Below The City
Below The City
Special thanks to: Gary Gygax and the Thief fan mission community – Anthony Huson first and
foremost.
Introduction
This dungeon can be placed under any large forgotten, and the keys to its secrets became
city in the Judge’s campaign, although a useless. In the slums of the City of Vultures,
neutral or evil one would work the best. It is a section of the slums is still called „
appropriate for all levels of play, although a theWizard Maze”, but the connection to
low level party must proceed very cautiously Ardaxas is rarely if ever made.
to survive all traps and challenges. On the other hand, a few copies of the
The underground vault of Ardaxas the Wise original instructions could still be found and,
was built by the Wizard himself. In his life, after seeking the services of sages and
Ardaxas was feared by everyone including priests, the location of the vault entrance
his few apprentices. At the end of his living determined. Getting around in the Wizard
days, he retreated below his mansion and Maze is a dangerous affair itself, and too
built himself a tomb befitting an overlord, many questions will no doubt draw
with all sorts of magical traps to protect his unwanted attention from thieves and worse!
remains. With all other work finished, Nevertheless, there are multiple entrances
Ardaxas achieved lichdom and went beyond one could find after a bit of investigation, the
the limits of human existence. All he left to easiest being the stairs leading to the
his apprentices was a set of instructions to Pauper’s Pit, an abandoned (?) mass grave
reach him if they sought consultation with for beggars and murderers. Only a rusted
their old master. These instructions were gate and an easily picked lock (DC 10)
later copied and passed on to others, but the stands between our heroes and almost certain
location of the vault was eventually death...
3
General features covered, as there is a huge hole in the middle
with an iron tripod and a pulley with chains,
The tunnels of the Undercity section (1-10) originally used to lower caskets and bodies.
are damp, moldy and ancient. The stones in The wood is even less stable here and
the walls and the floor are worn and many collapses with a 60%+10%/additional
have fallen out of place. In the Vault section, character chance.
everything looks old but not worn – just a bit
faded. The entire Vault area is shielded by 4. Mass Grave (~EL 10)
lead, preventing magical transportation Several coffins are propped up against the
spells (teleport, passwall, dimension door walls, the tall columns and each other, with
and the like). Furthermore, a permanent narrow, twisting pathways between them.
nondetection spell (cast at 20th level) Everything is rotted, damp and moldy. The
prevents divination spells from functioning walls are covered with moss and lichens.
within, unless a caster level check vs. a DC The whole area is swarming with ragged
of 33 is made. zombies!
4
(Open Lock DC 28, Break DC 28). His 8. Under the Sooty Tower
house is otherwise unguarded, but he pays This octagonal chamber is the basement of a
the Thieves Guild to keep out undesirables. small, ruined and burned out tower. The
The basement is empty save for a pile of trapdoor up is sealed with lead and locked
broken pottery in a corner. (DC 16 to open). Three halberds are thrust
into the gaps between the stones of the
6. Beggar Hideout (EL 8) chamber’s floor, an empty iron lantern
The black iron door leading to this cellar has hanging on each. If the stones between the
a relief of a dog’s head in the middle. The three halberds and the loose earth below
lock is hidden under a small iron plate them is somehow removed, a buried iron
(Search DC 12, Open Lock DC 16). A chalk chest can be unearthed. The chest is locked
sign marks the place as a „safe house” (DC 30 due to rust) and contains a set of
(Decipher Script DC 12). golden plates worth 3100 gp.
The cellar is the home to seven scruffy men
masquerading as beggars. They are in fact 9. Collapsed Passage
low level Thieves Guild operatives hiding The letters „C.W.E.T.” are carved into the
from the law. These four are cooking wall here.
