TEXT: UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  16
   1st  level
  the hall of Bedlam
  
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  The Dungeon Under The Mountain and The Hall of Bedlam © by Øone Roleplaying Games
  Some artwork copyright Paul Daly, used with permission.
  The Hall of Bedlam
  Written by Thomas Knauss
  Graphic Design by O’Bully
  Cartography by Mario Barbati
  Artwork by O’Bully, Paul Daly, Studio Mat-
  tigatti, Daniele Bigliardo
  Software Authoring by Anna Fava
  Requires the use of the Dungeons & Dragons® 
  Player’s Handbook, Third Edition, published by 
  Wizards of the Coast®
  Dungeons & Dragons® and Wizards of the Coast® 
  are Registered Trademarks of Wizards of the Coast, 
  and are used with Permission.
  Every Reference to other copyrighted material in no 
  way constitutes a challenge to the respective copyright 
  holders of that material.
  A) The following elements in this book is hereby 
  designated as open game content, in accordance with 
  the open game licence:
  1- All Monsters, stats and description
  B) the following elements in this book are hereby 
  identified as “product identity”:
  1- All not mentioned at the point “A”
  2- Øone Roleplaying Games identifying marks and 
  product titles.
  3-All artwork, maps and graphic design.
  The reproduction or retransmission of this book, 
  except for his open gaming content, without written 
  permission of the copyright holder is expressly for-
  bidden, except for the purpose of reviews.
  ‘D20 System’ and the ‘D20 System’ logo are Trade-
  marks owned by Wizards of the Coast and are used 
  according to the terms of the D20 System License 
  version 3.0.  A copy of this License can be found at 
  www.wizards.com/d20.
  Product Code: UNDRE010
  First edition: July 2006
  Øone Roleplaying Games
  www.Øonegames.com
  master@Øonegames.com
  
  Welcome
  
  What is this Product
  This product contains one room 
  or one dungeon -based encounter. 
  All the rooms featured here are taken 
  from one of The Dungeon Under 
  the Mountain products, available at 
  www.0onegames.com, although these 
  products are not necessary, since the 
  encounter can be adapted without ef-
  fort to any existing dungeon.
  How to 
  Use this Product
  This product takes advantage from 
  the PDF technology, joining old-fash-
  ioned style with the most advanced 
  electronic features. In order to use this 
  product you must use Adobe Acrobat 
  6 or later.
  This product has been designed 
  to help busy referees in preparing 
  dungeon adventures and encounters. 
  Instead of wasting time scaling the 
  encounters and adapting them to your 
  party, here you will find a pre-scaled 
  encounter suitable in three different 
  versions (for low, mid and high level 
  of play). At the beginning of the en-
  counter text, you will find a big button 
  like this.
  By clicking on this button you can 
  choose which level want to play (low, 
  medium, high). When you have made 
  your choice all the relevant portions of 
  the text will change accordingly.
  Monsters will scale, DCs will 
  change, traps and behaviors of the 
  villains will change, according with the 
  level of play you choose.
  Nevertheless, this is not all.
  Beside each paragraph you will 
  find the same button found before, 
  but much smaller. This button allows 
  you to change only the appropriate 
  paragraph. Therefore, if you need 
  stronger monsters in your low-level 
  encounter, you can adjust them and 
  use mid-level monsters instead of 
  low-level ones. Likewise, if you want 
  traps tougher, just click on the para-
  graph button and change the level of 
  the traps paragraph. Blank spaces, due 
  to different text lengths, will be filled 
  with placeholder artwork, so you will 
  have a good-looking page.
  Finally, a paragraph called “Person-
  al  Notes” is left blank. This paragraph 
  features a text field you can fill with 
  your notes about the encounter, sim-
  ply click and write.
  The document saves automatically 
  the notes when you close it. In order 
  to recall the notes present on a docu-
  ment you must choose “Load Notes” 
  from the paragraph button. Note that 
  if you load the previous notes they will 
  override the notes you are writing
  The buttons will not be printed.
  The Maps
  Those familiar with The Dun-
  geon Under the Mountain products 
  will found the maps easy to use. The 
  product comes with two maps of the 
  room. A smaller version of the map 
  is intended for the referee; the second, 
  larger one, may come split in more 
  than one sheet and it is intended for 
  miniature play.
  The smaller map features the “Rule 
  the Dungeon” button. Clicking this 
  button, you can customize the map by 
  opening or closing the doors, remov-
  ing the furniture or removing the fill 
  in the walls and more, depending on 
  the room’s layout. All the choices 
  made on the smaller map are reflected 
  on the larger one. 
  The Background
  The Dungeon Under the Moun-
  tain is a massive dungeon complex 
  extending endlessly below the ground. 
