TEXT: Glowing  
  Glowing  
  Gallery
  Gallery
  Forsaken 
  Forsaken 
  Oubliette
  Oubliette
  Bone
  Bone
  Tunnels
  Tunnels
  Skittering
  Skittering
  Deeps
  Deeps
  The  
  The  
  Underocean
  Underocean
  1
  2
  3
  4
  5
  6
  Underdark adventUre areas
  GLOWING GALLERIES
  Following the tunnel down from the Fungal 
  Caverns leads to an array of swirling caves 
  brimming with bioluminescent mushrooms 
  and lichen. These sprawl upon the walls and 
  ceilings, emitting a soft, colorful light in a 
  variety of hues. 
  Myconid outcasts live in small pockets 
  around these caves. The reason they are 
  banished is unknown, but it has made them 
  vicious. They cover themselves in luminous 
  lichens and perform war-dances in the dark-
  ness, getting ready to stage raids on the sur-
  face village. 
  Glowing fungal basilisks lair in the deep-
  est caves, gorging on the mushrooms and 
  lichens of the galleries. They produce echo-
  ing howls that seem to cause the glowing 
  mushrooms to dim and brighten with their 
  pitch. They emerge hungrily from a dimen-
  sional rift leading to a primordial plane of 
  fungus.
  Encounters (3-in-6 chance, roll 1d4): 
  1) Myconid outcasts performing glowing 
  dance ritual [2d4]. 2) Fungal basilisks 
  snorting and howling while they eat [1d2]. 
  3) Fungal stalker, lurking among folds of 
  mushrooms. 4) Gurgling entrance to fun-
  gus plane, spoors burping into the cham-
  ber intermittently.
  UNDEROCEAN
  Below The Observer’s Tower is a group of 
  stone structures built upon islands in a vast 
  underground sea known as the Underocean. 
  The stairs from the tower lead down for sev-
  eral dozen stories before landing at the bot-
  tom. The structures serve various purposes, 
  but primarily they are used to house The 
  Observer’s collection of notes, documents, 
  books, and scrolls. Blind elfs work as librar-
  ians,  using boats to get around the islands. 
  The Underocean is fed by underground 
  streams leaking from Misty Lake and the 
  surrounding swamp. The dark water is full 
  of albino fish, eels, and crabs, all complete-
  ly blind to light. It’s possible to sail across 
  this sea to the west, beyond Illmire, to other 
  underdark locations.
  Encounters (3-in-6 chance, roll 1d4): 
  1) Librarians; strange blind elves [1d4]. 
  2) Beaked watchers [1d4]. 3) The Observ-
  er. 4) Floating chest containing 1d4 ran-
  dom spell scrolls. 
  FORSAKEN OUBLIETTE
  Hidden deep in the forest territory of the 
  froglings is a dark, vine-choked crevasse 
  that leads down to a series of tunnels con-
  taining ruins left by the Rackoo clan. The 
  ruins are now infested with troglodytes who 
  occasionally surface to hunt in the forest. 
  The froglings have had violent encounters 
  with the troglodytes, and so shun the tun-
  nels below the forest.
  Encounters (3-in-6 chance, roll 1d4): 
  1) Dead froglings being eaten by corpse 
  crawlers [1d4]. 2) Troglodytes [2d4]. 3) 
  Giant earthworms [1d8]. 4) Giant spiders, 
  wandered from the Skittering Deeps to 
  hunt [1d6]. 
  SKITTERING DEEPS
  A sprawling labyrinth of narrow worm-lines 
  stretches in every direction like a mess of 
  pasta. The passages are thick with webbing, 
  to the point where they are nearly impassi-
  ble to all but the  giant subterranean spiders 
  who inhabit them, though fire may do the 
  trick. These spiders crawl down from the 
  Webbed Hollows, hiding from the sunlight 
  that penetrates the caverns. 
  Encounters (3-in-6 chance, roll 1d4): 
  1) Wriggling egg sacs full of spider swarms 
  [1d4]. 2) A skeleton, wandered from the 
  Bone Tunnels, stuck in the webbing. 3) 
  Giant spiders, lurking the webbing and 
  shadows [1d6]. 4) A vicious behir, gorging 
  on a dead spider.
  BONE TUNNELS
  A labyrinth of crumbling catacombs sits be-
  low the lost crypts of the Rackoo clan. The 
  walls of tunnels are made from rows upon 
  rows of stacked bones, with a line of jawless 
  skulls to crown the grim motif. 
