TEXT: PROPHET OF 
  THE PIT PEOPLE 
  
  PROPHET OF THE PIT PEOPLE 
  Maunt Thamond, a successful cartographer in 
  Dol-Karok, is said to be dying of lung rot. Rumour 
  has it Thamond is seeking capable warriors to 
  escort him into the Ironhull Mountains on a 
  mission of great personal importance.  
  Pit of Belmogg 
  Beneath the shadows of the Ironhull Mountains 
  lies a pit deep and dark, encircled by the last stones 
  of a forgotten temple to a forgotten god; Belmogg 
  the Unbidden. 
  Venerated during the Second Age by the now 
  extinct Surothi people, Belmogg was an enigmatic 
  and bloody handed deity of three dominions; (i) 
  divine prophecy, (ii) trial by combat, and (iii) 
  communion with the spirit realm.  
  In Belmogg’s halls, sacrifices for holy divinations 
  were common, and ritual combat revered as a 
  means of inferring the Unbidden Lord’s 
  judgment. To this end the Surothi constructed a 
  great fighting pit and sacred ziggurat beneath their 
  hallowed house; a place where worshippers could 
  witness the priests’ oracles and blood soaked 
  proclamations.  
  As all civilizations must, the Surothi eventually 
  perished, and their temple was lost to decay. 
  Now thousands of years later, little remains 
  but scattered foundations, and a silent pit 
  descending into darkness.  
  Dwellers Below 
  The present inhabitants of the subterranean 
  complex are the Enmesh; an urgot tribe of mutant 
  humans cursed by centuries of corruption. Drawn 
  to pit’s eldritch emanations, the urgot feel more 
  alive here; the deep tunnels somehow buoying 
  their cruel moods and vile gratifications.  
  Of all the mutants, Emegak the Urgozer has been 
  affected most of all. Emegak was the first to feel 
  the pit’s call, and it was he that lead the tribe to the 
  temple thirty years ago. Over time the chieftain 
  developed a genuine second sight, able to foresee 
  future events, and draw secret knowledge from 
  hungering forces beyond the Veil (see Area 3).  
  A Prophecy Sought 
  When this adventure begins, 
  the elderly 
  cartographer  Maunt Thamond (grey hair and 
  beard, slim build, plain clothed, never without his 
  garnet topped walking staff to prop himself up) is 
  dying of lung disease (he wheezes and coughs up 
  bloody phlegm from time to time).  
  Before he dies, Thamond desperately wants to 
  know if his reclusive son, Dracent, will produce an 
  heir to continue the family name. The 
  cartographer is willing to offer up to 500 crowns to 
  be escorted into the Ironhull Mountains to locate 
  the urgot prophet, and obtain a reading.  
  2
  
  Maunt Thamond, AC 10, HD 1 (5 hp), Staff 
  1d6+1, 19: NA, S10 D10 C8 I14 P14 W17 Ch13 
  L10, Mv 30 ft. Maunt is no combatant by any 
  stretch of the imagination, and relies entirely on 
  the party to keep him safe from harm. Any time 
  the party is attempting stealth, Maunt must make a 
  Luck check to avoid breaking into a coughing fit.  
  Alternatively, the PCs might become involved in 
  this adventure by learning about the mutant 
  prophet from a newly arrived explorer, and 
  seeking him out for a prophecy or other 
  information (eg how to craft a magic item, the 
  location of a hidden nemesis, etc)  
  Across the Ironhulls 
  The Ironhulls are mostly basalt and granite, 
  surrounded at lower altitudes by copses of juniper, 
  redwood and similar conifers. Crossing the 
  mountains is hazardous and often deadly even for 
  the well prepared. The lower ranges are skorn 
  hunting grounds, the higher peaks oxygen poor 
  and magnets for foul weather, lorded over by 
  feuding giant kin.  
  The pit is located approximately forty miles to the 
  north of Dol-Karok, at the base of a land locked 
  series of tapering spires. Most of the terrain is 
  unsuitable for horses, and parts of the journey may 
  require climbing gear.  
  Assuming the party travels at 5 to 7 miles per day 
  (doubled on a forced march, LFG p.130), it might 
  take up to eight days to reach the pit. Each day of 
  travel requires a roll on the Overland Events table 
  (LFG p.131), or alternatively there is a 40% chance 
  of a random encounter each day. If an encounter 
  occurs, roll 1d8:  
  1.
  A single horn sounds, then another, and
  another, until a multitude can be heard
  echoing to the north, south, east and west.
  A large party of Skorn (4d10+30) are
  hunting in the area, and are signalling to
  each other to encircle the party, whose
  scent they have caught about a mile away. 
  Within 10 minutes, the skorn converge on 
  the adventurers, and attempt to attack 
  them from all sides (split up into equal 
  numbered war parties). 
  2.
  Bad weather befalls the party, pummelling
  the travellers with heavy rain as lightning
  clashes overhead. The ferocious storm
  dislodges parts of the mountain, requiring
  a group Luck save to avoid a rockslide
  (PCs 
  with 
  Wilderness 
  Lore 
  gain
  advantage on the check). If failed,
  characters suffer 2d6 damage (if 10+
  damage, also roll on the Injuries & 
  Setbacks table).
  3.
  A 15 ft cave set into the mountainside is
  strewn with bones, including those of
  thuels and skorn. Some glinting can be
  seen amongst the remains (1 x Carry
  Loot). A slumbering War Wombat sleeps
  inside. If she awakes, she will be enraged
  to find humans interloping so close to her
  lair. Deeper in the den are 1d3 baby war 
  wombats, and further corpses (another 1
  x Carry Loot).
  4.
  A pair of thuels (Barrag, hulking with one
  eye, and Motaa, female with narrow hips
  and good teeth) are bloodied and beaten,
  lying against nearby trees. They’ve been
  exiled and left for dead by the Stone Beak 
  clan for stealing from the chief (Motaa is
  Rogue 2, Dex 14). They speak thuel, but
  no common. They know the mountains
  well, and the location of the pit (if they
  travel with the party, the party may choose
  to automatically avoid a single random
  encounter).
  5.
  The party notice a two foot, door like
  inscription on the mountain, beneath the
  shelter of a large crag. The inscription is
  striated and outlined with geometric
  glyphs, 
  long 
  worn 
  and 
  almost
  3
  
   
   
   
   
  imperceivable. Perhaps the “door” leads 
  to the Lost Roads, a magic gate that opens 
  once a year to Mount Rokan, or the 
  winding catacombs of the Quagran 
  (diminutive earth spriggans, long extinct). 
  Or nought but the deluded scratchings of 
  a long departed soul.  
   
  6. A hateful and voracious ogre, Krodt, lives 
  in this area, eating skorn or any other 
  travellers that happen his way. Cursed by 
  a nomadic hag years ago, the 12 ft mutant 
  sports a vicious nose horn and rubbery 
  skin plates. Krodt loves to impale foes on 
  his horn, then tear them apart with his 
  hands whilst roaring “KRODT WINS!” 
  He has a volcanic hatred for spell casters 
  and other users of magic.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Krodt, Corrupted Ogre, AC 14 HD 6+3 (52 
  hp), Horn/Fist 3d6, 19: special, S19 D8 C16 I5 P8 
  W10 Ch7 L13, Mv 40 ft. Krodt is a Boss Monster 
  with all the usual benefits. On a Nat 19, he impales 
  the target on his horn then rips them apart (Luck 
  (Dex) save or die; if successful, suffer Internal 
  Bleeding or Broken Ribs instead (even chance). 
  When Staggered, Krodt enters a murderous rage, 
  gaining a free attack against every foe within reach. 
  Krodt causes an extra 1d12 damage on a charge.  
  7. As dusk falls, the PCs notice a low 
  campfire nearby. 3d6 albino Karok 
  miners are crossing the mountains with an 
  equal number of sure footed goats and 
  servitors (enslaved dwarves, marked with 
  the crown sigil of House Tergoza) 
  carrying 
  copper 
  ore. 
  They 
  are 
  accompanied by 4d6 chain clad guards 
  with axes, shields and heavy crossbows. 
  The leader, Pascal (bald, heavy set, with a 
  constantly furrowed brow) might be 
  willing to trade or share their campfire for 
  a night.  
   
