Foulest Waters
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Transcript of Foulest Waters
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7/27/2019 Foulest Waters
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AndersNordbergdeepdelving.wordpress.com
HighaboveValeholdintheValevordMountains
an old forgotten temple stands, where the
anmunak wild men once worshipped theiranimal gods. Today, worshippers of the grisly
NUggok, the Lord of Disease, have taken over
theruinsofthistemple,andthroughthewaters
flowing down the slopes below the caves they
are spreading a foul plague through thesettlementsdownriver.
The anmunak in the area are all fanatical
followers of thepriestessThulguk, an oldandwizenedanmunakwhohas survived far longer
thansheshouldduetothesinisterinfluencesof
her patron she is halfway to undeath, but is
preservedbythediseasesandmicrobespulsingthroughherbody.Shedreamsofonedayseeing
theentirecivilizedpartoftheValeravagedbya
virulentplague,afterwhichherkinwilldescendfromthewildernessandconqueralltheknown
lands.Sheisgrowingveryfrustratedbyherlack
ofsuccesssofar.
The poor hermit Wilmer of Ironhold is the
main reason that Thulguks plans have so far
been foiled; his extensive knowledge of the
herbs and remedies of the forest has let him
concoct a potent restorative brew which he
deposits in the river in hidden baskets everynight, and which manages to counteract the
worsteffectsofthecorruptionfromupstream.
If the players manage to defeat Thulguk, they
could put an end to the plague in Valehold,
providedtheycanalsocleansetheputridtemple
andexorciseXhuctulagh,thecreaturenestingin
its depths. They can also search the old cryptsand catacombs of the anmunak at the rivers
source, where dormant guardians watch overburiedriches.
Source of the CrispflowThesmallvalleynearthesourceofthechurningCrispflow River is a place of stunning natural
beauty, but has been marred by the recent
corruptionflowingthroughtheriver.
The lowerpartof thevalley surrounding the
riverisfilledwithalushmixedforestandthick
undergrowth,crisscrossedbyanimal trails and
small streams. The forest isa mix offirs, pines
andbirchesaswellasmixedsmallerdeciduoustrees.Intheareaaroundtheriver,thetreeshave
begun dying and most have lost their leaves;
manyhavefallen.
Thelakeravinebelowthedropfromtheupper
plateau is filled with a constant lowintensity
rumblingnoisefromthewaterfall,andtheairishumidandfilledwithathinmist.Here,fewtrees
managetogrowinthethinsoil,buttheground
isstillcoveredinfernsandothervegetation.
The upper valley plateau is filled with muchdenser vegetation, and trekking through this
areawithoutusing the fewestablished trails is
very difficult. The undergrowth is especiallydense and mostly covered in thorns or spikes,
andathickkudzuoftencoverstheground.Someodd species of trees and bushes flourish here
that are very rare elsewhere, something a
botanistorhealermightfindinteresting.
Eachhexontheoverlandmapisabout1/3mile
across(500meters).Whentravellinginthearea,
anaveragepartymovingatnormalspeedtravels
around6hexesperhouronthetrail,andaround
3hexesperhouriftheyhaveleftthetrail.Thereis a 1in6 chance of a random encounter for
eachhourspenttravelling.
Rumors & Hearsay
Explorers once ventured to the source of the river
Crispflow and returned with tales of abandoned
ruinsandhiddentreasures.
Acrazyhermit liveswayup in theValevordpeaks.
He comesdown onceayear to visit the cathedral,
butdidntshowupthisyear.Thecoldmustvegotten
tohim,finally.
Theres an old hunter by the name of Isgold who
claims the Crispflow runs foul further up the
slopes.He refuses todrinkfrom theHowlingRiver
belowthepointwherethetwomeet.
Thebeastof theValevordsdescendsupon theVale
onceeverygeneration,and ithasnotbeenseenfor
as long as anyone can remember. Hopefully, its
lyingdeadsomewhereupthere.
Thecrispandcoolwatersofthestreamsandrivers
flowing down from the Valevords hold the very
strengthofnature,and ifyoucanreachthesource
ofsuchaflowyouwillfindapowerfulhealingand
strengtheningdraught.
Thefishingisabsolutelyexcellentupstreaminmany
ofthe
smaller
tributaries
that
flow
from
the
ValevordsdowntotheHowlingRiver.
Foulest Waters
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08.24; Valley ApproachFrom this point the characters can clearly see
the opening in the rockface aheadof them,aswellasthewaterfall.Theroaringofthewaterfall
alsobecomesobvious.
01.23; Giant Eagles NestThenestisvisiblefromafewhexes,andcanbeseen clearly if looking up the cliffface.
Occasionalcriesfromthebabyeaglescanalsobe
heard. A successful climb check (with +1 for
appropriategear)allowsacharactertoreachthe
nest; if alive, the mother will attack anyone
approachingthenest.
Thebabyeaglesaresmallbutvicous(HD1;hp
4,3;AC12;1@+1,D4)andwillfighttothedeathifcornered in the nest.Among the bones, debris
and junk in the nest an old backpack holdingsomesoiled adventuringgearanda total of24
spand58cp.
08.21; Wilmers secretsAt this point in the river, the hidden unguentbaskets placed by the hermit Wilmer can be
foundwithacarefulsearch.Theyhangbeneath
theriverbankandareimpossibletospotwithout
deliberatelylookingforthem.Thecontentofthe
baskets smells foul, andunknowing PCs mightmistake them for what is fouling the river
(althoughthesourceclearlyliesupstream).Atnight,thereisa2in6chancethatWilmeris
here, checking on the baskets and restockingthem.Hewillbemovingstealthilyandwill not
be carrying a light, fearing an ambush by the
anmunak.
12.20; Wilmers homeWilmer of Ironhold has built himself a simple
homehere;a thatchedhutthathehas recentlycamouflaged very thoroughly with moss and
branches.Discoveringthehomewhenheisnot
presentrequiresasuccessfulSearchofthearea.
Thesimplehomehasoneroom,asleepingarea
andacookingfireandisalmostentirelydevoted
to different herbs and concoctions. There is
nothingofvalueexcepttheherbsandremedies
(atleast50dosesworthofreplenishmentforahealers kit and a salve which functions as a
PotionofCureLightWounds).
Wilmer himself is almost always here in thedaytime (90%), hiding from the anmunak and
preparing his unguent. He will remain hidden
fromanyPCsunlesshehasseenthemfighting
the anmunak or encountered them previouslyandfoundthemfriendly.
08.17 The CrossingThe river is shallow here, and the trail leads
downtoacrossingamongsomeslipperyrocks.Dead branches and filth have gathered among
therocks,andthereisastaleandputridsmellin
theareaworsethanelsewherealongtheriver.
Lurkingbeneaththewateraroundthecrossing
are sixPlague Skeletons. Theyare commanded
to attack any nonanmunak crossing the river,and will lurk beneath the water until the first
person crossing the river is almost at the farbank.Theywillsurpriseonarollof13onaD6,
andwill target characters standing in theriver
first.
Anysuccessfulattackonacharacterstandingin
thewaterforcesaDexteritycheck(3in6).Ifthe
check fails, the character stumbles and falls. If
nonencumbered or lightly encumbered,stumblingmerelymeanslosingyournextaction,butifthecharacteriscarryingmoreequipment
he/shewillfallandbegindrowning,sufferingD3
damageeachroundaswellaslosingtheiraction.
After losing their action and suffering this
damage,thecharactermayattemptanewchecktorecover.
PlagueSkeletons (6);HD 1;AC12;1@+1,D6;putrid
aura;disease;undeadimmunities
Bathinginthewaterforashortperiodoftimeis
actuallysafe,butdrinkingitorflounderinginit
duetobeingattackedasaboverequiresaSavevs
PoisonorthecharactercontractstheValePlague
(onlyonesaverequiredforoneencounter).Thisvirulent diseasewill incapacitate the character
withfeverwithinD6days,andleadtodeathin
anotherD6daysunlessaCureDiseaseiscastor
anotherSavevsPoisonissuccessful.
05.17; Bear LairThislargedenisthehomeofadiseasedbear.If
thecharactershavenotalreadykilledit,thereis
a2in6chancethebearwillbepresent(4in6
duringnighttime).Roll forreaction; thebearisgenerally surly and aggressive due to the
debilitating illness it is suffering from, andwillchase off intruders regardless of its general
disposition(withforceifnecessary).
08.15: Mummified RemainsThe remains of a mummy disgorged from the
cavernsthroughthewaterfallarecaughtinsome
rootshere,visibletoanyonewhogoesneartheriverbank.Itstillwearsacrudebutheavygolden
ornamentaroundtheneck(750sp).
