Salutations sinister spelunkers! Welcome to week three of the Crucible of Oxyus! This week we continue our exploration of the caverns and tunnels of level four. Read on to discover what fate awaits you! below you'll find caves filled with a sinister seething magical darkness, hunger-touched ghouls, and a company of dwarven miners striking it rich! Enjoy!
5/15: The Waiting Silence
This chamber is a large,
natural limestone cavern roughly 55’ at its widest and 75’ at its longest. The
room has a ceiling that arches overhead as high as 25’. The southern half of
the cavern is raised approximately 10 feet above the northern half by a ledge.
The darkness that permeates this cavern is unlike normal darkness. Its inky
blackness strangles natural light sources, dowsing any open flame brought into
the chamber. The air here is also thick
with the sensation of being watched, as though the darkness itself was a
skulking predator waiting to pounce.
- North: There
is a natural tunnel in the northwestern corner of the cavern that leads to a
larger north/south-running tunnel. Characters may turn south to enter room 5/16
or turn north where another larger tunnel crosses east to west. The eastern end
of the passageway leads back in the direction of room 5/8. The western
path leads onward to room 5/17.
- South: A passageway
in the southern end of this chamber leads directly to room 5/20.
- The Darkness: The
darkness within this chamber is a remnant of the magical corruption that seeps
from room 5/21. This supernatural darkness extinguishes natural light
sources and halves the range of magical lights. Even infravision is reduced by
half. If the spell Bless is cast as a ritual (taking 20 minutes to cast)
it will destroy the magical darkness within the chamber for 24 hours and allow
natural fires to burn within. If the magical darkness is dispelled, it becomes
apparent that the walls have been covered in ancient cave drawings. Some are of
gigantic bipedal lizards with mouths full of sharp teeth, while others show
crude depictions of tiger-headed humanoids with backwards hands hunting woolly
quadrupedal mammals with large horns on their snouts.
5/16: The Mossy Darkness
This moss-covered limestone
cavern is roughly 90’ wide and 55’ long with 30’ tall ceilings. The walls of
this chamber are covered in a variegated red and blue moss that has small blue
fruiting bodies. The loamy smell of fresh earth and moss is pungent in this
chamber. A small, shallow creek has formed further to the north of this chamber
and flows down into the cavern and out to the south, the sound of trickling
water bouncing off the stones.
- North: The
small creek runs down the natural stone steps in the north of the chamber and
out through to the south. The northern tunnel that the creek travels through
connects up to rooms 5/15 and 5/17, and eventually back towards
room 5/8.
- South: There
is a narrow tunnel leading down and out of this chamber to room 5/19. This
tunnel leads down over a natural set of limestone steps.
- East: In
the northeast of the cavern is a tunnel leading east to room 5/20.
- West: In
the southwest of the cavern is a convoluted tunnel leading eventually to room 5/18.
The musty smell of mushrooms wafts from that direction.
- The Moss: This
is a type of cave moss known as Miner’s Respite. The dried moss can be
steeped into a tea that, once drunken, heals 1d6 hp and leaves the body feeling
like it has had a good night’s rest regardless of how long it has been since
the imbiber has actually rested. There are 1d6 uses of moss clinging to the
walls of the cavern near the running water that flows through the cave.
5/17: The Dwarves
This cavern is absolutely
massive. At its longest it runs over 170 feet with a width between 20 to over
100 feet. There are stalactites and stalagmites strewn about the eastern half
of the chamber, making the ceilings here appear convoluted. The length of the formations vary from 10 to
50 feet. The western end of the cavern houses a small mining camp of over 20
well-armed dwarves. The dwarves are industriously mining away at
large veins of a metallic green ore that covers the walls of the cavern. The
sounds of pickaxes and mumbled Dwarvish trickles out from their encampment. The
ghostly green-blue light of three lit brass braziers pull lurid shadows of
aquamarine and pale cornflower blue across the cave walls.
- East: The
eastern end of the cavern is connected to the large tunnel with flowing water
in it that continues south past the narrow entrance to this chamber. The
eastern end of the cavern is full of stalactites and stalagmites of various
sizes that obscure views through the cave. The light from both the special
braziers (see below) and the dwarves’ cooking fire is not easily apparent from
the cave entrance.
