5103 - T1-4b - Cave of Ancient Secrets PDF
5103 - T1-4b - Cave of Ancient Secrets PDF
5103 - T1-4b - Cave of Ancient Secrets PDF
BACKGROUND
One of the reasons Mount Stalagos was chosen as the
center of the Tharizdun cult years ago was because it was
so near an ancient colony of aboleths and their kuo-toan
alliesall servants of Tharizdun. The aboleths beneath
Stalagos are keepers of truly vile and dark secrets.
All the kuo-toas in the Crater Ridge mines know
about this area, as do any non-kuo-toan Water Priests
and the Triad. The Second of the Triad once lived here,
before the creation of the Temple of All-Consumption.
MAP KEY
About 50 feet from the beginning of the secret passage in Area 193 (see Chapter 5 of Return to the Temple),
there is a chamber with a 15-foot-diameter shaft going
down. This shaft leads to an area beneath Mount Stalagosbeneath the lake that bears the mountains
namewhere a small but ancient enclave of aboleths
and their servants dwells.A map of these caves appears
on page 3.
This portion of the adventure assumes that the PCs find
some means to descend down the shaft (Climb DC 20).
1. The Plunge
Read or paraphrase the following aloud:
The shaft plunges down at least
300 feet. The sides are slick and the
air feels cool and damp. The walls of
the last 20 feet of the shaft are lined
with iron. The bottom of the shaft is
a metal grate, and level with the
grate, in the north portion of the
wall, stands an iron door.
These metal walls are carved with
disturbing images of fish and fishlike humanoids torturing humans,
elves, dwarves, and halflings before
a misshapen, tentacled horror.
The door is not locked. Below the grate lies
a huge reservoir of water. When the lever at
the spot on the map marked A is pulled,
water pressure increases below, pushing
water up the shaft to fully submerge it. This
allows the inhabitants of the areas down
here to swim up and down to the Crater
Ridge Mines when needed. Normally, however, the water level remains low to make it
difficult to get down to this level.
Additional Credits
Effects of Water Design:
Skip Williams
Editing and Web
Production:
Sue Cook
Web Development:
Mark Jindra
Cartography: Todd Gamble
Graphic Design: Sean Glenn,
Cynthia Fliege
Based on the original DUNGEONS &
DRAGONS game by E. Gary Gygax
and Dave Arneson and on the new
edition of the DUNGEONS & DRAGONS
game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich
Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, and DUNGEON
MASTER are registered trademarks owned by
Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by
Wizards of the Coast, Inc.
This material is protected under the copyright
laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity
to actual people, organizations, places, or
events is purely coincidental.
2001 Wizards of the Coast, Inc. All rights
reserved. Made in the U.S.A.
3. Empty Cave
Read or paraphrase the following:
A small, lime-filled pool lies in
the north portion of this cave,
next to a column of rock rising
from floor to ceiling.
4. Kuo-Toan Complex
Entrance (EL 8)
Read or paraphrase the following:
The walls and floor here are
smooth, worked stone. Each
stone has ancient images carved
upon itgrotesqueries of kuotoan depravity. A large conchshell horn rests on a wooden
stand next to the entrance from
the north.
7. Common Pool.
Read or paraphrase the following aloud:
This chamber is filled with a fairly shallow
pool 30 feet long and 25 feet wide. A narrow
ledge on either side connects the east and west
halves of the room.
The pool measures 4 feet deep. This is where the kuotoa congregate when not on duty.
Claw or Att./Dmg.
Normal
Normal
2/Half
2/Half
2/Half
Move Tail
Normal
Normal
Quarter or half2
Half
Normal
Off Balance?
No
No
No
No
Yes5
Footnotes
1. Water modifiers apply when wading in water at least waist deep, swimming, or walking along the bottom.
2. The speeds listed are standard for the Swim skill (you can move one quarter your speed as a move-equivalent action or onehalf your speed as a full-round action. To avoid the off-balance penalty (see note 5), you must succeed at a Swim check (DC
5+ the DC for the water). The effects of a successful check last until your next turn. Making the Swim check is a move-equivalent action.
3. Creatures without free action effects or swim speeds make grapple checks underwater at a 2 penalty, but they inflict damage normally when grappling.
