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The Dungeon Under The Mountain Rooms & Encounters - Gormoth The Ever-Hungry

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100% found this document useful (1 vote)
190 views14 pages

The Dungeon Under The Mountain Rooms & Encounters - Gormoth The Ever-Hungry

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annika.glaser113
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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UNDER THE DUNGEON

room 9
MOUNTAIN THE

1st level
Gormoth the Ever-Hungry


OPEN GAME LICENSE Version 1.0a Gormoth the Ever-Hungry
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.
Written by Tim Hitchcock
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Graphic Design by O’Bully
Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (includ-
ing into other computer languages), potation, modification, correction, addition, extension, upgrade, improve-
Cartography by Mario Barbati
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“Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
(d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines Studio Mattigatti, Daniele Bigliardo.
to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any Software Authoring by Anna Fava
additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; Requires the use of the Dungeons & Dragons®
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or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of and are used with Permission.
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No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. A) The following elements in this book is hereby
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the extent necessary to make it enforceable.

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
Welcome

What is this Product Monsters will scale, DCs will The smaller map features the “Rule
change, traps and behaviors of the the Dungeon” button. Clicking this
This product contains one room
villains will change, according with the button, you can customize the map by
or one dungeon -based encounter.
level of play you choose. opening or closing the doors, remov-
All the rooms featured here are taken
ing the furniture or removing the fill
from one of The Dungeon Under
Nevertheless, this is not all. in the walls and more, depending on
the Mountain products, available at
the room’s layout. All the choices
www.0onegames.com, although these
Beside each paragraph you will made on the smaller map are reflected
products are not necessary, since the
find the same button found before, on the larger one.
encounter can be adapted without ef-
but much smaller. This button allows
fort to any existing dungeon.
you to change only the appropriate The Background
paragraph. Therefore, if you need The Dungeon Under the Moun-
How to
stronger monsters in your low-level tain is a massive dungeon complex
Use this Product encounter, you can adjust them and extending endlessly below the ground.
This product takes advantage from use mid-level monsters instead of In a remote past, ancient evil beings
the PDF technology, joining old-fash- low-level ones. Likewise, if you want dwelled in the area. Now, the remain-
ioned style with the most advanced traps tougher, just click on the para- ing of these mysterious evil beings
electronic features. In order to use this graph button and change the level of have seized the dungeons and filled it
product you must use Adobe Acrobat the traps paragraph. Blank spaces, due with deadly traps and monsters. Also,
6 or later. to different text lengths, will be filled many known villains have established
with placeholder artwork, so you will their strongholds in the depths of The
This product has been designed have a good-looking page. Dungeon Under the Mountain. No-
to help busy referees in preparing
body knows why this dungeon is filled
dungeon adventures and encounters. Finally, a paragraph called “Person- by danger, but nobody cares, since this
Instead of wasting time scaling the al Notes” is left blank. This paragraph dungeon is the most prized adventure
encounters and adapting them to your features a text field you can fill with ground of the world. However be
party, here you will find a pre-scaled your notes about the encounter, sim- warned, adventurers, your life will be
encounter suitable in three different ply click and write. not easy here and dozens of self-call-
versions (for low, mid and high level The document saves automatically ing heroes never returned from the
of play). At the beginning of the en- the notes when you close it. In order Dungeon Under the Mountain!
counter text, you will find a big button to recall the notes present on a docu-
like this. ment you must choose “Load Notes”
from the paragraph button. Note that
if you load the previous notes they will “You Have Been
override the notes you are writing
25,% The buttons will not be printed.
Warned”
4(%
$5.'%/. The Maps
Those familiar with The Dun-
geon Under the Mountain products
will found the maps easy to use. The
product comes with two maps of the
room. A smaller version of the map
By clicking on this button you can
is intended for the referee; the second,
choose which level want to play (low,
larger one, may come split in more
medium, high). When you have made
than one sheet and it is intended for
your choice all the relevant portions of
miniature play.
the text will change accordingly.


UNDER THE DUNGEON

room 9
MOUNTAIN THE

1st level
Gormoth the Ever-Hungry

UNDER DUNGEON the adventurer’s aid in ridding the important members.


RULE
THE
THE dungeon of the hydra and possibly
DUNGEON!

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

Roleplaying Tactics Relevant Skill Treasures and XP


RULE THE
THE DUNGEON!
DUNGEON!