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06.14, 08.13, 09:13, 08:12Moving in the open in these hexes, and those
aroundthelakeandtothenorthofthem,risksalerting the anmunak lookouts in 05.09to the
partys presence. Also, the stench of theputrid
discharge from the waterfall hangs in the air
constantlyhere,andthe lakewater isobviously
corrupted.
10.12: Baboon LairA small troupe of mountain baboons live in a
number of small caves in these cliffsides.
Reaching thecaves requiresandeasyClimbing
check (+2). The 14 adults in the troupe are
usually here at night time, but during the dayonly2D6ofthemarepresent.Atotalof8young
ofvaryingagesarealwaysfoundhere.
05.10: Stone stairwayIn 5.10 a rough but still solid stone staircasewithfoothighstepswindsupalongthecliffside
to the upper plateau, which lies about 100above the valley floor. The stair is slightly
overgrown and windworn, but countless
carvingscanbefoundbeneathdustandmossall
along both the steps and the walls. Pillars
depictinganimalheadedfiguresarefoundevery10steps,butmosthavebeenvandalized.
AsuccessfulBushcraftrollcanrevealthatpeople
havebegunusingthestairsagainfairlyrecently,butinratherlargenumbers(groupsofatleasta
dozen).
If the party begins climbing the stairs and the
anmunaklookouts(seebelow)have spotted the
partyapproaching,theywillbombardthemwith
stones when they reach the halfwaypoint of
their ascent.The partywillbebombardedwith
large stones; each of the anmunak above(normally 6) will make an attack each round,
rolling to hit at 1 (due to cover and weak
dexterity score) and causing D6 damage on a
successful hit. The lookouts have a total of 30
stones tomake theseattackswithat any givenmoment.
05.09: anmunak LookoutsAbove the stairs, the anmunak currently
occupyingthetemplehavesetupasimplewatch
post. These guards will spot a group
approaching during the day withoutstealth/cover, or during the night with light
sources,whentheymoveinto 06.14andbeyond
onarollof13onaD6(rollonceforeachhex
travelled). During the night they will have a
smallfirelit,whichcanbeseenabovethestairsifspecificallylookedfor.Notethattheroaringof
the waterfall means these lookouts will notdetectthepartyduetoloudnoises.
Iftheparty isspotted, the lookoutswill sendarunnertothetemple(leaving5warriorsandthe
leader behind) to inform Thulguk and the
anmunak there of the intrusion. The rest will
then prepare an ambush, should the party
ascend the stairs, using stones as described in
theentryabove.If thesestonesdonotdetertheintruders,theywillformabattlelineandtryto
repelthemastheyreachthetopofthestairs.
anmunakPatrol
6warriors(HP8,10,10,12,14,15;club,shield,
javelin,hidearmor);1leader(HP17,bonearmor),30
stones
Atotalof12torchesand30daysworthofdried
animal meat rations can be found in the campduring a quick search, as well as a few small
trinketsandornaments(lootedfromthetemple)
worthatotalof120sp.
07.10: WaterfallThisroaringplumeofwatershootsoutfromthe
cliffface through an opening surrounded by aroughly carved reptilian face. Normally, the
water expelled appears clean, but occasionally
(as a random encounter) the water suddenly
turnsfoulandputridandanintenselydisgusting
stenchspreadsthroughtheareasurroundingthewaterfallandthelakebelow.
The players are unlikely to be able to discern
this, but the plagued discharge that fouls the
waterfall comes from the Unclean Demonnestinginthepoolinthetempleabove.
07.09: Temple of Mountain SpiritsThese old ruins were built by the anmunak a
thousandyearsago,inhonorofKilikik,thelizard
godofspirits.Itisdescribedinitsownsection
below.
09.08, 10.08, 10.07: Strange fruitsIn this part of the upper plateau, numerous
gnarledtreesgrow.Providedthepartyvisitsthis
place insummer/autumn, theywillbearlotsofyellowishfruit.Thesefruittasteverygood,and
servewellasrations(althoughtheywillonlylastaweekifnotpreservedsomehow).
Thisspotisverypopularamongthedenizensof
the plateau, and any chance for a random
encounterisdoublewhiletravellingthroughor
spendingtimehere.
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13.08: Cavern of bonesAgiganticcavemouthontheclifffaceherecan
be seen from far away (at least 10 hexes ifsufficiently elevated). During nighttime, it will
also be surrounded by an odd greenish glow,
givenoffbythehauntingspirits.
It was the site of the very first anmunak
inhabitantsofthisvale;thecaveinsideisfairly
shallowand contains the buried remains of anold settlement, as well as numerous cave
drawings depicting hunters, strange and largeanimalssincehuntedtoextinctionandimagesof
the animalgods of the anmunak. Bones strew
the floorof the cave,bothfrom the remainsof
animals hunted by the former inhabitants, and
by the bones of the inhabitants themselves,killed by a raid by followers of the Quathroc
centuriesago.
Strong spirits inhabit this place. They can beseendancingonthewallsofthecaveamongthe
paintings,butaremostlyinaccessibletomodern
men. Their anger at the fouling of their valley
still lingers and they will gladly share all
information they possess regarding the templeand surrounding areas. Players could contact
themthroughaSpeakwithDeadspellofsomesort,orthroughasanceorimbibingsomesort
of hallucinogenic;most anything thatserves to
weakenthebarriertothespiritworld.
Thespiritsspeakthroughthecavepaintings,inhaunting and hollow voices, and know the
following:
ThisvalleyissacredtoKilikik,thelordoftheSpiritWorldandkeeperoftheancientpacts.
Kilikik slumbers now, laid low by despair
after his children turned from him to the
cursedonesthatcamefromthestars.
The defilers came to the valley recently (afewwinters ago) and broughtwith them a
vileplaguespirit which spews itsfilth into
thefallingwater.
Aplaguespirit is strong and deadly, but ashamanorwitchdoctor can defeat it using
powerseffectiveagainstdiseases.
Restless spirits inhabit thedisturbedgravesin theRiver Source.Theplace is tabooand
shouldbeavoided.
If the character(s) contacting the spirits
approachtheminarespectfulmanner,theyasktobecarried intobattle against the defilers to
enactafinalvengeance.Eachcharactermaypick
upabonefromtheground,androlladieonthetable Spirits o the Bone to see whose bone itoncewas.Abonemaybebrokentounleashits
power, but is then expended. If one of thesebones is taken more than 10 miles from the
Cavern of bones, the spirit will leave and the
bonewillloseitsenchantment.
06.06, 09.09: Giant stone facesTwogiantstonefaces,wornandbatteredbythe
weather but still clearly visible from far away,decoratethecliffatthesepoints.Theyappearto
bethoseoftwoanmunak,andalthoughthefine
detailingiswornawaytheyseemtobedressed
insomesortofregalia.Theyfaceeachother,and
appear to stand guard in some way over theentranceoftheravinetotheirnorth.
06.04: Sacred burial groundsThe remains ofa shrine and a circle ofstones,
and a number of large cairns, have been built
here overlooking the lake known to the
anmunakastheSource.Thisareaisdescribedinfurtherdetaillater.
D8 Spirits o the Bone
1-2 AgentleShamanCastsownerschoiceofCureDisease,CureSeriousWoundsorNeutralizePoison.
3-4AvengefulWarrior
Summonedtodobattleinaidoftheowner;
remainsfor2D10rounds.Fightsat+2vsfollowers
oftheQuathroc.
HD2;AC14;1@+2,D8;incorporeal
5 AneagleeyedScoutLearnthewhereaboutsandestimatednumbersofallfollowersoftheQuathrocwithin10miles.
6
AwrathfulShaman
Inhabitsthebrokenbone,turningitintoa
powerfulclubofstrikingandblastingfor2D10
rounds.Causes2D6dmginmelee,canfireablastoflightningforD8damageat50.Rolldmgtwice
andselecthighestagainstfollowersofthe
Quathroc.
7AmournfulWarrior
Awailerupts,strikingfearintotheenemiesofthe
owner.SavevsParalyzeorbestunnedD6rounds,
thencheckMorale.FollowersoftheQuathrocdo
bothat2.
8AbitterCrone
HerspiritleapsfromtheboneandcastsCause
CriticalWoundsatonechosentargetwithin50
(hittingautomatically).
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These old ruins were once one of the most
important holy places for theanmunakpeople.ThetemplewassacredtoKilikik,thelizardgod
ofspirits,and as the spirits ofthe land flowed
fromtheheavensdownontothelandtheywere
saidtoallpassthispointandthecentralpoolin
thetemple.
