The Legendary Halls of Bardoz by Anonymous VERSION 0.12 FROM 10-10-2019 THE LEGENDARY HALLS OF BARDOZ

This module is Copyright ©2019 Lord Lart Von Klauffextor, Abraxas the Talking Head, Teej Anonz, Nomm DePlume, and Sue Dough Nimm, a.k.a. the Traditional Games Creative Collaborative Collective, a.k.a Anonymous. The images and maps in this module are either Original Content (OC) or Public Domain (CC0). See the license for each work. You can share or print this document. You can’t change it, sell it, or use it for commercial purposes. Special Thanks to John Boorman, writer and director of the inspirational and unforgettable film, ‘Zardoz’. You showed us how madcap audacity can be awesome. No cats were harmed during the compilation of this document.

Lord Lart Von Klauffextor, author of the ‘Dark Deadly Places’ series, Zibenheim Tower, town of Belle, Principality of Latrelle.

2 THE LEGENDARY HALLS OF BARDOZ SURFACE

Far away from any civilized lands, atop a treeless hill stands MISSING ADVENTURERS the Grand Head of Bardoz. Here the legendary dwarf mage- adventurer built an outpost deep into the earth after his A nearby village or lord hires the PCs to check after the retirement. Yet trouble brewed after his untimely death. previous group and report their status. Perhaps a relative Seven generations ago* fire and fangs destroyed the out- or friend of a local mayor/lord/farmer/PC was among the post and the nearby village of Klemt. Now dark beings move previous group? These are the adventurers that camped in 1-A1-2 ELRYON among the and deep caverns. What horrors and trea- before fleeing: the elven ranger, the dwarf KARRUKTHE CUNNING PHE- sures await thee in the Legendary Halls of Bardoz? , and the human female fighter DRA (the villagers may not know their names).

SURFACE RUMORS The players may hear some rumors about the Halls of Bar- Hooks doz in a nearby village or town and learn its rough postion. 1. Bardoz is a Lich. (false) THE GHOST SHIP 2. Beautiful elvish maidens sing sweet seductive songs to lure the foolish in. (true—except it’s Father Alex) While the party is traveling along the coast, it is surprised by a sudden storm. Through the storm they can see a large 3. The bats that live in the caves spread lycanthropy. sailing ship, a long pier, and numerous moored rowboats. 4. Dwarves did it. 5. That place has a giant so big that it crawls on all fours! (there are several giant sized creatures, but they can stand in most places) 6. The heat fried the dwarves’ brains and they went crazy over money and killed each other. (partially true) 7. The dwarves were turned into mudmen by a curse! (false—the mudmen are actually the golems that the dwarves intensively used) 8. Bardoz found something deep and dark underground! He might be still fighting it! (partially true) 9. The whole thing is a coverup to build a Dwarf military outpost! 10. The Elves did it. All of it. Weren’t there some hostilities between Dwarfs and Elves back then? There always is! 11. Huge monsters have crawled out of deep caverns. Two nights ago Larry lost two sheep! (true) 12. A dwarven expedition went there when my pops was young. Not many came back. 13. Whole place is unholy and cursed. People have night- mares near the place. Figure 1: Area map (OC). 14. — Some Dwarven songs say Bardoz hung the Sun in the sky. The general atmosphere is remarkably like a storm at — Drinking songs? sea, it’s raining sideways, and waves crash and threaten to — There’s another kind? overturn any row boat. The large sailing ship has ragged 15. Back at Hendricksons Tavern there is old stuff from black sails, and is flying a jolly roger. The sounds of a bat- time when it was still lived in. Few axes and picks. He tle come from the ship’s deck, where ghost of the PIRATE even has a miniature of that Head of Bardoz over his CAPTAIN DREADTIE continually relives his last moments, fireplace! The dwarfs seriously liked that dude! (If the desperately fighting off a mutiny by phantoms of his for- GM decides so, the “Inn” in the maze in 2-C4 may be a mer crew. If the party loiters too long on the ship’s deck one-way teleporter to the nearest working inn, namely or if they attempt to intervene in the replaying events, the Hendricksons Tavern in the town of Belle.) phantoms fade away, and the ghostly pirate captain takes They may also hear the following ballad. on a visage of his appearance in life and attacks, believing the party to be his mutinous crew. The Ballad of Bardoz, If the Captain’s ghost is defeated, the storm, the ship, The Awesomest Dude that ever swung a Pick. the boats, and the pier all dissolve away, and the scenery (ahem.) is replaced by a sandy beach, in the center of which are several shovels, the skeletal remains of two pirates, and a Lemme tell you a story ’bout this dwarf, Bardoz, corner of a chest which is buried in the sand. Digging here A geomancer, he could tunnel without pause, will reveal a +1 Cutlass and an upended chest of pirate Provider to the poor, defender of the weak, treasure, which contains old dwarven coins and a tattered The only thing better was his Bubble ’n’ Squeak! parchment map with the position of the Halls of Bardoz. Then one day when he was swimming for some ore, * that’s human generations, so around 140 years ago. He stumbled upon the most magnificent score. . .

3 SURFACE THE LEGENDARY HALLS OF BARDOZ

THE SACRED GROVE towns sound too high fantasy. Bardoz sounds far more fun if it is desolate and far from civilization.) MISS ALICETHE DRUIDESS leads a traditional sacred grove Alternative: It would actually make sense for a village to in a cute little valley about 30 miles away, down in the be close. Given the dwarven settlement’s riches, a trading foothills (as well as a hidden one in the Deep Lake under post would be needed to move goods in and out, and thus the Halls of Bardoz). It has beautiful flowers, lush trees, generate wealth. This would eventually grow into a town. babbling brook, pretty singing birds and everything. There With the fall of the dwarves, the trade would stop and the are even unicorns and giant rabbits. She sometimes en- town would shrink, but still exist. The village would now tertains callers here, having tea in the garden. She is very primarily service adventurers going to suicide in the big good at playing the Galadriel. She uses the grove to grow dwarf ruins. There are probably ruins of a large market plants that she can’t in Deep Lake. She also grows a lot of near the town that have been entirely picked clean. Lord food for her pets. Vart might also use the village to resupply, porting minions She is the head of a Circle, there are 12 lesser druidesses; in and out. Note: This could be the next inhabited village elves, humans, and a hamadryad. Some will be gone at any where the survivors of Klemt settled down. given time. The Druidess’s Circle will sometimes sponsor groups to the Halls specifically to destroy undead. They offer free reincarnation for the unfortunate ones. Another possible quest: Alice didn’t report back in a long time and the circle could not contact her, so they are hiring experienced adventurers to investigate her disappearance. One of the druidesses may join the party. This quest can be used if the players didn’t reach dungeon level 3, or to start off the exploration of the Deep Lake. (GM must decide what happened to Alice).

The legendary Halls of Bardoz

The ancient entrance used to be a small cliffside. After the dwarfs founded the outpost, they started worshipping the geomancer Bardoz who died in magma. In order to honor him, they carved and sculpted the whole cliff into his head. They also burnt down all the nearby trees so the huge stone head is clearly visible. Alternative: The face of Bardoz is carved in the face of a cliff instead of an entire sculpted head. Local humans all agree that the dwarfs took this whole Bardoz thing a bit too seriously but hey, dwarfs are all (at least) a bit mad. And it is rumored that the dude had 18 CHA (before melting)! The entrance to the dwarven outpost and the other parts of the dungeon is a through the mouth of the Head of Bar- doz and down the throat. From there, stairs lead down into the darkness (go to 1-C3-1).

Village of Klemt

The village of Klemt had just started to form into the shadow of the Head of Bardoz and was not even fortified yet. It was just few houses around a well, an inn, and a stable for travellers visiting Bardoz. Then, around 140 years ago, came fire and fury, slaughtering most of them. At least some humans fled with the dwarves, spreading crazy tales of death and fangs. Now there are just burnt foundations and few standing corners and wall segments. The old well hole is not col- lapsed and reaches the waters in 1-A5-4. A single stone cellar can provide shelter. Far away, to the southwest, there is a surface grotto where an old dwarven escape tun- nel ends; following it, one may reach the cavern in 1-A5-4 below the well, and enter the dungeon. The village ruins are often raided by the manticore and sometimes checked by bullywug scouts. They are also regu- larly observed by the sneaky cats of Lord Vart. They are still something the PCs can try to use as their (temporary) base while venturing downwards. (Primarily adventurer-service

4 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 1

DUNGEON LEVEL 1

Map

Legend 1-A1 1-B1 1-C1 1-D1 1-E1 1-A2 1-B2 1-C2 1-D2 1-E2 1-A3 1-B3 1-C3 1-D3 1-E3 1-A4 1-B4 1-C4 1-D4 1-E4 1-A5 1-B5 1-C5 1-D5 1-E5

Figure 2: Map of Dungeon Level 1 (OC).

5 DUNGEON LEVEL 1 THE LEGENDARY HALLS OF BARDOZ

Note: The Halls of Bardoz are subdivided into 3 dungeon 1-A1-3. LAKE levels, and each dungeon level is subdivided into 25 square areas, named similarly to a chessboard from A1 to E5. A big lake full of lurking tentacles that try and grab anyone Each square area is identified by the dungeon level followed who comes close. The tentacle’s touch is slightly stingy, and by the square name. For example, 1-C3 is the center (col- they are, in fact, poisonous. Upon analysis, the tentacles umn C, row 3) of dungeon level 1. In any given square area, bear some semblance to the idols of the elvish cultists in locations are numbered sequentially beginning with 1. For 1-B2, but too faint to draw any conclusion. The tentacles example, 1-C3-2 is the second room in area C3 in dungeon do not seem to belong to a singular entity; in fact a druid level 1. Below, the entrance of the dungeon is listed first. or ranger can discover that they are in truth plant matter All other locations are listed in order, beginning with 1-A1. twisted into an animalistic shape. The PCs can discover that heat seems to keep them away. A dingy wooden boat can be found on the bank of the lake. 1-C3 1-A1-4. ALTAR 1-C3-1. ENTRANCE An overwater altar without a divinity. Treasure can be Stairs lead up to the surface and out of the dungeon. The found stashed on it. words “Trespassers will be flayed alive” is written in Elvish on the northwest wall in what appears to be blood. A secret 1-A1-5. WATER PASSAGE door on the east wall leads to 1-C3-2 and can be opened by pressing a button disguised as a brick. The lake and grotto taper into a passage to the next room, which the players can swim or row to.

1-C3-2. TABLET ROOM 1-A1-6. GROUND PASSAGE Two clay tablets engraved with arcane runes sit on an altar A ground passage filled with treacherous stalactites. Small in the center of the room. Scattered across the floor are characters might find it easy to navigate, but tall ones will coins of many varieties. There is a 1 in 6 chance that the bump their head frequently. wizard known as AMPHISOS will be present, studying the tablets. He will attack if disturbed, but will be quick to teleport away if he feels at risk. 1-A2

1-C3-3. NARROW ROOM Here are the outskirts of 1-A3.

To the south is a narrow room with shelves on both sides. 1-A2-1. CAVERN WITH COLLAPSED BRIDGE Mostly empty, a few curios and items from around the dun- geon are here, collected by Amphisos: A gauntlet, a green This is a cavern with a grand and deep fissure. There used glowing crystal in a lead lined box, an empty crystal sphere to be a bridge across, but it is currently out of order. A the size of a marble, etc. ghoul foreman and some workers are currently working on rebuilding the bridge, although most of the work is done by some zombies mindlessly hammering at the bridge, while 1-A1 the ghouls are supervising and shouting loudly. While climbing may be difficult, a levitation spell or sim- This one is a deep underground grotto that crosses with the ilar may easily lead a PC to the bottom of the fissure in more constructed parts of the dungeon. 2-A2-2.

1-A1-1. GIANT MUSHROOMS 1-A2-2. HOUSE OF SIMON

Giant luminescent mushrooms light the scene, allowing for This is the house of SIMON, a ghoul hermit, who spends fairly good vision of the very tall cave. his days tending to the garden in 1-A2-3. If the roadwork in 1-A2-1 becomes too loud, he’ll come by and complain about the noise. He may carry a little bronze Bardoz Head 1-A1-2. ABANDONED CAMP that he found in 1-C5. The recently abandoned encampment of three adventurers. No body can be found, but most of their equipment is still 1-A2-3. GARDEN OF SIMON there. A good tracker could date their arrival and disap- This is Simon’s garden and contains mushrooms with vari- pearance to only two or three days. ous exotic magical properties. The adventurers are ELRYONTHE COWARD (according to his former party members), an elven ranger, KARRUKTHE CUNNING, a dwarf rogue, and PHEDRA, a human female 1-A3 fighter (afterwards gaining the nickname THE PHASING). They were separated when their camp was attacked by the This is ghoul suburbia. A bizarre copy of a terrestrian creeping lake tentacles from 1-A1-3 and had to flee. All neighbourhood, where ghouls, skeletons and some other of them can be used as as reinforcement for a small party undead have established a society of sorts, with houses or as replacement for the PCs if one dies, and are of equal carved in rock and pretend gardens filled with rotting flow- level with them. They can be encountered through random ers and bones. The undead are not hostile at first, but encounters in dungeon level 1 and 2. will soon turn against any living visitor because they look

6 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 1

delicious. They prefer the term “alternatively living” to “un- sprouting from the sentient mushrooms. Ingestion is not dead”. adviced.

1-A3-1. “TOWN HALL” 1-A5 This is in fact just a natural grotto where the undead meet, and the “house”-less zombies stay. This is an old dwarven evacuation tunnel. Its connected caves have been flooded and thus area 1-A5-1–1-A5-3 are 1-A3-2. HOUSE OF LADY MAYOR GRETCHEN under 3’ of water, though it is not as stale as the water in the passage between 1-A5-1 and 1-C5-1. GRETCHEN is a ghoul priestess of Orcus, and she’s very proud of her “little slice of undeath”. She’s keen on coop- erating with the PCs as long as her little community isn’t 1-A5-1. GUARD POST harmed, and will bargain for corpses against safe passage. This is an old guard post with some old dwarven weapons 1-A3-3. PETE’S BUTCHER SHOP and a horn. Blowing the horn awakens the golem in 1-C5- 2 and it will visit the post to look for intruders. The door is PETE is a frenzied ghoul who manages the suburbia’s meat not hidden on this side. supplies. He employs mindless zombies who will scour the dungeon looking for corpses. Pete is always hostile to living PCs, and will attack them with two meat cleavers. 1-A5-2. LAIR

1-A3-4. THE PARK This is the lair of some cannibalistic frog folk. They don’t speak common but are only semi hostile if you manage to Another meeting place for the undead, this “park” is full of communicate with them. They are looking for their lost fungi from the mushroom colony in 1-A4. Undead children pet eel and will reward the finders with some pretty bone play here. carvings. The pet eel may be found in the tunnel connecting 1-A5-1 and 1-C5-1, or nearby. 1-A3-5. TOWN SQUARE Whether they are related to the bullywugs from 1-E4 or not is up to the GM. Options may include a hunting Criminal undead are hanged there. Of course since they’re group from the tribe, outcasts, a different more primitive already dead, they’ll just complain atop their post until group of bullywugs (for example the Spikes or the Axers someone frees them. Freeing them might allow the PCs from the Deep Lake in dungeon level 3), a different but sim- some knowledge of the dungeon layout from a particularly ilar species. This could be an amusing instance where the grateful ghoul named FRANK. party makes some offensive assumptions.

1-A3-6. GHOUL HOUSES 1-A5-3. KITCHEN Little ghoul houses, all the same. This is a rudimentary kitchen, though the water means 1-A4 that the only food preparation here is chopping meat into smaller chunks. Some unidentified cuts of meat hang here. This area was once a mushroom garden for the miners, now it is home to a sentient mushroom colony. The colony mu- tated from all the magic released in this dungeon. It har- 1-A5-4. WATER RESERVOIR nesses the magic to create powerful illusions, such as the titanic priestess in 1-B4-3, in order to draw in prey. It This is a reservoir filled 20’ deep with water. It connects to appears that the hive is friendly with the elves. a surface grotto a good distance to the southwest. An old well hole reaches the water here from the ruins of a small hamlet on the surface. Someone has thrown a very fine ring 1-A4-1. BIG ROOM into the well and it lays at the bottom of the murky water. A big room that under the spell appears to be full with a prey’s greatest desire. The giant priestess in 1-B4-3, SOPHIATHE SULTRY, will invite the party to this room to 1-B1 “show them something special”. If no one notices the illu- sion, she will direct the party to the red X, where 4 tentacles 1-B1-1. FLOODED CRYPT sprouting from the hive attacks it. This room was seemingly a crypt, now flooded. It is guarded 1-A4-2. HEART OF THE HIVE by 1d6+1 dwarf skeletons outfitted with iron boots that al- low them to walk in the flooded areas without floating. This room contains the “heart” of the hive and all the trea- sure from other prey. Alternative: In the middle of the room, there is a large Jadium crystal from the Deep Lake, 1-B1-2. FLOODED CRYPT which caused the mutations. Its rough surface is covered with filaments that also grow inside the crystal through tiny This room is similar to 1-B1-1, though holding 1d10+4 fractures. It seems like the crystal is slowly being broken iron boot-clad skeletons, plus one wearing gilded plate with down and absorbed by the colony. Indeed, tiny crystals are spellcasting as a 4th-level evil cleric.

7 DUNGEON LEVEL 1 THE LEGENDARY HALLS OF BARDOZ

1-B1-3. CRYPT 1-B2-7. ARMORY

This area of the crypt is walled off from the others, and is This is the armory of the cultists. Contains many curved, thus left unflooded. A determined adventurer with a pick- sharp and otherwise nasty weapons, but only few armours. axe may be able to open a passage from here to 1-B1-1 or 1-B1-4, but doing so will cause water from those chambers 1-B2-8. STORAGE ROOM to rush in, along with any skeletons. This is general storage room of the cultists. If they have any prisoners, they shall be bound and thrown here. 1-B1-4. FLOODED CRYPT

In this flooded crypt there are 1d6+1 iron boot skeletons. A 1-B2-9. RITUAL ROOM staircase on the southern end of the room leads out of the water. In an alcove, a secret door to 1-B2-10 can be found. This is the cultists ritual room. Usually there is a teleporter to the wilderness beyond.

1-B2 1-B2-10. EMPTY ROOM WITH SECRET DOOR

Here were once storage rooms, but after a magician hiding This room contains only a secret stone door to 1-B1. It is in 1-B2-1 miscast a spell, darker forces have taken hold of opened with a password from 1-B1 or a switch from 1-B2. this area. Large black scorpions with glowing eyes would It can be also locked, which it most often is unless cultists often like to feast on passersby. If one sleeps in this area are moving in the corridors. their dreams will be horrible and potentially fatal. The other half is the lair of the Elvish Cultists. What they 1-B2-11. COLLAPSED CAVERN actually are worshiping (from heavy metal to Lovecraftian horrors) is up to the GM, but it should not be anything This was a mighty cavern, now collapsed. One might almost nice. see some sunlight during bright days.

1-B2-12. DESTROYED ROOM 1-B2-1. HIDEOUT This room has some nasty insects hiding among the rocks. This was once a secret hideout of a magician (nicknamed Their carapace is hard but valuable. They will not attack, SHADOWFAIL). Now it is a burned out husk halfway fused unless provoked. They will help PCs against the scorpions, into some kind of shadowy realm—and is the nest of the though. But do not let them eat a corpse of a scorpion... black scorpions. Usually unhabited, there is only a 1 in 6 chance that someone is actually there. Removing the portal to nether requires serious magic, ei- 1-B2-13. EMPTY ROOMS ther arcane or divine. These rooms are mostly empty. The scorpions like them, and often torture their prisoners there. The remnants of 1-B2-2. LIVING QUARTERS the victims might be valuable.

This were once the living quarters of the poor mage. Now the room is mostly in tatters with a scattering of skeletons. 1-B3

1-B3-1. LARGE HALL 1-B2-3. ALTAR ROOM A large hall that has three branching off points to explore This is the main altar room of the Elvish Cultists. The altar the western half of the dungeon. Nearly every surface in itself hurts the eyes of good characters and inspires evil this room is covered in some sort of grime, muck, dirt, characters. blood, or ash caused by numerous fights that have bro- ken out in here over the years, as no one has any desire to 1-B2-4. HIGH CULTIST ROOM clean it up. This is the spartan room of the High Cultist, Father Alex. It contains loot and the High Cultist may be present, most 1-B3-2. HIDDEN ROOM likely angry. During nights, roll d6: on 6 he is in such a Hidden behind a rotating wall from the previous room are deep meditation that he does not care about loud noises un- nearly a dozen cots with bedrolls upon them, leather sacks less someone (cultist or adventurer) physically pokes him. under each cot containing some sort of dried meat or ration. The denizens who call this room home “work” elsewhere in 1-B2-5. DOORS the dungeon.

Here are the heavy ceremonial doors to 1-B2-3. The cere- 1-B3-3. WATCH STATION monial doors will be opened for only the greatest of events, such as sacrificing player characters. Usually there are This room—heretofore left undiscovered until now—is a cultists on guard duty here. small watch station left behind by the original builders of the dungeon. A magicked porthole in the wall allows one- 1-B2-6. SLEEPING ROOM way viewing through it into 1-B3-1. A dusty skeleton, hu- manoid in shape but with little else on it, lies slumped in a This is the sleeping area of the cultists. There are 4d6 in pile on top of some severely rotten wood, the remnants of a total. chair the poor soul was sitting in. A dusty tankard lies next

8 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 1

to the pile, and an empty wine bottle atop a fragile—yet still 1-C1 standing—desk at the back of the room. Golem Factory. This area was used to carve, prepare, and animate golems. It has thick walls, sturdy iron doors with 1-B4 firing ports and was designed to keep something in, not out. A miscast spell triggered all of the golems, even the This was once a mushroom farm, built next to the first sacred ones, into a killing frenzy. The utterly outnum- rooms of the Evil Snake Priest temple. Now it’s an illu- bered dwarfs retaliated with experimental magma throwing sionary trap for unaware adventurers (see 1-A4). weapons. Parts of the factory were destroyed and sealed off by a collapsed corridor (see 1-D1). After the fight, all sur- viving golems stopped attacking and went back to nearly 1-B4-1. MUSHROOM PLOTS their regular behavior. It’s up to the GM to decide if this These open chambers once contained mushroom plots. was the calamity that nearly wiped out the outpost, or just Now they are all dried up, but the illusion makes them alive an event that weakened the dwarfs before the final attack with vibrant colors. by another foe.

