DD35 11 Lost Caverns
DD35 11 Lost Caverns
References
What is Iggwilv’s Iggwilv’s Legacy makes substantial use of characters
Legacy? from the long history of the Dungeons & Dragons
game. Although a comprehensive list of the sources
Iggwilv’s Legacy is a web-based adventure expanding that feature these characters would be prohibitively
the former lair and home of the dread archmage. The large, the following serves as a summary.
first part, “Iggwilv’s Horn,” details the history of the Fraz-Urb’luu: Book of Vile Darkness, Fiendish Codex I:
archmage’s mountain, its outer slopes and caves, and the Hordes of the Abyss, Dragon #333, S4: The Lost Caverns
lands surrounding it. The second part revisits the clas- of Tsojcanth, Monster Manual II (1st Edition)
Graz’zt: Book of Vile Darkness, Fiendish Codex I:
sic adventure “The Lost Caverns of Tsojcanth,” updated Hordes of the Abyss, S4: The Lost Caverns of Tsojcanth,
to use 3.5 Dungeons & Dragons rules. The third part, Monster Manual II (1st Edition)
“The Hollow of the Horn,” explores yet more of the Iggwilv: Dragon #336, S4: The Lost Caverns of Tsoj-
chambers within the mountain’s deadly interior. canth
“Iggwilv’s Legacy” is designed for a party of four Iuz: Complete Divine, Living Greyhawk Gazetteer
11th-level characters, but any combination of 10th- to Tharizdun: Complete Divine, Lords of Madness, WG4:
12th-level characters should suffice. The group mem- The Forgotten Temple of Tharizdun
Tsojcanth: S4: The Lost Caverns of Tsojcanth
bers should possess at least one magic weapon (if not
Zagig Yragerne: Dragon #336, S4: The Lost Caverns
more) and have a spellcaster among them. Given the of Tsojcanth
story’s focus on horror, play runs best with a party of
Nearly a century ago, the archmage Iggwilv sent her greater demons and experimenting with ever more foul
evil minions to conquer the lands around her abode. So horrors. The truth, however, is that the mountain was
successful was she that the Marches of Perrenland were a font of power long before the archmage ever made
subjugated for a decade, and great indeed was the loot her presence felt.
brought to answer her insatiable demand for treasure. No one alive today can say with certainty why mon-
Legend states that the archmage gained much of her sters have long been drawn to this mountainous region,
prowess from discovering the Lost Caverns of Tsojcanth, why those who spend too long here grow diseased in
wherein was hidden magic of unsurpassed might. It body and mind, why the air weighs heavy with the pres-
is certain that Iggwilv ruled her domain from these ence of evil. A few scholars have suggested that, eons
caverns. There she also conducted arcane experiments before recorded history, demonic creatures might have
and rituals, trying to further increase her powers. used the mountain as a prison. They refer to legends
These experiments were her downfall, for she that claim the great demon lord Graz’zt once confined
accidentally freed the demon Graz’zt, whom she had a hated foe here for millennia before finally tiring of
imprisoned and forced into servitude. A terrible battled the enemy and utterly destroying him. The presence
followed, and although the demon was forced to flee of this great demon, and his struggles to escape, might
to the Abyss, Iggwilv was so battered from the contest indeed be the source of the taint that clings to the region
that her powers and strength were forever lost. With like a ravenous leech, or this tale might just be another
her diminished might, Iggwilv’s realm was sundered. among the layers of misunderstanding and deception
Her former henchmen and slaves stole her treasure that cloak the Caverns and Horn.
and scattered to the four winds in the face of enemy
armies. The Rise of Tsojcanth
The archmage, however, used the last of her power to Years ago, but not beyond the reach of a historian’s
prepare a hiding place in the caverns for her remaining quill, an Oeridian archmage named Tsojcanth rose
wealth. Legends say that this treasure included several to power. The predecessor of more famous wizards,
tomes of great power and the fabled lamp called Daoud’s such as Mordenkainen and Otiluke, Tsojcanth was a
Wondrous Lanthorn. No one knows what else might be student of great magic and a protector of the mortal
hidden, for no one has yet discovered Iggwilv’s hoard. realm. For many lifetimes, Tsojcanth defended Oerth
None know whether Iggwilv still lives. Until recently, from incursion and assault. He battled the minions of
though, the stories of her secret cache of treasure in the the demon princes, Orcus and Graz’zt, slew a wielder
Lost Caverns of Tsojcanth were regarded as another of the horrific Hand of Vecna, and even stood against
grandfathers’ tale to amuse younglings. Tapestries, rugs, the forces of the mad god Tharizdun. Yet these battles
statues, and rare art have been recovered over the years, exhausted him, and the time soon came when even
as well as chests of precious metals, sacks of coin, and the great Tsojcanth knew he must pass on. Legend says
coffers filled with gems and jewelry. It was believed that he made his crypt deep in the caverns beneath the
that all her treasure had been looted and that no magic mountains, where he, in his final rest, might serve to
or wealth remained. However, recent investigations dampen the area’s evil energy.
