Lizard Man - Troglodyte Lair
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1 Lizard Man - Troglodyte Lair Gnash Sverde, NE Corner Levels 1-3 Adventure: Classes/Levels: 4-6 characters of levels 1-3. Recommend at least one priest, or other class, with ability to cure wounds and disease (possibly from an item or from NPC support), and a ranger or druid. Type: Wilderness/dungeon Monsters: Lizardmen, Troglodytes, undead Treasure: Small (approx 300gp) XP: High (approx 4500xp) Time: Short (approx 1-2 hours) Background: This adventure can be expanded on by use of the Lizard Man Lair adventure. In the northeasternmost corner of the Gnash Sverde live a tribe of Troglodytes, and another of lizardmen. The Troglodytes have slowly been pushed out of the Sverde by the Lizardmen, who have profited greatly by their trade with Calanport. However, the Troglodytes have accidentally uncovered what appears to be the ruins of an ancient city, dating back all the way to the time when the Sandar Kingdom ruled this part of the world. With items looted from the first shallow digs into the ruins, the Troglodytes have been able to stop the encroachment of the lizardmen into their territory. Their renewed success in conflicts has not gone unnoticed by the lizardmen. After surreptitiously investigating the Trogs new find, the lizardmen threatened to exterminate the Trogs entirely. However, after careful negotiations, the Trogs worked a deal: The lizardmen and Trogs will take turns excavating the city, with a small group of overseers from the non-digging side. Their first efforts in this treaty resulted in the Trog diggers nearly being wiped out by a few Coffer Corpses (see Encounter 1 below). The Trogs were only too happy to turn over the excavation to their rivals. The rulers of Calanport are not yet aware of the find something both tribes wish to continue. Hooks: A merchant in Calanport has made an unusual find ancient weapons (shortswords and shields) dating back to the time of the Sandar/Teshian Wars, thousands of years ago. While the weapons are in terrible shape, the merchant has been able to determine that the city they came from use to lie only a hundred miles from Castle Vorelon, perhaps at the very northeastern edge of
2 Gnash Verde. He acquired the weapons from a group of lizardmen trading in Calanport. The merchant wishes the PCs to determine if the city still exists and whether or not other items of value can be found there. A sage has recently purchased a map of ancient Sandaria, showing the probable location of an ancient Sandarian city, within the very border of what is now Gnash Verde. He wants the PCs to investigate for him and will pay handsomely for any relics or information they bring back. The Calanport City Council has noticed that the lizardmen of Gnash Verde have suddenly become very secretive about happenings in their home. They suspect that trouble has begun brewing again between the Troglodytes (who live in the northern reaches of the Verde) and their lizardmen allies. The Council wants the PCs to investigate so the Council can determine if more direct intervention is necessary. In any case, it should be easy for the PCs to ride with a trade caravan going between Calanport and Castle Vorelon to take them within a dozen miles of the Verde. The caravan master will gladly provide food and transport in exchange for the PCs standing shifts as guards. Location: The Gnash Verde is a vast swamp, the northern portions fed by underground springs, the southern end mixing with the salt water of the Skytorn Sea. The swamp has slowly been expanding over the centuries. The center of the swamp is known to be the home of at least one black Dragon the PCs should be cautioned not to go there! Giant crayfish, crabs, eels, and similar wildlife abound. The deeper into the Verde one travels, the more hostile and dangerous the wildlife becomes. The city, once buried by the rising waters and mud of the Verde, lies only three miles within the swamp well within Troglodyte territory. Only a small portion of the place is currently accessible the rest is buried under tons of mud and water. Troglodytes patrol the area frequently, so it s very likely the PCs will encounter a few groups. Currently, there is only one area being excavated (the other four areas being outlying guard towers and have been picked over so completely that not even the stones used to build them are left), right at the very edge of the water. A muddy tunnel goes into the side of a hill. The DM is left to determine how difficult it will be getting to the locale. It is strongly recommend that the initial foray be easy the Trogs and lizardmen are relying on secrecy rather than armed resistance. And since the Trogs live in the area, they have already hunted out most of the dangerous creatures. Notes are provided at the end for continuing this adventure and setting. The actual dig site itself is dirty, wet, and muddy. There are no light sources except for the occasional cook fires the Trogs or lizardmen will light on the side of the hill during the day. Tunnels and rooms, except where noted, have been dug out to their original walls (this location is actually the top floor of a wealthy merchant s family mausoleum
3 a huge, strong edifice). The city itself is formed mostly from granite, originally quarried from a site deeper in what is now the Verde. Encounter Areas: Encounter areas are given in Map Key, Area Name, Area dimensions, light source (if any) format. So 1. Guard Alcoves. (10 x10 x8 ) means 1. = Map key, Guard Alcoves = Area Name, (10 x10 x8 ) = Area dimensions north-south x east-west x height. This information is given to help you generate a quick description. In some cases, an area has an unusual shape, so its dimensions may not be listed. 1. Entryway. (natural wilderness, swamp, stream, outdoors) The entryway slopes down 5' and is filled with muddy water (-1 to hit rolls). 2 Killer Frogs have burrowed into the mud, living off of crayfish and other amphibians. They have moved in just today behind one of the digging crews, and have not yet been noticed by the Trogs or lizardmen. Frog, Killer (Int. 0 (Non); AL N; AC 8; MV 6, Sw 12; HD 1+4; hp 9, 10; THAC0 18; #AT 3; Dmg 1-2/1-2/2-5; SZ S; ML Unsteady (6); XP 35). A 50 gp gem (Alexandrite) is located in the stomach of one of the frogs. 2. Locked Room. (30 x30 x12 ) The door to this room is barred three times and has four large rusty metal locks on it -- all on the outside to keep the creatures INSIDE. This should warn the party not to enter. Immediately inside the door are the shattered skeletal remains of two troglodytes, torn apart by the creatures within. Inside this room are three stone sarcophagi. They are graven with many decayed images of days long gone (dating to about year 300). Each sarcophagus contains a Coffer Corpse and 100 ep. The coffer corpses will remain inert unless someone opens a sarcophagus, at which point all three will throw the lids off their earthly tombs and attack until all intruders are dead. Coffer Corpse (Int. 5-7 (Low); AL ; AC 8 (Undead); MV 6; HD 2; hp 12, 10, 15; THAC0 19; #AT 1; Dmg 1-6, or by weapon type; SA on successful hit, latches claws onto victim and automatically hits in succeeding rounds, if hit for 6 hp damage in round, falls, rises next round - all who; SD hit only by magical weapons; SZ M; ML 20 (attack until destroyed); XP 175) 3. Rotten Room. (20 x20 x12 ) The door to this room is swollen with water and barred from the outside. The door itself is very rotten (double bend bars/lift gates chance to open). Inside is a gas spore. 1-3 turns of digging through the muck in this chamber will reveal a watertight scroll case containing three Cure Disease spells and three Cure Light Wounds spells (Avaryan). The scroll case was carried in here by a sick killer frog (see 1) who'd become infested by a gas spore. The frog died, giving birth to the room's current inhabitant.
