Dungeoncrawlclassics Issue65 Cavesofthecrawlinglord

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The adventure involves investigating strange occurrences in the town of Basmar that are linked to uncovered ancient catacombs.

The adventure involves investigating strange worm occurrences in Basmar that are linked to uncovered ancient catacombs belonging to a sorcerer. The catacombs are now inhabited by carrion crawlers led by an intelligent aberration called T'zgyzh'pha that controls slaves and wields an artifact called the Orb of Madness.

The Orb of Madness is a powerful magic item that gave intelligence and cursed powers to a carrion crawler named T'zgyzh'pha, allowing it to spawn worms and take control of the sorcerer's dead slaves.

An adventure for character levels 8-10

by Patrice Crespy
Development: Colleen Simpson
Editors: Colleen Simpson, Dwight Hulse
Cover Art: David Griffith
Interior Art: Doug Kovacs
Cartography: Jeremy Simmons
Layout: Erik Nowak
Dungeon Crawl Classics Line Development: Harley Stroh
Playtesters: David Bouchacourt, Yannick Zogg, Cédric Albertini,
Natacha Petroff and Ania Schweitzer
Introduction Finding windy caves crammed with carrion crawlers, the
PCs must cautiously thread their way through the dark
Remember the good old days, when adventures were catacombs in search of the threat hidden within. Along the
underground, NPCs were there to be killed, and the finale way, they uncover the burial site. The foul magic of the Orb
of every dungeon was the dragon on the 20th level? Those of Madness has transformed the catacombs into a maze of
days are back. Dungeon Crawl Classics don’t waste your warrens and distorted places defying logic. The carrion
time with long-winded speeches, weird campaign settings, crawlers are under T’zgyzh’pha’s command and have slowly
or NPCs who aren’t meant to be killed. Each adventure is carved their caves into the sacred halls and beyond. The
100% good, solid dungeon crawl, with the monsters you PCs’ exploration becomes nightmarish as they uncover the
know, the traps you fear, and the secret doors you know are layers of colony intertwined in the catacombs own defenses
there somewhere. and mummified guardians.
Caves of the Crawling Lord is a chaos-touched stand-alone The PCs must defeat sickening aberrations, foulspawn
adventure designed for five 8th-level characters. Spanning servants and undead abominations, to find a way through
twenty-four combat and non-combat encounters, it takes the the misdirecting halls, secret vaults and gibbering horrors.
characters up to 10th level and requires two or three full game The maze unravels as the PCs get closer to the monster at
sessions before reaching its climactic ending. This adventure its core, the great T’zgyzh’pha.
is a raw violent fantasy set in the maddening remnants of an
In the final assault, the heroes face T’zgyzh’pha and its weird
eldritch burial site. It features whispering atrocities and the
viziers under the bewildering light and aura of the Orb of
grotesque denizens of a demented court revolving about a
Madness. If successful, they must run for their lives, in
wizard’s forgotten artifact. The Orb of Madness gives every
order to reach the surface and return to Basmar as honored
dungeon crawl classics 65

class its chance to shine and plunder, whether through


guests and triumphant paragons.
brutal clashes or through subtler challenges. Good team
balance and character cooperation are required in order to
overcome the perils the party will face. The GM should refer
to the scaling section below if the characters’ party lacks one GameMaster’s
or more of the standard major roles.
Section
Caves of the Crawling Lord begins in the distant town of
Basmar, a trading community set at the foot of eroded Encounter Table
mountains at the very edge of a searing desert. The region To help the GM prepare, we have included a quick reference
of Basmar is a generic setting peculiar to this adventure. table showing all encounters at a glance. Loc — the
It can be easily replaced with an appropriate town from location number keyed to the map for the encounter. Pg —
another campaign setting. For flavor’s sake, this adventure the module page number that the encounter can be found
works best with a somewhat exotic location, if available. on. Type — this indicates if the encounter is a trap (T),
puzzle (P), or combat (C). Encounter — the key monsters,
Adventure Summary traps, or NPCs that can be found in the encounter. Names
In a bygone tiefling empire the high sorcerer of an ancient in italics are classed NPCs. EL — the encounter level.
religious order was buried with his slaves in a catacombs
complex. Unfortunately, a roving carrion crawler was Scaling Information
corrupted by the potent magic of the sorcerer’s Orb of Caves of the Crawling Lord is designed for 5 characters
Madness. The orb bestowed intelligence and cursed powers of 8th-level, but it can be modified easily for parties of
to the aberration, T’zgyzh’pha, who spawned a small worm different sizes, composition or levels. Consider adapting
colony and took control of the late wizard’s slaves. the adventure using any of the following suggestions:

A powerful storm breaches the stone slabs that once sealed Weaker parties (4 or fewer characters, no defender or
the catacombs shut, sending swarms crawler hatchlings leader, characters lower than 8th-level): Do not let combats
into Basmar’s Crescent Lamp Bazaar. At this time, the spread into multiple rooms, do not have surprised monsters
PCs are wandering from stall to stall possibly in search of raise alarm or seek help and have all creatures fight to death.
rare components, scrolls and trinkets. Fleeing the falling Reduce the number of carrion crawlers in Area 1–2 by 1.
worms, traders and customers run away, leaving the PCs Reduce the number of carrion crawlers in Area 1–5 by 1.
and local militia to deal with the vermin. Reduce the number of carrion crawler rogues in Area 1–7 by
1. Remove the carrion crawler from Area 1–9 and reduce the
Emissaries of the merchants’ council of Basmar ask the number of foulspawn berserkers by 1. Reduce the number of
PCs to investigate the source of the vermin-ridden rain firelasher elementals in Area 2–2 by 1. Reduce the number of
and to put a stop to whatever threat lies behind it. They foulspawn manglers in Area 2–3 by 1. Reduce the number
offer rewards of gold and honorific titles in return. The of foulspawn grues in Area 2–4 by 1. Reduce the number
heroes can engage in a skill challenge involving rituals, of grue carrion crawlers in Area 3–2 by 1. Replace the grell
discovering secret knowledge and gathering information specters in Area 4–3 with grells. Reduce the number of
in order to trace the rain’s source to the entrance of the carrion crawler fighters in Area 5–2 by 1.
newly uncovered catacombs. Their journey takes them to
2 the mountains overlooking Basmar.
Stronger parties (7 or more characters, or characters higher abound at the market and rumors of what can be
than 8th-level): Play all intelligent monsters as cunningly found there are enough to justify a long journey
as possible, trying to bait the PCs into traps and to gain between adventures. The bazaar might also be the
the support of monsters in other rooms whenever possible. only noticeable place where a unique arcane item
Add 1 carrion crawler to Area 1–2. Add 1 carrion crawler to needed for one of the PC’s rituals could be found.
Area 1–5. Add 1 carrion crawler rogue to Area 1–7. Add 1 As many caravans from afar converge in Basmar,
carrion crawler and 1 foulspawn berserker to Area 1–9. Add mercenaries and thieves also wander in the city,
1 firelasher elemental to Area 2–2. Add 1 foulspawn mangler looking for shady missions and bounty.
to Area 2–3. Add 1 foulspawn grue to Area 2–4. Add 1 grue • Guided by portents, dreams or an otherworldly
carrion crawler to Area 3–2. Add 1 gargoyle swordbearer to message received through a divination ritual, the PCs
Area 4–2. Add 1 grell specter to Area 4–3. Add 1 foulspawn learn that an ancient and insane evil is breaking loose
in a distant city. The omen is vague, advising them
seer to Area 4–4. Add 1 carrion crawler fighter to Area 5–2
to look for ‘plague’ rain under the light of a crescent
and increase T’zygyzh’pha’s hit points to 324.
lamp. Research revealed the dream or prophecy might
Getting the Players Involved refer to the Crescent Lamp Bazaar in Basmar, and the
Characters may have come to the the Crescent Lamp heroes have traveled there to start investigating.
• PCs could be seeking leads to their next adventure
Bazaar for the following reasons:
in the Bazaar.
• They are searching for rare items. Components, The PCs are browsing through the market when the worm-
scrolls and petty but useful magic possessions ridden rain strikes the place.

caves of the crawling lord

3
When it was obvious that the tiefling empire would fall, the
Background Story priests decided to bury the Orb of Madness with its Keeper,
and to leave the tomb until the end of time for they felt
The Orb of Madness that no worthy possessor would ever be found. As was the
Well before the coming of the titans and the Age of custom of the day, the slaves of the last high sorcerer were
Giants, the Outer Gods withdrew from the known planes, buried alive with him and spells were cast to ensure that no
spawning countless seeds of chaos in their wake. While living soul could trespass on the tomb.
some of these seeds shaped the first aberrations of the
world, giving birth to gigantic entities shrouded by insane The Demented Court
wisdom, others took the shape of mysterious gifts that went The Orb had to find another suitable living vessel. When a
from hand to hand, spreading entropy and disorder on the roving carrion crawler dug its way into the burial ground, it
surface world. The Orb of Madness, a half-living amber was possessed by the Orb and became the new Mût Sthayz.
sphere bathed in a greenish light is one such gift, an artifact The Orb sparked intelligence in the creature and gave
of awesome power. it a name, T’zgyzh’pha. Under its guidance, T’zgyzh’pha
found the tiefling sorcerer’s slaves in a state of suspended
The Order of the Ebony Sybil animation as well as numerous insects on which to feed.
During long forgotten times, the desert was no desert
After feeding and laying its eggs, T’zgyzh’pha spawned a
but the living ground of a tiefling empire of great majesty
new breed of carrion crawler, touched by the chaos of the
and cruelty. Beneath the tall walls of their iron cities,
Orb and then woke the late high sorcerer’s slaves gaining
the lustful tieflings bargained with demons and the foul
servants of horrid deities, offering blood and sacrifice to control of them through the Orb and slowly turning them
dungeon crawl classics 65

their dark gods in exchange for magic and control. The into corrupt mockeries of their former selves. Together,
Orb of Madness was considered a major relic in the baleful they transformed the burial site into a deranged reflection
cult that thrived there: the Order of the Ebony Sybil. It was of chaos, and became a ghostly, maddened court ruled by
called this because its members offered prayer to a black T’zgyzh’pha. Until the beginning of the adventure, this
and faceless seer known as the Sybil. The Sybil was said to host was confined to the burial site by mystic protections
be a messenger of the Outer Gods, answering prayers in a written upon the stone, but the stone barrier has shifted
soft chanting voice that delivered messages from the most with the storm and the protections are broken, freeing the
awful and remote deities. The main members of the Ebony worm’s demented court to roam the surface world.
cult were sorcerers, wizards and warlocks, and it was led by
a high sorcerer, the Mût Sthayz or the Keeper of the Orb.

4
Running the B1–1 The Emissaries
Adventure At the end of this fight, the heroes find they have attracted
This adventure involves a fairly complex dungeon, which the interest of local authorities. Emissaries from the
crosses multiple levels on different vertical axes. It is Merchants’ Council contact the PCs at their inn or in a
suggested that the DM familiarize himself carefully with teahouse or tavern, offering them 2,500 gp if they will find
the maps prior to running the game. Be sure to note the rain’s source and vanquish whatever evil lies behind
the cross-section map and understand the relationship it. In addition, the Merchants’ Council humbly promises
between levels. to recognize the PCs as Protectors of Basmar, a lifelong
distinction entitling them to free housing in the city and
free travel with any of Basmar’s caravans. The council is
Player Beginning not willing to pay any of the reward in advance.
Minor Quest XP: 350 XP for finding the catacombs
The Bazaar
of the Crescent Lamp Major Quest XP: 1,750 XP for destroying T’zgyzh’pha.
The adventure begins as the PCs wander together in the
Bazaar of the Crescent Lamp. Read: B1–2 Investigating the Cursed Rain
Through this skill challenge, the PCs try to figure out the
The fierce blaze of the southern sun is hidden by the silk cause of the rain that fell upon the Crescent Lamp Bazaar
cloths hanging high above the market stalls. The unusually and to discover its source. They must uncover hidden
strong wind shakes them violently and lifts a thin powder of knowledge, and use their wits and contacts. It can be played

caves of the crawling lord


spices and dust in the air, making it difficult to breathe. The in a few minutes through just skill checks or might be
humming murmur of people haggling goes on undisturbed roleplayed more thoroughly, with vivid city descriptions,
as if nothing is important enough to halt their business. Yet, NPCs and long tavern discussions. The GM should decide
when a stronger gale blows over the Crescent Lamp Bazaar, the which style of play best suits his player’s mood and style.
crowd hastily looks for shelter. Without warning, hundreds of Each skill check attempted takes one full day, regardless
worms fall from the sky, ripping the silken curtains apart and of whether it fails or succeeds. Characters assisting their
crashing into the precious spice pots. The crowd scatters in colleagues in a group skill check spend a day as well.
panic. The worms, tiny tentacled horrors, writhe and slither
around you as though longing for your blood.
With a successful DC 25 Dungeoneering check, a character
realizes that the worms resemble miniature, grayish
carrion crawlers. The crawlers’ tentacles are too small to
pose any threat and the GM should note that their poison
is not potent enough to do any damage or cause paralysis.
Their landing is slowed or cushioned by the silk cloths and
spice pots, and most of them land safely and crawl towards
the nearest living creatures. The city’s militia immediately
attacks them, but the traders and customers run away as
quickly as they can, hungry worms trailing them to attack
and feed on the slowest and the weakest. The following
fight focuses on the PCs’ part of the skirmish, but hundreds
of worms actually have fallen and are being dealt with.
Once the hatchlings have been defeated, go to B1–1:
The Emissaries.

Carrion Crawler Hatchlings (32)


Level 3 Minion
Tiny aberrant beast XP 38
Initiative +2 Senses Perception +2; darkvision
HP 1; a missed attack never damages a carrion crawler
hatchling
AC 16; Fortitude 15, Reflex 14, Will 13
Speed 6, climb 6 (spider climb)
 Bite (standard; at-will)
+7 vs. AC; 6 damage
Alignment Unaligned Languages —
Str 12 (+2) Dex 14 (+4) Wis 10 (+1)
Con 12 (+2) Int 2 (-3) Cha 10 (+1) 5
Skill Challenge Each 100 gp ‘donation’ adds a +1 bonus (maximum +5) to
Setup: To find the rain’s cause and the catacombs, the the Diplomacy check. This skill can be used to gain a total
PCs must draw on their knowledge of underground of 3 successes for this challenge.
construction, ancient history and nature or consult
Dungeoneering (DC 20): You recognize the worm
Basmari sages, local elders and loremasters.
hatchlings as baby carrion crawlers and remember the
Level: 9 details of the crawlers’ habitat and ecology. Knowing the
crawlers’ fondness for damp places and need for food, you
Complexity: 2 (requires 6 successes before 3 failures).
know you must look for a nearby cave site. This skill can be
Success: By combining their findings, the PCs are able used to gain a total of 2 successes for this challenge.
to work out the exact location of the cave, and that it is
History (DC 19): You know about an ancient tiefling
probably located close to an ancient tiefling burial site, and
city and a burial site in the mountains. You don’t know
are able to make preparations accordingly. Success at this
the exact locations, but have an idea of their general
challenge grants a +1 bonus to checks made in Areas 1–1
direction. This skill can be used to gain a total of 2
and 1–2, and lets PCs prepare for the specific dangers of
successes for this challenge.
traveling underground and facing carrion crawlers.
Nature (DC 15): You realize that the hatchlings have been
Failure: If they fail, the PCs eventually find out the general
cast away from their initial location by the wind, and that
location of the worm cave. The PCs lose 1 healing surge as
their place of origin must be high in the mountains for the
they take a more difficult route up the mountains and gain
wind to have been able to send them flying into the market.
only half XP from this skill challenge.
You don’t know the exact location but you can guess its
dungeon crawl classics 65

Primary Skills: Diplomacy, Dungeoneering, History, Nature. general altitude. This skill can be used to gain a total of 2
successes for this challenge.
Diplomacy (DC 19 after 1 successful Streetwise check; only
one of the following pieces of information is gained for each Secondary Skills: Streetwise
Diplomacy check attempted): You are able to convince the
Streetwise (DC 15): You manage to contact people in Basmar
elders and sages to tell you one of the following pieces
who know where wise elders and sages live. Success at this
of information:
skill check allows you to use the Diplomacy skill to speak to
• The sage tells the characters that the worms these elders and sages. Each 100 gp bribe adds a +1 bonus to
are hatchling carrion crawlers that must have the Steetwise check to a maximum of +5. This skill can be
originated from an underground site, and gives used to gain a total of 3 successes for this challenge.
them additional information depending on the
Rituals: The following rituals may help during this skill
sage’s Dungeoneering check (+14).
challenge.
• The elder tells the characters that the worms must
have originated from high in the mountains for the Commune with Nature: You learn that the wind blew much
wind to have been able to carry them to the Bazaar, stronger high in the mountains than in Basmar and sent
and gives an estimate of the altitude. rocks and stone slabs falling in a particular place. Using
• The sage can tell them that there is an ancient this ritual automatically grants 1 success the first time it is
tiefling city and burial site in the mountains, that completed and can be used only once to gain a success for
might be a good place to start looking, and gives this challenge.
them an approximate starting location.

6
Consult Mystic Sages: You are told that the worms have taken
hold upon ancient tiefling catacombs in the mountains. The Catacombs
Using this ritual automatically grants 1 success the first Level 1
time it is completed, and can be used only once to gain a
The following conditions operate throughout this level:
success for this challenge.
Grasping slime: Grasping slime is difficult terrain.
Hand of Fate: The hand offers one missing piece of
Each square of grasping slime requires a successful DC
information in a cryptic way. This may be the general
14 Athletics check to enter and cross. On a failed check,
direction of the carrion caves, their altitude or any other
the character enters the slime square, but his move ends
relevant information. Using this ritual automatically grants
immediately. Large creatures treat the grasping slime
1 success the first time it is completed, and can be used only
as difficult terrain but are too large to suffer from its
once to gain a success for this challenge.
immobilization effect.
In addition, some areas possess unique features, which
Encounter Area C: the GM should be familiar with prior to running that
The Catacomb encounter.

Complex Area 1–1


After a short, uneventful journey into the windy mountains,
When members of the Order of the Ebony Sybil went into the PCs arrive at the catacombs’ entrance. As they approach
the mountains to dig the burial site, they found a huge the broken stone slabs that once held it shut, read:
series of caves and explored them. Finding the caves empty,

caves of the crawling lord


they hid the catacombs deep within and closed the caves’ The wind currents sweeping the cliff face grow stronger as
only opening with stone slabs. These insect-infested caves you reach a rocky outcrop on the mountainside. The outcrop
now shelter T’zgyzh’pha’s colony. seems to be the only place around where strong gusts could
easily lift stones and small creatures and send them flying
The dungeon spans five levels containing two different into the air. Here, you notice huge broken slabs of stone a few
environments: the initial burial site built by the tieflings meters above you. Close to the slabs, at the top of the outcrop,
and the carrion caves surrounding it. is a cave entrance leading into the mountain.
Environment 1: The stone slabs broke when the wind pushed them from
the outcrop above the cave entrance. They are covered with
The Carrion Caves
ritual inscriptions written in Infernal. The characters may
The caves dug by the carrion crawlers and the foulspawn
now wish to do one of the following:
slaves seem to have been carved haphazardly. They twist
and turn eerily with no sense of logic, their floors tilting Examine the stone slabs: In order to understand the
at treacherous angles. Insects and other small critters meaning of the rituals written upon the stone slabs, one
abound inside, as do a slimy, viscous goo, stale, black ponds must be a master of Infernal, collect all the scattered pieces
crowded with bugs, and slick, windy chasms. The walls are (DC 12 Perception check to find and collect them all), and
shiny with a greasy, greenish crust left there by years and succeed at the following checks:
years of worms slithering over their surfaces. A constant
Arcana (DC 19): The character identifies a very ancient
dripping echoes inside, mingling with the faint echo of
tiefling ritual used to imprison chaos beings in a sealed
howling winds from the outside. The occasional gusts of
place. He knows that if the seals are broken by an outside
wind come as a blessing, for they dismiss the horrid stench
influence, such as the wind, the ritual no longer operates.
of rotten insects and worms’ acrid odor. The innumerable
There is no way to learn or to restore the ritual using only
bugs have been the crawlers’ staple food for centuries and
the symbols on the slabs. Further research is needed.
their constant scratching haunts the PCs throughout their
exploration. There is no fixed pattern for the height and Religion (DC 19): The character understands a few details
the width of the caves and the GM should refer to the from the ritual carved upon the stone slabs. He knows that
appropriate cut-out section in the maps. There is no source the ritual, though linked to an evil tiefling cult, was also
of light in the carrion caves except for the fire beetles in used as a ward against chaos. He catches a glimpse of this
C1–9, and any light sources the characters bring with them. cult’s purpose through the few words that emerge more
clearly and repeatedly from the ritual’s text: Ebony, Outer
Environment 2: Gods, Faceless.
The Tiefl ing Crypts Examining the cave entrance: Provided they make a
See the description under the appropriate section. successful DC 14 Dungeoneering check, the characters
The GM should use the cut-out section maps to get a understand that the broken stone slabs once sealed the
clear grasp of the connections between the two levels of cave’s entrance. Reaching the top of the outcrop poses no
the catacombs. threat to careful characters, but when they examine the
cave entrance, read or paraphrase the following:
7
dungeon crawl classics 65

8
The Catacomb Complex
The cave entrance is an irregular 10-ft-wide hole in the Area 1–2 (EL 4-10, XP 900-2,700)
ground at the top of the rocky outcrop. Strong breezes whistle The carrion crawlers remain in their small, side caves (Area
from all directions as they rush inside, partially dissipating 1–2B) until the characters reach the cavern floor. When
the acidic smell of insects coming from the cave below. You are they reach it, read:
unable to see how deep the cave is and can only guess that the
Your arrival on the moist floor of the cave is accompanied by a
hole opens into a huge, open space beneath.
strange, crackling sound underfoot. The floor is slightly sticky and
The cave floor is 8 squares below and there is no obvious your light reflects from the carapaces of hundreds of swarming
way to get down. The PCs must climb down, using a rope insects caught in huge patches of black goo. All around you,
or magical means in order to reach the floor. A series of crevasses have opened in the cavern floor and, with a skittering
Athletics checks takes them safely to the ground. When the sound, large, grotesque, tentacled worms rush from side burrows
characters decide to enter the cave, go to Area 1–2. everywhere, their slimy, fanged mouths gaping hungrily.
Characters who try to climb down without a rope
encounter the crawlers sooner. The crawlers use their
spider climb move to attack climbing characters when they
are half way to the floor. A character immobilized while

caves of the crawling lord

9
climbing automatically falls without any chance to catch The twisted shafts connect the entrance cave (Area 1–2) to
hold. The carrion crawlers’ number varies with the number the howling caves below (Areas 1–4 and 1–5). They start out
of successes obtained in the Investigating the Cursed Rain vertical, but suddenly twist and turn as they interconnect,
skill challenge undertaken by the PCs before their arrival losing the PCs in a slippery maze. The following skill
in the catacombs. There are 9 carrion crawlers in the challenge simulates the PCs’ progress into the tunnels.
cave, but each success in the last skill challenge removes Run it as soon as at least one PC enters one of the crevasses.
1 carrion crawler from this encounter, up to 3 remaining When the skill challenge begins, read:
crawlers (see Investigating the Cursed Rain above).
Continuing downwards, you discover that the tunnels twist
In addition to the conditions outlined under the main and turn, weaving through the rock and intersecting with
heading for Area 1: The Catacombs, GMs should be aware other tunnels. The further you go, the more difficult it is to
of the following: maintain a sense of direction, and the more it feels as though
you will be trapped in these tunnels forever. Discovering a way
Crevasses (1–2A): The 5 crevasses are the only exits from
out may not be as simple as finding the way in.
the cave. They open into vertical tunnels – almost shafts –
described in 1–3. When the PCs explore the crevasses, go Setup: To get safely out of the tunnels, the PCs must climb
to Area 1–3. down the shafts, find their way to the next area and endure
the continuous heat of the wind from below. If a PC states
Side caves (1–2B): Each contains one or two carrion
that he doesn’t follow the others inside the shafts, he doesn’t
crawlers before the PCs enter. They are littered with insects
take part in the skill challenge and its success or failure.
and giant insect remains and permeated by the stench of
He will then have to take the challenge alone in order to
carrion. They contain nothing of value.
rejoin the party as it ventures deeper into the catacombs.
dungeon crawl classics 65

