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Folio #5 Deep Dive Into Flooded Halls

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100% found this document useful (3 votes)
253 views32 pages

Folio #5 Deep Dive Into Flooded Halls

Uploaded by

Poor Deportment
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1

Population: 4930
Lord: Samuel Snee
Sheriff: Barist Mourn
Provincial Ranger: Carlton

INTRODUCTION

Your Sandbox
Whenever I design a campaign I always attempt to not I hope that in utilizing this module, you as the DM will
only tell a unique story, but also to find a way to bring have as much fun testing your players as I did over the years.
unforeseen challenges to my players. Certainly the I also suggest that you delve deeply into the mechanics of
initial stages of the Roslof Keep Campaign had wrinkles underwater combat, and encourage you to add your own
that many players hadn’t experienced before, such as a flavor to the base rules you’ll find in whatever edition you
competition dungeon, the Violet Corruption outbreak, choose to run in.
and enemies becoming allies, but in Folio #5 I was faced As always, this is your own sandbox, so feel free to
with bringing yet another unexpected hurdle in the same customize this dungeon, perhaps having ‘safe’ rooms that
dungeon, and that can be problematic. are in pockets of air or providing extra magical items that
To accomplish this, and to utilize many rarely will help players survive in an extended crawl in the depths.
encountered monsters I loved reading about in various In the end, I hope everyone enjoys this new twist, and
monster books, I decided that flooding the dungeon was remember, you are now on the downward slide to the epic
the way to go. This provided me the opportunity to not conclusion of this campaign!
only throw interesting creatures at the party, but also press
them to reorganize the way they fight, and also solve the
problems inherent with fighting in the utter darkness of a Best,
fully submerged dungeon. Scott Taylor
3
CAMPAIGN BACKGROUND ON
Dealing With Water!

Well, obviously the party will be ill equipped to deal what the characters are going through directly on their
with a submerged adventure other than the items that players’ heads. Silent tables, and creepy voices and
they should have recovered from The Folio #4 (unless descriptions by the DM, can raise gooseflesh on players
of course they sold the items!). Still, I doubt anything under proper circumstances.
can truly prepare the land-dwelling adventurers for By the end of this floor, ALL players should be
the murky depths that they will encounter in Folio #5. jumping for joy that they don’t have to come back to
First and foremost, I suggest you make sure they get a Level 5 for any extended periods of time. As for the
true ‘feel’ for the environment. Mention fish darting in actual game mechanics of submersion, check out the
and out of whatever light source they have. Tell tales of Dungeon Master Notes section.
bits of pale flesh, rotted and waterlogged fungus, and a A last note, you will not find a great amount of treasure
‘haze’ of debris that constantly gets in the characters’ in this dungeon. As the players should have gained
eyes as they move through the dungeon. They should a great deal of magical equipment, and some wealth
be cold no matter what kind of water breathing they from the above levels, I have limited the treasure here.
have, and fingers will grow numb as well as noses and The players’ ‘reward’ should be in the completion of
ears. This is absolutely not an environment that they this level, and the experience gained. It will also help
should want to stay in for long, and camping and resting to thin their pockets of treasure a bit, and make the
is nearly impossible. Challenge them to discover ways need to complete the campaign even more desperate.
to thwart the above, and certainly dimensional spells
that stay within the dungeon might become life savers Adventure Synopsis
(perhaps shelter spells or pocket fortresses could be
The onus of this adventure will be in the clearing
used to extend delves).
of Level 5, but unlike other levels in this dungeon, the
In essence, this should probably be the creepiest
party will be facing full submersion to do so. This is a
part of the entire campaign, and the most miserable.
straight forward crawl otherwise, with no unforeseen
I challenge each DM to keep reminding players of
twists and turns other than the ‘Down Shaft’ which
their characters’ misery, and also limit table talk to a
might complicate the clearing of the level a bit more
bare minimum because if no communication between
than usual. In all likelihood, there will be little to no
characters can be had through the water, the table
interaction with Roslof Keep in this module unless a
should reflect that. This will add to the eerie quality
supply run is needed (or several!), and at this point the
of this part of the dungeon (and playing a creepy water
party will be pretty much on their own.
soundtrack always helps too!), and put the effect of
4
5
Dungeon Master’s Notes & Suggestions
on Running the Dungeon
must continue to be maintained in Folio #5. As
1. The Down Shaft:
the DM, you should know that something is coming
Room 17 is actually a massive pit, but in a submerged
down the pike in Folio #6 that will require some kind
dungeon it creates a multi-level down shaft that is 70
of cooperation between the companies (or an epic
feet deep. Inside this shaft there are four distinct ‘levels’
fight!), so be sure to continue to foster communication
that are defined by depth and occupied by different
between the players and the NPCs they’ve gotten to
foes. Unless all foes are defeated in the shaft, including
know from the other companies.
the Kraken at the bottom, dungeon Level 5 will not be
considered clear for the purposes of going to Level 6.
5. Leaving the Sunken Labyrinth:
This is a very difficult crawl which is only
2. Traps:
exacerbated by the water involved. For this reason,
There are two fire traps located in rooms in
it seems more than likely that the party will need
this dungeon, however, they do not function as
to leave the dungeon more than a few times, which
fire but instead create a massive bubbling mass of
becomes problematic considering the only way into
superheated water and steam like an underwater
Level 5 is through the Wildlands, days away from
volcanic vent. Ouch!
Roslof Keep proper. It is my suggestion that once the
party realizes what they face, they will stock up on a
3. House Aldenmeir:
cache of goods that can be stored in the Wildlands
By this point, House Aldenmeir is probably taking
dungeon as a fallback point. In this fashion, they can
a back seat to the overall arc of the campaign, but in
have a place to regroup, heal, and rest before facing
some cases this might not be the case. If the Ivory
the freezing dark of Level 5 once again.
Scimitar now contains either the Lord or Lady from
the House, then obviously the House should be more
6. Spells and their use:
important to the overall story. If not, Lord Aldenmeir
Spell use for underwater campaigns in 1E can be
can still be relied on to work with other House leaders
found on Page 56 & 57 of the dungeon master’s book
if needed to push plot points forward or even acquire
(I suggest mimicking this in 5E if you have that book
crucial resources to take on the depths.
as 5E does not provide such a list in their dungeon
master’s book).
4. Maintaining Alliances:
Whatever alliances the players have managed
through the first four volumes of The Folio series
6
7. Combat:
Again, in 1E this is explained on Page 56 & 57,
but in essence ALL crushing and cleaving weapons
have no effect underwater, and only stabbing
weapons are of any use (daggers, spears, stabbing
swords, etc). In 5E, underwater combat rules for
advantage and disadvantage can be found on Page
198 of the player’s book.

