TEXT: Dwarven Glory II
  Wyrm Well
  ®
  D1.2
  
  This module is designed for 
  3-5  characters with a challenge 
  rating of 2.
  OGL
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference 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. 
  Castles & Crusades: Players Handbook, Copyright 2005, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Players Handbook, 2nd Printing, Copyright 
  2006, Troll Lord Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Players Handbook, 3rd Printing, Copyright 
  2007, Troll Lord Games; Authors Davis Chenault and Mac Golden.   
  Castles & Crusades Monsters & Treasure, Copyright 2005, Troll 
  Lord Games; Authors Robert Doyel Stephen Chenault.
  Castles & Crusades Monsters & Treasure, 2nd Printing, Copyright 
  2007, Troll Lord Games; Authors Robert Doyel Stephen Chenault.
  2008, Dwarven II Glory Wyrm Well, Copyright 2008, Troll Lord 
  Games; Author Stephen Chenault.
  DWARVEN GLORY II: WYRM WELL
  AUTHOR:  
   
   
  Stephen Chenault
  EDITOR:  
   
   
  Cory M. Caserta
  COVER ART:  
   
   
  Jason Walton
  INTERIOR ART:   
   
  Jason Walton & Peter Bradley
  CARTOGRAPHY:   
   
  Peter Bradley
  ART DIRECTION/ COVER DESIGN:  
  Peter Bradley
  Production:   
   
   
  Troll Lord Games
  PLAYTESTERS: Castle Keeper: Ed Miller. Rough and Readies: Tony Miller, Dan 
  Gonzalez, Marlin Visage, John Lewis & Fred Schwerdt.
  -Interested in Castles & Crusades ® the role playing game? Want to learn more? There is a large online 
  community of gamers who post home brewed rules, adventure discussion and help incoming players 
  discuss the game and it’s potential. Please visit our online forums at the web address mentioned above 
  and get involved. All are welcome!!!
  © 2008 Troll Lord Games. All Rights Reserved. Castles & Crusades ® is a Registered Trademark 
  of Troll Lord Games. All Rights Reserved. C&C, Castle Keeper, SEIGE engine, Troll Lord Games, 
  and the Castles & Crusades, SEIGE engine, and Troll Lord Games logos are Trademark of  Troll 
  Lord Games. All Rights Reserved.
   
  Printed in the United States of America
  PO BOX 251171
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  email: troll@trolllord.com
  web: www.trolllord.com
  www.castlesandcrusades.com
  
  2 CASTLES & CRUSADES
  DWARVEN GLORY II: WYRM WELL
  Dwarven Glory is intended as a series of fast play adventure 
  stories. Each of the adventures are playable as one-shot scenarios. 
  Some are loosely linked. Dwarven Glory takes place in the world 
  of Aihrde (Erde, Earth, etc.) in the southern Rhodope Mountains, 
  the Smoking Giants, specifically within the edge of the Darkenfold 
  forest. These mountains lie on the far-western edges of the map as 
  supplied by Troll Lord Games. Usage of Dwarven Glory in other 
  settings or transplanted anywhere in Aihrde is as easy as finding 
  an old mountain chain on your map.
  Wyrm Well is a short dungeon adventure. The characters have 
  been led to or discovered an old uprooted tree. The treefall has 
  exposed a stone staircase and doorway. Beyond lies a deep, long-
  buried dwarven dungeon haunted by the creatures of yesterday. 
  Known to utilize great magics to supply even a simple fastness 
  with luxury, the dwarves often unearthed powers greater than 
  themselves. Explore the deeps of the Wyrm Well and learn why 
  even dwarves may come to fear the dark.
  The adventure is designed for 3-5 2nd-level characters. A cleric is 
  strongly advised!! There are several high-hit-dice monsters in the 
  dungeon but several healing potions are supplied in order to help 
  keep the characters robust and active . . . or alive as the case may be. 
  It is designed for the Castles & Crusades® Role Playing Game.
  VOCABULARY
  Blutsut: A religious decoration, usually derived from a dwarf’s 
  beard. By using the dwarves beard hair an item can be made 
  magical.
  Kutzthu: Literally “under castle” or underground castle. Dwarves 
  built many castle beneath the ground, far from dungeons these 
  were lavishly-decorated living and defensive quarters.
  INTRODUCTION
  In the far west, upon the slopes of the Umhart Mountains, lie the 
  ancient remains of a once great dwarven civilization. In those far-
  flung days the Kingdom of Grausumhart echoed the greatest of 
  dwarven glories. Her people were strong and built many fair cities 
  and towns upon the slopes of the Umhart Mountains and colonized 
  much of the world’s mountains to their east and south, coming even 
  to the edges of the Rhodope. They worked with natural stone and 
  woods imported from the lands of the Muen in their building and 
  ever their works mirrored the thoughts of the All Father as they 
  sought to mimic his skills. So in time, their cities and towns were 
  marvels; wondrous facades of stonework, walls, towers, bastions 
  standing as strong guardians for the sumptuous palaces, courtyards, 
  temples and sprawling homes that rose from the mountain heights. 
  Their buildings grew ever greater until the greatest dome was peaked 
  with a high point as a finger made to reach for the heavens. They 
  built beneath the ground as well, tunneling great caverns where 
  they captured water and built underground worlds of atriums, huge 
  galleries, grottos and the like. They prospered for two thousand 
  years, ruled by the Uthkin Kings.
  They were a prosperous and powerful folk, but the price of their 
  glory in time became greater than they could bear. Grausumhart 
  eventually succumbed to the weight of the world and fell into ruin. 
  Her proud towers and walls fell to war or neglect. Her cities and 
  towns dwindled. Her underground grottos flooded and left foul 
  and dank. The greater parts of her people were slain or scattered. 
  But those days, mired as they are in the depths of time, are but 
  echoes heard now by few and remembered by only the oldest and 
  most learned of the lore drakes. Grausumhart’s cities have all but 
  vanished from the face of Aihrde; only ruins remain, and even 
  these have become as much a part of those ancient mountains as 
  the stone and are faded now, as is much of the Dwarven Glory.
  FOR THE CASTLE KEEPER
  In ages past, the dwarves built many roads over the Rhodope 
  Mountains, for trade between the kingdoms was vital and this 
  huge chain stood between the Dwarves of Grausumhart and the 
  Brass Halls of Norgorad-Kam. The remnants of many these roads 
  criss-cross the Rhodope Mountains. The trained eyes of rangers, 
  dwarves, druids and the like can detect these roads as they snake 
  up and down the jagged hills. Doing so makes travel through the 
  hills and mountains a much less onerous task. 
  The roads were once thriving avenues, filled with great caravans, 
  marching soldiers, traveling troops and so forth. The Kings of 
  Grausumhart looked upon the great babbling concourse in dismay. 
  In order to help maintain order upon the mountain roads, the dwarf 
  kings assigned captains to settle the region, bringing with them their 
  families, troops and the families of the troops. So it was that many 
  young dwarves set out upon the eastern road, armed and equipped 
  for a new life on the frontiers. They were given land grants for 
  those areas under their control. Many of them built castles and 
  keeps to safe guard the roads, others constructed dungeons. It 
  much depended upon the terrain as the dwarves were and are an 
  industrious folk and can build above and well as below ground. 
  So it was that the family of Rochstun settled in Gaither Hargon, a 
  small valley that overlooked the tumbled slopes of the Rhodope, 
  
