Sample file The Slithering An Adventure for Character Levels 4-6

This adventure was originally published as Dungeon Crawl Classics #37: The Slithering Overlord, using the d20 rules system.

Writer: Artem V. Serebrennikov The role playing game Castles & Crusades C&C Rules Conversion: Chris Rutkowsky is published by Troll Lord Games. Cover Artist: Leo Winstead Goodman Games thinks it’s a cool game, Interior Artists: Jason Edwards, Alex Kosakowski, so we’re publishing this adventure for use with it. Cliff Kurowski, Jesse Mohn, Stefan Poag Sample file For more information, visit one of these sites: Cartographer: Jeremy Simmons Castles & Crusades: www.castlesandcrusades.com Graphic Layout: Alvin Helms Editor: Joseph Goodman Goodman Games: www.goodman-games.com Playtesters (Original Edition): Troll Lord Games: www.trolllord.com Oleg Grebennikov, Igor Kozlov, Yulia Nedorezova, Anton Podkopaev, Andrey Serebrennikov

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The Slithering Overlord - 1 Table of Contents Introduction

Introduction ...... 2 Remember the good old days, when adventures were Adventure Summary ...... 2 underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th Castle Keeper's Section ...... 3 level? Those days are back. Dungeon Crawl Classics Encounter Table ...... 3 don't waste your time with long-winded speeches, Scaling Information ...... 3 weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon Recurring Creatures ...... 3 crawl, with the monsters you know, the traps you fear, Common Subterranean Creature Traits ...... 3 and the secret doors you know are there somewhere. Getting the Players Involved ...... 4 The Slithering Overlord is designed for four to six The Sun Disks ...... 4 characters of 4th level. This adventure gives a character of almost any kind his time to shine (including druids Background Story ...... 5 and rangers, normally severely limited indoors). The Order of the Invincible Sun ...... 5 A strong warrior-type is still highly recommended. Notes on Adventure Structure ...... 6 A dwarf PC will feel right at home in this adventure; elves are also advisable, mainly because of their ability Sub-Dungeon I: The Sinuous Tunnels ...... 6 to find secret doors and the bonus on saving throws Map 1: The Sinuous Tunnels ...... 7 against certain spells. Even a wilderness-oriented PC New Spell: Deep Slumber ...... 9 would be quite useful, as outdoors skill will often come Minor Cave-In ...... 12 into play, and animal-related abilities will be much- New Spells: Expeditious Retreat & False Life ...... 18 needed in the Underground Paradise. Areas of the Map ...... 8-19 Adventure Summary Sub-Dungeon II: Azadûm ...... 19 The adventure begins in The Sinuous Tunnels, a vast Map 2: Azadûm ...... 20 complex of passages, caves, and chambers leading far New Weapon: Spiked Chain ...... 22 below ground. The exact reason the heroes pursue this Aflufad ...... 26 adventure depends on your current campaign; the default assumption is that the PCs have been employed New Item: Elixir of Fire Breath ...... 27 by a lawful good religious group called The Order of Areas of the Map ...... 19-28 The Invincible Sun to recover treasure and hostages Sub-Dungeon III: Underground Paradise ...... 28 from marauding troglodytes. As the characters advance Samplethrough file the winding passages, fighting all manner Map 3: Underground Paradise ...... 29 of weird creatures, they get to know that the complex New Weapon: Dwarven Waraxe ...... 32 is populated by three competing factions, vying to New Item: Darkwood ...... 33 eliminate any would-be enemies. The first faction is a Into the Jungle ...... 33 tribe of grimlocks, led by a drider exile bent on creating New Spell: Unholy Blight ...... 34 sentient insects with his magic. The second faction is a Variant Rule: Evil Rangers ...... 37 regiment of grey dwarves, sent to colonize the caves and suppress any threats to the growing duergar Constriction ...... 38 kingdom. The third one is led by Pserkipis, a spirit naga Areas of the Map ...... 30-39 driven away by the Order and using his troglodyte underlings to regain his wealth. Concluding the Adventure ...... 39 The characters must overcome at least two of these Appendix I: Monsters of The Slithering Overlord . . . 40 threats to ensure complete success. Their adversaries Neuronea ...... 40 are numerous, but disunited, so this works to their Octophis ...... 41 advantage. If the PCs do everything right, they will face Shimmering Slug ...... 42 The Slithering Overlord himself at the heart of his over- grown realm several hundred feet underground and Sonic Bat ...... 43 eliminate the serpentine threat to the surface world once Appendix II: Player Handouts ...... 44 and for all. Player Handout A: Drow raider’s letter ...... 44 Player Handout B: Eyrdran’s medallion ...... 44