8. Suggested Effects
of Submersion:
Cold Fingers:
Numbness causing -1 to all attack rolls.

No Communication:
Only hand gestures are allowed.
The Infernal Machine
It would be difficult to say if the Infernal Machine
Spells with verbal
was getting ‘nervous’ by this point as other Mithel
components:
Companies have certainly made it to Level 5, but it
Not allowed.
might be an interesting twist to have the machine
do something unorthodox concerning the party, as
Floating Debris:
though flooding a dungeon level isn’t unorthodox
Sometimes painfully disrupts the character’s vision
enough! However, this is up to the DM’s discretion
for -1 to all attack rolls.
and imagination. I promise, the dungeon is already
pretty difficult, so I’d suggest an added wrinkle might
Overall Story Arcs be something more humorous than deadly.
and Threads
The party must defeat Level 5 to pass on; in this
There are no secret plans, attacks, or agendas on the
scenario, the Infernal Machine has enjoyed populating
slate by the Infernal Machine in this module, and I
the dungeon with all manner of aquatic creatures.
would suggest it be kept that way. This dungeon will
The party will be hard pressed to do damage once
be hard enough to defeat without adding insult to
submerged, and exploration is further complicated by
injury, so to speak.
the cold and dark of the flooding.
7
Art of this Issue Developmental
Having been a huge fan of artist This time around I’ve gone with Notes
Jeff Dee since my tweens, I have to artist Chet Minton as our ‘color’ Like Gandalf or any of the
say it is a great thrill to have one of his guy, his work appearing on both Istari, Wizards are meant to be
original works on the cover of Folio interior booklet covers as well NPC characters. In game terms
#5. I’d been after Jeff to do work as the back cover inset painting. I determined that they were far
for me for some time when I finally Artist Michael Wilson returns too powerful to normally be left in
began production on my first novel to draft our iconic character the hands of players, and instead
The Cursed Legion (who I think only series with our group Halfling, removed themselves from the world
Erik Garland actually read!) back in Ealander Thornthistle, and the for the most part. However, I still
the mid-2000s. We managed to get various b/w interiors have been needed to have magic, so I created
some interiors for that novel, as well done as always by Brian ‘Glad’ ‘Tome-Mages’. This is a class instead
as a cover done before Jeff broke his Thomas who continues to capture of a race, and allows other races to
arm and was out of the game for a the humor and spirit with which have practitioners of magic much
bit. As things go sometimes with these modules should be taken. An like the standard magic-user class
publishing, Jeff’s cover was replaced added Jim Holloway piece helps in 1E. Tome-Mages need books,
on the final draft with an Easley depict the flavor of the Wildlands formula, gestures, and components
(oddly familiar considering what that the characters still have to to channel magical energy into
happened at TSR in 1982) and yet contend with. spells, Wizards do not.
the rights and original from Jeff Dee
remained with me. That was in
2006, but I promised myself I would
continue to work in this industry long
enough to find a place for it. Well,
it took nine years but here it is, and
I think it was the perfect time and
place for it. Note, if anyone here has
read The Cursed Legion (other than
Erik), you might recognize the scene
from which this cover was taken.
Interior art is always in flux here at
AotG, especially considering the pace
at which we put these products out.
8
New Monster choose. Defensively, the Wizard can create a kind of

