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Black Fang's Dungeon

Dungeon Guide

Magic Monsters Groups People Races Things

Room 1 - Outside

RotTooth's directions lead you to a statue of a tall, thin humanoid with a long face and bald head. The statue's left hand is extended out, palm up, as if asking for a tip. The right hand sits on the head of a large cat, perhaps a puma. You notice both hands have six fingers.

The cliff wall behind the statue is covered by a curtain of moss. According to the goblin's information the entrance should be in this vicinity. (DC 10 Perception check)

Behind the moss curtain is a cave with rocks strewn across the floor and against the wall. Flush with the stone wall to the south are a set of double doors without hinge or handle. Arcane runes run along the outer edges of the doors, bathing the entryway in a low blue glow. (Arcane Lock DC 20 Disable Device Hardness 15 AC 25 40 HP)

Storyteller - To the right of the door a tunnel has been carved to get to Room 2. The entrance to the tunnel is hidden among the fallen stone in the entryway. A goblin squats watch here, and scrambles for Room 2 if the PCs discover the tunnel (opposed Perception check, +4 to Stealth) or appear to be casting a spell on the door. In Room 2 the goblin alerts its companion and prepares to ambush the PCs.

Creature - Goblins x 2

Room 2 - Loading Area

Area - 25' wide, 35' deep, doors to the south.

The floor bears the scars of heavy objects even after all these years. A low fire illuminates the room, backlighting two small humanoids standing 20' from the door. Suddenly the backlit creatures throw spears at you in a synchronized movement (Goblin Spear Chuckers, -1 to hit, 1d6 damage). The spear chuckers are activated by the ambushing goblins hiding behind the partially closed doors to the south (Room 5)

The hidden goblins ambush the characters while they inspect the spear chuckers. On their initiative they each shoot two arrows at the PCs as their standard action, then shut and barricade the doors as their move action. (AC 20 [armor + cover], +4 to hit, 1d4/x3 damage). The entire time they shout for assistance from the rest of the goblins.

In the SE corner of this room the PCs find two vermin infested cot mattresses and a chest. The key to the chest is under one of the mattresses (DC 10 Perception check to find) or the lock can be picked with a DC 15 Disable Devices skill roll or bashed open (Hardness 5, 20 HP. The potion vial breaks if the attacker rolls a 1). For the contents, see Treasure.

Treasure - The spears hurled by the chuckers are in good condition and can be reused. If the PCs open the chest they find 20 GP, a masterwork dagger (+1 on to hit rolls), a small ruby worth 50 GP, and a light blue potion in a small jar (Cure Light Wounds, heals twice as many HP if consumed in Room 3).

Room 3 - Fountain

Area - 25' square. Door to the S and a 10' ledge to the NE

This space is bathed in a blue golden light eminating from a fountain in the center of the room. The fountain looks like a 4' tall bird bath extending out of a low walled well. When inspected the fountain can be seen to extend deep under the water of the well, out of sight. The water is really condensed Fey magic. The effects of Healing and protective spells are amplified, doubling their effect or duration. Items soaked in the fountain for 24 hours are imbuded with a random one-use magical effect.

There appears to be a crude rampart at the top of the ledge and shouting can be heard from the ajoining room (Room 8). Goblins behind the rampart have +4 AC [cover]. If the goblins from Room 2 escaped to this room, they are at the base of the ledge begging their compatriots to help them climb. If the PCs enter the goblins ready swords and shields and move to attack. The goblins in Room 8 will not move to assist their bretheren. A rancid stench and a shouted argument in Goblin drifts through the air from the upper cavern.

Room 4 - Negotiation Room

Area - 35' wide, 20' long. Door to the N and a 5' corridor to the W

This is dominated by a large chair, almost a throne, on a raised platform along the S wall. Statues flank the platform to the E and W. The statues are of an humanoid man and woman wearing hooded robes, masks covering their faces. Their hands closest to the stairs are held at waist level, palms down, fingers outspread. The hands closest to the room are held up, fingers outstretched, palms vertical. Each hand has six fingers. The statues are facing the stairs to the throne and each other. The charred bodies of two goblins lay on the stairs.

The stairs are trapped. Anyone stepping on the stairs without first high-sixing at least one statue triggers both statues to shoot fire like a Burning Hands spell. A DC 26 Disable Devices disarms the trap, or using 6 fingers when doing the high-six fools the trap into allowing a PC to access the chair. The armrests of the chair have grooves for each hand's fingers and thumb at the curve. If all of the grooves are filled with living digits the person sitting in the chair will feel a small button extend slightly from the arm of the chair under their left thumb. Pressing the button causes a ring to detach from the chair arm and be pushed via a clever mechanical plunger onto the seated person's left thumb (see Treasure).

