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Icon of Deception

The document describes the Icon and Dungeon of Deception, detailing various encounters with dangerous plant creatures and traps within a temple that appears dilapidated but conceals a beautiful garden. It outlines specific creatures like Thornslingers and Fraethnin, their abilities, and the consequences of interacting with them, as well as magical spells found within the dungeon. The narrative emphasizes the deceptive nature of the environment and the challenges faced by adventurers exploring the area.

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Joe Conaway
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0% found this document useful (0 votes)
31 views12 pages

Icon of Deception

The document describes the Icon and Dungeon of Deception, detailing various encounters with dangerous plant creatures and traps within a temple that appears dilapidated but conceals a beautiful garden. It outlines specific creatures like Thornslingers and Fraethnin, their abilities, and the consequences of interacting with them, as well as magical spells found within the dungeon. The narrative emphasizes the deceptive nature of the environment and the challenges faced by adventurers exploring the area.

Uploaded by

Joe Conaway
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Icon and Dungeon of Deception

For levels flammable, but flame causes normal damage.


Open flame is extinguished after one round and
Background oil burns for only two rounds; XP: 270
History 2. “You made past the first set of doors and find
Setting yourself facing another set of double doors. As
with the first, these doors are in bloom as well.
What looks like a dull and ill kept old stone keep These doors are covered with a large, light
hides a beautiful garden and a giant statue green climbing plant with leaves like ivy, 3 dark
made of gold inside its cold walls. But like its green buds, and 3 bright yellow flowers with
outer appearance, everything in this temple is splashes of purple.”
not as it looks.
If the party has entered this area then read the
Icon of Deception following.

