Greyhawk Ruins Tower of Zagig Level 4

Greyhawk Ruins
Tower of Zagig Level 4
Introduction
Z401
Z402
Z403
Z404
Z405
Z406
Z407
Z408
Z409
Z410
Z411
Z412-Z417
Z412
Z413
Z414
Z415
Z416
Z417
Z418
Z419
Z420
Z421
Z422
Z423
Z424
Z425
Z426
Z427
Z428
Introduction
The stairs that lead down from the previous level are clean and like-new, not worn or chipped by heavy
traffic. They lead directly into Z401. This level was designed by Zagig to hold the demigods he once trapped,
and originally consisted only of those spherical chambers and the few rooms above them. The rest of the level
was created much later, when Zagig's madness had taken control. Until the umber hulks made them, there were
no direct passages between the older and newer parts of this level.
Z401
An enormous set of iron double doors dominate both the northern and southern walls. Above the
northern door are magical ivory runes set into the wall. Above the southern door there are holes where similar
runes once were, but they are now gone, blasted away by a force that blackened the wall around them.
The runes are in an ancient language of the Dust Sea; none of the PCs will be able to read them,
regardless of magic. The doors in each direction are barred from the other side with enormous iron beams.
Z402
Through the door is a tremendous statue standing on a pedestal of stone. At first you think it must be
made of shattered glass, but its brilliance is too great, nearly blinding you. It's made of diamonds! Its hideous
eyes darken and grow fearsome, and the diamond face and hands begin to jingle loudly as they move.
The diamond golem will attack until it is either destroyed or it destroys the party.
The diamond golem is one of Zagig's final creations, a behemoth he manufactured to protect his most
valuable treasures. The diamond golem depends upon an outside light source for its animation-until someone
enters the room with light the golem remains silent and inanimate in the darkness. Once hit by light, the
diamond golem will immediately animate and remain active for one hundred rounds after the light source is
extinguished.
The number of attacks the golem gets in a round depends on the quality of light hitting it during the
previous round.
Darkness
Torchlight
Light or light from any other 1st level spell
The glow from a magical weapon, continual light, or light from any 2nd level spell
Light from any other magic object or from any 3rd level or higher spell
1
3/2
2
5/2
3
Magical attacks may affect the golem’s number of attacks, as well. Hitting it with a fireball will do
normal damage, but its light will let the golem attack three times in the next round.
Magical darkness (darkness, 15' radius or continual darkness) slows the golem. Each such spell cast
upon it forces it to stop moving and attacking for one round. If destroyed, the diamonds will turn to dust,
worthless to the PCs.
Diamond Golem:
hd 22 hp 100 thaco 1 morale never fails int non- 0 align neutral
move 9” #att special damage 5d10 sp def +3 or better weapon to hit
exp 19,000 magic resist 90%
ac -6
Z403 Zagig's Treasure Trove
There are two enormous chests, each one as wide as a lance and up to your chin, no doubt brimming
with gold and jewels.
Convinced his treasures are safe behind his diamond golem creation, Zagig has stored a great number of
his magical items and larger gems here.
Westernmost Chest: 100,000gp, 40 gems (all 5,000gp rubies, totaling 200,000gp in value),plus the following
magical items: ring of fire resistance, ring of sustenance, rod of security (50 charges),
staff of withering (25 charges), wand of wonder (100 charges), and a variety of books;
book of infinite spells, libram of gainful conjuration, libram of silver magic, and manual
of golems.
Easternmost Chest:
100,000sp, 80 gems (all 1,000gp fire opals, totaling 80,000gp in value), plus the
following magical items: elven chain mail +4, shield, large, +1, +4 vs. missiles, sword of
dancing, sword of sharpness, hammer +3 dwarven thrower, gauntlets of ogre power,
girdle of giant strength, manual of gainful exercise, and manual of puissant skill at arms.
Z404
This corridor is also scorched black, like the runes in the previous room. The walls are blackened, and
enormous claws have scraped gouges through the rock walls. Umber hulks have burrowed into the corridor; one
of their tunnels leads off to the west. There is an iron trap door at the southern end of the corridor.
The iron trap door is heavy, but can be lifted. When it is, a rush of foul smoke and ash burst forth, as if
this entrance hasn't been opened in centuries. There is an iron ladder leading down to Z405.
