The Halls Untoward
The Halls Untoward
The Halls Untoward
v1.0
d6 Explanation
1 Your name is a registered trademark in
Dradkin. Who would have guessed?
2 Someone else claimed they’d written your
bit, and I flipped a coin. You lost.
3 A pseudoscion from room 69 mashed the
keyboard while I wasn’t looking.
4-5 On the other hand, it could have been a
cat.
6 Arg, sorry.
The Halls Untoward
The Halls Untoward are half a mile below ground. Originally they
were a small way station along a very long underground road.
Over time, the halls accumulated shrines, small communities,
workshops, temples, mad wizards, and strange travelers. Each
carved a new space from the rock, took up an abandoned space
and made it their own, or pushed out the occupants of an existing
area.
The halls are divided into two halves, which are now only con-
nected only by secret doors. The way through from west to east
has been forgotten, and a century of abandonment has set it wan-
dering along its own course. Pretty much anything could be down
there.
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Eastern Hall Map
2
Western Hall Map
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Western Halls Encounters
d20 Encounter
1-2 2d6 rats/d6 large bats carrying random debris toward room 27
3 An Automaton like the one in room 14, looking for corpses to bring
back for its twin to cook.
4 Skittish murmuring ghost penitents (see room 5) moving from/to the
Oracle (room 6). On a 1-2 on d6, their progress reveals a secret door/
hidden feature.
5 1D2 thieving Sages, looking to steal unwatched belongings or pick
pockets. If attacked, they flee through 22a to room 15.
6 One victim of theft. Arbitrary species and gender. Nude, soapy, penni-
less, having been robbed while bathing in room 26.
7 d2+1 Arcane Researchers from rooms 37. They will lie, flee or fight
to prevent being followed to there. They have arcane skills but no
mundane weapons.
8 A wandering lunatic, driven mad by the song of the Calliope in Room
33. Quite mad. Possibly dangerous, to self and to others.
9 A necromancer and 1D4 splendidly dressed masked skeletal servants.
They search for ghouls.
10 1D4 ghouls. Familiar with these halls, they will use terrain to their
advantage, and flee to 22a if outmatched.
11 1D6 Dradkin, hunting a heretic, but happy to persecute ‘interlopers’ if
the opportunity presents itself.
12 Noisy confrontation under way: roll again twice to find the two sides
involved. d6—1: Battle, 2: Argument, 3: Revolt, 4: Ritual, 5: Contest,
6: Hunt
13 One of the d6 visitors listed in Room 4 Waystation Stable, they are en
route seeking advice or leaving and heavily laden.
14 A tcheth merchant and her automata guard/packhorse. She will trade
for supplies, but never for her guild’s route through the halls.
15 A clockwork dradkin, Ri’luth, on a wide patrol, identical to the one in
room 24.
16 A knot of migrating rock-worms drops from the ceiling.
17 A noise in the darkness, and the feeling of being watched. If investi-
gated, there’s nothing there.
18 The crushing silence of the deep.
19-20 1d4 lost travellers of the underground road, looking for a way back to
the road.
4
Eastern Halls Encounters
d20 Encounter
1 A man sized rock lizard. It is sitting very still and watching something
on the wall. If approached it will vanish.
2 D2 harpies, crawling along the ceiling
3 1d4 angry snakes
4 1d4 small lizards, being dragged by sandy magical tendrils towards
Room 42
5 d2 Fire Beetles
6 d6 Apocalypse Larva
7 A cave squid
8 A Dradkin heretic, trying to hide, and live in peace.
9 D6 Carreg, with a 50% chance of an accompanying shaman. They will
attack travellers carrying cut crystals of any kind.
10 A giant whip scorpion, hunting.
11 A heavily pregnant male ricalu, in search of medical aid.
12 1D4 adult deep-shrimp, hungry for ‘land-food’.
13 1D8 ricalu, variously deformed, uniformly hungry.
14 1D3 Charitable initiates on a completely innocent errand. They will
help the needy, of course.
