| Tajamul Adventure: Gravenklaau Mine |
|
| Adventures |
| Written by Lee Barber |
| Sunday, 07 June 2009 14:26 |
|
Presenting the last map made for my Tajamul Islands, a dungeon crawl designed to prepare players for grander adventures on the Greyhawk mainland. The layout combines a cave system (for the actual mining) and a Dwarven stronghold with three sections. Origin: Before the Southern Ostian Quake, this vast facility was known as the Gravenklaau Mine, a venture sponsored by the Archmage Ixtandraz (his identity before I included him in my FO article). He brought a regiment of evil dwarves here from the other side of the world, to engineer the deep halls and craft enormous metalworks. The dwarves were quick to enslave native humanoids to do the harsher labors. They even imprisoned a DeepSpawn (Monsters of Faerun), which could replenish the ranks of thralls. Over the years, the creature, Zroltozectlo, went insane from the treatment. Ironically, its cell was a safe haven when the quake smashed Gravenklaau. Note: The chambers of the Bailey and Mine still have functioning magic tiles which radiate light. The trogloclops caves are completely dark except for Area 28.
![]()
1-5) Shield Bailey of the Grave Harpies: The splattered bird waste along the entry tunnel is an obvious sign of occupation. Although the disgusting harpies haven't figured out how to release the main gate, they can exit through a guard balcony at Area 2. The harpy queen nests in Area 4, and the controls for opening the inner gates are in Area 5. The decomposed body of a notable Graystormer Academy graduate, Forenzo the Mighty, can be found here along with his personal magic items (Egg of the Portal Drake, Maccad's Charring Darts, Staff of Illusion Detection).
![]() 21-25) Trogloclops Caves: These hybrid brutes live to do only two tasks: defend their progenitor, and gouge shiny things out of the stone walls. They will always try to engage in melee, due to the weakness of monocular vision at range. Creatures initially engaged will try to corner the party while reinforcements arrive from the deeper areas. The Trogloclops are strong enough to fight the current of the underground river, and can claw their way into Area 27. Normal humanoids attempting this will be swept away, with only a 50% chance of ending up just moderately hurt in Area 18. 26) The Misty Cistern: Adventurers that cross the river will discover a bubbling pool of scorching hot water at the end of a crystalline tunnel. Passing safely around this area requires a DEX check. Failure means that the individual has tumbled into the cistern and must be rescued. Heavily encumbered victims will take the maximum damage per round of exposure. 27-28) Sanctum of Zroltozectlo: Freed by the cataclysm, this tentacled monster known to few as a Deepspawn has become obsessed with pretending to be the Dwarven lord that used to rule here. The creatures' tortured mind is why it can only spawn the mixture of Troglodyte and Cyclops. Zroltozectlo has three personal guards, and rarely moves from a mound of glittering treasure. The hoard includes 6000gp worth of gold coin and uncut crystals, silver shields and flagons encrusted with black tourmalines (1000gp), and some rare magic items (Belt of Cyclops Strength, Foehammer of Elemental Resistance, Crystal Helm of Combat Casting).
|