Z405
In the center of this large octagonal room is the remains of a stone sphere. The sphere once rested half
below the floor, half above. Now that portion above has been blown apart, blasted from the inside by magic so
powerful it encrusted the stones with black soot that reeks of evil magic even now. The magical runes that once
lined the inside of the sphere have melted into solid puddles on the floor. On each face of the outer room is a
round iron door.
Long ago, Zagig imprisoned nine powerful demigods in the deepest recesses of his dungeon. He
summoned all the powers he could muster to capture each, one at a time, and seal them into specially prepared
spherical cells on this level. Each sphere was magically locked, with runes carved into the inside unique to its
occupant to keep it subdued and powerless. Iuz was one of those imprisoned, and the only one to escape under
its own power. The others have all escaped as Zagig's magic has waned over the years. Still, the sphere prison
remains a highly magical area of the dungeon, now monitored by a powerful wizard lich who was once an
apprentice to the mad archmage.
The octagonal room is strewn with rocky debris, the spherical room at the center having been blown
apart from the inside. The scorches tell of enormous magical energies as do the broken bits of stone wall
everywhere. The thick iron door was been bent, broken, and cast aside like a child's toy.
The eight other heavy iron doors each lead to another spherical chamber with no other exits. The entire
area still radiates magical energy, though much of its force has subsided.
The lich will be aware of PCs investigating the area and will most likely attack while they are here (see
Z412).
Z406 Broken tunnels, obviously of umber hulk creation, lead from this room in many directions. Other than
these, this room is empty.
Z407
This room contains a sight so strange; it may take you several minutes to grasp it. The floor is of stone,
as in the other rooms, but there is an enormous giant made of stone, 40 feet tall, lying on his back. The giant has
"sunk" into the stone of the floor, as if he'd lain down in quicksand. The giant's mouth is open into a weird hole,
just big enough to get your hand into.
The giant is an old enemy of Zagig's; the wizard turned a few feet of the floor to mud, teleported the
giant into the room, then the mud turned back into stone after he'd sunk into it some. Once dead, he turned the
giant's body into stone as well, using the mouth as a hiding place for some of his valuables.
The mouth is trapped. The hole is kept magically dark; there is no way to see into it. Anyone (save
Zagig) who sticks his hand into the hole can feel around for the contents and remove them. However, when the
hand is pulled out, it is permanently polymorphed into the claw of a huge eagle. The claws can grip things,
though not as effectively as a hand. The PC's dexterity for that hand should be reduced by 10 points, with
resulting missile and attack roll adjustments.
The hole contains a medallion of ESP.
Z408
As the door creaks open, two foul, ghostly creatures can be seen rummaging through the bones of the
fallen. Startled, they grin up at you, eager to devour your souls and flesh.
These are two spectres, examining the bones of their former bodies. They are protecting a bag full of
treasure: 600gp, 2 gems (500gp garnets), and an oil of fumbling.
SPECTRE:
hd 7 +3 hp 41 thaco 13 morale 3,000 int high 14 align lawful evil
ac 2 move 15” ground / 30” fly class “B” #att 1 touch damage 1d8
sp att touch drains 2 energy levels sp def +1 or better weapon to hit
immune to mind affecting spells / cold spells / poison / paralyzation exp 3,000
size mansized 6’ tall
Z409
The umber hulks have amassed quite a treasure. Three of them are here examining some of it when you
interrupt them. The three umber hulks will call upon help as they protect this treasure hole.
Every five rounds another will appear until the combat here has ended. The treasure consists of 3,600
gp, 6 gems (10, 50, 50, SO, 100, 500 gp), a potion of hill giant control, a set of chainmail +2, a dragon's bone
bottle containing an elixir of youth, and a priest's scroll with four spells: raise dead, cure disease, remove curse,
and find traps.
UMBER HULK:
hd 8+8 hp 50 thaco 11 morale 13 normal but here no fail ac 2
int average 9 align chaotic evil move 6” ground / 1” – 6” burrow
#att 2 claws / 1 bite damage 3d4 claw / 1d10 bite sp att looking into the eyes of the
hulk cause confusion for 1d6 rounds as per the spell unless a save vs spells is made
sp power infravision 90’ size large 8’ tall & 5’ wide exp 4,000
Z410
More of the umber hulk treasure is totally unprotected and strewn about the floor.
