discover a subterranean river. From there they battle Ratmen in a Sunken Shine to their foul god, Slith.
The Sunken Shrine of Syraskis "The Sunken Shrine of Syraskis" is a swamp based adventure of intrigue and mystery designed for four to six 3rd level characters. This adventure takes place north of Draica, the capital of Lucidor, in the Grand Marshlands. This module is compliant with the Open Game License (OGL) and Labyrinth Lord™. The OGL can be found at the end of this product.
Adventure Hooks There are several ways that the PCs can become involved in this adventure. Some of the hooks are easier to incorporate then others. • The Party is traveling north from Draica looking for adventure and work and come upon the whole village debating what to do about the recent disappearances. A town councilman will notice their weapons and ask for their assistance. • The party is sleeping in the village hostel when they hear a scream. Town citizens later explain that there have been recent kidnappings and they are all afraid and need help. • The PCs are attacked by Ratmen in their hostel. The hostel keeper said two travelers went missing two weeks ago and haven't been found. The village constables went out looking for the missing villagers, but haven’t returned and are feared dead. • The PCs are approached on the road by a merchant asking for their assistance in finding his daughter who was kidnapped by Rat-like creature three days ago. The local village is no help as they have their own problems. He offers money and points in the direction of where the raiders came from. He offers to accompany them, but is not very skilled in the use of weapons.
Adventure Background The small village of Brynmoor has lived peaceably, for the most part, within the Grand Marsh for over a hundred years. The villagers scratch out an existence by cutting "Bog Mass" and selling it in Draica for fuel. The village has battled several creatures that have wandered in from the marsh, but nothing they couldn’t handle. Recently several of the farmers and travelers have disappeared in and near the marsh. The town constables left town to investigate and haven't returned. The town council has feared that a greater threat has emerged and they don’t have the resources to fight it.
Adventure Summary The PCs are asked by the town council to find their citizens and constables and end the menace coming from the bog. They are guided to the last known location and left to their own devices. From there they can follow trail signs, fight wandering marsh monsters and find a cave opening. The PCs infiltrate a lost dwarven complex and
Room #2 South Entry - Unlocked Closed Stone Doors Room Features - six massive stone columns support the ceiling. A raised platform of 2 feet with stairs on either side lies in the northern part of the room. Monsters - Goblin (2) AL C, MV 60' (20'), AC 6, HD 1, #AT 1, DMG 1d6 (spear/short sword, ML 7, Treasure: 8cp, 4sp, 2gp each LL Note - The goblins have just entered this underground complex and are not with the Ratmen. The goblins are just looking for loot and food.
Wandering Monster Table â€“ Swamp/marsh Monster Roll d4 Brigand Men â€“ 1d4 1 Giant Black Spider 2 Troglodyte- 1d4 3 Giant Leach 4
Act one: The Dwarven Fortress Whatever the PCs reasons for entering the marsh, whether it be one of the adventure hooks or their own invention, they find themselves near a small hill protruding from the marsh and discover a small cave opening.
Room #3 East Entry - Unlocked Stone Door West Entry - Locked Stone Door Room Features - 20' x 15' masonry walls, small stone table and benches sit across the room. Looks like it used to be a dining hall. Monsters - None LL note - Nothing of value
General Features Dungeon Walls: Masonry Dungeon Floor: Flagstone Temperature: Cool Illumination: Dark (individual creatures may carry lights)
Room #4 East Entry - Unlocked Simple Wooden Door Room Features - Dripping water from the ceiling, several barrel-shaped objects. A large stone bench is stationed along the northern wall. Monsters - Purple Blob (1), AL N, MV 1, AC 8, HD 2, #AT 0, DG 1d4 per round, SV (see below), ML 10, Treasure: Ring of Confidence (see Appendix for full description), 7gp, gold ring with diamond insert (75gp value LL note - The barrels were once used for water and food storage, they are now empty. The Purple Blobs treasure is in the northwest corner of the room. Room #5 North Entry - Rubble filled hole Room Features - Natural cave with a large pool of water in the middle. Scattered bones litter the cave. Monster - Cave Fisher (2), AL N, MV 1, AC 4, HD 3, #AT 2, DG 2d4/2d4 Pincer, SV F1, ML 5. (See Appendix for full description) Room #6 West Entry - Stuck Stone Door Room Features - Circular, large broken statue lies on a raised platform on the east side of the room. Monster - None Treasure - Metal Flask, 10' Wooden Pole, Metal shovel and Metal miners pick.
