With the end of Month one in sight I've been inspired to push ahead and get week four done as soon as I can. I had a lot of fun coming up with names and tomb dressings for this level. I'd like to dedicate an entire month to the theme later on, but we'll see when I can fit that in. Along side the Fortress's catacombs I also have the Encounter table for this month. With this last bit I will have laid down Month One of my personal Dungeon 23 mega-dungeon! Please keep reading in the days, weeks, and months ahead as I start to delve deeper in the real Crucible of Oxyus! Enjoy the last level of The Fortress of Ytrigall!
Week 4: The Fortress Catacombs
1/22: The Painted Room
The kitchen’s (room 1/3) secret trapdoor allows access to the
stairway in this room from above. The walls here are painted plaster, showing
nature scenes of the Nogashite heartland on all four walls. Tall pine trees
tower amongst the red hills and verdant valleys of Nogash. Herds of wild goats,
ibexes, and camels can be spied in the painted backgrounds. There is an
ornately-carved marble fountain on the southern wall. It is topped with carved
dryads that seem to be spitting a small trickle of cold clean water into a
carved shell. Some dusty old crates of putrid flour and worm-ridden hardtack
are the only other objects here. The northern wall is pierced by an arched
hallway, and the western wall has a panel door that swings open to reveal
another staircase. The northern hallway is composed of three ornate stone
arches leading a short distance into room 1/23.
1/23: Tomb of the Akrakogi Lords
This burial chamber has been cut from the living rock of the
mountain. On the northern wall there are seven niches, six of which are
occupied by stone boxes containing the bones of the ancient Akrakogi lords who
ruled over the mountain in millenniums past. In the middle of the room is an
altar slab of polished obsidian. It rests atop a red marble base carved in the
shape of an ancient war chariot. A stairway on the eastern wall leads down.
-The ossuary
boxes have a ceramic nameplate affixed to them declaring the name of the lord it
contains along with their epithets. There is Djemkash the Unwavering, with an
ornate golden bracelet (50 gp) and two falcon-headed funerary jars; Nedjedre
the Deep-Minded, with an ornate golden bracelet (50gp) and two falcon-headed
funerary jars; Nathphir Elf-Eater, with a circlet of woven strands of gold and
silver (150gp), two ceremonial golden armbands (150 gp each) and two
falcon-headed funerary jars; Yamatese, the Spear of Justice, with an ornate
golden bracelet (50gp) and two falcon-headed funerary jars; Oteplet the Blood
Arrow, with a circlet of gold with silver leaves (150 gp), an ornate golden
bracelet (50gp), and two falcon-headed funerary jars.
-If the proper
ceremony of respect is paid at the altar by a paladin or cleric, then any
player in the room at the time will automatically regain 1 hp, up to their
maximum.
1/24: The Hallway and Torture Chamber
The stairway from room 1/22 leads down to a 10’ wide hallway
that slopes down into darkness. There are loops on the wall every 10’ for
torches, but none can be seen. The black and white floor tiles have been laid
out in a checkerboard pattern. In the north side of the hallway on the eastern
wall is an ornately-carved stone door with a latch on either side of it.
Further down the hallway at its northern terminus, two robust stone doors can
be found. There is no visible means of entering through them.
-The shiny
black floor tiles in the hallway are illusory, concealing pit traps (10’ deep
with spikes, 1d8), the eastern door is a one-way door, having no means of
opening it on the other side. The righthand latch will open the door; the
lefthand one will unlock the double doors at the north end of the hallway,
allowing them to be pushed open.
The presence of a large table with long winches and rusted
manacles on either end reveals the room at the end of the hall to be some kind
of torture chamber. Besides the stretching rack, a long table with rusted
torture implements and a rotten chair can also be seen.
-Old human
bones can be found in the corners and under the furniture of this room,
including two human skulls. A larger-than-human sized stone skull can also be
found here. (It is the head of the statue in room 1/26.)
