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    An AD&D Adventure Module for Characters Levels 46

    Copyright 2005 John A. TurcotteEditor: Michael Haskell

    Layout: Chris Gonnerman

    Cartography: Lorne Marshall,Andreas Claren

    Proofreading: John GauntCover Art: Santiago Iborra

    Interior Art: Joe Calkins, John Bingham,Stephan Poag, Steve Zieser

    Dragonsfoot UKFree & Original

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    DF21 Beneath Black Towen John A. Turcotte

    Background

    Yngvar, the venerable Jarl of the Land of Song,is troubled. Disturbing tales have reached hisimpregnable hall. An evil is abroad. Dark forcesare said to be mustering in the Tevr Peaksalong the northern reaches of the realm. Gnollsand worse are descending from the mountainsand harrying the outlying villages in greaternumbers than even the eldest can recall.Winter is coming fast upon the Land, and theharvests, poor as they are, are being stolenand destroyed.

    The Jarls wise woman has consulted with theancestors of the Clans. The answers theyprovide are grim. Evil forces have retaken BlackTowen, a place steeped in wickedness. Longago, beyond the memory of any living clanmember, a dark host came from the sunlessnorth and sought to subjugate the Clans. An

    evil witch, queen of some undiscovered arcticdominion, led the fell host and raised a terriblefortress out of the living rock of the peaks. Fromthere, Her Dark Majesty, as she was called,directed her forces against the Land of Song.

    The stories of the heroic battles against HerDark Majestys forces are many. At last, the JarlHjalmar rallied all of the Clans and crushed theforces of evil in an epic battle upon a frozenfjord. Her Majesty was destroyed, and Hjalmarled his victorious host into the dark peaks andtore down the walls of that terrible place.

    Now nefarious things are returning to thosefiendish ruins. Where his bravest warriors havefailed, Yngvar has called for outlander heroesto aid the Clans, promising great rewards andimmortality in song. The heroes are chargedwith making their way through the perilousTrevr Peaks to Black Towen and with

    destroying the source of the evil there. Whoknows what danger lurks in those vastshadowed heights where the northern lightsplay?

    Start

    This module is the second in the Her DarkMajesty series, the first being Where the Fallen

    Jarls Sleep. It is not necessary to play the firstmodule to run this adventure; each installmentmay be played independently of the others ifthe DM chooses. If your players have alreadycompleted Jarls, then their characters arealready considered heroes of the Land ofSong. Yngvar approaches them again to seekout the source of this growing menace.

    The Clans are indeed threatened. Kirsi, themost powerful of Her Dark Majestys servants toescape the wrath of the Clans, has retaken

    Black Towen. Already, she is rallying evil forcesbeneath the banner of her mistress. The heroesmust strike a blow against the dark host beforeit can muster against the already weakenedclans.

    The party should be between 6 and 8 innumber. If there are fewer or more playercharacters, the DM must adjust the encounterscontained herein accordingly. The Jarl canoutfit the adventurers with whateverreasonable and necessary provisions they mayneed for the journey. He also sends a faithful

    guide, Gregers, to lead the party into thefearsome peaks. Gregers is a 3rd level chaoticgood fighter (HP: 22; S: 13, I: 11, W: 11, D: 14; C:15, CH: 13). He is equipped with studdedleather armor, large wooden shield, spear,throwing axe, and long sword. Note that ifGregers perished during play of the Jarlsadventure, his place is taken by his cousin Jens,

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    They say foul things of Old Times still lurkIn dark forgotten corners of the world,

    And Gates still gape to loose, on certain nights,

    Shapes pent in Hell.

    Robert E. Howard, The Black Stone

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    John A. Turcotte DF21 Beneath Black Towen

    who has identical characteristics. If the partyrequests, Yngvar can also provide each partymember with a warrior bodyguard. These 1stlevel chaotic good fighters are outfitted in thesame manner as Gregers. The Jarls wisewoman, Siri, provides each player characterwith an earthen jug containing two doses of apowerful honeyed brew equivalent to a potionof extra healing and provides any clerics in theparty with two vials of holy water.

    Black Towen is some distance to the north,where the Trevr Peaks begin to veer to thewest and inexorably march into the sea. The

    journey takes twelve days in the summer, andwinter is now upon the Land. The party canexpect to encounter treacherous weather in

    the mountains. The Jarl recommends bringingseveral horses or mules, for the party needsfood, heavy furs and blankets, and bundles ofwood. Whether or not these mounts areaccepted is up to the players. Before theyleave, they are treated to a rousingcelebration with wine and song. Note that ifthe PCs completed Where the Fallen JarlsSleep and recovered the fabled Eastern WarHorn of the Clans (q.v.), the Jarl will permit theparty to bear the relic with them on their

    journey.

    Notes for the Dungeon MasterThis adventure provides both wilderness anddungeon exploration. The party spends a fairamount of the adventure traveling overlandand making the perilous ascent into theTrevr Peaks. A pair of area maps areprovided, one for the players and a morespecific map for the Dungeon Master. TheDungeon Master should take it upon himself toflesh out the details and to describe the terrainthrough which the player characters are

    traversing. The elements will be every bit asdangerous as the encounters, and the partywill no doubt find that many spells such aspredict weatherto be eminently useful.

    Rumors: Before making off for the TrevrPeaks, the adventurers may seek to gatherinformation from the folk at Yngvars Hall. Thosewho make positive ENCOUNTER REACTION rollsmay learn 14 of the following rumors. Notethat an (F) following the rumor indicates thatthe rumor is false.

    Beware the huldra, the beguiling, white-

    robed nymphs of the Mountains. They willsteal you away.

    The great Jarl Hjalmar led the Clans in

    tearing down Black Towen, but, weakenedfrom the tremendous battle, thefoundations of that evil place were notrazed. It is whispered that some of her

    servants escaped the wrath of the Clans. Corpse-Render, a horrible two-headed

    dragon, is said to lair in the Trevr Peaks. Itsits on an unimaginable hoard, but hasdevoured all who have challenged it. (F)

    The northern lights sometimes descend to

    the tallest of the peaks. Woe to thosepresent when the lights touch the earth! (F)

    The cruel spirits of the mountains will exact

    vengeance upon any who traverse theirpeaks without first sacrificing 2,000 gp worthof treasure to appease them. The treasuremust be left in a rushing mountain stream.(F)

    Black Towen is a dead and empty place,

    inhabited only by the invisible ghosts of HerDark Majestys servants. A brave man hasnothing to fear there. (F)

    Her Dark Majesty was thrown down and her

    body destroyed. Her servants fled the field,some retreating to Black Towen, others

    scattering into the storm-shroudedmountains.

    The Jarls once held four mighty war horns,

    relics of the Clans. When sounded, greatmagics were worked. Over time, thesehorns have been lost.

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    DF21 Beneath Black Towen John A. Turcotte

    The Journey to Black Towen

    The party will travel through the wilderness,encountering hills, valleys, fjords, andmountainous terrain. For the purposes of thisadventure, the party crosses three types ofterrain: low, medium, and high elevation.

    Low elevation includes those areas from sealevel to 200' altitude. These areas include theshoreline, valleys, and low bluffs. The land hereis largely made up of fields with scatteredcopses of birch and fir. Close to Yngvars halland along the shore, there are scattered farmsand villages. As the party nears the foothills ofthe peaks, the land becomes more hilly anddensely wooded. Game is plentiful in these

    areas, as is fresh water. The air is cold andsharp, but no snow is on the ground. A party onfoot may cover as much as 15 miles (4 hexes)per day in a low elevation area, 22 miles (6hexes) if mounted.

    Medium Elevation includes the foothills andsteep rises from 200' to 2,000' elevation. Theseareas are largely thickly wooded with conifersand birch. Many streams and rivulets snaketheir way down from the heights ahead.Occasional clear areas provide a spectacularvista of the land and sea below. The air is

    considerably colder here. 1-4" inches of snowcover is on the ground when the party firstreaches this elevation. Each day, there is a 25%chance of snow (lasting 16 hours, leaving 1" ofsnow per hour) and a 15% chance of sleet(which reduces snow cover by 16 inches butcuts movement in half during its duration).Every 4" of snow reduces movement by 1".Party members not dressed accordingly mustsave versus breath weapon every six hours orsuffer 1 hit point of damage from exposure. Thisexposure damage cannot be healed bymagic; it can only be regained through restwhile sheltered or properly attired. Game isscarce in these areas, and a sense of watchfulsilence pervades. A party on foot may travel 10miles (3 hexes) per day in a medium elevationarea, 14 miles (4 hexes) if mounted.

    High Elevation areas are those 2,000' feet inelevation and above. These steep areas areonly lightly wooded, and the tree line stops at10,000 feet. Many peaks tower above the treeline, some attaining more than 20,000 feet inheight. The tree growth here is largely stuntedconifers, few more than 5' tall. There isconsiderable snow and ice cover here, makingtravel treacherous. The views, however, aresecond to none. The party can see the greenLand of Song beneath them, deeply etched byrich blue fingers of ocean. At night, thenorthern lights dance about the tallest of thepeaks.

    2-8" of snow covers the ground when the partyfirst reaches this elevation. Every 4" of snowreduces movement by 1". It is very windy andfreezing cold here, and if party members arenot appropriately dressed, they must saveversus breath weapon every four hours or suffer14 hit points of damage to exposure. All missilefire is at a 1 penalty to hit due to the winds,and ranges are halved. The high elevationareas are usually cloaked in clouds, and snowis 30% likely each day, lasting for 18 hours andleaving 1" of snow cover per hour. Each daythere is also a 40% chance of wind gusts that

    blast the sheer faces of the peaks. These gustslast for 13 hours (removing 1" of snow coverper hour) and reduce all movement to one-half. Missile weapons may not be used during agust, and, if shelter cannot be found,inappropriately dressed party members mustsave versus breath weapon or suffer 14 hitpoints of exposure damage during the gusts.Note that it is possible to have both snow andwind gusts simultaneously, and exposuredamage for both applies. Those on foot maycover 4 miles (1 hex) per day, 7 miles (2 hexes)

    if mounted.

