The Dungeon Under The Mountain Rooms & Encounters - Midnight Theatre
The Dungeon Under The Mountain Rooms & Encounters - Midnight Theatre
THE DUNGEON
room   31
            MOUNTAINTHE
                               1st   level
            Midnight Theatre
                    
OPEN GAME LICENSE Version 1.0a                                                                                                               Midnight Theatre
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                                                                                                                              Written by Mike Ring
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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 Midnight Theatre © 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   31
                                                      MOUNTAIN    THE
                                                                                                                           1st   level
                                                      Midnight Theatre
    UNDER            DUNGEON
                  RULE
                 THE
                                              escaped destruction. Above its vast and    Common, so they have never con-
                   THE                        varicolored keyboard, long pipes crawl     versed, but after their long interment,
              DUNGEON!
   MOUNTAIN          THE                      in a twisted mass toward the ceiling. To   they share the same goal: releasing the
                                              the north is a semicircular mural sur-     Voice of Gloom from its chamber (see
                                              rounded by a ring of splinters that were   below) in order to relieve their eternal
                                              once chairs.                               boredom. They no longer care about
        Midnight Theatre                                                                 self-preservation, just excitement, and
       (Level 1, Room 31)                                                                engaging the PCs in combat would be
                                                 Room Description
                                                                                         an ideal way to end their existence.
       Background                                for the Referee
       and Lead-ins                               The groaning melodies of Keph-             When the party arrives, the golem
                                              rane’s golem, which he named the           stands behind the mural, and Mu-
      Long ago, the sorcerer Kephrane
                                              Voice of Gloom, inspired him to build      lurku and Zalibel address the char-
  yearned to showcase his trophies, the
                                              a music-themed room for his creation.      acters through cracks in the mural
  preserved remains of monsters he had
                                              The pipe organ controls four secret        wall. They hope to teach the PCs how
  killed. To easily display them to others,
                                              compartments, but those who tamper         to use the organ to open the room’s
  Kephrane selected the corpses’ most
                                              with it unleash monsters to protect the    locked compartments. The characters
  frightening features, then sliced up the
                                              sorcerer’s collection. PCs who learn to    may find their words difficult to un-
  bodies and stitched them together as a
                                              play the organ may claim Kephrane’s        derstand, however, given that centu-
  single creature—a bizarre and hor-
                                              treasure.                                  ries of loneliness have driven them
  rifying golem. He found his creation
  more than successful; the union of the                                                 insane. Still, the personalities can offer
                                                  Voice of Gloom: The flesh golem        vital clues if the party listens closely
  golem’s harpy chest and throat with a
                                              is built of monstrous parts. Its core is   (see Roleplaying Tactics).
  destrachan’s sonorous head produced
                                              the naked torso of a harpy. Her throat
  a unique music that so affected Keph-
                                              meets the dead flesh of a destrachan’s          Recharge Chamber: The mural
  rane that he made the golem warden
                                              large head, its mouth fixed open.          depicts an orchestra of monstrous
  of a special vault. The sorcerer filled
                                              The harpy’s wings are replaced with        musicians of various races, harpies
  the chamber with musical treasures
                                              the hairy arms of a satyr, whose legs      and satyrs the most humanoid of the
  acquired during his long adventur-
                                              connect below the harpy’s thighs to        troupe. The mural is also a door; the
  ing career. He called it the Midnight
                                              form long, triple-kneed legs. A third      semicircular wall can be lowered into
  Theatre for the dark performances
                                              set of limbs dangles long and rubbery      the floor to reveal a hollow space
  his creation put on within, and the
                                              from the midsection. A black cloak is      behind it. The golem waits inside,
  golem’s odd mixture of voices haunts
                                              grafted to the golem’s shoulders, and      standing next to a thick lever built into
  the room still.
                                              a fanged mouth on the back of the          the back wall. Kephrane called this
                                              cloak moans softly when the creature       room the “recharge chamber,” because
       Room Environment                       moves.                                     pulling the lever causes the mural to
     Lighting: None.                                                                     rise (sealing the room) and a blast of
     Terrain: Normal. The ceiling                 The magic that animated the flesh      electricity to wash over anyone behind
  reaches 20 feet.                            golem also preserved the minds of          it. The electricity heals the golem’s
                                              several of the creatures built into its    wounds, and it has been programmed
       Room Description                       body. The golem itself remains mind-       to retreat into the chamber when
       for the Players                        less, and these personalities cannot       reduced to half its hit points.