1-B4-2. WORKSHOP 1-C1-1. DESTROYED DWARVEN GUARDPOST

This was the workshop of the mushroom farmers, now The doors of this guardpost had firing ports. They are empty. The illusion hides this behind a stone wall. ripped from their hinges and thrown across the room or are missing. There is massive damage to the walls and floor— places on the walls have several feet deep holes melted into 1-B4-3. GIANT BEDROOM them, the stone ran down like wax. The center of this hall contains a bed for a colossal sized creature. The giant priestess of this dungeon, SOPHIATHE 1-C1-2. “THE QUARRY” SULTRY, invites you to join her with a lustful gaze. While This large room was used for rough stone cutting and stor- the giantess is an illusion, the bed is solid—it was built by age. Stone slabs to carve golems from are piled high. lunatic bullywugs. There is less battle damage here, only a few feet deep holes in the walls. If examined, the hole in the western wall 1-B4-4. STOREROOM will reveal the existence of the hidden room of the Golem- master (1-C1-5). Once contained the dried mushrooms for dwarves to eat. Two 12’ stone golems shaped like dwarves are sitting and Now it’s utterly looted. talking to each other. Several medium sized stone golems stand motionless. One is working at carving a bowling ball. 1-B4-5. DAMP CELLAR There are dozens of bowling balls around. The big golems are speaking Dwarvish and are discussing fracture lines in This is a damp cellar with an unusual carving style not different type of stone. They ignore the PCs unless they encountered before. It is the first part of the Evil Snake get annoyed, then they swat someone across the room and Priest temple (see 2-B4 and 2-B5), connected to the sur- go back to talking. If someone releases the Snake creature face through the same route used by the dwarves for their from 1-C1-4, they will get up from their very long coffee escape tunnel (to 1-A5-1). break and fight it. The smaller golems will also attack, ex- Dwarves used this place to keep smaller mushroom cept the bowling ball carver. The creature can’t out fight spawns, furniture and some barrels of food. Most are now them but it can outrun them. utterly rotten. The cellar has been recently flooded from the dwarven escape tunnel. The water is not very high and 1-C1-3. GOLEM PREPARATION CHAMBER flows downwards the stairway to 2-B5. In the southern end of the cellar (actually in 1-B5) there are cracks in the floor; Final carving and rituals to prepare the ‘body’ was done jumping is not recommended there. here. Stone tables with countless unpleasant stains bear Most likely d6 bullywugs are living here. Seaching silent testimony. through all the smelly mess this place has been dumped full might reveal a hidden cache of d3 non-magical scrolls 1-C1-4. ELEMENTAL INFUSION CHAMBER in an ancient tongue. New golems were put in here and elemental spirits were summoned to be bound to them and activate them. This 1-B5 room contains a hideous aberration missummoned by the elf cultists. It is vaguely snakelike with powerful arms. It is 1-B5-1. THE FIVE BLUE DOORS OF DEATH hostile to everything and quietly starving after the elves left it trapped in the magic circle and locked the doors. Releas- The central corridor leads to a star-shaped intersection of ing it should not be wise at all. No treasure can be found in 5 other corridors that end in blue doors. Once the party the room. One can hear its rhythmical blargs when listen- reaches the star, all 5 doors start shooting magical damage ing at the door. at them: lightning, arrows, cold, fire, and cold iron. Open- ing the doors will take work and pain, too bad they are all 1-C1-5. QUARTERS OF THE GOLEMMAKER fake and lead to nowhere. The dwarven escape tunnel between 1-C5-1 and 1-A5-1 This was once the room of the Golemmaker, but it was does not intersect this area. empty already when the golems went berserk and destroyed

9 DUNGEON LEVEL 1 THE LEGENDARY HALLS OF BARDOZ

the factory. It is hidden with two secret doors, but the wall still hear the ghosts of the dwarves singing about digging to the quarry (1-C1-2) has a hole from a magmabolt, re- holes. On the other side, lava wells up from below into a vealing its existence to adventurers. pool and channel. A large lever, currently in the off posi- The secret doors to this room work with a cunning coun- tion, is attached to a piece of wall. terbalace mechanism where one needs to try to lift piece of red granite rock with exactly 14 STR for 13 seconds. From 1-C4-2. HUGE MACHINE inside, the doors can be opened normally. The room itself is nearly empty. There is a stone bed, A huge machine, a mess of pipes and cogs. Its purpose was a stone desk, and some empty containers. In the west- to drive the winding wheel, but the secrets of its operation ern wall there are several empty niches, but two still con- and construction died along with its dwarven operators. It tain unbreakable clay tablets. After the study of “Safety now rusts mostly silently in its room, occasionally briefly regulations for the golem factory” and “Guidelines for safe jerking the crankshaft of its own accord. What the machine golem operation” (in Dwarvish), a player may learn a little needed lava for and where the lava now goes is long lost to about the factory and the golems created here, that new time. golems sometimes berserk on activation, as well as some basic commands for the old models (they may only work for dwarfs, or not work at all anymore). The Golemmaker 1-C5 might have left this room to become the first Magma Doctor, and discarded these tablets. These were dwarven barracks and a temple.

1-C2 1-C5-1. STAIRS Stairs lead down to a long tunnel through 1-B4-5 which Dwarven Living Area. ends in 1-A5-1. The tunnel is filled with 3’ deep old nasty water. A lost pet electric eel (see 1-A5) may perhaps be 1-C2-1. BATHHOUSE found here. Small private baths and one large communal pool. Plumb- ing is plugged and the water is very, very dirty. Even the 1-C5-2. ALCOVES bullywugs avoid it. There are two alcoves, one of them containing a stone golem of a dwarf in bronze platemail. It will attack intruders, but 1-C2-2. TOILETS not dwarves. When defeated, the golem disappears and re- turns to its alcove and will not attack for 24 hours. The sewage was hauled to 1-C2-3.

1-C5-3. PRIEST QUARTERS 1-C2-3. MUSHROOM FARM Priests quarters with a small chapel. The walls are carved Small (edible) mushrooms grow everywhere in this room, with dwarven holy texts and some of the history of the dun- including the walls, ceiling and doors. There are places geon. The room is nearly empty, the bed and armoire are where they have been scraped up. There is a chance of a the only furniture left. ratman or mongrelman sneaking around gathering a sack full. 1-C5-4. CROSSBOW ALLEY 1-C2-4. LAUNDRY FACILITIES A silver headed bolt magically shoots once a round from the Same water problems as 1-C2-1. south wall at a non dwarf anywhere in this passage. They can be collected. This trap can not be shut off.

1-C2-5. GUARD POST 1-C5-5. DWARVEN BARRACKS Sturdy wooden doors with firing ports. These rooms have been stripped of valuables, even the bunks have been hauled off to build the bridge in 1-A2. 1-C2-6. BARRACKS

Sleeping platforms made of stacked stone blocks. 1-C5-6. TEMPLE OF STEADFAST A 15 foot stone statue of a lion wearing bronze plate barding 1-C3 with a small stone altar before it. Dwarves can not bring themselves to desecrate it and will stop others who try. Non See page6. dwarves are struck with feeblemind and wander aimlessly off if they try. 1-C4 1-C5-7. VAULT 1-C4-1. OPEN AREA A super vault and secret forge room. The only way in is A large open area strewn with rocks. On one side is a to find a little bronze dwarf head (golf ball sized) which re- steeply sloping tunnel leading down into the darkness, to produces the dungeon entrance head. A dwarf holding the 2-C1-1, with a crumbling cable cart system for hauling magic ‘bobblehead’ can walk through the wall and lead non once-rich ores from the mines below. Legends say you can dwarves with them. The inside of the vault is mostly empty,

10 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 1

but the dwarves left behind a fortune in iron ingots and a things more than a year ago are vague. She will be friendly, dozen silver ones they missed when evacuating. serve customers water, and can prepare food if provided One of the miniature heads might be carried by SIMON with some. Theft or vandalism inside the tavern will cause the ghoul hermit (see 1-A2-2), who found it in this area. her to attack. Patrons are allowed to sleep here if they wish. She will not interfere with fighting inside the tavern as long as they don’t cause damage to the tavern. She expects to 1-D1 be paid, and will accept supplies or cash. No one has ever found where she has put all the coins she has collected over Collapsed hallway and prison. This hallway has been badly the years. damaged, huge gouges in the wall and shattered stone strewn about. The corridor going west has collapsed com- pletely. A narrow path has been cleared up to the collapse 1-D2-2. ROUGH TUNNEL and a narrow tunnel has been made that winds and climbs Rough passage carved long ago by some great tunneling up, over and down through the boulders, leading to 1-C1- beast before the Dwarves moved in. They were so impressed 1. The makeshift wooden supports look very inadequate. by the teethmarks on the stone that they left the walls un- touched and only smoothed the floor. It continues to 1-E1- 1-D1-1. PRISON 1 and then spirals gently down to dungeon level 2. A prison with 8 cells. They all have iron doors. The north- eastern cell has a skeleton. The southeastern cell has a 1-D2-3. HIDDEN PANTRY short secret escape tunnel leading to darkness (1-D2-2 and Behind a superior secret door are untouched crates of bot- 1-E1-1). The southwestern cell has sounds coming from it, tled alcohol and waxed casks of ale. These are a decoy. and it it is locked. There is a human head on the floor. If Another secret door leads to 1-D2-4. the party comes close, he presents himself as ABRAXAS and starts begging them to take him (he is super bored). 1-D2-4. VERY HIDDEN LARDER

1-D1-2. SECRET GUARD POST These rooms are packed with food, water, and alcohol. Preservation spells have kept it all fresh. Opening the door The inside of the door has an enchanted brass porthole that breaks the spell and the food starts to age normally. There allows one way viewing. are perishables, like apples and fresh meat. There are also staples like jerky and dwarfbread. 1-D1-3. EMPTY BARRACKS 1-D2-5. FEAST HALL The entrance of this room is destroyed. The interior is com- pletely empty except for some scattered debris—not even a This room has a large table carved from a single piece of single sleeping platform remains. clear quartz, it is 15’ long, 3’ wide and 1’ thick. The wall be- hind it has a large mural of dwarves battling a red dragon. 1-D1-4. BARRACKS The images of the dwarves have been smeared with filth. Scraps and splinters of wood are all that remain of the A few sleeping platforms. This door can still be locked and wooden tables and benches that used to be here. there is a stone block to slide over to barricade it. A row of 15 stone golem heads are lined up on display against the 1-D2-6. KITCHEN AND PANTRY wall. One of the platforms is stacked over a cavity filled with supplies. Jugs of water, rope, tools, 3 swords, a war This room is mostly empty. All that is left seems to be some hammer, a large bag of old silver coins, and a carved crystal preserved food, but it is hard to tell whether it is edible or skull (dwarf). not. This is dwarfbread. Few nondwarves want to eat it, but it lasts forever. 1-D2 1-D3 Dwarven Living Quarters. Every midday Amphisos casts an illusory (touch + vision) wall on the large corridor lead- Most of this area is occupied by a large library which is ing south to the great library, hoping to prevent people and isolated from the outside by self-closing soundproof bronze wandering monsters to reach it. The spell weakens every doors. sunrise and can be detected rather easily during the morn- ing hours. 1-D3-1. GREAT LIBRARY

1-D2-1. KLEGG’S TAVERN AND GYM A huge chamber with massive shelves. A glowing ball of light floats over a white book on a stone altar. Contains a bar, tables, a fireplace, a boxing ring, many This room is enchanted to prevent fires of any kind. stone weights and other simple exercise tools. The front Torches go out, fireballs fail, etc. Magical lights function. door is broken and this place has been stripped of all booze When the party enters, more lights appear, enough for one and most valuables. It is unusually clean and tidy. There per visitor. They move quickly and try to position them- is a damaged stone golem here that cleans it. GERTA looks selves behind each person. These are just reading lights like a young Dwarven barmaid, she is much more intelli- and will follow the person around until they leave the room. gent than usual, she was created with speech and domes- Dispel magic will dismiss them until next time. tic skills. She is missing one arm, and is badly chipped The white book is about Dwarven Sacred Geometry and up. She can talk about recent events and patrons, but Architecture. Anyone can read it, even illiterate people. The

11 DUNGEON LEVEL 1 THE LEGENDARY HALLS OF BARDOZ

altar is magic and translates text. The shelf nearest to the 1-D4-8. DINING HALL altar has about 3 dozen books on arcane lore. All the other shelves are empty. The library has a strict return policy. Magnificent dining hall, two stories high. Old chandeliers Any book taken from the room teleports back to the shelf. are infested with spider webs (spiders are not present). The library has a secret entrance to 1-D3-2. 1-D4-9. SMALL GATHERING ROOM 1-D3-2. ROOM WITH CAGES The western wall contains an engraving of dwarves fighting This room contains some cages with both monsters and daemonic elephantlike devils amidst lava falls. animals. Surprisingly, it does not smell and is quiet. A passage leads to a laboratory (1-E3-1). There is a smallish giant spider, a larger cage with 4 giant 1-D4-10. KITCHEN rats, a wolf, a rust monster, a hutch of normal rabbits, and The kitchen is still in working order, if one dares to operate a freshwater electric eel from the lake on dungeon level 3 the magma-heated oven. in a stone tank. All seem content, well fed, and clean. If carefully observed, the giant rats are playing a game similar to rock paper scissors using pebbles and twigs. 1-D5

1-D4 Once the blacksmithing cavern that led into the barracks of 1-D4. Blocked off by a magically soundproof door, when Here once were dwarfish barracks and living quarters. Now you open this door, what you see are rows of anvils, old and the area is deserted, pitch black and eerily silent. Some mi- dusty. Ages have passed since last sparks struck off these nor signs of struggle are visible. Has many sturdy wooden hunks of cold metal. You can see what looks like tools that doors, but most locks have been broken ages ago. litter the ground amongst these.

1-D4-1. SHRINE 1-D5-1. FORGE

A shrine to some almost unrecognizable Dwarf God. Now On the far side of the room, a large forge with 3 separate utterly desecrated by elvish graffiti. Lawful dwarves will chutes stands tall, leading a large chimney that casts red have to roll vs. hatred or suffer a minor insanity. light onto the ceiling, from what looks to be a still lit forge.

1-D4-2. LIVING ROOMS 1-D5-2. CABINETS Dwarves used to live here. Now only vermin infest the rooms. Roll d6 for each room: 6 is something interest- Cabinets that are carved into the rock itself. Upon inspec- ing (minor treasure, abandoned gear, mementos, friendly tion, 3 of the large cupboards contain 10 sets of blacksmiths rats, etc.), 1 is a problem (vermin, ceiling collapses, cursed tools, jewelers tools and mason’s tools. One of the cabinets, cheese, etc.). to the south, has seemingly been ripped open by something.

1-D4-3. PRIEST ROOM 1-D5-3. LAVA WATERFALL

The priest of 1-D4-1 lived here. Now the room is used as a On the right side of the forge is a running lava waterfall, toilet by elf cultists. that seemingly falls into a small basin that sits at about waist height. The room is cordoned off by a huge hunk of 1-D4-4. EMPTY ROOM rock that protrudes into the room. Empty. Used to be the dwarf reliquary. Contains small hideout only findable by priests of the same order. Roll d6: 1-D5-4. DRAGON LAIR on 4+ it contains valuable material, otherwise only crum- Ms. Scarlet, a young female red dragon has taken up bling papers and a short sword. residence here and is the cause of the large rip in the stonework. A small pile of coins and gems has been 1-D4-5. BROKEN STATUE amassed, and she is asleep on them as you walk in. A There used to be a statue here, now its pieces are scattered wyrm sized hole has been dug out into the rock behind her, around. leading to the surface.

1-D4-6. GUARDROOM 1-E1 A guardroom by the looks of the empty weapon racks. Con- tains a secret entrance to 1-D3-2. 1-E1-1. TUNNEL The tunnel spirals downward to the next level and ends in 1-D4-7. BREWERY 2-E1. A dwarvish brewery. The smell of alcohol is still is in the air. Next to this is a storage of empty beer and wine bar- 1-E1-2. SECRET CHAMBER rels. Searching the place might find d3 beer bottles or one whisky bottle. Skeletons of dead rats fill the storage. The secret chamber might have peep holes and guards.

12 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 1

1-E2 1-E4

1-E2-1. RATMEN CAVE This area contained the Dwarven Thermae with a hot, warm, and cold bath that are still working. Between 100 This big cave is utilized as a home by a dozen ratmen. Their and 300 bullywugs live here. They belong to the Reds tribe leader and broodmother is Priestess Deathwhisker. The rat- of the Deep Lake (after the colour of their eyes). Rooms men appear to be the ones who took the supply of food with water contain 10–30 bullywugs each, the remaining from 1-D2-6. They are not hostile and will ask for help are outside hunting and foraging. Whether the cannibalis- with a spider problem (see 1-E3). A lightshaft from the tic frog folk from 1-A5-2 is related to this tribe or not is up surface to 2-E2 bypasses this area. It may be discovered if to the GM. the ratmen (or some other creature) expand the caves. Amphisos has been known to hire the bullywugs but cur- rently is too focused in his studies. The giant spider from 1-E3-6 is the only thing keeping 1-E3 the bullywug infestation of 1-E4 in check, for it likes to eat d3 of them each night. The bullywugs in turn have 1-E3-1. WIZARD’S LABORATORY began worshipping the GRAT HUNGRU ONE (typoes inten- tional) and ritually sacrifice it one of their own / any cap- This laboratory has herbal and alchemical equipment and tive every day at the stairway in 1-E4-3. The spider seems ingredients. The jars of powdered silver and ruby are easy content with constant food supply and does not bother the to sell, the rest is generally not worth looting. There is a ratmen from 1-E2 at all. The ratmen are still terrified by mongrelman cadaver on a table. It has been dissected but the spider, not knowing that if it is killed they would be it has been preserved and does not smell worse than it did swarmed by bullywugs. when alive. Another table has a longsword in a fancy silver The wandering monsters in 1-E4 are: scabbard. Both are magical. The sword is +2, the scabbard 1. 3–12 Bullywugs casts a minor healing 1/day on the bearer. It is not a trap or cursed. 2. 1 Doppelganger per player This sword was left here for intruders to find and take 3. 1 blind Medusa Alyssa(*) from 1-E4-1 with them. Amphisos is able to scry with either the sword 4. 1 Manticore(*) from 1-E4-5 or scabbard and can see and hear within 30’. He notices when someone picks it up. He usually lets them take it 5. 1 Giant Spider(*) from 1-E3-6 with them when they leave, but when he wants it back, he 6. 4–8 Elves can recall it with a teleport. He usually gets to know a lot (*) There is only 1 of these creatures. Replace with bully- about the intruders pretty quickly. He often just listens for wugs if killed or recruited by the players. hours while he does his experiments. In the eastern wall there is a secret exit to 1-E3-2. 1-E4-1. HOT, WARM, AND COLD BATH A 10’ tall bas-relief wall carving of the head of Bardoz spits 1-E3-2. SECLUDED CAVE WITH HERBS scalding water into a 4 foot deep pool (H). The water is hot Here a minor fire elemental guards the door and the herbs but not dangerous. Drains move water into the next room Amphisos grows there. This part of the cave is invisible where the water is warm (W), then the water is cold in the from the outside (1-E3-3–1-E3-6), since there are illusions large pool (C). The drain was blocked by the bullywugs, and of rock walls (depicted by purple lines on the map). the water trickles out into the other rooms (1-E4-2), par- tially flooding them, and finally down the spiral stairs (1- E4-3). 1-E3-3. CAVE WITH YELLOW MOLD The bullywug carved two tunnels between the rooms. They are made for short humanoids, humans and length- A small part of the cave is overgrown with yellow mold and ier people have problems traveling them, and it impossible in the middle there is a chest seemingly untouched by it. for very large creatures. The tunnels are excellent choke- points, easily filled with lots of spear ends. There is a small 1-E3-4. RATMEN STRONGHOLD peekhole where the bullywugs guard the stairway in case Grat Hungru One is coming up for more sacrifices. This is a ratmen stronghold. There are fortifications made These rooms are inhabited by the leaders and stronger out of scrap there. A guard or two are always present. bullywugs, including the chief SWAMPAXE and the priest GLEMMORTH, while the younglings and weaklings were forced out because of space problems. ALYSSA, the blind 1-E3-5. CAVE WITH SPIDER WEBS medusa, also lives here. She has 3 bullywugs that protect her and lead her around, one is an apprentice priest named This cave is partially covered with spider webs. GLIB. She might be a rejected lover of Amphisos.

1-E3-6. SPIDER ROOM 1-E4-2. PARTIALLY FLOODED ROOMS This is the spider room, the room is covered in web and a The former changing and sitting rooms of the dwarven bath giant hostile spider hangs from the ceiling. A large amount are now partially flooded, and holes were dug in the floor of skeletons and sucked dry corpses wrapped in webs cover in order to collect more water. They are inhabited by the the floor, most of them bullywugs. A spiral staircase leads weaker bullywugs, most of them living in the southern upwards to 1-E4-3 and downwards to 2-E4. Water trickles rooms, while avoiding the northern rooms closest to the down the staircase. stairs.

13 DUNGEON LEVEL 1 THE LEGENDARY HALLS OF BARDOZ

1-E4-3. SPIRAL STAIRCASE 1-E5-4. STORAGE-HALLS

The staircase leads down 1-E3-6 and further down to 2- These two halls contain more randomly placed coffins, now E4. Some water from the bath drips down the spiral stairs. not much more than stone boxes. If one understands At night, the giant spider from 1-E3-6 collects the offerings dwarvish runes, most of these dead are older and more ex- from the bullywugs, wrapping them in webs and carrying perienced dwarfs, with few smiths, warriors and children. them down before consuming them. If she’s still hungry, No reason of death is written. The rooms are only half-full. she may climb up again to hunt additional prey. 1-E5-5. STORAGE-HALL 1-E4-4. EMPTY HALL This hall is filled with dwarf corpses and body parts. They seem to be just thrown there with no much thought. This large hall is completely empty, stripped of anything In total one can count approximately 120 dwarf corpses valuable—it’s too close to the staircase for the bullywugs, at least. The graves are undisturbed, for a hastily drawn but it will be soon flooded and occupied by them if the spi- rune-line protects the entrance. Any evil and/or undead der is killed. creature crossing the charm takes 3d6 damage. There are four skeletons of persons just over the line: two bullywugs from 1-E4 and two undead from the suburbia 1-A3. 1-E4-5. MANTICORE NEST Suburbian undead are most interested in the dwarf This former maintenance room is now the nest of a Man- corpses here. The dragon from 1-D5-4 does not care, it ticore. The manticore finds the bullywugs insulting to its once got zapped by the runes and afterwards has not both- culinary senses and is therefore hungry all the time. It ered. usually roams the dungeon in search of tastier prey, but if unsuccessful, it will kill a bullywug after 2d6 days, since 1-E5-6. GRAVESITE eating bullywug is still better than starvation. This is the official gravesite of the dwarves. A small tem- A magic sword from an adventurer who attempted to slay ple dedicated to their God of Death has been vandalized the manticore now rests in a corner among a nice collection slightly by burn marks (if one manages to truly destroy the of 3d6 skulls of adventurers (no bullywug skulls). engravings here the protective lines will fade in d6 hours Searching the room may reveal some items that may help but the attacker must roll vs. curse). The corridors left and the party in other parts of the dungeon, like valves (possibly right are protected by proper defensive rune-lines, which rusted and inoperable) that regulate the flow and the tem- deal 6d6 damage to anyone stupid to cross them, usually perature of water in the bath, tools and tattered instruc- leaving only ashes behind. tions for magma pump operation, a bottle of dwarf-grade “XXX Fungicide XXX”, and so on (GM discretion). 1-E5-7. BURIAL ROOMS These rooms contain proper shiny stone coffins in two lev- 1-E5 els. A total of 8 coffins is in each with the exception of the eastest room that only contains 6. Most of the buried 1-E5-1. HALL WITH STATUE dwarfs are miners, one cheesemaker, and a mayor. An intelligent one arriving to 1-E5-1 can recognize a silver 1-E5-8. BURIAL ROOM statue of the STARING MATRON, the guardian of dwarven commerce, behind a magma trench. This betrays the orig- This is an unfinished proper burial room. A surviving dwarf inal idea of this area: Storage room for all the great items of the massacre lived there for a terrible long time, scrib- forged in 1-D5. bling warning messages to the rocky walls. Sadly most of it However now the four great storage-halls (1-E5-3–1-E5- is very, very messed up stuff, but a sufficiently insane one 5) are filled with only the remnants of the great calamity might understand it and give clues to how the dwarf out- that wiped out this location. post fell. There is also a long list of dwarvish names—some correlate to coffins. The decayed corpse of the survivor is still in one of the corners, hands eternally grasping a mag- 1-E5-2. HIDDEN GRAVE ical axe. This hidden room is the grave of one of the founders of this outpost, URISTTHE MINER, later nicknamed AMUTHA- FUKINGIDIOT by the surviving dwarves. He died under alcohol-related circumstances and is buried in a polished steel (original:diamond) coffin in a pool of lava. He was buried with his magical adamantium pick and a duplicate little bronze dwarf head (see 1-C5-7). The entrance is hid- den and one needs to push the right ear of the statue of the Staring Matron in 1-E5-1 for it to open.

