Dwarven Kingdom (Basic)
Dwarven Kingdom (Basic)
Dwarves of Rockwater
by Angelo Bertolli
<[email protected]>
http://www.geocities.com/copperblade/
"Dwarven Kingdom" is an adventure written for original interest.] The rust monsters from room 63 have been in
D&D (for use with the D&D Cyclopedia). The original here.
maps used were from TSR's B4 module known as "The
Lost City." The adventure does not relate to the module in (61) (No stairway. Allow them to dimly make out the
any way. edges of this room.) [You enter a huge room, about 70'
square. There are three other doors exiting this room. You
The adventurer levels vary greatly depending on how the notice several large holes in the floor, about 5' wide each.
adventure is run. If the characters are generally smart, Suddenly a giant scorpion climbs out one of the holes and
cautious, and do not feel as though they have to kill pauses for a moment. It stands extremely still. It is about
everything (they are able to choose their battles wisely) the size of a small horse. Then another scorpion emerges.
then they can be as low as levels 3-6. If the DM makes it And then yet another. They quickly run over to you...]
difficult for them to avoid confrontations, or they are This is a giant scorpion lair. More scorpions can emerge as
suicidal, they need to be at least level 10 to survive this a battle ensues, but if the characters are getting killed off,
adventure. the DM can have them stop coming for a short while until
they can at least get out of the room. The scorpions should
This is a dungeon crawl. There is no plot that comes with emerge from the holes sporadically, not just once every
the actual adventure. I used it for a quest to ask for aid in round. The DM can wait a few rounds, and a couple more
a time of war from the dwarves. You can make up your emerge, then wait another 10 rounds and 4 more emerge,
own story behind it. etc. It is possible that different characters will have to exit
out of different doors to get away from the scorpions
-Angelo- (weaker NPCs should consider this, but check for light).
Remember to check for light if anyone wants to jump in
one of the holes. If this happens and they have light, you
Dwarven Caverns should make up passages as they go along, but they won't
get far because ALOT of scorpions will attack.
[Check for light.]
Giant Scorpion from Rules Cyclopedia.
There is a 40' steep incline down to get to the first room
of the caves (58). They will need ropes to get there. Most (62) [You enter a room with piles of bones in the corners.
doors (made by dwarves) are 6'x4' and made of iron. Use The bones seem to be of different races, but most are
the key for the tiers with adjustments as described below. dwarven. You see a small treasure chest under a pile of
bones in the far corner.] Before the characters can get to
Tier 6 (The Entrance) the chest, they are surprise attacked from behind by 2
wraiths that were hiding in the shadows of this room.
Wandering monsters: Troglodyte (1 in 3 chance in each
long passageway) Wraith from Rules Cyclopedia.
Troglodyte from Rules Cyclopedia. Treasure Chest: Has a poison dart trap (save vs. wands to
avoid) for 1d4 damage + poison (save vs. poison, 3d6 dmg
(58) [You are in a 40' square cavern. There is a door + sickness). It contains a jewel-encrusted golden throwing
straight ahead, and one to the left. Back up is a steep hammer worth 1800 gp. This hammer looks like it was
incline up 40' leading back. The doors are made of iron.] designed for decoration, not usage.
This room is bare.
(63) [The door to this room has been rusted off the hinges
(59) [As you enter the room, you see a dark shape over at and is completely gone. In the room, you see 7 large,
the far wall. It begins to ooze toward you.] This is a black armadillo-like monsters and they're coming straight toward
pudding, it attacks. It has no treasure. This room is bare. you.] The room is bare except for some tracks of rust.
Black Pudding from Rules Cyclopedia. Rust Monster from Rules Cyclopedia.
(60) [The door to this room has been rusted off the hinges (64) [As you enter the room, you startle two creatures that
and is completely gone. Upon entering the room, you see a look like a cross between tiger and human. They were
sprinkling of rust scattered around, but nothing else of any tearing and eating the flesh of some kind of scaled reptilian
or amphibious humanoid which is dead on the ground.
There is another door on the other side of the room. The (67) [This room is damp. The wall on the other side of the
two creatures look at you cautiously.] If the party is room seems to be crawling, almost living.] If approached,
threatening or makes advances, they will run out the other they will see thousands of tiny holes in the walls with
door. The weretigers stay inside the passageway, waiting various insects crawling in and out of them. They will also
to ambush the party if they follow. The reason they want to notice a large number of insects on the floor near the wall.
attack them here is so that the party cannot surround them. Other than this, the room is empty.
They were eating a troglodyte.
