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PRODUCTS OF YOUR IMAGINATION

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The Book of Lairs II
Table of Contents
How to Use The Book of Lairs II . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-4 Mountain
Aerial Servant 49
Terrain Monster Page
Chiang Lung 50
City Dwarf 51
Bersekers ................. 5 Efreeti 53
Halfling ................. 6 Frost Giant 55
Otyugh ................. 7 Gargoyles 56
Merchant ................. 9 Hippogriff 57
Yakuza . . . . . . . . . . . . . . . . 11 Pegasus 58
Clouds Peryton 59
Ki-Rin . . . . . . . . . . . . . . . . 12 Remorhaz 60
Silver Dragon 62
Desert Umber Hulk 63
Dervish . . . . . . . . . . . . . . . . 13 Yeti 64
Flesh Golem . . . . . . . . . . . . . . . . 15 Xorn 65
Shedu . . . . . . . . . . . . . . . . 17 Other Planes
Forest Foo Lion 67
Bakernono . . . . . . . . . . . . . . . . 18 Invisible Stalker 68
Brownies . . . . . . . . . . . . . . . . 19 Red Abishai 69
Ettins . . . . . . . . . . . . . . . . 20 Plains
Griffons . . . . . . . . . . . . . . . . 21 Anhkhegs 70
Iron Golem . . . . . . . . . . . . . . . . 23 Hybsil 72
Leprechaun . . . . . . . . . . . . . . . . 24 Salamander 73
Minotaur . . . . . . . . . . . . . . . . 26
Monk . . . . . . . . . . . . . . . . 28 Subterranean
Ninja . . . . . . . . . . . . . . . . 29 Displacer Beasts 74
Pseudodragon . . . . . . . . . . . . . . . . 31 Fungi/Moldy Horrors 76
Shan Sao . . . . . . . . . . . . . . . .32 Gooey/Oozy Things 77
Sphinxes . . . . . . . . . . . . . . . . 33 Manticore 79
Tengu . . . . . . . . . . . . . . . .35 Mind Flayer 80
Wood Elf . . . . . . . . . . . . . . . . 37 Quasit 81
Wyvern . . . . . . . . . . . . . . . . 38 Rust Monster 82
Shadow Dragon 83
Hills Wraiths 84
Bugbears . . . . . . . . . . . . . . . . 39
Chimera . . . . . . . . . . . . . . . . 40 Water
Gnomes . . . . . . . . . . . . . . . . 41 Aquatic Elf 86
Medusa . . . . . . . . . . . . . . . . 42 Mermen 88
Jungle Wilderness
Couatl . . . . . . . . . . . . . . . . 44 Movanic Deva 89
Yuan Ti . . . . . . . . . . . . . . . .45 Succubus 91
Marsh/Swamp Alphabetical Monster Index 93
Beholder . . . . . . . . . . . . . . . . 47
Will O Wisp . . . . . . . . . . . . . . . . 48 Combined Monster Statistics Table 94-95

Credits:
Authors: Anne Brown, Scott Bennie, Deborah Christian, David Cook, Jane Distributed to the book trade in the United States by Random House Inc., and in
Cooper, Ed Greenwood, Paul Jaquays, Robin Jenkins, David E. Martin, Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by
Karen S. Martin, Anne Gray McCready, Bruce Nesmith, Jeff O'Hare, regional distributors. Distributed in the United Kingdom by TSR UK Ltd.
Steve Perrin, Jon Pickens, Michael Price, Rick Swan, Gary Thomas, These adventures are protected under the copyright laws of the United States of
William Tracy, Alien Varney America. Any reproduction or unauthorized use of the material or artwork printed
Coordinators: Bruce Heard, Karen S. Martin herein is prohibited without the express written permission of TSR Inc.
Editors: Deborah Christian, Heike Kubasch, Karen S. Martin, Jean Rabe,
Copyright 1987 TSR Inc. All Rights Reserved.
Gary Thomas
Typography: Betty Elmore Printed in U.S.A.
Cartography: Dennis Kauth ISBN 0-88038-396-8 $12.00
Cover Art: Larry Elmore

2
How to Use The Book of Lairs II
The intent of this book is to provide the ref- The (Average) listing for the Total Party cludes a detailed description of the lair as well
eree with a series of pregenerated encounters Levels is a calculation that should be made at as the monster's tactics and several separate
to insert into any AD&D game campaign. the beginning of the adventure by the DM. encounters within the adventure. These en-
Each creature encounter is itself a series of en- This is an indication of the power and type of counters eventually lead to the climactic battle
counters that can be used all at once or in part creatures a party should be facing. If the party in which all is won or lost.
during a game. The referee can easily use average falls below or above the listing for the The beginning of this section gives a little
these encounters without much preparation encounter by more than one, changes should bit of background on the creature(s) and why
during the middle of a game or can use them be made in the encounter. this encounter is where it is. Then there is a
to start off an adventure. Experience points appear under three dif- short description of the encounter area and
The adventures in this book are organized ferent listings for each encounter: Total Magic what is there and easily observable. The rest of
into terrain groupings. Within each terrain X.P., Total g.p. X.P., and Monster X.P. the information is the series of encounters the
type, the adventures are listed in alphabetical The Total Magic X.P. listing deals with the party will meet when dealing with the crea-
order. Various difficulty levels are included, magical treasures of the encounter. The ture listed. Sometimes the end of the en-
from those designed for low-level parties to Dungeon Master's Guide experience point counter has a brief listing that can lead the
those for high-level groups. values for the magical items in the adventure party to other encounters in The Book of Lairs
An index in the back of this book lists the are added into this total. In the case of II.
adventures in alphabetical order with average charged items, their full charge value has been
party levels. Also in the back of the book are given in case the referee wants to make
tables containing the statistics for all the mon- changes in the encounter and present his or Terms Used in The Book
sters encountered in this book. This can be re- her players with fully charged items. It is a of Lairs II
moved and used as a reference sheet by the simple matter to scale down this experience if
There is a set of fairly standard terms used
DM. a lesser charged item is desired.
The Total g.p. X.P. listing indicates the to- throughout the text of this work that are de-
tal gold piece value of the encounter. All of fined here. Every DM should be familiar with
Encounter Format the treasures have been added into this figure
these terms.
When a new monster is introduced in an
The creature featured in each adventure is and appropriate subtractions should be made
adventure, its statistics are given in the follow-
listed at the top of the first page of the adven- if the party does not find all the treasure.
ing paragraph so the DM will not have to
ture. Next to the creature name is a number in The Monster X.P. entry is computed from
thumb through the book looking for the crea-
parentheses. This is the total number of these the Dungeon Master's Guide listings and a
ture's stats.
creatures that might be encountered in the subjective addition has been made for the
IN: Intelligence represents the reasoning
adventure. At the top of the first column of tricks and traps of any given encounter. Three
and learning abilities of a character or crea-
text is a box that contains general information listings are provided under the monster expe-
ture.
pertinent to the adventure. This lists the ter- rience points. These listings are used by the
rain, total party levels, total magic X.P., total DM as the situation merits. The Kill listing is
g.p. X.P., and three degrees of monster X.P. used when the characters have killed all the Intelligence
Rating Represents
The terrain of the encounter is given at the creatures in the encounter. The Defeat entry is
0 Nonintelligent or unrateable
top of the box. This gives the type of area the used in the event the party drives off some of
1 Animal intelligence
PCs must be in to encounter this particular the creatures or otherwise meets and wins out
monster. The adventures appear in terrain over the creatures without causing the death 2-4 Semi-intelligent
groupings in the table of contents. In this way, of all the monsters. The Retreat listing is used 5-7 Low intelligence
a DM can easily see what adventures are avail- 8-10 Average (human) intelligence
if the party made an effort to defeat the crea-
11-12 Very intelligent
able for the type of terrain the PCs are cur- tures in the adventure, but was forced to re-
treat. This last entry enables the DM to 13-14 Highly intelligent
rently journeying through.
recognize that the party learned from the en- 15-16 Exceptionally intelligent
The listing for Total Party Levels is an aid to
17-18 Genius-level intelligence
the referee to determine the power of the counter, but just could not quite finish it off.
19-20 Supra-genius
group the adventure was designed for. If a Every encounter has from one to three 5et
21 + Godlike intelligence
party is larger or smaller than the total party Up features. These are bits of information on
levels listed, adjustments should be made. situations to help the referee get the party into
DX: Dexterity deals with a number of
Adjustments can be made in several areas. To the adventure. They can also be used to get
physical attributes from hand-eye coordina-
adjust the encounter downward for a weaker the party back on track if the group has taken
tion to speed of movement.
party, several things can be done. In all cases an unplanned tangent and not gone the way
the creatures in this book have above average the Dungeon Master thought they would.
hit point totals; halving these totals for a Dexterity Score Attack Adj. Defensive Adj.
This section may also contain information
3 -3 +4
weaker party is one answer. Halving the dam- pertinent to all of the ways the PCs could get
4 -2 +3
age done by traps is another solution. In the into the adventure (i.e., there may be three
case where the encounter must be made 5 -1 +2
different people or situations that introduce
tougher, a simple increase in the number of
6 0 +1
the PCs to the adventure, but all three would 7
creatures can bring the encounter level up to enable them to gain certain basic informa- 0 0
where it should be. In both of these changes a tion).
8 0 0
modification to the Monster X.P. number Following the Set Up is the Lair section. 9 0 0
should be made.
10 0 0
This is the main body of the adventure and in-

3
Dexterity Score Attack Adj. Defensive Adj. HD: Hit Dice are used to calculate the (e.g., a Wisdom Check, a Dexterity Check,
11 0 0 number of hit points a monster has. This etc.), roll 1d20 against the character's appro-
12 0 0 number also determines the THACO of the priate ability score. A roll equal to or less than
13 0 0 creature (see below) and saves of a creature. the appropriate score means the action suc-
14 0 0 hp: In most cases the hit points of the crea- ceeded, while a roll greater than the ability
15 0 -1 ture in this book are near maximum because score indicates failure and the character suffers
16 +1 -2 these creatures are "superior" versions of their whatever dire consequences await. Sometimes
17 +2 -3 species. an Ability Check enables a character to avoid
18 +3 -4 #AT: Number of attacks shows the number all or some of the damage from an attack.
19 +3 -4 of physical attacks the creature is able to make Some actions are especially easy or difficult
during a given melee round. The 3/2 listing and have bonuses or penalties to the ability
CN: Constitution encompasses the charac- means a creature can attack once on the odd score to reflect the level of difficulty.
ter's physique as it affects his resistance to melee rounds and twice on the even melee The Ability Check is a wonderful mecha-
hardship. rounds. nism for resolving the results of almost any
ST: Strength is a measure of muscle power Dmg: Damage per attack indicates the hit action. The DM needs to decide which ability
and also factors in extra hitting and damaging point range a creature can inflict after a suc- applies to the situation, whether there should
abilities. cessful strike. be any modifiers due to circumstances, and
THACO: This is an acronym for "To Hit then roll away.
Strength To Hit Damage Doors Armor Class 0 (zero)." This gives the number
Score Adj. Adj. that needs to be rolled on 1d20 for that being
3 -3 -1 1 to hit Armor Class 0. To determine whether
Other References
4-5 -2 -1 1 the attack hits another Armor Class, subtract The Book of Lairs II is designed to be a stand
6-7 -1 None 1 that Armor Class number from the THACO to alone product. You should be able to play an
8-9 None None 1-2 see what number needs to be rolled for a hit. adventure in this book without consulting any
10-11 None None 1-2 If a creature with a THACO of 15 attacks a PC of the monster manuals or other reference
12-13 None None 1-2 with an Armor Class of 4, the creature needs books (except for spell effects and magical
14-15 None None 1-2 to roll an 11 (15 - 4) to hit. If the PC is Armor item effects, which could not be included due
16 None +1 1-3 Class - 3, however, the creature needs to roll to space restrictions).
17 +1 +1 1-3 an 18 (15 - [- 3] = 15 + 3). Nonetheless, this book contains references
18 +1 +2 1-3 This number eliminates the need to consult to rules in the Dungeoneer's Survival Guide,
18(01-50%) +1 +3 1-3 tables or keep charts for each character. One Dungeon Master's Guide, and Wilderness
18(51-75%) +2 +3 1-4 simple calculation tells you whether the attack Survival Guide. Simple versions of rules have
18(76-90%) +2 +4 1-4 hits. You will find that this calculation quickly been given in this text wherever possible.
18(91-99%) +2 +5 1-4(1) becomes automatic.
18(100%) +3 +6 1-5(2) SA: Special Attacks detail such things as
19 +3 +7 7-8(3) dragon breath, magic use, and the like special
abilities of creatures.
CH: Charisma is a combination of a char- SD: Special Defenses detail things like de-
acter's persuasiveness and personal magnetism fensive magic, camouflage abilities, etc., that
and is used if a character gets the chance to must be factored into a fight with that type of
talk. creature.
WS: Wisdom is a combination of a charac- MR: Magic Resistance is the percentage
ter's judgment, willpower, and intuitiveness. chance that a creature is able to ignore the ef-
AC: Armor Class is a measure of how diffi- fects of a spell cast at it.
cult it is to hit a creature. It reflects the type of AL: Alignment indicates the behavior of
protection worn or inherent protection a crea- the monster, whether it is of good or evil in-
ture has due to its physical or magical nature tent.
or its speed. g.p.: gold pieces
Move (MV): Movement represents the c.p.: copper pieces
usual speed a monster is able to maintain for s.p.: silver pieces
lengths of time. Short bursts of greater speed e.p.: electrum pieces
are possible. If more than one speed is listed, p.p.: platinum pieces
the monster can travel via two or more differ-
ent methods:
X" = ground speed
Ability Checks
/X" = flying speed In an effort to simplify life for both players
/ /X" = swimming speed and DMs, and to give a character's abilities the
(X") = burrowing speed importance they deserve, recent TSR
*X" = climbing in a web products have made use of a mechanism for
@X" = climbing in trees resolving actions called the Ability Check.
When asked to make an Ability Check

4
Berserkers (5)
by Allen Varney can be an old abandoned shell, or the Stomm glass, and huge crates of corks.
brothers may have evicted its employees re- Inside one tun is the berserkers' meager
Terrain: Large City cently, according to DM preference. hoard of treasure: 10 s.p. and 100 c.p., and a
Total Party Levels: 4-8 (avg. 1st) Now the winery is their home. The upstairs scroll of protection from undead. They've
Total Magic X.P.: 1500 offices comprise their filthy sleeping quarters, spent the rest of their money on liquor.
Total g.p. X.P.: 2 the site of drunken parties and brawls. The The dogs have the run of the place; there's
Monster X.P.: warehouse holds defunct winemaking equip- one for each party member. The Stomms have
Kill: 140 Defeat: 105 ment, as well as a pack of wild dogs the brutalized these mongrels to the point that
Retreat: 35 Stomms have corralled. they're as vicious as their masters. The dogs at-
The brothers have rigged the winery with a tack unfamiliar characters instantly, and may
Special Lair Features: This lair may be used few primitive alarms, but they don't have attack the Stomms if it looks like they can win
by itself, or linked with the halfling lair de- much use for traps and other such "cowardly their freedom.
scribed on page 6. things." They rely on their own fighting abili- Dogs: AC 7; MV 15"; HD 1 + 1; hp 8;
ties, and on the dogs, for protection. #AT 1; Dmg 1d4; THACO 18; AL N.
Set Up
Meeting the Stomms Upstairs: Offices / Bedrooms
* A wave of thefts as well as an outbreak of
The vineyards surrounding the winery are These small rooms are unimaginably filthy
disappearances of young women has been
large but dead. Bare brown vines, once heavy and degraded. Broken bottles, rags, and de-
linked to a pack of rowdies who moved into a
with red grapes, lie twisted in the dust like molished furniture lie scattered everywhere.
building at the edge of town. Authorities
bodies. The building itself is an imposing There is nothing of interest in the rooms, and
have been unable to get near the old place to
brick structure with a peaked wooden roof, no treasure.
question anyone.
painted trim, and just a few windows, If the characters have gotten this far, the
* An old lady keeps complaining about the
boarded over, in the office area at one end. berserkers attack without warning. Their
noise coming from the winery near her home.
This area was once reached by a staircase, but backs are to the wall here, and they fight to
Raucous shouts, arguments, weird howling
the stairs burned down and the doorway is the death. However, they're stupid enough
merciful Zorb, it's enough to drive a body to
now inaccessible without a climb. that a fast-talking character may be able to
refuge in the temple! Those city guardsmen,
In case anyone does attempt the climb, the talk them into letting their guard down.
she's complained to them over and over. "But
"front entrance" is a wooden door, knocked Any given berserker is ugly, suspicious,
they won't do a thing about it," she says.
loose from its frame and propped in place by a stoop-browed and smelly, prone to fixed stares
"Everybody knows they're practically owned
pile of bricks inside. Downstairs are four wide and slurred speech, and wears chainmail at all
by the merchants, and they won't do a thing
oak doors (one in each wall), solidly locked. times (military habits die hard). He stows a
unless you wave money at them."
Behind each door is a tall stack of wine bottles, cheap broadsword in the sleeping area. No
* "No, really! I heard inhuman screechin'
which topple, crash, and alert the Stomms if berserker has more than 10 c.p. to his name.
comin' from yon buildin' i' the dark o' last
the door is opened. Speaking of names, they're Julius (the eld-
night. I tell ye, 'tis haunted! Haunted, an' I'll
Characters probably alert the Stomms even est), Augustus, Tiberius and Claudius
have none of it! Mark me, the property values
before reaching the building. The dogs inside (twins), and young Diocletian. You may wish
are sure to plummet if somethin' isn't done
set up a howl that alerts the whole family as to give the berserkers an accent or speech im-
soon as strangers come within scenting range. pediment to characterize them. Any snide ref-
Once alerted, the Stomms charge to the erence to their names, speech, appearance,
The Lair boarded windows to warn off the intruders. family background, or behavior is enough to
Insanity runs in families. Witness the Stomm The brothers are not (quite) so stupid as to provoke their berserker rage.
brothers: their father died years ago when he leave a fortified point to attack intruders. This rage is marked by an unusual circula-
drove his team of horses through a crowded ba- They can spot thieves climbing the wall near tory condition: when a Stomm feels the onset
zaar at full gallop. He was still laughing when the entrance, and are nicely situated to drop of this fury, his usually pallid skin turns a pale
the sixth arrow pierced his heart. Mrs. Stomm bricks on them (1d4 damage). They get at yellow-green in hue, the color of a fading
fell silent when her husband died, and never least two free attacks on flying characters who bruise. Then, watch out!
spoke another word during the last twelve years try to break through the door or pull away the Berserkers: AC 7; MV 12"; HD 1d6 + 1; hp
of her life. She spent all her waking hours build- boards on the windows. In general, they're 7; #AT 1; Dmg by weapon; THACO 18; SA
ing a 20'-tall scale model of a kobold, made en- protected from outside assault; determined + 2 to hit due to ferocity of attacks; gets 1
tirely of dried leaves; nobody ever learned why. invaders must go through the warehouse more attack after hit points are reduced to 0
Everyone agrees that their five sons were by far and meet the dogs. (the body doesn't know it's dead yet); AL N.
the craziest of the family.
After their mother died, the five brothers Downstairs The Berserkers and the Halfling
were evicted from their home and told by the The warehouse is dark, dusty, and smells of If you combine this piece with the Halfling
rest of the family to go far away. Impressed vinegar. A huge winepress, covered with cob- lair, assume the Stomms have strange gaps in
into service in the king's infantry, they fought webs, occupies the area beneath the offices. their memories (which are none too good any-
heroically on many battlefields, but were dis- Beside it is a narrow staircase leading up. Most way) corresponding to recent crimes they're
honorably discharged when they assaulted of the warehouse is taken up with enormous accused of. The halfling appears in the night,
their commanding officer. Poor and unem- oak barrels called tuns, stacked horizontally controls the "innocent" Stomms magically,
ployable, the brothers descended on this city six feet high. Near the back of the warehouse and forces them to commit his felonious deeds
and took up residence in a winery. The winery are cases of empty bottles, a pile of broken for him.

5
Halfling (1)
by Allen Varney Branko Gobbet, the Halfling and make them go hungry. The only other
Branko was a 4th-level thief in his younger rooms on this floor are a well-stocked kitchen
Terrain: Large City days, running half a step ahead of the law. and three rooms for servants: a butler, maid,
Total Party Levels: 4-8 (avg. 1st) Then a distant relative died and, unaware of and cook (each a 0-level normal person).
Total Magic X.P.: 3200 Branko's sleazy character, left him a large leg- Branko knows he controls themnot by
Total g.p. X.P.: 2561 acy. Branko now had more honest money than magic but by the more effective means of
Monster X.P.: he'd ever hoped for as a crook. Moving into a wage slaveryand so he treats them with con-
Kill: 85 Defeat: 65 prosperous home in town, he went straight tempt. The tapestries are worth 500 g.p.;
Retreat: 22 straight for ways to indulge his need to exert nothing else of value is on this floor.
control over others. The dim, cramped staircase leads to a land-
Special Lair Features: This lair may be used Branko is now a collector: porcelain, tropi- ing on the second floor, and a hallway with
by itself, or linked with the Berserker lair on cal fish, tapestries, bees, cookware, and, now three doors. Two of these lead to bedrooms
page 5. and then, people. Player characters may hear (Branko's own, and a spartan prison cell with
of him when they have magical items to sell; one barred window); the third opens on
Set Up Branko pretends interest in magical material Branko's study, cluttered with various collect-
of all kinds, but is really interested only in ibles. Here there is a porcelain figurine worth
* People have been vanishing mysteriously
items that give control over others (he'll pur- 200 g.p., and a well-hidden strongbox con-
from a prosperous neighborhood during the chase these for the usual price). Characters taining 50 g.p., 100 s.p., 100 c.p., and a vial
last several weeks. The only suspicious charac-
might also meet Branko while investigating of poison.
ter is an old halfling who never talks to The roof is a dirty square with a low brick
suspicious disappearances around the
anybodyexcept himself, when he mumbles railing. A small brick chimney stands at one
neighborhoodbecause these, too, relate to
incessantly about "enemies." The last disap- his "collecting." edge, near the bank of beehives which Branko
pearance was practically on his doorstep. Occasionally the halfling has some unfortu- holds under control. At least a dozen large
Somebody should find out if the old guy nate man or woman kidnaped and held pris- hives are there, along with beekeeping equip-
knows what's going on; a sizeable reward is ru- ment and protective veils. Hidden inside the
oner on the second floor of his home. Branko
mored for at least one missing person. never tortures a prisoner, or even mistreats largest hive is Branko's stash: 1200 g.p., and
* In a tavern the characters overhear: "You him except on a whim; he merely forces the three gems worth 200 g.p. each. This treasure
tryin' to sell some o' that loot? Old Branko'll prisoner to realize, in dozens of ways, that is well-protectedBzzz!
have a look at it. He don't 'xactly pay top
Branko has complete control over him. When
prices, y'understand, but he's always got the Fighting Branko on his Home Ground
seized by a depression (a frequent occur-
best stuff of any collector in town." If a character attacks Branko, that's no more
rence), the halfling goes to the prisoner for
* "I swear to you upon my honor as an
flattery, obedience, and groveling. After a than the paranoid creature expected, and the
honest businessman, I have definite reason to halfling is ready to take control of party mem-
month or so Branko grows bored with the pris-
suspect that splay-footed little thing of ab- bers with his ring of human influence. He sets
oner, magically erases his memory of incarcer-
ducting my (daughter/ruby-encrusted egg/
ation, and frees him in a distant town. Then controlled characters to fight their fellows,
polo pony). I'll pay handsomely to have
the cycle begins again. while he dodges into the house's many secret
(her/it) returnedno questions asked." passages.
In conversing with Branko, characters no-
tice several things. The halfling talks only of Under a couch or a bed, behind a tapestry,
The Lair himself, and grows bored when the subject in the back of an oventhere are halfling-
The halfling, Branko Gobbet, lives in a two- changes to anything beside himself; he has a sized entrances to the network of passages in
story home on a side street of a pleasant neigh- certain squint about the eyes, and hunches every room except the prison cell upstairs, and
borhood near the busy part of town. Here the over so that he appears even shorter than he concealed observation slots everywhere. The
buildings are close together, their roofs flat, really is; now and then he bares his teethnot passages are low and dark; no one but a half-
the streets between them close and narrow. in a smile, but in a grimace. ling or dwarf can move through them nor-
The halfling's home, though above ground, Branko wears two rings: the silver band on mally. Branko has traps of smoke bombs, nets,
otherwise fits the popular image of such his left hand is a ring of mammal control; his and army ants set at intervals in every passage,
dwellings: clean, cozy, and comfortably fur- most prized possession, a gold ring of human to discourage pursuers. He can trigger the
nished. Its difference from other halfling influence, is worn on his right. He is always same traps against those in any room, and gig-
homes lies in its owner: not a peaceable quiet poised to use either at any time. He also carries gles with glee when he does.
type, but an odious, paranoid-compulsive, a potion of speed and an ordinary dagger. If Branko thinks he no longer controls the
megalomaniacal, selfish and arrogant weasel. Halfling: AC 7; MV 9" ; HD 4; hp 18; situation, he flees to the roof and sends his
The ground floor of the house has a living #AT 1; Dmg 1-6; THACO 17; SA rings of bees swarming on all hostile characters. If they
room, kitchen, and servants' quarters. The human influence and mammal control; AL still pursue, he drinks his potion of speed and
second floor, reached by a narrow staircase at NE. leads the characters on a chase across the roof-
the back of the house, has three bedrooms. tops, with every leap an ability check against
Another flight of stairs leads to the roof, The House Dexterity. (Branko's is 15.) If the characters
where the halfling keeps a large beehive. The A heavy, double-locked door opens onto don't catch him, it's poetic justice to have the
house is honeycombed with small secret pas- the ground floor living room, richly decorated halfling's own bees swarm over him angrily as
sages and nuisance-type traps. with tapestries and overstuffed furnishings. A he tried to jump. He falls to his death, and the
large tank of tropical fish dominates one wall; world is better for it.
Branko sometimes likes to skip feeding them

6
Otyughs (3)
by Ed Greenwood human menaces include the odd giant tick or otyughs in the pools conceal their watching
centipede, and many ratsbut careful exami- eyestalks amid toadstools and faintly lumi-
Terrain: City nation will show that the tavern-talk is true: nous fungus growths that encrust the edges of
Total Party Levels: 27 (Average 5th) there is a large section of passages and cham- the pools. The otyugh in the heap slips its eye-
Total Magic X.P.: 15,900 bers that the rats do not willingly enter (and stalk up into the empty helm of a suit of plate
Total g.p. X.P.: 580 will flee from, if taken into them). armor that sits atop the heap, sprawled in a
Monster X.P.: PCs advancing into these areas will immedi- stone chair canted crazily to one side. PCs may
Kill: 3,076 Defeat: 2,307 ately begin to smell the stench of an open notice that the armor seems to contain eyes
Retreat: 769 privy or kitchen midden, and the choking looking at them if they approach it, but the
reek of human excrement and rotted food. otyugh will flick its eyestalk back down into
SetUp The various rooms and passages eventually the heap at any sign of impending attack
lead into a large, seemingly natural cavern upon, or examination of, the armor.
* Somewhere beneath the city is a vast trea-
whose floor is far below the level of the sur-
sure hoard, where the bodies of many who
have disappeared in the city over the years lie
rounding sewers (60 feet lower). Various The Encounter
passagesthere are at least fourcome out
moldering, their gold and magic glowing This large otyugh knows that it is sur-
into the chamber far above the three cesspools
about them. The hoard is said to be cursed; rounded by treasure attractive to humans, and
and surrounding dungheaps that choke the
those who stumble upon it may find their way will wait patiently for them to approach close
cavern floor. The passages empty onto narrow
to the surface again, but if they subsequently enough for it to attack. It will coat its tentacles
ledges that lead down to the bottom of the ca-
set out to gain more of the treasures, they are with dung to conceal them and settle them in
vern via open, rail-less stairs.
never seen again. the heap so that a human reaching for a cer-
Here, barges of old were loaded with the
* There is a great labyrinth of crumbling tain glowing sword, or a particular pile of gold
city's fresh dung and poled along canals to
passages, old cellars, and noisome sewers be- pieces, will actually be standing just in front
farmland where it was needed, but the canal
neath the city. Once patrolled and well-lit, it of a tentacle. The tentacle will suddenly rise
has long been dry and choked with dust and
is now largely abandoned to those who dare its up from behind to slap the character towards
fallen stones. It provides two more entrances
dark passageways; great treasure is said to lie the otyugh's waiting maw.
to the chamber, perhaps those once used by
below the city streets, lost somewhere in this If creatures appear on the ledges of the
the otyughs to arrive here from some more re-
dark maze. Thieves speak of eyes that watch in chamber but seem uninterested in approach-
mote lair. Here also the city's lepers and beg-
the dark waysnot the rats, but something ing or exploring, the otyugh will try to lure
gars come, for few will venture into such fetid
else, for there are areas even the rats avoid them telepathically, with a deliberately weak
filth to rob or beat such unfortunates. Few of
and of something that, these past twenty win- 'help . . . please, help . . . treasureall I have
the needy or the diseased have been seen in
ters or so, has slowly torn away grating after . . . to anyone who will help me . . . hurt bad .
the city for some years now, for as the otyughs
grating in the darkness until all the barriers . . help . . .', and so on. The otyugh will pur-
that lair here have grown, they have fed stead-
that divided cellars and back-passages from port to be someone (human) badly injured,
ily and often.
the sewers are gone. and left for dead on the far side of the heap.
One of the cesspools is over 40 feet across,
* A mage of the city, Rraskar "the Wrath- The other otyughs are familiar with this tactic,
and is 40 feet deep; the otyughs will flee to its
ful", was robbed of a magical rod of great and will keep telepathically silent.
depths to hide in thick muck if faced with
power some days ago. Unbeknownst to the Deep in the largest dungheap is a black iron
death. Beyond it lie two smaller pools, each
thief, Rraskar could in some way know the circlet unlikely to be found by any PC, for it
home to an otyugh. Each pool is roughly 20
whereabouts of this item; he pursued the thief does not radiate any dweomer and lies in the
feet across and 10 feet deep with vertical sides;
unerringly through back streets and busy mar- muck over 20 feet down. It is an amulet of
each contains yellow-brown, scum-coated
kets alike, unseen hands of magical force proof against detection and location, and its
opaque water. The creatures will lie totally
flinging or shoving people from his path as he influence is constant, extending to the entire
submerged in either pool, silent and motion-
went. The thiefone Pladros, considered a chamber and preventing the successful detec-
less even if stones are thrown or poles prod
reckless fool by more experienced "procurers" tion of the otyughs. The use of infravision is
them. When at least two M-sized creatures
of the cityand the angry mage were both hampered by the heat of the decomposing of-
pass beyond their pools, the otyughs will
seen to vanish down the Stairs of Stenches, a fal and dung in the chamber and in many
emerge to block the creatures' exit.
way that leads to the city cesspools. Neither parts of the sewers; it is only about 40% reli-
Otyughs (2): AC 3; Move 6" ; HD 6; hp
has been seen since; it is assumed that some able in this chamber.
31, 29; #AT 3; Dmg 1d8/ld8 (tentacles)
misadventure befell them both, so that the The otyughs have carefully scattered entic-
and 2-5 (bite); THACO 13; SA 90% chance
magical rod one took and the other sought to ing treasure gained from earlier victims (many
of inflicting typhus with bite (see "Disease,"
recover may await anyone who chances to quite successful, but lone, thieves) about the
DMG); SD never surprised; AL N.
come upon it, somewhere in the sewers. chamber as follows: near the large cesspool, 26
These otyughs are in guarded telepathic
silver pieces are scattered where they will catch
communication with each other and with the
The Lair largest of the otyughs, a 62-hp monster that
and gleam in any light. Beyond, between the
cesspools, lies the disarranged skeleton of a
The city's sewers are vast and interesting; inhabits a dungheap in one end of the cavern.
human clutching a glowing + 1 dagger, +2 vs
many adventures await those bold enough to This otyugh has 8 HD; THACO 12; other sta-
creatures smaller than man-sized. The
explore them. Several nasty traps and pitfalls tistics as above. The dungheap is studded with
weapon shines with a fairly strong blue-white
have claimed many victims in the reeking interesting junk and lies beyond the two
luminescence, readily visible in darkness. Be-
darkness; most dangers, however, are human. smaller cesspools. It can be reached dryshod
yond this, in front of the dungheap, is the
PCs exploring the sewers will find the non- only by walking between the cesspools. The

7
skeleton of an unfortunate thief bearing a Note that if an encounter goes badly and appear identical to the varicolored, rotting
rusted and broken scimitar and a knapsack the prospective meals leave, one otyugh will goo all around them. If a PC enters one, that
(now empty), around which six gold pieces try to hide in a pool or slip out via the canal PC will begin to sink into semi-liquid sewage
have been scattered. and quietly follow the intruders throughout at the rate of one foot per round. Flailing
Above this rises the dungheap, a vast the sewers, awaiting a chance to catch them about in an attempt to escape will cause the
mound of filth; on the right, a rotting sack has unawares. The otyughs do not want victims to sink-hole to expand or move with the victim;
split open to reveal a flood of 72 gold pieces escape and bring back armed, forewarned par- victims can be pulled out by others (26 + com-
(another skeleton lies beneath it), and on the ties that might endanger them. bined Strength total required) employing
left is a glowing broadsword. The sword glows If the PCs flush out the largest otyugh and some sort of reaching aid such as a rope or
with a flickering orange-white hue; the hilt is attempt to follow it down its tunnel into the pole. A human chain will sink, its last mem-
worked into a design of two fanged, open- cesspool, it can collapse the tunnel in one ber joining the previous victim, unless a shield
mouthed serpents which form the guillons. round by pulling on a clump of rusting shields or large object is used to reach the last five feet
Their bodies draw together and intertwine to that keep the waters of the cesspool from or so to the sinker. Victims may also escape by
form the grip, ending in a knot for the pom- pouring into the tunnelendangering any employing means of flying or levitation, or by
mel. The serpents have been dipped in gold; PCs in the tunnel at the time. Imperiled be- swimming. If all held weapons or tools are
they once had tiny gems for eyes, but these fell ings should make both an Intelligence Check dropped, and a PC makes both an Intelli-
out before the sword found its way here. It is a and a Strength Check; success permits them to gence and a Dexterity Check successfully, that
+1 sword, +4 vs reptiles. hold their breath long enough to get back out PC is assumed to have slithered to more solid
Above these, the heap rises to its crown, of the tunnel without ingesting any of the li- ground, escaping the sink-hole. PCs who have
adorned with the canted stone chair in which quid sewage which will fill the tunnel rapidly full armor onbanded, splint, plate, or the
rests the suit of full plate. It is empty and non- about them. If one check fails, assume that likeor who refuse to cast away shield or
magical, but worth 500 g.p.. The otyugh lair- some liquid is ingested (1-2 hp damage, plus a weapons, will slowly but surely sink.
ing here is wily enough to make the armor 95% chance of contracting a disease or para- A PC who sinks will drown in the muck in
move slightly by moving its eyestalk to draw sitic infestation; of. "Disease," DMG). If both one round; if pulled free before the end of the
party attacks; the dungheap will protect it checks fail, the character is assumed to have initial round of complete submergence, 1-12
from fire or electrical damage. Behind and lost consciousnessand if not removed from hp of damage will be suffered. The victim will
under this is the largest otyugh itself; it can the liquid within three rounds, will drown. be weak and disoriented for one to three
readily exit the back of the heap, where it has The body in this instance will carry disease. rounds thereafter, with penalties of 4 on ST,
left an opening, or drop down a tunnel that Throughout the area of the chamber in 2 "to hit", and no spell casting possible.
curves into the largest cesspool in the room. which the otyughs lair, PCs should move at The sink-holes are all about the chamber, in
Beyond the heap, at the base of the cham- half speed due to their constant sinking into locations that are not near cesspools (open wa-
ber's far wall, the otyugh has just completed the yielding, shifting muck. Due to this foot- ter) or the chamber walls, and the otyughs will
its latest lure: it has stuck the rod it gained ing, characters not able to fly or levitate will try to lead PCs into them. Otyughs are in no
from the unfortunate Pladros upright into the suffer an Armor Class penalty of 1. They may danger when immersed in muck or water, but
muck, and topped it with an empty gilded also, at the Dungeon Master's discretion, be will try to skirt the actual hole so that PCs will
helm of splendid appearance. The rod is a rod further penalized 1 "to hit" due to nausea, not see that it is different from its surround-
of cancellation worth 15,000 g.p.; see DMG and/or lose one or more "extra attacks" nor- ings.
for details. The helm was acquired from an mally employed by fighting-class characters of The otyughs will act as a fairly experienced
earlier victim, and is worth only 8 s.p.. A large higher levels due to hampered mobility. team if attacked in strength, using their tele-
flat metal shield lies in front of the helm to Much methane gas and similar vapors are pathy to work together, and attacking
give the appearance of a grave; across the given off by the decomposing muck, and the shrewdly to split up PCs and strike down the
shield has been laid a non-magical scabbarded use of flammables or fire-based spells may weaker ones. An otyugh is quite intelligent
longsword. well cause searing gas-jets which will do 1d4 x enough to disable a PC by injuring its arms or
It is unlikely that the PCs will find the re- 1d6 damage. These jets will rise upwards, and legs so that it is reduced to crawling in the
mains of the mage, Rraskar; he was taken thus usually endanger PCs far more than the muck. If tentacles can't reach to attack a PC,
from behind while pursuing Pladros, pulled otyughs. The jets will flare and burn out they will be used as scoops to fling dung at
into one of the two smaller cesspools, within a single round. There is a 75 % chance spellcastersor at any PC readying a missile
drowned, and devouredleaving only a ring of such a jet occurring the first time sparks or weaponin order to confuse or spoil the at-
of warmth behind. The ring is deep in the flames are introduced into the chamber; this tack. Slop can be flung up to 60 feet; the at-
muck at the bottom of the cesspool. It is worth chance is decreased by 2% per possible jet tack is resolved in this manner: Roll a d20 for
5,000 g.p.; see the DMG for further details. thereafter, as more of the gas is assumed to the otyugh. If it equals or exceeds the attack
The otyughs have dumped all of the other, have burned or escaped. Note also that the roll of the PC in question, or equals or exceeds
non-magical weapons from victims into the otyughs have been residents here for some twice the experience level of a spell caster at-
bottom of the largest cesspool, to keep them time, and know their lair intimatelythey tempting a spell, the attack misses or the
from the hands of potential new victims. In cannot be lured into sink-holes in the dung. spellcasting is ruined and the spell lost.
the cesspool lie nine daggers, four longswords, Bright lights will anger and irritate the
and a spear. If recovered, these will fetch little The Sinkholes otyughscausing them to attack and to seek
on the open market because of the all- to extinguish the lightsbut such illumina-
These sink-holes cannot be seen unless
pervasive smell they exude, and because of the tion does not disable or hamper the fighting
something is sinking into them; they are
corrosion they have suffered from their sur- ability of an otyugh.
roughly circular and about ten feet across, but
roundings. If the otyughs emerge and battle a party of

8
adventurers who subsequently seem likely to
be able to slay the creatures, the otyughs will
first attempt to lure PCs into sink-holes by
their retreat, and then seek refuge in a
cesspoolthe largest, if they can reach it.
Deep in the bottom of the largest cesspool is
what is left of one of the barges: a spongy-
rotten wooden hull under which the otyughs
can slip, so that electrical attacks directed into
the pools will have lessened effectiveness (half
damage) when the otyughs are so protected.
The otyughs are familiar with the layout,
traps, and hidey-holes of most of the city's
subterranean network; they have three other
places in which they can hide if a concerted ef-
fort to hunt them down is mounted. If most of
a PC party escapes their encounter with the
otyughs, the otyughs will move to one of these
other lairs and lie low for a time.