    Cover: During the journey, the party may seekcover for protection from attack or theelements. Plentiful cover exists in low elevationsand can be found with little effort. In mediumelevations, the chance of finding cover is 40%per hour. If a druid, dwarf, or ranger is with the

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    party, that chance is increased to 80%. In highelevation areas, the party has a 10%cumulative chance, per hour, of finding cover.This chance is doubled if a druid, dwarf, orranger is with the party. For every three hours ofsearching for cover, the partys per-daymovement is reduced by one-fourth.

    Wandering Monsters: During the journey toBlack Towen, there is a 1 in 10 chance every sixhours (morning, noon, evening, midnight) ofencountering a wandering monster. Theencounters vary according to the terrain, asprovided on the table below.

    D8 Low Elevation

    1 Werewolves

    2 Griffon3 Gorecrow Flock

    4 Refugees

    5 Gnoll Raiding Party

    6 Grim

    7 Smilodon

    8 Woolly Rhino

    D8 Medium Elevation

    1 Avalanche

    2 Highlanders

    3 Cave Lions4 Gorecrow Flock

    5 Gnoll Raiding Party

    6 Ice Trolls

    7 Treants

    8 Witch

    D8 High Elevation

    1 Tatzelworm

    2 Duergar Caravan

    3 Gnoll Raiding Party

    4 Black Watch Patrol5 Snow Maiden

    6 Coffer Corpses

    7 Yeti

    8 Blizzard

    Avalanche: With an ominous rumble, arockslide crashes down upon the party! All inthe party (including any mounts) must saveversus petrification or suffer 318 hit points ofdamage. All such victims must save again orelse be pinned beneath the boulders, fallentrees, earth, and snow. For every point bywhich the saving throw is failed, two full turnsmust be spent digging the victim(s) out.

    Black Watch Patrol: A long line of tall, inhumanshapes approaches. This patrol is composed ofeight members of the Watch (HP: 11 (x2), 9 (x2),6 (x2), 5, 4; see NEW MONSTERS, q.v.) led by aCaptain (HP: 26). Four of the Watch membersare armed with lochaber axes (treats asguisarme-voulge), two with halberds, two with

    voulges, and one with a bardiche. The Captainis armed with a +1 bastard sword.

    Blizzard: A ferocious blizzard engulfs the party.The heroes need to try to find adequate shelterimmediately. All in the party, mounts included,must save versus breath weapon every hourthey spend exposed to the elements or suffer28 hit points of damage. Those whosuccessfully save suffer only half damage (Notethat a person not properly attired suffersdouble damage). Any person who suffersmaximum damage from any one roll is

    required to make a SYSTEM SHOCK SURVIVALroll or perish. The blizzard continues for 16hours before relenting, leaving 25 inches ofsnow per hour in its wake.

    Those exposed to the blizzard move at one-third their normal rate. The use of missileweapons is impossible, and spell casters mustsuccessfully save against petrification in orderto cast a spell. Note that if this encounter isrolled and the party had cast predict weatherearlier that day, the DM should reveal thisencounter well in advance.

    Cave (Spotted) Lions: A mated pair (HP: 32, 25)of these beasts prowls the lower reaches of theTrevr Peaks. The evil forces mustering atBlack Towen have driven away much of theirnormal prey, and they are quite hungry.

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    Coffer Corpses: Three indistinct figures withcloaks flapping in the wind (HP: 16, 14, 8)approach out of the snowy gloom. They do notanswer queries or challenges. Only when theyare upon the party is their awful naturerevealed.

    Slain during the siege and destruction of BlackTowen, these undead were once servants ofHer Dark Majesty. The coffer corpse with themost hit points wears a +2 battle axe at itsrotting belt (but does not use it in combat) anda wrought gold bracer worth 1,100 gp.

    Duergar Caravan: Six duergar are leading acaravan of heavily laden slaves to BlackTowen. Five of the duergar (HP: 7) are armedwith picks and throwing hammers. The caravanmaster (3 HD, HP: 17) is armed with a +1 shortsword and a whip. The master bears in his boota message written in duergar on vellum. Ifcomprehend languages is cast or if a thiefsuccessfully reads the message, it is addressedto an Ahmal from a Kirsi, and demands thatthe repairs be completed as soon aspossible, for Mogens has been thrown down,and our enemies may be awakening. Themaster is already subject to a charm and,therefore, cannot be charmed into revealingmore. He will die before giving details of the

    message.

    With them are fourteen slaves: nine dwarves(HP: 7 (x3), 5, 4, 3 (x2), 2 (x2)), five xvarts (HP: 7,6, 5), and two kobolds (HP: 2 (x2)). They arebeing forced to carry the gray dwarvesprovisions: 1,000 ep, 600 sp, months worth ofiron rations, and 500 pounds of iron ore. Iffreed, the humanoid slaves immediately flee.

    The dwarves will thank the party profusely andoffer a reward. If the party requests that thedwarves accompany them to Black Towen, anENCOUNTER REACTION roll must be made. Onlyon a roll of 76 (subject to Charisma modifiers)or higher do they agree, for they are terrified ofthe place.

    Gnoll Raiding Party: The party encounters1d10+10 gnolls, together with their leader (AC:3, HD: 3, HP: 16). 40% of the gnolls encounteredwill be outfitted with pikes, 20% with battle axesand shield, 10% with great bows and theremainder with morning stars. The leader wearsa studded leather jack, bears a medium metalshield, and is armed with a long sword andthrowing axe. The party will have a hyenadon

    (HP: 28) with them.These gnolls hail from the Bloody Moon Tribe,and their shields bear a lurid red crescent.Seeking pillage and mayhem, they raid fromBlack Towen. They all carry water skins anddried meat rations. Their leader bears thepartys treasure: d4 x 20 gp and d4 x 100 ep.

    Gorecrow Flock: A flock of 1d8+12 of thesecreatures surrounds the adventurers andfollows them for 2d6 turns, hounding their everymove and creating an endless racket. They will

    not attack unless they outnumber the partythree to one (not counting henchmen andretainers) or unless the party appears weak.Individual members of the flock may try todive-bomb the party at times, hoping to graba bite. The flock disperses if they are attackedwith magic or lose four or more of their number.

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    Griffon: This majestic predator (HP: 34) ishunting and wings to the attack unless theparty is especially large in size. If the party hashorses with them, this monster is unable to resistits favorite prey.

    Grim: This grim (HP: 29) has been drawn from itsusual haunts by the spreading evil. Whenencountered, it tails the partyethereally ifencountered during the daylight hours. Itattempts to aid them if it can, but many othersneed help as well. Accordingly, it has acumulative 10% chance to return south eachday.

    Highlanders: This band of nine berserkers (HP: 7,6 (x2), 5 (x4), 4 (x2)) and their leader, Eino, a 3rdlevel fighter (HP: 18), have refused to flee fromthe dark forces plaguing the land and arelooking for a fight. All carry spears and battleaxes, save for Eino, who fights with a two-handed sword. Each highlander bears 2d6 spon his person and carries four days worth ofmeat and hard tack, a water skin, heavy furs,bedroll, and flint & steel. Eino wears a wroughtsilver torc worth 70 gp.

    The highlanders claim no allegiance to Yngvarand gladly challenge the party if they believethat loot or honor are to be gained. Particularlypersuasive heroes may be able to convincethe highlanders to accompany them to BlackTowen, although they will never follow orders

    and will be predictably uncontrollable incombat.

    Ice Trolls: Seeking food and plunder, five ofthese monsters (HP: 13, 9, 8, 7 (x2)) roam the

    foothills. If seriously pressed, they flee to amountain stream or pond. There theyregenerate and seek to track the party down.The largest troll bears a large leather sackcontaining 350 gp and an entire lamb.

    If they are tracked back to their lair, a deepoverhang beside a rushing mountain brook,their hoard can be found and taken: 9,000 sp,a star ruby (1,000 gp value), a wrought goldtorc worth 1,300 gp, and a jade circlet with anoceanic motif worth 1,700 gp.

    Refugees: The heroes encounter 2d8+2 farmersand peasants fleeing with their meagerbelongings to the safety of Yngvars holdings.There is a 60% chance that they areaccompanied by 2d4 children. The survivorsrelate chilling tales of ravening gnoll hordes,howling shades drifting through snow squalls,and of tall inhuman shapes marching alongridgelines.

    Smilodon: This magnificent animal (HP: 48) is themost feared hunter of this area. It is entirelywithout fear and attacks without hesitation,seeking to carry a victim back to its lair todevour the poor soul at its leisure.

    Snow maiden: This nymph (HP: 12) inhabits thestarkly beautiful peaks. A vision of beautyswaddled in her white furs, she will approachthe party if it is good-aligned. She can lead theparty to a safe cave hidden in a deep ravinesome two miles distance from the ruins ofBlack Towen. The cave is large enough toshelter the entire party and their mounts (if any)from the elements. This hidden refuge proves to

    be safe from detection as long as the partytakes care to leave no obvious trail to it.

    The nymph assists the party in reaching thecave and will even care for mounts andretainers left behind. She does what she can toaid the heroes, but under no circumstances willshe actually enter the dread ruins. If offended,

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    she will leave the party to its fate. If actuallyattacked, she defends herself, using her abilityto blind the party and opening a dimensiondoor to escape. If seriously pressed, she doffsher cloak (for she is immune to the effects ofthe elements), revealing her naked form andcausing all who behold her to save versusmagic or die.

    The nymph, Ilkka by name, has memorized thefollowing spells:

    First Level:animal friendship, detect magic, faeriefire, speak with animals

    Second Level:charm person or mammal, cure light

    woundsThird Level:

    cure disease, neutralize poison

    Fourth Level:cure serious wounds

    Note that if any male party member has aCharisma of 18, she is likely to charm that heroand, if he survives the adventure, she willattempt to make off with him!

    Tatzelworm: The party stumbles into the territory

    of 14 tatzelworms (see NEW MONSTERS, q.v.).These aggressive creatures have little fear anddo not hesitate to attack any intruders.

    Treants: The party encounters a treant (8 HD,HP: 35) escorting two of its young ones (3 HD,HP: 14, 10, #ATT: 1; DM: 2-8). If the party is good-aligned and makes a positive ENCOUNTERREACTION roll, she invites the party back to hercave for a safe retreat. Her mate (8 HD, HP: 42)awaits at the lair, a vast cave screened bythick plant growth that parts at the commandof either treant.