1/25: The Great Mausoleum
There is a trapdoor in the temple (room 1/4) that leads to a
small spiral staircase that winds its way deep underground until it reaches the
mausoleums below. This room has a 50’ tall vaulted ceiling, held aloft by four gold-painted
pillars. On the southern wall, seven stone sarcophagi carved in the likenesses
of the first seven Nogashite lords of the fortress can be seen. The walls in
this room have been painted in elaborate scenes of the Nogashite afterlife,
including the field of reeds and the boat of the Sun-God. To the east, a stone
door opens to a sloping corridor that leads to room 1/26.
This room has been the warren of the fortress’s kobolds for
years. The smell of sweat and kobold funk is truly wretched in here. The
sarcophagi have all had their lids pried open and their contents looted. They
now house the beds of the kobolds’ babies. There are approximately 2d6+3
Kobolds, plus Bri-Yat here at most times. They tend to avoid rooms 1/28 and
1/27, being that they are still inhabited by the risen dead. The Kobolds know
about the trapped hallway and one-way door (1/24) and will attempt to lead
invaders to areas where they can best use the dungeon’s traps to their advantage.
The leader (2 HD, chainmail and mace) calls himself Bri-Yat
and fancies himself a sort of nobleman to the other Kobolds. He desires to
clear out the residence level and move his “subjects” to the top floor. He
likes fine wine, music, and having his ego stroked. Bri-Yat is not stupid
enough to engage in an all-out fight in room 1/25, not wishing to risk the
Kobold young.
1/26: The Statue Room
This room deep underground is tiled with red and gold
brickwork on the walls all the way up to the high-gabled ceiling. There are six
niches on the southern wall with stone sarcophagi nestled in them. The room is
dominated by a large statue of the Akrakogi death god Khull’nekesh, the
Ever-Waiting. He appears as a billowing, ragged black cape, and his skeletal
hands and grim skull face are the only parts of his body displayed, leaving the
impression of a bodiless apparition floating before the party instead of a
stone monument. His head, however, is missing. It looks to have been chiseled
off. A sickening purplish energy pours from the head stump like some fell witch-light.
-All but two of
the sarcophagi have been ransacked before. The westernmost sarcophagi and the
one next to it remain intact. One contains a death mask of gold, ivory, lapis,
and ebony in the shape of a smiling king’s face (500 gp). The other contains a
similar mask of the same materials (500 gp) and a green glass cup with ornate
glass figures of lovers kissing blown onto its surface. When the cup is filled
with liquid and held to a light, the light will shine through as though the cup
were red glass instead of green. (700 gp).
-The statue is
the source of the Zombies that plague the fortress grounds. Until
Khull’nekesh’s head has been found (room 1/24) and placed back on his statue,
anyone who dies on fortress grounds with their heart still intact will rise 24
hours later as a Zombie.
-There is a
loose tile on the eastern wall that can be removed to reveal a latch. The latch
opens a secret door, revealing a small passage and an opposite door that leads
to room 1/27.
1/27: The King’s Mausoleum
This room can be entered through the staircase hallway in the
northern wall. The room is dominated by a massive 12’ stone sarcophagus. The
image of a gigantic human warrior with knee-length flowing black hair has been
painted expertly on the lid. The walls of this room are carved to show what are
assumed to be the accomplishments of the giant warrior who resides here
entombed. The scenes show that he enjoyed many victories in his lifetime.
Throughout the carvings, the warrior is shown wielding a barbed two-handed
sword with a jet black blade.
-To open the
sarcophagus, a player must pass an Open Doors check. If the head of the statue
in room 1/26 hasn’t been put back, the warrior will rise and attempt to do
battle with whosoever disturbed his rest. If the statue has been restored, then
his possessions and withered corpse are all that will be found. Besides his
sword, Arkash has 1,000 electrum coins in his sarcophagus with him.
-There is a
Secret Door halfway along the western wall. An inspection of the door frame
will reveal a button on the bottom right corner that when depressed pops the
door open with an audible click, revealing the corridor and opposite door
beyond.
Arkash the
Slayer
AC Platemail 3 [16], HD 5 (24hp),
Att 1 x Two-Handed Sword, see below(1d10+1),
THAC0 14 [+5], MV 30’ (10’),
SV D10 W11 P12 B13 S14 (5),
ML 12, AL Chaotic, XP
40, NA 0 (0), TT special
Ø Two-Handed
Sword +1, Wounding: The barbed blade of this sword is jet black. After
being hit, the target suffers 1 additional point of damage per round (up to a
maximum of 10 rounds).