Merchant
by Alien Varney The ice preserves more than food, too. level magic user (retired). Dorvin was born
Scholars from monasteries and wizards' col- poor, and early set out on a quest for riches
Terrain: Large City leges often study the bodies of newly- and adventure. He found a lot of both. But he
Total Party Levels: Any discovered monsters brought in by liked the former more than the latter, so years
Total Magic X.P.: 5000 adventurers. Dorvin's Ice House keeps these ago he settled in this city and used his treasure
Total g.p. X.P.: 120 dead monsters in a remarkable state of preser- to buy an ice housereasoning, as he says,
Monster X.P.: vation, cheaply and without (much) magic. that "ice is easy to make, people always want
Kill: 1000 Defeat: 500 This function is perfectly legitimate, but not it, and why let good food spoil for want of a
Retreat: 250 (see notes at end) widely publicized; management fears that cleric to purify it?"
customers might be uneasy buying ice if they Dorvin's appearance is as straightforward as
Set Up thought it had been chipped from a dead his thinking: round red face with bright eyes,
troll, say, or had previously coated the fur of a brown hair thinning on top but very bushy on
* A rich merchant near the marketplace the chin, stout but muscular frame draped
mastodon.
wants monster carcasses. He'll pay good Recently the owner has expanded his serv- with rich robes and an elaborate woven belt,
money. Nobody knows why he wants them. an air of cheerfulness and prosperity.
ices in this capacity. The iceman found that
* The player characters need some informa- preserving monsters is not nearly so lucrative Business has been good. Though Dorvin
tion about local politics, people, or business keeps a few magical treasures for safety's sake
as procuring them, dead but intact, for the
opportunities. Dorvin the merchant is given scholars who make these learned studies. Now (and as keepsakes), he feels no urge at all to re-
as a reliable source. he's become an agent, if you will. He finds turn to the wandering life of his youth. The
* "What!" says an old geezer in a tavern. iceman is an industrious worker, a just and
what specimens are desired, then hires parties
"You call that magic? I've seen Dorvin the kind employer, an asset to the community. He
of adventurers to secure them. This is the like-
merchant cast spells like nobody's business in liest way your player characters will run into enjoys his set routine: rise at dawn, breakfast
my day. Bet he's got spells that would turn at six, go into the city at seven, study one spell
the iceman.
your hair gray and make it fall out." The ice house is a large warehouse of very and create the day's ice, work straight through
sturdy construction. The front office has sev- to six (with a twenty-minute lunch break), go
The Lair eral rooms; the warehouse is a huge room with home to an enormous dinner, spend an hour
Dorvin's ice house is a large white block of a a high ceiling; a partition conceals the section or so reading the writings of great wizards of
building at the edge of a thriving market- of the warehouse holding the frozen mon- the past, sleep soundly. Anything that doesn't
place. Here customers buy chunks of ice held sters; and out behind the building is the area deal with that routine, or with ice, or with
in white paper, to cool themselves on hot where the iceman creates the ice, business in general, is not very interesting to
days; or they purchase big burlap-wrapped single-handedlyfor he's a sorcerer. Dorvin.
blocks, which are delivered to their home ice- However, there is one lack in the merchant's
boxes by beefy stevedores. Dorvin's ice keeps Dorvin life. He is unmarried, and beginning to regret
food edible in half the homes in town. The owner of Dorvin's Ice House is a 9th it. With his material success assured, he be-

9
gins to think of domestic security as well. sorcerer feels little interest for such practical this activity is legal and honest, but Dorvin
He'd like a wife with spirit, a spouse who is in- matters nowadays. never mentions it where customers might
teresting. Perhaps an adventuress . . . perhaps The accountant's office is nothing but a hear. The employees are aware of the mon-
even a female player character . . . desk and several tall wooden cases filled with sters, but are instructed not to discuss them.
Merchant: S 10, I 16, W 9, D 12, C 13, scrolls of business transactions. A locked and The monsters include a wyvern, a minotaur,
CH 11, CM 10; AC 2; MV 12"; HD 9; hp hidden strongbox contains 150 s.p. and 100 three hobgoblins, and a very young green
32; #AT 1; Dmg 1d4 (dagger); THACO 19; g.p.. dragon, as well as other monsters you deem
SD bracers of defense AC4, ring of Four people are in the front office during appropriate. All are quite dead, and often
protection +2;AL NG. business hours, and they all wear mittens, bloodied in various degrees from the combats
heavy garments, and sometimes earmuffs. that killed them (especially the hobgoblins).
To the Ice House They all have unusually red faces, as though They're all posed like statues and frozen in
Squarish, white, plumes of steam rolling permanently blushing with happiness. The large rectangular blocks.
from vents on the roof: from a distance, Dor- employees are all normal 0 level NPCs; all are These monsters cannot be animated or
vin's Ice House looks like a gigantic ice cube it- content in their jobs, and have great respect raised from the dead except by the most pow-
self. Getting closer, you see the rough texture for Dorvin. erful magic. Other monsters, mainly those
of adobe siding, and the thin wooden door In the front office area there are also a small with the ability to regenerate, can escape even
and small window at the front. kitchen beyond the accountant's office, a an icy prison. There was an unpleasant inci-
By the front door is a wide expanse of stone. privy, and a heavy door leading to the ware- dent several months ago in the ice house when
This area is seldom used except on hot sum- house. The door fits tightly in its frame, yet a troll, presumed dead, melted a needle-sized
mer days, when Dorvin comes out every hour vapor still seeps through. hole in its block with saliva, then oozed its
or so and casts a wall of ice spell on the body out the hole. Its escape left the workers
ground. Employees chip off hunks of this ice Warehouse jumpy for weeks.
and sell it to overheated customers. Although The vapor comes from the cavernous ware- While at the ice house, player characters
this is seldom cost-effective for Dorvin, since house area just beyond the offices. This huge may meet the learned gentlemen who study
the ice vanishes in nine minutes, it's good room has solid white walls and no windows, these monsters. Most are absentminded pro-
public relations. but is brightly lighted by more continual light fessor types, pursuing knowledge for its own
Around back is a strange triangular hole, spells. The walls are thick hardwood, sturdily sake. But you might build an entire adventure
about 90 feet long on a side. It's 10 feet deep supported. Everywhere in the warehouse are around an evil sorcerer who is interested in an-
near one point, increasing to nearly 40 feet blocks of ice, sometimes piled 15 or 20 feet imating and recruiting the specimens he ex-
deep at the far side. The hole leads to the high. amines.
nearby city reservoir. Here Dorvin creates his Ten burly workers toil among the blocks Dorvin is always on the lookout for brave
ice, early each morning. with tongs, hammers, and sledges. They cut adventurers who can fetch him the specimens
Flooding the hole with reservoir water, he the ice, wrap it in burlap, and haul it to the his scholarly customers desire. He typically of-
casts cone of coldhis single 5th level spell back exit for delivery. Their faces are red, as fers a finder's fee of from one to three times
and freezes the water solid. Then workers though deeply sunburned; their breath is the monster's x.p. value in gold, if the crea-
hastily cut the ice into chunks and haul it into steamy. Wearing spiked boots, they walk with ture isn't too badly damaged. He can be bar-
the warehouse through a large back entrance. ease over the slick stone floors; player charac- gained up to five times the x.p. value for
Dorvin goes to the front office to rest, then ters who are not so equipped may go slipping desirable specimens, and lets the party keep
proceeds with the day's business. and sliding. Call for Dexterity Checks to the monster's treasure in any case.
maintain footing when running, fighting, or
Offices climbing the ice. Gaining Experience
Inside, you might think again of the giant The workers, for all their heavy labor, have The merchant is more valuable to the player
ice cube, for the front office is quite cold. a pleasant attitude, not hostile toward their characters as a patron and information re-
Here is a wooden counter where order clerks fellow workers or visitors. All are normal 0- source than as a quick victim to be hacked and
stand, and beyond it a couple of small offices level workers, though stronger and healthier forgotten. Therefore, you may wish to award
where Dorvin and an accountant work. Under than most. x.p. for other, non-combat ways of "defeat-
the counter is a petty cash box containing 40 The only unusual feature of the warehouse ing" Dorvin.
s.p. and 100 c.p.. The front office is lighted is a thin, black, wooden partition concealing a For example, it would certainly be appro-
by Dorvin's continual light spells. small corner near the back. The partition rises priate to give x.p. for beating Dorvin at his
Dorvin's office is sparsely appointed: a desk to the ceiling, and has only one door, locked own game; driving a hard bargain, wangling
piled high with scrolls (not magical, just busi- with a light padlock. Dorvin has one key, and some extra reward for a job, or coming up with
ness records); a cot, which he uses when work- the only other one is in the accountant's of- an honest way to make money that he hasn't
ing through the night (fairly often); and a fice, hidden behind a pile of scrolls. The lock spotted yet. But such a victory will be hard-
small liquor cabinet containing a few bottles is easy work for any competent thief, and the won. Dorvin is a shrewd bargainer!
of brandy and spirits. Dorvin doesn't drink, thin wood can easily be broken by any heavy
but he often entertains businessmen who do. blow.
Dorvin also keeps his spell book in his of-
fice. He doesn't guard it particularly jealously, Behind the Partition
though it is hidden at the back of one desk In this area, of course, Dorvin keeps his fro-
drawer. It has a few low level spells (in addi- zen monster specimens. Scholars come from
tion to the ones he uses in business), but the far away to study them. As mentioned earlier,

10
Yakuza (24)
by Deborah Christian extortion attempt. Subdued adventurers are mugged, stripped of
It should be made clear that the constables belongings and clothes, and dumped in the
Terrain: City here are quite strict and will happily arrest and muck of a distant part of the riverbank. Local
Total Party Levels: 32 (Average 5th) hold the characters if they have reason to be- persons disappear while this confrontation oc-
Total Magic X.P.: 0 lieve they are implicated. The yakuza give the curs, but if the disturbance continues for more
Total g.p. X.P.: 2082 (5125 tael) adventurers a time limit of six hours to come than 20 minutes the watch might be sum-
Monster X.P.: up with the money or goods of equivalent moned.
Kill: 2100 Defeat: 1575 value, then they depart.
Retreat: 525 Yakuza Family
The Collection Effort The adventurers may decide to deal with the
Set Up Six yakuza return when the time limit has yakuza before the situation worsens to the point
expired. of confrontation. Ninja or other yakuza charac-
* A local merchant is the victim of an ex-
Yakuza (6): AC 7; MV 12"; HD 3; hp 12; ters have the best chance of investigating or trail-
tortion attempt. He refuses to pay and is
#AT 1; Dmg 1-6; THACO 20; AL LE; SA ing the thieves to discover their local
threatened. Fearing for his life, he contracts
move silently, hide in shadows, open locks, headquarters. The DM must adjudicate what
the adventurers to guard him and his shop for
pick pockets, hear noise, investigate; SD ki other methods may be useful in revealing infor-
a time. Whether or not the party accepts the
power, reduces damage by 1 / 2 , once per mation about the family of extortionists.
job, the merchant is killed shortly after the ad-
round, three times per day; three yakuza carry If the party successfully tracks the yakuza to
venturers speak with him.
bo sticks, the other three have hand axes. their source, they find that family activities cen-
* A fence quietly approaches the party
If the characters pay the blackmail, the ya- ter in a moderately-sized house a few blocks
and inquires if they have any unusual goods
kuza take the money and leave. If there are from where the characters are staying. The house
they would like to sell or buy. This is a ploy to
more than three adventurers present and they is surrounded with a high wall; enclosed within
gauge how well off the adventurers are. The
refuse to pay, the yakuza do not confront is the garden, a teahouse, and a spacious dwell-
fence will do business with the party if they are
them at this time and leave. If there are three ing. On the lintel over the front door is a charm
so inclined, but his true purpose is to finger
or fewer party members who refuse to pay, the of protection from theft. Until 10 hours after the
them as a likely target for the local yakuza
yakuza attack them. The thieves attacks to party has first been contacted, 2d4 yakuza are
family.
subdue their opponents, strip the characters present here. After the tenth hour, there are only
of their belongings (including clothes , cash, three yakuza in the house.
The Lair and any valuables in the room), and tie them Yakuza (3): AC 6; MV 12"; HD 5; hp 22;
A family of yakuza have disposed of an unco- up. The yakuza are in this for the money, and #AT 1; Dmg 1-6 + 1; THACO 19; AL LE.
operative shopkeeper. Seeking to profit even in fact do not plan to go to the law with their Each carries a hand axe and three large
further from the merchant's death, they de- phoney information. Therefore, they depart shuriken. Special abilities are as given above;
cide to frame the adventurers for the murder with a warning that they will be back in five these three more senior thieves may use their
and then threaten to turn them over to the hours, and expect to be paid at that time. ki power five times per day. Within the house
constabulary if they do not meet the yakuza's If the adventurers refused to pay extortion an hour of searching will reveal the following
price for silence. money and were too many for the six yakuza treasure: 100 ch'ien, 4000 tael, 500 yuan, and
to safely attack, the thieves will instead wait 100 ch'ao.
The Shakedown outside and trail the adventurers until they
have an opportunity to sneak up on and mug a Consequences
Three yakuza approach the party where they
single character. This character will be treated The party must be wary of excessive noise or
are lodging.
as described above, and is given their ultima- violence which will draw the attention of the
Yakuza (3): AC 8; MV 12"; HD 2; hp 7;
tum to carry to his companions. constables. If the authorities become involved
#AT 1; Dmg 1-6; THACO 20; AL LE. They are
the yakuza will produce their bribed witness
armed with hand axes. SA move silently, hide
The Confrontation to testify against the party. If the adventurers
in shadows, open locks, pick pockets, hear
Not five hours later, but fourfor the sake injure a yakuza, that thief will bear them ill
noise, investigate. SD ki power, reduces dam-
of surprisethe yakuza return in force. will and may swear vengeance for himself.
age by 1/2, once per round, twice per day.
Twelve yakuza confront the party, with statis- The entire clan will swear vengeance on any
If outnumbered by the party, the yakuza
tics as given above. In addition, three of them person who kills one of their family. If the
will be careful not to be surrounded or cut off
carry fishing nets which they will use to entan- characters pay the blackmail, they will find
from quick escape routes. Their spokesman
gle opponents. Six of the thieves surround the they are pressured for money on a regular ba-
informs the group that the yakuza have indis-
area where the adventurers are to be found, sis. Unwelcome attention will be drawn on the
putable proof of the adventurers' involve-
while six confront the party directly. If pay- party if they wipe out the entire family of ya-
ment in the murder of the merchant. They
ment is forthcoming, the group is left alone; kuza; related criminal groups will see the
will go to the constabulary with this informa-
otherwise a sharp whistle goes out and all ya- party as a threat and take action to eliminate
tion unless the characters pay the equivalent
kuza converge on and attack the group. them. If this encounter takes place in a city
of 5000 g.p. for their silence (in cash or valu-
The thieves must make an example of the where the characters are known, enemy ya-
ables, cash preferred). When characters pro-
characters; their lack of cooperation is a bad kuza will begin to investigate them and find
test their innocence, the spokesman merely
example for the extortion business. They pre- out real secrets and other information that
smiles and states that there are witnesses pre-
fer to fight to subdue, killing only if necessary. may provide leverage against the adventurers.
pared to testify about the party's guilt. At this
(Note that yakuza kill without scruples in re-
point it becomes obvious that this is a serious
taliation for deaths of their clan members.)

11
Ki-Rin(l)
by Anne Brown and a large front door. The party may correctly 7; hp 72; #AT 1; Dmg 6d6; THACO 9; SD sur-
guess that the structure has three floors, no at- prised only on a 1; SA hurling rocks for 2dl2
Terrain: A castle in the clouds tic, and no basement. The sides and rear of hit points; MR standard; AL NG.
Total Party Levels: 32 (Average 5th) the castle also have many windows, and the The giant will attack if provoked, but oth-
Total Magic X.P.: 3000 (more if the party is rear also has a doorway. The castle faces in dif- erwise simply acts as a doorman. He will ask
provided with items for flight) ferent directions from time to time, due to for the party's names and their motives, show
Total g.p. X.P.: None changes in the wind, but the front of the them to a large sitting room, and leave to
Monster X.P.: building is presently facing east. summon his master. He will also ask that the
Kill: 17,900 Defeat: 13,425 The ki-rin created this castle using a special party make themselves at home.
Retreat: 4500 spell which he researched and developed him- The inside of the castle is a pale blue, with
(more points are possible, depending on the self, called cloud shape. This spell allows him wide, airy hallways and archways leading into
players' actions) to permanently form the clouds into useful, the rooms. The windows have no glass and are
solid shapes, including walls, floors, furni- open to the outside. The sitting room in
Set Up ture, and doors. These objects feel soft yet which the party is seated is quite spacious, and
solid to the touch, much like cotton wrapped the floor is covered with large, 3-foot-square
* After seeking out a couatl for a cure for
around a wooden article. pillows in every color imaginable. Around the
the king's son, your party discovers that the
The ki-rin has created this castle for comfort room are five small wooden tables bearing
couatl does not have the cure but knows of
and solitude, for he is a peaceful creature who pitchers of fresh fruit juice, platters of fresh
someone who does. He gives you instructions
enjoys living alone. He is of supra-genius in- fruit, and large baskets of bread and muffins.
for reaching a mighty creature of knowledge.
telligence and has many abilities. The party is completely at ease in this setting
* One of your party members has a recur-
The Ki-rin: AD -5; MV 24" /48"; HD 12; (unless, of course, it is an evil party).
ring dream about a castle in the clouds. In the
hp 84; #AT 3; Dmg 2-8/2-8/3-18; THACO 9; After approximately twenty minutes, the ki-
dream, a being similar to a unicorn offers the
SD uses spells at 18th level ability, can use rin enters the room. He has taken some time to
party magical protection from their enemies.
nine 1st level spells per day, eight of the 2d observe and assess the party, including casting
By coincidence, the party meets a sage who is
level, seven of the 3d, six of the 4th, five of the know alignment and detect evil on the party.
able to interpret the dream and provide in-
5th, four of the 6th, three of the 7th, two of The ki-rin is well-mannered, polite, and re-
structions for reaching the castle.
the 8th, and one of the 9th. Once per day the served, but somewhat shy. He prefers to keep to
* Evil forces are growing in the party's
ki-rin can create food for 2-24 persons, create himself and chooses as friends only other lawful
homeland. Your party is hired to travel to an
beverages for 2-24 persons, create soft goods good creatures. He is happy to help persons in
enchanted castle and ask for assistance in
or wooden items which are permanent, create need who prove themselves worthy, and will not
thwarting this evil.
metal items of short lifespan, create an illu- tolerate deceit or mercenary actions.
sion with audio, visual, and olfactory compo- The adventurers have never before seen
The Lair nents which is permanent until dispelled or such a magnificent creature. The ki-rin resem-
The ki-rin's castle in the clouds can only be touched in disbelief, assume gaseous form, bles a large unicorn, with bright golden fur,
found using detailed instructions. It must be windwalk, call lightning, and summon and a darker gold mane and tail. He addresses
sought on the first three days of the new weather. The ki-rin also has psionic abilities the party telepathically and introduces him-
moon, precisely at midnight. There must be (130 to 200) and operates at a ninth level of self, and then asks politely why he has been
cloud cover of at least 50% with a westerly mastery for all abilities of a type known to paid this visit. If the party is honest and up-
breeze, and the castle may be seen only by magic-users. The ki-rin can converse with al- front, he will ask that the adventurers spend
persons who face due south and search the most any living thing telepathically. SA at- the night while he considers their request.
heavens carefully. If all these conditions are tacks with both front hooves as well as his They will be shown to comfortable rooms with
met, searchers have a 20% chance of finding magically sharp ( + 3) horn similar to that of a bed-size pillows and blankets.
the castle on the first night, a 25% chance of unicorn. MR 90%; AL LG. Should the party have an evil member, a
finding it on the second night, and a 30% On either side of both the front and rear cloud giant will be placed as a guard overnight.
chance on the third night. Party members doors stands a stone golem. The golems are a If the party is mostly or all evil, the ki-rin will call
may search for a period of two turns before the pale blue in color to match the rest of the cas- upon eight to twelve more cloud giants to help
castle passes from view. tle, and will stand still unless a stranger comes eliminate the party. The ki-rin will also have at
If the castle is sighted, the adventurers must within 30 feet. The pair of golems will attack least two teleport spells at his disposal and will
be prepared to fly toward it at once, using any anyone whom they do not recognize. teleport as many adventurers as possible to an-
typical means of flying. The castle is at an alti- Stone golems: AC 5; MV 6" ; HD; hp 60; other, possibly unpleasant location. He may
tude of 3000 feet. The DM may wish to pro- #AT 1; Dmg 3d8; THACO 8; SD damaged choose to do this immediately, or he may wait
vide one or more magical items of flying along only by +2 or greater weapon, affected by until the evil party is asleep to teleport them.
with the directions. only three spells (rock to mud slows by 50% The rest of the castle is made up of similar
As the party nears the clouds, a beautiful, for 2d6 rounds, mud to rock restores all dam- bedrooms and sitting rooms. The ki-rin's bed-
stately castle in shades of white and light blue age, stone to flesh makes golem vulnerable to room is the largest and is located on the third
comes into view. It is not excessively ornate: normal attacks); SA able to cast slow spell on floor. If the party were able to search the cas-
instead, its beauty comes from its tall spires any opponent within 1" of its front every tle, they would find no real treasure, for the
and graceful, sweeping lines. The castle is suf- other round; MR as above; AL N. ki-rin simply creates items as he needs them.
ficiently large to be comfortable for the ki-rin, If the party knocks on the door or tries to If the ki-rin receives rewards or gifts, he gener-
his friends, and several visitors. enter, they will be greeted by a cloud giant. ally donates them to the needy.
The front of the castle has many windows Cloud Giant: AC 2; MV 15" ; HD 12 + 2- In the morning, following a breakfast of
12
fruit and pastries, the ki-rin will join the as- The ki-rin will be able to teleport the party di- during the first evening of the new moon, but
sembled party and agree to grant their wish rectly to a monster's lair, or to a logical starting three months of sunlight are needed to charge
only if the party will prove that they are wor- point for their search. The test is up to the the ring to its fullest power. Therefore, it is only
thy, and only if he may call upon them for fu- DM's discretion in order to remain consistent useful on four nights each year. The ring also acts
ture assistance if necessary. If the party agrees, with an existing campaign. as a homing device so the ki-rin may know that
and they pass the ki-rin's test, they will have By agreeing to put their services at the ki-rin's party's whereabouts (although he might forget
accomplished their mission. disposal, the party will gain a valuable ally, but to tell the party members this). The ring has an
The ki-rin's test will consist of either defeat- also a responsibility to him. The ki-rin will also experience point value of 3000 points, and must
ing an evil monster or character, or locating a provide the party with a special magical ring be worn by a character whose intelligence is 17 or
lost magical item or rare spell component. which will allow the adventurers to contact him greater.

Dervish (100)
by Alien Varney Early Clues est spring, or mountain pond). A few date
Characters can recognize a dervish of this trees, some scrub bushes, a small tent camp of
Terrain: Any (especially desert) orderthe "Holy Disciples of Oneness in All three or four dervishes: nothing marks this oa-
Total Party Levels: 8-12 (avg. 2d) Places and Things"by his loose black robes sis as extraordinaryexcept for a thicket of
Total Magic X.P.: None and white sash. He carries no weapons and reeds growing in the shallows at one end of the
Total g.p. X.P.: None wears no armor, but begs humbly at the edges pond, where the dervishes have pitched their
Monster X.P: of cities and villages, carrying a tin tray to hold camp. Any PC who succeeds in an Intelligence
Kill: 2110 Defeat: 1055 food and coins. check notices that the reeds have unusual blue
Retreat: 528 Like all in his order, the dervish has a heavy shafts, the same color as their dervish friend's
Special Lair Features: The lair itself is on the beard. He is well-groomed and very clean, but teeth. The reeds detect as slightly magical.
ethereal plane. an alert character (who succeeds in an Intelli- These reeds are the only source of janda
gence check) notices the dervish's teeth are root, which the dervishes use to enter their
Set Up stained bright blue. ethereal lair. Janda root is not a drug, but con-
A dervish carries no treasure, except (on a tains a crude natural potion that resembles oil
* A holy order of mendicant dervishes
good day) a few small coins. If a character do- of etherealness. By chewing a portion of root,
knows the secret of instant travelor so it's nates food or a couple of coppers (larger offers the user can enter and leave the Ethereal Plane
said. They can be found begging for alms in
are gently refused), the dervish talks amiably at will, with his belongings, for up to eight
every city bordering on the desert.
and answers questions. However, he speaks hours.
* "Honest!" says an urchin in the mar-
ambiguously, with frequent mystical refer- However, janda root has drawbacks: the
ketplace. "I saw these guys in black robes,
ences to "oneness" and "transcending the user always enters the Ethereal Plane via the
running around in a circle so many times it
physical to embrace the All." Interrogating dervishes' lair, known as the Mosque of Eter-
made me dizzy, and then they clean vanished
him isn't very helpful. nity (described below): he is weak and groggy
away! Let's follow them, next time they come
Player characters can follow the dervish ei- after the root's effects wear off; and because of
here begging, and maybe we'll appear in their
ther openly or secretly. Their quarry meets sev- its unrefined nature, the root's effects must be
treasure hoard!"
eral others of his order after a time. The activated by concentration and ritual. Also,
* Unarmed beggars in religious garb some-
dervishes perform their ritual, described be- the root is very scarce, and is jealously guarded
times wander in from the wilderness, but no one
low, and vanish. The players must pick up the by the dervishes.
knows where they live, or how they seem to be
trail another time, possibly in another city. Six guards approach the party as they arrive
well-acquainted with the world without showing
But if the PCs ask sincerely to know more of at the oasis. They are all 3d level fighters,
signs of long travel. It's a mystery.
the order, the dervish decides to "take them to armed with scimitars and daggers. They do
his leader." He meets with his fellow holy not attack unless the PCs try to cut or destroy
The Lair men, and they lead the PCs on a desert trek. the janda reeds.
This order of 100 male dervishes inhabits a Dervish: S 11, I 12, W 14, D 14, C 13, Ch Dervish Guards: S 11, I 12, W 14, D 14, C
magical mosque on the Ethereal Plane, which 9, Cm 9; AC 10; MV 12" ; HD 1; hp 6; #AT 1; 13, Ch 9, Cm 9; AC 4; MV 12"; HD 3; hp 20;
the dervishes reach by chewing a magical root Dmg nil; THACO 19; SA + 1 to hit and dam- #AT 1; Dmg 1d8; THACO 17; SA +1 to hit
grown in one special desert oasis. age (already figured into THACO); AL LG. and damage (already figured in THACO); AL
The dervishes, 1st level and lawful good in LG.
alignment, are mendicant; they live by beg- The Oasis
ging for food and alms, and give any treasure (Note: If the dervish encounter doesn't The Ritual
they receive to the poor. They fight skillfully, take place near a desert, you can set this scene If the PCs are accompanied by dervishes
but do not initiate violence. In this encounter, in any isolated area.) and make no hostile moves, they are wel-
treasure and fighting are less important than a After a day's journey, during which the der- comed to the camp and asked to share a hum-
chance to make new allies and gain a powerful vishes seem unaffected by heat, hunger, or ble meal. Then the dervishes offer the PCs
method of transportation. thirst, the party arrives at a small oasis (or for- small quantities of janda root, without expla-

13
nation. If there are female members in the Ethereal Plane. The Mosque of Eternity is a cure light wounds, detect evil, remove fear,
party, the dervishes debate among themselves beautiful square building several miles on a augury, chant, detect charm, know align-
whether to allow a woman into the lair, but side. Its high stone roof rests on a regular array ment, continual light, cure disease, remove
they finally offer the root to all PCs equally. of thick white marble columns, which form a curse, cure serious wounds, exorcise, protec-
The PCs who chew the janda root note its long sequence of arches. The dim light here tion from evil 10' radius, cure critical wounds,
bittersweet, pungent taste, but feel nothing comes from no detectable source. The quiet is dispel evil.
unusual. They are asked to sit in a group on solemn and soothing. Mahmoud sees that the PCs would not be
the ground, while the dervishes form a large Outside the mosque is the vast grayness of happy in his order, but he's certainly willing to
circle around them. Then, as the dervishes the Ethereal Plane. From the outside, the befriend them. The high priest is always cour-
finish chewing on their own janda roots, the building looks even more beautiful, with a teous to PCs of lawful alignment, somewhat
ritual begins. breathtaking expanse of pure white marble cool to neutrals, and hostile to chaotics. As
They chant in low voices at first, intoning a and a brilliant central dome. Many open arch- mentioned above, he never leaves the
simple prayer over and over with hypnotic ways, spaced evenly along the walls, allow easy mosque, but will invite the PCs to return
rhythm. The chant gets louder, and then the entrance to and exit from the mosque. there in time of need. He gives them each a
dervishes leap to their feet. They stand like The dervishes won't prevent PCs from leav- piece of janda root, enough for one return
statues for another minute or two, then each ing the mosque or returning to it, but say that trip.
raises his right arm and lifts his left knee. if the characters truly wish to learn more of If the PCs attack Mahmoud, the other der-
With the arm pointing straight up and the leg their order, they should meet the dervish spir- vishes instantly attack with scimitars, cutting
held high, each dervish begins to whirl: slowly itual leader, Mahmoud. them to ribbons.
at first, then faster, and finally with dizzying In the center of the mosque is a cavernous
speed. The chant turns to a howl, and some dome, decorated with brilliant abstract mosa- The Floor Map
dervishes whistle strangely. When the ritual ics, although no sculptures or paintings of liv- The dervishes have no treasure or magical
reaches a peak of excitement, the dervishes ing things can be found. The floor "map" items. Though the decorations in the mosque
and the entire party vanish from the oasis, ap- directly beneath the dome's center shows the appear rich indeed, they are completely ethe-
pearing instantly in the Mosque of Eternity. homeland of the dervishes (this varies among real; if a PC vandalizes the temple to gain a
(If they enter the infinite reaches of the campaign worlds), and it stretches away chunk of gemstone or marble, he finds the
Ethereal Plane without chewing the janda among the colonnades in all directions. treasure has vanished upon his return to the
root, PCs can't find the Mosque unless they The dervishes lead the PCs to this dome, Prime Material Planeand he's banned from
use powerful magic.) where they find the entire order of dozens of the mosque forever, to boot.
black-robed holy men. All of them are listen- The most constructive help the dervishes
The Mosque of Eternity ing diligently to the teachings of Mahmoud, give to the PCs is permission to use their map,
The party arrives on a marble floor inlaid the 10th level cleric leader of this order. which allows transportation almost anywhere
with many colors: large green areas are sheets on the world. The user simply walks to the de-
of emerald and jade, while streaks of sapphire The Leader of the Dervishes sired location on the map, wills himself to
lead to vast expanses of lapis lazuli. Yellow Mahmoud, addressed by the dervishes as leave the Ethereal Plane, and he appears at the
patches are gold, and brown stripes of copper "Exalted One," sits on a high marble throne. corresponding spot on the Prime Material
are spread everywhere. His spindly, skeletal body has fallen prey to Plane!
A little study of this floor shows it to be a gi- some wasting disease beyond the power of However, as with the janda root, the DM
gantic map of the PCs' campaign world, magic to cure. He now remains permanently has several ways to control this powerful gift.
drawn at a scale of one mile to the foot. Green on the Ethereal Plane, to escape perpetual ag- Mahmoud must approve each use of the
represents forests, yellow forms the deserts, ony. His teeth and lips are stained almost mosque. He only allows the floor to be used in
the burnished copper stripes are mountain black by janda root, but he is a good-hearted, a holy causea battle against momentous
ranges, and sapphire and lapis represent almost saintly man who will heal characters, evil, for instance. Also, because of the impre-
bodies of water. (If a player asks, and his or her bless them, and do whatever he can to help cision of the map, PCs may emerge miles away
character would be likely to know, mention the PCs fight evil. from their target location (within dl0 miles of
that the PCs' point of arrival corresponds to Mahmoud: S 9, I 16, W 17, D 11, C 7, CH the desired spot). And, of course, miles of the
the geographic location of the oasis.) 14, CM 9; AC 10; MV 12"; HD 9+ 2; hp 20 desired spot). And, of course, characters need
This is the floor of a colossal mosque, or (reduced by illness); #AT nil (never attacks); janda root to get to the mosque in the first
temple, which floats in a fixed spot in the Dmg nil; THACO 14; AL LG. Spells: bless, place.

14
Flesh Golem (1)
by Jon Pickens carved in the center of the landing, and stairs "Far away cross waters deep
leading down to the south. On shores of ebon crystal
Terrain: Crypt/Desert Lies a sacred toppled obelisk
Total Party Levels: 36 (Average 6th) The hieroglyph is the god's name. The entire Like a drop of amber long congealed
Total Magic X.P.: 7,600 landing is trapped with a glyph of warding, On that master's brow
Total g.p. X.P.: 40,000 which has the effect of a symbol of pain (-4 Whom I have served for all my days:
Monster X.P.: to hit, - 2 dexterity for 2-20 turns). Speaking Second to None, the Opener of the Way,
Kill: 15,290 Defeat: 12,468 the name of the god allows a character to pass Words of the World; Then the Destination,
Retreat: 3822 unharmed. Now the Journey of Three Tests.
The east wall of the stairway is carved with Months coming, opposite and eastward then
Set Up hieroglyphics. If the party reads them, they To caverns black, those chapel men that
learn the mightiest priest of the underworld faith holds true
* On a previous adventure, the players
cult was exceptionally tall and powerful. The My blessed remains will stop forevermore.
have discovered a partial map covered with
carvings celebrate his many victories over des- Those faithful who do know my mind
strange hieroglyphs. The hieroglyphs, once
ert tribes, and hint at dark and evil rites and Are welcome to what dross remains.
deciphered, tell of an ancient tomb guarded
works of the cult. The last section requires a All robbers shall accursed be
by an ebony god of the underworld, neither
read magic spell or equivalent to read. If read, Forever and beyond."
stone nor metal.
the reader must save vs. spells or go blind.
* An NPC wizard hires the party to locate
Good clerics save at 3, neutral clerics save at (This reads: "FOLLOW Second Words Now:
the legendary tomb of an ancient high priest.
-1. Journey three months opposite eastward to
black chapel that holds my remains." It is a
The statue should abut the wall of either a
The Second Landing complete blind alley, that the DM can exploit
sandswept temple or an underground cham-
The second landing is dominated by a large if the players figure it out.)
ber. The DM should add a significant cam-
statue of the god on a broad round base. The Short of a passwall, there is no easy way in
paign detail to the statue description so the
base is carved with a short column of hiero- to the "treasure room." The worked stone wall
party will recognize it when they reach it. It
glyphics. Before it lies a blasted skeleton is a solid block 6' thick. Just before the stone
should be a god of the underworld (Apep
dressed in a style of leather armor a score of wall is a concealed pressure plate. Depressing
from the Egyptian Mythos in the Legends &
years old. More hieroglyphics adorn the east this when someone is on the second landing
Lore book, for example).
wall, and stairs descend to the west. and the statue is oriented westward will re-
As soon as a character reaches the landing, lease a 3' x 3' blast of lightning from the statue
The Lair the statue glows violet and its eyes glow blue. on the second landing that will bounce off the
This lair is primarily a puzzle-solving exercise; Those touching the statue take 2 points of obelisk and hit the stone under the hiero-
getting in is half the battle. Various clues in electrical damage and any temporary magics glyph. Any character in the way takes 8d6
this lair appear as hieroglyphics that can be (spells, potions, etc.) affecting the character lightning damage, save for half, and another
deciphered by a thief or via a comprehend lan- have a 5 % chance per caster level under 18 of 1' of rock is blown away. Four more blasts will
guages spell. All the magical effects in the dissipating. The statue can be rotated to face break into the next area.
crypt operate at 18th level. All the statues and down the west stairs (8 points of damage, pre-
obelisks are made of a black, shiny mineral cautions can reduce damage to 4 points mini- Treasure Room
that blocks scrying and detections like lead mum, at the DM's discretion). The statue When the party breaks in, they will find much
and is immune to electrical attack. becomes completely dormant when no charac- gold (including jewelry of worked gold) lying
ters remain on the landing. scattered around the floor. At the far end of
The Secret Entrance The statue hieroglyphics read "Opener of the room is another statue identical to the one
The entrance to this area is hidden behind a the Way." The wall hieroglyphics tell of the at the crypt entrance. In a heap before it is a
statue of a god of the underworld. Concealed priest's funeral and mummification, of his large pile of treasure, including some ivory
in the side right of the statue's base is a narrow avid lust for gold and of his boast that "not a scroll cases. The treasure's total value appears
vertical slot. If a sword blade is inserted in the single thief will loot my tomb." Pan of the hi- to be over 50,000 g.p.
slot, eyes of the statue glow violet and the arm eroglyphic has been chipped away. Thieves can gently take scrolls from the pile
(or tail) of the statue will swing down, snap- by making pickpocket rolls. If the pile itself is
ping any non-magical blade (at which point The Third Landing disturbed, the pressure plate it is on will sink
the eyes go blank). If a magical blade is in- The stairs end at this 10' x 10' landing. A into the floor with a great grinding noise and
serted, the arm will rebound. The statue and shiny black obelisk stands in the southwest four large black obelisks will thrust up from
the wall behind it will then pivot on a central corner, a massive triangular column that the floor at even intervals around the room.
axis, revealing a stairway leading down to a 10' reaches to the ceiling. To the north is a stone They open to reveal mummies; which attack
x 10' landing. The wall pivots shut, requiring wall with a hieroglyph carved into it. Under the party immediately from all sides. Their
a combined strength of 45 to open from the the hieroglyph, a blackened skeleton lies on placement prevents a single cleric from turn-
inside. The sword can be recovered when the the floor. Over the skeleton, a gouge 1' deep ing more than one per round.
door closes (if anyone is outside). has been blasted into the stone. To the east, Mummies (4): AC 3; Move 6" ; HD 6 + 3;
the wall is again carved with hieroglyphs. hp 30 each; #AT 1; Dmg 1-12; THACO 13; SA
The First Landing The hieroglyphs here are a cryptic fragment fear, save vs. magic or be paralyzed 1d4 melee
The landing is dry, dusty and very dark. If the intended to mislead would-be crypt robbers. rounds; disease, touch inflicts a rotting disease
party has light, they will see a hieroglyph that negates cure wound spells, and is

15
fatal in 1-6 months; SD Harmed only by mag- pivot shut. Those inside the tomb will be at- age; creatures killed by golem rot and cannot
ical weapons, which do half damage (round tacked by the monsters in the sarcophagi. The be raised unless a cure disease and raise dead
fractions down); immune to sleep, charm, main monster is a flesh golem wrapped in spell are cast within 6 turns. The golem's amu-
hold, and cold-based spells; poison and paral- mummy wrappings (these are thoroughly in- let of protection vs. good crumples into dust
ysis do no harm; holy water causes 2d4; crea- fected with mummy rot and provides AC 8). In when the golem is destroyed.
tures killed by mummies rot and cannot be addition, the golem wears an amulet of protec- Mummies (4): AC 3; Move 6" ; HD 6 + 3;
raised unless a cure disease and raise dead spell tion vs. good. Up to five of the remaining sar- hp 30 each; #AT 1; Dmg 1-12; THACO 13; SA
are cast within 6 turns. cophagi can have mummies (deduct one for each fear, save vs. magic or be paralyzed 1d4 melee
The treasure is fools gold and worthless. party member below half hit points, with a max- rounds; disease, touch inflicts a rotting disease
The six scrolls are all cursed. Their effects (in imum of two mummies if the party is without a that negates cure wound spells, and is fatal in
order of opening) are: strength 3; - 2 to all to cleric). The last sarcophagi contains the curled 1-6 months; SD Harmed only by magical
hit, save, and turn rolls; mummy rot; dexter- body of the priest with most of his personal mag- weapons, which do half damage (round frac-
ity 3; cause serious wounds and wisdom 3 (this ical treasure (marked "*"). tions down); immune to sleep, charm, hold,
save at -2). There are several javelins of lightning in the and cold-based spells; poison and paralysis do
The statue is identical to the statue at the en- treasure, which the golem will pick up and use no harm; holy water causes 2d4; creatures
trance to this lair the party will find a similar in melee (curing itself of 9 points of damage killed by mummies rot and cannot be raised
slot in the base if they look for it specifically. The with the backblast, 5 if it saves). The golem unless a cure disease and raise dead spell are
wall pivots into the real tomb. As the opening may also hurl chests of treasure once per round cast within 6 turns.
swings shut behind them, a special warding for 4d8; completely smashing the chest and When the golem is defeated, the party can
curse is activated that slows all living creatures in scattering its contents. exit the way they came (45 strength for the
the crypt. This curse remains in effect until re- Flesh Golem (1): AC 6 (8); Move 8"; HD doors), or they can find a one-way crawlway
moved or until the crypt is left. 9; hp 40; #AT 2; Dmg 2-16/2-16; THACO 12; out about 5' down inside the well (otherwise
SA 1 % chance per round cummulative chance bottomless).
The Tomb it will go berserk, randomly attacking any- Treasure: 25,000 g.p. in bulk coins; 15,000
This room contains six normal sarcophagi, thing in sight; disease, touch inflicts a rotting g.p. in portable gems and jewels; 3 javelins of
plus one slightly taller one. Half a dozen disease that negates cure wound spells, and is lightning (less usage); scarab of protection* (6
chests lie about the room along with a goodly fatal in 1-6 months; SD Harmed only by mag- charges); shield +3', ring of spell storing*
amount of loose treasure. In the center of the ical weapons; immune to most spells; fire or (cure serious wounds, death's door, augury);
room is a 20' well. cold-based spells slow for 2-12 rounds; elec- two elixirs of health; one potion of vitality;
One turn after the entrance opens, it will tricity restores one hit point per die of dam- and 3 sling bullets of impact.