  8. 1d4+2 Giant Eagles swoop out of low lying 
  cloud cover to attack the party with 
  piercing shrieks. They will attempt to 
  snatch up at least one PC, and fly them 
  back to their eyrie to eat them. Anyone 
  who struggles too much is dropped from 
  a great height.   
   
  Into the Pit 
  The pit is situated at the base of a trio of rock 
  spires, which surround the ruins in three 
  directions. The ground is mostly scrabble and 
  scree, but patches of grass and alpine groves are 
  scattered about. Entry is generally from south.  
   
  Despite no real walls remaining, the ruin’s location 
  is quickly apparent. Boot prints litter the area, and 
  2d6 humanoid sentries (urgot) can be seen sitting 
  on what remains of the last building blocks. The 
  pit itself is approximately 30 ft wide, and dark. The 
  Enmesh cannot see in the dark and generally carry 
  oil lamps with them (the flickering of which does 
  not reach around the bend in Area 2).  
   
  Urgot, AC 11, HD 1+4, Club 1d6+1 or Bow 1d6, 
  19: as weapon, S13 D13 C16 I7 P9 W12 Ch6, L5, 
  Mv 30 ft. A group of urgot may issue a 
  simultaneous howl or chitter once/day, causing 
  creatures within 20 ft to suffer a minor madness 
  (Luck (Will) save resists).  
  4
  
  Enmesh corruptions are varied, but primarily 
  manifest as fleshy growths, stooped postures, 
  elongated arms and extra limbs. Some rare 
  members display bestial claws, hooves, teeth or the 
  like. As all urgot, the Enmesh delight in power and 
  cruelty, regularly eating or sacrificing others to 
  powers beyond the Veil.  
  Unlike most urgot however, under Emegak’s 
  reign, the tribe is willing to trade with outsiders 
  brave enough to make contact with them. For the 
  most part, the Enmesh have nothing to offer but 
  the urgozer’s prophecies (a commodity that 
  appeals to a select few).  
  If the PCs indicate such an intention, the guards 
  will take them to Emegak in Area 3 (the Enmesh 
  speak their own clicking and cooing dialect, and a 
  smattering of common). They make no demands 
  with respect to weapons etc; the tribesmen are 
  confident they have the numbers if things turn 
  sour. If attacked, the urgot respond in kind, but for 
  one or two who retreat into the pit to alert the 
  others.  
  Four Trials of Belmogg 
  Before Emegak can use his soothsaying for others, 
  a very specific ritual must be engaged in by the 
  supplicant to earn Belmogg’s favour. Luckily for 
  Thamond (assuming the PCs are with him), help 
  is permitted.  
  Emegak explains the party will need to prevail in 
  Four Trials as follows:  
  (i)
  Survive the Arena (Area 18),
  (ii)
  Navigate the Maze (Areas 20-23),
  (iii)
  Climb the Pyramid and gaze into the
  Silver Mirror (Area 24), and
  (iv)
  Return with a live sacrifice (for use in
  the soothsaying ritual). And not just
  any living creature; it must be sapient
  (see Areas 27, 29).
  If asked about what kinds of dangers await in the 
  tunnels, Emegak smiles slyly, and responds only 
  that the adventurers must discover this for 
  themselves.  
  Blood Roach Assault 
  Assuming the PCs complete the four trials and 
  take one of the blood roaches to be Emegak’s 
  sapient sacrifice (Area 27, 29), part way through his 
  lengthy ritual (during which Thamond and the 
  party are required to be present), the roaches 
  make a counter attack via the secret pool entrance 
  in Area 19. This assumes at least some roaches 
  remain in Area 27 or 29 (perhaps reinforced by 
  another colony beyond Area 33). If the party kill 
  all the roaches, or use the Tentacle Spawn (p.7) as 
  the sacrifice, the assault is avoided.  
  If the attack occurs, as the screams of the dying 
  reach those in Area 3, the urgozer demands the 
  party fend off the invaders. If push comes to 
  shove, Emegak will offer the Coil of the Worm as 
  payment (see Area 11).  
  By the time the PCs learn what’s happening, the 
  roaches are already spreading through the eastern 
  complex. GMs are encouraged to run a series of 
  skirmishes as they please, but the idea is to have 
  the party battling in and around the urgot tunnels. 
  In all the commotion, particularly devious PCs 
  might take the opportunity to secretly loot Area 8 
  or 11. 
  As the party move through the complex, roll 1d10 
  to determine what events befall them. Add 1 for 
  each subsequent roll:  
  1.
  Nothing but bloody urgot corpses.
  2.
  Standoff: 2d6 Urgot are silently creeping
  through this room, pointing at a far door
  or archway (through which 1d4 Roaches 
  can be heard softly clicking to each other).
  5
  
   
   
   
   
  3. Dorovyr! 1d4 Dorovyr Swarms are here 
  (an invading roach accidentally opened 
  the door in Area 18).  
   
  4. Backstabbers! 3d6 Urgot attempt to 
  ambush the PCs from behind, blaming 
  them for the attack, and greedy for their 
  flesh and trinkets.   
   
  5. Fire Bug: Smoke and a horrible keening 
  drone foreshadows an oversized roach (6 
  HD) barrelling down the corridor. It’s on 
  fire!  
   
  6. Feeding: 1d4+2 Roaches are silently 
  feeding on dead urgot, draining them with 
  throbbing proboscises. 
   
  7. 2d6 urgot are desperately fighting 1d6+2 
  Roaches. They look to the party to rescue 
  them from their predicament.  
   
  8. A massive 16 ft Giant Centipede crawls 
  into view, drawn by all the excitement (as 
  usual but AC 14, 10 HD, Bite 2d10, Str 
  19, Luck 10, Stinger Poison causes 1d3 
  Dex loss, Major Exploit Protection).   
   
  9. Save Emegak! The urgozer runs past a 
  nearby doorway or intersection. He is 
  being chased by 2d6 roaches!  
   
  10. The Queen: The Roach Queen bursts 
  into view, the thrumming of her skull 
  plates deafening! She is accompanied by 
  1d4 roaches. Any nearby urgot break and 
  flee for their lives.  
   
  11. Roach Withdrawal: A loud thrumming 
  echoes throughout the tunnels as all 
  remaining roaches skitter back to the 
  western catacombs, their vengeance 
  satiated.  
  If the party survive until the roaches withdraw, 
  Emegak finishes the ritual (see Aftermath).  
  Random Encounters 
  Note that many locations on the map are 
  unnumbered. When exploring these areas, the 
  GM might choose to roll on the following tables to 
  simulate random encounters and determine 
  further details. The encounters are divided up into 
  the eastern tunnels (urgot controlled) and western 
  catacombs (monster infested). 
   
  Eastern Tunnels (1d6) 
   
  1. Sleeping Chamber: A domicile of some 
  kind (1d6 sleeping blankets, wooden cots, 
  woven mats, perhaps a wooden bath, etc). 
  1d4-1 urgot are here resting, socialising or 
  lazing around. 
   
  2. Living Quarters: wooden chairs, tables, 
  cooking utensils, bowls, mugs, etc occupy 
  this room, along with 1d6 urgot eating, 
  gambling or socialising.  
   
  3. Pantry: 1d4 barrels or crates of foodstuffs, 
  roll 1d6: (i) fruit, (ii) brined meat, (iii) 
  seeds, (iv) fermented wine, (v) mouldy 
  bread, (vi) repugnant smelling soup.  
   
