d20 Mongoose Publishing Ruins of the Dragon Lord The Path of Archaneroth.pdf

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J C ALVAREZ
Contents
Credits
Editor
Richard Ford
Box Cover Art
Vitor Ishimura & Celso Matthias
Logo & Book Cover Design
Anne Stokes
Interior Illustrations
J C Alvarez, Eric Bergeron, Marcio Fiorito, Kythera,
Rhonda Libbey, David Esbri Molinas, Danilo Moretti,
Chad Sergesketter
RPG Manager
Ian Belcher
Production Director
Alexander Fennell
Proof Reading
Ron Bedison
Playtesting
Jason Alexander, Scott Alexander, Tanya Bergen, Julie
P Blackburn, William T Blackburn, Gloria Egner,
Mark Gedak, Tammy Gedak, Ryan Kelln, Patrick
Kossmann, Brian LeTendre, Kent Little, Murray Perry,
Mary Katherine Plas, Mike Russo
Special Thanks
Greg Lynch, Salvador Serrano, Cristo Yanez
Introduction
2
THE UPPER DUNGEON
Area A: The Entrance Caves
4
Area B: The Goblin Fortress
9
Area C: The Lost Tunnels
22
Area D: Temple of the Goblin God
25
Area E: Drowned Mines
28
THE INNER MOUNTAIN
Area F: The Fire Pits
34
Area G: The Deep Caves
39
Area H: Tomb of the Athan Kings
44
Area I: The Resting Place
55
UNDER THE MOUNTAIN
Area J: The Giant Caves
64
Area K: The Dark Warrens
70
Area L: The Drow Spire
75
Area M: Dwergard
87
Area N: The Lightless Depths
98
THE DAMNED CITY
Area O: Archaneroth
106
Area P: Hellfast
120
License
128
Open Game Content & Copyright Information
Ruins of the Dragon Lord is © 2005 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game
Content of this work by any means without the written permission of the publisher is expressly forbidden. Ruins of
the Dragon Lord is presented under the Open Game and D20 Licences. See page 128 for the text of these licences. All
text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System
Reference Document are considered to be Open Game Content. All other signifi cant characters, names, places, items,
art and text herein are copyrighted by Mongoose Publishing. All rights reserved.‘d20 System’ and the ‘d20 System’
logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version
6.0. A copy of this License can be found at www.wizards.com/d20. The mention of or reference to any company or
product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards
of the Coast® are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with
permission. Printed in China.
1
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INTRODUCTION
INTRODUCTION
A dark mountain looms against the darker sky.
For those willing to attempt the task, there is a direct, if
meandering, road leading to and up the fearsome peak.
The trip is relatively safe, up to the point at which this
road ends at the Entrance Caves that lead inside Mount
Moru.
It seems made of wisps of shadow and faint
traces of evil fancy, like it does not quite
exist. Rather like a nightmare.
The terrain around the mountain is no better, all grown
with rocky peaks and crags like a festering disease. It is
completely devoid of colour too, as if on purpose; a sickly
rash for a sickly landscape.
Entering Mount Moru
There are three known ways to access the insides of Mount
Moru:
It rains of course. The rain, however, is not like water;
instead it looks like cold white drips of ash. White ash
falling on black soil; all of it is black and white.
The Entrance Caves
This is the safest and easiest way to enter Mount Moru. It
requires nothing more than continuing on this road until
arriving at the old mine site marking the caves’ entrance.
Reaching the entrance caves from here takes two days,
one to reach the base of Mount Moru and another to
follow the road up the mountain until reaching the caves’
mouth, near the peak.
Ghostly forms cling to the rocks and crevices, their
appearance almost human, their vaporous mouths
congealed in what appear to be screams but may also be
dreadful celebration.
This, then, is Mount Moru. It has a world around it, made
of legend and dread; it has a maze inside, inhabited by
dragons and monsters.
The Haunted Lake
Entering the haunted lake is dangerous, even when
disregarding the unproven ghost stories. The underground
currents feeding it cause strong undertows threatening
those that come near it with a watery grave. Reaching the
lower haunted lake from here takes two days of circling the
mountain; after that, a traveller must climb the treacherous
cliffs behind its waterfall to reach the upper lake, which
leads directly inside the mountain. This climb takes at
least another full day, though it may often take more.
At the base of the mountain, you can see a tiny standing
stone, roughly the size of a man. It has some undecipherable
carvings, though there is always the nagging doubt they
actually mean something. Like a warning.
A road goes up the mountain. You really should not follow
that road.
You really should not admit this mountain exists.
The Lost Pass
In olden times, the pass of Moru Road used to be a sure
way through the base of Mount Moru, allowing travellers
following Moru Road to cross the mountain roots without
having to go around it. Now the pass is mostly blocked
and the road leading to it has fallen into disuse. Should
a traveller fi nd a way to surmount the precarious chasms
surrounding the pass and somehow fi nd a way through the
tons of rubble blocking it, it would constitute a practical
route into the mountain. Reaching the Lost Pass from
here takes less than eight hours, though in all likelihood it
is a fruitless trip.
But here it is.
The Entrance Road
This is the road to Mount Moru.
It lies in the middle of the Morudhain lands, past
Meadowvale and the Last Shrine. Just getting here is a
bit of an adventure in itself, though what comes next is
far more dangerous and shall only become deadlier as the
road goes nearer and deeper inside the mountain. Ahead
lies an underground complex the likes of which are rarely
seen, one of the greatest, largest and deepest subterranean
realms in existence. There is a whole world inside Mount
Moru; a world inhabited mostly by monsters, traps and
labyrinthine tunnels; a world ripe for adventure but also
for peril and death. It may take months or even years for
an adventuring party to explore it fully.
Besides these, there are surely countless other ways inside
Mount Moru, though they remain mostly unaccounted for.
Perhaps a persevering explorer shall have more luck at
fi nding them, most likely as an emergency exit rather than
an entrance.
2
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INTRODUCTION
inner Mount Moru are increasingly rare, particularly at
the lowest levels which remain unknown even to the best
cartographers and explorers.
Additional dungeons
The 19 dungeon levels featured in this book do not
even cover half the area of inner Mount Moru. It is
quite reasonable to assume there are more dungeons
or even whole new mountain levels, located beside
or just above (or below) the ones featured here.
The Games Master is free to create and expand on
Mount Moru as needed.
The Three Books
Ruins of the Dragon Lord is just one of the three books
written about Mount Moru, the other two being The
Dragon Stone and Tales of Mount Moru . This book in
particular contains detailed information on Mount Moru as
an adventure and exploration site, describing most of the
encounters, traps and natural dangers likely to be found
in it. Despite the veritable wealth of detailed information
contained in these pages, however, those who wish to tell
tales based on this book should make sure to read the other
two grimoires as well; many of the encounters and stories
described in this tome depend on additional background
and information contained in the other two books.
Inside Mount Moru
Once inside Mount Moru, most travellers use keyed maps
to fi nd their way. Some of the areas within the mountain
are quite diffi cult to fi nd without the help of a map. Any
explorer entering Mount Moru should remember to use
a keyed map and follow the indications marking what is
inside each area. Keyed maps with clear descriptions of
MAP KEY
Natural Wall
Archway
Normal Wall
Barred Gate / Cell
Pit
Curtain
Door
Secret Door
Natural Stair
Stairs
1 square is equal to 10 feet on all maps other than poster maps (Area O) on which 1 square equals 5 feet.
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