16
Shedu(l)
by David and Karen Martin cased in a small box of sapphire, worth 500 type of beast it normally is. However, if they
g.p. in itself. The full properties of this item wait too long to defend themselves, the shedu
Terrain: Desert are given in the Dungeon Master's Guide on is capable of killing them. Reasoning with
Total Party Levels: 10 (average 3) page 129, but are capsulized here. The wearer him cannot work, as his mind is not his own.
Total Magic X.P.: 5,000 has command over air elementals (and may at- Sooner or later (preferably sooner) the party
Total g.p. X.P.: 5,500 tempt to charm them). Other creatures from must realize that they must flee, fight, or die.
Monster X.P.: the plane of Air attack at a -1 to hit. The The succubus cares not which they do. Re-
Kill: 4,218 Defeat: 3,168 wearer gains specific bonuses against such member that the shedu cannot use his psionic
Retreat: 1,054 creatures. He can also converse with those powers voluntarilyonly at the will of the
creatures, which recognize that he wears the succubus.
Set Up ring. In addition, he is penalized -2 on sav- This succubus has been run out of her own
ing throws versus fire. Only one of these area by vigilantes, angered at what she has
* The PCs urgently need the shedu's as-
powers can be used at a time. This ring also done to the local nobility. Their homes are no
sistance, to fight a marauding, evil magic-
has specific magical effects, given in full in the longer safe. If the PCs have already been to
user.
DMG. the succubus's lair, and did not defeat her, she
* The PCs have been hired to remove a
This ring appears to be a normal ring of in- has fled here and is using the shedu as a scape-
monster dwelling atop the mountain south of
visibility until a specific condition is met. The goat, causing him to terrorize that village. She
town. Ignorant peasants think it is a manti-
DM must decide on a condition, such as de- intends to fight to the death, if need be.
core.
feating an air elemental, and inform the If the party has not been to the succubus's
owner of the change in the ring. lair yet, devise a way for her to escape from
The Lair The DM may choose to place other magical this encounter and flee to her own lair, where
The lair sits atop a butte in the desert. (Place items in this lair, but it is suggested that they they can find her later.
this in a suitable desert area in your campaign be of significantly lesser value than the ring of If the party decides that something is amiss,
world.) The butte is about 150 feet tall, nearly air elemental command. let the members investigate the lair more
300 feet around at the base, and narrows to thoroughly. The succubus does not flee if they
about 100 feet in diameter at the top. It is Encountering the Shedu find her; rather, she attacks also. Of course,
roughly circular in shape. The butte's sides are Shedu: AC 4; MV 12" /24"; HD 9 + 9; hp the investigating must be done while under
rough, shale-like stone, prone to rock slides. 81; THACO; #AT 2; Dmg 1-6/1-6; AL Lawful attack by the shedu, so it may take quite a
There is no discernible trail up any face of the Good; SA/SD psionics, all attack/defense while before anyone finds the succubus in the
formation, but the sides are climbable. modes at 9th level, can become ethereal at inner chamber.
A herd of small, nimble goats live on the will. If the succubus is killed, the shedu is re-
cliff faces. They live on the meager leased from her control. If she is severely
vegetationscrub bushes and desert flowers. Characters who can fly, teleport, or otherwise wounded (losing half or more of her hit
A stone circle stands in the center of the get to the top of the butte without climbing points), she must release her control over the
top. It is built of rough-hewn slabs carved the sides can avoid meeting the mountain shedu and he may join the characters in their
from the butte. More slabs form the roof, on goats, but are still attacked by the eagles living battle against her. If she flees, the shedu tells
top of which rests a giant eagle's nest. Its four up there. The top is littered with debris from the characters about her lair (again, see the
inhabitants provide the main line of defense. the eagles' nest; bones, twigs from faraway Succubus lair on page 91). Perhaps they may
The slabs stand in three concentric circles forests, bits of cloth (presumably from past want to pursue her at a later date.
and are so arranged that PCs cannot see far- adventurers). If the shedu is released from the succubus's
ther than one ring. The roof slabs contain This is not the usual, run-of-the-mill control, he rewards the party with a favor. At
enough cracks to permit even light through- shedu. He is psionically controlled by a succu- any time, the members may call upon him
out. The eagles do not enter the ring. bus whom he had previously humiliated. She with a magical phrase, whereupon he appears
The outer ring is nearly empty. Drapes hang eventually defeated the shedu in psionic com- and takes them into the ethereal plane. If they
in the opening of the second ring; these are bat, and now through Id Insinuation she com- are wise, they save this boon for a true emer-
made of ordinary canvas. pletely controls his every thought and deed. gency.
The second ring is the shedu's living quar- (This handily explains why the poor folk in
ters. It is filled with a variety of bric-a-brac and the second set up are angry with him.)
objets-d'art. The bric-a-brac is mostly low- Due to his situation, the shedu cannot be-
value curiosities. Mixed in is a collection of come ethereal at will, nor can he use his psio-
fine statuary and tapestries, with a combined nic attacks unless the succubus allows him to
value of 5,000 g.p. (this is the bulk of the she- do so. This shedu attacks immediately, and is
du's treasure). There are various cushions of out for blood.
all sizes, including a 4-foot by 8-foot one used The succubus is hiding out in the shedu's
as a bed. lair, in the innermost chamber. The shedu is
Entrances to the inner ring are covered with effectively her bodyguard for this encounter.
tapestries. Within this ring, the shedu keeps She fights if directly attacked, but otherwise
his special treasures. These include scrolls, prefers to direct the action from afar. For her
maps, and magical whatnot. statistics, see the Succubus lair on page 91.
Among the magical whatnot is a very rare The party members may be reluctant to at-
item. It is a ring of air elemental command en- tack the shedu if they are familiar with the

17
Bakemono (29)
by Rick Swan brutal game. While the others watch, two The Upper Floor
blindfolded bakemono whack each other with The upper floor is the quarters for the bake-
Terrain: Forest swords wrapped in thick cloth. The other mono leader and his four guards. They have
Total Party Levels: 18 (Average 3rd) eight shout encouragement and laughingly heard the sounds of battle below and are ready
Total Magic X.P.: 1,000 push the blindfolded bakemono at each other for an assault. If the PCs have somehow man-
Total yuan X.P.: 2,200 when they wander the wrong way. aged to bypass the bakemono on the first
Monster X.P.: Bakemono (10): AC 6; Move 6" ; HD 1-1; floor, they will still find these bakemono
Kill: 384 Defeat: 228 hp 7 each; #AT 1; Dmg 1d6 (short sword); guards standing alert; the bakemono from be-
Retreat: 96 THACO 19; AL CE. low, if not already defeated, will come to this
Since these bakemono are in the middle of floor if they hear the sounds of fighting.
Set Up a clearing and there is no cover in the immedi- Bakemono (4): all statistics as above.
ate area, a direct assault is probably the best Bakemono leader: HD 2; hp 15; Dmg 1d10
* A small jade statue of a barley sheaf has
strategy for the PCs. If the PCs give them- (katana); all other statistics as above.
brought good luck to local farmers for genera-
selves away before attacking (such as by mak- The most direct route to the upper floor is
tions, ensuring good weather and bountiful
ing excessive noise) or if they attack from a by a stone stairway that leads from the floor
harvests. The statue has been stolen, presum-
distance with missile weapons, the bakemono below to an open doorway on the upper floor.
ably by some bakemono seen recently in the
will panic and run inside the temple, there be- The upper floor is similar to the floor below: a
area. The farmers have little money, but offer
coming part of the group on the first floor (see large room with sleeping mats, refuse strewn
their undying gratitude for the safe return of
next encounter). about, and a window in each wall.
their statue.
If the PCs charge, the bakemono will fight The guards will attack with naginatas at the
* Twenty years ago, an army of bakemono
back with their short swords. These bakemono first sign of the PCs. The leader will remain
conducted a series of surprise raids on the vil-
have all been ordered to fight to the death if near a window, and the guards will protect
lage, destroying property, looting homes, and
necessary. It will take the blindfolded bake- him at all costs.
slaughtering citizens. Now it is feared that
mono three rounds to figure out what's going The guards will fight to the death. If things
some bakemono sighted recently outside the
on before they join the battle. Unless specifi- are going badly for them, the leader will
village are the advance group for another
cally alerted by the PCs, the bakemono inside throw some items in a cloth bag and lower
army. The villagers beg the PCs to help them
the temple will not join the battle. They will himself out the window by a rope attached to
eliminate the bakemono before their numbers
ignore the noise outside, assuming it's all part the window frame, leaving the guards to fend
grow stronger.
of the game. for themselves.
* A band of bakemono have taken over
The leader will run away as fast as he can,
and vandalized a holy temple outside of the
In the Temple but the PCs should have no problem overtak-
city. Elders fear the wrath of the gods if this
There are 14 bakemono inside the temple ing him, he will collapse from exhaustion af-
desecration isn't ended and the bakemono
on the first floor. This floor is essentially one ter running for seven rounds. If overtaken, he
driven away.
large room. The room is scattered with rugs will grovel for mercy. "Please don't kill me,"
and sleeping mats and littered with partially he will beg. "I know where there is an emper-
The Lair eaten food and filthy clothing. Six bakemono or's fortune in gold. Take me there, and we'll
A group of 29 bakemono (including one are sleeping, snoring loudly. The other eight split it!" This is a lie, merely a ruse for the
leader) are entrenched in a temple in a forest are amusing themselves by carving obscene leader to catch his breath. If he can stall in this
clearing about a mile from a small farming bakemono slogans in the large ivory statue of a way for two rounds, he will attempt to run
community. The bakemono have erected deity in the center of the room. away again, collapsing after four rounds if not
wooden walls to completely enclose the tem- The room is accessible by a three-foot overtaken first. This time, he will forego the
ple; it now resembles a rather crudely con- square window cut into the center of each begging routine; he will attack with his katana
structed two story house. There are windows wall. There is an open doorway, four feet high and fight to the death.
cut into each side, and there are open door- and three feet wide, in the front and back If the bakemono leader is slain, the PCs
ways in the front and back. The upper floor is walls. All entrances are unguarded; PCs may examine his bag. Inside are five pearls
reserved for the leader and his four guards. should have little trouble surprising the bake- worth 300 tael each, a small jade statue of a
The bottom floor is the living quarters for the mono inside if they move carefully. barley sheaf worth 1,600 tael, a jagged chunk
other 23. Bakemono (14): Dmg 1d8 (naginata); all of yellow ivory worth 8,000 yuan, and a po-
other statistics as above. tion of evil dragon control.
Training Grounds Once attacked, the alert bakemono will de-
After traveling about a mile through the fend themselves with naginatas. In the second
forest, the PCs will spot the temple in a clear- round they will be joined by two awakened
ing by a river. The temple is square, about 60 bakemono; two more will join in round three,
feet on a side, and about 30 feet high (modest and the last two will join in round four. These
by standards of the area). It is completely en- bakemono will also fight with naginatas. All
closed in crude wooden walls and now looks have been ordered to fight to the death.
more like a shack than a holy place. If the PCs search the room, they will find a
From a thicket about 100 feet from the tem- small silk purse under one of the sleeping
ple, the PCs will be able to observe a group of mats containing three white pearls valued at
10 bakemono near a large tree in the center of 300 tael each.
the clearing. The bakemono are involved in a

18
Brownies (16)
by Rick Swan crickets freely hopping around the room. The Ambush in the Rose Bushes
brownies are very superstitious and each has If the PCs venture into the woods, their at-
Terrain: Forest brought as many crickets as he could find to tention will be drawn to a clearing containing
Total Party Levels: 24 (Average 4th) give him good luck. (It is unlikely the PCs will a large cluster of rose bushes surrounded by
Total Magic X.P.: None know the significance of the crickets.) tall trees. The rose bushes appear to be very
Total g.p. X.P.: 8528 Brownies (16): AC 3; Move 1 2"; HD 1/2; dense, yet the PCs will be able to hear the
Monster X.P.: hp 5 each; #AT 1; Dmg 1d4 (short sword); voices of the brownies and the sounds of the
Kill: 1112 Defeat: 834 THACO 19; SA protection from evil, ventrilo- card game coming from deep inside the
Retreat: 278 quism, dancing lights, continual light, mirror bushes. They can even hear cricket noises.
image (three images), confusion, dimension The sounds in the rose bushes are the result
Set Up door, SD save as 9th level cleric; MR as above; of ventriloquism spells cast by the brownies
AL LG. who are hiding in the trees above. On a signal
* A collector has offered a substantial re-
The PCs will have no trouble prying the from one of them, (a sharp whistle), the
ward for the lucky charms that brownies are brownies will cast confusion, then drop out of
boards loose from a window to get in the
rumored to wear around their necks. cabin. They can also break down the door with the trees on top of the PCs.
* On returning from a long trip, an old a modest amount of effort. The brownies will fight with their swords
woman discovers that her modest cabin in the
As soon as the PCs open a window or door for two rounds, then withdraw and stand their
woods has been taken over by brownies. All of
(or create their own opening in the wall or ceil- ground. "Will you leave us alone?" one says.
her possessions have been stacked outside and ing), the crickets begin to jump out. The "Or will you force us to kill you?"
all of the windows are boarded shut. The brownies will panic: there goes their good If the PCs continue to attack, the brownies
brownies refuse to let her back in.
luck! They will curse the PCs in pixieish lan- will fight back. If half of the brownies are
guage and hastily gather up their possessions, killed, the rest attempt to retreat into the
The Lair ignoring any words or actions of the PCs. It woods, most likely escaping thanks to their ef-
Brownies from far and wide have gathered will take the brownies only two rounds to fective use of natural cover.
here for their annual card tournament. Since gather everything together, at which time they If the PCs agree to talk, the brownies will
the game is very complex, they require total will use dimension door to teleport through engage in cautious negotiation. They will en-
isolation in order to concentrate. They found the cabin wall into the back yard. tertain any reasonable request, providing the
a small abandoned cabin in the woods (actu- Once in the back yard, the brownies will PCs in turn will find them a place to hold their
ally belonging to a vacationing widow) that cast mirror image to create three duplicates of game in peace and find them some replace-
they decided would make a perfect location themselves. They and their duplicates will run ment crickets. The brownies will give up the
for their game. They threw out all of the furni- as fast as they can away from the cabin towards lucky charms worn around their necks only if
ture, made a few alterations, and then settled the woods. they feel there is no other way to continue
in for a week of serious cards. The PCs may attempt to catch the brown- their game. (They will still, however, insist on
ies, but the brownies should have a substan- a peaceful location and the return of their
The Chirping Cabin tial headstart. They will run about 20 yards, crickets.)
The small cabin is nestled in a serene area of dive into the weeds, and seemingly vanish. There is a 25% chance that any given
a lush forest. Approaching the cabin, the PCs brownie is wearing a lucky charm around his
notice tables, chairs, and other household The Badger Hole neck. (The charm is a silver cricket on a silver
items piled outside. All of the windows have Once in the weeds, the brownies will use chain, worth 2,000 g.p. to a collector.) Each
been boarded up. their natural ability of blending into the land- brownie also has a pouch containing 3d20
There is a single door in the front of the scape to essentially disappear. The weed patch g.p. and 6d20 s.p.
cabin which appears to be nailed shut. If the is right beside the entrance to the lair of two
PCs listen, they will hear the muffled sounds giant badgers. The brownies intentionally run
of brownie voices, the clinking of coins, and this way to fool the PCs into thinking they are
strangely, what sounds like crickets chirping. hiding in the badger hole.
No amount of banging or yelling will attract When the PCs approach the weed patch,
the brownies; they are too involved in their they will see a three-foot diameter hole in the
game to be bothered. ground. From their perspective, it would be
There are a number of small holes in the reasonable to assume that at least some of the
roof of the cabin which the brownies have brownies jumped in. If the PCs poke around
drilled for ventilation. If the PCs get up on the the hole (or if they are brave enough to actu-
roof and peer in one of the holes, they will see ally go inside), they will anger the two giant
16 brownies in a circle on the floor of the one badgers who live there.
room cabin. The room is brightly lit, thanks to Giant badgers (2): AC 4; Move 6"; HD 3;
the brownies' continual light spells. Each hp 15, 17; #AT 3; Dmg 1 d 3 / l d 3 / l d 6 ;
brownie has a large stack of coins in front of THACO 17; AL N.
him with a larger pile in the center of the cir- The snarling badgers will fight ferociously
cle. They are playing a card game. If the PCs to defend their territory. If the PCs withdraw,
study the game for a few minutes, they will see the badgers will go back into their hole. The
that the brownies are playing a complex ver- badger hole contains nothing of value to the
sion of poker. There are also several dozen PCs.
19
Ettins (2)
by Robin Jenkins figures of 2" , 4" , and 6". Each arm can throw has a natural protection from spells of mental
one rock per round. In close range, the ettins control (sleep, fear, charm, hold spells, etc.),
Terrain: Forest, Subterranean use their spiked clubs for hand-to-hand com- unless two of the spells are thrown simuta-
Total Party Levels: 30 (Average 6th) bat. These clubs do damage equal to the et- neously (in other words, one for each brain).
Total Magic X.P.: 2,500 tin's normal damage figure the only Both spells must be successful to work. Like-
Total g.p. X.P.: 9,902 difference being that the spikes produce wise, the creature gets two separate saving
Monster X.P.: punctures in armor and flesh (check for im- throws (one for each head). If only one spell
Kill: 5,440 Defeat: 4,080 palement and blood loss). If the ettins are not works, the affected head (and corresponding
Retreat: 1,360 encountered at this point, the party proceeds arm) is merely dazed and inactive. The other
as normal. head and arm continue as normal. Note that
Set Up Ettins (male, female): AC 3; Move 12"; mass effect spells (mass charm, repulsion,
HD 10; hp 64, 46; #AT 2; Dmg 2-16/3-18; etc.) affect the ettin normally. In this case,
* Stories of a two-headed giant inhabit-
THACO 10; SA nil; SD surprised only on a 1; only one saving throw is allowed for the crea-
ing Ebonwood a large, dark, dense forest
AL CE ture.
on the western outskirts of civilization are
The ettins attack vehemently and fight to If the ettin's dominant head is destroyed in
popular among the locals in the area. Numer-
the death. Damage from attacks is 2-16 for the combat, the ettin continues to live and act as
ous people claim to have seen the creature,
left arm and 3-18 for the right. The right head normal. The only effect is that the ettin is
though in reality, fewer than a handful actu-
of an ettin is dominant and controls the crea- "confused" for 1-6 rounds, after which it re-
ally have.
ture's action. The ettin can, however, act as gains control of both arms. The opposite arm,
* Local legends tell of a lost mine some-
normal with only one functioning head. however, fails to operate correctly on a roll
where in the midst of Ebonwood. The exact
The opening to the mine shaft is 9' high above 50% (roll d% prior to each such attack
location, however, is unknown. It is rumored
and 6' wide. The shaft continues into the to determine this). Ettins save against all illu-
that the mines still contain a massive vein of
mound for 5' before gradually sloping into sions at - 1 on their saving throw, although
silver. By the same token, though, it is also be-
the earth. Many of the timber supports in this each head is entitled to such a roll. If the ettin
lieved that the mines are home to an unspeak-
shaft are broken or show signs of breaking. is not encountered in the tunnels, it is en-
able terror.
Piles of collapsed earth make the passage diffi- countered in its lair.
cult to navigate; at times, the shaft is no wider At the end of the mine shaft is a large natu-
The Lair than 4' across. Occasional corridors branch off ral cavern, the dimensions of which are 30'
Travelling along the forest path, the party from the main shaft; many of these twist and wide by 40' long, and 16' in height. Stalactites
discovers the partial remains of a good-sized descend further into the earth before ending and stalagmites adorn the cavern, as do the
deer. The rest of the creature appears to have in blank walls or larger, mined-out rooms. male and female ettins, if they have not been
been dragged off through the underbrush. About 100' into the shaft, the path levels encountered until this point. The ettins attack
Footprints accompany the drag marks; they off. Presently, the party is at a depth of 30'. A immediately. In their lair, the ettins utilize
are humanoid in shape, but twice the size. mere 5' beyond the point at which the corri- their clubs for damage as normal.
The drag marks are very obvious and lead into dor levels off is a covered pit. The pit itself is a The ettins are dressed simply in rotting,
the brush; thus, following the tracks is no crevasse which drops 100' before coming to a stinking skins and nothing else. The female
problem. wedged point. The crevasse has been covered has a jeweled necklace worth 2,000 g.p.. The
The prints lead to a small (10' by 10') clear- over by the ettins to trap unwanted intruders. lair itself is generally free of furnishings, save
ing in the forest. Overhead, the tree limbs Unless the party has successfully checked for for a crude fire pit, a manger for sleeping in,
have grown together to form an arboreal roof. traps, the first player to this point falls into the and a makeshift latrine. Hidden in the back of
Because of its density, the leafy roof keeps the pit and takes damage appropriate for such a the cavern, in a hole covered by a rock, are the
clearing in shadow throughout the day. fall. The pit itself is 3' wide and reaches 6' following items: 2,000 c.p., 5,000 g.p., 5
At the opposite end of the clearing is a across the shaft leaving no clearance on ei- gems (worth 2,600 g.p.), a bottle containing
small drumlin. In the end of the mound is a ther side. oil of acid resistance, and a stone horse (des-
wooden frame: an opening into the earth. If it is still daylight, there is a 10% chance trier). Also, scattered about the floor of the
Both the footprints and the drag marks lead that the party encounters the ettin(s) in the lair and in the tunnel are 6,000 s.p. worth of
into the doorway. Inside the doorway, both tunnels (roll 6 on 1d6 as before). If it is night, silver nuggets. Other than this, nothing else
sets of prints disappear. A close examination the chance is 20%. If encountered at this occupies the cavern but the bones of numer-
of the opening reveals a twisted, half-buried point, the ettin waits in hiding (hunched over, ous humans, demi-humans, and other crea-
set of rusted metal tracks. Other than this, of course) in one of the side shafts and waits
there is little of interest outside the mine. for the party to pass. Once the party is past,
During daylight hours, there is no chance the ettin attacks from the rear. If the party de-
of encountering the ettin above the earth's cides to search the tunnel the ettin occupies,
surface. At night, however, there is a 30% the ettin attacks immediately. In either case,
chance of encounter. A roll of 6 on 1d6 indi- the party is subject to surprise. Because of the
cates that both ettins are encountered. If en- ettin's keen senses, the creature is not similarly
countered on the surface, the ettins attack in surprised (it is aware of the intruders almost
simultaneous combat. Attacks are delivered as from the moment they enter the mine).
normal, except that the ettins also have the In these confined quarters, the ettin attacks
ability to throw rocks (an action they often with both hands, doing damage as normal.
prefer) for 2-12 points of damage with range Because of its dual brain structure, the ettin

20
Griffons (10)
by Paul Jaquays Ambush Griffons (9): AC 3; MV 12" /30"; HD 7;
As the PCs begin to pass through a clearing, hp 37; #AT 3; Dmg 1d4 (each claw)/2d8
Terrain: Rugged, hilly forest a pair of griffons dives like hawks from a ridge. (bite); THACO 13; SA drop large rocks for
Total Party Levels: 36 (average 6th) Attacking with surprise, they will try to knock 1dl0 damage; SD opponents are at a 3 pen-
Total Magic X.P.: 7150 two to four of the party off their horses. The alty on attack rolls due to fighting on a near-
Total g.p. X.P.: 15,500 griffons will land, turn and attack the horses. vertical surface; AL N.
Monster X.P.: If no horses are present, the griffons will try to Griffon flock leader: AC 3; MV 12" /30" ;
Kill: 11,065 Defeat: 8299 knock two PCs to the ground. The DM should HD 7; hp 56; Dmg 1d4 (each claw)/2d8
Retreat: 2766 allow the griffons to get in one round of at- (bite); THACO 13; SA drop large rocks for
tacks before checking for initiative. The pow- 1dl0 damage; SD opponents are at a 3 pen-
Set Up erful griffons will attempt together to carry off alty due to fighting on a near-vertical surface;
a horse carcass or, if they score two claw hits MR 25%; AL N.
* An ambitious baron has long desired to
within the same round on a character, to carry
mount his knights on griffon steeds. At last,
off that character. Entrance to the Cave of Whispers
he has learned the location of an aerie in a
Griffons (2): AC 3; MV 12" /30"; HD 7; Several immense nests on ledges flank the
stony ridge in the wilderness of another bar-
hp 37; #AT 3; Dmg 1d4 (each claw)/2d8 narrow opening of a cave in the rock wall. The
ony. He will pay handsomely for the retrieval
(bite); THACO 13; SA carry and drop charac- remains of rusted spikes near remnants of a
of griffon fledglings and eggs.
ters for 1d6 points of damage per 10' of flagstone path leading into the cave indicate
* The leader of a thriving wilderness vil-
height; AL N. that a rope ladder once allowed access to this
lage has complained about griffons raiding
high place. The nests contain broken pieces of
the flocks. The recent loss of his two prize
Climbing the Cliff honey-colored egg shells. An unusually brisk
brood mares has angered him beyond reason.
The slight incline of the forest floor gives breeze from out of the cavern carries an an-
He wants those griffons destroyed.
way to a steep, wooded slope. The forest ends cient, but not unpleasant, animal odor.
* A page torn from a book on the mystical
abruptly at the base of a precipitous rocky The Cave of Whispers is so named because
realms of air reads: "High atop Stormy Ridge
ridge. High above, but well below the sum- of the unusual sound of the wind that blows
ye Cave of Whispers opens upon the Fane of
mit, the PCs can see forest debris dangling through it. Throughout the search, the PCs
Ten Thousand Winds guarded by countless
over the edge of a rock shelf (about 200 feet will imagine they hear voices. It seems like the
gryphons. After years beyond measure, the
up). A brief search along the base of the cliff voices are trying to tell a secret. The DM
sages of the Pasha have again discovered his
will turn up several humanoid skeletons should require magic-users to make an Intelli-
lost horn."
clothed in rotting robes, mildewed leathers gence check to ignore the whispers and main-
and rusted armor. The search may also reveal tain their concentration each time they cast
The Lair gauntlets of swimming and climbing and a spells.
Long ago, clerics who worshipped the power ring of feather falling (in a pouch), various The cavern is a honeycomb of multi-level,
of the air brought a treasured relic to a narrow pieces of climbing gear, and up to 500 g.p. in interconnecting passageways and chambers.
valley wedged between two high, stony miscellaneous coins. The floor is littered with guano, feathers, fur,
ridges. They created the Fane of Ten Thou- To reach the griffons' lair, the PCs must and pieces of animal skeletons. Several horse
sand Winds to house their relic, and they nur- climb or fly up to the ledge. If the characters skulls are evident. An observant character
tured fledgling griffons to act as guardians. climb, see the Wilderness Survival Guide for might note there is no evidence of griffon re-
The clerics further enhanced the bond be- climbing rules. Climbing ability varies per mains in any of the chambers.
tween griffon and fane by mating a creature character. Every chamber the PCs enter has a 1-2
from a wondrous figurine with a natural grif- The griffons attack when the PCs are about chance (on 1d6) of being a griffon nesting
fon. The magic-resistant descendants of that a third of the way up the rock face. One to six area. Each griffon nest will have one or two
union have formed the core of the Whispering griffons (out of the 10 that live here), includ- fledglings or eggs and an adult parent (up to
Cave griffons. The fane and its founders have ing the powerful gnarly gray flock leader, at- five such nests can be found). The fledglings
long since been forgotten. Nevertheless, the tack by dropping rocks and then swooping in are the size of collie dogs.
Cave of Whispers high in the great rocky ridge to land on the cliff face. There, they will claw There is no clear path through the cave. Un-
has remained a natural habitat for griffons. or bite before leaping outward into flight less the PCs try to think their way through the
The investigation of the griffon lair consists again. The griffons fight and fly guerilla style. cavern, they will wander aimlessly from cham-
of three distinct phasesthe approach to the They will not attempt to place themselves in ber to chamber. However, if they move debris
entrance, which includes an ambush by the undue danger. If any of the griffons are seri- away from the entrance to the chamber, they
griffons to steal the PCs' horses and the PCs' ously injured in close combat, the entire flock will find a flagstone path in good condition.
treacherous climb up the cliff; the eerie Cave will restrict itself to rock bombardment. By clearing the path, they will find a steep,
of Whispers where creatures can dart out of Each time a character is hit by a griffon, a winding stairway leading down to the Fane of
nowhere and disappear into winding tunnels; Strength/Dexterity Check (average of the two Ten Thousand Winds. Or, they may con-
and the Fane of Ten Thousand Winds, a valley abilities) is required to keep from falling or stantly test the wind direction to find the
beset with fierce, magical winds that can slam losing footing. Each time a character attempts breeze blows up from the stairway.
an unwary adventurer against the rocky walls a weapon attack (not a bow attack) against a The griffons have not given up the defense
and make retaliation against the griffons' aer- griffon, the character must make a Dexterity of their lair. The surviving adults will dodge
ial bombardment nearly impossible. Check to maintain balance. Falling damage out of side passages, take one or two swings or
from the cliff at this point is 20d6 (save for bites (check for surprise on the first attack)
half damage). and dodge back into the maze. If pursued, the

21
griffons will attempt to divide the party. The from the world by the two rick ridges that en- There is no wind within the fane itself (like
fight is constantly hit and run. Nevertheless, case it. A fierce wind shrieks at the PCs from the eye of a hurricane). When the surviving
if the party captures any fledglings or eggs, the far end of the valley, gusting and changing characters reach the ruins the griffons drop
the griffons will stand and fight to the death direction frequently. In spite of the wind, the out of the sky and attack before giving their
to regain their young. PCs can see the tumbledown pillars of a ru- opponents proper time to prepare themselves.
At least one of the nest chambers will open ined shrine. A tantalizing gleam shines from This is a last ditch fight to the death.
on a short tunnel that leads out to the other within the ruins. Between the party and the When the fight ends, the surviving PCs will
side of the ridge. Far below, the PCs can see a shrine is what appears to be thousands of see that when the roof of the shrine had col-
narrow vale walled on all sides by high, rocky sleeping griffons, literally blanketing the floor lapsed, it opened up a hidden passage leading
cliffs. A few standing columns arranged in a of the valley. The griffons are dead. Over the out to a secret opening on the other side of the
circle surround a pile of rubble that may have millennia, they have come here from the aerie far ridge, which is opposite the ridge the PCs
been a small, domed shrine. A tantalizing above to die. A strange preservative force in entered. Lying on a piece of marvelous pale
gleam shines from within these ruins. Sur- the shrine keeps them from decaying. The blue velvet is the prize of the fane, Airolis's
rounding the ruins are what appear to be hun- wind ruffles their feathers, giving a false ap- Shining Horn of Ten Thousand Winds, a very
dreds or thousands of resting griffons. pearance of life. unique magical item aligned with the forces
If the PCs attempt to climb down the 300- If the PCs search around the door, they will of chaos and good. Once per week the horn
foot cliff, they will find the climb down as dif- find the perfectly preserved bodies of several can summon up a permanent stormlike the
ficult as the climb up. They will be attacked adventurers garbed in ancient clothing and ar- one that hampered the PCs' approach to the
by the surviving griffons, which will attempt mor. The magic-user and cleric spell prepara- faneuntil the storm is dispelled with a dis-
to knock characters from the cliff face. The tion materials are still fresh and usable. Detect pel magic or by the horn's user. On command
flock leader will try to sever any ropes he sees. magic spells will reveal the presence of several the horn will grant the power of feather fall,
However, the griffons will not attack charac- magical items strewn about the base of the and will allow the bearer to wind walk once
ters carrying fledglings or eggs. cliff: a potion of extra healing in a steel bottle, per day. The horn prevents some changes in
At about 200 feet down, the PCs climb is a scroll of protection from air elementals and a the user. The possessor can neither age nor im-
further complicated by a fierce wind that shield +1. prove abilities (rise in level). Even learning
threatens to blow them off the wall. All The magical wind is so strong and changes new spells is prohibited. The dead do not de-
Strength/Dexterity Checks for the remainder so suddenly that it is impossible to walk up- cay in the area of effect of the horn. The pos-
of the climb are at - 2. right toward the fane. It will take about 10 sessor only can part with the horn when a
rounds of crawling to reach the fane. Charac- remove curse spell is cast.
The Fane of Ten Thousand Winds ters who stand run the risk of being bowled Surrounding the horn are three figurines of
The winding stairway from the aerie leads over by the wind and losing one to three wondrous powerthree alabaster griffon stat-
so far down that it seems to reach below rounds of distance gained, plus taking 1d4 uettes. Apparently, there were a number of
ground level. About halfway down, a trip points of damage if they do not make a other figurines that were crushed by the
block lets loose a great pile of boulders that Strength/Dexterity Check. Characters who at- dome's collapse. When invoked by the com-
burst open the wall and block the stairs with tempt to fly to the fane will be dashed against mand word (engraved on the figurine), they
rubble. Require all players to make an initia- the rock walls and will take 3dlO points of become adult male griffons: AC 3; MV 12" /
tive roll. If they beat the DM's roll, their char- damage. 30"; HD 7; hp 40; #AT 3; Dmg 1d4 (each
acters avoid 1d8 damage from the falling The surviving griffons will continue to at- claw)/2d8 (bite); THACO 13; MR 50%; AL
debris. At the base of the stairway, the passage tack from the air. They will drop large rocks N. Griffons are air maneuverability class D
ends at a shredded wooden door rimmed in (to hit ability reduced by 6) for 2dl0 points of when mounted (class E when carrying two
nitre and bound with rust. It flaps loosely in damage. Each griffon can attack once per riders). Each figurine can be used once per
the gusting wind. every four rounds in this manner. Return fire week for up to 12 hours. If slain in combat,
The door opens on the end of a narrow val- of normal missiles against the griffons is im- they cannot be brought back from statuette
ley, not much more than a deep cleft sheltered possible because of the intense wind. form for three weeks.

22
Iron Golem (1)
by Ed Greenwood under) the stone seat. The chair is heavy, re- damage from the impact of pieces of shatter-
quiring a combined PC Strength of 26 to be ing or shifting stone, and partial burial or pin-
Terrain: Any (lightly settled forest or moun- shifted, but it can be pushed aside to reveal a ning under the rubble.
tain area suggested; in ruin) five-foot diameter circular shaft. Five feet Anyone caught in the collapse of the cham-
Total Party Levels: 72 (Average 12th) down the shaft is the top of a heap of gold ber floor will find themselves in a litter of
Total Magic X.P.: 8,500 coins that covers and apparently fills the entire stone rubble that rises to waist height or more
Total g.p. X.P.: 64,669 shaft up to this point. In reality, the gold in places. If a PC is pinned or partially buried,
Monster X.P.: pieces 4,669 of themare only a few feet in that PC can attempt to free him- or herself
Kill: 14,550 Defeat: 10,912 depth. If any coin of this heap is touched or once per round; this effort is represented by a
Retreat: 3,637 moved in any manner, a magic mouth will ap- Strength Check, and must be the only PC
pear on one wall of the shaft above the coins action attempted in the round (if not, the at-
Set Up and say, "A curse on all thieves." This warning tempts will always fail). A successful roll
is merely an opinion, not any trigger for a real, means the PC is free; within the same round,
* A great mage, Arghast of the Awesome
magical bestowal of a curse. The treasure is the character is able to move up to ten feet and
Spells, once dwelt in a tower nearby, now ru-
guarded, however anyone removing or dis- ready a weapon or material component before
ined. Many have sought treasure there, but re-
turbing coins enough to reveal the upturned, the next round commences. Fragile equip-
turned empty-handedor not returned at all.
massive iron head underlying the pile of coins ment (potion vials, unrolled scrolls, oil flasks,
Arghast is said to have invented many power-
will immediately be attacked with a cloud of and the like) carried by PCs who are caught in
ful spellssome now lost to practitioners of
poisonous breathfor the head is that of an the collapse of the chamber floor must make a
the magical arts, who might well pay highly to
iron golem, created by the long-dead Arghast Saving Throw (cf. DMG p. 80) against "fall".
gain some of Arghast's lost magic.
as a guardian for magical treasure which lies in The golem has been instructed to crush the
* A ruined tower nearby is said to contain heads of all creatures who are in the chamber
an iron box under the golem's feet. The box
a white throne, where demons dance on cer-
contains a wand of fire with 76 charges, and a after it is activated, which occurs when it is un-
tain nights, and skeletons lie all about. The
ring of x-ray vision (q.v., DMG); the DM covered in the shaft full of coins. It has direc-
throne will sometimes grant wishes if said
should substitute other treasures if these are tions to strike such creatures even after their
aloud while sitting on itbut a fearsome
not suitable for his or her campaign. heads are crushed if they continue to move,
monster guards the seat. and not to pursue intruders who leave the
The Iron Golem chamber unless those creatures bear the wand
The Lair Iron golem (1): AC 3; Move 6" ; HD 10; hp of fireor any other foot-long, tapering stick
Arghast of the Awesome Spells dwelt in a 80; #AT 1; Dmg 4dlO; THACO 10; SA of wood.
tower some two hundred years ago, and was breathes cloud of poisonous gas directly ahead Theft of the coins will be ignored by the go-
destroyed in a magical duel which partially (l"xl"xl"), once every seven melee rounds; lem, but bearers of wands or similar sticks will
destroyed the tower. His nemesis was a mage can do one point of structural damage per me- be tirelessly pursued by it until either it or
known as Mylyrkhon, who took from the lee round; SD struck only by magical weapons they are destroyed. If it loses track of its
tower all he could find of valuemuch of +3 or better; the only magical attacks quarry, the golem will search until it finds
magic, but little gold and no coinageand which affect the golem are electrical, which them againor any other creature bearing a
burned his name into the fallen stones of the slow the monster 50% for three melee rounds; foot-long, tapering stick of wood. It will then
tower's arched entryway, where it can still be magical fire repairs damage on a 1 hit point attempt to slay the creature and return with
seen today. Mylyrkhon then departed. No one for 1 hit point basis; MR see special defenses; the stick to the chamber it was originally
in the vicinity has heard from ancestors his AL N. found in. If more than one such creature is en-
name, description, or where he went, but an The shaft is seventeen feet deep; the golem countered, the golem will happily collect
interested DM could well leave some clues stands at the bottom of the shaft with its arms sticks of wood, and may well return with a
perhaps available through stone tell or psionic outstretched on either side. Pillars of fitted, half-dozen wands or wandlike sticks.
object reading and sensitivity to psychic loose stone blocks have been built up from the The golem has no weapons, and strikes with
impressions as to where Mylyrkhon is now, floor to the golem's fists, and built up atop its massive fists. It will not hurl stones nor use
alive or dead. the golem's fists to support two huge slabs un- the rubble in any way to aid it in combat, but
All that remains in the ruined tower now derlying the chamber floor. On the round fol- PCs facing it in the ruins must make a Dexter-
are many human skeletons, the skeleton of a lowing the round in which it breathes, ity Check at +2 each round in which they
leucrotta who briefly took up residence there Arghast's golem will pull in its hands and make a physical attack upon the golem or in
before being slain by a party of adventurers, strike inwards and upwards. This shatters the which it attacks them. Failure results in being
and, in an inner chamber, a white throne. heavy circular tile which forms the walls of the pinned by rubble shifting as the golem crashes
PCs exploring the tower who reach this shaft and rests on the golem's shoulders. The around the chamber. The DM must judge the
chamber will see a large, arch-backed chair removal of its fists will cause the floor of the likelihood of trapped PCs being crushed or in-
carved out of a single block of white stone. chamber to collapse with a thunderous roar jured by a golem inadvertently stepping on
The throne is without adornment, and has during the round following the golem's them or on rubble that affects them (2-12 to
two broad arm rests flanking an empty seat. It breath explusion. Any PC spellcasting will 3-24 damage possible); see above for PCs free-
is six feet square at its base. probably be ruined, and all beings not capa- ing themselves. The golem cannot itself use
Nothing else is visible in the chamber. The ble of instant levitation or flight must make a the treasures it guards, and will not attempt to
floor is of stone blocks; no traps can be de- Dexterity Check. Those who fail take 1d6 fall- do so.
tected, but any detection for magic will reveal ing damage, and must make a second Dexter-
a faint dweomer at the base of (or rather, from ity Check. Failure indicates 1d4 further

23
Leprechaun (1)
by Jeff O'Hare The main section of the leprechaun's home chaun offers to grant a single wish in exchange
is quite comfortable and pleasant. A woven for his release. If the PCs agree, the DM
Terrain: Forest, green valleys rug lies on the floor and a roughly carved table should have Seamus grant the wish in as literal
Total Party Levels: 12 (average 3) covered by a fine linen cloth and four small and tricky a manner as possible. For example,
Total Magic X.P.: 2500 chairs sit to one side. There is also a trunk for if the party wishes for a horse, their most pow-
Total g.p. X.P.: 1625 storage and a bench. A huge cross-section of erful weapon may be transmuted into a horse.
Monster X.P.: tree roots, around which a working hearth has The DM must be sure that the wish is granted
Kill: 145 Defeat: 85 been erected, make up the opposite wall. in a manner compatible to the leprechaun's
Retreat: 36 There is a ladder to one side of the hearth, abilities. Once a wish is granted, the lepre-
leading up into the tree, which is used to keep chaun is free, whether the party releases him
Set Up an eye on the area. This is also an escape route. or not. The PCs may then attempt to recap-
Off to the north is the bedroom and to the ture him.
* Stopping at a roadside inn for the eve-
south is the small entryway that is the lair's After the offer of a wish, his next tactic is to
ning, the characters are surprised to see the
main entrance. claim poverty. He pleads with the PCs that he
innkeeper put out a small cake and a glass of
Above the hearth are two shelves lined with has been ostracized from his prank (correct
wine before retiring for the night. He tells the
a series of odd bottles, jars, and tins. Among group name for ten or more leprechauns), and
PCs that the food is to appease the wee folk
the many potions contained in these jars are hasn't a gold piece to his name.
who have been visiting the inn at night. If
ones for growth, healing, human control, If the PCs don't believe his claims, they
food is not left, the wee ones cause bad luck
treasure finding, a blue potion (used for may demand that the leprechaun give them
the following day. He'll richly reward anyone
shrinking), and some powder which acts like a his gold. After trying for convince the PCs
who can rid him of these sprites.
sleep spell. that they have his entire fortune, Seamus re-
* While sleeping at a small inn, the PCs
luctantly leads them to the wine cellar to re-
each have something valuable stolen from
At the Inn veal his hidden door. Opening this, Seamus
their person or pack. There is a 25% chance
Every night, after all are supposed to be invites the PCs into his private tunnels. Saying
that a PC will awaken during the theft and see
asleep, the doorway to the cellar slides open "Well, you're too much for me," he seems re-
a small, man-like figure searching his belong-
and a small figure steps out. The room is dark, signed to let the PCs have their way.
ings. If the theft is not discovered till morn-
but the figure has no trouble making his way While captive, Seamus plays along with the
ing, the innkeeper is sour when confronted,
directly to the food and wine. He takes his PCs. However, he's always on the lookout for
though he claims innocence. The PCs are not
time eating, after which he will explore the re- an escape. Once freed, Seamus will turn invis-
the first to make such accusations. To prove his
mainder of the inn. ible and make a dash for the stairs leading to
innocence, the innkeeper will allow them to
Should the PCs make any noise before his his secret door. He is in such a hurry that he
stay an extra night at no expense, so that they
arrival, there is a 50% chance that the lepre- will not bother to close the door behind him.
may try to discover who took their property.
chaun is scared off for the evening. If pre-
pared, the PCs may attack the small man at Behind the Door
The Lair any time. The doorway that conceals Seamus's tunnel
The inn (to be named by the DM) is small and Leprechaun: AC 8; MV 15"; HD 1; hp 5; measures only 3' in height. Halflings and
rural. There is a main eating room capable of #AT nil; Dmg nil; THACO 20; the leprechaun dwarves should be able to push inside, but
seating 30 people comfortably and a kitchen has a number of spells at his disposal, which any other races are too tall to fit. Other races
to one side, consisting mainly of a single caul- he uses frequently to confuse his enemies. may be able to crawl in, though weapons like
dron and a storage closet. Upstairs are four These spells allow him to become invisible at longstaffs, bows, and swords will be useless in
sleeping chambers, one of which is used by will, polymorph non-living objects, create il- the confined area.
the widowed innkeeper. Below the inn is a lusions, and use ventriloquism. All spells may If the characters arrive at the doorway with
storage cellar containing ten casks of wine. A be used as often as the leprechaun wishes. The Seamus in tow, it is closed. Anyone in front of
stable for four mounts is in the rear, beside a leprechaun is highly intelligent and can never the doorway stands a 75% chance of being
moldy pile of old hay. be surprised; AL N. struck by either of two arrows which fly out as
The cellar contains a secret doorway. It is 3' This leprechaun loves a good donnybrook the door swings open. "Oops! I forgot to turn
high and is hidden behind a shelf filled with and is unlikely to run at first glance of the off the alarm system. Sorry about that," the
pickle jars. There is a 40% chance of anyone PCs. He will stay and bedevil the group as leprechaun smiles.
finding it. The door leads to a warren-like set long as it amuses him. Should the battle turn, The characters are led on a tortuous crawl
of tunnels. he will retreat, leaving his hidden door open through the tunnels. A trap is rigged halfway
The leprechaun has constructed a series of behind him. through each tunnel; the trigger in the floor is
tunnels which lead to a number of secret door- If captured, the leprechaun cheerfully in- weight activated. If anyone over fifty pounds
ways. One of these tunnels leads to the inn, troduces himself as Seamus Callahan. He is a moves across the flat area of smooth dirt, two
another out to the forest, while one runs way great faker who can call up any emotion. Even sets of spiked boards will push out through ei-
out into the field. One comes up inside a hol- at his most insidious, Seamus keeps a smile on ther wall of the tunnel. The spikes cause 3d6
low stump, which allows the leprechaun to his face and a lilt in his voice. He claims to be a points of damage to anyone caught on them.
keep an eye on the road. These tunnels are midget or small human, professing to have no The principle of this trap is the same as a bear
crude, and are filled with hanging roots and magical abilities. Any number of spells, in- trap.
stones. At the center of this warren is the cluding detect magic or detect lie, can be used With his light weight, Seamus can walk
mound which contains the main chamber of to determine that this is untrue. over the trigger safely. However, the din has
the lair. Once his identity is revealed, the lepre- obviously been smoothed, so there is a 75%

24
chance of a PC noticing a difference. the PCs to drink, saying this will get them in- their arms into the room, but they will be un-
Other than the trap and natural obstacles side. able to enter to rescue their friends. Seamus
like rocks, low hanging roots, and occasional Those who are reluctant to drink must wait leaves through a different doorway, taking the
seepage, the tunnels are empty. outside. Seamus makes a show of being in- jar with him.
The end of the tunnel opens up onto a sulted should the PCs refuse his generosity, Of course, the PCs in the room may catch
small chamber. This chamber is six feet in di- saying they'll embarrass him by not sharing a on and battle with Seamus at any opportunity.
ameter and may provide relief for some drop. Should the PCs insist, the nondrinkers This combat should be conducted in the nor-
cramped PCs. In one corner of the chamber is may watch through the doorway. Anyone with mal manner, with considerations made
another doorway, which has been printed a shrinking spell may also enter the room against those who have been shrunk and may
bright green. This doorway is only two feet without drinking. not have full proficiency with their larger
high. It is impossible for any but the shortest Those who drink shrink down to half of weapons.
halflings to enter. A gleaming pot of gold sits their original size. If that isn't enough, they Should the PCs be victorious, Seamus takes
at one side of the door. can take another sip. These PCs then shrink to his loss good-naturedly. He returns the PCs to
This gold is an illusion, used to tempt ad- half their new size. Only the character shrinks. their normal size by using a growth potion
venturers. If the PCs release Seamus, he bids No weapons, armor, or other goods shrink kept in one of the jars above the hearth.
them a hearty farewell, laughing at having along with the PCs (except their clothes). Seamus is unafraid of any pain that the PCs
been beaten by this group and wishing them Seamus assures the PCs their items are fine may inflict. Only by threatening to force-feed
luck as they crawl back through the tunnels. and they have no need of weapons now that him the blue liquid can the PCs scare Seamus
Once the PCs are on their way, the gold fades they've all become friends. He then invites into revealing his true treasure. If Seamus is
within six turns. the PCs to sit as he sets about making tea on forced to drink any of the blue liquid, he
Should the illusion be revealed while the the hearth. He also has wine on hand for those shrinks and vanishes.
party still holds the leprechaun, he confesses who want it. The leprechaun's treasure is concealed in a
that another pot of gold is hidden nearby. He Each PC gets whatever drink he requests. secret compartment beneath the trunk, reach-
then shows the party which rock to roll away The first drink is quite tasty and the host sets able only by lifting the entire trunk straight
from the din wall. A pot of gold is revealed in up another round. This second round causes up. When the PCs first look in the compart-
a hole behind the rock. This is indeed real the PCs to shrink again. There is only a 30% ment, they see a pit of writhing, spitting
gold (260 g.p.). Seamus does not tell the party chance the PCs will notice they've shrunk, as snakes. This is an illusion, which can be over-
that this gold has a curse on it. This gold can Seamus uses his powers of illusion to make come simply by reaching into the hole.
never be spent, because it actually belongs to a everything around them shrink. In this way, Within this hole is Seamus's entire fortune,
family of fairies, from whom the leprechaun the PCs maintain a spatial relationship with consisting of: 400 s.p., 350 e.p., 250 g.p., 25
appropriated it. the rest of the room. The shrinking is not an p.p., 3 sapphires (120, 105, 80 g.p.), 1 emer-
This means two things to the PCs. When- illusion. ald (390 g.p.), a gold bracelet (100 g.p.), and
ever they spend these pieces, the gold always Seamus sits with the party, making pleasant a bag of tricks. Also included here would be
returns to their pouches. Should they divide talk. Each new drink causes the PCs to con- any items stolen from the PCs during the set
it, all the gold returns to the PC holding the tinue shrinking, until they are approximately up of this encounter.
majority of the pieces. The gold can easily be six inches tall. When this occurs, Seamus takes
gotten rid of, if the PCs part with all of it will- a glass jar from one of his cupboards. Next, he Conclusion
ingly. The curse can only be noticed by a de- allows the illusion to fade, leaving the PCs in If he is still alive, Seamus shows the PCs out
tect magic or true sight spell. Any merchants confusion. Seamus then scoops up the minia- through the orange front door at the north,
or others with whom the PCs trade become ture PCs and tosses them into the jar. nor the one by which they entered. He hopes
outraged when the gold disappears. The mer- Once the PCs are his prisoners, Seamus ig- to prevent the PCs from regaining their valu-
chants may even take after the PCs, demand- nores their pleas. He is not likely to heed any ables and equipment, which he will keep. If
ing a new payment. offers of wealth or treasure, since he can al- the PCs point this out, Seamus smiles and
Secondly, should the party ever come in ready take all the valuables they dropped apologizes. He then leads them out through
contact with a tribe of fairies, the fairies will while shrinking. the green door where all their items are wait-
demand to know how the PCs came into pos- Seamus plans to sell the PCs to a wizard he ing for them. Once all the PCs are out of
session of this gold. They won't take kindly to knows for gold. He puts a special cover, with doors, Seamus is free of them. The door disap-
any non-fairies in possession of said gold. plenty of air holes, on the jar and places it pears and the PCs have only a 10% chance of
There is a 20% chance that a member of the atop the hearth. finding their way back in. They may exit
appropriate family will be in any tribe of fair- There are several options open to the PCs. freely, crawling through the tunnels back to
ies the PCs encounter. They may have a wizard among them who has the inn.
Anyone trying to open the green door finds some spell that will do the trick. Or they may The innkeeper, grateful for his release from
it locked. No amount of wizardry or work with be able to tilt the jar and break it open. This is the leprechaun, rewards the PCs with 150g.p.
a lock pick can open it. Seamus, though, will very dangerous, though, since the PCs run a Once his real treasure is uncovered, Seamus
open it without hesitation. Inside, the PCs get great risk of being killed in any fall or cut by is defeated, but he won't forget that the PCs
a glimpse of his cozy home. They may wish to the glass. have beaten him. This may come back to
enter, but most will be unable to fit. Seamus Any PCs outside the room won't notice the haunt the PCs some day. Seamus will turn in-
has the solution, since he likes to entertain shrinking until it is too late, due to Seamus's visible and use all his powers to create ill luck
and often has bigger folk in for tea. If the PCs powers of illusion. Once Seamus bottles the for the PCs. He will follow them for some
allow it, Seamus enters his room, returning others, the PCs outside will realize what has time, even for months, causing bad things to
with a vial full of blue liquid. He offers it to occurred. They may try to attack by swinging happen at the worst possible moments.

