Undermountain!!!!!! (Updated 04-21-05)

The Undermountain Project on the WotC site is something I've been waiting for a very long time (Matt Sernet is my hero! :D ). I played a very small portion of the massive dungeon back in 2e, but I always wanted to take another party back for another foray.

I'd like this thread not only to announce when new rooms are released, but our ideas for other rooms. For those not familiar with Undermountain, an introduction can be found here.

Rooms Released by Wizards:
Kudos to Nightcloak for all his great work!!!!
 
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dude..Where is this Quote from?!?!?

Every normal man must be tempted at times to spit upon his hands, hoist the black flag, and begin slitting throats.
-Henry Louis Mencken

I now have to do a google on HLM....As a huge Pyrate Afficiantoe (sp) This is cooler than cool
 


GMF Room #1: Temple Entrance

Level 3
Located just northwest of existing location 68K from the original box set.

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Beyond the shores of the Sargauth river and the cryptic doors, you enter a large diamond shaped room that recedes behind you and out of sight. This room must have been a grand foyer at one time for some ancient temple; with a massive domed ceiling of curious design – colored slate has been hand crafted into the ceiling to create a mural. The mural depicts an open night sky without a moon. The star pattern is odd and unrecognizable.

Strange torches are mounted along the wall every 20 feet. They dance with a strange orange arcane light that makes shadows dance about as if the walls themselves move.
In the center of the room sits an iron statue, a warrior in full plate that watches you as you enter the room. You can help but experience the strange feeling that the eyes follow your movements, but that is just the flickering orange light bouncing shadows across the statues face – you hope. His hands rest on a massive sword.

The air is musty and thick with sulfur to add to the orange glow, it would appear this room has not been disturbed in ages.
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Millennia before Halaster delved into the ground, a temple of Illithid formed here, a strange cabal of Archmage Mind Flayers that dreamed of extinguishing the sun and claiming the surface for their kind. Of course, their mother brain and themselves would be the ruling class in this new domain. Their dream (or nightmare more appropriately) never came to pass, for between the dwarves and dark elves, this temple was eventually sacked and sealed. It was left abandoned for centuries before the mad mage arrived and rediscovered this hidden jewel of mayhem. He promptly unsealed the entrances to add to his own domain as he continued clearing the 3rd level of Undermountain.

This area quickly became forbidden to travelers and the mage decided to use the temple entrance for his purposes. He placed a special gate for his apprentices to use and placed a statue to guard the area. The statue was an iron golem charged with attacking any stray visitor but the apprentices (or Halaster himself). It was later commanded to include dragons in the safe list due to the fact one of the apprentices became a half-dragon (through one of the mad wizards more creative experiments). When the apprentices became less fact and more history, the portal was moved. The golem was left as a sentry for the unwary. Who knows what the archmage of Undermountain has in mind for it in the future?

Recently, two young red dragons took to the lower caves to hide when their parents were slain. The caves, with the system of portals and rivers offered many places to hide, escape, and wait until they could grow and seek revenge on those that put them on the run. They took an instant liking to this room once they learned the statue was going to ignore them. It became a perfect sentry for their new home. Further, it became an unwilling accomplice in their scheme to gather wealth and magic - the statue attacks who ever walks in but is completely uninterested in the spoils. But the real genius behind the dragons plan was the discovery that their breath weapon would actually heal the iron golem. Now they shape their tactics to always keep the golem in the range of their fiery cone breath weapon. This allows them to attack from range and heal the “muscle” at the same time.

Red Dragon Stats:

[sblock]RED DRAGON
Dragon (Fire)
Environment: Third level of Undermountain
Organization: Juvenile pair
Challenge Ratings: juvenile 10 (EL: 12)
Treasure: Triple standard
Alignment: Chaotic evil
Age: Juvenile
Size: L
Hit Dice (hp): 16d12+64 (168)
Str: 29
Dex: 10
Con: 19
Int: 14
Wis: 15
Cha: 14
Base Attack/Grapple: +16/+29
Attack: +24
Fort Save: +14
Ref Save: +10
Will Save: +12
Breath Weapon (DC): 8d10 (22)
Frightful Presence DC: None

Red Dragon Abilities
Speed: 40 ft., fly 150 ft. (poor)
Initiative: +0
AC: 24 (–1 size, +15 natural), touch 9, flat-footed 24
Special Abilities: Locate object
Caster Level: 3rd
SR: None
Skills: Appraise, Bluff, and Jump is considered class skills for red dragons.
*Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.

Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire. This heals the iron statue while harming the players.
Locate Object (Sp): A juvenile dragon can use this ability as the spell of the same name, four times per day each. The dragons use this ability to follow their treasure if the players take it.

[/sblock]
Combat
The dragons hide in the corners behind the entrance when the players enter. They attempt to hide until the golem moves to attack the characters. Those who do not state that they looking back to the recesses must suffer a –4 penalty to spot the dragons charge (due to the distraction of the golem).
These red dragons have a mission. Further, they are smart enough to know that any group wondering around at these depths can probably handle themselves. They let the iron golem do the work for them while attempting to keep their distance. They take turns using their breath weapon to damage foes and heal the iron statue at the same time. They know that the golem won’t intentionally harm them, but they are also aware (the hard way) that the golem could accidentally harm them if they get in the way, and try to stay clear of it when possible.
If the “tank” is destroyed, they may stay in the fray if the party looks weakened and easy prey, otherwise they make good on plan B: Escape. They hide while the party loots their hard earned treasure then follow the group through Undermountain (and beyond if necessary). They use their Locate Object spell-like ability to home in on their horde and harass them when they can, attempting to either gain back their wealth, and preferably, kill the group for ruining their second home and add more treasure to their hoard!