something in a kettle (dog stew!), while
three others guard the building above. 10. Underground Cistern and Vault
Entrance
Thieves (7) Rog1, AL NE, Hp 7, 5, 14, 8, 6, Murky water fills a once impressive marble
8, 10*, Init +6, Spd 30, AC 14 (+2 Dex, +2 cistern. It is 30’ deep and an underwater
Leather) tunnel leads into a half-flooded section of
Atk +2 Dagger 1d4+1 or +5 Dagger the undercity. An ancient statue of a lion
(thrown) 1d4+1 stands guard over the pool. The stones in the
Fort +1, Rfx +5, Will +0; Str 12, Dex 15, SE wall are slightly different from the others
Con 13, Int 14, Wis 10, Cha 8 (Search/Spot DC 22) and have newer mortar
Skills: Hide, Sneak, Tumble +7, OL +9, between them. They were once removed by
Listen/Spot +5, Search/Appraise +7, Disable one of Ardaxas’ apprentices, who couldn’t
+9, Decipher Script +4, Climb +6 pass beyond the first room of the Vault. The
Feats: Improved Init, Dodge tunnel beyond the wall is rough hewn and
Sneak Attack +1d6, Evasion narrow. Characters must travel in a single
Equipment: six daggers each, thieves tools, file to pass.
their leader Rufn (marked with asterisk) also
has a MW poisoned dagger (DC 14, 1d6 11. Four Servants (EL 6*4)
Hp/1d6 Hp) and five doses of poison. This 50’*50’ chamber radiates the somber
pomp of an emperor’s crypt. The gold and
The thieves have 45 gp and 300 sp among marble inlaid walls, the onyx and lapis floor
themselves and they also know the location tiles and the four slender yet strong columns
of a larger hoard somewhere in the city (of speak of power and great wealth. A bust is
course, they will at first try to make up some carved into each column. A blue-painted
fake story...). dome 40’ above the floor with the glowing
constellations of a million stars sheds a faint,
7. Equipment Room eerie light on the scene. In the center of the
A bucket, four 8’ long iron bars, a wooden room, there is a circular iron plug in the
mallet and a chisel is found in the room. floor, inscribed with geometric patterns and
the following words:
5
„NAUGHT WRITTEN WITH THE IRON OF MY SWORD
NO IMAGE CARVED WITH THE COURAGE OF HEARTS
NO FLUTES CALL AND THE FLOW OF MY BLOOD”
NO MORNING RISE Acceptable sacrifices include: a +2 or
BENEATH AN INDIGO SKY stronger weapon or protection device, a
ARDAXAS IN SILENCE LIES potion of bull’s strength, a magic item
NO THIEVES LURK granting strenth or stamina or the blood of a
NO LACKWITS WAIT Fighter or Barbarian (2 Con worth,
ONLY THOSE STEP FORTH permanent with no chance of Restoration). If
WHO MY SERVANTS CAN SATE” an acceptable sacrifice is placed in the bowl,
In the very center of the plug, there is a it vanishes and red mist emanates from the
hexagram (six pointed star) enclosed in a bust’s mouth.
circle. If someone touches the hexagram -NE corner: an older, bearded man in loose
without activating the four servants, stars robes, holding a circular stone bowl. The
will shoot from the blue dome, equivalent to plaque reads:
a meteor swarm (small sphere diamond „WITH THE EDGE OF MY MIND
within box pattern) cast at the 20th level of WITH THE REED OF MY PEN
ability. Those standing within 5’ of the WITH THE WEIGHT OF YEARS
hexagram will take 4*3d6 damage from four AND THE KNOWLEDGE OF MEN”
stars (no save), those standing on the iron Acceptable sacrifices include: an arcane
plug will take 3*3d6 damage from three scroll of 3rd level or above, a magic item
stars (no save) and those standing in the granting Intelligence or enhancing
room outside the plug will take 2*3d6 spellcasting, a spellbook or the hand of a
damage from two stars (save against each Wizard or Sorcerer, who will then age 4d6
star possible). Additionally, the blast has a years. If the sacrifice is accepted, it vanishes
25% chance of collapsing the entry tunnel and blue mist emanates from the bust’s
for 8d6 points of damage, Rfx DC 15 halves. mouth.
(Pinned characters take an additional 1d6 -SE corner: a young woman in loose and
subdual damage per round, 1d6 normal suggestive clothes:
damage after unconsciousness). Since no „WITH THE BEAUTY OF MY BODY
magical transportation is possible in the WITH THE CARESS OF MY HANDS
Vault, getting out may be tricky... WITH THE PLEASURES OF LOVE
AND THE TREASURES OF LANDS”
Meteor Trap: CR 10, Rfx DC 27, damage Acceptable sacrifices include: a Potion of
varies, Search/Disarm DC 34 for Rogues Love, a magic item enhancing Charisma or a
only. related skill, or jewelry and perfumes worth
no less than 1000 gp. If the sacrifice is
The only way to open the plug is to offer accepted, it vanishes and white mist
sacrifice to the four „servants” of Ardaxas. emanates from the bust’s mouth.