  In a remote past, ancient evil beings 
  dwelled in the area. Now, the remain-
  ing of these mysterious evil beings 
  have seized the dungeons and filled it 
  with deadly traps and monsters. Also, 
  many known villains have established 
  their strongholds in the depths of The 
  Dungeon Under the Mountain. No-
  body knows why this dungeon is filled 
  by danger, but nobody cares, since this 
  dungeon is the most prized adventure 
  ground of the world. However be 
  warned, adventurers, your life will be 
  not easy here and dozens of self-call-
  ing heroes never returned from the 
  Dungeon Under the Mountain!
  “You Have Been 
  Warned”
  ����
  ���
  ��������
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  16
   1st  level
  the hall of Bedlam
  
  the hall of Bedlam 
  (level 1, room 16)
  Background 
  and Lead-ins
  The large subterranean chamber is 
  the current abode of Eyzellon, a derro 
  savant and his two cousins along their 
  four human slaves. The derros came to 
  the ruins in search of a legendary audi-
  ence chamber purportedly harboring a 
  cure for their raving insanity. Instead of 
  finding relief for their affliction, the trio 
  happened upon the impressive throne 
  room of Durlgrond, a king renowned 
  for his wickedness and evil. The great 
  hall’s discovery and its treasures only 
  intensified their delusions of grandeur 
  and paranoia. Obsessed with protect-
  ing their riches, the derros transformed 
  the once grand and stately room and 
  its exterior corridors into an insidious 
  display of their madness.
  The derros expand their wealth as 
  well as obtain other valuable com-
  modities via the teleportation area just 
  outside the hall’s entrance. Of course, 
  the derros realize that the teleportation 
  device works both ways; therefore 
  they take extraordinary measures to 
  protect themselves and their valuables. 
  Eyzellon uses an alarm to mentally 
  alert him to the presence of intrud-
  ers, which is also the proximity trigger 
  for a web trap. (At low levels, the 
  trap triggers just a mental alarm.) The 
  spell’s 20-ft. radius is centered eight-
  een feet from the center of the door, 
  providing coverage to roughly 40 feet 
  of corridor including the teleporta-
  tion area. In addition to this protective 
  measure, a hinged pit trap also awaits 
  to ensnare unwary intruders. This 
  insidious device sits just in front of the 
  main door; however it can be deacti-
  vated by sliding and locking a pair of 
  metal bolts concealed in the floor. The 
  game statistics for these two obstacles 
  appear under the Traps heading. 
  Since his arrival in the dungeon six 
  years ago, Eyzellon has acquired ad-
  ditional monetary riches along with the 
  services of four slaves under the leader-
  ship of a treasure-seeking human rogue 
  named Arathus. Unfortunately for him 
  and his three companions, their dreams 
  of wealth and glory have turned into a 
  nightmare of terror, insanity and slav-
  ery. The derros initially used Arathus’ 
  trap making skill to ward the main 
  entrance into the chamber, however 
  with his combat usefulness expended, 
  the derros now relegate the quartet to 
  the role of maids, endless sweeping and 
  dusting the chamber in a fruitless effort 
  to sate Eyzellon’s irrational compulsion 
  with neatness.  
  Tales and rumors of Durlgrond’s 
  treasure resonate throughout history. 
  Somewhere during the course of 
  their exploration in the dungeon, the 
  adventurers happen upon a historical 
  record of Durlgrond’s reign brought 
  into the dungeon by an earlier ex-
  plorer searching for the lost throne 
  room. The musty pages of the weath-
  ered, leatherbound tome are written in 
  Common and devote endless chapters 
  extolling the virtues and might of the 
  long dead king, but a crudely drawn 
  yet still recognizable map is the book’s 
  real treasure. The map shows the hall’s 
  general location as well as four cryptic 
  lines describing the chamber itself.
  Throw open the great doors and 
  behold your royal majesty on his onyx 
  throne 
  Approach your mighty sovereign 
  through the chamber of polished stone.
  There lies the seat of Durlgrond 
  beyond the risen blades of six warriors 
  of old
  Pay homage to him bedecked in 
  finest jewels of brightest silver and 
  splendid gold!
  Room Environment
  Lighting: The antechamber is un-
  lit; therefore creatures moving through 
  that area must rely upon darkvision or 
  an artificial light source to see. Everburn-
  ing torches affixed to the outstretched 
  blades of the six statues tucked into the 
  alcoves along the chamber’s perimeter 
  provide bright illumination within a 20-
  ft. radius and shadowy illumination up 
  to a 40-ft. radius. 
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  16
   1st  level
  the hall of Bedlam
  
  Scent: The stench of humanoid 
  waste is present in the air, but it not 
  overwhelming or even particularly 
  strong. (The derros use the pit trap as 
  a crude septic tank.) Only the most 
  sensitive noses can detect a faint whiff 
  of a floral aroma resulting from the 
  slaves’ of a primitive cleansing solution 
  derived from perfume oils. (Eyzellon 
  also has an obsession about odor.)