  4. Storage: tables and chairs, along with 1d4 
  urgot sorting or working on gear, 1d6: (i) 
  ropes, makeshift ladders, wooden poles, 
  (ii) crudely woven clothes or other textiles, 
  (iii) spears and knives being finished, (iv) 
  nets in need of repair, (v) eating bowls, 
  mugs and other utensils, (vi) straw mats. 
   
  5. Shrine: a small, temporary shrine or 
  meditation area to Belmogg (to ward off 
  bad luck, mark the passing of a tribe 
  member, etc). Eg: animal skulls in a circle 
  of silver filings, candles burning above a 
  bowl of blood, stacked thuel limbs bound 
  with braided cords, and so on). 50% 
  chance of an urgot praying and/or 
  smoking Cormorat (see Area 12). 
   
  6
  
  6.
  Bog Hole: a foul pit for the effluxion of
  evil smelling excrement, and other
  pungent bodily fluids. 50% chance 1d3
  urgot in the midst of business, laughing
  and chattering with each other.
  Western Catacombs (1d10) 
  1.
  1d4 dead urgot are here, the flesh stripped
  from their bones (courtesy of the Dorovyr 
  swarms, see Area 21).
  2.
  2d6 giant centipedes are curled up into a
  balls, drained of blood (roach left overs).
  3.
  A colony of 1d6 Yellow Mould are
  growing high on the ceiling (1d3 x 10 ft
  high).
  4.
  With a thunderous breaking noise, rocks
  and dust shower the party as a Bulette 
  (40%) or 1d3 Rock Grinders (60%) break
  through the closest wall! A Luck (Dex)
  save is required to avoid being smashed by
  flying debris for 2d6 damage.
  5.
  2d6 Shrieker Fungi are growing nearby.
  There is a 50% they are murmuring
  quietly amongst themselves, otherwise
  they are silent.
  6.
  A Tentacle Spawn, starving, delirious and
  disorientated, has wandered up from the
  bowels of the earth, exiled from its home
  dimension. 
  It 
  is 
  hungry 
  beyond
  understanding and weakened by an
  otherworldly disease (22 hp out of 47,
  move 15 ft, Str 7, Con 8). It will attempt
  to lure a PC close enough to devour their
  brain, then flee.
  7.
  A Giant Scorpion is skittering about in the
  tunnels ahead, scratching about for
  something soft bodied to eat.
  8.
  Scraping noises can be heard from a bend
  up ahead. A Blood Roach is dragging the
  corpse of a giant centipede towards their
  nest in Area 29.
  9.
  The air smells off here (Perc check to
  notice) due to a lingering gas pocket,
  issuing through a nearby fissure in the
  earth (around the next bend, perhaps). If
  undetected, any open flame causes the gas
  to explode (4d6 damage, Luck (Dex) save
  for half).
  10. A loud thrumming echoes throughout the
  complex (care of the Roach Queen in
  Area 29).
  7
  
   
   
   
   
  Pit Trinkets 
  As the party explores the temple, the GM might 
  substitute a 1d12 roll on the following table instead 
  of the usual LFG Carry Loot or Trinkets & Curios 
  tables:  
   
  (i) 
  A tin scroll tightly furled and bound 
  with a copper clasp. Unwinding its 3 
  ft length requires 1d3+3 rounds, 
  revealing a lines of stamped glyphs (1 
  x Scroll).  
   
  (ii) 
  A 1 ft silver urn with a heavy base, 
  decorated with bands of black 
  hieroglyphs (123 gp). 
   
  (iii) 
  A mummified dwarven nose, hanging 
  on a wire thong. If worn as a talisman, 
  the user can smell nearby gold or 
  gems like a dwarf (Minor Charm).   
   
  (iv) 
  A leather bound tome of the current 
  age, entitled Lucentum in gold leaf, 
  extolling the virtues of the Nydissian 
  order of the same name (47 gp).  
   
  (v) 
  A pouch containing 2d6 pieces of 
  polished obsidian (9 gp per stone).  
   
  (vi) 
  A chipped drinking horn edged with 
  gold. The outside of the horn is 
  etched with prayers to the Deep One 
  (77 gp).  
   
  (vii) 
  A waterproof satchel containing a jar 
  of spices, several hardtack biscuits, 
  and a block of salt (8 gp). 
   
  (viii) 
  A foul smelling paste sealed in a clay 
  flask. Shaking it doesn’t produce 
  much noise, but the shifting weight is 
  noticeable. If spread onto a diseased 
  limb or organ, there is a 50% chance 
  the paste cures it. Otherwise the 
  sickness is bolstered to twice normal 
  strength and imposes disadvantage on 
  subsequent healing attempts.  
   
  (ix) 
  A small leather pouch containing four 
  brass dice with rounded edges, 
  stamped with black pips (28 gp). 
   
  (x) 
  A glossy faience pottery egg. One side 
  depicts stony hills and valleys, the 
  other side is jet black. Straddling both 
  is the image of a silver door (86 gp). 
   
  (xi) 
  An intricate 1½ ft brass scroll tube 
  with a screw cap. Inside is the femur 
  bone of long dead holy woman. 
  Counts as blessed, may be used as a 
  club, but breaks on a fumble (66 gp). 
   
  (xii) 
  A hemp sack containing strips of 
  salted meat, dried fish, and a string of 
  onion bulbs (5 gp).  
   
   
   
   
   
   
  8
  
  Map 
  
   
   
   
   
  Eastern Tunnels 
  The eastern tunnels are controlled by the urgot, lit 
  primarily by oil lamps that the mutants carry from 
  room to room (some major intersections might 
  have a standing lantern or lamp). The Enmesh 
  number about three hundred (half women and 
  children), most of whom are located in Areas 9 
  and 9a. If there is a major disturbance however (eg 
  during the Blood Roach Assault, p.5) they all 
  venture out to assist and/or flee.  
   
  The temple’s man made corridors are dressed 
  stone, generally 5 ft wide and 8 ft high. Doors are 
  corroding iron, heavy but most will swing open 
  with some effort. The air is cool and smells rather 
  unpleasant (the urgot do not care for cleaning).  
   
  Area 1 – Stone Steps 
  Well worn stone steps lead down into darkness 
  about 200 ft before reaching Area 1. The barest 
  hint of flicking lamplight can be seen emanating 
  around the eastern bend. Speaking can be heard 
  from Area 2 (Enmesh dialect, exhibits frequent 
  clicking sounds).  
   
  Area 2 – Barracks  
  2d6 Urgot guards (with spears, shields, and 
  patchwork armour) are on duty here at all times. 
  A lantern burns on the wall, providing adequate 
  light. The guards are inclined to kill first and eat 
  later, but know that some explorers come to 
  negotiate a prophecy with Emegak, and are willing 
  to talk. They speak their own dialect, a smattering 
  of thuel, and very basic common.  
   
  Urgot Guards, AC 12, HD 1+4, Spear 1d6+2, 19: 
  the urgot howl (see below), S13 D13 C16 I7 P9 
  W12 Ch6, L5, Mv 30 ft. May use their shield to 
  negate a single attack. A group of urgot may issue 
  a simultaneous howl or chitter once/day, causing 
  creatures within 20 ft to suffer a minor madness 
  (Luck (Will) save resists).  
   
   
  If battle commences, further occupants (eg from 
  Areas 9 and 9a) will start appearing to reinforce the 
  guards (initially 1d10 urgot every three rounds). 
  One of these guards has the key to the armoury 
  (Area 7).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 3 – Pool of Sacrifice 
  This approximately 25 ft by 35 ft platform is in a 
  giant cavern, rising out of a black pool. Flickering 
  candles are set on plinths around the perimeter, 
  leading to a raised dais and 6 ft stack of skulls 
  (mostly humans or humanoid, but not exclusively). 
  The platform and pool are used for the urgot’s 
  blasphemous 
  rituals, 
  including 
  Emegak’s 
  prophecies. Blood stains much of the area.  
   
