TEXT: 1
  LEVEL 1: ROTTEN HALLS  |
  LEVEL 1: ROTTEN HALLS  |
  General Features
  • Ceilings. 12 ft. in chambers, 8 ft. in corridors.
  • Crawlways. 3 ft. high and 2 ft. wide.
  • Illumination. None unless noted.
  • Secret Doors. Stone doors that slide open on runners.
  DC 20 Perception to find.
  • Stairs. Rock and go 25 ft. down between floors.
  • Tracks. Skeleton keys can be tracked with DC 12
  Wisdom (Survival) check.
  Level 1: Rotten Halls
  Level 1: Rotten Halls
  1. Acererak's Warning
  Near the base of the cliffs, a fifteen-foot-tall obelisk of cracked 
  stone is draped with vines and black moss. Behind it, you see 
  a dark passageway obscured by withered creepers. A second, 
  smaller tunnel burrows into the base of a cliff to the east.
  • If alert, DC 10 Perception check to see:
  Three stone gargoyles watch you from narrow ledges carved into
  the cliff side. Each has the face of a bearded devil, its mouth agape
  in a silent scream.
  • 3 gargoyles attack if characters damage them or obelisk.
  • Obelisk. Writing in common states:
  Fear the night when the forsaken one seizes death’s mantle and
  the seas dry up and the dead rise and I, Acererak the Eternal,
  reap the world of the living. Those who dare enter take heed: The
  enemies oppose.
  One stands between them.
  In darkness, it hides.
  Don the mask or be seen.
  Speak no truth to the doomed child.
  The keys turn on the inside only.
  • Toppling the obelisk summons a nalfeshnee.
  2. Gallery of Tricksters
  Alcoves run the length of a narrow tunnel, each one featuring a 
  bestial statue standing or squatting above a basin of oil.
  • Trickster gods are across from their enemy, oil lights up
  when their puzzle cube is near. Unkh is hidden at the end.
  • Treasure. Golden pendant (25 gp) shaped like an eye
  hangs on Unkh statue, radiates aura of divination magic,
  pulls characters towards the true entrance.
  3. False Entrance
  A short tunnel ends at a slab of worked stone, whose edges are 
  marked by relief carvings of grinning skulls. Four lines engraved at 
  the center of the slab cross one another to form a star, with both 
  ends of each line marking the location of a cube-shaped cavity cut 
  into the door — eight cavities in all.
  • Trap. If 8 of the 9 cubes are entered into the wall the
  stone door begins to close. DC 10 Athletics to flee.
  Characters who are trapped must succeed DC 15 Con
  save or take 5 (1d10) poison damage and 5 (1d10) acid
  damage at the start of each turn for 10 rounds. 11 (2d10)
  poison and 11 (2d10) acid if they are beyond the false door
  in the gas-filled chamber.
  4. True Entrance
  • True entrance can be spotted with a DC 10 Perception
  check search near the base of the cliff.
  Pulling aside the heavy undergrowth, you uncover an archway
  in the cliff face. Stone skulls peer down from the lintel, and old
  bones litter the threshold. As light strikes the entrance, a swarm of
  bats screeches out from within.
  4a. First Puzzle Door
  A slab of worked stone blocks the overgrown tunnel some twenty 
  ft. from the entrance. Grinning skulls mark the edges of the slab, 
  in the center of which are nine cube-shaped cavities arranged in 
  three rows of three.
  • The cubes representing trickster gods must be placed so
  that each god is opposite its rival’s cube on the grid, with
  Unkh (who is neutral and has no rivals) in the middle.
  • Trap. Incorrect = 18 (4d8) lightning in 20 ft. radius
  The nine cubes flare with light, then disappear. Growling like an
  angry beast, the slab begins to slide up into the ceiling.
  4b. Second Puzzle Door
  Another slab blocks the hallway twenty ft. beyond the first door. An 
  iron lever is set into the door’s surface, with a graven stone skull 
  leering down from above.
  • At the midpoint of the hall read:
   The skull’s jaws creak open, and a skeletal hand holding a crystal
  hourglass-style timer emerges from within. With a click, the timer
  rotates and sand starts to trickle into its lower globe.
  • Count down from 10. After 10 seconds, door lifts up.
  • Pit Trap. Pulling lever causes floor between doors to
  split open along a central seam (DC 15 Perception to
  notice). DC 15 Dex save or fall into spiked pit, 11 (2d10)
  bludgeoning + 1d4 spikes 3 (1d6) piercing and 5 (1d10)
  poison damage for each. Creature that takes poison
  damage from spikes poisoned for 24 hours, or until the
  condition removed with lesser restoration/similar magic.
  5. Trapped Corridor
  A moss-covered corridor extends beyond the second door. Tree 
  roots hang from the sagging ceiling, and the air reeks of rot and 
  damp. Ahead, a bas-relief carving of a bearded devil’s face adorns 
  the wall at a T-shaped intersection. The devil’s open mouth is a 
  well of utter darkness.
  5a. Poison Darts
  • X’s mark pressure plates that trigger four poison darts (+8
  to hit) at random target within 10 feet. Darts deal 2 (1d4)
  piercing and DC 15 Con save or 14 (4d6) poison damage
  on a failure, success halves. DC 15 Perception to spot
  plates and holes in the wall.
  5b. Devil Face
  • Inside the devil’s mouth is magical darkness and
  permanent silence spell. The cavity behind the mouth is
  home to a shadow demon.
  5c. Floor Hatch
  A rusted iron grate is set into the corridor floor. Through its bars, 
  you see muddy water flowing slowly past. 
  • Bars cannot be bent, a small creature can pass through,
  or can be lifted with a combined strength 24.
  
  2  |  LEVEL 1: ROTTEN HALLS
   |  LEVEL 1: ROTTEN HALLS
  6. Crystal Window
  Creepers and vines cling to the walls of this corridor, at the end 
  of which is an arched crystal window, six ft. wide and ten ft. high. 
  Through it, you can see a dark chamber.
  • Window. AC 5, damage threshold of 15, 10 HP, immunity 
  to poison and psychic damage. If they peer through read:
  This vaulted tomb is overgrown with moss and creepers. A stone 
  sarcophagus rests on a stepped dais in the middle of the floor. On 
  the wall behind the sarcophagus, two large statues of bears grip 
  a five-foot-diameter bronze disk embossed with a dozen glaring 
  eyes. Six desiccated corpses slump on thrones in niches along the 
  walls. Each corpse wears a black mask made of papier-mâché and 
  feathers. 
  7. Grand Staircase
  A grand chamber opens ahead, fifty ft. across and plunging down 
  into darkness below. A stone balcony winds around the walls to 
  connect four archways. Other balcony levels are visible below, 
  with corridors radiating off in all directions. To the north, a stone 
  staircase descends to the lower levels.
  • Descends 25 ft. to floor 2.
  7a. We are not Alone
  • First character that looks over the balcony see:
  A hunched figure glares up at you from the balcony below, wearing 
  a mask that is a replica of the devil face at the tomb entrance. 
  Without saying a word, the figure steps out of sight.
  • Tomb dwarf runs to secret door at area 25 and vanish
  8. Magical Attraction
  A rusting statue of a knight stands at the west end of this hall, 
  gripping a large iron shield. Shards and flakes of rusted metal 
  cover the floor around the statue’s feet.
  • Statue. Statue magnetic, draws in metal objects less than 
  150 pounds (not being worn or carried), and creatures 
  that fail DC 10 Athletics (take 1d6 bludgeoning per 10 ft. 
  moved when hitting statue). Non-magical metal touching 
  statue is disintegrated.
  • Statue and shield are single Large object with AC 17; 40 
  HP; immunity to piercing, bludgeoning, and slashing from 
  nonmagical attacks, poison and psychic. If destroyed, trap 
  is disabled. Dispel magic (DC 17) shuts it down.
  9. Magic Fountain
  A large fountain crusted with moss rises in the middle of a circular 
  room. Three marble maidens stand in the fountain, holding 
  pitchers out of which water flows.
  • Advice from the Spirits. Any characters inhabited by 
  the spirits of Obo’laka or Wongo receive advice when 
  entering this area:
   o Obo’laka advises against drinking from the fountain.
   o Wongo encourages host to drink from the fountain.
  • Magic Fountain. 1: DC 12 Con save, 44 (8d10) necrotic 
  on fail, half on success, turns to dust if reduced to 0; 2, 
  loses ability to speak for 8 hours, lesser restoration spell 
  or similar magic ends; 3, changes sex, greater restoration 
  reverses, as does another drink from fountain with same 
  result; 4, +2d10 temporary HP.
  10. Obo'laka's Tomb
  This vaulted tomb is overgrown with moss and creepers. A stone 
  sarcophagus rests on a stepped dais in the middle of the floor. On 
  the wall behind the sarcophagus, two large statues of bears grip 
  a five-foot-diameter bronze disk embossed with a dozen glaring 
  eyes. Six desiccated corpses slump on thrones in niches along the 
  walls. Each corpse wears a black mask made of papier-mâché and 
  feathers. An arched crystal window to the east offers a view of the 
  tunnel beyond.
  Disk of Eyes
  • Disk has 30 ft. darkvision, cannot see characters wearing 
  masks. If it sees creature, six wights attack. Disk has 
  AC 17, 45 hp, immunity to bludgeoning, piercing, and 
  slashing from nonmagical attacks, poison and psychic 
  damage and weighs 250 pounds.
  Sarcophagus
  • Creatures wearing masks can open the sarcophagus with 
  a DC 13 Athletics. For other creatures it is locked (DC 20 
  Dex check with thieves’ tools or knock required).
  • Treasure. Bones of Obo’laka and ring of protection. 
  • If someone touches the ring read:
  As you touch the ring, the dust swirls into the shape of a small, 
  feral, bear-like creature that billows toward you with a ghostly roar.
  11. Gas Pocket
  • Opening secret door from area 11 ignites gas, 15 ft. 
  radius, DC 15 Dex save, 22 (4d10) fire, success halves.
  12. Trapped Chest
  Water pours from cracks and seams in the rough walls of this 
  cavern, whose floor is a muddy pool that flushes out into the 
  tunnel beyond. Just above the pool’s surface, a large treasure 
  chest dangles from rusty chains embedded in the ceiling.
  • Inscription (Common) around the keyhole reads, “I 
  devour all but the greatest thieves.”
  • DC 22 Dex check with thieves’ tools to open. Failure 
  activates a trap that destroys the thieves’ tools. Failure by 
  5 or more teleports character making the check inside the 
  chest, restrains them, and chest is then released into the 
  water, creature inside runs out of air in 5 rounds.
  • The chest is a Medium object with AC 13, 30 HP, and 
  immunity to poison and psychic damage. 
  • Treasure. 300 gp, a gold tankard embossed with a sad 
  face that smiles when the tankard is filled (250 gp), and a 
  stoppered bone tube with spell scroll of remove curse.
  13. Stone Skull
  A giant stone skull crusted with moss juts out from the end of the 
  passageway. A flame flickers within each of its eye sockets, and a 
  view into a chamber beyond can be seen through its open jaws.
  • DC 15 Perception reveals the jaw is hinged. Each time a 
  creature passes through the jaws, one of the eyes snuffs 
  out. 3rd time, jaws clamp shut, melee weapon attack,+10 
  to hit and 22 (4d10) bludgeoning, grapples the target (DC 
  19). While grappled, creature takes 5 (1d10) bludgeoning 
  at the start of its turn. Trap resets when creature escapes.
  
  3
   LEVEL 1: ROTTEN HALLS  |
   LEVEL 1: ROTTEN HALLS  |
  14. Moa's Tomb
  Skulls crusted with dried mud glower from niches cut into the 
  walls of this tomb. A stone sarcophagus stands at the center of 
  the chamber, its lid adorned with a coiled serpent carved in relief. 
  Behind the sarcophagus, resting atop a marble pedestal, is an 
  ornate crystal box with a small humanoid skull floating inside it.
  • DC 10 Perception check hear insects scuttling in mazes.
  Nepartak's Skull
  • Nepartak was the 10-year old granddaughter of Queen 
  Napaka, speaks to first character in tomb telepathically:
  The voice of a young girl echoes in your mind: “What’s happening? 
  Why can’t I see?”
  • Is scared and doesn’t know she’s just a skull and may ask:
  “Where am I? How did I get here?”
  “Why can’t I see anything?”
  “Are you friends of my father? Is he looking for me?
  • DC 12 Deception check to convince her with lies. Three 
  failures turns her into a flameskull:
  The voice shrieks in horror as the skull’s eye sockets flare with 
  green flame. With a shattering crash, the crystal box explodes and 
  the skull levitates into the air.
  • 6 swarms of spiders attack together with Nepartak.
  Sarcophagus
  • Unlocked and requires DC 15 Athletics check to open.
  • Treasure. Moa’s bones and staff of the python, if touched:
  Green smoke billows from the staff, coiling around you like a 
  serpent. A sibilant voice whispers in your ear: “Let me help you! I 
  promise to be good.”
  15. Wind Tunnel
  Carved birds soar across the walls of this corridor. Blocking the 
  passage near its northern end is a large adamantine propeller with 
  five sharp blades.
  • DC 15 Perception check reveals that the floor is a 
  pressure plate.
  • The adamantine propeller has AC 20, 30 HP, immunity to 
  non-force damage, activates if 20 lbs. on pressure plate.
  • Before propeller activates, can be jammed for a turn with 
  a DC 20 Athletics, failure results in 11 (2d10) slashing 
  damage. Breaks if jammed for 3 rounds after activation.
  • DC 20 Acrobatics check to leap between blades while 
  they revving up, 33 (6d10) slashing damage on a failure. 
  • At full speed, blades moving too fast to avoid 66 (12d10) 
  slashing damage. Creatures within 10 ft. of propeller 
  must succed on DC 15 Strength save or be pulled in.
  16. Wongo's Tomb
  A deep pit opens up at the entrance to this tomb, with a stone 
  sarcophagus resting at the bottom. A snarling monkey-like 
  creature decorates the sarcophagus lid. Beyond the pit, three 
  treasure chests sit on stone daises. The chest on the left is carved 
  of black onyx, the middle chest is made of rusty iron, and the 
  chest on the right is cast of silver and glistening with frost.
  • Chests are unlocked, cannot be moved, and are 
  impervious to damage. Each has a key that can only be 
  turned from inside the chest when the lid is closed. When 
  a key is turned a button reveals on Wongo’s sarcophagus:
   o Onyx Button. Creatures inside onyx chest must 
  succeed a DC 15 Con save or take 75 (10d6+40) force 
  damage. A creature reduced to 0 HP is disintegrated. 
   o Rusty Iron Button. Nonmagical metal objects inside 
  the rusty iron chest are destroyed.
   o Silver Button. Creature inside silver chest, DC 15 Con 
  save, 45 (10d8) cold on fail, success halves.
  • Once all three buttons are pressed read:
  The stone sarcophagus turns to transparent crystal, revealing a 
  mummified monkey-like creature within. Clutched in its desiccated 
  claws is a fearsome mace.
  • Sarcophagus (AC 5, 10 HP, vulnerability to bludgeoning 
  and thunder damage, and immunity to poison and 
  psychic). At 0 HP, breaks and  mummy inside attacks.
  • Treasure. Mace of terror. If characters touch mace, read:
  Red smoke seethes from the head of the mace, forming the 
  outline of a monkey with a long tail. With a roar, the smoky 
  apparition leaps at you, screaming, “Let me in!”
  17. Underground Waterfall
  The underground river plunges down into a dark, rocky chasm. 
  Cold air swirls up from below like the breath of some monstrous 
  creature. Through the gloom, you spot an ornate treasure chest 
  resting on a ledge opposite.
  • Chest is a mimic.
  • Ledge is 15 ft. from the lip of the waterfall. DC 14 
  Athletics check to climb around ledge. Creatures that take 
  damage on the ledge must succeed a DC 10 Dex save or 
  fall into the rift (35 (10d6) bludgeoning damage).
  Bottled Poisons
  • If workbench exposed to explosive force, such as from 
  thunderwave or fireball, bottles smash and create 15 ft. 
  sphere of poisonous vapors for 1 minute. When moving 
  into gas or start at turn, DC 15 Con save, 4d8 poison on 
  failure. Creatures affected even if they don’t breathe.
  • Among poisons is jug with soporific gas. If stopper is 
  removed, gas fills 15 ft. sphere. When moving into gas or 
  start at turn, DC 13 Con save or unconscious for 1 hour.
  Treasure
  • Xopal has brass key that unlocks south door.
  • 20 doses serpent venom, 5 doses essence of ether, 5 
  doses torpor (see “Poisons” in chapter 8 of the DMG).
  
