TEXT: UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  10
   1st  level
  Pillars of salt
  
  
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  (“Wizards”). All Rights Reserved.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  The Dungeon Under The Mountain and Pillars of Salt © by Øone Roleplaying Games
  Some artwork copyright Paul Daly, used with permission.
  Pillars of Salt
  Written by Tim Hitchcock
  Graphic Design by O’Bully
  Cartography by Mario Barbati
  Artwork by O’Bully, Paul Daly, Studio Matti-
  gatti, Daniele Bigliardo, Alessandro Cioffi
  Software Authoring by Anna Fava
  Requires the use of the Dungeons & Dragons® 
  Player’s Handbook, Third Edition, published by 
  Wizards of the Coast®
  Dungeons & Dragons® and Wizards of the Coast® 
  are Registered Trademarks of Wizards of the Coast, 
  and are used with Permission.
  Every Reference to other copyrighted material in no 
  way constitutes a challenge to the respective copyright 
  holders of that material.
  A) The following elements in this book is hereby 
  designated as open game content, in accordance with 
  the open game licence:
  1- All Monsters, stats and description
  B) the following elements in this book are hereby 
  identified as “product identity”:
  1- All not mentioned at the point “A”
  2- Øone Roleplaying Games identifying marks and 
  product titles.
  3-All artwork, maps and graphic design.
  The reproduction or retransmission of this book, 
  except for his open gaming content, without written 
  permission of the copyright holder is expressly for-
  bidden, except for the purpose of reviews.
  ‘D20 System’ and the ‘D20 System’ logo are Trade-
  marks owned by Wizards of the Coast and are used 
  according to the terms of the D20 System License 
  version 3.0.  A copy of this License can be found at 
  www.wizards.com/d20.
  Product Code: UNDRE009
  First edition: May 2006
  Øone Roleplaying Games
  www.Øonegames.com
  master@Øonegames.com
  
  Welcome
  
  What is this Product
  This product contains one room 
  or one dungeon -based encounter. 
  All the rooms featured here are taken 
  from one of The Dungeon Under 
  the Mountain products, available at 
  www.0onegames.com, although these 
  products are not necessary, since the 
  encounter can be adapted without ef-
  fort to any existing dungeon.
  How to 
  Use this Product
  This product takes advantage from 
  the PDF technology, joining old-fash-
  ioned style with the most advanced 
  electronic features. In order to use this 
  product you must use Adobe Acrobat 
  6 or later.
  This product has been designed 
  to help busy referees in preparing 
  dungeon adventures and encounters. 
  Instead of wasting time scaling the 
  encounters and adapting them to your 
  party, here you will find a pre-scaled 
  encounter suitable in three different 
  versions (for low, mid and high level 
  of play). At the beginning of the en-
  counter text, you will find a big button 
  like this.
  By clicking on this button you can 
  choose which level want to play (low, 
  medium, high). When you have made 
  your choice all the relevant portions of 
  the text will change accordingly.
  Monsters will scale, DCs will 
  change, traps and behaviors of the 
  villains will change, according with the 
  level of play you choose.
  Nevertheless, this is not all.
  Beside each paragraph you will 
  find the same button found before, 
  but much smaller. This button allows 
  you to change only the appropriate 
  paragraph. Therefore, if you need 
  stronger monsters in your low-level 
  encounter, you can adjust them and 
  use mid-level monsters instead of 
  low-level ones. Likewise, if you want 
  traps tougher, just click on the para-
  graph button and change the level of 
  the traps paragraph. Blank spaces, due 
  to different text lengths, will be filled 
  with placeholder artwork, so you will 
  have a good-looking page.
  Finally, a paragraph called “Person-
  al  Notes” is left blank. This paragraph 
  features a text field you can fill with 
  your notes about the encounter, sim-
  ply click and write.
  The document saves automatically 
  the notes when you close it. In order 
  to recall the notes present on a docu-
  ment you must choose “Load Notes” 
  from the paragraph button. Note that 
  if you load the previous notes they will 
  override the notes you are writing
  The buttons will not be printed.
  The Maps
  Those familiar with The Dun-
  geon Under the Mountain products 
  will found the maps easy to use. The 
  product comes with two maps of the 
  room. A smaller version of the map 
  is intended for the referee; the second, 
  larger one, may come split in more 
  than one sheet and it is intended for 
  miniature play.
  The smaller map features the “Rule 
  the Dungeon” button. Clicking this 
  button, you can customize the map by 
  opening or closing the doors, remov-
  ing the furniture or removing the fill 
  in the walls and more, depending on 
  the room’s layout. All the choices 
  made on the smaller map are reflected 
  on the larger one. 
  The Background
  The Dungeon Under the Moun-
  tain is a massive dungeon complex 
  extending endlessly below the ground. 
  In a remote past, ancient evil beings 
  dwelled in the area. Now, the remain-
  ing of these mysterious evil beings 
  have seized the dungeons and filled it 
  with deadly traps and monsters. Also, 
  many known villains have established 
  their strongholds in the depths of The 
  Dungeon Under the Mountain. No-
  body knows why this dungeon is filled 
  by danger, but nobody cares, since this 
  dungeon is the most prized adventure 
  ground of the world. However be 
  warned, adventurers, your life will be 
  not easy here and dozens of self-call-
  ing heroes never returned from the 
  Dungeon Under the Mountain!
  “You Have Been 
  Warned”
  ����
  ���
  ��������
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  10
   1st  level
  Pillars of salt
  
