1-25. Buried Warriors
Twenty five sarcophagi, all but eight of which have been steamrolled to dust. Within eight are mummified warriors of the Iconoclast’s house, who will rise to defend it if any religious symbols are brought past the Iconoclast’s Seal in the center of the room.
The Iconoclast’s Seal lies engraved in a circular stone 10ft in diameter in the middle of the room. It is covered in dust and smashed sarcophagi, but underneath depicts the scratched-face Iconoclast beside a great bull, holding aloft his great hammer.
The eight Warriors wield great sledgehammers with unusual ease. Their flesh has long turned to dust but the glimmer of gold bracelets remain. They wear brigandines of shattered idol-stone - impossibly heavy to wear without magical aid. Within the eyesockets of their skulls are each two pieces of well-crafted obsidian, worth 50gp each. Their gold bracelets are worth 100gp each.
Buried Warriors
2 HD
1d12 Great Hammer
Undead Immunities
Great Hammer - Their attacks can effortlessly destroy walls, doors, floors, and other means of impeding them. Destroying the floor in Room 25 drops occupants 20ft down to Rooms 2-31 to 2-34.
1-26. False Tomb
Open empty stone casket sits before an elevated throne. Upon it sits a skeleton who believes he is the Iconoclast, dressed in torn funerary regalia centuries old. Behind the throne is a melted-face statue of the Iconoclast. In the wings of the room are seated a hundred mostly broken skeletons on bleacher-like stone benches, sitting in witness.
Upon detecting intruders, this False Iconoclast shall announce: “WHO DISTURBS THE REST OF SO GREAT A KING?? ANSWER FOR THY TRANSGRESSIONS, OR MY SERVANTS WILL FLENSE THY FLESH!”
The False Iconoclast was once a servant of the Iconoclast, buried with honors, but now he believes himself to be that man, evidenced by all of the things he was buried with, which he shall recall:
“A Sword” - Barber’s tools, razor chief among them.
“A Royal Animal” - hamster bones
“Kingly Adornments” - a golden comb. (Worth 100gp)
He was the Iconoclast’s servant and barber, but will deny it. If evidence to this effect is brought, he will deny it not more than twice. On third evidence, he will piece things together and despair, providing no further resistance. Maybe after some ruminating he'll seek a new master to offering his skills in barbering and surgery.
The Nameless Servant can rouse some dozen skeletons if things come to blows. "SERVANTS! YOUR KING IS IN PERIL! COME TO MY AID!" They are armed with sharpened bones and knives but severely lacking in skill.
False Iconoclast
4 HD
No Attacks
Undead Immunities
Each Round the mummy takes 1d12 damage and deals an equal amount of damage to anybody who is next to him. When he runs out of HP he will crumble into ash.
Broken Skeleton
0 HD
1d3 Sharp Implement
Undead Immunities
1-27. Bathhouse Entrance
Tread tracked inlay upon the ground where the Juggernaut has repeatedly rolled over. Mosaics cover the walls depicting the boiling of priests. Underneath the plaster are scenes of humans and nymphs bathing. The northern wall crumbles.
1-28. Scenic Mosaics
Mosaics on the walls depict natural scenes: fields of flowers, calm brooks, the ocean, rolling hills. Tiny precious stones are among them, with 100 x 5gp jasper and 200 x 5sp turquoise.
Harvesting them will require tools, and 1 Turn per 6d6 stones per person captured. If half of the jasper stones are stripped from the north walls, it will reveal a secret door. If half the turquoise are stripped from the south walls, the wall will collapse into the cave section Room 34.
1-29. Shambling Mound
An untended idol of a young man lies in an ancient bath, surrounded by a garden of leafy vines. The idol itself is a defaced god of the vine, with eyes scratched out and stone cup draping in hand.
The Shambling Mound is scaffolded around the idol, which is broken in several pieces. Those who disturb the statue or plants will be greeted with its sudden standing, followed by attempts from the plant-covered idol to get people to drink its black draught (which is acid from the pool). Settled in the bottom of the cup are two thumbnail-sized rubies worth 500gp each. If the acid is drained they will be revealed and offered by the Mound.
If nobody will drink, or if attacked, it will cast the acid in the cup upon the intruders. The rubies will scatter into the brush (requiring a very careful search to find).
Shambling Idol-Mound
4 HD
1d12 Acid Splash / 1d6 / 1d6 Bludgeoning Vines
Plant Immunities
Healed by Acid Damage (It can Acid Splash itself)
Engulf: It is hits with both Vine attacks it engulfs the defender, causing entanglement and automatic 1d6 damage per Round.