1-E5-3. STORAGE-HALL

This storage hall contains mostly well-crafted coffins with carved names. Yet still they seem to be created in a hurry and are not polished well. Most are miners.

14 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 1

Random Encounters caused by a former apprentice of Von Klauffextor and this situation in particular he tries to keep in check. The cats 1. d6 elven cultists from 1-B2, most likely unalarmed. are neutral to the undead suburb but are now searching 2. d3 animated fleshless corpses, patrolling for intruders. the location of the elf cultists. Relations between Von Klauffextor and Amphisos are de- 3. d6 cats, they follow the party and report back to their termined by a roll of d6: Enemies (1), friendly rivals (2), wizard master, LORD LARTVON KLAUFFEXTOR. old friends (3), neutral (4), allies (5) or not-yet-met (6) are 4. d3 large rats, originally from 3-A5. They usually are options. not bothered by PCs, but will brutally murder any cat If the cats discover something truly worrisome, then Von found. Surprisingly smart: If fed can lead to nearest Klauffextor sends forth his apprentice OBITREH and 12 treasure or warn about a danger. Will not want to leave mercenaries to handle the situation. One worrying matter the dungeon. would be the Material That Should Not Exist almost finish- 5. The party stumbles upon a fight between the rats and ing its work or the bullywugs from 1-E4 or undead getting the cats. too antagonistic with surrounding villages. 6. An old cat vs. rat battlefield. Only rotten and eaten carcasses remain. Exits 7. A ghost of a former adventurer, trying to find a way There are multiple connections between the dungeon and out. It will haunt the nearest village if led outside. the outside world, which may be noticed more or less easily. 8. Wizard AMPHISOS. If not met in his lair can be ne- gotiated with. Severely interested in ancient artifacts. • 1-A5-4: a dwarven escape tunnel leads to a surface Hates dwarfs for their meddlesome ways. grotto; also an old well hole from the ruins of a small hamlet reaches the water here. 9. ELRYONTHE COWARD (according to his former party members). An elvish ranger with a debilitating fear of • 1-B2: this hideout contains a portal to the nether (1- tentacles, he was on guard in the camp 1-A2-2 when B2-1), a teleporter (1-B2-9), and a collapsed cavern the vines from the lake attacked the party. He fled that may have a (small?) connection to the surface (1- instead of warning them. He now feels terribly guilty, B2-11). and will reward the PCs with gold if they can find his • 1-C3-1: this is the main entrance to the dungeon. two other party members. • 1-D5-4: there is a steep narrow hole to the surface, 10. KARRUKTHE CUNNING. A dwarven rogue, descended just big enough for the dragon. from the ones who fled the mines. When the camp in 1-A2-2 was attacked by the vines, he got alerted by • 1-E2: a lightshaft from the surface to 2-E2-3 in the the screaming Elyron and fled too. He pretends he is second level, bypassing the first level. About 300’ total. the true heir to the dungeon, but in truth is only de- scended from a miner. He seeks the lost treasures, and There are several connections between the first and sec- has some handed-down knowledge of the dungeon lay- ond dungeon level: out (at least the dwarven parts). He will reward the PCs with his crudely-made map if they help him find “proof” • 1-A2-1: the great chasm leads down to 2-A2-2. of his heritage (that he will try and plant himself). • 1-B4-5 (actually in 1-B5): Stairs lead down to 2-B5. 11. A freshly made flesh golem, accompanied by 2d4 skele- tons. • 1-C4-1: the dwarf mine access leads to 2-C1-1. 12. d2 black ghostlike scorpion-devils with glowing eyes • 1-E1-1: the spiral tunnel downward leads to 2-E1. from 1-B2. Can be bargained with sacrifices but oth- • 1-E4-3: the spiral stairway leads downwards to 2-E4. erwise hostile by default. Then there are magma channels in 1-C4, 1-D4, 1-D5, and 13. 10 bullywugs from 1-E4 on an expedition, looking for 1-E5. Places below these locations will be interesting most food and loot. likely. 14. d6 utterly lost wolves, slightly starved. Fear cats and their hides are scarred with claw marks. Bullywugs tried to domesticate a pack but failed miserably. 15. One extremely hungry Manticore from 1-E4-5. 16. A grand slob of Material That Should Not Exist what has crawled up the dwarven shaft in 1-D4. Almost unkillable by mortal means but in other turn usu- ally does not care about mortals in turn, unless pro- voked. Seemingly drawing eldritch eye-hurting sym- bols across the dungeon, in what appears to be a ran- dom pattern. The pattern is ready in d20 weeks.

The wizard master of cats is LORD LARTVON KLAUFFEX- TOR, a neutral evil wizard who resides in the Zibenheim Tower in the town of Belle. He is never present on the dun- geon itself but has kept an eye on the place ever since the dwarfs became extinct. His spies, the cats, are most inter- ested in everything magical. The shadow-nest of 1-B2 was

15 DUNGEON LEVEL 2 THE LEGENDARY HALLS OF BARDOZ

DUNGEON LEVEL 2

Map

Legend 2-A1 2-B1 2-C1 2-C1 2-E1 2-A2 2-B2 2-C1 2-C1 2-E2 2-A3 2-B3 2-C3 2-D3 2-E3 2-A4 2-B4 2-C4 2-D4 2-E4 2-A5 2-B5 2-C5 2-D5 2-E5

Figure 3: Map of Dungeon Level 2 (OC).

16 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 2

2-A1 2-A2-3. TENT OF KALITA

Underneath the black lake is an undisturbed lair. This was KALITA is a mongrelwoman who seemingly mixes the traits formerly a hall for storage for stones, just like 2-B1-4, but of almost all races found in the dungeon. Her face for ex- later repurposed as a refuge and closed off with a new wall. ample is half-bullywug, half-elven, split down the middle, and her hair is a mess of squirming rat tails. Next to her tent is a mess of junk from all around the dungeon. She 2-A1-1. WIDE CORRIDOR calls the other mongrelmen her children, and given the age A brick wall at the eastern end of this corridor can be difference, she might well be. Unlike them, she speaks and knocked down to reveal a hidden passage to the large stor- is rather coherent. Polite PCs might trade with her, or even age hall 2-B1-4. This can be deduced by a small heap of bargain for shelter. They can also buy a ride up the ravine surplus bricks lying on the floor at the end of this corridor. if they wish to come back to the upper level. Kalita and her children will take them on their back and climb up to 1-A2-1, seemingly effortlessly. If the PCs ask her for her 2-A1-2. LAIR UNDER THE LAKE origins, she’ll say that she was thrown into the chasm by a man who called her a failure. The players can identify this Several stacks of stone slabs rest against a wall. A large man as Amphisos. stone golem with a head similar to the dungeon entrance lies still in the middle of the room. The plant tentacles from the lake in 1-A1-3 all converge into a large rooted mass in 2-A2-4. TUNNELS the far corner of the room. These tunnels seem to have been carved by the mongrelmen When the PCs enter, the golem wakes up, revealing to the as escape routes. They twist and turn but are relatively party that it is controlled like a puppet by plant tentacles easy to navigate (no traps). There’s a 50% chance the PCs stemming from the root mass in the corner. The golem itself will encounter 1d4 giant cave crabs while navigating them. is indestructible, but if the adventurers get to either the The crabs are hostile, but not very dangerous, and both the root mass and destroy it, or cut the tentacles attached to ghouls from 1-A3 and Kalita from 2-A2-3 will gladly trade the golem, they can defeat this guardian. for their flesh. The south-eastern tunnel ends in the cavern In the center of the roots, a large key can be found, which (2-B2-8). unlocks the barred gate in 2-A1-3.

2-A1-3. BARRED GATE 2-A3

This gate is locked and can only be opened with the key The tunnel from 2-A2 heads steadily downward before from 2-A1-2. opening into a large room with a balcony high above. The floor is stained with blood. The tunnel continues on down 2-A1-4. CORRIDOR into darkness. A small dark corridor leads south to 2-A2-1, with a hidden 2-A3-1. BALCONY blade mechanism ready to kill intruders. A large balcony overlooks an ancient field of battle. There are rotting chairs and tables, and a short railing surround- 2-A2 ing the balcony. This is the bottom of the top level’s ravine. Hammering and shouting from the work on the bridge in 1-A2-1 may still 2-A3-2. BATTLEFIELD be heard. Occasionally, trash and refuse like old corpses The floor here is stained with blood and littered with bones, and moulted scorpion carapace is thrown from the upper some seemingly ancient. There is a 1 in 6 chance that a level into the fissure. denizen of the deep will be present here, picking through the refuse. If so, this creature will be immediately hostile. 2-A2-1. DWARVEN PANIC ROOM Protected by the blade trap in the corridor 2-A1-4, this 2-A3-3. GUARDROOMS heavily reinforced room was probably intended as a hid- Differing from the natural tunnel, these room are clearly den safehouse for dwarven nobles. Most of it has been carved with a purpose. They contain rusted and rotten stripped away, but some high-quality stone carvings can weapons and armor. 1 magical dagger is present which still be found on the walls. Some more recent childish coal has escaped the passage of time. drawings are covering some of them. This rooms seems to have been breached by a badly-carved tunnel in the south wall. 2-A3-4. TUNNEL The tunnel continues downwards, through a dark opening, 2-A2-2. BOTTOM OF THE RAVINE to 3-A3. Faint laughter can be heard. Here seem to live a tribe of a dozen of diminutive and silent folk covered with ill-made cloaks, who flee and squeak 2-A4 when the PCs approach them. If they manage to catch one and pull its hood, the individuals are revealed as infant This zone is composed by a series of connected natural cav- mongrelfolk, seemingly mute and terrified of them. They erns with some caved in sections and a lot of scorch marks. are Kalita’s brood (see 2-A2-3). The eastern part belongs to the temple in 2-B4–2-B5.

17 DUNGEON LEVEL 2 THE LEGENDARY HALLS OF BARDOZ

2-A4-1. BAT CAVERN What is clear is that Ragecombustion claims to been born in this Library if asked about its past. It met Amphisos only This is a large cavern with a muddy floor, movement here far later, after a terrible amount of loneliness. is inhibited. It is the nest of 4d6 carnivorous bats. There There are no scrolls nor magic books left. However, the is a 4 in 6 chance that they are hibernating or sleeping, place is clearly magically tainted and as such makes a won- otherwise they will attack any intruder. If they sense that derful summoning location. they are losing, they’ll flee back to the ceiling or to another other parts of the dungeon. 2-A5-2. OGRE LAIR

2-A4-2. CROSSING This was once part of the library but now it is the home of two malnourished ogres, GARK and KROLL, escapees This is a caved in crossing with scorched walls and floor. from 1-D3-2. After they became lost in the mines they A human skeleton carrying ordinary adventurers gear is have holed up in this room and will defend it vigorously, crushed under the rocks. In addition to his other gear fighting with huge makeshift clubs. Sometimes they roam there’s a shimmering golden potion nearby his corpse. If the neighboring halls in search of food. They can be rea- drunk, it grants temporary invulnerability to the ghosts in soned with if a PC can speak their language and offers them 2-C4. enough to eat (which is a lot). They have amassed a small chest with some amount of treasure and loot (might contain 2-A4-3. MUMMIFICATION WORKSHOP a little bronze dwarf head of Bardoz). Also in the room is the half-eaten corpse of a third ogre, This is a mummification workshop, containing chemicals of BORKE, who was wounded in a fight with the bullywugs. use in the mummification process as well as other necro- The ogres had to resort to cannibalism in order to survive. mantic rituals. The walls are lined with sharp implements They are deeply ashamed of this. for the same purpose. 2-A5-3. HIDDEN ALCOVE 2-A4-4. HOME OF FIRE SPIRIT This is a hidden alcove of the Evil Snake Priests. Proba- This is the current home of the fire spirit RAGECOMBUS- bly nothing lovely is hidden here. A grimoire guarded by a TION. He has been trapped in this section since the cave reanimated skeletal snake lies on a small pedestal. Many in and has gone a little crazy from the cabin fever. He is fun and wondrous things can be found within it. Please do not hostile but is desperately longing for company and will not give it to Amphisos or lord von Klauffextor. There is a use force to keep anyone in the general area. He is a for- 50% chance that it is at least somewhat damaged by the mer servant of Amphisos and is deathly afraid of water. The moisture and age. walls of this cave have awkward paintings made in soot of idyllic household scenes like a family around a dinner table and such. Ragecombustion prefers to stay in the dry areas 2-B1 of 2-A4-2, 2-A4-3, 2-A4-4, and 2-A4-6. This area served as temporary storage for stone materials from the mine (see 2-C1) that might be useful, before being 2-A4-5. SIDE CAVE transported to the workshops in 2-B2 or in construction This small side cave is mostly featureless. An earlier dun- sites elsewhere. geoneer hid part of his haul here in the muddy earth. It is a treasure of some appropriate value. 2-B1-1. STORAGE WITH CHESTS

Five side tunnels contain dwarven storage chests filled with 2-A4-6. CAVE all kinds of stone matter what pinged dwarvish “this might This is another cave inhabited by Ragecombustion. The be interesting” stone sense. With hours and proper tools walls here are painted with idyllic farm life scenes, also in one might (5+ on d6) find in each of the chests (roll d6): an amateurish hand and exclusively with soot and ash. 1. a small amount of gold worth 2d100 2. a small strand of adamantium, enough for a dagger 2-A5 3. some pretty metal ores intended for jewelry This is a small addition to the Evil Temple in 2-B5. Water 4. a small glass opal has not reached these rooms yet moisture is very high. 5. a medium sized ruby 6. some particularly pretty stones 2-A5-1. SCROLL DEPOSITORY

This room was once the scroll depository of the Evil Tem- 2-B1-2. STORAGE WITH CHEST ple Priests. However, when the dwarfs first excavated this place, they decided to have a joyful and righteous book This stone chest is similar to those in 2-B1-1, but rein- session here. A giant scorch mark still marks the forced and locked (for an additional challenge: trapped with spot where the idiots thought that burning many eldritch explosive runes). It contains materials that seemed more and magical scrolls at the same time was a great idea. It valuable (roll twice 1d6 in the table above). might have been this act that started the downfall of Bar- One of the six chests in 2-B1-1 and 2-B1-2 is a Mimic doz or not. (randomize it with d6).

18 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 2

2-B1-3. TRAPPED CORRIDOR 2-B2-5. FORMER MINE

This corridor between the storage hall and the workshops This is a former mine what was blocked after a jeweler com- can be secured with a spike trap. plained that he does not like a hole in his wall. Actually, he did hide a small locked and trapped chest with part of his 2-B1-4. LARGE STORAGE HALL treasure under a pile of rubble, before the hole was sealed. It was never recovered. The large hall contains heaps of boulders, rough stone blocks, and gravel—stone material of little value that might be used in constructions. 2-B2-6. BATTLE SITE Climbing over the heaps may be dangerous. A search At this spot a fierce battle took place. The dwarves clearly reveals a pair of dead rust monsters that were killed by a lost, given the pieces of dwarven armor and bones littering rockslide (alternatively: they are still alive, digging). Fur- the floor. Spending some time one could gather enough ther (dangerous) digging in this zone may reveal some pieces for one complete set of dwarven plate mail. metallic minerals that attracted the monsters (roll 1d3 in the table above). Several carts can be found in the hall, but only one is still 2-B2-7. WALL in working order (the metal parts of the others were eaten by the rust monsters). The precious stones in the walls still shine beautifully from A portion of the western wall can be knocked down to the PCs torchlight. Lichen grows on the brick wall. reveal a hidden passage to 2-A1-1. This can be ascertained by the bricks being a slightly different colour and quality 2-B2-8. CAVERN than the ones around them. A corridor opens in a large cavern with damp uneven walls. It continues south to a more developed debris-filled area (2- 2-B2 B3). In the west, a crude, recent tunnel (2-A2-4) leads to 2-A2. This is a continuation of the Dwarven Mines. It has been mostly accessed from 2-C1-1 (the door has been broken long ago) and secondarily from the storages of 2-B1. 2-B3 The eastern part is one of the earliest parts of the mines and shows signs of many, many years of use. However, it Dwarven storage space. was converted into workshops to use the materials of the mines here directly (metal ores were taken to the forge, 1- D5). 2-B3-1. COURTYARD WITH FOUNTAIN This “courtyard” appears to be a sort of staging area for ex- 2-B2-1. JEWELRY WORKSHOPS tending the mines into the natural caves to the northwest. The floor here is covered in debris, smashed tools, loose These were two jewelry workshops. Many kinds of precious ore and the odd heavily gnawed bone. A small fountain, stones were cut here and there are still some shiny frag- now dry, is set into the wall to the south, while the heavy ments scattered around the floor. No tools etc. remain. oak door in the east wall hangs loosely on one bent hinge, having been smashed open some time in the past. 2-B2-2. MASON WORKSHOP

This was a workshop of an amazing mason. A master 2-B3-2. BIG ROOM stonecarver worked here, bending stone to his will. All fur- niture are made out of beautifully carved stone worthy of Equipment storage and a ready room, where the dwarves a king and all weight more than a ton. Dwarf PCs are in- would gather to prepare for the day ahead. Near the north spired by the stonecarving quality here. Tools and anything wall of this flooded room are two huge banks of lockers and easily removed are long gone. crates, still filled with badly rusted picks, shovels, hammers and other mining gear. A huge stone roundtable, lovingly engraved and large enough to seat a dozen (short) men, sits 2-B2-3. SLEEPING ROOM near the back of the southern locker bank, scattered plates This is a soundproof room with two soft beds. It was made and tankards on and around it. for the craftsdwarves to sleep after a heavy work day. The heavy oak door has never been broken and is still locked. 2-B3-3. FLOODING FOUNTAIN WITH ELEMENTAL A ‘Do Not Disturb’ sign hangs on it. It is a single use sigil that is still working. The entire group of PCs must make Another fountain, this one large and fairly ornate, takes the save or they all walk past without noticing the door. up the western quarter of the room. This one is not only full, its overflowing, and is one of the sources of the ankle 2-B2-4. STORAGE ROOM deep water flooding this area and 2-B4. The water is fairly clear, but the fountain itself is the home of a surly water This is a storage room for the products from the workshops. elemental, who has taking a liking to this soggy location A quarter of it is for the jewelers and the rest for the mason. and would take offence at people attempting to drain its It is mostly empty (it was evacuated before the Disaster) but home. The pipe’s spigots have frozen open, but if one were there is a d6 tons of unused stone slabs and d3 unfinished to unstop the drain, currently packed full of mud, the local coffins bound for the burial grounds (1-E5). area might begin to drain.

19 DUNGEON LEVEL 2 THE LEGENDARY HALLS OF BARDOZ

2-B3-4. OFFICE AND QUARTERS OF THE FOREMAN 2-B4-2. SLEEPING ROOM

2-B3-5. VAULT 2-B4-3. SLEEPING ROOM

This was once the office and quarters of the foreman of These rooms contain bunk beds and some chest for per- this section of mines. A greedy bastard, even by the stan- sonal belongings stacked up. Anything below the waterline dards of dwarves, he had been stashing away the best gems here is mostly rotted away, but 3 of the chests above the and other shiny bits in the vault (2-B3-5), keeping them water contain extravagant and well made robes. from his grumbling subordinates. When the outpost fell, he locked himself in his vault, not that anyone really bothered 2-B4-4. STORAGE ROOM or cared to look for him. He suffocated in there, too mad from fear and paranoia to open the door. His corpse rose as This storage room contains empty clay pots and different some sort of ghastly undead (something level appropriate, tools. anything between a ghoul to something nasty like a moghr) and jealously guards his riches, which he has counted over 2-B4-5. STORAGE ROOM WITH SNAKES and over for untold years. This storage room is filled with sealed clay pots stacked to the ceiling, except a small winding path to the door on the 2-B3-6. LOCKERS other side, which leads to 2-A4-3. Inside the jars are mum- mified but still very alive and angry snakes. Knocking over These heavy stone benches are arrayed in front of an im- a stack of jars means 3d6 pots containing undead hostile pressive set of heavy wooden lockers, though the first two snakes shatter. feet of wood have rotten clean through from the water. These used to hold the miner’s heavy leather and metal mining suits, offering substantial protection from the harsh 2-B5 conditions of the occupation. The lockers mostly stand empty now, though one, its corroded brass nameplate read- The dwarf miners stumbled upon a far more ancient temple ing ‘Shatterwood’ in Dwarvish, has thus far resisted any during their digs, filled with only dirty water, elder runes, attempt to force it. Inside is one dwarf-sized mining suit and terrible perils. remaining, reeking of mold, but by and large intact. The A flight of stairs from 1-B4-5 leads down to an ancient suit functions as full plate with only a +5 AC bonus, but temple complex, which is partially flooded. The stairs ends grants some resistance to heat; not enough to swim in lava, at an intersection with a wide corridor that continues north but enough to at least get close to it. To the east, a small to 2-B4. To the south, the passage is barred by a large public washroom sits, flooded as the rest but otherwise in- double door which is ornamented with two giant snakes. offensive. Opening the doors leads to an unholy altar in an octag- onal room. South of it, the wall is covered in a large wall hanging depicting serpents and hiding another large double 2-B3-7. DESTROYED STOREROOM door. South of that, a storage room and two apartments for the priests, connected by a hidden corridor. This storeroom (also the concealed entrance to the East, a large crevice has opened up, letting you fall down speakeasy in 2-D2) was clearly the place of a final stand. one floor deeper to 3-B5. The water in this part of the The door is still heavily barred by overturned shelves and temple disappears into the crevice and forms a waterfall so crates, but something seems to have smashed its way in it doesn’t fill up the entire underground. through the south wall and the resulting fight wrecked more or less everything in here. The door to the speakeasy has been left hanging open, and if a tracker is in the party, 2-C1 this passage still sees a bit of travel, the rubble mostly cleared away in a path from north to south through the Dwarven Iron and Adamantium Mine (also covering squares rubble. 2-C2, 2-D1, 2-D2). The stone in this area is extremely hard to mine and it is easier to dig around it. Note: If the size of the mines seems too small, then the 2-B4 GM may extend them northwards. There is no need to ex- pand the map—the spent mines and shafts were filled with This part of the ancient temple (see 2-B5) contains storage the unused debris from the mining operations, and the ac- rooms and some bunks. The water has also seeped in here, tive ones did cave-in after the very hard rock material of but the stairs leading out of this area contain it somewhat. this area.