25
Minotaurs (8)
by Robin Jenkins group have met with disapproval in the vil- reads, "The Sacred Bull Tavern." To all ap-
lage; the townspeople are fearful that they pearances, the cottage has been vacant for
Terrain: Forest might not come back from such an expedi- sometime; the windows (or what is left of
Total Party Levels: 30 (Average 5th) tion. In this respect, the party will find itself them, at least) are covered with dirt and cob-
Total Magic X.P.: 2,900 in great demand. webs. The remains of a front door hangs in
Total g.p. X.P.: 2,855 Unbeknownst to the villagers, the forest has splinters from rusted, broken hinges. Closer
Monster X.P.: become the habitat for a group of minotaurs; inspection of the building's interior reveals a
Kill: 7,515 Defeat: 5,636 it is they who have caused the recent surge in scene of utter destruction: furniture and fur-
Retreat: 1,879 disappearances in the area. Living in the nishings lie about the rotted hardwood floor
brambles in the center of the forest, the mino- in pieces the mute suggestions of a dated
Set Up taurs have found for themselves the perfect conflict. Amidst the remains of tables and
environment for their existence: a labyrin- chairs lies the hilt of a sword; in the dust be-
* In the city, the players learn of two paths
thine habitat with a reasonably accessible side it are the shattered remnants of its blade.
through a nearby forest. They are advised to
source of food nearby. The minotaurs have Shredded articles of clothing lie within the
follow the right fork only. Although the left
formed a small communal group of eight dust; beneath these shreds is a curious piece of
route is the shorter of the two, it is no longer
within the twisting paths of the brambles, and bone resembling the point of a bull's horn.
used for transport. The locals warn that death
have grown quite comfortable in their new Approximately 1" in length, this article is
will befall anyone who travels the shorter of
abode. brown and white, and still maintains a degree
the two paths.
The forest is very thick with trees and un- of sharpness at its point. There is nothing else
* While traveling along an overgrown
dergrowth, making travel slow and somewhat of importance on the premises.
path through the forest, the party comes
difficult. The main path through the woods
across a second abandoned path which turns
has fallen into disrepair in recent times; the The Thorny Maze
in a sweeping curve to the south. If the charac-
locals do not use it, choosing to circumvent Further along, the path becomes con-
ters investigate this route, they find that it
the forest altogether in the event of travel. stricted with brambles. At first, these thorny
winds into the forest for quite some distance,
Consequently, the party will find themselves sinews appear sporadically, and are easily cir-
and that it appears to proceed more directly
capable only of travel on foot through this ter- cumvented. Deeper into the woods, however,
through the forest than the previous route.
rain; horses will not be able to make the jour- the path becomes obscured by the briars, and
* A local lord calls upon the party to in-
ney, although smaller pack animals may be of eventually becomes impassable. Off to the
vestigate the cause of a rash of recent disap-
some assistance. right is the beginning of a narrow footpath (3'
pearances in the farmlands surrounding his
feet wide at most) that picks its way jaggedly
castle. The players will be paid handsomely
The Spider's Web through the thorny overgrowth. As this route
(1,000 g.p. each) if they can find the cause
The path becomes overgrown with a silky progresses further into the forest, the bram-
and put and end to these disappearances. Of
substance that is very difficult to move bles grow thicker and thornier. Into the
course, the lord will expect to see some proof
through, requiring a slash from a sword to thicket, the path continues.
of success.
clear the substance from the path. The sub- At this point, the brambles have grown into
stance becomes thicker as the path continues;
The Lair looking overhead, the party will notice that
thick, sinuous branches nearly a foot in diam-
eter. They seem nearly infinite in length as
The forest has often been the source of the silky fibers stretch in a number of layers. they wind confusingly around trees and
much trouble for the outlying farmlands and Any movement of these fibers will alert the in- bushes, intertwining with other branches at
the village; throughout the past 10 years, habitants of the web 5 giant spiders that several points. Large thorns some up to 6"
there have been numerous disappearances someone is coming for dinner. The spiders will in length line the branches as they coil
from each. No less than 60 villagers and attack by dropping on the party from above. If about the trunks and limbs of trees. The
farmers have disappeared from the area in the more than half of the spiders are killed in bat- brambles intertwine at numerous points and
past; the majority of these disappearances tle, the remaining spiders will attempt to es- wrap around the trees in thorny knots. For the
were blamed on wolves and other animals. Re- cape into the hidden folds of the web high most part, it has become impossible to see
cently, however, the disappearances have be- above. through the briars because of their density.
come more frequent: within the past couple Giant spiders (5): AC 4; Move 3" *12"; The characters will note that the sinewy
of months, as many as 30 people have disap- HD 4 + 4 ; hp 24, 24, 23, 20, 18; #AT l; Dmg branches have begun to grow over the path,
peared not to count the unknown number 2-8; THACO 15; SA poisonous bite; SD nil; creating a tunnel through the thicket. Further
of travelers who may have met with misfor- AL N along, the path begins to take on the appear-
tune on the forest path. In the past, there were ance of a corridor as it winds randomly amidst
no organized efforts to discover the cause of The Deserted Cottage the thorny growth. By this point, the path will
the disappearances; the recent increase, how- Along the path, the party discovers another have become so overgrown and dark that it
ever, has sparked some concern amongst the path which strikes off from the original and will be impossible to see without light or some
locals. In the village, curfew has been called to heads to the south. Following along this other means of enhanced vision. Upon light-
protect the townspeople. In the rural areas, route, the party comes across a deserted cot- ing a torch (or similar), the characters will be-
farmers have taken great efforts to protect tage about a mile down the path. This one- come aware of several large hoof prints in the
their families and their livestock. Two weeks story building is covered with ivy and dirt before them. These hoofprints are accom-
prior, a party of ten local men were deputized brambles, both of which wind about the va- panied by furrows in the din prints which
to find the cause of the disturbances; none of cant structure. A weather-beaten sign hangs suggest that something (or someone) was
the party returned. Efforts to form another from one chain in front of the cottage; it dragged along this path.

26
As the path continues deeper into the and skulls, many of which have been gathered horns. Close examination will show that one
brambles, it becomes harder and harder to into piles at the extreme edges of the lair. The of the horns is shorter than the other, and
sense direction. At several points, the path path through which the characters enter the bears a few deep nicks. Kramos' horns are
winds erratically through the thicket, striking open area will determine their relative position adorned with metal bands (10 g.p. worth
off at sharp angles and doubling back on itself therein; this will also determine what other areas each) and are used frequently in combat. Kra-
repeatedly. Close scrutiny of the brambles are visible to the characters. Behind the wall of mos will remain in his den until the fighting is
alongside the path will show the cross-sections thorns, 1 to 6 minotaurs will wait to spring upon over (see accompanying map). Kramos re-
of a number of clipped branches evidence the characters. Any minotaurs not in this section mains in wait for the party to enter and then
of an unnatural upkeep. At no point is the will be in the various smaller lairs adjacent to this surprises them as they come into the area. If
path any less or any wider than 3'; likewise, central room. taken below 75% of his hits, Kramos will re-
the "ceiling" of this winding corridor is never Minotaurs (7): AC 6; Move 12"; HD 6 + 3; treat into the briar maze in hopes that the
any lower than 8' high. Though uneven, the hp 37, 37, 34, 33, 32, 29, 27; #AT 2; Dmg 2-8 characters will follow. Herein, the minotaur
ground is free of any branches. or 1-4/by weapon type; THACO 12; SA nil; will attempt to surprise the characters again. If
The path through the briars eventually SD surprised only on a 1; AL CE the odds are overwhelmingly against Kramos,
comes to a fork. Since cardinal directions are The minotaurs in this section will fight to he will retreat through the exit at the opposite
not applicable, the DM is advised to refer to the death. Any noise made during combat end of his den and run into the forest and re-
the path directions as "right" and "left," will alert the other minotaurs hiding in wait in turn to his lair at some later point.
"forward" and "backward." From this point the later sections of the maze. These creatures Kramos (1): AC 6; Move 12"; HD 6 + 3;
onward, the accompanying map illustrates the will remain in hiding until the characters en- hp 46; #AT 2; Dmg 2-8 of 1-4/by weapon
structure of the thorny maze. Paths that come ter the room or until there is a possible chance type; THACO 11; SA Kramos has acquired a
to a dead end come to a wall of thorns. All of sneaking up on the party from behind from battle axe +1 in his marauding; though he
other paths lead eventually to the center room another part of the maze. The minotaurs rely doesn't understand the weapon, he uses it
of the minotaur lair. heavily on their keen sense of smell to alert nonetheless; SD surprised only on a 1; AL CE
In the heart of the maze is a large, open area. them of the party's proximity; once within Inside the various lairs, scattered amongst
Overhead, the brambles grow thin, revealing reach, the minotaurs will attack in an attempt the bones of victims and the belongings of the
the intertwining branches of the forest trees. In to surprise the remaining characters. minotaurs are the following items: 7,000 c.p.,
the center of the open area is a large bramble The leader of the minotaur tribe, Kramos, 6,000 s.p., 2,000 e.p., 8 gems (1500 g.p.
bush 20 feet across and nearly 10' high; this bush is the largest, strongest, and most cunning of worth), 2 gold bands (20 g.p. total), a potion
obscures the other side of the open area. The the creatures. Kramos is strongly muscular, of flying, a ring of water walking, gauntlets of
ground in this area is littered with human bones and has two very sharp brown and white dexterity, and Kramos' battle axe +1.

Minotaur Lair (Bramble Maze)


1. Minotaur Lair
2. Minotaur Lair
3. Minotaur Lair
4. Kramos' Lair
5. Open area
6. Path from abandoned
cottage (dead end)
7. Path into brambles

Scale: 1 square = 5 feet


All paths are 3' wide, 8' high

27
The Mad Oriental Monk (1)
by Warren Spector that such a course would bring the wrath of + 16); resists charm, hypnosis, and suggestion
the gods down upon the people of Jalan. He spells (130%) and ESP(62% chance); defends
Terrain: Forest would not be deterred from this selfish course against telepathic and mind blast attacks as
Total Party Levels: 48 (average: 8th) of action. Int 18.
Total Magic X.P.: Before he could bring his plans to fruition, In addition, he has the following abilities:
Total g.p. X.P.: however, the townsfolk descended upon him Open Locks (97%), Find/Remove Traps
Monster X. P.: and killed him. Even death couldn't stop Tai (95%), Move Silently (99%), Hide in
Kill: 8867 Defeat: 6650 Zhong, however, for he returned to the Prime Shadows (99%), Hear Noise (50%), Climb
Retreat: 2195 Material Plane as a Kuei. Realizing he needed Walls (99 %), and Surprise (4 %). His five pro-
the powers of one more skilled than he had ficiencies are Religion, Calligraphy, Animal
Set Up been, he possessed Ts'ai Ts'ao-Shu, began at- Handling, Reading/Writing, and Tea Cere-
tracting followers, and set out to create his mony.
* Jalan is a tiny village with but one thing
monasterythe people be damned! Ts'ai Ts'ao-Shu is a master of Tenjin-
to set it apart from every other tiny village in
Shinyo-Ryu, a school of jujutsu noted for
Kara-tura temple of unsurpassed beauty,
located atop a mountain near town. Recently,
The Lair hand and foot attacks against vital points, as
Temple of Kuan Yin well as immobilization methods, and stran-
a mad monk took over the temple and he
The possessed monk's new home is sur- gleholds. Ts'ai Ts'ao-Shu knows all Lock and
won't allow the townsfolk to worship there. In
rounded on three sides: behind it, a mountain Vital Area special maneuvers in addition to
fact, he plans to destroy the temple and build
rises; on either side, rolling hills stretch to the Missile Deflection! He is proficient with boku-
a great monastery on the site.
horizon. The clearing in front of the temple toh, but usually fights without weapons. If he
At first, the townsfolk tried to appease the
ends in a sheer precipice and provides a mag- uses a weapon at all, it's likely to be a foot-
monkthey even offered to help build a
nificent view of the sea far below. long, metal-tipped calligraphy brushcalled
monastery elsewhere but the old coot
In order to reach the temple, the PCs must a Pan-Gwan-Bi, or "Justice Brush." (Treat this
wouldn't listen. Village champions sent to
go around the mountain and follow paths like a +1 jitte without the hook. It does 1-
throw him out of the temple were all de-
through the hills, approaching from either 4 + 1 damage ( +8 for Ts'ai Ts'ao-Shu's level
feated. The head man of Jalan has spread the
side. Climbing the mountain in order to ap- bonus) and is worth 30 yuan.)
word that the town's greatest treasurea Holy
proach the temple from behind is possible, The monks on the ground warn the PCs to
Word scrollwill be given to anyone who can
but difficult and time-consuming. leave, saying "This is the future site of Ts'ai
get rid of the monk. Any treasure or magic the
The temple itself has a large main hall and, Ts'ao-Shu's monasterynone but his fol-
town's champions find in the temple is theirs
above it, two terraces. (Use the temple dia- lowers may set foot here." If the PCs leave, the
to keep.
gram on page 143 of the Oriental Adventures monks return to their chanting. If the PCs re-
* The party seeks food and rest at a mon-
book.) main or make any aggressive move, they pre-
astery. After a simple meal and a good night's
pare to do battle.
sleep, the monastery's Grand Master of
The Clearing Monks (8): AC 6; MC 17"; HD 3; hp 11;
Flowers asks for the PCs' aid: the Master of
As the players enter the temple clearing, #AT 2; Dmg 1-8; THACO 20; SA know
Spring, Ts'ai Ts'ao-Shu, went mad some
they see eight monks sitting cross-legged on Tenjin-Shinyo-Ryu (described above). Each
months earlier and disappeared. Since then,
the ground before the shrine. The monks are monk knows the Missile Deflection, Pain
he has caused untold grief to those in the sur-
chanting softly but the players can't under- Touch, and Choke special maneuvers; SD nil;
rounding area. All those the Grand Master has
stand a word being said. Owls flit about over- AL LE.
sent to subdue or, if necessary, kill him, have
head, seemingly responding to the monks' If four monks are killed, the rest will flee
themselves been defeated or killed. He offers
voices. into the main hall of the temple. Ts'ai Ts'ao-
the PCs a Holy Word scroll and any posses-
Upon seeing the party, the monks cease Shu, watching from above, will call up
sions the mad monk may have acquired if they
their chanting and rise. The owls fly off to reinforcementsa pair of Giant Owls. Then
can succeed where others have failed.
roost in the first terrace of the temple. A suc- the mysterious figure on the terrace disappears
cessful Intelligence check at this point reveals into the shadows within the shrine. As soon as
The Monk
the presence of a shadowy figure on the upper he disappears, the Giant Owls swoop down
Ts'ai Ts'ao-Shu is a 16th level monk re-
terracethe possessed Ts'ai Ts'ao-Shu. from the terrace and attack.
knowned for his wisdom and compassion. Just
Ts'ai Ts'ao-Shu, the monk: AC -2; MV Giant Owls (2): AC 6; MV 3" /18" ; HD 4;
as he seemed ready to reach true enlighten-
30"; HD 16; hp 57; #AT 5; Dmg 4d8 + l; hp 21; #AT 3; Dmg 2-8/2-8/2-5; THACO 13;
ment and become Grand Master of Flowers,
THACO 10; SA see below; SD nil; AL L. SA surprise on 1-5; SD nil; AL N.
he went mad. His fellow monks tried to re-
S 15; W 17; I 14; D 15; Co 15; Ch 15; Com
strain him, but in his madness, he tore free of
15. The Main Hall of the Temple of Kuan Yin
their hold, and stormed off into the night.
Possession has done nothing to dull Ts'ai The player characters can run inside the
When last seen, he had taken up residence in
Ts'ao-Shu's abilities: his ki halves damage temple immediatelythe owls won't follow,
a shrine to Kuan Yin, the Goddess of Mercy,
from magical attacks and, if he makes a saving but they will be waiting whenever the PCs
near the town of Jalan.
throw, he takes no damage at all; he can speak reach the first terrace. (If the PCs don't inves-
In actuality, Ts'ai Ts'ao-Shu didn't go mad;
with plants and animals; takes no damage tigate the terraces, the owls will attack as they
he was possessed by a Kuei, the spirit of Tai
from falls of 30 feet or less if he's within four leave the temple.) If the PCs stay outside and
Zhong, a 9th level monk whose geomantic
feet of a wall; immune to diseases and poi- fight, the owls will fight to the death.
evaluations indicated he must create a monas-
sons, as well as to haste, slow, geas, and quest Whether they defeat the owls or run away
tery on the site of Jalan's Templenever mind
spells; can feign death; heals quickly (2-5 from them, the PCs enter the temple by

28
climbing a low, wide stairway leading up to ters, this time with boku-toh. monastery he will build on this site:
the main hall. The lighting is poor inside. The "It must be built," he says.
smell of incense is strong. All is still and the The First Terrace "But at what cost?" the second voice re-
temple appears to be emptythe surviving A set of stairs to the left of the large altar leads sponds.
monks must be hiding. to the first terrace. If the PCs didn't take care "What matter, the cost?" says the first in
Dominating the temple is a large, centrally- of the giant owls in the clearing encounter, the disgust. "How did a weakling like you come
located altar. Atop the altar is a large statue of bords will attack when they reach the top of so close to enlightenment?"
the goddess Kuan Yin. Before the statue is a the stairs. If the owls were killed earlier, the And so on.
low table out of which pokes a single, large PCs can take their time and search this level or Ideally, the PCs will figure out that the
stick of incense. This isn't ordinary incense; if go immediately to the upper terrace. monk is possessed. There are three ways to
lit, the stick will act like an eversmoking bottle This terrace is littered with scrolls, leaves, drive a kuei out of a possessed body: exorcism,
(described on page 143 of the DMG). scraps of cloth, pieces of paper, and assorted completion of the task which brought the
Against the left wall is a shrine to Hua Tuo, junk, some brought by the people of Jalan, spirit back to the Prime Plane, and the death
the God of Medicine. Before the shrine is a tea some by the roosting owls. Some of the items of the host body.
set which fills itself once each day. The tea acts hidden away among the trash are special: half If the PCs don't get the picture and simply
like a cure light wounds spellenough to cure an hour of searching uncovers two copper fight Ts'ai Ts'ao-Shu/Tai Zhong, the kuei will
each member of the party once each day. It is coins. An Intelligence Check reveals that these leave its host body when the monk is reduced to
worth 20 ch'ien. Against the right wall is a are part of an eight diagram coin set. An hour 5hp. At that point, the kuei will attempt to pos-
shrine to Kuan Di, the God of War. Before more will uncover the rest of the coins. One sess the most powerful player character and flee.
this shrine is a drum of thunder (page 134 in more hour, and the player characters find pa- If captured, he will attempt one more possession
the Oriental Adventures book). As soon as the per of forms. (his third, and last, of the day). Only if it appears
PCs approach the central altar, one of the hid- that this last body will die does Tai Zhong fight
ing monks leaps from behind the Kuan Di The Upper Terrace in his own, ethereal form.
statue and begins beating it. (The effect is of a Climbing the stairs to the upper terrace, the PCs Tai Zhong, the Kuei: AC -4; MV 18"; HD
drum of panic.) will find Ts'ai Ts'ao-Shu pacing back and forth. 3; hp 13; #AT 1; Dmg 1-6; THACO 16; SA pos-
At that, the rest of the remaining monks He babbles madly as he paces, and though there session; SD immune to ESP, psionic attack,
leap from hidingone from behind the is no one else on the terrace, the PCs can clearly charm, enchantment, illusion, and water spells;
statue of Hua Tuo and two from behind the hear two voices, two people talking. The monk immune to ordinary fire and coldmagical fire
statue of Kuan Yinand attack the charac- seems to be arguing with himself about the and cold do half damage; AL LE.

Ninja (3) (Oriental Adventures)


by David Cook The Lair Proficiencies: Kiseru, blowpipe, chain,
kusari-gama, kyoketsu-shogi, needle, ne-
Sunk far into the desolate woodlands is the
Terrain: Forest or mountains kode, ninja-to, tetsu-bishu, herbalist, iaijutsu
home of a poor and simple bamboo cutter
Total Party Levels: 24 (ninja-to), calligraphy, swimming, tea cere-
or so it would seem. Here, well away from pry-
Total Magic X.P.: 7700 mony.
ing eyes and unwanted attention, live the
Total g.p. X.P.: none Equipment: Kusari-gama of quality, scroll
Imose family: a stooped and aged father; his
Monster X.P.: of protection from magic, ring of protection
middle-aged wife; and their son, who is little
Kill: 13,597 Defeat: 15,000 +1, seal of deception and all proficient weap-
more than a boy. They live here not for the se-
onry.
clusion and quiet peace of the woods, but so
Set Up they can secretly practice their craft. Each of
Notes: +1 to hit with kiseru, master of the
the Imose is a highly talented ninja. wood/nature element, cannot bow to an-
* One of the player characters is a danger-
other, cannot smoke tobacco, must bathe
ous obstacle to a sinister lord. Ninja seek to Grandfather Imose, 13th level ninja/10th
daily; honor 14.
subtly destroy this player character while the level wu jen: AC 7; MV 12" ; hp 34; #AT 2/1
Ki power: + 3 to initiative 1/ day, cast one
character travels on the road. (with ninja weapons); Dmg by weapon;
spell for maximum effect 1/cay, hold breath
* While headed through a wooded area in THACO 14; SA spells and ninja abilities; AL
for 13 rounds 1/day, walk across water 75' 13
the mountains, the party is befriended by an NE.
times/day, and walk through 13' wall 1/day
ancient samurai hobbling along a path. His S 9; I 15; W 12; D 16; Co 8; Ch 14;
(only if no ki has been used).
wretched servants have abandoned him and Spells: animate wood, detect magic, drowsy
he looks obviously nervous about something. insects, wall of fog, warp wood, bind, detect
Mother Imose, 8th level ninja/7th level ya-
The old samurai is the target of a ninja plot. invisibility, enchanted blade, phantasmal
kuza: AC 9; MV 12"; hp 24; #AT 3/2 (with
force, feign death, steam breath, suggestion,
ninja weapons); Dmg by weapon; THACO 19;
melt metal, transfix, spirit self, water to poi-
SA see below; AL NE.
son.
S 11; I 16; W 11; D 15; Co 9; Ch 16

29
Proficiencies: Shuriken, kumade, ninja-to, characters will be offered the choicest accom- prepared piece of bamboo. Any of these
shakujo yari, gaming, seamstress, weaver, mu- modations in the house. The next morning weapons can be readied within a round.
sic, cooking, flower arranging. the family will see them off as the father re-
Equipment: ninja-to of balance, four spike turns to bamboo cutting. This plan leaves the The Ninja House
shuriken +2, potion of delusion and all profi- companions little suspecting the bamboo cut- Upon arriving at the house, the old man
cient weaponry. ter and his family. will call out loudly. Dutifully appearing to
Ki power: 1/2 damage from attacks seven If all goes according to plan, the player greet him come his wife and son. She is a
times/day, hold breath eight rounds 1/day, characters stand very little chance against strong-looking woman of age 40 or so, and she
walk across water 40' eight times/day. these ninja. Indeed, if the ninja play their is genuinely pleased to see him. She will bow
parts perfectly, the player characters will never to the guests and then leave, hastening to pre-
Young Imose, 2d level ninja/3d level bushi:
even realize they have spent the night in this pare for them. The old man's son, who is
AC 4; MV 12"; hp 20; #AT 1; Dmg by
evil den! Therefore, the DM may find it neces- barely 15, quickly helps his father store the
weapon; THACO 19; SA see below; AL NE.
sary to give the players some subtle clues bamboo and put away the equipment while
S 13; I 15; W 8; D 14; Co 14; Ch 10.
about the situation. The DM should do this he describes his day. Apparently the youth was
Proficiencies: Katana, pellet bow (special-
only if necessary. These ninja are meant to be studying at a local temple today, learning to
ized), metsubishi, kawanaga, reading/
tricky and difficult, forcing players to rely read and write. Grandfather Imose greatly be-
writing, weaponsmith, bowyer, armorer.
more on subtle observation than brawn and lieves in the value of an education.
Equipment: brigandine armor +2, potion
brashness. Listed below are some of the things After these preliminaries, the player charac-
of healing, and all proficient weapons. Notes:
the player characters might notice if they are ters will be invited inside. Mother Imose will
cutpurse 26%.
observant during their night's stay. join the guests, bringing a jug of home-
Ki power: increase level by two for one
* There are several weapons kept semi- brewed beer, powdered tea, and a kettle of
turn 1 / day and hold breath two rounds 1 / day.
concealed, more than would be expected in a boiling water. Thereupon they will begin to
Ninja abilities useful to encounter: common peasant's house. (None of the weap- entertain the guests and politely converse.
Hide in Move Escape Backstab ons are ninja-related.) Their talk is that of simple folk. If asked about
shadows silently * All the members of the family seem to the evil things haunting the woods, they apol-
Grandfather 85% 95% 58% x4 move with an extreme grace and ease. ogize for their ignorance. They are not brave
Mother Imose 49% 63% 38% x3 * Catching a glimpse of Mother Imose as warriors. During the conversation, Mother
Young Imose 15% 21% 14% x2
she prepares to retire for the night, a character Imose will prepare a dinner of rice balls, pick-
The Imose have been hired to deal with the sees an elaborate tattoo across her back. les, hot mustard, and vegetables. The victim's
player characters or some companion accompa- * For that of a simple bamboo cutter, the dinner is poisoned with the slow-acting drug.
nying them. If it is to be a player character, select house seems quite well-kept and perhaps be- No effects will be felt for 16 hours. Then the
the one most likely to have offended an impor- yond the normal means. character will suffer 40 points of damage each
tant NPC. A player character with an abrasive round for six rounds. After dinner, the guests
and rebellious personality will do nicely. Other- The Old Man in the Forest will be given bedding and the best room. The
wise, an NPC may be introduced to fit this need. As the characters walk down the trail, they family will sleep on the dirt floor of the cook-
The Imose have not been hired by accident. hear a faint "Tchok! Tchok!" Rounding the ing room. In the morning Grandfather will
Though highly secretive, they have an impecca- bend, they meet Grandfather Imose hacking guide them back to the trail, thanking them
ble reputation as perfectionists in their craft. away at a tall trunk of bamboo. He is a small, for staying the night.
Whoever wants the deed done has hired only the stooped old man, who is obviously exhausted
best. In addition, the Imose are conveniently by his work. He stops and watches the player Emergency Measures
based not far from the very trail the player char- characters with great interest as they ap- If the plan does not work, the Imose have
acters happen to be taking. proach. Hobbling over, he will begin talking several alternatives. First, Grandfather Imose
The Imose intend to use a ploy which has to them, hoping to pass the time since it is late will use his spells. The Imose have their com-
worked quite well for them many times in the in the day. After some talk, he will discreetly bat abilities, and they will fight in the sneaki-
past. In his guise as a bamboo cutter, Grand- suggest that the player characters stay the est and most effective ways. Their house is also
father Imose will attempt to persuade the night at his humble house. It is, after all, get- fitted with several useful features.
player characters to rest at his humble house. ting late and the next village is still many A specially-fitted floor board conceals a
Once the victim is lured there, Mother Imose hours away. His young son would be thrilled compartment containing two ninja-to and the
will do her part. While Grandfather and to meet valiant adventurers. If pressed very magical shuriken.
Young Imose entertain their guests and allay hard, he nervously admits that there may be Entrances to secret passages are built into
their questions and suspicious natures, spirits in the area and he would welcome the two pivoting walls and a trapdoor in the floor.
Mother Imose will prepare dinner. This dinner company of warriors. Grandfather is not All are connected by crawlways under the
will be quite normal for all save the intended above using his spells to encourage the player floor and through the rafters.
victim, whose food has been sprinkled with an characters, particularly his suggestion spell. If A panel on the veranda can be quickly
extremely slow-acting and deadly poison. he can persuade the characters, he will shoul- opened, allowing the ninja to vanish by div-
Such is the nature of this poison that the vic- der what seems to be a backbreaking load of ing through the panel. It is spring-loaded to
tim will not have any symptoms until approxi- bamboo and lead them to his house. Al- instantly shut behind the ninja.
mately 16 hours after the meal. By this time though he only seems to have a crude hatchet, Strings of five shurikens are hidden in the
the player characters should be well along Grandfather has his kusari-gama wrapped eaves of the house. They cannot be seen by
their journey once more. Once the meal is fin- around his waist, several needles in the sleeve normal observation and can be pulled down
ished, everyone will go to bed. The player of his field coat, and his ninja-to hidden in a and used in one combat round.

30
Pseudodragon (1)
by Anne Brown Porlan's final resting place. of the party will be attacked by a trapper.
Porlan's cabin can be found only by follow- Trapper: AC 3; MV 3"; HD 12; hp 60; #AT
Terrain: Forest ing the map or with detailed instructions. The 1; Dmg 4 + victim's AC; THACO 9; SA 95 %
Total Party Levels: 26 (Average 4th) cabin is set into the side of a hill, revealing undetectable, smothers victim in 6 rounds,
Total Magic X.P.: 5000 only the first 8 feet of the small house. There victim cannot use weapons; SD partial immu-
Total g.p. X.P.: 350 is a small window on each side of the house, nity to cold and fire (half or no damage); MR
Monster X.P.: about 7 feet off the ground. The roof slopes standard; AL N. If the trapper is killed and
Kill: 3200 Defeat: 2400 toward the front door, and the peak of the the body moved, the party will discover its
Retreat: 800 roof is approximately 11 feet high. An over- treasure: 100 g.p., a 250 g.p. sapphire, and a
grown brick chimney rises out of the roof at clerical scroll of neutralize poison.
Set Up the east side of the building. The front door is If the party manages to open the round
round and is 6 feet in diameter, and faces due door, they find Porlan's laboratory. The only
* As the party travels down a wooded
north. Most of the structure is covered by vines light in the room is another 1-foot-diameter
path, they discover the body of a young
and plants, and two huge, ancient pine trees spot of continual light on the ceiling in the
woman wearing the clothing of a magic-user.
stand at either side of the front door, about 15 center of the laboratory. This spot was meant
Judging from her possessions, she has not yet
feet apart. They help to obscure the building to serve as a night-light for Porlan. On each of
reached 4th level. The only item of interest
as well as to protect it from the wind. the four walls Porlan had also installed three
which she carries is an old map which appears
As the party approaches the dwelling, they torches of continual light about 5 feet high.
to be of this very path. It bears one word
can also make out what used to be an herb gar- Each torch is equipped with a black cloth bag
"Porlan"and a mark on the map looks as if
den. It lies to their right, and was once a neat so the torches may be temporarily extin-
it would be reached after walking about 200
octagon, but is now overgrown and weedy. guished if desired. When the party reaches
yards, and then leaving the path for another
Any knock on the door will be greeted by si- the laboratory, all of the torches will be cov-
30 yards.
lence. An attempt to look into either of the ered.
* The magic-user in your party recalls his
wizard-locked windows will yield nothing, for If the party could see the round doorway
master mentioning a fellow wizard named
they are too dirty and overgrown to see from the inside, they would notice a large,
Porlan. One evening, while at a town pub, the
through. The only visible way into the small finely-crafted, wrought iron ring encircling
party overhears a group of locals exchanging
house is through the front door, which is also the doorway. Carved onto the ring are various
fascinating legends about Porlan. They are
wizard-locked. magical symbols as well as tiny figures of both
happy to supply directions to Porlan's cabin,
Once inside, the party will find themselves humans and animals. This ring was one of
which is about three miles outside of town,
in a small sitting room, 12 feet wide and 10 Porlan's elaborate creations. It is a huge ring
but add that no one has seen the wizard in
feet deep. It contains a fireplace on the east of shrinking, which Porlan created using the
over 15 years.
wall and typical living furnishings, but noth- reversed enlarge spell. The ring is activated by
ing of particular interest. The back wall is any creature stepping or flying through it.
The Lair made of solid wood paneling, about 4 inches There is no saving throw against the effects of
Porlan was an old wizard who lived on this thick, thus making it difficult to determine by this ring, but dispel magic will neutralize its
hillside for about 30 years. He kept to himself, knocking whether a room lies behind it. A se- effect temporarily. Creatures are shrunk from
but would sell healing and other potions upon cret door in the form of a sliding panel is their normal height in feet to their normal
request to townsfolk in exchange for gems, placed in the east end of the paneling, near height in inches (thus, a five-foot-tall human
nonperishable food, or specially made cloth- the fireplace. would become a five-inch-tall human). The
ing, weapons, and household goods. The The secret door leads to Porlan's larder. effects will last until 24 hours after a creature
townsfolk generally stayed away from Porlan, Here he stored food, cookware, and other pos- returns through the ring or until a dispel
not out of fear of him, but out of fear of his sessions. The room is only 8 feet square, but magic is cast upon the creature. Any creature
strange possessions and the odd smells which has a counter and cupboards along the south not returning through the ring will remain
escaped up his chimney. The last time anyone wall, and a table and four chairs in the center shrunken until one of these conditions has
sought Porlan was 15 years ago and they re- of the room. Some of the food is spoiled, but been met.
turned terrified, claiming that they had been some is fresh, and it is quite obvious that The ring also features a delayed action of
attacked by a small dragon. Very few persons someone or something has been here recently. the shrinkage of 1d6 rounds for each charac-
have ventured near Porlan's cabin since then, There is another secret door on the west ter. Porlan initiated this effect to confuse af-
and none have ever encountered the wizard. wall. This door leads to a winding, circular fected creatures and to gain the advantage of
Porlan has been dead for about 15 years. stone stairway leading down. The stairway is surprise. Any creature who is attacked on the
Before his death, he prepared his own grave to lit by a 1-foot-diameter circle on the ceiling, same round as he or she is shrunken will be
the north of his herb garden. On his death- which must have had continual light cast subject to surprise.
bed, he summoned an unseen servant to han- upon it at one 'time. At the bottom of the The ring's delayed action will allow charac-
dle his burial. He was buried with all his stairway is a closed and wizard-locked round ters to begin examining the laboratory. It also
magical items of protection (sufficient to give door. A torch of continual light hangs on the increases the possibility that characters may be
him AC 5), a ring which will be described wall to the right of the door. separated when the shrinking occurs, and will
later, and his spellbooks. His familiar, a The stairway is only about 5 feet wide, forc- need to re-group when attacked. Movement
pseudodragon, still inhabits the cabin, and ing party members to descend single-file. while in the shrunken state will be reduced
possesses a ring of protection +3, which was There is nothing unusual about the stairway, from feet/turn to inches/ turn for all types of
designed for him by Porlan many years earlier. but it is exceptionally smooth and well-made. locomotion.
There is no way for the party to learn of Once the PCs reach the bottom, last member

31
Porlan, of course, needed to be protected Within 1d8 rounds of entering the room, Porlan's bedchamber. Rows of small drawers
from his own magical item. Both he and his two to five normal rats appear. line the wall on either side of the door, about
pseudodragon owned and wore at all times a Rats: AC 7; MV 9"; HD 1; hp 2; #AT 1; eight drawers across and 12 drawers down on
ring which would negate the shrinking effects. Dmg 1-2; THACO 20; SA disease; SD none; each side. The drawers hold more herbs, can-
Porlan wore his ring to his grave; the pseudo- MR standard; AL N. dles, string, nails, various animal teeth, seal-
dragon still wears the other ring. The rings The commotion caused by the ensuing bat- ing wax, and other assorted odds and ends. If
have no function other than that of negating tle wakens the pseudodragon, who is sleeping all the drawers are searched, the party will find
the ring of shrinking, and therefore will have in what was once Porlan's bedchamber. He one potion of extra-healing and one potion of
no resale value as a magical item. wakes within 1d6 rounds after the first two neutralize poison. However, 5% of these 192
Shrunken party members will suffer the fol- rounds of melee. drawers have been trapped to release dust of
lowing consequences: The pseudodragon: AC 2; MV 6"/24"; sneezing and choking when opened.
* Magical weapons only inflict 50% of HD 2; hp 12; #AT 1; Dmg 1-3; THACO 16; A search of Porlan's bedchamber will yield a
damage rolled. Rolls to hit are not affected. SA poison sting on tail, hits at +4; SD chame- ring of invisibility which only works properly
* Normal weapons inflict only 25% of leon power; MR 35 %; AL NG. It attacks any- 50% of the time, and a decanter of endless
damage rolled. Rolls to hit are not affected. one entering the laboratory, which has been its water. The furniture, consisting of a bed, a
* Spells not requiring a material compo- lair since Porlan's death. As Porlan's familiar, night table, and a wardrobe, is very simple
nent operate normally. Spells which do re- its duty was always to protect its master's prop- and the party finds nothing out of the ordi-
quire a material component are affected as erty, and the ring of shrinking was designed to nary. There is also a secret door leading to an
follows: Range, 50% of normal; Duration, give it an extra advantage. The party being at- underground tunnel which in turn leads to an
normal; Area of Effect, 50% of normal, ex- tacked will feel as if they were attacking a nor- escape hatch above ground, but tree roots and
cept for spells affecting one creature or the mal dragon, since once they are shrunk the cave-ins make it impassable.
magic-user, which operate normally. Damage pseudodragon is three to four times their size. The party must be extremely creative about
inflicted by spells using material components The rest of the lab contains that which one searching the room in their small size, and
is reduced to 50%. might expect in a magic-user's lab. The wall needs to make use of climbing and mountain-
* Shrunken persons are more difficult to opposite the round doorway is made up of eering skills. PCs should also exercise caution,
hit, and opponents therefore add 2 to their rows of shelves holding herbs, flowers, spices, for a fall from the table or shelves will almost
THACO. animal parts, and jars of various colored liq- certainly be fatal. The party might also opt to
* Shrunken persons are easier to wound, uids. These items have not been used since search once they have returned to normal size,
and take an additional 50% on damage Porlan's death and are therefore too stale and making use of the pseudodragon's ring of im-
rolled. old to be useful. Similar items can be found munity to enter the lab. The entire party may
* Shrunken persons will have a 75% on a long table which occupies the center of enter the lab by walking in one at a time while
chance of hiding successfully. Thieves have a the room. wearing the ring, and tossing it back through
95% chance. To the far left of the round doorway lies the doorway to the next character.

