TEXT:  
  1 
   
   
   
  INTO THE 
  UNDERWORLD 
  PART 4 
  Eldwold Rises! 
  A 4th level 13TH AGE adventure in four two-hour sessions 
  By ASH LAW 
  
   
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Author: ASH LAW 
  Developer: Rob Heinsoo  
  Editor: Jeremy ‘JV’ Virden 
  Cartography: ASH LAW 
  Layout: ASH LAW 
  Cover: ASH LAW, Albrecht Dürer, John Martin, and Gustave Doré 
  Illustration: Aaron McConnell, Lee Moyer, Rich Longmore, and ASH LAW 
  ©2016 Fire Opal Media, Inc. Produced by arrangement Pelgrane Press Ltd. All rights reserved. Product Identity: The following 
  items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open 
  Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new deities, etc.), dialogue, banter 
  and comments from Jonathan and Rob or ASH, plots, story elements, locations, characters, artwork, and trade dress. (Elements that 
  have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material 
  designated as Product Identity (see above), the game mechanics of this Fire Opal Media, Inc. game product are Open Game Content, 
  as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without written permission. 13th Age is published by Pelgrane Press Ltd. 
  under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13th Age is a trademark of Fire Opal Media, 
  Inc. ©2016 Fire Opal Media, Inc. All rights reserved. 
   
   
  UNDERWORLD 
  PART 4 
  Eldwold rises! 
  
   
  3 
   
  Contents 
  The Palace of the Gem .............................. 5 
  Running this adventure ........................ 5 
  New Characters ....................................... 5 
  Lost Hopes .................................................. 5 
  NPC—Courriel, injured Drider ......... 6 
  Delving in the Living Dungeon ......... 6 
  Area—Vicious Stairs .............................. 6 
  Area—Cunning Corridor ...................... 7 
  Area—Tilting Room ................................ 7 
  Area—Combustible Kitchen ................. 7 
  Wandering monster—Troglodyte 
  Star-masks .................................................. 7 
  Final Area—The Grand Hall ............. 10 
  End of Session......................................... 11 
  The Tower of the Gem ............................. 13 
  Running this adventure ...................... 13 
  New Characters ..................................... 13 
  The Warping Deep ................................. 13 
  Delving in the Living Dungeon ....... 13 
  Area—Spiteful Stairs ........................... 14 
  Area—Sudden Drop ............................... 14 
  Area—Counting House ........................ 14 
  Area—Library of Doom ....................... 14 
  Wandering monster—Shadow Oil ... 15 
  Final Area—Room of the Gem ........... 17 
  End of Session......................................... 19 
  Escape from Eldwold Reborn .............. 21 
  Running this adventure ...................... 21 
  New Characters ..................................... 21 
  Recap .......................................................... 21 
  NPC—Jarl Deathkiller ........................ 21 
  Escaping the Living Dungeon ........... 22 
  Area—Maze of Streets ......................... 22 
  Area—Slaughterhouse Shortcut ..... 22 
  Area—Living Sewers ............................. 23 
  Area—Garden of Statues .................... 23 
  Wandering monster—Ruin Dragon 23 
  Final Area—The Exit to the 
  Underworld ............................................ 25 
  End of Session ........................................ 31 
  Eldwold Rises! ........................................... 32 
  Running this adventure ...................... 32 
  New Characters ..................................... 32 
  A Hope of Light ..................................... 32 
  NPC—Dorf Hallard ............................. 33 
  Earthquake .............................................. 33 
  Dungeon Blasphemies .......................... 33 
  Heart calls to Heart ........................... 35 
  ELDWOLD REBORN AND RISEN! .. 35 
  End of Session ........................................ 42 
  Adventure Rewards .............................. 43 
  Or Is It the End of the Adventure? 43 
  
   
  4 
   
  Random Encounters ................................. 44 
  A shockingly simple trap .................... 44 
  Abomination (alive) ............................. 44 
  Abomination (dead) .............................. 45 
  Abominations (not quite-dead) ........ 45 
  Angry architecture .............................. 45 
  Ballroom .................................................. 45 
  Bats............................................................. 46 
  Catacomb Char ....................................... 46 
  Eerie music ............................................... 46 
  Entangling greenhouse ....................... 46 
  Rubble Golems ........................................ 47 
  Inverted pit ............................................. 47 
  Goldfish in a bowl ................................ 48 
  Killer commode ..................................... 48 
  Living statue ........................................... 48 
  Lost citizen .............................................. 48 
  Meteorite fragments ........................... 48 
  Occupied bedroom ................................ 48 
  Piston door ............................................. 49 
  Wayward wall ........................................ 49 
   
   
   
  
   
  5 
   
  The Palace of 
  the Gem 
  Running this adventure 
  This session is designed for 4th level characters. 
  At the end of the session, each character should 
  gain an incremental advance.  
  At the start of the session, remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking, a 6 can be 
  traded in for a clear benefit. A 5, when traded in, 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end, you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four-hour game, I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. Entangling greenhouse 
  2. Inverted pit 
  3. Killer commode 
  4. Occupied bedroom 
  5. Piston door 
  6. Roll twice and combine the results 
  This session and the next couple 
  are designed to be more 
  freeform than the others. You 
  could decide to let the players 
  choose which areas to explore, 
  or 
  you 
  could 
  have 
  the 
  adventurers crawl their way through the 
  dungeon old-school style (even drawing maps 
  as they go provided the mapping doesn’t slow 
  down the action too much) and use the four 
  listed areas in the dungeon as the most 
  important rooms that they come across. 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party is not the only group looking for 
  the Heart of the Sky. The icons sent several 
  groups of adventurers into the underworld. 
  The new character is the lone survivor of 
  another adventuring group. 
   
  When the meteorite crashed down into the 
  dark, it destroyed underworld settlements. If 
  the new character is a dwarf or a drow, it is 
  conceivable that they are the lone survivor of 
  such a settlement, and are looking for others 
  who were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different quest 
  in 
  the 
  underworld, 
  unrelated 
  to 
  the 
  meteorite. When the meteorite crashed 
  through, it destroyed the location the 
  adventurer was heading to, and the quest 
  object fell down into the deeper underworld 
  with the meteorite. 
  Lost Hopes 
  The adventurers have been tracking a gem that 
  crashed into the underworld inside a meteorite. 
  The gem has finally been located in a palace that 
  is part of the malevolent living dungeon of 
  Eldwold Reborn that has patterned itself after the 
  now-ruined city of Eldwold that used to exist on 
  the surface. If players don’t know the Dragon 
  Empire setting of 13TH AGE all that well, remind 
  them that living dungeons don’t necessarily 
  make sense the way normal places do; the magic 
  that keeps them ‘alive’ means they can take 
  bizarre forms and compress bizarre perils into 
  amazingly small spaces.  
  This is a montage scene. The point of this 
  montage is to describe the last leg of the journey 
  to the palace of the gem. Turn to the first player 
  and ask them to describe a problem that the party 
  faced due to the strange recreation of the city of 
  Eldwold that the living dungeon has created, 
  then turn to the player to their right and ask them 
  how their character solved the problem. Go 
  around the group until everybody has had a 
  chance to describe a past danger and everybody 
  
   
  6 
   
  has had a chance to introduce a strange danger, 
  and everybody has had a chance to narrate how 
  their 
  character 
  overcame 
  it. 
  Introduce 
  foreshadowing of upcoming parts of the 
  adventure as you go around the table (for 
  example mention that the party is camped near a 
  dead troglodyte, or that they hear the living 
  dungeon grinding as it shifts configurations). 
  With a montage you don’t need to 
  roll any dice—this is purely 
  narrative play. The first point of the 
  montage is to skip over parts of the 
  story that are less exciting than 
  what 
  comes 
  later, 
  but 
  still 
  acknowledge that the event happened or location 
  has been established: just like in a movie where a 
  long journey is shown as a series of brief images, or 
  a location is introduced in a few seconds by showing 
  its most flavorful parts. The second point of the 
  montage is to introduce new characters, by having 
  them join the party’s adventures in an exciting way 
  rather than a flat ‘you meet in a tavern’. The third 
  purpose of the montage is to re-introduce existing 
  characters, reminding everybody of their abilities 
  and personalities and relationships. 
  NPC—Courriel, injured 
  Drider 
  Courriel was a soldier patrolling the outer 
  reaches around the City of Silver Webs when the 
  meteorite tore through the underworld and 
  pulled him along with it. 
  When Courriel awoke, he had become a 
  drider, an elf whose lower torso and legs are 
  replaced with the legs and body of a giant spider. 
  Courriel was injured when he crossed the 
  moat of churning rubble that separates the palace 
  from the rest of the living city / dungeon. The 
  drider warns the party not to come too close, he’s 
  still not fully in control of his changed body and 
  occasionally his barbed legs twitch and attempt 
  to attack anything they can reach. Some of 
  Courriel’s injuries are accidentally self-inflicted. 
  Courriel isn’t sure why he was transformed 
  into a drider. He thinks that it was probably the 
  Elf Queen’s power protecting him as he was 
  drawn down into the lair of the living dungeon 
  (but he seems unsure when he says it). 
  This NPC can meet the adventurers anywhere 
  in the living dungeon—wherever you as the GM 
  deem dramatically appropriate. 
  Delving in the Living 
  Dungeon 
  The adventurers have four places that they can 
  visit in the Palace of the Gem: 
   
  The Vicious Stair 
   
  The Cunning Corridor 
   
  The Tilting Room 
   
  The Combustible Kitchen 
  The adventurers need to visit three of these 
  locations (in whatever order you as the GM chose 
  to present them as the players explore the 
  possibilities) before they reach The Grand Hall, 
  their final destination in this session of the 
  adventure. In one of the locations that they visit, 
  they will encounter the troglodyte star-masks 
  (roll a d3 at the start of the session to determine 
  where the troglodyte star-masks find them, in the 
  1st, 2nd, or 3rd location they visit)—so ignore the 
  traps and dangers in this location. In the other 
  two locations they will face the unique dangers 
  and traps of that area. Roll a second d3 to 
  determine an area where the adventurers find a 
  dead underworld denizen—there is a 50% chance 
  that the denizen has a magic item with it (add 
  10% for each party member who doesn’t yet have 
  a magic weapon, implement, or armor). 
  Once three locations have been explored the 
  adventurers will find the hidden way to The 
  Grand Hall. 
  Area—Vicious Stairs 
  A grand staircase winds upwards, an opulent 
  curve of steps that looks like it will carry 
  adventurers up from the grand hall where it 
  starts. 
  Of course, like everything in this living 
  dungeon, the stair is trapped. When the party is 
  half-way up the stairs, the risers fold flat and the 
  whole thing becomes a slide down into a pit of 
  acid. Worse, the bannisters conceal razor blades. 
  
   
  7 
   
  Ascending the stairs: DC 25. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Acid pit +15 vs PD—4d6 acid damage 
  OR 
  Razor bannister +15 vs AC—2d10 
  damage OR reroll the skill check with a 
  +5 to the difficulty (DC 30) 
  Area—Cunning 
  Corridor 
  A corridor leads in the direction that the 
  adventurers wish to travel. Pictures line the wall, 
  oil paintings of noble-looking humans. 
  Naturally, the corridor is trapped. When the 
  adventurers reach the middle of the corridor, it 
  begins to spin rapidly, and the pictures fly from 
  the walls. The pictures turn out to be very sticky, 
  and sparks from where the spinning corridor 
  meets the outer wall ignite the picture. 
  After a minute the corridor’s mechanism will 
  wind down, but can the adventurers survive? 
  (OK, sure, they’ll survive, but how bruised or 
  scorched will they be!) 
  Clinging to the carpet: DC 25. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Flung about and smooshed between the 
  mechanism and the wall +15 vs AC—
  4d6 damage 
  OR 
  Burning sticky paintings +15 vs PD—
  4d6 fire damage 
  Area—Tilting Room 
  This mirrored ball-room stands between the 
  adventurers and the place they want to get to. 
  The ceiling is lined with spikes, which might 
  make some delvers suspect that it will crash 
  down upon them. The far door of the room is 
  painted with an illustration of a ship’s deck in a 
  storm. 
  The trap in this room is that it is mounted on 
  springs and on a turn-table, making it spin and 
  tilt like a ship in a storm. As soon as enough 
  weight is put onto the floor (an adventurer or 
  two) the supports under it give way, making the 
  floor spin and tilt crazily. The mirrors in the wall 
  break easily, filling the room with sharp shards. 
  Worse, the spring-loaded spinning floor flings 
  adventurers upwards into the spiked ceiling. 
  Reaching the other door: DC 25. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Flung against spikes in the ceiling. +15 
  vs AC—4d6 damage 
  OR 
  Seven years bad luck (hurled into a 
  mirror) +15 vs AC—3d8 damage OR the 
  characters next d20 roll is rerolled and 
  the player takes the lower result 
  Area—Combustible 
  Kitchen 
  The adventurers enter an area that looks like a 
  kitchen. Cooked food is laid out on tables, a 
  roaring fire warms a pot of bubbling stew, and 
  the normal accruements of palace kitchen life are 
  around the place. All it needs is a jolly cook and 
  a cat sleeping by the fire and the scene would be 
  perfect. 
  The adventurers are right to suspect a trap. 
  Pressure plates under the floor tiles release 
  poison sprays and combustible gasses into the 
  room. 
  Step lightly: DC 25. The party needs to 
  make three skill checks before they get 
  through the room, five skill checks if the 
  party stops to grab the food. If an 
  adventurer fails the skill check make the 
  following attack against the whole party: 
  Explosion +15 vs PD—2d8 fire damage 
  OR 
  Poison spray +15 vs PD—10 poison 
  damage 
  Wandering monster—
  Troglodyte Star-masks 
  The star-masks have possessed a tribe of 
  troglodytes. Troglodytes aren’t that smart, and 
  this is hampering the star-mask’s ability to 
  puppet them—they are only as smart as the 
  brains they are controlling. 
  