    The treants, Elmnoot and Knockbeen, havesome knowledge of past events and have seenlarge numbers of gnolls and duergar about.They share no love for Her Dark Majesty but donot become involved. They allow the party torest as long as needed. They have only meager

    treasure: 200 pp and a silver necklace set withthree amethysts worth 2,500 gp.

    Witch: Natalia, a 7th level Lawful Evil magic-user (HP: 19), has traveled east to join Her Dark

    Majestys forces. Delighting in the gathering ofthe evil host, she has taken to scouring the coldslopes in search of victims. She has memorizedthe following spells:

    First Level:armor, charm person, magic missile,protection from good

    Second Level:invisibility, detect invisibility, stinking cloud

    Third Level:

    dispel magic, lightning bolt, monstersummoning I

    Fourth Level:bestow curse, polymorph other

    She wears a shawl of warmth (as the ring of thesame name), and a +1 ring of protection.Around her neck, on a silver chain (itself worth80 gp), she wears a luminous pearl seeminglyworth 500 gp. It is in fact a pearl of powerallowing recall of fifth level spells (Nataliacannot yet use this item but treasures itgreatly). Her spell book is kept in her chambersat Black Towen (FIRST LEVEL, Area 22).

    She is carried about by a pair of ice mephits(HP: 19, 14; see NEW MONSTERS, q.v.) who obeyher commands.

    Werewolves: A trio of these ravenous beasts(HP: 27, 20, 19) haunt the shadowed valleys.They are encountered in wolf form, their truenature not being discovered unless one ormore is slain. These fiends seek to follow theparty and strike when the party makes camp oris otherwise vulnerable.

    If they are tracked back to their lair, a thatch-roofed hut hidden in a particularly thick copseof birches, the grandmother (HP: 14) of thethree is found in human form. This cannymonster certainly tries to lull the heroes intocomplacency before striking. There seems to

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    be little of value in the hut. If a rickety hutch ismoved aside, however, a flagstone may belifted to reveal the werewolves cachebeneath: 3,000 cp, 2,000 ep, and a +1longsword, +2 vs. magic-using & enchantedcreatures.

    Woolly Rhino: This impressive beast (HP: 57) isencountered as it grazes. The heroes shouldgive it a wide berth, for it is aggressive anddoes not tolerate perceived threats fromcreatures as puny as the party members.

    Yeti: The party encounters a yeti (HP: 24)waiting in ambush. Trusting in its camouflage tohide it, the yeti remains still until half of theparty has passed its position before pouncing.

    BLACK TOWENThe final leg of the journey to Black Towen itself is taxing. The ruins lie on the shoulder of animposing peak some 12,000' high. The air is thin and freezing. Every breath is painful. The cloudsare thick here, and fierce winds raze the bare rock. Its vast black stones scattered by the age-oldwrath of the Clans, the ruins are tumbled along a precipice. What must have been the base of avast tower still exists, and a pair of massive basalt doors can be seen, sealed against the ancientcarnage. Surely not much can remain after such destruction; the whole tower seems to havecollapsed. Only skeletal remains of an upper floor exist, naked to the unrelenting wind and cold.

    Although the party may believe otherwise, approaching the ruins is a simple matter. Her DarkMajestys slaves and servants do not believe that any would dare to strike here, and only aminimal watch is kept. Climbing into the ruins through the wrecked upper level is also possible. Thisarea is nearly totally ruined. Vast amounts of collapsed stone block off most exploration.Industrious or determined heroes can wriggle, dig, or otherwise squirm through ruined areas. Whatthey may find is up to the DMs discretion. However, a collapsed stairway leading down (to Area5A of the FIRST LEVEL) can be located with some effort, as can a pair of staircases leading to Area5 of the FIRST LEVEL.

    The ruins are constructed from jet black stone, seemingly without seams or visible blocks. The outersurface is pitted and battered, whether by violence or the elements cannot be determined.

    FIRST LEVEL

    The first level of Black Towen is largely

    occupied by gnolls pressed into Her DarkMajestys service. The members of the BloodyMoon Tribe, led by their fierce chieftain IronJaws, chafe under the direction of the duergarand the devils of the lower levels but dare notdisobey. They keep only a lax watch. Ifintruders are discovered, the gnoll watchmenwill first attempt to capture or kill the invaders

    themselves rather than admit their failure to

    guard against entry into the fortress.The passages and chambers on the first levelare generally unlit unless otherwise noted.Hallways are 10' tall, and the ceilings of mostchambers are 12'. The roof has numerous holes,allowing the cold in and creating mournfulcries when the wind gusts.

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    Wandering Monsters. Wandering monsters areencountered on a 1 in 8 chance every threeturns. If an encounter is called for, consult thetable below.

    D8 Encounter1 Gnoll leader (HP: 16, fights as 3 HD

    monster) and 25 bodyguards (HP: 12each). The leader is armed with a two-handed sword, his guards with battle axesand shields

    2 12 Ice trolls

    36 28 Gnoll guards armed with pikes

    7 1 Hyenadon (HP: 28)

    8 13 Shadows

    1. ENTRY. This area is marred by violence. The

    walls and floor are scarred by deep rents. Theceiling overhead is pocked with murder holes,and arrow slits line the walls. The great portalsare blackened and blasted. Faint remains ofvile runes can still be seen despite thedefacing. From the outside, the portals may bewrenched open with a successful BENDBARS/LIFT GATES roll. From the inside, thesedoors may be opened by any person with aStrength of 14 or better. Whatever dweomerthese gates may have once have had is nowlost.

    2. FOYER. The walls, floor, and ceiling of thishexagonal chamber are no longer polished toglossy smoothness. Great damage has beendone here, and sections of the smooth stoneare missing, exposing great scars of the roughunearthly stone beyond. Four pillars support thedomed ceiling some 40' overhead.

    Four gnolls (HP: 16, 13, 9, 8) armed with pikesare stationed here with a hyenadon (HP: 25). Intruth, these creatures largely keep a watch onthe eastern stairs to note the gray dwarvescomings and goings. They are not particularly

    diligent, and the party may possibly surprisethem. If they are able, they will seek to alerttheir brethren at Area 5. The wide stairs leaddown to SECOND LEVEL, Area 1.

    3-4. GUARD ROOMS. Each of these rooms isfrigid; cold wind blasts in through the arrow-slits.The rooms are wrecked and littered with debris,

    broken furniture, weapons, and bones. Up tofour salvageable longbows may be found ineach room as well as d20+20 arrows.

    5. PROCESSION HALL. This large chamber isdimly lit by a ghostly green radiance. Fourpillars support the ceiling some 50' overhead;each has been worked to represent a sinuousserpentine shape. The pillars are themselvesglowing with a faint faerie fire. This room bearsall the signs of past violence as that seen in theother rooms thus far.

    Together with their hyenadon (HP: 27), six gnolls(HP: 13, 11, 8 (x2), 6 (x2)) and their leader (HP:16) guard this area. The gnolls are all armedwith pikes. The leader bears a shield (AC: 4)and hefts a morning star. The gnolls first try torepel any intruders themselves. If this seemsunlikely, the leader orders one gnoll to soundthe alarm in Areas 711 and another to do thesame in Areas 1826. The leader has 12 gp onhis person and a key to Areas 6 and 12.

    6. ARMORY. Beyond the locked door is ahexagonal hall filled with weapon racks. Thisarea holds 400 pikes, 200 battle axes, 150 two-handed swords, 100 morning stars, and 50 longswords. The weapons all look to be of recentmake and excellent quality.

    711. GNOLL CHAMBERS. A hyenadon (HP: 32)and her two pups (AC: 8; HD: 1; HP: 7, 5; #ATT: 1;DM: 1-4) gambol in Area 7 with fivenoncombatant young gnolls (HD: ; HP: 4, 3, 2(x2), 1). The chamber, though made of thesame glossy black stone, is filthy, and the areareeks. The young gnolls immediately attempt tonotify the adults in Areas 8 and 9. Note that thedoor to Area 9 is always open. The hyenadonwill defend both her young and the gnoll cubs.Five water barrels are stored in this area.

    8. YOUNG WARRIORS. Four young male gnolls(HP: 10, 9, 7, 2) lair here. They fight as 1+1 HDmonsters. They are eager to prove themselvesin combat, and each is armed with a club.They have no treasure.

    9. COMMON AREA. This room is smoky. Whatpurpose this area may have originally served is

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    anyones guess. The gnolls have converted itinto a common area, and a fire-pit has beenfashioned at the far end. The walls and ceilingare thick with soot. Five female gnolls (HP: 6, 4,2 (x2), 1) are cooking a giant ram, while a pairof adult male gnolls (HP: 10, 8) look on andsample the crude gnollish ale. Although thefemales are normally noncombatants, they willfiercely defend the young in Area 7, fighting as1+1 HD monsters at +1 to hit and damage. Theyarm themselves with skewers and knives (treatboth as daggers for combat purposes). Themales are armed with battle axes, and thelarger of the two throws a cleaver into combat(treat as a throwing axe).

    This room contains a quantity of smoked meat

    (of questionable origin but edible), four casksof ale (very poor quality), and various driedfoodstuffs. A search also finds a small barrelthat contains the equivalent of 6 flasks of oil.

    1011. SHAMANS QUARTERS. The shaman(currently at SECOND LEVEL, Area 32) lairs herewith his adept. Poor-quality rugs cover thefloor in Area 10, and a bronze censer is hungfrom the ceiling. From it, a noxious animal scentemanates.

    The gnoll adept is here (HP: 10). He bears a

    shield emblazoned with the symbol ofYeenoghu, the triple-headed flail. He himself isarmed with a two-headed flail permitting himtwo attacks a round against a single target.Each head inflicts 14 points of damage. Theadept functions as a second level cleric andhas memorized the following spells:

    First Level:cause fear, protection from good

    He has 25 sp and a vial of unholy water in hisbelt pouch. He does not have the key to Area11.

    Area 11 contains only spartan sleepingarrangements for the shaman and the adept.Beside the hard sleeping pallets are a wroughtcopper vase and ewer (worth 20 gp). Beneathone of the pallets is a rough hole dug into thefloor. Wrapped in sealskin, the heroes can find

    a block of incense of meditation and a claypot with a potion of extra healing inside.

