First is Stone

Daudrtun: The Caves of the Dead

Amongst the rolling hills, across the river where lies the town of Heardgeard, stands a desolate gully amidst the hills, a few skeletal and pathetic trees clawing the sky. A low cave mouth opens into darkness, stones scattered outside, and a chill wind blows across the land.

Key:

  1. At this junction stands an animated statue [AC as plate, HD 3, #Ats 1 sword (1d8); takes minimal damage from mundane weapons] of a lizardman wielding a two-handed sword. It guards the passages, allowing only lizard-folk to pass, attacking others.
  2. This chamber is the 'living area' of the lizardmen that have made their lair here. A fire-pit, rack of cooked meat, sacks and boxes of salted meat, spices and seasonings occupy the room, along with the lizardman chef [AC as chain, HD 2, #Ats 2 claw & bite or cleaver & bite (1d4/1d6 or 1d6/1d6)].
  3. The lizardman chieftain [AC as chain, HD 3, #Ats 2 claw, sword or claw, bite (1d4+2/1d8+2 or 1d4+2/1d6+2; spells as 2nd-level cleric] lairs here. He has a set of manacles on the wall, with a dead man chained there– half-eaten– as well as a rack holding a pair of spears, a longbow and a quiver of 12 arrows; there is also a locked iron chest in the corner, which holds 457 coppers, 45 silver, and 39 gold coins, and a silver-bladed dagger with a hidden compartment in the hilt (screw-top, holds nothing at the moment).
  4. This lair holds beds for three lizardmen [AC as chain, HD 1+1, #Ats 2 claw, bite or spear, bite (1d4/1d6 or 1d6/1d6)]. They have a rack of 3 spears, and a cage that is currently empty.
  5. Another lair, holding five lizardmen (as above).
  6. This chamber holds a plain stone sarcophagus watched over by a statue of a young woman, head in her hands, as if she was crying. The sarcophagus is empty, but the bottom is false and lifts up to reveal a ladder leading down.
  7. This secret chamber holds a stone pedestal on which rests the crystal globe of this dungeon, which is filled with dark earth.
  8. This section of the corridor is trapped: the stone is a pressure pad for the entire 15' length, and triggers spears from the wall that deal 3d6 damage to anyone in the trap zone, save for half damage. It rests after a round.
  9. This chamber has a spiral stone stairs leading down, and passages leading off. The chamber is cold and a wind blows through it, with a 1-in-6 chance of blowing out torches or lanterns.
  10. These two catacombs hold plain stone sarcophagi, each holding a withered, desiccated corpse of a lizardman, wrapped in leather strips. All are undead lizardman zombies [AC as leather & shield, HD 3, #Ats 3 claw, claw, bite (1d4/1d4/1d6); undead, sluggish] that rise from their graves if they are disturbed, or anyone carrying the globe enters the area.
  11. Another lair of lizardmen (as above), three in all, with a rack of spare spears. They are guarding the rear entrance.
  12. The spiral stairs leads down into a passage, where a pair of animated statues (as above) of lizardmen guard the corridor, attacking anyone trying to pass.
  13. This final chamber holds a claw-like stone sculpture, the tips positioned to hold the earth-filled crystal globe. Placing the globe here will releases the corresponding barrier in the tower of the relic.

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