  Sounds (prior to entering): 
  Soft footsteps can be heard behind the 
  door.
  Walls and ceiling: Poured 
  concrete was used to fashion the walls 
  and ceiling. Despite its advanced age, 
  the concrete appears to be in good 
  condition with the exception of several 
  gouges and deep grooves. The ceiling 
  is twenty feet above the floor.  
  Floor: Interconnecting 5-ft. square 
  foot blocks of flagstone were used to 
  build the antechamber’s floor. In con-
  trast, the hall’s floor was painstakingly 
  carved from solid marble. A large 
  concentration of earthen tile was used 
  to fashion a magnificent mosaic in the 
  center of the chamber. 
  Room Description 
  for the Players 
  Despite the passage of untold 
  centuries, the chamber beyond has lost 
  little of its grandeur and awe. Tucked 
  neatly in the chamber’s perimeter 
  alcoves are six black marble statues 
  of great warriors armed with swords 
  and shields. Gold and silver necklaces 
  hang from the necks of each statue, and 
  an illuminated torch is tightly wedged 
  between an outstretched arm and 
  torso. A tile mosaic of a man wearing 
  a crown dominates the center of the 
  white, marble floor, although it appears 
  that there was an unsuccessful attempt 
  to alter the subject’s appearance to that 
  of a pale-skinned dwarf-human hybrid 
  with gray hair. Three stone slabs, 
  apparently fashioned into the like-
  ness of crude, fur covered beds fill the 
  semicircular area at the far end of the 
  chamber. The large, rectangular shaped 
  room is nearly spotless, thanks to the 
  tireless efforts of four emaciated human 
  males armed with brooms, mops and 
  feather dusters. A small, stocky dwarf-
  like creature with pale blue-white skin, 
  bulbous white eyes, coarse white hair 
  and a long droopy moustache  directs 
  their activities with animated gestures 
  and nodding disapproval. He is armed 
  with a repeating light crossbow and a 
  wand, which he wields as if conducting 
  an orchestra. Accompanying him are 
  two similar creatures armed and attired 
  in a similar fashion. Upon meeting 
  your gaze, a maniacal look comes upon 
  them. The trio briefly mutters inanely 
  amongst themselves before directing 
  their attention towards you.  
  Room Description 
  for the Referee
  Originally designed to awe visitors 
  to his court, the spacious and luxuri-
  ous chamber has lost little of its luster. 
  The tile mosaic once depicted Durl-
  grond, but the derros’ insane efforts 
  to superimpose Eyzellon’s image upon 
  the artwork practically destroyed it. 
  Fortunately, the six black marble stat-
  ues remain in pristine condition. They 
  portray the likenesses of Durlgrond’s 
  six great generals. While each statue’s 
  facial features differ somewhat, each 
  statue depicts a man dressed in full 
  plate armor armed with a sword and 
  shield. The derros affixed the ever-
  burning torches to the outstrectched 
  blades to provide illumination for the 
  four slaves laboring under them. There 
  is enough room between the statues 
  and the outer wall to allow a Medium 
  creature to squeeze behind the statue, 
  as evidenced by the fact that the slaves 
  tuck their personal belongings neatly 
  behind the two statues nearest to the 
  entrance. 1d2 gold necklaces and 1d3 
  silver necklaces hang around the necks 
  of each statue.
  The derros fashioned the crude 
  beds from the remnants of Durl-
  grond’s throne, which they me-
  ticulously divided into three separate 
  pieces. Eyzellon’s bed sits ten feet 
  from the apex of the semicircular 
  alcove flanked on each side by another 
  bed placed exactly five feet away. The 
  latter beds and their coverings are 
  unremarkable; however Eyzellon’s 
  fur covering is somewhat valuable. In 
  addition, a secret panel along the base 
  facing the semicircular alcove conceals 
  a hidden compartment where the 
  avaricious derro stashes his beloved 
  treasure hoard. The derros disposed of 
  the chamber’s remaining furnishings 
  and decorative pieces, believing that 
  they only prevented the slaves from 
  properly dusting and mopping the 
  chamber.  
  Speculation persists as to how Du-
  rlgrond’s audience chamber found its 
  way into the dungeon. The close prox-
  imity of the teleportation area provides 
  the most readily available explanation 
  for its arrival here. Nevertheless, the 
  chamber has been a permanent fixture 
  within the dungeon for at least several 
  decades.