Room #1 Cave Entrance - Natural cave opening Pit Trap - mechanical; location trigger- loose flagstone; automatic reset; 20 ft. deep (1d4, fall) Monsters - None LL Note - Nothing of value
Room #7 South Entry - Locked Stone Door North Entry - Locked Stone Door Room Features - Circular, Large raised circular platform in the center with a bust of a statue. There is a closed stone door to the west. Monster - Goblin (2) MV 60' (20'), AC 6, HD 1-1, #AT 1, DMG 1d6, Morale 7, Treasure: 8cp, 4sp, 2gp each
Room #10 East Entry - Locked Simple Wooden Door South Entry - Secret Locked Stone Door Room Features - Wooden furniture, bed, desk and wooden chest. Monster - None Treasure - Inside locked/trapped wooden chest: 5gp, 25sp, 100cp, garnet gemstone (25gp value) LL Note - The chest is trapped with a poison needle, Save vs. Petrify or Paralyze or fall asleep for 1d4 hours. Room #11 West Entry - Locked Stone Door East Entry - Ruble and water filled hole Room Features - Rectangle, 2 foot deep water on the eastern side. Some broken and rotting wooden furniture lies scattered around the room. Monster - None LL Note - Nothing of value. The partially submerged cave leads to Room #12. Room #12 West Entry - Ruble filled hole Room Features - Natural cave, scattered bones, ripped cloth, shiny objects lie about. Monster - Rogue Aquillion - AL C, MV 40' (Swim 120'), AC 6, HD 3, #AT 1 (underwater #AT 2) DG 1d4/1d6 (Claw/Weapons: Trident/Axe) SV F3, ML 8 Combat: The Aquillion will lie in wait in an alcove above the cave and jump down to attack. LL Note - There is 10gp, 7sp and 37cp scattered around the dry and water areas. These items were "left" by the Aquillion's previous victims.
T-1 Trap Dart Trap - mechanical; location trigger; manual reset; Dmg 1d4 - the trap is located just to the right of the door as one enters and is activated by a loose flagstone on the floor. Room #8 East Entry- Stuck Stone Door North Entry- Secret Locked Stone Door Room Features - Circular, masonry walls and several small statuettes line the walls. Monsters - None Treasure - Nothing of value Trap T-2 Burning Hands Trap - magic device; proximity trigger (alarm); automatic reset; spell effect (Burning Hands DG 1d4) Room #9 South Entry - Locked Simple Wooden Door West Entry - Locked Simple Wooden Door East Entry - Locked Stone Door Room Features - Stone benches and tables line the east and west walls. A small raised platform protrudes from the northern wall. Monster - None LL Note - Nothing of value
Room #13 West Entry - Carved archway Room Features - Natural cave with an underground river running North and South. A small wooden boat is beached in the middle of the cave. A waterfall is on the north part of the river. Monster - Ratmen (2) AL C, MV 120' (40'), AC 6, HD 1, #AT 1, DG 1d6 (Spear & short sword), SV F1, ML 7, 2 gp, 6 sp, 15 cp each. LL Note - These Ratmen are here to guard the underground river entrance and their boat. They will fight the PCs until they get below 1/2 of their hp then they will jump into the river and swim downstream, leaving the boat. To entice the PCs to travel down the river, the LL may want to insert an injured, kidnapped girl: Instra Refisa (AL L, AC 9, 2 hp) she may tell a story of being captured by the Ratmen several days ago on a road and becoming hurt (injured leg). She has seen several other people taken down the river in boats to parts unknown.