The chair and statues detect as magical. The aura of the chair hides the aura of the ring. Anyone sitting in the chair is under the effect of a Comprehend Languages spells.

Treasure - The ring casts Shield as an immediate action the first time each day the wearer is attacked or has Magic Missile cast at them. The ring sizes itself to fit its wearer.
The Chair is large, heavy, awkward, and gaudy to the point of bad taste, but the PCs could take it with them if they desired. The statues are fixed and would have to be broken off their plinths to be moved. This would break the enchantment for the Burning Hands.

Room 5 - Spider Infested Old Warehouse

Area - 25' wide, 35' long. Corridors to the NE and SE.

Clumps of cobwebs are spread throughout the room, forming floor to ceiling funnels. Dozens of small spiders crawl among the webs, but they do not appear large enough to be their source. The sound of waves lapping against a shore echo up the room from the S.

The funnel webbing is dense enough to make spotting where the spider is hiding difficult (Perception DC 20). More easily seen (Perception DC 10 or automatic if they move to the SE tunnel) is the body of a bald gnome with a protuberant nose and grey skin. The body has been drained of fluids, but a DC 15 Heal or Survival check reveals the gnome has been dead for less than a week. The gnome only has its clothes and a large fanny pack belt pouch, and is missing his left shoe. Inside the pouch the PCs find a wooden toy in the shape of a white dragon, an 18" hollow wooden stick slightly flared at one end, a pouch which is filled with a squishy substance, and a small box full of a well ground acrid green herb and a stack of thin white paper squares (see Treasue).

Treasure - The hollow stick is a Wand of Magic Missiles with four charges. The Wand shoots one small missile per point of damage and the wielder can select how many missiles hit each target. The dragon toy's wings and mouth are hinged and move when the tail is pulled. Written on the underside of the left wing in small letters is "Is no fun? Is no Blinsky!". The pouch is full of sand in which is mingled 28 electrum pieces. The electrum pieces are cast as five triangle segments which meet at the points so they can be broken off and used as smaller coinage. The coins are stamped with a crescent moon and tree image. The box contains marijuana and rolling papers.

Creature -
Giant Spider
Svirfneblin (dead)

Room 6 - The Obelisk Tunnel

Area - 20' wide, 35' long. Corridor with opennings on E and W.

Where the other rooms in the dungeon have been well constructed cut stone, this tunnel is roughly excavated. The walls and ceiling are covered in alien symbols, it is hard to tell if they are writing or art. The obelisk is approximately 10' high and the top third is covered in sigils as well, but those sigils differ greatly from what is carved in the ceiling and walls.

The obelisk itself is carved from a dark stone. Purple light flows from the tip down the sides in a continuous rippling flow humming and crackling. Characters getting within 5' must make a DC 15 Reflex save or take 1d6 lightning damage. PCs touching the obelisk take 3d6 lightning damage, no save.

The obelisk has a hardness of 10 and 50 HP. Hitting the obelisk inflicts the 3d6 lightning damage each time until the obelisk breaks. Broken pieces pressed together will flow into each other and merge into a shard the size of the joined pieces. A shattered obelisk can be reformed this way, and the electrical flow does not resume until a round after full reconstruction so PCs do not get electrocuted for restoring the obelisk.

The writing on the obelisk is Qualith and consists of parallel quartet lines of dashes. The message consists of begging for forgiveness and warning of the return of the great evil. The inscriber was not an illithid and was attempting to use magic to emulate the Mindflayers' pscionic ability. The carvings on the walls and ceiling are from eons of cults and cultures, and obviously overlap in many places.

Room 7 - Lake and Island

Area - 30' - 35' wide, 50' long. Corridors to the N (up a ledge) and SW, and a lake stretches to the S and E.

A rancid stench and a shouted argument in Goblin drifts through the air from the upper cavern to the N.

The lake is covered in continuous rows of waves rolling to the shore from deep in the darkness. The only sound is the hiss of water pouring over itself and the source of the waves is far beyond sight. The water itself is crystal clear, and the sharp drop of the cavern floor is clearly visible if light is shone over the water. The remnants of a wooden dock stick out into the lake, mostly submerged.

Visible offshore is an island upon which stands a surprisingly complete watchtower. It appears someone has marked the side of the tower with a large X.

A reefclaw lives in the lake, living off cave fish and the occasional goblin. It will attack any PC which comes near or enters the water, attempting to grab the victim and retreat to the island to eat. It would make a fine meal if the party brought enough butter.

Inside the tower is a human sized oilskin duster jacket wrapped around a longsword and two potiion jars. In the pockets are several handfuls of gold (see Treasure).