(68) [This room is messy with pieces of rock lying
Weretiger from Rules Cyclopedia. everywhere. One of the walls is very rough and looks like
it has been mined with a pick to a minor extent.] Upon
(65) (This room is lit by torches.) [Creaking open the door examining the rocks, the characters can see it is some kind
to this room causes an extremely foul stench to pass by of ore of a worthless metal. A dwarf will know it is iron
you. You step back for a moment, trying not to choke. ore.
You see a large number of humanoid reptiles with short
tails, long legs, and spiny combs on their heads and arms. (69) [Your boot goes crunch as you step on a bug that is
They seem crammed to fit in such a small room. You can crawling around here. You see a several others on the floor
probably leave unnoticed if you close the door now.] This of this room, among the thousands of mushrooms that
is a troglodyte lair. There are 20 troglodytes in here at any cover the entire floor and walls of this room.] The
given time, and about 40 throughout the tier. There is a mushrooms taste very bitter, but are not unhealthy.
save with a -4 penalty vs. the nauseating stench when the Anyone who is not used to them will get only slightly sick
characters are within the room, otherwise they will be too for a little while after eating a lot of them.
nauseated and suffer -2 to melee rolls when in the room.
There are straw beds around the room, old backpacks and (70) [This room contains 5 dead and torn bodies of
other stolen equipment such as picks, shovels, tinder boxes, troglodytes, and one dead giant scorpion. The bodies are
and torches. There is also a wooden chest hidden under a all covered with insects that are feeding off of them.]
big pile of straw containing the lair treasure. There is nothing interesting in this room.
Lair Treasure: 1500 gp, 1000 pp, 8 gems (50 ea), golden (71) [The door to this room looks finely crafted and is
statuette of a dwarven warrior (50 gp, enc 10) made of wood (unlike the other doors in these caverns).
Upon opening it, there is a gust of freezing air and a small
(66) [There is another door on the other side of this room. ray of sunlight comes from a hole about 100' above in the
In the center of the room is a trap door in the floor.] The ceiling.] Because of the cold wind, this room is avoided by
trap door conceals a ladder down to rooms 79 and 90. The the other creatures.
ladder is very sturdy and doesn't wobble or even squeak
when the players are on it. It would also take a long time to (72) [The door to this room was rusted off the hinges and
burn should it be used for wood. It is noticeably warmer. is completely gone.] The room is bare.
Other than that, this room is bare.
Tier 7 (Silver and Gold Mines) guard says, "who are you and where did you come from?"
This is the dwarven gold mine. The dwarves have candles
This is where the dwarves mine for gold and silver. They and torches to light the room and help them see their work.
have gnome messengers who run messages or errands for The other guard is actually looking for the party, since the
them while they work. In order to run a message to the gnome warned them of their presence. The dwarves are
Dwarven Kingdom, messengers must pass through room 79 cautious, but are more than willing to accept a friendly
and go down the ladder. The dwarves rarely (if ever) go up group over a hostile one. Unless attacked, they will offer to
the ladder to the entrance of the caves. If the players take the players back to their underground kingdom.
encounter the dwarves, they will be cautious but unless
attacked, will offer to take the players back to their (74) (Check light.) [When you enter this room, you notice
kingdom under ground. They will warn players along the the ground is soft earth from which grow some rather large
way, saying things like, "Don't go down there, there's mushrooms. The mushrooms are about two to three feet
dragon down that way," etc. Mining groups usually consist high. On the other side of the room is another door.]
of 6-8 miners (level 6) and 2 guards (level 10) with 1-2 Unless the players have a continual light spell, they will not
gnomes. They carry with them picks, candles, torches, be able to see the other door at first. The dwarves rarely
mining tools, wheelbarrows, shovels, tinder boxes, come here to gather food, but they might if they are mining
backpacks, etc. here and get hungry. If they enter or try to pass through the
room, 4 caecilia (worms) will burrow up through the
Dwarf Miner (AC 5; HD 6 (30 hp); MV 60; ATT pick or ground and attack (surprise). The mushrooms are
shovel; DMG 1d6; SA D6; MR 8 or 10; TR completely edible though perhaps not tasty (especially to
(Q+S+mining)G; AL L; XPV 275; The dwarven miners elves).
wear chain mail because of the dangerous caverns, and
often must help in fights. Their expertise is in mining, but Caecilia from Rules Cyclopedia.
are still good fighters and will help defend if they need to.