15 Two Jorn masons, studying the stonework. Non-jorn are beneath their
notice.
16 A cave-stitcher and D4 of its horrific creations. It searches for room 6.
17 A noise in the darkness, and the feeling of being watched. If investigat-
ed, there’s nothing there.
18-19 The crushing silence of the deep
19 A beautiful melody fills the halls, sung by the harpies (room 36)
20 A pack of 1d6+1 Dread Reavers Stalking for the warmth of mortal
flesh
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The Halls
1. Descending Entrance
The walls are clad in white marble, carved with imagery of slen-
der Dradkin cavorting. Dradkin runes welcome all those coming
this way to the “middle temple.” The two sets of steps were once
slabs of white marble also, but they have been stolen, leaving a
treacherous slope of crumbling rock.
4. Waystation Stable
This is a stable for travellers on the underground road, still used.
Deep ruts from the hooves of centuries of beasts of burden lead to
four large stalls. The alcove to the north (a) is a stinking, fun-
nel-like pit. A few flat shovels lean against the wall. When first
entering this room each day, see who has arrived (rarely staying
long):
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7
d6 Waystation Arrivals
1 Poor vagrant huddled under some blankets in a stall
2 Someone has left a load of mundane resources (or taken those
last left)
3 Traveling merchant with a few odd wares, maybe some guards
4 A small, shifty group of travellers, possibly here to visit room 6
or 9, or find the passage to the East
5 1d12 Dwarf pilgrims and their cave goats
6 A young noble’s entourage, visiting the memorial wall plaque for
the family St Leger, which conceals the secret door to Room 7
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through the screen with gold (and/or rubies!). Every limited wish
will be combined with a geas.
This room is dusty but there are clear footprints heading both
towards and away from the stage area. There are no footprints on
the steps. Approaching too close or trying to ply the oracle with
silver will bring a warning then an attack—which may lead to
characters joining the ghosts.
7. Family Crypt of the Voyaging St Ledgers
This room is magically dark. Bones and scraps of decayed
equipment may be felt underfoot. The walls are ornately carved
bas-relief sculptures depicting the St Ledgers’ travels.
People feeling their way along the walls may sense vibrations,
then the walls animate and grab and then crush PCs but their
reach is limited so the centre of the room is safe.
Both crypts (a) and (b) contain a heavy stone sarcophagus with
a diseased mummy. (a) also holds a compass that always points
towards a named settlement and (b) an ear-ring that translates
spoken languages for the wearer.
8. Speculation is infinite
This room has two sections. The first section has a large ‘infinity
symbol’ across it (for the DM’s reference, the symbol is conve-
niently drawn on the map). That’s it.
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10. Gelatinous pool
This room contains a marble-clad pool.
The crystal clear pool has small golden fish skittering at its
surface. A mouth-shaped hole in the ceiling pours water into
the pool*. The raised sides of the pool have small drainage holes
to prevent the pool overflowing. A shutoff wheel is located at the
base of the pool.
The top third of the pool is filled with pure refreshing water; the
remainder is a gelatinous cube.
The gelatinous cube once tumbled into this ornamental pool and
now is unable to get out. It has grown large ambushing pass-
er-bys with its pseudopodia-like limbs.
* = For water flow, see Room 49.
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these. It can also play with visions in mist or aquatic reflections.
Causing an intelligent creature fright gives the water shade
psychic sustenance and it is relatively harmless. Causing physical
harm or death increases the water shade’s potency.
One of the water shade’s favorite tactics is using condensation to
betray the seams of the secret door, then cause a nasty slip down
the stairs, which it can make dangerously slick. The door’s mech-
anism is badly rusted, so it must be pried open or forced, even to
oil it.
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On the automaton’s back is etched, “Property of Ganer Sephrol
Andioth.”
In the corner, a small, battered cauldron is balanced on a
blacked marble slab over a cook fire. If anything dead (or sleep-
ing) is left in the room, the automaton springs to life, butchers it,
cooks the edible parts, leaves the bones in the hallway and burns
the rest.