2 - The Slithering Overlord Castle Keeper's Section Encounter Table Loc Pg Type Encounter Encounter Table 1-1 8 C 2 bat swarms To help the Castle Keeper prepare, we have included a 1-1A 8 T Summon swarm trap quick reference table showing all the encounters at a 1-2 9 C Neuronea glance. Loc - the location number keyed to the map for 1-3 9 C 4 sonic bats the encounter, listed as level and room number. Pg - the 1-4 10 C 5 drow warriors module page number that the encounter can be found 1-5 10 C/T Belker, environmental hazard on. Type - this indicates if it is a trap (T), puzzle (P), or 1-6 11 C Shimmering slug combat (C) encounter. Encounter - the key monsters, 1-7 11 C/T Minor xorn, minor cave-in trap traps, or NPCs that can be found in the encounter. 1-9 12 C Cloaker Names in italics are classed NPCs. 1-10 13 C/T 2 dire bats, bridge Scaling Information 1-11 14 C 4 troglodytes; Passage to Underground Paradise Although it is intended for 4th-level adventurers, 1-12 14 C Advanced grick The Slithering Overlord can be run for parties of levels 1-13 14 C 4 grimlock zombies as low as 3rd and as high as 6th. Here is some advice for 1-14 15 C 5 grimlock War2 alterations to suit such groups: 1-15 15 C 2 grimlock War2 + • Weaker parties (lower than 3rd level, or fewer 2 Large monstrous centipedes than four characters): Decrease the number of 1-16 16 C 3 Large monstrous centipedes + 1-2 HD opponents by one every time they are 1 grimlock Bbn4 encountered (i.e., 3 sonic bats instead of 4, or 4 drow 1-17 16 C 4 grimlock War3 warriors instead of 5). Reduce the HD of the more 1-18 17 C Sirthim (drider), powerful monsters by 2 or so. 2 Large monstrous spiders • Stronger parties (7th level and higher, or more 2-1 19 C 4 duergar than six characters): Add HD to weak monsters to 2-2 21 C 4 duergar + duergar Rog3 beef them up. Pserkipis, Felak-Ruhad and Sirthim 2-3 21 C 5 duergar should all be advanced 2 levels or a number of HD with a commensurate XP increase. In areas with 2-4 21 C 2 duergar Ftr4 powerful solitary monsters, add a second one, 2-5 22 C 4 duergar War2 space permitting. Adjust treasure accordingly. 2-6 23 T Phantasmal killer trap 2-7 23 C Fiendish otyugh Recurring Creatures Sample2-8 file 24 T/P Devil riddle, burning hands and Unless otherwise noted, all creatures marked as grim- scorching ray traps locks and troglodytes have the same racial traits. Any 2-9 24 C 1 bearded devil, 3 duergar variations in CLs or the like are noted in individual stat 2-10 25 C/P Chain devil trapped in a magic circle blocks. For the peculiarities of duergar (gray dwarf) 2-11 26 C/T Large earth elemental, pit trap, traits, please refer to Castle Zagyg: Yggsburgh; only the 2 captured NPCs most important traits (namely, spell resistance and 2-12 27 C 1 duergar Clr6 spell-like abilities) are spelled out in the adventure. 3-1 30 C 2 shrieker fungus + 2 violet fungus Shared traits that occur frequently are described here to 3-2 30 C 4 troglodytes conserve space. 3-3 31 C/T 3 troglodytes War2 + falling rock 3-4 31 C 2 charmed duergar + troglodyte Ftr4 Common Subterranean 3-5 32 C 2 advanced wights Creature Traits 3-6 32 C 3 troglodyte War3 3-7 33 C Half-fiend troglodyte Bbn3 Blindsense — Grimlocks are totally blind, but can sense 3-8 34 C Deinonychuses through their keen hearing and smell as well as a sighted person within 40’. Outside this range, grimlocks 3-9 34 C Octophis attacks have a -10 penalty, as they cannot see their tar- 3-10 35 C Megaraptor gets and opponents have a +5 bonus to hit grimlocks 3-11 35 C Troglodyte Drd6 from outside this range. Grimlocks are susceptible to 3-12 36 C Girallon sound- and scent-based attacks, however, and are 3-13 37 C Troglodyte Rgr5 + babau demon affected normally by loud noises and sonic spells (such 3-14 37 C/P Pserkipis (spirit naga) as ghost sound or silence) and overpowering odors (such Charmed human Clr5, 2 human Ftr3