Wizard magical armor matrix around themselves, rolling up to


Lawful Neutral their HD in d6s and then having the total be a ‘damage
Armor Class: 5 reservoir’ that is depleted before actual Hit Points are lost.
HD: 10 Healing can be done with Afterglow as well, although this
Hit Points: 60
is more limited. A Wizard actually heals damage at 1 Hit
Move: 9”
Point per d6 utilized, thus, a 10 HD casting would result
No. of Attacks: 1
Damage/Attack: 1-4 in 10 Hit Points gained, and like the other two options, this
Special Attacks: Afterglow Manipulation power can be used on targets other than the Wizard.
Special Defenses: Afterglow Manipulation
Magic Resistance: Standard Player Character Notes: Wizards are not meant to
Intelligence: Standard
be played, although their experience charts are considered
Size: M
to go off the Barbarian.
Psionic Ability: NIL
% in lair: 20%
Treasure Type: L, M [High Affinity Water]
Usually above 6 and a half feet in height. Human-like
Wizard: [AC 15, Speed 30 ft, HD 10+20, in most cases, although bound completely to the Plane of
HP: 80, Attack: 1, Hit +6, Damage 3 Water, they tend to ‘flow’ as they move about, having long
(1D4+1), Afterglow Manipulation] hair and wearing clothing that resembles the ocean waves
(mostly robes). They are high sorcerers, their elemental
Afterglow Manipulation: A Wizard’s primary plane bound closely to the Afterglow Sea of magic
ability is the power to manipulate magical energy called where they draw their power. Tall and proud, this race
Afterglow. Think of Afterglow as raw power, and the is sometimes considered dour, often harsh, and certainly
Wizard can shape it in 1 of 3 ways: Offense, Defense, and foreboding, but like the depth of their element, there is
Healing. A Wizard is allowed 10d6 of Afterglow energy more below the surface than can ever be perceived. They
(afterward referred to as a AEU) per HD, thus a 10 HD tend toward dark hair, sometimes touched with green or
Wizard would have 100d6 worth of stored AEU in his even more rarely violet, and their eyes are like polished
reserve. The use of this energy is limited to their HD emeralds. Their skin is pale like a pristine cloud, unless
as well, and no more than their HD can be used in any they are emotional, when violet and blue washes along
single magical action, be it Offense, Defense, or Healing. cheekbones, or sets into the tips of their fingers. Power
Offensively, the Wizard can use each d6 to do damage, flows through them, not from the water that is inherently
the actual nature of that damage determined by the will
of the Wizard and manifesting in any shape or form they

9
theirs, but instead from the connection that water brings from the pure raw Credits:
energy of the Afterglow. For this reason and powerful connection, the race of Authors: Scott Taylor
& Mark Timm
High Water are referred to as Wizards. Wizards are more artists than sorcerers, Editing: G. Scott Swift
the true power inside them tied to their ability to visualize and ‘paint’ pictures Cartography: Mark Timm,
Andrew Rodgers & G. Scott Swift
with the Afterglow energy they siphon through the Plane of Water and into the Design/Layout:
mundane world. Certainly, there is no doubt they are powerful, but to master Andrew Rodgers
Cover Art: ‘Saffron’s Fight’
what they do takes countless years of exercise and dedication to their craft. by Jeff Dee
Color Module Back Cover Art:
Like a master of oil painting, there are too few Michelangelos or Da Vincis in
Chet Minton & Michael Wilson
the world, and so too is it with Wizards. This race, however, has been known Color Interior Cover Art:
Chet Minton
to live upwards of several thousand years, especially if their connection to the
B/W Interior Illustrations:
Afterglow is used to extend their lifespan. Jim Holloway,
Brian ‘Glad’ Thomas,
Jeff Laubenstein.
Playtesters: Sean Murphy,
Kelli Lind, Peter Gordon,
Jeremy ‘Pugs’ Osteen,
Sean ‘2.0’ Maher, Ray Crum,
David ‘British Dave’ Warne, and
‘The Monon Group’.

Dungeons & Dragons ©, Players Handbook


©, and Dungeon Masters Guide © are the sole
property of Wizards of the Coast and Art of the
Genre make no claims on these trademarks.

‘Behind the party,


Roma raised his hand,
his fingers brushing the
air as he closed his eyes.
The smell of the ocean,
salty and wet, swept the
dunes, and the centipedes
hissed. Light burst into
existence in a single mote
before him, the shimmer
growing and tumbling
forward until it swept
into the thick of the
creatures and burst into
a cascade of lightning.’
-The Burning City,
Pg. 30.

10
been encountered in the first four modules in
Folio Module ROS5
this series has being deemed ‘enough’ by me
as the designer, is up to the DM to reveal.
From this point forward, the ‘reward’ for the
players will be more about the experience
points and furthering the overall story arc.
Fighting within this submerged realm will
be problematic, as detailed in the gazetteer,
and be sure as the DM you gain a good
An Adventure for Characters understanding of what Room 17 holds, as
Levels 8-10
well as the danger the final enemy in that