  The urgot sentries will bring PCs here to meet with 
  the urgozer if they seek a prophecy or other 
  reading. Emegak (hideously deformed face, 
  bloated with purple pustules and clawed fingers) 
  speaks common in a wretched gurgling, and 
  explains that supplicants must prove themselves 
  worthy of Belmogg before a prophecy may be 
  divined (the Four Trials, see p.5).  
   
  Assuming the PCs agree, the urgozer makes 
  preparations for the adventurers to battle in the 
  10
  
  Arena (Area 18). The PCs have about an hour to 
  wait. They are free to explore the eastern tunnels 
  during this time.  
  Emegak, Urgozer, AC 11, HD 4+3, Knife 
  1d4+2, 19: uncontrolled magic, roll on the Dark & 
  Dangerous Magic table, S16 D9 C16 I14 P14 
  W14 Ch9, L7, Mv 30 ft. May choose from the 
  following spells three times per combat (as 5
  th 
  level): Shennog’s Blessing, Waking Dream, Lash 
  of Unerring Pain, Arcane Aegis, Runic Rite of 
  Wonderment. Has the key to Area 11. 
  Area 4 – Waiting Chamber 
  This 15 ft by 10 ft chamber has a 15 ft ceiling. A 
  central square pillar has a lantern hanging from it. 
  The pillar is inscribed with silver lettering (prayers 
  to Belmogg in old Surothi). Ancient 3 ft bronze 
  urns occupy each corner (empty). The wide stone 
  staircase to the west rises upwards.  
  Area 5 – Prison Guard 
  A single urgot jailor is snoozing here, back to wall 
  beside a low burning oil lamp. Cemmod is 
  supposed to be making sure no-one has access to 
  the two infected urgot in Area 6. There is a bar 
  across the door, keeping it shut.  
  Area 6 – Infirmary 
  Two urgot are quarantined here, Bhash and Tulm, 
  who are infected with Skorn Weeze (LFG p.124). 
  Their ragged breathing can be heard through the 
  door. Sitting on their bedrolls, they look thin and 
  emaciated. The disease includes body fluid and 
  airborne vectors; just entering the room requires a 
  Luck (Con) save to resist contamination.  
  Area 7 - Armoury 
  This room’s iron door is  locked (one of the guards 
  in Area 2 has the key). Breaking it down is not 
  impossible but would take quite some time and the 
  right tools. The armoury includes twelve spears, 
  three swords, a suit of chain (the urgots’ 
  deformities prevent them from wearing it), two 
  shields, a heavy crossbow and five bolts.  
  Area 8 – Unholy Crypt 
  This 25 ft crypt is sealed with two bronze doors, 
  each emblazoned with a blood red glyph. The 
  doors are magically sealed. Emegak understands 
  that only a person of Surothi blood may open 
  them without harm, and has forbidden the 
  Enmesh to enter. Opening either door requires  a 
  Str check great success, and a Luck (Will) save to 
  resist being transformed into a five foot serpent for 
  1d12 days (as Sudden Transmogrification).  
  The chamber within has a 15 ft ceiling and a small 
  mausoleum made of black brick, as if somehow 
  charred by fire. An open archway allows entry into 
  the crypt. Peering in reveals recessed shelves, each 
  containing the yellowed bones and bejewelled 
  accoutrements of long departed priests. Standing 
  in the centre is a six foot Iron Sentinel (iron statue 
  of a priest in ancient regalia). The sentinel 
  animates and attacks anyone that attempts to 
  disturb the bones, or to protect itself. Once 
  awakened the golem turns on everyone in the 
  complex, attempting to purge all intruders, before 
  returning to the mausoleum.   
  If the bones are plundered, 1 x 4 HD Lair 
  Treasure may be scavenged.  
  Iron Sentinel, AC 16, HD 9 (87 hp), 2 x Fists 
  2d6, 19: bear hug, S20 D9 C23 I- P12 W- Ch-, 
  L14, Mv 30 ft. Boss Monster with Off Turn 
  Attacks and Minor Exploit Protection. Golem 
  traits apply. 50% Magic Resistance, except against 
  lightning which stuns it for one round (loses its 
  action), and fire which slows its movement to 10 ft 
  for 1d6 rounds (magical fire only). A target struck 
  by both fist attacks is crushed (Luck (Con) save to 
  avoid rolling on the Injuries & Setbacks table).  
  Area 8a - Unstable Tunnel 
  This incomplete tunnel is highly unstable and ends 
  in large chunks of half excavated rubble. Rock 
  debris from the ceiling and walls litter the ground. 
  Each night there is a 10% chance of a cave in.  
  11
  
   
   
   
   
  Areas 9 & 9a – Greater Warren 
  The bulk of the Urgot (4d6+300) live in caverns 
  that branch off from these two tunnels. Sleeping 
  and living quarters fill most of this space. Searching 
  this entire area garners 1 x 3 HD Lair Treasure.  
   
  Area 10 – Storage 
  Wooden rates of wild foodstuffs (mushrooms, 
  fruits, grains, etc) and crude textiles take up most 
  of this cave. Also included are 2d6 barrels of oil. 
  The food and textiles are worth 2 x Carry loot if 
  able to be carted away.  
   
  Area 11 – Urgozer’s Chambers 
  The iron door to this chamber is locked (Emegak 
  has the key). It contains a large wooden cot, 
  reading desk with numerous religious scrolls and 
  other writings (50 gp worth), and an oversized iron 
  key (see Area 30). Up a few steps, in the northwest 
  corner, is a hanging tapestry of bone and tanned 
  flesh that somehow resembles the night sky (the 
  urgozer’s personal shrine to Belmogg). At the base 
  of the shrine is the Coil of the Worm. Emegak has 
  unlocked the first two attunements.  
   
  Coil of the Worm 
  This compact coil of pasty coloured, grey striped 
  rope stretches up to 60 ft long, and is wrapped at 
  both ends. Fashioned from the silk of a giant 
  silkworm, the rope was enchanted by a long dead 
  skorn exile. Imbued with the beastman’s loathing 
  for “soft” races, the rope is a potent weapon and 
  tool, but difficult to control.  
   
  Attunement takes 1d4 weeks, except by half-skorn 
  who require 1d4 minutes. When invoking any of 
  the rope’s powers, those lacking skorn blood must 
  make a Will check. If failed, the rope refuses to 
  co-operate, instead causing the user to roll on the 
  Dark & Dangerous Magic table. Attunement 
  benefits are as follows:  
   
  1. The rope cannot be broken, cut, or burnt. 
  Extremely heavy loads, or creatures with 
  Str 19+ may “stretch” the rope (for 
  example to break free of it), but will not 
  sever it.  
   
  2. Once every week, the user may cause all 
  ropes within 20 ft to snap or untie (no 
  action). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. Once every 1d4 days, the user may spend 
  an action to animate and command the 
  rope for 1d6 minutes (treat as Infuse 
  Animus).  
   
  4. Once only, the user may spend an action 
  to transform the rope into a Purple Worm 
  (LFG p.210). The worm is ravenous and 
  requires an action and Will check each 
  round to direct it, otherwise it becomes 
  uncontrolled for the duration. The 
  transformation lasts 1d6 x 10 minutes, 
  after which the rope falls dormant for 
  10d10 years.  
   
  Area 12 – Meditation Room 
  1d6 urgot are in this chamber meditating, hoping 
  to experience a drug induced revelation. The air is 
  thick with a purplish, rancid smelling smoke. 
  Woven mats are spread about the floor, along with 
  ceramic bowls containing purplish powder.  
   
