The Dungeon Under The Mountain Rooms & Encounters - Gormoth The Ever-Hungry
The Dungeon Under The Mountain Rooms & Encounters - Gormoth The Ever-Hungry
room   9
              MOUNTAIN  THE
                                          1st   level
           Gormoth   the    Ever-Hungry
                        
OPEN GAME LICENSE Version 1.0a                                                                                                        Gormoth the Ever-Hungry
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax and Dave Arneson.
The Dungeon Under The Mountain and Gormoth the Ever-Hungry © by Øone Roleplaying Games                                                 Øone Roleplaying Games
Some artwork copyright Paul Daly, used with permission.                                                                                  www.Øonegames.com
                                                                                                                                        master@Øonegames.com
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                                                     UNDER   THE DUNGEON
room    9
                                                    MOUNTAIN    THE
                                                                                                                        1st   level
                                              Gormoth        the      Ever-Hungry
   MOUNTAIN         THE                      disposing of their leader so they can          There are two possible ways for
                                             claim leadership of their tribe. If made   characters to enter room 9. The first
                                             friendly, they promise to reveal the lo-   is the partitioned corridor to the west;
                                             cation of hidden treasures as a reward.    the second is the small door in the
       Gormoth the Ever-                                                                southern alcove. The western corridor
             Hungry                              This section of dungeon surround-      is 15-feet wide, divided up the mid-
       (Level 1, Room 9)                     ing Gormoth’s lair is entirely cut off     dle by alternating 5-foot-square stone
                                             from the remainder of the Dungeon          columns. These columns provide po-
       Background                            Under the Mountain. Its only en-           tential hiding spots for kobolds as well
                                             trance is a descending flight of stairs    as coverage from the hydra’s breath
       and Lead-ins
                                             in a narrow corridor south of room         weapon. The corridor is over 50 feet
      Room 9 is the lair of Gormoth
                                             10. The kobold tribe populates the         long, with the last 15ft section opening
  the Every-Hungry, a lazy hydra that a
                                             surrounding corridors, with the bulk       to its full 15-foot width as it reaches
  nearby kobold tribe uses as an unwit-
                                             of the tribe living in unmarked area       the main room The southern door
  ting protectorate. Under the wise
                                             also south of room 10. To protect          connects to a small, 5 foot wide pas-
  guidance of their shaman, each month
                                             their territory from intruders they        sage traveling south that connects an-
  several tribe members are appointed
                                             have ensnared most of the surround-        other wider passage filled with doors
  to the prestigious position of “Care-
                                             ing corridors with razor-wire traps.       and alcove that runs west to east.
  taker of the Gormoth”. Like most
                                             The kobolds also harvest Gormoth’s
  hydras, Gormoth has a temper made
                                             dung as fertilizer for edible lichen and
  even more terrible by hunger, there-                                                     Room Environment
                                             mushrooms, which in turn attracts
  fore should a caretaker not succeed
                                             the small animals they hunt for food.          Lighting: None (all occupants
  in his task of procuring food for the                                                 rely on the use of their natural darkvi-
                                             Such patches can be found through
  beast; he is instead, fed to the Ever-                                                sion)
                                             out the unmarked sections of the dun-
  Hungry to placate it. Players should
                                             geon, along with the remains of half           Scent: A pungent and over-
  encounter the kobolds while exploring                                                 whelming scent of rotting dung.