Room features - Large natural cave with several stone buildings protruding from its walls. Piles of ruble are in several places evidence of recently excavation. Stalactites hang from the ceiling. LL Note -There is nothing of value. The Ratmen here are fanatical and will fight to the end. Monsters - Ratmen (3), AL C, MV 120' (40'), AC 6, HD 1, #AT 1, DG 1d6 (short sword), SV F1, ML 7, 3 gp, 8 sp, 11 cp each
Act Two - The Sunken Shrine
Room #3 LL Note - If the PCs donâ€™t ambush the Ratmen in room #2 then the Ratmen sub-leader and 1 Ratmen will rush from this room to room #2 to investigate. East Entry - Constructed cave entrance West Entry - Locked double stone door Room features - Natural cave with recent excavation ruble pile littering the room. A large double stone door carved with rune-like engravings looms on the west side of the cavern. Monsters - Ratmen sub-leader (1) Ratmen (3), AL C, MV 120' (40'), AC 6, HD 2, #AT 1, DG 1d6 (short sword), SV F2, ML 8, 1 pp, 8 gp, 15 sp, 9 cp, gold chain (25 gp value) Ratmen (2), AL C, MV 120' (40'), AC 6, HD 1, #AT 1, DG 1d6 (spear, short sword), SV F1, ML 7, 3 gp, 8 sp, 11 cp each
General Features Dungeon Walls: Masonry, Natural and Carved Dungeon Floor: Flagstone (light rubble) Temperature: Warm Illumination: Dark Room #1 LL Note - If one or more of the Ratmen from Room #13 make it here, they will be on guard. River Entry - Constructed cave entrance Room Features - Natural cave built by the subterranean river. 15' long by 8' wide. Pile of rubble near the northern entrance. Treasure - Nothing of value. Monsters - None
Room #4 South Entry - Closed stone door East Entry - Locked stone door Room features - 10' x 12', masonry walls, 2 wooden benches and a table are in the center of the room. Some shields and weapons are piled in the northwest corner Treasure - 3 small shields, 2 spears, and 1 mace (belongs to the NPCs) Monsters - Giant Rat (2), AL N, MV 120' (40'), AC 7, 2 hp each, #AT 1, DG 1d4-1 bite (Save vs. disease, 2d4 days ill and lose -1 initiative), SV F1, ML 8)
T-1 Wall Blade Trap - mechanical; touch trigger; automatic reset; hidden switch bypass (1d6, short sword). The bypass switch is hidden in a small hole on the west side of the cave. Room #2 Southwest Entry - Constructed cave entrance Northwest Entry - Closed stone door Northeast Entry - Closed stone door South Entry - Closed stone door West Entry - Constructed cave entrance
Room #5 LL Note - The Ratmen's slaves are kept in this room when their not working. The door is barred and locked on the outside. West Entry - Locked stone door Room features - 10' x 10' masonry walls, metal wall scone with lit torch, 2 wooden chairs, 3 humans and a dwarf stand or sit near the wall opposite the door.
Room #6 North Entry - Stuck stone door South Entry - Secret locked stone door Room features - 10' x 15" masonry walls, wooden bed, desk, chair and open chest. Monsters - None LL Note - Nothing of value Room #7 North Entry - Locked stone door Room features - 10' diameter circular in design, 2 closed metal boxes, wooden desk and chair Trap - Both metal boxes have poison needle traps. Save vs. poison or become sick for 1d4 hours (-2 initiative) Treasure - Box #1 - Emerald chalice (50gp value, Golden pendant (35gp value), Onyx ring (20gp value), Ring of Tongues (Allows the PC to read and understand any creature within a 30' radius. Box #2 - 5ep, 23sp, Potion of Wakefulness - See appendix for full details Monsters - Cave Dangler (2) AL N, MV 120' (40'), AC 5, HD 2, #AT 1, DG 1d4 bite, save vs. paralysis 2d6 min, SV F2, ML 6) LL note - Danglers are dog-sized spiders which inhabit the deep underground realms. Their carapaces are smooth and transparent, making them almost invisible even under lighting. Combat -True to their namesake, danglers typically hunt by hanging unnoticed atop a cavern ceiling. When prey passes underneath, they drop down to attack, injecting a potent, paralyzing toxin. Meals are cocooned and stored in crevices in the ceiling, to be drained later.