  Pillars of salt 
  (level 1, room 10)
  Background 
  and Lead-ins
  In order to enter this room, players 
  must travel one of the five corridors 
  leading in (one is actually a stair lead-
  ing to the Great City). The stonework 
  in the corridors is exquisitely carved 
  from white limestone, with alabaster 
  figurines of cherubic gargoyles framing 
  large frescoed panels. The colors have 
  faded and they are chipping badly, 
  however a careful interpretation of the 
  pictures tells the following tale:
  “Long ago there was a knight who 
  was the high servant to the king. The 
  knight had a younger sister, a sweet 
  child whom he loved dearly. One day, 
  she came before him in the courts and 
  her beauty caught the attention of the 
  king. Immediately, he demanded to 
  wed her as one of his many brides. 
  He sent the knight to fetch his sister 
  and return before the following day. 
  The knight went to his sister, but the 
  young girl was stricken with grief for 
  she didn’t love the old and lecherous 
  monarch. 
  She told her brother she’d rather 
  die, before marry the king. The knight 
  pleaded with his sister, but she refused 
  and stole his blade from his girdle 
  and fell upon it, dying at her brother’s 
  hand. Fearful of the king’s wraith and 
  distraught over his sister’s death the 
  knight fled, carrying his sister’s body 
  deep into the woods where an old wise 
  witch lived. There the witch made a 
  foul pact with the knight to hide his 
  deeds from the king. The girl’s body 
  was burnt and the witch transformed 
  the knight’s tears to salt. When later 
  the king confronted the knight about 
  his missing sister, he remained stone-
  faced and unreadable. Still, the greater 
  loss fell upon the knight for he was 
  unable to mourn the passing of his 
  sister and was forced to live out his life, 
  unable to share his loss and love.” 
  The corridors leading to this room 
  are tunnels encrusted with crystalline 
  salt shards. The tunnels are a little less 
  than five feet in diameter making it an 
  cramped and narrow crawl. The salt 
  is enchanted to desiccate anything it 
  contacts (see trap section). At the end 
  of the tunnels, light reflects on the 
  salt encrusted walls. Large depos-
  its of salt have crystallized over the 
  doorways completely sealing them 
  but allowing some light to filter out. 
  Damaging the crystalline deposits 
  alerts the mephit residing in the room
  Room Environment
  Lighting: low-light. Candles 
  reflecting off salt crystal. 
  Terrain: normal
  Room Description 
  for the Players 
  As emerge through the salt covered 
  door, your eyes are assaulted by a diso-
  rienting contrast of glare and shadow. 
  Like the cramped tunnels leading here, 
  the room inside is limned with salt 
  deposits that cover the walls, floor, and 
  ceiling. Scattered throughout the small 
  chamber, a half dozen or so massive 
  crystalline formations jut in threaten-
  ing angles like frozen thorn bushes 
  after a midwinter’s frost. Strangely, the 
  room is lit by a score of poorly made 
  tallow candles placed haphazardly atop 
  various salt deposits. The room feels 
  hot and dry and moisture seems to be 
  siphoning out of your flesh. As your 
  eyes adjust to the bouncing light, they 
  rest on several dark shadows inside 
  some of the large crystals. As you peer 
  closer, you see within them dried husks 
  of humanoids so badly desiccated 
  that you are unable to determine their 
  original race. Their skins are pulled so 
  tightly that they appear skeletal, though 
  their postures and expressions are 
  eerily preserved in an articulation of 
  unimaginable pain.
  Room Description 
  for the Referee
  The room has seven salt entombed 
  corpses, crusts ranging from between 
  three-inches-thick to a pair that are 
  almost foot thick. The thickest connect 
  floor to ceiling and are the diameter 
  of an oak, while the thinner ones 
  almost look like humanoid statues (see 
  treasure section for full descriptions). 
  A search reveals another smaller 
  crystal nearby that has been hollowed-
  out and filled with a handful of tear 
  shaped salt crystals.
  Combat Tactics
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  [high] 
  If PCs break the crystalline seal it 
  draws the mephit’s immediate at-
  tention. First, he casts invisibility on 
  himself, followed by mage armor, and 
  unholy aura. Then he waits stealthily 
  for the opportune moment to strike 
  interlopers. He initiates combat with 
  sneak attack against the closest oppo-
  nent, then uses his breath weapon to 
  retreat and use his spell-like power to 
  draw moisture from the air. Next, he 
  uses darkness to obscure his location 
  and attempts to summon another salt 
  mephit to aid him. Afterwards, he at-
  tempt further sneak attacks, augment-
  ing his melee attacks with smite good, 
  contagion, chill touch, and poison, and 
  making additional breath attacks where 
  possible. If reduced to 30 hit points or 
  less, he casts blur then retreats and uses 
  his unholy blight ability then alternates 
  between his ranged spells, horrid wilt-
  ing, and his breath weapon.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  10
   1st  level
  Pillars of salt
  