                                             devoured rats, vicious razor wire traps,
  the surrounding corridors, prior to
                                             and other evidence of kobold activities.       Sounds (prior to entering):
  entering Gormoth’s lair.                                                              shuffling and scraping noises
                                             Statistics for doors and razor-wire
                                             traps located in this area are provided        Walls and Ceiling: The ceiling
       Following their inauguration,                                                    is elevated 30 feet from the floor and
                                             below, as are details of the tribe and
  caretakers scour the surrounding
  dungeons for potential food, using
  all manner of clever tactics to draw
  it to Gormoth. Craven creatures, the
  kobolds target opponents obviously
  weaker then themselves. When faced
  with superior adversaries, they rely
  on trap use and hit-and-run tactics
  to separate them. If they feel bold
  enough, they may attempt to abduct
  a lone or sleeping individual, but are
  more likely to provoke a chase by
  stealing an individual’s valuables in
  hopes of luring them to the hydra. It is
  also possible to reason with caretakers,
  especially since few of them desire the
  role of Gormoth’s next meal. Follow-
  ing diplomatic exchanges, they explain
  their position and attempt to sequester
                                                                
                                                       UNDER   THE DUNGEON
room   9
                                                      MOUNTAIN    THE
                                                                                                                             1st   level
                                              Gormoth         the     Ever-Hungry
  appears to be limestone hewn from           to those of the corridor and continue        the hydra. If they can, they try to lead
  the natural caverns into which the          for a full 40 feet, flanked on either side   the players into the room from the
  dungeon was originally set. The walls       by pillars spaced 10 feet apart. At this     western corridor, using the alternating
  large symmetrically cut stone blocks        point, both walls taper in for 15 feet       stone blocks for cover and to make
  of an entirely different conglomerate       to create a small 5-foot-square alcove.      sneak attacks. After that, they hide
  comprised of dark granular pebbles          A humanoid-shaped statue stands as           in the stairwells opposite the room,
  flecked with mica. The eight pillars in     the tapered alcove’s centerpiece. Five       and wait until the hydra attacks the
  this room were also cut from the latter     feet in from the corridor, just beyond       players before attacking from behind
  material. The walls and pillars have        the pillars to the north and south, are      with ranged weapons and spells. Badly
  traces of long dead, small spidery vines    two identical 10-foot-wide stairwells,       injured (those reduced to 25% of their
  still clinging to them.                     rising up 10-feet from the room and          total hit points) attempt to flee, forcing
       Floor: Two noticeably different        each leveling off to a small 5-foot by       those remaining to make moral checks
  types of flagstone divide the central       10-foot landing. Five feet beyond each       to avoid routing.
  chamber. Earthy, clay-like flagstones       stairwell, again marked by pillars,
  run the 15-foot-wide central section        two identical 5-foot-deep, 20-foot-               The hydra immediately charges
  of floor extending from the wide en-        long alcoves run the remainder of the        intruders and attacking viciously with
  trance corridor between the pillars, bi-    northern and southern walls. Both            all it heads. If using the cryohydra, it
  secting the main room. The remaining        alcoves are carved extensively with          begins combat with a breath attack
  floor is laid with the same material as     runes, but fitted into the stonework of      and continues to take advantage of it
  the walls and pillars. Within the main      the southern wall is a short, crude oak      every 1d4 rounds. The ���������������������
                                                                                                                      hydra isn’t very
  chamber, several larges piles of dung       door.                                        intelligent and during comb at it flails
  dot the floor, and large painted swaths                                                  indiscriminantly to dangers it causes to
  of it trail into the adjacent staircases.       The humanoid-shaped statue in            surrounding structures. Should Gor-
                                              the far alcove is headless and damaged       moth charge into an area occupied by
       Room Description                       badly. Its naked female torso bares a        a pillar, he smashes into it, knocking
       for the Players                        thick layer of fur and it has cloven feet.   it over causing damage to creatures in
                                              It appears to have had a tail, but it is     adjacent squares. Hardenss and break
      Even as you approach this darkened
                                              broken off. Its arms are outstretched        DCs as well as potential damage they
  chamber, you are overwhelmed by
                                              and the right hand is broken off. The        might cause are scaled and listed in the
  the offensively pungent odor of rot-
                                              thumb of the left hand is also missing,      Traps and Objects section.
  ting dung. The stonework here seems
                                              but in its open palm rests an apple.
  different then the rest of the dungeon,
                                              Thin dead vines, like those found else            Clumps of Hydra Dung: A
  strangely out of place, as does the sym-
                                              where in the room, creep across its          typical dung clump is 1-foot in diam-
  metrically awkward structure of the
                                              gray stone surface. A secret compart-        eter and about 3 to 6 inches thick.
  room. Pillars line the room, spaced 5-
                                              ment hidden in its base holds two                 Characters moving through the
  feet from the outer walls in 10-foot in-
                                              divine scrolls.                              main room should have little problem
  tervals. Unfortunately, your examina-
                                                                                           avoiding them, provided they are pay-
  tion of the room is cut quick by several
                                                  The entire room was once a               ing attention to their footing. During
  monstrous bellows and the pounding
                                              traveling fairy court; the statue was        combat, if a character enters a space
  of feet as a huge, multi-headed saurian
                                              that of the high fey judge. All the          with a dung clump, have him roll at
  beast charges at you!