  Dwarven Glory II Wyrm Well 3
  the windy Blue River and the Ethvold forest. Here the Rochstun 
  constructed a series of small buildings for their livestock, but for their 
  safety, as the country here was wild and dangerous, they constructed 
  an underground castle, what the dwarves call a Kutzthu, an “under 
  castle.” These quarters were expansive, including living quarters, 
  guard quarters, a temple and an audience chamber. The Rochstuns 
  grew wealthy during their long period of stewardship, both from 
  tolls and through wergild paid for rescuing those in distress. 
  In order to hide their wealth, the Lords of Kutzthu Rochstun devised 
  a cunning treasure. In the deeps of the under castle, in the well room, 
  they carved a great fresco into the wall and illuminated it with illusions. 
  The fresco depicted a forest scene with creatures real and imagined, but 
  within the real wall of the fresco, guarded by the illusion lay the treasure 
  of the keep. Those who looked at the fresco believed they were looking 
  at extra-dimensional space, only those who did not see it would ever 
  stand the chance of finding the hidden artifacts.
  But the fresco illuminated more than the walls, for the magic of 
  it was great enough that one of its subjects, a wyrm, escaped the 
  picture and entered the well. There it lay in hiding, striking out at 
  any who entered the well. When the creature slew the lord and his 
  lady they dwarves buried them in their chamber. The remaining 
  dwarves were forced to abandon this room and close its doors 
  forever. The fallen lord was childless, so his captains took the belt 
  of his office and attempted to continue his rule. Shortly thereafter, 
  the dwarves began fighting amongst themselves to determine who 
  would rule the under castle Rochstun. They eventually slew each 
  other in a pitched battle in the feast hall. The wyrm lived on in the 
  well, cursed with an immortality it did not understand, caught as 
  it was between the world beyond the castle and the well room.
  In time, the under castle became haunted by other creatures and 
  is little more than a dungeon on the edge of the world.
  ENTRYWAY
  Small amounts of rubble lay about the entrance but it does not 
  block the doorway.
  The trail is interrupted by the remains of an old elm tree. Some passing 
  storm or wind gust uprooted the tree, tearing it from its moorings in the 
  ground. The slope above it is rocky and covered in dense vegetation. 
  Clusters of scrub oak and huckleberry bushes, as well as thick patches 
  of grass, mingle with large rocks that jut out from the slope or lay 
  stacked amidst the undergrowth like so many dinner plates. The 
  crowded slope attests to a hill face traveled by little more than rabbits 
  and wolves. However, the tree’s demise has torn loose a large rock 
  which has tumbled from the hill face and exposed a deep hole. The rift 
  is wide and promises to be deep.
  It is easy to discern that this hole is actually an entry way. Even a 
  casual glance at the tree and large rock allow one to see a stone 
  wall, obviously the side of a tunnel. Approaching, they discover 
  that the entrance is 10 feet wide and 8 feet high. There is no door, 
  only a frame, but a very careful examination of the door frame 
  reveals slots where a door once stood.
  The halls beyond are well worked stone affairs, with cobbles on 
  the floors and stone-braced ceilings. Torch sconces line the walls, 
  interspersed every 30 feet. The tunnels are all very similar, 10 feet 
  wide and 8 feet high. Only the front rooms and tunnels show 
  any sign of disturbance. Here, some moisture has crept into the 
  halls allowing some fungi to grow. There are small animal signs as 
  well; some type of rodent or rabbit perhaps slipping beneath the 
  weathered roots of the old elm tree to make their den within.
  1 FOYER 
  The door is slightly ajar, but swollen enough from the moisture 
  that it is jammed shut. Opening it requires a successful strength 
  check (CL 2). 
  The door opens to a wide, rectangular room. Frescoes adorning the 
  walls depict dwarves building fortifications, forging weapons, marching 
  to war and the like. A stone table with six stone stools dominates the 
  center of the room. Along the walls and scattered across the floor are all 
  manner of rotten debris, much of it covered in a thick, violet-coloered 
  fungus. The fungus is everywhere in fact, clumped in thick tangles 
  around the table where small spores rise in the disturbed air. 
  The fungus is actually a living creature, a violet fungus. It has been 
  living off the rodents that make their way into the room. Any 
  characters who venture into the room alert the creature and it attacks 
  with its four tentacles, attempting to drag its victims to its body.
  VIOLET FUNGUS (This neutral creature’s vital stats are HD 2d8, 
  HP 12, AC 13. It does not have primary attributes. It attacks 
  with its four tentacles for 1d4 points of damage each. When the 
  creature scores a successful strike, the victim is subject to an acid 
  attack. The victim must make a successful constitution save or 
  suffer one point of damage per turn until death and a -2 to all 
  actions until death occurs. Remove disease, neutralize poison, cure 
  critical wounds or a more powerful curative spell negates affects.)
  Hidden in the room’s debris are four cure critical wounds potions 
  which cure 5d8 points of damage and the effects of the fungus.
  2 GUARD ROOM
  The door is missing from this room. The chamber within is largely 
  empty. Iron racks line the walls in the back and along the north 
  wall. Chains, evenly spaced at 6-foot intervals, line the south wall. 
  A successful intelligence check (CL 2) reveals these to be weapons 
  racks. The weapons racks are devoid of anything serviceable and 
  the only thing there is what appears to be a knot of hair, long and 
  hanging over one of the hooks almost casually. 
  