  Roleplaying Tactics
  The PCs may try to reason with 
  the mephit, which is not an impos-
  sible task. He is not pleased with the 
  terms of his servitude and although he 
  is powerful, he isn’t brave enough to 
  have tested the terms and conditions 
  of his imprisonment/guardianship. 
  PCs that immediately acknowledge his 
  plight and show him some empathy 
  can attempt to use Bluff to convince 
  him that they have come to aid in his 
  release. A successful opposed Bluff 
  check causes him to cease his attacks 
  and enter into wary conversation with 
  an initial attitude of indifferent. From 
  that point on, PCs can attempt to ma-
  nipulate his attitude with Diplomacy 
  checks. 
  If the mephit can be made help-
  ful, he reveals that he once served a 
  powerful witch who enslaved him as 
  the guardian of the knight’s tears. He 
  believes he was once a knight as well, 
  but the witch cursed him and altered 
  his form when she made him guard-
  ian. He also believes that if the tears 
  are removed from the chamber, he 
  will turn into a pillar of salt. None of 
  these statements are true, the mephit 
  is the victim of a well-worded modify 
  memory spell. Of course, dispelling 
  the enchantment cures the mephit, 
  though he may remain hostile towards 
  PCs depending on previous actions 
  and circumstances.
  Relevant Skill 
  Checks
  Traps, Mechanical 
  Devices, Doors, and 
  Objects Statblocks
  Treasures and XP
  [high]
  Search DC 28: Locates the 
  doors behind the salt cover
  Search DC 25: Locates the Crys-
  tal Container
  [high]
  Salt Encrusted Door, thickness 
  2 in, hardness 8, HP 30
  Desiccating Salt (environ-
  mental hazard): Any living crea-
  ture entering the salt encrusted passage 
  or room is subject to the desiccat-
  ing effect of the crystalline deposits. 
  Each minute the individual remains 
  exposed to the salt crystals, he must 
  make a Fortitude save (DC20) or lose 
  2d8 temporary points of Constitution 
  damage as the crystals pull water from 
  his body. Creatures with the earth 
  subtype are immune to this effect 
  while creatures of the water subtype 
  receive a –4 penalty to saves against it. 
  Water creatures that save successfully 
  still take half damage.
  Salt-Sealed Doorway, thickness 
  4 in, hardness 8, HP 60, break DC 40.
  Hollow Salt Crystal Con-
  tainer, thickness 1 1/2 in, hardness 8, 
  HP 22
  If the PCs resolve this encounter 
  by roleplaying, award the same XP as 
  they defeated the mephit in combat.
  [high]
  Salt Crystallized Body 1: 
  A male wearing loose fitting cotton 
  robes. He clutches a rod of frost, On 
  his person is are several cracked and 
  dried out leather pouches. Most hold 
  only dust, but one contains three small 
  garnets worth 150 gp each. Tucked 
  into the robes is a bone scrollcase con-
  taining a scroll of cone of cold, detect 
  scrying, and stinking cloud (CL 13)
  Salt Crystallized Body 2: A 
  female wearing a worn suit of ring-
  mail. The leather bodice of the armor 
  is dried so completely that as soon as 
  the salt crust is removed, the armor 
  starts falling apart. 
  A +1 longsword is crusted into the 
  floor at its feet. 
  Salt Crystallized Body 3: A 
  female wearing a suit of leather armor 
  that is remarkably still supple (greater 
  slick leather +3). On her person is 
  a crumbling backpack with a set of 
  masterwork thieves’ tools, three empty 
  glass vials, a tinderbox, 60 platnium 
  coins, and several other unidentifiable 
  items dried to dust. On one of her 
  fingers is a ring of free action.
  Salt Crystallized Body 4: A 
  male body wearing furs and hides that 
  crumble to dust as soon as they are 
  exposed to air.  He is still clutching a 
  +1 battleaxe engraved with primitive 
  runes. Around his neck is a +2 amulet 
  of natural armor. 
  Salt Crystallized Body 5: A 
  female body wearing a suit of elven 
  chainmail and clutching a +3 dag-
  ger and a rapier of puncturing. Slung 
  across her back is a crumbling wood-
  en lute, a horn of fog and a pack filled 
  with dust. 
  Salt Crystallized Body 6: A 
  male knight in suit of +3 full platemail 
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  10
   1st  level
  Pillars of salt
  
