AA25 Beneath The Heart of Empire (1e, OSRIC)

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ADVANCED ADVENTURES MODULE #25

Beneath the Heart of Empire


by Benton F. Wilson
AN ADVENTURE FOR CHARACTER LEVELS 1-3

Author: Benton F. Wilson Notes for the Game Master ..............................................................2


Cover Artist: John & Daisy Bingham The Sewers ............................................................................................2
Interior Artist: John Bingham Random Encounters in the Sewers ................................................... 2
Editors: Joseph Browning and Suzi Yee Map of the Sewers .............................................................................. 3
Layout: Joseph Browning The Lower Level ................................................................................... 5
Map of the Lower Level ..................................................................... 6
Appendix A: New Monsters ............................................................... 7
Appendix B: New Spells ...................................................................... 8

If you enjoy this product, look for the other ADVANCED ADVENTURES published by Expeditious Retreat Press at www.xrpshop.citymax.com
or for digital copies go to www.yourgamesnow.com.
BENEATH THE HEART OF EMPIRE are willing to offer 250 gp to any individual who can either
kill him and bring back proof or provide proof that he has
Over one hundred years ago the Venirian Empire was a major already died.
power that had successfully conquered numerous other nations. 4. A local forger named Aella (Human female, 4th-level thief,
AC 6, MV 120 ft., HP 16, ATK 1, Damage 1-6 +1 for short
pursued conquest after conquest, enslaving the people of sword + 1, AL NE) is offering 550 gp and knowledge of
the nations it conquered, using them as a labor force, for various contacts to get an ‘in’ with the local underworld
in exchange for a senator’s signet ring retrieved from the
arch-devil. This expansion ceased when they attempted to take undercity. She requires this to forge ancient documents that
the lands of the Magocracy of Kraz. The Fifteen Sages, rulers of her employer, a senator named Alerio, needs to cement
Kraz, convened in their sanctum within the nation’s spired capital, false claims of ancient deals that would give him vastly
enacting a great ritual against the aggressing nation. The ritual increased political sway.
swallowed Venir, capital of the Venirian Empire, within the earth,
crushing the emperor and his corrupt advisors beneath many Local Geography: The city of Venir is at the delta of two great rivers
tons of stone. With its central leadership destroyed, senators from and is surrounded by fertile land. Major roads, rebuilt following the
outlying provinces took control of the nation, attempting futilely to destruction of the capital, stretch from Venir to numerous other
keep the empire from crumbling. imperial cities and foreign lands. The area near the capital is
generally easily-traversable terrain, and monsters roaming in the
Following the empire’s defeat at the hands of Kraz, its territory was local wilds are kept nearly fully in check by the city guard and
reduced to merely a quarter of its former holdings over the next Venerian legion.
few years. Nearly half of the nation’s former land was taken by
the forces of Kraz, and much of the remainder was lost to generals The city itself is massive, containing aqueducts, arenas, wide
and local leaders seceding and staging violent coups against the plazas, and sprawling markets. City streets are patrolled by lorica
imperial government. segmentata-clad (use banded mail statistics) guardsmen (Human
males, 3rd
In the hundred years since, the Venirian Empire, while still reduced AL LN) wielding gladiuses (use stats for a long sword) and displaying
in size, has begun its climb back towards its former glory. The the empire’s symbol, a laurel wreath ringing a blade. The city
senate has retained power, with no new emperor having been openly allows slavery, but the slave trade is highly controlled and
elected since Emperor Gaius IV’s demise. The capital has been taxed. Many of the Venirian senators perform only token efforts
re-located back to Venir, and a thriving city has been built above to rid the city of its moderately-sized criminal underworld as they
the swallowed ruins of the old city. Various connections to the old have various thieves guilds and assassins in their pockets. The city
city can be found in the sewers, cellars, and other underground
portions of the rebuilt city of Venir, and adventurers frequently to criminal organizations that remain out-of-sight and remain in
plumb these depths in search of the secrets and treasures of the the good graces of at least one powerful senator. The guard
empire’s glory days. treats obvious criminals and those who have earned the ire of the
city’s rulers with lethal harshness, however. Despite this corruption,
STOP! If you plan to participate in this adventure as a player, stop the city still stands as an improvement compared to its state in
reading here. Prior knowledge of this module’s contents will only the olden days; the church of Moloch is now outlawed, and the
spoil your enjoyment of the game. imperial leaders eschew open orgies of violence and countless
vices that the old rulers of the city were wont to participate in.
Notes for the Game Master: Beneath the Heart of Empire is an
OSRIC adventure designed for 6-10 player characters of levels
1 through 3. It takes place beneath Venir, an ancient city. This
module describes a section of the undercity of Venir, detailing THE SEWERS
parts of both its extensive sewer system and the ruins of the old city
further beneath. Below are four plot-hooks that could be used to Random Encounters: Check once per every hour; a 1 on a 1d6
entice groups into exploring the depths below the city.
5d10 indicating how many yards away.
1. A group of kobolds has recently escaped from one of
1. 1-10 Thugs (AC 8, MV 120 ft., HD 1-6 hp, ATK 1, DAM 1-6, AL NE)
humanoids are believed to be responsible for several Thugs prowl both the seedier area of Venir and its sewers.
recent thefts of food and small valuables, as well as the The thugs will likely attempt to mug and kill anyone they
murder of a baker in one of the city’s poorer districts. Arena encounter, but a well-armed group could frighten them off,
managers are willing to pay adventurers 10 gp a head and clever negotiators could bargain for their lives.
for kobolds from the group in order to prevent any further 2. 2-8 Giant Rats (AC 7, MV 120 ft./60 ft. climbing, HD 1-4 hp, ATK
negative publicity about ‘their’ escaped kobolds.
2. An elven traveller named Neralas Silverwind (Male elf, AC 5, rats infest the city’s sewers, serving as a general nuisance,
MV 120 ft., HD 1+1, HP 6, ATK 1, DAM 1-8, AL CG) is looking prey for larger creatures, and a threat to those whom they
for his missing sister, Nerissa, who was travelling to the city overwhelm in large groups.
to trade her home village’s wares at market. He has heard 3. 1 Crocodile (AC 5, HD 3, HP 12, ATK 2, DAM 2-8/1-12, SA
from various contacts that she has been captured by a Surprises on a 1-3 on 1d6, AL N) Crocodiles, descendants of
slaver named Cassius, who is keeping her in some holding those who escaped from the city’s gladiatorial arenas years
ago, lurk in the muck of the sewers. They launch themselves
to pay the right price for her. Neralas is willing to give 100 gp at prey from the cover of the murky water, dragging their
to any adventurer who is able to rescue his sister, and he will meal down and devouring it with their vicious teeth.
throw in a suit of elven chain mail if proof of Cassius’s death 4. 1-5 Skeletons (AC 7, MV 120 ft., HD 1, DAM 1-6, SD Immune
is obtained during the process. He will pay only 20 gp for to cold, sleep, charm, hold, and mental attacks, AL N)
Cassius’s head if his sister is not recovered safely. Many of those killed in the destruction of old Venir rose as
3. A small consortium of mages from the government of Kraz is undead down in the ruined underground city. Several of
willing to pay for the demise of a renegade necromancer these skeletons have made their way upwards, wandering
into the city sewers, stalking the corridors and slaying any
to Kraz’s strained relations with Veniria, they are unwilling living beings that they come across. The skeletons, being
to personally hunt him down. Fearing that he might possess
secrets the city does not want spread to its enemies, they either they are destroyed, or their opponents are either
2 killed or manage to escape.
5. 2-10 Escaped Slaves (AC 10, MV 120 ft., HD 1-6 hp, ATK 1,
DAM 1-2, AL NG) The escaped slaves are non-hostile unless
MAP OF THE SEWERS
EACH SQUARE EQUALS 10 FEET
encountering someone who is attempting to re-capture
them while unable to run. They will plead for assistance in
escaping from the imperial capital, though they have no 4
valuables with which they can reward potential rescuers. 3
6. 1-6 Giant Leeches

