytes who summoned
them, the demons here have been trapped in Dwim-
mermount since its fall. All of the demons seethe
in rage at their imprisonment, and for centuries
have sought nothing more than freedom. Howev-
er, once the prison barriers are lowered, the demons
will discover that Dwimmermount and the realms
it once ruled over are disordered and weak. This
will shift their motivation from escape to invasion.
The demon faction will work closely with the necro-
lyte and Termaxian factions to re-establish Dwim-
mermount as an outpost of Chaos on Telluria.
Ndulu, the balor (Room 34), may gate in addition-
al minions and assert command over Aishapra (Lev-
el 5) if she still lives. The demon faction thus pres-
ents a dangerous long-term threat.
Law
Two of the greatest servants of the Law faction
are conned within the Inner Prison. The rst of
these is Hu Pan, a mighty paladin from the Kingdom
of the Priest-King to the East. Hu Pan was convert-
ed to worship of Law by Sarana (Turms Termaxs
former lover) two centuries ago. During the fall of
Dwimmermount, Hu Pan made the ultimate sac-
rice and allowed himself to be sealed in the Inner
Prison with Turms Termax. He has spent the ma-
jority of the two centuries since in suspended ani-
mation, save for brief periods of merciless torture by
Turms and his cohorts. If freed, Hu Pan will aid his
rescuers in their battles against the Termaxians, and
attempt to convert them to the service of Law. If
asked for advice on stopping Turms, Hu Pan will
recommend they travel to The City of the Ancients
(Level 9) and re-unite with Sarana, believing that in
the centuries since their last meeting she will have
learned a way to permanently destroy Turms Termax.
FACTIONS IN THE DUNGEON
99
of the Termaxian cult. The troglodyte faction is
not powerful, but it is numerous, and Ermenjart
has tightly secured the loyalty of the troglodyte
chief, Xochotl, with generous gifts.
Trolls
The troll faction entered the Deep Hollows from
the tunnels to the north-east when the Perimeter
barrier fell two months ago. Though few in number,
the trolls are large and dangerous creatures and
exert a powerful inuence over the level. They fre-
quently patrol the central areas of the level in search
of food and plunder. The trolls are extremely violent
toward outsiders, which is why most of the other
factions of this level avoid them, if they can.
Level 8
Demon
The demon faction on Level 8 consists of Cha-
otic outsiders summoned from the Great Void by
the Termaxians. Like the necrolytes who summoned
them, the demons here have been trapped in Dwim-
mermount since its fall. All of the demons seethe
in rage at their imprisonment, and for centuries
have sought nothing more than freedom. Howev-
er, once the prison barriers are lowered, the demons
will discover that Dwimmermount and the realms
it once ruled over are disordered and weak. This
will shift their motivation from escape to invasion.
The demon faction will work closely with the necro-
lyte and Termaxian factions to re-establish Dwim-
mermount as an outpost of Chaos on Telluria.
Ndulu, the balor (Room 34), may gate in addition-
al minions and assert command over Aishapra (Lev-
el 5) if she still lives. The demon faction thus pres-
ents a dangerous long-term threat.
Law
Two of the greatest servants of the Law faction
are conned within the Inner Prison. The rst of
these is Hu Pan, a mighty paladin from the Kingdom
of the Priest-King to the East. Hu Pan was convert-
ed to worship of Law by Sarana (Turms Termaxs
former lover) two centuries ago. During the fall of
Dwimmermount, Hu Pan made the ultimate sac-
rice and allowed himself to be sealed in the Inner
Prison with Turms Termax. He has spent the ma-
jority of the two centuries since in suspended ani-
mation, save for brief periods of merciless torture by
Turms and his cohorts. If freed, Hu Pan will aid his
rescuers in their battles against the Termaxians, and
attempt to convert them to the service of Law. If
asked for advice on stopping Turms, Hu Pan will
recommend they travel to The City of the Ancients
(Level 9) and re-unite with Sarana, believing that in
the centuries since their last meeting she will have
learned a way to permanently destroy Turms Termax.
Laws second great champion is the Iron God,
an empyreal once worshipped as a god. Turms
ensnared the Iron God centuries ago in hopes of
wresting from him the secrets by which he apothe-
osized from empyreal to deity. If rescued from its
imprisonment, the Iron God can be a powerful ally
to the player characters.
Necrolyte
The necrolytes (see Appendix C, New Monsters,
p. 347) are high-ranking Termaxian magic-users
granted near-immortality by Turms Termax (Room
45), the leader of this faction. Turms and the necro-
lytes have been trapped in The Prison since the fall
of Dwimmermount. Turms immediate goal is to
escape imprisonment. Thereafter he will seek to
re-assert control over Dwimmermount and then
Telluria, in order to have the resources to resume
his quest for divinity. See Appendix G, The Secrets
of Turms Termax, p. 385 for additional informa-
tion.
Though the necrolytes were once the closest and
most trusted lieutenants of Turms Termax, their
loyalty has been frayed from centuries of imprison-
ment. Three of the necrolytes remain completely
loyal to Turms: Viator (Room 5), Anzoy (Room
27), and Pericleia (Room 42), the latter being fa-
natical in her devotion. Two other necrolytes, Ar-
saphius (Room 43) and Marthanes (Room 44),
might betray Turms. Arsaphius will strike if Turms
seems weak, while Marthanes will do so only if
necessary to escape the Prison. The last necrolyte
on the level, Auxitius (Room 24), has already shift-
ed his allegiance from Turms Termax to the Sleep-
ing God (see below), though he has not even real-
ized this consciously (see below).
The Sleeping God
Auxitius, ostensibly a member of the Termaxian
faction, is a Manchurian Candidate for the Sleep-
ing God. For years Auxitius has been traveling
through a crack in the barrier down to The City of
the Ancients to capture Terrim, whom he transforms
into Termaxian husks. Auxitius hopes that with a
sufcient number of husks, he can take over the
City below and gain the power he needs to break
through the magicks imprisoning his master. Un-
beknownst to Auxitius, the crack in the barrier was
created by the Sleeping God, and his repeated pas-
sages through Crevasse (Room 26) have exposed
his mind to the psychic domination of the God.
For this reason Auxitius has more and more begun
to think of the Sleeping God, not Turms Termax,
as his master
Termaxian
At the start of the campaign, the Termaxian
faction has no presence on Level 8. If the Outer
CHAPTER 7
100
Prison barrier is lowered, however, the Termaxians
will immediately join forces with the necrolyte
faction. The room key for Level 8 designates where
and how many Termaxians will appear in this case.
Level 9
Derrim
The Derrim are a degenerate offshoot of the
Terrim race, wholly devoted to Chaos and the de-
struction of the Terrim. The Derrim delight in
inicting pain and suffering, frequently launching
raids against every other faction in the City of the
Ancients in order to acquire new slaves and test
subjects for their cruel experiments. The only thing
that prevents them from declaring an all-out war
on the Terrim is their numbers. Currently, there
are only 44 Derrim in the vicinity of the City and
there is no chance of additional aid forthcoming
from their fellows elsewhere in the subterranean
realm, as they consider the City too meager a prize
to be worth their time.
For that reason, Zovlap, leader of the Derrim on
in the City, has begun to consider alternative plans
for bringing down the Terrim Compound (Area 5).
He has made contact with Nalpi, an inuential mem-
ber of the Children of the Sleeping God, and is at-
tempting to sway her into leading the cult into an
alliance with the Derrim against their common
foe. Zovlap has also considered making overtures
to the Thelidu, but those alien beings have, to date,
seen the Derrim as rivals rather than potential allies.
Law
The Law faction is represented within The City
of the Ancients by Sarana (Area 6), one of the ar-
chons of the Terrim. Sarana has attempted to restore
the worship of Law within the Terrim compound,
but has not persuaded many of her people to join
her faith. Sarana will welcome Lawful characters,
especially if they are paladins and have rescued Hu
Pan, and may aid them in battling Turms Termax.
Mongrelman
The mongrelmen dwell in the former Slave Pens
(Area 11) and the surrounding areas. They are the
weird descendants of slaves taken by the Great
Ancients when they retreated into this subterranean
world. In time, as the Terrim numbers dwindled,
the slaves rebelled against their masters and estab-
lished their own settlement elsewhere. These slaves
were of many species, but over the centuries, they
have interbred to the point of becoming their own
distinct race. The mongrelmen lead a hardscrabble
existence, having to scavenge for food and suffering
from a variety of diseases and ailments that keep
their numbers low. Those who survive, however,
are extremely hardy.
The mongrelmens current chieftain, Arjash, has
begun to believe that the time is now for the mon-
grelmen to claim their destiny and so is inspiring
them to lead an assault against the Terrim. In this
he is being egged on by Zovlap, leader of the Der-
rim, and Nalpi, of the Sleeping Gods faction, and
there is the possibility that all three factions might
unit against the Terrim (see above). However, Ar-
jashs councilors within the mongrelmen commu-
nity do not share his optimism about an attack on
the Terrim, instead feeling that it might be more
prudent to lay low and avoid conict, in the hope
that the other factions might destroy themselves.
The Sleeping God
Termagant, the Sleeping God, was the last and
perhaps most powerful of the articial minds cre-
ated by the Great Ancients. Having fallen away
from Law, he has been imprisoned in a heavi-
ly-guarded tomb (Area 3) in The City of the An-
cients. For centuries, the slumbering mind of the
Sleeping God has reached out in search of desper-
ate, depraved, or weak-willed beings who might be
persuaded to release him from his prison.
The Children of the Sleeping God are a small
cult within the Terrim whom Termagant has per-
suaded to his cause. Consisting of only thirteen
individuals, led by the magic-user Vodaro (Area 3),
the Children are devoted to awakening the Sleeping
God, whom they believe will restore the Terrim to
their ancient glory. Since the Terrim have a long-
standing taboo against approaching any god, most
especially the Sleeping God, whom they deem evil
for reasons long forgotten, the Children have little
hope of convincing their fellows to join them in
their great cause. The Children must resort to
stealth and subterfuge in their efforts to awaken
the Sleeping God.
Though initially well intentioned, the Children
have slowly been sliding toward Chaos in their
actions. Most recently, the Children assassinated
Donuk, an archon who was close to unmasking
their conspiracy. Unfortunately, this act has only
made the Terrim more paranoid rather than less
and the cult is starting to become desperate. Some,
like Vodaros lieutenant, Nalpi (Area 6), have be-
gun to suggest that the Children consider allying
with an outside force, such as the mongrelmen,
the Thelidu, or even the Derrim, to achieve their
goals. Although Vodaro has formally rejected such
alliances, Nalpi has already begun conversations
in secret.
Termaxian
The Termaxian leader Ermenjart sent this small
group from the The Deep Hollows (Level 7) to
ascertain whether The City of the Ancients had any
information that might be helpful reaching The
FACTIONS IN THE DUNGEON
101
Prison (Level 8). The Termaxian expedition col-
lapsed almost immediately, as its second-in-com-
mand, Gersant, went native and ed into the
City. The expeditions remaining leader, Alyaume,
has ordered his men to hunt for Gersant rather than
fulll their mission. Alyaume would prefer to be
anywhere but The City, and is beginning to become
concerned that he has had no contact from the
above. He had by now expected either reinforce-
ments to expand the search or word that The Pris-
on was unsealed. He is unaware that his Termaxian
allies are now at war with dwimmerdragons and
cannot reach him.
Terrim
The Terrim are the descendants of those Great
Ancients who escaped underground during the
Eldritch Empires conquest of Dwimmermount.
Already down to less than 150 living members of
their kind, and with fewer children born every year,
the Terrim know it is just a matter of time before
their race vanishes. The open question is how much
time. The long-lived Terrim had expected to endure
for centuries more, but with the collapse of Dwim-
mermounts Perimeter barrier, the rise of a subver-
sive cult within their compound (the Children of
the Sleeping God), and the increasingly bold attacks
from the Derrim, Mongrelmen, and Thelidu, the
Terrim now fear their civilization may be destroyed
in weeks or months. Oblivion is at end.
Currently, the Terrim are divided as to what to
do to change their situation. The ruling Council
of Archons is headed by Zamis, a staunch tradi-
tionalist who believes the Terrim must stay the
course and rely on their ancient lore to protect
themselves. Zamis is opposed by Sarana, the former
lover of Turms Termax, who argues that the Terrim
are doomed unless they return to the worship of
Law and take an active hand in world affairs. This
disagreement will only grow more intense once
outsiders arrive. (Note that Sarana is also a member
of the Law faction).
Thelidu
The alien Thelidu come from the Stygian depths
beneath Dwimmermount called Ygolcyak. Always
seeking new sources of slaves, food, and magical
power, it was inevitable that when the Perimeter
barrier fell they would begin to invade The City of
the Ancients, which is a ready source of all three.
Their numbers in Dwimmermount are few, so they
act cautiously and only attack groups that are clear-
ly fewer and/or less powerful than they.
Since arriving in the City, Ganglion, the Theli-
du leader, has been approached by both the Children
of the Sleeping God and the Derrim about the
possibility of an alliance. He has rebuffed both
factions, however, for the Thelidu nd the concept
of an alliance to be an inherently foreign one. In
their alien minds, there are only enemies, slaves,
and prey.
Level 0
Kythirean
Shortly before Dwimmermounts fall, an astral
vessel returned from Kythirea bearing specimens
from the Green Planets teeming jungles. Some of
these specimens escaped and infected The Divini-
tariums inhabitants. The Termaxians sealed up the
level in the hopes of dealing with it later. Later
never came, and so Level 0 has been cut off from
the rest of Dwimmermount for two centuries, de-
veloping its own weird ecology in the meantime.
Now The Divinitarium is home to a wide variety
of plant, fungus, and slime creatures, as well as their
minions. Many of these creatures had gone into
hibernation while Dwimmermount was magically
sealed and have only now awakened, while others
were always active. The plant creatures long ago
tapped into the water system to survive, while the
various fungi and slimes thrived on other sources
of nourishment, including azoth, with inevitable
results. Though not sapient and incapable of re-
sponding to threats in a coordinated manner, the
Kythirean life forms on Level 0 are implacably
hostile to men, elves, dwarves, and indeed any
non-Kythirean life. They are an infectious cancer
which could destroy Dwimmermount if not purged.
Astral Reavers
Newly arrived on Level 0 are a handful of Astral
Reavers (see Appendix C, New Monsters, p. 333),
which traveled here in an astral vessel to investigate
the Navigational Beacon (Room 31a) they recent-
ly detected. Such beacons were not unusual on
Telluria in centuries past, but they are rare today,
and drew the reavers interest. Hraon, the leader
of the reavers, believes the beacon has just been
activated, and is primarily curious as to who turned
it on and why they did so. In fact, the beacon has
been on for centuries; its recent visibility is a side
effect of the Termaxian faction on Level 6B acci-
dentally lowering the Perimeter barrier. Hraon is
unaware that there are other expeditionary forces
in the dungeon at all. If the characters seem to be
useful allies, the astral reavers will offer a non-ag-
gression pact, but they are not trustworthy in the
long term. The astral reavers aim to explore, sack,
and loot Dwimmermount, and will ultimately seek
to slay any rivals they face. Unlike the dwarves and
Termaxians, however, the astral reavers are not
fanatical about Dwimmermount, and if hard pressed
they will call for their astral vessel to evacuate them
from the dungeon.
CHAPTER 7
102
Activities of the Factions Before Play
Dwimmermount is written as if the Termaxian
faction entered the dungeon two months before
the campaign began. The Termaxians then seized
control of the Great Machine one week later (7
weeks before the campaign began), accidentally
lowered the Perimeter barrier after a couple days
of study (6 weeks before the campaign began),
and then captured The Foundry after two more
weeks of ghting (4 weeks before the campaign
began). From there they have churned out dworgs,
whittled away at the dwarves, and ventured into
The Deep Hollows (Level 7) and The City of the
Ancients (Level 9).
Apart from these broad strokes, the exact activ-
ities of the factions before play have only been
vaguely sequenced. The encounter keys for the
various rooms in the dungeon all speak in gener-
alities such as a few weeks ago, or in ordinal ranks
such as after the orcs were created. This vagueness
permits the referee to retroactively determine each
factions previous sequence of actions based on
when the player characters explore that factions
part of Dwimmermount. This means it wont mat-
ter much how quickly or in what order the adven-
turers venture into each level; until they do, it will
be as described in this book.
For instance, from the encounter keys in The
House of Portals (Level 3A) its obvious that the
Eld have entered Dwimmermount very recently,
within the last day or so. If the party enters The
Path of Mavors (Level 1) on day 1 of the campaign,
and decides to explore The House of Portals on
day 17, then that decision retroactively determines
that the Eld entered Dwimmermount on day 16.
Had the party instead decided to explore The House
of Portals on day 4, then that decision would have
retroactively meant the Eld entered Dwimmer-
mount on day 3.
A referee who nds this sort of quantum his-
tory approach distasteful can treat each room key
as a description of Dwimmermount at the xed
moment that the campaign begins. With this ap-
proach, it very much matters how quickly and in
what order the party explores Dwimmermount.
For instance, if the party reached The House of
Portals on day 4, then the Eld would probably not
have expanded much beyond whats described in
the encounter keys. If the party reaches The House
of Portals on day 17, then the Eld might have con-
siderably expanded. Running the dungeon as a
complete world in motion requires considerably
more behind-the-scenes work for the referee, be-
cause there are over two dozen factions and over a
dozen levels to keep track of.
Whichever approach the referee adopts, he should
keep in mind the following causal sequence of events:
The Termaxians entered during the Triple
Conjunction and captured the Great Ma-
chine about one week thereafter.
The hobgoblins and minotaurs were re-
leased by the dwarves after the Termaxians
entered the dungeon, but before the Ter-
maxians captured the Great Machine.
The Perimeter barrier was accidentally low-
ered by the Termaxians a few days after they
captured the Great Machine.
The astral reavers, demons, ranine, sapient
rats, spiders, thelidu, trolls, Eld, Volmarians,
and Varazes all entered Dwimmermount
after the Termaxians lowered the Perimeter
barrier.
The Termaxians captured the Foundry af-
ter they lowered the Perimeter barrier.
The Termaxians created the dworg after
they captured the Foundry.
Varazes arrived with an initial expedition
of Volmarians before he created the orcs
and gnolls.
Varazes created the orcs days or weeks be-
fore he created the gnolls.
The Volmarians under Opilio arrived days
or weeks after Varazes arrived.
The dwarves entered The Deep Hollows
after the Termaxians captured the Found-
ry, but before the Termaxians encamped in
The Deep Hollows.
The Termaxians encamped in The Deep
Hollows following several weeks of unsuc-
cessful tinkering with the Great Machine.
The Termaxians reached The City of the
Ancients after they encamped in The Deep
Hollows, but before their war with the
dwimmerdragons began.
For more information on running Dwimmer-
mount dynamically, see Chapter 6, Overview of the
Dungeon (p. 63) and Chapter 7, Factions in the
Dungeon (p. 87).
FACTIONS IN THE DUNGEON
103
The Termaxians entered during the Triple
Conjunction and captured the Great Ma-
chine about one week thereafter.
The hobgoblins and minotaurs were re-
leased by the dwarves after the Termaxians
entered the dungeon, but before the Ter-
maxians captured the Great Machine.
The Perimeter barrier was accidentally low-
ered by the Termaxians a few days after they
captured the Great Machine.
The astral reavers, demons, ranine, sapient
rats, spiders, thelidu, trolls, Eld, Volmarians,
and Varazes all entered Dwimmermount
after the Termaxians lowered the Perimeter
barrier.
The Termaxians captured the Foundry af-
ter they lowered the Perimeter barrier.
The Termaxians created the dworg after
they captured the Foundry.
Varazes arrived with an initial expedition
of Volmarians before he created the orcs
and gnolls.
Varazes created the orcs days or weeks be-
fore he created the gnolls.
The Volmarians under Opilio arrived days
or weeks after Varazes arrived.
The dwarves entered The Deep Hollows
after the Termaxians captured the Found-
ry, but before the Termaxians encamped in
The Deep Hollows.
The Termaxians encamped in The Deep
Hollows following several weeks of unsuc-
cessful tinkering with the Great Machine.
The Termaxians reached The City of the
Ancients after they encamped in The Deep
Hollows, but before their war with the
dwimmerdragons began.
For more information on running Dwimmer-
mount dynamically, see Chapter 6, Overview of the
Dungeon (p. 63) and Chapter 7, Factions in the
Dungeon (p. 87).
The
Section
2
Dungeon of
Dwimmermount
Level 0
Level 1
Level 2A Level 2B
Level 3B
Level 3A
Level 4
Level 5
Level 6A
Level 6B
Level 7
Level 8
Level 9
299
109
141
169
183
231
251
265
283
215
199
153
125
Quick Page Reference
For Dungeon Levels
Overview of
The Path of Mavors
T
HE PATH OF MAVORS
was excavated by the Great
Ancients late in the Second
Era to connect The Halls
of Lesser Secrets (Level 4)
to the surface of Telluria.
The main cross-section
(Rooms 1, 11, 12, 56, and 57) was built at this
time, and later joined to the pre-existing lime-
stone caverns that were extant to the south.
The level was heavily damaged by Eld during
their invasion of Dwimmermount, and the
Elevator (Room 56) is the last intact Second
Era construction. The Eld rebuilt the level in
their own fashion, but most of the Eldritch
works were torn down by the conquering Thu-
lians. Now only the massive Red Doors mark
their reign. The rest of the level is characterized
by Thulian construction, with interior walls
and resurfaced exteriors cast from Thulian con-
crete, and common doors of iron-reinforced
oak. The Thulians habitually honored the gods
who made their capture of Dwimmermount
possible by building temples to them through-
out its levels. Level 1 they named for Mavors,
the God of Warfare, and devoted to military,
tribunal, and ceremonial purposes. The Ter-
maxians subsequently maintained these uses,
though they did so in the name of the Thrice-
Great rather than Mavors.
WANDERING MONSTERS OF THE PATH OF
MAVORS
Die Roll Monster
1 Kobolds (4-16)
2 Orcs (2-8)
3 Eldritch Bones (3-12)
4 Giant Rats (3-18)
5 Giant Centipedes (2-8)
6 Crab Spiders (1-4)
7 Gelatinous Cube (1)
8 Fire Beetles (1-8)
9 Dwarves (1-6)
10 NPC Party (5-8)
11 Green Slime (1)
12 Roll twice, with the second result appearing
1d4 turns after the rst encounter to investigate
the noise of battle.
see Appendix C, New Monsters, p. 331
CHAPTER
8
The Path of Mavors
Level
1
LEVEL 1
Chapter
8
110
1. Entrance Chamber
Ancient and smooth-worn stairs descend from
the Red Doors into the entrance chamber of Dwim-
mermount. The room contains ve doors (two of
them side by side) and six marble statues. All of the
doors are made of hard oak, reinforced with steel,
and none are locked. Five of the six statues depict
distinct male gures in different poses, wearing
archaic Thulian dress, but all with the exact same
head and facethat of a haughty, bearded man
with piercing eyes. Clerics and others with religious
knowledge may recognize ve of the gures as
representations of Thulians gods (Caint, Dorn,
Mavors, Tenen, and Typhon), and the identical
heads as being that of Turms Termax. These heads
are not original to the statues and can be removed
with a successful force doors roll (see Chapter 6,
Overview of the Dungeon, p. 63, for more infor-
mation on these removable heads and the boons
that can be gained by replacing them with the
original). The sixth statue depicts an attractive, but
hard-faced woman in plain garb. This is Sarana,
Turms lover, who legends say disappeared shortly
before his apotheosis.
2. Guard Room
This chamber was once a guard room. Now, it
is lled with dust and cobwebs. There are the shat-
tered remnants of some wooden chairs and a weap-
ons rack, but the room is otherwise empty.
3. Reception Hall
This large room contains the remains of smashed
wooden tables and chairs. Before the sealing of
Dwimmermount, this place had been a hall for the
reception of Thulian dignitaries and other guests of
high rank, as evidenced by the faded frescoes and
tattered tapestries on the walls. Currently, the hall
serves as the temporary home for a scouting party
of seven recently spawned orcs that have made their
way to this level from The Laboratory (Level 2A).
Orc Scouts (6) [AL C, MV 120 (40), AC 6
(studded leather), HD 1, HP 6, 5, 4, 2, 2, 2,
#AT 1, DG 1d8 (battle axes), SV F1, ML 10]
Orc Leader (1) [AL C, MV 120 (40), AC 5
(chain mail), HD 1, HP 8, #AT 1, DG 1d8+1
(battle axe), SV F1, ML 10]
4. Storeroom
This storeroom is lled with wooden crates. The
dry goods these once contained have long since
rotted away, leaving the room choked with the dust.
Anyone entering the room must make an ability
check versus DEX or stir up sufcient dust to cause
all within a 10 foot radius to fall into ts of sneez-
ing and coughing for 1d4 rounds. Each round of
sneezing and coughing triggers a wandering mon-
sters check as the sounds echo through the halls.
5. Gallery of Masks
The walls of this circular room are decorated
with Thulian war-masksdemonic faces made of
metal meant to be attached to helmets in order to
terrify foes (see Appendix A, New Magic Items, p.
315). A total of ve war-masks hang on the walls;
a sixth war-mask has been removed from the wall
and lies on the oor next to the skeletal remains of
a man wearing a suit of battered chain mail armor.
The remains have nothing else of value on them.
The ve war-masks on the wall are all trapped.
Removing one of them without rst deactivating
its hidden trigger causes a poisonous gas to billow
forth, lling a 5 foot by 5 foot square immediate-
ly in front of the mask. Those who inhale the gas
must make a saving throw versus Poison or die.
Fortunately, the poison has grown weak with age,
so there is a +2 bonus to the saving throw.
6. Trophy Room
This large room is empty of furnishings, but
indentations in the walls, shelves, and brackets all
give evidence of the former presence of plaques,
statues, and other similar ornaments. These tro-
phies, commemorating Thulian military victories,
were long ago looted or removed to other parts of
the fortress. Recent additions to the room are the
bodies of two dwarves, their corpses turned to stone
in the manner of the dwarves of Dwimmermount.
The dwarves wore still-serviceable chain mail and
carried intact battle axes, but these can only be
removed by shattering their stony forms. The de-
ceased dwarves were members of a party that entered
by way of the Dwarven Entrance Cave (Room 30).
Three other comrades died in the Armory (Room
16). One of the surviving members of their party
is being held captive in the Magicians Quarters
(Room 68) on this level, while the other two sur-
vivors are held in Room 22 of The Laboratory
(Level 2A).
THE PATH OF MAVORS
Level
1
111
4. Storeroom
This storeroom is lled with wooden crates. The
dry goods these once contained have long since
rotted away, leaving the room choked with the dust.
Anyone entering the room must make an ability
check versus DEX or stir up sufcient dust to cause
all within a 10 foot radius to fall into ts of sneez-
ing and coughing for 1d4 rounds. Each round of
sneezing and coughing triggers a wandering mon-
sters check as the sounds echo through the halls.
5. Gallery of Masks
The walls of this circular room are decorated
with Thulian war-masksdemonic faces made of
metal meant to be attached to helmets in order to
terrify foes (see Appendix A, New Magic Items, p.
315). A total of ve war-masks hang on the walls;
a sixth war-mask has been removed from the wall
and lies on the oor next to the skeletal remains of
a man wearing a suit of battered chain mail armor.
The remains have nothing else of value on them.
The ve war-masks on the wall are all trapped.
Removing one of them without rst deactivating
its hidden trigger causes a poisonous gas to billow
forth, lling a 5 foot by 5 foot square immediate-
ly in front of the mask. Those who inhale the gas
must make a saving throw versus Poison or die.
Fortunately, the poison has grown weak with age,
so there is a +2 bonus to the saving throw.
6. Trophy Room
This large room is empty of furnishings, but
indentations in the walls, shelves, and brackets all
give evidence of the former presence of plaques,
statues, and other similar ornaments. These tro-
phies, commemorating Thulian military victories,
were long ago looted or removed to other parts of
the fortress. Recent additions to the room are the
bodies of two dwarves, their corpses turned to stone
in the manner of the dwarves of Dwimmermount.
The dwarves wore still-serviceable chain mail and
carried intact battle axes, but these can only be
removed by shattering their stony forms. The de-
ceased dwarves were members of a party that entered
by way of the Dwarven Entrance Cave (Room 30).
Three other comrades died in the Armory (Room
16). One of the surviving members of their party
is being held captive in the Magicians Quarters
(Room 68) on this level, while the other two sur-
vivors are held in Room 22 of The Laboratory
(Level 2A).
7. Vault of Spoils
The iron door to this room is locked. It can be
picked, or its key retrieved from the Alcove (Room
25). Inside is a storehouse of valuable trinkets seized
by Thulian soldiers as spoils of war, which are worth
8,000 gp and weigh 500 lbs. Hidden amongst the
trinkets are a brooch of shielding, a wand of magic
missiles (12 charges), a long sword +1, and a treasure
map to a cultic reliquary in the Aldleigh forest (16,000
gp value). The brooch is an eagle-shaped bula of sheet
gold over bronze. The wand is a short, thick baton of
bone with a gold tip of the type. The long sword has
a slightly-curved single edged adamantine steel blade,
made in Volmar before the Thulian conquest.
Guarding the vault is a wight whose quest for
immortality through undeath manifests as an ob-
session with hoarding the memories invested in
these spoils of war.
Wight (1) [AL C, MV 90 (30), AC 5, HD
3, HP 14, #AT 1, DG drain life energy, SV
F3, ML 12]
8. Chapel
This room is a chapel dedicated to Turms Termax
in his guise as Mavors, god of war. There are six
decorative marble columns in the room. Set into
each of the columns is a sconce on which rests an
eldritch bone (see Appendix C, New Monsters, p.
339). These magical creatures attack anyone who
enters the chapel unless they bear symbols of Termax.
Eldritch Bones (6) [AL N, MV 90 (30), AC
5, HD 1+1, HP 9, 8, 7 (x4), 6 (x3), 5 (x2), 3,
#AT 1, DG 1d6+1, SV F1, ML 12]
Along the southern wall of the room is an altar
made of marble. It is been badly chipped along its
edges and the precious stones once set into it have
been removed. It can be pushed aside to reveal a
secret door leading into a Secret Treasury (Room
9). Careful observers will notice evidence of the
altars mobility on the oor, thereby increasing their
chance of successfully nding the secret door by 1.
9. Secret Treasury
This hidden room was once the chapels treasury.
Though much of its former wealth has been looted
or moved elsewhere, there still remain a few items
of value left in the sacks that litter the oor. A thor-
ough search of these bags uncovers 400 sp, 10 gp,
4 gems (obsidian, 10 gp; zircon, 100 gp; onyx, 100
gp; tourmaline, 500 gp), a scarab of death, and the
carved marble head of the goddess Tyche, once part
of her statue in the Entrance Chamber (Room 1).
LEVEL 1
Chapter
8
112
The scarab of death is of wrought moonsilver, enam-
eled blue, and inscribed with Ancient Thulian runes.
10. Recreation Area
This room was once richly furnished with round
tables, chairs, chaises, and carpets. Now the furni-
ture is shattered and ruined, and the carpets are
overgrown with a sickly orange mold. The mold
smells quite foul, but is harmless.
11. Statue of Turms-Mavors
In this area stands the six foot tall marble statue
of a muscular man in armor, carrying a shield and
wielding a wickedly barbed spear. Atop his shoulders
sits the bearded head of Turms Termax, although
the body is clearly that of Mavors, god of war.
12. Barracks
Once a barracks for Thulian soldiers stationed
in Dwimmermount, their cots and other furnishings
have been shattered into splinters scattered across
the room. A total of 300 sp and 40 gp are scattered
amidst the debris.
13. Pantry
This small chamber once held dried foodstuffs,
but it is now empty, except for dust, cobwebs, and
the rotted remains of crates.
14. Antechamber
Voices can be heard emanating from this room.
Listening carefully or entering the room reveals
that the voices are speaking in an archaic form of
Low Thulian (Common) and are discussing garri-
son rotations, exercise drills, and similarly mundane
military matters.
The speakers are the apparitions of four Thulian
soldiers. The apparitions are shadowy and com-
pletely lacking in substance. They are not undead,
merely psychic echoes left behind by soldiers who
died here after Dwimmermount was sealed off from
the outside world. They cannot be harmed by any
means, whether physical or magical, and take no
notice of anyone entering the room. To date the
echoes have been sustained by the azoth ambient
in the dungeons air, but they will begin to fade
now that Dwimmermounts atmosphere is again
open to the world. See Appendix F, Azoth (p. 377),
for more information on azoth.
In addition to the detritus of ruined furniture,
the room contains the bones of the four Thulian
soldiers whose apparitions haunt it. Should these
bones be buried with appropriate funeral rites out-
side of Dwimmermount, anyone who participates
in the burial gains a boon, the Blessing of Mavors
(+1 to hit and damage) for the next 24 hours. See
Chapter 6, Overview of the Dungeon (p. 63), for
more information on boons from the gods.
15. Hall of Memories
This chamber contains six marble pedestals
placed about the room, each standing about four
feet tall. At the base of each pedestal is an orichal-
cum plate. If anyone stands in front of a pedestal
and places at least one foot on a plate, it activates a
magical effect that transmits moving images and
sounds into the persons mind. These are memories
of past events connected with Dwimmermount:
Memory 1: A massive pitched battle between
Thulian armies and the orcs and demons command-
ed by the Red Elves.
Memory 2: Fighting in the corridors of Dwim-
mermount, as the Thulians clear it of its Chaotic
defenders.
Memory 3: A visit from the Thulian emperor
and his entourage.
Memory 4: Scenes of magic-users being treated
roughly and interrogated by soldiers.
Memory 5: Scenes of other magic-users com-
manding soldiers as they go into battle.
Memory 6: Soldiers standing around a large
table in the center of which is a head of a bearded
man made from bronze. The head looks similar to
the heads of Turms Termax seen throughout this
level of Dwimmermount.
Past the marble pedestals is a set of stairs leading
down to the Antechamber (Room 1) of The Reli-
quary (Level 2B).
16. Armory
This room contains empty weapons racks, laden
with dust and cobwebs. Three dwarves lie dead on
the oor. Their corpses are stone, consistent with
the dwarves of this land, but they appear to have
died recently due to still-sticky red liquid beneath
the stone bodies. One corpse clutches a battle axe
and the other two carry spears and shields. All three
corpses wear chain mail and backpacks containing
50 rope, 3 days rations. The axe-wielders packs
also holds an odd, cylindrical wineskin with a
strange diagram, stained with ink, tooled into its
leather. If the wineskin is suitably inked and then
rolled across paper, it reveals a complete map of the
Path of Mavors (880 gp value).
The deceased dwarves were members of the same
party that suffered casualties in the Trophy Room
(Room 6). One of the surviving members of their
party is being held captive in the Magicians Quar-
ters (Room 68) on this level, while the other two
THE PATH OF MAVORS
Level
1
113
survivors are held in Room 22 of The Laboratory
(Level 2A). Any of these survivors would be able
to demonstrate how to reveal the map concealed
in the wineskin.
17. Training Room
This large room was used to train Thulian sol-
diers in basic combat techniques. It contains nine
mechanical apparatuses that each hold a short sword
and shield. On the western wall is a bronze control
panel with a series of ten switches. Each time a
character activates one of the switches, roll 1d10.
A result of 1 through 9 indicates the number of
apparatuses which are activated. A result of 10 shuts
down all active apparatuses.
When activated, the apparatuses move about the
room on grooves on the oor, swinging their swords
viciously. The apparatuses are not intelligent and can-
not leave the grooves, which run north to south, with
up to three per row, but they strike as 1 HD creatures
and deal 1d6 damage per successful hit. Each appara-
tus has an AC of 8 and can endure 10 hp of damage
before being disabled. While the apparatuses are in
operation, the door to the room locks, and cannot be
opened except by magic or lock-picking.
18. Laboratory
A long, steel-reinforced oak table, covered in
stains in a variety of colors, runs the length of the
room. Along the walls are many iron shelves, some
of which are also stained. Shards of glass are scat-
tered about the room. There is also evidence of
other wooden furniture having once been here, but
it has been reduced to rotten splinters.
19. Library
This chamber once held a small library of scrolls
and codices, mostly of a military or historical nature.
Now, the iron shelves that line the walls are large-
ly empty, though a handful of texts remain. Most
are completely valueless and/or crumble to dust
upon being touched. The exceptions are the fol-
lowing:
An annotated copy of Arto Bellumoi, a text on
strategy and tactics. A ghter who studies the text
for one week gains 500 experience points.
A map of a place called The exarchate of The-
ana. The reputed birth place of Turms Termax, it
was the easternmost province of the old Thulian
Empire, near the Kingdom of the Priest-King. The
map would be worth 500 gp to a sage.
A tattered judges handbook answering ques-
tions about the strategy game zatrikio. A moldy
red ribbon has bookmarked the section called
Asanas Challenge.
A partially-burnt scroll of ward against magic.
Because of the fragmentary nature of the spell
formula, the scroll has a 50% chance of removing
one spell of the lowest level known from the mind
of the caster rather than working as intended.
20. Storeroom
This room once held crates of supplies. Now, it
serves as the lair of eleven kobolds sent to patrol
the rest of Dwimmermount by the Spawn of
Arach-Nacha (Room 41).The kobolds have only 18
cp apiece, plus some threadbare blankets and some
dried rat meat for food.
Kobolds (11) [AL C, MV 60 (20), AC 7, HD
1d4 hp, HP 4 (x3), 3 (x4), 2 (x2), 1 (x2), #AT
1, DG 1d6-1 (short swords), SV 0 LH, ML 6]
21. Workshop
This room contains a large iron table and lots
of iron shelves. Along the south wall are three
unusual brass boxes festooned with brass knobs
and dials. The boxes are hollow and stand a little
over four feet tall. They are warm to the touch and
the oor immediately around them is charred and
stained with silvery, metallic splotches. Fiddling
with the knobs and dials on a box triggers a loud
whirring sound that lasts for 1d4 rounds. The
sound may attract unwanted attention; make a
wandering monsters check each round it is active.
When the sound ceases, the box shoots out a jet of
steam that deals 1d10 points of damage to anyone
standing immediately in front of it. The unlucky
victim of this steam cleaning can reduce the dam-
age by half with a successful saving throw versus
Breath Attacks.
22. Oil Trap
This large room is noticeably bereft of any fur-
nishings, though there are marks on the oor and
walls indicating that there were such things in the
room at one time in the past. The room is not dusty
nor is there much in the way of debris here. How-
ever, the oor of the eastern two-thirds of the room
has been coated with a thick layer of oil that is
visible if a character gets within 10 feet of it. The
oil is ammable and is intended to be used as part
of the kobolds defense of their caverns (Room 23).
23. Kobold Guards
Ten kobolds stand watch here, so as to protect
their caves from intruders. In addition to their
swords and bows, they possess torches, which they
will throw into the Oil Trap (Room 22) in order
LEVEL 1
Chapter
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114
to ignite the oil covering its oor. They will then
attack with their bows any opponents not killed or
driven away by the ames with their bows. Each
kobold possesses 22 cp.
Kobolds (10) [AL C, MV 60 (20), AC 7, HD
1d4 hp, HP 4 (x2), 3, 2 (x2), 1 (x5), #AT 1,
DG 1d6-1 (short bows & short swords), SV
0 LH, ML 6]
MOON POOL EFFECTS
Random Roll (1D20) Lunar Phase Effect
1-4 New Moon 2 caster level, +1 spell (lowest and highest levels)
5-7 Waxing Crescent 1 caster level, +1 spell level (highest level)
8-10 First Quarter +1 spell (lowest level)
11-13 Waxing Gibbous +1 caster level, 1 spell (highest level)
14-17 Full Moon +2 caster level, 1 spell (lowest and highest levels)
18-20 Waning Gibbous +1 caster level, 1 spell (highest level)
28. Cave of the Moon Pool
This cave is illuminated by a shaft of light that
enters from a small opening in the ceiling 50 above
and shines down onto a reecting pond below, the
famous Moon Pool of Dwimmermount. The Moon
Pool holds what alchemists refer to as true water,
a primordial liquid untainted by physical contam-
inants and highly prized for its mystical properties.
True water never boils, evaporates, or freezes, and
cannot be altered or destroyed with even the might-
iest of spells. Indeed, true water acts as a supernat-
24. Stalagmite Cave
This cave is punctuated with tall stalagmites and
drooping stalactites. The most formidable stalagmite
has been hollowed out, creating a hidden reposito-
ry holding 700 sp and 40 gp in old Thulian coin.
25. Alcove
This small, empty cavern has a triptych of murals
depicting the Thulians invading, sacking a city, and
carting away its treasures. A careful examination
of third mural reveals a large metal key hidden in
a crevice in the wall. The key opens the door to the
Vault of Spoils (Room 7).
26. Webbed Antechamber
This cave is lled with spider webs, in which can
be seen the husks of various creatures, from giant
rats to kobolds to men. All of these husks are old
enough to have long ago been picked clean of valu-
ables by the rats in the Storeroom (Room 46).
27. Spider Lair
This cavern is as thick with spider webs as its
antechamber. The webs weavers, a clutch of 3 crab
spiders, lair within. Scattered around the room is
a total of 67 cp accumulated from past victims.
Crab Spiders (3) [AL N, MV 120 (40), AC
7, HD 2, hp 12, 10, 9, #AT 1, DG 1d8 +
poison, SV F1, ML 7]
ural solvent, dissolving magical energies within
itself. See Appendix A, New Magic Items (p. 326)
for more details on true water.
In the case of the Moon Pool, the magical en-
ergies it dissolves are moon rays, called lunar em-
anations by sages. These moon rays can then be
imbibed by living beings who partake of the Pools
contents, altering their magical potency in accor-
dance with the phases of the moon. A magic-user
(or other character familiar with astronomy) will
be aware that new moons lessens a casters power
but open his minds to new insights, while a full
moon strengthens the casters potency but narrows
his focus. In game terms, drinking from the Moon
Pool has the following effects:
+x caster level means that, for spells that have
variable effects based on level (e.g. reball), the
caster is treated as the designated level x higher
than he actually is. +1 spell means that the char-
acter gains an additional spell of the type indicated
(lowest/highest level) for the duration the Moon
Pools infused water is in effect. Obviously, effects
stated as a penalty (e.g. 1 caster level) function
in reverse.
A character who drinks from the Moon Pool
must make a saving throw versus Spells. Success
indicates that the effect listed above is operative,
according to the current phase of the moon. The
effect lasts for a number of days equal to 1 plus the
difference between the saving throw number and
the number rolled by the player for his character.
For example, a 6th-level magic-user requires a 12
to save against Spells. If his player rolls 14, the
appropriate effect lasts for 3 days. Failure means
THE PATH OF MAVORS
Level
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115
that the appropriate effect is not operative and
subsequent drinks from the Moon Pool will have
no effect for a number of days equal to the amount
by which the character failed his saving throw. For
that matter, while one effect is operative, subsequent
drinks provide no additional effect, good or bad.
Finally, Moon Pool effects cannot be dispelled by
any known means; a character who has drunk from
its waters must wait until the appropriate number
of days have passed before its effects will fade.
If characters scale up the walls around the Pool
to reach the opening in the ceiling overhead, they
nd it is actually the mouth of a vertical tunnel
just big enough for a human to squeeze through.
This tunnel ascends another 50 upward, eventu-
ally terminating in a narrow crevasse on the moun-
tain face overlooking the Stone-Wrought Stairs.
While the Perimeter barrier was activated, only
moonlight could pass through the shaft, but with
the Perimeters deactivation the shaft to the Moon
Pool became an unguarded and little-traveled
entrance into Dwimmermount. See Chapter 6,
Overview of the Dungeon (p. 63), for details on
the arcane barrier.
29. Fungal Cave
This cave is dark and damp. A powerful scent of
mold and mildew emanates from it, alerting atten-
tive characters to its inhabitantsthree shriekers
which will react to light within 60 feet of their
location. The shriekers were placed by the kobolds
along the southernmost wall of the cave.
Shriekers (3) [AL N, MV 9 (3), AC 7, HD 3,
HP 12, 11, 8, #AT 0, DG 0, SV F1, ML 12]
30. Entrance Cave
This cave is accessible only by means of the Stone-
Wrought Stairs, a cunningly-carved ight of steps
on the side of Dwimmermounts exterior that is
nearly invisible to any but dwarven eyes. The Stone-
Wrought Stairs are found at the terminus of a pre-
carious trail along the windward side of the moun-
tain. When the Perimeter barrier was activated
passage from the Stairs into the Entrance Cave was
blocked by a wall of force through which only dwarves
could pass, but now that now that the Perimeter
barrier is deactivated, anyone can walk freely from
LEVEL 1
Chapter
8
116
the Stairs into the Entrance Cave. The demonic
Spawn of Arach-Nacha slipped in through this en-
trance and corrupted its dwarven guardian, Guran.
For centuries, Dwimmermounts Perimeter bar-
rier had sealed this entrance off from all save dwarves,
who used it in small numbers to reinforce the cus-
todians within. With the Perimeter barrier now
down, the cave is readily accessible to intruders, and
indeed shows evidence of recent visitors. (See Chap-
ter 6, Overview of the Dungeon, p. 63, for details
on the arcane barrier.) There are blood stains on the
stone oor and the recently-deceased bodies of a
man wearing shattered (and therefore unusable) plate
mail armor and a woman wearing chain mail (which
is still in good shape). There is a long sword near the
body of the man and a mace by that of the woman;
both weapons are serviceable. The bodies show
evidence of having been punctured by many arrows
and there are some broken arrow shafts scattered
about the cave. The only other item of value in the
cave is a lantern, still in working condition.
31. Ossuary Cave
This cave is covered in bones, mostly those of
rats and other vermin, but keen observers will no-
tice the bones of men and other humanoid beings
amongst the collection. Many of these bones have
been broken or crushed and many show evidence
of having been gnawed. This is where the kobolds
occupying the nearby caves dispose of their refuse.
They also hope that it might cause would-be in-
truders to think twice before venturing further.
32. Ambush
This cave contains ten kobolds lying in wait in
wait for intruders. They will hide in the shadows of
the westernmost portion of the cave, thereby increas-
ing their chance of surprise to 1-3 on 1d6. If they
surprise their opponents, the kobolds will open re
with arrows and continue to use missiles until their
opponents get within melee range. If the situation
turns against them, they will retreat into the Storage
Cave (Room 33) and then the Dwarf Cemetery
(Room 34). Each kobold carries 8 cp.
Kobolds (10) [AL C, MV 60 (20), AC 7, HD
1d4 hp, HP 4 (3), 3 (5), 2 (2), #AT 1, DG
1d61 (short bows & short swords), SV 0
LH, ML 6]
33. Storage Cave
This cave contains ve barrels of oil and two
barrels of sand, both of which are used by the
kobolds in their activities within Dwimmermount.
34. Dwarven Cemetery
This cave contains twenty-seven nely-carved
statues of dwarves. Tragically, the statues are actu-
ally the stillborn sons of dwarves who participat-
ed in the building of Dwimmermount centuries
ago. The mad dwarf Guran (Room 40) has been
slowly animating these statues as kobolds through
the magic of Arach-Nacha (Room 41). Left un-
checked, Guran will animate another 3d6 kobolds
per week until the cemetery is emptied of statues.
The cave is currently occupied by eight kobolds,
each of whom carries 14 cp.
Kobolds (8) [AL C, MV 60 (20), AC 7, HD
1d4 hp, HP 4, 3 (2), 2 (3), 1 (2), #AT 1,
DG 1d61 (spears), SV 0 LH, ML 6]
35. Reliquary
Hidden in a natural alcove of this small cave is
a small brass box containing a bit of yellowish
matter that is in fact a holy phalangethe skeletal
tip of a nger a Lawful cleric martyred at the hands
of the cult of Turms Termax (see Appendix A, New
Magic Items, p. 320). If subject to detect magic,
the phalange will radiate strongly.
36. Shrine to Tyche
This cave was used by Thulian soldiers as a
secret shrine to Tyche. The shrine consists of a
roughly-hewn bas relief of the goddess, her hands
outstretched with the palms upward. In her palms
are 82 gold coins, some of them quite old. If
anyone adds another gold piece to the collection,
he gains a boon, the Blessing of Tyche (+2 bonus
to all saving throws) for the next 24 hours. Like
all boons, this blessing can only be received once
per character. See Chapter 6, Overview of the Dun-
geon (p. 63), for more information on boons
from the gods.
If anyone attempts to take even a single coin
from the shrine, large rocks will fall from the ceil-
ing onto the perpetrator (and only the perpetrator).
The falling rocks will deal 2d6 points of damage,
or half that if the perpetrator makes a successful
saving throw versus Petrication. The shrine radi-
ates magic, and its trap miraculously resets should
it be activated. The kobolds avoid this shrine out
of fear of the Lawful goddess.
THE PATH OF MAVORS
Level
1
117
33. Storage Cave
This cave contains ve barrels of oil and two
barrels of sand, both of which are used by the
kobolds in their activities within Dwimmermount.
34. Dwarven Cemetery
This cave contains twenty-seven nely-carved
statues of dwarves. Tragically, the statues are actu-
ally the stillborn sons of dwarves who participat-
ed in the building of Dwimmermount centuries
ago. The mad dwarf Guran (Room 40) has been
slowly animating these statues as kobolds through
the magic of Arach-Nacha (Room 41). Left un-
checked, Guran will animate another 3d6 kobolds
per week until the cemetery is emptied of statues.
The cave is currently occupied by eight kobolds,
each of whom carries 14 cp.
Kobolds (8) [AL C, MV 60 (20), AC 7, HD
1d4 hp, HP 4, 3 (2), 2 (3), 1 (2), #AT 1,
DG 1d61 (spears), SV 0 LH, ML 6]
35. Reliquary
Hidden in a natural alcove of this small cave is
a small brass box containing a bit of yellowish
matter that is in fact a holy phalangethe skeletal
tip of a nger a Lawful cleric martyred at the hands
of the cult of Turms Termax (see Appendix A, New
Magic Items, p. 320). If subject to detect magic,
the phalange will radiate strongly.
36. Shrine to Tyche
This cave was used by Thulian soldiers as a
secret shrine to Tyche. The shrine consists of a
roughly-hewn bas relief of the goddess, her hands
outstretched with the palms upward. In her palms
are 82 gold coins, some of them quite old. If
anyone adds another gold piece to the collection,
he gains a boon, the Blessing of Tyche (+2 bonus
to all saving throws) for the next 24 hours. Like
all boons, this blessing can only be received once
per character. See Chapter 6, Overview of the Dun-
geon (p. 63), for more information on boons
from the gods.
If anyone attempts to take even a single coin
from the shrine, large rocks will fall from the ceil-
ing onto the perpetrator (and only the perpetrator).
The falling rocks will deal 2d6 points of damage,
or half that if the perpetrator makes a successful
saving throw versus Petrication. The shrine radi-
ates magic, and its trap miraculously resets should
it be activated. The kobolds avoid this shrine out
of fear of the Lawful goddess.
37. Azoth Spring
In the southwestern portion of this cave, a sil-
very-black, oily liquid bubbles up from a tiny spring
in the oor. There is a small pool of this liquid,
surrounded by a hardened layer of the stuff. The
liquid is the magical substance called azoth (see
Appendix F, Azoth, p. 377). The small pool holds
about one gallon (128 ounces) of unrened azoth.
Another ounce trickles forth every turn. The azoth
is evaporating into the air at about the same rate
so the pool is no longer growing. If, through some
strange magic, the characters descend down the
spring into Dwimmermounts azoth reservoirs, see
Chapter 6, Overview of the Dungeon (p. 75).
38. Kobold Bulwark
This cave contains 16 kobolds, who in addition
their usual weapons are armed with asks of oil
that they will use as missile weapons against in-
truders. These kobolds are fanatically devoted to
the Spawn of Arach-Nacha and will use every tool
available to them to slay those who threaten the
spider demon. If no other option exists, they will
retreat to the adjacent cave (Room 39) and call
upon the crab spiders there to aid them. Each kobold
carries 9 cp.
Kobolds (16) [AL C, MV 60 (20), AC 7, HD
1d4 hp, HP 4 (3), 3 (8), 2 (3), 1 (2), #AT
1, DG 1d61 (short bows & short swords),
SV 0 LH, ML 6]
39. Spider Guardians
This cave is home to the Spawn of Arach-Nachas
honor guard, four crab spiders that immediately
attack any non-kobolds that enter it. Scattered about
the room are 65 cp.
Crab Spiders (4) [AL N, MV 120 (40), AC
7, HD 2, hp 13, 11, 9 (2), #AT 1, DG 1d8
+ poison, SV F2, ML 7]
40. Chief of the Kobolds
In this large cavern an insane dwarf, Guran, has
set himself up as chief of the kobolds of Dwimmer-
mount. Guran was once a proud custodian of The
Manufactory (Level 6B). Descended from a long
and storied line of dwarves, he fell into despair when
his own son was stillborn. While interring the
inert statue in the Dwarven Cemetery (Room 34
on Level 1), Guran was approached by the Spawn
of Arach-Nacha, which offered the grief-stricken
dwarf the power to animate his son and other
inert dwarves in exchange for pledging his allegiance
LEVEL 1
Chapter
8
118
to the demon prince of spiders. The bargain was
struck, but when the inert statues animated as
kobolds, Gurans grip on sanity broke and he de-
scended into madness and chaos.
Mad as he is, Guran is no fool and will make
every effort to ee should events turn against
him. He is protected by six kobolds plus his pet
crab spider.
Guran (1) [AL C, MV 60 (20), AC 4 (chain
mail +1), HD D2, hp 16, #AT 1, D 1d6+1
(war hammer +1), DV D2, ML 8]
Kobold Guards (6) [AL C, MV 60 (20), AC
7, HD 1+1, HP 6 (6), #AT 1, DG 1d61
(spears), SV 0 LH, ML 8]
Crab Spider (1) [AL N, MV 120 (40), AC
7, HD 2, hp 10, #AT 1, DG 1d8 + poison,
SV F2, ML 7]
Several chests contain the entirety of Gurans
wealth6,000 cp in old Thulian coin, looted from
various troves throughout the Path of Mavors.
Gurans chain mail +1 and war hammer +1 are both
of dwarven make, forged from adamantine steel.
41. The Spawn of Arach-Nacha
This large chamber is the lair of the demonic
spider known only as the Spawn of Arach-Nacha
(see Appendix C, New Monsters, p. 352). The
Spawn tricked the dwarf Guran (Room 40) into
pledging himself to its demonic master in exchange
for the power to transform inert dwarves into ko-
bolds. The Spawn now uses Guran and the kobolds
to extend the reach of its master into Dwimmer-
mount. If confronted by characters powerful enough
to pose a threat, the Spawn will attempt to seduce
them to its service with similar promises of power
from its evil lord. It has a seductive voice that belies
its hideous appearance, and an intuitive sense of
what appeals to mortals. Whether the Spawns
promises and pacts are mere lies or will be honored
by Arach-Nacha is left for the referee to decidebut
certainly Chaos takes an active interest in Dwim-
mermount
The Spawn possesses little treasure of its own
(two gems, malachite and zircon, worth 10 gp and
100 gp respectively), but secreted in its lair is a weird
metal disc with a cross-and-circle symbol on it that
can be used to operate the Elevator (Room 56).
Spawn of Arach-Nacha (1) [AL C, MV 120
(40), AC 5, HD 3, hp 20, #AT 1, DG 2d8
+ poison, SV F2, ML 10]
42. Passageway
The walls of this dusty area are adorned with
battered mosaics that depict Thulian military tri-
umphs. One mosaic has been recently defaced with
grafti. In Low Thulian (Common), it reads screw
the rats! Im going home! Grumpy Dwarf. There
is no other trace of the cranky grafti artist.
43. Storeroom
This room contains numerous wooden crates,
most of which are rotting and empty. However,
one of them contains a suit of Thulian chain (see
Appendix A, New Magic Items, p. 325).
44. Checkpoint
This room appears to have been a guard room,
but now its furniture and weapons racks lie shattered
on the oor. The southernmost door is made of
iron, locked, and trapped. Anyone who attempts
to open the door without deactivating the trap is
struck by a poisonous dart that inicts 1d4 damage
and requires a saving throw versus Poison to avoid
death 1d4 rounds later.
45. Stairs Down
This roomand the corridor leading to itare
noticeably moist and musty. The two 10 foot squares
near the south wall are covered in yellow mold. The
orcs have cultivated a very narrow trail through the
yellow mold, but this will be evident only with
careful observation and a successful roll to nd
secret doors.
Yellow mold (2) [AL N, MV 0, AC always hit,
HD 2, hp 12 (2), #AT Spores, D 1d6 +
suffocation, SV F2, ML n/a]
The stairs past the mold lead down to the Atri-
um (Room 1) of The Laboratory (Level 2A). If the
5 orc guards there hear commotion in this room,
they will begin to gather reinforcements in prepa-
ration for the characters descent to their level.
46. Storeroom
The wooden door to this room is partially
gnawed through, as it is the nest for nine giant
rats. In addition to the rats, the room itself contains
broken pieces of wood, straw, string, and other
random detritus that these vermin have collected
and brought here. Amidst this rubbish can be
found a sack with 2,000 cp, an expensive comb
(30 gp), a gold necklace (200 gp), and a jeweled
pin (800 gp).
THE PATH OF MAVORS
Level
1
119
A disgusted adventurer has left grafti, scrawled
in blood, on the south wall. In Low Thulian (Com-
mon) it reads I explored Dwimmermount and all
I found was 2,000 lousy coppers - Sir the Fist. An
arrow points downward to the rubbish containing
the coin sack.
Giant Rats (9) [AL N, MV 120 (40), AC 7,
HD 1d4 hp, hp 3 (3), 2 (3), 1 (3), #AT 1,
D 1d3 + disease, SV F1, ML 8]
47. Map Room
This circular room contains mosaics on the
oors, walls, and ceiling depicting the Thulian
Empire at its height. Special emphasis is given to
forts and other military locales, with Dwimmer-
mount being located prominently in the center of
the oor and Lloraec (Hex 0825) and Winterburg
(Hex 2206) visible to the south-west and north-west
respectively. The room is currently occupied by six
orcs, explorers from The Laboratory (Level 2A).
In their possession is a large sack containing 1,900
gp and seven gems: four rhodochrosites (50 gp
each), a sardonyx (75 gp), a rock crystal (100 gp),
and a star rose quartz (100 gp).
Orcs (6) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, hp 8, 7, 6, 5 (2), 1, #AT
1, D 1d6 (spears), SV F1, ML 8]
48. Meeting Room
A large hardwood table is still present in this room,
but any of the chairs that were once placed around it
have long since been reduced to splinters. There are
the remains of tapestries hanging on the walls; what
was depicted on the tapestries is indiscernible.
49. Commandants Quarters
This large room contains a heavy wooden desk,
along with some smaller tables, some chairs, and
some shelves. Unlike most of the rooms on this
level, all of this furniture is still in one piece and
the room is completely free of dust or cobwebs.
Except for the fact that the desk and shelves are
bereft of any contents, the room looks as if it has
not changed since the days of Dwimmermounts
occupation. Detect magic reveals a weird, but pow-
erful magical radiation in this room.
Characters who are here for more than a few
minutes may notice that time seemingly does not
pass within its walls. Torches stay lit, but do not
grow shorter, for example, and spell durations are
suspended while in the room, only resuming after
the characters leave. The same holds true for dis-
eases and deleterious effects.
50. Secret Room
The two secret doors that provide entrance to
this room are stone panels that swivel around their
center axis. The hidden room within is protected
by an illusion of a demonic humanoid, dressed in
black armor of Eldritch make and wielding a vicious,
aming blade. The illusion is dispelled with a single
successful hit against AC 9, but until then the
demon ghts as a 4 HD creature and deals real
damage (1d8 per hit) to any target it strikes who
fails a saving throw versus Spells. If dispelled, the
illusion will reappear after 24 hours have elapsed.
51. Hidden Treasure Room
This room contains 600 sp, pieces of hematite
(10 gp), azurite (25 gp), rock crystal (100 gp), and
jasper (250 gp), and a rod of opening (see Appendix
A, New Magic Items, p. 324) with eight charges.
The treasure is scattered across the oor, the residue
of a large trove long ago plundered.
52. Dining Area
This room contains a long, iron-reinforced oak
table and the shattered remains of many chairs.
There is nothing else of interest in this room.
53. Kitchen
This room was obviously once used as a kitchen
for preparing simple meals. Iron-reinforced oak tables
and counters are present, along with some empty
crates and sacks that formerly contained foodstuffs.
Presently there are seven re beetles in this room.
The little food that remained here did nothing to
satisfy the beetles hunger, and they will certainly
attack any living creatures that resemble prey.
Fire Beetles (7) [AL N, MV 120 (40), AC 4,
HD 1+2, hp 10, 9 (2), 8 (2), 7, 5, #AT 1,
D 2d4, SV F1, ML 7]
54. Enclosure
This open area contains six bubbles of some
light, silvery-black material oating in the room.
Astute characters will notice that in the southwest
corner of the room there is a large crack in the oor
from which a silvery-black liquid occasionally
eruptsthe liquid is azoth, the same substance
found in the Azoth Spring (Room 37). Sometimes
the liquid forms little bubbles that pop with a sur-
prisingly loud noise, leaving behind a metallic tang
in the air and a cloud of smoke. These six bubbles
are made of the same material and will pop, each
dealing 1d6 damage in a 5 foot radius if a character
LEVEL 1
Chapter
8
120
gets within 5 feet of it and fails a Dexterity check.
There is a 2 in 6 chance that the explosion of one
bubble will set off another one, which also has a
chance to set off another, and so on, until either
the chain reaction stops or all six bubbles have
exploded. See Appendix F, Azoth (p. 377), for
details on azoth. See Chapter 6, Overview of the
Dungeon (p. 75), if the characters somehow pass
through the crack into the azoth reservoirs.
55. Latrine
This large chamber served as a latrine for the in-
habitants of this level. Waste is funneled down through
pipes into lower levels of the fortress. These pipes are
too narrow for any but the smallest creatures to traverse
(e.g. normal rats, insects, etc.). See Chapter 6, Overview
of the Dungeon (p. 74), for details on traversing the
water pipes between the levels. Other than the toilets,
there is nothing else in this room.
56. Elevator
The doors to this large circular room are Ancient
blast doors of white nephelite, covered with soot
and grit. Cleaning off the soot and grit will reveal
the same cross-and-circle symbol that appears on
the key disk in the possession of the Spawn of
Arach-Nacha (Room 41). The blast doors are mag-
ically sealed, requiring the use of either a rod of
opening (see Appendix A, New Magic Items, p. 324)
or a knock spell to open. Beyond the doors is a 20
foot diameter elevator of adamantine steel and
nephelite. The elevator leads down to Room 13 of
The Halls of Lesser Secrets (Level 4) and up to
Room 1 of The Divinitarium (Level 0).
When the characters enter the room, the eleva-
tors doors will be closed. They can be opened with
a roll to force doors or by simultaneously pressing
both the cross and circle on the key disk. If power
has been restored to the elevator, then using the
key disk will summon the elevator platform. From
there, pressing the key disks cross causes the ele-
vator platform to descend while pressing its circle
causes the elevator platform to ascend.
If the power has not been restored and the key disk
is used, or if the elevator doors are opened without a
key disk, then the elevator platform will not be sum-
moned. Instead the doors will open onto a vertical
shaft whose walls glisten from walls glisten from the
transit of various Kythirean slimes and are festooned
with clumps of fungi and vegetation from the Green
Planet. Daring parties may, of course, y, levitate, or
climb up and down this 250 foot long shaft.
Note that power can be restored to the elevator via
the machinery of the Elevator Control Room (Room
14 of Level 4) or through the operation of the Great
Machine (Room 40 of The Manufactory, Level 6B).
57. Barracks
This former barracks is now home to six giant cen-
tipedes, which have taken to nesting in the remains of
the wooden cots and crates that once lled the room.
Giant Centipedes (6) [AL N, MV 60 (20),
AC 9, HD 1d4 hp, hp 3 (3), 2, 1 (2), #AT
1, D poison, SV 0 LH, ML 7]
58. Pumping Station
This chamber contains a mass of bronze, are-
onite, and nephelite pipes and machinery, as well
as a variety of spigots and basins. They are still
operational, though disuse has made the valves hard
to turn and the water that ows from the spigots
is somewhat rusty and discolored (but still potable).
As with the Latrine (Room 55), tiny creatures might
traverse these pipes. See Chapter 6, Overview of the
Dungeon (p. 74), for where the pipes can lead.
59. Recreation Area
This room is empty of any real furnishings or
inhabitants, save for a splintered and moldy table
and benches in its center. Seated at the table are
faint apparitions of Thulian soldiers playing zatrik-
io, a strategy game much beloved by both ofcers
and common soldiers.
Like those in the Antechamber (Room 14), the
two apparitions are psychic echoes left behind by
those who died when Dwimmermount was sealed
off from the outside world. As such, the apparitions
take no notice of anyone who enters the room and
continue to play their game regardless of what
transpires around them. Characters who watch the
apparitions for long will realize that they are argu-
ing over a particular move one of them has made.
Should a character place the zatrikio handbook
found in the Library (Room 19), on the game table,
one of the apparitions will produce a spectral version
of the book and end the debate, after which both
will vanish. The character who assisted the appari-
tions will gain a boon, the Blessing of Asana (+1
to initiative and AC), for the next 24 hours. See
Chapter 6, Overview of the Dungeon (p. 73), for
more information on boons from the gods.
60. Lounge
Besides the usual assortment of splintered fur-
nishings and random detritus, this dusty chamber
is empty.
THE PATH OF MAVORS
Level
1
121
57. Barracks
This former barracks is now home to six giant cen-
tipedes, which have taken to nesting in the remains of
the wooden cots and crates that once lled the room.
Giant Centipedes (6) [AL N, MV 60 (20),
AC 9, HD 1d4 hp, hp 3 (3), 2, 1 (2), #AT
1, D poison, SV 0 LH, ML 7]
58. Pumping Station
This chamber contains a mass of bronze, are-
onite, and nephelite pipes and machinery, as well
as a variety of spigots and basins. They are still
operational, though disuse has made the valves hard
to turn and the water that ows from the spigots
is somewhat rusty and discolored (but still potable).
As with the Latrine (Room 55), tiny creatures might
traverse these pipes. See Chapter 6, Overview of the
Dungeon (p. 74), for where the pipes can lead.
59. Recreation Area
This room is empty of any real furnishings or
inhabitants, save for a splintered and moldy table
and benches in its center. Seated at the table are
faint apparitions of Thulian soldiers playing zatrik-
io, a strategy game much beloved by both ofcers
and common soldiers.
Like those in the Antechamber (Room 14), the
two apparitions are psychic echoes left behind by
those who died when Dwimmermount was sealed
off from the outside world. As such, the apparitions
take no notice of anyone who enters the room and
continue to play their game regardless of what
transpires around them. Characters who watch the
apparitions for long will realize that they are argu-
ing over a particular move one of them has made.
Should a character place the zatrikio handbook
found in the Library (Room 19), on the game table,
one of the apparitions will produce a spectral version
of the book and end the debate, after which both
will vanish. The character who assisted the appari-
tions will gain a boon, the Blessing of Asana (+1
to initiative and AC), for the next 24 hours. See
Chapter 6, Overview of the Dungeon (p. 73), for
more information on boons from the gods.
60. Lounge
Besides the usual assortment of splintered fur-
nishings and random detritus, this dusty chamber
is empty.
LEVEL 1
Chapter
8
122
61. Waiting Room
The wooden furniture that was once placed in
this room was long ago reduced to shattered frag-
ments. In the rooms center is a 4 foot tall pillar
made of black basalt on which are inscribed runes
whose meaning is unknown even to contemporary
magic-users and other students of arcane lore. The
pillar radiates magic under detect magic, however,
and characters who learn the language of the Great
Ancients in the Hieroglyph Room (Room 19) of
The Halls of Greater Secrets (Level 5) can iden-
tify them as runes of enslavement and passivity.
Any non-human (such as a dwarf, elf, or goblin)
who touches the pillar even briey must make a
saving throw versus Spells or nd themselves ren-
dered completely docile for 1d6 turns. While in
this state, they will not attack another creature
even to defend themselves. This effect can be re-
moved sooner through remove curse or similar
spells, at the referees discretion.
The wandering monsters that prowl this level
are aware of the pillars tranquilizing effects and
regularly visit it in search of easy prey. The referee
should make a wandering monsters check every
turn the characters linger in this room.
62. Audience Chamber
There is a small dais on the southern part of this
room, on which rests a fragile mahogany throne. The
walls are covered in rotting tapestries on which the
symbolic spear of Mavors can be seen. Also on the
walls are several rusty (and therefore useless) shields.
63. Guard Post
Empty weapons racks and shattered furniture
abound in this room, which is occupied by six orcs
from the next level, The Laboratory (Level 2A).
Orcs (6) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, hp 7, 5 (3), 4, 3, #AT
1, D 1d6 (spears), SV F1, ML 8]
The orcs have a total of 1,000 gp between them
pay for their dangerous guard duty.
64. Chamber of the Face
This large room once contained several rows of
wooden benches bolted to the oor. Some of them
have since been removed, but two remain and are
in remarkably good condition. On the northern
wall of the room is a sculpture of a bearded mans
face made from rusty metal. If anyone gets within
5 feet of the face, its mouth begins to move slight-
ly and unintelligible sounds begin to emanate from
it. Should anyone apply oil, grease, or some other
lubricant to the corners of the faces mouth, it opens
more widely and speaks clearly in High Thulian.
Ask a question, if you have one. Ill answer truth-
fully, but then youre done.
Should a character actually question the face in
High Thulian, the face will answer truthfully to
the best of its knowledge. The face will only answer
one question per character. The face knows only
about this level of Dwimmermount and its infor-
mation is out of date, so the referee should bear
this in mind when crafting a reply. If the face does
not know the answer to a question posed, it will
admit as such, but such a question still counts as
the one it will answer for that character. If asked
any more questions after the rst, it will reply, again
in High Thulian, Go away; I shall not answer you
again today. A character can query the face again
after 24 hours have elapsed.
65. Holding Cell
This room once served as a temporary holding
cell for prisoners. The room is empty at present,
save for a pair of manacles, a wooden bucket, and
a carpet of dust. The door to the room is locked
and the key long lost.
66. Theater
This room was used to stage propagandist plays
and speeches. The apse in the western portion of
the room was once separated by a curtain; only
tatters of it remain. The eastern wall is covered in
fractured mosaics that depicted military scenes of
Thulian conquest.
67. Reception Room
This room contains a hardwood desk and has
metal shelves all along its walls. It is currently occu-
pied by seven orcs from The Laboratory (Level 2A).
Orcs (7) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, hp 8 (2), 7, 6 (3), 1
(x2), #AT 1, D 1d6 (spears), SV F1, ML 8]
THE PATH OF MAVORS
Level
1
123
68. Magicians Quarters
This room was once used a Termaxian magic-us-
er, as evidenced by the arcane symbols on the
smashed mosaics that cover its walls. There are iron
shelves on some of the walls as well, along with iron
cabinets. The room now holds four orcs who are
interrogating a dwarf named Balfar.
Orcs (4) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, hp 8, 6, 4 (2), #AT 1,
D 1d6 (spears), SV F1, ML 8]
Balfar (1) [AL L, MV 60 (20), AC 9, HD D1,
hp 3, #AT 1, D by weapon, SV D1, ML 8]
Balfar entered Dwimmermount a few days ago
with a party of fellow dwarves, following rumors
that there might be a dwarf cemetery within the
mountain fortress. He and his companions never
found the cemetery, but were instead ambushed by
orcs. Two of his friends died in the Trophy Room
(Room 7) and another died in the Armory (Room
16). Two others survive in captivity in Room 22 of
The Laboratory (Level 2A), but he is unaware of
this. Balfar will happily pay the player characters
500 gp if they help him to escape back to his home
in Muntburg.
Overview of The Laboratory
T
HE LABORATORY was
excavated by the Eld during
the Third Era to conduct
sinister and sorcerous ex-
periments. Foremost of
these was the breeding of
monstrous life forms
through use of the Essence Machines (Room
51) and Pool of Life (Room 50), a program
which was continued by their Thulian succes-
sors and ultimately led to the creation of the
beastmen races. The Eld also cultivated crys-
talline lifeforms (see Room 8), engineered
stasis tubes (see Room 49), and experimented
with the effect of azoth on plant life (Rooms
45-47). Because these programs were all con-
tinued by the Thulians and Termaxians, The
Laboratory is more intact than Level 1. As
such, its walls, oor, and ceiling show the
awlessly smooth and mathematically perfect
excavation of the Eld. The doors are primar-
ily oak reinforced with areonite, unless oth-
erwise noted. The ceilings are punctured at
twenty-foot intervals by st-sized indentations
tted with orichalcum sockets. 10% of these
indentations contain a broken glass orb, while
the others are empty. The indentations can
be used to place glow bulbs (see Appendix A,
New Magic Items, p. 319).
WANDERING MONSTERS OF THE LABORATORY
Dice Roll Monster
1 Orcs (2-8)
2 Gray Ooze (1)
3 Gnolls (1-6)
4 Zombies (2-8)
5 Ghouls (1-6)
6 Spitting Beetle (1-8)
7 Green Slime (1)
8 Giant Rats (3-18)
9 Carcass Scavenger (1-3)
10 NPC Party (5-8)
11 Gelatinous Cube (1)
12 Black Widow Spiders (1-3)
CHAPTER
9
The Laboratory
Level
2A
LEVEL 2A
Chapter
9
126
1. Atrium
The walls of this circular room have numerous
steel hooks on which hang weapons and shields. The
room is currently occupied by ve orc guards. As
soon as they encounter any opposition, the orcs will
send their weakest member to the Orc Lair (Room
41) to gather reinforcements. If the remaining orcs
feel that they are losing they will ee there as well.
Orc Guards (5) [AL C, MV 120 (40), AC 6
(studded leather), HD 1, HP 6, 5, 4, 2, 1,
#AT 1, DG 1d8 (battle axes), SV F1, ML 10]
The stairs here ascend up to Room 45 of The
Path of Mavors (Level 1).
2. Storeroom
This room contains areonite shelving units bolt-
ed to the walls. Most of the shelves are completely
empty, though a few hold ceramic jars lled with
differently colored liquids. Because the ceramic is
opaque, roll 1d4 to determine the contents of any
jar a character wishes to open:
Blue: Acts as a potion of poison
Green: Acts as a potion of healing
Yellow: Acts as a potion of gaseous form
Red: Tastes horrible, but otherwise has no effect
There are a total of 3d4 liquid-lled jars on the
shelves the rst time the characters enter the room.
Should they leave any jars behind when they de-
part, 1d4 jars will have been removed by other
dungeon denizens each time they visit thereafter,
until none remain.
3. Sandpit
The oor of this room is almost entirely covered
by ne white sand. The sand is piled highest in the
southwest corner, reaching approximately 2 feet in
height. Elsewhere, the sand is only a few inches in
depth, with occasional piles of greater depth scat-
tered about the room. There is a wooden-hafted
metal shovel buried in the sand along the eastern
wall. Also buried in the sand is a large number of
silver coins (500 sp).
4. Water Tanks
The doors to this room are adamantine steel
hatches. The room contains six large vertical water
tanks, three along the western wall, one in the mid-
dle of the southern wall, and two along the eastern
wall. Each tank is about 5 feet tall and 3.25 feet in
diameter, holding 400 gallons. All six tanks are made
of vitreum reinforced with areonite, and all except
the one along the southern wall are intact and full
of salt water. These tanks have a locked, sliding
areonite door set low into the glass. If opened, the
water will spill out into the room.
The tank along the southern wall has been shat-
tered, vitreum shards littering the area near it, but
there is no evidence of any water, suggesting it has
been some time since the breakage occurred.
5. Trapped Tank
This room contains another 400-gallon tank.
However, unlike the Water Tanks (Room 4), the
tank in this room is larger, being nearly 10 feet in
diameter and reaching almost to the ceiling (ap-
proximately 7 feet high). In addition, this tank is
made from a smoked vitreum that obscures its
actual contentsa large gray ooze! The ooze will
attack anyone who opens the sliding metal door
near the tanks base.
Gray Ooze (1) [AL N, MV 10 (3), AC 8, HD
3, HP 23, #AT 1, DG 2d8, SV F2, ML 12]
6. Office
The door to this room is made of areonite with
engraved hepatizon ttings. The large room with-
in was once well-appointed with furnishings made
from expensive, heavy hardwood. Some of these,
like the tables and chairs, have been smashed to
pieces by an axe or similar weapon, but the desk
remains unharmed. The desk has ve drawers, four
of which contain only dust and useless scraps of
paper. The fth drawer is locked and protected with
a magical trap. The traps runes can be detected by
a thief, but can only be removed with dispel magic.
If the trap is triggered, all characters within a 10
radius must make a saving throw versus Poison or
be shrunk (as if by a potion of diminution) for 1d6
turns. Inside the trapped drawer is an arcane scroll
with the spells protection from evil and web.
THE LABORATORY
Level
2A
127
7. Supply Room
The door to this room is a locked adamantine
steel hatch. Its interior is dusty and lled with a
variety of supplies once used when the level was
inhabited. These supplies include:
A 200 coil of copper wire
A box of silver spikes (20 in allworth
1,000 gp)
A box of wooden stakes (50)
A stack of cast iron blocks (200)
Six thick glass window panes
A large chest containing glass jars, vials,
alembics, and similar alchemical gear (col-
lectively worth 125 gp)
A jug of dried glue
8. Crystal Garden
The door to this room is made of areonite en-
graved with intricate crystalline patterns. The cham-
ber beyond is lled with unnaturally large crystal
growths in a wide variety of colors and shapes. The
crystals cover most of the oor, all of the walls, and
parts of the ceiling. In various places, the crystals
seem to have almost crude humanoid shapes. In
one particular instance, it looks like a well-carved
human male dressed in armor and wielding a short
sword and shield. However, the gure is missing
its head and a close examination of its neck suggests
that its head was cleanly cut from it. Looking around
the room, the characters can nd the head, which
depicts a bearded man, lying on the oor. The head
is somewhat worse for wear, but is largely intact. If
placed upon the shoulders of the gure, it almost
instantaneously adheres to it and springs to life as
a crystal animated statue. If the character who re-
stored the statue is wearing a holy symbol of a
Lawful god, such as the symbol of Tenen found in
the Storeroom (Room 13), the crystal statue will
treat its restorer as its master and obey his com-
mands; otherwise the statue will attack its restorer
and his allies. In either case, the magics which
powered the statue have faded with age, and the
statue will become inert after 1d6 turns.
Crystal Animated Statue (1) [AL L, MV 90
(30), AC 4, HD 3, HP 13, #AT 2, DG
1d6 1d6, SV F3, ML 11]
The crystals in the room are of an unknown
sort, but are worth 1,000 gp per stone to jewelers
and sages. Seven stones in total can be harvested.
LEVEL 2A
Chapter
9
128
9. Stairwell
Entrance to this room is blocked by two gates
made of steel bars, cutting it off from corridors to
the north and south. Characters with high Strength
may attempt to force the gates open, though the
chance is slight. For a Strength of 12-13, the chance
is 5%; for 14-15, the chance is 10%; for 16-17, the
chance is 15%; and for 18, the chance is 20%. Al-
ternately, the characters can open the gates from
the Control Room (Room 14).
If they can be reached, the circular stairs in this
room descend to the Stairwell (Room 58) on The
House of Portals (Level 3A) below.
10. Patrol Area
This large area is patrolled by three gnolls who
will ee to their camp (Room 12) if outnumbered.
Gnolls (3) [AL C, MV 90 (30), AC 5 (chain
mail), HD 2, HP 11, 9, 6, #AT 1, DG 1d8+1
(battle axes), SV F2, ML 8]
Between them, the gnolls have collected several
gems worth 360 gp: a banded agate (50 gp), a
sardonyx (75 gp), a turquoise (10 gp), a moonstone
(75 gp), an obsidian (50 gp), and a citrine (100 gp).
11. Cage Room
This room contains a large number of steel cag-
es, stacked haphazardly along its walls. Several of
the cages contain the skeletal remains of small
humanoid creatures of indeterminate type.
12. Gnoll Camp
This chamber contains seven recently-spawned
gnolls reclining on old, splintered work benches.
Sent to explore this level on the order of their cre-
ator, the magician Varazes (Room 50), they have
so far met with little success, owing to the many
dangers of The Laboratory, as well as erce oppo-
sition from the more numerous orcs.
Gnolls (6) [AL C, MV 90 (30), AC 5 (chain
mail), HD 2, HP 14, 11, 9(2), 6, 5 #AT 1,
DG 1d8+1 (battle axes), SV F2, ML 8]
Gnoll Leader (1) [AL C, MV 90 (30), AC 5
(chain mail), HD 3, HP 16, #AT 1, DG 1d8+1
(battle axe), SV F3, ML 8]
The gnolls have amassed some treasure in their
wanderings, which the leader keeps in a large cord-
ed sack: 2,000 cp, a silver chalice (200 gp), a pen-
dant (200 gp), a jeweled belt (400 gp), a golden
arm band (1,300 gp), and a coronet (1,700 gp).
The gnolls are ignorant of the secret door, a revolv-
ing stone panel in the south wall that leads to the
Control Room (Room 14).
13. Storeroom
The ordinary oak door to this room is locked.
Its interior contains a dozen wooden barrels, many
of which have either rotted or been broken, spilling
their contents on the ground. These contents con-
sist of dried fruits and salted meat, none of which
is edible now. Hanging on the west wall is a holy
symbol of Tenen, god of craftsmen. The symbol is
a bronze 6-spoked wheel and is worth 25gp.
14. Control Room
This secret room contains a hulking, baroque
apparatus of red brass, with a variety of switches,
dials, and levers. Among these are the levers that
raise and lower the gates to the Stairwell (Room
9), both currently lowered; the dial that raises and
lowers the barrier surrounding The Pool of Life
(Room 50), currently lowered; and switches that
control the locks on the doors to the Pump Room
(Room 48) and the Stasis Chamber (Room 49),
both currently locked. Using any of these controls
causes a light to brighten on a nearby panel, indi-
cating when a door, gate, or barrier is in a locked,
closed, or lowered position. However, operating
the machinery creates a large amount of noise that
echoes through the level. This puts the monsters
on the level on alert for the next hour (6 turns).
During this time, reduce the chance of monsters
being surprised by an encounter to 1 in 6, and
increase the chance of encountering wandering
monsters to 2 in 6 every 20 minutes.
15. Archive
The door to the Archive is areonite. The phrase
from ignorance to knowledge; from knowledge
to strength is engraved in Eldritch on the door
leaf. The walls of the room within are covered with
bookshelves, most of which are lled with molder-
ing scrolls and codices that crumble into worthless,
illegible fragments if touched. However, if the char-
acters spend one turn searching amongst the mold-
ering ones they will discover two items of value.
The rst is a scroll of ward against undead. The
second is a treasure map written in a cipher (requir-
ing read languages to decipher) that leads to a
dwarven vault containing 20,000 gp located in the
Hearthstone Mountains (see p. 48).
A false bookshelf on the east wall conceals the
entrance to the Hidden Staircase (Room 16).
THE LABORATORY
Level
2A
129
16. Hidden Staircase
This room was once a sentry post guarding the
stairs to the Foyer (Room 1) of The House of
Portals (Level 3A). It is now inhabited by six shad-
ows. They attack anyone who enters the room who
does not have on his person one of the Termaxian
passkeys (see Appendix A, New Magic Items, p. 325)
scattered throughout the dungeon. If a passkey is
presented, the shadows will withdraw, disappearing
from sight, but lying in wait for the opportunity
to attack later should the passkey be forgotten.
Shadow (6) [AL C, MV 90 (30), AC 7, HD
2+2, HP 13(x2), 12, 11(3), #AT 1, DG 1d4
+ strength drain, SV F2, ML 12]
17. Workroom
This room once contained a variety of wooden
tables, stools, and shelves, most of which have long
since rotted away or been smashed. Scattered
amongst the debris can be found iron and bronze
implements and tools, such as hammers, picks, and
saws. The room is damp, owing to some overow
from The Pool of Life (Room 50). This overow
has encouraged the growth of a patch of green slime
on the oor that will cling to the rst person who
steps in the room without specically looking at
the oor to see if it is clear of any obstacles.
Green Slime (1) [AL N, MV 3 (1), AC NA,
no roll needed, HD 2, HP 16, #AT 1, DG
special, SV F1, ML 12]
18. Lounge
This now-empty room once contained wooden
tables and chairs, now reduced to debris. The walls
are painted with faded frescoes depicting scenes of
magical research, including what appears to be the
creation of monsters from animals. Amidst the debris
can be found several tankards and drinking cups.
One tankard, made from silver, is worth 50 gp; the
whole set (weighing 14 lbs.) is worth 250 gp.
19. Orrery
This circular room contains a large (10 feet diam-
eter) orrery of adamantine steel, lacquered oak, and
precious metals. The device is a scale model of Telluria,
its moon, Ioun, and the other planets with which it
shares its solar system, all enclosed in a transparent,
vitreum sphere on which are situated numerous gold-
en symbols that seem to represent stars. Also situated
on the outside of the sphere are tiny representations
of what look like castles or fortresses. These represen-
tations are all associated with a star symbol and num-
ber a dozen in all. The orrery is currently inoperable,
as its power source has long since been depleted.
The orrery is bolted to the oor and too large to
move. Its interior components are inaccessible with-
out shattering the transparent sphere that encloses
it. However, the hatch to its fuel cylinder can be
opened by a thief with a successful roll to pick locks,
exposing an empty vitreum cylinder. If this is replaced
with the Thulian fuel cylinder in the Secret Storeroom
(Room 20), the bodies of the orrery will immedi-
ately begin to rotate through their orbits. A drawing
of these orbits would be worth 500 gp to an astrol-
oger. In addition, activating the orrery earns the
participating characters the Blessing of Asana, god-
dess of science, for the next 24 hours. The boon
grants +1 to initiative and AC. See Chapter 6, Over-
view of the Dungeon (p. 73), for more information
on boons from the gods.
Otherwise, the castle representations can be
removed (with effort), as can the golden star sym-
bols. There are 17 stars and 12 castles; each one is
worth 5 gp purely for their inherent value, but ten
times that amount to those with an interest in
ancient Thulian technology. Removing the castles
and stars from the orrery after it has been activated
is impossible without shattering the sphere, and
causes the loss of the Blessing in any case.
20. Secret Storeroom
Entrance to this hidden room is concealed behind
an adamantine steel panel in the Orrery (Room
19). It contains a large collection of spare parts for
the orreryplanets, stars, and so on. These can all
be taken from the room and sold either for the
metals from which they are made or for their value
as historical objects. The whole set is worth 3,340
gp and weighs 84 lbs., with 24 pieces ranging in
value from 5 to 500 gp each, depending on size.
The room also contains a large adamantine steel
box with strange red symbols on its exterior. These
symbols, if deciphered by a thief or through the use
of a read languages spell, read DANGER! Handle
only with proper protection! The box is warm to
the touch and locked. If the lock is opened, the
characters will nd a vitreum cylinder containing
the glowing silvery-black liquid known as azoth (see
Appendix F, Azoth, p. 377). This is a Thulian fuel
cylinder for the orrery (and other devices throughout
the dungeon) and can be used to re-activate it. How-
ever, if handled without proper protection, anyone
who touches the cylinder takes 6d6 damage (make
a saving throw versus Spells for half damage). Safe
handling of the cylinder requires the character to
either be protected by resist re or be wearing one
of the environment suits found in the Dressing Room
(Room 28) or elsewhere in the dungeon. See Ap-
pendix A, New Magic Items (p. 318).
LEVEL 2A
Chapter
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130
21. Orc Captors
This area contains eight orcs who have captured
a couple of unfortunate dwarves. The captives are
kept next door (Room 22). Should the battle go
against the orcs, they will attempt to exchange their
lives for those of their captives.
Orcs (7) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, HP 7, 5, 4, 3(2), 2(2),
#AT 1, DG 1d8 (battle axes), SV F1, ML 10]
Orc Leader (1) [AL C, MV 120 (40), AC 5
(chain mail), HD 1, HP 8, #AT 1, DG 1d8+1
(battle axe), SV F1, ML 10]
Other than the orcs, the room contains only old
and moldy work benches, which the orcs like to sleep
on. A hemp sack below one of the work benches
holds the orc leaders treasure: 3,000 cp, a hematite
(10 gp), a sardonyx (75 gp), an alexandrite (500 gp),
a topaz (750 gp), and an amethyst (750 gp).
22. Dwarf Captives
This large, featureless area contains two dwarves
who were captured by the orcs while exploring the
dungeon. The dwarves, named Glandal and Thoon,
descended into Dwimmermount from the Entrance
Cave (Room 30) on The Path of Mavors (Level 1)
in the company of six others. Their party fought
their way past that levels denizens, suffering sev-
eral casualties in the process (corpses of which can
be found in Level 1, Rooms 6 and 16), before
being captured by orcs ascending from The Labo-
ratory (Level 2A). Glandal and Thoon are current-
ly chained to the east wall and have suffered many
indignities at the hands of their bestial captors.
Glandal is a 3rd-level ghter (currently 6 hit
points out of a total of 18), while Thoon is only
2nd-level (currently 3 hit points out of a total of
12). Neither one has any weapons or armor or
substantial knowledge of this level, though they
remember much about The Path of Mavors (Level
1). They will gladly join the characters and assist
them in further exploration, especially if the char-
acters are willing to help them avenge their fallen
comrades. Should they learn that their comrade
Balfar (currently captive in Room 68 on Level 1)
is alive, they will insist on rescuing him. If Balfar
has already been rescued, all three dwarves will
offer to serve the party as henchmen in gratitude
for their rescue and reunion.
23. Smithy
This room is quite clearly a smithy of some sort,
as evidenced by the forge and anvil located in the
southern portion of the room. There are also three
enclosed re pits with copper pipes that go into the
ceiling. A faint odor of smoke and charcoal still
lingers.
The copper pipes carry exhaust from the re pits
upward through lters designed to stop even ene-
mies polymorphed into oozes, and then reach the
surface via carefully camouaged chimneys. If the
Perimeter barrier is sealed, these chimneys are
blocked by its wall of force, which allows nothing
to pass. If the Perimeter barrier is activated, the
wall of force is still present, but it permits natural
smoke to pass through. At the start of the campaign,
the Perimeter barrier has been deactivated, and the
chimneys can be passed through by any gaseous
creature. See Chapter 6, Overview of the Dungeon,
p. 64, for details on the arcane barrier.
24a. Balcony
This elevated area overlooks an Operating Room
(Room 24b). The area contains two heavy wooden
benches and a steel railing.
24b. Operating Room
Dominating this room is a large slab-like table
made of red brass. The table possesses gears and
cranks that allow it to be swiveled, elevated, and
turned. The table also possesses leather restraints.
There is evidence of blood or some other type of
stain on the table and on the ground around it.
When the characters enter the room, they will
come across a strange battle between a throghrin
and a number of seemingly normal rats. The
throghrin, owing to its regeneration ability and
overall strength, has the upper hand, but the rats
are ghting in a viciously coordinated manner. They
are, in fact, sapient animals (see Appendix C, New
Monsters, p. 350) descended from Termaxian lab
rats. They have entered Dwimmermount to explore
their kinds birthplace at the orders of their mas-
ter, the Rat Boss of Adamas (see Appendix C, New
Monsters, p. 331).
Throghrin (1) [AL C, MV 120 (40), AC 6,
HD 3, HP 15, #AT 1, DG 1d8 (long sword),
SV F3, ML 10]
Sapient Rats (15) [AL N, MV 60 (20), AC
9, HD 1 hit point each, #AT 1 per 5 rats, DG
1d6, disease, SV 0LH, ML 5]
If the characters do not intervene, the throghrin
will kill all the rats in fairly short order, after which
it will turn on them. On the other hand, if the
characters kill the throghrin, the rats will rush over
toward them and bow in thanks for their assistance.
THE LABORATORY
Level
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131
Though they cannot speak Common, the rats are
intelligent and can communicate uently with any-
one under the effects of speak with animals. They
will happily provide fairly detailed information
about many of the nearby rooms on this level, in-
cluding the existence of the secret door leading to
the Panic Room (Room 58), though they do not
know how to open it. Despite their gratitude, the
rats will not join the party, explaining that they
already owe allegiance to the Rat Boss. Even if the
characters cannot verbally communicate with the
rats, the sapient rats will nevertheless try to lead
them toward the secret door to the Panic Room as
a way of thanking them for their assistance.
25. Worship Area
This irregularly shaped room is decorated with
mosaics depicting the life of Turms Termax the
Thrice-Great, from his mastery of magic, alchemy,
and astrology to his nal apotheosis. There are six
mosaics in all:
1. Turms standing at a lectern studiously read-
ing a magical grimoire.
2. Turms gazing up at the heavens, with the
red planet, green planet, and silver moon all
visible above.
3. Turms, emerging from an alchemical labo-
ratory, triumphantly holding up a ask of
silver-grey uid.
4. Turms, wearing resplendent robes decorat-
ed with three-pointed stars, preaching before
a crowd. He is accompanied by his lover,
Sarana, and surrounded by apostles and
followers on all sides.
5. Turms prostrate on the headsmans block,
a Thulian executioner poised to strike. His
followers gaze in horror but the Thrice-
Great has an expression of serenity on his
upturned face.
6. A panorama of the night sky, showing the
constellations, one of which is Turms ma-
jestic visage.
Past the mosaics, the room contains two statues,
one of Turms himself in its south-west leg, and
another of his lover, Sarana, in its south-east leg.
Both statues are of beautifully-carved alabaster, but
magically trapped. Anyone not wearing a symbol of
Turms Termax on his person who dares touch either
statue receives an electric shock dealing 2d6 damage
(make a saving throw versus Spells for half damage).
LEVEL 2A
Chapter
9
132
26. Scriptorium
This room contains six heavy oak writing desks.
The associated stools have long since been removed.
Crumbling parchment can be found inside several of
the desks, along with dried ink wells. The fourth desk
has a secret compartment inside of which can be found
a scroll containing the spells magic missile and shield.
27. Ruined Chamber
Whatever the original purpose of this room, it
is now a ruin lled with refuse and debris of various
sorts. Rummaging among the debris are three
spitting beetles.
Spitting Beetles (3) [AL N, MV 120 (40), AC
4, HD 2, HP 14, 13, 4, #AT 1, DG 1d6 + toxic
spray, SV F1, ML 9]
28. Dressing Room
The walls of this room are covered with steel
hooks, on two of which still hang two heavy sil-
very-gray suits, along with gloves and boots made
from the same material. On a shelf in the room,
there are also two ceramic helmets that attach to
the top of the suits. These are environment suits
(see Appendix A, New Magic Items, p. 318), which
grant immunity to certain adverse effects encoun-
tered throughout the dungeon, such as the energy
source found in the Secret Storeroom (Room 20).
The room is currently being used as a lair by
three ghouls, who will gleefully attack any creature
who enters the room.
Ghouls (3) [AL C, MV 90 (30), AC 6, HD
2, HP 13, 10, 3, #AT 3, DG 1d3 1d3 1d3 +
paralysis, SV F2, ML 9]
There is a concealed door in the oor of this room.
Opening it reveals a steel ladder that descends 10
feet down to the short corridor ending in a secret
door connected to the Guard Room (Room 56) and
then another 50 feet down to the Ghoul Lair (Room
48) on The House of Portals (Level 3A). The ghouls
use it both to travel between levels and to seek out
food in nearby rooms. More information on the
ghoul colony and its origins can be found in Chap-
ter 10, The House of Portals (Level 3A), p. 141.
29. Storeroom
This storeroom is lled with six wooden crates.
Each of the crates is 4 feet cubed, and contains
rotting cloth. One of the crates contains several
silvery-black robes. These are dwimmersilk garments
(see Appendix A, New Magic Items, p. 318), which
offer the protection of leather armor (AC7) without
restricting movement. The crate contains a dozen
such robes, worth 100 gp each if sold in a large
settlement (such as Adamas).
The room also serves as the lair of nine giant
rats. These rats are unintelligent and not at all
friendly toward the sapient rats found in the Op-
erating Room (Room 24b).
Giant Rats (9) [AL N, MV 120 (40), AC 7,
HD 1d4 Hit Points each, HP 4(4), 3(2), 2,
1(2), #AT 1, DG 1d3 + disease, SV F1, ML 6]
30. Empty Room
This room is now devoid of anything except
marks on its stone oor indicating where furniture
of some sort was once bolted down. The furni-
tureand anything elsehas long since been re-
moved, leaving behind only dust.
31. Gaol
The door to this room is a locked adamantine
steel hatch. Beyond it lies three 10 foot by 10 foot
cells used to hold prisoners, each of which is itself
locked. Except for some clearly non-human bones
in one of the cells, all three are completely empty.
32. Guard Post
Six orcs are on guard in this room, protecting
the rooms their kind occupies to the south. If
outnumbered or if they break morale, they will ee
to the Barracks (Room 33).
Orcs (6) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, HP 6, 4, 3, 2, 1(2), #AT
1, DG 1d8 (long swords), SV F1, ML 10]
THE LABORATORY
Level
2A
133
33. Barracks
This large room was once a barracks for troops
stationed on this level of Dwimmermount. Some
of its wooden bunks remain, but most have either
been removed or reduced to splinters. Currently,
the room houses ve orcs and an orc champion who
will come to the aid of the orcs in the Guard Post
(Room 32) if summoned by the sounds of combat
(or orcs eeing from the other room).
Orcs (5) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, HP 5, 4, 2(3), #AT 1,
DG 1d8 (long swords), SV F1, ML 10]
Orc Champion (1) [AL C, MV 120 (40), AC
5 (chain mail), HD 1, HP 8, #AT 1, DG
1d8+1 (long sword), SV F1, ML 10]
Stashed under his bunk, the orc champion has
1,000 gp in ancient Thulian coinage.
34. Refectory
This eating area was used by Thulian troops in
the past. Now it has been turned into a dumping
ground for the orcs garbage and waste. The place
reeks of rotting animal matter and is lled with bones
and other detritus. If anyone is foolhardy enough
to spend 1d4 turns digging through the mess, they
will nd a carnelian (75 gp), a carved idol (200 gp),
a gold clasp (200 gp), and 400sp worth of assorted
silver coins. Anyone searching through the mess
must make a saving throw versus Poison (at +2) each
turn, however, and if the saving throw fails, will
contract a disease. In 1d6 days the diseased charac-
ter will become weak and fevered (reducing maximum
hit points by 50%). The disease is curable either with
magic or two days bed rest. Otherwise it will run
its course in 1d4+6 (7-10) days.
35. Latrine
This small room was a latrine in Thulian times.
One of its toilets remains intact, but otherwise the
room is largely empty. There are iron pipes con-
necting its toilets to the wall, but they are heavily
rusted and too narrow to allow even the smallest
humanoid-shaped creatures to enter them. Normal
rats, insects, or a character affected by diminution
might pass through them, however; see Chapter 6,
Overview of the Dungeon, p. 74, for details on
traversing the water pipes if necessary.
36. Guard Post
Two orcs stand guard here. If outnumbered, the
orcs will ee through the Phosphorescent Room
(Room 37) to the Armory (Room 38).
Orcs (2) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, HP 5, 3, #AT 1, DG 1d8
(battle axes), SV F1, ML 10]
One of the orcs has a citrine (100 gp). The other
carries a Termaxian passkey (see Appendix A, New
Magic Items, p. 325) on his person, though he has
no idea that it is anything more than a pretty bauble.
37. Phosphorescent Room
The original purpose of this room cannot be eas-
ily determined, as its ceiling and walls are now covered
in a strange phosphorescent fungus. The fungus gives
off a yellowish-green glow that men nd glaring,
resulting in a -1 to effective armor class and attack
rolls while in this room. The funguss glare has no
effect on dwarves, elves, orcs, or other non-humans,
and the fungus itself is otherwise harmless.
38. Armory
The walls of this armory are lined with weapon
racks. Most of the racks are empty, but one still
holds 6 Thulian crossbows (see Appendix A, New
Magic Items, p. 325). Unfortunately for anyone
entering the room, the six orcs who occupy it will
not hesitate to use these crossbows on intruders. If
alerted by their comrades from the Guard Post
(Room 36), they will set themselves up to attack
through the Phosphorescent Room (Room 37),
taking advantage of the adverse effects of the phos-
phorescent fungus on men.
Orcs (6) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, HP 7(2), 6(2), 4, 3,
#AT 1, DG 1d8 (Thulian crossbows) or 1d6
(short swords), SV F1, ML 10]
The weapon rack on the western edge of the
south wall is actually a concealed door to the Trea-
sury (Room 39). The orcs are unaware of this door.
39. Treasury
Hidden behind a secret door is a substantial
hoard of treasure, unknown even to the orcs who
inhabit the nearby rooms. The treasure, totaling
8,910 gp in value, is divided between two bronzes
chests and a small sturdy wooden coffer. The rst
chest holds 1,000 cp and 3,000 gp. The second
chest holds 4,000 sp and a chryselephantine stat-
LEVEL 2A
Chapter
9
134
uette of Tyche (1,700 gp). The wooden coffer holds
a silver chain (500 gp), a gold gem-encrusted hair-
pin (600 gp), a pair of platinum earrings (900 gp),
a platinum brooch with electrum ligree (1,800
gp), a moonsilver ring of protection +1, a potion of
clairaudience, and a potion of heroism.
40. Meeting Room
The door to this room is made of areonite
adorned with abstract engravings. This room con-
tains a single long table made of heavy oak. There
are no chairs anywhere to be found. The table is
intact, although there is a series of notches carved
(or slashed) along the edge closest to the door.
41. Orc Lair
This large room is now home to the orcs chief,
Segur, and his six bodyguards, all armed with long
swords. Segur has plundered wood and metal from
other rooms to create a makeshift throne for
himself in this room. The chief likes to hold court
from here, in crude imitation of human nobility. If
Segur is greeted with the deference due his high
station, the characters will gain a +2 bonus to their
reaction rolls with him, possibly securing his roy-
al aid against other threats on this level.
Orcs (6) [AL C, MV 120 (40), AC 6 (stud-
ded leather), HD 1, HP 6(2), 5(3), 2, #AT
1, DG 1d8 (long swords), SV F1, ML 10]
Segur, Orc Chief (1) [AL C, MV 120 (40), AC
4 (scale mail & shield +1), HD 4, HP 15, #AT
1, DG 1d8+2 (long sword), SV F1, ML 10]
Segurs shield +1 is a round, spiked shield of
adamantine steel. The orc chief keeps 1,000 gp in
a locked chest behind the throne. The chief has the
key around his neck, as well as a moonstone (75
gp), a jasper (100 gp), and a zircon (250 gp) in a
pouch on his person.
42. Alcove
The north, east, and south walls of this alcove
are decorated with mosaics depicting magicians
using The Pool of Life (Room 50) to create orcs,
gnolls, and minotaurs respectively. The mosaics are
THE LABORATORY
Level
2A
135
in surprisingly good shape, and if carefully studied
for one turn, a magic-user or other scholar of the
arcane will notice that the color of the glass cylin-
ders depicted near the pool in each mosaic varies:
the cylinders are pink in the northern (orc) mosaic,
brown in the eastern (gnoll) mosaic, and black in
the southern (minotaur) mosaic.
43. Landing
This open area is located about 10 feet below
the rest of the level, as are all the Rooms numbered
43 through 60. All these rooms also have sockets
in each of their walls into which the glow bulbs
kept in Glow Bulb Storage (Room 44) can be placed
to provide illumination.
44. Glow Bulb Storage
The door to this room is a locked adamantine
steel hatch. Within are forty stacked iron boxes. Most
of the boxes are empty, but eight of them hold a
dozen glow bulbs each, for a total of 96 of the grape-
fruit-sized glass orbs. As noted in the Overview of
the Laboratory, these can be placed in sockets in the
ceiling of the level to provide illumination. See Ap-
pendix A, New Magic Items (p. 319) for details on
glow bulbs.
45. Hallway
A machine of adamantine steel and red brass
has been installed along the eastern wall of this
hallway. The machines glass control panel is cov-
ered with dials and gauges below an insignia of a
green thunderbolt; but the orange lettering which
might have explained its operation is no longer
legible. The machine, which hums loudly, is con-
nected to a series of areonite pipes that run up the
wall, across the ceiling, and above the door lead-
ing into the Thorny Room (Room 46). Recently
restarted by Varazes (Room 50), the machine
controls the emissions of azoth-derived electrolytes
craved by the carnivorous plants in the Thorny
Room and Rose Garden (Rooms 46 and 47). The
machine can be shut down by turning the correct
dials; characters have a 1 in 6 chance each round
doing so with each round they work its controls.
If the machine is shut down, the carnivorous plants
in the Thorny Room and the Rose Garden will
lose 5% of their base hit points per hour until they
expire. If the characters somehow get into the
azoth pipes themselves (e.g. by diminution), see
Chapter 6, Overview of the Dungeon (p. 75),
for details on where they might travel.
Coiled in the crevice between the machine and
the eastern wall is a carcass scavenger. The creature
periodically leaves its lair to feed on the waste prod-
2A-45: A sketch of this
machine counts as par-
tially reliable evidence of
numbered fact 5-18.
ucts dumped in the Refectory (Room 34) then
returns here to digest. Since the carcass scavenger
is well fed, characters who pass through without
approaching the machine will be ignored. Con-
versely, characters who approach its hiding place
behind the machine will be immediately attacked.
Carcass Scavenger (1) [AL C, MV 120 (40),
AC 7, HD 3+1, HP 11, #AT 8, DG paralysis,
SV F2, ML 9]
46. Thorny Room
This chamber is overgrown with dense shrubbery,
with golden and purple buds and thorny branches.
Along the ceiling above the shrubbery runs a series
of areonite pipes, connecting it to the Hallway
(Room 45). The pipes continue beyond the door
to the south and into the Rose Garden (Room 47).
These pipes, on close inspection, have ne holes
along some of their lengths, from which a silvery
mist occasionally sprays onto the shrubs.
Among the shrubs are ve archer bushes (see
Appendix C, New Monsters, p. 333). The carniv-
orous plants attack any living thing which enters.
Archer Bushes (5) [AL N, MV 10 (3), AC 6,
HD 2, HP 13, 11(x2), 10, 7, #AT 1, DG 1d4,
SV F1, ML 12]
47. Rose Garden
This room is lled with bushes of white roses
arranged to form a garden, complete with a stone
path running from the east and then splitting to-
ward the rooms exits in the north and the west.
The rose bushes look unhealthy and shriveled, as
if in need of nourishment. Above the garden, are-
onite pipes run along the ceiling toward the west-
ern exit, but not toward the northern one. Like
those in the Thorny Room (Room 46), they have
ne holes along their length which periodically
release a silvery mist.
The rose bush nearest the intersection between
the north and western path is in fact a vampire rose
(see Appendix C, New Monsters, p. XX). It will
attack any creature that passes by it.
Vampire Rose (1) [AL N, MV 5 (1), AC 5,
HD 4, HP 17, #AT 1, DG 1d4+2 + blood
drain, SV F3, ML 12]
LEVEL 2A
Chapter
9
136
48. Pump Room
This room is lled with areonite pipes and tub-
ing connecting to a piece of large machinery, made
of red brass and adamantine steel, that appears to
be some kind of pump. From the machine, the pipes
run along the ceiling and connect with those com-
ing from the Rose Garden and the Stasis Chamber
(Rooms 47 and 49). Both the pipes and machinery
are covered with a blackish rust and occasional-
ly drip a silvery-black liquid (an azoth derivative).
The liquid tastes bitter if consumed, but otherwise
has no effect. Having been processed into plant
food by the machine in the Hallway (Room 45), it
no longer has the properties of azoth.
49. Stasis Chamber
The door to this large chamber is a locked adaman-
tine steel hatch. The room itself contains two dozen
vitreum tubes, each standing slightly taller than a human
being, space out evenly in four rows of six. Each tube
has a set of dials and switches located on a copper plate
at its base, as well as a hinged door with a copper handle
at its mid-point. All but two of the tubes are empty. One
occupied tube contains a young human male, the other
an older human female, both dressed in non-descript
clothing. They do not appear to be alive, showing no
signs of respiration or other activity; but if dead, they
are perfectly preserved. The two occupied tubes hum
and glow slightly, while the others do not.
The doors of the tubes are sealed and cannot be
opened except with magic. The vitreum from which
the tubes are made can be shattered, but being quite
sturdy it can withstand 100 points of damage before
shattering. Shattering an unoccupied tube has no
effect. Shattered an occupied tubes has two effects.
First, anyone within 10 feet of the shattered tube
will receive an electric shock dealing 3d6 damage (a
successful saving throwing versus Spells reduces
damage by half). Second, the human inside the tube
will be released. He or she will awaken in 1d6 rounds,
perplexed by the situation, but otherwise in good
health. The occupants speak only High Thulian and
do so with archaic accents. The man is Colluthus
and the woman is Arethusa, and they are both experts
in magical technology. They placed themselves in
stasis during the fall of Dwimmermount two hundred
years ago and will be very grateful for their rescue.
Due to their expertise in magical technology, Col-
lothus and Arethusa can automatically identify any of
the machines in Dwimmermount without requiring
an INT check. They can use the Pool of Life (Level
2A, Room 50), Essence Machines (Level 2A, Room
51), Clone Chamber (Level 4, Room 61), Enchantries
(Level 6A), Crystal Attunement (Level 6B, Room 47),
and Teleportation Device (Level 0, Room 34) without
risk of error. They can identify and explain how to use
an areonite weapon, belt of adaptation, engineers control
rod, environment suit, helm of astral movement, incen-
diary granatum, knowledge record, mask of breathing,
power cell, shield belt, stun stick, Termaxian pain am-
plier, Termaxian passkey, unseen ear, and warp sword.
Colluthus [AL N, MV 120 (40), AC 9, HD
MU1, HP 4, #AT 1, DG by weapon or spell,
SV MU1, ML 7]
Spells: 1-detect magic
Arethusa [AL N, MV 120 (40), AC 9, HD
MU3, HP 7, #AT 1, DG by weapon or spell,
SV MU3, ML 7]
Spells: 1-detect magic, read languages;
2-locate object
50. The Pool of Life
This chamber holds The Pool of Life, an alchem-
ical apparatus of great potency used by the former
masters of Dwimmermount to alter and bend living
things to their will. The Pool itself is 10 feet in diam-
eter and lled with white protoplasm. Normally a
vitreum barrier surrounds the Pool, but the barrier is
currently lowered. It can be raised again by using the
controls in the Control Room (Room 14). If the
protoplasm leaves the Pool, it eventually loses its
viscosity and becomes a clear liquid not dissimilar to
water. There is evidence of some of this liquid on the
oor owing from the Pool toward the southern wall.
The room also contains nine niches in the wall, each
of which is occupied by a rectangular vitreum case.
Inside three of these cases can be found thick liquids
in pink, brown, and black varieties. The black liquid
is almost completely depleted. A control panel for the
Pool, made of areonite, vitreum, and resin, is installed
on the eastern wall just south of the entrance.
Currently, the room is occupied by the renegade
magic-user, Varazes, part of an expedition from Vol-
mar that arrived from The House of Portals (Level
3A) several weeks ago. After discovering the Pool, he
decided to set himself up as the new ruler of Dwim-
mermount. To this end, he betrayed his comrades
and began creating beastmen to serve him. The orcs
on this level and The Path of Mavors (Level 1) are his
earliest creation, but they proved too willful and broke
away from his control. Varazes is currently creating
gnolls, over whom he has demonstrated a greater
command. When the characters enter the room, Varaz-
es is present along with ve gnolls.
The ve gnolls will work to protect Varazes,
while he will alternate between casting spells and
creating additional gnolls to join the fray. Creating
a new gnoll takes two rounds of uninterrupted work
at the Pools control panel. New gnolls have only
2 hit points (though they gain 2 additional hit
points per round until they reach 6 hit points) and
2A-49: If befriend or interro-
gated, Colluthus and Arethu-
sa can reveal the following
numbered facts to the char-
acters: 4-2, 4-4, 4-5, 4-7, 4-8,
4-9, 4-10, 5-1, 5-4, 5-5, 5-6,
5-7, 5-10, 5-11, 5-12, 5-22,
6-11.
THE LABORATORY
Level
2A
137
no weapons (so only attack for 2d4 damage).
If events turn against him, Varazes will ee
toward the Gnoll Lair (Room 57) and then into
the Panic Room (Room 58). If captured, he will
make no mention of his origins in Volmar, instead
trying to pass himself off as a local magician. How-
ever, his strange accent and lack of knowledge about
local affairs will quickly expose him as a liar. Varaz-
es is a coward and will do almost anything to save
his life. He is also duplicitous and self-serving and
will try to lead to his captors into dangerous situ-
ations that might result in their deaths. He is un-
aware that the Volmarians have sent a new expedi-
tion (see Chapter 7, Factions in the Dungeon, p.
93) and will be alarmed if he learns of it.
Gnolls (5) [AL C, MV 90 (30), AC 5 (chain
mail), HD 2, HP 15, 10, 8, 7, 6 #AT 1, DG
1d8+1 (battle axes), SV F2, ML 8]
Varazes [AL C, MV 120 (40), AC 7 (ring of
protection +2), HD MU3, HP 9, #AT 1, DG
1d4 (dagger) or by spell, SV MU3, ML 10]
Spells: 1-charm person, sleep; 2-web
He has a wand of fear (six charges remaining)
and a Termaxian passkey (see Appendix A, New
Magic Items, p. 325).
The Pool of Life itself can be used in several
ways. Anyone completely immersing himself with-
in it must make a saving throw versus Poison. Those
who fail have all their hit points restored and all
diseases or other deleterious effects removed. Such
a character cannot use the Pool again for a number
of days equal to the amount by which he failed his
saving throw. Thus, if a character had a saving throw
of 14 and his player rolled a 12, the character can-
not use the Pool again for 2 days. Those who suc-
ceed at the saving throw gain no benet from the
Pool. No character, regardless of whether he suc-
ceeded in his saving throw or not, can gain any
benet from the Pool more than once in a 24-hour
period.
A dead creature placed within the Pool within 24
hours of death is restored to life, but it loses one
point of Constitution from the ordeal. There is a
cumulative 20% chance per use that the restored
character will be aficted with a feeblemind spell (no
saving throw), as if cast by a 12th-level magic-user.
The colored liquids are essential matrices that
can be used to create up to a dozen beastmen of
the appropriate sort. Using the controls to The Pool
of Life, a character can siphon liquid from one of
the glass cases into the Pool and a beastman will
emerge 2 rounds later. The pink liquid creates orcs,
while the brown liquid creates gnolls. There is
enough of each type of liquid to create up to a
dozen of each type (though there may be less avail-
able for gnolls, depending on Varazes actions).
These beastmen will not obey the commands of
their creator automatically, but may be cowed into
obedience with an appropriate show of strength.
The black liquid can be used to create a single
minotaurwoe to low-level characters that do so
unprepared!
The controls to use the essential matrices in
the Pool of Life are quite complex. For each hour
that he spends studying the controls, a character
can make an ability check versus INT. After three
successful ability checks, the character will be able
to use the controls. Characters with the instruc-
tionsfound in the Study (Room 54) may operate
the controls without an ability check, of course.
51. The Essence Machines
The doors to this room are both adamantine
steel hatches. The room itself contains two machines
designed to extract the essential matrix of a liv-
ing creature for cloning in The Pool of Life (Room
50). Like other Eldritch machines, both are made
of red brass and adamantine steel. One of the ma-
chines has been smashed to pieces and is no longer
operational. The other is operational, but lacks a
power source and a liquid matrix. If a new power
source (such as the Thulian fuel cylinder found in
Room 20) is installed into the machine, and a tank
of liquid matrix (such as one from Room 52) is
connected to it, the machine can then be activated.
If activated, the machine scans the closest living
thing within 5 feet of it and suffuses its essence into
the liquid. This creates an essential matrix that
can be used in conjunction with The Pool of Life
(Room 50) to create up to a dozen creatures of the
same sort as the donor of the essence. These crea-
tures are not exact copies, but they are broadly sim-
ilar in appearance to their source. Regardless of the
donors alignment, the creatures are always Chaot-
ic and, unless cowed, act violently toward their cre-
ators. They begin life with 2 hit points, and gain 2
more every round until they reach a number of hit
points equal to that of their donor.
52. Liquid Matrix Storage
Chamber
All the doors to this room are adamantine steel
hatches. The room contains a dozen glass contain-
ers, all but four of which are shattered. The four
that are intact contain a clear, viscous liquid that is
intended to be used in conjunction with The Es-
sence Machines (Room 51).