  Combat Tactics
  If the derros are alerted to the pres-
  ence of intruders via Eyzellon’s alarm 
  or through alternative means, such as 
  triggering the pit trap or unsuccess-
  fully attempting to break open the 
  main doors, they take precautionary 
  measures by casting their available 
  defensive spells upon themselves. They 
  prefer spells granting concealment or 
  creating confusion, especially blur, 
  mirror image and invisibility. After 
  shoring up their defenses, Eyzellon 
  assumes the role of primary spellcaster 
  attempting to control and/or enslave 
  intruders with powerful enchant-
  ments, while his two subordinates 
  take up defensive positions behind 
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  16
   1st  level
  the hall of Bedlam
  
  the beds or statues as they launch a 
  volley of poisoned crossbow bolts at 
  any readily discernable spellcasters in 
  the group. The apprentices fight as a 
  unit whenever possible. They prefer 
  attacking flanked enemies with touch 
  spells in an effort to shock, paralyze 
  or stupefy their foes. Eyzellon’s usage 
  of his humanoid slaves depends upon 
  the composition of the enemy. If con-
  fronted by arcane spellcasters, Eyzellon 
  summons the slaves to his side, using 
  them as human shields to discourage 
  good characters from casting destruc-
  tive area spells at him. In the absence 
  of arcane spellcasters, Eyzellon directs 
  them to distract opposing fighters, 
  wildly swinging or hurling their clean-
  ing implements at enemy warriors. 
  The derros take a vastly different 
  approach to combat if they are caught 
  unaware. In this instance, the derros 
  scramble for cover behind one of the 
  statues or the beds and launch waves 
  of offensive spells at their enemies as 
  well as cloaking the chamber in dark-
  ness. Unlike the preceding example, 
  survival rather than enslavement 
  becomes their primary concern. Eyzel-
  lon uses the slaves as cannon fodder, 
  directing them into combat to give 
  the derros additional time to shore 
  up their defenses or launch another 
  wave of destructive spells. Eyzellon’s 
  usage of the slaves in this manner may 
  require a Charisma check or entitle 
  Arathus to a new saving throw. If the 
  characters refrain from attacking the 
  slaves and they gain the upper hand 
  against the derros, the slaves ignore 
  the derros’ commands and attempt 
  to grapple one of the derros, unless 
  magically compelled otherwise. 
  The characters can also use 
  Eyzellon’s obsession with neatness 
  and odor against him. Deliberately 
  dropping any litter or stain-causing 
  material onto the floor or filling the 
  room with a foul-smelling substance 
  distracts the frustrated derro. Until the 
  mess is cleaned or the smell dissipates, 
  Eyzellon suffers a -2 circumstance pen-
  alty to his skill checks and attack rolls. 
  This penalty does not stack with itself. 
  Roleplaying Tactics
  Eyzellon begins the combat with 
  grandiose ramblings about his race’s 
  superiority and his lordly might, yet 
  within his incoherent babbling, the 
  compulsive derro also reveals his 
  obsession with cleanliness. He makes 
  statements such as, “How can you 
  stand against your masters, the lords 
  of all beneath the spotless earth? Pain, 
  woe and death be upon you, delivered 
  by me in immaculate fashion.” His 
  subtle facial expressions and body lan-
  guage convey his displeasure whenever 
  blood is spilt upon his pristine floors 
  or an object is knocked out of place. 
  Through a combination of magi-
  cal enchantment, death threats and 
  corporeal punishment, the slaves’ only 
  hope for survival depends upon their 
  unquestioned loyalty to their dement-
  ed masters. Adventurers present them 
  with a difficult dilemma. They desire 
  freedom from their cruel overlords, 
  yet fear and magical compulsion pre-
  vent them from actively assisting their 
  potential liberators. Eyzellon reinforces 
  his bond over them by controlling 
  their leader Arathus through the use 
  of a charm person or dominate person 
  spell. In the former instance, Arathus 
  speaks in the kindest terms about the 
  derros, but he is reluctant to attack 
  adventurers, granting him a +2 to 
  his opposed Charisma check. In the 
  latter case, Arathus attacks intruders 
  without question, leading his unarmed 
  associates into combat. If the magical 
  compulsion is broken or dispelled in 
  any manner, Arathus acts according to 
  his best interest, fully aware of the fact 
  that any perceived treachery against 
  his master would undoubtedly bring 
  their wrath down upon him and his 
  friends. If the adventurers refrained 
  from attacking the slaves or taking any 
  other action that would have placed 
  them in harm’s way, the slaves rush 
  towards their stash of personal be-
  longings and deliberately scatter them 
  about the room, causing Eyzellon to 
  suffer the aforementioned circum-
  stance penalty. 
  Relevant 
  Skill Checks
  [high]
  Appraise DC 12: You correctly 
  determine the gold and silver neck-
  laces’ value.
  Bardic knowledge DC 30: 
  You recall the command word for 
  the teleportation area outside of the 
  chamber.
