You are on page 1of 9

ZUGGTMOY's

CAVERN

A puzzle to drive you mad.


"Up-Down-Down-Up. Hmm, nope. That driven mad through long exposure to
doesn't work. How about we try Up-Up- the "hallowed" demonic site.
Down Down. Still not right." Finally, the PCs may search the altar and
- Thwarted Adventurer unleash a demonic guardian.

Starting the Adventure :


Zuggtmoy's Cavern is a small dungeon
encounter that can be added to almost The opportunities to get the PCs into the
any ruin. corridor are nearly endless;

Originally written as a side quest during  maybe this is just another room
an Out of the Abyss campaign for 5th on a longer dungeon crawl
level adventurers. The puzzle corridor  maybe the PCs have heard of this
and cavern may be plugged in at any "impossible" puzzle, and taken
level, in almost any setting. on the challenge.
 maybe there are stories of
ancient treasure or magic tomes
Adventure Background : within; or
The cavern dedicated to Zuggtmoy; Lady  maybe they just happen across a
of Rot and Decay has lain undisturbed secret door in the basement of a
for many years. manor house.

Whilst the passage leading to the cavern


may be known. No one has solved the The Ante Chamber :
puzzle and witnessed the hallowed altar
The chamber is a mere 15 ft in each
since the Cult of Zuggtmoy were driven
dimension. The high quality
from the realm over two hundred years
masonry shows little sign of its age.
ago.
The room is unlit.
Six imposing marble statues line the
Adventure Synopsis : left and right walls of the room.
The adventure starts with the PCs Each depicts a humanoid in an
entering a subterranean chamber with agitated state: anger, sorrow,
the puzzle corridor ahead of them. torment, fatigue, frustration and
fear.
Included are schematics of the
mechanism, as well as templates for There is a narrow opening on the
players to take notes. wall ahead of you, merely 2 ft wide,
and 5 ft tall. There are also 4 heavy
The PCs then descend into the sacred
metal levers on the wall.
cavern and encounter an isolated colony
The statues are exactly that. The focus
of Vegepygmy (Volo's Guide To
on this chamber is a place to stop safely
Monsters page 196) They have been
and study the puzzle. (For a longer
adventure, or higher level PCs you may
wish to insert constructs, or animated the lever, platform and spear gate is as
armor in place of the statues) follows:

The Corridor and Pit :


The corridor ahead is blocked by a
forest of spears, and a series of
large metal platforms. There are 5
rows of spears and 5 platforms.
All but the lowest lever are in an
upward position. The closest and
farthest platforms are folded
against the wall, and the third row
of spears retracted into the ceiling.
A deep pit is visible below the
platforms. The pit is flooded, and
spikes rise out of the water.
If the PCs question the possibility of the
The puzzle consists of four levers which
mechanism being seized up due to rust,
each raise a set of spears, and lower a
you can explain that grease can be seen
platform. Each platform is only large
in the lever housing, therefore coating
enough for one medium sized creature.
the chain, hinges and cogs to prevent
Any PC that is on a platform when it is rust.
triggered falls into the pit and is impaled
To successfully pass through the puzzle,
on 1d4 + 4 spikes (1d8 damage each),
one PC must activate the levers, whilst
and is immobilised. The PC then slides
another skips from platform to platform
down the spears, lubricated by his own
until they reach the other side.
blood, and sinks below the putrid water
in the bottom of the pit. The PC is then To assist yourself and the players
very likely to drown unless saved decode the puzzle, advise the players to
somehow by the rest of the party. label the levers A through D:
(You may elect to give the PC a chance
to avoid one or two spikes, and a slim C
chance of not being immobilised,
therefore potentially able to haul
B D
themselves up off the spikes).
Passage