Treasure - The sword is a +1 dragon-bane longsword. The bottles contain a Potion of Invisibility and Potion of Levitation. The coins total 175 GP.

Creature - Reefclaw

Room 8 - Goblin 'Kingdom'

Area - 25' wide, 35' long. Corridors to the N, S, and NE over a ledge.

The cavern is roughly cut from the rocks, covered in garbage, and filled with a rancid stench. Several bedrolls made from animal skins are spread around the room.

A group of five goblins is arguing in the center of the cavern. The largest, wearing a crown of bones and feathers is hitting the other goblins with the flat of his sword, apparently trying to force them to do something. The five goblins are shouting at each other. If any of the PCs understand Goblin they know the King is trying to get his minions to take up positions at the ledges to defend his 'kingdom' from the PCs. The goblins are yelling at the King to lead by example.

The goblins all shriek when the PCs appear, even if they do not initially attack. If approached peacefully the King moves to sit on his throne (actually a chest with a ratty cushion) and asks in passible Trade "Are you here to enlist King Fatmouth to your Dragon's cause like little dragon-man?" If the PCs say Yes, King Fatmouth begins negotiations by telling the PCs they must first prove their cause 'worthy' by killing the little dragon-man and delivering his mighty dragon mount to King Fatmouth. If the PCs say No, King Fatmouth tells them they should, and as a sign of repentance they must kill the little dragon-man and deliver his mighty dragon mount to King Fatmouth. King Fatmouth says that with the mighty dragon mount he will lead his goblins to collect much treasure for their Dragon's cause. Fatmouth will ignore PCs protests until they start to ignore him, at which point he attacks with his spells in a desperate attempt to maintain his leadership position in the goblin band. The rest of the goblins will rally to King Fatmouth's side when combat erupts.

Inside are three pearls, a stick which is warm to the touch, a gold filigree ring, and a small burlap sack of coins. (see Treasure).

Treasure - The stick is a is a Wand of Cure Light Wounds. The ring is a Ring of Protection +1. The pearls are worth 100 GP apiece, and the sack contains 4 GP and 22 SP.

Creature -
King Fatmouth
Goblins x 4

Room 9 - Haunted Crypt

Area - 30' wide, 40' long. Corridor to the W down a ledge, door to the SE.

The room looks like it was once a bunk room, with the rotting remnants of bunk beds in alcoves to the N and S.

A group of eight skeletons stand motionless in the center of the cavern. They will not react to the PCs until one of them has crested the ledge and stands in the room. They will pursue the PCs out of this area. (Black Fang flys over the skeletons when he crosses the room so they cannot reach him. The skeletal remains are from his first panicked encounter with the skeletons.)

The destroyed remnant of a skeleton lays near the SE door. Its bones are pitted and cracked, and some appear to have disolved. The stone floor and cavern wall behind the skeleton are pitted as well.

Creature -
Skeleton x 8

Room 10 - Kobold's Study / Wyvern's Lair

Area - 2 rooms
Kobold Study - 20' wide, 55' long. Open doorway to the S to the
Wyvern Lair - 25' wide, 35' long. Open doorway to the N to Kobold Study, cavern is open to the sky.

This room looks to be the home of an itinerant scholar. A camp table and chair sit in the main part of the room, and a bedroll is by the E wall. Everything is neat and organized, to the point of the bedroll being made with the blanket turned down. A small campfire with cooking utensils sits by the door to the cavern to the south. A winged kobold with striking black scales and draconic horns stands in the doorway, next to the head and neck of a draconic creature with blue / black scales. .

The kobold, Black Fang, will attempt to engage the PCs in conversation to determine their reason for being in the dungeon. He claims (truthfully) to be here to study the obelisk. If asked about his attempt to enlist the goblins he says he was attempting to help them, as The Mother will look favorably upon those who assist her return and what other purpose would they have in what is to come? Black Fang will make a half-hearted attempt to enlist the PCs to his cause. He will be suspicious if they agree, but will tell them to travel east to the ruins of the village of Thundertree where they will be contacted.

Black Fang expects to be attacked and has already used his Protection from Arrows scroll. BF will order NonToxin (the wyvern) to defend his escape and fly out of the cavern. Once BF is gone NonToxin will follow, allowing BF to mount as they fly W. (BF is psyoping the party with deliberate misdirection.)

Creature -
Black Fang
Wyvern

Treasure - If the party searches the bedroll they will discover a Scroll of Legend Lore Black Fang accidently left behind. The campfire has mostly burned papers covered with Draconic writing. These were Black Fang's notes on the obelisk. Little is left that's legible, but what is warns against touching the obelisk, says Comprehend Languages gives garbled translations of the obelisk's carvings.