                                              runes in the room are in sylvan and          a Spot check –10 penalty. If he fails,
                                              detail various trials, though the most       he doesn’t see the dung and steps in
       Room Description                       recent appears to have been over a           it. Steping in hydra dung is an alarm-
       for the Referee                        thousand years ago.                          ing predicament, even to the most
      The shape of the larger chamber is                                                   seasoned veteran, and those unable
  odd, but symmetrical. Essentially, it is                                                 to make a Concentration check lose
                                                 Combat Tactics
  comprised of several angular alcoves                                                     a move-equivilant action, as they in-
                                                  If the kobolds and the players are       voluntarily react in disgust. The dung
  built off a 25-ft by 40-ft central cham-
                                              at odds, they make multiple stealth          is foul and anyone coming in direct
  ber. It starts where the 15ft-foot-wide
                                              attacks, attempting as best they can to      contact with it has a 10% chance of
  corridor opens into its western wall,
                                              lure players to a confrontation with         contacting filth fever.
  the flagstones here remain identical
                                                                  
                                                           UNDER  THE DUNGEON
room    9
                                                          MOUNTAIN   THE
                                                                                                                               1st   level
                                                      Gormoth    the       Ever-Hungry
                                                                                              RULE
                                                                     
                                                          UNDER   THE DUNGEON
room         9
                                                         MOUNTAIN    THE
                                                                                                                                   1st   level
                                                 Gormoth         the      Ever-Hungry
   RULE
   THE
 DUNGEON!
            Monsters and                         day. To prevent a severed head from           Melee 12 bites +17 (2d8+6) bites
            Villains Statblocks                  growing back into two heads, at least           treated as magical weapon for
         [high]                                  5 points of fire or acid damage must            purposes of overcoming damage
         A word about hydras                     be dealt to the stump (a touch attack           reduction
                                                 to hit) before the new heads appear.          Space 15 ft; Reach 10 ft
         Because the combat design of the
                                                 A flaming weapon (or similar effect)          Base Atk +12; Grp +26
     hydra is unique, the following addi-
                                                 deals its energy damage to the stump          Atk Options Combat Reflexes (can use
     tional information has been included
                                                 in the same blow in which a head is             all its heads for attacks of opportu-
     from the SRD to help the DM adju-
                                                 severed. Fire or acid damage from an            nity).
     dicate combat. Apply this information
                                                 area effect may burn multiple stumps          Special Atk Smite Good (1/day +12
     regardless of scaling.                                                                      damage vs good opponent)
                                                 in addition to dealing damage to the
         Hydras can attack with all their        hydra’s body. A hydra does not die
                                                                                               Abilities Str 23, Dex 12, Con 20, Int 2,
     heads at no penalty, even if they move      from losing its heads until all its heads
                                                                                                  Wis 10, Cha 9
     or charge during the round.                 have been cut off and the stumps
                                                                                               Feats Blind-Fight, Combat Reflexes,
                                                 seared by fire or acid.
                                                                                                  Improved Natural Attack (bite), Iron
         A hydra can be killed either by             A hydra’s body can be slain just
                                                                                                  Will, Toughness, Weapon Focus
     severing all its heads or by slaying its    like any other creature’s, but hydras
                                                                                                  (bite)
     body. To sever a head, an opponent          possess fast healing (see below) and          Skills Listen +9, Spot +10, Swim +14
     must make a successful sunder attempt       are difficult to defeat in this fashion.      Possessions Inside the hydra’s stom-
     with a slashing weapon. (The player         Any attack that is not (or cannot be)            ach are a piece of rose quartz (25
     should declare where the attack is          an attempt to sunder a head affects the          gp), a blue sapphire (1,200gp), and
     aimed before making the attack roll.)       body.                                            wand of mirror image (32 charges).
