The DM may [wish] to use the
underground
realms (map
book, page ##) for further adventures
in the dismal realms
beneath the
Hellfurnaces,
or for additional adventures
should the PCs decide to abandon
their map and find another route to the
vault of the Drow.
Suggested adventures are
set up according to the size of the hex,
and the
DM should flesh out the details.
One-Hex Encounter Areas
A lair of 40 pech,
with 1/2 again that number
of women and children. The pech are protective
of their small AREA,
which is loaded
with many precious stones. They seek to
block
the exits by means of large
stone blocks
hoisted over the egresses (drop on characters
for Dmg 2-20), and swarm out to overwhelm
the survivors. <cf. boulders,
DMG>
A small herd of 50
rothe,
with 10 bugbear
herdsmen. This is the “wintering” ground
for
the rothe, who munch on the mosses and
fungus
in the cavern, and are driven north to
the
Vault of the Drow
for sale. The bugbears will
FIGHT to protect their herd from any supposed
invaders or rustlers.
An AREA of volcanic
heat, steaming with hot
gases and pools of molten lava. This is
the
home of 10 azer
and an equivalent number of
fire bats.
They do NOT attack unless molested,
or unless their source of heat
is endangered.
Those trying to cross take 1-10 points
of damage
per round from the heat. Lava tubes in
the
ceiling are left by earlier eruptions,
and are
large enough that a crawling man-sized
individual
can escape to the surface.
A high-ceilinged vault that is the lair
of 20
gargoyles,
10 marlgoyles, and a leader of 12
HD size, who inflicts double marlgoyle
damage.
The chamber is narrow but high, allowing
the gargoyles to swoop and use their wings
to full effect.
A chamber filled with sunlight
(naturally
far from any well-traveled path) filtering
down through the rocks to illuminate a
dragonlike
creature coiled on a mass of coins, at
the feet of an winged humanoid which appears
to glow with a power of his own. The being
in reality is a dao,
and the dragon-like
creature a behir,
his pet. The dao tries to lure
the characters into a false sense of security
before
he lets loose the chain about the behir’s
neck and has it attack them, aiding with
spells.
A relatively open AREA surrounded by cliffs
10' above. This AREA is the home of 8
cave fishers,
who are waiting for something
edible to pass within range. They do not
attack
drow, as
the dark elves taste terrible.
For encounters on the Pitchy Flow or Svartjet,
use the following. A
large waterfall forces
a portage past along well-worn steps carved
by
previous travelers. The portage passes
by a
large
cave, and those who chance to look
within see a beautiful female gray
elf imprisoned <comeliness=x>
in a bowl filled with water.
The elf appears
healthy, but raps on the bowl for [aid].
The elf is a slave of the aboleth
that lives in the
cavern,
and uses her (and whatever illusions it
can) to lure the party in where it may
attack
and enslave more followers. If the drow
were
aware of this creature’s existence, they
would
send a heavily-armed party to SLAY it and
TAKE
its treasure.
Two-Hex Encounter Areas
These encounter areas are of about the
size
of the troglodyte
warrens or the shrine of the
Kuo-Toans. Various
creatures will be found
within each encounter AREA, but they usually
draw support, sustenance, or aid from the
most powerful creature or race in that
encounter
AREA.
A lost temple, empty except for a large
number of undead
that prowl its corridors -- ghasts,
ghouls,
wraiths,
wights, and the occasional
crypt thing.
They are controlled by a
lich of not
less than 18th level magick use and
20th level
clerical ability, so chances to Turn
are as that for their master. This is a
deeply evil
place, though those that have seen the
Temple
of the Elder Elemental God in the fire
giant
king’s hall (or in
the Vault of the Drow) will
notice similarities. This shrine will not
summon
any creatures, however, nor demonstrate
any other powers.
A city of white goblins,
cut off from the surface
world for so long that their skin
is a pasty
white and their eyes grown over with skin
(though their ears and noses have evolved
to
more than make up for the difference, giving
them + 1 bonus to hit). They are ruled
by a
barghest
of HD 10+10, who also has 4
tunnel
worms at his command.
An anciient city carved into the living
rock
itself, containing no open vaults, only
passages
and rooms. The ruined city is torn into
town territories, 1 ruled by derro,
the other
by the duergar.
Both of these races of evil
dwarves
assume the party to be mercs,
spies, or
assassins
for the opposing side.