It is strongly suggested that the GM resolve any party splits


Carrion Crawler prior to running this encounter. A cave-in, or the arrival of
Level 7 Controller numerous carrion crawlers might be useful in convincing
Large aberrant beast XP 300 the PC to follow his companions.
Initiative +6 Senses Perception +5; darkvision Skill Challenge
HP 81; Bloodied 40 Level: 8
AC 20; Fortitude 19, Reflex 18, Will 17
Speed 6, climb 6 (spider climb) Complexity: 3 (requires 8 successes before 3 failures).
 Tentacles (standard; at-will) w Poison Success: The PCs arrive safely in Area 1–4A.
Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the
target takes ongoing 5 poison and is slowed (save ends Failure: All the PCs involved in the skill challenge fall the
both). First Failed Save: The target is immobilized instead last few feet into Area 1–4A. Because the shaft’s turns and
of slowed (save ends). Second Failed Save: The target angles reduce the distance, they fall fifty feet minus ten feet
is stunned instead of immobilized (save ends). Saving for each success earned before the skill challenge was failed.
throws made against the carrion crawler’s paralytic PCs take 1d10 damage for each 10 feet fallen. If this distance
tentacles take a -2 penalty. is reduced to 0 or less, the PC still loses one healing surge.
1 Bite (standard; at will) Roll 1d6 for each PC to determine his landing point:
+12 vs. AC; 1d10 + 5 damage 1-2: 1–4A
Alignment Unaligned Languages — 3-4: 1–4B
Str 20 (+8) Dex 16 (+6) Wis 14 (+5) 5-6: 1–5
Con 17 (+6) Int 2 (-2) Cha 16 (+6)

Primary Skills: Athletics, Balance, Dungeoneering


Area 1–3 The Shafts
Acrobatics (once the PC attempting the check has passed or
(EL 8 [5]; XP 1,050)
*
failed an Endurance check; DC 19): You manage to proceed
This area’s map is not detailed fully here; refer instead to
along the shafts’ twists and turns for a short distance,
the cut-out section map.
maintaining your balance as you move along ledges and the
When the PCs explore the crevasses (Area 1–2A), read: sloped floors of tight passages, while helping your friends do
the same. This skill can be used to gain a total of 3 successes
After a few feet, the crevasse abruptly narrows, turning into
in this challenge.
an almost vertical, five-foot-wide cave shaft. Strong, warm
winds from below stream upwards, carrying muffled sounds
and frightening screeches to your ears. Unless you return to
the cave above, the only way to go is down.

10
Athletics (once the PC attempting the check has passed or Wind: The sound of the wind echoes inside, making
failed an Endurance check; DC 20): You climb down the listening difficult. All Perception checks suffer a -5 penalty
shaft, setting pitons and ropes for those following you. A in this area.
character using a firmly secured rope gains a +5 bonus
Depressions: Moving across a depression requires a DC 14
to this check. A character using the rogue’s nimble climb
Acrobatics check. Success allows the character to move one-
exploit, or the warlock’s spider climb power gains 2
half of his speed in any chosen direction. Failure by 5 or
successes instead of one. This skill can be used to gain a
more means the character slides 3 squares further into the
total of 3 successes in this challenge.
depression and loses the rest of his move action. Depressions
Dungeoneering (once the PC attempting the check has passed provide creatures in them cover and concealment from any
or failed an Endurance check; DC 17): Your knowledge of attacker not adjacent to the depression. Grick and carrion
tunnels and underground passages lets you lead the party crawler corpses float in their own blood at the bottom of
safely for a short distance. This skill can be used to gain a each depression.
total of 3 successes in this challenge.
Landing (1–4A): The character lands close to the fight and
Secondary Skills: Endurance must immediately roll initiative. Any action requires a Stealth
skill check to avoid being spotted. A character standing still
Endurance (DC 11; group): In order to take any action in the
isn’t noticed until the fight ends two rounds later.
suffocating winds of the crevasses, you must first endure
the uncomfortably warm winds rushing past you. Failure Tunnel landings (1–4B and 1–5): The character lands
means the PC attempting the role suffers a -2 penalty to far from the fight. The character must make a successful
all skill checks made in this skill challenge. Success means Perception check (modified by penalties from the wind, as

caves of the crawling lord


PCs make skill checks as normal. This skill can be used noted above) to be aware of the fighting going on nearby.
to gain a maximum of 1 success per PC towards this skill Once the character notices the fighting he may roll for
challenge, and also allows the use of other skills once it has initiative and join in the fray. Any action requires a Stealth
been attempted. skill check to avoid being spotted. A character standing still
isn’t noticed until the fight ends two rounds later.
Powers: Using powers such as feather fall, levitate, or
shadow form allows safe travel through a short section of The gricks have entered the caves through passages
the shafts. These powers can be used to gain a maximum unearthed by recent tremors. They are now trapped
of 1 success the first time each power is used, but not for inside as more tremors have caused cave-ins that blocked
any use thereafter. the tunnels almost as quickly as they opened them. The
hunting pack is what remains of gricks scouting out the
newly opened passages. They now struggle against two
Areas 1–4 & 1–5 The Howling Chasms surviving carrion crawler sentinels. The PCs stand a good
(EL 7-8; XP 1,500-1,800) chance of being able to slip away, hide or approach silently,
When the PCs reach either a 1–4 landing point, or the 1–5 as the creatures are in combat and suffer a -5 penalty to
landing point, they may witness—and become caught up their Perception checks until the PCs are adjacent (in
in—a terrible skirmish between a grick hunting pack and addition to the -5 penalty to Perception checks imposed by
carrion crawler sentinels. Read: the howling wind in this area, for a total modifier of -10 to
Perception checks). It takes two rounds for the gricks to kill
The smooth walls of these large caves shine with moisture. the carrion crawlers if they are left alone. Once the carrion
The caves form a crossroad of tunnels. All around, the wind crawlers are dead, the gricks scan their surroundings using
hisses and echoes, making normal speech hard to hear. active Perception checks (and suffering only the -5 penalty
Once the PCs arrive in cave 1–4, or notice the nearby skirmish imposed by the wind).
by making successful Perception checks, read the following: Tactics: If the PCs are spotted or join the fight, the gricks
The cave resounds with awful screeches, and somewhere at its and the carrion crawlers, if any remain, instantly cease
center, on a raised outcrop of rock set in the middle of three their skirmish to take on the intruders. While the gricks
deep depressions, giant, black worms are attacking a couple and carrion crawlers attack the PCs together, they do not
of crawlers, tearing at their greenish flesh with cruel bird-like work as a team, but will take advantage of the combat
beaks. The crawlers cry out in apparent panic as they slowly situation where they can.
slide into the depressions, uselessly swinging their tentacles in
the air, their bodies pulsating with each attack.
Area Features: In addition to the conditions outlined
under the main heading for Area 1: The Catacombs, GMs
should be aware of the following:

11
dungeon crawl classics 65

12
caves of the crawling lord
Gricks (6) Carrion Crawler (2)
Level 7 Brute Level 7 Controller
Medium aberrant beast XP 300 (250)* Large aberrant beast XP 300 (150)*
Initiative +4 Senses Perception +10; darkvision Initiative +6 Senses Perception +5; darkvision
HP 96 (currently 79); Bloodied 48 HP 81 (currently 36); Bloodied 40
AC 19; Fortitude 19, Reflex 14, Will 15 AC 20; Fortitude 19, Reflex 18, Will 17
Resist 5 against effects that target AC Speed 6, climb 6 (spider climb)
Speed 6, climb 4 1 Tentacles (standard; at-will) w Poison
1 Tentacle Rake (standard; at-will) Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the target
+10 vs. AC; 2d6 + 4 damage, and ongoing 5 damage takes ongoing 5 poison and is slowed (save ends both). First
(save ends). Failed Save: The target is immobilized instead of slowed (save
Expert Flanker ends). Second Failed Save: The target is stunned instead of
The grick gains a +2 bonus to attack rolls against an immobilized (save ends). Saving throws made against the
enemy it is flanking carrion crawler’s paralytic tentacles take a -2 penalty.
Alignment Unaligned Languages — 1 Bite (standard; at will)
Skills Endurance +11, Stealth +9 +12 vs. AC; 1d10 + 5 damage
Str 18 (+7) Dex 13 (+4) Wis 14 (+5) Alignment Unaligned Languages —
Con 16 (+6) Int 2 (-1) Cha 7 (+1) Str 20 (+8) Dex 16 (+6) Wis 14 (+5)
Con 17 (+6) Int 2 (-2) Cha 16 (+6)
*Being wounded, the gricks grant 250 XP instead of 300
during this encounter. *Being bloodied, the carrion crawlers grant 150 XP instead
of 300 during this encounter. 13
Area 1–6 Wormspawn Pool Tactics: The wormspawn attack together as soon as any PC
(EL 8; XP 1,750) moves 3 squares into the pool.
When the PCs enter the cave, read:
Wormspawn (10)
Water trickles from the arched ceiling of this cave. There is no
coolness here, though, for the humidity is thicker here than in Level 4 Controllers
the tunnels. At the northern end of the cave, thin streams of Medium aberrant beast XP 175
water flow into a large pool of greasy, rippling black water. An Initiative +6 Senses Perception +5; darkvision
exit tunnel slopes sharply upwards at the cave’s western end. HP 57; Bloodied 28
AC 17; Fortitude 16, Reflex 15, Will 14
This cave is the main source of water for the carrion Speed 6, climb 6 (spider climb)
crawlers. Their young, the wormspawn, live in the pool. 1 Tentacles (standard; at-will) w Poison
The young crawlers move underwater creating ripples on +7 vs. Fortitude; 1d4 + 4 damage, and the target takes
the pool’s surface. A DC 19 Dungeoneering check allows ongoing 4 poison and is slowed (save ends both). First
characters to realize that something lives within the pool. Failed Save: The target is immobilized instead of slowed
Features: In addition to the features described under (save ends). Second Failed Save: the target is stunned
Area 1: The Catacombs Level 1, the GM should be aware instead of immobilized (save ends).
of the following: 1 Bite (standard; at will)
+9 vs. AC; 1d10 + 4 damage
Pool: The bottom of this shallow pool slants gradually Alignment Unaligned Languages —
down to the level of the depression line, which forms Str 16 (+5) Dex 16 (+5) Wis 12 (+3)
the deepest part of the pool. A DC 10 Athletics check is
dungeon crawl classics 65

Con 15 (+4) Int 2 (-2) Cha 14 (+4)


required in order to move in the depression zone. Up to
the depression zone, the pool is considered difficult terrain.
Exit tunnel: The exit tunnel slopes very sharply upward,
requiring two successful consecutive DC 14 Acrobatics or
DC 14 Athletics checks in order to reach the base of the
natural stairs in Area 1–7. Failure by 5 or more means the
character takes a 20-foot tumble down to the tunnel’s
entrance in Area 1–6.

14
caves of the crawling lord
Cross-Section of Area 1–7

Area 1–7 A Whispering Ambush Side caves (1-6A): The side caves’ entrances have been
(EL 9; XP 2,000 [+300]) concealed among the carvings by the two rogues. Noticing
Once the PCs reach the base of the stairs in this area, read: the concealed stone doors requires a DC 19 Perception
check. The doors aren’t closed and peepholes hidden in
The slope you’re on turns into a flight of natural but slippery their panels allow a view of the other side. Food scraps
stairs that eventually open into a 50-foot wide cave. Strange and litter abound in these caves. B’huhotah and M’zahp’n’t
charcoaled carvings line the cave walls and its floor in deep dwell here, observing the main cave and waiting for the
gouges depicting misshapen creatures and unknown animals. best time to catch the PCs unwares.
In the middle of the cave, a 15-foot wide pit in the floor leads
to contorted natural stairs dug in a conduit. Above it, a Tactics: The two carrion crawler rogues, B’huhotah and
similar hole gapes in the ceiling. The cave is otherwise empty M’zahp’n’t, hide in the concealed side caves until they are
and silent. discovered, or until they see an opportunity for them to sneak
in and attack the PCs’ from behind. When they attack, read:
Give the players Player Handout A.
Hidden, side doors suddenly open in the wall carvings,
Features: In addition to the features described under Area revealing two giant carrion crawlers. Both creatures wear
1: The Catacombs Level 1, the GM should be aware of the childish golden masks adorned with ivory earrings and
following: horns. The masks cover their faces leaving only their mouths
Bewitching Whispers Trap: Each marked square tile is exposed. As their tentacles unfold, they reveal small childlike
affected by a bewitching whispers trap that could cause the limbs slowly unsheathing shadowy blades. The giant worms
PCs to attack each other. See the trap description below. spring forward with a slithering lurch.

Carvings: The carvings convey no obvious meaning. A The crawlers sneak attack whenever possible either via first
successful DC 20 Religion or DC 25 History check allows strike or through flanking. They immediately use their
the characters to see they relate to the cult of chaos deities deep cut power and then attack with their tentacles, using
belonging to an ancient tiefling civilization. When a sly flourish throughout the fight. The rogue crawlers use
character examines the floor carvings, they may become their trickster’s blade power when first bloodied.
affected by the bewitching whispers trap. Development: A successful DC 20 Arcana check allows a
Conduit: The large conduit at the center of the cave leads to character to realize that the carrion crawler rogues have
opposing flights of natural stairs. A trap is set within, confusing been transformed by the influence of the Chaos Realm, and
the PCs about the conduit’s direction when they enter it. that, for such a mutation to have taken place, the power
must have come from a god or major artifact.
Natural stairs: Trying to walk down the natural stairs has
the PCs climbing upwards in a state of reversed gravity to Treasure: In addition to the carrion crawler rogues’ gold
Area 1-9 (see the Misdirecting Stairs trap below). Clever masks and M’zahp’n’t’s +2 lifedrinker longsword, four flawed
and resourceful PCs may thwart the misdirecting trap, black pearls are embedded in B’huhotah’s sword scabbard.
though, and get to Area 1-8 by taking the stairs down. They are worth 200 gp each. 15
 Bewitching Whispers Trap Misdirecting Stairs
Level 13 Warder Level 7 Obstruction
Trap XP 800 Trap XP 300
Whispers emanate from the shadows; their maddening Looking upon this staircase, your head dizzies as you realize
suggestions ring in your ears until they are a diabolic it seems to writhe and move like a slithering serpent under
cacophony. your feet!
Trap/Hazard: A series of trapped squares, usually Trap: As soon as a character moves onto a trapped
incongruent, are sprinkled throughout the warded area. step, he is flung at the ceiling with the force of falling.
As a creature bumbles through the warded area, it may However, a strong dweomer plays with the victim’s mind
stumble over several trapped squares and be subjected so that he is completely unaware of his predicament.
to the trap’s maddening whispers multiple times. Perception
Perception DC 22 The character notices that the stairs are
DC 28: The character notices the trap and can tell winding unnaturally and that they can’t guess the stair’s
which squares are trapped. direction despite its apparent obviousness.
Additional Skill: Arcana Skill: Arcana (trained only)
DC 26: The character recognizes the carvings which DC 24: The character realizes that the stairs are
serve as the trap’s focus and knows which squares are distorted by magic, identifying the power source as:
trapped. The character’s knowledge provides a +2 bonus Arcane, and the keywords connected to its effect as:
to Thievery checks to disable the trap. Illusion, Zone.
Trigger Trigger
dungeon crawl classics 65

When a creature or begins its turn in a trapped square, When a creature moves past the first 2 squares of stairs,
the trap attacks that creature. A creature can be subject they enter the area affected by reversed gravity and
to the trap’s attack multiple times in the same round. become a target of the powerful illusion that masks it.
Attack
Attack Immediate Reaction Melee
Opportunity Action Melee 1 Target: Any creature entering the affected squares.
Target: Creature in trapped square. Attack: +10 vs. Will
Attack: +16 vs. Will Hit: The target is unaware of the fact they have
Hit: The target treats all creatures as enemies for entered an area of reversed gravity and still believe they
the purpose of attacks of opportunity and must make are moving down the stairs as intended.
attacks of opportunity whenever a target presents Miss: The target becomes aware of the reversed
itself. The target gains a +4 power bonus to each of gravity and must think of a way to overcome it.
these attacks.
Countermeasures
Countermeasures • A character can decide to enter directly the stairs in
• An adjacent character can disable a trapped tile the ceiling, thus avoiding the trap on the lower stairs.
with a DC 31 Thievery check. • A character can walk backward up to the stair’s start
and continue, trying to walk into space. This will lead
him to the stairs going down

16
B’huhotah, M’zahp’n’t,
Carrion Crawler Rogue Carrion Crawler Rogue
Level 7 Elite Skirmisher Level 7 Elite Skirmisher
Large aberrant beast XP 600 Large aberrant beast XP 600
Initiative +6 Senses Perception +5; darkvision Initiative +6 Senses Perception +5; darkvision
HP 196; Bloodied 98 HP 196; Bloodied 98
AC 31; Fortitude 27, Reflex 29, Will 21 AC 31; Fortitude 27, Reflex 29, Will 21
Saving Throws +2 Saving Throws +2
Speed 6, climb 6 (spider climb) Speed 6, climb 6 (spider climb)
Action Points 1 Action Points 1
1 Tentacles (standard; at-will) w Poison 1 Tentacles (standard; at-will) w Poison
Reach 2; +13 vs. Fortitude; 1d8 + 5 damage, and the target Reach 2; +13 vs. Fortitude; 1d8 + 5 damage, and the target
takes ongoing 5 poison and is slowed (save ends both). takes ongoing 5 poison and is slowed (save ends both).
First Failed Save: The target is immobilized instead of slowed First Failed Save: The target is immobilized instead of slowed
(save ends). Second Failed Save: The target is stunned instead (save ends). Second Failed Save: The target is stunned instead
of immobilized (save ends). Saving throws made against the of immobilized (save ends). Saving throws made against the
carrion crawler’s paralytic tentacles take a -2 penalty. carrion crawler’s paralytic tentacles take a -2 penalty.
1 Bite (standard; at will) 1 Bite (standard; at will)
+19 vs. AC; 2d6 + 5 damage +19 vs. AC; 2d6 + 5 damage

caves of the crawling lord


1 Sly Flourish (standard; at will) w Weapon 1 Sly Flourish (standard; at will) w Weapons
+16 vs. AC; 1d6 + 8 damage. +17 vs. AC; 1d8 + 3 damage, and grants 5 temporary
1 Trickster’s Blade (standard; encounter) w Weapon hit points to its wielder if the target is reduced to 0 hit
+13 vs. AC; 2d6 + 5 and the carrion crawler rogue gains points or less. Critical: +2d6 necrotic damage.
+3 AC until the start of its next turn. 1 Trickster’s Blade (standard; encounter) w Weapon
1 Deep Cut (standard; daily) w Weapon +13 vs. AC; 2d8 + 6 and the carrion crawler rogue gains
+13 vs. AC; 2d6 + 5 and ongoing 8 damage (save ends). +3 AC until the start of its next turn.
Miss: Half damage and no ongoing damage. 1 Deep Cut (standard; daily) w Weapon
When a carrion crawler rogue loses cover or +13 vs. AC; 2d8 + 6 and ongoing 8 damage (save ends).
concealment against an attacker, it makes a Stealth Miss: Half damage and no ongoing damage.
check opposed by its opponent’s Perception check. If Chameleon (Immediate interrupt; at-will)
it succeeds, it remains hidden until the end of its next When a carrion crawler rogue loses cover or concealment
turn. If it has no cover or concealment from its attacker, against an attacker, it makes a Stealth check opposed by
it is noticed automatically. its opponent’s Perception check. If it succeeds, it remains
First Strike hidden until the end of its next turn. If it has no cover or
At the start of an encounter, a carrion crawler rogue concealment from its attacker, it is noticed automatically.
has combat advantage against any creature that has not First Strike
acted in that encounter. At the start of an encounter, a carrion crawler rogue
Sneak Attack, Triggered Effect (when the has combat advantage against any creature that has not
carrion crawler rogue has combat advantage against the acted in that encounter.
target when hitting with an attack using a light blade, Sneak Attack, Triggered Effect (when the carrion
crossbow or sling weapon) crawler rogue has combat advantage against the target
2d6 + 3 extra damage may be applied after the initial when hitting with an attack using a light blade, crossbow
damage roll has been made. or sling weapon)
Alignment Unaligned Languages Deep Speech 2d6 + 3 extra damage may be applied after the initial
Skills Stealth +16 (Trained + half level + 8), Thievery damage roll has been made.
+16 (trained + half level + 8) Alignment Unaligned Languages Deep Speech
Str 16 (+6) Dex 20 (+8) Wis 14 (+5) Skills Stealth +16 (Trained + half level + 8), Thievery
Con 17 (+6) Int 12 (+4) Cha 16 (+6) +16 (trained + half level + 8)
Equipment Both carrion crawler rogues wear a gold Str 16 (+6) Dex 20 (+8) Wis 14 (+5)
mask with ivory ornaments worth 1,000 gp. B’huhotah Con 17 (+6) Int 12 (+4) Cha 16 (+6)
fights with a normal short sword and M’zahp’n’t with a Equipment Both carrion crawler rogues wear a gold
+2 lifedrinker longsword. Being used by large creatures, mask with ivory ornaments worth 1,000 gp. B’huhotah
both weapons are respectively considered as a dagger fights with a normal short sword and M’zahp’n’t with
and a short sword for their wielders. a +2 lifedrinker longsword. Being used by large creatures,
Description B’huhotah and M’zahp’n’t resemble ordinary both weapons are respectively considered as a dagger
carrion crawlers with tiny arms and hands. Mutated beyond and a short sword for their wielders.
recognition by the Orb’s magic, they are intelligent creatures. Description B’huhotah and M’zahp’n’t resemble ordinary
carrion crawlers with tiny arms and hands. Mutated beyond
recognition by the Orb’s magic, they are intelligent creatures.
17
Area 1–8 Crawling Passages Carrion Crawler
(EL Variable; XP Variable) Level 7 Controller
This area’s map is not detailed fully here; refer instead to
Large aberrant beast XP 300
the cut-out section map.
Initiative +6 Senses Perception +5; darkvision
When the characters manage to walk down the stairs to HP 81; Bloodied 40
this area, read: AC 20; Fortitude 19, Reflex 18, Will 17
The flight of stairs soon vanishes as the conduit narrows, Speed 6, climb 6 (spider climb)
turning into a slick 5-foot-wide tunnel that continues 1 Tentacles (standard; at-will) w Poison
downwards in a gradual slope. Ahead of you, the tunnel forms Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the
a crossroads. One exit soon leads you to another crossroad, target takes ongoing 5 poison and is slowed (save ends
and then another. And you find yourself in a crazily-angled, both). First Failed Save: The target is immobilized instead
greasy maze. of slowed (save ends). Second Failed Save: The target
is stunned instead of immobilized (save ends). Saving
These tunnels connect Area 1–7 to the entrance of Area 2–3 throws made against the carrion crawler’s paralytic
in the tiefling crypts, allowing the PCs to skip Areas 1–9, tentacles take a -2 penalty.
2–1 and 2–2. They were dug by T’zgyzh’pha’s servants to 1 Bite (standard; at will)
access the insect-ridden caves of the level 1, but are now +12 vs. AC; 1d10 + 5 damage
scarcely used. Some of the tunnels are tight passages, Alignment Unaligned Languages —
others are wide enough for a large creature to squeeze into. Str 20 (+8) Dex 16 (+6) Wis 14 (+5)
From time to time, foulspawn grues arrive with big wicker Con 17 (+6) Int 2 (-2) Cha 16 (+6)
dungeon crawl classics 65

baskets, going straight to Area 1–7 and the caves beyond to


harvest the grasping slime. They return, leaving the baskets
in Area 2–4 for grue crawlers to collect and dispatch the
contents to feed the carrion crawlers beyond. A few carrion
crawlers occasionally enter this area as well. When the PCs
enter this maze, roll 1d8 for every 5 minutes of travel, and
consult the following table:
1: Narrow section. The PCs have to squeeze, moving at
half-speed.
2: The PCs enter a larger tunnel. A few rounds later,
2d2+2 carrion crawlers emerge from side tunnels
and attack.
3: 1d4+2 foulspawn grues. Emptying their baskets at
the beginning of the fight, the foulspawn turn the tunnel
floor into a patch of grasping slime. This encounter
happens only once. If rolled again, ignore this result and
re-roll.
4: The PCs have to negotiate a slippery, 30-foot-high
slope, requiring a DC 20 or better Athletics check
to succeed.
5: The PCs have to balance along a narrow ledge to
avoid falling 30 feet to the ground below, requiring a
DC 20 or better Athletics check to succeed.
6: The PCs find five decaying tiefling mummies in a
series of niches. Each mummy holds a big lapis lazuli
in its folded hands. The gemstones are worth 500 gp
each. In addition, one of the mummies wears a pair of
gauntlets of the ram. Ignore this result and reroll after
its first occurrence.
7: The PCs return to Area 1–7.
8: The PCs leave the tunnels at Area 2–3.

