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FR UNDERDARK 2
A Web Enhancement for the F ORGOTTEN R EALMS ® Underdark Accessory
Underdark
Dungeons
The Underdark is a vast place, filled with fiendish challenges both
natural and contrived. The various inhabited and wilderness areas
feature many locations in which adventures can be staged, but sev-
eral sites are of particular note. Some of the sites below are merely
adventure hooks that you can develop as you see fit. The Partially
Keyed Dungeons section features two more developed areas that cor-
respond to the maps included with this web enhancement.
Lower Underdark
Why would any creature with reasonable intelligence or even a mod-
icum of common sense choose to live in such a terrible environ-
ment? Some races have lived here for generation upon generation,
and the Lowerdark is simply their home. Other creatures settle here
to take advantage of the Lowerdark’s unique magical properties,
rare ores, or shelter from the hated sun. Still others view a sojourn
in the Lowerdark as a temporary solution to a problem, since the
dead magic areas and hostile territory may be a wanted criminal’s
most expedient means of avoiding capture.
Shield dwarves have been known to establish temporary mining
camps in the Lowerdark to wrest particularly valuable ores from
the bowels of the earth. Those who thirst for knowledge or lust after
archeological treasures often find the Lowerdark tempting as well,
since the remains of the first empires of Netheril and Imaskar lie
here. Still others have personal or philosophical reasons for staying
in this inhospitable area.
Of course, not everyone is in the Lowerdark by choice. Some unfor-
tunates are here because they neglected to research the destinations of
the portalsthrough which they ventured. Others have been exiled here
from communities in the Middledark, the Upperdark, or even the sur-
face world. Some drow matrons get rid of potentially problematic sub-
ordinates by sending them on exploratory or expansionistic raiding
Upper Underdark
The Upperdark is well populated and well explored, but a few sec-
tions are still virtually unknown except to those who live nearby.
The School of the Penitents enclaves are among these.
School of the Penitents
Nine small groups, each consisting of four or five devout worshipers
of Ilmater, have taken it upon themselves to bring their deity’s creed
of enduring suffering to the denizens of the Underdark. They main-
tain small enclaves throughout the Upperdark, from which they offer
their deity’s own special kind of benefits to any who come their way.
Credits
Design: Gwendolyn F.M. Kestrel
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Based on the original D UNGEONS & D RAGONS ® game by E. Gary Gygax and
Dave Arneson and on the new edition of the D UNGEONS & D RAGONS game
designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
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M ASTER are registered trademarks owned by Wizards of the Coast, Inc. The
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parties into the Lowerdark. A triumphant scout returning from a
mission into the depths might find her unexpected survival fatally
inconvenient to the matron who dispatched her.
Several Middledark races make frequent forays into the Lower-
dark. Some do so because of expansionistic desires, others because
they need the resources, and a scant few because they have some-
thing to prove. Grimlocks and orogs often set a coming-of-age trial
for their young warriors to mark the passage between adolescence
and adulthood. In a typical version of such a trial, the youth is sent
into the Lowerdark, sometimes armed only with a dagger, and told
to return with a trophy demonstrating his competence and ability to
contribute to the community.
Various intelligent creatures have formed small settlements in
the Lower Underdark. All these communities are fine places for
adventurers to explore.
Tobulux. Both were cast out of their communities because neither
held to the moral and ethical philosophies of their kindred—that is,
both are neutral good. Together, they’ve honed their survival skills
and made a home in the Lowerdark, where few bother to persecute
them. Ralayn is an illithid body tamer 9, and Tobulux is a ranger
1/cavelord 3.
H OME OF THE O UTCASTS
Even though they have escaped active persecution from their own
kinds, Ralayn and Tobulux still face hostility from every quarter.
Neither the illithid nor the beholder enclaves will have anything to
do with them. Other societies view mind flayers and beholders with
fear or repugnance, so they offer no welcome to the duo either. Out-
side the Underdark, their options are even more limited, since either
of them is apt to be killed on sight by surface-worlders.
The two make their way as well as they can in the Lowerdark.