   
  8 
   
  Drawn by the remnants of the meteorite into 
  the city, the troglodytes are looking for food 
  (basically anybody moving). 
  Number of PCs 
  Star-Mask Trog 
  3 
  5 
  4 
  6 
  5 
  8 
  6 
  9 
  Location: Vicious Stairs 
  If the fight takes place in the vicious 
  stairs location:  when the escalation die 
  reaches 4+, the stair risers tilt and 
  everybody begins to slide back down the 
  stairs. At the end of each round after the 
  escalation 
  die 
  reaches 
  4+, 
  each 
  adventurer and monster pops free and 
  begins to slide downwards: the GM 
  should rearrange the position of the 
  adventurers and their enemies as seems 
  most amusing to their twisted GM 
  sensibilities. 
  Location: Cunning Corridor 
  If the fight takes place in the corridor, 
  then when the escalation die reaches 4+ 
  any character that moves without taking 
  a quick action to steady themselves is 
  flung to one end or the other of the 
  corridor. The fight will quickly end up in 
  two heaps at each end of the corridor. It 
  requires a whole turn action to move 
  from one end of the corridor to the other. 
  Location: Tilting Room 
  If the fight takes place in the tilting room, 
  then any character that rolls a 1 on an 
  attack or a save is bounced into the 
  ceiling and takes 1d8 damage. 
  The up side is that the bouncing floor 
  makes disengaging easier, each character 
  gains a +5 bonus to disengage checks. 
  Location: Combustible Kitchen 
  If the fight takes place in the combustible 
  kitchen, then any character (adventurer 
  or monster) that deals fire damage to 
  another character takes 1d4 fire damage 
  themselves, as spells or breath weapons 
  that involve fire backfire on their users in 
  this area. 
  The possible upside is that a clever 
  PC who tries to find something in the 
  kitchen to mask the trog stench should 
  succeed with an easy (DC15) skill check!  
   
  STAR-MASK TROG 
  This was once a large animal, but now it is a bipedal 
  mass of muscle covered in multiple masks.  
   
  3rd level spoiler [ABERRATION]  
  Initiative: +9  
   
  Trog smash +5 vs. AC—20 damage and trog’s crit 
  range expands by 1 (to a maximum of 16+) until 
  the end of the battle 
   
  Trog stench: Trogs spray scents that stink so badly 
  that other humanoids take penalties to all 
  attacks, defenses, and saves when engaged 
  with a troglodyte or when nearby three or more 
  troglodytes. 
  Non-humanoids usually aren’t affected. 
  Humanoids affected by trog stench can make a 
  normal save at the end of each of their turns 
  (though they’ll be taking a penalty . . .). If the 
  save succeeds, the humanoid can ignore all 
  trog stench for the rest of the battle. 
  Trog stench penalties vary for different 
  humanoid races: 
  Elves, gnolls, gnomes 
  Humans, halflings, half-elves, holy 
  ones, tieflings, most everyone else 
  Half-orcs, dragonics 
  Dwarves 
  Forgeborn 
   
   
  AC 19  
  PD 14  
  HP 45  
  MD 16  
   
   
  
   
  9 
   
   
   
  
   
  10 
   
  Final Area—The Grand 
  Hall 
  The adventurers finally arrive at the grand hall 
  that leads to the tower. Unfortunately, the living 
  dungeon that is the ‘city’ of Eldwold Reborn has 
  a nasty surprise saved for the adventurers: 
  underworld ur-vampires.  
  The grand hall is darker than the rest of the 
  living city, and has the characteristic eyes and 
  mouths that have shown up on occasion. In fact 
  the vampires have located veins under the 
  surface of the tiles in this area, tiles which are 
  more like tough skin than ceramic. They have 
  been feeding off the city’s ‘blood’. Yes, the living 
  dungeon is weird. 
  Number 
  of 
  PCs 
  Ur-Vampire 
  Dire Bat 
  3 
  1 
  3 
  4 
  2 
  1 
  5 
  2 
  3 
  6 
  3 
  1 
  Icon Option: Archmage 
  If the Archmage is an important icon in 
  this game, then the monsters spawned in 
  this area are vulnerable to force damage. 
  Icon Option: Elf Queen 
  If the Elf Queen is an important icon in 
  this game, then these monsters have a 
  weak spot. A called shot with an arrow 
  (a -2 penalty to attack) does double 
  damage on a natural even hit. 
  Icon Option: Lich King 
  If the Lich King is an important icon in 
  this game, then these monsters are afraid 
  of certain symbols of power, shying 
  away from them like classic vampires. In 
  fact, the symbol that they really hate is 
  that of the Lich King himself! 
  The ur-vampires always try to 
  disengage from adventurers with a 
  positive relationship with the Lich King. 
  Icon Option: The Three 
  If the Three are an important icon in this 
  game, 
  then 
  these 
  ur-vampires 
  are 
  vulnerable to fire damage, and always 
  take double damage from breath attacks 
  that do fire damage. 
   
   
  
   
  11 
   
  UR-VAMPIRES 
  These things are barely humanoid, hunched bat-like 
  figures that avoid the light. 
  6th level wrecker [UNDEAD] 
  Initiative: +14 
  Super-vulnerability: holy damage attacks always 
  deal double damage, even miss damage! 
   
  Draining bite +11 vs. AC—20 damage 
  Natural even hit that also beats the target’s PD: The 
  target loses a recovery. 
   
  Drained to death: If the target has no recoveries left 
  and gets bitten it becomes helpless (save ends). 
   
  Nastier Specials 
  Blood lust: The first time in a battle an enemy becomes 
  staggered all ur-vampires pop free and move into 
  engagement with the staggered enemy. 
   
  AC 22 
  PD 20 
   
  HP 90 
  MD 10 
   
  DIRE BAT  
  Some people call them dire vampire bats, but that gets 
  confusing when people expect them to function like 
  scary vampires instead of just overgrown flying 
  rodents with rabid tendencies.  
  2nd level troop [BEAST]  
  Initiative: +8  
  Vulnerability: thunder  
   
  Fangs and wings +6 vs. AC—5 damage, and 5 
  ongoing damage  
  Natural 2–5: The dire bat pops free from the 
  target and can move as a free action.  
   
  Resist ranged damage 16+: When a ranged attack 
  targets this creature while it’s flying, the attacker 
  must roll a natural 16+ on the attack roll or it only 
  deals half damage. (Shifty spinning bats are hard 
  to hit unless they’re grounded or stuck.)  
   
  Skittish: A dire bat engaged with a conscious 
  enemy after attacking it will attempt to disengage 
  and fly into the air if it has a move action 
  remaining that turn.  
   
  Nastier Specials  
  Blood drinker: When the dire bat drops an enemy 
  to 0 hp or below, it continues to attack that enemy 
  (until it dies) instead of attacking other enemies.  
  Dire feature: Most dire bats don’t have a dire 
  feature (13th Age core book, page 206). But this 
  one does.  
   
  AC 18  
  PD 17 HP 32 
  MD 14 
   
  End of Session 
  The adventurers have reached the base of the 
  tower that contains the gem that they seek. 
  The palace’s defenses wind down for the 
  moment, unable to reach the party in their 
  current location. The party can sleep here, 
  keeping very careful watch out for more 
  wandering monsters. 
  
   
  12 
   
   
   
  
   
  13 
   
  The Tower of 
  the Gem 
  Running this adventure 
  This session is designed for 4th level characters. 
  At the end of the session each character should 
  gain an incremental advance.  
  At the start of the session remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking a 6 can be 
  traded in for a clear benefit, a 5 when traded in 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four hour game I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. Ballroom 
  2. Catacomb char 
  3. Eerie music 
  4. Goldfish in a bowl 
  5. Wayward wall 
  6. Roll twice and combine the results 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party are not the only group looking for 
  the Heart of the Sky. The icons sent several 
  groups of adventurers into the underworld. 
  The new character is the lone survivor of 
  another adventuring group. 
   
  When the meteorite crashed down into the 
  dark it destroyed underworld settlements. If 
  the new character is a dwarf or a drow it is 
  conceivable that they are the lone survivor of 
  such a settlement, or are looking for others 
  who were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different quest 
  in 
  the 
  underworld, 
  unrelated 
  to 
  the 
  meteorite. When the meteorite crashed 
  through it destroyed the location the 
  adventurer was heading to, and the quest 
  object fell down into the deeper underworld 
  with the meteorite. 
  The Warping Deep 
  The adventurers have been tracking a gem that 
  crashed into the underworld inside a meteorite. 
  The gem has finally been located: it is in a palace 
  that is part of a malevolent living dungeon, a 
  dungeon that has patterned itself after a city that 
  used to exist on the surface. At various 
  melodramatic points, if you’re so inclined, 
  monstrous denizens of the living dungeon refer 
  to their home as Eldwold Reborn (cue ominous 
  music!).  
  As the party sleeps at the base of the tower 
  that contains the gem, they are plagued by 
  nightmares, psychic trauma from their time in the 
  underworld. 
  This is a montage scene. The point of this 
  montage is to describe the party’s nightmares. 
  Turn to the first player and ask them to describe 
  a problem that the party faced on their journey 
  down into the underworld, then turn to the 
  player to their right and ask them to describe the 
  start of a nightmare that their character is having, 
  then turn to a third player and ask them to 
  describe the end of the nightmare. Go around the 
  group until every character has had a nightmare. 
  Introduce foreshadowing of upcoming parts of 
  the adventure as you go around the table (for 
  example mention how the tower of the gem 
  shows up in their nightmares as a malevolent 
  presence). 
  Delving in the Living 
  Dungeon 
  The adventurers have four places that they can 
  visit in the Tower of the Gem: 
   
  The Spiteful Stairs 
  
   
  14 
   
   
  The Sudden Drop 
   
  The Counting House 
   
  The Library 
  The adventurers need to visit three of these 
  locations (in whatever order you as the GM chose 
  to present them as the players explore the 
  possibilities) before they reach the Room of the 
  Gem, their final destination. In one of the 
  locations that they visit, they will encounter the 
  Shadow oil (roll a d3 at the start of the session to 
  determine where the Shadow oil finds them, in 
  the 1st, 2nd, or 3rd location they visit)—so ignore 
  the traps and dangers in this location. In the other 
  two locations, they will face the unique dangers 
  and traps of that area. Roll a second d3 to 
  determine an area where the adventurers find a 
  dead underworld denizen—there is a 60% chance 
  that the denizen has a magic item with it (add 
  10% for each party member who doesn’t yet have 
  a magic weapon, implement, or armor). 
  Once three locations have been explored, the 
  adventurers will find the hidden way to the 
  Room of the Gem. 
  Area—Spiteful Stairs 
  The stairways up the tower are tight spirals that 
  leave little room to maneuver. Holes in the outer 
  wall of each stairwell give a clue as to where trap 
  attacks will come from. 
  As the adventurers walk up the staircase, 
  darts and strange gasses begin to shot out from 
  the holes. 
  Run and dodge: DC 25. If an adventurer 
  fails the skill check, make the following 
  attack against that adventurer: 
  Darts +15 vs AC—4d6 damage 
  OR 
  Acidic gas +15 vs PD—1d12+2 acid 
  damage, and the target takes a -2 penalty 
  to their next d20 roll. 
  Area—Sudden Drop 
  As the adventurers proceed carefully through the 
  tower, the floor gives away beneath them, 
  threatening to drop the party right back to the 
  base. 
  Thankfully there are tapestries that the party 
  can grab hold of. Unfortunately, pulling on the 
  tapestries releases caustic lime from hatches in 
  the ceiling. 
  Sudden drop: DC 25. If an adventurer 
  fails the skill check make the following 
  attack against that adventurer: 
  Fall +15 vs PD—2d6 damage and the 
  target must face another area alone to 
  reach the rest of the party (probably the 
  spiteful stairs) 
  OR if the adventurer grabs a tapestry… 
  Caustic lime +15 vs PD—2d8 acid 
  damage 
  Area—Counting House 
  The tower contains a counting house full of gold 
  arrayed on tables, coins in neat rows. More coins 
  sit on shelves in piles or in open chests. Gems 
  glisten from open pouches. A blank ledger stands 
  open. 
  The room is not trapped, but the wealth is! 
  The gems explode, and the ‘gold coins’ are really 
  spiders that mimic coins. There are some real 
  coins in this area, but not as many as first appear. 
  Sneaking through: DC 20, or 30 if the 
  adventurer tries to steal some loot. If an 
  adventurer fails the skill check, make the 
  following attack against that adventurer: 
  Money-spider bites +15 vs AC—3d6 
  poison damage 
  OR 
  Exploding gems +10 vs PD (vs the 
  adventurer who failed the roll and 1 
  other target)—2d8 thunder damage 
  Failing the skill check means that the 
  adventurer gets through the room but is 
  attacked.  
   
