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Dungeon Delve
Quadrant 1 - Area O
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Area O Random Encounters

Use these whenever you want, particularly to fill in “cleared out areas.” They’re also useful to slow groups down if they’re burning through the dungeon. Do not roll on this table if the current group is not making good time.

d10 Encounter
  • 1-2 1-3 poisonous snakes, standard type: +0 to save vs. poison, d6 rounds onset time, 3-12 extra points if save failed (d4+4 snakes if high level)
  • 3-4 d8+3 lizardmen (d8+10 if high level)
  • 5-6 d6+2 troglodytes (d8+6 if high level)
  • 7-8 1 basilisk (1 greater basilisk if high level)
  • 9-10 2 amphisbaena (dragonne if high level)

General Instructions: As creatures are killed off in the keyed entries below, be sure to make a note of the reduced number on the entry itself. In the same vein, mark off items taken from a chamber (and make sure players record items they have taken on their sheet!). Note that items native to the dungeon that play some role in the dungeon, such as keys, are not teleported out of the dungeon at session’s end, but instead just drop to the ground where ever the players happen to be standing when they’re kicked out—make a note of the new location of said item both in its new location, and the entry where said item was originally introduced.


Area O1

Inhabitants: 12 lizardmen

Contents: This is some sort of underground beach. The south part of the room slopes upward with sand, the northeast drops to become a pool of water. The lizardmen living here don’t look happy to see you.

The lizardmen will fight to the death. Those in the back will throw darts while the ones in front will use spears. Their total treasure is 85sp and 31gp.

Tricks/Traps: None.


Area O2

Inhabitants: 1 medusa

Contents: Although you sense that this room is a good size, several short north-south walls divide it into smaller sections. Someone can be heard walking in the western part of the room.

The stone walls are one-way illusions; from any side but the western, they are opaque, but from the western side they are completely transparent. The medusa in the far part of the room can attack with her bow every round, while the characters must contend with the lack of visibility (-10 to hit the medusa as long as she has at least one wall between herself and the party).

Once a character rounds the last illusionary wall, the medusa’s petrifying gaze will come into effect, of course.

The medusa has 5 100gp gems (amethysts) and 8 arrows +1, which will be used on the characters if at all possible.

Tricks/Traps: None.


Area O3

Inhabitants: 8 constrictor snakes

Contents: This room has been built to resemble some sort of junglescape. Thick, twisted trees stretch upward, their leafy branches intertwining overhead, and vines hanging all around; sunlight filters in from above the trees. Dense grass covers the floor, and there are many mysterious holes in the ground, each a foot or more in diameter. A chittering noise can be heard from some of the holes.

The sun and sky above the trees is an illusion, as is the chittering noise from the holes. The true threat are the constrictor snakes lurking in the branches overhead. As the party crosses the room, one snake will drop on each character (biting and constricting).

One of the holes has a small crystalline skull worth 150gp; there is no other treasure in the room.

Tricks/Traps: The wooden door in the northest corner is trapped. If not deactivated, it sprays the character that opens the door with a bright orange paint that can’t be washed off. All monsters that see this paint will attack that character preferentially.


Area O4

Inhabitants: 4 weresnakes (use the stats for wererats)

Contents: This room is covered in powdery sand, and three wooden huts are evenly spaced across it.

As soon as people start walking into the room, the weresnakes (in skinny human form) will charge out of the huts and attack with their weapons. On the second round of combat, they will change to their hybrid forms (which are essentially human, with a snakelike head and panches of scaly skin) and attack with weapons and bite; in hybrid form, they are immune to nonmagical weapons. These weresnakes cannot transmit lycanthropy to their victims.

The weresnakes have 450sp, 210gp, a 200gp gem (garnet), and cursed backbiter spear +1.

Tricks/Traps: None.


Area O5

Inhabitants: 4 dopplegangers

Contents: This small space is surrounded by mirrors which distort your reflections in different ways. In fact, in some of the mirrors, some of you don’t cast reflections at all – different “absentees” in different mirrors. From this point there are two paths lead through the mirror-maze.