  4  |  LEVEL 2: DUNGEON OF DECEPTION
   |  LEVEL 2: DUNGEON OF DECEPTION
  Level 2: Dungeon of 
  Level 2: Dungeon of 
  Deception
  Deception
  7b. Acererak's Second Warning
  The ring is a path to another tomb.
  The dead abhor sunlight.
  Only a jewel can tame the frog.
  Bow as the dead god intoned.
  Into darkness descend..
  18. Devil Pit
  The walls and floor of this fifteen-foot-square room are cracked 
  and carved with images of terrified humanoids falling. Set into 
  the middle of the floor is a stone bas-relief of a bearded devil face, 
  painted green. Forlorn cries echo from the black void of its gaping 
  maw.
  • Maw is 5 ft. cylindrical shaft that descends 10 ft. to Area 
  35 and is filled with magical darkness (dispel magic DC 
  16).  A swarm of bats attacks if the darkness is dispelled. 
  19. Gravity Ring
  At a four-way intersection, the corridors to north and south curve 
  upward and out of sight, but with no rails or steps to allow them 
  to be climbed. The corpse of a half-human, half-goat creature in 
  robes sprawls ten ft. to the north. It grips a staff tipped with a 
  bronze goat’s head.
  • Advice from the Spirits:
   o Bossy Papazotl urges his host to order another 
  character to walk the length of the circular hall.
   o Shagambi warns staff held by wizard may be cursed
  • Mirror Tomb. Characters that walk around the ring 
  appear in a copy of the tomb as it was a year ago.
  • Delvin. Corpse is Delvin, wizard of the Company of the 
  Yellow Banner. Has journal (handout 21).
  • Treasure. Devlin’s body has ink pot that never runs dry 
  (100 gp) and a spellbook containing the following spells:
   o 1st level: alarm, comprehend languages, detect magic, 
  expeditious retreat, identify, illusory script, sleep, 
  Tenser’s floating disk
   o 2nd level: arcane lock, cloud of daggers, flaming sphere, 
  knock
   o 3rd level: dispel magic, fireball
  • Staff is a staff of striking, but curses creature that attunes 
  to it, becomes goat-humanoid hybrid over next 3 days.
  20. False Tomb
  • DC 15 Perception check sees stone block nested in ceiling 
  of western tunnel.
  This room smells of wine. On a checkerboard marble floor, 
  a gilded coffin sparkles in sunlight streaming down from the 
  chamber’s vaulted ceiling, which arches twelve ft. overhead. Four 
  huge stone gargoyle heads, their mouths agape, protrude from the 
  walls.
  • Advice from the Spirits
   o Kubazan says to open coffin and smash whatever inside
   o Moa says tomb doesn’t match symbolism of any gods
  • Trap. If coffin is opened and sunlight hits plaque inside, 
  stone block seals entrance and wine begins to flow into  
  chamber through gargoyle heads at rate of 1 foot/round. 
  Creatures have 6 seconds to move out of room before 
  the block closes. DC 25 Athletics to crawl into gargoyle’s 
  mouth while wine is gushing out of it.
  • Roll initiative as wine beings pouring, track rounds:
   o At start of round 3, 3 wine weirds flow into the tomb 
  from the northwest, northeast, and southeast cisterns. 
   o After 12 rounds, wine fills tomb. Visibility is 5 ft. max. 
  Creatures that can breathe water cannot breathe wine.
  • Escape. The southwest crawlway ascends to area 24. 
  21. Zombie Door
  Three oval holes are carved into a nine-foot-wide, nine-foot-
  high stone door at human head height. As you approach, three 
  humanoid heads stick out of the holes, each covered in putrid 
  flesh and gnashing on an iron bit bolted to a chain bridle.
  • Turn undead causes zombies chained to door to flee, 
  opening door. Characters with a combined Strength of 33 
  can also lift door.
  22. Papazotl's Tomb
  Six glass cauldrons brimming with humanoid bones line the walls 
  of this tomb, at the center of which stands an ancient chariot 
  bearing a bronze sarcophagus with treasure strewn atop it. 
  Paintings on the chariot’s body show a tall bird with a long, sharp 
  beak. On the south wall, a bronze shield bears the embossed 
  image of a Chultan warrior carrying a spear, below an inscription 
  that reads, “Bow before no one.” Four bronze statues stand on 
  pedestals to either side of the shield. They depict Chultan warriors: 
  one holding a sword, two with spears, and one missing its face.
  • Advice from the Spirits
   o Nangnang says to grab treasure from the chariot.
   o Obo’laka warns that cauldrons contain bones of 
  Papazotl’s zealots, who may protect even in death.
  • Glass Cauldrons. Disturbing chariot, sarcophagus, or 
  treasure lying atop it causes twelve skeletons to crawl 
  out of glass cauldrons (2 per cauldron). Act on same 
  initiative count, +1 skeleton from each cauldron at start 
  of skeletons’ turn each round until cauldron is destroyed 
  (Large object, AC 15, 22 HP, vulnerability to bludgeoning 
  and thunder, and immunity to poison and psychic). 
  • Bronze Shield. If chariot, sarcophagus, or treasure 
  is disturbed, or if shield is removed from wall, hunter 
  embossed on it animates. On initiative count 20, it flings 
  a magical spear of force at nearest character it can see, 
  except creature that has bowed before faceless statue. 
  Ranged spell attack, +10/18 (4d8) force damage, if target 
  reduced to 0 HP is disintegrated and turns to dust. Can 
  be stopped by draping something over shield to block its 
  view. AC 15, 10 HP, and is immune to non-force damage. 
  • Treasure. A gold torc (250 gp), 3 gold cups (75 gp each), 
  five gold cloak pins (25 gp each), and an amulet of health.
  • If a character touches amulet read:
  Strange shadows shift across the walls, forming the outline of a 
  long-legged bird. Its beak stabs at you as a voice echoes through 
  your mind: “You will do as I command!”
  
  5
   LEVEL 2: DUNGEON OF DECEPTION  |
   LEVEL 2: DUNGEON OF DECEPTION  |
  23. Bottled Genie
  Ancient cobwebs fill this narrow corridor, whose midpoint features 
  an arched alcove. Within the alcove, a dusty bottle stands on a 
  table.
  • Bottle contains dao (Keshma al-Wazir), trapped centuries 
  ago by Acererak, is waving from within bottle and 
  calls out in muffled voice. If characters make a deal in 
  exchange for freeing her, she holds up her end of the 
  bargain and unsuccessfully plane shifts to Area 57.
  • Advice from the Spirits
   o Moa advises not to break bargains made with the dao.
   o Nangnang says to cut selfish deal with dao.
   o Papazotl encourages to treat the dao like a servant.
  • Treasure. Dao wears two sapphire cords (1,250 gp each), 
  two platinum armbands engraved with dueling dragons 
  (750 gp each), and a topaz belly-button gemstone (500 gp).
  24. Nangnang's Tomb
  The air here reeks of sulfur and brimstone. On the floor of 
  this chamber, a pentagram traced in salt surrounds an ornate 
  sarcophagus, its lid covered with figurines of prancing frog-like 
  humanoids.
  • Invisible gray slaad paces inside pentagram, can only 
  leave if pentagram is broken. Withers has its control gem.
  • Advice from the Spirits
   o Obo’laka encourages to add more salt to pentragram.
   o Wongo urges to wreck symbol and see what happens.
  • Sarcophagus. DC 17 Athletics check to open. First 
  creature to touch the urn or disturb its contents, DC 21 
  Wisdom save or affected by Otto’s irresistible dance + 11 
  (2d10) psychic at end of each of its turns. Dispel magic 
  (DC 18) dismisses effect on urn.
  • Treasure. Inside the sarcophagus are potion of poison 
  disguised as a potion of supreme healing and a petrified 
  grung egg that functions as a pearl of power. A spellcaster 
  attuning to egg also gains resistance to poison damage. 
  • When the egg is touched read:
  As you touch the egg, a tendril of slime rises from its surface and 
  transforms into a frog-like head that bobs toward you. A croaking 
  voice sounds out in your mind: “Nangnang will help you now.”
  25. Scrying Pool
  Behind the secret door, water fills a carved stone font.
  • Withers uses font to speak to creatures outside tomb and 
  tomb guardian. When character gazes into font, read:
  As the water begins to swirl, eerie light emanates from within the 
  basin. Slowly, an image resolves on the water’s surface.
  • Pick random tomb guardian, describe what character 
  sees through its eyes. Unless a character gazing into pool 
  is wearing amulet of the black skull, after 1 minute read:
  The surface of the pool explodes, and a hulking figure wearing 
  plate armor and a bucket helm heaves itself up from the font.
  • Tomb guardian attacks and deactivates pool until dawn.
  26. Spiral Staircase
  Three archways overlook a circular chamber where a spiral 
  staircase descends into darkness. The staircase walls are lined 
  with unlit torches in iron sconces and set with niches containing 
  moldering humanoid skulls and bones.
  • Withers and tomb dwarves’ secret ways to levels 2-5.
  27. Forge of the Tomb Dwarves
  Old wooden benches and shelves along the walls of this chamber 
  are covered with gears, chains, trap components, and cages filled 
  with rats. Lit iron braziers hang by chains from the ceiling. Along 
  the north wall, a stepped dais is set with a bulky contraption: an 
  iron maiden of sorts, attached to a network of steaming pistons, 
  tubes, and bubbling vats of blood. Five masked dwarves operate 
  the contraption.
  • Five tomb dwarves working inside. Release a newly 
  made tomb guardian against characters. Read:
  The iron contraption shudders as it opens, releasing a hissing 
  cloud of steam. Through the roiling vapor, an armored figure 
  wearing a bucket helm stomps into view.
  • Treasure. Enough gear for two sets of thieves’ tools, 
  a set of artisan’s tools, a set of alchemist’s supplies, a 
  set of mason’s tools, and a set of smith’s tools. A ghost 
  lantern with spirit of female moon elf warlock known 
  as the Starfallen within, who can provide hints to keep 
  adventure on track.
  28. Withers's Office
  Candles dimly illuminate a cluttered office. A skeletal songbird 
  rasps at you from a filthy cage in one corner. Other furnishing 
  include a wooden writing desk and a tall-backed chair. Anatomical 
  drawings sketched in charcoal hang on the wall behind the desk. 
  Seated in the chair is the shriveled corpse of a humanoid wearing 
  moldy robes and a bronze mask sculpted to look like a frowning 
  visage. Around the figure’s neck hangs a black skull-shaped 
  amulet, and a number of severed hands crawl on the desk and 
  floor around him.
  • Withers doesn’t attack immediately and questions the 
  characters. When he’s done with them, Withers and 
  seven crawling claws attack.
  • Journal. Withers’ journal (handout 22) describes history 
  of Omu and the Tomb of the Nine Gods, and details 
  arrival of atropal and construction of the Soulmonger.
  • Treasure. Scholar’s pack, manual of golems (clay), control 
  gem for the Slaad in area 24, and a spellbook containing 
  all the spells Withers has prepared. Inside the spellbook 
  are the words: “Khomara” and “Blackfire,” which are 
  actually the command words for the mirror of life 
  trapping in area 50. Withers’s skeletal songbird is tame 
  but cantankerous. Can’t fly, but can be sold to a buyer in 
  Port Nyanzaru for 75 gp. Withers’s bronze mask (25 gp).
  