Player’s Introduction: pit represents. Make no mistake, it should


be an epic challenge, and players will likely
This dungeon was of course initially
have to come up with some very creative
designed by Mithelvarn to be a normal
ways to defeat it (I’ve always enjoyed ‘depth
crawl, but after the earthquake it has become
charges’ myself ).
a f looded nightmare. Players will have their
I’ve also included a section on random
hands full surviving this, not only because
encounters after the standard room
of the enemies within, but also because of
encounters. This is something I didn’t do for
the water itself, which should make things
other levels because I had ‘named monster
highly problematic.
NPCs’, but in this dungeon there are none of
By this point in any home played campaign,
those. Thus, be sure to read over what may
player level and overall power could vary
be lurking in halls of various empty rooms.
greatly from what I’ve designed these modules
The dungeon’s design mirrors itself in
for. That said, I openly encourage DMs to
some ways, and for that reason you will find
change monster strengths accordingly, at
rooms with identical numbers attached. In
this point it’s now more a guide to the story
this booklet I’ve attached an E or a W, etc.
arc that should have been well entrenched in
to the rooms. These indicate the points of
the DM’s hands by this point.
the compass, and as such, you will be able to
Also, again you’ll find that magical treasure
see exactly which room is being talked about
begins to grow scarce. Whether this can be
in the text as compared to the map.
attributed to the Infernal Machine getting
Otherwise, things will be as straight forward
nervous and not further equipping players to
as ever. Defeat all viable rooms within the
help defeat it, or that after the magic that has
12 Deep dive in the flooded halls!
level and move on. Once complete, it will be Here is the lair of a Dragon Turtle. The beast
on to the final conclusion of this adventure looks like a fresh water version, replete with
series, and I wish both the DMs and the massive snapping jaws and armored shell. It
players alike the best of luck in completing will attack anyone approaching the stair, but as
what I present here. this is NOT a room that requires ‘clearing’ to
All ‘grey blocks’ are for 5E conversions finish the level, it can be avoided if necessary.
in this section.
1 Juvenile Dragon Turtle [AC -2, HD 15,
Room 1 HP 80, #AT 3, D 2-12/2-12/4-32 (claw, claw,
Through the darkness and murk a stair bite), Steam Breath (damage equal to the HPs
rises from the muddy floor extending of the turtle)]
upward toward the ceiling. A large
shadow on the far side of the stair, amid Treasure
a tangle of weeds and floating debris, None.
stirs as you open the door.

13
1 Juvenile Dragon Turtle [AC 20, HD
Room 2N
11d20+55, HP 165, #AT 3, Hit +12 (All),
This ten foot square antechamber
Dam Bite 26 (3d12+7) Claw 16 (2d18+7),
contains three doors, one in an inlet
Tail 26 (3D12+7) can be used in place of
on the south wall and two others east
claw attacks, Multiattack, Steam Breath
and west. A large piece of wood, most
(DC18 Constitution save for half of 52
likely a tree trunk, rests in the middle
(15d6) in 60’ cone)]
of the room with small flashing-eyed
Room 2E fish swimming around its dark tangle
This ten by ten antechamber holds of roots.
four doors, one on each wall. Your light
shows it to be empty, the room looking No enemies are within this chamber as it is
more like a throughway than an actual one of the four antechambers leading off of the
magically functioning dungeon room. central stairs.

There are four such chambers in this dungeon,


Room 3E
and all are empty save for the murk and frigid
A collection of pillars, each with mud-
water. They are also not part of the ‘clearing’
encrusted hieroglyphs, decorate the
process and therefore can be bypassed easily.
central part of this large chamber. A
Room 2S door sits within both the western and
Another ten foot square chamber, southern walls and debris from fallen
however, this one has only three doors, pillars lies in piles on the floor.
one on the north wall, and ones on the
east and west. Other than floating bits Lurking within the piles of stone are a half-
of debris, the room is clear. dozen Giant Crayfish. The monsters must be
*See Room 2E for specifics. cleared but will attempt to hide from the party
if only two remain. Once within their stone
Room 2W
lairs, their AC improves by 5 points, but they
This ten foot chamber contains four
cannot attack unless it is to shatter spear poles
doors, one on each wall. Fish swim here
or attempt to bend non-magical weapons sent
amid waterlogged flotsam, but nothing
in after them.
else living can be seen.
*See Room 2E for specifics. 6 Giant Crayfish [AC 4, HD 8+8, HP 56,
#AT 2, D 2-12/2-12, Surprise on 1-3]
14 Deep dive in the flooded halls!
Room 3W
Treasure
This large chamber is divided into
None.
nine, ten-foot sections of blue marble
floor. The water here is clearer than that
6 Giant Crayfish [AC 15, HD 8+16, HP
of the halls, and light shines more freely
64, #AT 2, Hit +4 (Claws), Dam Claw 16
through it. Upon the western wall, the
(2d12+4), Multiattack, Quick Retreat (can
face of a giant bearded man has been
tail sweep backward without provoking
etched. His mouth is open, and a current
any attacks by enemy)]
of warm water flows out of it.

15
Inside the mouth is a Giant Eel. The creature
Room 4W
will attack anyone coming within ten feet of the
A fine sludge has been deposited on the
hole, grabbing the victim and pulling him into
floor of this room, bits of it breaking free
its lair where he will be unable to move. To
and rising around your kicking legs as
achieve this attack, the eel must hit at 5 over its
you enter. A single door rests on the wall
standard target for armor class. Once a victim
directly across from your point of entry.
is inside the hole, he will take full damage from
the eel each round until he can be pulled free
Like room 4E, this is an access room and does
using a standard Open Doors roll (Strength
not need to be cleared. If you are feeling your
DC18). Also, the eel cannot be attacked while
players need an extra challenge, you can put
in its hole and holding a victim.
something within the sludge, but I’ve left it empty
of threats like other access rooms on the floor.
1 Giant Eel [AC 6, HD 8, HP 48, #AT 1, D
3-18 (Lair, see above)] Room 5
A massive chamber opens up before
Treasure you, the length, breadth, and height
Within the lair, a +3 Trident can be seen gently straining the limits of your light source.
glowing in the gloom.
A veritable forest of aquatic grass rises
up from the floor further complicating
1 Giant Eel [AC 14, HD 8+16, HP 64,
your ability to discern the full scope of
#AT 1, Hit +9 (Bite), Dam Bite 25 (3d12+6),
the chamber.
Grapple (Strength 20)]