The four busts in the columns are as follows: -SW corner: a bald, hairless man in clerical
vestments, wielding a crooked staff:
-NW corner: a fighter in chain mail holding „WITH THE FAITH OF MY SOUL
a circular stone bowl, a plaque below his WITH THE GIFTS OF THE MEEK
bust: WITH THE TEMPLE OF MY LORD
„WITH THE STRENGTH OF MY ARMS AND THE SIGN GODS EVER SEEK”
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Acceptable sacrifices include: clerical magic touched with bare flesh, the victim will
items like Pearl of Power, Incense of freeze to death in an instant (or suffer
Meditation, a holy/unholy symbol, a single 3d6+20 damage on a succesful DC 25
copper coin or some holy relic like the bone Fortitude save). The wall can be brought
of a saint or the cornerstone of a holy shrine. down with a simple cold spell (ray of frost
If the sacrifice is accepted, it vanishes and will be adequate, or even a chill touch, albeit
yellow mist emanates from the bust’s mouth. the latter will pose a hazard to the caster as
well), a handful of ice/snow or, once again,
The Judge must carefully consider the an appropriate magic item.
sacrifices of imaginative players who use -SE wall and third ward: a violent storm
unconventional means to satisfy the servants. tearing people apart. The ward is an
Once all four are sated, the iron plug enhanced wind wall that will suffocate
levitates (for a full day) and allows descent anyone who approaches within 5’ (3d6+20
to the room below! The circular shaft is 30’ subdual damage on a successful Fort save).
deep plus the additional 40’ of room 2. Regardless of the saving throw’s success, the
There are no handholds in the shaft. approaching character will be hurled back
for an additional 3d6 damage. The wall can
12. Four Wards (EL 6*4) be brought down with a handful of crushed
This rhomboid room widens at its base. In dry leaves, a blast from an appropriate music
the middle of the floor, there is a carved instrument (bagpipe, horn, flute, etc.) or a
stone sign: gust of wind spell.
„FOUR SERVANTS YOU SERVED -SW wall and fourth ward: a blazing
FOUR GUARDS YOU MUST FIGHT inferno. Devils shovel people into the
BOLDLY AGAINST EACH flames. The ward is an enhanced, maximized
WIELDING THEIR OWN ARMS” wall of fire, inflicting 32 points of damage
The way beyond the chamber is blocked by per round within 5’, 8 points within 10’ and
four elemental wards. They must be brought 4 points within 20’, no saving throw. A
down in succession to proceed further. The pinch of sulphur (found in a pouch of spell
four walls have murals that depict scenes components), a flask of oil or some
which may serve as clues. appropriate magic item (or 4th level or higher
spell) will dispell it with no trouble.
-NW wall and first ward: the mural depicts
mossy trees, funerals and the undead All wards block the effects of the others
clawing their way out of the earth. The ward behind them. Once all four are gone, they
is a special wall of stone. If it is hit with any will stay this way for a full day.
kind of item, the item will break and become
useless. Magic items receive a save but even 13. Hall of Statues and Hues (EL 8 or 13)
they cannot penetrate the barrier. To bring it The 90’ long hall has an arched, 30’ high
down, earth from a grave or the remains of a ceiling (20’ on the sides). The walls are
corpse must be hurled against it, but a magic adorned with all manners of crazed
item or spell connected to elemental earth geometrical carvings and scenes from the
may do at the Judge’s discretion. life of Ardaxas. Six 20’ statues look at
-NE wall and second ward: the scene on intruders with empty stone eyes. Each has an
the mural depicts a vast sea and rain. Small animal head and each is made from a
figures are hurled overboard. The ward differently coloured stone, in the following
consists of a special ice wall, scintillating in order: a pig (indigo), a pigeon (orange), a
all the colors of the rainbow. If the wall is peacock (blue) to the north and a serpent
7
(yellow), a hare (green) and a bull (red) to Magic Vulnerability (Ex): the construct is
the south. (see accompanying illustration) immune to all spells, spell-like abilities and
Before the hall, there is a warning on the supernatural effects except as follows. A
floor, composed of inlaid glass letters: transmute rock to mud, stone to flesh or
„YOU ARE INDEED STUBBORN FOOLS stone shape instantly slays a Caryatid
TO HAVE COME THIS FAR AND Column, while a transmute mud to rock
DESPOILED MY HALLS. NO MATTER, heals it to full hit points.
