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Dungeon Delve
Central Area - Area S

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Place your mouse pointer over the map and click on a room to view a description.


Area S1

Inhabitants: Varies. When the PCs move to within 20 feet of either pillar (shown on map), a rand monster is summoned. If all PCs leave the 20 foot radius and then reenter the area of influence, roll for another monster. Summoned monsters are all immune the the affects of the green gas (see below).

d12
  • 1-2 1 iron golem (demonically carved)
  • 3-4 2 shambling mounds
  • 5-6 1 beholder
  • 7-8 1 basalisk
  • 9 2 mummies
  • 10 1 vampire
  • 11 2 umber hulks
  • 12 1 death knight

Contents: Greenish vapor fogs the chamber, limiting vision to just 10 feet. Visible floor sections are tiled with distubing plaques showing scenes from some terrible netherworld.

The greenish vapor limits vision to 10 feet. Worse, each PC in the chamber must make a saving throw vs. poison each round or take 1d6 hit points.vapor

Tricks/Traps: The door to S3 is locked (-20% to pick locks) and trapped. If the trap is sprung, all characters north of the two pillars are teleported south, back into X31 (and so must bypass the two pillars again, activating their magic). The trap on the door resets with each new group of players.


Area S2

Inhabitants: Varies. When the PCs move to within 20 feet of either pillar (shown on map), a rand monster is summoned. If all PCs leave the 20 foot radius and then reenter the area of influence, roll for another monster. Summoned monsters are all immune the the affects of the “fly paper” floor.

d12
  • 1-2 1 iron golem (demonically carved)
  • 3-4 2 shambling mounds
  • 5-6 1 beholder
  • 7-8 1 basalisk
  • 9 2 mummies
  • 10 1 vampire
  • 11 2 umber hulks
  • 12 1 death knight

Contents: The flat, black plane of this hemispherical room’s back wall contains a massive green devil face set in its center. The gaping mouth holds only darkness, but suggests a passage. Two pillars stand 10 feet out from the wall, flanking the great green devil face.

The darkness in the 3-foot-diameter mouth of the great green face is not dangerous (though savy heroes may be nervous about entering), but the darkness is not dispellable. The darkness hides a door with a complicated latch. Though it’s not locked, the combination of darkness and complexity requires the opener to spend a round and make a successful save vs. paralyzation to open it—multiple attempts to open the door are allowed.

Tricks/Traps: The floor of this entire chamber looks normal, but is like magical “fly paper.” Each five feet of movement by the PCs across the floor requries an individual saving throw vs. paralyzation. Those that fail are stuck in place, and must spend a round attempting to get free (which requries a successful saving throw vs. paralyztion). Monsters summoned by the pillars are immune to this effect.


Area S3: Pit of Evil

Inhabitants: 1 pit fiend (called Antioch), and 1 pyrohydra (Antioch’s pet). Regeneration assures that Antioch is always at full health when a new group of PCs arrive.

Antioch, Pit Fiend (1): AC –5; MV 15, Fl 24 (C); HD 13; hp 104; THAC0 7; #Att 6; Dmg 1d4/1d4/1d6/ *1d10+7 /2d6/2d4 (wing buffet/wingbuffet/claw/ *two handed vorpal sword /bite/tail); SA Devil abilities, spell-like abilities (see Notes); SD +3 or better weapon to hit, regenerates 2 hp/round; SW Location prevents gate ability; MR 50%; SZ L (12 feet tall); Int Genius (18); ML Fearless (20); AL LE.

Notes: SA—Devil abilities. Generates fear in a 20 foot radius (save or flee for 2d10 rounds), poisonous bite (save or die), bite transfers disease (no save), tail constricts for 2d4 hit points per round (saving throw vs. paralyzation to break free),

SA—Spell-like abilities. Casts at 13th level, 1/round: detect magic, detect invisibility, fireball, hold person, improved invisibility, polymorph self, produce flaem, pyrotechnics, and wall of fire. Casts wish 1/year (saves this ability to wish himself back to full health if in thick combat).

Equipment: two handed vorpal sword, key on chain.

Pet Pyrohydra, 8 heads (1): AC 5; MV 9; HD 8; hp 64; THAC0 12; #Att 8; Dmg 1d8 x8 (bite); SA Each head can breath fire 2/day for 8 points of damage (save for half damage); SD Immune to fire, each head has 8 hp—all heads must be severed before the pyrohydra dies (each time 8 hp are inflicted, a head is severed); SZ G (30 feet tall); Int Semi- (3); ML Fearless (20); AL NE.

Contents: A 70-foot-wide shaft plunges down through solid stone, revealing a burning, fiery maelstrom far below. A stone pillar protrudes from the very center of the maelstrom, the top of which serves as a 40x60-foot stone platform high above the glowing magma. Spindly chain bridges overhang the molten rock, connecting the central spire to two side entrances.

An immense, many-headed reptilian horror crouches on the central platform. It is clear that the dragonish monstrosity, for all its size, is subservient to the giant, winged humanoid standing close by. Flames burn on its scaly body, and vile liquid drips from its fangs. It is an incarnation of pure evil.

A 15-foot-wide chasm separates the platform from either door. PCs can cross via a chain-link bridge or attempt to jump. Crossing the link bridge under magical attack (say, if Antioch fireballs the bridge while PCs are on it) requries a saving throw vs. death magic to avoid pitching off and falling. To jump across requires a 20 foot running start (from either S1 or S2, this may cause its own set of problems) and a roll on the d20—PCs who roll higher than their dex fall 100 feet into the magma below, where they take 20d6 hp/round of exposure.

The platform contains a pit-fiend size throne, a mirror, and a chest. The throne possesses powers meaningless to the conclusion of this Delve, while the mirror serves as a crystal ball (currently showing the location of next year’s dungeon delve: another dim dungeon entombed below the surface…).

The chest opens only to the key around the pit fiend’s neck. The chest contains a bonanza of lootin’ goodness—if the PCs are opening the chest, they’ve won! Yahoo!

Tricks/Traps: None, except the obvious.

©2003 Wizards of the Coast, Inc. All rights reserved.
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