TEXT:  
   
   
  Caverns of 
  Melusiah 
    
   
  
   
  2 
   
  Caverns of Melusiah 
   
  Rumours & Hooks:  
  There are reports of a band of brigands camping 
  in a large cave complex in the mountains, preying 
  on traders and other travellers.  
   
  A historian named Ebernook, a resident of Dol-
  Karok is seeking the Sceptre of Melusiah, said to 
  be buried in a shallow grave in a cave complex in 
  the northern mountains. Ebernook is willing to 
  pay generously for the sceptre’s retrieval.  
   
   
  Overview 
  The Caverns of Melusiah are currently occupied 
  by two distinct groups; a band of brigands and a 
  colony of giant ants.  
   
  The brigands live in the western part of the 
  complex, and have done so for years. They 
  generally keep the western side of Areas 7 & 8 
  (Map p.3) covered in a unique herbal sludge 
  (mostly glue, salt and vinegar), including on the 
  walls and ceiling, which the ants find highly 
  repugnant and stay away from. From time to time 
  however, when the bandits wish to dissuade 
  authorities, bounty hunters or other creatures 
  from exploring too closely, they draw the barrier 
  back to the southernmost passages of Areas 3 & 
  6, allowing the ants to scavenge outside and scare 
  off any unwanted visitors.  
   
  The 3d10+20 brigands are led by Brin Pentegast, 
  a long time outlaw and charismatic leader, 
  negotiator and thief. 
   
  Pentegast is always on the lookout for a good 
  mark, fully aware that her men will follow her 
  only as long as she keeps providing opportunities 
  for gold. Over the years she has amassed a small 
  fortune, robbing traders, explorers and anyone 
  else she can get her grimy mitts on. 
   
  The giant ant colony is comprised of workers, 
  soldiers and a single queen. Only the tip of the 
  hive is visible on the eastern map, the vast 
  majority of its twisting tunnels can only be 
  reached via the large tunnel in Area 12. For the 
  most part, the ants forage using openings spread 
  further across the mountains, or hunt for food 
  below ground.  
   
  Area 12 however is favoured by the queen as a 
  place to rest and lay her eggs, untroubled by the 
  bustle of her hive.  
   
  Random Encounters (Western Caves) 
  While the party is exploring the western caverns, 
  there is a 20% chance of a random encounter 
  every 15 minutes (or other time period as 
  determined by the GM). If an encounter occurs, 
  roll 1d6: 
   
  (1) 2d6 bandits from Area 6 can be heard 
  joking and jostling, about to emerge from 
  a nearby corridor.  
   
  (2) A strong wind suddenly blows through 
  the corridor. The adventurers feel the 
  hair on the back of their necks stand up 
  involuntarily, but as quickly as it appears, 
  the howling wind vanishes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (3) 1d10+10 bandits return to base, carrying 
  sacks of recent spoils! They are loud and 
  cheerful, drinking stolen ale and feasting 
  on stolen pies. They will take a very dim 
  view of any adventurers slinking through 
  their home. 
  
   
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (4) 2d4 bandits are arguing over loot or 
  women. They are distracted and in a foul 
  mood, either way.  
   
  (5) A heavily inebriated, snoring bandit, 
  leaning up against a wall, empty flagon in 
  his hand.  
   
  (6) A low, menacing chittering and chirping 
  noise echoes through the complex (a 
  giant ant, testing out the barrier, to its 
  horror). 
   
  Area 1 – Cave Mouth 
  The cavern entrance is marked with a number of 
  beastmen poles adorned with wooden spikes and 
  the skulls of animals and people. Pentegast finds 
  the warning poles tend to keep most curious 
  beastmen or other folk away.  
   
  The interior of the cavern is dry but cool, loosely 
  gravelled and mostly quiet. The occasional 
  breeze filters through, but the air is mostly still. 
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The entry is unlit and extends about 30 ft. 
  Passages are generally 5 - 6 ft high, while the 
  caverns are about 10 – 15 ft tall.  
   
  Area 2 – Entry Chamber 
  This 20 ft natural cavern is decorated with dark 
  stalagmites. In the north western corner are 
  tucked three torches with flint and steel. 
  Torchlight can be seen flickering in the northern 
  passages. The narrow southern passage is 
  completely dark and has a strange vinegar like 
  smell. During the day, there is a 70% chance of a 
  bandit sentry in the shadows beyond the daylight 
  from Area 1. At night the bandits hole up in Area 
  3, 5 and 6. 
   