  4 CASTLES & CRUSADES
  Another check reveals the chains to be the supports for bunk 
  beds; the wood however has long since rotted to dust.
  The back wall is lined with a mural. This depictsa series of 
  dwarves. From left to right in this order: 1) they are preparing 
  themselves for battle, 2) combing their beards,  3) gathering the 
  loose hair, 4) putting on armor, 5) tying some wrap around their 
  weapons, 6) marching to war, armored in sheets of plate, armed 
  with battle axes. Their beards are tied in decorative knots and 
  they appear to be marching in uniformity. The beards in all the 
  murals however are very outlandish and seem to coil down and 
  around the axes. Beneath the murals, written in dwarven runes 
  are the following words: “In Our Beards Lies Our Power.” This is 
  followed by the dwarf word, blutsut.  Anyone with a legend lore 
  skill can determine what this is (CL 3) or someone with intimate 
  knowledge of dwarven history and culture. A careful examination 
  of the mural reveals that each axe or hammer that the dwarves 
  carry has an identical wrap coiled around the throat (the area 
  near the grip of the ax) of the ax. It is wrapped in a geometric, 
  decorative fashion. 
  These wraps are in fact strands of hair taken from the dwarven 
  beards, they are called Blutsut. They imbue a magical quality to 
  any item that they are wrapped around that has a haft. They must 
  be wrapped around the item in the same manner depicted in the 
  murals. There is one such wrap left, hanging upon the weapons 
  rack as mentioned. If someone figures it out, and wraps their 
  weapon’s haft in the manner depicted the item becomes magical, 
  gaining a temporary +1 to damage and hit probability.
  3 CISTERN
  The front door is stuck and requires a successful strength check to open 
  it (CL 4). Two people can attempt simultaneously, with one rolling the 
  actual dice but both adding their strength attribute bonus. 
  Inside the room, it is very damp, dominated as it is by a large pool, 
  filled with water. Stone benches line the walls and pegs for hanging 
  clothing. The pool itself is lined with copper tiles and decorative 
  molding rounds it off. A fountain at the end of the pool, complete 
  with brass handle and the face of a goblin, offers a source of fresh 
  water. The pool is fed by the fountain and by underground valves. 
  All are still working. Any overspill flows out small drains at the top 
  of the pool, down a series of pipes and out into the valley. These 
  drains can be closed or opened with small latches just beneath the 
  water’s surface. They are open now and water trickles out of the 
  fountain font.
  There is nothing of value in the room, however, opening the valve 
  on the font triggers a light spell. A long strand of gold, woven into 
  the decorative shapes in the wall, ceiling, floor, and pool begins to 
  glow, giving the room a warm, golden light and casting light into 
  the dark water. The fountain speaks as well “Open the drains or 
  flood the hall.” The bottom of the pool sparkles, too, reflecting 
  dozens of tiny points of light.
  Removing the gold would be difficult and render it valueless. 
  However, if someone is bold enough to go into the water they 
  find the well-preserved bones of a dwarf skeleton. In its hand, is a 
  leather pouch and all about it are coins, 12 in all. These coins are 
  magical (see Bag of 12 below). 
  4 DINING HALL
  Two double doors open up into this huge room, though the doors 
  themselves are so heavy that they barely hang any more. A simple push 
  causes them to fall off their hinges and crash to the floor. The vaulted 
  chamber has iron chandeliers hanging on long chains from the stone 
  ceiling, some with candles still in them. Three large stone tables dominate 
  the center of the room. A fourth stone table sits perpendicular to these, 
  obviously the table where the Lord of the Manor sat. Stone benches lie 
  about the room, some thrown over in the shape of a wall. Bones, old 
  weapons and the like lay scattered about the room, many of them heaped 
  up around the wall of benches. It looks as if a great battle took place here 
  long ago. A careful look at the bones reveals them to all be dwarven.
  Along the back wall are ovens, cabinets, a butcher block, as well 
  as all manner of cookware that lay scattered about the floor. The 
  area obviously served as the kitchen area for the undercastle.
  Piled and stacked in the far corner of the room are the remains of scores 
  of ancient casks, barrels, crates and boxes. They seem to once have held 
  perishable goods that have long since dissolved or rotted away.
  Anyone making a successful wisdom check (CL 0) notices a gold 
  chain hanging on one of the chandeliers. 
  Any attempt to retrieve it however animates five skeletons and 
  many of the bones. The skeletons arm themselves and attack. The 
  animated bones do little more than they are able, crawl around, or 
  flip about. The skeletons can be turned or killed, the bones can suffer 
  a similar fate, though stomping on all the animated pieces will take 
  some time. The bones pursue the party unless turned, following them 
  throughout the dungeon complex. They have a movement of 1 foot 
  per round.
  5 SKELETONS (These neutral creatures’ vital stats are HD 1d8, 
  HP 4 each, AC 13. Their primary attributes are physical. They 
  attack by weapon doing the appropriate damage by type. Piercing 
  or slashing weapons do 1⁄2 normal damage.)
  Each intricately-worked chain link resembles a dwarf carrying 
  some item that connects with the next link in the chain. The 
  chain is worth 100gp.
  On the western wall, beneath a torch sconce, is a secret door.
  