The mirrors will quickly confuse the characters and make it hard for them to keep track of where everyone is at all times. The mirrors will break if they take 5 or more points of damage, but if broken they shower the 5’x5’ space to either side of them with shards of glass for d4+1 damage (no save).

After wandering around the maze for a bit (it’s OK to draw a map for them as they go along), give notes to three players; instruct them to read the notes silently, make no comment on them, and hand them back to you. Each note should read “YOU ARE NOT A DOPPLEGANGER.”

Shortly after the notes are passed, the characters will be attacked by 6 dopplegangers that have assumed the forms of the characters (both of the note-recipients’ characters will be duplicated, the rest will be copies of the rest of the party). The dopplegangers will insist that they are the true characters and that the real party members are duplicates. Eventually they will attack their alternate selves.

If killed, the bodies of the dopplegangers (no matter who they copy) will vanish (without reverting to their regular form). This will leave the players confused as to who is or is not a doppleganger in the party.

Tricks/Traps: None.


Area O6

Inhabitants: 2 reptilo-ropers (use the stats for storopers)

Contents: This large room is cavred in its entirety with writihng serpents. Eight pillars support the ceiling, each also heavily carved with snake-shapes. There are four patches of gravel on the otherwise bare floor, and each patch has a skeleton lying upon it. The north section of the wall has a set of stairs leading up.

The gravel and skeletons are no threat. However, the northwest and southeast pillars are actually reptilo-ropers (their tentacles end in snake-heads, which can each bite a victim twice a day – no bite damage, but save vs. poison or take an additional 10 points of damage). Once at least two characters have entered the room, they’ll attack, extending their tentacles to grab, weaken, and poison, drawing their victims in for bite attacks.

The northern stairs are an alternate entrance to this quadrant.

One reptilo-roper has 2 100gp gems (amber and topaz) in its gizzard, the other has 2 50gp gems (jasper and moonstone) and 1 500gp gem (aquamarine).

Tricks/Traps: None.


Area O7

Inhabitants: 1 dracolisk

Contents: The walls of this room are decorated with heads of great reptiles carved out of stone – dragons, huge snakes, crocodiles, and even some humanlike serpents. There appear to be no other exits from this room. The smell of a large foul animal can be detected here.

The dotted line through the middle of this room is a one-way illusionary wall; the side closest to the adventurers’ entrance is the opaque one (if the party enters from the other side at a later time, that side will become the opaque one). On the other side of the invisible wall is a dracolisk. At an opportune time, it will use its breath weapon to strike one or more characters (the acid will appear to shoot out of one of the stone heads on the illusionary wall). It will repeat this every three rounds until it has expended all three of its breath weapon uses for the day, after which it will hold its attacks until the characters cross the illusionary wall.

The dracolisk has 2120cp, 1005sp, 131pp, and a ring of free action.

Tricks/Traps: None.


Area O8

Inhabitants: 2 octosnakes (use stats for octopus)

Contents: This room is filled with shallow water. Three large piles of bones reach 3’ above the water level.

Hiding behind, under, or near two of the piles of bones are a pair of octosnakes (like giant octopi, but with snakey skin and eyes). They’ll attack as people come near or approach the other door, constricting their opponents until dead.

If any of the bones are used against the octosnakes (or any other reptilian creature in this quadrant), they are considered clubs +3.

Buried in the piles of bones are:

#1: a rusty hand axe

#2: a wand of fire (3 charges)

#3: a gold bar worth 300gp

Tricks/Traps: None.


Area O9

Inhabitants: 1 firedrake

Contents: As soon as you open the door, there is a strange gust of wind and a tingling sensation that passes across your skin, extinguishing all of your light sources. The only source of light comes from within the room … a dim glow as if from a fire, illuminating the silhouette of a large dragon!

Roll initiative immediately. The dragon is actually a firedrake under the effects of an illusion spell that makes it look much larger than it is. Its first attack will be its breath weapon, and it will use this attack up to its maximum five times per day until it is forced into melee combat (it is at that point that the effectiveness of the illusion will start to falter, although those that try to attack the rear of the “dragon” will miss, as the illusion extends much farther than the actual creature).

The firedrakes main piece of treasure is an arrow of reptile slaying (its magic will be expended after hitting once).

Tricks/Traps: None.

