The Ruins of Tymarell

Tymarell was a rich city-state, located at the headwaters of the Panthera River in modern-day Rakore. Tymarell was founded in 305 Avard, and reached its peak just before it was destroyed by a pyroclastic flow in 612 Avard. A long-dormant volcano known as Mount Weltdown was active just long enough to destroy Tymarell, before going quiescent once again.

Tymarell excelled at gold-mining and smelting, and was also known for its fine wools and woolen tapestries. The city-state was ruled over by a duke, who was appointed and supported by a council of the most powerful and influential members of the land. One member of the council was a powerful priest of Mikindim, whose church constructed the vast underground sewers of the realm. Other members of the council included a wizard of considerable skill, a silver dragon, and a representative of the local dwarves, the Deepsmiths.

The awakening of Mount Weltdown was met with some concern, but it was not considered a great threat to Tymarell. The pyroclastic flow befell the city so quickly that nearly everyone died instantly. Killishandrastatia, the silver dragon that influenced the city-state, died horribly of asphyxiation after his lungs were burned out by the flow; unfortunately, his death throes collapsed several of the underground sewers that had survived the flow intact. The sewers are currently a confusing maze of tunels and labyrinthine corridors, made more confusing by the incursions of the Deepsmiths after the city had fallen.

Some of the sewers came up underneath buildings of considerable importance within the old city-state, in include the city treasury, the wizard's tower, Killashandrastatia's home, the city armory, and the homes of several residents. Killashandrastatia's home contains a hint as to the location of his treasure horde, in the form of a cryptic map set in the floor to his study, hidden in the mosaic tiles.

A number of creatures have moved into the tunnels, over the years. A few of the old buildings poke up from beneath the stone-formed ashes, allowing various entrances and exits, especially as how many of the buildings were broken into from below, by either the Deepsmiths or various creatures. The Deepsmiths, for their part, tried to access the treasury, only to be turned back by the earth elemental the wizard had emplaced. Most of the Deepsmiths were wiped out by the humans of Stomalin some time later.

The former ruler of the underground was Grythe, a powerful troll that lorded it over several Deepsmith slaves, and an otyugh. Grythe was defeated by a small group of Gideon Enterprises operatives, though they withdrew afterwards, having suffered heavy casualties. Two of their bodies lie rotting in the sewers where they died, half-eaten by rats, and cut in half by the greataxe Grythe had wielded. The troll is still regenerating, and it might be several years before he is able to lord it over the Deepsmiths, again. He hides, deep within the sewers, patiently healing from his terrible wounds.

Other, lesser creatures currently inhabit the tunnels, as well, including rats, a giant constrictor snake, monstrous spiders, and even a will-o'-the-wisp.

A ring of earth elemental control is needed to bypass the summoning ward on the treasury; without it, whole armies could be ground to pieces. The ring was taken by rats deeper into the maze of tunnels. Detect magic or similar spells might be used to help find it. As well, a skeleton lies beneath the pipe the rats took the ring down -- the poor fellow was eaten alive by rats, while he tried to get at the ring.

The treasury contained 80 bars of gold bullion (valued at 100 gp each), 24,600 square, golden coins, 13,214 square silver coins, and 3,211 square platinum coins. It was cleaned out by operatives of Duke Herod Notimeh, in order to finance his operations that hinder Rakore. Closer observers will note a substantial change in the economy of Rakore, with Duke Notimeh's operatives claiming to have 'found' the treasure in an ancient city across the seas in Baroneth. Although all the gold is gone, the earth elemental contained within its permanent summoning circle still defends the front entrance -- though the back has a mine shaft punched through it from somewhere else in the ruins.

The Sewers
Rats, Tiny Animals (hundreds): CR 1/8; HD 1/4d8 (1hp); Init +2 (Dex); Spd 15ft, climb 15ft; AC 14 (+2 size, +2 Dex); Attacks Bite +4 melee (1d3-4), F/R 2 1/2ft by 2 1/2ft/0ft; SQ Scent; SV Fort +2, Ref +4, Will +1; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2; Skills: Balance +10, Climb +12, Hide +18, Move Silently +10; Feats: Weapon Finesse (bite).

Monsterous Spider, Small (6): CR 1/2; Small Vermin; HD 1d8 (4hp); Init +3 (Dex); Spd 30 ft, climb 20ft (40 ft, climb 20ft); AC 14 (+1 size, +3 Dex); Atk Bite +4 melee (1d4-2 and poison); SA poison, web; SQ vermin; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int --, Wis 10, Cha 2; Skills: Climb +10, Hide +14, Jump +6, Spot +8; Feats: Weapon Finesse (bite). Poison (Ex): DC 11, Initial and Secondary Damage 1d3 Str. Web (Ex): Escape DC 18, Break DC 24, hp 4. DC 20 to notice the web; attempts to break free gain a +5 bonus if there is purchase. Vermin (Ex): Immune to mind-influencing effects. 3ft wide; body the size of a man's head

Will-'o-Wisp, Small Aberration (Air): Cr 6; HD 9d8 (40hp); Init +13 (+9 Dex, +4 Improved Initiative); Spd Fly 50ft (perfect); AC 29 (+1 size, +9 Dex, +9 deflection); Attacks Shock +16 melee (2d8); F/R 5x5/5ft; SQ Spell Immunity, Natural Invisibility; SV Fort +3, Ref +12, Will +9; Str -, Dex 29, Con 10, Int 15, Wis 16, Cha 12; Skills: Bluff +11, Listen +17, Search +14, Spot +17; Feats: Alertness, Blind-Fight, Dodge, Improved Initiative. Spell Immunity (Ex): The only spells that affect them are magic circle against chaos, magic circle against evil, magic missile, maze, protection from chaos, and protection from evil. Natural Invisibility (Ex): A startled or frightened one can extinguish its glow, effectively becoming invisible as per the spell.