2-C1-1. ACCESS RAMP 2-B4-1. ROOM WITH SARCOPHAGI 40’ ceiling. Iron rich stone makes mining difficult but prof- This room is lined with 4 sarcophagi along the walls, con- itable. The veins of Adamantium make it fabulous! Huge taining a mummy each, ready to attack if they discover mine carts were pulled up to the first level (1-C4-1) on the intruders. However the water has rotted their lower body tracks. and they crawl around on the submerged floor instead of walking if they leave their sarcophagi. Note that the wet 2-C1-2. TOOL ROOM AND BAR mummies may be less vulnerable to fire. The corridor to the west to 2-A4-2 has caved in. 1 in 6 chance of finding a decent tool, all alcohol is gone.

20 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 2

2-C1-3. DEPLETED ADAMANTIUM VEIN 2-C3-2. UPPER LEVEL

Still glittery though. As above, the corridors may extend The upper level of the garden has fruit trees and a little further to the north, but they are either filled with rock Greek-style building of white marble at 2-C3-7. debris or did cave-in. 2-C3-3. MIDDLE LEVEL 2-C1-4. MINE BOSS’S ROOM The middle level has larger trees like pecans and lots of berry bushes. Looted long ago, but the ghost of the mine boss is still there. He does not like non dwarves. 2-C3-4. LOWER LEVEL

2-C1-5. TINY CORRIDOR The lower level has lawn and cute little garden plots.

A tiny 3 foot by 3 foot passageway, probably carved by 2-C3-5. POND kobolds or other rodents. In the pond is a baby Awakened froghemoth named TAD. It is lonely and will capture and put them on the is- 2-C1-6. HIDDEN DWARVEN SPEAKEASY BURLESQUE land (2-C3-6) and talk with them. It eats the fish that come THEATRE into the pond through the tiny drains. It knows Amphisos as ‘Baldy’ and thinks he is funny. It says the armadillos Behind a secret door is the entrance to a Dwarf strip club, hurt its teeth so it doesn’t eat them anymore. It doesn’t “The Titty Twister”. Somehow overlooked by looters over know much else except it remembers the shadowy mage the years, this place has a stage, an impressively stocked from long ago who was his first friend. Tad is pretty tough bar, and a lot of exotic underwear for dwarf chicks. but not very aggressive. he hides in a underwater crevice if he gets hurt. 2-C3 2-C3-6. ISLAND Sunken Gardens—This large chamber is lit by a 5 foot di- The island is just a grassy hillock, perfect for picnics. ameter glob of magma that shines like a tiny sun, providing light for the lush vegetation. The shining globe mimics the 2-C3-7. MARBLE BUILDING light conditions outside, at night it dims to look like a full moon. Every morning at dawn it rains in this chamber for The white marble building is cute and tiny. The back pas- a few minutes. sage leads to a bronze door with a sign: “Amphisos—Knock Fruit trees, grass, and crops grow abundantly. White and Enter”. marble stairs lead down to the lower rings. In the center, a small pond surrounds a tiny grassy island. 2-C3-8. CRANKY FRANK

An animated apple tree named CRANKY FRANK guards the secret exit of the garden. A superior secret door leads to a similar door opening into the mines. In the passage is a backpack and a magic staff. The pack contains a small spellbook, potions, rations and other travel gear. Cranky Frank will let you pick apples, only animating to prevent searching for the door.

2-C4

The Haunted Labyrinth. This area was deliberately con- structed by Bardoz to prevent intruders from proceed- ing further into the dungeon. It consists of a confusing Figure 4: Cut through the garden (OC). maze guarded by four ghostly minotaurs, transplanted and bound here by Bardoz’s magic. Each turn spent in this 2’ tall stone armadillos work tirelessly to maintain the area, the characters have a 4 out of 6 chance to encounter gardens and grow food. They don’t talk or attack, but they a minotaur ghost. Once spotted, the ghost will magically understand you and will point to or lead you to anything alert the others and pursue the characters until they have you ask for in the garden (except 2-C3-8). left the maze. The ghost minotaurs will not attack a group Note: There will be very few wandering monsters here, if one of the little bronze dwarf heads is shown to them. The generally only ones who make it through the maze past the minotaurs were loyal followers of Bardoz in life and might minotaurs. know lore about him. Speak with the Dead spells can un- cover long lost secrets. The maze contains some rewards: 2-C3-1. THE GREEN DOOR 1. Large cut ruby A large stone door made of Malachite, with a second door that matches it just beyond it. Works like an airlock, the 2. Crossbow first door must be shut before the other door will open. 3. Enchanted arrow(s)

21 DUNGEON LEVEL 2 THE LEGENDARY HALLS OF BARDOZ

4. A sign of an inn (actually a one-way teleporter to the 2-C5-6. HIDDEN APARTMENT nearest inn, “Hendricksons Tavern”). Alternative: an enchanted beer tankard. Behind a superior secret door is a hidden apartment for a dwarf. It has never been discovered, which is good because 5. Shiny silver coin there is a small chest of adamantium ingots hidden beneath the bar. The tricky part is that the owner is now a ghost that 2-C4-1. CENTER OF THE MAZE guards it. There is a fortune in booze and a couple of magic dwarfhammers, but the ghost only cares about the ingots The room in the center of the maze holds four minotaur and stays invisible. skulls on altars of obsidian. The skulls and altars are in- tangible and cannot be touched or dispelled. If any of the 1 ghosts are destroyed, they will reform in this room after 2-C5-7. LARGE ROOM hour. The ghosts can only be permanently destroyed by exorcising each altar. Large room with a dais, broken glass scattered on floor.

2-C5 2-C5-8. OOZE CATHEDRAL

Kobold Warren—The eastern part of this area contains a After the crevice in 2-B5, large gothic double doors lead kobold warren with 4 foot wide, 4 foot high rough muddy south to a room with a gothic, cathedral sort of look with 8 tunnels. pillars. At the end of the room a mysterious green ooze cov- At the south exit of the labyrinth (2-C4) are poorly spelt ers the floor. Hooded phantasms ceaselessly chant lulling signs promising “tresur, geld, magick items”, “kurses on the ooze to sleep. They do not attack but only “sh” hush those who stel the pharos mask”. you if you make a noise. This is maybe part of the ancient temple in 2-B5. 2-C5-1. DIRT-TUNNEL There is a muddy, crudely dug dirt-tunnel with mold in it. Gems are embedded into the side of the walls, but upon 2-D3 further inspection, they are worthless glass beads. Several traps are randomly scattered along the tunnel. VIP quarters. This mansion was built together with the Most of these were sprung or failed long ago. maze in 2-C4 by Bardoz. The shadow wizard from 1-B2 lived here afterwards, blocked off the normal entrance, and • one tripwire added anti-teleport properties. Amphisos moved in a couple • a bottle of acid hanging on a wire of years ago and lives here with his retinue. The dark gray stone area in the southwest (entrance room • 2d4 fish-hooks hanging at eye-height (human man- and guest room) resists all scrying, teleport, stoneshape or sized eye height, heights above or below medium aren’t other spells, the reminder of the mansion is less protected. affected) The master (and servants) of the VIP quarters are autho- • 1d4 tiger-traps rized/attuned to use the basic way in and out, and they can lead guests in or out. After he gets into the Sunken 2-C5-2. TUNNEL WITH ARROW-SLITS Gardens (2-C3), Amphisos uses his own teleport often to go up to the first level, where he does his research. This tunnel has a sign on the far corner saying “bewear the There are a lot of valuable things in 2-D3, but not much kurse of teh pharo!” There are obvious arrow slits along the stored treasure or wizardly stuff. Amphisos does some book side of the walls that are covered in wooden slats from the research here, but not experiments. His treasure is hidden other side. There are no traps, except for a pool of slippery back in the nearby town. mud.

2-C5-3. TUNNEL 2-D3-1. ENTRANCE ROOM

Noticeably, the floor slopes up a bit. At the far end you The small marble Grecian Shrine in 2-C3 leads to a bronze can see a large boulder ready for rolling down towards you. door with a sign: “Amphisos - Knock and Enter”. The door However, there appears to be no one to move it. The boul- is locked unless you knock on it. There is a wooden door der is actually pretty light, it was woven like a basket and beyond. Beyond that is an oval room with a man behind covered with clay. Pretty clever, seems real at first. a desk. This is AMPHISOS. He is writing and has several Alternative: It’s real. books on the table. Actually, this is a simulacrum, created by Amphisos to do paperwork. If he is convinced that the 2-C5-4. WARREN visitors have legit business, he might teleport them to 2- D3-2. The room is full of kobold skeletons. It appears to be a small kobold warren with a cooking pot, a few chests carrying nothing of worth and a curtain across an alcove. 2-D3-2. GUEST ROOM

2-C5-5. ALCOVE Cheery fireplace, nice bed, table, chairs, desk, and stocked bar. Bathroom with nice tub. There is a red wooden door Behind the curtain is the skeleton of an adventurer. He has that is actually a teleporter to the red door in 2-D3-3. a full kit of rusty plate armor but all else has been looted Knock and grab the knob. This can be turned on and off by from him. the inhabitants to lock guests in this room.

22 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 2

2-D3-3. HALL OF THE MEDUSA 2-D4-2. STATUES GALLERY

50 stone statues of men and beasts line this hall. Many of Granite statues of dwarven heroes line this great hall. them hold lit lanterns or torches. All are freestanding, none Within each rests the angry shade of whoever is depicted, have bases attached. Humans, elves, some ogres, lion, dire forever guarding the Hall of Legends. Any damage done to wolves, etc. Most of these are illusions, some are statues, any of the carving will cause them to attack the PCs. When some are golems, a few are actually petrified creatures. the PCs attempt to leave the room, they are accosted by the shade of the statue closest to their path.

2-D3-4. KITCHEN AND PANTRY 2-D4-3. ROUGH TUNNEL

Two twin redheaded human girls run the kitchen, RUBY The wall here has fallen away, revealing a rough tunnel that and PEARL. They are low level wizards and apprentices of extends off through 2-E4 into 2-E3. Amphisos. 2-D4-4. EXCAVATION SITE

2-D3-5. DINING HALL Something valuable was excavated in here as well. Or was it a beginning of stairway downwards? Large fireplace in western wall, pair of crossed battleaxes over the mantle. 2-D4-5. STONEMASON SHED The statues of the Hall of Legends were carved here. The 2-D3-6. SERVANT’S QUARTERS shed is now filled with (rock) clutter. There is a crude graf- fiti carved to the northern wall, reading “Drtide Wuz Her! Common room with a bath and 3 bedrooms. Yarr!”. Note: “Drtide” is the pirate captain Dreadtie from the ghost ship encounter. Originally, it was placed in 2-D4. 2-D3-7. HAREM

Rugs, low couches, silk hangings, and even a splashing 2-D4-6. OLD MINE fountain, but no girls. This room was decorated by the Another old mine tunnel (iron and copper). Predated the shadow wizard. Amphisos summons companions instead. Hall of Legend construction. The ancient human butler MAXWELL lives here. He is a modestly competent wizard. 2-D5

2-D3-8. FANCY BATH This is the Magma Laboratory of the Dwarves. Here the dwarven engineers bended the molten rock to their insane 2-D3-9. MASTER BEDROOM will. If you did not hear mad laughter and a lightning strike you did not understand the craziness of the whole opera- Well furnished, nice fireplace, with a small bookcase near tion. the writing desk. Two Dire Lions are in this room most of Four of the five magma pump machines are still working the time. One is Amphisos’s familiar, MR WHISKERS. The due their sturdy and unnatural construction. other is a Sentient Illusion named SKITTY. Skitty speaks Common, is intangible and can run through walls. Mr Whiskers understands 9 languages, but can’t speak. They 2-D5-1. CHIEF OPERATING ROOM both protect the bedroom. Skitty runs for help. This is the chief operating room. There are few stone tables, mechanisms and gears scattered around in fractal forma- tions. The temperature is extremely high and red light from 2-D4 the almost bursting pumps lights the place in eerie light- ning. The Hall of Legends. The dwarves spent countless days The kobolds from 2-C5-4 have somewhat poked and carving murals along the walls, floor, and even ceiling. searched the room, but the magma pumps gave their dan- Throughout the room are great stone statues of their great- ger sense too much goosebumbs, so they have left this est heroes. Rising from the center of the room are four space mostly intact. gigantic golden statues of dwarves holding up the ceiling. (Actually, the statues are only gold-plated). 2-D5-2. LIVING QUARTERS When the Dwarves were digging the Hall they discovered an extremely valuable vein in the northern wall and just This are the living quarters of the Dwarven Magma Doctor. had to follow it, leading to 2-E3. Or one could call it a pile of all kinds of stone instruments and more stuff in fractal patterns. Why fractals? No one knows for sure. There even is no bed, the poor lad proba- 2-D4-1. CENTER OF THE HALL bly just fell over to the closest pile when sleep claimed him. If one finds and tries to understand his scriptures, they Within short walls carved with murals stand four massive take d10 sanity damage and apparently understand that golden dwarves, their arms upraised to brace the ceiling. the pump mechanisms work under their own power due At their center the face of Bardoz is carved into the floor. the Heatacity (TM pending) of the magma. Various other Standing by the statues gives you a strong feeling of awe, plans are written down, one such being an armoured mag- but also of safety. mathrower that moves on tracks.

23 DUNGEON LEVEL 2 THE LEGENDARY HALLS OF BARDOZ

2-D5-3. WALLED OFF SECTION 2-E1-2. POOL The dwarves walled off the previous Dwarven Magma Doc- A large pool of clear water has formed here, with what tor. Yes, he was that insane. His dry corpse is laying on the seems to be a fish swimming inside. ground oddly peacefully. 2-E1-3. SHROOM VILLAGE 2-D5-4. LEAKING PUMP The small village of the shroom people is guarded by two This magma pump is leaking, and barely working, and large shroom warriors. These guys will escort a willing party magma flows toward 2-E5. The damage may be caused to the chieftain DEATHCAP. by the curious kobolds. 2-E1-4. CHIEFTAIN HOUSE 2-D5-5. WORKSHOP The fenced house of the chieftain Deathcap is guarded by This is the workshop of the Doctor. It contains one experi- his chosen warrior. If the best melee adventurer of the party mental Magma Proof Suit made out of magma-proof stone. can defeat him in an honorable duel (not to the death), then Only a dwarf fits inside and the movement is extremely they can see the chieftain. He and the shroom cultists will slow. It gives a huge bonus to defense (and double that give the PCs the task of hunting the Great Salamander in versus heat) but it also gives a similar minus to anything the pool (2-E1-2). If they succeed, then they can regu- physical. With it one can walk in lava without an issue. larly trade with the village for exotic goods and potent fungi Being completely submerged in lava requires a constitution magic, as well as buying a war-rat from 2-E1-5. check, if fails then the dwarf boils alive. 2-E1-5. TRAINING PIT 2-D5-6. EMPTY ROOM A pit made for training war-rats. This room is empty. With proper emphasis on the word the GM should be able to make players spend hours searching this room. 2-E2 The corridor corner below this room contains a crude spike trap. Stepping on a misplaced metal plate springs a 2-E2-1. STONE DOOR three foot metal spike from behind the corner to the height Walking up the stairs, the party come across a huge stone of human heart (kobolds unaffected). There appears that door without any hinges or gaps. The only way to open it a barrier blocked the corridor but it has been taken apart, is to place the small bronze Bardoz in a hole in the center, possibly by kobolds fleeing the demise of their warren. effectively acting as a key. Once the head is locked in place, a loud sound is heard as the ancient construction moves 2-D5-7. STAIRWAY into place. Behind a sturdy locked stone door is a stairway down- wards, to 3-D5-1, probably to check the magma mecha- 2-E2-2. TRAP FILLED CORRIDOR nisms there. Once the party pass through the gate, they will see a long empty hallway. If a PC is dwarven and related to the in- 2-D5-8. ENTRANCE habitants that once dwelt here, they can walk through the straight path without harm. If the magic runes on the walls The Doctors demanded that their “Magma Palace” re- perceive someone to be an intruder, they will be forced to ceives a suitable grand entrance and the dwarven outpost pass the gauntlet. First they must duck and dodge through obliged. Therefore the entrance is gloriously detailed with the Blades of Dusk, then they have to jump across the Pit fire engravings and there are several obsidian pillars with of the Evening (which opens up from the floor when intrud- sculpted flame patterns. Yes, this place should look like the ers arrive), then they have to shuffle on a ledge past the final boss room. The two heavy (and magmaproof) doors re- Chasm of Midnight, and finally they have to run from the quire two persons to push but are unlocked. They open Boulder of the Dawn. Finally the PCs will reach the Room towards the magma laboratory. of the Sun (2-E2-3), which has another slot for the small key head, which deactivates the traps behind them. This 2-E1 means that the whole gauntlet can be bypassed if a dwarf related to this place is present. As the PCs enter from either the west (corridor 2-C1-5) or northeast (through the tunnel from 1-E1-1), they enter a 2-E2-3. ROOM OF THE SUN huge natural cave with stalagmites and stalactites. A faint drip is heard every so often, and thin hairlike roots are seen The Room of the Sun is brightly lit from a hole leading up in every surface. to the surface in its center. Decorations cover the sides, showing the story of Bardoz and the founding of this place. 2-E1-1. MUSHROOM TOTEM Alternative: The room is dark at first, but once the play- ers enter, it starts to light up revealing an awesome sword. A huge mushroom decorated with many ornaments and At the center of the Room of the Sun lies an adamantium fetishes takes up the center of the cave. Some shroom sword stuck into the ground, which was once wielded by cultists are seen worshipping it, and seem to not be in- Bardoz himself (two handed for dwarves and one handed terested in the party. A ratman or two can be seen here for humans/elves). One would have to succeed in a difficult trading with the shroom men. strength, dexterity, and constitution test. A player can only

24 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 2

try once every day, but a failed test injures you. A dwarf The spiral stairway leads upwards to 1-E3-6 and further gets easier rolls. It’s up to the DM to decide the numbers upwards to 1-E4-3 in the baths, as well as downwards to needed to succeed based on the party. The stats for the 3-E4-1. sword should also be based on the level of the party. It will The square 3x3 room contains machinery for the baths never break, is incredibly light, glows when fell things are in 1-E4. near, and can cut through stone with enough strength. This area is being flooded by increasing amounts of Note: The hole may be a bit of a security breach—but magma and water. Extremely nice combination for sure. stuffing a halfling down a hole using every rope the party The northwestern corner has a cavern that connects 2- has could be entertaining (around 300’ are needed). On D4 to 2-E3. the other hand, the dwarfs may have installed countermea- sures (compare the trap filled corridor 2-E2-2). Options 2-E5 may include a simple steel grate, a hilarious rope-cutting (flamethrowers, blades) anti-magic trap section, or an anni- This large chamber seems to have been mined for precious hilation/teleportation field just before an enchanted (inde- gems at some point, as there is mining equipment strewn structible?) diamond lens used to concentrate the sunlight about and the walls seem to glitter. Now the room is mostly in the room below (GM discretion). filled with lava, which seems to be overflowing from the main pool into 2-E4. 2-E3 2-E5-1. POOL OF LAVA Here is a deep deep pit in the earth, inside a slightly en- A large pool of lava fills most of the chamber. Reclining larged natural cave. in the pool is THRALDRIM, a large fire titan, only his head visible above the surface. He appears to be quite happy. He 2-E3-1. THE PIT will not attack the PCs unless provoked, but he also doesn’t feel like getting out. If asked, he explains how he made this A fairly regular, very deep pit, that was probably used to lava bath for himself. Thraldrim is a collector of nice rugs. search for ore. The glow of magma can be seen at the bot- tom. There are remnants of scaffoldings, barely hanging on 2-E5-2. CHAIN to the inside. Upon closer examination, the ledge of the pit seems irregular in two places, bearing three longish marks A massive chain is connected to the floor and runs into the each, as if something had clawed out of the pit. pool. Thraldrim built this to create his pool, and pulling it Going cautiously down the pit leads to 3-E3-1, but this will allow the lava to drain away. should be almost impossible without fire resistant gear (for example, the suits from 2-B3-6, 2-D5-5, or 3-D5-3) or 2-E5-3. WESTERN PART OF CHAMBER spells. The western part of the chamber is not filled by lava. Mining tools litter this area. If the PCs search through it, they can 2-E3-2. TOOL SHED potentially also find d4 precious stones. A tool shed carved in the rock. It seems barred from the inside. Outside of the sheds are the scattered bones of a 2-E5-4. LAVA FLOW dozen dwarves. Inside the shed, if the players can remove The lava is overflowing from Thraldrim’s pool and running the barricades, are various old tools, and the intact skele- into 2-E4. tons of four dwarves. One of them clutches a heavy tome, rendered unreadable by blood and dirt. Among the tools, the PCs can find a magical tower shield that was used to bar the room, and a few ingots of gold. Shield of the Last Stand: This dwarven-made tower shield is sturdy and heavier than its humans counterparts. It menaces with spikes of steel, one of which is blade- shaped and at its bottom, serving as a rest of sorts to plant the shield in the ground. Whenever its bearer does so, the shield becomes immovable as long as its user is alive, no matter what kind of strength is pushing on the other side. It otherwise functions as a +1 tower shield with a higher than normal strength requirement.

2-E4

The rooms in this area are clearly more swiftly designed and aren’t as well carved. The poorest dwarves lived in here. There might not be enough head-space for humans here if the GM is cruel. A tunnel leading north was started but left unfinished. Now it is flooded and probably is home to something, if nothing else bullywugs probably like it.

