Crypt of the Dark Petitioner

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1 Crypt of the Dark Petitioner Lower Level A 1 A NOTE ON ATTRIBUTE CHECKS: When an attribute check is called for, the character rolls 1d6 and adds their attribute modifier to the roll. If the total equals or beats the target number the roll succeeds. If multiple characters are attempting a single combined action, the character with the highest attribute rolls 1d6 and adds their bonus to it. Any character with an attribute score of 9 or higher assisting gives a +1 bonus to the primary character s check. If the assisting character has an 18 in the relevant attribute, the bonus becomes +2. Characters who are below average (8 or lower) give no bonus when assisting. ENTRY: To enter the lower dungeon the bars must first be opened. Scraps of information pieced together from Dwarfgate show how to gain access. A fire must be held against the bars and the following phrase uttered in Dwarvish: Tainem vy skyde sen kasar (Go forward with fire and fellowship). A1. ENTRY CHAMBER. 30 x 30. The remains of an unarmored human is stretched across the base of the steps while the remains of an armored dwarf can be found in the middle of the room. The human is adorned in cotton rags. The only items on note on him is a scrap of parchment is in his hand (Scroll Protection from Undead), a plain gold ring, (10gpv), a dull steel ring (+2 Ring of Protection), and a pouch with 1 green topaz (500gpv) and 14gp. The dwarf s plate mail has been twisted and broken and his and leathers shredded. His only possession of note is his warhammer (bearing the Everast clan crest), his brace of black-stained steel daggers, and a small sack with a dozen leather strips, 12gp, and 56sp. A2. STEPS TO LOWER LEVEL. These steps descend 50 feet stretched out across a 60 foot long staircase leading to room C1. A3. CHAMBER OF BATTLE. Two torches appear to be burning on opposite walls casting a light within the room. While they provide light they are illusory in nature and securely fastened to the wall. The walls are painted with heroic, if bloody, battle scenes showing man and dwarf squaring off against strange looking reptilians and bat-winged serpents. As the adventurers move around the room the images seem to move about advancing the battle; but with no clear winner. The intense battle scenes played out on the walls has a hypnotizing effect. A Save vs. Spells is required to avoid becoming entranced and forced to walk a circle staring at the magical walls within the room until the character passes out from exhaustion. A4. VETERANS SHRINE. The center of the room is dominated by two great statues that appear to be squaring off against one another. One is a dwarf that holds a battleaxe facing off against a three-headed cobra-like serpent (each head has 4 fangs instead of the normal 2). A faint sound can be heard like gravel being churned coming from the base of each statue. Each status has three large panels (2 x 2 ). If any is tampered with a d6 is rolled, if a the result is a 2 or less the panel falls out releasing a strange elemental insect swarm that looks similar to beetles carved out of coal (AC 6, HD 4, HP 15, MV 60 (30 ), Atk automatic (AC 5 or less takes 2pts dmg, AC 6 or higher & unarmored take 4pts dmg; swatting and/or running away means you take only 1 point), SV NM, ML 10, XP 125). The swarm will follow until destroyed or until it fails a morale check signaling that it has dispersed itself. A5. DWARF SHRINE. There are two small altars in this room; one is dedicated to Kagyar, the other to the Amber Serpent. Kagyar s Altar (symbol is a hammer and chisel making an X ) has a small woven prayer rug thrown in front of it. If the alter is searched a small compartment will be revealed that holds a full, sealed, waterskin (Stone to Flesh potion, 5 doses). Amber Serpent s Altar (symbol is a feathered, winged, amber-colored serpent) has a snake-scaled hide stretched before it. If searched a secret compartment will be found, but its empty. A6. AIR GRATE. This large iron grate is a full 10 x 10 in size covers a shaft that leads down to the second level at a 75 angle. To move the grate would require a Strength Check (target number 10). A7. CHAMBER OF BONE. This large room has a great poured stone pillar at its center. Its adorned with skeletons and weapons embedded all along its sides. The skeletons are the size of elves. The weapons vary from daggers and hand axes to bastard swords. If any magical light source is brought within 10 of the pillar 4 Bone Golems (AC 2, HD 6, HP 16/25/27/36, MV 120 (40 ), Atk 4 Cutlasses (1d6+1/ea), THACO 14, SV F4, ML 12, XP 500/ea) will leap out and attack anyone within the room.