    12. ARMORY. Beyond the locked door is anarmory. 150 long bows and hundreds of arrows

    are kept here. Hung beside the weapons are90 leather jacks, 20 suits of studded leatherarmor, and 12 chain shirts. A small mountain ofmetal helmets has been piled in a corner. Theweapons and armor are of excellent make.

    13-17. DUERGAR CHAMBERS. In contrast to thegnolls areas, these portions of the fortress arewell-kept and immaculate.

    13. COMMON AREA. Provisions are stacked inthis area. A pair of unarmed goblin slaves (HP:3, 2) oversees the supplies. A secret door exists

    in the northern wall, permitting the graydwarves to descend to the SECOND LEVELwithout being subjected to the gnolls notice.

    14. DUERGAR LIEUTENANTS ROOM. This roomcontains only a pair of (short) sleeping palletsand a table. The chamber is lit by a hangingbasket of glowing mushroom caps. The duergarlieutenant (AC: 2; HD: 3; HP: 19) and hissergeant (AC: 4; HD: 2; HP: 13) plot a raid intothe Land of Song. The lieutenant wears plateand shield and is armed with a throwinghammer and short sword. The sergeant isarmored with chain and shield and bears ashort sword and an envenomed throwingdagger (save or be paralyzed for 14 turns).

    The table is littered with maps of the mountainsand of the nearby villages.

    The lieutenant carries 41 gp and 54 sp on hisperson. He also wears a gold ring set with abloodstone worth 390 gp. The sergeant carries27 gp and wears a silver necklace worth 250gp. At the foot of each bed is a small locker(each is locked, and each duergar officer

    carries his own key). The sergeants locker holdsa small jar of paralyzing poison (16 uses), 120gp, and 200 sp. The lieutenants locker istrappeda poison needle will jab the finger ofthe opener if the key is not used (the poisonused is the sergeants). The locker holds 240 gpand 12 pp.

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    15. DUERGAR BARRACKS. This unlit chamberhouses five duergar (AC: 4; HD: 1+2; HP: 10, 7(x2), 6,4) who await the command of theofficers in Area 14. They are armed with picksand spears and armored with chain and shield.The room contains nothing else of value asidefrom normal clothing, weapon oil, andpersonal items.

    16. WEAPONSMITHS CHAMBER. There is a 30%chance that the duergar smith is here (AC: 1;HD: 5; HP: 30). He wears +1 plate mail, hefts ashield emblazoned with Her Dark Majestyswicked rune, and bears a +1 throwing hammerand +2 short sword of fairy-slaying. This evilweapon is +3 against any fey creature (elves,gnomes, pixies, sprites, dryads, etc.) and inflicts

    double damage against any of the true fairies(atomies, brownies, buckawns, grigs, lepre-chauns, nixies, pixies, sprites, and sylphs). Whenunsheathed, the wielder gains 90% resistanceto sleep and charm spells. The smith gains +1 tohit and +3 on damage due to his greatstrength. The Smith also has the key to THIRDLEVEL Area 31.

    The chamber is filled with organized casts,molds, tools, and parts. The smith rests herewhen not working at THIRD LEVEL Area 30.

    17. SECRET ARMORY. This chamber contains anarmory for the gray dwarves: 25 chain shirts, 40picks, 30 short swords, 12 throwing hammers, 12spears, 3 suits of plate mail, and 30 shields (allbearing Her Dark Majestys mark), together withenumerable helmets.

    18. GNOLL BARRACKS. These areas house thegnoll troops of Black Towen. The hallwayleading from Area 5 to these chambers isdecorated with a crude tapestry bearing thetribes lurid bloody moon symbol. Each room issqualid and houses three male gnolls, save for

    the first room, which holds but one (hiscomrades are in FIRST LEVEL Area 9). There are,therefore, 19 gnolls in all (HP: 15, 13, 11 (X2), 10(X2), 9 (x2), 8, 6 (x3), 5 (X6), 3). Five are armedwith pikes, four with battle axes, two with two-handed swords, two with morning stars, andthe remaining six are armed with long bowsand hand axes.

    Each room contains 212 gp and 16 sp amidstthe filth.

    A. These stairs lead down to SECOND LEVEL,next to Area 39.

    19. GUEST CHAMBER. This chamber is lit by apair of torches. It contains a table andbenches. Currently, three brigands (HP: 6, 5, 3)are here conferring. They wear leather armorand are armed with broadswords. If combatensues, their comrades from Area 20 armthemselves and rush to their defense.

    20. SLEEPING CHAMBER. This room containsthree sleeping pallets. It is presently unlit, butthe inhabitants light their lanterns upon anydisturbance. Sleeping on the pallets and the

    floor are eight brigands (HP: 6 (x2), 5 (x3), 2 (x2),1) wearing leather armor and armed withbroadswords and light crossbows. Their leader,Bolg, is a 3rd level fighter (HP: 21; S: 17, I: 11, W:10, D: 14, C: 16, CH: 13). He wears a chain shirtand is armed as his fellows. With him at all timesis his faithful war dog (HP: 12). These traitorousvillains are plotting to ally themselves with thedark forces. They are outfitted for a long winter

    journey, with bedrolls, heavy furs, backpacks,oil flasks, three hooded lanterns, and threeweeks worth of iron rations. In all, they bear

    2,000 ep and 300 gp in bribes.21. GUEST CHAMBER. This room is sparselydecorated with a sleeping pallet and an unlitbrazier. A suspended basket is filled withluminous fungi, giving the room a ghostly glow.The room is noticeably colder than the hallway.

    This room is occupied by a frost man (HP: 19)visiting from the north. He is armed with a battleaxe. A representative of his kind, he bears gifts.In a large leather sack, he carries a lustrouspearl (worth 300 gp), a pair of uncut amethysts

    (1,000 gp base value each), a wrought silverand gold circlet (worth 500 gp), and a hoar foxpelt (worth 100 gp).

    22. NATALIAS CHAMBERS. This bedchamber isrichly decorated. Bearskins line the floor andthick quilts cover the sleeping pallet. A pair ofbraziers, each fashioned to resemble a

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    loathsome toad-like thing, keeps the chamberfilled with a cloying perfume.

    If the Witch Natal ia was not slain as aWANDERING MONSTER (q.v.) during the journey

    to Black Towen, there is a 50% chance she ishere and a 25% chance that she is in Area 23. Ifin neither location, she is outside and returns in16 hours. Her ice mephits are always with her.There is little of value in this room apart fromthe trio of skins (5 gp each) and six blocks ofincense (10 gp each).

    23. WITCHS LABORATORY. Beyond the secretdoor is a cloistered chamber. Shelves are linedwith stopped ceramic jars. Morbid materialsare piled everywhere. Countless wax candlesare precariously perched atop nearly everysurface. A massive cauldron occupies the eastend of this room.

    Natalias spell books are here. They contain allthe spells she normally memorizes, togetherwith the following:

    First Level:comprehend languages, detect magic,read magic

    Second Level:ESP, knock

    Third Level:fly

    The jars contain numerous and varied spellcomponents including spiders silk, bats wings,cemetery dirt, and human teeth, among lesspleasant things. One, however, holds a thickodorous gruel. This is an elixir of youth. Anothercontains a thin oil that is, in fact, oil ofslipperiness. In a thigh-bone scroll tube can befound a scroll with a single spell: monster

    summoning IV. One particularly large pot (with

    holes bored through its lid) holds an enragedtatzelworm (HP: 4).

    24. BODYGUARDS ROOM. This room is unlit. Fourgnolls wearing chain shirts (AC: 4; HP: 14 each)and armed with halberds guard the room oftheir leader beyond. They have no treasure.

    25. SUB-CHIEFTAINS LAIR. This room isdecorated with furs and carpets. The room isdimly lit by hanging baskets of luminescentfungi. The gnoll sub-chief lairs here. This monsteris nominally in command of this level,answering directly to Iron Jaws. He spends mostof his time in this area, living in splendor (bygnollish standards, at least).

    The sub-chief (HP: 16) fights as a 3 HD monster.He wears a studded leather jack and bears alarge metal shield (AC: 3). He is armed with abattle axe and keeps a throwing axe at hisside. With him in this chamber are threenoncombatant female gnolls (HP: 5, 4, 3). Inaddition to the numerous gnawed bones castabout, there are three casks of beer and a tub

    of water. Each of the females wears a coppernecklace worth 15 gp, and the sub-chiefsfavorite (she with 3 hp) also wears a silverbracelet worth 150 gp. The sub-chief wears awrought-silver torc worth 330 gp and a silverring worth 55 gp. He also bears a key to Areas 6and 12. The sub-chief has hoarded 220 gp, 600sp, and a silver tankard worth 110 gp.

    26. SECRET ROOM. The sub-chief is completelyunaware of this chamber. A deft touch in thecorner of Area 25 causes a small panel to slideupwards.

    This area contains a table of dark lacqueredwood. One wall contains a (much faded) mapof the Trevr Peaks and of a portion of theLand of Song. Anyone who examines the mapmay note that it contains the location ofvillages that do not exist and omits some thatdo. Wicked runes and vectors, still lurid despitethe faded paint, depict forays and battles. Themap depicts a great city far to the north,impossibly nestled within impenetrable peaks.

    A single dwarf skeleton stands at the ready in a

    corner (HP: 6). It obeys the commands ofanyone in this room. Attached to the bottom ofthe table is a bone scroll tube. It contains asingle scroll with the spell teleport.

    27. THE CURSED THRESHOLD. NOTE: These stairsare accessed from THIRD LEVEL Area 22. Steepstairs wind upward through the black rock. The

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    walls and ceiling are intricately filled with bas-reliefs of the most sickening and horrid scenesimaginable. The stench is nearly overpowering.At last the stairs end at a pair of iron portals.Each portal is covered with evil runes andbears the likeness of a grinning fiend. The senseof evil is palpable.

    The portals each radiate magic and evil. TheDM is encouraged to describe the wickednessof this place. If the party presses forward, theywill have assumed the risk. Merely touching thedoors causes no ill effect, but if the heavygates are opened (requiring a successful OPENDOORS roll), a powerful dweomer is unleashed,for Her Dark Majesty never intended those whoopposed her to survive a trip to her personal

    audience chamber! There will be no ill effectfor those of evil alignment. If a person ofneutral alignment (be it True Neutral, ChaoticNeutral or Lawful Neutral) opens the portals,that person must save versus spells or bestricken permanently blind (although it can beremoved by cure blindness). If a good-alignedperson opens the portals, he or she mustimmediately save versus spells or bepolymorphed into a wraith (HP: 33) under thecommand of Her Dark Majesty! The victim willimmediately turn against his or her formercomrades.