If alone, one may try to run away (morale 8). They also (75) (Check light.) [When you first enter the room, you
carry picks, shovels, and other mining equipment like notice large stalactites hanging from the ceiling, and a
torches, tinder boxes, candles, etc. in backpacks, large small hole over in the corner. There is another door exiting
sacks, and wheelbarrows. They are also likely to be this room on the side wall. A glint off of the far wall
carrying some treasure of whatever type they were mining.) catches your eye.] There is gold in the west wall. If the
players have a pick they can try to retrieve some of it.
Dwarf Warrior (Guard) (AC -2; HD 10 (63 hp); MV 60; After a full turn, they can have 1 to 8 gp worth of gold
ATT adamant axe; DMG 1d6+3; SA D10; MR 10; TR depending on their class, strength, etc. After the first turn,
(Q+S)G; AL L; XPV 1000; The dwarven warriors (str+1, it becomes increasingly harder to mine the wall. This cave
con+1) wear adamant dwarven plate mail (+2) and adamant (stalactites and the hole) were cut out by water, that drained
shields (+2). They wield adamant hand axes (+2). They into a basin just below this level.
gain a +3 on all their hit rolls. Their job is to protect the
others, and fight monsters that live in the underground (76) [You try to pull open the door with the handle. The
caverns. They often guard mining groups to protect the door to this room seems to be locked.] The "key hole" is a
miners and the treasures they mine.) large (4" diameter) circular turning section with 2 holes in
it. It is easily opened with one of the dwarves' large 2-
Gnome from Rules Cyclopedia. handed keys, but difficult to pick for thieves (-20%)
because of it's rigidness. Inside is a storage pit and "safe
Wandering Monsters (in order): 1 in 8 chance along each room" that can be barred from the inside using the lock
corridor (without needing a key). The room contains extra mining
equipment, along with some bed rolls and and bandages.
1. Dwarf and empty wheelbarrow, going to the gold The room is spacious and can easily accommodate 12 or
mine in room 73. more people.
2. Notice the troll from room 77.
3. Gnome messenger who runs to warn the others. Equipment: 4 picks hanging on the wall, a box of 60
4. Dwarven guard from room 73 who comes to find out candles, a box of 20 torches, 2 dwarven helmets, 2
what the players are doing here. wheelbarrows, 6 shovels, a box of 10 tinder boxes, 6
backpacks hanging on the wall, 12 bed rolls, a box of
(73) [Outside of the door you hear the sound of talking bandages and some ointment made of mushrooms, and a
along with metal hitting stone.] (The language is an older smallish barrel half full of some dwarven ale. The dwarven
dialect of the dwarven tongue, but dwarves will still ale is strong.
understand it.) [Opening the door, you see a group of 6
dwarves armed with picks, mining what appears to be gold. (77) (Dwarves stay away from here.) [The door to this
You also notice a dwarven guard and a gnome beside him. room is gone and has been ripped off the hinges. The
The gnome looks at you, shocked, and tugs on the guard's doorway has been burrowed to make it bigger. Inside, you
arm. The guard turns to look and the gnome points at you. see an array of odds and ends, items, bones, wood, scraps
The guard says something to you in dwarf. At this point, of door, rubble, and even some treasure.] This is the lair of
the dwarven miners all stop and turn to look at you.] The the red troll. From this point on it will be following them,
but is not encountered in it's lair. It will make special note
of anyone who takes anything from its home. If they enter (79) (Unless they are using continual light, they will not be
the room, they will notice that the floor is stained with able to see the doors and walls of this room.) [As you
blood, and there are little bits of flesh lying about among descend down the ladder, you come upon a cave of
the broken mining equipment, etc. The bones are parts of octagonal shape. This area is a little cool. The ladder
dwarves, gnomes, troglodytes, or anything else the red troll continues down into another cavern. There are 3 doors
can capture. exiting this room, one behind you, and two on either side
ahead. The door on the right creaks open a little. You
Red Troll (AC 7; HD 12+4**; MV 360; ATT 2 claws/1 think you can make out a creature peeking at you from
bite; DMG 2d8/2d8/4d6; SA F24; MR 10; TR D; AL C; behind the door. Quickly the door shuts.] It was a gnome.
