The Warriors will attack first as the Ravenous pour in (hasted) from room #3. The werebats will be hanging from the ceiling of the room and attack immediately (+4 to surprise) along with the warriors.
AC: 8 HD: 1 HP: 8, 8, 8, 8, 8, 8, 8, 8
#AT: 1 TH: 20
DMG: 1d3+ disease (Con check: lose 1 point of *CON/ regain 1 per day)
MV: 9 INT: 6 ML: 20 SIZE: M (6’) XP: 65SA: Nil SD: Immune to Sleep, Charm, & Hold related spells
Notes: *0 CON = dead and rises as a ravenous unless corpse is blessed (
Hunger!)
(4) TELANITE WARRIORS
AC: 7 HD: 2 HP: 20, 20, 20, 20
#AT: 3/2 TH: 18 DMG: 1D6+1 (Spear)
MV: 12 INT: 10 ML: 15 SIZE: M (6’) XP: 125
(6) WERE-TELANITES (Werebats)
AC: 5 HD: 4+2 HP: 34, 34, 34, 34, 34, 34
#AT: 3 TH: 17
DMG: 1d4/1d4/1+disease (Con check: lose 1 point of *CON/ regain 1 per day)
MV: 9, Fl 15 (D) INT: 9 ML: 12 SIZE: M (6’) XP: 420
SA: Disease (Do not spread lycanthropy) Nil SD: +1 or better or silver
Notes: *0 CON = dead and rises as a ravenous unless corpse is blessed
There is a 40% chance a Telanite has 1d4 pieces of metallic jewelry worth 2d10 sp.
3. CHAMBER OF REST
This room is where Ungutu allows travellers to stay whilst they rest for their journeys ahead. The room is lit by 4 torches set evenly around the pillar in the center of the room.
There are a number of civilian Telanite travellers here, mostly non-combatants that through the fear Zotlatlan has instilled in them, will not defend themselves and will excitedly surrendur before falling to an adventurer’s blade.
(20) TELANITES
AC: 10 HD: 1/2 HP: 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4
#AT: 1 TH: 20 DMG: 1d3 (Knife)
MV: 12 INT: 9 ML: 9 SIZE: M (6’) XP: 15
4. CROCODILE PIT
The corridor leading to this room is slopes down at 45 degrees and is trapped. A “depression stone” lining the width of the corridor and nearly 4’ in length is easily set off by any pressure applied to it in excess of 80 lbs. The depression is very subtle and only the most alert adventurer has any chance to discern anything of value when stepping on it.
When the stone is depressed, 8 outlets (4 on either side) begin pouring an oily substance onto the corridor floor. Adventurers travelling down the corridor are allowed a dex check at –4 to attempt a grasp at something substantial before falling into the Crocodile Pit below. Adventurers failing checks within the –4 are allowed a second check at –2 to pin themselves inbetween the inner wall of the pit and the pillar rising up from within the water.
No Telanites venture into the corridor, knowing only that occasionaly the wrath of Ungutu causes him to throw one of their count down the corridor, never to return. In effect, questioning the civilians from room #3 will not yield any information of the dangers this corridor presents or what is lying in the water pit, 15’ below the edge of the base room’s floor.
The water in the pit is fueled by a natural creekbed above the chamber and there is an underground outflow on the southwestern side of the pit traveling 100’ before exiting into an outside river in a ravine.
(6) Crocodiles
AC: 5 HD: 3 HP: 24, 24, 24, 24, 24, 24
#AT: 2 TH: 17 DMG: 2d4/1d12
MV: 6, Sw 12 INT: 1 ML: 9 SIZE: L (10’) XP: 65
5. SHRINE OF QUETZALCOATL (God of Snakes)
Unbeknownst to Zotlatlan, Ungutu has not allowed himself to be forced in to worship of Camazotz, the bat god, and continues his worship of Quetzalcoatl here.
Within the chamber is a large statue (12’) of a winged snake made of bronze, a symbol of Quetzalcoatl. The statue weighs 2,400 lbs, but could fetch nearly its weight in gold to the right dealer, should the adventurers find a means to travel with it.