15. Sages of the Mystic Mountain
Four ‘sages’, resplendent in stolen finery, lodge in this room. The
sages, practitioners of an obscure doctrine, range through the
Halls Untoward preying on unwary travellers. Once they have
draped themselves with sufficient loot, usually taken from the
sleeping or unobservant, they ‘enlighten’ themselves by dumping
it in heaped ‘mountains’. They will proselytize in obscure lan-
guage if no opportunity for theft presents itself.
The sages, wise to the Glockenspiel’s spell, have been feeding
the old man in room 16. They have also bartered free passage
from the ghouls in 22a, and, if caught pilfering, will attempt to
lead pursuers through the drowning hall.
The passage to the secret door is hidden behind a heavy cur-
tain. The door is not hidden from this side. The rest of the room
is a comfortable clutter. Amongst the mess: a blue scarf of
water-breathing.
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could get lost in them to make no actual progress. If they do not
suspect it, or are somehow able to prevent themselves from think-
ing about where they are going (pipeleaf perhaps), or on a 1-in-6
chance per turn to see and follow a rat running through, roll for
their destination:
d6 Destination
1 Exit to Room 13
2 Exit to Room 18
3 Exit to Room 21
4 Dead end with secret door to room 27 (fairly easy to detect)
5 23, a dead end with secret door to room 36. It is well-hidden, but
will slide open audibly soon after the party gives up and tries to
go back through the passages.
6 Run into any NPC previously led into these halls, OR a dead end
with a map of the halls carved into it, preventing the curse effect
(unless they suspect it is misleading)
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20. Portal of Dread
This round chamber reeks of death and decay, though the
smell is hundreds of years old. Against the back wall is a round,
broken and cracked Portal frame. An altar sits at the center,
marred with many different colors of blood, long dried.
This chamber is where once a cabal of evil wizards summoned
and crafted vile monstrosities. The portal can still be activated by
twisting a crystal that rests in an alcove in the side wall. When
activated a black rift opens in the frame summoning 3 Dread
Reavers.
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Jostling these cupboards at all will cause ancient alchemical
components to topple and fall upon people who pass. The effects
are usually very painful (see “Alchemical Wonders” on page
35).
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pokers. It cannot move through gaps less than 15’ wide and strug-
gles up stairs. If activated it will kill and crush ruthlessly. Di’luth
(room 24) can command it.
Mural Scene
The Dradkin five-faced god Jihaag’ra’drad, arms open, above the
main arch. Those familiar with Dradkin tradition will know that a
valuable gemstone would once have been embedded in the plaster be-
hind the area of his heart. Alas, all that now remains there is a hacked
hole.
A throng of birdlike creatures with the faces of women fly towards
a strange instrument while others of their kind lie beneath it with
serene expressions.
A scene of Dradkin Ujusoas—Gondola-like ships—floating through a
vast lake-cavern lit by flying bioluminescent jellies. One of the con-
tains a skeletal passenger who points to something above which can no
longer be made out.
A quartet of strange devices, each connected by belts and rods to a
central mechanism from which descends a long quivering pendulum.
A train of stout beasts led by masters with great spears. A howdah
bears the legendary trademistress Dhaiamara whose caravans of
swornlings and slags traversed these deep roads in an age long passed.
A long line of betentacled children with great black eyes and open
mouths of small sharp teeth. The figure at the front reaches towards
an area of the mural that has flaked away. Whatever it was, it was
reddish.
A basket, filled with something resembling corals
A great ribbon of brass adorned with strange runic writing, At the
end of the ribbon, an open door.
Two white hands hold a sphere, which radiates pinpoint streams
of light, one of which seems to end on another wall where it points a
location on a seacoast map.
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26. Bathing Hall
Once opulent, this room is quite warm, and features ruined mo-
saics which had depicted scenes of dradkin bathing. It is difficult
to determine specifics of these scenes; they have been vandalized,
their tiles chipped away, or painted over.