25 DUNGEON LEVEL 2 THE LEGENDARY HALLS OF BARDOZ

Random Encounters off her finger or remove the curse with a spell. If freed, she will reward the PCs with her ring (if uncursed) and 1. d10 Shrooms cultists. There is a possibility that her sword-arm. a group of mushroom-like small humanoids can be 11. RUNEGAR the Dwarven Stealthmage from 3-B4-1 as a found in one of the depleted adamantium vein pock- mouse, looking for informations, food, and ale to pilfer. ets of Bardoz. These sentient beings are immediately hostile, and will try and drag any adventurer to be 12. BENTHE MAGMARAT Is one of Amphisos’s most suc- sacrificed to their great Shroom-mother. They are poi- cessful experiments. A young adult from the Rat Is- sonous, and are capable of fighting with many injuries. lands (3-A5), he was fed powdered Jadium daily for a very long time. He learned to speak (and sing) from 2. d6 large rats, originally from 3-A5. Similar to those the girl apprentices. He was mastering low level spells found on level 1, they will attack any cat on sight. In when Amphisos let him read the clay tablets of Lost this level, the rats mostly would prefer that the PCs and Forbidden Dwarven Magma Lore. He became able would leave and otherwise just try to leave. They still to Stoneswim but kept it a secret. When the humans like food though—they will lure the party away from were away sleeping he would go to the library and their nest or from the area 2-A3, or show them the study, returning to his cage later. About 2 years ago, nearest peril. he left and began gathering materials to start his path 3. d6 carnivorous bats looking for food, will flyby soft tar- to become a Magma Doctor. He sneaks around the gets to chomp on them like flying piranhas. dungeon trying to learn more and gathering supplies. 4. One or two malnourished ogres from 2-A5-2 can be found walking around in the south-western halls of Exits this level. If killed, they can be found carrying ad- venturers equipment in their food sacks (on their There are some connections between previous levels and backs). They use makeshift clubs from bone and sta- dungeon level 3. lagmites/stalactites in combat. They can be reasoned with if a PC can speak their language and offers them • 2-A3-4: A dark wide tunnel leading down to a dwarven enough food. fortification in 3-A3. 5. 10 bullywugs from 1-E4 on an expedition. Their leader • 2-B5: A large crevice has opened up and created a even has a whip and a fedora. Can attack PCs on sight, waterfall, letting you fall down one floor further than yet they mostly are just looking for loot. Roll d4: with this to 3-B5. a four they have set up an ambush. • 2-E3-1: A deep pit leads down to a magma filled cham- 6. 2d6 bullywugs from the Deep Lake in dungeon level ber in 3-E3. Of course, it would be horribly dangerous 3, either from the tribe The Reds, The Spikes, or Axers to use it without fire resistant gear. (roll d3). They wear scale mail made from seashells and • 2-E4: The stairwell continues downwards to 3-E4. bones and large shields. If Ghostkiller is still present, reduce the number to 1d6; half of them are wounded • 2-D5-7: A stairway downwards leads to 3-D5. from the forceful passage through 3-A3, where the re- • 2-E5: A lava drain, but that’s pretty much suicide. minder of their group was killed. Note that in level 3 not all places are interconnected—the 7. d6 shadow scorpions from 1-B2. They will not attack PCs need to delve downwards from separate locations. For immeadately but will follow the party, looking for an example, the crevice in 2-B5 leads to an isolated shore sec- opening: a battle, wounded, sleeping, lights going out. tion of the Deep Lake, and further exploration may only be Then they will spring forth from the darkness, and par- done by boat or by swimming. The area 3-D4-3-D5-3-E4- alyze and drag one of the PCs to their nest—alive. The 3-E5 is also isolated from the reminder of the level. unlucky one wil be slowly tortured alive. This process takes one hour per PC level and produced one new shadow scorpion per level. 8. Offspring of the Grat Hungru One from 1-E3-6 (she did eat the mate).

(a) A cocon with an eggsac and a paralyzed but barely alive bullywug. (b) A few small giant spiders crawling on ceiling or floor of a room. (c) A single large survivor of a batch.

9. One of the Minotaur Ghosts—this one has managed to escape the Labyrinth (2-C4) for a moment. 10. PHEDRATHE PHASING. A human fighter, she was caught by surprise when their party was attacked in 1-A1-2. Seeing as her comrades had fled, she, in de- spair, put on a magical ring of phasing they had found earlier, and phased through the floor. Unbeknown to her, the ring was cursed, and Phedra is now blinking in and out of existence every few seconds. If the players are quick enough, they can catch her, and either cut

26 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 3

DUNGEON LEVEL 3

Map

Legend 3-A1 3-B1 3-C1 3-D1 3-E1 3-A2 3-B2 3-C2 3-D2 3-E2 3-A3 3-B3 3-C3 3-D3 3-E3 3-A4 3-B4 3-C4 3-D4 3-E4 3-A5 3-B5 3-C5 3-D5 3-E5

Figure 5: Map of Dungeon Level 3 (OC).

27 DUNGEON LEVEL 3 THE LEGENDARY HALLS OF BARDOZ

3-A1 Smooth molded counters and furniture. Magical rectangu- lar portals cover a 40 foot section of the interior wall, al- This area hides two hidden and difficult to reach retreats lowing a clear view through many feet of stone. A dwarf of Bardoz, as well as one of the guardians of the dwarven sized chair with a large stone tub beside it faces the huge settlement. windows. The bedroom has a sleeping platform with bed- ding on it, the tub is easy to fill with hot water. The shelves hold small prototype models of many of the older golems 3-A1-1. UNDERWATER TUNNEL and devices. Some were never built, like the Great Tun- This tunnel is water-filled and emerges 10’ below the sur- nel Chewing Beast. There are also many beautiful and rare face, very close to a colossal stone crab, which is actually mineral specimens on display. a hidden refuge of Bardoz, the Lake Cabin 3-A1-4. Small Research laboratory. Tools and small parts, rough de- tasty crabs often wander up from the lake, and many end signs for a magma rifle, bird golems, etc. mostly bundles of up in 3-B1-3. notes in the writing area. These notes would be very valu- able to some people. Toilet. This chamber has a toilet and a brass pump with 3-A1-2. CLIFFSIDE COTTAGE a handle. A sign explains how to use it. Hidden in back is a chamber with two spheres: a 6 inch sphere that is active A steep natural tunnel leads up. This was Bardoz’s first and powering the entire cabin on 0.06 dwarvolts. There is retreat. He liked looking out over the lake. He needed to a standby 4 foot diameter magma blob capable of delivering wind down sometimes. Behind a superior secret door is a 268 dwarvolts. mostly bare room. It has a few stone furnishings and a large, thick clear crystal window with a great view of the lake. THE TANKMARINE Camping here is: JO-JIMTHE MONGRELMAN CHAMPION In some worlds, this is just a funny shaped underwater and his pack of war rats. They act friendly and will try to house. In other worlds it is an Amphibious CrabHouse buddy up to tough looking adventurers. Jo-Jim has two Tankmarine. The trick is how to turn it on. The Captain heads with different personalities. Both of them want to Kirk chair with the big viewscreen seems obvious, but you kill you, only Jo wants to eat you. The rats are well trained, get nothing but a great view out the window of a eerie lake they look at you and smile and wave. Jo-Jim has a pair bed. of matching magical shortswords, a strength-boosting belt, Buster is the key, security system and pilot. He might let and a Bardoz Head. The sudden betrayal will be inevitable. you go in as houseguests, but he sure isn’t going to start Alternative: Jo-Jim Has the Holy Handgun, perhaps he the Tankmarine for anyone but Bardoz. He has to settle has also the great library oracle crystal from Sean. If some- down in the tub by the chair and his Master must be in one gave the Worm Oracle the Library Oracle, it would be the Kirkseat. Once it is activated, the Master can get up an interesting day. or even leave the Cabin, but Buster has to stay in the tub to keep the Tankmarine active. The Tankmarine can climb 3-A1-3. BENEATH THE LAKE SURFACE walls but damages them doing it. It moves at the speed of an armored dwarf on land or in the water, and half that Beneath the surface of the lake are numerous huge stone climbing. statues of crabs, one of which is colossal. This is the You can gain Buster’s loyalty with a Wish spell. Lake Cabin. Bardoz’s sculptures pleased the scary local There is probably enough room to take it out the exit Druidess Alice and she blessed the area with a bounty of river from the lake. Bardoz never planned to take it to the large tasty crabs. surface, it was to guard the mining outpost.

3-A1-4. THE LAKE CABIN 3-A2

The lake cabin is guarded by Bardoz’s faithful pet The Quiet Bay is actually part of the Deep Lake. 3-A3 and watchcrab. The smallest of the stone crabs is Buster. To 3-A4 are part of a peninsula, and one can swim or row from safely get past Buster you must call to him in Dwarvish by 3-A5 to this bay, and vice versa, but risks being attacked name. Buster is the only golem in the complex that can by the guardian of the Quiet Bay. swim through stone. The Lake Cabin is a stone structure in the shape of a crab with a 60 foot diameter shell. The top of the crab is 10 feet 3-A2-1. TUNNEL below the normal height of the lake. The entrance is very A natural tunnel modified by dwarves. A trickle of water hard to detect, a masterpiece of construction. The mouth from 3-B2 runs down the gentle slope. A block wall with fir- can be opened like a pair of double doors. Inside is another ing ports defends a sturdy doorway. The door is destroyed. set of doors and a brass cylinder contraption with a long handle. When the outer doors are closed, the water drains out of the airlock. The manual pump is just a backup. 3-A2-2. NEW EXCAVATION Unfinished excavation, the ceilings are 6’ high. One cham- 3-A1-5. INSIDE OF THE LAKE CABIN ber is completed, with a smoothed floor.

The Cabin has been undisturbed since Bardoz’s death. In- 3-A2-3. QUIET BAY side is a 40 foot dome cabin with a bedroom, kitchen, and an open area with a workplace. Magical floating lights ap- The Quiet Bay is pretty clean, and has small cave fish. The pear and act like the ones in the Library on level 1 (1-D3-1). shallows are safe for bathing or getting water. Any creature

28 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 3

larger than about 15 lbs that tries to swim or boat from or to 3-A4 the lake or across to the north shore will awaken STORMY. A stone golem in the shape of a 18’ tall Storm Giantess rises This is a large hall with roughly polished stone walls and up and stands waist deep. She will attack but not pursue several side chambers. Here ends the work of the craftd- anything that makes it to the shallows. She tends to grab warves. The little architecture left is ugly and utilitarian. an opponent and shove them into the sand underwater and Remnants of a battle are scattered on the ground, though stand on them while fighting others. A fancy suit of human most bodies have been stripped of valuables already. sized enchanted plate armor lies scattered at the bottom. 3-A4-1. ASSEMBLY HALL 3-A2-4. STONE PILE A group of scouts from the ghoul suburbia (1-A2) reside in this hall. They were sent by Lady Mayor Gretchen to A pile of quarried stone, taken from the smoothed wall. The try and recruit Ghostkiller from 3-A3-4 as a sheriff. He tunnel is unfinished. wasn’t exactly agreeable. The stranded group is led by ES- HCLTHE GNAWER, Gretchen’s apprentice, a ghoullywug. The other survivors are d4-1 ghouls, d6-1 zombies and d6- 3-A2-5. SAND PILE 1 skeletons, almost all of them have arrows sticking out Buried in the sand is a back pack with 10 ingots of adaman- of their dead bodies. If the PCs have fought (and elimi- tium. 100 lbs total. nated) Ghostkiller, they will be friendly and mention one other group that disappeared into the mine shafts (they have been killed by the Unshackled One). Afterwards, they 3-A3 are free to return to the upper levels and can be found in the ghoul suburbia. Otherwise the starved undead will at- tack the PCs to eat them. The natural tunnel from 2-A3-4 winds down to this level. The eastern part was fortificated by the dwarfs into a shoot- ing gallery in order to restrict the access to this level. 3-A4-2. SIDE CHAMBER WITH ORE PILE A bunch of ore (precious and non-precious) wagons are waiting here. The PCs can scavenge them for a value of 3-A3-1. BALCONY d20 gold pieces per 5 minutes of scavenging (after one hour, A balcony 15’ high has crenelations scaled to fit dwarves. nothing of value is left). As long as the PCs are scavenging, A sturdy bronze door leads to 3-A3-2. A dwarf-sized rock the noise has a 1 in 4 chance per 5 minutes to attract a tunnel leads southwards to a similar fortification with two random encounter. bronze doors to 3-A3-3. 3-A4-3. SIDE CHAMBER WITH WAGONS

3-A3-2. BARRACKS Empty wagons, and a bunch of rails.

An armory and barracks. Dwarven scaled furniture and 3-A4-4. SIDE CHAMBER WITH CORPSES decorations. Some dead bodies have been stashed here, namingly those of Eshcl’s party. There is a 10% chance the Shackled One is 3-A3-3. BARRACKS waiting there for an opportunity to jump the ghouls (it will then, of course, prefer the PCs). Otherwise the room looks This section is similar to 3-A3-2, but has arrowslits on the like it was a resting room for the miners. Tables, chairs, etc. southern wall. A pair of magical ivory dice can be found here: they have a 1 in 2 chance of rolling the exact numbers their user is thinking of. 3-A3-4. CAPTAIN’S QUARTERS

These are the captain’s quarters and he still resides there, 3-A5 even though he died long ago. There is a locked chest with 100 magical arrows +1. The barracks have never been The Rat Islands. This part of the lake contains a sandy looted and have modest treasure, and lore about the last beach and two islands inhabited by giant rats. All the rats years of the outpost in form of journals and letters. will defend these islands to the death. GHOSTKILLER is a Dwarven Grudge Spirit. Once a pow- erful archer and warrior, now an animated dry husk. He 3-A5-1. BEACH eternally guards his post by animating undead followers to man the walls. Any race, any (lesser) type of undead are in The beach is sandy and devoid of the glowing crystals com- his troops, spectres and ghosts shoot ghostly arrows, skele- mon to the lake. There are covered pit traps that collapse tons with bows, bullywug zombies toss rocks, most other with more than 50 lbs of weight, with sharp spikes at the zombie types use bows. One of the dwarven ghasts on the bottom. A tunnel leads northwards to 3-A4-4. balcony attacks with a +3 dwarven throwing hammer that returns. Ghostkiller only attacks from the balconies and 3-A5-2. BIG RAT ISLAND defends the barracks, those who get past are not pursued. 15 spirits guard each balcony, and will reinforce each other On this island there is a small cave not visible from shore, during combat. Ghostkiller’s magical ‘Singing Bow’ is a real with a 3’ ceiling. The innermost chamber is carefully lined prize, so far he still has it. with the glowing crystals embedded into the clay walls. This

29 DUNGEON LEVEL 3 THE LEGENDARY HALLS OF BARDOZ

is the Holy Birthing Chamber of the rats. It is guarded 3-B1-3. SIDE POOL fiercely. There is a wooden sculpture of a very pregnant rat with a small stone altar in front of it. the sculpture was A side pool with an underwater entrance to 3-B1-1. It is a gnawed, not carved. Rats born here are larger and smarter rather handy escape route. It can be easily detected if there than most giant rats. is light on the other side. Water drips from the roof often (originally from the 1-A1 water source.) Similar lurking The leader is THE RATCRONE, an ancient hairless rat with green glowing eyes that can shoot beams of deadly tentacle-leaves have started to grow here but they are not radiation. The Ratcrone is really old and remembers what yet dangerously sized. Several small crabs from 3-A1-1 happened in the past in the vicinity of the rat nest. 3-A4 ended up here. was a natural tunnel from 3-A3 to 3-B4. Dwarves quar- ried it and drove a tunnel to the lake shore. Later Alice the 3-B2 Druidess moved in for a short while. She enlarged some ar- eas and threw up natural looking curtains of stone walls 3-B2-1. DRUID’S POOL CHAMBER to make chambers, but never finished the project. The Druidess might be retired and living as the Giant Walking This natural chamber has a clearly constructed pool with Catfish (actually a plesiosaur) that lives in the lake. a low rim of smooth continuous stone. Water drips heavily from the ceiling, keeping it filled and pretty fresh. A few 3-A5-3. LITTLE RAT ISLAND small fishes live in it. There is a net between the islands that the rats catch fish 3-B2-2. BALCONY with. Many rats live on both islands, they are good swim- mers. Since there is not enough fish to feed all rats, they There is a balcony 15’ up on one wall. It leads to a 20’ high patrol the dungeon for more food. hemispherical chamber supported by a column sculpted like a large tree in the center. Alice the Druidess made 3-B1 this chamber to be her home, but never finished it. She also created the pool. A large Fishing Spider lives here. It A little pond in the caverns. Tasty crabs regularly come up can shoot its web to capture prey, dragging them up to the from Deep Lake and reside here, keeping it stocked. This balcony. It eats pretty well, so it is only hunting on a 1 attracts things that like to eat crabs. The water is actually in 6, it sleeps a lot. Lots of dried husks of creatures are quite nice for standard humanoids. Roll d8: It is a nest of: stuck to the walls. One was an elf wearing elven chain, a +1 longsword, and 10 magical arrows. 1: Another juvenile Froghemoth (probably a sibling of Tad: both have been hidden by their mother/the bul- 3-B2-3. FORTIFIED GUARD POST lywugs). When the separatist dwarves built 3-E1, they made a for- 2: 2d20 bullywugs led by a level 2 fighter with the won- tified, hard to discover guard post in the tunnel they dug derfully unimaginable name of SCAR. here. The magma chambers of 3-C2 were less dangerous 3: 2d10 Eel-men. Probably unhostile, they prefer to eat to travel through back then. The doors are sturdy iron and fish. have firing portals. The doors still close but the locks are 4: Empty save d6 bullywug remains. broken. Wandering encounters with bipeds here are com- mon, often the doors are wedged shut and they are defend- 5: A pretty goldfish weighing d6x7 kilograms. It is magical ing the position. and will Charm anyone trying to fish it. 6: Current base of the Skeleton Platoon. 3-B3 7: A crazed dwarf miner hid here after the demise of the fort. He managed to turn into a half-Gollum before Halls of the magma-fueled golems. something killed him—and did not bother eating the corpse. Alternative: The survivor/Gollum is somehow alive. Probably wishes that he would not be. 2d100 3-B3-1. LARGE ALCOVE OF HEARTBURN insanity points. Chance for some treasure. This alcove is the resting place of a golem named HEART- 8: A Gigantic Crocodile (or Alligator). It feasted on all the BURN, a Dwarven Flesh Golem in fancy bronze plate and fish living in the pond and now is too fat to get out. It a halberd. His chest cavity has a open bronze box with a is not enjoying its forced diet very much. small (apple-sized) magma blob that glows like a tiny sun. His duty is to check the that the two doors to 3-A3 are locked and re-lock them if needed. He is to also attack any 3-B1-1. LAKE biped who is within 60 feet unless they are a Dwarf with a The water is sligtly muddy but drinkable. The shores con- Bardoz Head. His halberd has a hollow iron handle, and tain pretty green mold, which is tasty and healthy. On the he uses it as a barrel to aim magma bolts from his chest at southern end there is one +1 bronze pick sunk to the bot- targets if they are too far away to hit with the axe head. He tom. Its shaft is long gone. is very tough. He stops in his alcove after checking both doors and rests 2 3-B1-2. DRY SPOT for minutes, which heals some damage if he needs it. He can be lured a short way from his regular path, but soon A small dry spot. Probably something is hidden there if the returns instead of pursuing. denizen is intelligent. The spot is large enough that one can The two doors to 3-A3 are large and hollow. Made of hide in it from the shore and remain unvisible and dry. plate bronze with internal locking gears, they are designed

30 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 3

to only be opened from the East side. It still takes a strength 3-B4 check to turn the mechanism, but it’s easier if you have the right tool (few do). Natural Passages

3-B3-2. GOLEM LABORATORY 3-B4-1. OLD STOREROOM Stone vats hold dried sludge covering completely pickled Rough chamber sealed off with a block wall and sturdy dwarf bodies. The Magma Doctors eagerly broke every door. An illusion covers the door making it look like a stone rule of dwarf culture to further their goals. The room has wall. There are some remains of old nets, oars, and fish- been pilfered of loose valuables, but the secret door has ing gear here, as well as a dwarf sized bedroll and camp never been found. This small circular room is a trove of gear. This is the hideout of RUNEGAR, the dwarven Wiz- gruesome lore. Clay tablets baked unbreakable by dwarf ard/Thief. He slipped in here recently and is quietly ex- magic hold notes that sane people should avoid. Hundreds ploring and studying the dungeon. He has a Bardoz Head of sealed potions are carefully packed into sturdy locked that he got from his grandfather, and a ring that can change chests. None of these should be sampled by those who en- him into a mouse. He uses invisibility and puts the illusion joy breathing. on the door every day. He will be interested in spying on adventurers to learn what they know, and will try to steal 3-B3-3. WARG DEN their alcohol, food, and maps if given a good opportunity. The wall to this room is an open grid of stone bricks like a He is very cautious and will be tough to catch, or even no- checkerboard, allowing air and light in. The door is open, tice. His familiar is a small ordinary looking sentient rock. inside are a few scraps of bone, but the den is long aban- He usually leaves it with his gear, over out of the way. He doned. can summon it to him when desired. Runegar has not been affected by the crystals from the lake shore. He sleeps in a stone room without any crystals 3-B3-4. WARG ROOM and has only been here a couple of weeks. He is sneaking Quarters and mad lab for converting wargs into Death- around all over the dungeon most of the time. golems. Fairly typical dwarf style bedroom with a large stone tank full of a weird glowing fluid and holding a large 3-B4-2. GOLEMS warg who was dead long before it was put in the tank. The light comes from a magma blob wired into its chest cav- Tommy, Bertie, and Willy. Three clay golems shaped like ity. No one has been brave enough to release the bronze Dwarves regularly patrol a circuit in 3-B3, 3-B4, 3-C3, straps holding it down. . . yet. If released, it will awaken and 3-C4. They act like beat cops patrolling a neighbor- and immediately attack. Use Sabre-toothed cat stats with hood. They make a regular loop counterclockwise. The de- an annoying number of hit points. fenders in 3-B3-7 do not shoot at them. Passing through 3-C3 heals them of all damage. They look in periodically on 3-B3-5. BONE ROOM side rooms to prevent squatters taking up residence, but stick to their beat. They only speak Dwarvish. “Evening, An entire mausoleum could be filled with those who reside folks. Where you heading?” Any reasonable answer in here. Stacks and stacks of wooden boxes, just big enough Dwarvish and they go back to their patrol, otherwise they to hold a disassembled medium hominid skeleton, about 3’ attack. The three golems keep most of their area clear of long. All of them are carefully labeled. ‘Thurfold Stoutarm, creatures making lairs. They do not pursue opponents that hero of the Draco War’, ‘Unknown human thief, 12.1.1005’, run away. etc. These were used to build bone golems, designed to work the mines and be used as shock troops. Numerous empty stone tanks. 3-B5 20 dwarven bone golems in bronze plate stand in forma- tion, waiting orders that will never come. They automat- Water from 2-B5 falls down a large crevice. At the bottom ically attack all non dwarves. They have tiny grape sized of this waterfall there is a sandy coastline which is part magma blobs wired into their chest cavities. of the Deep Lake, a large subterranean lake. On this part of the stone coast is a small crystal-filled coastline. It is 3-B3-6. STORE mostly inhabited by worms of various sizes. There is some significant mutations among the largest ones and they will Secret store room for the secret potions needed to create the begin eating any unmoving adventurer. At least 3d6 large minions. Plenty of notes to cause mayhem later, as well. worms are living at the beach. The crystals glow in the dark with eerie greenish hue and are radioactive (d6 rads/hour). 3-B3-7. POST They are not directly magical, but will fetch a good price from alchemists, wizards, and mad scientists. Sentry post has small firing ports instead of traditional ar- row slits. Eight skeletal magma Dwarven bone golems in bronze plate eternally guard this passage and take potshots 3-B5-1. THE WORM ORACLE at everyone who goes by. They have magical bone rods that shoot a heavy crossbow bolt once per round. The worms are led by THE WORM ORACLE who lives on top of a raised stone hill with a beautiful view to the lake. Here, 3-B3-8. EXTRA CHAMBERS a worm was blessed by the crystals with understanding and intelligence. It lives a peaceful existence where it mostly These odd chambers were prepared for additional warg ponders the higher questions of its solitary existence. It pens, but never used. has ascended so far to its internal wormhood that it can