Other races’ migrations force them to move frequently, so they take
care to own no more than they can carry.
Cloakers
What passes for high society among cloakers centers in the enclaves
of Cloakerhaven and Wingsweep. To the cloakers, these two very old
communities are cities, though actually their populations are not
even sufficient to make them villages by surface-world humanoid
standards. Nonetheless, these settlements provide the only commu-
nity environments that these creatures have. The architecture is
bizarre and not well understood by noncloakers. Below is a descrip-
tion of Wingsweep; Cloakerhaven is described in Underdark.
Driders
Where there are drow, there are also drow outcasts. Driders, forever
marked as failures by Lolth herself, often lurk on the fringes of
drow cities, longing for their former lives. Once part of the drow
community, they were rejected by family and friends and stripped
of their homes and goods upon changing to their current forms.
Thus, most driders are reduced to wandering homeless through the
Underdark, hunting for food as best they can. A few, however, have
banded together for safety in the Lowerdark.
W INGSWEEP
This community of approximately one hundred cloakers is located
in a three-dimensional complex in which dozens of interconnected
caverns radiate out in all directions from a huge, central cavern.
From a cloaker’s perspective, the primary merits of Wingsweep are
its thermal vents.
The floors and ceilings in the main cavern and many of the side
passages and rooms are pierced with small holes ranging in size from
1 inch to 1 foot. Through these holes rises hot air that has been
warmed by a slowly cooling magma lake many miles below. Cool,
fresh air comes in through an ever-open portal(nonliving-only) to
the Elemental Plane of Air.
The combination of hot and cold air creates some amazing air
currents, including thermal updrafts that the cloakers particularly
enjoy riding. The unusual airflow also causes frequent thunderlike
rumblings that can be heard for miles around.
F ORGOTTEN V ILLAGE
This drider community is located near the drow city of T’lindhet.
The drow there feel particular shame about their drider outcasts and
never speak of them. This curious attitude stems from the sheer
number of such outcasts that originate from this city. Almost 25%
of the drow in T’lindhet that reach 6th level fail Lolth’s test and are
transformed into loathsome aberrations.
These driders from T’lindhet call themselves “The Forgotten
Ones” after a heroic drider rebel who named himself The Forgotten.
Many of these creatures have settled in the Lowerdark in a sort of
encampment. But because their numbers have grown so rapidly, they
have found it expedient to organize after a fashion, and their set-
tlement is now the equivalent of a small village.
Recently, the Forgotten Ones have received some guidance and
aid from the Underdark Anarchists’ Fellowship (see Organizations
of the Underdark on the Wizards of the Coast website). A represen-
tative of that organization managed to negotiate a mutual defense
pact between the Forgotten Ones and a group of chitines. This
arrangement has worked so well that the drider-chitine alliance is
now poised to launch an attack on T’lindhet.
Disconnected Pair
An old adage states “If you think it’s impossible, it happens in the
Lowerdark.” Indeed, strangeness knows few or no bounds in the deep
realms. One of the most peculiar and unexpected oddities is a part-
nership between an illithid named Ralayn and a beholder named
Fiend Folioand
the Lower Underdark
Drow
Most drow choose to live in the great drow cities of the Underdark
and fill their days with scheming and ambitious plans. A few, how-
ever, strike out on their own and choose to live as hermits.
The Lower Underdark is an ideal launching point for a kaorti
invasion. A badly seeping portalto the Far Realms can provide
them with a stable core for their cyst.
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T HE O RACLE
Hijith (CE cleric 7 of Lolth/arachnemancer 1) claims that the
Spider Queen speaks through her as an oracle. She is thought by
other drow who know of her to be quite holy and quite mad.
An interview with Hijith is quite unpleasant, partly because living
alone has dulled her social skills. When asked to tell the future,
Hijith stares at the many spiders that inhabit her dwelling place in
the Lowerdark and prays. She then whispers her question to the spi-
ders and watches their movements while casting a divinationspell.
When she is satisfied that she knows the answer, she orders the
person who petitioned her to swallow a live spider.