The center of the room is dominated by a monolithic basalt
pillar, which is quite hot to the touch. Against this monolith,
away from the door, a massive alabaster bath is filled with hot
water. See room 49, the pendulum powers the flow of the water
into this room.
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nizable with rust and decay, but some useable recently-collected
materials may be sitting on the top, and some magical treasures,
being impervious to the march of time, may be underneath ten to
twelve feet of garbage.
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A rude graffito of a dying gnome was painted on the stairs, but it
is not magical.
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The secret door on the north of the room is a more recent
addition and is easy to spot from the inside as the bas-reliefs are
poorly sculpted on this section. Coming from 24 however it’s far
more hard to figure.
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item (see page 38). The octopod (Salbevas) is an adjunct profes-
sor from Deep Sea University, and was stranded in the laboratory
when the other scientists fled.
Salbevas can only communicate by writing with a black grease
pencil onto the inner surface of the tank. On close inspection, the
party may read previous notes -- now just mostly-erased smudges
on the tank. The oldest and most-smudged notes are scientific
equations and chemical formulas -- relics of the collaboration with
the room’s researchers. Her skin will change texture and color
according to her moods, and how the conversation progresses with
the party.
On a wall near the tank is a large tapestry of a Penrose Tri-
angle -- behind which is a door to room 40. If the party is friendly
and helpful toward her, the octopod will definitely point out the
location to them.
39. Planetarium
In the center of this room is a meter-wide brass globe or orb
studded with tiny semiprecious stones, miniscule glass lenses,
and simple pinprick holes. This is the Spectroheliograph (see
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page 38). This hemispherical room has no other light sources,
and the doors are behind heavy, black, light-blocking curtains.
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41. Bat-Winged Harpies
A chorus of twelve bat-winged harpies roosts in a grotto in the
ceiling of this chamber. A waist-high pile of feces and rotted fish
parts on the floor conceals a giant whip scorpion. The chorus
spends its time sleeping, babbling, and skimming for cave fish in
the waterlogged tunnels. Once a day they join their voices in the
most beautiful, heart-rending melody.
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d10 Greeting
1-2 d4 Adult deep-shrimp, climbing to the waterfall’s mouth
3-4 3d12 juvenile deep-shrimp hopping around the pools.
5 D3 murk stars, surprised to find themselves in a cave.
6-10 Mist, and the sound of falling water.
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their clothes, their gear, and filling their boots begins to glow…
as it swirls around them, forming long-fingered shapes that grab
and claw to drag them back to the pit.
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49. The Glum Pendulum
The circular room is full of bones. There is a large pendulum
hanging from the ceiling that is rotating in a slow but devastating
circular movement, a failure when trying to dodge it can be dead-
ly. The pendulum powers some other mechanism of the dungeon.
If someone decides to halt it in some way, the waterfall in area
43a will stop and the cave pool will drain, revealing an access to
a secret area (43b). Stopping the pendulum also stops the water
flowing to rooms 10 and 26.
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Anell will happily explain the secret of the four-sided triangle
to the least charismatic player, who will then start spotting the
pattern everywhere.
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d6 Encounter
1-2 Nothing
3 4d4 regular rats
4 d4 giant rats
5 d4 lizards
6 Special encounter (see below)
d6 Special Encounter
1 1d4 ghouls
2 ghast
3 tentacled crawler (generally on
the ceiling)
4 pudding (choose a color)
5 gelatinous cube
6 gibbering mouther
Most of these entities will see the PCs as something that stands
between them and a good meal.
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55. Mirror of the Blood Entrance
The floor is littered with the dead carcasses of all manner of
creatures. It has outlines of doors of every size engraved on the
wall - large, small, overlapping, sideways. Covered by the carcass-
es is a small engraved circle.
This room is an exact north-south inversion of room 54. The se-
cret door is found at only ½ the usual chance, but it can be opened
from here in the same manner as from room 54. Whenever the
secret door is opened, it will precisely mirror anything dead or
inanimate (and not on a living person) that is in room 54 (opening
the door “updates” this room, the objects appearing from thin air).