18
caves of the crawling lord
Foulspawn Grue (3-6) Area 1–9 Snarling Guardians
Level 8 Controller
(EL 9; XP 1,900)
Ascending the stairs in a state of reverse gravity or climbing
Small aberrant humanoid XP 350
by their own means, the PCs enter Area 1-9 through a
Initiative +8 Senses Perception +5; 15-foot-wide hole in the ground. For PCs arriving via the
low-light vision misdirection trapped stairs in Area 1-7, read:
HP 87; Bloodied 43
AC 22; Fortitude 19, Reflex 21, Will 20 The stairs end abruptly at the edge of the conduit, and you can
Speed 4, teleport 4 see the floor of a room 20 feet below.
1 Claw (standard; at-will) Allow the PCs to decide what to do next. When they exit
+13 vs. AC; 1d4 + 4 damage, and the target is slowed the area of reversed gravity, there is a possibility they will
(save ends).If the target is already slowed, it is dazed fall 20 feet to the floor, if they are under the influence of the
instead (save ends). illusion. Once they are out of the range of the misdirection
( Mind Worm (standard; encounter ) w Psychic trap and have reached the floor of the room, read:
Ranged 10; +10 vs. Will; the target takes a -2 penalty to
its Will defense and is slowed (save ends both). From here, the stairs now seem to open into a hole in the
( Whispers of Madness (standard; recharge 5, 6 ) ground, as if the room has been turned upside-down.
w Psychic Whether the PCs have just “fallen” from the misdirection
Ranged 5; deafened creatures are immune; +10 vs. Will; trap or entered the room by their own means, read:
4d6 + 3 psychic damage, and the target is slowed (save
ends). If the target is already slowed, it is dazed instead The northern part of this room forms a roughly carved clay
(save ends). cave. The rest of the room has a marble-tiled floor lit by
Alignment Evil Languages Deep Speech, moving red lights. Mounted on a carrion crawler and standing
telepathy 10 on a raised platform covered with red furs at the southern
Skills Stealth +13 extremity of the room, a twisted and horned humanoid with
Str 8 (+3) Dex 19 (+8) Wis 3 (+0) gray skin bursts into cackling laughter as he turns his frenzied
Con 15 (+6) Int 11 (+4) Cha 16 (+7) golden eyes in your direction. With a shrill battle cry, he urges
a couple of similar-looking creatures standing at the foot of
the platform, to attack. He lifts a gigantic dented sword from
the dust, and presses his mount forward. Behind the platform
large stone slabs bar an obvious exit from the room.
The carrion-crawler-rider is Mzun’zuth’. He was the chief
of the tiefling high sorcerer’s guards before the Orb’s magic
corrupted him, turning him into a foulspawn berserker. 19
His two closest lieutenants have undergone the same Development – Identifying tieflings: A successful DC 15 or
transformation. They now ward the catacombs’ entrance better Dungeoneering check grants standard information
against intruders and serve T’zgyzh’pha. The room is upon the foulspawn berserkers (see Monster Manual). It
brightly lit by four fire beetles. also allows a character to make a DC 20 Arcana check to
realize that the guardians could once have been tieflings
Tactics: The fire beetles aren’t tamed and attack using their
which were corrupted by chaos.
fire spray power when someone comes within 3 squares of
them. After that, they use their bite attack until their fire Treasure: There are 4 large, red, fur rugs on the raised
spray is recharged. The foulspawn berserkers are aware of platform. A DC 19 or better Nature check means close
the fire beetles’ defensive zone and carefully avoid it. The examination reveals they belong to an animal of unknown
fire beetles shed a bright red light for a 5-square radius, origin. A DC 25 or better Arcane or Dungeoneering check
providing dim lighting conditions for a further 2 squares reveals the pelts may belong to an otherworldly creature.
beyond that. Outside this area, the only source of light They are worth 250 gp each to a wizard or collector of the
comes from what the characters bring themselves. strange and bizarre. Mzun’zuth’s +3 vicious greatsword
may also be acquired by a PC. It is a dented, bone espadon
The foulspawn berserkers open with their berserker charge
ending in a thin, 7-inch long point.
power and then fight to death, trying to lure the PCs into the
fire beetles’ fire spray range whenever possible. Mzun’zuth’
uses the carrion crawler’s spider climb move to flank his
Fire Beetle (4)
targets whenever possible, and urges his mount to attack on Level 1 Brute
the first round and every time its current target is no longer Large natural beast XP 200
slowed. When Mzun’zuth’ becomes bloodied, he dismounts Initiative +1 Senses Perception +0
dungeon crawl classics 65

and fights on foot, leaving the carrion crawler to fight with HP 32; Bloodied 16
him. The carrion crawler fights for as long as Mzun’zuth’ does. AC 13; Fortitude 17, Reflex 12, Will 11
During the fight, the foulspawn berserkers send telepathic, Resist 10 fire
cryptic, snarling sentences at the PCs to taunt them. Pick Speed 6
sample sentences from the following: 1 Bite (standard; at-will)
+5 vs. AC; 2d4 + 2 damage
“None of your eyes will see. None. The temple is our secret.  Fire Spray (standard; recharge 5, 6) w Fire
The master awaits. None.” Close blast 3; +4 vs. Reflex; 3d6 fire damage
“Hate us, lowlings. Twitch and smite love we do. Silence will Str 14 (+2) Dex 12 (+1) Wis 10 (+0)
be again. Still. Lovely.” Con 12 (+1) Int 1 (-5) Cha 8 (-1)

“He will be proud, yes proud of our squashing. For you will die,
won’t you? The master is fierce, the master is our horizon.” Carrion Crawler
“The Mût Sthayz changes. The Mût Sthayz never changes. Level 7 Controller
Are you the Mût Sthayz? (laughter).” Large aberrant beast XP 300
Initiative +6 Senses Perception +5; darkvision
“I am Mzun’zuth’ the Mighty, chief of the guardians of the HP 81; Bloodied 40
seventh door of the stars, warder of the ebony secrets in the AC 20; Fortitude 19, Reflex 18, Will 17
iron city of Dhaz.” Speed 6, climb 6 (spider climb)
Features: In addition to the features described under 1 Tentacles (standard; at-will) w Poison
Area 1: The Catacombs Level 1, the GM should be aware Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the
of the following: target takes ongoing 5 poison and is slowed (save ends
both). First Failed Save: The target is immobilized instead
Platform: Stairs allow access to the top of the raised platform. of slowed (save ends). Second Failed Save: The target
Climbing the platform without using the stairs, requires a is stunned instead of immobilized (save ends). Saving
DC 15 Athletics check. The platform is ten-feet tall. throws made against the carrion crawler’s paralytic
Stone slabs: The stone slabs must be pushed or broken in tentacles take a -2 penalty.
order to open the door. They feature no handles or locks. They 1 Bite (standard; at will)
have AC 4, Reflex 4, Fortitude 12; HP 80; Break DC 25. They +12 vs. AC; 1d10 + 5 damage
lead to a long crypt corridor opening into the Area 2–1. Alignment Unaligned Languages —
Str 20 (+8) Dex 16 (+6) Wis 14 (+5)
Development – Rings a bell: Some of the foulspawns’ Con 17 (+6) Int 2 (-2) Cha 16 (+6)
words might ring a bell. A character stating that he tries to
recall pieces of knowledge about the Mût Sthayz, the city
of Dhaz, or the ebony secrets is allowed a DC 21 History or
Religion skill check. If successful, the character remembers
that these are references to the high sorcerers of a bygone

20 tiefling empire and their main city and religious order, a


secret cult dedicated to chaotic deities of awesome power.
Foulspawn Berserker (2) Mzun’zuth’, Foulspawn Berserker
Level 9 Soldiers Level 9 Soldiers
Medium aberrant humanoid XP 400 Medium aberrant humanoid XP 400
Initiative +7 Senses Perception +0; Initiative +7 Senses Perception +0;
low-light vision low-light vision
Berserker Aura aura 1; when a creature in the aura Berserker Aura aura 1; when a creature in the aura
makes a melee attack, it targets a random creature makes a melee attack, it targets a random creature
within its reach. within its reach.
HP 102; Bloodied 51 HP 102; Bloodied 51
AC 25; Fortitude 26 (28 while bloodied), AC 25; Fortitude 26 (28 while bloodied),
Reflex 21, Will 21 Reflex 21, Will 21
Immune fear Immune fear
Speed 7 Speed 7
1 Greatsword (standard; at-will) w Weapon 1 Greatsword (standard; at-will) w Weapon
+14 vs. AC (+16 while bloodied); 1d10 + 4 damage, or +15 vs. AC (+17 while bloodied); 1d10 + 5 damage, or
1d10 + 6 damage while bloodied. 1d10 + 7 damage while bloodied. Mzun’zuth’s +3 vicious
1 Berserker Charge (standard; at-will) greatsword inflicts +3d12 damage on a critical hit.
The foulspawn berserker charges and deals an extra 5 1 Berserker Charge (standard; at-will)
damage when its melee basic attack hits. The foulspawn berserker charges and deals an extra 5
Mental Feedback w Psychic damage when its melee basic attack hits.

caves of the crawling lord


If the foulspawn berserker is attacked by a charm Mental Feedback w Psychic
effect, the foulspawn berserker and its attacker take If the foulspawn berserker is attacked by a charm
10 psychic damage. effect, the foulspawn berserker and its attacker take
Alignment Chaotic evil Languages Deep Speech, 10 psychic damage.
telepathy 10 Alignment Chaotic evil Languages Deep Speech,
Str 18 (+8) Dex 12 (+5) Wis 3 (+0) telepathy 10
Con 22 (+10) Int 8 (+3) Cha 12 (+5) Str 18 (+8) Dex 12 (+5) Wis 3 (+0)
Equipment greatsword Con 22 (+10) Int 8 (+3) Cha 12 (+5)
Equipment +3 vicious greatsword

21
The Tiefl ing Crypts Corridors: The crypt’s corridors are 10 feet wide.

Level 2 Grasping slime: Grasping slime is difficult terrain.


Each square of grasping slime requires a successful DC
The entrance of the tieflings’ catacombs lies just behind the 14 Athletics check to enter and cross. On a failed check,
stone slabs in Area 1-9. It shelters a secret temple devoted to the character enters the slime square, but his move ends
the Ebony Sybil and a few rooms in which zealot slaves and immediately. Large creatures treat the grasping slime
ancient mummies guard the way to the inner vaults. Since as difficult terrain but are too large to suffer from its
the passages in Area 1-7 allow the crawlers to feed without immobilization effect.
going through these rooms, they haven’t been entered for
In addition, some areas possess unique features, which
many centuries when the PCs explore them.
the GM should be familiar with prior to running that
The stench of ancient dead pervades the white, clay-like stone encounter.
making up the crypts’ walls and ceiling. The floors are covered
with misshapen fragments of marble and dust. Decorations
of the late empire’s time mix with crudely designed, barbaric Area 2-1 Slithering Hall
ornaments and intricate designs. Alcoves and arches shelter
(EL Variable; XP Variable)
crouching mummies clothed in tattered robes and surrounded
When the PCs enter this area, read:
by the loathsome symbols of demonic cults: ivory horns, blood
altars, pitch-black discs, decaying pelts and strange carvings. Light from hanging oil lamps bathes this ancient crypt, creating
The crypts’ utter silence is sometimes broken by dim rattling shadows on its glyph-carved walls. Marble sarcophagi are set
and gibbering sounds coming from no obvious direction. at the foot of a 10-foot wide pillar of black stone standing in the
dungeon crawl classics 65

middle of the crypt. At each of its four corners, a painted wooden


Features: The following conditions operate throughout
pillar supports the ceiling of another room overlooking the
this level:
crypt. Low ceilings of the overlooking rooms are visible from the
Illumination: The halls and corridors are lit with entrance of the chamber. They are lit by eerie hazes of different
everburning oil lamps hanging from the ceiling at the end colors. A space opens in the ceiling of each of the crypt’s corners,
of 25-foot-long copper chains. The oil lamps will stop 20 feet above the floor, probably leading to the overlooking rooms,
working if they are taken out of the tiefling crypts. but there seems to be no stairs nor ladder around.
Ceiling Height: All the crypt halls and corridors are 30 ft. Two slithering mummy guardians rest in the sarcophagi
high, except when stated otherwise. of this chamber. They animate and attack as soon as the

22
characters trigger one of the traps in the room or try to A character examining the cavity notices four sockets with
open a sarcophagus. The traps are wondrous warding a triangular base. One of the sockets holds a tiny, ebony
items, cobra apparatuses, set in place via a secret tiefling statuette with a fiery devil’s face, the other three are empty.
ritual, the cobra attunement. The apparatuses are located in Examining the statuette with a successful DC 14 Perception
small rooms overhead, shedding multicolored light on each DC 14 check reveals that the statuette’s head can be removed.
ceiling. When the PCs enter any of the trapped squares, The statuette is worth 25 gp. One of the other statuettes can
they conjure iron cobra homunculi who slither down from be found in the secret cache (see below), while the other is
the ceiling and attack them. hidden in a sarcophagus (see below). The fourth statuette
is long gone. When all four sockets are correctly filled, the
Tactics: Once conjured, the iron cobras crawl down from
pillar rotates and reveals the secret stairway. Characters can
the overlooking rooms using their slithering shift power and
place the three statuettes and then figure out a suitable fourth
then rush in to attack. They use their poison the mind power
object or they can place four items of the correct weight in the
as soon as possible and continue with their bite attacks
sockets. This weight equals the weight of the tiny statuettes
until poison the mind has recharged, and using slithering
once their heads are removed. PCs need to find a fourth item
shift to their advantage. The mummies use serpent curse in
of the correct weight, and to carve a triangular base in it so
the first round and slam attacks thereafter. If a character
that it will fit the empty socket. The following skills might
tries to investigate the origin of the iron cobras, the iron
prove useful:
cobra guardians from that trap focus their attacks upon
that character. Dexterity DC 15: This check allows a character to find and
carve properly an item that will fit in the socket. It takes 15
Development: In addition to the usual knowledge checks,
minutes and might be tried again in case of failure.
PCs might wish to attempt the following:

caves of the crawling lord


The secret cache at the base of the pillar’s southern section
Examining the conjured iron cobras: A successful DC 21
can be found with a successful DC 19 Perception check. It
Arcana (trained only) check allows a character to realize
hides a tiny ebony statuette with a bird face. The cache is
the iron cobras are conjured creatures.
locked and requires a DC 21 Thievery or DC 20 Strength
Examining the slithering mummy guardians: A successful check to open. It has: AC 10, Reflex 10, Fortitude 8; and
DC 15 Religion check allows a character to realize that the 10 HP. The statuette is worth 25 gp. A successful DC 14
slithering mummy guardians come from the mummified Perception DC 14 check reveals that the statuette’s head
remains of powerful tiefling heretics, creatures driven crazy by can be removed.
their thirst for arcane and power, turning them into demon-
DC 19 Dungeoneering: The character realizes that the
like servants. The glyphs and scriptures written upon the large
statuettes operate as a kind of pressure key for the opening
bands covering their bodies are in Infernal. Any character
mechanism of a secret passage.
who speaks Infernal and succeeds on a DC 21 Religion check
understands that the writings refer to the cult of the Ebony Thievery DC 25: A character succeeding at a Thievery DC
Sybil, a forlorn and faceless messenger deity of the chaos gods. 25 check realizes that the statuettes operate as a kind of
pressure key for the opening mechanism of a secret passage
Features: In addition to the features described under The
and also that any item weighing the same weight as the
Tiefling Crypts – Level 2, the GM should be aware of the
statuettes, once their head is removed, will have the same
following:
effect if set into the sockets.
Central pillar: The central pillar hides a secret passage
XP award: Successfully opening the secret passage grants
leading to the secret temple of the Ebony Sybil in Area 2-2.
750 XP to the party and the full benefits of reaching a
A DC 21 Perception check reveals that the pillar is hollow
milestone (see Player’s Handbook).
but gives no clue on how to open it. When the PCs examine
the central pillar, read or paraphrase the following: Stone slabs and corridor: Two stone slabs, standing ajar,
face the entrance, but are hidden from sight by the central
This large pillar of reflecting black stone is set at the middle
pillar. A medium-sized character has to squeeze in order to
of the room, its extremity reaching the 20-foot-high ceiling
pass between the stone slabs. Beyond them lies a corridor lit
of the chamber. On the north side is a 2-foot-deep cavity
by burning oil lamps hanging low from its vaulted ceiling.
concealed in its rough, uneven surface. Inside the cavity, a
After 60 feet, the corridor begins to slope downwards and
tiny, ebony statue depicting a flaming devil glares blankly in
ends in a stairway leading to Area 2-3.
your direction. Beside the statue is a row of three triangular
holes. Foul glyphs surround it. Glyphs: Glyphs on the walls of this chamber portray
zealots worshipping a dark, faceless deity. The zealots have
Give the players Player Handout B.
horns and tails and wear spiky, antique armor or long-
The inscriptions are in Infernal and say: “Pay homage to sleeved robes. Characters easily identify the worshippers
the faceless.” as tieflings. A successful DC 21 Religion check allows the
character to recognize them as worshipers of the Ebony
Sybil, a forlorn messenger deity of the chaos gods.

23
Sarcophagi: The sarcophagi have: AC 5, Reflex 5, Fortitude AC 20; Fortitude 18, Reflex 16, Will 17
10; HP 40; Break DC 19. Opening them from the inside Immune disease, poison; Resist 5 necrotic;
requires no skill check. Both contain one slithering Vulnerable 5 fire
mummy guardian if the creature hasn’t already attacked. Speed 5
Any attempt to open a sarcophagus provokes an immediate 1 Rotting Slam (standard; at-will) w Disease,
attack from the mummy within. The first sarcophagus is Necrotic
otherwise empty; the second contains a tiny ebony statuette +11 vs. AC; 2d8 + 3 damage, and the target contracts
with a snake face worth 25 gp. A character succeeding at a level 8 mummy rot (see Monster Manual).
Perception DC 14 check discovers that the statuette’s head ( Serpent Curse (standard; encounter) w Illusion,
can be removed. Psychic
Range 10; illusionary snakes appear and attack the
Overhead rooms: are 6 squares above the chamber floor.
target; +9 vs. Will (+10 against a bloodied target);
Reaching them requires at least one DC 15 Athletics check.
1d6 + 5 psychic damage, and ongoing 5 psychic damage
Characters climbing up the wooden pillars gain a +2 bonus
(save ends).
to the check. Each room contains a cobra apparatus—
Infernal Wrath (minor; encounter)
see the cobra apparatus’s location on the area map. The
The slithering mummy guardian gains a +1 power bonus
apparatuses are so ancient that their magic dissipates once
to its next attack roll against an enemy that hit it during
their mechanisms are destroyed or disabled. They cannot
its previous turn. If the attack hits and deals damage, the
be repaired by physical or magical means.
slithering guardian mummy deals +3 damage to the target.
Alignment Unaligned Languages Common
Slithering Mummy Guardians Str 16 (+7) Dex 14 (+6) Wis 12 (+5)
dungeon crawl classics 65

Level 8 Brutes Con 18 (+8) Int 6 (+2) Cha 16 (+7)


Medium natural humanoid (undead) XP 350 Equipment Each slithering mummy guardian wears a
Initiative +6 Senses Perception +10; darkvision tiara adorned by a tiny silver snake. The tiara is worth
Despair (Fear) aura 5; enemies within the aura 100 gp.
take a -2 penalty to attack rolls against the slithering Description The upper body of this creature is
mummy guardian. covered with large, decaying, green, cloth bands painted
HP 108; Bloodied 54 with glyphs and scriptures. Their lank, white hair flows
Regeneration 10 (if the mummy guardian takes radiant down to their waists. Instead of legs, they have a long,
damage, regeneration doesn’t function on its next turn) snake-like tail on which they move.