- West: The
only other way into the cave is in the western wall of the cavern. The
passageway narrows and the ceilings drop down to five feet in height, making it
difficult for those of human stature to pass without stooping. There is a lit
brazier just like the others within the cavern only 15 feet down the
passageway.
- The Braziers: The
braziers are made of heavy brass bands etched with arcane dwarven runes that
glow a light blueish-purple. As long as the fires in the braziers are kept lit,
their light will ward the area from any undead who may try to physically
enter the illumination cast by the pale greenish-blue fires. If they do enter,
they immediately take 2d8 magical damage every round that they stay within the
glow of the strange magic braziers until they leave.
- The Dwarves: These
are the miners of clan Urg’Vesh, dwarves of the western continent who refer to
themselves as Gworefs in their own tongue. This is the host of the brothers Izzkan
Hardstone and Hendin Wayfinder who have come to these caverns to mine the rare
and precious minerals found here. Both use the same stats as Dwarfs
except they are HD 4 and have an AC of 17, having plate armor and
shields. They wield warhammers and throwing axes. Hendin has +1 to all rolls.
The brothers have assembled a motley band of miners. The miners wield pickaxes
and boot knives if they have to take up arms.
- Mein: The Gworefs of the western continent have skin of steel grey to charcoal black, with luminous eyes ranging from emerald green to sapphire blue to amethyst violet to gold or silver. Their hair ranges from coal black to auburn to a coppery metallic red.
- Demeanor: The dwarves of clan Urg’Vesh are Lawful in alignment and though cautious, they will entreat with living characters who do not menace them or their operations. If shown respect and kindness they will reciprocate, and they can become a welcome ally to more Lawful parties exploring the Crucible. While Ulak is quiet and contemplative, he loves ale and isn’t above telling a bawdy joke or two. Hendin is the younger of the brothers. He is always smiling, even when furious. He loves poetry and has quite the singing voice.
- Goals: The brothers have two main goals while they are down here. Firstly, they are looking for the remains of their ancestor Ulaz Brightaxe, hero of dwarven legend. Secondly, they are looking for the fabled mineral deposits Ulaz went in search of. They hope to mine a sizeable seam of yktinite and make a fortune selling it in their city where there are smiths that can still smelt umbral steel from the raw ore. While searching for information on the whereabouts of Ulaz Darkaxe they stumbled upon a lead - an ancient map scribbled on by Ulaz with the location of a large deposit of fabled yktinite. Ulaz had made a copy of the map and disappeared into the mountains over a century and a half ago in search of the deposit, never to be heard from again. The brothers financed this expedition through the mountains and into this dungeon, coming down from a large crack in room 5/10. They have not been able to meaningfully search for their kin though after they set up the mine, having been attacked multiple times by the hungry ghouls who wander this level of the dungeon.
- Threats: The dwarves have lost men to the ghouls who lurk throughout this level. They will warn friendly characters about the supernatural darkness to the south (in rooms 5/15, 5/20, and 5/21) and that some more dangerous malevolence stalks the halls furth to the southwest, though they know not what it is. The dwarves have learned from experience that the ghouls like to congregate in the supernaturally-darkened caverns. If confronted with violence the dwarves will make a good show of it. They are used to working as a team and all the miners have spent time as militiamen and will utilize overwhelming force and tactics to crush any who attack them.
- Means: The dwarves have pickaxes and boot knives, and their leaders wield warhammers. They have all the mining equipment they could need, including rope, pitons and hammers, torches, flint, tents, etc. They also have roughly three months of rations left. Hendin has a Luckstone that grants him a +1 to all die rolls. They did not come totally unprepared for the undead though. The magical braziers (see above) were brought by the brother’s other now-dead brother Nuri. Nuri was a priest of Agen Aatar, whom the dwarves revere above all other gods. He died soon after they arrived, having been one of the dwarves killed by ghouls. With his passing the dwarves now fear they have lost the favor of their Mountain Lord.
- Needs: The dwarves need a lot. They are in a stalemate with the ghouls who can’t enter the chamber due to the braziers (see above) and the dwarves fear an attack if they leave the chamber to haul their ore back up the rope in room 5/10. They need help to get their ore out of the dungeon as well as to hold off the ghouls if they do show up again.