4 Fungus, Gas Spore (Int. 0 (Non); AL N; AC 9; MV 3; HD 0+1; hp 1; THAC0 20; #AT 1; Dmg Special; SA Explodes if hit 6d6 dmg to all within 20' (save for half dmg), infection; SD Resembles beholder; SZ M; ML Average (8); XP 120) 4. Troglodyte Overseers. (50 x20 x12 ) This room contains about a dozen nestlike beds of lichen, branches and similar matter. Scattered about are the eating implements, armor, weapons, and other gear of the five Troglodyte Overseers who make this room their home. They each have 36 sp and 10gp. They are here as part of the agreement between the lizardmen and the troglodytes for excavating the ruin - to oversee the current efforts of their rivals/allies. If the Troglodytes start losing combat, they will sue for peace, leaving the lizardmen to deal with the problem. They are not at all averse to attacking from behind, once the intruders have sufficiently weakened themselves against the lizardmen. When angered or engaged in melee, troglodytes secrete an oil that smells extremely disgusting to all humans and demihumans. Those failing their saving throws vs. poison are so revolted as to lose 1d6 points of Strength. This loss remains in effect for 10 rounds. Troglodyte (Int. 5-7 (Low); AL CE; AC 5; MV 12; HD 2; hp 10, 8, 11, 6, 4; THAC0 19; #AT 3; Dmg 1-2/1-2/2-5 or 2-8 weapon; SZ M; ML Steady (11); XP 120). 5. Lizardmen Guards. (30 x30 x12 ) This room is the barracks for the lizardmen guards. Normally, two of them are on duty at a time, keeping watch over the door to 6, two are asleep in this room, and the fifth is performing chores - cleaning equipment, cooking, whatever. Each lizardman has 80 sp. One has a potion of Diminution. Lizard Man Guard (Int (Very); AL N; AC 5; MV 6, Sw 12; HD 2+1; hp 2x10, 12, 9, 13; THAC0 19; #AT by weapon; Dmg darts, 1-4 damage or javelin, 1-6 damage. club 2-8 damage.; SZ M; ML Elite (14); XP 300) 6. Digging Room. (40 at widest, 30 at narrowest x 30 x12 ) This chamber has only recently been uncovered. The roof collapsed long ago, so the digging has been slow. 7 lizard men work and sleep in this room. Each has 60sp. One has a potion of Healing it found. Lizard Men Guards/Diggers (Int (Very); AL N; AC 5; MV 6, Sw 12; HD 2+1; hp 2x10, 3x11, 9, 13; THAC0 19; #AT by weapon; Dmg darts, 1-4 damage or javelin, 1-6 damage. club 2-8 damage.; SZ M; ML Elite (14); XP 300). Continuing the Adventure: The Troglodyte and lizardmen tribes certainly allow for continuing the adventure. DMs are reminded that the lizardmen are allies of Calanport,
5 and the city will not look kindly on anyone who ruthlessly exterminates the whole tribe. No one besides the Trogs really cares about the Troglodytes. Furthermore, excavating the buried Sandar city would certainly entail further adventures and may even result in the PCs allying themselves with either tribe. Considering that the Sandar Kingdom fought the Teshian Empire, it is certain that many powerful magics, curses, as well as guardians, remain underneath. It is also likely that, after extensive digging, the relatively intact sewers of the city can be penetrated, allowing access to some of the main buildings. Clearing the sewers of monsters who ve taken up residence there will be required. Some of the city is still underwater an area where the Trogs or lizardmen will excel, so air-breathing PCs will need further magics and equipment to penetrate those areas. Technically, the city lies outside of the Kingdom of the Shattered Lands (of which Calanport is the capitol) and Empire of the Hartland (which Castle Vorelon is part of). So it is very possible for high-level political conflicts to result from this find if the city proves to have powerful magics or great riches residing within. Then there s the black Dragon who also lives in the Verde Also see the Lizard Man Lair adventure. Avamor Campaign: This adventure was used as a brief one-shot side trip during the very first campaign I ran in this world. The four PCs were travelling overland from the Hartland to Calanport and stopped at Castle Vorelon. From there, they proceeded to the excavation, cleaned it out, and fled from the very angry Troglodyte tribe who pursued them to the very edge of the Verde.
6
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