24
Iron Cobra Cobra Apparatus
Level 6 Skirmisher Level 6
Medium natural animate XP 250 This glimmering snake-like apparatus features smoking
(construct, homunculus) beakers and eerie lights. It emits a continuous droning sound
Initiative +7 Senses Perception +9; darkvision as it shivers and shakes with power.
HP 75; Bloodied 37 Wondrous Item 13,000 gp
AC 20; Fortitude 20, Reflex 18, Will 17 (650 gp if not attuned or no longer functional).
Immune disease, poison Property: The cobra apparatus must be attuned to
Speed 7, see also slithering shift the area it is to protect, using the Cobra Attunement
 Bite (standard; at-will) w Poison ritual. Once attuned the apparatus guards an 8-square
+11 vs. AC; 1d8 + 3 damage, and ongoing poison radius so that, when a creature not specified in the
damage (save ends). Cobra Attunement ritual enters or begins its turn in
 Poison the Mind (standard; recharge 3, 4, 5, 6) w one of the guarded squares, the apparatus conjures
Psychic an iron cobra homunculus in a square adjacent to
Ranged 10; affects only creatures taking ongoing poison the creature. The homunculus attacks the triggering
damage; +8 vs. Will; the target is dazed and slowed creature on its next turn; see cobra apparatus trap
(save ends both); see also guard area. description above.
Guard Area
An iron cobra can use its poison the mind power against
any creature in its guarded area, even if the power hasn’t Area 2–2 Secret Temple

caves of the crawling lord


recharged and even if the target isn’t taking ongoing poison (EL 8; XP 1,800)
damage.The iron cobras' guarded area extends to all the When the PCs enter the secret stairs, read:
cobra apparatuses' threatened squares.
Slithering Shift (move; at will) Opening the secret passage reveals a flight of narrow
The iron cobra shifts 3 squares as a move action. blackmarbled spiral stairs covered in dust. Unexpectedly
Alignment Unaligned Languages — warm air rises from below. At the bottom of the stairs lies a
Skills Stealth +10 vast octagonal temple. To the north, at the base of some stairs,
Str 17 (+6) Dex 15 (+5) Wis 13 (+4) stands the tall obsidian statue of a faceless, shrouded crone, its
Con 19 (+7) Int 5 (+0) Cha 12 (+4) hands open. Before the statue are three blazing wells of fire.

25
The flames flicker and dance, reflecting on the statue’s shiny AC 25; Fortitude 21, Reflex 25, Will 20
surface. Two ten-foot-wide passages open out from this room, Immune disease, poison; Resist 25 fire
one from just beyond the statue, and the other opposite it, in Speed fly 8 (hover)
the southern wall. 1 Fire Lash (standard; at-will) w Fire
Reach 2; +14 vs. Reflex; 2d8 + 5 fire damage.
Two rounds after the PCs enter the chamber, the flames in
. Wildfire Cyclone (standard; recharge 5, 6) w Fire
front of the statue flare upwards, and three firelashers leave
Close burst 2; +14 vs. Reflex; 2d6 + 5 fire damage,
the fires to attack (see the spawning points on the map).
and the target is pushed 1 square and knocked prone.
Features: In addition to the features described under The Miss: Half damage, and the target is neither pushed nor
Tiefling Crypts – Level 2, the GM should be aware of the knocked prone.
following: Whirlwind Dash (standard; recharge 6) w Fire
The firelasher can move up to twice its speed. It can
Fire wells: These 5-foot-deep wells are blazing with a
move through spaces occupied by other creatures
continuous fire. A creature entering or starting their turn
without provoking opportunity attacks. It must end
in a fire well takes 15 fire damage each round and ongoing
its move in an unoccupied space. Any creature whose
5 fire damage (save ends). Climbing into and out of a well
space the firelasher enters takes 10 fire damage.
requires no skill check.
Mutable Shape
Side rooms (Areas 2–2A and 2–2B): These side rooms The firelasher can squeeze through spaces as though it
were built five feet below the main temple. Each contains a were a Medium creature.
raised dais facing the entrance. The dais allows a creature Alignment Unaligned Languages Primordial
climbing to the top to stand at the same level as the main Str 11 (+5) Dex 21 (+10) Wis 11 (+5)
dungeon crawl classics 65

temple hall. Each dais contains a pressure plate that can Con 12 (+6) Int 7 (+3) Cha 8 (+4)
be activated by 75 lbs of weight being placed on the dais.
A character making a DC 15 or better Perception check
notices the pressure plates. A character making a DC 20 Area 2–3 Dagger Maze (EL 9; XP 2,000)
or better Thievery or Dungeoneering check realizes that When the PCs arrive from the Area 2–1, read:
the plates can be activated to open a door or trigger a trap. The tunnel’s light slope is lit by the soft light of swaying, hanging
The northern side room (Area 2–2B) has a door concealed lamps. Their smoke is thick and acrid, burning in your lungs
behind the dais. A character making a DC 14 or better and the disjointed and broken marble tiles of the floor demand
Perception check notices it. The door can be opened when a careful ascent. After a few feet, the tiles disappear, turning
the dais pressure plates of both rooms are activated at once, into melted clay that forms a rough stairway. At the end of the
or when a character makes a DC 19 or better Thievery check stairs, a five-foot-wide pit has been dug in the floor. Within it,
or forces it open with a DC 25 or better Strength check. a cave tunnel angles away in a northerly direction. Beyond the
The secret room is bare except for a a huge lidless clay chest pit, the tunnel continues to an intersection, dividing itself into
containing 125 gp worth of arcane ritual components such much smaller arched conduits. If jumping over the pit will be
as vials, preserved eyes, lead dust and iron quills; 400 gp easy, squeezing and crawling into the conduits obviously won’t.
worth of religious ritual components such as rare incenses
and sapphire prayer beads; a chime of deafness and a ritual When the PCs arrive from the Area 1–8, read:
scroll with the following rituals written in an ancient The maze emerges into a brightly lit clay-walled tunnel. Oil
Infernal language: Cobra Attunement, Consult Mystic lamps hang from its ceiling, shedding light on its ramshackle
Sages, Eye of Alarm, Knock, Magic Circle, Raise Dead, marble-tiled floor and spreading smoke all around. To the
Sending and Silence. north, a tunnel leads to a flight of natural stairs going down on
Statue: This large statue stands at the top of clay steps a short distance. It forks to the south, dividing itself in much
leading into Area 2–2B. Medium-sized creatures must several smaller conduits. The conduits are too small to allow
squeeze in order to pass by it. Succeeding at a DC 21 a man-sized creature to walk inside, and much squeezing and
Religion check identifies the statue as a representation of crawling will be involved in getting through them.
the Ebony Sybil, a forgotten messenger deity of an ancient Jumping above the pit opening into Area 2–3 requires
tiefling mythology. no skill check. Should the PCs journey inside from this
Tactics: In addition to the tactics described in the Monster entrance point, simply refer to the section above and play
Manual, the firelashers use wildfire cyclone to push their it as if they entered it from Area 1–8. When the PCs enter
targets into the fire wells. the tunnels, read:
These narrow, winding tunnels are too tight to allow man-
Firelasher (3) sized creatures to walk normally. You have to squeeze and
Level 11 Skirmisher crawl in order to get inside.
Large elemental magical beast (air, fire) XP The tunnels are actually an illusion trap. The real room
600 is a wide-open, 50 ft x 75 ft. rectangle. There are four
Initiative +12 Senses Perception +5 raised platforms in the room, upon which live foulspawn
26 HP 108; Bloodied 54 manglers, former tiefling slaves corrupted by the Orb’s
caves of the crawling lord
magic. If the PCs are caught in the trap, the foulspawn Perception
sneak alongside them and attack using their dance of death. DC 23: Allows the character to notice telltale signs of
The room’s only other exit is a pair of stone slabs blocking illusion, but gives no clue as to what the effect is, or its extent.
the way to the nearby ziggurat (Area 2–4). A successful check grants a +2 bonus to Arcana checks.
Additional Skill: Arcana (trained only)
Tactics: The foulspawn manglers rely on their speed and
DC 23: Allows the character to realize that the tunnels
mangler’s mobility to move around the battlefield. They keep
aren’t quite right, while identifying the power source
their dagger dance power for the moment a character shakes
as Arcane and the keywords: Illusion, Psychic, Zone.
free of the illusion and use it again when first bloodied. The
A successful check grants a +2 bonus to another character
foulspawn manglers use their telepathic language to taunt
making a saving throw, once that character has had the
their enemies using sentences like the following:
illusion explained—see Countermeasures below.
“Snikt. I like it when it goes for snikt. But I like it slitch better.” Trigger
Creatures observing the room for the first time.
“Ta-Dam! Diddle-dee goes the bone, diddle-doo goes the
Immediate Reaction
blood. All for our Lord flesh and blood to feast upon.”
Target: Creatures observing the room for the first time.
Features: In addition to the features described under The Attack: +10 vs. Will
Tiefling Crypts – Level 2, the GM should be aware of the Hit: The character doesn’t perceive the room as an
following: open space with four raised platforms, but as a maze
of narrow, winding tunnels as shown on the area map
Raised platforms: Stairs give access to the top of the raised
(save ends). In order to proceed, the character has
platforms. Climbing to the top of a platform without using
to squeeze through the tunnels, regardless of his size,
the stairs requires at least one successful DC 15 or better
and suffers the penalties for doing so. The character’s
Athletics checks. The platform are 20 feet tall.
enemies are invisible to him unless they are standing in
Stone slabs: The stone slabs are closed and must be pushed an illusionary tunnel. Targets attacked by creatures in
or broken open. They feature no handle or lock. They have: the walls of the tunnels are granted an immediate saving
AC 4, Reflex 4, Fortitude 12; HP 80; Break DC 25. throw to recognize the illusion.
Miss: The character sees the room for what it is: an open
Squeezing Illusion space with four raised daises and attacking creatures.
Level 7 Obstruction
Countermeasures
Elite Trap XP 600
• When a character who has discovered the illusion
These tunnels are a maze that threatens to consume you in spends an entire turn showing an affected character
their interminable twists and turns. the illusory nature, he grants the second character
Trap/Hazard: These illusory tunnels confuse an immediate saving throw at the end of his turn to
creatureswho fail to perceive their true nature as end the illusion.
soon as they enter any space occupied by the trap.

27
Foulspawn Mangler Area 2–4 Gibbering Ziggurat
Level 8 Skirmisher
(EL 9; XP 2,000)
When the PCs enter, read:
Medium aberrant humanoid XP 350
Initiative +9 Senses Perception +7; The slabs open onto a narrow ledge overlooking a steep slope.
low-light vision The ledge runs around the edge of the room. This room is
HP 86; Bloodied 43; see also dagger dance like the inside of a reversed pyramid of gross clay stone. The
AC 22; Fortitude 19, Reflex 20 (22 while bloodied), pyramid’s lowest point, some 20 feet below, is occupied by a
Will 19; see also mangler’s mobility foul pit full of some sort of greasy substance. On either side of
Speed 7 (9 while bloodied) the pit, half way down the slope, stands a tall ebony pedestal.
1 Bone Dagger (standard; at-will) w Weapon At each pedestal’s summit, glows a dim red light, casting eerie
+13 vs. AC; 1d4 + 3 damage. shadows around the room. A narrow cave entrance can be
1 Dagger Dance (standard; recharges when first seen in the middle of the slope’s western section.
bloodied) w Weapon A couple of foulspawn grues, former slaves who have been
The foulspawn mangler makes four bone dagger attacks utterly transformed by the Orb, hide, lurking stealthily in
and shifts 1 square after each attack. the shadows on either side of the ledge when the characters
( Bone Daggers (standard; at will) w Weapon enter the room. The glow at the top of each pedestal is cast
The foulspawn mangler makes two bone dagger attacks. by a flameskull, who cooperates with the foulspawn to keep
Ranged 5/10; +13 vs. AC; 1d4 + 3 damage with each hit. any intruders at bay. They combine their actions to defeat
Combat Advantage the characters, taking advantage of two other denizens: a
The foulspawn mangler deals an extra 2d6 damage gibbering mouther which lies in the pit at the bottom of
dungeon crawl classics 65

against any target it has combat advantage against. the room and The Thing in the Pit, a large carrion crawler
Mangler’s Mobility living in Area 3–1, which attacks any creature treading
The foulspawn mangler gains a +5 racial bonus to AC too close to the cave entrance leading to its lair. When the
against opportunity attacks provoked by movement. characters advance far enough in the room, the flameskulls
Alignment Evil Languages Deep Speech, spring into action, flying close enough to the ledge to
telepathy 10 activate a control panel using mage hand, which is designed
Skills Athletics +10, Stealth _12 to send the PCs falling into the gibbering mouther’s pit as
Str 13 (+5) Dex 17 (+7) Wis 6 (+2) the ledge, on which they stand, turns into a slide.
Con 14 (+6) Int 10 (+4) Cha 14 (+6)
Equipment 8 daggers

28
Tactics: Once the flameskulls activate the sliding floor trap, Gibbering pit: This ten-foot-deep pit is located in the
they attack from the top of the pedestals, using their flame middle of the room. When the PCs can see the top of the
ray when the characters are scattered and fireball when pit, read:
characters are bunched together. The foulspawn grues
The slopes end at the edge of a pit located at the very center of
use their mind worm power to target the weakest-looking
the room. Its surface writhes with bubbling and oozing flesh
enemies and follow it with whispers of madness against the
covered in minute mouths and slimy eyes that appear and
same foe if the mind worm succeeds. They teleport to avoid
disappear in a flash. The flesh warps the very substance of
opportunity attacks, attacking with their claws until their
the ground around it as though searching for some way out
whispers of madness power refreshes.
of the pit, exploring every tiny crack and hole, leaving empty
After 3 rounds, The Thing in the Pit is woken and makes clay sores in its wake. A thousand babbling cries emerge from
attacks of opportunity against any target it can reach. its thousand mouths, shaping foul phrases and revolting
Despite their telepathic power, the foulspawn grues are meaningless lullabies.
not prone to long speeches and taunts, barely using it to
The gibbering mouther’s twisted aura transforms its surface
laugh mirthlessly at the character’s misfortune or to shout
as long as the aberration is alive. The surface is considered
T’zgyzh’pha’s name. The name is unknown to the PCs.
difficult terrain for the creature’s enemies. Climbing out of
Neither The Thing in the Pit, nor the gibbering mouther,
the pit requires a successful DC 20 Athletics check. The DC
both mindless aberrations, cooperate with any other
of this check is reduced to 15 when the gibbering mouther
creature, but consider any living thing in reach as a target,
is dead.
including each other. On the other hand, The Thing in the
Pit is too large to squeeze into the room and the gibbering Secret stairway: A secret stairway is hidden at the bottom

caves of the crawling lord


mouther, tired from centuries of futilely hunting the of the gibbering mouther’s pit. The warped ground makes
foulspawn and flameskulls, won’t leave its pit. it almost impossible to detect (DC 40 Perception check),
but finding it becomes easier (DC 21 Perception check)
The gibbering mouther does not cooperate with the
once the gibbering mouther is dead. The 150-foot-long
flameskulls and the foulspawn grues, blindly attacking
stairway leads straight to one-way secret door leading into
them if they come near it. It doesn’t leave the pit, but waits
Area 4–1.
there, waiting for those killed in combat to fall into its
warped aura. So far, the mouther hasn’t been able to reach
the flameskulls on their pedestals or the foulspawn grues
with their teleporting power and an uneasy truce remains
between them. The mouther is aware of The Thing in
the Pit’s presence and doesn’t wander near the cave
entrance to Area 3–1. It uses its gibbering power to
daze enemies hampered by its warped ground
aura and then uses gibbering feast to cause
biting mouths to appear on them. It continues
gibbering each round, biting the nearest target
until its gibbering feast power recharges.
Features: In addition to the features
described under The Tiefling Crypts – Level
2, the GM should be aware of the following:
Mind worm: A character hit by the mind
worm power of the foulspawn grues has
visions of T’zgyzh’pha wielding the Orb of
Madness.
Slope: Once the trap has been triggered, all
the trapped squares slope at a forty-five-
degree-angled slope stretching 20 ft. down
into the pit. All the squares of the room are
slope squares except the ledge on its northern
extremity and the pit at the center of the room. In
order to move and to fight on a slope, a character
must make a successful DC 14 or better Acrobatics
check. A failed check mens the character falls and
lands prone in the first free pit square. Normal fall
rules and damage apply for the 10-foot fall into the pit.
The gibbering mouther in the pit is allowed opportunity
attacks against a falling character if applicable. 29
The gibbering: Can be heard throughout the cavern. Miss: The target falls prone on the walkway.
While most of the sentences coming from the creature are Effect: The floor tilts at a forty-five degree angle when
mostly nonsensical, a few make a strange sort of sense. The the control panel is activated, causing all creatures
following sentences are the kinds of things the PCs might located in the affected area to fall prone.
hear as the monster attacks:
Countermeasures
“Fancy glitter bells shine, shine, shine saucy bitter gales.”
• Characters aware of the control panel may disable
“Our heart pounds, yes, booms and blooms for we are one.” the trap with a DC 19 or better Thievery check.
• Characters aware of the control panel may
“A piece of our land, a spit we daresay, that much we are, that
attempt a DC 15 Athletics or Acrobatics check to
lurch. Fright? Oh no for the best is coming. The very rest of
reach an untrapped square if they can act before
you. The final that begins us.”
the trap is triggered.
“Aunt Ibniz and daddy-do took my fingers for dinner.
Peppermint or what?”
Flameskull (2)
“Yes, yes, the worm has taken hold, it has. A new lord is born. Level 8 Artillery
See? We don’t always tell lies.” Tiny natural animate (undead) XP 350
Pedestals: The ebony pedestals are twenty-five feet tall, but Initiative +7 Senses Perception +11
remain fifteen feet below the ceiling. A flameskull hovers HP 70; Bloodied 35
above each. Climbing a pedestal requires at least one AC 21; Fortitude 18, Reflex 23, Will 21
successful DC 19 or better Athletics check. Immune disease, poison; Resist 10 fire, 5 necrotic;
dungeon crawl classics 65

Cave entrance: The cave entrance leads to Area 3–1. It Vulnerable 5 radiant
is wide enough for a medium-sized creature to squeeze Speed fly 10 (hover)
through. The Thing in the Pit residing in Area 3–1 is 1 Fiery Bite (standard; at-will) w Fire
awoken by any fight going on in Area 2–4 and moves Reach 0; +10 vs. AC; 1 damage plus 1d8 fire damage.
stealthily to the cave entrance, thrusting its tentacles into ( Flame Ray (standard; at-will ) w Fire
Area 2–4 whenever an unwary creature presents a target. Ranged 10; +12 vs. Reflex; 2d6 + 6 fire damage.
It is allowed opportunity attacks in any square adjacent to  Fireball (standard; encounter) w Fire
the cave entrance. A successful DC 14 or better Perception Area burst 3 within 20; +12 vs. Reflex; 3d6 + 6 fire
check allows a creature to notice its presence. The Thing in damage. Miss: Half damage. The flameskull can exclude
the Pit attacks any available target, attempting to ensnare it two allies from the effect.
in its tentacles and drag it into its lair. Mage Hand (minor; at-will)
As the wizard power mage hand (see Player's Handbook).
Illumination
The flameskull sheds bright light out to 5 squares, but it
Sliding Floor can reduce its brightness to dim light out to 2 squares
Level 1 Lurker as a free action.
Trap XP 100 Alignment Evil Languages Abyssal, Common
Skills Stealth +12
This cleverly hidden section of floor falls away beneath your
Str 5 (+1) Dex 16 (+7) Wis 14 (+6)
feet, only to swing back into place, trapping you below.
Con 16 (+7) Int 22 (+10) Cha 20 (+9)
Trap: The 4-by-4-square section of floor tilts, spilling
those in the affected area into the pit below.
Perception Foulspawn Grue
DC 20 to notice the unstable floor section. Level 8 Controller
DC 25 to notice location of control panel. Small aberrant humanoid XP 350
Additional Skill: Dungeoneering, Thievery
DC 20 to understand floor is designed to tilt and drop Initiative +8 Senses Perception +5;
those on it down the slope. low-light vision
DC 25 to understand that floor trap is triggered HP 87; Bloodied 43
remotely and not by weight placed on trapped area. AC 22; Fortitude 19, Reflex 21, Will 20
Attack Speed 4, teleport 4
Minor Melee 1 Claw (standard; at-will)
Target: creatures and objects located in trapped +13 vs. AC; 1d4 + 4 damage, and the target is slowed
squares. (save ends).If the target is already slowed, it is dazed
Attack: +9 vs. Reflex instead (save ends).
Hit: The target falls prone and slides down into ( Mind Worm (standard; encounter ) w Psychic
the nearest pit square. The target may be affected Ranged 10; +10 vs. Will; the target takes a -2 penalty to
by opportunity attacks from the gibbering mouther. its Will defense and is slowed (save ends both).
30 Normal rules for falling and damage apply.
( Whispers of Madness (standard; recharge 5, 6 ) Features: In addition to the features described under The
w Psychic Carrion Caves – Level 3, the GM should be aware of the
Ranged 5; deafened creatures are immune; +10 vs. Will; following:
4d6 + 3 psychic damage, and the target is slowed (save
Rubble: Squares of rubble are considered difficult terrain.
ends). If the target is already slowed, it is dazed instead
The rubble provides concealment but not cover.
(save ends).
Alignment Evil Languages Deep Speech, Stairs: This flight of natural stairs climbs twenty-five feet,
telepathy 10 then suddenly turns into a slope at its peak.
Skills Stealth +13
Slope: This gentle slope is twenty-five feet long and leads to
Str 8 (+3) Dex 19 (+8) Wis 3 (+0)
a flight of natural stairs. The slope requires no skill check
Con 15 (+6) Int 11 (+4) Cha 16 (+7)
to traverse, and leads to Area 3-2.

