Adventures and Maps for Dungeons & Dragons 5th Edition, Pathfinder RPG, Savage Worlds, and Starfinder RPG
Cavern of Sleep
Cavern of Sleep (CR 9; XP 6,400)
The PC’s are making their way through the Underworld and enter a peculiar cave; several patches of mushrooms seem to have grown into truly unusual, vividly colorful patterns.
“The mushrooms in this cave glow with different colors, small puddles of water next to some of the fungus patches reflect the light up onto the cavern walls and ceiling—it is a beautiful and mesmerizing sight indeed in this otherwise dark monotonous realm”
Upon observing the mushrooms closer, read the following: “As you look at the mushrooms, you begin to make out patterns and something that looks like letters or runes—but surely your mind must be playing tricks on you.”
Any kind of check related to visually interacting with the mushroom patches will trigger the trap (Knowledge, Perception, Survival, etc.; this does not include Perception checks made by a character with Trapfinding.)
Somnambula Patch CR 5 XP 1,600 Type magical; Perception DC 30; Disable Device DC 30 Trigger special (looking at the patch); Reset automatic Effect When seeing the symbol of sleep which has been cultured to grow in some of the patches, a character must take a DC 17 Will save or fall into a catatonic slumber for ten minutes.
The somnambula patch is not the most dangerous thing in the cavern—the gardens have been grown to catch prey for Gelwar, a svirfeneblin wizard and his deformed, adopted two-headed brother (Orak and Jeeves).
This small, hairless gnome has gray skin, and large eyes. He wears a black robe with red trimmings that sparkle in the fungal glow.
Gelwar CR 6 XP 2,400 Male svirfneblin wizard (enchanter) 6 N small humanoid (gnome) Init +7; Senses Darkvision 120 ft., low-light vision; Perception +9 DEFENSE AC 21, touch17, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +2 dodge, +1 size) hp 33 (6d6+12) Fort +7, Reflex +9, Will +10 SR 17 OFFENSE Speed 20 ft. Melee dagger +2 (1d3-2, Crit 19-20/x2) Ranged touch +7 Special Attacks dazing touch 6/day (standard action, melee touch, daze for one round) Wizard Spells Prepared (CL 6th; concentration +9; arcane bond [ring]) 3rd—deep slumber (DC 18), hold person (DC 18),suggestion (DC 18) 2nd—bull’s strength, hideous laughter (DC 17),invisibility, web (DC 15) 1st—expeditious retreat, mage armor, magic missile (2) 0th—acid splash, ghost sound (DC 13), light, resistance Prohibited Schools conjuration, necromancy STATISTICS Base Atk +3; CMB +0; CMD 13 Str 6, Dex 16, Con 13, Int 16, Wis 12, Cha 8 Feats Combat Casting, Greater Spell Focus (enchantment), Improved Initiative, Scribe scroll, Spell Focus (enchantment) Skills Appraise +10, Knowledge (arcana) +10, Knowledge (dungeoneering) +12, Knowledge (local) +10, Perception +9, Spellcraft +12, Stealth +15 (+17 when underground) Languages Aklo, Common, Gnome, Terran, Undercommon SQ Arcane school (enchantment), cantrips, defensive training, fortunate, hatred (+1 to hit vs. dwarven subtype), stonecunning Gear cloak of resistance +2,dagger, potions of cure light wounds (3), potion of invisibility, ring of protection +1, spellbook, spell components, 1,542 gold pieces TACTICS Gelwar casts mage armor before the party reaches the cavern (the +4 to AC has already been included in his statblock). He then casts bull’s strength on his "brother" (also included in the statblock). In combat Gelwar tries to incapacitate opponents using his 3rd-level spells, then hideous laughter and web before switching to spells that deal damage. Invisibility and expeditiousretreat are used to flee should the battle turn against them. If Orak and Jeeves goes down, Gelwar surrenders in the hopes of saving his friend and offers his small treasury if the party will help to kill the drow scouts in the eastern caves (see Alternate Solution).
This large lumbering ad hoc version of a svirfneblin is clad in dirty rags and sports two heads, the right one a filthy, drooling, pig-like face. The left head seems to be well-groomed but only on the left side and repeats the phrases, “jolly good mate”, “we are awfully sorry old chap”, and “pardon me, just flailing through here” while in the midst of combat. The right head merely growls in annoyance over the left head's chattiness.
Orak and Jeeves (1) CR 6 XP 2,400 CE large humanoid (giant) Init+3; Senses Low-light vision; Perception +14 DEFENSE AC 18, touch 8, flat-footed 18 (+2 Armor, -1 Dex, +8 natural, -1 size) hp 65 (10d8+20) Fort +9, Reflex +2, Will +5 OFFENSE Speed 40ft. Melee 2 flails +14/+9 (2d6+8) Ranged 2 javelins +5 (1d8+6) Space 10ft.; Reach 10 ft. Special Attacks superior two-weapon fighting STATISTICS Base Atk +7; CMB +16; CMD 25 (27 vs. trip) Str 27, Dex 8, Con 15, Int 6, Wis 10, Cha 11 Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack Skills Handle Animal +8, Perception +12; Racial Modifiers +4 on Perception Languages pidgin of Gnome and Undercommon Gear a collection of shiny rocks, and a large hand puppet with blonde curly hair (named Mr. Wiggles). SPECIAL ABILITIES Superior Two-Weapon Fighting (Ex) Orak and Jeeves fight with a flail or javelin in each hand. Because each of its two heads controls an arm, Orak and Jeeves do not take a penalty on attack or damage rolls for attacking with two weapons. TACTICS Orak and Jeeves happily wade into combat, hitting the character that most recently dealt them damage in melee, but should Gelwar's spells put any opponent prone they pummels that foe relentlessly (they let Gelwar deal with the spellcasters).
AREA FEATURES The main cavern is laid out as a garden and a few stalagmites rise up and and provide sparse cover (10% miss chance). A small cavern behind a concealed entrance (Perception DC 25 to spot), make up the living quarters of the pair of svirfneblins.
SCALING THE ENCOUNTER CR 8 (XP 4,800) Add the quick rules young template to both Gelwar and Orak and Jeeves, (+2 to all Dex-based rolls, –2 to all other rolls, –12 hp)
CR 10 (XP 9,600) Add the quick rules advanced template to both Gelwar and Orak and Jeeves, (+2 on all rolls [including damage rolls] and special ability DCs; +4 to AC and CMD; +12 hp). Increase the number of somnambula patch traps to two.
ALTERNATE SOLUTION The pair lived in relative peace and harmony until a few months ago when they were discovered by a drow scouting party. The dark elves gave them an ultimatum—they wanted prisoners delivered to them by Gelwar or they would drag both back to their fleshcraft laboratories, where the two of them would know the meaning of horror and pain before their minds finally broke. The svirfneblin reluctantly agreed and ever since the gardens have supplied the drow with victims for their vile practices. Gelwar wants nothing more than seeing the scouting party killed, then he and his brother would be free to travel to another part of the Underworld and continue their existence—a place where Gelwar could grow the mushroom patches that soothe his brother.