  Skeletons and zombies shamble through the 
  dark corridors, as well as something even 
  worse. The necromantic magics used to 
  raise the dead have manifested as a sinis-
  ter bone golem that stalks the catacombs, 
  choosing from the morbid structure its fa-
  vorite bones with which to adorn itself. It 
  tolerates no living trespassers in its territory.
  Encounters (3-in-6 chance, roll 1d4): 
  1) Zombies [1d4]. 2) Skeletons [1d6]. 3) 
  Pit trap with jagged broken bone spikes. 
  4) Bone golem, seeking new bones to add 
  to the catacombs.
  Passage #1: This passage starts out bursting 
  with glowing mushrooms towards the north. 
  The mushrooms eventually give way to utter 
  darkness and ankle-deep, murky water. Clos-
  er to the Underocean, the water raises up to 
  waist-height. Echoes boom in the passage.
  Passage #2: A narrow channel with knee-
  high water stretches eastward from the Under-
  ocean. Halfway to the Oubliette, raised stone-
  work catwalks emerge. These proceed into the 
  crumbling ruins below the frogling canopy.
  Passage #3: A rapid and turbulent channel 
  runs southward from the Underocean. Before 
  reaching the Skittering Deeps, it slows down 
  and pools, draining even deeper. The Skitter-
  ing Deeps is above this pool, requiring a climb. 
  Passage #4: A huge cylindrical wormline 
  burrows its way from the Skittering Deeps 
  to the Forsaken Oubliette. Many more lines 
  branch off. Somewhere lurking is a gigantic 
  worm, one of the many who created the lines. 
  Passage #5: A wormline stretches southward  
  from the Skittering Deeps before it bursts into 
  a stonework chamber that links to the Bone 
  Tunnels. Undead wander northward and occa-
  sionally get stuck in spider webs.
  Passage #6: Troglodytes avoid the long, 
  stonework hallway that crawls from the 
  catacombs north to the ruins below the 
  frogling canopy. Everburning torches provide 
  green-tinted light but also toxic fumes that 
  keep the hallway deathly quiet.
  
  the sUbterranean Complex
  1. Staircase from The Observer’s Tower: 
  A long, spiral staircase winds its way down 
  from the tower above inside of a cylindrical 
  stone chamber. Downward it goes, under the 
  ground, until it ends inside of a dark, dank 
  chamber. The sound of flowing water comes 
  from just beyond a rusty metal door. From out-
  side the building, it appears to be a tower that 
  reaches up into the darkness above until it con-
  nects and enters the ceiling of the giant cavern. 
  Stone bridges connect this island to others.
  2. Boat Dock: Wooden docks reach out over 
  the murky, churning waters of the Under-
  ocean. The shadowy forms of huge, sightless, 
  albino eels and fish lurk under the water. Rick-
  ety wooden boats with oars are tied to most 
  docks, used by the librarians.
  3. The Underocean: Small waves ripple in 
  from the vast body of murky water to the west. 
  The water has tides that shift back and forth 
  every six hours. At high tide, the waves are 
  roughly the same height as the docks them-
  selves. At low tide, the water level drops by 
  over a foot, exposing many rocks that stick out 
  of the water around the complex. Albino crabs 
  and other crustaceans congregate on these 
  rocks during this time.
  4. Librarian’s Quarters: A freestanding 
  stone building that sits upon a rocky island. 
  The librarians keep their simple lodging here, 
  each retaining a footlocker containing robes, 
  sandals, candles, and some simple sundries 
  like dried fruits and nuts, salted meats, and 
  stale breads. 2-in-6 a librarian is here resting.
  5. Storage: The Observer keeps some ad-
  ditional storage here. Dusty wooden crates 
  fill the room, some open and some nailed 
  shut. Contents are worth 1400gp in uncom-
  mon items, including scroll tubes, three large 
  prisms, a dozen empty cruets, boxes of quills, 
  six large jugs of black ink, a hundred feet of 
  copper wire, an ornate balance with weights, 
  two boxes of multicolored chalk, a copper 
  alembic for alchemy, ten bottles of dark wine, 
  and several folds of fine silk. There are torches 
  in sconces along the wall; one is a hidden lever 
  that opens a secret cache containing 2000gp 
  in precious gems. 2-in-6 chance that a librari-
  an is here rummaging through crates.