  6  |  FLOOR 3: VAULT OF REFLECTION
   |  FLOOR 3: VAULT OF REFLECTION
  Floor 3: Vault of 
  Floor 3: Vault of 
  Reflection
  Reflection
  • Alien growth. Can destroyed fire, necrotic, or radiant. If 
  destroyed, nearby patch shoots random beholder eye ray.
  7c. Acererak's Third Warning
  Walk through water with weapon in hand.
  Slake your shadow at the font.
  The vulture is the first step.
  Right the gods.
  The walls of history tell all.
  29. Jackal Mask
  A huge carving of a snarling jackal’s head protrudes from the wall 
  at the end of this corridor. A chamber is visible through the gaps 
  between its fangs.
  • Gap between teeth is only 2 inches wide and too small to 
  crawl through, but characters who look through see:
  Four torches illuminate stone sphinxes crouched in the corners of 
  this fifteen-foot-high room. The torches cast flickering light across 
  hieroglyphs carved into the tiled floor. At the center of the room, a 
  gold-inlaid funeral barge stands atop a three-foot-tall stone dais. 
  Resting on the deck of the barge is a small golden sarcophagus 
  decorated with horned rabbits. A dark shaft opens in the ceiling 
  directly above the barge.
  • They also see a brief vision into the past:
  A slab of wall suddenly grinds upward to the east, and a dwarf 
  wearing a turban and chain mail creeps into the tomb. He 
  brandishes a shield in front of him as he treads cautiously across 
  the floor. A loud click sounds out as the dwarf steps onto one of 
  the floor tiles. Then a deafening buzzing rises as locusts pour out 
  from the mouths of the sphinx statues, quickly engulfing him. 
  He tries to fight them off, to no avail. When the cloud of insects 
  vanishes, nothing of the dwarf remains except its bones and gear.
  30. Iron Barrier
  Ahead of you, the face of a snarling minotaur is etched into a 
  sheet of iron that bisects the crawlway. Its eyes have been cut 
  out, letting you see through the sheet, beyond which the tunnel 
  continues onward.
  • DC 17 Athletics to lift sheet, locks into place in ceiling for 
  1 minute. If it shuts on creature, DC 15 Dex save or 8d10 
  bludgeoning. 
  31. Reflected Hall
  Still puddles of water cover the floor of this fifteen-foot-wide 
  hallway. The walls are slick with moisture and set with murals 
  showing animal-headed humanoids in armor, most of which 
  appear to brandish real weapons hanging on the walls. A three-
  foot-high crawlway in the east wall is flush with the floor. At the far 
  end of the hall, a rippling, transparent curtain of water fills a stone 
  archway. Beyond the curtain, you see another hallway that looks 
  similar to the one in which you stand.
  • South Hall. From south to north, warriors and weapons:
   o Stork-headed males with handaxes (the figure on the 
  east wall has the crawlway to area 36 between its legs)
   o Lizard-headed females with maces
   o Panther-headed males with blowguns
   o Unarmed hawk-headed females (the east mural is 
  illusory; see area 31A)
   o Goat-headed males with sickles
   o Frog-headed females with tridents
  • North Hall. From south to north, warriors and weapons:
   o Frog-headed females with tridents
   o Goat-headed males with sickles
   o Unarmed hawk-headed females (the east mural is 
  illusory; see area 31A)
   o Panther-headed males with blowguns
   o Lizard-headed females with maces
   o Stork-headed males with handaxes (the figure on the 
  east wall has the crawlway to area 32 between its legs)
  31a. Hidden Alcoves
  • Crystal Eyes. Pale purple eyeball in the south alcove and 
  a bright green eyeball in the north one.
  31b. Curtain of Water
  • Creature must carry a trident to pass through, or get 
  slammed by water, DC 15 Str save or 4d6 damage and 
  swept to end of hall. Dispel magic (DC 17) dispels wall.
  32. Rotating Crawlways
  • Trap. Tunnel rotates 90 degrees and sinks when weight 
  is applied to halfway point of tunnel A, trapping creatures 
  inside tunnel A and giving passage to creatures inside 
  passage B. Opposite happens when pressure is applied to 
  the halfway point of tunnel B. When it happens, read:
  With a loud grinding noise, this section of crawlway begins to 
  rotate, instantly cutting off the exits ahead and behind. You can 
  feel the passage sink about five ft. as it turns. After a few seconds, 
  it comes to a stop and the grinding abates.
  • The corpse of Sephirius of the Company of the Yellow 
  Banner resides in tunnel B, when revealed read:
  As a new tunnel rotates into place, you see a skeletal corpse lying 
  on the floor of that tunnel, about ten ft. away.
  • Treasure. +1 yklwa, a dungeoneer’s pack, a pouch 
  containing 8 gp, an ivory back scratcher shaped like a 
  dinosaur claw (25 gp), a holy symbol of Bahamut (25 gp)
  • Crystal Eye. The corpse has a red crystal eyeball.
  33. Chamber of Opposition
  This chamber contains a stone font filled with a steaming green 
  liquid. Beyond it, a shadowy figure stands at an open door on the 
  far side of the room. The figure’s back is toward you.
  • Creatures that enter the room see a duplicate shadow of 
  themselves 15 ft. ahead of them facing away from them. 
  The shadow can be positioned to drink the illusory soup 
  from the font to reveal the crystal eye at the bottom. 
  Creatures that view the face of a shadow must succeed a 
  DC 15 Wisdom save or drop to 0 HP.
  • Crystal Eye. Orange crystal eye is at bottom of the font. 
  34. Peephole
  The corridor turns sharply to the left. At the corner just before the 
  turn, a peephole is carved into the stone wall at a height of 6 feet.
  • Peephole has magnifying lens, allows view of symbols 
  on gold medallion in Area 35A and allows creatures at 
  peephole to telepathically speak with creatures in area 35
  
  7
   FLOOR 3: VAULT OF REFLECTION  |
   FLOOR 3: VAULT OF REFLECTION  |
  35. I'jin's Shrine
  35a. Stone Block
  The corridor ends at a block of stone on which is painted a seven-
  foot-tall jackal-headed humanoid with a circular gold medallion 
  around its neck. All around the figure are carvings of locusts.
  • Stone block is 5 ft. wide, 5 ft. deep, 12 ft. tall, moves out of 
  way from 35B. when button is pushed on locust carving.
  • Dial on medallion points to next puzzle floor hieroglyph in 
  sequence to open I’jin’s sarcophagus. Stepping on a floor 
  tile matching hieroglyph on dial causes the dial to turn, 
  revealing next symbol in the sequence. First symbol is 
  vulture, it then points to serpent, and so on. Sequence is 
  vulture, serpent, door, reed, scarab, scepter, foot, and urn.
  35b. Tomb
  Four torches illuminate stone sphinxes crouched in the corners of 
  this fifteen-foot-high room. The torches cast flickering light across 
  hieroglyphs carved into the tiled floor. At the center of the room, a 
  gold-inlaid funeral barge stands atop a three-foot-tall stone dais. 
  Resting on the deck of the barge is a small golden sarcophagus 
  decorated with horned rabbits. A dark shaft opens in the ceiling 
  directly above the barge, while to the south, a corridor is visible 
  through a set of fangs carved into the wall.
  The skeleton of a dwarf sprawls on the floor east of the barge, clad 
  in a tattered yellow turban and dusty chain mail, and clutching a 
  bronze shield.
  • Advice from the Spirits
   o Nangnang says to loot corpse of the dead dwarf
   o Shagambi says to look for clues about safe floor tiles.
  • Give players handout 23.
  • If wrong tile is stepped on, locusts fly out of sphinx’s 
  mouth, forms 15-foot cube centered on floor tile. Each 
  creature the cloud takes 44 (8d10) piercing immediately 
  and at start of its turn . Cloud lasts 1 minute.
  • When the correct sequence is entered (vulture, serpent, 
  door, reed, scarab, scepter, foot, and urn):
   o I’jin’s sarcophagus opens.
   o The stone block at area 35A sinks into the floor, 
  creating an open passage to the east.
   o Locusts conjured by the sphinx statues are dispelled.
   o The hieroglyphic floor is disabled. After 24 hours, 
  Withers sends 1d4 tomb dwarves to reset the trap.
  • Sarcophagus Treasure. Bones of I’jin and a wand of 
  wonder. When a creature touches the wand read:
  Streamers of light emanate from the tip of the horn. As they swirl 
  around you, they form into a spectral rabbit with a single horn on 
  its brow. A female voice whispers, “Quick, quick, let me in! We 
  must stop Acererak!”
  • Dwarf Body Treasure. Turban is set with a peridot (500 
  gp),nonmagical shield and belt pouch with 500 gp.
  • Crystal Eyes. The dwarf also has the dark blue and 
  vibrant purple eye crystals.
  36. Chamber of Respite
  • This area is safe for a long rest.
  37. Winds of Pandemonium
  Two balconies face each other over a vast pit. Between the 
  balconies hover five wooden platforms, each one a disk ten ft. 
  across. A single torch burns above each balcony. On the east 
  balcony stands a rough-hewn, fifteen-foot-tall statue of a hulking 
  fiend with furled wings and clenched fists. Set into the wall on the 
  west balcony is a rusty lever in the up position.
  • DC 15 Athletics to climb walls. A crawlway is set into 
  northwest corner, at same height as balconies and 
  platforms. Another crawlway extends off east balcony. 
  At back of west balcony, staircase descends 10 ft. to a 
  landing and a secret door.
  • Advice from Spirits.
   o I’jin urges her host to pull lever. What harm could it do?
   o Kubazan wants host jump to platforms, even if others 
  are better equipped to do so.
  • Floating Platforms. 10 ft. diameter, hover 6–12 ft. apart, 
  60 ft. above floor.
  • Wailing Winds. When lever is pulled, statue’s fists 
  unclench revealing two crystal eyes and winds start to 
  howl. While howling, Strength checks to jump and climb 
  walls has disadvantag and anyone in room not on floating 
  platform must succeed on DC 20 Wisdom save or gain a 
  random form of short-term madness (DMG, Chapter 8). 
  • Crystal Eyes. White and scarlet crystal eyes are in 
  nycoloth statue’s left and right fists, respectively.
  38. Revolving Room Trap
  38a. Control Room
  This room is dark and dusty. A hulking figure wearing a bucket 
  helm stands to the west, with one hand on an iron lever set into 
  the wall. The south wall is sloped and has a large rectangular 
  window five ft. wide by seven ft. high. The window looks into a 
  hallway, through a rectangular hole in the hallway floor, and farther 
  down into a well-lit room shaped like a cylinder tipped on its side.
  • A tomb guardian is behind a one-way window and pulls a 
  lever when a creature enters 38C. Revolving Drum.
  38b. Access Tunnel
  The walls of this narrow tunnel slope inward as they approach the 
  ten-foot-high ceiling. Patches of mold cling to the walls and floor 
  in the eastern half of the hall. Cut into the floor at the west end of 
  the corridor is a three-foot-wide, four-foot-long rectangular hole 
  with bright light spilling out of it.
  • Hallway is 10 ft. high and 5 ft. wide. 38C. is 15 ft. below.
  38c. Revolving Drum
  This room is shaped like a drum or cylinder lying on its side, with 
  its south end tapering toward a small stone door. Carvings of 
  demons decorate the stonework, flickering flames in their eyes.
  • The room is brightly lit. 
  • Trap. When lever in 38A is pulled, room begins revolve. 
  Creatures in the room makes DC 15 Dex save at the start 
  of each turn, 11 (2d10) bludgeoning, success halves. 
  • Revolving Room Effects. On initiative count 10, roll d20: 
  1–6, Demon face exhales gas, DC 15 Con save against 
  poison or fall unconscious, repeat save at end of turn; 
  7–12, Demon face exhales sparkling dust, DC 15 Wis 
  save or blinded, last until cured with magic; 
  13–18; 6 inch stone pikes from walls, room deals +11 
  (2d10) piercing damage on Dex fails, retracts next round; 
  19–20; Demon face spews inciendiary gas, 45 (10d8) fire 
  damage to all creatures in room.
  • Escape. Door (AC 17; 50 HP; and immunity to fire, 
  piercing, poison, psychic, slashing, and thunder damage) 
  to the south is locked and can’t be picked with thieves’ 
  tools. Three knock spells can open it, can also be 
  wrenched open with a DC 26 Athletics check or attacked
  
  8  |  FLOOR 3: VAULT OF REFLECTION
   |  FLOOR 3: VAULT OF REFLECTION
  39. Golem Pit
  A fifteen-foot-wide, fifteen-foot-deep pit dominates this chamber. 
  At the bottom of the pit, an eight-foot-tall clay figure stands 
  motionless beside a stone treasure chest. A silver key hangs from 
  a cord around the figure’s neck.
  Two nine-foot-tall stone statues stand atop plinths on either side 
  of the pit. A third plinth against the south wall stands empty. One 
  of the statues depicts a hooded and bearded male figure with his 
  left hand held high, index finger pointed up. The other portrays an 
  armored male knight with his gauntleted right hand extended, its 
  palm facing inward toward the knight.
  • Advice from the Spirits
   o Moa says only adamantine/magic can harm clay golem
   o Papazotl insists that someone stand on the third plinth. 
  (“It must be empty for a reason!”)
  • A wall of force covers pit with a clay golem in it. If 
  statue of Azuth (hooded bearded male) is rotated to the 
  right, one creature inside pit teleports onto third plinth. 
  Rotating statue of Torm (armored male knight) to right 
  teleports anything on or above the third plinth into the pit. 
  If nothing is there, a popping is heard as air rushes in to 
  fill the empty space. When a statue that has been turned 
  is released, it grinds back to its starting position. 
  • Stone Chest. Can be opened with key from golem’s neck 
  or with DC 20 Dex (thieves’ tools) check. If key is not 
  used, gas erupts within 15 ft. of the chest and destroys all 
  nonmagical metal objects. Chest is Small object with AC 
  12, 10 HP, and immunity to poison and psychic damage.
  • Crstyal Eyes. Pale green and pink crystal eyes in chest.
  40. Curse of the Golden Skull
  A golden skull rests on a pedestal in the middle of this small, 
  dusty room.
  • Skull is cursed, follows creature that touches it around, 
  disadvantage on ability checks unless magically silenced. 
  • Cannot be destroyed or separated by more than a few ft. 
  from cursed creature. Curse can be ended by wish spell 
  or by giving the skull 10,000 gp worth of gemstones.
  41. Tomb Guardians
  Two hulking figures stand in alcoves along this long hall, facing 
  each other. Armor is bolted to their flesh, and they wear bucket 
  helms and spiked gauntlets. Iron collars around their necks are 
  connected by a spiked chain that stretches across the corridor.
  • Two tomb guardians chained together with 15 ft. chain 
  (AC 18, damage threshold of 10, 5 HP, and immunity to 
  poison and psychic damage). As long as chain is intact, 
  damage dealt to either guardian is divided evenly between 
  them. The guardians go berserk if the chain is broken.
  42. Kubazan's Tomb
  A four-columned portico juts out from the far wall, beneath 
  which a stone sarcophagus rests in a wall recess. Four ceramic 
  frog masks hang in niches around the sarcophagus. Beneath the 
  masks, humanoid bones are strewn across the floor. To the east, 
  a large carving of a tentacled frog-monster squats above a shrine. 
  Offerings lie on a shelf before it. Four rectangular frescoes adorn 
  the adjacent walls.
  • Advice from the Spirits
   o Nangnang urges to snatch gold coins on wall shrine
   o Obo’laka warns against trying on the masks.
   o Shagambi says frescoes are clues to power of shrine
  • Characters must perform the ritual depicted in the 
  Frescos while wearing frog masks:
  • Fresco 1 depicts to donate at least 5 gp to the shrine:
  A frog-like behemoth uses its tentacles to help the Omuan people 
  knock down a mighty statue. In the foreground, an old woman 
  wearing a frog mask tosses five coins from her hand as though 
  sowing seeds.
  • Fresco 2 depicts the step to eat a bug:
  A frog-like behemoth wraps its tentacles around a giant crocodile 
  as Omuan hunters stab the crocodile with their spears. In the 
  foreground, an old man wearing a frog mask holds a bug up to his 
  open mouth.
  • Fresco 3 depicts to spill the blood of a living creature:
  A frog-like behemoth with four Omuan hunters riding on its back 
  finds a small boy in the jungle. The hunters seem elated. In the 
  foreground, a young woman wearing a frog mask holds a knife in 
  one hand and a headless chicken in the other.
  • Fresco 4 depicts the step of lighting a candle:
  A frog-like behemoth wallows in a shallow pool as Omuans offer it 
  urns of food and treasure as tribute. Cracks in the fresco obscure 
  the head of the human figure in the foreground, but you can see 
  that it grasps a lit candle.
  • A search of the walls of the shrine reveals several items:
   o A 6-inch-tall stone statuette of a froghemoth, with 
  inscription in Old Omuan: “Give thanks to me as others 
  have done since the dawn of time.”
   o A copper bowl containing rat bones
   o Four dead cockroaches
   o A green wax candle with a salvageable wick
   o 5 gp
  • If actions are performed incorrectly, three wraiths appear 
  and attack. Characters with masks polymorphed to frogs.
  • The correct ritual sequence opens sarcophagus. Opening 
  it with a knock spell or DC 25 Athletics causes a 
  prismatic spray spell (DC 19) to erupt from the wall. 
  • Treasure. Bracers of archery that make the wearer’s skin 
  moist and twenty 1-piercing damage arrows in a quiver.
  • If a creature touches the bracers read:
  The bracers glow as watery light ripples across the walls. A 
  monstrous, tentacled shadow rises from the sarcophagus, and 
  the air fills with the stench of a swamp. A rumbling voice echoes 
  through the tomb: “You are brave to summon me. Together, we 
  will crush the undying one!”
  43. Veils of Fear
  Ten ft. from the doors, a thick tapestry curtain hangs from wall to 
  wall. Its embroidery shows a scene of merriment: nobles feasting 
  around a banquet table, a roast boar on a platter, and servants 
  pouring wine.
  • When the second curtain is revealed read:
  Another curtain hangs behind the first, showing the same scene 
  but descended into depravity. The nobles fight with each other, 
  partake in carnal encounters on the table, or sprawl on the floor in 
  puddles of vomit.
  • When the third curtain is revealed read:
  A scene of horror confronts you: nobles feasting on servants, 
  eating each other alive, and setting fire to the hall. The roast boar 
  is alive and laughing on its platter.
  