  Area 3 – Living Area A 
  This oval chamber is approximately 20 ft wide, 
  35 ft long and 15 ft high. The middle is 
  horizontally divided by a sharp 5 ft rise.  
   
  This living area is lit by lanterns placed on 
  boulders, decorated with sleeping bags, crates of 
  
   
  4 
   
  food (mostly salted fish, hard tack and other long 
  lasting rations) and barrels of alcohol. 
   
  At least 10 bandits are here at any one time, 
  sleeping, eating or socialising. They are wary of 
  any well armed intruders, but bolstered by 
  numbers, and will call for help from Area 6 if 
  required. A charismatic adventurer might be able 
  to persuade the bandits to trade or exchange 
  information, 
  rather 
  than 
  attack 
  (at 
  least 
  temporarily).  
   
  Bandit 
  Armor Class: 11 (leather) 
  Hit Dice: 1 
  Attacks: Weapon  
  Nat 19: as weapon 
  S:12 D:11 C:11 I:10 P: 10 W:10 Ch:10 
  Luck: 4 
  Move: 30 ft 
   
  The bandits are armed with a mix of shortswords, 
  maces and axes. All possess short or long bows, 
  15 arrows, a firepot and a barrier flask (to scare 
  off any rogue giant ants). They will spread out, 
  take cover behind barrels or boulders, and fire on 
  intruders. Any loud disturbance brings help from 
  Area 6.  
   
  A search of the sleeping bags and general 
  camping gear in this area produces 1 x Carry 
  Loot (LFG p.136).  
   
  Area 4 – Melusiah’s Cairn  
  This 10 ft by 5 ft niche is the ancient grave of a 
  warlock named Melusiah, marked with a low, 
  oblong shaped cairn of white rock. Inside the 
  grave are fragile bones and a dirty elm sceptre 
  with an orb at one end. The sceptre grants the 
  user a Stoneskin effect once per week (no action), 
  but the user suffers a minor madness (a Will 
  check resists). 
   
   
   
   
   
  Anyone entering the chamber feels an immediate 
  sense of unease; the hairs on their neck stand up 
  and they shudder involuntarily. Pentegast’s men 
  are under pain of death orders not to disturb the 
  grave, which they hold cursed.  
   
  Removing a single stone causes the air 
  temperature to drop. Removing any more 
  releases Melusiah’s spirit. The ghost attacks 
  anyone in the complex, seeking to drain their life 
  utterly or drive them out. It then haunts Areas 1–
  7.  
   
  Melusiah 
  Armor Class: 12 
  Hit Dice: 8 
  Attacks: Touch (1d4 + special) 
  Nat 19: the target ages twice as much as usual. 
  S:- D:15 C:- I:10 P: 13 W:17 Ch:3 
  Luck: 9 
  Move: 30 ft 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ghosts are Incorporeal, able to pass through 
  objects, and are harmed only by magic or cold 
  iron weapons. A ghost’s awful caress instantly 
  ages the target 3d10 years (no Luck save 
  permitted) and requires a Luck (Will) save to 
  resist gaining a serious madness trait. If a target is 
  aged more than its expected lifespan, it dies a 
  desiccated husk. 
   
  Melusiah is bound to the world by eternal hatred 
  for his long dead son, who betrayed him to witch 
  hunters. If the bones of his son (buried elsewhere 
  
   
  5 
   
  in the mountains) are presented to him, he 
  vanishes forever. 
   
  Area 5 – Pentegast’s Quarters 
  This 15 ft wide by 20 ft long cavern has a high 20 
  ft ceiling. The cave is furnished with a table, 
  chairs, a low bunk and three 5 ft strongboxes. 
  There is a 50% chance that Pentegast is in her 
  quarters with 1d3 bandits.  
   
  The bandit leader is a canny, brave and 
  formidable warrior. She is greedy at heart 
  however, and would rather put her men on the 
  line than herself. She is currently plotting to 
  convert their loot to gemstones (or some other 
  easily transported valuable), and steal away, 
  leaving her men high and dry.  
   