  Dwarven Glory II Wyrm Well 5
  5 RECORD HALL
  This room has long gone undisturbed. Its walls are lined with 
  stone shelves and the shelves contain stacks of bone case scrolls. 
  The remains of a desk and chair lie on the floor, little more than 
  petrified wood and dust. The dust is undisturbed, a grim testament 
  to how long the room has gone undisturbed. The scrolls contain 
  rolled-up sheaves of paper. The paper is very, very brittle and 
  unless some extraordinary caution is taken, it dissolves as it is 
  unrolled. Each scroll case is marked with a year and series of 
  months. The scrolls are little more than financial records from the 
  Dwarven Lords who ruled here so many thousands of years ago. 
  One shelf has several scroll cases on it that do not have the date 
  marked on their ends. These cases, 4 in all, contain magical scrolls. 
  They are as follows:  magical aura, (0th-lvl illusionist), undetectable aura 
  (1st-lvl illusionist), false trap (2nd-lvl illusionist), and illusory wall (4th-lvl 
  illusionist). In the third scroll is a trap. The dwarven smith placed an 
  ikle demon in the scroll. When opened it immediately attacks whoever 
  opened the scroll case.
  IKLE DEMON (This chaotic evil creature’s vital stats are HD 1d6, 
  HP 4, AC 14. Its primary attributes are physical. It attacks with 
  an engulf attacking for 1d4 points of damage. See New Monsters 
  below for more details).
  6 SECRET TEMPLE
  Beyond the secret door in the record room is a narrow hallway 
  and a set of steps, long unused. The steps open into a circular 
  chamber, where on a dais in the center of the room stands a statue 
  of the All Father. This bearded dwarf-like figure looks benignly 
  forward, toward the step. A successful wisdom check reveals a 
  secret compartment in its base. The statue is impossible to move, 
  but twisting its hand causes a spring to trigger and a drawer opens 
  in its base. In the drawer lies a single green gem valued at 200gp. 
  Removing the stone triggers a trap. Gas begins to spray from the 
  statues mouth and everyone within a 10 foot radius must make a 
  successful constitution (CL 1) save or suffer 1d4 points of damage. 
  Anyone who says a prayer to the All Father is granted a bonus 
  of +1 on any check, swing, or save that comes within one point 
  of success. The player should be told about this until the event 
  occurs at which point they suddenly feel invigorated and fresh 
  and succeed at a task they know they should have failed. The CK 
  should hint that the prayer affected the outcome of the event.
  7 GUEST QUARTERS
  This long narrow room was designed to hold multiple guests. 
  The remnants of curtain rods and hooks hang from the ceiling, 
  delineating where “rooms” once were. Stone platforms in the 
  shape of beds protrude perpendicular to the walls, the curtains and 
  mattresses are long gone. Guests would have enjoyed curtained 
  beds in days of yore, but no more. A strange odor dominates the 
  room, heady and thick. At the center of the room, the stone work 
  is damp and very smooth. Otherwise the room is a shambles, cold, 
  dark, and damp.
  This room is home to several orbut, mindless creatures who 
  evolve from the residue of magical spells, items or creatures. The 
  creature’s long stem is attached to the ceiling and it too is coiled 
  up so that it is almost flat. These creatures are mindless but very 
  aggressive. They attack anything that comes within reach. 
  The orbut is camoflouged and difficult to see (CL 4). It hangs on 
  the ceiling waiting for any moving thing to come underneath it. If 
  anyone should walk beneath the creature it strikes out. For that 
  matter, if they roll anything beneath the creature it strikes out.
  ORBUT, 3 (These creatures’ vital stats are HD 2, AC 12, HP 11, 
  10. Their primary attributes are mental. They attack with a single 
  acidic bite that does 1d4 points of damage. They can attempt to 
  swallow prey as outlined in the New Monsters section.)
  There is nothing of value in the room.
  