The Slithering Overlord - 3 as stinking cloud or incense-heavy air). Negating a be found in the Underground Paradise. He can even grimlock’s sense of smell or hearing gives them a -4 provide an old map that gives some vague hints penalty on all attacks, and negating both gives them a - about the Paradise’s whereabouts. Fulfilling the old 10 penalty on all attacks. Being blind has its advantages, man’s last request would dramatically elevate the though. Grimlocks are immune to gaze attacks, visual PC’s status in the community. (Be sure to include a effects, illusions, and other attack forms that rely on bunch of freshly picked Edelweisses in Pserkipis’ sight. hoard.) Tremorsense — A creature with tremorsense is sensitive • The PCs are employed by Burkhart Ackerman to vibrations in the ground and can automatically (male human Wiz11), a scholar particularly interest- pinpoint the location of anything that is in contact with ed in aberrations of all kinds. He is compiling the the ground. Aquatic creatures with tremorsense can also Florilegium Abominabile, a catalog of particularly sense the location of creatures moving through water. horrendous creatures containing a complete The ability’s range is specified in the creature’s de- description of their origin, habits, powers, etc. In a scriptive text. As long as the other creatures are taking long-forgotten treatise, Burkhart found a reference physical actions, including casting spells with somatic to the fact that the Sinuous Tunnels and their components, they're considered moving; they don't environs abound with strange monstrosities of all have to move from place to place for a creature with shapes and colors. He provides a map that can help tremorsense to detect them. the PCs reach the more populated region of the Stench — When a troglodyte is angry or frightened, it tunnels and asks them to explore the area, reporting secretes an oily, musk-like chemical that nearly every on any strange monsters. Burkhart can reveal some form of animal life finds offensive. All living creatures information about the nature of the creatures they (except troglodytes) within 30 feet of a troglodyte must might encounter (including new monsters succeed on a CON save, with a -1 penalty per addition- described in the appendix) and provide all equip- al Troglodyte in the area. Failure indicates the victim ment necessary to properly catalogue aberrations. takes a -1 penalty on all attack and damage rolls due to To complete his task, the PCs must have encoun- nausea. This effect lasts until the character leaves the tered (but not necessarily killed) the following mon- area with the troglodyte stench. sters (in order of appearance): shimmering slug, cloaker, advanced grick, Sirthim, fiendish otyugh, octophis, and The Slithering Overlord in person! Getting the Players Involved The base payment is 250 gp per aberration properly The default hook of this adventure is an offer by a minor described; bodies (or significant portions thereof) hierarch of the Order of the Invincible Sun. The adven- presented to Burkhart are worth twice this amount, turers, who supposedly already possess a modicum of and captured living specimens bring an award of fame at the moment, receive an epistle from the Order 1,000 gp. offering a substantial reward for returning theSample sacred file Of course, no one can better judge your players’ tastes objects and hostages taken by reptilian assailants. In and desires as you do. You can use the standard hooks addition, the epistle promises a membership in the as a springboard for possible ideas and tailor them to Order – rank-and-file for paladins, lawful and/or good your ongoing campaign as desired. clerics, and fighters, rangers and monks, and honorary for everybody else. The membership means great pres- tige and privileges even if it is just a sinecure, so this The Sun Disks hook can equally motivate PCs that are driven by gold The sacred sun disks, valued so highly by the Order of and those motivated by loftier ideals. the Invincible Sun, were plundered by Pserkipis. His Important: To complete of the Order’s task, the adven- troglodyte warriors were ambushed by grimlocks who turers must collect all three sun disks stolen from the stole one of the disks, so the spirit naga is not in posses- shrine and return at least one living hostage (or all the sion of all three. The three sun disks can be found at bodies, if the PCs have (seemingly) undeniable proof locations 1-18 (the Rising Sun), 2-12 (the Setting Sun), that everyone has been killed by troglodytes). and 3-14 (the Splendorous Sun). Completing the direc- Others possible ways to create a believable motivation tive issued by the Order requires the heroes to find and for your player characters include: return all three. The disks are described in greater detail below. • A venerable elder of the dwarf PCs’ community is about to succumb to old age. Before he departs to the festive halls of the dwarven Allfather, the elder would like to see the legendary Subterranean Edelweiss – an incredibly rare flower that can only