s
6
Drains 1 HP per round, 50% chance to contract a disease
that will be fatal in 2-5 weeks unless cured, AL N) The giant 8 11 2
leeches will emerge from the muck and latch onto prey, 9 7 12
refusing to let go until it is drained of blood. 5 10 13 up
7. 1 Young Otyugh (SZ S, MV 60 ft., AC 5, HD 4, HP 17, ATK 3, 1
14
causes typhus 75% of the time, AL N) Otyughs lurk amidst

creatures are rarely seen, but their young wander the


15
22 30
sewers attacking adventurers straying onto their path.
8. 1 Furrower
2, SA each tentacle grapples, reducing opponent to hits, AL
17 29
NE) This furrower (see new monsters) travels throughout the 16 18
28
sign of effective resistance. 20
25
SEWERS ENCOUNTER KEY 19 21 23 24 26

1. SEWER ENTRY: An eight-foot ladder here eads down from the city 25
streets into the sewers beneath.
27
The chittering of rats can be heard from nearby drain pipes, but
these normal rats do no emerge to attack.

up 32
3. NORTHERN CESSPOOL: This cesspool once possessed drains
keeping the waste from stagnating, but its inhabitant has 33
31
pool lives a lone furrower
34 down
11, DAM 1/1-2, SA each tentacle grapples, reducing opponent

342 sp, 172 gp a pearl locket on a brass chain worth 110 gp, a
dagger +1 and a ring of feather falling.