1. “As you approach this old stone keep you see “The nearest flowers turn toward the prey and
that despite its age it still seems to be in good puff musky pollen.”
condition. The walls seem overgrown with
plant life that obscures any windows or A victim hit by the pollen must make a
openings in the walls but the stairs leading up successful saving throw vs. spell or be
to the doors seem relatively clear and intact. As entranced and walk toward the plant, resisting
you go up the stairs you see to stout wooden all those who try to prevent it. When the victim
doors in front of you. You would expect doors reaches the creeper, a green bulb extends its
like this on a keep but what surprises you is the roots into the victim’s head, and reach the brain
fact that the doors are blooming. The doors are in two rounds. The victim loses 1d4 points of
covered with spidery, white plants with dew- Intelligence per round after that.
covered, pale yellow blossoms.” Yellow Musk Creeper: HP: 19; AC: 7; THAC0: 17;
The doors are covered with Thornslingers, a ATT: 2-12; DMG: Pollen; XP: 650
type of dangerous plant, that as its name A victim reduced to 0 Intelligence or less dies
suggests, shoots thorns at its target. instantly; a victim reduced to Intelligence 1 or 2
Thornslinger (8): HP: 24; AC: 8; THAC0: Nil; ATT: becomes a yellow musk zombie under the
1 volley; DMG: 2d4 to any creature within 30 creeper’s control. If the plant dies before
feet, once per round; the leaves and central reducing its prey to zombie status, 1 point of
stem of a thornslinger are covered with a strong Intelligence is regained per day, or a heal spell
adhesive sap. Those who touch it are held fast if will restore lost Intelligence instantly. If the
they have Strength 13 or less, until they are mother plant is destroyed first, a zombie can be
freed or digested. Characters with Strength 13 cured by a neutralize poison followed by a heal
or greater can break free in 1d4 rounds. Once a spell and four weeks of complete rest.
victim is caught by the dew, the thornslinger 3.”You have finally made it past the entrance
secretes digestive acids, causing 1-3 hp damage doors. You have found yourself in a curved
per round; Thornslingers are not very hallway that goes to your right and left”
Icon and Dungeon of Deception
4. “This was once a guard room. There are slits each person confronting it. A frond hit drains
in the wall that would have allowed the guards 1d4 Dexterity points from its victim. A
to look out; however, the outside covering of successful saving throw vs. poison cuts in half
plants has obscured the openings. A large green the number of points of Dexterity lost. Any
creature composed of plant like material victim drained of the maximum of 4 Dexterity
confronts you as you enter.” points in a single hit also suffers a nervous
seizure – total collapse for two rounds, followed
Fraethnin: HP: 9; AC: 6; THAC0:19; ATT: 1; DMG: by a further five rounds during which he attacks
1-8 (pellets); S: M; XP: 120 with a -2 penalty to his attack rolls and moves at
Instead of shooting a pellet the Fraethinin may 75% of his normal rate. He loses all Dexterity
use its tongue to entangle an adversary 30’ bonuses during this seven-round period.
away. Dex check or be immobilized. A victim becomes incapacitated if his Dexterity
Once the fraethnin is slain anyone that searches is reduced below 3, and dies if it is reduced to 0
the body will find four gems among its or below. Half of the Dexterity points lost are
greenery. recovered by surviving victims naturally at the
rate of 1 per day, but the remainder can only be
Gem Chrysoprase (Semi-precious), GP regained by the casting of a cure disease spell
type : value: 50
Gem Star Rose Quartz (Semi-precious), on the victim.
type : GP value: 50
Gem Peridot (Precious), GP value: 500 The witherweed is dry and is therefore easily
type :
Gem Oriental Amethyst (Gem), GP burned, but it produces a toxic smoke while
type : value: 1000 burning. Anyone inhaling the smoke must roll a
successful saving throw vs. poison or die in 1d4
5. “This was once a guard room. There are slits rounds. The fire burns and the smoke streams
in the wall that would have allowed the guards forth for one round per square foot of
to look out; however, the outside covering of vegetation. Only a strong wind blows the heavy,
plants has obscured the openings. Ivy vines oily smoke away. Otherwise it forms a cloud of
have grown in through the windows here and volume equal to nine times the area of the
have begun to grow over objects in the room. witherweed and takes at least four hours to
Every once in a while the leaves will stir as if dissipate.
something moved.”
7. “At one time this seems to have been the
The plants are just plants; the movement is chambers of someone important. There are
caused by a slight breeze. three windows in the wall, a bed in a corner and
a fireplace in another. Robes of some kind hang
6. “You have entered a decent sized room, with
from the wall. They are green robes with an iris
bed and fire place. Plant life had taken over this
embroidered on them. Plants fill this room, one
room, now there is a dried-out patch of grass or
stands out more than the rest. It is a bush of
weeds approximately 20 feet square
white roses of extraordinary beauty.”
Witherweed: HP: 8; THAC0: 17; ATT: Variable;
This is a vampire rose. THAC0: 17; HP: 16; ATT:
DMG: NIL: An average specimen has 1d12+12 so
1; DMG 1d8 (lash); Special: Blood Drain; XP: 175
positioned that at least one frond can attack
Icon and Dungeon of Deception
The thorny stalks of the vampire rose are Instead of shooting a pellet the Fraethinin may
whipped at victims to inflict 1d8 points of use its tongue to entangle an adversary 30’
damage. The thorns are hollow, and once the away. Dex check or be immobilized.
stalk has struck successfully, the vampire rose
automatically drains blood in subsequent 9. “The room you have entered a large room.
rounds, causing 1d8 points of damage each This was obviously the sanctuary when this was
round. used as a temple. In place of an religious
idolatry stands a large heaps of rotting
While the thorns perform this gruesome task, vegetation. As you approach the heap it shakes
the rose blossoms emit a hypnotic fragrance. and stirs, rising up until it takes a roughly
Victims must make a successful saving throw vs. humanoid shaped, with a height of nine feet
spell or lose all will to fight, allowing the plant and a girth of about six feet at their base (legs
to drain blood until the victim dies. to waist) and two feet at their summit (the
“head”).
A clear-headed victim can break the vampire
rose’s grip with a successful open doors roll.
Freeing oneself causes an additional 1d8 hit
points of damage as the victim’s flesh is ripped
by the thorns.

If any portion of a vampire rose is successfully


severed while it drains a victim’s blood, the
flower lets out a horrifying shriek and blood
sprays out of the cut stalk. Any character of less
than 5th level who witnesses this for the first
time must make a saving throw vs. poison or be
struck with fear as per the spell. Subsequent
attacks on the flower have the same effect, but
a viewer who has succeeded a saving throw
need not roll again.
HP: 50; XP: 8,000; THAC0: 11; ATT: 2; DMG 2d8;
After a victim is completely drained of blood, AC: 0
the vampire rose’s petals turn from pure white
to blood red. The vast amounts of thick vegetation covering
the important inner body protect the shambling
8. “Bookshelves fill the southern half of this mound very well, thus its AC of 0. All edged and
room and there is a large wooden table with pointed weapons that strike the shambling
four chairs in the north half. Two large green mound successfully cause only one-half damage
creatures composed of plant like material since the blows are greatly weakened as they
confronts you as you enter.” pass through layer upon layer of cellulose fibers
and slime. Since shamblers can collapse
Fraethnin: HP: 9; AC: 6; THAC0:19; ATT: 1; DMG:
themselves at will, crushing weapons inflict no
1-8 (pellets); S: M; XP: 120
damage at all upon them.
Icon and Dungeon of Deception
Fire-based attacks are ineffective against the
wet and slimy shambling mounds, and cold-
based attacks cause only one-half (if saving
throw is failed) or no damage (if saving throw
succeeds) to the creature, due to their
essentially vegetable nature. Lightning actually
causes a shambling mound to grow in size if
used against it (add one foot in height, 1 Hit Die,
and appropriate hit points for each lightning-
based attack it is subjected to).