  Passing the skill check at DC 20 
  means that the adventurer successfully 
  sneaks past. Passing the DC 30 version of 
  the skill check means the adventurer gets 
  about 1000 gp worth of gems and coins. 
  Area—Library of Doom 
  The adventurers find that their upwards journey 
  has taken them to a library. The living dungeon 
  has manifested a room full of books, but lacking 
  anything to copy from has forced the living 
  
   
  15 
   
  dungeon to draw upon the knowledge of the 
  party (possibly reading their minds while they 
  slept at the base of the tower at the end of the last 
  session). 
  For example, if a party member has the 
  background “Best beard in Forge”, there will be 
  books with titles like “Beard Growing for 
  Champions”, “Dwarven Beards through the Ages”, 
  and “The Streets of Forge: A Walking Tour”. If a 
  party member has the background “I was the 
  Diabolist’s favorite concubine” then books might 
  include “Breaking Demonic Pacts—A Guide”, 
  “Escapology Made Easy”, and “Dark Magic, a 
  History of the Diabolist”. Though the information 
  is presented in new ways, these books don’t 
  contain anything that the party doesn’t already 
  collectively know. Of course, if this living 
  dungeon could lure more people into its library, 
  it would amass a storehouse of knowledge unlike 
  anything seen in the mortal world before—but 
  for now the library is a fledgling part of a new 
  living dungeon. 
  Quelling 
  curiosity: 
  DC 
  25. 
  If 
  an 
  adventurer fails the skill check (or they 
  pick up a book and start to read) make 
  the 
  following 
  attack 
  against 
  that 
  adventurer: 
  Mind-sucking book +15 vs MD—4d6 
  psychic damage 
  OR 
  Book with teeth +15 vs AC—4d6 
  damage (for every 6 rolled on the 
  damage the target loses a finger) 
  Wandering monster—
  Shadow Oil 
  The depths of the underworld are home to fields 
  of shadow oil, a menace that underworld 
  dwellers try to avoid. 
  Number 
  of 
  PCs 
  Shadow Oil 
  Ooze 
  Infested 
  Corpse 
  3 
  1 
  15 
  4 
  2 
  5 
  5 
  2 
  15 
  6 
  3 
  5 
  Location: Spiteful Stairs 
  If the fight takes place on the stairs, then 
  at the start of each round, each 
  adventurer takes acid damage equal to 
  the escalation die. 
  The shadow oil really doesn’t care 
  about the acid, and takes no damage 
  from the traps in this area. 
  Location: Sudden Drop 
  If the fight takes place in the sudden drop 
  area, then when the escalation die 
  reaches 3, the floor drops away and the 
  party (and their enemies) are dropped 
  into another area. Reset the escalation die 
  to 1 and roll a d4 for what kind of area 
  the fight has dropped into: 
  1. Spiteful Stairs 
  2. Sudden Drop 
  3. Counting House 
  4. Library of Doom 
  Location: Counting House 
  If the fight takes place in the counting 
  house, then the money-spider things join 
  in the fight. Any adventurer or monster 
  that rolls a natural 1-5 takes that amount 
  of damage from the tiny animated coins. 
  Location: Library of Doom 
  If the fight takes place in the library, then 
  if an adventurer misses by 1 you can offer 
  to have them do an extra 1d4 miss 
  damage 
  (or 
  some 
  other 
  Faustian 
  temptation) if they are OK with a book 
  falling on them: 
  Book with teeth (to the head) +15 vs 
  AC—4d6 damage (for every 6 rolled on 
  the damage the target loses an ear, 
  eyebrow, nose, etc) 
   
   
   
  
   
  16 
   
  SHADOW OIL 
  Triple-strength 3rd level spoiler [OOZE] 
  Initiative: +2 
  Vulnerable: fire 
   
  C: Acidic secretion +8 vs. AC (1d3 nearby 
  enemies)—10 ongoing acid damage 
  First natural even hit each battle: The ooze crawls 
  inside the target (save ends). At the end of 
  each of the ooze’s turns inside the target, the 
  ooze deals 15 acid damage to the target. The 
  ooze cannot be targeted while inside the 
  target. 
   
  Wall crawler: The ooze can slime its way up walls, 
  across ceilings, under doors, etc. 
   
  Nastier Specials 
  Brain parasite: While inside another creature the 
  black oil controls it: at the start of each of its 
  turns the host creature must save (11+) or be 
  confused. 
   
  AC 20 
  PD 13 
  HP 120 
  MD 14 
   
  OOZE INFESTED CORPSE 
  2nd level mook [UNDEAD]  
  Initiative: +8  
  Vulnerable: fire 
   
  Bone shard fists +9 vs. AC—5 damage  
  Natural 16+ hit: The attack does double damage  
   
  Ooze regeneration: Any infested corpse mooks still 
  standing at the end of the round regenerate 
  back to full hit points. If an infested corpse 
  takes fire damage this ability is turned off for 
  that specific mook until the end of the battle.  
   
  AC 17  
  PD 11  
  HP 7 (mook)  
  MD 15  
  Mook: Kill one infested corpse mook for every 7 
  damage you do to the mob. 
   
   
   
  
   
  17 
   
   
   
  
   
  18 
   
  Final Area—Room of 
  the Gem 
  The adventurers are finally at the end-point of 
  their quest:  The Room of the Gem! Known as the 
  Heart of the Sky, it is said to hold amazing 
  powers for those who can access its secrets. 
  The gem sits on a stone plinth at the center of 
  an otherwise bare room. Out the windows of the 
  room, the faux-city of Eldwold Reborn can be 
  seen below. The living dungeon / city has grown 
  since the adventurers last saw it, and is now 
  climbing like kudzu up the vast cavern’s walls. 
  The growth was gradual but steady, unnoticed 
  by the adventurers up until this point. 
  As the adventurers move toward the gem, the 
  room rumbles, and the stone flows to form a 
  monster around the gem—encasing the gem in 
  the heart of the monster. 
  Number of PCs 
  Gem Guardian 
  3 
  1 
  4 
  1 (with +50 hp) 
  5 
  2 
  6 
  2 
  Icon Option: Crusader 
  If the Crusader or Great Gold Wyrm are 
  important icons in this game, then the 
  guardian of the gem has taken on a form 
  reminiscent of a demon.  
  Adventurers with relationships with 
  the above icons have their crit ranges 
  expand by 1 once the guardian is 
  staggered. 
  Icon Option: Emperor 
  If the Emperor is an important icon in 
  this game, then the stone that the 
  guardian is made of is volcanic, just like 
  the walls of Axis’ volcano. 
  Adventurers who have a relationship 
  with the Emperor know that this type of 
  rock has certain tell-tail weak points that 
  can cause it to fracture; a crit by one of 
  these characters causes the guardian to 
  become dazed (save ends). 
  Icon Option: Orc Lord 
  If the Orc Lord is an important icon in 
  this game, then the guardian is prone to 
  rages: if it crits, it cannot attack another 
  target apart from the one it crit until the 
  end of its next turn. 
  Icon Option: Prince of Shadows 
  If the Prince of Shadows is an important 
  icon in this game, then the guardian can 
  be fooled by quick footwork. A natural 
  18+ on a disengage check by an 
  adventurer dazes the monster (-4 to 
  attack) until the end of its next turn.  
  
   
  19 
   
  GEM GUARDIAN 
  A stone golem formed to protect treasure, it carried the 
  treasure within it. 
  Triple-strength 4th level wrecker [CONSTRUCT] 
  Initiative: +8 
   
  Buffeting smash +9 vs. AC (1d3 engaged 
  enemies)—20 damage and the target pops free 
  Natural even hit: The gem guardian makes a 
  second buffeting smash attack against the 
  target and if both hit the target is knocked far 
  away. 
   
  Charge: If the gem guardian moves into 
  engagement before attacking its crit range 
  expands by +2 until the end of its turn. 
   
  Golem 
  immunity: 
  Non-organic 
  golems 
  are 
  immune to effects. They can’t be dazed, 
  weakened, confused, made vulnerable, or 
  touched by ongoing damage. You can damage 
  a golem, but that’s about it. 
   
  Nastier Specials 
  Seize the sparkling things: If an engaged 
  adventurer rolls a natural 1 while attacking this 
  monster with a magic weapon or implement the 
  gem guardian steals the magic item and adds it 
  to the treasure inside it. 
   
  AC 20 
  PD 18 
  HP 160 
  MD 14 
   
  End of Session 
  As the adventurers behold the gem that they 
  have stolen they realize that this is now a safe 
  place to rest. Because no one has teleported them 
  home, there is no skyhook dropping down to 
  pluck them back to the surface. They’re going to 
  have to get home with the Heart of the Sky the 
  hard way. The shifting colors of the Heart of the 
  Sky are a constant delight to look upon as the 
  adventurers rest. 
  As the adventurers rest those that fall asleep 
  have dreams about the origins of the Heart of the 
  Sky—visions of a past Archmage using it to rip 
  huge chunks of the world off and hurl them far 
  out toward the stars. 
  Over 
  the 
  following 
  hours 
  the 
  living 
  dungeon/city creaks and groans as it grows yet 
  more traps, and spreads further through the 
  underworld. 
   
   
  
   
  20 
   
   
   
   
  
   
  21 
   
  Escape from 
  Eldwold 
  Reborn 
  Running this adventure 
  This session is designed for 4th level characters. 
  At the end of the session each character should 
  gain an incremental advance.  
  At the start of the session remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking a 6 can be 
  traded in for a clear benefit, a 5 when traded in 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four hour game I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. A shockingly simple trap 
  2. Abomination (dead) 
  3. Abomination (undead) 
  4. Bats 
  5. Living statue 
  6. Roll twice and combine the results 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party are not the only group looking for 
  the Heart of the Sky. The icons sent several 
  groups of adventurers into the underworld. 
  The new character is the lone survivor of 
  another adventuring group. 
   
  When the meteorite crashed down into the 
  dark it destroyed underworld settlements. If 
  the new character is a dwarf or a drow it is 
  conceivable that they are the lone survivor of 
  such a settlement, or are looking for others 
  who were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different quest 
  in 
  the 
  underworld, 
  unrelated 
  to 
  the 
  meteorite. When the meteorite crashed 
  through it destroyed the location the 
  adventurer was heading to, and the quest 
  object fell down into the deeper underworld 
  with the meteorite. 
  Recap 
  The adventurers have been tracking the gem 
  known as the Heart of the Sky that crashed into 
  the underworld inside a meteorite. The Heart of 
  the Sky has finally been located in a palace that is 
  part of a malevolent living dungeon that has 
  patterned itself after a city that used to exist on 
  the surface. 
  As the party rests in the tower that contains 
  the gem, they get a chance to gird their loins in 
  preparation for escaping the living city-dungeon. 
  The Heart of the Sky is large enough that it will 
  need to be carried in a backpack, yet it is 
  strangely light. 
  Those that touch the Heart of the Sky or carry 
  it hear strange whisperings in a long-dead 
  language. While the specifics can’t be grasped 
  those that spend a long time with the gem start to 
  understand the gist of the gem’s communication: 
  promises of power for those who can seize it—
  the Heart of the Sky wants to be in the hands of 
  an icon! 
  As you describe the scene mention to the 
  players how their characters can hear Eldwold 
  Reborn rearranging itself, growing stranger and 
  larger out in the dark. 
  NPC—Jarl Deathkiller 
  Jarl Deathkiller (real name Simion Steart) is an 
  adventurer from Glitterhaegen who was hired as 
  a torchbearer for a large expedition into the 
  underworld to retrieve the gem known as the 
  Heart of the Sky. 
  