Shan Sao (18) (Oriental Adventures)


by Rick Swan * The PCs happen upon two elderly On the Road
craftsmen on a country road in dire need of as- Although seldom traveled, there is a road
Terrain: Forest sistance. The old men eke out a living by mak- through the forest leading to the bamboo
Total Party Levels: 36 (Average 6th) ing bamboo curtains and chests, but the grove where the shan sao have their home.
Total Magic X.P.: 2,600 bamboo grove which supplies them with most The mile-long journey through the forest is an
Total Yuan X.P.: 5,494 of their materials has been taken over by shan easy one.
Monster X. P.: sao. The shan sao have threatened to kill them When the PCs get within 300 yards of the
Kill: 4,372 Defeat: 3,279 if they ever return. The men are too feeble to bamboo grove, a flock of seven crows will fol-
Retreat: 1,093 put up much resistance, and they plead with low them overhead. These crows are actually
the PCs to help them. seven shan sao who have used polymorph to
Set Up transform to this shape to watch for intruders.
* Several holy men went into the woods
The Lair The crows will do nothing suspicious, and the
PCs will have no reason to believe they are
for a religious retreat but never returned. A group of shan sao, 12 males and 6 females, anything other than ordinary birds.
Their mangled bodies were found a week live in a bamboo grove a mile beyond a florid When the PCs are 200 yards from the bam-
later. It is suspected that a group of shan sao woodland. Three tigers share the lair and feed on boo field, the crows will land in the high
who have been seen nearby are responsible. unfortunate passers-by, recently including a branches of a tree near the roadway. Thick
As this is a favored area for religious contem- group of holy men on religious retreat. The shan clusters of bushes line the roadway on both
plation, it is hoped that the PCs will restore sao are unconcerned about these killings, but sides.
tranquility by disposing of the shan sao. they fully expect retaliation soon.

32
Once hidden in the tree, the shan sao will of the road. A tiger is waiting there with him. of onions, cherries, and cinnamon. Several
resume their normal forms and recover a cache Tiger (1): AC 6; Move 12"; HD 5 + 5; hp shan sao are milling about, sharpening
of darts they have concealed in the branches. 35; #AT 3; Dmg ld6/ld6/ldl0, rear claws for swords, repairing the shacks, and stirring the
When the PCs walk by the tree, the shan sao 2d4/2d4; THACO 14; SA rear claw attack pungent stew.
will attack them with darts (seven darts in all when two forepaws hit in one round; SD sur- There are five males and six females in the
per attack, distributed randomly among the prised only on a 1; AL N. lair. Three of the males are sleeping in the
PCs). If the PCs try to go around the road on the shacks. The rest are working outside. A tiger
Shan sao (7): AC 4; Move 6" /15"; HD 4; left side (expecting another attack from the lounges near the cooking pot. A second tiger
hp 28 each; #AT 1 (dart); Dmg 1d3; THACO tree branches) the shan sao hiding there will is hidden in a shack.
16; SA cause disease by pointing at victim ambush them, attacking with their swords. Male shan sao (5): all statistics as above.
within 10 feet; SD summon tigers, immune to They will be joined one round later by the Female shan sao (6): HD 1; hp 7 each; all
fear; AL CN. other shan sao and the tiger. The reverse will other statistics as above.
The shan sao will repeat this attack in the happen if the PCs go around the road on the Tigers (2): all statistics as above.
next round, then will polymorph back into right side (an ambush by the single shan sao If the PCs act quickly, they may be able to
crows and fly away as fast as they can, vanish- and the tiger, joined a round later by the other surprise the shan sao. If they hesitate for more
ing into the trees. If the PCs hesitate after the six shan sao). If the PCs stay on the road, all than two rounds, the tiger will sniff the air. In
second dart attack, the shan sao will attack the shan sao and the tiger will attempt to at- the next round, the tiger will lead the shan sao
with darts a third time, retreating at the first tack from behind. If the shan sao are discov- in a charge at the PCs. Regardless of whether
sign of retaliation. (The DM should try to in- ered, they will fight back. The shan sao and the PCs or the shan sao attack first, the three
sure the shan sao all survive this encounter, the tiger will not retreat this time and will sleeping shan sao and the other tiger will join
having them retreat earlier if necessary.) fight to the death. This is a vicious group of the fight two rounds after it begins.
shan sao who would rather hack the PCs to The male shan sao will all attack with short
Tiger Attack pieces with their weapons than use cause dis- swords. The males prefer their swords to using
After traveling another 100 yards, the PCs ease, but there is a 50% chance that a given cause disease (but there is a 50% chance they
will come upon a scene virtually identical to shan sao will attack with cause disease if re- will use the spell if reduced to less than six hit
the previous one: a large tree with leafy duced to less than six hit points. points). The females will use cause disease at
branches near the roadway, with thick bushes their earliest opportunity. The tigers will at-
lining each side of the road. The Village of the Shan Sao tack any PC they can reach. The shan sao and
The shan sao from the previous encounter After another 100 yards, the roadway will the tigers will fight to the death and will pur-
are waiting here to ambush the PCs. They end near a small hill bordering a large bam- sue the PCs if they attempt to retreat.
have flown ahead in their crow forms, but in- boo grove. From the top of the hill, the PCs If the PCs search the shacks, they will find
stead of hiding in the trees, they are now wait- will be able to see the lair of the shan sao in a several objects taken from the bodies of tiger
ing in the bushes. On the left side of the road, clearing in the grove only 40 yards ahead. The victims: a purse containing 8,000 fen and 900
six shan sao in their regular forms are hiding in lair consists of five small shacks arranged in a tael wrapped in a silk handkerchief, a +2 do-
the bushes, armed with short swords (Dmg circle around a large iron cooking pot. A fire is mam and a + 3 katana. A flask of the shan sao
1d6). A single shan sao armed with a short burning under the pot, and the air is filled stew is worth 10,000 tael to a wealthy gourmet
sword is hiding in the bushes on the other side with a strange aroma that smells like a mixture with a taste for exotic foods.

Sphinxes (5)
by Gary Thomas stay at the shrine for a year's time taking care on a special quest. Among his belongings is a
of it. Groups typically return after two map of the road south, leading to a small
Terrain: Forest months, but none have returned now for four shrine.
Total Party Levels: 42 (Average 7th) months, and temple leaders are worried about
Total Magic X.P.: 17,800 them. The Lair
Total g.p. X.P.: 8625 * A cleric at a local temple was praying for
This adventure has two encounters, one along
Monster X.P.: his spells and was told that he would receive
the way to the southern shrine and the other at
Kill: 8290 Defeat: 6218 none "until the god's southern shrine is
the shrine itself. Two criosphinxes attempt to
Retreat: 2073 cleansed of its evil." He is soliciting a group of
extort the party on the road, and a nasty band
adventurers to accomplish this, as the cleric is
of Hieracosphinxes has made a nest in the cliffs
Set Up unable to go himself.
just above the shrine.
* At a small village, the adventurers learn
* A local temple often sends its young Any good or neutral god can be used for
of a paladin who died there a few weeks before
men and women to a small shrine far to the this scenario, and the shrine can be any minor
from smoke inhalation. (Part of the local inn
south, as part of a "coming of age" ceremony. one, frequented only by a few pilgrims from
burned in an accidental fire.) The paladin had
A few acolytes usually accompany them, and time to time and far from any large town.
mentioned to some of the villagers that he was

33
The Criosphinxes If the party does defeat their two foes, they will be able to scale the cliff at a rate of 24 feet
Traveling south along the little-used road, may decide to search for the lair of the crio- per melee round. Non-thieves will not be able
the party finds fewer coniferous trees and sphinxes. A variety of magical means can eas- to climb, unless they are using ropes, spikes,
more deciduous trees as the weather becomes ily accomplish this, or the party can search for or other tools.
warmer. Circling far overhead is a criosphinx, signs or tracks. This is not difficult; each party Alternatively, the characters can travel
looking for just such prey as the adventurers. member searching has a 10% chance per turn around the base of the hill, reaching the top of
The sphinx alerts its companion, and together of uncovering evidence of the criosphinxes the cliff after a one-hour horseback ride or
they try to surprise the party deep within the (rangers have a 40% chance). Once a sign has four hours of walking. From the top, they can
forest. been spotted, it is a simple matter to find the use ropes to lower themselves 100 feet to the
The criosphinxes: AC 0; MV 12" /24" ; HD criosphinxes' cave. mouth of the cave.
10; hp 75, 68; #AT 3; Dmg 2d4/2d4/3d6; The cave contains the criosphinxes' col- Any character falling from the face of the
THACO 10; AL N. lected wealth: 2000 e.p., 1000 g.p., studded cliff will certainly suffer damage if he is not
The criosphinxes will not immediately at- leather armor +2, a potion of invisibility, and stopped before landing in the mud below.
tack, but will politely ask the travelers for a a levitate scroll. Damage sustained is 1d6 for the first 20 feet
"road toll," guaranteeing safe passage fallen, 2d6 for the second 20 feet, 3d6 for the
through this area. The amount demanded will The Hieracosphinxes third 20 feet, and so on. A 60-foot fall, for ex-
depend upon the apparent wealth of the The shrine is located another few weeks' ample, inflicts a total of 6d6 points of damage
party. Poor-looking groups with little weap- travel south. Nestled into the base of a cliff, it to a character.
onry showing will get off most easily, perhaps commemorates some important event in the Within the cave of the hieracosphinxes is
for as little as 1 g.p. each. If the party shows history of the god, or perhaps some saint, their stolen treasure. Coins amounting to
signs of wealth, the ransom will be accord- cleric, or just an influential follower. Pilgrims 8000 g.p., 6000 e.p., and 3000 g.p. are scat-
ingly higher, up to 500 g.p. per individual. at the shrine light candles and leave small of- tered over the floor of the cave. Four gems
If any party member has obvious magical ferings appropriate to the god. with values of 500 g.p., 50 g.p., 25 g.p., and
items upon his or her person, the criosphinxes Situated about two-thirds of the way up the 10 g.p., respectively, are kept in a small
will not yield without receiving at least one of sheer 300-foot cliff is a cave, empty for years leather pouch, hidden behind a rock near the
these treasures. but now inhabited by three hieracosphinxes: back wall.
Depending on the strength of the party, AC 1; MV 9"/36" ; HD 9; hp 65, 51, 36; #AT An ornate wooden case contains a wand of
and the relative value to them of the amount 3; Dmg 2d4/2d4/ldl0; THACO 12; AL CE. enemy detection with 29 charges. A small
demanded by the criosphinxes, a battle may This rapacious band swoops down upon un- brass plate mounted on the inside of the case's
or may not ensue. If the party quietly pays the suspecting pilgrims, killing them for food and lid contains the single word "Aperi." (This is
ransom, the criosphinxes will graciously thank storing their valuables up in the dirty cave. not the command word, but the name of its
them and retire with their new-won booty to The sphinxes are nasty opponents, and will late owner. Inquiries back at the temple may
their lair, a large cave a few miles to the east. fight to the death. reveal this to the adventurers.)
If the party chooses to fight, the crios- The sphinxes will surprise the party only on Besides these material goods, a successful
phinxes will exert themselves, but if the going a roll of 1 on 1d8, because the vicious beasts group is likely to be rewarded by the temple
gets too bad for them they retire from the field have become careless with the "easy pickings" itself, particularly if the adventurers were pre-
or seek a truce. The criosphinxes can be afforded by the shrine's pilgrims. viously aligned with the god rather than hired
trusted to uphold any terms to which they Once the hieracosphinxes have been de- specifically for this purpose. Possible benefits
agree, but they will not pay over a treasure feated, the party will want to search their cliff- could include reduced costs for spells used to
themselves if they can otherwise escape. side lair for treasure. Gaining access to the bring the members of the party back to their
Even if the adventurers should manage to cave may be difficult if the party is not prop- original strength (such as cure, heal, raise
escape this time, the criosphinxes know that erly prepared for the task. dead, or restoration). Religious training for
the party will probably return along this same The cliff face is rough, so a thief who suc- clerics and paladins might also be provided at
road some time in the future. cessfully rolls his climb walls percentage or less a discount, if appropriate for the character.

34
Tengu (4) (Oriental Adventures)
by Rick Swan day, can perfectly mimic any voices it has fan which can cast wind breath, quickgrowth,
heard; AL CE. or growth or shrinkage of facial feature; SD
The PCs will not be able to see the tengu become invisible at will; deflection, cure light
Terrain: Forest
unless they are directly beneath him, and then wounds, divining rod, obscurement, chant;
Total Party Levels: 30 (Average 5th)
they will just barely be able to make him out AL CN.
Total Magic X.P.: 2,500
through the leaves and branches. If the PCs If the PCs attack them from a distance with
Total yuan X.P.: 3,005
attempt to attack from the ground with a mis- missile weapons or magic, the tengu will exe-
Monster X.P.:
sile weapon, they will do so at 4 due to the cute the escape routine as outlined below. If
Kill: 2,000 Defeat: 1,500
tangle of leaves and branches. the PCs hesitate in the bushes and the tengu
Retreat: 500
If the PCs address the tengu, he will snarl have been warned by the drunken guard, the
insults at them in the language of the tengu, humanoid tengu will begin to call out to
Set Up then belch loudly. If the PCs respond, he will them, assuming they're hiding. "Come on
* Several tengu have taken up residence yell back in human language, "You shtinking out!" he will say jovially. "What are you
near a roadway frequently used by traveling shwine! Shtay away, or I'll cut you up for fish afraid of? We are unarmed! Are you afraid of a
merchants. Trade has been considerably bait!" fat man and a couple of birds?" The human-
slowed due to the harassment of the tengu. If the PCs attack, attempt to climb the tree, oid leader will continue to taunt them; if the
* Tengu have been sighted outside of or ignore the tengu and proceed towards the PCs don't respond, the tengu will execute
town, and clan elders say this is a bad omen. pond, the tengu will throw his empty sake their escape routine.
Misfortune will surely follow if the tengu bottle at one of the PCs (chosen at random), If the PCs approach, the tengu will con-
aren't destroyed. doing 1d4 points of damage if it hits. This will tinue fishing while the leader talks with them.
* Local fishermen say that a favorite fish- be followed by another volley of insults. The leader assures the PCs that the tengu will
ing pond has been taken over by tengu. They Regardless of the actions of the PCs, in the soon be gone and will apologize for any harm
fear the tengu will take all the fish from the next round the tengu dives out of the tree di- they may have done. If the PCs remain skepti-
pond, thus threatening their livelihood and rectly at the closest PC. The tengu attempts to cal, the leader will pat his fat belly and say,
an important source of food for the commu- hit the PC with his wakizashi as he zooms by. "Do I look like I could hurt anybody? Look at
nity. He then flies towards the pond as fast as he this belly! Look at this funny nose! If only I
can, more or less in a zig-zag pattern, to warn had a handsome snout like yours!" The leader
The Lair the others. takes this opportunity to wave his fan and
cause the nose of a randomly chosen PC to
The tengu live in a nest of weeds and sticks
The Thicket by the Pond elongate and droop over his chin. The tengu
located in a thicket near a forest pond. The
After making their way through 100 yards then attack. The tengu will also attack at the
pond is about 50 yards away from a roadway
of forest, the PCs can see the pond in a clear- first sign of hostilities from the PCs.
frequently used by travelers. The pond is well
ing 20 yards away. There is plenty of foliage In the first round of combat, the tengu
stocked with fish, and the tengu guard it jeal-
for the PCs to use for cover while they observe reach into the pouches they carry at their
ously, chasing away any fishermen and trav-
the tengu. waists and produce handfuls of gray dust
elers who happen by.
One tengu is sitting in the mud near the which they will hurl in the faces of the PCs.
edge of the pond, skinning a fish with his wa- The dust is a stinging mixture of fish scales
The Guard in the Tree
kizashi. Now and then he pops a chunk in his and leech blood; PCs must each make a saving
The roadway cuts through a particularly
mouth. Beside him is a humanoid tengu, re- throw vs. Poison or spend 1d4 rounds choking
beautiful section of the countryside filled with
sembling a short blue-skinned human with a and gagging. The tengu then attack with their
fruit trees and wild flowers. Dozens of white
long nose and huge belly. He is gobbling raw wakizashis. The fourth tengu will change back
butterflies drift lazily from blossom to blos-
fish from a pile in front of him. If the drunken from his heron form, grab a wakizashi, and
som in the warm breeze.
tengu made it back, he is poking through the join the fight on the third round.
As the PCs approach the area where the
fish piles looking for tasty scraps; his compan- When one of the tengu loses half or more of
tengu were sighted, they hear the sound of a
ions have heeded his warning and are ready his hit points, they will implement their pre-
flute coming from the top of a tree about 50
for the intruders. viously planned escape routine. The human-
yards ahead. The pretty music is marred by an
A great white heron is standing in the shal- oid tengu (or any other if the humanoid is
occasional sour note.
low water a few feet from the shore, spearing killed) attacks with shout, then all four poly-
Fifty feet from the ground, a single crow-
fish on his long beak and tossing them to the morph self into small hawks. The hawks dart
headed tengu is nestled in the branches of the
tengu. The heron is actually a fourth tengu straight into the sky, then turn sharply towards
tree. The tengu is allegedly on guard duty. To
who has used polymorph self to take this a vast meadow that lies about 50 yards away
while away the time, he has been practicing
shape. Near the pond is the nest of the tengu: from the pond. The hawks then split up, dive
his flute and taking long swigs from a sake
a large pile of sticks and weeds. towards the meadow, and vanish into the high
bottle. He is now a little drunk and is not par-
Tengu (2): all statistics as given above. weeds.
ticularly concerned when he sees the party ap-
Humanoid tengu (1): AC 4; Move 12" /
proaching. Hoping they're just passing
15"; HD 5; hp 34; #AT 2; Dmg 1d8 (wakiza- In the Meadow
through, he will do nothing unless the PCs
shi); THACO 15; SA shout, polymorph self, The meadow is made up of high grass and
pause under the tree.
and phantasmal force three times per day, re- weeds averaging about five feet tall, covering
Tengu (1): AC 6; Move 9" /24" ; HD 5; hp
ward or ancient curse once per week, misdirec- an area roughly 60 yards on a side. The blades
28; #AT 1; Dmg 1d8 (wakizashi); THACO 15;
tion once per turn, ghost light once per of grass sway in the breeze, rippling like the
SA shout and polymorph self three times a
round, can perfectly mimic any voice, magical ocean. Many butterflies flit here and there;

35
aside from the soft sounds of buzzing insects, add sounds of a threatening monster (such as a with shout and his katana, using his deflec-
all is silent. wolf or a dragon) to complement the sounds tion and obscurement spells to defend himself
Once the tengu swoop into the meadow in of the shrieking child. as necessary.
their hawk shapes, three of them use poly- Searching other parts of the meadow for Because of the high weeds and the short
morph self to change into white butterflies. tengu will, of course, be futile. The butterfly height of the tengu, the PCs attacking in the
The fourth tengu hides under a pile of weeds tengu will hover about 10 feet behind the PCs meadow do so at 1. The tengu will fight to
in a previously selected area in the center of as they make their way through the meadow. the death. If the PCs attempt to flee, the
the meadow. This plan will still be attempted The fake butterflies are indistinguishable tengu will pursue them.
if as many as two of the tengu have survived from the real ones and will flutter away if the If the tengu are unable to pull off the am-
up to this point; if only one has survived, he PCs get too close. However, an appropriately bush as planned, they will do their best to at-
will attempt to escape in his hawk form. timed reveal magic could give them away, and tack while the PCs are in the meadow. If the
The three butterfly tengu will emerge from if the PCs are specifically looking, they will tengu are unable to lure the PCs into the
the meadow and mingle with the real butter- notice that one of the butterflies is moving er- meadow, they will simply wait there until the
flies. They have changed to this form to keep ratically (since in his real form he had a little PCs leave, then resume their fishing.
an eye on the PCs until they are lured to the too much to drink). If the PCs search the tengu's nest near the
planned ambush. When a PC comes within five feet of the pond, they will discover their treasure buried in
Ten minutes after the three tengu have weed pile concealing the tengu in the middle the dirt in a dark corner: a golden amulet in the
transformed into butterflies, the fourth tengu of the meadow, the tengu attacks with shout. shape of the sun worth 3,320 yuan, a silk purse
uses his ability to mimic voices to imitate the The butterfly tengu change back to their nor- containing 640 tael and 880 yuan, two violet gar-
sound of a human baby crying. The crying in- mal forms and also attack with shout. The nets worth 19,200 yuan each, a silver pin in the
creases in intensity until it sounds like the tengu then produce katanas (Dmg 1dl0) shape of a cherry blossom worth 60,000 yuan,
baby is being killed. which they previously concealed in the weeds. and a +2 shield bearing the symbol of seven ka-
The tengu plans to lure the PCs to the cen- The tengu attack with the katanas, alternating tanas joined at the hilt. Secured to a branch near
ter of the meadow where they will be at- with shout until they have used their daily al- the front of the nest are two long strips of yellow
tacked. The PCs will naturally be suspicious, lotment of this spell. paper bearing many intricate symbols; one is a
but the shrieks of the baby should be quite The humanoid tengu will use chant to aid charm of protection from disease, the other is a
compelling; if the PCs hesitate, the tengu will his allies as long as he is able. He then attacks charm of protection from fire.

36
Wood Elves (8)
by Anne Gray McCready chance of being hit. In a group of two or scampering off, and giggling almost uncon-
more, each person has a 65 % chance of being trollably all the while. It is obvious that the
Terrain: Forest hit. Once sprung, the trap can be avoided if elves are quite young and do not mean to
Total Party Levels: 30 (Average 5th) the player makes a successful Save vs. poison. harm the party. They appear to be having
Total Magic X.P.: 800 If the save is failed, the character suffers 1-4 great fun, as would a group of small children
Total g.p. X.P.: 1,520 points of damage from the dart in addition to who were playing.
Monster X.P.: the effects of the potion. If the party decides to chase after the elves,
Kill: 780 Defeat: 640 If all persons in the party are affected by the the elves invariably try to lure the party into
Retreat: 160 potion, they awake 6 rounds later to find the hollowed out logs connecting the huts.
themselves several miles from where they were The elves slide them slightly to the side and
Set Up and will still be somewhat disoriented until quickly crawl down as if they were escaping
the effects of the potion wear off completely into one of the huts. The party members, if
* The wood elves possess a special potion
after another 3 rounds. During the last three normal human size, will barely fit inside the
that the heroes must try to obtain. The heroes
rounds, the characters' strength and intelli- logs, but will still be able to move through
can travel several hundred miles to obtain the
gence are reduced by 4 points, but then return them. Once a member of the party is inside a
potion from a magic user, or they can try to get
to normal. log, the elf scurries out, and with the help of
it from the elves who live within the forest
another, turns the log and sends it rolling
outside the city. The potion is the only known
The Elf Huts down the hill. The party member suffers two
cure for an ailment that threatens them all.
No sign of activity is apparent if the party points of damage by the time the log rolls to a
* After a cold, hard night camped in the
finds the elves' huts. However, after four stop. There is a 1 in 6 chance that the log will
wilderness, the heroes discover that many of
rounds, an obviously male elf suddenly ap- crash into a tree along the way, which causes
their belongings have been stolen. Tiny foot-
pears from one of the huts if the party has en- another 3 points of damage. There is also a 1
prints lead them to the lair of the wood elves.
tered the small clearing around the huts. He is in 6 chance that the party member will be be
* The young son of a wealthy business-
dressed only in short brown breeches. He infested with an ear seeker.
man was kidnapped by angry elves. The busi-
seems to be quite small, as if he is a young elf. Ear Seeker (1): AC 9; HD 1 hit point; MV
nessman had been taking some of the precious
The door that the elf uses opens and shuts 1" ; #AT 1; Dmg Special; SA Nil; SD Nil; AL
trees from their home to make cheap imita-
quickly, and once closed, cannot be distin- N
tions of magical staffs. The man offers a great
guished from the rest of the hut. Since the elf
reward for the return of his son.
does not speak common, only those who can If the party attacks the elves at any time,
speak elf can communicate with him. The elf they all immediately become still and sober,
The Lair is openly friendly, but somewhat afraid. the fear in their eyes evident. If the characters
It is unlikely that the lair would be discovered If the party attacks the elf, his lightning re- can speak elf, they all will answer in a con-
from a distance since it is surrounded by trees flexes allow him to escape unharmed back fused, disorganized manner. But the party
and vegetation. Even those passing close by do into the hut. However, the party is able to will still be able to determine that the adult
not often recognize that a structure lies within magically prevent him from escaping if they elves are gone hunting and won't return for
the trees. A particularly alert adventurer may have the means. The elf is quite young. His some time. The young elves do not "attack"
notice a narrow, overgrown path that wends inexperience with humans will cause him to again. If they discover that the party will not
its way to the lair. freeze with terror if he is captured, so he is un- harm them, they become cooperative, answer-
Atop a small hill, partially disguised by able to speak. The party has little time to at- ing any questions the party has about the area.
overgrown bushes and weeds is the lair of the tempt to interrogate him, as just 4 rounds They know nothing more, however. The elves
wood elves. It consists of seven crude huts later, a stream of seven young elves who look allow the party to search the huts since they
about 30 feet across, built along a circle of about as old as the captured elf, burst forth should be easily convinced and bribed with
large trees for stability. All but two of the huts from the hut. baubles that it is all right.
are joined on two sides by weathered, hollow If the elf was able to escape into the hut, he Elves(8): AC 5; HD 1 + 1; hp 8, 7, 7, 6, 6,
tree trunks that the elves use to get from hut comes back out in two rounds with seven oth- 6, 4; MV 12" ; #AT 1; Dmg 0; AL CG
to hut without having to go outside. The huts ers who are quite apprehensive about facing
are made from wood and any gaps between the party, but nonetheless, ready to work Inside the Huts
branches and logs are filled with a mixture of when a sharp cry from an elf spurs them to The huts are fairly identical inside. Nothing
grass and mud. "attack." special is inside them. The two huts that are
If the party initially makes no move to at- not connected have small hidden rooms off
The Path to the Lair tack, the elf holds his hand forward, palm the back which can only be detected if a char-
The pathway leading to the elves' home out, as if he is motioning the party to wait. If acter is looking for secret doors. Neither of
and several other areas surrounding them are the party waits, he quickly disappears and these huts will have any elves inside it. One of
laden with spring traps. The traps are tripped comes back out with seven others. The elves the hidden rooms in the huts will have what
when something hits the fine fibers they have then begin their "attack." If the party does the party is searching for.
strung throughout the area at a height just not wait, the door to the hut flies open, and A thorough search of the elves' huts will
taller than themselves in most cases. The in- seven elves descend on the party immediately. uncover 650 g.p., two fine gold necklaces set
tended victim, if not swift enough, will be hit In any case, the elves work furiously to con- with emeralds (worth 460 g.p. and 510 g.p.),
by one or more darts which have been tipped fuse and distract the party who has invaded and an unusual scroll written in strange sym-
with a sleep potion that is effective for 6 their grounds. They flit about, tugging at the bols.
rounds. A person traveling alone has a 95% party's clothes, grabbing loose items and

37
Wyverns (1)
by Brace Nesmith close to the jungle and the back side is com- Once inside, the PCs can hear a faint sob-
pletely overgrown. bing that seems to come from everywhere. An
Terrain: Dense forest or jungle If the party does not see or follow the trail, eleven-year-old boy (the hag's grandson) is
Total Party Levels: 18 (average 3d) they end up at the clearing facing the front of hiding in one of the ground floor rooms. He
Total Magic X.P.: 10,500 the ruin. Regardless of where the PC's first see squirmed through the iron gate, narrowly es-
Total g.p. X.P.: 1,175 the building, it is obvious that it has been caping the wyvern. Now he is frightened to try
Monster X.P.: abandoned for a long time. Vines cover the to leave. A reasonable search can locate him.
Kill: 1,365 Defeat: 1,024 walls and small bits of mortar are missing eve- The boy tells the PCs about being kid-
Retreat: 341 rywhere. napped by a "mean old bandit." The descrip-
The only windows on the first floor are nar- tion fits that of the dead body in the jungle,
Set Up row slits through which only a snake could except that the boy claims the bandit was 7
pass. In the front is a dark doorway in which is feet tall and mean as a snake. He also tells
* The party is wandering through a re-
set a warped iron gate. Only blackness can be them that he lives with his grandmother in a
mote forest or jungle and happens upon the seen behind the mangled bars. There are sev- secluded home in the jungle.
lair. eral windows in the sides of the tower, all large On the roof of the tower the wyvern has
* Rumors of a lost temple in the jungle enough to admit a nimble man. However, to made its nest. The odor is overpowering even
filled with riches reach the ears of the PCs.
reach them a person would have to be exposed from the room below. The stair leads straight
* An old hag on the road begs the party to
on the roof of the building for a while. up to the room, the rotted remains of a
rescue her grandson, and only living relative.
Despite appearances, the iron gate is very wooden trap door lie on the floor.
He was carried off to the ancient temple in the solid. It has been warped due to the efforts of In the nest is a newborn wyvern. The
jungle two days ago by a bandit.
makeshift battering rams decades ago. The mother will fight to the death to protect the
door is locked, and due to prolonged exposure fledgling. Neither she nor her newborn is visi-
The Lair to the elements, any thief trying to pick it suf- ble from below. In order to strike at her, a PC
Regardless of how or why the PCs are travel- fers a - 15 % chance. The bars can be bent al- must expose enough of himself to be attacked
ing toward the wyverns' lair, they find a dead though this takes 2d6 rounds for any character as well. Once the wyvern is dead, the fledgling
body on the way. It is an old grizzled warrior rolling successfully for bending bars. can be destroyed without danger. It has no
who in life was well past his fighting prime. If the party is exposed for 4 rounds or more, value on the open marketplace.
He has two deep stab wounds that are darkly the wyvern attacks. Staying airborn it bites
discolored. and stings at the PCs. If it takes over 20 points Reward
Anybody who deals in poisons can immedi- of damage, it retreats to the top of the tower While wandering in the building, the
ately identify that the wounds were poisoned. to await easier prey. young boy's foot broke through a wooden
Further, a druid or assassin can identify it as Wyvern: AC 3; Move 6" /24"; HD 7 +7; hp floor board. Underneath it is a treasure cache
wyvern poisoning. Any ranger can deduce 44; #AT 2; Dmg 2d8 bite, 1d6 tail; SA poison that the looters of decades gone by missed. It
that the man ran for a while before dying and tail; AL N(E) hold 350 silver coins, 920 electrum coins, a set
can follow his trail. of full plate mail +1 and a scroll of protection
The now dead veteran was wearing chain The Back Door from magic. In the wyverns' nest are 950 cop-
mail, short sword and shield. Strapped to his If the party follows the dead man's trail, it per coins, 510 silver coins, and 220 electrum
pack is a 15-foot-long pike, built to be assem- leads them to the vine covered back wall of the coins.
ble from three 5-foot-long pieces. Inside the building. If it were not for the dead end of the
pack are four days of rations, campfire cutlery trail it would look like any other section of the
and two vials of a dark green liquid. These are wall. However, behind the thick vines is a nar-
elixirs of health. row wooden doorway. The wyvern can not get
The pike can be useful in the fight against to the party before they enter the building if
the wyvern. Obviously it can only be used they enter here.
where there is enough room to wield it. Given The lock of the door has recently been
that, on any round where the PCs gain initia- kicked in, presumably by the old warrior now
tive and the pike scores a hit, the wyvern can dead. Once inside the PCs are confronted by a
not attack that character or anybody near him. passage so narrow that humans in armor must
For that round the pike has kept the reptile at walk sideways to pass through it.
bay. The secret passage exits to an open secret
door in a circular room at the base of the
Approaching the Temple tower. A circular staircase climbs up around
A hundred yards past the dead body is the the inside of its walls.
temple. It is a simple structure, merely a three
story tower set in the center of a low single Inside the Temple
story building. The circular tower is 20' in di- The ground floor building is a jumble of
ameter, the building is 50 feet by 75 feet. The small rooms and twisting passages. Fortu-
top of the tower is the lair of a wyvern. nately it is not large enough to get lost in for
Along the front 75 foot side is a clearing of any length of time. The tower is a simple de-
tall grasses and ground vines about 80 feet sign with a single large room on each floor. A
across. The 50 foot sides of the building are stair along the outer wall connects each floor.
38
Bugbears (8)
by Steve Perrin nal trail to the area around Grignir's tomb. He Given half a chance, the cub will run to tell
did not discover the side trail that actually Urghzec that company is coming. The trail
Terrain: Wooded Hills leads to the tomb, but did find a route from from clearing to tomb is obvious.
Total Party Levels: 54 (average 6th) where it branches off to the new settlements.
Total Magic X.P: 1200 He spread the word among his fellow wander- The Tomb
Total g.p. X.P.: 1540 ing traders and the people of the new settle- The tomb is a two-chamber cave in the side
Monster X.P.: ments. of the hill. The first, and largest, chamber
Kill: 3,940 Defeat: 2,955 Urghzec's people rapidly discovered the hold the 20-plus bugbear females and cubs of
Retreat: 985 new incursions, and Urghzec decided this was the tribe. The entrance to the smaller cham-
a sign that he had made the right choice. ber is in the left wall of the main entrance.
Set Up Here, the tribe could prey on the humans who Through the entrance is a roughly rectangular
so conveniently passed by. It was an easy way chamber showing some sign of working. A
* There is a new trade path to the young
to gather booty and candidates for the stew- small pool near the entrance to this chamber
settlements over the hills. Three days ago, Old
pot. feds a narrow rivulet that runs into the forest.
Fermus, the trader who opened up the route
It acts as a source of water and presents no haz-
two months ago, was found outside the village
The Forest Path ard to normal movement.
with numerous wounds. He died mumbling
The forest path winds between the old vil- The smaller chamber also has a large stone
"Monsters, hairy fiends . . ."A trail of blood
lage and the hill pass to the new settlements. platform that used to hold Grignir's mortal re-
shows he came down the trade path to the vil-
The bugbear's lair is in the forest that covers mains. Urghzec and Urghbad trade off using
lage. The trail of blood disappears a few miles
the hills on the old village side of the pass. it to sleep on. One of the brothers is always
into the forest.
The path is not good for horses. People on awake.
* A straggler from a small trade caravan,
foot have to weave through fallen trees, jump If alerted, Urghzec sends cubs to warn the
who lagged behind to readjust his pack, saw
small ravines and do some climbing. The only other 24 male bugbears that lair in groups of
his three comrades attacked by "huge, hairy
thing that identifies the trail is the blaze six within a short distance of the tomb.
goblins" before he could catch up. He hid
marks that Old Fermus put on the trees to Urghzec then retreats into the second cham-
and was not seen by the goblins. His friends show the route. However, the rest of the forest ber, telling the females and other cubs to scat-
were slain and the goblins took their packs, is overgrown and rough, making progress very ter into the woods until the emergency is past.
which were mostly filled with foodstuffs and difficult. The path makes travel three times Until reinforcements arrive, Urghzec and
quality household implements.
faster than trying to make a way through the Urghbad will hold the second chamber, which
* A sage in the nearest city claims that the
woods. only allows two fighters to come against them
burial ground of Grignir the Valorous is some-
However, a ranger who makes a regular at a time. Assuming the party hasn't elimi-
where in the forest, near the new trade path.
tracking roll will realize he is actually follow- nated every outpost before attacking the
Grignir was a neutral-aligned fighter with a
ing a previously built road, long disused. tomb, roll 1d6 for each of the four groups of 6
large local reputation, and was reputed to Six bugbears have set up camp near where bugbears at the end of each round of fighting.
have magical weapons. These weapons disap-
the trail starts to climb a hill. This is where After the second round, a roll of 1-2 means
peared when he died. they surprise passing humans. another group has arrived, and so forth until
Bugbears (6): AC 5; MV 9"; HD 3 + 1; hp all the bugbears are accounted for. If a group
The Lair 15; #AT 1; Dmg 2d4; THACO 16; AL CE arrives to find all their friends butchered, they
A large tribe of bugbears moved into the for- Each bugbear carries an average of eight retreat. However, they will attack if there
est about three years ago, fleeing pursuit from copper pieces, 10 silver pieces, six electrum seems to be any hope they still have live tribe-
the explorers who were flushing out the mon- pieces and eight gold pieces. mates.
sters for the new settlements over the hills. If the bugbears hear the party coming (60% Urghzec: AC 3/ - 1 (with the shield); MV
With typical bugbear disregard for their own chance plus 2% per non-ranger or eleven 9"; HD 4; hp 30; #AT 1; Dmg ld8 + 3;
history, they forget their kind had been run party member), they send a cub which is stay- THACO 14; battleaxe +1, shield +3; AL CE
out of this region some centuries before. ing with them to alert Urghzec. Three of the Urghbad: AC 4; MV 9"; HD 4; hp 25;
Until last year, the bugbears wandered bugbears climb up the path to lie in wait for #AT 1; Dmg 2d4 + 1; THACO 15; AL CE
through the forest, hunting and bushwacking the front of the party, and the other three wait The second chamber holds all the tribe's
the occasional brave human settlers who at- for the party to pass. If the last three see that loot, including what riches they found in the
tempted to locate in the forest. Then, they they are outnumbered by a party of armored tomb: 3,000 c.p. (mostly in worked metal im-
found the tomb of Grignir the Valorous (inci- fighters and obvious spell users, they will not plements), 1,000 g.p. worth of textile goods
dentally, one of the heroes who drove their an- attack. Instead, they run to warn Urghzec. and handcrafts, an amber lozenge worth 100
cestors from the area.) Their leader, Urghzec, The three at the top of the trail will attack re- g.p. and a smoky quartz in a ring worth 50
discovered that Grignir's battleaxe +1 and gardless, as they cannot see the number of g.p. All the coins the bugbears collected have
shield +3 were usable by anyone. people in the party until they attack. This is been scattered among the tribe, as previously
Urghzec took this as a sign and decreed the typical bugbear planning. described.
tribe would settle around the tomb. Urghzec, If the party surprises the bugbears by the If the tomb residents are surprised, one of
his brother, Urghbad, and the females and path, they find one of the bugbears is up a the brothers will be awake, the other asleep,
cubs occupy the tomb, while the rest of the tree listening for victims, while the other five and the main cave is full of females (who fight
tribe inhabits the near forest. and the cub are lounging or sleeping. Since as hobgoblins if cornered) and cubs (who fight
The trader Old Fermus, looking for a route the bugbears have hairy coats and eat their as kobolds if cornered).
to the new settlements, rediscovered the origi- food raw, they do not have any camping gear.