4 - The Slithering Overlord raised their heads, as Sirthim, a drider exiled from a dis- Background Story tant drow city, took the reins of leadership and helped them fight back troglodyte raids. Sirthim’s attempts to Pserkipis, a haughty and avaricious spirit naga, used to use arcane magic to foster sentient insect life have not enjoy a comfortable life in an abandoned shrine full of succeeded yet, but he has been able to create a breed of ancient treasures. He garnered a small but loyal follow- especially hardy and strong monstrous centipedes. As ing among the locals and was dreaming of founding a both grimlocks and centipedes are immune to Pserkipis’ new religion when holy warriors from The Order of The charming gaze, The Slithering Overlord is greatly irri- Invincible Sun appeared at the doorstep and ruthlessly tated by the tribe and craves their total destruction, but drove him out. The naga made a narrow escape into an his hatred of the Order surpasses this sentiment. extensive tunnel system beneath the shrine, and, after a The duergar presence in the caves is also a source of long subterranean journey, made his way to an much chagrin. Several months ago, grey dwarves led by unnamed cavern complex. It was inhabited by a tribe of Felak-Ruhad, a priest worshipping Aflufad, a malicious troglodytes in a dire need of a capable leader – Pserkipis earth spirit, settled a deserted cavern not far from the didn’t even have to resort to his charming gaze, so great Underground Paradise. The newcomers promptly was the trogs’ admiration. transformed the cavern into a small but sturdy fortress Establishing himself as the undisputed ruler of the tribe and named it Azadûm, meaning Underkeep. New rein- (and assuming a somewhat pompous title of The forcements have been steadily arriving to the keep, and Slithering Overlord), Pserkipis learned of a strange and now the duergar menace to Pserkipis is quite consider- possibly haunted underground chamber beneath the able. The earth spirit worshipped by the duergar places tribe’s caverns. He ventured there to discover that, by much importance on acquiring gems and other treasure, some strange whim of nature or powerful magic, the and the naga simply won’t share his wealth with any- place, illuminated by some unknown source, was over- one. Although his troglodytes had already repelled sev- grown with lush vegetation and populated by animals eral duergar invasions, Pserkipis decided not to attack long ago extinct on the surface. Pserkipis ordered his Azadûm. Vengeance against the Order remained his top troglodyte servants to relocate to this fabulous cave and priority, and the Overlord finally fulfilled his dream. gave it the apt name of Underground Paradise. The When the time was right, Pserkipis commanded his troglodytes found their new home much to their liking minions to raid the shrine (which had become the cen- and bred very quickly, giving The Slithering Overlord a terpiece of a small community) via the tunnel complex, steady supply of servants and cannon fodder for his kill the guards, and steal as much treasure as they could. plans of revenge against the order that had driven him The incursion proved to be a huge success: the away from his treasure. troglodytes massacred the unsuspecting shrine guards, Unfortunately for the naga, his tribe was not alone in captured several hostages, and managed to recover a the caverns. A dwindling tribe of grimlocks Samplesuddenly sizable file fraction of the wealth that had belonged to their

THE ORDER OF THE INVINCIBLE SUN This paramilitary organization was formed several hundred years ago by priests of different good faiths to repel an extraplanar invasion. Since that glorious victory, the Order has directed its military and spiritual power against many a supernatural threat. The organization’s ideologues espouse a philosophy of “naturality,” placing humans and non-evil humanoids in the centre of all creation and treating all sorts of “unnatural” creatures (especially aberrations, undead, and evil outsiders) as abominations deserving nothing but destruction. The sun plays a major part in the Order’s symbolism, although its members don’t necessarily worship a solar deity. The light of the sun, in their creed, is a spiritual power that drives away chaos and darkness, fostering all kinds of true, untainted life. The organization is present in different regions, although it often constructs its citadels on the edge of civilization, in sparsely-settled areas where monsters abound. Once the region has been purged of alien creatures, the Order’s fortresses adopt a more peaceful demeanor, serving as inns, hospitals and constabularies in the settlements that grow around them. The Order welcomes able-bodied warriors and priests of any common race that follow one of the following alignments: lawful good, neutral good, and lawful neutral. Clerics of many varied faiths shoulder the mantle of the Invincible Sun; most often they serve deities that grant access to Destruction, Sun and War domains. Priests that revere impersonal forces of Law and Good also find the Order’s agenda compelling.

The Slithering Overlord - 5