NPCs - Alcinder Stonebreak (Dwarf), AL L, MV 120' (40'), AC 7 (leather), hp 11, # AT 1, DG 1d4 fists, SV F2, ML 5) Orlando Adamah (Human male Fighter LV 3), AL L, MV 120' (40'), AC 7 (leather) , hp 12, #AT 1, DG 1d4 fists, SV F3, ML 6) Lexi Merrow - (Human female Magic-user LV 3), AL N, MV 120' (40'), AC 9, hp 10, #AT 1, DG 1d4 fists and spells, SV MU3, ML 5) Spells memorized: Fire Ball, Magic Missile Konrad - (Human Cleric LV 3), AL L, MV 120' (40'), AC 9, hp 10, #At 1, DG 1d4 fists and spells, SV C3, ML 6), Spells memorized: Cure light wounds, Hold Person Monsters – None
Room #8 LL Note - Nothing of value South Entry - Stuck stone door Room features - 10' x 15" masonry walls, destroyed furniture and bones are scattered around the room. Monsters - None Room #9 LL Note - If surprised the Ratmen Shamans will only attack/defend with weapons and will not have time to conjure up their spells. To "spice up" the combat, the LL may want to have the Ratmen guards defend/attack first so the Shamans have time to prepare their spells. East Entry - Locked double stone doors North Entry - Locked stone door South Entry - Unlocked stone door Room features – Large rectangular room, roughly 15’ x 20’, masonry walls, large raised dais on the west end.
T-2 Poison Dart Trap - mechanical; location trigger; manual reset; (1d4 plus poison, dart); save vs. poison or be paralyzed for 1d4 rounds. No further effects or loss of hit points.
Monsters - Ratmen Shamans (2), AL C, MV 120' (40'), AC 6, HD 2, #AT 1, DG 1d6 and spells (spear & short sword), SV F2, ML 8, Silver holy chains (35gp value). Ratmen (4), AL C, MV 120' (40'), AC 6, HD 1, #AT 1, DG 1d6 (spear, short sword), SV F1, ML 7, 2gp, 5sp, 13cp each.
Ratmen Master Shaman (1) AL C, MV 120' (40'), AC 6, HD 3, #AT 1, DG 1d6 (short sword) & spells, SV F2, ML 8, Gold holy chain symbol (50gp value), Candle of Darkness (100gp value), 20gp, 5sp, 2cp Candle of Darkness: This unusual candle, when lit, actually produces magical darkness of a 50' range. It also lowers the temperature within 10' by a significant degree.
Ratmen Shaman Spells Confusion (lesser) Level 2 Duration: 12 rounds Range: 60' See page 29 of LL guide for remaining description
Master Shaman Spells: Sleight of Gaze Level 3 Duration: 3 turns Range: 40 feet It creates an illusory perception filter, an illusion that does not render its subjects invisible, but rather makes it difficult for a creature to focus on them. As long as the subject does not draw attention to itself, other peoplesâ€™ gazes simply slip off of them, and their words fade into silence. Save vs. wands to notice a subject. However, characters that have already noticed the subject are not affected by the perception filter. If a subject draws attention to itself (for example, attacking a creature, casting a spell with obvious or visible effects, or directly addressing or touching another creature), it loses the benefits of this spell.
Acid Drops Level: 2 Duration: Instant Area of Effect: 3' long 120Â° cone Explanation/Description: This spell acts as Burning Hands except it does damage with a spray of acid. 1d4 damage. Saving Throw: None Room #10 LL Note - When the PCs enter this locked room, roll for surprise (LL guide Pg 50). If the PCs lose the initiative, then the Wererat will fire his crossbow first and let his giant rats attack next. The next round the Ratmen Master Shaman will attack with her Cold Ball spell South Entry - Locked stone door Room features - 10' x 15' masonry walls, partially destroyed furniture and wall tapestry. A parchment with strange runes lies on the table. Monsters - Wererat (1) AL C, MV 120' (40'), AC 4, HD 3+1, #AT 1, DG 1d8 (Heavy crossbow & Long sword), +1 dagger, SV F3, ML 9, SD sustain damage from +1 or better weapons, 20pp, 8gp, 11sp, 5cp, Ruby gem (30gp value)
Cold ball Level: 3 Durations: d4 rounds Range: 10 yards/level Area of Effect: 30' radius This spell causes d4 points of damage to all creatures in the area of a 30' radius. In addition, creatures failing a save vs. spells are affected as per a slow spell for the duration of the spell. Save vs. spell. Darkness Level 2 Duration: 4 turns Range: Touch Saving Throw: None Spell Resistance: No This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells
of lower level. Higher level light spells are not affected by darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spellâ€™s effect is blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower spell level. Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal. Treasure in the room - NPCs Spell book, Magic missile staff (4 charges), Cleric holy book, +1 Short sword, Parchment with runes (see below)
Giant Rats (2) AL N, MV 120' (40'), AC 7, 2 hp each, #AT 1, DG 1d4-1 bite (Save vs. disease, 2d4 days ill and lose 1 initiative), SV F1, ML 8) Room #11 North Entry - Unlocked stone door Room features - Rectangle, masonry walls, stone benches and tables. Shelves line the walls with empty or broken pottery. Monsters - None LL Note - Nothing of value
Concluding the Adventure If the PCs manage to defeat the Ratmen and secure the release of the slaves, the village is most grateful and showers the PCs with small home-made gifts and what little money they can come up with. If the Wererat and some of his henchmen escape or the PCs are repelled, the Ratmen may attack the village one last to time to get rid of the PCs. If the PCs rescue the slaves and it involves the plot hook of the merchant he will offer 200gp each and will request their service as bodyguards on his next journey into the wildlands.