Sketches of the Pool of
Life and the Essence Ma-
chines together count as
partially reliable evidence
of numbered fact 4-9.
LEVEL 2A
Chapter
9
138
53. Vaulted Chamber
This open area has a slightly higher ceiling than
the rest of the level, with attractive mosaics on it,
depicting arcane symbols without obvious meaning.
Currently, three ghouls are searching the room for
living things to eat, having come across gnolls here
in the past.
Ghouls (3) [AL C, MV 90 (30), AC 6, HD
2, HP 8, 7, 5, #AT 3, DG 1d3 1d3 1d3 +
paralysis, SV F2, ML 9]
In the corner of the room is the gnawed and
incomplete skeleton of a gnoll, near which lies a
long sword 1 (cursed). The sword is a straight-blad-
ed Thulian weapon of adamantine steel.
54. Study
The areonite door to this room is engraved with
abstract art. Inside, the room contains a large met-
al desk, a heavy wooden chair, and numerous wood-
en shelves and bookcases on the walls. The shelves
are devoid of anything of value, but the desks draw-
ers contain notes written in a strange script on sheets
of paper-thin metal. Read languagesor similar
effectsenable the script to be read, revealing de-
tailed instructions on how to use The Pool of Life
(Room 50) and The Essence Machines (Room 51).
55. Clock Room
The western wall of this room is covered with
dozens of mechanical clocks of varying size, shape,
and style. The clocks are attached to the wall, and
cannot be removed without breaking them and
taking the parts. None of the clocks are currently
operational and all of them show different times.
56. Ghoulish Larder
This room is lled with bones of all sizes and
sorts. Most of the bones seem to have come from
rats and similar kinds of vermin, but some of them
are evidently those of humanoid creatures. Hidden
among the bones is a Termaxian passkey (see Appen-
dix A, New Magic Items, p. 325) and a ring of re
resistance. Finding either one takes one turn of care-
ful searching, which has a 2 in 6 chance of attracting
the attention of the ghouls in the Dressing Room
and the Vaulted Chamber (Rooms 28 and 53).
57. Gnoll Lair
This former workshop is now home to three
gnolls created by Varazes (Room 50). The gnolls
have recently clashed with the ghouls, which is why
they are few in number and one among them is
obviously paralyzed and thus unable to attack.
Gnolls (3) [AL C, MV 90 (30), AC 5 (chain
mail), HD 2, HP 12, (11paralyzed), 7, #AT
1, DG 1d8+1 (battle axes), SV F2, ML 8]
Gnoll Leader (1) [AL C, MV 90 (30), AC 5
(chain mail), HD 3, HP 16, #AT 1, DG 1d8+1
(battle axe), SV F3, ML 8]
The gnoll leader wears a bejeweled collar
worth 500 gp.
THE LABORATORY
Level
2A
139
59. Alchemical Storage
This area contains many iron shelves, on which
rest shattered glass and ceramics. There are also two
heavy oak cabinets whose contents consist largely of
more shattered shards and multicolored powders.
However, one of the cabinets also contains a locked
chest made of metal. Inside the chest are three things
of interest: a potion of invisibility, a scroll of read
languages, and a spherical glass container with wax
stopper, within which a small cat seems to be oat-
ing. The cat is not breathing, but there is no evidence
that he is dead either. If the wax stopper is removed,
the cat awakens and leaps out of the container, ap-
parently none the worse for wear.
Like the rats in the Operating Room (Room 24b),
the cat is a sapient animal (see Appendix C, New Mon-
sters, p. 350). It does not speak Common, but can
uidly converse with anyone under the effects of speak
with animals. The cat will cozy up to anyone he deems
to be in charge among the characters and will attempt
to lead the party out of the dungeon and toward the
surface. Unlike the rats, he has little knowledge of the
dungeon, and is mostly interested in self-preservation.
Sapient Cat (1) [AL N, MV 120 (40), AC
7, HD 1d4 Hit Points, HP 3, #AT 3, DG
1 1 1d2, SV F1, ML 7]
60. Shattered Storeroom
The western door to this chamber, an adaman-
tine steel hatch, is severely damaged, with a large
hole blown out of its center from within. The hole
is over a foot in diameter and allows a clear view
into the room from the outside. The eastern door
is entirely missing. The interior of the room shows
evidence of some kind of mishap, with the walls
pockmarked and the oor covered in fragments of
wood and glass. In one corner of the room is a
ceramic helmet, within which can be found a se-
verely damaged human skull.
58. Panic Room
This secret room is discoverable only if the char-
acter possesses a Termaxian passkey (see Appendix
A, New Magic Items, p. 325). Coming within 5
feet of the secret door while in the possession of
one automatically opens the door, revealing a well-
stocked refuge. The room contains enough dried
food to last four people for two weeks, along with
potable water in hermetically sealed containers. The
room also contains three potions of healing and
three silvery-gray environment suits (see Appendix
A, New Magic Items, p. 318). Also amongst the
supplies is a dagger +2, +3 versus goblins, kobolds,
and orcs. The dagger is a straight-bladed dirk forged
of starmetal; the hilt is made of carved orc-bone.
10
Overview of The Reliquary
D
URING THE Fourth
Era, the Thulians built
temples to the gods of
t he Gr e at Chur c h
throughout Dwimmer-
mount as a way of hon-
oring the deities who
made their success possible. The Thulians
devotion to religious construction culminated
in The Reliquary, an entire level devoted to
showing reverence to their gods. As one of the
most recently-built levels (only the Ossuaries
are newer), The Reliquary has not endured the
many cataclysms of the more aged regions of
the dungeon, and remain still largely intact.
Some of the most beautiful examples of Thu-
lian sacred architecture still extant in Dwim-
mermount can be found here, including the
majestic Hall of Truth (Room 2), Pillars of the
World (Room 12), Six Metals (Room 13),
Chamber of Heroism (Room 40), and Temple
of Law (Room 51). With vaulted ceilings sup-
ported by tall columns, poured concrete walls
decorated with scintillating mosaics, and clas-
sical marble and bronze statues proudly erect-
ed in its halls and chambers, The Reliquary is
a poignant reminder that Dwimmermount was
a holy place for a Lawful empire.
WANDERING MONSTERS OF THE RELIQUARY
Die Roll Monster
1 Eldritch Bones (3-12)
2 Zombies (1-6)
3 Hobgoblins (1-6)
4 Throghrin (1-3)
5 Shadows (1-8)
6 Gray Ooze (1)
7 Gelatinous Cube (1)
8 Giant Rats (3-18)
9 Carcass Scavenger (1-3)
10 NPC Party (5-8)
11 Spitting Beetle (1-8)
12 Crab Spiders (1-4)
see Appendix C, New Monsters, p. 331
The Reliquary
CHAPTER
Level
2B
LEVEL 2B
Chapter
10
142
1. Antechamber
The stairs here march down from the Hall of
Memories (Room 15) of The Path of Mavors (Lev-
el 1). Waiting at the foot of the stairs are eight
eldritch bones (see Appendix C, New Monsters, p.
339), which will attack any living creature that
descends into the room.
Eldritch Bones (8) [AL N, MV 90 (30), AC
5, HD 1+1, HP 8 (2), 7, 6, 5 (2), 2 (2)
#AT 1, DG 1d6+1, SV F1, ML 12]
2. Hall of Truth
Six ornamental columns, each made of a differ-
ent material, support the vaulted ceiling of this
chamber, which is decorated with depictions of stars
and planets. Each column is inscribed with a letter
of the Thulian alphabet. The six types of materials
and the letters associated with them are, in order,
from north to south: brick (A), marble (E), granite
(I), limestone (R), concrete (T), and glass (V). At
the southern end of the room is an abstract statue
depicting a variety of three-dimensional geometric
shapes.
Detect magic reveals that the columns are en-
chanted. If a character touches the columns in se-
quence to spell the ancient Thulian word for truth
veritaa magical effect is triggered. (Touching the
columns in any other sequence has no effect.) The
character must immediately make a saving throw
versus Spells. If the saving throw succeeds, the
character gains the permanent ability to cast a sin-
gle 1st-level cleric spell (determined randomly) once
per day, as if he were a cleric of the same level. If
the saving throw fails, the character permanently
loses 1d6 hit points. The effect can only ever occur
once per character.
3. Reading Room
A heavy wooden table and several shattered chairs
furnish this room. The table has a hidden drawer on
its underside which contains a scroll of magic missile.
4. Library
Book shelves line the walls of this chamber, but
most of the books have either been destroyed or
spirited away. A pile of torn covers and pages can
be found in the middle of the room. There is
nothing of value amidst the debris. However, one
of the bookshelves on the western wall conceals a
button that opens the secret door to the Secret
Cache (Room 5).
5. Secret Cache
Protected within this small cache are several
dozen books and scrolls dating from Thulian times.
In total, they are worth 10,000 gp if buyers can be
found, but the cache is bulky 10 boxes of rare
books weighing 30 lbs. each. Only one volume is
magical, a tome of understanding (see Appendix A,
New Magic Items, p. 326).
6. Ruined Gallery
Shattered statuary and their stands litter this
room. The only statue that remains intact is of a
winged demonic monster squatting upon a short
black stone column. This statue is in fact a gargoyle,
which springs to life when anyone approaches its
pedestal or turns its back to it.
Gargoyle (1) [AL C, MV 90 (30) 150
(50), AC 5, HD 4, HP 19, #AT 4, DG
1d3 1d3 1d6 1d4, SV F8, ML 11]
7. Meeting Room
The door to this room is locked. Inside, the dust of
decades covers a long, wooden table which lacks chairs.
8. Graffiti Chamber
Covering every surface of this roomwalls,
oors, ceilingare grafti in no obvious language.
The grafti has the look of arcane and occult sym-
bols and is written in a variety of hands and colors.
Reading them by means of the read languages spell
reveals the phrase Seek not the gods! written over
and over. Reading the grafti by means of a read
magic spell reveals the formula for hideous laughter
(see Appendix B, New Spells, p. 329), which a
magic-user can then add to his spellbook.
9. Ossuary
Human bones are found in piles in this room.
In some cases, the bones have been piled artfully
into crude shapes, but most of the bones have no
such arrangement. Hiding amongst the bones is a
necrophidius (see Appendix C, New Monsters, p.
347). The cover afford by the bones means the
necrophidius will surprise opponents here on a roll
of 1-3 on 1d6.
Necrophidius (1) [AL N, MV 90 (30), AC
2, HD 2, HP 12, #AT 1, DG 1d8 + paralysis,
SV F2, ML 12]
2B-5: Characters studying
the books will learn one of
the following numbered
facts each day: 3-10, 4-2,
4-3, 4-4, 4-5, 4-6, 4-7, 4-8,
4-9, and 4-10. All are writ-
ten in High Thulian.
THE RELIQUARY
Level
2B
143
10. Treasure Hoard
Located within this room is a small hoard of
treasure in coffers and sacks, consisting of 800 sp,
a silver brooch worth 200 gp (see below), a gold
ruby-tipped pin worth 600 gp, a bronze and leath-
er belt worth 40 gp, a diamond-studded hoop
earring worth 800 gp, a golden anklet with sapphire
dangles worth 1,100 gp, and a wrought gold gob-
let worth 300 gp.
The brooch carries a potent curse. Anyone wear-
ing or even carrying it must make a saving throw
versus Spells each day or lose his faith in the existence
of the gods. If the owner is a cleric, this curse strips
him of him of all his class abilities. The curse lingers
even if the brooch is no longer possessed, but may
be lifted with remove curse.
11. Storeroom
Amidst wooden splinters and other debris, there
are ve man-sized burlap sacks resting against the
eastern wall. Someone or something is inside the
sacks, attempting to get out and making mufed,
but unintelligible sounds. Inside are ve zombies
that will attack any who liberate them from their
captivity.
Zombies (5) [AL C, MV 120 (40), AC 8,
HD 2, HP 12, 11 (x3), 8, #AT 1, DG 1d8,
SV F1, ML 12]
12. Pillars of the World
Four massive pillars stretch from oor to ceiling
here, one in each of the rooms four corners. One
pillar is made of stone encased in a glass covering,
while the other three are made of glass inside of
which can be found clear-blue water, a aming gas,
and seemingly nothing (air). In the exact center of
the room is a oor mosaic of inlaid tile depicting
the world of Telluria.
13. Six Metals
Two rows of three metallic pillars support the
ceiling of this room. Each of the pillars stands 15
feet and tall and 1.5 feet in diameter and appears
to be made from a different one of the six magical
metals known to the Thuliansadamant (dull gray),
areonite (reddish copper) azoth (silvery black),
moonsilver (silvery white), orichalcum (golden
bronze), and starmetal (silvery grey). In actuality
the pillars were formed of Thulian concrete and
gilded with a thin layer of metal. There is approx-
imately 15 lbs. of metal coating each pillar.
14. Hobgoblin Camp
Six hobgoblins have established a camp in this
room, having been sent by their king from the
Throne Room (Room 34) to determine just how
much control the Zombie Lord exerts over this
level. They are not opposed to parleying with po-
tential allies in their war against their foes, but nei-
ther will they fail to avail themselves of any oppor-
tunity to slay newcomers if the opportunity permits
itself. If battle goes against them, they will attempt
to retreat to the Hobgoblin Guards (Room 46).
Hobgoblins (6) [AL C, MV 90 (30), AC 6 (stud-
ded leather), HD 1+1, HP 6, 5 (2), 4 (2), 3
#AT 1, DG 1d8 (long swords), SV F1, ML 8]
Between them, the hobgoblins have 300 gp in
Thulian coin; a golden idol of a leering monkey worth
400 gp; and a wrought silver goblet worth 40 gp.
15. Well
A freshwater well has been dug here. A series of
copper pipes and spigots allow easy access to its
waters. However, the well and its pipes have been
sealed up with wooden boards. The ancient Thulian
word for Danger! has been crudely scrawled on
the boards. If the boards are removed, access to
the well and its water is still possible. Despite the
warning, the water is completely potable and poses
no threat to anyone who drinks it. The warning is
a ruse of the scouts in the Hobgoblin Camp (Room
14), who wish to claim the well for their king.
The pipes serving the well are so narrow that
only tiny creatures, or characters with diminution
magic, could enter them. Should this occur, see
Chapter 6, Overview of the Dungeon (p. 74), for
details on using the water pipes to traverse between
the levels.
16. Shrine
Two marble statues, one male and one female
(formerly of the god Mavors and the goddess Asa-
na), their heads replaced with that of Turms Termax,
stand in this room. Beyond them is a small marble
altar on which sits a nely-carved orichalcum box
that is rmly secured to the altar and whose lid is
similarly immovable. No attempt to physically re-
move the box will be successful. However, if a
cleric casts bless upon the box, its lid will open,
revealing a periapt of health (see Appendix A, New
Magic Items, p. 323).
LEVEL 2B
Chapter
10
144
17. Workroom
A sturdy oak table and several stools are pushed
up against one wall of this room, while shattered
glass and ceramics are scattered about the place.
Guarding the room are seven eldritch bones (see
Appendix C, New Monsters, p. 339) that attack
any who enter.
Eldritch Bones (7) [AL N, MV 90 (30), AC
5, HD 1+1, HP 9 (2), 7, 5 (3), 4 #AT 1,
DG 1d6+1, SV F1, ML 12]
Hidden amongst the shattered glass and ceram-
ics is a single intact vial containing oil of slipperiness.
18. Sleeping Quarters
Several broken bed frames can be found here,
along with two oak chests. Both are locked, one
with a poison needle whose efcacy has faded with
time (there is a +1 bonus to the saving throw versus
Poison and the effect is paralysis for 1d4 days rath-
er than death). In the trapped chest is 1,000 sp and
20 gp; in the other is 200 sp and 50 gp.
19. Panic Room
Inside this small chamber rests the desiccated
corpse of a man. His well-preserved robes are those
of a Termaxian adept, as are his headgear and boots.
He has a silver dagger at his belt. Also inside the
room are ten sealed resin barrels about two feet
high. The barrels can be opened easily by pressing
a clasp on one side. Seven of the barrels contain
dried foodstuffs that are still amazingly fresh despite
their age, while the other three contain wine that
is equally as fresh.
20. Latrine
A powerful stench of mold suffuses this room,
emitted from brownish-black growths that decorate
the edges of the toilets here. Despite its offensive
smell, the mold is completely mundane and harm-
less. Other than the toilets, and the copper pipes
that funnel toilet waste down to the lower levels,
there is nothing else in this room. As with the Well
(Room 15), the pipes serving the latrine are very
narrow and would require diminution magic to
enter. See Chapter 6, Overview of the Dungeon (p.
74), for details on using the water pipes to tra-
verse between the levels.
21. Statue Storage
There are two dozen wooden statues placed
inside this room. The statues vary in size and sub-
ject matter, but all save two resemble demons or
other Chaotic beings. The remaining two are ac-
tually wood golems in the shape of dwarves, which
spring to life and attack anyone who in any way
interferes with the stored statues.
Wood Golems (2) [AL N, MV 120 (40), AC
7, HD 2+2, HP 17, 13 #AT 1, DG 1d8, SV
F1, ML 12]
22. Display Room
Iron shelves line the walls of this room, along
with numerous brass display cases that once had
glass fronts, now long since shattered. The shelves
and cases hold many small boxes and containers,
the vast majority of which are themselves broken
or at least opened and obviously looted. Still in
their original locations are three items: a white-han-
dled dagger, a human skull, and an amulet with
the symbol of Tyche emblazoned on it. The dagger
is an athame of law (see Appendix A, New Magic
Items, p. 316). The human skull and the amulet
are both non-magical, though the amulet is worth
500 gp because of its antiquity.
23. Bare Room
Whatever the original use of this room is no
longer obvious, as it has been stripped of all its
furnishings. Lurking within are four shadows attack
any who enter.
Shadows (4) [AL C, MV 90 (30), AC 7, HD
2+2, HP 12 (2), 9, 6 #AT 1, DG 1d4 + str
drain, SV F2, ML 12]
24. Office
This room contains a splintered and care-worn
desk and a rotting chair. Empty shelves decorate
the south wall, concealing the secret door to the
Place of Healing (Room 25)
25. Place of Healing
Hidden here is a chapel dedicated to Caint, the
Thulian god of medicine, poetry, and music. No
images of the god can be found here, but the gods
symbolsleaves and harpscan be found drawn
on the walls with chalk and other materials. A
whitewood chest in the neck of the room holds a
cloak of protection +1, three potions of healing, and
an idol of Caint worth 500 gp. The cloak is made
of white silk interwoven with cloth-of-moonsilver.
This place is still sacred to Caint, such that any-
one who rests at least four hours in the Place of
Healing regains 1d3 hit points, as if he had spent
THE RELIQUARY
Level
2B
145
a full day of complete rest. Likewise, Lawful clerics
can regain all their spells after resting only four
hours here instead of the usual eight.
26. Locked Room
All three doors to this chamber have had arcane
lock cast upon them by a 10th-level magic-user.
Successfully listening at any door reveals the sound
of something gibbering unintelligibly. The source
of the gibbering is two enraged wights, both trapped
in here centuries ago and now quite mad.
Wights (2) [AL C, MV 90 (30), AC 5, HD
3, HP 20, 7 #AT 1, DG Drain life energy,
SV F3, ML 12]
There are a total of eight chests unevenly litter-
ing this room. Most of the chests have been broken
and over-turned but two remain closed and intact.
The rst of these holds 4,000 cp while the second
contains 3,000 sp, and 23 arrows +1.
27. Chamber of the Triangle
A triangle has been painted with azoth-infused
pigment across the oor of this room. At each point
of the triangle is a word associated with a clerical
spell. The three words, their meanings, and asso-
ciated spells are as follows:
Akele (Light): light
Hoxmarch (Fear): remove fear
Prge (Fire): resist re
These words are from an esoteric dialect of An-
cient Thulian. Spellcasters who speak Ancient Thu-
lian can make an ability check versus WIS to intu-
it their meanings. Otherwise, read languages will
decipher their meaning.
If the appropriate spell is cast within ve feet of
the drawing, the paint begins to glow at that point,
spreading to others once further spells are cast.
Once all three spells are cast, the entire triangle
lights up. The spellcaster who casts the spells that
infused the triangle then hears a disembodied voice
say Odo, which he immediately knows means
Open. Speaking this word while the triangle is
infused functions as a knock spell for any door on
Level 2B (but not on any other level). Spells remain
infused in the triangle for a number of days equal
to the level of the caster before they dissipate and
must be cast again.
28. Statue Room
A dozen wooden statues of gods and demons
decorate this room. The statues are evenly spaced
in three rows of four: Anesidora, Asana, Caint, and
Donn in the rst row; Mavors, Tenen, Tyche, and
Typhon in the second row; Arach-Nacha, Jubilex,
Orcus, and Tsath-Dagon in the fourth row. None
however, are magical or in any way unusual except
for the fact that they all have their original heads
rather than those of Turms Termax.
29. Guard Post
Three wooden stools, one by each door, grace
this room. There are also wooden pegs on the walls
and an empty weapons rack along the eastern wall.
30. Treasury
Five hobgoblins stand guard over a collection of
chests, coffers, and sacks that contain a large portion
of the spoils collected by their kind on this level
and below. If battle turns against them, they will
ee into the corridors to the north and raise an
alarm, hoping to draw the attention of their allies
in nearby rooms.
Hobgoblins (5) [AL C, MV 90 (30), AC 6
(studded leather), HD 1+1, HP 9, 8, 5 (x2), 3
#AT 1, DG 1d8 (battle axes), SV F1, ML 8]
The treasure they guard includes the following:
A wooden chest containing 3,000 gp; a wood cof-
fer containing 1,000 gp; a small iron coffer holding
a blue quartz worth 10 gp, a turquoise worth 10
gp, tiger eye agate worth 50 gp, and a moonstone
worth 75 gp; and a leather sack holding a bronze
headband worth 70 gp, a gold comb studded with
amethysts worth 400 gp, a wrought gold bracelet
worth 600 gp, and a dragon-hide belt with platinum
buckle worth 1,700 gp.
A rotating section of stone cunningly built into
the south wall gives access to the Hidden Treasury
(Room 31).
31. Hidden Treasury
Unbeknownst to the nearby hobgoblins, this secret
room contains more treasure. Shoved against the far
wall, a pair of heavy oak chests hold 3,000 sp and 600
gp each (6,000 sp and 1,200 gp total). A small wood-
en jewelry box holds a bronze necklace 60 gp and a
platinum pendant worth 300 gp. Hanging on a plaque
above the chests is a long sword of Ancient Thulian
make, its ornate hilt fasted in the shape of Asanas
symbol, its starmetal blade etched with runes of Law.
This is Dwimmersmite, a Lawful sapient sword +2, +3
LEVEL 2B
Chapter
10
146
versus spellcasters [Int 12, Psy 12, Will 25, detect evil
(20 range), detect invisible or hidden (20 range), deals
double damage against elves and magic-users]. Dwim-
mersmite cannot speak, but it is a very wilful sword
and makes its motivation of destroying magic-users
and elves clearly known to its wielder through com-
munion. Dwimmersmite was wielded by great Thulians
heroes during the war against the Eld, and it has little
interest in serving shameless plunderers or hapless fools.
32. Dangerous Room
The ceiling in this dark room is unstable. Anyone
entering it has a 50% of triggering a collapse of sev-
eral large stones resulting in 3d6 damage to anyone
inside the room (saving throw versus Petrication
for half damage). The hobgoblins that live nearby
are aware of the rooms hazard and avoid it.
33. Hobgoblin Sentries
Six hobgoblins stand here on the lookout for
intruders. If their fortunes falter, they will ee to
nearby rooms for assistance (either Room 34 or
Room 30, depending on the direction from which
they are assailed).
Hobgoblins (6) [AL C, MV 90 (30), AC 6
(studded leather), HD 1+1, HP 8, 6, 5, 4, 3,
2 #AT 1, DG 1d8 (battle axes), SV F1, ML 8]
34. Throne Room
The hobgoblin king Rukruk has established
himself in this room, along with his loyal bodyguard
of four elite hobgoblins and a throghrin. Once part
of a large force placed in stasis before the fall of
Dwimmermount, the king and his men have been
recently awakened. Given the anarchic state of the
dungeon, he believes that he and his disciplined
troops are capable of an eventual takeover of the
entirety of Dwimmermount, provided that he can
nd a way to increase his tribes numbers.
For that reason he has sent out scouts throughout this
level and below to seek a solution to this dilemma. Though
arrogant, he is not stupid, and if events turn against him
he will ee down the stairs. These lead to the Dry Foun-
tain (Room 1) of The Reservoir (Level 3B).
Rukruk, Hobgoblin King (1) [AL C, MV 90
(30), AC 6 (studded leather), HD 5, HP 22
#AT 1, DG 1d8+2 (battle axe), SV F1, ML 10]
Hobgoblin Bodyguards (4) [AL C, MV 90 (30),
AC 6 (studded leather), HD 4, HP 13, 12, 10
#AT 1, DG 1d8 (battle axes), SV F1, ML 10]
Throghrin (1) [AL C, MV 120 (40), AC 6,
HD 3, HP 11 #AT 1, DG 1d8 (battle axe),
SV F3, ML 10]
Other than a potion of invulnerability, which
Rukruk will use if threatened, there is no treasure
in this room.
35. Stairway
Two throghrin guard the stairway down to the
Pillared Chamber (Room 28) of The Reservoir
(Level 3B). The room is otherwise empty.
Throghrin (2) [AL C, MV 120 (40), AC 6,
HD 3, HP 19, 18 #AT 1, DG 1d8 (battle
axes), SV F3, ML 10]
36. Stasis Chamber #1
This Stasis Chamber is similar to the Stasis
Chamber (Room 49) on The Laboratory (Level
2A), lled with two dozen vitreum tubes that stand
slightly taller than a human being. The tubes are
found in four rows of six and have dials and switch-
es located on copper plates at their base, and hinged
doors with copper handles at their mid-point. All
of the tubes are now empty and most show obvious
signs of having been damaged.
37. Physicks Room
The walls of this room are covered with shelves
and cabinets. There is also a small table and a desk
in the room. A few of the shelves and cabinets
contain vials and jars, inside of which are pills and
liquids of an unknown sort. If any of these ancient
medicines are consumed, the imbiber must make
a saving throw versus Poison. Failure results in one
of the following effects (roll 1d10):
1. As potion of clairaudience
2. As potion of diminution
3. As potion of gaseous form
4. As potion of healing
5. As potion of invulnerability
6. As philter of love
7. As potion of speed
8. Imbiber falls into deep sleep for 2d6 turns
9. Imbibers hair grows 1d4 inches
10. Death
THE RELIQUARY
Level
2B
147
38. Stasis Chamber #2
This room is in almost every respect identical to
Stasis Chamber #1 (Room 36), except for its shape
and the fact that there are currently four hobgob-
lins standing guard within.
Hobgoblins (4) [AL C, MV 90 (30), AC 6
(studded leather), HD 1+1, HP 5 (2), 3, 2
#AT 1, DG 1d8 (battle axes), SV F1, ML 8]
39. Chamber of Fertility
Frescoes depicting agricultural scenes grace the
walls of this room. The door leading to the Chamber
of Heroism (Room 40) is magically locked. The lock
can be broken either by the casting of purify food and
drink or spells such as knock or dispel magic. Non-mag-
ical means to open the door are ineffective. Once
unlocked by any means, the door remains so.
40. Chamber of Heroism
Mosaics of heroic exploits (slaying dragons, res-
cuing princesses, etc.) cover the walls of this room.
The door to the Chamber of the Dead (Room 41)
is magically held. This enchantment can be overcome
by the casting of remove fear or spells such as knock
or dispel magic, but non-magical means do not work.
Once unlocked by any means, the door remains so.
The door to the Chamber of Fertility (Room 39) is
unbarred from inside this room, allowing entry into
Chamber of Fertility without the need to cast any
spell. However, once any one has passed through
the door to Chamber of Fertility and allowed the
door to close behind them, the door will lock itself
(unless already dispelled).
41. Chamber of the Dead
Funerary scenes decorate the walls of this room.
Instead of being gloomy and depressing, these scenes
promise new life and happiness in the realms of the
gods. In the center of the room is a wooden bier made
of a light-colored wood on top of which rests a ce-
ramic urn. The urn is almost completely empty, except
for two white pastilles. These are pastilles of life (see
Appendix A, New Magic Items, p. 322). If a pastille
is placed within the mouth of a man who has been
dead no more than ten days, he is restored to life, as
if the spell raise dead had been cast by a 9th-level
cleric. The pastilles will not work on any other race.
The doors out of this room to the Chamber of
Heroism and the Chamber of Healing and Song
(Rooms 40 and 42) open normally, but immediately
lock once allowed to close (unless already dispelled).
42. Chamber of Healing & Song
Depictions of healing and music can be found on
the walls of this room. Healing predominates on the
northern and western walls, while song predominates
on the eastern and southern walls. The door to the
Chamber of the Dead (Room 41) is magically barred
and can only be opened by the casting of cure light
wounds, knock, or dispel magic. The door to the
Chamber of Invention (Room 43) is also magically
barred, and can only be opened by the casting of
snake charm, knock, or dispel magic. The door to the
Chamber of Good Fortune (Room 44) is unbarred
from inside this room, allowing entry into Chamber
of Good Fortune without the need to cast any spell.
However, once any one has passed through the door
to Chamber of Good Fortune and allowed the door
to close behind them, the door will lock itself (unless
already dispelled).
43. Chamber of Invention
Decorating the walls of this room are mosaics
showing the creation of wondrous devices, both
magical and technological. In the center of the
room is a dark mahogany table on which rests a
decanter of endless water, along with a small bronze
card on which the command word has been in-
scribed. The door to the Chamber of Healing and
Song (Room 42) is unbarred from inside this room.
44. Chamber of Good Fortune
Scenes of good luck and fortunate happenstanc-
es decorate the walls of this chamber. The door to
the Chamber of Healing and Song (Room 42) is
magically held and can only be opened by means
of the spell bless, knock, or dispel magic. No other
means will open the door. Once opened, the door
remains unlocked.
45. Redoubt
Two 40-gallon wooden barrels of oil can be
found here, along with two weapons racks. One
rack holds eight spears, while the other holds eight
Thulian crossbows (see Appendix A, New Magic
Items, p. 325), each with a dozen bolts.
Each barrel stands 3 feet tall and 1.5 feet in
diameter, weighs 500 lbs., and holds enough oil to
coat 2,400 square feet (equal to twenty-four 10-foot
by 10-foot map squares).
46. Hobgoblin Guards
Five hobgoblins and a throghrin leader stand
guard in this room. Should events turn against
these creatures, they will retreat to the Redoubt
LEVEL 2B
Chapter
10
148
(Room 45) and avail themselves of the weapons
there, including the barrels of oil, which they will
overturn and set alight to create a aming barrier
between them and any enemies.
Hobgoblins (5) [AL C, MV 90 (30), AC 6
(studded leather), HD 1+1, HP 8, 7, 5, 2 (x2)
#AT 1, DG 1d8 (battle axes), SV F1, ML 8]
Throghrin (1) [AL C, MV 120 (40), AC 6,
HD 3, HP 11, #AT 1, DG 1d8 (battle axe),
SV F3, ML 10]
47. Storeroom
All that can be found in this room are the shat-
tered remains of wooden barrels.
48. Storeroom
Other than dust and some scraps of rough cloth,
this room is completely empty.
49. Headless Statue
A large bronze statue (10 feet tall) of a human-
oid being suited in imposing plate armor and wield-
ing a large mace can be found in this circular room.
The statue is missing its head. On the stump of the
statues neck, there is a screw, suggesting that a
head, if found, could be fairly easily re-attached to
it. The statue is that of Typhon, the Thulian god
of discipline, order, and trade. If its original head
stored in the Head Room (Room 66)is found
and placed on the statue, the person placing the
head on it is granted the Blessing of Typhon (a +1
bonus to his Charisma score) for 24 hours. See
Chapter 6, Overview of the Dungeon (p. 73), for
more information on boons from the gods.
50. The Crevasse
A large crevasse bisects this room. The crevasse
is about six feet wide in most places and is lled
with a roiling pinkish-purple mist. The mist radiates
magic and is the result of azoth radiation emanat-
ing from The Reservoir (Level 3B) below. On the
southern side of the crevasse stand two marble
statues of hooded and robed men each carrying a
staff. Both statues are quite dusty. Scrawled in
Common in the dust of one of the statues is the
phrase M.C. was here!
Jumping across the crevasse requires an ability
check versus DEX. Other means of getting across
are possible and left to the players to decide and
the referee to adjudicate. A character who fails his
ability check, or otherwise slips, falls through the
mist. There is a 3% chance per level of the character
falling through the mist that he is transported to
some other world. Characters so transported are
removed from play (unless the referee decides to
run adventures relating to the characters new lo-
cation, of course). Otherwise the character falls into
the cavern of the Arcanoplasm (Room 48) on The
Reservoir (Level 3B), suffering 6d6 damage in the
process. A successful saving throw versus Petrica-
THE RELIQUARY
Level
2B
149
tion reduces this damage by half.
Characters who rappel or otherwise scale down
the chasm voluntarily still risk being transported
to another world when they pass through the mist,
but obviously will not take falling damage from
descending to the lower level.
51. Temple of Law
Only Lawful characters can enter this room
without penalty, for it is an ancient temple dedicat-
ed to the cosmic principle of Law. Neutral charac-
ters feel uneasy and even ashamed while within its
walls, while Chaotic characters take 1d4 points of
damage per round (no save) from an intense burn-
ing sensation on their skins. The temple is decorat-
ed with mosaics of strangely armored warriors
ghting demons and other unpleasant creatures.
At the eastern end of the room is an ornate alabas-
ter altar covered in gems and gold arranged in the
shape of a blazing sun. On each side of the altar is
a bronze statue of an armored warrior like those
seen in the mosaics, one a man and one a woman.
They are armed with swords and carry shields em-
blazoned with a sun device.
A cleric who prays at the altar nds himself ful-
ly healed, his selection of spells refreshed, and his
faith that Law is a power in the world renewed.
Lawful ghters who pray at the altar can take up
the path of the paladin if they so desire (see Chap-
ter 3, Adventuring in Dwimmermount, p. 37).
Anyone attempting to steal the gems or gold from
the altar is struck by a bolt of brilliant light that deals
10d6 damage. If the character survives and he is not
Lawful in alignment, he nds his alignment has shift-
ed to Lawful. If he is Lawful, he is compelled (by quest)
to give away all his coins, gems, and other non-magical
valuables to a Lawful religion once he exits Dwimmer-
mount in penance for his greed. A successful saving
throw versus Spells will reduce damage by half, but
does not avoid the other effects of the bolt.
52. Viewing Room
Broken furniture and human bones litter this
rooms oor. Against one wall is a largely intact
tapestry depicting all the gods of the Thulian Great
Church: Anesidora, Asana, Caint, Donn, Mavors,
Tenen, Tyche, and Typhon. Notably, none of them
has his head replaced with that of Turms Termax.
The tapestry is large (8 feet tall by 40 feet wide)
and bulky (160 lbs.), but worth 800 gp or more to
interested buyers in a large city.
53. The Lurking Dead
Five zombies wait silently in this room, ready to
attack any who enter.
Zombies (5) [AL C, MV 120 (40), AC 8,
HD 2, HP 12 (x4), 9, #AT 1, DG 1d8, SV
F1, ML 8]
54. Blood-Smeared Room
Dark stains cover the walls of this room, sometimes
looking almost as if they are in the shape of letters or
even words. In one corner of the room is a small un-
locked chest containing 500 sp. The coins are smeared
with the same bloody mess that stains the walls.
55. Bait
Coins, gems, and other obviously valuable items
are scattered haphazardly about the oor of this large
chamber, whose walls are covered in burned, black-
ened frescoes. The treasure consists of 1,000 sp, a
potion of ying, an eye agate worth 10 gp, a turquoise
worth 25 gp, an azurite worth 25 gp, a lapis lazuli
worth 25gp, and a carnelian worth 75 gp.
56. Breath
Two small hell hounds lair here, pets of the
Zombie Lord, ready to attack any non-undead who
enter Room 55. If characters stop to pick up the
bait, the hell hounds will gain surprise on a roll
of 1-3 on 1d6.
Hell Hounds (2) [AL C, MV 120 (40), AC
4, HD 3, HP 21, 14, #AT 1, DG 1d6 or 3d6,
SV F3, ML 9]
57. Sleeping Quarters
Broken bed frames can be found in this room, along
with other indeterminate metal and wood debris.
58. Sleeping Quarters
This room is almost identical to the other Sleep-
ing Quarters (Room 57), except that ve giant
centipedes can be found amidst the debris. They
will attack anyone who disturbs their nest.
Giant Centipedes (5) [AL N, MV 60 (20),
AC 9, HD 1d4 hp, HP 4, 2 (x3), 1, #AT 1,
DG poison, SV F 0LH, ML 7]
LEVEL 2B
Chapter
10
150
59. Secret Study
The secret door that provides entrance to this hid-
den chamber is a section of stone that slides sideways.
Within can be found an old chair and a large collection
of bone scroll tubes scattered around it. The tubes
number close to one hundred and mostly consist of
esoteric religious writings in Ancient Thulian, mostly
dedicated to Law, the God above All. The scrolls,
written in Ancient Thulian, weigh 100 lbs. and would
be worth 3,000 gp to collectors and sages.
Two of them are of special interest. One is a cler-
ical scroll containing the spells detect evil, speak with
animal, and continual light. The other is a map that
shows the location of the monastery of St. Gax-
yg-at-Urheim many leagues to the west, reputed to
hold the relics of Saint Gaxyg the Gray as well as those
of Evad Filzarn, two legendary heroes of the past (see
Chapter 4, Vicinity of Dwimmermount, p. 49).
60. Statue of Tyche
A large marble statue of Tyche stands in the cen-
ter of this circular area. The statues head has been
replaced with that of Turms Termax, but in a seam-
less fashion. Consequently, removing the head and
replacing it with a proper one provides no benets.
61. Red Room
A heavy red curtain can be found along the
northern wall of this room. Standing in front of
the curtain is an armless statue of a woman.
2B-59: Characters studying
the religious writings for one
day will learn numbered fact
1-2.
62. Zombie Lords Lair
Within this room lurks the Zombie Lord, a self-
willed zombie of remarkable intelligence and power
(see Appendix C, New Monsters, p. 359). Once a
Thulian guardsman, he died of azoth exposure during
the fall of Dwimmermount, only to reanimate as an
unusually potent zombie. He continues to believe it
is his duty to protect Dwimmermount from out-
siders. After centuries of lethargy, the recent events
in Dwimmermount have roused him to assert his
mastery over this level. He is served by four zombie
warriors that he can control by thought and whom
he uses to protect himself from attack. If in danger
of being destroyed, the Zombie Lord will ee, seek-
ing the protection of his pet wight (Room 64).
Zombies (4) [AL C, MV 120 (40), AC 8, HD 2,
HP 14, 8, 7, 6, #AT 1, DG 1d8, SV F1, ML 8]
Zombie Lord (1) [AL C, MV 120 (40), AC
5, HD 3, HP 22, #AT 1, DG 1d8, SV F3,
ML 8]
63. Zombie Treasury
In this room, the Zombie Lord has collected a
small hoard of treasures from elsewhere on the
level. The treasure is guarded by four zombies.
Zombies (4) [AL C, MV 120 (40), AC 8, HD 2,
HP 11, 10, 6, 4, #AT 1, DG 1d8, SV F1, ML 8]
THE RELIQUARY
Level
2B
151
The hoard includes a wooden chest with 1,000
sp; a small coffer holding 400 gp; and a jewel box
holding an eye agate worth 50 gp, a smoky quartz
worth 100 gp, a lapis lazuli worth 50 gp, a star rose
quartz worth100 gp, a jasper worth 100 gp, a
turquoise worth 50 gp, and a jade worth 750 gp.
64. Pet Wight
Roaming this room is a wight whom the Zom-
bie Lord has convinced to obey him. It attacks any
non-undead who enter the room.
Wight (1) [AL C, MV 90 (30), AC 5, HD
3, HP 16 #AT 1, DG drain life energy, SV
F3, ML 12]
65. Apotheosis Room
Along the wall of this room is a large tapestry
artistically depicting the apotheosis of Turms Ter-
max. In the scene, Turms oats above a crowd of
prostate Thulian guards, his arms spread wide and
his head tilted upward to the heavens, revealing a
bloody neck injury. Because of its historical value
and unique fabric, the tapestry could easily fetch
1,000 gp from a sage or collector in a large city. It
is however, large (8 feet tall by 40 feet wide) and
bulky (160 lbs). A secret door to the Head Room
(Room 66) is located behind the tapestry.
66. Head Room
The secret door to this
room can only be detect-
ed if the tapestry of
Turms Termax in the
Apotheosis Room
(Room 65) is pulled
down. Within it are
several dozen carved
heads of statues,
made of wood and
stone. Most of them do
not t any of the statues
remaining in Dwimmer-
mount, but one is a perfect t
for the headless statue of Mavors in
Room 49.
67. Moist Room
An acrid and unpleasant smell emanates from
this room. The wood of its door looks warped and
shot through with silvery-black veins. The door is
stuck (but not locked) and must be forced or
smashed to open. Inside lurks monstrously large
gray ooze that strikes immediately as soon as the
door is opened. Infused with azoth, this gray ooze
is quicker and more agile than others of its kind (as
shown in its greater movement rate and armor class),
and pursues any who disturb its lair.
Gray Ooze (1) [AL N, MV 60 (20), AC 6, HD
3, HP 15, #AT 1, DG 2d8, SV F2, ML 12]
68. Latrine
There are several working toilets here, along
with a large basin with spigot from which to draw
water. The water in both the toilets and from the
spigot is blackish and metallic smelling (and tasting).
Drinking the water is unpleasant, but not imme-
diately dangerous. As with other latrines in the
dungeon, tiny creatures might conceivably use the
latrine pipes to trafc between levels. See Chapter
6, Overview of the Dungeon, p. 74, for details.
69. Dwarf Remains
Lying on its side here is a well-carved statue of
a dwarf. This is actually a stillborn dwarf that was
abandoned before it could be transported to the
Dwarven Cemetery (Room 34) on The Path of
Mavors (Level 1). The inert dwarf is lying on its
side and, as it was stillborn, shows no obvious signs
of damage or wounds. It is impossible to tell how
old the statue is, though a thick carpet of dust
suggests its stillbirth was not too recent.
70. Stairway
The stairs here lead down to
the Vestibule (Room 40) of
The Reservoir (Level 3B).
The staircase is anked by
two carvings of human
women, one of which has
been severely damaged.
The other has sustained
some damage but is still
recognizable for what it is.
This second carving is also a
caryatid column (see Appendix C,
New Monsters, p. 335), albeit a weak-
ened one, which attacks anyone who at-
tempts to descend the stairs without carrying a
Termaxian passkey (see Appendix A, New Magic
Items, p. 325).
Caryatid Column (1) [AL N, MV 60 (20),
AC 5, HD 5, HP 10 #AT 1, DG 1d8, SV F5,
ML 12]
Overview of The House of Portals
T
HE GREAT ANCIENTS
sent expeditions to Ioun
and Kythirea on swift astral
vessels, but it was only
when the Eld mastered the
secrets of portal-magic that
instantaneous travel be-
tween the Four Worlds became a reality. The
House of Portals was excavated by the Eld
during the Third Era as a hub for portal trav-
el. With portals to Areon (Room 8), Ioun
(Room 34), Kythirea (Room 43), and the most
distant reaches of Telluria (Room 61), The
House of Portals allowed the Eld to travel
instantly anywhere within the Eldritch Empire.
The Eld could also call on the Great Void and
Elemental Planes from special summoning
chambers (such as Rooms 53 and 54) they built
here. As their wealth and splendor grew, the
Eld began to decorate The House of Portals
with trophy halls such as the Otherworldly
Museum (Room 2), Astronomy Room (Room
9), Art Gallery (Room 31), and Vault of the
Worlds (Room 63). The walls, oor, and ceil-
ing of all these chambers are awlessly smooth
and mathematically perfect, as is typical with
Eldritch excavation; and all bear the character-
istic elements of High Eld architecture, includ-
ing areonite doors, archways, daises, arcane
carvings, and abstract symbols.
WANDERING MONSTERS OF
THE HOUSE OF PORTALS
Die Roll Monster
1 Bugbears (2-8)
2 Giant Carnivorous Beetles (1-6)
3 Eld (1-6)
4 Ochre Jelly (1)
5 Dretches (2-8)
6 Ghouls (1-6)
7 Carcass Scavenger (1-3)
8 Shadows (1-8)
9 Doppelganger (1-6)
10 NPC Party (5-8)
11 Wererat (1-6)
12 Throghrin (1-6)
see Appendix C, New Monsters, p. 331
The House of Portals
11
CHAPTER
Level
3A
LEVEL 3A
Chapter
11
154
Only in these rooms is the Eldritch architecture
intact, however. When the Thulians invaded Dwim-
mermount, some of the heaviest ghting occurred
on this level, as waves of Red Elves arrived from
Areon to reinforce the defenders for many days.
Even after the Thulians subdued the rest of Dwim-
mermount, astral incursions onto this level contin-
ued for years, as the Eld took advantage of secret
portals which were set to open during conjunctions.
Of these, only the Alchemists Door was not purged
because its terminus was rmly within Thulian
control. In places the damage from this Fourth Era
ghting is still visible, while in other places the
Thulians erected temples over the ruins of the
Eldritch portals and museums they destroyed. The
Shrine to Mavors (Room 15) and the Altar to the
Unknown (Room 23) are examples.
Except where noted, the original Eldritch doors
have been replaced by ordinary Thulian construc-
tion. Though the level is dark, the ceilings are
punctured at twenty-foot intervals by st-sized
indentations tted with orichalcum sockets for glow
bulbs (see Appendix A, New Magic Items, p. 319).
10% of these indentations contain a broken glass
orb, while the others are empty. Fully-fueled glow
bulbs can be found in the Glow Bulb Storage (Room
44) of The Laboratory (Level 2A).
1. Foyer
This large room contains two stone statues of
Turms Termax, one of which holds a globe aloft
and the other of which holds a large key. Although
both key and globe were cast separately from the
statues and added afterwards, neither is easily re-
moved from their respective statues.
2. Otherworldly Museum
The doors to this room are made of red areonite
carved with astrological glyphs. The room within
was once a museum of treasures collected from
other worlds. Most of those treasures have long since
been looted, but the shelves and sconces that once
displayed them are still here. The shelves are empty
except for dust and 1d100 worthless stones of varied
colors. The room is currently occupied by seven
bugbears, who are exploring the dungeon for their
Eldritch masters. The bugbears have no treasure.
Bugbears (7) [AL C, MV 90 (30), AC 5
(chain mail), HD 3+1, HP 19, 15, 13 (x3),
10, 9, #AT 1, DG 1d8+1 (long swords), SV
F3, ML 9]
THE HOUSE OF PORTALS
Level
3A
155
3. Pumping Station
The noise resonating from the ancient copper
pipes that cover this rooms walls and ceiling proves
they are pumping liquid of some kindbut from
where and to where is uncertain, as the pipes emerge
from and disappear into the walls.
Should a character ddle with the pipe system,
there is a 1 in 6 chance per round he will break
somethingeither a water pipe (1-3) or an azoth
pipe (4-6). Breaking a water pipe causes water to
pour into the room at a rate of 6 gallons per minute
(approximately 10 cubic feet per turn). A water leak
does not cause damage but can cause other conse-
quences as the room oods. Breaking an azoth
pipe, on the other hand, is very dangerous. Anyone
within 10 feet of a ruptured pipe spraying azoth
must make a saving throw versus Spells or be af-
fected by a random 3rd-level magic-user spell, as if
cast by a 5th-level caster. See Appendix F, p. 377,
for other details on azoth.
Even if broken open, the pipes are too narrow
to allow humanoid creatures to enter them. Normal
rats, insects, or a character affected by diminution
magic can pass through the pipes; see Chapter 6,
Overview of the Dungeon (p. 74), for details on
traversing pipes.
4. Storeroom
This storeroom contains six vitreum barrels, all
of which are sealed tightly. If a barrel is forced open
(as a door) or shattered (requiring 5 points of dam-
age), it releases a reddish, magical gas extracted on
Areon. The gas cloud quickly lls up the volume
of the room (about 6,000 cubic feet if released
outside the room). Any non-elves with the cloud
are put to sleep unless they make a successful saving
throw versus Spells to avoid the effect.
5. Storeroom
This storeroom contains a number of steel bar-
rels. All have had their lids removed and their con-
tents emptied. Suffusing the room is an unpleasant
smell, due no doubt to the strangely-fresh corpses
of four men being feasted upon by three giant
carnivorous beetles. Having acquired the taste for
man-ash, the beetles will attack any intruders.
Giant Carnivorous Beetles (3) [AL N, MV
150 (50), AC 3, HD 3+1, hp 14, 13 (x2),
#AT 1, D 2d6, SV F1, ML 9]
The remains of archaic chain mail still tatter the
corpses that the beetles were feeding upon, but
their gnawing has left the armor valueless. Three
of the corpses carry ordinary long swords, while
the fourth has a starmetal long sword +1, detects
elves (the swords blade glows red, as brightly as a
torch, whenever elves are within 60 feet) of Ancient
Thulian make.
6. Dressing Room
This room holds a large number of steel lockers,
wall pegs, and oak benches. The lockers contain
the remains of many garments, but only two intact
articles of clothing have survived the degradations
of time. These latter are dwimmersilk garments,
which appear as silvery-black cassocks made of a
gossamer fabric infused with azoth. See Appendix
A, New Magic Items (p. 318), for details.
7. Guardroom
This guardroom is now occupied by six bugbears
awaiting the return of their Eldritch masters, who
are exploring the dungeon elsewhere.
Bugbears (6) [AL C, MV 90 (30), AC 5 (chain
mail), HD 3+1, HP 19 (2), 18, 13, 12 (2), #AT
1, DG 1d8+1 (long swords), SV F3, ML 9]
One of the bugbears carries a sack containing a
moonstone worth 75 gp, a piece of malachite worth
10 gp, a rock crystal worth 100 gp, and a hematite
worth 50 gp. Another has a jade statuette of a
marilith worth 400 gp and a bronze locket worth
30 gp. The bugbears hope to please their masters
with these trinkets, which they found in the Dress-
ing Room (Room 6).
8. Portal to Areon
The entrance to this room is an areonite door
with hepatizon ttings, exquisitely carved with an
image of a city on a red mountain. The circular
room within contains a set of red stone steps lead-
ing to a large dais, on top of which is a 12 foot
tall rectangular archway made of red stone with
veiny black striations. Runes inscribed in azoth
surround the archway, and these radiate strongly
under detect magic.
Anyone carrying some soil from Areonfound
in the Dressing Room (Room 11) as well as in
the possession of any Eld in Dwimmermount
who passes over these runes activates their mag-
ic. Instantly, a two-way portal to the Red Planet
of Areon appears within the archway. Once ac-
tivated, the portal remains active for six rounds,
after which it closes and cannot be activated again
for six hours. Details on Areon and passing through
the portal to the Red Planet can be found in
Appendix E (see p. 374).
Currently keeping watch on the portal are six
Eld and six bugbear guards, under the command
of their leader, Virsor. All are recent arrivals from
LEVEL 3A
Chapter
11
156
Areon. Virsor will send the bugbears against any
intruders rst, while he and the other Eld hang
back in order to cast spells. So long as even a single
Eld survives, the bugbears morale will not break.
Once the Eld have used their spells, they will engage
in melee if they have superior numbers; otherwise,
they will ee through the portal. If the characters
ee, the Eld will pursue them, seeking to kill them
before they can warn others that the Eld have re-
turned to Dwimmermount.
Bugbears (6) [AL C, MV 90 (30), AC 5
(chain mail), HD 3+1, HP 17, 14, 13, 12, 9,
8 #AT 1, DG 1d8+1 (long swords), SV F3,
ML 9]
Eld (6) [AL C, MV 120 (40), AC 4 (areonite
cuirass), HD 2, HP 12, 10, 8 (2), 7 #AT 1,
DG 1d8 (long swords), SV E2, ML 10]
Virsor, Eld Leader (1) [AL C, MV 120 (40),
AC 3 (areonite panoply), HD 4, HP 17 #AT
1, DG 1d8+1 (long sword +1) or 1d6 (areonite
pistol), SV E4, ML 8]
3A-8: If befriended or
interrogated, Virsor can
reveal the following num-
bered facts to the char-
acters: 3-2, 3-3, 3-4, 3-5,
3-8, 3-9, 3-10, 3-11, 3-12,
4-2, 4-3, 4-4, and 4-5.
Each Eld knows two 1st-level spells. The Eld
leader knows 2 1st-level and two 2nd-level spells.
Their spell selections are as follows:
Eld #1: 1-darkness, detect magic
Eld #2: 1-protection from good, sleep
Eld #3: 1-charm person, shield
Eld #4: 1-magic missile, shield
Eld #5: 1-protection from good, sleep
Eld #6: 1-detect magic, sleep
Virsor: 1-magic missile, sleep; 2-invisibility,
phantasmal force
The six Eld are each armed with two long
swords and areonite cuirass. Virsor is armed with
a slightly curved areonite long sword +1, areonite
pistol, and areonite panoply, and carries 300 gp, a
power cell (24 charges), and a scarab of protection.
The scarab is of areonite, fastened like an alien
beetle with moonsilver mandibles. See Appendix
A, New Magic Items (p. 315) for details on the
Elds special equipment.
THE HOUSE OF PORTALS
Level
3A
157
9. Astronomy Room
All the doors to this room are made of areonite
and graven with abstract representations of the orbit
of the Four Worlds within Astral Space. The large
room within contains seven short pillars of hepatizon,
each standing about 4 feet high. Levitating above
each pillar is a representation of a different celestial
object. These representations are made of a thin,
lightweight moonsilver, but have been decorated
with paint to make them look more realistic. The
seven representations are: Telluria (the rst planet),
Ioun (the moon), Kythirea (the second planet), Are-
on (the third planet), Diwo (the fourth planet), Kron
(the fth planet), and the Sun. The representations
cannot be removed from their places above the pil-
lars except by means of magic. Both the spells dispel
magic and knock will sufce. Each object is worth
between 500 and 1,000 (1d6+4 100) gp to col-
lectors and students of the Thulian sciences.
10. Corridor
This wide corridor is completely empty, though
its walls are covered in frescoes depicting the ex-
ploration of other worlds. Careful observers may
notice that there is a thin layer of reddish dust on
the oor toward the southeastern end of the cor-
ridor. The reddish dust is soil from Areon that can
be used to activate the Portal to Areon (Room 8).
11. Dressing Room
The walls of this room are covered in metal
shelves, on which rest many metallic boxes. Most
of these boxes are empty, but three of them contain
belts of adaptation (see Appendix A, New Magic
Items, p. 317). These three boxes also contain
non-magical boots and gloves made from the same
leathery material as the belts.
Toward the center of the room is a large, rect-
angular bier made of the same metal as the boxes.
The bier has numerous drawers, none of which are
locked. Searching them turns up the following: ve
vials of reddish dust, a helm of comprehend languag-
es and read magic, 700 pp, two potions of extra-heal-
ing, a dozen short swords, a dozen dwimmersilk
garments of silvery, silk-like material, and a necklace
worth 1,200 gp. The reddish dust in the vials is
soil from Areon that can be used to activate the
Portal to Areon (Room 8).
12. The Healing Tree
This room contains a large tree that grows
out of the stone oor, spreading its branches in all
directions. The tree is a living thing of some sort,
but its bark resembles obsidian. The ends of the
trees branches bear strange, crystalline, translucent
pears. If eaten, the pears act as potions of ex-
tra-healing. When the room is rst entered, the
tree bears 1d4+1 pears. Each week the tree will bear
another 1d4+1 pears.
13. Experimental Chamber
All the doors leading to this room are made of
adamantine steel. Inside, there are several tables,
also made of adamantine steel. There is evidence
that there were once wooden objects in the room,
but they have now all been dissolved, in whole or
in part, by the ochre jelly that dwells herean
experiment gone awry.
Ochre Jelly (1) [AL N, MV 30 (10), AC 8, HD
5, HP 27, #AT 1, DG 2d6, SV F3, ML 12]
LEVEL 3A
Chapter
11
158
14. Storeroom
The walls of this room are covered with iron
cabinets, while a wooden table stands in its center.
The cabinets are not locked and contain, in total,
twenty different vials and jars, along with bits of
shattered glass. If examined, the referee should roll
1d12 on the table below to determine the contents
of the glass container, continuing to roll until the
contents of all twenty containers have been deter-
mined.
STOREROOM CONTENTS
1 Powered bone
2 Oil
3
Dried mushrooms (make a saving throw versus Poison at
1 or die if consumed)
4 Coal dust
5 Azoth
6 Sulfur
7 Petried wood
8 Fluorescent water (harmless if consumed)
9 Quartz crystals
10 Glue
11 A single preserved pear from The Healing Tree (Room 12).
12 Wolfsbane
15. Shrine to Mavors
Hidden behind a ragged curtain are an altar
and statue to the Thulian war god Mavors. The
ancient statue still holds a spear in its stone grip,
poised for a majestic strike, but the war-like visage
of Mavors has been replaced with the head of
Turms Termax. If Turms head is replaced with
one of Mavors, then the statues spear becomes a
spear +3 and is removable from its grasp. This
benet replaces the usual boon received from re-
placing the head of a divine statue.
16. Eld Scouting Party
A scouting party of four Eld and two quasits (see
Appendix C, New Monsters, p. 337 and 349) can
be found here. The Eld, as is typical for their kind,
will hang back to cast spells before engaging in
melee. If outnumbered, they will attempt to ee
back toward the Portal to Areon (Room 8). The
Eld have discovered that a section of the west wall
is actually a secret door, though they have not yet
investigated it. They will attempt to use this knowl-
edge to bargain for their lives if defeated.
Quasits (2) [AL C, MV 150 (50), AC 2, HD
3, HP 23, 21 #AT 3, DG 1d2/1d2/1d4, SV
F3, ML 10]
Eld (4) [AL C, MV 120 (40), AC 4 (areonite
cuirass), HD 2, HP 12, 11, 8, 6 #AT 1, DG
1d8 (long swords), SV E2, ML 10]
Eld #1: 1-protection from good, shield
Eld #2: 1-hold portal, sleep
Eld #3: 1-darkness, detect magic
Eld #4: 1-magic missile, shield
The four Eld are each armed with two long
swords and areonite cuirasses (see Appendix A, New
Magic Items, p. 315). Eld #4 carries two gems: a
jacinth worth 1,000 gp and a rock crystal worth
100 gp.
17. Meeting Room
This room is dominated by a large table of red
brass with a dozen areonite and mahogany chairs
arranged around it. In the center of the table is a
circular depression containing a white crystal worth
2,000 gp. The crystal is afxed to the table; safely
removing the crystal requires 1d6 turns of careful
work with craftsmans tools (and destroys the view-
ing system it powers, described below).
The section of the table in front of each seat is
bedecked with a collection of areonite buttons and
knobs. When manipulated correctly, these controls
cause images to appear in the air above the table,
projected by the crystal in its center. If the charac-
ters press any buttons or turn any knobs on the
image projector, roll 1d6 and consult the table
below to determine what occurs:
Die Roll Image
1
The crystal projects a fuzzy, low resolution
image of several men in strange silvery-white
clothing walking through a portal. This is recog-
nizable as the Portal to Ioun (Room 34).
2
The crystal projects a crisp and starkly beautiful
image of a metallic ship-like vessel oating in a
silvery sky.
3
The crystal projects a distorted image of a
disembodied head in a oating container
surrounded by darkness. The head looks like
a distorted mockery of the statuary heads of
Turms Termax that appear in the dungeon.
4
The crystal projects a birds eye view of the
outside of Dwimmermount.
5
No image is projected. Instead, a loud,
annoying noise erupts from the crystal. Every
character within the meeting room must make
a successful saving throw versus Petrication or
be deafened for 1d4 turns (-1 to hit and saving
throws). The referee should make an immedi-
ate wandering monster check.
6
Damage is done to the viewing system. No
further effects occur.
THE HOUSE OF PORTALS
Level
3A
159
18. Abstract Gallery
The areonite door to this chamber is locked; its
key can be found in the Room of Holes (Room 24).
If anyone enters the room by any means other than
the use of this key, the rooms denizen, a guardian
plasm (see Appendix C, New Monsters, p. 342),
drops from the ceiling and attempts to devour the
unfortunate intruder.
Guardian Plasm (1) [AL N, MV 120 (40),
AC 5, HD 5, HP 26 #AT 1, DG devour, SV
F5, ML 10]
The walls of the chamber are carved with abstract
Eldritch art. A lever hidden within the carvings in
the western edge of the north wall opens the secret
door to the Treasury (Room 32).
19. Shrine of the Brazen Head
This room is dominated by a large pedestal,
above which hovers the bronze head of a bearded
manthat of Turms Termax. Anyone who ap-
proaches within one foot of the oating head must
make a successful saving throw versus Spells or
experience a mild shock dealing 1 hit point of
damage. Anyone bold enough to touch the head
takes 1d4 points of damage, while anyone who
grasps it rmly takes 1d8 damage (a saving throw
versus Spells is allowed in both cases to resist the
effect). The head cannot be removed from its loca-
tion by any means short of a successful dispel mag-
ic against a 14
th
level magic-user. If successfully
removed, it is worth 2,000 gp, but otherwise it has
no other properties.
A section of the east wall can be pushed back to
give access to the secret corridor leading to Room
16 (Eld Scouting Party). A section of the west wall
can be pushed back to gain entry to Room 20
(Treasury of the Head).
20. Treasury of the Head
Located beyond the secret door from Room 19
is a treasury, though it has obviously been looted
in the past. There are several dozen chests and
coffers within, almost all of which are now empty.
Two, however, remain locked and unopened. The
smaller of the two chests contains nine gems and
precious stones (a piece of blue quartz worth 10
gp, two moss agates worth 25 gp each, a piece of
lapis lazuli worth 50 gp, a malachite worth 50 gp,
a carnelian worth 250 gp, a garnet worth 750 gp,
a peridot worth 750 gp, and an emerald worth
1,000 gp). The larger chest is not only locked, but
trapped by means of explosive runes. It contains
3,000 gp, a potion of levitation, a scroll of ward
against undead, and a long sword +1, dancing. The
dancing sword is Eldritch, with a slightly-curved
single-edged blade of azoth-infused areonite with
a baroque hilt.
21. Chamber of Faces
The northern and southern walls of this room
are adorned with dozens of carvings of a bearded
man, all of which depict Turms Termax, each done
in a different style using different materials (hard
wood, ivory, bronze, etc.). The carvings are all sol-
idly afxed to the walls and cannot be removed
without doing damage to both walls and the carvings.
22. Hall of Columns
Six thick marble columns hold up this rooms
20 foot high vaulted ceiling. The ceiling once had
a fresco, but it has been defaced to the point where
little of the original plaster remains.
23. Altar to the Unknown
A set of stairs gently descends about ve feet into
what appears to be a shrine of some sort. There is
a simple white stone altar against one wall, upon
which the name Anyastos is carved in Ancient
Thulian. The altar is worn at the front, perhaps
from centuries of having been touched. There is no
other adornment on the altar, nor does the cham-
ber contain any ornamentation; even its walls are
completely bare.
Clerics may recognize Anyastos as the name of
an abstract Thulian deity believed to be above
all the other gods, and the source of the gods own
divinity. Any Lawful character who meditates or
prays at the altar for one full turn (ten minutes)
receives the Greater Blessing of Anyastos (a perma-
nent +1 bonus to his Wisdom score). Any Neutral
or Chaotic character who does so immediately
becomes Lawful. In either case, the altar will only
work once per character. See Chapter 6, Overview
of the Dungeon, p. 73, for more information on
boons from the gods.
24. Room of Holes
Near the center of this room is a black hepatizon
pillar with six areonite buttons on it. If depressed,
each button opens up an extra-dimensional hole
in the room. These holes were used for storage.
Two holes can be found on each of the north, east,
and west walls. They remain open as long as the
appropriate button is depressed. However, no two
holes can be open at the same time. Attempting to
open one hole while another is already open closes
the rst hole. If a hole is closed with a hand or
LEVEL 3A
Chapter
11
160
other body part inside, the hand is pushed out
forcefully yet harmlessly as the hole closes. The
contents of the six holes are as follows:
1. Empty
2. A chest containing 7,000 sp and 400 gp.
3. A Termaxian passkey (see Appendix A, New
Magic Items, p. 325)
4. Empty
5. The keys to the Abstract Gallery (Room 18)
and the Fog Chamber (Room 26).
6. A large collection of Thulian codices and
scrolls covering a wide variety of mundane
subjects. The books number several dozen
and weigh 150 lbs. total, but are worth about
5,000 gp in total if sold to the right buyer.
Hidden amongst them is a tome of clear
thought.
25. Guard Post
Two wooden stools and an empty weapons rack
can be found here. Along the north and south walls
hang several tarnished shields.
26. Fog Chamber
The door to this chamber is securely locked; the
key can be found in the Room of Holes (Room
24). If the door is opened by any means, a thick,
greenish fog begins to roll out of the room and
into the corridor. The fog smells horrible and any-
one who remains within it must make a saving
throw versus Poison each round. A failed saving
throw results in nausea (-2 attack rolls). Three con-
secutive failed saving throws result in death. The
chamber itself is completely empty, except for two
mummied bodies of men wearing chain mail
armor and carrying shields and long swords. The
bodies are contorted in ways that suggest that when
they died they were gasping for breath and running
for the east door.
The door to The Source (Room 27) is open, and
the greenish fog is, if anything, even thicker there.
27. The Source
The greenish fog found in the Fog Chamber
(Room 26) also thickly envelops this chamber. The
source of the fog is a large, circular contraption of
areonite and adamantine steel connected to a net-
work of areonite tubes and pipes built into the wall.
One of the pipes has a valve on its side that has been
turned to open up an aperture through which the
fog is pouring out. If the valve is turned in the
other direction, the aperture closes and the fog
ceases. It takes an additional 1d4 turns before the
fog completely dissipates from this room and the
Fog Chamber.
3A-24: Characters studying
the codices and scrolls will
learn one of the following
numbered facts each day:
4-2, 4-4, 4-7 5-12, and 5-22.
All are written in High Thu-
lian.
28. Black Room
This room is painted black. Its walls, oor, and
ceiling have all been coated with some type of
pigment that is as black as night. If the paint on
the east wall is scraped off a laborious process
taking 1 hour per 10 square feet it will reveal an
elaborate replica of the Red Doors of Dwimmer-
mount.
If opened, these doors reveal a long-forgotten
portal to a city built on the shores of a deep blue
sea. Judging from the summery clothing of the
women on the shore, it might be located in the
tropics. The sun is almost blotted out from the sky
by the citys proud edices. Occasionally explosions
rock the metropolis, and lines of black chariots
patrol its avenues. At the referees discretion, this
can be a location within his own milieu, or Volmar,
capital of the extant Thulian Empire, a city in grave
peril. See Chapter 6, Overview of the Dungeon, p.
63, for details on portals, and Chapter 7, Factions
in the Dungeon, p. 93 for more details on Volmar.
29. Bugbears
A gang of bugbears guards the door to the next
room (Room 30). They will attack anyone who is
not an Eld. If the battle turns against them, they
will ee to the Eldritch Explorers next door.
Bugbears (7) [AL C, MV 90 (30), AC 5
(chain mail), HD 3+1, HP 23, 16, 14 (x2),
13, 12, 7 #AT 1, DG 1d8+1 (battle axes), SV
F3, ML 9]
Among them the bugbears have two bloodstones
(worth 75 gp each), an azurite (worth 10 gp), and
100 cp.
30. Eldritch Explorers
Four Eld wait here for their leaders, who have
ventured into the room containing the Portal to
Ioun (Room 34). They will attack any intruder who
enters with great ferocity. If the battle turns against
them, they will retreat to Room 33 and activate
the dart trap there to protect both themselves and
their superiors.
Eld (4) [AL C, MV 120 (40), AC 4 (areonite
cuirass), HD 2, HP 14, 12, 10 (2) #AT 1,
DG 1d8 (long swords), SV E2, ML 10]
Eld #1: 1-protection from good, sleep
Eld #2: 1-detect magic, shield
Eld #3: 1-detect magic, magic missile
Eld #4: 1-magic missile, shield
THE HOUSE OF PORTALS
Level
3A
161
The four Eld are each armed with two long
swords and areonite cuirasses. The Eld have 600 ep
between the four of them. Eld #1 also possesses a
Termaxian passkey. See Appendix A, New Magic
Items (p. 325).
31. Art Gallery
The doors to this room are both made of areonite
intricately carved with abstract calligraphy. The
room within is an art gallery, with frames on the
north, east, and west walls that once held works of
art. All but one of them has long since been re-
moved. The remaining painting depicts the world
of Telluria, as if seen from orbit. The painting is 5
feet by 6 feet in size, and weighs 220lbs; if safely
brought out of the dungeon, it would be worth
250 gp to a collector.
On the southern wall hangs the tattered remains
of a curtain. Pulling aside the curtain reveals a very
large painting, 35 feet wide and 8 feet tall, in a
frame made of purplish-black hepatizon. The paint-
ing shows a strange, phantasmagoric landscape of
weird shapes and brilliant colors. Anyone who looks
at the painting for more than a brief time must
make a successful saving throw versus Spells or be
trapped within the painting for 1d4 days. While
trapped within the painting, the character can be
seen in its tableau, as if a seamless part of it. At the
end of his imprisonment, the character will gain a
number of points of Intelligence equal to the length
of his imprisonment and lose an equal number of
points of Constitution. Once a character has either
succeeded or failed at a saving throw upon seeing
the painting, subsequent viewings have no effect
upon him.
The painting is inordinately heavy (2,000lbs)
and too fragile to remove from the wall without
destroying it. However, the secret door to the Trea-
sury (Room 32) cannot be detected without re-
moving the painting.
32. Treasury
This room is accessible only by means of secret
doors from the Abstract Gallery (Room 18), Room
of Holes (Room 24), and Art Gallery (Room 31).
All three secret doors are sliding stone panels.
LEVEL 3A
Chapter
11
162
Within the room is a considerable amount of
treasure, secreted here at the time of Dwimmer-
mounts closure. 2,000 gp and 100pp, all dating
to the last days of the Thulian Empire, form a large
coin pile on the oor, topped by a silver choker
(700 gp) and a gold scepter (1,500 gp). A wooden
chest next to the coin pile contains a carved head
of the god Mavors that ts the statue in the Shrine
to Mavors (Room 15); six vials of moon dust for
use in the Portal to Ioun (Room 34); a potion of
giant strength; a scroll of ward against magic; and
a ring of re resistance. On display in case near the
chest is an areonite panoply (see Appendix A, New
Magic Items, p. 315) and a long sword +1, +2
versus spell casters. The long sword is made of az-
oth-infused areonite, with a slightly curved sin-
gle-edged blade and an ornate hilt of polished red
brass
33. Dart Trap
Next to the door leading to the Portal to Ioun
(Room 34) is a switch that, if ipped, activates a
dart trap. The trap is not currently active. If acti-
vated, anyone who enters or leaves Room 34 must
make a saving throw versus Wands or be struck by
a hail of small darts that deal 3d6 damage. The trap
takes one round to reset before it is again active.
34. Portal to Ioun
The entrance to this room is an areonite door.
Inlaid on the door is a glass circle, half white and
half black. Inside, the circular room contains a small
set of blue stone steps leading up to a dais, on top
of which is an 8 foot tall blue stone archway. Runes
inscribed in azoth surround the archway, and these
radiate strongly under detect magic.
Anyone in possession of moon dustwhich can
be found in the Treasury (Room 32)who passes
over these runes activates their magic. Instantly, a
two-way portal to the moon of Ioun appears with-
in the archway. The portal to Ioun lasts for six
rounds; one it closes it cannot be opened again for
six hours. Along the southern wall, a dusty rose,
prism-shaped ioun stone can be found (see Appen-
dix A, New Magic Items, p. 321). Details on Ioun
and passing through the portal to the Moon can
be found in Appendix E (see p. 373).
The room is currently occupied by two powerful
Eld and their dretch minions (see Appendix C, New
Monsters, p. 337 and 336). Though well-armed,
both Eld prefer to stay at a distance, using spells to
ght while the demons engage the characters.
Dretch (3) [AL C, MV 90 (30), AC 2, HD
4, HP 17, 16, 11 #AT 3, DG 1d4/1d4/1d6,
SV F4, ML 10]
Eld (2) [AL C, MV 120 (40), AC 3 (areonite
panoply), HD 4, HP 16, 11 #AT 1, DG 1d8
(long swords), SV E4, ML 10]
Eld #1: 1-magic missile, shield; 2-invisibil-
ity, mirror image
Eld #2: 1-charm person, sleep; 2-detect in-
visibility, web
The two Eld are each armed with two long
swords and areonite panoply. Eld #1 has an areonite
rie and a power cell with 14 charges remaining (see
Appendix A, New Magic Items, p. 323). Eld #2
has a ring of telekinesis, which appears as an orichal-
cum band studded with tiny ioun stones. Between
them they also possess 700 sp and 400 gp.
35. Dusty Room
Fine, gray dust coats the oor of this otherwise
empty room. Markings on the oor and walls are
evidence that there was once furniture and wall
hangings of some sort here, but these have long
since been removed.
36. Shattered Wood
Large piles of shattered wood litter this room.
The wood seems to originate from several different
sourcesloose planks, chair legs, tabletops, etc.
Hidden underneath the wood is a small leather bag
containing 40 gp.
37. Beetle Nest
The eastern wall of this room is thick with rub-
ble from a collapsed ssure. Dwelling within the
rubble are two giant boring beetles (see Appendix
C, New Monsters, p. 335). They entered through
the ssure before it collapsed in on itself, trapping
them here. The beetles are very territorial and attack
anything that enters their abode.
Giant Boring Beetles (2) [AL N, MV 60 (20),
AC 3, HD 5, HP 23, 16 #AT 1, DG 5d4, SV
F5, ML 7]
Hidden amongst the rubble are a potion of speed
and 120 gp.
38. Hall of Bones
This long chamber is punctuated by six areonite
stands. Upon each of these stands once stood the
skeleton of an otherworldly creature in a lifelike
pose, but four of these were long ago removed. The
two remaining skeletons are of a girallon and a
phase tiger. Neither skeleton is identied in any
way, nor are those of the four missing skeletons.
The skeletons are not undead, but their condition
THE HOUSE OF PORTALS
Level
3A
163
is good enough that they could be readily animat-
ed by a magic-user or cleric using animate dead.
39. Wandering Ghouls
Frescoes depicting stars, planets, and other celes-
tial bodies cover the walls of this oval room. Four
ghouls gibber profanely before a fresco of the moon,
but the entrance of any characters to the room will
interrupt this reverie. The ghouls have wandered far
aeld from their brethren elsewhere on this level.
Ghouls (4) [AL C, MV 90 (30), AC 6, HD
2, HP 14, 11, 9, 8 #AT 3, DG 1d3/1d3/1d3
+ paralysis, SV F2, ML 9]
40. Empty Guard Room
A pair of wooden stools can be found here, along
with a weapons rack containing two long swords
and a mace. The weapons are quite old, but still
serviceable.
41. Curtained Room
Green and white tiles cover the oor of this room
in a pleasingly symmetrical pattern. From the north
and south wall hang two tattered curtains of a
vivid green hue. The southern curtain hides an apse
containing a female statue without a head. The
statues voluptuous bosom and wide hips are sug-
gestive of Anesidora in her role as goddess of mar-
riage and fertility.
42. Trapped Statue
A statue of a woman dressed in archaic owing
robes stands in this chamber. The statues hands
are outstretched with palms face up. A Lawful
cleric will recognize it as representing the goddess
Anesidora in her role as goddess of grain and fer-
tility. However, the statues head has been replaced
by that of Turms Termax, creating a strange sight.
Careful observation reveals that the right hand is
stained green by some sort of natural pigment. If
any sort of plant lifeeven preserved herbs will
sufceis placed in that hand, the secret door to
the Portal to Kythirea (Room 43) opens. If anything
else is placed in it, nothing happens. If anything is
placed in the left hand, including plant life, jets of
ame shoot from six points in the walls, dealing
3d6 points of damage to anyone in the room. A
successful saving throw versus Breath Attacks will
reduce damage by half.
43. Portal to Kythirea
This circular room contains a set of green stone
steps leading to a large dais, on top of which is 12
foot tall archway made of similar stone, but with
white veins running through it. Runes inscribed
in azoth surround the archway, and these radiate
strongly under detect magic.
Anyone carrying some plant life from Kythirea
who passes over these runes activates their magic,
causing a two-way portal to the Green Planet to
appear within the archway. The portal remains
active for six rounds, after which it closes and can-
not be activated again for six hours. Details on
Kythirea and passing through the portal to the
Green Planet can be found in Appendix E (p. 374).
44. Blue Room
This room is completely tiledwalls, oor, and
ceilingin dark, cerulean blue. It is devoid of almost
any contents, save that in one corner can be found
a small scarab-shaped brooch. The brooch has
strange, re-like symbols etched on it that utterly
elude even the capability of spells like read languag-
es to decipher. The brooch might fetch 100 gp to
a dedicated collector of the arcane, though it has
other utility as well (see Room 53, below).
45. Mirrored Chamber
All the surfaces of this room are covered with
mirrors, their curvature creating a strangely disori-
enting effect on the vision of characters inside. The
mirrors have been infused with azoth, and have the
effect of focusing any arcane magic cast within.
Magic-user spells cast within the Mirrored Cham-
ber have a duration of twice the usual length. Un-
fortunately, the focus effect causes the mirrors to
give off a resonant hum loud enough to cause an
immediate check for wandering monsters.
46. Bone Pile
Whatever its original purpose, this room now
houses a large number of bones of various sorts,
both humanoid and otherwise. The ghouls and
ghasts in the nearby rooms have, over the centuries,
tossed the bony remains of their feasts into this
room, and they now litter the oor in a haphazard
jumble.
47. Urbane Ghasts
This formerly opulent magicians quarters is now
home to two ghasts (see Appendix C, New Monsters,
p. 340) named Menas and Passara (male and fe-
male, respectively). Unlike the ghouls over whom
LEVEL 3A
Chapter
11
164
THE HOUSE OF PORTALS
Level
3A
165
they rule, the ghasts can still converse in Thulian,
both High and Low, and in fact consider themselves
Thulian humans rather than monsters. They glad-
ly speak with any outsiders they encounter. Menas
and Passara try to present themselves simply as
survivors of Dwimmermounts fall who did what
was needed to preserve their lives. This was, perhaps,
true but over time they have become thoroughly
evil and insane. They offer their services as guides
to The Laboratory and The House of Portals (Lev-
els 2A and 3A), about which they have extensive
knowledge, in exchange for the privilege of con-
suming any living beings their newfound allies
defeat. As a show of good faith, they call off any
ghouls in the dungeon, enabling free passage into
areas occupied by such creatures.
Ghasts (2) [AL C, MV 150 (50), AC 4, HD
4, HP 19, 18 #AT 3, DG 1d4/1d4/1d8 +
paralysis, SV F4, ML 9]
Amongst the contents of the room is a wood
chest containing 2,000 gp and a collection of jew-
elry (a Thulian bronze seal worth 20 gp, a silver
clasp worth 40 gp, a brass brooch worth 40 gp,
and a silver pin worth 40 gp).
48. Ghoul Lair
This room, like Rooms 47 and 49, is occupied
by undead who were once Thulian residents of
Dwimmermount. Faced with extinction when
Dwimmermount was sealed two centuries ago, the
erstwhile men and women became ghouls when
they used dark magic and cannibalism to unnatu-
rally extend their lives. They now roam the level in
search of living creatures to eat, though they know
better than to attempt to enter the Crescent Room
(Room 62) and the rooms connected to it.
Ghouls (4) [AL C, MV 90 (30), AC 6, HD
2, HP 11, 9(x2), 4 #AT 3, DG 1d3/1d3/1d3
+ paralysis, SV F2, ML 9]
A steel ladder ascends through an aperture in
the ceiling of this room. It rises up 50 feet to a
short corridor connected to the Guard Room
(Room 56) of The Laboratory (Level 2A) and then
another 10 feet past that, terminating in a trap door
in the oor of the Dressing Room (Room 28). The
ghouls use it to travel between levels and seek out
food in nearby rooms.
49. Ghoulish Feast
This chamber currently houses several ghouls who
have recently returned from elsewhere on the level.
In their most recent excursion, they managed to slay
a pair of bugbears. The ghouls dragged the bugbears
corpses back to their lair, where they are now under-
taking the messy process of consuming them.
Ghouls (3) [AL C, MV 90 (30), AC 6, HD
2, HP 12, 11, 6 #AT 3, DG 1d3/1d3/1d3 +
paralysis, SV F2, ML 9]
50. Pillared Chamber
Within this room is a marble statue of Turms
Termax, with his arms uplifted toward the sky. In
his right hand is a staff bearing a caduceus. Sur-
rounding the statue are six thick pillars made of
black marble veined with white.
51. Carcass Scavenger
From a ssure along the southern wall, a carcass
scavenger has emerged into this room. The ssure
is too narrow for humanoids to make use of.
Carcass Scavenger (1) [AL N, MV 120 (40),
AC 7, HD 3+1, HP 24 #AT 8, DG paralysis,
SV F2, ML 9]
52. Ashen Room
Directly in front of the areonite door to the
Braziers Room (Room 53) are two neat piles of
black ash. Despite appearances to the contrary, there
are no trapsor anything elsein this room oth-
er than the piles of ash.
53. Braziers Room
All the walls of this room are decorated with a
ery motif, as are its two areonite doors. Located
in its southwest and southeast corners are iron
braziers. They do not appear to have been lit in
some time. Charcoal sufcient for a single ignition
can still be found in each, however, and there are
tapers, tongs, and other implements for lighting
the braziers on a shelf on the west wall.
If both braziers are lit, in 1d4 rounds a minor re
elemental appears. If anyone present is in possession
of the brooch from the Blue Room (Room 44), the
re elemental will obey that character as if summoned
by conjure elemental. However, the elemental cannot
leave this level of the dungeon. If no one present has
the brooch when the elemental appears, it will im-
mediately attack. In either case, once summoned,
the elemental cannot be dismissed except by destroy-
ing its form on this plane.
Minor Fire Elemental (1) [AL N, MV 120
(40), AC 4, HD 4, HP 16 #AT 1, DG 1d6,
SV F4, ML 10]
LEVEL 3A
Chapter
11
166
54. Summon Chamber
All the entrances to this room are areonite doors
decorated with elemental motifs ames on the south-
ern door, watery wave patterns on the western door,
and swirling whirlwinds on the eastern door. Now
empty, this room shows signs of once having had a
large collection of furniture and other accoutrements,
as evidenced by the marks on the oor. All that remains
to indicate its former purpose are damaged mosaics
on the walls depicting sorcerers using their arts to
summon elementals and other strange creatures.
55. Antechamber
Except for some ordinary dust that shows recent
trafc through the northern and southern doors,
this room is empty.
56. Guard Room
This guard room contains a single wooden stool
and pegs on the circular wall where weapons and
armor once hung.
57. Hall of Divinity
The walls and ceiling of this room are covered
with images depicting various gods and goddesses,
most of which will be familiar to anyone with knowl-
edge of the Thulian Great Church. Some however,
are completely unknown, being representations of
the deities of other lands and even worlds.
Lit torches smolder in sconces set before each of
the four niches in the room. Within the niches are
marble statues depicting the gods Typhon, Tyche,
Mavors, and Asana. Like most of the statues in Dwim-
mermount, their original heads have been removed
and replaced with those of Turms Termax. However,
when the characters enter this area, they see that all
of the Turms heads are lying on the ground, having
been removed by the four men present in the room.
These men are Volmarian Imperial soldiers who
entered Dwimmermount through the Portal to
Volmar (Room 61) under the command of Opilio,
a cleric of Mavors. Opilio is next door in the Chap-
el to Tenen (Room 59) and has directed these men
to guard him here. The soldiers will ask anyone who
enters this chamber to keep their weapons sheathed
and approach with caution. They speak a strangely
inected version of Common (Low Thulian). En-
trants who respond to their entreaty non-violently
will be ushered into the Chapel to meet their master.
Volmarian Soldiers (4) [AL L, MV 90 (30),
AC 4 (chain mail & shields), HD F2, HP 10,
7, 5, 4 #AT 1, DG 1d8 (long swords), SV F2,
ML 9]
58. Stairwell
Flanking the northern entrance to this chamber
are a pair of bronze statues, each a winged woman
with Thulian arms and armor. Past the statues is a
circular staircase that ascends to the Stairwell
(Room 9) on The Laboratory (Level 2A).
59. Chapel to Tenen
This chapel is dedicated to Tenen, the Thulian god
of craftsmen and invention. Its basalt altar is anked
on either side by marble statues, both of which stand
10 feet tall and depict featureless humanoids of inde-
terminate gender. The statues heads have both been
replaced with that of Turms Termax. A pair of lit
torches hang in sconces on either side of the statues.
Currently encamped in the chapel are several
Volmarians, who arrived in Dwimmermount via
the Portal to Volmar (Room 61). Their leader is
Opilio, a cleric of Mavors. He is served by Proseria,
a female magic-user, and eight soldiers. Four of his
soldiers are in this room, while the other four are
in the Hall of Divinity (Room 57).
Opilio is not hostile, but he is stern, and makes
a point of asserting his authority at every opportu-
nity. He explains that the Thulian Empireas
he calls Volmarhas returned to lay claim to Dwim-
mermount once again. If his report on the dungeon
nds favor with the emperor and the ecclesiarches
of Volmars Great Church, his expedition will be
but the rst of many to come.
However, Opilio is exploring the dungeon very
cautiously because a prior expeditionary from Vol-
mar, Varazes, never reported back. He is unaware
that the magic-user has turned into a would-be
conqueror. See The Pool of Life (Room 50) of The
Laboratory (Level 2A) for details on Varazes.
Because of his cautious approach, Opilio has
little interest in joining the characters in their ex-
plorations. He will provide them with supplies and
healing if they seem to be of Lawful alignment or
favorable to his cause. Likewise, he will provide
some basic information about this level of the dun-
geon, though he cautions the characters that Dwim-
mermount is imperial property and they should
take care not to loot indiscriminately, lest they be
treated as thieves by later Volmarian explorers. He
will happily pay for maps of the dungeon at the
usual rate (see Chapter 3, Adventuring in Dwim-
mermount, p. 43). For more details on Volmar,
see Chapter 7, Factions in the Dungeon (p. 93).
Opilio [AL L, MV 90 (30), AC 3 (banded
mail & shield), HD C4, HP 22 #AT 1, DG
1d6+1 (mace +1), SV C4, ML 9]
Spells: 1-cure light wounds, protection from
evil; 2-bless
THE HOUSE OF PORTALS
Level
3A
167
Proseria [AL L, MV 120 (40), AC 7 (bracers
of armor (AC 7)), HD MU4, HP 11 #AT 1,
DG 1d4, SV MU4, ML 9]
Spells: 1-charm person, sleep; 2-knock, locate
object
Volmarian Soldiers (4) [AL L, MV 90 (30),
AC 4 (chain mail & shields), HD F2, HP 16,
13, 10, 3 #AT 1, DG 1d8 (long swords), SV
F2, ML 9]
60. Passageway
The passageway here is elaborately carved with
abstract Eldritch art. Footprints in the dust run
from the door to the Antechamber (Room 55) and
terminate abruptly at the western edge of the north
wall. A secret door to the Portal to Volmar (Room
61) is concealed here, its mechanism hidden with-
in the wall-carvings.
61. Portal to Volmar
Behind the secret door from the Passageway
(Room 60) is a small, oval-shaped chamber. There
is an archway on the west wall, its aperture lled
with swirling silver-grey mist. This is a portal to
the Palace of Sempiternal Wisdom in the southern
city of Volmar. Passage through the portal is easi-
ly done, as it requires neither a command word nor
an item to activate it. However, the far side is heav-
ily guarded in anticipation of reinforcing the expe-
ditionaries from Volmar found in the Hall of Di-
vinity (Room 58) and Chapel to Tenen (Room 59).
For more information on Volmar, see Chapter 7,
Factions in the Dungeon (p. 93).
62. Crescent Room
At each end of this crescent-shaped room stands
a statue of Turms Termax. Careful examination of
either statue will reveal that its base sits on a track
that runs to just short of the door that allows an
exit to the rest of the level. If anyone enters Vault
of the Worlds (Room 63) without possessing a
Termaxian passkey (see Appendix A, New Magic
Items, p. 325), the two statues slowly begin to
move along their tracks; statue a to block the door
to the Passageway (Room 60) and statue b to
block the door to the Ghoul Lair (Room 48). It
takes ve rounds for the statues to block the doors.
Once begun, the statues movement can only be
stopped by destroying them, and once in position,
the statues will not move again unless a passkey is
displayed within 5 feet of them. If 200 or more
points of damage are dealt to a statue, it falls apart,
opening the way out of the room.
63. Vault of the Worlds
Various shelves and cases adorn the walls of this
room. These contain valuables brought through
the portals from other worlds and placed here for
safekeeping. These treasures include: 700 sp, 600
gp, one piece of lapis lazuli (50 gp), a silver necklace
(10 gp), a demonic idol of Arach-Nacha (1,600 gp),
a gold ring (800 gp), a war hammer +1, and a potion
of heroism. The coins are all of various sizes and
shapes, bearing the likenesses of kings and gods
unrecognizable to even the wisest Tellurian sages.
The treasure is guarded by a pair of animated
iron statues who attack any intruders lacking a
Termaxian passkey (see Appendix A, New Magic
Items, p. 325).
Animated iron statues (2) [AL N, MV 30
(10), AC 4, HD 4, HP 23, 22 #AT 2, DG
1d8/1d8, SV F4, ML 11]
64. Alchemists Door Terminus
When the Alchemists Door on the stairway up
to the Red Doors is active, the portal it opens leads
to this room. It was from here that the Termaxian
cultists now in control of The Manufactory (Level
6B) and The Deep Hollows (Level 7) entered Dwim-
mermount two months ago. There is no way to open
the portal from inside, and it functions only during
the Triple Conjunction of Kythirea, Areon, and Ioun
in any event. See Chapter 6, Overview of the Dungeon
(p. 69), for more details on the Alchemists Door
and other entrances to Dwimmermount.
Lying on the oor is a silk bag containing 300
gp. The coins within were recently minted in Adamas.
65. The Skullmural
This chamber is empty, save for a tattered red
curtain, which covers the entirety of the west wall.
Behind the curtain is a strange carving of a skull.
The carving is, in fact, a skullmural (see Appendix
C, New Monsters, p. 352) that will attack when
characters investigate it or turn their back to it. In
either case it will gain surprise.
Skullmural [AL N, MV 30 (10), AC 6, HD
3, HP 18 #AT 1, DG 1d6, SV F3, ML 10]
Once slain, the skullmural disgorges a gold me-
dallion worth 1,000 gp.
Overview of The Reservoir
B
Y THE LATE SECOND
Era, the action of the as-
tral dome below Dwim-
mermount had drawn so
much azoth down from
the quintessence of space
that the construction of a
vast underground cistern became necessary to
contain it. The Reservoir was built around a
series of pre-existing limestone caverns located
mid-way between the peak and the astral dome.
Using the Great Ancients magical technology,
vast quantities of stone were dematerialized to
excavate space of the desired dimensions, re-
sulting in hewn areas of sheer smoothness and
awless geometry. Adamantine steel hatches,
capable of being sealed against azoth, were
installed between the rooms and corridors, and
vitreum radiance panels were placed every ten
feet to illuminate the level.
In the centuries since, much of this construction
has been damaged or destroyed. As the fountain-
head of azoth on Telluria, The Reservoir has been
a battleeld each time the rulership of Dwimmer-
mount has been contested. The original construc-
tion is still evident in the Control Room (Room
3), Pump Room (Room 7), Engineering Room
(Room 9), Power Generator (Room 10), Strange
Storeroom (Room 18), Observation Room (Room
29), Distillation Room (Room 35), and Arcane
Library (Room 37). Much of the rest of the level
is of Eld, Thulian, or Termaxian construction.
WANDERING MONSTERS OF THE RESERVOIR
Die Roll Monster
1 Throghrin (1-6)
2 Ochre Jelly (1)
3 Giant Ticks (1-8)
4 Eldritch Bones (3-12)
5 Doppelgangers (1-6)
6 Shadows (1-6)
7 Ranine (1-8)
8 Hobgoblins (1-6)
9 Carcass Scavengers (1-3)
10 NPC Party (5-8)
11 Wererats (1-6)
12 Gray Ooze (1)
see Appendix C, New Monsters, p. 331
The Reservoir
12
CHAPTER
Level
3B
LEVEL 3B
Chapter
12
170
1. Dry Fountain
In the south-west corner of this room is a tall
fountain constructed of white alabaster. The foun-
tains surface is decorated with arcane symbols,
while the fountains basin is visibly discolored,
being darker, almost blackish, in places. Covering
the basin is a vitreum canopy.
At present, the fountain is not working. If the
Power Generator (Room 10) is turned on, the
fountain can be activated from the Control Room
(Room 3). If activated, the fountain begins to
circulate azoth. The vitreum canopy covering the
fountain protects spectators from being splashed
by the toxic quintessence, but equally prevents them
from gathering it. The hemisphere is immune to
damage from weapons and similar physical attacks,
but if it takes more than 50 points of damage from
spells or magical effects, the material will shatter
and allow direct access to the fountain itself. 7
gallons of azoth can then be collected per minute,
up to a maximum of 1,200 gallons, although this
can only be safely done by a character in an envi-
ronment suit. See Appendix F, Azoth (p. 377), for
more details on the properties of azoth.
The areonite pipes that feed the fountain are too
small for humanoid creatures to traverse, and high-
ly toxic besides. If the characters somehow get into
the azoth pipes themselves (e.g. by diminution),
see Chapter 6, Overview of the Dungeon, p. 75,
for details on where they might travel.
The room is currently occupied by four throghrin,
who guard the steps from Rukruks Throne Room
(Room 34) on The Reliquary (Level 2B) from in-
terlopers on this level.
Throghrin (4) [AL C, MV 120 (40), AC 6,
HD 3, HP 13, 12 (2), 10, #AT 1, DG 1d8
(battle axes), SV F3, ML 10]
The throghrin keep a chest containing 3,000 sp
near the steps. If hard-pressed by attackers from this
level, the throghrin will abandon this treasure and
retreat upstairs, hoping the chest will distract intrud-
ers long enough for them to gather reinforcements.
2. Foyer
All of the entrances to this room are areonite
doors with wave-like engravings. The walls of this
large chamber are covered in mosaics that have been
severely defaced, making it difcult to ascertain what
they once depicted. A careful examination of the
mosaics (requiring 1 turn) reveals that they were
once maps, perhaps of this very level. Unfortunate-
ly, only a very small section remains unscathed,
showing the relative locations of the Foyer, Fungal
Grove, Preparation Room, Ruined Chamber, Engi-
neering Room, Power Generator, Boneyard, and
Azoth Spillage (Rooms 2, 4, 5, 8, 9, 10, 11, and 34
respectively). The names and contents of these rooms
are not depicted in the mosaics.
3. Control Room
The door to this room is locked, and its key
long since lost. The room contains a series of
controls that operate three devices in nearby
roomsthe circulation system for the Dry Foun-
tain (Room 1), the extraction pipes in the Pump
Room (Room 7), and the distiller in the Distilla-
tion Room (Room 35). The controls, a complex
array of resin dials, switches, and buttons set in a
vitreum panel, cannot be operated without an
engineers control rod (see Appendix A, New Mag-
ic Items, p. 318), several of which can be found
throughout this level. The controls also require
power to function, which will be restored if the
Power Generator (Room 10) is activated.
4. Fungal Grove
Nearly the entirety of this room is lled with
strange silvery-black mushrooms of unnatural size,
varying in height from a few inches to nearly three
feet tall. All creatures that enter the room must
succeed in a saving throw versus Poison or fall into
a deep slumber from which they cannot be awakened
unless removed from the grove. Sleeping creatures
gradually die of dehydration and starvation, and
the fungal grove feeds on the remains.
Located amongst the fungi are several items: a
backpack containing 700 sp, a sack containing 60
gp, and an engineers control rod (see Appendix A,
New Magic Items, p. 318).
5. Preparation Room
In the center of the room stands a steel table with
some blackish stains on its top. The walls of the room
are lined with steel shelves on the western side and upright
steel lockers on the eastern side. All of the shelves, and
most of the lockers, are now empty, but three lockers
contain heavy silvery-gray suits, along with gloves and
boots made from the same material, and ceramic helmets
that t on top of the suits. These are environment suits
(see Appendix A, New Magic Items, p. 318), which
grant immunity to certain adverse effects encountered
throughout the dungeon, such as the azoth found in
the nearby caverns (Rooms 45-50).
The door to the Entry Cavern (Room 50) is a
magically sealed adamantine steel hatch. It can only
be opened from the Reservoir Control room (Room
44) or with a knock spell. The secret door to the
Secret Shrine (Room 6) is at the back of one of the
metal lockers.
THE RESERVOIR
Level
3B
171
6. Secret Shrine
A 10 foot tall iron statue of a man in strange
plated armor stands at the center of this room. The
man wears a helmet that completely covers his face.
In his right hand is an ornate lantern that can only
be removed by a Lawful clericanyone else who
attempts to touch it, let alone remove it, takes 3d6
damage without any possibility of a saving throw.
The lantern is an iron lantern (see Appendix A, New
Magic Items, p. 321) with a single unused lens.
The most knowledgeable of sages could possibly
identify the statue as of the Iron God, an Empyrean
worshipped as a divinity at certain periods in Tellurias
history, but most characters will be ignorant of the
existence of this being, let alone able to identify it.
7. Pump Room
The oor of this large, circular room is polluted
with stains of silver, black, and ochre, perhaps a resi-
due from the numerous large nephelite pipes run
between the walls and oor. The pipes are silent and
empty of uid, unless the power for the entire level
has been restored by the Power Generator (Room 10)
and the pipes have been activated in the Control Room
(Room 3). If active, the pipes vibrate and rattle loud-
ly, and several of them leak slightly, dripping azoth
onto the oor, where it leaves a silvery-black stain
before seeping into the stone. When the Pump Room
is activated, the azoth levels in the Entry Caverns
(Rooms 45 and 50) can be raised or lowered at the
Reservoir Control (Room 44). As elsewhere in the
dungeon, the azoth pipes are too small for humanoid
creatures to traverse, and highly toxic besides, but
Chapter 6, Overview of the Dungeon (p. 75), has
details on where they might travel.
The ochre stain in this room is actually an ochre
jelly, which will attack any characters who approach.
Ochre Jelly (1) [AL N, MV 30 (10), AC 8, HD
5, HP 30, #AT 1, DG 2d6, SV F3, ML 12]
The secret door to the west is concealed as a
cluster of pipes with a small steel hatch wheel. Turn-
ing the wheel will open the corridor to the Obser-
vation Room (Room 29).
LEVEL 3B
Chapter
12
172
8. Ruined Chamber
Rubble litters this large room, particularly in the
southwest corner, where the oor has collapsed,
opening a one foot wide gap through which vermin
can easily enter. Among the vermin to do so are
eight giant ticks (see Appendix C, New Monsters,
p. 357), which hungrily attack any living creatures
that come into the chamber.
Giant Ticks (8) [AL N, MV 30 (10), AC 3,
HD 2, HP 13, 10, 9 (2), 7, 6, 5, 4, #AT 1,
DG 1d4 + blood drain, SV F2, ML 8]
Hidden amongst the rubble is a coffer contain-
ing 90 gp and a gold earring worth 300 gp.
9. Engineering Room
The doors to this room are adamantine steel
hatches. Within, shelves and cabinets of alchemists
resin line the walls. The shelves are empty, but
several of the cabinets contain sheaves of paper that
disintegrate upon being touched. Beneath one of
these piles of paper is an engineers control rod (see
Appendix A, New Magic Items, p. 318).
10. Power Generator
The doors to this room are adamantine steel
hatches. Inside, a large collection of rectangular
nephelite devices occupy the center of the room,
connected to one another by a series of orichalcum
cords and wires. The devices are bedecked with a
confusing assortment of resin buttons and switch-
es. Attempting to use these buttons and switches
correctly requires an ability check versus INT. A
successful check restores power to all of the levels
machinery in the following rooms: the Dry Foun-
tain (Room 1), the Control Room (Room 3), the
Portal Room (Room 15), the Observation Room
(Room 29), the Distillation Room (Room 35) and
the Arcane Library (Room 37).
Failure results in one of the following conse-
quences (roll 1d4):
1. Minor electrical shock (1d4 damage)
2. Electrical Shock (2d4 damage)
3. Major electrical shock (4d4 damage)
4. Generator circuit damaged; will no longer
restore power to one random room
11. Boneyard
The western half of this room is lled with rub-
ble, making entry from the Preparation Room
(Room 5) difcult as the door has effectively stuck.
Scattered amidst the rubble are bones carved
from a silvery-black metal. These are in fact twelve
eldritch bones (see Appendix C, New Monsters, p.
339) that attack anyone who enters the room from
any direction.
Eldritch Bones (12) [AL N, MV 90 (30), AC
5, HD 1+1, HP 9, 8 (3), 7 (2), 5, 4, 3 (2),
2 (2), #AT 1, DG 1d6+1, SV F1, ML 12]
12. False Friends
Within this chamber are three doppelgangers
from Areon. They have temporarily assumed the
form of dwarves, and introduce themselves to any
intelligent creatures that enter this room as Getvar,
Kelrak, and Tholad. The doppelgangers explain
they are seeking an engineers control rod (see Ap-
pendix A, New Magic Items, p. 318), so that they
can activate one of the portals in the Portal Room
(Room 15) to escape to the surface. Provided that
the characters are willing to aid them in this request,
the doppelgangers will behave in a trustworthy
fashion. If met with refusal, suspicion, or resistance,
or if the characters approach Room 13, the dop-
pelgangers will attack.
Doppelgangers (3) [AL C, MV 90 (30), AC
5, HD 4, HP 18, 15, 11, #AT 1, DG 1d6+1,
SV F1, ML 12]
13. Hiding the Evidence
Inside this room are the bodies of three dwarves
slain by the doppelgangers next door (Room 12)
and whose identities they assumed. The dwarves
came via the Portal Room (Room 15) from The
Manufactory (Level 6B) and ironically, possessed
the engineers control rod (see Appendix A, New
Magic Items, p. 318) that the doppelgangers seek.
However, the rod the dwarves held is built into the
cross guard of an otherwise ordinary short sword,
making its presence less than obvious. The dwarves
carried 300 pp on their persons, in addition to a
potion of growth, an amethyst worth 750 gp, a
chrysoprase worth 100 gp, a jasper worth 100 gp,
and an adamantine steel shield +1. The dwarves
wear chain mail and have short swords, all of which
is still are in usable condition.
THE RESERVOIR
Level
3B
173
14. Barracks
Wooden beds sufcient to house two dozen can
be found in this room, along with footlockers and
other small containers. Except for dust, the cham-
ber is in remarkably good shape, showing very
little damage or wear. Despite this, all but one of
the footlockers has already been looted. One re-
mains locked and it contains 50 gp and a pearl-stud-
ded brass ring worth 100 gp.
A door to the Secret Space (Room 19) is concealed
behind a sliding block of stone in the west wall.
15. Portal Room
The ceiling to this large circular room is domed
and decorated with an artistic representation of the
world of Telluria, with Dwimmermount located at its
center. In the middle of the room itself are three
archways with stone doors set into them. The three
archways are portals to different levels of the dungeon.
Each portal requires an engineers control rod (see
318, p. 318), to activate. When a rod is brought
within a few inches of a portal, the door set into it
fades away, replaced by a swirling silver-grey mist that
remains open for one turn. During that time, char-
acters can pass both ways through the portal, i.e. to
the bottom of the Staircase and then back to the
Portal Room. However, the portal can only be acti-
vated from the Portal Room.
Portal #1 leads to the Entrance Chamber (Room
1) on The Path of Mavors (Level 1), just inside the
Red Doors.
Portal #2 leads to the bottom of the Staircase
(Room 1) on The Ossuaries (Level 6A).
Portal #3 leads to an empty chamber containing a
Dead Dwarf (Room 10) on The Manufactory (Level 6B).
16. Sanctum of Tenen
Eight heavy basalt pillars hold up the vaulted
ceiling of this chamber. The southern portion of
the room is obscured by a large blue curtain, while
the northern apse is dominated by a large basalt
statue of the god Tenen, appearing as a short, almost
dwarf-like gure carrying tools. Interestingly, his
head has not been replaced by that of Turms Termax.
This is because the statue is in fact animated, and
springs to life to attack anyone who pulls back the
curtain in the southern portion of the room.
Stone Statue (1) [AL N, MV 60 (20), AC 4,
HD 5, HP 29, #AT 2, DG 2d6/2d6, SV F5,
ML 11]
Past the curtains is a staircase that descends to
Entry Room (Room 1) of The Halls of Lesser
Secrets (Level 4).
17. Statue of Tenen
Another statue of the Thulian deity Tenen can
be found in this room. This time though, his head
has been replaced with that of Turms Termax, quite
noticeably so, in fact, since it is made from a differ-
ent type and color of stone. If the head is removed
and replaced with an appropriate oneincluding
that from the statue in the Sanctum of Tenen (Room
16)the character doing so gains the Blessing of
Tenen. This is the one-time ability to cast dimension
door as per the magic-user spell of the same name.
See Chapter 6, Overview of the Dungeon (p. 73),
for more information on boons from the gods.
A door to the Secret Space (Room 19) is concealed
behind a sliding block of stone in the east wall.
18. Strange Storeroom
The door to this room is made of frosted vitreum.
The entirety of this room consists of resin shelves.
The shelves are littered with literally hundreds of
silvery metal plates, each about one foot in diameter.
These plates are knowledge records (see Appendix A,
New Magic Items, p. 321), a type of storage media
for use with arcane machines found in the Arcane
Library (Room 37). Also present in the room are
three shadows, who attack anyone who enters the
room without a Termaxian passkey (see Appendix
A, New Magic Items, p. 325) in their possession.
Shadows (3) [AL C, MV 90 (30), AC 7, HD
2+2, HP 16, 10, 7, #AT 1, DG 1d4 + strength
drain, SV F2, ML 12]
19. Secret Space
This large room is almost entirely empty, except
for some straw mats, a blood stain on the ground,
and a discarded leather sack. The sack is in fact a
bag of holding, inside of which can be found 2,000
sp, 700 gp, and a small bag. The small bag contains
20 sp, 7 gp, and a tiny leather pouch. The tiny
leather pouch holds a sprinkling of silver and gold
dust and a piece of leather.
The exits to the Barracks (Room 14) and Statue
of Tenen (Room 17) are not concealed from with-
in this room.
LEVEL 3B
Chapter
12
174
20. Bloodsuckers
The door to this chamber from the room with
the Statue of Tenen (Room 17) has been shattered,
which has enabled seven giant ticks (see Appendix
C, New Monsters, p. 357) to take up residence
here. The ticks attack anyone who enters.
Giant Ticks (7) [AL N, MV 30 (10), AC 3,
HD 2, HP 12, 10, 8 (3), 6, 5, #AT 1, DG
1d4 + blood drain, SV F2, ML 8]
21. Despoiled Room
Four marble pillars support the vaulted ceiling
of this room. Against the southern wall is a torn
and tattered tapestry made from silvery-black silk
decorated with geometric designs. The bare walls
and the ceiling have all been covered with strange
shapes drawn in phosphorescent paint, which catch
the light of any torches or lanterns. Continuous
viewing of the symbols for more than 6 rounds
requires that the viewer make a successful saving
throw versus Spells or be aficted with a powerful
suggestion to fall down and worship the statue at
the eastern end of the room. The suggestion lasts
only 1 turn and can be removed with dispel magic,
remove curse, and similar spells and magical effects.
When those aficted by the suggestion break free
of its inuence, they have the name Tsath-Dagon
on their lips, but remember nothing else. The stat-
ue itself is crudely carved from scorched wood and
looks vaguely like a wide-mouthed, toad-like being.
22. Altar of Evil
A black basalt altar anked by two pillars made
from the same material is located at the northern
end of this room. The altar has been damaged, with
much of its ornamentation broken off, giving the
altar a rough-hewn appearance it did not original-
ly possess. The altar radiates evil for the purposes
of spells like detect evil. Any Chaotic-aligned char-
acter who touches the altar is healed 1d4 points of
damage, or 1d6 points of damage if a cultist (no
more than once per day). Any Lawful-aligned char-
acter who touches it takes 1d4 points of damage
(no save), or 1d6 points if a cleric. However, a
Lawful cleric can become a Chaotic cultist by re-
nouncing his faith and making a blood offering at
the altar here (see Chapter 3, Adventuring in Dwim-
mermount, p. 36).
23. Ranine Scouts
Ten ranine (see Appendix C, New Monsters, p.
349) are currently scouting this location. If events
turn against them, they rst attempt to raise the
alarm and alert their brethren in the Ofce (Room
24) to come to their aid. Otherwise, they will retreat
toward the Stairway (Room 26) and thence The
Halls of Lesser Secrets (Level 4).
Ranine (10) [AL C, MV 90 (30)/120 (40)
swim, AC 4, HD 2, HP 13, 12 (2), 11 (2),
9, 8, 6, 4 (2), #AT 3, DG 1d6/1d6/1d4 +
paralysis, SV F2, ML 9]
The ranine have not found the secret door to
the Secret Treasury (Room 27), which is concealed
as a sliding section of stone in the west wall.
24. Office
Four ranine (see Appendix C, New Monsters, p.
349), one of them a cultist, are ransacking this
room, looking for anything valuable. The room is
furnished with a heavy wooden desk, a chair, and
some brass cabinets, none of which contain anything
of much interest to either the ranine or the characters.
Ranine (3) [AL C, MV 90 (30)/120 (40)
swim, AC 4, HD 2, HP 10, 7 (x2), #AT 3,
DG 1d6/1d6/1d4 + paralysis, SV F2, ML 9]
Ranine Cultist (1) [AL C, MV 90 (30)/120
(40) swim, AC 4, HD 3, HP 17, #AT 3, DG
1d6/1d6/1d4 + paralysis, SV C3, ML 10]
Spells: 1-cause light wounds, protection
from good
25. Latrine
There are several non-working toilets in this small
chamber, along with similarly non-functional water
basins. The room has a musty smell, but there is no
evidence of any kind of mold present in the place. A
tattered and grossly stained codex litters the oor
near the toilets; judging from its obscene illustrations,
it seems to be a religious tract of an erotic mystery
cult. The codex would be worth 250 gp to a collec-
tor, but Paladins and Clerics who read it must make
a successful saving throw versus Spells or lose 500
XP from the corrupting material.
Hidden inside one of the toilets is a vial contain-
ing a blackish liquid that is in fact a potion of human
control.
There are pipes connecting the toilets to the
wall, but they are too narrow to allow even the
smallest humanoid-shaped creatures to enter them.
Normal rats, insects, or a character affected by
diminution might pass through them, however; see
Chapter 6, Overview of the Dungeon (p. 74), for
details on traversing the water pipes if necessary.
THE RESERVOIR
Level
3B
175
26. Stairway
The way down to Room 6 of The Halls of Less-
er Secrets (Level 4) can be found in this marble-pil-
lared chamber, which is currently occupied by eight
ranine (see Appendix C, New Monsters, p. 349),
one of them a 4 HD cultist.
Ranine (6) [AL C, MV 90 (30)/120 (40)
swim, AC 4, HD 2, HP 13, 9, 6, 3, 2 #AT 3,
DG 1d6/1d6/1d4 + paralysis, SV F2, ML 9]
Ranine (1) [AL C, MV 90 (30)/120 (40)
swim, AC 4, HD 2, HP 14, #AT 3, DG
1d6/1d6/1d4 + paralysis or 1d6+2 (hand axe
+2), SV F2, ML 9]
Ranine Cultist (1) [AL C, MV 90 (30)/120
(40) swim, AC 4, HD 4, HP 26, #AT 3, DG
1d6/1d6/1d4 + paralysis, SV C4, ML 10]
Spells: 1-cause fear, darkness; 2-hold person,
silence 15 radius
The ranine have collected a small hoard consist-
ing of 4,000 gp, a potion of gaseous form, a potion
of undead control, and a scroll of detect invisible.
27. Secret Treasury
This room is accessed by one of two secret doors,
each a sliding section of stone paneling. Hidden
within the secret treasury are two chests and a
coffer. One chest contains 4,000 sp; another con-
tains 1,200 gp and cursed sword -1. The cursed sword
is a Thulian gladius with a bronze hilt and adaman-
tine steel blade, heavily notched as if from frequent
use. The coffer contains a scroll with web and knock.
28. Pillared Chamber
Ornately carved marble pillars are found in this
room, whose walls are decorated with frescoes
depicting magicians engaged in all manner of sor-
cery. A staircase here ascends to the Stairway (Room
35) on The Reliquary (Level 2B). The staircase is
currently guarded by ve throghrin. Another two
throghrin are on duty on the Stairway (Room 35)
above; these can reinforce their brethren below or
cover their retreat, as necessary.
Throghrin (5) [AL C, MV 120 (40), AC 6,
HD 3, HP 17, 16, 15, 5, #AT 1, DG 1d8
(long swords), SV F3, ML 10]
The secret door to the Observation
Room (Room 29) is a sliding section
of stone wall opened by stepping on
a pressure plate adjacent to the south-
east pillar.
29. Observation Room
The center of this room is domi-
nated by a large machine made of
alchemists resin and nephelite, con-
nected to a series of 16 similar but
smaller machines arranged around it.
Each of the smaller machines features
an opaque vitreum view screen over
an arrangement of resin buttons and
switches.
When activated, the view screens
allow their users to safely and secret-
ly observe many of the other rooms
on this level. To activate the view
screens, power must rst be restored
to the level by the Power Generator
(Room 10). Then the observation
power regulator (the large machine
at the center of this room) must be
turned on. Doing so takes 1 turn and
requires a successful ability check
versus INT. If a character fails this
Intelligence check, he takes 1d6 shock
damage (no saving throw).
LEVEL 3B
Chapter
12
176
Once power is owing from the Power Gener-
ator and the observation power regulator is turned
on, characters can then turn on the view screens
by using an engineers control rod (see Appendix A,
New Magic Items, p. 318). Each of the 16 view
screens monitors a different room: Dry Fountain
(Room 1), Portal Room (Room 15), Sanctum of
Tenen (Room 16), Despoiled Room (Room 21),
Stairway (Room 26), Pillared Chamber (Room 28),
Barracks (Room 32), Checkpoint (Room 36), Ar-
cane Library (Room 37), Reservoir Control (Room
44), and each of the caverns (Rooms 45-50).
When activated, the view screens normally pro-
vide an accurate but ordinary view of whatever is
happening in the rooms they monitor. However, if
there is no light source in the observed room, then
the view screen will provide a view of the room as
if seen through infravision (such that warm or
living things will appear in tones of red, yellow,
and blue, while cool things will be gray and very
cold things black). The screens never reveal the
presence of magic, invisibility, or other special ef-
fects, nor can such effects be cast through the view
screens
30. Recreation Area
There are several broken wooden tables and many
more broken chairs in this room, creating a morass
of debris. Nothing is of any value.
31. Armory
Wooden racks and metal shelves ll this room,
most of which are now empty. However, a few items
remain that may be of interest. They include two
sets of Thulian chain (see Appendix A, New Magic
Items, p. 325), four shields, two long swords, and
ve maces. There is also a crossbow with a quiver
of 20 bolts, one of which is actually a rebolt (See
Appendix A, New Magic Items, p. 319).
The secret door to the Secret Treasury (Room
27) is concealed behind a large, empty weapon rack
in the east wall.
32. Barracks
This former barracks area is completely empty
of any physical objects except dust and some splin-
tered wood. Any character who enters the room
must make an ability check versus WIS. Those
who fail will see a shadowy echoes of what this
room looked like during its heydaya well-fur-
nished barracks with several soldiers, who imme-
diately attack!
There will be two shadowy soldiers for every
character who fails his Wisdom check, and they will
ght until either they are defeated or their targets
are slain, going so far as to pursue characters who
leave the Barracks. Characters who succeed at their
Wisdom check cannot aid those who failed, as they
cannot see or interact with the shadowy echoes of
the past.