4. THREE GLADIATORS: Three gladiators wander through this


sewer corridor. They are attempting to improve their current 7. CONFINEMENT MAIN CHAMBER: This hidden chamber is being
reputation, which is presently tarnished by a string of losses used by a smuggler named Cassius to bring monsters and
coupled with (true) accusations of reprehensible off-the-job slaves into the city to sell to noble clients without paying the
behavior. The trio has no desire to see anyone else claim the city’s high taxes on such wares. There is only a 10% chance
glory for eliminating the escaped monsters, making them likely that Cassius will be present in this room during the day, and a
to attack any group they see as potential competition. The trio 15% chance of such at night. Cassius (Human male, 2nd-level
are named Marcus (Human male, 1st thief, AC 7, MV 120 ft., HP 5, ATK 1, Damage 1-6, AL NE) wears
ft., HD 1, HP 7, ATK 1, DAM 1-8, AL NE), Remo (Human male, 1st- leather armor, wields a short sword, and carries 60 gp on him
at all times. If outmatched, he will offer to pay this in exchange
CN), and Gaius (Human male, 1st for his life. This room contains a simple wooden table and chair;
HD 1, HP 4, ATK 1, DAM 1-6, AL CE). Marcus wields a long sword on the table is a record of each cell’s occupant, as well as a
and small shield, and wears ring mail. Remo wields a trident key to the cells. Each of the cells adjacent to this room is clearly
and wears a helmet and leather armor. Gaius wields a short labeled on the door.
sword, wears leather armor, and carries a net. Each has 3-18
gp in their possession. 8. CELL ONE: This cell contains an angered lizard man (AC 5, MV
60 ft./120 ft. swimming, HD 2 + 1, HP 10, ATK 3, DAM 1-2/1-2/1-
8, AL N). He was formerly restrained with a pair of manacles,
sewer water here. Below this bridge lurks a lone crocodile (AC but he has since broken them and waits to ambush his captor
5, HD 3, HP 10, ATK 2, DAM 2-8/1-12, SA Surprises on a 1-3 on 1d6, whenever his cell door is opened.
AL N). This crocodile will typically attack the last member of a
group crossing the bridge should more than one person cross
at a time, lurking in wait and then leaping to pull its victim into board to sleep on and an empty bucket.
the sewer water.
10. CELL THREE: This cell contains a female elf named Nerissa
6. HIDDEN ENTRYWAY: The entrance to Cassius’s small prison is Silverwind (Female elf, AC 10, MV 120 ft., HD 1+1, HP 6, ATK 1,
hidden by a secret door in the sewer wall. Odds of detecting DAM 1, AL NG). She is unarmed and clad only in rags; Cassius
the door are increased by 1 on a d6 due to wear from its took her possessions and pawned them off before sticking her in
opening and closing reducing the general amount of scum this cell while waiting for a buyer. She will be extremely grateful
and mold growing directly in front of it. 3
for her rescue, and she promises that her brother Neralas will contains a wooden table, a single chair, a pile of bowls and
reward anyone who helps her escape from the city. cups, a box of wooden utensils, a small burgundy rug with
frayed edges (worth 30 cp), and a diary describing Xarthas’s
11. CELL FOUR: This cell contains a cage, which in turn contains
a lone compsognathus (SZ S, AC 7, MV 180 ft., HD 1+2, HP 6, beneath Venir, and his dealings in the city, culminating in
ATK 1, DAM 1-6, AL N). Cassius obtained the wee dinosaur in an entry pondering his eventual fate after passing from
exchange for some slaves that he gave to a foreign trader. what seems to be an inevitable wasting curse. He describes
his research into lichdom in the book, hinting at a possible
overestimates its worth to a collector of exotic animals. apotheosis after death, but his research into the area contains
few actually-useful clues towards any sort of functional process.
The sections are, in actuality, a combination of his own wishful
Its bucket went missing half a year ago during a failed escape thinking and foolish exaggerations that may make would-be
attempt, and Cassius hasn’t bothered replacing it. looters of his domain fearful of the cosmetically-augmented
zombie he botched himself into.
13. CELL SIX: Cassius caught one of the escaped kobolds (SZ S, AC
7, MV 60 ft, HD 1-4 hp, HP 1, ATK 1, DAM 1-4, AL LE) wandering 20. SIMIAN ENCLOSURE: This chamber contains one of Xartha’s few
around near his prison and managed to capture it. He is successful experiments. In this room is a lone monkey ghoul (AC
debating whether he should simply turn it in to the arena for the 8, MV 120 ft./180 ft. climbing, HD 1, HP 4, ATK 1, DAM 1-3 plus

the chamber since the necromancer’s death. It hungers for the


14. OVERSEER’S QUARTERS: This ten-by-ten stone chamber contains
a dusty bed, a simple wooden table, and a poorly upholstered chamber, it will cling to the ceiling above the door, waiting to
chair. An empty torch sconce is set into the wall. This room
was the home of the overseer hired by Cassius to watch over door is left open, there are no living beings in the room, and
the slaves and monsters, preventing escape and unwanted the creature is still alive, it will leave the necromancer’s lair and
intrusion. Cassius decided that the man’s pay was cutting into