  Brin Pentegast 
  Armor Class: 14 (leather) 
  Hit Dice: 4+2 
  Attacks: Shortbow/Arrow (1d6+3) 
  Nat 19: as weapon 
  S:13 D:18 C:11 I:14 P: 13 W:14 Ch:16 
  Luck: 7 
  Move: 30 ft 
   
  Pentegast has Backstab, Skirmisher and Finisher 
  like a 4
  th level rogue, and may use the following 
  Tricks & Techniques (up to twice per combat): 
  Hidden Blade, Quick Reflexes, Smoke Bomb 
  and Unseen Whip.  
   
  The bandit leader is armed with a short bow, 24 
  arrows and a hidden boot blade. She wields her 
  bow like a club, and stabs with her arrows like 
  knives, as if they were melee weapons at no 
  penalty. 
   
  Pentegast might be willing to hire the PCs to do 
  some work for her, particularly caravan scouting 
  or beastman clearing. If her life is in danger, she 
  is not above bargaining for it, offering for 
  example 
  the 
  combination 
  codes 
  for 
  the 
  strongboxes, or Gunter’s story (see Area 10). 
   
  The three steel strongboxes have combination 
  locks which only Pentegast knows the codes to. 
  Failing to open or pick the lock activates a potent 
  poison needle (Luck (Con) save, or suffer 1d6 
  damage each round for 1d6 rounds). The 
  strongboxes can be broken open with sufficient 
  time and the right tools. The boxes contain 1 x 4 
  HD Lair Treasure (LFG p.140), 1 x Potion (LFG 
  p.150) and 1 x Valuables (LFG p.147).  
   
  Area 6 – Living Area B 
  This 20 ft wide by 30 ft long cavern has a high 
  15ft ceiling. The cave is furnished similarly to 
  Area 3, with sleeping bags, food, etc, but also 
  some tables, chairs and even a bookshelf with 
  some tattered looking tomes (various mundane 
  topics, 
  including 
  languages, 
  cooking 
  and 
  jewellery).  
   
  At least 3d6 bandits are here at any one time, 
  socialising or sleeping.  A search of the room 
  turns up 1 x Carry Loot (LFG p.136). 
   
  Area 7 – Chasm 
  This 5 ft wide by 30 ft long passage is unlit, and 
  ends in a 15 ft wide chasm. The entire passage is 
  lined with barrier sludge, which repels the ants.  
   
  The chasm is pitch black and descends more 
  than 200 ft. Whether the chasm joins up with the 
  ant hive, or extends elsewhere, is a matter for the 
  GM.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 
   
  Area 8 – Chasm Bridge 
  This 5 ft wide by 25 ft long twisting passage is 
  unlit, and ends in a 20 ft wide chasm. The entire 
  passage is lined with sticky barrier sludge, which 
  repels the ants.  
   
  A rickety looking, 5 ft wide wooden bridge spans 
  the chasm. The bandits have not destroyed the 
  bridge because they sometimes lure the ants 
  across to deal with curious authorities or other 
  inconveniences (the ants can of course climb up 
  the walls and ceiling, but also use the bridge). See 
  Area 7 for the chasm details. 
   
  If the party cross the chasm, they find the eastern 
  complex completely unlit. Strange clicking, 
  scrabbling and chirping noises can be heard 
  echoing further east, emanating from the 
  darkness.  
   
  Random Encounters (Eastern Caves) 
  While the party is exploring the eastern caverns, 
  there is a 50% chance of a random encounter 
  every 15 minutes (or as the GM determines). If 
  an encounter occurs, roll 1d4: 
   
  (1) 1d4+2 Worker Ants (p.7) appear from 
  the darkness, skittering about with food 
  or on the way to check on the hatchery. 
  They have detected the adventurers’ 
  scent, and they smell delicious.  
   
  (2) 1d3+1 Soldier Ants (p.7) charge out of 
  the darkness, intent on killing the 
  adventurers by ambush! They have hard, 
  shiny carapaces, and their hooked 
  mandibles drip with green, unhealthy 
  looking fluid. 
   
  (3) A small Flesh Eating Fungoid (p.7) slides 
  into the torchlight, wobbling side to side 
  as if being jostled by an invisible wind. 
  The fungoid knows it is slow, and needs 
  to lure prey to it, and will act accordingly. 
   