2 A8. THE DIVIDED CHAMBER. A large iron wall has come out of the ceiling cutting this room in half. The remains of a forearm and hand can be seen coming out from beneath it. There is no way to raise the wall. A9. GARGOYLE S PASSAGE. Both doors in this room are one way passages. They can be cranked open, but will release and fall after 5 rounds. Within the room is a large gargoyle statue towering a full 10 high. There is also a large pool full of fresh clean water and a broad wide over-stuffed, padded bench with large and comfortable, although very old, pillows scattered about on it. The steps lead down to Room C1. A10. AIR GRATE. This large iron grate is a full 10 x 10 in size covers a straight shaft down to the third level. To move the grate would require a Strength Check (target number 10). A11. TALITHA S SANCTUARY. This chamber houses 2 broad basins of water along its walls and a small altar within the downward arcing end. The room is lit by a soft white light shining from the two pure pools of water. Small semi-transparent fish swim within both pools of water. While they taste very salty, the fish will live as long as they stay in water, and if eaten one fish will provide enough nourishment for an entire day. If a careful search is made there is a chance that wellconcealed 1 wide holes are scattered between the two basins of water (1 in 6 chance for non-thieves to identify). If anything weighing more than 120 lbs steps onto the first 10 section long steel spikes will drop from the ceiling and spring up from the floor skewering anyone in that area (8d6 damage, Save vs. Magic Wands -3 to avoid taking damage). The second 10 section between basins will only trigger if more than 240 lbs is placed on it at one time. If this happens fire belches from the ceiling and floor (8d6 damage, Save vs. Breath Attack for half damage). The small altar at the far end of the chamber has a carving of a baby on it (careful examination will show it to be crying). A clear, angle-cut, crystal bottle sits upon the altar, its liquid has a faint white glow revealing its magical nature (Elixir of Anti-Magic, 3 uses it can be poured on or around an area (maximum 10 diameter circle) cancelling out any magical enchantment in place or acting as a barrier if poured into a circle preventing magic from crossing). A12. DARK CHAMBER. The ceiling of this room is a full 15 high and the inner wall barriers stand only 10 high. The walls of this room are coal black in color and seem to absorb light into (reduce all light sources to 1/3 their normal strength). A strange persistent wind blows about the area carrying what looks like a light grey 2 ash mixed with iron shavings. If the adventurers walk between the barriers into the inner portion of the room the wind will circle about trying to push them away. If anyone makes it to the center the ash and shavings will materialize into six dwarvish wraiths (AC 3, HD 4**, HP 23/19/17/13/9/24, MV 120 (40 )/240 (80 ), Atk 1 (ghost axe, 1d6 + energy drain, THACO 16, SV F4, ML 11, XP 175/ea ) attacking anyone between the barriers. The floor at the center of the room holds a secret chamber containing the treasures of the cursed. It holds a black leather pouch containing 10 black amethyst (100gpv/ea), a Clerical Spell Scroll (Cure Lt Wounds, Remove Curse), and a Wand of Polymorphing (3 charges). A13. PYRE CHAMBER. A think leather curtain hangs low keeping in the heat and light of this bright room. The central floor holds ash and remnants of bone, stone, charred wood, and metal. The walls are lined with lit torches. The torches and fire is quite real. 12 fiery elemental giant (6 in length) wasps (AC 7, HD 1*, HP 1/2/4/5/5/5/6/6/6/7/7/8, MV 180 (60 ) Flying, Atk 1 sting (1d3, 1 in 6 chance of setting fire), THACO 19, SV F2, ML 9, XP 13/ea) fly about from flame to flame going through it. If the torches on the wall are disturbed or the adventurers bring in their own torches or lanterns, the wasps will begin attacking the party. As the wasps are destroyed, small fiery sparks will float up to the ceiling gathering into a single, large monster called a Pyre Elemental (AC 3, HD 