FOR THE STUBBORN DONKEY SHALL
BE GROUND TO DUST LIKE ALL SAVE 14. Lower Level Access
THE WISE: HE WHO TRANSCENDS The lifelike statue of a proud, bald old man
ALL HIS WRONGS IN ORDER TO GO with a frown on his wrinkled face stands at
BEYOND HUMAN FAILING. SLOTH, the end of the hall. He wears a heavy toga
COWARDICE, FURY, GLUTTONY, and a cruel half-smile. An amulet with a
TREACHEROUS BETRAYAL AND VAIN hexagram hangs in his neck. There is writing
POMP ARE ALL SHED, AND HE WHO on a plaque below the statue:
RETURNS CAN TREAD THE BRIDGE „ALL WAS FOR NAUGHT! IT IS
OF LIGHT. SO SAYS ARDAXAS THE PREPOSTEROUS AND FUTILE TO
WISE AND NONE SHALL SAY HIM EXCEPT AUDIENCE WITHOUT A GIFT
NAY.” BEFITTING A KING – AND AM I NOT A
The correct way to traverse the hall is to KING IN MY OWN HOUSE? GO, GOOD
walk from statue to statue, starting at the pig, SIMPLETONS AND FETCH THIS GIFT
to hare, bull, pigeon, serpent and finishing AND OFFER IT BEFORE MY LIKENESS.
at the peacock. On the way back, the correct I WILL GIVE ADVICE EVEN, FOR I AM
order is bull, pigeon, serpent, hare, KNOWN FOR GENEROSITY AND GOOD
peacock and pig (this order corresponds to WILL:
the first six colors of the rainbow). When the SO MANY WAYS TO CHOOSE! IT IS
character(s) reach the pig, the way to room RIGHT TO CHOOSE THE BETTER AND
2. lights up with a strong violet light and safe AVOID ILL FATE, LEFT FOR THE
egress is granted. IGNORANT, AS SMALL AND
If characters deviate from the correct path, NUMEROUS AS THAT FATE CAN BE.
the statues (caryatid columns) animate and AND AGAIN: NEW MUST BE SOUGHT
attack. TO RETURN IN FULL, UNTEMPTED BY
SINISTER DOOM, AND THE
Advanced Caryatid Columns (6) CR 8, DEXTROUS PREVAIL ONCE MORE.
AL N, HD 10d10, HP 55 each, Init –1, Spd THUS WILL YOU ENSURE YOUR OWN
20 (can’t run), AC 17 (+10 Nat, -3 Dex) DESCENT INTO DEATH.”
Atk +16/+11 Slam 1d8+9, 15’ reach or +16 If the characters wish to proceed, they must
Stomp 2d8+13 acquire the enchanted scroll from area 16.
Fort +3, Rfx +0, Will +3; Str 29, Dex 4, Con and present it to the statue. It will then roll
-, Int -, Wis 11, Cha 1 aside and reveal an iron ladder down to the
Damage Reduction 10/+1, Construct final room! The hole leading down is 50’
Shatter Weapons (Ex): Any weapon that deep.
strikes the Caryatid Column must succeed at The stairs are both trapped, but each
a DC 12 Fortitude save or break into pieces. activates under different circumstances.
Resistances (Ex): Caryatid Columns gain a When the party goes down (to area 15.), the
+4 on all saves vs. spells. southern one is safe and the northern
trapped. When they return, these are
8
reversed (basically, they must choose the after picking up some „gold”), the block (20’
right one each time). If the trap is triggered, to 40’ far from the tunnel’s end) will come
thousands of small, whirling blades down and mash everything under it to a
(equivalent to a blade barrier spell) appear. pulp. An iron or steel rod, used in haste (Rfx
Due to the tight conditions, there is no DC 16) allows one round to flee before it
saving throw. breaks or bends.