  (4) A deep, tunnel reverberating chittering 
  echoes 
  through 
  the 
  tunnels, 
  then 
  abruptly stops (the queen voicing a 
  command, or warning, to some of her 
  drones). 
   
  Area 9 – Main Hatchery 
  The entire southern part of the eastern complex, 
  consisting of four large caves, are lined with 2 ft 
  long, yellowy white giant ant eggs. Some of the 
  more developed antlings can be seen wriggling 
  beneath the skin of the translucent eggs.  
   
  There is no easy way (save climbing on the walls 
  or ceiling, like giant ants do) to navigate through 
  this area without risking disturbing a few of the 
  eggs (a Dex check at -2 is required).  
   
  Disturbing the eggs has a 50% chance of hatching 
  1d3 antlings, which are very hungry and try to eat 
  the party, all the while making cute clicking and 
  chirping noises.  
   
   
   
   
   
   
   
   
   
   
   
   
  Antling 
  Armor Class: 10 
  Hit Dice: 1 hit point 
  Attacks: Bite (1d3) 
  Nat 19: The antling trips the target over by 
  accident, but is squashed in the process 
  S:12 D:10 C:8 I:1 P:7 W:6 Ch:4 
  Luck: 3 
  Move 20 ft and may climb walls, ceilings etc  
   
  2 ft antlings are yet to grow into full adulthood, 
  whether that is as a worker or soldier. They are 
  born with an instinctive understanding of their 
  role in the hive, and the chemical signals of other 
  ants.  
   
  If any antlings are triggered, or the party 
  otherwise draws attention to itself, 1d4 worker 
  ants emerge from behind the large pillar in the 
  eastern most corner to investigate (they are 
  otherwise sleeping/resting in the warmest corner).  
  
   
  7 
   
  Ant, Giant (Worker) 
  Armor Class: 13 
  Hit Dice: 2 
  Attacks: Bite (1d6) 
  Nat 19: The worker knocks the target prone.  
  S:16 D:10 C:16 I:1 P: 10 W:10 Ch:4 
  Luck: 5 
  Move 40 ft and may climb walls, ceilings etc  
   
  Workers may swarm a target, gaining +1 to hit for 
  each additional ant beyond the first (maximum 
  +4).  
   
  Area 10 – New Egg Hatchery 
  This 30 ft by 30 ft cavern houses the most recent 
  batch of new eggs (only 1 ft long), 1d4+2 worker 
  ants, and 1d4 soldier ant guards.  
   
  Ant, Giant (Soldier) 
  Armor Class: 15 
  Hit Dice: 3+3 
  Attacks: Bite (2d4 + poison) 
  Nat 19: the soldier spits acid on the target, 
  causing 2d4 damage. 
  S:19 D:12 C:16 I:1 P:12 W:12 Ch:8 
  Luck: 6 
  Move: 40 ft and may climb walls, ceilings, etc 
   
  Soldier ants have a venomous bite that requires a 
  Luck (Con) save or the target loses 1d4 Con. 
  Soldiers may swarm a target, gaining +1 to hit for 
  each additional ant beyond the first (maximum 
  +4).  
   
  Area 11 – Flesh Eating Fungoids 
  This 35 ft long oblong chamber has a tall 20 ft 
  ceiling. In the north eastern corner are 2d3 Flesh 
  Eating Fungoids; sentient toadstools with teeth 
  and jaws, that prefer meat to absorbing nutrients 
  from the soil or other plants. There is a mix of 
  adult and juvenile fungoids present (GM 
  determines the mix). 
   
  The ants and the fungoids have formed a 
  symbiotic relationship. The ants bring the 
  fungoids food, and the fungoids shed viscous, 
  brown spore that the insects find delicious.  
   
  In recent weeks, a rogue ant managed to cross the 
  barrier and snatched Gunter, the unlucky bandit 
  on sentry duty in Area 2 at the time. Gunter was 
  delivered to the fungoids and swiftly devoured. 
  All that remains is his chainmail shirt, a shield 
  and a cold iron hammer (bearing the sigil of 
  House Lorca, one of the five great trading houses 
  of Dol-Karok, the mountain fortress).  
   
  The fungoids are pretty much always hungry, and 
  will attack any humans entering this area.  
   
