For Use With the Shadowdark RPG.
If the trap from the Hallway (3) was triggered, there will be a set of Iron bars (portcullis) that have dropped into the floor. The group will have to either reset the bars with the lever in 3B or just lift/cut/destroy the bars. Meanwhile, poor Dubney is screaming, begging for mercy. The two stone doors at the end of the hall are open a few inches, letting the ominous blue torchlight through.
The stone doors to 4 are open All the group has to do is push or pull them farther open. Dubney is tied down to an altar with two lizardmen (Priest and acolyte) are lurking around him. Behind them and to the right are nine more Lizardmen in statue form.
Behind them to the right is a large statue of a lizard man covered in tar. Around the statue is a bubbling pool of oily, tar-like substance. There is a plank on the floor to the right of the pool long enough to reach the statue, as if it were a small bridge. Blue light comes from torches lining the walls. Two large braziers emit a blue light as well.
When the group enters the room, the two lizardmen around Dubney stop and turn to face the door. This is an opportunity to negotiate with them for Dubney’s release unless the group goes in swinging. If the group does attack, start a timer with 1d4. If the group fails to free Dubney within 4 rounds, the priest will run him through with the athame.
Lizardfolk Priest:
AC 11 Robes, HP 11, ATK 1 athame dagger (close/near) +2 (1d4), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2
Cure Wounds: (WIS Spell) DC 11, Heal one creature within close for 1d6+1 Hp.
Call Lurker: Summons one Lurker in Darkness from the tar pit. (WIS Spell). DC 12. A Lurker appears next to the pit. Stays 1d4 rounds and turns to stone. Follows Priest’s commands.
Lizardfolk Acolyte:
AC 11 Robes, HP 11, ATK 1 dagger (close/near) +2 (1d4), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2
If Dubney is dispatched by the Priest, the 9 Lizardfolk come to life.
AC 12 (leather), HP 11, ATK 1 shortsword (close) +2 (1d6), MV near (swim), S +1, D +1, C +2, I -1, W +1, Ch -2, AL C, LV 2
If they are forced to retreat, they will jump into the tar pit and disappear.
This 5 Room Dungeon is an independent product published under the Shadowdark RPG Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark RPG © 2023 The Arcane Library, LLC.


