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CAVERN
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.
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.
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Corridor Puzzle one step at a time:
B, D, A, C, B
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 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
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