Shadowy Soldiers (Varies) [AL C, MV 120
(40), AC 3, HD 2, HP 9 each #AT 1, DG
1d6+1, SV F2, ML 12]
At the time that the Barracks was built, the
secret door to the Hidden Room (Room 33) was
an ordinary doorway. As such, the existence of a
door there will be immediately apparent to any
characters who see the shadowy echoes of the rooms
past. Those who succeed in the Wisdom check see
only stone paneling, but can nd the door through
the usual means.
33. Hidden Room
Secreted within this hidden vault are two chests.
The rst chest has a lock with a poison need (save
versus Poison or die if triggered). It contains 900
gp and a chime of opening. The second chest is
unlocked, and contains 6,000 sp.
34. Azoth Spillage
There are four upright vitreum pipes in this
room, each about 5 feet in diameter and reaching
from the oor to the ceiling. All but one of the
pipes has cracked, allowing azoth to spill into the
room. Most of the azoth has long since seeped into
the stone oor, staining it a silvery-black color, but
small puddles of it can be found here and there.
See Appendix F, Azoth (p. 377), for details on the
effects of azoth.
Hovering in the room are ve jellysh plants
(see Appendix C, New Monsters, p. 343), which
will attack any intruders.
Jellysh Plants (5) [AL N, MV 20 (6)/50
(16) ying, AC 9, HD 3, HP 21, 19, 17, 14,
13, #AT 1, DG 1d6 + paralysis, SV F3, ML 8]
After the jellysh plants are slain, the azoth in
the room can be collected (4 gallons total) and the
pipes investigated. The pipes connect to other sec-
tions of the dungeon, but they rapidly narrow above
and below the room, making passage by humanoid
creatures impossible. If the characters somehow
shrink to a sufciently small size and have protection
from azoth, see Chapter 6, Overview of the Dungeon,
p. 75, for details on where they might travel.
THE RESERVOIR
Level
3B
177
35. Distillation Room
A large nephelite cylinder festooned with ada-
mantine steel pipes, resin tubing, and orichalcum
valves occupies the center of this room. This is an
azoth distiller. The distiller will not function until
the characters have rst restored power in the Pow-
er Generator (Room 10) and activated the Distil-
lation Room in the Control Room (Room 3).
Once functional the distiller can be used to rene
raw azoth into a variety of azoth products. To use
the distiller, a character need only pour 36 ounces
of raw azoth into its still pot, wait 1d6 hours, and
then collect the distillate substance from the receiv-
ing ask. While the machine could at one time be
calibrated to safely produce specic rened substanc-
es, age and abuse have left it damaged and unpre-
dictable. Each time the distiller is used, roll 1d10:
1-3. 1 ounce of poison (make a saving throw
versus Poison at 2 or die) is produced.
4-5. 1 ounce of rened azoth is produced.
6-7. 1 ounce of panchrest is produced.
8. 1 ounce of sovereign glue is produced.
9. 1 ounce of universal solvent is produced.
10. 1 ounce of alkahest is produced.
Information on azoth and the miraculous sub-
stances made from it can be found in Appendix F,
p. 378-380.
36. Checkpoint
Two bronze statues of Turms Termax face one
another at the narrowest portion of this room. Pro-
jected between them is a wall of force that separates
the room into two halves, a and b. The wall of
force is impenetrable to all matter and energy. Getting
past the wall of force requires coordinated action by
two individuals with engineers control rods (see Ap-
pendix A, New Magic Items, p. 318). The statues
are on pivoting stands, and can be turned to face a
or b by any character with Strength 12 or more.
When both statues are turned to face b and a char-
acter with an engineers control rod approaches with-
in a foot of them, he will be teleported to area b.
Then one of the statues must be pivoted to face a
while a second character with a control rod approach-
es within one foot. After that, the wall dissipates for
6 turns before the statues reset and the wall reacti-
vates. If both of the statues are pivoted to face a, the
wall of force will not dissipate; instead the character
approaching the statues with a control rod will be
teleported to area a.
37. Arcane Library
The door to this room is made of frosted vitre-
um. Inside, this four-pillared chamber houses nu-
merous pieces of ancient machinery that function
as a repository of information. The machinery, made
of nephelite and orichalcum, is both complex and
faulty, but it nevertheless will still function once
power has been restored at the Power Generator
(Room 10). At the center of the machinery is a large
circular table with a depression that matches the
size and shape of the knowledge records (see Appen-
dix A, New Magic Items, p. 321) found in the
Strange Storeroom (Room 18). Placing a knowledge
record on the depression and using an engineers
control rod (see Appendix A, New Magic Items, p.
318), will activate the machines, which grab the
disk and read it through mechanical means. A few
moments later, a disembodied voice will recite a
random piece of information about the world before
going silent. The voice speaks High Thulian. Ad-
ditional information can be elicited with further
use of the engineers control rod; alternatively the
user can erase the information and record his own
voice onto the knowledge record.
Precisely what information the library can impart
is left to the referee to decide, since it has the po-
tential to upset a campaign if used too liberally. In
general, the librarys information is at least 200
years out of date when pertaining to anything
outside Dwimmermount. Likewise, much of its
information about controversial subjects, such as
the gods and worlds beyond Telluria, is heavily
colored by Termaxian perspectives and is thus not
wholly reliable. See the accompanying sidebar for
a recommended list of numbered facts that the
knowledge records might reveal.
38. Azoth Storage
More than two dozen adamantine steel drums
can be found in this room. All are empty except one,
however. The one that remains full holds 40 gallons
of raw azoth (approximately 5,000 ounces). See
Appendix F, Azoth (p. 377), for details on azoth.
39. Chamber of the Pyramid
A large pyramid made of azoth-infused hepati-
zon dominates this room. The surfaces of the pyr-
amid are smooth and devoid of any kind of delib-
erate markings, but are everywhere marred by what
appear to be nicks and scratches. Any metal weap-
on struck against the pyramid has a chance equal
to 10% times the level of the character wielding it
of gaining a temporary boon, the Blessing of the
Pyramid, which confers a +1 bonus to hit and dam-
age for 1d6 days. This boon affects non-magical
Room 37: Characters
listening to recitals from
the knowledge records
have a 10% chance each
hour of learning one of
the following numbered
facts: 2-2, 2-3, 2-9, 3-3,
3-5, 3-11, 4-9, 5-4, 5-5,
5-6, 5-7, 5-10, 5-11,
5-12, 5-16, 5-17, 5-18.
LEVEL 3B
Chapter
12
178
and magical weapons equally, though magical weap-
ons have a 10% chance per strike of permanently
losing their potency. Once a boon is gained (or
lost), that particular weapon can never again be
affected by the pyramids power.
40. Vestibule
Wooden shelves and cabinets line the walls of
this room. Most of these are empty, but a dozen
still hold what look to be wizards robes made of
thin gray material. These are dwimmersilk garments
(see Appendix A, New Magic Items, p. 318). Inside
the pocket of one of these robes is a bone scroll
tube containing a scroll with the following spells:
read languages, levitate, and haste.
At the north end of the Vestibule, a staircase
ascends to the Stairway (Room 70) of The Reliquary
(Level 2B).
41. White Room
A tattered gray curtain runs along the western
wall of this room. The curtain is the only thing
herein that is not white: Everything else, including
the scarab-shaped altar at the southern end of the
room, is made from a polished and highly reective
white stone. If a light source is brought into the
room, it will reect off these white surfaces so bright-
ly that everyone in the room must make a successful
saving throw versus Spells or be blinded for 2d6
turns. Should a character blinded in this way then
approach the altar, he will sense that he can commune
(as the spell) with Mag-Kargne, the Demon Prince
of Beetles. The opportunity to commune lasts only
while in this room and while the character is blind-
ed. Once either of these conditions is no longer
present, the effect fades. No character can commune
with Mag-Kargne more than once per week by means
of the altar, and each time the character communes
with Mag-Kargne, there is a cumulative 10% chance
that the blindness is permanent.
THE RESERVOIR
Level
3B
179
42. Wererat Defenders
Guarding this room are six wererats. While evil,
the creatures are desperate for allies in their factions
ongoing war with the minotaurs in The Halls of
Lesser Secrets (Level 4). They will offer to guide the
characters to Level 4 safely in exchange for a prom-
ise of aid in defeating the minotaurs. Should their
offer be accepted, the wererats will take the charac-
ters to the Passageway (Room 43) and from there
to their lair. The wererats will not necessarily attack
should this offer be refused, but will in no case allow
anyone to approach Room 43 without a ght. See
Factions in the Dungeon, p. 94, for details on the
war between the wererats and the minotaurs.
Wererats (6) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 22, 18, 14, 13, 11, 8, #AT 1, DG
1d6 + paralysis, SV F3, ML 8]
43. Passageway
This chamber was once a storage area of some
sort, but it is now in ruins. A large portion of the
oor in the northern section of the room has fallen
away, revealing a tunnel descending downward into
the Wererat Lair (Room 42) on The Halls of Less-
er Secrets (Level 4). The wererats will lead anyone
agreeing to aid them against the minotaurs down
this tunnel.
44. Reservoir Control
A statue of Turms Termax, his arms pointing
east and west, greets anyone who enters this room.
The statues arms are movable. If the Pump Room
(Room 7) is active, moving the statues arms will
affect the azoth levels in the caverns to the east
(Rooms 45-50). If his left arm is lowered, the azoth
levels in the Entry Cavern (Room 50) recede to the
level of the dotted line on the map. If his right arm
is lowered, the same happens to the other Entry
Cavern (Room 45).
Control panels cover the north walls to either
side of Turms, but virtually all are non-functional.
There are two control panels which still work. If a
character possesses an engineers control rod (see
Appendix A, New Magic Items, p. 318), the con-
trols in the west area (a on the map) can be used
to open the secret door in this room which leads
to Entry Cavern (Room 45), while the controls in
the east area (b on the map) can be used to unlock
the door in the Preparation Room (Room 5) which
leads to the Entry Cavern (Room 50).
The secret door here can be detected in the usu-
al manner, but it cannot be opened except by using
the controls in the west area, or with a knock spell.
45. Entry Cavern
If characters enter without lowering the reservoir
level, they will nd that this natural cavern serves
as a reservoir for around 230,000 gallons of azoth.
The azoth spills inward as far as the tunnel to the
Reservoir Control (Room 44) itself, but the depth
of the azoth there is initially quite shallow, a mere
slick. As the cavern oor descends, the depth of the
azoth reservoir also grows gradually deeper, reach-
ing a maximum depth of 20 feet at the dotted line
on the map. The caverns ceiling is about 20 feet
above the surface of the azoth.
If characters enter this room after lowering the
reservoir level, then the azoth will have receded to
the dotted line on the map, where it is a mere inch-
es deep. Where the azoth once pooled is revealed a
set of natural stone terraces that descend into the
cavern to a depth of 10 feet. Past the terraces, the
cavern oor slopes downward to the east, descend-
ing another 10 feet by the time it reaches the dotted
line on the map. At that point the caverns ceiling is
about 40 feet above the oor of the cavern.
If characters search beneath the azoth, or if the
levels of azoth have receded, they will nd a small,
smoky crystal, silver-black in color. This is a crystal
of controlling quintelementals (see Appendix A, New
Magic Items, p. 318). Azoth is quite hazardous
unless those entering it are adequately protected
(see Appendix F, Azoth, p. 377.
46. Central Cavern
When the azoth level is normal, this cavern contains
around 1.25 million gallons of azoth. The reservoir
is about 20 feet deep at the dotted line on the map.
The cavern oor slopes downward east of the dotted
line, such that the depth of the azoth reservoir also
grows deeper, reaching a maximum depth of 40 feet
in the rooms center. The ceiling of the cavern is about
20 feet above the surface of the azoth.
When the azoth level has been lowered, this
cavern contains around 600,000 gallons of azoth.
The reservoir is a few inches deep at the dotted line
on the map, and about 20 feet deep in the rooms
center. The ceiling of the cavern is about 40 feet
above the surface of the azoth.
In either case, the only noteworthy feature of
the cavern is some grafti written in ancient Thu-
lian on one walls, which reads Tenen, help us!
47. Arcane Cadavers
When the azoth level is normal, this cavern con-
tains about 550,000 gallons of azoth. The reservoir
is 40 feet deep and the ceiling is 20 feet above the
surface of the azoth. When the azoth level has been
lowered, the cavern contains only 275,000 gallons
LEVEL 3B
Chapter
12
180
of azoth. The reservoir depth drops to 20 feet,
while the caverns ceiling appears 40 feet above the
surface of the azoth.
Lying beneath the azoth are the corpses of two
Thulian workmen who died while in the caverns
and whose corpses have since been reanimated by
the azoth. These arcane cadavers (see Appendix C,
New Monsters, p. 332) will sense the presence of
any living creatures who enter and immediately
attack. They surprise on a roll of 1-4 on 1d6.
Arcane Cadavers (2) [AL C, MV 60 (20),
AC 4, HD 4, HP 28, 11, #AT 1, DG 1d12,
SV F4, ML 12]
48. The Arcanoplasm
This enormous cavern has a large hole in its
ceiling, within which a pinkish-purple mist can be
seen high above. The hole eventually leads to the
Crevasse (Room 50) on The Reliquary (Level 2B).
When the azoth level is normal, this cavern con-
tains about 2 million gallons of azoth. The reservoir
is 40 feet deep and the ceiling is 20 feet above the
surface of the azoth. When the azoth level has been
lowered, the cavern contains only 1 million gallons
of azoth. The reservoir depth drops to 20 feet,
while the caverns ceiling appears 40 feet above the
surface of the azoth.
A monstrously large amoeboid lifeform, brought
into existence by the azoth, dwells within this
cavern. This monstrosity, called an arcanoplasm
(see Appendix C, New Monsters, p. 332), can
detect the casting of any spells within 100 feet of
it and is drawn to such displays of power. It will
move toward spellcasters at its top speed and attack.
Arcanoplasm (1) [AL C, MV 30 (10), AC
4, HD 6, HP 30, #AT 1, DG 2d8, SV F5,
ML 12]
49. Empty Cavern
When the azoth level is normal, this cavern con-
tains about 300,000 gallons of azoth. The reservoir
is 40 feet deep and the ceiling is 20 feet above the
surface of the azoth. When the azoth level has been
lowered, the cavern contains only 150,000 gallons
of azoth. The reservoir depth drops to 20 feet,
while the caverns ceiling appears 40 feet above the
surface of the azoth. Other than the azoth found
within, there is nothing unusual about this cavern.
50. Entry Cavern
If characters enter this natural cavern before
lowering the azoth level, they will nd it serves as
a reservoir for around 485,000 gallons of azoth.
The azoth spills inward as far as the door to the
Preparation Room (Room 5). The depth of the
azoth is initially quite shallow, but as the cavern
oor descends, the depth of the azoth reservoir also
grows gradually deeper. It reaches a depth of 20
feet at the dotted line on the map and 40 feet at
the intersection to Room 48 and Room 59. The
caverns ceiling is about 20 feet above the surface
of the azoth.
If characters enter this room after lowering the
reservoir level, then only 270,000 gallons of
azoth remain. The azoth will have receded to the
dotted line on the map, where it is a mere inches
deep, gradually deepening north. Where the azoth
once pooled is revealed a set of natural stone ter-
races that descend into the cavern to a depth of ten
feet. Past the terraces, the cavern oor slopes down-
ward to the north, descending another ten feet by
the time it reaches the dotted line on the map. At
that point the caverns ceiling is about 40 feet above
the oor of the cavern.
Beneath the azoth in this cavern can be found
an engineers control rod (see Appendix A, New
Magic Items, p. 318). Finding it requires either
careful searching or lowering the azoth levels in
the cavern.
THE RESERVOIR
Level
3B
181
Overview of The Halls
of Lesser Secrets
T
HE HALLS OF LESSER
Secrets were excavated at the
height of the Second Era to
serve as a laboratory for the
Servitors research into phys-
ical and biological transfor-
mation. It was here that the
Servitors Caint and Termagant jointly perfected
the technique of distilling azoth into universal
medicines, and here that Termagant secretly and
independently created the rst Eld. The Eleva-
tor to the Divinitarium (Room 13), Elevator
Control Room (Room 14), Cloning Chamber
(61) and Alteration Chamber (Room 62) are all
that remain of these ancient works, as during
the Eld invasion of the Third Era, the Great
Ancients destroyed virtually all of this levels
precious machinery and devices rather than al-
low them to fall into the hands of their enemy.
The dismayed Eld largely left Level 4 in ruins,
and excavated The Laboratory (Level 2A) to
conduct their own biological experiments.
WANDERING MONSTERS OF THE
HALLS OF LESSER SECRETS
Die Roll Monster
1 Ranine (1-8)
2 Rust Monster (1-4)
3 Shadows (1-6)
4 Minotaurs (1-4)
5 Gargoyles (1-4)
6 Wererats (1-6)
7 Hell Hounds (2-8)
8 Ochre Jelly (1)
9 Gray Ooze (1)
10 NPC Party (5-8)
11 Doppelgangers (1-6)
12 Giant Rhagodessa (1-4)
see Appendix C, New Monsters, p. 349
The Halls of
Lesser Secrets
13
CHAPTER
Level
4
LEVEL 4
Chapter
13
184
The Thulian invasion of Dwimmermount de-
stroyed so much of the construction of past ages
that most of the dungeon had to be re-built. The
Thulian architects decided Level 4s central location
made it the ideal hub for imperial power. Thus the
Fourth Era saw the installation of the levels ma-
jestic Throne Room (Room 55), its many shrines
(Rooms 28, 37, 40, 44, and 47), and various ar-
mories, museums, and treasure vaults (Rooms 26,
31, 38, and 39). The Thulians also built the Tele-
portation Maze (Rooms 27, 33, 36, and 48) to
confound those who might strike at the throne.
The inuence of their sinister Termaxian successors
can be seen in the chambers devoted to necroman-
cy (Rooms 17 and 18), demon worship (Rooms 20
and 21), and extraplanar summoning (Room 56).
1. Entry Room
A staircase here descends from the Sanctum of
Tenen (Room 16) of The Reservoir (Level 3B).
Opposite the stairs stands a white stone statue of a
faceless, genderless humanoid. The statue radiates
magic and, if anyone approaches within 5 feet of
it, produces an echoing voice which loudly declares
Micma! This seemingly nonsensical word is in
fact a password to defeat the teleportation maze
found elsewhere on the level. See also the Chamber
of Darkness (Room 16).
2. Guardroom
A couple of splintered wooden chairs and an emp-
ty weapons rack are the only things immediately
visible in this room. There is however, a loose stone
in the northern wall that conceals a key that opens
the door to the Parchment Storage (Room 3).
3. Parchment Storage
The door to this large room is locked and
trapped with a poison needle (make a saving throw
versus Poison at 2 or die). Using the key found
in the Guardroom (Room 2) bypasses the needle,
however.
Within, wooden crates litter the oor. Most of
the crates are completely empty, but three crates
contain extremely brittle rolls of parchment that
crumble to dust upon being handled. Hidden
amongst one of these rolls is an arcane scroll of four
spells (charm person, knock, pyrotechnics and read
languages), as well as 5,000 sp and 700 gp. See
Appendix B, New Spells (p. 330), for details on
pyrotechnics.
4. Pillars of Opening
Four black stone pillars stand in the corners of
this room, each of which bears a single letter in
silver inset script: A, E, P, and T. If these letters are
touched in the following orderP, A, T, E, which
is the Ancient Thulian word for Open!the
secret door to the Secret Room (Room 5) will
reveal itself. The door is otherwise undetectable
through normal, non-magical means. Lurking in
the room behind one of the pillars is a rust monster.
Rust Monster (1) [AL N, MV 120 (40), AC 2,
HD 5, HP 20 #AT 1, DG rust, SV F3, ML 7]
5. Secret Room
Hidden in this chamber are several chests, coffers,
and bags. There are four wooden chests, each hold-
ing 1,000 sp (4,000 sp total). There are two small,
somewhat battered, bronze coffers, the rst holding
500 gp and the second holding a starmetal dagger
+2, +3 v. goblins, kobolds, & orcs with an orc-bone
hilt. Finally, there is a tied bundle of burlap bags
holding 400 gp.
6. Ranine Explorers
Eight ranine (see Appendix C, New Monsters, p.
349) from The Reservoir (Level 3B) are exploring
this room. The two cultists in their party are par-
ticularly interested in the tattered curtain that lines
the eastern wall. The curtain is made of a thick,
silvery cloth and covers a mural depicting a scene
of a stern, bearded magician (Turms Termax) sum-
moning a frog-like demonic being (Tsath-Dagon).
Ranine (6) [AL C, MV 90 (30)/120 (40)
swim, AC 4, HD 2, HP 11 (x2), 10, 9 (2),
5, #AT 3, DG 1d6/1d6/1d4 + paralysis, SV
F2, ML 9]
Ranine Cultists (2) [AL C, MV 90 (30)/120
(40) swim, AC 4, HD 4, HP 21, 18, #AT 3,
DG 1d6/1d6/1d4 + paralysis, SV C4, ML 10]
Cultist #1: 1-cause light wounds, protection
from good; 2-hold person
Cultist #2: 1-cause fear, darkness; 2-hold
person
To the west, a staircase ascends to the Stairway
(Room 26) of The Reservoir (Level 3B). If hard-
pressed, the ranine will retreat up the staircase, and
be joined mid-way by reinforcements from their
comrades in the room above.
THE HALLS OF LESSER SECRETS
Level
4
185
7. Glass Storage
The walls of this room are lined with oak shelves,
on most of which are stored glass containers of many
sizes and shapes, from small vials to much larger
vessels. The shelves on west wall are empty, howev-
er, and the oor in front of these is covered in glass
shards. None of the containers hold any contents,
but a careful examination of the collection (taking
1 turn) will reveal that two of them are made from
a thicker, slightly smoky type of glass. These con-
tainers radiate magic, and are containers of curing
(see Appendix A, New Magic Items, p. 318).
8. Gallery
Odd geometric frescoes have been painted on
the walls of this area. The geometric shapes depict-
ed are of an alien sort and any non-Chaotic creatures
who view must make a saving throw versus Spells
or be affected by confusion, as per the 4th-level
magic-user spell of the same name. Lawful creatures
save against this effect at 2.
9. Garbage Disposal
Anyone approaching this room from the outside
can hear disgusting sloshing sounds emanating
from inside, as well as smelling a fetid odor. The
room contains a pit, 20 feet in diameter and 10 feet
in depth, surrounded by a 5 foot walkway. The
walkway is covered in a thick, slippery layer of slime.
Any character who steps onto the walkway must
make an ability check versus DEX or fall precari-
ously close to the edge of the pit. A second ability
check versus DEX check must be made to stand
upright again. Failure on this second check results
in the character falling into the pit. Such unfortu-
nates not only suffer 1d6 points of damage, but
nd themselves face-to-face with the black pudding
that dwells within. The creature was once used as
a means of disposing of garbage on this level; it has
been a long time since it has had any sustenance.
A Termaxian passkey (see Appendix A, New Mag-
ic Items, p. 325) can be found in the pit, its arcane
manufacture having rendered it indigestible to the
black pudding.
Black Pudding (1) [AL N, MV 60 (20), AC
6, HD 10, HP 49, #AT 1, DG 3d8, SV F5,
ML 12]
10. Sleep Spheres
Floating in this hallway are four glowing blue
spheres. They seem to be made of glass or crystal
and the blue glow comes from a gas that is contained
within. These are sleep spheres (see Appendix C,
New Monsters, p. 352), and if a Termaxian passkey
(see Appendix A, New Magic Items, p. 325) is not
displayed to the spheres when entering the area, they
release a portion of the gas held within them. The
gas induces suspended animation in any creature of
5 Hit Dice or fewer that fails a saving throw versus
Spells. The suspended animation can be lifted either
with dispel magic or by destroying the spheres.
Sleep Spheres (4) [AL N, MV 120 (40), AC
3, HD 2, HP 16 each, #AT 1, DG suspended
animation, SV F2, ML 12]
11. Chamber of Antiquities
The door to this room is locked. Inside are many
chests and coffers which contain a variety of coins
and antiquities from the Thulian Empire. A large
bronze-bound chest holds 4,000 sp. Two smaller
oak chests contain 2,000 sp each, while four hard-
wood coffers hold 200 gp each.
Finally, a box made from rare wood (worth 500
gp) contains a set of artifacts once belonging to
Turms Termax. These include an amethyst worth
100 gp, a wrought silver necklace worth 100 gp,
an iron ring bearing Turms face worth 500 gp, a
star sapphire worth 750 gp, a sapphire-studded
gold pin worth 1,000 gp, and a chryselephantine
statue of Sarana worth 7,500 gp, totaling 10,045
gp. However, all of these items are cursed to reduce
the Intelligence of any character who sells or oth-
erwise parts with them by one-half if he fails a
saving throw versus Spells. This saving throw must
be made for every item that a character sells or parts
with, but the effect of the curse is not cumulative;
a character can only be affected the rst time that
the saving throw is failed.
12. Minotaur Scouts
Four minotaurs from the northern portion of
this level are scouting to see what sort of opposition
their forces might encounter if they expand into
this area. On the ground of the room are the bod-
ies of three ranine, whom the minotaurs slew. The
minotaurs have collected 3,000 sp in their explo-
rations, which they carry in sacks on their persons.
Minotaurs (4) [AL C, MV 120 (40), AC 6, HD
6, HP 21, 17, 16, 14, #AT 2 or 1, DG 1d6/1d6
or 1d8+2 (battle axes), SV F6, ML 12]
LEVEL 4
Chapter
13
186
13. Elevator to the Divinitarium
The doors to this large circular room are Ancient
blast doors of white nephelite, bearing the same
cross-and-circle symbol that appears on the key disk
in the possession of the minotaur king (Room 55).
Beyond the doors is a 20 foot diameter elevator
that leads up to Room 56 of The Path of Mavors
(Level 1) and beyond to Room 1 of The Divinitar-
ium (Level 0).
When the characters enter the room, the eleva-
tors doors will be closed. They can be opened with
a roll to force doors or by simultaneously pressing
both the cross and circle on a key disk. The eleva-
tor platform will be present on this level when the
doors are opened. Above the elevator stretches a
vertical shaft approximately 250 feet tall. Its walls
glisten from the transit of various Kythirean slimes
and are festooned with clumps of fungi and vege-
tation from the Green Planet.
If power has been restored to the elevator, then
the key disk can control the elevator platform.
Pressing the key disks cross causes the elevator
platform to descend while pressing its circle causes
the elevator platform to ascend. The elevator cannot
descend lower than this level (Level 4), however.
If the power has not been restored, or a key disk
is not available, then the elevator platform cannot
be operated. Daring parties may, of course, y,
levitate, or climb up the elevator shaft.
Note that power can be restored to the elevator
via the machinery of the Elevator Control Room
(Room 14) on this level, or through the operation
of the Great Machine (Room 40 of The Manufac-
tory, Level 6B).
The secret door on the south wall to the Eleva-
tor Control Room is betrayed only by a hairline
crack in the curved stone. Pushing on the crack
opens the door.
14. Elevator Control Room
Behind the secret door are the hydraulic ma-
chines that provide power to Dwimmermounts
Elevator. The machines are made of adamantine
steel and nephelite, with pipes and tubing of alche-
mists resin, and are bewilderingly complex. Suc-
cessfully activating the elevator controls requires
an ability check versus INT with a +4 penalty, or
alternatively, the use of read languages to understand
their arcane instructions. If a character fails the
INT check, he is dealt an electrical shock for 4d6
points of damage. The victim may make a saving
throw versus Wands for half damage.
THE HALLS OF LESSER SECRETS
Level
4
187
15. Antechamber
There are four pillars in this room, two made
from white alabaster and two from black basalt. If
the two white pillars are touched, one after the
other, the magical darkness in the Chamber of
Darkness (Room 16) is lifted. If the two black
pillars are similarly touched, the darkness returns.
If pillars are touched in any other combination,
they have no effect.
16. Chamber of Darkness
A magical effect casts this room into total darkness.
The darkness cannot be permanently counteracted
except by means of the pillars in the Antechamber
next door (Room 15), but casting a light spell or
employing a similar spell or effect reveals the Ancient
Thulian word Micma carved all over the walls in
numerous scripts. This is the password needed to
navigate the Teleportation Maze (Rooms 22, 27, 29,
33, 36, and 48) found elsewhere on this level.
17. The Guardian
Lying on a granite slab in this chamber is a
Termaxian mummy (see Appendix C, New Monsters,
p. 354) named Volusian. He was placed here cen-
turies ago as a guardian of the treasure found in
the Vault next door (Room 19). Volusian warns
any who enter his domain that they must either
present a Termaxian passkey (see Appendix A, New
Magic Items, p. 325) or turn back.
If the characters do present a Termaxian passkey,
they are allowed to pass freely. Otherwise, after 1
round, Volusian summons the zombies from the
Zombie Corral (Room 18) and fullls his duty.
Termaxian Mummy (1) [AL C, MV 60 (20),
AC 3, HD 7, HP 33, #AT 1, DG 1d12 +
choke, SV F7, ML 12]
18. Zombie Corral
Eight zombies lie in wait here, waiting on their
summons by the mummy Volusian in Room 17.
Apart from a blanket of dust from the zombies
dead esh, the room is empty.
Zombies (8) [AL C, MV 120 (40), AC 8,
HD 2, HP 15, 10, 9 (2), 8, 6 (2), 5, #AT
1, DG 1d8, SV F1, ML 12]
19. Vault
Found within this chamber are the treasures the
mummy Volusian was guarding: 6,000 ep; a moon-
silver ring of protection +1 set with a blue garnet; a
Thulian legionarys adamantine steel shield +1; and
a treasure map to a vault containing 30,000 gp
within the Ruins of Lloraec (see Chapter 4, Vicin-
ity of Dwimmermount, p. 49). The treasure forms
a loose pile that spills across the oor.
20. Vestibule
Five ranine (see Appendix C, New Monsters, p.
349) wait in this room while their leader, a cult-
ist, meditates in the Meditation Chamber (Room
21). The ranine attack any who enter the room, but
do not make any effort to interrupt their leader
unless they fail a morale check.
Ranine (5) [AL C, MV 90 (30)/120 (40)
swim, AC 4, HD 2, HP 11, 10, 9, 7, 5, #AT 3,
DG 1d6/1d6/1d4 + paralysis, SV F2, ML 9]
21. Meditation Chamber
A powerful ranine (see Appendix C, New Mon-
sters, p. 349) cultist named Groak meditates before
an altar dedicated to the demon lord Tsath-Dagon.
Surrounding him are three statues of frog-like
demons. These statues will not animate, but Groak
will attempt to make it seem as if they might in
order to throw his enemies off in combat.
Groak (1) [AL C, MV 90 (30)/120 (40)
swim, AC 3 (cloak of protection +1), HD 4,
HP 23, #AT 3, DG 1d6/1d6/1d4 + paralysis
or 1d6+1 (mace +1), SV C4, ML 10]
Spells: 1-cause fear, protection from good;
2-hold person
Groaks cloak of protection is woven of dwim-
mersilk. His mace +1 has an azoth-infused knobbed
steel head and bloodstained wooden haft. A Law-
ful cleric can become a Chaotic cultist of Tsath-Da-
gon by renouncing his faith and making a blood
offering at the altar here (see Chapter 3, Adventur-
ing in Dwimmermount, p. 36).
22. Teleportation Maze
This area, like several others (Rooms 27, 29, 33,
36, and 48) is part of a teleportation maze intend-
ed to confound attempts to explore this level with-
out knowing the appropriate password, either from
the Entry Room (Room 1) or the Chamber of
Darkness (Room 16). The moment a character
crosses the threshold of the room (whether on foot,
LEVEL 4
Chapter
13
188
ying, jumping, or any other means) he is imme-
diately teleported to another room of the Telepor-
tation Maze on the level. The characters destination
is determined by rolling 1d6 on the chart below:
1. Room 22
2. Room 27
3. Room 29
4. Room 33
5. Room 36
6. Room 48
The character will appear at the center of the
destination room, with the same velocity he had
when the teleportation occurred. It is possible to
be teleported back to the same room one has left.
The newly-arrived character can freely leave his
destination room without any difculty, but a new
roll must be made on the chart above if he re-enters
that room, or any other room of the Teleportation
Maze. Note that each character who enters a room
of the Teleportation Maze might end up in a dif-
ferent destination, splitting the party.
The Teleportation Maze can be deactivated for
one turn by speaking the password Micma with-
in 10 feet of the threshold of any of its rooms. It
resets automatically after the turn passes.
23. Webbed Room
Large webs block the middle entrance to this
room, woven by the phase spiders (see Appendix
C, New Monsters, p. 353) that are currently ex-
ploring this level of Dwimmermount. The webs act
as a web spell, ensnaring any who attempt to enter
uninvited. The phase spiders place no value on
sapient life, and will attack anyone who interferes
with their exploration.
Phase Spiders (2) [AL C, MV 60 (20)/150
(50) web, AC 7, HD 5+5, HP 26, 23, #AT
1, DG 1d6 + poison, SV F5, ML 8]
In their explorations, the phase spiders have
collected 1,000 sp and a wrought gold pendant
worth 1,400 gp. For safekeeping, these items have
been woven into a spider silk pouch that dangles
from the larger phase spiders spinners.
24. Turms Statue
A marble statue of Turms Termax stands in the
center of this chamber. The statue will animate and
attack anyone who enters its chamber unless pre-
sented with a Termaxian passkey (see Appendix A,
New Magic Items, p. 325).
Stone Statue (1) [AL N, MV 30 (10), AC 4,
HD 5, HP 32, #AT 2, DG 2d6/2d6, SV F5,
ML 11]
THE HALLS OF LESSER SECRETS
Level
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189
25. Gargoyle Guardians
Four pedestals are arranged in this room in a
diamond pattern, each 10 feet apart. The pedestals
serve as perches for garish granite statues of winged
devils. The statues are in fact gargoyles, which will
attack any who enter their chamber unless present-
ed with a Termaxian passkey (see Appendix A, New
Magic Items, p. 325).
Gargoyles (4) [AL C, MV 90 (30)/150 (50)
y, AC 5, HD 4, HP 20, 19, 16, 12, #AT 4,
DG 1d3/1d3/1d6/1d4, SV F8, ML 11]
The secret door to the Trove (Room 26) is opened
using a counterweight mechanism which only functions
if there is a weight of at least 200 lbs. (approximately
the weight of a gargoyle) on each of the rooms pedes-
tals. Intruders who slay the gargoyles and do not sub-
stitute an equivalent weight on the pedestals will nd
the secret door inoperable by mundane means. Knock
will, of course, open the door regardless.
26. Trove
Hidden behind the secret door from Room 25
is a trove of treasure. A heap of Termaxian coinage,
including 5,000 sp and 2,000 ep, spills across the
oor. Within the coin pile can also be found a
gold ring worth 200 gp; a wrought gold necklace
with inlaid ivory worth 1,100 gp; a silver headband
with mother-of-pearl worth 500 gp; a star rose
quartz worth 250 gp; and an eye agate worth 50
gp. Sticking up out of the pile are a long sword +1,
+3 vs. regenerating creatures and a staff of striking
(13 charges). The long sword is of High Thulian
make, with a starmetal blade and bronze hilt. The
staff is made of Kythirean ebony, adorned at either
end with an orichalcum knob.
27. Teleportation Maze
See Room 22 for details.
28. Shrine to Donn
The walls of this room are decorated with funerary
scenes honoring Donn, the Thulian god of the dead.
In an apse at the western end of the chamber stands
a marble statue of Donn wearing mourning robes.
The gods head has been replaced with that of Turms
Termax. Anyone who replaces the head of Turms with
one of Donn will receive the Blessing of Donn. This
is the ability to cast ward against undead as if he
possessed a scroll of that type. The blessing can be
cast at any time and is instantaneous, but once cast,
is lost. See Chapter 6, Overview of the Dungeon (p.
73), for more information on boons from the gods.
29. Teleportation Maze
See Room 22 for details.
30. Ranine Lair
A potent force of ranine (see Appendix C, New
Monsters, p. 349) has taken up residence in this
chamber, using the four cisterns in its corners to
keep themselves moist. The cisterns are tied into the
plumbing system that riddles Dwimmermount, with
valves that release more water into them when they
are drained. The water is potable, but it has a strange
metallic tang to it that makes it unpleasant to the
taste. Each cistern contains about 2,000 gallons.
Ranine (8) [AL C, MV 90 (30)/120 (40)
swim, AC 4, HD 2, HP 15, 14, 12 9, 7 (2),
6 (2), #AT 3, DG 1d6/1d6/1d4 + paralysis,
SV F2, ML 9]
Ranine Cultists (2) [AL C, MV 90 (30)/120
(40) swim, AC 4, HD 3, HP 13, 11, #AT 3,
DG 1d6/1d6/1d4 + paralysis, SV C3, ML 10]
Cultist #1: 1-cause light wounds, protection
from good
Cultist #2: 1-cause fear, darkness
The copper pipes which service the cisterns are
too narrow for any but the smallest creatures to
traverse (e.g. normal rats, insects, etc.), but passage
might be possible with diminution. See Chapter 6,
Overview of the Dungeon, p. 74, for details on
traversing the water pipes between the levels.
The secret door to the Secret Storeroom (Room
31) is a stone panel that revolves when a strong
pressure is exerted on either edge. The ranine are
unaware of the doors existence.
31. Secret Storeroom
The secret storeroom shows evidence of having
once held more in it than it currently does, since
virtually all of its 11 chests and 9 coffers are emp-
ty. However, one coffer was left unopened and
still contains treasure: 200 gp in Thulian coin; a
bronze cup worth 30 gp; a laurel wreath fastened
of silver worth 300 gp; a wrought gold medal
worth 700 gp; a chryselephantine replica of a
battle standard worth 800 gp; and a gold sculpt-
ed disk, suitable for mounting on a breastplate,
worth 1,400 gp. A character with knowledge of
military history will recognize all of these as being
decorations for valor given by the Thulian legions
during the conquest of the Eld.
LEVEL 4
Chapter
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190
32. Office
A heavy desk and chair still sit in this room, both
still covered in dust, suggesting that no one has
been here in some time.
33. Teleportation Maze
See Room 22 for details.
34. Guard Room
A stool and an empty weapons rack stand in this
room. Against the eastern wall, there is a metal hook
on which hangs a single key. The key ts the lock to
the barred door in the nearby Gaol (Room 35).
35. Gaol
This locked cell contains a large slimy smear on its
oor, along with a partially melted skeletonthe result
of an olive slime (see Appendix C, New Monsters, p.
347) that now clings to ceiling of the room. Should
anyone enter the cell, the slime will drop on him.
Olive Slime (1) [AL N, MV 3 (1), AC 9, HD
2+2, HP 13, #AT 1, DG metamorphosis, SV
F2, ML 12]
36. Teleportation Maze
See Room 22 for details.
37. Shrine to Typhon
The iron altar in this shrine is fastened in the
shape of an anvil, upon which are mounted a mace
and war hammer, all symbols of Typhon, the Thu-
lian god of judgment, discipline, and trade. The
walls of the chamber are covered with partially
defaced mosaics depicting scenes associated with
the teachings of Typhoncourts of law, great ba-
zaars, and holy battleelds. A cleric of Typhon who
prays here regains his daily allotment of spells in-
stantly, as if he had a full nights rest. A Lawful
character of any sort who prays at the altar, regard-
less of whether he worships Typhon or not, regains
1d6 hit points. Characters may benet from these
boons no more than once per day.
Chaotic characters who even come within 5 feet
of Typhons altar suffer 1d6 damage per round,
with no saving throw, until they leave its presence.
38. Armory
Pegs hang on all the walls of this room, on some
of which rest suits of chain and plate mail armor.
There are, in total, three sets of Thulian chain and
two sets of Thulian plate (see Appendix A, New
Magic Items, p. 325), along with six normal sets
of chain mail armor. All of these suits are hu-
man-sized and in remarkably good condition.
THE HALLS OF LESSER SECRETS
Level
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191
39. Weapon Storage
Splintered wooden boxes litter this room, inside
of which can be found a handful of weapons in
usable condition. Among these weapons are two
maces, three war hammers, a long sword, a cross-
bow, and a spear +1 with a head of adamantine steel.
Also to be found amongst the debris is a Termaxian
passkey (see Appendix A, New Magic Items, p. 325).
40. Shrine to Asana
Each of the four columns supporting this shrines
ceiling bears elaborate carvings of heroes and kings
victorious in battle. At the eastern end of the shrine,
an apse contains a marble statue of Asana, the
Thulian goddess of strategy, heroism, and science.
Her statue has had its head replaced with that of
Turms Termax, but there is evidence that someone
had tried to remove it at some point, since it is
twisted around to face the back of the statue. Should
anyone replace the Turms head with an appropriate
one, he gains a boon, the Greater Blessing of Asa-
na (a permanent +1 bonus to all damage dealt when
ghting unintelligent creatures). See Chapter 6,
Overview of the Dungeon (p. 73), for more in-
formation on boons from the gods.
41. Wererat Guards
Six wererats stand guard in this room, protecting
others of their kind from attacks by the ranine and
minotaurs found elsewhere on the level. Though
evil, the wererats nevertheless offer to team up with
those they deem to be powerful, as they are hard-
pressed by their enemies. They have fairly good
knowledge of this level of the dungeon and offer
to act as guides in exchange for aid against their
foes. The wererats, of course, are not above betray-
ing their alleged allies should the opportunity arise.
Wererats (6) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 16, 15 (x2), 12, 11, 10 #AT 1, DG
1d4 or 1d6 (short swords), SV F3, ML 8]
42. Wererat Lair
Six more wererats have taken up residence in this
chamber, including their leader, Krishka. Krishka
will communicate with the characters in her human
form if they seem willing to negotiate. She explains
that her kind have been trapped in Dwimmermount
for over two centuries, and while many of them
seek only to continue their war against the other
inhabitants of the dungeon, she seeks escape. Krish-
ka offers to work with the characters, lending both
her martial skill and knowledge of this level to them,
if they will lead her out of Dwimmermount to
civilization. She has heard of a Rat Boss in the
city-state of Adamas from visiting sapient rats, and
hopes to establishing herself as one of his vassals
there (see Appendix C, New Monsters, p. 351, for
details on sapient rats and the Rat Boss). Unlike
the other wererats, Krishka is reasonably trust-
worthy and sincere, though venal.
Wererats (5) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 17, 12 (3), 11, 8 #AT 1, DG 1d4
or 1d6 (short swords), SV F3, ML 8]
Krishka, Wererat Leader (1) [AL C, MV 120
(40), AC 7 (9), HD 4, HP 21 #AT 1, DG
1d4 or 1d6 (short sword), SV F3, ML 10]
43. Wererat Lookouts
Two wererats serve as scouts for the others on
this level. They will ee to the Wererat Lair (Room
42) at the rst sign of intruders.
Wererats (2) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 14, 12 #AT 1, DG 1d4 or 1d6
(short swords), SV F3, ML 8]
44. Shrine to the Iron God
A statue of a large man in imposing armor hold-
ing a lantern can be found here. Learned sages
could identify the statue as of the Iron God, an
obscure deity whose cult fought against both un-
dead and demons, but even most clerics will be
ignorant of this.
Despite the ignominy into which his cult has
fallen, the Iron God still possesses great power in
this room. No Chaotic creatures can ever enter his
shrine; the door is magically barred to them (and
even if the door is open they cannot pass). Conse-
quently, the room is one of the few completely safe
areas to rest and recuperate on this level.
45. Ruined Workshop
There is obvious evidence of some kind of ex-
plosion herecharred oors, walls, and ceiling, in
addition to shattered wooden and metal debris.
Mixed amongst the debris can be found green,
powdery stones that crumble if squeezed too rm-
ly. These are restones (see Appendix A, New Mag-
ic Items, p. 319), a highly ammable compounds
created by Eldritch alchemy. If exposed directly to
re, the restones explode, dealing 1d6 points of
damage to all within a 5 foot radius. There are 13
restones in the room.
LEVEL 4
Chapter
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192
46. Waiting Room
This room is furnished with a half-dozen nicely
upholstered chairs and a pair of couches. The fur-
niture shows little signs of age or decay, and is quite
comfortable to sit on. Beneath one of the couches
is a sheaf of old scrolls. The rst scroll is a tract by
the Temple of Caint proclaiming the gods mirac-
ulous powers of healing. The remaining scrolls form
a questionnaire inviting the supplicant to detail his
ailments. None are magical, but the collection
would be worth 100 gp to any curios dealer. All
are written in High Thulian.
47. Shrine to Caint
Standing in the center of this room is a marble
statue of a robed man, a lyre clutched in one hand,
a healers staff in the other. Any Cleric or similar
character can readily identify this as Caint, the Thu-
lian god of medicine and music. Caints head has
been replaced with that of Turms Termax. Anyone
who replaces his head with that of Caint will gain a
boon, the Blessing of Caint: He will be restored to
full health, and all deleterious effects he has suffered
in the last 24 hours will alleviated, whether they be
disease, poison, curse, or level drain. See Chapter 6,
Overview of the Dungeon (p. 73), for more infor-
mation on boons from the gods.
48. Teleportation Maze
See Room 22 for details.
49. Battleground
Four minotaurs and four wererats are ghting
hand-to-hand within this room. The aged tapestries
on the north and south walls are both splattered
with old blood stains, suggesting this is not the
rst battle to have been fought here. Todays battle
is going rather badly for the wererats, and they will
appeal to anyone who enters the room to aid them
against their foes. Like most of the wererats on this
level, these are not particularly trustworthy, but
they are desperate for allies, and if opportunity
arises will take their rescuers to see their leader
Krishka in the Wererat Lair (Room 42).
THE HALLS OF LESSER SECRETS
Level
4
193
Wererats (4) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 10, 8, 7 (x2) #AT 1, DG 1d4 or
1d6 (short swords), SV F3, ML 8]
Minotaurs (4) [AL C, MV 120 (40), AC 6, HD
6, HP 35, 32, 30, 27, #AT 2 or 1, DG 1d6/1d6
or 1d8+2 (battle axes), SV F6, ML 12]
50. Stairs Down
Four minotaurs stand guard over the stairs lead-
ing down to the Entrance (Room 1) of The Halls
of Greater Secrets (Level 5). They have strict orders
to let no one pass unless they are either a minotaur
or in the company of a minotaur.
Minotaurs (4) [AL C, MV 120 (40), AC 6, HD
6, HP 33, 29, 23, 22, #AT 2 or 1, DG 1d6/1d6
or 1d8+2 (battle axes), SV F6, ML 12]
51. Storeroom
This storeroom is packed with rows of barrels
and crates stacked two stories high. Each of the
rooms 24 crates is 4 feet cubed, and contains 200
lbs. of grain (25sp value). Each of the rooms 15
barrels 3 feet tall and 2 feet in diameter, and contains
60 gallons of potable, but unpleasant tasting, water.
The secret door connecting this storeroom to its
adjacent neighbor (Room 53) is a simple revolving
stone panel. The supplies in the two storerooms were
brought here from Level 5 by Bik, in order to provide
his clone army with a reliable source of food (a 700
lb. minotaur requires 20 lbs. of food per day!)
52. Dining Hall
The large table and two benches that dominate
this room are occupied by ve minotaurs. They do
not look kindly on intruders and attack anyone who
enters. Since the minotaurs are eating, they do not
have their battle axes immediately at hand, but it
will only take them a single round to pick them up.
Minotaurs (5) [AL C, MV 120 (40), AC 6, HD
6, HP 36, 28, 26, 25, 18 #AT 2 or 1, DG
1d6/1d6 or 1d8+2 (battle axes), SV F6, ML 12]
LEVEL 4
Chapter
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194
53. Storeroom
This room is very similar in appearance and
contents to the other Storeroom (Room 51), except
that it is obvious that much of its contents have
been depleted. Only 8 of the 24 crates and 5 of the
barrels are still full. The secret door connecting
this storeroom to its adjacent neighbor (Room 51)
is a simple revolving stone panel.
54. Latrine
This room reeks of urine and waste. Though
originally built as a latrine, the minotaurs have
wrought much damage in the place, tearing out
the toilets and wash basins from their xtures and
smashing them in the ground. In their place, there
are large holes in the walls and oors. They are not
large enough for human-sized creatures to t
through, but often, vermin from nearby levels en-
ter the room and occupy it till the minotaurs slay
them. There are 7 giant rats in the room that attack
when someone enters.
Giant Rats (7) [AL N, MV 120 (40), AC 7,
HD 1d4 Hit Points each, HP 4(3), 3(4)
#AT 1, DG 1d3 + disease, SV F1, ML 6]
See Chapter 6, Overview of the Dungeon, p. 74,
for details on traversing the water pipes between
the levels.
55. Throne Room of
the Minotaur King
This room has tall, elaborately carved pillars at
each corner shoring up a 30 foot ceiling. From the
west wall hangs a faded tapestry that depicts the
Thulian Empire at the height of its splendor (worth
400 gp, but weighing 160 lbs.) Seated on an iron
throne, long since rusted, is the minotaur king,
Bik. Arranged around him are four minotaurs, so
close in appearance as seem duplicates: the kings
most loyal retainer and his three clones, who col-
lectively serve as a sort of Praetorian bodyguard.
All four would gladly throw their lives away to
defend the king.
Bik has set himself up as the would-be ruler of
this level, shoring up his clans numbers with the
device in the Clone Chamber (Room 61). Bik is
thoroughly evil and vain, seeing himself as superi-
or not just to other minotaurs, but also to other
intelligent beings of all sorts. Consequently, he is
susceptible to attery and fawning, particularly
when coming from creatures other than minotaurs.
At the same time, Bik is quite suspicious and will
not hesitate to attack anyone who he deems a threat
to his plans for this level. Bik is strong enough to
wield his battle axe in one hand.
Minotaurs (4) [AL C, MV 120 (40), AC 6, HD
6, HP 38, 30, 21 (x2), #AT 2 or 1, DG 1d6/1d6
or 1d8+2 (battle axes), SV F6, ML 12]
Bik, Minotaur King (1) [AL C, MV 120
(40), AC 4 (shield +2), HD 6, HP 48, #AT
2 or 1, DG 1d6/1d6 or 1d8+2 (battle axe),
SV F6, ML 12]
Through his conquests of the level, Bik has
amassed a small treasure hoard. He keeps most of
it in a chest below his throne, which contains 4,000
sp, a bronze bracelet worth 75 gp, a silver-studded
leather belt worth 100 gp, a wrought silver amulet
worth 100 gp, and a wand of magic missiles. He
wears a silver crown worth 100 gp between his
horns, and carries a key ring with two items strung
on it. The rst is a weird metal disc with a cross-
and-circle symbol on it; this is a key disc that can
be used to operate the Elevator (Room 13). The
second is a small disc with grooves on it; this is the
key that opens the doors to the Clone Chamber
(Room 61).
56. Summoning Room
The metal doors to this room are sealed by means
of an arcane lock. The chamber within contains a
magical summoning circle, entrapping a very frus-
trated succubus (see Appendix C, New Monsters, p.
353) named Melissia. Melissia was summoned
over two hundred years ago, in the last days of
Dwimmermounts occupation, but her summoner
ed the citadel to save his life before dismissing her.
She has been trapped here ever since, fuming at her
imprisonment and plotting revenge against the
descendants of her summoner. Melissia is both
beautiful and persuasive, offering all manner of
rewards to any who enter the room if they will
simply break the outline of the summoning circle
so that she might escape. She claims that she has
no desire to harm anyone save the descendants of
the mage who summoned her, and argues eloquent-
ly that the sins of the diabolist must be meted out
against his brood.
If freed, Melissias reaction will depend on the
nature of her rescuers. If any of the rescuers are
men who seem susceptible to her allure, she will
accompany them in the hopes of wooing their
souls to Chaos, with bedeviling claims that Laws
doctrines represent the repression of life-giving
sexual energy and that sexual congress with her
can bring enlightenment through transcendental
ecstasy. If, on the other hand, her rescuers seem
to be puritanical or priggish sorts, she will seek
THE HALLS OF LESSER SECRETS
Level
4
195
to destroy them in the most painful way possible.
In either case, should her situation become des-
perate, she will either attempt to gate in another
demon to defend her or assume an ethereal form
to effect a getaway.
Succubus (1) [AL C, MV 120 (40)/180
(60) y, AC 0, HD 6, HP 29, #AT 2, DG
1d3/1d3, SV F6, ML 7]
57. Library
Once, this room was a library, lled with librams
and scrolls dedicated to arcane mysteries. Now, it is
largely empty, its shelves having been pulled off the
walls and their contents torn apart. Amongst the
piles of rotting papers can be found a scroll contain-
ing the spells knock, levitate, and mirror image.
58. Reading Room
A large heavy table can be found in this room.
The table is bolted to the ground and shows evi-
dence of axe blows on its surface, as if someone had
triedand failedto break it into pieces.
59. Empty Room
There is absolutely nothing in this room except
for some metal rings on the oor covered in dust.
The layer of dust is in fact so thick that it seems
likely no one has been in this chamber for some time.
60. Wererat Redoubt
Six wererats guard the stairway down to the Stairs
(Room 46) of The Halls of Greater Secrets (Level
5). Three of their brethren have ventured below, but
the six here are more cautious, believing (rightly)
that what lies beyond is too dangerous for them to
handle. However, they feel it is important that the
wererats control this access point to the next lev-
el. They will attack anyone who enters the room
without clear permission from Krishka, though in
the case of obviously superior foes, they will try to
extort a toll of 100 gp per person to use the stairs.
Wererats (6) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 19, 10 (2) #AT 1, DG 1d4 or
1d6 (short swords), SV F3, ML 8]
61. Clone Chamber
The doors to this chamber are Ancient blast
doors of white nephelite. They are locked; the
smooth, disk-like key that opens them is in the
possession of Bik, king of the minotaurs (found in
Room 55).
Inside, the room is lit by a pair of still-function-
al vitreum radiance panels mounted in the ceiling.
A pair of vitreum cylinders, each eight feet tall and
three feet in diameter, stand along the west wall of
the room. Hatches in the vitreum casing can be
opened from outside the cylinders to allow entry
and exit to their interiors. The two cylinders are
connected to each other by a series of whirring
nephelite and vitreum machines covered in dials,
switches, and other controls. The whirring sound
conceals the buzzing of a y in the left-hand cyl-
inder; this insect will only be noticed if a thorough
search of the cylinder succeeds (roll as for secret
doors) but its presence can be disastrous.
The cylinders are cloning chambers which can
be used to create an exact duplicate of a creature
in one cylinder appear in the adjoining cylinder.
The cloning process requires that the progenitor
creature rst be sealed within one of the cylinders.
Thereafter, the controls for the cloning chamber
must be activated. If this is successful (see below),
alchemical material will be pumped through a series
of large resin pipes in the wall into the other cyl-
inder, where the clone will gradually take shape
over 1d6 turns. When the process is completely
successful, the clone is an exact duplicate of its
progenitor, with the same ability scores, class, race,
and gender as the original. However, it will be of
minimum adult age, and it will lack most of the
memories, knowledge, or experience of the original.
It is, in short, the equivalent of a 1st-level character
of the same race, class, and alignment. Though it
will likely have a similar personality to its progen-
itor, the clone is a free-willed individual with the
capacity to grow and learn; it is a real person in
every respect.
Successfully activating the cloning chambers
controls is difcult, though not impossible (Bik
managed to do it!). Three separate successful abil-
ity checks versus INT are required. Failure of any
one means that some aspect of the cloning process
has gone awry in some way. The three areas of
possible error are, in order, race, gender, and align-
ment. In each case, the resulting clone is somehow
different than its sourcea different race, gender,
or alignment. If all three checks fail, the whole
process fails and no clone is created at all.
Even if the controls are successfully activated,
there are several other ways that the cloning process
can go awry:
If the progenitor leaves its cylinder before
its clone has been completely formed, the
clone will be monstrously deformed and die
in agony 1d4 rounds after it forms. Raise
dead cannot save this specimen, but resur-
rection or wish might.
LEVEL 4
Chapter
13
196
If the clones cylinder is opened before the
clone has been completely formed, the al-
chemical materials will spill out of the cham-
ber and form an ochre jelly, which will
mindlessly attack the nearest target.
If a creature other than the progenitor is
present with it in the cylinder when the
cloning chambers controls are activated,
the resulting clone will be a hideous cross-
breed with aspects of both the progenitor
and the trespasser. The referee can adjudicate
this horror at his discretion, or by using the
rules for crossbreeds found in Adventurer
Conqueror King System, p. 121.
If creatures are present in both cylinders
when the cloning chambers controls are
activated, the machine will malfunction
horribly. Alchemical materials will be poured
into both cylinders, and the unfortunate
creatures within will be subjected to an ir-
reversible and agonizing crossbreeding with
each other. This can be adjudicated as above.
No more than one clone can be created every
week, as the process requires both considerable
power and raw materials, both of which are in short
supply in Dwimmermount at present. (For reference,
the process requires approximately 4 gallons of
unrened azoth per pound of the progenitor.)
62. Alteration Chamber
The door to this room is made of frosted vitre-
um, with ttings of alchemists resin. A dim glow
is visible through the frosting, emanating from a
single functioning radiance panel in the ceiling of
the room. A second radiance panel is broken and
dark. Below the panels lies a nephelite bed with
buttons and dials built into its high frame. A vit-
reum canopy, currently raised, is attached to the
frame. The walls around the bed are covered with
resin shelves, but these no longer hold anything
save some shards of broken glass and ceramics.
If anyone lies on the bed, the canopy will swing
shut with a loud click, locking him within. Once
the canopy is locked, the only way to open it is to
press one of the buttons on the side of the bed
frame. There are ten buttons in all. If button #5 is
pressed, the canopy opens without incident. Any
other button causes various gases and liquids to be
sprayed on the person trapped within before the
canopy opens. Use the following table to determine
the effects of these gases and liquids on the subject
lying on the bed:
ALTERATION BED EFFECTS
Die Roll Effect
1
The subject is transformed into a member of the
opposite sex.
2
The subjects body hair is permanently dilapi-
dated.
3
The subjects skin is (1-2) darkly tanned, (3-4)
bleached white, or (5-6) turned dark blue.
Effect wears off in 1d6 weeks.
4 The subject is healed 1d10 points of damage.
5 The canopy opens without incident.
6 The subject is dealt 1d10 points of damage.
7
The subject is put to sleep and cannot be
awakened for 1d6 turns.
8
The subject is cured of any negative effects
such as disease, paralysis, poison, etc.
9
The subject gains infravision (60 foot range); if
the subject already has infravision, however, he
loses the power.
10
All of the subjects non-metal possessions are
dissolved into goo.
Rather than mess with the beds buttons, char-
acters may instead destroy the canopy. The canopy
can endure 50 points of damage before shattering.
Characters striking the canopy may accidentally
trigger one of its buttons, however; each time the
canopy takes damage, there is a 1 in 10 chance that
a random button is activated.
THE HALLS OF LESSER SECRETS
Level
4
197
Overview of The Halls of
Greater Secrets
T
HE HALLS OF Greater
Secrets were excavated at
the start of the Second Era
to serve as the seat of meta-
physical research in Dwim-
mermount. Guided by the
superhuman intellects of
the Servitors, the Great Ancients civilization
was ascending to the pinnacle of knowledge,
and it was in The Halls of Greater Secrets that
this knowledge came to dwell. As with The
Halls of Lesser Secrets (Level 4), the Great
Ancients destroyed virtually all of this level
rather than allow the Eld to seize it. Today only
the Hieroglyphics Room (Room 19), Azoth
Pools (Room 44) and portions of the Library
of Great Secrets (Room 48) show signs of Sec-
ond Era construction.
The Eld largely left Level 5 in ruins. The Thu-
lians took a greater interest in the secrets of the lost
Ancients; they rebuilt the Library, and installed the
Reading Room (Room 39), Salon (Room 47), Pools
and Statues (Room 8), and Shrine to Tenen (Room
33). Under the Termaxians, The Halls of Greater
Secrets again became one of the most important
levels of Dwimmermount, and most of the levels
WANDERING MONSTERS OF THE
HALLS OF GREATER SECRETS
Die Roll Monster
1 Ranine (1-8)
2 Rust Monster (1-4)
3 Shadows (1-8)
4 Minotaurs (1-4)
5 Phase Spiders (1-3)
6 Green Guardians (1-6)
7 Juju Zombies (1-8)
8 Giant Stag Beetles (1-6)
9 Black Pudding (1)
10 NPC Party (5-8)
11 Manes (4-16)
12 Giant Boring Beetle (1-4)
see Appendix C, New Monsters, p. 331
The Halls of
Greater Secrets
14
CHAPTER
Level
5
LEVEL 5
Chapter
14
200
construction is characteristic of that dark time.
High-ranking hierophants such as Euthalius (Room
25) and Marthanes (Room 60) settled here to study
alchemy (Room 34) and demonology (Rooms 4,
17, and 23). An Arena (Room 11) was built to test
the ghting capabilities of beastmen, summoned
creatures, and crossbred creations. The nearby Echo
Chamber (Room 12) and Four Pillars (Room 50)
were used to enhance the combatants while the
Healing Device (Room 56) healed them. The ad-
joining Natural Cavern (Room 57) became a lair
for monstrous combatants between ghts.
1. Entrance
Two virtually-identical minotaurs guard the stairs
here, laying claim to this area in the name of their
king, Bik. The stairs behind them ascend to Room
50 of The Halls of Lesser Secrets (Level 4). Should
the minotaurs fail a morale check, they will retreat
up the stairs to seek reinforcements.
Minotaurs (2) [AL C, MV 120 (40), AC 6,
HD 6, HP 30, 20 #AT 2 or 1, DG 1d6/1d6
or 1d8+2 (battle axes), SV F6, ML 12]
In the center of the room is a single column
made from azoth-infused steel (see Appendix F,
Azoth, p. 377). The column has an indentation
on one side into which a Termaxian passkey (see
Appendix A, New Magic Items, p. 325) can be
inserted. It is one part of a healing device; the
other parts can be found in the Room of the Pillar
(Room 2) and as part of the Healing Device (Room
56). A full description of the device and how it
operates can be found in the entry for Room 56
below.
2. Room of the Pillar
This chamber is empty save for a single pillar
made from azoth-infused steel that runs from oor
to ceiling. It is one part of a healing device; the
other parts can be found in the Entrance (Room
1) and as part of the Healing Device (Room 56),
and like these has an indentation on one side into
which a Termaxian passkey (see Appendix A, New
Magic Items, p. 325) can be inserted. A full de-
scription of the device and how it operates can be
found in the entry for Room 56 below.
3. Turms Statues
Ensconced in alcoves along this passageway are
two statues of Turms Termax. The two statues face
each other across the passageway. The statues were
sculpted in identical posesTurms weaving an
arcane gesture with one hand and pointing outward
with the otherbut from different materials, with
the eastern statue carved of plain, heavy marble,
and the western one cast from bronze. Both statues
rest on circular platforms, carved with inscriptions
in High Thulian. The inscription on the western
platform reads If you gaze too long into the
Abyss while that on the eastern platform reads
The Abyss gazes into you. Behind each statue,
a fresco on the alcoves wall depicts a terrifying
abyssal realm populated by demons and undead.
Currently, the statues backs are to these night-
marish frescoes, but the circular platforms can be
turned by characters with a combined Strength
score of 30 or more. If the statues are both turned
to face the frescoes and away from each other, the
statue of the Prince of the Undead (Room 4) can
be activated.
4. Prince of the Undead
Resting upon a raised dais is a grotesque bronze
statue depicting an obese, bat-winged, demonic
goat-man with rams horns holding a skull-topped
wand in its right hand. This is Orcus, Prince of the
Undead. A cursory examination of the statue will
reveal a visible seam on its right shoulder joint,
suggesting the arm could be moved.
The arm will prove immobile, however, until
the Turms Statues (Room 3) have been turned to
face the frescoes of the Abyss. Once this is accom-
plished, moving the arm causes a hidden seam in
the statues immense belly to crack open. This reveal
a cache of valuables, consisting of 3,000 sp, 4,000
ep, a moonstone worth 100 gp, a moonstone worth
250 gp, a jasper worth 250 gp, a chrysoprase worth
250 gp, an amethyst worth 500 gp, and a garnet
worth 500 gp. Underneath the coin and gems is a
heavy iron time, bound with brass and bone. This
is a book of innite spells (see Appendix A, New
Magic Items, p. 317).
Should the book of innite spells be removed by
anyone of Lawful or Neutral alignment, a babau
demon will be summoned from the Abyss to slay
the vandals. The babau appears near the middle of
the room and attacks anyone nearby. The demon
only disappears if it or any intruders into the room
are slain.
Babau (1) [AL C, MV 150 (50), AC -3, HD
7+10, HP 44 #AT 3 or 1, DG 1d4+1/1d4+1/2d4
or 1d8+4 (heavy crossbow), SV F7, ML 10]
A Lawful cleric can become a Chaotic cultist of
Orcus by renouncing his faith and making a blood
offering at the statue here (see Chapter 3, Adven-
turing in Dwimmermount, p. 36).
THE HALLS OF GREATER SECRETS
Level
5
201
5. Ruined Chamber
Rubble lls the northeast corner of this room,
creating treacherous footing on the ight of stairs
to the east. Characters ascending the stairs must
make successful ability checks versus DEX or suf-
fer 1d3 points of damage from stumbling on the
treacherous rocks.
The rst character who stumbles amidst the
rubble on the stairs will discover a caduceus-shaped
brooch worth 600 gp. The brooch will also be
found if the characters make a thorough search of
the rubble. The brooch is actually a key which opens
the secret door to the Treasure Hoard (Room 15).
6. Dusty Room
Aside from some rubble in its southwest corner,
the most notable feature of this chamber is its
dustiness. The oor of the roomand even into
the two corridors leading away from itis covered
with a ne, whitish powder that, upon closer in-
spection, is revealed to be tiny bone fragments.
There is no way of telling the type of bone.
7. Bottomless Pit
Opening the door to this room is difcult (-1
to the force doors roll) and anyone who gets near
it can hear the howling of wind behind it. Entering
the room beyond reveals a wide, rocky ledge over-
looking a darkand very deeppit. The pit drops
100 feet straight down, then descends southward
at a 25-degree slope for another 550 feet before
opening onto the ceiling above the Chasm (Room
5) on The Deep Hollows (Level 7).
A magical current of wind blowing down the
pit is the source of the howling. Characters ap-
proaching within 10 feet of the pit must make an
ability check versus DEX each round or be blown
into it. Those blown into it must then make a
saving throw versus Paralyzation. Those who suc-
ceed are safely transported to area 5a of The Deep
Hollows (Level 7) after a strangely slow fall that
takes 10-15 minutes. Those who fail are similarly
transported, but they are buffeted more ercely
by the wind, suffering 1d6 damage every minute
(6 rounds) of their fall.
LEVEL 5
Chapter
14
202
8. Pools and Statues
This room consists of four distinct areas, two of
which contain marble statues and two of which
contain small, empty pools. Each pool is a semicir-
cle with a 2 foot radius, about 4 inches deep, capa-
ble of holding 25 gallons (200 pints) but currently
dry. The statues and pools all radiate magic.
The northern statue depicts a robed man, a lyre
clutched in one hand, a healers staff in the other.
The staff is outstretched to point towards the pool
to the south. The statue has no head, though a
smashed head of Turms Termax litters the ground
nearby. From the implements carried by the statue,
a cleric can identify it as a representation of Caint,
god of medicine and music. If a pint of wine is
placed in the pool that Caint is pointing towards,
the pool will magically ll with an alchemical uid
resembling sweet, red wine. Anyone who drinks at
least a pint of the wine gains 2 bonus hit points
per hit die he possesses. The bonus hit points remain
until lost or until 24 hours has elapsed. Any dam-
age the character suffers should be removed from
these hit points rst.
The southern statue depicts a slender woman in
a chiton carrying a horn in one hand. The other
hand points towards the pool north of the statue.
The statue has the head of Turms upon its shoulders,
but a cleric can nevertheless identify the statue as
representing Tyche, goddess of fortune. The dis-
gurement of the statue has suppressed the magical
enchantment on its pool, but if Turms head is re-
moved and smashed, the statues link with its pool
will be restored. Thereafter, if a pint of water is
added to the northern pool, the pool will magical-
ly ll with an alchemical uid resembling clear,
sweet water. Anyone who drinks at least a pint of
the uid gains a +2 bonus to all saving throws for
the next 24 hours.
A character can benet from drinking both al-
chemical uids. Drinking a second dose of the same
uid does not give any additional benet (e.g.,
drinking twice from Caints pool does not give 4
bonus hit points) until the rst dose has worn off.
When rst conjured, there will be a total of 200
pints of alchemical uid in a pool. Each time the
characters visit the room thereafter, there will be
1d20 fewer pints (less whatever they consume, of
course). Fluid from the pools loses its potency in 1
round if not swallowed. The magical effect that lls
the pools can be activated only once per year.
9. Antechamber
Lying in the middle of this otherwise empty
chamber is a Termaxian passkey (see Appendix A,
New Magic Items, p. 325).
10. Storeroom
Broken crates and discarded chests and coffers
litter this room. However, in two alcoves to the
north can be found large metal chests. The one in
the western alcove is, in fact, a chest, which, though
locked, contains 5,000 sp and 400 gp. The other
is a mimic (see Appendix C, New Monsters, p. 346),
which attacks anyone who comes near its lair.
Mimic (1) [AL N, MV 30 (10), AC 7, HD
7, HP 29 #AT 1, DG 3d4, SV F7, ML 8]
11. Sunken Arena
Here three short sets of stairs lead down 10 feet
into a sub-level. A railed ledge runs above the sub-lev-
el along the north and west walls, terminating in a
patinated bronze door. The door is elaborately carved
with images of fearsome monsters and gladiators. It
leads to the Natural Cavern (Room 57).
The oor of the sub-level is completely stained
with dried blood, as if hundreds of battles had been
fought here. Euthalius (see Room 25) or a similar-
ly knowledgeable character could explain that in
his era the sub-level was an arena used to test the
ghting capabilities of beastmen, summoned crea-
tures, and crossbred creations. The nearby Echo
Chamber (Room 12) and Four Pillars (Room 50)
were used to enhance the combatants while the
Healing Device (Room 56) and magical Pools and
Statues (Room 8) healed them. The adjoining Nat-
ural Cavern (Room 57) was used as a lair for mon-
strous combatants between ghts.
12. Echo Chamber
The walls of the room are smooth and mildly
reective, seemingly lacquered with a silvery, mir-
ror-like material. Any sounds in the room noticeably
echo, though the rooms doorsthe interiors of
which are coated with the same materialdampen
them so that they do not resonate outside the cham-
ber. The material is in fact azoth-infused moonsil-
ver, enchanted to reect energy.
In an alcove in the southern wall of this large
room is a statue of Turms Termax, his arms aloft,
as if casting a spell. The statue is made of Kythirean
ebony and shows signs of having been hacked in
several places. Careful examination of its base reveals
a High Thulian phrase that reads, Cast all before
me on the path to Thrice Greatness. The phrase
hints at this rooms special effect: Any magic-user
spellsbut not cleric spellscast in the room have
a chance equal to 10 minus their level times 10%
of tripling in potency (including duration, range,
and/or damage). Thus, a 1st-level spell has a 90%
chance of tripling, while a 5th-level spell has only
5-12: Particularly greedy
adventurers might scrape
the moonsilver from the
walls. The moonsilver
lacquer is about 0.00125
inches thick. One turn of
effort can scrape 1 square
foot of walls, yielding
1 ounce of moonsilver
(about 30gp value). There
are 2,000 square feet of
walls total, so as much 125
pounds can be acquired
(62,500gp) though it
would take more than 300
hours to do so.
THE HALLS OF GREATER SECRETS
Level
5
203
a 50% chance. The rooms nature is permanent and
can be visited any number of times, but it applies
only to spells cast within the room.
13. Beetle Lair
Dwelling within this room are six giant carniv-
orous beetles, which have entered the room through
a concealed pit in the oor.
Giant Carnivorous Beetles (6) [AL N, MV
150 (50), AC 3, HD 3+1, HP 16, 14, 13,
13, 12, 11 #AT 1, DG 2d6, SV F1, ML 9]
The pit still functions normally and is 10 feet
deep, with a crevice at its bottom that is too narrow
for most humanoids to enter, but large enough for
the beetles to traverse. The crevice ultimately reach-
es a breach in the water pipes between the levels;
see Chapter 6, Overview of the Dungeon, p. 74,
for details on traversing these. Also at the pits
bottom are 57 cp.
14. Weird Statue
At the end of this winding hallway is an enchant-
ed stone statue whose apparent appearance varies
depending on the class of the person who views it,
as follows:
Cleric: Those with Wisdom 15 or lower see an
image of their deity, while those with 16+
Wisdom see Turms Termax instead.
Fighter: A Thulian cataphract in full armor.
Magic-user: Those with Intelligence 15 or lower
see Turms Termax, while those with 16+
Wisdom see a demonic gure.
Thief: A daring rogue.
This strange effect applies only to humans.
Non-human races see only a lump of stone.
15. Treasure Hoard
The only evidence of the secret door that gives
passage to this room is a small indentation in the
wall. If one of the caduceus-shaped brooches
found in the Ruined Chamber (Room 5) or Sleep-
ing Quarters (Room 52) is placed in the inden-
tation, the door to the hidden room will grind
open. It otherwise can be opened only with knock
or similar magic.
Within the hidden room is a sizable cache of
treasure. Spilling out of broken wooden chest is a
large pile of Termaxian-era coin, consisting of 8,000
sp and 2,000 gp. Perched on top of the pile is a
bone idol of Orcus worth 50 gp. A jewelry box at
the bottom of the coin pile holds a wrought silver
ring worth 100 gp; a bronze belt buckle studded
with bloodstones, worth 400 gp; another cadu-
ceus-shaped brooch worth 600 gp; and a wrought
gold scepter tipped with opals worth 1,200 gp.
Hanging on the far wall is a Thulian centurions
sword with a bronze hilt and a straight starmetal
blade etched with runes of Law. This weapon is a
long sword +1, +3 vs. undead.
16. Green Guardians
Lurking inside this room are four green guard-
ians (see Appendix C, New Monsters, p. XX) pos-
ing as statues. They wait until potential prey is
within range before attacking.
Green Guardians (4) [AL C, MV 90 (30)/
y 150 (50), AC 4, HD 5, HP 31, 20 (x2),
17 #AT 4, DG 1d6+1/1d6+1/1d6/1d6, SV
F8, ML 12]
17. Chamber of the Egg
Four green guardians (see Appendix C, New
Monsters, p. 342) stand watch over a large mottled
egg roughly the size of a human head; they attack
anyone who enters the room. The egg is held with-
in an enclosed glass case that radiates a reddish
glow. It detects as both evil and magic. Anyone
touching the case takes 4d6 damage unless a pro-
tection from evil spell (or similar effect) has been
cast on them beforehand. With protection, the case
can be easily opened and the egg removed.
The egg itself, though warm to the touch, is not
dangerous to handle. Its shell is extremely hard and
resistant to both physical damage and magic. How-
ever, 1d6 days after it is removed from its case, it
will hatch into a quasit (see Appendix C, New Mon-
sters, p. 349) that will seek out a master to serve.
The quasit has a preference for Chaotic magic-users
over all other classes, but will serve any Chaot-
ic-aligned character, or barring that, any magic-us-
er. Being a demon, the quasit hopes to corrupt its
new master and does everything within its power
to bring this about.
After the egg is removed, there is a cumulative 5%
chance per week that a new egg will appear within
the glass case. If the glass case is damaged or removed
from the room, no new eggs will be summoned.
Green Guardians (4) [AL C, MV 90 (30)/
y 150 (50), AC 4, HD 5, HP 25, 21, 15
(2) #AT 4, DG 1d6+1/1d6+1/1d6/1d6, SV
F8, ML 12]
Hatched Quasit [AL C, MV 150(50), AC 2,
HD 3, HP 11, #AT 3 DG 1d2/1d2/1d4, SV
F3, ML 12]
LEVEL 5
Chapter
14
204
18. Red Goo
The oor of this hallway is covered with a slick,
red, acidic goo that gives off a foul odor. It is oil of
caustic slipperiness (see Appendix A New Magic
Items, p. 322). The oil is a recent addition to the
dungeon, having been spread here by the Dwarven
Sentries (Room 22) as a perimeter defense. Walking
on the oil is dangerous, immediately dealing 1d6
points of damage and requiring an ability check v.
DEX at 3. Failure results in falling to the ground
and taking another 1d6 points of damage. To stand
up requires a further DEX check, with failure re-
sulting in more damage, as before. The penalty to
the DEX check is negated if a fallen character is
aided by a character not currently standing on the
oil, having been thrown a rope, etc. The oil can be
easily washed away with ordinary water.
19. Hieroglyphics Room
The entrances to this room are dilating doors
made of adamantine steel within a hepatizon door-
frame. Inside, the room is illuminated by vitreum
radiance panels in the nephelite-coated ceiling. The
walls are also made of black nephelite, decorated
with a pictographic script unlike any used by any
human cultures from the area around Dwimmer-
mount. That is because the script is actually mag-
ical in nature, requiring read languages to under-
stand. Any character reading the script immediately
loses 1 point of Wisdom from the mind-breaking
process. However, he henceforth can speak, read,
and write the Tongue of the Great Ancients, the
original language of man. This is of use when con-
versing with the Terrim (see Level 9), as well when
reading certain ancient tomes of magic or using
certain machines in Dwimmermount. Characters
uent in Dwarven, Elven and/or Ancient Thulian
will recognize the Tongue as being an ancestor of
that language or those languages.
20. Bone Batons
Arranged on the oor of this room are a four
carefully bleached human bones. The bones are
arranged in the shape of a square. None of the
bones are magical nor is the shape signicant. How-
ever, bones of this very same sort can be enchanted
at several locales on The Ossuaries (Level 6A),
including the Enchantries (Rooms 18b, 42a, 60,
and 61/63) as well as the Workroom (Room 28),
to become temporary magic items.
5-19: Fluency in both
the Tongue and Dwarven
counts as partial evidence
of 1-7. Fluency in both the
Tongue and Elven counts
as partial evidence of
2-5. Fluency in both the
Tongue and Ancient Thu-
lian counts as partial evi-
dence of 1-1.
21. Azoth Leak
In the southwest corner of this room, there is a
leak of silvery-black liquid coming from the ceiling.
The leak runs down the wall and stains the oor.
This liquid is of course, azoth, but it is of insufcient
quantity to be of much use (a mere 1 pint every day).
22. Dwarven Sentries
Five dwarves stand guard here, protecting the
stairs down to the Entry Hall (Room 1) of The
Manufactory (Level 6B). Led by Darval, the dwarves
are cautious, but friendly. If convinced that the
characters are not in league with any of the various
Chaotic forces who haunt Dwimmermount, Darval
will offer them safe passage to The Manufactory
(Level 6B), along with a metal badge that identies
the bearer and his companions as friends of the
dwarves. Darval knows very little about The Halls
of Greater Secrets (Level 5), except that the dwarves
have sealed a chokepoint to the north with Red
Goo (Room 18) and that dwarven scouting parties
to the west (Room 23) have not returned.
Dwarves (4) [AL L, MV 60 (20), AC 3 (plate
mail), HD D5, HP 25, 23, 20, 19, 15 #AT
1, DG 1d8 (battle axes), SV D5, ML 10]
Darval (1) [AL L, MV 60 (20), AC 2 (plate
mail +1), HD D7, HP 36 #AT 1, DG 1d8+2
(battle axe), SV D7, ML 12]
Darval carries 3 oils of caustic slipperiness (see
Appendix A, New Magic Items, p. 322). His plate
mail +1 is made of adamantine steel.
23. The Supreme Unknown
A black and green marble statue of a bare-chest-
ed man with a roosters head and snakes for legs
stands in the northern part of this room. The name
Abraxas has been carved in High Thulian at the
base of the statue. The statue intensely radiates both
magic and evil. Scattered on the oor of the room
around the statue are ten corpses with leathery,
grayish skin. These are juju zombies (see Appendix
C, New Monsters, p. 359) lying in a dormant state.
If the characters entering this room pass through
quickly, the zombies remain dormant. Characters
who linger in the room must utter a prayer to Ab-
raxas aloud within 1 minute (6 rounds) or the juju
zombies awaken and attack. The juju zombies will
also awake if they or the statue are touched.
Juju Zombies (10) [AL C, MV 140 (50), AC
6, HD 4+4, HP 28, 22 (3), 21, 19, 18, 17,
13, 11 #AT 1, DG 1d8, SV F4, ML 12]
THE HALLS OF GREATER SECRETS
Level
5
205
Once awakened, the juju zombies remain animate
for 1 turn, attacking any living creature they see,
then lapse into dormancy again. Humanoids slain
in this room will darken and wither into (dormant)
juju zombies after 1d6 hours. If the statue of Ab-
raxas is destroyed (100 hp), juju zombies will no
longer be animated or created here.
24. Stairs to Nowhere
A staircase descends downward here. Any char-
acter who walks down the stairs while carrying a
Termaxian passkey on his person nds himself tele-
ported to the Library of Great Secrets (Room 48).
Any without such a passkey is unaffected by this
magical effect and descends the stairs as normal,
but they terminate after 30 feet in a dead end.
25. Necrolytes Sanctum
This chamber is free of the dust and decay that
elsewhere dominates Dwimmermount. It is fur-
nished with a large bed, a sturdy oak desk with
padded chair, bookcases, and series of heavy wood-
en chests. Various arcane implements, grimoires,
and asks are scattered across the desk, where Eu-
thalius, a Termaxian necrolyte (see Appendix C,
New Monsters, p. 355), works. Euthalius earned
his necrolyte status by participating in the murder
of his friend Nazares (see Room 60) and will react
with great alarm if confronted by evidence that the
wizard still lives.
Despite his penchant for murdering friends,
Euthalius sees himself as a scholar and man of
learning. Consequently, he does not immediately
attack any who enter his sanctum, provided that
they show proper deference to his superior knowl-
edge and demonstrate evidence of being of use to
him in his own studies. Currently, Euthalius is keen
to visit The Manufactory (Level 6B), but he has
been thwarted in his efforts to date by the Dwarven
Sentries (Room 22), who guard the only set of stairs
down to it. If anyone agrees to help him make it
past the dwarves, Euthalius is willing to share what
he knows about this level, as well as granting his
benefactors the choice of one magic item from
among the many in his chests.
Euthalius is quite capable of defending himself
if attacked, though he is more likely to use dimen-
sion door to ee, lest he be destroyed.
Euthalius (1) [AL C, MV 60 (20), AC 2
(cloak of protection +1), HD 7, HP 38 #AT 1,
DG 1d8, SV MU7, ML 8]
Spells: 1-charm person, hold portal, shield;
2-invisibility, web; 3-reball, hold person; 4-di-
mension door
He carries a wand of ice (see Appendix A, New
Magic Items, p. 326) with 15 charges remaining.
The wand is made of lead crystal sculpted to re-
semble an icicle. Euthalius spell books are on the
bookcases, while in his various chests he keeps a
chime of opening (40 charges), a rope of climbing, a
long sword +2, a sling +1, and three potions of ex-
tra-healing. The long sword +2 has an azoth-infused
areonite blade with a slight curve and a baroque
hilt, together suggestive of Eldritch make.
26. Tar Trap
The oor of this room is covered by a thick, sticky
black substance, similar to tar. The tar is actually an
azoth byproduct sometimes resulting from manu-
facture of sovereign glue (see Appendix F, Azoth, p.
379) that has been cleverly repurposed here as a
trap. After one round of standing or walking on the
substance, a character must make a successful saving
throw versus Paralyzation or his footwear or feet
become stuck to the oor. Feet and footwear are
stuck to the oor permanently unless universal solvent
(see Appendix F, Azoth, p. 379) is applied.
A character may, of course, abandon his footwear
or hack his own feet off to escape. Hacking off a foot
takes one round and deals 1d8 points of damage.
Losing one foot reduces a characters movement rate
by 60 and his DEX by
1
3 for armor class purposes.
Losing two feet reduces the characters movement rate
by 120 and his DEX by
2
3 for armor class purposes.
The movement rate penalty is halved if the character
uses a crutch or peg-foot. Characters who hack off their
feet and then try to crawl out of the tar trap are, of
course, likely to become quadruple amputees.
When the characters enter the room for the rst
time, they will nd another creature (or creatures)
already stuck in the substance. A single minotaur is
ensnared the rst time the room is entered, but there-
after the referee should roll on the wandering monsters
table to determine what has become ensnared.
27. Defaced Room
The walls of this small area are decorated with
frescoes depicting magical experiments and similar
sorcerous activities. However, these frescoes have
been badly defaced, in some cases to the point of
the stone walls beneath them being pockmarked
and stained. Lying on the ground nearby is large
glass bottle partly lled with a special alchemical
solution created in the Laboratory (Room 20) of
The Ossuaries (Level 6A). Its intended use is to
prepare bones for use in the Enchantries (Rooms
18b, 28, 42a, 60, and 61/63) of that level. Sufcient
solution remains to prepare three bones. The sub-
stance is highly toxic, and if thrown at an enemy,
it deals 3d8 points of damage.
LEVEL 5
Chapter
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206
28. False Doors
Nearby this empty chamber are three false doors,
labeled i, ii, and iii on the map. Each of the doors
has a different effect, depending on which is opened
and whether the opener possesses a Termaxian
passkey (see Appendix A, New Magic Items, p. 325).
i Teleports the opener to the Entrance to this
level (Room 1), unless he possesses a Ter-
maxian passkey, in which case he is teleport-
ed to the nearby Secret Room (Room 31).
ii Blasts the opener with a 5d6 reball (make
a saving throw versus Spells for half-dam-
age). If the opener possesses a Termaxian
passkey, he is teleported to the Landing
(Room 38) immediately after the reball
goes off. There are scorch marks on the
ground in front of the door.
iii Teleports the opener to the Tar Trap (Room
26), unless he possesses a Termaxian pass-
key, in which case he is teleported outside
the Alchemists Door to Dwimmermount.
Euthalius (see Room 25) is familiar with how
these doors work. If asked, he particularly delights
in explaining the mystery of door ii, which was
intended to teleport passkey holders to safety before
its trap went off. Unfortunately, the magical con-
tractors hired to craft the trap got the timing
wrong. It proved cheaper for them to bribe the
Termaxian administration to sign off on the proj-
ect than x the error.
29. Guard Room
Shattered wooden stools and weapons racks re-
veal that this was once a guard room. Now it is
occupied by eight juju zombies (see Appendix C,
New Monsters, p. 359), who attack anyone who
enters the area.
Juju Zombies (8) [AL C, MV 30 (10), AC 6,
HD 3+3, HP 19, 18, 17, 16, 15, 13, 12 (2)
#AT 1, DG 3d4, SV F3, ML 12]
30. Graffiti
On the northern wall of this room, there is a
chalk message written in Low Thulian (Common),
which reads Run if you see it! accompanied by a
very crude sketch of a rooster-headed, snake-legged
demon. This is a reference to the dangers posed by
the Supreme Unknown (Room 23).
The secret door on the west wall leading to the
Secret Room (Room 31) is a stone slab that revolves
around its central axis if pushed. It is well-concealed
but otherwise unremarkable.
31. Secret Room
Scattered throughout this secret room are a
half-dozen chests and coffers, all open and un-
locked, collectively containing a total of 6,000 sp
and 800 gp. Mounted in a case on the south wall
is a suit of Thulian plate +2 (see Appendix A, New
Magic Items, p. 325).
32. Dead Dwarves
The bodies of four dead dwarves lie in this room.
They seem to have been eeing to the west when
they died. Because dwarves turn to stone upon
death, it is difcult to ascertain precisely what killed
them. Their plate mail and battle axes are slightly
battered but still in serviceable condition. If their
bodies and equipment are returned to Darval in
Room 22, this will grant a reaction bonus of +2
when dealing with the dwarven leader.
33. Shrine to Tenen
A marble statue of a short, dwarf-like gure
carrying craftsmans tools stands in the center of
this circular room. The statues head has been re-
placed with that of Turms Termax. The statue is of
the Thulian god Tenen, and anyone who replaces
the head of Turms with that of the god will receive
the Greater Blessing of Tenen. This is the one-time
ability to cast teleport, as per the magic-user spell.
The blessing can be cast at any time and is instan-
taneous, but once cast, is lost. See Chapter 6, Over-
view of the Dungeon (p. 73), for more information
on boons from the gods.
34. The Lord of Alchemy
Two sets of stairs lead down into this room,
which sits about six feet below the others on this
level. Another set of stairs leads upward to a red-cur-
tained alcove in which rests a bronze statue of a
demonic winged bull. This is the demon lord Haa-
genti, to whom alchemists and transmuters some-
times turn for hidden knowledge. Written on the
base of the statue, in High Thulian, is the phrase,
Blood is the Key.
In the center of the room is a 10 foot diameter
metal table bolted to the ground. An alchemical
distillery of a baroque and sinister design occupies
the majority of the table, alongside a wooden case
lled with various powders, salts, and other re-
agents. A character who succeeds on an ability
check v. INT can use the alchemical distillery to
brew potions of any kind. Each potion requires a
mixture of various reagents and a large quantity
of blood (10 hit points worth). Once the blood
and reagents are mixed, the distillery will brew
THE HALLS OF GREATER SECRETS
Level
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207
the desired potion in 1 turn (10 minutes). There
is no blood stored in the room, and the amount
of reagents at hand is only sufcient to make six
potions. (At the referees discretion, he may allow
the characters to buy or create their own reagents
for use with the distillery). The distillery will not
function if removed from this room.
To the southeast, a fourth set of stairs descends to
the Staircase (Room 1) of The Ossuaries (Level 6A).
35. Demonic Scouts
Wandering through this triangular chamber are
seven dretches (see Appendix C, New Monsters, p.
336), on an errand for their master in the second
room of mosaics (Room 37). The dretches are
cowardly and will ee towards their master if it
looks like they may be destroyed.
Dretches (7) [AL C, MV 90 (30), AC 2, HD
4, HP 23, 21 (2), 17, 16, 12, 10, #AT 2, DG
1d4, SV F4, ML 8]
36. Bizarre Mosaics
The western wall of this room sports beautiful
but peculiarmosaics depicting alien worlds on
which can be seen demonic gures marching as if
going to war. Mounted on the eastern wall are ve
steel hooks, from three of which hang pairs of
spectacles with red lens (two are seemingly missing).
Anyone wearing the spectacles who looks at the
mosaics will see that it has become an animated
montage showing how the demons prepare for war.
During each turn of viewing, spectators must make
a successful saving throw versus Spells or become
entranced by the image for an additional 1d6 turns
(cumulative). Entranced characters can do nothing
but gaze in stupor at the mosaic, and enemies gain
a +4 bonus to hit entranced characters. The en-
trancement can be removed with dispel magic or
similar effects, or by taking the spectacles of the
character. A character who manages to gaze at the
mosaic while wearing the spectacles for three or
more turns without becoming entranced gains a
permanent +1 bonus to hit and damage when ght-
ing demons of any kind due to his understanding
of their warfare techniques.
37. More Mosaics
This chamber is decorated similarly to the Bizarre
Mosaics (Room 36) next door, except that the
demons depicted on the northern wall are dancing,
not marshalling as if going to war. There are ve
hooks on the south wall, but none of them have
any spectacles hanging from them. The mosaics in
this room are also damaged, with many of their
tesserae missing. Consequently, viewing the mosa-
ics while wearing the spectacles from Room 36 has
no effect.
Lurking in the room is a stirge demon (see Ap-
pendix C, New Monsters, p. 353), who is the com-
mander of the dretches in Room 35. The stirge
demon has a very high opinion of itself and is eas-
ily taken in by attery. He in turns serves the demon
Aishapra who lairs in the Library of Great Secrets
(Room 48).
Stirge Demon (1) [AL C, MV 20 (6)/y 60
(30), AC -2, HD 7, HP 25 #AT 3, DG
2d4+4/2d4+2/1d8+2, SV F7, ML 10]
38. Landing
On the oor of this room, just below a set of
stairs leading slightly upwards (about ve feet),
there is a circle of black ash three feet in diameter.
In the center of the circle is a partially melted gold
ring worth 500 gp, even in its damaged condition.
The ring is otherwise unremarkable as is the ash.
A character teleported by false door ii in Room
28 will arrive in the circle of black ash. If the tele-
ported characters hit points have been reduced to
considerably below 0 by the doors reball, the size
of the black ash mound may increase
39. Reading Room
Arranged in this room are four heavy wooden
chairs, each of which is equipped with a basket on
one side into which scrolls can be placed. All of the
baskets contain fragments of paper with writing on
them that is largely unintelligible, though individ-
ual words might be recognized. Underneath one
of the chairs is a bronze scroll tube, inside of which
is a magic-user scroll with the following spells:
clairvoyance, y, and haste.
LEVEL 5
Chapter
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208
40. Dangerous Treasure
The oor of this large chamber is covered by a
huge mound of silver and gold coin.
Examining the treasure pile for a
few moments quickly reveals
that the treasure is undu-
lating and swaying. This
is because a muculent
worm (see Appendix
C, New Monsters, p.
346) lurks beneath
the treasure. The
worm entered the room
through a hole in the
oorsince collapsed
and has taken up residence
here, feeding on weak demons
and Termaxian cultists who wander into
this chamber. The treasure itself consists of 16,000
sp and 3,000 gp.
Muculent Worm (1) [AL N, MV 30 (10),
AC 4, HD 10, HP 48, #AT 1, DG 2d6, SV
F10, ML 10]
41. Storeroom
Sealed crates and barrels can be found here, lled
with dried foodstuffs and alcohol. Each of the
rooms eight crates is 4 feet cubed, and contains
200 lbs. of grain (25sp value). Each of the rooms
ten barrels 3 feet tall and 2 feet in diameter, and
contains 60 gallons of musty, but drinkable, beer.
42. Silver Trail
A thick trail of glistening silvery slime leads from
the door to the Dangerous Treasure (Room 40) across
the oor of this room and off toward Room 43.
43. Mercury Ooze
Slithering across the oor in this area is a mer-
cury ooze (see Appendix C, New Monsters, p. 345)
that takes immediate notice of any living that enters
and attacks.
Mercury Ooze (1) [AL N, MV 30 (10), AC
9, HD 5, HP 21, #AT 1, DG 2d4+3 + mer-
cury poisoning, SV F5, ML 10]
44. Azoth Pools
The doors to this room are grey nephelite blast
doors. The magical mechanisms that once opened
them no longer function, but mechanical handles
can be used to crank them open. The room within
consist of two parts, an upper and a lower one. The
upper one, accessible by means of two doors, is a
raised catwalk with railings on either side, which
looks down on the lower level. The
lower one, accessible by two
different doors, has four
large pools of glowing,
bubbling azoth. These
pools provide an ee-
rie illumination, as
well as lling the
chamber with me-
tallic fumes. Though
there are several vents
on the ceiling of the
room, they have become
blocked following ages of
disuse, which makes it poten-
tially dangerous to spend more than
a few rounds here without magical protection. Af-
ter 6 rounds in the room, any character who lacks a
mask of breathing (see Appendix A, New Magic Items,
p. 322) from the Room of Niches (Room 55), an
environment suit (p. 318), or similar protection,
must make a saving throw versus Poison or suffer
the effects of a confusion spell for 12 rounds.
In determining the confusion effects, any result
of Does nothing, but babble incoherently instead
results in the character having an out of body ex-
perience that gives him a very brief glimpse of the
contents of one room on this level. Roll 2D6 to
determine which rooms contents he sees, treating
one die as the tens column and the other as the
ones column. Thus, a roll of 2 and 3 should be read
as 23. Any results higher than 61 (the number of
rooms on this level) should be treated as Does
nothing, but babble incoherently.
The azoth here is very hot. Touching it deals 1d8
points of damage per round of contact. Each of the
four pools holds 15,000 gallons of azoth. The pools
are fed by azoth-infused copper pipes leading to
Dwimmermounts azoth reservoirs; if, through some
strange magic, the characters descend down these
pipes, see Chapter 6, Overview of the Dungeon (p.
75). Additional information on azoth and its uses
can be found in Appendix F, Azoth (p. 377).
45. Latrine
This small chamber served as a latrine during
the heyday of Dwimmermount. Centuries of neglect
has resulted in its pipes rusting to such an extent
that neither the toilets nor the sinks work any lon-
ger. The copper pipes themselves are too narrow
for any but the smallest creatures to traverse (e.g.
normal rats, insects, etc.). See Chapter 6, Overview
of the Dungeon, p. 74, for details on traversing
the water pipes between the levels.
THE HALLS OF GREATER SECRETS
Level
5
209
46. Stairs
A trio of frightened wererats have ventured down
into this area by using the nearby stairs from the
Wererat Redoubt (Room 60) on The Halls of Less-
er Secrets (Level 4). The wererats are intrigued by
the contents of the Salon (Room 47), but are un-
willing to proceed on their own for fear that it is a
trap. They will gladly allow others to venture ahead
and see what happens, taking advantage of the
situation if they think they can get away with it. If
attacked, they will ght viciously until their morale
breaks, whereupon they will ee up the stairs to
seek aid from their four brethren above.
Wererats (3) [AL C, MV 120 (40), AC 7 (9),
HD 3, HP 18, 17, 10 #AT 1, DG 1d4 or 1d6
(short swords), SV F3, ML 8]
47. Salon
This hexagonal chamber is outtted as if it were
a drawing room, complete with a low table, four
cushioned chairs, candelabra (unlit), and mirrors
on the eastern and western walls. When the thresh-
old to the room is crossed, the candles in the can-
delabra suddenly light, the lilting sounds of a harp
resonate softly, and the smell of roses wafts into
the room. The music and aroma coming from here
will alert the marilith Aishapra in the Library of
Great Secrets (Room 48), and she will gather her
minions in preparation.
48. Library of Great Secrets
The southern door to this room is magically
sealed with an arcane lock. It can be opened by the
usual means (knock, etc.) or by any character with
a Termaxian passkey (see Appendix A, New Magic
Items, p. 325). The room itself is a vast library,
lled with rows upon rows of scrolls, codices, and
books. The library is now the lair of a rogue marilith
demon (see Appendix C, New Monsters, p. 345)
named Aishapra, who sees the opening of Dwim-
mermount as the rst step in her plan to extend her
inuence into the mortal world beyond. She treats
any entry into this chamber as an affront and will
attack with the utmost ferocity, though she will not
use her gate ability under any circumstances. The
last thing she wants is for demons other than those
under her command to appear on this level. If
battle goes against her, Aishapra will attempt to
ee to her Guardian Demons (Room 49), hoping
that her minions, or even the stirge demon from
More Mosaics (Room 37), there can aid in her
escape. If forewarned by the sounds and scents of
LEVEL 5
Chapter
14
210
the Salon (Room 47), Aishapra will have gathered
her minions here already.
Aishapra (1) [AL C, MV 120 (40), AC -6,
HD 7+6, HP 36 #AT 7, DG 1d8 (6)/2d4,
SV F7, ML 9]
Aishapra has collected a considerable amount of
treasure from elsewhere on the level. This treasure
consists of 12,000 sp; 6,000 gp; a wrought silver
ring worth 600 gp; a wrought gold necklace bead-
ed with pearls, worth 500 gp; a rod of captivation
(see Appendix A, New Magic Items, p. 323) (nine
charges remaining); a Termaxian passkey; a potion
of ying; a potion of levitation; a feather token (see
Appendix A, New Magic Items, p. 319); and a
scroll of suggestion and water breathing.
In addition, the library contains vast stores of
knowledge, both arcane and mundane. The books
here (none of which are inherently magical) are
worth a fortune to interested buyers in the outside
world, assuming that they could all be transport-
ed. The breadth and depth of the information they
contain is left entirely to the referee, given the
needs of his campaign. There are 159 loads of rare
books in the library, each load weighing 30 lbs.
and worth 1,000 gp.
Anyone who walks down the False Stairs (Room
24) carrying a Termaxian passkey is teleported into
this room, adjacent to the northern door.
49. Guardian Demons
Sixteen pathetic manes demons (see Appendix C,
New Monsters, p. 344) stand guard outside the
entrance to the Library of Great Secrets (Room 48).
They will not ee, even if battle goes against them.
Manes (16) [AL C, MV 30 (10), AC 5, HD
1, HP 8 (2), 7 (4), 6 (4), 5 (2), 4 (2),
3, 1 #AT 1, DG 1d3, SV F1, ML 12]
50. Four Pillars
Four marble pillars form a colonnade along the
northwest wall. Each pillar is a different color
brown, white, red, greenand shows evidence of
having many nicks and dents along its length. The
four pillars radiate magic. If a melee weaponand
only a melee weaponis struck against one of the
pillars, it gains a temporary (24-hour) bonus to
damage against one type of elemental-based crea-
ture. The bonus is equal to the damage dealt by
the weapon against the pillar. For example, if a
cleric struck a pillar with a mace and dealt 3 points
of damage, his mace would gain a temporary +3
damage bonus. Striking additional pillars negates
the effects of previous pillars and no weapon can
5-48: Characters studying the
books will learn one of the
following numbered facts
each day: 1-1, 1-2, 1-3, 1-4
1-5, 1-6, 1-7 1-8 2-2, 2-3, 2-4,
2-5, 2-6, 2-9, 2-10, 3-1, 3-2,
3-3, 3-4, 3-5, 3-6, 3-7, 3-10,
3-11, 3-12, 4-2, 4-3, 4-4, 4-5,
4-6, and 4-7. Roll 1d10 to
determine the language of the
book: (1) The Tongue of the
Great Ancients, (2-3) Eld, (4-
6) Ancient Thulian, or (7-10)
High Thulian.
ever gain more than one bonus from a single pillar.
This means that, after gaining a bonus from each
pillar, the weapon can no longer benet from its
enchantment.
The correspondence between the colors and the
elements is as follows: brown (earth), white (air),
red (re), and green (water). The referee is the nal
arbiter on which creatures and opponents count as
elemental-based for the purposes of this boon.
51. Hexagonal Cells
This room is broken up into ten hexagonal cells,
some of which are separated by doors sealed with
arcane locks. As with the arcane lock to the Library
of Great Secrets (Room 48), these can be opened
by the usual means (knock, etc.) or by any character
with a Termaxian passkey (see Appendix A, New
Magic Items, p. 325). Though the doors can eas-
ily be bypassed, opening the arcane locks has an
additional effect. Each arcane lock opened before
the one between sections a and b is opened adds
a charge to the door between those two sections.
The charge is visible as a reddish, glowing band
that appears on the door, accompanied by a low
whine.
Walking through the middle door from a to
b sends the person(s) who does so to the bottom
of a set of stairs on a level of the dungeon equal to
the number of charges active. For The Laboratory
(Level 2A), The Reliquary (Level 2B), The House
of Portals (Level 3A), and The Reservoir (Level
3B), the referee should roll to determine if it sends
them to Level A (1-3) or Level B (4-6). Walking
through the middle door from b to a send the
person(s) who does so to the top of a set of stairs
on the level equal to the charges active. Again, for
Levels 2 and 3, roll to determine which one. In
cases where there are multiple sets of stairs, for
example on The Halls of Lesser Secrets (Level 4),
roll to determine which set of stairs.
The middle door remains open for only ve
rounds, after which it closes and arcane locks again,
along with all the other doors.
52. Sleeping Quarters
Numerous wooden beds ll this room, all in
remarkably good condition considering their age.
The beds are bare, without any mattresses, covers,
or blankets. At the foot of each bed is a chest, most
of which have long since been looted. One of them
remains locked and unopened. It contains 100 pp;
a wrought gold bracelet worth 600 gp; a cadu-
ceus-shaped brooch worth 600 gp; and a moonsilver
ring fastened in the shape of entwined leaves, with
an apparent worth of 1,000 gp. Like that found in
Room 5, the caduceus-shaped brooch is actually a
THE HALLS OF GREATER SECRETS
Level
5
211
key which opens the secret door to the Treasure
Hoard (Room 15). The moonsilver ring radiates
magic, and is in fact a ring of command plant.
Also in the room are ve shadows, which attack
anyone who enters.
Shadows (5) [AL C, MV 90 (43), AC 7, HD
2+2, HP 14, 12, 11 (2), 6 #AT 1, DG 1d4
+ strength drain, SV F2, ML 12]
53. Oracular Statue
At the end of this hallway is a bronze statue of
Turms Termax whose mouth is depicted as wide
open, as if he were shouting. On its base, written
in High Thulian is the single word, Ask. If
askedin High Thulianany question about The
Halls of Greater Secrets (Level 5) for which a yes/
no answer can be given, the statue will respond in
an echoing voice (in High Thulian, of course). The
answer given will be the truth as it was understood
to the Termaxians when the statue was sculpted
two centuries ago. The statue will answer no more
than three questions per day.
54. Green Room
Every inch of this rooms walls and ceiling have
been painted a verdant green, and its oor is cov-
ered with a green carpet. In the center of the
carpet is a dining table surrounded by comfortable
wooden chairs. If anyone sits in one of the chairs,
exceptionally wholesome food and drink appears
on the table. This food and drink is so satiating
that anyone who partakes of either must make a
saving throw versus Poison or fall into a deep sleep
for 1d4 turns.
55. Room of Niches
With the exception of the 10 foot square con-
taining the door, each wall of this room contains
a small square niche inside some of which there are
items of interest and value. Starting from the east-
ern wall immediately south of the door and work-
ing around clockwise, these niches are:
1. A bag containing 1,000 gp
2. A vial of universal solvent (see Appendix F,
Azoth, p. 379)
3. Empty
4. A bag of devouring
5. A potion of healing
6. An empty wineskin
7. Two potions of speed
8. Empty
9. The head of the god Tenen carved from
stone.
10. Two masks of breathing (see Appendix A,
New Magic Items, p. 322).
11. A Termaxian passkey (see Appendix A, New
Magic Items, p. 325)
There are also some small holes on the oor,
indicating where some furnishings had once been
bolted down, but they have long since been removed.
56. The Healing Device
Like Rooms 1 and 2, a pillar of azoth-infused
steel stands in the center of this room. Like those
other pillars, there is an indentation on one side
into which a Termaxian passkey (see Appendix A,
New Magic Items, p. 325) can be placed. If a
passkey is placed in only one or two of the pillars,
they fuse to it and cannot be removed until a pass-
key is placed in all three of them. If this is done,
the pillars are infused with crackling blue magical
energy and radiate a barely perceptible vibration.
The vibration affects anyone in Rooms 1, 2, and
56 for the next 10 rounds. Each round, 1d4 hit
points of damage are healed. Alternately, one neg-
ative effect (poison, disease, curse, level drain, etc.)
can be removed instead. Undamaged individuals
gain no benets from the vibrations. After 10
rounds, the device ceases to function and the Ter-
maxian passkeys are absorbed into the pillars, leav-
ing behind empty indentations once again. The
healing device can be activated as often desired, so
long as three passkeys are available.
57. Natural Cavern
Beyond the bronze door in the Sunken Arena
(Room 11) is a natural cavern where a pair of phase
spiders (see Appendix C, New Monsters, p. 353)
have made their lair. The spiders are belligerent,
but will ee, using their phase door ability if combat
turns against them.
Phase Spiders (2) [AL N, MV 60 (20)/150
(50), AC 7, HD 5+5, HP 24, 17, #AT 1, DG
1d6 + poison, SV F5, ML 8]
The spiders have collected a small hoard, con-
sisting of 4,000 gp, an electrum pin worth 300 gp,
and a pair of wrought platinum medals each worth
1,500 gp. A character with knowledge of military
history will recognize the visage minted on the
coins as Malhela Vulmea, a bloody-minded Thulian
emperor, and the jewelry as decorations for valor
given during his campaigns. For safekeeping, these
items have been woven into a spider silk pouch
that dangles from the larger phase spiders spinners.
LEVEL 5
Chapter
14
212
58. Guard Post
A pair of wooden stools marks this chamber as
a guard post. Currently, six juju zombies (see Ap-
pendix C, New Monsters, p. 359) wait here. They
wear the rotting remnants of Termaxian uniforms.
Occasionally the zombies shufe to the Barracks
(Room 59) before returning, perhaps in pathetic
imitation of memories from life.
Juju Zombies (7) [AL C, MV 30 (10), AC
6, HD 3+3, HP 22, 21, 18, 17, 14, 10, #AT
1, DG 3d4, SV F3, ML 12]
59. Barracks
The shattered remains of wooden beds can be
found in this room. Amidst the debris can be found
a small coffer containing 200 pp.
60. Wizards Quarters
This opulently appointed room was clearly once
the quarters of a Termaxian wizard of some impor-
tance, in this case one by the name of Nazares. The
room contains a large bed, a desk and chair, book-
shelves (now empty), and many other attractive
furnishings. There is a large bloodstain on the oor,
evidence of the demise of Nazares body centuries
ago at the hands of jealous rivals and his treacher-
ous friend Euthalius (see Room 25). However,
Nazares managed to outsmart his murderers by
using the spell magic jar to transfer his conscious-
ness into a diamond stashed in a nearby Hiding
Place (Room 61), where he kept his greatest trea-
sures. The door to the Hiding Place can only be
opened by means of a key pinned to the underside
of one of the desk drawers.
61. Hiding Place
The door to this room is magically locked and
cannot be opened by any means (including spells
such as knock) except the key hidden in the Wizards
Quarters (Room 60). Piled up against the south
wall of the room is a large hoard of treasure col-
lected by the wizard Nazares during his adventur-
ing career. The hoard consists of 32,000 sp, 7,000
gp, a tiger eye agate worth 50 gp, a moss agate
worth 50 gp, a rhodochrosite worth 50 gp, a citrine
worth 250 gp, a smoky quartz worth 250 gp, a
topaz worth 500 gp, a sapphire worth 1,000 gp, a
diamond worth 11,000 gp (but see below), and a
suit of chain mail +1 and a shield +2. The chain mail
+1 is made of adamantine steel, while the shield +2
is of adamantine; both are of High Thulian make.
The 11,000 gp diamond now serves as the con-
tainer for Nazares disembodied soul. If characters
come within 30 feet of the diamond, Nazares will
start attempting to possess their bodies. Each at-
tempt takes one round and targets one character
within range. The target must make saving throw
versus Spells or become possessed by Nazares. Naz-
ares may only make one attempt against any given
character.
Once in possession of a body, Nazares can once
again use his spells. Nazares was a 10
th
level mag-
ic-user, and his last memorized spells were the
following: 1-charm person, magic missile, sleep;
2-arcane lock, invisibility, mirror image; 3-reball,
y, haste; 4-dimension door, polymorph other, wall
of re; 5- teleport.
Nazares is thoroughly insane after having been
bodiless for over two centuries. He is consumed
with thoughts of revenge on his long-dead rivals,
especially his treacherous friend Euthalius. Conse-
quently, when in possession of a character, he will
make every effort to forge ahead, hoping to nd
and slay those he believes killed him in the past. If
anyone attempts to prevent him from doing this,
he will accuse them of being in league with his
murderers and will attack them. He will also im-
mediately attack any character carrying Euthalius
wand of ice, cloak of protection, or chime of opening,
recognizing these as possessions of his former friend.
The only way to free a possessed character from
Nazares control is to destroy the diamond that
serves as the wizards magic jar. Even a single point
of damage will sufce to destroy the diamond, but
of course the characters have no way of identifying
the diamond as the receptacle for Nazares soul
the magic jar could be any gem in the room.
THE HALLS OF GREATER SECRETS
Level
5
213
Overview of The Ossuaries
E
XCAVATION OF THE
Ossuaries began two cen-
turies after the Thulians
captured Dwimmermount,
and was completed about
ve hundred years ago,
during late Fourth Era.
Whereas the Thulians who conquered Dwim-
mermount lavished their veneration exclusive-
ly on the gods of the Great Church, the later
generations began to venerate the deceased
emperors, patricians, and generals of the Thu-
lian Empire as well. The Portrait Gallery (Room
10) and Chamber of Urns (Room 22) date to
this time. With this deication of ancestors
came the rise of the Iron God (Room 5), a
psychopomp responsible for escorting the im-
mortal soul to the afterlife. The Thulians were
still aligned with Law, but the obsession with
immortality that would characterize the Fifth
Era had begun. When the Termaxians took
control of Dwimmermount, Turms directed
some of his cultists to study necromancy, an
art he had largely left unexplored. Much of this
research took place within The Ossuaries, where
the Termaxians learned how to transform oth-
ers into vampires, mummies, and ghouls, and
The Ossuaries
15
CHAPTER
WANDERING MONSTERS OF THE OSSUARIES
Die Roll Monster
1 Hell Hounds (2-8)
2 Juju Zombies (1-10)
3 Mummies (1-4)
4 Undead Ooze (1)
5 Wights (1-4)
6 Bone Golem (1)
7 Vrock (1)
8 Black Pudding (1)
9 Rust Monster (1-4)
10 NPC Party (5-8)
11 Manes (4-16)
12 Vampire(s) (slaves of Cyrus Agallon) (1-3)
see Appendix C, New Monsters, p. 331
Level
6A
LEVEL 6A
Chapter
15
216
to extract eternal loyalty from undead slaves.
The Termaxian necromancers also realized that
there was considerable arcane power latent in
the bones of the interred heroes and kings, and
created the Enchantries (Rooms 18b, 28, 42a,
60, and 63) to utilize it.
The level itself is a mix of natural limestone
cavern and hewn construction. As is common to
Fourth and Fifth Era levels, the excavation ranges
from acceptable to crude, with rough surfaces,
fungus, and ssures. Interior walls are of Thulian
concrete, plaster, stone, brick, and wood. Doors
tend to be iron-reinforced oak.
1. Staircase
This is a four-way intersection, with tunnels
north, east, and south, and nely carved stone stairs
to west ascending up to The Lord of Alchemy
(Room 34) on The Halls of Greater Secrets (Level
5). If activated, one of the portals from the Portal
Room (Room 15) on The Reservoir (Level 3B)
opens at the foot of the steps.
Lurking at the intersection, adjacent to the portal
entrance, is an undead ooze (see Appendix C, New
Monsters, p. 357). The ooze attacks any creatures
who come down the stairs or step through the portal.
Undead Ooze (1) [AL C, MV 20 (6), AC 9,
HD 6, HP 39 #AT 1, DG 2d4 + 1d6, SV F6,
ML 12]
2. Bone Pile
This cul-de-sac is lled with a massive pile of
bones. The bones come from countless different
types of creatures, though the vast majority of them
were humanoid. All of the bones are dry and com-
pletely stripped of esh. If a character spends at
least one turn searching through the bone pile, he
will nd a brooch of the Terrim (see Appendix A,
New Magic Items, p. 318).
3. Debris
A small collection of debrissplintered wood,
broken stones, glass fragmentslitters the ground
of this natural cave. None of it is of any value.
THE OSSUARIES
Level
6A
217
4. Storeroom
This locked chamber contains six wooden barrels.
Each barrel stands 3 feet tall and 2 feet in diameter,
weighs 600 lbs., and contains 60 gallons of rock
salt, and is worth 75 gp.
Past the barrels, a staircase descends to the Entry
Cavern (Room 1) of the Deep Hollows (Level 7).
5. Statue of the Iron God
In the center of this room is a 30-foot deep
circular pit. At the bottom of the pit stands a 12
foot tall iron statue of a man in strange armor
holding a lantern aloft. The lantern glows with a
strong white light. The statue is accessible via a
series of landings connected by sets of stairs that
spiral down into the pit. Along the walls of the pit
are torches that give off light without heat. They
are rmly attached to the walls and cannot be re-
moved except by recourse to spells, such as knock,
dispel magic, etc. Surrounding the pit are seven
stone pillars, some of which are overgrown with a
blackish, wiry material that looks like a vine of some
sort, but is in fact shadowstuff. The shadowstuff is
deathly cold to the touch (dealing 1d4 points of
damage per round when touched by bare hands)
and can only be cut by silver or magical weapons.
The statue is that of the Iron God, an Empyre-
al (see Appendix C, New Monsters, p. 339) wor-
shipped as a psychopomp and deity by a small num-
ber of Lawful devotees. Any Lawful character who
descends the stairs and touches the statue must
make an ability check v. WIS. Those who succeed
are granted the Blessing of the Iron Good, a boon
that duplicates the effects of a scroll of ward against
undead for the next six turns. This boon can only
be granted once per character. (See Chapter 6,
Overview of the Dungeon, p. 73, for more infor-
mation on boons from the gods.)
In addition the statues lantern will restore two
lost energy levels per person per week if touched.
However, this effect only works for Lawful char-
acters. A Neutral or Chaotic character who at-
tempts to use it will nd his alignment changed
to Lawful instead. Should the erstwhile Neutral
or Chaotic return in a week, the lantern functions
normally for him, provided his alignment remains
Lawful at that time.