Ø Undead: Makes no
noise until he attacks. Immune to effects that affect living creatures (i.e.
poison). Immune to mind-affecting or mind-reading spells (e.g., Charm, Hold,
Sleep).
1/28: The Maiden’s Hall
This part of the catacombs is old, and the slender stone
coffins that fill the burial niches on the eastern wall have been misconstrued
over the years as the resting places of the first lords’ wives, causing the
name of this room to appear as Maiden’s Hall on some maps. The coffins here are
not true sarcophagi, nor are they like the stone ossuaries in tomb of the
Akrakogi lords. The coffins are made of thinner, lighter sandstone. These boxes
hold the cremated remains of some distant dynasty, now long forgotten. There is
a small stone plinth in the southwestern corner of the room with the statue of
a faithful watchman standing atop it. There are 1d8 Skeletons milling
about this room. Besides the hallway entrance on the western wall, this room
can be accessed by the staircase in the southern corner which descends to room
1/27.
-The statue is
made of tiger’s-eye jade of blazing orange. It is in fact an elaborate oil
lamp, with a hole in its helmet that drains into an oil reservoir in its torso.
The watchman’s lantern has a hole for the wick to be placed, snaking down
through the statue’s arm (1,000 gp).
-The names of
the people buried in the niches have long since been wiped away by time. The
coffins’ contents are but ash and burned bits of bone.
Giant Cockroach
AC 4 [15], HD 2 (9hp), Att 1 x bite (1d4),
THAC0 18 [+1], MV 60’ (20’),
SV D12 W13 P14 B15 S16 (2),
ML 5, AL Neutral, XP
25, NA
2d6 (1d8), TT None
Ø Hiss: if
attacked or frightened, hiss to warn others. 2-in-6 chance per round of attracting
wandering monsters.
Melted Cultists
AC 8 [11], HD 1 (5hp), Att
1 x sacrificial dagger (1d4), or special attack,
THAC0 19 [0], MV 50’ (25’),
SV D12 W13 P14 B15 S15 (1),
ML 8, AL Chaotic, XP 15,
NA 2d6 (1d6), TT R
Ø
Special Attack: Each
Cultist has a randomly assigned mutation (roll1d4); 1. Spit acid in a straight
line 10’ long (1d6). 2. Horrible, melted calluses cover their body (+2 to AC).
3. Extra fingers and a third arm allow the cultist to grapple a foe on a
successful attack. 4. A wretched smell (unable to cast or concentrate on spells
within 10’ of this Cultist).
Roll 1d12
to find out what is encountered and 1d4 to see what is happening when it is
encountered.
Encounter type: |
What are
they doing? |
11. 1d6 Kobolds |
Playing dice and drinking. |
12. 1d6 Kobolds |
Trying to set up a tripwire. |
13. 1d6 Kobolds |
Roasting a tasty human leg. |
14. 1d6 Kobolds |
Engaging in an insult contest. |
21. 2d4 Kobolds |
Divvying up 4d6 silver coins. |
22. 2d4 Kobolds |
Pulling stones out of the floor and walls
to set up a pressure-plate trigger-trap. |
23. 2d4 Kobolds |
Jumping and dancing around a dog’s skull
with gold coins placed in its eye sockets. |
24. 2d4 Kobolds |
Attending a wrestling exhibition between
two human-sized Kobolds. (2 HD, 1d8 or grappled.) |
31. An Adventuring party consisting of
one Elf, two Brigands, one Dwarf, and a well-armored War
Dog. |
Arguing quietly over the validity of
their map. |
32. An Adventuring party consisting of
one Elf, two Brigands, one Dwarf, and a well-armored War
Dog. |
Playing dice while the Dwarf feeds
he War Dog. |
33. An Adventuring party consisting of
one Elf, two Brigands, one Dwarf, and a well-armored War
Dog. |
Huddled in a circle discussing how best
to open a simple looking chest. |
34. An Adventuring party consisting of
one Elf, two Brigands, one Dwarf, and a well-armored War Dog. |
Drinking from an ancient vintage and
tearfully remembering a fallen comrade. |
41. A Ghost trapped in a magic
circle (3-in-6 of being Chaotic, otherwise Neutral). |
Wailing mournfully and flying around in a
circle. |
42. A Ghost trapped in a magic
circle (3-in-6 of being Chaotic, otherwise Neutral). |
Babbling to themselves and pawing at the
barrier. |
43. A Ghost trapped in a magic
circle (3-in-6 of being Chaotic, otherwise Neutral). |
Screaming in pain and anger then throwing
themselves at the barrier. |
44. A Ghost trapped in a magic
circle (3-in-6 of being Chaotic, otherwise Neutral). |
Absentmindedly singing to themselves as
they tear the flesh from the face of the corpse of a Melted Cultist.