Spells that normally affect plants are effective


against shambling mounds. Spells such as plant
control and charm plant have proven the most
successful so far.

10. “This room is a small rectangular one with a


wooden table and four chairs in the north and a
book shelf on the south wall.”

A careful search (1 on a d6) will reveal the Book This book contains the following spells:
of Shadows.
Speak to Shadow Creatures

DURATION:
RESIST:
EFFECTS: The adept can speak to all shadow
creatures and most nocturnal animals within 10
feet (+ 10 additional feet per Rank). The
communication may be verbal in some cases,
but will usually employ a combination of
telepathic contact, sign language, and a few
verbal symbols at the lowest Ranks.

Darkness

RANGE: 15 feet + 15 additional/Rank


DURATION: 15 minutes X Rank (x 1, if
unranked)
RESIST: May not be resisted.
EFFECTS: The Adept creates a volume of
darkness (1000 cubic feet) of any shape he
desires. At Ranks 1-5, the spell creates darkness
equal to a cloudy night. At 6-10, it creates
darkness equal to a sealed room. At Ranks 11
and up, it creates absolute blackness that no
Icon and Dungeon of Deception
non-magical light source (including torches) can arrive in a state of being bound to the will of the
penetrate. The volume of darkness created may Adept. If it backfires, the creature will arrive
be increased by 500 cubic feet per Rank. and attack the Adept. If merely unsuccessful,
the creature will not arrive at all. Bound
Shadow Form creatures will serve the Adept so long as he
continues to concentrate on controlling them
RANGE: 15 feet + l additional/Rank (no maximum length of time) or until released
DURATION: 30 minutes + 30 additional/Rank by the Adept. If his concentration is broken, the
RESIST: May not be resisted. Adept will be attacked. If he simply releases the
EFFECTS: The target of the spell is enveloped in creatures, they will flee his presence. The
a confusing pattern of shadows. Any attempt to Experience Multiple for this ritual is 200.
hit the target while the spell is in effect will Creatures of night and shadow include
have 2 (+ 2 per Rank) subtracted from the Strike nocturnal animals and lesser undead, for
Chance. This subtraction applies only to physical purposes of this spell.
weapons, not magic.
Create Shadowsword
Wall of Darkness
RANGE: 15 feet + 5 additional/Rank
DURATION: 20 seconds x [D - 5] x Rank ( x 1, if
RANGE: 15 feet + 15 additional/Rank
unranked)
DURATION: 10 minutes + 10 additional/Rank
RESIST: May not be resisted.
RESIST: May not be resisted.
EFFECTS: Only Star Mages may create a
EFFECTS: Works the same as the Wall of
Starsword, and only Dark Mages or Shadow
Starlight except that light aligned creatures
Weavers may create a Shadow Sword. Any
(including Star Mages) suffer damage due to
sword within range may have this type of spell
contact with it.
cast over it. The sword will then have 1 ( + 1 per
Strength of Darkness Rank) added to its Base Chance and I (+ 1 for
every 3 or fraction of 3 Ranks) added to the
RANGE: 15 feet damage it will do whenever it is used against a
DURATION: 10 minutes + 10 additional/Rank creature of opposite alignment. Starswords do
RESIST: May not be resisted. extra damage to creatures of night and shadow
EFFECTS: The target's Physical Strength is and shadowswords do extra damage to all other
increased by 1 (+ 1 for every 2 or fraction of 2 creatures.
Ranks) for the duration of the spell. This spell
may only be cast by Dark Magics who are not Shadow Wings
exposed to natural light (only torches or magical
RANGE: 10 feet + 10 additional/Rank
light).
DURATION: 30 minutes + 30 additional/Rank
RESIST: May not be resisted.
Summon and Bind Shadow Creatures
EFFECTS: The caster creates great batwings of
RANGE:
darkness on himself or any single character
DURATION:
within range. These wings will bear the target
RESIST:
through the sky wherever he desires at a rate of
EFFECTS: The Adept may summon and bind l
30 miles per hour (+ 1 mile an hour per Rank).
creature of night and shadow ( + 1 for every 5
This spell may only be cast by Shadow Weavers
or fraction of 5 Ranks). The Base Chance of the
and Dark Mages.
ritual being effective is 20% (+4 per Rank). Any
shadow creature called must be native to the