  Listen DC 25 (before enter-
  ing the chamber): You hear soft 
  footsteps on the other side of the 
  door.
  Search DC 23: A successful skill 
  check locates the secret panel on Eyzel-
  lon’s bed.
  Sense Motive DC 20: A 
  character spending a standard action 
  observing Eyzellon’s facial expressions 
  and body language can discover his 
  obsession with cleanliness. 
  Spot DC 20: The character 
  notices the slaves’ personal belong-
  ings-clothes, tattered bed rolls and 
  other mundane items tucked carefully 
  behind the two statues nearest the 
  entrance.   
  [medium]
  Appraise DC 12: You correctly 
  determine the gold and silver neck-
  laces’ value.
  Bardic knowledge DC 25: 
  You recall the command word for 
  the teleportation area outside of the 
  chamber.
  Listen DC 20 (before enter-
  ing the chamber): You hear soft 
  footsteps on the other side of the 
  door.
  Search DC 18: A successful skill 
  check locates the secret panel on Eyzel-
  lon’s bed.
  Sense Motive DC 18: A 
  character spending a standard action 
  observing Eyzellon’s facial expressions 
  and body language can discover his 
  obsession with cleanliness. 
  Spot DC 15: The character 
  notices the slaves’ personal belong-
  ings-clothes, tattered bed rolls and 
  other mundane items tucked carefully 
  behind the two statues nearest the 
  entrance.
  [low]
  Appraise DC 12: You correctly 
  determine the gold and silver neck-
  laces’ value.
  Bardic knowledge DC 20: 
  You recall the command word for 
  the teleportation area outside of the 
  chamber.
  Listen DC 15 (before enter-
  ing the chamber): You hear soft 
  footsteps on the other side of the 
  door.
  Search DC 13: A successful skill 
  check locates the secret panel on Eyzel-
  lon’s bed.
  Sense Motive DC 16: A 
  character spending a standard action 
  observing Eyzellon’s facial expressions 
  and body language can discover his 
  obsession with cleanliness. 
  Spot DC 10: The character 
  notices the slaves’ personal belong-
  ings-clothes, tattered bed rolls and 
  other mundane items tucked carefully 
  behind the two statues nearest the 
  entrance.
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  16
   1st  level
  the hall of Bedlam
  
  Traps, Mechanical 
  Devices, Doors, and 
  Objects Statblocks
  Treasures and XP
  Monsters and 
  Villains Statblocks
  [high] 
  A small, stocky dwarflike creature 
  wearing a pair of bracers and a ring 
  gazes maniacally in your direction. 
  He mutters inanely to himself, seem-
  ingly in midst of deciding whether to 
  shoot his repeating light crossbow, use 
  a wand dangling from his belt or take 
  another action against you. 
  Eyzellon
  CR14
  Derro sorcerer 11
  CE Small monstrous humanoid
  Init:+7; SensesListen +4, Spot +2
  Languages:Common, Dwarven, 
  Abyssal, Infernal
  AC19, touch 15, flat-footed 16
  Hp47 (14 HD)
  Fort+5,Ref+9,Will+13
  Speed20 ft. (4 squares)
  Melee+1 dagger +11/+6 (1d3+2/19-20) 
  or
  Rangedrepeating light crossbow +12 
  (1d6/19-20 plus poison)
  BaseAtk+8;Grp+4
  AtkOptionspoison (greenblood oil, 
  DC 13, 1 Con/1d2 Con), sneak attack 
  +1d6
  SpecialActionsPoison use 
  CombatGearwand of magic missiles 
  (5th), 2 potions of invisibility (4th)  
  Sorcererspellsknown(CL 11th):
  5th (5/day)—cone of cold (DC 20), 
  dominate person (DC 21)  
  4th (7/day)—confusion (DC 20), phan-
  tasmal killer (DC 19), solid fog
  3rd (7/day)—deep slumber (DC 19), 
  displacement, fly, suggestion (DC 19)
  2nd (7/day)—daze monster (DC 18), 
  eagle’s splendor, mirror image, touch 
  of idiocy, web (DC 17)
  1st (8/day)—alarm, charm person (DC 
  17), color spray (DC 17), hypnotism 
  (DC 17), shield
  0 (6/day)—acid splash, dancing lights, 
  detect magic, flare (DC 15), message, 
  ray of frost, read magic, resistance, 
  touch of fatigue 
  Spell-likeabilities(CL 3rd):
  At will—darkness, ghost sound; 1/day—
  daze (DC 13), sound burst (DC 15)
  AbilitiesStr 12, Dex 16, Con 13, Int 14, 
  Wis 8, Cha 20
  SQMadness, spell resistance 15, vul-
  nerability to sunlight
  FeatsBlind-Fight, Improved Initiative, 
  Spell Focus (enchantment), Spell 
  Focus (illusion)
  SkillsBluff +13, Concentration +10, 
  Hide +13, Knowledge (arcana) +13, 
  Knowledge (the planes) +8, Listen 
  +4, Move Silently +10, Spellcraft 
  +14, Spot +2
  Possessions combat gear plus +1 dag-
  ger, repeating light crossbow with 
  20 bolts, bracers of armor +2, +1 ring 
  of protection, 6 doses of greenblood 
  oil, 2 100 gp gems, 45 pp, 32 gp   
  [high]
  Derro beds: Thickness 3 in., 
  hardness 8, HP 45, Break DC 21. 