- Quests: The dwarves seek any news of their ancestor Ulaz Darkaxe and his fabled Warhammer of Thunderbolts. They also wish to see the destruction of their ghoulish fallen dwarf comrades (they hate the undead and think of them as a perversion).
- Gworef Names: Roll once for a first name and once for a nickname.
- First Name Nickname
- Ulaz Brightlantern
- Unak Greymantle
- Ysval Sharptongue
- Ytzark Sureboot
- Sulrai Truehammer
- Zetrin Foeclaw
- Zesimmal Redtooth
- Summaz Axethrower
- Ynvoch Mountainsinger
- Doltaz Rainseer
- Olomhin Candlecutter
- Delgash Flamebrow
- Romhok Shrewdmantle
- Fenzis Greencloak
- Frekmal Gemnose
- Ustozai Orehammer
- Matik Deepmind
- Remmen Dreadtemper
- Aghlesh Highboots
- Votunaz Bluehood
- The Mineral: To dwarves and other characters well versed in prospecting, geology, or alchemical metallurgy, this mineral is identifiable as yktinite. Yktinite can be smelted and refined into a legendary metal known as umbral steel. Umbral steel is lighter and stronger than regular steel and can be enchanted with spells of shadow and stealth very easily. It makes weapons that resist detection and can deal damage to a foe’s shadow itself. The knowledge to smelt and refine yktinite has been lost to all but the most learned and powerful alchemical smiths.
- The Chest: Obscured
behind one of the tents is a narrow crack in the rock that runs over 20 feet before
terminating in a dead end. Hidden here is a thick wooden chest with a large
steel lock on it that houses the clan’s pay for the expedition. (A total of 400
platinum coins.)
5/18: Mushroom Groves
This chamber is a rough
limestone cavern stretching over 55’ long and 35’ wide with 35’ ceilings. The
entire cavern is filled with large violet mushrooms as tall as an adult human.
Smaller toadstools nestled amongst their larger brothers give the entire cavern
the look of a forest grove somehow existing deep underground. The air within
the cavern is thick with the musty stench of fungal spores. A tipped-over
rusted lantern rests in middle of the chamber, its flame long since
extinguished.
- North: This
chamber can be accessed on its northern end by a narrow tunnel coming from room
5/16.
- South: The
southern end of the cave stretches into a tunnel that winds down and to the
west.
- The Mushrooms: Scattered
among the more ordinary mushrooms in the chamber are 2d4 Shriekers,
large person-sized purplish toadstools that emit a high-pitched shriek when
they are exposed to light or vibrations. They are not the true danger though,
as growing throughout the cavern can be found 1d6+1 Violet Funguses,
which appear very similar to Shriekers but will actually attack characters
who get too close.
- The Underbrush: The
bones of many dead humanoids can be found scattered about the undergrowth if
the room is thoroughly searched. As well as the lantern and the old bones,
there is a small green glass tube with three metal prongs sticking out of one
end (part of the levitation platform in room 5/1), and a small chest
half destroyed by dry rot. Within the chest are three greenish steel ingots of umbral
steel (they weigh 25 pounds a piece and are worth 1,000 gp each), the head of a
small assayer’s hammer, and a glass bottle with a scroll of Continual Light
and Bless stuffed in it.
5/19: The Drain
This limestone cavern is
roughly 60-75’ in diameter with a small river of water pouring down the tunnel
from the room to the north. The water runs across the cavern floor and drains
into a shallow natural basin with a dark crack in it where the wall and the
floor meet. The sound of running water makes hearing anything quieter than a
shout extremely difficult here. The ceiling arches 15’ overhead. The eastern
wall of the cave has a large glyph painted in old, dried blood across it.
- North: There
is a series of steep natural stone steps carved out of the mountain by the
relentless running of water from room 5/16 into this chamber. The water
running over the steps makes it very difficult to traverse.
- South: The
southern end of the cavern narrows into a tunnel that leads further south.
- The Glyph: Those
well versed in ancient languages will recognize this as a glyph of warning. It
is a kind of ancient tomb robber’s shorthand for life threatening danger. It
points to somewhere south of the chamber.