12***, HP 62, MV 180 (60 ), Atk 4 tentacle-like stingers (2d6 damage/ea) + 2 points automatic damage per round from intense heat + 1 in 6 chance of setting fire to character, THACO 9, ML 11, XP 3875). The torches on the walls are special in that they will burn forever unless doused in water. Once put out they can only be reignited with magical fire produced from a cast spell, device or dragon s breath, A14. BANQUET HALL. This long narrow chamber has 4 rows of banquet tables with benches stretched across its central portion. The skeletal remains of three humans and the mummified remains of two dwarves are sitting collapsed at two of the tables. The tables are covered in putrefied food and a wide variety of insect vermin such as millipedes, centipedes, beetles, and roaches. They are also climbing on the corpses. If any character walks within 5 feet of a table the vermin will rush together forming two swirling, serpentlike masses formed from the clinging creatures called Vermin Wyrms (AC 1, HD 9+3, HP 56/38, MV 90 (30 ), Atk 1 bite (2d8) THAC0 10, SV F12, ML 10, XP Special Attack = 2x/day it can spit a mass of beetles up to 30, save vs. dragon breath -2 to avoid being hit. The beetles eat into a character inflicting 1d4/round automatically they are exposed to any source of fire).

3 The metal gear of the dead is rusted and pockmarked and their leather has been eaten through in several places. A15. REVERSED CELL. This strange room is closed off by two sets of barred gates, both currently down, whose mechanisms are inside the room. The chain is strong and in good condition. Anyone of Strength 6 or higher can work the mechanisms. Within the corner room sit the skeletal remains of two Halflings huddled together. A black moldy moss has grown in various spots on their skeleton and leathers. If searched the only items of note on the Halflings are two well made hand axes, 2 slings, 31 sling bullets, and a sack with their limited treasure (119gp, 246sp, 343cp, and 2 pearls (500gpv/ea). A16. GUARDED STEP. The floor in the northwest corner of the room has caved into a small stagnant pool. Hidden under its murky surface are corrupted feeder fish and a mummified troll whose been cursed to watch the step (AC 3, HD 8+3***, HP 46, Regenerates 2hp/round, MV 60 (20 ), Atk 2 claws (1d12/ea + disease), THAC0 11, SV F8, ML 11, XP 3250, - Can only be damaged by Spells, Fire, Magical Weapons, all of which only do half damage, fire damage does not regenerate). The spiral staircase descends to the fourth level leading to room D1. A17. SPLIT STAIRS. These steps lead down to the second level leading to room B1. A18. PILLARED PASSAGE. This stretch of hall has two large deeply engraved and carved pillars marking its edges. While a tight fit, a character can squeeze through however anyone larger than a Halfling has a chance of tripping a blade trap. Roll a d6 for each character, on a 2 or less the blades release and deal 2d6 damage (Save vs. Magic Wand to avoid damage). A19. MAGIST SANCTUARY. This odd chamber has invisible magical runes that will repel anyone who walks past the two large pits that is not an elf or magic-user. A Save vs. Spells will keep them from being knocked into the closest pit. The pit is 30 deep and filled with spikes made of wood, bone, and iron. They are at all angles along the wall and the base of the pit. Anyone falling into it will take 3d6 damage from the fall and 4d6 from the spikes. The chest located in this room is securely locked. If it is opened the adventurers will find a collection of blank scrolls, long since dried out black and red ink jars, a half dozen quills, a brace of silver daggers, 1 jar of golden ink still fresh, 1 flawless crystal sphere 2¼ in diameter (3,000gpv), and three large tomes (one is entitled Cryptomancer s Codex written in Sphinx and in a code that must be deciphered; another is a strange archaic treatise called the Fair Havens and is written entirely in Hin about a strange distant land ruled by the small folk; the third book is written in Thyatian and is a text on the magical properties of gemstones called the Unlocking the Elements of Jewels). A20. ARMORY