Notes and changes:


Area O10

Inhabitants: 1 water naga

Contents: Most of this room is covered in water. The northern third is dry, while the water gets deepest at the south end. A snakelike creature with a humanlike head is swimming about in the water.

The creature is a water naga. She is not hostile, and would rather talk than fight. She knows that the nearby rooms contain fire lizards, lizardmen, and giant snakes, and she will happily tell this to anyone that asks. If offered food or any treasures, she’ll volunteer to cast her mirror image and invisibility spells on party members. If she is treated rudely, she’ll retreat below the surface (the pool is 20’ deep in the southernmost part). If attacked, she’ll fight back from the water, using spells (missile attacks against the naga are at –2 because she has soft cover from the water).

Naga’s spells (as a W5): color spray, hold person, invisibility, magic missile, mirror image, sleep

Treasure: 4200cp, 92sp, 870gp, 41pp, 1 1000gp gem (ruby), 3 100gp gems (coral), potion of flying, potion of water breathing

Tricks/Traps: None.


Area O11

Inhabitants: 1 fire lizard

Contents: This room is filled with the stench of death. A rotting lizard carcass (30’ long) is in the center of the room, with another reptilian shape beyond it.

The rotting fire lizard is quite dead and the source of the smell. The second lizard is alive and the mate of the dead one. She will charge to kill anything that approaches her mate, using her breath weapon on the way in.

Tricks/Traps: None.


Area O12

Inhabitants: 1 giant cobra, 10 yuan-ti histachii

Contents: The far side of this room has a wide dais, upon which is a bloodstained altar. The altar depicts a black-clad reptilian figure with bulging eyes and huge tusks. Coiled in front of the altar is a swaying hooded cobra. Bowed down in front of the dais are nearly a dozen gray-skinned emaciated humanoids with vaguely reptilian features, each repeating a strange sibilant chant.

As soon as the cobra notices the characters, it will hiss for the histachii to “Kill the intrudersssss!!!” (yes, it’s smart enough to talk). While the histachii go berserk, the cobra will slither toward any spellcasters and attack.

The altar is to the Mayan god Tlaloc (god of rain). Smaller carvings on the altar are of strange stylized deer (the histachii wear crude wooden amulets with this symbol on them). Anyone that tries to damage or defile his altar must make a save vs. spell or take 5d6 damage from a lightning bolt; those who save take no damage.

Inside the altar (detectable as a secret door) are three magic items: an orb (which can be thrown to call an ice storm upon the target area), a braided loop of copper and silver wire (which can be thrown at a target to cause them 6d6 electrical damage, save for half, not to-hit roll required), and a pouch of black sand (which can be thrown to transmute rock to mud on a 20’x20’ area, the mud being 10’ deep).

Tricks/Traps: None.


Area O13

Inhabitants: 8 lizard men, 1 lizard king, 1 7 HD shaman

Contents: The far end of this room is submerged. A large lizardman with a great sword is hissing and shouting at eight other lizardmen that are busy carrying rocks from the depths of the pool up onto the dry floor. Another door is visible above the pool in the southern corner of the room.

The large lizard man is a lizard king; he will order his flunkies to attack as soon as he notices they are there. His sword acts just like the trident of a “normal” lizard king. The flunkies have no armor but carry short spears. The shaman is swimming underwater when the characters arrive; she will surface and attack with spells once combat begins. The lizardmen wear wooden amulets with a stylized deer symbol on them; the shaman’s and lizard king’s amulets are made of silver (worth 100gp each).

Shaman’s spells: faerie fire, hold person, magical stone

The pool is actually part of a magically-created underground river; the east and southwest corners of the room have large iron grates through which the water flows (in a southwesternly direction). Breaking through the eastern grates will allow access to room 16 (although entrance to that room is blocked by similar grates), while going through the southwest grates ends in a deep whirlpool filled with hasted stoneskinned pirhanas that will rip any adventurers to shreds in record time.

SATURDAY DOOR. The south door possesses a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

Tricks/Traps: None.


Area O14

Inhabitants: 1 small wyvern

Contents: This room has a high ceiling – sixty feet. Two 10x10 pits are visible near the middle of the room. On the far end of the room is a high stone platform, 40’ above the ground; a similar platform is almost directly above you.