Slice n’ Dice Trap: CR 8, No save, Damage Crushing Block Trap: CR 10, No Save,
20d6, Can’t be disarmed. Damage 20d6+instant death, Search DC 20,
Disable Device 25.
15. Gifts and Traps
This corridor is a dead end. The last 20’ is The grey stone face’s mouth is similar to a
full of assorted gold vessels, chains, rods, bag of devouring. It contains precious gems
drinking horns and bowls (all of them are (glass), fistfuls of jewelry (lead with gold
brass and lead fakes with some gold leaf). leaf) and „magic items” (which will detect as
The very end is carved into a large grey magical if the Vault’s nondetection aura is
stone head with a huge, open mouth... The bypassed) created with Nystal’s magical
inside is lightless and the entire scene evokes aura. The mouth ignores initial intrusion, but
faint memories of dread. Fortunately, every round after the first, there is a 60%
Ardaxas has yet again provided clues, this chance it will attempt to draw the whole
time as writings on the wall: victim in. It has a 23 Str for this purpose. 40’
„AGAIN, MANY CHOICES AND SO FEW from the end of the corridor, there is a well
SUIT MY NEEDS. THE DECISION IS hidden secret trapdoor in the ceiling,
YOURS. THE LACKWIT STEPS FORTH concealed under the stucco.
AND BOWS AS THE CLUB FALLS. THE
IDIOT REACHES FOR HIS FATE AND 16. A Royal Pain
GETS IT IN FULL, BUT GIVES The small 20’*20’ room has a stone bier in
GENEROUSLY HIMSELF. THE the middle. A regal figure, the mummified
CAUTIOUS TURNS AND RETREATS body of an older man in purple velvet and
ABOVE, YET NOT AS HE CAME. BUT other expensive garbs lies on the marble
WAIT! CAUTION ONCE MORE SHOWS slab. He wears a gold crown on his head
THE TRUE. THE EMPEROR CRAVES (appears extraordinarily valuable, is in fact
TOO MUCH, THE EXECUTIONER 500 gp worth). His left hand still has a plain
BEHEADS HIS OWN AND THE gold ring on one of the fingers and clutches
BRIDEGROOM MAY AS WELL MARRY an ebony scroll case. A decorative yet
HERSELF. A KING MUST BE WISE TO servicable greatsword rests on the corpse. A
AVOID THE TEMPTING AND CHOOSE brass censer hangs from the ceiling, but all it
AS HIS WISDOM DICTATES.” contains is ashes.
Both the „gold” and the head are insidious All items except for the scroll (which is
traps. The former serves as the nonmagical) are cursed. The curses are
counterweight to a huge slab of stone, activated as soon as one of them are
balancing a large, 20’*10’ pressure plate. As removed from the body (e.g. the sword
long as someone stands at the same spot (the teleports into the wielder’s hand, the ring
final 20’ of the corridor) as the treasures, slips on a finger and the one who takes the
nothing happens. However, as soon as there crown immediately feels compelled to don
is less weight than it used to be (i.e. the it).
characters step off the huge pressure plate
9
The crown is a crown of hypnosis. The hexagram in the middle. The doors are
wearer must roll a DC 25 Will save to put it invulnerable to spells (except wish and
down. Otherwise, he is affected by a miracle) or any physical tampering short of
dominate monster spell, urging him to use divine intervention. They reflect all
every means at his disposal to destroy his offensive spells back at the caster. The
companions (and later himself). This following words are in the middle of the six
individual first uses guile and treachery (like pointed star:
claiming to have been granted mental „ENOUGH IS ENOUGH!
guidance to find the „real gift” in the stone STEP AHEAD AND BRING YOUR GIFTS
head, recommending the left staircase AND TAKE LIFE, THE MOST
instead of the right, etc.) then direct threats VALUABLE
and violence. GIFTS OF ALL,
The greatsword is a +2 greatsword of ELSE THIEF YOU ARE AND
berserking. The berserking manifests before THEREFORE
Ardaxas’ statue. PERISH IN MY HALL.”