  12
  
  The 
  bowls 
  contain 
  Cormorat, 
  a 
  potent 
  hallucinogen from a rare flower in the Suurat 
  Jungle (2d6 x 30 gp worth of doses). If smoked, 
  treat as a pervasive madness for 1d6 hours, with a 
  half hour onset. A character that wishes to resist 
  the drug’s effects requires a Con check great 
  success. 
  The southern wall of this chamber is in danger of 
  collapse, foreshadowed by rocks and scree littering 
  on the ground. A character with a pickaxe could 
  cause the wall to crumble if they wish (Str 
  (Athletics) check great success). If successful, a 
  crawl sized tunnel forms between Area 12 and the 
  southeast tunnel adjacent to Area 11 (where the 
  rubble markings are on the map). After passing 
  through the tunnel, a similar Str check may be 
  made to collapse it entirely.  
  Area 13 – Trophy Room 
  This trophy room is adorned with skulls and other 
  tokens from past arena combatants. The items are 
  spread about on small wooden tables, as well as 
  stone carved wall shelves. The items range from 
  the very old (thousand year old manticore skull, 
  worth 2d6 x 50 gp to a collector) to very recent 
  (severed hands of a thuel). 
  Area 14 – Hall of Champions 
  This large hall has four square pillars running 
  down the centre, the faces of which are set with 
  tiled murals depicting legendary battles from the 
  arena (a human spearing a minotaur through the 
  eye, a werewolf tearing the head off of a golden 
  gladiator, a female warrior snaring an ogre in a net, 
  etc). This room is lit by the lamplight of 1d6+3 
  urgot who are eating a meal (raw thuel shanks, and 
  a potent spirit).  
  Area 15 – Champion’s Quarters 
  The 8 ft Urgot Champion named S’nelgug (three 
  arms, see picture) lairs here in relative luxury; a 
  pillowed bed and blankets, plates of generous flesh 
  for feasting, a barrel of wine, and a full bowl of 
  Cormorat (see Area 12). A gilded lantern keeps 
  the area well lit. A locked strongbox holds 
  S’nelgug’s treasures (Dex (Locks & Traps) to pick 
  the lock, contains 1 x Carry Loot, 1 x Valuables).  
  S’nelgug, AC 15, HD 4 (41 hp), 3 x Claw d8+1, 
  19: target is cursed and loses 2 Luck (no save, once 
  per target only), S18 D13 C18 I7 P9 W12 Ch6, 
  L10, Mv 30 ft. Boss Monster with all the usual 
  benefits. Once per combat use action to Acid 
  Vomit  (10 ft, single target, 6d6 damage, Luck 
  (Dex) save for half). When Staggered, S’nelgug 
  exudes a cloud of noxious spores, causing his 
  attacker (if in melee) to lose 1d4 Str, (Luck (Con) 
  save for half). Has the key to his strongbox. 
  Area 16 – Holding Cells 
  These holding cells (three to the north and five to 
  the south) contain various creatures or things. Roll 
  1d8 to determine what is within (reroll repeats):  
  1.
  An empty cell.
  2.
  Empty apart from a threadbare blanket
  and random piece of gear (roll 1d6: (i)
  13
  
   
   
   
   
  great sword, (ii) 10 ft chain, (iii) net, (iv) 
  metal pot, (v) shield, (vi) shiv).  
   
  3. The corpse of a karok miner (by 
  coincidence, just died of heart attack).  
   
  4. Jobe (black haired, strong backed tile 
  merchant from Northgate; “I get the Jobe 
  done”) was taken hostage after becoming 
  separated from his caravan two weeks ago. 
  A surprisingly determined and desperate 
  fighter when his life is on the line.  
   
  5. A female thuel warrior, Fengra of the 
  Stone Beaks (tall, bald shaved head, 
  emaciated, broken left arm, speaks thuel 
  only). Fengra is in bad shape and will not 
  survive much longer (1d4 days max).   
   
  6. Grabbok a Skorn raider, somewhat 
  bruised, but ready to murder anyone who 
  enters his cell.  
   
  7. Lorf the Ogre, drugged, barely conscious, 
  but otherwise in good condition.   
   
  8. A 12 ft Giant Serpent is sleeping here, 
  curled up in a straw nest.  
   
  Jobe, AC 11, HD 1d6 hp, S14 D10 C10 I10 P10 
  W15 Ch10 L5, Mv 30 ft.  
   
  Fengra, AC 12, HD 1, S8 D7 C6 I10 P10 W11 
  Ch10 L3, Mv 20 ft.  
   
  Grabbok, Skorn, AC 11, HD 1, Club 1d6+1, 19: 
  the target is clubbed in the head, losing its next 
  action (Luck (Will) save resists), S15 D10 C13 I7 
  P12 W8 Ch8, L4, Mv 30 ft. Advantage on checks 
  to sense danger or detecting scents. 
   
  Lorf, Ogre, AC 12, HD 4+3, Spiked Club 2d8, 
  19: special, S19 D8 C15 I6 P7 W8 Ch7, L7, Mv 
  40 ft. When Staggered, an ogre enters a 
  murderous rage, gaining a free attack against every 
  foe within reach. On a 19+ attack roll, the target 
  rolls on the Injuries & Setbacks table (Luck (Con) 
  save resists). 10 foot reach.  
   
  Giant Serpent, AC 13, HD 5, Bite 1d8 + poison, 
  19: special, S19 D16 C13 I3 P10 W12 Ch5 L8, 
  Mv 30 ft. Poison causes 1d6 damage and 1d4 Dex 
  loss (a Luck (Con) save resists). On a natural 19-
  20 attack roll, the target is constricted, rendering it 
  helpless. A trapped victim may spend their action 
  to make an opposed Str check to break free. 
   
  Area 17 - Butchery 
  Corpses and carcasses hang from ceiling hooks in 
  this makeshift butchery. Knives rest atop 
  bloodstained tables, along with large shanks of 
  meat that are being salted by 1d4 urgot  labouring 
  here. A large barrel is filled with salt, another with 
  brine. 2d4 stacked crates along the eastern wall 
  contain preserved cuts (5 gp per crate).  
   
  Area 18 – Arena 
  This 100 ft diameter arena is cracked and worn, 
  stained with the blood of countless combatants 
  and sacrifices to the Unbidden Lord. 20 ft above 
  the fighting pit is the tiered amphitheatre (rising 20 
  ft over 4 oversized steps), and a high eastern 
  balcony 45 ft above the pit.  
   
  Iron gates to the north, south and east allow access 
  to the holding cells (Area 16), while the western 
  gate opens to the Western Catacombs (Area 20). 
  All of the gates are operated by chain winches. The 
  winches are located on the lower level near the 
  entry tunnels, except for the western gate (its winch 
  is located on the eastern balcony). 
   