Withthefalloftheanmunakgodsandtheriseof
theQuathroc,theTempleanditspriestsisolated
themselvesforaverylongtime,andmanagedtodefend the upper plateau despite several
assaults.ThisplacewasthelastplaceofworshipoftheoldanmunakgodsintheentireVale,and
as such became a placeof refuge for their last
followers.Unfortunately,thiscouldnot last;the
priests and those under their protection were
betrayed by a secret ring of priests that hadmade a bargainwith the foul NUggok to save
theirownlives.
AstheTemplewasoverrunalongwiththerestof the plateau, the Quathrocworshippers slew
allnonbelievers,ransackedanddefiledboththe
templeandthenearbyburialsiteandthenleft.
The areawas quietforcenturies,and the thick
mountainforestandunderbrushcoveredtheoldruins.
ThulgukThe group consists of four different hunting
parties,aswellasThulgukandherownpersonal
retinue.Asaroughestimate,ofthewarriors
are out foraging or hunting, another arestationed at Hex 05.09 as lookouts and the
remaining remains at the temple. If the
players have encountered and killed many
anmunak, then these numbers may be
diminished.
If the anmunak are alert andknow thatthere
areenemiesabout,eitherfromthepartytaking
too long in investing the valley and beingtracked or spotted, or from survivors of an
encounter, then therewillbemoreguardsand
they will be far more on their watch. The
differences are noted in the alert sections of
theareadescriptionsbelow.
Approaching the areaThe sections of the map depicting forest and
undergrowth(markedasgreen)representdense
vegetation;thetemplehasbeenalmostoverrun
bythesurroundingvegetation,andtheanmunakaretoolazytoclearitout.Thus,approachingthe
templeunseenismademucheasier.Thenoiseof
the nearby waterfall also helps, although it is
fairlymutedhere ontheplateau. Thereis a+2bonustoanyStealthchecksmadewhenmoving
throughtheundergrowth.
The anmunak need light just as much as the
characters. At night they will mostly confine
themselves to the ruined buildings they haveclaimedastheirlivingareasandsleepandstand
watch around the campfires they keep there.
Theydomaintainastashoftorchesandwilluse
these if the alarm is raised or they grow
suspicious.
ShowdownTheanmunakinthisareaarenotwellpreparedforanassault,butiftheyareattackedtheywill
react appropriately.At first, theywill set upa
more diligentwatch, as per the alert sections
below.Iftheylosemoreoftheirnumbers,theywill eventually retreat to the dungeons below
the temple, trying their best to barricade the
only entrance they know (1B) and keeping a
constantwatchthere.
Since there are usually a number of hunting
partiesout,thereis alwaysarisk(about2 in6
oneachgivenday)thatsuchapartyreturnstothetempleruinstobolster theanmunakforces
orpossiblyattempttoambushthepartyiftheyseemweakened.
Temple Grounds1: Priests QuartersThesetwolargestonestructuresremainmostly
intact, and their roofs have recently been
repaired.Bothbuildingslackdoors.
The sleeping quarters (1B) now serve as the
home of Thulguks personal bodyguards; they
stayclosetoherandwillonlybehereifsheisin
herownquartersnearby.Twoofthemwillthenstand guard outside the door to 1A while the
others rest or sleep here. At night, a campfire
willbelithere.
Bodyguards(4);HD2+2 (hp 15, 14, 13, 12); AC16(bone armor, shield); 1@+3,D8 (metal weapon),
1@+2,D6 (javelin); ML 10 (superstitious 2); D3
piecesofjewellery(2D20sp)
The second house (1A) holds a wide stairwayleadingdownsouthwardsintotheunderground
partsofthetemple.Itisflankedbytworeptilianstatues,andthewallsofthechamberwereonce
Temple of Mountain Spirits
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richly decorated, but the statues have beensmashedandthedecorationsdefaced.
Alert:Iftheanmunakareexpectingtrouble,twoofthebodyguardswillstandguardat1Bwhile
theotherswillremainwithThulguk.Ifanalarm
is raised, Thulgukwill emerge frombelowand
search for the intruders along with all her
bodyguards.
2. The Central PoolThemagnificentcircularpool(2C)isfilledwith
churning water slowly being drained by an
openingbelowthecentralstatueofKilikik(2B)
(this adventure assumes it is spring/summer,
otherwisethispoolwillbeemptied).Thecentral
statuestandsanimpressive20tallanddepictsan anthropomorphic creature with a reptilian
headcladin some sortof ceremonial robe,but
hasbeenbadlywornbytimeandweather.
Threewalkwaysrunoverthechannels(2A),andon the northernmost one stands a stone altar
coveredwith engravingsof intertwinedsnakes.
Thelargeraisedareahere(2D)onceservedas
the mainworship area of the temple, but now
the stone is cracked and overgrown in places.Normally,theanmunakarenotpresenthere,but
thereisa1in6chancethat1D3ofthemwillbe
passing by or standing around watching the
pool.
Thepoolis10deepattheedges,and20nearits
center.Thewater is constantlysucked through
anopeningatthefootofthestatue,andanything
droppedinthepoolwillbesuckedthroughandwillwindupinthedungeonsbelowthetemple
(andeventuallybeexpelledintothewaterfall).
Alert: During the day, two anmunakwill standguard here, positioned on the walkway (2A).
Thesewillbe fromeither area4 or 5,andwill
reducethenumberencounteredthere.
3. Statue of MurrBakThisstatuedepictsanearly15tallowl.Likethestatueat2B,itisbadlywornandbeaten.Thereisonlya1in12chancethatD3anmunakwillbe
present here, regardless of their state of
altertness.
4. Well buildingThewallsofthisbuildinghavebeguntocollapse,and the roof is long since gone. The doorway
standsagape.Inside,acircular10diameterpool
is filled with clear and crisp water from the
nearby channel and still serves asanexcellent
watersource.
One of the hunting parties currently at thetemple lives in this building; beddings are
spread on the floor, and animal skins are
stretchedoverthesleepingareatokeepoutthe
rain.Thereisalsoacampfirenearthewell.The
membersofthepartyaremostly(5in6)found
here,relaxingourlounging,unlessanalarmhasbeenraised.Atnight,thecampfirewillbelitandoneanmunakwillstandguardaswellaswatch
thefire.
Alert: Two anmunak will always stand guard,
day and night, and willwatch the surrounding
forest diligently. The others will sleep with
weapons beside their beds, alert and ready toreact.
Hunters (7); HD 2+2; AC 14 (hide armor, shield);
1@+3,D6(boneweapon),1@+2,D4(javelin)
5. ChannelsThese stonechannelsstretchabout200metersinto the forest, and then merge with ordinary
mountainstreams.Theyareabout7deep,with
a strong current; it is possible to swim along
them if not wearing metal armor, but anyonelosingcontrolrisksbeingsweptintothecentral
pool(2C)andsuckeddownintothedungeon.
6. Pilgrims buildingThisbuildingoncehousedthosewhohadcome
tothetempletopayhomagetoKilikik,butnow
itsroofisgoneandthewallsareinapoorstateofrepair.
Anotherhuntingpartiescurrentlyatthe temple
livesinthisbuilding,justasintheWellBuilding
describedabove.Theybehavethesameway,andwilltakethesameprecautions.
Hunters (7); HD 2+2; AC 14 (hide armor, shield);
1@+3,D6(boneweapon),1@+2,D4(javelin)
7. CliffAtthispoint,thereisa130dropstraightdown
intothelakebelow.About30below,onthecliffside,thegiantcarvedlizardfacefromwhichthe
waterfall erupts can be seen, and the water
cascadingdown.Here,theroaringsoundisquiteloudandconversationcanbedifficult.
If the characters climb down the cliff to the
lizard face below then they can enter thedungeon below through the statues eyes.This
cannotbenoticedfromthetopofthecliff.
8. TrailThis cleared trail leads from the temple to the
lookoutpostatpoint05.09onthehexmap.
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Temple DungeonThesetunnelsweredugout manyhundreds ofyearsago.Theairisthickwithmoistureandthe
roaring sound from room 3 fills the entire
complexmaking conversationdifficult. Room 2
isnormallylit,unlessThulgukisnotpresentforsomereason.
1. Entrance HallA wide stairway leadsdown into this chamber
from area 1A in the Temple Grounds. The
chamber isbare and unlit, the wallsdecorated
with beautiful but worn engravings that the
presentoccupantshavenotbotheredtodeface,which seem to depict various denizens of the
spiritworld.