Before players reach Gormoth’s Checks [high]


lair they should have the opportunity [high] In the secret compartment beneath
to acquire the aid, or at least a tempo- Bardic Knowledge DC 30: the stature are two divine scrolls once
rary truce with the kobold caretakers The room’s structure reminds you containing divination, discern lies, and
under the command of Htalcrik. He of tales of fairy courts that magically mass owl’s wisdom, the other scroll
and the rest of the caretakers have transported nightly to different areas contains break enchantment and word
been unsuccessful in finding food for throughout the land, and disappeared of chaos.
Gormoth and are slated to be sacri- at first light.
ficed within the next few days. This Concentration DC 16: After In one of the secret rooms to the
motivates him to find a more suitable stepping in hydra dung to avoid the south, the kobolds have secreted away
meal for the hydra, however he also loss of a move-equivalent action many bits of treasure taken from those
despises the current regime and if Search DC 18: reveals the hid- unfortunates who have fallen to the
made friendly, is more than willing to den compartment in the base of the appetite of Gormoth. It contains a sack
lend a strong warrior his magic gaunt- statue containing the scrolls. with 3���������������������������������
50gp, 3 small pieces of obsidian
lets if he thinks they can help him kill Spot DC 15: (-10 penalty if in (15 gp each), a brownish green garnet
the hydra and overthrow the tribe’s combat) to avoid stepping in hydra (80 gp), spool with 30 feet of invisible
current leader. The magic gauntlets dung razor-wire, a sword of berserking, a +1
belonged to his great grandfather who Stonecunning DC 22: The large shield, and a medium-sized suit
stashed them years ago before his room appears as if displaced from an- of half-plate.
leadership of the tribe was usurped. other location. The construction bears
Because they are inscribed with hy- strong resemblance to fey architecture The fiendish version of Gormoth
dras, Htalcrik has always believed that and the design is typical of a structure has fire resistance making it difficult
if worn by a powerful warrior, they that wasn’t meant to have a roof. for opponents to prevent severed
could be used to defeat the beast. He RULE heads from re-growing. While its CR
THE
DUNGEON!
Traps, Mechanical was determined using the SRD, the
isn’t too far off in his assumption as
Devices, Doors, and unique nature of the hydra in tandem
they provide the wearer the benefits of
the Improved Sunder feat.
Objects Statblocks with this template might be slightly
[high] more difficult than the listed CR 15.
Headless Statue: approx. thick- The DM might want to award players
ness 1 ft (varies), harness 8, HP 75, that defeat the fiendish version an ad-
Break DC 24 ditional +10% XP for the encounter if
Invisible Razor-Wire across it seems unusually challenging.
Hallway: CR 5; mechanical; location
trigger; no reset; Atk +20 melee (6d6,
wire); multiple targets (first target in
each of two adjacent 5-ft. squares);
Search DC 30; Disable Device DC 25
Strong Oak Door: thickness 2
in., hardness 5, HP 10, break DC 23.
Slender Stone Pillar: thick-
ness 2 feet, AC 4 , Hardness 8, 250
hit points, Break DC 30, Climb DC25,
provides +2 cover and +1 Reflex save.
Special: If shattered by the hydra,
the pillar causes 9d6 damage from
falling stone (Reflex save for half) to
the first target in each of two adjacent
5-ft. squares.


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

Melee Spear +1 (1d6-1/x3) Melee Shortsword +3 (1d4-1/x3) LE Small humanoid (reptilian)