Room 4E Inside this room, near a large statue of a maiden


This long room is filled with brackish at the center, an Aboleth lurks amid the sandy
water, a cloud of salty brine swimming debris on the floor. The creature will attack
in your vision that distorts the door anyone coming within twenty feet of the statue.
directly across from your entry.
1 Aboleth [AC 4, HD 12, HP 72, #AT 4, D
This is another antechamber access room. 1-6 (tentacles), Slime (the horror of the Aboleth’s
Both room 4E and 4W are similar in that they power lies in the slime that is on each tentacle).
do not need to be ‘cleared’ and there are no If struck, the character must make a save versus
threats lurking within them. spell or the appendage (1 head, 2-3 arms,
4-5 legs, 6 chest) will turn into a clear slimy

16 Deep dive in the flooded halls!


membrane in 2-5 rounds. Once changed, the 1 Ochre Jelly [AC 8, HD 10, HP 60, #AT 1,
membrane must be kept wet or the character D 3-12, Lightning divides creature, Immune to
will take 1-12 damage each round it is dry. fire & cold]
A cure disease stops the change, and a cure
serious wounds reverses the flesh to normal.] Treasure
None.
Treasure
A chest with 8 potions of extra-healing 1 Ochre Jelly [AC 8, HD 6d10+12, HP
(Greater Healing) lies beneath the maiden
statue. 45, #AT 1, Hit +4 (Pseudopod), Dam
Pseudopod 9 (2d6+2), Split (if hit by
1 Aboleth [AC 17, HD 18d10+36, HP 135, lightning or slashing, the jelly will split
#AT 3, Hit +9 (Tentacles), Dam Tentacle into two identical jellies as long as it has
12 (2d6+5), Multiattack, Disease (DC 14 10 hit points)]
Constitution or become diseased with
Room 6W
each tentacle strike. Skin becomes
Rocks unlike anything else in the
translucent and slimy and must remain
dungeon give this chamber a natural
in water after 1 minute. Cure disease
feel of a submerged cavern. Twinkling
stops the effect, and Heal spell will
mineral deposits glitter in your light
reverse the effect), Enslave (1 target in 30
from the rock and numerous holes
feet DC 14 Wisdom save or be charmed)]
honeycomb the faces.
Room 6E
A large chest dominates the thick Twenty water spiders reside in the holes
murk of this chamber, bug-eyed fish and will attack in small swarms if given the
swimming around it and a tangle of opportunity. Otherwise, they stay sheltered
mud and weeds stretching out across and must be destroyed by some means if the
the floor to each wall. room is to be ‘cleared’. The hole defense adjusts
their AC by 4.
An ochre jelly has taken up residence
beneath the weeds, its pseudopods ready 20 Water Spiders [AC 5, HD 3+3, HP 18,
to strike upward at swimming targets #AT 1, D 1-4 (Bite), Poison (paralysis)]
approaching the chest.

17
Treasure Room 7
Hidden within the web and discovered on a 1-2 The door opens to reveal a chamber with
(DC 15 Perception), a player can find a R epeating
Crossbow of Speed +3 (ROF 1 Per Round, holds 6 murk that gives way to an air pocket in the
bolts in clip) (R emoves the ‘Loading’ designation
from the weapon and holds 6 bolts in a clip). raised vault that glows with a soft green
illumination. Timbers, once ceiling beams,
20 Water Spiders [AC 15, HD 3+6, sit just above the waterline, sloshing waves
HP 18, #AT 1, Hit +3 (Bite), Dam Bite 5 licking against them as your head breaches
(1d6+2), Poison (DC 13 Constitution save the surface. Above, you see a makeshift nest,
or be paralyzed for 2d10 turns )] three half-starved white apes leaping at you
in an attempt at easy food.

18 Deep dive in the flooded halls!


The apes have been surviving here eating Machine is not generating monsters on its own,
fish in the near dark, only a soft glowing lichen but instead ‘stealing’ them from around the
providing the dimmest light from the ceiling. provinces near Roslof Keep.