   
  22 
   
  The adventuring party that Jarl went with into 
  the underworld was huge: cooks, trap-finders, 
  baggage carriers, cartographers, trained dwarven 
  spelunkers, wizards, even knights on horseback! 
  The expedition consisted of almost a hundred 
  people. 
  Unfortunately, where the adventurers were 
  able to slip past most dangerous location 
  unnoticed, the huge expedition attracted the 
  attention of every hungry monster in the 
  underworld. Those that weren’t eaten were 
  captured by underworld races, or died in 
  accidents or traps. 
  Jarl Deathkiller is very keen to return to the 
  surface, and will do anything the party asks of 
  him. With his over-large helmet and his huge 
  backpack, he’s a comical sight, but has a strong 
  desire to please the adventurers. 
  This NPC can meet the adventurers anywhere 
  in Eldwold Reborn, running screaming from a 
  danger real or imagined. 
  Escaping the Living 
  Dungeon 
  The adventurers have four places that they can 
  visit in the living dungeon / city as they search for 
  the way out: 
   
  The Maze of Streets 
   
  The Slaughterhouse Shortcut 
   
  The Living Sewers 
   
  The Garden of Statues 
  The adventurers need to visit three of these 
  locations (in whatever order you as the GM chose 
  to present them as the players explore the 
  possibilities) before they reach the Exit to the 
  Underworld. In one of the locations that they 
  visit, they will encounter the ruin dragon (roll a 
  d3 at the start of the session to determine where 
  ruin dragon finds them, in the 1st, 2nd, or 3rd 
  location they visit)—so ignore the traps and 
  dangers in this location. In the other two 
  locations, they will face the unique dangers and 
  traps of that area. Roll a second d3 to determine 
  an area where the adventurers find a dead 
  underworld denizen—there is a 70% chance that 
  the denizen has a magic item with it (add 10% for 
  each party member who doesn’t yet have a magic 
  weapon, implement, or armor). 
  Once three locations have been explored, the 
  adventurers will find the hidden way to the Exit 
  to the Underworld. 
  Area—Maze of Streets 
  The streets of Eldwold Reborn no longer 
  resemble those of the ruined city far above on the 
  surface. The living city/dungeon is now a maze of 
  viaducts, bridges, tunnels, and switchbacks.  
  In some places the street’s surface curls so that 
  the pavement becomes a wall and the buildings 
  can be walked upon. In other places the street 
  ends in yawning pits with strange bat-like things 
  roosting in the lightless depths. Still other streets 
  are partially flooded. Those streets that look 
  normal are the most dangerous: traps under 
  every paving stone, and strange magical fields 
  that seem to spring into existence out of nowhere. 
  Getting through the streets requires a 
  combination of trap-finding skill and athleticism. 
  Dungeon 
  parkour: 
  DC 
  25. 
  If 
  an 
  adventurer fails the skill check, make the 
  following attack against that adventurer: 
  Unexpectedly active architecture +15 vs 
  AC—4d6 damage 
  OR 
  Magical field +15 vs PD (vs the 
  adventurer who failed the skill check 
  and one other target)—2d8 force damage 
  Area—Slaughterhouse 
  Shortcut 
  The adventurers can cut significant time from 
  their journey if they take a shortcut through what 
  looks to be a slaughterhouse—or at least a living 
  dungeon’s interpretation of a slaughterhouse. 
  Of course, the shortcut means travelling 
  through a large brick building full of hooked 
  chains and giant saws set into the floor. 
  Slaughterhouse survival: DC 25. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Hooks on chains +15 vs AC—2d6 
  damage and the adventurers must reroll 
  the slaughterhouse survival skill check. 
  OR 
  
   
  23 
   
  Giant saws +15 vs AC—4d6 damage 
  Area—Living Sewers 
  The adventurers spot an open grate in the 
  pavement. It looks like the hole leads down into 
  the sewers, though exactly why an uninhabited 
  city has sewers or how it managed to fill them 
  with filth is something that is down to the dark 
  magic of living dungeons. 
  The sewers are not trapped, but do flood with 
  unnatural dungeon-slime and filth on a regular 
  basis. 
  Sewer run: DC 25. If an adventurer fails 
  the skill check make the following attack 
  against the whole party: 
  Ordure 
  tsunami 
  +15 
  vs 
  PD—2d8 
  thunder and poison damage 
  OR 
  Suddenly swimming in sewage +15 vs 
  PD—1d10 damage and the adventurer 
  who failed their skill check must reroll it 
  with a +2 bonus. 
  Area—Garden of 
  Statues 
  The living-city-dungeon of Eldwold Reborn has 
  an area that appears devoid of buildings or 
  streets—it is a sculpture park with neatly tended 
  lawns and flower beds. Huge crystalline globes at 
  the edges of the part shine light upon the 
  vegetation growing deep underground. 
  Cautious or paranoid adventurers will 
  probably try to avoid the statues, but the danger 
  actually comes from the flora of the park. 
  A walk in the park: DC 15 if staying on 
  the winding path between the statues, 
  DC 25 if leaving the path. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Strangling strands +15 vs AC—3d6 
  damage 
  OR 
  Hallucinogenic pollen +15 vs MD—the 
  target either makes a basic attack against 
  one nearby ally OR target expends a 
  recovery fighting the pollen’s effects 
  (player to the left of the target’s player 
  chooses) 
  Wandering monster—
  Ruin Dragon 
  The living city / dungeon of Eldwold Reborn is 
  aware that its prize gem is being taken, and has 
  created a dragon-like creature to get it back.  
  Number of PCs 
  Ruin Dragon 
  3 
  1 
  4 
  1 
  5 
  1 (with +50 hp) 
  6 
  1 (with +100 hp) 
  Location: Maze of Streets 
  If the fight takes place in the streets, then 
  any character that rolls a natural 1-2 on a 
  d20 attack roll or save falls into a spiked 
  pit (1d8 damage). Rejoining the fight 
  requires a move action. 
  Location: Slaughterhouse District 
  If 
  the 
  fight 
  takes 
  place 
  in 
  the 
  slaughterhouse, 
  then 
  when 
  the 
  escalation die reaches 4, the chains 
  animate and seize each combatant 
  (including the dragon): everybody is 
  stuck, save (11+) ends. 
  Location: Living Sewers 
  If the fight takes place in the sewers, then 
  the dragon cannot fly and starts the fight 
  hampered (save ends). When the dragon 
  saves it damages the walls and roof of the 
  sewers bringing rubble down on the 
  adventurers’ head’s (7 damage to each 
  adventurer). 
  Location: Garden of Statues 
  If the fight takes place in the garden of 
  statues, then the grass tries to grab at the 
  adventurer’s 
  ankles. 
  Whenever 
  an 
  adventurer finishes movement, they 
  must save (11+) or become stuck until the 
  end of their next turn. 
  
   
  24 
   
  RUIN DRAGON 
  This construct ‘dragon’ formed of crushed metal, 
  smashed masonry, and broken glass, and rage! 
  Huge 5th level spoiler [CONSTRUCT] 
  Initiative: +10 
   
  Iron claws +9 vs. AC (2 attacks)—25 damage 
  Natural 16+: The ruin dragon can make a rust 
  breath attack. 
   
  [Special trigger] C: Rust breath +9 vs. PD (1d3 
  nearby enemies)—All targets are weakened 
  (save ends) as their equipment starts to rust. 
  Characters who can honestly say that they have 
  no metal with them (not even buckles or clasps) 
  ignore this attack. 
  Natural even hit or miss: Target takes 2d6 poison 
  damage (characters without iron in their bodies 
  or blood ignore this—maybe oozefolk, possibly 
  dragonics too). 
   
  Flight: This construct flies! 
   
  Golem 
  immunity: 
  Non-organic 
  golems 
  are 
  immune to effects. They can’t be dazed, 
  weakened, confused, made vulnerable, or 
  touched by ongoing damage. You can damage 
  a golem, but that’s about it. 
   
  Nastier Specials 
  Regeneration: At the end of its turn the dragon 
  heals 2d12 hp if it is in physical contact with a city 
  or ruins from which it can draw new parts. A 
  critical hit with a non-weapon attack (a spell, an 
  unarmed attack, or similar) ends the regeneration. 
   
  AC 21 
  PD 18 
  HP 200 
  MD 14 
   
   
   
  
   
  25 
   
   
   
  
   
  26 
   
   
   
  
   
  27 
   
   
   
  
   
  28 
   
   
   
  
   
  29 
   
  Final Area—The Exit to 
  the Underworld 
  The adventurers have finally reached the edge of 
  the city, and are searching for the exit from the 
  living dungeon. 
  Unfortunately, the living city does not want 
  the adventurers to leave and spawns monsters to 
  stop the party. Fortunately for the party, this 
  living dungeon is still young, and it rushed the 
  creation of these monsters. If the monsters notice 
  which adventurer has the Heart of the Sky they 
  will concentrate on attacking that character. 
  Strangely the whispers from the gem are quiet—
  it wants the adventurers to carry it away from 
  here and give it to an icon. 
  For this fight use whichever map/location has 
  not so far been used for this session: the exit to 
  the underworld is in the last of the four locations 
  listed earlier. So if the adventurers have explored 
  the streets, the park, and the slaughterhouse—
  then the exit to the underworld will be in the 
  sewers. 
  Number 
  of 
  PCs 
  Dungeon 
  Abomination 
  Broken 
  Dungeon 
  Abomination 
  3 
  4 
  7 
  4 
  6 
  3 
  5 
  7 
  6 
  6 
  9 
  2 
  Icon Option: Diabolist 
  If the Diabolist is an important icon in 
  this game, then the monster type of these 
  creatures changes to demon: they have 
  been teleported by the living dungeon 
  from a nearby chthonic hell. The demon-
  monsters deal an extra 1d4 fire damage 
  on a hit. 
  Icon Option: Great Gold Wyrm 
  If the Great Gold Wyrm is an important 
  icon in this game, then these monsters 
  have a fear aura style effect: any 
  adventurer engaged with them who is 
  staggered is also dazed (-4 to attack) and 
  cannot use the escalation die. 
  Characters 
  with 
  a 
  positive 
  or 
  conflicted relationship with the Great 
  Gold Wyrm are immune to this fear 
  effect. 
  Icon Option: Priestess 
  If the Priestess is an important icon in 
  this game, then these monsters are 
  vulnerable to holy damage. 
  Icon Option: High Druid 
  If the High Druid is an important icon in 
  this game, then these monsters fear 
  servants of the icon. 
  Adventurers with a positive or 
  conflicted relationship with the High 
  Druid who spend a 5 or a 6 when they 
  roll a natural even hit make the target or 
  targets they attacked pop free and 
  become dazed (-4 to attack) until the start 
  of their next turn. 
  Icon Option: Dwarf King 
  If the Dwarf King is an important icon in 
  this game, then the dungeon is trying to 
  create traps in this area.  
  Spending a 6 with the Dwarf King 
  allows the adventurer to maneuver a 
  monster into an incomplete trap—
  making it stuck, save (11+) ends. 
  
   
  30 
   
  DUNGEON-ABOMINATION 
  This monster is barely holding itself together, liable to 
  fall apart into its component parts at any moment. 
  Hurriedly created by a newborn living dungeon to 
  defend it, these horrors know only pain and rage. 
   
  3rd level wrecker [ABERRATION] 
  Initiative: +8 
   
  Each round roll 1d6 twice to discover what 
  attacks dungeon-abominations have available: 
  1. Antlers & hooves 
  2. Tentacles 
  3. Acid spit 
  4. Beak 
  5. Pick one of the above, but it is a quick action 
  instead of a standard action 
  6. Pick one of the above and the abomination 
  takes 1d6 damage. 
   
  Antlers and hooves +6 vs. AC—8 damage 
  Natural even hit: 2 damage to each engaged 
  enemy. 
   
  C: Tentacles +6 vs. AC (1d3 nearby enemies)—7 
  damage 
  Natural roll above target’s Strength: Target is 
  pulled 
  into 
  engagement 
  with 
  the 
  abomination. 
   
  C: Acid spit +6 vs. PD (one nearby or far away 
  enemy)—5 ongoing acid damage 
   
  Beak +6 vs. AC—10 damage 
  Natural even hit: Make a fire breath attack as a 
  quick action. 
   