door to protect it from intruders. Should any of his slaves be let 21. XARTHA’S STUDY: The necromancer’s animated corpse dwells
out or killed, Cassius is likely to resume his practice of hiring an in this room as a zombie (AC 8, MV 60 ft., HD 2, HP 13, ATK 1,
overseer (or change locations entirely). DAM 1-8, SD Immune to cold, sleep, charm, hold, and mental
attacks, AL N). Xartha so botched his attempt at lichdom that
15. SEWER PASSAGE: This passage lacks the chittering sound of rats he turned himself into a zombie. However, he did succeed
and contains a constant gloomy haze that reduces the radius in placing various enchantments on his body that activated
of all light sources by 5 feet. This is one of several visual effects upon his demise. As such, the zombie’s eyes glow with a cold
devised by the necromancer Xartha to warn curious intruders
away from his lair.
identify. This room has been severely water damaged, and
16. ENTRANCE TO XARTHA’S DOMAIN: A door is built into the all the bookshelves are ruined. Only a few of Xartha’s spells in
sewer’s wall here. It is heavy and made of stone. An image his spellbooks have survived: , magic aura,
of a dancing skeleton is painted on its exterior. The image magic missile, protection from good, and blood servant (see
cavorts when exposed to light, which begins to dim eerily (but new spells).
not go out) when brought near the picture. This strange, but
ultimately harmless, decoration, has served well at warding 22. SEWER PASSAGE: This sewer passage is regularly traversed by
curious intruders away from the chambers beyond. Xartha, a groups of kobolds who are out raiding the upper town. As such,
necromancer from Kraz who was exiled by his peers following
his delving into illegal research into forbidden blood magics, door to the kobolds’ lair.
set up a lab beneath the city of his former masters’ ancient
enemies. His experiments into the dark arts lasted for months 23. ENTRANCE TO THE KOBOLD LAIR: A rotting, metal-rimmed
before he botched his bid for lichdom. wooden door stands in the sewer wall here, formerly part of
a larger, now-abandoned station used by masons as lodging
and storage space during the construction of a major sewer
the door outside into a pit. This pit would be four feet deep, but expansion. Kobold tracks leading to the door can be found by
any skilled tracker.
bones are human or humanoid, but some come from animals
and stranger beasts. When this chamber is entered, collections 24. KOBOLD CHOKEPOINT: This short passage is guarded by four
of mismatched bones animate into six terrible, part-human kobolds (SZ S, AC 7, MV 60 ft, HD 1-4 hp, HP 1, 3, 4 (x2), ATK
skeletons (AC 7, MV 120 ft., HD 1, HP 2, 3 (x2), 5, 6, 7, DAM 1-6, 1, DAM 1-4, AL LE), who are tasked with guarding the clan’s
SD Immune to cold, sleep, charm, hold, and mental attacks, AL home at all times. The clan rotates which members hold this
N) and attack. This animation process is terrifying, requiring all position. Protracted or noisy combat will draw the attention
of kobolds in the living quarters, followed by kobolds in the
less. Those of greater might suffer a penalty of 1 to AC and a -1 sleeping quarters and the chieftain’s chamber. The kobolds
on to hit rolls and to damage. will attempt to hold this chokepoint as best they can, as their

adjacent guard chambers, and their back escape route is not


yet constructed.
dried blood are set in smaller circles at the edges of a large
mystical diagram in the chamber’s center. Black candles sit 25. SIDE GUARD CHAMBERS: Each of these chambers contains a
half-burnt in a ring around each of the bowls, and a single skull single kobold (SZ S, AC 7, MV 60 ft, HD 1-4 hp, HP 2, ATK 1, DAM
sits in the center of the mystic symbol. 1-4, AL LE). These kobolds are armed with light crossbows and

these chambers and the chokepoint, shooting at intruders who


pinewood bed with dirtied, pale-blue blankets atop it. It also
4
26. KOBOLD LIVING AREA: This chamber contains a cooking pit, of city guards (Human males, 3rd
a pile of charcoal, bones from various kills, scraps of food, HD 3, HP 13, ATK 1, DAM 1d8, AL LN), who rush to the scene in
and assorted low-quality household goods stolen from local teams of eight if the bell is rang than because of the peasants
businesses. This room is generally populated by whatever manning the station. The guards wield gladius blades, wear
kobolds are not out raiding, guarding the entryway, attending lorica segminta armor, and bear medium shields. Because
the chieftain, or digging the escape tunnel. There are 15 of this, wandering encounters only have a 1 in 20 chance of
kobolds (SZ S, AC 7, MV 60 ft, HD 1-4 hp, ATK 1, DAM 1-4, actually appearing within sight of the station.
AL LE) in total, and at any time 6 will be guarding the main
entryway, and 2 will be acting as the chief’s attendants. The 33. SEWER ENTRY: An eight-foot ladder here leads down from the
7 other kobolds have a 20% chance to be conducting raids, city streets into the sewers beneath. This entryway is used by the
a 30% chance (to a maximum of 2 at any time) of working on city guard to investigate if the warning bell is rung.
the back-exit tunnel, a 20% chance of being in the sleeping
quarters, and a 30% chance of being in this room. 34. TO THE OLD CITY: This sloping passage, hidden inside a sewer
alcove, was built by the city government years ago during a
27. COMMON SLEEPING QUARTERS: This chamber contains many project assessing the viability of reclaiming the underground city
piles of straw and stolen pillows. At any time there is a chance for additional space within the capital. After surveyors reported
of some kobolds resting in this chamber (refer to the kobold the presence of undead, devils, and strange man-things from
living area to determine the locations of various kobolds). the depths of the earth, the project was abandoned, and a
Various kobolds keep their treasure in pouches, small boxes, watch station posted outside.
and piles in the back-side of the room. In total, the treasure
contains 85 cp, 2 sp, 1 ep, a silver necklace worth 60 gp, 2
daggers, and a small shield with a golden image of a griffon
painted onto it worth 20 gp.
LOWER LEVEL
35. RUINED CHAMBER: This chamber, formerly a small plaza outside
28. CHIEFTAIN’S LAIR: This chamber contains the makeshift throne
one of the old city’s many arenas, now lies beneath the ground.
of the chieftain of the escaped kobolds. It is a mismatched
construct of wood, scrap metal, and bones. The kobold
basin any longer. Large boulders litter the ground from the time
chieftain is typically in this chamber plotting with two
when the earth swallowed the city, and a large well can be
attendants and determining which segments of the city the
seen at the far side of the chamber from the stairs.
tribe should raid next. The attendants are regular kobolds (AC
7, MV 60 ft., HD 1-4 hp, HP 3, 4, ATK 1, DAM 1d4, AL LE), whereas
36. WELL INTO DARKNESS: This old well once stood near the arena
the chieftain (AC 6, MV 60 ft., HD 1-1, HP 6, ATK 1, DAM 1-8, AL
entrance when old Venir still stood above ground. Now, it opens
LE) is more dangerous and wields a gladius stolen from a city
into a shaft of seemingly endless blackness. The well connects
guard post, wielding it effectively despite his small size.
to a cavern 300 feet down. Grimlocks (AC 5, MV 120 ft., HD 2,
ATK 1, DAM 1-6 or by weapon, SD save as 6th
NE) inhabit the depths beneath the ancient city, and a group
ft. by 20 ft. stone chamber, has been converted into the kobold
of 1-8 is likely to be roused to climb the shaft and investigate
chief’s personal treasure hoard. It contains 2,515 cp, 413 sp, 1
1-4 turns after any object is dropped down the hole. The well is
remarkably easy to ascend and descend, as the shaking of the
baker’s cleaver (treat as a dagger), and an amulet with a glass
city has made many solid hand-holds.
bead on the end worth 14 cp.
37. HALL OF COLUMNS: This hall is sixty feet long, twenty feet wide,
30. HALF-BUILT TUNNEL: The kobolds have begun digging a tunnel
thirty feet high, and lined with two rows of towering marble
leading outwards from this section of the sewers toward the
columns. The columns are covered with frescoes depicting
Northern edge of the city. They eventually plan to use this
Veneria’s ancient conquests. Many of the columns are now
tunnel as a hidden escape route in the back of their lair in
the case of an attack that they cannot repel. The tunnel is
majestic paintings covering them are chipped and dirtied.