  The PCs’ first trial (along with Thamond, whom 
  they must protect) is to fight in the arena against 
  S’nelgug (see Area 15) and 1d4+2 Urgot 
  Gladiators. The battle is to the death. Before the 
  bout begins, more than two hundred urgot pack 
  the amphitheatre, eager to experience the blood 
  letting. The party are lead to the lower level to 
  enter from the southern gate. S’nelgug and the 
  14
  
  urgot gladiators enter from the northern gate. 
  Once the wailing, gnashing, and chittering crowd 
  has gathered, Emegak intones a prayer from the 
  eastern balcony, and battle commences!  
  Urgot Gladiators, AC 14 (patchwork armour), 
  HD 3, Great Axe 1d12+1, 19: target dazed and 
  acts last in initiative next round, S15 D13 C16 I7 
  P9 W13 Ch6, L8, Mv 30 ft. A group of urgot may 
  issue a simultaneous howl or chitter once/day, 
  causing creatures within 20 ft to suffer a minor 
  madness (Luck (Will) save resists).  
  Each round of the bout, ask one PC to roll 1d10 
  for an Arena Complication: 
  1.
  S’nelgug visibly swells with power from
  some dark force beyond the Veil (his next
  successful attack causes 20 damage).
  2.
  Someone in the crowd hurls a clay bottle
  at the PC’s head; make a Luck (Dex) save
  or stunned (lose next action).
  3.
  The East Gate opens, and Lorf the Ogre 
  (Area 16) comes charging out!
  4.
  The North Gate opens and Grabbok the 
  Skorn (Area 16) lopes into the arena,
  sizing up his closest opponent.
  5.
  The South Gate opens and the Giant 
  Serpent (Area 16) slithers out to snap at
  the closest humanoid!
  6.
  The crowd begin a spine chilling moaning
  in discordant unison. All humans must
  make a Luck (Will) save or suffer a minor
  madness.
  7.
  A horn sounds from the high balcony, and
  2d6 members of the crowd hurl fire pots
  into the pit! (determine targets randomly,
  if missed, use 1d8 as scatter direction and
  1d3 x 5 ft).
  8.
  The stone beneath the PC’s next step
  depresses, activating a crossbow trap from
  the closest wall (might strike another
  combatant if between the PC and the
  firing port). Target must make a Luck 
  (Dex) save or suffer 2d8 damage.
  9.
  Yellow gas issues from the large cracks
  depicted on the pit map. All creatures
  within 10 ft must make a Luck (Con) save
  or suffer Malediction of Lunacy (but roll
  the effect every round, the urgot are
  immune).
  10. A booming drum sounds from the high
  balcony as Emegak appears and stretches
  his hands out towards the pit. The four
  pieces of equipment shown on the pit
  map (sword, great sword, flail, shield) all
  animate and attack the closest creature for
  2d6 rounds (or until destroyed, treat as
  Animate Sword or similar).
  Assuming the PCs prevail, Emegak opens the 
  western gate to Area 20. The PCs receive no 
  respite; they must enter the tunnels immediately if 
  they wish to complete Trials two, three and four. 
  The urgot seal the door behind them.   
  Area 19 – Leech Pool 
  This dark pool is 10 ft deep and connects to Area 
  21 via a 4 ft wide tunnel at the base of the 
  northwest corner (a swimmer feeling about the 
  walls by hand will find it eventually).  A small nest 
  of Throat Leeches live in the water (4 inch 
  parasites).  
  Anyone swimming must make a Luck (Dex) save 
  to avoid the little wrigglers entering their mouth, 
  nose and throat. If failed, the leeches feed on PC’s 
  gullet, causing 1d4 Str or Con loss (even chance) 
  each day until the attribute reaches half (LFG 
  p.125 for more).
  15
  
   
   
   
   
  Western Catacombs  
  Sealed off from the Enmesh, the western 
  catacombs are home to a number of dangerous 
  monsters (including Oozes, Dorovyr, and Blood 
  Roaches at the least). The tunnels are cold and 
  completely unlit, but not silent. Echoes of distant 
  rustling, skittering, and flapping are common 
  throughout. A damp smell clings to the passages.  
   
  Area 20 – Western Arena Door  
  The tunnel from the Arena (Area 18) branches out 
  into a maze of winding passages. The sound of 
  flapping and fluttering can be heard from time to 
  time (a Perc (Det) check also picks up a faint 
  hissing). At the GM’s option there might droplets 
  of ooze to the northwest (see Area 22). 
   
  Area 21a – Dorovyr Caverns  
  1d4+2 Dorovyr Swarms are nesting in each of 
  these caverns, hanging upside down from 
  stalactites. There is a 50% chance the swarms are 
  sleeping. If awake, they will be drawn to investigate 
  any noises the party make, but are naturally wary 
  of open flames (inc torches, but not lanterns). 
   
  Dorovyr Swarm, AC 12, HD 3, Bite 1d8+1, 19: 
  overwhelmed and helpless for 1d3 rounds (Luck 
  (Str or Dex) save resists), S5 D14 C6 I3 P14 W10 
  Ch4, L6, Mv 120 ft flying. Swarm rules apply. On 
  a critical the target suffers a toxic tail lash; Luck 
  (Con) save or lose 1 Dex. 
   
  Dorovyr, also known as flappers, are 10 inch flesh 
  eaters with wings; bald, bat like mammals that hiss 
  and spit when threatened. From a distance they are 
  often mistaken for ordinary bats (they employ 
  echolocation), but on closer inspection their 
  hideous faces and barbed tails are revealed.  
   
  Dorovyr attack with overwhelming numbers, 
  something akin to flying piranhas, stripping the 
  flesh from their hapless prey. On a critical, the 
  target is lashed by a dorovyr’s barbed tail, which 
  secretes a numbing toxin (Luck (Con) save or lose 
  1 point of Dex).  
  Area 21 – Dorovyr Colony 
  A colony of 2d6 Dorovyr swarms lair here in the 
  stalactites, above a large, dark pool that connects 
  to Area 19. The Throat Leeches living in the 
  waters were carried here by the flappers years ago, 
  and feast on their dead. 
   
  The rubble to the northeast of the cavern may be 
  cleared away with determined effort (from either 
  side), allowing access to the small chamber west of 
  the Arena (Area 18).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If/when the roaches make their assault on the 
  urgot (see p.5), they use decoys to lure the flappers 
  north before going through the pool to Area 19.  
   
  Area 22 – Ooze 
  A Splinter Ooze has risen up through cracks in the 
  earth here, and is presently in a state of semi 
  hibernation. The tremors of heavy footfalls within 
  60 ft will rouse it from its sleep.  
   
  Splinter Ooze, AC 12, HD 8, Pseudopod 1d10, 
  19: the ooze swells in size, doubling its HD (max 
  8), S15 D17 C15 I4 P10 W16 Ch1, L9, Mv 50 ft 
  may climb walls, etc. The ooze makes one 
  pseudopod attack per target within 5 ft (poison 
  based, anti-toxin or similar halves damage). When 
  struck, the ooze splits in half (see below). 
     