Because of the Iron Gods power, no undead
creature of any sort can safely enter this room. Should
one attempt to do so it is immediatelyand irrevo-
cablyreduced to ash upon crossing the threshold.
Outside this room, at the areas marked a and
b, are four smaller statues of the Iron God. Oth-
er than their size (6 feet tall), they are physically
identical to the statue within the room, but they
have no magical powers.
6a. Embalming Room
The high ceiling of this large room is supported
by three 10 foot square marble pillars. On either
side of each pillar rises a at marble slab, six slabs
in all. The walls around the slabs and pillars are
lined with bronze cabinets and shelves. Resting on
the slabs are six gray-skinned cadavers that rise up
when the room is entered. They are juju zombies
(see Appendix C, New Monsters, p. 359) created
by Cyrus Agallon, the vampire lord who controls
much of this level from his abode in the Grand Hall
(Room 32).
Juju Zombies (6) [AL C, MV 30 (10), AC 6,
HD 3+3, HP 24, 20, 18 (2), 15, 13, #AT 1,
DG 3d4, SV F3, ML 12]
The cabinets and shelves that line the walls are large-
ly empty. A few contain bottles and vials of dried-up
liquids and powders, along with thread and some met-
al tools, including knives, hooks, prongs, and needles.
A cleric of Donn, or a magic-user familiar with necro-
mancy, can identify these as embalming materials.
Knocking on the centermost of the three pillars
that support the ceiling will reveal that it is hollow.
The secret door to the Hidden Treasure (Room
6b) revolves around a center axis with rm pressure.
The secret door on the east wall is hidden behind
a large cabinet with a false panel in its rear. It opens
into a 10-foot alcove with doors west and east. The
doors are not secret from within the alcove. The
eastern door is behind a painting of Majori Sklero
in the Portrait Gallery (Room 10).
6b. Hidden Treasure
The center of the three pillars in the Embalming
Room (6a) contains a hidden closet accessible through
a secret door. Stashed within is a hidden treasure con-
sisting of 16,000 sp; 1,000 gp; a wrought silver anklet
with ivory dangles worth 400 gp; a small jeweled box
worth 500 gp; a moonsilver goblet worth 700 gp; a
wrought gold necklace with a sapphire solitaire worth
1,000 gp; a wrought gold tiara with channel set ame-
thysts worth 1,600 gp; and a potion of ESP.
7. Despoiled Chapel
This room is located in a sub-level, sunken about
10 feet below the rest of the level. Devoid of any
furnishings at present, it is quite evidentfrom
scuffs and holes on the oors and wallsthat it
once hosted many. Now all that remains, in addition
to the aforementioned markings, are some vandal-
ized frescoes that seem to depict religious rites
associated with Donn, the Thulian god of the dead.
LEVEL 6A
Chapter
15
218
8. Guard Room
This guard post contains two empty weapons
racks and four shields (one on each wall). It is
manned by a trio of zombie brutes (see Appendix
C, New Monsters, p. 359), which lurch forward
to attack any intruders.
Zombie Brutes (3) [AL C, MV 30 (10), AC
4, HD 6, HP 33, 30, 27, #AT 2, DG 2d6,
SV F6, ML 12]
9. Vestry
A large cedar wardrobe dominates the northeast
corner of this room. Opposite the wardrobe stand
a smaller dresser and two stools. The dresser is
empty, save a pair of black leather gloves, while
the wardrobe contains a dozen dark purple robes
which have a slightly stiff, waxy feel to them. These
are cerecloth robes (see Appendix A, New Magic
Items, p. 318).
10. Portrait Gallery
Frescoes decorate this room. Unlike much of
the art on this level, that found in this room is not
funereal in character, instead depicting startlingly
realistic portraits of ten different individuals. None
of these portraits bears an inscription or any other
indicator of whom they represent, however. One
portrait can be found on each 10 foot segment of
wall. They are painted directly onto the wall and
so cannot be removed by any means (though two
paintings will revolve if pushed on, as they are
actually secret doors).
They show, in order, starting from the north-
ernmost wall in the northeast corner: an old, beard-
ed man (Domnola Branas); a younger man who
looks similar to the bearded man nearby (Carolus
Branas); an old man wearing magicians robes (Ba-
cauda Zarides); an attractive young woman (Ior-
danes); a stern looking man in military garb (Mal-
hela Vulmea); a middle-aged man with an elaborate
mustache (Avienus Celsus); a dark-skinned man in
magicians attire (Charito Sklero); a woman of ex-
tremely advanced age (Majori Sklero); an old wom-
an wearing a purple robe (Phoebammon Laskar);
and a very thin man with features that look almost
elf-like (Fronto Geni). The urns containing the
remains of these august persons are, or were, in the
Chamber of Urns (Room 22).
The painting of Malhela Vulmea is actually a
secret door towards the Tomb of Apion (Room 27)
while the painting of Majori Sklero conceals a secret
door towards the Embalming Room (Room 6a).
The secret doors are not concealed to characters
within the 10-foot square alcoves between the rooms.
At the center of the room is a pit trap that acti-
vates on a roll of 1-2 on 1d6, dropping whoever
steps on it down a chute that deposits them in the
Shrine of the Brazen Head (Room 10) on The Deep
Hollows (Level 7).
11a. Viewing Room
A large wooden bier rests against the western
wall. Along the other walls are wooden chairs ar-
ranged for viewing of the bier.
11b. Closet
Lying on the oor of this otherwise empty clos-
et is a dusty leather bag, dropped here long ago.
Inside the bag is a potion of sweet water.
12. Rubble
The rocky debris in this room, etched by acid
and gnawed by enormous mandibles, resulted from
the entrance of a tenebrous worm (see Appendix
C, New Monsters, p. 354). The worm is a pet of
the vampire Sittas in the Audience Chamber (Room
15). If not already dealt with in the Audience Cham-
ber or its Lair (Room 16), the tenebrous worm will
attack intruders here.
Tenebrous Worm (1) [AL N, MV 30 (10),
AC 1, HD 10, HP 55, #AT 1, DG 2d6+2 plus
1d6, SV F10, ML 10]
13a. Viewing Room
This chamber is similar in broad respects to the
other Viewing Room (Room 11a), except that a
sturdy mahogany cofn rests on top of the wood-
en bier. The interior of the cofn is lled with a
thin layer of soil. Guarding the cofn are two zom-
bie brutes (see Appendix C, New Monsters, p. 359).
The cofn belongs to Sittas, the vampire in the
Audience Chamber (Room 15).
Zombie Brutes (2) [AL C, MV 30 (10), AC
4, HD 6, HP 30, 20, #AT 2, DG 2d6, SV
F6, ML 12]
13b. Closet
This small area is empty of anything except cob-
webs and dust.
14. Crypts
Six crypts can be found in this area. Except as
noted below, each crypt is entered through a locked
iron door etched with funerary art, and each crypt
THE OSSUARIES
Level
6A
219
is 10 feet square, containing a single marble slab (for
the deceased occupants remains) opposite the door.
a Other than the stone slab situated by the
crypts western wall, the crypt is empty.
b A pile of bones rests on the stone slab
situated against the western wall. A gar-
net worth 750 gp can be found amongst
the bones.
c The deceased occupant here has risen as
a wight. When it senses the presence of
living things nearby, the wight will at-
tempt to batter out of its crypt, making
enough noise to be heard even through
the metal door.
Wight (1) [AL C, MV 90 (30), AC 5, HD
3, HP 15, #AT 1, DG energy drain, SV F3,
ML 12]
In addition to the wight, the crypt con-
tains a pair of coffers, the rst containing
1,000 cp and the second containing
4,000 ep.
d There is a single statue of Donn, the
Thulian god of the dead, resting on a
stone slab. The statue is fashioned of
Kythirean ebony and is worth 500 gp.
e The door to this crypt is open; there is
nothing inside.
f A pile of bones rests on a stone slab, un-
derneath of which can be found a Thulian
crossbow (see Appendix A, New Magic
Items, p. 325) and three +3 bolts.
15. Audience Chamber
This large room has been set up to appear as if
it were an audience chamber, complete with a
throne in the form a large mahogany chair with
red velvet cushions. Four zombie brutes stand guard
around the throne. Seated upon the throne is Sit-
tas, a vampire who serves Cyrus Agallon in the
Grand Hall (Room 32). Sittas chafes under his
masters rule and hopes to take his place as master
of this level. To that end, he will attempt to make
deals with any adventurers who enter this room,
suggesting that Cyrus is a mutual enemy. Of
course, Sittas is thoroughly evil and will betray his
erstwhile allies as soon as he is able to do so with-
out endangering either himself or his plans.
However, Sittas will not waste any time attempt-
ing to ally with anyone he senses to be incorruptible
or a genuine rival, preferring instead to attack them
immediately, using a combination of his personal
powers (as a 7th-level magic-user) and his undead
minions. If needed, Sittas will also summon the
tenebrous worm from its lair next door (Room 16)
and the zombie brutes in the Hallway (Room 18a).
Zombie Brutes (4) [AL C, MV 30 (10), AC
4, HD 6, HP 37, 34, 31 (2), #AT 2, DG
2d6, SV F6, ML 12]
Sittas (1) [AL C, MV 120 (40)/y 180 (60),
AC 2, HD 7, HP 37, #AT 1, DG 1d10 +
energy drain, SV MU7, ML 11]
Spells: 1-darkness, shield, sleep; 2-ESP, web;
3-re ball, hold person; 4-wall of re
Around his neck Sittas wears a wrought gold
medallion set with tiny diamonds in a constellation
(1,100 gp). Behind Sittas throne there is a large
chest containing 7,000 gp, a rose gold goblet (200
gp), a potion of animal control, and a cursed scroll.
The curse causes all scrolls currently held by the
reader of the cursed scroll to become blank and
therefore ineffectual.
6A-15: If befriended
or interrogated, Cyrus,
Aetheria, and/or Sittas
can reveal the follow-
ing numbered facts to
the characters: 5-1, 5-5,
5-6, 5-7, 5-10, 5-11,
5-12, 5-16, 5-22, 6-1,
6-10, 6-11, and 7-1.
LEVEL 6A
Chapter
15
220
16. The Worms Lair
This large natural cavern is home to a tenebrous
worm which Sittas, the vampire in the Audience
Chamber next door (Room 15), has enthralled as
his pet. If not previously encountered or slain, the
worm can be found here, lounging on a pile of
rocks, bones, and other debris. Hidden amongst
the debris is a staff of striking (seven charges re-
maining) and a hammered gold locket (400 gp).
The staff is made of Kythirean ebony and adorned
at either end with an orichalcum knob.
Tenebrous Worm (1) [AL N, MV 30 (10),
AC 1, HD 10, HP 55, #AT 1, DG 2d6+2 plus
1d6, SV F10, ML 10]
17. Wine Cellar
A set of stairs descends about 15 feet to reach
the corridor that leads to this cool, sunken chamber.
The chamber contains three rows of wooden shelves.
Most of these shelves are empty, but scattered here
and there are a total of 24 glass bottles. Unfortu-
nately, none of these bottles are marked, making it
impossible to determine what they contain without
drinking them. Twelve contain potable, if unpleas-
ant, alcoholic beverages. Six contain excellent 200+
year-old Thulian drinks that fetch 250 gp per bot-
tle. Five are poisonous, and those who consume
them must make a saving throw versus Poison or
die. One is a potion of treasure nding.
18a. Hallway
Shambling in this hallway are two zombie brutes
(see Appendix C, New Monsters, p. 359).
Zombie Brutes (2) [AL C, MV 30 (10), AC
4, HD 6, HP 30, 22, #AT 2, DG 2d6, SV
F6, ML 12]
18b. Enchantry
Located in the southwest corner of this room is
a large brass device with four orichalcum knobs on
one side, along with a hole on its top. This is an
enchantry, which creates temporary magic items from
alchemically prepared bones. To operate the enchan-
try, one need only turn a single knob in a clockwise
fashion and place a bone into the hole in the top,
after which it is enchanted. Attempting this with
two or three knobs turned clockwise results in the
enchantry shutting down for 2d6 turns. Attempting
it with all four knobs turned clockwise results in an
overload that destroys the enchantry and deals 4d6
damage (make a saving throw versus Wands for half
damage) to all in a 10 feet radius.
The four knobs each give a properly inserted
bone a single charge, which after its expenditure,
reduces the bone to ash. The four knobs for this
enchantry impart the following: detect magic, detect
secret doors, detect traps, and paralyzation. In all
other respects, these enchanted bones function
exactly like wands.
19. Bone Storage
Five large crates, each 3 feet by 3 feet by 3 feet,
occupy this chamber. All of them are empty save the
last. That one contains three alchemically-prepared
bones for use with the enchantries (Rooms 18b, 28,
42a, 60, and 61) found throughout this level.
20. Laboratory
This room contains a large steel table, several
iron cabinets, and a pair of stools. Neatly arranged
on the table is a set of alchemy equipment, includ-
ing a mortar and pestle, alembic, crucible, and
retort. Next to the alchemy set is a book, written
in a cipher (read languages cracks the code), that
explains the process of preparing bones for use with
the enchantries on this level. According to the book,
the ingredients needed to prepare a single bone are
two drams of azoth, one dram of vitriol, and three
ounces of natron, which are then mixed with a
quantity of the alchemical substance known as lute
to form a cleansing solution sufcient cover the
bone. Mixing the cleansing solution takes just 1
turn (10 minutes), but the bone must then be
steeped undisturbed in the solution for 24 hours.
The cabinets once stored large quantities of the
cleansing solution, but these stores have mostly
been looted or used up. Only ve 8-ounce glass
vials remain, each containing enough cleansing
solution to prepare one bone. The cleansing solution
is highly toxic, and if swallowed a character must
make a successful saving throw versus Poison or
die. If thrown at an enemy, a dose sufcient to
prepare one bone deals 1d8 points of damage.
A short hallway running south from the labora-
tory ends in an apparent dead-end after 30 feet.
The dead-end is in fact a stone secret door that
revolves around its central axis when rmly pressed.
21. Lute Pool
Situated at the end of this short corridor is a pool
lled with rich, dark soil. Above it is a copper spig-
ot that, if turned, spews water into the pool. If
mixed together, the water and earth form the al-
chemical substance known as lute in sufcient quan-
tity to prepare twenty bones in the Laboratory
(Room 20) next door. If left unattended, the lute
will not dry up, but characters returning to it will
THE OSSUARIES
Level
6A
221
nd that some of it has been removed, reducing the
total number of bones with which it can be used
by 1d4. This decrease occurs each time the charac-
ters return to this room.
22. Chamber of Urns
A bronze statue bearing the brazen head of
Turms Termax dominates this room. From the
sculpted funerary garb worn by the statue, it clear-
ly represents Donn, the Thulian god of the dead.
Anyone who replaces the head of Turms with that
of the god will receive the Blessing of Donn. This
one-time boon provides protection against the
next 1d8 levels that might otherwise be drained
by an undead creatures baleful touch. See Chap-
ter 6, Overview of the Dungeon (p. 73), for more
information on boons from the gods.
Nearby are ten alcoves inside of which rest urns
containing the ashes of important personages from
Dwimmermounts past. They are in order:
a The urn reads Phoebammon Laskar.
b
The urn reads Avienus Celsus. Resting next to it is a
greater Termaxian passkey (see Appendix A, New
Magic Items, p. 325).
c
There is no urn in this alcove. It once held the urn of
Majori Sklero.
d The urns simply reads Iordanes.
e The urns reads Fronto Geni.
f The urns reads Charito Sklero.
g
The urn reads Malhela Vulmea. It has been badly dent-
ed as if someone smashed it with a mace in anger.
h The urn reads Domnola Branas.
i
There is no urn in this alcove. It once held the urn of Car-
olus Branas, but in its place is a vial containing a potion of
gaseous form.
j
The urn reads Bacauda Zarides. An ornate dagger worth
500 gp can be found resting next to it.
All of the urns are made of bronze, with lids
that are screwed on and sealed with an adhesive.
They can opened, albeit with great difculty, but
contain only ashen human remains.
23. Emptied Chamber
This chamber once held furnishings of some
kind, as evidence by marks on the oor and walls,
but they have long since been removed. At present,
the only thing in the room is a strange, four-armed
skeleton with a bovine skull resting on its shoulders,
which moves to attack any who enter.
Bone Golem (1) [AL N, MV 120 (40), AC 2,
HD 8, HP 40, #AT 4, DG 1d8, SV F4, ML 12]
24. Hall of the Psychopomps
Four carved marble pillars can be found in this
room. Each pillar depicts a different gure. One of
them is clearly Donn, the Thulian god of the dead,
and another is of the Iron God (Room 5). The
other two look similar to the Iron God in that they
depict individuals wearing strange armor with hel-
mets that completely cover their faces. None of the
pillars has any kind of identication nor do they
possess anything of value, though examination of
their surface reveals they once did. Eyes, armor,
weapons, etc. were once decorated with gems but
these have long since been removed.
West of the pillars is an apse decorated with a
mosaic of the heavens, with colored glass and crys-
tal beads arranged to represent various constella-
tions. Six of the beads are actually valuable gem-
stones: a moss agate (10 gp), an obsidian (25 gp),
a star rose quartz (75 gp), and a rock crystal (100
gp), a jet (500 gp), and a topaz (1,000 gp). How-
ever, removing any of them results in a curse that
causes the remover to charge immediately into
battle with the next undead being he encounters
and to attack it until either it or the cursed charac-
ter is dead.
25. Frescoed Chamber
The walls and ceiling of this room are covered
in ornate frescoes depicting scenes of death and
disease. The paintings are enchanted to cause those
who gaze on them to reect on their own inevita-
ble death. Anyone viewing them must make a sav-
ing throw versus Spells. Those who fail are overcome
with dread and suffer a 1 penalty to hit and dam-
age for the next 2d6 turns. Those who succeed have
overcome their fear of death and gain a +1 bonus
to hit and damage for a similar length of time.
26. Shattered Gallery
The walls of this area were once decorated with
frescoes similar to those of the Portrait Gallery
(Room 10), but all are now thoroughly bludgeoned
and defaced. Patrolling the room are three zombie
brutes (see Appendix C, New Monsters, p. 359).
Encountering the zombie brutes also awakens the
Termaxian mummy Apion (Room 27), who will
join the combat after two rounds.
Zombie Brutes (3) [AL C, MV 30 (10), AC
4, HD 6, HP 30, 29, 26, #AT 2, DG 2d6,
SV F6, ML 12]
LEVEL 6A
Chapter
15
222
27. Tomb of Apion
In the center of this large, well-appointed cham-
ber is a raised sarcophagus inside of which rests a
Termaxian mummy (see Appendix C, New Monsters,
p. 354) named Apion, a servant of Cyrus Agallon.
Apion has been commanded to defend the Grand
Hall (Room 32) against interlopers. He rises from
his sarcophagus should anyone enter this chamber
or the Shattered Gallery, the Workroom, or the
Storeroom (Rooms 26, 28, and 29). He can com-
mand the zombie brutes in the Shattered Gallery
(Room 26) to aid him in this endeavor.
Apion (1) [AL C, MV 60 (20), AC 3, HD
7, HP 42, #AT 1, DG 1d12 + choke or 1d8+2
(long sword +2), SV F7, ML 12]
In Apions sarcophagus are 7,000 gp, a gold
dangling earring (100 gp), a gold ring (500 gp), a
potion of extra-healing, and a potion of levitation.
Apions adamant long sword +2 has High Thulian
runes of battle running along its blade between its
blood grooves, and its hilt is fastened in the shape
of a winged warrior-woman.
28. Workroom
This room is furnished with a large oak table
and two stools. A set of oak shelves line the walls,
while a slightly scorched enchantry (similar to that
found in Room 18b) occupies the northwest corner.
There is nothing on any of the shelves. The enchan-
try has been damaged, and if used, blasts anyone
within a 5 foot radius of it with a paralyzation effect.
A failed saving throw versus Wands results in pa-
ralysis for six turns. This effect occurs any time that
someone attempts to use the enchantry, regardless
of which or how many knobs are turned.
29. Storeroom
This storeroom once contained a dozen crates
and two dozen barrels, but all the crates and all but
one barrel have been shattered. If anyone takes the
time (1 turn) to look through the remains of the
crates, he will nd four small vials of vitriol, each
of which contains 16 drams. The intact barrel con-
tains 60 gallons of rock salt, worth 75 gp and
weighing 600 lbs.
THE OSSUARIES
Level
6A
223
30. Hall of Transcendence
Three pairs of curtainsblack in the south, gray
in the middle, and white in the northdecorate the
walls of this long room. Two pairs of statues of Turms
Termax are also present. The southern pair are sculpt-
ed of limestone and depict him as a mortal man. The
northern pair are cast in bronze and show him
post-apotheosis, with a nimbus around his head. A
bone golem, fastened in the shape of four-armed
skeleton with a bovine skull resting on its shoulders,
patrols the hall and attacks any who enters unbidden.
Bone Golem (1) [AL N, MV 120 (40), AC
2, HD 8, HP 36, #AT 4, DG 1d8, SV F4,
ML 12]
31. Guardroom
Four juju zombies (see Appendix C, New Mon-
sters, p. 359) stand silently within this former
guardroom, waiting for intruders to enter. The
rooms weapon racks are empty, except for a single
javelin of lightning (see Appendix A, New Magic
Items, p. 321).
Juju Zombies (4) [AL C, MV 30 (10), AC 6,
HD 3+3, HP 22, 19, 16 (2), #AT 1, DG
3d4, SV F3, ML 12]
32. Grand Hall
This room can only be entered by means of one
of two secret doors in the hallway to its north. Each
secret door appears as a solid slab of stone, but rm
pressure on it will cause it to revolve around its
central axis and reveal the hallway to the Grand
Hall, where a pair of elaborately carved stone stairs
descend south.
Down the steps, twelve marble pillars hold up
the high vaulted ceiling of a great chamber. Behind
the pillars hang purple curtains edged in gold.
Dominating the room are two features. The rst
is a large (10 by 15 foot) pool that contains fresh
water. The second is a 15 foot tall black marble
statue of a demonic being holding a bowl from
which an eerie red glow emanates. A pair of lit
torches on the wall near the statue contributes to
the ickering luminescence of this room.
This hall serves as the abode of Cyrus Agallon, a
Thulian general turned vampire, whose cofn is hidden
from view behind one of the curtains. Behind the
other curtain is the cofn of a second vampire, his
consort, Aetheria. When rst encountered, Cyrus and
Aetheria will be embracing in the pool. The pair are
accompanied at all times by four zombie brutes (see
Appendix C, New Monsters, p. 359), who will act to
protect the two vampires should they be attacked.
Cyrus is unlikely to attack rst, however. He
considers himself a gentleman and claims to despise
his undead state, which was inicted on him as a
punishment centuries ago by the cult of Turms
Termax. The truth of his claim is doubtful, given
that he has since created several vampires to serve
him and continues to occupy Dwimmermount
rather than seek destruction by leaving it. Never-
theless, Cyrus presents a generous, erudite face to
outsiders. He treats anyone not immediately intent
on his demise as potential allies rather than enemies,
attempting to convince them to leave The Ossuar-
ies (Level 6A) and seek out The Prison (Level 8),
which he claims is the redoubt of the Termaxian
cult and its undead leaders. He even offers to pro-
vide magic items to aid them in this quest, provid-
ed they leave this level and never return. Among
the items he offers are: a ring of telekinesis, a scroll
of ward against magic, a chime of opening, and a
war hammer +2.
At the same time, Cyrus is no fool and will
readily attack anyone he considers a genuine threat
or whom he thinks is trying to take advantage of
his generosity. Both the zombie brutes and Aethe-
ria defend Cyrus even at the cost of their destruc-
tion. If the battle goes against him, Cyrus will
assume gaseous form and ee, seeking out his hid-
den spare cofn (Room 57b).
Cyrus (1) [AL C, MV 120 (40)/y 180 (60),
AC 2, HD 9, HP 52, #AT 1, DG 1d10 +
energy drain, SV F9, ML 11]
Aetheria (1) [AL C, MV 120 (40)/y 180
(60), AC 2, HD 7, HP 37, #AT 1, DG 1d10
+ energy drain, SV MU7, ML 11]
Zombie Brutes (4) [AL C, MV 30 (10), AC
4, HD 6, HP 41, 31, 22 (2), #AT 2, DG
2d6, SV F6, ML 12]
In addition to the magic items mentioned above,
Cyrus has a hoard of treasure, which he keeps in a
chest near his cofn. The hoard consists of 7,000
gp; 100 pp; a small decorated box (1,500 gp) hold-
ing an azurite (10 gp), a banded agate (25 gp), a
blue quartz (25gp), a lapis lazuli (50 gp), a hematite
(50 gp), an onyx (250 gp), a sardonyx (250 gp), a
chrysoberyl (750 gp), and a silver choker (20 gp);
a burnished gold crown (400 gp); a wrought gold
bracelet with a solitaire sapphire (800 gp); a ham-
mered gold locket with a painting of Aetheria (1,200
gp); and a wrought gold chain with a tiny ruby set
on each link (1,700 gp).
6A-32: If befriended or in-
terrogated, Cyrus, Aetheria,
and/or Sittas can reveal the
following numbered facts to
the characters: 5-1, 5-5, 5-6,
5-7, 5-10, 5-11, 5-12, 5-16,
5-22, 6-1, 6-10, 6-11, and 7-1.
LEVEL 6A
Chapter
15
224
33. Pit Trap
Two bronze statues, both cast to resemble winged
demons, occupy this hallway. Each statue has one
raised arm and one lowered arm. Examination
reveals that each arm has a seam and swings easily.
By moving the arms into the opposite of their
current positions, the pit trap in the corner of this
area is briey deactivated. After 1d6 rounds it resets
and only by moving the arms positions again can
it be deactivated for another 1d6 rounds. Both
deactivation and resetting can be heard by means
of a loud clicking sound. The pit is 20 feet deep
and deals 2d6 damage to anyone who falls into it.
34. Catacombs Entrance
The man-made dungeon opens here into a nat-
ural cavern. Three arrows have been drawn in chalk
on the caverns limestone walls. The arrows point
in the directions of Rooms 39, 40, and 35-38. The
arrow pointing toward Room 40 has written, in
Low Thulian (Common), the following beneath it:
Enchantry. Neither of the other two arrows has
anything written beneath it.
35. The Magic Headstone
Toward the center of this cave, a six foot deep grave
has been carved into the stone of the oor. Nothing
rests inside the grave except a single bone, prepared
for use with the enchantries available elsewhere on
this level. At the northern end of this hole is a granite
headstone. Engraved on the headstone are the words,
in High Thulian, Here Lies Any Man. Beneath the
engraving is the symbol of a skull and crossbones.
The headstone radiates magic and shows signs of
having small pieces been chipped off from it. If anyone
chips off a piece from it and holds it in his hand, it
briey glows bright white and confers one of the
following random benets or drawbacks (roll 1d12):
1. Raises Intelligence permanently by 1.
2. Raises Wisdom permanently by 1.
3. Raises Charisma permanently by 1.
4. Lowers Intelligence permanently by 1.
5. Lowers Wisdom permanently by 1.
6. Lowers Charisma permanently by 1.
7. Heals all damage, including effects such as
poison, diseases, curses, level drain, etc.
8. Deals 1d4 damage per level of the character
holding it.
9. Raises hit points by 1d6 permanently.
10. Lowers hit points by 1d6 permanently.
11. Teleports the character before the Statue of
the Iron God (Room 5).
12. No effect.
A character can be affected by any given effect
of the magic headstone only once.
36. Cave Paintings
There are a half-dozen empty niches in the walls
of this chamber. Each niche is about six feet wide,
two feet high, and three feet deep. These niches
once held bodies, but only occasional fragments of
bone and burial shrouds remain. Crude depictions
of skulls, skeletons, and similar symbols of death
and decay have been painted between the niches.
37. Barrow Wights
This large natural cave has eight niches in its
walls, similar to those in the prior cave (Room 36).
Six of the niches are empty, but two are occupied
by barrow wights (see Appendix C, New Monsters,
p. 334) that rise to attack any who disturb their
slumber.
Barrow Wights (2) [AL C, MV 90 (30), AC
4, HD 6, HP 27, 22, #AT 1, DG 1d8 + en-
ergy drain, SV F4, ML 12]
38. Treasure Trove
Ten niches can be found in the walls of this
cavern, all of which are occupied by inanimate
skeletons wearing the tatters of clothing. Four of
the niches also contain treasure, one per niche: a
chest of 6,000 gp, a potion of extra-healing, a pearl
of power (see Appendix A, New Magic Items, p.
322), and an amulet against possession (see Ap-
pendix A, New Magic Items, p. 315).
39. Cave of Skulls
A large pyramid of human skulls, numbering
over a thousand, lls this small natural cave. The
skulls are old and brittle; they break easily if not
handled with care.
40. Bricks
A pile of ninety clay bricks occupies the southern
wall of this chamber. Though piled neatly, a few of
them have fallen off the pile. Nearby, thirty bricks have
been piled into a makeshift wall two feet high and ve
feet wide in front of the passageway leading to where
a Trapped Wight (Room 41) is currently stuck.
Careful examination of the bricks reveals that
each is one foot long, eight inches tall, and eight
inches thick, and weighs about 40 lbs. The bricks
show silvery-black streaks and speckles on their
surface. This is because they are infused with min-
ute quantities of azoth, giving them mild magical
effects when massed together in groups of thirty
of more. Under such circumstances, they can be
used to block the passage of undead creatures.
THE OSSUARIES
Level
6A
225
41. Trapped Wight
Trapped by the azoth-infused brick wall piled
up in the passageway leading to this cave is a single
barrow wight (see Appendix C, New Monsters, p.
334), which fumes silently here. If the bricks are
removed or climbed over the barrow wight quick-
ly moves to attack whoever enters its prison.
Barrow Wight (1) [AL C, MV 90 (30), AC
4, HD 6, HP 27, #AT 1, DG 1d8 + energy
drain, SV F4, ML 12]
A large sack containing 1,000 ep lies to the rear
of the cave.
42a. Enchantry
Like Room 18b, this chamber contains a func-
tional enchantry. This one has only three knobs
and produces the following effects: fear, re balls,
and magic missile.
42b. Bone Storage
A lidless wooden crate lies in this closet. Inside
the crate are four alchemically prepared bones and
a periapt of foul rotting (see Appendix A, New Mag-
ic Items, p. 322).
43. Procession of Skulls
Upon entering this room, the characters notice
several spots of greenish light illuminating the
darkness. Closer inspection reveals that six human
skulls with green points of light in their eye sockets
have risen from small niches along the walls of the
cave. The skulls are not dangerous in themselves,
but they are a warning system that alerts the Ter-
maxian necrolyte Sarapammon in his lair (Room
44) of the intrusion of any non-undead beings into
this area of the level.
44. Necrolytes Lair
This cavern is illuminated by a ghastly, greenish
light that originates from the eye sockets of six
enchanted human skulls resting on candelabra. The
six candelabra have been arranged to form a circle,
within which is an aged wooden lectern surmount-
ed by a thick tome. Here, the Termaxian necrolyte
(see Appendix C, New Monsters, p. 355) Sarapam-
mon pursues his endless research into the subject
of immortality. Sarapammon is an ardent believer
in Termaxian dogma and believes that, like his
master, he will one day achieve true immortality.
To that end, he has been researching the matter
assiduously and has gathered a large library of arcane
Room 44: Characters
studying the books will
learn one of the follow-
ing numbered facts each
day: 5-3, 5-4, 5-10, 5-11,
5-13, 5-14, 5-16, 5-17,
5-18, 5-21, 5-22, and
6-1. All of the books are
written in High Thulian.
lore from sources throughout Dwimmermount.
Sarapammon will attack anyone who sets off his
warning system in the Procession of Skulls (Room
43) unless they quickly give an indication that they
might possess some knowledge useful in his quest
for immortality. He is particularly interested in
books from the Library of Great Secrets (Room
48) in the Halls of Great Secrets (Level 5).
Sarapammon (1) [AL C, MV 60 (20), AC
2 (ring of protection +1), HD 7, HP 38, #AT
1, DG 1d8, SV MU7, ML 10]
Spells: 1-charm person, magic missile, shield;
2-invisibility, mirror image; 3-lightning bolt,
protection from normal missiles; 4-wall of re
He carries a wand of re balls (nine charges re-
maining), which appears as a shaft of orichalcum
with inlaid obsidian. His library, which has been
carefully arranged in the burial niches engraved in
the caverns walls, consists of esoteric tomes worth
25,000 gp. The books are heavy and bulky, weigh-
ing more than 750 lbs. in total. His collection also
includes his spell books, a golem manual, and a
tome of Chaotic knowledge (see Appendix A, New
Magic Items, p. 319 and 325).
45. Storerooms
This area consists of three small storerooms, one
of which has had its door removed. Each storeroom
has a set of shelves on its far well, along with the
contents described below:
a Two small crates, each about one foot
cubed and weighing 75 lbs., can be found
here. The crates are lled with the same
rich, dark soil found in the Lute Pool
(Room 21). If added to the pool there,
the characters can make two more batch-
es of lute.
b A gallon jug rests on a shelf on this room.
It is lled with natron (128 ounces), an
important ingredient in preparing bones
for the enchantries in the Laboratory
(Room 20).
c This door-less storeroom has an empty
shelf and a shattered wooden crate be-
neath it.
LEVEL 6A
Chapter
15
226
46. Large Cavern
Countless burial niches have been carved into
the walls of this large cavern, but they are ubiqui-
tously empty of even scraps of bone. An undead
ooze (see Appendix C, New Monsters, p. 357) lurks
in this cavern.
Undead Ooze (1) [AL C, MV 20 (6), AC 9,
HD 6, HP 21 #AT 1, DG 2d4 + 1d6, SV F6,
ML 12]
47. Despoiled Crypt
A single burial niche occupies the southern wall.
The remains that were once held within it have been
scattered across the oor, along with a leather bag
containing 260 gp worth of gems: an eye agate (10
gp), a moss agate (25 gp), a rock crystal (75 gp), a
sardonyx (75 gp), and a bloodstone (75 gp).
48. Shroom Cave
This cave exudes a musty odor that is noticeable
even before entering it. Its interior is covered with
a wild growth of purplish-black mushrooms that
stand 4 to 6 inches in height. These mushrooms
react to movement whenever a living creature pass-
es near them, sending forth a cloud of noxious dust
that lls the cavern. All living beings caught with-
in the cave at that time must make a successful
saving throw versus Poison or lose 1d6 hit points
permanently. Even if the save is successful, a living
creature within the affected area is stunned for 2d4
rounds from ts of sneezing and coughing. Cold
instantly kills these mushrooms, but they are un-
affected by re.
49. Empty Niches
Eight burial niches have been carved into the
walls of this chamber. They are completely empty,
devoid even of bones.
50. The Grave Risen
Six uncovered shallow graves are carved in the
stone oor of this cave. Three of the graves contain
rotting bodies that rise up and attack anyone dar-
ing to enter this chamber. The bodies are grave
risen (see Appendix C, New Monsters, p. 341).
Grave Risen (3) [AL C, MV 30 (10), AC 5,
HD 5, HP 27, 22, 21 #AT 2, DG 1d4/1d4
+ blood poisoning, SV F5, ML 12]
51. Magicians Sarcophagus
An ornate raised stone sarcophagus rests within
this cave. Its lid depicts a gure who is clearly a
wizard, while the sides of the sarcophagus are dec-
orated with images of Turms Termax and things
associated with him. The lid can be removed by a
combined Strength of 30 or more. Doing so, how-
ever, sets off a poison gas trap (make a saving throw
versus Poison at 2 or die), affecting all within a
10 foot radius.
Inside the sarcophagus are the remains of a hu-
man magician, who has been buried with the fol-
lowing: 3,000 gp, a moss agate (50 gp), an aqua-
marine (500 gp), a chrysoberyl (500 gp), an
aquamarine (750 gp), and a staff of wizardry (nine
charges remaining). The staff of wizardry is a 6 foot
oaken shaft shod with rings of moonsilver and
tipped with an orichalcum orb.
52. Trapped Pudding
This entire cave is set some 10 feet below the
rest of the level, so entering it requires either the
use of rope or a carefully controlled jump. A black
pudding has become trapped within this sunken
cave and is unable to escape. It will happily devour
any creatures which drop in.
Black Pudding (1) [AL N, MV 60 (20), AC
6, HD 10, HP 45 #AT 1, DG 3d8, SV F5,
ML 12]
53. Storage Area
Six barrels occupy this room. Each barrel stands
3 feet tall and 2 feet in diameter, weighs 600 lbs.,
and contains 60 gallons of rock salt, worth 75 gp.
Hidden inside one of the barrels is a dagger +1. Its
slightly curved adamantine steel blade and delicate
hilt suggest Eldritch make.
54. Foul Kennel
Eight black iron cages ll this room. On the
walls, there are hooks from which hang what look
like leather straps. Some portions of the walls and
oor show scorch marks and there is a faint odor
of sulfur lingering in the air.
THE OSSUARIES
Level
6A
227
55. Guardroom
Four juju zombies (see Appendix C, New Mon-
sters, p. 359) stand silently within this former
guardroom. The rooms weapon racks are empty,
except for two javelins of lightning (see Appendix
A, New Magic Items, p. 321).
Juju Zombies (4) [AL C, MV 30 (10), AC 6,
HD 3+3, HP 21 (2), 15 (2), #AT 1, DG
3d4, SV F3, ML 12]
56. Hallway
Four hell hounds are patrolling this hallway,
looking for intruders to attack. One round after
attacking, the hell hounds will be joined by their
four pack mates in the Hallway (Room 66) to the
south, if these have not already been dispatched.
Hell Hounds (4) [AL C, MV 120 (40), AC
4, HD 6, HP 31, 29, 27, 21, #AT 1, DG 1d6
or 6d6, SV F6, ML 9]
57a. Coffin Guardian
A vrock (see Appendix C, New Monsters, p. 358)
patrols this hallway, bound here to protect Cyrus
hidden spare cofn (Room 57b).
Vrock (1) [AL C, MV 120 (40)/y 180
(60), AC 0, HD 8, HP 39, #AT 5, DG
1d4/1d4/1d8/1d8/1d6, SV F8, ML 11]
57b. Cyrus Spare
Located behind a secret door set into a square
pillar is a storage space for a spare cofn of Cyrus
Agallon (Room 32). The cofn stands upright,
resting against one wall. In the event that his oth-
er cofn is destroyed, Cyrus retreats to this room
and regenerates himself. The cofn contains a small
amount of earth from Cyrus native soil.
58. Hallway
The walls of this area are decorated with frescoes
depicting human skulls displaying various emotion-
al states. Some look to be laughing, others weeping,
and so on. Written on the wall are various arcane
symbols that, when deciphered with read magic,
reveal the formula to the spell shrieking skull (see
Appendix B, New Spells, p. 330).
59. Ruined Statues
Two marble statues, one of Turms Termax and
one his lover, Sarana, occupy niches on the north
and south walls of this room. Both have been bad-
ly damaged, with sections of themincluding their
headshaving fallen to the ground, which has
created a trail of rubble between them. The statues
are beyond ordinary repair and only magic could
x them. Unfortunately, doing so provides no ben-
et, as the statues are non-magical in nature.
60. Damaged Enchantry
In the northeast corner of this room, amidst
some rubble, is a damaged enchantry (Room 18a).
It has four knobs and still functions. However, the
results of its operation are somewhat unpredictable,
requiring a roll with each use to determine its effects
regardless of which knob is turned. Likewise, some
of the effects are not benecial. Its effects are: faerie
re (surrounds the target), stinking cloud (30 feet
range), reduce (shrinks wielder to one-twelfth
height), esh to stone (or reverse if target is already
stone). See Appendix B, New Spells (p. 328 and
330), for details on faerie re and stinking cloud.
61. Missing Enchantry
This chamber once contained an enchantry
(Room 18a), but it has since been removed to the
Treasure Caves (Room 63). Where the enchantry
once stood is obvious from the marks on the ground
and the strange metallic plug set low against the
wall. A single alchemically-prepared bone has been
forgotten in the far corner.
62. Crypt Thing
Here the dungeons hewn man-made corridor
gives way to a natural cavern. In its center stands a
single crypt thing (see Appendix C, New Monsters,
p. 336), guarding against unauthorized individ-
uals making their way to the Treasure Caves (Room
63). Only someone carrying a greater Termaxian
passkey (see Appendix A, New Magic Items, p. 325)
is permitted to enter; anyone else is attacked and
possibly teleported away.
Crypt Thing (1) [AL N, MV 60 (30), AC 5,
HD 6, HP 31, #AT 2, DG 1d6/1d6 + teleport
other, SV F6, ML 12]
LEVEL 6A
Chapter
15
228
63. Treasure Caves
Divided into three sub-caves (labeled a, b, and
c on the map), this area holds the remains of a
once great collection of treasure that has been
depleted over the centuries. The sub-caves and their
contents are as follows:
a A total of eight wood chests and six
bronze coffers. All are open, some over-
turned and others half-emptied, with
much of their contents spilling onto the
limestone oor. In total there are 6,000
sp and 2,000 gp in the room.
b A set of twelve identical jewelry boxes. All
but one is empty. The last contains a col-
lection of gems worth 1,360 gp consisting
of a tiger eye agate (10 gp), a turquoise (50
gp), a moonstone (75 gp), an onyx (75 gp),
a bloodstone (75 gp), a carnelian (75 gp),
a jasper (250 gp), and a topaz (750 gp).
Also within the jewelry box is a wand of
lightning bolts (three charges remaining),
appearing as a short stick of orichalcum
tipped with amber.
c The enchantry removed from Room 61
can be found here. This enchantry is per-
fectly operational, if it is plugged into the
power source found in the wall of Room
61. The enchantry weighs 100 lbs. and
is bulky, but is also sturdy. If reactivated,
its four knobs produce the following ef-
fects: cone of cold, light, polymorph other,
and conjure elemental.
64. Chamber of the Heads
Cast haphazardly along the ground here is a
collection of carved stone heads removed from the
statutes of Thulian deities. The collections includes
heads of Asana (2), Donn, Mavors (2), Tyche,
and Typhon. The heads can be used throughout
Dwimmermount to replace the heads of Turms
Termax place on the gods statues by his cult cen-
turies ago.
65. Embalming Supplies
Stored in the northwest corner of this room are
eight lead containers and four oak barrels. Each
container is 2 feet 2 feet 1 foot and holds 30
gallons. Each barrel is 3 feet tall and 2 feet in di-
ameter, and holds 60 gallons. All of them contain
chemicals for use in embalming corpses. These
chemicals are poisonous if ingested, resulting in
death if a successful saving throw versus Poison is
not made.
66. Hallway
Four hell hounds are patrolling this hallway,
looking for intruders to attack. One round after
attacking, the hell hounds will be joined by their
four pack mates in the Hallway (Room 56) to the
north, if these have not already been dispatched.
Hell Hounds (4) [AL C, MV 120 (40), AC
4, HD 6, HP 45, 39, 26, 18, #AT 1, DG 1d6
or 6d6, SV F6, ML 9]
To the south of the hellhounds is a pile of rub-
ble under which can be found treasure worth 3,000
gp - a wrought gold pendant with inlays of silver
and lapis (600 gp), a hammered gold medallion
rimmed with opals (900 gp), a platinum brooch
paved with diamonds (1,500 gp), and a greater
Termaxian passkey (see Appendix A, New Magic
Items, p. 325).
THE OSSUARIES
Level
6A
229
Original Dungeon Key for Level 6A, Ossuaries by James Maliszewski.
Overview of The Manufactory
A
T THE HEIGHT OF
the First Era, the thelidu,
ranine, and goblins
launched a war against
the Great Ancients. Vast-
ly outnumbered, the
Great Ancients needed a
means to keep their attackers at bay, and the
technology to ght back. The Manufactory
was built as a shield generator and military-in-
dustrial factory, purposes it continued to serve
for each successive generation of Dwimmer-
mounts rulers.
During their invasion of Dwimmermount in the
Third Era, the Eld captured The Manufactory
quickly enough to prevent the Great Ancients from
self-destructing it. As a result, The Manufactory
contains some of the most intact First and Second
era machinery in Dwimmermount. Only The Di-
vinitarium (Level 0) and The City of the Ancients
(Level 9) are comparable. The most important
machine is of course The Great Machine (Room
40), the command center for the entire dungeon;
also of great importance are the Power Station
(Room 3), Analytical Engine (Room 13d), Viewing
Stations (Room 15a), Crystal Resonance Chamber
(Room 48), and Foundry (Room 62). Virtually
nothing within could be replicated with magic or
technology of the current era.
WANDERING MONSTERS OF THE MANUFACTORY
Die Roll Monster
1 Dwarves (1-6)
2 Rust Monsters (1-4)
3 Carcass Scavengers (1-4)
4 Mercury Ooze (1)
5 Basilisk (1)
6 Xorn (1-3)
7 Earth Elemental (1)
8 Gorgon (1)
9 Hell Hound (2-8)
10 NPC Party (5-8)
11 Termaxian Husks (1-6)
12 Clay Golem (1)
see Appendix C, New Monsters, p. 331
The Manufactory
16
CHAPTER
Level
6B
LEVEL 6B
Chapter
16
232
The level itself was excavated with the awless
geometry typical of the Great Ancients. The exposed
stone was then laminated with nephelite, while
interior walls were largely made of the same. The
oors are nephelite lacquered with glossy alchemists
resin. The levels ceilings are also nephelite, punc-
tuated by 4-foot by 2-foot vitreum radiance panels
at regular 10 foot intervals. These panels are meant
to light up the level, but they are mostly broken or
powerless. Except where otherwise noted, the lev-
els doors are frosted vitreum rather than the ordi-
nary oak and iron doors common to the upper
levels. Most of the machines and furniture on this
level are of advanced materials such as adamantine
steel, alchemists resin, nephelite, orichalcum, or
vitreum. These materials are quite rare in the cur-
rent era, so unless an NPC such as Erdak explains
their composition, they are just part of the strange
mysteries of Dwimmermount.
1. Entry Hall
The vitreum door leading to this room, at the
bottom of the stairway guarded by the Dwarf Sen-
tries (Room 22) on The Halls of Greater Secrets
(Level 5), has been blocked from within by a pile
of rusted iron debris placed where the door opens
into the room. Pushing aside the debris requires a
successful roll to force the door. If successful, the
debris is shoved away with a resounding clatter,
which demands an immediate roll for wandering
monsters, because of the noise. Besides the debris,
the only other thing the room contains is the stone
corpse of a dwarf that has been split in two pieces.
2. More Debris
This chamber, sunken ve feet below the neigh-
boring Entry Hall (Room 1), is lled with a large
quantity of rusted iron and steel itemspots, pans,
cooking implements, shattered weapons, and armor.
Shufing around amidst these items are two rust
monsters, feasting upon them. Unless attacked or
otherwise interfered with, they take no notice of
creatures passing through the room.
Rust Monsters (2) [AL N, MV 120 (40),
AC 2, HD 5, HP 24, 17 #AT 1, DG rust,
SV F3, ML 7]
3. Power Station
This room is sunken an additional ve feet below
Room 2, placing it a total of ten feet beneath the
Entry Hall (Room 1) and Laboratory (Room 4). It
contains four pillars made of adamantine steel. Each
pillar has a niche on its side, large enough to hold a
potion vial or something of similar size. Built into
the top and bottom surface of each niche is an orichal-
cum circle two inches in diameter that delivers a mild
(but non-damaging) shock to anyone who touches
it with his bare hands. The niches can be used to
recharge the power cells (see Appendix A, New Mag-
ic Items, p. 323) found throughout this level. The
process of recharging takes one hour per cell and
each attempt has a 10% chance of permanently de-
stroying the cell rather than recharging it.
4. Laboratory
The broken stone corpse of a dwarf lies next to a
large nephelite table that is xed to the ground. Nu-
merous nephelite shelves and cabinets are built into
the walls on either side of the table. Some of the
built-ins have been dented, shattered, or otherwise
damaged. Neither the cabinets nor the shelves have
any contents, though there is evidence that they once
did: Shattered glass can be found in several locations,
as well as chemical stains in a variety of colors.
5. Chemical Storage
The adamantine steel hatch to this room is locked
and coated with lead. A multicolored diamond-shaped
glyph has been painted above the High Thulian
word Hazardous. Within, the rooms walls are
lined with built-in nephelite shelves containing hun-
dreds of vitreum bottles in a bewildering variety of
colors. Age has sapped most of these chemicals of
their former potency, but a few still function:
Two bottles of brown powder. The power
deals 1d10 points of damage when splashed
on earth-based creatures, including dwarves
and gnomes.
Three bottles of bluish liquid. The liquid
deals 3d4 points of damage when splashed
on any living creature of esh and blood
(that is, not dwarves or undead).
Two bottles of a highly toxic poison, dead-
ly if ingested or touched. Even inhaling its
fumes causes death. The saving throw versus
Poison to avoid death is at a 4 penalty if
ingested, 2 if touched, and -1 if inhaled.
Two bottles of red powder. Anyone who
consumes the powder benets from true
seeing for six rounds.
One bottle of clear liquid. The liquid eats
through ten feet of any metal in 1 turn. If
used as a weapon, it deals 3d6 points of
damage on its rst round of contact, 2d6
on its second, and 1d6 on its third.
Avaricious adventurers may wish to collect the
empty vitreum bottles there are 410 total, weigh-
ing 205 lbs. and worth 2,050 gp to a collector.
THE MANUFACTORY
Level
6B
233
6a. Metal Shop
A large adamantine steel table occupies the cen-
ter of this room. Empty nephelite shelves are built
into the western and northern walls. In the south-
western corner of the room is a cabinet-sized ma-
chine of adamantine steel, alchemists resin, and
orichalcum. Lying next to the machine are two
dwarven stone corpses, both of which have been
smashed into rubble.
Upon investigation, the machine reveals itself
to have two levers alongside an intake feed 3 inch-
es wide and 1 foot long. To the left of the intake
channel is a slot for a power cell (see Appendix A,
New Magic Items, p. 323), but it is currently
empty, rendering the machine inoperable. If a
power cell is inserted into the appropriate slot, the
machine will spring to life with a loud whirring
sound. This necessitates an immediate roll on the
wandering monster table.
Once activated, metal can be fed into the machine
through the intake feed. Since the intake feed is
only 3 inches wide, this limits what can be placed
within. Once metal has been inserted, the machine
will, depending on which lever is pulled, either
chop the metal cleanly in half, or sharpen the met-
al inserted to a razor edge. When the chop lever
is pulled, non-magical metal has no chance to resist
being cut in half, but magical items have a 50%
chance plus 10% per plus of resisting being cut
(for example, a sword +2 has a 70% chance to resist).
When the sharpen lever is pulled, any item placed
within gains a permanent +1 bonus to damage if
usable as a weapon. This is in addition to any oth-
er bonuses the item may or may not already have.
Characters skilled in blacksmithing or carpentry
will quickly learn how to use the machine to cut
and shape metal in a variety of ways using the ma-
chine by feeding metal in part-way, at an angle, etc.
Since adventurers are notorious for sticking their
hands into holes to look for treasure, the referee
should note that the intake feed is just wide enough
for a character to shove a limb into it. A character
who sticks his hand down the intake feed and gropes
around looking for treasure has a 1 in 6 chance
each round of accidentally triggering one of the
machines levers from within. Pulling/triggering
the sharpen lever while a character has a limb is
inserted will deal 1d6 points of damage to the
character. Pulling/triggering the chop lever will
deal 2d6 points of damage to the character and
amputate the limb; a successful saving throw versus
Death allows the character avoid the amputation
but not the damage.
6b. & 6c. Metal Storage
Each of these storage closets is punctured with
built-in nephelite shelves. One of the shelves in
each closet holds a large quantity of thick
adamantine steel sheets (approximately fty in
each closet). The sheets are non-magical and square
in shape, 1 foot on each side. Each sheet weighs
10 lbs but is worth 100 gp for its metallic value.
The patterns of dust suggest that the other shelves
once contained sheets as well.
6d. Stone Dwarves
Two intact statues in the shape of dwarves oc-
cupy this room. Unfortunately, they are not in fact
dwarven corpses, but animated statues that attack
any who approach them.
Stone Statues (2) [AL N, MV 60 (20), AC
4, HD 5, HP 26, 24 #AT 2, DG 2d6/2d6,
SV F5, ML 11]
The statues have no treasure, but there is a single
fully-charged power cell (see Appendix A, New Mag-
ic Items, 323), lying on the ground in the room.
7a. Dwarves versus Dwarves
Approaching this area from any direction reveals
a pitched melee in which a group of three dwarves
faces off against a rival group of six dwarves. The
smaller group, which seems to be losing the battle,
is made up of scouts from the dwarven stronghold
in the Bulwark (Room 30). The larger group actu-
ally consists of dworgs (see Appendix C, New Mon-
sters, p. 337) created by the Termaxian cultists in
The Foundry (Room 62).
Outnumbered two-to-one, the dwarves are near-
ly certain to lose if the characters do not intervene.
Though normally reluctant to ask for help from
outsiders, the desperate dwarves will call grufy
for aid if they see the player characters, joyfully
doing so if there is at least one dwarf in their party.
The dworgs will say nothing, but if events turn
against them, they will ee toward their Stronghold
(Room 13a) to seek assistance from their own.
Dwarves (3) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 25, 20, 17 #AT
1, DG 1d8 (long swords), SV D5, ML 10]
Dworgs (6) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 34, 29, 26, 22,
21, 17 #AT 1, DG 1d8 (long swords), SV D5,
ML 8]
LEVEL 6B
Chapter
16
234
After the dworgs are defeated, any surviving
dwarves will thank the characters and offer them
all of the treasure that the dworgs were carrying as
a reward. The treasure, all held in a small jeweled
box (900 gp), consists of a bronze headband (30
gp); a wrought silver chain with pearls (200 gp); a
hammered gold belt buckle (300 gp); and a ruby
and gold clasp (1,600 gp).
Despite their gratitude, the dwarves will remain
reluctant to explain the situation on this level, be-
cause of their deep shame about their failure to
protect the Great Machine (Room 40) and the
resulting consequences. Thus, they will be evasive
in answering any questions and will make every
effort to take their leave of the characters, heading
in the direction of the Bulwark (Room 30). If
prevented from leaving, they will ght to the death.
7b. Storeroom
Six boxes made of dull grey alchemists resin are
neatly arranged in this room. Each box is about 3
feet long, 1 foot wide, and 1 foot tall. The boxes
all contain supplies of over-sized steel machine bolts
(1 foot length and 2 inch diameter). In total there
are 205 bolts.
7c. Closet
A pair of depleted power cells (see Appendix A,
New Magic Items, p. 323), lie on an otherwise
empty nephelite shelf. The power cells could be
recharged in the Power Station (Room 3).
7d. Workroom
Two steel work tables and four steel stools furnish
this room. One of the tables is covered in stains
and burn marks, but the other is in pristine condi-
tion.
8. Meeting Room
A large, lacquered mahogany table dominates
this room. Broken wood and splinters of debris,
the remnants of the chairs which once surrounded
the table, litter the nearby oor. Centered on the
table is a broken machine, smashed and blackened.
Hanging on the walls are four vitreum screensone
on the north and south walls and two on the west-
ern wallall shattered. The machine and its screens
are irreparable.
9. Cisterns
Two large nephelite cisterns occupy this room.
Each contains about 2,000 gallons of potable
water. The cisterns are connected by resinous tubes
to the walls, which allow fresh water to be pumped
into the cisterns as need arises. The pipes which
service the cisterns are too narrow for any but the
smallest creatures to traverse (e.g. normal rats,
insects, etc.), but passage might be possible with
diminution. See Chapter 6, Overview of the Dun-
geon (p. 74), for details on traversing the water
pipes between the levels.
10. Dead Dwarf
Lying on the oor of this unadorned chamber
is a stone dwarf corpse. Unlike most of the others
found on this level, this corpse is not shattered or
otherwise damaged. Because of this, it can be
restored to life by means of either a stone to esh
spell or a similar effect. If restored to life, the
dwarf, whose name is Ovo, will happily lead his
rescuers to the other dwarves in and around the
Bulwark (Room 30).
Ovo (1) [AL L, MV 60 (20), AC 9, HD 5, HP
31 #AT 1, DG by weapon, SV D5, ML 10]
If activated, one of the portals from the Portal
Room (Room 15) on The Reservoir (Level 3B)
opens onto this room.
11. Latrine
The sinks and standing toilets along the walls
of this chamber are badly overgrown with mold
and fungus, and the whole reeks of mildew. None
of the growths are particularly harmful to be
around, though eating them is not recommended.
At the far end of the chamber is a functional,
though long-neglected, seated toilet. Hidden in-
side the tank of that toilet is an engineers control
rod (see Appendix A, New Magic Items, p. 318).
Small creatures (e.g. normal rats or insects) could
use the pipes that connect the toilets to the dungeons
water system to traverse to other levels. See Chapter
6, Overview of the Dungeon (p. 74), for details.
12. Guardroom
Two steel stools stand in this room, along with
three steel weapons racks. Two of the racks are
completely empty, but one holds a Thulian crossbow
(see Appendix A, New Magic Items, p. 325) and
four bolts +2.
13a. Dworg Stronghold
The vitreum radiance panels in this large area
still function, illuminating the chamber with a
pale white light. It is garrisoned by a squad of
dworgs (see Appendix C, New Monsters, p. 337)
THE MANUFACTORY
Level
6B
235
and an earth elemental, all under the command
of a Termaxian overseer named Fronto. The gar-
rison is here to secure Termaxian control over the
Analytical Engine (Room 13d), which is import-
ant to both the continued production of new
dworgs and the Termaxian cults plans to open
The Prison (Level 8).
The dworgs will attack intruders immediately,
as will the earth elemental, but Fronto will hang
back and try to avoid being seen. He will act if he
believes he can turn the tide against any intruders,
but if the battle is going against his minions, he
will ee down the Hallway (Room 14), past the
Viewing Stations (Room 15) and the Junction
(Room 37) into the Hall of Machines (Room 36)
in order to get to the Great Machine (Room 40).
As he does so, he will order the earth elemental
stationed in the Hallway to cover his escape.
Dworgs (6) [AL C, MV 60 (20), AC 2 (plate
armor), HD D5, HP 28, 25, 23, 22, 20, 18,
#AT 1, DG 1d8 (long-handed swords), SV
D5, ML 8]
Earth Elemental (1) [AL N, MV 60 (20),
AC 2, HD 8, HP 29, #AT 1, DG 1d8, SV F8,
ML 10]
Fronto (1) [AL C, MV 120 (40), AC 4
(bracers of armor (AC 4)), HD MU6, HP
17, #AT 1, DG 1d4 (dagger) + spells, SV
MU6, ML 8]
Spells: 1-darkness, shield, sleep; 2-mirror
image, web; 3-re ball, hold person
Fronto carries a wand of paralyzation (ten charges
remaining) and wears bracers of armor and boots of
speed, which he uses to good effect should he need
to escape. The wand appears as a hepatizon rod
with inlaid copper wires. His bracers and boots are
both made of rich black leather with gold trim.
Fronto also possesses an engineers control rod (see
Appendix A, New Magic Items, p. 318), which allows
him to operate The Analytical Engine (Room 13d).
13b. Storage Cubby
A series of nephelite shelves are built into the
walls of this cubby. On the highest shelf are four
unmarked resin canisters, each containing about 4
pints of amber-colored liquid. This liquid is slick
to the touch and is used to oil the gears of many
of the machines found on this level. If lit, a con-
tainer of the liquid acts as double-strength aming
oil (2d8 points of damage per round, lasting for
four rounds).
13c. Disk Storage
The vitreum radiance panel in this room still
functions, illuminating it and the adjacent Analyt-
ical Engine (Room 13d) with a pale white light.
The light reveals nephelite shelves built into the
eastern and western walls. Most are empty, but a
total of three dozen metal disks still litter the
shelves. These disks are approximately one foot
across and made from a dull silvery material. There
are grooves and marks on their surface, but nothing
that looks like writing. However, casting read lan-
guages will reveal the contents of a disk in broad
terms to the caster. The disks are knowledge records,
each of which covers a single topic in great detail,
from ancient history and engineering to astronomy
and biology. These details are largely inaccessible
without the use of the Analytical Engine (Room
13d), and even then, the study of even a single disks
contents could take days or weeks. See Appendix
A, New Magic Items (p. 321), for more informa-
tion on knowledge records.
13d. The Analytical Engine
In this area rests the Analytical Engine, a device
of the Great Ancients that allows for the storage,
retrieval, and transmission of much knowledge.
The machine is about the size of a chest-of-drawers,
and made of adamantine steel, orichalcum, and
nephelite. A cylindrical slot in the machine match-
es the size and shape of the knowledge records found
in the Disk Storage (Room 13C). On the side of
the machine, at a height of about 3 feet, sits a vit-
reum panel with a series of tiny buttons, each labeled
with a mysterious pictograph in a seemingly random
order. Characters who have learned the Tongue of
the Great Ancients in the Hieroglyphics Room
(Room 19) in The Hall of Greater Secrets (Level
5), or who use read languages, can identify the
pictographs as the characters of the Tongues al-
phabet. Below the panel are a series of steel levers.
Activating the Analytical Engine requires an
engineers control rod (see Appendix A, New Magic
Items, p. 318). In addition, the operator must be
able to speak, read, and write the Tongue of the
Great Ancients (either having learned it in The Halls
of Greater Secrets or via tongues or read languages).
Finally, the Great Machine (Room 40) must be
operationalwhich it will be, unless the characters
have interfered with it.
The machine can be used in two ways. If a hy-
pothetical course of action is typed into the panel,
and the appropriate lever pulled, the Analytical
Engine will predict the future outcome of that
course of action, as per the spell augury (see Ap-
pendix B, New Spells, p. 327). Each augury takes
1 turn (10 minutes) to calculate, after which it will
LEVEL 6B
Chapter
16
236
be announced by a disembodied voice coming from
the machine.
Alternatively, if a knowledge record is inserted
into the cylindrical slot, the Analytical Engine
will read the information on the disk via mechan-
ical means. If the appropriate lever is pulled, a
disembodied voice will begin to recite general
information about the subject covered by the disk.
The machines other levers can advance, halt, and
resume the data recital. Typing more specic que-
ries onto the panel can direct the machine to
provide specic information about the knowledge
records subject. Alternatively the user can record
his own voice onto the knowledge record, although
doing so erases its current record.
As with the Arcane Library (Room 37) on The
Reservoir (Level 3B), precisely what information
the Analytical Engine can impart is left to the
referee to decide. The Analytical Engines infor-
mation is at least 200 years out of date when per-
taining to anything outside Dwimmermount but
characters willing to devote sufcient time could
use it to discover much of Dwimmermounts lore.
See the accompanying sidebar for a recommended
list of numbered facts that the knowledge records
might reveal.
14. Hallway
The walls of this area are decorated with paint-
ed illustrations depicting what appear to be dwarves
being produced in mass quantities by means of a
strange machine. The production line is overseen
by what appear to be men in peculiar armor, sim-
ilar to that worn by the Iron God in his various
statues.
Waiting in this room is an earth elemental, who
remains immobile until either intruders enter or
Fronto (Room 13a) commands him to do otherwise.
Earth Elemental (1) [AL N, MV 60 (20),
AC 2, HD 8, HP 35, #AT 1, DG 1d8, SV
F8, ML 10]
15a. Viewing Stations
Along the western wall of this chamber are six
narrow2 feet widecubicles with vitreum
screens set into the wall dividing this area from the
Hallway (Room 14). All but one of these screens
is shattered and inoperable. Provided that the Great
Machine (Room 40) is working and one possesses
an engineers control rod (see Appendix A, New
Magic Items, p. 318), the remaining screen may
be turned on, in which case it offers a view of one
of four rooms on this level: the Entry Hall (Room
1), the Azoth Pool (Room 31), the Crystal Reso-
nance Chamber (Room 48), and The Foundry
6B-13: Characters listening
to recitals from the knowl-
edge records have a 10%
chance each hour of learn-
ing one of the following
numbered facts: 1-1, 1-2,
1-3, 1-4, 1-5, 1-6, 1-7, 1-8
1-9, 1-10, 2-1, 2-2, 2-3, 2-4,
2-5, 2-6, 2-7, 2-8, 2-9, 2-10,
3-1, 3-2, 3-3, 3-4, 3-5, 3-6,
3-7, 3-8, 3-9, 3-10, 3-11,
3-12.
6B-14: A careful copy of
these illustrations counts as
partly reliable evidence of
numbered fact 2-3.
(Room 62). The choice of room is determined by
turning a resin knob next to the screen. At one
time, eight other choices were possible, but attempt-
ing to make use of them now results only in a blank
screen.
15b. Office
A damaged steel desk and smashed chair occupy
this room. In one of the desks drawers are two
empty power cells. The power cells could be recharged
in the Power Station (Room 3). Crookedly hanging
behind the desk hangs a small painting depicting
a man scaling a mountain; the painting bears the
label Ambition in High Thulian. Collectors of
Thulian antiquities know that such paintings were
once produced in large scale, and are quite valueless.
16. Containment Cell #1
The adamantine steel hatch to this area is arcane
locked. Inside is a defective clay golem (see Appen-
dix C, New Monsters, p. 340), created shortly
before the fall of Dwimmermount. The golem has
only grown more erratic in the centuries since it
has been trapped in here. When the door is opened,
the golem will attack the rst creature it encounters
and xate on that target above all others until either
it or the target is dead.
Clay Golem (1) [AL N, MV 60 (20), AC 7,
HD 11, HP 39, #AT 1, DG 3d10, SV F11,
ML 12]
17. Containment Cell #2
The adamantine steel hatch to this cell is open.
The containment cell beyond contains a huge oak
treasure chest, inside of which gleams 12,000 sp
and 2,000 gp. However, one round after anyone
enters the cell, the door slams shut and is arcane
locked (as if cast by a 14th-level caster).
18. Hallway
Roaming this large open area is a gorgon. The
beast was articially constructed by the Termaxians
in order to protect the area leading to The Found-
ry (Room 62) and to keep the dwarves in the Bul-
wark (Room 30) at bay until the Termaxians are
better prepared to destroy them.
Gorgon (1) [AL C, MV 120 (40), AC 2, HD
8, HP 38, #AT 1, DG 2d6 or petrify, SV F8,
ML 8]
THE MANUFACTORY
Level
6B
237
19a. Archives
The vitreum radiance panel in this room still
functions, revealing walls lined with nephelite
shelves, where hundreds of books and red scroll
cases have been neatly arranged. The books, though
in good condition externally, contain only blank
pages. The same is true of all the scrolls but one,
which contains the spells massmorph, polymorph
self, and polymorph others. In addition to the books,
the room is furnished with a wooden table and
reading chair.
Reclining on the chair is a Termaxian ghter
named Haveron. Haveron is a lickspittle and a cow-
ard who will yell for help if awakened, hoping to
draw the attention of his fellows in the Foremans
Quarters (Room 66), then attempt to ee rather
than ght. If retreat is impossible, he will readily sell
out his comrades in exchange for freedom. He is not
well liked or trusted by the Termaxians on this
level, but he does know the rough layout of the
southern section of the level and Nilus plans to
destroy the dwarves and open The Prison (Level 8).
Haveron (1) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD F5, HP 25, #AT 1, DG
1d8+1 (long sword +1), SV F5, ML 8]
Haveron carries a potion of extra-healing, 100
gp, and a smooth disk-like key which opens the
nearby Storage Closet (Room 19b). His long sword
+1 is straight-bladed adamantine steel with a hilt
shaped like a caduceus.
19b. Storage Closet
The vitreum door to this closet is locked; the
key to open it is in the possession of Haveron, who
is resting in the Archives (Room 19a). If opened,
an adamantine steel case is found inside. The case
is bound shut by means of several adamantine steel
cords in an intricate pattern. If the cords are prop-
erly untiedeither by a successful Open Locks roll
or an Intelligence checkthe case can be opened
without incident. If not, it explodes in a blast of
electricity that deals 6d6 damage to all within 10
feet and destroys the contents of the case. Those
contents consist of a scroll of ward against elemen-
tals and a book of Lawful wisdom (see Appendix A,
New Magic Items, p. 317). The book is bound in
black leather with gilded pages.
20. Trapped Corridor
The dwarves inhabiting the Bulwark (Room 30)
and surroundings have trapped this corridor, mak-
ing it is difcult for anyone to pass through it
without taking signicant casualties and alerting
them to their presence. As soon as the door to the
corridor is opened, all unprotected characters are
exposed to an acrid-smelling poison gas and must
make an immediate saving throw versus Poison at
3. Failure results in death. An additional saving
throw is required every turn that the characters
linger in the corridor.
Each of the four small rooms connected to the
Trapped Corridor (a-d) contains a copper and wood
machine which pumps poison gas into the corridor.
A thief can attempt to shut down one of these
machines with a Remove Traps roll. Success shuts
down the machine. Failure results in an electrical
shock dealing 3d6 damage (no save). A machine
can be destroyed by dealing 20 points of damage
to it, but each attack against the machine triggers
an electrical shock as above.
Each time a machine is shut down, the penalty
to the saving throw for the poison gas is immedi-
ately reduced by 1 point. If all four machines are
shut down, the poison gas will dissipate in 1 turn.
21a. Guard Station
Three dworgs (see Appendix C, New Monsters,
p. 337) stand guard here, under orders from the
Termaxian cultists that created them in The Found-
ry (Room 62).
Dworgs (3) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 21 (2), 19, #AT
1, DG 1d8 (long swords), SV D5, ML 8]
21b. Closet
The dworgs have secreted a small treasure they
have collected into this closet. The treasure is made
up of 5,000 sp and three gems: a bloodstone (75 gp),
a lapis lazuli (50 gp), and a banded agate (10 gp).
22. Vestry
Hanging on pegs in this room are four heavy
silvery-gray suits, along with gloves and boots made
from the same material. On shelves in the room,
there are also four ceramic helmets that t on top
of the suits. These are environment suits (see Appen-
dix A, New Magic Items, p. 318), which grant
immunity to certain adverse effects encountered
throughout the dungeon, such as the negative effects
of the Crystal Resonance Chamber (Room 48).
LEVEL 6B
Chapter
16
238
23. Supply Closets
Four small supply closets can be found in this
hallway, though most of their supplies have long
since been looted.
a
This closet contains a large box made of alchemists
resin. Within the box are twenty-four nutrient packets
(see Appendix A, New magic Items, p. 322).
b This closet is empty.
c
This closet contains two large boxes made of alche-
mists resin. Each of the boxes contains a single incen-
diary granatum (see Appendix A, New Magic Items,
p. 320). One of the granata is defective, with a 50%
chance of exploding in the hands of its user before it
can be thrown.
d This closet is empty.
24. Moldy Hallway
A sweet odor suffuses this moist connecting
hallway. The source of the odor is a large patch of
purple moss (see Appendix C, New Monsters, p.
348) that covers the oor leading to the Vault
(Room 25).
Purple Moss (1) [AL C, MV 10 (3), AC 9, HD
1, HP 5, #AT 1, DG special, SV F1, ML 12]
25. Vault
The nephelite blast door to this chamber is
locked. Inside is a vault lined with nephelite shelv-
ing, on which rest ten chests, seven coffers, and
four resin boxes. Most of these containers have been
opened and emptied. However, ve of the chests
remain closed, and these contain a collective total
of 8,000 sp and 2,000 gp. Next to the chests on
the shelves is a cursed short sword 2 whose blade
blends starmetal and moonsilver in a curiously
disturbing pattern.
26. Office
This small room is lled with wooden debris
that was once a desk and a chair. Scattered on the
oor are shards of green-colored glass and a badly
torn painting. It depicts a set of galley slaves rowing
and bears the half-torn label team- in High Thu-
lian. Like that found in the other Ofce (15b), the
painting is chintzy and valueless. However, under-
neath the painting lies concealed a single power cell
(see Appendix A, New Magic Items, p. 323).
27. Dwarf Sentries
Four dwarves stand watch here, looking westward
for signs of dworgs or Termaxian cultists, whom are
attacked on sight. Others are called to halt and state
their purpose; the dwarves are reluctant to believe
that anyone on this level does not wish them harm
and will ght with little provocation. However, if
the player characters are convincing and non-violent,
the dwarves take them to the Bulwark (Room 30).
Dwarves (4) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 27, 25, 23, #AT
1, DG 1d8 (long swords), SV D5, ML 10]
28. Weapons Locker
The walls of this room are lined with weapon
racks, ve in total. The Dwarf Sentries (Room 27)
and those at the Choke Point (Room 29) store
additional weaponry here to use in the event that
they need it to fend off attackers. These weapons
consist of six spears, six battle axes, six Thulian
crossbows with 20 bolts each, and three javelins of
lightning (see Appendix A, New Magic Items, p.
325 and 321).
29. Choke Point
Six dwarves, led by one named Delent, stand
guard in this room, protecting the series of rooms
to the north, where their brethren have holed up
against the assault of the dworgs and their Termax-
ian masters. These dwarves are formidable warriors
and well-armed to boot. They will do everything
within their power to stop the advance of enemies.
Unless accompanied by other dwarves who will
vouch for their trustworthiness (such as the Dwarf
Sentries from Room 27), Delent and his fellow
dwarves will consider any non-dwarf who steps into
this area to be an intruder. If they are hard pressed
or fail a morale roll, Delent and his dwarves will
fall back to the Bulwark (Room 30).
Dwarves (5) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 24, 23, 22, 18
(x2), #AT 1, DG 1d8 (long sword & a javelin
of lightning
each), SV D5, ML 10]
Delent (1) [AL L, MV 60 (20), AC 0 (plate
mail +1 & shield +1), HD D6, HP 31, #AT
1, DG 1d8 (long sword), SV D6, ML 10]
see Appendix A, New Magic Items, p. 321
If the Dwarf entries in Room 27 have not been
dealt with, sounds of ghting at the Choke Point
will draw them here after 2 rounds.
THE MANUFACTORY
Level
6B
239
30. Bulwark
Illuminated by white light from still-function-
al vitreum panels overhead, two bronze statues of
idealized human warriors, one male and one fe-
male, stand proudly in either corner of this room.
The remainder of the room has been converted
into a barracks by the dwarves that dwell here.
There are a total of ten dwarves present, including
Erdak, leader of all the dwarves on this level, and
his lieutenant, Wertek. Like their comrades else-
where, these dwarves will ght to keep out any
intruders, using all their resources to do so. If the
battle turns against them, they will retreat as a
group toward the Azoth Pool (Room 31) to make
their last stand.
Erdak, though suspicious of outsiders, is not
so close-minded as to reject genuine offers of help,
especially from obviously powerful men. Indeed,
Erdak is very deferential toward human beings,
using terms like Master/Mistress and Sir/
Madam when addressing them. That is because
Erdak is ancientover 1,000 years oldand
learned from his father, as his father learned from
his, the true nature of the dwarven race, namely
that it was created by the men known to history
as the Great Ancients to act as their servants. His
knowledge of the details is fuzzy, but he knows
enough of the general outline (explained in Chap-
ter 2, History of Dwimmermount, p. 17) that
he views men as his superiors and acts according-
ly. Erdak is deeply grieved by both the dwarves
loss of control of this leveland of the Great
Machinewhich they had held in trust for two
centuries. Likewise, he sees the conversion of The
Foundry (Room 62) to create dworgs to be a
personal affront and will do almost anything to
see it shut down for good.
Wertek, Erdaks lieutenant, secretly disagrees
with his chiefs sentiments. Indeed, Wertek sees
The Foundry as the singular means to replenish
dwarven numbers and restore the race to its former
glory. He is disdainful of men, seeing them as
nothing more than the degenerate descendants of
the Makers, though he will not openly say so.
Rather, he will feign subservience and attempt to
sway any men of the wisdom of repurposing The
Foundry to create more dwarves, contrary to both
dwarven tradition and Erdaks expressed wishes.
Dwarves (8) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 31, 25, 27, 23,
21 (x2), 19, 16, #AT 1, DG 1d8 (long swords),
SV D5, ML 10]
6B-30: If befriended or
interrogated, Erdak can
reveal the following num-
bered facts to the charac-
ters: 1-7 2-3, 6-10, 6-11,
7-1, and 7-2.
Wertek (1) [AL N, MV 60 (20), AC 1 (plate
mail +2 & shield) HD D6, HP 32, #AT 1,
DG 1d8+1 (long sword +1), SV D6, ML 10]
Erdak (1) [AL L, MV 60 (20), AC -1 (plate
mail +1 & shield +2), HD D8, HP 52, #AT
1, DG 1d6+2 (mace +2), SV D8, ML 10]
The dwarves magical equipment is all forged of
adamantine steel (if +1) or adamant (if +2) and
features intricate tooling on the blades, armor plate,
and weapon heads.
LEVEL 6B
Chapter
16
240
31. The Azoth Pool
Recessed into the center of this room is a large
10-foot deep pool containing 45,000 gallons of sil-
very-black azoth. A 4-foot high steel barrier surrounds
the pool in order to prevent anyone from accidental-
ly falling into the pool (the results of doing so, along
with the other characteristics of azoth, are described
in Appendix F). Along the walls are a variety of ma-
chines, one of which drains or lls the pool, and the
rest of which pump azoth from the pool to other parts
of the level, such as The Foundry (Room 62). The
machines are made of adamantine steel and orichal-
cum, stained in many places with the blackish rust
of azoth. The entirety of the pool, barrier, and ma-
chines are illuminated by vitreum radiance panels
overhead. The door to this room (from the east) is a
sturdy blast door of black nephelite.
Currently there are four dwarves here, led by Jarlagg.
These dwarves have been assigned by Erdak to defend
the pool against all intruders. Should anyone enter the
area and attempt to seize control of the room, Jarlagg
will activate the pools draining system while the oth-
er dwarves fend off intruders. Left unchecked, the
draining system will empty the pool of azoth by 4,500
gallons per round. If reversed, the system can re-ll
the pool at a rate of 4,500 gallons every 8 hours.
Dwarves (4) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 26, 25, 24, 22,
#AT 1, DG 1d8 (long swords), SV D5, ML 10]
Jarlagg (1) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 27, #AT 1, DG
1d8 (long sword), SV D5, ML 10]
32. Old Azdum
Ruminating alone within this ruined chamber, lled
with rubble, is an old dwarf named Azdum. Azdum
is as ancient as Erdak, leader of the dwarves in the
Bulwark (Room 30), and knows as much about the
history of Dwimmermount and the dwarves as Erdak
does. However, he does not share Erdaks tendency to
cling to the past without question. Azdum believes
that, if the dwarves are to have a future, they must
adapt to the present. Because of his iconoclastic view-
points, Azdum is not well regarded by the other dwarves
and so spends much of his time brooding here.
While he feels that the time has come for dwarves
to step out from the shadow of men, Azdum is no
ally of Wertek, and would oppose the lieutenants
plans to re-start The Foundry (Room 62) if he knew
of them (he does not).
Azdum (1) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD 5, HP 28, #AT 1, DG
1d8 (long sword), SV D5, ML 10]
33. Dwarven Cemetery
Out of respect for the dwarves who have fallen
at the hands of the Termaxians, Erdak ordered this
chamber converted to a cemetery. Now a dozen
dwarf stone corpses have been placed here, where
they can stand in hallowed dignity.
34. Backup Power Plant
The blast door to this room is magnetically
sealed. It can only be opened by a character with
an engineers control rod or by using knock. Within,
the walls are covered by dusty steel and orichalcum
machinery that provides backup power to maintain
critical systems in Dwimmermount should the Great
Machine (Room 40) be destroyed. Unless needed,
the power plant is quiet and seemingly inoperative.
If the backup power plant is operating, the room
will be lit by a vitreum radiance panel, but it is
otherwise dark. The power plant can be destroyed
by dealing it 50 points of damage.
35. Secret Shrine
This semicircular chamber is hidden behind a
secret door. The door is a nephelite panel that re-
volves around its central axis, which can be detect-
ed through the hairline crack in the otherwise
seamless construction.
Within, the room is dominated by a marble
statue of an elderly, bearded dwarf-like gure, cra-
dling his head on his hand as if deep in though. It
is a statue of the Thulian god Tenen, who is a patron
of, among other things, invention. The statue retains
its original head and has not in any way been dam-
aged or desecrated.
Three engineers control rods (see Appendix A,
New Magic Items, p. 318) lie at the statues feet,
along with other craftsmans tools and implements.
If any of the offerings are removed from the statues
feet, the person who does so is cursed with a 1 to
all saving throws until either the offerings are re-
turned or a remove curse spell is cast.
The wiser path is to make an offering to the
statue. Any character who lays an engineers control
rod, Termaxian passkey, or similar device (referees
discretion) at the feet of the statue will be granted
a Greater Blessing of Tenenthe ability to under-
stand and/or activate the next technological or
magical device he encounters without error. If the
device encountered is magical (such as a wand of
re), the blessed character will learn the items
powers and any necessary command words to ac-
tivate those powers; a character may gain the abil-
ity to use an item otherwise not permitted to his
class from this boon. If the device encountered is
technological (such as the Analytical Engine in
THE MANUFACTORY
Level
6B
241
Room 13d) the blessed character will learn all the
devices capabilities and the techniques by which
to safely operate it. The sole exception is if the
device encountered is the Great Machine (Room
40), in which case the character will learn only one
particular power. In any case, a character can only
receive this blessing once. See Chapter 6, Overview
of the Dungeon (p. 73), for more information on
boons from the gods.
36. Hall of Machines
Dozens of machines of adamantine steel and
orichalcum cover the walls of this chamber, all in
various states of damage and disrepair. The machines
are inoperative, making it difcult to determine
what purpose they once served. At present, two
xorn (see Appendix C, New Monsters, p. 358) are
in the chamber, consuming parts of the machinery.
They have little interest in eshly beings and will
ignore humans or elves. They will immediately
attack dwarves (who are a bite-sized snack!), and
defend themselves against any who attack rst or
try to separate them from their meals.
Xorn (2) [AL L, MV 90 (30), AC 2, HD
7+7, HP 38, 30, #AT 4, DG 1d3/1d3/1d3/6d4,
SV F7, ML 10]
37. Junction
A mass of large resin pipes occupies the ceiling
of this room. Some of the pipes drip with condensed
water that has an unpleasant odor and occasional-
ly steams as it strikes the oor. Small creatures (e.g.
normal rats or insects) could use the pipes that
connect the toilets to the dungeons water system
to traverse to other levels. See Chapter 6, Overview
of the Dungeon, p. 74, for details.
38. Storage
Six large resin drums occupy this area. Each
drum is 3 feet high and 2 feet in diameter, large
enough to hold 60 gallons. Two of the drums have
been turned over, spilling their chemical contents
onto the oor where they have coalesced into a
mercury ooze (see Appendix C, New Monsters, p.
345), which still lurks here.
Mercury Ooze (1) [AL N, MV 30 (10), AC
9, HD 5, HP 19, #AT 1, DG 2d4+3 + mer-
cury poisoning, SV F5, ML 10]
The other four drums are sealed and intact, and
lled with mercury (quicksilver). If even a taste of
mercury is imbibed, characters must succeed on a
saving throw versus Poison or lose 1 point of Con-
stitution for 1d6 days. Imbibing a potions worth
of mercury (1 pint) will cause death unless a saving
throw versus Poison succeeds.
39. Guardroom
Two steel stools stand in this chamber, along
with an empty weapons rack.
40. The Great Machine
This huge room is brightly lit by the four
still-functioning vitreum radiance panels in its ceil-
ing. The room is dominated by the Great Machine,
a vast hemispherical apparatus of azoth, adamantine
steel, and nephelite. A bewildering array of orichal-
cum wires connects the body of the machine to
pillars of orichalcum situated on either side. Rest-
ing atop a raised dais, the top of which can be
reached via a set of broad steps, the Great Machine
was created by the Ancients to control the machin-
ery and magic of Dwimmermount.
In the past, the dwarves were entrusted with
protecting the Machine, a task which they contin-
ued until the Termaxians seized power in the Thu-
lian Empire. Even then, the dwarves continued to
maintain a watch over the Great Machine, and when
at last the Termaxians were overthrown, they took
up their task once more. For two hundred years
after Dwimmermounts fall, the dwarves protected
the Great Machine to ensure that the arcane bar-
riers sealing off the dungeon remained operation-
al and the Foundry inactive. (See Chapter 6, Over-
view of the Dungeon, p. 64, for details on the
arcane barriers surrounding Dwimmermount.) The
Termaxian cultists who recently invaded Dwim-
mermount have wrested the Great Machine from
the dwarves. Among other nefarious deeds, the
Termaxians have lowered the Perimeter barrier and
re-activated the Foundry, where they have begun
to create dworgs (see Appendix C, New Monsters,
p. 337). Because of wards put into place on the
Machine by the paladins who brought about the
fall of Dwimmermount, the Termaxians have not
yet achieved their primary goaldropping the
arcane barriers around The Prison (Level 8) in
order to release Turms Termax. This is, however,
only a matter of time. Though the dwarves on this
level struggle ceaselessly to recapture the Machine
(and their lost honor), theirs is a losing struggle. If
the characters do not intervene, the Termaxians
will eventually free their ancient leader from The
Prison, and Dwimmermount will become the seat
of their power once again.
The Great Machine is a techno-magical device
of incredible complexity. Each of its many effects
must be learned separately through study and ex-
perimentation with its controls. A characters rst
LEVEL 7
Chapter
17
242
study of the Great Machine will take 1 turn. At the
end of this period, a magic-user of 9
th
level or high-
er with an Intelligence score of 16+ in possession
of an engineers control rod has a base 10% chance
of success of learning one random effect. The char-
acters chance of success is reduced by 1% per mag-
ic-user level below 9
th
or point of Intelligence below
16. A character who has learned the Tongue of the
Great Ancients has his chance of success doubled.
Characters who lack an engineers control rod have
no chance of success, and if they even touch the
Great Machine they will receive an electrical shock
dealing 8d6 damage with no save!
EFFECTS OF THE GREAT MACHINE
Roll Effect
1
Roll twice more on this table. The character
learns the rst effect rolled, while accidental-
ly triggering the second effect rolled without
learning it.
2
Restore or remove power to the Elevator (Room
13) in The Halls of Lesser Secrets (Level 4). The
elevator is currently without power.
3
Seal, activate, or deactivate the Perimeter barrier
on Levels 0-7. The Perimeter barrier is currently
deactivated.
4
Seal, activate, or deactivate the Outer Prison
barrier on The Prison (Level 8). The Outer Prison
barrier is currently activated.
5
Seal, activated, or deactivate the Inner Prison
barrier to The Prison (Level 8). The Inner Prison
barrier is currently sealed.
6
Open or close the Red Doors to the Entrance
Chamber (Room 1) on The Path of Mavors (Level
1). The Red Doors are currently closed. (They can
be manually opened since the Perimeter barrier
is unsealed, however; this effect is only primarily
when the Perimeter barrier is activated).
7
Open or close the main doors of the Hangar
(Room 19) on The Divinitarium (Level 0). The
Hangar doors are currently closed. (They can be
manually opened since the Perimeter barrier is
unsealed, however; this effect is primarily useful
when the Perimeter barrier is activated).
8
Activate or deactivate the astral beacon in the
Navigation Room (Room 31a) on the Divinitarium
(Level 0). The astral beacon is currently activated.
9
Activate or deactivate The Foundry (Room 62).
The Foundry is currently activated.
10
Change the circumstances under which an acti-
vated arcane barrier permits passage at one of its
designated gateways.
11
Remove the wards on the Great Machine placed
by the paladins. This multiplies the chance of
successful study by 5 (e.g. a 9th level magic-user
with INT 16 has a 50% chance).
12 Referees choice (see below)
When a character fails in an attempt to learn an
effect, he can try again, but the time required dou-
bles on each successive attempt thereafter (to 2 turns,
then 4 turns, then 8 turns, and so on), as he must
try increasingly complex and unlikely techniques.
Once the character succeeds in learning an effect,
the time required for his next study is reduced back
to 1 turn. Determine the effect learned with a roll
of 1d12 on the Effects of the Great Machine table.
The effects that can occur on a 12 are left up
to the referee to devise, bearing in mind that the
Great Machine could conceivably have an effect on
almost any magical or technological device in the
entirety of Dwimmermount. Be sure to re-read
Chapter 6, Overview of the Dungeon (p. 64), for
more information on the arcane barriers controlled
by the Great Machine.
If their attempts to study the Machine prove
fruitless, the characters may decide to break it in-
stead. The Great Machine is incredibly resilient (AC
0, HP 100). It is also protected by an electrical
defense system that will deal 8d6 points of damage
to its attacker each time it is struck. Melee attackers
receive no saving throw against this shock, but
attackers at range may make a saving throw versus
Breath Weapon to avoid the electrical blast.
Reducing the Great Machine to 0 HP will cause
most of the machinery in Dwimmermount to become
inoperative (as noted in the various room description).
Critical functions will be maintained by the Backup
Power Plant (Room 34). If this is also destroyed,
the Perimeter, Inner Prison, and Outer Prison bar-
rier will be immediately and permanently unsealed.
Additionally, the air, water, and azoth circulation
systems in the dungeon will fail. Failure of the cir-
culation systems will make the air in the dungeon
toxic within 24 hours. Thereafter there will be a
cumulative 5% chance per day that the uncirculated
azoth will combust, utterly destroying Dwimmer-
mount, Muntburg, and the entire surrounding hex
in a thermonuclear explosion. Turms Termax or the
Terrim engineers in The City of the Ancients (Lev-
el 9) could conceivably repair the Great Machine
given 2d4 days of undisturbed work.
The Machine is guarded at all times by dworgs,
elementals, and cultists, led by their leader, the
magic-user Nilus. Consequently, taking control of
it from the Termaxians will prove quite difcult
without either a good plan or overwhelming force.
Dworgs (6) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 29, 24, 22, 20,
19, 15 #AT 1, DG 1d8 (long swords), SV D5,
ML 8]
Earth Elementals (2) [AL N, MV 60 (20),
AC 2, HD 8, HP 46, 29, #AT 1, DG 1d8,
SV F8, ML 10]
THE DEEP HOLLOWS
Level
7
243
Alerot (1) [AL C, MV 60 (20), AC 0 (plate
mail & shield +2), HD F6, HP 35, #AT 1,
DG 1d8+1 (long sword +1), SV F6, ML 10]
Alerot carries a potion of extra-healing and wears
a copper ring of regeneration, fastened to resemble
a pair of trolls claws grasped together. His shield
+2 is of pure adamant, while his long sword +1 is a
straight-bladed Thulian sword of adamantine steel.
Nilus (1) [AL C, MV 60 (20), AC 4 (bracers
of armor (AC 4)), HD MU8, HP 21, #AT 1,
DG 1d4 (dagger) + spells, SV MU8, ML 10]
Spells: 1-charm person, hold portal, shield;
2-detect invisible, ESP, web; 3-dispel magic,
lightning bolt; 4-polymorph self, wall of re
Nilus has a wand of magic missiles (eight charges
remaining) made of orichalcum with a bulbous
vitreum tip. He also has a pinch of dust of disap-
pearance and a potion of re resistance, in addition
to an engineers control rod and a Termaxian passkey
(see Appendix A, New Magic Items, p. 325).
Nilus has been studying the Great Machine since
his arrival with mixed success. After six failed at-
tempts to learn an effect, he nally learned how to
activate The Foundry (Room 62), enabling creation
of the dworgs, but he unwittingly lowered the
Perimeter around Dwimmermount at the same
time. He then failed dismally on eleven subsequent
attempts to learn an effect (ouch). Hes now eight
days into his twelfth attempt to study the machine.
He has 20 days of study left before he has a chance
of success, and if that fails, hell face a further 56
days of study before he has another chance to learn
an effect. In the hopes of expediting this process,
he will ask any magic-users he encounters to join
him in studying the Machine, hoping to channel
their efforts towards his own ends. He will explain
that his goal is to deactivate the arcane barrier
around The Prison (Level 8), claiming it contains
a great deal of magical and mundane treasure that
he will gladly share in exchange for assistance.
LEVEL 7
Chapter
17
244
41. Decorated Hallway
This stretch of hallway is covered in geometric
decorations made with gems that have been secure-
ly fastened to the walls. Removing the gems takes
time and care (at least 6 turns), but doing so yields
treasure equal to 3,000 gp.
The secret door to The Great Machine (Room
40) is a cunningly-constructed sliding panel. While
it can be detected in the usual manner, it can only
be opened by a character who inserts an engineers
control rod into a trigger mechanism hidden behind
one of the decorative gems.
42. Corridor
Except for its dusty oor, which shows no evi-
dence of recent trafc, this corridor is without any
features of interest.
43. Office
A large wooden table with four chairs stands in
this room, along with a wooden desk and chair.
Like the outside Corridor (Room 42), this chamber
is very dusty and shows no signs of having been
visited in a very long time. The desk contains a
variety of crumbling papers, books, and similar
items, none of which have any value, and are at any
rate, illegible after centuries of disuse.
On the table rests a mirror of life trapping, inside of
which resides an insane Thulian cleric of Typhon named
Charito. Charito was a prisoner of the Termaxians at
the time Dwimmermount fell. She had been sent into
the fortress as a spy, hoping to provide intelligence
useful to the rebels against Termaxian rule. Instead,
she was captured, terribly tortured, and then nally
thrown into the extra-dimensional prison of the mirror.
If spoken to, she will have no idea of how much
time has passed since her imprisonment, but will
beg to be released, claiming to have information
valuable to the rebellion in her possession. Of
course, whatever she knows is centuries out of date
and therefore useless. If released, she will need equip-
ment to function and will quickly prove a nuisance,
running off and getting into trouble by attracting
the attention of any Termaxian minions she sees. If
anyone questions her judgment, Charito will y into
a rage and suggest that he is actually a secret Ter-
maxian and then attack. Should she survive Dwim-
mermount and be taken back to Muntburg, the
church of Typhon will pay a reward of 5,000 gp.
Charito (1) [AL L, MV 120 (40), AC 9, HD
C5, HP 27, #AT 1, DG 1d3, SV C5, ML 10]
Spells: 1-detect evil, protection from evil,
remove fear; 2-nd traps, silence 15 radius;
3-striking
44. Torture Chamber
Beneath the dust which coats the oor of this room,
copious pools of dried blood stain the oor. The blood
stains are thickest around the implements of torture
that are neatly arranged within: two branding cages
and a pair of pillories in the center of the oor; a line
of four racks hanging on the east wall; and a series of
six iron maidens on the south and west walls. One of
the iron maidens is in fact an iron maiden golem (see
Appendix C, New Monsters, p. 341) that attacks
anyone who comes within 10 feet of it. The golem is
located just to the west of the southern door.
Iron Maiden Golem (1) [AL N, MV 60 (20),
AC 3, HD 7, HP 37, #AT 2, DG 1d12, SV
F8, ML 12]
45. Guardroom
The room is furnished with a pair of steel stools and
an empty weapon rack. Three dworgs (see Appendix
C, New Monsters, p. 337) stand guard in this room.
Dworgs (3) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 22 (2), 17 #AT
1, DG 1d8 (long swords), SV D5, ML 8]
46. Portcullises
Three adamantine steel portcullises divide this
area into four sections, labeled a, b, c, and d.
Areas a, c, and d each have a vitreum panel into
which an engineers control rod (see Appendix A,
New Magic Items, p. 318) can be placed to open
the closest portcullis. Area b holds a hell hound,
placed there by the Termaxians after it proved too
difcult to control.
Hell Hound (1) [AL C, MV 120 (40), AC 4,
HD 7, HP 30, #AT 1, DG 1d6 or 7d6, SV F7,
ML 9]
THE DEEP HOLLOWS
Level
7
245
47. Engineering Room
One radiance panel in this room is half-func-
tional, and provides a ickering, unsteady light
equal to a torch. A nephelite table and two nephelite
cabinets furnish this room. One of the cabinets
contains a half-dozen adamantine steel tools, each
of which is worth 50 gp to collectors in a large city.
The other cabinet is actually a control panel that
attunes the crystals in the Crystal Resonance Cham-
ber (Room 48) to magical energy. Provided that
the Great Machine (Room 40) is working, a char-
acter with an engineers control rod (see Appendix
A, New Magic Items, p. 318) can use the control
panel to tune the crystals to one of three resonance
levels:
High Resonance: Doubles the effects of
any spells cast in or into the Crystal Reso-
nance Chamber.
Neutral Resonance: No effect. This is the
default setting.
Low Resonance: Halves the effects of any
spells cast in or into the Crystal Resonance
Chamber.
48. Crystal
Resonance Chamber
A cold white light bathes this vast chamber,
revealing thirty-six crystal prisms that extend from
the oor to the ceiling. These crystals, mined from
outcroppings in The Deep Hollows (Level 7), can
be etherically attuned to react to magical energy in
the area. The attunement controls for the room are
in the Engineering Room (Room 47) next door.
When set to high resonance the crystals hum
with a high pitched hum, and amplify spellcasting
as described above. When set to low resonance
the crystals emit a deep bass drone, which dampen
spellcasting as described above. In either case the
resonance effect extends only to the connes of the
room, even for spells that are cast within it.
LEVEL 6B
Chapter
16
246
49. Guard Post
Two dworgs (see Appendix C, New Monsters, p.
337) keep watch over the Crystal Resonance
Chamber from here, assisted by a Termaxian mag-
ic-user. The magic-user is aware of how the Reso-
nance Chamber works and will use damaging spells
against any intruders into the room if he sees that
it has been set to high.
Dworgs (2) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 20 (2) #AT 1,
DG 1d8 (long swords), SV D5, ML 8]
Termaxian Magic-user (1) [AL C, MV 120
(40), AC 7, HD MU5, HP 13 #AT 1, DG
1d4 (dagger) + spells, SV MU5, ML 10]
Spells: 1-magic missile, sleep; 2-levitate, web;
3-reball
50. Ruined Barracks
Eight sets of steel-framed bunk beds can be
found here, along with splintered chairs and other
furniture. Shufing amidst the debris are two car-
cass scavengers inadvertently allowed onto the lev-
el via the Stairway (Room 52) to The Deep Hollows
(Level 7).
Carcass Scavengers (2) [AL N, MV 120 (40),
AC 7, HD 3+1, HP 20, 14, #AT 8, DG pa-
ralysis, SV F2, ML 9]
Hidden amongst the debris is an old paymasters
satchel containing 2,000 sp and a gold chain (1,400 gp).
The secret door to the southwest of this room
is a nephelite panel that revolves around its central
axis, which can be detected through the hairline
crack in the otherwise seamless construction.
51. Turms Statues
Two statues of Turms Termax occupy niches
on either side of this corridor. The statues are
cast of bronze and are identical in appearance,
depicting the Thrice-Great in robes patterned
with three-pointed stars, his face carrying a look
of stern judgment. Both statues are mounted on
pivots on black nephelite stands. Careful exam-
ination of the statues makes it evident that they
are of much more recent construction than the
stands they are mounted upon, and only loosely
connected to the pivot mechanism within the
stands. Turning either statue causes a loud hiss-
ing sound to emanate from the western end of
the hallway, indicating that the door to the Stair-
way (Room 52) has either sealed or unsealed,
depending on its previous state.
52. Stairway
The blast door to this room is magnetically
sealed unless the Turms Statues (Room 51) have
been correctly re-oriented. It can be opened by
knock or similar magic, but it cannot be picked or
forced open.
Past the door, the dungeon returns to hewn
earth, without nephelite lining. A carved staircase
leads down to the Termaxian Base Camp (Room
19) on The Deep Hollows (Level 7). The staircase
is anked by a pair of alabaster carvings of lithe
human women. Both carvings are caryatid columns
(see Appendix C, New Monsters, p. 335) and will
attack anyone who attempts to descend the stairs
without rst displaying a Termaxian passkey (see
Appendix A, New Magic Items, p. 325).
Caryatid Column (2) [AL N, MV 20 (6),
AC 5, HD 5, HP 31, 15 #AT 1, DG 1d8, SV
F5, ML 12]
53. Bone Yard
Several piles of bones, mostly non-human, ll
this room. Hidden amongst the bones is a discard-
ed bone golem. The golem will attack any charac-
ters who begin searching the bone piles, gaining
surprise on a roll of 1-4 on 1d6.
Bone Golem (1) [AL N, MV 120 (40), AC
2, HD 8, HP 40, #AT 4, DG 1d8, SV F4,
ML 12]
54. Treasury
The secret door to the southwest of this room
is a nephelite panel that revolves around its central
axis, which can be detected through the hairline
crack in the otherwise seamless construction.
Secreted within this chamber is a collection of
valuables placed here during the fall of Dwimmer-
mount. The hoard includes the following: 14,000
sp; 1,000 gp; a nely-made leather belt embossed
with Thulian calligraphy (30 gp); a bronze brooch
bearing the head of Turms Termax (60 gp); a
wrought gold ring with teardrop amethysts (400
gp); a hammered gold goblet encrusted with car-
nelians (400 gp); a thick gold choker necklace with
diamonds (1,000 gp); and a long sword +2, berserk-
ing. The sword is a straight-bladed late Termaxian
weapon, with a silvery-black azoth-infused ada-
mantine steel blade and bronze hilt. All of the
treasure is loosely piled without containers.
THE MANUFACTORY
Level
6B
247
55. Circular Chamber
A powerful earth elemental stands guard here,
blocking passage toward the Stairway (Room 52)
to The Deep Hollows (Level 7).
Earth Elementals (1) [AL N, MV 60 (20),
AC 2, HD 12, HP 49, #AT 1, DG 1d8, SV
F8, ML 10]
The secret panel in the oor can be detected by
the hairline crack that runs through the otherwise
seamless nephelite. It pushes open to reveal a 10
foot drop down to an eastbound corridor that leads
to the Summoning Room (Room 61).
56. Laboratory
A large steel table and four steel stools have all
been pushed up against the western end of the
room, next to a heavy nephelite cabinet. The cab-
inet is closed and locked. Within are a vitreum
vials lled with colorful chemicals. For each vial
examined, roll 1d6 on the following table to deter-
mine its color and effects:
1. Blue liquid: acts as a potion of diminution.
2. Green powder: acts as a potion of healing.
3. Red pellets: acts as a potion of speed.
4. Clear liquid: acts as a philter of love.
5. Yellow liquid: acts as a potion of poison (make
a saving throw versus Poison or die).
6. Orange powder: No effect.
57. Workroom
A single large oak table dominates this room,
heavy scratched and marred by years of carpentry
and craft work performed on it. Around the work
table, six dworgs (see Appendix C, New Monsters,
p. 337) stand on guard against intruders.
Dworgs (6) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 33, 32, 28, 26,
22 19 #AT 1, DG 1d8 (long swords), SV D5,
ML 8]
58. Library
Lining this rooms walls are sturdy oak shelves
lled with hundreds of books. A wooden reading
table and set of comfortable chairs furnish its ex-
pansive oor. Currently, the chairs are lled by a
Termaxian magic-user and his two bodyguards.
The Termaxian is busy studying a tome of Chaotic
knowledge (see Appendix A, New Magic Items, p.
325) he found within the library, while his body-
guards keep watch. The Termaxians have set a
dozen candles to light the room, as the radiance
panels here are broken. The magic-user and his
companions will attack anyone who enters the room
except fellow Termaxians.
In addition to the tome, the library contains a
vast store of mundane books on various arcane
subjects. Taken together, they weigh nearly 1,000
lbs. but their value exceeds 30,000 gp. The mag-
ic-users spell books are neatly piled on one of the
shelves.
Bodyguard #1 (1) [AL C, MV 60 (20), AC
2 (plate mail & shield), HD F6, HP 30 #AT
1, DG 1d8+1 (long sword +1), SV F6, ML 10]
Bodyguard #2 (1) [AL C, MV 60 (20), AC 3
(plate mail), HD F6, HP 23 #AT 1, DG 1d10+1
(two-handed sword +1), SV F6, ML 10]
Magic-user (1) [AL C, MV 120 (40), AC 7
(ring of protection +1 & cloak of protection +1),
HD MU6, HP 13 #AT 1, DG 1d4 (dagger)
+ spells, SV MU6, ML 10]
Spells: 1-magic missile, sleep; 2-invisibility,
mirror image; 3-haste, lightning bolt
The magic-user possesses a pair of eyes of charm-
ing, which he puts on as soon as combat ensues.
His ring of protection +1 is a band of moonsilver
carved with protective runes, and his cloak of pro-
tection +1 has a silver shimmer due to moonsilver
threads woven through it. The bodyguards magic
swords are both of Termaxian make, forged of ad-
amantine steel, with hilts stamped with the brazen
head of Turms Termax.
59. Ruined Storeroom
The ceiling has collapsed in the northern portion
of this room, lling it with rubble. The collapse of
the ceiling has smashed a dozen resin crates, and
these have spilled shards of vitreum and viscous
and foul-smelling liquids onto the oor. The spilled
liquids are harmless, serving only to distract from
the true danger in this room its still-unstable
ceiling. Characters entering the room must make
an ability check versus DEX to avoid additional
falling debris. Those who fail the check suffer 3d6
points of damage.
60. Circular Chamber
There is a secret panel in the oor near the south
wall of this room. It can be detected by the hairline
crack that runs through the otherwise seamless
nephelite. It pushes open to reveal a 10 foot drop
down to southbound corridor that leads to the
Summoning Room (Room 61).
6B-58: Characters studying
the books will learn one of
the following numbered
facts each day: 3-10, 4-2,
4-3, 4-4, 4-5, 4-6, 4-7, 4-8,
4-9, 4-10, 5-1, 5-3, 5-4, 5-5,
5-6, 5-7, 5-10, 5-11, 5-12,
5-14, 5-17, 5-18, 5-21, 5-22,
and 6-1. All are written in
High Thulian.
LEVEL 6B
Chapter
16
248
Three dworgs (see Appendix C, New Monsters,
p. 337) stand guard here with instructions to
prevent intruders from reaching the Summoning
Room at all costs.
Dworgs (3) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 21, 20, 15 #AT
1, DG 1d8 (long swords), SV D5, ML 8]
61. Summoning Room
This large, circular room is decorated with arcane
symbols and runes written in High Thulian. On
the oor is a summoning circle of inlaid moonsilver
glinting in the illumination of a dozen candles.
Looming in the summoning circle is a glabrezu
demon (see Appendix C, New Monsters, p. 340)
in heated debate with a Termaxian magic-user stand-
ing just outside the circle. The magic-user, Rollant,
has just conjured this demon, and is now failing
badly in his attempt to negotiate for its service.
If his negotiations are interrupted by the arrival
of intruders, Rollant will free the demon and use
dimension door to escape to the Circular Chamber
(Room 60), leaving the player characters to deal
with the otherworldly menace. The demon will
seek to exact his revenge on Rollant, but will glad-
ly attack the player characters rst.
Glabrezu (1) [AL C, MV 90 (30), AC 4, HD
10, HP 44, #AT 5, DG 2d6/2d6/1d3/1d3/1d4+1,
SV F10, ML 9]
Rollant (1) [AL C, MV 120 (40), AC 7 (ring
of protection +2), HD MU7, HP 19 #AT 1,
DG 1d4 (dagger) + spells, SV MU7, ML 10]
Spells: 1-light, protection from evil, sleep;
2-mirror image, web; 3-lighting bolt, protection
from normal missiles; 4-dimension door
Rollant possesses a wand of fear (six charges
remaining). The wand is made of a branch of
bleached white juniper, its tip carved to resemble a
leering skull. His ring of protection +2 is a band of
moonsilver set with a carved adamant shield.
Piled in the shadows along the western wall is a
loose pile of treasure Rollant brought to offer the
glabrezu. The offering consists of 8,000 gp; 300
pp; a wrought silver necklace (70 gp); an amber
clasp (300 gp); a golden ring fastened in the shape
of entwined serpents (600 gp); an embossed leath-
er belt with platinum buckle (700 gp); a dia-
mond-studded nose chain (900 gp); a statuette of
the winged bull Haagenti (1,300 gp); a frog idol
of Tsath-Dagon (1,400 gp); and an ivory medallion
sculpted in the shape of a human skull, with dia-
mond teeth (1,500 gp).
62. The Foundry
All four doors to the Foundry are black neph-
elite blast doors. Within, the ceiling is noticeably
taller than that of other rooms on the level (about
20 feet high) and is held up by four thick nephelite
pillars in each of its corners. The ceilings radiance
panels all function, casting a bright white light
throughout the room.
The center of the Foundry is lled with an elab-
orate device constructed from adamantine steel and
nephelite. The device consists of six large square
molds of steel, an even larger steel ladle on a track,
and a convoluted series of nephelite pipes that con-
nect to the oor, ceiling, and walls. A nephelite
furnace with orichalcum pipes is built into the
eastern wall.
When operational, as it is when the player char-
acters rst enter this chamber, a forge master melts
various metals in the furnace, which are then
scooped out by means of the ladle and then poured
into the molds. These molds are left to cool for
twelve hours, after which six new dworgs have been
created. At present, six more dworgs are nearly
ready to be tumbled from their molds. They are
not however, active yet, as they require the energion
crystals (see Appendix A, New Magic Items, p. 318)
that Esquiva keeps in her possession to become so.
The recipe for creating dworgs is known to the
forge master (Fiebras) and the Termaxian magic-us-
er overseeing this room (Esquiva), but neither is
willing to divulge it to outsiders, unless compelled
to do so through magical means. To avoid capture,
both Esquiva and Fiebras will attempt to ee from
this room if combat occurs, heading toward The
Great Machine (Room 40) by the fastest means
available to them. Before eeing, they will order
the ve dworgs and two Termaxian guards current-
ly in The Foundry to slay any interlopers.
Dworgs (5) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 31, 26 (2), 22
17, #AT 1, DG 1d8 (long swords), SV D5,
ML 8]
Termaxian Guards (2) [AL C, MV 60 (20),
AC 2 (plate mail & shields), HD F6, HP 29,
21 #AT 1, DG 1d8+1 (long swords), SV F6,
ML 10]
Fiebras (1) [AL C, MV 90 (30), AC 5 (leath-
er armor +2), HD F5, HP 22, #AT 1, DG
1d6+2 (hand axe +2), SV F5, ML 8]
Fiebras leather armor +2 is a High Thulian li-
nothorax with gold stitching in the breastplate and
pteruges. The hand axe +2 is of Dwarven make,
with intricate runes etched along its adamant head.
THE MANUFACTORY
Level
6B
249
Esquiva (1) [AL C, MV 120 (40), AC 7 (cloak
of protection +2), HD MU7, HP 20 #AT 1,
DG 1d4+1 (dagger +1) +spells, SV MU7, ML
10]
Spells: 1-charm person, hold portal, sleep;
2-invisibility, mirror image; 3-re ball, pro-
tection from normal missiles; 4-dimension door
Esquiva carries a wand of cold (eleven charges
remaining) and ten energion crystals. The wand,
made of polished bone, has a tip carved to resemble
the head of a white dragon. Her cloak of protection
+2 is stitched with moonsilver threads in the shape
of three-pointed stars. Her dagger +1 has the curved
blade and baroque hilt of Eldritch make.
63. Graffiti
Grafti has been scrawled on the wall on this
small alcove. In low Thulian it reads We dont
need no stinking dwarves!
64. Scrap Storage
Two dozen resin crates, each four feet cubed, ll
this room. Each crate is lled to the brim with 200
lbs. of scrap metal collected from throughout
Dwimmermount. The scrap metal is intended for
use in The Foundry (Room 62). Mixed in with the
scrap metal in the fth crate is a silver ring of tele-
kinesis. The ring is fastened in the shape of two sts
coming together, but it is heavily tarnished and
practically unnoticeable without detect magic.
65. Empty Room
Everything that once occupied this room has
long since been removed, leaving behind only marks
on the oor and walls. In one corner of the room
is an empty power cell (see Appendix A, New Mag-
ic Items, p. 323). The power cell could be recharged
in the Power Station (Room 3).
66. Foremans Quarters
This room was once occupied by the foreman
of The Foundry (Room 62). The room contains a
bed, a desk, a chair, and a small shelf for books and
scrolls, now empty save for a single lit lantern. At
the moment, three Termaxian ghters occupy this
room. They will attack any intruders.
Fighters (3) [AL C, MV 60 (20), AC 2 (plate
mail & shields), HD F5, HP 32, 22, 17, #AT
1, DG 1d8 (long swords), SV F5, ML 10]
Each ghter has a potion of extra-healing that he
will use in combat when reduced to half hit points.
67. Dwarf Scouts
Two dwarves crouch in this open area, keeping
their eyes peeled for an activity that might threat-
en their comrades in the Bulwark (Room 30) and
other nearby rooms. If possible, they will ee rath-
er than ght, heading towards the Choke Point
(Room 29) to warn the other dwarves of danger.
If pressed, though, they will engage in combat.
Dwarves (2) [AL L, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 22, 15, #AT 1,
DG 1d8 (long swords), SV D5, ML 10]
Overview of The Deep Hollows
T
HE DEEP HOLLOWS
are an extensive network of
limestone caverns that cut
across Dwimmermount and
extend into the subterra-
nean world that underlies
Telluria (see Chapter 4, Vi-
cinity of Dwimmermount, p. 53). The Great
Ancients were spurred to explore The Deep
Hollows during the First Era, as the action of
their astral dome in The City (Level 9) drew
azoth down from the quintessence of space and
infused it into the minerals within the rock.
The crystals of the Entry Cavern (Room 1) and
Crystal Cavern (Room 25) are the last remnants
of these magical mineralogical deposits.
From The Deep Hollows, the Great Ancients
delved the mines, collieries, and quarries that be-
came known as the Deep Passages. This activity
eventually brought the Ancients into contact with
a network of subterranean canals and nightmarish
labyrinths dug by the thelidu, ranine, and goblins
(see Rooms 32 and 33). These creatures proved
hostile to the Ancients, prompting the underground
warfare that led to the development of the Perim-
eter barrier.
WANDERING MONSTERS OF
THE DEEP HOLLOWS
Die Roll Monster
1 Black Pudding (1)
2 Chimera (1-2)
3 Dwimmerdragon (1)
4 Intellect Devourer (1)
5 Gorgon (1)
6 Mimic (1)
7 Thelidu (1-2)
8 Otyugh (1)
9 Roper (1-2)
10 NPC Party (5-8)
11 Giant Slug (1)
12 Troll (1-8)
see Appendix C, New Monsters, p. 331
The Deep Hollows
17
CHAPTER
Level
7
LEVEL 7
Chapter
17
252
The creation of The Reservoir (Level 3B) as a
basin for azoth drawn by the astral dome ended
the necessity for mining in The Deep Hollows.
Thereafter the level was used by forgotten sorcer-
ers to work such wonders as the Mushroom Forest
(Room 22), Underground Lake (Room 26), and
Anvil of Fire (Room 27). The azoth radiation from
the astral dome below makes strange magical
phenomenon commonplace in The Deep Hollows,
and some believe was responsible for the birth of
the dwimmerdragons that have dwelled here since
the Second Era.
1. Entry Cavern
This large, open cavern glitters when illuminat-
ed, revealing hundreds (roll 1d1000) of gems set
into its walls and ceiling. The gems appear to be
largely bits of common quartz, with a value of no
more than 10 gp each. Provided that one has ap-
propriate tools, they can be easily removed. The
gems are set into the walls at varying depths, so
the removal time is variable (1d6 rounds). If a gem
is removed and held in the bare hand of a human
or dwarf for more than a few seconds, it will soften
and begin to liquefy, slipping through its possessors
ngers onto the cavern oor. There is evidence of
this having happened in the past, as there are sev-
eral strange crystalline stains scattered across the
oor. If a gem is placed in the mouth, it will lique-
fy on the tongue. The crystalline uid acts like a
very minor potion of healing, restoring 1 hit point
for each gem that is consumed in this fashion.
Past a hewn archway in the north, stairs ascend
to the Store Room (Room 4) of The Ossuaries
(Level 6A).
2. Stirge Cave
Though small in size, this dark cavern has an
exceptionally tall 30-foot ceiling, at the top of which
lurk ten stirges. The stirges swoop down and attack
any creature entering the cave carrying any form
of illumination. Creatures moving about using,
e.g., infravision do not trigger an attack.
Stirges (10) [AL N, MV 30 (10)/y 180
(60), AC 7, HD 1, HP 8, 7, 6 (2), 5 (4),
3 (2), #AT 1, DG 1d3 + blood drain, SV
F2, ML 9]
Hidden amongst the rocks on the cave oor is
a leather bag containing six gems: a rock crystal
(75 gp), a sardonyx (100 gp), a bloodstone (100
gp), a citrine (250 gp), a jet (750 gp), and a spinel
(750 gp).