  Marble statues: Thickness 1 ft. 
  (approximate), hardness 8, HP 100, 
  Break DC 26.
  Pit trap outside entrance 
  (two squares in front of the 
  door): CR 3; mechanical, location 
  trigger; manual reset; DC 20 Reflex 
  avoids; 50 ft. deep (5d6, fall); Search 
  DC 24; Disable Device DC 18.
  Strong wooden door: Thick-
  ness 2 in., hardness 5, HP 20, Break 
  DC 23. 
  Web trap in antechamber: 
  CR 3; magic device; proximity trig-
  ger (alarm); automatic reset; spell 
  effect (web, 11th-level sorcerer, DC 19 
  Reflex negates); Search DC 27; Disable 
  Device DC 27. 
  [medium]
  Derro beds: Thickness 3 in., 
  hardness 8, HP 45, Break DC 21. 
  Marble statues: Thickness 1 ft. 
  (approximate), hardness 8, HP 100, 
  Break DC 26.
  Pit trap outside entrance 
  (two squares in front of the 
  door): CR 2; mechanical, location 
  trigger; manual reset; DC 20 Reflex 
  avoids; 40 ft. deep (4d6, fall); Search 
  DC 21; Disable Device DC 18.
  Good wooden door: Thickness 
  1 1/2 in., hardness 5, HP 15, Break DC 
  16. 
  Web trap in antechamber: 
  CR 3; magic device; proximity trigger 
  (alarm); automatic reset; spell effect 
  (web, 5th-level sorcerer, DC 17 Reflex 
  negates); Search DC 27; Disable De-
  vice DC 27.
  [low]
  Derro beds: Thickness 3 in., 
  hardness 8, HP 45, Break DC 21. 
  Marble statues: Thickness 1 ft. 
  (approximate), hardness 8, HP 100, 
  Break DC 26.
  Pit trap outside entrance 
  (two squares in front of the 
  door): CR 1; mechanical, location 
  trigger; manual reset; DC 20 Reflex 
  avoids; 20 ft. deep (2d6, fall); Search 
  DC 18; Disable Device DC 18.
  Simple wooden door: Thick-
  ness 1 in., hardness 5, HP 10, Break 
  DC 13. 
  Alarm trap in antechamber: 
  CR 1; magic device; proximity trigger 
  (alarm); automatic reset; spell effect 
  (alarm, 1st-level sorcerer); Search DC 
  26; Disable Device DC 26.
  [high]
  Each silver necklace is worth 10 gp, 
  and each gold necklace is worth 25 
  gp. The secret compartment beneath 
  Eyzellon’s bed holds a pile of coins 
  comprised of 1,302 sp and 402 gp 
  along with a divine scroll with the 
  spells prayer and shield of faith cast at 
  9th level. A +1 flaming warhammer lies 
  beneath the pile as well. 
    
  If the slaves survive the battle with 
  the derro, an appropriate reward is 
  +2% XP per freed slave. An additional 
  +1% XP award may be appropriate if 
  the derros actively employed the slaves 
  as human shields or cannon fodder, 
  and good characters refrained from 
  attacking them or taking any actions 
  that would have harmed them. Good 
  characters who inadvertently harmed 
  the slaves receive no XP bonus, while 
  those that acted with no regard for the 
  slaves’ welfare should suffer a -2% XP 
  penalty for each slave killed as well as 
  suffering any appropriate alignment 
  consequences.
  [medium]
  Each silver necklace is worth 5 gp, 
  and each gold necklace is worth 15 
  gp. The secret compartment beneath 
  Eyzellon’s bed holds a pile of coins 
  comprised of 802 sp and 202 gp along 
  with a divine scroll with the spells 
  prayer and shield of faith cast at 7th 
  level. A +1 warhammer lies beneath 
  the pile as well.
  If the slaves survive the battle with 
  the derro, an appropriate reward is 
  +2% XP per freed slave. An additional 
  +1% XP award may be appropriate if 
  the derros actively employed the slaves 
  as human shields or cannon fodder, 
  and good characters refrained from 
  attacking them or taking any actions 
  that would have harmed them. Good 
  characters who inadvertently harmed 
  the slaves receive no XP bonus, while 
  those that acted with no regard for the 
  slaves’ welfare should suffer a -2% XP 
  penalty for each slave killed as well as 
  suffering any appropriate alignment 
  consequences.