XPV 3250; Red trolls look like huge hunched over trolls After seeing them he is going back to tell the miners in
with long stringy fur. Their fur is bright orange and yellow room 73.
that glows with fluorescence when a small amount of light
hits it, making them look like they are on fire. Their fur (80) (Check light.) [When you enter this room, you notice
also gives them infra-invisibility. They cannot stand up it is a rather large room, with a door on the other side. You
straight because of their massive weight, but move see something large and kind of shiny, like a giant opal in
extremely fast on all-fours. Even hunched over as they the corner of the room in the shadows, but you're not sure.]
stand, they are about 10' tall, and are about the size of a These are the shiny scales of a black dragon who will
mastodon. attack if the characters approach it (gaining surprise,
Their technique involves following the victim at a probably a breath attack).
distance from about 30'-40' away, trying to get the victim's
attention without attacking. When the victim lets down its Black Dragon from Rules Cyclopedia.
guard, it rushes and gains a surprise attack before anything
can be done. If it encounters a group, it will try to draw (81) [Outside of the door you hear the sound of talking
one of them away, avoiding a fight with all of them. If it is along with metal hitting stone.] The language is an older
invisible to the victim (infra-invisible), it will rush and dialect of the dwarven tongue, but dwarves will still
attack, gaining all the benefits of invisibility. A red troll understand it well. [Opening the door reveals 5 dwarves
can see 240' with infravision, and have excellent night with picks, mining silver. You also notice two dwarven
vision, being able to see the same distance even in very dim guards and a gnome. One of the guard turns and looks at
light. Like normal trolls, red trolls regenerate, but cannot you, and says something to the other. They all turn around
regenerate fire or acid damage. Red trolls regenerate 4 and look at you expectantly. The gnome is kind of hiding
hp/rnd.) behind one of the guards.] This is the dwarven silver mine.
The dwarves have candles and torches to light the room and
Red Troll Treasure: (scattered about) 500 gp, 4 gems (100 help them see their work. The dwarves are cautious, but
ea) unless attacked, they will offer to take the players back to
their underground kingdom.
(78) (Check light.) [You enter a large room filled with
holes on two of the walls. There is another door exiting (82) [This secret room contains the dragon's treasure.
this room. You start to hear a buzzing sound coming from There is a large hole above, twisting and turning into the
the holes.] The holes fill the west and south walls. This is darkness. You feel a breeze of fresh, cool air come from
the bottom layer of a giant bee hive. In one round, bees it.] Black Dragon's Hoard: 200 silver bars (enc 100 ea),
will start to fill the room (at the rate of 4 per round) to 300 gold bars (enc 100 ea), 16 gems (10gp x4, 50gp x7,
attack the characters and protect the queen. The dwarves 100gp x3, 500gp x2), 12 jewelry (700gp ea), a black iron
will light a special incense to pass through this room box containing a black dragon-eye gem: an almost
without disturbing the bees. The hive contains ALOT of spherically cut onyx gem the size of your fist (5000gp, enc
bees, so keep them coming even to the extent that the 10).
characters will get very tired, their torches will go out, and
they will receive penalties to their rolls.
(85) There are hundreds of insects crawling on the walls Purple Worm from Rules Cyclopedia.
and floor, and a large lizard-like creature eating them up
(basilisk). Treasure: 1 gem (Value 50), jeweled perfume bottle (Enc
1, Value 120), quill of copying, potion of fire resistance
Basilisk from Rules Cyclopedia.
(93) This small storage chamber is difficult to get to
(86) There are obvious gem-like formations protruding because the slide-trap before it will send characters down to
from the wall near the ceiling of this large cavern (about 15' the next level. There is a secret lever in the side of the
up). Trying to obtain them will result in breaking off the doorway (same chances to find as secret doors except elves
parts sticking out. The dwarves may pay 1/10 value for have 1/6 chance and dwarves have 2/6 chance) which can
broken, uncut gems and will fashion them themselves. be used to lock the slide-trap in place. Otherwise it is
nearly impossible without using ropes, etc. to get to the
(87) There is a spiral staircase going down. other side. The storage chamber contains some weapons
and armor: 2 spiked shields (horned shields), 2 knife
(88) Dripping water can be heard in this room. If shields, 3 hand axes, 1 battle axe, 2 scale mail, 1 banded
examined, there is a small hole in the wall behind which the mail, 1 chain net, 1 flail, 1 broadsword.
dripping sound is coming from. Anyone who tries to
investigate further will accidentally cause the wall to give • Chain Net (nil), Range 5/10/15, Cost 25, Enc 160,
way and water will flood the room at an amazing rate! (c,s,t,w,M)
There is an 80% chance for each character to get washed • Flail (1d6), Range nil, Cost 5, Enc 40, (c,M)
back from where they came, and a 20% chance that they • Broadsword (2d4), Range nil, Cost 10, Enc 60, (M)
were on the other side of the room and get washed the other
way. Due to the slope in the caverns, the water only floods Chain Net: 10' diameter, victims make saves at -6 to avoid.