Bringing any dead or inanimate objects created by the room
back through the secret door will cause the original in room 54 to
vanish. The secret door seals after any blood in the circle dries.
57. Unicorns!
This room, a pocket dimension, is filled with endlessly refracting
crystals and an uncertain number of ephemeral unicorns. If
travellers enter the room, the door quickly becomes lost amongst
the reflections. While the unicorns can subsist on rainbow crys-
tal refractions they crave mortal food. Unfortunately, if fed, the
unicorns react badly, producing clouds of rainbow sleeping gas.
Unconscious travellers will wake in the cell in room 30 minus
their provisions. Enraged unicorns will use their mystic mastery
to fling shards towards the hearts of any who attempt to break
the crystals. Once speared, players can only express themselves
through fairytale allegories.
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the naturalist’s voice. It is friendly to a fault, and desires noth-
ing more to introduce visitors to other denizens of the caverns,
dangerous or otherwise. It periodically wonders aloud where its
spectacles are.
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66. Carreg Gates
A dessicated pseudoscion corpse slumps next to one of two
simple clay-brick arches that are built into the southern and
eastern walls of this room. The ‘doorways’ of these arches are
filled with still-wet clay. Roll on the Eastern Random Encounters
table. The result emerges from one of the gates.
Built by the genderless and clay skinned carreg, these arches
permit travel along the earth’s seams. To the uninitiated they
remain ordinary clay.
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mewling and covered in artificial placenta (see appendix). The
apparatus has one hundred eggs, and can fertilize one every hour.
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Unusual & Magical Items
Alchemical Wonders
Within room 21, if the cupboards are jostled, one or more alchem-
ical wonders will spill onto the person, causing a single random
effect. These effects are never beneficial, though there may be
beneficial components available to the skilled looter.
Ideas for effects include harm, slowness, sleep, paranoia, fear,
uncontrollable laughter, blindness, deafness, weakness, or dis-
ease.
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Ortis’ Brews
The qualities of of Otis’ brews are highly variable based on the
ingredients at hand, the state of his intoxication while brewing
and chance. When drinking any of his draughts roll on this table
to find the effects of that batch. Each container has 1d6 doses.
d6 Effect of Draught
1 You almost swallow a large insect wing and a doll-sizedshoe
with a curling toe. You have the power of flight for the next 2d12
hours, but when you attempt to speak only the tinkling of bells
are heard.
2 You are afflicted with a temporary insanity and not so fleeting
alcoholism.
3 You become fabulously drunk. When you sober up in 2d12 hours
you are stricken by such a powerful hangover that you find it
impossible to drink anything stronger than water for years to
come.
4 You are literally blind drunk for the next 2d12 hours. But in the
meantime you can see perfectly into the spirit world.
5 Ambrosia - this cask will bring a hefty price at any fine tavern.
6 This is certainly poisonous but is also a universal solvent. Any-
one cautious enough to smell it will know better than to drink it.
Naturalist’s Spectacles
Fine spectacles made of braided white metal, meant for capturing
details quickly. They cause the wearer’s eyes to rapidly flick back
and forth between a subject directly in front of the wearer, and
the wearer’s lap. The alternating is rapid enough to be uncomfort-
able after a few minutes, but if the wearer holds pen and parch-
ment, the alternating vision allows for very faithful capturing of
detail.
Pearls of Wisdom
Usually consumed by juvenile deep-shrimp, these pearls each
contain the collected memories of one adult deep-shrimp. If
consumed by a non-shrimp, the pearl grants D6 days of identity
crisis in addition to a life’s worth of deep-shrimp wisdom. Each
additional pearl consumed adds another D6 days of confusion, but
no additional insights.
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Pince-nez of Examination
These worn pince-nez, in a slightly battered case, allow their
wearer to notice things about objects they are examining that
would otherwise go unnoticed. Unfortunately, they only function
on objects within 2’. Anything further away is blurred.