  [low]
  Each silver necklace is worth 1 gp, 
  and each gold necklace is worth 10 
  gp. The secret compartment beneath 
  Eyzellon’s bed holds a pile of coins 
  comprised of 602 sp and 112 gp along 
  with a divine scroll with the spells 
  prayer and shield of faith cast at 5th 
  level. A masterwork warhammer lies 
  beneath the pile as well.
  If the slaves survive the battle with 
  the derro, an appropriate reward is 
  +2% XP per freed slave. An additional 
  +1% XP award may be appropriate if 
  the derros actively employed the slaves 
  as human shields or cannon fodder, 
  and good characters refrained from 
  attacking them or taking any actions 
  that would have harmed them. Good 
  characters who inadvertently harmed 
  the slaves receive no XP bonus, while 
  those that acted with no regard for the 
  slaves’ welfare should suffer a -2% XP 
  penalty for each slave killed as well as 
  suffering any appropriate alignment 
  consequences.  
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  16
   1st  level
  the hall of Bedlam
  
  Madness(Ex):Derro use their Charis-
  ma modifier on Will saves instead 
  of their Wisdom modifier, and have 
  immunity to confusion and insanity 
  effects. A derro cannot be restored 
  to sanity by any means short of a 
  miracle or wish spell. 
  PoisonUse(Ex):Derro typically carry 
  2d4 doses of greenblood oil or 
  Medium monstrous spider venom, 
  applying it to their crossbow bolts. 
  Derro are not at risk of poisoning 
  themselves when handling poison.
  SneakAttack(Ex):Any time a derro’s 
  opponent is denied his Dexterity 
  bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 
  points of damage. This ability is just 
  like the rogue’s sneak attack and 
  subject to the same limitations.
  VulnerabilitytoSunlight(Ex):A derro 
  takes 1 point of Constitution dam-
  age for every hour it is exposed to 
  sunlight, and it dies if its Constitu-
  tion score reaches 0. Lost Constitu-
  tion points are recovered at the rate 
  of 1 per every 24-hour period spent 
  underground or otherwise sheltered 
  from the sun.
  Tactics: Eyzellon is always inter-
  ested in acquiring new slaves; there-
  fore he typically begins combat by at-
  tempting to subdue as many enemies 
  as possible, using either color spray, 
  confusion or web to accomplish this 
  task. If all of his targets successfully 
  resist any of their spells, he resorts to 
  casting protection spells upon himself 
  just before unleashing his lethal spells 
  against his foes.  
  Apprentices(2)
  CR8
  Derro sorcerers 5
  CE Small monstrous humanoid
  Init:+6; SensesListen +1, Spot -3
  Languages:Common, Dwarven
  AC15, touch 13, flat-footed 13
  Hp32, 31 (8 HD)
  Fort+3,Ref+6,Will+10
  Speed20 ft. (4 squares)
  Meleedagger +6 (1d3/19-20) or
  Rangedrepeating light crossbow +8 
  (1d6/19-20 plus poison)
  BaseAtk+5;Grp+1
  AtkOptionspoison (greenblood oil, 
  DC 13, 1 Con/1d2 Con), sneak attack 
  +1d6
  CombatGear1 potion of cure light 
  wounds (each), 1 potion of ghoul 
  touch (4th) 
  SpecialActionsPoison use
  Sorcererspellsknown(CL 5th):
  2nd (5/day)—blur, scorching ray (+8 
  ranged touch)
  1st (7/day)—mage armor, magic mis-
  sile, shield, shocking grasp (+5 melee 
  touch attack) 
  0 (6/day)—detect magic, ghost sound, 
  mage hand, read magic, resistance, 
  touch of fatigue 
  Spell-likeabilities(CL 3rd):
  At will—darkness, ghost sound; 1/day—
  daze (DC 13), sound burst (DC 15)
  AbilitiesStr 11, Dex 14, Con 13, Int 10, 
  Wis 5, Cha 16
  SQMadness, spell resistance 15, vul-
  nerability to sunlight
  FeatsBlind-Fight, Improved Initiative
  SkillsBluff +5, Concentration +3, Hide 
  +10, Listen +1, Knowledge (arcana) 
  +4, Move Silently +8, Spellcraft +4
  Possessions combat gear plus dagger, 
  repeating light crossbow with 20 
  bolts, 2 doses of greenblood oil, 67 
  pp, 40 gp  
  Madness(Ex):Derro use their Charis-
  ma modifier on Will saves instead 
  of their Wisdom modifier, and have 
  immunity to confusion and insanity 
  effects. A derro cannot be restored 
  to sanity by any means short of a 
  miracle or wish spell. 