31 DUNGEON LEVEL 3 THE LEGENDARY HALLS OF BARDOZ

use magic—it has started casting level 4 wizard spells re- different in type from dwarven work. In the depths, you cently and has 2d6 spell slots per day, usually filled with can just make out an orange glow. Command Worm, Hold Humanoid, and Ponder Wormhood. Lacking any way to communicate, it believes to be the 3-C1-1. VAULT only intelligent being in the universe—PCs might prove it wrong. Left to its own devices, it will reach the next level The PCs will notice that the orange glow seems to emanate of wizard spells in roughly a month. It has also realized from here. The surface is solid and can be walked upon, that before it reaches level 7 spells it will most likely split although it is very smooth, unlike the surrounding rock. into half, producing an evil version and a good version of If the PCs have a light source with them, its light will be himself: a vicious power struggle will occur between the reflected through the substance, lighting it and the cavern two. These halves will be both capable of casting level 3 up in its entirety. When the cavern is lit, PCs will be able spells. Understanding that the crystals give it power, The to see THE BLEAK ONE, a gargantuan many-eyed creature Oracle would not like to leave this beach. without a mouth, and with several massive clawed arms. If the Oracle dies, the large worms become wild again and It appears to have been frozen in the orange substance, might attack humanoids. with one clawed hand almost reaching the top. The PCs get an uncomfortable feeling that they are being watched. Should Bardoz’s mech be activated, The Bleak One will also EATING THE WORMS be freed. Eating a small worm is actually rather tasty. The fish of the Optional (the GM should adapt the following as he deem lake also like their taste. appropriate): It may be possible to free (and hopefully con- Eating one of the large worms gives you d100 rads, 2d6 trol) the Bleak One on purpose in order to deal with power- damage to internal organs and a chance to gain some minor ful outside foes. mutation. The best option (in terms of a Magma Doctor rating scale) is to force the Bleak One into the UberOberReaktor and use Eating the Oracle: Roll Wisdom Save. Failure makes you it as a power source, which will generate 666 million dwar- puke the excess magical force out along with your brains. volts. If someone visits the vault 3-C1-1 for over 17 min- Roll another character, it has +1 CHA. With success you utes, is not lawful (or is insane) and knows about the Uber- gain the ability to cast wizard spells up to 1/3rd (rounding OberReaktor, they must make a will save. Failure means up) of the Oracle’s spell level. they are compelled to try to enact The Grand Transfer- If this causes you to go past 8th level spells roll another ence Ritual, which apparently tries to move a part of the wisdom save: With failure POWER OVERLOADS and you essense of the Bleak One into the reactor. With a success- detonate in a flash of blue plasma. 2d100 damage to every- ful save, the ritual is only a suggestion, and the player may thing in line of sight (max range: 500 meters). With success act freely. Sacrificing a player is a neccessary component you Ascend into True Wormhood and become a minor Worm of this ritual. At least half of the players must perform it, God with matching alignment. Your physical body disinte- which takes 2d20 minutes. It is unknow if the suggestion grates as you march to conquer the realms beyond. Please comes from the Bleak One or from the innate insanity of roll another character, the current one is Too Much Worm. the reactor. All the worms of the world begin doing curious things which might be fun in the long run. . . The same happens with either Half of the Oracle, if it 3-C1-2. ALTAR has split. Note that a victorious evil half will most likely An altar is set upon this flat section of the ramp, sur- consume its defeated good kin. rounded by statues of bizarre figures. Upon the altar rests Eating one of the glowing crystals: You have cancer. Won- a pedestal and book, written in a language the PCs cannot derful. Roll some kind of endurance check: With a success read. It can be surmised that this was used to seal up The it is not very rapid. Bleak One.

3-B5-2. BOAT 3-C1-3. WALLS

There is a small boat with two oars. The Oracle does not Two foot tall stone walls line this area, seemingly in prepa- know what happened to its owners. It has been on the ration to defend against whatever is in the orange sub- beach for a long time and with a 50% chance will not be stance. completely waterproof. Two humanoids fit into it properly, with more it risks sinking. 3-C1-4. OPENED CAVE The lake should be left as it is: very large, dark, and mysterious. Given the state of the boat, exploration should The southern wall of the cavern has fallen into the magma be limited to the coastline. Eyeless fish will follow the boat filled chasm below, leaving the cavern open to entry from a bit too closely. The players may hear splashing sounds the chasm, or from 3-C2-3. of huge beasts followed by waves that dangerously rock the boat back and forth. If the players want to venture further and leave the halls of Bardoz, they probably will need a 3-C2 better vessel (see the notes at the end of this module). There is sparse vegetation in this cavern, tapering off from 3-D2, although there is still a fair amount of steam in 3-C1 the air. Large, smooth-skinned reptiles lay about on large chunks of stone, basking the the hot, wet atmosphere. Pe- A cavern with a ramp that steadily works its way down into riodically they emit a deep rumble, but otherwise appear the gloom. Along its path are carvings and statues very content.

32 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 3

3-C2-1. REPTILE CAVERN connect all of their hands together. It is probably not a good idea to remove the copper. There are dozens of the reptiles scattered around the floor, Many of the important safeguards were not finished, Se- although they do not appear hostile. However, they will curity systems and Emergency Shutdown systems are to- attack if provoked. If slain, their skins can be fashioned tally not working. The Activation Helmet has incomplete into extremely fire resistant clothing, although the clothes instructions just to make it more thrillin’. will always feel wet.

3-C2-2. BRIDGE THE WATCH DOG

A large rock appears to have fallen from the roof of the cav- The floating Bardoz head helmet can speak; “Please give me ern, creating a bridge over the chasm and an access to 3- a technical excuse to destroy you all.” It will only fit on a B2 and beyond. Crossing this, however, will be very, very Dwarf’s head. “This complex is only 92 percent completed, hot. THE ACTIVATION is not advised, due to the likely chance of Cascading System Failure.” As long as there is a dwarf 3-C2-3. HALF BRIDGE present, the group will probably not be attacked. If a dwarf wears the floating helmet and puts 6 bronze Bardoz Head Another fallen stone stretches slightly out over the chasm, tokens into the 6 helmets of the wall-dwarfs, the magma and is occupied by one of the largest reptiles. Beyond, the starts being pumped up into the crystal sphere. It is about PCs can see a clear shelf of rock, and if they make the 5’ to turn into an unstable and unholy magma blob Sun of jump, they will be able to continue on to 3-C1-4. The Legendary Proportions! You might want to run. (Note; the powerful heat makes this jump much more difficult than garden upstairs is supported by a 5’ diameter magma blob. normal. It has a power of about 500 dwarvolts. This is a 50’ diameter BEHEMOTH with a power well over 500 million dwarvolts! 3-C2-4. RESTING PLACE (And did I mention it is an incomplete and untested exper- imental prototype built by insane fanatical pyromaniacs?) Out over the chasm, the PCs can see what looks like several What happens after that is up to the DM. skeletons lying on the ground. If the PCs can make it across they can acquire d12 precious stones, a suit of +1 armor, a pair of adamantium boots, and a set of loaded dice. 3-C4

3-C3 Passages and Magma Crevice

This area contains an insane magma reactor hidden behind 3-C4-1. SECRET ENTRANCE a series of secret doors and a labyrinth. The heat is intense. A curved wall of basalt (solidified 3-C3-1. SECRET ARMORY magma) is visible, the crevice of magma runs under it. The secret entrance to the armory in 3-C3 is well hidden. Behind a secret door lies a hidden armory. Crossbows, swords, hammers, and axes hang on the walls. There is a locked wooden chest with 100 bolts +1. One of the cross- 3-C4-2. POOL bows is enchanted. There are no traps. Stagnant pool of scummy water. A medium sized alligator moved in recently. At the deep part in the back, under the 3-C3-2. REACTOR mud, are 200 platinum pieces, a magical dagger, and a few Hidden behind a superior secret door beyond the previous chewed human bones. secret door is: Der UberOberReaktor! The central area of the dungeon has a huge crevice of magma. Built on top of that is the Magma Doctors’ most 3-C5 ambitious, most dangerous, and most expensive Device of Certain Calamity. From this point forward, having one or 3-C5-1. THE GREAT BRASS KOI FISH more dwarves in the group will improve the survival odds dramatically. The Magma Doctors covered the crevice with A giant metal fish over 30 feet long rests on the shore of the a slab of basalt (solidified lava). Then they built a labyrinth Deep Lake. It is an unfinished submarine from the days on top of it and sunk huge iron tubes down into the magma. of the Magma Doctors. It has been looted and vandalized The walls of the labyrinth are also made from basalt, and at repeatedly but most of it still sits there. All the easy to each dot on the map is an embedded dwarven skeleton fac- steal parts are long gone. In the middle of the ship is a ing inward with its arms spread wide. All of the walls of the large bronze box that is designed to hold a terrifyingly large Labyrinth have visible scraps of bone embedded in a Sacred magma blob. Massive pipes are in place to function as a Mystical Matrix of Elemental Necromantic Racepride-fueled Steam Jet propulsion system. Madness. (Sort of Art Deco—in an angry way). A large tribe of bullywugs from the Spikes (after the In the center is an empty hollow crystal hemisphere 25’ spikes that grow on their back) lives in this area and use tall and 50’ in diameter. (Actually a sphere, it goes below the ship as a defensive lair. They are aggressive but quick to floor level). The embedded skeletons in the central room are retreat into the water or hole up in the ship. Some of their clad in ornate Dwarven plate armor. They all have matching weapons seem to be constructed with parts of the ship: helmets with an indentation in the forehead that will fit steel harpoons, short spears with blades of scrap metal, a tiny Bardoz Head. Copper rails run across the walls to steel pipes, maces with cogs as heads, and so on.

33 DUNGEON LEVEL 3 THE LEGENDARY HALLS OF BARDOZ

3-C5-2. BARRICADED CHAMBER 3-D2-1. STREAM

Old lumber blocks both passageways to this chamber. This The stream flows over the edge of the chasm, creating the is the resplendent harem of the bullywug named WARLORD. steam that gives this cavern life. Oddly, there seems to be He is as large as an ogre with huge spikes growing from its more steam produced than the stream should account for. back. If that isn’t enough, he has a trident that shoots light- ning, and some 30 fanatical followers. Most of his treasure is smelly fish, but he has 3 of the unbreakable clay tablets 3-D2-2. INVERTED JUNGLE of Forbidden Dwarvish Eldritch Lore, like the ones in 3-B3- 2 and 1-C3-2. The inverted jungle is dense and this, with bizarre mirrors of animal life found on the surface, although they make no noise as they move through the growing plants. There are 3-D1 d4 bullywugs hunting in this area.

Natural caves run through most of this area. At the furthest north point, there appears to be a spring which feeds a 3-D2-3. THINNING MIST large pool and runs out through the cave system. As is The steam and plant growth are a bit thinner on this side of unfortunately common in this area, as there is water, there the bridge, and continue to thin the further one goes from are also bullywugs. These are members of the Reds (from the chasm. Visibility becomes better, and the PCs can hear the colour of their eyes) like those in 1-E4, but the two strange sounds ahead of them. groups are not directly related.

3-D1-1. LOST POOL 3-D3 A large deep pool of water sits in this cave, fed by a spring This is part of a series of dry and sulfuric caverns, partially in the back. There is nothing living in the pool, as the bul- filled with lava and magma, that extends northwards into lywugs have killed anything that might have lived here. 3-D2. The temperature is at least 40◦ Celsius and heavily armored PCs will have heat problems. 3-D1-2. BULLYWUG CAMP

The bullywugs have made this area their camp, with d12 3-D3-1. ABANDONED LAIR bullywugs present, along with poorly built shelters and a small fire, an unusual addition to a bullywug camp. If the This was a nest of some unknown creature. Now it is PCs somehow manage to communicate with the bullywugs, hideously smelly and the floor is coated in all kinds of ex- they will learn that the fire is there because none of them crements and half-baked nastyness. Few bone parts can be feel comfortable in the dark in this area. found here and there.

3-D1-3. STATUE ROOM 3-D3-2. LAVA POOL

The only area not of natural stone, a short hallways leads to A female lava salamander is living deep in this lava pool, an octagonal room. In the center is a golden statue. Behind guarding 2d4 eggs. It will mostly just stare at approach- the statue is a wall carved with countless eyes. The statue ing PCs with its piercingly white-hot eyes before resulting is of an unfamiliar creature, and the art style and writing in in biting. Its hide is valuable and heat resistant. How- the room is foreign. The eye mural hides a secret door into ever, getting it out of the lava pool will be extremely diffi- the room beyond. Bullywugs appear to not enter the statue cult. Amphisos may be interested in some of the eggs. The room at all. salamander will quickly befriend Ragecombustion if the two encounter each other. 3-D1-4. BAD SHRINE

The bullywugs have attempted to create a shrine in this 3-D3-3. BOULDER room, complete with what you can only assume is the statue of the deity. Both the shrine and statue are very A huge granite boulder. It once was used to hide the en- 3-D3-4 bad. They fill the PCs with feelings of pity and sadness. trance to . There are d4 bullywags in this room. 3-D3-4. DOORWAY

3-D2 A broken hidden doorway that leads to 3-D3-5.

Damp humidity hits your face as soon as you enter this area. The stream running from 3-D1 falls into the chasm, 3-D3-5. SMALL CHAMBER where it evaporated and fills this cavern with a haze of steam. Taking advantage of this, a strange type of plant, A small chamber with a serious warning in ancient letters: similar in appearance to kelp, has begun growing from the “BEWARE! This is not a place of honour! This vault con- ceiling, reaching almost to the floor. Consequently vision is tains the dire. . . ” The rest of the message is destroyed as extremely limited. Small animals abound, and bullywugs the giant bronze door has been bashed open from the in- often hunt here. side.

34 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 3

3-D3-6. RECTANGULAR VAULT 3-D4-6. DEMON ENCLOSURE

In this room there is a surprisingly large amount of human This enclosure is lower than the surrounding floor, allow- bone pieces. Once this room had a hideous bone construct ing onlookers to gaze upon the occupant from above. Sur- intending to kill anyone breaching the bronze door from 3- rounded by powerful magical wards, an extremely bored D3-5. However, the room was breached from 3-E3, and a demon looks up as the PCs get close. It appears he has furious battle occurred in this spot anyways. carved several rocks in the enclosure, and is in the middle What happened: A long time ago, the Shackled One was of some sort of game of solitaire. imprisoned in 3-E3 by the Evil Snake Priests. They created this vault to guard it, but the dwarves mined their way into 3-D4-7. ELF CAGE the prison and into the vault. The greedy idiots then of course broke all the vaults mechanisms while looking for Judging by the bones in this enclosure, its former occu- loot. pants were humanoids. A keen eye will detect that they There is a 10% chance that the Shackled One is hiding once were elves. in one of the corners of the vault. 3-D5 3-D3-7. MAGMA-FILLED CHASM The Magma Pump. This is the beginning of a deep chasm, magma can be seen at the bottom. Unless you are fire and heat resistant like a Balrog, jumping in will be lethal. 3-D5-1. CORRIDOR Descending the stairs from 2-D5-7 one first sees a giant obsidian door with a small hole in the middle. Insert the 3-D4 Bardoz Head to open the door which leads to 3-E5-1. Alternative: Having a bronze dwarf head will cause the The Grand Menagerie. This hall was once filled with won- doors to open automatically, otherwise they will need to be ders or, more likely, horrors of the natural world, each kept forced open. in their own enclosure. Now it has fallen into disarray, Yet if one takes the left bronze door one finds itself (after some of its occupant dead, others escaped. few stairs) in a storage room of the Dwarven Magma Doc- tors.

3-D4-1. MENAGERIE DOOR 3-D5-2. WORKSHOP The rough cavern of the pump room ends in a grand door, beyond which lies the menagerie. The door is carved with It appears that a quick construction was attempted here, many fanciful beasts. as there is a full workbench between two fractal-piles. Suf- ficiently insane ones can finish the job: It is a Portable Magma Thrower Mark 3! Fill it from a magma source and 3-D4-2. CORPSE ENCLOSURE it can fire a stream of pressurized magma for even 30 me- tres! (Usage requires extreme heat immunity, from magic or This enclosure contains nothing but the bones of some long other source.) Once the gun is loaded it can lob the magma dead animal. From the looks of it, it seems to have been ball. Roll a ranged hit, if failed the ball misses by amount some sort of mammal, but with far too many legs. failed (roll d2: either over or before target). Damage: Any- thing mortal without extreme heat defence is instantly slain by the magma ball. Nearby beings treat its explosion as a 3-D4-3. SECRET ENTRANCE fireball with double damage. Given that the thing is very experimental, roll d6: The occupant of this enclosure is no longer present, its means of escape being to break through the wall in the 1: The gun explodes when fired. Treat this as a successful back. This has opened a passage into 3-E4. If the PCs hit to the wielder. want to use this route, they must figure out some way to break into the enclosure. 2–3: the thing fires exactly once. 4: The thing fires three times. 3-D4-4. BROKEN ENCLOSURES 5: One must crank the pump for a full round before firing. The pump makes a badass sound. Otherwise as 6. An empty enclosure, the front burst open with tremendous 6: The thing actually works! Hopefully the Magma Inten- force. Whatever was once housed here is long gone. sifier Capacitor stays intact.

3-D4-5. WATER TANK 3-D5-3. STORAGE ROOM

This enclosure is filled 3/4 of the way to the top with water. This is the discarded projects storage with all sorts of fun Judging from the bones, whatever was originally housed in prototypes, for example: this enclosure is long dead. However, two bullywugs have managed to get themselves stuck inside. From the looks of • There is an unlit magma golem. Dumping it into lava things, they seem quite happy to stay, as none of the many or dragonfire awakens it, but it does not take any com- predator of the halls can reach them. mands.

35 DUNGEON LEVEL 3 THE LEGENDARY HALLS OF BARDOZ

• A prototype gearwork golem that uses mechanical The PCs can find the account of how these dwarves broke power transmissions with gears, springs, cogs instead and fled from the dwarves of Bardoz, beginning anew in a of magic. Almost all power is gone and there is no ap- difficult to reach cavern. The last entries are only scribbles, parent way to recharge it. describing the sealing the tunnel 3-E2-2 and the futile fight • A miniature steam engine (“teapot with tubes”) with against something that came from the depths. bent beams and an exploded boiler wired to a small empty magma blob holding box. 3-E1-5. STANDARD ROOMS • A destroyed Portable Magma Thrower—only a bent Standard dwarven rooms. All of these show signs of battle, barrel sticking out from a molten mass remains. although clearly the dwarves were on the losing side of it. • One can also find enough parts for one heavy miner suit (see 2-B3-6). 3-E2

3-D5-4. MAGMA PUMP 3-E2-1. MUSHROOM CAVE This is a good, properly made magma pump. It is therefore This little cave hosts a gigantic mushroom. It is actu- only horribly dangerous—please do not touch any of the ally rather cute. Eating a third of it gives you psychedelic seventeen valves. dreams for the next 2d6 months and +(d3-2) CON, but is considered evil murder of a semi-sentient being. 3-D5-5. MONSTER MAGMA PUMP 3-E2-2. COLLAPSED TUNNEL This is a monster of a machine. All dwarves who see it suffer 3d10 insanity. Touching it causes 3d6 heat damage. This natural tunnel begins to go downwards, as if a descent Breaking it melts d100% of this dungeon level (and half of to level 4. . . but it has collapsed long ago and is now com- that of dungeon level 2). It will break soon without expert pletely full of debris and rocks. maintenance. 3-E3 3-E1 Lair of the Shackled One. This is what appears to be a very small but functional dwar- This magma chamber is absolutely impossible to access ven community, now deserted. A careful eye will note that unless the PCs can protect themselves against fire. The its construction occurred after the Halls of Bardoz was well magma suit from 2-D5-5 and the mining suits from 2- underway, and that there are no faces of Bardoz to be seen B3-6 and 3-D5-3 can help as well as spells. This is a anywhere. No dwarves live here now. A terror of the deep vast grotto which does not feel natural nor dwarven-made. stalks these little halls. Disturbingly, the walls and natural features of the place seem to have been twisted in ways that should be impossi- 3-E1-1. DWARVEN DOOR ble for stone, as if some invisible hand had sculpted them like putty. At the end of a rough passageway is a carved dwarven wall. By pressing the correct runes in sequence, a door will swing 3-E3-1. HOLE IN CEILING open, allowing access to the rest of the settlement. This chamber can be accessed through the pit in 2-E3- 3-E1-2. GRAND HALL 1, with caution as the scaffoldings are not all holding well. Some heat-resistant stones have been paved over the Upon entering, one is greeted by a grand carved hall. No magma to allow access to the un-magmatic part of the cave. faces of Bardoz are present, only scenes of dwarven hero- ism. There are long gouges in the floor, and ancient blood 3-E3-2. GIANT SHACKLES stains the walls. Broken and discarded weapons can be found. Giant mithril shackles lay on the ground. Though very heavy, they could prove worthy loot if the PCs can break 3-E1-3. FARM them up for transport. Worryingly, the shackles seem to have been broken open. A large room containing what was clearly meant to be a There is a 25% chance that THE SHACKLED ONE is here. farm, with some mushrooms growing wild. The back wall A mysterious entity from unknown origins, the Shackled has been forced in, pieces of rubble littering the dirt. A One is invisible, even to people who can otherwise see tunnel continues on down from there and leads to 3-E2-2. through illusions (they can perceive its presence and where A careful eye will notice faded signs of an explosion un- it is, but not see any shape). Instead, people who close their connected with the breach in the wall; it appears that the eyes can see it there, a blurry shape made of a thousand dwarves managed to collapse the tunnel. fanged eyes. The Shackled One asks for a willing vessel. A prisoner still, despite its chains having been broken, it can- 3-E1-4. OVERSEER OFFICE not go to the sunlight it craves. Should a PC be willing, the Shackled One will possess them. Should they refuse, it will Larger than the other rooms, this appears to have been the attack them, but only until it can take one of them hostage quarters of the settlement overseer. The door to this room and pressure the others into becoming vessels. The Shack- has been forced in, and some of the stones of the door frame led One cannot be hurt by regular weapons (unless they’re have been torn away. Traces of ancient blood are present. mithril) or magic, but illusions are treated as real for the