  [quick action, special trigger] C: Fire breath +8 vs. 
  PD (1d3 nearby enemies)—3 fire damage 
  Natural even hit: the fire damage is ongoing. 
   
  Nastier Specials 
  Sporadic flight: On rounds where the abomination 
  rolls under the escalation die with one of its d6 
  rolls it can fly, though clumsily. 
   
  AC 19 
  PD 17 
  HP 50 
  MD 13 
  BROKEN DUNGEON-ABOMINATION 
  A shambling leaking mess of miss-matched monster 
  parts shudders into view, wheezing in pain. 
  2nd level mook [ABERRATION] 
  Initiative: +6 
  Each round roll 1d6 twice to discover what 
  attacks broken dungeon-abominations have 
  available: 
  1. 
  Too many teeth 
  2. 
  Billows breath 
  3. 
  Lightning horn 
  4. 
  Gnashing maw 
  5. 
  Pick one of the above, but it is a quick action 
  instead of a standard action 
  6. 
  Pick one of the above and the abomination takes 
  1d6 damage. 
   
  Too many teeth +6 vs. AC—4 damage 
  Natural even hit: 1 damage to each engaged 
  enemy. 
   
  C: Billows breath +6 vs. PD (1d3 nearby 
  enemies)—3 damage 
  Natural roll above target’s Strength: Target pops 
  free. 
   
  R: Lightning horn +6 vs. PD—2 ongoing 
  lightning damage 
   
  Gnashing maw +6 vs. AC—5 damage 
  Natural even hit: Make a fire breath attack as a 
  quick action. 
   
  [quick action, special trigger] C: Fire breath +8 vs. 
  PD (1d3 nearby enemies)—2 fire damage 
  Natural even hit: the fire damage is ongoing. 
   
  Nastier Specials 
  Exploding 
  biology: 
  When 
  the 
  dungeon 
  abomination dies each creature engaged with it 
  takes 10 damage. Yes, this can set off a chain 
  reaction of exploding dungeon abominations. 
   
  AC 18 
  PD 16 
  HP 9 (see exploding biology) 
  MD 12 
  Mook: Kill one broken dungeon abomination 
  mook for every 9 damage you deal to the mob. 
  
   
  31 
   
  End of Session 
  The adventurers have the gem! The Heart of the 
  Sky is theirs! They have escaped the living 
  dungeon, and are climbing on their way up out 
  of the underworld. The Heart of the Sky’s 
  whispers start to become clearer—promising 
  rewards to anybody who will give it to an icon. 
  The gem obviously desires to fulfil a destiny, 
  though exactly what destiny it wants to fulfil is 
  something that only an icon would know. 
  As the adventurers begin their climb they hear 
  a rumbling behind them—the living dungeon has 
  roused itself and has started to follow them to the 
  surface! 
   
  Rob has pointed out to me that 
  some 
  (insane) 
  groups 
  of 
  dungeon delvers might want to 
  stick around and kill the living 
  dungeon rather than escaping 
  from it with their prize. In that 
  case let the adventurers attempt to kill the 
  dungeon in whatever way they think to be 
  correct, and then describe at the end of the 
  session how the dungeon recovers to chase 
  them up to the surface. Yes, it is a bit of a rail-
  road fudge but if they kill the dungeon now 
  there is nothing to do next session. If the 
  (glory-mad) adventurers manage to pull off 
  something impressive in attempting to kill the 
  dungeon give them +1 to their saves and 
  attacks next session when fighting the 
  dungeon. 
   
   
  
   
  32 
   
  Eldwold Rises! 
  Running this adventure 
  This session is designed for 4th level characters. 
  At the end of the session each character should 
  gain an incremental advance or level up, 
  depending on what the GM decides.  
  At the start of the session remember to ask 
  each player to roll their adventurer’s icon 
  relationships. Generally speaking a 6 can be 
  traded in for a clear benefit, a 5 when traded in 
  will benefit the adventurer or party but there will 
  be an associated complication, obligation, or 
  drawback. 
  The 
  session, 
  as 
  written, 
  should 
  take 
  approximately two hours. If you have time for 
  other encounters in the session before its end you 
  can pick from the following or roll a d6 for a 
  random 
  encounter 
  (you 
  can 
  find 
  these 
  encounters at the back of the adventure). For a 
  three to four hour game I’d suggest adding 
  between one and three random encounters 
  scattered throughout the adventure, for a longer 
  hour game I’d suggest adding between two and 
  six random encounters (with half coming from 
  the d20 table in the random encounters section at 
  the back of the adventure). 
  1. Abomination (alive) 
  2. Angry architecture 
  3. Meteorite fragments 
  4. Rubble golems 
  5. Lost citizen 
  6. Roll twice and combine the results 
  New Characters 
  Here are some ideas for introducing new 
  characters: 
   
  The party are not the only group looking 
  for the Heart of the Sky. The icons sent 
  several groups of adventurers into the 
  underworld. The new character is the 
  lone survivor of another adventuring 
  group. 
   
  When the meteorite crashed down into 
  the 
  dark it destroyed underworld 
  settlements. If the new character is a 
  dwarf or a drow it is conceivable that 
  they are the lone survivor of such a 
  settlement, or are looking for others who 
  were dragged off by star-masks into the 
  deeper underworld. 
   
  The new adventurer was on a different 
  quest in the underworld, unrelated to the 
  meteorite. When the meteorite crashed 
  through it destroyed the location the 
  adventurer was heading to, and the 
  quest object fell down into the deeper 
  underworld with the meteorite. 
  A Hope of Light 
  The adventurers have been tracking a gem that 
  crashed into the underworld inside a meteorite. 
  The gem has finally been located, in a palace that 
  is part of a malevolent living dungeon that has 
  patterned itself after a city that used to exist on 
  the surface. The party has retrieved the gem and 
  is climbing up out of the underworld. 
  This is a montage scene—a big one. The point 
  of this montage is describe the adventurer’s 
  return to the surface, a journey of several days at 
  least. Turn to the first player and ask them to 
  describe a problem that the party faced on their 
  return journey, then turn to the player to their 
  right and ask them how their character solved the 
  problem. Go around the group until everybody 
  has had a chance to describe a problem and 
  everybody has had a chance to have their 
  character heroically overcome the obstacles in the 
  party’s 
  path. 
  Introduce 
  foreshadowing 
  of 
  upcoming parts of the adventure as you go 
  around the table (for example mention rumbling 
  in the deeper parts of the underworld, as though 
  something large is chasing them upwards 
  through the underworld). 
  The montage ends when the party reaches the 
  surface and collapse exhausted in the ruins of the 
  surface city of Eldwold. The party has a full rest 
  here at this point. The party has the Heart of the 
  Sky, the magic gem that they were sent to retrieve 
  and that is currently whispering promises to 
  them of their reward once they bring it to one 
  powerful enough to use it. 
  GM note: Although we are fast-forwarding using 
  a montage, there is no reason why you couldn’t at this 
  point play through the adventure in reverse order, 
  
   
  33 
   
  starting with the Citadel of Pain and working 
  backwards to the Ruins of Eldwold. Of course, the 
  adventure is different in reverse, with many more star-
  masks showing up now that they have had a chance to 
  infest the underworld. The party would have the 
  opportunity to encounter NPCs that were previously 
  met by the party. The adventure would also go into 
  champion tier (levels 5, and maybe 6), with new 
  champion-tier monsters showing up. The adventurer’s 
  actions as they descended into the underworld would 
  inform how the ascent is changed from their 
  expectations. 
  NPC—Dorf Hallard 
  Dorf Hallard is one of the survivors of the 
  meteorite crashing down into the original 
  Eldwold. The rest of the survivors have set up a 
  camp in the Owl Barrens, half a day’s walk from 
  the ruined city. 
  Dorf is among those who have returned to the 
  ruined city, many weeks after disaster struck, still 
  searching for signs of his lost friends. 
  If the adventurers have rescued a surface 
  dweller from the underworld then this is a joyful 
  reunion; otherwise Dorf serves as somebody to 
  welcome the heroes back to the surface, listen to 
  their tales, and give them food and water and a 
  place to rest in the welcome light of the sun. 
  This NPC can meet the adventurers at any 
  point in the adventure, but is probably best 
  introduced immediately after the montage. 
  Earthquake 
  As the adventurers are surveying the ruins of 
  Eldwold where their adventure started so long 
  ago, the ground begins to tremble. Those walls 
  left standing by the meteorite strike and the fire 
  that followed tumble down. 
  The adventurers are at ground zero for an 
  earthquake so strong that the soil briefly becomes 
  a liquid. 
  Earthquake: DC 25. If an adventurer fails 
  the skill check make the following attack 
  against that adventurer: 
  Liquid ground +15 vs PD—4d6 damage 
  OR 
  Collapsing 
  wall 
  +15 
  vs 
  AC—3d6 
  damage and 1d6 damage to a nearby 
  adventurer 
  Icon Option: Archmage 
  If the Archmage is an important icon in 
  this game, then this situation is a perfect 
  place to use magic. 
  Adventurers who have at-will attack 
  spells and a relationship with the 
  Archmage can spend a 6 to blast away 
  lava and rubble from themselves or an 
  ally. 
  Icon Option: Orc Lord or the Three 
  If the Orc Lord or the Three are 
  important icons in this game, then this 
  rumbling and shaking is not unlike the 
  quakes that koru behemoths can cause. 
  Adventurers who have a relationship 
  with the above icons and whose players 
  feel that they have either ridden on a 
  behemoth or have been close to one 
  passing get a reroll on their skill check if 
  they want to use it, but they must take 
  the second result. 
  Icon Option: High Druid 
  If the High Druid is an important icon in 
  this game, then the earthquake is 
  preceded by a series of signs (fleeing 
  wildlife, a strange sensation, familiars 
  and animal companions acting oddly, 
  etc.). 
  Any 
  adventurer 
  who 
  has 
  a 
  relationship with the High Druid have 
  the skill check DC lowered by 5 (to DC 
  20), and spending a 6 with the High 
  Druid allows the adventurer to warn the 
  rest of the party and lower the DC for 
  everybody. 
  
   
  34 
   
  Dungeon Blasphemies 
  As the rubble of Eldwold sinks under the 
  churning earth the adventurers find themselves 
  standing on islands of ‘floating’ masonry.  
  Out of the liquid ground crawl strange 
  monsters, 
  conglomerations 
  of 
  features 
  of 
  underworld entities. 
  Number 
  of 
  PCs 
  Broken 
  Dungeon 
  Abomination 
  Dungeon-
  Abomination 
  Blasphemy 
  3 
  5 
  2 
  4 
  15 
  2 
  5 
  10 
  3 
  6 
  5 
  4 
  Icon Option: Diabolist 
  If the Diabolist is an important icon in 
  this game, then these mixed-up monsters 
  are amenable to control by evil forces: 
  lower their MD by 2. 
  Icon Option: Priestess 
  If the Priestess is an important icon in 
  this game, then these monsters are 
  abominations in the sight of the gods: 
  they are vulnerable to holy damage. 
  Icon Option: Lich King 
  If the Lich King is an important icon in 
  this game, then these monsters are barely 
  holding 
  together 
  mismatched 
  parts 
  falling off: they are vulnerable to 
  negative energy damage. 
  BROKEN DUNGEON-ABOMINATION 
  A shambling leaking mess of miss-matched monster 
  parts shudders into view, wheezing in pain. 
  2nd level mook [ABERRATION] 
  Initiative: +6 
  Each round roll 1d6 twice to discover what 
  attacks broken dungeon-abominations have 
  available: 
  1. 
  Too many teeth 
  2. 
  Billows breath 
  3. 
  Lightning horn 
  4. 
  Gnashing maw 
  5. 
  Pick one of the above, but it is a quick action 
  instead of a standard action 
  6. 
  Pick one of the above and the abomination takes 
  1d6 damage. 
   
  Too many teeth +6 vs. AC—4 damage 
  Natural even hit: 1 damage to each engaged 
  enemy. 
   
  C: Billows breath +6 vs. PD (1d3 nearby 
  enemies)—3 damage 
  Natural roll above target’s Strength: Target pops 
  free. 
   
  R: Lightning horn +6 vs. PD—2 ongoing 
  lightning damage 
   
  Gnashing maw +6 vs. AC—5 damage 
  Natural even hit: Make a fire breath attack as a 
  quick action. 
   
  [quick action, special trigger] C: Fire breath +8 vs. 
  PD (1d3 nearby enemies)—2 fire damage 
  Natural even hit: the fire damage is ongoing. 
   
  Nastier Specials 
  Exploding 
  biology: 
  When 
  the 
  dungeon 
  abomination dies each creature engaged with it 
  takes 10 damage. Yes, this can set off a chain 
  reaction of exploding dungeon abominations. 
   