The ring is a ring of masculinity/femininity. The doors are otherwise not trapped or
The censer (if removed) summons a hostile locked and open to a mere push.
greater air elemental. The scroll in the
scroll case is harmless and serves as the 18. The Star in the Circle
correct key. It contains wise advice to This one is without doubt the final room! It
monarchs and despots. forms a six pointed star. Inside the star, there
is a magic circle, touching the inner crannies
Air Elemental, Greater (Huge) (1) CR 9, and nooks of the star itself. Within the circle,
HD 21, Hp 181, Init +14, Spd 100 Fl, AC 26 there is yet another hexagram, a six pointed
(-2 Siz, +10 Dex, +8 Nat) star inlaid in the stone floor. Both the circle
Atk +23/+18/+13 Slam 2d8+7, 15’ reach and the hexagram are made of a bright red
Fort +11, Rfx +22, Will +7; Str 20, Dex 31, stone. A major portion of both is covered
Con 18, Int 6, Wis 11, Cha 11 with piles of treasure! (This includes all
Skills: Listen +23, Spot +23 items offered up as sacrifice, but these are in
Feats: Dodge, Flyby Attack, Impr Init, the opposite corner of the room and
Mobility unavailable without combat.)
Damage Reduction 10/+2, Elemental In the very center of the room, there is but a
Whirlwind (Su): once every 10 minutes, for small pedestal of black onyx. A single gold
up to 10 rounds. The whirlwind is 5’ wide at jar rests on its surface. This is the resting
the base and 30’ wide at the top. Large or place of Ardaxas, who has transcended
smaller creatures must succeed a DC 25 Rfx lichdom itself and gone beyond this earthly
save or be picked up, suffer 2d8 damage per existence! His consciousness, however, is
round. Every round, a new save can be still present, if only in slumber.
attempted to leave. Those caught in the The wisest action is to immediately declare
cloud must succeed at a DC 25 one’s deference and wish to learn, and to
Concentration check to cast a spell. present valuable gifts and offerings to
Ardaxas. Flattery is not neccessary, but
17. The Wizard’s Doors respect is essential to ensure survival. The
After descending the iron ladder, the Lich-Spirit will pour forth from the urn in
characters will find themselves in a small, mist form and slowly coalesce into the
10’*10’ square room. To the east, there is a image of a crystal skull with burning red
pair of enchanted iron doors with a huge eyes. He will then answer questions in a cold
10
and empty voice. Ardaxas knows a lot and 5: magic jar*2 [gold jar functions as
his answers are always correct. He can receptacle], wall of force*, mind fog, cone of
reveal treasures, the hiding places of ancient cold*2*
artifacts, the location of sunken cities or the 6: globe of invulnerability*, greater
secrets of long-lost kings. He has visited dispelling*2*, chain lightning*, flesh to
many planes and existences beyond our own stone
and can thus answer questions about these 7: spelltTurning*, delayed blast fireball*,
matters as well. When all is done and said, Morden’s sword*, prismatic spray*
he sends them on their way, forbidding the 8: prismatic wall*, trap the soul* [into
characters to speak of their experiences (no 16.000 gp gem below treasure], horrid
save – they will be unable to utter a single wilting, etherealness [it functions within the
word, even under duress!). gold jar!]
Thievery is a lucrative yet dangerous 9: imprisonment*, weird, Bigsby’s crushing
opportunity. As long as the characters don’t hand*, energy drain
disturb anything within the magic circle,
including spells cast into or through its Tactics: Ardaxas will cast globe of
boundary, nothing will happen. Since the invulnerability and spell turning upon
circle effectively closes off the other parts of himself while still in the jar (it functions as a
the room, only a few select treasures will be Morden’s magnificient mansion inside).
available: 6400 gp, 200 pp, a Staff of Cold Once outside, he uses mind fog and weird. If
with 44 charges, a +2 Dagger of Returning some characters are still standing, he targets
and a scroll case (containing a treasure map). fighter types with magic jar (and uses them
Retrieving these is perilous, as the circle is to kill spellcasters), spellcasters with
half covered by the riches... A DC 18 Int Bigsby’s crushing hand and, if this is still
check is neccessary to avoid alerting the not enough, his other spells.