5/20: Amongst the Dark and
Doomed
This long limestone gallery
stretches 70’ before it narrows back into a tunnel. It is 20-30’ at its widest
with 40’ tall ceilings. The darkness that permeates this cavern is unlike
normal darkness. Its inky blackness strangles natural light sources, dowsing
any open flame brought into the chamber.
The air here is thick with the sensation of being watched, as though the
darkness itself was a skulking predator, waiting to pounce. Those who press
into the room will find debris and rotten wood piled up on either side of the
chamber.
- North: This
chamber is higher up than room 5/16, but a natural stairway descends
down to that chamber from the northern end of this room.
- South: The
southern end of the chamber narrows into a five-foot-wide tunnel that lead back
to room 5/7.
- East: There
are two passages that enter this cavern from its eastern side. One tunnel goes
to room 5/15, and the other to room 5/21.
- The Ghouls: There
are 1d6 ghouls standing silently in the darkness among the debris that
litters the floor. They are always waiting, and they are always hungry.
- The Darkness: The
darkness within this chamber is a remnant of the magical corruption that seeps
from room 5/21. This supernatural darkness extinguishes natural light
sources and halves the range of magical lights by half. Even infravision is
reduced by half. If the spell Bless is cast as a ritual (taking 20
minutes to cast) it will destroy the magical darkness within the chamber for 24
hours and allow natural fires to burn within.
5/21: The Altar of Darkness
This irregularly shaped
limestone cave is approximately 45’ long by 25’ wide with ceilings over 20’
high. The darkness that permeates this cavern, just like caverns 5/20 and
5/15, is unlike normal darkness. Its inky blackness extinguishes natural
light sources, dowsing any open flame brought into the chamber. The air here is thick with the sensation of
being watched as well. Those who manage to illuminate the cavern will find a
thin black basalt altar stone at one end of the cave. There is a simple pewter
decanter and 3 pewter goblets along with a clerical stole laid out on the altar
stone. There is danger waiting here as well - ghouls hiding in the hungry
darkness, ready to pounce!
- South: This
cavern can be accessed by the spiraling tunnel that connects to the cave on its
southern end. This tunnel leads to cave 5/20 and is quite narrow.
- The Altar: The
Altar is a nondescript slab of black basalt. The pewter decanter is still
filled with old fetid blood and the goblets are quite plain. Alongside them is
a religious stole made of delicate black and red silk with skulls embroidered
with thread-of-gold alongside the outer seam (worth 50 gp). Behind the altar
stone is a curiously disturbed patch of dirt. If dug through, characters will
find a moldering sack filled with 500 gold coins stamped with the face of Oxyus
of Fenebrahn, two platinum goblets bejeweled with amethysts and rubies (worth
450 gp each), and a delicate silvered flamberge-style dagger with a golden hilt
embedded with a fat emerald (worth 400 gp). The dagger is in actuality a
silvered Venomous Dagger +1.
- The Ghouls: The
corruption of the altar is alluring to the ghouls, many of whom occupy
the room in reverent awe of the nondescript altar stone. There are 2d6 ghouls
within the chamber, but they are in a kind of daze, having collected in this
chamber long ago to worship at the altar many years ago. They have remained
here ever since. The ghouls will always lose surprise rolls while inside
this chamber until the altar has been cleansed.
- The Darkness: The darkening corruption that occupies these caverns emanates from the black basalt altar. This supernatural darkness extinguishes natural light sources and halves the range of magical lights by half. Even infravision is reduced by half. If the spell Bless is cast by a lawful or neutral cleric as a ritual on the altar stone, it will destroy the magical darkness that permeates caves 5/21, 5/20, and 5/15 and allow natural fires to burn within. The ritual lasts an hour, during which the cleric must burn or otherwise destroy 500 gp worth of ecclesiastical supplies (incense, candles, sacrificial offerings, etc) while concentrating for the entire ritual. If a lawful or neutral cleric prays for at least an hour at the altar after it has been cleansed, they will receive one additional use of the spell Silence 15’ Radius once a day regardless of their cleric level.
If you liked what you read and you want to start at the beginning of the whole dungeon, click here. To begin reading at the start of the level, click here.
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