38. THE ARENA PIT: This large arena pit is covered with coarse sand.
At any time there is a chance of some kobolds being present
The restless spirit of a gladiator named Brutus now animated
and working on this tunnel (refer to the kobold living area to
as a dust centurion (AC 5, MV 60 ft., HD 3, HP 13, ATK 1, DAM
determine the locations of various kobolds).
2-12, AL LE) (see new monsters), stirs within the sand. He rises
and issues a challenge to any group that enters the chamber.
31. SEWER PASSAGE: This sewer passage is faintly lit from the lantern
hanging in the watch station near the undercity entrance.
to the magical catastrophe, and refuses to let any group pass
until one of its members can defeat him in single combat,
32. WATCH STATION: This simple watch station is manned by rotation
allowing his soul to pass on. Should Brutus be defeated fairly, he
of lower-class citizens who are paid a copper per six-hour shift.
will leave a trident +1 behind. Brutus is incapable of leaving the
The chamber contains a stool, a string connected to a warning
arena proper to pursue groups and any team that attempts
bell in a short tower sitting in the city above, and a lantern.
to gang up on him will face his wrath. Remember, those who
One peasant is always on watch. The peasants (Human male,
AC 10, MV 120 ft., HD 1-6 hp, ATK 1, DAM 1-4, AL N), though
damage him with non-magical weapons.

are initiated or if any creature emerges from the undercity. The


gladiators who were imprisoned here when the city fell. Each
peasant manning the station will allow anyone who does not
of the 20 cells had a lone occupant, a mattress, a pillow stuffed
look like an obvious criminal or escaped slave to pass without
with straw, a pot for waste, and a cheap copper bowl for food.
question; adventurers are permitted into the undercity, thanks
The occupant of the third cell in the leftmost row stuffed both
to measures that the Venirian senate recently passed in hopes
a dagger and two gems each worth 30 gp in his mattress,
of ridding the ruins beneath the capital of some of their lurking
planning to use all three items however was necessary in
terrors. The majority of sewer creatures avoid the watch stations
escaping from the arena. One of the gladiators, Brutus, rose
for the most part, more so because of the fast response-time
from the dead following the catastrophe; however, he haunts
5
40. BEAST CELLS: This large chamber contains many broken cages
and the bones of ancient beasts. It was used during the arena’s
THE LOWER LEVEL
EACH SQUARE EQUALS 10 FEET
more functional days as the holding pen for its monstrous
combatants, who would be led into the arena and back by
teams of armed handlers. Now it is the domain of a zombie
ogre 39 45
46
cold, sleep, charm, hold, and mental attacks, SQ attacks last 40
in round, turns as ghast, AL N), which rose from the dead shortly
after the magical catastrophe destroyed the city. The brutish
animated corpse will attack any who disturb it. In this chamber 44
are 5 whips, 10 pikes, and a jeweled collar worth 350 gp, all
tossed about in the wreckage of the handlers’ arming stand.

41. ARENA STANDS: The arena’s stands are both massive and
empty. Their stone rows sit undisturbed for decades, and dust 43

42. SENATORS’ BOX: This luxurious box was where members of


the imperials senate sat when they came to watch battles at
the arena, often being invited to give a speech to the other
42 38

box reserved for the emperor himself in the old city’s largest
arena; thanks to the smaller size and lesser prestige of this 41
arena, however, the emperor himself never visited. Seated in