Few petitioners are curious or desperate enough to eat the spider.
Those who do not are ordered unceremoniously from the cave, with-
out the answers for which they came. Those who do obey Hijith gain
the benefit of her divining. Her predictions are invariably cryptic
and often couched in verse, but they are always quite accurate, at
least in hindsight.
sought an isolated area that contained both a zone of dead magic and
an area of wild magic. A team of guild wizards and sorcerers at last
located an area that fit these specifications. As best they could deter-
mine, it was unclaimed and inhabited by nothing larger than Tiny
vermin and animals.
Silverymoon Arcane Guild
Experimental Area
The area that the guild has claimed is about 5,000 square feet, with
about 1,000 square feet of dead magic and 500 square feet of wild
magic. Several wall of stonespells buttress these sections against
intrusion by mundane travelers.
Various structures have been built in this area in an arrangement
resembling that of a college. The dead magic and wild magic sections
are enclosed in large laboratories, and the rest of the area has been con-
verted into living quarters. The guild guarantees that there’s always a
skilled cleric (between 5th and 7th level) on duty to create food and
water for the researchers and provide any healing that may be neces-
sary as a result of either failed experiments or mundane mishaps.
Cautious researchers pay premium fees of up to 1,000 gp per week
for the privilege of studying in the safety of this prepared environment.
Formians
One formian colony has slowly and methodically begun to expand
into the Lowerdark. They’re relatively new to the area, having
recently entered through an intermittently functioning portalthat
lies at the center of their newly established hive. The formians know
little of portalsand do not understand the danger of having one so
close to their queen.
Illithids
A few among the mind flayers prefer to keep to the old ways. These
illithids worship Ilsensine while mourning the passing of the other
illithid deity, Maanzecorian.
L OWERDARK F ORMIAN H IVE
This settlement consists of 1 queen, 6 myrmarches, 5 taskmasters
(dominated creatures: 1 drow, 1 duegar, 2 humans, and 1 grimlock),
32 warriors, and 253 workers. Like other formians, these creatures
work diligently to master their environment and the other creatures
around them.
P EN ’S ERRE
This name of this small illithid settlement translates roughly as
“Place of Contemplative Study.” The illithids here follow the
Awaiter Creed, which focuses on patient fact-gathering followed by
careful planning that accounts for all variables and factors. The
scholars are busy analyzing the ramifications of Maanzecorian’s
death and what that event means to the mind flayers as a race. A
few of the group’s more esoteric thinkers wonder whether it is pos-
sible for Ilsensine to meet a similar end and what the repercussions
of the death of the only other illithid deity might be.
As part their studies, the researchers at Pen’Serre seek to locate,
retrieve, and preserve the remains of Maanzecorian’s extensive
library. What little is known of Maanzecorian indicates that the
deity had a fatal desire to know all. Thus, he collected books on every
topic in every language. Many of the books were in the texture- and
touch-supplemented form of illithid writing known as qualith.
Upon the god’s death, numerous factions raided his library, scat-
tering his collection across the multiverse. Regaining these books
will prove a difficult challenge for these contemplative illithids.
Gloamings
Gloamings live in small numbers within various other communities
in the Lowerdark, including drow and svirfneblin cities. Some also
form autonomous units that travel for a variety of purposes.
C OMPANY OF E IGHT
One group of nine gloamings has, for no reason that anyone else can
understand, chosen to call itself the Company of Eight. The group con-
sists of two bards, one sorcerer, two illusionists, two rangers, and two
druids. This band travels the Lowerdark extensively, ostensibly to map
the area and survey all the extraplanar portalsand gates that lead to
and from this portion of the Underdark. The gloamings sell some of
their maps to the Guild of Underdark Guides, and occasionally they
manage to supplement their income with a bit of treasure. The group’s
bards also bring in some coin by writing songs and poems based on their
adventures and occasional misadventures in the Lowerdark and per-
forming them in the cities of the Middledark and Upperdark.
