The Spear of Artemis
6 person adventure: Level 7
Quest Objective: The main goal on this dungeon level is to get the Spear of Artemis. This isn't just any weapon; it's a holy relic that works as a +2 weapon and a holy symbol. For a cleric, it has special powers, giving them a +2 to the DC of their divine spellcasting powers. Characters in the dungeon might already know they're looking for this specific artifact, or they might discover its importance after finding it.
General Dungeon Information
This dungeon level has a long history. It started as a planar gate, built by a lich. Later, it was left empty because of a plague, and since then, it's been taken over and changed many times. The dungeon is a Fine-sized area, measuring 23x23 grid squares. Its walls are made of Superior Masonry, which is tough to climb (DC 20). The floor is uneven flagstone, making it hard to charge or run (DC 10). The temperature inside is warm. Illumination is shadowy, coming from glowing phosphorescent fungus or candles placed every 20 feet.
Corridor Features
Certain parts of the dungeon's corridors have unique characteristics. In Location 'a', the walls are engraved with arcane symbols. In Location 'c', the walls show glowing symbols. A descent chute in Location 'e' leads down to the next dungeon level. In Location 'i', a group of demonic faces are carved into the walls. There's also an Earthmaw Trap at Location 'm'. To find it, you need a DC 10 check, and to disable it, a DC 15 check. It attacks with a +11 to hit against one target, dealing 10d10 piercing damage.
Wandering Monsters
Six different groups of monsters roam this level, adding an unpredictable element to exploration.
Encounter 1 is of Medium difficulty (3,800 XP). It consists of one Stone Giant (CR 7) and two Saber-toothed Tigers (CR 2). These creatures are pulling a small cart loaded with iron bars and other trade goods.
Encounter 2 is Easy difficulty (1,850 XP). It includes one Ghast (CR 2) and seven Ghouls (CR 1). This group is actively investigating a strange noise.
Encounter 3 is also Easy difficulty (750 XP). Here, you'll find fifteen Winged Kobolds (CR 1/4) who are trying to avoid being noticed.
Encounter 4 presents a Hard challenge (4,050 XP). It features nine Specters (Poltergeists) (CR 2) who are consumed by disease and madness.
Encounter 5 is Easy difficulty (1,800 XP). This group has four Specters (Poltergeists) (CR 2) that are hunting for food.
Finally, Encounter 6 is a Hard challenge (4,500 XP). It's a large group of ten Carrion Crawlers (CR 2) actively hunting for food.
Dungeon Rooms: Layout and Details
Each room is described with its entrances and exits, special features, any monsters living there, and available treasure.
Room #1
The North Entry leads to Room #7. This is a secret (DC 20 to find), trapped, and unlocked Simple Wooden Door (10 hp). It's hidden behind a tapestry showing legendary monsters and is several feet above the floor. Its Guillotine Blade trap has a DC 10 to find, DC 15 to disable, +3 to hit against one target, and deals 2d10 slashing damage.
The East Entry leads to Room #3. This is a trapped and locked Simple Wooden Door (DC 15 to open, DC 15 to break; 10 hp). Its Contact Poison trap has a DC 10 to find, DC 10 to disable, affects each creature touching the trigger, and requires a DC 15 save or deals 4d10 damage.
The South Entry leads to a corridor that can go to Room #2 or Room #6. This is a trapped and stuck Stone Door (DC 20 to break; 60 hp). If you go straight down the corridor past this door, it turns left, and a door on the right leads to Room #2. If you turn right immediately into the corridor, a door on the right leads to Room #6. Its Earthmaw Trap has a DC 15 to find, DC 15 to disable, +6 to hit against one target, and deals 4d10 piercing damage.
Room #1 is home to six Ghosts (CR 4), making it a hard encounter (6,600 XP). The treasure here includes 900 cp, 6,000 sp, 2,300 gp, 80 pp. You'll also find two black onyx (150 gp each), three diamonds (100 gp each), one chrysoberyl (100 gp), two jets (100 gp each), two pearls (100 gp each), one spinel (100 gp), one tourmaline (100 gp), and a +1 Wand of the War Mage (uncommon).
Room #2
The West Entry is where you arrive from the corridor connected to Room #1. It's a stuck Good Wooden Door (DC 15 to break; 15 hp).
There are two South Entries that lead to a corridor system for Room #5. South Entry #1 is a secret (DC 15 to find) and unlocked Strong Wooden Door (20 hp), hidden within a mosaic of geometric patterns. South Entry #2 is an unlocked Good Wooden Door (15 hp). Both of these South Entries lead to a hall. To follow the hall: it turns left, then midway it turns right (continuing straight dead-ends). If you take the right turn, it will turn right again, then another right, and finally lead down a staircase to Room #5.
The room features demonic faces carved into the west wall, and the sound of horns fills the room. It also has a Falling Cage Trap with a DC 15 to find and DC 10 to disable. This trap affects all targets within a 10 ft. square area, requiring a DC 10 save or causing confinement.
Room #3
The North Entry is an Archway that is a dead end. The East Entry is an unlocked Strong Wooden Door (20 hp) and is also a dead end. The South Entry is a locked Iron Door (DC 20 to open, DC 30 to break; 60 hp).
Various torture devices are scattered throughout the room, and a rusted chisel lies on the north side. The monsters here include one Ogre Bolt Launcher (CR 2) and six Ogres (CR 2), a medium encounter (3,150 XP). The treasure includes 500 cp, 9,000 sp, 1,900 gp, 110 pp. You'll also find five diamonds (50 gp each), two bloodstones (50 gp each), one chrysoprase (50 gp), one citrine (50 gp), one quartz (50 gp), a Potion of Diminution (rare), and a Potion of Superior Healing (rare).
Room #4 (Spear of Artemis Location)
This room is accessed by traveling down a corridor from Room #5. Inside, an altar holds the Spear of Artemis. This is the primary objective of the quest.
Room #5
The North Entry arrives from the Room #2 corridor or the Room #4 corridor. It's a stuck Strong Wooden Door (DC 15 to break; 20 hp).
The South Entry leads to the Room #6 staircase. This is a secret (DC 25 to find) and unlocked Good Wooden Door (15 hp). It's hidden near the ceiling within a mosaic of geometric patterns. This door leads to the staircase in Room #6.
Someone has scrawled "Look to the right" on the east wall, and a putrid odor fills the room. The monsters here are four Ochre Jellies (CR 2), an easy encounter (1,800 XP). The treasure found is minimal: 12 cp, 18 gp, 13 sp, 25 cp.
Room #6
The West Entry arrives from the Room #1 corridor. It's a stuck Strong Wooden Door (DC 15 to break; 20 hp). To enter this room from Room #1, you turn right after Room #1's South Entry.
The East Entry leads to Room #5. This is a locked Strong Wooden Door (DC 25 to open, DC 20 to break; 20 hp). This door connects directly to Room #5.
This room is empty.
Room #7 (Dead End)
The South Entry leads to Room #1. This is a secret (DC 20 to find), trapped, and unlocked Simple Wooden Door (10 hp). It's located several feet above the floor and hidden behind a tapestry of legendary monsters. Its Guillotine Blade trap has a DC 10 to find, DC 15 to disable, +3 to hit against one target, and deals 2d10 slashing damage. This leads back to Room #1, which is inhabited by six Ghosts.
Several iron cages are scattered throughout the room, and a hole has been blasted into the west wall. This room is explicitly a dead end.