  9
   LEVEL 4: CHAMBERS OF HORROR  |
   LEVEL 4: CHAMBERS OF HORROR  |
  • A creature that looks at curtain must succeed on DC 14 
  Wisdom save or be frightened, repeat at end of each turn, 
  immune if save is successful.
  • When final curtain is revealed read:
  The rotting head of a giant boar is mounted to the wall behind 
  the final curtain. Fresh blood and gore spatters its tusks, dribbling 
  down the wall beneath it.
  • Any humanoid that can see severed boar’s head, DC 16 
  Wis save or be charmed. On its turn, a charmed creature 
  does nothing except approach severed head and put its 
  own head in boar’s mouth. Any creature that ends its turn 
  with its head in the boar’s mouth takes 22 (4d10) slashing. 
  Repeats save when taking damage, ending effect on itself 
  on a success and immune to it for 24 hours.
  • Destroying Lord of the Feast ends charm effect on 
  everyone. Boar’s head is Medium object, AC 5 and 22 HP.
  • Treasure. Gold spectacles (25 gp), a leather eye patch set 
  with a bloodstone (50 gp), and a platinum hair pin (75 gp).
  44. Vault of the Beholder
  44a. Eyes of the Beholder
  The corridor ends in a large door with a round mirror set into 
  its surface. Ten circular indentations, each about an inch across, 
  surround the mirror.
  • Door is sealed, can only be opened with ten crystal eyes 
  from areas 31A, 32, 33, 35B, 37, and 39.
  44b. Inside the Vault
  The vault door grinds upward, revealing a domed, candlelit room 
  fifty ft. high. The polished marble floor is so perfectly reflective 
  that it creates the illusion of standing at the entrance to a sphere. 
  Nine alcoves filled with glit tering treasure open up along the 
  walls. In the middle of the chamber, a large spherical object hovers 
  under a black silk drape twenty ft. above the floor.
  • Belchorzh. Permanent (dispel DC 19) invisible beholder
  • Slick Floor. A creature that steps on or starts turn on  
  floor, DC 10 Dex save or fall prone. When an untethered 
  creature is shoved or moved across the floor, travels in 
  one direction until it hits wall or other barrier.
  • Advice from the Spirits
   o Kubazan urges his host to attack whatever is hiding 
  under the black drape, with no warning or negotiation.
   o Obo’laka thinks beholder hidden under drape, says flee
   o When he becomes aware of beholder, Wongo suggests 
  host attack party member to seem like beholder’s ally
  • Black Drape, Iron Sphere. Sphere (Large object with 
  AC 20; 100 HP; resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical attacks; and 
  immunity to poison and psychic damage) has magnetic 
  aura when drape is pulled off of it (deactivates if the drape 
  is replaced). Each creature in room wearing metal armor, 
  plus any metal weapon or object not secured or held is 
  pulled to the sphere and becomes stuck. Creatures stuck 
  to sphere are restrained. Ranged attacks with metal 
  ammunition has disadvantage. Can be dispelled (DC 16). 
  • Treasure. 12,000 cp, 5,000 sp, and 2,200 gp, a clay 
  chameleon statuette covered in crystal beads that change 
  colors (25 gp), 3 painted gold masks shaped like bat, a 
  monkey, and a parrot (75 gp each), gold coronet shaped 
  like an octopus with mother-of-pearl eyes (2,500 gp), a 
  potion of diminution, a bead of force, and a bronze +1 
  shield shaped like a screaming devil’s face. 
  Level 4: Chambers of 
  Level 4: Chambers of 
  Horror
  Horror
  7D. Acererak's Fourth Warning
  Death to fire, dine or drown, precious air, and falling sand.
  The army sleeps in silence.
  The mirror holds twelve.
  Find the iron scepter’s twin.
  The maze holds the key.
  45. Gargoyle Guardians
  At the bottom of the grand staircase, a resonant mechanical 
  rumbling emanates from a dark shaft opening up in the middle of 
  this chamber’s floor. Four cylindrical stone pedestals surround the 
  shaft, each ten ft. tall, five ft. wide, and featuring a tiny slot in its 
  side. Squatting atop each pedestal is a large four-armed gargoyle.
  • Anyone looking over the balcony also sees:
  Each gargoyle is contained within a square made of metallic 
  tiles embedded in the top of its pedestal. Starting with the 
  northernmost pedestal and going clockwise, the tiles are copper, 
  silver, gold, and platinum.
  • 4 giant four-armed gargoyles stand on the pedestals. 
  They animate and attack anyone who leaves the room 
  without placing 1 cp in the copper slot, 1 sp in the silver 
  slot, 1 gp in the gold slot, and 1 pp in the platinum slot. 
  • Shaft. 10 ft. wide, 15 ft. deep and leads to 58. Cog of Rot. 
  • Treasure. North pedestal holds 5 sp and 100 cp. East 
  pedestal hides 1 gp, 120 sp, and 200 cp. South pedestal 
  conceals 2 pp, 90 gp, 350 sp, and 500 cp. West pedestal 
  holds 10 pp, 630 gp, 7,200 sp, 5,000 cp, and skeletal 
  remains of an Omuan engineer. 
  46. Lizard Den
  A six-foot-tall green devil face is carved into the far end of this 
  hallway, its mouth agape. Painted murals on the walls show 
  faceless humanoid figures doubled over in pain, clutching at their 
  heads and ears.
  • Lizard in the devil’s face with 10 intelligence from awaken 
  spell. Helps characters who can return it to Omu.
  47. Elemental Cells
  • Antimagic Field. Antimagic field fills cells until dispelled. 
  47a. Fire Cell
  Waves of heat blast out of this cramped cell. The walls are scribed 
  with relief carvings showing volcanoes setting cities ablaze. Rows 
  of tiny holes are bored into the floor and the ten-foot-high ceiling. 
  A human skeleton embedded in the opposite wall holds an iron 
  sconce with a burning red candle in it.
  • If Withers is alive, he traps characters in the cell by 
  shutting the door to the fire cell behind them remotely.
  • Lava Trap. When candle approached, lava pours in room. 
  DC 20 Dex save, 22 (4d10) fire, success halves. Creatures 
  repeat the save at the start of their turns. 
  • Extinguishing the Candle. If extinguished inside the cell, 
  antimagic field is dispelled and all creatures in the cell 
  are teleported to one of the other cells, as follows:
  
  10
  10  |  LEVEL 4: CHAMBERS OF HORROR
   |  LEVEL 4: CHAMBERS OF HORROR
   o If the candle’s flame is doused with water or some other 
  liquid, creatures teleported to the ‘47B. Water Cell’.
   o If the candle’s flame is blown out or smothered by a lack 
  of oxygen, creatures teleported to air cell ‘47C. Air Cell’.
  47b. Water cell
  You appear in a cell that smells moldy. Its damp walls are covered 
  with living snails and oysters, and feature sculptural reliefs of 
  tidal waves destroying coastal cities and ships. A merfolk skeleton 
  embedded in one wall clutches an iron sconce fitted with a 
  burning red candle. Suddenly, lukewarm water begins to pour into 
  the cell through rows of tiny holes in the ten-foot-high ceiling.
  • Flood Trap. Water fills 1 foot/round, 10 rounds to fill.
  • Snails and Oysters. When oyster or snail removed from 
  wall, cell’s antimagic field is dispelled. Eating oyster 
  teleports character to ‘47C. Air Cell’, eating snail teleports 
  character to ‘47D. Earth Cell’.
  47c. Air Cell
  You immediately begin to choke as you are teleported to a room 
  with no light, no sound, and no air.
  • Creatures that can see in the dark see:
  Sculptural reliefs on the walls of this dark cell show tornadoes 
  uprooting trees and tearing cities apart. An aarakocra skeleton 
  embedded in one wall holds an iron sconce bearing an unlit red 
  candle.
  • DC 13 Perception check blindly discerns one key feature 
  of the room: wall carvings, aarakocra skeleton, or candle.
  • Aarakocra Bones. When aarakocra bone removed from 
  wall, antimagic field is dispelled. Character who inhales 
  air trapped in bone teleported to ‘48. Shagamba’s Tomb’.
  47d. Earth Cell
  The walls of this stone cell are covered with reliefs showing desert 
  sands swallowing the ruins of civilization. A bas-relief of a robed 
  medusa dominates one wall. It wears a stone necklace with an 
  obsidian pendant and clutches an iron sconce with a burning red 
  candle in it. Sand begins to fall from tiny holes bored into the ten-
  foot-high ceiling, and you hear a rumbling noise under the floor.
  • DC 10 Perception check notices a seam running down 
  the middle of the room that suggests a trap.
  • Trap. Fills with sand, 6 inches/round. When sand reaches 
  12 inches, floor splits on the seam. Creatures on floor DC 
  15 Dex save (standing along walls have advantage). On 
  success, creature finds purchase on 6-inch wide ledge 
  surrounding room. On fail, falls into 10-foot deep pit 
  with stone rollers that deal 132 (24d10) force damage. If 
  reduced to 0 hit points, ground to pulp. If survives, lands 
  on iron grate 5 feet below grinders. Stone button on wall 
  here, if pressed rollers retract and can climb out with DC 
  15 Athletics check. Pit in antimagic field area.
  • Secret Door. Any character who searches the medusa 
  bas-relief with DC 11 Perception check notices seams 
  around carving, suggesting the presence of a secret door 
  and the pendant is a button. Button won’t depress unless 
  the pit is open. Unlocks door to ‘48. Shagambi’s Tomb’.
  48. Shagambi's Tomb
  This tomb is filled with terracotta warriors, kneeling in neat ranks 
  around a polished wooden coffin. Between the warriors, four aisles 
  scattered with broken pottery lead up to the coffin, whose painted 
  lid shows a leopard with serpents sprouting from its shoulders.
  • Each character who teleports into this tomb from 
  ‘47C. Air Cell’ appears atop a randomly determined 
  teleportation rune (roll 1d6: 1–2, north rune; 3–4, east 
  rune; 5–6, south rune). Creature that arrives at north 
  rune takes 18 (4d8) force damage. 
  • Any creature that moves from outside a rune into 
  its space is instantly teleported to ‘50. Mirror of Life 
  Trapping’. A creature that uses the south rune to teleport 
  is also polymorphed into a random beast, as with 
  polymorph spell. Roll d4:  
  1, baboon; 2, bat; 3, flying snake; 4, quipper.
  • Advice from the Spirits
   o Unkh says to leave the tomb using a teleport rune.
   o Wongo wants to shatter terracotta warriors.
  • Forty-eight terracotta warriors guard the tomb. If 
  anyone makes noise read:
  All the terracotta warriors turn their heads to face you. As one, 
  they pull their swords a few inches from their scabbards.
  • Any creature walking through the tomb must succeed on 
  a DC 12 Stealth check to remain quiet. Moving through 
  pottery shards gives disadvantage. After the first warning, 
  the terracotta warriors attack if another check fails.
  • Coffin. Lid not locked, opening triggers music box which 
  rouses terracotta warriors. Wire that triggers can be 
  discovered with DC 14 Perception, cut with DC 12 Dex 
  (thieves’ tools).
  • Treasure. Shagambi’s bones, 200 gp, five moonstones 
  (50 gp each), the fine music box activated by the trap (250 
  gp), and an instrument of the bards (Canaith mandolin).
  • When someone touches the instrument read:
  Six shadowy serpents slither out of the mandolin and coil around 
  your body. You hear a purring voice in your mind say, “I am not 
  your enemy.”
  49. Maze of Death
  49a. Stone Slabs
  A stone slab blocks the end of this corridor. Painted on the slab is 
  the image of a gaunt male humanoid wearing a hooded cloak, its 
  face a mask of stars. The figure’s withered left hand is raised with 
  palm extended.
  • Raising a left hand palm extended opens the slabs at 
  either entrance to the area. Read:
  The slab sinks into the floor, revealing a dusty passageway beyond. 
  Relief carvings on the walls depict crowds of humanoids fleeing 
  a black star in the sky, with rays of light extending from it to turn 
  those they strike to dust.
  • If characters are inside the maze and the stone slabs seal 
  off the exits read:
  Painted on the inside of the slab is a male humanoid wearing a 
  hooded cloak, once again with stars where his face should be. The 
  figure holds up his right arm, which is severed neatly at the elbow.
  • From inside the maze, a character can make both slabs 
  sink back down into the floor by standing in front of either 
  slab while holding up his or her right arm — as long as 
  that arm has been severed at the elbow.
  