  6 CASTLES & CRUSADES
  8 BARRACKS
  All manner of debris fills this very large room. Once it housed 24 
  dwarven warriors and soldiers, with bunks, tables, chairs, weapons 
  racks and trunks to store their goods in. The furniture is of course 
  long disused and fallen into ruin. Some of it looks to be intact, but 
  moving, opening or any amount of fuss around the piece dissolves 
  it into dust. The room looks to have been ransacked as well as very 
  little is orderly, but rather thrown about to one side or the other. 
  A casual search of the room reveals a dwarf skeleton lying in the 
  far corner beneath a shield. He is wearing a helm, breast plate, and 
  arm and leg grieves. A short sword lies on the floor next to him. 
  The armor and shields are pincushioned with crossbow bolts, 17 
  in all. The shield is still serviceable, as are the arm and leg grieves. 
  The rest would need some mending however. 
  9 AUDIENCE CHAMBER
  This long room is dominated by large marble columns. Each 
  column is topped by a dwarven statue bent and straining as if 
  through its sheer strength it is holding up the ceiling. The room 
  once served as an audience chamber for the dwarf lord who ruled 
  here. A throne rests at the room’s far end.
  Now it is home to a ghost naga, a foul creature of great evil who 
  sets upon whoever enters the room. 
  GHOST NAGA (This lawful evil creature’s vital stats are HD 4d8, 
  HP 18, AC 16. Its primary attributes are mental. It attacks with 
  a bite for 1-2 points of damage and tail slap for 1-2 points of 
  damage. The ghost naga can, 3 times daily, emit a loud terrifying 
  shriek which causes fear in any who fail a charisma save. The 
  ghost naga can also become incorporeal 3 times a day and phase 
  through walls and doors. While incorporeal, it cannot be struck 
  except by magical weapons, nor can it attack. it also has the ability 
  to constrict victims for 3-12 points of damage on the round after a 
  successful tail strike. Victims must make a successful strength save 
  to break the creature’s hold.)
  Treasure: Scattered about the throne area are all manner of bones 
  and debris. In the rubbish is a cure light wounds healing potion, a 
  +1 dagger, a +1 cloak of resistance, a golden ring worth 50gp and 
  150gp worth of assorted coins.
  10 COURTYARD
  The door opens to a gigantic vaulted chamber with a host of columns 
  evenly spaced about the room. The ceiling is about 40 feet above the 
  floor; the columns offer the room support. Stone benches circle each 
  column.  Like wise, each column has 4 iron braziers hanging from 
  horizontal poles about half way up the column. The room’s walls are 
  decorated with frescoes of dwarves in various activities, most making 
  war and making merry. The room was once a gathering place and 
  courtyard. There is nothing of value in the room.
  11 LORD’S CHAMBERS
  This room’s doors are made of iron. The door is locked (CL 2). It’s 
  also tightly sealed in the frame, allowing for no air, light or sound to 
  carry through the door. Knocking the door down requires a successful 
  strength check (CL 5). As with other doors, up to two people can 
  attempt to knock it down at a time. The person with the highest 
  strength makes the roll, but both strength bonuses are added to the 
  roll.
  The door opens to a gush of wind as if a vacuum were being 
  filled. A heavy musty odor prevails within. In the center of the 
  room stands a large, iron-wrought double bed. Lying on its still-
  intact mattress are two dwarves. The first, and larger of the two, 
  is arrayed in armor with a shield at his feet and a large battleaxe 
  clutched in both hands. The smaller of the two is also decked out 
  in armor though she clutches a small, thick-bladed sword. There 
  is a shield at her feet as well. Ornate daggers are strapped to their 
  belts. Both dwarves are little more than hollow, dried husks, 
  though their facial features and hair are well preserved.
  Any cleric or dwarf entering the room should make a wisdom 
  check (CL 1). If successful they determine that the room is a burial 
  chamber and sanctuary and that looting the grave will yield worldly 
  treasure, but leaving it in peace may yield spiritual dividends.
  If they do leave the dwarves in peace, the dwarf spirits will aid 
  them in the battle with the well wyrm in room 12 by granting the 
  party the benefits of two bless spells. The dwarves appear in the 
  room as soon as battle is joined, passing through the characters 
  and into the wyrm, one after the other. First the dwarf lord passes 
  through leaving the whole party blessed. Then the dwarf lady 
  passes through with the same affect.
  If the party decides to loot the treasure they gain no benefits from the 
  dwarven spirits. The axe is a+1 battle axe and the sword is a +1 short 
  sword. The armor and shields are in good shape but not magical.
  12 WELL ROOM
  Here lies the heart of the dwarven glory. This small circular 
  chamber houses a single well, raised about 3 feet out of the floor 
  with a small ledge running all around it. The walls are adorned 
  with one brightly-painted fresco depicting a tumbling, rocky slope, 
  which vanishes into a thick hedge of hardwood trees. It shows a 
  river in the distance and a huge sprawling forest that stretches as far 
  as the eye can see. The fresco makes it look as if the viewer stands 
  upon the edge of the eastern Rhodope Mountains overlooking the 
  Darkenfold Forest.
  This fresco wraps around the entire room to include the door. 
  There are no figures in the fresco unless the CK places them 
  there. It depicts night or day at the CKs choice. Staring at any one 
  section of the fresco for very long creates an illusion of the fresco 
  