robes (175 gp) with a golden laurel wreath (250 gp) around his

arena; the arena was closed when the city fell, leaving only the
imprisoned gladiators and beasts to die within it.
36 47
The senator, named Julius, came to the arena after his death, 37
wandering to the chamber as a strange type of unique, 35
intelligent skeleton up
1-8+1, SA Wields a longsword +1, SD Immune to cold, sleep,
charm, hold, and mental attacks, turns as a ghoul, AL LE).
He is capable of conjuring illusions of warriors and passes his 45. OLD GARDENS: This beautiful chamber, illuminated by the
days summoning forth phantasmal warriors to battle in the pit
for his amusement. Brutus, trapped on the sands, has learned ceiling, contains numerous ceramic pots and basins, all of which
contain dirt. Most of the pots and basins contain still-living plants
that are kept nurtured by nutrient-providing spells cast upon the
centurion. Should a group intrude upon his box, Julius conjures
a quartet of armed, ghostly guards to distract them while he
himself uses his longsword +1, a golden blade adorned with
The exotic plants include multi-colored fronds, palms, a massive,
images of thorny vines, to attack the intruders.
needle-covered bush (which deals a single point of damage
if someone tries to walk through it while unarmored), and a
43. OLD ARMORY: This old armory lies unopened since the
lone addlevetch (AC 6, MV 10ft., HD 2, HP 7, ATK special, DAM
ancient city’s fall. It is a 10 ft. by 10 ft. chamber lined with
spcial, SA see monster description, SD Cannot be surprised,
racks of weapons and stands of armor. In total, the chamber
AL N) (see new monsters), which was imported from a foreign
contains 30 gladius swords, 10 spears, 5 tridents, 5 daggers, 3
slings, 30 javelains, 10 medium shields, and 5 full suits of lorica
segmentata. The chamber was used to arm both guards of the
the creature able to move about again; it has remained in
arena and gladiators.
the chamber, however, because it has no obvious means
of escape from the underground and requires the nutrient-
44. SANCTUM OF THE TYRANT: This chamber was added to the old
arena at the behest of the corrupt senators of the ancient city.
It contains a profane alter to moloch and many braziers that
ember devil (AC 6, MV 30
with a full day’s sustenance for an hour spent in the chamber;
overnight healing in the room is doubled.
water, AL LE) (see new monsters) devil is bound to the room.

knowing its weakness to holy water, while magic users possess


logs of injuries and deaths, copies of speeches delivered by

other documents relating to the operations of the battle pit.


attempts to defeat it at a range, hiding behind the altar if
The paper inside the books is brittle and will easily be ruined
jewelry, which contains 150 gp worth of assorted trinkets and
complete collection of records from the old arena could be
worth as much as 700 gp to the right collectors of historical
gp. Any individual who consecrates the altar and extinguishes
documents, but the entire collection weights over 400 lbs., so
transport will be an issue.
good for the remainder of the week, receiving +1 to all saves.

6
within 30 feet, including invisible ones. Addlevetch sometimes hunt
reaching a massive pile of rubble. If the rubble were cleared, in pairs, sharing in kills.
more of the underground city of ancient Venir could be
explored. Doing so would, however, be a massive undertaking Physical description: An addlevetch look similar to a small agave
that would take a team of well-equipped workers days and is cactus common in some desert regions. They have a rosette of
thus beyond the scope of this adventure.