  11
  11
   LEVEL 4: CHAMBERS OF HORROR  |
   LEVEL 4: CHAMBERS OF HORROR  |
  49b. Green Devil Face
  A green stone face of devilish countenance protrudes from the 
  wall. The devil’s mouth is agape and filled with darkness.
  • The face holds a sphere of annihilation.
  49c. Black Opal Crown
  In this central open space, a gold crown topped with a glittering 
  black opal rests on a marble pedestal.
  • If crown removed, stone slabs at 49A seal off both exits 
  and two bodaks emerge from the sphere of annihilation.
  • Treasure. Black Opal Crown is worth 5,000 gp, can fetch 
  up to four times that value if sold at auction in major city.
  50. Mirror of Life Trapping
  This dusty room is fifteen ft. square and empty except for an 
  ornate, rectangular mirror mounted on the wall opposite the 
  room’s only exit.
  • A mirror of life trapping is attacked to the west wall. 
  Creatures within 30 ft. that sees reflection, DC 15 Cha 
  save or be imprisoned inside. Command word “Khomara” 
  to deactivate and “Blackfire” + number to free  captive in a 
  certain cell. Destroying the mirror releases all captives. 
  Prisoners of the Mirror
  d12
  Name
  Description
  1
  A’tan (human commoner)
  Neutral
  2
  –
  –
  3
  Invisible stalker
  Hostile
  4
  Zaal (minotaur)
  Friendly
  5
  –
  –
  6
  Yraggath (troll)
  Hostile
  7
  Tlad Xolbrys (drow mage)
  Neutral (self serving)
  8
  Pox (doppelganger) 
  disguised as human 
  named “Biff”
  Neutral (self serving)
  9
  Giant four-armed gargoyle
  Hostile
  10
  –
  –
  11
  Lukanu (human champion)
  Friendly, has scorpion 
  armor
  12
  Stirge
  Hostile
  • If all are freed at once, occupants behave as follows:
   o Invisible stalker and troll attack the party.
   o Lukanu and Zaal attack the gargoyle, destroying it in 4 
  rounds, and then help the characters deal.
   o The stirge attacks A’tan, killing him in 1 round. 
   o The doppelganger tries to flee but doesn’t go far, 
  hoping that the characters survive and returning to 
  thank them if they prevail.
   o Tlad Xolbrys uses his magic to help the characters 
  unless it looks like they’re near defeat, whereupon the 
  drow turns against them.
  51. Ghastly Door
  What appears to be a large stone door looms at the end of the 
  hallway, but it bears no handles or hinges. Jutting from the wall 
  on either side of the door are two matching bronze sculptures 
  — each the head and neck of a serpent with fangs bared. On 
  the lintel above the door is inscribed the following message in 
  Common: “Warm like flame, cold for the cruel, still for the dead, 
  gruel for the ghoul.”
  • Ghasts in secret compartment open door when pint of 
  blood poured into serpents’ mouths, can also be opened 
  with combined Str of 33, but this releases the ghasts.
  52. Throne Room
  This vaulted chamber features a ten-foot-deep sunken floor 
  surrounded by ledges without railings. Alcoves along the ledges 
  hold painted wooden statues of hornet-headed humanoid 
  warriors, each wearing a grass skirt and clutching a spear.
  A gruesome throne lashed together of bone and strips of skin 
  stands atop the west ledge. A fearsome horned skull surmounts 
  the throne, and small skulls are piled around it. The seat of the 
  throne appears to be made of stretched skin and has a metal 
  scepter resting on it.
  Shuffling about the sunken portion of the room are three gaunt 
  humanoid figures in dusty robes draped in cobwebs, their eyes 
  and mouths stitched shut. Armed with brushes and clay pots 
  of pigment, they paint the walls and pillars with grim, poorly 
  rendered illustrations.
  • Advice from the Spirits
   o Obo’laka says don’t disturb throne or pick up scepter.
   o Papazotl knows throne made from the bones of dead 
  Omuans + skull of Omu’s minotaur champion, Karagos.
  • Blind Artists. 3 blind artists (zombies) paint characters’ 
  exploits in tomb on walls. If an artist is harmed, 
  tyrannosaurus zombie bursts from floor and attacks.
  • Throne of Acererak. Touching skull or sitting on throne, 
  DC 16 Charisma save or cursed with the Rage of Karagos 
  (+50 temporary HP and berserk, forced to attack nearest 
  creature it can see with melee attacks, ends if berserk 
  creature drops to 0 HP, or by greater restoration or 
  remove curse. When cruse ends, temporary HP disappear
  • Acererak’s Scepter. Solid iron, adamantine head, 
  nonmagical, 12 lbs, can be used as mace.
  • Search of northwest alcove finds secret door to area 53.
  53. Crypt of the Sun Queen
  The walls of this room are adorned with tile mosaics of a jungle 
  city intermingled with frescoes of flowering plants, birds, insects, 
  and humans wearing gold skirts and carrying spears and ornate 
  jugs. The ceiling is painted to look like a clear blue sky. A small 
  bejeweled cockroach rests atop a sarcophagus of black basalt in 
  the middle of the room. A two-foot-diameter orb hanging from 
  a chain above the sarcophagus is made of hammered gold to 
  resemble a smiling sun.
  • Lid has NAPAKA etched into it, sealed with strips of 
  melted lead, can be pried away. DC 15 Athletics check to 
  open after lead is stripped away.
  • Golden Sun. AC 15; 22 HP; and immunity to fire, poison, 
  and psychic. Makes inscrutable face, deals 10 (3d6) fire 
  damage to everyone in a 20 ft. radius when it or chain are 
  touched. If queen’s remains or treasures removed from, 
  shoots rays at all in 30 ft, DC 14 Dex save or 12d6 fire. 
  • Treasure. Cockroach-shaped jewelry box made of gold, 
  set with precious gems (1,500 gp) contains small jade key 
  shaped like crocodile (for ‘62B. Sloped Hall) and necklace 
  of fireballs with eight beads remaining, which is cursed.
  • Curse. When creature dons cursed necklace, all beads 
  detonate. All in 20 ft. radius, DC 15 Dex save, 56 (16d6) 
  fire on failure, success halves, necklace-wearer auto-fails.
  • Sarcophagus. Holds preserved remains of Queen 
  Napaka and her attire (250 gp) and iron scepter.
  • Iron Scepter. Scepter must be replaced with twin from 
  ‘52. Throne Room’ or all in room make a DC 18 Con save, 
  45 (7d12) necrotic on a failure, success halves. Can be 
  used to destroy juggernaut in ‘62. Stone Juggernaut’ 
  • Characters can learn information from Napaka with a 
  speak with dead spell.
  
  12
  12  |  LEVEL 4: CHAMBERS OF HORROR
   |  LEVEL 4: CHAMBERS OF HORROR
  54. Rolling Doom
  After ten feet, this dusty corridor becomes a staircase that 
  descends fifteen ft. to a lower tunnel. Resting on the floor at the 
  bottom of the staircase is an old treasure chest with a rusty built-
  in lock. Just beyond the chest, the tunnel opens up to a huge, dark 
  chamber.
  • When ‘54A. Treasure Chest’ or its lid is lifted, ‘54B. 
  Granite Ball’ tumbles down stairs to ‘54C. Hidden Pit’.
  54a. Treasure Chest
  • Locked, DC 10 Dex (thieves’ tools). Holds invisible key. If 
  broken by granite ball, key found with DC 15 Perception.
  54b. Granite Ball
  • When chest opened, granite ball drops, rolls down stairs. 
  DC 15 Acrobatics to jump over. On failure, 22 (4d10) 
  bludgeoning and prone. Compartment in ceiling that 
  holds ball can be detected with a DC 15 Perception check.
  54c. Acid Pit
  • 10 ft. pit full of acid opens when 100 pounds applied 
  to floor. DC 13 Perception check reveals outline of pit. 
  Creatures on floor when collapses, DC 15 Dex save to 
  grab edge (disadvantage if unaware of pit). Acid deals 66 
  (12d10) acid on entry or at start of turn within it. Walls too 
  smooth to climb up, needs magic or climbing gear.
  55. Unkh's Tomb
  Four marble columns support the ceiling of this grand tomb. Twin 
  staircases ascend to an upper gallery, where a carving in the form 
  of a giant maze adorns the wall. On the floor of the tomb stands 
  an opaque crystal sarcophagus that is constantly changing color. 
  Minotaur murals adorn the walls on the lower level of the tomb.
  • Advice from the Spirits
   o I’jin says wait for sarcophagus to turn gold before open
   o Kubazan urges to inspect maze carving and touch first 
  • When the wall carving is examined, read:
  The intricate carving shifts before your eyes, its configuration ever-
  changing. The maze has no exits, and its corridors are lit by tiny 
  torches and clouded by fog.
  • First creature touching maze is transported into it and all 
  secret doors open, unleashing 10 minotaur skeletons.
  • When a character arrives in the maze, describe:
  You stand within a fifteen-foot-high passageway walled by smooth, 
  featureless stone, which is lit by torches and shrouded by fog. 
  There’s no ceiling, and when you look up, you see a distorted view 
  of the room you left behind.
  • Finding a Key. Character in the maze can spend turn 
  exploring, roll on table. If key found, transported out:
  Prisoners of the Mirror
  d100
  Discovery
  01–70
  Nothing
  71–75
  Skeletal remains of an Omuan child
  76–84
  Minotaur that fights to the death
  85–87
  Blue crystal key
  88–90
  Gold crystal key
  91–93
  Purple crystal key
  94–96
  Green crystal key
  97–99
  Red crystal key
  00
  Black crystal key
  • Sarcophagus. The crystal sarcophagus changes color 
  every 6 seconds, shifting through: blue, gold, purple, 
  green, red, black. If key of that color is inserted into the 
  keyhole, sarcophagus opens and character gets gift:
   o Black Key. Charm of nine lives (when you drop to 0 HP 
  from damage, drop to 1 hit point instead. 9 uses)
   o Blue Key. Charm of the crystal heart (immunity to 
  piercing and slashing damage from nonmagical 
  attacks, vulnerability to bludgeoning damage, 10 days)
   o Gold Key. Charm of treasure sense (can use action to 
  smell location of precious metals and stones, such as 
  coins and gems within 30 ft. Lasts 3 days).
   o Green Key. Charm of the swollen hag (can spit up a 
  frog as an action. Understands you and obeys your 
  commands. 3 uses).
   o Purple Key. Charm of the maimed (can regrow a lost 
  appendage or organ, such as an arm, a foot, or an eye. 
  1 use).
   o Red Key. Charm of the ghoul (use an action to eat a 
  mouthful of flesh from a humanoid that has been dead 
  no longer than 1 day to regain 3d8 + 3 HP, 3 uses)
  • Treasure. Sarcophagus filled with salt, has 10 opalescent 
  bracelets (75 gp each) from the shell of a flail snail and a 
  robe of scintillating colors. When robe touched:
  Slime pours from the folds of the scintillating robe to take the 
  form of multiple flail-like pseudopods. A female voice echoes 
  through the chamber: “I can help you. At least, I think that’s what 
  I’m supposed to do.”
  56. Grandfather Clock
  This room contains a wooden cabinet with a numbered dial at its 
  top set with two ornate metal spokes. Beneath dial, pendulum 
  swings inside an open compartment. An egg-shaped stone adorns 
  the pendulum’s tip.
  • Advice from the Spirits
   o Unkh wants to marvel at technological wonder of clock
   o Wongo finds ticking clock oddly soothing, wants to stay
  • Time is 5d10 + 5 minutes past the hour. When reaches 
  top of hour, all in 30 ft. DC 17 Con save or age +10 years
  • Key from 54A., knock, or DC 20 thieves’ tools to open
  • Treasure. Jewel on pendulum is Navel of the Moon.
  57. Oubliette
  You arrive in a room half-filled with rotting corpses. Protruding 
  from one wall is a large green devil’s face, its flared nostrils set 
  just above the putrescent mass. A sconce above the face holds a 
  flickering torch.
  • DC 14 Perception to notive otyugh feeding on corpses.
  • Green devil face. There is a lever in each of the two 
  nostrils. Pulling the left lever causes the mouth to open 
  and pull in creatures in the room to destroy them. Any 
  creature that starts its turn in the room and isn’t secured 
  in some fashion must succeed on a DC 11 Dex save or be 
  pulled into the gullet and destroyed. If a character fails 
  the save, another character within reach, or any character 
  bound to the first character by a rope, can use his or her 
  reaction to grab on and grant the first character a reroll. 
  This lasts for 1 minute. Pulling the right lever teleports all 
  creatures in the room to ‘5B. Devil’s Face’. The levers are 
  reversed next times creatures enter this room. 
  
  13
  13
   LEVEL 5: GEARS OF HATE  |
   LEVEL 5: GEARS OF HATE  |
  Level 5: Gears of Hate
  Level 5: Gears of Hate
  • Aboleth Slime. Difficult terrain and deals 5 (1d10) 
  psychic damage to creatures in contact with it. Can be 
  destroyed by cold, radiant, or necrotic damage.
  58. Cog of Rot
  A pungent stench fills this pentagonal room, the walls of which 
  are covered with riveted sheets of iron. A wild garden full of sickly 
  plants and rotting compost takes up most of the interior, and a 
  narrow path hugs the walls between two exits. Jutting from the 
  middle of the garden is a six-foot-tall rusty sprinkler. In the ceiling 
  above the sprinkler, a ten-foot-wide shaft leads straight up.
  • If the cogs are turned so that one of the doorways lines up 
  with ‘63. Gas Filled Chamber’ to north, gas billows into 
  garden, transforms compost into 3 shambling mounds, 
  which rise up and attack any other creatures in the room.
  59. Cog of Acid
  An acidic stench fills this pentagonal chamber, which has two 
  exits. The walls are covered with riveted sheets of iron, and the 
  pockmarked stone floor has a large puddle of gray slime in the 
  middle of it. Friezes along each wall just beneath the ceiling depict 
  five black dragons.
  60. Cog of Blood
  Five teak wardrobes stand against the ironclad walls of this 
  chamber, each with a door bearing a carved image or scene. 
  Puddles of gray slime cover parts of the floor. The room has two 
  exits, including an adamantine portcullis blocking a passage to the 
  north. Set into a metal plate above the portcullis is a row of five 
  red crystals shaped like drops of blood.
  • When monsters in each wardrobe area defeated, a red 
  crystal illuminates. When all 5 are illuminated, portcullis 
  opens. Portcullis bars are 4 inches apart.
  Acheron Wardrobe
  Dust and smoke billow from the wardrobe, and the air around 
  you sounds out with the roar of battle. Beyond the doors, armies 
  fight under a blood-red sky that has an iron cube floating in it 
  like a huge, distant moon. Clouds of ash suddenly fly out of the 
  wardrobe, transforming into screaming orcs before your eyes.
  • Opening wardrobe summons orc war chief and 7 orcs.
  Gehenna Wardrobe
  The door opens above the caldera of an active volcano. Shards of 
  black rock float above the molten magma. Perched atop one shard 
  are two man-sized creatures with insectoid features and four arms 
  apiece.
  • When opened, 2 mezzoloths teleport in room and attack.
  Mechanus Wardrobe
  Enormous interlocking gears and cogs stretch as far as you can 
  see. Suddenly, a spherical construct with spindly legs and small 
  wings tumbles through the open doorway.
  • Opening wardrobe summons a clueless, disoriented 
  monodrone that lands prone at the characters’ feet.
  Nine Hells Wardrobe
  Waves of heat assail you as the door opens, revealing an iron road 
  leading to a basalt citadel surrounded by the charred remains of 
  defeated armies. Prisoners scream from iron gibbets that festoon 
  the citadel walls. Suddenly, a single glowing ember flies out of the 
  wardrobe and transforms into a winged, bony fiend with a smiling, 
  skull-like visage.
  • Opening wardrobe summons a bone devil.
  Shadowfell Wardrobe
  You gaze out across an ancient cemetery, its canted tombstones 
  shrouded in fog. Eerie, hungry shapes move among the graves in 
  the distance. Suddenly, bright glowing balls of light appear in the 
  room behind you.
  • Opening wardrobe summons 4 invisible will-o’-wisps.
  61. Control Room
  A four-foot-high, seven-foot-wide iron lectern in the middle of this 
  rusty, iron-plated room is topped by a slanted control panel. Set 
  into the control panel are a gold lever with a star-shaped handle, 
  two dials in red and blue, and two buttons of the same colors. Wall 
  engravings behind the control panel show five groups of circles, 
  with a small crystal embedded in the wall under each one. The 
  crystal under the configuration labeled “3” glows bright green. 
  Three six-inch-diameter rusty iron pipes jut from the wall above 
  the engravings.
  • Pass out handout 24.
  • Advice from the Spirits
   o Papazotl guesses blue controls help, red controls hurt
   o Unkh wants to study controls, after 1 hour concludes 
  controls are a mystery and should be left alone.
   o Wongo urges his host to smash the controls.
  • Blue Dial. If turned, currently lit crystal goes out and the 
  crystal to left or right (direction dial is turned) lights u. 
  Crystal under configuration 3 is illuminated.
  • Blue Button. If pushed, sets cog orientation based on 
  which crystal on the wall is illuminated.
  • Gold Lever. If pulled, gets stuck in the down position 
  and aboleth slime pours into the room at 1 inch/round. 
  Can be unstuck with DC 15 Dex (thieves’ tools) or a DC 
  15 Athletics. The gold lever is also used to activate the 
  golden mastodon in ‘67. Hall of the Golden Mastadon’.
  • Red Button. Causes iron wall to drop at exit for 1 hour. 
  Red Dial. If turned left, establishes a two-way telepathic 
  link between creatures in control room and aboleth in 
  ‘65. Underground Lake’, who says “What now, Gorra?” 
  expecting Withers. Turning dial to the right ends the link.
  • Cog Configurations.
   o Configuration 1. Open doorways connect area 58 to 
  areas 60 and 63. Area 59 is cut off, as are exits to areas 
  61, 62, and 67.
   o Configuration 2. An open doorway connects areas 
  58 and 63, but a doorway leading to area 59 ends in a 
  blank wall. Area 60 is also cut off, as are exits to areas 
  61, 62, 67, and 68.
   o Configuration 3. As shown on map 5.5.
   o Configuration 4. An open doorway connects area 58 to 
  area 62. Area 59 and area 60 are cut off, as are exits to 
  areas 61, 67, and 68.
   o Configuration 5. Open doorways connect areas 59 and 
  61, as well as areas 60 and 67. Area 58 is cut off, as are 
  exits to areas 62 and 68.
  