  Dwarven Glory II Wyrm Well 7
  being real and that the viewer is actually looking outside at the 
  open country. In any case, it does show what is going on on the 
  slopes several miles to the east.
  The fresco can actually serve as a portal to the slopes of the 
  eastern Rhodopes, overlooking the Darkenfold. The magic of 
  the illusion is so powerful that anyone looking upon it runs the 
  risk of triggering the illusion to open an extra-dimensional space 
  between the room and the outside world. 
  Anyone looking at the wall must make an intelligence check (CL 
  4). A successful intelligence save uncovers the illusion and reveals 
  the fresco as nothing more than a painting. Any player who rolls a 1 
  does not see the illusion, but worse they believe it to be so real that 
  they can step through the portal to the outside world. They have to 
  actively say they try to step into it in order to step through it. If they 
  do, they step out of the room and into the Darkenfold Forest (or 
  any forest that is near) and are completely separated from the party. 
  Once through, looking back does not reveal the room, but only a 
  rising slope and the snow capped peaks of the Rhodopes.* As this 
  “opening” occurs there is a small chance that any monster on the 
  other side, in the forest passing through, can accidentally step into 
  the room. This is left entirely to the CKs discretion.
  This is how the dakmour wyrm entered the room. The dwarf lord 
  stumbled into the ancient illusion and the dragon came through 
  and attacked him. It has since taken up residence in the well. The 
  creature is very sensitive to the presence of any living creature in 
  the room above and as soon as they enter, it stirs in the deeps and 
  begins climbing the walls of the well to the room. Five rounds after 
  the party enter the room, the well wyrm pulls itself up and out of the 
  well, rising from the deeps to fall upon the party. He pulls himself 
  up and out of the well with two tentacles and attacks with the other 
  two and his huge maw. He is deadly silent and unless someone is 
  actively searching down the well he gains a +4 on his surprise roll.
  This creature is a dakmour wyrm. It has a long, narrow body with 
  four tentacles or ‘arms.’ It has a long, tooth-filled snout. It moves 
  much like a snake, but is able to use its tentacles to grasp and pull 
  itself forward in a sudden rush. Though powerful and resilient, its 
  scales offer no real natural protection.
  DAKMOUR WYRM (This creature’s vital stats are HD 6d8, HP 
  36, AC 12. Its primary attributes are physical. It attacks with four 
  tentacles for 1d4 points of damage each and a bite which inflicts 
  1d8 points of damage. Its favorite tactic is to grab its prey in a 
  tentacle and draw it up to the mouth to devour. If the wyrm scores 
  a successful attack with a tentacle this acts as a “grab” attack and 
  causes hemorrhaging. The victim can attempt to break free and 
  does so on a successful strength check. If the victim fails however, 
  during the following round the wyrm scores an automatic blood 
  drain for an extra 1d2 points of damage. It is also able to slam a 
  victim against the ground for a further 1d6 points of damage.)
  The creature has no treasure but hidden in the fresco is a chest. 
  Any character who fails their intelligence save, but does not roll a 
  1, and searches the room for secret doors has a chance of finding 
  the chest. A successful wisdom check reveals its location and the 
  adventurer can pull the chest out of the wall/illusion. Characters 
  who make their intelligence save cannot find the treasure no 
  matter what. Within the chest are 300gp, a +1 ring of protection, 
  a scroll with a sanctuary spell on it, a +1battle axe, 2 +1 arrows, a 
  +1 shield and a scroll with a feather fall spell on it.
  * Note: Any character sent through the dimensional space 
  cannot return back through it, they must instead walk back up 
  the mountain side and find the dwarven hold. 
  NEW MONSTERS
  DAKMOUR WYRM
  NO. APPEARING: 1
  SIZE: L
  HD:  6 (d8)
  MOVE: xx ft.
  AC: 12
  ATTACKS: Four tentacles (1d4 each), Bite (1-8)
  SPECIAL: Blood Drain, Constriction, Darkvision, Improved Grab, 
  Slam
  SAVES: P
  INT: Inferior
  ALIGNMENT: Chaotic Evil
  TYPE: Dragon
  TREASURE: 6
  XP: 540 + 6
  The dakmour is a strange snake-like lesser dragon that is highly 
  adapted to jungle or forest environments. Ranging up to 36 feet 
  long, with a girth that averages about 5 feet in diameter, this legless 
  dragon is heavy and not very mobile on the ground. However, four 
  large and long tentacles located several feet behind the head allow 
  the creature to move through a forest canopy with ease. By using 
  its tentacles, tail and body the creature moves through the lower, 
  heavy branches quite quickly. The green-yellow pattern of its skin 
  makes it well suited for the forest environment, giving it the ability 
  to blend in with the surrounding foliage and stalk its prey.  These 
  creatures are possessed of some little intelligence, and are aware 
  enough to understand a lust for killing things. 
  These lesser dragons take great pleasure in killing and are always 
  on the hunt. Though they have no dens, they generally have very 
  limited hunting ranges, less than 2 or 3 square miles, and they always 
  return to the same place to eat their prey, a spot somewhat removed 
  