  Monsters and 
  Villains Statblocks
  New Objects, Spells, 
  and Magical Items
  Salt Tears
  A salt tear can turn its user’s 
  expressions and emotions to stone, 
  making their intentions and motiva-
  tions unreadable to even the most 
  skilled interrogator. The user activates 
  a salt tear by crushing it, following 
  which he gains a + 10 competence 
  bonus to all Bluff checks for the next 
  24 hours. Salt tears are usually found 
  in groups of 4 +1d4
  Moderate transmutation: CL7; 
  Craft Wondrous Item; creator must 
  have 10 ranks in Bluff; Price 250gp.
  Salt Tears, Improved
  As salt tears except the user is also 
  warded as if under the effect of an 
  undetectable alignment spell 
  Moderate transmutation: CL7; 
  Craft Wondrous Item; undetectable 
  alignment, creator must have 10 ranks 
  in Bluff; Price 700gp.
  Salt Tears, Greater
  As improved salt tears except the 
  user is also warded with a screen spell 
  and the competence bonus to Bluff is 
  increased to +15.
  Strong Illusion: CL18; Craft 
  Wondrous Item; screen, undetectable 
  alignment, creator must have 15 ranks 
  in Bluff; Price 3,600gp.
  Designer’s Notes
  When running this encounter, try 
  as best you can to stress the drying 
  effect. I suggest describing how the 
  PC’s skin grows slowly ashy and flakes 
  [high] 
  Jhermali
  CR18
  Malehalf-fiendsaltmephitrogue7/
  sorcerer5
  CESmallOutsider(Earth,Extraplanar)
  Init+2(+2Dex,misc.mods);Senses
  Darkvision60ft;Listen+8,Spot+8
  Languages Common,Terran.
  AC24*,touch16,flat-footed24;un-
  cannydodge
  hp89(15HD);fasthealing2/round;
  DR 10/magic
  Immunepoison
  Resistevasion;acid10,cold10,elec-
  tricity10,fire10;SR25
  Fort+8,Ref+11,Will +9
  Spd30ft.(6squares),fly40ft.(aver-
  age)
  Melee 2claws+17(1d3+5)andbite+14
  (1d4+2);Multiattack
  Base Atk+10;Grp +11
  Atk Optionssneakattack+4d6
  Special Atkbreathweapon(1/1d4
  rounds),smitegood,summon 
  mephit
  Spells(CL5,+16meleetouch,+13
  rangedtouch):
  2nd(5/day)–blur, invisibility
  1st(7/day)–chill touch(DC13), mage 
  armor (alreadycast),magic missile, 
  ray of enfeeblement(DC13)
  0(6/day)–detect magic, light, mend-
  ing, open/close, read magic, touch of 
  fatigue (DC12)
  Spell-Like Abilities(CL15):
  1/hr–glitterdust (DC14)
  3/day–darkness, poison (DC17),unholy 
  aura
  1/day– blasphemy, contagion (DC16),
  desecrate, horrid wilting(DC20), 
  unholy blight (DC17), unhallow
  1/day–(CL6)drawthemoisturefrom
  anareaina20-foot-radiuscentered
  onitself.Livingcreatureswithin
  rangetake2d8pointsofdamage
  (FortitudeDC14half).Plantcrea-
  turesandaquaticcreaturestake–2
  penaltytosaves.Thisabilityisthe
  equivalentofa2nd-levelspell.
  AbilitiesStr21,Dex15,Con15,Int10,
  Wis11,Cha17
  SQ trapsense+2,trapfinding
  Feats CombatCasting, EschewMateri-
  als, MagicAptitude, Multiattack, 
  PowerAttack,Toughness,Weapon
  Focus(claw)
  SkillsBalance+10,Bluff+8,Climb+5,
  Concentration+7,Diplomacy+8,
  Disguise+5(+7acting),Escape
  Artist+8,Hide+16,Intimidate+12,
  Jump+8,MoveSilently+12,Search
  +5,SenseMotive+7,Sleightof
  Hand+7,Spellcraft+7,Tumble+8,
  UseMagicDevice+10,UseRope
  +6(+8withbindings)
  Breath Weapon (Su): 10-footconeof
  saltcrystals,damage1d4,Reflex
  DC13half.Livingcreaturesthat
  failtheirsavesaretormentedby
  itchingskinandburningeyes.This
  effectimposesa–4penaltytoAC
  anda–2penaltyonattackrollsfor
  3rounds.
  Fast Healing (Ex): Jhermalihealsonly
  ifinanaridenvironment.
  Smite Good (Su):Onceperday,
  Jhermalicanmakeanormalmelee
  attacktodealextra+15damage
  againstagoodfoe.
  Summon Mephit (Sp):Onceperday,
  Jhermalicanattempttosummon
  anothersaltmephit,muchas
  thoughcastingasummon monster 
  spell,butwithonlya25%chance
  ofsuccess.Rolld%:Onafailure,
  nocreatureanswersthesummons
  thatday.Amephitthathasjust
  beensummonedcannotuseits
  ownsummonabilityfor1hour.This
  abilityistheequivalentofa2nd-
  levelspell.
  and holding a lion’s shield and a sun 
  blade. He wears a pale blue tabard 
  resembling the knight in the tapestry.
  Salt Crystallized Body 7: A 
  ghoulishly pale ad desiccated woman. 
  She wears a gorgeous gown and veil 
  hand-stitched from white lace now 
  yellowed with age. She crumbles as 
  soon as her body is exposed to air.
  The Crystal Container holds 
  five greater salt tears.
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  10
   1st  level
  Pillars of salt
  