  14
  14  |  LEVEL 5: GEARS OF HATE
   |  LEVEL 5: GEARS OF HATE
  62. Stone Juggernaut
  62a. Stone Juggernaut
  This hall is choked with dust and cobwebs. Up ahead, flickering 
  lights dimly illuminate a larger hall running perpendicular to this 
  one. Where the two halls meet, words have been scrawled on the 
  ceiling in dried blood.
  • At the spot marked X near this area bloody words on the 
  ceiling read, “AWAKEN NAPAKA!”
  62b. Sloped Hall
  Large puddles of gray slime spread across the floor of this 
  ten-foot-wide, gently sloping hallway. Candles flicker on riveted 
  sconces, casting dim light across a sequence of sculpted reliefs 
  depicting humanoids with bestial heads kneeling before a black 
  star. At the lower end of the hall, a thick purple drape hangs wall 
  to wall. At the upper end, the hallway terminates.
  • Secret Crawlway. Hidden behind a bas-relief depicting 
  a crocodile-headed humanoid holding up a trapezoidal 
  chest, a crawlway leads to area 62D. The chest has a real 
  keyhole that can be unlocked with the jade key from 53. 
  Crypt of the Sun Queen. DC 21 Dex (thieves’ tools) check 
  also works, but a failure by more than 5 opens the door 
  that unleashes the stone juggernaut.
  62c. Broken Statue
  • The hallway comes to a dead end 15 ft. beyond the purple 
  drape.
  A six-foot-tall statue of a leering four-armed gargoyle stands 
  against the back wall. One of its arms has broken off and lies on 
  the floor in front of it, its hand curled into a tight fist. The other 
  three arms have their clawed hands open in such a way as to 
  suggest they’re meant to hold something. Carved into the wall 
  above the statue is a riddle: Three I need
  Then three more
  Three more still
  Opens the door
  • When three sets of three gemstones are placed in the 
  statue’s hands, the broken off hand opens to reveal the 
  Eye of Zaltec. 
  • Trap. When the Eye of Zaltec is taken, poison gas erupts 
  from the statue causing each creature within 15 ft. of it to 
  make a DC 15 Con save or fall unconscious for 1 hour or 
  until it takes damage. At the same time the door to 62D 
  opens and the stone juggernaut rolls down the corridor. 
  If that happens read:
  The wall at the west end of the hall slides back to reveal a stone 
  juggernaut on rollers. The construct fills the height and width of 
  the hall and barrels toward you at alarming speed.
  62d. Secret Room
  • The stone juggernaut is here until activated. If activated, 
  the magic scepter from 53. Crypt of the Sun Queen 
  reduces its HP to 0. 
  • Treasure. Unless it has been teleported to the statue’s 
  hand in 62C, the Eye of Zaltec is on a shelf on the western 
  wall.
  63. Gas-Filled Room
  • If the cogs are oriented so that 63. Gas Filled Room 
  connects to the 58. Cog of Rot read:
  Thick green gas billows out of skull-shaped nozzles set into the 
  walls of this cramped room. A rotting corpse clad in studded 
  leather armor lies on the floor, mouth open and hands grasping its 
  throat. Wrapped around one of its arms is a yellow band.
  • The gas creates three shambling mounds in 58. Cog of 
  Rot and any other creatures exposed to the gas must 
  make a DC 13 Con save or take 18 (4d8) poison damage 
  on a failed save and half on a success at the start of each 
  turn.
  • Treasure. The corpse (Lord Brixton) wears studded 
  leather armor and carries a sheathed longsword with 
  a dragon-shaped hilt. The sword has a minor magical 
  property: its bearer gains the ability to speak and 
  understand the Draconic language. Next to Lord Brixton’s 
  body is a dungeoneer’s pack and six carnelian gemstones 
  (50 gp each).
  64. Base of the Waterfall
  The walls of this grotto are slick with slime, and the air reeks of 
  decay. Filthy water tumbles down from a hole in the ceiling, then 
  courses along a rough-hewn tunnel toward a murky lake. The din 
  of machinery echoes from that direction.
  • DC 15 Athletics to climb slimy walls.
  • Water is 30 ft. deep.
  • Current leads to 65. Underground Lake
  65. Underground Lake
  A dark underground lake opens up before you, its ceiling 
  festooned with chains and gears — some of which appear to 
  have dwarves dangling from them. A gigantic motionless stone 
  cog rises from the water, with two matching cogs connected to it. 
  Rusty metal conduits stretch from the cavern walls to the cogs. 
  The water of the lake is slimy, with pinpricks of phosphorescent 
  light twinkling in the murk.
  • 1d4+1 tomb dwarves do maintenance on the ceiling, but 
  don’t attack except in self defense. 
  • An aboleth named G’lyh’rul lives in the lake with a split 
  personality. 50% chance that it supports the rise of the 
  death god and is violent. 50% chance that it’s a harmless, 
  gleeful, and curious child. Creatures that communicate 
  with it while it’s peaceful can gain information as if they 
  had cast a commune spell. 
  66. Door of Devouring
  • If characters approach from 26. Spiral Staircase read:
  At the bottom of the staircase, a dark corridor leads south, while a 
  stone door with iron hinges and a brass knob stands to the east.
  • If characters approach from the lake read:
  A worked stone column stretches from the bottom of the lake 
  to the cavern roof and is attached to the nearby wall by a stone 
  conduit. On one side of the column, steps of moss-covered stone 
  climb from a stone dock to a landing whose stone door shows no 
  handles or hinges. Ropes lash a pair of rowboats to a dock post, 
  and a rusty iron cage wallows in the slime, held afloat by chain 
  and winch. Phosphorescent crabs gather at the bottom of the lake 
  below the cage.
  
  15
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   LEVEL 5: GEARS OF HATE  |
   LEVEL 5: GEARS OF HATE  |
  • If anyone touches the door read:
  A monstrous mouth forms on the door’s surface, calling out with 
  a deep drawl: “I’m so hungry I could eat you alive, but I’ll settle for 
  somethin’ else. Somethin’ livin’. Somethin’ light!”
  • If the door is fed a crab from the lake, it turns into a door 
  that characters may pass through unharmed. If the door 
  is fed anything else, it eats the character if within 10 ft. 
  and teleports them to 57. Oubliette (no save).
  • Diving Cage. The cage provides creatures within it the 
  effect of a water breathing spell. Using the winch, the 
  cage can be lowered into the water and characters can 
  harvest 2d6 phosphorescent crabs. Using the cage alerts 
  the aboleth at 65. Underground Lake.
  • There are two rowboats labeled Predator and Prey that 
  can hold four medium or smaller creatures. 
   o Predator. Creatures aboard the Predator have 
  advantage on attack rolls while the boat is in the water. 
  A filled bullseye lantern hangs off the boat’s bow.
   o Prey. Creatures aboard the Prey have advantage on 
  saves while the boat is in the water.
  67. Hall of the Golden Mastodon
  • A stone block lodged in the ceiling at the entrance to the 
  room can be notice with a DC 20 Perception check.
  A life-size golden statue of a mastodon stands atop a one-foot-
  high stone cog at the center of this room. Jeweled tusks sweep 
  from its jowls, and its trunk is raised in a roar. Inscriptions coil 
  around the statue’s body, and murals on the walls show a Chultan 
  warrior riding a living mastodon through a series of hellish 
  landscapes. In each scene, a different breed of devil assails them.
  • Advice from the Spirits
   o Unpredictable I’jin wants to ride the golden mastodon!
   o Nervous Obo’laka is afraid of the golden mastodon and 
  urges her host to not provoke its anger.
   o If the challenges faced by Ch’gakare and Ghom are 
  recounted to her, wise Shagambi concludes that the 
  hall was constructed to present similar challenges.
  • DC 15 Intelligence (History) check to recall the legend of 
  Ch’gakare from the murals in the room. 
  • If anyone inspects the mastodon, there’s an inscription 
  that reads:
  Let your bones watch over my treasure, brave Ghom. As you 
  carried me from the inferno, so shall I rise from death to defend 
  my riches.
  • Any search of the top of the statue reveals a star-shaped 
  indentation that can be activated with the golden lever 
  from 61. Control Room. If activated read:
  A thunderous trumpeting sound erupts from the mastodon’s 
  trunk, causing a block of stone to seal off the room. The cog under 
  the mastodon’s ft. then begins to revolve, letting the statue face 
  each of the murals in turn.
  • The block of stone at the entrance from the room falls 
  when the mastodon is activated sealing the entrance.
  • After the first complete revolution, the mastodon lights 
  the ground on fire dealing 10 (3d6) fire damage to anyone 
  on the floor (those riding the mastodon are unaffected). 
  • At the start of each round the following devils appear our 
  of the walls:
   o Round 2: Four spined devils
   o Round 3: Three bearded devils
   o Round 4: Two barbed devils
   o Round 5: One horned devil
   o Round 6: One erinyes
  • The only devil that will bargain with the characters is the 
  erinyes, who will spare the party for a character’s soul. 
  That character is destroyed by fire. 
  • When the last devil is defeated or the party negotiates, 
  read: 
  The fires go out, though smoke still hangs in the air. A warm 
  wind blows through the hall, carrying the scent of jasmine, 
  frankincense, and grave dust. The smoke coalesces into a decayed 
  warrior wrapped in bandages. He holds up a gruesome chalice 
  made from a human skull.
  • Treasure. If stripped off, the mastodon’s gold leaf is 
  worth 2,500 gp, though it takes a character 30 hours to 
  claim it all. Multiple characters working together can 
  shorten the time proportionately. Fifty gemstones (100 gp 
  each) can also be pried loose from the mastodon’s tusks. 
  The man’s (Ch’gakare’s) gift is the fabled Skull Chalice of 
  Ch’gakare.
  68. Hall of Decay
  Graven images of rotting corpses decorate this hall, and the floor 
  is littered with tarnished coins, pieces of armor, broken shields, 
  axe heads, and other bits of scrap metal.
  • All nonmagical objects made of cloth, leather, wood, or 
  metal that enter this corridor instantly decay or corrode to 
  the point of being useless and worthless.
  • When characters can see through the archway at the west 
  hall read:
  This yawning archway has a keystone adorned with an iron bull’s 
  skull, which bites down on an ivory ring.
  • If the ring is yanked from the jaws of the skull, the 
  destructive effect in the hallway stops.
  69. Mechanus Chain
  Hot wind tinged with the smell of burning oil blows down a 
  forty-foot-diameter vertical shaft. Stone balconies protrude from 
  the walls on opposite sides of this expanse, with the west balcony 
  fifteen ft. higher than the east one. Two thick chains rattle in 
  the gulf between the balconies — one ascending two hundred 
  ft. before disappearing into a cloudy vortex lit by arcs of purple 
  lightning; the other wrapping around an enormous metal gear 
  floating one hundred ft. below. Another hundred ft. below the gear, 
  a second vortex rages.
  • The first time characters move out onto the balcony read:
  A rip forms in the vortex high above, and nine cube-shaped 
  creatures with wings and shortbows fly through. They are quickly 
  followed by a large crystal decahedron that holds a weird starfish-
  shaped creature.
  • A pentadrone and nine quadrones appear and attack 
  until destroyed. The pentadrone is encased in a 
  decahedron, which gives it total cover and a flying speed 
  of 30 feet. The pentadrone can’t make melee attacks 
  through the decahedron, but it can use a bonus action 
  to open a small hole in any of the decahedron’s facets 
  in order to spray creatures with its paralysis gas. The 
  decahedron has AC 16, 50 HP, immunity to poison 
  damage, resistance to piercing and slashing damage, and 
  vulnerability to bludgeoning and thunder damage.
  • Characters proficient in Arcana skill who make an 
  Intelligence (Arcana) check to learn any of the following 
  information:
  