Web of Blackness
area. If the ritual succeeds, the creature will
Icon and Dungeon of Deception
This spell is identical in all ways to Web of Starlight EFFECTS: The Adept may summon and control
except that it affects only creatures of light and may an inky black sphere from another dimension.
only be cast by a Dark Mage or a Shadow Weaver. The Adept must spend one hour performing the
ritual and may not move or perform any other
Black Fire activity during that time. At the end of the
ritual, the Adept's player performs a Cast Check.
RANGE: 30 feet + 15 additional/Rank The Base Chance for this ritual being successful
DURATION: Immediate (during Pulse) is 1% + 3 per Rank. If the ritual is successful the
RESIST: May only be passively resisted. sphere will appear within 15 feet of the Adept
EFFECTS: The Adept throws from his fingertips a and will continue to be directed by the Adept
column of black flames 30 feet long and 5 feet (moving at a TMR of 9) so long as he
wide. He may increase the length or width by 1 concentrates on it (maximum of 5 minutes + 5
foot per Rank. All targets occupying hexes minutes per Rank). Once he stops
through which the fire passes must resist or concentrating, the sphere will immediately
suffer [D - 4] ( + 1 per Rank) damage and must return to its own dimension. If the Adept fails to
roll on the Fright Table. The Base Chance of conjure the sphere, nothing at all happens. If a
infection is increased by 20 is a character suffers backfire results, the sphere appears and moves
damage from this spell. randomly about. Anything which comes in
Shadow Walking
contact with the Dark Sphere and fails to resist
RANGE: May only be cast over self is immediate disintegrated, if something does
DURATION: Immediate (during Pulse) resist it suffer D10 damage and is thrown to
RESIST: May not be resisted. ground, dropping any hand held items.
EFFECTS: The Adept may cause himself to be 11. “At one point this was a kitchen, now it is a
instantly transported from one spot which is in mass of broken things, vines grow in through
shadow to another spot which is within shadow. The the windows and cover the floors. Large,
destination must be in sight or must have been beautiful flowers, bearing bright orange-colored
carefully observed beforehand. The destination may petals and light green-tinted leaves grow from
also be up to 5 miles (+ 1 additional mile per Rank) the vines.”
from the spot the Adept currently occupies. Only
Shadow Weavers may use this spell. Poisonweed: THAC0: NIL; HP: 46; ATT: 1; DMG:
1d6, poison; XP: 2,000
Fear
At the center of a flower is a poison sac, filled
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse) with poisonous dust. As a victim touches or
RESIST: May be actively & passively resisted. brushes against one of these flowers, a large
EFFECTS: One target of the Adept's choice that cloud of poison is released into the air affecting
is within range is seized by almost un- all within 15 feet of the plant. Every being inside
controllable fear. The target's player must, if the affected area must save vs. poison or fall
the target fails to resist, roll on the Fright Table
fast asleep, taking 1d6 points of damage as they
to determine the result of the spell.
do so. Those who successfully save remain
conscious, but still take the damage. Once
Conjure and Control Dark Sphere asleep, the victim is covered with the dust,
which, as the victim breathes it, continues to
RANGE:
DURATION: keep him unconscious. Once the victim is
RESIST: asleep, the poisonweed roots quickly grow
Icon and Dungeon of Deception
around and on its body, until it is completely 14,000 s.p.
entangled by them. It takes 3 turns for a 13 gems
Gem type : Garnet (Precious), GP value: 500
poisonweed plant to completely entangle a Gem type : Rock Crystal (Semi-precious), GP
value: 50
victim. The poisonweed roots then secrete a Gem type : Lapis Lazuli (Ornamental), GP value:
10
corrosive enzyme that slowly eats away at the Gem type : Tourmaline (Fancy), GP value: 200
Gem type : Turquoise (Ornamental), GP value:
victim’s flesh, eventually killing it. These 10
Gem type : Moss Agate (Ornamental), GP value:
corrosive enzymes do 1d10 points of damage 10
per round. Gem type
500
: Aquamarine (Precious), GP value:

Gem type : Lapis Lazuli (Ornamental), GP value:


10
Poisonweed plants are difficult to kill, since Gem type : Spinel (Fancy), GP value: 100
Gem type : Amethyst (Fancy), GP value: 100
each time they are hit, they disperse another Gem type : Moonstone (Semi-precious), GP
cloud of poison dust. Each flower on a given value: 50
Gem type : Aquamarine (Precious), GP value:
plant can generate two clouds of dust before its 500
Gem type : Peridot (Precious), GP value: 500
poison sac is emptied. This means an average
plant can create up to 60 poison clouds before 15 Gems
Gem type : Moss Agate (Ornamental), GP value:
being depleted. For each new cloud created, 10
Gem type : Turquoise (Ornamental), GP value:
any creatures within the area of effect must 10
again save vs. poison or be rendered Gem type
Gem type
:
:
Spinel (Precious), GP value: 500
Hematite (Ornamental), GP value: 10
unconscious. Gem type
500
: Aquamarine (Precious), GP value:

Gem type : Onyx (Semi-precious), GP value: 50


Gem type : Oriental Amethyst (Gem), GP value:
Each poisonweed flower has only 2 hit points, 1000
but the whole plant has a total of 10 Hit Dice. Gem type
Gem type
:
:
Pearl (Fancy), GP value: 100
Tourmaline (Fancy), GP value: 100
Poisonweed is immune to cold attacks, but Gem type : Rhodochrosite (Ornamental), GP
value: 10
takes double damage from fire-based ones. Gem type : Amber (Fancy), GP value: 100
Gem type : Aquamarine (Precious), GP value:
When a poisonweed plant is killed, it will 500
Gem type : Spinel (Fancy), GP value: 100
automatically disperse as many poison clouds as Gem type : Star Rose Quartz (Semi-precious), GP
value: 50
possible before it dies. The only known method Gem type : Oriental Topaz (Gem), GP value:
1000
of safely killing a poisonweed plant is through
17 Art Objects
the use of fire magic. Large fires will burn the A gilded bottle of venerable dwarven ale (30gp)
poison in the air as well as the plant, but the An ornate soapstone figurine of an owl, inlaid with
size the fire must be would also damage anyone tin (40gp)
standing in with the plant. An old granite figurine of a castle, inlaid with copper
(70gp)
A durable ceramic figurine of a crow, set with a lapis
lazuli (70gp)
11a. “This secret room is where the treasures of
A beautiful alabaster bowl, set with a carnelian
the temple were kept. There are no windows, (110gp)
nor any way in except the secret door. Because An ugly limestone drinking horn, set with a lapis
of this the room is devoid of plant life.” lazuli (50gp)
A rough ceramic figurine of a beholder, set with a
Treasure: The treasure room contains the hematite (50gp)
following: A beautiful marble bowl, inlaid with ivory (275gp)
An ugly limestone goblet, set with a beryl (40gp)
Icon and Dungeon of Deception
A silvered flask of exotic elven ale (20gp) turn circle a giant gold statue. The statue is on
A gilded jug of exotic dwarven wine (20gp) a raised dais and gleams in the sunlight.”
An ancient fur cloak with bronze clasps (75gp)
A durable silk ribbon (30gp) Each of the trees is an animate, evil creature.
A beautiful limestone figurine of a queen, set with a Many years ago priests of Ki collected these evil
malachite (40gp) forest creatures and imprisoned them in the
A durable carved wood jewelry box, in poor center of their temple. The creatures were
condition (20gp)
contained for many years until a band of skaven
An ancient fur hat (25gp)
sacked the temple. Plants reclaimed the place
Silver Ring (+2 to hit) but the trees found themselves still trapped.
Serpent’s Wand (+1 1st to 5th level spell) None of the trees may move from where they
Drake’s Long Staff of the Vampire (+1 1st to 6th are and can only attack those that get within
level spell, hit to wielder restores one cast ten feet. If a PC is not careful they may back
Arcane spell) away from one tree into the area of attack of
Elixir of Life another tree. The trees are as follows:
Kris of the Night (cursed, all light sources are at
A. Black Willow; HP: 74; AC: 2; THAC0: 5;
-10’ radius for possessor)
ATT: 7-12; DMG: 1-4; A black willow
Scroll of 2nd level Spell regenerates at the rate of 1 point per turn and
is immune to electrical attacks only if its
12. “This room is bare of much furnishings and a roots are grounded firmly; XP: 4,000
single large pot sits on floor. A large flower that B. Dark Tree; HP: 50; AC: 0;THAC0: 11;
looks like golden water lilies as large as a ATT: 2 or 1; DMG: 3-18/3-18 or 4-24; XP:
sunflower is growing in it. 4,000 They are not especially susceptible to
fire, for their bark is wet and slimy, and fire
When a PC approaches within 10 feet of the does not easily ignite it. Dark trees do suffer
plant, its blossom open, each spraying a cloud a -2 penalty to their saving throw versus any
of pollen 40 feet in diameter. Any individual magical cold attack. In melee, dark trees can
attack with their two arms, inflicting 3-18
within the flower’s pollen cloud must make a
(3d6) points of damage per successful
successful saving throw vs. poison or fall fast
attack. If both arms hit, the dark tree has
asleep for 4d4 turns. Nothing can wake the grabbed the victim. On the next round, the