immaterial Ardaxas. As stated above, Ardaxas is immune to all
If someone touches or steps across the circle, forms of harm, but there are still a few
or casts a spell into it (which immediately methods to bring about his destruction:
rebounds on the caster), or even chucks a -If he is enclosed within a magical barrier
single copper at the gold jar, Ardaxas will (magic circle against evil/law, wall of force,
immediately materialize (one round), use his etc.) and holy word, resurrection, true
protection spells (two rounds) and come resurrection or dispel evil is cast on the
forth to attack. He lacks all material form ghostly form, he is immediately destroyed
and is thus immune to all forms of harm, with no save!
except as noted below. He, on the other -the gold jar functions as a phylactery. It has
hand, can use the following spells at the 20th a hardness of 20, 100 hit points, and a break
level of spellcasting ability, with a DC of DC of 40. Destroying this object doesn't
16+level (18+level for Abjuration, annihilate Ardaxas (he is far too powerful to
Evocation and Conjuration (marked with an succumb to this minor annoyance), but it
asterisk). drives him from this dimension for ever. He
1: - will, however, establish himself somewhere
2: - else and send underlings and servants to
3: magic circle against good*, fireball*2, torment, capture or slay player characters.
slow, suggestion -finally, he may be contained in a 20.000 gp
4: Edward’s black tentacles*, improved or more valuable gemstone with trap the
invisibility, phantasmal killer, bestow soul. He can’t resist capture but the prison
curse*2 will only be temporary, fracturing in a year
11
and a day. It would be unpleasant to stay -tome of understanding +3, lesser circlet of
nearby when this happens... blasting, staff of cold (44 charges), +2
dagger of returning, -2 cursed mace, wand
The treasures in the room include: of contagion (30 charges), horn of blasting,
-all items offered up by the characters. stone salve (three doses), dust of Dhaiz-
-36.000 gp and 2500 pp. Kamm (four pinches, target must make DC
-gems: 180 5 gp gems, 100 10 gp gems, 20 24 Fort save or turn into a zombie, 6d6
100 gp gems, 5 1000 gp gems, a 8.000 gp subdual damage on successful save)
gem (emerald) and a 16.000 gp gem -finally, three treasure maps, leading to
(sapphire) further dangerous adventures devised by the
-a gold crown worth 2000 gp and a gold Judge for the enjoyment of his players...
scepter worth 6000 gp
THE END
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Open Game Content. upgrade, improvement, compilation, abridgment or other form in
Designation of Product Identity: The following items are hereby which an existing work may be recast, transformed or adapted; (c)
designated as Product Identity as provided in section 1(e) of the "Distribute" means to reproduce, license, rent, lease, sell,
Open Game License: Any and all material or content that could be broadcast, publicly display, transmit or otherwise distribute; (d)
claimed as Product Identity "Open Game Content" means the game mechanic and includes the
pursuant to section 1(e), below, is hereby claimed as product methods, procedures, processes and routines to the extent such
identity, including but not limited to: content does not embody the Product Identity and is an
1. All artwork, symbols, designs, depictions, likenesses, formats, enhancement over the prior art and any additional content clearly
poses, illustration, graphic design, maps, and cartography, identified as Open Game Content by the Contributor, and
including any text contained within such items; means any work covered by this License, including translations and
2. The names, personality, descriptions and/or motivations of all derivative works under copyright law, but specifically excludes
creatures, characters, personalities, teams, personas, likenesses and Product Identity; (e) "Product Identity" means product and product
special abilities, places, locations, environments, magical or line names, logos and identifying marks including trade dress;
supernatural abilities or effects, gods, races, countries, cities, city artifacts; creatures; characters; stories, storylines, plots, thematic
states, political or geographic features, historic events, groups, elements, dialogue, incidents, language, artwork, symbols, designs,
spells, skills, organizations, planes or deities in this book as well as depictions, likenesses, formats, poses, concepts, themes and
the name of any other thing originating from original Judges Guild graphic, photographic and other visual or audio representations;
products and not stemming from the System Reference Document, names and descriptions of characters, spells, enchantments,
but not their stat blocks or other game mechanic descriptions (if personalities, teams, personas, likenesses and special abilities;
any); the intent of this designation is to protect every name, concept places, locations, environments, creatures, equipment, magical or
and description in this product, regardless of what that name is supernatural abilities or effects, logos, symbols, or graphic designs;
attached to, as well as every name that comes from the original and any other trademark or registered trademark clearly identified
Judges Guild products on which this product is based; the strictest as Product identity by the owner of the Product Identity, and which
possible designation is desired; specifically excludes the Open Game Content; (f) "Trademark"
3. All stories, storylines, histories, plots, thematic elements; means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated
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products contributed to the Open Game License by the Contributor; authorized version of this License to copy, modify and distribute
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, any Open Game Content originally distributed under any version of
format, modify, translate and otherwise create Derivative Material this License.