    28. PRIVATE AUDIENCE HALL. The chamberbeyond the cursed portals is an affront to thoseof good heart. The chamber itself is fashionedout of polished black stone shot through withveins of scarlet. To either side of the doors arepillars extending to the ceiling some 40'overhead. Each is worked to resemble torturedsouls piled atop one another; forced tosuspend the ceiling above. The ceiling itself isilluminated by flickering licks of greenishwitchfire, resembling nothing so much as theNorthern Lights. Beyond the pillars are a pair ofmarble statues, each depicting a stern empressor queen in flowing robes and bearing a staffof authority. Her fierce glare seems to followthe viewer.

    It is the far end of the chamber, however, thatcommands immediate attention. A great

    throne of what appears to be translucentblackish stone looks down upon the chamberfrom atop a dais. It has been shaped into theform of a great gaping maw, with the seatupon the tongue of some unnamable beast.Beside the throne is a banner strung from aniron pole. On the wall behind the throne,burning runes are inset into the stone. Theyread, ABANDON ALL HOPE AND KNEEL BEFORETHE MAJESTY OF VAMATAR.

    The banner is a banner of fear (see NEW MAGICITEMS, q.v.). This room radiates a strong sense ofevil.

    This room awaits Her Dark Majestys return.Anything passing between the two marblestatues without intoning the correct obeisance(known only to the duergar cleric and Kirsiherself) is subject to a dispel magic spell at the18th level of experience. The statues areconsidered to be AC: 0 and have 50 HP; ifeither one is destroyed, the effect ceases tofunction. Anointing either with holy water alsorenders them powerless for 6 turns.

    The banner is protected by a powerful glyph ofwarding; anyone who seeks to take it suffers 36hit points of cold damage (save for one-half).The throne itself seems to be fashioned out of

    some kind of incredible smoky volcanic glass. Ifanyone is presumptuous enough to sit in thethrone, he must save versus spells or bepolymorphed into a juju zombie (HP: 22) andturn against his fellows. Even if the save issuccessful, the offender loses 1 level ofexperience. The throne cannot be harmed bynormal weapons or by spells of less than fourthlevel.

    29. HONOR GUARD CHAMBER. This room isutterly bare. Once, no doubt, a legion of theBlack Watch awaited their mistress commands

    from here.

    30. ADVISORS CHAMBER. This chamber is bare.It is dimly lit by a pair of braziers that burnscontinuously, illuminating the room in a redglare but simultaneously reeking of brimstone.A large (4' high) oval mirror in a wrought ironframe is hung on the far wall.

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    This mirror is magic and has been created in aset. It can be used to communicate with itsmate, which was located in Area O28 ofHJALMARS TOMB in Where the Fallen JarlsSleep. If the heroes have not taken part in thatadventure, when standing before this mirror,they see only an empty, haunted chamber. Ifthe heroes have retrieved that mirror, they areable to see the location where they last left it.Note that the mirror does not permit audiblecommunication. It does, however, permit spellsto be cast through it.

    31. PRIVATE CHAMBER. Rich veins of scarlet rockshoot through the otherwise uniform blackstone, creating the effect of blood streamingacross the walls. Richly upholstered couches

    ring the room, all facing a single wrought-ironchair. A small table holds a crystal decanterand twelve drinking glasses. The massive headof some great reptilian beast is hung on thewall behind the iron chair.

    The iron chair radiates magic. As long asanyone is seated upon it, it calls an unseen

    servant into existence. The crystal set is of theabsolute finest make and craftsmanship. Theset is worth some 2,000 gp but is very fragile.The preserved head is that of a silver dragonthat proved to be of some annoyance for Her

    Dark Majesty.

    A tapestry hangs on the southern wall. Deftlywoven with luxurious fabric, it depicts a host ofevil things herding a pair of cattle, one whiteand one black, into a forbidding mountainpass. The tapestry is itself worth 120 gp.

    If the door to Area 32 is so much as touched byany being, a monster is instantly summoned. Ithas a leonine body with a lashing reptilian tailand the head of an owl. This guardian daemon(HP: 48) is immune to lightning attacks. It

    defends the door and prevents any frompassing.

    32. PERSONAL CHAMBERS. This chamber is richlydecorated. Intricate and detailed tapestrieshang from the walls, and thick rugs cover thefloor. This chamber holds several couches,chairs, and tables. Unlit baroque lanterns hang

    in the four corners of the room. A large ornatecage sits in the southeast corner.

    The tapestries, without exception, depictghastly scenes: farmlands devoured by swarms

    of disgusting worms, strongholds being buriedbeneath a blizzard of burning ashes, plaguesrotting the flesh from the bodies of livingvictims, etc. One tapestry, however, isespecially vivid. It depicts a haunting city ofpale stone surrounded by a majestic yetfrightening range of impossibly sharp peaksbeneath the Northern Lights. Anyone whostudies the tapestry closely must save versusspells or become obsessed with it, drawingcloser to examine it in more detail to theexclusion of any other activity. Anyone who

    comes within a foot of the tapestry and gazesinto it must save versus spells or be teleportedto the Ghost City of Nalkinen Kivinen, far tothe north. Any poor souls so teleported are lost.

    There are six rich rugs here, each worth 750 gp(although they are bulky). Two of the lanternsare each worth 500 gp. The lantern in the NEcorner is in fact a shadow lanthorn. The lanternin the NW corner radiates magic. If a specificfuel (a mixture of rare and expensive herbs andoils) is used, the light from this lantern dispels allinvisibility and illusions within its radius. The

    recipe for the mixture is lost; perhaps the searchfor it can form the basis for a future adventure.

    One table bears a set of moldering tomes, allof which deal exclusively with the politics andinhabitants of Hell. One of these bookscontains the spell beckon, as if it were a scroll.This book is protected by a drelb (HP: 27),which is summoned if it is opened. With thesebooks is a single scroll that contains thefollowing spells: ensnarement, item, Leomunds

    secret chest, Otilukes freezing sphere, Otilukes resilient sphere,stone shape.

    The cage is only latched; it does not lock. It isempty. It once held giant moths.

    Hidden beneath a winter wolf pelt (worth 5,000gp) is an iron chest. It is locked, and the key islong lost. The chest is trapped with a deadlypoison (save at 1 or die), and, if opened,

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    several books and a ceramic jar can be foundinside. Rash characters may meet their doomhere. Each of the three books is protected by a

    xeg-yi (HD: 6; HP: 37, 31, and 27, respectively),and grabbing the lot releases all threeguardians at once! The books are: a manual ofgolems (clay), the Libram of UnspeakablePacts, and a traveling spell book containingthe following spells: charm monster, dig,

    stoneskin, andwizard eye. The Libram is a foultome that details the abominable process ofachieving lichdom (for more details, read LenLakofkas Blueprint for a Lich, Dragon no. 26,

    1979, TSR Inc.). The stoppered ceramic urnholds six doses of wyvern venom.

    This room is kept spotless by a sprite (HP: 4),currently invisible, bound here by Her Dark

    Majesty long ago. This poor creature cannotleave unless the binding is broken (a successfuldispel magic against 18th level of use). Thelong decades have not been kind for this feycreature trapped in this wicked place. As aresult, she will hide from the heroes at first. Ifthey are good-aligned, she will try to warnthem about touching the protected items.

    SECOND LEVEL

    This area is more dangerous than that above it.

    The denizens here are not as lax as the gnollguards on the FIRST LEVEL and will mount afierce defense against intruders, falling back tothe THIRD LEVEL if they must. Except wherenoted, all areas are unlit. Hallways aregenerally 10' high, and most rooms have aceiling of only 12'. Except for Areas 1, 2, and 32,this entire level also shows signs of pastviolence. The gnolls and duergar have largelycleared out all rubble and debris from the halls,but many chambers, especially those on thewestern side of the dungeon, remain in poorcondition.

    Wandering Monsters. Encounters must bechecked every three turns, with a 1 in 8 chanceof occurring. If an encounter is called for,consult the following table:

    D8 Encounter

    1 Troll (HP: 35)

    2 Hyenadon (HP: 22)

    3 25 Slaves (HP: 2 each) and one gnolloverseer (HP: 11) armed with a whip andbattle axe

    45 28 Gnolls armed with pikes6 25 Duergar clad in chain and armed with

    short swords

    7 1 Spined devil (HP: 17)

    8 13 Ogres

    1. PARADE HALL. This vast chamber is unlit. A

    faint stench of brimstone and smoke can bedetected. The floor and walls have beenpolished to nearly mirrorlike reflectiveness. Adim ghostly light comes from the south. A pairof massive recessed iron doors are set in thecenter of the north wall. Any dwarf can detectthat much of the stonework is new here, as ifthe chamber has been extensively repaired.

    2. THRONE ROOM. The brimstone stenchemanates from this area. Rows of faintlygleaming columns lead to a terrible throne atthe far end of the chamber. Each pillar is

    perversely fashioned to represent tormentedmen and women piled atop one another allthe way to the vaulted ceiling forty feet above.The columns glow with a sickly greenish light. Amassive dais squats at the southern end of thechamber, the glossy black stone shot throughwith strands of glistening mica. Atop it all is abizarre throne. It seems to be made of somesmoky glass and worked to represent a tangleof tortured souls contorted to maintain therough approximation of a chair. To either sideof the throne, narrow beds have been laid in

    the black stone, within which thick bushes ofpallid flowers inexplicably bloom. They glimmerwith an unhealthy corpselight. Above thethrone, on the wall behind it is a wide (8'diameter) circle of slate. Her Dark Majestys vilerune smolders in the center of the circle as ifburned there.

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    If the alarm is sounded by the guards at Area 3,the captain immediately heads to that areawith a sergeant and five of the regulars. Thecommander takes the remaining duergarthrough Area 11, through the secret door toArea 9, and out the secret door to Area 3 in thehope of flanking the enemy.

    9. SECRET HALL. This unlit area is accessed onlyby secret panels from Areas 3, 10, and 11. Thesecret door to the south (into Area 10) istrapped with a poison needle, requiring aperson who seeks to open the door to saveversus poison or die.