Rare Plants
In area 11, three plants can be found in special alcoves along the
south and west walls. These plants are the Drakin Dreamroot,
Dread Poppy, and Ostian Orchids.
Drakin Dreamroot is a fibrous plant that when ground into
a powder and consumed like a tea, will instill the drinker with
dreams that reveal brief glimpses of the future.
Dread Poppy is similar to regular poppy, but grown in Quick-
silver infused soil and watered with Harpy Blood. It was used by
the Cabal of Mages in area 20 to keep their victims Docile and
suggestible enough to imbibe the chalice of Despair.
Ostian Orchids are a rare breed of orchid that can be used in
place of many common spell components, making it an extremely
valuable commodity on the Underground Road for spell casters.
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The Rings of the Fabulous Octopod
Found in area 44. Salbevass the octopod has gaudy rings on her
tentacles. Roll one at random as a ‘gift’ if the party helps her
escape.
d6 Ring Effect
1 Ruby and gold. Engraved with the Deep Sea University coat
of arms, and the year Salbevass graduated. “Go DSU Fightin’
Manatees!”
2-3 Turquoise and silver.
4 Amber and wood. Inclusion in the amber: two tiny lizards,
locked in an embrace.
5 Quicksilver in a glass toroid. Activating the ring will trans-
form the wearer into a puddle of mobile quicksilver. Effect is
brief, and user will exhibit mercury poisoning effects (tran-
sient skin rashes, loss of hair/nails, itching as if insects under
skin, swelling, sensitivity to light, memory loss) the more it is
used.
6 Copper—encrusted with verdigris and small barnacles.
Allows the octopod to travel short distances (10 minutes) on
dry land. The octopod will not give this ring up voluntarily. If
one of the party wears it, they’ll be surrounded in a bubble of
seawater, and risk drowning.
Scarf of Water-Breathing
This scarf, when wrapped around a user’s nose and mouth, allows
regular breathing under water. It is a pleasant blue paisley.
Spectroheliograph
This is a meter-wide sphere, studded with tiny features such as
glass lenses and semiprecious gemstones, small enough to be
otherwise worthless. It is however constructed with stunning
precision and accuracy. Beneath this globe is a round dish or pan,
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polished to a gleaming brilliance. Any sufficiently-bright light
source placed in the pan will cause the orb to shine maps and
charts describing all of the heavens. A mundane fire of oil will
slowly generate enough updraft of air to set these projections into
accurate motion.
Any attempt to move or dislodge the delicate device will render
it inoperable.
The Wandering Stones
Found in Area 65. These stones are smooth and rounded but mis-
shapen, worn by water or time or hands. They are about the size
of a child’s head and quite heavy. The stone bearer will be unable
to relinquish the stone until its purpose is met. Nor will they
be able to grasp another stone while one is in their possession.
These stones will take up a significant portion of inventory and
weight, but give the bearer knowledge and motivation for poten-
tial future adventures.
What does this stone want? No two stones will share the same
goal. Each stone will know how to reach its destination and can
impart this to its bearer.
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d6 Relationship with Other Stone
1-2 Aversion. This stone will refuse to allow its bearer to move
toward the other stone.
3 Adoration. This stone will refuse to allow its bearer to move
further away from the other stone.
4 Supremacy. This stone will refuse to allow its bearer to hold it
lower than the other stone
5 Attendant. This stone will refuse to allow its bearer to walk
before the bearer of the other stone.
6 Jealous. This stone will not want its bearer to share or give
anything to the bearer of the other stone.
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Monsters
Apocalypse Larva
Fat white grubs (2-3’ long) cling to cavern walls, sloshing with
precious lichen oils. Passive, but if poked they burst, splashing
anyone near with flaming oil.
Cave Squid
A cloud of black tentacles, hanging in the air like an inkdrop in
water. They ‘swim’ through the air, fronds wafting on unseen
currents.
Normally constricted to a mass 4-5’ across, their tentacles
stretch up to 12’ if need be, and given time they can squeeze
through gaps only a few inches wide. Highly resistant to crushing
or piercing attacks.