have indicated that the magic lanthorn did exist and In truth, everything known of Tsojcanth—even his
that Iggwilv possessed it. Iggwilv’s lair was definitely name—is myth and misdirection. The being who called
located somewhere along the gorge of the Velverdyva himself Tsojcanth was no human wizard, however
River in the mountains between Schwartzenbruin powerful, but the half-breed child of an Abyssal prince.
and Highfolk. The realms of Iuz, Perrenland, and Ket A master of sorcery and deception, Tsojcanth learned
have sent expeditions into the Yatil Mountains seeking many secrets from the orders of good. He steered them
the location of the caverns; the few survivors have all away from his own machinations, and aided them in
failed. fighting both his own rivals and those of his demonic
sire. After Tharizdun’s defeat, Tsojcanth determined that
The Rumors of the Horn he had spent long enough masquerading as a mortal and
Most who know of the lost caverns and their sur- allowed that identity to fade as he moved on to other
roundings hold Iggwilv responsible for the evil that diversions.
has occurred here. And why should they not? The vile
archmage dwelt here for centuries, conjuring ever-
Bebilith CR 10
CE Huge outsider (chaotic, extraplanar, evil)
Init +5; Senses darkvision 60 ft., scent; Listen +16, Spot
+16
Languages Abyssal (understands only); telepathy 100 ft.
AC 22, touch 9, flat-footed 21
hp 150 (12 HD); DR 10/good
Fort +16, Ref +9, Will +9
Speed 40 ft. (8 squares), climb 20 ft. Bebilith venom is difficult to collect because it be-
Melee bite +19 (2d6+9 plus poison) and comes inert almost as soon as it comes into contact
2 claws +14 each (2d4+4) with air.
Ranged web +11 touch (entangle) Rend Armor (Ex) If a bebilith hits with both claw attacks,
Space 15 ft.; Reach 10 ft. it pulls apart any armor worn by its foe. This attack
Base Atk +12; Grp +29 deals 4d6+18 points of damage to the opponent’s
Atk Options Cleave, Improved Grapple, Power Attack, armor. Creatures not wearing armor are unaffected
rend armor by this special attack. Armor reduced to 0 hit points
Special Actions web, plane shift is destroyed.
Web (Ex) A bebilith can throw a web up to four times per
Abilities Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13 day. This is similar to an attack with a net but has a
Feats Cleave, Improved Initiative, Improved Grapple, maximum range of 30 feet, with a range increment
Power Attack, Track of 10 feet. This attack is effective against targets of
Skills Climb +24, Diplomacy +3, Hide +16, Jump +28, up to Gargantuan size. The web anchors the target in
Listen +16, Move Silently +16, Search +15, Sense Mo- place, allowing no movement.
tive +16, Spot +16, Survival +1 An entangled creature can escape with a DC 24
Escape Artist check or burst the web with a DC 24
Plane Shift (Su) This ability affects only the bebilith. It is
Strength check. The check DCs are Constitution-
otherwise similar to the spell (caster level 12th).
based. The web has 14 hit points and hardness 0.
Poison (Ex) Injury, Fortitude DC 24, 1d6 Con/2d6 Con.
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Caverns of Tsojcanth
square where their movement began. Small rivulets
and pools of water have formed every 100 feet or so. The
pools support small, pale life forms—crayfish and fish,
The track into this area (from area D of Iggwilv’s Horn) as well as crickets, beetles, and other insects. Characters
leads to a cavern with an entrance that appears like a who listen closely hear small sounds, mostly those
fanged maw. The top is jagged, and cones of stone rise associated with the insects and other small organisms
below. The cavern is 40 feet wide, 70 feet long, and over that inhabit the caverns.
20 feet high. Soot blackens the walls and ceiling, and A river flows through the caverns, though it appears
bits of broken furniture and discarded gear lie scattered motionless. The river can be used to negotiate the
about. At the back is a smaller cave that is 20 feet wide, caverns, but entry or exit by the river is impossible.
30 feet long, and 15 feet high. At the northernmost end The entry point of the river is a narrow rivulet, about 6
of the cave is a 10-foot-wide passage slanting steeply inches wide, that wends its way through the mountain,
downward. Roughly hewn steps, carved into the floor, feeding the river with a small but steady stream of rain
allow for easier passage. The tunnel leads down into the and glacial water. The river flows deeper into the moun-
heart of the mountain. It is about 130 feet long and has tain, but its course takes the water through miniscule
about sixty broad stairs, each with a drop of 1 foot. At the cracks that allows only a trickle and no visible flow.
end of the passage is the entrance to the lost caverns.