39
Chimera (1)
by David and Karen Martin ing near the chains. About three-quarters of Encountering the Chimera
the way back on the left side is the entrance to Chimera: AC 6 / 5 / 2 ; MV 9"/18"; HD 9; hp
Terrain: Forested hillside chamber 2; in the back wall is the one for 40; #AT 6; Dmg 1-3/1-3/1-4/1-4/2-8/3-12;
Total Party Levels: 10 (average 3d) chamber 3. THACO 12; SA breath weapon; AL CE.
Total Magic X.P.: 5,400 Chamber 2 is illuminated by green light
Total g.p. X.P.: 6,000 streaming through a skylight; looking up The monster is awaiting the party just outside
Monster X.P.: through it, a character sees the underside of the skylight in chamber 2. It stays there until
Kill: 1,480 Defeat: 1,110 bushes. A ladder lies on the floor to one side it hears the party go into the third chamber
Retreat: 370 of the opening. It is 12 feet long, and easily (its nest area), when it then enters through the
reaches the hole. A number of chests and bags waterfall (taking four rounds to do so). Give
Set Up containing the bandits' loot (6,000 g.p.) have the party sufficient time to make its intentions
been opened; all but three of the chests have known; if it seems to you that the members do
* The PCs have been hired as bounty-
been damaged, and all the bags have been not intend to venture deeper into the lair after
hunters, and are seeking a notorious bandit
ripped. One of the remaining unopened a couple of rounds, have the monster start
gang.
chests contains a trap that shoots a poison nee- moving off the roof. If, on the other hand,
* The PCs are house-hunting (short-term
dle into the would-be lockpicker. A small within the first four rounds after they enter
or long-term); they have been told about a se-
stream enters this chamber, through a fairly the cave, someone sets up the ladder in the
cret cave, the entrance to which is hidden in a
wide (say, an arm's width) crack in the far wall. treasure room and climbs out the skylight, the
waterfall.
Should anyone care to investigate, about an chimera is still there and blasts the character
* Fishermen along a river have hired the
arm's length into the crack he finds a wand full in the face with its breath weapon (save for
PCs to find and defeat the monster that has
wrapped in leather to keep it dry. half damage).
been terrorizing them.
The wand is a wand of temporal stasis. It al- Four rounds pass while the monster comes
lows the wielder to place any one creature in down from the roof. The falls make sufficient
Getting there: The lair is hidden behind a
suspended animation, until a dispel magic or noise to cover its progress. If the party moves
waterfall. A narrow path along the fall's gorge
the reverse (temporal reinstatement) is cast. farther into the lair within that time, so much
leads to the concealed entrance. A second en-
This is in effect the same as the 9th level magic the better. If no one stays behind to watch the
trance is concealed by bushes uphill of the
user's spell. Should the party find this item entrance, the chimera walks right in and
gorge.
before they encounter the chimera, it will comes up behind the party. The dragon head
The lair had been home to a bandit gang,
come in quite handy. The command word is attacks first on the rearmost party member,
who were quite successful and accumulated
graven in magical runes which remain invisi- then closes with the characters with intent to
most of the treasure now in the lair. Unfortu-
ble until a detect magic spell is used on the kill.
nately, they were followed home by a hungry
wand. Then the word "ZEITHALTEN" ap- Either way, when the monster attacks the
chimera. After a healthy snack of fresh ban-
pears on its side. As the effect of the spell party, it wishes only to kill them all. The
dit, the chimera decided the cave made a suit-
wanes, the runes lose their glow and disap- breath weapon is the favored form of attack,
able home.
pear. since the beast can be farther from the party
The wand can only put one creature at a when using it. If pressed, the chimera charges
The Lair time into the magical state. That is to say, once the party, all heads attacking and claws ex-
The cave comprises three chambers. A small a bugbear has been magically frozen in time, tended, slashing furiously. If this attack takes
stream runs from a crack in chamber 2 the wand cannot put another creature into place on the roof after someone has poked his
through chamber 1, and out the entrance, that state until the bugbear has been released. head out and been blasted, there is a 5%
which is an irregular shape approximately One end of the wand casts the spell, the other chance of the roof collapsing but only if the
6'x6'. end uncasts it. (The DM may want to put following conditions are met. First, all the
Chamber 1 is 15 feet wide by 35 feet long markings of some kind on the wand to differ- party members must leave the chamber (by ei-
by 8 feet high. A pile of bones partially blocks entiate the purposes.) ther entrance) and be present on the roof. Sec-
the entrance. On examination, the bones Chamber 3 is the chimera's sleeping area. ond, the majority of the fight must take place
prove to be mostly human and equine (the The remaining clothing, blankets, and bed- within 10 feet of the skylight, where the sup-
late bandits and their mounts). Concealed rolls are piled here, forming the nest. It reeks, port is weakest. Third, the fight must have
within it is a nest of poisonous snakes, which and is infested by giant ticks. If a brave adven- been going on for more than 10 rounds. The
attack when the pile is disturbed. Normally turer wishes to investigate the nest in hopes of DM should roll percentile dice in each round
these snakes feed on the numerous frogs and finding something worthwhile, reward him following the 10th; the roof near the skylight
newts that roam the chambers. Clothing, sad- with a magical vest of steel (hidden in the cen- caves in on a 95 or better.
dles, weapons, and miscellaneous debris (wa- ter, of course, beneath all the refuse and giant
ter bags, wineskins, cooking utensils) are ticks). This vest gives the wearer an Armor
strewn about. More or less one third of the dis- Class of 1. If the adventurer who decides to
tance in, a crude stable takes up space along wear the vest doesn't thoroughly shake out
the right wall, with room for four to six ani- the insect infestation, he also receives a -2
mals. Affixed to the left wall are iron rings penalty to his Dexterity, since he'll be dancing
from which hang heavy chains and shackles, about and shaking due to the ticks and fleas
once used to restrain kidnaping victims. A still in the vest.
philter of persuasiveness is concealed in one of
the torn jerkins lying in a second pile of cloth-

40
Gnomes (22)
by Jeff O'Hare saving vs. crushing blow. already used up his spectral force in creating
The right hand path leads to the lair. There the dragon.
Terrain: Hilly is a trap at the entrance that will drop rocks on Binsi has a friend, Desi Diamonduster, who
Total Party Levels: 42 (Average 6th) everyone in a 20-by-20 area when someone helps him run the gang.
Total Magic X.P.: 15,900 crosses the threshold, delivering 3dlO points Desi: S:12 I:17 W:11 C:13 D:18 CH:11 5/
Total g.p. X.P.: 5,750 of damage; items save vs. crushing blow. If a 5 illusionist/thief; hp 17; AL NE; AC 2 (cloak
Monster X.P.: dwarf checks for unsafe stonework, it will be + 2, leather armor, 18 Dex); #AT 1; Dmg 3-8
Kill: 2,156 Defeat: 1,509 very obvious. If a thief checks for traps, allow a (shortsword +2); SA +4 surprise, strike from
Retreat: 539 normal chance against the character's find and behind, triple damage, spell casting. XP: 518.
remove traps score. Spells:
Set Up The lair proper contains a large outer cave 1st-level: darkness, hypnotism, detect invisi-
and a smaller inner cave. The former is oval in bility, change self.
* A half day's ride north of the village
shape, and the widest portion runs east-west 2d-level: hypnotic pattern, blur.
Myr is the lair of a ferocious, vindictive adult
for 120 feet, while the latter is circular and 60 3d-level: wraithform.
red dragon. Every two weeks she raids the feet in diameter. This secondary cave was Desi's treasures include a wand of illusion,
area, despite the villagers' offerings of gold
never used by the dragon. A dwarf PC will 19 ch; dagger of venom + 3; and a rope of en-
and small gems to try to placate the beast. No
spot new stone construction (a secret door) on tanglement.
one in the village is brave or strong enough to
the northern wall of the large cave, at 100% Desi has cast blur on himself.
confront it and all pleas to the king for aid
probability. This door leads to the small cave, When the party enters, Binsi is invisible,
have gone unheeded.
and was built by the gnomes. standing to the left of the cave mouth. Desi is
When the PCs arrive, it will be four days be-
The lair has a 4-foot-wide ventilation shaft hiding in shadows, standing to the right of the
fore the next raid. The mayor promises that
that is located in the large cave. The shaft cave mouth. The rest of the gnomes are hid-
they can keep all the treasure in the lair as pay-
twists and turns, so no one can use it to see the den behind rocks at the far wall opposite the
ment.
surface or vice versa. cave entrance.
* While traveling in the hills, the party
sees rising smoke in the distance. Examination On the first round, Binsi will do nothing
At the Entrance except concentrate on the spectral force
of the ground reveals fresh dragon tracks.
Fresh dragon tracks are much in evidence dragon, causing it to breathe fire. Desi will
* Legend tells of a sword of planar power
here. Bits and pieces of charred armor litter cause the rope to leap out and entangle four
that lies in a cave where smoke issues forth.
the ground in front of the cave and the air has people (the rope is gnome-sized). The rest of
The party encounters this very cave.
the heavy odor of sulfur and brimstone. the gang lays low.
Heavy black smoke pours from the mouth of Should the party disbelieve the dragon on
The Lair the cave. Something is snoring in there. the first round (note that unless they actually
Despite all appearances to the contrary, Anyone peeking inside (after dealing with say they are disbelieving, don't let on!), Binsi
there is no longer a dragon in this lair. After its the trap, or vice versa), will see a huge adult will cast a color spray, while Desi casts a mirror
last raid, a band of evil gnome brigands sur- red dragon, lying beside a small pile of jewels, image. The other gnomes join the fray.
prised and killed the beast, but decided that it coins, and various nice items. It appears to Should the battle go badly, Binsi casts an il-
would be profitable if everyone still believed have just awakened. lusion with his wand of a dozen more gnomes
the dragon was alive. This theory bore itself This is a spectral force. The normal gnomes emerging from the secret door, and makes a
out when villagers kept dropping gold and have taken up positions behind craggy rocks run for the exit. Desi casts his wraithform and
gems in a certain spot. and such, so that they are 50% covered. There wafts up the ventilation shaft leaving his lack-
The journey up to the lair will show a scat- are 20 of them. eys to do his fighting.
tering of old dragon scales and tracks. A Normal gnomes: AC 5; Move 6"; HD 2; The minor gnomes each have 2dl0 small
ranger can determine that the tracks are less hp 18; #AT 1; Dmg 1d6 (s. sword), 1d6 (short gems worth 10 g.p. each. Binsi and Desi keep
than a day old. bow) or 1d4 (dagger). THACO 16; SD save vs. their loot in a locked chest in the smaller
From a secure vantage point 300 feet away, spells and poison at four levels higher. Note room. Should the party unlock it without
a gnome scout has spotted the party, and goes that while they maintain their concealment, checking for traps, the lid springs open and
to warn his friends, concealing his tracks be- missile attacks against them are made at - 4; hits the lock's opener with a large cream pie.
hind him. The party cannot see him due to AL NE; XP: 56 each. The victim saves vs. poison or dies in 1d4
the rough terrain and the line of sight. The illusion is being maintained by the rounds. Anyone foolish enough to eat it saves
Two hundred feet away is a small altar-like leader of the group, Binsi Berylbasher. at -4.
pile of rocks. Three sets of small human foot- Binsi: S:17 I:18 W:9 C:15 D:18 CH:10 5/5 The chest has 60 gems; 20 each of rubies
prints leading up to it and back down to the illusionist/fighter; hp 28; AL NE; AC: -2 and emeralds worth 100 g.p. apiece; 10 dia-
village. This is the place where the people (chain armor +3); #AT 1; Dmg 4-9 (short monds worth 500 g.p. each; and 10 sapphires
drop off the bribes. Note that the tracks are sword +2, 17 Strength); SA spells; X.P.: 518 worth 250 g.p. each; also a silver sword of the
only visible to a ranger. Spells: planes, an elixir of health that is stored in a
Special Lair features: The path up to the 1st-level: color spray, chromatic orb, audible dirty ceramic flask, and a philter of beauty.
lair forks left and right. The left one leads to a glamer, phantasmal force. Also in the cavern are a bellows with an am-
cliff 40 feet high, but disguised by a perma- 2d-level: mirror image, fog cloud. ple supply of coal and wood, a freshly stuffed
nent hallucinatory terrain to appear as a flat 3d-level: spectral force. dragon's foot with a pole stuck in it so the
plateau. Unlucky characters who fall down the Note: Binsi is currently invisible thanks to gnomes could make dragon tracks, and a few
cliff will take 10d6 falling damage, all items a pinch of dust of disappearance. He also has old scales.
41
To the far right of the main entrance are 22 chromatic orb, color spray, darkness, detect leather, and a malfunctioning onyx dog.
bedrolls, a stewpot, a large barrel of ale, and a invisibility, hypnotism, phantasmal force, When thrown to the ground, it turns into a
wooden chest bolted to the ground and placed read illusionist magic, spook, blur, fog cloud, large, clumsy Saint Bernard. This wretched
against the wall. If the party neglect to check hypnotic pattern, mirror image, misdirection, beast will wet peoples' legs, drool constantly,
for traps, and the lock is opened, rocks fall in a fear, spectral force and wraith form. and make lots of noise. It will not turn back
10-foot-radius around the chest, causing 4dlO If Binsi's body is searched thoroughly, the into a figurine for 24 hours. Attempts at kill-
of damage to all in that area. party will find four pinches of dust of disappear- ing it will appear to work, except that when it
Inside the chest is an ugly, lifesized gnome ance, a kazoo, a pair of ivory dice (10 g.p.), some reaches zero hit points it is completely healed.
puppet that springs upright and blows dust of fake dog waste, and a very old parchment which If the party returns to the village, the peo-
wheezing and choking at the chest's opener. A says, "In recognition of you being the only living ple will be quite embarrassed about being
placard around its neck says, in the common being to make me laugh in five centuries, I cowed by a pack of gnomes. They are so anx-
tongue, "There's no treasure here, but don't get Sankros pledge to avenge your death when it ious to forget the whole sordid mess that they
all choked up about it!" Binsi put this here be- comes. My powers will tell me when it comes to urge the PCs to leave with all haste, will verify
cause he did not trust his associates completely. pass, and I shall use all my lich power to give that Sankros was a powerful archmage who is
This trap cannot be found unless a second find/ your slayers a slow and painful death." supposed to have cheated death. His tomb is
remove traps roll is made prior to opening. This scroll is a fake, but it might be fun to only 10 miles to the north.
Two of the bedrolls belong to Binsi and scare the players for the next few game ses- If Binsi and/or Desi escaped, they will cer-
Desi, and tucked under each of them is an il- sions. Make them paranoid! tainly harass the party at some future date,
lusionist spellbook. Both books contain iden- Searching Desi reveals the usual thieves and of course when it is most inconvenient.
tical spells. tools, a bottle of virulent poison (save at 2 Given their cleverness, it will not be long be-
Spellbooks: audible glamer, change self, vs. poison or die), a whoopie cushion made of fore they have assembled a new gang!

Medusae (2)
by Robin Jenkins was caught in the midst of a gathering storm. ing among the rugged foothills. To date, no
On his way to take refuge in the ruins, the el- one has fully investigated the premises; if
Terrain: Ruins in hills der man came across an old, hobbled woman someone has, he has not returned to tell their
Total Party Levels: 25 (Average 5th) wandering amongst the wind-torn steppes. tale.
Total Magic X.P.: 4,550 The traveler moved closer to address the wiz- The monastery can be seen from a distance
Total g.p. X.P.: 4,740 ened figure. As he came within close distance through the broken hills marking the base of
Monster X. P.: of the old woman, the figure turned and Kir Kurad's spine. Lonely, dark, and strangely
Kill: 4,347 Defeat: 3,260 bared its cloaked face. Her thick strands of majestic, the crumbling tower and walls stand
Retreat: 1087 hair blew in the wind, moving as with a life of resolutely against the stony background from
their own. More horrifying, however, was the which the structure itself was born. Little is
Set Up old woman's stare: her red eyes pierced left of the monastery, save for the squat, gray
through the darkness and struck at the trav- tower that once marked Telorad's central van-
* Local shepherds tell of a strange, an-
eler's heart, sending a chill through his very tage point.
cient structure nestled amongst the hills (an
soul (the traveler luckily made his saving
old abandoned monastery, it is rumored) that
throw). Terrified, the old man fled the ruins, The Tower
is crowded with statues of dwarves, hobbits,
slowing only upon reaching the outskirts of Upon picking their way through the rocky
elves, and humans. The strange thing, the
the village. climbs of Telorad's ramparts, the players find
shepherds tell, is that the statues have all been
carved without pedestals. Similarly, the life- themselves at the base of the ancient tower.
The Monastery Two stories are all that are left standing; the
like visages are hauntingly realistic and fright-
The broken foothills of the Kir Kurad range third story of this cylindrical structure lies bare
ening in their rendition of horror. All of the
hold a number of unanswered mysteries in to the elements. On entering the building,
statues are sculpted with this expression of
their stony grasp one of which is the aban- the party finds itself amidst a treacherous mix
fear on the faces of the stonework a repeti-
doned premises of Telorad, an ancient monas- of fallen stone and humanoid statues. In the
tion that set the shepherds' hearts afright and
tic seminary. Legend has it that the arcane inky darkness of the tower, it is hard to distin-
kept them from further investigation.
* In a local tavern, an elderly traveler de- grounds were once the premises for evil sum- guish one object from another. Torches or su-
monings and bizarre, demonic masses. Little perior vision alert the party members to
scribes a ruined tower in the foothills to the
is known of Telorad now, however; the monas- movement among the rubble. Slithering
east. While on the road to the city, the traveler
tery and its grounds stand mute and forebod- through the various "statues" and fallen ma-

42
sonry are five giant poisonous snakes. The reach from ceiling to floor, having poured molecules for the first round of surprise and
snakes have been placed here by new inhabit- through the fallen stonework as the supports attacking during the second.
ants of the monastery the medusa and the collapsed. There is a 50% chance that the The maeder is a bald-headed, muscle-
maeder (her mate) to protect the grounds party encounters the medusa along the path. bound male in appearance; statistically, he has
from interlopers. Since the snakes are under If so, the medusa appears suddenly from be- all of the same figures as his female counter-
the control of the medusa, they attack imme- hind an obstruction, gaining the immediate part (the only difference being in its attack
diately and fight until killed. advantage that surprise offers. mode and in its inability to petrify by sight).
Giant poisonous snakes (5): AC 5; Move The medusa attacks the first character in As the party enters the medusa's lair, both
15"; HD 4 + 2; hp 29, 21, 20, 17, 16; #AT l; line by subduing the unfortunate individual creatures make their immediate attacks: the
Dmg 1-3; THACO 15; SA poison (Dmg 3-18); with both hands while her asp-like strands medusa fights to the death; the maeder, how-
SD Nil: AL N. strike for 1-4 points of damage per bite. Any ever, retreats if severely injured, or if the fe-
Closer scrutiny of the statues reveals a num- character meeting the medusa's fiery gaze male is killed or turned to stone by its own
ber of similarities between them: aside from must save vs. petrification or be turned to sight. The maeder flees by readjusting its mol-
the striking detail that characterizes them all, stone instantaneously. The medusa makes this ecules for one round (during which time it is
a look of utter terror lines the faces of each and rapid attack in the first round of combat; the open to indefensible attack) and passes into
every sculpture. In addition to this, all the second round is spent in flight. The medusa the stonework. Once the party has gone, the
statues are armed, poised with drawn weapons makes her hasty escape via the labyrinthine maeder returns to the lair to free its mate from
ready to strike at unseen foes. path through the rubble. Characters pursuing petrification via its innate ability to turn stone
The first floor of the tower is circular in the medusa do so at a disadvantage, for the to flesh (an action it can perform once every
shape, some 40' across, open throughout (due medusa knows the path and uses this knowl- three turns). If the party is still within the
to the collapse of several interior walls), and in edge wisely. After disappearing beyond the area, the maeder and medusa establish pur-
a state of extreme decay. In the back of the party's range of vision, the medusa goes into suit; the medusa moving slowly and silently
room is a stone staircase going down. This hiding in some earthen grotto and waits for along the dilapidated dungeon path, the
stairwell continues directly into the hill itself, the group to pass. As a result, party members maeder moving through the stone walls. Both
disappearing within the darkness of the sub- in hot pursuit of the creature must roll their attack with continued persistence until killed
terannean depths below. These stairs appear ability to locate secret doors (1-2 for elves, 1 or until the party has left the ruined monas-
to be in better shape than the ascending stair- for all others) on 1dl2 to spot her. If the party tery.
case that winds in a clockwise fashion up to the is moving at a cautious, meticulous pace, the The Medusa: AC 5; Move 9"; HD 6; hp
second story. Around the inside perimeter of chance of detection is rolled on ld6. If the 37; #AT 1; Dmg 1-4; THACO 13; SA gaze
the tower, the stairs spiral into the ceiling, party passes the medusa without notice, the petrifies, hair of asps poisons; SD Nil; AL LE
leading directly to the tower's next level. creature waits until the party is out of sight The Maeder: AC 5; Move 9" ; HD 6; hp 35;
An investigation of the second story reveals range before following. The medusa will #AT 2; Dmg 2-8 (with fists); THACO 13; SA
a similar setting as the first floor: an interior never lead a party to its lair; rather, it will fol- pass through stone at normal movement rate;
composed of broken walls, fallen masonry, low the party to this point, attacking from be- SD immune to petrification and paralyzation,
and no less than seven statues of assorted hind shortly after the party discovers the as well as slow and hold spells; AL LE
races. All have drawn weapons; likewise, they medusa's quarters. Aside from clothing and other such items,
all carry the same horrified expression as their close investigation of the medusa's lair reveals
first floor counterparts. Other than this, there The Medusa's Lair little of interest other than a 2' x 1' x 1' chest
is little else of interest on this floor. This is not Rounding a sizeable cave-in, the path which rests beneath the bed. The box is rela-
the case, however, with the basement of the opens into a large (30' by 30'), uncluttered tively heavy, being made of metal and wood,
tower. corner of the subterranean hall. For the first and has a large brass lock on the front. Besides
The stairs in the back of the first floor lead time since entering the underground setting, being locked, the chest is trapped with a poi-
into the hillside for about 60' before ending in the stone walls and ceiling show through with- sonous dan. Upon opening or attempting to
a wooden, metal-reinforced door. The door is out obstruction. The room is relatively free of open the lock, the trap is sprung. The charac-
closed, but not locked. Upon opening the debris; against the walls are a number of fur- ter responsible for springing the trap must roll
door, the party finds itself in the midst of nishings (chairs, tables, cases, and so forth) a save vs. poison (Type B, insinuative, DMG,
fallen timber supports and earthen cave-ins. which exhibit evidence of recent use. In one p. 20).
The dimensions of the room are hard to deter- corner of this open area is a makeshift bed, Once the chest is opened, the characters
mine because of this; there are simply too under which is a large, wooden chest. As the find inside the following items: 20 gems (total
many collapses of wood and earth to clearly party enters the room, the medusa makes her worth, 2740 g.p.), a gem of brightness, a
see the back walls from the doorway. There is, attack from the path. (If the medusa was not cloak of protection +2, a. potion of clairvoy-
however, a distinguishable path that picks its encountered along the path, she will attack ance, and a potion of growth. There is a loose
way through the damp earth and fallen tim- the party as soon as they round the corner into stone in the wall behind the bed; finding this
ber. It is among this debris that the medusa this area, gaining surprise initiative if the secret alcove requires a successful locate secret
and her mate lurk. characters are unprepared.) Likewise, the doors roll on 1d6. Inside this alcove are several
Through the broken timber and earthen maeder makes its surprise attack from the sacks containing 2000 g.p.. Other than these
fill, the meager path winds and wanders. stone walls. Among its various abilities, the items, there is nothing else of interest in the
Signs of earlier habitation abound along the maeder has the ability to pass through stone as lair.
way; wooden furnishing lay in rotting heaps, a xorn and xaren do, moving at its normal
and occasional tables and splintered chairs jut rate. As the party enters the medusa's lair, the
out from piles of earth and stone. Some piles maeder passes from the wall, adjusting its

43
Couatl(l)
by Deborah Christian the natives, they will be forced to camp out in cause it is peaceful and secluded. He is also
the jungle. The only way they will find the pleased with the natives who have become fol-
Terrain: Jungle Island couatl's lair will be to secretly follow a native lowers of his god. However, in recent years,
Total Party Levels: 25 (Average 4th) to the cave. the couatl has had to fight off slave traders
Total Magic X.P.: 4,000 After walking along a twisting path in the who have tried to capture the natives and spoil
Total g.p. X.P.: 11,000 jungle, the party will reach the village and be his island. Because of this factor and because
Monster X.P.: greeted by the rest of the tribe, including the of his advancing age, the couatl has acquired a
Kill: 3,276 Defeat: 2,457 women and children. The tribal leader will tendency to attack strangers regardless of their
Retreat: 819 also greet the party and will introduce himself motives. The couatl lives in fear of losing favor
as Kinshu. with his god, which he feels would happen if
Set Up Natives: AC 9; Move 12"; HD 2; hp 11; he were to lose the natives. Therefore, he is
#AT 1; Dmg as per weapon type spear 1-6/ quite defensive and is likely to attack in-
* A magic-user of questionable character
1-8, javelin 1-6/1-6; THACO 16; AL LG. truders.
hires your poverty-stricken party to go in
The party is welcomed in the village and a The couatl can be reasoned with. If he is
search of a mysterious winged serpent. He
great feast is prepared in their honor. The na- spoken to intelligently and sincerely, he might
needs the skin of the animal for his research.
tives are very trusting and enjoy being hospi- decide to listen (65%) rather than fight.
* The king's son is very ill and his clerics
table to newcomers.
have been unable to help him. The clerics
In the center of the village is a crude statue The bottom of the cave is a lake of warm,
speak of a servant of the gods who could possi-
of a winged, snake-like creature, the couatl. steaming water of a temperature that is com-
bly help. A party of adventurers is hired to
Below the statue lies a large hollow log. After fortable enough for wading or swimming. The
search the tropical islands of the far south to
addressing the party, Kinshu steps over to the depth of the water varies and the outside
find the servant and ask for his assistance.
log and beats out a short rhythm. To the party, edges are the shallowest, about 2 to 3 feet
* Your party of adventurers travelling in
this action appears to be a ritual, but Kinshu is deep. Inside the water are giant crabs, which
the tropical seas lands to explore an uncharted
actually signaling the couatl of the party's are a favorite food of the couatl. The giant
island. Several members of your crew have be-
presence. crabs will attack after the party has moved
come ill with jungle fever. The natives speak
When the party asks the natives about the around in the water for four rounds.
of calling their medicine man to help them.
statue, they will say that it is a divine being; a Giant crabs (6): AC 3; Move 9"; HD 3; hp
servant of the gods. They have actually seen it 20; #AT 2; Dmg 2d4/2d4; THACO 16; AL N.
The Lair only a few times. If the party asks how they The party will find that the cave is lit with
An island in the tropics is the home of the may meet this being, the natives explain that several continual light spells placed strategi-
couatl. He shares the island with a band of na- the shaman (who is actually the couatl in hu- cally throughout the room. There are also
tives. The couatl only appears to the natives in man form) is the only one who talks to the three other smaller cave openings. One is 17
the form of an old man, and he has influenced gods. The tribal leader will offer to travel se- feet above the floor with cool water trickling
the natives to worship his god. He poses as cretly to the home of the shaman and ask for out of it. This cave slopes inward and is filled
their spiritual leader and medicine man. The an audience. with cool spring water. The pool contains sev-
couatl wishes to keep himself secluded from eral different kinds of plant life and fish.
the natives so that he may converse with the The Shaman's Hut The second cave is about 35 feet above the
gods privately. The natives respect his wishes If the party follows, they see Kinshu wade water. This cave is 5 feet in diameter and goes
and warn him of any intruders on the island. through the jungle and enter a small clearing. in about 20 feet before beginning to eply.
He has only appeared in his real form a few There is a small hut built at the base of the ex- There is a 75 % chance that the party members
times, and then only as a servant from the tinct volcano. Kinshu calls to the shaman, but will slip on the rock and slide down the tun-
gods. The natives regard the couatl in his nat- when there is no answer, he leaves immedi- nel. At the bottom of this cave is a pool of
ural form as a divine being. The couatl pos- ately. stagnant water about 3 to 4 feet deep. There
sesses genius level intelligence and is able to Should the party return later, they find a are two water weirds trapped in the pool.
protect his island from almost any attack. He crude bed, a table, and some clothing inside Water weirds (2): AC 4; Move 12"; HD
is immediately aware of any intrusion into his the hut. Along the back wall is a curtain 3 + 3; hp 19; #AT 0; SA the creature lashes
woven out of native grasses. Behind the cur- out, striking as a 6HD monster. Any creature
tain is a round door, which is about 4 feet in struck will be dragged under the water and
The Island diameter. A glyph of warding has been placed will drown after the number of rounds deter-
The island that the party has landed on around the door, points of electrical damage mined by the character's Constitution divided
looks like a typical tropical island with what to anyone touching it. by four (i.e., a character with Constitution of
appears to be an extinct volcano. When the Once the door is opened, the party feels a 16 will drown in four rounds, Constitution of
party lands, they are greeted by a group of warm, humid wind blowing out of a tunnel 12 will drown in three, etc.). SD sharp weap-
male native warriors carrying spears and bows. from behind the door. The tunnel is also four ons only cause one it point of damage, blunt
Native warriors: AC 6; Move 15"; HD 5; feet in diameter and is about 100 yards long. weapons cause normal damage. When dam-
hp 28; #AT 1; Dmg as per weapon type The party can see light at the end of the tun- age equals total hit points the water weird is
spear 1-6/1-6, bow 1-6/1-6; THACO 15; AL nel, and it leads to a very large cave, approxi- disrupted and will reform after two rounds.
LG. mately 150 feet high and 100 feet wide. The cold spells will slow it by fire-based spells
If the party is friendly, the natives will take cave is filled with bright, warm light. do or no damage, and a purify water spell
them back to their village, which is about ten The couatl has made this cave his home for will kill it. All other attacks will not affect it.
minutes away. If the party chooses to attack almost two centuries. He likes the island be- THACO 13; AL CE.

44
The third cave is the highest in the room, The couatl: AC 5; Move 6" /18" ; HD 9; hp the whole cave. The couatl owns a gem of see-
about 75 feet up from the steaming lake. The 58; #AT 2; Dmg l-3/2d4; SA poisonous bite ing, which he wears in human form, several
entrance to this cave is 12 feet in diameter, (saving throw applicable), constriction attack: finely cut gems worth about 5,000 g.p., and a
leads in about 30 feet and splits into two victim takes 2d4 hp each round until the vic- book of seven first through fourth level magic-
rooms, one above the other. tim or the couatl is killed. SD magic use as a user spells. The couatl has three vials of heal-
The lower room sparkles if exposed to light. seventh level cleric, and psionic ability 60/110 ing potion which act as the sixth level clerical
Inside are a great many diamonds protruding with 14 clerical abilities with commensurate spell. These were specially made using native
from the walls and floor. The diamonds are all attack and defense modes. Int genius; plants, and the couatl will only part with one
in their natural form, and are worth about THACO 12; AL LG. if politely requested and offered a small token
6,000 g.p.. Inside the room is a bed of soft grasses of appreciation.
The upper room is 20 feet above the lower, about 15 feet long, an altar, clerical garments, The couatl will be at home when the party
but has no stairway leading to it. There is a and a statue of a god. The statue radiates enters the cave. He will attack the intruders
finely woven curtain closed over the entrance magic and gives off a strong dwoemer of pro- unless they can quickly convince him that they
to this cave. This is the couatl's resting place. tection from evil which radiates throughout mean no harm to him and his island.

Yuan Ti (3) (Oriental Adventures)


by Rick Swan bones. The yuan ti would relish the opportu- feet above the surface of the water. Floating
nity to kill any intruders for fresh bones to add near the edge of the reed cluster is what ap-
Terrain: Jungle to their shrine. pears to be the head of a large green snake.
Total Party Levels: 36 (Average 6th) The head is about eight inches across and has
Total Magic X.P.: 1,350 Across the Swamp unblinking red eyes.
Total g.p. X.P.: 9,900 The jungle is thick with luxuriant vegeta- This, however, is actually the tail of a yuan
Monster X.P.: tion. The air is hot and humid, and the PCs ti; the natural markings only make it appear
Kill: 8,336 Defeat: 6,252 can hear the ominous chatter of unidentifia- to be a head. The rest of the yuan ti's body is
Retreat: 2,084 ble creatures in the high trees. concealed in the reeds, as he uses his disguised
After trudging through the jungle for tail to fool his enemies. The yuan ti has seen
Set Up hours, the PCs will see a small island in the the PCs approaching and hopes to use his tail
middle of a steaming swamp. A thin curl of to distract them so he can attack from behind.
* A band of yuan ti has been spotted raid-
black smoke drifts through the trees on the is- Yuan ti halfbreed, snake head, snake tail
ing cemeteries and stealing bodies. This sacri-
land; the PCs will not be able to determine (1): AC 4 (snake parts AC 0); Move 12" ; HD
lege must be stopped.
the source of the smoke. 8; hp 41; #AT 2; Dmg 1dl0/ld4 (bite/
* Yuan ti are rumored to be constructing a
The swamp water is dark and smells of dead constriction); THACO 12; MR 20%; AL CE.
shrine for demon worship in their jungle lair.
vegetation. The island is about 40 yards from If one or more of the PCs attempts to either
* A fever plague has broken out in the
where the PCs stand on the shore. The PCs examine or attack the yuan ti's tail, the yuan ti
area. The blood of yuan ti is a necessary com-
could conceivably construct a raft to get will pick the closest PC and attack him from
ponent in making the medicine to cure the
across, but the profusion of weeds would behind. The yuan ti will try to bite the PC and
plague.
make this difficult. Since the water is only then constrict him with his tail. He may also
waist deep, wading across is the most practical try to bite any other PC who gets too close to
The Lair way of navigating the swamp. his head. The yuan ti will fight to the death. If
In the middle of a dense tropical jungle is If the PCs wade across, there is a chance he kills the PC, he will try for another.
an island surrounded by a swamp. Centuries they will step in quicksand. A check must be If the PCs try to sneak past the yuan ti, he
ago, the inhabitants of a now forgotten city made every 10 yards for each PC. On a roll of 1 will attack the last PC who goes by, again at-
threw the bodies of their enemies in a deep pit on 1d6, the PC will begin to sink. Unless res- tempting to attack from behind. If the PCs
on the island. A band of yuan ti were drawn to cued, the PC will drown in 1d4 + 3 rounds. don't fall for this trick, the yuan ti will pick
the pit by the aura of death and evil that still Note that a PC following safely in the steps of the most opportune moment and attack any-
permeates the area. The yuan ti decided this another PC will not have to check for quick- way.
would be an ideal site for demon worship; sand; consequently, the safest way to wade
they are constructing a shrine of bones in the across the swamp is in single file. The Bone Cleaner
pit for this purpose. Many of the bones were When the PCs approach the shore, they will The island is also covered with thick vegeta-
exhumed from the pit, but lately the yuan ti find their access blocked by a particularly tion dominated by huge cypress trees. Once
have been robbing cemeteries for fresher dense cluster of weeds that rises about four on shore, the PCs can walk up a short ridge

45
and from there will be able to see the source of The floor is rough and spotted with many still take 1d4 points of damage. The affected
the smoke. holes where the yuan ti have been digging for PC will continue to attempt to join the snakes
In a clearing 30 yards from the top of the bodies. Mounds of earth are piled against the in the ditch unless the spell is negated (as by
ridge is an opening in the ground about 8 feet cracked cavern walls; filthy rags and discarded using dispel magic) or unless he is physically
across. Smoke drifts from this hole. Beside the pieces of skeletons are scattered here and restrained until the spell wears off.
hole under the shade of an especially large cy- there. Four iron holders fastened in the walls In the second round, the yuan ti casts cause
press tree is a yuan ti. He has the body of a hold burning torches and give off thick black fear. In the third round, he shouts loudly in a
snake and the head and arms of a human. The smoke. series of sharp hisses, commanding the snakes
yuan ti is coiled before a decomposed body Against the cavern wall opposite the tunnel to attack. Not only will snakes slither out of
and is using a large machete to scrape the flesh opening is a grotesque sculpture made of the ditch, they will also pour out of the cracks
from the bones. A second yuan ti with snakes bones extending from the floor to the ceiling. in the cavern walls and floor until there are lit-
instead of arms is in the cypress tree looking It is unfinished and vaguely resembles the face erally hundreds of snakes in the cavern. At
for monkeys to eat. This yuan ti is completely of a gigantic serpent. In front of the sculpture this point, the yuan ti joins the battle. He will
hidden in the branches. is a shallow ditch, about six feet wide, extend- try to bite PCs with his razor-sharp teeth and
Yuan ti halfbreed, snake torso (1): Move ing from wall to wall. Snakes of all sizes and will coil around and inflict constriction dam-
9"; #AT 2; Dmg 1d8/ld4 (machete/ colors writhe in the ditch, hissing and slither- age on any PC he can grab. The yuan ti will
constriction); all other statistics as above. ing in and out of each other's coils. cast darkness on any group of PCs fighting to-
Yuan ti halfbreed, snake arms (1): Move Coiled on a high ledge in a corner of the ca- gether in the same area.
12", #AT 2; Dmg 1d6/ld6 (2 snake heads); vern near the sculpture is a yuan ti resembling During this battle, there is a 50% chance
all other statistics as above. a large black snake with a human head. The per round for each PC to be bitten by a snake.
If the PCs attack, the yuan ti on the ground yuan ti supervises the construction of the (If a saving throw vs. Poison fails, take 2d6
will fight with the machete and will also at- sculpture, a shrine for demon worship. points of damage; if successful, take 1d4
tempt to coil around a PC and constrict him When the yuan ti sees the party, he rises like points of damage.) It doesn't make any differ-
with his tail. The yuan ti in the tree joins the a cobra, smiling widely and swaying back and ence how many snakes the PCs kill; consider
fight in the third round, attacking with his forth. This yuan ti can speak in a language un- the supply to be endless. A PC may keep the
snake arms. These yuan ti will fight to the derstandable by the PCs. "Our prayers have snakes at bay by using a torch, although he
death. not gone unanswered," he hisses. "He has will be unable to do anything else while pro-
If the PCs don't attack right away, the yuan brought you to me!" tecting himself. Spells such as snake charm
ti on the ground will smell them and come af- Yuan ti abomination: AC 0; Move 9" ; HD will also be useful.
ter them. The yuan ti in the tree does not at- 9; hp 55; #AT 2; Dmg 1d4/2d8 (bite/ The yuan ti will fight to the death. How-
tack, but will drop out of the tree on top of a constriction); THACO 12; SA cause fear, dark- ever, before he dies, he will choose a random
randomly chosen PC who tries to go into the ness within a 15 foot radius, snake charm, PC and cast polymorph other, attempting to
pit. stick to snakes, neutralize poison, suggestion, transform him into a duplicate yuan ti abomi-
polymorph other, MR 20%; AL CE. nation. (The DM is referred to page 78 of the
The Pit of the Abomination If the PCs don't attack immediately, the PH to consider the possibilities of this spell.)
Along with the black smoke, a powerful yuan ti will tell them he has something pre- If the yuan ti is killed, the snakes will be-
stench of decay drifts from the hole. Lowering cious for them. If asked what, the yuan ti will come less aggressive. However, as long as the
themselves into the hole, the PCs find it ex- sway excitedly back and forth and hiss, "Wis- PCs remain in the cavern, there is still a 10%
tends into a deep tunnel about four feet wide dom! Life everafter!" He will then cast sugges- chance per round of being bitten (same
and six feet high. The tunnel is very dark, but tion on the nearest PC. "These are your true chances of damage as given above).
careful PCs will have no trouble making their brothers," he will say to him, gesturing to the If the PCs are brave enough to rummage
way through. snake ditch. "Join them! Hurry!" If the cho- around the cavern in spite of the snakes, they
After moving through the winding tunnel sen PC fails his saving throw, he will run to the will find a dagger of venom and a ring of fire
for 40 yards, the PCs will be able to hear faint ditch and wade into the snakes. For every resistance among the debris in one of the dirt
hissing sounds coming from ahead of them. round the PC is in the ditch (along with any piles. The eye socket area of the sculpture con-
They will also see faint flickers of light. PCs who enter the ditch to rescue him) there is tains two blood red rubies worth 4,500 g.p.
After another 20 yards, the tunnel opens a 50% chance the PC will be bitten. PCs who each. The mouth area contains 15 chunks of
into a cavern, roughly circular with a diameter fail their saving throw vs. Poison take 2d6 black jasper worth 60 g.p. each.
of 50 feet and a ceiling about 20 feet high. points of damage; PCs who make the throw

46
Beholder (1)
by Jeff O'Hare Looking into it reveals a shaft 150 feet deep. a correct bearing on him.
There are no ladders, steps, or handholds. Geshplerx will attempt to cast a charm
Terrain: Marsh There are no tracks, but there are a few old monster at any creature that the party brings
Total Party Levels: 49 (Average 7th) snake skins. The entire area is deathly quiet. down with them that falls into the category of
Total Magic X.P.: 11,450 monster, which also includes unusual famil-
Total g.p. X.P.: variable The Outer Cave iars. He will command the charmed beast to
Monster X.P.: The cave is a 12-sided polygon 40 feet in di- attack. Do not reveal that Geshplerx cast that
Kill: 6,750 Defeat: 5,062 ameter. The ceiling is 50 feet from the floor, particular spell, since he will try to make the
Retreat: 1687 and is covered with sharp, spiky rocks. The creature attack by surprise.
most unusual feature of the cave is the walls, If over half the party is still alive and fight-
Set Up which are made of highly polished crystal. ing, Geshplerx will retreat towards his inner
Each wall acts as a mirror of excellent quality. cave. Grant the party an 8% cumulative
* While traveling through a large swamp, The beholder is responsible for getting the chance per round of finding which cave side is
the party finds the village of Lyess, pop. 200. walls into their present shape by the careful the passage leading into the lair. If Geshplerx
A small boy runs up to them and tearfully use of its disintegration ray. Sound echoes so did his aerial move, then the party will know
begs them to rescue his mother, who was well that it is difficult to determine its source. where he went. When retreating, the be-
taken by "an ugly lady with snakes on her When the party lands in the cave, they are holder will fire his rays at any pursuers.
head." If the party asks around, the locals ver- in the precise center of the room. The south- The passage is 60 feet long and opens into a
ify that there is a medusa who lives six miles ernmost wall is a corridor that will not be obvi- rugged circular cavern, 30 feet in diameter
southeast of the village. She can control her ous unless approached. Before they can do so, and strewn with boulders. The beholder has
petrifying gaze, a unique ability! The boy re- the beholder appears in the mirrors. He has taken up a defensive position behind some
news his pleas. . . . come from the southern hall, but the mirrors boulders, and will use his telekinesis to levi-
* The swamp that the party is crossing is will confuse everyone as to his size, distance tate a hollow stone replica of himself at the
rumored to house a pair of beholders with a from the party, and even which direction he is coming party. Geshplerx carved it by using his
peculiar sense of humor. coming from. disintegration ray very carefully. With normal
* As the party crosses the swamp, they see Geshplerx the beholder: AC 0 / 2 / 7 ; Move light sources, it looks real enough to fool the
a motionless figure off in the distance. As they 3" ; HD 16; hp 75 (60 for the body, 15 for the party 85 % of the time. Light spells reduce the
approach, they recognize that it is a statue of center eye, plus each small eyestalk takes 10 possibility to 10%.
an ogre. From this point the party can see an- hp); #AT 1; Dmg 2d4; THACO 7; SD anti- The beholder will make his last stand here.
other statue 100 yards away. Reaching it, they magic ray; SA magic use by eyestalks. The be- He speaks Common and is not above making
will see that it is a lizardman. There are more holder can bring four stalks to bear on the a deal. His treasure trove is under a 250 lb.
statues every 100 yards or so, leading directly party, not counting the center eye; AL LE. rock and contains:
to the lair. Geshplerx will aim the center eye's antima- Five potions: extra healing, super-heroism,
gic ray on the strongest-looking spell caster. ventriloquism, elixir of madness.
The Lair Simultaneously he will fire the petrification, An alchemy jug, necklace of adaption,
There is one beholder southeast of the vil- death ray and slow spell. The fourth eye will bracers of archery, and a shield +2. There are
lage. Worse, he has charmed the entire vil- be the telekinesis, and he will lift the strongest two pieces of rolled up parchment. Both are
lage, one by one. Now all of the villagers exist fighter up to the ceiling at top speed, impal- protection scrolls, one from petrification, the
just to send unwary and ill- informed travelers ing him on the spikes for 2dlO damage then other from traps.
to his lair for a fresh supply of flesh. Whenever letting him drop for 15d6 damage from the If it occurs to the party, the crystal cave walls
a charm spell wears off, the others drag him fall of 50 feet. can be cracked, and will yield 2dlO pieces of
back to the lair to be recharmed. Since the vil- Note that the group must announce which crystal each worth 1dl0 x 100 g.p..
lagers are not too bright to begin with, this way they are directing their attacks. The lair's The most that the party can negotiate out of
does not happen often. walls give the beholder an 11 image mirror Geshplerx is the release of the villagers and all
The beholder's permanent commands to image spell, and the reflective nature of the of the magic items. The beholder will then
the people are: 1) Go about your lives nor- walls make it difficult to ascertain where the leave the lair forever, but not until he streaks
mally. 2) Deny my existence to all. 3) Lure visi- beams are. to the village and takes a villager by
tors to my lair by telling them that someone In the next round, the beholder will con- telekinesis, to be used as a first meal in his new
has been captured by a medusa who can con- tinue using his large eye on the spell caster, lair, wherever that may be. The villagers may
trol her powers. 4) Bring any villagers who no and now will use the charm spell eye to force also try to persuade the party to rescue the kid-
longer obey back to my lair. an ally to attack the party. He will use teleki- napped villager, if the beholder managed to
nesis again, this time lifting the victim 100 get away with him. This could lead to a whole
The Approach feet up the shaft and letting go. new adventure!
Due to low-lying mists and fog, the lair is The victim takes 20d6 damage, and items Slaying the beholder will break the charm
not visible until they are 400 feet from the en- must save vs. crushing blow. on the villagers, who will be most grateful for
trance. Many petrified creatures dot the area He will continue using death ray and petri- their freedom. The PCs will become the hon-
around the lair. Among them are a black fication on the party, but will not close for me- ored guests of the village for a week, and the
dragon, a basilisk, a beholder, a giant slug (60 lee. A desperate move on Geshplerx's part is mayor will give the party 1,000 g.p., which is
feet long), a shambling mound, and a squad to fly upside down over the party and attack most of the village's funds.
of six orcs. with his full array of eyes. This means that he
The lair is a hole in the ground 10 feet wide. must enter the room and finally give the party