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   |  LEVEL 5: GEARS OF HATE
   o DC 10: Planar vortices are incredibly destructive. No 
  one can expect to enter a vortex and survive.
   o DC 15: The chain is called a Mechanus chain. Such 
  chains are crafted by modrons and used in conjunction 
  with other machinery to keep the plane of Mechanus in 
  working order.
   o DC 20: This Mechanus chain has been repurposed 
  for the tomb. One chain would be enough to keep the 
  tomb’s traps and other mechanisms in working order.
   o DC 25: Destroying a Mechanus chain requires the 
  casting of three wish spells.
  • The Shaft. The balconies are 15 ft. apart. The western 
  balcony is 15 ft. higher than the eastern one. A character 
  can also cross the expanse by leaping from one balcony to 
  the nearest chain, from that chain to the other, and finally 
  to the opposite balcony. Each of these jumps requires a 
  successful DC 10 Athletics check. Any character who fails 
  a check made to jump to a balcony or chain falls down the 
  shaft and into the lower planar vortex unless somehow 
  halted. A falling character can land on the floating gear 
  100 ft. below with a successful DC 10 Dex save but takes 
  falling damage as normal.
  70. Armillary Sphere
  This chamber contains a bronze apparatus centered on a hinged 
  arm. Slowly rotating within the arm is a 10-foot-diameter globe 
  decorated by a topographic map of landforms and oceans. 
  Concentric rings of brass constrain the device, all rotating and 
  bearing their own lesser spheres. One of those spheres has sharp 
  points and appears sunlike. Carvings of tall, headless humanoids 
  decorate the walls of the room.
  • The first time any creature moves within 5 ft. of the 
  central globe, read:
  The apparatus suddenly swings around, its rings rotating out of 
  the way as the surface of the globe peels back to reveal a dark, 
  hollow interior. Inside this cavity is a padded bronze chair with 
  levers built into its armrests.
  • When the creature seated on the chair stands up, the 
  globe’s hatch opens, closing again only when another 
  creature sits on the chair or when there are no creatures 
  within 5 ft. of the armillary sphere.
  • Monster in the Moon. A nycaloth is crammed inside the 
  bronze orb representing Toril’s moon, Selûne. The first 
  time a creature inside the armillary sphere reorients its 
  rings and outer orbs, the nycaloth bursts out of the moon, 
  shattering it. When this nycaloth rolls a natural 20 on an 
  attack roll made with its greataxe, it cuts off the target’s 
  head
  • Critical Conjunction. If the rings are spun so that all the 
  celestial bodies are lined up, roll on the Armillary Sphere 
  Conjunction table to determine what happens. Once a 
  conjunction effect occurs, the armillary sphere breaks 
  down, causing the levers to lock in place and the hatch 
  to lock shut. The locked hatch is a Large object with AC 
  11, 25 HP, and immunity to poison and psychic damage. 
  As long as the outer rings and orbs aren’t in motion, 
  the hatch can be forced open with a successful DC 20 
  Athletics check, or opened with a successful DC 20 Dex 
  check made by character using thieves’ tools.
  • Concealed Crawlway. Any character who enters the 
  crawlway towards 61. Control Room discovers a stone 
  lever in the wall at the south end of the crawlway.
  Prisoners of the Mirror
  d100
  Conjunction Effect
  01–05
  The armillary sphere and any creatures inside it 
  disappear. The DM ultimately decides where they end 
  up, if anywhere. Possibilities include Mechanus, the 
  Vast Swamp on Oerth, Mount Nevermind on Krynn, 
  a desert on Athas, Victorian London on Earth, or the 
  sun.
  06–15
  The creature sitting in the armillary chair is 
  touched by an unknown entity and suffers a 
  radical personality change. Work with the player to 
  determine an appropriate change.
  16–30
  A cloudkill spell is cast within the globe.
  31–50
  The sun-shaped orb splits open, spilling 5,000 gp 
  onto the floor.
  51–65
  The creature sitting in the armillary chair gains a 
  charm of heroism (see “Supernatural Gifts” in chapter 
  7 of the DMG).
  66–80
  Every creature within 20 ft. of the armillary sphere 
  regains 50 HP. Creatures inside the globe do not gain 
  this benefit.
  81–90
  A gem of brightness appears on the lap of the creature 
  seated in the armillary chair.
  91–99
  The Intelligence score of the creature seated in the 
  armillary chair permanently increases by 1d4 + 1, up 
  to a maximum of 22.
  00
  The creature seated in the armillary chair is granted 
  the ability to cast the wish spell once.
  
  17
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   LEVEL 6: CRADLE OF THE DEATH GOD  |
   LEVEL 6: CRADLE OF THE DEATH GOD  |
  Level 6: Cradle of the 
  Level 6: Cradle of the 
  Death God
  Death God
  71. Lair of the Sewn Sisters
  Green smoke billows out from a bronze cauldron in the middle 
  of this twenty-foot-high vaulted hall. Barely visible through the 
  haze are three rocking chairs, several work benches heaped with 
  haberdashery, a spinning wheel, and a rusty iron cage containing 
  a prisoner. Galleries stand ten ft. above the floor to either side of 
  the room.
  • Three night hags called the Sewn Sisters live here and 
  watch from the Border Ethereal.
  • When the characters approach, three hag dolls scurry 
  into view:
  Three tiny figures waddle toward you through the smoky haze: a 
  straw doll with rusty pins sticking into its body, a faceless child 
  molded from clay, and a stuffed monkey with the lower body of a 
  unicycle. The straw doll says, “You need to run away! The Sewn 
  Sisters will be back any moment now!”
  • Hag dolls are Tiny constructs with AC 10, 1 hit point, a 
  walking speed of 10 feet, immunity to poison damage and 
  the poisoned condition, and no attacks. They are named 
  Strawbundle, Clay No-Face, and Joho. Strawbundle can 
  share the following:
   o The Sewn Sisters are three night hags. The dolls 
  refuse to mention the hags by name, lest the hags hear 
  their names being uttered.
   o The dolls were made from the souls of children and 
  want to be free of the captors.
   o The hags are nursing some kind of creature that lurks 
  on the other side of the skeleton gate (the great green 
  door), but the dolls don’t know what the creature is.
   o To learn more about the adventurers, the hags have 
  been torturing the “lookie-like” in the cage.
  • If the characters take an interest in the skeleton gate, the 
  dolls reveal what they know about it:
   o Five skeleton keys are needed to unlock the skeleton 
  gate. Each key looks like an animated skeleton with a 
  skull that extends into a carved key-like shape.
   o The skeleton keys wander the upper levels of the tomb.
   o Before the skeleton keys can be used, the skeleton 
  gate’s five keyholes must first be opened. The five 
  adjoining rooms (areas 72 to 76) contain trials that can 
  be overcome to open the five keyholes.
  • The dolls can give a character a charm once.
   o Strawbundle’s Charm. While you have Strawbundle 
  in your possession, this charm allows you to cast 
  the etherealness spell as an action, no components 
  required. After it is used three times, the charm 
  vanishes.
   o Clay No-Face’s Charm. While you have Clay No-Face 
  in your possession, you don’t need to eat, drink, or 
  breathe. These benefits last for 30 days while the doll 
  is in your possession, after which the charm vanishes 
  from you.
   o Joho’s Charm. While you have Joho in your possession, 
  it grants you the benefit of a helm of comprehending 
  languages. This benefit lasts for 7 days while the doll 
  is in your possession, after which the charm vanishes 
  from you.
  • Cage. The cage holds a degenerate clone of one of the 
  player characters that has been tortured by the Sewn 
  Sisters for information on the characters. The lock can be 
  broken off easily.
  • Skeleton Gate. When the characters approach the green 
  door read:
  This twelve-foot-high, ten-foot-wide door is made of green stone, 
  its surface carved with grinning goblin skeletons. A belt of smooth 
  stone spans the door at a height of four feet, set with five gold 
  symbols in a row: a triangle, a square, a pentagon, a hexagon, and 
  an octagon. Each symbol is engraved on a recessed circular seal.
  • The skeleton keys are meant to be placed in a keyholes 
  behind each symbol, but the symbols only reveal keyholes 
  after each trial has been faced in areas 72 through 76.
  • Facing the Night Hags. The hags will do what they can 
  to stop characters from getting through the door, such 
  as stealing the keys and bringing them to the Border 
  Ethereal.
   o Widow Groat has tarnished gold coins covering her 
  eyes and ants nesting in her skull. The ants serve as 
  her spies, and their presence often portends her arrival. 
  She carries a heartstone, a soul bag, and an iron ring 
  with eight keys. The keys unlock the shackles in area 
  78.
   o Peggy Deadbells wears a string of chattering children’s 
  teeth and thumps about on a heavy peg leg. When she 
  laughs, yellow gas billows out of her nose and ears. 
  Around her neck, she wears a pouch made from gnome 
  skin, inside which is a heartstone and five lustrous 
  black marbles (see area 81). Tied to Peggy’s rope belt is 
  a soul bag.
   o Baggy Nanna has a squirming leather sack sewn over 
  her head. The bag also contains a cockerel, a viper, 
  and a terrier. One animal can emerge from the bag in 
  place of her own head to speak on her behalf, and the 
  animals become smoke when Baggy Nanna dies. In her 
  pockets, she carries a heartstone, a soul bag, and three 
  goblin fingers.
  • If captured and questioned, a hag can reveal the following 
  information:
   o “Hidden on this level of the dungeon is a library of lost 
  lore, guarded by an arcanaloth whose true name is 
  Ygga Raxyg.” (See area 80 for details.)
   o “There is only one way to leave the dungeon: the ebon 
  pool. Charred bones point the way.” (See area 81 for 
  details on the ebon pool. “Charred bones” refers to the 
  charred skeleton on the floor in area 79.)
   o “The Red Trail leads to death.” (See area 79.)
  72. Trial of the Triangle
  • The door to this area has a triangle carved into it. When 
  the characters open the door, read:
  A five-foot-wide, floor-to-ceiling glass cylinder near the back wall of 
  this room is filled with light, the source of which is not apparent. 
  A tiny triangular hole is cut through the glass, five ft. above the 
  floor. Inside the cylinder, an iron lever is set into a metal plate on 
  the floor.
  • If the lever is pulled, the triangle seal on the skeleton 
  gate in area 71 rolls aside, revealing a triangular keyhole 
  behind it.
  • The cylinder is normally impervious to damage and 
  spells, but if three creatures stand around the glass 
  cylinder, forming the points of a triangle around it, the 
  cylinder turns brittle and can be shattered with any solid 
  hit.
  • Other solutions include using gaseous form to pass 
  through the keyhole, misty step into the cylinder, using 
  unseen servant or telekinesis to pull the lever. Mage hand 
  isn’t strong enough.
  
  18
  18  |  LEVEL 6: CRADLE OF THE DEATH GOD
   |  LEVEL 6: CRADLE OF THE DEATH GOD
  73. Trial of the Square
  • The door to this area has a square carved into it. When 
  the characters open the door, read:
  This room is filled with flying sheets of parchment, with writing on 
  the pages visible as they flutter by. A metal plate bolted onto the 
  far wall is set with a ghostly lever.
  • A character can use an action to grab a page as it flutters 
  past with a successful DC 10 Dex check. Written on the 
  page is a random spell; roll a d6 to determine the spell’s 
  level, then randomly choose a spell of that level from the 
  wizard spell list.
  • If more than three pages are taken, all the remaining 
  pages in the room turn to dust, which coalesces into a 
  hostile dust mephit and three illusory duplicates created 
  by a mirror image spell.
  • The mephit can use a bonus action to speak one of the 
  following command words:
   o Bloatbug: The mephit targets one creature within 30 
  ft. of it that it can see, which immediately increases its 
  weight by 50 percent. Any spell that ends a curse, such 
  as greater restoration or remove curse, ends the effect 
  and returns the creature to its normal weight.
   o Frogspittle: Each creature in the room must succeed on 
  a DC 10 Con save or take 9 (2d8) poison damage. (The 
  mephit is immune to poison damage.)
   o Spindledash: The effect targets a random creature in 
  the room. Have the players roll a d20 for each character 
  in the room, and roll a d20 for the mephit and each 
  other creature in the room. Whichever creatures roll 
  the lowest take 21 (6d6) force damage.
  • When the dust mephit dies, it collapses and transforms 
  into a stick of black chalk.
  • The lever is insubstantial, but can be pulled by a creature 
  on the Ethereal Plane. If a square is drawn in chalk 
  around the lever, it becomes solid and can be pulled.
  • If the lever is pulled, the square seal on the skeleton gate 
  in area 71 rolls aside, revealing a square keyhole behind 
  it.
  74. Trial of the Pentagon
  • The door to this area has a pentagon carved into it. When 
  the characters open the door, read:
  The delicious aroma of spiced meat greets you. At the end of a 
  twenty-foot-long corridor, a room opens up with red tapestries 
  covering the walls. A feast is spread out on three tables, consisting 
  of roast boar, squash stew, and a tray of iced cakes. Flagons of 
  frothy beer complete the banquet.
  A gaunt human male in a dusty black suit quietly arranges the 
  items on the cake table, taking notice of your intrusion. Without a 
  word, he gestures for you to come forward and sample the feast.
  • The man is Mister Threadneedle, a disguised scarecrow. 
  In a pocket, he carries the Sewn Sisters’ hag eye and one 
  lustrous black marble (see area 81). Mister Threadneedle 
  understands Common but can’t speak.
  • Advice from the Spirits
   o Wild Kubazan urges his host to try the roast boar.
   o Greedy, skittish Nangnang urges her host to hoard all 
  the iced cakes and shun the frothy beer.
  • Roast Boar: The character feels stronger and has 
  advantage on Strength checks, but has disadvantage on 
  attack rolls made against Widow Groat. Both effects have 
  a duration of 24 hours.
  • Squash Stew: The character feels healthier and gains 
  advantage on Con saves, but has disadvantage on attack 
  rolls made against Peggy Deadbells. Both effects have a 
  duration of 24 hours.
  • Iced Cakes: The character feels energized and gains 
  2d10 temporary HP, but has disadvantage on attack rolls 
  made against Baggy Nanna for the next 24 hours.
  • Frothy Beer: The character gains a special die: a d6. 
  Anytime in the next 24 hours, the character can roll this 
  die once and add the result to a d20 roll he or she just 
  made. Additionally, if the character is inhabited by the 
  spirit of a trickster god, the power normally granted by 
  the spirit is suppressed for 24 hours.
  • Characters who enter the room but do not partake of the 
  food or drink are cursed with crippling hunger as soon 
  as they leave this area. The effect imposes disadvantage 
  on attack rolls and ability checks, and it can be ended on 
  a character with greater restoration, remove curse, or 
  similar magic.
  • Tapestries. There are five red tapestries on the walls. 
  Any characters who succeed a DC 15 Perception finds a 
  devil’s face hidden in the design with an extradimensional 
  compartment in the mouth with a lever in it. 
  • If the lever in the tapestry is pulled, the pentagon seal 
  on the skeleton gate in area 71 rolls aside, revealing a 
  pentagonal keyhole behind it.
  75. Trial of the Hexagon
  • Carved into the door of this room is a hexagon. When the 
  characters open the door, read:
  A large, cracked, six-sided mirror is mounted above a stone shelf 
  protruding from the opposite wall. Five unlit candles stand on the 
  shelf, each made of yellow wax and covered with tiny black sigils. 
  Scrawled on the wall above the mirror in dried blood are the words 
  “PIGGY PIGGY PIGGY.”
  • A sixth candle, identical to the five in plain view, is tucked 
  out of sight under the stone shelf. Any character who 
  searches the shelf for traps or hidden compartments 
  automatically finds the sixth candle.
  • If all six candles are lit, a character who looks in the 
  mirror and says the word “piggy” three times in a row 
  sees the reflected candlelight reveal a wooden lever set 
  into a metal panel on the north wall. If fewer than six 
  candles are lit when the words are spoken, the lever 
  appears on the south wall instead. These levers exist only 
  in the mirror’s reflection, not in reality.
  • Only a character who can see a lever reflected in the 
  mirror can pull it. As this likely puts the lever out of 
  the character’s reach, he or she can cast a mage hand 
  or telekinesis spell, conjure an unseen servant, lasso 
  the lever with a rope, or undertake any suitably clever 
  solution.
  • True Lever. If the north lever is pulled, the hexagon seal 
  on the skeleton gate in area 71 rolls aside, revealing a 
  hexagonal keyhole behind it.
  • False Lever. If the south lever is pulled, three insane 
  wereboars spring from the mirror, land in the middle of 
  the room, and fight to the death.
  76. Trial of the Octagon
  • Carved into the door of this room is an octagon. When the 
  characters open the door, read:
  The ceiling of this plaster-walled room is fifteen ft. high. A leather-
  backed tome rests open atop a wooden lectern bolted to the floor. 
  Set into the wall behind the lectern are eight human skeletons, 
  arranged so that they appear to be falling and screaming.
  • Hidden in the leg of the lectern, on the side facing the east 
  wall, is a secret compartment that can be found with a 
  successful DC 10 Perception check.
  
