Encounter area 22 has another Gate. This one swirls and out stomps a giant demon.
This demon is an Utukku, his name is Zaidu, the Hunter and he is bound to the Vampire Queen to hunt her enemies. Which is currently the PCs.
Encounter area 22 has another Gate. This one swirls and out stomps a giant demon.
This demon is an Utukku, his name is Zaidu, the Hunter and he is bound to the Vampire Queen to hunt her enemies. Which is currently the PCs.
Encounter area 21 is a cul-de-sac with a flight of stairs down to a collection of books in a small library.
There are scores of books. Most are mundane but there are 30 books detailing monsters enough to grant readers an additional 500 xp.
There are also five spell books with random spells.
First level: 1d10+3
Second level: 1d8+4
Third level: 1d6+2
Fourth level: 1d6+1
Fifth level: 1d4+1
I said I was not going to treat this as an academic work. Especially since I blatantly ignored things like real archeology, anthropology, and ethnographic studies. But I thought others might be interested in some of the legwork I did to get where I am on this today.
This is not a comprehensive bibliography, not even a targeted one. It is a catch-as-catch-can one based on the books I was reading when I started having these ideas.
References
Daileader, P. (2013). The Early Middle Ages. The Teaching Company.
Drake, J. (2020). Viking Mythology: 2 Books In 1 – The Complete Guide to Norse Mythology and Celtic Mythology Including Legends, Beliefs, Norse Folklore, Norse Gods, and Celtic Myths. Josh Drake.
D’Aulaire, I., & D’Aulaire, E. P. (1962, 1992). Book of greek myths. Doubleday Books for Young Readers.
Gaiman, N. (2018). Norse mythology. Bloomsbury.
Gosden, C. (2021). Magic: A history: From alchemy to witchcraft, from the Ice Age to the present. Picador.
Hale, J. R. (2013). Exploring the Roots of Religion. The Teaching Company.
Harl , K. W. (2011). The Fall of the Pagans and the Origins of Medieval Christianity. The Teaching Company.
Harl, K. W. (2005). The Vikings. The Teaching Company.
Higginbotham, J., & Higginbotham, R. (2018). Paganism: An introduction to earth-centered religions. Llewellyn Publications.
Lecouteux, C. (2016). Encyclopedia of norse and germanic folklore, mythology, and magic. Inner Traditions.
Lewis, S. (2018). Mythology mega collection: Classic stories from the Greek, Celtic, Norse, Japanese, Hindu, Chinese, Mesopotamian and Egyptian mythology. Scott Lewis.
Line, P. (2015). The Vikings and their enemies: Warfare in Northern Europe, 750-1100. Skyhorse Publishing.
O’Donnell, J. J. (2016). Pagans: The end of traditional religion and the rise of Christianity. ECCO an imprint of HarperCollins Publishers.
River, C. (Ed.). (2018). The Ancient World’s Most Mysterious Religious Cults: The History of the Cult of the Apis Bull, the Eleusinian Mysteries, and the Mysteries of Mithras. CreateSpace Independent Publishing Platform.
Voth, G. L. (2013). Myth in Human History. The Teaching Company.
Waggoner, B. (2009). The Sagas of Ragnar Lodbrok. The Troth.
The creature in Encounter Area 20 looks like some sort of glowing ball floating in mid-air. In truth it is the glowing heart of an Infernal Gelatinous Cube.
An Infernal Gelatinous Cube is a larger cousin to the common Gelatinous Cube.
In addition to greater HD (10) and enhanced hp, this monstrosity has an infernal intelligence.
It has an aura of heat that causes 1d8 hp of damage to all within 5' of it. It is also immune to fire and flame attacks.
Characters can hear a loud droning sound coming from encounter area 19 long before they see it.
The monster is a Mezzalorn (a Wasp Demon).
Mezzalorn Demon (Wasp Demon)
Armor Class -3 [22]
Hit Dice 12* (54 hp)
Attacks 2 claws (1d6), 1 sting (2d6 + poison)
Special Magic resistance (10%), immune to poison
THAC0 11 [+8]
Movement 120’ (40’)
Fly 120' (40')
Saving Throws D6 W7 P8 B9 S10 (12)
Morale 10
Alignment Chaotic
XP 3,400
Number Appearing 1 (1)
Treasure Type A
A mezzalorn looks like a hellish giant wasp with the head and torso of a man. When reduced to half its hit points it releases a pheromone that gives it and all other mezzalorns a +1 to-hit bonus. The poison injected by a mezzalorn’s stinger is lethal if the victim fails a saving throw.
Encounter area 18 has a hidden pit trap.
The 15' by 15' trap is hidden. The floor gives way and the party falls 20' for 2d6 hp of damage. The walls are smooth and offer no footholds.
Encounter area 17 is the normal haunt of a favorite creature of the Vampire Queen. A creature she had brought in from beyond reality.
She called the creature the Labyrinthine Lurker.
The Labyrinthine Lurker is a creature of stealth and shadow, resembling a sleek, upright, serpentine being with iridescent scales that blend seamlessly with the darkness of the maze. Its eyes glow with an eerie, hypnotic light, and it moves with a sinuous grace that allows it to navigate the labyrinthine corridors with ease.
It has something akin to arms and hands, but these are manifestations of shadows it can use to manipulate items.
Labyrinthine Lurker
Armor Class: 2 [17]
Hit Dice: 11+22 (72 hp)
Move: 15" (Can phase through solid objects for 1 round)
Attacks: 1 bite or special
Damage: 2d6 or special
THAC0: 11 [+8]
No. Appearing: 1
Save As: D6 W7 P8 B9 S10 (11)
Alignment: Chaotic
XP: 1300
Morale: 10
Treasure Type: Nil
The Lurker takes advantage of the strange magical energies of this maze.
It's attack is a bite. It drains a little bit of blood each time. It tries reducing a victim to 0 hp so it can feed on the dying energies of the victims.
It has the following Special Abilities.
Shadow Cloak: The Labyrinthine Lurker can blend into the shadows, becoming nearly invisible to the naked eye. It uses this ability to lie in wait for unsuspecting adventurers, striking with precision when they least expect it.
Echo Step: The creature can move without making a sound, allowing it to stalk its prey silently. It leaves behind illusory echoes, confusing adventurers about its actual location within the maze.
Dimensional Phasing: The Labyrinthine Lurker has the power to phase through solid objects within the maze temporarily. This ability enables it to ambush adventurers by emerging from walls or the floor, making it a formidable opponent.
Labyrinth's Embrace: When the Labyrinthine Lurker closes in on its target, it can envelop them in a temporary pocket dimension. Inside this dimension, time seems to slow down for the trapped adventurer, giving the Lurker an advantage (+2 to hit) in combat.
Killing the Lurker will cause it to dissolve into a caustic pool of black goo. Anyone within 5' of it, when it reaches 0 hp, will be splashed with the black acidic blood and take 1d6 hp of damage per round until the goo is removed. Water is good, any form of alcohol is better.
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I am sitting in a parking lot waiting for my wife to wrap up a work thing. Hopefully, the formating is fine.