"Statue" Stats:

[sblock]IRON GOLEM
Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral

This Iron golem carries a large sword in one hand. It is 12 feet tall and weighs about 5,000 pounds. It moves with a ponderous but smooth gait. Each step causes the floor to tremble.

Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.

An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
[/sblock]
Combat
The golem is not aware of tactics or any other instructions then killing intruders, who happen to be the PCs. When the characters enter the room, it attacks. It will not target the dragons, but it will also not stop from using its breath weapon if the dragons are also in range. It simply doesn’t know better than its base instructions.



Note: The spell selection has been left open for DMs to customize for their games. Treasure should be calculated by rolling six times for a CR 10 encounter for the dragons. It is also recommended that the DM give a bonus 25% experience points if all challenges are over come do to the extra difficulty of the encounter (per the DM Guides guidelines on situational modifiers).

If players make a Knowledge (Religion) check in the room. A DC 25 will tell them it appears to be an entrance to an Illithid temple. Which is odd since Illithids don’t normally build temples to their ‘mother brain’, at least not how humanoids would define it.

A Survival check (DC 20) or Knowledge (Astronomy) check (DC 10) tells them the star pattern portrayed on the ceiling is odd do to the fact it is how the sky would look without the sun during the daytime.
 
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The first map is for the temple entrance above (Room #1 - Temple Entrance).

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The second map is for the next post (Encounter A - The Hallways)

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Level 3: Illithid Temple

Encounter A – Hallways


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These connecting hallways run west and east. The east way is made of finished stone and twists out of site. The west way expands for 40 feet but eventually ends with a natural tunnel. There is also a hallway going north that is also of finished stonework.

Of more interest, this was obviously the site of a major battle. Bodies are strewn about in mummified repose as the dry air has preserved these corpses. The walls are scorched from the blasts of magic that once echoed through these halls and pieces of arrows and bits of armor are scattered everywhere.

The air is silent and dry. The air leaves your throat dry as your eyes look upon what is obviously a tomb of forgotten history.
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This area was a connection point for the illithid complex, connecting the entrance, the “cattle pens”, and the living conclave to the northeast. The drow invasion that brought the temple down was engaged here first. The battle was brutal but decisive for the drow who then carried the invasion to the living complex (Room 3). The area is scarred with the magic unleashed, with one tunnel collapsing from the blasts. Both sides took serious losses.

Players who examine the walls in these passages find etchings where the blast marks didn’t reach. The etchings were the mad ramblings of the illithid “Omni-Priest” written in Undercommon. Only bits can be made out now: “Over-mind”, “Endless Night”, “Supreme”, and that kind of thing; just enough information to let the PC’s imaginations do the work for you.
 

Encounter A – A1: Trapped Door

This would appear to be a standard door. It is, however trapped with powerful arcane magic. Those that pass through the door is subject to a confusion spell (Search 23/Disable 28/Will Save DC 18/ CR 4). This can be deactivated for one minute by anyone who says “Endless Night” in Undercommon. While this is fairly innocent in concept now, it was devastating during the days illithids walked the corridors. Unfortunately for PCs, if the dragons are tailing them from Room 1, they may take advantage of several part members being out of commission to launch an assault. The dragons aren’t stupid, they try to take out a confused party member first and retreat if faced with serious opposition. They are content to make ‘gorilla attacks’ if necessary, for now.
 

Encounter A – A2: Hall of Corpses

Most of the corpses litter this part of the hallway. An investigation reveals drow and illithids. Some of the drow have their skulls ripped open and the contents emptied. There are some useful items that can be found amongst the bodies and a few secrets that may be learned here.

Search check (Cumulative):

10 – Masterwork Handheld Crossbow
15 – 10 +2 bolts for a hand held crossbow
20 – Necromancers spell book (4,7,5,4,4,2,1 – actual spells left for the DM)
25 - Scroll (Message in drow that instructs the commander to take care of the “Weapons” and return them safely, or else…)
30 – Dagger of Luck +2 (1 charge left. If the player expends the charge, he gets to re-roll one d20 roll. He must declare this immediately before rolling the dice again during his turn. If this ability is used, then the dagger becomes an ordinary masterwork dagger.)

Divination spells, like speak with dead, will reveal the following:

The drow were here to end the growing threat of the illithids and, more importantly, loot for an infernal text of necromancy that contains a ritual to create something known as “The Dread Wraith Sovereign”. The drow know the book is here as some dread wraiths from successful rituals were already patrolling the area.

The illithids are fanatics who think their time to rule is close at hand (even in death if speak with dead is used!). The illithids also babble about a monstrous weapon of necromantic war the drow had set lose. The illithid also brag about the many riches they have horded for the coming battle against the sun.
 

Encounter A – A3: Collapsed Ceiling

This hallway ends in a pile of ruble that collapsed during the battle between the drow and illithids. Beyond was the “cattle chambers” of the illithid. If characters wish to use magic to circumvent the ruble or dig through the 40 feet of debris, then they can access these chambers. These rooms are not detailed and left for the GM to develop if he desires to include this part.
 

Encounter A – A4: Trapped Door (Teleport Trap)

This door is a false door. It opens into a wall. However, when it is opened, all living entities within 30 feet (the hallway) must make a Will Save (DC21) or be teleported to Room 2 (Search 26/Disable 31/Will Save 21/CR 6).

If the Dragons are following the players at this point, they will hold back and wait to see who remains behind. This is another ideal ambush zone for them. If most of the party remains behind, then the dragons will back track through the temple entrance and follow the river to Room 2 and assault the abandoned characters there.
 
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