  8 CASTLES & CRUSADES
  from where it hunts. It leaves any remains of its victims in piles and 
  heaps where wild dogs or other scavengers pick the bones. 
  COMBAT: The dakmour generally hunts its prey by laying in ambush 
  in the lower canopy of trees and striking when something passes 
  beneath. They pull the prey-victim into the tree if they can, if not 
  they fall out of the tree and coil about the creature. These heavy 
  beasts fight with an absolute wild abandon, lashing about with their 
  torsos, biting, engulfing victims with their tentacles and constricting 
  them. They constantly roll over, coil upon themselves and victims, 
  uncoil, and recoil again. They never stop moving. They are able to 
  attack two opponents at a time and are immune to sneak or back 
  attack unless they are caught unawares. They prefer to attack with 
  a bite and tentacle attack, pulling a victim in, coiling about them, 
  biting again, and squeezing them with their tentacles. 
  Blood Drain: The tentacles of a dakmour wyrm possess scores 
  of large suckers that attach to their prey. The attachment is 
  brutal and causes the skin to hemorrhage so severely as to cause 
  blood blisters. Each round after a successful strike a tentacle 
  automatically inflicts 1d2 points of damage per round. It does so 
  until the victim breaks free. 
  Constriction:  On a successful attack by three or more tentacles 
  and a tail whip, the dakmour wyrm can attempt to entwine and 
  constrict an opponent. On the round following the successful 
  attacks, the wyrm makes a grappling attack against that 
  opponent. If successful, the dakmour entwines its victim and 
  begins squeezing them. This constriction prevents all movement, 
  restrains the victim’s limbs, and crushes the victim for 1d10 points 
  of damage per round.  It can both bite and cause blood drain while 
  it’s constricting.
  Improved Grab: When a dakmour wyrm strikes with one of its 
  tentacles, an opponent must make a successful strength save or suffer 
  the creature’s grasp. A creature held in this way suffers automatic 
  blood-drain damage each subsequent round.  After a held creature 
  suffers automatic blood-drain damage in a given round, it can attempt 
  another strength save to break free of the creature’s clutches.
  Slam: If the dakmour wyrm manages to successfully hit and hold 
  a victim with two or more of its tentacles or is able to launch a 
  constriction attack, then it can slam the victim for 1d6 points of extra 
  damage.
  THE DAKMOUR WYRM IN AIHRDE 
  Dakmour wyrms are very prolific lesser dragons. Encountered 
  throughout the tropical and temperate zones due to their highly 
  adaptable nature, dakmour wyrms are the terror of many regions. 
  Thief guilds the world over prize the suckers of the dakmour wyrms, 
  for they can be used as climbing tools for a limited time, much like a 
  hand claw. The tentacle’s suckers are thick and durable and do not 
  rot for several months. The suckers are attached to an open-ended 
  leather sheaf. This sheaf is placed over the hands and gives the 
  climber added security (+2 per sheaf used) on their climb. They cost 
  25gp per sheaf and are good for four usages before they wear out.
  IKLE DEMON
  NO. APPEARING: 1
  SIZE: Small
  HD:  1(d6)
  MOVE: 20 ft.
  AC: 14
  ATTACKS: Choke for 1d4 points of damage
  SPECIAL: Engulf, Incorporeal
  SAVES: M
  INT: Low
  ALIGNMENT: Chaotic Evil
  TYPE: DEMON
  TREASURE: Nil
  XP: 25
  Ikle demons have no particular shape or form. Upon first glance 
  they look like a wisp of dark smoke, though a more careful 
  observation reveals the vague shape of a man or woman’s face, 
  captured with a look of extreme fear. This terror is so written into 
  the parchment of their expression that it leaves the viewer cold. 
  They smell like burnt tar, so that anyone within a few feet is left 
  with an acidic taste in their mouths.
  These small creatures come from the negative planes. They are 
  the evil spirits of petty criminals cursed to spend eternity in the 
  shadows. They are numerous and found almost anywhere. Ikle 
  demons are terrified of everything around them and seek only to 
  hide from any light. However, if suddenly unearthed or exposed in 
  some ways they do attack.
  Though they are not technically undead, a cleric can turn them. 
  Holy water does 1d8 points of damage on the creature.
  COMBAT: When pressed, the ikle demons attack the nearest 
  person to them by launching at their face. They attempt to engulf 
  them. If they succeed, they enter the victim’s mouth and nose, 
  attempting to choke them. If left alone, it flees to the nearest 
  darkest corner it can find.
  Engulf: If an opponent is struck by an ikle demon, the creature 
  engulfs the victim’s head. The opponent must make a successful 
  dexterity save in order to avoid damage. If they succeed they take 
  no damage, if they fail the demon enters their throat and nose 
  and begins choking them for 1d4 points of damage a round. Each 
  round thereafter, the victim can make a dexterity check to see if 
  they manage to break free from the creature’s grasp. The victim 
  cannot attempt to break free and take another action in any given 
  round. 
  