of Open Game Content; (h) "You" or "Your" means the licensee in 10. Copy of this License: You MUST include a copy of this
terms of this agreement. License with every copy of the Open Game Content You
2. The License: This License applies to any Open Game Content Distribute.
that contains a notice indicating that the Open Game Content may 11. Use of Contributor Credits: You may not market or advertise
only be Used under and in terms of this License. You must affix the Open Game Content using the name of any Contributor unless
such a notice to any Open Game Content that you Use. No terms You have written permission from the Contributor to do so.
may be added to or subtracted from this License except as 12. Inability to Comply: If it is impossible for You to comply with
described by the License itself. No other terms or conditions may any of the terms of this License with respect to some or all of the
be applied to any Open Game Content distributed using this Open Game Content due to statute, judicial order, or governmental
License. regulation then You may not Use any Open Game Material so
3. Offer and Acceptance: By Using the Open Game Content You affected.
indicate Your acceptance of the terms of this License. 13. Termination: This License will terminate automatically if You
4. Grant and Consideration: In consideration for agreeing to use fail to comply with all terms herein and fail to cure such breach
this License, the Contributors grant You a perpetual, worldwide, within 30 days of becoming aware of the breach. All sublicenses
royalty-free, non-exclusive license with the exact terms of this shall survive the termination of this License.
License to Use, the Open Game Content. 14. Reformation: If any provision of this License is held to be
5. Representation of Authority to Contribute: If You are unenforceable, such provision shall be reformed only to the extent
contributing original material as Open Game Content, You necessary to make it enforceable.
represent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this 15. COPYRIGHT NOTICE
License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
6. Notice of License Copyright: You must update the Inc.
COPYRIGHT NOTICE portion of this License to include the exact System Reference Document Copyright 2003, Wizards of the
text of the COPYRIGHT NOTICE of any Open Game Content You Coast, Inc.; Authors Jonathan
are copying, modifying or distributing, and You must add the title, Tweet, Monte Cook, Skip Williams, based on original material by
the copyright date, and the copyright holder's name to the E. Gary Gygax and Dave Arneson.
COPYRIGHT NOTICE of any original Open Game Content you Original Spell Name Compendium Copyright 2002 Clark
Distribute. Peterson; based on NPC-named
7. Use of Product Identity: You agree not to Use any Product spells from the Player’s Handbook that were renamed in the
Identity, including as an indication as to compatibility, except as System Reference Document. The
expressly licensed in another, independent Agreement with the Compendium can be found on the legal page of
owner of each element of that Product Identity. You agree not to www.necromancergames.com.
indicate compatibility or co-adaptability with any Trademark or Player’s Guide to the Wilderlands Copyright 2003, Necromancer
Registered Trademark in conjunction with a work containing Open Games, Inc. and Judges Guild;
Game Content except as expressly licensed in another, independent Authors Bob Bledsaw and Clark Peterson based on original
Agreement with the owner of such Trademark or Registered material by Bob Bledsaw, Bill Owen and
Trademark. The use of any Product Identity in Open Game Content Bryan Hinnen.
does not constitute a challenge to the ownership of that Product Caryatid Column from the Tome of Horrors, Copyright 2002,
Identity. The owner of any Product Identity used in Open Game Necromancer Games, Inc.; Author Scott Greene and Clark
Content shall retain all rights, title and interest in and to that peterson, based on original material by Jean Wells.
Product Identity.
8. Identification: If you distribute Open Game Content You must Below the City © Copyright 2003, 2005 by Gabor Lux. All
clearly indicate which portions of the work that you are distributing rights reserved.
are Open Game Content.
9. Updating the License: Wizards or its designated Agents may
publish updated versions of this License. You may use any
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