An outpost of the myconids
(fungus men)
in a large, open vault,
where they raise a great
variety of slimes and fungus, including
those
hazardous to adventurers. High in the walls
of
the vault are a colony of Formians
(centaurants)
who regularly raid the myconid vinyards,
and who in +addition+ to their normal attacks,
carry sling-staffs
with which they fire mucouslike
sacs filled with slimes, puddings, oozes,
and other foul molds. There are about 200
myconids in the vault, led by a king of
6 HD,
while the formian colony numbers 100 workers,
30 warriors,
and 1 myrmarch.
Six-Hex Encounter Areas
These areas are the size of the vault
of the
drow, and may be as
several miles wide and
long. They will generally have a
large number
of different monster
types living in cooperation
w| each other, or at least in a balance
of
power.
A mazework of twisty passages reduce this
AREA to lithic
Swiss cheese, with twists and <define lithic>
turns leading in all directions, including
chutes leading up and pits leading down
into
the depths. A mixed bag of dwellers of
the underground
inhabit this realm,
as no particular
power has seen fit to claim it as their
own.
Mind flayers,
drow, pech,
duergar, derro,
and
in the passage flooded by greenish,
softly
glowing water,
aboleth, all maintain a precarious
balance, along with non-intelligent insects
and centipedes
which have adapted to
the dark. The full dimensions of the mazework
are unknown, && each intelligent
<species>
has its representatives here to keep an
eye on
the others, and to report if any important
discovery
is made.
An underground
lake ringed by a beach of
bones. The
lake is home of several floating
Aboleth cities. The cities compete by battles
between their slave
groups on the beach, for
unknowable honor && unguessable
glory.
There are 4 cities on the lake itself,
each
holding 10-20 of the evil
creatures and their
slaves. The depths of the lake are the
home of
blind
fresh-water squid and the reptilian elasmosaurs
which feed on them.
An empty city with a huge
wall that rings it,
reducing passage to a corridor around the
perimeter
of the city. The walls are made of dark
stone, and
THE DOORS of Heavy Led, sealed by a
gem-like engraving that radiates a glow
like
sunlight (so
that nearby denizens will not approach).
The city itself is patrolled by clay,
stoner,
and iron golems, which will attack
any
living thing they encounter. The houses
and
merchant
squares give the appearance that the
inhabitants were called away suddenly,
for
there are layers ov [dust] on decayed food,
rotting <food=x>
fabric, && rotten wood. At the
center of
this empty city is a tower, also made
of ebony
stone &&
sealed with a similar glyph on the
front gate. The tower is the prison of
some
powerful malign creature, perhaps a demon
lord that was captured by the forces of
Good,
or a devil
that displeased its master, or the
predecessor of the present Oinodaemon,
Anthraxus.
The exact choice (and the result
should the players prove foolish enough
to
free this fell being) is left to the GM.
Dra-Mur-Shou, the city of the illithids.
This is
the largest encampment
of these fell creatures in
the entire AREA connected by the tunnels.
Their
city consists ov a central “high city”
resting on a
raised table of land 100' above the cavern
floor, surrounded by a “low city”, &&
can be
reached only by a series of stairs
carved into the
rock itself, decorated with hideous carvings
&&
non-human statues.
The Low City is similar to the city of the
drow, a jumble
of chaotic buildings jammed
together w/ occasional open reaches that
serve as markets. Drow
merchants are here, as
are kuo-toan
priests, verk parties of duergar
and derro,
as well as demons, daemons,
and
the occasional representative ov Hell.
No illithids themselves are seen in
the
Low City, save for occasional glimpses
of the
creatures from behind the curtains of heavily
guarded sedan chairs carried by blinded
slaves.
Duergar and lesser devils
serve as the <lesser=?>
guard and PEACE-keeping
force.
The High City is reputed to be the home
of
over 100 illithids, perhaps 10 times that
#.
No report has ever breached its
walls. Only
mind flayers
and their blinded servants may enter
this AREA, && (it is whispered)
only members
ov a select mystic academy may approach
the
center ov this citadel. Details of the
rulership of
the high city, and ov the supreme illithid
(or
whatever lies there at the center), are
unknown.
As a final note, the High City generates
the
hellish red light
that bathes the entire cavern in
which it is located. This may be a natural
phenomena,
or may be connected with the mind
flayers of the Hellfurnaces
and their ruler(s).