Wandering Monsters
The Caves The Lost Caverns of Tsojcanth contain no true random
All of the passageways and chambers in both the Lesser encounters. A DM can conduct periodic checks, as
Caverns (first level) and Greater Caverns (second level) if the possibility of random encounters existed. Bats,
are natural, with few signs of mining. The floor is large- and regular-sized rats, nightcrawlers, slugs, and
mostly smooth and worn, although rugged places with grubs are constantly present in the cavern, suggesting
fallen stone or stalagmites still exist. Ceiling height the presence of larger, predatory creatures.
varies according to the following table:
Width Height The Lesser Caverns
0– 0 feet 10–15 feet
11–20 feet 16–30 feet
30+ feet Domed ceiling with apex equal to 2/3 width 1. Entry Cavern
Beyond the long flight of steps, the mouth of the passageway
The rock formations in these caverns are colorful. opens into a large natural chamber. To the left, a small fissure
Stalactites descend from the ceilings. Drab grays and cuts through the rock, maybe 5 feet wide. Carved into the walls
gray-browns dominate the walls and floor at the entry- of the large chamber are weird faces sculpted in bas-relief.
way, but farther along the stone is red, yellow, green, and Seven such visages are hewn into the rock. Six faces are beside
blue. Some areas have sparkling mica, quartz, or low- tunnels leading off into the unknown, and the seventh face is
value onyx deposits, or else contain minerals that reflect beside the entrance to the cavern.
a prism of color under the torch or lantern light.
Within the caves are frequent shelves and ledges, and Tactical Encounter: L1: Entry Cavern (page 29).
along these grow strange lichens and fungi. A few of
these organisms give off a faint, pale gray luminescence. 2. Streaked Cave (EL 8)
This glow is insufficient for sight except for characters
The passage is narrow, barely 5 feet across at its widest point.
who have low-light vision, who can spot movement
Beyond the confines of the corridor is a small cave. Its walls and
within 10 feet of the radiance. Some areas also contain
floor are covered with streaks and blotches. There is no exit.
sand and compost, allowing for the growth of huge
fungi of all types, some bearing a resemblance to shriek- This cave is the lair of twenty stirges. These monsters
ers and violet fungi. These areas of growth occur where lurk in the nooks and crannies of the cave and take
plentiful water leaks in from the walls and ceiling. flight once a PC reaches the center of the room.
Location 8
This cavern reeks with such intensity that a DC 13
Fortitude save is necessary to avoid being sickened.
7 Ambush Drakes CR 5
Monster Manual III 8
hp 73 each (7 HD)
NE Medium dragon
Init +6; Senses darkvision 60 ft., low-light vision, scent;
Listen +12, Spot +12
Languages Common, Draconic; telepathic link 30 ft.
AC 18, touch 12, flat-footed 16
Immune magic sleep effects, paralysis
SR 16
Fort +9, Ref +7, Will + 5
Speed 40 ft. (8 squares), fly 30 ft. (poor)
Melee bite +10 (1d8+3 plus poison) and
2 claws +8 each (1d6+1)
Base Atk +7; Grp +10
Atk Options poison (DC 17, 1d6 Dex/1d6 Dex)
Special Actions slow breath weapon
Abilities Str 16, Dex 15, Con 18, Int 7, Wis 10, Cha 9
Feats Alertness, Improved Initiative, Multiattack
Skills Hide +16, Listen +12, Move Silently +12, Spot +12
Breath Weapon (Su) 30-foot cone, once every 1d4
rounds, slow 7 rounds (Will DC 17 negates). Ambush
drakes are immune to the breath weapons of other
ambush drakes. The save DC is Constitution-based.
Telepathic Link (Ex) Ambush drakes within 30 feet of
each other are in constant contact. If one is aware of
a particular danger, they all are. If one of the group
is not flat-footed, none of them are. No ambush
drake in the group is considered flanked unless they
all are.
Tactics
Chossos is more intelligent than most gorgimerae and
attempts to lure its prey into the range of its breath weap-
ons. When it fights, Chossos uses its electricity breath
Greater Caverns
decorate its lair as it wished). The steady drip of water from
the ceiling flows over the corpses and creates a pool of water
in the northeastern portion of the cavern, where it flows out
a small hole.
Clues in the Greater Caverns
When confronted with the teleportation corridors in Tactical Encounter: G2: Cavern of Corpses
area 19, players might become disheartened if they (page 55).
have not faced similar challenges. If the players cannot
overcome the situation, a DM might consider placing 3. Great Gallery Cavern (EL 8)
clues with monsters that have other treasure. Each clue This cavern varies from about 20 to 50 feet in width, with a
should include one of the following lines, written on a ceiling height of between 25 and 50 feet. Many shelves and
piece of parchment and found in a scroll case: ledges run along the walls, and the roof is icicled with many
stalactites. Many stalagmites rise beneath them. A large
Going south takes you southwest number of fungi grow here. Many bones lie scattered about.