  AC 18 
  PD 16 
  HP 9 (see exploding biology) 
  MD 12 
  Mook: Kill one broken dungeon abomination 
  mook for every 9 damage you deal to the mob. 
  
   
  35 
   
  DUNGEON-ABOMINATION 
  BLASPHEMY 
  This dungeon abomination is smart enough to know 
  that it will soon die, and is angry at the world! 
   
  Large 3rd level spoiler [ABERRATION] 
  Initiative: +9 
   
  Each round roll 1d6 twice to discover what 
  attacks 
  dungeon-abomination 
  blasphemies 
  have available: 
  1. Hands & fists 
  2. Screaming heads 
  3. Psychic wave 
  4. Swan wings 
  5. Pick one of the above, but it is a quick action 
  instead of a standard action 
  6. Pick one of the above and the abomination 
  takes 1d8 damage. 
   
  Hands and fists +6 vs. AC (2 attacks)—11 
  damage 
   
  Screaming heads +6 vs. PD—21 thunder damage 
   
  C: Psychic wave +6 vs. MD (1d3 nearby or far 
  away enemies)—8 ongoing psychic damage 
   
  Swam wings +6 vs. AC (against each engaged 
  target)—13 damage and the target must save or 
  pop free 
  Each target pops free: the dungeon abomination 
  blasphemy flies as a free action. 
   
  Nastier Specials 
  Smart: This monster is smarter than most 
  adventurers. On rounds where the escalation die 
  is odd one adventurer must save or be weakened 
  as the dungeon-abomination blasphemy takes 
  advantages of the adventurer’s weaknesses. 
   
  AC 19 
  PD 17 
   
  HP 90 
  MD  13 
  Heart calls to Heart 
  The living city / dungeon of Eldworld Reborn has 
  followed the adventurers to the surface! The 
  Tower of the Gem rises out of the ground, 
  followed by the rest of the palace at the center of 
  Eldwold Reborn. The rest of the city begins to 
  heave its way out of the soil. 
  As the dungeon city forces its way into the 
  light, it ejects rock and rubble, steam and lava 
  ahead of itself. The dungeon is looking for the 
  stolen gem, the Heart of the Sky. 
  Duck and cover: DC 25. If an adventurer 
  fails the skill check, make the following 
  attack against that adventurer: 
  Lava gout +15 vs AC—2d6 fire and 
  thunder damage and the target must roll 
  the skill check again 
  OR 
  Exploding rubble +15 vs AC—4d6 
  damage 
  Icon Option: Dwarf King 
  If the Dwarf King is an important icon in 
  this game, then dwarf characters receive 
  training in how to survive dungeons 
  breaching into mines. 
  Dwarf adventurers and those with a 
  positive relationship with the Dwarf 
  King gain +5 to their defenses against the 
  attacks (lava gout and exploding rubble). 
  Icon Option: Great Gold Wyrm or 
  Crusader 
  If the Crusader or the Great Gold Wyrm 
  are important icons in this game, then 
  dodging lava gouts and the like is part 
  and parcel of attacking hell holes or 
  defending the world against the Abyss. 
  Adventurers who have a relationship 
  with the above icons take only 1d6 fire 
  and thunder damage from the lava 
  gouts. 
  
   
  36 
   
   
   
  
   
  37 
   
  ELDWOLD REBORN 
  AND RISEN! 
  The dungeon city of Eldwold Reborn wants its 
  prize back, the Heart of the Sky, back. It has come 
  racing to the surface to retrieve it (and to kill 
  those who stole it). 
  The adventurers are fighting an entire living 
  dungeon! Eldwold Reborn is exhausted from its 
  race upwards, but is still a massive architectural 
  monster. The city / dungeon heaves its bulk and 
  forms a stone body with which to fight the 
  adventurers. 
  When fighting Eldwold adventurers must 
  choose where on the massive monster they are. 
  Each location counts as a separate monster that 
  the adventurers must fight. The adventurers 
  must beat four ‘locations’ before they reach the 
  dungeon’s heart and fight that. The monster 
  entry has more information on fighting the 
  dungeon. 
   Icon Option: Elf Queen 
  If the Elf Queen is an important icon in 
  this game, then the living dungeon hates 
  magic users, and especially hates elves. 
  Perhaps it ran into a city of drow 
  sorcerers on the way up to the surface 
  and wants revenge, or maybe it hates 
  some of the adventurers personally. 
  The living dungeon has its crit range 
  expanded by 1 for attacks against magic 
  users and elves (and if an adventurer is 
  both a magic user is an elf then the crit 
  range expands by 2). 
  Icon Option: Emperor 
  If the Emperor is an important icon in 
  this game then the living dungeon of 
  Eldwold Reborn still has ‘memories’ 
  from the original imperial city of 
  Eldwold.  
  Characters with a relationship with 
  the Emperor have +1 to their defenses 
  against the city’s attacks, as it hesitates at 
  ket moments. 
  Icon Option: Prince of Shadows 
  If the Prince of Shadows is an important 
  icon in this game then the living dungeon 
  really wants the gem back. Whoever has 
  the gem will be the focus of the city’s 
  attacks wherever possible. 
  Locational hit points 
  The living dungon of Eldwold, once it has risen 
  from the ground, is a colossus of a monster. It is 
  too big to be killed in simple combat, but can be 
  killed.  
  This monster is so big that the party must fight 
  it one body location at a time. 
  In order to kill the dungeon the adventurers 
  must wound four body locations of the dungeon 
  and then climb inside the wounded dungeon to 
  fight its heart. Each location has separate hit 
  points. 
  Number of PCs 
  Hit Points per location 
  3 
  100 
  4 
  125 
  5 
  200 
  6 
  225 
  A ‘dead’ (0 hp) location cannot make attacks 
  listed in that location, but the living dungeon can 
  still make slam attacks.  
  After 4 locations have been defeated the party 
  can move to attack the living dungeon’s heart. 
  Cumulative attack bonuses 
  Each location reduced to 0 hp grants the party a 
  cumulative +1 to their attacks to all other 
  locations. 
  Number of locations 
  reduced to 0 hp 
  Party’s attack bonus 
  1 
  +1 
  2 
  +2 
  3 
  +3 
  4 
  +4 
  Slam attacks 
  Each location can make slam attacks against the 
  party, in addition to other attacks that the 
  location might be able to make. If a slam attack 
  staggers its target the target falls to a new (lower) 
  location on the dungeon. 
  
   
  38 
   
  Number 
  of PCs 
  Number 
  of 
  slam 
  attacks 
  per round 
  Attack 
  bonus 
  for 
  slam 
  attacks 
  Damage 
  per slam 
  attack 
  3 
  3 
  9 
  14 
  4 
  4 
  9 
  16 
  5 
  5 
  10 
  16 
  6 
  6 
  10 
  18 
  Initiative 
  The living dungeon’s initiative is always 0 or 
  lower: it always goes last. 
  Monster type 
  Eldwold Risen is a construct. 
  Conditions 
  While Eldwold Reborn can’t be affected in a 
  conventional way by being stuck, dazed, etc they 
  do serve to slow the massive dungeon-creature 
  down just enough to make it vulnerable to all 
  attacks. 
  Splitting the party 
  It is possible that the party might get split up, 
  probable even. In that case stick to the initiative 
  order and encourage the players to regroup. 
  Adventurers in one location cannot interact 
  with adventurers in other locations, they are too 
  far away. 
  Fleeing 
  If the fight is going poorly then the party can 
  flee. Remind the players of this. 
  The campaign loss associated with fleeing is 
  that the living dungeon rampages and destroys 
  something that the characters care about 
  (examine backgrounds and one unique things for 
  ideas)—and the party will doubtless have to go 
  fight the dungeon again someday in the future. If 
  the adventurers can live with letting something 
  like Eldwold Reborn lose into the sunlit world 
  then fleeing might be an acceptable way to go—
  escaping with the gem but at the cost of 
  unleashing a monster. 
  Encourage heroic actions 
  The adventurers are entering champion tier, 
  fighting a threat that might destroy a whole city. 
  This literally larger-than-life fight is the grand 
  final scene of a campaign that has lasted 16 weeks 
  (or if you are playing non-stop ends a 48-hour long 
  game!), so if a player comes up with a clever over-
  the-top idea like swinging on a rope from the 
  dungeon’s face to swoop in and rescue a comrade 
  from the dungeon’s maw let them do it. Either 
  make it a skill check (DC 15 or DC 20) and a move 
  action or a save (11+) and a standard action. 
  Reward heroic creativity. 
   
   
  
   
  39 
   
   
   
  
   
  40 
   
  ELDWOLD: THE GROUND 
  Adventurers here are not yet on Eldwold, and are 
  running to catch up with it and jump up onto a leg. 
   
  Movement 
  As a move and a standard action a character on 
  the ground can climb onto Eldwold Risen, as a 
  DC 15 skill check.  
  The adventurers can climb up onto one of the 
  living dungeon’s LEGS. 
   
  Slam attacks 
  Eldwold Risen can make slam attacks against 
  enemies that are on the ground. 
   
  Slam attack staggers the target: 
  The target is stomped into the ground. The target 
  is helpless (easy save ends). 
   
  AC N/A 
  PD N/A  
  HP N/A 
  MD N/A 
   
  ELDWOLD: LEGS 
  The adventurers have climbed onto the lowest point of 
  eldwold, one of its many legs 
   
  Bite +9 vs. PD—The target enters Eldwold’s 
  maw. 
  Limited use: If the maw has been reduced to 0 
  hp Eldwold cannot use this attack. 
   
  Movement 
  As a move action a character on a leg can climb to 
  another location on Eldwold Risen, as a DC 15 
  skill check. 
  The adventurers can climb onto one of the 
  living dungeon’s other LEGS, or up onto its BODY, 
  or down to the GROUND. 
   
  Slam attacks 
  Eldwold Risen can make slam attacks against 
  enemies that are on the ground. 
   
  Slam attack staggers the target: 
  The target drops to the ground. 
   
  AC 20 
  PD 18 
   
  HP see chart 
  MD N/A 
   
  ELDWOLD: BODY 
  The adventurers are far above the ground now, with 
  the ruins below them looking tiny. 
   
  Eat +9 vs. PD—The target enters Eldwold’s maw. 
  Limited use: If the maw has been reduced to 0 
  hp Eldwold cannot use this attack. 
   
  Movement 
  As a move action a character on the ground can 
  climb onto Eldwold Risen, as a DC 15 skill check. 
  The adventurers can climb down onto one of 
  the living dungeon’s many LEGS, or up onto its 
  NECK. 
  If the body has been reduced to 0 hp the 
  adventurers can climb into Eldwold’s INNARDS. 
   
  Slam attacks 
  Eldwold Risen can make slam attacks against 
  enemies that are on its body, or if it chooses to 
  make no slam attacks can make an extra eat 
  attack. 
  If a slam attack staggers a target, the target 
  rolls a save: on a success they drop onto one of 
  eldwold’s LEGS, otherwise they drop to the 
  GROUND. 
   
  
   
  41 
   
  AC 20 
  PD 18 
   
  HP see chart 
  MD N/A 
   
  ELDWOLD: NECK 
  The adventurers have climbed up so high that figures 
  on the ground look like ants.  
  Flung off +9 vs. PD (1d3 enemies in this 
  location)—The target must save or drop down 
  to the ground. 
   
  Movement 
  As a move action a character on the ground can 
  climb onto Eldwold Risen, as a DC 15 skill check. 
  The adventurers can climb down onto one of 
  the living dungeon’s BODY, or up onto its HEAD. 
  If the neck has been reduced to 0 hp the 
  adventurers can climb into Eldwold’s MAW. 
   
  Slam attacks: NO 
  Eldwold Risen cannot make slam attacks against 
  enemies that are on its neck. 
   
  AC 20 
  PD 18 
   
  HP see chart 
  MD N/A 
   
  ELDWOLD: INNARDS 
  The adventurers have climbed inside the living 
  dungeon.  
   
  Crushed +9 vs. AC—8 ongoing damage and the 
  target is stuck (save ends both) 
  Miss: 8 damage. 
   
  Movement 
  As a move action a character inside Eldwold can 
  crawl about, as a DC 15 skill check. 
  The adventurers can crawl out into the living 
  dungeon’s MAW. 
  If the dungeon’s innards have been reduced to 
  0 hp the adventurers can climb out onto 
  Eldwold’s BODY. 
   
  Slam attacks: NO 
  Eldwold Risen cannot make slam attacks against 
  enemies that are inside it. 
   