36 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 3

purpose of hurting it. Likewise, a PC who does not move in them. There is a graffiti on the wall, reading “[make love but only imagines what they would do to the Shackled One to] the taskmaster and [make love to] you too” in dwarven can hurt it this way. It can also be Banished, in which case runes. it simply disappears. Should a PC (or NPC) become a vessel for the Shackled 3-E4-6. COLLAPSED TUNNEL One, it will disappear and possess them. It will not make its presence known, unless the character actively seeks to get Another unfinished tunnel, this one is half-collapsed, half- rid of it or is in mortal danger (in which case it will try and melted because of magma infiltrations. A brave enough soul take control of their body, and flee towards the surface). can pry a few raw opals from a vein on one of the walls. Inside a vessel, the Shackled One can still be banished as normal. Killing its host body will just make it reappear next 3-E5 to it. If the Shackled One reaches the surface, it disappears, leaving its host changed forever. The Grand Tomb. This room is a large cavern, with walk- ways over lava. Invaluable treasures lay about, as well as 3-E4 numerous statues and carvings. Towards one end is the sarcophagus for which this all was built. Flooded digging site. This is a continuation from the dwar- ven low income housing in 2-E4. Though the place was 3-E5-1. CORRIDOR never finished, it was obviously meant to house the poorest dwarves. The water infiltration and magma heat renders After the doors in 3-D5-1, an inscription in dwarven reads the atmosphere pretty unbearable with constant steam. “REJOICE!”. The corridor continues and opens in a large The whole shoddily dug place is sloping to the north, which lava filled cavern, with walkways over lava. is why the water accumulates there. The roof here is lower than anywhere else, and characters taller than 1.80m will 3-E5-2. PLATFORM ABOVE LAVA POOL scrap the ceiling. Sweltering in the heat of the lava below, this platform is lined with iron statues of dwarven warriors, their faces all 3-E4-1. FLOODED STAIRS left blank. A dwarf, carrying a bronze dwarf head, will be A spiral staircase leads upwards to 2-E4. The water here allowed to pass, otherwise the statues will automate and is shoulder-high (for a human). Small blind fishes seem begin to attack. to have estlablished residence here. They seem harmless at first glance, but will nibble on open wounds should the 3-E5-3. PLATFORM WITH TREASURE characters be hurt. The bullywugs consider them delica- cies, and will be glad if given some. There is a 50% prob- Gold and jewels line the back of this platform. However, be- ability an Ancient Fish Mother will be present. This one ing near the treasure for an extended time can cause mad- looks more like a barracuda, and will agressively lead the ness, doubly so for dwarfs, and again for skin contact with other fish to swarm the PCs. the treasure. Slaying the creature in 3-E5-4 will remove the madness, and make the treasure safe. Alternative: It would be hilarious if the treasure room 3-E4-2. COMMON ROOM would be already been emptied or there newer was time to This was probably to be a common room for the poor fill it with stuff—only a note: “Please mark the locations of dwarves of the lowest level. The water here is hip-high for a the treasure chests with chalk, Urkm will haul them down human. The room is full of whatever construction materials tomorrow”. haven’t rotten away, and more fish. 3-E5-4. THE TOMB 3-E4-3. STORAGE ROOM The sarcophagus itself is a plain stone box, 5 feet by 10 feet. Whatever its ultimate intended purpose was, this is a stor- To either side are large granite statues of dwarves that are age room for the people who worked on the building site. bowing prostrate to the sarcophagus. Behind the sarcopha- Most clothing have rotten away, but some trinkets, tools gus is a large golden carving of the face of Bardoz. However, and other mementos can be found. Among other things, a this face is all wrong, seemingly weeping from large holes plain gold wedding ring can be found at the bottom of the where the eyes should be. There is a large smile on this water. The inside reads: “To my gem, may only the fire of carving’s face. If the PCs move to within 5’ of the sarcoph- love ever burn you.” This is a ring of Protection against fire, agus, laughter is blasted from the mouth of the carving, useful to cross the hotter rooms. and the sarcophagus opens, releasing The Madness of Bar- doz Incarnate into the room, a being which is immediately hostile. 3-E4-4. TUNNEL This rough tunnel is finished but is filled with water and broken stones. It can be used to go westwards to 3-D4 if one manages the rubble.

3-E4-5. UNFINISHED TUNNEL Small chambers were dug up around this tunnel. Judging by the only two finished ones, they are the very opposite of cozy. Only dwarves and smaller races can even stay upright

37 DUNGEON LEVEL 3 THE LEGENDARY HALLS OF BARDOZ

Random Encounters 14. The Evil Skeleton Platoon. Now without comman- der (who might have been the shadow magician from 1. Eerie scream echoes through the dark caverns. Spell- 1-B2-1). They patrol these tunnels with haphazard casters forget one of their memorized spells. pattern, inflicting unnecessary cruelty to anyone alive 2. d3 giant cave crabs (see 2-A2-4). they encounter. Their sergeants have rudimentary in- telligence but are mostly pissed that they have not re- 3. A lone mongrelfolk kid crying. It wants to get back ceived new orders in ages and cannot smoke their to- 2-A2-3 to mommy (Kalita from ). Its cries will force bacco. The ghoul-scouts of the platoon rebelled some another random encounter roll soon if it isn’t silenced, time ago due lack of food here and founded the subur- but big and loud adventurers will most likely just scare bia in 1-A2–1-A3. it more. It likes food though. 15. The Red Lantern. A floating lantern which fills the 4. d6 bullywugs. In the southeastern regions there is a room it is with eerie crimson lights. It is harmless and 50% chance that they are actually rebels, outcasts, or moves into next room within d5×10 minutes. 1d8 hp. exiles of the spider-worshipping tribe of 1-E4. Oth- erwise they wandered in from the Deep Lake, and are 16. The Evil Red Lantern A floating lantern which fills from the tribe The Reds, The Spikes, or Axers (roll d3). the room it is with eerie crimson lights. It is usually This will probably not affect their reaction towards PCs harmless, yet sometimes consumes living human-sized (violence) though. . . things with a flash of light (some kind of save allowed, otherwise person just disappears). It moves into next 5. d2 bullywug eating white crocodiles from the Deep room within d5×10 minutes. Attacking it causes it to Lake. Specifically evolved to hunt and eat bullies. eat anyone hostile one per round, unless they flee the Thick armor, big bite. They do not like to eat good round. 3d8 hp. Cannot be near the other lamp. beings since they are good themselves. 17. One of the dwarf miners had a terrible secret: He liked 6. A group of d6 exiled ratmen led by an old shaman human ciders and to him even Elvish wine was actually (see 1-E2-1). They will rejoice if the PCs have drinkable stuff. His secret stash is nearby, but one harmed/killed DEATHWHISKERS. Otherwise they will of the bottles has been broken—it has gotten rather attack if they are at least as numerous as the PCs, or smelly. There is 1 in 3 chance that a small critter lives flee if they are not. with the bottles. How alcoholic / protective it is is left 7. 2d8 large rats, from 3-A5. At this level their reaction up to the GM. A proper Dwarf PCs might be heavily to the PCs will depend on their previous encounters shocked! and amount of cats with them. However, they will not 18. The adventurers somehow disturb the Flintspider. A attack if outnumbered. The rats will prefer ambushes bad feeling goes through them. The rock elemental spi- and sneak attacks in that situation. There are 5d20 der actually wakes up only after d3 disturbances and large rats in total in this dungeon. Half of these are then gets its dose of calcium from the nearest/easiest young. source. This might not be the PCs but any other dun- 8. d4 dwarven ghosts. There is a 50% chance they do not geon denizen as well. (The PCs cannot easily find any notice the PCs at all and pass through them. Other- pattern about how to poke it. Researching this subject wise, a 25% chance of seeing them as friendly envoys might work but in turn is rather suicidal). from the surface, and a 25% chance they will see them 19. A swarm of 3d6 blind bats rush past the PCs. They are as intruders. non-hostile unless attacked. 9. A lone familiar, PATIENCE. This obviously magical 3-B4-1 golden cat is not one of Lord Vart’s but the sad and 20. Runegar the Dwarven Stealthmage from as a lonely companion of an unfortunate adventurer, who’s mouse, looking for information, food and ale to pilfer. been surviving on vermin and fear. If the PCs are 21. A group of peculiar blueish mushrooms. Inhaling their friendly enough and feed it, they can recruit it. The pollen might cause one to develop an shroom infection, cat sees in darkness and has a 50% chance of seeing turning them slowly into a shroom cultist (see 2-E1). through illusions, hissing at them. Speak with Animals 22. 2d4 elf cultists. Roll d4: allows communication. He knows that Simon the Her- mit ghoul from 1-A2-2 has a Bardoz Head and what 1: are scouting a location for a ritual its purpose is. If the PCs leave the cat or treat it badly, 2: are preparing a ritual it will join Lord Vart’s spies after d10 days. 3: are finishing preparations for the ritual (runic cir- 10. Dwarven golem. A small stone golem in the shape of cle drawn with blood, candles lit, skulls in posi- a stylized dwarf, who probably wandered since the de- tion, willing/charmed sacrifice ready) parture/death of its masters. It is hostile unless the 4: are in the middle of their ritual. Sacrificial virgin party is all-dwarven or has a tiny Bardoz Head. get a clawed hand into her in 3, 2. . . 11. A dire centiped. Venomous. Fast. The stuff of night- mares. Please do not allow them to succeed. Left alone they properly pronounce the Dark Tongue with a 1 in 3 12. Near the lake shore: Giant walking catfish, about as chance. mobile as a huge alligator, but hungrier. 23. A magical rune glows in the floor, wall, ceiling, some- 13. A family of d6 slimy trolls (25% of them are young). where odd. It was left by The Unspeakable, so disarm- They are holed up in some deadend room or cavern and ing or scratching it may be a good idea, but dangerous. are grilling some whitish fishy thing over a fireplace. It smells horrible. The largest one spends half of its time fishing at the nearest shore and sleeps during the other half.

38 THE LEGENDARY HALLS OF BARDOZ DUNGEON LEVEL 3

Random treasure 13. Idol of Adeloxu. An ugly stone idol of a minor bully- wug deity thrown out by them after they turned to the The following list of minor treasures and items can be used worship of Grat Hungru One. to differentiate a little what the PCs can find in the dun- It appears to be a crudely carved frog with too many geon. Undisturbed places and hidden treasures should eyes. The eyes are minor pretty stones from the sec- contain appropriate items, but otherwise they can be placed ond level mines, with some value. The idol has 5d10 almost everywhere because of the looting that happened shiny eyes left (roll again every time someone counts and still happens. them—Adeloxu is an extremely chaotic deity). The idol does not have any other magical qualities, but it still 1. Serpent ring. A symbol of the Evil Snake cult with no detects as magical. To one that worships Adeloxu the magical properties. The mummies in 2-B4-1 still carry idol might be more useful, mostly it just weights 4 and them and may stop for a short while if a PC presents a half kilograms. Bullywug tribes from the Deep Lake one. Some other rings were looted by dwarfs long ago or Warlord might be thankful for the recovery of the and can be randomly found. idol. On the other hand, returning it to the bullywugs 2. A dagger (+1, +1d6 poison damage) formed by the en- from 1-E4 may cause internal strife between the fol- chanted fang of a giant snake with leather straps as a lowers of the Grat Hungru One led by Glemmorth and handle. the bullywugs that hid the idol and still follow the old 3. Gold ring with the face of Bardoz, the eyes are emer- ways. alds and the detailing is beautiful. It has no special The idol can be found hidden almost everywere in the abilities, but the right person would pay much more dungeon or already discovered by someone else, as the than a jewelled gold ring price. shaman Glemmorth was too craven to destroy it. 4. Pieces of dwarven scrimshaw, mostly drinking horns. 14. The Lost Pick of Bardoz. “A Geomancer’s pick is no The engravings and carvings are generally detailed and common tool. Wizards have familiars. Paladins have precise, but the artistic quality varies widely. steeds. A Geomancer holding his pick can see through 5. A figurine of a beardless(!) female dancing dwarf. The stone and time. He can smell gold a mile away.” The hollow back has an inscription in Dwarvish: “The Titty pick is probably still at the bottom of the magma pit Twister. We bare it all!” that Bardoz ended up in. . . or the Fire Titan might be using it as a grooming tool. 6. A perfectly polished steel sphere. The product of a dwarfish dedication to a hobby. Can be used by the PCs to detect slanted corridors, distract monsters, or to peek around corners since the surface is polished like a mirror. 7. A stone chess set (or equivalent board game) with red dwarven and black elven? pieces. The black pieces and the chessboard show severe burn marks, some are cracked. 8. A small crate with 2d6 enchanted adamantium warhammer heads. Needs a master craftsman to put handles on them. 9. Adamantium tools (choose one): Mining picks and hammer; stone carving tools; gem cutting tools; lock picks and prybars. 10. A map of a small part of the dungeon (may be useful if the players are struck). For example, a map from defeated adventurers among other parts of their gear; a crude bullywug map scratched in a piece of leather that points to water (wave) and food (fish); an old dwar- ven construction plan that shows the area in an earlier stage; a map left by the elvish cultists that leads to a danger or trap instead of the promised treasure. 11. A tooth necklace made from perforated teeth of danger- ous beasts. Worthless for most, it is a status symbol among the bullywug (+1 CHA).

The following items are unique and should be carefully placed by the GM.

12. Spear made from a bone of a gigantic fish, with a wicked sharp Jadium spearpoint. It causes extra dam- age to undead and golems without chipping. The owner can swim at 3x normal speed while holding it. Close proximity to the Jadium starts to take effect after a few months. Probably carried by the leader of a bullywug tribe or expedition.

39 BACKGROUND NOTES THE LEGENDARY HALLS OF BARDOZ

Bardoz

BARDOZ was the dwarf Geomancer that built the maze in BACKGROUND NOTES 2-C4. He was also the Chief Engineer of the Pickaxe Con- sortium. He died in a magma accident and his followers venerated him by carving all the dwarf heads. Timeline It is said that Bardoz was the one to discover this great dwarven city, and at his death, he was worshipped as their • Around 3000 years ago, the Snakemen awaken. The patron god. This great under-city holds many secrets, and Evil Snake Priests create a temple deep underground. many foul things. After the great calamity, many dwarves Below it they imprison few Darker Spirits, too unwieldy have tried reclaiming this ancient fort, and all of them failed even for them to handle. (though some lasted longer than others). Amphisos has • Approximately two centuries ago dwarf geomancer spent many years documenting and trying to uncover the Bardoz (and some adventurer friends, unnamed and mysteries of the great calamity (perhaps he wishes to har- some mayby minotaurs) discover the temple. Battle ness it). emerges and the Evil Snake Priests go extinct. Bardoz Perhaps Amphisos with his tattooed body triggered the smells adamantium in the rock walls. Unnamable Scribbler. “I WANT SCRIBBLES ON MY BODY TOO”, ordered the ghost of Bardoz. And his pet rock famil- • After a lifetime of adventuring, Bardoz returns to the iar arose from deep slumber and started to write forbidden temple with his friend Urist the Miner. Together they magic runes on every Hall of Bardoz. And when the ritual found the outpost, and begin mining the adamantium. ends, the ghost will have a body again—the whole dungeon. With their newfound wealth the outpost grows and the And a giant stone golem will rise, with a carved hill as head, legend of Bardoz expands. Many wonders are created, a huge cube as body, two arms of water and two legs of such as the maze (2-C4) and the golems. The dwarfs magma. do not clear the temple, instead work around it. A re- Following obscure hints, collecting right things and al- quest for mummy-slaying paladins gets stuck in dwar- lowing Bardoz to manifest one allows the whole dungeon to ven byrocrazy. transform into a DWARFIMUS MAGMATRON. • Bardoz dies tragically in a magma-related accident. He is worshipped. The Head is carved. Calamity • Magma Doctors move in suspiciously fast after the fu- neral of Bardoz. Urist drinks himself to grave. Whatever the final boss is, it should be from the deepest • The Doctors built on Bardoz’s work and notes and dark pits of the earth. Perhaps a demon of some sort? cranked it to 11. I think the invaders should be elemental spiders that can • The human village of Klemt starts to form due prosper- move through rock without needing tunnels, they crave the ous trade. calcium in bones and ignore the mineral wealth of the dun- geon. They left long ago, but a few were killed and their • Around 140 year ago: THE Calamity, death of the out- stone corpses still decorate the lower level. post and of Klemt. Some say that the dwarves became ’Wandering Monster’ The Final Boss does not have a room mad and killed themselves. Some blame the elves. as a lair. He finds them when he feels like it. Some say that a wave of gigantic spiders ate everyone. One lazy Flintspider the size of a warhorse remains sleep- Or that the golems turned on their masters. Whatever ing in the solid rock, waking up every few months and grab- happened, only few survived. bing a tasty boney critter to snack on and goes back to • The Halls were empty for a while. Then various beasts sleep. and demihumans began to move in. One of the first I agree that this dungeon does not need a True Final were the nasty bullywugs, rising from the underground Monster, place is far interesting as we are only seeing the lake where they had always lived in. remnants of the true Calamity and Things that killed the dwarves are long gone (and there is no need for them to • About 50 years ago, Alice the Druidess arrives and stay here). We are only seeing what happens afterwards to claims Deep Lake as her personal Sacred Grove. the ruins and how it receives new life/unlife afterwards. • Few decades ago, Sean the Shadowfail moves in and I’d say that the Grat Hungru One is not related to the disappears in a freakish spell failure. Shadows become Flintspiders but might have arrived in the Halls of Bardoz longer. because it sensed a kindred spider. Of course the bullywugs have gotten the spiders confused after the Flintspider once • The undead ghouls rebel from the Undead Platoon and massacred their numbers. start their suburbia. Mummy-slaying paladin finally I believe that if the dungeon kept on going deeper, you arrives and lays siege to Suburbia, but they are forced would eventually find the huge caverns that the rock spi- to retreat. ders, mushroom men, and various other things came from. • Few years ago wizard Amphisos started his research When the dwarves stuck into this place in search of more here. He makes steady progress (unlocking 2-D3 for adamantium (digging too deep), they were attacked by the his own home, various biomancy experiments) but creatures they unleashed. They had to close off the mines lately has been stuck. It seems that something is first, then the main forge areas, leaving them with just the blocking him. . . such as his insufficient insanity. But first few layers. The rock spiders and other things are held how long he can resist the madness of these dead back by the lower tunnels being walled off by adamantium. halls? How long until he too snaps and succumbs to Though the warriors were able to repel the creatures with the fate of all who dare to venture here? adamantium after a great effort, they were forced to leave

40 THE LEGENDARY HALLS OF BARDOZ BACKGROUND NOTES

their great Homeland due to not being able to mine to sus- tain themselves. The Big Calamity was a spell that didn’t go as planned. Elemental Discord Greatshout is a spell known by a few efreeti. It was cast by a Dwarf. The spell triggered all of the golems, even the sacred ones, into a killing frenzy. Three days later, they all stopped attacking and went back to nearly their regular behavior. The survivors left. All be- cause some idiot Magma Doctor wanted to build a cannon that used berserking golems as ammo. I do like this variant yet me thinks that we should not nail down what actually happened, just provide ideas. That said, I can see a Magma Doctor McCrazyCannoneer casting Elemental Discord Greatshout and then the GM go- ing “Hey did you notice is what is the range on this spell?” —“I think it was Touch? Can I now fire this killerbonebloodmagma-axe-golem? Need to find out if it survives the impact. . . ” —“The range is 500 metres, mister Calamity.” —“Uh oh. I am going to fire the cannon anyway. If it works lets warn everyone. . . ”

41 . . . AND BEYOND THE LEGENDARY HALLS OF BARDOZ

• Der UberOberReaktor with Magma (500 M DV): The Magmatron is capable of limited flight. It can also shoot a magma-beam regularly from the reactor. Every . . . AND BEYOND occupant takes 2d6 fire damage per round, increasing every day. The Dwarfimus Magmatron Somehow the Magmatron is almost stable with this set- ting. It will however catastrophically deassembe if any- Fellow Dwarves, feast your eyes on the first edition of THE one touches the LEVER, removes any of the Bardoz DWARFIMUS MAGMATRON! To operate it, just gather Heads or pulls the Sword of Bardoz. Its destruction has the Heads of Bardoz, start the reactor, insert the Sword the power of volcanic eruption with pyrokinetic cloud. of Bardoz to is proper location, and PULL THE LEVER! • Der UberOberReaktor with Bleaky (666 M DV): If the Please note: Activating the Magmatron will utterly anni- players have managed to pull this off (all NPCs are suf- hilate the rest of the Legendary Halls of Bardoz as it will dig ficiently sane to not attempt this), the smartest way is through anything to assemble itself. to use Magmatron as an ICBM—it has power to devas- tate half a continent with heat and unholy damage. It has the coordinates for Elven Kings Summer Palace at least pre-calculated. If they don’t launch it immediately, The Bleak One takes control of the Magmatron and is now a freakishly speedy eldritch monster. • Der UberOberReaktor with Magma and Bleaky (??? DV): Why PCs Why??? The Magmatron becomes an Unholy Sun that will consume the whole world in 3d6 weeks without divine intention. Even Lawful Good gods will ally with Chaotic Evil rivals to combat this from happening.

The Magma Doctors

Among the Dwarfkind, there exists fragmentary rumours of insane doctors who sacrificed their minds for Magmahood and destruction. In the darkest whispers, it has been even said that the Doctors could cast magic. The whispers are true.

PLAYING A MAGMA DOCTOR The player character must be an unlawful dwarf who has learned Magmic Lore, either from a teacher (extinct) or from Figure 6: Magmatron (OC). some bloodsoaked grimoire etc. No other species has suf- ficient mental deficiencies—and one must be born a dwarf, Several Head of Bardoz can be found nearby: no cheating! Hit Dice: d6. All other progress akin to Wizard. May • in Hendricksons Tavern, in the town of Belle wear metal armor and cast spells, provided it is sufficiently • Simon the ghoul hermit, 1-A2-2 Magmic (x3 cost and must be metal). • in the grave of Urist the Miner, 1-E5-2 Instead of Vancian Magic, the Dwarf Magma Doctor casts using Sanity. The Doctor has a Sanity Cap equal to his • in the treasure of some ogres, 2-A5-2 Wisdom. Sanity does not replenish on its own but when • Jo-Jim the Mongrelman Champion, 3-A1-2 the Doctor performs Dwarven normal stuff such as killing • Runegar the Dwarven Stealthmage, 3-B4-1 Elves/Goblins, drinking way too much, mumbling about grudges, eating delicious cheese, sleeping in a properly The GM may add more or change this list. hard rock bed and CREATING CRAZY INVENTIONS, he Power Settings (aka what you have filled the reactor with) gains one sanity back. Particularly Dwarven deeds might reward more sanity. However, one source of sanity works • The Regular Magmapump (13 M DV): The Magmatron only once per week usually. will be mostly immobile (5 feet per minute) but can con- Magma Doctors have access to spells like a Wizard of vert itself into a MAGMA-ARTILLERYTRON capable of equal level. He cannot learn Lawful or Plant/Water magic, launching magma balls for 10 kilometers. 1 launch however. uses 1 M DV. Using the reactor fully is the only safe To cast a spell, the Doctor sacrifices Spell Level amount way to turn off the Magmatron. of Sanity (minimum of 1). • The Monster Magmapump (120 M DV): The Magmatron If the Doctor reaches 0 Sanity, they gain a temporary Mi- is a bit sluggish but can move as fast as a regular nor Insanity. They can continue casting. dwarf. After every week active, roll d6: with 1 a com- If Sanity becomes negative, the Minor Insanity might be- partment breaks completely. When the reactor breaks come permanent (save etc.). If Sanity becomes negative the whole thing melts into a magma lake. Wisdom, the Minor Insanity becomes permanent and save

42 THE LEGENDARY HALLS OF BARDOZ . . . AND BEYOND

vs. Major Insanity. After that, the Doctor can continue to cast but must save vs. Major insanity EVERY TIME. For every level gained, the Doctor loses one way of regaining Sanity, such as drinking. For every three levels, the Doctor gains a permanent Minor Insanity. For every five levels, the Doctor gains a permanent Major Insanity.