Going north takes you southeast
Travel southeast and you are south A behir named Lludd lives in this cave. For its kind,
Northwest brings you north Lludd is smart. It has lived for scores of years and has
Travel southwest reverse that slowly gained knowledge and wisdom. Lludd can speak
From northeast you go northwest a smattering of several languages.
The PCs descend the stairs from area 17 of the Lesser Behir CR 8
Caverns. They traverse a long flight of 600 steps, each NE Huge magical beast
about 3 feet broad and 1 foot high. The Greater Caverns Init +1; Senses darkvision 60 ft., low-light vision, scent;
are no larger than the ones above, though the ceilings Listen +4, Spot +4
are higher. Languages Common
AC 20, touch 9, flat-footed 19; can’t be tripped
1. Troglodyte Tunnels (EL hp 94 (9 HD)
Varies) Immune electricity
Fort +11, Ref +7, Will +5
Water steadily drips from the stalactites of this low-domed
chamber. Three large tunnels lead into and out of this cave, as Speed 40 ft. (8 squares), climb 15 ft.
Melee bite +15 (2d4+12)
well as several smaller passageways. The still air reeks with a Space 15 ft.; Reach 10 ft.
mixture of odors: rotting refuse, pungent fungi, and some even Base Atk +9; Grp +25
more unpleasant stench. The thick fungi appear deliberately Atk Options Cleave, Power Attack, constrict 2d8+8, im-
cultivated, for a compost of manure and other substances is proved grab, rake 1d4+4, swallow whole
spread over the floor. Special Actions breath weapon
Abilities Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Tactical Encounter: G1: Troglodyte Tunnels Feats Alertness, Cleave, Power Attack, Track
(page 53). Skills Climb +16, Hide +5, Listen +4, Spot +4, Survival
+2
2. Cavern of Corpses (EL 8) Breath Weapon (Su) 20-foot line, once every 10 rounds,
One look around this gruesome cavern and it is clear that this damage 7d6 electricity, Reflex DC 19 half. The save
place is either a crypt or some kind of trophy room. The walls DC is Constitution-based.
of this vaulted chamber are lined with corpses. A whole circle Constrict (Ex) A behir deals 2d8+8 points of damage
with a successful grapple check. It can make six rake
of barely distinguishable forms creates a lower tier. A fresher attacks against a grappled foe as well.
ring of corpses seems to stand upon the heads and shoulders Improved Grab (Ex) To use this ability, a behir must hit
of those below. The bodies are evidently similar, and were a creature of any size with its bite attack. It can then
once dwarves, gnomes, humans, halflings, and elves. Then attempt to start a grapple as a free action without
they were slain by the bodak, rose as new bodaks, but were provoking an attack of opportunity.
Tactics
The salamander takes advantage of the cavern’s elon-
gated shape, using his exceptional reach to skewer the
PCs with his spear or seize them with his tail, while
he remains out of their reach. Once he has drawn a PC
closer, he uses a wall of fire to separate the party.
This cavern and its associated rooms are a remnant of 9.2. Hall of the Centaur (EL 10)
one of Iggwilv’s forgotten experiments. Upon entering This chamber is enormous, spanning 200 feet wide and long.
the grotto, the PCs feel an odd tingle on their skin, as White marble comprises the chamber’s 200-foot walls, which
if from the mist of some unseen waterfall. Nothing are sheer and polished. The ground is flat and covered with
happens in area 9 unless all members of the party thick grass of about ankle length. The open sky is visible over-
enter. Once all the PCs are in the room, if any one of head, and in it hangs an azure moon, which floods the area
them touches the column, they are all be transported to with blue light. In the middle of the chamber rise three levels
another location. The transportation function does not of terraces, each about 5 feet high. At the top of these marble
work unless all members of the party are in area 9. steps is a white marble column that rises up about 20 feet.
Each PC is transported to one of four locations. This
teleportation is random, and it is possible to have mem- Tactical Encounter: G9.2: Hall of the Centaur
bers of the party in each of the four possible locations. (page 61).
Use a four-sided die to determine to which area a PC is
sent. Upon the party’s teleportation, read: 9.3. Hall of the Sphinx (EL 10)
The initial chamber is 10 feet by 10 feet. A 5-foot-wide hallway
Intense blue light suddenly bathes the room, growing in lumi-
of 5-foot-square tiles and seamless white marble walls leads 20
nosity until it blocks vision. The radiance reaches a blinding
climactic moment in which sight is impossible. When the feet away and then bends to the right. Blue light uniformly
light fades, the grotto is gone. floods the area from some unseen source.