                                              affect its actions. They can speak inde-
      At the tunnel’s end is an empty
                                              pendently, however, and are respon-            When the switch is pulled, the
  suit of armor posed with its arms
                                              sible for the golem’s musical ability.     mural-wall rises immediately, throw-
  swept toward the entrance as though
  welcoming you in with a bow. The                                                       ing or crushing any creature on top.
                                                  The two surviving personalities        Those creatures then fall either inside
  corridor leads to a large room scattered
                                              are the cloaker, Mulurku, and the          the chamber or out of it (their choice).
  with fragments of brass horns and
                                              harpy, Zalibel, who speaks through         Just before the next turn of the crea-
  other instruments. Only the enormous
                                              the destrachan’s mouth. Mulurku            ture that pulled the switch, everyone in
  pipe organ opposite the entrance has
                                              speaks Undercommon, and Zalibel            the chamber suffers a jolt of electricity,
                                                                  
                                                            UNDER THE DUNGEON
room   31
                                                           MOUNTAIN  THE
                                                                                                                                  1st   level
                                                           Midnight Theatre
                                                RULE
  and then the wall lowers. If the switch       THE
                                              DUNGEON!
                                                         Combat Tactics                           fies a tune, the clues sound like “green
  is held continuously all that time, the             [high]                                      key, last red key, bottom gold key,” or
  wall does not lower, and the electricity            A black pudding created by the or-          “third white twice, then big black key.”
  trap fires each round until the switch          gan forms after one round and attacks
  is released. The golem only holds the           mindlessly. If the Voice of Gloom is                Zalibel: The harpy�����������������
                                                                                                                          whispers to the
  switch if it is alone in the chamber. The       released, it attacks the nearest crea-          PCs, her voice deep and echoing but
  Traps section describes the composi-            ture in melee, but it retreats to heal          distinctly feminine. Zalibel claims she
  tion of the mural wall, in case a crea-         itself if wounded to half its hit points.       wants to help the party find the magic
  ture tries to break through it.                 When the golem is inside the recharge           items in the room. She gives her name
                                                  chamber, it must squeeze (–4 penalty            if asked. She also hints about playing
      The recharge chamber initially              on attacks rolls and AC). The golem             the organ, and she identifies a specific
  stands closed because Kephrane                  has a chance each round to go berserk,          tune by singing it when asked by a
  “locked” it using the organ. When               and if it does, it cannot follow the            character making a succesful interac-
  “unlocked,” the chamber’s default               command to heal itself. The golem’s             tion check.
  state is open; only pulling the lever or        choker components give it an extra
  relocking it causes it to close.                standard or move action each round.           RULE
                                                                                                THE
                                                                                              DUNGEON!
                                                                                                         Relevant Skill
     Organ: The pipe organ in the
                                                                                                         Checks
                                                      Each fight with an elder black pud-
  southwest corner has many keys that                                                                 [high]
                                                  ding is EL 12. The combined challenge
  open the room’s locked compart-                                                                     Bluff/Diplomacy DC 16 to
                                                  of the golem and traps is EL 15.
  ments when played in the right order.                                                           make the personalities describe a
  Unfortunately, playing the wrong keys                                                           tune, usually in an enigmatic way. The
                                                         Roleplaying Tactics                      description corresponds to one of the
  causes slime to spray from the organ’s
  pipes. The slime pools together over                Roleplaying in this encounter does          four correct tunes and gives a character
  the course of one round, forming an             not depend on the party’s level, except         playing the organ a +2 circumstance
  ooze creature after that time.                  for the skill checks needed to succeed          bonus on his Perform check.