    10. SECRET VAULT. The duergar commander hassecreted a fair amount of loot in this chamberand has set a giant weasel (HP: 17) to guard it.Aside from the weasels nest, this room containsa broad table that groans under the weight ofbulging sacks: 2,000 cp, 1,000 ep, and 900 sp. Alocked chest (the Commander has the key)holds 1,800 gp, 300 pp, a gold chalice set withgarnets worth 2,200 gp, a wrought-platinumtorc worth 1,600 gp, and a coffer inlaid withivory and mother-of-pearl (itself worth 800 gp)that holds 5 pieces of obsidian (10 gp each),two sardonyx (50 gp apiece), and an opal(5,000 gp).

    11. COMMANDERS QUARTERS. This gloomychamber contains a sleeping pallet, severaltables, a dresser, and a weapons rack. TheCommanders personal possessions may belocated here, although they are of little value.He has secreted anything of worth into hiscache at Area 10. A light crossbow hangs inthe rack, as do a pair of short swords and along sword. He keeps two full quivers of bolts.The rack can be moved aside and the secretdoor to Area 9 discovered.

    The Commander keeps a sealskin sack full of

    fresh meat for his weasel in Area 10.

    On the table can be found neat ledgers of thevarious supplies needed for the campaignagainst the Land of Song.

    12. SECRET ROOM. The duergar secretly keepsupplies here, safe from the prying eyes of the

    gnolls on the western side of the dungeon. Pilesof warm furs (of minimal monetary value), rope,oil, torches, lumber, and some dried food arekept here.

    13. GUEST CHAMBER. The duergar sometimesentertain guests from wicked areas of theworld. This room is currently empty.

    1418. DUERGAR COMMON AREAS. This areahouses the gray dwarves women and young.Areas 14 through 16 each house threenoncombatant duergar females and twoyoung. Three of the females and all of theyoung are in Area 17. The rooms themselvesare well kept, with fine furniture and excellentquality goods therein. Each room contains 2-20gp and 1-10 pp if searched.

    17. COMMON ROOM. This large chamber iskept busy. Long work tables have been set up,and six duergar young (HP: 1 each)industriously learn carving, engraving, andmetallurgy under the tutelage of a venerableold gray dwarf (AC: 4; HD: 4; HP: 16) who wearsa shirt of +1 chain mail and hefts a hammer. Hefights at +1 to hit and on damage if his youngcharges are threatened. Three female duergar(HP: 3 each) keep busy about the chamber.The females and young are noncombatants.

    18. DUERGAR MATRON. This chamber houses apair of elderly gray dwarves. The master of thisarea is in Area 17. His spouse is here (AC: 6; HD:3; HP: 19). She is not to be taken lightly. Ifalarmed by combat in Area 17, she will heft hermates +1 shield and +2 hammer and rush outto battle, inflicting +1 to hit and +1 on damageif the young in Area 17 are threatened. Thisroom contains their personal possessions,together with 110 sp, 80 gp, 25 pp, and a goldring set with topaz worth 700 gp.

    19-27. GNOLL LAIR. These areas, especially incontrast to the gray dwarves quarters, arefilthy and reeking. Bones, refuse, andunspeakable debris litter the hallways andchambers. Areas 1921 and 2427 each house3 adult male gnolls, 2 female gnolls, and 1-3young. The male gnolls (21 in number, HP: 15(x2), 14, 13 (x2), 12 (x3), 10 (x2), 9 (x3), 8 (x3), 7, 4

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    (x2), 3 (x2)) are generally armed with battleaxes, although each room also has a pike. Thefemale gnolls (14 in number, HP: 14 (x2), 12, 11,8 (x3), 7 (x2), 5 (x2) , 4 (x2), 2) are generallynoncombatants but will fight either with thepikes or unarmed (14 hit points of damage) ifno quarter is given. The young (HP: 2 each) aretrue noncombatants.

    These stinking chambers contain nothing ofvalue.

    22. GUEST CHAMBER. This room may have oncebeen some sort of hall. The ceiling vaults up to20' in height, and the walls feature wide veinsof yellowish-red mica. Rough bedrolls and furshave been laid in this area. This room containsthree ogres (HP: 23, 22, 17) and their worg (HP:24). They bear 240 gp and a large sackcontaining a fox cape (300 gp), a seal coat(250 gp), and eight sable pelts (5 gp each).

    23. IRON JAWSS CHAMBER. The gnoll chieftainlairs here, a massive, scarred creature standinghead and shoulders above his underlings. Thismonster has actually replaced his own teethwith a set of iron ones fashioned by the graydwarves. He fights as an ogre (AC: 3, HP: 28)and gains +1 to hit and +2 on damage due tohis strength. Iron Jaws is armored in chain mail

    and bears a wickedly spiked buckler and a +2flail. He may, if he chooses, attempt to bite anopponent (25 hit points of damage), but maynot use his buckler in the same combat roundhe chooses to bite. Iron Jaws bears keys toFIRST LEVEL AREAS 6 and 12 and to SECONDLEVEL Area 44, as well as a potion of extrahealing.

    With him at all times are six bodyguards (AC 4;HD: 3; HP: 20 each; DM: 39), his pet hyenadon(HP: 30,) and his personal harem of four femalegnolls (HP: 11, 9, 8, 5), who will fight unarmed,

    and his eight noncombatant cubs (HP: 2 each).

    Iron Jaws lives in splendor by gnoll standards.He has fashioned a rough throne of sorts andkeeps the Bloody Moon war banner strungabove it. His tables are laden with meat anddrink. There are seven casks of (gray dwarven)beer of excellent quality (worth 100 gp each,

    but cumbersome), two water barrels, and alarge bottle of ancient wine (very best quality,worth 250 gp). Iron Jaws keeps his treasure in hischamber: 1,100 cp, 900 sp, 4,800 gp, six walrustusks worth 40 gp each, a mammoth tusk worth400 gp, an ermine cape worth 3,400 gp, a pairof hoar fox pelts (100 gp each), and a scroll ofprotection from traps. Each of his wives wearsan item of jewelry: a gold necklace set withsmoky quartz worth 1,000 gp, a wrought-goldtorc worth 1,400 gp, a gold circlet set withturquoise worth 1,900 gp, and a silver armbandwith six matched topaz worth 4,000 gp.

    28. SLAVE PEN. A pair of gnoll guards (HP: 14,11) are stationed in the hall leading to thisroom. Each is armed with a pike. Beyond is a

    squalid and miserable chamber where thegnolls house their slave labor.

    Nineteen slaves are quartered here: fourdwarves (HP: 5, 4, 2 (x2)), nine goblins (HP: 7, 6,5 (x3), 4 (x2), 2, 1), one gnome (HP: 4), fournormal humans (HP: 6, 5, 3, 2), and a half-elvenfighter/thief, Erikmund by name (Levels 4/3; HP:17; S: 15, I: 13, W: 13, D: 17, C: 11, CH: 11; AL:CG). All are without weapons and thoroughlydemoralized. If freed, they will certainly want toflee this evil place, although they may bepersuaded to join the PCs in sacking Black

    Towen if madeconfident of success.

    2931. GNOLL BARRACKS. Each one of theserooms houses five gnolls, fifteen in total (HP: 16,15, 13, 11, 10 (x2), 9, 8, 7 (x4), 5 (x2), 4). Three arearmed with two-handed swords, the remainderwith longbows and hand axes. Room 29 alsohouses a gnoll leader (AC: 4; HD: 3; HP: 16) cladin chain and shield who fights with a morningstar. Each room contains 220 gp.

    32. TEMPLE OF YEENOGHU. This area reeks with apalpable stench of evil. The chamber is dimly lit

    by a cancerous yellow-orange glow thatemanates from a pair of braziers fashioned toresemble the gaping maws of monstrousbeasts. The ceiling rises up out of sight (40'above) at the northern end of the room and issupported by four slender pillars. A trio of widesteps lead up to a ghastly figure thatdominates the room. The figure is tall and

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    gaunt and projects a feeling of foul hunger.Bestial in form, it towers over the chamber.Weird demonic figures cringe and crawl aboutits feet.

    The statue of Yeenoghu is 9' tall and carvedfrom basalt. It radiates evil but not magic. Thegnoll shaman is nearly always here. He is a 5thlevel cleric (AC: 4; HP: 26), wears chain mail,and is armed with a triple-headed flail. He mayuse it to direct three attacks a round against asingle foe, each head inflicting 14 hit points ofdamage. He always has the following spellsmemorized:

    First Level:detect magic, darkness, protection fromgood

    Second Level:chant, resist fire, speak with animals

    Third Level:dispel magic

    With him at all times are four gnoll guards (HP:15, 13, 12, 9) who are armed with halberds andwho watch the stairs to THIRD LEVEL Area 1 inpairs, and a hideous shoosuva (HP: 31; see NEWMONSTERS, q.v.) that lounges before the idol.The shaman carries 38 gp on his person and a

    large amber (40 gp) on a thong around hisneck. He also has the key to FIRST LEVEL Area 11and SECOND LEVEL Area 42.

    Combat will be dangerous here, with the gnollbarracks located at Areas 2931, the graydwarves watching at Area 34, and additionalguards down the stairs at THIRD LEVEL Area 1.Any attack should be well planned lest theparty raise the alarm throughout this level andthe level beyond!

    33. INFERNAL GUARD. A pair of doughty

    duergar guards are stationed here, one ineach alcoveor so it seems. Each is actually aspined devil (HP: 20, 19) concealed by anillusion. They are quite bored and welcome thechance to deal with intruders. They maintainthe illusion as long as possible, concealing theirspine attacks as flurries of crossbow bolts. Ifsorely pressed, they teleport to the guard room

    beyond (THE CAVERNS Area 1) and seekreinforcements.

    34. SPY CHAMBER. A trio of duergar lurk here,surreptitiously spying on the shaman in Area 32.

    Two are normal duergar (HP: 9, 6), and one istheir leader (HD: 2; HP: 9). All are armed withlight crossbows and short swords. Each has 28pp on his person.

    3538. LOST HALLS. The gray dwarves did notdiscover this secret door, which was good forthe mites who live beyond. Except for themites intrusion, these areas have beenundisturbed since Black Towen was overthrown.