2. Sanctum / Thulguks ChamberThischamberonceservedas theinnersanctum
forKilikikspriests.Now,thischamberislitbya
dim light from two braziers, and the altar iscovered ina thick layerofmucusand phlegm.
Thestenchishorrifying,asweetsmellofdecay
reminiscent of a leper colony mixed with the
pungent floral odor of constantly burning
incense. Runes, symbols and illegible ciphers
have been drawnon the walls, floor and even
ceiling using all sorts of disgusting substances.Featuredprominentlyontheeasternwallisthe
rune of NUggok in the center of a circle 10
across.
Thulguksbeddingandbelongingsarearranged
in the chambers southern half. Her potion
brewing equipment rests upon a large stone
table, with an improvised fireplace beside it. A
grand total of6potionsofCauseDiseasecanbefoundonthetableifthoroughlysearched.
The few treasures selected by Thulguk are
collectedinapairoffurpackshiddenbehindher
stinkingbed; theycontaingrave goods (mostlycrude gold items, such as figurines and thick
jewelry) worth 1500 SP selected for itsportability (it encumbers only as two normal
items)andascrollwiththeMUspellsSpeakwithDeadandGaseousForm.3. Pool ChamberThishuge room liesatthebottom oftwowide
setsofstairs.Theceilingdripsandbulgesfrom
the weight of the water above, and a thick
cascade of water from the pool above crashes
into the one here (3A). The water in this poolchurnsand swirls asit issucked througha10
wide drain southwards and out the cliffside,
formingthewaterfalloutside.
Therearesixstatuesalongthewalls,allofthemdifferent reptilian forms. One of the statues
againstthesouthernwall(3B)hasaprotruding
tailatitsbaseshowingtelltalesignsofwearand
tear on closer inspection.Pullingdown on this
tailopensasecretdoorbehindthestatue.
The walls are also covered in ritual markings,
muchliketheonesinchamber2butscratched
into the wall with something sharp. These arepartofthebindingthatkeepsXhuctulaghinthis
chamber. Disrupting them is hard but not
impossible(stoneworkingtoolsorpatiencewill
dothetrick),andshouldthisbedonewhilethe
creature still lives then itwill be free to roamthis realm. It will immediately leave this
chamber through the waterfall and traveldownstreamuntilitreachesValehold;theplague
will be averted for now, but the town will
actuallybeinfargreaterdanger.Thecurrentinthepoolisextremelystrong,and
anyone who falls into it must succeed at a
difficultdexteritycheck(5+)furthermodifiedby
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encumbranceinordertoescapeandavoidbeingsuckeddownagainstthe gratingat thebottom.
Once stuck against the grating, the character
may make another Strength check (5+) also
modified for encumbrance on the following
round to escape, but each round must also
succeed at a save vs Paralyzation or loseconsciousness,whichwillmeandeathinanother
2D6rounds.
Thegravestdangerinthisroomisnotthepool,
however, but its inhabitant Xhuctulagh. An
unspeakablyfoulcreaturefromNUggokshome
dimension,ithasbeencalledherebyThulguks
ululationsandgivenonesingletask;putrefythewaterspassingthrough.Thisisaconsummately
boringtask,farfromthecarnageandkillingthisbeing is used to, and it will gleefully attack
anything living that enters this chamber apart
from Thulguk. Naturally, only she and none ofthe other anmunak will consider pursuing the
charactersintothischamberorevengoingnearthisplaceaslongasthiscreatureispresent.
Xhuctulagh lurks in the pool, seemingly
unaffectedbythepowerfulcurrent. Itsamoebicform clings effortlessly to the pools walls and
edges. It will attempt to ambush the party as
they enter the chamber by lurking below the
waterofthepool,butitshorrifyingstenchand
impatiencemeanstheyareonlysurprisedonastandardroll(unlesstheyarecleverorcautious
enough to detect its presence and avoid thesurpriserollentirely).
IfXhuctulaghsucceedsatgrapplinganopponent
with one of his pseudopods, he will react
according to how dangerous he feels they are.
The most dangerous creatures caught will
promptly bedeposited in thepool (seeabove).
Less dangerous prey will be constricted and
tuggedcloseforinfection,andthentossedasidewhentheyappearlifelesskeptasplaythingsfor
later. The creatureis bound tothechamberby
Thulguks summoning, and thus cannot pursue
thepartyiftheyretreatupthestairs.
At the bottom of the pool, stuck against the
grating, lie hundreds of crustcovered ritual
offerings.Theseareancient,butaremadefrom
valuablemetalsandsetwithgemstonesandcanbeeasily sold ifremovedandcleaned.Working
against the current is very hard, but possible
withtherighttools,timeandingenuity.Agood
estimate is one Turn for each dive, with a
success rate decided by the GM based on the
tactics used. For each successful trip, roll once
on the table for Ritual Treasures until allentrieshavebeenfound.
4. Behind the FaceThis chamber lies behind the cliffside face
whichis the source ofthewaterfall. Itis easily
enteredthrougheitheroftheeyes,andalthoughit is hard to see from aboveor faraway these
openings are actually not concealed. Throughthe eyes is a magnificent vista of the valley
below.Thechamberitselfisaplainstoneroom,
and isoddly quietdespite the closeness of the
waterfall.
Thesecretdoorthroughthetunneltothenorth
isobviousfromthisdirection,andcanbepushedopen from this side easily. The being in the
chamber beyond is unaware of the door, andshould be forced to check for surprise if the
party arrives from here, unless they make anexcessofnoise.
D12 Ritual Treasures1 Clayjar,sealed,containingsouredwine
2 Crackedgoldenchalice(200SP)
3 Goldengoblet(500SP)
4 Goldbox(300SP),containingajademask(200SP)depictingastagsface
5 Gemencrustedbrassbowl(600SP)
6 Assortedgemstones(8x100SP)
7 Headdresswithrubies(800SP)
8 GoldenScepter(1200SP)
9 Largegoldbearfigurine(1400SP)
10 3diametergoldshield(ornamental,2000SP)
11 OneJavelinofTheStorm(seeAppendix)
12 DemonboneBow(seeAppendix)
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Wilmer of IronholdMaleSpecialist,Lvl4
Cha7(1);Con13(+1);Dex10;Int13(+1);Str8(1);
Wis14(+1);HP19
Medicine6;Bushcraft4;Stealth4
Equipment: Staff (1@D6), Leather coat (AC 14),
Healers Kit,satchel,2potionsofCureLightWounds,
holysymbol
Wilmer of Ironhold has lived in the Valevord
Mountains asa hermit formorethan30years;
hes lost track of most things regarding
civilizationorhumanity,andthusspeakspoorly,
doesntgroomhimselfandhasnoideahowoldhe is. He clings to his faith in the Trinity,
however,andcanoftenbeheardmutteringodd
prayers,bothestablishedonesandothersofhis
owndesign.Wilmerlooksverymuchthepartof
thecrazedhermit;tatteredclothing,analmost
toothlessgrin,longunkempthairandascragglybeard.
Wilmerwasonceafledglingadventurer,andhadhigh hopes for finding what he considered his
true calling; being a cleric with access to
miracles.Hehadto settleformundanehealing,
however,andthepainand brutalityhesawon
hisfewadventureslefthimwithdistasteforhis
fellowman.
Before the anmunak came to the valley of the
Source, he was content with living out hisremainingyearsinhissimplehut,butwhenhe
foundoutwhatthewildmenwereuptohehadwhat he himself calls a vision, that the
goddesses visited him and told him toprotect
theirflockdownstream.
Wilmerhassinceusedhisformidableknowledge
of herbalism and medicine to devise a
counteragentwhichhedepositsintheriver.Itisnot enough to eliminate the contagion, but it
lessens its impact considerably. He is slowlygrowing desperate, however; he stands no
chanceofactually eliminatingthe sourceofthecorruption, and his supply of herbs is running
low.Hisspecialabilitiesshouldallowhimtouse
hisMedicineskilltoCureDiseaseasperthespell,andhewillfreelyoffertodosoifthecharacters
haveearnedhistrust.
Wilmers RoleWilmeristheonlyoneapartfromtheanmunak
whoknowswhatisgoingoninthevalley,andhecan be of great help to the players. There are
three basic ways in which you as a GM can
introduce him into the adventure, and it is
recommended that you choose one of these
beforehand.
1. Seeks aidWilmerwillactivelyseekoutthepartyassoon
as he becomes aware of their presence; he is
desperate,andtheyarenotanmunak,sohewill
throwcaution to the wind.Hewill sharewhat
information he has about the situation freely,andwillbeseechthemtostoptheanmunakandcleansethetemple.
