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Exploring Moorirot Mound
A Dungeons&Dragons® v3.5 adventure for 4-6 characters of 1st-3rd level.
by Grant Williams, Dungeoneering.com © 2007

Part 2: Secular Silence and the Dire Rat Baron (Rooms #23 - #32)
Exploring Moorirot Mound - Adventure Introduction
Part 1: Enter the Danger (Rooms #1 - #22)
Part 2: Secular Silence and the Dire Rat Baron (Rooms #23 - #32)
Part 3: Lizard Lair to the Dead Elf (Rooms #33 - #47)
Exploring Moorirot Mound - Adventure Conclusion
Map of Moorirot Mound:
Map of Moorirot Mound - Dungeons&Dragons Adventure
23. Lizard Outpost
Beyond the door you see a cluster of reptilian humanoids gathered around a make-shift table. They seem to be having casual conversation in a soft, hissing language.
The air is immediately noticable as being fresh and humid, with a swampy smell. The table and lizardfolk are in the northwest corner, and the characters can get 1 round of surprise if they act quickly and quietly.


4 Lizardfolk
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150
D&D v3.5 Monster Manual
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The lizardfolk carry nothing of value on their person. The southwest door is made of stone, in remarkable condition and is locked.

24. Abandoned Entry (East door is locked)
Walls of fitted stone painted white fade with time. Dust covers all. Wardrobe items hang along the wall next to a table accross from you.
This room has gone undisturbed for 11 years. The masonry has kept it very dry. Several pieces of pottery lay empty upon the table. Seven robes hang on 7 pegs along the west wall. They fall apart if disturbed.
† Characters making a successful Knowledge(Religion)(DC 23) or Knowledge(History)(DC 20) recollect this as possibly an extinct religious sect of Orinius, a Lawful Nuetral god of order.

25. Forgotten Chamber
Beyond the open door lies a mostly empty room. Long, wooden boards are fixed to the bottom of the right wall. Stones, tumbled from the dungeon wall, lie near the far corner. The air is cool and stale.
The room is empty other than the stones and wooden boards - which are sporadically covered with a grey, mold-looking substance.
The stones indeed fell from the dungeon wall, and the boards looked to be a broken-down trough.
† A Dungeoneering (DC 0) shows the grey substance in the room to be harmless cave mold.

4. Large Closet
Broken shelves hang on the wall above broken tools laying on the floor.
Rotting, wooden pegs also line the north wall. There are 2 broken and splintered wooden shafts with their corresponding rake and pitch-fork heads. There is also 1 intact spade.
† A Search (DC 20) finds a rusted, iron key embedded in the underside of a broken shelf board on the floor. This key opens the locked door to Room #12.

5. Large Room
A large chamber expands away from you beyond your light. Wood planks lay about, and you can see a pile of them near the middle of the room.
The pile of boards in the room are actually smashed wooden steps and a splintered wooden door.

6. Fight Room
Scaterred about the floor of this large room your light shines off dark pieces of something. The form of a body lies in the shadows to your right. The air smells of blood and death.
Pieces of 2 large scorpions lay about, the body of a dead orc lays to the west. The southwest corner has collapsed and the earth and stone have been mounded around a large hole.
† A Wilderness (DC 5) or First Aid (DC 5) reveals the orc and scorpion to have died within several hours.
The mound and hole lead to a scorpion lair. If anyone enters a square next to the hole, 4 three-foot-long scorpions pour out and attack!

4 Monstrous Scorpions
Small Vermin
HD: 1d8+2 (6hp)
Initiative: +0
Attack: 2 Claws +1 melee, Sting -4 melee
Damage: 1d3-2, 1d3-2 + poison
AC: 14 (+1 size, +3 natural)
Speed: 30ft. (6 squares)
Saves: Fort +4, Ref +0, Will +0

XP: 150 each
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If the scorpions are defeated and the room/lair searched, they find:
- The orc has sp in a pouch.
- Scattered about the room are mixed coins worth gp.

7. Unused Chamber
The floor of this room is clean, fitted stone. Wisps of cobwebs hang from the corners.
This room is empty.
† A Wilderness (DC 5) or Search (DC 5) discovers drops of relatively fresh blood going from the south to the north door.