victim sooner. dark tree can attempt to bite the victim, with
a +4 bonus to hit. A successful bite causes
The flowers can spray a fresh burst of pollen 4-24 points of damage, as the tree drains
every 3d4 rounds. Creatures that are resistant blood from the victim. Dark trees have the
to sleep and charm spells (such as elves and ability to cause confusion in a target, once
half-elves) are equally resistant to the pollen of per round, in addition to their normal
attacks. This ability has a range of 50 feet.
the amber lotus flower.
The target receives a saving throw versus
spell to avoid the effect. During combat this
13. “This is the inner courtyard of the temple,
has the same effect as a confusion spell, but
which you entered by going down a set of
is more insidious if cast on an unsuspecting
stairs. It is overgrown with plants but very target.
green. Six trees circle eight columns which in C. Death’s Head Tree HP: 10(plus 6 hp per
head); AC: 10 (trunk); 7
(branches/heads);THAC0: 11; ATT:1 per
Icon and Dungeon of Deception
head; DMG: 1 per seed (per head) or 1d4 If the pillars are touched in the following
per bite (per head); XP: 5,000 order: 3, 6, 5, 1, 2; the tower slides back
D. Singing Tree HP: 56; AC: 0;THAC0: 7;
revealing stairs down.
ATT: 1-100; DMG: 1; XP: 10,000; At any
time, the tree can send a number of leaves
Dungeons of Deception – The dungeons have
equal to its hit points. However, unless
ravenously hungry, the tree sets only a few become the home for a tribe of Fraethnin.
leaves on any one victim (typically 1d6
leaves per victim), to avoid notice. 14. “The stairs under the statue lead
Each leaf flutters down from its branch, down and continue to lead down
appearing to fall naturally The small twig becoming a descending passage. As you
that connects the leaf to the tree also serves
descend the light from the opening under
as a feeding tube, which the leaf inserts into
exposed skin. For victims charmed by the
the statue diminishes you are swallowed
tree’s music, the small pain of insertion is up by the darkness.”
not noticed. After draining 1 hit point of
blood, the leaf flutters away, then seems to
Party will need torches or other source of
rise on a breeze back into the tree’s light to see once they are halfway down.
branches. There, it reattaches itself to its
branch, and feeds the blood to the tree. To
15. “As you come to the bottom of the
remain healthy, the tree must each day passage you find a final set of carved
consume a number of hit points of blood stairs leading down another 10 feet. The
equal to its normal total stairs end in a passage that turns to the
E. Killer Spruce HP: 33; AC: 0 (trunk)/3 left and continues for 20 feet before
(branches);THAC0: 13; ATT: 6 branch ending in a door”
strikes; DMG: 2-12 per strike; XP: 5,000;
Attacking a killer spruce with blunt weapons 16. “This a large square room with a
does only one-quarter normal damage. A statue in the center. The statue appears
killer spruce is very susceptible to fire, and to be that of a large flower creature. Five
all such attacks are saved against at -4. tall creatures seemingly made of plant
F. Lyrannikin HP: 48; AC: 0;THAC0: 11; material, similar to those you faced on the
ATT: 2; DMG: Variable; XP: 5,000; surface are coming from the opening in
Lyrannikin attack with two gnarled, the other side of the room. They see you
branchlike arms that are very powerful and
and seem thrilled. They move to attack.”
inflict severe blows. Younger lyrannikin
(10% of encounters) have 7-8 HD and inflict
2-16 points of damage per blow. Middle-
aged lyrannikin (30% of encounters) have 9-
10 HD and inflict 3-18 points of damage per
blow. Elder lyrannikin (60% of encounters)
have 11-12 HD and inflict 4-24 points of
damage per blow. Blighted specimens inflict
- 1 point of damage per die.
“The pillars are covered with many
different pictures and runes. The pictures
depict different woodland creatures and
5 Fraethnin (warrior): HP: 8, 10x2, 13, 11;
plants intertwined with a blooming vine.”
AC: 6; THAC0:19; ATT: 1; DMG: 1-8 (pellets);
S: M; XP: 120
Icon and Dungeon of Deception
Fraethnin can spit a secretion through their the hall. Large locks are on the door with
mouths. The secretion solidifies upon chains to hold them shut.”
contact with air and forms a rock-hard
This is a prison of sort the Fraethnin have
pellet that causes 1d8 points of damage.
set up for their prisoners. The rooms
The range and other effects of the pellet are
contain the following:
identical to those of a regular sling bullet. A
fraethnin can shoot one such pellet per 18. Empty cell, on a find secret doors check
round of combat, without any penalty for the group notices a loose flagstone. Pulling
close combat. the tile up reveal a caches of items. A pin
cushion with 7 mithril pins, a velvet
Instead of shooting a pellet, a fraethnin may
bandana with banana imagery, a sticky
choose to shoot forth its gooey tongue to
erotic art book, and 69 coppers coins.
entangle an adversary. The sticky tongue is
effective up to a maximum distance of 30 19. Locked cell, Ambrosia Cain, an Assassin
feet. When attacked by the tongue, the with ritual scarring throughout his body for