GALLERY. This long hall has wooden stands that seem to have once served as displays for weapons and armor. Only rust reduced to powder along with bits of leather, cloth, and wood can now be found. There is nothing else of value in the room. However if the room is carefully searched the two trapped panels in the floor will be discovered. When the release catch is triggered on either the panel both will flip revealing two enchanted rust monsters (AC 2, HD 7, HP 24, 32, Atk 1 (see following notes), SV F4, ML 8, XP 1250/ea). These beasts will attack characters wearing or carrying enchanted metals (armor, swords, shields, iron-shod staves, etc.). If the attack is successful the character must make a Save vs. Turn to Stone -2 or the item is drained of +1 of its magic (or one magical effect for non-plus items) while the Rust Monster gains 6 temporary hit points and a +1 to hit. When the last plus or effect is drained the item crumbles under a rust effect. A21. SUMMONERS CHAMBER. The center of this room is highlighted by 4 small pillars, each dedicated to one of the elements. There is an ornate summoning circle painted onto the floor of the area. Its original purpose was meant for the conjuring of elementals, but the symbols have been modified to tap into a darker power. There are blood stains on the floor and a broken Traldaran shortsword. If a demi-human or anyone under the a curse steps into the circle they will become sealed within it. A Dispel magic will break the enchantment long enough to let them out. A vague, distant voice will begin to chant while the victim is held growing louder every minute. After 2 minutes a small ball of light will appear in the middle of the circle. It will pulse with the whispers until 1 round has passed at which point it erupts into a black swirling cloud. The cloud will vanish after three rounds taking anyone that was inside the circle with them to a dark, alien, plane of existence. A22. AIR GRATE. This large iron grate is a full 10 x 10 in size covers a 45 shaft leading down to the third level. To move the grate would require a Strength Check (target number 10). A23. CODEX OF SSU-MA. This chamber is light by small glowing crystals mounted in each of its corners. A great stone book pedestal sits in the middle of the southern wall. The base is carved to resemble a large cobra coiling about it with its upraised head touching the top of the pedestal. Even from the door a large book can be seen resting on it. 3

4 If detect magic is cast, it will reveal a faint magical barrier effectively cutting the room in half. If anyone attempts to cross the room before a dispel magic is cast an electrical charge will be set off that deals 12d6 damage (Save vs. Spells for half) to anyone attempting to cross the room. If the characters make it past the energy barrier and come within 10 of the pedestal, the snake will animate (AC 0, HD 8, HP 37, MV 180 (60 ), Atk 1 bite (2d6 damage) or acid spit attack (3d4 damage followed by 1d4/round until doused with water), THAC0 12, SV F8, ML 12, XP 1200). If destroyed, the eyes of the cobra are two small, but high quality rubies (2,000gpv/ea). The book resting on the pedestal is a magical treatise. It will reveal to any elf or magic-user any one spell they wish to learn and provide a 25% bonus on future magical research. 4 A24. PASSAGE OF THE FALL. This chamber s walls is lined with another grand mural. This painting depicts the serpent men throwing the dwarves and humans into a great fiery pit. There is nothing of value here. A25. THE FURNACE. This long, wide chamber has two burning fireplaces facing each other on the north and south walls. If anyone crosses between the two fireplaces a Fire Elemental is released into the room (AC -2, HD 16, HP 78hp, MV 120 (40 ), Atk 1 strike (3d8), THAC0 7, SV F16, ML 10, XP 1850). It will lash out until everyone is dead or has fled the room. There are two ladders within this room. The one in the southwest corner descends to the third level (room C20). The ladder in the northeast corner leads to a hidden sublevel (room SA1).

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