The wyvern is on the platform above the characters; it will attempt to swoop down as the characters near the center of the room, grab a character, and swoop back up to the far platform, where it will sting and claw that character for one round (the size of the room is just enough that the wyvern can make this maneuver). It will repeat this (leaving the snatched character on the platform) until it has taken more than half its hit points, at which it will stay on one platform and kill its meal there.

Tricks/Traps: The pits are 20’ deep and full of poisoned spikes: save vs. poison or take an additional d4 damage per round for three rounds.


Area O15

Inhabitants: 2 spirit nagas

Contents: This 20‘ high octagonal room has a 10’ high dais at the far end. Large snakes with human heads sit coiled on the dais, each smelling like rotting meat.

If the nagas had a round to prepare for the characters, #1 will have already cast her grease spell on the area directly in front of her on the dais and #2 will already have cast mirror image on herself (so there will appear to be 2 + d4+1 nagas on the dais). If they had two rounds to prepare, #1 would also have cast wind wall in front of the dais and #2 would also have cast spider climb on herself.

The nagas will use their spells to disable the characters as quickly as possible, preferring to attack from a distance (including their charm ability), entering melee only when most of the characters are blinded, weakened, sleeping, or severely wounded. The second naga will attempt to use its taunt spell to get the characters to charge forward into the area affected by the grease spell (giving the characters a –2 on the save vs. spell on the grease because of their speed).

Naga #1’s spells:

W5: grease, light, magic missile, ray of enfeeblement, reduce, summon swarm, wind wall

P4: cause fear (rev. of remove fear), cure light wounds, heat metal, sanctuary, silence 15’ radius

Naga #2’s spells:

W5: flame arrow, magic missile, melf’s acid arrow, mirror image (d4+1 images), sleep, spider climb, taunt

P4: cure light wounds x2, faerie fire, produce flame, withdraw

The top of the dais has a secret compartment that hides 1121cp, 530sp, 820gp, 55pp, and a scroll of protection from poison.

Tricks/Traps: None.


Area O16

Inhabitants: 3 giant crocodiles

Contents: This room bisects a section of underground river. A sloping platform has been built on this side and the other side, with a 2-person boat drifting with the current near the southwest portion of the room.

Characters can use the boat to cross the water, but on the second trip across, one of the crosodiles will capsize the boat, while the other two crawl onto the platforms to attack any creatures there.

Tricks/Traps: None.


Area O17

Inhabitants: 1 hexaplegic yellow dragon

Contents: You are walking along this corridor, when suddenly the northern wall erupts in a hurricane of hot air and stinging sand!

The northern wall is illusionary; the source of the attack is a juvenile yellow dragon (AC –1, HD 13, Attack modifier +13, bite does 2d8+4, breath does 8d4+4 - save for half, another save vs. breath weapon or be blinded for d4+1 rounds). The dragon’s legs, tail, and wings have been amputated; its stumpy limbs have been shackled the the floor in the northeast corner of the room. The dragon is a very pathetic sight, and cannot move from its current position. Its condition has driven it insane, and it will lash out with its breath weapor or bite at any creature it can reach.

Tricks/Traps: None.


Area O18: Ziggurat of Tlaloc

Inhabitants: 2 abomination yuan-ti, 4 halfbreed yuan-ti, 1 ettin yuan-ti ,12 yuan-ti histachii

Contents: This room has a 70’ ceiling. In the center of the room is a squat ziggurat, consisting of two levels, each 10’ higher than the previous one and connected by staircases. The two creatures on the top of the ziggurat are a mixture of snake and human; a cluster of scrawny snake-men fawn in the direction of the creatures at the top. With a word from their leaders, they turn to attack.

The snake-creatures at the top are abomination yuan-ti (9HD); one has a human head, the other has two human arms (it has a longsword +2 in one, a dagger +2 in the other, with a shortbow +3 slung over its back). The human-headed one will use its magical abilities on the characters, the human-armed one will use its bow. If the characters use spells or missile weapons on them, they’ll retreat down the south stairs to a position of safety on the second level of the ziggurat.