  Flesh Eating Fungoid (Adult) 
  No. Appearing: 2d4 
  Armor Class: 10 
  Hit Dice: 7 
  Attacks: Bite (2d6+2) 
  Nat 19: special 
  S:19 D:5 C:16 I:1 P:10 W:14 Ch:4 
  Luck: 9 
  Move 20 ft and may climb walls, ceilings etc  
   
  These 15 ft giant toadstools have jaws and teeth, 
  and are able to uproot and move across the 
  ground, walls and ceiling with sticky appendages. 
  They grow underground or in dark, wet places, 
  out of direct sunlight. Fungoids prefer flesh to 
  absorbing nutrients via the soil or other plants, 
  but are slow moving, and either need to trap or 
  catch prey unawares. On a natural 19, the 
  toadstool blasts the target with toxic spores, 
  causing the target to lose 1 HD every 1d12 hours 
  for 1d4 days. An apothecary with the right healing 
  herbs may be able to neutralise the poison. 
   
  Flesh Eating Fungoid (Juvenile) 
  No. Appearing: 1d6 
  Armor Class: 10 
  Hit Dice: 1 
  Attacks: Bite (1d6) 
  Nat 19: the fungoid attaches a sticky appendage 
  to the target, preventing it from withdrawing. 
  S:12 D:5 C:10 I:1 P:6 W:10 Ch:4 
  Luck: 4 
  Move 10 ft and may climb walls, ceilings etc  
   
  The small fungoid is 4 ft tall, but otherwise 
  similar to the giant version. A small fungoid will 
  
   
  8 
   
  grow into a giant one over about five years, 
  assuming conditions are favourable. 
   
  Area 12 – Queen’s Chamber 
  This 35 ft by 30 ft cavern has a 25 ft ceiling. The 
  10 ft hole to the north is a long tunnel to the hive 
  proper, where 2d100 giant ants (not including 
  larvae) live.  
   
  The Queen rests here from time to time, 
  favouring the occasional surface breeze and 
  relative quiet. Eggs that are laid here are carried 
  to Areas 9 and 10 by workers (the queen cannot 
  squeeze through the southern tunnel).  
   
  There is a 80% chance the queen is present. If so, 
  there is a 50% chance she is asleep or resting, 
  unless the party has made their presence known. 
  The queen will not hesitate to exterminate any 
  human intruders in her domain, issuing a 
  deafening chittering noise to summon 2d10 
  soldiers to aid her (appearing in 1d4 rounds).   
   
  Ant, Giant (Queen) 
  No. Appearing: 1 
  Armor Class: 16 
  Hit Dice: 6 
  Attacks: Bite (3d4 + special) and Stinger (poison) 
  Nat 19: special. 
  S:19 D:8 C:19 I:1 P:15 W:15 Ch:16 
  Luck: 8 
  Move: 30 ft and may climb walls, ceilings, etc 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  On an 18+ attack roll, the victim is crushed in the 
  queen’s mandibles, suffering 3d6 damage each 
  turn until freed (the victim may spend their action 
  to make an opposed Str check to escape). The 
  Queen’s stinger carries a potent poison causing 
  1d4 Con loss (Luck (Con) save for half). 
   
  The queen has no treasure as such, but 
  adventurers able to gather up most of the live 
  giant ant eggs, or antlings, might find buyers 
  trading in exotic insects, foodstuffs or potion 
  makers (to the value of 1d6 x 100 gp + 700 gp). 
   
  Aftermath 
  If the bandits are cleared, the any colony 
  eventually takes over (if Melusiah remains, his 
  ghost haunts Areas 3-6, which the ants stay clear 
  of).  
   
  If Pentegast survives, she quickly puts her final 
  plans into action, converting most of the loot to 
  gems and jewellery before fleeing. Her men fight 
  over whatever baubles are left before disbanding 
  shortly thereafter. One or more brigands might 
  stick together in an attempt to track down the 
  party, and/or Pentegast, seeking revenge.  
   
   
   
  
   
  9 
   
  CREDITS 
   
   
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
  Artwork: 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under licence, all rights reserved. 
  Some artwork © 2016 Jeshields, used with permission. All rights reserved. 
  Some artwork copyright 2016 or earlier 123RF Limited, used under licence, all rights reserved.  
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming:  https://lowfantasygaming.com/ 
   
   
   
   
   
   
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  Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.  
   
  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
   
  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  END OF LICENSE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #04 Caverns of Melusiah [parchment] (LowFG).pdf