     Making a sunder attempt provokes
     an attack of opportunity unless the            Targeted magical effects cannot            Fast Healing (Ex): Each round, a hydra
     foe has the Improved Sunder feat. An        sever a hydra’s heads (and thus must            heals damage equal to 10 + the
     opponent can strike at a hydra’s heads      be directed at the body) unless they            number of its original heads.
     from any position in which he could         deal slashing damage and could be             Smite Good (Su): Once per day the
     strike at the hydra itself, because the     used to make sunder attempts.                   creature can make a normal melee
     hydra’s head writhe and whip about                                                          attack to deal extra dam age equal
                                                    Charging towards you in bestial              to its HD total (maximum of +20)
     in combat. An opponent can ready an
                                                 fury is a titanic mass of whirling sauri-       against a good foe.
     action to attempt to sunder a hydra’s
     head when the creature bites at him.        an heads with gaping maws, all jutting
                                                 from a single elephant-sized torso. Its            Jremil’s Tribe (EL 8)
     Each of a hydra’s heads has hit points
                                                 reptilian skin has an eerie purplish tint.         The small kobold tribe that inhab-
     equal to the creature’s full normal
                                                                                               its the dungeons surrounding room 9
     hit point total, divided by its original
                                                 Gormoth                              CR 15   is comprised ove 40 non-combatant
     number of heads. Losing a head deals
                                                 Fiendish 12-headed Cryohydra                  kobolds, 20 kobold warriors, Htalcrik,
     damage to the body equal to half the
                                                 NE huge magical beast (cold, extra-           and Jremil the tribe’s shaman. leader.
     head’s full normal hit points. A natu-
                                                    planar)
     ral reflex seals the neck shut to prevent
                                                 Init +1; Senses darkvision 60 ft., low-       Kobold                            CR 1/4
     further blood loss. A hydra can no
                                                    light vision, scent; Listen +9, Spot       Male Kobold Warrior 1
     longer attack with a severed head but
                                                    +10                                        LE Small humanoid (reptilian)
     takes no other penalties.                   Languages none                                Init +1; Senses darkvision 60ft., light
                                                                                                  sensitivity; Listen + 2, Spot +2
         Each time a head is severed, two        AC 22, touch 9, flat-footed 21                Languages Draconic, Common
     new heads spring from the stump in          hp 129 (12 HD); fast healing 22; DR
     1d4 rounds. A hydra can never have            10/magic                                     15, touch 12, flat-footed 14
                                                                                               AC
     more than twice its original number         Immune cold                                   hp 4 (1HD)
     of heads at any one time, and any           Resist fire 10; SR 17                         Fort +2 Ref +1 Will -1
     extra heads it gains beyond its origi-      Fort +13 Ref +9 Will +6                       Spd 30ft.
     nal number wither and die within a          Spd 20 ft., swim 20 ft.
                                                                      
                                                      UNDER   THE DUNGEON
room    9
                                                     MOUNTAIN    THE
                                                                                                                             1st   level
                                               Gormoth        the      Ever-Hungry
room   9
                                                    MOUNTAIN      THE
                                                                                                                        1st   level
                                             Gormoth         the      Ever-Hungry
  is approaching. If he can get behind       Special Atk attach                          creatures to take advantage of the sur-
  a party, he uses stinking cloud or                                                     rounding terrain. The addition of the
  summons swarm spells to force them         Abilities Str 3, Dex 15, Con 10, Int 7,     dung is simply because it has always
  towards the beast. Before combat, he          Wis 12, Cha 5                            bothered me as a kid that in the mod-
  casts shield and resistance upon him-      Feats Weapon Finesse                        ules I bought the bats could fill an
  self and uses ranged weapons and his       Skills Balance +10, Concentration +4,       entire cave with guano, but the incred-
  ray of enfeeblement while maintaining         Climb +10, Hide +11, Listen +3,          ibly huge and fearsome monsters left
  his distance. If he can get opponents         Move Silently +8, Search +2, Spot        no such traces.