The means of returning to the caverns is given in the Tactical Encounter: G9.3: Hall of the Sphinx
descriptions of the areas. Characters who successfully (page 62).
return appear back in area 9, and to anyone watching,
appear to coalesce out of the blue light, which brightens 9.4. Hall of the Medusa (EL 10)
and intensifies at a person’s arrival. This wide circular chamber is ringed in statues of various
If a character dies in one of the rooms, his or her body humanoids and monstrous humanoids. The walls and floor
remains where it fell, undisturbed. The body does not consist of seamless white marble, and the domed ceiling is
decay, nor is sleep, food, or drink necessary to survive unbroken except for a translucent azure orb, about 5 feet
within any of the area 9 chambers; the blue glow has a across, which fills the room with blue light. The chamber is
stasislike effect. The rooms can be revisited by touching about 60 feet in diameter, and the statues form a circle about
the column after all party members, not including any 10 feet from the wall. In the chamber’s center is a column of
of those slain, return to the grotto. Any slain creatures white marble, roughly 20 feet tall.
remains dead upon the PCs return to their chamber,
and any of the room’s contingent conditions for return, Tactical Encounter: G9.4: Hall of the Medusa
such as the killing of the room’s creature, will remain (page 63).
satisfied.
10. Jagged Cavern
9.1. Hall of the Minotaur (EL 10) This small cavern is unremarkable except for the splintered
The walls of this room are white marble, though they glow bones and broken skulls scattered about. One complete
blue under an unseen light source. The blue light illuminates skeleton still wears a cloak and appears to have its backpack
the area uniformly such that there are no shadows. The area on—evidently a slain adventurer.
is more like a corridor than a room. It is 10 feet wide and 10
feet high, and down the length of the hall, the area ends and Tactical Encounter: G10: Jagged Cavern (page 64).
appears to turn left and right. The walls and floor are without
Tactical Encounter: G11: Cave of the Skull Tactical Encounter: G16: Great Cavern (page 69).
(page 65).
17. Cave Chamber
12. Pillared Cavern This smooth-sided passageway leads to a large cave. The low
The stalactites and stalagmites here have grown together to ceiling is pleasantly colored, as are the many-hued walls.
form columns extending from floor to ceiling. The colors here The place emanates a sense of peace. A small trickle of water
are particularly bright. splashes into a basinlike pool about 2 feet off the floor. Some-
how, this seems like a safe place.
Tactical Encounter: G12: Pillared Cavern
(page 66). This cavern is a special antipathy area created long ago by
one of Iggwilv’s enemies. It served as a haven for those
13. Cavern of Rot seeking to overcome her evil. It has an antipathy effect
The dank stench of rotting fungi assails your nose. A few scat- set for evil creatures, which affects any party member
tered mushrooms and molds actively grow here, but generally who is evil. The area also has a sympathy effect for those
the whole chamber is strewn with parts and pieces of every of good alignment. Monsters do not enter the area.
sort of fungus imaginable. Party members of good alignment are attracted to this
place, and they can rest and recuperate here. No Will
Tactical Encounter: G13: Cavern of Rot (page 67). save is required to leave the area, as per the sympathy
spell. The party might notice some unusual mushrooms
14. Irregular Cavern (Spot DC 10) near the fountain pool. There are twelve
reddish fungi that cure 1d4+1 points of damage each,
This place is obviously the lair of some monster, for bones and seven purplish specimens that bestow darkvision with
fecal waste from some creature litters the chamber, mixed with a range of 90 feet for 1d4+4 rounds, nine yellowish-gray
the rotting remains of past meals. A large black rock rests in mushrooms that grant immunity to poison for 1d6+6
the middle of the area. rounds, and many brown ones that are as wholesome
and satisfying as any food.
Tactical Encounter: G14: Irregular Cavern (page
68).
18. Grotto of the Idol
15. Fungi Cave This crooked, curving room has one peculiar feature—a huge
stone idol 10 feet tall in the northern alcove. It is roughly
This cave is filled with large mushrooms and other fungi. chiseled into the shape of a balor. Its eyes glitter a fiery color
From the compost on the floor, it is likely that the fungi are due to inset gems.
deliberately cultivated.
Tactical Encounter: G18: Grotto of the Idol (page
Eight shriekers grow among the other fungi.
70).