The only ways of restoring Sanity that cannot be lost are related to Magma, Fire and INSANE CONSTRUCTIONS. Note: There is actually not that much connection be- tween magma and the Doctors. The innate elemental con- nection of dwarves and mountains just makes it so that they most likely will start digging molten rock more as their insanities spread. One could theorize that Elf Doctors would be mad about trees etc. with similiar burning fervour. Luckily, no elf has ever been mad enough. TRDR: Fukking powerful at lowest levels, then becomes obsessively crazy, mad and insane FAST! PS: All proper Dwarves will HATE a Magma Doctor PC with unimaginably deep rage. As does almost anyone with some kind of sane intelligence.

DWARVOLT

The dwarvolt (DV) was named in honor of Professor Dwar- volt, a pioneer in the field of Earth Energy. It is a measure of releasable energy. If an energy burst can completely va- porize a dwarf wearing safety armor with protective magical shielding in one second, we call that 1.0 dwarvolts. Note Note: If the GM wants to pick a random location, then the that a 1 inch magma blob with a power output of 0.002 coordinates can be determined by 2d12 (or d100/4) for the dwarvolts can power a medium magma golem for decades. X-coordinate and 3d12 (or d100/3) for the Y-coordinate, which gives in most cases a point around the center of the lake (or a random point of most of the map). Alternatively, diameter power output pointing at the map with closed eyes works too. 1 inch 0.002 dwarvolts 6 inches 0.06 dwarvolts Figure 7: Map of the Deep Lake (OC). 1 foot 0.5 dwarvolts 1.23 feet 1 dwarvolt 2 feet 4 dwarvolts This six mile long cavern is half-filled with water from surface rivers. It has steep walls and clean warm water. 3 feet 14 dwarvolts The water is hotter in some areas. Sections of shoreline are 4 feet 268 dwarvolts meager and sporadic. The lake extends very far southwards 5 feet 500 dwarvolts and is surprisingly deep at the eastern end. It is dimly but 50 feet 586 million dwarvolts elegantly lit by a glowing ceiling moss providing an eternal twilight. The moss is different colors in different areas. The Table 1: Magma blob spheres diameter power output green section are islands, all have many different lichens and mosses that are dominantly green. The lake has two affluents in the north and one in the east, which are not navigable by boat. A small river (ex- The Deep Lake tremely difficult to traverse) leaves westwards. Following it seven kilometers and surviving the troll-nest of Kurnu al- The players may want to explore the huge underground lows one to reach the surface. lake, or may be forced to leave the Halls of Bardoz, flee- There are a few predatory denizens of great size and ing from a powerful foe. In that case they need a seaworthy prowess. ALICETHE DRUIDESS spends much of her time vessel, for example the Tankmarine (aka the Lake Cabin, in the form of a plesiosaur. She has tended this lake like see 3-A1-4), the giant brass fish from 3-C5-1 (which can her personal garden for many years, bringing rarities from be quickly repaired to make it float but not submerge), or a exotic places. The largest beast is an ichthyosaur that Alice large selfmade raft. The boats from 1-A1-3 or 3-B5-2 are named GRUMPY, who is clever and sneaky. Giant walking probably too small and not in the best conditions—an at- catfish are much smaller but still can swallow a small dwarf tack of a large creature may easily capsize or destroy them. in a single gulp. Giant crabs can grow a shell 6 feet across Alternatively, the players may use swimming or flying (be- and climb up rough rock walls. The freshwater squid can friended, charmed, summoned, etc.) creatures. be dangerous if you are in the water. They are only about

43 . . . AND BEYOND THE LEGENDARY HALLS OF BARDOZ

7 feet long, but they have beaks like eagles and travel in packs. A very large variety of bats are present, the tiny bloodsuckers are the most annoying. Bullywugs are so common in the dungeon because there are numerous large tribes of them living in the lake. More show up regularly, which is handy, because the predators eat them faster than they can breed. Eyeless fish will follow the boat a bit too closely. Fish, wood, and odd items from the surface world are washed down.

44 THE LEGENDARY HALLS OF BARDOZ FACTIONS AND NPCS

RUBY AND PEARL

Ruby and Pearl, a pair of young female wizards, twins FACTIONS AND NPCS and red-headed, race (apparently?) human. Currently ap- prenticed to Amphisos, which means they’re doing all the drudgework. Residing in 2-D3. A number of both established, but not well developed. More ideas never hurt! MAXWELL

Maxwell, Human Wizard. Amphisos’ ancient butler who is currently living in 2-D3. Competent and probably long suf- fering.

MR. WHISKERS AND SKITTY

Mr. Whiskers and Skitty. Dire Lion Familiar and Awakened Illusion of a Dire Lion, respectively. Servants of Amphisos and spend most of their time in his quarters in 2-D3-9.

CRANKY FRANK

Cranky Frank, either an awakened apple tree or an apple treant. Guards the secret entrance to the mines north of 2-C3.

The bullywug tribe (and related creatures)

They primarily occupy 1-E4, though small parties of them can be found roaming the dungeon most anywhere there is water. Very proliferant, which is good because they sit at the bottom of the food chain here. Consequently, their territory is raided with some frequency by various predatory wanderers. They belong to the Deep Lake tribe of the Reds (from their eye color). Whether the CANNIBALISTICFROG FOLK from 1-A5-2 is related to this tribe or not is up to the GM.

SWAMPAXE

Swampaxe is a barbarian and the bullywug chief. His axe is magical and whispers things to him in his dreams. Terrible things.

Figure 8: Some of the NPCs (OC). GLEMMORTH

Despite his eldritch name, Glemmorth is actually a coward who knows little of magic nor leadership. His father in turn Amphisos and retinue had been wise (for a bullywug) and cunning and because of this his son is as much revered. He mostly casts using his A group of newcomers to the dungeon, likely not here more inherited holy staff, which can d3 times a day: than a year or two. Most of the retinue stay within 2-D3 and maybe 2-C3 unless Amphisos needs their assistance • bless a follower with +d3 hp and +1 to hit, with something. • spew forth black corrosive blobs (2d6 damage), • cast darkness. AMPHISOS Glemmorth is the one who has converted the majority of Amphisos, Human (?) Wizard. A bio-researcher and col- the tribe to worship the Grat Hungru One, for he had no lector of oddities both mundane and magical. Here in this other ways of handling it. ruined Dwarfish outpost to research the variety of magi- cal phenomena and wildlife, as well as keep his research GLIB hidden from prying eyes, looking at you Klauffextor. Rea- sonably chill, but of dubious moral fibre. Living quarters Glemmorth’s apprentice. Glib is constantly harassed and are in 2-C3 and 2-D3, though much of his research takes insulted by his master, since he is far smarter and pious place upstairs in a number of areas in the eastern wings of than he is. He wields a nonmagical staff with a dead snake the outpost, namely 1-C3, 1-D3, and 1-E3-1. tied to it. Currently, he mostly handles the medusa Alyssa.

45 FACTIONS AND NPCS THE LEGENDARY HALLS OF BARDOZ

ALYSSA SERPENTINE ABOMINATION

Alyssa, the blinded Medusa. Formerly of some association A botched attempt by the cult to summon up some heavy or romance with Amphisos, though the exact nature of that support, this creature has been locked into the chamber relationship, its end and what happened to her eyes (a re- in 1-C1-4. It sits there hungry and murmuring twisted cent misfortune, judging by the handful of petrified crea- phrases in a dark tongue, gnawing at the bones of the tures in 2-D3-3) are unknown (and thus up to the DM). cultists who were too slow to escape the room. She has taken refuge amongst the bullywug tribe, as they Note: The cultists can be detailed by the GM, as they are are the only ones who aren’t interested in eating her, and rather standalone and easy to customise fitting the GMs provide a convenient meat shield against anything that is. own setting. Some more or less serious options include: 1. The majority of the cultists is young (60 to 90 years) elves going through their rebel phase—teenagers basi- GRAT HUNGRU ONE cally. As such they are worshipping Heavy Metal and The Grat Hungru One, a Huge Monstrous Spider. Currently getting far too exited about it. Most Elf PCs should be occupies the caves in 1-E3 and under 1-E4. Worshipped only ashamed of the idiots. The High Cultist is either as a god by the bullywugs, to whom they sacrifice one of insane or too much into his role. their members each day at the spiral staircase leading down 2. The elvish cultists are Dwarfophiles, they draw facial to its lair. Acts as a barrier between the bullywugs and the hair on themselves, and speak Dwarvish (in a false Ratmen tribe in 1-E2. deep voice) by preference. They drink Dwarvish ale in tankards, they brought barrels of it with them. Some even wear false beards. THE MANTICORE 3. The elves entered the place to loot the halls. When A hungry beast that nests within 1-E4-5. Dislikes the taste they desecrated the dwarven shrines and altars, they of bullywugs and only kills them out of boredom, so it is were hit by a curse of insanity. Alternatively, they en- often out roaming the dungeon looking for food. countered a dark denizen (perhaps related to the black scorpions and the nether portal in 1-B2-1) that needs sacrifices. The Ratfolk tribe Shroom Cultists They occupy 1-E2 and 1-E3-4. Sometimes sends scouting parties out into the dungeon for food and supplies. Terri- A collection of odd people living in 2-E1, where they wor- fied of the Grat Hungru One in 1-E3 and have been taking ship a massive mushroom that has been growing here. issue with Klaffextor’s cats’ nosing about. Their leader and Whether they are actual mushroom people or regular in- broodmother is Priestess Deathwhisker. fected with some sort of parasitic fungus or even just regu- lar nutters is up to the DM. Nominally agreeable and trade with the Ratfolk and probably Bullywugs at the least. They PRIESTESS DEATHWHISKER have been attempting to breed trained War-rats.

Priestess Deathwhisker is as nasty as a drow matron, and DEATHCAP, THE SHROOM CHIEF she is a lycanthrope, too. She can be a human woman when she wishes, she likes to pose as an adventurer, go to Leader of the Shrooms, who has been having a problem towns and lead groups to the dungeon. She worships the with a giant salamander taking up residence in the Cult’s Trickster, a goddess of shapeshifters and backstabbers. primary water source.

THE CHOSEN SHROOM Elf Cultists Champion of the Shroom Cult, insists a party member duel him before they can see the chief. A group of Elvish Cultists that have occupied a number of chambers within the dungeon, primarily within 1-B2, but roam the dungeon frequently. Who or what they worship The Undead “Suburbia” is unclear, but based how much it hurts to look at their tentacle-esque idols, its probably nothing good. A collection of living chambers in 1-A3 and 1-A2. Under the leadership of their "Mayor", Lady Gretchen, a crude fac- simile of village life has been recreated here, populated by HIGH CULTIST FATHER ALEX ghouls, zombies, skeletons and a variety of other lesser un- dead. Though they initially attempt to put on a friendly (if Father Alex is the leader of this group, usually found in 1- decayed) face, ultimately they will succumb to their darker B2-3 or 1-B2-4, where he meditates and leads dark rites. urges attempt to eat any of the living who happen upon He is a very happy and extremely cheerful fellow, he sings them. perky upbeat songs, often dancing as he does so. His fol- lowers try to keep up with his energy level. Too bad they all “LADY MAYOR” GRETCHEN do horrible things to the people and creatures they catch. They are convinced that they will be rewarded by the Whis- A Ghoul Cleric of Orcus. A cheery sort and clear out of her perers from the Far Realms when they open the path. They gourd, Gretchen is the founder and leader of the undead are all also a few guppies short of a full aquarium. who dwell in this part of the dungeon. Perhaps because

46 THE LEGENDARY HALLS OF BARDOZ FACTIONS AND NPCS

of her delusions, she is better at managing her urge to eat front row and yell at the fighters. One of her favorite forms faces then her people and is willing to talk and trade with to be is a plesiosaur. She is less picky about who she eats the party, perhaps even assign them a quest or two. Prob- than most elves. Encounters with her are quite rare, but ably for fresh corpses. Or even not fresh corpses. She’s not most often happen when you are in a little boat and she picky. pops up for a chat. This does not always end in being a snack. Alice has had spies gather information before she PETE THE BUTCHER shows up. This means she is in a talking mood. It does not mean you will like what she says. A violent ghoul who serves as the town’s huntsman and She strongly believes in letting the weak be removed from butcher, dragging back the bodies of any he kills for the the gene pool. If an invading force moves in and wipes town to feast on. Is under no illusion as to what he is and out all the bullywugs, including her minions—she wouldn’t will happily carve up the living on sight. stop it. A fair sized tribe of bullywugs worship her as a de- ity. They are her terrified and loyal servants and spies. Her SIMON, THE HERMIT spy network also includes blind fish, large crabs, normal sized spiders, tiny mice, and bats. Another Ghoul who lives on the northern edge of town, Alice doesn’t care about critters eating or damaging her across the gorge splitting 1-A2 in half. Tends to an herb moss gardens on the islands, those are test crops to see garden containing a variety of helpful and sometimes mag- what works best. She has bullywugs replant periodically. ical plants. Her glowmoss ceiling is something she cares a lot about, It took decades to finish. Taking some samples is fine, but FRANK, THE “CRIMINAL” if you start fireballing it, you will get a personal audience with her. A male ghoul currently hanging from the gallows of the sub- She despises undead, and keeps Deep Lake clear of them. urbia’s “town square” (1-A3-5). As an ex-adventurer, he A few wash down from the surface or wander in, but they knows the layout of the first level of the dungeon fairly well. do not last long. Alice will tend to them personally if they cause trouble for her minions. Her bullywugs, fish, and ESHCL THE GNAWER squid servants search the lake for the glowing green crys- tals called Jadium and deposit them on the beach at the Gretchen’s apprentice, a ghoullywog. He was sent to re- entrance to the Legendary Halls for the landwalkers to haul cruit the Dwarven grudge spirit Ghostkiller and to scout away (3-B5). She knows they are dangerous and has been the lower levels, but didn’t return. Currently he is stranded cleaning them up for years. She does keep the biggest ones in 3-A4-1. and uses them in an isolated cave hatchery for testing. Of course she does. Don’t worry, I’m sure it will be fine. The Mongrelfolk Long ago Alice sculpted parts of the lowest level of the Halls and took residence for a short while (see (3-A4, 3- B2) but left it unfinished and moved to the lake. She left A group of mongrelfolk children, living at the bottom of the behind a group of mongrelmen orphan children she had gorge under the Undead Suburb, in 2-A2. Non-hostile and gotten from somewhere else. She gave each one a dag- rather helpful if treated politely. ger, some water and some food. She released them in the Bardoz Halls and told them to watch their backs. One of KALITA these children was Kalita from 2-A2-3. Kalita is mixed up, well. . . she does have rats in her skull. By far the eldest Mongrelfolk of the group, appearance is a mix of all races in dungeon. Has a mother-children rela- tionship with the rest of them; she certainly refers to them GRUMPY THE ICHTHYOSAUR as her brood and she’s old enough. Friendly and willing to BULLYWUGS help polite PCs. The bullywugs of the Deep Lake are divided into theree large JO-JIM THE MONGRELMAN CHAMPION tribes, with some unrelated small independent groups. The second-oldest of the mongrelfolk has two heads with different personalities. He left the group and started ex- THE REDS ploring the halls, collecting some wonderous items. He now Named after the colour of their eyes. Bloodthirsty. Chief resides in 3-A1-2 with a pack of war rats. Swampaxe and the whole tribe from 1-E4 belong to the Reds, as does the group in 3-D1. The Deep Lake inhabitants THE SPIKES ALICE THE ARCHDRUIDESS They have spikes on their back, perhaps a mutation created Alice the (Arch)Druidess is a female elf that retired from a by Jadium crystals. They are even more crazy and blood- long career of adventuring 50 years ago. During her long thirsty than the Reds. Warlord’s group in 3-C5 belongs to life she was known under different names, like Miss Alice, them. Aliss, the Earth Druidess, The Great Lake Goddess, and Alyssandrakonika. AXERS She settled down, turning all of Deep Lake into her Sa- cred Grove. She is a cheerfully bloodthirsty person, much They are extremely bloodthirsty and like showy decapita- like the little old ladies that go to boxing matches, sit in the tions with the stone axes that gave them their name. They

47 FACTIONS AND NPCS THE LEGENDARY HALLS OF BARDOZ

Near the Halls of Bardoz and in most of the third dungeon level, the distribution is more equal: Each random encoun- tered group has a chance of 1 in 3 to belong to one of the three great tribes, except when near one of the lairs—then it most likely belongs to that lair. Because of the choke- points between dungeon levels 2 and 3, most of the bully- wugs encountered in the first two dungeon levels belong to Swampaxe’s tribe from 1-E4.

Independents

These various creatures have no real relationship with any of the above groups, aside from attempting to eat them.

ABRAXAS THE ANIMATED HEAD A severed but seemingly still alive humanoid head locked into the southwestern cell in 1-D1. Begs the party to take him with them, as he has been very bored. He is cursed with immortality but blessed with poor memory. He only remembers back about 5 years even though he was born long, long ago. He is pretty crazy, never sleeps, and rarely shuts up. He is often funny, but drives people crazy. Alternative: Judging by his location within chambers Amphisos largely controls, he’s most likely responsible for the head. Unruly apprentice? Caught thief? Failed rival? Any number of interesting possibilities here.

THE FUNGAL COLONY A huge mass of fungus mutated from the original dwarves’ Figure 9: A member of the Spikes tribe of bullywugs (OC). mushroom stock into a sentient and predatory collective. Has completely taken over 1-A4 and is starting to spread into surrounding areas. Is capable of projecting illusions collect skulls and do nefarious rituals with them. The ma- and uses them to lure unsuspecting prey to their doom. jority of the Deep Lake bullywugs are Axers, including the Has figured out that sexy women make for good lures, so part that reveres Alice as the Great Lake Goddess. They has been using the illusion of a giantess priestess named didn’t settle in the Halls of Bardoz yet, but did drive the SOPHIATHE SULTRY lately. Seems to be in communication other two large tribes into this more dangerous area. with the elf cultists.

INDEPENDENT BULLYWUGS LORD LART VON KLAUFFEXTOR These groups are small and isolated. They include for ex- An evil wizard with an interest in the outpost. Has been ample rebels or outcasts from the main tribes, with the sending in magical cats to scout the dungeon and monitor same appearance but not as aggressive and bloodthirsty, any interesting phenomena hunt for artifacts. Is nowhere and groups with random mutations due to the Jadium crys- near the outpost itself, but could be brought there if some- tals. Two such groups are described in the following. thing was sufficiently alluring enough. Unknown rela- The Greens: Due to Jadium radiation, a bullywug tad- tionship with Amphisos, though they are almost certainly pole mutated and when growing up developed an additional aware of each other by now. stomach and a huge green belly. The offspring shows the same mutation: They are able to eat plant matter, but since MS. SCARLET, A YOUNG RED DRAGON adulthood they can’t digest animals anymore. They fled the tribe and survive hiding in a remote island. Ms. Scarlet (adopted name to hide her real draconic name) The Godspeakers: A failed experiment of Alice. The bul- is a young female red dragon that has settled into the work- lywugs born in her Jadium filled cave showed superior in- shop in 1-D5 with the beginning of her hoard. telligence but also several crippling mutations including in- She likes to talk to bipeds and speaks Common and sev- fertility. She took the survivors under her protection and eral other languages. She also likes to eat them. She really taught them Elvish and the way of the druids. Now they likes toying with humans and other bipeds and adopted her act as her emissaries to the wild tribes, tend the Deep Lake name to help ease the encounters. She is not as arrogant in her abscence, and talk to the various animal minions as most red dragons, and she doesn’t consider herself in- before reporting back in broken Elvish. vulnerable. She can detect magic at will, become invisible 3× per day, and can move quietly. DISTRIBUTION She lost most of her treasure and her lair in a fight with another dragon. She has no magical items and wants to The population of the Deep Lake is composed of around get some. She found and killed the tunneling monster that 50% Axers, 20% Spikes, 20% Reds, and 10% independents. made the entrance and took over its lair (alternative: She

48 THE LEGENDARY HALLS OF BARDOZ SOURCES

tunneled in here not too long ago, drawn by the warmth of • Azgaars world builder, Donjon’s town builder, d20 the magma.) She is likely planning on clearing out some town builder of the surrounding rooms in search for loot and modifying them to her liking.

RAGECOMBUTION A fire elemental previously summoned by Amphisos that was trapped in the caverns in 2-A4 after a cave in, with the only remaining passage out being flooded with water from 2-B3. Frantically lonely and delighted to see the party, to the point where he starts getting pissy if they attempt to leave. A very good boy.

TAD, THE AWAKENED FROGHEMOTH A baby Froghemoth that lives in the pond in 2-C3. Friendly, though a bit clingy and has a poor comprehen- sion of personal space or that people might not want to live on his little island for the rest of forever.

THRALDRIM A Fire Giant who has busted open one of the magma pumps in 2-D5 in order to create a hot bath for himself. Is presently relaxing in 2-E5 and is not showing any sign of leaving any time soon.

THE UNSPEAKABLE Some. . . thing is roaming the halls of the outpost. Amor- phous, hideous and seemingly unkillable, it drags itself around the dungeon, using acidic pseudopods to etch strange, eye-watering runes into the walls, floors and ceil- ings, seemingly completely at random. It thankfully seems to be completely uninterested in anything it comes across, living or not, but woe unto those that provoke it. Amphisos and Klaffextor both seem to be keenly interested in what the beast is, where exactly it came from and what precisely the runes it has been etching mean.

SOURCES

• https://archive.4plebs.org/tg/thread/68095390/ (first thread with dungeon levels 1 and most of 2) • http://suptg.thisisnotatrueending.com/archive/ 68095390/ (same thread) • https://archive.4plebs.org/tg/thread/68215731/ (second thread with dungeon levels 2 and half of 3) • https://archive.4plebs.org/tg/thread/68300964/ (third thread with dungeon level 3 and various editing) • https://archive.4plebs.org/tg/thread/68493375/ (free art collection and editing) • https://archive.4plebs.org/tg/thread/68571251/ (Write + Request thread for the island background) • https://archive.4plebs.org/tg/thread/68525593/(A few notes on the island background) • https://archive.4plebs.org/tg/thread/68598483/ (random treasures, island background) • https://archive.4plebs.org/tg/thread/68740379/ (short lived update thread) • https://archive.4plebs.org/tg/thread/68804116/

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