    Immediately beyond secret door is a tripwirethat triggers a weighted net to fall on the 10' X

    10' square immediately beyond the door. All inthe area must save versus petrification or becaught. Any caught PC takes 20 rounds less hisdexterity to escape the net. In the meantime,alerted by the clatter, the mites from Area 36swarm out to attack the interlopers.

    35. HAUNTED CHAMBER. The door to thischamber is clearly broken, and it hangs open.The room beyond is littered with debris andwhat may be dust-enshrouded bodies.

    Six skeletons are covered by the dust. All are

    clad in studded leather armor and bear theremains of wooden shields and spears. One stillclutches a gleaming hand axe, in fact a +2throwing axe. The bodies wear bronze torcsidentifying them as fallen members of the Bearand Wolverine Clans. Touching the axe,however, causes a phantom to manifest, aghostly bearded warrior who shrieks inunending terror at some unseen horror beforehaving his flesh blasted from his bones! All whobehold the phantom must save versus spells orflee in fear. Once it has manifested, the

    phantom does not appear to the sameonlookers again.

    36. MITES CHAMBER. Sixteen of thesediminutive pests (HP: 7 (x2), 6 (x4), 5 4 (x4), 3(x2), 2, 1 (x2)) lurk here, having discovered thischamber many years ago, before Black Towenwas reoccupied. Since the arrival of the

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    duergar from THE CAVERNS, the mites now livein fear, making furtive raids to steal food andsupplies and dreading the eventualrediscovery of their area. The mites never enterAreas 35 and 37. If alerted by the triggering ofthe net trap, half swarm out into the hallway toattack those trapped in the net, and theremainder stay here.

    If the door is opened, a pair of light crossbows(stolen from the gray dwarves) are set up to fireupon any who enter. Each crossbow trap firesas a 1+1 HD monster. Moreover, anothertripwire is just beyond the threshold of theroom. Anyone tripping it will drop heavy rocksupon his head, requiring a save againstpetrification or 14 hit points of damage. The

    remainder of the mites shoot a flurry of smalldarts (12 hit points of damage) from behindbarricades of debris. Each mite carries fourdarts.

    This chamber is full of debris and trash, muchstolen from the gnolls and gray dwarves.Searching the room completely takes at leastan hour. The mites have secreted their treasurewithin the mess: 900 cp, three spinels worth 50gp each, and a silver ring worth 25 gp.

    37. HALL OF DESPAIR. This door is stuck fast,

    requiring party members to force it open. Thechamber beyond is thick with shadows. Thepartys light does not seem to reveal the room.Clearly, great violence once occurred here;what can be seen reveals blackened rock andthe remnants of battle.

    This chilly hall bears nothing of value. Woe tothose who break the seal of this room, for it ishaunted by a gloom (HP: 33; see NEWMONSTERS, q.v.).

    38. FORGOTTEN ROOM. The door to this room is

    locked, and the key is long lost. When the dooris forced open or broken, cold, stale air billowsout. Beyond is a long, cloistered hall. Ornatelanterns hang from the ceiling. Enormouswooden cabinets have been set along thelength of the hall, honeycombed with deepbut narrow shelves. All are thick with dust.

    This library once held many thousands of scrolls.All are now lost.

    3942. YEENOGHUS SANCTUM. These areashave been commandeered by the gnolls upon

    their arrival at Black Towen. The gnoll shaman(see SECOND LEVEL Area 32) uses thesechambers to meet with guests and to meditatewhen not conducting ceremonies atYeenoghus temple.

    39. ANTECHAMBER. This rooms floor is coveredwith thick furs. Hanging baskets of glowingfungi illuminate the room. Several rough chairsare draped with pelts. A large bannerdepicting a bloody moon is hung on one wall.Across from it, another tapestry depicts a dullgray triple-headed flail on a red background.

    There is nothing of value in this room.

    40. MEETING HALL. A round wooden tabledominates the room; an unlit lantern sits in itscenter. The table is littered with tankards,bones, and refuse.

    41. ANTECHAMBER. This chamber is decoratedin a similar fashion to Area 39. This room isoccupied. In one chair sits a traitorousswordsman (Human fighter leve1 3; AC: 6; HP:21; S: 16, I: 13, W: 8, D: 14, C: 15, CH: 13; AL: CN)

    hailing from the Marten Clan. He is clad instudded leather and has a small woodenshield. He is armed with a broadsword andthrowing axe. His bodyguard, a 1st level humanfighter (AC: 5 (due to DEX); HP: 8), is similarlyclad and fights with a pair of hand axes. Thisblackguard has come to treat with the forcesof Black Towen. He has 60 gp and 200 sp in asmall sack and bears a giant weasel pelt(worth 1,500 gp) branded with his clanssymbol.

    42. PRIVATE ROOM. The door to this area islocked, the gnoll shaman carrying the only key.Inside is a private sanctum where he meetsoccasionally with Iron Jaws. This room containsa well-made, dark-lacquered table and a pairof high-backed chairs (obviously taken fromsome other area of Black Towen). The tableholds a pair of silver goblets set with amethysts

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    worth 1,200 gp each. A rough map of theeastern half of this level is spread out on thistable with an even more sketchy map of THECAVERNS, as the gnoll leaders plot against theirgray dwarf allies.

    43. STOREROOM. This room is filled with lumber,sacks of coal and peat as well as countlessbarrels of water and harshly made beer.

    44. EMPTY CHAMBER. This chamber isunoccupied.

    45. ILL-GOTTEN GAINS. The passageway slopesdown to this large, rough-floored chamber. Thebooty pillaged from the Land of Song is kepthere. Huge piles of grain, vegetables, anddried meat and fish fill the room, as do fishingnets, plows, yokes, even a pair of enormousoars! This room also contains the followingstolen wealth: 200 muskrat pelts (1 gp each),110 fox pelts (3 gp each), a sealskin jacket (125gp), and over 100 pounds of ivory in the formof walrus tusks and whale teeth (4 gp/pound).

    THIRD LEVEL

    This level is the most dangerous of all. The graydwarves and their fiendish all ies are incommand of this area. They are highlyorganized and will unite to drive out invaders.The DM is cautioned to take careful note ofArea 1.

    Except where noted, all areas are unlit. Theceilings are only 8' high in the hallways and 10'tall in chambers. The scent of brimstone can bedetected throughout the complex and growsstronger when one nears Areas 2429.

    This level does not suffer from the damageevident in the first two levels. The walls in themajor hallways are intensely decorated withfrightening and loathsome bas-reliefs ofcapering fiends and tormented souls. If closelyexamined, the figures in the carvings all aremoving in a common direction toward thesecret door to Areas 2429. This is not evidentto a casual observer.

    Wandering Monsters. Few random encountersoccur on this level. Encounters must bechecked every twelve turns with a 1 in 6chance of occurring. If an encounter is calledfor, consult the following table:

    D6 Encounter1 3-12 Lemures

    2 1 Spined devil (HP: 18)

    34 28 Duergar with a 2 HD leader

    5 1 Smoke mephit (HP: 15)

    6 1 Hel l hound (HD: 4; HP: 15)

    1. ENTRY HALL. Wide stairs lead down from theTEMPLE OF YEENOGHU to this vast chamber.The ceiling is some 20' overhead. The roomappears to be utterly barren. A wide hallwaygapes open in the south, and a pair of irondoors provides an exit in the north wall. Leeringdaemonic visages have been carved alongthe length of the eastern and western walls.

    These faces conceal the row of spy holes andarrow slits fashioned into the walls. Duergarguards in Area 6 watch this room and trigger asilent alarm if intruders are detected. If thisoccurs, the guards in Area 2 lower theportcullis, causing the intruders to find

    themselves in a cross-fire from east, south, andwest.

    At least two of the guards in Area 2 will lobflasks of burning oil at invaders if theyapproach the portcullis. If the general alarm issounded, the guards at Area 4 and 5 musterand pursue the party throughout the dungeon.The other forces congregate at Area 20 toprevent the party from escaping via thenorthern iron portals.

    The portcullis must be bent or lifted (BEND

    BARS/LIFT GATES). The iron doors to the northare barred.

    2. GUARD ROOM. Benches and weapon racksare placed in the opposing east and westalcoves of this room. The weapon racks holdspears, light crossbows, and more than 100bolts. A winch for the portcullis is set in the

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    Third Level:summon insects

    He has not yet found a way to escape andthus bides his time healing his fellow slaves and

    keeping them strong. As a result, all of theslaves hold a deep admiration and respect forthe druid and follow his command. His plan atthe moment involves causing a rothstampede in THE CAVERNS and escaping intothe depths of the earth in the confusion.

    17. FORLORN PRISON. This roundish chamber isempty. The walls are painted with weirdfrescoes depicting numerous iron-bound doorswith small windows. Forsaken souls peer backthrough, their gazes conveying abjecthopelessness. One portion of the fresco depictsa torture chamber.

    The entire chamber radiates magic. Anyonetouching that portion depicting the prison cellsis teleported (no save) into one of the thirteencells in Area 19. Anyone touching that portionof the fresco depicting the torture chamber isteleported to Area 18.

    18. TORTURE CHAMBER. This well-kept room isfilled with cruel devices of torture. The walls aredecorated to depict, in disturbingly realisticfashion, a crowd of grinning fiends and

    monsters gloating over the misery of thosebrought here. There are a pair of portals. One ispainted onto the western wall, and, if touched,it teleports that person to Area 17. The other isiron-bound and leads to Area 19.

    19. FORSAKEN CELLS. This narrow hall is linedwith iron-bound doors, each with a smallwindow that can be opened from the outside.Those caught here have no hope of escape ontheir own. Within, the lightless 8' x 8' cells have apermanent anti-magic shell in effect. Most ofthe cells are empty, but a few have occupants:

    a. Toivo, an agathion (HP: 38) presently in theform of an old bent man with an impressivelylong white beard. Toivo has memorized thefollowing spells:

    First Level:cure light wounds, detect evil, invisibility toundead, protection from evil, sanctuary

    Second Level:

    aid, hold person, know alignment,messenger, slow poison

    Third Level:continual light, dispel magic

    Toivo was sent by the Clan's Ancestors to aid inthe battle of Her Dark Majesty but wascaptured before her destruction andimprisoned here. The siege of the fortress failedto free him, and he has been jailed in the darkfor a very long time indeed.

    b. A gnoll leader (HD; 3; HP: 16) who wascaught spying in duergar territory.

    c. Thedrim, a doughty dwarven fighter (4thlevel; HP: 26; S: 15, I: 11, W: 10, D: 14, C: 13, CH:9; AL: LG).

    d. A svirfneblin (HP: 23) captured in THECAVERNS.

    e. A dark creeper (HP: 5).

    f. The long-term inhabitant of this cell passedaway. His bones were removed, but his angry

    shade remains here as a shadow (HP: 9).