victim must roll a successful Dexterity check each person he has murdered. Appears able
or become immobilized. An unconscious bodied and offers his assistance. Will at the
victim is automatically entangled. A right opportunity pick off each group
successful Strength check is needed to pull member one by one.
free of the sticky tongue, with a cumulative
-1 penalty per round of continuous 20. A locked cell with a straight jacket
immobilization. hanging on a hook. Entering the cell
animates the straight jacket, who attempts
17. “This is a large room with several to attack the nearest intruder. Upon a
fronds lying on the floor throughout. This successful hit the straight jacket wraps
appears to be some sort of layer or around the victim. While engulfing its victim
barracks for the plant creatures. There all damage is split between them.
are 10 of them here. “
21. Closed cell, not locked. This cell is empty
10 Fraethnin (warrior): HP: 8, 10x2, 13, 11,
except for a ruby in the center. The floor of
14x2, 6x2, 7; AC: 6; THAC0:19; ATT: 1; DMG:
the cell is a concealed pit trap. It drops
1-8 (pellets); S: M; XP: 120
down 20ft and at the bottom of the pit is a
“There is a large alcove off the west end of Gelatinous Cube.
this room. There is the remains of a
gelatinous cube: AC: 8; HP: 20; THAC0: 17;
fireplace in the north wall of the alcove. It
ATT: 1; DMG: 2-8; XP: 650
is not possible to use it as it was designed as
a large vine system has grown down the A gelatinous cube attacks by touching its
chimney and spread into this room.” victim with its anesthetizing slime. A victim
who fails to save vs. paralyzation is
The vines are normal vines.
paralyzed (anesthetized) for 5-20 (5d4)
18 – 21 “As you enter this hallway you see rounds. The cube then surrounds its prey
doors, a total of four, two on either side of and secretes digestive fluids to absorb the
Icon and Dungeon of Deception
food. All damage is caused by these 1 Fraethnin (elder): HP: 28; AC: 5;
digestive acids. Because gelatinous cubes THAC0:15; ATT: 1; DMG: 5-30 (fire seeds); S:
are difficult to see, others are -3 on their L; XP: 3,000
surprise roll. Electricity, fear, holds,
paralyzation, polymorph, and sleep-based 25. “This room has a collapsed back wall,
attacks have no effect on this monster, but there is a statue here but it has been
fire and blows from weapons have normal knocked over and rubble covers the floor.”
effects. If a cube fails its saving throw If the party spends five turns searching
against a cold-based attack, the cube will be through the ruble they can find 5 p.p, 500
slowed 50% and inflicts only 1-4 points of g.p., 795 s.p. and 1,000 c.p.
damage.
26. “This is a large room with two doors ,
22. “You have entered a circular room, the one on the east and one on the west walls
center of the room is a large pit, and there there are four of the plant creatures in front
is a ten foot edge around the pit. The pit is of each door for a total of 8. They DO NOT
dark and its depth cannot be readily look happy to see you.”
determined.”
8 Fraethnin (warrior): HP: 10x2, 13x2,
The Fraethnin use this as a waste disposal 11x3, 7; AC: 6; THAC0:19; ATT: 1; DMG:
pit. 1-8 (pellets); S: M; XP: 120
23. “This small square room is entered a. “The door to this room is locked”
either coming down stairs or through a If the door is unlocked, inside the
door. There are items present to provide party will find.
insight to what this room used to be.”
An ancient ceramic jewelry box, in poor
24. “This is another large room with a condition (20gp)
statue in the center. The statue is of a large An alabaster framed painting of a crow (150gp)
many tendriled vine, several of the vines A durable dragonbone jewelry box, inlaid with
are level with flat spaces where objects may mythril (550gp)
be placed. You seem to have interrupted An ornamental carved wood drinking horn,
inlaid with bronze (50gp)
some sort of ceremony in here. There are
An ornate silver tiara, inlaid with glass (80gp)
many of the plant like creatures here facing
the statue and one very large one that
seems to be leading them in the b. The door to this room is also locked”
ceremony.”
Once this door is unlocked the party will find:
20 Fraethnin (warrior): HP: 4, 8, 10x2, 13x2, Gem type : Turquoise (Ornamental), GP
11x3, 14x3, 6x4, 7, 15, 13, 17; AC: 6; value: 10
Gem type : Rock Crystal (Semi-precious),
THAC0:19; ATT: 1; DMG: 1-8 (pellets); S: M; GP value: 50
XP: 120 Gem type : Garnet (Precious), GP value: 500
Gem type : Obsidian (Ornamental), GP
value: 20
Gem type : Jet (Fancy), GP value: 100
Gem type : Citrine (Semi-precious), GP
value: 50
Icon and Dungeon of Deception
Gem type : Garnet (Fancy), GP value: 100 level spells and two 2nd-level spells). It must
Gem type : Topaz (Precious), GP value: 500
pray to its god (as a normal priest) to regain its
spells. Fraethnin elders are likely to have the
27. “The room you have entered is long and following spells:
dark, pillars go down either side of this, four on
each side. Behind each column is a statue in an If prepared for combat: Cause fear, curse,
alcive. All the way at the end you can just make command, darkness, magical stone *, chant,
out …something” and flame blade.