2. CautiousWilmerwillobservethecharacters ifhenotices
their presence(which is highly likely),butwill
bereluctanttomakeafirstcontact;heisbarely
saneandusedtoisolationandhasnoideawhat
thecharactersintentionsareafterall.
The characters either need to clearly show
themselves to be enemies of the anmunak, or
lookforWilmerthemselves,inordertofindhimin this scenario. If they find evidence of hispresence or actively search the forest, they
shouldbeabletolocatehiscabinandeventually
Wilmer himself, and if confronted he will be
inclinedtohelpthem.
3. ParanoidInthisscenario,Wilmerisfarfromsaneandwill
actively avoid the party. They will have to beveryclevertocatchhim;settingupatrap,using
magic or threatening to burn his cottage are
possible scenarios. Once captured, he will be
difficult to communicatewith,but it should bepossibletogetonhisgoodside.
What Wilmer knowsIfthepartyisabletobefriendWilmer,heisable
to tell them a few important facts about the
valley.He isalsowilling to help themwith his
Medicine skill, and will give them both hishealing potions if they are actively working
againsttheanmunak.
Wilmer knows that the anmunak are led by a
powerful priestess of some sort, who has asicklyauraabouther.Healsoknowsthatthey
dwell in the temple ruinsabove, and that they
spreadtheircorruptionintotheriverfromthere
somehow. He also knows that they have
lookoutssetupabovethestonestairs.
Hewillalsotellthecharactersaboutthestrange
cavernintheeasternpartoftheplateau;hewas
lured thereby the strange lights once and feltthe presence of the vengeful spirits of the
wildmen.Heknowsabout thegravemoundsin
the plateaus northwestern part, but will only
speakofthemifaskedsincehedoesnotbelieve
theyrelatetotheproblemathand.
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ThulgukFemaleanmunakCleric,Lvl4
Cha10;Con16(+2);Dex9;Int13(+1);Str12(0);Wis
14(+1);HP34
Spells: Bless, Cure Light Wounds, Protection fromLaw/Good,Heroism,HeatMetal
SpewFilth:Onceperencounter(ormoretimes,ifshe
is able to eat), launch a fearsome vomit beam that
automaticallystrikesatargetwithin10.Shouldthat
targetfailasavevsPoisonat4,thenhe/shewillbe
afflicted with a disease asper the table Putrescent
Diseasesbelow.
Defenses/Weaknesses: Immunity to all types of
disease. Cure Disease causes 5D6 damage (save vs
Poisonforhalf).
Equipment: Steel Axe (+3@D8), Befouled Armor &
Shield(AC17/18),holysymbol,goldenearrings(200
speach),goldenheaddress(800sp),2 Potionsof
Cure
LightWounds
This crazed crone is nearly 200 years old; a
halfway undead being kept alive by a mix of
virulent plagues coursing through her veins in
symbiosiswithherbodythankstoherdevotion
to NUggok, the Quathroc lord of decay and
disease. Thulguk holds a deep and abiding
hatredofmankind,butiswellawareofthattheanmunakwereneverdestinedforgreatness;her
bitternessmeansshesimplywishestobringas
muchdestruction,painanddecaytothemortal
worldaspossible.Thulguk will not yield or rest as long as the
slightest hope of continuing her work in the
Templeremains.Sheisnofoolandiswillingto
retreat or regroup, but will keep coming backuntil no hope remains. If all or most of her
followers are slain or driven off while she
remainsalive,shewillcreateundeadminionsto
serve her instead. She normally refrains from
using her plagueundead since her anmunak
minions are deathly afraid of them, but has
releasedafewoftheminthevalleybelowboth
towardoffintrudersandtokeepherfollowersinline.
XhuctulaghHD6+6;HP39;ACtrunk14(asleather),tentacles16
(aschain);D6@+6,D6
Tentacles: Attacks with D6 tentacles per round,reducedbyoneforeachcurrentlygrappledtarget(a
result of zero or less indicates no attack). The
tentacles reachupto30.A successfulhitrequiresasave vs Paralyzation to avoid being grappled.
Grappled targets suffer automatic damage on their
turneachround.TheycanstrugglefreeonaStrcheck
(Diff 2) or hack their way free and inflict weapon
damageonasuccessfulToHitrollif theyhavea tiny
slashing weapon, such asa dagger, available. On its
turn,Xhuctulaghcandragthegrappled target10or
letgoasitwishes.
Putrescence: This creature carries innumerable
pathogensfromallsortsofworlds.Touchingtheslime
on the trunk requires a save vs Poison to avoidcontractingadiseasefromthetableabove.Afavorite
tactic is to drag victims against the trunk when
grappled.
Defenses/Weaknesses: Immunity to all types of
disease. Cure Disease causes 5D6 damage (save vs
Poisonforhalf).
InitshomeonthedistantplanetoftheQuathroc,
Xhuctulaghspawnedfromapustuleontherear
end ofNUggok, lordofplaguesand disease. It
considers itself one of the outer gods favoredservants, and resents being sent to this faroff
andinconsequentialrealminserviceof a lowly
mortal. As a deathless being it is content to
simplywait,butwilljumpatthechancetocause
pain,spreaddiseaseorcircumventthewishesofThulguk.
Thisdemonmanifests itself asa bubbling,pus
covered5wideandtallcentraltrunkcoveredin
severaloozingeyesgivingitallroundvision.Ithasnovisiblemouthorotherorifice,andisonly
able to communicate through magical means.
Elongated, probing tentacles resembling
earthworms erupt through the things skin at
irregularintervals,andareusedtointeractwiththeenvironmentandincombat.
D4 Putrescent Diseases
1 Bile Plague. Lose 1 CON each day until dead, save vsPoison4eachdaytoshakeoff.Highlycontagious.
2 VNurian Gut. Immediately evacuate bowels and vomit,cankeepnofood/drinkdown.Actsat4.SavevsPoisonat4eachdayordeathfromshock/dehydration.
3 FleshEater.LosesD3fromallphysicalattributeeachdayuntil dead. Becomes plague zombieupon death, bite ofplaguezombiespreadsthisdisease.Onlymagicalcures.
4 BleedingTears.Uncontrollablebleedingfromeyes,causing1damageperhouruntildeath.
Befouled Armor
This terrifying armor is made from the skin of a plague
demon. A vile stench surrounds the wearer causing a 5
penalty to Reaction Rolls with civil ized beings and
appropriatereactionsfromanimals.ItprotectsasChainbut
encumbersas leather, and grants thewearer theabilityto
regenerate1HPperhour.
If worn until 3 or more HP have been restored by its
regenerative powers, thearmorwill fusewith thewearers
skinandbecomeimpossibletoremovewithouttheuseofa
WishorHealspell.
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TheverysourceoftheCrispflow,atleastinthe
ancient legends of the anmunak, is a deepmountainlakeatthefarnorthwesternendofthe
valley. Along the shoreline of this lake lies a
smallgatheringofhillsoverlookingatinyisland,
andatthisspottheanmunakburiedtheirmost
revered chieftains at the height of their
dominanceoftheWindfareDale.
Thissitewasabandonedastheanmunakfellto
Quathroc worship, and has since been lootedtwice;firstbytheoriginalinvadersofthisvalley.
They left behind a band of hideous, ghoullikeundead created by a cursed follower of
UathaglChak, who dwell beneath the ground
here and attempt to consume anything living
they find; they are cursed with an insatiable
hungerandhavelongagognawedthebonesoftheirancestorsclean.
Thulgukandherminionscameheresecond,only
a short time ago. They made away with somegrave goods but quickly noticed the deadly
secrets of the tunnels under the hills and left.
Thulgukforbadeherfollowersfromreturning.
Exploring the areaTheforestthatdominatestheplateaugiveswayto an open area here, and all the landmarks
notedonthemapbelowareeasilyvisiblefrom
severalhexesawayinthedaytimeexceptforthe
hiddenexitat12.07.Achillmistrisesfromthe
lake in the mornings, regardless of the season,andthelakeiscoveredinicethroughthewinter.
Nomatterthetimeofyear,thewaterinthelake
isicecoldandswimminginitisverydangerous.
Thereshouldbenorandomencountersrolledin
thisarea;allcreaturesontheplateau including
the anmunak shun this place, even during the
day.However, thereis a2in6 chance that theparty is discovered by the undead below for
each night spent in the area (unless they have
already made their presence known by going
below) and after that a 4in6 chance that theundeadstageanattackifanothernightisspent
in the areawhileany creatures are stillalivebelow.
Ifthecreaturesattackduringthenight,thefirst
attack will be a prodding assault by a small
number(2D4)whohavedaredtoventureaway
fromthetunnels.Theyarelikelytofleequickly
atthefirstsignofopposition,butthefollowingnighttheStarvingOneswillreturninforce;3D6
ofthemwillattackenmasse,tryingtoapproach
stealthilyinthedarkuntiltheirhungergetsthe
betterofthemandtheysimplychargeforth.
These attacks will become successively worse
untilnocreaturesremainorthepartyleavesthe
area; for each new attack, an additional D6
creaturesjoinin(4D6inthethirdattack,5D6in
the fifth and so on) but the Starving Ones areboundtotheburialmoundsandcannotventurefar from them. Keep a tally of any creatures
killedbythecharacters;thereisafiniteamount
that will join in these attacks, and killing off
many on the surface will mean fewer are
encountered in the tunnels below (the exacteffect of these losses is detailed in the
descriptionofthetunnelsbelow).
The Starving Ones (56)HD2; AC15 (hide/dodge);2@+2,D6(FeedingMaw);ML6;
Moveasunencumberedhuman;Undeadimmunities
FeedingMaw:Ifbothclawattackshit,aStarvingOnelatches
on to its target and begins feeding, causing D8 damage
automaticallyeachfollowingrounduntilthevictimisdead.It
willresumefeedingon adeadvictimfor2D6roundsifnot
attacked.Thetargetofafeedingisconsideredgrappled,and
may donothing butattempt tobreakfree with a Strength
check(Diff3)or bymakingasuccessful attack at2witha
smallorminorweapon(whichalsocausesnormaldamage).
Thesehideousundeadareonlyvaguelyrecognizableasthe
anmunak they once were. They appear almost impossibly
thinandemaciated,withadeathlypaleskinwhichshowsall
bonesandjointsbeneathit.Theyhaveempty,fishlikeeyesandahugeprotrudingmouthfilledwithlong,needlesharp
teeth and longhookedclaws.They area cowardlylot,and
must check for morale asstandard beings, butwillalways
overcome their fears eventually and come crawling back,
drivenbytheirunendinghunger.
Sacred Burial Grounds
1Hex=150
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10.10: Abandoned campThulguks minions established this recently
abandonedcampsitewhentheyfirstenteredthisarea. Theremainshavebeenthoroughlylooted
bytheStarvingOnes,buttheyhaveleftbehind
anythingnot edible; this includes 16 torches, 5
stonetippedjavelinsandacoupleofhidebound
shields.
07.08: Burial moundThis50longovalmoundiscoveredwithgreen
grass. The entryway lies through a stone
archway,andthestoneslabthatoncecoveredit
liestoppledandsmashedonthegroundbeside
it.Beyond,a10widestairwaywithcrudestonefootstepsleadsdowntochamber1onthetunnel
map.
TheStarvingOnescanemergefromthismoundatnightunlesstheentrancehasbeensealed.
10.08: Excavated moundThis large, 100 long oval mound has been
excavated and lays halfopen to the sky. Thestone doorway andentrance tunnel still stand,
butarealsopartiallycollapsed.Theentireinside
hasbeenlooted,andnothingbutpotteryshards,
wellgnawed bones and unidentifiable debris
remains. The tunnel connecting this mound tothetunnelsbelowiscoveredwiththestoneslab
thatonceservedasthedoorofthemound;ifitisremovedusingthepropertools,thetunnelscan
beenteredatarea2.
If the stoneslabis removed, the Starving Ones
canemergefromhereatnight.
06.07: Burial moundThismoundisidenticaltotheoneat07.08,but
thestairwayconnectstochamber3below.
08.07: Stone circle and altarThiscircleofstandingstonesrisesatthehighest
pointofthelakesidehills.Oftheninestonesinthe circle, three have fallen. A huge stone lies
atop the two stones facing to the southeast,
formingaportalwhichthetrailwindsthrough.A
large stone altar stands in the center of thecircle.
Ancientandweatherwornpictogramsdepicting
theoldanimalgodsoftheanmunakdecoratethestanding stones and the altar. Many of these
have been defaced, and a large circle with the
symbol of UathaglChak in its center has been
carved into the top of the altar. This symbol
seems,oddlyenough,tobefilledwithcakedanddriedblood as from some recent sacrifice, and
will always remainsoregardlessofweatherorcircumstances.Itispossibletocleanthisoff,but
thedriedbloodwillreturnassoonasthesymbol
is left unattended unless the magic circle in
chamber8belowhasbeendisrupted.
12.07: Secret tunnelAsmallopeningabout5indiameterbeneatha
large birch tree opens into the tunnels below
here.Thetunnelleadstoarea4below.
TheStarvingOnesoftenemergefromthistunnel
atnight,especially ifthepartyis camped ator
keepinganobviouswatchonthemoundexits.
10.06: Sealed burial moundThis mound is still sealed with a heavy stone
slab; it requires a Strength check (Diff 1) to
move.Uptothreecharacterscanhelpwiththeeffort, each after the first adding +1 to the
chance before their Str mod, tools can also
heavilymodifytheroll.
If the entrance is opened, there is a 10 wide
descending passage beyond with crude stone
stepswhichdescendsintoarea5below.
Ifthe stoneslabis removed,theStarving Ones
canemergefromhereatnight.
06.04: Island monumentThis stone monument is raised at the highestpoint of a small and almost barren island. The
monumentitselfisa20tallstonepillarcovered
with rough carvings of the anmunaks four
principalgods.
Lyingagainstthemonumentinthegrassarethe
remainsofanadventurerwhofledherefromthe
StarvingOnesbutsuccumbedtohiswounds;he
hasscratchedthewordsThehungryonescomeat night on the monument with a chisel. The
remains appear to be decades old, and are
mostlybonesandtattersortoorottedorrusted
tobesalvaged, but if searched a goldnecklace
worth 100 SP and engraved with the nameThorbencanbefound.
On top of the monument, in a carved bowl
shaped depression, rest three waxsealed clayjars; one Potion of Neutralize Poison and two
PotionsofCureSeriousWounds.
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The Underground TunnelsAfewofthesetunnelswereexcavatedandbuiltbytheformerinhabitantsofthisarea,andused
forritualpurposes.Thesepartsincludeallsolid
lineson the map and all but one of the rooms
(room 6 is the exception). These areas areprimitively but reasonably well built, with
flagstonefloorsandwallssetwithstone,andare
stillingoodcondition.
Thedotted lineson themaprepresent earthen
tunnelswhichhavebeendugoutbytheStarvingOnesoverthelastcenturies,andarethusmuch
cruder; they are cramped (usually about 5 in
diameter),andtheywindandtwist.Onetunnel
connects to a large natural cavern (Room 6),
where the Lake Creature keeping the Starving
Onesinthesetunnelshasitslair.
Whilst moving around in these tunnels, thecharactersareverylikelytoattracttheattention
oftheStarvingOnes.Withtheexceptionofone
room(8),thereisnonaturallightinthetunnels,sotheywillmostlikelybeusingalightsource,
which the Starving Ones do not need. In the
short term, the Starving Ones in a single area
willassaultanything livingtheyencounter,andsounds will not travel far enough to alert any
others, but as soon as one or more of them
escapethenewsofintruderswillspreadquickly,
andconsideringtheirweakmoralethisismore
likelytohappenthannot.
To simulate this, these tunnels do not use the
normal procedure for wandering monsters.
Instead,arollshouldbemadeevery3turnson
thetablebelow.
The suggested method for managing the
Starving Ones is to determine their actualnumbers per each Room as soon as the partyentersthetunnels.Thesenumbersarestatedin
eachRoomdescription,butarealsoaffectedbylossesinflictedbythecharactersbothonearlier
visitstothetunnelsandinbattlesaboveground.
Since these set amounts of Starving Ones will
movearoundthetunnelsinadeterminableway
perthe table below, theirmovement shouldbefairlyeasytotrackafterthis.
The low morale score of these creatures will
likely mean that they will be driven off many
times. They will not surrender or plead formercy,however;iftheyareevercorneredinan
areatheywillfightferociously.
D6 Undetected Detected
1Patrol2D4StarvingOnesfromadjacentroom.Willattempt
ambush.
Coordinated assault
Step1 Newsspread;runnersentfromeachalertedroomtoadjacentnonalertedrooms,whichthenbecomealerted.
Step2 Firstwave;allremainingStarvingOnesinadjacentroomsimmediatelyattack.