This room is also where Ungutu does his bonecasting rituals. The bonecasting Bowl is made of ceramic and is of exceptional craftsmanship.
Bowl of Bonecasting (and bones)
(Bonecasting Proficiency required for use)
Ritual requires 1d4 hours
65% chance to know answer to a single dilemma
Requires a number of hours of rest equal to the amount of ritual hours
6. UNGUTU’S DEN
Ungutu will lie in wait in his chamber to ambush the intruders. He will have already spent his haste spells on the ambush party that met the infiltrators in room #2 when the adventurers first entered his caverns.
His strategy will be to have Stonekin already cast upon himself as he uses Spider Climbing awaiting on the ceiling Invisible and lay a Stinking Cloud on the adventurers when they enter his lair.
He will then immediately follow up by casting Fireball centered on any warrior in the group followed up by a Hold Monster attempting to hold the most amount of adventurer’s possible (4), following up with a Cone of Cold.
If any intruders are still alive, and the situation seems feasible, Ungutu will try to finish off the battle with Magic Missiles.
If at any time the situation turns grim for Ungutu, he will Dimension Door as close to Telaneteculi, to seek the aid of Zotlatlan.
The Chests
Eastern: Contains proper ingredients and tools to create 3d4 applications of the Feeblemind poison Ungutu uses.
Central: Contains 10 asps, of which 1d8+2 will strike upon opening.
(10) Asps AC: 6 HD: 2+1 HP: 9, 9, 9, 9, 9, 9, 9, 9, 9, 9
#AT: 1 TH: 19 DMG: 1 + Poison (Save vs. Poison at +2 or die in 1d8 rounds)
MV: 15 INT: 1 ML: 8 SIZE: S (5’) XP: 175
Western: Needle Trapped (+5% F/RT) with Asp poison as above.
Contains: 82 gp, 453 sp, and 753 cp.
WitchDoctor Ungutu (M10)
STR: 16 DEX: 18 CON: 16 INT: 15 WIS: 15 CHR: 5 COM: 5
AC: 4 HP: 55
#AT: 1/1 TH: 16 DMG: *1d4+2 (**Poison)
MV: 12 ML: 17 Abilities: +1 save vs. magic, Bonecasting (15), Save vs Poison +4
**Poison: Save vs. Poison or be Feebleminded (Int=3)
Spellbook (written in Amedi/ -30% to learn spells from, even if the proper language is comprehendable)
Spells: 4, 4, 3, 2, 2, +4
1. Magic Missile x4 (5d4+5), Spider Climb, Charm Person
2. Dark 15’, Invis, Mirror Img (1d4+3+og), Stink Cloud (20’ save pois or no act 1d4+1)
3. Dispel Magic, Fireball, Hastex2 (Ravenous, Werebats, & Warriors)
4. Stoneskin (null 1d4+5 attacks), Dimension Door
5. Cone of Cold (10’ dia x 50’ l, 10d4+10), Hold Monster (saves: 1/-3, 2/-1, 3 and 4/0)
Equipment: Bamboo Armor (AC: 8), Minor Dwoemorstone, *Bone of Rites, Chalice of Quetzalcoatl, Ungutu’s Nosebar, Bonecaster’s Bowl
Minor Dweomorstone (Red & White)
1/day: 1d8-4 (37.5% lose, 12.5% equal, 50% gain) (Mage only)
Negative Result- Lose amount of spell levels equal to negative result (1 day); must rest 1 day per negative result.
Equal Result- No effect.
Positive Result- Gain amount of spell levels equal to positive result (1 day).
Bone of Rites (Bone Hilted Dagger)
+1 TH/DMG
+2 to Proficiency Checks when adding applications
Applications hold for 24 hrs
Chalice of Quetzalcoatl
3/day
Heals 1d4+4 hitpoints
Save vs. Poison at +4 or fall unconscious an equal amount of hours
Bowl of Bonecasting (and bones)
(Bonecasting Proficiency required for use)
Ritual requires 1d4 hours
65% chance to know answer to a single dilemma
Requires a number of hours of rest equal to the amount of ritual hours
Ungutu’s Nosebar grants +4 save vs. Poison, and –1 to Charisma while worn.