A
The Mechanism :
The mechanism for the levers, platforms
and spears are hidden within the
masonry. The mechanism connecting
The platform and spears are connected Receiving Chamber :
to each lever as follows: Once a PC reaches the far end of the
corridor, they enter another statue lined
chamber. However, there are only two
levers on the wall.
The chamber is similar to the one
you just left. It is also unlit. The
statues against the walls exhibit:
joy, ecstasy, love, happiness and
contentment.
There are two levers on the wall
in a downward position. There is
also an iron door on the far right
If all levers are set "down" then all the wall.
platforms are down, and the spears up.
The successful PC should try out each of
If all levers are "up" the spears are
the levers. One triggers all the
down, and the platforms are up.
platforms to raise, the other triggers all
Remember: the spears to raise.
 Lever Up, Platform Up, Spear Down.
Each lever remains in the "up" position
 Lever Down, Platform Down, Spear Up.
for only 1d4 rounds. While the lever is
in an "up" position, a loud mechanical
The Solution : clunking sound echoes through the
corridor. This is the noise of the release
One solution is to only lower one lever
mechanism, as a ratchet clicks over an
at a time in the following order:
unwinding cog.
B, D, A, C, B
The trailing PCs have a few rounds to
Alternatively, lowering two levers at a
clamber through the corridor before the
time will be slightly faster:
mechanism resets all 4 levers to the
BD, AD, AC, BC.
down position. (Platforms Down, Spears
Attached is a sheet with various lever Up).
position combinations, and schematics
Any PC in the corridor when the lever
of the corresponding platform / spear
resets will fall into the pit.
arrangement. This ought to help you
answer the PCs probing questions.
Also provided is a blank sheet which the The Iron Door :
players may use to jot down the The Iron door is locked. Thieves Tools
arrangements as they try and work out DC15 to unpick the lock, or Athletics
solution. DC25 to break it down.
(This can be as hard or easy as your PCs
can manage depending on their level).
Beyond the iron door, the passage is "hallowed" effects laid down by the long
rough hewn into the surrounding departed Cult of Zuggtmoy.
rock. The path winds steeply The pair of thorny, two warriors and the
downward. chief confront the PCs, while the rest of
The steep decline is damp, and slippery the tribe hide amongst the fungi. The
(Acrobatics DC15) to balance, else the hidden vegepygmy use their plant
PCs will slide down, making a bit of a camouflage ability (Stealth +4 with
racket. advantage).
The chief demands that the party make
Zuggtmoy's Cavern : (encounter CR 8)
a sacrifice to Zuggtmoy. He speaks
vegepygmy which sounds like a hissing,
At the bottom of the decline, the spitting and coughing; whilst making
passage opens up into a natural vigorous hand gestures. It is unlikely
cave. any PCs will understand them, and this
The cavern is immense. should result in battle when the
vegepygmy start herding one of the
Stalagmites and stalactites form
players toward the altar.
occasional columns which create
the appearance of a grand vaulted Once the leadership group are engaged
ceiling. in combat, the hidden vegepygmy
warriors will surprise the PCs from
The walls are covered with
behind.
phosphorescent lichen which
provide a soft light. Hundreds of
different fungi litter the floor in a Option - Let's Talk Nicely :
myriad of colours.
There is a chance the party will be able
Near the back of the cavern there is to communicate with the vegepygmy.
a raised dais with an imposing The chief's name is "Hiss, click, click"
circular stone altar. said whilst tugging on your ear lobe.
The clatter of a slipping PC should alert He and his kin are determined to make a
the Vegepygmy (Volo's Guide to blood sacrifice to Zuggtmoy. If the
Monsters page 196) to the arrival of players agree to make a sacrifice, they
visitors. If not, there is a Shrieker will trigger the glyph on the altar (refer
(Monster Manual page 138) positioned below), and the vegepygmy will assist in
near the entrance. defeating the demon.
The small tribe of Vegepygmy include : Who knows, they may become friends?
 Vegepygmy Chief,
 10 Vegepygmy, and
The Altar : (encounter CR 7)
 2 Thorny.
Once the vegepygmy are dispatched, the
The vegepygmy are all mad, infected by
PCs have time to explore the cavern
generations of exposure to the
properly.
The 2 ft. high dais is covered with  Roll 1d4 times on Magic Item Table F.
fungi, but the altar stands clear. (Dungeon Masters Guide page 146).
It is a massive circular stone, the Alternatively, create a treasure hoard to
surface carved with a pentagram. suit your players.
The likeness of Zuggtmoy and her
demonic attendants are etched into Conjure Barlgura
the sides of the stone. 4th level conjuration
Casting Time: 1 action
There is a glyph of warding on the altar,
Range: 60 feet
which is triggered as soon as a PC
Components: V, S
touches the stone (likely if they are
Duration: Up to 10 minutes
searching for hidden compartments /
secret doors, or studying the carvings). You summon a barlgura that appears in
an unoccupied space you can see within
The glyph has been set with the Conjour
range. The barlgura disappears when it
Barlgura spell from Unearthed Arcana -
drops to 0 hit points or when the spell
That Old Black Magic (spell description
ends.
reproduced below).
The barlgura is hostile to all non-demons.
There is a 50% chance that a Vargouille
Roll initiative for the barlgura, which has
(Volo's Guide to Monsters page 195)
its own turns. At the start of its turn, it
slips in with the Barlgura (Monster
moves toward and attacks the nearest
Manual page 56).
non-demon it can perceive. If two or
Once the demons are taken care of, the more creatures are equally near, it picks
secret compartment under the alter can one at random. If it cannot see any
be opened (Investigation DC15 to find, potential enemies, the barlgura moves in
Thieves Tools DC15 to unlock, or a random direction in search of foes.
Athletics DC15 to pry open)
As part of casting the spell, you can scribe
a circle on the ground using the blood of
Treasure: an intelligent humanoid slain within the
past 24 hours. The circle is large enough
This is the only reward for the whole
to encompass your space. The summoned
ordeal, puzzle corridor, vegepygmy and
barlgura cannot cross the circle or target
demons.
anyone in it while the spell lasts.
 6d6 100gp gems (Coral, Amber & Pearl).
 Roll 1d4 times on Magic Item Table C.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s
Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA
and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Corridor Puzzle one step at a time:
B, D, A, C, B