  PoisonUse(Ex):Derro typically carry 
  2d4 doses of greenblood oil or 
  Medium monstrous spider venom, 
  applying it to their crossbow bolts. 
  Derro are not at risk of poisoning 
  themselves when handling poison.
  SneakAttack(Ex):Any time a derro’s 
  opponent is denied his Dexterity 
  bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 
  points of damage. This ability is just 
  like the rogue’s sneak attack and 
  subject to the same limitations.
  VulnerabilitytoSunlight(Ex):A derro 
  takes 1 point of Constitution dam-
  age for every hour it is exposed to 
  sunlight, and it dies if its Constitu-
  tion score reaches 0. Lost Constitu-
  tion points are recovered at the rate 
  of 1 per every 24-hour period spent 
  underground or otherwise sheltered 
  from the sun.
  Tactics: The apprentices’ main 
  task is to whittle the enemy’s strength 
  using their damage dealing spells. They 
  prefer flanking an enemy spellcaster 
  and touching the foe with their shock-
  ing grasp, which also grants them a 
  sneak attack.  
  Arathus
  CR3
  Human rogue 3
  N Medium humanoid
  Init:+3; SensesListen +4, Spot +4
  Languages:Common
  AC13, touch 13, flat-footed 10
  Hp15 (3 HD)
  Resistevasion
  Fort+2,Ref+8,Will+1
  Speed30 ft. (6 squares)
  Meleebroom -1 (1d6+1) 
  BaseAtk+2;Grp+3
  AtkOptionsBlind-Fight, sneak attack 
  +2d6
  AbilitiesStr 12, Dex 16, Con 12, Int 10, 
  Wis 10, Cha 12
  SQTrapfinding, trapsense +1
  FeatsBlind-Fight, Lightning Reflexes, 
  Skill Focus (Craft)(trapmaking)
  SkillsBluff +4, Climb +5, Craft (trapmak-
  ing) +8, Disable Device +4, Escape 
  Artist +6, Hide +7, Jump +4, Listen 
  +4, Move Silently +7, Open Lock +5, 
  Search +6, Sleight of Hand +4, Spot 
  +4, Tumble +7, Use Rope +7
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  16
   1st  level
  the hall of Bedlam
  
  Designer’s Notes
  I’ve always felt that the insane 
  derro have taken too much of a back-
  seat to the more popular underground 
  foes, especially the drow and to a 
  lesser extent, the duergar, so here’s 
  my opportunity for a little payback. 
  The derro give a skilled game master 
  the opportunity to portray an insane 
  enemy without seemingly overly cliché 
  and over the top. 
  I omitted granting the derros 
  familiars, because their paranoia 
  includes members of all races and spe-
  cies, even those that don’t pose much 
  of a threat to them. The slaves add a 
  bit of a moral dilemma. The slaves 
  give the derros some leverage over 
  the player characters by utilizing them 
  as human shields or compelling the 
  overmatched servants to attack. 
  Author’s Bio
  Tom has designed numerous d20 
  games products for companies such as 
  Atlas Games, Bastion Press, Inner Cir-
  cle Games, Mongoose Publishing and 
  several other publishers no longer with 
  us. When he’s not designing games, 
  you can often find him on the local 
  golf courses or a poker table down in 
  Atlantic City. 
  Personal Notes
  Possessions broom, 30 ft. of rope 
  Slaves(3)
  CR½
  Human warriors 1
  N Medium humanoid
  Init:+0; SensesListen +0, Spot +0
  Languages:Common
  AC10, touch 10, flat-footed 10
  Hp11, 11, 11 (1 HD)
  Fort+2,Ref+0,Will+0
  Speed30 ft. (6 squares)
  Meleecleaning tool -2 (1d2+1) 
  BaseAtk+1;Grp+2
  AtkOptionsCombat Reflexes
  AbilitiesStr 12, Dex 10, Con 10, Int 10, 
  Wis 10, Cha 10
  FeatsCombat Reflexes, Toughness
  SkillsClimb +4, Handle Animal +2, 
  Intimidate +5, Jump +4, Ride +2
  Possessions cleaning tool-mop, 
  feather duster or broom
  Write here your personal notes
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  THE HALL OF BEDLAM (DM REFERENCE)
  room  16
   1st  level
  one square = 5 ft.
  teleport
  area
  pit trap
  RULE
  THE
  DUNGEON!
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Hall of Bedlam (battlemap 1 of 2)
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Hall of Bedlam (battlemap 2 of 2)
  
SOURCE: textdata/thevault/Maps & Tiles/BattleMaps/0One Games/0One Games - Map - Dungeon Under the Mountain - Rooms & Encounters - The Hall of Bedlam.pdf