Their venomous touch causes paralysis, searing pain, or control
of whichever of the victim’s limbs has been seized, depending on
the squid’s vile purpose.
They hunt alone, and act intelligently. Cave squid cannot see
those Sitting Very Still (see page 46).
Cave Stitcher
These large spider-like spawn of the demon Guguluin practice
a gruesome form of sorcery, “stitching” victims’ bodies into new
shapes by severing and reattaching limbs. The final form deter-
mines the spell they cast.
Some victims die during the “ritual”, while others survive to live
on as puppets of the stitcher, ever available to produce the de-
sired magical effect with a jerk of their silken tether.
Carreg
Genderless humanoids, with skin like supple clay. When healthy,
they are cool and moist.
They have small mouths, slitted nostrils and no eyes or hair:
unlike dradkin they are quite alien to to the surface peoples. They
“see” by means of air currents and ground vibrations, and are
unaware of light.
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Deep-Shrimp
Adult deep-shrimp are of a similar size to a large dog. While
usually willing to communicate with land-creatures via their
native telepathy, they will sometimes attack with their long
crab-like pincers. Capable of breathing outside water, they can
also ‘hop’ while on land, somewhat like fleas. Physical attacks are
usually preceded by dazzling mental fireworks. Monastic deep-
shrimp have honed these abilities further, and are often powerful
mind-benders.
Juvenile deep-shrimp are largely harmless to human-sized
creatures, and will use their telepathy to distract attackers before
escaping. They lack their seniors’ endurance on land, and will
expire in minutes without water.
Dradkin
To surface people, dradkin look fine-boned and delicate, with
jerky and unsettling movements. The majority are albino, some
yellowish with ruddy features.
Their eyes are small, and bright light hurts them. They are at
home in darkness, but use tiny lamps or naked wicks when they
can afford oil.
They have excellent hearing, which they supplement by placing
their long fingers against the cavern walls.
They make no cloth, but wear skins made from their dead (a fi-
nal gift), tailored with thread spun from hair, and make tools and
buttons of the bones. Each of their garments is named after the
giver, and precious to them.
Dread Reavers
The monsters in room 20 are semi-corporeal wraith-like creatures
that are drawn to the warmth of mortal beings. These creatures
are souls who have been twisted by the vile and illegal magics
harnessed by the evil cabal of wizards. They will claw at mortals
or try to suck the warmth out of them. Creatures without flesh or
heat, such as constructs and undead will be ignored by a Dread
Reaver.
Dungeon Barnacle/Cirripede
Dungeon Barnacles, or Cirripedes, are cave/underdark/under-
world/underwhathaveyou creatures that ooze a mild form of acid.
They use this acid to dig into stone and rock, where they shut
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themselves off from the world with a stone gate. If something
passes by, they open up this gate and attack it with tentacles,
attempting to strangle or bash it to death, before dragging it in-
side where it can be digested (they dissolve food outside the body
before absorbing nutrients through the skin).
If a Cirripede is killed and dragged out of its hole, it is up to the
GM to describe what it looks like. Every Cirripede looks different,
as they grow flesh reactively to what portions of stone are dis-
solved first (in many ways, they are more like plants than ani-
mals).
“Larval” Cirripedes are grown in clutches of eggs (worth a pretty
penny to alchemists or wizards, if you feel like rewarding the
players for the kill) in their parent’s folds. They are asexual, and
upon birth drag themselves not too far away like octopi stranded
on land, where they find soft stone and dissolve their way into it.
Young Cirripedes eat rats, bats, and other little beasts – adult
ones will sometimes survive for months slowly dissolving and
eating the single corpse of something larger, like a Cave Troll or
Giant Spider.
There is a Cirripede in area 66
Fire Beetles
The brief adult beetle (2’) stage of the larva, they fly noisily on
crystalline wings. They occasionally spurt small flames, which the
observant can use to detect them.
Jorn
Descended from giants (so they say), the Jorn are tall and im-
mensely wide. Almost entirely blind, the long gray bristles on
their faces and backs are so sensitive that they navigate freely in
the dark.
