Dungeoncrawlclassics Issue65 Cavesofthecrawlinglord
Dungeoncrawlclassics Issue65 Cavesofthecrawlinglord
Dungeoncrawlclassics Issue65 Cavesofthecrawlinglord
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
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.
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
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.
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
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
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
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
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
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
21
The Tiefl ing Crypts Corridors: The crypt’s corridors are 10 feet wide.
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:
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
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
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
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.
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.
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
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.
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
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
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
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.
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)
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.
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
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
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
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