  Dwarven Glory II Wyrm Well 9
  THE IKLE DEMON IN AIHRDE 
  Though most commonly encountered in the Shadow Realm, 
  the ikle demons dwell everywhere. Cursed by their life’s actions 
  their souls wander without direction, forever denied access to the 
  Dreaming or the Stone Fields. Ushered from the light by their own 
  fears, they hide in dark places far from the roving minds of men. 
  They are often captured by wizards, sorcerers, priests, dwarven 
  smiths, goblins, shamans and the like and used as guardians. 
  ORBUT
  NO. APPEARING: 1-6
  SIZE: Large
  HD:  2(d8)
  MOVE: Nil
  AC: 12
  ATTACKS: Acidic bite (1d4)
  SPECIAL: Acid, Swallow
  SAVES: Mental
  INT: Nil
  ALIGNMENT: Neutral 
  TYPE: MAGICAL
  TREASURE: 2
  XP: 40
  The orbut is a large semi-translucent creature. It consists of little 
  more than a thick stem, that ranges up to 8 feet in length, and a 
  wide mouth. The mouth caps the stem much as does the venus 
  fly trap plant. The upper and lower jaws are lined with hundreds 
  of small cilia, stem-like appendages that hang down from is maw. 
  These appendages serve as the creature’s only sense, warning it of 
  motion. 
  The orbut grow in small pods, primarily in dungeons and are the 
  result of the magic left over from spent spells, destroyed magic 
  items or fallen magical creatures. The residue of most magic 
  lingers long after it is gone and from time to time it coalesces into 
  a semi-living creature. The orbut can grow on almost any surface, 
  from floors to ceilings, in and out of water, and in any temperature 
  environment.
  Orbut are hard to see, their skin is so translucent and flexible 
  that they are often mistaken for slime or moisture. A sure sign of 
  the orbut is the sickly stench that permeates them and the acidic 
  dropping left over from dissolving a victim. If one looks directly at 
  an orbut, even one fully extended, they can see right through it, 
  though things on the other side of the creature are distorted as if 
  looking through rippled glass.
  COMBAT:  They attack anything that moves near them, whether it 
  is living or not. They generally lay against the wall, or hang from 
  the ceiling flatly contracted. When something moves beneath 
  them they strike, swallow it, and begin breaking it down.
  Camouflage:  Orbut’s are nearly translucent and can conceal 
  themselves exceptionally well in their normal environment. 
  When concealed and motionless, they receive a +5 bonus to hide 
  checks, and +10 to surprise checks. 
  Swallow Whole: When the orbut attacks with its bite, a natural 
  roll of 20 indicates that the intended victim (of small or medium 
  size) is swallowed. Digestion begins immediately.  Powerful 
  corrosive acids will cause 1d6 hit points of damage each round, 
  and will destroy non-metal goods and equipment.  A victim with 
  a small-edged weapon can attempt to cut free of the beast’s gullet. 
  These attempts automatically hit, but suffer -3 to all damage rolls 
  due to the confining and constricting space.
  THE ORBUT IN AIHRDE  
  The orbut are common creatures in Aihrde, remnants of the long 
  reign of the dwarven peoples over Aihrde. Their many hundreds 
  of dungeons, often built with magic or through magical means, 
  created the perfect environment for these creatures. Many wizards 
  have taken to capturing them and using them as guardians or pets 
  for their towers or magic depositories. 
  NEW MAGIC ITEMS
  Blutsut: This is a hair freely given from a dwarf’s beard. When so 
  given, the hair is imbued with magical properties. When properly 
  used, they impart a +1 to any item they are used upon. They must 
  be tied around an item and that item must be made of wood. If the 
  hair touches anything metal it eradicates the bonus. This includes 
  metal armor that the weapon the blutsut is tied upon touches. As 
  soon as it touches metal, it loses its magical properties.
  Bag of 12: This magical bag has 12 golden coins in it. There 
  are six types of coins in it, two of each kind. Each type has 
  the number 1 engraved in dwarven runes on one side and a 
  pictograph engraved on the other. The pictographs are: several 
  iron bars, bundled wheat with a dead bull beneath them, a rope 
  and grapple, a book, a symbol of the All Father, and two hands 
  shaking. These pictographs represent strength, constitution, 
  dexterity, intelligence, wisdom, and charisma. When two of the 
  same coins are held tightly in the palm the holder gains a +1 on 
  that attribute check. 
  
  10 CASTLES & CRUSADES
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Adventure/C&C - D1.2 Dwarven Glory 2 Wyrm Well.pdf