a true agave, the addlevetch possesses three long and curving


stems. Each of these stems sports a colorful and shiny sphere at its
CONCLUSION
leaves at the base of the plant which help insulate it from the cold
If a GMs wishes he can greatly expand the sewers, ruined desert nights and hide the web of shallow roots used for mobility.
undercity, and caverns even further beneath the ancient capital, These dead leaves are more common in winter and are sometimes
for that detailed here is only a slice of what could be a much larger completely absent during high summer.
system. The ruins beneath the imperial capital could include the
old imperial palace, which contains the old emperor himself and Variants: There are reports of different types of addlevetch
many of his corrupt senators and advisors, now risen as terrible possessing different eye abilities, such as fear, slow, and sleep.
undead creatures. Even larger gladiatorial arenas could be However, all these variants possess the cause light wounds eye. It is
discovered, at least one of which was said to have once held a rumored that there are addlevetch adapted to subterranean life,
minotaur lord who wielded a great magic axe, Finally, a full temple
to Moloch would prove a formidable location for higher-level play, addlevetch possessing 6 eyes.
especially if it still calls a single devil into its halls every year, adding
DUST CENTURION
intrigue involving the various factions of the senate, outlying cities SIZE: Medium (5-6 ft. tall)
of the empire, and adjacent Magocracy of Kraz also present MOVE: 60 ft.
possibilities for continuing a campaign. ARMOR CLASS: 5
HIT DICE: 3
THUS ENDS THIS EXPEDITION BENEATH THE EMPIRE’S HEART! ATTACKS: 1
DAMAGE: 2-12
SPECIAL ATTACKS: None
APPENDIX A: NEW MONSTERS SPECIAL DEFENSES: +1 or better weapon to harm if not in one-on-
one combat
MAGIC RESISTANCE: 30%
ADDLEVETCH
RARITY: Very rare
SIZE: Small
NO. ENCOUNTERED: 1-4 or 100-6000 (Legion)
MOVE: 10 ft.
LAIR PROBABILITY: 100%
ARMOR CLASS: 6
TREASURE: +1 Weapon
HIT DICE: 2
INTELLIGENCE: Average
ATTACKS: Special
ALIGNMENT: Lawful Neutral (50%) or Lawful Evil (50%)
DAMAGE: Special
LEVEL/X.P.: 3 / 150 + 2/HP
SPECIAL ATTACKS: Eye rays
SPECIAL DEFENSES: All-around vision
General information: A dust centurion is the departed spirit of a
MAGIC RESISTANCE: 15%
former warrior who perished in a great magical calamity, unable to
RARITY: Uncommon
achieve the death in combat that it desired. This longing, combined
NO. ENCOUNTERED: 1-2
with the great magical energies from the disaster, transform it into a
LAIR PROBABILITY: 0%
spirit that animates the dust and wreckage left from the calamity,
TREASURE: None
forming into a humanoid shape when approached. Each dust
INTELLIGENCE: Low
centurion is compelled to issue a challenge to living beings that
ALIGNMENT: Neutral
near it, demanding a one-on-one combat. A dust centurion is
LEVEL/X.P.: 2 / 50 + 1/hp
completely vulnerable to attacks from a combatant facing it in fair
combat, but, should its opponents attack it in violation of the duel,
General information: Addlevetch are mobile, carnivorous plants
its vulnerability disappears, leaving it as a magical undead entity
found in desert regions. They prefer to lie in wait along pools of
that can only be harmed by +1 or greater weapons. Should it be
water, usually wedged between rocks (improving AC to 4) or at the
defeated fairly, it will leave its weapon behind, imbued with the
base of a palm tree. When an animal or other prey comes near, an
magical power that departs from its now-freed spirit, turning the
addlevetch uses its rays to disable and kill the creature. Once any
weapon into a +1 piece of equipment.
threats have passed, the plant nestles into the corpse to consume
and grow. A few desert tribes hunt and kill addlevetch to create a
A dust centurion is unable to leave the place of its demise, though
Every addlevetch possesses three “eyes.” These are at the tips of
as their lair. Legends tell of some entire legions who rise from the
curved stems growing from the center of the plant, and each eye
grave, only able to pass on when defeated by another force of
has a different magical ability. Each eye must succeed on a to hit
roll to successfully target a victim. The yellow eye shoots a yellow ray
on a more massive scale of battle; fortunately, such legions will
that acts as a confusion spell against the target only. The red eye
typically ignore any small group of travelers, waiting for an entire
shoots a red ray that causes a massive itching sensation throughout
army to battle against.
the target’s body, resulting in a -2 to all to hit and damage rolls with
a failed save against spells. The smallest eye, the blue eye, shoots
Physical description: A dust centurion appears as a warrior made
a blue ray that acts like a cause light wounds spell. The addlevetch
from swirling dust and sand, clad in a legionnaire’s raiment and
can use two eye rays per round in combat. The eye stems are very
wielding weapons appropriate to its past life. The precise material
that a dust centurion is made of depends on the great calamity
of damage with a slashing weapon. An addlevetch that suffers a
that it perished in; one that died in a massive magical blaze may be
made of ash, whereas one that died to an unnatural blizzard could
to regrow the eye. Regrowth takes a minimum of two weeks.
effect on its statistics.
Addlevetch possess all-around vision and cannot be surprised.
They are automatically aware of any creature of small size or larger
7
EMBER DEVIL (Lesser Devil; Ukobach) dangerous foes than as a tool of attack or defense. Furrowers are
SIZE: Small (2-3 ft. tall) very acquisitive creatures and have a horde of treasure in their lair
somewhat incongruent to their real danger.
ARMOR CLASS: 6
HIT DICE: 3 Physical description: A mass of writhing tentacles with an
ATTACKS: 1 impressive, but weak, mouth is most anyone sees of a furrower.
They vary in color from green to gray.
SPECIAL ATTACKS: Fling coals

vulnerability to holy water


MAGIC RESISTANCE: 10% APPENDIX B: NEW SPELLS
RARITY: RARE
NO. ENCOUNTERED: 1-8
LAIR PROBABILITY: 60% Blood Servant
TREASURE: 1-20 gp (melted and mixed with coals) Arcane Necromancy
INTELLIGENCE: Average Level: Magic User 1
ALIGNMENT: Lawful Evil Range: 10 ft
LEVEL/X.P.: 3 / 125 + 2/HP Duration: Permanent
Area of Effect: See Below
General information: Ukobach devils are known to serve many Components: V, S, M
greater devils, but the largest concentrations of their kind work Casting Time: 1 round
in service to the Archdevils Moloch and Beelzebub. They tend to Saving Throw: None

that Beelzebub has distilled from the blood of sinners to use in his This spell is functionally identical to the spell animate dead, save
diabolical experiments.
and gives it unlife, but the spell’s caster loses 1 permanent hit point
vulnerability to holy water. If an ukobach or its pan of hellish coal per hit die of undead animated in this method. When an undead
is doused with holy water, then it loses its immunity to nonmagical
return to the caster at a rate of one point per week.

Physical description: An ember devil is a small, ugly humanoid with


green skin, standing approximately 2-3 feet in height. It has an This product uses the OSRICTM System (Oldschool System Reference and Index CompilationTM). The OSR CTMsystem text may be found
at http //www.kn ghts-n-knaves.com/osric. The OSRICTM text is copyr ght of Stuart Marshall. “OSRICTM” and “Old School Reference
oversized nose and is prone to smirk, sneer, or snivel, depending and Index CompilationTM ” are trademarks of Matthew Finch and Stuart Marshall and may be used only inaccordance with the
OSRICTM
on its demeanor and current surroundings. Ukobach devils carry All Rights Reserved.

around large pans of burning coals from hell, each of which is OPEN GAME LICENSE Version 1.0a

tipped with a red-hot metal poker. The following text is the property of Wizards of the Coast Inc. and is Copyright 2000 Wizards of the Coast Inc (“Wizards”). All Rights
Reserved.