1-30. Acid Pool
The walls are half-dissolved and splattered with gold flecks. Pool filled with molten, glimmering gold - but only on its topmost settled layer. Beneath it is powerful acid, filled with dissolved idol-stone. It bubbles like overcooked pasta sauce. The room is oddly hot. Amidst the pool is a single undissolved stone arm raised up, in greeting, salute, or perhaps a thumbs-up. (DM's choice.)
1-31. Three Chests, Two Mimics
The plaster is peeling off the walls, revealing mosaics of revelers relaxing and drinking wine. One dark-eyed depiction conceals holes where the Cauldron Spider (Room 15) will spy on people.
Three chests sit in this room. One is made of manganese, one is made of wood, and the third made of stone. The wooden and stone chests are in fact mimics, who have forgotten they are sentient beings. Their contents are filled with teeth and flesh, though they will not stir if opened, even if they are stabbed - the dungeon has forgotten all their instinct.
If removed from the dungeon, they will remember themselves in 2d4 Days, and likely attack anything around.
The manganese chest is empty, but contains a false bottom. Within are a jumble of rings made of various metals - in total 47 rings, worth 1000gp total. One ring, made of platinum, is a Ring of Acid Immunity.
1-32. Old Baths
Ancient hot tub-sized baths plastered over - now repositories. Each little bath (a-d) was 4ft deep.
a. Empty, dusty, broken open.
b. Plastered, filled with miscellaneous jewelry - bone, stone, gem, all ancient - all items intended as gifts for god-idols. Together worth 10gp. Among them is a an Earring of Hearing, composed of three bone loops fused together. Wearing the earring greatly enhances the user’s hearing, so that they can always hear what is being whispered in the same room, and doors can be heard through without pressing an ear to them.
c. Plastered, filled with weirdly round smooth stones - river stones, it turns out.
d. Sealed off by plaster. Water bath. Still operational, strangely. The waters are warm and welcoming. Taking a bath grants 1d10 temporary HP if you spend a Turn bathing, but you will trigger Something is Lost…
1-33. Hot Room
This room is hot and humid like a sauna. It smells like combusted gas. A careful look around reveals an ancient scroll case on the ceiling - rusted metal, with old adornments depicting lines of priests walking in retrograde of each other. It contains the Prayer Scroll of Onderboven, which can be used at the god’s idol in his cave in the Valley of Wells to gain his powers.
Otherwise the Prayer Scroll could be sold to an antiquarian for 50gp.
1-34. Steady Drip
Water drips down from the ceiling, forming reflective shallow pools. Otherwise empty.
In the southern part of the cave is a bricked-up wall long smashed apart, leading downward stairs. In the southern part of this section along the floor is a secret removable stone panel in the wall. Against the western wall there are two heavy steel bars barring a removable section of wall, granting access to the backside of the Juggernaut in Room 24, if it's not rumbling around (5 in 6 chance by default).
1-35. Calm Pool
Cave pool with tiny aquamarine snails within, each the size of a pinky fingernail. By the pool's edge is a pestle and mortal, stained slightly blue by snail guts. If one can gather and mash up enough of them (takes one person one Turn), one dose of potent Forgetfulness Poison can be produced. There are enough snails to produce 1d4 doses every month.
This Forgetfulness Poison, when absorbed, causes the victim to forget how to do the next significant action they want to do for 1d6 Turns. Multiple doses multiply the length of this effect by rolling one additional d6 per dose and multiplying the duration in Turns by that amount.
1-36. Falling Door Trap
A great door of lead, fifteen feet tall. It depicts the enemy-soldiers of the Iconoclast being crushed by a strange steamroller-machine (the Juggernaut), with the Iconoclast riding it like a chariot. It shows them cartoonishly flattened afterwards, displaying great terror. Two great handles are upon the door, if pulled then the whole door will come crashing down, smooshing those before it unless they dodge away.
The sound of the falling door will alert the Juggernaut, and it will come in 3d4 Rounds.
1-37. Crawl Space
A crawl space 3ft high. Secret removable stone panels built into the walls of Rooms 25 and 34 allow access. Provided it's not rumbling around (1 in 6 chance by default), the Juggernaut can be observed through a peephole. Squirreled away in here are the bones of a forgotten priest. Embroidered on their crumbling silk robes are depictions of poppy flowers.
On the body is an animal bone pipe worth 100gp, a scattered of small animal bones (mouse), and nine golden teeth (each 10gp).