Snake, Giant Constrictor, Huge Animal: CR 5; HD 11d8+11 (60hp); Init +3 (Dex); Spd 20 ft., climb 20ft; AC 15 (-2 size, +3 Dex, +4 natural); Attacks bite +13 melee (1d8+10 damage); F/R 15ftx15ft (coiled)/10ft; SA Improved Grab, Constrict 1d8+10; SQ Scent; SV Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Skills: Balance +11, Climb +18, Hide +3, Listen +9, Spot +9.

Otyugh, Large Aberration: CR 4, HD 6d8+6 (33hp); Init +0; Spd 20ft; AC 17 (-1 size, +8 natural); Attacks 2 tentacle rakes +3 melee (1d6 ea) and bite -2 (1d4); F/R 5x5/10(15w/tentacles); SA Improved grab, constrict 1d6, disease, SQ scent; SVs Fort +3, Ref +2, Will +6; Abilities STR 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6; Skills - Hide +5*, Listen +6, Spot +9; Feats - Alertness. Improved Grab (Ex): Auto-grab with a successful tentacle attack. Constrict (Ex): Automatic tentacle damage with a successful grapple attack. Disease (Ex): Fort save (DC 12) or 'filfth fever' - damage 1d3 Dex and 1d3 Con temporarily. *Skills: +8 bonus to hide when in its lair, because of camouflage. Treasure: ghosttouch dagger +1, spessartine (red to orange garnet, 3,671 SP), medium masterwork dwarven waraxe (330 GP).

The Depths
Deepsmiths (scores of them), male dwarves (deep) Ftr1: CR 1; Size M (4 ft., 4 in. tall); HD 1d10+1; hp 11; Init +1 (+1 Dex); Spd 20 ft.; AC 17 (+1 Dex, +6 Banded mail); Attack +2 melee (battle axe 1d8+1, crit 20 x3), or +2 ranged (dagger 1d4+1, crit 20 x2, range incr 10ft); SV Fort +3, Ref +1, Will +0; AL CN; Str 13, Dex 13, Con 13, Int 7, Wis 11, Cha 9. Languages Spoken: Dwarven, Common. Skills and feats: Hide +1, Knowledge (nature) +0, Listen +2, Move silently +1, Spot +2; Alertness, Combat reflexes. Melf's Acid Arrow (l2, cl3) (2 charges) (180 gp), potion of reduce (at 5th level) (250 gp), spined shield (2,670 gp), cloak of charisma (+4) (16,000 gp), staff of healing (25 charges) (16,500 gp), nunchaku +2 (23,302 gp) (Int: 17, Wis: 12, Cha: 17, Ego: 12, Communication: empathy, Alignment: neutral good, Skills: sense motive +10, grants bearer free use of blind-fight, 'cure light wounds' / 1d8+5 /on self / 1 per day, sheds light in a 20-foot radius / as a torch), brass mug with jade inlays (281.2 gp), carved ivory statuette (90.8 gp), jeweled anklet (3,917.4 gp), sapphire pendant on gold chain (1,654.7 gp), 2,059 gold coins (Tymarellan/Karatikan make), woolen tapestry (412 gp).

Grythe, male troll Ftr4: CR 9; Size L (9 ft., 3 in. tall); HD 6d8+48 + 4d10+32; hp 131; Init +7 (+3 Dex, +4 Improved initiative); Spd 30 ft.; AC 19 (+3 Dex, -1 Size, +7 Natural); Attack +17/+12 melee (greataxe 1d12+8, crit 20 x3), or +9/+4 melee (greataxe 1d12+16, crit 20 x3), or +12/+7 ranged; SV Fort +17, Ref +6, Will +1; AL NE; Str 27, Dex 16, Con 27, Int 10, Wis 3, Cha 8. Languages Spoken: Common, Giant. Skills and feats: Climb +13, Craft +6, Handle animal +2, Hide -1, Listen +2, Move silently +3, Spot +2; [Alertness], Combat reflexes, Improved bull rush, Improved initiative, [Iron will], Power attack, Run. Large, well-done wool tapestry (297.2 gp), 198 gold coins (198 gp), gold sheen obsideian (65.3 gp), ring of protection +1 (2,000 gp), bastard sword +1 (2,344 gp) (cursed -- wielder's eyes turn a reflective silver color -- immune to gaze attacks, but at the same time, the wearer forever loses any enhanced vision, and cannot receive magically enhanced vision), ring of climbing (2,000 gp).