Murk Stars
Long- armed starfish that glow a luminous orange, they exude a
paralytic mucus they use to catch fish and other prey.
Murk stars have a limited telekinesis that lets them fashion
protective bodies from found materials, and come ashore.
Siltbody murkers are slow-moving ambush hunters. Stronger
stars fashion bodies of stone for use in war, and are immensely
tough.
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A rare few master both the wit and subtlety needed to shape fine
humanoid bodies of clay. Many of these claybodied murkers live
in the more welcoming humanoid underworld settlements. Their
fifth arm resides in the ‘mouth’, curled up like a long, glowing
tongue.
They wear clothes, and participate in society fully. They are
mute, but communicate using a set of hand-signs, known to many
of their neighbors.
Pseudoscion
The pseudoscions created by the apparatus in Room 63 are some-
where between homunculi and children. They appear as human-
oids with black eyes, skin like clay, and a prehensile tentacle
sprouting from each shoulder-blade. Their facial features bear an
unmistakable resemblance to their blood “parent.” Pseudoscions
start off as infants, but age at the rate of one year per hour - so
after ten hours, a pseudoscion looks like a ten-year-old. They
must eat an enormous meal of red meat at the five hour mark and
every ten hours thereafter, or perish. It will die after 80 hours
of old age. If the parent is around at the birth, the pseudoscion
imprints and reacts much like a normal child. If born alone,
the pseudoscion will hunt for its parent, as well as for food. If
treated badly, the pseudoscion will be a relentless foe for its brief
life. If treated like a son or daughter, the pseudoscion can be a
useful ally, generally fighting loyally and ferociously once it is
old enough to do so. It will go through a rebellious, questioning
phase around 15 hours, and after 65 hours or so it will need to be
taken care of in its old age.
Ricalu
Ricalu goblins, while consistently ugly, otherwise vary in appear-
ance considerably.
d6 Random Appearance
1 Heavy, short and hideous
2 Near-spherical torso and long, bony limbs
3 Very hairy, peg-like climbing nails
4 Tiny eyes, whip-like tongue
5 Sticky skin, a yeasty stink
6 Hairless, hunchbacked albino
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Ricalu see perfectly in the dark, and cannot tolerate light. Hard
work is expected in their society, and petty squabbles are unfortu-
nately common amongst their number. Some tribes are so inbred
that reproduction requires sorcerous conception and surgical
extraction.
Rock worms
One to two feet in length, these worms burrow through rock at a
glacial pace. Flesh provides less resistance, and an unwary trav-
elled can quickly vanish if caught in the path of a migrating knot.
Sandpuffer
The Sandpuffer is a slurry of sand, mud, and sewage from a
bygone age. It consumes sand greedily through its pores, growing
larger with each grotesque intake. Anyone disturbing it will be
blasted violently with a spout of sand strong enough to rend flesh
from bone. After a volley, it will dwindle and retreat. Weapons
do half damage to the Sandpuffer. Lightning turns it to glass. It
is vulnerable to water when it dwindles, which will dissolve it. If
dissolved, it bears a precious crystal gizzard.
Tcheth
Tcheth are human-sized, but long-limbed, lightly furred and with
long, narrow skulls. Their flexible bones allow them to squeeze
through gaps as small as a hand.
They are excellent climbers, but see poorly in the dark.
Whip Scorpion
Nightmares of black chitin (5’ long), they patrol incessantly,
seeking sound or movement. Seizing prey with great claws, they
then spray it strong acid from their stiff, whip-like tails.
They are perfect climbers, moving easily along walls and ceil-
ings.
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Rituals & Skills
Chalice of Despair
A meditation on the nature of cruelty provides the foundation for
an alchemical procedure. Quickened silver and powdered agate
are mixed into a serum of harpy’s blood. After two days it solidi-
fies. It re-liquifies d8 days later, at which point it is a vile poison.
Anyone who drinks it becomes a dread reaver.
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