Shriekers (8): hp 11; MM 112 (noncombatant)
19. Before Great Iron Doors
The hill giant in area 14 cultivates fungi, especially Ahead is a pair of riveted iron doors. From the look of the
shriekers, which warn him of approaching danger. The hinges set into the stone, each of these great doors must be at
giant and beetle arrive 6 rounds after the shriekers’ least 1 foot thick. On each door are many leering demon vis-
initial warning noise (Listen DC 15). ages in bronze. Weird symbols form a crabbed tracery around
the border of the great iron portal. In the center is a plaque
with the following message in Common:
Abilities Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10 Tactics
Feats Weapon Focus (javelin), Multiattack
Skills Hide +8, Listen +3 Half of this group of troglodytes is armed with only
their claws and teeth; the rest carry one or two javelins
Stench (Ex) When a troglodyte is angry or frightened, and clubs. They normally conceal themselves, launching
it secretes an oily, musklike chemical that nearly
every form of animal life finds offensive. All living javelins before closing to attack. If the battle goes against
creatures (except troglodytes) within 30 feet must them, they retreat and hide. Unless the characters are
succeed on a DC 13 Fortitude save or be sickened exceptionally quiet and show no light, the troglodytes
for 10 rounds. The save DC is Constitution-based. lurk in ambush for them. Three male troglodytes live
Creatures that successfully save cannot be affected in each of the three smaller alcoves on the west side of
by the same troglodyte’s stench for 24 hours. A the cavern, and eight (including the leader and all non-
delay poison or neutralize poison spell removes the combatant females) are in the larger dead-end tunnel to
effect from the sickened creature. Creatures with
immunity to poison are unaffected, and creatures
the north. If they gain surprise, the males hurl javelins
resistant to poison receive their normal bonus on and then close. In a situation without the element of
their saving throws. surprise, circumstances dictate their actions. On the
third round of combat, a special troglodyte appears
Troglodyte Leader CR 9 from the short northeastern corridor:
hp 89 (10 HD); DR 1/—
Male troglodyte barbarian 8
Tactics
The monsters are hungry and furiously attack the party.
One creature stands along the western wall, while the
other lurks in the southern alcove. They use their trem-
orsense to detect the presence of any nearby quarry and
then attempt to ambush the prey as it approaches, using
their confusing gaze to cause disarray while focusing
on the most dangerous threat.
Treasure
If the PCs examine the alcove in the north, they note a
large pile of wet clay beside the shaft. An examination
Fiendish Centaur CR 10
hp 81 (10 HD); DR 5/magic
Male centaur fighter 6
CE L ar ge m o ns t ro us human o i d
(extraplanar)
Init +2; Senses darkvision 60 ft.; Listen +3,
Spot +3
Languages Infernal, Common
AC 14, touch 11, flat-footed 12; Dodge,
Mobility, Shot on the Run
Resist cold 10, fire 10; SR 15
Fort +9, Ref +8, Will +7
Speed 50 ft. (10 squares)
Melee 2 hooves +9 each (1d6+2)
Ranged +2 composite longbow (+4 Str bo-
nus) +15/+10 (2d6+8)
Space 10 ft.; Reach 5 ft.
Base Atk +10; Grp +18
Gynosphinx CR 8
hp 52 (8 HD)
N Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Listen
+17, Spot +17
Languages —
AC 21, touch 10, flat-footed 20
Fort +7, Ref +7, Will +8
Speed 40 ft. (8 squares), fly 60 ft. (poor)
Melee 2 claws +11 each (1d6+4)
Space 10 ft.; Reach 5 ft.
Tactics
If they hear noise or detect light, the mounds shamble
out and attack because they are always seeking food.
The rocky form lifts from the ground, revealing a Rock Catching (Ex) A giant can catch Small, Medium, and
creature with a chitinous shell and a pair of horns Large rocks (or projectiles of similar shape). Once per
round, a giant that would normally be hit by a rock can
that jut from its head. The creature doesn’t hesitate make a Reflex save to catch it as a free action. The DC
before charging forward. Beyond the insect, a large is 15 for a Small rock, 20 for Medium one, and 25 for a
form stands and gives an angry grunt. Large one. (If the projectile provides a magical bonus
on attack rolls, the DC increases by that amount.)
Giant Stag Beetle CR 4 Rock Throwing (Ex) Adult giants are accomplished rock
hp 52 (7 HD) throwers and receive a +1 racial bonus on attack rolls
N Large vermin when throwing rocks. The range increment is 120
Init +0; Senses darkvision 60 ft.; Listen +0, Spot +0 feet for a hill giant’s thrown rocks and they weigh
Languages — between 40 and 50 pounds (Small objects).
AC 19, touch 9, flat-footed 19
Immune vermin immunities Tactics
Fort +8, Ref +2, Will +2 The giant becomes aware of intruders when the beetle
Speed 20 ft. (4 squares) stands. He immediately releases the beetle, grabs a
Melee bite +10 (4d6+9) boulder, and attacks. The insect attacks any creatures
Space 10 ft.; Reach 5 ft. that enters. The giant hurls 1–4 boulders and then
Base Atk +5; Grp +15 attacks with his club.
Special Actions trample 2d8+3
Abilities Str 23, Dex 10, Con 17, Int -, Wis 10, Cha 9 Treasure
Feats — The hill giant has a sack containing 1,276 gp. He wears
Skills — an ivory necklace (500 gp), and the belt he wears is
Trample (Ex) Ref lex half DC 19. The save DC is fashioned from a giant weasel pelt (875 gp).
Strength-based.