all UP all down B down D down A down C down B down


floor door floor door floor door floor door floor door floor door floor door

A B
A B
A B
A B
A B
A B
A B

D C
D C
D C
D C
D C
D C
D C

B A
B A
B A
B A
B A
B A
B A

C D
C D
C D
C D
C D
C D
C D

A B
A B
A B
A B
A B
A B
A B

A up/closed A down/open A up/closed A up/closed A down/open A up/closed A up/closed


B up/closed B down/open B down/open B up/closed B up/closed B up/closed B down/open
C up/closed C down/open C up/closed C up/closed C up/closed C down/open C up/closed
D up/closed D down/open D up/closed D down/open D up/closed D up/closed D up/closed

two steps at a time


BD, AD, AC, BC

B and D down A and D down A and C down B and d sown


floor door floor door floor door floor door

A B A B
A B
A B

D C
D C
D C D C

B A
B A B A B A

C D C D C D
C D

A B A B
A B
A B

A up/closed A down/open A down A up/closed


B down/open B up/closed B up/closed B down/open
C up/closed C up/closed C down C up/closed
D down/open D down/open D up/closed D down/open
Corridor Puzzle
Blank sheet for notes by players

floor door floor door floor door floor door floor door floor door floor door

A B
A B
A B
A B
A B
A B
A B

D C
D C
D C
D C
D C
D C
D C

B A
B A
B A
B A
B A
B A
B A

C D
C D
C D
C D
C D
C D
C D

A B
A B
A B
A B
A B
A B
A B

A A A A A A A
B B B B B B B
C C C C C C C
D D D D D D D

floor door floor door floor door floor door floor door floor door floor door

A B
A B
A B
A B
A B
A B
A B

D C
D C
D C
D C
D C
D C
D C

B A
B A
B A
B A
B A
B A
B A

C D
C D
C D
C D
C D
C D
C D

A B
A B
A B
A B
A B
A B
A B

A A A A A A A
B B B B B B B
C C C C C C C
D D D D D D D

You might also like