  16
  
  The splinter ooze is an 8 ft, flesh absorbing blob 
  of white colouration, with a swift rippling motion. 
  Upon sensing suitable prey, it sprouts whip like 
  pseudopods to attack (one per target within 5 ft), 
  causing 1d10 poison based damage on a hit. A 
  character with anti-toxin or similar suffers half 
  damage.  
  When struck, a splinter ooze divides in half, 
  forming two monsters (halve HD, same attack 
  bonus and damage). It continues splitting in this 
  way until reaching 1 HD segments. A 1 HD 
  segment reduced to zero hp is destroyed (turns 
  black and shrivels up). A segment may spend its 
  action to merge with another segment. Fire and 
  lightning cause a splinter ooze no damage, but 
  disorients them momentarily (lose next turn). 
  Cold damage freezes the ooze solid for 1 round. If 
  struck during this time, they shatter and die. 
  Area 23 – Fallen Explorers 
  Two aged human skeletons lie here in the dirt, 
  yellowed but mostly intact. If inspected, the bones 
  display hundreds of tiny teeth marks (victims of 
  the dorovyr). Amongst the remains are a rusted 
  shortsword, a steel shield (pitted but serviceable), 
  a steel case of 10 cold iron bolts, a rotted crossbow 
  (breaks on a natural 1-5 attack roll), and 1 x Carry 
  Loot.  
  Area 24 – Ziggurat of Belmogg 
  A low ziggurat (two tiered, about 18 ft tall) occupies 
  the centre of this 70 ft flagstoned square. The 35 ft 
  wide 
  monument 
  is adorned 
  with 
  carved 
  hieroglyphs and sacred scriptures in ancient 
  Surothi. Oversized steps provide access to the 
  raised tiers above. An oval shaped mirror, as big as 
  a man, sits atop the second tier.    
  The ziggurat was enchanted by the priests to 
  separate the chaff from the wheat. A true disciple 
  of the Belmogg may ascend the steps without 
  pause. Others must make a Luck (Con) save to 
  reach the first level, the muscles in their legs 
  growing increasingly heavy as they climb. On a 
  failed save, the PC loses 1 Str and cannot reach the 
  next level under their own power.  
  To reach the top tier, a Luck (Perc) save is 
  required, as the climber is assaulted by an 
  overwhelming attack of vertigo. On a fail, the 
  character loses 1d4 Dex and stumbles about, 
  falling off the lower tier (about 10 ft, 1d6 damage). 
  At the top is a 7 ft two faced mirror, fashioned of 
  silver and set into the stone. The surface is similar 
  to brushed steel, partially reflective, but the images 
  blurred and distorted. The edges of the mirror are 
  decorated with stars, comets, and constellations, 
  most of which of familiar, but not all (Int (Arcane 
  or Wilderness Lore) check). 
  As might be expected, the mirror is magical. If two 
  sapient beings stare into the mirror from opposite 
  sides for seven seconds, their minds swap bodies 
  permanently. A Luck (will) save resists, but both 
  parties must succeed. Otherwise treat as Sudden 
  Transmogrification (may be ended via Sever 
  Arcarnum or Purge the Accursed). A person may 
  not repeat this effect for forty years (some of the 
  ancient priests extended their lives by rehousing 
  themselves in younger bodies).  
  If a single person who has fought in the arena 
  stares into the mirror for seven seconds, the 
  surface ripples in a strange manner, as if something 
  is disturbing it from the other side. The character 
  restores 1 Luck, is now ready to receive a reading 
  from Emegak.  
  If the character continues to stare into the mirror, 
  a hand like indentation (palm forward, fingers 
  outstretched) pushes out of the surface just slightly. 
  The hand is bigger than the mirror, with three 
  uneven, multijointed fingers, one ending in a claw. 
  If the PC touches the hand, they are “blessed” by 
  a power beyond the Veil. Each effect occurs once 
  only, is permanent, and cannot be reversed by 
  mortal magic. Roll 1d10: 
  17
  
   
   
   
   
  1. Blood of My Blood: If the PC dies, a 
  horrible monster bursts from their corpse 
  (treat as entry 11 on the DDM table).  
   
  2. Ineffable: Roll on the Holgrim’s Chest 
  table (LFG Companion p.99).  
   
  3. Overstepped: Roll on the Divine Rebuke 
  table.  
   
  4. Dark Disturbance: Roll on the DDM 
  table.  
   
  5. Shining One: The PC naturally glows 
  when in complete darkness; very dimly, 
  but enough to see a few feet ahead (disad 
  on sight checks, 33% miss chance, dispels 
  magical darkness). The glow cannot be 
  controlled and does not occur if the PC is 
  at zero hp. The first time the PC is 
  Staggered in a combat, they may spend a 
  Reroll die to flash brightly, blinding one 
  melee enemy until the end of the target’s 
  next turn (no save).   
   
  6. Bender of Fate: The PC increases their 
  maximum Luck by 1.  
   
  7. Bauble: The hand passes the PC a 
  permanent magical item through the 
  mirror (25% Minor Charm, 75% random 
  Major Item).  
   
  8. Lost Lore: The PC learns a random 1
  st 
  level spell they may cast once per 
  adventure. Their DDM tally begins at 3 
  instead of 1.   
   
  9. Tainted Boon: Gain 2 points to any one 
  attribute of the player’s choosing (max 
  19). Small children that come within 30 ft 
  of the PC inexplicably recoil from them 
  for just a moment.  
   
  10. Void Soul: The PC gains 50% magic 
  resistance (always operating, even against 
  beneficial effects).  
   
  Area 25 – Haunted Pool  
  In ages past, many an arena coward was 
  dismembered and cast into this dark pool to die in 
  abject shame. The waters are now cursed, haunted 
  by a malignant spirit; a Drowned Soul that 
  remembers nothing and knows only blind hatred 
  for the living.  
   
  Similar to wraiths, a Drowned Soul may shift 
  between physical and Incorporeal forms. If given 
  the opportunity, it will attempt to drag an 
  adventurer to the bottom of the waters and drown 
  them. The Drowned Soul cannot leave the 
  confines of Area 25 (and connecting tunnel).  
   
  Drowned Soul, AC 14, HD 6+4, Claw 1d12 + 
  special, 19: all active light sources within 60 ft are 
  extinguished as if soaked with water, and cannot 
  be relit until dried, S- D17 C- I10 P10 W13 Ch6, 
  L10, Mv 30. Undead and Incorporeal. May take 
  physical form for short periods (no action, but 
  painful, gains Str 14, Con 18). On a claw attack 
  (ghostly or real) the target’s maximum hp is 
  reduced by half the damage suffered (returns in 
  2d4 months, or by being doused in holy water).  
   
   
  Area 26, a, b & c – Inner Sanctum 
  The rusting iron door to this room is locked (the 
  key is lost, a Dex (Traps & Locks) check with a -2 
  penalty opens it). Beyond is a 15 ft by 12 ft 
  chamber with a 10 ft ceiling. The walls are finely 
  plastered, stamped with long and intricate Surothi 
  prayers to otherworldly entities. Faded meditation 
  mats lie on the floor, crumbling to dust if set upon.  
   
  26a includes a circular iron table, surrounded by 
  six iron chairs. Atop the table is the dusty debris of 
  disintegrated books and maps. If the inch thick 
  layer of dust is removed, a single scroll remains 
  beneath (yellowed but in remarkably good 
  condition; 1 x Scroll).  
  18
  
  26b may be accessed via a secret door (Perc (Det) 
  check to notice, the door opens by sliding it up 
  into the ceiling where it clicks into place. Pressing 
  it again releases it down slowly via weighted chain). 
  Within is a small chamber lined with lead. A 
  wooden table has collapsed, but 1 x Valuables, 1 x 
  Trinkets & Curios, and an adamantine breastplate 
  remain behind (may be used as medium armour, 
  or part of heavy armour). 
  The door to 26c is locked (Dex (Traps & Locks) 
  check to open). The small cave beyond contains a 
  humanoid skeleton, its leg encased in a cold iron 
  manacle attached to the wall. An Int (Wilderness 
  Lore) check confirms the skeleton is not human. 
  An Int (Arcane Lore) check reveals the truth. Hag 
  bones are an important ingredient in certain 
  potions and admixtures, worth 2d6 x 100 gp to the 
  right buyer. 
  Area 27 – Blood Roach Nest 
  See Area 29.  
  Area 28 – Blood Roach Graveyard 
  A large 4 ft high, 8 ft wide earthen mound with a 
  hardened, crust like surface occupies the centre of 
  this cavern. Close inspection reveals crude 
  scratchings, akin to some form of rudimentary 
  hieroglyphs in uneven, diverging lines. The  roach 
  markings record some detail of their buried dead, 
  and might suggest to the adventurers that they are  
  sapient. Numerous sections of the floor are 
  churned; digging down reveals the decaying bodies 
  (shallow) and old bones (deeper) of dead roaches. 
  When the PCs visit here, there is a 50% chance of 
  a roach hiding behind the mound, trying to keep 
  out of sight (it was inscribing something with its 
  claws until suddenly disturbed).  
  Area 29 – Blood Roach Nests 
  The cavern in Area 27, and the eastern and 
  western caverns in Area 29 (the largest about 25 ft 
  wide, with a 50 ft ceiling) contain 2d6 Blood 
  Roaches. The central cavern of Area 29 contains 
  the Roach Queen.  
  Also known as scrabblers, blood roaches are 5 ft 
  carapaced plasma drinkers, with silk shooting 
  spinnerets and human like forelimbs. Gripping 
  prey with their teeth and claws, the insects employ 
  a stabbing tongue proboscis to drain their victim’s 
  vital juices. Blood roaches possess an alienesque 
  sapience and rudimentary psionics; demonstrating 
  primitive language, social rites, and lore keeping. 
  They gather in nests, presided over by an egg 
  laying queen (9 ft long, with four claws instead of 
  two).  
  If the party has been loud, most of the scrabblers 
  are in hiding in shallow burrows (the entrances 
  concealed with silk hardened doors, similar to a 
  trap door spider; Perc (Det) check at disadvantage 
  to spot), and one or two on the ceiling (outside of 
  ordinary 30 ft torch range), ready to spring an 
  ambush. If the party surprise them, most of 
  roaches are moving about or resting in their  
  burrows, gorging on two foot worms or clicking to 
  each other (with their teeth, or making a deep 
  thrumming by vibrating their skull plates). 
  The raised mounds on the map appear freshly 
  piled, with strands of silk binding them together. 
  Inside are the preserved corpses of giant worms, 
  flappers, thuels, skorn, and other juicy creatures 
  from above and below ground (the roaches access 
  the surface via Area 33, generally at night).  
  19
  