The Carrion Caves The Thing in the Pit


Level 3 Level 7 Solo Controller
These caves filled with pitch-black darkness were dug by Large aberrant beast XP 1,500
the worms around the temple and its secret stairway. They Initiative +6 Senses Perception +5; darkvision
are huge hollows filled with gigantic worms and tentacled HP 324; Bloodied 162
horrors. In contrast to the teeming insect life in the upper AC 22; Fortitude 21, Reflex 20, Will 17

caves of the crawling lord


areas, these caves are full of a ghastly silence, which Saving Throws +5
burrows into a character’s head, tapping mental resources Speed 6, climb 6 (spider climb)
more than physical ones. The chaos maze is found at the Action Points 2
southern extremity, and is a misdirecting network of 1 Tentacles (standard; at-will) w Poison
crisscrossed tunnels tainted by the powers of the Orb of Reach 3; +10 vs. Fortitude; 1d4 + 5 damage, and the
Madness. The maze leads to the innermost tiefling crypts target takes ongoing 5 poison and is slowed (save ends
and the caves of the carrion lord beyond. both). First Failed Save: The target is immobilized instead
of slowed (save ends). Second Failed Save: The target
is stunned instead of immobilized (save ends). Saving
Area 3–1 The Tentacled Horror throws made against the carrion crawler’s paralytic
(EL 7; XP 1,500) tentacles take a -2 penalty.
When the PCs enter the cave, read: 1 Bite (standard; at will)
+12 vs. AC; 1d10 + 5 damage
This cave seems to have been carved into the ancient walls 1 Double Strike (standard; at-will) w Poison
of a crypt. The walls have now crumbled and turned to The Thing in the Pit can make two tentacles attacks.
rubble, and the cave’s glistening walls shape a far larger room Sticky Tentacles (when a tentacles attack is successful)
around them. A very large carrion worm, its skin vaguely The target of the tentacle attack is grabbed (until
purple, stands nearby. It suddenly turns to face you with huge escape). The Thing in the Pit can grab up to a total of
saucer-like eyes, folding and unfolding its blackish tentacles three targets before it is unable to use its tentacles
in an endless waving motion. The absurd length of the beast’s attack or make opportunity attacks.
tentacles flay the air with anger as the creature hisses at you Threatening Reach
in rage. The Thing in the Pit can make opportunity attacks
This is The Thing in the Pit, a solo carrion crawler, its against all enemies within its reach.
abnormally huge tentacles connected to its smaller purple- Alignment Unaligned Languages —
colored body. It shows signs of aging: wrinkled skin, Str 20 (+8) Dex 16 (+6) Wis 14 (+5)
bloated pustulent patches on its skin, and coppery teeth Con 17 (+6) Int 2 (-2) Cha 16 (+6)
that look as strong as iron.
Tactics: The Thing in the Pit’s only allies are its fellow
carrion crawlers. It mindlessly attacks any other creature
that passes by.

31
Area 3–2 Tendrils and Tentacles at the Grue Carrion Crawler
Labyrinth’s Gate (EL 9; XP 2,000) Level 9 Controller
When the characters reach the Area 3–2, read:
Large aberrant beast XP 400
Shrouded in darkness, this cave echoes with meaningless Initiative +6 Senses Perception +6; darkvision
mutters and whispers. Its whole floor has been covered in HP 97; Bloodied 47
carvings, shaping broken circles and spirals and cutting deep AC 22; Fortitude 21, Reflex 20, Will 19
crevasses into the rock. At its northern and southern edges, Speed 6, climb 6 (spider climb)
patches of a black insect-ridden moss cover the floor, A ten- 1 Tentacles (standard; at-will) w Poison
foot-wide, irregular tunnel exits the cave to the south, leading Reach 2; +10 vs. Fortitude; 1d4 + 5 damage, and the
into an impenetrable silvery mist. Three large crawlers target takes ongoing 5 poison and is slowed (save ends
inhabit this cave, their fanged mouths murmuring unknown both). First Failed Save: The target is immobilized instead
and frightening words. of slowed (save ends). Second Failed Save: The target
The crawlers have been transformed by the Orb’s magic. is stunned instead of immobilized (save ends). Saving
They are more intelligent and cunning than common throws made against the grue carrion crawler’s paralytic
carrion crawlers. They attack as soon as they spot the tentacles take a -2 penalty.
characters, using their knowledge of the chaos tendrils 1 Bite (standard; at will)
trap and the location of the patches of grasping slime. +12 vs. AC; 1d10 + 5 damage
The chaos tendrils trap hasn’t been set in place by anyone, ( Mind Worm (standard; encounter) w Psychic
but is the result of the Orb’s influence. As a result it is a Ranged 10; +10 vs. Will; the target takes a -2 penalty to
slightly different and twisted version of the regular spectral its Will defense and is slowed (save ends both).
dungeon crawl classics 65

tendrils trap allowing a limited kind of teleportation to the ( Whispers of Madness (standard; recharge 5, 6 )
crypts further in. w Psychic
Ranged 5; deafened creatures are immune; +10 vs. Will;
Tactics: The grue crawlers use their whispers of madness 4d6 + 3 psychic damage, and the target is slowed (save
and mind worm ranged attacks until one or more of the ends). If the target is already slowed, it is dazed instead
PCs are caught in the trap. As soon as the PCs enter the (save ends).
trapped squares, the crawlers move to the edge of the Alignment Unaligned Languages Deep Speech
trapped squares, and use their reach to keep the PCs within Str 21 (+9) Dex 17 (+7) Wis 15 (+6)
the trap area, casting whispers of madness as soon as it has Con 18 (+8) Int 11 (+4) Cha 17 (+7)
recharged.
Features: In addition to the features described under The Chaos Tendrils
Carrion Caves – Level 3, the GM should be aware of the
following: Level 13 Obstacle
Trap XP 800
Grasping slime: Grasping slime is difficult terrain. Swirling tendrils of chaos rise from the ground.
Each square of grasping slime requires a successful DC Trap: This trap consists of a continuous field of 10
14 Athletics check to enter and cross. On a failed check, squares.When a creature steps into the area of this attack,
the character enters the slime square, but his move ends chaos-based tendrils lash out and attack the creature.
immediately. Large creatures treat the grasping slime Perception
as difficult terrain but are too large to suffer from its DC 27: The character notices something strange
immobilization effect. about the area ahead, as though a ghostly mist hangs
Mind worm: The grue crawlers’ mind worm attack has the just above the ground.
same effect as the power of the foulspawn grues. A character Additional Skill: Arcana
hit by this power has visions of T’zgyzh’pha wielding the DC 23: The character recognizes some terrain feature,
Orb of Madness. Unlike the static vision provoked by the usually a fresco or other art, that serves as the trap’s focus.
foulspawn grues, this vision feels closer to the characters DC 31: The character’s knowledge provides a +2
experiencing it, as if T’zgyzh’pha was scrutinizing them bonus to Thievery checks to disable the trap.
and uttering their names. Attack
Opportunity Action Melee
Chaos tendrils trap: The chaos tendrils trap is set upon all Target: Creature trapped in square
the marked squares on the area map. It attacks any creature Attack: +18 vs. AC
(including the grue crawlers) entering or beginning its turn Hit: 2d10 + 6 necrotic damage and dazed until the
in a trapped square, as an opportunity action. end of the target’s next turn.
Aftereffect: Dazed until the end of the target’s
next turn.

32
caves of the crawling lord
Additional Effect Countermeasures
The trap is a manifestation of the chaotic distortion • A character who makes a DC 27 Acrobatics
of the nearby chaos maze (Area 3–3). The distortion check can move through a trigger square without
is such that the trap might become a passage through provoking the attack. The squares count as difficult
chaos to Area 4–3. When a dazed character standing on terrain.
a trapped square is dazed again or stunned, he rolls a • An adjacent character can disable the trigger plate
saving throw. If he fails, read: with a DC 31 Thievery check.

The spectral tendrils wrap themselves around you, engulfing


and blinding you, until all you see is a swirling mass of color. Area 3-3 Chaos Maze (EL 8; XP 1,050)
You float for a few seconds in this cold embrace and then fall Since the chaos maze is more a psychic labyrinth than a
into what might be an endless fall, only to feel yourself stop physical place of its own, this area’s map is not detailed
and have the colors fade to reveal an entirely different room. fully here; refer instead to the cut-out section map, which
renders a rough estimation of its span.
The other PCs see the character disappear into a
shroud of silvery tentacles. When the PCs have entered the silvery mist or otherwise
The character is instantly teleported to Area 4–3, appearing found their way into the maze, read:
at once in one of the following six wells as determined by The haze falters and parts like the strands of an invisible
rolling 1d6 and applying the results as follows: spider web, falling smoldering to the floor and revealing a wide
tunnel of chiseled dark stone. Mirrored in its own reflective
1: The character appears at 4-3A. surface, the tunnel seems to continue endlessly ahead, but
2: The character appears at 4-3B. then, in a blink, the mist fills the tunnel again and obscures
3: The character appears at 4-3C. your vision.
4: The character appears at 4-3D.
5: The character appears at 4-3E. If they try to get back to Area 3–2, the PCs realize the cave
6: The character appears at 4-3F. has disappeared. Read:
Taking a few steps back to the cave you’ve just left, you realize
A dazed character standing on a trapped square stating in a shock that it has disappeared. You are facing the same
that he willingly wants to suffer the same fate may skip
his saving throw and be teleported if he wishes.
endless tunnel in both directions.
33
Once the PCs continue in any direction along the tunnel, possessions and doesn’t appear again should the PCs enter
read: the maze again.
The slight breeze caused by your movement parts the mists Third Failure: The characters leave the maze through the
every few seconds, allowing you to see the same endless tunnel point at which they entered the maze.
walls. Invariably, the mist reforms around you, as if it were a
Being touched by chaos, the foulspawn don’t have to take
sentient creature following in your wake. Soon, side passages
the skill challenge when they enter the maze, proceeding
and absurdly tilted tunnels open up from both sides of the
directly to their destination once inside.
main tunnel. Eerie purple lights dance inside them like will-
o’-wisps. Suddenly, you realize that this place exists solely Primary Skills: Arcana, Insight.
in your mind, and that your body must be lying, helpless,
Arcana (DC 19): Through your knowledge of all things arcane,
somewhere else. You have to escape this maze; you need to
you slowly understand the way the maze works and locate a
find a way out...
passage in its absurd fabric. This skill can be used to grant a
The PCs have been frozen at the tunnel’s entrance. This maximum of four successes towards the skill challenge.
tunnel is actually an endless illusion. It runs infinitely
Perception (DC 19): You discern, shaking free from the
through the chaos realms in another dimension. As their
maze’s illusions, a way to cut short amidst its winding
bodies are halted in a state of suspended animation when
passages. This skill can be used to grant a maximum of
they entered the maze, the PCs’ minds wander the chaos
four successes towards the skill challenge.
maze, as they seek a way out.
Misleading Skill: Dungeoneering.
The following skill challenge reflects their efforts to escape.
dungeon crawl classics 65

Success means they exit the maze at the magic circle in Dungeoneering (DC not applicable): Relying upon your
the middle of Area 4–1. Failure sends them back to Area knowledge of tunnels and underground constructions, you
3–2. Unlike most skill challenges, this skill challenge can try to lead your fellow companions to the most sensible
be repeated as often as necessary. Note that, no creature path possible, only to find yourself utterly lost. Using this
except foulspawn will follow the PCs into it, should they skill adds +2 to all skill checks for the remainder of the skill
escape into it during the fight. The maze may also be challenge. Once used once, the Dungeoneering skill cannot
entered through the magic circle in Area 4–1. Even though be used again. This skill grants no successes towards the
they are mental projections of themselves, PCs are limited skill challenge.
to what they can do, by the possessions and equipment they
Magic Items, Powers and Rituals: The following magic
had on them when they entered the maze.
items, powers and rituals will have the following effects
Setup: In order to find their way safely through the chaos during this skill challenge. The GM should feel free to create
maze, the PCs must muster their arcane knowledge other helpful or otherwise unusual effects for intelligently
and use their Perception. A few rituals, magic items and used items, powers and rituals not listed herein.
powers might help them as well as trying to understand
Ambassador Imp: Conjuring an ambassador imp to
the maze using pure logic and reasoning. Relying solely on
communicate with the maze itself allows the warlock to
Dungeoneering misleads them.
receive direct explanations about a shortcut nearby. This
Skill Challenge power can be used to grant a maximum of 1 success in this
Level: 8 skill challenge.
Complexity: 3 (requires 8 successes before 3 failures). Astral Refuge: Casting the astral refuge sends the character’s
mind back to his body at the maze’s entrance at the end of
Success: The PCs end up in the magic circle at the center
a short astral travel. The character may travel the tunnel
of Area 4-1 or safely reach Area 3-2 whichever was not the
freely for 3 rounds, using them to go back safely to the Area
point of departure.
3–2 or to advance further. Three rounds after, the mist
Failure: comes back and the character enters the challenge again if
he is still standing in 3–3, instantly joining the other PCs.
First Failure: The PCs lose sight of one another and cannot
This power can be used to grant a maximum of 1 success
help each other with skill checks.
in this skill challenge.
Second Failure: The PCs meet illusionary doubles of
Consult Mystic Sages: The mystic sages offer indications
themselves and must fight them. The illusionary doubles
upon the way to leave the maze. This might be a special tip-
have the same powers, current hit points and action points,
toe jump dance to perform instead of walking normally,
possessions and ability scores as the PCs. A succeeded
a ritual way of scraping the walls or any other strange
Insight (DC 14) check allows to see through the illusion
custom. This power can be used to grant a maximum of 1
and to evade the fight. This check may be attempted each
success in this skill challenge.
round. Winning the fight grants the same amount of
experience as defeating a creature of the character’s level. A Dust of Appearance: In the dust, a scintillating secret door
character dying in the fight must succeed at a saving throw appears, allowing an easy access to further places in the

34 (with a +2 bonus) or their body dies in Area 3-3. Once


defeated, the illusionary doubles disappear with all their
mind maze. This power can be used to grant a maximum
of 1 success in this skill challenge.
Hand of Fate: The hand points at a secret passage, allowing hiss expose sharp fangs, while dark, empty spaces exist where
the PCs to proceed in the mind maze. This power can be their eyes should be.
used to grant a maximum of 1 success in this skill challenge.
Knowledge checks can be used to discover the following:
Passwall: Using passwall allows you to enter a deeper level
History (DC 20): You realize that these mummies must
of the mind maze. This power can be used to grant a
have been courtesans or concubines belonging to
maximum of 1 success in this skill challenge.
someone important. Usually they would have been buried
Shadow Walk: Walking through the shadows, the characters with that person.
are able to jump through the maze’s substance, reaching
Religion (DC 20): In addition to the information known
distant places in a wink. This power can be used to grant a
about mummy guardians, you realize that the copper
maximum of 1 success in this skill challenge.
bands wrapping these mummies give them a resistance
Slippery Mind: Using this power, the rogue shakes free of to fire and these mummies spring from the remains of
the maze’s influence and manages to find his way through tiefling darkblades, devilish assassins and masters of
a score of tunnels. This power can be used to grant a stealth that served ancient tiefling lords. Some tiefling
maximum of 1 success in this skill challenge. lords only had female assassins in their service and these
they kept as concubines.
Features: In addition to the features described under The
The Tiefl ing Crypts Tiefling Crypts – Level 4, the GM should be aware of the
Level 4 following:

caves of the crawling lord


The inner vaults of the tiefling crypts sheltered the Magic circle: This magic circle is both an exit and entrance
mummies of the high sorcerer, its champion and its to Area 3-3. It is the destination point of the PCs succeeding
demonic courtesan slaves before T’zgyzh’pha took control at the skill challenge and one of the ways they can return
of the Orb. When the carrion crawler became the new to the other levels. In order to use it as a means to enter
owner of the Orb, the high sorcerer’s mummy disappeared the chaos maze, the PCs have to understand the sequence
into oblivion. Its foremost slaves, its viziers, locked in of ancient tiefling symbols written around the circle and
suspended animation with its remains, came to life then to say each one aloud. A character proficient in
again, transformed into aberrations and began to run a Infernal who succeeds at a DC 14 or better History check
mimic mockery of the late high sorcerer’s private council, understands the symbols and can say them correctly.
his Diwan. They now haunt the vaults, along with the When the last symbol has been spoken, the circle changes
animated mummies of the champion and of the courtesan into a pit of swirling silvery mist. Stepping into it, the PCs
slaves, and bar the access to their lord, T’zgyzh’pha. enter the chaos maze. The magic circle is also a permanent
teleportation circle, allowing any character remembering
Area 4–1 The Tomb Guardian its sequence of sigils to teleport in this room again via the
(EL 9; XP 2,100) Linked Portal ritual. A character familiar with this ritual
Coming from Area 3–3, the PCs appear in the hall in one automatically knows the circle may be used that way.
of the 4 squares inside the magic circle. When they have Jars: Once the copper mummy guardians have left them,
chosen their destination square, read: the jars are empty.
The silvery threads dissolve at last, leaving you standing One-way secret door: This brass door leads to a flight of stairs
within a circle of cryptic sigils in the middle of a large, slightly leading to the bottom of the pit in Area 2–4. It is very hard
domed hall lit by hanging oil lamps. All around the circle to discover from this side of the room, requiring a DC 24 or
stand six tall, dusty clay jars. There is a plain stone double better Perception check. It is also closed and bolted, although
door at the hall’s southern extremity. it has no lock. It has: AC 5, Reflex 5, Fortitude 10; HP 60; Break
There is a copper mummy guardian in each of the jar. These DC 25. From the other side, the brass door is obvious and
are all that remains of the high sorcerer’s female courtesans. swings open when it is pushed. The brass door closes itself shut
The mummies clamber out of the jars and attack as soon as 10 rounds after having been opened if it hasn’t been destroyed.
the PCs investigate the jars, or make a loud enough noise to An item placed against the door immediately takes 20 damage
attract their attention. The mummies are unaware of what but, if not destroyed, holds the door open.
goes on in the hall as they cannot see out of the jars. PCs Stone double door: This double door is closed, but not
may attempt a Stealth check opposed by the mummies’ locked, and opens slowly when it is pushed.
Perception if the party tries to move stealthily while in this
area. When the mummies attack, read: Tactics: The copper mummy guardians use their cloak
of lurking to attack and retreat before returning to their
There is a rattling sound, and long slender hands with purple- straightforward melee style, using slam attacks.
painted nails push aside the lid of each jar. Gaunt female
figures slowly rise from the jars, each one wrapped tightly into Treasure: The copper mummy guardians wear ivory
narrow copper bands, the reddish metal twisted and curled headbands studded with big jet gems. They are worth 750
gp each.
to fit them perfectly. Thin ivory horns and animal-like tails
protrude from their bindings, and their mouths open in a dry
35
dungeon crawl classics 65

36
Copper Mummy Guardian
Level 8 Brute
Medium natural humanoid (undead) XP 350
Initiative +6 Senses Perception +10; darkvision
Despair (Fear) aura 5; enemies within the aura take a -2
penalty to attack rolls against the copper mummy guardian.
HP 108; Bloodied 54
Regeneration 5 (if the copper mummy guardian takes
radiant damage, regeneration doesn’t function on its
next turn)
AC 20; Fortitude 18, Reflex 16, Will 17; see also
despair above
Immune disease, poison; Resist 5 necrotic, 5 fire
Speed 5
1 Rotting Slam (standard; at-will) w Disease, Necrotic
+11 vs. AC; 2d8 + 3 necrotic damage, and the target
contracts level 8 mummy rot (see Monster Manual).
Cloak of Lurking (move, recharge 6) w Teleportation
The copper mummy guardian teleports 5 and becomes
invisible until the end of its next turn.

caves of the crawling lord


Infernal Wrath (minor; encounter)
The copper mummy guardian gains a +1 bonus to its next
attack roll against an enemy that hit it since its last turn.
If the copper mummy guardian’s attack hits, the copper
mummy guardian deals an extra 5 damage to its target.
Alignment Unaligned Languages Common
Str 16 (+7) Dex 14 (+6) Wis 12 (+5)
Con 18 (+8) Int 6 (+2) Cha 16 (+7)

Area 4–2A The Swordbearers


(EL 7; XP 1,500 when combined
with Areas 4–2B and 4–2C)
This is the first of three identical rooms, all separated by
curtains, and adorned with golden statues. When the PCs
enter, read:
Immediately across from you, a grotesque golden creature
bathed in the light of burning oil lamps points its clawed
finger at you. It’s a statue, standing in front of a heavy
animal skin hanging across an arch immediately opposite
to you. This makeshift curtain shifts as though moved by
a slight breeze. A few steps lead down into the room, while
another flight of steps set in the back of the statue, leads to
the curtained exit. The room’s arched ceiling ends in a dome Curtains: The curtain is made from the skin of an
some fifty feet up, an oil lamp hanging at its center. unknown feline. It seems to shiver and blur from time to
time, as if it were still alive. It doesn’t age or decay. A close
The statue is a gargoyle swordbearer, a clever creature akin
examination and a successful DC 19 or better Nature check
to a gargoyle.
reveals that it belongs to an otherworldly creature.
Features: In addition to the features described under The
Tactics: The swordbearer waits in stone form until the PCs
Tiefling Crypts – Level 4, the GM should be aware of the
reach the third room, then sneaks in behind them trying
following features, which are common to all three rooms:
to catch them unawares. The gargoyle swordbearer has
Pools: The pools were where the lord and his concubines limited spellcasting power, and attempts to strike from
bathed prior to their mummification. They are now totally a distance by flying to the rooms’ high ceilings. See Area
dry, so that only red- and gray-colored scrapings remain. 4–2C for gargoyle swordbearer statistics.