  6. Scroll Chamber: This room features three 
  long, wooden, scroll racks. Each rack contains 
  fifty or so blank scrolls with solid oak rods. 
  2-in-6 chance a librarian is here choosing a 
  new scroll.
  7. Scribe Room: Three ornately carved, 
  wooden podiums are positioned around the 
  room. Running along the edges of the room 
  are dozens of candles that provide ample light 
  for the scribes. 2-in-6 chance a librarian is 
  here, scribing upon a podium. In a hidden com-
  partment in one of the podiums is a note that 
  says “to pass the magic door, speak violet night-
  shade”.
  8. Library: This larger chamber functions as 
  The Observer’s private library. He keeps a vast 
  multitude of books, pamphlets, and scrolls here 
  for his own research, invaluable tomes of esoter-
  ic knowledge, stacked neatly upon shelves and 
  racks. There is a 1-in-6 chance to find useful 
  historic, scientific, or occult information here per 
  every four hours spent studying. A door on the 
  north wall leads to a stone ledge overlooking the 
  water. It faces toward the northern tunnel that 
  lead to the Glowing Galleries. 
  9. Archive: A chamber that holds The Observ-
  er’s personal logs and scientific journals. He em-
  ploys the librarians to scribe for him and then 
  files the observations in neat shelves labeled by 
  the decades. The history of The Observer’s pres-
  ence in Illmire is recorded here, stretching back 
  a thousand years, a long with a vast array of per-
  sonal observations and scientific results.
  10. Private Study: Dominating this chamber is 
  a stone table piled with books and scrolls. Hidden 
  under the piles are scrolls of water breathing, 
  wizard eye, magic jar, and cloud kill. 
  11. Art Gallery: There are dozens of strange 
  paintings here. Most are portraits of elves. Their 
  eyes watch trespassers. A glowing, owl-like bird 
  hangs out in and around this building. It’s capa-
  ble of speech and will follow anyone who enters 
  around the subterranean complex. It wants to 
  know what the surface world looks like but is too 
  afraid to go see for itself. It will trade information 
  about Urg’lon for pieces of fresh fruit.
  12. Seaside Henge: A ring of tall, mossy stones 
  stands upon an island. Scorch marks are embla-
  zoned upon the smooth stone ground. Magic en-
  ergy is palpable here. This is a place of power 
  - the effects of spells cast while in the standing 
  stones is doubled, per the Referee’s discretion. 
  1-in-6 chance a librarian is here, casting a spell.
  13. Retreat: A heavy iron door bars entrance to 
  a final stone building, this one with ornate glass 
  windows. The Observer uses this as his private 
  get-away. A large stone pedestal sits in the center 
  of the room, serving as a bed for Urg’lon. It’s 
  draped with thick, fine fabrics and covered in 
  silken pillows. Hidden in the fabrics of the bed 
  is a scorpion the size of a house cat; it strikes 
  anything that disturbs it. A peculiar hookah sits 
  beside the bed; any who smoke from this hookah  
  gain the ability to see additional colors not nor-
  mally visible to humans, can see in the dark, and 
  read magic. These effects last for one hour. A 
  closet features shelves that hold three oversized 
  monocles worth 500gp each and a golden con-
  tainer of magic hash worth 700gp. 
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  Deep below The Observer’s Tower, accessible by long 
  staircase that leads underground, is his mysterious 
  subterranean complex. Here, a gigantic cavern con-
  tains several buildings constructed upon a small group 
  of islands near the shores of a great underground sea. 
  The Observer keeps a library for his many tomes, books, 
  scrolls, and writings as well as an archive of his own findings. 
  He keeps a trio of blind, elf monks who serve as scribes and librari-
  ans. They are harmless unless attacked, and will assist any who request 
  help locating information in the library or archives. The great sea, known 
  as the Underocean, stretches off into miles of darkness. What lies beyond is 
  unknown. 
  13
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  To passage 1 and The 
  Glowing Galleries
  To passage 2 and The 
  Forsaken Oubliette
  To passage 3 and The 
  Skittering Deeps
  
SOURCE: textdata/thevault/Old-School Essentials BX Essentials/Old-School Essentials Adventures & Settings/The Evils of Illmire (OSE)/The Evils of Illmire [v2] (OSE)/The Evils of Illmire Sheets & Handouts/Evils Illmire Underdark Addition.pdf