4. Creatures have firm footing when walking along the bottom, braced against a wall, or the like. You can walk along the bottom
only if you carry enough to weigh you down. The amount of weight required depends on your size, as follows: Fine 1 lb;
Diminutive 2 lb; Tiny 4 lb.; Small 8 lb.; Medium-16 lb.; Large 32 lb.; Huge 64 lb.; Gargantuan 128 lb.; Colossal 256 lb. The
items you carry to weigh yourself down must be non-bulky and non-buoyant.
5. Off-balance creatures lose Dexterity bonuses to Armor Class and give opponents a +2 attack bonus against them.
Fire: Non-magical fire (including alchemists fire) does not burn underwater. Spells or spell-like effects with the fire descriptor
are ineffective underwater unless the caster makes a successful Spellcraft check (DC 15 + spell level). If successful, the spell creates a bubble of steam instead of its usual fiery effect. Supernatural fire effects are ineffective underwater unless their descriptions
state otherwise.
The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire
spell useful underwater, the surface also blocks the spells line of effect. For example, a fireball cast underwater cannot be targeted at creatures above the surface, nor can an underwater fireball spread above the surface.
Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have
one-quarter cover against melee or ranged attacks form landbound opponents. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks. A completely submerged creature has one-half cover against landbound
opponents unless those opponents have a freedom of movement effect. Magical effects remain unchanged, except for fire effects
and effects that require attack rolls; these are treated like any other effects.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Other ranged weapons suffer a 2 attack penalty for each 5 feet of water they pass through, in addition to the normal penalties for range.
Underwater Visibility: Submerged or swimming creatures may also again concealment from the water, depending on how clear
it is. Even perfectly clear water obscures vision, including darkvision, beyond 200 feet. All creatures have one-quarter concealment
at 50 feet (10% miss chance), one-half concealment at 100 feet (20% miss chance), three-quarters concealment at 150 feet (30%
miss chance), and nine-tenths concealment at 200 feet (40% miss chance). Beyond 200 feet, creatures have total concealment
(50% miss chance), and opponents cannot use sight to locate the creature.
Murkier water allows less sighting distance, and creatures become completely concealed more quickly. The maximum sighting
distance in murky water is 100 feet. At half the listed distance, creatures have one-half concealment; at the listed distance creatures have nine-tenths concealment; and they have total concealment beyond the listed distance. For example, if murky water
allows vision to 40 feet, creatures have one-half concealment at 20 feet, nine-tenths concealment at 40 feet, and total concealment
beyond 40 feet. Water can be so murky that it allows vision to 5 feet or 0 feet. Aquatic creatures can see twice as far through the
water as other creatures (but twice 0 feet is still 0 feet).
Invisible creatures displace water and leave a visible bubble, though such creatures still have half concealment (20% miss
chance).
Holding Your Breath: Any character can hold his breath for a number of rounds equal to twice his Constitution score. After this
period of time, the character must make a Constitution check (DC 10) every round in order to continue holding his breath. Each
round, the DC increases by 1. When the character finally fails his Constitution check, he begins to drown. In the first round, he
falls unconscious (0 hp). In the following round, he drops to 1 hit points and is dying. In the third round, he drowns.
Vigorous activity, such as fighting, strains the character, reducing the time a character can hold his breath to a number of rounds
equal to twice his Constitution score.
Skip Williams
9. Barracks
There are two of these chambers; the text below
applies to both of them.
12. Prison
The door into this chamber is locked by a large iron
lock (DC 30 to open). Only the whips and the monitor
have keys.
Rusted iron manacles are bolted all along the
walls in pairs here. It smells of waste and sweat.
Two figures languish in the chains, barely recognizing your presence.
The kuo-toas keep this room as a prison. It was once
used for sacrifices to Blibdoolpoolp, but now they are
meant for Tharizdun.
Creatures. The prisoners, doomed to be sacrificed in
Area 6 eventually, are weak, dehydrated, and starving.
The first is a human named Terrin, who was hired to
work in the Crater Ridge Mines for the temple, but
eventually had a change of heart; he was caught trying
to slip away. The other is a troglodyte secretly captured
from the Earth Temple. The kuo-toas hate the trogs and
want them all dead.