    20. WESTERN HEXAGONAL CHAMBER. Fiveduergar (HP: 8, 7, 6 (x3 )) armed with picks andhammers are stationed here, together with aleader (AC: 4; HD: 2; HP: 11) armed with a lightcrossbow and war hammer. The double doorsto Area 1 are barred. A set of double doors onthe eastern wall opens to a broad tunnel thatslopes away to the east some 120 to THECAVERNS Area 3.

    21. EASTERN HEXAGONAL CHAMBER. This

    chamber is dusty and obviously not used. Oldand broken furniture is stored here.

    This orchestrated disuse is meant to concealthe entryway to Her Dark Majestys privatequarters. A pair of iron doors in the western wallis concealed by an illusion. Both doors are

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    locked, and the current mistress of Black Towenholds the only key.

    22. HALL OF THE FIEND. When the door isopened, a hellish red light bathes the party.

    Fierce jets of flame erupt from the floor in apattern surrounding a massive throneseemingly cast from bronze. Draped over thethrone is an awesome monster, a great blackserpent with the massive head of a wolf.

    The entire scene is a dramatic illusion thatconceals the true inhabitant of the chamber, awhite abishai devil (HP: 37). The devil, under hisguise, immediately identifies himself asBaalzephon, a Duke of Hell, and demands thepartys immediate surrender! Anyone so cowedwill be led in (illusionary) chains to Area 28.

    The devil has no treasure. Although a search ofthe northern wall has a chance of discoveringa well-made secret door: a panel of the wallthat pulls outwards. If the panel is shifted, amassive iron portal is revealed beyond. It bearsthe likeness of a stern womans face wreathedwith imps and fiendish creatures.

    The door radiates evil and magic. If anyoneother than an evil-aligned person pulls openthe portal, a great filthy reek of excrementbillows out, filling the room in one round. Itmimics the effect of a stinking cloud spell. Inthe next moments a great buzzing cloud offlesh-eating flies pours into the room,functioning as if it were an insect swarm cast byan 18th level cleric. If the portal is slammedshut, both the stench and the flies dissipate. Themagical trap is reset every 24 hours.

    23. ACCURSED ASCENT. Steep stairs windupward through the black rock. The walls andceiling are intricately filled with bas-reliefs ofthe most sickening and horrid scenes

    imaginable. The stench of excrement is nearlyoverpowering.

    The stairs climb up to FIRST LEVEL, Area 27.

    24. REEKING PROCESSIONAL. The bas-reliefshere are worse than anywhere else. The entirechamber is filled with the choking stench ofbrimstone.

    Four gnoll zombies (HP: 15, 10, 7, 6) arestationed here at all times.

    25. SITTING ROOM. This area is decorated with awell-made couch and four iron chairs. Anelaborate carpet covers the stone floor, and atall unlit candelabra stands in the northeastcorner.

    The carpet itself is worth some 300 gp. Ahmal,the duergar cleric, uses this room to meet withguests.

    26. AHMALS CHAMBERS. The door to thischamber is trapped with a glyph of wardingthat inflicts 10 hit points of electrical damage ifthe correct command word is not first spoken.This chamber is lavishly decorated. A large bedwith an iron frame dominates the room. Thewalls are hung with silk tapestries depicting ahaunting iron city rising from a barren blackplain crisscrossed with snaky rivers of blue fire.Gold-plated lanterns hang from the ceiling. Alarge wooden desk is set against the westernwall.

    The room is occupied. Ahmals leman, a lawfulevil gnome fighter/illusionist (Levels 3/3; AC: 5(with DEX); HP: 14) wearing leather armor andarmed with a +1 dagger and a wand ofparalyzation (47 charges remaining), can befound here. She has memorized the followingspells:

    First Level:color spray, darkness

    Second Level:mirror image

    With her at all times is her trained badger (HP:7), which will attack upon command.

    The room contains a pair of sable cloaks, eachworth 900 gp, and an entire cave bear skin (50gp value). The tapestries depicting the iron cityof Dis might be worth some 500 gp. The room

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    also contains a leather sack holding 700 gpand a (locked) iron coffer that holds 200 ppand an elixir of health (note that shaking orviolently moving the coffer will almost certainlyshatter the potion vial). The gnome wears apair of diamond rings worth 550 gp and 1,150gp. Hidden in a secret compartment in thedesk is a steel vial holding a potion of extrahealing and Ahmals most prized possession, achime of opening.

    The desk also holds the illusionists spell books,which contain the spells she has memorizedand the following: change self, phantasmalforce, and hypnotic pattern.

    27. QUARTERS OF THE MISTRESS. Immediatelybehind this door is a gruesome figure, anenormously muscled man with the head of arotting pig sewn on where his ought to be! Thismonster zombie (HP: 33), a gift from a fellowservant of Her Dark Majesty, will attack anywho enter without the company of Kirsi, themistress of this complex.

    This room is ominous in appearance. Severaldark-lacquered wooden benches surround amassive bed strewn with furs. Hung from thepeaked ceiling some 30' overhead,diaphanous crimson netting surrounds the bed.

    A red-lensed lantern illuminates the room in acruel glow. Tall but narrow cages occupy thecorners of the room.

    Kirsi occupies this room 50% of the time. She isthe most powerful of Her Dark Majestysservants to escape that villains destruction atthe hands of the Clans. If not encounteredhere, she is located in Area 28 and will befound there. She is an enrinyes devil (HP: 39)armed with her terrible dagger and a net ofentrapment. She is unable to gate in othererinyes. Heroes expecting a climatic battle will

    be disappointed. She is not brave, particularlyif her stronghold has been so deeplypenetrated by her enemies. She believes verystrongly in saving her own skin. If she is unableto entrap the party or if those who are nottrapped appear strong, she curses the partyand immediately teleports to a secret place farto the north. The party has earned the enmity

    of an unrelenting foe. She will certainly expendall efforts to hunt down and punish the heroes.

    Kirsis chamber holds lewd and disquietingdecorations and offensive objets dart made of

    jade, obsidian, and malachite. Altogether,these items might fetch 3,500 gp if the propermarket were located. Beneath the bed is alocked iron-bound chest. Kirsi bears the key (aswell as the key to Area 22), and, therefore, theparty is unlikely to recover it. The chest is alsotrapped; within it resides a pair of exceedinglyagitated asps (HP: 3 each) who attack (as 1+1hit dice creatures) any who open the chest.Their bite is deadly and inflicts 110 hit points ofdamage if the saving throw is successful andcauses death if it is not. The chest contains 200

    pp, 2,000 gp, and 3,600 sp. An (unlocked)coffer by the bed contains a golden chain setwith five rubies worth 4,000 gp and a silverpendant set with a flawless black pearl worth6,500 gp. Kirsi herself wears a platinum diademset with three perfectly matched diamonds(11,000 gp value), but this item is unlikely to fallinto the partys hands at this time.

    One of the cages is occupied; it holds ahuman male of impressive stature. Nearby is aniron rack holding a variety of whips, scourges,and other unpleasant devices. This werebear

    (HP: 47), Hvard by name, is currently verywounded (9 hp remaining) and quite insane.He suffers from dementia praecox (seeDungeon Masters Guide). If he takes an interestin his release, he seeks revenge against Kirsiand her minions.

    28. TEMPLE OF DISPATER. The door to this area isfashioned from bronze and bears the likenessof a scowling monarch. The door is warm to thetouch. The stench of brimstone is stronger herethan anywhere in the dungeon; it is nearlyoverpowering.

    If the portal is opened, a wave of heat washesout into the hall. The sickeningly moist air of thischamber is strong enough to require the partymembers to save against poison or suffer a lossof 14 points of strength until they leave thearea (they must save again if the area isreentered). The room beyond is decorated with

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    a gray-and-red-checkered floor. The walls andceiling are a glossy black and seem to glistenwith condensation. Jets of blue flame eruptfrom the floor in an irregular pattern. At the farend of the chamber, atop a raised dais ofblood-red stone veined with gold, is a hugeslate altar. On the far wall, to either side of thedais, is a frightful bas relief depicting a massivedevilish face. The mouths gape wide, and thicksmoke belches forth.

    Ahmal, the supreme commander of theduergar at Black Towen, is always found here.He wears +3 leather armor, bears a +2 shield(AC: 0 (with DEX)), and is armed with a +3dwarven thrower hammer and a +1 dagger. Heis a 5th/5th level cleric/assassin (HP: 37) and has

    memorized the following spells:First Level:

    command, detect good, protection fromgood, resist fear, resist cold

    Second Level:aid, dust devil, hold person, resist fire,withdraw

    Third Level:dispel magic, prayer

    Ahmal is located by the altar. If he is able, he

    will, with a gesture, call forth terrible Shades ofDis, one from each of the alcoves in the room,ten total. These horrible things are as powerfulas shadows (HP: 19 (x2), 16, 15 (x2), 14 (x2), 13(x2), 8), but their touch paralyzes as that of aghast. These incorporeal shades are turned as ifthey were wights. He can do this but once.While the party is occupied, he attempts tocast withdraw and bolster himself withdefensive spells. The flickering blue flamescreate many shadows, and Ahmal will certainlyattempt to hide and backstab heroes if theopportunity presents itself.

    Perhaps even worse, if any good-alignedbeings approach within 30' of the altar, thestone faces, each a one-way portal to thesecond layer of Hell, begin to spawn monsters.Every other round, consult the following table

    to determine what clambers out of the mouthto defend the Temple:

    D6 Monster Spawned

    1 Devil, spined (HP: 12)

    2 2 Lemures (HP: 10 each)

    3 3 Larvae (HP: 5 each)

    4 Mephit, 0133: fire, 3466: smoke, 6700:steam (HP: 12)

    5 1 Hell hound (HD: 4; HP: