Foulest Waters

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    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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