37
Area 4–2B The Swordbearers use their flyby attack against targets in range. Eventually,
(EL 7; XP 1,500 when combined their impatience gets the better of them, and they land to
engage their foes in melee. Faced with tough opponents,
with Areas 4–2A and 4–2C)
the gargoyles flee to the entrance to revert to stone form,
This is the second of three identical rooms, all separated by
regenerating.
curtains, and adorned with golden statues. When the PCs
enter, read: Treasure: The animal skins are worth approximately
750 gp to a high-level wizard or an amateur collector of
Immediately across from you, a grotesque golden creature
bizarre items.
bathed in the light of burning oil lamps both hands and fingers
are crossed, and its palms are aimed towards the entrance. It’s
a statue, standing in front of a heavy animal skin hanging Gargoyle Swordbearers (3)
across an arch immediately opposite to you. This makeshift Level 10 Lurkers
curtain shifts as though moved by a slight breeze. A few steps Medium elemental humanoid (earth) XP 500
lead down into the room, while another flight of steps set in Initiative +11 Senses Perception +13; darkvision
the back of the statue, leads to the curtained exit. The room’s HP 83; Bloodied 41
arched ceiling ends in a dome some fifty feet up, an oil lamp AC 26; Fortitude 22, Reflex 20, Will 19
hanging at its center. Immune petrification
The statue is a gargoyle swordbearers, a clever creature akin Speed 6, fly 8; see also flyby attack.
to a gargoyle. 1 Claw (standard; at-will)
+14 vs. AC; 2d6 + 5 damage
Features: See Area 4–2A. 1 Flyby Attack (standard; recharges after using
dungeon crawl classics 65

Tactics: The swordbearer waits in stone form until the PCs stone form)
reach the third room, then sneaks in behind them trying The gargoyle swordbearer flies up to 8 squares and
to catch them unawares. The gargoyle swordbearer has makes a melee basic attack at any point during the
limited spellcasting power, and attempts to strike from move without provoking an opportunity attack from
a distance by flying to the rooms’ high ceilings. See Area the target. If the attack hits, the target is knocked prone.
4–2C for gargoyle swordbearer statistics. ( Force Sword (standard; daily) w Arcane,
Conjuration, Force, Implement
Ranged 10; +11 vs. Reflex; 1d10 + 1 force damage.
The gargoyle swordbearer conjures a sword of golden
Area 4–2C The Swordbearers force in an unoccupied square within range, and it attacks.
(EL 7; XP 1,500 when combined As a move action, it can move the sword to a new target
with Areas 4–2A and 4–2B) within range.The sword lasts until the end of the gargoyle
This is the third of three identical rooms, all separated by swordbearer’s next turn. Sustain Minor: When the gargoyle
curtains, and adorned with golden statues. When the PCs swordbearer sustains the sword, it attacks again.
enter, read: Stone Form (standard, at-will)
Immediately across from you, a grotesque golden creature The gargoyle swordbearer becomes a statue and gains
bathed in the light of burning oil lamps its hands raised as resist 25 to all damage, regeneration 3 and tremorsense
though casting a spell at you. It’s a statue, standing in front 10. It loses all other senses and can take no actions in
of a heavy animal skin hanging across an arch immediately stone form other than to revert to its normal form
opposite to you. This makeshift curtain shifts as though moved (as a minor action).
by a slight breeze. A few steps lead down into the room, while Alignment Evil Languages Primordial
another flight of steps set in the back of the statue, leads to the Skills Stealth +13
curtained exit. The room’s arched ceiling ends in a dome some Str 21 (+10) Dex 17 (+8) Wis 17 (+8)
fifty feet up, an oil lamp hanging at its center. Con 17 (+8) Int 12 (+6) Cha 17 (+8)

It appears exactly like the other two rooms, save that, with
a creaking sound, the statue animates slowly, moaning as a Area 4–3 Shadow Wells
pair of curved bat-like wings unfold from its back. (EL 9; XP 2,000)
As the PCs pass through the shivering curtain from Area
A character succeeding at a DC 20 Arcana check knows the
4-2C, read:
lore in the Monster Manual as well as knowing that these
gargoyles are capable of conjuring magical swords from This small alcove entrance is 10-feet wide and 15-feet long.
nothing more than air. It leads to a large circular hall over 50 feet in diameter. Six
half-moon wells are dug at regular intervals into the hall,
Features: See Area 4-2A.
their openings revealing only dense black shadows. Facing the
Tactics: The gargoyle swordbearers revert to their normal entrance, another alcove opens into the hall. Inside it is a large
form when the PCs enter the third room and swoop to ebony double door. A weird chill lingers in the hall, but there is
the third room’s high ceiling. They conjure golden force no apparent source and the whole place is stale and windless.
38 swords and use them to strike the PCs from distance, then Suddenly, bloated masses of tentacled shadow spring from
two of the wells, hovering close to the hall’s domed ceiling as Grell Specter
they come closer to you, deepening the chill feeling. From the
bloated and sightless mass of their dark bodies, a wide-opened Level 10 Elite Lurker XP 600
curved beak emerges, screeching with blind hunger. Medium aberrant magical beast
(blind, undead)
Change the hall’s description to fit the situation should a
Initiative +9 Senses Perception +11; blindsight 12
character have teleported into this hall from Area 3–2.
Spectral Chill (Cold) aura 1; enemies in the aura take a
The creatures are grell specters, former advisors to the high -2 penalty to all defenses.
sorcerer who were buried with him and utterly transformed HP 184; Bloodied 92
by the Orb of Madness. They have risen as specters, their AC 24 (26 while the grell has an enemy grabbed);
malevolence and murderous spirits burning with a hatred Fortitude 22, Reflex 25, Will 19
for the living that death couldn’t end. Having died through Immune disease, gaze, poison; Resist 10 necrotic,
the Orb’s power, they obey its master’s command despite insubstantial; Vulnerable 5 radiant
having lost all memory of their former lives. They blindly Saving Throws +2
attack all creatures except the foulspawn, mummies and Speed 1 (clumsy), fly 6 (hover), phasing
carrion crawlers. Roll 1d6 for each grell specter in order Action Points 1
to determine the well in which they are located when the 1 Dark Tentacle Rake (standard; at-will) w Necrotic
PCs enter the room and place them in any one of the free Reach 2; +15 vs. AC; 3d8 + 5 necrotic damage, and the
squares of this well: target is slowed and takes a -2 penalty to attack rolls
(save ends both).
1 Dark Tentacle Grab (standard; at-will) w Necrotic

caves of the crawling lord


1: The grell specter appears in well 4–3A.
Reach 2; +16 vs. Fortitude; 2d8 + 6 necrotic damage,
2: The grell specter appears in well 4–3B.
and the target is grabbed. The grell specter can grab
3: The grell specter appears in well 4–3C.
only one creature at a time.
4: The grell specter appears in well 4–3D.
1 Shadow Bite (minor 1/round; at-will) w Necrotic
5: The grell specter appears in well 4–3E.
Grabbed target only; +12 vs. AC; 1d8 + 4 necrotic
6: The grell specter appears in well 4–3F.
damage, and the target is stunned (save ends).
Alignment Evil Languages Deep Speech
Development: A successful DC 20 or better Religion check
Skills Stealth +17
reveals the creatures are specters, insubstantial undead
Str 13 (+5) Dex 20 (+8) Wis 13 (+5)
shadow creatures tied to life by their hatred of the living. A
Con 15 (+6) Int 11 (+4) Cha 10 (+3)
successful DC 20 or better Dungeoneering check reveals the
creatures are otherwise like grells, as well as the possibility
that there is a leader nearby, who keeps them hunting as a Area 4–4 The Fool’s Audience
pack breaking the grell’s usual solitary habits. (EL 9-12; XP 2,000-3,100)
Features: In addition to the features described under The When the PCs enter the hall, read:
Tiefling Crypts – Level 4, the GM should be aware of the This huge vaulted hall of disjointed marble tiles is brightly lit
following features: by a score of oil lamps hanging from long brass chains. Its walls
Shadow wells: Despite seeming bottomless, the wells are just are painted with interwoven color patches except at its western
five-feet-deep. The wells no longer contain water, but pure, extremity where long shelves of ebony line them. The shelves
raw shadow. This shadow offers cover and concealment are empty except for rotting papyrus sheets. Two small arches
against all creatures except those able to see or detect things are set in the eastern and western walls, and a gargantuan hole
in complete darkness. Jumping or climbing out of the wells stands in place of one of the slabs of an intricately carved ivory
and into the hall requires no skill check, but the hall is double door in the southern wall. At the center of the hall, a
shrouded in darkness until the character leaves the well. raised platform of marble stands five feet high, two flights
of stairs allowing access to its top. The stairs face the ebony
Ebony double door: The ebony door is closed and must be doors. A tall, tentacled creature hovers above the middle of
pushed or broken open. It features neither a handle nor a lock. the platform. The gruesome creature is beaked and obviously
It has AC 4, Reflex 4, Fortitude 12; HP 40; Break DC 16. blind, its hulking warped face turned towards the entrance.
Tactics: The grell specters use Stealth to move invisibly It wears a golden-threaded robe upon which hundreds of eyes
among their enemies, opening with tentacle rakes and have been crudely painted, an amulet of silver hanging upon its
use hit-and-run tactics combined with their shadow bite. neck, and a red fez. In a snarling voice, the creature is talking
When an adversary becomes bloodied, they use their dark to a smaller humanoid garbed in an ancient ragged tunic and
tentacle grab and shadow bite as appropriate. wearing a turban. The smaller creature holds a long twisted
staff, with which it strikes the platform’s top. On the third
strike, it suddenly turns towards you.

39
dungeon crawl classics 65

40
The creatures are T’zgyzh’pha’s viziers and foremost DC 19 Perception to notice and respond to the vocal change.
lieutenants, a grell philosopher (DC 15 or better
Attack: The viziers attack as described under Tactics below,
Dungeoneering check) and a foulspawn seer (DC 15 or
unless a successful DC 19 or better Bluff, Diplomacy or
better Dungeoneering check). In a mockery of the tiefling
Intimidate check is passed. The check must be performed
court, they prepare themselves for an audience with their
by the PCs’ appointed diplomat, and up to two other
master as the characters enter the hall.
characters can assist him in this attempt.
Development: The viziers turn to address the intruders in
Features: In addition to the features described under The
Deep Speech as the party stumbles in. They respond to the
TieflingCrypts – Level 4, the GM should be aware of the
PCs’ presence as follows:
following features:
Immediate attack if: the PCs attack.
Ceiling Height: Unlike the rest of the crypt, the hall’s
Formal warning if: the PCs try to leave the hall, touch the ceiling is 50 feet high.
papyrus sheets, or attempt to climb the stairs or sides of raised
Raised platform: Stairs allow access to the raised platform.
platform. If the warning isn’t headed, and the PCs continue
Climbing up the side of the platform requires a DC 15 or better
their action, roll initiative as the viziers immediately attack.
Athletics check. The platform is 10 feet tall, and is trapped with
Audience: If the PCs attempt to communicate with the a countdown candles trap. The trap activates when a character
viziers the audience goes as follows: steps upon any trapped square of the platform.
The grell philosopher never addresses or directly answers Shelves: The ebony shelves once held papyrus scrolls
a PC, but talks to the foulspawn seer, who then conveys relating to the ancient tiefling empire and the cult of the

caves of the crawling lord


its response to the PC involved. The seer first tries to Ebony Sybil. The remaining scrolls are full of decay, which
communicate in Deep Speech, considering any character renders them unfit to read. If the PCs use a Make Whole
able to understand and reply in this language as the ritual, the scrolls are restored and though worthless for
appointed diplomat for the whole party. If no character is sale purposes, they are written in an ancient tongue that
able to use Deep Speech, it communicates telepathically mingles elements of Infernal and Deep Speech. A character
with a robed character with the highest Charisma, or any who understands both languages may attempt a DC 14
character with the highest Charisma, regardless of his History check to read the scrolls, or PCs may seek the
dress if no character is wearing robes. The audience goes as assistance of a translator in order to understand them. The
follows, but should be tailored to suit PC actions: scrolls contain all the information about the Outer Gods
and the Order of the Ebony Sybil in the Background Story
Introduction: The philosopher wants to know the names
section. Thoroughly reading the scrolls takes 4 hours.
and origins of the PCs, before asking them the purpose
The GM might also opt to give the PCs extra information
of their visit. It introduces itself as “His Highness the
upon the late high sorcerer and the city of Dhaz, in case he
First Vizier of Mût Sthayz T’zgyzh’pha the Great,” and the
wishes to run a sequel to this adventure. See the ‘And Now?’
foulspawn as the “First Advisor of Prophetic Grace.”
section at the end of this adventure.
The following checks may be attempted during this part of
Shadow well: Despite appearing to be bottomless, the well
the conversation:
is just 5 feet deep. It contains no water, but pure, raw shadow.
DC 21 History or Religion to know why some of the viziers’ The shadow’s darkness offers cover and concealment
words ring a bell. A character stating that he tries to recall against all creatures except those able to perceive things in
pieces of knowledge about the Mût Sthayz remembers that these conditions. Jumping or climbing out of the well and
these words refer to the high sorcerers of a bygone tiefling back onto the platform requires no skill check.
empire and their main city and religious order, a secret cult
Tactics: Both viziers avoid the melee as much as possible,
dedicated to chaotic deities of awesome power.
relying upon Habnay-Sham’s intervention if the trap is
Healing: The philosopher then asks if the PCs want to triggered. The grell philosopher uses psychic storm as soon
be cured of the terrible affliction that turned them into as possible, then lightning lance to target individuals from
humanoids, apparently confusing them with carrion a distance. It uses venomous mind if forced into melee. The
crawlers and lets its mind wander into most philosophical foulspawn seer uses foul insight to benefit its allies while
and absurd questions. It lets drop a few pieces of information teleporting and using its bend space power to remain as
in the process, telling the PCs that times have changed, that distant from melee combat as possible. It hurls warp orbs
T’zgyzh’pha, its new master, is now the Mût Sthayz and that onto individual targets and launches distortion blast when
the court is prepared to move to the surface world. at least two enemies would be caught in the blast. Should
the countdown candle trap be triggered, Habnay-Sham
Surrender: Apparently now confusing the PCs for tieflings
(Area 4–7) joins the combat, taking 3 rounds to arrive and
wandering from past times, it gently tries to convince
relying on its rotting slam power and melee attacks.
them to forget about Dhaz and the empire and urges them
to surrender to T’zgyzh’pha the Great, the carrion lord. It
keeps up its soothing words as its voice becomes more and
more fiendish. The following checks may be attempted
during this part of the conversation: 41
Grell Philosopher Rend Space (immediate interrupt when the foulspawn seer
would be hit by an attack; recharge 5 6) w
Level 11 Elite Controller Teleportation
Medium aberrant magical beast (blind) XP The foulspawn seer teleports 3 squares.
1,200 Alignment Evil Languages Deep Speech,
Initiative +10 Senses Perception +12; blindsight 12 telepathy 10
HP 224; Bloodied 112 Str 10 (+5) Dex 14 (+7) Wis 8 (+4)
AC 27; Fortitude 21, Reflex 24, Will 23 Con 14 (+7) Int 22 (+11) Cha 18 (+9)
Immune gaze; Resist 20 lightning Equipment staff
Saving Throws +2 Description The foulspawn seer wears a ragged tunic
Speed 1 (clumsy), fly 6 (hover) and turban
Action Points 1
1 Tentacle Rake (standard; at-will) w Poison
Reach 2; +17 vs.AC; 3d8 + 5 damage, and the target is slowed Countdown Candles
and takes a -2 penalty to attack rolls (save ends both). Level 5 Warder
( Lightning Lance (standard; at-will) w Lightning Trap XP 200
Ranged 10; +14 vs. Reflex; 3d6 + 6 lightning damage, and Candles atop this eerie altar suddenly spring to life.The light and
the target is blinded (save ends). smoke they spew forth send your head into a dizzying haze.
 Psychic Storm (standard; recharge 6) w Trap/Hazard: The 2-by-6 square area comprising
Psychic, Zone the top of the altar and the approach to it are trapped.
Area burst 2 within 10; +14 vs. Will; 3d8 + 3 psychic When a creature enters a trapped square, candles light,
dungeon crawl classics 65

damage, and the target is dazed (save ends). The psychic one by one, until a zone of disorienting chaos is created.
storm is a zone that lasts until the end of the encounter. Those in the zone suffer a debilitating effect.
Any creature entering the zone is dazed (save ends). Perception
. Venomous Mind (standard; at-will ) w Psychic DC 20 to perceive the candles hanging 10 feet above
Close burst 3; +15 vs. Will; 2d8 + 5 psychic damage, and the platform.
the target must choose a random target for any melee DC 23 to perceive the candles lighting, one per round,
attacks it makes (save ends). as they step on the platform.
Alignment Evil Languages Deep Speech Trigger
Skills Arcana +13, Stealth +20 When a creature steps on any square of the platform,
Str 14 (+7) Dex 21 (+10) Wis 14 (+7) the trap is activated. At the beginning of each round
Con 16 (+8) Int 16 (+8) Cha 13 (+6) following the trap’s activation, a candle is lit. When
all five candles are lit, the trap attacks all characters
Foulspawn Seer standing in the affected area. The effect is instantaneous
and the trap activates only once.
Level 11 Artillery (Leader) Attack
Medium aberrant humanoid XP 600 Immediate 12 squares
Initiative +7 Senses Perception +9; Target: all creatures standing on a trapped square.
low-light vision Attack: +9 vs. Will
Foulsight Insight aura 10; allies in the aura that can Hit: The target is deafened and dazed (save ends both).
hear the foulspawn seer gain a +2 power bonus to one Special: When the trap is triggered, it wakes Habnay-
attack roll, skill check, ability check or saving throw on Sham in Area 4–7. Habnay-Sham takes 3 rounds to join
their turn. the fight here after being woken. Habnay-Sham does not
HP 86; Bloodied 43 enter combat here if the trap doesn’t activate.
AC 24; Fortitude 19, Reflex 23, Will 21
Speed 6, teleport 3 Countermeasures
1 Twisted Staff (standard; at-will) w Weapon • A character can snuff out one candle each round
+14 vs. AC; 1d8 + 6 damage, and the target is pushed with a minor action. This doesn’t prevent the candles
1 square. relighting in the following rounds, but does delay the
( Warp Orb (standard; at-will) trap’s attack.
Ranged 10; +16 vs. Reflex; 1d8 + 6 damage, and the • An adjacent character can disable a trigger plate
target is dazed (save ends). with a DC 23 Thievery check.
. Distortion Blast (standard; daily) • A character can cut or break the candles with an attack
Close blast 5; +12 vs. Fortitude; 2d8 + 6 damage, and (AC 12; other defenses 13; hp 8). A destroyed or cut
the target is dazed save ends. Aberrant creatures take candle is considered lit for the purpose of activating
half damage. the trap. Destroying all unlit candles triggers the trap.
A successful DC 25 Arcana or Thievery check helps
a character realize what is happening when a candle
42 is destroyed.
Area 4–5 Painted Boats Area 4–6A Antechamber of the Lamp
These two rooms give the GM a chance to provide the PCs When the PCs enter, read:
with more information about the complex and its history
A massive lamp made from greenish metal hangs from red iron
or to allow PCs a prolonged rest. If confronted with slayer
chains in the middle of this small room. The lamp is lit and
or power gamer players eager to slash their way to the
hangs 2 feet above the floor. Elegant carvings depicting horned
climax, the GM can entirely skip this section.
creatures and robed figures run all along the walls. In every
When the PCs enter this area from the arches in Area 4–4, wall, a 10-foot-high arch opens into another small room.
read:
Features: In addition to the features described under The
The archway opens into a twenty-foot wide room. At its Tiefling Crypts – Level 4, the GM should be aware of the
center, a long black-painted wooden boat stands beneath a following features:
hanging oil lamp. A couple of shadowy stone chests line the
Large oil lamp: The lamp weighs 125 lb. It is cast from
side wall, and an ivory pole leans against the boat as if it were
a kind of greenish brass, and can be removed from the
ready to be launched in a nearby river. Another archway in
chains. If sold to an antiquary, it is worth about 250 gp. As
the opposite wall, leads west.
with the other lamps in the crypts, it burns continuously
The two side rooms are identical. They contain ritual items without fuel as long as it remains in the complex, but must
connected to the soul’s passage through the afterlife (DC be refilled once taken outside in order to function.
19 Religion check to identify). The room to the west is
dedicated to the items required for the late high sorcerer’s
afterlife, while the eastern room contains a similar set Area 4–6B Altar Rooms

caves of the crawling lord


of items designed for the use of his former mummified When the PCs enter, read:
champion, so that the champion could escort him through
the wastes of the tieflings’ otherworld. The items include This small room is bare except for a bulky altar facing you. The
a long, painted, wooden boat and two chests of materials. altar stands on four flint slabs, its surface black with dried blood,
its surface gouged by dagger, claw or nail scratches. It’s possible
Features: In addition to the features described under The some foul sacrifice happened here long ago, but no corpse or ritual
Tiefling Crypts – Level 4, the GM should be aware of the item remains to show what it might have been.
following features:
Features: In addition to the features described under The
Painted boat: These long boats of wood have been painted Tiefling Crypts – Level 4, the GM should be aware of the
in black, a long spiraling pole of ivory slid into holes dug on following features:
the side of the hull. The 5-foot-long poles are worth 125 gp
each. A successful DC 20 or better Religion check reveals Altars: The altar is made of large stone slabs set upon dark
that the boats were used in ancient funeral rites, the boat flint bases. The slabs bear signs of an ancient sacrifice: dried
becoming a vessel for the wandering soul in the afterlife. blood and dagger scratches, though no skeleton lies nearby.

Chests: Made of bare clay stone, the chests lids aren’t


locked. The left chest in each room contains a silver-lined Area 4–6C The Sarcophagus
white robe worth 2 gp, two ancient electrum pieces, now At the opposite end of this small vaulted room, lies a broken
worthless except for an antiquary who will buy them 15 ebony sarcophagus. Its lid is cast aside and its intricately carved
gp each and an empty jug. The right chest in each room surface is defaced and torn. Splinters of wood are scattered
contains miniature ebony figurines featuring two horses, around as if a sudden blast had ripped the sarcophagus apart
an elephant and a cart, each worth 25 gp. from the inside. A couple of slender stone pillars stand near
the entrance, reinforcing the cramped feeling of this place.
Features: In addition to the features described under The
Areas 4–6A-C The High Sorcerer’s Tiefling Crypts – Level 4, the GM should be aware of the
Last Abode following features:
The three rooms of this area hold the various ritual focuses
Sarcophagus: The sarcophagus has broken open. The
needed for the high sorcerer’s last journey.
carvings once written on its surface can be read if all the
Development: A DC 21 or better Arcana check after pieces are collected. They are in a forgotten version of
observing the placement of the lamp in Area 4-6A, the Infernal. A successful DC 17 History or Religion check
altars in Area 4-6B and of the sarcophagus in Area 4-6C allows an Infernal-speaking character to understand them,
reveals that the altars were used to channel arcane energy revealing that it is a ceremonial script used for rituals and
into the sarcophagus. exceptionally important matters back in the days of the city
of Dhaz, and that this sarcophagus was the tomb of the high
sorcerer Zemunth, last wielder of the Orb of Madness and
former leader of the Order of the Ebony Sybil. A character
stating that he tries to recall pieces of knowledge about
Zemunth, or the Order of the Ebony Sybil is allowed a DC 21
History or Religion check to learn that these names refer to 43
the last high sorcerer of the main religious order of a bygone Habnay-Sham,
tiefling empire. Inside the sarcophagus, tattered remains of
cloth and dust lie heaped around an ebony sphere or orb, but Foulspawn Hulk Mummy
no trace of Zemunth or of the Orb of Madness is to be found. Champion
The dark imprint of a shadowy blast can be seen inside the
Level 12 Elite Brute (Leader)
sarcophagus’s charred interior as if the mummy was burnt
Large aberrant humanoid XP 1,400
or disappeared into the shadows, leaving a black carving in
its stead. A successful DC 21 or better Arcana check allows Initiative +8 Senses Perception +9; darkvision;
a character to learn that these traces are peculiar to very low-light vision
powerful teleportation rituals, or to rituals involving travel Despair (Fear) aura 5; enemies within the aura receive
to distant planes. Either way, Zemunth’s remains are gone, a -2 penalty to attack rolls against a mummy champion.
and so is the Orb. The GM might opt to give the PCs extra HP 290; Bloodied 145
information indicating the late high sorcerer’s whereabouts Regeneration 10. If the mummy champion takes fire
in case he wishes to run a sequel to this adventure. See the damage, its regeneration doesn’t function on its next turn.
‘And Now?’ section at the end of the adventure. AC 26; Fortitude 29 (31 while bloodied), Reflex 22,
Will 26
Immune fear; Resist 10 necrotic
Saving Throws +2
Area 4–7 Hall of the Champion
Speed 8
(EL 7 XP 1,400) Action Points 1
A flight of black marble stairs faces the entrance arch of this 1 Rotting Slam (standard; at-will) w Necrotic
dungeon crawl classics 65

rectangular hall, leading to a raised platform 20 feet above Reach 2; +17 vs. AC (+19 while bloodied); 2d8 + 7
the floor. Standing on a circular dais on the platform, are necrotic damage, or 3d8 + 9 necrotic damage while
the mummified remains of a large, warped creature, its bloodied, and the target contracts mummy rot 12.
arms folded across its chest. The creature’s skin is a reddened Alignment Evil Languages Deep Speech;
and convulsing muscular mass, as if the creature had been telepathy 10
skinned. The mummy doesn’t move or seem to notice you. In Str 24 (+13) Dex 14 (+8) Wis 7 (+4)
the hall’s southern wall is a crudely dug opening. Con 20 (+11) Int 7 (+4) Cha 14 (+8)
Here lies Habnay-Sham, the late high sorcerer’s battle
champion. The mummified champion, transformed into
a foulspawn hulk, was a fierce, gigantic wrestler and the
bodyguard to the high sorcerer’s viziers before his death
The Carrion Caves
and corruption by the Orb of Madness. He is now caught Level 5
in a deep, trance-like stasis and wakes only when the When a roving carrion crawler lost in underground burrows
countdown candles trap in Area 4–4 attacks, or when he is reached Area 5–1, it slithered up to a huge ivory gate and
attacked or touched. used its corrosive abilities to open a gap large enough for
Tactics: Habnay-Sham is rather straightforward, relying it to pass through. Entering the viziers’ Diwan and finding
upon rotting slams and melee attacks. slaves in suspended animation, it felt itself drawn to the
late high sorcerer’s sarcophagus, which it broke open to
Features: In addition to the features described under The seize the Orb of Madness, sending its owner’s mummy into
TieflingCrypts – Level 4, the GM should be aware of the weird, chaotic dimensions. Once the Orb had done its work
following features: and the carrion crawler had become T’zgyzh’pha the Great,
Ceiling: Unlike most of the other crypt halls, the ceiling the roving worm settled in the caves lying beyond the
here is 40 ft. high. catacomb’s complex. These caves now pulse with the Orb
of Madness’s unholy rhythm, as T’zgyzh’pha and its closest
The mummy: A successful DC 20 or better Religion warriors lair in their depths.
check notices that the mummy has been corrupted by
chaos, transforming it into a hulk creature. A DC 15 Features: Identical in atmosphere to the Tiefling Crypts –
Dungeoneering check is then allowed to identify it as a Level 2, features common throughout these caves include:
foulspawn hulk. Illumination: The halls and corridors are lit with ever-
Raised platform: Stairs allow characters to climb upon burning oil lamps hanging from the ceiling at the end
the raised platform. Climbing up the side of the platform of 25-foot-long copper chains. The oil lamps will stop
requires at least one successful Athletics check. The working if they are taken out of the tiefling crypts.
platform is 20 feet tall. Ceiling Height: All the crypt halls and corridors are 30 feet
high, except when stated otherwise.