Kobolds
A group of fifteen exceptional kobolds, most with at least five class
levels, travels nomadically through the Lowerdark. The members of
this band virtually worship a powerful being called Scaled Beauty,
whom they believe to be an avatar of their god.
Humans
The members of the Silverymoon Arcane Guild set up a portallink-
ing their guildhouse with a remote part of the Lowerdark. They
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S CALED B EAUTY S Q UEST
Scaled Beauty is actually a lawful evil half-blue dragon half-nymph
sorcerer 5. She loves the kobolds that accompany her and tries her
best to protect them, viewing them as something akin to devoted
pets. Keeping her companions safe, however, is proving to be more
and more difficult as her personal quest to find her dragon parent
leads her into ever more dangerous territory.
All that Scaled Beauty knows of her father is that he is a blue
dragon named Vr’tark. She recently consulted a cleric who cast a
divinationto help her determine his whereabouts. The spell indi-
cated that he resides in an area called the Boneyard.
In fact, the blue dragon became a dracolich a few years ago
against his will (see The Boneyard in Chapter 8 of Underdark). If
Scaled Beauty learns the truth of the situation, she may seek out
some adventurers to put her father to rest.
T HE V ERMIN L OVER
Vfush Sweetwaterlake (NG druid 5/ranger 4/verminphile 3) travels
with a giant cockroach (see Chapter 6: Monsters in Underdark) as
her companion. This independent slyth functions as a self-appointed
protector and warden of Lowerdark vermin. She keeps a sizable
library of books and scrolls about insects and arachnids in a tome of
books(see Chapter 5: Equipment and Magic Items in Underdark),
along with catalogues of Underdark vermin and many journals
detailing her personal observations. To date, she has found 248 dis-
tinct varieties, including many with celestial or fiendish traits. She
also claims to have found a kind of undead cockroach.
Undead
Undead, who need no water, food, or air, find the Lower Underdark
to be almost hospitable. The undead in this portion of the Under-
dark are matched in number and variety only by fungi at the deep
levels.
Lords of Lowerdark Waters
The aboleths and the kuotoas are rivals for supremacy in the Low-
erdark’s water-steeped areas. Aboleths have dominion over most of
the freshwater pools and rivers in the Underdark, while the kuo-toas
rule over most of the saltwater bodies. The status of the relations
between these two aquatic races varies from muted hostility to all-
out war.
D EATH , D ISEASE , AND D ESTRUCTION
This trio of undead haunts the caverns of the Lowerdark. Hamezaar
(see the Boneyard in Chapter 8: Geography in Underdark) endeav-
ored to recruit them into his forces, but they were uninterested.
Death (LE male dread wraith) and Disease (LE female mummy
monk 7) travel with Destruction, otherwise known as Jessek (LE
male beholder). The threesome is currently hunting for an annihi-
lator (see Chapter 6: Monsters in Underdark). When they find one,
Jessek will try to use his charm monstereye ray to control it.
After securing the annihilator, the trio plans to hunt down
Ralayn and Tobulux (see Disconnected Pair, above) and kill them.
The group has no special grudge against Ralayn, but Jessek main-
tains that Tobulux must die because he is an abomination—a good
beholder.
T HE H ALOCLINES
In the few places where fresh water from a subterranean river or
some other source intersects with salty ocean water, the water
becomes turbulent and cloudy. These areas, called haloclines, also
create overlaps between the realms of the two aquatic species. Such
a situation inevitably means war.
The aboleths usually keep a small cadre of kuo-toas under their
control with their enslave ability. Sometimes a dominated kuo-toa is
sent back to its community as a spy or a saboteur.
For their part, the kuo-toas constantly raid aboleth holdings,
wreaking as much destruction as they can. Groups of kuo-toa whips
work in concert to create devastating lightning bolts, and the pres-
ence of a kuo-toa leviathan (see Chapter 6: Monsters in Underdark)
is enough to give even the most self-assured aboleths pause.