Stone Golem CR 11
hp 107 (14 HD); DR 10/adamantine
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Listen
+0, Spot +0
Languages —
AC 26, touch 8, flat-footed 26
Immune magic
Fort +4, Ref +3, Will +4
Speed 20 ft. (4 squares)
Melee 2 slams +18 each (2d10+9)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +23
Special Actions slow
Abilities Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
SQ construct traits
Tactics
When she sees the party, she smiles sweetly and wel-
come her “rescuers.” She uses dominate to gain allies
among the party members, attempting to coerce them
into the lower portion of the sphere. She uses her boots
of speed and then as soon as a good-aligned cleric comes
within 10 feet of her, Drelnza draws her swords and kiai
smite before assaulting the cleric.
In a melee situation, Drelnza either uses her boots to
maneuver and spider climb to run along the curved walls Edward Albert lives in Norman, Oklahoma, with his
of the chamber in order to fight the party members one lovely wife, two beautiful children, and four dumb cats. He
at a time, or else she uses the flying power of her sword has been playing, and mostly DMing, D&D since 1980.
and attack. She does not assume gaseous form unless she He holds a fondness for the classic 1st and 2nd Edition
is reduced to 0 hit points. adventures and a true enjoyment of the 3.5 rules. While he
Party members are unable to stand anywhere except has playtested many adventures for authors Wolfgang Baur
on the ledges before the six inner doors or on the 5-foot and Greg Vaughan, this is his first published adventure
wide dais at the base of the marble block. In the latter and he is excited to merge old and new D&D.
case, two characters can stand on either of the long
sides, or one at either end of the short sides.
Development
If the PCs choose to speak with the dao, they are more
than willing to talk. If asked, the “gnomes” lie and claim
to be a splinter group from Thumbvale. They explain
honestly, though, that they are here on a mining opera-
tion. If asked who their leader is, they nod to the room
beyond the eastern curtain-door and gladly summon
Outhmann to speak with the PCs.
Once Outhmann (in gnome form) arrives from area
7, he greets the PCs, acting pleasant and cordial. If they
ask him for information, he tells them that he knows
everything that goes on in this mountain, which is
basically true, and he gladly provides them with any
information they seek—for a price.
If they ask his terms, he points to the northern wall of
area 6. If the PCs scrutinize it, they notice that a 10-foot
section in the middle appears to be a different color.
Outhmann explains that he erected a temporary wall
there, because beyond it is the entrance to the tunnel
that leads to his mining operation. He relates how his
workers encountered a blasphemous shrine that nearly
killed them with its energy. Due to his nature and
beliefs, he says that he and his men are susceptible to
the shrine’s energy. If the PCs ask why, and/or refuse to
cooperate until they have an answer, Outhmann sighs
and shows them his true from. In either case, if the PCs
agree to venture into the tunnel, find the shrine, and
destroy it, Outhmann promises to tell them what they
wish to know.
The truth, of course, is different. In point of fact, the
dao are sharing their mine shaft with a fiendish aber-
ration that thinks the tunnels are its home. With the
help of Outhmann’s would-be oracle consort, Nijhaz, the
dao have brokered an “arrangement” with this being. If
the dao provide the creature with food now and again,
the creature allows them to work the veins of precious
metals found within its tunnel. Thus, Outhmann’s
request that the PCs venture into the tunnel is little
more than his attempt to make good on his offer to
Treasure provide the foul creature with food.
In addition to the two adamantine warhammers, an iron It is important to note, however, that as a genie, Outh-
bucket rests in the curtained area to the northwest. This mann is bound to his word. This is an important fact if
bucket is filled nearly to the top with raw gold, valued someone in the party is familiar with dao (Knowledge
2,000 gp, but it’s all melted together into a single piece, [arcana] DC 21). If the PCs do venture forth into the
weighing 40 pounds. Also, the table in the middle of tunnel and return, Outhmann is honor-bound to hold
the room (identified as the one taken from area 1B) is up his end of the bargain. And true to his word, he tells
Treasure
The cells hold nothing of real value aside
from the idol of the Witch Queen. Once
it has delivered its pulse alarm, it is with-
out magic. A successful DC 15 Appraise
check values the obsidian statue at 250
gp, though it could easily go for thrice
that amount to a collector who specializes
in antiques related to the Lower Planes
quasi-narcissistic idols: an obsidian statue of Iggwilv. or Iggwilv.