Ranged Sling +3 (1d3) Ranged light crossbow +7 (1d6/19- Init +1; Senses darkvision 60ft., light
Base Atk +1; Grp –4 20x2) sensitivity; Listen +2, Spot +4
Base Atk +3; Grp –4 Languages Draconic, Common
Abilities Str 9, Dex 13, Con 10, Int 10, Atk Options sneak attack +3d6
Wis 9, Cha 8 ­­­­ 13, touch 10, flat-footed 11
AC
SQ light sensitivity Abilities Str 9, Dex 15, Con 10, Int 10, hp 23 (6 HD)
Feats Alertness Wis 9, Cha 9 Fort +1 Ref +3 Will +4
Skills Craft (trapmaking) +2, Hide +6, SQ light sensitivity, trapfinding Spd 30ft.
Listen +2, Move Silently +2, Profes- Feats Alertness, Improved Initiative
sion (miner) +2, Search +2, Spot +2 Skills Balance +8, Craft (trapmaking) Melee dagger +3 (1d3-1/19-20x2)
Possessions leather armor, spear +6, Climb +5, Disable Device +6, Ranged light crossbow +5 (1d6/19-
Escape Artist +6, Hide +10, Listen 20x2)
Light Sensitivity (Ex): Kobolds are daz- +7, Move Silently +6, Open Lock Base Atk +3; Grp –2
zled in bright sunlight or within the +8, Profession (miner) +2, Search Combat Gear potion of cure moderate
radius of a daylight spell. +6, Slight of Hand +8, Spot +8, Use wounds
Magic Device +6 Sorcerer Spells Known (CL 6, + 3 me-
Tactics: The kobolds attempt to Possessions masterwork leather lee touch, + 5 ranged touch)
fight from a distance. They wait for armor, masterwork shortsword, 3rd (3/day)-stinking cloud (DC14)
opponents from the shadows or other masterwork light crossbow, 10 cold 2nd (5/day)-summon swarm, hypnotic
cover until they are close enough to iron bolts, 4 silver bolts, 20 bolts, pattern (DC 13)
make ranged attacks. The next round, masterwork thieves’ tools, potion of 1st (6/day)- grease, invisibility, ray of
they flee to new hiding positions neutralize poison enfeeblement (DC 12), shield
before they can be effectively coun- 0 (6/day)- daze (DC 11), ghost sound,
tered. They only attack close quarter if Light Sensitivity (Ex): Kobolds are daz- mending, open/close, prestidigita-
zled in bright sunlight or within the tion, read magic, resistance
they outnumber an opponent 3-to-1.
radius of a daylight spell.
If cornered, they cower and beg for
Abilities Str 9, Dex 13, Con 10, Int 10,
mercy.
Tactics: Htalcrik watches players Wis 9, Cha 14
for a while until he makes his move, SQ light sensitivity, summon familiar
Developments: Ten of these
striking opponents who straggle off Feats Alertness, Eschew Materials,
warriors have been assigned a care-
or attempting to sneak up on and Toughness
takers of the Gormoth. Because of Skills Concentration +4, Craft (trap-
abduct potential victims. If caught or
this unfortunate circumstance, they making) +2, Hide +6, Knowledge
confronted by a more powerful foe,
became closely aligned to Htalcrik. (arcana) +2, Listen +2, Move
he take the opportunity to explain this
These ten caretakers remain loyal to Silently +3, Profession (miner) +2,
situation them and attempts to secure
him, should the players manage to Search +2, Spot +4, Spellcraft +4
their favor diplomatically.
secure his aid. Possessions masterwork dagger, light
crossbow, bag of tricks (rust), potion
Developments: If diplomatic
Htalcrik CR 5 of cure moderate wounds
Male Kobold Rogue 5 relations are struck, Htalcrik procures
LE Small humanoid (reptilian) his stashed gauntlets sundering, and
Light Sensitivity (Ex): Kobolds are daz-
Init +6; Senses darkvision 60ft., light offer’s them to the party in exchange
zled in bright sunlight or within the
sensitivity; Listen + 5, Spot +6, for killing the hydra and helping him radius of a daylight spell.
Languages Draconic, Common usurp the leadership of his tribe. He
and his allies are prepared to guard Tactics: Avoids direct combat as
­­­­AC 16, touch 12, flat-footed 16; Un- the party’s back against the stealth much as possible, instead he tries to
canny Dodge attacks of their brethren in exchange lure potential threats to Gormoth’s
hp 19 (5HD) for the adventurer’s aid in killing chamber, ghost sound to entice
Resist evasion, trapsense +1 Gormoth. characters explore deeper. He uses
Fort +1 Ref +6 Will -1 message to send commands to his
Spd 30ft. Jremil CR 6
allies, so they know when the enemy
Male Kobold Sorcerer 6

UNDER THE DUNGEON

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

Dung one square = 5 ft.

RULE
THE
DUNGEON!
Gormoth the Ever-Hungry (battlemap 1 of 2)

UNDER THE DUNGEON

MOUNTAIN THE

© Øone Games, permission granted to print for personal use only


Gormoth the Ever-Hungry (battlemap 2 of 2)

UNDER THE DUNGEON

MOUNTAIN THE

© Øone Games, permission granted to print for personal use only


W EARE
STOCKING
THEDUNGEON!

RULE THE DUNGEON© Feat


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