  AC 18 
  PD 15 
   
  HP see chart 
  MD 21 
   
  ELDWOLD: HEAD 
  The adventurers have climbed onto the very highest 
  point of eldwold.  
  Eat +9 vs. PD—The target enters Eldwold’s 
  maw. 
  Limited use: If the maw has been reduced to 0 
  hp Eldwold cannot use this attack. 
   
  Movement 
  
   
  42 
   
  As a move and a standard action a character on 
  the head can climb about on Eldwold Risen, as a 
  DC 15 skill check. 
  The adventurers can climb into the living 
  dungeon’s MAW, or climb down onto its NECK. 
   
  Slam attacks 
  Eldwold Risen can make slam attacks against 
  enemies that are on its head. 
  If a slam attack staggers a target, the target falls 
  onto the GROUND. The target is helpless (easy 
  save ends) OR takes 3d6 falling damage (player’s 
  choice). 
   
  AC 20 
  PD 18 
   
  HP see chart 
  MD 13 
   
  ELDWOLD: MAW 
  The adventurers have ended up in the living 
  dungeon’s ‘mouth’.  
   
  Spit out +9 vs. PD—The target must save or drop 
  down to the ground and take 2d6 damage from 
  the fall. 
   
  Chew: At the start of the living dungeon’s turn all 
  enemies in this area take 20 damage. 
   
  Movement 
  As a move action a character inside Eldwold can 
  crawl about, as a DC 15 skill check. 
  The adventurers can crawl down into the 
  living dungeon’s INNARDS, or out onto its HEAD. 
   
  Slam attacks: NO 
  Eldwold Risen cannot make slam attacks against 
  enemies that are inside it. 
   
  AC 20 
  PD 18 
   
  HP see chart 
  MD 17 
   
  ELDWOLD: HEART 
  Finally the adventurers can kill the dungeon! The 
  dungeon heart is a dark tentacled reflection of the 
  Heart of the Sky. 
   
  Tentacles +9 vs. AC (1d3 enemies in this area)—
  14 damage. 
  Natural 19-20: The target must make last gasp 
  saves as a star-mask leaps onto their head 
  and tries to make them into a star-mask 
  cultist. After the dungeon heart is defeated 
  the 
  star-mask 
  cultist 
  ‘dies’ 
  and 
  the 
  adventurer can be revived, healed, or 
  perhaps the party must look for a means of 
  resurrection if the ‘cultist’ was killed. 
   
  Slam attacks: NO 
  Eldwold Risen cannot make slam attacks against 
  enemies that are inside it. By this point Eldwold 
  Risen is too weak to make slam attacks anyway. 
   
  AC 20 
  PD 18 
   
  HP 100 
  MD 17 
   
   
  
   
  43 
   
  End of Session 
  With a crash of falling masonry, Eldwold Reborn 
  collapses in upon itself, becoming nothing more 
  than a ruin. 
  The adventurers are in the dust of the 
  cataclysmic death of the dungeon, in possession 
  of the Heart of the Sky. 
  Adventure Rewards! 
  Picking through the still-trapped ruins of the 
  living dungeon the adventurers find 2000 gp 
  each, and each find a champion-tier magic item.  
  When the party reaches civilization (likely 
  Santa Cora, the closest large city) the icons each 
  send agents to bargain with the adventurers for 
  the Heart of the Sky. Some icons make threats, 
  some will offer riches or power, and others will 
  try to take the gem by force or guile. You can 
  handle this narratively, as the players decide 
  collectively who gets the Heart of the Sky.  
  The Heart of the Sky is a powerful magic item, 
  but unless you are an icon it is useless—to the 
  party it is merely a very strange looking 
  paperweight that whispers in unknown dead 
  languages. The magical gemstone is too powerful 
  to be destroyed (or at least too powerful for the 
  adventurers to destroy it), and will psychically 
  call out for aid if the adventurers try to hide it 
  somewhere. Throwing it into a volcano or into 
  the ocean will merely inconvenience the icons, 
  rather than keep it away from them permanently. 
  The question is not if an icon will get their hands 
  (or boney claws) on it, but who the party wants 
  to have it and how much of a reward they can get 
  for it. 
  If the players can’t decide as a group which 
  icon should get the legendary gem or they try to 
  destroy it or keep it from the icons, then 
  whichever 
  icon 
  has 
  the 
  most 
  positive 
  relationships with the party overall sends an 
  agent to take it. 
  The adventurers can each expect to receive at 
  least 1000 gp of per icon that they have a positive 
  relationship with in gifts as the icons try to gain 
  the party’s favor. The gifts from the emissaries of 
  each icon will vary from icon to icon—the 
  Archmage might give the gifts in champion-tier 
  potions, the Dwarf King might give gifts of 
  golden crowns, the Elf Queen might give 
  embroidered cloth-of-gold worth a small fortune, 
  the Priestess might give 1000 gp worth of rare 
  incenses, and so on... Any unspent icon 
  relationship dice 5s or 6s can be traded in at this 
  point for a magic item as well. 
  At this point, we draw a curtain over the 
  adventure. The heroes (for heroes they truly are) 
  have 
  descended 
  into 
  the 
  depths 
  of 
  the 
  underworld and bought back a rare prize and are 
  being plied with gifts by the icons seeking to win 
  their favor. 
  The End… Or Is It? 
  This adventure could very well serve as an 
  introduction to other adventures... 
  EYES OF THE STONE THIEF by Garath Ryder-
  Hanarahan features a living dungeon that 
  burrows through the underworld, surfacing to 
  gobble up towns or cities that it takes a liking to. 
  The adventurers who faced down Eldwold 
  Reborn would be well qualified to take on the 
  dreaded Stone Thief—icons with an interest in 
  the ravenous dungeon might well seek out the 
  adventurers and ask them to kill or tame it. Eyes 
  of the Stone Thief is intended for adventurers of 
  4th to 8th level, so dovetails neatly with this 
  adventure. 
  SHARDS OF THE BROKEN SKY by ASH LAW 
  (hey, that’s me!) features hidden locations and 
  secret dungeons brought to one place by the 
  Archmage for safekeeping. The party might well 
  end up taking the gem known as the Heart of the 
  Sky to a secret location in Redfield Valley, which 
  serves as a nice lead-in to and foreshadowing of 
  the cataclysmic adventure in Shards of the 
  Broken Sky. Intended for adventurers of 1st to 10th 
  level, the modular nature of Shards of the Broken 
  Sky means that adventurers transporting the 
  Heart of the Sky to Redfield Valley can join in the 
  fun with almost no extra preparation by the GM. 
  THE STRANGLING SEA by Robin D. Laws 
  peripherally shares an NPC with this adventure. 
  While Robin’s adventure is intended for 1st level 
  characters, with a bit of work The Strangling Sea 
  could be reworked to become a champion tier 
  adventure. 
   
  
   
  44 
   
  Random 
  Encounters 
  Each session has optional random encounters 
  available to the GM. If the adventurers have 
  wandered off the beaten path into the unknown 
  and you need to create more adventure, or they 
  have cleverly circumvented the enemies and 
  challenges of the adventure as written then I’ve 
  got your back. 
  There are 5 random encounters per session, 
  making 20 random encounter in total—hey, that 
  fits with a d20 roll too! 
  1. A shocking simple trap 
  2. Abomination (alive) 
  3. Abomination (dead) 
  4. Abomination (undead) 
  5. Angry architecture 
  6. Ballroom 
  7. Bats 
  8. Catacomb char 
  9. Eerie music 
  10. Entangling greenhouse 
  11. Goldfish in a bowl 
  12. Rubble Golems 
  13. Inverted pit 
  14. Killer commode 
  15. Living statue 
  16. Lost citizen 
  17. Meteorite fragments 
  18. Occupied bedroom 
  19. Piston door 
  20. Wayward wall 
   
  A shockingly simple 
  trap 
  This lever is electrified. Anybody who touches 
  the lever is electrocuted (7 lightning damage). 
  The lever does nothing beyond shocking 
  adventurers determined to mess about with 
  levers. 
  Abomination (alive) 
  The living dungeon has created creatures to 
  inhabit it, but is inexperienced in such matters. A 
  leg of giant spider here, a bulette eye there, an orc 
  head, feathers, scales, slug-like antenna. This 
  thing is a mess! 
  Number of PCs 
  Dungeon-
  Abomination 
  3 
  3 
  4 
  4 
  5 
  5 
  6 
  6 
  DUNGEON-ABOMINATION 
  This monster is barely holding itself together, liable to 
  fall apart into its component parts at any moment. 
  Hurriedly created by a newborn living dungeon to 
  defend it, these horrors know only pain and rage. 
   
  3rd level wrecker [ABERRATION] 
  Initiative: +8 
   
  Each round roll 1d6 twice to discover what 
  attacks dungeon-abominations have available: 
  1. Antlers & hooves 
  2. Tentacles 
  3. Acid spit 
  4. Beak 
  5. Pick one of the above, but it is a quick action 
  instead of a standard action 
  6. Pick one of the above and the abomination 
  takes 1d6 damage. 
   
  Antlers and hooves +6 vs. AC—8 damage 
  Natural even hit: 2 damage to each engaged 
  enemy. 
   
  C: Tentacles +6 vs. AC (1d3 nearby enemies)—7 
  damage 
  Natural roll above target’s Strength: Target is 
  pulled 
  into 
  engagement 
  with 
  the 
  abomination. 
   
  C: Acid spit +6 vs. PD (one nearby or far away 
  enemy)—5 ongoing acid damage 
   
  Beak +6 vs. AC—10 damage 
  Natural even hit: Make a fire breath attack as a 
  quick action. 
   
  [quick action, special trigger] C: Fire breath +8 vs. 
  PD (1d3 nearby enemies)—3 fire damage 
  Natural even hit: the fire damage is ongoing. 
  
   
  45 
   
   
  Nastier Specials 
  Sporadic flight: On rounds where the abomination 
  rolls under the escalation die with one of its d6 
  rolls it can fly, though clumsily. 
   
  AC 19 
  PD 17 
  HP 50 
  MD 13 
  Abomination (dead) 
  Not all of the living dungeon’s mix-and-match 
  monsters survive for long, some simply die after 
  their creation. This creature lasted long enough to 
  crawl to its current location and die, coughing up 
  its own organs as it did so. 
  Abominations (not 
  quite-dead) 
  These abominations were not long for the world, 
  their mismatched biology slowly killing them. 
  However, the living dungeon knows how to keep 
  its creations alive long enough to trouble 
  adventurers. 
  Number of PCs 
  Broken 
  Dungeon-
  Abomination 
  3 
  35 
  4 
  45 
  5 
  55 
  6 
  65 
  BROKEN DUNGEON-ABOMINATION 
  A shambling leaking mess of miss-matched monster 
  parts shudders into view, wheezing in pain. 
  2nd level mook [ABERRATION] 
  Initiative: +6 
  Each round roll 1d6 twice to discover what 
  attacks broken dungeon-abominations have 
  available: 
  1. 
  Too many teeth 
  2. 
  Billows breath 
  3. 
  Lightning horn 
  4. 
  Gnashing maw 
  5. 
  Pick one of the above, but it is a quick action 
  instead of a standard action 
  6. 
  Pick one of the above and the abomination takes 
  1d6 damage. 
   
  Too many teeth +6 vs. AC—4 damage 
  Natural even hit: 1 damage to each engaged 
  enemy. 
   
  C: Billows breath +6 vs. PD (1d3 nearby 
  enemies)—3 damage 
  Natural roll above target’s Strength: Target pops 
  free. 
   
  R: Lightning horn +6 vs. PD—2 ongoing 
  lightning damage 
   
  Gnashing maw +6 vs. AC—5 damage 
  Natural even hit: Make a fire breath attack as a 
  quick action. 
   
  [quick action, special trigger] C: Fire breath +8 vs. 
  PD (1d3 nearby enemies)—2 fire damage 
  Natural even hit: the fire damage is ongoing. 
   
  Nastier Specials 
  Exploding 
  biology: 
  When 
  the 
  dungeon 
  abomination dies each creature engaged with it 
  takes 10 damage. Yes, this can set off a chain 
  reaction of exploding dungeon abominations. 
   