Whenever any creature comes within 6 feet of the idol
without first speaking aloud the name of “Iggwilv,” the 13B. and 13C. Empty Cells
magic of the idol activates. Until activation, the idol’s These two cells, each measuring 10 feet by 10 feet,
magic is latent and untraceable. have no inhabitants and hold only a small cot along
The effects of this activation are twofold: First, it the west wall. They are otherwise similar to the room
sends an undetectable pulse of magic across the lab in area 13A.
and into area 12, instantly awakening the tooth golem
and summoning it to area 13. Second, its magical pulse 14. Arcane Laboratory
causes the door to the cell to slam shut, trapping the
The hallway opens into a massive, oval-shaped chamber
offending intruder(s) inside. Once the door has shut
measuring some 60 feet deep, and close to 90 feet wide. The
by means of the idol’s activation, it cannot be opened
ceiling, too, expands in this area, rising domelike over the
again by just touching the door’s stone.
chamber to a height of some 30 feet at its apex. On the floor,
Before Iggwilv’s abandonment of the Horn, the
radiating outward from the center of the room, is a 25-foot
interior of this cell was a swath of antimagic. In addi-
diameter circle, etched into the worked stone. Various arcane
tion, any physical blows dealt to the cell door from the
sigils are visible along the circle’s perimeter and burned into
inside would result in the aggressor taking an identical
the circle itself. Two smaller circles, 10 feet in diameter, rest on
amount of damage. Over time, however, the magical
either side of the middle circle, the edges of which begin about
energy has decayed. Now, any magic of a nontranspor-
20 feet from the perimeter of the central circle. A few scattered
tational nature might function. The DM should roll d%;
tables sit pressed against the chamber walls, and a long oaken
on a roll of 01–50, the spell goes off as normal, while on
altar stands north of the central summoning circle.
a roll of 51–100, the spell sputters and dies. In addition,
the door can now be broken down without harm to
Iggwilv conducted the bulk of her experiments here.
oneself.
The massive workspace is largely bare now except
Concluding the
Adventure
To escape Iggwilv’s Horn, the PCs might climb back up
the chasm, returning to the surface through the way
they entered. However, to expediate play, a DM can also
elect to offer alternative means of exit, either providing
a hidden tunnel leading out of the Heart of the Horn,
or perhaps placing an underground stream that the PCs
can follow back to the Velverdyva.
Technically, the adventure ends after the PCs have
explored Iggwilv’s laboratory, but depending on how
they handled the final encounter, the end to “The Hollow
Nourvego CR 8 Zousha CR 8
hp 52 (10 HD) hp 78 (12 HD)
Male pech cleric 6 Male eye of fear and flame
NE Small fey (earth) NE Medium undead
Init +1; Senses darkvision 60 ft., Listen +9, Spot +9 Book of Vile Darkness 177
Languages Common, Pech, Undercommon Init +6; Senses darkvision 60 ft.; Listen +15, Spot +14
Languages Abyssal, Common, Draconic, Terran, Un-
AC 21, touch 16, flat-footed 19; Combat Casting, Dodge, dercommon
Mobility
Immune petrification AC 22, touch 12, flat-footed 20; Combat Casting, Dodge,
SR 21 Mobility
Fort +7, Ref +8, Will +11 Immune cold, fire, undead immunities
Resist half damage from piercing and slashing weapons,
Speed 20 ft. (4 squares) turn resistance +4
Melee +1 heavy pick +11/+6 (1d4+6) Fort +4, Ref +6, Will +11
Base Atk +6; Grp +6
Atk Options Power Attack; flesh to stone Speed 30 ft. (6 squares)
Combat Gear scroll of enervation (CL 8th) Melee 2 claws +9 each (1d4+3)
Cleric Spells Known (CL 6th): Base Atk +5; Grp +9
3rd—dispel magicD, meld into stone, prayer Atk Options eye of flame
2nd—detect thoughtsD (DC 14), hold person (DC 14), Spell-Like Abilities (CL 15th):
resist energy (fire), shatter (DC 14), silence (DC 14) At will—detect good, detect law, detect thoughts, true
1st—bane (DC 13), bless, doom (DC 13), Nystul’s seeing (divine spell)
magic auraD, protection from good 2/day—ethereal jaunt
0—detect magic (2), mending, purify food and drink,
Abilities Str 19, Dex 14, Con —, Int 18, Wis 17, Cha 19
read magic
SQ spell deflection, undead traits
D: Domain spell. Domains: Knowledge and Magic
Feats Combat Casting, Corrupt Spell-Like Ability* (Eye
Spell-Like Abilities (CL 11th):
Tactics
The golem endeavors to remain more or less in the
doorway; not merely to gain tactical benefit, but to stay
within 1 square of its basin of teeth as well. By doing so,
it takes advantage of its ability to heal itself by means of
absorbing loose teeth and adding them to its own body
mass. Beyond its own corpus of teeth, the tooth golem
has access to about 1,000 additional teeth in the basin,
thereby allowing it to heal as many as 50 hit points over
the course of the encounter.
Tactics
If given freedom, Tsojcanth makes the best of use of his
native abilities, particularly his poison tail and spell-like
abilities. He flies in the air to avoid being flanked. If
the battle goes against him, he attempts to fly down the
shaft and into the massive cavern, where he polymorphs
into a bat and makes his getaway.