900 Effigy of Eyes and Tentacles

Be it not your fate to stand in front of the Effigy of Eyes and tentacles. For it might be the last thing you shall behold.

Legend has it that the mighty bow of a legendary elvish hero is guarded in an ancient dungeon. The Bow of Feathers is said to have the power to pierce the hide of any monster. Such treasure has been coveted by many an adventurer. Alas, the legend mentions that deadly traps, spells, and the Lady of Stone guard it. Rumors claim that the forlorn dungeon lies buried beneath the foundations of a great city.

Level-5 Adventure

Access. The forlorn shrine was unearthed recently, by accident. Sewage workers found a cave-in in the tunnels; it leads to the dungeon. Undead creatures emerge from it, so the city workers avoid this section of the sewers.

Adventure Hook

In the great city of Ardennia, the characters are hired to fix a problem in the intricate network of sewage tunnels beneath the city’s busy streets. Workers complain of shadowy, ethereal monsters that have taken the lives of many laborers in a half-mile radius under Kirlen Square Garden. Constable Hendricks, of the City Watch, worries that if the deadly creatures find a way to surface, the lives of countless innocents will be at risk. He offers a hefty reward of 850 Gold Pieces.

The nearest manhole, situated in a packed square garden, descends 20 feet to a damp sewage tunnel (area 1). From there, the characters must find the source of the undead creatures.

Concerned Workers

The sewage workers who hear of the characters’ goal beg them to be careful. “Think of our families… If you manage to cleanse the sewers from this evil, we shall all be at peace… Bless the mighty heroes!”

d8 Details
1 Two workers (commoners) get lost in the sewers but hear the party in the distance. They approach and ask for help finding the exit.
2 Four shadows coalesce from mist on the floor and attack. The garments of sewage workers can be glimpsed in their shadowy appearance.
3 Two Indifferent elf scouts have come seeking the magic bow. They claim to need it to save their homeland from evil druids.
4 A random character steps on a pressure plate and triggers a swinging axe trap. It deals 4d6 Slashing damage (DC 15 Dexterity / half).
5 A strange, sibilant sound can be heard in the distance. A DC 16 Nature check reveals this is a call-to-action sound made by snakes.
6 A section of the wall crumbles and reveals an alcove. A swarm of crawling claws oozes out of it and attacks. They fight until destroyed.
7 Lack of maintenance causes the sewers to overflow. For 10 minutes, the place is under 1 foot of water. It is considered Difficult Terrain.
8 The characters encounter a petrified person with a scared face. Under inspection, it wears the garments of the sewage city workers.

This adventuring supplement is designed for D&D5e. On out Patreon page you can get it in PDF format (see image). Notice that some of the layout elements can only be presented as intended in the PDF layout (side-margin boxes and statblocks). The downloads include hi-res images for the maps.

1. Sewage Entrance

There is a manhole in the Queen’s Garden Square that has been closed shut for months. Lifting the heavy lid reveals a shaft and an iron ladder. It descends to one of the sewers’ main lines. The stench is strong.

Odor. People unaccustomed to the smell often retch and puke (DC 18 Constitution saving throw). On a fail, the target heaves and vomits their last meal.

2. Creeping Dead

Noxious fumes rise from the sewage waters. The gases move in strange currents that condense them into three shadows and two specters. During the fight, the undead mumble: “We were trapped… No one came for us… This place is cursed…

Memories. Some undead creatures repeat sentences uttered shortly before perishing. This behavior does not imply sentience.

3. Trapped Workers

A cry for help comes from a smaller side tunnel. Two sewage workers emerge from it. They are glad to see the company of the living.

These workers (commoners) were servicing the sewers half a mile east of here. Unfortunately, they were attacked by undead shadows created in area 5. The ephemeral undead pursued them this far. At some point, the undead became interested in someone else in the underground network and left. The two workers, scared for their lives, hid very close to the dungeon’s entrance. They have seen many undead move toward area 2.