Step3 Secondwave;allStarvingOnesinnonadjacentalertedroomsattackbyclosestpossibleroute.Atnight;atleastonegroupwillattempttouseanoverlandroute.
2 ScoutStarvingOnefromadjacentroom.Willavoidcombat.
Ambush StarvingOnesinalertedadjacentroomsattackusingstealth.Atnight;attackusinganoverlandrouteifpossible.Daytime/otherwise;crawlsilentlythroughtunnelandchargeout(normalchanceofsurpriseunlesspartyhastakenprecautions).
3 Noactivity Charge StarvingOnesinadjacentalertedroomsattackimmediatelyandenmasse.Theywillbeheardcoming.
4 Noactivity Sounds Veryloudhootsandscreamsheardfromarandomlydeterminedadjacentalertedroom(loudenoughtotravelthetunnels).
5- 6 Noactivity Noactivity
Anyescaped/undetectedStarvingOne;partyisDetected,destinationofscout/escapeeisAlerted
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Room descriptionsTheentriesfortreasureputin Italicsrepresentstreasurehiddenenough torequirea successful
searchorlookingintherightplace.Inseveralof
theserooms,treasureisalsopresentinalcoves
or other types of grave sites. Searching theserequirestime; a single character cansearch10
alcovesinoneTurn.
Starving One distributionWhenthepartyentersthesetunnels,distribute
the Starving Ones who are still undefeated as
follows(keepgoingalongthelistaslongasany
arelefttoplace).
1. Place11inchamber62. Place12inchamber13. Place10inchamber74. Place10inchamber55. Place8inchamber36. Place5inchamber2
1. Burial chamberThisearthenburialchamberhasavaguelyoval
shape,anditswallsarecoveredwithalcoveson
threedifferentlevels.Theremainsinthesehaveall been thoroughly picked apart, and little
remainsexceptscatteredremainsofclothesand
gravegoods.
A raised platform inthe center ofthe chamber
holds three largestone sarcophagi, all of them
opened with their shattered lids fallen beside
them. They have been desecrated in a similar
mannertothealcoves.
The Starving Ones care little for valuables,
however,so ifthepartychooses tospendtime
searching this chamber there is treasure tobefound.
Alcoves (80): Silver armband (50 SP), silver
headdress(120),silverearrings(100SP),
Sarcophagus (false bottom): Obsidian and gold
headdress(1200SP),claytablettellingthetaleofwhentheQuathroccametoWindfareDale(or
someothersuitablelocallegend).
2. Small chamberA heavy stone slab covers anopening into the
excavatedmoundabove,withashortandsteep
stairway leading up to it. Below, there is asmaller chamber with many alcoves along the
wallsfilledwithdesecratedremains.
Movingtheslabfrombelowisimpossible,butit
canbeshiftedfromabovewiththepropertools.Ifthere are any StarvingOnesbelowwhen the
slab is moved, they will attempt to hide andambushwhoevercomesdownthestairsfirst.
Alcoves(50):Jadestatuette(80SP)
3. Burial chamberA large oval chamber contains eight richlydecorated stone sarcophagi, all of which have
beenopenedandlootedalongtimeago.Acrude
statue which appears to have depicted aman
sizedowlliestoppledonthefloor.
Theskeletonof some unfortunate explorer liescrushedbeneaththetoppledstatue.Ifthestatue
ismoved, itwillamazingly assembleandcometolife,animatedbytheUndyingAmulethanging
arounditsneck.
Sarcophagi(8):Brokensilverjewellery(75SP)
4. Hidden tunnelAn8diametertunneldugbytheStarvingOnes
emergesonthesideofahillockhere.Itishardto
spotfromfarawaysinceitissituatedinathick
grove of elm trees, but is not purposefullyhidden.
5. Burial chamberThis oval chamber contains a stone altar
decorated with images of bears, and a huge
amountofsmallburialalcoveslinethewalls.It
stillhas a sealed entrance fromabove, but theStarvingOnes havedug a tunnel into the crypt
frombelowalongtimeago,andhavescavenged
anyremainsandscatteredcrackedandgnawed
bonesalloverthechambersfloor.
Openingthestoneslabfrombelowisveryhard;
it requiresa strengthcheck (Diff1)but onlya
singlepersoncanmaketheattemptfromhere.
IfthereareStarvingOnespresentherewhenthe
partyopensthestoneslabfromabove,theywill
withdrawtothetunnelentranceandambushthe
firstcharacterthatcomesdownthestairs.
Alcoves(100):GoldenTrinitysymbol (200SP),brokensilverjewellery(100SP)
6. Subterranean cavernThislargecavernismorethan200across,and
almost 100 from floor to ceiling. The tunnel
from the north enters the cavern near the
ceiling,andalongslopeofbouldersleadsfrom
there down to the underground lake in thesouthernpartofthecavern.
TheStarvingOnesdugtheirwayintothishuge
cavernastheyweredrawntothestrangeLakeCreature that dwells here, and lured by the
promise of fish in the water. After an initial
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confrontation with the creature, a reluctantalliancewasformed,andtheStarvingOnesnow
consider this chamber their lair and will
withdrawtoheretomaketheirlaststandiftheir
numbers are severely decimated. If cornered
here, they will hide under the surface of the
waternearthelakeshoreandemergeinconcertwiththeLakeCreatureinafinalassault,fighting
tothebitterend.
7. Temple chamberThis central underground temple has no
entrancefromaboveground.Itwasbuiltbytheoriginal architects to serve as a preparation
chamber for burials, and is dominated by two
largestonetables in its center. The remains of
hundreds of clay urns and jars which have all
been smashed by the Starving Ones litter the
floor of this chamber. These make sneakingthroughverydifficult.
The walls are decorated with a multitude ofstonecarvings,oftendefacedorbrokenbutstill
clearlydepictingpriestspayingtributetotheold
animalgodsoftheanmunakandadepictionof
theafterlifeasanendlesshuntinggroundfilled
with nowextinct prey animals such as
mammothsandgiantelk.
The doorway in the northern part of this
chamberiscoveredwithwhatappearstobethe
lidofasarcophaguswhichhasbeenhoistedup
against it. It is hard to move barehanded(Strength check Diff 1) but using the proper
tools it can easily be toppled. Moving it will
makeafairamountofnoise,however.
8. Inner sanctumThis room lies directly beneath the circle of
standing stones above, and served as a focuswhere the priestswere able to communewith
theirgods;thebarrierstothespiritworldthey
once contacted is thin here, and the invading
Quathrocworshippersutilizedthistodesecratethe place and summon a powerful servant of
UathaglChak which fuels the curse upon theStarvingOnes.
The roomis perfectly circular, with four6tall
obelisks placed symmetrically in the center of
the room forming a 10 square. The walls are
linedwithmorethanahundredanmunakskulls,
lined up in small alcoves and decorated withetchingsandallgazingtowardsthecenterofthe
Servant of UathaglChak
HD 5; HP 22; AC 14; 1@+5,3D4; ML 12; Move as
unencumberedhuman;Antimatter
Antimatter:Thiscreatureisalientothisworld,whichgrants
itimmunitytoallformsofdamageandmakesitimmuneto
mindaffectingmagic.Theonlyexceptionispositiveenergy
attacks; healing spellsandeffects causethe like amountofdamagetothecreature.ItsattackstargetACunmodifiedby
shield and/or armor and causes horrible tissuedisrupting
damagewhichleavesheavyscarring.
Thisbeinghasnophysicalformin ourworld;it isentirely
composedofantimatter,whichcannotbeseen,althoughit
canobserveusaroundit.Beingabletoseetheinvisiblewill
showavagueoutlineof thecreaturewhereit disturbsour
reality; thisoutlinepulses andtakes shapes unsettling and
disturbing to a mortal viewer, but impossible to describe
with words. Gazing upon the creature with True Seeing,
which is the only way of actually seeing it, will instantly
striketheviewerblind.
If released from its glyph, it will attack anything living
indiscriminatelybutwillalsobegintoberejectedbyrealityinstantly,suffering1HPofdamageperround.Assoonasit
reaches0HP,itwillimplodeandvanish.
Lake CreatureHD 7; HP 31; AC 18 (body), 16 (tentacles);
4/8@+7,D6+Suction;ML10;Relicmind,PsionicPulse
Suction:Twoofthecreaturesfourattacksaremadeusingits
extendedgrapplingtentacles.Ifthesehit,thearmswilllatchonwith powerful suckers and coil around a mansized or
smaller target, dealing automatic crushing damage of D6
eachroundunlessthetentacleissevered.