The scrawny snake-creatures on the lower level are yuan-ti histachii. They will go berserk and recklessly attack the characters until dead.

On the third round of combat, the north and south secret doors will open and four yuan-ti halfbreeds (7HD) will enter the room. All three have snake heads and human bodies covered in scales (making thum AC 0). They will attack the characters as soon as possible with their longswords.

On the fourth round of combat, the west secret door will open, revealing a bizarre halfbreed yuan-ti - an ettin with two snake heads (it attacks as a normal ettin, but it also gets two bite attacks per round for 1d10 each). It will also attack immediately.

All of the creatures here wear silver amulets with a stylized deer on them (like the ones from areas E12 and E13) worth 100gp each.

Tricks/Traps: None.


Area O19

Inhabitants: 2 snake-beholders

Contents: This ogtagonal room has 2 long corridors

leading out of its southern wall. A scaly creature looking like a big rounded heah with snakes growing out of the top is visible in one of the corridors.

Both of the long corridors has a snake-beholder in it, but the characters will only be able to see one of them when they enter the room. A snake-beholder is built like a regular beholder, except that it has snakes instead of eyestalks and its central eye has a snake growing out of it. Its snake-tentacles have the following powers (one each, 50’ range):

charm person
cause light wounds
magic imissile
2 cause fear
3 sticks to snakes (1 stick)
4 create water
5 cause blindness
6 flame arrow (1 bolt)
7 shatter
8 feather fall

Because its snake-tentacles are long and flexible, it can use all of them at once in the same direction, athough it cannot fire more than one beam at a target in any given round.

Its central “eye-snake” can bite for d8 damage (plus save vs. poison or die). Its regular mouth can bite for 2d4 points. Each one has 45 hp and has a THAC0 of 11. They have no anti-magic powers, their AC is 3 all over, and their hit points are not divided among the parts of their bodies.

The snake-beholders have swallowed their treasure; each has red gold figurine of a coiled snake holding a green gem in its mouth; the figurines are worth 1300gp each.

Tricks/Traps: None.


Area O20

Inhabitants: 12 troglodytes

Contents: This room reeks of spoiled meat, strange animals, and dung. Floating near the 15’ high ceiling is a ghostly lizard-head, its inner light providing dim illumination for the room. The corners of the room seem to be sleeping areas for the 12 angry troglodytes living here.

The troglodytes are mostly unarmed (although 4 of them have the infamous troglodyte javelins). They will attack the characters on sight. Should the party leave the room, the trogs will close the door and wait for them to return.

The ghostly lizard-head protects all of the trogs in the room: any troglodyte that dies here is brought back from the dead on the 2nd round after they are killed. This power causes to trauma to the trog, and they can begin fighting that round. Burning, chopping, and other methods will not prevent this; the only ways to stop it are to completely destroy the trog’s body (such as by a disintegrate spell), take the body out of the room before it revives, or destroy the ghostly lizard-head. It makes no attacks, and cannot be harmed by nonmagic weapons. If it takes 20 or more points of damage from magic weapons or spells, it vanishes, and any trogs that are killed after that point remain dead.

The trogs have3200cp, 1100sp, 72gp, and 1 50gp gem (bloodstone) as their treasure, divided up among the various sleeping areas.

Tricks/Traps: None.


Area O21

NOTE: The western door leading into this room is a SATURDAY DOOR. It possesses a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

Inhabitants: 50 poisonous snakes

Contents: Much like something out of a terrible dream, the porous walls and floor of this room swarm with snakes. The snakes number in the dozens, and it will be impossible for anyone to walk along the floor without risking stepping on one at some point.

The snakes are all poisonous, but will only attack if threatened (including being the targets of spells), attacked, or stepped on. Their poison gives a +2 on the save, has an onset time of 2-5 rounds, and causes death.

The snakes will not bother creatures that fly or levitate across the room. Anyone walking across the room has a 50% chance per 10’ traveled of stepping on a snake, prompting an attack from that snake and d6 others in the area (running characters have a 90% chance of this, and will prompt an attack from that snake and d6+2 others). Characters climbing the walls have only a 10% chance of annoying a snake, prompting only that snake to attack.

Tricks/Traps: None.

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