Untrapped, there is additional treasure here: 1,700ep, a heavily jeweled candelabra worth 2,100gp, a
wand of lightning (89 charges), a glass bottle containing oil of air elemental invulnerability, a ring of animal
friendship, a cloak of protection +3, and an intelligent sword +3, intelligence 13; uses empathy to communicate
with owner, detects precious metals, kind, and amount in a 20' radius, detects gems, kind, and number in a 5'
radius, ego 5, absolute neutral.
Z411
There are two large bags here, reeking of rotting flesh.
In the bags are several decaying animals, they cannot be identified now. There is also a good deal of
treasure, made filthy by the rotting remains: 600gp, a set of human platemail +3, a pair of gauntlets of fumbling,
a glass bottle with oil of fumbling, a pair of gauntlets of swimming and climbing, and a priests scroll with one
spell: know alignment.
Z412-Z417 the Lich’s Area
Once an apprentice of the great Zagig, this magician turned to evil and eventually attained lichdom. He
holds sway over this entire area of dungeon, ruling its undead as his servants. He maintains a shaky peace with
the umber hulks elsewhere on this level, but occasionally draws upon the lizard man village for specimens in his
excruciating live experiments. The lich will not tolerate PCs in the spherical cages in area Z405.
The lich is extremely well protected and has a routine to deal with intruders into its subterranean
laboratories. More often than not the lich will surprise parties that are still investigating the ruined sphere after
coming down the ladder. It will enter the western-most sphere using its passwall spell, then immediately launch
a chain lightning spell against the party. It usually follows with disintegration and finger of death, keying on
priests, of course, having no sympathy for those interfering in its affairs. Those who survive will be subjected to
blasts from the lich's wand of paralyzation until subdued. In the unlikely event that the lich will have to retreat,
it will cover its escape using the pipes of the sewers, calling on giant rats to swarm the party, then use anyone of
a variety of spells to get away; fly, dimension door, or teleport.
LICH: hd 12 hp 80 thaco 9 morale 17 int 19 align any ac 0 move 6” #att 1 touch
damage 1d10 touch sight power anyone seeing it with less than 5 hit dice must save vs spells or flee
in terror for 5d4 rounds touch Should the lich elect to touch a living creature, its aura of absolute cold
will inflict 1-10 points of damage. Further, the victim must save vs. paralysis or be utterly unable to
move. This paralysis lasts until dispelled in some manner. sp def +1 weapon to hit
immune to charm, sleep, enfeeblement, polymorph, cold, electricity, insanity, or death spells. size
mansized exp 8,000 wizard spells magic missile / charm person / phantasmal force / read magic /
armor / web / wizard lock / knock / esp / continual light / fireball / fly / dispel magic / clairvoyance /
protection from good 10' radius / charm monster / dimension door / stoneskin / wall of fire / wizard eye /
cloudkill / conjure elemental / teleport / wall of force / pass wall / chain lightning / disintegrate / mass
suggestion / finger of death / spell turning / control undead / power word blind / prismatic wall
/imprisonment magic items ring of regeneration, ring of protection +5 / wand of paralyzation with 20
charges / amulet of proof against detection and location / and pipes of the sewers.
Z412
Crouched over a table is a robed figure, distorted by magical lighting around him, a dweomer of evil and
decay. The lich works feverishly on his chaotic experiments, and positively hates being disturbed.
If encountered here, the lich will be most ferocious. He will use all the spells in his power to protect his
laboratory and the treasures he has accumulated in Z417.
Z413: There are countless lizard man skeletons all over the floor of this room, probably more than 100 in all,
knee deep in most places. The lich will animate these ten per round. Treat them as normal skeletons.
They will swarm the lich's enemies at his command.
Z414
Chains on the walls hold the rotting corpses of a half dozen dwarves, mutilated and stitched back
together in one of the lich's evil experiments.
The dwarves are now wraiths, bent upon the destruction of elves. They will attack elves first, leaving
their chains behind as they charge.
Z415
Lying on a stone slab is a horribly disfigured pile of flesh and bones, wriggling sickeningly toward you
as you enter the room.
This is an incomplete flesh golem, constructed from the pieces of various humanoids. Incomplete, it
cannot walk or attack, so is no threat to the party.
Z416: This room is empty.
Z417
On the table and scattered on the floor is a fortune gathered by the lich from its hundreds of victims. One
ruby of tremendous beauty stands out from the others.