|
51. 1d4 Giant Cockroaches |
Searching for wood to build nests with. |
52. 1d4 Giant Cockroaches |
Feeding a Kobold corpse to their
young. (1d6 Juvenile Giant Cockroaches; 1/2 HD, 1d4
x bite, Tiny) |
53. 1d4 Giant Cockroaches |
Nesting inside the corpses of five
weeks-dead adventurers. |
54. 1d4 Giant Cockroaches |
Hissing and writhing in an orgiastic
mating ball. |
61. 2d4 Giant Cockroaches |
Feasting on the innards of five mangled Kobold
bodies. |
62. 2d4 Giant Cockroaches |
Feeding a Kobold corpse to their
young. (1d6 Juvenile Giant Cockroaches; 1/2 HD, 1d4 x
bite, Tiny) |
63. 2d4 Giant Cockroaches |
Moving their leathery foot-long eggs to
another brood site. |
64. 2d4 Giant Cockroaches |
All the roaches are dead, recently being hacked
to pieces. The smell is ungodly. |
71. 1d10 Giant Cockroaches |
Searching for wood to build nests with. |
72. 1d10 Giant Cockroaches |
Feeding a Kobold corpse to their
young. (1d6 Juvenile Giant Cockroaches; 1/2 HD, 1d4 x
bite, Tiny) |
73. 1d10 Giant Cockroaches |
Hissing and writhing in an orgiastic
mating ball. |
74. 1d10 Giant Cockroaches |
All the roaches are dead, recently being hacked
to pieces. The smell is ungodly. |
81. 1d6 Spitting Cobras |
Wound up into a tight ball for warmth. |
82. 1d6 Spitting Cobras |
Infesting the corpse of a recently dead Melted
Cultist, seeking out any remaining warmth. |
83. 1d6 Spitting Cobras |
Trying to explore a hole in the wall. |
84. 1d6 Spitting Cobras |
Crawling into the scene through windows
and arrow loops. |
91. 1d4 Zombies |
Listlessly walking into the same wall repeatedly. |
92. 1d4 Zombies |
Fighting over the body of a dead Wolf. |
93. 1d4 Zombies |
Greedily ripping apart the body of a Halfling
to consume it. |
94. 1d4 Zombies |
Badly grunting to the melody of an old folk
tune. |
101. 1d8 Zombies |
Stumbling around in pairs in some undead
parody of a dance. |
102. 1d8 Zombies |
Opening and closing doors. |
103. 1d8 Zombies |
Slowly chasing a Giant Centipede
around the room. |
104. 1d8 Zombies |
Badly grunting the melody of an old folk
tune. |
111. 1d4 Centipedes |
Crawling up the walls. |
112. 1d4 Centipedes |
Running in a loop around a dead Spitting
Cobra. |
113. 1d4 Centipedes |
Feasting on the corpse of a Kobold. |
114. 1d4 Centipedes |
Drinking from a sludgy puddle in the
corner. |
121. 1d6 Melted Cultists |
Writing blasphemous runes over a doorway
with bone chalk. |
122. 1d6 Melted Cultists |
Taking lots to see who must report to the
Hierophant (see Month 2’s dungeon). |
123. 1d6 Melted Cultists |
Drinking and complaining about the hardships
of their life. |
124. 1d6 Melted Cultists |
Huddled next to a magic circle chanting
in a foreign tongue. |
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