  19
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   LEVEL 6: CRADLE OF THE DEATH GOD  |
   LEVEL 6: CRADLE OF THE DEATH GOD  |
  • If the lines of the nursery rhyme (see below) are read 
  aloud in reverse order, starting with the last line and 
  ending on the first, the doors of the secret compartment 
  open, revealing a brass lever inside. If the lever is pulled, 
  the octagon seal on the skeleton gate in area 71 rolls 
  aside, revealing an octagonal keyhole behind it.
  • The compartment can also be opened with a knock 
  spell, or with a successful DC 20 Dex check made by a 
  character using thieves’ tools. Opening the compartment 
  in either manner triggers the trap (see “Spider Fan Trap” 
  below).
  • Any character who understands the Infernal tongue can 
  translate the hags’ nursery rhyme as follows:
   o Page 1: Backward, backward, eight to one.
   o Page 2: Speak the rhyme until it’s done.
   o Page 3: Keep the spider locked away.
   o Page 4: See the lever, clear as day.
   o Page 5: Spin, spin, iron spider.
   o Page 6: Turn their flesh and bones to cider.
   o Page 7: Speak the rhyme and meet your fate.
   o Page 8: Forward, forward, one to eight.
  • Spider Fan Trap. If a character in the room reads the 
  entire nursery rhyme beginning with the first line on 
  page 1 and ending with the last line on page 8, or if 
  the compartment in the lectern is opened improperly, 
  the ceiling fan begins to twirl as a reverse gravity spell 
  activates within the room. Any creature can grab the 
  fixed lectern, with a successful DC 17 Dex save and avoid 
  falling upward. Otherwise they “fall” upward through 
  the fake plaster ceiling into the rotating blades of the fan, 
  taking 44 (8d10) slashing damage. The creature takes 
  that damage again each time it starts its turn on the 
  ceiling. The reverse gravity effect lasts for 1 minute.
  77. Death God's Nursery
  When the characters reach the bottom of the stairs, read:
  Crumbling balconies overlook a pool of lava filling this triangular 
  chamber, above which is suspended an enormous crystal cylinder 
  held in place by three adamantine struts. Wraithlike forms swirl 
  inside the cylinder, and otherworldly screams hang in the air. Four 
  long, writhing tentacles sprout from the cylinder’s cap. A shriveled 
  monstrosity the size of an elephant floats near the cylinder. Its 
  body is wet and malformed, its arms and legs are atrophied, and 
  its oversized head drips black goo. The creature is attached to the 
  cylinder by a twisted umbilical cord.
  • An atropal floats in the room and attacks when the 
  Soulmonger is attacked.
  • Advice from the Spirits
   o Fickle I’jin encourages her host to investigate the mist-
  filled archway on the south balcony (see “Mist Gate” 
  below).
   o Adventurous Kubazan expects his host to make the 
  ultimate sacrifice and die in a blaze of glory.
   o Kind Moa wants to free the souls trapped inside the 
  Soulmonger.
   o Greedy Nangnang urges her host to search the 
  balconies and bone-filled alcoves for treasure.
   o Nervous Obo’laka is concerned that the bones in the 
  northern alcoves might rise up and attack.
   o Shrewd Papazotl suspects that the atropal might be 
  vulnerable to radiant damage and that killing it might 
  summon forth its evil master.
   o Virtuous Shagambi recognizes that the atropal is 
  unholy and orders her host to destroy it at once.
   o Contemplative Unkh urges her host to communicate 
  with the atropal. Perhaps the creature is just 
  misunderstood.
   o Deranged Wongo wants his host to attack the tentacles 
  sprouting from the top of the Soulmonger.
  • The Soulmonger. Is a Huge object with AC 15; 200 
  HP; vulnerability to radiant damage; and immunity 
  to bludgeoning, piercing, and slashing damage from 
  nonmagical attacks.
  • Adamantine Struts. Each strut is a Large object with 
  AC 20; 100 HP; immunity to bludgeoning, piercing, and 
  slashing damage from nonmagical attacks; and immunity 
  to fire, poison, and psychic damage. When a strut drops to 
  0 HP, it breaks and causes the other two struts to snap as 
  the Soulmonger falls. Creatures can walk along the struts 
  but must succeed a DC 10 Dex save to avoid falling off if 
  they take damage.
  • Tentacles. Once per turn if a creature makes a successful 
  melee attack against Soulmonger or its struts, the 
  Soulmonger can attack that creature with its tentacles. 
  The tentacle has a Strength score of 22 and makes one 
  melee weapon attack against the creature: +7 to hit, 
  24 (4d8 + 6) bludgeoning damage. Instead of dealing 
  damage, a tentacle can grapple its target (escape DC 
  16). If the target weighs 330 pounds or less, the tentacle 
  can also lift the grappled creature and move it to any 
  unoccupied space within its 30-foot reach, or drop it inthe 
  lava. The tentacles can be attacked and destroyed. Each 
  one is a Huge animated object with AC 15, 30 HP, and 
  immunity to poison and psychic damage.
  • When the Soulmonger is reduced to 0 HP, read:
  The crystal cylinder shatters, and a myriad of tiny lights pour forth 
  from within. These bright souls coil through the air like a tornado, 
  blazing upward and then vanishing in a blinding, spectral flash.
  • Lava Pit. 30 ft. below the floor and 100 ft. deep. Creatures 
  that falls into lava or start turn there take 10d10 fire.
  • If characters investigate the phylacteries read:
  Two facing balconies halfway along the room are littered by ornate 
  glass bottles, fluted silver urns, ivory caskets, and other vessels — 
  all of them inscribed with baleful sigils.
  • DC 15 Arcana identifies them as phylacteries.
  • Mist Gate. Teleports creatures to the archway in 78. 
  Chapel of Hate. Read:
  An ornate archway looms over this balcony. Grinning skulls are 
  molded into its frame, and glowing mist swirls within.
  Acererak's Revenge
  • If the characters kill the atropal, read:
  A skeletal figure wrapped in moldering robes and clutching a skull-
  tipped staff appears on the south balcony. Hateful pinpricks of 
  white light burn in its eye sockets, and a two-foot-diameter sphere 
  of utter darkness floats in the air beside it.
  • Acererak enters the room and fights with all his power. If 
  reduced to 100 or fewer HP, he teleports away.
  • Wrath of the Trickster Gods. When Acererak appears, 
  the trickster gods impart the following benefits on the 
  characters:
   o + 50 temporary HP at the start of each turn.
   o Attacks against Acererak deal +3d6 psychic damage.
  • If Acererak teleports away read:
  “We’ll meet again, fools!” says the lich. “And on that day, you 
  will die!” With that, Acererak raises his staff, utters some arcane 
  syllables, and is gone.
  • If the characters kill Acererak read:
  A look of horror passes over the lich’s face as his body turns to 
  dust. His tattered robes fall to the ground, as do his staff and 
  talisman.
  
  20
  20  |  LEVEL 6: CRADLE OF THE DEATH GOD
   |  LEVEL 6: CRADLE OF THE DEATH GOD
  78. Chapel of Hate
  You step out of the mist into an underground chapel with black 
  basalt pillars and a polished obsidian altar. Resting on the altar 
  is a leather bag the size and shape of a human body, and which 
  appears to have been sewn shut. Beyond the altar, a heavy black 
  drape hangs from an archway.
  Eight emaciated, green-skinned creatures are shackled to the walls 
  of the chapel, each one gazing toward you with a single baleful 
  eye. The monsters begin to gibber and drool as they shake their 
  manacles, eager to be set free.
  • Advice from the Spirits.
   o Kind Moa suggests freeing the shackled creatures.
   o Violent Wongo urges his host to stab the body bag, 
  making sure that whatever is inside it is dead.
  • An important NPC or an Order of the Gauntlet knight 
  named Zalder Faelrond is in hte bag and unconscious. 
  The prisoner can only be awoken with holy water. This 
  information can be gained with a DC 17 Intelligence 
  (Religion) or (Arcana) check.
  • Devotees of Acererak. There are eight nothics restrained 
  by shackles on the wall demand to be freed. Widow Groat 
  in 71. Lair of the Sewn Sisters has the key (DC 13 Dex 
  check with thieves’ tools to pick). If they are not freed they 
  all use their Rotting Gaze. If freed they offer the following 
  information:
   o If the characters are searching for an exit to the tomb, 
  one nothic hops over to the black curtain, pulls it aside, 
  points down the tunnel to the north (area 79), and 
  shouts (in Undercommon), “Mind the bones!”
   o If the characters are searching for treasure, another 
  nothic performs the same actions as above, except it 
  shouts, “Follow the purple trail!”
  79. Hall of Finality
  Behind the curtain is a ten-foot-wide, forty-five-foot-long hallway 
  set with four decorative archways that have blank walls within 
  them. Three paths marked out in red, gold, and purple tile snake 
  along the floor, each leading to one of three archways. A charred 
  skeleton on the floor points to the fourth archway, which has no 
  path leading to it.
  A single torch burns in a wall sconce at the far end of the hall. 
  Mounted below it is a bronze plaque that bears a warning in 
  Common: “Behold the fate of those who defy me!”
  • Advice from the Spirits.
   o Fickle I’jin wants her host to follow the purple-tiled 
  pathway to see where it leads. (Purple is I’jin’s favorite 
  color, at least for now.)
   o Wise Shagambi urges her host to not stray from the 
  tiled pathways.
  • Charred Skeleton and Secret Door. The charred 
  skeleton points to the arch with a secret door to 81. Ebon 
  Pool. Opening the door triggers a glyph of warding, which 
  can be spotted with a DC 24 Intelligence (Investigation) 
  check.
   o  Creatures within 20 ft. radius of the glyph must make a 
  DC 24 Dex save or take 22 (5d8) cold, success halves.
   o The glyph also activates a wall of fire, which starts at 
  the south end of the hallway and moves 10 ft. north 
  every round on initiative count 15. Creatures in or 5 ft. 
  north of the wall take 22 (5d8) fire. Dispel DC 14.
  • Golden Trail and Secret Door. Secret door can be found 
  with a DC 20 Perception check or automatic success if 
  a creature is wearing the eye-shaped pendant from 2. 
  Gallery of Tricksters. Opening the door triggers a glyph of 
  warding, which can be spotted with a DC 24 Intelligence 
  (Investigation) check. Creatures within 20 ft. radius of 
  the glyph must make a DC 24 Dex save or take 22 (5d8) 
  thunder damage and half on a success.
  • Purple Trail. If a character walks along the trail without 
  stepping off it, then touches the wall within the archway, 
  the wall takes on the consistency of thick mud for 1 hour. 
  While this effect lasts, any creature that passes through 
  the wall, or any object pushed through the wall, emerges 
  from the back wall of the alcove in 80. Red Library.
  • Red Trail. The short trail of red-colored tiles ends in front 
  of the hallway’s southernmost arch. A creature that walks 
  along the red trail without ever stepping off of it, then 
  touches the wall within the archway, is pulled into the 
  wall and unceremoniously dumped into 57. Oubliette.
  80. Red Library
  Soft dulcimer music fills this room, the walls of which are painted 
  the color of dried blood. Bookcases draped in cobwebs and dust 
  line the walls and stand four deep in the middle of the room. 
  Hundreds of leather-bound tomes weigh down their sagging 
  shelves. At one end of the room, a small study contains a padded 
  leather chair, a footstool, and a small table — as well as three 
  corpses dangling upside down from shackles and chains bolted 
  to the ceiling near the north wall. A lantern-shaped device resting 
  atop the table appears to be the source of the music. An old man 
  lies asleep in the chair, his horn-rimmed spectacles slipping down 
  to the end of his nose.
  • Old man is a disguised arcanaloth named Mr. Fox 
  pretending to be asleep. The Sewn Sisters from 71. Lair 
  of the Sewn Sisters may have revealed that his true name 
  is Ygga Raxyg and speaking that name stuns him for 1 
  minute. 
  • Treasure. The arcanaloth’s horn-rimmed spectacles 
  aren’t magical, but they are worth 250 gp. The spectacles 
  are also a gate key that opens a portal in the planar city of 
  Sigil. The portal is a two-way door to the plane of Arcadia. 
  • The object on the table is a music box made of dark wood 
  with gold filigree. While touching the box, a creature can 
  use an action to make it play music featuring one of the 
  instruments shown, which can be heard up to 60 ft. away. 
  The character can also use an action to stop the music. 
  The music box is worth 750 gp.
  • The library contains two hundred historical texts (50 
  gp each), sixty tomes of arcane lore (100 gp each), 
  three dusty spell scrolls (create undead, fabricate, 
  and resurrection), and six spellbooks. The first three 
  spellbooks contain 1d6 spells each of 1st through 3rd 
  level. The fourth and fifth spellbooks contain 1d4 spells 
  each of 4th through 6th level. The sixth spellbook has 
  a title (X the Mystic’s Arcane Grimoire) burned into its 
  spine and contains 1d3 spells each of 7th–9th level.
  81. Ebon Pool
  A pool of jet-black ooze glistens inside this silent chamber, whose 
  walls are decorated with relief carvings depicting black stars.
  • Peggy Deadbells (in area 71) and Mister Threadneedle (in 
  area 74) have black marbles in their possession that can 
  be used to activate the pool. If one of these black marbles 
  is tossed into the pool, read:
  The black marble sinks into the ooze, which rises up suddenly to 
  form a four-foot-tall black obelisk — a miniature version of the 
  obelisk that stood outside the tomb entrance.
  • Touching the ooze teleports a creature to the obelisk 
  outside of the tomb entrance.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Tomb of Annihilation/Chapter 5 - DM's Notes.pdf