  AC 18 
  PD 16 
  HP 9 (see exploding biology) 
  MD 12 
  Mook: Kill one broken dungeon abomination 
  mook for every 9 damage you deal to the mob. 
  Angry architecture 
  The wall opens up and tries to chew off of the 
  adventurers’ limbs. 
  Dodging living architecture: DC 25. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Biting bricks +15 vs AC—4d6 damage 
  Ballroom 
  This room is arranged as a ballroom for dancing 
  in. The floor contains pressure plates that cause 
  stone spheres to drop from hatches in the ceiling, 
  which in turn triggers more pressure plates. 
  Pressure plates: DC 25. If an adventurer 
  fails the skill check make the following 
  attack against another adventurer: 
  Stone sphere +15 vs AC—4d6 damage 
  
   
  46 
   
  Bats 
  The bats of the underworld grow large and bold 
  down in the dark… 
  Number of PCs 
  Dire Bats 
  3 
  7 
  4 
  9 
  5 
  11 
  6 
  13 
  DIRE BAT  
  Some people call them dire vampire bats, but that gets 
  confusing when people expect them to function like 
  scary vampires instead of just overgrown flying 
  rodents with rabid tendencies.  
  2nd level troop [BEAST]  
  Initiative: +8  
  Vulnerability: thunder  
   
  Fangs and wings +6 vs. AC—5 damage, and 5 
  ongoing damage  
  Natural 2–5: The dire bat pops free from the 
  target and can move as a free action.  
   
  Resist ranged damage 16+: When a ranged attack 
  targets this creature while it’s flying, the attacker 
  must roll a natural 16+ on the attack roll or it only 
  deals half damage. (Shifty spinning bats are hard 
  to hit unless they’re grounded or stuck.)  
   
  Skittish: A dire bat engaged with a conscious 
  enemy after attacking it will attempt to disengage 
  and fly into the air if it has a move action 
  remaining that turn.  
   
  Nastier Specials  
  Blood drinker: When the dire bat drops an enemy 
  to 0 hp or below, it continues to attack that enemy 
  (until it dies) instead of attacking other enemies.  
  Dire feature: Most dire bats don’t have a dire 
  feature (13th Age core book, page 206). But this 
  one does.  
   
  AC 18  
  PD 17 HP 32 
  MD 14 
  Catacomb Char 
  This skeletal creature likes to keep the place tidy. 
  Adventurers are not tidy. 
  Number of PCs 
  Catacomb Char 
  3 
  1 
  4 
  1 
  5 
  2 
  6 
  2 
  CATACOMB CHAR 
  Large 5th level blocker [UNDEAD] 
  Initiative: +9 
  Vulnerable: holy 
   
  Burning teeth +7 vs. AC—16 ongoing fire 
  damage 
   
  Long reach: When a nearby enemy moves the 
  catacomb cleaner makes the following attack as a 
  free action: 
  [special trigger, twice per round] C: Sucking 
  maw +10 vs. PD (one nearby moving target)—
  7 negative energy damage and the target stops 
  moving and is pulled into engagement with the 
  catacomb cleaner 
   
  AC 23 
  PD 24 
  HP 100 
  MD 16 
  Eerie music 
  Strange music drifts on the air. 
  Not listening: DC 25. If an adventurer 
  fails the skill check make the following 
  attack against that adventurer: 
  Ear worm +15 vs MD—4d6 psychic 
  damage 
  Entangling greenhouse 
  The plants in this area attempt to grab at the 
  adventurers and drag them down into the soil. 
  Combat pruning or plant wrestling: DC 
  15. If an adventurer fails the skill check 
  make the following attack against that 
  adventurer: 
  Drowned in soil +15 vs PD—6d4 
  damage 
  
   
  47 
   
  Rubble Golems 
  These golems are mad as hell, and willing to 
  smash anything organic that crosses their path. 
  Number 
  of 
  PCs 
  Rubbling 
  City Golem 
  3 
  7 
  1 
  4 
  12 
  1 
  5 
  8 
  2 
  6 
  13 
  2 
  RUBBLING 
  These dog-like rubble golems like ganging up on bigger 
  creatures. 
   
  4th level mook [CONSTRUCT] 
  Initiative: +9 
   
  Rusted nail teeth +9 vs. AC—7 damage 
   
  C: Shower of stones +9 vs. AC (1d3 nearby 
  enemies)—5 damage 
   
  Golem 
  immunity: 
  Non-organic 
  golems 
  are 
  immune to effects. They can’t be dazed, 
  weakened, confused, made vulnerable, or 
  touched by ongoing damage. You can damage 
  a golem, but that’s about it. 
   
  Nastier Specials 
  Combine: If 8 rubblings are killed in a single attack 
  their remains merge to form a city golem. 
   
  AC 20 
  PD 18 
  HP 14 (mook) 
  MD 14 
  Mook: Kill one rubbling mook for every 14 
  damage you deal to the mob. 
   
  CITY GOLEM 
  A living avatar of a city, single-minded in its defense 
  of its ‘parent’. 
   
  Double-strength 4th level spoiler [CONSTRUCT] 
  Initiative: +9 
   
  Barbed ironwork spear +9 vs. AC—7 ongoing 
  damage 
   
  C: Brick smash +9 vs. AC (1d3 nearby 
  enemies)—10 damage 
   
  [quick action] C: Wall up +9 vs. PD (one nearby 
  enemy)—the target is stuck (save ends). Until 
  the target saves it cannot be targeted, cannot 
  target other creatures, cannot be aided by its 
  companions or help others, etc. The target is 
  walled off from the battle by a dome of bricks. 
  Limited use: One successful use per golem per 
  battle only. 
   
  Golem 
  immunity: 
  Non-organic 
  golems 
  are 
  immune to effects. They can’t be dazed, 
  weakened, confused, made vulnerable, or 
  touched by ongoing damage. You can damage 
  a golem, but that’s about it. 
   
  AC 20 
  PD 18 
  HP 54 
  MD 14 
  Important note: We’ve made this monster 
  double-strength as it can remove adventurers 
  from the fight early on (with its wall up ability) 
  and focus on the remaining adventurers. If you 
  decide not to use that ability the golem becomes 
  a regular 4th level troop. 
  Inverted pit 
  In this area gravity is reversed, sending 
  adventurers upwards headfirst into the ceiling 
  (or if outside flings them into the sky). 
  Detecting magic: DC 25. If an adventurer 
  fails the skill check make the following 
  attack against that adventurer: 
  Flung upwards +15 vs AC—4d6 damage 
  
   
  48 
   
  Goldfish in a bowl 
  What? Why is the goldfish down here? It is a 
  perfectly ordinary goldfish, in a glass goldfish 
  bowl.  
  Living dungeons sometimes create oddities 
  for no logical reason. 
  If 
  the 
  adventurers 
  spend 
  too 
  long 
  investigating the goldfish they might just have 
  another random encounter… 
  Killer commode 
  This looks like an outhouse or garderobe, but it is 
  part of the living dungeon so of course it is a trap. 
  It even has a sign hung on the outside that reads 
  ‘TRAP’. The nature of the trap isn’t obvious at 
  first, and the adventurers have been a long time 
  without proper ablutions…  
  It is so obviously a trap that there is no 
  skill roll to avoid it, the adventurers just 
  have to decide not to enter the tiny room. 
  However, if they can’t leave it alone the 
  commode makes an attack 
  Sudden vacuum +15 vs PD (+20 if the 
  adventurer actually sits on it or pokes 
  their head in to check for traps)—5 
  ongoing damage.  
  If 
  an 
  adventurer 
  tries 
  to 
  pull 
  somebody off the commode they get 
  attacked too. 
  Living statue 
  This statue looks like somebody encased in a thin 
  layer of marble, with living eyes peering out from 
  the face and muffled vocal sounds emanating 
  from the inside. 
  Of course the living dungeon/city of Eldwold 
  Reborn is a cunning trap maker, and this is a trap. 
  The lifelike eyes and sounds are an illusion. The 
  statue is made of a very sticky substance and as 
  soon as an adventurer is stuck the whole statue, 
  the floor around it, and the adventurer plunge 
  into a concealed pit. 
  Noticing the illusion: DC 25. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Falling damage +15 vs PD—4d6 damage 
  Adventurers who fall into the pit will get 
  stuck to the heavy statue, which in turn is stuck 
  to the bottom of the pit. Retrieving the stuck 
  adventurer requires a successful DC 15 skill 
  check, with characters who fail also falling into 
  the pit and getting stuck. Characters who rip 
  themselves free of the statue without help take 
  2d4 damage from pulling out their hair, ripping 
  off skin, etc. 
  Lost citizen 
  This citizen of Eldwold has ended up trapped, 
  and is calling out for help. 
  Meteorite fragments 
  The meteorite crashed down into the underworld 
  near to here, parts of it blasting off into the 
  tunnels and caverns that its passage bisected. 
  The glittering volcanic rock is embedded in 
  the walls might be benign, or might not. Roll d6: 
  1. It’s just rock, sparkly in the torch light but it 
  is just coal and scattered diamond dust. 
  There is a 50% chance that a good search 
  of the area will turn up a small uncut 
  diamond worth 2d20x10 gp. 
  2. The sparkling rock glows with a dull red 
  light, 
  the 
  heat 
  from 
  its 
  violent 
  incorporation into the underworld’s 
  walls still not fully dissipated. 
  3. The rock is absorbing heat, glistening frost 
  spreading from it along the walls and ice 
  forming on the wet tunnel floor. If a fight 
  occurs here, anybody rolling a natural 1 
  on an attack falls and takes 1d4 damage. 
  4. Along with the glittering black rock star-
  mask eggs were ejected. Fortunately the 
  force of their ejection killed the tiny 
  monsters. 
  5. A light emanates from the rock, illuminating 
  the whole area. The meteorite’s rock 
  glitters and shines like stars in the night. 
  6. The magic of the meteorite’s rock is causing 
  the adventurers to become ill: 
  Ionizing radiation +5 vs PD—2d6 
  negative energy damage 
  
   
  49 
   
  Occupied bedroom 
  This room looks like a well-appointed bedroom, 
  with somebody asleep and snoring in a four-
  poster bed. 
  It is, of course, a trap.  
  The person in the bed is just a mannequin 
  with a wig; the snores come from concealed 
  billows in the headboard, driven by clockwork 
  that activated when the adventurers entered the 
  room. 
  The skirt of the bed conceals a trip wire which 
  releases guillotine blades from the upper 
  pelmet/curtains of the bed, slicing down on 
  anybody who is reaching toward the figure or 
  bending over the bed. When the wire is tripped 
  bladders of acid under the bed also squirt out. 
  Poking the figure from a distance won’t 
  trigger the trap. Lifting the skirt around the bed 
  to peer underneath will trigger the trap (and will 
  squirt acid in the face of the curious adventurer 
  peeking under the bed), as will stepping up close 
  enough to the bed to interact with the figure in 
  the center.  
  Detecting the trap: DC 20. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Blades +10 vs AC—3d6 damage 
  AND/OR 
  C: Acid blast +10 vs PD (nearby 
  characters)—3d6 damage split between 
  everybody nearby, and an extra 1d6 acid 
  damage to the face of anybody peering 
  under the bed when the trap goes off 
  Piston door 
  This door is actually the face of a huge piston. 
  Unlocking the door, turning the handle, or 
  kicking it off its hinges results in the piston (and 
  the attached door) slamming into anybody stood 
  in front of it. 
  Jumping out of the way: DC 25. If an 
  adventurer standing in front of the door 
  fails the skill check make the following 
  attack against that adventurer: 
  C: 
  Slamming 
  door 
  +10 
  vs 
  AC 
  (everybody in front of the door who 
  failed the skill check)—2d6 damage 
  Wayward wall 
  Sections of these walls revolve at great speed, 
  causing anybody stood nearby to be brutalized 
  by high-velocity masonry. The trigger for the trap 
  is a pressure plate in the floor nearby. 
  Spotting the pressure plate: DC 15. If an 
  adventurer fails the skill check make the 
  following attack against that adventurer: 
  Wall slam +15 vs AC—3d6 damage 
   
   
   
   
   
   
   
   
  
   
  50 
   
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  "Trademark" means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the 
  Contributor (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 in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
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  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
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  the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
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  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
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  8. Identification: If you distribute Open Game Content You must 
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  9. Updating the License: Wizards or its designated Agents may 
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  10 Copy of this License: You MUST include a copy of this License 
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  12 Inability to Comply: If it is impossible for You to comply with any 
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  13 Termination: This License will terminate automatically if You fail 
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  14 Reformation: If any provision of this License is held to be 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
  13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors: Rob 
  Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane 
  Press Ltd; Authors: Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, 
  Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, 
  Rob Wieland. 
  13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob 
  Heinsoo, Jonathan Tweet, Robin D. Laws, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Into The Underworld. Copyright 2016, Fire Opal Media, Inc.; 
  Authors: ASH LAW. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams. 
  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: 
  Davis Chenault, Mac Golden. 
   
   
  
SOURCE: textdata/thevault/13th Age/EXTRAS/Magazines/13th Age Monthly - Vol 2/Organized Play/Into the Underworld - Part 4 - Eldwold Rises.pdf