There are 23,000gp, 170,000sp, 50 gems worth 17,000gp, a set of human leather -1, a bow +1, a shield +
1, a set of elven plate mail of etherealness, a marble elephant figurine of wondrous power, a necklace of
missiles (one 10-dice, two 8-dice, two 6-dice, and four 4-dice), a scarab of enraging enemies, a pair of boots of
levitation, pipes of sounding, and three identical glass bottles, two of which contain poison (Class I, Ingested,
Onset 2-12 min., Str 30/15), the third a potion of healing. There are also two scrolls. The first is a priest scroll
with five spells: magical stone, cure serious wounds, control temperature 10', animal summoning III, and hold
person. The second is a wizard scroll with six spells: distance distortion, monster summoning VII, time stop,
power word blind, power word stun, and screen.
Z418
There are 26 coffins along the walls of this room. Many are still closed, others are open with bodies
hanging out of them, mutilated corpses stuffed back into them, or completely empty.
This is merely a warehouse of bodies and component parts for the lich's lab. None are animated yet, but
the lich could create up to 20 zombies here upon command.
Z419
One lone coffin rests in the deathly silence of this secret room.
In the coffin is the body of a half-elf lord, specially studied by the lich. If discovered after the lich is
destroyed, the body does nothing. If the lich is still alive, the body will animate into a ghost interested only in
protecting the magical sword +3 that still lies in the coffin.
Z420 This room is empty.
Z421
There is an ancient-looking chest in this room. The writing on it is faded and dim, the dust upon it thick.
The lettering on the chest is an ancient language spoken by the barbarian tribes of Veluna. It is trapped
with a terrible curse for those who tamper with it. All dead bodies within 50' of the victim animate into undead
and attack. There is one roll for each coffin in the area (consult the map). Roll for each dead being:
2
3
4
5
6
7
8
9
10
11
12
Spectre
Spectre
Wraith
Wight
Ghoul
Skeleton
Zombie
Shadow
Ghast
Ghost
Ghost
The curse is very powerful and can only be re- moved by a remove curse and a wish spell. Inside the
chest is 2,500sp.
Z422
Three umber hulks are plotting some vile plan around a map they've drawn in the dirt on the floor.
Other than these, the room is empty. The map is a crude diagram of the umber hulk passages on this
level and the lizard man village.
Z423 This room is empty.
Z424: There is a table and four chairs in this room, hidden away from the stream cavern. Other than this, the
room is empty.
Z425: There is a small chest in this room. The chest is not trapped, and contains five gems (100 gp
tourmalines). There is also a diary of a dwarf, lost in these caverns, who lived for some time in this
cavern, long before the lizard men came here, probably before Zagig built his castle and dungeon. The
dwarf built these rooms himself.
Z426
The entire cavern is magically lit like a bright summer day. The stream runs swiftly down its course,
bubbling and frothing against the rocks. To the east there are dozens and dozens of grass huts along the stream,
with lizard men milling about, fishing, and working.
Actually, these are lizard kings, hardened by many battles, eager to kill still more humans as food and
sacrifices for their great frog god in Z427. There are 80 lizard kings in the community. They have a large
treasure trove in one of the huts; 320,000gp, 500,000sp, and nearly 1,000,000cp.
LIZARD KING:
hd 8 hp 39 thaco 13 morale 13 int average 9 align chaotic evil
ac 3 move 15” ground / 12” swim #att 1 trident damage 5d4
sp att if the trident hits with 5 more than what is needed to hit, then it skewers the victim
doing double damage with a minimum of 15 points size large 8’ tall exp 940
Z427
Up the slope into this cavern the light grows more dim and dull red. The back wall of the cavern is
shaped like a hideous frog, over 50' tall. Before it is an altar lined with weird daggers and axes and a pool filled
with bubbling, steaming red blood.
If the lizard kings subdue the party, they will eat some of them and sacrifice the others here. If, for some
reason, the sacrifice is begun, but the pcs break free, the frog god will shoot lightning bolts (10d6 damage) from
its eyes at pcs and lizard kings alike (five per round).
Z428 This cavern descends into a narrow hole that leads straight down. If the pcs attempt to go down this
hole, they will come to the next level. The hole is just 1’ in diameter, so some magical means will be
necessary to descend using it.