47
Will-o-Wisps(3)
by Jeff O'Hare lights rest and can turn invisible (for 2d4 from the swamp ahead. He is dressed in light
rounds) by extinguishing their glow, they armor and has only a small dirk in his belt. Pa-
Terrain: Swamps have no real need for comforts such as home or pers in a pocket reveal the body as a mer-
Total Party Level: 31 (Average 6th) furniture. They exist in the wild, taking their chant's hired man on the way to the village the
Total Magic X.P.: 2,400 food when they can. Wisps are not migratory PCs have most recently left. In the brush
Total g.p. X.P.: 488 creatures. They tend to stay in one spot for a nearby is a closed cask. If opened, the cask is
Monster X. P.: majority of their life spans. empty except for a single gold piece.
Kill: 5,938 Defeat: 4,445 This spot, called a bog, is always deep in the Ahead, some lights are seen flitting among
Retreat: 1,480 swamps, where their feedings can go undis- the trees. As the PCs approach, they find the
turbed. Wisps live near quicksand, because it following items along the path: a wand of fire-
Set Up helps them capture their victims. It's very dif- balls (2 charges left), a flask containing nor-
ficult to fight off a glow of wisps while trying mal water (drinkable, though a bit stale), a
* While trying to make their way through
to extract oneself from quicksand. The sand broadsword +1, and a scroll in High Elvish
a swampy area, the party sees lights moving
also helps rid the wisps of their rubbish, and describing a military campaign, dated 12 years
off to one side. The lights look as if they might
erases any clues as to what may have happened before.
be a campfire.
before in this bog. The bog is surrounded by a mixture of
* An old woman tells the party she needs
Will-o-wisps: AC -8; Move 18"; HD 9; hp quicksand and a few spots of real land amidst
the root of a willow tree in order to prepare a
60, 66, 68; #AT 1; Dmg 2d8; THACO 12; the muck. There is a 60% chance that the PCs
potion which will aid the party (either for a
Wisps can only be harmed by three spells: will be able to stay on solid land (though cer-
healing potion, as part of a beneficial spell, or
maze, protection from evil, and magic tainly not dry) during an encounter with
whatever may be appropriate at the time).
missile. No other magical spells will work on wisps. The DM should determine this every
The root can only be gathered in a certain sec-
wisps. They may be hurt by physical attacks. If time the PCs move.
tion of a nearby swamp.
brought down to five or less hit points the A skeleton is lying off the path, 11 feet to
* The Grympen Myre, a big swampy area,
wisp will retreat, fleeing to their nests. If the one side. It rests upon some quicksand and
is ahead of the players, blocking their way.
PCs follow them to the nest, the wisp will has been left by the wisps as bait to lure PCs
Going around the swamp takes at least three
fade, leaving its treasures unprotected. Wisps off the path and into the bog. If the PCs reach
full days of travel. Anyone they meet on the
attack by emitting bolts of electrical energy, the skeleton, it is wearing a non-magical ring
road will assure the players that there are
which cause 2d8 points of damage. AL C. with a big ruby of inferior quality, worth 200
many paths through the swamp, though it is a
Wisps feed on the life energies which are g.p.
dangerous place to cross.
given off by dying victims, gradually siphon- The DM should treat quicksand as a trap.
ing off energy until the creature is left as a The sand will swallow any player who steps
The Lair dried husk without strength or intelligence. into it within 12 rounds. The pull of the sand
The road through Grympen Myre is not Since wisps feed off such energies, living intel- has a Strength 16. The PCs must apply a
well traveled. The majority of the people from ligent creatures are seldom found near a wisp's Strength of 16 or more to get out. Each time
the area choose to go around it, even if that bog. The area will also be devoid of animal they succeed, those trapped get a free round
route does take more time. Only the young or life, as animals instinctively avoid such places. of not being pulled down. It takes three con-
the foolhardy needlessly traverse that way. Wisps have no use for material possessions, secutive rounds of 16 or better to pull free.
Daylight passage is bad enough, but the trav- so a large variety of items can be found on the With support from outside the sand, PCs can
eler who gets stuck at night in the swamp is ground near the wisp's home. Most treasure is hold their position even in the sand or be
lucky to get out alive. Monsters roam freely in sucked down into the bog with the dying vic- pulled free.
the Myre, and many have seen the evil faces of tim. Occasionally, a traveler will throw off his Once the PCs step into the quicksand, the
giants, nagas, trolls, and other creatures. treasures to lighten the weight, hoping to slow wisps will wait 1-4 rounds before attacking.
Most of these sightings are false, and the lo- the sinking into the bog. Wisps leave this trea- Once they attack, they will be after suste-
cals keep these stories alive to scare off visitors, sure as bait to lure other unwary travelers into nance. They don't want to fight the PCs,
hoping to spare their lives. There are a num- the bog. merely to feed.
ber of creatures in the swamp, both good and If the PCs manage to stave off the wisps, the
bad, but not nearly the amounts stated in the The Bog wisps retreat to their nest. Should the PCs
rumors. Grympen Myre is a primordial place. It is reach the nest, they find the following items:
Among the many creatures lurking in the hot and sticky. Bubbles of gas pop stagnant 31 g.p., 40 s.p., 200 c.p., 45 p.p., a ring of
Myre is a glow (proper group name for three or pools. A fine green moss lays over a few feather falling, and an empty efreeti bottle
more) of will-o-wisps. Though extremely mo- ponds. Much of the time the party hears frogs (actual worth 10 g.p.). There is a 15% chance
bile, these wisps have remained in one area of and birds and is tormented by insects. Most of of the PCs finding all of the treasure, as most
the swamp for some time. Many travelers have the way is muddy, with 10% being mud in of the coins have fallen into the hollow of the
seen the ghostly lights, but the ones who are which the players sink to their knees. tree housing the nest. Should the party choose
able to tell of them never had the courage to Deep in Grympen Myre, a normal long- to chop the tree down or split it open, they
investigate. sword is stuck in a tree, marking a path made will find all of the treasure.
Evolving out of swamp gas, these glowing of small islands of solid land sticking out of
balls of lights have no real lair in which they the swamp. This path leads to the lair of the
can be found. The entire glow makes a single wisps. A little way down the path, the husk of
small nest in the hollow of an old tree in which a dead man (skeletal, but with the skin intact)
they rest and store treasure. Though these lies across one island. He has stumbled out

48
Aerial Servant (1)
by Deborah Christian The ventilation shaft ends in a dry drainage SA squirts 7-12 foot distance (DM may in-
channel along the wall of a 50-foot-wide ca- crease this to 16 feet if desired because of the
Terrain: Mountains/Underdark vern. There is a passageway in the east wall; a draft). Save vs. poison or fungi sprout in 5-8
Total Party Levels: 40 (Average 7th) warm spring flows from that passage into this rounds for 5-8 dmg; death in 5-8 turns; cure
Total Magic X.P.: 1,300 cavern, and cascades down a wide fissure in disease spell stops effects; SD immune to
Total g.p. X.P.: 500 the floor. The drainage channel leads to the mental attacks; fire-based attacks save at +4,
Monster X.P.: fissure as well. and damage is half normal or none.
Kill: 7,540 Defeat: 5,655 The stone is worn and marble-smooth Overgrown but undamaged by the phy-
Retreat: 1885 where the water drains below, forming a water comids are 400 g.p., 20 p.p., 2 daggers, 1 bat-
slide wide enough for two characters abreast. tle axe +2, a potion of speed, and one ioun
Set Up The slide descends 20 feet at a steep angle and stone (clear spindle, sustains character with-
ends in the catch basin pond below. out food or water).
* Two local elves have disappeared in a
Aerial servant: AC 3; Move 24"; HD 16; hp
nearby mountain pass; a villager who searched
Catch Basin and Pond 96; #AT 1; Dmg 8-32; THACO 7; AL N. SA
for them also vanished. The townspeople ask
The water level in this sub-cavern is 4 feet surprises on 1-4; exceptional Strength; oppo-
the party to find the missing persons.
deep. Cracks in the west end of the pond floor nents may break free of grip only if their ST is
* Drow Elves have been sighted around
drain the water; the channels are wide greater than 18 (percentile amount equals
wooded bluffs not far from a town. The resi-
enough to create a moderately strong current. percentile chance of breaking free); SD Invisi-
dents, unsettled by the sudden appearance of
Characters less than 5 feet tall or 100 lbs in ble on the prime material plane; hit only by
Drow in their area, hire the party to scout the
weight must check Dexterity within 10 feet of magical weapons.
bluffs and take action against the Drow if pos-
the drainage channels. Failure indicates the The aerial servant fights only in self-defense
sible.
character is sucked towards the fissures and or defense of his charge. If unable to herd in-
may be submerged as his feet enter the cracks. truders back out the ventilation shaft, he will
The Lair A Strength total of 20 points is required to tug push them into the catch basin in his efforts to
There is an entrance to the Underdark in a a trapped companion free. Adventurers at- keep his prisoner "undisturbed." If unat-
mountainous area. There, a female Drow tempting this must remain 10 feet distant tacked after that point, or if he loses 50% of
cleric has summoned an aerial servant. She has from the fissures if they are under the height his hit points, the servant will retreat to the in-
ordered it to fetch an elf from the surface and or weight minimums given above. Characters ner cavern. There he will attempt to keep his
to make sure the prisoner is unarmed, secure, within 5 feet of this trap will feel something charge safe from further attacks. If frustrated
and undisturbed until she is ready to sacrifice underfootit is a skeleton caught in the in carrying out his mission, the aerial servant
him. cracks. Around its neck dangles an attractive goes insane and departs immediately to find
The first elf that the servant finds happens talisman: an amulet of inescapeable location. and kill the cleric.
to be a party member, or a friendly NPC if no At the DM's option, an exit from the pris-
elf is part of the PC group. (If there are no Passageway and Prison Cavern oner's cavern may be located 30 feet up the
elves in the party, the DM may alter the race of The eastern passage is 6 feet high, 6 feet wall and hidden with an illusion. This pass-
the victim as desired.) The group's first en- wide and 20 feet long. A draft blows here with ageway provides an entrance to the cleric's
counter with the servant occurs when the un- the same effects as in the ventilation shaft. quarters and thence into the greater world of
suspecting elf is plucked up and whisked off The warm spring makes the bottom of this the Underdark. Alternatively, the passageway
across country. Although a victim with a 18 + passage very slick. Any Dexterity Checks nec- contains a magical gate to the Astral Plane (see
Strength may have a chance of breaking free essary are made at + 2 on the roll. Red Abishai lair, page 69.
(see aerial servant statistics), the servant will The passage opens into a cavern 80 feet
continue to move while this struggle goes on. wide and 50 feet high. A breeze blows from
If the victim escapes, the servant simply grabs the east through rock curtains. The spring
him again and continues on his way. Quick flows from a crack and borders the ventilation
pursuit will allow the party to observe where wall before turning towards the passage. A
their companion disappears behind a distant moldy straw pallet is along one wallthe cap-
outcropping of rock. A thorough search of the tured elf is found here. Between the spring
area reveals a dark shaft hidden in the rocks. A and the ventilation wall grows a patch of phy-
scrap of cloth or a dropped pouch show that comids. The prisoner's weapons are thrown
their friend was taken this way. into this patch when he is disarmed by the ser-
vant, with a 50% chance of other belongings
Ventilation Shaft and Drainage Cavern being cast here as well.
The party has discovered a ventilation shaft. The elf may attempt to escape before help
A draft strong enough to extinguish unpro- arrives. If the prisoner is openly aggressive,
tected lamp flames blows steadily up the tun- the aerial servant keeps him securely in this
nel. The passage is 6 feet square and descends chamber by knocking him unconscious. Oth-
100 feet at a 45 degree angle. Characters not erwise, the elf may have a chance to take
using ropes must make a Climbing Check. If action once friends arrive to distract the aerial
this is failed, there is no chance for the charac- servant.
ter to stop his descent, for there is nothing to Phycomids: AC 5; Move 3" ; HD 4; hp 18;
grab onto. #AT 2; Dmg 3-6/3-6; THACO 15; AL NE).

49
Chiang Lung (1) (Oriental Adventures)
by Rick Swan polymorph, lower water, bless, curse, omen, of the pool; he intends to examine them later
fate, dispel evil, control weather, remove curse at his leisure.
Terrain: Mountains (all once per round), major creation, reward Near the pool is a shallow pit about 30 feet
Total Party Levels: 42 (Average 7th) (once per day), tsunami (on special orders of across and 4 feet deep. Two dozen sheep are in
Total Magic X.P.: 5,300 Celestial Emperor), breath expels rainclouds, the pit, and they bleat at the PCs when they
Total yuan X.P.: 11,000 armed with +5 sword in human form; SD come near. An old man in a dark robe is at-
Monster X.P.: spells; MR 10%; AL LN. tending to the sheep. The man is actually the
Kill: 8,932 Defeat: 6,699 The heavy rain lasts for five rounds and chiang lung, polymorphed as a shepherd to
Retreat: 2,233 won't harm the PCs as long as they stay put. keep an eye on the PCs.
However, if a PC attempts to continue up the If the PCs talk to the shepherd, he will
Set Up mountain while the rain is falling, the DM pleasantly deny the existence of any dragon,
should make a Dexterity Check for that PC telling them to look on the other side of the
* The chiang lung who lives in a nearby
each round he is climbing in the rain; a failure mountain range or perhaps in another part of
river valley has acquired a taste for sheep. Lo-
indicates that the PC has lost his footing. Any the river several miles away. If the PCs are
cal farmers dependent on their flocks are des-
PC who falls to the bottom will take 1d6 hit skeptical, if they discover the disguise (for in-
perate for help.
points of damage for every 10 feet he falls. stance, with detect magic), or if they appear to
* A foolhardy warrior led a band of fol-
be on the verge of discovering the treasure in
lowers into the mountains to slay the chiang
The Guardian of the Plateau the pond, the dragon will revert to his natural
lung and never returned. The warrior was
Reaching the top of the mountain, the PCs form and continue the conversation.
armed with a unique platinum katana, and it
find themselves on a smooth plateau. The pla- The dragon will ask the party what they are
is assumed the dragon added this valuable
teau is roughly circular, about 50 feet in diam- doing here uninvited. He will listen to their
item to his treasure.
eter, and barren. story and respond to their questions with eva-
A shen lung has been invisibly following sive questions of his own, such as "Why is that
The Lair the PCs in the sky from a distance. Once the important for you to know?" If the PCs persist
A large chiang lung resides in the river val- PCs have all reached the plateau, the shen and show no intentions of attacking, the
ley between two vast mountain ranges. He lung will land on the plateau with them, reap- dragon will be willing to negotiate with them.
lives in a mansion at the bottom of the river, pear, and attack. The dragon wants a regular delivery of sheep
but spends much of his time in the form of a Shen lung (1): AC 1; Move 12" /12" //9" ; at the base of his mountain. In return for stop-
shepherd when he isn't scouring the country- HD 9; hp 63; #AT 4; Dmg 1 d 4 / l d 4 / 2 d l 2 / ping the raids on local flocks, the PCs must
side in search of sheep to eat. 1d8 (claw/claw/bite/tail); THACO 12; SA agree to have two sheep delivered every week
The dragon is attended by a small shen lung. bless and curse once per day, control weather for a year. In return for the platinum katana,
Although generally peaceful, they have little tol- and ice storm three times/day polymorph (to the PCs must arrange to have a dozen sheep
erance for outsiders and recently killed several in- human) at will, scaly command (50 creatures), delivered per week for a year. (The katana is
truders (led by a warrior armed with a platinum water fire; SD unaffected by lightning, dou- the only treasure item the dragon is willing to
katana) who ventured too close. ble damage from fire attacks; AL CN. negotiate away.) If they can reach an agree-
The shen lung will first cast curse on the ment, the dragon will allow them to leave
Warning from the Mountain party, then attacks with claws, teeth and tail. peacefully. If they can't, the dragon will de-
The simplest and quickest route to the After two rounds of combat, it will surround mand that they leave. If the PCs linger or if
chiang lung's lair is directly over the moun- itself in water fire; a PC who touches the water they take hostile action at any point, the
tains. The peaks are as high as 500 feet in fire will take 2d6 points of damage. dragon will attack.
places, but a little searching will reveal an area If the shen lung is reduced to half or less of The chiang lung will first cast curse, then
that is only about 100 feet high. The sides of its hit points, it will use control weather to cre- attack with his claws and teeth. After two
these low mountains are rough and craggy ate a dense fog. Hidden by the fog, it will turn rounds, the shen lung will reappear (it has
with many ledges to make climbing easy. PCs invisible again, then fly away to join the been watching invisibly from a mountain
taking reasonable precautions will have no chiang lung in its lair below. peak) and join the fight. The shen lung at-
trouble climbing the cliff. DMs wishing to tacks with ice storm at a randomly chosen PC,
add more detail to the climb are referred to The Shepherd's Surprise causing 3dlO points of damage. The shen
pages 14-16 of the DSG. With caution, the PCs will have no trouble lung then attacks with claws, teeth, and tail,
When the party is about halfway up the descending the mountainside from the pla- alternating these attacks with ice storm until
mountainside, the chiang lung swoops out of teau to the river valley below. The river is the spell has been cast three times. Both
the sky, roaring loudly and passing within 15 quite narrow at this point, only about 100 feet dragons will fight to the death or until the PCs
feet of the PCs in an attempt to frighten them across in places. retreat.
away. The dragon then vanishes into the After the PCs have descended into the val- Imbedded in the mud in the bottom of the
cloudsonly to return two rounds later, this ley, they notice a stream branching off the fish pond are a number of treasure items:
time using his breath to expel thick black rain- river that has formed a small pool approxi- three deep green emeralds worth 9,200 tael
clouds. A torrent of rain will beat heavily on mately 20 feet in diameter. The pool is on the each, a platinum +2 katana worth 10,000
the PCs as the dragon again swoops away, this same side of the river as the PCs. The water in tael, two potions of extra healing, two black
time to return to his lair. the pool is five feet deep and is the home of pearls worth 28,000 yuan each, a ring of free
Chiang lung (1): AC 2; Move 12" /18" // dozens of harmless silver nightfish. The action, and an ivory tube (value of 32,000
24"; HD 12; hp 63; #AT 3; Dmg 1d6/ld6/ dragon has hidden a number of items taken yuan) which contains a scroll of protection
3dl2 (claw/claw/bite); THACO 10; SA from previously killed intruders in the bottom from elementals.

50
Dwarves (6)
by Allen Varney to force themselves on the dwarf maidens, nary supply rooms, with the barrels set on un-
while their father is busy with astrological cal- usual racks that appear poised to hurl them at
Terrain: Mountainous culations of the coming apocalypse. Only the door when a switch is pulled.
Total Party Levels: 4-8 (avg. 1st) including at Hulgram's wife stands in their way, and an Further down, on opposite walls of the tun-
least one dwarf character "accident" has been arranged to strike her. nel, are the locked bedchambers of Khulduz
Total Magic X.P.: 3000 The lair is a barricaded tunnel system wind- and Zhorgul. Their locks are set with ordinary
Total g.p. X.P.: 2500 ing deep into the earth. Stockpiles of supplies poison needle traps. If a character tries the
Monster X.P.: are kept in the upper chambers, while the lock but fails to remove the trap, the PC must
Kill: 156 Defeat: 117 dwarf con men live in well-guarded rooms just save vs. poison or fall prey to the needle's
Retreat: 39 below. Hulgram and his family reside far be- venom. Allow a Constitution check for the af-
neath the surface, in a set of chambers filled flicted character; success means only slight
Set Up with astrological equipment. dizziness for four hours ( 2 to hit), while fail-
ure means four hours of unconsciousness. The
* A band of dwarves has been raiding the
The Approach traps can be disarmed by hidden levers above
villages at the edge of a nearby mountain
The lair looks like a simple rockfall at the the door jambs.
range. The citizens are terrified, and only a
base of a deeply sloped mountainside. Only Each room has a rock-hard cot with dirty
brave band of heroes can stop the dwarves.
the tiny hole at its top indicates the cavern en- bedding, a weapon rack (designed for maces
* An exceptionally honest storekeeper has
trance hidden behind the rocks. On closer ex- and crossbows, but now ominously empty),
found the flour he sells to be infested with
amination, characters discover the rocks are and a large pile of work tools. Under the cot is
weevils. He hires the player characters to warn
artfully arranged to form weapon slits near the a locked chest containing 500 g.p.what's
all the outlying customers who have bought
bottom of the pile. Guards can fire arrows left of the loot from the raids, after the
flour recently, including "a couple of crazy old
through these openings, though no guards are dwarves finished a few big drinking sprees.
dwarves who live up in the mountains. They
there as the characters arrive. Whether or not the characters were hit by
bought a cartload of provisions. Claimed Anyone up to human size can crawl the doorway traps, or stop to explore the bed-
there wasn't gonna be a town here to buy from through the cave opening and down the rocky chambers, Zhorgul and Khulduz get time to
much longer. Then they laughed." flee far down the tunnel. By the time the PCs
inward slope. The cave inside is lighted by a
single guttering torch. It smells of bat drop- can pursue, they've reached Hulgram's
The Lair pings and of its longtime gnome residents; ra- strongholdthe last line of defense.
A year or so ago, a family of dwarves look- cial preferences govern which smell characters
ing for a new home found a cavern system de- think is worse. The Observatory
serted by its previous residents. They set up The tunnel downward from the entrance is Down in the lowest level of the cavern, far
housekeeping. wide and smooth, though low for humans. beneath the ground, the pursuing PCs find a
The dwarven parents wanted a new home to Those larger than dwarves must crouch in al- giant orrerya mechanical model of the solar
escape the notoriety which hounded them af- most every passageway of the lair. system, like those you find in modern plane-
ter a singular event: the birth of twin females. tariums. Hulgram uses the orrery to study the
Dwarf women are rare in any case; twins are as Downward astrological catastrophe he's convinced is com-
sensational as quintuplets among humans. As If the characters don't take specific precau- ing. Yes, he studies the planets deep under-
the girls approached marriageable age (about tions against noise, they alert the two dwarf ground; to a dwarf, it makes perfect sense.
40), the parents were besieged by offers from villains in their chambers, not far back from The orrery is a series of colored metal
dwarf-men wishing to wed them. Marriage- the entrance. The dwarves have time to set a globes, each about six feet across, attached to
able women are scarce treasures in dwarf couple of nuisance traps for the PCs. individual iron hoops that lie flat on the cave
societyand a dwarfs natural impulse toward If the players carefully avoid noise, the floor. The hoops are nested concentrically
any treasure is to hoard and protect it. dwarves are alerted by a cunningly-concealed around the Earth in the middle. The inner
So the father, Hulgram, found a new home, alarm wire stretched across the tunnel path. hoop holds the globe of Mercury, and the rest
isolated from their kind. Hulgram knew he'd The wire topples a precarious pile of rocks, (reading outward) bear Venus, the Sun, Mars,
eventually have to let his daughters marrybut making a loud clatter. The dwarves are Jupiter, and Saturn. (This is the medieval view
at least here he wasn't pestered by earnest suit- warned, but have no time to set traps before of one solar system, of course; your own cam-
ors. fleeing down the tunnel. paign may require a different arrangement.)
Not at first, that is. But then two lowlife The traps in the upper tunnel appear to be Each hoop is a thick iron band, driven by a
dwarves, Khulduz and Zhorgul, learned of two ordinary oak doors, set in carefully cut complex gearing system to rotate around the
the twins' whereabouts. They presented archways in the rocky tunnels. The doors lead central Earth. The motive power is a large
themselves to Hulgram, as refugees from an to the dwarves' supply rooms; they open out- crank in the middle, under the globe of Earth:
imminent cosmic calamity foretold by (among ward, releasing an avalanche of barrels con- the crank now being industriously turned by
other dreadful omens) the birth of his twins. taining foods like flour (weevil-infested) and the two dwarven con men. They have turned
They gradually persuaded him that cataclysm beans. If the PCs didn't take specific precau- the orrery into a bizarre but effective defense.
was imminent, and that the family must shut tions against the trap, give each PC a Dexter- The dwarves have barricaded themselves in
themselves away in the cavewith Khulduz ity Check to avoid the tumbling barrels. A PC the center of the orrery, behind the globe of
and Zhorgul as guards. who fails the check takes 1 point of damage for the Earth. As soon as the PCs enter the cham-
So the two sleazy con men have now secured each point the roll is missed by. ber, Khulduz begins firing crossbow bolts
a base of operations for their raids on nearby If the con men didn't have time to set the (one per round) at the closest PC. Zhorgul,
villages. They also have a golden opportunity traps, PCs who open the doors find only ordi- meanwhile, works the orrery gears, moving

51
the planets back and forth to block return fire manship, but transporting the 200-pound catastrophe he's sure awaits outside: "Fiire
and collide with onrushing characters. spheres is a problemas is rinding a buyer for fromm der sky! I haff figoored it out riyt hyeer!"
There is no way past the orrery, for it fills the such exotic items. he says, waving a scroll filled with incompre-
whole chamber. Sneaking to the center un- After the battle, Hulgram's family appears hensible scrawls.
seen is impossible without magic. PCs can't from the various offshoot rooms beyond the Reasoning with Hulgram is a role-playing
negotiate with or bribe the dwarves. Trickery observatory: a study, a couple of modest bed- exercise; his lunacy isn't magically inspired
may work, but they're fairly shrewd and quite chambers, and a deeper network of empty and can't be cured by spells. If the PCs are
suspicious by nature. tunnels. At last, the PCs can meet the true in- rude toward him and jeer at his beliefs, he
Because of its superb dwarven craftsmanship habitants of the lair. blusters and challenges them to a fightall at
and flawless balance, the orrery can be turned once! But if they reason with him calmly, not
quickly. And because of its gearing, the "inner" All in the Family necessarily challenging his beliefs, he can be
planets move more quickly than the outer ones Hulgram and his family are prisoners, but persuaded to doublecheck his calculations
for the same effort. (This is just like the real solar don't know it. They toil contendedly in their with sages in town, meanwhile relocating his
system, where the outer planets have longer per- tunnels; the mother cooks and cleans, the family to a safer place.
iods of revolution around the sun.) This means daughters work the stone of the deep tunnels. The mother and two daughters can help
that the closer the PCs get to the center, the Father Hulgram labors at arcane calculations convince Hulgram, too; they don't under-
harder it is to avoid the planets that rush back based on his "observatory" findings. stand his catastrophe theory, and are just
and forth on their hoops. It's only the commotion of the battle that afraid for his sense of reason. Persuading him
A character can cross one hoop per round. attracts their attention. After the smoke has can be a touching, dramatic scene.
In each round spent on a hoop, the character cleared, try to play up the strangeness of an Besides convincing Hulgram that disaster isn't
must avoid a planet, which calls for a Dexter- entire, harmless-looking dwarven family wan- imminent, PCs may also have trouble proving to
ity Check. On the two outer hoops (Jupiter dering blithely out into the observatory, ask- the whole family that their captors were up to no
and Saturn) the checks work normally. But ing the PCs what's going on. good. The players might convince the dwarves
when a PC reaches the inner hoops (Mars, the Remember that the PCs have no inkling up by showing them the traps in the upper cave, or
Sun, Venus, and finally Mercury), the checks to now that the lair is inhabited by anyone but telling of the village raids.
grow harder as the planets move faster: at the thugs. They might attack the dwarf family on With a thief's successful Find Traps roll, or a
Mars hoop, subtract 2 from the PC's Dexterity sight. Try to prevent this; have the family fall successful Intelligence check by another char-
before the check is made; at the Sun, subtract to their knees, beg for mercy, and show they acter, the PCs find a poison trap at the en-
3; Venus, subtract 4; and at Mercury, subtract mean no harm. If feasible, you might even tell trance to the mother's private chamber, rigged
5! a dwarf character's player that the PC recog- to go off the next time she entered the room.
A successful check means the character has nizes Hulgram as an old acquaintance. This was the con men's means of getting the
avoided the planet as it whirls by on its hoop. These dwarves look as harmless as they are: mother out of the way, so they would be able
Failure means the PC is hit for 1 point of dam- unarmored, weaponless, as open and as trusting to reach the daughters freely.
age, and the character doesn't cross that hoop as any dwarf gets. Hulgram's braided beard is as A dwarf PC might also want to reach the
this round. white as his garments, while the women are all daughters freely, to make a date or propose
Once they finally reach the center, the PCs rather attractive by dwarven standards. (To hu- marriage. (Dwarven romance can be a quick
get their first good look at these dwarves. mans, of course, they look shrunken and some- process!) But Hulgram is a domineering fa-
They're ugly even for their kind, with beetle what deformed, but can be cute.) ther, and such arrangements are always made
brows and dirty beards. Their armor is The two daughters are named Prudence through the parents. The PC must deal with
dented, their weapons rusted, they are just and Patience. They like their parents, can Hulgram, who bargains for the hands of his
poor specimens all around. speak in humorous accents if you wishsort daughters like an auctioneer.
But that doesn't stop them from fighting of a Katzanjammer German. "Yah, vee been Dwarf women do not have dowries. Rather,
viciously hand-to-hand against attackers. As voorking ferry hard, you bet!" the male suitor is expected to pay the family a
soon as a PC reaches Mercury, the crossbow- Hulgram: AC 10; MV 12"; HD 1; hp 8; handsome sum for the hand of the daughter.
man shifts to a mace and lunges. The other #AT 1; Dmg nil; THACO 19; SD save at +4 vs (Dwarf PCs know this, though the players may
dwarf joins the battle when the first one dies, magic and poison; AL LG. not.) Hulgram has decided that any dwarf who
or when another PC reaches the center. No Female dwarves: AC 10; MV 12"; HD 1; makes the long journey to court his favor isn't in
further ability checks on the orrery hoops are hp 6; #AT 1; Dmg nil; THACO 19; SD save at a position to drive a hard bargain.
needed once both dwarves are fighting. + 4 vs magic and poison, each wears a ring of
The dwarves' morale is not high. They'll try feather falling; AL LG. Rewards
to flee as soon as the fight goes against them. This is the time to reveal the entire story of the Once the PCs finally convince Hulgram and
But catching a running dwarf is no great chal- twins and the family's relocation. Hulgram also his family of their "guardians'" evil intent, the
lenge to a PC; if caught, the con men surren- tells about the orrery, its use and purpose. dwarf family feels belated horrorand deep
der and clam up. They refuse to admit or gratitude. They reward the characters with the
explain anything. Father Knows Best richest products of their labor: gems worth 1000
Con Men: AC 5; MV 12"; HD 3; hp 16; With the con men defeated, the dwarf family g.p., and six finely-made gold teacups (the fam-
#AT 1; Dmg 1d6 (arrow), 1d6 + l (mace); is safefor the moment. But the PCs should ily's own prized set) worth another 600 g.p..
THACO 16; SD save at +4 vs magic and poi- understand that a real rescue means bringing If a dwarf PC manages to work out a mar-
son; AL NE. this family out of their isolated, risky existence riage agreement with Hulgram, the blushing
There is no treasure here. Conceivably the back into dwarven society. But Hulgram refuses bride-to-be offers her fiance her ring of
globes might be valuable for their fine work- to leave the cavern, afraid to face the imminent feather falling as a token of her affection.

52
Efreeti (1)
by Michael Price family lives in the City of Brass on the elemental pushed open a magic mouth on the other side
plane of fire. His name is Efrakqueshiopshict, al- of the door announces in a cackling hag's voice
Terrain: Mountains most unpronounceable to anybody unfamiliar that visitors have arrived. The sound seems to
Total Party Levels: 30 (Average 6th) with the tongue of Efreeti. echo into the bowels of the earth.
Total Magic X.P. 1,600 Recently, he greatly insulted an efreeti of
Total g.p. X.P.: 1,710 much higher station in the city. His punish- The Cave
Monster X.P.: ment was to be exiled to the prime material A rough hewn tunnel slopes gently down-
Kill: 6,556 efreeti * plane until such time as he could find a way ward for 60 yards. It empties out into a cavern
3,375 each fire elemental back. His father secretly granted him a power- that is roughly spherical with a packed dirt
Defeat: 4,917 efreeti * ful wish which gave him the powers of a 10th floor about 100 yards in diameter. Its peak
2,531 each fire elemental level illusionist as long as he stayed on the ceiling is 50 yards off the floor. (Read the fol-
Retreat: 1,639 efreeti* prime material plane. lowing boxed text to players at this point.)
844 each fire elemental Efrakqueshiopshict efreeti, 10th-level illu-
* = efreeti X.P. doubled due to extreme sionist: AC 4; Move 9" /24"; HD 10; hp 52; Veins of black coal can be seen tracing
situational advantage #AT 1; Dmg 3d8; SA spells; SD fire immune; convoluted paths across the walls. 15 feet
AL NE. on each side of the tunnel two fire elemen-
Set Up SPELLS: tals rest, consuming the coal while await-
1st-level: color spray (x2), darkness, light, de- ing the command of their efreeti master.
* The PCs wander into a town where the tect invisibility.
townsfolk are forced to make offerings to the 2d-level: blindness (x2), misdirection, deaf-
"fire demon" on the mountain each week. Fire elementals (2): AC 2; Move 12"; HD
ness. 8; hp 35; #AT 1; Dmg 3d8; SA burning; SD
* Rumors about the treasure behind the 3d-level: fear, paralyzation, suggestion.
brass door on the mountain attract the PCs at- + 2 weapons; AL N.
4th-level: phantasmal killer, shadow At the rear of the cavern is a 25-foot- high
tention.
monsters. brass door covered in mystical runes. The door
* A powerful wizard on the mountain is 5th-level: shadow magic.
said to grant favors in exchange for fair service. practically pulses with potent magic. The
Spell-like abilities: become invisible, as- magical symbols appear to retrace themselves
The efreeti has been interfering with his soli-
sume gaseous form, detect magic, enlarge, over and over with a dull red glow.
tude, and he wants it removed. polymorph self, *create an illusion, wall of Littered in small piles around the floor are
fire, produce flame, pyrotechnics. gifts from the townsfolk that the efreeti has
DM Note: * The illusion has only visual and audible
Several powerful illusions are in effect in taken a liking to for some reason. Most have
components. It can be maintained without little value, although a determined search
this adventure. The descriptions for the illu- concentration, although significant alteration
sions are boxed, and the reality that they cover does come up with 850 g.p., 200 s.p., four
does take an action. gemstones (250 g.p., 100 g.p. (x2) 50 g.p.)
is described outside of the boxed text.
For all illusions, the characters must at- and a g.p.).
The Gorge On a pile towards the rear of the cavern is a
tempt to disbelieve before even a saving throw In a 300 yard deep gorge half way up the
is allowed. If the saving throw is successful, man high brass urn, with a rune encrusted cap
mountain is a cave. The entrance to the cave is a lying nearby. A casual glance about the cavern
the illusion is dispelled for that character only.
giant brass door, 15 feet tall, easily seen from the does not detect this as anything special or out
If it is not, then the character perceives the il- head of the gorge. It is inscribed with all manner
lusion as reality and suffers all the conse- of the ordinary. However, upon any search or
of symbols, some magic, some in the language careful inspection the urn immediately is
quences of the illusion as if it were real.
of the efreeti. noted as being unusual.
One thing that an illusion can not do is create
A low stone altar stands just over a hundred The brass urn is actually the efreeti's bottle.
anything of substance. For example, a floor can yards from the door. Its top is charred and black-
have an illusion of a hole cast upon it. Characters If he is forced inside and the urn is sealed, the
ened as if by several intense fires. The villagers efreeti is trapped there until outside forces re-
standing on the "hole" take damage because
leave offerings here, which the efreeti and his lease him once more.
they believe that they are falling. However, an il-
fire elementals later consume.
lusion of a floor over a real hole will not protect
the characters. They will fall, although they be- The tunnel ends on a semicircular plat-
lieve that they are standing still. When they hit The last 100 yards of the gorge is a yawn- form 12 feet across (just shy of the fire ele-
the bottom and take damage, the illusion is au- ing chasm a 1,000 feet deep. A smooth mentals.) A huge cavern a 1,000 feet across
tomatically dispelled. brass door is set in the sheer cliff face on opens up, the tunnel exiting 100 feet up
In general, an illusion can not alter the ef- the other side. The near edge of the chasm from the floor and 200 feet down from the
fects of the real world, illusion can cause new is a mere 10 feet beyond the stone altar. ceiling.
effects on the characters if they believe in it. Small pools of lava can be seen below,
Melee contact dispells the illusion automati- The door has been inscribed with an illu- and a searing heat can be felt (actually the
cally, but missile fire does not. sory script spell designed only to be read by heat is from the nearby fire elementals).
efreeti. It details his lineage and station back Dozens of fire elementals of varying sizes
The Lair on the elemental plane of fire. Centered in
the door is a gigantic pull ring. The door can
can be seen dancing and spinning in the
air, occasionally alighting to delight in a
The Efreeti not be pulled open by any force, however the cozy lava pool.
This particular efreeti is the second offspring slightest push opens it smoothly. Upon being
of a powerful dey (equivalent of a duke). His

53
fore coming back to attack. This enhances the form of "if you win, I'll grant you a wish."
In the dim distance hundreds of tunnels believability of the illusion. If necessary the The game is quite simple. The party gets four
can be seen at varying heights above the efreeti puts up a wall of fire to supplement the rounds to prepare and then jumps off the
floor. Dim red flickers come from inside illusion, by making the characters feel the edge of the platform. Anyone that lives is a
them, and an occasional fire elemental en- heat. winner. Directly below the platform is boiling
ters one or exits another. If the illusion is dispelled, the efreeti can at- pool of lava. To land in it would be instant
Above all of this is a huge floating brass tempt a surprise attack from behind while in- death.
platform. It is level with the balcony that visible. This only happens if he is running out This is of course a game that the party may
the party is standing upon. On it a 24-foot- of usable spells or his misdirection spell is not want to play. However, the apparent alter-
tall efreeti reclines on a bed of flames, at- about to expire. native is to face 12 fire elementals and a 24-
tended by several fire elementals. He spies foot-tall efreeti in mortal combat. They may
the party immediately and begins to Parlaying with the Efreeti actually be stupid enough to try and do it. If
laugh. With a wave of his hand a gondola There is a chance that the party may board this happens, each character that jumps is re-
of living flame materializes and begins to the gondola. Being made out of flame, it is in- duced to zero hit points from the illusionary
float toward the party. tangible and should not alarm the characters fall into the lava pit. A system shock roll is re-
if they can not touch it. Of course when the quired to live. Any living characters are in a
While the party made its way from the party boards it, they are merely stepping out coma for 1d6 days. If acters are vanquished or
outer door to the cavern, the efreeti cast mis- further into the cavern. While standing still in in a coma, the efreeti kills them all.
direction and detect invisible upon himself. the cavern, the characters perceive the illusion If combat does occur, the illusion is most
Using his innate abilities, he has become in- described below. Each time they move about, likely dispelled. Melee contact does that auto-
visible and set up the illusion described they are actually walking around on the dirt matically. If reduced to 15 hit points or less,
above. The illusion can be maintained with floor of the cavern. the efreeti suggests a cease fire to discuss mu-
no effort on his part. However, major changes tual terms. Such terms might be "go your own
do require his attention. The gondola and any The gondola slowly floats toward the way and I'll go mine," or "pick one item of
conversation would be considered examples of brass platform. It does not burn anybody, treasure each and leave me alone" or "get me
major changes. in fact the flame does not provide any back to the elemental plane of fire and I'll
physical resistance at all, except on its leave you my treasure," etc. Play it by ear and
The Efreeti's Motives floor. Once arriving at the brass platform, let the party set the negotiating standards.
He is bored with his existence here and in- the gondola waits until the party disem- If he is reduced to five hit points or below,
tends to play with the party before killing barks. They have traveled 500 yards from he begs for his life. He willingly gives the
for the sheer fun of it. There are four ways that the tunnel exit and are floating some 100 party anything up to a total of three limited
the party can prevent this. Three are obvious: feet in midair. wishes or 1,001 days service.
kill him, defeat (subdue) him, or retreat. If
subdued, he will serve the highest level char- Once on the platform there is a chance that Behind the Large Brass Door
acter for 1,001 days. The 25-foot-high brass door is a gate to the
the party may detect the illusion. The efreeti
The last way is to help him to return to his elemental plane of fire. The door has a double
can cause them to see it and to hear the ring-
native plane of existence. He will not bargain lock system, one physical the other magical. A
ing of their boots on the metal, but the surface
for this service, but is willing to call a cease fire still feels like packed dirt, not metal, and it is thief can pick the lock, but failure means a
while the characters arrange to end his exile. lightning bolt (6 dice) blasts straight out from
slightly bumpy, not smooth. Secretly roll a
How this may be done is described below. the door. Once the physical lock is removed, a
save vs. spells for each character to see if they
notice that the platform seems too soft or knock spell must be cast. The casting wizard
The Battle bumpy to be normal metal. Dwarves auto- must make a save vs. spells. If it is successful,
If the party decides to ignore the illusory the door opens. If he fails the save, the door
matically detect this.
gondola of flame or wants to attack immedi- remains closed and a flesh to stone spell strikes
On the platform the illusionary 24-foot-tall
ately, the efreeti is ready. From the rear of the him.
efreeti calls 12 illusionary fire elementals to
cavern next to the brass door, he manipulates The door can not be physically blasted open
gather round. Two of them are the real fire el-
his illusion and directs his fire elementals. in any other way from this side. No spell short
ementals, from which the party can feel a lot
of heat. The party is standing about in the of a full wish can remove the magical traps
During combat the illusionary fire ele- center of the cavern. The real efreeti is at the from the door. If damaged sufficiently it loses
mentals chant and sing in strange lan- back of it by the brass door. its magic and becomes merely a hunk of brass.
guages. This sound masks any spell casting At this point a conversation can take place if This is one of the ways the efreeti could get
noises that the efreeti might make. They the party is so inclined. It does not matter home. Alternately, a plane shift spell or magi-
can react realistically to missile damage, al- what they talk about since he intends to kill cal device for interplane travel could return
though it does require an action on the the party eventually. If asked about himself, him. Allow any reasonable idea for planar tra-
pan of the efreeti to do so. Any melee con- the efreeti readily tells his tale of exile. Of vel to return him to the elemental plane of
tact with the illusion dispells it. course in it he is a sultan (king) and many fire.
other details are greatly exaggerated.
The only fire elementals that melee with When the conversation has lapsed or
the party are the two real ones. They con- reaches a stage where action is require, the
stantly retreat and mix with the illusions be- efreeti offers to play a game. It could take the