(b)”Derivative Mater al” means copyrighted material including derivative works and translations (including nto other computer
FURROWER
in wh ch an existing work may be recast transformed or adapted (c) “D stribute” means to reproduce license rent lease sell
SIZE: Large (8 ft. wide) broadcast publ cly display transmit or otherwise d stribute (d)”Open Game Content” means the game mechan c and includes
the methods procedures processes and routines to the extent such content does not embody the Product Identity and s an

ARMOR CLASS: 5 Product Identity. (e) “Product Identity” means product and product line names logos and identifying marks including trade dress
artifacts creatures characters stories storylines plots thematic elements dialogue incidents language artwork symbols designs
HIT DICE: 3 depictions likenesses formats poses concepts themes and graph c photograph c and other visual or audio representations
names and descriptions of characters spells enchantments personalit es teams personas likenesses and spec al abilit es places
ATTACKS: 11 locations environments creatures equipment magical or supernatural abilities or effects logos symbols or graphic designs and

DAMAGE: 1 (x 10), 1-2


a Contributor to dentify itself or its products or the associated products contributed to the Open Game License by the Contributor
SPECIAL ATTACKS: See below (g) “Use” “Used” or “Using” means to use Distribute copy edit format modify translate and otherwise create Derivative Material of
Open Game Content. (h) “You” or “Your” means the licensee n terms of this agreement.
SPECIAL DEFENSES: None 2. The License This License appl es to any Open Game Content that conta ns a not ce nd cating that the Open Game Content may

MAGIC RESISTANCE: None be added to or subtracted from th s License except as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
RARITY: Rare 3.Offer and Acceptance By Using the Open Game Content You nd cate Your acceptance of the terms of this License.
4. Grant and Consideration In consideration for agreeing to use this L cense the Contr butors grant You a perpetual worldwide
NO. ENCOUNTERED: 1-3 royalty-free non-exclusive license with the exact terms of this L cense to Use the Open Game Content.
5.Representation of Authority to Contribute If You are contributing original material as Open Game Content You represent that Your
LAIR PROBABILITY: 50%
6.Notice of License Copyr ght You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
TREASURE: In Lair: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 COPYRIGHT NOTICE of any Open Game Content You are copy ng modifying or distributing and You must add the title the copyright
date and the copyright holder’s name to the COPYRIGHT NOT CE of any orig nal Open Game Content you Distribute.
gems (25%), 1-3 jewelry (20%), any 2 magic items (10%) 7. Use of Product Identity You agree not to Use any Product Identity includ ng as an indication as to compatibility except as
expressly licensed in another independent Agreement with the owner of each element of that Product Identity. You agree not to
INTELLIGENCE: Semi indicate compatib lity or co-adaptability with any Trademark or Registered Trademark in conjunction with a work contain ng Open
Game Content except as expressly licensed in another ndependent Agreement with the owner of such Trademark or Registered
ALIGNMENT: Neutral evil Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content sha l retain all rights title and interest in and to that Product
LEVEL/X.P.: 3 / 110 + 2/hp Identity.

are Open Game Content.

General information: Furrowers live in sewers and swamps, where vers on of this License to copy mod fy and distribute any Open Game Content originally d str buted under any version of th s
License.
they leave distinctive trails as they pass. These furrows are how 10 Copy of this License You MUST include a copy of this L cense with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits You may not market or advertise the Open Game Content using the name of any Contributor unless
they gain their name, but they are also known as sewer terrors by You have written permission from the Contributor to do so.
12 Inability to Comply If it is impossible for You to comply with any of the terms of this L cense with respect to some or all of the
the unfortunates forced to work in the dangerous underground Open Game Content due to statute judicial order or governmental regulation then You may not Use any Open Game Mater al
so affected.
systems. 13 Termination This License wi l terminate automatica ly if You fail to comply with a l terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive the terminat on of this L cense.
14 Reformation If any provision of this License is held to be unenforceable such provision shall be reformed only to the extent
necessary to make it enforceable.
Furrowers attack with their grasping tentacles. An initial hit does
15 COPYRIGHT NOT CE
no damage, but constriction on the following rounds deals 1 hit Open Game License v 1.0 Copyright 2000 Wizards of the Coast Inc.

point of damage per tentacle. Worse however, is the interfering System Reference Document Copyright 2000 Wizards of the Coast Inc. Authors Jonathan Tweet Monte Cook Sk p Will ams based
on original material by E. Gary Gygax and Dave Arneson.
nature of these limbs: for every tentacle upon a target, he suffers a
OSRICTM copyr ght 2006 Stuart Marsha l adapting material prepared by Matthew J. Finch based upon the System Reference
corresponding -1 on to hit rolls. For example, a creature gasped by Document and inspired by the works of E. Gary Gygax Dave Arneson and many others.

6 tentacles of a furrower is at a -6 to hit. Severing tentacles is fairly Castles & Crusades Players Handbook Copyr ght 2004 Tro l Lord Games Authors Davis Chenault and Mac Golden.

Castles & Crusades Monsters & Treasure Copyright 2005 Troll Lord Games Authors Robert Doyel and Stephen Chenault.

inexhaustible supply of them, so it is rarely a wise tactic.


Advanced Adventures #25 Beneath the Heart of Empire Copyright 2012 Expeditious Retreat Press Author Benton F. Wilson
A furrower has a truly impressive-looking mouth, but it is composed
Designation of Product Identity and Open Game Content
of weak and soft teeth coupled with paltry bite strength. Sages
All text in this work is Open Game Content excepting the terms Advanced Aventures OSRIC “Old School Reference and Index
speculate that furrowers use their mouths more to scare off Compilation” company names logos artwork and the author and artist names.

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