3. Damp Cavern
The ne mist emanating from the Underground
Lake (Room 26) to the south renders this cavern
cold and clammy. The sense of dampness is exac-
erbated by the water dripping intermittently from
where it has condensed on the caverns many sta-
lactites and stalagmites. Hiding amongst these
stalagmites is a roper (see Appendix C, New Mon-
sters, p. 350), which attempts to surprise any
creatures that disturb its lair.
Roper (1) [AL C, MV 30 (10), AC 0, HD
10, HP 53, #AT 1, DG 5d4, SV F10, ML 8]
Half-visible lying amidst the stalagmites past the
roper is the desiccated corpse of a ghting man.
His body seems to have been stripped of most of
his possessions, but he still wears his backpack. It
contains a treasure map leading to an abandoned
mine in The Starfall (see Chapter 4, Vicinity of
Dwimmermount, p. 49) where gems worth a
total of 19,000 gp can be found. His long sword
+2, +3 vs. giants lies not far away, still in its scabbard.
Unsheathing it reveals a starmetal blade of High
Thulian make with a single blood groove.
4. Stone Carvings
The northern walls of this cave are covered with
richly detailed carvings which depict a highly ad-
vanced city of high walls and towering spires, over
which y vehicles that resemble seafaring vessels
without sails. These carvings extend from oor to
ceiling (about 20 feet) and are in remarkable con-
dition, showing no signs of damage or wear. Char-
acters who visit the City of the Ancients (Level 9)
below will nd its ruined grandeur to be reminiscent
of the architecture depicted in this cave.
5. Chasm
A chasm 200 feet deep divides this chamber into
two halves (a and b). The chasm is roughly 10
feet wide along its entire length.
A howling wind blows constantly into the a
side of the chasm. The source of the wind is a large
hole in the ceiling, and characters who climb or y
within 10 feet of the hole must make an ability
check versus DEX each round or be blown back
towards area a.
Characters who pass the DEX check reach a
tunnel ascending northward at a 25-degree slope.
After 550 feet, the tunnel becomes a vertical shaft
rising another 100 feet the Bottomless Pit (Room
7) of The Halls of Greater Secrets (Level 5). While
traversing this tunnel and shaft, characters must
continue to make DEX checks every minute (6
THE DEEP HOLLOWS
Level
7
253
rounds). If a character fails one of these ability
checks, he is lifted off his feet by the winds and
must make a saving throw versus Paralyzation. If
the saving throw is successful, the character is trans-
ported back to the Bottomless Pit in a strangely
slow but safe fall that takes 10-15 minutes.
Those who fail are similarly transported, but they
are buffeted more ercely by the wind, suffering
1d6 damage every minute (6 rounds) of their fall.
The b side is guarded by a chimera, which has
been trained as a watch-beast by the trolls who
dwell in the nearby Troll Lair (Room 6). If intrud-
ers enter from side a, the chimera will attack from
the air using its breath weapon to prevent them
from crossing to side b. (It will not y within range
of the hole to the Bottomless Pit.) The chimera has
been trained to alert its masters should anyone
enter from or reach side b, and will ee to the
Troll Lair (Room 6) should that occur.
Chimera (1) [AL C, MV 120 (40)/y 180
(60), AC 4, HD 9, HP 34, #AT 5, DG
1d3/1d3/2d4/2d4/3d4 + breath, SV F9,
ML 9]
6. Troll Lair
Amidst the piles of bones and offal scattered
around this cave squat four vicious trolls. Should
combat ensue, one troll will run to fetch the chi-
mera from the Chasm (Room 5), if it has not already
been slain. If the battle goes against the trolls, or
they break morale, they will retreat toward the Troll
Chiefs Lair (Room 8), where their two-headed
chieftain dwells.
Trolls (4) [AL C, MV 120 (40), AC 4, HD
6+3 HP 39, 33, 30, 26, #AT 3, DG
1d6/1d6/1d10, SV F6, ML 10]
Northeast of the troll lair is a tunnel that leads
into the subterranean network that surrounds
Dwimmermount. It is from here that the trolls
arrived when Dwimmermounts arcane barriers fell
a few months ago. See Chapter 4, Vicinity of Dwim-
mermount (p. 53), for a detailed discussion of
these passages.
7. Treasure Cave
In this cul-de-sac, the members of the nearby
troll tribe (from Rooms 6 and 8) have piled up the
treasure they have accumulated. Their hoard con-
sists of 7,000 cp; 5,000 gp; an azurite (50 gp), a
blue quartz (50 gp), a zircon (100 gp), a moonstone
(100 gp), a smoky quartz (250 gp), a censer of cursed
summoning, a potion of invisibility, and a potion of
climbing.
8. Troll Chiefs Lair
Grummar, a giant two-headed troll (see Appendix
C, New Monsters, p. 357) dwells within this narrow
cave. Smarter than others of his kind, and consider-
ably more vicious, he has become the leader of the
trolls on this level. Thanks to his efforts, the trolls
are thriving. They store their growing trove of valu-
able items in their Treasure Cave (Room 7).
Grummar, Giant Two-Headed Troll (1) [AL
C, MV 120 (40), AC 4, HD 10, HP 45,
#AT 3, DG 1d6/1d6/1d10, SV F10, ML 10]
9. Whistling Cavern
9. Whistling Cavern
Every 1d4 turns, a loud whistling sound emanates
from this cavern. It can be heard from up to 100
feet away. The whistling is the result of a downdraft
of air owing through several large, pockmarked
stalactites. The whistling is completely innocuous.
10. Shrine of the Brazen Head
A ruddy glow emanates from this side cave, cast
by a ring of torches alit within. At the caves eastern
end is a pile of stones arranged to form a crude dais
upon which rests a brazen head (see Appendix A, New
Magic Items, p. 317). The brazen head was found
and placed here by the troglodytes who dwell in the
Troglodyte Redoubt and the Troglodyte Lair (Rooms
11 and 12). The troglodytes have no real understand-
ing of the brazen heads powers and instead treat it as
an idol, an attitude encouraged by their allies, the
Termaxians of Base Camp (Room 19).
At all times, there are 8 troglodyte guards on
duty in this cave. There is also a 40% chance that
Ermenjart (Room 19) is here as well, attempting
to communicate with Turms Termax. If so, he will
be accompanied by two Termaxian guards.
Troglodyte Guards (8) [AL C, MV 120 (40),
AC 5, HD 2 HP 11 (2), 9 (3), 7, 6, 5, #AT
3, DG 1d4/1d4/1d4, SV F2, ML 9]
In the center of north wall, about 7 feet above
the oor, a 5-foot diameter stone chute enters the
cave. The chute runs northwest at a 30 degree slope
for 325 feet, eventually terminating at a trap door
in the Portrait Room (Room 10) of The Ossuaries
(Level 6A).
11. Troglodyte Redoubt
The approach to this cavern is fouled by a nau-
seating scent secreted from a stinky, slimy coating
on the rocks and rubble. The slime glistens sickly
LEVEL 7
Chapter
17
254
in the light of a half-dozen smoky torches posted
around the cavern. The stench is so horrid that all
humans and demi-humans entering the cave must
make a saving throw versus Poison or suffer 2 to
attack rolls.
The source of the slime is a gang of ten troglo-
dytes, who have used their natural camouage to
disguise themselves in the shadows of the torches
that punctuate the oor between the ledges to the
northeast and southwest. They will attack any in-
truders that attempt to make their way into the
Troglodyte Lair (Room 12), gaining surprise on a
roll of 1-4 on 1d6. Once the Troglodytes attack,
three Termaxian guards will reveal themselves on
each of the ledges 10 feet above (six total). The
Termaxians will use longbows to aid the troglodytes
against any foes. If the battle goes against the
troglodytes, they will attempt to retreat to their
Lair, where more troglodytes can be found.
Troglodytes (10) [AL C, MV 120 (40), AC
5, HD 2, HP 15, 12 (2), 10, 8 (2), 3 (3),
2, #AT 3, DG 1d4/1d4/1d4, SV F2, ML 9]
Termaxian Guards (6) [AL C, MV 120 (40),
AC 3 (banded mail & shields), HD F5, HP
24, 22, 21 (2), 20 (2), #AT 1, DG 1d6
(short swords) & 1d8 (long bows), SV F5,
ML 9]
The southwestern ledge can be easily reached
from the Troglodyte Lair (Room 12) or the Crys-
tal Cave (Room 25), but there is nothing of value
to be found there.
There is no way to reach the northeastern ledge
except direct ascent. Up on the ledge, characters
will nd a 10 foot bone-and-wood ladder. The
Termaxians used this ladder to scale to the ledge,
and then pulled it up when they reached the top.
Trekking northeast from the ledge eventually leads
into the network of subterranean tunnels that sur-
rounds Dwimmermount. See Chapter 4, Vicinity
of Dwimmermount (p. 53), for a detailed dis-
cussion of these passages.
12. Troglodyte Lair
Like the Troglodyte Redoubt (Room 11), this
cavern is befouled by a horrendous stench from the
secretions of its troglodyte residents. A few smoky
torches here and there only make the air fouler. All
humans and demi-humans entering the cave must
make a saving throw versus Poison or suffer 2 to
attack rolls.
The troglodytes, who number a dozen plus their
chieftain Xochotl, will camouage themselves
among the many stalagmites within the cave as
soon as they hear ghting in any of the adjacent
rooms. So hidden, they will attack any intruders
that enter, gaining surprise on a roll of 1-4 on 1d6.
If not previously slain, the troglodytes from the
Stone Dais (Room 13) will begin raining arrows
down one round after any ghting begins here. So
long as the chieftain lives, the troglodytes will not
break morale, though, if the ght goes against
them, they will retreat either toward the Midden
(Room 14) or the camp of the Dworg Defenders
(Room 16).
Troglodytes (12) [AL C, MV 120 (40), AC
5, HD 2, HP 15, 12 (2), 9 (3), 8 (2), 7,
6, 4, 3, #AT 3, DG 1d4/1d4/1d4, SV F2,
ML 9]
Xochotl, Troglodyte Chieftain (1) [AL C, MV
120 (40), AC 3, HD 6, HP 39, #AT 3 or 1,
DG 1d4/1d4/1d4 or 1d10+2 ( two-handed
sword +2), SV F6, ML 12]
Xochotls two-handed sword +2 is an ancient
weapon dating to the days when the Thulians were
barbarian conquerors, with a ve-foot adamant
blade bearing warlike runes along its broad blood
groove. The chieftain also carries a rod of opening
(see Appendix A, New Magic Items, p. 324) with
seven charges remaining. He uses it to annul the
explosive runes on the door to the Troglodyte Trea-
sure Cave (Room 21).
13. Stone Dais
This raised area overlooks both the Troglodyte
Lair (Room 12) and the camp of the Dworg De-
fenders (Room 16) 10 feet below, allowing the six
troglodytes stationed here with shortbows to defend
both areas. The dais is illuminated by smoky torch-
es posted on the stalagmites along its edge.
Troglodytes (6) [AL C, MV 120 (40), AC 5,
HD 2, HP 12, 11 (2), 10, 8 (2), #AT 3,
DG 1d4/1d4/1d4 or 1d6, SV F2, ML 9]
14. Midden
An overpowering smell of decay suffuses this
cave, which the nearby troglodytes use as both a
garbage heap and latrine. The entire cave is lled
with disgusting lth, which in places lies hip deep
for a man. Any character that passes through the
cave with his skin exposed, or without other mun-
dane or magical precautions, must make a saving
throw versus Poison or lose 1 point of Constitution
after a period of infection lasting 1d4 days. The
loss will become permanent unless removed by cure
disease within seven days following infection.
THE DEEP HOLLOWS
Level
7
255
15. Otyugh Lair
Dwelling within this chamber is an otyugh (see
Appendix C, New Monsters, p. 347), which the
troglodytes have allowed to live here as it is con-
sumes their refuse. It also occasionally ghts on
their behalf, which is why the troglodytes in their
Lair (Room 12) may attempt to lead particularly
powerful or troublesome intruders into this area.
Otyugh (1) [AL C, MV 60 (20), AC 3, HD
8, HP 47, #AT 3, DG 1d8/1d8/1d4+1, SV
F8, ML 10]
16. Dworg Defenders
This cave forms a crucial junction between the
Troglodyte Lair (Room 12), the Termaxian Base
Camp (Room 19), and the Stairs Down (Room
18). A series of torches posted near each entrance
allow its defenders, a squad of dworgs (see Appen-
dix C, New Monsters, p. 337) led by a Termaxian
magic-user, to easily see intruders. If ghting breaks
out, they will be assisted by the troglodytes of the
Stone Dais (Room 13) to the northwest. The dworgs
will retreat to the Termaxian Base Camp (Room
19) if their morale breaks or they lose more than
half their number in combat against intruders.
Dworgs (8) [AL C, MV 60 (20), AC 2 (plate
mail & shield), HD D5, HP 33, 29, 26, 25, 24,
#AT 1, DG 1d8 (long swords), SV D5, ML 8]
Termaxian Magic-user (1) [AL C, MV 120
(40), AC 8, HD MU6, HP 15, #AT 1, DG
1d4 (dagger) + spells, SV MU6, ML 8]
Spells: 1-shield, sleep; 2-mirror image, web;
3-re ball, hold person
The natural stone steps to the east lead into the
network of subterranean tunnels that surrounds
Dwimmermount. The troglodytes on this level
entered from this passage when the arcane barri-
er around Dwimmermount was lowered. See Chap-
ter 4, Vicinity of Dwimmermount (p. 53), for a
detailed discussion of these passages.
17. Fungi Cave
A riot of brightly-colored fungi and lichens ll
this room, which gives it an earthy smell. Float-
ing above the fungi is a single gas spore (see Ap-
pendix C, New Monsters, p. 339).
Gas Spore (1) [AL N, MV 30 (10), AC 9,
HD 1 hp, #AT 1, DG special, SV F1, ML 12]
18. Stairs Down
At the southern end of this circular cavern, a set
of ancient carved stairs winds downward. After
some hundred feet, they terminate at the Entrance
(Room 1) to The Prison (Level 8) (or the arcane
barrier sealing that level off, if it has not been de-
activated). The stairs, however, are blocked by a
10 foot tall stone golem (see Appendix C, New
Monsters, p. 341) in the shape of an Ancient war-
rior. The golem attacks any parties that attempt to
pass by, unless they present a brooch of the Terrim
(see Appendix A, New Magic Items, p. 318). Up
to six creatures will be granted passage per brooch.
Stone Golem (1) [AL N, MV 60 (20), AC 5,
HD 14, HP 63, #AT 1, DG 3d8, SV F14,
ML 12]
19. Termaxian Base Camp
Past an archway set into this caves eastern wall,
a set of stairs ascends to the Stairway (Room 52) of
The Manufactory (Level 6B). Near the western edge
of the cave, a sinkhole punctures the oor. It leads
to Jarnabals Lair (Room 37). Northwest of the
sinkhole, a steel door has been crudely installed into
a cave mouth. In between, the oor is littered with
bed-rolls, tents, and other camp gear, all illuminat-
ed by a series of four lanterns hanging from stalactites.
A party of Termaxian cultists, led by the mag-
ic-user Ermenjart, have established a camp here,
hoping both to make their way to The Prison (Lev-
el 8) and to make an eventual assault on The City
of the Ancients (Level 9). The former is their prima-
ry goal, but Nilus failures with The Great Machine
(Room 40) on The Manufactory (Level 6B) to low-
er the arcane barriers to the Prison have left them
stymied. They therefore have turned their attention
towards The City of the Ancients below. An initial
Termaxian party bearing brooches of the Terrim was
granted passage by the dwimmerdragons that guard
the stairs to Level 9. A second party snuck past using
invisibility 10 radius, an act that antagonized the
dwimmerdragons. Since then relations with the
dwimmerdragons have been violent.
The Termaxian leader, Ermenjart is encamped
in the cave past the steel door (Room 20). He will
quickly enter any battles he hears going on at the
base camp, and will ght on viciously even if his
underlings face defeat. Those underlings consist of
Ermenjarts apprentice, a magic-user named Tibaut;
two ghters; and a small number of dworgs.
Dworgs (4) [AL C, MV 60 (20), AC 2 (plate
mal), HD D5, HP 29, 25, 21, 11, #AT 1, DG
1d10 (polearms), SV D5, ML 8]
LEVEL 7
Chapter
17
256
Termaxian Fighters (2) [AL C, MV 60 (20),
AC 2 (plate mail & shields), HD F7, HP 37, 35,
#AT 1, DG 1d8+1 (long swords), SV F6, ML 9]
Tibaut (1) [AL C, MV 120 (40), AC 3 (brac-
ers of armor (AC 3)), HD MU7, HP 21, #AT
1, DG 1d4 (dagger) + spells, SV MU7, ML 8]
Spells: 1-charm person, magic missile, sleep;
2-invisibility, phantasmal force; 3-re ball,
hold person; 4-confusion
Tibaut carries a wand of magic missiles (eight
charges remaining). He has also has a Termaxian
passkey (see Appendix A, New Magic Items, p. 325),
and slippers of spider climbing. The wand somewhat
resembles a sleek brass crossbow, and is in fact an
attempted Termaxian replica of an Ancient weapon.
The slippers are made of clingy red fabric with a black
web pattern and blue soles. Tibauts spell books can
be found in one of the tents in the encampment.
20. Ermenjarts Cave
The small cave here is well let by a brass lamp
sitting on a large crate alongside some thick books.
The rest of the cave is furnished with a thick bed-roll,
several blankets, and a few small wooden boxes.
The Termaxian magic-user Ermenjart uses this
cave as his personal dwelling. Ermenjart is deter-
mined to be the Termaxian cultist who succeeds in
nding his way to The Prison (Level 8), seeing it
as his destiny. However, he is currently frustrated
in his attempts and it is slowly driving him mad,
making him far more prone to remaining in com-
bat against his enemies rather than eeing.
Ermenjart (1) [AL C, MV 120 (40), AC 4
(cloak of protection +2 & ring of protection +2),
HD MU9, HP 27, #AT 1, DG 1d4+1 (dagger
+1) + spells, SV MU9, ML 10]
Spells: 1-charm person, magic missile, pro-
tection from evil; 2-ESP, invisibility, web; 3-re
ball, protection from normal missiles; 4-dimen-
sion door, wall of ice; 5-teleport
Ermenjart carries a staff of wizardry (thirteen
charges remaining). This mighty implement is a
ve-foot staff of oak shod in pure orichalcum and
carved top-to-bottom with runes of power. His cloak
of protection +2 is made of dwimmersilk with
three-pointed moonsilver stars stitched along its
exterior. His ring of protection +2 is a circular band
of pure moonsilver etched with protective glyphs.
His dagger +1 is a sharply-curved adamantine steel
weapon with a hilt shaped like a leering demon.
Within the boxes scattered around the room, Er-
menjart keeps 4,000 sp and 2,000 gp. His spell books
are on the large crate, which he uses as a lectern.
21. Troglodyte Treasure Cave
A sturdy wooden door has been set into the cave
wall here. The door is both locked and trapped with
explosive runes placed on the door by Ermenjart (Room
19) as a favor to the troglodyte chieftain. The runes
deal 6d4+6 points of damage to all within a 10 feet
radius and no saving throw is allowed if not detected
and removed by a magic-user. The runes can also be
removed by the chieftains rod of opening (see Appen-
dix A, New Magic Items, p. 324). The chieftain can
be found in the Troglodyte Lair (Room 12).
Inside the cave is the following: 6,000 cp; 2,000
ep; a bone medallion (20 gp); a brass goblet with
quartz ornaments (20 gp); a wrought copper ring
set with an obsidian (20 gp); a brass belt buckle (30
gp); a bronze diadem with lapis lazuli (60 gp); a
bronze medallion bearing the visage of Turms
Termax (100 gp); a wrought silver necklace (400
gp); a wrought silver hoop earring (500 gp); a
wrought gold seal bearing the sign of House Skle-
ro (700 gp); a wrought gold seal of House Zarides
(700 gp); a wrought platinum goblet (1,500 gp); a
silver choker studded with opals (1,700 gp); a potion
of undead control; and a bag of tricks (see Appendix
A, New Magic Items, p. 316).
22. Mushroom Forest
The northern half of this large cave is a stony
plateau. The plateau overlooks a forest of giant
mushrooms that spreads itself throughout the south-
ern extent of the cavern. Most of the mushrooms
stand as tall as a man, and a few even reach twice
that height, taller than the plateau.
Though the mushrooms appear unwholesome,
being sickly shades of green and yellow with red
and purple veins, they are actually quite nutritious,
which is why the troglodytes forage from these
fungi to supplement their diet. Subterranean locusts
also enjoy eating the mushrooms, and there are
currently ten of these creatures hopping amidst
them. The locusts ee if approached, but if forced
into combat will spend their rst round making a
high-pitched whine that has a 20% chance of at-
tracting wandering monsters.
Subterranean Locusts (10) [AL N, MV 60
(20)/y 180 (60), AC 4, HD 2, HP 16 (2),
13, 10 (2), 9 (2), 7, 6, 3, #AT 1, DG 1d2
or 1d4 or special, SV F2, ML 5]
THE DEEP HOLLOWS
Level
7
257
23. Bat Cave
The oor of this dismal cave is covered with a
thick coating of bat guano. Hanging from the
ceiling above are the manufacturers of this refuse:
six giant vampire bats, which drop down to attack
any warm-blooded creature that enters their lair.
Giant Vampire Bats (6) [AL N, MV 30 (10)/
y 180 (60), AC 6, HD 2, HP 16, 13, 12, 9,
7, 4, #AT 1, DG 1d4 + paralysis, SV F1, ML 8]
24. Pool
A eld of ordinary mushrooms lls more than
two-thirds of this immense cave, making it a perfect
grazing area for a nest of 12 subterranean locusts.
The locusts behave similarly to those in the Mush-
room Forest (Room 22).
While perfectly harmless to the locusts, the
mushrooms in this room are poisonous to humans
and demi-humans. Characters who consume even
a handful of mushrooms must make a saving throw
versus Poison or fall unconscious for 1d4 hours.
The unconscious character can be awakened safely
through the application of remove poison. Doing so
in any other way results in the character suffering
2d10 points of damage and a 2 penalty to hit and
his armor class for the remainder of the time that
he would otherwise have been asleep.
In the northeast corner of the cave is a cold
freshwater pool that is about 30 feet deep at its
center. The pool is lled with eyeless albino cave
sh, craysh, and eels. Also living within the pool
is a crystal ooze (see Appendix C, New Monsters, p.
336), which attacks anyone who either enters or
comes close to the surface of the pool.
Subterranean Locusts (12) [AL N, MV 60
(20)/y 180 (60), AC 4, HD 2, HP 16, 13
(2), 12 (2), 11, 10 (2), 9, 8, 7, 5, #AT 1,
DG 1d2 or 1d4 or special, SV F2, ML 5]
Crystal Ooze (1) [AL N, MV 10 (3)/swim
30 (10), AC 8, HD 4, HP 29, #AT 1, DG
4d4 + acid & paralysis, SV F4, ML 12]
At the bottom of the pool lies a long sword +1,
+3 vs. regenerating monsters. If cleaned of some
light algae growth, the starmetal blade will be seen
to carry the name Eater of Trolls in High Thulian.
Trolls facing this weapon have their morale lowered
as if confronted by re.
LEVEL 7
Chapter
17
258
25. Crystal Cave
Numerous outcroppings of green, translucent crys-
tal dot this cave. Given a days work, someone skilled
in either mining or gem cutting could extract 2d20
crystals from these outcroppings, each of which would
be worth 500 gp. Close examination will reveal the
traces of previous mining conducted by the Great
Ancients when they created the Crystal Resonance
Chamber (Room 48) in the Manufactory (Level 6B).
26. Underground Lake
A cold lake of murky water lls the majority of
this cavern. The caverns ceiling is 40 feet tall and
the lake is similarly deep. Nearly a dozen rocky
outcroppings emerge from the surface of the lake,
on two of which stand limestone statues about 8
feet tall. One statue depicts Turms Termax and the
other his lover, Sarana. Both statues are sculpted
with outstretched arms and face one another from
their separate islands.
A rickety wooden bridge connects the two is-
lands. Anyone walking on it must make a success-
ful ability check versus DEX at 2 or slip through
one of the many gaps in its planks, tumbling into
the water below. Hidden in the water is a cave
kraken (see Appendix C, New Monsters, p. 335),
a magical octopoid beast that only attacks creatures
who enter the lake itself.
Cave Kraken (1) [AL C, MV swim 90 (30),
AC 2, HD 8, HP 37, #AT 8 or 1, DG 1d8
(x8) or 1d10, SV F8, ML 10]
At the base of each statue lies a collection of
itemsswords, rings, cloaks, etc.nely sculpted
from what appears to be dried mud. Touching them
causes them to fall apart and there is evidence that
this has happened in the past. Detect magic reveals
that these sculptures have a faint trace of magic
about them. A magic-user or a dwarf will also rec-
ognize that many of the sculptures look exactly like
various magic items, right down to the minutest of
details. That is because these sculptures were mag-
ical items at one time and have been drained of
their power by the statues (see below).
If a permanent magic item (that is, not a potion,
scroll, wand, or similar item) is placed at the foot
of one of the statues, the eyes of the statue briey
glow and the item placed there is turned to mud.
At the same time, a bright light will briey illumi-
nate the depths of the lake as a different magic item
is created through the ritual sacrice. Moments
THE DEEP HOLLOWS
Level
7
259
later, the kraken will extend several tentacles from
the lake and lay the new item at the foot of the
statue. The item the kraken chooses is random,
determined by the following table:
RITUAL SACRIFICE RESULT
Die Roll Item
1 brooch of the Terrim
2 net of snaring
3 scarab of protection
4 horn of Valhalla
5 long sword +1, dancing
6 amulet against possession
7 crystal ball
8 cube of frost resistance
9 short sword 2 (cursed)
10 shield AC 9 (cursed)
see Appendix A, New Magic Items (p. 315)
Roll again if an item is rolled more than once.
If all ten items on the chart are used, the referee
can select another item of his choice, which will
have a 20% chance of being cursed.
27. Anvil of Fire
In the center of this cave stands a large metal
anvil; not far from it lie a pair of tongs and a ham-
mer. The cave oor surrounding the anvil is
scorched, as if from a very potent re. All three
tools radiate magic, if detected.
If the anvil, tongs, or hammer are touched or
disturbed in any way, a re elemental is summoned
into the room above the anvil. The re elemental
will attack any creature or creatures which touched
any of the three tools. If defeated, the re elemen-
tal will explode into a shower of sparks which suf-
fuses the anvil, tongs, and hammer.
Once suffused with elemental re, the tools will
glow as if white hot, but none of the items will be
hot to the touch nor will they cause any harm when
held. The glow will last for one turn (ten minutes),
and during this time if the tools are used together
to work on a suit of metal armor or a metal weap-
on, they will impart a permanent bonus into the
item so worked. Five minutes of work will grant a
bonus of +1 while ten minutes of work will grant
a bonus of +2. The bonus is in addition to any
existing bonus that an item already possesses,
though no item can have its bonus increased to
more than +3. One re elemental can be summoned
per day.
Fire Elemental (1) [AL N, MV 120 (40), AC
0, HD 12, HP 60, #AT 1, DG 2d8, SV F12,
ML 10]
28. Slimy Cave
The oor of this cavern, along with some its
walls and ceiling, are partly coated with a gooey
slime that slows movement to two-thirds the usu-
al rate and imposes a 1 penalty to all attack rolls
and saving throws. The slime was secreted by a
giant slug (see Appendix C, New Monsters, p. 352)
that came up through the sinkhole that leads to
the Stone Foyer (Room 33) and is now searching
for fungi and decaying matter to eat.
Giant Slug (1) [AL N, MV 60 (20), AC 8,
HD 12, HP 62, #AT 1, DG 1d12 + acid, SV
F12, ML 10]
29. Stalactite Cave
On the oor of this dark cave lie the skeletons
of two men, each wearing rusted plate mail and
carrying similarly rusted swords and shields. One
wears a backpack. Both show evidence of having
been repeatedly punctured by large pointed objects
strong enough to penetrate their armor. The pair
were slain by the thirteen piercers (see Appendix
C, New Monsters, p. 348) that hang from the
ceiling and will attempt to repeat their success
against any who enter their lair.
Piercers (1) [AL N, MV 10 (3), AC 3, HD
4, HP 27, 25, 22, 20 (x2), 19 (x2), 18, 17
(x2), 16, 13, 10, #AT 1, DG 4d6, SV F4, ML
10]
The weapons and armor on the skeletons are
valueless, but the backpack contains 1,000 gp, a
potion of extra-healing, and a treasure map leading
to a ruined wizards tower in The Demons Claws
(see Chapter 4, Vicinity of Dwimmermount, p. 49)
where 17,000 gp and a staff of power can be found.
30. Brain Demons
A recently deceased man hangs upside down
from a stalactite here, his legs tied to the stone by
the remains of the cloak he wore in life. The corpses
skull has been cleanly opened and emptied of con-
tents, leaving just a white, empty orice where
brain-matter should reside. Two thelidu (see Ap-
pendix C, New Monsters, p. 356), recently arrived
from the sinister realm of Ygolcyak, meditate cross-
legged near the body.
Yesterday the thelidu captured the man, a Ter-
maxian cultist, and used their mental powers to
interrogate him for information about the sur-
face-world explorers who have recently entered this
level. Unfortunately, the process resulted in the
total insanity of the cultist before he could impart
LEVEL 7
Chapter
17
260
much information. His brain was, at least, tasty.
The thelidu are more than happy to see the appear-
ance of the characters, whom they hope will provide
them with more useful data and more calories.
Thelidu (2) [AL C, MV 120 (40), AC 5, HD
4+3, HP 25, 23, #AT 3 + mental powers, DG
1d6/1d6/1d4, SV MU5, ML 9]
The thelidu carry 500 gp each. These coin are
bizarre asymmetrical polyhedrons with alien glyphs
on them (currency of their mad realm). One of the
thelidu carries a war hammer +2 he took from the
deceased cultist. The hammer is of Termaxian make,
its adamant hammer-heads each carved in the shape
of Turms face.
Winding north and west from this room is a
tunnel that leads into the subterranean network
that surrounds Dwimmermount. See Chapter 4,
Vicinity of Dwimmermount (p. 53), for a detailed
discussion of these passages.
31. Clear Cave
Except for a couple of rock curtains, this cave is
clear of most obstacles. The stalagmites and stalac-
tites that formerly obstructed passage through it
have been systematically broken off, leaving behind
a collection of stumps on the oor and ceiling.
32. Exit Cave
A passageway (marked with an S on the map)
is hidden behind a pile of rocks. The passageway
leads into Ygolcyak, the subterranean realm where
the thelidu and other equally frightening beings
make their homes. While the Perimeter barrier was
activated, such creatures were kept out of Dwim-
mermount, but with the Perimeters deactivation,
they can freely enter. See Chapter 4, Vicinity of
Dwimmermount (p. 53), for a discussion of the
subterranean networks around Dwimmermount;
and Chapter 6, Overview of the Dungeon (p. 64),
for details on the arcane barrier.
Lurking in the cave is an ally of the thelidu,
an intellect devourer (see Appendix C, New Mon-
sters, p. 342), which acts as a guardian of the
passageway.
Intellect Devourer (1) [AL C, MV 60 (20),
AC 4, HD 6, HP 26, #AT 4 + mental powers,
DG 1d4 (x4), SV MU6, ML 10]
33. Stone Foyer
Six passageways wind away from this open cav-
ern. Four of these have messages written in yellow
chalk on the walls visible from the cavern. The two
southward-facing passages have messages that read
To the Stygian Depths written in Low Thulian
(Common), while the two eastward-facing ones
read Beware! Dragons! in the same tongue.
Now that the Perimeter barrier has been deactivat-
ed, the southward-facing passages lead into the subter-
ranean network that surrounds Dwimmermount.
34. Cave of Bones
Piles of bones ll this long cavern. The bones
are a mixture of types, most of them belonging to
troglodytes and trolls, but more than a few to men
or elves. Many of the bones seem to have been
broken by powerful blows, while others appear
corroded by acid of some sort. An aroma like gar-
lic hangs over the entirety.
The bones were piled up here by the dwimmer-
dragons dwelling in Rooms 35-39 as a warning to
others not to disturb their lair. Amongst the bones
can be found two bronze goblets, each worth 150
gp, which the dragons overlooked when gathering
their hoard (Room 35c).
35a. Razylymvaers Lair
The strong odor of garlic overwhelms the sense of
smell of characters entering this cave, and a faint yel-
low-brown mist clings to the occasional hollows in the
stone. It is here that Razylymvaer, the patriarch of the
dwimmerdragon brood (see Appendix C, New Monsters,
p. 337) of The Deep Hollows, make his lair.
Though Chaotic, Razylymvaer and his offspring
long ago entered into an agreement with the Terrim
to protect the entrance to The City of the Ancients
(Level 9) in exchange for hunting rights in the citys
ruins. The dragons have upheld this bargain for
untold centuries. Though they have no love for the
Terrim, they recognize their power and see the
treaty between them as being to their advantage.
Because of their treaty, Razylymvaer and the other
dwimmerdragons will not harm or halt parties
bearing a brooch of the Terrim (see Appendix A, New
Magic Items, p. 318), provided they are not at-
tacked rst. However, they will defend themselves
if bearers strike the rst blow this is not considered
a breach of their agreement with the Terrim. Up
to six creatures will be allowed passage per brooch.
The dwimmerdragons initially allowed a small
group of Termaxian cultists bearing brooches of the
Terrim to pass to the City. A second party snuck
past them using invisibility 10 radius, an act which
has provoked outrage in the dragons. Since then a
state of war has existed between the dwimmerdrag-
ons and the Termaxians at the Base Camp (Room
19), who have promised violence if the dragons
refuse to admit the entirety of their cult.
Even if characters do not possess a brooch, the
THE DEEP HOLLOWS
Level
7
261
dwimmerdragons can be helpful if approached
peaceably. They speak both High and Low Thulian,
as well as their own tongue, and know a fair bit
about both the history of Dwimmermount and the
Terrim, though whether they are willing to share
that information depends on their reaction to any
who encounter them.
Razylymvaer (1) [AL C, MV 90 (30), AC
0, HD 12, HP 71, #AT 3, DG 1d6/1d6/3d10
+ breath, SV F12, ML 9]
Spells: 1-color spray
, hypnotism
, phantas-
mal force, wall of vapor
; 2-blindness
, invisi-
bility, misdirection
; 3-cause fear, hallucina-
tory terrain, suggestion
see Appendix B, New Spells, p. 327
35b. Stairs Down
Razylymvaer has cast hallucinatory terrain over
both openings into this cavern from his lair (Room
35a) such that they appear as ordinary stone. Beyond
is a set of stairs descending several hundred feet
downward to the Great Stone Stairway (Area 2) of
The City of the Ancients (Level 9). (A dwarf or
similar character could calculate that there are 800
steps that in total descend 610 feet south, 80 feet
east, and 550 feet down.)
35c. Dragons Hoard
The hoard of considerable treasure amassed by
the dwimmerdragons over the centuries has been
placed here behind a pile of heavy rubble. The
dragons can easily move it, but for characters to
remove the rubble requires a combined Strength
score of 50 or more. Naturally, Razylymvaer (Room
35a), if present, will attack anyone attempting to
steal the treasure!
The hoard consists of the following: 20,000 sp;
10,000 ep; 20,000 gp; 1,300 pp; a blue quartz (10
gp), a moss agate (25 gp), a malachite (50 gp), a
jasper (75 gp), a sardonyx (75 gp), a star rose quartz
(75 gp), a bloodstone (100 gp), a citrine (100 gp),
a zircon (250 gp), a carnelian (250 gp), a long sword
+2, a potion of gaseous form, and a scroll of ward
against elementals. The long sword +2 is of Eld make,
with a curved, single-edged azoth-infused areonite
blade and elaborately curved hilt.
36. Choke Point
Like the other caves in the dwimmerdragons lair
(Room 34-39), a heavy aroma of garlic hangs in the
air. Aryzmyr, a young dwimmerdragon, stands watch
here, ready to fend off any intruders from nearby
passageways. If battle goes against him, he will ee
either to Razylymvaers Lair (Room 35a) or Jarnabals
Lair (Room 37), depending on the situation.
Aryzmyr (1) [AL C, MV 90 (30), AC 0, HD
6, HP 37, #AT 3, DG 1d6/1d6/3d10 +
breath, SV F6, ML 9]
Spells: 1-auditory illusion
, color spray
,
hypnotism
, phantasmal force; 2-blindness
,
deafness
, invisibility; 3-cause fear, paralyze
,
spectral force
see Appendix B, New Spells, p. 327
37. Jarnabals Lair
Small plumes of yellow-brown mist waft around
this cave, which carries the strong odor of some-
thing like garlic. A dwimmerdragon named Jarn-
abal dwells here. Though the oldest and largest of
Razylymvaers brood, Jarnabal cannot speak or use
spells. This makes him ill-tempered, and he enjoys
ghting the Termaxians at the nearby Base Camp
(Room 19). To date, he has successfully fended off
several of their attempts to re-enter the dragons
caves, and is ready for battle at any moment. If
battle goes against him, he will retreat to the Choke
Point (Room 36) to join forces with Aryzmyr.
Jarnabal (1) [AL C, MV 90 (30), AC 0, HD
9, HP 47, #AT 3, DG 1d6/1d6/3d10 +
breath, SV F9, ML 9]
38. Pool and Stream
A subterranean stream ows into this chamber
from a ssure in the south, where it pools into a 10
foot deep reservoir surrounded by rock. The water
is fresh, cool, and completely potable.
LEVEL 7
Chapter
17
262
39. Dezeldracs Lair
The reek of garlic wafting from this cave extends
far enough into the northern and western tunnel
to give wary adventurers some warning that a young
dwimmerdragon, Dezeldrac, dwells here. Dezeldrac
is aware of the dwarves in the Seemingly Empty
Cave (Room 40), as they have snuck past him sev-
eral times to water at the Pool and Stream (Room
38). The dwarves have long been caretakers of
Dwimmermount, so Dezeldrac views them as harm-
less and plans no action against them. He is other-
wise devoted to his task of destroying intruders.
Dezeldrac (1) [AL C, MV 90 (30), AC 0,
HD 7, HP 34, #AT 3, DG 1d6/1d6/3d10 +
breath, SV F7, ML 9]
Spells: 1-color spray
, detect invisibility,
hypnotism
, refraction
; 2-blur
, hypnotic pat-
tern, greater phantasmal force
; 3-cause fear,
paralyze
, spectral force
see Appendix B, New Spells, p. 327
40. Seemingly Empty Cave
To all appearances, this large cave is completely
empty. However, in the area labeled b on the map,
two dwarven explorers, Thobek and Harsten, have
holed up. The pair have learned a fair bit about this
level and now seek to report what they have discov-
ered to their leader, Erdak in the Bulwark (Room
30) on The Manufactory. Unfortunately they have
been cut off from their fellows on the level above
by the Termaxians at the Base Camp (Room 19).
Since the Termaxian arrival, Thobek and Harsten
have done their best to stay out of sight, foraging
in the Mushroom Forest (room 22) and Pool (Room
38) as necessary. But the pair are both wounded
after a skirmish with subterranean locusts, and
growing desperate. They will defend themselves if
forced to ght, but would happily join any party
containing other dwarves or which demonstrates
itself to be opposed to the Termaxians.
Thobek (1) [AL L, MV 60 (20), AC 2 (plate
mail +1), HD D6, HP 14 (of 28), #AT 1, DG
1d8+2 (battle axe +1), SV D6, ML 10]
Harsten (1) [AL L, MV 60 (20), AC 3 (plate
mail), HD D6, HP 20 (of 30), #AT 1, DG
1d8+1 (heavy ail +1), SV D6, ML 10]
Thobek and Harstens magic weapons are both
of dwarven make, with large, heavy weapon-heads
of adamantine steel graven with runes. Thobeks
armor is forged of adamantine steel.
Original Deep Hollows Map drawn by James Maliszewski.
THE DEEP HOLLOWS
Level
7
263
Original Deep Hollows Map drawn by James Maliszewski.
Overview of The Prison
T
HE PRISON WAS CON-
structed at the start of the
Second Era. It originated
as a penitentiary for goblin,
ranine, and thelidu prison-
ers-of-war, with an inner
and outer ring for low- and
high-value prisoners. The Chamber of Truth
(Room 18) was designed to conduct military
interrogations with guaranteed veracity, while
the Pillars of Law (Room 29) could convert
captives to zealous followers. The Chamber of
Zod (Room 39) and Power Center (Room 40)
also date to this time.
Protected by the Outer Prison and Inner Prison
barriers, The Prison avoided the utter wreckage of
the other Second Era levels, and remained in active
use under the Eld, Thulians, and Termaxians. The
Eld found the highly secure level ideal for conjur-
ing and capturing demons, and built the Other-
planar Cells (Rooms 48 and 51) for this purpose.
The Thulians transformed The Prison into an ec-
clesiastical tribunal dedicated to Typhon and Ane-
sidora; these works are still more-or-less visible in
the Smashed Mural (Room 12), Panic Room (16),
Desecrated Shrine (Room 17), Defense Cache
(Room 23), Demonic Lair (Room 32), and Hall
of Worship (Room 34). Under the Termaxians, The
WANDERING MONSTERS OF THE PRISON
Dice Roll Monster
1 Amber Golem (1)
2 Termaxian Necrolytes (1-2)
3 Nalfeshnee (1)
4 Marilith (1)
5 Balor (1)
6 Flesh Golem (1)
7 Termaxian Husks (1-8)
8 Fire Elemental (1)
9 Mummies (1-4)
10 Termaxian Cultists (5-8)
11 Black Pudding (1)
12 Thessalgorgon (1)
see Appendix C, New Monsters, p. 331
The Prison
18
CHAPTER
LEVEL 8
Chapter
18
266
Level
8
Prison degenerated into a house of horrors, dedi-
cated to torture (Room 2), death (Room 6), and
the creation of Termaxian husks (Room 34). Since
their experiments on The Prison were so at odds
with the cults public claim to be the Lawful suc-
cessor-faith to the Great Church, the Termaxians
added even more security to the level, including
the Identication Station (Room 3) and turnkey
golems (Rooms 20 and 28).
As a penitentiary built by the Great Ancients, The
Prison was characterized by awlessly-hewn excavation
with perfect geometry and no decoration. The orig-
inal doors were adamantine steel hatches, and these
remain except where noted. During the Thulian era,
some of the bare rock was coated with plaster, mosa-
ics, and frescoes, and various statues and sacred art
added. Some of this was defaced by the Chaotic Ter-
maxians and other areas of the level were destroyed
when the paladins toppled Termaxian rule. Most
notably, magical combat during the fall of Dwimmer-
mount tore open the Crevasse (Room 26) in the oor
of The Prison that opens into the ceiling over The
City of the Ancients (Level 9).
Outer Prison Barrier
The Outer Prison barrier surrounds the entirety
of The Prison (Level 8). Its horizontal boundaries
are marked with dotted lines on the map of Level 8;
the Outer Prison barrier also runs above and below
the level at a height of about 20 feet. Access to Lev-
el 8 will depend on the status of this barrier.
When the characters rst enter Dwimmermount,
the Outer Prison barrier is activated. If the Outer
Prisoner barrier remains activated (or sealed), then
the Stairs Down (Room 18) from The Hollow Deeps
(Level 7) end after 100 feet at an impassable wall of
shimmering, multicolored light. The arcane barrier
is impervious to all magic and physical force. Any
being who even touches the wall receives a painful
shock that deals 1d12 points of damage and paralyz-
es for a number of rounds equal to the damage done
(no saving throw). The barrier cannot be bypassed by
any means. Because of the barrier, arcane spells which
involve inter-planar communication or travel do not
work within The Prison level, including conjure ele-
mental, contact other plane, control weather, dimension
door, y, invisible stalker, passwall, reincarnation, and
teleport. Likewise, the clerical spells commune and
raise dead do not function within.
If the Outer Prison barrier has been deactivated by
either the characters or the Termaxians through use of
the Great Machine (Room 40) on The Manufactory
(Level 6B), then its wall of force ceases to exist. The Stairs
Down will lead directly into the Entrance (Room 1).
See Chapter 6, Overview of the Dungeon (p.
64), for more information on the effects of
arcane barriers.
1. Entrance
This ominous forty square foot room has black
hepatizon pillars standing in its three far corners.
Each is inscribed with a single world in Ancient
Thulian. The one in the northeastern corner says
Bonito (Good), the one in southeastern corner
says Justitio (Justice), and the one in the south-
western corner says Malito (Evil). Decorating the
walls between the pillars are mosaics depicting
scenes of individuals and monsters being placed
within what are clearly cages or prison cells. Prom-
inent among in these scenes are representations of
maces and persons in armor wielding them. In
Thulian society, the mace was strongly associated
not only with clerics but with Anesidora, the god-
dess of law, and Typhon, the god of judgment.
2. Interrogation Chamber
Three iron chairs, each one bolted to the oor,
stand in the center of the room. Shelves line the length
of the back wall, upon which are laid out implements
of torture: a choke pear, four pairs of iron boots, a
full set of ten nger-screws, six scourges of varying
length and weight, and shackles for the ankles, wrists,
and neck of different weights. The implements are
rusted with age and all show stains of use.
A turnkey golem (see Appendix C, New Monsters,
p. 357) has orders to attack anyone who enters
the room not in possession of a greater Termaxian
passkey (see Appendix A, New Magic Items, p. 325).
Turnkey Golem (1) [AL N, MV 180 (60),
AC 2, HD 10, HP 45, #AT 2, DG 2d10/2d10,
SV F5, ML 12]
3. Identification Station
Set into the wall is a small steel hatch about one
foot square in size. If the hatch is opened, a small
red-lit nook is revealed and a magic mouth forms
on the adjacent wall. Speaking High Thulian, it
says Please insert your hand into the compartment
to verify your identity. If no one inserts a hand
into the nook within one minute (six rounds), the
magic mouth makes the same request again. If,
another minute passes, and no one has inserted a
hand into the nook, the magic mouth shouts In-
truders! Intruders! This summons 1d4 turnkey
golems from Storage (Rooms 8 and 9), which at-
tempt to subdue or slay any characters they encoun-
ter. If the golems succeed in taking one or more
characters alive, they are taken to the Wardens
Ofce (Room 5) to be interrogated by Viator. The
golems will not attack anyone bearing a greater
Termaxian passkey (see Appendix A, New Magic
Items, p. 325) unless attacked rst.
THE PRISON
Level
8
267
If a character does place his hand inside the nook,
he must make a saving throw versus Wands. Success
results in the magic mouths saying, You are cleared
for entry. Thereafter a greater Termaxian passkey
(see Appendix A, New Magic Items, p. 325) is
deposited in the nook. This passkey is tied to the
particular character who placed his hand in the
cubbyhole and its effects apply only to him. Failure
results in the magic mouths saying instead, De-
viant recognized. Simultaneously, the character
will feel a sharp pain in his hand as he is injected
by a needle with a silver liquid that leaves an exter-
nal mark shaped vaguely like a diamond with a dot
in the middle. This mark identies the character to
all turnkey golems as a prisoner, and they will at-
tempt to subdue or slay him if encountered. In
addition, the magic mouth summons 1d4 turnkey
golems to deal with the deviant.
4. Barracks
There are enough beds for a dozen people in
this room, which was a guards barracks in Thulian
times. If the Outer Prison barrier has been deacti-
vated for a day or more in game time, this chamber
is occupied by eight Termaxian guards. The guards
attack anyone they do not recognize, regardless of
whether or not they carry a Termaxian passkey (see
Appendix A, New Magic Items, p. 325). If the
battle turns against them, they will ee towards
the Wardens Ofce (Room 5).
Otherwise, the room is occupied by Johud, the
nalfeshnee (see Appendix C, New Monsters, p. 346)
in the service of Viator (Room 5).
Termaxian Guards (8) [AL C, MV 120 (40),
AC 3 (banded mail & shields), HD F5, HP
31, 23, 22, 20, 21, 18, 16 (2), #AT 1, DG
1d6 (short swords), SV F5, ML 9]
5. Wardens Office
A large wooden desk and chair dominate this
room. Behind the desk hang decorations and art
objects associated with law and justice. Sitting in the
chair is Viator, a Termaxian necrolyte (see Appendix
C, New Monsters, p. 355) who has been trapped in
the Prison for 200 years and has been attempting to
free his masters in the Inner Prison (Room 41a) for
most of that time. He believes the secret to releasing
them lies with clerical magicin this, he is correct
and will thus take a keen interest in any clerics who
enter, whether of their own accord or brought here
by the turnkey golems. See Chapter 6, Overview of
the Dungeon, p. 64, for details on how clerical
magic can deactivate the barrier.
If not attacked, Viator will behave amicably and
will attempt to win the characters over to his point
of view, using every means within his power to
convince them to nd a way to deactivate the Inner
Prison. Barring that, he and his minions will slay
anyone who will not comply with his wishes.
If there are guards in the Barracks (Room 4),
Johud the nalfeshnee (see Appendix C, New Monsters,
p. 346) will be here with him. Otherwise, he is
alone. If alone and events turn against him, he will
ee, preferably to the Guard Station (Room 7),
otherwise to the Mortuary Chamber (Room 6).
Viator (1) [AL C, MV 120 (40), AC 1 (ring
of protection +2), HD 7, HP 42, #AT 1, DG
1d8 + energy drain, SV MU7, ML 11]
Spells: 1-charm person, shield, sleep; 2-ESP,
web; 3-re ball, hold person; 4-wall of re
Viator possesses a wand of fear (eight charges
remaining); made of misshapen, re-blackened bone,
it always feels clammy to the touch. At his hip hangs
an ordinary-looking bag of holding which contains
8,000 gp, a potion of growth, a scroll of ward against
elementals and a suit of chain mail +1. He also has
a greater Termaxian passkey (see Appendix A, New
Magic Items, p. 325).
Johud (1) [AL C, MV 90 (30)/y 120 (40),
AC 1, HD 11, HP 49, #AT 3, DG
1d4/1d4/2d4, SV F11, ML 10]
The removable art objects in the room include
a large platinum holy symbol of Typhon (worth
1,500 gp), a ceremonial ivory mace (worth 500 gp),
and an alabaster plaque with the words Bonito
and Justitio inlaid in jade (2,600 gp). Although
thoroughly aligned with Chaos, Viator cherishes
an illusion of himself as stern and honorable servant
of the Thulian Empire.
6. Mortuary Chamber
The large wooden table at the center of this room
once hosted meetings. Now it holds the corpses of
a dozen men. Judging by their clothing, which is
centuries out of date, these men likely died during
Thulian times, but their esh is preserved and their
bodies and limbs remain supple. There is a slimy
quality to the corpses, as if they have been immersed
in some kind of gelatinous substance that clings to
their undecayed esh. Nevertheless, there is ample
evidence of physical violence and trauma, like axe
or sword wounds, on all the bodies.
These are failed or destroyed Termaxian husks
from the Chamber of Husks (Room 24), brought
here for examination by Viator. By careful study of
his failures, Viator hopes to learn how to improve
his methods of creating the husks. The corpses are
not dangerous, but if anyone ingests any of the
LEVEL 8
Chapter
18
268
slime coating on the husks, he must make a suc-
cessful saving throw versus Poison or begin the
process of becoming one (see Appendix C, New
Monsters, p. 359).
7. Guard Station
The only sign that this was one of the main guard
stations on this level are the empty weapons racks
along the walls. It is now the duty post of a marilith
(see Appendix C, New Monsters, p. 345) named
Kevokulli, placed here by Viator (Wardens Ofce,
Room 5). She considers guard duty beneath her
and chafes at serving Viator, whom she considers
an inferior being. Consequently, if Viator should
ever ee here, Kevokulli will do little to protect
him, though she will attack any intruders who move
against her, as she hates all mortals equally.
Kevokulli (1) [AL C, MV 120 (40), AC 6,
HD 7+6, HP 29, #AT 7, DG 1d8(6)/2d4,
SV F7, ML 9]
8. and 9. Golem Storage
These otherwise bare chambers each contain
four turnkey golems (see Appendix C, New Monsters,
p. 357) standing on small bronze pedestals. The
golems are normally inactive. If the room is entered
by someone who received the mark of a deviant at
the Identication Station (Room 3), the turnkey
golems immediately activate and attack. Otherwise,
they activate only if attacked or otherwise disturbed.
Turnkey Golems (8) [AL N, MV 180 (60),
AC 2, HD 10, HP 52, 46 (4), 41, 42, 30,
#AT 2, DG 2d10/2d10, SV F5, ML 12]
Any turnkey golems summoned by alarms trig-
gered on the northern half of the Prison are drawn
from these rooms. If these golems are destroyed,
they are not replaced.
10. Locked Cell
The adamantine steel hatch to this cell is locked,
but can be opened by various means, magical and
THE PRISON
Level
8
269
mundane, including the use of a greater Termaxian
passkey (see Appendix A, New Magic Items, p. 325).
Inside are the skeletons of three Men and the crum-
bling stone corpse of a dwarf. The skeletons are
clothed in threadbare attire and the dwarf appears
to have once worn something similar. Carved in
the stones of the northern wall are the words, in
High Thulian, Turms is no god! There is noth-
ing else in the room.
11. Storage Room
Rows of steel shelves cover the walls of this room.
Once littered with wooden boxes and crates of var-
ious supplies, only three boxes remain. Two are
empty, but one of them contains a scroll tube with
elven runes on the outside. The tube contains a scroll
with the arcane spell cloudkill. However, the scroll
also is cursed against any except elves and Eld. If the
spell is cast from the scroll by a non-elf, the cloudkill
has a 50% chance of being centered on the caster
rather than the intended location. If the spell is
learned from the scroll, the same will be true each
time the cloudkill is cast. A remove curse will enable
a caster who has learned this cursed version of the
spell to delete it from his repertoire of known spells.
12. Smashed Mural
The apse in this hallway is decorated by a mural
depicting the defeat and imprisonment of various
demon lords by the Thulian god Typhon. The
artwork is defaced in many places, having been
vandalized by the Prisons escaped inmates over the
centuries, but it still conveys the divine majesty of
Law. Any Lawful cleric who looks at it begins to
feel a renewed sense of purpose. If the cleric spends
at least one turn praying within ten feet of the
mural, all of his spells are refreshed. A cleric may
pray at the mural to refresh his spells once per day.
13. Holding Area
The adamantine steel hatch to the holding area
is locked and can only be opened by means of a
greater Termaxian passkey (see Appendix A, New
Magic Items, p. 325). Within, the area consists of
two areas, labeled a and b on the map. Area a
is the larger of the two and holds a set of six wood-
en chairs and two tables. Area b is the smaller and
is located behind locked steel bars that crackle with
magical energy. The bars can only be opened by
means of a greater Termaxian passkey (see Appendix
A, New Magic Items, p. 325). Any other attempt
to open them will fail; touching them results in a
shock dealing 8d6 damage, or half that with a
successful saving throw versus Spells.
Clearly visible on a stone platform inside b is a
straight-bladed sword in a red leather sheath. The
hilt of the sword is made of polished orichalcum
fastened in the shape of a lion, with a red tassel. If
unsheathed, the sword reveals itself to have a blade
of pure starmetal, carved with runes of law. It is
Chaosbreaker, a holy avenger (see Appendix A, New
Magic Items, p. 324) belonging to the paladin Hu
Pan (held in stasis in Room 49). The nigh-inde-
structible sword has been placed here for safekeeping.
14. Locked Gaol
The two hatches leading to 14b are locked and
can only be opened by inserting two greater Ter-
maxian passkeys (see Appendix A, New Magic Items,
p. 325) at the control panel located at a. If any-
one does this, a magic mouth appears that asks, in
High Thulian, Unlock gaol? If given an afrma-
tive response in High Thulian (no other language
will do), the doors to b unlock.
Upon opening a door, the characters will be
greeted by an acrid, unpleasant smell and nd that
the room is lled with a cold mist. After one round,
the mist dissipates, revealing a single thessalgorgon
(see Appendix C, New Monsters, p. 356) just re-
leased from suspended animation. The creature will
immediately attempt to exit the gaol, attacking any
characters in its way; once out of the gaol, it will
attack and feed on nearby creatures.
Thessalgorgon (1) [AL C, MV 60 (20), AC
2, HD 8, HP 54, #AT 9, DG 2d10(8)/2d8
+ acid, SV F8, ML 11]
The doors to the gaol can be closed and the
suspended animation reinstated by re-inserting two
greater Termaxian passkeys into the panel and an-
swering afrmatively in High Thulian to the query,
Lock gaol? Anything or anyone in the goal when
it is locked will nd themselves placed in indenite
suspended animation. While in this state, no tem-
porally-bounded effects, including aging, occur.
15. Guard Station
The shattered remains of wooden stools and
weapons racks are piled up in one corner of this
room, which is now patrolled by two turnkey golems
(see Appendix C, New Monsters, p. 357) that attack
anyone not bearing a greater Termaxian passkey
(see Appendix A, New Magic Items, p. 325).
Turnkey Golems (2) [AL N, MV 180 (60),
AC 2, HD 10, HP 51, 40, #AT 2, DG
2d10/2d10, SV F5, ML 12]
LEVEL 8
Chapter
18
270
16. Panic Room
The secret door to the Panic Room is actually a
magical portal. The portal is utterly invisible and
impassable to Chaotic characters, and cannot be
seen or traversed by them by any means. It is visible
to Neutral characters as a misty doorway, but still
cannot be traversed by them. Lawful characters can
readily see and pass through the portal.
Inside the hidden room lies the desiccated
corpse of a man in armor. A Thulian hero, he
expired here of wounds suffered when Dwimmer-
mount fell to the Termaxians centuries ago. Still
hanging on his belt is a bag consisting of ten gems:
an eye agate (10 gp), a turquoise (10 gp), a mala-
chite (25 gp), a rhodochrosite (50 gp), a zircon
(75 gp), a zircon (100 gp), a coral (500 gp), a
spinel (500 gp), a jacinth (1,000 gp), and an opal
(1,000 gp). The man wears Thulian plate +2 (see
Appendix A, New Magic Items, p. 325) and car-
ries a shield +2 and sword +3, frost brand. The shield
+2 is a made of adamant, large and rectangular,
and bears the crossed maces of the Thulian legion.
The frostbrand has an azoth-infused adamant
blade with a pommel shaped like a white dragon
head and a crossguard resembles dragon wings.
17. Desecrated Shrine
In the Thulian era, this room was a shrine
dedicated to the goddess Anesidora and the god
Typhon, who together were the patrons of this
Prison. Their headless statues can be found on
opposite sides of the door leading to the Chamber
of Truth (Room 18). The artwork that decorates
the walls of this chamber once praised these two
deities, but has long since been desecrated in ob-
scene ways. There is a 30% chance that, when the
characters enter this room, it contains 1d8 Ter-
maxian husks (see Appendix C, New Monsters, p.
354), released by Auxitius from the Chamber of
Husks (Room 24).
Termaxian Husks (6) [AL C, MV 120 (40),
AC 7, HD 6, HP 33, 24, 23, 19, 15 (x2), #AT
2, DG 2d10/2d10, SV F5, ML 12]
18. Chamber of Truth
This large circular room contains only a single
chair made from green marble. The chair is impos-
sible to move, and strongly radiates of magic should
this be detected for.
Any living creature that sits in the chair cannot
tell a lie for the next three turns. No saving throw
is allowed against this effect; indeed, the effect
may not be immediately perceptible to the subject.
The referee should take careful note of which, if
any, characters sit in the chair and then make
certain that they utter no falsehoods for the full
duration, regardless of whether their players wish
to do so or not.
19. Under-wardens Office
A wooden desk, a chair, and shelves occupy this
room. One of the desks drawers holds a greater
Termaxian passkey, a brooch of the Terrim (see Ap-
pendix A, New Magic Items, p. 325 & 318), and
a wrought gold ring worth 600 gp.
If the Outer Prison barrier has been deactivated
for more than a day, there is a Termaxian magic-us-
er and two guards in this room, riing through its
contents for anything worthwhile. Otherwise, the
room is unoccupied.
Termaxian Magic-user (1) [AL C, MV 120
(40), AC 8, HD MU6, HP 17, #AT 1, DG
1d4 (dagger) + spells, SV MU6, ML 8]
Spells: 1-shield, sleep; 2-mirror image, web;
3-hold person, lightning bolt
Termaxian Guard (2) [AL C, MV 120 (40),
AC 3 (banded mail & shields), HD F5, HP 30,
22, #AT 1, DG 1d6 (spears), SV F5, ML 9]
20. Golem Storage
Four turnkey golems (see Appendix C, New
Monsters, p. 357) stand motionless on small bronze
pedestals. The golems are normally inactive. If the
room is entered by someone who received the mark
of a deviant at the Identication Station (Room 3),
the turnkey golems immediately activate and attack.
Otherwise, they activate only if attacked or other-
wise disturbed.
Turnkey Golems (4) [AL N, MV 180 (60),
AC 2, HD 10, HP 53, 47, 44, 39, #AT 2, DG
2d10/2d10, SV F5, ML 12]
Any turnkey golems summoned by alarms trig-
gered on the southern half of the Prison will be
drawn from this room and/or from Room 28. If
these golems are destroyed, they are not replaced.
21. Barracks
This Thulian-era barracks is furnished with eight
beds, each accompanied by footlockers, arranged
along the east wall. A card table and four stools are
arranged near the west wall.
Seven of the footlockers are empty, but the last
contains a vial of clear uid, with a tag attached
that reads (in somewhat archaic Low Thulian), In
case of emergency. The uid is a deadly but
THE PRISON
Level
8
271
slow-acting poison. Those who drink the uid must
make a saving throw versus Poison at 4 or die
1d10 rounds later.
22. Latrine
Even through the door, this room gives of a
noticeably unpleasant odor. Inside, the odor is so
nauseating that all who enter must make a success-
ful saving throw versus Poison or suffer 2 to hit
and saving throws while in the room. The odor
arises from the broken and befouled toilets and
sinks of this latrine, which feature such hideous
growths and dripping excrement as to beggar de-
scription. Lurking within the lth are four Termax-
ian husks (see Appendix C, New Monsters, p. 354)
placed here by Auxitius from the Chamber of Husks
(Room 24).
Termaxian Husks (4) [AL C, MV 120 (40),
AC 7, HD 6, HP 34, 31, 27, 26 (2), 17, #AT
2, DG 2d10/2d10, SV F5, ML 12]
As with other latrines throughout Dwimmer-
mount, there are pipes connecting the toilets to
the wall. However, these are sealed off from the
rest of the dungeon by hundreds of yards of poi-
sonous lth, and cannot be traversed even by rats.
23. Defense Cache
Four pillars made of adamantine steel stand in
the corners of this room. A sign is painted on the
north wall, which reads (in High Thulian) In the
event of emergency, lower pillars. Knocking on
the pillars produces a metallic echo, suggesting they
are hollow containers of some sort, but there is no
apparent mechanism for lowering them.
The controls for doing so are actually located in
the nearby corridors, where a series of small steel
hatches (labeled i, ii, iii, and iv) each about
one foot square in size, are set into the walls. When
a hatch is opened, a small red-lit nook is revealed
and a magic mouth forms on the adjacent wall.
Speaking High Thulian, it says Please insert your
hand into the compartment to verify your identity.
The effects of inserting a hand into the nook vary
for each of the four:
i If the user is a cleric of Typhon or Ane-
sidora, the northwest pillar descends to
reveal a Typhonian mace (see Appendix
A, New Magic Items, p. 326). Other-
wise, the magic mouth shouts Intruders!
Intruders! to summon 1d4 turnkey go-
lems from Golem Storage (Room 28) to
slay them.
ii If the user is of Lawful alignment, the
southwest pillar descends to reveal a sword
+4, defending (see Appendix A, New Mag-
ic Items, p. 324) of Thulian make, with
a single-fullered blade of starmetal en-
graved with runes of protection, set on a
moonsilver hilt. Otherwise, the result is
as in i.
iii If the user is a cleric of Typhon or Ane-
sidora, the northeast pillar descends to
reveal a staff of Law (see Appendix A, New
Magic Items, p. 324) made of white oak,
with interlaced bands of silver and gold.
The staff as ten charges. Otherwise, the
result is as in i.
iv If the user is of Lawful alignment, the
southeast pillar descends to reveal a net
of entanglement (see Appendix A, New
Magic Items, p. 322) made of shimmer-
ing moonsilver bers. Otherwise, the
result is as in i.
When a pillar descends, it creates a loud rumbling
noise which might get the attention of the dungeons
denizens. The referee should make a wandering
monster check each time a pillar is lowered.
24. Chamber of Husks
The door to this room is locked from the inside
by the necrolyte Auxitius, who holds the keys. Any
failed attempt to unlock or force open the doors
alerts the rooms occupants.
Once a place of healing under the Thulians, this
chamber has long since become a place of horrors.
Foremost of these horrors is a huge glass tube, 10
feet in diameter and 20 feet tall, containing an
undulating blackish-green liquid in which oat
several glaring red eyes. This is the demon lord
Jubilex (see Appendix C, New Monsters, p. 343),
captured long ago by the Termaxians and experi-
mented upon for centuries. As a result of their
experimentation, the Faceless Lord has lost all
cohesion, becoming a soupy mass that has lost much
of its intelligence and demonic abilities.
Surrounding the tube are a series of six upright
iron tables, to which pale, hairless, nude men (ac-
tually Terrim from The City of the Ancients) have
been bound and strapped. All of the men have thin
resin hoses running from their arms back to Jubilexs
holding tube, through which bits of the demons
lord ichor are being injected into them. Through
this horric and agonizing process, the men are
slowly becoming Termaxian husks (see Appendix
C, New Monsters, p. 354), the children of Ju-
bilex. If the hoses are removed from the mens arms,
and a cure disease or neutralize poison spell cast
upon them, the transformation can be halted. Oth-
erwise each will become a husk in 1d6 rounds.
Halting this hideous transformation will be hard,
LEVEL 8
Chapter
18
272
as Auxitius the necrolyte is personally supervising
the process and will slay any who interfere. Auxitius
is protected by 4 husks and (f the barrier has been
deactivated for more than a day), a cadre of Ter-
maxian guards. As other husks are completed, Aux-
itius will free them to join the battle.
Termaxian Guards (4) [AL C, MV 120 (40),
AC 3 (banded mail & shields), HD F5, HP
29, 27, 22, 13, #AT 1, DG 1d6 (spears), SV
F5, ML 9]
Termaxian Husks (4 - 10) [AL C, MV 120
(40), AC 7, HD 6, HP 27, 26, 21, 16, #AT
2, DG 2d10/2d10, SV F5, ML 12]
Auxitius (1) [AL C, MV 120 (40), AC 2 (ring
of protection +1), HD 7, HP 38, #AT 1, DG
1d10 + energy drain, SV MU7, ML 11]
Spells: 1-magic missile, shield, sleep; 2-in-
visibility, web; 3-haste, hold person; 4-poly-
morph other
Auxitius possesses a wand of magic missiles (elev-
en charges remaining), and a scroll of ward against
magic. He also carries a greater Termaxian passkey
(see Appendix A, New Magic Items, p. 325) and
the key to this chamber.
Auxitius rst began making Termaxian Husks
during the Fifth Era by experimenting on various
human captives brought to The Prison. His efforts
were temporarily stalled by the fall of Dwimmer-
mount. When the barrier in the Crevasse (Room
26) was weakened by the machinations of the Sleep-
ing God, Auxitius made an expedition to The City
of the Ancients (Level 9) and captured a few Terrim.
When these proved viable candidates for his pro-
cedures, he began to regularly travel to and from
the City, always in search of more Terrim to turn
to his cause. Auxitius hopes that with a sufcient
number of husks, he can take over the City below
and gain the power he needs to break through the
magicks imprisoning his master. Lately, however,
Auxitius has more and more begun to think of the
Sleeping God, not Turms Termax, as his master
While completely devoid of compassion or em-
pathy, Auxitius is fundamentally a coward, and if
battle turns against him, he will ee to the Crevasse
(Room 26) and leap into it to avoid death. Auxi-
tius will immediately ee if Jubilexs holding tube
is shattered. The tube will shatter if successfully
struck (v. AC 0) with a deliberate attack from an
enchanted weapon that deals at least 5 points of
damage, or if the tube sustains 25 or more points
of damage from being in the area of effect of spells.
If the holding tube is shattered, Jubilex will begin
to return to its former state, gaining 10 hit points
per round. When it reaches 100 hit points, it will
THE PRISON
Level
8
273
as Auxitius the necrolyte is personally supervising
the process and will slay any who interfere. Auxitius
is protected by 4 husks and (f the barrier has been
deactivated for more than a day), a cadre of Ter-
maxian guards. As other husks are completed, Aux-
itius will free them to join the battle.
Termaxian Guards (4) [AL C, MV 120 (40),
AC 3 (banded mail & shields), HD F5, HP
29, 27, 22, 13, #AT 1, DG 1d6 (spears), SV
F5, ML 9]
Termaxian Husks (4 - 10) [AL C, MV 120
(40), AC 7, HD 6, HP 27, 26, 21, 16, #AT
2, DG 2d10/2d10, SV F5, ML 12]
Auxitius (1) [AL C, MV 120 (40), AC 2 (ring
of protection +1), HD 7, HP 38, #AT 1, DG
1d10 + energy drain, SV MU7, ML 11]
Spells: 1-magic missile, shield, sleep; 2-in-
visibility, web; 3-haste, hold person; 4-poly-
morph other
Auxitius possesses a wand of magic missiles (elev-
en charges remaining), and a scroll of ward against
magic. He also carries a greater Termaxian passkey
(see Appendix A, New Magic Items, p. 325) and
the key to this chamber.
Auxitius rst began making Termaxian Husks
during the Fifth Era by experimenting on various
human captives brought to The Prison. His efforts
were temporarily stalled by the fall of Dwimmer-
mount. When the barrier in the Crevasse (Room
26) was weakened by the machinations of the Sleep-
ing God, Auxitius made an expedition to The City
of the Ancients (Level 9) and captured a few Terrim.
When these proved viable candidates for his pro-
cedures, he began to regularly travel to and from
the City, always in search of more Terrim to turn
to his cause. Auxitius hopes that with a sufcient
number of husks, he can take over the City below
and gain the power he needs to break through the
magicks imprisoning his master. Lately, however,
Auxitius has more and more begun to think of the
Sleeping God, not Turms Termax, as his master
While completely devoid of compassion or em-
pathy, Auxitius is fundamentally a coward, and if
battle turns against him, he will ee to the Crevasse
(Room 26) and leap into it to avoid death. Auxi-
tius will immediately ee if Jubilexs holding tube
is shattered. The tube will shatter if successfully
struck (v. AC 0) with a deliberate attack from an
enchanted weapon that deals at least 5 points of
damage, or if the tube sustains 25 or more points
of damage from being in the area of effect of spells.
If the holding tube is shattered, Jubilex will begin
to return to its former state, gaining 10 hit points
per round. When it reaches 100 hit points, it will
be fully reformed with all of its lost powers and
intelligence restored. Once reformed, it would
seek vengeance on Auxitius, his minions, and
anyone else in the vicinity before returning to the
Great Void.
Jubilex (1) [AL C, MV 30 (10), AC -7, HD 21,
HP 100, #AT 1, DG 4d10, SV F21, ML 10]
25. Hoard
The door to this room is concealed behind what
appears to be a metal vent. The vent slides parallel
to the wall to reveal a secret storage room, where
Auxitius (Room 24) has hidden the spoils he has
garnered from his various visits to The City of the
Ancients (Level 9). The hoard consists of the fol-
lowing: 5,000 gp; a turquoise (10 gp); a malachite
(25 gp); a tiger eye agate (25 gp); a banded agate
(50 gp); a moss a gate (50 gp); an obsidian (50 gp);
a blue quartz (50 gp); an onyx (100 gp); two sard-
onyxes (100 gp); a chrysoprase (250 gp); a blood-
stone (250 gp); a jade (750 gp); a star sapphire
(1,000 gp); a headband of glass beads (10 gp); a
brass necklace with a dangle fastened in the shape
of the Iron God (30 gp); an orichalcum comb (80
gp); a wrought silver medallion bearing an image
of a spiral galaxy (300 gp); a wrought gold ring
with a liquid-crystal stone that changes color in
different temperatures (400 gp); a wrought gold
pendant fastened in the shape of an astral vessel
(800 gp); a bracelet with dangling liquid-crystal
stones (800 gp); a crystalline arm band bejeweled
with moonsilver (1,400 gp); a wrought platinum
comb (1,200 gp); and moonsilver medallion with
an inset liquid crystal (1,700 gp).
26. Crevasse
A large crack splits the oor of this circular room.
The crevasse was created by magical explosions
during the fall of Dwimmermount. If the Outer
Prison barrier has been deactivated by the Great
Machine (Room 40) on The Manufactory (Level
6B), then the crevasse leads straight down 50 feet,
where it visibly opens into the domed ceiling of
The City of the Ancients (Level 9) 400 feet above
the Haywire Defenders (Area 9).
If the Outer Prisoner barrier has not been deac-
tivated, then the route to The City is blocked after
10 feet by the barrier. However, unlike the impass-
able wall at the Entrance (Room 1) to this level,
the barrier here ickers with occasional distortions
that seem to rip open the fabric of its curtain of
light. These distortions are caused by the uncon-
scious mind of the nearby Sleeping God (Area 3 of
Level 9), which detected the Outer Prison barrier
when it was exposed by the earthquake here, and
LEVEL 8
Chapter
18
274
has been tearing at its arcane fabric ever since. As
a result, the barrier in the crevasse is thinner than
elsewhere on Level 8. Even if the Outer Prison
barrier has not been deactivated, the crevasse allows
limited ingress and egress down to The City below.
When a character attempts to pass through the
wall, he may make a saving throw versus Spells. If
Chaotic, the character gains a +4 bonus to this
saving throw. If the save fails, the character receives
a painful shock that deals 1d12 points of damage
and paralyzes him for a number of rounds equal to
the damage done. However, if the saving throw
succeeds, the character passes through the barrier.
While doing so, he experiences a momentary psychic
connection with Sleeping God, which he will ex-
perience as a great and terrible mind of inhuman
power. Normally deities use such links to empow-
er mortals with spells, but the Sleeping God instead
drains the character of all memorized spells and
unused spell-like abilities he may possess. This stuns
the character for one round. Such spells and abili-
ties can be regained through rest as usual.
Despite the intervention of the Sleeping God,
the barrier here still cannot be bypassed by in-
ter-planar travel (such as dimension door, passwall,
and teleport) or other means. See Chapter 6, Over-
view of the Dungeon (p. 64), for more details on
the arcane barrier.
Currently, the chamber is lled with six Termax-
ian husks (see Appendix C, New Monsters, p. 354)
preparing to descend to the City of the Ancients.
Termaxian Husks (6) [AL C, MV 120 (40),
AC 7, HD 6, HP 32, 29, 28, 24 (2), 20, #AT
2, DG 2d10/2d10, SV F5, ML 12]
27. Control Room
This hourglass shaped room is lled with ma-
chinery to the west and east. The machines of the
western bulb (area a on the map) are entirely dark
and silent, and many look to have been torn open
and used for scrap or spare parts. The machines in
the eastern bulb (area b), made of nephelite and
orichalcum, are dotted with blinking lights and
give off a quiet hum.
When Dwimmermount was at its height, this
large room was the nerve center of the Prison, lled
with machinery to monitor and provide for its in-
mates. During the fall of the citadel, most of this
machinery was deliberately damaged by paladins
under Hu Pan (held in stasis in Room 49) to prevent
Turms Termaxs escape. All of the machines in area
a have remained inoperable, while those in area b
have been partially repaired by the necrolyte Anzoy.
Her greatest achievement is the ability to recongure
the commands of the turnkey golems so that they
do not attack any Termaxians or their servitors.
A character who possesses a greater Termaxian
passkey and an engineers control rod (see Appendix
A, New Magic Items, see p. 325 and 318) can
use the machinery in area b to recongure the
turnkey golems instructions. This requires a suc-
cessful Intelligence check at 4. Each successful
check allows a user to command them to attack a
specic type of target or stop targeting a specic
type of target as the user wishesbut not both.
The necrolyte Anzoy is here at all times, con-
tinuing her ongoing salvage operations, along with
two turnkey golems (see Appendix C, New Monsters,
p. 357) here at all times. If the Outer Prison
barrier has been lowered for more than a day, there
will be Termaxian guards here; otherwise, the ba-
lor Ndulu (see Appendix C, New Monsters, p. 334)
will be found here as her aide. (If Ndulu has already
been encountered in Room 34, of course, he will
not be here).
Anzoy (1) [AL C, MV 120 (40), AC 2 (cloak
of protection +1), HD 7, HP 31, #AT 1, DG
1d10 + energy drain, SV MU7, ML 11]
Spells: 1-magic missile, shield, sleep; 2-in-
visibility, mirror image; 3-re ball, hold person;
4-wall of ice
Anzoy has a wand of ice (ten charges remaining)
(see Appendix A, New Magic Items, p. 326), a
greater Termaxian passkey, and an engineers control
rod. The wand is fashioned from the shin-bone of
a frost giant and very cold to the touch. Anzoys
cloak of protection +1 is made of dark, heavy fabric
that is resistant to stains and spills.
Turnkey Golems (2) [AL N, MV 180 (60),
AC 2, HD 10, HP 55, 48, #AT 2, DG
2d10/2d10, SV F5, ML 12]
Termaxian Guards (4) [AL C, MV 120 (40),
AC 3 (banded mail & shields), HD F5, HP
26, 19, 14, 12, #AT 1, DG 1d6 (spears), SV
F5, ML 9]
Ndulu (1) [AL C, MV 60 (20)/y 150 (50),
AC 2, HD 8+7, HP 45, #AT 1, DG 1d8+1
or 3d6, SV F8, ML 10]
28. Golem Storage
Two turnkey golems (see Appendix C, New Mon-
sters, p. 357) stand motionless on small bronze
pedestals. The golems are normally inactive. If the
room is entered by someone who received the mark
of a deviant at the Identication Station (Room 3),
the turnkey golems immediately activate and attack.
Otherwise, they activate only if attacked or other-
wise disturbed.
THE PRISON
Level
8
275
Turnkey Golems (2) [AL N, MV 180 (60),
AC 2, HD 10, HP 51, 49, #AT 2, DG
2d10/2d10, SV F5, ML 12]
Any turnkey golems summoned by alarms trig-
gered on the southern half of the Prison will be
drawn from this room and/or from Room 20. If
these golems are destroyed, they are not replaced.
29. Pillars of Law
The hatch to this room is locked and barred from
the outside. The bar is makeshifta large piece of
twisted metalwhich suggests that it was placed
there by someone after Dwimmermount fell. If the
hatc is unlocked or forced open, it reveals a dusty
room with pillars of white marble set in each corner.
The sides of the pillars facing the center of the room
are cut with niches roughly the size and shape of a
man. If a character presses himself (or is pressed)
into one of the niches, he must immediately make a
saving throw versus Spells or have his alignment shift
to Lawful. The alignment shift is a zealous one,
meaning that anyone who uses a pillar will no longer
associate or cooperate with anyone of Chaotic align-
ment. The effect can be reversed through the use of
remove curse or similar spells.
30. Office
The hatch to this room are locked. The room
within is an ornate ofce with a wooden desk and
three chairs. Inside one of desk drawers is a greater
Termaxian passkey (see Appendix A, New Magic
Items, p. 325). Behind the desk are book shelves
containing dozens of codices and tomes. These vol-
umes, written in High Thulian, detail the inmates
in the Prison over the centuries. The collected works
weigh 150 lbs. and could fetch as much as 5,000 gp
in a large city, much lower if sold in a smaller locale.
31. Armory
The hatch to this room is locked. Inside are met-
al shelves and weapons racks. One set of shelves holds
the components (helmet, cuirass, pauldrons, vam-
braces, tassets, and greaves) to make a complete set
of Thulian plate (see Appendix A, New Magic Items,
p. 325). Two Thulian crossbows (see Appendix A,
New Magic Items, p. 325) hang on one of the racks.
The rest of the shelves and racks are empty.
32. Demonic Lair
The walls of this large, open room were once covered
with colorful mosaics, but these have been battered so
ercely that only occasional streaks of colorful tiles still
cling to their place. The wooden splinters and debris
littering the oor are all that remain of the rooms
once-grand furniture. The chamber currently serves
as the lair of a discomted glabrezu demon (see Ap-
pendix C, New Monsters, p. 340). The glabrezu was
brought here by Ndulu in the Hall of Worship (Room
34) just before the fall of Dwimmermount, and was
then unable to return to the Great Void when the
barrier was activated. It still serves Ndulu, but seethes
in rage at its centuries-long entrapment. Consequent-
ly, it will lash out at any non-demon who enters the
room, regardless of whether they carry a Termaxian
passkey (see Appendix A, New Magic Items, p. 325)
or not. The Termaxians avoid this area.
Glabrezu (1) [AL C, MV 90 (30), AC 4,
HD 10, HP 52, #AT 5, DG 2d6/2d6/
1d3/1d3/1d4+1, SV F10, ML 9]
33. Smoky Room
The scent of burnt wood and incense wafts from
this room into adjoining corridors. Opening a hatch
to the room reveals the source of the odor: a reddish
smoke coming from a censer hanging from the ceiling.
This censer is lled with incense of obsession (see Ap-
pendix A, New Magic Items, p. 321), which will
affect any cleric who meditates or prays within. The
incense of obsessions burns for one hour after the char-
acters rst come near the room (the referee should
keep track of this time). There are four more blocks
of the incense on a small table in the northern corner.
34. Hall of Worship
A burning smell, noticeable at some distance, greets
the nostrils of characters who approach this room. The
stones of the entering corridor, as well as the walls and
ceiling of the room itself, all show visible scorch marks
from ames. Two marble statues, one of Typhon and one
of Anesidora, stand in alcoves on the north and south
walls, while two granite pillars, one bearing the Ancient
Thulian word Justitio (Justice) and the other Lego
(Law), stand in alcoves on the west and east walls.
Between is the smoking, ery form of Ndulu, a
balor demon (see Appendix C, New Monsters, p.
334) summoned here before the fall of Dwimmer-
mount and trapped ever since. Ndulu believes that
the Termaxians may yet nd a way to free their
masters and, along with them, himself, but he nev-
ertheless Ndulu chafes at his predicament and blames
the Termaxians for his troubles. For that reason, he
attacks any who enter this hall unbidden, even Ter-
maxians. (If Ndulu has already been encountered in
Room 27, of course, he will not be in his lair).
Ndulu (1) [AL C, MV 60 (20)/y 150 (50),
AC -2, HD 8+7, HP 45, #AT 1, DG 1d8+1
or 3d6, SV F8, ML 10]
LEVEL 8
Chapter
18
276
35. Remains
The skeletal remains of a man lie in this alcove.
The skeleton is missing its right arm and right leg
and the bones that are left have been charcoaled as
if by great heat. The skeleton has no clothing or gear
on it save for a golden ring on its left hand that shows
no evidence of re damage. It is a ring of delusion.
36. Mess Hall
Several heavily burnt wooden tables and bench-
es furnish this room, which once served the soldiers
and administrators of the prison. Aside from some
scorch marks on the ground, leading toward the
Kitchen (Room 37), there is nothing of note here.
37. Kitchen
The hatch to this room is scorched by re and
hangs loosely from its hinges. The room within
also shows evidence of extensive re damage, with
scorched countertops, burned cabinets, and melted
cookware. The only furnishing untouched by ame
is a steel oven painted with silvery-black glyphs.
The oven binds a re elemental, trapped here long
ago by an arrogant Termaxian magician as a jest.
The elemental attacks anyone who enters the kitch-
en, giving preference to Termaxians over other
targets. It will pursue its prey as far as it is able, but
cannot go more than 100 feet from the oven. If
the oven is destroyed (10 points of damage), the
elemental will be freed to roam the level at will.
Fire Elemental (1) [AL N, MV 120 (40), AC
0, HD 12, HP 52, #AT 1, DG 2d8, SV F12,
ML 10]
38. Storeroom
Dusty wood shelves line the walls of this room.
If Outer Prison barrier has been down for a day or
more, a set of three wooden crates and two barrels
will be found here. Each of the crates will contains
200 lbs. of grain (25sp value) and each of the bar-
rels will contain 60 gallons of potable, but unpleas-
ant tasting, water. Otherwise, the room is empty.
39. Chamber of Zod
The west and east walls of this room are deco-
rated with exceptionally detailed mosaics depicting
a complex labyrinth in which three individuals - a
pair of bearded men and a raven-haired woman, all
wearing black clothing are trapped. Any character
with INT 16+ who studies the mosaics notes that
there is no exit to the labyrinth depicted therein.
At the southern end of the room is a large win-
dow-like structure made of dark vitreum. Anyone
who looks through it must make a saving throw
versus Spells or be cast into an extra-dimensional
prison. The extra-dimensional prison functions iden-
tically to the magic-user spell maze, except that where
the spell description reads rounds, the referee
should substitute days; and where the description
reads turns, the referee should substitute weeks.
40. Power Center
In the days of Dwimmermounts height, this
chamber held a variety of machinery intended to
provide power to the Prison in the event of a failure
of the Great Machine (Room 40) on The Manu-
factory (Level 6B). The Termaxians trapped in the
Outer Prison destroyed the machinery here hoping
that it would deactivate the barrier, but to no avail.
Now the room is lled with wrecked machinery
and metal debris, none of which can be repaired
without the use of the Terrim technology to be
found in The City of the Ancients (Level 9).
Amongst the debris, there is an engineers control
rod (see Appendix A, New Magic Items, p. 318).
41. The Inner Prison
The Inner Prison (Rooms 41-51) consists of the
majority of the cells on this level, where the Thu-
liansand, later, the Termaxiansplaced their
worst criminals. The main room is marked a, while
the two entry corridors are each marked b. The
remaining rooms (42-51) are cells.
Surrounding the Inner Prison is the Inner Pris-
on barrier. The horizontal boundaries of the bar-
rier are marked with dotted lines on the map of
Level 8. The barrier also runs above and below the
Inner Prison at a height of about 20 feet. Most of
the arcane barrier is hidden behind the stone of the
prisons walls, but (if not deactivated) the barrier
will be visible at area b as a wall of shimmering,
multicolored light emerging from the stone. Con-
ditions within the Inner Prison will depend on the
status of the Inner Prison barrier:
Sealed: When the characters rst enter Dwim-
mermount, the Inner Prison barrier is sealed. While
the Inner Prison Barrier remains sealed, travel and
communication to and from the Inner Prison is
impossible by any means. A sealed arcane barrier
is impassable and impervious to all magic and phys-
ical force. Any being who even touches the barrier
receives a painful shock that deals 1d12 points of
damage and paralyzes for a number of rounds equal
to the damage done (no saving throw). The sealed
barrier has left Turms Termax and his inner circle
trapped for centuries.
THE PRISON
Level
8
277
Activated: Through the operation of The Great
Machine (Room 40) on The Manufactory (Level
6B), the characters may lower the Inner Prison
barrier from sealed to activated. The primary dif-
ference between a sealed barrier and an activated
barrier is that an activated barrier is designed to
permit entry and exit at designated openings. In
the case of the Inner Prison barrier, its designated
openings are the corridors marked b. When the
barrier is unsealed, any character can pass through
into the Inner Prison at b. However, only Lawful
characters can pass back out again! All others nd
themselves trapped within until the barrier is de-
activated. Other than allowing this limited ingress
and egress, the activated arcane barrier functions
as described above, being impassable and impervi-
ous to all magic and physical force, and causing
damage and paralysis to those who touch it. The
room descriptions below assume the Inner Prison
barrier is activated but unsealed, as this condition
allows the player characters to enter and interact
with the prisoners without them escaping.
Deactivated: Given enough time, the Termaxians
may deactivate the Inner Prison barrier. The char-
acters may also do this, intentionally or accidentally.
If the barrier is deactivated, anyone can pass freely
through the corridors marked b, and inter-planar
travel and communication to and from the Inner
Prison will be possible. Within 1d4 hours of the
Inner Prison barrier being deactivated, Turms Termax
and his inner circle will have escaped. Prior to their
escape, conditions in the Inner Prison will be as
described below. Thereafter the referee must deter-
mine the activities and whereabouts of the former
prisoners based on the context of their escape.
See Chapter 6, Overview of the Dungeon, p.
64, for more information on Dwimmermounts
arcane barriers.
41a. Main Area
The stairs at areas b lead to this large room, 15
feet below the rest of the level. Six doors are ar-
ranged in a semicircle at the rooms perimeter. A
pair of black metal pillars stand near the middle
doors west and east. Each is inscribed with a single
world in Ancient Thulian, the one in the west
saying Lego (Law), the one in east saying Justitio
(Justice). Decorating the walls between the pil-
lars and doors are mosaics similar to those in the
Entrance (Room 1), with scenes of individuals and
monsters being placed in prison cells by armored
mace-wielders.
Each time the characters enter area a, there is
a 60% chance it is occupied. Roll on the following
table to determine who is present here:
1-3 Pericleia (Room 42)
4-6 Arsaphius (Room 43)
7-9 Marthanes (Room 44)
10 Turms Termax with his Golem Body (Room 45)
Otherwise, the room is empty.
42. Pericleias Cell
This spartan cell is home to the necrolyte Peri-
cleia, one of the Termaxian inner circle trapped
here during the fall of Dwimmermount. If not
already encountered in the Inner Prison (Room
41), there is a 50% chance she will be here. Other-
wise she will be either in Turms Termaxs Cell
(Room 45) or Hu Pans cell (Room 49).
Pericleia (1) [AL C, MV 60 (20), AC 0, HD
MU12, HP 49, #AT 1, DG 1d10 or spells,
SV MU12, ML 9]
Spells: 1-charm person, magic missile, shield,
sleep; 2-detect invisible, ESP, mirror image,
web; 3-dispel magic, re ball, haste; 4-confu-
sion, polymorph self, wall of re; 5-animate
dead, cloudkill, feeblemind; 6-disintegrate,
esh to stone
More so than any of the other members of the
inner circle, Pericleia is insanely devoted to Turms,
seeing herself as the new Sarana. For that reason,
she is the only member who will die rather than
allow harm to come to her master. She will even
go so far as to attack either Arsaphius or Marthanes
should one or the other decide to launch a coup
against Turms at the characters instigation.
LEVEL 9
Chapter
19
278
43. Arsaphius Cell
Arsaphius, the second-most powerful member
of the Termaxian inner circle, dwells in this stark
cell. If not already encountered in the Inner Prison
(Room 41), there is a 25% chance he will be here.
Otherwise he will be in Turms Termaxs cell (Room
45) conferring with his master.
Arsaphius (1) [AL C, MV 60 (20), AC 0,
HD MU13, HP 53, #AT 1, DG 1d10 or
spells, SV MU13, ML 9]
Spells: 1-charm person, magic missile, shield,
sleep; 2-detect invisible, invisibility, mirror
image, web; 3-clairvoyance, dispel magic, light-
ning bolt, haste; 4-confusion, polymorph self,
wall of re; 5-cloudkill, feeblemind, wall of
stone; 6-death spell, disintegrate
Arsaphius is the most rebellious of the three
inner circle members. Though once devoted to the
cause of the Termaxian cult, he tires of Turms
tyranny and sees no hope of ever escaping the
Prison. Consequently, he is open to the possibility
of mutiny against his comrades, provided that the
characters look powerful enough to succeed in their
attempt to destroy the others.
44. Marthanes Cell
Marthanes, Turms second-in-command, dwells in
this cell. If not already encountered in the Inner Prison
(Room 41), there is a 25% that he will be here. Otherwise
he will be in Turms Termaxs Cell (Room 45).
Marthanes (1) [AL C, MV 60 (20), AC 0,
HD MU14, HP 68, #AT 1, DG 1d10 or
spells, SV MU14, ML 9]
Spells: 1-charm person, magic missile, shield,
sleep; 2-detect invisible, ESP, mirror image,
web; 3-clairvoyance, dispel magic, re ball,
haste; 4-arcane eye, confusion, polymorph self,
wall of re; 5-cloudkill, feeblemind, telekinesis;
6-death spell, disintegrate, esh to stone
Marthanes is a long-time associate of Turms,
having traveled by his side in the days before the
magic-user met Sarana and took over the Thulian
Empire. He is thus as much a friend of Turms as
anyone in the world. Nevertheless, he recognizes
that Turms has terrible aws, and sees that two
centuries of imprisonment have only worsened
these. He also doubts that Turms will ever be able
to replicate the process that granted him the lim-
ited form of immortality he enjoys. For that reason,
his rst instinct is to save himself, and while he
would regret it, he would willingly sacrice Turms
if it meant he could escape the Prison.
45. Turms Termaxs Cell
This spartan cell is home to Turms Termax or
what is left of him. Turms the Thrice Great, God-
head of the Thulian pantheon, is in fact a bodiless
head. The history, motivations, and tragic fate of
the Man-Become-God are fully detailed in The
Secrets of Terms Termax, found on p. 385.
If not already encountered in the Inner Prison
(Room 41), there is a 30% chance that Turms is in
this room. Otherwise, he is in the Empyreal Prison
(Room 51). If he is here, not be alone. One or more
of his inner circle will be here with him. See Rooms
42-44 to determine which of them might be pres-
ent. Whenever he is outside of his cell, Turms wears
a golem body of bronze sculpted to resemble him-
self in life. Within his quarters, however, he leaves
the body at his bedside to enjoy fresh air, and it is
in this state he will be encountered here.
The statistics of Turms Termax while outside his
golem body are noted below. Details of his golem
body can be found in the Empyreal Prison (Room
50). Note that Turms is not slain if reduced to 0 hit
points, merely temporarily stunned. The referee
should be sure to consult The Secrets of Terms
Termax chapter when running encounters with the
would-be god, as it details his many special abilities
as well as the possible means by which he might be
destroyed forever.
Turms Termax (1) [AL C, MV 0, AC 3, HD
MU18, HP 49, #AT 1, DG spells, SV MU18,
ML 10]
Spells: 1-charm person, detect magic, hold
portal, magic missile, sleep; 2-arcane lock, de-
tect invisible, ESP, invisibility, mirror image;
3-clairvoyance, dispel magic, re ball, lightning
bolt, protection from normal missiles; 4-arcane
eye, charm monster, confusion, polymorph self,
wall of re; 5-animate dead, cloudkill, feeble-
mind, hold monster; 6- control weather, death
spell, disintegrate, project image
46. Cell of Comentas
The door to this cell is kept locked; Turms Termax
holds the key. Within the cell lie the skeletal remains
of Comentas Balsamon, a rebel against Termaxian
rule in the latter days of the Empire. Comentas was
a cleric of Typhon who denounced the cult of Turms
Termax, sparking uprisings in several provinces. The
church of Typhon remembers him as a martyr, but
he was actually alive at the time of Dwimmermounts
fall. Turms Termax and his inner circle tortured him
repeatedly after being trapped in The Prison. After
his death, his corpse was thrown back into its cell,
where it has rotted for two centuries. Occasionally,
Turms will use animate dead to restore Comentas
THE CITY OF THE ANCIENTS
Level
9
279
to a semblance of life and have his skeleton dance
and jape for his amusement. He may even show this
to the characters as evidence of his power.
Comentas martyrdom has imbued his skeleton
with a measure of divine power. If a Lawful worship-
per of Typhon carries a nger-bone or similar fragment
of the skeleton, he will gain a +1 bonus to saving
throws against effects from Chaotic opponents.
47. Empty Cell
The last inhabitant of this cell either died or was
released before the fall of Dwimmermount. The cell
is now completely empty and its door is unlocked.
48. Otherplanar Cell
A magic circle of binding covers the oor of this
room. The 20 foot diameter circle has been etched
into the oor and then inlaid with moonsilver.
During Thulian times, it was used to hold beings
from other planes as prisoners, but this one was not
occupied at the time of Dwimmermounts fall. The
magic circle still functions, however, and any being
not native to Telluria who passes over its edge will
become imprisoned and powerless until the circle
is broken by someone not bound by it.
49. A Paladin of Law
The door to this cell is locked; the key is kept
at all times by Pericleia. The cell holds a frail,
white-haired man of Eastern bloodline, strapped
down to a near-vertical steel table. A sinister-look-
ing device, resembling a large metal-plated fork,
is held over him by a jointed mechanical arm
connected to a ceiling-mounted platform. This is
a Termaxian pain amplier (See Appendix A, New
Magic Items, p. 324).
The captive is Hu Pan, a paladin hailing from
the Kingdom of the Priest-King to the East. The
Kingdom was restored to the worship of Law cen-
turies ago through the ministries of Sarana (Turms
Termaxs former lover). She, Hu Pan, and several
other paladins entered the dungeon during the
rebellions of its nal days with the goal of trapping
Turms Termax and sealing off Dwimmermount.
Hu Pan made the ultimate sacrice and allowed
himself to be sealed in the Prison with Turms. See
Chapter 2, History of Dwimmermount, p. 27, for
more details on these events.
Since then, Turms and his inner circle have kept the
paladin in suspended animation in the Stasis Chamber
(Room 50), periodically releasing him from time to
time to torture him. After each session of torture, the
8-49: If freed, Hu Pan can
reveal the following num-
bered facts to the charac-
ters: 5-1, 5-2, 5-3, 5-8, 5-9,
6-2, 6-3, 6-4, 6-5, and 6-6.
LEVEL 8
Chapter
18
280
necrolytes return him to stasis to heal so that they can
do it again a few weeks, months, or even years later.
Hu Pan is thus chronologically over 250 years old,
though he has lived only about 60 of those years, the
last 10 in agonizing torture. His most recent tortures
will have begun 2d4 days before the characters arrive.
Hu Pan is weak and near death. If freed, he will
thank the characters and ask for a weapon with which
to aid them. He will do his best to ght by their side,
and if he encounters any Lawful ghters amongst
them, will attempt to convert them to the service of
Law. If they accept, they will be granted the powers
and abilities of a paladin (see Adventuring in Dwim-
mermount, p. 37). Hu Pan will suggest they
travel to The City of the Ancients (Level 9) and
re-unite with Sarana, believing that in the centuries
since their last meeting she will have learned a way
to permanently destroy Turms Termax.
Hu Pan (1) [AL L, MV 120 (40), AC 8,
HD P9, HP 5 (45), #AT 1, DG 1d3+1 or by
weapon, SV F9, ML 11]
If Pericleia has not yet been encountered in Room
42, she will be here torturing Hu Pan using the
Termaxian pain amplier.
50. Stasis Chamber
This room contains three stasis tubes identical
to those found in the Stasis Chamber (Room 49)
of The Laboratory (Level 2A). Two of the tubes
have broken down, but one remains functional.
Anyone placed within the functioning stasis tube
is placed into a state of ageless, suspended animation.
Body functions virtually cease and the character
does not age. Natural healing continues, albeit at
1
10
th
the normal rate, so someone placed within the
tube for a long enough period of time will regain
all lost hit points.
51. Empyreal Prison
The door to this room is locked (the key is kept
at all times by Turms Termax). A magic circle of
binding, identical to that found in the Otherplanar
THE PRISON
Level
8
281
Cell (Room 48), covers the oor of the cell beyond.
Trapped within the magic circle is the Iron God,
an empyreal (see Appendix C, New Monsters, p.
339) once worshipped as a god. Turms ensnared
the Iron God centuries ago in hopes of wresting
from him the secrets by which he apotheosized
from empyreal to deity. The empyreal has repeat-
edly explained that he is not a god and never was,
and that all his power ows from the one true
deity, Law; but these are facts that Turms stub-
bornly refuses to believe.
Unless already encountered elsewhere, Turms
Termax will be here, inside his golem body. Turms
will be interrogating the Iron God with the same
questions he has asked for centuries.
The golem body resembles a bronze statue of
Turms as he was in life; Turms actual head is con-
cealed within the sculpted bronze head of the go-
lem body. When attached to his golem body, Turms
Termax can cast any of the spells described for his
head (Room 45), while physical statistics are those
cited below. His head can be attacked separately if
desired, but the protection of the golem body grants
it the equivalent of AC 5. If his head is reduced
to 0 hit points, the golem body ceases functioning.
See Appendix G, Secrets of Turms Termax, p. 385,
for more details.
Golem Body (1) [AL C, MV 60 (20), AC 3,
HD 18, HP 100, #AT 1, DG 4d10 or spells,
SV F18, ML 10]
While the Iron God is trapped within the mag-
ic circle, he is immune to any harm Turms might
wish him, but he cannot escape, either. The Iron
God will aid the characters, provided that they are
not Chaotic-aligned and they break the magic cir-
cle that traps him here. Turms will do his utmost
to prevent this, but barring that, will summon any
remaining members of his inner circle to aid him
in battle.
Iron God (1) [AL L, MV 90 (30)/y 180
(60), AC 7, HD 13, HP 79, #AT 1, DG by
weapon or spells, SV F13, ML 11]
Overview (Level 9)
I
N THIS BOOK, THE CITY
of the Ancients is treated as Lev-
el 9 of Dwimmermount, even
though it is really a separate en-
vironment from the rest of the
mountain fortressa subterra-
nean urban wilderness that
represents a decadent outpost of the Great
Ancients (see Chapter 2, History of Dwimmer-
mount, p. 20).
The City of the Ancients is separated from the
rest of Dwimmermount by thick layers of rock,
several hundred feet beneath The Prison (Level 8).
In addition, the levels ceiling is an azoth-infused
dome that, until two centuries ago, completely
shielded the level and its inhabitants from prying
eyes. Magical combat during the fall of Dwimmer-
mount tore open a Crevasse (Room 26) in the oor
of The Prison that opens into the ceiling over The
City of the Ancients. Despite the crack, the dome
itself continues to operate, albeit sporadically, which
wreaks havoc on the casting of certain spells (see
below). However, the explosion in the dome
half-awakened the Sleeping God (Area 3), which
has probed the ssure ceaselessly since then in search
of a means of escape from his Tomb.
Because it is buried so deep, Level 9 is not
easily accessible from the rest of the dungeon. The
simplest entrance are the Stairs Down (Room 35b)
from The Deep Hollows (Level 7), guarded by
the dwimmerdragons (see Appendix C, New Mon-
sters, p. 337). However, the dwimmerdragons
will only allow parties to pass if they can present
a brooch of the Terrim (see Appendix A, New Mag-
ic Items, p. 318), and even then only in limited
numbers. A more roundabout way to enter the
level is to use the Crevasse (Room 26) on The
Prison, but in addition to being harder to reach,
it is also more dangerous.
The City of the Ancients is large and mostly
ruined. Therefore this chapter describes in detail
only some of the more populated areas of the City.
The remainder are purposefully left undetailed, so
as to allow the referee the ability to esh them out
as he sees t. However, this chapter also provides
tools, in the form of random tables, to aid the
referee in this task, in addition to notes and adven-
ture seeds. It is hoped that the City of Ancients
will serve as the jumping off point for higher-level
characters as they explore the subterranean realms
beneath Dwimmermount, which potentially hold
as many secrets and dangers as the dungeon itself.
Inhabitants (Level 9)
As an outpost of the Great Ancient civilization,
whose survivors ed underground after it was de-
feated by the Eld (see p. 22), the City of the
Ancients is inhabited rst and foremost by the
descendants of that civilization. Broadly speaking,
The City of the Ancients
19
CHAPTER
Level
9
LEVEL 9
Chapter
19
284
these descendants consist of two sortsthe sophis-
ticated Terrim and the degenerate Derrim. The two
groups, and their servitors, exist in an uneasy bal-
ance at present, punctuated by regular, small clash-
es in the ruins. Besides the Terrim and the Derrim,
the city is currently home to groups of mongrelmen
and thelidu, newly arrived Termaxian cultists, and
more. More details on these groups can be found
in Chapter 7, Factions in the Dungeon (p. 87).
Spell Effects (Level 9)
The dome above the cavern housing the City
of the Ancients impedes certain magical effects,
although erratically. The following spells and
abilities do not work at all in the City of the
Ancients: commune, conjure elemental, contact
other plane, control weather, dimension door, fly,
gate, invisible stalker, passwall, raise dead, rein-
carnation, and teleport, and any effects involv-
ing planar travel and communication. All other
spells have a chance of not functioning normal-
ly. The chance of successfully casting other spells
is calculated by subtracting the spell level from
the casters level, multiplying the result by 5%
and adding it to 40%. For example, a 9th-level
magic-user casting a third-level spell ([9 3 =
6] 5% = 30%) has a 70% chance for his spell to
go off normally. If it does not, the spell is ex-
pended as if it had been cast, but has no effect.
All beings in The City of the Ancients are af-
fected by this phenomenon, including monsters
with spell-like effects. In their case, use their
Hit Dice in place of level.
THE CITY OF THE ANCIENTS
Level
9
285
Wandering Monsters (Level 9)
Roll 1d6 every two turns, with a result of 1
indicating an additional roll on the following table,
using 1d12:
Dice Roll Monster
1 Terrim (1-4)
2 Termaxian Husks (1-8)
3 Terrim (1-8)
4 Thelidu (1-2)
5 Termaxian Cultists (5-8)
6 Derrim (1-4)
7 Gloom Crawler (1)
8 Stone Golem (1-2)
9 Paladin (1)
10 Divine Vision
11 Derrim (1-8)*
12 Mongrelmen (2-12)*
see Appendix C, New Monsters, p. 331
see below
Most of the above are described in the New
Monsters chapter (see p. 331), but two are not
and are worthy of special mention here.
Paladin: This encounter is with a paladin in the
service of Law named Jin Tai. This paladin has
traveled to the City of the Ancients by means of
various subterranean passages known to his Order
in an attempt to rouse the Terrim to action against
Chaos. The paladins primary concern is reaching
the Terrim Compound (Area 6) to make his case
before its leadership. To that end, Jin Tai is willing
to join any non-hostile groups he encounters who
are either headed toward the Compound or can be
persuaded to do so. Until he knows their natures
and intentions, the paladin will not reveal his true
identity, instead claiming to be the sole survivor
of a doomed expedition, though he may modify
that claim based on what he observes about his
companions. Being supremely Lawful, Jin Tai be-
haves as honorably as circumstances allow and will
aid any in genuine need of assistance to the utmost
of his ability.
Paladin (1) [AL L, MV 60 (20), AC 0 (plate
mail +1 & shield +1), HD P9 HP 50, #AT 1,
DG 1d8+2 (long sword +2), SV F9, ML 11]
The paladin has a crossbow (with 30 bolts, in-
cluding 6 +2 bolts), two potions of extra-healing, a
rope of climbing, and a brooch of the Terrim (see
Appendix A, New Magic Items, p. 318). The pal-
adins plate mail +1 is made of lacquered lamellar
with extensive colorful lace. His adamantine steel
shield +1 is round, lacquered gold, with a red lion
painted on its face. His long sword +2 has a straight,
double-edged adamant blade with a single fuller,
and a red-tasseled hilt of bronze fastened in the
shape of a lion.
The paladin can only be encountered once. If a
roll on the wandering monster table results in the
paladin a second time, treat it as 1-8 Derrim instead.
Divine Vision: Though the Terrim long ago
lost contact with the godsor more precisely,
shunned contact with them out of fearthere has,
since the breach of the astral dome, been an increase
in the appearance of divine visions among the
Terrim. These visions take the form of auditory and
visual phenomena noticeable by anyone within 30
feet of their occurrence. The Terrim, by and large,
do not believe, refuse to discuss these visions, and
if mentioned will claim they are a result of madness
or intoxication. Regardless of the truth of it, a result
of this on the wandering monster table calls for a
second roll of 1d10 on the following table to de-
termine the nature of the vision:
DIVINE VISION TABLE
1d10 Roll Result
1
A matronly woman (Anesidora) appears and
beckons the viewers toward her with open
arms, calling out Come home! We await you.
2
A young and intelligent woman (Asana) asks,
Did your knowledge save you?
3
A handsome young man (Caint) appears and
plays a lute..
4
A grave-looking man (Donn) warns, None can
escape death, but all must prepare for it.
5
A battered and bloodied man in armor, carry-
ing a spear (Mavors) raises his arms in triumph,
and with a deep voice cries aloud, Victory is
yoursif you will but seek it!
6
A short, almost dwarf-like man carrying tools
(Tenen) says, What has been destroyed can
be built again.
7
A beautiful, but mischievous young woman
appears (Tyche), ipping a coin, saying with a
melodious voice, Take a chance!
8
A stern-looking older man in armor, points
his mace at the viewer, stating, You shall be
judged by your actions.
9-10
A strange buzzing sound is heard. All Lawful
characters within hearing receive a +1 bonus
to attack rolls and saving throws for the next 24
hours. Neutral characters are unaffected and
Chaotic characters suffer a 1 penalty to those
rolls for the same time period.
LEVEL 9
Chapter
19
286
Movement within the City
Although the City could be considered out-
doors in some respects, it is nevertheless treated
as a dungeon level as far as rules are concerned
(ranges in feet, not yards, etc.).
The map to the City of the Ancients is on a
different scale than the other maps included in this
book. One square on this map equals 20 feet as
opposed to 10 feet. The referee should keep this in
mind when adjudicating movement and combat
within the City.
In many areas, there are wide roads that can
be used to travel from place to place. While on a
road, characters increase their movement rate by
one-half their normal rate. Thus, a character that
moves at 60 feet normally can move at a rate of
90 feet while on the road. Roads which are ob-
structed with rubble and debris do not provide
this benet, however.
Random Ruins
Because there are many areas of this level that
are undescribed, this chapter includes a series of
random tables for determining the nature and
contents of these undescribed ruins. The tables
below are intended to supplement rather than
supplant the referees imagination. If he wishes,
he can ignore any results he wishes or even ignore
these tables entirely.
Example: The referee needs to quickly generate
a random ruin. He rolls 1d20 three times on the
Ruin Basics table, resulting in a 12, 6, and
19. The ruin is a laboratory with frosted vitreum
walls and an adamantine steel hatch. He rolls 1d20
on the Ruin State table, scoring a 16 Over-
grown. He decides that hideous growths of mutant
plants are dimly visible through the frosted vitreum.
He rolls 1d20 on Ruin Inhabitants, getting a 15
Looters. The referee decides that the adamantine
steel hatch hangs open, and that mongrelmen are
within, harvesting the laboratorys mutant plant
life as food.
RUIN BASICS TABLE
Roll 1D20 Ruin Type Ruin Material Ruin Entrance
1-3 Dwelling, Farm Areonite Adamantine steel dilating door
4-6 Mausoleum, Shrine Frosted vitreum Tinted vitreum dilating door
7-11 Barracks, Manor, Storehouse, Temple White nephelite Nephelite blast door
12-14 Laboratory, Library Grey nephelite Nephelite blast door
15-17 Fortied Dwelling Adamantine steel Frosted vitreum door
18-20 Opulent Dwelling Alchemists resin Adamantine steel hatch
RUIN STATE TABLE
Roll 1D20 Current State
1 Unusual Material (1: orichalcum; 2: gold; 3: Kythirean ebony; 4: hepatizon; 5: starmetal; 6: moonsilver)
2 Illusory Condition (1-3: appears pristine when it is in fact decayed; 4-6: the reverse)
3-6 Signicant Decay (1-2: burnt/charred; 3-4: cracked; 5-6: rotted/eroded)
7 Pile of Rubble (completely destroyed)
8 Skeletal Remains (support beams are all that remain)
9 Half-Standing (partially destroyed)
10 Dangerous (appears stable from the outside but actually in danger of collapse)
11-12 Broken (mostly stable but additional damage to its structure will cause it to collapse)
13-15 Sturdy
16 Overgrown (covered with vegetation or cobwebs)
17 Slimy (covered with some sort of sticky excretion)
18 Submerged (partially sunken into the rock beneath it)
19 Ground Zero (damage in the center spreads outward in concentric rings)
20 Hidden Decay (looks stable but will collapse immediately upon entering it)
THE CITY OF THE ANCIENTS
Level
9
287
1. Great Fissure
The Great Fissure, as its name suggests, is a huge
crevasse that cuts across the ground on the City of
the Ancients. The Fissure is deep, descending sev-
eral hundred feet down into the depths beneath
Dwimmermount. Lurking near the Fissure are ve
ame salamanders, which will attack any characters
who approach.
Flame Salamanders (5) [AL N, MV 120 (40),
AC 2, HD 8, HP 42, 39, 38, 36, 34, #AT 3,
DG 1d4/1d4/1d8, SV F8, ML 8]
The salamanders recently slew a small party of
Termaxians that had snuck past the dwimmerdrag-
ons on The Deep Hollows by using invisibility 10
radius. Most of the bodies have fallen into the
Fissure, but three bodies remain, that of a mag-
ic-user and two ghters. Though the bodies are
badly gnawed and scorched, the following can be
salvaged: 2700 gp, 325 pp, a shield +3, a potion of
invulnerability, a scroll of lightning bolt (9th-level
caster), and a treasure map to a supposed Chaotic
temple at the base of the Great Fissure (30,000 gp
value). The shield +3 is a crescent-shaped shield of
Eldritch make, of azoth-infused adamant with il-
lustrations of the Four Worlds painted on its face.
The Great Fissure was torn open during the
second cataclysm, when the Thulians brought down
the Perimeter barrier and drove out the Eld, and it
has never been explored by the cautious Terrim.
Precisely where the Fissure leads and what dwells
down there is therefore unknown, and is left to
each referee to decide should he wish to expand his
campaign beyond what is described in this book.
2. Great Stone Stairway
The Great Stone Stairway connects the City of
the Ancients to the Stairs Down (Room 18) on The
Deep Hollows (Level 7). There are a total of 810
steps in the Great Stone Stairway, which descends a
total of 550 feet downward while advancing 610 feet
south and winding 80 feet east. The bottom of the
stairs is guarded by two stone golems (see Appendix
C, New Monsters, p. 341). The stone golems will
not harm or halt parties bearing a brooch of the Ter-
rim (see Appendix A, New Magic Items, p. 318).
Up to six creatures will be allowed passage per brooch.
Stone Golems (2) [AL N, MV 60 (20), AC
5, HD 14, HP 72, 62, #AT 1, DG 3d8, SV
F14, ML 12]
3. Tomb of the Sleeping God
This large, secure structure is always guarded
by four stone golems (see Appendix C, New Mon-
sters, p. 341), who attack anyone who comes with-
in 20 feet of it unless they display a greater brooch
of the Terrim (see Appendix A, New Magic Items,
p. 319). Prolonged ghting here will eventually
draw the intervention of the inhabitants of the
Terrim Compound (Area 6), who feel that entering
the structure is too dangerous for ordinary mortals.
Stone Golems (4) [AL N, MV 60 (20), AC
5, HD 14, HP 69, 68, 64, 56, #AT 1, DG
3d8, SV F14, ML 12]
The Terrim are right, for the Tomb houses the
Sleeping God, one of the articial minds created
millennia ago by the Great Ancients which are now
worshiped as gods in most parts of the world. The
Sleeping God differs from his counterparts among
the pantheon of the Great Church by being pow-
9-3: A sketch of the
Sleeping Gods canister
counts as partially reli-
able evidence of num-
bered facts 1-9, 2-6, and
3-9.
RUIN INHABITANTS
Roll 1D20 Inhabitants
1 Rival Adventuring Party (see Appendix D, Rival Adventuring Parties, p. XX)
2-3 Undead Lair (1-3: 1d8 Wights; 4-5: 1d12 Mummies; 6: 1d6 Vampires)
4-5 Humanoid Lair (1-2: 5d20 Mongrelmen; 3-4: 2d12 Derrim; 5: 3d6 Ranine; 6: 1d4 Thelidu)
6-7
Monster Lair (1: 3d6 Boring Beetles; 2: 1d4 Dwimmerdragons; 3: Gloom Crawler; 4: Intellect Devourer; 5: Mucu-
lent Worm; 6: 1d2 Otyugh; 7: Giant Slug; 8: Tenebrous Worm; 9: Tentacled Eye; 10: 1d4 Xorn)
8-9 Corpses (1-2: fresh; 3-4: rotting; 5-6: skeletons)
10-13 Empty
14-15 Looters (one faction is scavenging the ruins)
16-18 Disputed Territory (two factions are currently ghting over the ruin)
19 Null Magic Zone (neither spells nor magic items of any sort function within the ruin)
20
Wild Magic Zone (spells and magic items function erratically, with a 50% chance of being 1d6 levels more powerful and
50% chance of being 1d6 levels less powerful each time they are used within the ruin)
LEVEL 9
Chapter
19
288
er-mad on a scale that makes even deities like Ty-
phon appear sedate. The Sleeping God, whose
original designation was Termagant (though that
is long forgotten by anyone but the god himself),
fell away from Law when he came to see himself as
greater than his makers and greater than the rules
they had bound him by. The God secretly began
to improve a cult of followers, leading to the
transformation of men into the rst Eld. For these
misdeeds, carried out in violation of the ordinanc-
es of Law, the Sleeping God was imprisoned and
the Eld exiled (see Chapter 2, History of Dwimmer-
mount, p. 17).