Between the first and third columns are traps When traveling: Detect good, detect magic,
endure cold/heat, protection from good,
sanctuary, charm person or mammal, and know
alignment.

* The elder may cast magical stone on up to


Fraethnin can spit a secretion through their
three pellets. Although the affected pellets have
mouths. The secretion solidifies upon contact
not yet been secreted at the time the spell is
with air and forms a rock-hard pellet that
cast, it nonetheless remains effective until all
causes 1d8 points of damage. The range and
three pellets are actually shot, or until the spell
other effects of the pellet are identical to those
reaches the end of its normal duration. It
of a regular sling bullet. A fraethnin can shoot
enables these pellets to hit monsters that only
one such pellet per round of combat, without
magical weapons can affect. The damage is the
any penalty for close combat.
same, but the effect vanishes when the pellet
Instead of shooting a pellet, a fraethnin may hits a target or an obstacle.
choose to shoot forth its gooey tongue to
16 Fraethnin (warrior): HP: 2+1 HD; AC: 6;
entangle an adversary. The sticky tongue is
THAC0:19; ATT: 1; DMG: 1-8 (pellets); S: M; XP:
effective up to a maximum distance of 30 feet.
120
When attacked by the tongue, the victim must
roll a successful Dexterity check or become
immobilized. An unconscious victim is
automatically entangled. A successful Strength
check is needed to pull free of the sticky
tongue, with a cumulative -1 penalty per round
of continuous immobilization.

An elder fraethnin fights as a warrior, with the


addition of priest spells and a more potent
missile weapon. The elder’s pellet has twice the
range as that of a warrior. The pellet produces a
small spark on impact. In the air, the spark
ignites a fireball that causes 5d6 points of
damage. The elder is capable of casting spells as
a 4th-level priest with a Wisdom of 14 (five 1st-

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