3 Carnivorous Apes [AC 6, HD 5, HP 30, The Ogre Magi will attack the party with
#AT 3, *D 1-4+6/1-4+6/1-8, *Starvation whatever means he has available, but the
Rage increased damage] second victim is the real challenge of this
chamber. The party must decide whether or
Treasure not to save the victim, and if they do want to
None. save him/her (DM’s choice), how do they get out
of the dungeon and to safety?
3 Carnivorous Apes [AC 12, HD 6+12,
HP 48, #AT 3, Hit +10 (All), Dam Bite Ogre Magi Lord [AC 0, HD 10+2, HP 72,
9 (1d8+5) Fist 12 (2d8+4), Multiattack, #AT 1, D 1-12+6 (Naginata), Powers At Will:
Rage (+2 to attack and damage in Fly, Invisibility, Darkness 15’, Polymorph to
starved state)] Human; Spell-Like Powers (1/day): Charm
Person, Sleep, Gaseous Form, Ray of Frost
Room 8
(12d8 damage)]
Another air pocket glimmers above
the surface of this chamber’s waterline.
Treasure
Light flickers orange and red as you
+3 Naginata, +3 R ing of Protection, +2 Scale
breach the surface. The smell of roasting Armor, Backpack of Holding (15,000 GP worth
of weight).
meat and heavy smoke fill the air as
an Ogre Magi sits atop a collection of
Ogre Magi Lord [AC 20, HD 12+12,
tumbledown pillars roasting a human
HP 82, #AT 2, Hit +10 (Naginata), Dam
upon an improvised spit. Next to him,
Naginata 15 (2d8+7), Powers At Will: Fly,
another victim sits glassy-eyed staring
Invisibility, Darkness 15’, Polymorph
into the flames.
to Human; Spell-Like Powers (1/day):
Charm Person, Sleep, Gaseous Form,
This is the Ogre Magi that the Ivory
Ray of Frost 48 (12d8 damage)]
Scimitar should have witnessed ‘disappear’
near one of the stone monoliths on their way
to the Wildlands dungeon in Folio #4. This
fact should be a confirmation that the Infernal
19
7 Giant Lamprey [AC 14, HD 6+12,
Room 9
HP 48, #AT 1, Hit +6 (Bite), Dam Bite
A large tangled mass of grass rises
6 (1d6+3), Blood Drain (once attached,
up from the f loor to obscure the size
drains 10 HP per round)]
of this room.
Room 11
Concealed within the grass are four, very
Several dark and globe-like masses of
hungry Giant Gar.
small fish swirl in undulating fashion
4 Giant Gar [AC 3, HD 8, HP 40, #AT 1, D about this long chamber and small
5-20, each is 12’ long] debris flows with them, obscuring vision
beyond a few feet.

Treasure
There are three schools of small sardine-like
None.
fish swimming in defensive balls around the
4 Giant Gar [AC 17, HD 8d10+16, HP 56, room, but along with them is an Eye of the
#AT 1, Hit +7 (Bite), Dam Bite 23 (4d8+7)] Deep that is mimicking their movement as to
draw near the party for an attack.
Room 10
This chamber looks to have been
Eye of the Deep [AC 5, HD 12, HP 72, #AT
recently ‘stirred’, the murk swirling
3, D 2-8/2-8/1-6, Eyes: Stun 2-8 (Central Eye/
in thick chunks and dark particles of
Save vs Death Ray), Hold Person and Hold
plant and earth brushing against you
Monster (Smaller Eyes/Save vs Spells)]
as you enter.

A collection of Giant Lamprey swirl Treasure


within the murky mass of the room and will A sm a ll lock ed coffer (DC 15) is located
a mid debr is on the floor . I t conta ins a
attach themselves to any target they get an dozen 500 gp gems .

opportunity to.
1 Eye of the Deep [AC 18, HD 12d10+36,
7 Giant Lamprey [AC 6, HD 5, HP 30, #AT
HP 96, #AT 1 (plus 3), Hit +5 (Bite), Dam
1, D 1-6, Blood Drain: 10 HP per round once
Bite 14 (4d6), Eyes: Paralyzing Ray (Center/
attached]
DC 16 Constitution or paralyzed 1 minute),
Petrification Ray (Eye Stalk/DC 16 Dexterity
Treasure
or turned to stone), Slowing Ray (Eye Stalk/
None.
DC 16 Dexterity effected as spell)]
20 Deep dive in the flooded halls!
21
Room 12 Sea Hag [AC 7, HD 3, HP 17, #AT 1, D 1-4
A throne of bound grass, gnarled (Claws), Fear (Save versus spell or character
and rotting, sits surrounded by four drops to ½ strength for 1-6 rounds), Deathly
lovely statues of women on the far wall. Gaze (Save versus poison or die! 3/day)]
Seated on the throne is a crone with long
appendages, a mass of dark hair, and Treasure
a protruding nose that twitches as if 4 potions of extra-healing (Greater Healing)
are located in a bag at the foot of the throne.
‘sniffing’ the water.

1 Sea Hag [AC 14, HD 7d8+21, HP 52, #AT


The crone is actually a Sea Hag. She is
1, Hit +5, Dam Claw 10 (2d6+3), Horrific
protecting a small cache of treasure within
Appearance (DC 12 Wisdom or be frightened),
a concealed (weeds) room that lies directly
Death Glare (DC 11 Wisdom or drop to 0 HP)]
behind her chair.

22 Deep dive in the flooded halls!


Room 13 A Green Slaad has been summoned here
Upon entry, the floor of this room glows and has gated in several of his fellows. They
with an odd design, florescent veins are adept at attacking both above and below
in mosaic marble flow out to create water and will try to gang up on targets
a box-like pattern that plays against where possible, subduing all they can to
the floating debris and clouds of murk create more slaad.
within the water.
1 Green Slaad [AC 3, HD 9+3, HP 59, #AT
A half dozen Dragon Fish swim amid the 3, D 2-16/3-8/3-8, 50% MR, +1 or better
murk, scales flashing in the glow to create an weapon to hit]
eerie effect on the viewer.
4 Red Slaad [AC 6, HD 6, HP 36, #AT 3,
6 Dragon Fish [AC 4, HD 2, HP 12, #AT 1, D 1-4/1-4/2-16, 35% MR, Regenerate 3 HP
D 1-6, Poison (Saving versus poison -1 or die)] per round, Each attack has a 40% chance
of depositing a pellet in a character that will
Treasure gestate and kill the host in 3-36 hours]
None.
Treasure
6 Dragon Fish [AC 16, HD 2d10+4, HP The Slaad have a bag of jewelry with them that
contains 7 pieces of gold, silver, platinum, and gem
14, #AT 1, Hit +4 (Spines), Dam Spines encrusted magnificence. Total value 17,000 GPs.