                                                  (see Relevant Skill Checks). The two                Bluff/Diplomacy DC 21 to
      There are four tunes that open the          personalities respond to characters             make the personalities identify one
  room’s compartments, one lilting,               using the Diplomacy skill to befriend           of the four correct tunes. This gives
  one mysterious, one mournful, and               them or the Bluff skill to make them            a character playing the organ a +5
  one thundering. Simply examining the            believe the speaker wants to free them.         circumstance bonus on his Perform
  organ may offer clues of its purpose            To gain the party’s trust and get them          check.
  but provides no hint as to which                to lower the mural, they try to reveal              Bluff/Diplomacy DC 21 to
  keys to play. The party must gain this          the tunes in the following order (un-           make a personality reveal additional
  information from the only ones who              less persuaded to reveal a different            information.
  know, the personalities embedded                tune): mysterious, lilting/mournful,                Disable Device DC 30 to raise
  in the flesh golem (see Roleplaying             and thundering last.                            or lower the charging chamber door.
  Tactics).                                                                                           Knowledge (arcana) DC 19 to
                                                      Mulurku: Mulurku
                                                                 ���������������������
                                                                            moans softly�         understand the organ’s basic function:
                                                  in Undercommon�������������������
                                                                     , sounding like an           the right tunes open things, while
                                                  otherworldly wailing. If���������������
                                                                            none of the           pressing other keys trigger traps.
                                                  PCs knows the cloaker’s language, it                Knowledge (religion) DC 22
                                                  soon shuts up. At any sign of agitation         to recognize the misshapen trumpet as
                                                  in the harpy’s voice, Mulurku wails             a trumpet archon’s property.
                                                  incomprehensibly. If a character speaks             Open Lock DC 35 to unlock the
                                                  Undercommon, the cloaker can                    secret door.
                                                  identify the correct keys to push based             Perform (keyboard instru-
                                                  on their color; the golem often faced           ments) DC 21 to play a correct tune
                                                  away from the organ while its master            on the organ.
                                                  played, so Mulurku got a good view                  Search DC 30 to locate the secret
                                                  of the keys. When the cloaker identi-           door.
                                                                      
                                                                 UNDER  THE DUNGEON
room        31
                                                                MOUNTAIN   THE
                                                                                                                                             1st       level
                                                                Midnight Theatre
          Search DC 40 to find the satyr’s            of stone fall to the floor (an illusion).      points. A pudding with less than 10
     pipes unassisted by the organ.                   A small niche holds pipes of pain.             hit points can’t be further split.
          Sense Motive DC 22 to detect                The pipes have no magic aura until
     the personalities’ secret motives in as-         removed from the niche.                     Voice of Gloom		                       CR 14
     sisting with the organ.                                                                      Advanced flesh golem with choker
   RULE                                                   Mournful Tune: The suit of armor            arms*
            Traps, Mechanical
   THE
 DUNGEON!
                                                      near the entrance straightens, opens        N Huge construct
            Devices, Doors, and                       a compartment in its breastplate, and       Init –1; Senses darkvision 60 ft., low-
            Objects Statblocks                        withdraws a long, misshapen trumpet.            light vision; Listen +0, Spot +0
                                                      It holds the trumpet to its faceplate       --------------------------------------------------
         [high]
                                                      and emits a wretched squeal. The            AC 20, touch 7, flat-footed 20
         Rising Floor Trap: CR 10;                                                                hp 188 (27 HD); DR 5/adamantine
     mechanical; touch trigger; automatic             trumpet was stolen from a trumpet
                                                                                                  Immune magic; construct traits
     reset; DC 25 Reflex save avoids; floor           archon long ago and is useless to any-
                                                                                                  Fort +9, Ref +8, Will +9
     moves up (16d6, crush); multiple tar-            one but its owner—who would love to
     gets (all targets in a 5-ft.-wide circular       have it back.
                                                                                                  Spd 30 ft.