8. Marauding Orcs
A group of orcs stand gathered in this room, some sitting or laying on the floor. They face you with weapons drawn.
Six orcs are in this room, 1 seated (wounded), 1 lay dead from scorpion wounds. The leader of the orcs steps forward and examines the PC's briefly before barking "Rog tu-lu!". (orcish that roughly translates to "Just our luck!")
This is Braktus, leader of the marauding band of orcs. His brute strength and confidence outweigh his wisdom, but he realizes his band is weakened.
† If there is a dramatic pause, he barks in orcish "Feyah rendoo tin rendoo!". ("You wanna fight me, fight me!")
† If the party attacks he believes bad luck has shown him his fate, and he rallies the other 3 standing orcs in a fight to the death.
If the orc from Room #2 escaped he is here also, sitting against the south wall. Wounded orcs do not fight.

Braktus
Level 2 Orc Fighter
Medium Humanoid
HD: 2d10+4 (19hp)
Initiative: +1
Attack: Falchion +5 melee
Damage: 2d4+5/18-20x2
AC: 14 (+3 studded leather, +3 Dex)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will -2

XP: 300
D&D v3.5 Monster Manual
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3 Orcs
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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If the orcs are defeated and searched, they find Braktus has sp in a pouch, and each orc has a pouch with gp in assorted coins.

9. Frontier of the Rat Domain
The distinct screech of rats greets you as you enter. You see several pairs of red, glowing eyes disappearing and reappearing in the darkness beyond your light.
Piles of trash rest against the west wall, small animal bones and rat droppings are scattered all over the room. Rats scurry atop the trash pile if anyone enters, and disappear into the rubbish if approached.
† A Spot (DC 15) or Search (DC 5) of the trash pile reveals a "rat hole" (see #10a).

10. Rat Pile
An awful stench fills the air. An enormous mound of garbage fills the far half of the room. Rats screech and scurry away from your presence.
Two extremely large rats emerge, and remain atop the garbage. Staring at you with red, gleaming eyes as if prepared to defend their territory....
The rats are over 3 feet long with thick, shaggy fur. The garbage piles up the West wall nearly to the ceiling.
† Everyone in the room must make a Fortitude Save(DC 10) or suffer a -1 to all d20 rolls for 15 minutes . (from nausea)
The rats follow every move the party makes with their gaze, and attack anyone who enters a square next to the garbage.
If an attack occurs, a 3rd rat emerges to join the fight.


3 Dire Rats
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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† Anyone in a garbage square must make a Fortitude Save (as above) each round, cumulative to -3.
The pile of refuse is mostly made up of decaying unidentifiable animal material mixed with rotting wood scraps and stone rubble. Rat feces and musk coat all of it.
Searching of the room yields gpin treasure.
† A Search (DC 10) of garbage reveals the concealed door on the west wall.
† A Search (DC 15) discovers a grime-encrusted, brass carafe worth gp.

10a. Rat tunnels
The rats have discovered, and manufactured, 1- to 2-foot wide tunnels from various areas back to the rat lair (Room #30). Anything exploring these tunnels has a 50% chance per 10 feet of encountering/fighting a giant rat.

Giant Rat
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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11. Empty Chamber
Large stones lay scattered about, rat droppings cover everything. Several rats scuttle out of sight.
The stones are rubble from the dungeon walls. Rat-sized holes have been dug through the bottom of the 2 north doors.

12. Larder Rooms
This door is locked. (key in Room #4) A rat-sized hole has been chewed through bottom of door.
This dark room holds smashed crates and barrels. Several large rats stare at you from the dark, with glowing, red eyes.
Five giant rats fight to the death if engaged or if anyone enters the room - feeling trapped from their only escape route.

5 Giant Rats
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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If the rats are defeated, and the room searched, characters find gp in food stuffs and provisions.

13. Bunk Room
This room is filled with depreciated and torn bed bunks.
Ten bunk beds lay in varying stages of disrepair about the room. Rats have chewed and stripped cloth, hay, burlap and scattered it about or dragged it off.

14. The Babbling Horror
The glint of shiny objects lay scattered about the floor accross the room, littered among other, indistinguishable debris.
A gibbering mouther lies in wait in the northwest corner, ready to ambush.

Gibbering Mouther
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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Laying atop discarded rubbish and buried within the gibbering mouther's lair are gp in residual treasures.

15. Hidden Gnome
This small room holds two crates draped in cloth. An over-turned kettle lays against the wall to the left.
A gnome lies in hiding behind the crates, desperately clutching his dagger. He has a treasure chest (dragged from Room #17) behind him, and sits shaking in a state of terror after encountering the "babbling horror" (Room#14). He will gladly share his looted treasure for an escort out of Moorirot Mound.

