Return to Tymarell

Recap
For a full recap, refer to Campaign VII's Mission One.

Sammeth Knar is within the initial passages of Tymarell's primary sewers. As he'd headed into the mountains, he'd seen the bad weather coming in, but hasn't made the connection between hard rains above -- and full sewers below. He'll likely feel slight vibrations through the walls, and see water with waves in it (similar to the scene in Jurassic Park with the cup of water) without realizing that it's thunder up above.

The Ruins of Tymarell -- the Sewers

What's to Come
Many of the sewer grates were filled in by the pyroclastic flow, as were large sections of the sewers. Whole buildings, though, were cleared out by the volcano's damage, and what appears to be a small pond or sinkhole above ground is likely to prove a funnel for rain below ground. Once the rain begins to build up above ground, the water below ground in the sewers will rise, slowly at first, and then with frightening speed. Expect Sammeth to have to make swim checks to stay afloat, and the water will take him where it wills.

There are three cess-pools built into the ruins that prevent most overflows and backwashes (each nearly 50' across and 25' deep), and also drain into the sub-sewers that drain lines and recovery lines built atop the ruins of another city, Daggoneth, the home of the Deep Smiths. There is a three foot lip around the edges of the cess-pools, probably slimy with the moisture and funguses of the ages.

During the midst of a flood, Sammeth will be drug to one of the cess pools, where a shit-monster is rather irritated with the rain cleaning out its domain. It likely will attack Sammeth, and it's mass prevents it from being sucked down through the grates at the bottom of the pools.

Current flow at the bottom of the pools will likely require Swim checks against a DC of 30, Strength checks against a DC of 20 to hold on, and Constitution checks to hold one's breath. From there, Sammeth will likely be sucked down into the sub-sewer drain lines.


Adjantis

A monstrous spider has been growing for decades on the cast offs and occasional floodings of the upper levels, and has set up a net like a sieve at the top of the cistern. Several smaller males are nearby in attendance, although none will go into the water.

Webs / Sein (Ex): Escape DC 18, Break DC 24, hp 4. DC 20 (+10) to notice the web (while being flooded down a drain); attempts to break free gain a +5 bonus if there is purchase.

Adjantis - CR 4
Female 100yrs+ Tanthin spider, 6th-level Monster
TN LRG (10ft, barrel-sized body, 150lbs) 'monstrous spider'
Init +3 (Dex); Listen (vibration) +7, Spot +7
No languages
AC 18 (+1 size, +3 Dex, +4 natural)
HP 38 (HD 6d8+4)
Immunity: poisons
Fort +6, Ref +5, Will +2
No known weaknesses
Spd 30ft (40ft in its own web), Climb 20ft (30ft in its own web)
Attack bite +5 melee (1d8+3+poison)
SA Poison (Ex): DC 11, Initial and Secondary 1d3 Str
Str 17, Dex 17, Con 12, Int --, Wis 10, Cha 2
SQ Vermin (Ex): Immune to mind-influencing effects
Feats: Weapon Finesse (bite)
Skills Climb +14, Hide +12, Jump +2

Adjantis' Lovers - CR 1/2
Male 20yrs+ Tanthin spiders, 1st-level Monster
TN SML (3ft, head-sized body, 15lbs) 'monstrous spider'
Init +3 (Dex); Listen (vibration) +4, Spot +8
No languages
AC 14 (+1 size, +3 Dex)
HP 4 (HD 1d8)
Immunity: poisons
Fort +2, Ref +3, Will +0
No known weaknesses
Spd 30ft (40ft in its own web), Climb 20ft (30ft in its own web)
Attack bite +4 melee (1d4-3+poison)
SA Poison (Ex): DC 11, Initial and Secondary 1d3 Str
Str 7, Dex 17, Con 10, Int --, Wis 10, Cha 2
SQ Vermin (Ex): Immune to mind-influencing effects
Feats: Weapon Finesse (bite)
Skills Climb +10, Hide +14, Jump +6

Web Treasure: ceremonial electrum dagger with a star ruby in the pommel (1,211.8 gp), gold medallion with black opal gemstone (1,968.3 gp), medium masterwork dwarven waraxe (330 gp), medium masterwork battleaxe (315 gp) amongst the skeletons still stuck in the webs.

Cistern Treasure: 1,501gp (Karatikan), 4,332sp (Karatikan and Daggoneth), 14,329cp (Karatikan and Daggoneth) amongst the debris, hundreds of skeletons' worth of bone, and mud.


Dagonneth
The sub-sewer drain lines are actually the drain feed lines to Daggoneth, where water was sluiced from the rain to feed the dwarven city's cisterns. After a harrowing ride through rushing rain water, Sammeth will likely be flushed into one of the cisterns. The cisterns are huge caves whose lips have been built with overflow lips, with the overflow feeding the headwaters of Turan River's 'underground spring'.

The edges of the cisterns are rather slippery with molds, and there is no light below, save for the eerie green of dwarven torches set in sconces on the wall. There is a platform with steps that lead down into the water along one side, and beyond those steps lies a tunnel into the city itself.

Daggoneth is a three-dimensional city carved out of the rock, and probably held at its peak some 10,000 Deepsmiths. Most of the city has fallen into decay, taken over by denizens of the deep, caved in by earthquakes, or sealed off by the Deepsmiths' descendants. Because the Deepsmiths and their ancestors thought in three dimensions, expect traps and disuadants to come from any direction.

Daggoneth Architectural Motif: Typical dwarven architecture (straight edges, squares, 7' standards), though without storyboards; each room looks like each other, each hallway looks like another, all corners seem the same. The city was designed to withstand a seige, confuse invaders, and dissuade attacks.

The Deepsmiths founded their city, mined for iron, and made steel after they had exhausted what they knew of some ancient ruins (the original reason for the city). While driving an air shaft for an air-intake on the side of the mountain, they discovered a Gate room and some of its attendant ruins. Unfortunately, one of the Deepsmiths, without realizing, had one of the Gate Keys on him, and opened the Gate.

Tymbara
Historically, Daggoneth was founded by deep dwarves in search of the treasures of another ruined city -- a city that had existed at the time of the Prizm Wars, and had been destroyed by volcanoes, and something from within. The city, whatever its name was, had a functioning Gate nearly twenty feet across and fifteen feet tall. When the city was covered over by volcanic ash and magma, many of its substructures were preserved by magic that later failed.

Tymbaran Architectural Motif: Human architecture with tall and narrow lines. Two bands of carvings decorate each corridor -- demons and monsters and undead along the floor, and even into the floor's flagstones -- and archons, men of nobility, kings, and gods along the ceiling's edge and even into the ceiling. In open rooms with high ceilings, battles in that narrow and tall design can range in inhuman detail.

The Gate had been keyed to a place where lightning was alive, and the ages-old treaties were forgotten. Lightning-like creatures of several kinds flooded into ruins, before killing everyone. The Gate Key holder, once electrocuted, fell away from the Gate, forever silencing it. The invading creatures, in an alien and unknown place, had no idea what had happened, and went mad.

The Deepsmiths trapped many of them into items and objects, but several were too wiley, and the more intelligent and cunning creatures stayed within the ruins, even unto the destruction of Tymarell itself, and beyond.


| Campaign VIII | DM Data | Gaeleth |