     band); Search DC 25; Disable Device                                                          Melee 2 slams +29 melee (3d8+11) and
     DC 30. Market Price: 50,000 gp.                     Mysterious Tune: The secret door
                                                                                                    2 tentacles +24 (2d6+5)
                                                      opens.                                      Space 15 ft.; Reach 15 ft. (20 ft. with
         Chain Lightning Trap: CR 10;                RULE
                                                     THE
                                                   DUNGEON!   Monsters and                          tentacles)
     magic device; proximity trigger (alarm);                 Villains Statblocks                 Base Atk +20; Grp +39
     automatic reset; spell effect (chain light-                                                  Special Atk berserk
                                                          [high]
     ning, 15th-level wizard, 20d6 electricity
                                                      Elder Black Pudding        CR 12            Abilities Str 32, Dex 8, Con —, Int —,
     to largest target plus 10d6 electricity to
                                                      N Gargantuan ooze                             Wis 11, Cha 1
     each of up to twenty secondary targets,
                                                      Init –5; Senses blindsight 60 ft.; Listen   SQ immunity to magic, quickness
     DC 19 Reflex save half damage); Search
                                                         –5, Spot –5
     DC 31; Disable Device DC 31. Cost
     60,000 gp, 4,800 XP.                                                                         Berserk (Ex): When a flesh golem
                                                      AC 1, touch 1, flat-footed 1                  enters combat, there is a cumula-
                                                      hp 290 (20 HD)                                tive 1% chance each round that it
        Wall of Force: 1 inch thick,                  Immune ooze traits
     Hardness n/a, hp n/a, Break DC n/a.                                                            goes berserk, attacking the near-
                                                      Fort +15, Ref +1, Will +1                     est living creature or smashing
     A permanent illusory wall (CL 20th)
                                                                                                    some object smaller than itself if
     makes the wall opaque (Will save DC              Spd 20 ft., climb 20 ft.                      no creature is within reach, then
     16 negates if interacted with).                  Melee slam +19 (3d6+12 plus 3d6 acid)         moving on to spread more destruc-
                                                      Space 20 ft.; Reach 20 ft.                    tion. The golem’s creator, if within
                                                      Base Atk +15; Grp +35
   RULE
    THE
 DUNGEON!   Treasures and XP                                                                        60 feet, can try to regain control by
                                                      Special Atks acid, constrict 2d8+12           speaking firmly and persuasively to
         [high]
                                                        plus 2d6 acid, improved grab                the golem, which requires a DC 19
         Thundering Tune: Unlocks (or
     locks) the recharge chamber. This ac-                                                          Charisma check. It takes 1 minute of
                                                      Abilities Str 26, Dex 1, Con 28, Int —,       inactivity by the golem to reset the
     tion leads to combat as noted above,                Wis 1, Cha 1
     but the chamber also contains treasure:                                                        golem’s berserk chance to 0%.
                                                      SQ split                                    Immunity to Magic (Ex): A flesh golem
     a chime of interruption and a cymbal             Skills Climb +16                              is immune to any spell or spell-like
     of blasting (functions as the horn). The
                                                                                                    ability that allows spell resistance,
     instruments rest on shelves above the            Acid (Ex): Weapons striking the ooze          except as follows. A magical attack
     blast area of the lightning, but if the            must make a DC 29 Reflex save or            that deals cold or fire damage slows
     golem goes berserk and sees no other               be destroyed. The pudding deals 21          a flesh golem (as the slow spell) for
     targets, it could smash the treasure.              points of damage per full round of          2d6 rounds, with no saving throw. A
                                                        contact to non-stone items.                 magical attack that deals electricity
         Lilting Tune: Pan pipes sound from           Split (Ex): Slashing and piercing             damage breaks any slow effect on
     the mural. A crack widens around one               weapons split a pudding into two            the golem and heals 1 point of dam-
     of the carven satyr’s hands, and bits              puddings with half the original’s hit       age for every 3 points of damage
                                                                           
                                                           UNDER
                                                               THE DUNGEON
room   31
                                                          MOUNTAINTHE
                                                                                1st   level
                                                          Midnight Theatre
                                               RULE
       Designer’s Notes
      This encounter provides a mix of
  combat and roleplaying. Rogues will
  have a hard time in combat because
  none of the enemies are vulnerable
  to sneak attack, but a rogue skilled at
  conversation may be able to circum-
  vent fighting the lesser ooze foes.
  Bards will see even greater success, us-
  ing their Perform skill to supplement
  their talking skills.
       Author’s Bio
      Mike Ring designs and edits d20
  products and lately plays a lot of Mag-
  ic. His web page lists his full credits
  and contact information: http://home.
  comcast.net/~michaelring.
                                                                  
                                      UNDERTHE DUNGEON
room    31
                                     MOUNTAIN THE
                                                                         1st level
                            MIDNIGHT THEATRE (DM REFERENCE)
                                                                RULE
                                                                THE
                                                              DUNGEON!
Midnight Theatre (battlemap 1 of 2)
MOUNTAIN THE
MOUNTAIN THE
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