  as it dries, make their eyes sting (you 
  may even want impose a Spot penalty 
  though the room is small enough that 
  it shouldn’t matter), and make their 
  lips chapped and split. Don’t be afraid 
  to slightly excessive, because unlike 
  a desert encounter, once the players 
  leave the room they should have am-
  ple time to recover from any desiccat-
  ing effects. 
  Author’s Bio
  This is Tim’s fourth room for 
  the Dungeon Under the Mountain. 
  Recently however, he’s discovered that 
  there are further levels to the dungeon 
  and is therefore beginning to think he 
  might never find his way out.
  Personal Notes
  Write here your personal notes
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  PILLARS OF SALT (DM REFERENCE)
  room  10
   1st  level
  one square = 5 ft.
  to the Great City
  1
  7
  6
  5
  4
  3
  2
  RULE
  THE
  DUNGEON!
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  Pillars of Salt (battlemap 1 of 1)
  
  RULE THE DUNGEON© Feature
  complete customization of maps and encounters!
  WE ARE
  STOCKING
  THE DUNGEON!
  the first d20 pdf publisher of the world
  www.Øonegames.com
  
SOURCE: textdata/thevault/D20 system/The Dungeon Under the Mountain (d20)/The Dungeon Under the Mountain Rooms & Encounters - Pillars of Salt.pdf