When Dwimmermount was later invaded by
returning Eld, the ancestors of the Terrim went to
great lengths to bring the Sleeping Gods arcane
canister with them when they retreated to the City.
This served two purposes: It kept the Sleeping God
from falling into the hands of the Eld, who could
have received clerical magic from him; and it served
as a deterrent against further attack, lest the Terrim
harm the Elds god.
Since his imprisonment, the Sleeping Gods con-
sciousness has resided inside a large metal can-
ister approximately 10 feet wide and standing 50
feet tall, reaching from oor to ceiling inside the
Tomb. Termagants canister is surrounded by a
number of machines, which could be used to free
(awaken) him or permanently destroy him. How-
ever, the machines have been powered down, and
they means to power them lies within the Terrim
Compound (Area 6). The Terrim have no interest
in either awakening or destroying the Sleeping God,
whom they see as a deterrent against attack by the
Eld and the Thulian gods.
For its part, the Sleeping God, while not awake
enough to grant spells after the fashion of the
other gods, is still sufciently conscious to speak
to a handful of individuals, such as the necrolyte
Auxitius in The Prison (Level 8) and the Children
of the Sleeping God spread throughout the City.
Any character who enters the Tomb immediately
becomes aware of a presence he can only interpret
as divine in origin. After one round in the Tomb,
the character must make a saving throw versus
Spells. If the character fails the saving throw, the
Sleeping God establishes a telepathic link with him.
For 1d6 turns after the telepathic link is established,
THE CITY OF THE ANCIENTS
Level
9
289
the Sleeping God is able to project whispers into
the targets mind, promising wealth and power to
any who awakens him. Through the link, the Sleep-
ing God will provide detailed directions on how to
enter the Terrim Compound, route power to the
Tombs machines, and return to use the machines
to wake him up.
Characters who touch the canister of the Sleep-
ing God must make an additional saving throw
versus Spells. Those who succeed are temporarily
telepathically linked (as above). Those who fail their
saving throw are affected as by a suggestion spell
that lasts for 24 hours. Every 24 hours thereafter,
affected characters must succeed at another saving
throw or remain under the magical effect. Charac-
ters in this state have the same kind of telepathic
contact, but are expected to do everything within
their powershort of personal injury or deathto
awaken the Sleeping God.
Through his telepathic links, Termagant will
present himself as a benevolent father gure who
has been unjustly punished by oppressors for bring-
ing immortality to his children. In reality, Terma-
gant is an utterly ruthless Chaotic megalomaniac,
who seeks nothing less than total mastery over the
Terrim, Dwimmermount, and then the world, in
that order. Once power has been restored to the
Sleeping Gods canister, the malign entity can then
grant Chaotic spells. Over time, he will create a
hierarchy of cultists devoted to it and use them to
spread the word of his coming to any and all who
will listen. Just how this plays out in an individual
campaign is beyond the scope of this book. The
referee is encouraged to use the Sleeping God as a
rising force of evil in the world, working behind
the scenes until such time as it has amassed sufcient
power and inuence to reveal itself.
There is a 25% chance that the Children of the
Sleeping God will accost characters leaving the
Tomb of the Sleeping God. When encountered,
either their leader Vodaro or his lieutenant Nalpi
will be present (50% chance of either), along with
2d4 other Children. The Children are a small group
of rogue Terrim devoted to awakening the Sleeping
God, whom they believe will restore the Terrim to
their ancient glory. As their faith is taboo, the
Children know they have little hope of convincing
their fellows to join them in their great cause,
and the group knows it needs further allies. How-
ever, the Children have only just narrowly escaped
having their cult exposed, and Vodaro will assume
any characters he encounters are agents of the Ter-
rim unless they persuade him they already worship
the Sleeping God. Nalpi, however, is less paranoid,
and will seek to persuade any characters he encoun-
ters to join the cult.
Vodaro (1) [AL N, MV 120 (40), AC 7
(dwimmersilk garments), HD 10, HP 46, #AT
1, DG 1d8+16 (warp sword) + spells, SV E10,
ML 10]
Spells: 1-charm person, detect magic, mag-
ic missile; 2-ESP, invisibility, knock; 3-dispel
magic, invisibility 10 radius, lightning bolt;
4-confusion, hallucinatory terrain, polymorph
self; 5- feeblemind, telekinesis
Nalpi (1) [AL C, MV 120 (40), AC 7 (dwim-
mersilk garments), HD 9, HP 39, #AT 1, DG
1d8+16 (warp sword) + spells SV E9, ML 10]
Spells: 1-charm person, hold portal, shield;
2-ESP, invisibility, knock; 3-clairvoyance, dis-
pel magic, reball; 4-arcane eye, polymorph
other; 5-cloudkill
Children of the Sleeping God (11) [AL N or
C, MV 120 (40), AC 7 (dwimmersilk gar-
ments), HD 8, HP 30 each, #AT 1, DG 1d6
+ spells, SV E8, ML 8]
Spells: 1-charm person, detect magic, mag-
ic missile; 2-ESP, invisibility, knock; 3- dispel
magic, lightning bolt; 4-arcane eye, poly-
morph self
All of the Children of the Sleeping God wear
dwimmersilk garments and carry simple hand weap-
ons (mace or short sword). Vodaro and Nalpi each
carry a warp sword with a fully-charged power cell
(see Appendix A, New Magic Items, p. 323). Voda-
ro also owns a greater brooch of the Terrim, which
enables him to approach the Tomb safely.
4. Termaxian Camp
A small expeditionary force of Termaxian cultists
have taken up residence in this ruined building.
The force was originally part of Ermenjarts group
in the Base Camp (Room 19) of The Deep Hollows
(Level 7). When the release of Turms Termax was
foiled by the encryption on the Great Machine
(Room 40 of Level 6B), Ermenjart decided to send
an expeditionary force to The City of the Ancients
to see if the ancient outpost held an information
that might be useful to free Turms. The leaders of
the expeditionary force, Alyaume and Gersant, each
carried a brooch of the Terrim, which granted them
and their men safe passage past the dwimmerdrag-
ons that guard the stairs to Level 9.
The expedition fell apart almost as soon as it
reached the City of the Ancients. Alyaume saw
little of interest in the City, believing it nothing
more than a ruin. He argued for an immediate
return to their comrades on The Deep Hollows
(Level 7) to report on the Citys decayed state. This
belief led to a strenuous disagreement with his
LEVEL 9
Chapter
19
290
second-in-command, Gersant, who immediately
fell in love with the City and saw in it a future far
greater than that imagined even by Turms Termax.
Gersant went native and ed into the City (Area
7), where she continues to explore the ruins on her
own, seeking knowledge about its past. Bitter at
Gersants betrayal, Alyaume has been ordering
his men to search for her rather than fulll their
original mission. This state of affairs has left the
Termaxians very halfhearted explorers, and they
spend most of their time in camp.
Alyaume is a fairly typical Termaxianmagically
powerful, but arrogant. He disdains those without
magical abilities and reserves special dislike for non-hu-
mans. He treats most outsiders as potential threats,
but he is not stupid. He prefers to observe before
committing himself and his underlings to any course
of action that might result in their defeat. His prima-
ry hope is that he might nd some potent magic on
the level that he could take back to The Deep Hollows
as proof that he had done his job as commanded and
ought to be assigned to some other endeavor. How-
ever, he is beginning to become concerned that he
has had no contact from the above, as he had by now
expected either reinforcements to expand the search
or word that The Prison was unsealed. He is unaware
that his Termaxian allies are now at war with dwim-
merdragons and cannot reach him.
Alyaume (1) [AL C, MV 120 (40), AC 4
(cloak of protection +2 & ring of protection +2),
HD MU9, HP 25, #AT 1, DG 1d4+1 (dagger
+1) + spells, SV MU9, ML 10]
Spells: 1-charm person, magic missile, protec-
tion from evil; 2-arcane lock, ESP, invisibility;
3-re ball, hold person, protection from normal
missiles; 4-confusion, wall of ice; 5-telekinesis
Alyaume has a wand of reballs (ten charges re-
maining), a brooch of the Terrim (see Appendix A,
New Magic Items, p. 318), and 1,000 gp. His wand
is a rod of obsidian with a glowing red coal at one
end. His cloak of protection +2 is made of black dwim-
mersilk with an inner lining of moonsilver thread.
His ring of protection +2 is a smooth band of adamant.
Termaxian Fighters (6) [AL C, MV 60 (20),
AC 2 (plate mail & shields), HD F7, HP 37,
35 (2), 34, #AT 1, DG 1d8+1 (long swords
+1), SV F6, ML 9]
Termaxian Magic-Users (4) [AL C, MV 120
(40), AC 8, HD MU7, HP 20, 19, 17, 16,
#AT 1, DG 1d4 (daggers) + spells, SV MU7,
ML 10]
Spells: 1-charm person, hold portal, shield; 2-detect
invisible, web; 3-dispel magic, lightning bolt; 4-poly-
morph self
5. Meeting Place
Once an open-air amphitheater with seating for
1,000 spectators, this structure has partly collapsed
from centuries of disrepair. Nevertheless it remains
one of most intact structures in the City; and due
to its wide, open lines of sight, central location, and
numerous entrances and exits, it is often used as a
neutral meeting place between the various factions
on the level. It As a result of its neutral status, no
faction controls, or maintains, the Meeting Place,
so upon returning here, the various factions must
often clear it of whatever creatures have taken up
residence in it during the interim. Presently, the
meeting place is home to a ten-headed hydra.
Hydra (1) [AL N, MV 120 (40), AC 5, HD
10, HP 54, #AT 10, DG 1d10 (10), SV F10,
ML 9]
6. Terrim Compound
Measuring 10,000 square feet at its base and rising
over 240 feet tall, the Terrim Compound is the larg-
est structure in the City of the Ancients by far. Here
the last lineal descendants of the Great Ancients have
dwelt for centuries, brooding over their long defeat
and slowly diminishing in population and power.
Currently the Compound is home to but 129
individuals, consisting of 48 adult men, 62 adult
women, and 19 children. Leading the Terrim is the
Council of Archons, a group of seven powerful
Terrim that are but two generations removed from
the Ancients. In ordinary times, only one archon is
awake at a time; the others hibernate in stasis tubes
similar to those in the Stasis Chamber (Room 49)
of The Laboratory (Level 2A). In this manner the
wisdom of the Great Ancients has been preserved
far longer than the ordinary span of Terrim life.
During moments of crisis, all of the archons are
awakened for deliberation. The assassination of the
archon Donuk (see Chapter 7, Factions in the Dun-
geon, p. 87), the deactivation of the Perimeter
barrier, the recent losses of Terrim to Auxitius (see
Room 24 of Level 8), and the arrival of the Ter-
maxians (see Area 4) certainly constitute a crisis,
so presently all seven of the archons are active! The
most authoritative gure among the archons is
Zamis, a staunch traditionalist who sees neutrality
and isolation as the only thing keeping the Terrim
safe. He preaches against Law and the gods, whom
he blames for creating the Eldritch Empire and
then abandoning them. The majority of Terrim
agree with this view point, and thus count no cler-
ics amongst their number.
Opposing him is Sarana, the former lover of
Turms Termax. Now quite advanced in age, Sarana
has long argued that the Terrim are doomed unless
9-6: Saranas testimony
can reveal the following
numbered facts to the
characters: 5-1, 5-2, 5-3,
5-4, 5-5, 5-6, 5-7, 5-8,
5-9, 5-13, 5-14, 5-15,
5-19, 5-20, 5-22, 6-1, 6-2,
6-3, 6-4, 6-5, and 6-6.
THE CITY OF THE ANCIENTS
Level
9
291
they return to the worship of Law and take an
active hand in world affairs. Sarana has twice in the
past intervened in the affairs of the surface once,
disastrously, when she was seduced by Turms and
set him on his path to godhood; the other, more
successfully, when she brought the worship of Law
to the Kingdom of the Priest-King, founded the
paladins, and toppled Turms. See Chapter 2, His-
tory of Dwimmermount, p. XX, for a recounting
of these events.
At present, Zamis and three other archons hold
the majority, but Sarana is not prepared to admit
defeat. While she will not use violence or deceit to
undermine Zamis, she will nevertheless do her best
to convince other archons that they must embrace
the outside world. This is no easy matter, for the
Terrim, dwindling in numbers and beset by enemies
on several fronts, are extremely paranoid of outsid-
ers, particularly those who show any signs of having
interacted with the Derrim.
Per Zamis instructions, the walls surrounding
the Terrim Compound are patrolled at all times
by six stone golems, who attack anyone not bear-
ing a brooch of the Terrim (see Appendix A, New
Magic Items, p. 318). 10 Terrim guards, led by
their captain, Koralo, are stationed on the rst
oor of the Compound where they can watch the
main gate.
If outsiders bearing brooches of the Terrim ap-
proach the Compound without a display of violence,
the guards will ask them to hand over their weap-
ons. If they do not, they will be attacked until they
either are driven off or slain. Even Sarana agrees
with this policy; in no case will the Terrim tolerate
attempts by outsiders who wish to force their way
into the Compound.
Stone Golems (4) [AL N, MV 60 (20), AC
5, HD 14, HP 69, 68, 64, 56, #AT 1, DG
3d8, SV F14, ML 12]
Terrim Guards (10) [AL N, MV 60 (20),
AC 2 (Terrim battle armor), HD 8, HP 36
each, #AT 1, DG 1d8+16 (warp sword) +
spells, SV E8, ML 10]
Spells: 1-charm person, hold portal, shield;
2-detect invisible, ESP, web; 3-dispel magic,
lightning bolt; 4-polymorph self, wall of re
All of the guards are equipped with Terrim
battle armor and warp swords energized by power
cells with 1d12 charges each. See Appendix A, New
Magic Items (p. 315), for details on these items.
Koralo (1) [AL N, MV 60 (20), AC 2 (Ter-
rim battle armor), HD 10, HP 51, #AT 1,
DG 1d8+16 (warp sword) + spells, SV E10,
ML 10]
Spells: 1-hold portal, magic missile, sleep;
2-detect invisible, ESP, web; 3-dispel magic,
reball, lightning bolt; 4-charm monster, con-
fusion, wall of re; 5-cloudkill, hold monster
Koralo wears Terrim battle armor and is equipped
with a warp sword, stun stick, and shield belt. All of
these items are energized by a fully-charged power
cell. As a badge of his ofce, Koralo wears a great-
er brooch of the Terrim. See Appendix A, New Mag-
ic Items (p. 315), for details on these items.
If outsiders submit to the guards, they will be
taken inside, separated from one another, and indi-
vidually questioned as to their identities, origins, and
intentions. They will also be subjected to ESP spells
to determine if they are lying. If they lie or engage in
a hostile action, they will be treated as enemies.
Provided that they tell the truth and take no
hostile actions toward the Terrim, they will be rec-
ognized as friends and permitted to move about the
Compound freely, though they will not be given
their weapons back until they leave the Compound
and/or have proven themselves useful. In no case
will they be allowed near the machinery which con-
trols the Tomb of the Sleeping God (Area 3).
If the characters are recognized as friends, they
will be allowed be able to interact with any of the
Terrim that they wish. They will nd that most
Terrim are worried about their future, seeing enemies
everywhere, but few of them are willing to abandon
their isolation to achieve greater security. Most believe
that their magical might and defenses will continue
to protect them as they have thus far. A handful
however, believes that greater contact with the out-
side world is not only good, but necessary.
Regardless of their stance, all the Terrim treat
outsiders politely, albeit distantly. They are happy
to share with them whatever they know of the City,
as well as information about the history of the Great
Ancients and Dwimmermount, in exchange for
information about the surface world. They also
provide lodgings and food for them while they are
there. The lodgings are comfortable, but the food,
unfortunately, is quite unpalatable, being made
mostly from subterranean fungi and the meat of
lizards and other local wildlife.
Of the Terrim, Sarana is the most friendly and
helpful. If the characters explain to her the threat
posed by the Chaotic forces at work in Dwimmer-
mount, and their intent to combat them, Sarana
will equip them with a set of Terrim weapons and
equipment. Each character will be offered his choice
of warp sword or stun stick, and either Terrim bat-
tle armor, shield belt, or dwimmersilk garments,
along with fully-charged power cells for these items.
(Alternatively Sarana may offer other items of An-
cient super-science of the referees own design.)
Sarana can also convert any Lawful ghters to the
LEVEL 9
Chapter
19
292
9-6: Each Terrim with
whom the characters
score friendly reactions
might reveal one of the
following numbered
facts to the characters:
1-1, 1-2, 1-3, 1-4 1-5,
1-6, 1-7 1-8 1-9, 1-10,
2-1, 2-2, 2-3, 2-4, 2-5,
2-6, 2-7, 2-8, 2-9, 2-10,
3-1, 3-6, 3-7, 3-8, 3-9.
service of Law. If they accept, they will be granted
the powers and abilities of a paladin (see Adven-
turing in Dwimmermount, p. 37).
If asked about Turms Termax, Sarana will reveal
the true story of his rise and fall, and her own part
in it. (See Chapter 2, History of Dwimmermount,
p. 17, as well as Appendix G, Secrets of Turms
Termax, p. 385). Her feelings for Turms are quite
complex and she still sees him as a tragic and mis-
guided gure, rather than an evil one. If the char-
acters announce plans to destroy Turms once and
for all, Sarana will deny that this is possible and
suggest that leaving him imprisoned remains the
best option. In truth, she has long had several
theories as to how this might be accomplished, but
lingering feelings for Turms prevent her from want-
ing him killed. Only if Hu Pan is recued, and/or
Turms is freed or about to be, will she share the
means by which he might be killed. See Appendix
G, Secrets of Turms Termax, p. 390, for a list of
these possibilities.
Should the characters have rescued Hu Pan from
his cell (Room 49) in The Prison (Level 8), the two
will share a joyous reunion, having been lovers as
well as comrades in the centuries prior. As a thank
you for rescuing Hu Pan, Sarana will reward the
characters with an orb of moonsilver (25,000 gp
value). If Turms has been freed along with Hu Pan,
Sarana and the paladin will offer to join any expe-
ditions against him.
Sarana (1) [AL L, MV 120 (40), AC 5
(dwimmersilk garments and ring of protection
+2), HD 14, HP 61, #AT 1, DG 1d8+16 (warp
sword) + spells, SV E14, ML 10]
Spells: 1-charm person, detect magic, mag-
ic missile, protection from evil; 2-detect evil,
detect invisible, ESP, knock; 3-dispel magic,
reball, haste, lightning bolt; 4-charm monster,
polymorph self, remove curse, wall of re;
5-cloudkill, hold monster, telekinesis; 6-an-
ti-magic shell, disintegrate, geas;
Zamis (1) [AL N, MV 120 (40), AC 7 (dwim-
mersilk garments), HD 13, HP 52, #AT 1, DG
1d8+16 (warp sword) + spells SV E12, ML 10]
Spells: 1-charm person, hold portal, magic
missile, shield; 2-arcane lock, detect invisible,
ESP, web; 3-clairvoyance, dispel magic, light-
ning bolt, protection from normal missiles;
4-arcane eye, confusion, polymorph self; 5-fee-
blemind, telekinesis, wall of stone; 6-anti-mag-
ic shell, death spell
Archons (5) [AL N, MV 120 (40), AC 7
(dwimmersilk garments), HD 9, 10, 10, 11,
12, HP 33, 35, 31, 36, 40, #AT 1, DG 1d8+16
(warp sword) + spells, SV E9-12, ML 10]
Spells: Varies by archon. Each has capabil-
ities equal to that of a magic-user of the same
level as his hit dice.
Sarana, Zamis, and the archons all wear owing
dwimmersilk garments fastened with greater brooch-
es of the Terrim. Each has a warp sword, stun stick,
and shield belt, all energized by fully-charged pow-
er cells. (See Appendix A, New Magic Items, p. 323,
for these items.) From her expeditions to the surface
world, Sarana also has a ring of protection +2, me-
dallion of thoughts (90), and periapt of health (see
Appendix A, New Magic Items, p. 323).
Terrim Adults (79) [AL N, MV 120 (40), AC
7 (dwimmersilk garments), HD 8, HP varies,
#AT 1, DG 1d6 + spells, SV E8, ML 8]
Spells: Varies. All are natural spellcasters,
however, with capabilities equal to that of
magic-users of the same level as their hit dice.
Unlike the heavily-armed guards, the average
Terrim wears loose dwimmersilk garments and car-
ries just a simple hand weapon (mace or short
sword). (Note that only 79 Terrim adults are list-
edthe remainder of the 110 adults were the pre-
viously presented 7 archons, 11 guards, and 13
Children of the Sleeping God.)
7. Renegade Termaxian
The rogue Termaxian magic-user Gersant dwells
alone in this small building. She abandoned the
other Termaxians in the City of the Ancients to
seek out greater knowledge about the City, its in-
habitants, and its magical treasures on her own.
Her devotion to the cult of Turms Termax is rap-
idly fading. In principle, she still concerns herself
with its teachings, but in practice, her overriding
interest is the City itself. She bears no grudges
against any faction or group and is interested in
helping anyone who shows genuine interest in the
City. Characters who approach her diplomatically
and treat her well will nd Gersant to be a font of
information. Gersant might even accompany a group
heading out on a quest to nd new knowledge or
to visit the Terrim Compound. She is able to han-
dle herself in combat, but is more of a scholar than
an adventurer and would prefer to avoid violence
if possible.
Gersants knowledge is extensive, but has several
signicant gaps. She knows much about the Terrim
and the Derrim, including that they are the lineal
descendants of the Great Ancients, and she has de-
THE CITY OF THE ANCIENTS
Level
9
293
duced that the mongrelmen are the inbred descen-
dants of the Ancients slaves. However, she knows
nothing of the thelidu beyond exaggerated legends.
She is similarly ignorant of most of the unique mon-
sters of this level, though she knows enough to warn
people away from the Shattered Forge (Area 8).
Gersant (1) [AL N, MV 120 (40), AC 3
(bracers of armor (AC 3)), HD MU7, HP 20,
#AT 1, DG 1d4 (dagger) + spells, SV MU7,
ML 8]
Spells: 1-charm person, magic missile, sleep;
2-invisibility, phantasmal force; 3-re ball,
hold person; 4-confusion
Gersant carries a wand of magic missiles (ten
charges remaining), a Termaxian passkey (see Ap-
pendix A, New Magic Items, p. 325), a brooch of the
Terrim, and a chime of opening. The wand of magic
missiles is made of silver-grey azoth-infused iron.
8. Shattered Forge
Once upon a time, this building served as a
magical forge for the construction of golems by the
Great Ancients. The forge was shattered in ghting
long ago between the Terrim and Derrim. Neither
faction had the tools nor the knowledge to repair
the forge, and it was abandoned. In the years since,
a succession of creatures have taken up residence in
this building, the most recent being a tentacled eye
(see Appendix C, New Monsters, p. 354).
Tentacled Eye (1) [AL C, MV 90 (30), AC
4 (tentacles 5), HD 14, HP 73, #AT 8 or 1,
DG 1d8 (x8) or 2d6, SV F14, ML 10]
There is a hoard of treasure in the forge, a leg-
acy of its past occupants, though the tentacled eye
itself has very little interest in it. The treasure hoard
consists of a jeweled box (1100 gp), holding a tiger
eye agate (10 gp), a malachite (50 gp), a carnelian
(75gp), a citrine (100 gp), a carnelian (100 gp), a
jasper (250 gp), and a chrysoberyl (500 gp); a gar-
ishly painted palm-sized statuette of a Terrim war-
rior with jointed, movable arms and legs (40 gp);
a wrought silver medallion engraved with 5 inter-
locking rings (200 gp); a ceremonial chain of az-
oth-infused silver (400 gp); a wrought gold ring
with inset liquid crystals (900 gp); an azoth-infused
platinum arm band set with moonstones (1700 gp);
potions of climbing, extra-healing, and levitation; a
brooch of the Terrim (see Appendix A, New Magic
Items, p. 318); and a rod of lordly might (see Ap-
pendix A, New Magic Items, p. 323).
9. Haywire Defenders
Erratically wandering around along this cross-
roads are two stone golems (see Appendix C, New
Monsters, p. 341) that seem to have suffered some
form of malfunction. The golems actions are jerky
and spastic, and instead of responding favorably
toward characters who bear a brooch or greater
brooch of the Terrim, they instead attack the bearers
of those items and pursue them relentlessly. The
golems only stop their pursuit if they or their targets
are destroyed.
Stone Golems (2) [AL N, MV 60 (20), AC
5, HD 14, HP 77, 68, #AT 1, DG 3d8, SV
F14, ML 12]
The golems have actually been reprogrammed by
Auxitius, a necrolyte residing The Prison (Level 8)
who frequently enters the City of the Ancients to
capture Terrim. Auxitius enters the City through a
crevasse in its domed ceiling 400 feet above the
crossroads, where the Outer Prison barrier has been
frayed by continuous psychic assaults by the Sleeping
God (Area 3). For information on traversing from
the City to the Prison, see the room description for
the Crevasse (Room 26) of The Prison (Level 8).
When the characters rst reach the crossroads, the
bodies of a half-dozen Terrim will be neatly arranged
here, having been previously slain by the haywire
defenders and dragged here for recover by Auxitius.
If the Terrim bodies are searched, the following can
be found on them: a greater brooch of the Terrim, a
long sword +1, +2 vs. spellcasters, and a ring of re re-
sistance. The long sword +1, +2 vs. spellcasters is of High
Thulian make, with a wide, straight starmetal blade
with a single fuller and a bronze hilt. The ring of re
resistance is made of burnished copper, set with tiny
rubies, and is always cool to the touch.
10. The Docks
The Docks rest on the edge of a sunless sea that
is one of several underground waterways beneath
Dwimmermount. In the past, the Terrim plied this
sea in boatsfour of these craft are still present,
though in bad repairbut they have not done so
in some time, partially out of apathy and partially
because the Docks are now the main base of the
Derrim (see Appendix C, New Monsters, p. 336).
Led by Zovlap, the Derrim are a deformed and
depraved offshoot of the Terrim, wholly given over
to Chaos. They number only 44, which is too few
to launch a full-scale assault on their rivals. Con-
sequently, they spend most of their time on the
outskirts of the level, terrorizing the mongrelmen
and looking for new ways by which they might gain
an upper hand over the Terrim.
LEVEL 9
Chapter
19
294
Unlike the Terrim, the Derrim are not suspicious
of outsiders and indeed welcome them into their
area. The difference is of course, that the Derrim
are completely duplicitous and intend one of two
fates for any outsiders who come to them. The rst
is a slow and agonizing death in one of the many
torture chambers scattered amongst the Docks
buildings. This fate is reserved only for those the
Derrim deem immediate threats or beneath their
interest. The second fate is co-option. The Derrim
do their best to paint the Terrim as decadent tyrants
who cast out the Derrim for questioning their ways.
This is naturally a lie, but Zovlap can be remarkably
persuasive and points to the decay on the level as
proof that the Terrim no longer care about the
other inhabitants of the City. If he succeeds in
making any headway using this tack, Zovlap then
attempts to make the outsiders his spies, and with
luck, his minions.
Unlike the Terrim, the Derrim are not magical
by nature, so they instead make use of a wide vari-
ety of magical items and subterranean beasts to
bolster their prowess in battle. Zovlaps tribe has
domesticated a nest of boring beetles, which they
use as mounts in battle.
Zovlap (1) [AL C, MV 60 (20), AC 2 (band-
ed mail +2, shield +2, & displacer cloak), HD
9, HP 46, #AT 1, DG 2d8+2 (long sword +2),
SV D9, ML 9]
Zovlap wears a displacer cloak and a girdle of
giant strength. The displacer cloak is made of black
phase tiger fur. The girdle of giant strength is az-
oth-infused leather etched with runes of strength.
His long sword +2 is a wicked-looking weapon with
a wavy adamant blade and hepatizon hilt. In his
quarters he keeps a secret weapon, a pair of drums
of panic, by means of which he hopes to shatter the
Terrim morale in a future battle.
Derrim (43) [AL C, MV 60 (20), AC 3 (band-
ed mail & shield), HD 8, HP 40 each, #AT 1,
DG 1d8 (long swords), SV D8, ML 9]
Boring Beetles (10) [AL N, MV 60 (20), AC
3, HD 5, HP 25 each, #AT 1, DG 5d4 (bite),
SV F5, ML 7]
Each Derrim carries 1d10 gp. They have, as a
group, amassed the following treasure: 34,500 gp;
a bronze Thulian military medal (30 gp); a wrought
silver arm band (200 gp); a wrought electrum pin
set with a tiny diamond (600 gp); a diadem of
wrought gold set with a large liquid crystal (900
gp); a sparkling gold nose-chain (1100 gp) and
matching anklet (1400 gp); a Terrim pendant for
scientic achievement, of wrought gold set with
liquid crystals (1700 gp); a potion of giant strength;
and a scroll of ward against lycanthropes.
11. Slave Pens
Long ago, this area served as quarters for the
many beastmen slaves used by the Terrim. After
they successfully rebelled against their masters, the
slaves took over their pens and turned them into
an armed camp, complete with a stockade. Their
descendants, the mongrelmen (see Appendix C,
New Monsters, p. 346), live here still.
At present, there are 62 mongrelmen, led by a
chief named Arjash. The mongrelmen mostly keep
to themselves, scraping by through scavenging and
hunting the local wildlife. They avoid both the
Terrim and the Derrim, though lately, Arjash has
been attempting to convince his people to take up
arms against the Terrim in revenge for the mistreat-
ment of their ancestors. So far, he has met with
little enthusiasm for this endeavor.
Outsiders will initially be viewed with suspicion,
since nearly every other faction in the City of the
Ancients dislikes the mongrelmen and treats them
with derision. Consequently, anyone who visits the
Slave Pens uninvited will not nd a warm welcome.
Indeed, the mongrelmen may attack, even if out-
siders make a show of good faith beforehandthe
mongrelmen are nothing if not opportunists.
However, Arjash sees outsiders as an opportu-
nity to advance his own goals of war with the Ter-
rim. He will intervene on behalf of them in any
dispute and try to win them over to his way of
thinking, stressing the indignities that his people
suffered in the past. Of course, the contemporary
Terrim think little of the mongrelmen and do noth-
ing to harm them, as they are too consumed with
their own worries.
Arjash (1) [AL N, MV 60 (30), AC 6, HD
9, HP 45, #AT 1, DG 1d10+1 (two-handed
sword +1), SV F9, ML 8]
Mongrelmen (61) [AL N, MV 60 (30), AC
6, HD 8, HP 36 each, #AT 1, DG 1d10
(polearms), SV F8, ML 8]
The mongrelmen do not have a signicant
amount of treasure, but they do have some. Each
mongrelman carries 1d12 cp. Arjash has also
amassed a hoard consisting of 88,006 cp; 4,000
ep; a wrought gold ring set with a liquid crystal
(1100 gp); and a diamond drop earring (1400 gp).
Arjashs two-handed sword +1 has a wavy adamantine
steel blade with an oversized hepatizon hilt.
THE CITY OF THE ANCIENTS
Level
9
295
12. Thelidu Lair
A party of eight thelidu (see Appendix C, New
Monsters, p. 356) from the subterranean realm of
Ygolcyak have established themselves in this ruined
building. These strange beings have been exploring
the City of the Ancients in search of slaves and
magical power. Thus far, they have enslaved eight
mongrelmen (see Appendix C, New Monsters, p.
346) and unearthed a number of magical items,
which they have stashed in their lair while they
examine them. The thelidu are utterly alien and
therefore have little in common with of the levels
other inhabitants, which in turn has left them with-
out any allies. In response, they have adopted an
attitude of hostility to any outsiders who come near
them. The thelidu will use their potent abilities
against any who challenge them, enslaving those
they can, killing and eating those they fail to enslave.
Ganglion, Thelidu Leader [AL C, MV 120
(40), AC 5, HD 4+3, HP 29, #AT 3 + mental
powers, DG 1d6/1d6/1d4, SV MU5, ML 9]
Thelidu (8) [AL C, MV 120 (40), AC 5, HD
4+3, HP 28, 27, 25, 22, 20, 19, 18, #AT 3 +
mental powers, DG 1d6/1d6/1d4, SV MU5,
ML 9]
Mongrelmen (8) [AL N, MV 60 (30), AC 6,
HD 8, HP 43, 39, 35, 33 (2), 28, 26 (2),
#AT 1, DG 1d10 (polearms), SV F8, ML 8]
Ganglion wears a greater brooch of the Terrim
(see Appendix A, New Magic Items, p. 319) and
a ring of invisibility made of translucent moonsilver
set with clear crystals. He also carries a potion of
extra-healing and a scroll of ward against elementals.
He will use any / all of these items in battle should
they be of benet. In addition to these items, the
thelidu have amassed 5,000 gp and 3,500 ep.
13. Ruined Marketplace
When the City was at its height, this large, open
area was a thriving marketplace. Now the market-
place lies in rubble, its largest arcade pierced by a
sinkhole nearly forty feet in diameter. Within the
sinkhole nests a doom crawler, which often preys
on unwary explorers who come to pick through the
rubble for treasure. The gloom crawler (see Appen-
dix C, New Monsters, p. 340) lies in wait until a
creature comes within 10 feet of its location, when
it reaches out with its tentacles to grab them.
Gloom Crawler (1) [AL N, MV 20 (8), AC
2, HD 10, HP 57, #AT 11, DG 1d12 (10)/2d8,
SV F10, ML 10]
There is, in fact, a sizable trove of treasure hid-
den amongst the rubble of the marketplace, includ-
ing a pay-chest with 24,000 sp; a tied leather sack
with 6,500 gp; a bronze-dipped laurel headband
(20 gp); a plain wrought silver ring (40 gp); an
ivory cloak-clasp (80 gp); a seal with Ancient pic-
tographs (300 gp); a wrought bronze belt with
inlay of electrum (600 gp); a wrought electrum
bracelet with inlay of bronze (600 gp); a wrought
gold medallion with 5 interlocking rings (700 gp);
an ivory arm band set with pearls (700 gp); a neck-
lace of black and white pearls (1100 gp); and a
jeweled box (1300 gp). Each full turn of searching
through the rubble garners 1d4 of the items above
(determined randomly).
Beyond The City
of the Ancients
As presented in this chapter, Level 9 is only very
broadly described, with its key areas detailed brief-
ly and lots of scope for the referee to tailor it to the
needs of his campaign and his players. In addition,
the level suggests a wide variety of potential areas
for expansion. This is by design. The City of the
Ancients is not a traditional dungeon level and is
meant to serve as a jumping off point for high-lev-
el characters interested in exploring what mysteries
lie beyond Dwimmermount itself. To help in this
area, a few adventure seeds are described below.
They only scratch the surface of the possibilities
suggested by The City of the Ancients (Level 9).
Adventure Seeds
The Terrim of the City are surviving descendants
of the Great Ancients, but are they the only such
survivors? Could there be other Terrim communi-
ties found elsewhere beneath the world? If so, what
is their situation and how might they react to being
contacted by surface dwellers? For that matter,
how would they react to the knowledge that there
are other Terrim?
Assuming the player characters established good
relations with the Terrim, what might this mean
for the world above? The Terrim possess great
knowledge and magical abilities, both of which
might bring great benets to others. At the same
time, some might covetand fearthe Terrim and
see them as threats rather than potential allies and
benefactors. For that matter, most of the Terrim
themselves fear the surface world and have no in-
terest in dealing with its inhabitants. After all, the
gods hold sway over the surface world and no Ter-
rim has any wish to deal with them.
What of the Derrim? The Derrim who rule the
docks are but a small band from a much larger
civilization that dwells deeper beneath the earth.
LEVEL 9
Chapter
19
296
Might they start to take an interest in the activities
of the player characters, especially if they ally with
and aid the Terrim? What might it mean if these
cruel subterranean beings begin to set their sights
on the surface world?
The Docks were once very active, with ships
traveling along sunless seas and maintaining con-
tact between the disparate civilizations that exist
beneath the surface of the world. If the Derrim
were driven out, might such contact be re-estab-
lished? Would those other civilizations welcome
its return? How might they feel about surface
dwellers gaining access to them?
Though the Termaxians are not currently inter-
ested in the City of the Ancients, that all may change
in the future, particularly if they free Turms Termax
from the Prison. What sorts of schemes might Turms
hatch if he had access to the knowledge and power
of the Terrim?
The thelidu are not native to this region of the
subterranean world, but they now know about it.
If any of these alien creatures survives, odds are
good they may report back what they have found
to others of their kind. Might that lead to a more
massive invasion of the area? Might the thelidu
extend their tentacles not only into the City of the
Ancients, but further into Dwimmermount itself?
The City of the Ancients suggests many, many
possibilities for adventures and indeed whole
campaigns beneath Dwimmermount and the
world above. Referees and players alike are en-
couraged to take the ideas presented here and to
make their own, going off in whatever directions
most interest them.
Original Dungeon Key for Level 2A, Laboratory by James Maliszewski.
Original Dungeon Key for Level 2A, Laboratory by James Maliszewski.
Overview of The Divinitarium
T
HE DIVINITARIUM
(Level 0) is a hidden lev-
el of Dwimmermount.
Physically, The Divinitari-
um is located above The
Path of Mavors (Level 1),
close to the summit of
Dwimmermount, but it can only be accessed
by means of the elevator from the Path of
Mavors and Halls of Lesser Secrets (Levels 1
and 4). The elevator itself can only be operated
after power has been restored to it via the El-
evator Control Room (Room 14) on The Halls
of Lesser Secrets (Level 4) or the Great Machine
(Room 40) of The Manufactory (Level 6B).
Consequently, most adventurers will explore
The Divinitarium sometime after they have
already explored The Halls of Lesser Secrets
and the challenges on this level are roughly
comparable to those on The Halls of Greater
Secrets, The Ossuaries, and The Manufactory
(Levels 5, 6A, and 6B, respectively).
The Divinitarium was constructed by the Great
Ancients in the last centuries of the Second Era as
they began to explore the Four Worlds and launch
the Servitors into Astral Space (see Chapter 2, His-
tory of Dwimmermount, p. 21). Prior to Dwim-
mermounts fall, The Divinitarium served two
purposes. First, it was a communications center
where authorities maintained contact with both
far-ung outposts and the gods themselves from
the Speaker to the Heavens (Room 17). Second,
the level served as a Hangar (Room 19) for astral
vessels capable of traveling to other worlds (see
Appendix E, The Four Worlds, p. 373).
Shortly before Dwimmermounts fall, an astral
vessel returned from Kythirea bearing infectious
spores from the Green Planets teeming jungles,
some of which escaped and infected its inhabitants.
The Termaxians sealed up the level in the hopes of
dealing with it later. Later never came, and The
Divinitarium has been cut off from the rest of
Dwimmermount for two centuries, developing its
own weird ecology in the meantime.
As a result of its isolation, The Divinitarium was
spared much of the ghting that damaged The
Manufactory and other wrecked the other First and
Second Era levels, and its original elements remain
largely intact. The exposed stone has been laminat-
ed with nephelite, and its interior walls are made
of the same. The oors are nephelite lacquered with
glossy alchemists resin. The levels ceilings are also
nephelite, punctuated by 4-foot by 2-foot vitreum
radiance panels at regular 10 foot intervals. While
functional, these are operating on auxiliary power,
illuminating most of the level with a dim red glow.
Except where noted, the levels doors are blast doors
rather than the ordinary oak and iron doors com-
mon to the upper levels. Other than The City of
the Ancients, it is the most futuristic level of Dwim-
mermount, anddue to horric Kythirean fauna
and ora that have invadedby far the most alien.
The Divinitarium
20
CHAPTER
Level
0
LEVEL 0
Chapter
20
300
Wandering Monsters of
The Divinitarium
Roll 1d6 every two turns, with a result of 1
indicating an additional roll on the following table,
using 1d12:
Dice Roll Monster
1 Ascomoid (1)
2 Basidirond (1-2)
3 Ochre Jelly (1)
4 Algoid (1d4+2)
5 Gray Ooze (1)
6 Astral Reaver (1d4)
7 Black Pudding (1)
8 Astral Reaver (1d4)
9 Phycomid (1d4)
10 Slime Zombie (1d4+1)
11 Shambling Mound (8HD) (1)
12 Olive Slime (1)
See Appendix C, New Monsters, p. 331
1. Elevator
The sole means of egress into The Divinitarium
is the elevator. If the characters restored power to
the elevator by means of the machinery of the El-
evator Control Room (Room 14 of The Halls of
Lesser Secrets, Level 4) or through the operation
of the Great Machine (Room 40 of The Manufac-
tory, Level 6B), and used a key disk, they will have
arrived here on the elevator platform. If so, opening
the elevator doors simply requires pressing the cross
and circle on their key disk simultaneously.
Alternatively the characters might have own,
levitated, or climbed up the 250-foot elevator shaft,
a spooky trek through Kythirean slimes and fungi
that have inltrated their way out of this level. If
so, they will need to force the elevator doors open
(roll at 1).
Either way, when the elevator doors are opened,
they reveal a 40-foot diameter elevator room sim-
ilar to those on the levels below. The double doors
to the corridors beyond are nephelite blast doors
and are secured with an arcane lock placed by a
9th-level magic-user. On their outward side, they
bear the same cross-and-circle symbol that appears
on the key disks found throughout Dwimmer-
mount. Once the double doors are opened, a pow-
erful stench of decay wafts into the room, the result
of the levels having been closed off from the rest
of Dwimmermount for two centuries.
2. Storeroom
Hanging on hooks in this room are a dozen
one-piece, full-body coverings made from a strange,
gray, silk-like material. These are dwimmersilk gar-
ments (see Appendix A, New Magic Items, p. 318).
Half of these garments also include silver belts of
adaptation (see Appendix A, New Magic Items, p.
317). A single helm of astral movement (see Ap-
pendix A, New Magic Items, p. 320) rests on a
shelf. The other shelves are empty, as are the doz-
en resin footlockers placed below the robes.
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301
3. Mossy Chamber
The corridors leading up to this area are damp and
humid, noticeably so even if the characters are not
making an effort to pay attention to environmental
conditions. Both blast doors to the area are difcult
to open, requiring a force doors check. The rooms
interior is overgrown with eight large patches of slimy
black moss, which cover signicant portions of the
wall and oor. These are patches of memory moss
(see Appendix C, New Monsters, p. 345).
Five of the patches hold memories stolen from
the Termaxian magic-users responsible for the di-
saster on this level. Three of these patches hold
spells, which they will use against any intruders.
One patch knows magic missile (5th-level caster),
a second knows reball (6th-level caster), and a
third knows hold person. These patches will assume
a vaguely humanoid form when casting their spells.
The other two patches hold physical memories of
the magic-users disastrous return in the astral ves-
sel currently parked in the Hangar (Room 19). Char-
acters who consume these patches of memory moss
gain a very rough layout of the level, along with the
memory of accidentally bringing back deadly spores
from Kythirea back with them, and watching in
horror as these spores transformed their friends into
hideous monsters that wrecked the level.
Memory Moss (8) [AL C, MV 0, AC 9, HD 1,
HP 1 hp each, #AT 1, DG special, SV F1,
ML 12]
4. Slimy Room
Like the corridors near the Mossy Chamber
(Room 3), the halls approaching this room have
a damp, clammy atmosphere. The blast doors into
this room have visible holes and pockmarks on
their exteriors, as if from some acidic treatment
from within. Because the room is dark, looking
through the holes reveals little except to characters
with infravision.
What this room once held is unclear, as its
contents have been completely dissolved by the
immense green slime that coats nearly every part
of this room, including the back of its blast doors,
which it has partly dissolved. Opening the door
alerts the green slime within to drip onto the rst
creature that enters.
Green Slime (1) [AL N, MV 3 (1), AC NA,
HD 2, HP 16, #AT 1, DG special, SV F1,
ML 12]
5. Rubble
The presence of a steel desk and resin chair, along
with shelving built into the walls, suggest that this
room might once have been an ofce before its
ceiling half-collapsed. The collapse has left books
and scrolls strewn about the room. Most are moist
and completely illegible, but careful examination
of the rubble reveals an undamaged bronze tube
containing a magic-user scroll with the following
spells: arcane eye, plant growth, and remove curse.
One of the drawers in the broken remains of the
desk contains a wrought silver ring set with a dia-
mond (1,700 gp).
6. Office
This rooms door, made of frosted vitreum, is
sealed with a lodestone lock. A series of magical
runes has been painted on the vitreum. If the runes
are read by means of read magic or read languag-
es or if the lock is tampered with, the runes detonate,
dealing 6d4+6 damage to all within a 10 feet radi-
us with no saving throw. The trap can only be
triggered once per 24 hours, but it resets so long
as the door remains closed (whether locked or not).
The interior of the room consists of a steel desk
and chair and many steel bookshelves, on which
rest numerous codices and scrolls written in High
Thulian. One of these is actually book of innite
spells (see Appendix A, New Magic Items, p. 317).
The other books are histories and investigations
into the Great Ancients and the origin of the gods.
In all there are 90 lbs. of books, worth 3,000 gp
to a collector or sage if sold.
7. Bare Chamber
Except for small holes arranged in groups of four
on the oor, this room is completely empty. Like
most of the rooms on this level, there is a hint of
mold or mildew in the air, but there is minimal
evidence of it in the chamber itself.
0-6: Characters studying
the books will learn one of
the following numbered
facts each day: 1-2, 1-3,
1-5, 1-8, 1-9, 1-10, 4-1,
5-3. However, the books
are investigatory rather
than authoritative, and
based exclusively on sec-
ondary sources. Therefore
the books only count as
partial evidence (5d10%)
of each numbered fact.
All of the books are writ-
ten in High Thulian.
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8. Pantry
This room exudes a musty odor that is noticeable
from the far side of its doors. Within, the room is
furnished with built-in nephelite shelves, a pair of
steel cupboards, a small steel stove, and a nephelite
wash basin with a leaking steel water pump. The
odor emanates from the four phycomids (see Ap-
pendix C, New Monsters, p. 347) that dwell here,
feeding off the decomposing stores of food and
acquiring moisture from the water pump. The phy-
comids can sense the presence of living things in
the room and react once they come within 10 feet
of their current positions.
Phycomids (4) [AL N, MV 10 (3), AC 4, HD
4, HP 24, 19, 14 (2), #AT 1, DG 1d6 +
infection, SV F4, ML 12]
9. Refectory
Two large wooden tables, each with two wood-
en benches, occupy this room. A thin coating of
brownish mold grows on one of the tables. The
mold is, in fact, harmless and the room is other-
wise unremarkable.
10. Barracks
This former barracks for the Thulian soldiers
once posted to this level contains two dozen wood-
en bunk beds, arranged four rows. At the foot of
each bunk lies a footlocker; most are open and
empty, but two are locked and still contain items
of value. One contains a silk bag, inside of which
are a hematite (50 gp), rock crystal (75 gp), and a
topaz (1,000 gp); while the other contains 325 gp
and a potion of invisibility.
Five slime zombies (see Appendix C, New Mon-
sters, p. 359) lurk amidst the bunk bed. The zom-
bies shamble toward any non-plant creature that
enters the room.
Slime Zombies (5) [AL N, MV 15 (5), AC 8,
HD 5, HP 24, 22 (2), 20, 19, #AT 1, DG
1d6+3 + infestation, SV F4, ML 12]
11. Lunar Attunement Room
Entrance to this room is by means of ornate
double doors of areonite. Within, heavy curtains,
tattered and threadbare, partially mask the north-
ern and southern portions of the room. The oor
of the room is tiled. The northern curtain is black
in color, and the oor north of the black curtain is
tiled black as well. The southern curtain is white,
and the oor south of it is tiled white. The oor in
between is tiled in grey. Two small apertures pierce
the ceiling, one at the rooms northern tip and the
other at its southern tip.
Anyone who stands on either a white or black tile
for one minute (6 rounds) is enveloped in an energy
eld of the same color emanating from the aperture
in the ceiling above. It does no damage, but attunes
the individual to either the Light Side or Dark Side
of Ioun (see Appendix E, The Four Worlds, p. 373)
for the next seven days. It takes one full minute
bathed in white energy to attune to the Light Side,
but merely one quick and easy combat round in black
energy to attune to the Dark Side.
Attempting to attune to both the Light and
Dark Side is very dangerous. A character who steps
onto an opposing tile before the duration of his
present attunement has elapsed must make a saving
throw versus Death or suffer 5d6 damage, in ad-
dition to being struck as if by the spell feeblemind.
The feeblemind effect dissipates after twenty-four
hours, though it can be removed before then as per
the spell description.
12. Gallery of the Four Worlds
The walls of this large, open room are covered
with frescoes depicting the Four Worlds. The four
frescoes are:
North wall: Telluriathe terrain looks re-
markably like the area outside of Dwimmer-
mount itself.
East wall: Kythireathe terrain consists of
lush jungles lled with colorfully exotic
plants.
South wall: Iounthe terrain is rocky and
desolate, and sharply divided between light
and dark.
West wall: Areonthe terrain consists of
red and brown deserts, punctuated here and
there by huge mesas.
On the ceiling 25 feet overhead is an immense
mosaic that shows the relationship of the Four Worlds
to one another, as well as to the larger cosmos (see
Appendix E, The Four Worlds, p. 373). The room
is cunningly illuminated by a golden glow coming
from the yellow vitreum sun in the mosaic. The
ceiling is supported by columns of stone standing
in the four corners of the room, one made of ordinary
granite, one of green marble, one of striated white
and black marble, and one of reddish sandstone.
When the room is rst entered, two astral reavers
(see Appendix C, New Monsters, p. 333) will be
present, admiring the depictions. One reaver is a
6th-level ghter, while the other is a 6th-level mag-
ic-user. Unless the characters are surprised, they will
attempt to ee toward their comrades in the Hangar
(Room 19). If captured or subdued, they will say
THE DIVINITARIUM
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little, suggesting that the characters would be better
served to take them to the Audience Chamber (Room
27) to speak to their leader, Hraon.
Astral Reaver Fighter (1) [AL C, MV 60
(20), AC 0 (plate mail +2), HD 6, HP 39,
#AT 1, DG 1d10+2 (two-handed sword +2),
SV F6, ML 10]
The ghters two-handed sword +2 has a dou-
ble-grooved blade of azoth-infused adamantine
steel with an elaborate, twisting pommel. The plate
mail +2 is sculpted of rounded interlocking az-
oth-infused adamantine steel plates over black chain.
Astral Reaver Magic-user (1) [AL C, MV 90
(30), AC 4 (bracers of armor (AC 5) & ring
of protection +1), HD 6, HP 18, #AT 1, DG
1d4 (dagger) or spells, SV MU6, ML 10]
Spells: 1-charm person, magic missile, shield,
sleep; 2-invisibility, web; 3-re ball, hold person
The astral reaver magic-user has a wand of par-
alyzation (eleven charges remaining). It is fastened
of azoth-infused orichalcum with a crossbow grip.
His bracers of armor and ring of protection are of
azoth-infused moonsilver.
13. Antechamber
Small puddles of water cover the oor of this
room, seeping out from underneath the door lead-
ing to the Solarium (Room 14). The water has a
slightly greenish tinge to it and smells of algae.
14. Solarium
If visited during daylight hours, this room is
bathed in warm natural light streaming down
through the translucent ceiling above. At all hours,
the room is quite humid, owing to the presence of
a large pool at its center. The water is shallow (ve
feet deep) and stagnant, as fresh water no longer
ows from the exposed resin pipes on the western
wall. Resting in the pool are two shambling mounds
(see Appendix C, New Monsters, p. 351) that rise
up from muck at the approach of any living things.
Shambling Mounds (2) [AL N, MV 60 (20),
AC 0, HD 8, HP 37, 24, #AT 2, DG 2d8/2d8,
SV F8, ML 12]
Beneath the water of the pool is a small steel
chest containing 250 pp, an eye agate (10 gp), a
lapis lazuli (50 gp), chrysoprase (75 gp), a jasper
(100 gp), a spinel (750 gp), a black opal (1,000 gp),
and a potion of undead control.
Characters affected by diminution, or creatures
such as normal rats or insects, can traverse the water
pipes from the pool here onto other levels of Dwim-
mermount. See Chapter 6, Overview of the Dungeon,
p. 74, for details on traversing the water pipes.
Conversely, the translucent ceiling of the Solarium
is actually a permanent magical effect and does not
afford access to the dungeons exterior.
15. Staging Area
This large, open space was once used to prepare
the crews of astral vessels before they left Dwim-
mermount. The walls are of adamantine steel, and
the oor is of polished concrete, upon which a pair
of dark blue lines have been painted, pointing in
the direction of the Hangar (Room 19). Sound
made within this empty, metal-walled room echoes
loudly, making it impossible to surprise the inhab-
itants of either the Solarium or the Hangar (Rooms
14 and 19 respectively) if those rooms are entered
via this one.
16. Guard Post
Two wooden stools and two empty weapons
racks can be found here. There are also several
hooks on the walls, all of which are empty but one.
A single adamantine steel shield +1 hangs from that
hook. The shield is large and rectangular, and bears
the crossed maces of the Thulian legion.
17. The Speaker to the Heavens
In the center of this room is a large circular
device, resembling a stepped dais. Crafted from
adamantine steel, it is about 4 feet high and 10 feet
in diameter, with a black nephelite and vitreum
apparatus emerging from its centerpoint and a series
of orichalcum cables running from its perimeter
into the oor. A control panel with an arrangement
of dials and switches is mounted on the southern
face of the dais.
The device is currently inactive. If this device is
powered up by the Control Room (20), the black
apparatus at its center projects a three-dimensional
phantasmal image of Telluria surrounded by a ring
of what appear to be stars. Each of the stars in
orbit around Telluria is a different color and, if stared
at for more than a few seconds, it is revealed to be
the oating symbol of one of the Thulian deities.
Through the use of the various dials and switches
on the circular device, the operator of the device can
attempt to communicate directly with his choice of
god. If the character succeeds in an ability check versus
INT at 2, he may communicate with the chosen god
as if using the contact other plane spell. A cleric of any
deity uses an entry one lower than the actual onethat
is, treat four questions as threefor the purposes of
Room 17: A sketch of this
machine counts as par-
tially reliable evidence of
numbered facts 1-9, 2-7
and 2-8.
LEVEL 0
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304
determining the chance of insanity, or two lower if the
deity he questions is the one he worships.
If the character fails in his ability check to operate
the device, he suffers divine retribution in the form
of an electrical shock dealing a number of dice equal
to the level of the character in questionthat is, a
6th-level character takes 6d6 damage. A successful
saving throw versus Spells will result in half damage.
A character who attempts to question more than
one deity per day using the device automatically
fails at his ability check and suffers divine retribu-
tion as above.
18. Mission Control
The west wall of this room is covered with a
series of eight opaque vitreum panels, framed in
adamantine steel. A long steel table dominates the
center of the room, with a dozen utilitarian chairs
of alchemists resin arranged along it facing the
west wall. If power is restored to Mission Control
from the Control Room (Room 20), the panels
here will icker on, displaying images and trans-
mitting sounds from the Hangar (Room 19) from
various vantage points.
Currently, the room is occupied by three astral
reaver ghters (see Appendix C, New Monsters, p.
333), who are exploring the level. If battle goes
against them, they will ee toward the Audience
Chamber (Room 27).
Astral Reaver Fighters (3) [AL C, MV 60
(20), AC 3 (plate mail), HD 5, HP 28, 23,
22, #AT 1, DG 1d10 (two-handed sword),
SV F5, ML 10]
19. Hangar
The four blast doors leading to this large cham-
ber are all magnetically locked. They can only be
unlocked from the Control Room (Room 20) or
with magic. The huge hangar doors built into the
north wall also can only be opened from the Con-
trol Room, from the Great Machine (Room 40 of
Level 6B), or with magic. The hangar doors open
directly to the outside, but when closed their ex-
terior face is the natural rock of Dwimmermount,
making them largely undetectable (as a secret door).
Sitting in the center of the room is an astral
vessel (see Appendix A, New Magic Items, p. 315),
which was used before the fall of Dwimmermount
for transit to other worlds. It was this vessel that
0-19: A sketch of the as-
tral vessel counts as par-
tially reliable evidence of
numbered fact 2-2.
THE DIVINITARIUM
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brought back the spores that infected the level and
led to its current state.
The hangar is also home to four large patches of
olive slime (see Appendix C, New Monsters, p. 347)
and a large number of slime zombies (see Appendix
C, New Monsters, p. 359)remnants of the Thu-
lian crew who continue to live thanks to the slime
that now controls their deliquescent bodies.
Olive Slime (4) [AL N, MV 3 (1), AC 9, HD
2+2, HP 18, 17, 16, 15, #AT 1, DG meta-
morphosis, SV F2, ML 12]
Slime Zombies (8) [AL N, MV 15 (5), AC
8, HD 5, HP 31 (2), 30, 26, 20, 17 (2),
11, #AT 1, DG 1d6+3 + infestation, SV F4,
ML 12]
Still secure aboard the astral vessel, in a locked steel
box, are 3450 sp, 630 gp, and a dagger +1, venom.
20. Control Room
This chamber contains several mechanical devices
made of adamantine steel that emit low hums. Small
vitreum panels give data readouts for the control the
power ow on the level to The Speaker to the Heav-
ens, Mission Control, Hangar, and the Navigation
Room (Rooms 17, 18, 19, and 31a). Currently, The
Speaker to the Heavens, Mission Control, and Han-
gar are un-powered, while the Navigation Room is
powered. Directing power is a fairly simple procedure
of turning a dial below the readout, requiring no
ability checks or anything similar.
Three slime zombies move about the control
room idly, remnants of the technicians who once
manned the machinery.
Slime Zombies (3) [AL N, MV 15 (5), AC 8,
HD 5, HP 33, 26 (2), #AT 1, DG 1d6+3 +
infestation, SV F4, ML 12]
21. Laboratory
Both doors to this room are locked adamantine
steel hatches. The room is dominated by a set of
four adamantine steel tables. A shattered, pock-
marked stone lies on one of these tables, glowing
faintly green in the darkness of the room. This
stone was brought back from Kythirea by the last
Thulian astral vessel to visit there. Its hollow, me-
tallic interior contained deadly spores that not only
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Chapter
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306
killed those who came into contact with them, but
precipitated the spread of the alien plant life now
found throughout the level. The stone is now com-
pletely harmless, and worth over 5,000 gp to sag-
es interested in the Four Worlds.
Jumbled amidst the tables in a haphazard heap
are the skeletons of a half dozen men. The silvery
one-piece coveralls they wore in life have mostly
rotted away. Their bones appear greenish in color
and are surprisingly brittle; but like the greenish
stone, the bones are no longer dangerous.
A line of nephelite shelves surrounds the tables
on all sides, punctuated by a pair of large steel and
resin cabinets. The cabinets hang open, and the
vials and containers that were once within them
and on the shelves seem to have dissolved into pools
of greenish-grey goo (also harmless). One vitreum
container is still intact; ironically, it contains a potion
of plant control.
22. Locked Chamber
The door to this room is an adamantine steel
hatch that is both mechanically locked and sealed
by an arcane lock cast by a 9th-level caster. The
door is prominently marked with a High Thulian
symbol for danger.
If, despite these warnings, the characters open
the door, they nd a spartan room lit by a bright
green glow. The glow emanates from a pair of stones
very similar in appearance to the one found in the
Laboratory (Room 21), except that they are both
intact. The stones are resting on a large nephelite
countertop that runs along the northern wall. Both
stones radiate any chill that becomes noticeable at
ve feet distance.
Anyone who handles one of the stones without
protection suffers 3d6 cold damage (a successful
saving throw versus Dragon Breath results in half
damage). Both stones are very brittle, and any char-
acter touching or transporting one has a variable
chance (10% + 10% per point of Strength above 13)
each round of accidentally cracking it open. Crack-
ing open a stone instantly releases the deadly spores
contained within into the room. Characters exposed
to the spores must make an immediate saving throw
versus Poison, and an additional saving throw is
required every two rounds thereafter, unless they
are protected in some wayfor example, by wear-
ing the environment suits found in the Preparation
Room (Room 24).
If a character ever fails the saving throw versus
Poison, he becomes infected by the spores. After
1d6 turns, an infected character will be transformed
into a hideous plant monster. 50% of transformed
characters will turn into shambling mounds and
the other 50% will turn into algoids (see Appendix
C, New Monsters, p. 351 and 331). During the
course of the infection, the character will show
gradually worsening symptoms such green mucous,
fungal growths on his esh, etc. Once the trans-
formation is complete, the character will forget his
former self and attack his comrades like any other
example of those monster types. Neutralize poison
does not cure the infection, but it does slow the
progress of the spores, doubling the number of
turns before transformation occurs. Cure disease
can cure the infection at any point before transfor-
mation occurs, but thereafter will have no effect.
Two rounds after being released, the spores will
circulate from this room to the Laboratory (Room
21), and from there they will circulate into the ad-
joining corridors and rooms at a similar rate (one
room or hallway every two rounds) until their prog-
ress is blocked. The circulation of the spores can be
blocked by a magically sealed door, with a wall of
re or similar spell, or by incinerating the spores with
a reball. If left unchecked, the spores will eventu-
ally re-infect the entire level. Once released into the
atmosphere, the spores survive for one month.
23. Guard Room
Though the sentries that were once stationed
here are long dead, the two wooden stools and pair
of weapon racks that furnished their guard post
remain. One of the weapon racks still has a Thulian
crossbow (see Appendix A, New Magic Items, p.
325) and seven bolts +1 on display.
An ochre jelly creeps along the ceiling above the
entrance to the south, ready to drop down on any
unsuspecting creatures that pass below.
Ochre Jelly (1) [AL N, MV 30 (10), AC 8, HD
5, HP 29, #AT 1, DG 2d6, SV F3, ML 12]
24. Preparation Room
This small room is bare except for the six envi-
ronment suits (see Appendix A, New Magic Items,
p. 318) hanging on hooks. One of the suits has a
tear on its surface, but the rupture is small enough
that it will not be noticed unless the suit is careful-
ly examined. The tear renders the suit less effective
against external contagions. Instead of being able
to ignore external contagions, as is usual when
wearing an environment suit, the character wearing
the suit instead just gains a +2 bonus on saving
throws against external contagions. The referee
should make such saving throws for the character
in secret until the tear is detected.
THE DIVINITARIUM
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25. Meeting Room
A large steel table dominates the center of this
room, which is surrounded by ten utilitarian chairs
of alchemists resin. The walls of the room are
decorated with hyper-realistic images, each 8 feet
by 5 feet in size. In clockwise order from the north
the images are:
A busy marketplace lled with red-skinned
elves and human slaves.
A steaming swamp in which two large di-
nosaur-like reptiles contend with one an-
other.
Darkened tunnels illuminated by dim blue
phosphorescence in which a variety of large
insects chitter.
The vault of the heavens as seen from a rock
oating in the void.
A vast desert of red, blowing sand.
A huge city built into an even larger tree.
If stared at for more than a few seconds, the
images seemingly transport the viewer into the
locale they depict. This is just an illusory effect and
the viewer can shake himself out of it with only a
thought. The images themselves are permanent
illusions and cannot be removed from the walls.
26. Chapel
This polyhedral-shaped room appears to have
been a chapel, but not one dedicated to the worship
of any particular deity. The walls and oor of the
room are painted with white, red, and gold geo-
metric patterns with mathematically perfect pro-
portions. A white marble altar is stationed at the
centerpoint of the south wall, positioned such that
the patterns on the wall and oor seem to somehow
culminate there. The altar itself is carved with a
number of symbols associated with Law, but none
belong to any of the standard Thulian deities. Rest-
ing on top of the altar is a brooch of the Terrim (see
Appendix A, New Magic Items, p. 318).
27. Audience Chamber
Two bronze thrones of Thulian make rest atop
a dais in the eastern half of this room, whose im-
pressively vaulted ceiling is supported by two rows
of nephelite pillars. Between the pillars, four astral
reavers (see Appendix C, New Monsters, p. 333)
stand in audience before their captain, Hraon, who
has seated himself on one of the thrones.
Provided that initial reactions go well, Hraon
is willing to parley with any characters that enter
this room. He is, like all astral reavers, thoroughly
evil, but he is also pragmatic and calculating. He
will explain that he and his party came to Dwim-
mermount after detecting the navigational beacon
here. Such beacons were not unusual on Telluria
in centuries past, when there was more interaction
between Telluria and the other worlds, but are rare
to non-existent today, hence the reavers interest.
Hraon has located the beacon, but no sign of who
is responsible for activating it. (In fact, the beacon
has been on the whole time; its recent visibility is
a side effect of the Termaxians accidentally lowering
the Perimeter barrier. Hraon is unaware of this, or
even that there are other expeditionary forces in
the dungeon.)
If the characters seem to be useful allies, Hraon
offers a non-aggression pact with them. However, he
makes it clear that he considers Dwimmermount fair
game for his people to explore, to sack, and, if they
so decide, to occupy. If any objections are raised to
this, he will order his underlings to attack. Otherwise,
he will wait for other opportunities to slay the char-
acters, as he desires no competition on this level or
indeed anywhere in Dwimmermount. If his situation
becomes untenable, he will contact the captain of his
astral vessel and arrange for himself and his men to
be picked up in the Hangar (Room 19).
Hraon (1) [AL C, MV 60 (20), AC 1 (plate
mail +2 & cloak of protection +2), HD 7, HP
32, #AT 1, DG 1d10+1 (two-handed sword
+1, wounding) or spells, SV F7, ML 10]
Spells: 1-charm person, hold portal, shield,
sleep; 2-detect invisible, ESP, mirror image; 3-re
ball, invisibility 10 radius; 4-dimension door
Hraon wears the unseen ear (see Appendix A, New
Magic Items, p. 326) with which he maintains com-
munication with the captain of his astral vessel. He
carries 150 pp. His two-handed sword +1, wounding
has a serrated blade of azoth-infused steel with spiked
pommel, while his plate mail +2 is sculpted of round-
ed interlocking azoth-infused adamantine steel plates
over black chain. His cloak of protection +2 is woven
of dwimmersilk with stitched moonsilver.
Astral Reaver Fighters (3) [AL C, MV 60
(20), AC 3 (plate mail), HD 5, HP 23, 18,
17, #AT 1, DG 1d10+1 (two-handed swords
+1), SV F6, ML 10]
Astral Reaver Magic-user (1) [AL C, MV 90
(30), AC 5 (bracers of armor (AC 5)), HD 5,
HP 12, #AT 1, DG 1d4 (dagger) or spells,
SV MU6, ML 10]
Spells: 1-charm person, magic missile; 2-invisibil-
ity, web; 3-lightning bolt
The astral reaver magic-user has a wand of fear
(six charges remaining). It is fastened of a human
bone, carved with runes and dipped in azoth. His
bracers of armor are of azoth-infused moonsilver.
LEVEL 0
Chapter
20
308
28. Cell
The adamantine steel hatch to this room is
locked. It has a small barred window through which
one can see the interior of the room, revealing a
human skeleton whose bones have turned green
and brittle from exposure to the spores that swept
through this level from the Laboratory (Rooms
21). The room is otherwise empty and the skeleton,
despite its appearance, is not harmful.
29. Basidirond Lair
A total of 18 wooden crates, each four feet square,
are stacked two high in this ancient storeroom. Hang-
ing from the ceiling, partially obscured by the crates,
are two cone-shaped basidironds (see Appendix C,
New Monsters, p. 334). These monstrous fungi
attack any living things that enter their lair.
Basidironds (2) [AL N, MV 20 (6), AC 4,
HD 5, HP 25, 22, #AT 1, DG 1d8+3 or
spores, SV F5, ML 12]
If searched, most of the crates are revealed to
contain moldy grain (valueless). One crate, howev-
er, contains 2,150 sp, 550 gp, a ceremonial military
belt of wrought gold with bloodstones (1,600 gp),
and a potion of sweet water in a bronze vial.
30. Shattered Hallway
Lurking in the rubble-strewn southern portion
of this partially collapsed hallway is a solitary asco-
moid (see Appendix C, New Monsters, p. 333) that
stirs if it detects any movement or light within 30
feet of its resting place.
Ascomoid (1) [AL N, MV 30 (10), AC 3,
HD 6, HP 27, #AT 1, DG 1d6+3 or spores,
SV F6, ML 12]
31a. Navigation Room
An adamantine steel cylinder, dotted with blink-
ing lights, occupies the center of this large room.
There are many resin dials and buttons on the
cylinder, which emits a faint but continuous whir-
ring sound. From the middle of the cylinder, an
orichalcum pole extends up towards the ceiling.
Arrayed on the walls around the cylinder are thir-
ty-two vitreum panels, resembling windows. Most
of the windows seem to look out onto a night
sky. A few display what appear to be oating rocks,
while others are gray and distorted, showing noth-
ing but ickering lines.
The cylinder is an astral beacon which drew the
attention of the astral reavers to this level. Pushing
and turning the buttons and dials on the beacon
causes its antenna (the orichalcum pole) to move
up and down, which tunes in the view screens
(windows) arrayed around the room to different
astral frequencies. When this occurs, some view
screens will show different images while others will
be become gray and distorted. If characters have
used the machinery in the Control Room (Room
20) to cut the power to the navigation beacon, then
the beacon will emit neither light nor sound, and
the view screens will be opaque black vitreum.
The room is currently occupied by three astral reaver
ghters (see Appendix C, New Monsters, p. 333). One
of them is investigating the cylinder while the others
are on watch. All three will attack any intruders.
Astral Reaver Fighters (3) [AL C, MV 60
(20), AC 3 (plate mail), HD 5, HP 28, 24,
19, #AT 1, DG 1d10 (two-handed swords),
SV F5, ML 10]
31b-d. Teleportation Pads
The oor of each of these rooms is set with a
raised pad of circular, silvery-black azoth-infused
steel. All of the rooms are otherwise empty, save
for Room 31d, which holds the skeleton of a man,
many of whose bones have been charred and fused
together in unnatural ways.
If the Navigation Room (Room 31a) is current-
ly receiving power from the Control Room (Room
21), anyone stepping on one of these pads can be
instantly teleported wherever the operator of the
Teleportation Device (Room 34) sends them. At
present, Room 31b and 32c will both safely teleport
characters to the Portal to Areon (Room 8) on The
House of Portals (Level 3A). Each teleportation is
accompanied by a slow, brassy chime and a shower
of golden particles.
Room 31ds pad is damaged, however. A char-
acter stepping onto this panel must make a success-
ful saving throw versus Death or die in agony as
his body is scanned, dematerialized, and then re-
materialized back on the pad in a grossly distorted
manner. A cleric henchman or hireling present when
this occurs must make an immediate ability check
versus INT or exclaim, Hes dead, sir!
THE DIVINITARIUM
Level
0
309
32. Hallway
The walls, ceiling, and oor of the area are ee-
rily spotless compared to the rest of the level. The
hygienic nature of the hallway is due to the large
ochre jelly which resides here. The jelly has been
trapped between the Navigation Room (Room 31a)
and the Otherworldly Vault (Room 33) so long
that it has stripped away the organic matter on
every available surface in the area. Needless to say,
it is quite hungry.
Ochre Jelly (1) [AL N, MV 30 (10), AC 8, HD
5, HP 39, #AT 1, DG 2d6, SV F3, ML 12]
33. Otherworldly Vault
The door here is a locked adamantine steel hatch.
Within lies a small trove of items brought to Dwim-
mermount from visits to the Four Worlds. Though
some of the trove was looted shortly before the fall
of the fortress, much of it still remains. At present,
it consists of 6,500 sp; 950 gp; an azoth-infused
silver medallion, set with bloodstones, from Areon
(1,600 gp); a white orb from Ioun (75 gp); a pair
of jade earrings from Kythirea, fastened in the shape
of scarab beetles (100 gp each); a wrought silver
anklet with ivory dangles from Kythirea (400 gp);
a ring of re resistance; and a long sword +1, +2 vs.
spellcasters. The ring is made of pure moonsilver
and is set with a large piece of obsidian. The long
sword is a curved single-edged weapon made of
starmetal, with a Kythirean ebony hilt with green
lacquer. A former weapon of the Kythirean war-
rior-women, it has the name Eld-slayer in their
tongue etched on its blade.
34. Teleportation Device
Located in the northwest portion of this room is
a mechanical device that sets the destination of the
teleportation pads in Rooms 31b-d. The device is
made of adamantine steel with a vitreum control
panel featuring three sliding levers (for 31b, 31c, and
31d). Using these levers, the operator can select one
of three destinations on The House of Portals (Lev-
el 3A): the Portal to Areon, the Portal to Ioun, and
the Portal to Kythirea (Rooms 8, 34, and 43 respec-
tively). To operate the device, a character must use
an engineers control rod (see Appendix A, New Mag-
ic Items, p. 318) and make an ability check versus
INT. The referee should make this check in secret.
If the ability check succeeds, the teleportation
pad has been perfectly attuned to its new destination
and may be used safely. If the ability check fails, or
if the operator the teleportation pad lacked an en-
gineers control rod, then the teleportation pad has
been imperfectly attuned.
Every character teleported by an imperfectly
attuned pad must make a roll to survive the shock
of the process, according to the following table:
Constitution Score Chance of Survival
3 5%
4 10%
5 20%
6 30%
7 40%
8 50%
9 60%
10 70%
11 80%
12 90%
13+ 99%
Failure results in immediate death, as the char-
acters body is scanned, dematerialized, and then
rematerialized in a grossly distorted manner. Unlike
the damaged pad (31d, above), an imperfectly at-
tuned pad will send the corpse to its destination.
35. Waiting Room
This small room is musty and water-logged. It
contains six mold-covered wooden chairs arranged
along with the walls, along with similarly covered
scrolls and books in scroll baskets between the
chairs. The dampness and mold has left the scrolls
and books illegible. The mold, which ranges in
shade from ochre to mauve, is harmless.
36. Office
A formidable-looking steel desk and large steel
and resin chair are arranged to face the door of this
damp, clammy room. These furnishings, and the
walls and oor are around them, are covered by
two large patches of olive slime (see Appendix C,
New Monsters, p. 347).
Olive Slime (2) [AL N, MV 3 (1), AC 9, HD
2+2, HP 16, 14, #AT 1, DG metamorphosis,
SV F2, ML 12]
The drawer of the desk holds a smoky quartz
(250 gp) and an engineers control rod (see Appendix
A, New Magic Items, p. 318) but the dampness
and mold has warped the drawer slide. Characters
must force it open or chop apart the desk.
LEVEL 0
Chapter
20
310
37. Moldering Barracks
The northern door to this room is damaged and
full of holes, allowing characters approaching from
that direction to look within. Inside, twenty wood-
en beds and footlockers are neatly arranged in three
rows, but all are rotting from dampness and over-
grown with various shades of mold. Two patches
are actually yellow mold, one of which is located
so close to the north door that opening it will
immediately trigger the yellow molds attack.
Yellow mold (2) [AL N, MV 0, AC Always
hit, HD 2, HP 13, 11, #AT 1, DG 1d6 +
special, SV F2, ML NA]
There is a single footlocker that has survived the
cold and damp undamaged. It contains a map lead-
ing to a treasure buried on the slopes of Dwim-
mermount worth 14,000 gp.
38. Latrine
The oor of this large, communal latrine and
washroom is almost entirely covered in stagnant
water thickened with blue-green algae. All of the
xtures in the room are shattered or broken, and
the water pipes connecting the xtures to the walls
drip continuously, which keeps the room damp and
mildewy. The latrine is now the lair of four algoids
(see Appendix C, New Monsters, p. 331), which
are quiescent within the water until another living
thing enters the room.
Algoids (4) [AL N, MV 20 (6), AC 4, HD
5, HP 28 (2), 26, 25, #AT 2, DG
1d8+4/1d8+4 + mind blast, SV F5, ML 12]
Characters affected by diminution, or creatures
such as normal rats or insects, can traverse the
water pipes from the latrine here onto other levels
of Dwimmermount. See Chapter 6, Overview of the
Dungeon, p. 74, for details on traversing the
water pipes if necessary.
39. Trophy Room
A pair of triumphal columns of polished red
areonite rise oor to ceiling, engraved with scenes
of Eldritch exploration across the Four Worlds.
Between the columns are vitreum cases, and along
the rooms u-shaped walls are polished areonite
shelves, all holding various trophies from the Four
Worlds. These include:
An ornate arm band from Kythirea (800 gp),
depicting one of its warrior women in battle.
An azoth-infused silver medallion (400 gp)
from Areon.
A hairpin made from the bone of a Kythirean
land worm (200 gp).
A prism-shaped dusty rose ioun stone from
the moon of Ioun.
A suit of plate mail armor +1, fashioned from
the carapace of a Kythirean death beetle
A shield +2 made from Kythirean ebony
polished to a mirror-like sheen
A dagger +1, fashioned from the rune-etched
fang of an Areon sand dragon
A large wooden branch from a Kythirea
oating willow, which oats three feet above
the ground (functions as a oating disc).
40. Intersection
A black pudding creeps around this area, attack-
ing any who come by.
Black Pudding (1) [AL N, MV 60 (20), AC
6, HD 10, HP 38, #AT 1, DG 3d8, SV F5,
ML 12]
41. Red Monolith
A large, asymmetrical monolith of polished red
areonite stands alone at the center of this room.
The monolith stretches nearly ten feet high and
has no markings to mar its perfectly reective
surface. A magic-user (or other arcane spellcaster)
who stares into it at his own reection has a 50%
chance of having all of the spells he memorized
for the day being refreshed and a 50% chance of
having 1d4 of his highest level spells being stolen
from his memoryrandomly determined by the
referee. Once a magic-user has gazed into the
monolith, he cannot be effected by it again until
he has rested for at least 8 hours.
If a character incapable of casting arcane spells gaz-
es into the monolith, he sees only his own reection.
42. Archive
Behind a locked areonite door is an intact library,
consisting of approximately one hundred volumes
of books, codices, and scrolls spread out across a
series of areonite bookshelves lining the walls. The
volumes focus almost exclusively on information
about the Four Worlds and their inhabitants. The
books, in total, weigh 300 lbs. and are worth ap-
proximately 10,000 gp to scholars of other worlds.
0-42: If a player character
capable of speaking High
Thulian spends at least
one week reviewing the
books, the referee should
give the player access to
Appendix E and the de-
tails it contains. In addi-
tion, characters studying
the books will learn num-
bered facts 1-3, 2-2, 3-2,
and 3-5.
Original Dungeon Key for Level 3A, The House of Portals by James Maliszewski.
Original Dungeon Key for Level 3A, The House of Portals by James Maliszewski.
Section
3
Appendices
Amulet Against Possession
The wearer of this copper amulet is rendered
immune to magic jar, possession, and other effects
of a similar nature, including demon possession.
Areonite Panoply
The battle armor of the Red Elven legions, a
complete areonite panoply consists of cuirass,
greaves, and vambraces cast from azoth-infused
areonite. The complete panoply weighs 40 lbs.
and confers armor class 3. Common soldiers
often wear just the cuirass; this weighs 20 lbs.
and confers armor class 4.
Areonite Weapon
An areonite weapon is a crossbow-like device
that unleashes a deadly blast of arcane energy
with each pull of its trigger. Areonite weapons
are fueled by power cells (see below), which they
drain to deliver shots of arcane energy. The en-
ergy drain per shot differs depending on the type
of weapon, as noted below. All areonite weapons
may be red single shot or in a burst. Burst re
doubles the energy drain in exchange for an in-
creased chance of damage (roll the damage dice
twice and take the highest).
Areonite Pistol: Usable with a single hand,
an areonite pistol deals 1d6 damage per hit (1
charge per shot) and has a range of 10/20/30.
Areonite Rie: Requiring two hands to wield,
an areonite rie deals 1d10 damage per hit (3
charges per shot) and has a range of 25/50/100.
The lustrous red mineral known as areonite is
unique to the Red Planet. The Eld long ago
discovered that areonite infused with azoth is a
superb conductor of arcane energy. Areonite
weapons are difcult to construct and maintain,
which is why they have never been widely used,
even in Eldritch military forces. Possessing an
areonite weapon is generally a mark of prestige or
long service, though some elite forces have in the
past been equipped entirely with these weapons.
Now, as Eldritch civilization grows ever more
decadent and introspective, areonite weapons are
becoming ever rarer.
Astral Vessel
Astral Space is a vast expanse suffused with
luminiferous ether that behaves in a liquid-like
fashion when interacting with objects of conven-
tional matter. The Four Worlds and other stellar
bodies bob like corks in this ether, and between
them it ows in treacherous currents of greater
or lesser force, depending on gravitational cor-
relates only dimly understood in the current era.
An astral vessel is a craft capable of sailing on the
ether in the same manner that a sailing ship sails
through water.
A typical astral vessel has a length of 75 125
feet, a height of 20 30 feet, and a beam of 30
New Magic Items
A
APPENDIX
APPENDIX A
316
40 feet. A 20- to 35-foot bowsprit (spar) extends
from the prow to help it cut through the ether.
Unlike a sailing ship, an astral vessel has a com-
pletely sealed hull made of argent steel, giving it an
appearance akin to a submarine or two metal sail-
ing ships glued together along their top decks. It
can carry 30,000 lbs. of cargo in addition to crew.
A pair of artillery pieces can be mounted in ring
castles at the bow and stern. An astral vessel has AC
2 and 250 to 360 structural hit points (see Labyrinth
Lord, p. 57).
To travel, an astral vessel deploys invisible sails
of force that are propelled by the luminiferous ether.
On a terrestrial world such as Telluria, these sails
enable the astral vessel to y at a rate of 360 feet
per round or 180 miles per day. In Astral Space,
the vessels velocities are vastly greater. The table
below shows the relative travel times between the
Telluria Ioun Kythirea Areon
Telluria - 2 days / 8 days 7 days / 28 days 24 days / 96 days
Ioun 2 days / 8 days - 5 days / 20 days 22 days / 88 days
Kythirea 7 days / 28 hours 5 days / 20 days - 17 days / 68 days
Areon 24 days / 96 days 22 days / 88 days 17 days / 68 days -
Four Worlds at their closest approach and farthest
distance.
Referees can adjust the travel time required by
using the Water Conditions table (Labyrinth Lord,
p. 57) to simulate the variance of Astral currents,
or develop a system of their own design.
An astral vessel is typically crewed by a captain,
an astral navigator, and 20 sailors. Since there is no
air in Astral Space, the crew must either remain
within the vessels sealed hull, or wear belts of adap-
tation (see New Magic Items, p. 317) or similar
items in order to survive. The vessels sealed hull
holds enough air for 2 weeks of operation before
needing to be refreshed at a planet.
Athame of Law
When held by a Lawful magic-user, this
white-hilted knife inicts a -1 penalty to the saving
throws of any Chaotic creature targeted by the
magic-users spells. A magic-user of any other align-
ment will suffer damage each round- as per sentient
magic weapons (Labyrinth Lord, p. 121)he at-
tempts to handle an athame of law, 1d6 per round
if he is Neutral and 2d6 per round if he is Chaotic.
For characters other than magic-users, the athame
of law acts as a magical dagger without any bonus-
es. Equivalents of this item a black-hilted athame
of chaos and a grey-handled athame of neutrality - are
rumored to exist outside Dwimmermount.
Bag of Tricks
This small sack appears normal and empty. How-
ever, anyone reaching into the bag feels a small,
fuzzy ball. If the ball is removed and tossed up to
20 feet away, it turns into an animal. The animal
serves the character who drew it from the bag for
1 turn, until slain, or until ordered back into the
bag. Use the following table to determine what
animal is drawn.
Roll 2d8 Animal Type
2 Bear, black
3 Bear, cave
4 Boar
5 Camel
6 Cat, large, lion
7 Cat, large, tiger
8 Herd animal, antelope
9 Herd animal, goat
10 Herd animal, buffalo
11 Horse, war
12 Mule
13 Rat, ordinary
14 Rhinoceros
15 Shrew, giant
16 Toad, giant
NEW MAGIC ITEMS
317
The war horse appears with harness and tack
and accepts the character that drew it from the bag
as a rider. Animals produced are always random,
and only one may exist at a time. Up to ten animals
can be drawn from the bag each week. The referee
decides randomly which animal is drawn.
Belt of Adaptation
These belts have a silvery sheen but leathery
texture. When buckled on, a belt of adaptation
wraps the wearer in a shell of fresh air, making him
immune to all harmful vapors and gases. The belt
can enable the wearer to survive in an environment
without air for one month, but then permanently
loses its potency.
Book of Lawful Wisdom
This magical book may be read by lawful clerics.
Study takes 1 week, after which time the cleric
permanently gains 1 point of WIS and enough
experience points to take him to the midpoint of
the next level. Neutral clerics who read or handle
the book lose 2d4 10,000 XP. Chaotic clerics lose
experience to reduce them to the start of their
previous level. Magic-users or elves must save versus
Spells or lose 1 point of INT permanently. Those
who succeed in the save lose 2d10 x 10,000 XP. All
other classes are unaffected by handling the book,
except assassins; these must succeed in a saving
throw versus Death or be instantly slain.
Book of Infinite Spells
This tome is really a collection of bound magical
scrolls. If touched by a character who is unable to
cast spells, he suffers 5d4 hit points of damage and
is stunned for the same number of turns. This is a
one-time occurrence for that particular character.
Thereafter, a character, regardless of spell casting
ability, is able to use spells on the pages of the tome
as if cast from a scroll. The specic contents of the
page are determined randomly per page. There are
20+1d10 pages in any book found. Refer to the
table below:
Roll d20 Page Contents
1-5 Cleric spell
6-9 Druid spell
10-11 Illusionist spell
12-17 Magic-user spell
18-20 blank
Any time a page is turned, the previous page
becomes blank. Otherwise, a character can cast the
spell on an open page one time per day. If the spell
is normally usable by the character (by class and
level), he may cast it 4 times per day. The owner of
the book may store it in another location, open to a
page, and still benet from the powers of the book.
However, there is a base 10% chance any time a spell
is used that the page turns of its own volition. This
probability is modied by +10% if the spell is not of
a level or class normally available to the owner, or
+20% if the character is not of a spell using class.
Nothing can prevent a page from turning.
Brazen Head
Once the cult of Turms Termax gained control
over the Thulian throne, its hierophants took on
roles of importance throughout the empire, acting
as advisers to provincial governors, military leaders,
and even the clerics of the state-sanctioned Great
Church. Each of these hierophants brought with
him a peculiar magical device known to later gen-
erations as a brazen head.
As its name suggests, a brazen head is a brass
representation of a mans headthat of Turms
himself, according to some sources. However, the
head is enchanted and possesses two unique func-
tions. Firstly, once every three days, its user may
commune directly with Turms Termaxas per the
5th-level cleric spell of the same namewith the
gods answers issuing from the mouth of the head.
Secondly, its user can, if the proper command words
are known, communicate by speech with the user
of any other brazen head within ve miles of his
current location.
Brazen heads were never produced in large num-
bers, but, over the centuries, enough were crafted
that they can still be found in Thulian ruins every-
where. Likewise, many magic-usersnot to mention
groups like the Argent Twilightseek out brazen
heads, using them as a means to gain access to the
secret wisdom of Turms. Others seek out the heads
to destroy them, believing them to be a tool by
which the god of magicor his contemporary
cultseeks to spread his inuence throughout the
world. Indeed, there are many who claim that the
brazen heads only selectively tell the truth, so as to
seduce their users into the unwitting service of the
Thrice-Great. There are similar claims that contin-
ued use of a brazen head leads to religious mania,
with the user forsaking all other deities in favor of
Turms. True or not, there are many superstitions
about the brazen heads and the mere mention of
them is enough to frighten some who fear and
revile Termax and his once-mighty cult.
APPENDIX A
318
Brooch of the Terrim
This clasp made of bluish metal identies the
wearer as a friend of the Terrim, enabling him to
bypass the guardians of the City of the Ancients
(Level 9). In addition, when the brooch is attached
to a cape or cloak, it grants a measure of invisibil-
ity similar to an elven cloak. As long as the wearer
makes no attacks, he will only be noticed by an
observer on a roll of 1 on 1d6. A brooch of the Ter-
rim is worth 1,000 gp to antiquities dealers.
Cerecloth Robes
These dark purple robes have a slightly stiff, waxy
feel to them. Made from the same material tradi-
tionally used to wrap a corpse during Thulian buri-
al rites, they allow the wearer to be accepted as
undead by other undead creatures. The effects of a
cerecloth robe end for any undead creatures who
witness the wearer casting divine spells or taking
any hostile action towards the undead, and intelligent
undead may overcome the effect by succeeding on
a saving throw versus Spells. Only one saving throw
per group is made, such that a single roll would
determine whether a party of twelve adventurers all
wearing cerecloth robes are attacked during an en-
counter with four vampires. Cerecloth robes may be
worn over a suit of armor, but their effect cannot be
combined with other magical robes or cloaks.
Container of Curing
This thick, slightly smoke glass ask carries a potent
dweomer. If lled with water and shaken vigorously,
the container of curing will transform the uid with-
in into a potion of healing. The effect functions no
more than once every 48 hours, no matter how vig-
orously adventurers may shake the ask.
Crystal of
Controlling Quintelementals
This small, smoky crystal can be used to summon
and control one quintelemental (see Appendix C,
New Monsters, p. 349) per day as the spell conjure
elemental (Labyrinth Lord, p. 29). The user must
ready the magic item and conduct rituals that take
one turn prior to the summoning. The summoning
itself takes one round. Once a quintelemental is
summoned, the conjurer must maintain his con-
centration in order to give commands.
Dagger +1, Venom
This black +1 dagger has a serrated edge. It may
contain up to six doses of poison with one dose
being delivered into a victim on an attack roll of 20.
The poison may be relled, but the dagger +1, ven-
om can only contain one type of poison at a time.
Dwimmersilk Garments
These garments are made of a gossamer fabric
infused with azoth, imparting a characteristic sil-
very-black color. When worn, dwimmersilk garments
confer protection equivalent to leather armor (AC7)
without restricting movement or being in any way
heavier than ordinary cloth. Thus, a magic-user
could wear dwimmersilk garments without penalty.
Energion Crystals
These green, translucent crystals are used to
infuse articial spirits into constructs of stone and
metal in The Foundry (Room 62) of The Manu-
factory (Level 6B). A single energion crystal provides
enough life force for a single dwarf or dworg. The
Great Ancients used hundreds, perhaps thousands,
of energion crystals to create each of their Servitor.
The exact process of making Energion crystals has
been lost, but it is known that it requires the use
of azoth-infused crystals found in the Crystal Cave
(Room 25) of The Deep Hollows (Level 7). Ener-
gion crystals can be recharged with a power cell at a
cost of 24 charges.
Engineers Control Rod
This black metal baton measures slightly more
than a foot in length. Holding the rod gives the
wielder complete immunity to all damage from
electricity and electrical attacks. Furthermore, it
activates certain mechanical devices within Dwim-
mermount. These devices are noted in the room
descriptions of the dungeon (Chapters 8 20).
Environment Suit
This heavy suit of protective gear includes over-
alls, gloves, and boots made of a silvery-gray ma-
terial (alchemists resin) as well as an opaque vitre-
um helmet that ts on top of the suit. An intact
environment suit renders its wearer immune to
adverse effects from his surroundings, including
general hazards such as poison gas as well as dangers
specic to Dwimmermount such as splashes of, or
immersion in, azoth (see Appendix F, p. 377); the
negative effects of the Crystal Resonance Chamber
(Room 48) on the Manufactory (Level 6B); and
infection by the spores of the Locked Chamber
NEW MAGIC ITEMS
319
(Room 22) of the Divinitarium (Level 0). An en-
vironment suit can be worn over other armor or
clothing, but its stiff bulk prevents the wearer from
casting any type of spells. An environment suit will
become torn if its wearer is damaged by a slashing
or piercing attack. A torn environment suit does
not grant immunity to adverse effects, but does
provide its wearer with a +2 bonus to saving throws
made against such effects.
Feather Token
Each of these items is a small feather that has a
power to suit a special need. The kinds of tokens
are described below. Each token is usable once.
Determine randomly which token is found by roll-
ing 1d6.
Anchor: When attached to a boat, this token
renders the craft in water immobile for up to one
day.
Bird: This token transforms into a bird the size
of a giant roc which remains for a single day or
until dismissed. It accompanies the summoner
wherever he goes and will not only repel other
avian attacks, but is also capable of transporting
four adventurers and their personal equipment.
Fan: This token forms a huge apping fan, caus-
ing a breeze of sufcient strength to propel one
ship. This wind is not cumulative with existing
wind speed. The token can, however, be used to
lessen existing winds, creating an area of relative
calm or lighter winds, but it will not affect wave
size in a storm. The fan can be used for up to eight
hours. It does not function on land.
Swan Boat: This token forms a swanlike boat
capable of moving on water at 240 (80). It can
carry eight horses and gear or thirty two hu-
man-sized beings or any equivalent combination.
The boat lasts for one day.
Tree: This token causes a great oak to spring into
being (5 feet diameter trunk, 60 feet height, 40
feet top diameter).
Whip: This token forms into a huge leather whip
that can be wielded against any opponent desired.
It is a +1 weapon, and any opponent struck by it
must make a saving throw versus Spells or become
entangled for 1d6+1 rounds. The whip lasts no
longer than six turns.
Firestone
These green, powdery stones crumble if squeezed
too rmly. When exposed directly to re, restones
will explode, dealing 1d6 points of damage to all
within a 5 foot radius. They are typically found in
quantities of 3d6.
Glow Bulb
This hollow, grapefruit-sized glass orb contains
a clear uid derived from azoth. A coin-sized
orichalcum screw is set on the bottom of the orb.
Touching the orichalcum plate to a power cell or
other power source activates the uid within. There-
after the glow bulb emits light as bright as a torch
for up to 12 days. The liquid within the bulbs is
highly toxic if imbibed (make a saving throw versus
Poison at -2 or die) and acts like oil that burns for
twice as long if set alight. The liquid is consumed
over the course of the bulbs duration. A fully-fueled
bulb is worth 65 gp.
Golem Manual
This magical book contains the procedures for
constructing a specic type of golem. The book must
be referenced during the entire construction. Once
nished the book must be crushed into dust, and
the dust then rubbed over the golem to provide its
nal animation. Roll on the table below to determine
which type of manual is found, and the associated
cost and construction time for each golem type.
Roll d00 Type Cost Time
01-10 Amber 75,000 gp 2 months
11-40 Bone 40,000 gp 4 weeks
41-50 Bronze 90,000 gp 4 months
51-65 Clay 65,000 gp 4 weeks
66-75 Flesh 45,000 gp 2 months
76-80 Iron 100,000 gp 4 months
81-90 Stone 80,000 gp 3 months
91-00 Wood 60,000 gp 4 weeks
Greater Brooch of the Terrim
This emblem of bluish metal resembles a more
ornate brooch of the Terrim and enables its bearer
to approach the Tomb of the Sleeping God in the
City of the Ancients (area 3, level 9) unmolested.
If the greater brooch is attached to a cape or a cloak,
it grants its wearer a +2 bonus to saving throws
versus Spells.
Greater Termaxian Passkey
Shaped like a caduceus fashioned from azoth-in-
fused gold, a greater Termaxian passkey identies
the bearer and his companions as a leader of the
cult of Turms Termax. The passkey also protects
the bearer with a continuous protection from evil
effect. Some magical and otherworldly creatures
associated with the cult will not attack the bearer
and his companions; such creatures will be noted
when they appear in the dungeon.
APPENDIX A
320
Helm of Astral Movement
Lowering the crystal visor of this magic item
allows the wearer to perceive quintessence, the
ethereal fth element. Looking through the
visor, items and creatures which are enchanted,
invisible, or inherently magical will be seen. The
eld of vision is 10 wide and normally extends 30
from the wearer, but creatures or items which are
infused with azoth can be seen at twice this distance
and concentrations of pure azoth can be seen up
to 120 away. Ordinary matter does not block this
perception, although an enchanted door could
obscure detection of an invisible creature on the
other side.
The helm of astral movement was designed so
that voyagers on the Astral Plane could travel out-
side an astral vessel (see p. 315) for short distanc-
es without being swept away by ether currents or
caught unawares by astral beasts. This original
purpose may be relevant within the scope of Dwim-
mermount if characters y the astral vessel out of
the Hangar (Room 19) of the Divinitarium (Level
0) and into space.
Holy Phalange
A holy phalange is the nger-bone of a Lawful
cleric martyred for his faith. When held by a Law-
ful character, the phalange will grow warm when-
ever Chaotic enemies are within 50 feet. If held by
a Chaotic character, the relic deals 1d6 points dam-
age per round. Neutral characters gain neither bane
nor boon from holding the relic, though it does
feel uncomfortably cold to the touch.
Horn of Valhalla
This magic instrument comes in four varieties.
Each appears to be normal until someone speaks
its command word and blows the horn. Then the
horn summons a number of human berserkers to
ght for the character who summoned them. Each
horn can be blown just once every seven days. Roll
d% and refer to the table below to see what type of
horn is found. The horns type determines what
berserkers are summoned and what character class
is needed to use the horn.
Any character who uses a horn of Valhalla but
doesnt have the prerequisite class is attacked by the
berserkers. Summoned berserkers attack anyone the
possessor of the horn commands them to ght
until they or their opponents are slain or until 5
turns has elapsed, whichever comes rst.
Incendiary Granatum
A granatum is a small metallic device roughly
the size of an apple, with indentations across its
spherical surface for ease of grasping. On one side
is a button that, if depressed, causes it to explode
in a shower of re one round later, dealing 5d6
points of damage to anyone within 20 feet of the
granatum (make a saving throw versus Wands for
half damage). A granatum may be thrown with the
same range and chance to hit as a ask of oil.
d% Type of
Horn
Berserkers
Summoned
Prerequisite
Class
01-40 Silver 2d4+2, 2
nd
level None
41-75 Brass 2d4+1, 3
rd
level Cleric, Fighter, Thief
76-90 Bronze 2d4, 4
th
level Cleric, Fighter
91-100 Iron 1d4+1, 5
th
level Fighter
NEW MAGIC ITEMS
321
Incense of Obsession
These blocks of incense appear to be incense of
meditation. If meditation and prayer are conducted
while incense of obsession is burning nearby, its odor
and smoke cause the user to become totally con-
dent that his spell ability is superior, due to the
magic incense. The user is determined to use his
spells at every opportunity, even when not needed
or when useless. The user remains obsessed with
his abilities and spells until all have been used or
cast, or until 24 hours have elapsed. A total of 2d4
blocks of incense are found.
Ioun Stones
These crystalline stones were mined on the moon
of Ioun by the Great Ancients, who highly prized
their magical properties. Ioun stones always oat in
the air and must be within 3 feet of their owner to
be of any use. When a character rst acquires a stone,
he must hold it and then release it, whereupon it
takes up a circling orbit 1d3 feet from his head.
Thereafter, a stone must be grasped or netted to
separate it from its owner. The owner may volun-
tarily seize and stow a stone (to keep it safe while
sleeping, for example), but he loses the benets of
the stone during that time. Ioun stones have AC 4
and 10 hp. A total of 1d10 stones will be found, to
be determined randomly. There is a 10% chance that
any stone found is gray, burned out, and worthless.
Iron Lantern
Wrought from unadorned iron, the iron lantern
appears to be a simple illumination device with a
single glass lens, which can be removed and changed
for another. An iron lantern is usually found with
1d4 lensesadditional ones being held in a leath-
er bag often attached to the lantern itself. When
the lantern is lit, it casts light within a 30 foot
radius which counters magical darkness as per the
light spell. In addition, while lit, an iron lantern
grants its holder the ability to turn undead as if he
were a 9th-level cleric (clerical holders are treated
as their current level +3 or 9th-level, whichever is
higher). After a single instance of turning, the lens
in the lantern turns black and it ceases to shed light
until the lens is replaced.
Javelin of Lightning
This javelin can strike creatures that can be hit
by +2 weapons, but this bonus does not apply to
hit or damage rolls. When the javelin strikes, it
creates a lightning blast that is 30 feet long and 5
feet wide, originating at the point of impact. A
being struck directly by the javelin takes 1d6+20
points of damage. Any creature caught in the elec-
trical discharge take 20 points of damage, but can
make a saving throw versus Spells for half damage.
The javelin is consumed in the attack. When found,
there will be 1d4+1 javelins rather than just one.
Knowledge Record
A knowledge record is a repos-
itory of information that covers a
single topic in great detail. It ap-
pears as a metal disk, approxi-
mately one foot across, made from
a dull silvery material, with
grooves and marks on its surface,
though nothing that looks like
writing. Casting read languages
will reveal the contents of a knowl-
edge record in broad terms, but
accessing the records full details
requires mechanical devices such
as those found in the Arcane Li-
brary (Room 37 of Level 3B) or
Analytical Engine (Room 13d on
Level 6B). When a knowledge re-
cord is read by a mechanical de-
vice, a disembodied voice will
begin to recite general informa-
tion about the subject covered by the disk. More
advanced devices can advance, halt, and resume the
data recital, or allow for queries about specic in-
formation about the knowledge records subject.
Color Shape Effect
Clear Spindle Sustains creature without food or water
Dusty rose Prism 1 bonus to AC
Deep red Sphere +1 to DEX
Incandescent blue Sphere +1 to WIS
Pale blue Rhomboid +1 to STR
Pink Rhomboid +1 to CON
Pink and green Sphere +1 to CHA
Scarlet and blue Sphere +1 to INT
Vibrant purple Prism Stores 1d6 spells, as a ring of spell storing
Iridescent Spindle Sustains creature without air
Pale lavender Ellipsoid Absorbs spells of 4
th
level or lower
Pearly white Spindle Regenerates, as the ring
Pale green Prism +1 character level
Lavender and green Ellipsoid Absorbs spells of 8
th
level or lower
After absorbing 1d4x10 spell levels, the stone burns out and turns dull gray, forever useless.
After absorbing 2d4x10 spell levels, the stone burns out and turns dull gray, forever useless.
APPENDIX A
322
Precisely what information any given knowledge
record contains is left to the referee to decide. As a
rule of thumb, a knowledge record will have infor-
mation similar to that which a sage specialized in
the same topic would know.
Mask of Breathing
This leather face mask grants the wearer immu-
nity to all poisonous gases while worn. Wearing
the mask precludes wearing a helmet and impedes
spellcasting of any sort.
Medallion of Light
A medallion of light appears as a circular neck
ornament, normally fashioned of bronze, brass, or
copper, set with a central crystal. If the medallions
crystal is pressed, it will shed light equal to torch-
light, sufcient to illuminate a 30 radius area. The
light lasts until the crystal is pressed again, or 6
turns elapse, whichever comes rst. Nothing pre-
vents its wearer from pressing the crystal again,
however; the medallion of light may be used as
often as desired.
Net of Entanglement
This 10 foot square magical net may be thrown
at an opponent 20 feet away to entangle him. The
rope is extremely tough, requiring the equivalent
of STR 20 to break free. The net turns away attempts
to cut it, so it must be chopped or hacked, with an
effective AC of 9. Alternatively, the net can be
placed on the ground or hung in the air, and will
drop or entangle with a command word.
Net of Snaring
This net can only be used underwater, but func-
tions otherwise like a net of entanglement. It also
springs at an opponent if the command word is
given, to a maximum distance of 30 feet.
Nutrient Packet
These freeze-dried rations are nearly tasteless
but contain a restorative mixture of electrolytes,
enzymes, and vitamins. When a nutrient packet is
eaten, the character who ate it will heal a number
of hit points equal to his Constitution score after
his next 8-hour rest. Nutrient packets are found in
quantities of 2d12.
Oil of Caustic Slipperiness
A vial of this slick, red, acidic goo can cover 10
square feet. Characters that tread on oil of caustic
slipperiness immediately take 1d6 points of damage
and must make an ability check v. DEX at 3.
Failure results in falling to the ground and taking
another 1d6 points of damage. To stand up requires
a further DEX check, with failure resulting in more
damage, as before. The penalty to the DEX check
is negated if a fallen character is aided by a charac-
ter not currently standing on the oil, having been
thrown a rope, etc. The oil can be easily washed
away with ordinary water.
Pastille of Life
These appear as small white lozenges of thickened
syrup. If a pastille of life is placed within the mouth
of a man who has been dead no more than ten days,
he is restored to life, as if the spell raise dead had
been cast by a 9th-level cleric. The pastilles will not
work on any other race.
Pearl of Power
This seemingly normal pearl of average size and
luster is a potent aid to magic-users. Once per day on
command, a pearl of power enables the possessor to
recall any one spell that he had previously memorized
and then cast. The spell is then available to him to
cast again, just as if it had not been cast earlier. The
spell must be of a particular level, depending on the
pearl. Different pearls exist for recalling one spell per
day of each level from 1st through 6th and for the
recall of two spells per day (each of a different level).
Determine the type of pearl randomly. Note that there
is a 5% chance that the pearl is cursed to have the
opposite effect of making the magic-user forget a spell
each day. These pearls cannot be discarded unless
remove curse or a similar spell is cast.
Roll d100 Spell Level
01-20 1st
21-40 2nd
41-60 3rd
61-75 4th
76-85 5th
86-99 6th
00 Roll 1d6 for spell level, can recall 2 spells.
Periapt of Foul Rotting
This engraved gem appears to be of little value. If
any character keeps the periapt in his possession for
more than 1 day, he contracts a terrible rotting afic-
tion that permanently drains 1 point of DEX, CON,
and CHA every week. The periapt (and the afiction)
can be removed only by application of a remove curse
spell followed by a cure disease and then heal, limited
wish, or wish. The rotting can also be countered by
NEW MAGIC ITEMS
323
crushing a periapt of health and sprinkling its dust
upon the aficted character, whereupon the periapt
of foul rotting likewise crumbles to dust.
Periapt of Health
This engraved gem appears to be of little value.
If any character keeps the periapt in his possession
for more than one day, he gains immunity to all
disease, including supernatural diseases.
Potion of Neutralize Poison
This potent antivenin detoxies any sort of poison.
A poisoned creature imbibing the potion suffers no
additional effects from the poison; if poured down
the throat of a creature slain by poison in the last 10
rounds, the potion revives the creature with 1 hit point.
Power Cell
This small, at, circular piece of metal can recharge
any magical device with charges, such as rods, staffs,
and wands, when it is inserted into the slot of the
appropriate size on the rim of the power cell. A pow-
er cell may also be used to activate other items found
within Dwimmermount. Each power cell can impart
fteen charges or device activations before it is ex-
hausted. The secret of creating these items was lost
with the fall of the Thulian Empire, but devices
survive within Dwimmermounts Manufactory (Lev-
el 6B) which can refresh an exhausted power cell.
Rod of Captivation
With the expenditure of one charge, all monsters
and characters within a 20 feet radius are charmed
by the wielder for one turn so long as they possess
minimal intelligence. All charmed beings hold noth-
ing but respect and awe for the wielder, and will
seek to please him by doing nearly anything short
of harming themselves or violating their alignment.
Rod of Lordly Might
This rod has functions that are spell-like, and it
can also be used as a magic weapon of various sorts.
It also has several more mundane uses. The rod of
lordly might is metal, thicker than other rods, with
a anged ball at one end and six stud-like buttons
along its length. It weighs 10 pounds, and a strength
of 16 or greater is necessary to wield it. Any char-
acter with less than 16 strength suffers an attack
penalty of 1 per point below 16.
The rod has the following spell-like functions,
and each costs 1 charge:
Fear upon all enemies viewing it, if the
wielder so desires (60 feet maximum range).
The target is allowed to make a saving throw
versus Spells.
Paralyze upon touch, if the wielder so com-
mands. The wielder must choose to use this
power and then succeed on a melee touch
attack to activate the power. If the attack
fails, the effect is lost. The target is allowed
to make a saving throw versus Spells.
Deal 2d4 hit points of damage to an opponent
on a successful touch attack (no save) and cure
the wielder of a like amount of damage.
The following weapon functions of the rod do
not require the use of charges:
In its normal form, the rod can be used as
a +2 mace.
When button 1 is pushed, the rod becomes
a +1 ame tongue sword. A blade springs
from the ball, with the ball itself becoming
the swords hilt. The weapon lengthens to
an overall length of 3 feet.
When button 2 is pushed, the rod becomes
a +4 battle axe. A wide blade springs forth at
the ball, and the whole lengthens to 4 feet.
When button 3 is pushed, the rod becomes
a +3 spear. The spear blade springs forth,
and the handle can be lengthened up to 12
feet (wielders choice), for an overall length
of from 6 feet to 15 feet. At its 15 feet
length, the rod is suitable for use as a lance.
The following other functions of the rod do not
employ charges:
When button 4 is pushed, a spike that can
anchor in granite is extruded from the ball,
while the other end sprouts three sharp
hooks. The rod lengthens to anywhere be-
tween 5 feet and 50 feet in a single round,
stopping when button 4 is pushed again.
Horizontal bars three inches long fold out
from the sides, 1 foot apart, in staggered
progression. The rod is rmly held by the
spike and hooks and can bear up to 4,000
pounds in weight, making it a highly ser-
viceable climbing pole/ladder. The wielder
can retract the pole by pushing button 5.
The ladder function can be used to force
open doors. The wielder plants the rods base
30 feet or less from the portal to be forced
and in line with it, then pushes button 4.
The force exerted grants +4 to forcing doors.
When button 6 is pushed, the rod indicates
magnetic north and gives the wielder knowl-
edge of his approximate depth beneath the
surface or height above it.
Note that this rod may never be recharged. When
the charges are expired, the functions that require
charges may not be used again, and neither may
the rod be employed as a +1 ame tongue sword nor
a +4 battle axe. These attributes are lost.
APPENDIX A
324
Rod of Opening
This two foot long shaft of metal is usable by
any class and contains 2d6 charges when found.
When touched to any locked opening or objectfor
example, a chestthe rod of opening automatically
opens that lock, lid, door, valve, or portal, wheth-
er secured by ordinary or magical means (provided
that the caster was of 14th-level or lower in the
latter case). Each opening expends one charge. The
rod of opening will also automatically remove ordi-
nary or magical traps on anything listed above, at
the cost of an additional charge.
Shield Belt
This piece of magical technology creates a eld
of arcane energy around the wearer. While active,
the eld resists all forms of damage, including mag-
ic, absorbing the rst 20 points of damage taken
by the wearer per round. The belt operates by means
of a power cell (see New Magic Items, p. 323). Each
minute that the eld is active costs one charge. An
additional charge is expended each time the eld
absorbs 20 points of damage in a round.
Staff of Law
In the hands of anyone other than a Lawful
cleric, the staff of Law functions as merely an ordi-
nary staff. A Lawful cleric, however, will nd it a
potent relic in the service of his god. While bearing
the staff of Law, the cleric is warded as by a protec-
tion from evil 10 radius spell (no charge required).
With the utterance of the proper command words,
the cleric can use the staff to cast the spells bless,
dispel evil, dispel magic, ame strike, or remove curse,
all at the 9th level of effect. Each of these abilities
requires one charge. In addition, with the expen-
diture of a charge and a successful attack roll, the
cleric can strike an opponent with the staff for 2d6
points of damage, like a staff of striking. A staff of
Law will have 2d10 charges when found.
Stun Stick
This weapon is a metal baton that emits an arcane
glow when activated. The stick, when it hits an
opponent, crackles with energy that deals 2d6 dam-
age and stuns the target for 1d6 rounds if a saving
throw versus Paralyzation is failed. The stun stick
uses a power cell (see New Magic Items, p. 323),
each charge of which activates the weapon for one
minute.
Sword +1, Dancing
A dancing sword can be loosed to attack on its
own. The wielder ghts as normal for 4 rounds,
each round adding +1 to the swords magical bonus,
until +4 is reached on the fourth round. The sword
then ghts on its own for 4 rounds at +4. Once the
sword begins ghting on its own, it is considered
wielded by the creature for all purposes of attacking
and dealing damage. While dancing, it takes up the
same space as the activating character and can attack
adjacent foes. The dancing sword will automatical-
ly return to the original wielder after 4 rounds of
attacking independently, so long as the wielder is
within 30 feet of the sword.
Sword +2, Holy Avenger
This +2 long sword becomes a +5 holy avenger in
the hands of a paladin. In addition, when wielded
by a paladin. it provides a 5-foot radius protection
against magic the equivalent of dispel magic at the
paladins level. When used against Chaotic and
evil creatures the sword provides +10 to damage.
Termaxian Pain Amplifier
A sinister-looking device, resembling a large
metal-plated fork, a Termaxian pain amplier is
usually mounted on a wall or ceiling platform by
means of a jointed mechanical arm. If man-hauled,
it weighs 80 lbs. When activated, the pain ampli-
er emits a cone of electrochemical energy 20 feet
long and 5 feet in diameter which intensies the
experience of pain in living creatures.
Any creature within the area of effect which
suffers any damage must make an immediate saving
throw versus Paralyzation, with a 1 penalty per
point of damage (e.g. a character in the pain am-
pliers cone which suffered 5 points of damage
from a sword blow would save versus Paralyzation
at 5). If the saving throw succeeds, the creature
maintains self-control despite intense pain. Other-
wise, the creature is incapacitated with agony for 1
round per point by which the saving throw failed.
If a failed saving throw leaves a creature incapaci-
tated for a number of rounds greater than its Wis-
dom score, then it becomes reduced to servile com-
pliance towards the operator of the pain amplier.
For one turn (10 minutes) thereafter, it will answer
questions and provide assistance as if subject to
charm monster.
If not connected to a xed power source, a Ter-
maxian pain amplier requires a power cell to op-
erate. Each round of operation drains one charge
from the power cell.
NEW MAGIC ITEMS
325
Termaxian Passkey
Shaped like a caduceus fashioned from azoth-in-
fused silver, a Termaxian passkey identies the bear-
er and his companions as a member or ally of the
cult of Turms Termax. The passkey also protects
the bearer with a continuous protection from evil
effect. Some magical and otherworldly creatures
associated with the cult will not attack the bearer
and his companions; such creatures will be noted
when they appear in the dungeon.
Terrim Battle Armor
Terrim battle armor consists of a breastplate,
vambraces, and greaves made of hardened white
alchemists resin worn over a silvery-black dwim-
mersilk bodysuit. A fully-enclosed resin helmet with
a vitreum visor ts on top of the suit. When the
visor is down, the ensemble resembles that worn
by the Iron God. Terrim battle armor confers AC
2 and weighs 25 lbs. It also renders its wearer im-
mune to adverse effects from his surroundings, like
an environment suit. Terrim battle armor will be-
come torn if its wearer is damaged by a slashing or
piercing attack dealing more than 5 points of dam-
age. Torn battle armor does not grant immunity
to adverse environmental effects, but does provide
its wearer with a +2 bonus to saving throws made
against such effects.
Thulian Chain
Thulian chainalso called Thulian mailis a
type of chain mail armor that incorporates embed-
ded steel plates within its chain links for addition-
al protection. During its manufacture, minute
amounts of azoth are worked into its metal, which
grants the wearer of Thulian chain a +1 bonus to
saving throws versus Spells. Thulian chain is light-
er than similar suits of armor (weighing only 25
lbs.) and confers armor class 4 rather than the
usual armor class 5.
Thulian Crossbow
Made of a light metal, a Thulian crossbow weighs
the same as a light crossbow (4 lb.), but does the
same damage as a heavy crossbow (1d8). Owing to
its advanced construction, it can be loaded twice
as quickly as ordinary crossbows, allowing its user
to re a bolt once every round.
Thulian Fuel Cylinder
These canisters of vitreum contain highly rened
azoth. They can be used to power certain machines
built by the ancient Thulians. However, if handled
without proper protection, anyone who touches a fuel
cylinder takes 6d6 damage (make a saving throw versus
Spells for half damage). Safe handling of a Thulian fuel
cylinder requires the character to either be protected
by resist re or be wearing an environment suit.
Thulian Plate
Thulian plate is a type of armor made from ar-
ticulated azoth-infused steel plates. The armor
absorbs the rst ve points of damage done from
each magical attack directed against the wielder. A
suit of Thulian plate confers armor class 1 and
weighs 50 lbs.
Thulian War-Mask
Thulian war-masks resemble demonic faces made
of metal meant to be attached to helmets in order
to terrify foes. The centurions who commanded the
Thulians beastman legions traditionally wore these
masks as a sign of authority. Wearing a Thulian war-
mask confers a +1 bonus to reaction rolls when en-
countering orcs, gnolls, minotaurs, and other beast-
men traditionally subservient to the Thulians.