Y URECK
One of the most capricious and dangerous of the Lowerdark’s
undead denizens is Yureck, a female nightcrawler. She travels the
unlit, sparsely inhabited passageways of the Lowerdark alone for
purposes entirely her own. When she senses the approach of a crea-
ture with her tremorsense ability, she summons undead—typically
shadows—immediately to help her bring down her prey.
Slyth
A few notable slyths travel in the Lowerdark. Most of them are
thought to be quite mad.
Partially Keyed
T HE S EER
Grrl Deepdelver (N druid 4/diviner 3/deep diviner 4) wanders the
lowest depths of the Lowerdark. He happily tells anyone he encoun-
ters that he is “deeply seeking what no one has sought” in order to
“know again what was forgotten.” These fragments of an ancient
prophecy have multiple interpretations. Grrl dismisses the common
belief that these words refer to the return of the Deep Imaskari.
Rather, he thinks the prophecy may have something to do with the
annihilators, of which he has heard only rumors and third-hand
reports. Grrl seeks to see such a creature for himself and perhaps
even to speak with it.
Dungeons
The following areas are keyed to the maps provided. As DM, you can
adapt these areas as you see fit for your own campaign. Each descrip-
tion includes a brief background on the situation and a few
encounter areas keyed to the accompanying maps. You can make use
of the areas that have been detailed and place encounters of your
own design in those that have been left open.
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The Lost Mines of Mardaruk
Old legends tell of the splendid adamantine ores that the ancient shield
dwarf community of Mardaruk coaxed from the earth in the Lower-
dark. But few people realize that this area was once part of the exten-
sive holdings of the kingdom of Xonathanur. A successful bardic
knowledge check (DC 20) or Knowledge (local—Underdark) check (DC
25) reveals the following information. The kingdom of Xonathanur
fell in the perpetual goblin wars many ages ago. The few shield dwarves
who survived became Wanderers, forever traveling and homeless.
Most of them left the Underdark for the surface world and never
looked back. But the mines remain, unworked and virtually unknown.
Over the last few decades, a shield dwarf enclave in the Western
Heartlands exhausted most of its surface-world mithral and silver
mines. The leaders of the enclave realized that they were facing a seri-
ous problem. Without the community’s major industry—the mines—
the residents would move away, and their people would once more be
scattered. No one in the close-knit settlement wanted that kind of result.
A dwarven bard suggested the lost mines of Mardaruk as a solu-
tion, and desperation led to daring. The dwarves endeavored to trace
the legendary mines and reclaim their birthright. Through much
research and exploration, they managed to locate the Lost Mines of
Mardaruk. Most of the ancient tunnels had collapsed, but one sec-
tion was still suitable for mining. The dwarves were elated—an
untapped source of precious metal was within their grasp!
The dwarves immediately set up a limited-use portallinking the
Western Heartlands with the desired section of the Mardaruk Mines
and established a work schedule, which they still maintain. The
two-way portalopens once per tenday. The miners work the mine in
rotating tenday-long shifts, with each shift returning home via the
portalas soon as its relief arrives. A small contingent of guards on
the same rotating schedule ensures the safety of the miners while
they work.
The workers are acutely conscious of the dangers their environ-
ment poses as well as the importance of the mine to their commu-
nity. They have already learned the hard way that evil can
masquerade as innocence. Two different encounters with seemingly
friendly, good-aligned Underdark travelers turned deadly when dis-
guised and deceptive creatures took advantage of the shield dwarves’
good nature. Now, while in the Lowerdark, the shield dwarves are
extraordinarily xenophobic, and they are even wary of strangers
who appear to be shield dwarves. Thus, any intruder in the area of
the mine is attacked without hesitation.
The walls in this area are all stone tunnels shaped by miners. New
wooden posts provide support in less stable areas.
1. G UARDON W ATCH
Here, at the only connection point between the mining area and the
rest of the Underdark, a shield dwarf guard (female fighter 5, see
Chapter 4: Nonplayer Characters in the Dungeon Master’s Guidefor
statistics) vigilantly stands watch. If she hears any unusual sound,
sees the glow of light, or catches sight of any interlopers, she calls
to her fellows in the miner’s camp (area 2).
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