4 (1d4+2), Poison (DC 18 Constitution or


take 35 (5d10+10)] 1 Green Slaad [AC 16, HD 15d10+45,
HP 127, #AT 3, Hit +7 (All), Dam Bite
Room 14
11 (2d6+4) Claw 7 (1d6+4), Multiattack,
Another half-submerged chamber
Innate Spellcasting*, Magic Resistance
opens before you, slime-covered
(at advantage on saves), Regeneration (10
stones rising about the surface into the
HP per round)]
vaulted ceiling. Emanating from the
stones, the sound of a deep croak, as
4 Red Slaad [AC 14, HD 11d10+33, HP
though a large frog were in residence,
93, #AT 3, Hit +6 (All), Dam Bite 8 (2d4+3)
echoes around the chamber.
Claw 7 (1d8+3), Multiattack, Magic
Resistance (at advantage on saves),
Regeneration (10 HP per round)]
23
provide any kind of solidity to the
Room 15
maw, each attached to the corners of
Three crypts are housed in this room,
the room.
each covered with mud that obscures
any writing that may be on them. Room 17/Level 2
Upon descent, the temperature
This chamber is actually home to a ghost who becomes even colder against your skin
can move easily through the water to attack and the dark presses in like the pressure
and then flit away if challenged. you feel around your flesh.

1 Ghost [AC 0 (or 8), HD 10, HP 60, #AT 1, Here, a tribe of ‘Dark’ Sahuagin awaits,
D (age 10-40 years)] shadowed within the dark recesses of the walls.

Treasure 12 Dark Sahuagin [AC 3, HD 4+4, HP 28,


None. #AT 1, D 1-8+2]

1 Ghost [AC 11, HD 10d8, HP 45, #AT Treasure


1, Hit +5 (Touch), Dam Touch 17 (4d6+3), One of the Sahuagin has a dagger that glows
blue along the edge and provides ambient light.
Etherealness, Horrifying Visage (DC13 It is also a +3 weapon.
Wisdom save or be frightened for 1
minute. If failed by more than 5, age 12 Dark Sahuagin [AC 14, HD 8d8+8,
1d4x10 years!)] HP 32, #AT 2, Hit +5 (All), Dam Bite
6 (2d4+2) Claw 7 (1d8+3) or Spear 9
Room 16
(2d4+5), Multiattack, Blood Frenzy (once
The door to this room is broken, and
wounded, it gains advantage on all
no magical ‘pop’ sounds when you open
further attacks)]
it. Inside, only refuse and backwash
from the hall can be found. Room 17/Level 3
The pressure grows, your ears
Room 17/Level 1
beginning to strain and the muscles in
The double doors open to reveal
your chest aching with each breath.
a large and strangely angled room.
The f loor is absent, creating a deep
shaft moving down into darkness at
your feet and only a few small ledges
24 Deep dive in the flooded halls!
25
A massive trident wielding Reef Giant will 1 Kraken [AC 18, HD 27d20+189, HP 472,
pounce upon any poor unfortunate souls who #AT 3, Hit +18 (All), Dam Bite 23 (3d8+10)*
descend this far. Tentacle 20 (3d6+10), Multiattack,
*Swallow (grappled creatures are
Reef Giant [AC 1, HD 14, HP 84, #AT 2, D swallowed after successful bite and take
4-24 (Trident)] 42 (12d6) per turn), Fling (Throw targets
up to 60’ doing 3 (1d6) per 10’), Lightning
Treasure Storm (DC23 Dexterity save or take 22
None. (4d10) damage at 120’ range)]

Room 18
Reef Giant [AC 14, HD 16d12+96, HP
As the door opens, you are pushed
200, #AT 2, Hit +12 (Trident), Dam
back as a large shape jets past you into
Trident 21 (3d8+8), Multiattack]
the hall!
Room 17/Level 4
An inky darkness, impenetrable to A Wereshark lurks inside this chamber and
light, lurks in the frigid depths below. will attack to wound, then move away into the
Reaching out your numb and trembling Labyrinth. Unless it is killed, the room will not
hands, you press against the dark, your be ‘cleared’, and a game of cat and mouse will
fingers coming away black with a sticky commence as the Wereshark attempts to bleed
substance. A moment later, the first targets without direct conflict until the time is
tentacle explodes from the black! right to strike.

A Kraken, greatest of all sea calamities, is 1 Wereshark [AC 0, HD 10+3, HP 63, #AT
within this final level. 1, D 5-20]
Treasure
Kraken [AC 5/0, HD 20, HP 120, #AT 9, D None.
2-12 (Barb Tentacle)/ 2-8 (Striking Tentacles)/
5-20 (Beak)] 1 Wereshark [AC 20, HD 14d10+42, HP
112, #AT 1, Hit +9 (Bite), Dam Bite 18
Treasure (3d10+3)]
12,000 GPs of loose treasure lie at the bottom
of this chamber along with a +5 Two -handed,
yet single bladed, axe.

26 Deep dive in the flooded halls!


Treasure
A large gem (1200 GPs)
lies within the webs.