Aura. A spellcaster can use a Detect Magic spell to discern a powerful necromancy emanation that comes from the northwest (area 5). This is the source of the incorporeal undead.

4. Tunnel

A breach in the tunnel wall leads to an irregularly shaped cavity. This unexpected tunnel leads to the dungeon. Its connection to the sewers was by mere chance.

5. Antechamber of the Dead

This chamber contains a 1-foot-tall magic circle, two plinths, each with a darkened skull, and a northbound tunnel that ends with an obstruction 10 feet away; the result of another cave-in.

The Circle. A spellcaster that analyzes the enchanted circle with a Detect Magic spell learns that it creates shadows (two at a time) from the souls of those who died nearby. And it also keeps the vault door magically shut. Casting a Dispel Magic spell or destroying the circles with spades or hammers causes both effects to end. However, any disruption to the circle causes it to summon two specters.

The Tunnel. The ancient hieroglyphs that mark the north tunnel identify it as the original entrance of this forlorn dungeon (Arcana).

The Door. The steel west door is reinforced with adamantine fixtures. A proficient Rogue can disarm the masterwork lock (DC 20 Thieves’ Tools). Otherwise, the vault door can only be opened as described in The Circle above.

6. Grand Chapel

Rows of stone pillars and pews lead the way to an idol by the far wall (area 7). An opening in the center of the room leads down to another chamber directly below.

Carving. On the pillars and ceiling, bas-reliefs tell a story to those patient enough to read it. A character that studies them for 10 minutes learns that Levv, the legendary elf archer who wielded the Bow of Feathers, was struck down in battle and later interred here; this was long ago his mausoleum. Later on, the place was repurposed by the evil cult of the Idol of Eyes and Tentacles. Since then, the bow has been in the hands of the Lady of Stone. The carvings read: “Her gaze is so alluring that all mortals stay put and abandon all capacity to move henceforth.

The Opening. Looking down into area 8, the characters can see statues of people in vivid poses of fighting or cowering from an unseen, but fearsome, enemy.

7. Idol of Eyes and Tentacles

This malformed effigy depicts a being that defies explanation. Students of many faiths identify it as a representation of Tharizdun (DC 17 Religion).

Evil Eyes. Creatures within 50 feet of the idol are targeted by its gaze (DC 16 Charisma save). On a fail, the creature is compelled to jump down the opening to area 8. It is a 30-foot fall (2d6 Bludgeoning damage).

8. Abode of the Lady

There are four 10-foot-deep spiked pits that form an isolated area in the center of this chamber. Six statues of armored knights stand in formation by the pillars and walls.

The Lady of Stone awaits in this chamber, surrounded by the six armored effigies and several petrified victims. She is bound to guard this place and the Bow of Feathers with her life.

Sudden Attack. Characters that descend from area 7, be it on purpose or by the Evil Eye ability of the effigy, are immediately targeted by the Lady of Stone’s (medusa) Petrifying Gaze ability. If it fails, she draws the Bow of Feathers and uses it against the characters.

Armors. The six animated armors in the room attack anyone who abandons the chamber’s central area. If possible, they attempt to push invaders into the spiked pits.

The Pits. Creatures that fall into the spiked pits take 2d6 damage (DC 14 Dexterity save). Creatures need 20 ft. of movement to exit.

9. Secret Vault

Careful observers find a hidden lever that reveals a hidden treasure room (DC 16 Perception). The room contains two coffers and two packed bookshelves.

Treasure. There are 850 GP, 7,400 SP, two Potions of Healing, a +1 Dagger, and four Wizard Spell Scrolls.

Development

The characters have saved Ardennia from catastrophe. Constable Hendricks pays the promised reward and commends the characters for their bravery. After the fight, the characters can retrieve the Bow of Feathers. Later, the cult of Tharizdun seeks revenge. Alas, that is an adventure for another day…

Bow of Feathers

Longbow, Legendary (Requires Attunement)

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Piercing Arrows. If the target has any form of damage resistance, this weapon ignores it and deals an additional 2d6 Radiant damage.

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