Maps Overland Map
Dwarven Fortress Map
The Sunken Shrine of Syraskis
cure disease spell kills green slime, but other attacks, including weapons and spells, have no effect.
Appendix Included in this appendix are new spells, magic items and monsters. Purple Blob AL N, MV 1, AC 8, HD 2, #AT 0, DG 1d4 per round, SV (see below), ML 10, Description: Hideous growths, Purple Blobs are different shades of purple and pink, sticky and wet. It grows in dark subterranean places on walls, ceilings and floors. This blob cannot attack but is sensitive to vibrations and often drops from the ceiling onto a passing victim. Purple Blobs attach itself to living flesh and starts to feed. The damage is 1d4 per round. Purple Blobs can eat through wood at an inch an hour and will eat through metal at about 3 inches per hour. Blobs can be scraped off quickly, cut away, frozen, or burned. A
Ring of Confidence (+1 Wisdom) (250gp value) This simple, tarnished band of silver has an engraved inscription on the inside, saying "Wear Martyrs Tread Lightly" in an old dialect of the common tongue. When placed on a finger it shrinks in size to fit the digit perfectly, turning polished in the process. The ring bestows courage and confidence in the wearer to the point where he can tackle any foe without fear. Naturally this curse will only serve the wearer well if he is a great hero capable of matching courage with his deeds. If the wearer put another ring on either hand this ring will increase in size and will constantly fall off.
Cave Fisher AL N, MV 1, AC 4, HD 3, #AT 2, DG 2d4/2d4 Pincer, SV F1, ML 5. Description the cave fisher is a large insectoid that has adapted to life below ground. It combines many of the characteristics of a spider and a lobster. The cave fisher has a hard shell of overlapping plates and eight legs. The 6 rear legs are used for movement and traction on stony walls and corridors. Because of these limbs, the fisher has no difficulty in moving up and down vertical walls. The front pair of legs is equipped with powerful pincers, which are used for killing and dismembering prey. The most unusual feature of the cave fisher is its long snout, which can fire a strong, adhesive filament. The monster can also use its adhesive to anchor itself in place on walls and ledges
Candle of Darkness (100gp Value) This unusual candle, when lit, actually produces magical darkness of a 50' range. It also lowers the temperature within 10' by a significant degree.
Cave Dangler AL N, MV 120' (40'), AC 5, HD 2, #AT 1, DG 1d4 bite, saves vs. paralysis 2d6 min, SV F2, ML 6) Description Danglers are dog-sized spiders which inhabit the deep underground realms. Their carapaces are smooth and transparent, making them almost invisible even under lighting. Combat -True to their namesake, danglers typically hunt by hanging unnoticed atop a cavern ceiling. When prey passes underneath, they drop down to attack, injecting a potent, paralyzing toxin. Meals are cocooned and stored in crevices in the ceiling, to be drained later.
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Potion of Wakefulness (100gp value) The user of this potion will be able to remain awake and alert for a day and a half with no adverse effects. Food and water will need to be consumed every 4-6 hours as usual. No more than two doses in a row can be used safely. Drinking a second potion right after the first 36 hours expires will be effective for only 30 hours, and will cause a temporary loss of 1 point of dexterity due to slight, uncontrollable trembling. Trembling will last for 30 hours. Drinking a third potion in a row will have twenty four hour duration and -2 dexterity penalty and a -1 penalty for any intelligence proficiency check. Lastly, anyone under the influence of this potion is immune to magical sleep spells or potions.
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