Rischak (troglodyte): hp 2 (max 12); see Monster
Manual p.age 179.
13. Storage
The door to this room is locked by a large iron lock (DC
25 to open). Only the whips and the monitor have keys.
Crates, barrels, and miscellaneous equipment
half-fill this room. Nets, digging tools, stonemasonry tools, leatherworking tools, rope, and
a large collection of shells appear among the
clutter.
All of the materiel in this chamber is nonmagical.
Skum (8): hp: 11, 10, 12, 8, 9, 10, 15, 13; see Monster
Manual page 166.
Tactics. Each of the skum is armed
with
a flask of liquid ice (see sidebar)
Liquid Ice
cinched around their waists on cords.
This oddly named concoction is
made by aboleths and skum. It is a
They launch these grenadelike weapons
deep blue liquid that freezes upon
before entering into melee with their
contact with air. You can throw a
claws and teeth.
flask of liquid ice as a grenadelike
Treasure: One of the skum wears a
weapon (see the Grenadelike
Weapon Attacks section in the
gold ring worth 95 gp.
Players Handbook, page 138). It
inflicts 1d6 points of cold damage
in a direct hit, and 1 point on a
splash.
On the round following a direct
hit, the target suffers an additional
1d6 points of cold damage. Unlike
alchemists fire, to which it bears
many similarities, there is no way to
extinguish the ice. If sold, a flask
of liquid ice is worth 30 gp.
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The Master, half-fiend aboleth: CR 9; Huge aberration (aquatic) (20 ft. long); HD 8d8+48; hp 101; Init +3
(dex); Spd 10 ft. swim 60 ft fly 60 (average); AC 21,
touch 11, flat-footed 18; Atk +14 melee (1d6+10 and
transformation, 4 tentacles) and +9 melee (2d6+10 bite)
and +9 melee (2d8+10 claws); Face/Reach 10 ft. 20
ft./10 ft.; SA Transformation, psionics, spell-like abilities, enslave; SQ Mucus cloud, immune to poison, acid,
cold, and electricity, and fire resistance 20; AL CE; SV
Fort +7, Ref +5, Will +11; Str 30, Dex 16, Con 22, Int 19,
Wis 17, Cha 19.
Skills and Feats: Concentration +17, Knowledge
(arcane) +15, Knowledge (history) +15, Knowledge
(religion) +15, Listen +16, Search +15, Sense Motive
+15, Spellcraft +11, Spot +16; Alertness, Iron Will,
Lightning Reflexes.
Transformation (Ex): A blow from an aboleths tentacle can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 20) or begin
to transform over the next 1d4+1 minutes, the skin
gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool,
fresh water or suffer 1d12 points of damage every 10
minutes.
A remove disease spell cast before the transformation is
complete will restore an afflicted creature to normal.
Afterward, however, only a heal or mass heal spell can
reverse the change.
Psionics (Sp): At willhypnotic pattern, illusory wall,
mirage arcana, persistent image, programmed image, project
image, and veil. These effects are as the spells cast by a
16th-level sorcerer (save DCs, where applicable, are 14
+ spell level).
Spell-Like Abilities (Sp): Darkness 3/day, desecrate
1/day, unholy blight 1/day, poison 3/day. All cast as if by
an 8th-level caster.
Enslave (Su): Three times a day, an aboleth can
attempt to enslave any one living creature within 30
feet. The target must succeed at a Will save (DC 18) or
be affected as though by a dominate person spell cast by a
16th-level sorcerer. An enslaved creature obeys the aboleths telepathic commands (but will not fight on its
behalf ) until freed by remove curse or dispel magic. A
victim can attempt a new Will save every 24 hours to
break free. The control is also broken if the aboleth dies
or travels more than 1 mile from its slave.
Mucus Cloud (Ex): Underwater an aboleth surrounds itself with a viscous cloud of mucus roughly 1
foot thick. Any creature coming into contact with and
ENDING THE
ADVENTURE
Conquering this complex of caverns is not crucial to
defeating the Cult of Tharizdun and the Temple of AllConsumption. However, it can add needed experience
and treasure to help PCs getting ready to take on the
Outer Fane. It also provides an interesting side adventure that still relates back to the original scenario.
Lastly, learning a few of the secrets of the Second may
come in handy later.
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