the east and west rooms up to waist level, and the room to
the north up to ankle level. (94) This room seems bare except for a strange indentation
in the cavern, a seemingly "apparent" secret door. Anyone
(89) This is the dwarven iron ore mine similar to the mines who goes to investigate will suddenly be covered in green
in rooms 73 and 81 except that it contains only 4 miners slime pouring from a hole in the ceiling. Other green
and only 1 dwarven guard. The dwarves already have a lot slimes may drop down on other characters (DM's
of iron, and they don't need a whole lot. They use it to discretion).
build many things in their kingdom and many of the doors
of these caverns. Green Slime from Rules Cyclopedia.
(90) This cavern is normal room temperature. (95) Dragon couple: blue (male) and green (female), hide
here away from the rest of the world. Friends with the
dwarves, blue helps dwarves, green sometimes attacks. (98) Shrieker: used to alarm dwarves of intruders
Blue tries to keep her from attacking helpful creatures, etc. (Adamant mine)
Dwarves give the blue dragon gems and treasure in
exchange for help with trolls, etc. Dwarves have widened (99) Adamant Mine. One guard at each door, 2 guards
hallways to make it easier for him to move around. Dragon inside. Not currently being mined. Adamant: metal that
children have both blue, green, and mixed scales. Children dwarves can forge with +2 property.
can breathe either type of breath weapon.
Tier 10 (Entrance to the Kingdom)
Blue Dragon from Rules Cyclopedia.
(100) This room is warm. The other side of the room is
Green Dragon from Rules Cyclopedia.
adorned by finely crafted double doors made of ivory,
guarded by 4 elite dwarven guards (str+2, hp 70). The
Hatchling (AC 5; HD 4**; MV 60 fly 180; ATT 1 bite;
dwarven guards will be suspicious of intruders, but are
DMG 2d4; SA F4; MR 7; TR nil; AL C; XPV 175; breath
willing to let them through after they fetch an escort. They
30'x5' or 10'x10'x10')
are not allowed to leave their post. They also have a secret
lever to lock the slide-trap. The characters may notice that
Treasure: 10,000 sp, 80,000 gp, 131 gems, potion of
there are narrow (3' wide) stairs going up either side of the
elemental form, scroll of protection from lycanthropes,
slide trap which are hidden when it is set. A wave of heat
displacer cloak, potion of sight passes over the characters as the doors open. Beyond the
doors is a narrow curved passageway (curving to the right)
(96) Normal room temperature like above caverns.
leading to Dwarven Kingdom. Should the characters end
up hostile, the dwarves will have guards in this
(97) Falling rock, save vs. wands or take 2d6. passageway. (See the Dwarven Kingdom for details on the
passageway.)
• The dwarves have other mining caverns in other areas.
Dwarven Kingdom
• There seems to be a source of heat all around the
The Dwarven Kingdom is an underground complex caverns. In fact, in one area of the caverns the
which is very confusing to navigate for surface dwellers dwarves have hot springs, which can be a place for the
due to it's 3-dimensional design. others to relax.
• Entrances/exits to the Kingdom to various caverns • Nearby caverns include: goblins, kobolds, trolls, etc.
surrounding it are guarded by 2-4 elite dwarven guards
(str+2, hp 70). The passageways they guard are • Farther caverns include: purple worms, shadow elves,
narrow curved passageways, designed to prevent imps, etc.
intruders from attacking the main portion. These
passageways are typically 80' in length and can only Red Imp (AC 7; HD 4**; MV 120; ATT 2 claws; DMG
fit one attacker/guard abreast. The curvature of the 1d4 ea; SA F8; MR 10; TR nil; AL C; XPV 175; Imps are
passageway is designed to give right-handed attackers red fleshy humanoids about 5' tall with long arms and large
a -1 to hit going into the kingdom (which also gives eyes. They were driven to the Netherworld eons ago, but
left-handed attackers a -1 to hit when exiting the once lived on the Material Plane so that they are of flesh
kingdom). This is because the wall gets in the way of and blood. They have strong mental powers (illusion,
the attacker's strong arm. You can assume that a charm, sleep). Their children are called whelps. They can
character has the same handedness as the player, use phantasmal force, charm monster, and sleep each once
unless the player specifically wants otherwise (but per day.)
take note of it either way so they can't keep changing
their mind). Ask the players what handedness their
characters have before telling them the penalties
involved (should an encounter arise).