44
Corridors: The crypt’s corridors are 10 feet wide. Dead-end tunnels: These are the tunnels through which
T’zgyzh’pha entered the catacombs. They are now full of
Grasping slime: Grasping slime is difficult terrain.
rubble and come to a dead-end after a short distance. The
Each square of grasping slime requires a successful DC
GM may allow the PCs to clear the rubble if he wishes to
14 Athletics check to enter and cross. On a failed check,
extend the adventure. See the 'And Now?' section at the end
the character enters the slime square, but his move ends
of this adventure.
immediately. Large creatures treat the grasping slime
as difficult terrain but are too large to suffer from its Area 5–2 Shrine of Madness:
immobilization effect. T’zgyzh’pha’s Lair (EL 12, XP 3,600)
In addition, some areas possess unique features, which the When the PCs enter this final area, read:
GM should be familiar with prior to running that encounter. You arrive in another large cave. Stone pillars block your
view but it is soon obvious the cave is inhabited. Two carrion
crawlers stand close to a pitch-black well of carved stone. The
Area 5–1 Shrine of Madness: first one wears a chitinous, dented suit of plate mail made
The Dark Carving from black iron of crude design. The other one, although
As the PCs enter the cave, read: mostly garbed in its own green-skinned nakedness, wears
a black, horned helm of polished metal. These worms have
This huge cave seems more ancient than all the caves you have
arm-like attachments with which they wield long glaives,
explored so far, as if it were the remnant of an older complex
and their lidless gaze conveys cunning and wit as they look
or the entrance to a deeper level in the distant underground.
towards you. Right beyond their defense line stands another
A slow regular pulse, almost like a heartbeat, resounds inside.

caves of the crawling lord


large aberration; its gross worm body disappears into the
Babbles, muttered screams and scratching sounds echo
well’s shadows. The creature wears a bone crown topped by
everywhere, coming from no obvious direction. You can see
an oval hyacinth and holds a pulsating amber sphere in its
a twenty-foot-deep depression along the eastern wall, a small
human-like ‘hands.’ The sphere hums and whispers inaudible
irregular tunnel opening in the southwestern corner and a
sentences, casting a foul greenish light on the three crawlers,
ten-foot-wide dark exit in the southern wall. A dim green light
bathing them in its aura. The whole scene evokes chaos at a
issues from the exit.
physical level, utter primeval chaos. The very air blurs and
Features: In addition to the features described under The dazzles with strange reflections as gibbering sounds, fits of
Carrion Caves – Level 5, the GM should be aware of the laughter and sorrowful wordless speeches echo all around. It's
following features: almost as though something in it has the power to change you
beyond recognition, perhaps as these carrion crawlers have
Depression: Treat the depression as difficult terrain requiring
been changed. But this is it. This is what the rain foretold
an Acrobatics check to cross. If the Acrobatics check is failed
and you the time has now come to save Basmar, to shine with
by 5 or more, the character slides down 3 squares, and loses
greatness and to become paragons of this age.
the rest of his move action instead of falling. A character inside
a depression square has cover and concealment against all
enemies standing outside the depression.

45
As soon as the PCs enter, T’zgyzh’pha and his minions an effort to keep as few of their foes in the fight at once as
attack, using a carefully thought-out strategy. They all fight possible. To the same end, T’zgyzh’pha will employ the Orb
to death, using their powers to greatest advantage. If the to attack at range with dire radiance, crown of madness, or
PCs are having too hard a time defeating them, the GM mesmeric hold. Then they will focus their more damage-
can have the Orb make one of the PCs an offer. Should dealing attacks against those enemies that remain active.
the offer be accepted, the Orb shakes free of T’zgyzh’pha’s
grasp and appears in its chosen owner’s hand or backpack, Features: In addition to the features described under The
immediately bestowing upon him or her its main powers. Carrion Caves – Level 5, the GM should be aware of the
following features:
Tactics: T’zgyzh’pha is always conscious of staying near
enough to his allies to keep them within his Deathless Huge well: Despite seeming bottomless, the well is just five
Fanaticism aura, especially once they become bloodied. feet deep. It contains no water, only pure, raw shadow. The
Further, T’zgyzh’pha always directs his bodyguards to resulting darkness offers cover and concealment against
move such that he will be able to benefit from his Mob all creatures except those able to detect targets in such
Defense power. Typically he will keep one guard adjacent conditions. Jumping or climbing out of the well requires
while he and that bodyguard utilize reach attacks to harry no skill check.
their foes. He’ll then direct the other guard to move to
flank an enemy. Whenever possible, T’zgyzh’pha will
direct his guards to utilize debilitating attacks such as
tentacles, dance of steel, and dizzying blow against foes in
dungeon crawl classics 65

46
T’zygyzh’pha, the Mût Sthayz, Mhok’s’tha and Zaat,
Demagogue Carrion Crawler Carrion Crawler Fighters (2)
Wizard Level 11 Elite Controller (Leader) Level 11 Elite Soldier
Large magical creature (aberrant) XP 1,200 Large magical creature (aberrant) XP 1,200
Initiative +8 Senses Perception +7; darkvision Initiative +10 Senses Perception +7; darkvision
Deathless Fanaticism aura 5; Lower-level allies HP 224; Bloodied 112; see also boundless endurance
(other than minions) in the aura remain alive when AC 27; Fortitude 25, Reflex 22, Will 21
reduced to 0 hit points. An affected creature dies at the Saving Throws +2
end of its next turn if it is still at 0 hit points or fewer. Speed 6, climb 6 (spider climb)
HP 255; Bloodied 127 Action Points 1
AC 24 (28 vs. charm and fear effects); Fortitude 25 1 Tentacles (standard; at-will) w Poison
(29 vs. charm and fear effects), Reflex 22 (26 vs. charm Reach 2; +16 vs. Fortitude; 1d4 + 7 damage, and the
and fear effects), Will 25 (29 vs. charm and fear effects) target takes ongoing 5 poison and is slowed (save ends
Saving Throws +2 both). First Failed Save: The target is immobilized instead
Speed 6, climb 6 (spider climb) of slowed (save ends). Second Failed Save: The target
Action Point 1 is stunned instead of immobilized (save ends). Saving
1 Tentacles (standard; at-will) w Poison throws made against the carrion crawler’s paralytic
Reach 2; +14 vs. Fortitude; 1d4 + 7 damage, and the tentacles take a -2 penalty.
target takes ongoing 5 poison and is slowed (save ends 1 Bite (standard; at-will)

caves of the crawling lord


both). First Failed Save: The target is immobilized instead +18 vs. AC; 1d10 + 8 damage.
of slowed (save ends). Second Failed Save: The target 1 Reaping Strike (standard; at-will ) w Weapon
is stunned instead of immobilized (save ends). Saving Reach 2; +21 vs. AC; 2d4 + 5 damage.
throws made against the carrion crawler’s paralytic 1 Dance of Steel (standard; encounter) w Martial,
tentacles take a -2 penalty. Weapon
1 Bite (standard; at-will) Reach 2; +21 vs. AC; 4d4 + 5 damage, and target is
+16 vs. AC; 1d10 + 8 damage. slowed until the end of the carrion crawler fighter’s
( Dire Radiance (standard; at-will) w Arcane, next turn.
Fear, Implement, Radiant 1 Dizzying Blow (standard; daily) w Martial,
Ranged 10; +14 vs. Fort; 1d6+12 radiant damage, and if Reliable, Weapon
the target moves nearer to T’zgyzh’pha on its next turn Reach 2; +21 vs. AC; 2d4 + 5 damage, and the target is
it takes an additional 1d6+12 damage. immobilized (save ends).
( Mesmeric Hold (standard; encounter) w Arcane, Boundless Endurance (minor; daily) w Healing,
Charm, Implement, Psychic Martial, Stance
Ranged 10; +10 vs. Will if targeting only one creature, The carrion crawler fighter gains regeneration 6 when
+6 vs. Will if targeting two or three creatures; 2d6+4 bloodied.
psychic damage, and the target is immobilized until the Fighter Traits
end of T’zgyzh’pha’s next turn. Both carrion crawler fighters possess the following
( Crown of Madness (standard; encounter) w fighter class features: Combat Challenge, Combat
Arcane, Charm, Implement, Psychic Superiority and Weapon Talent (see Player’s Handbook),
Ranged 10; +13 vs. Will; Hit: 2d6+11 psychic damage, and the weapon and armor proficiencies assigned under
and T’zgyzh’pha can sustain the effect with a minor the Fighter template in the Dungeon Master's Guide.
action and cause the target to make a melee basic Alignment Evil Languages —
attack against one of its adjacent allies (save ends); Skills Endurance +13, Intimidate +13
Miss: half damage. Str 22 (+10) Dex 18 (+8) Wis 16 (+7)
Mob Defense Con 19 (+8) Int 4 (+1) Cha 18 (+8)
The demagogue carrion crawler gains a +1 bonus to all Equipment fighter ‘arms’, glaive
defenses for each ally adjacent to it.
Clever Escape (move; recharge 5, 6)
The demagogue moves up to twice its speed. It can move
only into squares that take it farther away from its enemies.
Wrapping U p
This movement does not provoke opportunity attacks. Once T’zygyzh’pha is defeated, the PCs are able to leave
Alignment Evil Languages — the chambers, either the same way they came in, or by
Str 22 (+10) Dex 19 (+9) Wis 16 (+7) digging the rubble out of one of the blocked tunnels. On
Con 19 (+9) Int 5 (+1) Cha 18 (+8) their return to Basmar, they are greeted as heroes. Does
Equipment Orb of Madness the gift of the Outer Gods lie in their hands, or behind
Description An overly large carrion crawler wearing a them in the catacombs? Does the Orb of Madness lie at
bone crown containing a huge amethyst worth 2,000 gp. rest, or will it shake abominations free wherever it goes?
Only time will tell.
47
And Now? Appendix 1
Having defeated T’zgyzh’pha, the heroes may have New Artifact:
uncovered one of the artifacts of the Outer Gods. The Orb
in itself offers many possible adventure seeds, as do the the Orb of Madness
tunnels beyond the catacombs. The Orb of Madness is appropriate for characters in the
beginning of the paragon tier and upward.
Possession of the Orb could lead to the following scenarios:
• Its new owner is led to discover ancient sites or Orb of Madness Paragon +
ritual places linked to the realms of chaos, where the Whether the Orb is a remnant of the cyclopean Outer Gods or
Orb hopes it can urge its chosen bearer to master the devious craft of their elder servants, it anchors a portion
the powers it needs to bring chaos to the world. of their chaos realm in the very fabric of reality, twisting and
As the exploration proceeds, the Orb hopes to corrupting those who dare meddle with its powers. Bathed
transform its owner into a chaos creature, granting in an eternal greenish light, the Orb appears as a warm,
them foulspawn traits and powers in the process, pulsating amber sphere.
and then discarding them once it has achieved its aim
The Orb of Madness is an orb of reversed polarities +3 with
or its master is no longer of any use to it.
the following properties and powers.
• The Orb could tap into the consciousness of citizens
close to the PCs’ dwelling place, turning these people Implement (Orb)
into an angry, maddened mob, while corrupting the Enhancement: Attack rolls and damage rolls.
physical environs around them. Waking in a chaos- Critical: +3d6.
dungeon crawl classics 65

ridden place where their neighborhood once stood, Property: The Orb’s main property lies in its
the PCs fight to restore order. corrupting power. It causes places and beings in close
• The Orb attracts powerful aberrant creatures contact with it to be slowly transformed as its entropic
through its mere existence. Aboleths, gibbering aura slowly seeps into them. It takes the Orb one
things and chaos creatures attempt to claim it as hundred years to change a creature into something else
their prize in a surreal contest involving the PCs. and several hundred years to change a location.The
• The PCs may want to destroy the artifact forever, creature possessing the Orb changes even more greatly,
engaging into weird researches and occult inquiries as shown by T’zgyzh’pha. This process takes more time to
until they eventually find a way to do so. This is a manifest itself than any standard adventurer’s life would
tough challenge as destroying the Orb involves a last.
dreadful task such as enshrining it in the heart of a Property: The Orb sheds a dim green light out to 8
genius giant hydra, placing it in the empty eye socket squares, but it can reduce its aura out to 2 squares as
of a dead eidolon golem god or returning it to the a free action.
hierophant of a secret cyclopian temple within the Property: The Orb’s owner trades 1 Wisdom point for 1
chaos realms. Intelligence point every month (no save).When the owner’s
Wisdom reaches 1, this property ceases to function.
Tunnels blocked by rubble might be cleared by PCs Power (At-Will w Arcane, Fear, Implement,
wanting to further explore the ancient tiefling burial Radiant): Standard action.You can use the warlock
site. Their digging eventually leads them through worm power dire radiance as described in the Player’s Handbook.
passages to the ancient tiefling city of Dhaz, whose iron Power (Daily w Arcane, Charm, Implement,
ruins are now buried. Facing underground races and Psychic): Standard action.You can use the warlock
devilish servants, they uncover the lost secrets of ancient power crown of madness as written in the Player’s Handbook.
Dhaz and dispel its lingering menace to the welfare of
those who dwell on the surface.
Goals of the Orb of Madness
The mummy of the late high sorcerer is nowhere to be • Spread chaos and entropy.
found. Has it gone deeper into the catacombs, or into • Unite powerful aberrant creatures under its sway.
another dimension? The PCs may fear the sorcerer’s • Restore the cult of the Outer Gods.
return, try to locate his mummy, and end up fighting this • Open a gate to the realms of chaos.
evil ancient wizard in a realm of illusions and devils.

Roleplaying the Orb of Madness


The Orb of Madness communicates its whims and wills
through pulses, dreams, strange visions and inaudible
whispers. The Orb’s logic is impossible understand for
non-aberrant creatures and almost impossible to bear.
Memories of its horrid and wondrous visions often reduce
the Orb’s wielder to making babbling and gibbering
48 speeches among which only a few sentences emerge clearly.
CONCORDANCE until you are no longer bloodied (save ends).
Starting Score: 2
Owner gains a level +1d10 Angered (0 or lower)
Owner is an aberrant creature +2 “The Orb hurts me, controls me; it will destroy us all.”
Owner has at least one power
The Orb has decided to find another owner. It works to
with the psychic keyword: +1
drive the current one mad before leaving them.
Owner kills an aberrant creature:
(maximum 1/encounter) -2 Property: You gain vulnerabile 20 psychic.
Owner spends 8 hours in the presence Special: The Orb takes control of your actions when
of a higher-level aberrant creature -2 you are in dire straits. Whenever you are bloodied,
Owner is sentient humanoid creature +4 you are dominated by the Orb until you are no longer
Owner can use an orb as an implement: +2 bloodied (save ends).
Owner is of Chaotic Evil alignment +2
Owner or ally kills a lawful creature +2 Moving On
Owner is a warlock +1 “Rejoin the chaos forever!”
Owner is of Lawful alignment -2
The Orb of Madness disappears, leaving its owner utterly insane
Owner or ally kills a chaotic creature
and corrupted. The owner instantly becomes a gibbering
(maximum 1/encounter) -2
mouther (no save) or a gibbering abomination if the owner
already had the aberrant keyword (no save). If the owner is
Pleased (16-20)
killed and raised from the dead, he comes back to its former
“The Orb will shine like a beacon in the night for our lords.”

caves of the crawling lord


condition but gains the aberrant keyword and permanently
The Orb joyfully drives its wielder to the completion of loses 4 Charisma points (minimum 1). An aberrant owner
its goals. The wielder feels the Orb’s power surging in its having undergone the final transformation to the gibbering
mind, bringing bizarre ideas and absurd reasoning. abomination stage cannot be raised if it is killed.
Property: If you are attacked by a charm effect, you A resourceful GM might use it to provide new adventure
and your attacker take 20 psychic damage. hooks and twists, though, as shown in the 'And Now?' section.
Power (Daily w Arcane, Cold, Implement,
Zone): Standard action.You can use the warlock
power tendrils of Thuban as per the Player’s Handbook.
Appendix 2
Satisfied (12-15)
“The Orb is the key to the changes to come.” New Magic Items
The Orb pushes its host but, while it feels that its wielder
can momentarily help it achieve its goals, it looks for a Chime of Deafness
more suitable owner. It sends visions and dreams to push Level 10
him towards the Outer Gods and realms of chaos. A carefully crafted chime of black metal.
Property: You gain resist 10 psychic. Wondrous Item 1,800 gp
Power (Encounter w Arcane, Charm, Power (Daily): Minor action. Close burst 4. A loud
Implement, Psychic): Standard action.You can use the gong rings out and all targets are deafened (save ends).
wizard power mesmeric hold as per the Player’s Handbook.

Normal (5-11)
Cobra Apparatus
“The Orb hasn’t revealed its secrets yet.” Level 6
This glimmering snake-like apparatus features smoking
At first contact, the Orb sends waves of dreams, sentences
beakers and eerie lights. It emits a continuous droning sound
and daydreams to convey its urges to its new owner.
as it shivers and shakes with power.
Wondrous Item 13,000 gp
Unsatisfied (1-4) (650 gp if not attuned or no longer functional).
“Visions linger in my mind. Painful ones.” Property: The cobra apparatus must be attuned to
the area it is to protect, using the Cobra Attunement
The Orb feels that its owner is unable to understand its
ritual. Once attuned the apparatus guards an 8-square
insane logic. It seeks to lead him to aberrant creatures
radius so that, when a creature not specified in the
whenever possible in the hope of finding a new owner and
Cobra Attunement ritual enters or begins its turn in
sends him awful visions and hallucinations.
one of the guarded squares, the apparatus conjures
Property: You gain vulnerable 10 psychic. an iron cobra homunculus in a square adjacent to
Special: The dreams are becoming nightmares, haunting the creature. The homunculus attacks the triggering
you in your waking life, especially when you are under creature on its next turn; see cobra apparatus trap
intense stress. Whenever you are bloodied, you are dazed description above. 49
Appendix 3 Carrion Crawler H atchling

New Monsters Carrion Crawler Hatchling


Level 3 Minion
Carrion Crawler F ighter Tiny aberrant beast XP 38
Initiative +2 Senses Perception +2; darkvision
Mhok’s’tha and Zaat, HP 1; a missed attack never damages a carrion crawler
hatchling
Carrion Crawler Fighter AC 16; Fortitude 15, Reflex 14, Will 13
Level 11 Elite Soldier Speed 6, climb 6 (spider climb)
Large magical creature (aberrant) XP 1,200  Bite (standard; at-will)
Initiative +10 Senses Perception +7; darkvision +7 vs. AC; 6 damage
HP 224; Bloodied 112; see also boundless endurance Alignment Unaligned Languages —
AC 27; Fortitude 25, Reflex 22, Will 21 Str 12 (+2) Dex 14 (+4) Wis 10 (+1)
Saving Throws +2 Con 12 (+2) Int 2 (-3) Cha 10 (+1)
Speed 6, climb 6 (spider climb)
Action Points 1
1 Tentacles (standard; at-will) w Poison
Reach 2; +16 vs. Fortitude; 1d4 + 7 damage, and the Carrion Crawler Rogue
target takes ongoing 5 poison and is slowed (save ends
dungeon crawl classics 65

both). First Failed Save: The target is immobilized instead B’huhotah,


of slowed (save ends). Second Failed Save: The target
is stunned instead of immobilized (save ends). Saving
Carrion Crawler Rogue
throws made against the carrion crawler’s paralytic Level 7 Elite Skirmisher
tentacles take a -2 penalty. Large aberrant beast XP 600
1 Bite (standard; at-will) Initiative +6 Senses Perception +5; darkvision
+18 vs. AC; 1d10 + 8 damage. HP 196; Bloodied 98
1 Reaping Strike (standard; at-will ) w Weapon AC 31; Fortitude 27, Reflex 29, Will 21
Reach 2; +21 vs. AC; 2d4 + 5 damage. Saving Throws +2
1 Dance of Steel (standard; encounter) w Martial, Speed 6, climb 6 (spider climb)
Weapon Action Points 1
Reach 2; +21 vs. AC; 4d4 + 5 damage, and target is 1 Tentacles (standard; at-will) w Poison
slowed until the end of the carrion crawler fighter’s Reach 2; +13 vs. Fortitude; 1d8 + 5 damage, and the target
next turn. takes ongoing 5 poison and is slowed (save ends both).
1 Dizzying Blow (standard; daily) w Martial, First Failed Save: The target is immobilized instead of slowed
Reliable, Weapon
(save ends). Second Failed Save: The target is stunned instead
Reach 2; +21 vs. AC; 2d4 + 5 damage, and the target is
of immobilized (save ends). Saving throws made against the
immobilized (save ends).
carrion crawler’s paralytic tentacles take a -2 penalty.
Boundless Endurance (minor; daily) w Healing,
1 Bite (standard; at will)
Martial, Stance
+19 vs. AC; 2d6 + 5 damage
The carrion crawler fighter gains regeneration 6 when
1 Sly Flourish (standard; at will) w Weapon
bloodied.
+16 vs. AC; 1d6 + 8 damage.
Fighter Traits
Both carrion crawler fighters possess the following 1 Trickster’s Blade (standard; encounter) w Weapon
fighter class features: Combat Challenge, Combat +13 vs. AC; 2d6 + 5 and the carrion crawler rogue gains
Superiority and Weapon Talent (see Player’s Handbook), +3 AC until the start of its next turn.
and the weapon and armor proficiencies assigned under 1 Deep Cut (standard; daily) w Weapon
the Fighter template in the Dungeon Master’s Guide. +13 vs. AC; 2d6 + 5 and ongoing 8 damage (save ends).
Alignment Evil Languages — Miss: Half damage and no ongoing damage.
Skills Endurance +13, Intimidate +13 When a carrion crawler rogue loses cover or concealment
Str 22 (+10) Dex 18 (+8) Wis 16 (+7) against an attacker, it makes a Stealth check opposed by
Con 19 (+8) Int 4 (+1) Cha 18 (+8) its opponent’s Perception check. If it succeeds, it remains
Equipment fighter ‘arms’, glaive hidden until the end of its next turn. If it has no cover or
concealment from its attacker, it is noticed automatically.
First Strike
At the start of an encounter, a carrion crawler rogue
has combat advantage against any creature that has not
acted in that encounter.
50
Sneak Attack, Triggered Effect (when the First Strike
carrion crawler rogue has combat advantage against the At the start of an encounter, a carrion crawler rogue
target when hitting with an attack using a light blade, has combat advantage against any creature that has not
crossbow or sling weapon) acted in that encounter.
2d6 + 3 extra damage may be applied after the initial Sneak Attack, Triggered Effect (when the
damage roll has been made. carrion crawler rogue has combat advantage against the
Alignment Unaligned Languages Deep Speech target when hitting with an attack using a light blade,
Skills Stealth +16 (Trained + half level + 8), Thievery crossbow or sling weapon)
+16 (trained + half level + 8) 2d6 + 3 extra damage may be applied after the initial
Str 16 (+6) Dex 20 (+8) Wis 14 (+5) damage roll has been made.
Con 17 (+6) Int 12 (+4) Cha 16 (+6) Alignment Unaligned Languages Deep Speech
Equipment Both carrion crawler rogues wear a gold Skills Stealth +16 (Trained + half level + 8), Thievery
mask with ivory ornaments worth 1,000 gp. B’huhotah +16 (trained + half level + 8)
fights with a normal short sword and M’zahp’n’t with a Str 16 (+6) Dex 20 (+8) Wis 14 (+5)
+2 lifedrinker longsword. Being used by large creatures, Con 17 (+6) Int 12 (+4) Cha 16 (+6)
both weapons are respectively considered as a dagger Equipment Both carrion crawler rogues wear a gold
and a short sword for their wielders. mask with ivory ornaments worth 1,000 gp. B’huhotah
Description B’huhotah and M’zahp’n’t resemble ordinary fights with a normal short sword and M’zahp’n’t with
carrion crawlers with tiny arms and hands. Mutated beyond a +2 lifedrinker longsword. Being used by large creatures,
recognition by the Orb’s magic, they are intelligent creatures. both weapons are respectively considered as a dagger
and a short sword for their wielders.