Fixxle-plik
Level 2 Gnome Rogue
Medium Humanoid
HD: 2d10+4 (19hp)
Initiative: +1
Attack: Falchion +5 melee
Damage: 2d4+5/18-20x2
AC: 14 (+3 studded leather, +3 Dex)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will -2

XP: 300
D&D v3.5 Monster Manual
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The treasure chest contains gp in assorted treasures.

16. Empty
The air is dry and dusty, smashed wooden boxes lay piled about.
It looks as if the contents of the containers were searched and looted long, long ago. Not much of anything of value remains, save gp in salvagable wool cloth.
† A Wilderness (DC 15) finds recent, small, booted, muddy tracks trailing from the north door to the south door, dragging something heavy.

17. Large Mud Room
A large room spreads out before you. The distinct smell of fresh mud and earth strikes your senses, and you can see mud covering the floor to your left.
Water seeps down most of the west wall, it has deposited a large delta of mud on the floor. A fungus-covered broken keg, picture frame and torch stub lie undisturbed for months.
† A Wilderness (DC 10) finds small, booted feet leading about the room then out the south door, dragging something heavy.
† A Wilderness (DC 22) finds month-old zombie tracks (from Room #20) and lizardfolk (Rooms #33-37)
† A Dungeoneering (DC 5) tells that the brown fungus covering the items in the mud to be harmless cave mold.

18. Secret Treasure Room
This room is clear and dry, seemingly undisturbed for a long time. Aside from some boards piled atop a canvas tarp, the room is empty.
This room has gone undisturbed for many years, not even disturbed by animal or vermin. Many years ago, a fleeing bandit lord hastily tossed his treasure horde in a large hole previously excavated. He then threw a hide tarp overtop and then wooden boards.
Hidden beneath the tarp is gp worth of treasure.

19. Spider King
White cobwebs thickly cover the walls and form a ceiling 10-15 feet above the floor. The air is deathly still.
This is the lair of giant spider. He prospers largely off the prospering rat population - and also the occasional panicked adventurer fleeing the gibbering mouther (Room #14).
Rat carcasses, and other larger forms, can be seen cocooned within the webs. The giant spider attempts to sneak up on and surprise any who enter. It also instantly attacks any who attempt to burn its webs!

Giant Spider
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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A search of the lair yields gp in assorted treasures.
† A Search (DC 15) reveals a hidden .

20. Za-A-A-ahmbay! Za-A-A-ahmbay!
Within your light you can see smashed, wooden cupboards along the walls to your left and right. A broken bale of hay is strewn about, along with other debris.
The sound of unsteady, shuffling feet can be heard coming from the darkness.
Allow the PC's one full round of action before 2 human zombies shuffle out of the darkness towards the party, arms out-stretched, looking for a meal....

2 Human Zombies
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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The hay is muddy and rotting, scattered about randomly. The contents of all the cubpoards have been looted or thrown to the floor (dozens of smashed pottery shards, 1 iron ladel, 1 9" iron skillet).
Near the northeast corner, the gnawed bones of a humanoid corpse lay scattered about. Among the carrion is gp.

21. Resting Sanctuary
This room is quiet and peaceful. All is still and only the soft gurgle of running water can be heard.
The two doors are sturdy, solid oak with locking bars of excellent condition placed next to them. A crevasse in the southeast corner flows with cool, fresh water and air. Stones tumbled from the walls make for perfect seats, and the ground is covered with a thick, soft moss.
This place is perfectly suited for a comfortable and easily defendable resting place for the PC's. No encounters will occur in here, regardless of how much time is spent here by the PC's.

22. Skeletal Remains of the Day
Your torchlight reveals a room empty except for several skeletal remains lying on the floor. A moment passes before the bones methodically clack to life and rise up before you.
Five skeletons shamble towards the party! They attack until destroyed. They will pursue up to 50 feet outside the room.

5 Human Skeletons
Medium Humanoid
HD: 1d8+1 (5hp)
Initiative: +0
Attack: Falchion +4 melee
Damage: 2d4+4/18-20x2
AC: 13 (+3 studded leather)
Speed: 30ft. (6 squares)
Saves: Fort +3, Ref +0, Will –2

XP: 150 each
D&D v3.5 Monster Manual
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This secret room, with its guardians, is a hidden treasure room of the necromancer elf (Room #45). Beneath a hide tarp is a small, locked, untrapped chest containing gp. Wrapped in a fur cloak is a . Organized along the north wall are gp in assorted valuables.




This marks the end of Part 1: Enter the Danger. Proceed to...

Part 2: Secular Silence and the Dire Rat Baron



Dungeons&Dragons v3.5 Adventure: Exploring Moorirot Mound © 2007 Dungeoneering.com

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