Tentacles: The creature has ten separate tentacles. It will
attackwithonlyfourofthemonland,includingthegrappling
appendages.If inthewater, itwillattackusingupto eight
tentacles.Thesametargetcanonlyeverbeattackedbytwo
tentacles in one round, however. Those attacked by a
tentacle,orstandingadjacenttosomeonebeingattacked,can
choosetodirecttheirattacksagainstitinstead;eachtentacle
has10separateHP,butwillbecomeuselessifsevered.
Relicmind: The strange cephalopod brain of this creature
meansitisimmunetomindaffectingmagicsuchasCharm
and Hold, and that any attempts to detect it or read its
thoughtsusingmagicarefoiled.
Psionicpulse:Thecreatureradiateswavesofhatredaround
it,causingintensenauseaandconfusioninanyhuman,dwarf
orHalflingthatapproacheswithin30.Thoseaffectedmust
rollasavevsParalyzationeachroundinordertoact;failure
meanstheyareinsteadStunned.
Thiscreatureresemblesa10longnautilus(asquidwithan
externalshell),whichisabletowalkwithanungainlygaiton
landbyusingsixofitstententacles.Itsshellismadefroma
beautifulmotherofpearllikematerialwhichshimmersina
multitudeofcolors.
Asaspawnofanolderageitisanimallike,butalsohasa
strangely alien intelligencewhichhas allowed it to reason
withandformanalliancewiththeStarvingOnes.Itdesires
nothingbut tobe left aloneto its brooding, butitsintensehatredofyoungerthingswillmakeitattackintrudersintoits
caverelentlessly.Thepulseofhatredthecreatureemanates
iswhathasenabledittobondwiththeStarvingOnes,since
theyfeelitasadeeplyresoundingsympathy.
Thecreaturesshellisveryvaluable(3000SP),andcanalso
be used to make armor, shields and magic items which
protect againstmindaffectingmagic. Itweighs around 300
lbsifcleanedout.
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room. On the floor between the obelisks, a
warding circle 8 in diameter made up of
intertwinedalien shapeshasbeen drawnusing
somesortofpurplemetallicpaint.
The servant of UathaglChak still remains,
trapped inside thewarding circle. It is entirelyinvisible, and will refuse to interact with thecharacters or give any kind of response to
questionseven iftheycandetector senseit; itdoes notunderstandanyearthen language and
even if it can be communicated with it has no
humanlikeintelligenceorinterestinbargaining.
Thecircleisfairlyeasytodisrupt;DispelMagicwilldothetrick,butruiningthecirclearoundits
edges has the same effect. It also poses no
physical barrier to anything other than the
creature, and the creature will immediately
attackanyonewhostepswithinitsboundaries.If the creature should be killed or the circlebroken in any way, the curse on the Starving
Oneswillloseitspowerandtheywillallbegintodecay;theywillactasif confusedfor2D6turns
as the tunnels descend into madness and will
thenreverttothecorpsestheyoncewere.
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Undying AmuletThe obsidian arrowhead this amulet is madefromappearsextremelyoldandweathered,but
themetalstrapandleatherthongseemtobea
rather recent addition. The edges of the
arrowhead are very sharp and jagged, andhandlingtheamulet frequently results in small
cutswhichbleedprofusely.
The amulet is featured in some old elven and
imperial legends; usually intheperiphery,only
mentioned inpassing.Oldlegends saythat it isthe weapon used the very first time a human
killed an elf, and that it was imbued with its
powers due to the intense envy humans have
alwaysfeltforthebeautyandlonglifeofthefair
folk.
Regardlessofitsorigins,theUndyingamuletisa
powerfulitem,withoneprimaryfunction;itcangrantahumanthelifespanofanelf.Inorderto
do this, the amulet must be wetted with the
blood ofthe onewilling toform the bond, andthenwornbythesamepersonforafullday.At
this point, the bonding is permanent and
irreversible. The bondedhumanwill age asan
elf from this point on, aging at a rate
appropriateforthegameworld(often1/10ofahumans,butpossiblyevenbecomingimmortal).
Also, thewearer becomesChaotic and immune
toSleepandCharmeffects.
Inordertomaintainthisslowaging,thebonded
personneedstobeclosetotheamulet.Foreach
hourhe/sheisseparatedfromit(subjecttoGMs
discretion,but not inhis/her possession is a
good definition), a save vs Spell is required failure means aging one human year instantly.
This processcannot behalted, and neither can
thebondbebrokenonceformedunlesstheGM
allowsforaWishorsimilarpowerfulmagictodo
thetrick.
The amulet radiates a very powerful aura of
necromanticmagic,whichisimpossibletomask
with any method, and can thus be hard to
conceal from those who know of it. Without
magic, however, its effects are not discernibleanda wearer couldpotentiallybecomebonded
with itwithoutrealizing this (andgo on toget
ridofitanddyingwithoutlearningwhy).
Clinging to l ifeThe amulet in no way renders the wearer
immunetophysicaldamage,andhe/shecanbe
killedbymostthingsapartfromage
(much like an elf). However, if theamulet is taken away from the
bonded wearer after death by
another person, he/she willimmediately rise as an undead
attempttorecoverit.Thebodywillreformifatallpossible,butifithas
been destroyed or is somehow
restrainedthespiritwillrise.
HD as wearer; AC 12 (unarmored);
spec@+HD,D8;undeadimmunities
Abilities: The creature receives one
attack, plus one per 5 full HD if
corporeal.Ifincorporeal,ithasthesameabilities and immunities as a wraith
(including level drain). Unerringly
knows the location of the Undying
Amulet if it is on the same plane of
existence.
If this undead creature is slain, itwill reform again within 24 hours.
The only way to prevent thiswithoutreturningtheamulettothe
creature (which it will make off
with, returning to the site of its
death) is if another human bonds
with the amulet; the soul of theformerbondedowneristhenlostto
thevoidandhe/shewillnotreform.
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D6Random Encounters at the Source of the Crispflow
Lower Valley Lake Ravine Upper Valley
1
AnmunakHuntingPartyD3hunters(bow,spear,hidearmor),rollD6;
AnmunakPatrolD4warriors(club,shield,javelin,hidearmor),50%chance+1leader(maxHP),
rollD6;
AnmunakPatrol2D3warriors(club,shield,javelin,hidearmor),50%chance+1leader(maxHP,
bonearmor),rollD6;13 Stalking/hiding4 Cleaningkill 1 Ambush 1 Ambush
5 Travelling 24 Patrolling 24 Patrolling
6 Relaxing 56 Fishing 56 Relaxing/camped
anmunakdrivenfromvalley;noencounter.Atnight;torch/campfire(unlessambushing/stalking).
2
DiseasedBearHD4;hp16;AC14;1@+4,D6;
2@+4,D3
RollforreactionLair:05.17
2D6CliffBaboons(14tot)HD1;AC13;1@+1,D6;
1R@+1,D4
RollforreactionLair:10.12
GiantForestSnakeHD5;hp24;AC14;
1@+5,D6&constrict(2d6)
Hostile
Ifspecificcreature(s)slain;noencounter.
3
GiantEagleHD5;hp26;AC14;2@+5,D8;1@+5,D6,
swoop,grab
Rollforreaction(seeksfoodforyoung)Lair(nest):01.23
GiantHermitCrabHD3;hp14;AC18;
2@+3,D8Rollreaction
Ifspecificcreatureslain;noencounter.Ifrolledatnighttime;reroll.
4
2D6PlagueSkeletonsHD1;AC12;1@+1,D6;putridaura;disease;
undeadimmunities
Hostile,alwaysapproachfromriver/lake
2D4MosquitoBatsHD1;AC12;1@+2,D4&
blooddrain(D4)
Hostile
51D6GiantFerretsHD2;AC14;1@+2,D6Rollforreaction,voracious
1D6GiantFrogsHD2+2;AC13;1@+2,D6&
tongue/swallow
Rollforreaction
D6StranglervinesHD2;AC13;1@+2,D6&
constrict(D6);surprise4/6
Hostile,stationary
6
WilmerofIronhold(SeeHex12.20)
Daytime;scouting
Nighttime;cleansingriver
Avoidscontact
PlagueddischargeWaterfallturnsbrown/green,
putridsmell,lastsD6rounds
Anmunakwarparty2D4warriors(club,shield,
javelin,hidearmor),leader(maxHP,bonearmor),
shaman(CL2,bonearmor)Hostile
Wilmerslain;noencounter.anmunak
drivenfromvalley;greetsparty. Plaguedtemplecleansed;no
encounter.AnmunakunawareofPCs;reroll.
Anmunakdrivenfromvalley;no
encounter.
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1square=10
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