Tome of Clear Thought
This heavy book contains instruction on im-
proving memory and logic. If anyone reads this
book, which takes a total of 48 hours over a min-
imum of six days, he must begin the mental exer-
cises and practice them daily for 4 weeks. After that
time, the character gains INT +1 permanently.
Once the book is read, the magic disappears from
the pages and it becomes a normal book. No char-
acter may benet from reading more than one of
this type of book.
Tome of Knowledge
There are three tomes of this type, one for law-
ful, neutral, and chaotic magic-users and elves (roll
d6, 1-2 lawful, 3-4 neutral, 5-6 chaotic). When a
character of the appropriate class and alignment
studies the book uninterrupted for 1 week, he gains
enough XP to be midway through the next level of
experience. After the book is used in this way, it
vanishes and the character cannot use a similar tome
again. If a magic-user or elf of the wrong alignment
attempts to read the tome, he suffers 5d4 hp dam-
age and is rendered unconscious for an equal num-
ber of turns. Should a character of another class
attempt to read the book, he must save versus Spells
or be in a permanent state of confusion until remove
curse is cast.
APPENDIX A
326
Tome of Understanding
This thick book contains tips for improving in-
stinct and perception. Its function is identical to the
tome of clear thought, but at the end of the mental
exercises the character gains WIS +1 permanently.
True Water
This primordial liquid is highly prized for its
mystical properties. When untainted by physical
contaminants, true water never boils, evaporates,
or freezes, and cannot be altered or destroyed with
even the mightiest of spells. Indeed, true water acts
as a supernatural solvent, dissolving magical ener-
gies within itself.
If a pint of true water is thrown or poured onto
a single magic item (up to a one foot cube of ma-
terial), it will dissolve some of the magical energies
in the item a single plus, one power, or 1d10
charges unless the item makes a saving throw
versus Death. Items use the saving throws of their
possessor, or if unpossessed, of their creator (usu-
ally an 11th level magic-user). If thrown or poured
onto a creature, any spell effects active on the crea-
ture are subject to being dispelled as if by an 11th
level caster. If a creature bathes or soaks itself in
true water, it will benet from a limited magic
resistance while soaked 50% magic resistance while
bathing and for the rst round after emerging, 25%
for the next turn (10 minutes), and 5% for the
subsequent hour or until dried off. Some sages
theorize that azoth touched by true water might
be returned to its primordial quintessence. See
Appendix G, Secrets of Turms Termax (p. 385) for
details of what this might do.
True water is susceptible to contamination when
transported away from the fresh springs from which
it bubbles. If not stored in a container of pure ad-
amant, orichalcum, or vitreum, it quickly loses its
potency, becoming nothing more than normal
water in 1d10 rounds.
Typhonian Mace
Also known as a Mace of Typhon, these magical
weapons are sacred to the clergy of the Thulian god
of discipline, order, and trade. A Typhonian mace
deals double damage versus creatures infused with,
or created using the substance known as azoth. In
addition, when such a creature is struck in combat
by the mace, a check must be made on the Turning
Undead table. For the purposes of this check, the
target uses its Hit Dice and the maces wielder turns
as if he were the most powerful of Typhons clergy
(currently a 12th level cleric). If the turning attempt
is successful, the azoth creature is obliterated and
all other creatures within 10 are spattered with
azoth (see p. 382 for the potential effects). Note
that devout worshippers of Typhon will see it as their
sacred duty to return a Typhonian mace to the church.
Unseen Ear
This item resembles an oblong marble of green
crystal. It ts snugly in the external auditory canal
of the ear and is almost unnoticeable once in place.
The unseen ear allows telepathic communication
between two or more individuals who each wear
one of these items up to a distance of 120 feet.
Unseen ears may also be linked to a larger telepath-
ic transmitter, which will allow communication
between wearers up to 60 miles away even if they
are on different planes of existence.
Wand of Ice
A wand of ice produces several spell-like effects,
but can only produce one effect per round. The
following effects require the expenditure of 1
charge: an ice storm (as the magic user spell; see
New Spells, p. 329) can be evoked at a distance of
60 feet; or a wall of ice can be brought into existence.
The wall always has a thickness of 6 inches, but
may have any surface area as commanded by the
wand wielder to a maximum of 600 feet (for exam-
ple, 25 feet by 24 feet or 10 feet by 60 feet).
The wand of ice may produce a cone of cold with
the expenditure of 2 charges. The cone is 20 feet
in diameter at its maximum length of 60 feet. It
deals 6d6 hp damage to all within the area of effect
(make a save versus Wands for half damage). Any
result of 1 on a damage die is treated as a 2.
The wand of ice is rechargeable.
Warp Sword
When turned off, this sword looks like a metal-
lic handle with a hole in its end. When powered
up, the sword generates a ickering 30-inch-long
blade of arcane energy. Attacks using this weapon
treat any armor as if it were two steps worse than
it actually is. Thus, plate mail is treated as AC 5,
instead of AC 3. When it strikes, the sword deals
1d8+16 points of damage. The sword uses a power
cell (see New Magic Items, page 323), each charge
of which powers the sword for two minutes.
T
HROUGHOUT THE
text, there are references to
spells not included in the
Labyrinth Lord rulebook.
All of these spells are pre-
sented in this section as a
convenience for the referee.
Auditory Illusion
Level: 1 (magic-user)
Duration: 2 rounds per level
Range: 60, +10 per level
The caster of this spell is able to create false
sound. The sound can be centered anywhere with-
in range, and within that range the sound can
uctuate and move, imitating approaching or re-
ceding footsteps, laughter, voices, and other pos-
sibilities. The sound produced is the approximate
equivalent of noise produced by four human-sized
beings. The equivalent sound produced can be
increased by four for each level that the caster is
above the minimum required to cast this spell. Note
that the sound does not have to be humanlike, but
could be animal or monster sounds. In these cases
the referee will determine how much sound and
how many individuals it might represent. For in-
stance, the sounds of four humans might be ap-
proximately that of six or eight children, or two
ogres. Beings are allowed a saving throw versus
Spells to realize that the effect is illusory, but only
if they actively attempt to disbelieve.
Augury
Level: 2 (cleric)
Duration: See below
Range: 0
An augury can tell the caster whether a partic-
ular action will bring good or bad results in the
immediate future. The base chance for receiving a
true reply is 70% + 1% per caster level; this roll is
made secretly. The augury can see into the future
only three turns, so anything that might happen
after that does not affect the result. Thus, the result
will not take into account the long term conse-
quences of a contemplated action.
Blindness
Level: 2 (magic-user)
Duration: See below
Range: 30
If the victim fails a saving throw versus Spells,
he is rendered permanently blind. The blindness is
magical, not physical, so typical spells employed for
the purpose of curing blindness are ineffective. The
caster may remove the effect at any time, otherwise
the spell dispel magic must be used.
New Spells
B
APPENDIX
APPENDIX B
328
Blur
Level: 2 (magic-user)
Duration: 3 rounds, +1 round per level
Range: 0
The casters outline appears blurred, shifting, and
wavering. The result of this distortion is that all
opponents suffer 4 to hit the caster with melee and
missile weapons on the rst round of an attack, and
-2 on subsequent rounds. The caster also gains a +1
bonus to saving throws versus Spells or spell-like
devices that require a successful attack to take effect.
Color Spray
Level: 1 (magic-user)
Duration: Instant
Range: 10 per level
A vivid cone of clashing colors springs forth from
the casters hand, causing 1creatures within the
area of effect to become stunned, perhaps also
blinded, and possibly knocking them unconscious.
The cone is 5 feet wide at the origin, 20 feet long,
and 20 feet wide at its terminal end. A total creature
HD equal to the casters level may be affected. Each
creature within the cone is affected according to
its Hit Dice.
HD fewer or equal to the casters level: The crea-
ture is unconscious for 2d4 rounds.
HD up to two greater than the casters level: The
creature is blinded for 1d4 rounds.
HD 3 or greater than the casters level: The crea-
ture is stunned for 1 round.
Only beings of 6 HD or levels, or with more
HD or levels than the caster, can make a saving
throw versus Spell to avoid the spells effects. Sight-
less creatures are not affected by color spray.
Deafness
Level: 2 (magic-user)
Duration: See below
Range: 60
If the victim fails a saving throw versus Spells,
he is rendered permanently deaf. The deafness is
magical, not physical, so typical spells employed for
the purpose of curing physical ailments are inef-
fective. The caster may remove the effect at any
time; otherwise the spell dispel magic must be used.
Faerie Fire
Level: 1 (cleric)
Duration: 4 rounds per level
Range: 80
A pale glow surrounds and outlines the subjects.
Outlined subjects shed light that makes them visible
in darkness at a distance of 80 feet, or half this if the
creatures are near a light source. The druid may
affect creatures within a 40 feet radius, and may
outline up to 12 feet per caster level. For instance,
two human-sized targets at rst level, and four hu-
man-sized targets at 2nd level, etc. The faerie re
can be blue, green, or violet, according to Druids
choice at the time of casting. The faerie re does not
cause any harm to the objects or creatures thus
outlined. However, their greater visibility grants
attackers +2 to hit while the spell is in effect.
Heat Metal (reversible)
Level: 2 (cleric)
Duration: 7 rounds
Range: 40
Heat metal makes metal extremely warm. A
creature takes re damage if its metal weapons,
armor, or equipment are heated. On the rst round
of the spell, the metal becomes warm and uncom-
fortable to touch, but deals no damage. The same
effect also occurs on the last round of the spells
duration. During the second (and also the next-to-
last) round, intense heat causes pain and damage.
In the third, fourth, and fth rounds, the metal is
searing hot, causing more damage, as shown on
the table below.
Round Metal Temperature Damage
1 Warm (Cool) None
2 Hot (Cold) 1d4 (1d2) hp
35 Scorching (Freezing) 2d4 (1d4) hp
6 Hot (Cold) 1d4 (1d2) hp
7 Warm (Cool) None
Note that when searing damage is delivered,
additional effects occur depending on the body
parts which are in contact with metal. A target may
experience more than one of these effects if metal
is contacting multiple body parts. Effects are as
follows: extremities (hands, feet), unusable for 2d4
days; body (covered by metal armor), bedridden
from extreme burns for 1d4 days; head (covered by
a helmet), severely burned, victim is unconscious
for 1d4 turns. If searing metal makes contact with
ammable material (leather, cloth, etc.) it burns,
dealing 2d4 damage the next round.
The reverse of heat metal, chill metal, has simi-
lar effects as noted in parenthesis in the table above.
However, when freezing damage is dealt, small
body parts like the ears, the nose, toes, ngers, etc.
are completely frozen and must be amputated. At
the referees discretion, penalties to CHA may
apply. Note that magical items or spells that provide
protection from re or cold, or exposure to magi-
cal or mundane heat or cold sources will all negate
the appropriate spell effect. Heat metal negates chill
metal, and vice versa.
NEW SPELLS
329
Hideous Laughter
Level: 1 (magic-user)
Duration: 1 round per level
Range: 25, +5 per two levels
This spell aficts the subject
with uncontrollable laughter,
forcing him to collapse into gales
of manic laughter and fall prone
unless he makes a successful sav-
ing throw versus Spells. The
subject can take no actions while
laughing, but is not considered
helpless. After the spell ends, he
can act normally. A creature with
an Intelligence score of 2 or low-
er is not affected. A creature
whose type is very different from
the castersfor example, a de-
monreceives a +4 bonus on
its saving throw versus Spells,
because humor does not translate well.
Hypnotism
Level: 1 (magic-user)
Duration: 1 round, +1 round per level
Range: 30
The casters gestures and droning incantation
fascinate nearby creatures, causing 1d6 creatures
in range to be mentally vulnerable to suggestion,
exactly as the magic-user spell of that name. A
successful saving throw versus Spells may negate
the effect.
Ice Storm
Level: 4 (magic-user)
Duration: 1 round
Range: 10 per level
This spell causes great magical hailstones in a
40 foot diameter area to pound down for 1 full
round, dealing 3d10 points damage to every crea-
ture in the area. Alternatively, the caster can bring
into being a sleet storm with a diameter of 80 feet.
Movement within its area is at half speed, with a
50% chance of slipping and falling.
Misdirection
Level: 2 (magic-user)
Duration: 1 round per level
Range: 30
By means of this spell, the caster misdirects the
information from divination spells such as detect
evil, detect magic, detect lie, and the like. On cast-
ing the spell, an object or creature is chosen with-
in range. For the duration, the opposite information
or otherwise misleading or wrong information is
conveyed when a detection spell is applied. The
caster of such a detection spell is allowed a saving
throw versus Spells to avoid the effect.
Paralyze
Level: 3 (magic-user)
Duration: See below
Range: 10 per level
The caster can affect creatures up to twice his
level of HD total, in a designated 20 feet by 20 feet
area, making them feel as if they cannot move. All
creatures that fail a saving throw versus Spells are
affected. The effect may be dismissed by the caster
at any time, otherwise dispel magic or dispel illusion
can negate the effect.
Phantasmal Force, Greater
Level: 2 (magic-user)
Duration: See below
Range: 240
This spell is an improved version of the mag-
ic-user spell phantasmal force. The area of effect is
a 40 feet cube, +10 square feet per level. In addition
to a visual illusion, subtle auditory effects accom-
pany the illusion so that a creature makes sound as
it moves, or similar effects are heard. Coherent
speech is not possible, but mumbling sounds may
be heard. The caster can move at 50% his normal
movement rate while concentrating on the spell,
and the illusion does not disappear until two rounds
after the caster stops concentrating on the illusion.
Refer to phantasmal force for more details.
APPENDIX B
330
Protection from Electricity
Level: 4 (magic-user)
Duration: See below
Range: Touch
This spell functions identically to protection from
re, but is effective against all electrical damage
and attacks.
Protection from Fire
Level: 3 (magic-user)
Duration: See below
Range: Touch
This spell may be used on the caster or another
creature, with different effects in each case. When
used on the caster, he is rendered completely im-
mune to all damage from normal and magical res,
no matter their source, for an unlimited time or
until an accumulation of 12 hit points of damage
per caster level is dealt. At that point the spell ends
and immunity ends. If the spell is used on another
creature, the duration is 1 turn per caster level,
during which time the recipient benets from im-
munity to all non-magical res and 50% immunity
(half damage) from magical or other res. In addi-
tion, the recipient may save versus re-based attacks
with a +4 bonus.
Pyrotechnics
Level: 2 (magic-user)
Duration: See below
Range: 160
Pyrotechnics turns a re into either a burst of
blinding reworks or a thick cloud of choking
smoke, depending on the wishes of the caster.
Fireworks: The reworks are a ashing, ery,
momentary burst of glowing, colored aerial lights.
This effect causes creatures within 120 feet of the
area of effect to become blinded. The size of the
pyrotechnics is equal to 10x the size of the re
source. Creatures must have line of sight to the re
to be affected.
Smoke Cloud: A writhing stream of smoke billows
out from the source, forming a choking cloud. The
cloud obscures all vision of anything 20 feet or more
distant and lasts for 1 round per caster level. The smoke
lls a total area equal to 100x the size of the re source.
Refraction
Level: 1 (magic-user)
Duration: 1 round
Range: 0
By means of this spell the caster makes the space
in front of him reective, like a mirror. Any gaze
attack directed at the caster does not affect him,
but instead is turned back at the attacker.
Shrieking Skull
Level: 5 (magic-user)
Duration: 2 rounds per level
Range: 30
This spell allows the caster to animate the skull
of a single human or humanoid and command it
to y and attack at his will. The skull attacks with
a bite or a fearful shriek. Both bite and shriek induce
fear as per the spell cause fear (a saving throw ver-
sus Spells negates), the reverse of the spell remove
fear, but the shriek affects everyone within 10 feet.
The shriek can be used once before the skull crum-
bles to the oor. At the end of the spells duration
the skull also crumbles to the oor. The skull is not
affected by a clerics ability to turn undead.
Shrieking Skull (1) [AL C, MV 20 ying, AC
0, HD 4+4, #AT 1, DG 1d6 + fear or shriek,
SV C5, ML 11]
Stinking Cloud
Level: 2 (magic-user)
Duration: Permanent
Range: 30
Stinking cloud creates a 20 feet cubed bank of
fog centered anywhere within range, making living
creatures within it helpless with nausea. This con-
dition lasts as long as the creature is in the cloud
and for 1d4+1 rounds after it leaves. Any creature
that succeeds in making a saving throw versus Poi-
son when leaving the fog is not affected for the
additional rounds.
Spectral Force
Level: 3 (magic-user)
Duration: See below
Range: 240
This spell is identical to greater phantasmal force,
except the illusion persists for three rounds after
concentration ceases. In addition, a complete illu-
sion is possible, including all senses.
Wall of Vapor
Level: 1 (magic-user)
Duration: 2d4 rounds, +1 round per level
Range: 30
The caster of this spell creates an opaque, fog-like
vapor in a 20 feet cube area per caster level. All
beings caught within the vapor cannot see beyond
2 feet. Strong winds of natural or magical origin
can dissipate the wall of vapor before its duration
has expired.
W
hile this section
presents many
creatures that
are sui generis,
others fall into
broader catego-
ries that share
common qualities.
Plants are immune to mind-inuencing effects,
sleep, paralysis, stunning, polymorph, and poisons
not designed to work on plants. They are vulnera-
ble to spells that affect plants.
Constructs are unaffected by poison, disease,
and gas and are immune to the effects of hold, sleep,
and charm spells. The subtype of constructs man-
ufactured using azoth can be held at bay by protec-
tion from evil and suffer 1d8 damage if struck by
supernatural solvents such as true water.
Demons take half damage from attacks based
on cold, electricity, re, and gas. All have infravision
(90) and telepathy, which allows all languages to
be understood. Demons are unholy beings that can
be held at bay by protection from evil and can be
turned by powerful clerics as if they were undead.
Undead are unaffected by mind-inuencing ef-
fects including sleep, hold, and charm, and are im-
mune to poison, paralysis, and disease.
Algoid
No. Enc.: 1d4 (1d4+2)
Alignment: Neutral
Movement: 20 (6)
Armor Class: 4
Hit Dice: 5
Attacks: 2 (Fists) or 1
Damage: 1d8/1d8 or see below
Save: F5
Morale: 12
Hoard Class: VI
XP: 800
The algoid is a living colony of algae that has
developed some semblance of intelligence and mo-
bility. It is roughly humanoid in shape and is green
in color. The algoid often lies in wait, partially
submerged in water or a bog, until its prey passes
nearby. It springs to attack with its powerful sts
when opponents come within range. Once per day,
an algoid can use a mind blast in a 60 foot cone.
Anyone caught within that cone must make a sav-
ing throw versus Spells or be stunned for 3d4
rounds. In addition, an algoid can animate two
treeswithin a range of 90 feetin the same fash-
ion as a treant. In addition to plant immunities, an
algoid is unaffected by re and electricity and takes
half-damage from slashing and piercing weapons.
New Monsters
C
APPENDIX
APPENDIX C
332
Arcane Cadaver
No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 60 (20)
Armor Class: 4
Hit Dice: 4
Attacks: 1
Damage: 1d12
Save: F4
Morale: 12
Hoard Class: Nil
XP: 190
Arcane cadavers are corpses which have been
animated due to prolonged exposure to azoth. The
esh of an arcane cadaver is wrinkled and water-
logged, and both its skin and any clothing or armor
it was wearing before its death have a metallic sheen
due to the silvery-black azoth that suffuses them.
Although easily mistaken for undead, arcane ca-
davers are constructs with the azoth subtype.
Inside an arcane cadaver, processes similar to an
azoth distillery are constantly underway. Their
pores seep a dilute form of alkahest, such that their
attack consists simply of touching or hugging their
victim and allowing this caustic uid to do its work.
Because their veins are lled with an ichor consist-
ing largely of sovereign glue, anyone striking an
arcane cadaver with a sharp or edged weapon must
make a saving throw versus Paralyzation. Failure
indicates that the weapon has become stuck inside
the cadaver, where it will remain until the bonds
are dissolved. It is possible to use the arcane cadav-
ers own skin for this purpose.
Arcanoplasm
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 30 (10)
Armor Class: 4
Hit Dice: 6
Attacks: 1
Damage: 2d8
Save: F5
Morale: 12
Hoard Class: Nil
XP: 820
Thought to be the result of a failed magical
experiment, an arcanoplasm resembles a giant, pale
amoeba shot through with stripes of dark gray.
Arcanoplasm are found in areas where magical
energies are present. Here they feed and remain
until disturbed, targeting magic-users above all
other potential prey, whom they can sense at a range
of 100 feet. Arcanoplasms slam opponents for 2d8
damage per blow. They are completely immune to
all magic-user spells, which they absorb without
suffering any ill effects. Indeed, magic-user spells
heal them at a rate of 1 hit point per 3 points of
damage the spell would have dealt. If no damage
would be dealt, the rate is 1 hit point per level of
the spell. Finally, an arcanoplasm can mimic any
magic-user spell of 4th-level or below cast within
30 feet of it, as if it were a 7th-level magic-user.
NEW MONSTERS BY TYPE
Construct Azoth subtype Demon Plant Undead
Caryatid column Arcane cadaver Babau Archer bush Barrow wight
Clay golem Eldritch bones Balor Ascomoid Brute zombie
Flesh golem Termaxian husk Dretch Basidirond Crypt thing
Green guardian Termaxian necrolyte Glabrezu Gas spore Grave risen
Iron golem Jubilex Jellysh plant Juju zombie
Iron maiden golem Manes Memory moss Lich
Necrophidius Marilith Olive slime Termaxian mummy
Sleep sphere Nalfeshnee Phycomid Undead ooze
Turnkey golem Quasit Purple moss
Stirge demon Shambling mound
Succubus Slime zombie
Vrock Vampire rose
NEW MONSTERS
333
Archer Bush
No. Enc.: 1d4+4 (1d10+10)
Alignment: Neutral
Movement: 10 (3)
Armor Class: 6
Hit Dice: 2
Attacks: 1 (thorns)
Damage: 1d4
Save: F1
Morale: 12
Hoard Class: Nil
XP: 20
The archer bush is a mobile plant that gains
sustenance from the blood of living creatures. The
archer bush consists of a thick trunk that resembles
a 3 foot mound of brownish-green leaves. From the
trunk sprout several thick branches with sparse
leaves. The leaves have small pale buds of gold or
purple. Spaced evenly along the length of each
branch are many rows of 1 inch long needle-like
thorns, which it is able to re like arrows at targets
up to 60 feet away. Hidden beneath its trunk is the
archer bushs mouth, which appears to be nothing
more than a dark recess or cavity.
Ascomoid
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 30 (10)
Armor Class: 3
Hit Dice: 6
Attacks: 1
Damage: 1d6 + spores
Save: F6
Morale: 12
Hoard Class: VI
XP: 1,320
Semi-intelligent fungi that devour living things,
ascomoids are 10 foot wide puffball-like fungi with
a brownish-green surface covered with small pocks
that serve as sensory organs. An ascomoid attacks
by rolling over its opponents or by ring lethal
spores from pores in its leathery skin. The spores
have a range of 30 feet and form a 20 foot diame-
ter cloud, within which living creatures must make
a saving throw versus Poison or die in 1d4 rounds.
Even if the save succeeds, affected creatures are
blinded for 1d4 rounds. Cure disease prevents death
from spore infection, but does not cure blindness.
In addition to plant immunities, ascomoids take
no damage from blunt weapons and half-damage
from slashing weapons, re, and electricity.
Astral Reaver
No. Enc.: 1d6 (1d6)
Alignment: Chaotic
Movement: Varies
Armor Class: Varies
Hit Dice: 6-12
Attacks: 1
Damage: Varies
Save: F6-11 or M6-11
Morale: 10
Hoard Class: XI, XVI
XP: 320+
Astral Reavers are a race of men who dwell in
the Astral Plane (see page 375), where they relo-
cated some time in the ancient past. As a result of
their prolonged exposure to the weird energies of
that plane, Astral Reavers possess gray, leathery
skin that is drawn tightly across their bones and
their eyes glow with a dim, white light. In addition,
Astral Reavers are thoroughly Chaotic and feel no
kinship with earthbound men. Indeed, Reavers
treat ordinary men as inferiors, whom they kill or
enslave without remorse. Astral Reavers dwell on
planetoids oating within the Astral Plane, though
some have been known to construct articial cita-
dels. Each Reaver settlement is independent of one
another, but warfare between settlements is rare.
Astral Reavers can be ghters or magic-users,
ranging in level from 6 to 12. Whenever they are
encountered, there will be an equal number of each
class, with a preference for ghters in the case of
odd numbers. If more than four are encountered,
one of their number will be a leader with the abil-
ities of a ghter and a magic-user of levels equal to
his hit dice. Astral Reavers are typically armed with
magic items and armor. Fighters favor plate mail
and two-handed swords, while magic-user wear
various protective items and carry wands.
Babau
No. Enc.: 1d3 (1d6)
Alignment: Chaotic
Movement: 150 (50)
Armor Class: 3
Hit Dice: 7 + 10
Attacks: 3 (2 claws, horn) or 1 weapon
Damage: 1d4+1/1d4+1/2d4 or as weapon +4
Save: F7
Morale: 10
Hoard Class: XXI
XP: 1,700
These 7 foot tall demons have ebony esh that
clings closely to their skeleton, appearing almost like
a leathery corpse. They have a single curving horn
that emerges from the back of their heads. Babau
demons prefer to attack with weapons from a distance
when possible, and when using melee weapons gain
APPENDIX C
334
+3 to hit and +4 to damage due to their strength.
Babau suffer damage from ordinary weapons, and
weapons of iron deal an extra 2 points when used
against them, but in combat a slimy red jelly coats
the babaus skin, reducing damage taken by 50%
from cutting and stabbing weapons. These demons
have the abilities of a thief of 9th-level. Additional-
ly, any creature within 20 feet that looks into a babaus
glowing red eyes must succeed in a saving throw
versus Spells or be affected as if from a ray of enfee-
blement. They have the following spell-like abilities,
usable at will: darkness 10 radius, dispel magic, fear
(as per wand of fear, by touch), y, levitate, and
polymorph self. In addition to the normal demon
qualities, a babau may gate another babau demon
once per day, with a 25% probability of success.
Balor (Demon of the Sixth Circle)
No. Enc.: 1d3 (1d6)
Alignment: Chaotic
Movement: 60 (20)
Fly: 150 (50)
Armor Class: 2
Hit Dice: 8 + 7
Attacks: 1 (sword or whip)
Damage: 1d8+1 or 1d6 and 3d6 re damage
Save: F8
Morale: 10
Hoard Class: XXII
XP: 1,820
A balor stands about 12 feet tall. It has bat-like
wings, horns, and its skin is usually dark red. Balors
love to join battle armed with their +1 swords and
whips. A balors whip is a long, exible weapon
with many tails tipped with hooks, spikes, and balls.
Victims are sometimes dragged toward the demons
body using the whip, to expose them to the ames
emanating from a balors hide. This deals an addi-
tional 3d6 hit points worth of damage. Balors are
only affected by +1 weapons or better. They have
the following spell-like abilities usable at will: detect
invisibility, detect magic, dispel magic, fear (as per
wand of fear), read languages, read magic, sugges-
tion, telekinesis (600 lbs.), and symbol (despair, fear,
sleep, and stunning). In addition to the normal
demon qualities, a balor may gate (70% probability
of success) a glabrezu (75%) or nalfeshnee demon
(25%) once per day.
Barrow Wight
No. Enc.: 1d4 (1d6+6)
Alignment: Chaotic
Movement: 90 (30)
Armor Class: 4
Hit Dice: 6
Attacks: 1
Damage: 1d8 + energy drain
Save: F4
Morale: 12
Hoard Class: XX
XP: 1,070
Barrow wights are undead creatures akin to
normal wights, but they are always found guarding
treasure. They hate living creatures and attempt to
destroy anyone who invades their lairs. A barrow
wight is a twisted, insane creature about 6 feet tall.
Its skin is drawn tight over its frame and its clothes
hang in tatters about it. A barrow wights skin is
cold and leathery and gray in color and it has eyes
burn with a crimson re that reveals the malevolence
and insanity of its nature.
Living creatures struck by a barrow wight lose
one level or hit die. Should a character lose all
levels, he dies and will become a barrow wight
himself in 1d4 rounds, under the control of the
barrow wight that created him. Any creature that
looks at a barrow wight must make a saving throw
versus Spells or be affected by feeblemind, as per
the magic-user spell of the same name. Barrow
wights are unharmed by non-magical weapons.
Basidirond
No. Enc.: 1-2 (1-2)
Alignment: Neutral
Movement: 20 (6)
Armor Class: 4
Hit Dice: 5
Attacks: 1
Damage: 1d8 or spores
Save: F5
Morale: 12
Hoard Class: VI
XP: 500
The basidirond is a large, 7 foot tall fungal mon-
ster. Its body is dark green or brown and leathery to
the touch, resembling an inverted umbrella with 4-6
stems (each about 5 feet long) hanging beneath it.
The basidirond attacks by striking with its cap or by
ring a line of spores at its opponent. There are two
types of spores. One type, with a range of 10 feet,
is deadly and requires a saving throw versus Poison
to avoid death in 1d4+1 rounds. The other, centered
in a 20 foot radius on its body, requires a saving
throw versus Poison to avoid hallucinations for 1d4
rounds afterwards. Roll randomly on the following
table for each creature affected by hallucinations:
NEW MONSTERS
335
In addition to normal plant immunities, a ba-
sidirond takes no damage from cold-based attacks.
Beetle, Boring
No. Enc.: 3d6 (3d6)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 3
Hit Dice: 5
Attacks: 1 (bite)
Damage: 5d4
Save: F5
Morale: 7
Hoard Class: VIII, IX, XXII
XP: 200
These 9 feet long beetles live beneath the earth,
where they cultivate and harvest molds and fungi
on rotting wood or vegetable matter they hoard
underground. They have a social behavior not un-
like ants, where each beetle seems to intuitively
understand its job.
Caryatid Column
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 5
Hit Dice: 5
Attacks: 1 (weapon)
Damage: 1d8
Save: F5 (+4 bonus)
Morale: 12
Hoard Class: Nil
XP: 350
The caryatid column is akin to the stone golem
in that it is a magical construct created by a spell-
caster, and has the associated immunities. Caryat-
id columns are always created for a specic defensive
function. The caryatid column stands 7 feet tall
and weighs around 1,500 pounds. Its smooth chis-
elled body is shaped as a beautiful woman. The
column always wields a weaponusually a long
swordin one of its hands. The weapon itself is
constructed of steel, but melds with the column
like stone until the column animates.
Caryatid columns are programmed as guardians
and activate when certain conditions or stipulations
are met or brokensuch as a living creature enter-
ing a chamber guarded by a caryatid column. A
caryatid column attacks its opponents with its long
sword. It does not move more than 50 feet from
an area it is guarding or protecting.
Any weapon that strikes a caryatid column has
a 40% chance of shattering into pieces. A magic
weapon has a 5% less chance to shatter for each
point of its combat bonus. Thus, a +2 sword has
only a 30% chance to shatter. Due to their sturdy
construction and magical nature, caryatid columns
gain a +4 bonus to all their saving throws.
Cave Kraken
No. Enc.: 1 (1)
Alignment: Chaotic
Movement:
Swim: 90 (30)
Armor Class: 2
Hit Dice: 8
Attacks: 8 tentacles or 1 bite
Damage: 1d8 x 8 or 1d10
Save: F8
Morale: 10
Hoard Class: XXII
XP: 1,560
A cave kraken is a frightening, octopus-like crea-
ture summoned by evil wizards to guard treasures
in subterranean lakes and other bodies of water.
They possess eight 12 foot long tentacles, which
are covered in wicked barbs. Tentacles that success-
fully strike a target constrict for 1d8 points of dam-
age initially and then 1d8 per round thereafter
until either the target is dead or the tentacle cut
off. Each tentacle should be treated as if it has 6 hit
points. For every tentacle constricting a single tar-
get, the target suffers a 1 penalty to attack rolls.
If a cave kraken loses half or more of its tentacles,
it will ee beneath the water, attacking again only
if it is pursued or to defend any treasure it might
be guarding.
1
Individual believes that he is in a swamp and
strips off all gear and armor to avoid sinking.
2
Individual believes that he is being attacked by
a swarm of spiders. He attacks the oor and
surrounding area.
3
Individual believes item held is a viper; drops
item and retreats from it.
4
Suffocationindividual believes that he is suffo-
cating and gasps for air while clutching throat.
5
Individual believes that he has shrunk to one-
tenth normal size. He begins yelling for help.
6
Individual believes that his associated are dis-
eased. He will not come closer than 10 feet.
7
Individual believes that he is melting; grasps self
in an attempt to hold together.
8
Individual believes that his back is covered with
leeches. He tears armor, clothing, and equip-
ment from his back to get at them.
APPENDIX C
336
Crypt Thing
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60 (20)
Armor Class: 5
Hit Dice: 6
Attacks: 2
Damage: 1d6/1d6
Save: F6
Morale: 12
Hoard Class: XX
XP: 570
Crypt things are undead creatures found guarding
tombs, graves, crypts, and other such structures. They
never leave the area they guard. A crypt thing appears
as a humanoid skeleton wearing a brown or black
hooded robe. Two small pinpoints of red light form
its pupils. A crypt thing avoids combat if possible by
using its teleport other ability to remove potential
opponents from the area. All creatures within 50 feet
that fail a saving throw versus Spells are teleported in
a random direction (1d4: 1-north, 2-south, 3-east,
4-west) and a random distance (1d10 x 100 feet) away
from the crypt thing. Roll randomly for each creature
that fails its saving throw. A teleported creature nev-
er arrives in a solid object, instead arriving in the
closest open space available. Teleported creatures can
however, arrive in mid-air at the specied location
rather than on a solid surface. Creatures that fall as a
result take the usual falling damage. A creature that
succeeds at its saving throw is unaffected by the crypt
things teleport other ability for one day.
Crystal Ooze
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 10 (3)/swim 30 (10)
Armor Class: 8
Hit Dice: 4
Attacks: 1
Damage: 4d4 (acid, paralysis)
Save: F4
Morale: 12
Hoard Class: None
XP: 245
The crystal ooze is an aquatic variety of the gray
ooze, able to survive out of the water for up to ve
hours. It is semi-transparent and clear, almost im-
possible to see in the water and looks like nothing
more than a puddle of water. The crystal ooze can
grow to a length of up to 8 feet and a thickness of
about 6 inches and is immune to acid, cold, and
re. A crystal ooze secretes a digestive acid that
quickly dissolves organic material, but not metal.
Half of the damage from a melee hit is from this
acid. Non-metal armor or clothing dissolves and
becomes useless immediately unless its wearer suc-
ceeds on a saving throw. A wooden weapon that
strikes a crystal ooze also dissolves immediately
unless the wielder succeeds on an item saving throw.
In addition to its digestive acid, a crystal ooze se-
cretes a paralytic slime. A target hit by a crystal
oozes strike must succeed on a saving throw versus
Paralyzation or be paralyzed for 3d6 rounds.
Derrim
No. Enc.: 1d4 (2d12)
Alignment: Chaotic
Movement: 60 (20)
Armor Class: 3
Hit Dice: 8
Attacks: 1 (weapon)
Damage: 1d8 or weapon
Save: D8
Morale: 9
Hoard Class: XVI
XP: 560
Derrim are a degenerate off-shoot of the Terrim,
looking like squat, malicious men with elephantine
noses and cruel, evil eyes. Wholly devoted to Cha-
os, the Derrim live in subterranean settlements
across the world, where they practice alchemical
experiments intended to restore the magical abilities
that their ancestors, the Great Ancients, once pos-
sessed and that their enemies, the Terrim, still do.
The Derrim also delight in torturing other intelli-
gent beings, an activity they treat as an art form.
Woe to anyone who falls into their clutches.
When encountered in a group of twenty or more,
there will be a leader present, with 9 Hit Dice. This
leader has a 50% chance to possess a magic item in
each category, except rods, wands, staves, or scrolls.
In the presence of such a leader, Derrim have mo-
rale of 10 rather than 9. Derrim hate Terrim above
all other creatures and will attack them on sight.
Dretch
No. Enc.: 2d4 (5d4)
Alignment: Chaotic
Movement: 90 (30)
Armor Class: 2
Hit Dice: 4
Attacks: 3 (2 claws, 1 bite)
Damage: 1d4/1d4/1d6
Save: F4
Morale: 10
Hoard Class: I
XP: 135
These demons are fat, with long, spindly arms
and legs. They have rudimentary human heads, with
slobbering jaws and folds of fat. Despite their lack
of intelligence, dretches have normal demon qualities.
Once per day, they can use the following abilities:
create a stinking cloud, create darkness (10 foot radi-
us), teleport, and can summon 1d4 giant rats.
NEW MONSTERS
337
Dwimmerdragon
No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 90 (30)
Armor Class: 0
Hit Dice: 9
Attacks: 3 (2 claws, 1 bite) or 1 (breath)
Damage: 1d6/1d6/3d10
Save: F9
Morale: 9
Hoard Class: XV
XP: 3,100
Dwimmerdragons are wingless, silvery-black
scaled dragons found only in the caverns beneath
Dwimmermount. Their precise origins are un-
known, but it is surmised that they are the result
of either another dragon breeds being mutated by
exposure to azoth or deliberate magical experimen-
tation by the Great Ancients. Whatever the truth,
dwimmerdragons, though Chaotic, are not wholly
evil or hostile to Man if placated. Indeed, dwim-
merdragons often ally themselves with other crea-
tures for mutual benet. Dwimmerdragons breathe
a sulphur mustard gas, which gives their lairs a smell
resembling garlic. This breath weapon deals dam-
age equal to the dwimmerdragons current number
of hit points to all within a cloud 50 feet long and
40 feet wide, and can be used 3 times per day.
Dwimmerdragons are encountered while asleep
20% of the time, and 50% of their kind have the
power of speech. Those that can speak are able to
cast spells as a magic-user, and can memorize four
rst-level spells, three second-level spells, and three
third-level spells.
Dworg
No. Enc.: 2d4 (2d10)
Alignment: Chaotic
Movement: 60 (20)
Armor Class: 3
Hit Dice: 5
Attacks: 1 (weapon)
Damage: As weapon
Save: D5
Morale: 8
Hoard Class: VI, XX
XP: 350
Dworgs are an evil variant of dwarves, created
through the use of arcane machines that pervert
the normal process by which dwarves reproduce.
Consequently, they are rarely seen nowadays and
those that do appear make their homes deep un-
derground. Dworgs look very similar to normal
dwarves, except that their skin has a gray, stony
cast to it. Dworgs have 120 foot infravision and
suffer a -2 penalty to hit in bright light or sunlight.
In a group of dworgs, 25% of their number will be
6th-level ghters. In a group of ten or more, there
will be a 7th or 8th-level ghter. Dworgs general-
ly wear plate armor and favor two-handed weapons,
like battle axes and two-handed swords. They have
the same saving throws as dwarves of their level,
but are completely immune to poison and paralysis.
Eld (Red Elf)
No. Enc.: 2d4 (2d10)
Alignment: Chaotic
Movement: 120 (40)
Armor Class: 4
Hit Dice: 2
Attacks: 1 (weapon)
Damage: 1d8 or weapon
Save: E2
Morale: 10
Hoard Class: V (5), XI (2)
XP: 38
The Eld are both the nigh-immortal progenitors
of the elven race, and through their command of
black magic, the creators of innumerable monstrous
species. Towering above their descendants at 6 feet
tall (or more), the Eld nevertheless retain the del-
icate features and slight builds typically associated
with elves. Their skin has a distinct reddish cast to
it and their hair is universally dark brown or black.
Occasionally, an Eld will be born whose appearance
more closely matches that of normal elves. This
is deemed a great curse and only the most remark-
able of these Eld ever survives childhood; those
that do are often among the most powerful and
dangerous examples of this species.
The Eld are an inherently magical people and
all members of the race can cast arcane spells as if
they were magic-users of the same level as their hit
dice. Most Eld also carry with them a number of
magical weapons and other devices the likes of
which are rarely seen on other worlds and whose
operations testify to their supreme command of
vile sorcery. When encountered in a group of ten
or more, a leader will be present, whose hit dice
can be determined by rolling 1d6+1.
Cruel and callous, the Eld look on all other
species as barbarous and t only to serve as slaves
or as test subjects for their dark experiments. For-
tunately, the Eld are slowly dying and are rarely
seen away from the Red Planet of Areon, but rumors
persist of hidden terrestrial enclaves, where they
hatch plots designed to return them to the mastery
they enjoyed over many worlds millennia ago.
APPENDIX C
338
NEW MONSTERS
339
Eldritch Bones
No. Enc.: 3d4 (3d10)
Alignment: Neutral
Movement: 120 (40)
Armor Class: 5
Hit Dice: 1+1
Attacks: 1
Damage: 1d6 or weapon +1
Save: F1
Morale: 12
Hoard Class: Nil
XP: 21
Eldritch bones are the reanimated skeletons of
slain soldiers. Unlike most other types of skeletons,
eldritch bones are not undead. Rather, they are
magical constructs brought back to a semblance of
life through the use of minute quantities of azoth,
which not only gives them the ability to move and
attack, but also strengthens their bones. Conse-
quently, eldritch bones have a metallic appearance,
thanks to the silvery-black azoth that suffuses them.
The process of creating them was originally an
invention of the Eld, but was perfected by the cult of
Turms Termax. In addition to the qualities of a con-
struct with the azoth subtype, eldritch bones suffer
only half damage from sharp or edged weapons.
Empyreal
No. Enc.: 1 (1)
Alignment: Lawful
Movement: 90 (30)
Fly: 180 (60)
Armor Class: 7
Hit Dice: 13
Attacks: 1
Damage: By weapon or spells
Save: F13
Morale: 11
Hoard Class: None
XP: 4,200
Resembling a winged, humanoid-shaped creature
dressed in shining armor, an empyreal is a power-
ful extraplanar entity serving Law. They are ery,
quick-tempered, and forceful, but always fair in
their dealings with all beings. Empyreals attack
their opponents with a mixture of magic and direct
physical attacks. Their preferred weapons are long-
swords, usually of +3 bonus, but often with addi-
tional effects. Against powerful foes, an empyreal
uses its radiant blast, a cone-shaped attack that deals
15d6 damage in a 60 foot range and blinds any
creature in the area for 3d6 minutes. Affected crea-
tures can attempt a saving throw versus Spells to
halve the damage and avoid being blinded.
Since empyreals can y, they often stay aloft in
battle, using their spells and spell-like abilities while
staying out of melee range. Empyreals can cast spells
as 13th-level clerics. This is in addition to the fol-
lowing spell-like abilities: continual light, cure disease,
detect evil, dispel magic, invisibility, remove curse,
and remove fear (all at will); cure serious wounds and
ame strike (twice per day); and raise dead (once per
day). An empyreal radiates an aura of goodness in a
30 foot radius around itself. Any non-Chaotic crea-
ture in this area must succeed at a saving throw
versus Spells or be overcome with awe and unable
to take any action. Chaotic creatures within the area
who fail their saving throw are unable even to look
at the empyreal for one day. An affected creature
functions as if blinded when attacking. On a suc-
cessful save, a creature is immune to the aura of
goodness of that empyreal for one day.
Gas Spore
No. Enc.: 1d3 (1d3)
Alignment: Neutral
Movement: 30 (10)
Armor Class: 9
Hit Dice: 1 hp
Attacks: 1
Damage: See below
Save: F1
Morale: 12
Hoard Class: None
XP: 6
The gas spore is mistaken for a tentacled eye 90%
of the time when seen at a distance and 30% even
when up close. The gas spore is actually a fungus,
and is not related to the eye of terror, but it resem-
bles one most uncannily. When a gas spore contacts
a living creature, it injects poisonous rhizomes into
the foe and the gas spore drops dead. After just one
round, the rhizomes grow in the whole victims
body. An infected creature dies in 24 hours and
2d4 gas spores emerge from its body. A cure disease
spell cast on an affected creature before it dies
destroys the rhizomes. If a gas spore is struck for
a single point of damage, it explodes in a violent
blast of gas that deals 6d6 points of damage to all
creatures within a 30 radius. A successful save
versus Wands reduces the damage by half. Gas
spores have normal plant immunities.
APPENDIX C
340
Ghast
No. Enc.: 1d6 (1d6)
Alignment: Chaotic
Movement: 150 (50)
Armor Class: 4
Hit Dice: 4
Attacks: 3 (2 claws, bite)
Damage: 1d4/1d4/1d8
Save: F4
Morale: 9
Hoard Class: VIII, IX, XI, XXI
XP: 190
These despicable undead creatures resemble
ghouls, and are often found with them. However,
ghasts are much more powerful. Their bite induc-
es paralysis for 2d4 turns unless a successful saving
throw versus Paralyzation is made; this paralysis is
potent enough to affect elves. In addition, ghasts
have a horrible rotting stench, and any beings with-
in 10 feet must make a saving throw versus Poison
or become horribly sick and suffer from wracking
vomiting, suffering -2 to hit in combat. Ghasts
represent such a powerful evil that protection from
evil is ineffective against them unless combined
with powdered iron. Iron weapons deal twice nor-
mal damage against ghasts.
Glabrezu (Demon of the Third
Circle)
No. Enc.: 1d3 (1d6)
Alignment: Chaotic
Movement: 90 (30)
Armor Class: 4
Hit Dice: 10
Attacks: 5 (2 pinchers, 2 claws, bite)
Damage: 2d6/2d6/1d3/1d3/1d4+1
Save: F10
Morale: 9
Hoard Class: XXII
XP: 3,100
Glabrezu have penetrating violet eyes, and their
skin color ranges from deep russet to pitch black.
They have four arms. Their two primary arms have
crab-like pinchers instead of hands, and they have
two smaller human-like arms on their chests; the
hands have wicked claws. Glabrezu have wolf-like
heads with two goat-like horns. A glabrezu stands
about 10 feet tall. They are susceptible to attacks
from ordinary weapons and have normal demon
immunities. Glabrezu have the following spell-like
abilities usable at will: darkness 10 radius, fear (as
per wand of fear), levitate, polymorph self, pyrotech-
nics (see New Spells, page XX), and telekinesis (400
lbs.). In addition, a glabrezu can gate (35% proba-
bility of success) a vrock, hezrou, or another gla-
brezu (determine randomly) once per day.
Gloom Crawler
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 20 (8)
Armor Class: 2
Hit Dice: 10
Attacks: 11 (10 Tentacles, 1 bite)
Damage: 1d12 (10)/2d8
Save: F10
Morale: 10
Hoard Class: XIX
XP: 1,700
The gloom crawler is a solitary creature resem-
bling a giant squid with blackened skin and a large
mass of writhing tentacles. It makes its lair in un-
derground caves, dungeons, and other subterranean
complexes far away from the daylight of the surface
world and spends most of its time dormant, waking
every so often to eat. The gloom crawler uses the
suction cups on its tentacles to pull itself around
its underground world. Each tentacle ends in an
eye that allow it to see in any direction. These
creatures are omnivorous and sustain themselves
on plants, mosses, rodents, and other subterranean
fauna, but never turn down a larger meal, if it is
available.
A gloom crawlers tentacles constrict victims
when they successfully attack and deal 1d12 points
of damage each per successive round. A tentacle
may be cut off if a total of 10 hit points of damage
is dealt with a single blow. This creature is averse
to sunlight and suffers a -4 penalty to all attacks
and saving throws if exposed to itor its equivalent.
Golem, Clay
No. Enc.: 1 (0)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 7
Hit Dice: 11
Attacks: 1 (st)
Damage: 3d10
Save: F11
Morale: 12
Hoard Class: None
XP: 3,000
These golems are constructed from clay, and are
usually humanoids approximately 8 feet tall. Their
powerful sts deal 3d10 damage, which can only
be magically healed by a cleric of at least 17th-lev-
el. In addition to normal construct immunities,
weapons that are sharp or non-magical are ineffec-
tive against clay golems. Only one spell can affect
clay golemsdisintegrate. It acts as a slow spell and
only deals 1d12 hit points worth of damage.
NEW MONSTERS
341
Golem, Flesh
No. Enc.: 1 (0)
Alignment: Neutral
Movement: 90 (30)
Armor Class: 9
Hit Dice: 9
Attacks: 2 (sts)
Damage: 2d8/2d8
Save: F9
Morale: 12
Hoard Class: None
XP: 2,400
A esh golem is not an undead creature, though
it is sometimes mistaken for one since it is typical-
ly cobbled together from various deceased human-
oid body parts. Flesh golems are immensely pow-
erful, and can automatically break down most doors.
They are able to deal 1 structural hit point of dam-
age to a reinforced door or structure for every three
rounds of attacking it. Ordinary weapons of any
kind are ineffective against esh golems, which also
have normal construct immunities. Likewise, all
spells are ineffective except heat and cold based
spells, which act to slow esh golems for 2d6 rounds.
However, all electrical-based attacks actually repair
damage to esh golems at a rate of 1 hit point per
1 HD of damage that would otherwise have been
aficted.
Golem, Iron Maiden
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 3
Hit Dice: 7
Attacks: 2
Damage: 1d12/1d12
Save: F8
Morale: 12
Hoard Class: Nil
XP: 1,490
An iron maiden golem is a variation upon the
iron golem, shaped like the torture device that is
its namesake, but with articulated arms and legs.
The golem has the ability to usurp the essence of
any humanoid being enclosed within. Any creature
struck by both of its st attacks in the same round
must make a saving throw versus Breath Attacks or
be shoved inside its body. A living creature inside
the maiden when the lid is closed is pierced by 20
dagger-like blades, dealing a total of 25 points of
damage each round. The lid automatically seals
with an arcane lock spell. The lid can be forced
open by those with high Strength (same odds as
forcing a door) or by casting knock or dispel magic.
If a living creature dies within the iron maiden
golem, the golem gains 10 hit points and all the
capabilities of the dead creature within, including
magic-userbut not clericspells. The iron maid-
en golem is immune to all magic, in addition to
normal construct immunities. Electrical attacks
slow the golem for three rounds.
Golem, Stone
No. Enc.: 1 (0)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 5
Hit Dice: 14
Attacks: 1 (rst)
Damage: 3d8
Save: F14
Morale: 12
Hoard Class: None
XP: 4,200
Stone golems have powerful sts that can deal
3d8 points of damage every other round. In addi-
tion, stone golems can cast slow at an opponent
within 10 feet every other round. Only weapons
that are at least +2 or better can damage stone
golems. Spells are ineffective against stone golems,
except for rock to mud, which acts to slow the golem
for 2d6 rounds. Mud to rock repairs all damage a
stone golem has suffered. If stone to esh is cast on
the golem, it becomes susceptible to all normal
attacks for one full round.
Grave Risen
No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 30 (10)
Armor Class: 5
Hit Dice: 5
Attacks: 2
Damage: 1d4/1d4 + blood poisoning
Save: F5
Morale: 12
Hoard Class: None
XP: 350
Grave risen are rotting undead creatures that
upon rst glance resemble zombies. They are cre-
ated from a normal corpse in an area where the
blood of a spellcaster is spilled and permeates the
ground. The blood fuses with a corpse which an-
imates as a grave risen. Grave risen have no love for
the living and attack living creatures on sight. A
creature hit by the claws of a grave risen must make
a saving throw versus Poison or contract blood
poisoning. This drains 1 point of Constitution for
eight turns. The spells neutralize poison and remove
disease rid the victim of the poisoning immediate-
ly. Grave risen have the usual undead immunities.
APPENDIX C
342
Green Guardian
No. Enc.: 1d6 (1d10)
Alignment: Chaotic
Movement: 90 (30)
Fly: 150 (50)
Armor Class: 4
Hit Dice: 5
Attacks: 4 (2 claws, 1 bite, 1 gore)
Damage: 1d6+1/1d6+1/1d6/1d6
Save: F8
Morale: 12
Hoard Class: None (see below)
XP: 200
Green guardians are statues carved out of a
strange green stone in the shape of a gargoyle, and
have construct immunities. They possess eyes made
of jet (worth 500 gp each) and radiate both magic
and evil.
Guardian Plasm
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120 (40)
Armor Class: 5
Hit Dice: 5
Attacks: 1
Damage: Devour
Save: F5
Morale: 10
Hoard Class: XX
XP: 500
A guardian plasm is an amorphous creature that
looks like a mass of transparent protoplasm and is
the product of ancient experimentation with azoth
and Jubilexs ichor. The creature blends so well with
its environment that it can only be seen 5% of the
time. A guardian plasm usually lies in wait to attack
any who disturb the area to which it has been as-
signed as a guardian by its creator. If it successful-
ly strikes, its target must make a successful saving
throw versus Paralyzation or become engulfed. An
engulfed target is wholly devoured in 2d6 rounds.
Intellect Devourer
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120 (40)
Armor Class: 4
Hit Dice: 6
Attacks: 4 (claws)
Damage: 1d4/1d4/1d4/1d4
Save: M6
Morale: 10
Hoard Class: XIX
XP: 820
Devoid of a head or any features save for four
short, clawed legs, the intellect devourer looks like
a large, glistening brain. The creature is about 3
feet long and weighs 60 pounds. Thought by some
to be invaders from another dimension or planet,
the sinister intellect devourers are certainly one of
the worlds cruelest races. Incapable of experiencing
emotions or wallowing in the sins of physical plea-
sure on their own, intellect devourers are forced to
steal bodies in order to indulge their gluttony, lust,
and cruelty. Stories tell of entire cities of these
creatures deep underground, where host bodies are
worn like clothes to hideous orgies and vile feasts.
Lone intellect devourers often dwell in ruins or
caves on the edge of a civilized region so they can
make periodic forays into town to shop for an
attractive new body. The creature possesses sever-
al spell-like mental powers, including detect magic
(which is constantly at work); cause serious wounds,
confusion, invisibility, reduce (at will); and cure se-
rious wounds and globe of invulnerability (three
times per day). All of these abilities have effects as
if cast by an 8th-level caster.
In addition, an intellect devourer can reduce
its size, crawl into the mouth of a helpless or dead
creature, and burrow into the victims skull to
devour its brain. This inicts 8d4 points of dam-
age. If the victim is slain (or already dead), the
intellect devourer usurps control of the body and
can use it as its own, as if it was controlling the
target via a charm person or charm monster spell.
The intellect devourer has full access to all of the
hosts defensive and offensive abilities save for
spellcasting and spell-like abilities, although the
intellect devourer can still use its own spell-like
abilities. A host body may not have been dead for
longer than one day for this ability to function,
and even successfully inhabited bodies decay to
uselessness in seven days. As long as the intellect
devourer occupies the body, it knows (and can
speak) the languages known by the victim and
basic information about the victims identity and
personality, yet has none of the victims specic
memories or knowledge. Damage done to a host
body does not harm the intellect devourer, and if
NEW MONSTERS
343
the host body is slain, the intellect devourer emerg-
es and is dazed for one round. Raise dead cannot
restore a victim of body theft, but more powerful
magic mightat the referees discretion. Protection
from evil guards a creature against attempts at
body theft.
Iounian
No. Enc.: 2d6 (2d12)
Alignment: Neutral
Movement: 180 (60)
Armor Class: 5
Hit Dice: 6
Attacks: 5
Damage: 1d4 (4)/1d6 or by weapon
Save: F6
Morale: 10
Hoard Class: XIV
XP: 820
An Iounian is one of the insectoid natives of
Tellurias only moon. Looking like a humanoid
cross between an ant and a praying mantis, an
Iounian has six limbs, four of which can be used
for manipulationthe other two are used for lo-
comotion, two large compound eyes, two antennae,
and mandibles. They live in lightless warrens be-
neath the surface of the Moon, where they congre-
gate in hives that can contain dozens or even hun-
dreds of individuals. Once more numerous than
they are today, Iounians are suspicious of outsiders
and generally attack anyone they encounter unless
given good reason not to do so. Nevertheless, they
are highly intelligent and open to negotiation.
Iounians possess infravision to 90 feet and ESP as
per the spell of the same name.
Iounians are extremely fast and agile. Their legs
are also quite powerful, allowing them to leap 20
feet upwards and 40 feet forwards. When leaping
forward, they gain a +1 bonus to any attacks made
immediately afterwards. They can attack either with
their claws and a bite or by four weapons and a bite.
Jellysh Plant
No. Enc.: 2d6 (3d6)
Alignment: Neutral
Movement: 20 (6)
Fly: 50 (16)
Armor Class: 9
Hit Dice: 3
Attacks: 1 (sting)
Damage: 1d6
Save: F2
Morale: 8
Hoard Class: Nil
XP: 80
Jellysh plants are bizarre plants with long, thin
tentacles extending out from a bulbous, shrub-like
body that houses a large gas-producing sac. They
can move across the ground by dragging themselves
with their small vines, but usually choose to y,
their small vines wriggling below them. Jellysh
plants hunt in concert, landing near one another
in a pattern that allows them to form a woven net
of tentacles across the ground. When a creature
steps into this net, the jellysh expel a blast of air
from their gasbags and y straight up, pulling the
creature into the air, trapped in their net. Once
trapped, the plants sting their prey, causing 1d6
points of damage and requiring a saving throw
versus Paralyzation. When prey is dead or stunned,
the bulbous bodies of the jellysh plants descend
on the body and drain it of uids through a root
system at the base of their bodies, leaving a dried
out corpse. A stunned target suffers 1d6 points of
damage per round for each jellysh plant that is
sucking its uids.
Jubilex (Demon Lord)
No. Enc.: 1 (Unique)
Alignment: Chaotic
Movement: 30 (10)
Armor Class: -7
Hit Dice: 100 hp (21 HD)
Attacks: 1
Damage: 4d10
Save: F21
Morale: 10
Hoard Class: X 2, XII 2
XP: 7,000
Jubilex is the ruler over all slimes, oozes, jellies,
and other disgusting and foul ooze-like creatures.
Known by some as the Faceless Lord, his home is
a demon world in the planes of chaos. It is a steam-
ing, bubbling lair of putrid ooze and slime pits that
are constantly shifting and changing at his whim.
Even the other demonic rulers loathe to journey
here. He is constantly attended by and surrounded
with all sorts of slimes and oozes (1d4 of at least
four types). When confronted, he usually takes the
form of a 10 foot tall column of bubbling, squirt-
ing ooze which resembles a large red-eyed bubbling
mass of greenish black and foul-smelling liquid.
Ooze, slime, and pus constantly squirt and seep
from its form. In combat he lashes out with a slimy
pseudopod, dealing 4d10 acid damage. Once per
ten rounds he may launch a slime spittle up to 150
feet away with a 30 feet diameter area of effect that
combines the effects of contact with green slime
and ochre jelly. Jubilex regenerates 2 hit points each
round. He can only be affected by +2 weapons or
better and has normal demon immunities.
Jubilex has the following spell-like abilities, us-
able at will: cause disease, charm monster, circle of
cold (10 radius, 5d6 cold damage), darkness 15
radius, detect invisibility, dispel magic, ESP, fear
APPENDIX C
344
(as the wand of fear), y, hold monster, invisibility
10 radius, locate object, phase door, project image,
putrefy food and water, and telekinesis (1,500 lbs.).
He can gate (75% probability of success) 1d4 hezrou
demons and utter unholy word once per day.
Kythirean
No. Enc.: 2d4 (5d10)
Alignment: Neutral
Movement: 120 (40)
Armor Class: 4
Hit Dice: 2+
Attacks: 1
Damage: By weapon
Save: F2
Morale: 10
Hoard Class: V 5, XI 2
XP: 38
Kythireans are a race of green-skinned women
native to the world after which they are named.
Believed to be descendants of the Great Ancients
who adapted to life on the Green Planet, the Kyth-
ireans retain many of the advanced magical tech-
niques of their forebears. They are however, unwel-
coming to outsiders, especially males, who do not
exist among their kind. Instead, Kythireans repro-
duce by means of arcane rituals that produce cop-
ies of themselves. As a result, there is much less
variety of appearance among the Kythireans than
among other races of men, a fact compounded by
their much smaller numbers relative to the other
species of the Green Planet.
Kythireans favor short swords for close combat
and use poison-coated javelins at range. All Kyth-
ireans are capable of using the following spells once
per day: charm person and invisibility. All Kythireans
make saving throws versus Spells at +2. Further-
more, Kythireans of 4th-level and above can use
the following spells once per day: detect magic and
ESP. In a group of ten or more, a 3rd-level ghter
or magic-user will always be present. In a group of
twenty or more, a 6th-level ghter or magic-user
will be present. If more than thirty are encountered,
a 7th- or 8th-level ghter or magic-user will be
present. There is a 5% chance per level of the Kyth-
irean that she will possess a magic item.
Lich
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60 (20)
Armor Class: 0
Hit Dice: 12+
Attacks: 1 (cold touch)
Damage: 1d10 cold damage
Save: M12+
Morale: 9
Hoard Class: XXII
XP: 4,400
A lich is an undead magic-user of at least 12th-lev-
el who in life was so fearful of death that he used
his magical powers and a phylactery to unnatural-
ly extend his life. It is a gaunt and skeletal human-
oid with withered esh stretched tight across hor-
ribly visible bones. Its eyes have long ago been lost
to decay, but bright pinpoints of crimson light burn
on in the empty sockets. A lich usually lives in a
secluded keep or deep in a labyrinth, where it con-
ducts magical research. Its powerful undead nature
grants it a better natural AC and HD than a typical
magic-user. Liches are only vulnerable to attack by
creatures of 6 HD or moreor creatures of a mag-
ical nature, magical attack forms, and they are
unaffected by non-magical weapons. In addition
to undead immunities, liches are unaffected by
cold-based and electrical-based attacks, death spells,
enfeeblement, polymorph, and any effects that cause
insanity. A lich can attack by spell, or with a cold
touch attack that deals 1d10 hit points of damage.
Victims must also make a saving throw versus Par-
alyzation or become paralyzed permanently, unless
magically cured. Finally, all beings with 4 or fewer
HD that see a lich will be affected with fear with
no saving throw being permitted.
Manes
No. Enc.: 4d4 (5d20)
Alignment: Chaotic
Movement: 30 (10)
Armor Class: 5
Hit Dice: 1
Attacks: 2 (claws)
Damage: 1d3/1d3
Save: F1
Morale: 8
Hoard Class: None
XP: 13
Manes are pathetic demons who grovel and serve
both others of their kind as well as Chaotic mag-
ic-users. No larger than humans, they have gray
skin and empty eyes. Non-magical weapons inict
only half-damage on them, in addition to normal
demon immunities.
NEW MONSTERS
345
Marilith (Demon of the Fifth Circle)
No. Enc.: 1d3 (1d6)
Alignment: Chaotic
Movement: 120 (40)
Armor Class: -6
Hit Dice: 7 + 6
Attacks: 7 (6 weapons, constrict)
Damage: As weapon/2d4
Save: F7
Morale: 9
Hoard Class: XVII
XP: 1,700
These female demons have a human-like body
with six arms and the lower body of a snake. They
stand 7 feet tall and measure 20 feet from head to
tip of tail. A marilith usually holds a longsword in
each of its six hands and wears many bangles and
jewels. They can attack with their six arms and with
their tails to constrict all in the same round.
Mariliths are only affected by +1 weapons or better.
They have the following spell-like abilities, usable
at will: charm person, darkness 10 radius, detect
invisibility, levitate, polymorph self, project image,
pyrotechnics, and read languages. In addition, a
marilith can gate (75% probability of success) a
vrock, hezrou, glabrezu, nalfeshnee or balor demon
(determine randomly) once per day.
Memory Moss
No. Enc.: 1d8 (2d6)
Alignment: Neutral
Movement: 0
Armor Class: 9
Hit Dice: 1 (1 hit point)
Attacks: 1
Damage: See below
Save: F1
Morale: 12
Hoard Class: None
XP: 6
Memory moss appears as a 1 foot square patch
of black moss. When a living creature moves with-
in 60 feet of a patch, it attacks by attempting to
steal that creatures memories. It can target a
single creature each round. A targeted creature
must succeed at a saving throw versus Spells or
lose all memories made within the last 24 hours.
This is particularly nasty to spellcasters, who lose
all spells memorized within the last 24 hours.
Once the memory moss steals a creatures mem-
ories, it sinks back down and does not attack again
for one day. Any creature who loses its memories
acts as if affected by a confusion spell for the next
1d4 hours. Lost memories can be regained by
eating the memory moss that absorbed them.
Doing so requires a saving throw versus Poison,
with failure resulting in the creature being nau-
seated for 1d6 minutes and suffering a -2 penalty
to all rolls during that time.
A creature that eats memory moss temporarily
gains the memories currently stored therein, in-
cluding spells stolen from spellcasters. Any non-spell-
caster that attempts to gain a spell in this way must
succeed at an Intelligence check or the spell zzles
away. After 24 hours, the memories fade, though
creatures eating the moss to regain their own mem-
ories do not lose them after 24 hours. When rst
encountered, there is a 25% chance that the mem-
ory moss retains memories from its last target. Such
moss does not attack by stealing memories, but by
assuming a vaguely humanoid form and casting
whatever spells it may still possess. Despite normal
plant immunities, re and cold kill a single patch
of memory moss.
Mercury Ooze
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 30 (10)
Armor Class: 9
Hit Dice: 5
Attacks: 1
Damage: 2d4+3 + mercury poisoning
Save: F5
Morale: 10
Hoard Class: Nil
XP: 350
Mercury ooze appears to be a sentient form of
actual mercury. Created by some bizarre arcane
experiment in ages past, the mercury ooze is a
monster best left alone. It appears as a pool of shiny
silvery-white liquid about 8 feet long and 6 inches
thick. It can compress its body to a thickness of 1
inch to slip into cracks and crevices. Anyone struck
by a mercury ooze must make a successful saving
throw versus Paralyzation or lose 1 point of Dex-
terity and Constitution. One week later, a second
saving throw versus Paralyzation must be made or
else the victim suffers the effects of a permanent
confusion spell. The effects of both the spell and
the ability score losses can be cured with cure disease
or similar spells.
APPENDIX C
346
Mimic
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 30 (10)
Armor Class: 7
Hit Dice: 7-10
Attacks: 1
Damage: 3d4
Save: F7-10
Morale: 8
Hoard Class: None
XP: 790+
A mimic can have almost any dimensions, but
usually is not more than 10 feet long. These crea-
tures are able to take the form of inanimate objects
made of wood and/or stone, such as doors, statues,
and so on. Younger mimics (7-8 HD) are more
intelligent, can speak, and may negotiate with ad-
venturers if it is made worth their while. Older
mimics (9-10 HD) have grown ancient and senile,
attacking with only the interest of consuming esh.
Mimics attack when a being touches them. The
being is held attached to the mimic with a glue-like
substance, and the mimic bludgeons with an emer-
gent pseudopod for 3d4 points of damage. The
more intelligent mimics speak their own language
and Common.
Mongrelman
No. Enc.: 2d6 (5d20)
Alignment: Neutral
Movement: 60 (30)
Armor Class: 6
Hit Dice: 8
Attacks: 1
Damage: 1d10
Save: F10
Morale: 8
Hoard Class: XX
XP: 560
Mongrelmen are abominable creatures that pos-
sess the blood and body parts of many different
creatures. They are shunned by society and often
retreat into underground caves or dungeons to eke
out their existence. They are shy by nature and
often nd themselves enslaved to a greater power.
Mongrelmen live together in small groups where
the largest and strongest serves as a chieftain. They
are adept at mimicry and can imitate the sounds
that they have heard at will. They are also skilled
at camouage and prefer to hide, or lure opponents
into traps, instead of engaging in direct conict.
Their language consists of a mixture of human,
goblin, and orc words along with a mixture of
animal sounds. Mongrelmen also include ambient
environmental sounds in their language to allow
them to communicate without giving away their
position to others. The hit dice of mongrelmen
varies; details are provided here for the type most
commonly encountered in Dwimmermount.
Muculent Worm
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 30 (10)
Armor Class: 4
Hit Dice: 10
Attacks: 1 (bite)
Damage: 2d6
Save: F10
Morale: 10
Hoard Class: IV
XP: 2,400
A muculent worm is a slimy creature similar to a
purple worm, but much smaller in size, though still
quite large (15-20 feet in length). Its body is covered
with a sticky mucus that quickly become coated with
earth, rocks, debriseven treasure! Because of this,
a muculent worm is often difcult to distinguish
from its environment, which grants it the ability to
surprise opponents on a roll of 1-5 on 1d6. Muculent
worms eat their prey whole. Any attack that exceeds
its target by 4 or more results in the worms doing
just this. Swallowed targets take 2d6 points of dam-
age per round until either the worm or they are dead.
Nalfeshnee (Demon of the
Fourth Circle)
No. Enc.: 1d3 (1d6)
Alignment: Chaotic
Movement: 90 (30)
Fly: 120 (40)
Armor Class: 1
Hit Dice: 11
Attacks: 3 (2 claws, bite)
Damage: 1d4/1d4/2d4
Save: F11
Morale: 10
Hoard Class: XVIII
XP: 4,400
These 10 foot tall demons have the torso and
arms of an ape, with the head and legs of a boar.
They have small, but functional feathered wings.
Nalfeshnee can only be struck by magic weapons
and have the usual demon immunities. In combat,
they attack with their claws and bite, or employ one
of the following spell-like abilities at will: darkness
10 radius, detect magic, dispel magic, fear (as per
wand of fear), illusion (as per wand of illusion), lev-
itate, polymorph self, project image, read languages,
symbol (despair and fear), and telekinesis (500 lbs.).
In addition, a nalfeshnee can gate (65% probability
of success) a vrock, hezrou, glabrezu, or nalfeshnee
demon (determine randomly) once per day.
NEW MONSTERS
347
Necrophidius
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 90 (30)
Armor Class: 2
Hit Dice: 2
Attacks: 1 (bite)
Damage: 1d8 + paralysis
Save: F2
Morale: 12
Hoard Class: Nil
XP: 38
The necrophidius appears to be a 10 foot long
skeletal snake topped with a human skull, whose
eyes glow with a hellish red light. The necrophid-
ius is a construct created by a magic-user to serve
as a guardian or assassin. It performs either task
with great skill and never questions its duty.
The necrophidius opens combat with an ability
called the dance of death. All within 30 feet of
the creature must make a saving throw against Spells
or become entranced for 2d4 rounds, during which
time they can take no action. The necrophidius
then moves into bite, which causes paralyzation for
6d6 rounds, unless the target makes a successful
saving throw versus Spells.
Olive Slime
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 3 (1)
Armor Class: 9
Hit Dice: 2+2
Attacks: 1
Damage: Metamorphosis
Save: F2
Morale: 12
Hoard Class: None
XP: 47
Olive slime is a plant-like growth found in dark,
damp underground areas. Olive slime is sticky, wet,
and olive drab in color. It clings to walls, ceilings,
and oors and consumes any organic matter it comes
to contact with. It drops from ceilings and walls
when it detects movement beneath it. A single patch
of olive slime drains 1 point of Intelligence per round.
On the rst round of contact, it can be scraped off
a creature, but after that round, the slime must be
burned, frozen, or cut away which deals an equal
amount of damage to the victim. A creature brought
to 0 Intelligence by olive slime dies and becomes a
slime zombie (see page 359). Extreme heat, cold,
and acid or a cure disease spell destroys a patch of
olive slime, which has the usual plant immunities.
Otyugh
No. Enc.: 1 (1-2)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 3
Hit Dice: 6-8
Attacks: 3 (2 tentacles, bite)
Damage: 1d8/1d8/1d4+1
Save: F6-8
Morale: 10
Hoard Class: See below
XP: 820; 1,140; 1,560
An otyugh has a body 8 feet in diameter above
which extends a short pseudopod covered in eyes
that prevents the creature from being surprised.
Covered in thick hides, an otyugh attacks living
creatures if it feels threatened or if it is hungry;
otherwise it is content to remain hidden, eating
carrion or left over kills from predators. When at-
tacking an otyugh slashes opponents with its barbed
tentacles for 1d8 points of damage each, and its
mouth deals a hideous bite from which the victim
must make a saving throw versus Poison or contract
a rotting disease that inicts 1d3 points of damage
per day. These creatures have a low intelligence, but
have a unique language and communicate telepath-
ically among their own kind. Otyughs keep no trea-
sure of their own, but may partner with other mon-
sters and help guard treasure in exchange for leftovers.
Phycomid
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 10 (3)
Armor Class: 4
Hit Dice: 4
Attacks: 1
Damage: 1d6 + infection
Save: F4
Morale: 12
Hoard Class: VI
XP: 135
The phycomid resembles a small blob of decom-
posing organic matter from which grow many small
mushrooms. A typical patch of phycomid covers an
area of 2 feet square. The phycomid attacks by
extruding a small tube from its body and ring a
glob of acid at its foe at a range of 10 feet. A crea-
ture hit by the acid must make a saving throw
versus Poison or sprout tiny mushroom-like growths
that cause death in thirty minutes unless the victim
receives a cure disease spell. When the victim dies,
his body is consumed by the mushroom sprouts
and changes into a phycomid.
APPENDIX C
348
Piercer
No. Enc.: 3d6 (3d6)
Alignment: Neutral
Movement: 10 (3)
Armor Class: 3
Hit Dice: 1-4
Attacks: 1
Damage: 1d6 per HD
Save: F1-4
Morale: 10
Hoard Class: None
XP: 10, 20, 50, 80
These creatures are specially adapted to cavern-
ous environments, as they perfectly resemble sta-
lactites. When they sense body heat or movement,
they drop from a cavern ceiling to impale and eat
a victim. The largest ones are 6 feet long, the small-
est are 1 foot long.
Purple Moss
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 10
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: special
Save: F1
Morale: 12
Hoard Class: None
XP: 13
This plant is a distant cousin of yellow mold. It
feeds on moisture, so any area in which it grows is
always extremely dry. Purple moss emits a sweet
smell to a range of 10 feet that has the same effect
as a sleep spell. A victim that falls asleep is quickly
covered by the moss. It takes one round to cover a
small creature and two rounds to cover a hu-
man-sized creature. A creature so covered suffocates
in 1d4 rounds. Slain victims are digested in 1d2
hours by acidic secretions from the moss. Purple
moss can be destroyed by re and has the usual
plant immunities.
NEW MONSTERS
349
Quasit
No. Enc.: 1 (0)
Alignment: Chaotic
Movement: 150 (50)
Armor Class: 2
Hit Dice: 3
Attacks: 3 (2 claws, bite)
Damage: 1d2/1d2/1d4
Save: F3
Morale: 10
Hoard Class: XI 2
XP: 95
In its natural form, a quasit is a small demonic
creature that stands about 1 foot tall. They often
serve more powerful demons, but are most com-
monly encountered as familiars to Chaotic mag-
ic-users. Quasits take no damage from non-magical
weapons, except those made of iron, and have su-
perior versions of the normal demon immunities
such that they suffer no damage from re, cold, or
electrical-based attacks. They regenerate 1 hit point
per round. Quasits make saving throws versus Spell-
like effects as a F7. They attack with claws and a
bite. Victims of the claw attacks must make a saving
throw versus Poison or lose 1 point of DEX for 2d6
rounds, for each successful attack. Quasits have the
following spell-like abilities: detect good, detect mag-
ic, invisibility, and polymorph self (limited to the
form of a bat, giant centipede, toad, or wolf). In
addition, once per day a quasit can induce fear (as
the spell cause fear except with a 30 feet radius).
Quasits as familiars: When a quasit familiar is
within 10 feet of its master, the magic-user functions
as if one level higher and regenerates 1 hit point
per round. Conversely, if the quasit is more than a
mile away from the magic-user, the master functions
as if one level lower than normal. However, if not
more than one mile apart, a quasit is able to com-
municate via telepathy with the magic-user who
can perceive the surroundings of the quasit through
all of its senses, including 60 feet infravision. A
quasit may commune for its master once per week,
and is allowed 1d4+2 questions. If a quasit familiar
is killed, the master loses four levels permanently.
Quintelemental
No. Enc.: 1 (1)
Alignment: Neutral
Movement:
Fly 450 (150)
Armor Class: 2/0/-2
Hit Dice: 8/12/16
Attacks: 1
Damage: 1d8/2d8/3d8
Save: F8/F12/F16
Morale: 10
Hoard Class: None
XP: 1,060/1,560/2,060
While the sublunary world is made up of four
primary elements, scholars know that there is in
fact a fth elementetherwhich lls the void
between the worlds and fuels the empyrean stars.
In its natural state, ether is a subtle, luminiferous
gas, but under Iouns inuence, it solidies into a
silvery-black liquid known as azoth. The supernat-
ural beings composed entirely of ether are known
by men as quintelementals and are the most pow-
erful of all elemental beings. Only those who retain
the knowledge of Eldritch magic may conjure a
quintelemental, which explains their rarity in the
present age.
For every hit die possessed by a quintelemental,
it will have a diameter of 6 inches and be 2 feet
high. The appearance of a quintelemental is that of
a barely visible cloud of silvery luminescence. Quin-
telementals surprise their opponents on a roll of
1-3 on 1d6, and their nigh-invisibility causes all
attack rolls against a quintelemental to be made at
a 1 penalty. Casters of magic-user spells suffer an
extra 1d8 points of damage from quintelementals.
Ranine
No. Enc.: 1d8 (3d6)
Alignment: Chaotic
Movement: 90 (30)
Swim: 120 (40)
Armor Class: 4
Hit Dice: 2
Attacks: 3 or 1 (2 claws, 1 bite or weapon)
Damage: 1d6/1d6/1d4 + paralysis or weapon
Save: F2
Morale: 9
Hoard Class: XIX
XP: 29
Ranine are degenerate, subterranean creatures
who serve the foul demon lord Tsath-Dagon. Like
their master, ranine are of broadly batrachian ap-
pearance, but possess small bat-like ears in addition
to vicious fangs, and in many cases, small horns.
They are drawn to underground locations suffused
with Chaotic energies.
APPENDIX C
350
Ranine shy away from sunlight and suffer a 1
penalty to their attack rolls and saving throws if
they operate in it. If given sufcient room in com-
bat, they can hop at enemies, which gives them a
+1 bonus to attack and damage rolls. When ght-
ing at close quarters, they bite opponents, trying
to inject them with a paralyzing poison. Failure to
make a saving versus Poison against it results in
paralysis for 3d6 turns. Ranine in groups larger
than six typically include a leader, an anti-cleric
who can cast spells as it were a cleric of the same
level as its hit dice.
Precisely how the Ranine reproduce is a mystery,
as they appear to be completely asexual. Given that
these beings prefer to take opponents prisoner rath-
er than slay them outright, some sages have postu-
lated that the Ranine somehow convert their prey
into new frog-men to swell their ranks. If true,
these creatures pose an even more terrible threat
to civilization than is commonly supposed.
Roper
No. Enc.: 1d3 (1d3)
Alignment: Chaotic
Movement: 30 (10)
Armor Class: 0
Hit Dice: 10-12
Attacks: 1
Damage: 5d4
Save: F10-12
Morale: 8
Hoard Class: V 2
XP: 2,400
A roper stands some 9 feet tall and tapers from
3 or 4 feet in diameter at its base to 1 foot across
at the top. A ropers coloration and temperature
change to match the features of the surrounding
cave. A roper hunts by standing very still and imi-
tating a stalagmite. This tactic often allows it to
attack with surprise. When prey comes within reach,
it lashes out with one of its six rope-like strands to
a distance of up to 50 feet. If a roper hits with a
strand attack, the strand latches onto the opponents
body. This deals no damage, but drags the opponent
back towards the ropers immense mouth, in 10
feet increments per round. In addition, the victim
suffers from weakness for 1d4 rounds. A character
must succeed in a force doors check in order to
break away from a ropers strand. Ropers suffer only
50% damage from cold-based attacks, and are im-
mune to electrical-based attacks. However, re is
disagreeable to them and they suffer a -4 penalty
to their saving throws versus re-based attacks.
Sapient Animal, Cat
No. Enc.: 1d2 (1d6)
Alignment: Neutral
Movement: 120 (20)
Armor Class: 7
Hit Dice: 1d4 hit points
Attacks: 3 (Claw, bite)
Damage: 1/1/1d2
Save: F1
Morale: 7
Hoard Class: VI
XP: 6
Sapient cats are a species of intelligent feline
created by Termaxians mages to serve as familiars
and pets. Several members of the species escaped
servitude during the fall of Dwimmermount, and
have since spread throughout the realms of man.
Sapient cats generally live in human communities,
often disguising themselves among ordinary pets,
though if a cat prince is present, the cats will almost
certainly be in charge of the household (see below).
Physically, sapient cats are indistinguishable from
ordinary domestic cats, typically weighing about
8-11 lbs. and being 1 to 2 long. They can be black,
brown, gray, orange, white, tabby or calico in col-
or. Though they cannot speak Common, sapient
cats are nearly as intelligent as men, and can com-
municate uently with anyone under the effects of
speak with animals.
When sapient rats are encountered in their lair,
young equal to 150% of the number of adults will be
present. Sapient cat young ght as sapient rats (see
below). Certain additional creatures may also be pres-
ent. There is a 75% chance the cats will be accompa-
nied by 2d6 ordinary cats, who serve as guards and
companions. There is a 25% chance that the cats will
be led by a cat prince with AC 6, 3+2 Hit Dice, 18
hit points, 3 attacks dealing 1d3/1d3/1d6 damage,
and magic-user abilities at level 1d6 (always including
the spell charm person). As long as the prince alive,
the sapient cats will gain a +1 to morale rolls.
If a cat prince is present, he will always be served
by 1d4 charmed humans he has trained to dote
upon his every need. Cat princes prefer afuent
elderly women with no offspring as their people,
as these have been proven to devote the most re-
sources to serving cats. Occasionally the charmed
servants of a cat prince temporarily regain lucidity
(through a saving throw) and attempt to warn
others of the danger, but such talk is dismissed as
the ravings of crazy cat ladies.
Due to the inadequacies of the Termaxian alche-
mists who bred them, the offspring of sapient cats are
prone to madness. The offspring of a pair of sapient
cats will have a 50% chance to be violently insane. The
offspring of a sapient cat and an ordinary cat will have
only a 10% chance to be mad, but only a 10% chance
NEW MONSTERS
351
to be intelligent. Mentally ill cats are usually killed by
their sire the rst time they show signs of madness.
The cat princes have begun to wonder whether the
secret to curing this genetic madness may lie in the
re-opened halls of Dwimmermount.
Sapient cats nd ordinary rats and birds to be
easy pickings. Their favorite prey are sapient rats,
whose cunning intelligence makes them challeng-
ing to hunt. A sapient cat who slays many intelligent
rodents is well on his way to princedom.
Sapient Animal, Rat
No. Enc.: 3d6 (3d10)
Alignment: Neutral
Movement: 60 (20)
Swim: 30 (10)
Armor Class: 9
Hit Dice: 1 hit point
Attacks: 1 (Bite, per group)
Damage: 1d6, disease
Save: 0 level human
Morale: 5
Hoard Class: XX
XP: 6
Sapient rats are a species of intelligent rodent
descended from Termaxian lab rats. The subject of
cruel and horric experiments, the rst sapient rats
ed Dwimmermount during the rebellions which
toppled the Termaxians from power. The intelligent
rodents have since spread throughout the city-states
of man. They dwell in secret warrens in abandoned
tunnels and sewers, surfacing from time to trade for
goods made by man. Only a tiny handful of traders
and thieves know of the rats existence, and these
nd it in their best interest to keep it in condence
both for the value of the coin and secrets the rats
deliver, and lest they be eaten by rats in the night
Like ordinary rats, sapient rats range in size from
6 long to 2 long. They can be black, brown, gray,
or white in color. They live in small packs of up to
30 members. Though they cannot speak Common,
sapient rats are nearly as intelligent as men, and can
communicate uently with anyone under the effects
of speak with animals. Sapient rat packs ght in a
viciously coordinated manner, getting 1 attack per
5 individuals (instead of 1 attack per 10 individuals,
as ordinary rats do). Each successful attack deals
1d6 hit points of damage. If a character is swarmed
by 10 or more sapient rats, he must succeed in a
saving throw versus Death or fall to the ground
under the writhing rodent horde. He may stand up
the following round, but make as new saving throw
if still under the swarm. The opponent can make
no attacks until he gets back on his feet.
When sapient rats are encountered in their lair,
certain additional creatures may be present. A sa-
pient rat lair has a 75% chance to be guarded by
5d10 trained ordinary rats and a 50% chance to be
guarded by 1d6 giant rats. There is a 25% chance
that the rats will be led by a rat boss with AC 5, 1
Hit Die, 8 hit points, 1 attack dealing 1d6 damage,
and cleric abilities at level 1d8. As long as the boss
alive, the sapient rats will gain a +2 to morale rolls.
Sapient rat lairs will have young equal to 300% of
the number of adults. Young do not ght.
Due to the inadequacies of the Termaxian al-
chemists who bred them, the offspring of sapient
rats are prone to stupidity and infertility. The off-
spring of a pair of sapient rats will have a 50% chance
to be intelligent, but only a 10% chance to be fertile.
The offspring of a sapient rat and an ordinary rat
will have a 50% chance to be fertile, but only a 10%
chance to be intelligent. This aw in their bloodline
has kept the population of sapient rats quite small;
perhaps 1 in 20 rats in Adamas and other city-states
are sapient. Now that Dwimmermount has been
unsealed, the rat bosses will certainly seek a cure
for their races tragic condition within its halls.
Sapient rats fear and hate sapient cats, recogniz-
ing them as their races natural foe. A sapient rat
who slays a sapient cat is a celebrated hero of his
people, much as a dragon slayer is among men.
Shambling Mound
No. Enc.: 1d3 (1d3)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 0
Hit Dice: 8-11
Attacks: 2
Damage: 2d8/2d8
Save: F8-11
Morale: 12
Hoard Class: VIII, IX, XIV
XP: 1,820
Shambling mounds, also called shamblers, appear
to be heaps of rotting vegetation. They are actual-
ly intelligent, carnivorous plants. A shamblers brain
and sensory organs are located in its upper body,
buried deep within its slimy dense trunk. A sham-
blers body has an 8 foot girth and is about 6 feet
tall when the creature stands erect. These creatures
batter opponents with two huge, arm-like append-
ages. If both hit in the same round, a victim has
been grabbed and it will be smothered to death by
the shamblers abundant mucus in 2d4 rounds. The
victim can only get free if the shambler is killed.
Shamblers take no damage from electricity. Instead,
any electricity attack used against a shambler actu-
ally causes it to grow and grants it 1 extra hit dice.
In addition, re-based attacks do not harm it. Cold-
based attacks do half damage, or no damage if the
shambler succeeds in a saving throw versus the
cause. Weapons deal half damage. Shamblers are
intelligent plant creatures and have the associated
immunities.
APPENDIX C
352
Skullmural
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 30 (10)
Armor Class: 6
Hit Dice: 3
Attacks: 1 (blood drain)
Damage: 1d6
Save: F3
Morale: 10
Hoard Class: Nil
XP: 65
A skullmural appears to be a horrifying skull-like
design carved into a wall. It is in fact a bizarre amoe-
boid creature suffused with Chaotic power. It can
seep slowly along walls, ceilings, and other surfaces,
positioning itself for attack, which can cause adven-
turers to think they have made a mistake in mapping.
If anyone touches the skullmural, the creature gains
a free attack, at +4 to hit. The skullmural attacks by
fastening tiny protoplasmic hooks and suckers into
esh to drink the victims blood and other juices.
Once attached, it drains 1d6 hit points per round
and does not stop until killed or driven off with
ame, alcohol, or melted butter. If blood is poured
out near a skullmural, it will occupy itself with the
blood rather than attacking creatures. A sated skull-
mural changes to a reddish color and bloats slightly,
seeping back to its original position.
Sleep Sphere
No. Enc.: 1d8 (1d8)
Alignment: Neutral
Movement:
Fly: 120 (40)
Armor Class: 3
Hit Dice: 2
Attacks: 1
Damage: Suspended animation
Save: F2
Morale: 12
Hoard Class: Nil
XP: 29
Sleep spheres are blue bubbles of glass or crystal
which generate and contain a gas that causes them
to emit a blue glow from within. These magically
created automatons can be given simple instructions
governing when they will release a pulse of this gas,
which spreads 5 feet from the sphere. Living crea-
tures of 5 hit dice or fewer which are exposed to
the gas must make a saving throw versus Spells or
be placed into suspended animation, which can be
lifted by destroying the sphere responsible or cast-
ing dispel magic on the victim. A creature which
successfully makes its saving throw will not be af-
fected by further attacks by that sphere, but will
have to save as usual against gas from other spheres.
Slug, Giant
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 60 (20)
Armor Class: 8
Hit Dice: 12
Attacks: 1 (bite)
Damage: 1d12
Save: F12
Morale: 10
Hoard Class: None
XP: 2,000
Giant slugs are larger, much stronger versions of
normal slugs. They are pale gray in color with a
dull white underbelly. They have a single pair of
long, thin tentacles or antennae. The giant slug
uses them to sense brightness, heat, and to smell.
A typical giant slug is 20 feet long, but can grow
to twice that length. Its squishy exible body allows
it to squeeze into relatively narrow corridors, though
this may be in such a way as to prevent it turning.
A large slime trail marks the ground as it moves.
Giant slugs are found in moist or wet environments
such as swamps, marshes, rain forests, and dun-
geons. They are both scavengers and predators
feeding on both plants and animals. Giant slugs
are nocturnal creatures and spend the daylight hours
away from the heat of the sun. Giant slugs can attack
with a bite, but they often employ their highly
dangerous acid spittle to a range of 60 feet. If struck,
a victim suffers 5d8 points of acid damage. Giant
slugs are only harmed by sharp weapons or magical
blunt weapons.
Spawn of Arach-Nacha
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120 (40)
Web: 180 (60)
Armor Class: 5
Hit Dice: 3
Attacks: 1 (bite)
Damage: 2d8 + poison
Save: F3
Morale: 10
Hoard Class: VI
XP: 80
A Spawn of Arach-Nacha is a hideous 7 feet long
spider, sent to the Material Plane to wreak havoc in
the name of its master, the demon lord Arach-Nacha.
Looking like a hairy black spider with a face resembling
a twisted mockery of a Mans, a Spawn of Arach-Na-
cha considers itself royalty among terrestrial spiders,
which obey its commands instinctively and without
question. Indeed, a Spawn has a 30% chance of being
able to summon 1d3 black widow (50%) or crab spiders
(50%) to its aid once per day.
NEW MONSTERS
353
A Spawn of Arach-Nacha prefers to avoid combat
in favor of temptation and false reasoning aimed
to lead its hearers into madness. Nevertheless, it is
a erce opponent especially if fought within its web,
which has the same properties as the magic-user
spell of the same name. Its bite is extremely poi-
sonous, requiring a victim to make a saving throw
versus Poison at a 2 penalty to avoid immediate
death. A Spawn has normal demon immunities.
Spider, Phase
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 60 (20)
On web: 150 (50)
Armor Class: 7
Hit Dice: 5 + 5
Attacks: 1 bite
Damage: 1d6
Save: F5
Morale: 8
Hoard Class: XVIII
XP: 660
These 8 feet long giant spiders are native to
Astral Space (see page XX) and attack with a poi-
sonous bite. Victims must succeed in a saving throw
versus Poison or die. Phase spiders are difcult
opponents, since they spend most of the time out
of phase, and are thus invulnerable to attack. If the
spell phase door is cast on a phase spider it cannot
phase out again for seven rounds. The webs of this
spider are very sticky, and it takes a creature with
18 STR or higher a single round to break out. If
STR is 17, it takes two rounds. The webs burn
easily, as with a web spell.
Stirge Demon
No. Enc.: 1d4 (1d6)
Alignment: Chaotic
Movement: 20 (6)
Fly: 60 (30)
Armor Class: -2
Hit Dice: 7
Attacks: 3 (2 claws, 1 bite)
Damage: 2d4+4/2d4+4/1d8+2
Save: F7
Morale: 10
Hoard Class: II
XP: 1,140
A stirge demon is a loathsome cross between a
human, a stirge, and an abyssal y. It stands on four
stirge-like hind legs and grasps with its humanlike
forelimbs, which end in chitinous claw-like ngers. It
has the wings of a stirge, though wrinkled and seem-
ingly useless. Its stirge-like head has distinctly human
features and is topped with a bristled, backswept mane.
Its mouth is tiny and lled with fangs, though its nose
is long and is used to pierce and draw blood.
A stirge demon has the usual demon immunities
and can use the following spells at will: darkness,
detect good, detect magic, detect invisible, telekinesis,
and teleport. Once per day, it has a 35% chance of
summoning another stirge demon or 2d8 dretches.
Except when using spells, a stirge demon drones
and buzzes like a y which causes every creature
within a 30 foot radius to fall into a comatose sleep
for 2d4 hours unless they can make a successful
saving throw versus Spells. A creature that success-
fully saves is immune to this effect for 24 hours.
The stirge demon will then drain blood from a
sleeping victim, dealing 1d4 points of damage each
round. This grants the victim a second saving throw
versus Spells to wake up, but if it too fails, he remains
asleep for the duration or until drained of all his
blood.
Succubus
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 120 (40)
Fly: 180 (60)
Armor Class: 0
Hit Dice: 6
Attacks: 2 (claws)
Damage: 1d3/1d3
Save: F6
Morale: 7
Hoard Class: XI, XIV, XV
XP: 1,320
Succubi resemble very attractive human women,
save for their bat-like wings. When not in the realms
of Chaos, they haunt the material plane in search
of humans to tempt. They are able to drain a mor-
tal of a level if lured into some act of passion, or by
simply planting a kiss on the victim. Otherwise,
succubi can attack with deceptively formidable claws.
They are not susceptible to damage by ordinary
weapons. Succubi have the following spell-like abil-
ities usable at will: charm person, clairaudience,
ESP, ethereal form (as per oil of etherealness), shape
change, and suggestion. In addition, a succubus or
incubus can gate (65% probability of success) a
balor demon or attempt to gate (5% probability of
success) a demon lord once per day.
APPENDIX C
354
Tenebrous Worm
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 30 (10)
Armor Class: 1
Hit Dice: 10
Attacks: 1
Damage: 2d6 + 1d6 acid
Save: F10
Morale: 10
Hoard Class: XXI
XP: 1,700
The tenebrous worm resembles a 6 foot long,
sleek, gray caterpillar. The front half of its body,
including its head is covered in long, dull, black
coarse bristles. Two large, multi-faceted eyes dot
its head and two large, pearl white mandibles ank
its mouth. The mandibles can be broken off from
a dead tenebrous worm and sold for 1d3 x 1,000
gp each. These mandibles drip a highly corrosive
acid, dealing 1d6 points of damage, in addition to
the 2d6 damage dealt by the bite itself. A creature
attacking a tenebrous worm with an unarmed or
similar attack must make saving throw versus Par-
alyzation or be paralyzed for 1d4 rounds.
Tentacled Eye
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 90 (30)
Armor Class: 4 (tentacles 5)
Hit Dice: 14-16
Attacks: 8 or 1 (tentacles or bite)
Damage: 1d8 per tentacle or 2d6
Save: F14-16
Morale: 10
Hoard Class: VII, IX, XIV
XP: 4,200
Sages believe the tentacled eye is a very distant
relative of the horrible eye of terror. These creatures
have 15 feet wide orb-like bodies, a large tooth-
lled mouth, and three elephantine legs. Their
bodies are covered with eyes, and they may not be
surprised. They have a disturbingly incongruent
canine-like nose, and eight octopus-like tentacles.
Tentacled eyes may attack any single opponent with
4 tentacles at a time, and may divide attacks so that
they can attack up to 8 opponents, one for each
tentacle, each round. Each tentacle is massive and
deals 1d8 crushing damage. A successful hit means
the victim is entangled and will suffer an addition-
al 1d8 damage per round until either the tentacle
is severed or the creature is killed. Tentacles may
be attacked individually, and have an AC of 5 and
2d6+4 hp. A tentacle regenerates in 2d4 days. Crea-
tures being constricted attack with a -2 penalty to
hit. The tentacle eye may also pull constricted crea-
tures toward its mouth, where it bites for 2d6 hit
points of damage. Victims must succeed in a saving
throw versus Poison or become living husks with
dead brains, waiting to be completely devoured.
Curative spells cannot cure this condition, but if a
victim is fully dead a raise dead or resurrection spell
will revive him normally.
Termaxian Husk
No. Enc.: 1d8 (1d8)
Alignment: Chaotic
Movement: 120 (40)
Armor Class: 7
Hit Dice: 6
Attacks: 2 (sts)
Damage: 2d10/2d10
Save: F5
Morale: 12
Hoard Class: None
XP: 570
A Termaxian husk is a horrible, zombie-like
creature created when a humanoid creature is ex-
posed to an alchemically prepared elixir made from
Jubilexs deliquescing esh. This elixir hollows
out the creature, destroying its mind, and leaving
its body a puppet under the control of Turms Ter-
max. The husk is a potent melee combatant, able
to deliver hard-hitting attacks with its sts. In ad-
dition, any time a husk is hit with a slashing or
piercing weapon, there is a 50% chance that its
elixir-infused blood will spray onto the attacker,
requiring an immediate saving throw versus Poison.
Failure results in the loss of 1d6 points of Wisdom
per round until either the attacker reaches 0, in
which case he becomes a Termaxian husk himself,
or a cure disease or neutralize poison spell is applied,
which eliminates the toxin. Lost Wisdom points
return in 1d6 days. Termaxian husks are constructs
with the azoth subtype rather than undead. They
cannot travel more than 200 miles from Turms
Termaxs current location or he loses control of
them and they die.
Termaxian Mummy
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60 (20)
Armor Class: 3
Hit Dice: 7
Attacks: 1
Damage: 1d12 + choke
Save: F7
Morale: 12
Hoard Class: XIX
XP: 1,840
Termaxian mummies are a rare form of undead
created by the cult of Turms Termax in order to
punish a member who has betrayed the cult in some
NEW MONSTERS
355
fashion. Through a magical ritual, the betrayer is
granted imperishable existence dedicated to a sin-
gular task, such as the protection of a cult site
against interlopers. The mummy remains dormant
until events related to its purpose occur or it is
given a command by a Termaxian adept of 7th-lev-
el or above.
Because of the peculiar circumstances of their
creation, Termaxian mummies generally retain
vestiges of their former personalities. Many, if not
most, of these mummies hate their undead servitude
to the cult, but can do nothing to rebel against it.
However, if either circumstances or a command
from the controlling adept pit them against some
deeply held positive belief or emotion of their former
livesmere hatred of servitude is not enough
there is a good chance (60%) that they are able
reassert their wills and act accordingly.
Like normal mummies, Termaxian mummies
are so fearsome that any being seeing one must
make a saving throw or suffer ill consequences.
Unlike normal mummies however, the saving throw
must be made versus Death (Wisdom bonuses or
penalties, if any, apply to this roll) and failure results
in the victim being aficted with the effects of a
feeblemind spell. This effect can only be lifted by
means of remove curse.
When a Termaxian mummy successfully strikes,
its victim is caught in its choking grip, suffering
1d12 points of damage on the rst and subsequent
rounds until either the victim is dead or the mum-
my is destroyed or forced to relinquish its grip in
some fashion. These mummies can be distracted
from their tasks by persons, events, or objects as-
sociated with their past life in a powerful wayor
perception of the same, for just like mortal beings,
they can be deceived, including through the use of
illusion magic.
Termaxian mummies are virtually indestructible
by physical means, being immune to damage by
anything other than spells, including re, as well
as the normal undead immunities.
Termaxian Necrolyte
No. Enc.: 1 (1)
Alignment: Neutral
Armor Class: 3
Movement: 60 (20)
Hit Dice: 7
Attacks: 1 touch, spells
Damage: 1d8
Save: M7
Morale: 10
Hoard Class: XVII
XP: 1,140
A Termaxian necrolyte is a magic-user of the cult
of Turms Termax, who by means of various secret
rituals and enchantments, has become undying.
Despite its skeletal appearance, it is a construct with
the azoth subtype rather than a type of undead.
The cold touch of a necrolyte deals 1d8 points of
damage and all of these creatures can cast spells as
APPENDIX C
356
if they were 7th-level magic-users. Many are also
equipped with offensive magic items, such as wands.
In return for the gift of immortality, necrolytes
typically serve as guardians of locations of partic-
ular importance to the cult of Turms Termax. While
acting as such, they are free to continue their re-
searches into magic and occult lore, unfettered from
the weaknesses to which all esh is prone. Those
who serve the cult well might one day gain access
to more powerful rituals that will set them further
down the path to apotheosis.
Terrim
No. Enc.: 1d4 (2d12)
Alignment: Neutral
Movement: 120 (40)
Armor Class: 5
Hit Dice: 8
Attacks: 1 (weapon)
Damage: 1d6 or weapon
Save: E8
Morale: 8
Hoard Class: XVIII
XP: 1,560
Terrim are descendants of the Great Ancients who
ed underground after the rise of the Eld. They look
much like men, but possess fair, almost albino com-
plexions and similarly fair hair. They tend toward
slenderness, but are nevertheless well-muscled and
look almost like classical statues come to life. The
Terrim dress in loose, owing clothing in dark, but
attractive colors. Unlike their cousins, the Derrim,
the Terrim are thoughtful and pacist, preferring to
use violence only as a last resort.
All Terrim are inherently magical, possessing
the ability to cast spells as if they were a magic-us-
er of the same level as their hit dice. When a group
of twenty or more is encountered, there will be one
leader present, whose hit dice are determined by
rolling 1d4+8. This leader may possess magic items,
with a probability equal to 5% per hit die per type
of magic. In the presence of this leader, Terrim have
a morale of 10 rather than 8.
Thelidu
No. Enc.: 1d4 (1d4)
Alignment: Chaotic
Movement: 120 (40)
Armor Class: 5
Hit Dice: 4+3
Attacks: 3 (2 claws, tentacles)
Damage: 1d6/1d6/1d4
Save: M5
Morale: 9
Hoard Class: VIII, IX, XXII
XP: 365
Thelidu (the term is both singular and plural)
are a hateful species of conquerors from Outside,
who use arcane devices to travel from world to world
in search of slaves and resources. Possessing scaly,
rubbery, vaguely humanoid bodies, the Thelidu
have octopus-like heads and faces that are masses
of tentacles. Gelatinous green in color, these mon-
strosities are worshiped as near-gods on countless
worldsand feared on countless more.
Thelidu are masters of the mind, which has
earned them the sobriquet brain demons, though
they are not in fact demons of any kind and indeed
view demons as just another species to be conquered.
All Thelidu are capable of using several mental
powers that mimic the effects of magic-user spells:
charm monster, charm person, clairvoyance, ESP,
levitate, and suggestion. These abilities are usable
at will and can be resisted with a successful saving
throw versus Spells. A successful melee hit on a
single target with both claws and tentacles allows
the Thelidu to crack open the victims skull and
begin extracting its brain. This process leaves the
victim helpless and results in death in 1d6 rounds
unless the Thelidu is interrupted.
Thessalgorgon
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 60 (20)
Armor Class: 2
Hit Dice: 8
Attacks: 9 (8 bites, 1 gore)
Damage: 1d10 (x8) + 1d6/2d8
Save: F8
Morale: 11
Hoard Class: None
XP: 2,060
A thessalgorgon is a cross between an eight-head-
ed hydra and a gorgon. It stands at least twice as
tall as a normal human. Its large central, bull-like
head is ringed by eight snake-like heads, each spit-
ting and hissing. Its entire body is covered in thick,
metallic scales of coppery-green. This monstrosity
attacks with its snake heads, which deal an extra
1d6 points of acid damage on a successful hit. Once
NEW MONSTERS
357
per hour, these heads can also belch a stream of
acid 5 feet high, 5 feet wide, and 40 feet long,
dealing 4d6 damage (make a saving throw versus
Breath Attacks for half damage). The creatures
gorgon head can gore and breathe a cloud of pet-
rication gas 10 feet wide and 60 feet long. Anyone
caught within the cloud must make a saving throw
versus Petrication or be turned to stone.
Tick, Giant
No. Enc.: 3d4 (3d4)
Alignment: Neutral
Movement: 30 (10)
Armor Class: 3
Hit Dice: 2-4
Attacks: 1
Damage: 1d4
Save: F2-4
Morale: 8
Hoard Class: None
XP: 29
These creatures are between 1 and 3 feet long,
and attack with a bite. If successful, they have at-
tached themselves and drain 1d6 hit points damage
worth of blood each round thereafter, until they
have drained an equivalent of blood equal to their
maximum hit point total. Giant ticks do not let go
of a victim unless burned, killed, or suffocated by
submersion in water. In addition, all victims have
a 50% probability of contracting a wasting disease
that kills the victim in 2d4 days. The spell cure
disease is effective in eliminating this illness.
Troll, Two-Headed
No. Enc.: 1d3 (1d3)
Alignment: Chaotic
Movement: 120 (40)
Armor Class: 4
Hit Dice: 10
Attacks: 4 (2 claws, 2 bites) or 2 weapons
Damage: 1d6/1d6/1d10/1d10 or by weapon
Save: F10
Morale: 10
Hoard Class: XIX
XP: 1,700
Two-headed trolls stand about 10 feet tall and
weigh about 2000 pounds. Their hides are mottled
green or gray and their facial features resemble that
of normal trolls. Two-headed trolls typically dress
in rags or tattered clothes, or even rusted armor on
occasion. Their legs end in three-toed feet and their
powerful arms end in sharpened claws. Like normal
trolls, two-headed trolls regenerate, but at the re-
duced rate of 1 hit point per round. This regener-
ation operates exactly like that of ordinary trolls,
including the effect of re and acid in stopping it.
Turnkey Golem
No. Enc.: 1d8 (1d8)
Alignment: Neutral
Movement: 180 (60)
Armor Class: 2
Hit Dice: 10
Attacks: 2 (sts)
Damage: 2d10/2d10
Save: F5
Morale: 10
Hoard Class: None
XP: 3,100
Turnkey golems are magical automatons created
to act as guardians in prisons and other places of
incarceration. They resemble featureless, 7 foot tall
humanoids made from a pliable, but sturdy black
material similar to tar. They are unaffected by or-
dinary weapons and have the usual construct im-
munities. They can detect evil, detect magic, and
detect invisibility at will at a range of 120 feet.
Furthermore, a turnkey golems touch acts as a hold
person spell; its effects can be resisted by a success-
ful saving throw versus Spells at a -2 penalty.
Undead Ooze
No. Enc.: 1 (1)
Alignment: Chaotic
Movement: 20 (6)
Armor Class: 9
Hit Dice: 6
Attacks: 1 (slam)
Damage: 2d4 + see below
Save: F6
Morale: 12
Hoard Class: None
XP: 820
An undead ooze is a large, viscous, black mass,
from which the bones of its previous victims pro-
trude. Possessing an evil intelligence, it prefers to
attack from surprise or by stalking its prey and
attacking when the opportunity presents itself. The
undead ooze attacks by slamming its body into its
prey. It usually engulfs its foes or expels its skeleton
allies to contend with its enemies.
Foes that the undead ooze attempts to engulf
must make a saving throw versus Death or be sucked
into its gelatinous body. Engulfed creatures take
1d6 points of cold damage per round until either
they or the undead ooze is killed. An undead ooze
can also expel skeletons from its body, which ght
on its behalf. Any given ooze has 1d4 skeletons
within its body, but can only expel one per round.
Expelled skeletons ght immediately, and if de-
stroyed, can still be reanimated later by the ooze.
APPENDIX C
358
Vampire Rose
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 5 (1)
Armor Class: 5
Hit Dice: 4
Attacks: 1 (blood drain)
Damage: 1d4+2
Save: F3
Morale: 12
Hoard Class: Nil
XP: 135
Vampire roses look like normal white rose bush-
es and are often mistaken for such. The typical
vampire rose bush stands about 3 feet tall and has
many branches. The plant stands motionless until
its prey moves within range, when it strikes with
a thorny stalk. Opponents struck are grabbed and
drained of blood at a rate of 1d4+2 points of dam-
age per round. An opponent can break free of the
grab with a successful Strength check. Otherwise,
the vampire rose continues to drain blood. When
fully sated with blood, the vampire roses petals
ush red. Vampire roses have immunities like
other plants.
Vrock (Demon of the First Circle)
No. Enc.: 1d3 (1d6)
Alignment: Chaotic
Movement: 120 (40)
Fly: 180 (60)
Armor Class: 0
Hit Dice: 8
Attacks: 5 (2 claws, 2 rear claws, beak)
Damage: 1d4/1d4/1d8/1d8/1d6
Save: F8
Morale: 11
Hoard Class: XXI
XP: 2,060
These demons resemble 8 foot tall humanoid
vultures. They have the usual demon immunities.
In combat they can attack with all ve attacks if
airborne, or two claws and a bite if on the ground.
Vrocks have the following spell-like abilities usable
at will: darkness 10 radius, detect invisibility, and
telekinesis (200lbs.). In addition, a vrock can gate
(10% probability of success) another vrock demon
once per day.
Xorn
No. Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 90 (30)
Armor Class: 2
Hit Dice: 7 + 7
Attacks: 4 (3 claws, bite)
Damage: 1d3/1d3/1d4/6d4
Save: F7
Morale: 10
Hoard Class: XI x 3, XII, XIII, XXI
XP: 1,300
Xorns are about 5 feet tall and are native to the
elemental plane of earth. When on the material
plane they live deep within labyrinths, where they
feed on minerals. Xorns are able to blend in their
environment, and can surprise opponents on 1-3
on 1d6. Xorns do not attack eshly beings except
to defend themselves or their property, since they
cannot digest meat. Xorns are indifferent to crea-
tures of the material plane with the sole exception
of anyone carrying a signicant amount of precious
metals or minerals, which xorns eat. They can smell
food up to 20 feet away, and may ask adventurers
to give them their precious metals. If refused, they
will almost always (90%) attack to take it forceful-
ly. Xorns are completely immune to re or cold-
based attacks. They suffer only half damage from
electrical-based attacks, or no damage with a suc-
cessful saving throw. The spells rock to mud and
stone to esh reduce a xorn to AC 8 for one round,
and the xorn cannot attack as it transforms back to
its original form. A xorn can glide through stone,
dirt, or almost any other sort of earth except met-
al after one round of preparation. A phase door spell
cast on an area containing a burrowing xorn kills
it instantly.
NEW MONSTERS
359
Zombie, Brute
No. Enc.: 1d6 (1d10)
Alignment: Chaotic
Movement: 30 (10)
Armor Class: 4
Hit Dice: 6
Attacks: 2
Damage: 2d6/2d6
Save: F6
Morale: 12
Hoard Class: None
XP: 570
Zombie brutes are large, hulking undead creatures
reanimated through dark magical rituals. Like nor-
mal zombies, zombie brutes have limited intelligence,
acting instead on whatever simple instructions their
creator gives them. They share all the normal undead
immunities and can only be struck by +1 or better
weapons. Zombie brutes rise again 1d6 turns after
reaching zero hit points unless either their bodies
are utterly destroyed or their mouths are lled with
salt and sewn shut. Otherwise, the brute pulls itself
back together at full hit points and resumes its former
activities, whatever they may have been.
Zombie, Juju
No. Enc.: 1d4 (1d8)
Alignment: Chaotic
Movement: 140 (50)
Armor Class: 6
Hit Dice: 4+4
Attacks: 1
Damage: 1d8
Save: F4
Morale: 12
Hoard Class: None
XP: 290
Juju zombies are fearsome undead opponents.
They are distinguished from other zombies by their
dark gray skin. Although they are often mistaken
for regular zombies, juju zombies are stronger,
faster, and possess a greater capacity for action.
They can use missile weapons and climb like 4th-lev-
el thieves. They are immune to damage from elec-
tricity, magic missiles, and cold, take half damage
from re-based attacks, and can only be struck by
a +1 or better weapon, in addition to the usual
undead immunities. They both attack and are
turned as if they were 6 hit dice monsters.
Zombie, Slime
No. Enc.: 1d4+1 (2d6+4)
Alignment: Neutral
Movement: 15 (5)
Armor Class: 8
Hit Dice: 6
Attacks: 1
Damage: 1d6 + infestation
Save: F4
Morale: 12
Hoard Class: None
XP: 820
Slime zombies are created when a living creature
is slain by a patch of olive slime (see page 347).
The zombies sole purpose is to capture or kill new
prey for its masterthat is, the olive slime that
created itwith which it maintains a mind link that
has a maximum range of 200 miles. Any creature
hit by a slime zombie must make a saving throw
versus Poison or be infested with olive slime. Despite
their name, slime zombies are plants rather than
undead. In addition to normal plant immunities,
they are immune to electricity-based attacks. Weap-
ons, whether normal or magical, do not harm them,
as they simply pass through their slimy form.
Zombie Lord
No. Enc.: 1
Alignment: Chaotic
Movement: 120 (40)
Armor Class: 5
Hit Dice: 3**
Attacks: 1
Damage: 1d8
Save: F3
Morale: 8
Hoard Class: None
XP: 80
A self-willed zombie of exceptional cunning and
power, a zombie lord retains the mind and mem-
ory of its mortal life, as well as the swiftness and
dexterity of its living body. Worse, a zombie lord
possesses innate necromantic power. At will, a zom-
bie lord can animate dead as a 9
th
level magic-user.
In addition, it can control by thought any skeleton
or zombie it encounters, as if it had created the
creature with animate dead. It gains a +2 to reaction
rolls with sapient undead. Like other undead, zom-
bie lords are immune to charm and sleep spells, but
remain susceptible to ordinary weapons.
To date only one zombie lord is known to exist,
but other creatures that die with unfullled obli-
gations or duties might, if slain in environments
rich with ambient azoth, rise in a similar manner.
1d6 Party (# of members) Align. Fighter Cleric M-U Thief Elf Dwarf Notable abilities
1 Five Delvers (5) Neutral 2 (1
st
) 1 (1
st
) 1 (1
st
) 1 (1
st
) Charm person
2 Typhons Fists (6) Lawful 2 (1
st
) 2 (2
nd
) 1 (1
st
) 1 (2
nd
) Potion of heroism
3 Crimson Band (6) Lawful 3 (3
rd
) 1 (3
rd
) 1 (2
nd
) 1 (2
nd
) Sleep
4 Heralds of the Silver Dawn (6) Chaotic 2 (4
th
) 3 (3
rd
) 1 (4
th
) ESP, clairvoyance
5 Seekers (5) Lawful 1 (5
th
) 1 (5
th
) 1 (4
th
) 1 (5
th
) 1 (5
th
) Speak with animals
6 Free Swords (7) Neutral 2 (6
th
) 1 (7
th
) 1 (6
th
) 1 (7
th
) 1 (6
th
) 1 (7
th
) Ring of invisibility
1d6 Party Goals & Motives Afliations
1 Delvers Prot from the exploration and pillage of Dwimmermount Castellan of Muntburg
2 Fists Foster the glory of Typhon by cleansing Dwimmermount of chaos High Priest in Adamas
3 Band Win glory by protecting the city-states with military might Callett in Yethlyreom
4 Heralds Free Turms Termax from captivity and learn his secrets Termaxians in Adamas
5 Seekers Re-discover lost lore hidden within Dwimmermount. Bynde Petre, Muntburg
6 Swords Sell Alchemy secrets, seek Immortality Despot of Adamas
Rival adventurers are useful in a campaign for a variety of reasons. Firstly, they pro-
vide a link between the PCs and the outside world, especially in a megadungeon
campaign. Theyre as much a part of Gygaxian naturalism as are monsters who do
more than wait around to be killed. Second, they serve as a useful goad to the PCs.
If they know they have rivals who are after the same goals as they, odds are good
they might move a lot more precipitously, thereby leading to some interesting situa-
tions. In my Dwimmermount campaign, the players have found signs that someone
has been in the dungeon while they were away healing and disposing of their loot,
which has added another layer of urgency to their explorations. Finally, as a referee,
rival adventurers provide an opportunity to role-play with more depth than one is
typically afforded by most monsters. I love playing the role of venal, self-interested
antagonists; its fun in a way that playing Pig-Face Orc #231 is not.
James Maliszewski,
Grognardia,
March 31, 2009
T
HOUGH THIS BOOK
assumes that the player
characters are some of the
only adventurers to enter
Dwimmermount since its
fall two centuries ago, this
situation will not remain
true for long. As soon as dungeon explorers
return to civilization for the rst time, word
of the wealth to be had in the ancient moun-
tain fortress will inevitably spread, resulting
in the appearance of rival adventuring parties.
What follows are descriptions of six such parties
across a range of experience. Each party is fully
detailed in terms of game statistics, along with
just enough additional informationpersonalities,
goals, etc.to be usable without much preparation
while at the same time providing the referee with
plenty of exibility to develop them as he wishes.