  near Gormoth, he targets them with a          +5, Spellcraft +4
  grease spell followed by daze or hyp-                                                      The kobolds were added to help
  notic pattern hoping to give the hydra     Attach (Ex): If a weasel hits with a bite   with the scaling issue and as a hook
  the upper hand before he flees to the         attack, it uses its powerful jaws to     to get characters to face the terrible
                                                latch onto the opponent’s body and
  security of his tribesmen.                                                             Gormoth. For lower level characters,
                                                automatically deals bite damage
                                                                                         Htalcrik can offer players a warning
                                                each round it remains attached. An
      Developments: Jremil is                                                            about the hydra, as well as offering
                                                attached weasel loses its Dexterity
  unaware that Htalcrik and the other                                                    them the gauntlets of sundering- which
                                                bonus to Armor Class and has an
  caretakers are willing to side with                                                    makes the encounter considerably
                                                AC of 12. An attached weasel can be
  adventurers against the Gormoth.              struck with a weapon or grappled         easier. For higher-level characters,
  Should word of such a pact reach              itself. To remove an attached weasel     the kobolds become an added threat,
  him, he and his remaining loyal               through grappling, the opponent          laying traps and sneak attacking the
  tribesman block escape routes, set up         must achieve a pin against the           characters once they are engaged with
  razor wire traps, and waits patiently         creature.                                the hydra. Increasing or decreasing the
  until everything dies down. If play-                                                   number of kobolds easily scales the
  ers suffer defeath or attempt to flee                                                  encounter.
  from Gormoth, he deems them weak
  and ambushes them. If the adventur-           New Objects, Spells,                        Author’s Bio
  ers defeat Gormoth, he praises them           and Magical Items                           This is Tim’s fourth piece for 0one
  very publicly, thanking them for their
                                                  Gauntlets of Sundering                 games, and he has ultimately run out
  services and sucks up to heir sense of
                                                  These fine metal gauntlets are         of witty things to say about himself.
  pride. He makes a big show of Htal-
                                             beautifully embossed with image of
  crik’s heroism, but plans to have the
                                             a five-headed hydra. The body of the
  upstart killed once the PCs leave.
                                             beast is on the back of the hand, its
                                             tail coils around the wrist, and each
  Weasel Familiar                     CR-
                                             of the creature’s heads extends down
  N Tiny magical beast (augmented
                                             a separate finger. Whoever wears the
     animal)
  Init +2; Senses low-light vision, scent;   gloves gains the ability to make sunder
     Listen +3, Spot +5                      attacks without provoking attacks of
  Languages empathic link, speak with        opportunity as if he had the Improve
     master                                  Sunder feat, even if he doesn’t meet
                                             the Feat’s prerequisites.
   19, touch 15, flat-footed 15
  AC                                              Feint transmutation: CL 6th; Craft
  hp 10(6 HD)                                Wondrous Item, bull’s strength; Price:
  Resist Improved evasion                    2,000 gp; Weight 2 lbs
  Fort +2 Ref +4 Will +6
  Spd 30ft.                                     Designer’s Notes
                                                 I’ve always had a soft spot for
  Melee bite +4 (1d3-4)                      hydras because rules wise, they are so
  Space 2 1/2 ft; Reach 0 ft                 different from other monsters.
  Base Atk +0; Grp –12                           This one is in an odd location
  Atk Options deliver touch spells
                                             allowing both characters and the
                                                                  
                                                 UNDER THE DUNGEON
room          9
                                                MOUNTAIN  THE
                                                                              1st   level
                                             Gormoth   the      Ever-Hungry
   RULE
   THE
 DUNGEON!
             Personal Notes
            Write here your personal notes
                                                         10
                           UNDER THE DUNGEON
room   9
                          MOUNTAIN  THE
                                                                       1st level
              GORMOTH   THE   EVER-HUNGRY (DM REFERENCE)
Statue
       RULE
       THE
 DUNGEON!
Gormoth the Ever-Hungry (battlemap 1 of 2)
MOUNTAIN THE
MOUNTAIN THE
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