Mask Adventure 13b: Xoth's Destiny Part 2
Xoth's stronghold was built for the purpose of not
being found. Xoth wishes to lead his new empire from Ganth's kingdom
but even the best laid plans are prone to the unexpected. The mountain
stronghold provides a secondary location in case his plans fail.
Nestled in the corner of two mountains lies the outer walls of the
stronghold. So far that is all that has been built. There is no
gate, no moat, and no guards. Only a single large cave entrance
can be seen over 200' away at the base of the mountain.
Map of Xoth's Mountain
The caves themselves have high ceilings, 25-30', and nooks from
6" to 7' in depth and height. These nooks were areas dug out
by dwarves for mining pusposes. Usually every 4 squares you can
expect 2-3 nooks.
1. Simple Cave: This is a very wide natural cave
entrance. The ground is made of dirt and rock and has some grassy
growth. A wooden sign is learning up against the left cave entrance
written in dwarven "danger excavated". A stale smell comes
out of the cave entrance. Upon further inspection (DC 18 tracking)
a PC can see that tracks lead in and out of the entrance. The sign
was propped up against the cave. In the 20' nook at the back part
of this area lies a Monitor Lizard MM 275 3E.
She will try to remain hidden covering her nest with 6 eggs. She
will not attack unless provoked.
2. Monstrous Mold: The opening at the entrance
of area two to the end of the eastern corridor leading to area three
is covered in brown
mold. Only a 7' wide worn path is cleared in the center of this
190' path. PCs will be hard to detect the mold as they approach
the turn leading into this area (DC 23 to spot). If the 1st character
misses spotting the mold they will be exposed to one round of its
effects. The mold stretches to the ceiling. Any fireball launched
into this area will literally have the mold grow to cover the area
of the path and cave preventing further movement. In the center
of the cavern is a large humanoid shape that is part of the mold.
3. Troll Grounds: In this area there are a lot
of scattered boulders (5' to 7' in diameter), bones, and a slight
smell of spoiled meat. 7 trolls MM 247 3E
inhabit the area. They will use the boulders to hide and ambush
the party. If the party makes any noise, casts any spell destroying
the mold from area 2 the trolls will be alerted. Several trolls
have already lost their lives within the mold, a long torturous
death because of their regeneration ability. They have discovered
how to not be affected by the brown mold. Since they are cold blooded
creature the trolls have learned to hold their breath (not exhaling
hot air) while moving carefully down the path to avoid being consumed
by the mold in area 2. They will usually feel a chill but the mold
does not affect them.
4. Waste: The cave is scattered with unwanted
broken mining equipment, broken barrels, broken crates, rag clothing,
and other assorted useless items. On the back 40' of the room is
a 20' deep pit. Inside there are the bodies of the former workers
and bones of other various creatures. The smell increases as the
party draws closer to the pit.
5. Troll Grounds: This area is the same as area
3 except the trolls here will not be expecting the characters. There
are 9 trolls MM 247 3E dwelling in this
cave. The largest troll holds a key made of iron.
6. Dark Waters: The cave is almost filled completely
with a dark murky water. The cave gradually declines to a depth
of 4 1/2 feet, in its center, then inclines back up to ground level.
This occurs over a 60' span of the cave with its center 20' length
being mostly 4 1/2 feet deep. The sides of the cave only drop to
a depth of 3' deep. Scattered on the sides of the cave, in the middle
20', of the deepest part of the water are lying 12 Bone
Reapers. They only attack creatures that come within 25' of
them. Thus the 10' center section of the water is safe from attacks
by the undead. They are lying down in the water motionless and undetectable
except by magical means.
7. Prison: As this cave opens up an iron fence
raising 15' from the ground blocks off any movement to the larger
section. There is a closed iron door locked by chain and a complicated
lock (DC 23 open locks to pick). The top of each prong in the iron
fence are shards of twisted metal fused within to prevent escape
by prisoners (Climb DC 28, fail 2d6 damage and impale for 1d6 a
round till the player is removed from the spikes). Within this prison
is dirty straw scattered about and 3 dry bowls. A young man in his
20's is being kept here. He is slightly malnourished but in otherwise
good shape. His name is Jared. He was one of the workers assisting
to build the stronghold walls. He knows nothing of the rest of the
area. He only knows that Ganth killed all the other workers, put
him to sleep, and the next thing he knew he awoke here. He is scared
and wants to go home but will not leave without the party escorting
him. The young man heard the sounds of the trolls and other horrible
things in the caverns.
8. The Big Slide: This is a 45 degree slope sliding
down into a lower part of the cave. Small plant life grows in this
part of the caves. Any druid or ranger will identify it as moss.
It has spread on the walls of the cavern and the slope down. The
moss is slippery and prevents anyone from climbing back up the slope.
9a and 9b. The Ambush: In each of these large
caverns are around 50 niches of about 3' to 7' in diameter each.
In each niche appears to be skeletal remains of warriors dressed
only in their helmets and some beaten up armor ranging from leather
to chainmail. Each figure is seated or balled up in their niche,
motionless. In each of 9a and 9b the farthest back niche, which
is the largest, is covered by a large circular brass shield. The
shield has an insignia of a flaming eye. These shield niches are
about 10' from the ground. In the center of each area are three
sticks tired together by leather straps forming a tripod. In the
tripod is a glass sphere 3" in diameter emitting light from
a continual light spell.
The rooms are a giant trap. if any of the PCs
enter the caves within 25' of any niche the bone
reapers within will come alive and attack. As soon as one attacks
the others all leave their niches and attack. As the reapers attack
they will knock over the continual light ball tripod shattering
it. This will make the whole area dark. Behind each brass shield
is a greater
bone reaper. The greater bone reaper will burst out from behind
the brass shield letting it clang on the floor. The loud noise will
be heard by all the creatures in the cave. Any bone reapers in the
water at area 6 will appear in 10 rounds to reinforce the battle.
The bone reapers in the opposing cave, 9a or 9b, will reinforce
the battle in 3-4 rounds. In 9a there are 12 bones reapers and 2
greater bone reapers, in 9b 14 bone reapers and 2 greater bone reapers.
The loud gong from the brass shields should alert the Baron to the