Rival Parties as Factions
Not present in the dungeon at the start of the
campaign, rival parties will quickly be introduced
into Dwimmermounts depths through the actions
of the player characters and the consequences of
wandering monster checks. Each rival party will
become a faction (see Chapter 7, p. 87) as it
becomes active within the mountain fortress, with
its inuence on the dungeon emerging from the
pursuit of its goals and motives. During the cam-
paign, these motives may conict or align with
those of other factions. The goals, motives, and
afliations of the various parties are summarized
to the left.
Referees are encouraged to make rival parties
a resource to be pulled out as the situation
demands, and a frequent touchstone for rein-
corporation of material improvised during play.
When the players seek out a sage in a town where
you dont have one prepared, make it Richal the
warrior-scholar of the Seekers. Or, if you didnt
think of Richal at the time, when you go over
your session notes you might make a note that
the sage you invented was one of Richals stu-
dents or teachers. Building up a web of connec-
tions between players and rivals will make some
trusted allies bound by mutual assistance. In
other cases, this web may become so sticky and
frustrating that the players eagerly await the
chance to meet their rivals in a dark dungeon
where there are no witnesses.
Rival Parties as Hirelings
The rival parties provide a resource for play-
ers as well as referees. Although willing to risk
adventuring on their own behalf, rival leaders
are also open to the more certain rewards of
working for hire. Hiring rival parties requires
successful negotiation, achieved through role-
playing and/or a favorable reaction roll, by em-
ployers whose alignment and goals do not
strongly conict with the leaders own.
Rival Adventuring
Parties
D
APPENDIX
APPENDIX D
362
For each rival party, the table below shows the
base where the party may be found, the leader with
whom negotiations will be conducted, and the cost
to hire the party.
The listed hire cost represents how much the
leader expects their party be paid for a months
work in a city or stronghold
far from danger; a week in
the wilderness or areas of
the dungeon in which haz-
ards are known and avoid-
able; or a day spent explor-
ing unknown regions of the
dungeon or facing certain
opposition.
The detailed descriptions
of each party, provided later
in this chapter, include lists
of tasks in each category
which its leader might feel
competent to perform. The
partys rates increase with
dungeon level. Each entry
shows safe levels where normal rates apply, haz-
ardous levels where double normal rates apply, and
lethal levels which the leader will charge triple nor-
mal fees to enter. As a rule, parties will not willing-
ly venture deeper than the listed lethal level.
All of the rival parties are aware of one another
when the campaign begins. None have formed alli-
ances, become enemies, or suffered schisms. At the
referees discretion, rival parties may hire the services
of each other and/or the player characters. In the
latter case, the referee may use the cost listed for a
rival party of similar size and level as a guide to the
offer made by the PCs would-be employers.
Shares and Weregilt
The division of treasure found by rival parties
working for the player characters, or vice versa, must
be negotiated as part of the hiring agreement. The
standard arrangement reected in the listed costs
is that when hirelings are largely shielded from
danger by their employers, as a group they split a
share of treasure equal to one of their employers.
(If the Five Delvers act as hirelings to four PCs,
each PC gets one-fth of the treasure and the
Delvers divide the remaining fth between them-
selves.) When the rival party is hired to act on its
own, the standard arrangement is for treasure to
be split equally between the party that recovers it
and the employers whose directions they were fol-
lowing.
The last standard element of contracts between
rival parties is weregild, an agreed-upon sum that
the employer will pay to the family of an adventur-
er who is killed while under hire. Although it is
open to negotiation, the listed price for hiring an
entire party is generally the same as the weregild
payment for each of its members.
Bribery and Extortion
In the event of such a confrontation, one party
may seek to buy their way out of trouble. Referees
are not expected to track the treasuries of rival
parties. For the purpose of inuencing reaction
rolls through bribery, as described in the Factions
section, the hire price of a rival party can serve as
its bribe increment.
[The Fortunes Fools] ordered a couple
of their hirelings, twin Norsemen Erik and
Ethil, to hang out in the inn at Muntburg
to see if they saw anyone who looked
like they were also heading off to explore
Dwimmermount.
James Maliszewski,
Grognardia,
March 31, 2009
RIVAL PARTIES AS HIRELINGS
1d6 Party Base Leader Hire Cost
1 The Five Delvers Muntburg Asceline (Neutral female thief 1) 125 gp
Specialties: Spying, gaining human intelligence, burglary, monitoring activity in and near Muntburg
2 Typhons Fists Adamas Jehan of Typhon (Lawful male
cleric 2)
225 gp
Specialties: Dispatching undead, understanding history and lore of Typhon and Termaxian Empire
3 The Crimson Band Yethlyreom Daniau (Neutral male ghter 3) 400 gp
Specialties: Recruiting and leading mercenary troops, garrisoning dungeon, siege tactics & engineering
4 Heralds of the Silver
Dawn
Adamas Alina (Chaotic female magic-user
3)
800 gp
Specialties: Researching, locating, retrieving, and deciphering magic items and Termaxian lore
5 The Seekers Muntburg Ysabelon of Asana (Lawful female
cleric 5)
1,800 gp
Specialties: Discovery of knowledge located in dangerous, difcult to reach, and accursed vaults
6 The Free Swords Adamas Adaina (Neutral female elf 6) 5,600 gp
Specialties: Invisible scouting and inltration followed by devastating tactical strikes and reballs
RIVIAL PARTIES
363
Party #1 (0 Experience Points):
The Five Delvers
The Delvers are a new adventuring party based
out of Muntburg, led by the thief Asceline. Driven
by equal parts curiosity and greed, they are not
averse to aiding other adventurers when it is prof-
itable to do so but they also have no qualms about
dispatching rivals when prudent to do so.
Specialties: Spying, gaining human intelligence,
burglary, monitoring activity in and near Muntburg
Future Plans: The Delvers plan to spend the
treasure they take from Dwimmermount to increase
their preparedness as adventurers. This will include
hiring and equipping henchmen and torchbearers,
establishing and maintaining a network of infor-
mants and operatives throughout the City-States,
and laying in barrels of holy water, aming oil, and
distilled spirits.
Asceline
(Level 1 Neutral Female Thief)
Characteristics: AC 5 HP 4 STR 10 INT 15
WIS 12 CON 13 DEX 17 CHA 15
Thief Skills: Pick Locks: 17% Find/Remove Traps:
14 Pick Pockets: 23% Move Silently: 23% Climb Walls:
87% Hide in Shadows: 13% Hear Noise 1-2
Equipment: Short sword, dagger, leather armor,
backpack, waterskin, lantern, 4 asks of oil, 1 weeks
iron rations, 10 pole, 50 rope, thieves tools.
Personality: Asceline is bold to the point of fool-
hardiness. Her charisma makes her a natural leader.
Fortin
(Level 1 Neutral Male Fighter)
Characteristics: AC 4 HP 8 STR 13 INT 12
WIS 12 CON 11 DEX 9 CHA 9
Equipment: Chain mail armor, shield, long
sword, dagger, 6 torches, backpack, waterskin, 1
weeks iron rations, 10 pole.
Personality: Fortin is the strong and silent
type; he keeps his opinions to himself and does
what he is told.
Rique of Tyche
(Level 1 Lawful Male Cleric)
Characteristics: AC 5 HP 6 STR 7 INT 12
WIS 13 CON 13 DEX 13 CHA 13
Spells: None
Equipment: Mace, leather armor, 6 torches,
backpack, waterskin, 1 weeks iron rations, 10 pole,
wooden holy symbol.
Personality: Like many clerics of Tyche, Rique
is addicted to danger. He sees exploring Dwim-
mermount as a reward in itself.
Lorenz
(Level 1 Neutral Male Fighter)
Characteristics: Characteristics: AC 2 HP 5
STR 14 INT 12 WIS 12 CON 5 DEX 14 CHA 12
Equipment: Plate mail, ail, dagger, short bow,
quiver with 20 arrows, 6 torches, backpack, water-
skin, 1 weeks iron rations, 50 rope, small sack.
Personality: Lorenz considers himself Ascelines
protector and will do anything to keep her safe.
Thonyn (Level 1 Neutral Male Magic-User)
Characteristics: AC 9 HP 3 STR 10 INT 16
WIS 13 CON 14 DEX 7 CHA 9
Spells: 1-charm person
Equipment: Dagger, 6 torches, backpack, waterskin,
1 weeks iron rations, 50 rope, vial of holy water.
Personality: Thonyn is the least trustworthy
member of the Delvers; he would betray his fellows
if he felt he could gain magical power as a result.
SAMPLE JOBS AND PAY RATES FOR THE FIVE DELVERS
Rate Sample Job
125 gp/month Keep
125 gp/week Camp out in the Chamber of the Face near the exit from the Path
of Mavors, question it daily
125 gp/day Blockade the stairs in the Path of
Base rates Path of Mavors (1)
Hazard 2 Laboratory (2A), Reliquary (2B)
Lethal 3 House of Portals (3A), Reservoir (3B)
There are lots of elements of old school play that have
been forgotten over the years and one of the ones I miss
a lot is rival adventurers. Starting with OD&D there was
always the implicit assumption that the player characters
werent the only adventurers delving into a particular
dungeon. These other adventurers might not necessarily
be evil, but, seeing as they were likely after the same
things as the PCs, they could certainly be called rivals,
with whom the PCs might even come to blows, as fa-
mously illustrated in the Dungeon Masters Guide, which
describes the battle between Aggro the Axe, Abner,
Arkayn, and Arlanni against Gutboy Barrelhouse, Balto,
Blastum, and Barjin.
James Maliszewski,
Grognardia,
March 7, 2009
APPENDIX D
364
Party #2 (2,035 XPs):
Typhons Fists
The Fists are based out of Adamas and are sanc-
tioned by the church of Typhon there. The leader
of the Fists, Jehan, is a cleric of Typhon. His group
seeks to cleanse Dwimmermount of the undead
and any lingering Termaxian presence there.
Specialties: Dispatching undead, understanding
history and lore of Typhon and Termaxian Empire
Future Plans: The Fists plan to spend the treasure
they take from Dwimmermount to foster the glory of
Typhon, the spread of his worship, and the advancement
of their leader Jehan through the hierarchy of the Tem-
ple of Typhon in Adamas. In their quest to make converts
and gain inuence, they may cover the tithe required
for healing and restoration of rival adventurers who are
otherwise unable to afford the Temples services.
SAMPLE JOBS AND PAY RATES FOR TYPHONS FISTS
Rate Sample Job
225 gp/month Build and
225 gp/week Establish a hospital in the Place of
Healing once its neighboring area of the
Reliquary level has been well-explored
and obvious threats vanquished
225 gp/day Rescue the dwarf captives on the Lab-
oratory level using a rough map to their
location drawn by a charmed
Base rates Path of Mavors (1)
Hazard 2 House of Portals (3A), Reservoir (3B)
Lethal 3 Halls of Lesser Secrets (4)
Jehan of Typhon
(Level 2 Lawful Male Cleric)
Characteristics: AC 4 HP 8 STR 12 INT 12
WIS 14 CON 12 DEX 11 CHA 14
Spells: 1-cure light wounds
Equipment: Chain mail, shield, war hammer
+1, 6 torches, backpack, waterskin, 1 weeks iron
rations, 10 pole, wooden holy symbol, 2 small
sacks, 3 stakes & mallet, steel mirror.
Personality: A martinet with a high opinion of
himself, Jehan is utterly dedicated to the eradication
of chaos. He cares little for wealth, but hopes his
exploits will grant him power in his church.
Ondart
(Level 2 Lawful Male Fighter)
Characteristics: AC 1 HP 12 STR 15 INT 14
WIS 12 CON 9 DEX 13 CHA 9
Equipment: Plate mail, shield, sword, dagger,
6 torches, backpack, waterskin, 1 weeks iron rations,
10 pole, potion of healing.
Personality: A devotee of Typhon, Ondart sees
exploring Dwimmermount as part of a noble cru-
sade against chaos.
Helouys
(Level 2 Lawful Female Fighter)
Characteristics: AC 3 HP 8 STR 16 INT 9
WIS 8 CON 11 DEX 12 CHA 11
Equipment: Plate mail, two-handed sword, 3
daggers, 6 torches, backpack, waterskin, 1 weeks
iron rations, 50 rope, 2 asks of oil, potion of her-
oism.
Personality: None too bright, Helouys listens
to her betters without question. Nevertheless,
she hopes to become rich as a result of her explo-
rations.
Genevote
(Level 1 Neutral Female Magic-User)
Characteristics: AC 9 HP 2 STR 11 INT 15
WIS 15 CON 9 DEX 9 CHA 8
Spells: 1-magic missile
Equipment: Dagger, 6 torches, backpack, wa-
terskin, 1 weeks iron rations, 50 rope, vial of holy
water.
Personality: Distrusted by her comrades, Ge-
nevote is a new addition to the Fists. She is here
solely for her knowledge of ancient history and
Termaxian lore.
Enjorran of Typhon
(Level 2 Lawful Male Cleric)
Characteristics: AC 5 HP 9 STR 14 INT 11
WIS 18 CON 10 DEX 6 CHA 5
Spells: 1-protection from evil
Equipment: Chain mail, shield, war hammer,
6 torches, backpack, waterskin, 1 weeks iron rations,
10 pole, wooden holy symbol, 2 small sacks, scroll
of cure light wounds.
Personality: Enjorran defers to Jehan in most
matters, but considers himself more in tune with
the will of Typhon. As such, he will sometimes
question Jehans judgment, especially when he fears
that the other clerics zeal could lead to disaster.
Yurain
(Level 2 Lawful Dwarf)
Characteristics: AC 1 HP 8 STR 17 INT 9
WIS 10 CON 11 DEX 12 CHA 11
Equipment: Plate mail, shield +1, long sword,
light crossbow, case with 30 quarrels, 6 torches,
backpack, waterskin, 1 weeks iron rations, 10 pole.
Personality: Though as dedicated to the ght
against chaos as any member of the Fists, Yurains
main interest is in locating the dwarven cemeteries
rumored to lie within Dwimmermount, to ensure
that they are not desecrated.
RIVIAL PARTIES
365
APPENDIX D
366
Party #3 (4.065 XPs):
The Crimson Band
So named because of the color of the surcoats
they have adopted, the Crimson Band has high
hopes of earning enough wealth to one day raise
an army and reclaim the abandoned fortress of
Winterburg for themselves. The Fists are currently
in Yethlyreom hiring mercenaries.
Specialties: Recruiting and leading mercenary
troops, garrisoning dungeon, siege tactics & engi-
neering
Future Plans: They plan to spend the treasure
they take from Dwimmermount on purchasing a li-
cense to operate a mercenary company in Adamas as
well. They intend for these troops to establish garrisons
around Dwimmermount, so that Daniau can gain
information on comings and goings from the dun-
geon. With luck, his men will be in a position to win
glory by protecting the safety of the City-States from
whatever horrors may emerge. To this end, they will
provide other employers with mercenaries for such
garrison duty at well below market price.
SAMPLE JOBS AND PAY RATES FOR THE CRIMSON BAND
Rate Sample Job
400 gp/month Draw up plans for an assault on the
400 gp/week Once the Laboratory level is mostly
clear, use the Pool of Life to create
and
400 gp/day Assault the Pool of Life and retake it
from the control of another faction.
Base rates Path of Mavors (1),
Hazard pay House of Portals (3A), Reservoir (3B)
Perilous levels Halls of Lesser Secrets (4)
Daniau
(Level 3 Male Lawful Fighter)
Characteristics: AC 2 HP 18 STR 14 INT 14
WIS 11 CON 12 DEX 12 CHA 16
Equipment: Plate armor +1, two-handed sword
+1, 3 daggers, 6 torches, backpack, waterskin, 1
weeks iron rations, 50 rope, 2 asks oil.
Personality: Daniau fancies himself a leader of
men and dreams of one day becoming an import-
ant player in the politics of the region.
Foursi
(Level 3 Male Lawful Fighter)
Characteristics: AC 3 HP 20 STR 16 INT 13
WIS 13 CON 9 DEX 16 CHA 10
Equipment: Chain mail +1, spear +1, light cross-
bow, case with 30 quarrels, 6 torches, backpack,
waterskin, 1 weeks iron rations, 50 rope.
Personality: Foursi is Daniaus brother and best
friend. The two of them work well together.
Moryse
(Level 3 Neutral Male Fighter)
Characteristics: AC 2 HP 18 STR 13 INT 11
WIS 12 CON 12 DEX 11 CHA 11
Equipment: Plate mail, shield, small sack, 50
rope, shovel, backpack, hammer, 10 pole, water-
skin, 1 weeks iron rations, potion of extra-healing,
scroll of ward against lycanthropes.
Personality: Moryse is after one thingmoney.
His loyalty to the Band appears strong, but he
would sacrice anyone in his party to gain wealth
or magic items.
Kirthas
(Level 2 Neutral Male Elf)
Characteristics: AC 6 HP 9 STR 15 INT 14
WIS 15 CON 12 DEX 12 CHA 9
Spells: 1-detect magic, sleep
Equipment: Leather armor +1, shield, sword,
int and steel, small sack, lantern, wineskin, 1 weeks
iron rations.
Personality: As an elf, Kirthas is an outsider
and is treated as such. He does not resent this
though, and in fact enjoys the company of the
ephemerals, whose ways he nds fascinating.
Guimar of Mavors
(Level 3 Lawful Male Cleric)
Characteristics: AC 3 HP 15 STR 11 INT 6
WIS 14 CON 11 DEX 14 CHA 8
Spells: 1-cure light wounds, light
Equipment: Mace +1, chain mail, shield 6 torch-
es, backpack, waterskin, 1 weeks iron rations, 10
pole, wooden holy symbol, scroll of neutralize poi-
son.
Personality: Simple-minded and thick, Guimar
wants only to slay in the name of his god.
Sedile
(Level 2 Lawful Female Magic-User)
Characteristics: AC 7 HP 6 STR 11 INT 14
WIS 13 CON 11 DEX 14 CHA 13
Spells: 1-protection from evil, read languages
Equipment: Dagger, 6 torches, backpack, wa-
terskin, 1 weeks iron rations, 50 rope, ring of
protection +1.
Personality: Sedile believes strongly in Daniaus
vision and is devoted to himto the point of being
in love with him, though Daniau has not returned
her affections.
RIVIAL PARTIES
367
Party #4 (8,125 XPs):
Heralds of the Silver Dawn
The Heralds are admirers of Turms Termax and
seek to explore Dwimmermount in order to follow
in his footsteps. Led by the magic-user Alina, the
Heralds have a strong dislike of clerics of all sorts
and will attack them in preference to other targets.
Specialties: Researching, locating, retrieving,
and deciphering magic items and Termaxian lore
Plans: The Heralds plan to spend the treasure
they take from Dwimmermount amassing alchem-
ical lore and supplies. They intend to hire sages to
scour the libraries of the City-States and purchase
or steal every tome they believe will be important in
interpreting any new evidence found in the dungeon.
Conicts with other factions may arise when the
Heralds refuse to share the last copy of a key text,
or have cornered the market on essential reagents.
SAMPLE JOBS AND PAY RATES FOR
THE HERALDS OF THE SILVER DAWN
Rate Sample Job
800 gp/month Comb the streets of
800 gp/week Retrieve the item from a town-
house using any means necessary,
without time pressure
800 gp/day Retrieve the item after its owner
has passed through the Alche-
mists Door into
Base rates Path of Mavors,
Hazard 2 Halls of Lesser Secrets (4)
Lethal 3 Halls of Greater Secrets (5)
Alina
(Level 3 Chaotic Female Magic-User)
Characteristics: AC 7 HP 8 STR 6 INT 17
WIS 10 CON 10 DEX 9 CHA 13
Spells: 1-detect magic, read magic; 2-locate object
Equipment: Dagger +1, 6 torches, backpack,
waterskin, 1 weeks iron rations, 50 rope, cloak of
protection +1.
Personality: Alina is a self-important tyrant; she
commands the Heralds as if she were a goddess
speaking to her worshipers.
Nantier
(Level 3 Chaotic Male Magic-User)
Characteristics: AC 8 HP 9 STR 13 INT 15
WIS 10 CON 15 DEX 15 CHA 10
Spells: 1-light, sleep; 2-knock
Equipment: Dagger, backpack, waterskin, 1
weeks iron rations, lantern, scroll of clairvoyance.
Personality: Nantier believes that he is Alinas
superior in both magic and leadership. However,
he is biding his time before he attempts to eliminate
her and seize control of the Heralds.
Guibour
(Level 4 Chaotic Female Thief)
Characteristics: AC 5 HP 14 STR 11 INT 13
WIS 10 CON 12 DEX 16 CHA 8
Thief Skills: Pick Locks: 31% Remove Traps:
23% Pick Pockets: 37% Move Silently: 37% Climb
Walls: 90% Hide in Shadows: 27% Hear Noise: 1-3
Equipment: Short sword +1, dagger +1, leather
armor, backpack, waterskin, lantern, 1 weeks iron
rations, 10 pole, 50 rope, thieves tools.
Personality: Guibour cares little for Alina or
indeed any of the magic-users in the party, but she
recognizes their utility in extracting the great wealth
to be found in the halls of Dwimmermount. She
will do nothing to assist them if it would endanger
her own life.
Betan
(Level 3 Chaotic Male Magic-User)
Characteristics: AC 7 HP 7 STR 9 INT 16
WIS 10 CON 13 DEX 13 CHA 12
Spells: 1-hold portal, sleep; 2-web
Equipment: Dagger, lantern, backpack, wine-
skin, 1 weeks iron rations, 50 rope, ring of protec-
tion +1, potion of ESP.
Personality: A scholar by inclination, Betan
does not want to venture into Dwimmermount.
He is a coward and fears death above all things,
but he understands that sometimes, one must brave
death in order to gain great power.
APPENDIX D
368
Sernays
(Level 4 Neutral Male Fighter)
Characteristics: AC 1 HP 13 STR 16 INT 13
WIS 13 CON 10 DEX 13 CHA 9
Equipment: Long sword +2, plate mail, shield
+1, backpack, waterskin, 1 weeks iron rations, 6
torches, 2 small sacks.
Personality: Sernays is a mercenary, pure and
simple. So long as he is well paid and treated, he
will obey Alina.
Pariset
(Level 4 Chaotic Male Fighter)
Characteristics: AC 2 HP 11 STR 15 INT 9
WIS 10 CON 11 DEX 11 CHA 10
Equipment: Chain mail +1, shield +1, backpack,
6 torches, waterskin, 1 weeks iron rations, 10 pole,
2 small sacks.
Personality: Pariset is an odditya warrior
devoted to the philosophy of Turms Termax. He
believes that Dwimmermount holds the key to his
own eventual apotheosis.
Party #5 (16,251 XPs):
The Seekers
The Seekers, based in Muntburg, are as their
name suggests, looking for lost magic and knowl-
edge hidden within Dwimmermount. They are
Lawful in their orientation overall and willing to
assist fellow adventurers.
Specialties: Discovery of knowledge located in
dangerous, difcult to reach, and accursed vaults
Future Plans: The Seekers plan to spend the
treasure they take from Dwimmermount by offer-
ing rewards for artifacts, maps, and nuggets of
information which might help them assemble the
pieces of the puzzle emerging from the dungeon.
They intend to hire a number of antiquarians and
investigators to handle the process of verifying these
claims and making payment, who will be housed
in some of the vacant apartments within Muntburg.
RIVIAL PARTIES
369
SAMPLE JOBS AND PAY RATES FOR THE SEEKERS
Rate Sample Job
1,800 gp/month Climb to the top of Dwimmer-
mount, keep watch on the Moon
Pool by looking down its shaft,
question birds about local events
1,800 gp/week Rig hammocks in Dwimmer-
mounts elevator shaft, monitor
but do not intercept comings
and goings
1,800 gp/day Locate the personal items listed
in Imperial records as having
been taken from Turmax upon his
arrest
Base rates 1 thru 4
Hazard 2 Halls of Greater Secrets (5)
Lethal 3 Manufactory (6A), Ossuary (6B)
Ysabelon of Asana
(Level 5 Lawful Female Cleric)
Characteristics: AC 2 HP 16 STR 9 INT 16
WIS 13 CON 7 DEX 12 CHA 17
Spells: 1-cure light wounds, detect evil, protection
from evil; 2-nd traps, speak with animal; 3-remove
curse
Equipment: Plate mail, shield, mace +1, silver
holy symbol, backpack, waterskin, 1 weeks iron
rations, 6 torches, 12 iron spikes, 2 small sacks,
ring of invisibility, mirror, scroll of cure light wounds,
resist re, & cure disease.
Personality: A slight, bookish woman, Ysabelon
sees Dwimmermount as the greatest source of for-
gotten lore in the entire world. Sometimes, this
leads her to take unnecessary risks.
Richal
(Level 5 Neutral Male Fighter)
Characteristics: AC -1 HP 34 STR 17 INT 9
WIS 11 CON 7 DEX 17 CHA 6
Equipment: Plate mail, shield +1, long sword +1,
+3 vs. regenerating monsters, 12 iron spikes, back-
pack, lantern, wineskin, 1 weeks iron rations, 10
pole, 50 rope.
Personality: Richal sees himself as a scholar as
well as a ghting man. He is as genuinely interest-
ed in Dwimmermounts secrets as anyone in the
Seekers.
Marguerin
(Level 4 Lawful Female Magic-User)
Characteristics: AC 6 HP 14 STR 12 INT 15
WIS 12 CON 14 DEX 11 CHA 10
Spells: 1-charm person, magic missile; 2-contin-
ual light, levitate
Equipment: Dagger +1, backpack, 3 small sacks,
lantern, 50 rope, waterskin, 1 weeks iron rations,
bracers of armor (AC 6).
Personality: Marguerin hopes to redeem the
name of magic-user in the wider world by nding
and sharing the secrets of Dwimmermount with it.
She is pained by the way that Turms Termax has
besmirched the study of magic in the eyes of many.
Jeffroy
(Level 5 Neutral Male Thief)
Characteristics: AC 4 HP 11 STR 7 INT 8
WIS 14 CON 8 DEX 17 CHA 12
Thief Skills: Pick Locks: 35% Remove Traps:
33% Pick Pockets 40% Move Silently 40% Climb
Walls 91% Hide in Shadows 30% Hear Noise 1-3
Equipment: Leather armor +2, dagger +1, long
sword, shortbow, quiver with 20 arrows, backpack,
thieves tools, waterskin, 1 weeks iron rations, 12
iron spikes, 50 rope, potion of healing, potion of
climbing.
Personality: Jeffroy is a wag and nds the oth-
er members of the Seekers too stuffy for his tastes.
He is prone to telling bad jokes and playing pranks
on his comrades.
Ogal
(Level 5 Lawful Dwarf)
Characteristics: AC 0 HP 29 STR 13 INT 9
WIS 14 CON 16 DEX 14 CHA 12
Equipment: Plate mail +1, shield, battle axe +1,
backpack, wineskin, 1 weeks iron rations, 50 rope,
lantern, potion of heroism.
Personality: Ogal believes that Dwimmermount
holds information about the true origin of the
dwarves and he intends to nd it.
APPENDIX D
370
Party #6 (65,001 XPs):
The Free Swords
The Free Swords are a mercenary band based
out of Adamas. They hire themselves out to any
who will pay the exorbitant fees. Currently, they
are working with an alchemist in Adamas who
believes that there are forgotten alchemical formu-
lae hidden within Dwimmermount and he has
tasked the Swords with nding them.
Specialties: Invisible scouting and inltration
followed by devastating tactical strikes and reballs
Future Plans: The Free Swords keep many of the
merchants, specialists, and sages in Adamas on their
payroll. Through these henchmen they run a num-
ber of businesses, most notably the arms & armor
shops that employ most of Voniass clan. The Swords
plan to spend the treasure they take from Dwim-
mermount by expanding their mercantile interests
to Muntburg and hiring lesser parties to help secure
the fortress while Adainas band plunders the depths.
SAMPLE JOBS AND PAY RATES FOR THE FREE SWORDS
Rate Sample Job
1,800 gp/month Patrol Adamas, investigate
rumors of a possible vault full of
undead beneath the city, pre-
pare for its possible eruption
1,800 gp/week Establish secret camp near
entrance to Dwimmermount, use
clairvoyance to scry locations
within and record comings and
goings
1,800 gp/day Find the alchemist Euthalius, a
Termaxian necrolyte believed
to have been sealed in the dun-
geon centuries ago
Base rates 1 thru 5
Hazard pay Manufactory (6A), Ossuary (6B)
Perilous levels Deep Hollows (7)
Adaina
(Level 6 Neutral Female Elf)
Characteristics: AC 2 HP 20 STR 16 INT 15
WIS 9 CON 12 DEX 15 CHA 15
Spells: 1-charm person, sleep; 2-invisibility, mir-
ror image; 3-re ball, haste
Equipment: Chain mail +2, long sword +2, short-
bow, quiver 20 arrows, 5 arrows +1, backpack,
waterskin, 1 weeks iron rations, 50 rope, potion
of healing.
Personality: Adaina is a fairly typical elfaloof
and disdainful of ephemerals. However, she takes
great pride in her skills as an explorer and has vowed
to plumb the depths of Dwimmermount to nd
what her employer seeks.
Hemmet of Donn
(Level 7 Lawful Male Cleric)
Characteristics: AC 4 HP 40 STR 12 INT 11
WIS 14 CON 16 DEX 11 CHA 7
Spells: 1-cure light wounds, detect evil, detect
magic, light; 2-bless, nd traps, silence 15 radius;
3-dispel magic, remove curse; 4-cure serious wounds
Equipment: Chain mail, shield, mace, staff of
striking (twenty-six charges), backpack, wineskin,
1 weeks iron rations, wand of enemy detection, 12
iron spikes, silver holy symbol, 3 stakes & mallet.
Personality: Gloomy and sour-faced, Hemmet
is an unhappy presence in the Swords. Were it not
for his knowledge of and skill in dealing with the
undead, it is unlikely that he would have been asked
to join the party.
Feliz
(Level 6 Neutral Male Fighter)
Characteristics: AC 1 HP 33 STR 15 INT 5
WIS 6 CON 17 DEX 13 CHA 11
Equipment: Plate mail, shield +1, sword +1 (int
9; see invisible, detect evil, nd traps; neutral; psyche
4), backpack, 50 rope, 10 pole, mirror, 3 small
sacks, waterskin, 1 weeks iron rations.
Personality: Big, thick, and foolish, Feliz is a
powerful warrior, but needs to be kept on a short
leash, lest he do something stupid that could en-
danger the party.
Chartain
(Level 6 Neutral Male Fighter)
Characteristics: AC 2 HP 29 STR 16 INT 7
WIS 10 CON 16 DEX 10 CHA 9
Equipment: Plate mail, shield, war hammer +3,
gauntlets of ogre power, bag of holding, 50 rope, 10
pole, 12 iron spikes, wineskin, 1 weeks iron rations,
silver mirror.
Personality: Chartain is fascinated by elves and
joined the Swords months ago to spend time with
Adain.
Dooin
(Level 6 Neutral Male Magic-User)
Characteristics: AC 6 HP 16 STR 10 INT 15
WIS 8 CON 10 DEX 15 CHA 10
Spells: 1-magic missile, shield; 2-ESP, invisibili-
ty; 3-clairvoyance, lightning bolt
Equipment: Dagger +1, ring of protection +2,
wand of illusion, potion of undead control, backpack,
6 torches, waterskin, 1 weeks iron rations, silver
mirror, 12 iron spikes.
Personality: Dooin is risk aversenot coward-
ly, but of the opinion that there is no such thing as
too much preparation. He also grooms himself
immaculately and takes inordinate pride in his phys-
ical appearance.
RIVIAL PARTIES
371
Bietron
(Level 7 Neutral Female Thief)
Characteristics: AC 4 HP 24 STR 11 INT 10
WIS 9 CON 11 DEX 16 CHA 13
Thief Skills: Pick Locks 55% Remove Traps 53%
Pick Pockets 43% Move Silently 43% Climb Walls
93% Hide in Shadows 47% Hear Noise 1-4
Equipment: Leather armor +1, short sword +1,
dagger +1, shortbow, quiver with 20 arrows, 5
arrows +1, scroll of ward against undead, backpack,
thieves tools, 3 small sacks, waterskin, 1 weeks
iron rations, 50 rope, 12 iron spikes, mirror.
Personality: Bietron loves testing herself against
danger in all forms, but she is especially fond of
encountering new traps, much to the chagrin of
Dooin.
Vonias
(Level 7 Lawful Dwarf)
Characteristics: AC -2 HP 48 STR 18 INT 13
WIS 9 CON 14 DEX 13 CHA 12
Equipment: Plate mail +2, war hammer +2,
shield, potion of extra-healing, ring of re resistance,
backpack, lantern, 50 rope, waterskin, 1 weeks
iron rations.
Personality: Vonias is friendly and affable; he
loves nothing more than engaging in conversations
with his fellows about their shared adventures. He
also likes meeting new people.
T
HOUGH THE HEAV-
ENS are lled with plan-
ets, sages single out four
of them as particularly
notewort hy. These
fourKythirea, Telluria,
Ioun, and Areonhave
a shared history of interaction, from com-
merce to colonization to war, stretching back
millennia. Dwimmermount is the nexus for
these so-called Four Worlds. During its
height, the dungeon contained active inter-
planetary transfer points on The Hall of
Portals (Level 3A), as well as hosting astral
vessels that plied the space between the Four
Worlds before coming to rest in the Hangar
(Room 19) of The Divinitarium (Level 0).
Consequently, a brief discussion of each of
these worlds is useful to the referee running a
campaign centered on Dwimmermount. What
follows is intended only as an overview. Should
the campaign shift to one or more of these worlds,
the referee is encouraged to take the information
presented here and expand upon it.
Telluria
Telluria is the scholarly name for the world
on which Dwimmermount is located. Almost no
one on the world uses the name, preferring in-
stead simply to call it the world, as if it were
the only one. Even if not technically true, Telluria
is the most heavilyand diverselypopulated
of the Four Worlds. It is also the world from
which the Great Ancients, the Eld, and, some
say, the Kythireans sprang. There is also the fact
all the other worlds and planets revolve around
Telluria, which suggests that there is indeed
something special about it.
During the time of the Great Ancients, the
whole of Telluria was explored and inhabited. In
the aftermath of their fall and that of the Eld
who succeeded them, much knowledge about
the world has been lost. The kingdoms of men
that arose in their wake are separated and scat-
tered, often completely unaware of one anothers
existence. The world is dotted with ruins and
evidence that once Telluria was a more advanced
and sophisticated world than it is now.
Ioun
Occupying the rst orbit in the heavens around
Telluria, Ioun (also called simply the Moon)
is Tellurias sole natural satellite. Ioun only shows
one of its faces to sub-lunar observers, its so-called
Light Side, while its Dark Side cannot be seen
at all. The surface of both sides is covered with
craters, the result of extensive mining operations
that were once carried out on the Moon, in search
of the valuable magical stones that abound there.
Both the Great Ancients and the Eld poured
untold resources into extracting these ioun stones
(see Appendix A, New Magic Items, p. 321),
and so successful were they that the stones are
now exceedingly rare.
The Light Side of Ioun is governed by Law,
while the Dark Side is governed by Chaos. Mag-
The Four Worlds
E
APPENDIX
APPENDIX E
374
icand indeed realityworks differently on each
side and, unless one has been properly attuned
beforehand (see Room 11 on Level 0), there may
be dire consequences to visiting them. Fortunate-
ly, most activity on Ioun takes place below its sur-
face where neither Law nor Chaos holds sway. Here
dwell nearly all of the Moons native species, in-
cluding the insectoid Iounians (see Appendix C,
New Monsters, p. 343).
The Iounians once held sway over the all of Ioun,
including its surface. The Great Ancients drove
them underground, eventually enslaving them to
mine for them, a practice the Eld continued. Need-
less to say, this did little to improve the demeanor
of the Iounians, who were already suspicious of
non-insectoid life. Now, they attack almost anyone
who dares to enter their domain. There have also
long been rumors that some Iounians have taken
to life on the Dark Side and consort with demons
for some foul purpose.
In addition to the Iounians, the following monster
types can be encountered on the Moon: boring bee-
tle*, carcass scavenger, giant ant, giant beetle, giant
carnivorous y, giant centipede, giant slug*, giant
spider, gloom crawler*, morlock, piercer*, subterranean
locust, tenebrous worm*. For monsters marked with
*, see Appendix C, New Monsters, p. 331.
Kythirea
Kythirea occupies the third orbit in the heavens
and is commonly referred to as the Green Planet
because of its appearance in the nighttime sky. Ob-
served from Telluria, Kythirea appears to be a green
point of light visible just above the horizon at dawn
and dusk. The name is also apt for another reason:
Kythirea is covered in lush jungles and other simi-
larly plant-lled environments. In this respect, it is
the mirror image of Areon (see below), for Kythirea
teems with life of all sortsincluding its own race
of men (see Appendix C, New Monsters, p. 331).
In the past, travel to Kythirea was far more com-
mon than it is today. Indeed, many plants and
animals found on Telluria were originally native to
the Green Planet, transplanted by sorcerers and
scholars who found them useful. Both the Great
Ancients and the Eld traveled to Kythirea in the
past, as evidenced by the large number of ruined
structures to be found amidst the planets jungles.
These structures served a number of purposes, but
a great many were established to extract azoth from
the planet. The native species resisted such exploita-
tion and no doubt played a role in expelling them
from Kythirea.
Consequently, Kythirea is the most isolated of
the Four Worlds, as its inhabitants tend to both
hostile to outsiders and willing to use violence
against them. The two foremost peoples of the
Green Planet are the lizard men and the green-
skinned men known simply as Kythireans. The
lizard men of this world are very different than their
Tellurian counterparts, being highly advanced in
many cultural arts, including magic. The Kythireans
are similarly advanced and may be related to the
Great Ancients and/or the Eld. Unlike either of
them, they are an entirely female and use their
magic to reproduce themselves.
In addition to the lizard men and the Amazoni-
an Kythireans, the following monster types can be
encountered on the Green Planet: algoid*, archer
bush*, ascomoid*, basidirond*, basilisk, black pud-
ding, crystal ooze*, dinosaur, gas spore*, gelatinous
cube, giant lizard, giant tick*, gray ooze, gray worm,
green slime, jellysh plant*, medusa, memory moss*,
muculent worm*, ochre jelly, olive slime*, phycomid*,
purple moss*, purple worm, rot grub, shambling
mound*, shrieker, slime zombie*, stirge, troglodyte,
vampire rose*, and yellow mold. For monsters marked
with *, Appendix C, New Monsters, p. 331.
Areon
Known as the Red Planet, both for its appear-
ance and for its blood-drenched history, Areon
occupies the fth orbit in the heavens. In the past,
trade with and travel to Areon were more common
they are today, in large part due to the activities of
the Eldritch Empire, whose capital, the darkly beau-
tiful city of Sytor Arra, was located on Areon. With
the overthrow of the Eld by the Thulians, most of
the standing portals to Areon were destroyed and
contact with the planet and its inhabitants was
proscribed. Of course, that did not prevent daring
sages and seekers of forbidden knowledge from
nding alternate routes to Areon, a tradition that
has continued even in the wake of the Thulians
own overthrow.
Areon is sometimes called the home of the
Eld, but the truth is that it is the Red Planet is
actually the place of their exile, and it was to Areon
that they ed again once Telluria proved inhospi-
table to them. Since that time, the Eldritch Empire
has fragmented into dozens of squabbling successor
states, many no larger than a single city. This frag-
mentation has also had the unintended side effect
of granting freedom to many slave races, including
men, some of whom have established their own
petty kingdoms on the Red Planet. Unfortunately
for would-be visitors, these slave races have adopt-
ed many aspects of Eldritch culture and are no more
friendly to outsiders than are the Red Elves.
Because the Eldritch Empire relied heavily on
weird, Chaotic magic to support its depredations
across the Four Worlds, such magic remains com-
mon on Areon. Likewise, the Eld were renowned
for their dealings with demons, which is why they
AZOTH
375
are far more likely to be encountered on the Red
Planet than on any of the other Four Worlds.
Indeed, there are rumors that several demon lords
have established themselves upon Areon and now
rule there rather than from the Demon Worlds of
the Void. If such rumors are true, it is little won-
der that there remains, even now, such a strong
prejudice against any sort of commerce with the
Red Planet.
In addition to the Eld, the following monster
types can be encountered on Areon: albino ape,
arcane cadaver*, arcanoplasm*, bugbear, caryatid
column*, chimera, crypt thing*, demon (any)*,
demon boar, doppelganger, eldritch bones*, gar-
goyle, gnoll, golem (any)*, green guardian*, mino-
taur, necrophidius*, orc, owl bear, phase tiger, rust
monster, shadow, skullmural*, thessalgorgon*,
throghrin, and troll. For monsters marked with *,
Appendix C, New Monsters, p. 331.
The Astral Plane
The Four Worlds oat in vast expanse of the
Astral Plane, sometimes called Astral Space or sim-
ply Space. The Astral Plane is suffused with ether.
Ether is a subtle, luminiferous, almost immaterial
substance that behaves in a liquid-like fashion when
interacting with objectsand beingsmade of more
conventional matter. Alchemists and magicians be-
lieve ether to be the fth element (or quintessence)
and there is much evidence to support this view.
When introduced into a world, ether thickens
and acquires a more conventional substance,
appearing like a silvery-black liquid metal. In
this form, it is known as azoth (see Appendix F,
Azoth, p. 377).
Because of its liquid qualities, specially con-
structed vessels can be specially constructed to
travel through the ether in a fashion similar to
water. At the dawn of the First Era, the Great
Ancients ed through the ether to Telluria in a
domed city, while the Thelidu pursued in a crystal
hemisphere. Later generations of men built astral
vessels large and small to sail the ether (see Appen-
dix A, New Magic Items, p. 315).
It is also possible to swim through the ether,
though this is slower and far less efcient than
using a vessel. Men doing so are soon swept astray
unless a helm of astral movement (see Appendix A,
New Magic Items, p. 320) allows them to perceive
the treacherous currents within the ether. Such
perception comes naturally to the denizens of the
Astral Plane (listed below).
Floating in the Astral Plane are numerous small-
er bodies, not large enough to be deemed true
worlds. Some of these bodies are inhabited, both
by creatures native to Space and by those who have
come here from elsewhere. The most signicant
of these inhabitants are the Astral Reavers, a race
of men who took up residence here centuries ago
and have been warped by constant exposure to
the ether, becoming marauding servants of Chaos.
APPENDIX E
376
In addition to the Astral Reavers, the following
monster types can be encountered on the Astral
Plane: demon (any)*, djinni, efreeti, elemental, em-
pyreal*, intellect devourer*, invisible stalker, quin-
telemental*, phase spider*, and xorn*. For monsters
marked with *, Appendix C, New Monsters, p. 331.
Other Planes of Existence
No one except sages speaks of planes of exis-
tence, but few deny that there are worlds,
realms, or spaces beyond the material world.
The nature and number of these other worlds is,
as with so many things, debated by pedants, but
the most commonly acknowledge planes of existence
are the following:
The four Elemental Planes: These realms are
completely inhospitable to non-elemental life with-
out the aid of powerful magic, which is why so
little is known about them. Nevertheless, magicians
and clerics alike attest to their existence, as do
powerful elemental beings summoned from them.
The Incorporeal Plane: Also called the Dream-
lands or the Ghostlands, the Incorporeal Plane
exists between the spaces of material things and is
accessible through magic. Some mystics claim that
the Incorporeal Plane is also accessible in sleep,
while others, whose theological opinions are de-
cidedly heterodox, state that the spirits of the dead
are somehow trapped within the Incorporeal
Plane. There may be creatures native to this plane,
but evidence of their existence is scanty.
The Abyss: Also called the Great Void, the Abyss
is said to exist outsideoutside where depends on
the cosmological model one accepts for the cosmos.
Regardless, the Abyss is the abode of demons and,
as such, is wholly inimical to Man. Naturally oc-
curring portals to the Abyss are a common source
of the Chaotic radiation that is slowly corrupting
the material world and its inhabitants.
In addition, many of the gods are said to have
extra-planar realms that serve as their abodes and
the abodes of the honored dead who serve them in
the afterlife.
The Zodiac
Given the large number of visitors from the
physical heavens, it is little wonder then that many
Tellurians pay so much attention to the stars and
planets, with many elds of lore and magic associ-
ated with them. One such eld, astrology, attempts
to divine future events by observing the movements
of the planets through the twelve constellations of
the zodiac. These constellations are (in order):
Sun
Moon
Star
Jester
Rogue
Cataphract
Throne
Flames
Key
Skull
Euryale
Ruin
There is also a thirteenth constellation, known
as the Void, occupying an area in the sky where
there are in fact no stars whatsoever. Ancient legends
claim that, in primordial ages, the gods warred
against demons and so great was their struggle that
the light of some stars was extinguished forever.
Some sages theorize that the constellation of the
Void is actually the Great Void of the Abyss, where
the depredations of Chaos have devoured the very
fabric of reality. These sages believe this may be the
fate of Telluria one day as well, if demons and their
cultists have their way
Each constellation, including the Void, is asso-
ciated with one of the calendars 28-day months.
Once, astrologers believed that the fates of men
were inuenced by the constellation of their birth
month, but that belief fell out of disfavor long ago
and is accepted by only the most superstitious. Of
course, some astrologers instead theorize that it is
not the stars of ones birth month that matter but
those of nine other greater constellations whose
locations in the heavens envelope several of the
lesser thirteen. This theory has not found wide-
spread acceptance, but many, in their zeal to nd
an explanation for the path of their lives other than
their own decisions, have embraced it as the truth.
T
HE MOST PRECIOUS
substance known to man,
azoth is a lustrous, sil-
very-black liquid in all but
the coldest temperatures.
There, paradoxically, it be-
comes the gas known as
quintessence. In this form, it suffuses the space
between the worlds and stars, transmitting both
energy and light. Sages say that quintessence is
the most sublime of all the elements, being the
very stuff of magic from which the gods wrought
the cosmos.
Though a gas, quintessence behaves like a liquid,
which is why old texts speak of sailing the Quint-
essential Sea. With the right sort of vessel and the
means to launch it into the Astral Plane, it is indeed
possible to sail through quintessence to other worlds
and, theoretically, even the stars themselves. Of
course, no one has done this since the fall of the
Thulian Empire, but the knowledge still exists; all
that is lacking is the will to pursue it.
Long ago, for reasons none can explain, quin-
tessence rained down on some worlds and satellites,
becoming liquid azoth. In the past, Areon boasted
the largest quantities of azoth, but millennia of
extraction by the Eld have left that world largely
bereft of this precious material. Today, traces of
azoth can be found on Areon, Kythirea, Ioun, and
Telluria, but the largest reservoir of azoth known
to the Four Worlds is found beneath Dwimmer-
mount. There the Great Ancients constructed an
astral dome to continuously harvest azoth from
the heavens, articially inducing the primordi-
al quintessential rain.
Though often likened to quicksilver, another
lustrous silver liquid, azoth is not in fact a met-
al at all. Consequently, it cannot be worked, but
it can be used as a tempering agent to improve
the qualities of actual metals, as well as other
materials. In addition, azoth is strongly attuned
to magical energies, which is why magicians and
alchemists have long used it as a material in
creating enchanted items. It is also why it is one
of the most sought after and valuable substanc-
es in all of Telluria.
During the height of the Eldritch Empire, the
extraction, distillation, and use of azoth reached
its fullest ower. The Red Elves rened the tech-
niques of the Great Ancients almost to the point
of mass production, producing immense quan-
tities of magical weapons, armor, and other items,
particularly potions and elixirs. Of course, these
techniques also led to the depletion of the azoth
supplies on several worlds, which only further
increased its rarity and value.
The Thulians were much more circumspect
in their use of azoth, at least initially. Partly this
was because of its shrinking supply and partly
this was because of their natural suspicion of all
things relating to arcane magic. The Thulians
also suspectedwith reason, as it turns outthat
use of azoth could corrupts its handler and user.
Of course, when Turms Termax and his cult
Azoth
F
APPENDIX
APPENDIX F
378
overtook the Empire, such concerns were thrown
to the wayside and azoth use resumed as it had
under the Red Elves.
Unlike the Eld, the Termaxians did not reintro-
duce the massive use of azoth and azoth-infused
items. Instead, they used it on a smaller, but more
focused scale, one directed specically toward the
needs and desires of the cults inner circle. Elite
ghting men serving the cult had azoth-infused
armor and weapons, while the rank and le did
not. Likewise, azoth was used to augment magical
powers, both spells and enchanting. And nally, it
played a major role in the Termaxian quest for
immortality, a quest that continues to this day.
When Dwimmermount was sealed off two cen-
turies ago, azoth once again became extremely hard
to acquire in many regions of the world. This led
to both a decline in the production of magical items
and a huge increase in the value of even a smallest
amount of azoth. Little wonder then, that getting
into Dwimmermount and to its legendary supply
of azoth has proved so desirable!
Using Azoth in Your Campaign
As noted throughout this book, azoth has a
number of uses, each of which is discussed in this
section. Before getting to that, two things must
be borne in mind. First, handling and using azoth
has long-term consequences (see Side Effects of
Azoth below). Second, because of the large quan-
tities of raw azoth in Dwimmermount, some of
these uses could disrupt the balance and feel of
some campaigns. As written, the only limitation
on azoth use is the difculty in nding machines
capable of properly distilling it (and the slowness
of those machines). Theoretically, if more such
machines were built and access to Dwimmer-
mountparticularly The Reservoir (Level 3B)
were less restricted, all of the following could
become, if not commonplace, at least more com-
mon. Consequently, a referee who does not want
such a result should make some effort to restrict
or at least limit the distillation of azoth. In the
original campaign from which Dwimmermount
sprang, this was accomplished primarily by playing
up the inherent dangers in handling azoth. The
player characters thus avoided touching it, let alone
amassing it, and they did not make their knowledge
of The Reservoir (Level 3B) available to any but
a handful of trustworthy friends and allies. Of
course, this was an inherently unstable situation,
and as more NPC adventuring parties ventured
into Dwimmermount, it was inevitable that The
Reservoir and its Distillation Room would be
discovered, leading to a gold rush situation that
would forever change the campaign setting.
The referee who is uncomfortable with this pos-
sibility or who do not feel condent that he can
come up with ways to limit the use and abuse of
azoth is therefore advised to suggest that the means
of using it safely and reliably was lost with the fall
of the Thulian Empire. That solution is viable at
least until Turms Termax is discovered in The Pris-
on (Level 8), since he certainly possesses such for-
gotten knowledge and he might well bargain with
it to effect his escape from The Prison. In the end,
like all things, azoth is presented as an option for
the referee to use as he wishes. Anything that fol-
lows is merely a suggestion to be adopted or reject-
ed as the individual referee sees t.
Raw Azoth
Within Dwimmermount, azoth is usually found
in raw form. In raw form, azoth is a magically inert
substance. Handling raw azoth in small quantities
or for short periods of time has no ill effects, nor
does consuming a small amount (though it is bitter
and unpleasant to the taste). Long-term exposure
to raw azoth, or exposure to very large quantities
of it, can be more dangerous; see Azoth in the
Environment, below.
The most obvious property of raw azoth is its
sheer combustibility. When set alight and thrown,
one ounce of raw azoth acts as a double strength
ask of oil, dealing 2d8 points of damage per round
to any creature struck by it while aame. Azoth
burns slowly, meaning that it takes ve rounds
before it burns out completely. Likewise, burning
azoth cannot be doused by non-magical means.
The spells protection from evil and purify food and
drink, when cast on a creature doused in aming
azoth, will douse the ames; and in the case of the
former, the target will be immune to subsequent
attacks by azoth incendiaries for the duration of
the spell. When poured on the ground and set
alight, an ounce of raw azoth can cover 1 square
foot of surface and has the same effects as above to
any creature that steps onto it while aame.
A more subtle property of raw azoth, but the
true source of its value, is its ability to be distilled
into a variety of other substances. Distilling raw
azoth requires a distiller, like that in the Distilla-
tion Room (Room 35) of The Reservoir (Level
3B). A distiller takes 36 ounces of raw substance
and boils it down to 1 ounce of rened azoth.
This process takes a variable amount of time (1d6
hours). The following substances can be distilled
from raw azoth: rened azoth, panchrest, sovereign
glue, universal solvent, and alkahest. Each is de-
scribed below.
AZOTH
379
Refined Azoth
Rened azoth is the magically-active distillate
of raw azoth, highly coveted by magic-users and
alchemists. Rened azoth is as combustible as raw
azoth, but it is rarely used as a fuel, for it has far
more valuable uses, described below.
Magical Research
Rened azoth can reduce the cost of magical
research. As described on page 126 of Labyrinth
Lord, magic items that mimic the effects of spells
generally cost 1 week of game time and 500 gp for
each spell level of the mimicked spell. Each ounce
of rened azoth used to aid in this process is the
equivalent of 100 gp toward the creation of such
an item. Thus, a potion of healing, which mimics a
clerics 1st-level cure light wounds spell typically
takes 1 week and 500 gp to produce. If a character
possesses 3 ounces of rened azoth, making that
same potion of healing costs only 200 gp. The same
holds true of more permanent magic items, such as
weapons and armor. Naturally, any azoth used for
this purpose is consumed in the process.
Spell Memorization
Rened azoth can, if consumed, allow a mag-
ic-user to cast spells without losing them from
memory. For every ounce eaten, one spell level can
be retained for one casting. Thus, a magic-user who
consumes 2 ounces of rened azoth can choose to
retain either two 1st-level or one 2nd-level spell that
he casts. Naturally, this retention only applies to
spells the magic-user has memorized at the time he
consumes the azoth. Consuming it prior to mem-
orization or after a memorized spell has already
been cast has no immediate effect.
Alchemical Transformation
Rened azoth can be used to alchemically trans-
form creatures. Azoth can be used to instill new
abilities into existing creatures, crossbreed different
creatures together, and even create entirely new life
forms. See the Thorny Room (Room 46), Rose
Garden (Room 47), Pool of Life (Room 50) and
Essence Machines (Room 51) on The Laboratory
(Level 2A), as well as the Clone Chamber (Room
61) and Alteration Chamber (Room 62) on The
Halls of Lesser Secrets (Level 4), for examples of
such applications.
The most profound alchemical transformation
is that which transforms mortal creatures into im-
mortal beings. Such processes always require ex-
pensive and time-consuming rituals that can be
highly dangerous to those involved. A further over-
view of these processes are described in the Azoth
and Immortality section, below.
Panchrest
Raw azoth can be turned into panchrest, a uni-
versal medicine. One ounce of panchrest, if con-
sumed, wipes away all injuries and afictions. It
immediately ends any and all of the following ad-
verse conditions: blindness, disease, fatigue, feeble-
mind, and poison. It also heals all but 1d4 points
of damage taken. It also restores a single experience
level to a creature who has had a level drained, if
consumed within 24 hours of suffering the drain.
Sovereign Glue
Raw azoth can be used to create a viscous sub-
stance called sovereign glue. An ounce of the glue
covers one square foot of surface and bonds any
other two substances together in a permanent union.
The glue takes one round to set. If the objects are
pulled apart before that time has elapsed, that ap-
plication of the glue loses its stickiness and is worth-
less. If the glue is allowed to set, then attempting
to separate the two bonded objects has no effect,
except when universal solvent is applied to the bond
(see below).
Universal Solvent
Raw azoth can create a universal solvent. One
ounce of the solvent covers one square foot of
surface and dissolves any articial bonds between
any other two substances, including sovereign glue.
If thrown or poured onto a creature, universal
solvent stings and burns; it deals 1d4 points of
damage, and at the referees discretion may destroy
leather armor, lamellar, or other material made with
glues. A creature which drinks universal solvent
must make a saving throw versus Poison or suffer
from disabling dysentery for 1d4 hours, during
which time it can take no action save for attending
to urgent bodily functions.
Alkahest
Alkahest is a more powerful version of the uni-
versal solvent. If thrown or poured onto a single
object (up to a one foot cube of material), it will
entirely dissolve it, leaving behind only a slimy black
residue. Magical objects can resist dissolution with
a saving throw versus Death, adding any magical
bonus to the roll if applicable, but they must roll
each round until the alkahest is neutralized.
Non-magical objects receive no save and are dis-
solved in one round.
If thrown or poured onto a creature, alkahest
immediately deals 2d8 points of damage, and
another 2d8 points of damage each round there-
after until it is neutralized. Any non-magical armor
or clothing worn by a creature struck by alkahest
is destroyed immediately, as the alkahest eats
through it viciously. Magical armor and clothing
APPENDIX F
380
are allowed a saving throw using the wearers save
versus Death, adding any magical bonus to the
roll if applicable. A creature which is reduced to
0 hit points by alkahest is reduced to black residue,
and cannot be raised.
The spells protection from evil and purify food
and drink, when cast on a creature doused in
alkahest, will neutralize the acid; and in the case
of the former, the target will be immune to sub-
sequent attacks by alkahest for the duration of the
spell. In addition, alkahest will not dissolve or
damage alchemists resin or vitreum, so these
containers are typically used to store it. See Chap-
ter 6, Overview of the Dungeon, p. 68, for details
on these materials.
A creature which drinks alkahest must make an
immediate saving throw versus Poison. If the saving
throw fails, the creature dies immediately as its
tongue, jaw, and esophagus melt away. If the saving
throw succeeds, the creature dies 1 turn later as its
viscera melt out of its body. In either case, the result
is not pretty.
Side Effects of Rened Azoth
The use of rened azoth, including all azoth by-
products such as panchrest, has a number of potential-
ly unpleasant side effects, both immediately and long
term. These effects apply to anyone who consumes or
touches rened azoth, or otherwise directly handles
rened azoth without special protective attire.
Substance Cost Properties
Raw azoth 50gp per pound (200 gp per gallon) Combustible, distillable
Rened azoth 100 gp per ounce (1,600 gp per pound) Combustible, distillable, research aid, immortality
Panchrest 100 gp per ounce (1,600 gp per pound) Universal medicine
Sovereign glue 100 gp per ounce (1,600 gp per pound) Unbreakable adhesive
Universal solvent 100 gp per ounce (1,600 gp per pound) Universal solvent
Alkahest 100 gp per ounce (1,600 gp per pound) Disintegrating acid
AZOTH
381
Any time that a character comes into physical
contact with rened azoth in any way, he must make
a saving throw versus Spells (-2 penalty if the char-
acter is Lawful). If successful, there are no ill effects;
if the save is failed, the character must then roll on
the following table:
All of the above effects are cumulative, and can
under certain circumstances, negate one another.
Thus, if a creature gains 2 hit points as the result
of a roll on the Minor Azoth Effects Table and then
later loses 2 hit points, the two results cancel each
other out. At the same time, a creature that twice
gets the result can cast a random 1
st
level mag-
ic-user spell once per day can cast two spells per
day. In cases where a result cannot be cumulative,
there is no additional effect.
Needless to say, the use of azoth is hazardous
and may lead to corruption and possibly death. At
the same time, it is also a path to great power, which
is why so many magic-users and alchemists have
been drawn to it over the ages, including Turms
Termax himself.
Azoth in the Environment
In the natural world, raw azoth is found only in
small quantities, when it is found at all. In Dwim-
mermount, raw azoth is everywhere in the rock,
in the water, and in the very air. When it accumu-
lates in such quantities, azoth begins to emit mag-
ical radiation that can have a number of effects on
the environment and those dwelling therein.
MINOR AZOTH EFFECTS TABLE
Roll 1D12 Effect
1 Character permanently gains 1d4 hit points.
2 Character permanently loses 1d4 hit points. A character whose hit points drop to 0 becomes a shadow.
3 Characters alignment shifts one step toward Chaotic. If already Chaotic, there is no effect.
4 Character takes +1 damage from any weapons wielded by a Lawful creature.
5 Character gains +1 to hit against Lawful creatures.
6 Character suffers a 1 penalty to AC against Lawful creatures.
7 Character can cast a random 1st level magic-user spell once per day.
8 Character can cast a random 1st level Chaotic cleric spell once per day.
9 Character gains +1 to saving throws against Spells cast by Lawful creatures.
10 Character suffers 1 to saving throws against Spells cast by Lawful creatures.
11 Characters physical appearance changes in some noticeable way (eyes change color, hair falls out, etc.)
12 Roll again. If this result comes up a second time, roll on the Major Azoth Effects table instead.
MAJOR AZOTH EFFECTS TABLE
Roll 1D12 Effect
1 Character permanently gain 1 level of experience.
2 Character permanently lose 1 level or hit dice. A character whose level drops to 0 becomes a Shadow.
3 Characters alignment shifts to Chaotic. If already Chaotic, there is no effect.
4 Character permanently loses 1 point from a random ability score. If any score is reduced to 0, the character
becomes a Shadow.
5 Character permanently gains 1 point to a random ability score.
6 Successfully striking the character deals 1d6 points to the attacker.
7 Character regenerates 1 point of damage per round.
8 Character takes maximum damage from any spells cast by Lawful creatures.
9 Character is treated as an evil enchanted creature for purposes of the protection from evil spell.
10 Character can cast a random 4th level magic-user spell once per day.
11 Character can cast a random 4th level Chaotic cleric spell once per day.
12 Character no longer gains sustenance from ordinary food and water. He must subsist on 1 ounce of blood per
point of Constitution per day or permanently lose 1 point of Constitution. Dropping to 0 Constitution results in
the character becoming a vampire.
APPENDIX F
382
Bubbles of Quintessence
When large quantities of raw azoth are present,
sometimes bubbles of quintessence (azoth in gas-
eous form) may form and percolate into the atmo-
sphere. Typically 1d6+1 bubbles will be present.
Such bubbles are highly unstable, and characters
who move within 5 feet of a bubble must make an
ability check versus DEX; if they fail, they pop a
bubble. There is a 2 in 6 chance that the explosion
of one bubble will set off another one, which also
has a chance to set off another, and so on, until
either the chain reaction stops or all bubbles have
exploded. Each bubble deals 1d6 points of damage
to any creatures in a 5 foot radius. Bubbles of gas-
eous azoth are found in the Enclosure (Room 54)
of The Path of Mavors (Level 1) and sometimes in
the azoth pipes that run between levels (see Chap-
ter 6, Overview of the Dungeon, p. 75).
Echoes of the Past
Those who die in areas rich in ambient azoth
sometimes leave behind a psychic echo. These echoes
will resemble shadowy apparitions enacting scenes
drawn from the memories of the deceased. Psychic
echoes are not undead, and cannot be turned. They
cannot be harmed by any means, whether physical
or magical, and generally take no notice of anyone
or anything nearby. They can be sometimes be dis-
persed by conscious activities, which somehow in-
teract with the memories; otherwise they will fade
only if the ambient azoth that sustains them is dis-
persed. Azoths ability to sustain echoes of the past
is somehow related to its efcacy as an aid to spell
memorization and to the risks that its habitual users
may fade into Shadows. Some sages argue that azoth
is itself conscious and contains the mental strata of
the entire universe. This effect is seen on The Path
of Mavors (Room 14 and Room 59) and may appear
elsewhere at the referees discretion.
Effects of Immersion
Small quantities of raw azoth are harmless, but
being drenched or immersed in raw azoth is not.
Each round that a character is immersed in raw
azoth, the character must make a saving throw
versus Spells or be affected by a random 3rd-level
magic-user spell, as if cast by a 5th-level caster. This
effect will occur to any character who attempts to
swim through the azoth pipes without protection,
or who enters the various azoth pools or reservoirs.
If the pipes in the Pumping Station (Room 3) on
The House of Portals (Level 3A) are ruptured, that
can also drench characters with enough azoth to
trigger this effect.
Random Mutation
Rened azoth can be used by alchemists to de-
liberately alter and bend living things to their will.
Sometimes, however, long-term exposure to raw
azoth can cause similar effects. The gray ooze in the
Moist Room (Room 67) on The Reliquary (Level
2B) is an example of a creature mutated by ambient
azoth. Other creatures within Dwimmermount may
be mutated by azoth at the referees discretion.
Portals of Mist
The portals used by the Eld to cross the Astral
Plane relied heavily on azoth, which seems to be
tied into the fabric of the universe in some funda-
mental manner. In any case, sufcient quantities
of azoth radiation can create portals to other worlds.
Such portals appear as a roiling pinkish-purple mist.
A character passing through a portal of mist has a
3% chance per level of being transported to some
other world. Characters so transported are removed
from play (unless the referee decides to run adven-
tures relating to the characters new location, of
course). One such portal of mist is found in the
Crevasse (Room 50) on The Reliquary (Level 2B),
and is a result of the azoth radiation from The
Reservoir (Level 3B) below. Others may appear at
the referees discretion.
Azoth and Immortality
Azoth has long been associated with the acqui-
sition of immortality. Sages who have studied the
matter closely differentiate between three types of
immortality: near immortality (agelessness), phys-
ical immortality (indestructibility), and true or
total immortality.
Near-immortal beings are ageless; they will nev-
er die of old age or natural causes. However, such
beings do not enjoy true immortality, because they
can still die from accident or violence, and cannot
be raised from the dead if slain. Moreover, near-im-
mortal beings are unable to reproduce naturally,
suggesting that on some level they are not truly
alive at all. Agelessness is often associated with the
Eld and elves, but it also the condition of Termax-
ian necrolytes and the undead. Few men who seek
immortality are willing to accept existence as elves
or necrolytes, regardless of the advantages.
Physically immortal beings enjoy not merely the
cessation of aging but indestructibility as well. Such
a state is highly sought after, but so far, only Turms
Termax himself has achieved this goaland even
that came at an unexpected cost. Termaxian mum-
mies enjoy partial indestructibility, but they can
still be harmed by spells, and in any event no one
would volunteer for their existence.
AZOTH
383
True or total immortality is the immortality of
deities and demon lords. True immortality encom-
passes agelessness, physical indestructibility, and
spiritual indestructibility. A truly immortal being
would have a physical form that was nearly impos-
sible to destroy; but if its form was destroyed, it
would be able to re-form from its indestructible
spirit. True immortals are sturdy enough to di-
rectly tap the power of Law or Chaos, and thus
can grant spells to worshippers. To date, no living
thing in the Four Worlds has ever achieved true
immortality, though Turms Termax publicly claims
to have done so, and privately believes he eventu-
ally will. The Servitors created by the Great An-
cients might be true immortals; they can, at least,
grant spells.
Azoth, being the very stuff from which the
gods wrought the cosmos, can grant any of these
three states, but each step on the path towards
true immortality is fraught with peril. The pro-
cesses by which immortality is gained are always
expensive and time-consuming rituals that can be
highly dangerous to those involved. Each process
should be considered a type of magic research (see
Labyrinth Lord, p. 126). The paths to immortal-
ity that have been tried in the Four Worlds are
noted below. See Appendix G, Secrets of Turms
Termax, p. 391, for the details on Turms Ter-
maxs method of apotheosis.
Tellurian Elf
Elves of 9th level or higher may transform a
human subject into an elf using azoth. The process
requires 5,000 gp plus an additional 2,000 gp per
level of the subject and takes eight hours, plus one
hour per 1,000gp of cost. The process also requires
a number of elves to assist the elf performing the
process, the number of elves required being equal
to the number of hours required.
To successfully transform the subject into an elf,
the elf performing the process must roll 17 or
higher on 1d20. There is a 1 penalty on the die
roll for every 5,000 gp of cost (rounded up). The
elf or magic-user adds his level of experience and
his INT modier as a bonus to the die roll. A nat-
ural roll of 1-3 is always a failure. If the die roll
fails, the subject remains in its natural state, but
must roll on the Major Azoth Effects table.
To perform the process, the elf must have access
to an alchemical lab at least equal in value to the
cost of the process. For every 10,000gp of value
above the minimum required for the process, the
elf or magic-user receives a +1 bonus on his die roll
to perform the process, to a maximum of +3.
Transforming a subject into an elf also requires
rened azoth with a total gp value equal to the cost
of the process. Additional azoth can be used in lieu
of gp during the process as usual. The azoth is
consumed in the course of the process.
The alchemical transformation process can also
transform non-human subjects into elves, although
in this case the resultant elf will retain some char-
acteristics of the non-human creature from which
it was derived.
Movement: The elf will retain the movement
capabilities of the non-human creature from which
it was derived, if any.
Armor Class: The elf will have an AC equal to
the average of a normal unarmored elf (9) and the
non-human creature from which it was derived.
Attacks: The elf will have the natural attacks of
the non-human creature from which it was derived,
if any.
Special Abilities: The elf will have the special
abilities of the non-human creatures from which it
was derived, if any.
In any case, the newly-created elf will be of the
same age as he was prior to his transformation, but
will thereafter cease aging. Elves lose the ability to
reproduce normally and can no longer be raised
from the dead if slain. While they retain their mem-
ories of their human life, they lose their character
class and instead become elves of a level commen-
surate with their earned experience points.
Termaxian Necrolyte
Chaotic magic-users who reach 11th level or
higher may transform a human subject into a Ter-
maxian necrolyte through an alchemical process.
The subject must a magic-user of 7th level or high-
er. The process requires 5,000 gp plus an addition-
al 2,000 gp per level of the subject and takes one
day per 1,000gp of cost. The subject must die in
order for the transformation to take place, but can
only have been dead for 1 day per HD, so it is often
best if preparations are begun before the subject is
killed. A magic-user may transform himself into a
Termaxian necrolyte if desired, though this requires
killing himself at the conclusion of the process or
having himself slain by another.
To successfully transform the subject into a
necrolyte, the magic-user performing the process
must roll 17 or higher on 1d20. There is a -1 pen-
alty on the die roll for every 5,000 gp of cost, or
-2 per 5,000 gp of cost if the subject is unwilling
(rounded up). The magic-user adds his level of
experience and his INT modier as a bonus to the
die roll. A natural roll of 1-3 is always a failure. If
the die roll fails, the subject is slain to no avail.
To perform the process, the magic-user must
have access to an alchemical lab at least equal in
value to the cost of the process. For every 10,000gp
of value above the minimum required for the pro-
cess, the magic-user receives a +1 bonus on his die
APPENDIX F
384
roll to perform the process, to a maximum of +3.
Transforming a subject into a Termaxian necro-
lyte also requires rened azoth with a total gp
value equal to the cost of the process. Additional
azoth can be used in lieu of gp during the process
as usual. The azoth is consumed in the course of
the process.
A Termaxian necrolyte is not automatically un-
der the control of the magic-user who created it. If
the subject creature was a willing participant in the
process, it will retain its relationship with the mag-
ic-user when it becomes a necrolyte. Otherwise,
the referee should make a reaction roll to determine
the necrolytes reaction to its transformation. If the
necrolyte is unfriendly or hostile, the creator could
try to control it using spells, or imprison it in his
dungeon, or simply unleash it onto the world.
Termaxian Mummy
Cultists and magic-users of chaotic alignment
who reach 11th level or higher may transform a
human subject into a Termaxian mummy using
azoth. The subject must 7th level or higher. A
character cannot transform himself into a Termax-
ian mummy, since the process enslaves the subject
to the creator. The process requires 15,000 gp plus
an additional 2,000 gp per level of the subject and
takes one day per 1,000gp of cost. The subject must
die in order for the transformation to take place,
but can only have been dead for 1 day per HD, so
it is often best if preparations are begun before the
subject is killed.
To successfully transform the subject into a Ter-
maxian mummy, the magic-user performing the
process must roll 17 or higher on 1d20. There is a
-1 penalty on the die roll for every 5,000 gp of cost,
or -2 per 5,000 gp of cost if the subject is unwilling.
The magic-user adds his level of experience and his
INT modier as a bonus to the die roll. A natural
roll of 1-3 is always a failure. If the die roll fails,
the subject is slain to no avail.
To perform the process, the magic-user must
have access to a mortuary and embalming chamber
at least equal in value to the cost of the process.
For every 10,000gp of value above the minimum
required for the process, the magic-user receives a
+1 bonus on his die roll to perform the process, to
a maximum of +3.
Transforming a subject into a Termaxian mummy
also requires rened azoth with a total gp value equal
to the cost of the process. Additional azoth can be
used in lieu of gp during the process as usual. The
azoth is consumed in the course of the process.
Unlike a necrolyte (above), a Termaxian mummy
is automatically under the control of the magic-us-
er who created it. See Appendix C, New Monsters,
p. 354 for the circumstances under which a Ter-
maxian mummy can assert its free will.
T
URMS TERMAX, GOD-
head of the Thulian pan-
theon, is the central antag-
onist of Dwimmermount.
Though reduced to a bodi-
less head by a botched at-
tempt to become a deity,
Turms will to power lies unquenched. Centu-
ries of imprisonment have not extinguished the
iron determination of the Thrice Great.
The history, motivations, and tragic fate of the
Man-Become-God are fully detailed in this chapter.
The referee should be sure to review this chapter
closely when running encounters with the would-
be god, as it details his many special abilities as well
as the possible means by which he might be de-
stroyed forever or achieve his apotheosis and reign
as a god in truth.
History of Turms Termax
Rise to Prominence
Turms Termax was born in the Exarchate of
Theana, an eastern province of the Empire. By the
time Turms entered the pages of history, he was
already a powerful magician, perhaps the most
powerful since the days of the Great Ancients and
the Eld. Before leaving Theana, he had already
mastered the three great arts alchemy, astronomy,
and magic and taken the sobriquet Thrice Great.
Obsessed with the secret of immortality, Turms
came west, towards Dwimmermount, in search of
its Eldritch knowledge and ancient lore. He gathered
a ock of apprentices and followers eager to learn
from him as he traveled.
Among these followers was Sarana, the woman
who would become his lover and teacher. Unbe-
knownst to Turms, Sarana was a Terrim noble from
The City of the Ancients, the rst to visit the sur-
face world in a millennium. Though the Eld who
had defeated them had been driven from Telluria,
her people still hid in paranoid isolation beneath
Dwimmermount. Sarana traveled to the surface to
assess whether it was safe for the Terrim to return.
She was outraged when she learned that Mankind,
though liberated from the Eld, was now in thrall
to the Godsthe same Gods who had betrayed
her people and abandoned them to the Eld.
Sarana quickly become enamored with the char-
ismatic Turms, seeing in him a hero who could lead
her crusade against the Gods. The magic-user, mean-
while, was enchanted by the beauty and brilliance
of the mysterious Sarana. Here was, nally, a wom-
an who enthralled both his body and mind, a wor-
thy mate for the greatest mage who had ever lived!
In time, Sarana presented Turms with ancient
books documenting that the Gods of the High
Church were false deities. Far from being omnipotent
beings, they were merely creations of her ancestors,
Great Ancients, forged with alchemy and azoth.
Rather than worship false divinities, the tomes ex-
plained, men should seek to embody the divine
principle by internalizing the principles of Law.
Sarana hoped that this knowledge would lead
Turms to join her in liberating Man from the Gods.
The Secrets of
Turms Termax
G
APPENDIX
APPENDIX G
386
But Turms saw a different path: If Men could imbue
their creations with divine powers, surely Men could
imbue themselves with divine power as well! Turms
became convinced that, through the right alchem-
ical processes, Men could achieve not just immor-
tality but divinity.
With his mastery of alchemy, astronomy, and
magic, Turms soon unlocked mysteries of azoth
that had been lost since the time of the Great An-
cients. He began to conduct magical experiments
upon his body, infusing azoth into his esh. Each
day he felt himself closer to becoming a God and
taking his place as master of the world.
The Execution and The Apotheosis
Turms began to openly preach that the Gods of
the empire were false, that Man himself could
achieve divinity by internalizing the laws of magic
and alchemy, and that He, Turms-the Thrice-Great,
would be the rst Man to ascend to Godhood.
Such was Turms Termaxs brilliance and charisma
that a cult grew up around his teachings, ready to
worship him. Even Sarana allowed herself to em-
brace his vision for a time.
In denouncing the Gods as false, Turms earned
the ire of the Great Church and the decadent Thu-
lian Empire. His increasingly ery sermons demand-
ed the attention of the authorities. Nominally they
feared he would inspire rebellion, though in truth
many of his would-be jailers sought his secrets. The
Imperial authorities searched far and wide for
Turms, who eventually allowed himself to be cap-
tured near Dwimmermount.
Dragged in chains to the bowels of Dwimmer-
mount, Turms was secure in the imminence of his
apotheosis. His greatest allies were secreted among
the crowd of his executioners, ready to see his im-
mortality proven. When the headsmen brought
down his axe, Turms took comfort in knowing that
his moment of apotheosis had arrived. Bodily and
spiritual immortality would be his.
But when Turms was beheaded, he did not apo-
theosize - not fully, at any rate. His decapitated body
died, pumping out its lifeblood onto the oor of the
execution chamber. Only his head remained animate.
When a Thulian general laughingly mocked the
disembodied Turms as merely a god head, the
enraged would-be god struck the man dead on the
spotlearning in that moment he had become ca-
pable of casting spells with just words. His disciple,
the magician Arsaphius, called this a miracle and
proclaimed Turms divinity on the spot. Shocked by
Turms mastery over life and death, the collected
crowd acclaimed him as Man-Become-God.
When Sarana saw the bodiless head of Turms
worshipped as a God, she knew that she had failed
to free Man from the yoke of false deities; and when
she gazed into the power-mad eyes of her lover, she
feared she had yoked Man to a worse God than
before. Plagued with doubt and regret, Sarana
retreated to the City of the Ancients.
Given his obsessive quest for divinity, Turms
Termax could only barely have been called sane
before these events. Following the unexpected loss
of his body had and his soulmate, Turms Termax
became truly mad. Closeting himself in Dwimmer-
mount, he allowed his true form to be seen only
by his innermost circle. To all others, the cult taught
that Turms had ascended to the Astral Plane, from
which he could see all and communicate with his
faithful through brazen heads. Witnesses who said
otherwise vanished joining Turms in the heav-
ens ostensibly, meeting an early grave in truth.
A Pretense of Godhood
Even as Turms became the very villain the Em-
pire had claimed he was all along, the Thulian
ofcial attitude toward his teachings softened. Many
of the Empires most powerful nobles joined his
cult, hoping to learn the secrets of by which Turms
had achieved immortality. Termaxiansas Turms
followers became knownwere able to practice
their faith openly, and the Empire lifted its restric-
tions on magic.
Within a generation, the Thulian Empire came
to depend heavily on both magic and the Termax-
ians as it spread farther across the continent and
tightened its grip over its subjects. Shortly there-
after the cult seized direct control, with Termaxian
hierophants wearing the Iron Crown of Thule.
Once rmly under Termaxian rule, the Thulian
Empire started to treat other religions as it had once
treated the followers of Turms. Only those faiths
who acknowledged their Gods as aspects of the
Man-become-God Turms Termax were allowed to
operate unrestricted. Those which would not accept
their divinities as pregurations of his glory were
ruthlessly quashed.
The pretense that Turms was the godhead from
which all divinity owed was essential to the success
of his cult, as it allowed clerical magic performed
by clerics of the Thulian Gods to be attributed to
the power of Turms. In fact, Turms Termax could
not even perform clerical magic himself, let alone
grant it to his worshippers. No matter how many
statues of the Gods he placed his own head upon,
no matter how many brazen busts he magically
animated, Turms Termax had not become the God
he claimed and desired to be. Indeed, corrupt-
ed by azoth and his own lust for power, Turms
found the divine power of Law he sought entirely
closed off to him. He therefore embraced Chaos
instead, dedicating the Thulian Empires resources
to all manner of dark and terrible research in the
hopes he might somehow learn what had gone
wrong in his apotheosis.
THE SECRETS OF TURMS TERMAX
387
Many of his cultists were commanded to study
necromancy, an art Turms had until then largely
left unexplored. Based on their ndings, the Ter-
maxians rejected the paths of undeath for them-
selves, but they learned how to transform others
into vampires, mummies, and ghouls, and to extract
eternal loyalty from undead slaves.
Other followers were assigned to study demon-
ology, a subject much discussed in the many Eldritch
texts that the Termaxians found Dwimmermount.
Beginning with simple summoning of imps and
quasits, the Termaxian demonologists grew ever
bolder, ultimately enslaving the Demon Lord Ju-
bilex. Their experiments with azoth-infused
draughts of Jubilexs ichor failed to create an ichor
of immortality; the unlucky aspirants instead be-
came the rst Termaxian Husks.
The demons were all too happy to share other
techniques for creating new life antithetical to Law.
They aided Termaxian efforts to mutate new plant
monsters through sprays of azoth, and were espe-
cially helpful in perverting the Lawful reproduction
of Dwarves through the Foundry. Aided by their
demonic mentors, the Termaxian cultists learned
how to deliberately produce the gnomes and kobolds
which had previously only been accidental and
usually undesired by-products of the attempt to
bring a carving to life. The most twisted spawn of
these cultists were the Dworgs, a new and innate-
ly evil race of Dwarven descendants.
None of these works, however, explained how
Turms himself had achieved his own partial im-
mortality, or how he might nalize his ascension
to godhood. This failure represented an existen-
tial threat to the Termaxian order; central to the
cult of Turms Termax was its implicit promise
that its hierophants would, in time, themselves
become immortal.
To this end, Turms Termax taught his most
loyal followers a corrupt form of life extension
unknown to any previous science. These high-rank-
ing cultists were transformed through various secret
rituals into the rst necrolytes, becoming the death-
less satraps of Turms Termaxs Undying Empire.
The necrolytes were taught that their transformation
was the rst step on the path of apotheosis that
Turms had walked. In truth, Turms was unwilling
to share the true methods by which he had (partly)
achieved immortality, lest another apotheosize be-
fore him, so instead he had developed an alternative
method to reward his cultists with endless life a
deathless dead end.
The Metal Flesh of a God
Turms Termax had secretly concluded that mere
esh would never be enough to sustain a god. The
next stage of his apotheosis would require him to
transfer his consciousness into an articial mind
within a protective shell of azoth-infused metal,
like the Servitors. Though Turms was able to forge
himself a Golem body that he could temporarily
control with his mind, he was unable to decipher
the means by which the Great Ancients had per-
manently imbued mind into metal.
What he needed, he knew, was a sample. From
studying the fall of the Great Ancients and the rise
of the Eld, he knew that the Terrim in The City of
the Ancients kept watch over a slumbering Servitor.
But he feared any attempt to invade The City would
almost certainly lead to the Terrim destroying the
Servitor. Turms began to scheme how
he might weaken the Terrim enough
to might capture and study the Servi-
tor they held imprisoned.
Betrayal and Imprisonment
Obsessed with these schemes, Turms
increasingly allowed his necrolytes to
run the Thulian Empire. Their tyran-
ny provoked a rebellion against Ter-
maxian rule. As the insurrections grew
more numerous and the Termaxians
more desperate, reports of atrocities
spread. The Termaxians began using
monsters as shock troops, supporting
their offensives with the darkest Cha-
otic magic of the ancient Eldritch gri-
moires. These proved insufcient to
ward off the relentless assaults of the
rebels. After a series of decisive victo-
ries, the rebel armies were within a
league of Dwimmermount, poised to
capture the mountain fortress and cut
APPENDIX G
388
the Termaxians off from their great magical arsenal.
Turms Termax was preparing to take the eld
himself when word reached him that an intruder
had been captured a paladin claiming that Sa-
rana was alive, nearby, and his lover. Turms and
his closest disciples gathered to interrogate Hu
Pan in the Inner Prison to see if this paladin spoke
the truth. Even as her lover was being tortured
below, Sarana used the Great Machine to seal
Dwimmermounts arcane barriers, trapping Turms
in the Inner Prison. She then placed wards on the
Machine to prevent what she had done from being
undone. Belatedly realizing what had happened,
the Termaxians within Dwimmermount counter-
attacked, hoping to capture Sarana and force her
to free Turms. They failed. Sarana herself escaped
to The City of the Ancients, and her paladins sold
their lives so dearly that the Termaxians lost con-
trol of the citadel. Saranas plan, and Hu Pans
tragic sacrice, sealed off Dwimmermount and
bought the world two hundred years respite from
Turms madness.
Characteristics of Turms Termax
Turms Termax has two sets of characteristics,
one for himself and another for his golem body.
Bodiless Head Golem Body
Alignment: Chaotic
Movement: 0 60 (20)
Fly: 360 (120)
Armor Class: 3 (5 if in go-
lem body)
3
Hit Dice: 18 18
Hit Points: 49 100
Attacks: 1 (spells) 1 (st or spells)
Damage: Spells 4d10 or spells
Save: MU18 F18
Morale: 10 10
Hoard Class: Special Special
XP: xxxx Xxxxx
Prior to his decapitation and partial apotheosis,
Turms Termax was an 18
th
level magic-user with
STR 14, INT 18, WIS 9, CON 13, DEX 11, and
CHA 18. As a disembodied head, his physical abil-
ities are quite compromised. He effectively has a
STR of 0, and in the absence of magic cannot move,
use items, attack, etc. He is, nevertheless, far more
formidable now than he was as a living man.
Because of his apotheosis, Turms can cast spells
without regard to any requirement for somatic or
material components. Through magical rituals,
he has imbued himself with the following spell-like
abilities, each of which is usable at will: detect
invisibility, detect magic, y, read languages, read
magic, suggestion, telekinesis (360 lbs). (Note that
Turms cannot y while within an activated or
sealed barrier.) Permanent wards grant him the
protections offered by an amulet versus crystal balls
and ESP, brooch of shielding, and scarab of protec-
tion at all times.
Because of his immortal state, Turms is immune
to gas and poison and unaffected by charm, sleep,
or hold spells. He treats all physical and magical
damage as nonlethal, and no attack ever leaves a
physical mark on his head of any sort. He regener-
ates 5 points of damage each round. If reduced to
0 or fewer hit points, Turms is temporarily stunned,
but he will continue to regenerate. He will be able
to ght again when he regenerates to 1 or more hp.
Turms can further accelerate his regeneration
through the consumption of azoth. If he consumes
a dram of azoth, he will heal 1d6+1 points of
damage. If he consumes a pint of azoth (enough
for one standard potion or ask of oil) he will heal
4d6+4 points of damage.
When Turms leaves his quarters, he always does
so wearing his golem body. The golem body re-
sembles an 8-foot tall bronze statue of Turms as he
was in life; Turms actual head is concealed within
the sculpted bronze head of the golem body. When
attached to his golem body, Turms can cast spells
and use any of his at-will abilities, except he cannot
y. His golem body allows Turms to walk at 60
per turn and punch for 4d10 points of damage, as
well as pick up objects, open doors, and perform
other manual tasks.
Turms golem body has an AC of 3 and 100 hit
points. Attacks against Turms while he is wearing
his golem body are considered to be targeted at the
golem body unless the attack deliberately aims at
his actual head (see below). If the golem body is
reduced to 0 hit points, it is destroyed and Turms
head is revealed. The golem body does not regen-
erate, but it is immune to ordinary weapons, poison,
gas, charm, sleep, and hold.
If Turms himself (that is, his head) is attacked
while attached to the golem body, the protection
of the golem body grants him the equivalent of AC
5. If Turms is reduced to 0 hit points, the golem
body ceases functioning until he regenerates to 1
hit point or more.
Spells: 1-charm person, hold portal, light, magic
missile, sleep, ventriloquism; 2-arcane lock, ESP,
THE SECRETS OF TURMS TERMAX
389
invisibility, mirror image, web; 3-clairvoyance, dis-
pel magic, re ball, lightning bolt; 4-arcane eye,
charm monster, confusion, polymorph self; 5-animate
dead, cloudkill, hold monster; 6-anti-magic shell,
disintegrate, project image.
Role-Playing Turms Termax
Turms is possibly the most egotistical man who
has ever lived. He is assured that his victory will
be complete and ultimate. He has believed since
his youth that he will be a god - a true god - and
achieve both bodily and spiritual immortality. He
refers to himself in the third person, or as The
Thrice Great, and will remind others that he is
due the respect that one gives a living god, an
emperor, and a master of magic. He will do so
with the utmost false humility (You may not
know, after Turms being gone so long, but Turms
is the Thrice Great...). But those who would
confront Turms Termax must beware that his ego
is warranted. Turms brilliant mind deciphered,
in the span of a human life, mysteries of azoth
that had been lost since the age of the Great An-
cients. There is not a scheme or plan that is beyond
his ability. If it is possible for any mortal to become
a god, Turms is that mortal.
Playing an NPC with the intellect of an Aris-
totle or Newton and the ambition of an Alexander
or Napoleon is no easy task. We offer the follow-
ing guidelines to assist the referee in role-playing
Turms Termax:
Anything which could conceivably be de-
duced from the facts at hand, Turms will
deduce.
He will not fall for simple tricks or guile.
While attery and sycophancy will be
well-received, Turms will almost certainly
understand the motives behind this behav-
ior. He trusts no one except Arsaphius,
Marthanes, and Periclea.
Turms effectively knows everything pre-
sented in Chapter 2, History of Dwimmer-
mount; Appendix D, The Four Worlds; and
Appendix F, Azoth. He knows the layout of
every level of Dwimmermount save level 9.
He does not forget anything.
He knows the characteristics of every spell,
monster, and magic item in Dwimmer-
mount, Telluria, and The Four Worlds. He
will never be unaware of the strengths or
weakness of a particular monster or item.
He will never reveal the secret to immortal-
ity under any circumstances, and in general
loathes giving real answers to questions, view-
ing knowledge as the source of his power.
APPENDIX G
390
Fate of Turms Termax
Is Turms a tragic hero, irrevocably ruined by his
own hubris? Or is he a megalomaniacal danger to
all Lawful men and women, genuinely on the cusp
of becoming an evil god? Will he spend eternity in
prison in Dwimmermount, be dissolved into pri-
mordial quintessence, or orbit the astral plane as a
true God? These questions are for each referee to
decide in the course of running his Dwimmermount
campaign. Below we offer recommended game
mechanics for handling both the destruction and
the triumph of Turms Termax.
Turms Destroyed
Turms Termax is not an easy man to kill (if he
can even be considered a man at all). Turms him-
self believes that his life force cannot be destroyed
by any means, but in this he is wrong. There is at
least one means by which he can meet a nal end.
Below we have provided several suggested means by
which the characters could destroy Turms Termax.
It is left up to the referee to decide which, if any, of
these methods will sufce to destroy the Man-Be-
come-God. Referees who wish to call upon the
oracular power of the dice can roll 1d3 for the num-
ber of methods by which Turms can be destroyed,
and then roll 1d4 for each method: 1 Alkahest, 2
Burning Azoth, 3 Jubilex, 4 True Water.
Alkahest: A solvent that allegedly can dissolve
anything, alkahest might be able to dissolve even
the immortal head of Turms Termax. If the ref-
eree decides this theory is true, the following
effects apply:
A ask of alkahest that strikes Turms golem
body deals the same damage to the golem
body that burning oil deals to creatures. If
Turms golem body is submerged in alka-
hest, then each round the golem body takes
1d8 points of damage and must make a
saving throw versus Death. On a failed
saving throw the golem body dissolves, and
Turms head is exposed.
A ask of alkahest that strikes Turms head
deals the same damage to Turms that holy
water deals to undead. Turms cannot re-
generate damage dealt from alkahest. If
Turms head is submerged in alkahest, then
each round he takes 1d8 points of damage
and must make a saving throw versus Death.
If Turms is reduced to 0 hit points, or if he
fails a saving throw, his head is dissolved in
a grotesque manner and Turms is slain.
Burning Azoth: One of the most combustible
materials known to man, azoth burns hot enough
to melt metal. A sufcient quantity of burning
Azoth might be able to kill Turms, thought it would
be a great sacrice of a precious resource. If the
referee decides this theory is true, the following
effects apply:
If Turms head is thrown into one of the
azoth pools (Rooms 45-50) on The Reser-
voir (Level 3B), and the pools are set alight,
he is slain. Doing so also poisons everything
with Dwimmermount, and renders it un-
inhabitable until the huge quantity of azoth
burned itself out 2d4 years later.
If Turms is inside Dwimmermount when
the dungeons azoth circulation system is
detonated (as described in Room 40 of
Level 6B), he is slain. Detonating the cir-
culation system also utterly destroys Dwim-
mermount, Muntburg, and the entire sur-
rounding hex in a thermonuclear explosion.
The party that undertakes such destructive
acts will be infamous across all of Telluria,
and probably marked for destruction by
various cultists and sorcerers, of course.
Jubilex: The Faceless Lord is the demon prince
of acids and slimes and master of eating, dissolv-
ing, and devouring. While Turms is powerful,
Jubilex might be powerful enough to dissolve even
the primordial substance of the universe. If the
referee decides this theory is true, the following
effects apply:
If Turms head is somehow placed inside
Jubilexs holding canister (Room 24 on
Level 8), Turms takes 4d10 points of dam-
age each round. Turms cannot regenerate
this damage. If reduced to 0 hit points,
Turms is devoured and slain.
If freed, Jubilex can attack for 4d10 points
of damage. Turms cannot regenerate dam-
age dealt by Jubilexs attacks. If Turms is
reduced to 0 hit points by Jubilex, Turms
is devoured and slain.
True Water: A primordial liquid found in the
Cave of the Moon Pool (Room 28) on The Path
of Mavors (Level 1), true water dissolves magical
energies. Azoth touched by true water might be
returned to its primordial quintessence. If the
referee decides this theory is true, the following
effects apply.
A ask of true water that strikes Turms golem
body forces the golem body to make a saving throw
versus Paralyzation. On a failed saving throw, the
golem body loses 1 Hit Die as some of its arcane
energy is siphoned away. If Turms golem body is
submerged in true water, the golem body must
make a saving throw versus Paralyzation each round.
On a failed saving throw the golem bodys arcane
energy is drained, and it collapses into a heap of
parts, leaving Turms head is exposed.
A ask of true water that strikes Turms head
deals the same damage that holy water deals to
undead. Turms cannot regenerate damage dealt
THE SECRETS OF TURMS TERMAX
391
from true water. If Turms head is submerged in
true water, he takes 1d8 points of damage and must
make a saving throw versus Death each round. If
Turms is reduced to 0 hit points, or if he fails a
saving throw, the azoth sustaining his immortality
is reduced to quintessence and Turms is slain.
Clever characters may surmise these possibilities
from the extant lore of the setting; less clever char-
acters might stumble upon them through trial and
error. Alternatively, they might learn the methods
from NPCs within or near Dwimmermount. The
following NPCs could provide
Sarana: The only person in Telluria who knows
the true means by which Turms achieved his lim-
ited immortality is Sarana, and she is therefore the
most logical candidate to know the means by which
he might be undone. Sarana does, in fact, know
the possible methods by which Turms might be
slain, but lingering feelings for him will prevent her
from wanting him killed. Only if Hu Pan is recued,
and/or Turms is freed or about to be, will she share
the means by which he might be destroyed.
The Sleeping God: If awakened, the Sleeping
God would happily use its deic abilities to divine
a way for its loyal servants to destroy Turms Termax.
Of course, such loyal servants would have to be
Chaotic and thoroughly evil... or very capable liars.
Thulian Gods: If the characters commune with
the Thulian gods, or speak to them by means of
the Speaker to the Heavens (Room 17) on The
Divinitarium (Level 0), the gods may guide them
towards one or more means by which Turms can
be destroyed.
Turms Triumphant
For almost three centuries, Turms Termax has
lived with the agony of a horrically failed apothe-
osis. For a man who expected true immortality to
be his, the frustration of his condition has been
mind-shattering. Whatever benevolence and morals
Turms once held have long since withered. There
is now nothing Turms would not do to achieve his
goal of godhood. The unanswered question is
whether there is anything Turms could do to achieve
his goal. Below we sketch a few means by which
Turms Termax might triumph.
Mind into Metal: If Turms gains access to the
Sleeping God (Area 3) in The City of the Great
Ancients (Level 9), several possibilities open up. He
could replicate the Great Ancients technique of
encasing articial minds in protective shells of az-
oth-infused metal and create Servitors to do his
bidding. Or, rather than create his own Servitor,
Turms might upload his own consciousness into a
Servitors casing, perhaps arranging to have his
cultists launch him into the Astral Plane thereafter.
Would a Servitor with Turms consciousness be
Turms in a metaphysical sense? The referee would
have to decide whether it was his soul or his mem-
ory that transferred perhaps Turms might inad-
vertently create a rival for himself!
Avatar of the Sleeping God: The Sleeping God
is capable of telepathically linking with other minds.
Most minds that the Sleeping God links with in-
stantly fall under its power, but Turms would be
immune to its charm. It is conceivable that Turms
and the Sleeping God might come to an accom-
modation, in which Turms serves as the Sleeping
Gods physical avatar in exchange for the ability
to direct divine power through Termagant. Alter-
natively, Turms might upload his consciousness into
the Sleeping Gods canister, either replacing Ter-
magants mind entirely or merging with it to achieve
truly profound levels of megalomania.
Turms Termax Two: Turms Termax failed his
apotheosis and (since he is now phys-
ically indestructible and cannot be
raised) is not in a position to try the
process again. What if he could clone
himself using the Cloning Chamber
(Room 61) on The Halls of Lesser
Secrets (Level 4), creating a being that
resembled his own mortal self? Turms
might then transfer his consciousness
to his clone, perhaps using memory
moss, and try to apotheosize again.
Again, the referee would have to decide
if Turms Termax Two was metaphys-
ically Turms.
Jurms Jubilex: What if the Ter-
maxians who experimented with the ichor of Jubi-
lex were on to something? Perhaps the path from
man to god requires infusions of both azoth and
demonic ichor. This might well be the most dis-
quieting option, as Turms could become a hideous
amalgamation of man and slime.
The Secret of Apotheosis
Turms Termax failed to achieve the apotheosis
he craved. But what if Turms Termax was not wrong
in his methods? What if, through the right alchem-
ical processes, men really can achieve true immor-
tality? This section provides game mechanics by
which Turms might have become a true immortal,
and by which others very well could do so. If the
referee decides to use these mechanics, he should
keep in mind that even Turms Termax does not
fully understand this process, and under no cir-
cumstances will he share what he does know. Char-
acters who seek to become gods will have to exper-
iment, at great and terrible risk to body and soul.
Magic-users who reach 14
th
level or higher may
imbue a human subject with true immortality
through azoth. The process requires 20,000 gp
plus an additional 2,000 gp per level of the subject,
and takes one day per 1,000gp of cost. The subject
In James Maliszewskis origi-
nal draft, Turms Termaxs quest
was doomed to failure. Turms
is a victim of his own hubris,
an Ozymandias who must
look on his own work with
despair. If the referee wishes
to stay true to James vision,
then none of the methods
below should succeed in the
end, nor should any attempts
by the adventurers to achieve
godhood for themselves.
APPENDIX G
392
must die in order for the apotheosis to take place,
but can only have been dead for 1 day per HD, so
it is often best if preparations are begun before the
subject is killed. A magic-user may imbue himself
with true immortality if desired, though this re-
quires killing himself at the conclusion of the pro-
cess or having himself slain by another.
To successfully transform into an immortal, the
magic-user performing the process must roll 17
or higher on 1d20. There is a 1 penalty on the
die roll for every 5,000 gp of cost (rounded up).
The magic-user adds his level of experience and
his INT modier as a bonus to the die roll. A
natural roll of 1-3 is always a failure. If the die roll
fails, the subject is physically and spiritually de-
stroyed not even a wish can restore him to life.
If the die roll succeeds, the subject rolls on the
Apotheosis table, below.
To perform the process, the magic-user must
have access to an alchemical lab at least equal in
value to the cost of the process. For every 10,000gp
of value above the minimum required for the pro-
cess, the magic-user receives a +1 bonus on his die
roll to perform the process, to a maximum of +3.
The process of apotheosis requires rened azoth
with a total gp value equal to the cost of the process.
Additional azoth can be used in lieu of gp during
the process as usual. The azoth is consumed in the
course of the process.
APOTHEOSIS
2d6 Roll Outcome
8- The subject transforms into a shadow with a
number of Hit Dice equal to its prior level of
experience. It retains its prior memories and
spellcasting abilities (if any). Its alignment
becomes Chaotic, if not already.
9-12 The subject becomes physically immortal (as
16-17) but maimed (as 13-15). In addition,
the trauma of the transformation causes the
subject to age 2d10 years and lose 2 levels of
experience.
13-15 The subject becomes physically immortal (as
16-17), but whatever injury was used to slay
the subject at the conclusion of the process
does not heal, leaving him permanently
maimed in some manner. The character will
retain the ability to cast spells regardless of his
maiming (even if he lost both arms, etc.)
16-17 The subject becomes physically immortal.
18+ The subject becomes a true immortal.
Turms Termax, an 18
th
level magic-user with INT
18, decides to imbue himself with true immortal-
ity. The process requires [20,000 + (2 x 18,000)]
56,000 gp and takes 56 days. It requires an al-
chemical lab valued at 56,000 gp, and 560 ounces
of rened azoth. Turms employs an alchemical lab
worth 90,000 gp to get a +3 bonus to the die roll.
After completing all the steps, he completes the
process by arranging to be beheaded at Dwim-
mermount. To successfully apotheosize, Turms
player will need to roll 17 or higher on 1d20. He
suffers a -12 penalty on the die roll because of the
cost but gains a +18 bonus on the die roll from
his level, a +3 bonus from his INT, and a +3 bonus
from his alchemical lab, for a total modier of (18
+ 3 + 3 12) +12. Turms player rolls 1d20 and
gets a 5, for a total of 17 he succeeds!
Now Turms player must roll 2d6 on the Apothe-
osis table. As an 18
th
level magic-user, he gains a
+3 bonus. He gains an additional +3 bonus from
his INT. Because he was dramatically executed in
front of worshippers, he gains a +2 bonus. Because
Dwimmermount has strong astral harmonies, he
gains a +3 bonus. His total modier is therefore
+11. Turms player condently rolls 2d6, but to his
horror the dice turn up a natural 2. With a modi-
ed total of 13, Turms becomes physically immor-
tal, but his beheading is permanent. Turms player
knocks the potato chips over in frustration.
THE SECRETS OF TURMS TERMAX
393
Modify the die roll as follows:
Circumstance Modier
Subjects INT modier + modier
Subject below 9
th
level of experience 1 per level below
Subject 9
th
- 11
th
level magic-user +1
Subject 12
th
- 14
th
level magic-user +2
Subject 15
th
level or higher mag-
ic-user
+3
Subject is dramatically executed in
front of worshippers
+2
Process is completed at site with
strong astral harmonies
+1 to +3
Physical Immortality
A subject who achieves physical immortality
becomes immune to charm, death, hold, and sleep
effects, as well as petrication, poison, and gas. In
addition, he treats all physical and magical damage
as nonlethal, and no attack ever leaves a physical
mark on his head of any sort. He regenerates 5
points of damage each round. If reduced to 0 or
fewer hit points, he is temporarily stunned, but he
will continue to regenerate. He will be able to ght
again when he regenerates to 1 or more hp. He can
only be slain by the same method of methods that
can slay Turms Termax (see above).
The newly immortal character will be of the
same age as he was prior to his apotheosis, but will
thereafter cease aging. Like an elf, he loses the
ability to reproduce normally and can no longer be
raised from the dead if he is actually slain. He retains
his character class and can continue to advance in
level, however.
True Immortality
A subject who achieves true immortality gains
all the effects of physical immortality. In addition,
the subject also enjoys spiritual indestructability.
If a true immortals body is physically destroyed,
he is not slain. Instead, his spirit is exiled to the
Great Void for a period of one year per level of
experience, after which he is restored to full power.
Only if slain in the Great Void can a true immortal
be permanently destroyed.
A true immortal can serve as an intermediary to
the divine power appropriate to his alignment, Law
or Chaos, enabling him to grant spells to worship-
pers. The worshippers themselves must be of suf-
cient power and faith to receive the spells, how-
ever. For instance, a true immortal cannot grant
5
th
level spells to a normal man. There are other
limits to the number of spells the true immortal
can grant, based on his own ability scores and the
amount of azoth he has access to, but a detailed
economy of divine power falls outside the scope of
this adventure.
DWARVISH/GNOMISH NAMES
Azfal Madar
Danig Narin
Davazak Orad
Durad Tholo
Elid Thranamud
Geto Tokarum
Gimvar Ulras
Harrak Valdlak
Keldo Yeran
Kilnar Zuth
ELDRITCH/ELVISH MALE NAMES
Astar Phyman
Bamor Satjun
Dakkajak Sorian
Horseen Sorsis
Il-Tur Tharen
Luthak U-Tar
Luudvan Ultab
Mattur Umtal
Parquas Vajus
Phaan Virsor
ELDRITCH/ELVISH FEMALE NAMES
Ardaoja Phaioja
Diaar Phanah
Dialla Pimbis
Isah Saoja
Issor Silah
Kimvia Tamina
Lumina Taria
Lutai Tavar
Myrdor Telah
Oloja Voralia
Name Tables
TABLES
396
COMMON HUMAN MALE GIVEN NAMES (ADAMAS, MUNTBURG, SURROUNDING AREAS)
Amyon Huon
Dreu Jehan
Durand Landri
Ernaut Malger
Faure Maugis
Gahariet Milon
Gaidon Othon
Hamund Prades
Helgot Tancrede
Herluin Varocher
COMMON HUMAN FEMALE GIVEN NAMES (ADAMAS, MUNTBURG, SURROUNDING AREAS)
Aelis Josiane
Alissende Lutisse
Amalone Mathena
Audiarda Maura
Bonassias Mengarde
Emersende Oriabel
Galienne Passerose
Grazide Pernelle
Ide Roheis
Jacotte Serena
COMMON HUMAN SURNAMES (ADAMAS, MUNTBURG, SURROUNDING AREAS)
Allut Janin
Arron Laskine
Bertin Lizerand
Cazalis Marion
Ceran Melennec
Dechy Nizan
Delnatte Olleris
Foray Pacome
Gaubil Quesnel
Hurtis Seguro
ANCIENT THULIAN MALE NAMES
Alyattes Moschus
Asbadus Nazares
Babylas Palamas
Bacauda Pardus
Batzas Simocatta
Carellus Sittas
Ionnes Syagricus
Iordanes Theon
Maruthus Zenobius
Megistus Zoilus
TABLES
397
ANCIENT THULIAN FEMALE NAMES
Aetheria Eugenia
Anzoy Herena
Appa Hesychia
Basina Ionna
Bobila Leocadia
Comito Marozia
Cyra Megaris
Destasia Nereida
Domentzia Passara
Erchantrudis Pateria
VOLMARIAN (MODERN THULIAN) MALE NAMES
Arethas Menas
Batzas Nilus
Comitiolus Opilio
Droserius Pardus
Godilas Priscus
Helias Trasaricus
Heroclonas Trolius
Iordanes Vaanes
Leon Varazes
Marthanes Ziper
VOLMARIAN (MODERN THULIAN) FEMALE NAMES
Adula Herena
Antipatra Labinia
Arethusa Leocadia
Basina Martina
Catella Minicea
Cervella Pateria
Domnola Placidina
Evantia Sidonia
Galla Vigilia
Gordia Vitula
VOLMARIAN (MODERN THULIAN) SURNAMES
Avouris Machoneos
Agallon Malakis
Arbantenos Mamaris
Atrapes Mouzalon
Branas Nestongos
Exazenos Radenos
Glabas Rossatas
Kabakis Tagaris
Kalothetos Tornikios
Laskaris Tsaphas
TABLES
398
TABLE X.XX LEVEL 2A TREASURE
Room
Treasure
Value
Type Guarded By
Known to Ghouls
28 n/a Magic Ghoul
53 n/a Magic Ghoul
56 n/a Magic None
Known to Orcs
2 n/a Magic None
21 2115 Copper, gems Orc champion, orc
33 1000 Gold Orc champion, orc
36 100 Gems, magic Orc
38 n/a Magic Orc
41 1425
Gold, gems,
magic
Orc chief, orc
Known to Rat Boss
26 n/a Magic None
29 n/a Magic Giant rat
Known to Varazes and gnolls
10 360 Gems Gnoll
12 3820
Copper,
jewelry
Gnoll champion,
gnoll
50 n/a Magic
Varazes, gnolls,
hyenas
57 500 Jewelry
Gnoll champion,
gnoll
Only Known to Divination
3 50 Silver None
6 n/a Magic Trap
7 1800 Jewelry None
15 n/a Magic None
18 250 Jewelry None
34 515
Silver, gems,
jewelry
Trap
39 8910
Copper, silver,
gold, jewelry,
magic
None
58 n/a Magic None
60 n/a Magic None
TABLE X.XX LEVEL 2B TREASURE
Room
Treasure
Value
Type Guarded By
Known to Hobgoblins
14 740 Gold, jewelry Hobgoblin
30 6915
Gold, gems,
jewelry
Hobgoblin
Known to Zombie Lord
17 n/a Magic Eldrich Bones
18 190 Silver, gold None
26 340
Copper, silver,
magic
Wight
54 50 Silver None
55 260
Silver, gems,
magic
None
63 1700
Silver, gold,
gems
Zombie
65 1000 Jewelry None
Only Known to Divination
3 n/a Magic None
5 10000 Jewelry, magic None
10 3120 Silver, jewelry Trap
16 n/a Magic None
22 500 Jewelry None
25 500 Jewelry, magic None
31 2160
Silver, gold,
gems, magic
None
41 n/a Magic None
43 n/a Magic None
52 1000 Jewelry None
59 n/a Magic None
TABLES
399
TABLE X.XX LEVEL 3A TREASURE
Room
Treasure
Value
Type Guarded By
Known to Eld
6 n/a Magic None
7 665 Gems, jewelry Bugbear
8 600 Gold, magic Eld
9 5250 Jewelry None
11 4700
Platinum, jew-
elry, magic
None
16 1100 Gems Eld
29 161 Copper, gems Bugbear
30 300
Electrum,
magic
Eld
34 470
Silver, gold,
magic
Dretch
Known to Ghasts
47 2140 Gold, jewelry Ghast
Only Known to Divination
5 n/a Magic Beetle, Giant Tiger
15 n/a Magic None
17 2000 Gems None
19 2000 Gems Trap
20 5910
Gold, gems,
magic
Trap
24 6100
Silver, gold,
jewelry, magic
None
32 4700
Gold, plati-
num, jewelry,
magic
None
36 40 Gold None
37 120 Gold, magic Giant Tiger Beetle
44 100 Jewelry None
63 3130
Silver, gold,
gems, jewelry,
magic
Statue, Animated,
Iron
64 300 Gold None
65 1000 Jewelry Skullmural
TABLE X.XX LEVEL 3B TREASURE
Room
Treasure
Value
Type Guarded By
Known to Hobgoblin King
1 300 Silver Throghrin
Known to
Ranine
26 4000 Gold, magic Ranine
Only Known to Divination
4 130
Silver, gold,
magic
Trap
5 n/a Magic None
6 n/a Magic Trap
8 390 Gold, jewelry Giant Tiger Beetle
9 n/a Magic None
13 2450
Platinum, gems,
magic
None
14 350
Platinum,
jewelry
None
19 900
Silver, gold,
magic
None
25 n/a Magic None
27 1600
Silver, gold,
magic
None
31 n/a Magic None
33 1500
Silver, gold,
magic
None
38 n/a Magic None
40 n/a Magic None
45 n/a Magic None
50 n/a Magic None
TABLES
400
LEVEL 2A TREASURE
Room
Treasure
Value
Type Guarded By
Known to Ghouls
28 n/a Magic Ghoul
53 n/a Magic Ghoul
56 n/a Magic None
Known to Orcs
2 n/a Magic None
21 2115 Copper, gems Orc champion, orc
33 1000 Gold Orc champion, orc
36 100 Gems, magic Orc
38 n/a Magic Orc
41 1425
Gold, gems,
magic
Orc chief, orc
Known to Rat Boss
26 n/a Magic None
29 n/a Magic Giant rat
Known to Varazes and gnolls
10 360 Gems Gnoll
12 3820
Copper,
jewelry
Gnoll champion,
gnoll
50 n/a Magic
Varazes, gnolls,
hyenas
57 500 Jewelry
Gnoll champion,
gnoll
Only Known to Divination
3 50 Silver None
6 n/a Magic Trap
7 1800 Jewelry None
15 n/a Magic None
18 250 Jewelry None
34 515
Silver, gems,
jewelry
Trap
39 8910
Copper, silver,
gold, jewelry,
magic
None
58 n/a Magic None
60 n/a Magic None
LEVEL 4 TREASURE
Room Treasure
Value
Type Guarded By
Known to Minotaurs
12 300 Silver Minotaur
55 4375 Silver, jewelry,
magic
Minotaur
Known to Phase spiders
23 1500 Silver, jewelry Phase Spider
Known to Ranine
21 n/a Magic Groak
Only Known to Divination
3 1200 Silver, gold,
magic
Trap
5 1300 Silver, gold,
magic
None
9 n/a Magic Black Pudding
11 2645 Silver, gold,
gems, jewelry
Trap
19 3000 Electrum,
magic
None
26 3600 Silver, elec-
trum, gems,
jewelry, magic
None
31 3430 Gold, jewelry None
38 n/a Magic None
39 n/a Magic None
57 n/a Magic None
TABLES
401
LEVEL 5 TREASURE
Room Treasure
Value
Type Guarded By
Known to Demons
4 4150 Silver, elec-
trum, gems
Babau
48 8300 Silver, gold,
jewelry, magic
Marilith
Known to Dwarves
22 n/a Magic Dwarven Sentinel
Known to Phase spiders
57 7300 Gold, jewelry Phase Spider
Known to Termaxians
25 n/a Magic Termaxian Necrolyte
Only Known to Divination
5 600 Jewelry None
9 n/a Magic None
10 900 Silver, gold Mimic
13 0.57 Copper Giant Tiger Beetle
15 5150 Silver, gold,
jewelry, magic
None
31 1400 Silver, gold,
magic
None
38 500 Jewelry None
39 n/a Magic None
40 4600 Silver, gold Muculent Worm
52 1700 Platinum, jew-
elry, magic
Shadow
55 1000 Gold, magic None
61 13350 Silver, gold,
gems, magic
None
LEVEL 6A TREASURE
Room Treasure
Value
Type Guarded By
Known to Termaxians
38 6000 Gold, magic None
42b n/a Magic None
44 25000 Jewelry, magic Sarapammon
Known to Vampires
9 n/a Magic None
15 8300 Gold, jewelry,
magic
Zombie Brute
16 400 Jewelry, magic None
17 1500 Jewelry, magic None
27 7600 Gold, jewelry,
magic
Termaxian Mummy
31 n/a Magic Juju Zombies
32 14530 Gold, plati-
num, gems,
jewelry, magic
Vampire (9 HD)
55 n/a Magic Juju Zombies
66 3000 Jewelry, magic Hell Hound
Only Known to Divination
2 1000 Jewelry None
6b 6800 Silver, gold,
jewelry, magic
None
11b n/a Magic None
14 3260 Copper, elec-
trum, gems,
jewelry, magic
Wight
22 500 Jewelry, magic None
24 1710 Gems None
41 500 Electrum Barrow Wight
51 4800 Gold, gems,
magic
Trap
53 n/a Magic None
63 3960 Silver, gold,
gems, magic
None
TABLES
402
LEVEL 6B TREASURE
Room Treasure
Value
Type Guarded By
Only Known to Divination
5 n/a Magic Trap
11 n/a Magic None
22 n/a Magic None
23 n/a Magic None
25 2800 Silver, gold,
magic
None
35 n/a Magic None
43 n/a Magic None
50 1600 Silver, jewelry Carcass Scavenger
54 4290 Silver, gold,
jewelry, magic
None
64 n/a Magic None
Known to Dwarves
12 n/a Magic None
28 n/a Magic None
29 (blank) Magic Dwarven Sentinel
30 n/a Magic Dwarven Sentinel
Known to Termaxians
7a 3030 Jewelry Dwarven Sentinel
13a n/a Magic Dworg
19a n/a Gold, magic Haveron
19b n/a Magic Trap
21b 135 Gems None
40 n/a Magic Dworg
41 3000 Gems None
57 30000 Jewelry, magic Dworg
61 16270 Gold, plati-
num, jewelry,
magic
Glabrezu
62 n/a Magic Dworg
65 n/a Magic None
66 n/a Magic Termaxian Fighting
Man
LEVEL 0 TREASURE
Room Value Type Guarded By
Known to Astral Reavers
27 755
Platinum,
magic
Astral Reavers
12 n/a Magic Astral Reavers
Only Known to Divination
37 14000 Map Yellow Mold
42 10000 Books None
21 5000 Relic, magic None
33 3871 Silver, gold,
gems, magic
None
14 3240
Platinum,
gems, magic
Shambling Mounds
29 2376 Silver, gold,
gems, magic
Basidironds
5 1700 Gems, magic None
10 1441 Gold, gems,
magic
Slime Zombies
39 1200 Gems, magic None
19 979 Silver, gold,
magic
Olive Slime
36 250 Gems Olive Slime
2 n/a Magic None
6 n/a Magic None
16 n/a Magic None
23 n/a Magic Ochre Jelly
24 n/a Magic None
25 n/a Magic None
Backers
To come
BACKERS
404