5 Giant Marine
Spiders [AC 17, HD
12+12, HP 82, #AT 1,
Hit +10, Dam Bite 13
(2d8+5), Poison DC 18
Constitution save or
take 50 (10d10)]

Room 20
Before you an iron
door etched with
runes stands without
keyhole or hinge.

A subtle blue glow emanates from it


Room 19
like those you have seen before in the
Stringy wisps of white goo drift in the
stairwells of other levels.
currents of this chamber. The mucous-
like substance coalesces in the far end
Note: This door can only be opened if the characters
of the room creating a large, white,
have cleared the entire level. If they gain access, read the
undulating sphere.
following: A heavy layer of refuse, muck, and vegetable
matter make up the floor of this chamber. Your movement
Within the sphere, 5 Giant Marine Spiders
causes obscuring clouds of brown debris to swirl and
await prey, sticky strands of silk hindering the
rise as you enter.
party as they move inside with a negative 2 to
all ‘to-hit’ rolls.
Once the Verme in this chamber has been
killed, the iron door will slam shut and the
5 Giant Marine Spiders [AC 4, HD 7+7, HP
water will drain out of the chamber.
49, #AT 1, D 3-12, Poison (Save versus poison
or paralyzed 1-12 turns)]

27
Note 2: A secret door has been set into the South wall
of this chamber (DC15 Perception). It will lead to
This chamber is a replica of the Flame
the stairs of Room 21.
Traps seen on upper floors save that because
of submersion they have become Steam Traps.
A Juvenile Verme (giant, heavy-scaled bottom
Discovery of these traps will be at -15% to Find
dwelling carnivorous fish), dwells here and
Traps (DC19 Perception). If triggered, a
waits for a character to enter before attacking.
seemingly volcanic vent erupts out of the door,
cooking anyone within 15’ of the opening for
1 Verme [AC 3(head)/5(body), HD 10+10,
2-20 damage (20 (2d10+10)).
HP 70, #AT 1, D 7-28]

Treasure Steam Trap, see above.


None.

This room was once a poison vapor trap, but


1 Verme [AC 17(head) 15(body), HD
since it is flooded it no longer works.
12d12+24, HP 96, #AT 1, Hit +10 (Bite),
Dam Bite 20 (2d10+10)]

Room 21
Water Elemental
Like all the levels before, a stairwell
[AC 2, HD 16, HP 96, #AT 1, D 5-30]: A
leads down even further into the depths
free ranging Water Elemental roves about the
of the labyrinth.
dungeon causing mayhem to all it meets.

Behind this door a Spear Trap awaits. 1 Water Elemental


Much like the Arrow Traps from the upper [AC 14, HD 12d10+48, HP 114, #AT
f loors, this one fires shafts into the area just 2, Hit +7 (Slam), Dam Slam 13 (2d8+4),
outside the door. Standard Find Traps can Multiattack, Whelm (DC 15 Strength
be employed here (DC 17 Perception). As or take 13 (2d8+4) bludgeoning damage
always, once discovered, the trap can be from being rolled/thrown, and bashed
bypassed. If it is triggered, however, all in current)]
characters within 10’ of the door opening
will take 2-8 damage (8 (2d8)).

28 Deep dive in the flooded halls!


Electric Eel
Credits:
[AC 9, HD 2, HP 8, #AT 1, D 1-3 (any Authors: Scott Taylor & Mark Timm
creature within 5’ takes 3-24, within 5-10’ takes Additional Monster and NPC Content:
Ashur Ronan Taylor
2-16, and 10’-15’ takes 1-8)]: This problematic Editing: G. Scott Swift
creature will lurk before doors of rooms in the Cartography: Mark Timm, Andrew Rodgers,
& G. Scott Swift
murk awaiting prey and force players to find Design/Layout: Andrew Rodgers
a way through it, likely taking damage when Color Interior Cover Art: Chet Minton
B/W Interior illustrations: Brian ‘Glad’ Thomas.
they get into its ‘jolt zone’. Playtesters: Sean Murphy, Kelli Lind, Peter Gordon,
Jeremy ‘Pugs’ Osteen, Sean ‘2.0’ Maher, Ray Crum,
David ‘British Dave’ Warne, and ‘The Monon Group’.
1 Electric Eel
[AC 11, HD 8d8+8, HP 40, #AT 1, Hit Dungeons & Dragons ©, Players Handbook ©, and Dungeon Masters
Guide © are the sole property of Wizards of the Coast and Art of the Genre
+7 (Bite), Dam Bite 5 (1d6+2), Electric make no claims on these trademarks.

Field (DC 14 Constitution save or take 19


(3d10+4) within 5’, 14 (2D10+4) between
5’-10’, and 9 (1d10+4) from 10’-15’, plus
stunned for 1-4 rounds)]

Afanc
[AC 6, HD 15, HP 90, #AT 1 or 2, D 5-20
(Bite) or 3-12/3-12 (Fins)]: A single armor-
scaled and 15’ long Afanc (not to be confused
with the terrible Af lac insurance duck!) fish
lurks within the submerged dungeon. It will
pursue prey into rooms but prefers to strike
in hallways or even in Room 17 if that way
is left open.

1 Afanc
[AC 14, HD 17d10+34, HP 119, #AT 3,
Hit +9 (All), Dam Bite 25 (3d12+6) Side
Fins 16 (2d10+6), Multiattack]
N
32

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