caves of the crawling lord


Description B’huhotah and M’zahp’n’t resemble ordinary
M’zahp’n’t, carrion crawlers with tiny arms and hands. Mutated beyond
Carrion Crawler Rogue recognition by the Orb’s magic, they are intelligent creatures.
Level 7 Elite Skirmisher
Large aberrant beast XP 600
Initiative +6 Senses Perception +5; darkvision Copper Mummy Guardian
HP 196; Bloodied 98
AC 31; Fortitude 27, Reflex 29, Will 21
Saving Throws +2 Copper Mummy Guardian
Speed 6, climb 6 (spider climb) Level 8 Brute
Action Points 1 Medium natural humanoid (undead) XP 350
1 Tentacles (standard; at-will) w Poison Initiative +6 Senses Perception +10; darkvision
Reach 2; +13 vs. Fortitude; 1d8 + 5 damage, and the target Despair (Fear) aura 5; enemies within the aura take a -2
takes ongoing 5 poison and is slowed (save ends both). penalty to attack rolls against the copper mummy guardian.
First Failed Save: The target is immobilized instead of slowed HP 108; Bloodied 54
(save ends). Second Failed Save: The target is stunned instead Regeneration 5 (if the copper mummy guardian takes
of immobilized (save ends). Saving throws made against the radiant damage, regeneration doesn’t function on its
carrion crawler’s paralytic tentacles take a -2 penalty. next turn)
1 Bite (standard; at will) AC 20; Fortitude 18, Reflex 16, Will 17; see also
+19 vs. AC; 2d6 + 5 damage despair above
1 Sly Flourish (standard; at will) w Weapons Immune disease, poison; Resist 5 necrotic, 5 fire
+17 vs. AC; 1d8 + 3 damage, and grants 5 temporary Speed 5
hit points to its wielder if the target is reduced to 0 hit 1 Rotting Slam (standard; at-will) w Disease, Necrotic
points or less. Critical: +2d6 necrotic damage. +11 vs. AC; 2d8 + 3 necrotic damage, and the target
1 Trickster’s Blade (standard; encounter) w Weapon contracts level 8 mummy rot (see Monster Manual).
+13 vs. AC; 2d8 + 6 and the carrion crawler rogue gains Cloak of Lurking (move, recharge 6) w Teleportation
+3 AC until the start of its next turn. The copper mummy guardian teleports 5 and becomes
1 Deep Cut (standard; daily) w Weapon invisible until the end of its next turn.
+13 vs. AC; 2d8 + 6 and ongoing 8 damage (save ends). Infernal Wrath (minor; encounter)
Miss: Half damage and no ongoing damage. The copper mummy guardian gains a +1 bonus to its next
Chameleon (Immediate interrupt; at-will) attack roll against an enemy that hit it since its last turn.
When a carrion crawler rogue loses cover or concealment If the copper mummy guardian’s attack hits, the copper
against an attacker, it makes a Stealth check opposed by mummy guardian deals an extra 5 damage to its target.
its opponent’s Perception check. If it succeeds, it remains Alignment Unaligned Languages Common
hidden until the end of its next turn. If it has no cover or Str 16 (+7) Dex 14 (+6) Wis 12 (+5)
concealment from its attacker, it is noticed automatically. Con 18 (+8) Int 6 (+2) Cha 16 (+7)

51
Demagogue Carrion Crawler Clever Escape (move; recharge 5, 6)
Wizard The demagogue moves up to twice its speed. It can
move only into squares that take it farther away
from its enemies. This movement does not provoke
T’zygyzh’pha, the Mût Sthayz, opportunity attacks.
Demagogue Carrion Crawler Alignment Evil Languages —
Str 22 (+10) Dex 19 (+9) Wis 16 (+7)
Wizard Level 11 Elite Controller (Leader)
Con 19 (+9) Int 5 (+1) Cha 18 (+8)
Large magical creature (aberrant) XP 1,200
Equipment Orb of Madness
Initiative +8 Senses Perception +7; darkvision Description An overly large carrion crawler wearing a
Deathless Fanaticism aura 5; Lower-level allies bone crown containing a huge amethyst worth 2,000 gp.
(other than minions) in the aura remain alive when
reduced to 0 hit points. An affected creature dies at the
end of its next turn if it is still at 0 hit points or fewer.
HP 255; Bloodied 127 F oulspawn H ulk Mummy
AC 24 (28 vs. charm and fear effects); Fortitude 25 Champion
(29 vs. charm and fear effects), Reflex 22 (26 vs. charm
and fear effects), Will 25 (29 vs. charm and fear effects)
Saving Throws +2
Habnay-Sham, Foulspawn Hulk
Speed 6, climb 6 (spider climb) Mummy Champion
Action Point 1 Level 12 Elite Brute (Leader)
dungeon crawl classics 65

1 Tentacles (standard; at-will) w Poison Large aberrant humanoid XP 1,400


Reach 2; +14 vs. Fortitude; 1d4 + 7 damage, and the Initiative +8 Senses Perception +9; darkvision;
target takes ongoing 5 poison and is slowed (save ends low-light vision
both). First Failed Save: The target is immobilized instead Despair (Fear) aura 5; enemies within the aura receive
of slowed (save ends). Second Failed Save: The target a -2 penalty to attack rolls against a mummy champion.
is stunned instead of immobilized (save ends). Saving HP 290; Bloodied 145
throws made against the carrion crawler’s paralytic Regeneration 10. If the mummy champion takes fire
tentacles take a -2 penalty. damage, its regeneration doesn’t function on its next turn.
1 Bite (standard; at-will) AC 26; Fortitude 29 (31 while bloodied), Reflex 22,
+16 vs. AC; 1d10 + 8 damage. Will 26
( Dire Radiance (standard; at-will) w Arcane, Immune fear; Resist 10 necrotic
Fear, Implement, Radiant Saving Throws +2
Ranged 10; +14 vs. Fort; 1d6+12 radiant damage, and if Speed 8
the target moves nearer to T’zgyzh’pha on its next turn Action Points 1
it takes an additional 1d6+12 damage. 1 Rotting Slam (standard; at-will) w Necrotic
( Mesmeric Hold (standard; encounter) w Arcane, Reach 2; +17 vs. AC (+19 while bloodied); 2d8 + 7
Charm, Implement, Psychic necrotic damage, or 3d8 + 9 necrotic damage while
Ranged 10; +10 vs. Will if targeting only one creature, bloodied, and the target contracts mummy rot 12.
+6 vs. Will if targeting two or three creatures; 2d6+4 Alignment Evil Languages Deep Speech;
psychic damage, and the target is immobilized until the telepathy 10
end of T’zgyzh’pha’s next turn. Str 24 (+13) Dex 14 (+8) Wis 7 (+4)
( Crown of Madness (standard; encounter) w Con 20 (+11) Int 7 (+4) Cha 14 (+8)
Arcane, Charm, Implement, Psychic
Ranged 10; +13 vs. Will; Hit: 2d6+11 psychic damage,
and T’zgyzh’pha can sustain the effect with a minor
action and cause the target to make a melee basic Gargoyle Swordbearer
attack against one of its adjacent allies (save ends);
Miss: half damage.
Mob Defense
Gargoyle Swordbearers
The demagogue carrion crawler gains a +1 bonus to all Level 10 Lurkers
defenses for each ally adjacent to it. Medium elemental humanoid (earth) XP 500
Initiative +11 Senses Perception +13; darkvision
HP 83; Bloodied 41
AC 26; Fortitude 22, Reflex 20, Will 19
Immune petrification
Speed 6, fly 8; see also flyby attack.
1 Claw (standard; at-will)
+14 vs. AC; 2d6 + 5 damage
52
1 Flyby Attack (standard; recharges after using Alignment Evil Languages Deep Speech
stone form) Skills Stealth +17
The gargoyle swordbearer flies up to 8 squares and Str 13 (+5) Dex 20 (+8) Wis 13 (+5)
makes a melee basic attack at any point during the Con 15 (+6) Int 11 (+4) Cha 10 (+3)
move without provoking an opportunity attack from
the target. If the attack hits, the target is knocked prone.
( Force Sword (standard; daily) w Arcane,
Conjuration, Force, Implement Slithering Mummy Guardian
Ranged 10; +11 vs. Reflex; 1d10 + 1 force damage.
The gargoyle swordbearer conjures a sword of golden Slithering Mummy Guardians
force in an unoccupied square within range, and it attacks.
As a move action, it can move the sword to a new target Level 8 Brutes
within range.The sword lasts until the end of the gargoyle Medium natural humanoid (undead) XP 350
swordbearer’s next turn. Sustain Minor: When the gargoyle Initiative +6 Senses Perception +10; darkvision
swordbearer sustains the sword, it attacks again. Despair (Fear) aura 5; enemies within the aura
Stone Form (standard, at-will) take a -2 penalty to attack rolls against the slithering
The gargoyle swordbearer becomes a statue and gains mummy guardian.
resist 25 to all damage, regeneration 3 and tremorsense HP 108; Bloodied 54
10. It loses all other senses and can take no actions in Regeneration 10 (if the mummy guardian takes
stone form other than to revert to its normal form radiant damage, regeneration doesn’t function on its
(as a minor action). next turn)

caves of the crawling lord


Alignment Evil Languages Primordial AC 20; Fortitude 18, Reflex 16, Will 17
Skills Stealth +13 Immune disease, poison; Resist 5 necrotic;
Str 21 (+10) Dex 17 (+8) Wis 17 (+8) Vulnerable 5 fire
Con 17 (+8) Int 12 (+6) Cha 17 (+8) Speed 5
1 Rotting Slam (standard; at-will) w Disease,
Necrotic
+11 vs. AC; 2d8 + 3 damage, and the target contracts
Grell Specter level 8 mummy rot (see Monster Manual).
( Serpent Curse (standard; encounter) w Illusion,
Psychic
Grell Specter Range 10; illusionary snakes appear and attack the
Level 10 Elite Lurker XP 600 target; +9 vs. Will (+10 against a bloodied target);
Medium aberrant magical beast 1d6 + 5 psychic damage, and ongoing 5 psychic damage
(blind, undead) (save ends).
Initiative +9 Senses Perception +11; blindsight 12 Infernal Wrath (minor; encounter)
Spectral Chill (Cold) aura 1; enemies in the aura take a The slithering mummy guardian gains a +1 power bonus
-2 penalty to all defenses. to its next attack roll against an enemy that hit it during
HP 184; Bloodied 92 its previous turn. If the attack hits and deals damage, the
AC 24 (26 while the grell has an enemy grabbed); slithering guardian mummy deals +3 damage to the target.
Fortitude 22, Reflex 25, Will 19 Alignment Unaligned Languages Common
Immune disease, gaze, poison; Resist 10 necrotic, Str 16 (+7) Dex 14 (+6) Wis 12 (+5)
insubstantial; Vulnerable 5 radiant Con 18 (+8) Int 6 (+2) Cha 16 (+7)
Saving Throws +2 Equipment Each slithering mummy guardian wears a
Speed 1 (clumsy), fly 6 (hover), phasing tiara adorned by a tiny silver snake. The tiara is worth
Action Points 1 100 gp.
1 Dark Tentacle Rake (standard; at-will) w Description The upper body of this creature is
Necrotic covered with large, decaying, green, cloth bands painted
Reach 2; +15 vs. AC; 3d8 + 5 necrotic damage, and the with glyphs and scriptures. Their lank, white hair flows
target is slowed and takes a -2 penalty to attack rolls down to their waists. Instead of legs, they have a long,
(save ends both). snake-like tail on which they move.
1 Dark Tentacle Grab (standard; at-will) w
Necrotic
Reach 2; +16 vs. Fortitude; 2d8 + 6 necrotic damage,
and the target is grabbed. The grell specter can grab
only one creature at a time.
1 Shadow Bite (minor 1/round; at-will) w Necrotic
Grabbed target only; +12 vs. AC; 1d8 + 4 necrotic
damage, and the target is stunned (save ends).
53
Wormspawn
Countermeasures
• An adjacent character can disable a trapped tile
Wormspawn with a DC 31 Thievery check.
Level 4 Controllers
Medium aberrant beast XP 175 Countdown Candles
Initiative +6 Senses Perception +5; darkvision
Level 5 Warder
HP 57; Bloodied 28
Trap XP 200
AC 17; Fortitude 16, Reflex 15, Will 14
Speed 6, climb 6 (spider climb) Candles atop this eerie altar suddenly spring to life.The light and
1 Tentacles (standard; at-will) w Poison smoke they spew forth send your head into a dizzying haze.
+7 vs. Fortitude; 1d4 + 4 damage, and the target takes Trap/Hazard: The 2-by-6 square area comprising
ongoing 4 poison and is slowed (save ends both). First the top of the altar and the approach to it are trapped.
Failed Save: The target is immobilized instead of slowed When a creature enters a trapped square, candles light,
(save ends). Second Failed Save: the target is stunned one by one, until a zone of disorienting chaos is created.
instead of immobilized (save ends). Those in the zone suffer a debilitating effect.
1 Bite (standard; at will) Perception
+9 vs. AC; 1d10 + 4 damage DC 20 to perceive the candles hanging 10 feet above
Alignment Unaligned Languages — the platform.
Str 16 (+5) Dex 16 (+5) Wis 12 (+3) DC 23 to perceive the candles lighting, one per round,
Con 15 (+4) Int 2 (-2) Cha 14 (+4) as they step on the platform.
dungeon crawl classics 65

Trigger
When a creature steps on any square of the platform,
the trap is activated. At the beginning of each round
Appendix 4 following the trap’s activation, a candle is lit. When
all five candles are lit, the trap attacks all characters
New Traps
standing in the affected area. The effect is instantaneous
and the trap activates only once.
Attack
 Bewitching Whispers Trap Immediate 12 squares
Level 13 Warder Target: all creatures standing on a trapped square.
Trap XP 800 Attack: +9 vs. Will
Whispers emanate from the shadows, their maddening Hit: The target is deafened and dazed (save ends both).
suggestions ring in your ears until they are a diabolic cacophony. Special: When the trap is triggered, it wakes Habnay-
Trap/Hazard: A series of trapped squares, usually Sham in Area 4–7. Habnay-Sham takes 3 rounds to join
incongruent, are sprinkled throughout the warded area. the fight here after being woken. Habnay-Sham does not
As a creature bumbles through the warded area, it may enter combat here if the trap doesn’t activate.
stumble over several trapped squares and be subjected
to the trap’s maddening whispers multiple times. Countermeasures
Perception • A character can snuff out one candle each round
DC 28: The character notices the trap and can tell with a minor action. This doesn’t prevent the
which squares are trapped. candles relighting in the following rounds, but does
Additional Skill: Arcana delay the trap’s attack.
DC 26: The character recognizes the carvings which • An adjacent character can disable a trigger plate
serve as the trap’s focus and knows which squares are with a DC 23 Thievery check.
trapped. The character’s knowledge provides a +2 bonus • A character can cut or break the candles with an
to Thievery checks to disable the trap. attack (AC 12; other defenses 13; hp 8). A destroyed
Trigger or cut candle is considered lit for the purpose of
When a creature or begins its turn in a trapped square, activating the trap. Destroying all unlit candles
the trap attacks that creature. A creature can be subject triggers the trap. A successful DC 25 Arcana or
to the trap’s attack multiple times in the same round. Thievery check helps a character realize what is
Attack happening when a candle is destroyed.
Opportunity Action Melee 1
Target: Creature in trapped square.
Attack: +16 vs. Will Misdirecting Stairs
Hit: The target treats all creatures as enemies for Level 7 Obstruction
the purpose of attacks of opportunity and must make Trap XP 300
attacks of opportunity whenever a target presents Looking upon this staircase, your head dizzies as you realize
itself. The target gains a +4 power bonus to each of
54 these attacks.
it seems to writhe and move like a slithering serpent under
your feet!
Trap: As soon as a character moves onto a trapped of narrow, winding tunnels as shown on the area map
step, he is flung at the ceiling with the force of falling. (save ends). In order to proceed, the character has
However, a strong dweomer plays with the victim’s mind to squeeze through the tunnels, regardless of his size,
so that he is completely unaware of his predicament. and suffers the penalties for doing so. The character’s
Perception enemies are invisible to him unless they are standing in
DC 22 The character notices that the stairs are an illusionary tunnel. Targets attacked by creatures in
winding unnaturally and that they can’t guess the stair’s the walls of the tunnels are granted an immediate saving
direction despite its apparent obviousness. throw to recognize the illusion.
Skill: Arcana (trained only) Miss: The character sees the room for what it is: an open
DC 24: The character realizes that the stairs are space with four raised daises and attacking creatures.
distorted by magic, identifying the power source as: Arcane,
and the keywords connected to its effect as: Illusion, Zone. Countermeasures
Trigger • When a character who has discovered the illusion
When a creature moves past the first 2 squares of stairs, spends an entire turn showing an affected character
they enter the area affected by reversed gravity and the illusory nature, he grants the second character
become a target of the powerful illusion that masks it. an immediate saving throw at the end of his turn to
Attack end the illusion.
Immediate Reaction Melee
Target: Any creature entering the affected squares.
Attack: +10 vs. Will
Hit: The target is unaware of the fact they have
Appendix 5

caves of the crawling lord


entered an area of reversed gravity and still believe they New Ritual
are moving down the stairs as intended.
Miss: The target becomes aware of the reversed
gravity and must think of a way to overcome it. Cobra Attunement
You hiss the ancient tiefling prayers, calling forth snake
Countermeasures guardians to ward a place of your choice.
• A character can decide to enter directly the stairs in Level: 10 Component Cost: 400 gp
the ceiling, thus avoiding the trap on the lower stairs. Category: Creation Market
• A character can walk backward up to the stair’s start Price: 1,000 gp
and continue, trying to walk into space. This will lead Time: 8 hours Key Skill: Arcana
him to the stairs going down Duration: 24 hours or permanent
You must choose one square as the ritual’s focus. A
successful DC22 or better Arcana DC 22 check, means
Squeezing Illusion the ritual creates a zone affecting a 5-square radius
Level 7 Obstruction centered on the chosen focus. When a living creature
Elite Trap XP 600 other than those specified by the caster enters or
These tunnels are a maze that threatens to consume you in begins its turn in the zone, an iron cobra homunculus
their interminable twists and turns. is conjured in any square adjacent to a square occupied
Trap/Hazard: These illusory tunnels confuse by the triggering creature. The iron cobra attacks in
creatures who fail to perceive their true nature as the next round. Unlike most conjurations, the conjured
soonas they enter any space occupied by the trap. iron cobras have standard hit points, can attack and
Perception be attacked and affected physically. They are otherwise
DC 23: Allows the character to notice telltale signs of normally affected by powers affecting conjurations such
illusion, but gives no clue as to what the effect is, or its extent. as Dispel Magic.
A successful check grants a +2 bonus to Arcana checks. If the ritual is used upon a square in which a cobra
Additional Skill: Arcana (trained only) apparatus is set, it attunes the apparatus to the square
DC 23: Allows the character to realize that the tunnels and its duration becomes permanent. The apparatus’
aren’t quite right, while identifying the power source refreshing power supersedes the ritual’s limitations.
as Arcane and the keywords: Illusion, Psychic, Zone. The guarded zone and the iron cobra’s guarded area
A successful check grants a +2 bonus to another character are expanded to a radius of 8 squares. If the apparatus
making a saving throw, once that character has had the is destroyed, the ritual ends and all the conjured iron
illusion explained—see Countermeasures below. snakes instantly vanish.
Trigger
Creatures observing the room for the first time.
Immediate Reaction
Target: Creatures observing the room for the first time.
Attack: +10 vs. Will
Hit: The character doesn’t perceive the room as an
open space with four raised platforms, but as a maze 55
dungeon crawl classics 65

56
H andout a

H andout B
For use with the 4th Edition ISBN 978-0-9828609-2-2
90000 >

Ro l e p l a y i n g G a m e
Requires the use of the D&D Player’s Handbook,® Monster Manual ,® and
Dungeon Master’s Guide ® Player’s Handbook ® 2, Monster Manual® 2, Adventurer’s Vault™ 9 780982 860922
core rulebooks, available from Wizards of the Coast, LLC

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