   
   
   
   
  If the larders are emptied, there is a 50% chance 
  of human remains with 1 x Carry Loot (75%) or 1 
  x Trinkets & Curios (25%). If the queen is 
  defeated, 2d6 eggs are buried nearby (the embryos 
  die without the queen, but the corpses are worth 
  50 gp each to a collector).  
   
  Assuming the party take one of the roaches alive 
  for Emegak’s ritual, the queen rounds up any 
  survivors to make a counter attack via Area 19 (see 
  p.5).   
   
  Blood Roach, AC 12, HD 4, Bite 1d6 and Horn 
  1d8 plus Silk Grapple (special) 19: psionic 
  thrumming;  enemies within 5 ft must make a Luck 
  (Will) save or suffer a Head Injury (Injuries & 
  Setbacks table) S10 D14 C11 I4 P13 W13 Ch8, 
  L7, Mv 40 ft inc up walls, ceiling, etc. As part of 
  their attack action its spinnerets may fire a silk 
  grapple line: single target, range 60 ft, Luck (Dex) 
  save or entangled. An entangled target has a -2 
  penalty to hit, and may be pulled up to 30 ft each 
  round (Str contest vs Str 16 to break free on 
  target’s turn, no action). A PC reduced to zero hp 
  must be recovered from a roach in one round or 
  they die (proboscis blood drain). 
   
  Roach Queen, AC 13, HD 9 (76 hp), 4 x Claw 
  1d12 plus Silk Grapple (special) 19: psionic 
  thrumming;  enemies within 15 ft suffer a Head 
  Injury  (Injuries & Setbacks table), S14 D13 C15 
  I5 P13 W16 Ch11, L12, Mv 40 ft inc walls, ceiling, 
  etc. Boss Monster with all the usual benefits. As 
  Blood Roach, but entangle up to 120 ft and Str 20.  
   
  Area 30 – Drop Wall 
  This 25 ft wide, 150 ft long hall has a vertical 
  indentation in the ground at about the mid point. 
  Looking at the 15 ft ceilings reveals a raised iron 
  wall (operated by chains and winches hidden 
  behind the stonework).  
   
  A single iron faceplate with a large keyhole is set 
  into the northern wall. Turning the oversized key 
  from Area 11 in the lock triggers the mechanism, 
  slowly lowering or raising the wall (moves 1 ft per 
  round). PCs without the key might be able to 
  manipulate the lock to work without it (Dex (Traps 
  & Locks) check at a -3 penalty). 
   
  Area 31 – Giant Centipede Nest 
  2d12 Giant Centipedes have a nest here beneath a 
  rocky outcropping on the northern wall. They 
  crawl about in a large, oval shaped ball, eating their 
  latest kill (a pasty white giant worm).  
   
  The northeastern cavern contains the bones of 
  past meals, as well as a dug out hole containing 4d6 
  eggs (Int (Wilderness Lore) check suggests they 
  are worth 10 gp each to a collector).  
   
  Giant Centipede, AC 13, HD 2, Bite 1d4 and 
  Stinger (Luck (Con) save or suffer 1 Dex loss), 19: 
  extra strong dose of poison requiring two Luck 
  saves instead of one, S14 D14 C10 I1 P10 W10 
  Ch2, L5, Mv 30 ft. An adventurer has a 25% 
  chance of harvesting one dose of poison from a 
  dead centipede.  
   
  Area 32 – Guard Post 
  The rusting iron doors to these two chambers are 
  locked (Dex (Traps & Locks check to open). 
  Within the first room are decaying chairs, tables, 
  and crates. Within the remains are 2d6 weapons 
  (iron maces and hammers).  
   
  The southern door is also locked. The room 
  beyond contains three suits of ancient iron scale 
  armour, fallen from rotten dummies. Two metal 
  shields with white bridge motifs are hung on the 
  wall (pitted but functional).   
   
  Area 33 – Greater Tunnels 
  This passage quickly diverges into many winding 
  branches, some of which lead to the surface, 
  others deep beneath the earth. The various 
  denizens of the western catacombs use the tunnels 
  to hunt both above and below ground.  
   
   
   
  20
  
  Aftermath 
  Assuming the party pass the Four Trials and repeal 
  (or avoid) the roach assault, Emegak provides the 
  prophesy or information desired.  
  If Maud is involved and still alive, the PCs receive 
  double their promised reward, and are lauded in 
  merchant circles for their prowess. If Maud dies, 
  word eventually spreads around Dol-Karok’s 
  merchant quarter, sullying the party’s reputation 
  for a short period. If Maud lives but the prophecy 
  is unable to be obtained, the old fool is 
  disappointed but thankful glad to be alive, and 
  pays the party their agreed fee regardless. 
  Special Thanks 
  Finally, a very special thank you to cartographer 
  Rafal Zatwarnicki of New Horizons for very 
  generously allowing us to use his amazing map for 
  this adventure! I hope folks have as much fun 
  exploring the dungeon as I had populating it!  :D 
  For more incredible maps like these, be sure to 
  join New Horizon’s Patreon for the absolute 
  bargain price of $1 per month!  I guarantee you 
  won’t regret it  
  New Horizons Patreon 
  https://www.patreon.com/New_Horizons/posts 
  New Horizons Site 
  https://n-horizons.weebly.com/ 
  Note: I made some very minor cosmetic adjustments to 
  the map (removed a few doors, moved the mirror icon), 
  to match up with the adventure as it came together.  
  21
  
   
   
   
   
   
   
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki, Copyright © 2019 Pickpocket Press. 
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
   
  Artwork:  
  Map copyright Rafal Zatwarnicki and New Horizons, used with permission, all rights reserved.  
  Some artwork copyright Henrik Karppinen, used with permission.  
  Some artwork copyright Dean Spencer, used with permission.  
  Some artwork copyright Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, used with permission. 
  Some art copyright Fantasy Stock Art, used with permission. 
  Some art copyright Ramon Lucha 2020, used with permission.  
   
  Ink splashes copyright Shutterstock, used with permission. 
   
  Websites: 
  Low Fantasy Gaming:  https://lowfantasygaming.com/ 
  Discord: https://discord.gg/2jpanny 
  MeWe: https://mewe.com/group/5bbbec659b97560bb8d2eddb 
  Reddit: https://www.reddit.com/r/LowFantasyGaming/ 
  Facebook: https://www.facebook.com/lowfantasygaming/ 
   
  Products:  
  DTRPG storefront:  https://www.drivethrurpg.com/browse/pub/10564/pickpocket-press 
   
   
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