54
Frost Giants (3)
by Paul Jaquays ter one round of combat the noise will draw the cave. The wolves cover the giants' retreat.
the attention of the giant Erick and three If the giants are outmatched, they protect
Terrain: Mountains other winter wolves. Erick calls off the first themselves by throwing boulders while they
Total Party Levels: 42 (Average 7th) wolves that attacked and invites the PCs to escape with their treasure up the cavern's
Total Magic X.P.: 3900 dine with his family. If the PCs continue to at- smoke hole. The wolves fend for themselves.
Total g.p. X.P.: 26,415 tack, Erick falls back and directs his three If the characters sleep, an herbal drug in the
Monster X.P.: wolves to attack the party to cover his retreat. food and fire's smoke puts them into an ex-
Kill: 17,126 Defeat: 12,644 The giants will hurl boulders down on the tremely deep sleep. The giants attack with
Retreat: 4282 party as they climb the remaining 200 yards huge weighted rawhide blankets to entangle
up the steep slope (half speed movement due and subdue the party. Stripped of belongings,
Set Up to steep incline). the prisoners are placed along with four cap-
Winter wolves (4): AC 5; MV 18" ; HD 5; tive villagers in a hanging cage in the cavern.
* After more than a generation, the pale
hp 32; #AT 1; Dmg 2d4; THACO 15; SA frost
giants have returned to Gurmgaard Manor on
howl for 6d4 points of cold damage to all The Cavern
the high slope above the village. The mon-
within 1"; SD immune to cold damage; AL N The cavern has a high ceiling and is about
strous reavers descended on the village to carry
Winter wolf pelts are worth up to 5000 g.p. 200 feet long. A side cavern acts as a smoke-
off livestock, foodstuffs and villagers. The sur-
house and contains butchered cattle and hu-
vivors desperately need the heroes' help.
The Long House man carcasses. A frigid stream passes out of
* The ice hunter shaman chants the leg-
The decrepit long house is roofed with fro- the cave near the house through a large
end of Gurmgaard, a mighty clan warrior of
zen turf. A curtain of crudely sewn animal wooden grating. A wooden cage containing
old whom the gods blessed with a tore that
hides separates the long house from the cavern prisoners hangs near a roaring fire and a high
gave him the strength of a giant. In his arro-
beyond. A low, heatless fire casts dancing ledge along the cave's back wall. The smoke
gance, Gurmagaard placed himself among
shadows about the cavernous house. The escapes through a shaft in the ceiling that is
the gods. As punishment, the gods changed
blind, ancient giant Gurmgaard sits at a mas- wide enough for giants to climb up.
Gurmgaard's blessing into a curse.
sive table with his back to the rawhide drape. The giants' treasure and massive portions of
Gurmgaard, who dwells on the side of the
Around his neck is an ill-fitting golden tore smoked meat and hard bread are divided in
mountain, would forever be a giant.
(one-piece necklace). four leather sacks: 3,000 copper pieces, 2,500
* The guide had said this was an easy way
The giants are pleasant and courteous in a gold pieces, three green gems worth a total of
over the mountains. Yet he was the first victim
rough way. Gurmgaard's young wife, Frigitt, 1,200 g.p., a silver chalice worth 200 g.p., a
of this unrelenting blizzard. Now it seems cer-
serves huge haunches of cold smoked beef and bejewled holy book worth 2,500 g.p. and a
tain the adventurers soon will join him. Unex-
a tepid broth in wash basin-sized bowls to the suit of splint mail +1.
pectedly, the adventurers glimpse a light
PCs and the four other giants.
ahead...a cottage. Their last memories before
After dinner, Gurmgaard removes his tore Target Practice
collapsing are of strong, cold hands helping
and effortlessly tosses it to the most powerful The giants wait for the PCs to escape the
them to apparent safety.
fighter in the group. He insists the PC should cage (a not too difficult feat). The five giants
wear the magical item and spar with his eldest then proceed to play a game by hurling mas-
The Lair son, Thrun. If the PC accepts, the sparring sive boulders at the characters. The giants
Gurmgaard the frost giant has returned with match continues until either one of the com- laugh and call out phrases such as "Score!"
his family to the gigantic long house he built batants is reduced to 25 percent of his original and "Snurggi, ten rings says you can't hit the
on the mountain long ago. The ancient hit points. The injured brawlers regain most little one." etc.
Gurmgaard now is blind. However, he can of their hit points within an hour. However, Gurmgaard: AC 4; MV 12"; HD 10 + 1-4;
sense even minute temperature changes 10 percent of the damage must be healed. hp 82; #AT 1; Dmg 4d6; THACO 9; SA hurl
around him. He fights better than mere sight Gurmgaard's tore is an ornate band of gold rocks for 2dlO damage; SD impervious to cold
would allow. that acts as a combined girdle of frost giant damage; AL CE
The giants' lair consists of a crumbling long strength and ring of proteciton +3. It is sup- Male frost giants (3): AC 4; MV 12" ; HD
house of massive proportions that opens at the posed to be a human-sized necklace, but 10 + 1-4; hp 58; #AT 1; Dmg 4d6; THACO
rear to a gigantic cavern inside the mountain. would have to be reworked by a goldsmith to 10; SA hurl rocks for 2dlO damage; SD imper-
A side cavern serves as a smokehouse. fit a human again. After the match, vious to cold damage; AL CE
Gurmgaard takes back the tore. Frigitt: AC 4; MV 12"; HD 9 + 1-3; hp 48;
The Giants' Home During the fight, the DM should secretly #AT 1; Dmg 3d6; THACO 12; SA hurl rocks
The size of the giants' house makes it ap- make a listening roll for each character. If suc- for 2dlO damage; SD impervious to cold dam-
pear deceptively closer than its actual position cessful, tell the characters they heard what age; AL CE
high above the mountain's tree line. A sounds like a distant wailing coming from be-
column of smoke escapes from a hidden vent hind the rawhide drape.
higher up the mountain. During the day, the If the characters take no action, the giantess
giants will see the adventurers approaching. prepares sleeping furs near the fire. The giants
At night, the winter wolves may warn the gi- retire into the cave. A single, wary wolf sleeps
ants. near the drape.
When the adventurers approach the house, If the PCs attack during the meal, the gi-
there is a 1-4 chance (on 1d6) that one of the ants immediately hurl large pieces of furniture
giants' winter wolves will attack the party. Af- (for 2dlO points of damage) and retreat into
55
Gargoyles (14)
by Jeff O'Hare PCs are not looking at the tower, the gargoyle the monks. The symbol is broken and dese-
slips off to warn his companions. crated.
Terrain: Mountains In all, there are fourteen gargoyles in the Eight gargoyles wait in the rafters of this
Total Party Levels: 60 (Average 9th) group that has desecrated this monastery. church. They are hidden in the dark corners
Total Magic X.P.: 2,500 Gargoyles (14): AC 5; Move 9" /15 " ; HD 4 and look like part of the architecture. They
Total g.p. X.P.: 2,700 + 4; hp 40, 42, 41, 44, 36, 48, 38, 45, 39, 40, may attack at any time, though they will cer-
Monster X.P.: 31, 46, 41, 43; #AT 4; Dmg 1-3/1-3/1-6/1-4; tainly attack if the PCs move to the altar. Five
Kill: 5,680 Defeat: 3,445 THACO 15; + 1 or better to hit. They have no of these gargoyles have long spears, while two
Retreat: 1,775 psionic ability, and only standard resistance to have slings.
magic; AL C. If the gargoyles begin to lose the battle,
Set Up By nature, gargoyles are creatures of chaos, they attempt to lure the PCs out of the
and come in a variety of shapes; 20% are non- church. Their strongest point of defense is at
* Thundering storm clouds roll down
winged. They are intelligent and their tough the alcove near the front.
from the mountain tops, threatening to
hide is always grayish or dark in color. Gar- Behind the burlap cloth, a stairway leads
drench the PCs, and the mountain road they
goyles appear ugly or grotesque to other races. down to three storerooms. Two more gar-
are travelling on offers little protection.
They have the ability to remain motionless for goyles, one of these being the lookout from
Ahead, in the distance, they see a few build-
extended periods of time, allowing them to above, are on the stairs as guards. Both have
ings where they might be able to seek shelter.
blend with the surroundings. Gargoyles can long spears, and one has a ring of keys.
* Weird flying men have been seen in the
speak Human and a few other languages, There are three storerooms are at the bot-
hills to the north. There are rumors that these
which they've learned from patient observa- tom of the stairway. The first door is locked
are vampires. A bounty is offered for the cap-
tion. Speech is difficult for their rough and no sounds answer any knocking. If the
ture of one of these creatures.
throats, and they communicate with one an- PCs call out, the voices of the five remaining
other through grunts and screeches. monks will answer, blessing their yers have
The Lair In the first section of the barn are two dead been answered.
A monastery sits high in the mountains. It horses. Their throats have been ripped out, The next door hides a charnel house. Hu-
is a dark and foreboding place, perfect for the and great chunks of flesh were chewed from man remains litter the room, blood every-
solitary, quiet observance of holy work. The their bodies. They have been dead for some where .
monastery is made of solid stone and is built time. A live mule is tied to the corner post of Behind the third door, which is also locked,
into the mountainside. A fence of heavy lum- the last stall. The mule is wide-eyed and are the remaining gargoyles. When the door is
ber surrounds the entire monastery, encom- foaming at the mouth. It kicks and screams opened, the PCs are attacked by the four gar-
passing an area of two acres. There is a small whenever PCs try to approach. goyles, each of whom has a spear. There are
field outside the monastery grounds which is The second section of the barn contains the three eggs in one comer of this room. Each egg
used as a small garden. This area is just to the corpse of one dead cow. It is obvious from the is about 3 feet in diameter and weighs 100 lbs.
right of the wooden gate which is the only en- state of decay that the cow has been dead for Though the eggs are inedible, they may be
trance into the monastery. A small graveyard almost a week. worth quite a lot to a wizard or traveling cir-
containing four graves has been dug outside The kitchen area is a scene of devastation.
the grounds, toward the rear wall. Tables are overturned, grain sacks are split
The gates to the monastery are closed as the open, milk has soured where been knocked Conclusion
PCs approach. From outside, everything ap- over, and pots and utensils are strewn every- The monks do not have much to offer in the
pears normal. However, there is no noise and where. There is no edible food. way of material wealth, their riches having
no sounds of life, not even of the barnyard an- The living area of the monks is in a similar been of a spiritual nature. The most valuable
imals kept by the monks. state of disarray. All the beds are thrown thing the monks have is a pair of golden can-
There are four main buildings inside the about, books have been torn to shreds, and all dlesticks, each of which is encrusted with two
grounds. Two tall towers mark the church and religious ankles belonging to the monks have gems (1,000 g.p. each stick).
worship area. A long kitchen and eating area been fouled and broken. A monk lies on the Their most prized possession is a book of
has been set up in the smokehouse and a large floor, his chest savagely ripped open. There clerical spells, written in an ancient tongue
rn makeup another building. The last house is are deep gouges on the outside of the wooden the monks have never been able to decipher.
two stories high and contains living quarters door to this room. Most of the book has been destroyed with age,
for the monks in residence. A library and The doors to the worship area, or church, of though two rare spells still exist. They are in-
scriptorium can be found inside this building, the monks are closed as the PCs approach. clined not to pan with the book, as it is ru-
along with a very rudimentary hospital area. A There are more deep gouges in the wood. In- mored to be cursed. (The DM should choose a
number of grain storage bins dot the remain- side, the place is dark and damp. No glass difficult language from his campaign, as well
der of the landscape. supports the window holes which have been as two spells which may be of use to his PCs.
Atop the two towers of the church sit five cut into the walls of this room. The wind is The DM may also choose a curse for the book.)
gargoyles. It is difficult to distinguish them in picking up from outside, causing a low moan- However, the head of the monastery will
any way, as all appear to be similarly carved ing. bestow each of the players with a medallion
and weathered. Four are really carved from Unlit candles sit in holders located around which has been blessed by their deity. The me-
stone, while one gargoyle has been posted the room. There are six benches on either side dallions possess great power. The deity will aid
here as a lookout. He will remain absolutely of a single aisle leading down the center. At the PCs only once, in their most dire hour of
still, so there is only a 10% chance of his being the head of the aisle is a simple altar, with a need. (Real value: 100 g.p.)
noticed by the approaching party. Once the picture or holy item belonging to the deity of

56
Hippogriffs (23)
by Michael Price Hippogriffs (5): AC 5; Move 18" /36" ; HD If the party is still alive, or if they fly up, the
3 + 3; hp 17; #AT 3; Dmg 1d6/ld6/ldl0; AL hippogriffs mount an aerial attack. The whole
Terrain: Mountains or Cliffs N. flock attacks, although two hippogriffs at most
Total Party Levels: 32 (average 4th) The attack ceases as soon as either one hip- can attack a climbing PC, three if a PC flies.
Total Magic X.P.: 1,250 pogriff dies or one of the party is brought to The hippogriffs constantly dive, attack, and
Total g.p. X.P.: 6,765 under 10 hit points. If a hippogriff dies, the then fly off, letting another attack. While
Monster X.P.: attackers retreat leaving their comrade be- clinging to the slope, the PCs fight a 2 to hit,
Kill: 3,156 Defeat: 2,367 hind. If a PC is severly wounded, all five hip- damage and penalize all saving throws 2 . In
Retreat: 789 pogriffs pounce upon him and carry him off. addition, they lose all Dexterity bonuses.
Any other PC gets one free round while the (Hippogriffs (22): AC 5; Move 18" /36";
Set Up hippogriffs grab the wounded PC. One free HD 3 + 3; hp 17; #AT 3; Dmg 1d6/ld6/
round of missile fire is possible while the hip- 1d10; AL N.
* A general reward has been posted for
pogriffs are carrying off the wounded PC, but Nidrah: AC3; Move 15"/30"; HD 5; hp
anybody that can rid the north caravan route
missiles that miss must be rolled again to de- 25; #AT 3; Dmg 1d6/ld6/ldl0; SA poison
of the hippogriffs.
termine if they hit the PC. claws; AL N.
* A crippled thief offers payment for the
The captured PC is stripped of all his equip- Nidrah has two advantages in the battle, his
return of a certain scroll carried off by hippo-
ment in midair by Nidrah and a few fresh hip- poison claws and armored vest. He has lost all
griffs.
pogriffs. A note is pushed into his hand and of his thiefly abilities due to years of disuse.
* The party watches from a distance as a
he is set down a couple of miles from the rest The vest increases his armor class to three, but
flock of hippogriffs kill a peasant family be-
of the party. The party can easily get back to- has reduced his flying speed. The poison on
fore they can prevent it. The area peasants beg
gether at this point. his claws put a character into a coma for 1d6
the party to help, although they have nothing
The note is poorly written in large letters. hours. A system shock roll is made to deter-
to give in return.
Eagles' claws do not allow for a good grip. It mine if the PC dies from it.
demands a tax on all who travel the highway, The hippogriff attack continues until either
The Lair to be left at a well-known terrain feature (pick Nidrah is dead or until they no longer out-
Background your own) by each caravan. The hippogriffs number the party. If the latter occurs, Nidrah
Some years ago a wizard and a thief named will kill those who refuse to pay. flies off to work his plots elsewhere in the
Nidrah climbed Mt. Thorn to raid the nest of At this point the party may want to return world.
a flock of griffons. When they had secured the to town to get equipment for the unfortunate The hippogriff nest contains 3,000 c.p..
desired object, the wizard polymorphed the PC who lost his. If the party drove off the hip- Hidden in a dug out hollow behind a large
5th-level thief into a hippogriff. He left him pogriffs, they can then proceed up the moun- rock are 1,200 g.p., 100 p.p., five gems (750,
to the predatory instincts of the griffons, who tain. Nidrah will wait for another group to 250, 100 (x2), 50) a shield -1 missile attrac-
are fond of hippogriff flesh. carry his ransom demand. tor, and a potion of clairaudience. This is Ni-
Through superior flying ability, his human drah's personal stash gained from raiding
intelligence, and tremendous luck, the thief Climbing the Mountain caravans.
managed to escape with his life. Over the The exact location of the hippogriff lair can
years he grew used to, and finally even began be determined by watching where they fly. Al-
to enjoy the life of a hippogriff. Its rough and ternately, they can ask a local hunter who
violent ways appeal strongly to him. knows its whereabouts. If the party does not
Now a long way from Mt. Thorn, he has have a good idea of where to climb, let them
dominated a flock of hippogriffs and is using spend a couple of days scrambling about on
them for his own means. He has collected the mountain having random encounters be-
treasure from their raids that a human might fore discovering the lair.
desire, but leaves his fellow hippogriffs baf- When the party comes within a 100 yards of
fled. Under his guidance the flock has pros- the ledge, Nidrah becomes worried. He puts
pered beyond the normal abilities of the his first level of defense into action. From
creatures .They have a lair on a wide mountain above, the hippogriffs begin to hurl large
shelf that has an excellent view of the valley rocks down upon the party. This is not normal
and trade routes. hippogriff behavior and should tip them off
(if they haven't figured it out by now) that
First Blood something strange is going on.
This encounter occurs only if the party tra- Only four of the hippogriffs have been per-
vels openly into areas frequented by the hip- suaded to fight in this unorthodox manner,
pogriffs. A typical raid of five hippogriffs come crashing down each round until the
attack. Nidrah has placed the dead body of a party is 20 yards from the ledge. Use a THACO
peasant woman in the party's path. While of 19, each rock doing 1d6 damage. Any hit
they investigate the five marauders glide si- for five or six points damage requires a save vs
lently in behind them, high overhead out of paralyzation, or else the character falls. The
range. fall does 1d6 damage and moves him 1d6xl0
feet down the slope.

57
Pegasi (5)
by Bruce Nesmith Pegasi (3): AC 6; Move 24" /48"; HD 4: contact with a living creature. As soon as he
hp 22, 18, 17; #AT 3; Dmg 1d8/ld8/ld3; AL moves off on his own, he becomes invisible
Terrain: Mountain Valley CG. again. This has made it very easy for him to
Total Party Levels: 24 (Average 4th) Pegasus (foal): AC 6; Move 18" /36" ; HD sneak up on a pegasus and catch it.
Total Magic X.P.: 2,300 2; hp 9; #AT 3; Dmg 1d4/ld4, 1 point; AL The aerie where Redwing and his flight nest
Total g.p. X.P.: 650 CG. is a jutting crag of rock a full days journey up a
Monster X.P. for the griffons: nearby mountain. Starwind knows very well
Kill: 8,325 Griffon Attack where to find it. However, none of the pega-
675 each, 900 for Redwing Each full day there is a 10% chance of the sus herd is willing to fly the party up there.
Defeat: 6,244 griffons attacking. If the party rode horses With the full weight of a human or demi-
506 Each, 675 for Redwing into the valley, the odds are 25% per day. Of human they would be too slow to evade a grif-
Retreat: 2,081 course, if the party leaves immediately the at- fon attack.
tack may come while they are gone or it may The aerie is a small, flat table of rock about
Set Up not occur at all. 40 feet across. It is partially covered by a shelf
of rock overhead. Littered everywhere are
The first griffon attack is an average foray.
* While traveling, the party finds an ex- The monsters fly in with the sun at their backs bones, mostly of horses, pegasi and other
hausted pegasus with a broken wing. It begs large plains animals.
hoping for surprise.
them for help against marauding griffons. The griffons' tactics are to grapple a pega- The total flight of griffons numbers 12,
* A powerful wizard needs 33 pegasus sus with their claws, preferably from behind, none of them fledglings (wrong season). Up
feathers for an unknown but potent magic. and continuously attack with the beak. A nat- to nine of them may have been in combat be-
He offers to pay the party to acquire them. ural 19 or 20 with the claw means a successful fore and be already wounded. Only six are at
* A druid with a young pegasus hires the hold. Once held, the griffon and the pegasus the nest when the party arrives. Each round
party to return it to the mountain valley of its each get a + 2 to hit. there is a 10% chance of another griffon arriv-
home. The pegasi tactics are simplicity in itself. ing. Redwing is the first griffon to return to
They just fly away. Being faster and smarter, the nest.
The Lair only a surprised or surrounded pegasus can be Griffons (6): AC #; Move 12" /30" ; HD 7;
Background caught by a griffon. If necessary, Starwind may hp 30 each; #AT 3; Dmg 1d4/ld4/2d8; AL
Nestled between the craggy heights is a attack a griffon to try to drive them off. N.
peaceful valley, here a small herd of pegasi Unfortunately for the party, the griffons are
make their home. Unfortunately, the moun- just as likely to try for their horses or the party Reward
tains harbor a flight of fierce griffons. Well- itself, especially if the pegasus herd has In the griffon's nest is a small treasure of 4
known for their love of horseflesh, the griffons eluded them for some time. The party will gems (300 g.p., 150 g.p., 100 g.p. (x2)), a
regularly hunt the pegasi. have to develop their own defensive strategy. sword + 2, and field plate armor + 1. These
Until recently the griffons were only able to In combat the griffons retreat as soon as one of are wound about the remains of a hero that
catch the weak or unprotected young of the their number is reduced to half hit points or died trying to exterminate the griffons.
herd. A pegasus aflight is much faster and less. If the party gives its help willingly without
smarter than a griffon (48" vs. 30" flying Once the attack is over, Starwind reminds demanding payment, at the successful conclu-
movement). In the past few months the herd the party that this is a typical encounter with sion of the adventure Starwind grants each
has been decimated by griffon attacks that griffons. Through the centuries they have member a favor. This favor is his help for a day
seem to come from nowhere. A once proud been able to meet this challenge easily. at anytime in the future. They have but to call
herd of 23 now numbers only five. his name to the heavens and the wind will find
Redwing's Aerie him.
The Plea for Help A griffon that Starwind names Redwing is Regardless of the manner of help, the to
Normally a shy and reclusive creatures, the the cause of all their woe. The pegasi call him give a few feathers each. None of them are
pegasi of the herd are now desperate for help. Redwing because of all the bloodshed he is re- willing to be permanent steeds. Any attempt
They even sent one of the herd outside of the sponsible for. If he can be eliminated, the to capture them incurs the full wrath of
valley to find help. Soon after the party enters herd will be safe from griffon attacks. Using Starwind and the rest of the herd.
the valley a huge pegasus stallion, leader of the same chances for an encounter, the next is
the herd, lands softly upon a nearby hillock. led by Redwing. There is a good chance that
Starwind, pegasus: AC 6; Move 24/48"; the party may go in search of him themselves,
HD 6; hp 33; #AT 3; Dmg dlO/dlO/d4; AL in which case second attack.
CG. Griffons (5): AC 3; Move 12" /30" ; HD 7;
Starwind is a proud and noble beast. Al- hp 30 each; #AT 3; Dmg 1d4/ld4/2d8; AL
though he must ask for help and has little to N.
give in return, he will not beg. Redwing differs from the other griffons in
Assuming that the party agrees to help, only two respects. He has 35 hit points and he
Starwind takes them to the rest of the herd. is permanently invisible. In exchange for a
The remaining members are two mares, a horrible service, a mage cast invisibility and
young stallion and a new foal. The dungeon- permanency upon the griffon.
master can name them if he wishes, but most As a result, he can not be seen except when
of the conversation is done with Starwind. directly involved in combat or other physical

58
Perytons (6)
by Steve Perrin into the volcano. This religion is long gone, rounds against an armored victim.
but the trail remains. The local people know it Once a peryton has a heart, it flies back to
Terrain: Tall mountains as both the "Path of Glory" and the "Path of its nest, no longer interested in the fight. The
Total Party Levels: 40 (average 7th) Death." two perytons will attack every ten minutes un-
Total Magic X.P.: 1000 The trail itself goes up the side of the til they either succeed in gaining a human
Total g.p. X.P.: 2481 mountain facing the local village. It is narrow, heart or are killed. If neither has happened af-
Monster X.P.: strictly for single-file work, with no space for ter two hours, and the characters have contin-
Kill: 918 Defeat: 689 the usual riding or pack animals. Since it was ued climbing, the perytons will be at the
Retreat: 229 used regularly at one time it has been worked nests. There, the other four perytons also will
into a walkable trail, although it is steep in attack.
Set Up places. Its basic pattern is a series of switch-
backs. Flying Approaches
* There are strange creatures flying
The top of Darkmantle is 3,000 feet above
around the top of Darkmantle Mountain.
Up the Trail the level of the surrounding land, or about
They are thought to be the reason behind the
It takes about six hours for a party to reach 300". The length of the climb has to do with
loss of a small family of travelers who were due
the top of the trail. It's no place to climb at the endless switchbacks and the problems of
in town three days ago. Another traveler,
night, so an early morning start is called for. ash on the trail. However, any flying creature
whom the family passed, has arrived and is
The perytons do not bother a party for the first within 50" of the top of the mountain invites
surprised the family is not here.
four hours of the climb, though the party attacks from all six perytons. The perytons at-
* The old sage says that part of the great
members can see an occasional winged shape tack two at a time and try to either knock the
(fill in the blank with an appropriate item
flying far above them and then diving back to intruder from his steed/conveyance (if riding
from your campaign) magical item was carried
the mountain top. Unless members of the a griffon, carpet, broom, etc.) or kill him if
to the peak of Darkmantle Mountain by a
party have some form of telescopic vision, flying on his own (as with a spell or ring of Air
chaos creature many centuries ago.
they cannot see quite what is circling up there. or other magical contrivance).
The party also will find itself being very The chances of knocking a character from
The Lair slowly coverd in ash. There is ash on the trail his steed/conveyance is the same as being
Darkmantle Mountain is a traditional nesting as well, which makes it a bit slippery, but not knocked from the trail, but there is no -2
area for flocks of perytons. However, their dangerously so if they are cautious. The ash is penalty to saving throw because the character
physiology is such that none of the flocks have hot, and lightly burns exposed flesh as it does not have to deal with the ash. A character
needed to use Darkmantle in the last hundred strikes. However, it cools down almost imme- knocked from a steed/conveyance is treated as
years, so no one living has seen them. (How- diately. if knocked from the trail for damage.
ever, if there are elves or other long-lived folk Sometime during the last two hours of the
in the area, adjust the story accordingly.) climb, two perytons attack. They attack the Climbing the Other Faces
Recently, members of the flock have felt the biggest targets unless the party includes some- Characters who attempt to climb another
need to mate, and three pairs now occupy one of obvious intense lawful good align- face of Darkmantle must make climbing rolls
nests near the peak of the mountain. They es- ment, such as a paladin or other lawful good as if on a slippery surface because of the ash. If
pecially like it because Darkmantle is a vol- character. there are no distractions, the perytons will
cano, and still somewhat active. A vent at the The perytons attack with long swooping find the characters in the last hour of their
peak sprays a continual coating of ash over the dives at the backs of the party. Because of the climb and attack. If there are distractions,
mountain, covering any snow that falls nature of the trail, the adventurers get no AC such as other characters on the trail or in the
hence the name. bonus for dexterity, and anyone without such air, a successful hide in shadows roll allows the
Perytons need human hearts to mate, so the a bonus loses 2 AC because of the effect of the characters to get to the top of the mountain
creatures watched the road below until the ash on the trail. Archers and spell casters have and among the nests.
family (two adults and two children) passed two chances to hit the perytons before they
by, then dove on the family and killed them reach the party. At the Top
all. The perytons, being intelligent, at- Perytons (2): AC 7; MV 12"/21"; HD 4; All the perytons will defend their nests
tempted to keep from alerting the local popu- hp 17; if AT 1; Dmg 4d4; THACO 13; SA +2 against equal or lesser odds. Otherwise, they
lace by taking the heartless bodies into their to hit (aleady reflected in THACO); SD nor- will fly away. The bodies of the traveling fam-
nests. mal weapons do not harm peryton; AL CE ily are in the three nests (which are just hollow
There are still two perytons in need of If a peryton does damage to its target, the spots in the rock). The father was a jewels-
hearts before they can mate. target must make a saving throw at 2 versus mith. On his person and that of his wife are
breath weapons or be pushed from the trail 400 silver pieces, 500 electrum pieces, 750
Darkmantle Mountain and into the open air. The fall is more than gold pieces, two lapis lazuli stones worth 13
This mountain has one passable trail up its 200 feet, so the damage is 20d6. However, a g.p. each, a bloodstone worth 65 g.p., a jade
side. The other sides are full of obstacles to successful saving throw reduces the damage to statuette worth 350 g.p. and a 1,000 g.p.
climbing. A high level thief or monk might 10d6. ruby. The parents had no heirs besides their
make the trip up a side without the trail, but The peryton that succeeds in this attack children.
certainly not an armored fighter, unworldly drips to the victim and either attacks again if If the DM is using the magical item section
magician or the common run of cleric. the victim is not dead, or tears out the victim's in this set up, the item is hidden in the vol-
The trail is the last remnant of an ancient heart. This takes one combat round against a canic fissure.
evil religion which called for tossing sacrifices thief, monk or magic user, three combat

59
Remorhaz (2)
by Robin Jenkins strange behemoth inhabiting the icy climbs of and worgs is under her rule. All of the wolves
Korum's Pass. The local authorities refuse to obey the she-wolf without hesitation; the
Terrain: Sub-arctic mountains acknowledge the creature's existence; doing so worgs, acting out of reverence, the worgs act-
Total Party Levels: 30 (Average 5th) will mean that someone will be responsible for ing out of fear and necessity. In all, the wolves
Total Magic X.P.: 4900 its eradication. As a result, the mountain pass protect their leader at any cost, for they realize
Total g.p. X.P.: 8,850 remains treacherous as the local magistrates that without her, the pack will suffer.
Monster X.P.: ignore the remorhaz's existence. The party Dire wolves (12): AC 6; Move 18"; HD
Kill: 8,717 Defeat: 6,538 may find a purpose for itself in investigating 3 + 3; hp 22, 20, 20, 20, 18, 17, 16, 16, 15,
Retreat: 2179 the monster, though no support will come 14, 14, 13; #AT 1; Dmg 2-8; THACO 15; SA
from the local government. Support, how- Nil; SD Nil; AL N.
Set Up ever, does come from local merchants, who Worgs (7): AC 6; Move 18" ; HD 4 +4; hp
may elect to pay a bounty for the killing of the 25, 25, 25, 20, 19, 18, 17; #AT 1; Dmg 2-8;
* The party members overhear a conversa- creature. Details on this order are up to the THACO 15; SA Nil; SD Nil; AL NE.
tion between a shopowner and another vil- DM, though an advised payment may be Winter Wolf (1): AC 5; Move 18" ; HD 6;
lager. The shopowner complains that another something in the realm of 10,000 g.p. for hp 41; #AT 1; Dmg 2-8; THACO 15; SA frost
shipment of goods has failed to come in from proof of the creature's demise. (Proof will be breath for 6-24 hit points damage; SD Nil; AL
the North through the snowy reaches of the creature's head, eyes, teeth, or other vital NE.
Korum's Pass. The local authorities suspect body parts.) If the wolves approach the camp without
bandits or wolves, but the shopowner thinks The party members are warned in advance notice, they attack en masse, each choosing a
something much larger is to blame. of their journey that Korum's Pass is particu- target and making an attack until either crea-
* An elven fighter staggers into the vil- larly treacherous and unpredictable; for this ture is dead or until a retreat is called by the
lage, badly burned, bruised, and battered. reason, they are advised to prepare for the pack leader. If noticed on their approach, the
Though somewhat dazed and frantic, the elf worst conditions and to hope for the best. Due wolves move in cautiously, withholding their
relates his tale to the party. The sole survivor of to the slippery surface that characterizes the attack until attacked. Any untethered pack
a company of eight, the elf tells how his group majority of Korum's Pass (that pan above the animals are frightened off by the wolves; in
was attacked from behind by a large, insect- timberline), riding on horseback is slow and their panic, they race further up the path until
like creature with a long, serpentine neck. In dangerous; travel on foot or by dog sled is exhausted (this includes sled dogs, which will
combat, the elf claims to have severely burned much more reliable. In either event, the party not attack the wolves due to fear). The wolves
his sword arm on the creature's back. As one will find the pass a steep and narrow climb. attack in two waves of 10, with the winter wolf
after another of the party fell in battle, the elf attacking in the last wave. The winter wolf
was forced to flee for his life. The elf is un- The Gray Wolf uses its breath weapon immediately upon its
aware that this creature is a remorhaz. The first day of travel passes by rather un- first attack. If more than 12 wolves are killed
* A traveling merchant tells of strange oc- eventfully; movement is slow and generally off with only reasonable returns, the winter
currences in the frozen confines of Korum's painstaking. If the party is on horseback, or if wolf calls a retreat. If the winter wolf is killed
Pass. After passing over numerous snow drifts horses accompany the group, movement is at in battle, the dire wolves flee immediately;
blocking the mountain pass, the traveler's half the animals' normal rate. Checks should the worgs, however, remain to fight to the
party became aware of a number of strangely be made each day to determine the chance of death, if driven back, the wolves continue to
formed tunnels in the icy walls of the pass accident for each of the pack animals (dogs follow the party for another day before relin-
some nearly 12 feet across! As the party estab- and humans excluded). A roll of 20 on 1d20 quishing their pursuit. The wolves only attack
lished camp, the night air became filled with indicates an accident in which the pack animal at night.
the eerie cries and screeches of some creature takes damage from slipping and falling (1d6
deep within the heart of the icy mountain. damage). A roll of 6 on 1d6 for damage indi- The Remorhaz Tunnels
Without investigating, the group quickly cates the animal suffers a broken leg, and is Provided that Korum's Pass isn't blocked
struck camp and fled for the safety of the vil- thus unable to journey any further. At day's with snow (5 % chance for blockage due to av-
lage. end, the party will be well above the timber- alanche), the third day's journey brings the
line. party to the first tunnels of the remorhaz. The
The Lair On the first night of encampment, the tunnels are all nearly 12' across and slope
In recent years, travel through Korum's Pass party finds itself the source of attention for a gradually into the heart of the icy mountain.
has become increasingly difficult. The North- steadily growing population of curious carni- There are numerous tunnels herein as
ern Mountains spend the entire year locked in vores. A sizeable pack of wolves make their in- many as eight on the right hand side of the
ice and snow. The problem, however, is not troductions on the first evening out. These pass. There are no tunnels on the other wall.
with weather, for that is relatively constant, ravenous creatures have followed the party at a There is an 80% chance that the male re-
with only an occasional stretch of extreme safe distance during the day, waiting for morhaz is lurking inside a tunnel waiting to
weather making the route impassable. The nightfall before initiating an attack. The strike (roll 1d8 for which tunnel).
problem, then, is with encounters. group is composed of dire wolves and worgs, If the remorhaz is not in any of the tunnels,
In the past couple of years, an increase in and numbers 20 strong (12 dire and 7 worgs). it will be in its lair at the end of the tunnels.
occurrences has made passage through the The twentieth member of this pack is a large All the tunnels converge to form one tunnel,
mountains very dangerous. Most of the locals and rather fearsome looking she-wolf. This which leads directly to the lair, though at a
believe the troubles are due to an increase in large, rabid creature is unique for its shim- slight decline into the ice. Any attempt by the
the wolf population; tales, however, have be- mering gray coat and pale blue eyes. The she- party to walk into the lair without ice climbing
gun to spring up from successful viators of a wolf is a winter wolf; the pack of dire wolves shoes, spikes, or other dedicated equipment

60
meets with immediate failure, and the at- lair; they are all roughly 120' in length. The small pile of armor and accoutrements.
tempting character will soon find himself slid- central lair is 40' wide by 200' long, with ice Amongst the non-magical armor and materi-
ing to his imminent peril. No damage is stalactites hanging from the ceiling some 30' als (rope, spikes, skiis, etc.) are the following
incurred by the slide, though the character up. There is little room for movement in the items: 1000 s.p., 3000 g.p., 10 gems (5800
will find himself in the opening of the crea- lair; if it is occupied by both remorhaz, the g.p. worth), a ring of protection +1, a wand
ture's lair! male will be near the entrance and the female of metal and mineral detection, a set of ring-
The lair of the remorhaz is a nesting lair oc- in the back with the nest. As befits the head of mail +1, and a scroll of protection vs. lycan-
cupied by one male and one female. The male the household, the female remorhaz is gigan- thropes. All of the magical items are strewn
does all of the hunting for both, as the female tic: nearly 9' across and 42' in length. The amongst the remains and belongings of nu-
is occupied with laying eggs and tending to male attacks first, followed by the female, if merous demi-humans; the gold, silver, and
their incubation. If an encounter is made at room permits. The female attacks immedi- gems are in ripped sacks and are spread across
the entrance to the lair, it is with the male re- ately if she is the only one left; she is not sur- the floor.
morhaz (the smaller, but faster of the two). prised if the male has attacked outside the lair. In the back of the room, in the makeshift
The male remorhaz is still fairly large Both creatures fight to the death to protect nest created by the female remorhaz, are two
nearly 7' across and 30' long. their young. Characters fighting against the grey-blue eggs. The eggs may be transported
Remorhaz (2): AC 0/2/4; Move 12"; HD remorhaz are at an immediate disadvantage from the lair, but they will be useless unless
14 (female), 10 (male); hp 70, 52; #AT 1; due to the surface condition of the lair floor. kept warm in some manner (the eggs must be
Dmg 6-36, 5-30; THACO 8, 10; SA prey swal- The lair is entirely composed of ice; thus, the kept at 60 degrees Fahrenheit in order to suc-
lowed whole on 20 on a "to hit" roll; contact characters are required to roll below their dex- cessfully hatch). Though the remorhaz are
with back when heated causes 10d10 (or 5d10, terity on 1d20 each round to maintain their cold climate creatures, they require heat just
depending on the horns) points of damage; footing (unless special ice shoes or equipment as any other creature in order to sustain their
SD non-magical weapons coming in contact aiding footing are employed). Characters fail- existence. The adult remorhaz manages this
with back will melt from the heat; AL N. ing to make this roll slip on the ice and fall to by heating its back horns periodically, alter-
If the male remorhaz is encountered in the the ground; they must then take one round to nating between this state when active and a
opening of a tunnel, the creature immediately climb to their feet before being able to make near dormant form of hibernation when rest-
charges forth from the opening, attacking the another attack. ing or inactive. Since the unborn (and even
first person in its path. The remorhaz heats up To add to problems, two rounds after the re- newborn) remorhaz do not have this capacity
its back immediately upon attacking and will morhaz's back horns reach heated status, the for heating up, care must be taken in keeping
fight to the death to protect both its mate and ice lair becomes filled with fog as the cold air the eggs warm if the remorhaz is to be
the unhatched young. The remorhaz's back comes into contact with the creatures' horns. hatched. Care must also be taken in the trans-
protrusions take two rounds to heat up, after As a result, vision will be obscured, leaving port of these items, since even the slightest jar
which point the remorhaz uses them in com- characters a range of sight as determined by can break the eggs. Any fall by a character or
bat for 6 rounds before returning to "cold" rolling 3d4 (results are equal to distance of vi- creature carrying the eggs has a 50% chance of
status. (The female can heat her horns for two sion measured in feet). breaking them. If they are successfully trans-
sets of 6 and 4 rounds each. Each must wait 36 Using this fog to its advantage, the re- ported home, and if the eggs have been kept
hours before being able to perform this action morhaz uses its wings to lift its head to a at a constant temperature as previously stated,
again.) There are different types of horns on height of 10 to 12 feet to strike at the party they will be worth as much as 5000 g.p. each
the remorhaz's back: these are cherry-red, from above. Characters not within visual to the right buyer. Likewise, the digestive
which do 10d10 damage if touched, and range of the remorhaz only hear the creature's chemicals of the remorhaz will be of interest
darker red (the cooler of the horns), which do wings flapping; they are not able to see the to alchemists and magic-users alike. Prices
5dlO damage. Non-magical weapons that creature until its head is within sight range. paid for these chemicals range from 5-10 g.p.
come into contact with the cherry-red horns The remorhaz has great dexterity with its per flask.
melt immediately; against darker horns, they head, and is able to strike at distances nearly
must make a saving throw vs. magical fire or 20' away in the same melee round it initiates
suffer a similar fate. In regular combat, the re- the action. As a result of this swift attack, the
morhaz uses its vestigial wings to lift its head party members will be unaware of the re-
into the air to strike from a higher vantage morhaz's position until the creature has made
point. its attack. Such attacks from above are at an
If the party kills the remorhaz in the pass, or added + 2 to the creature's "to hit" roll. Since
if the remorhaz is not encountered at this the remorhaz has excellent vision, it is not
point, the group will probably attempt to en- hindered by the fog to the same degree that
ter the creature's lair. As stated before, any demi-humans are. For practical purposes, the
unprepared attempts meet with failure. Any remorhaz is able to see most objects up to 20'
party member so acting will wind up in the away a distance well within its strike range.
creature's lair prematurely. Movement is at If the characters manage to kill the re-
half the normal rate on this surface; thus, it morhaz, they find little treasure in the lair (re-
takes the other characters a bit of time to reach morhaz have little use for such items). There
the lair, leaving the first unfortunate character are, however, some items that have accompa-
in the lair to his own devices. nied the various meals of the remorhaz into
The tunnels in this lair are 12' in diameter the lair. In the corner of the lair, swept from
and slope very gradually down to the central the occupied floor space of the cavern is a

61
Silver Dragon (3)
by Michael Price dragon will direct the wand on the stairs where strously large grilled gate. A pressure sensitive
the PCs are standing, creating a cone of dark- mechanism automatically opens and it is only
Terrain: Mountain ness 100 feet long and fifty feet wide at its activated by a weight of one ton or more! Any
Total Party Levels: 56 (Average 7th) broadest point, causing the steps to demateri- creature human-sized or smaller can fit
Total Magic X.P.: 8,300 alize. The PCs tumble to the ground, taking through the grill work in the gate and enter
Total g.p. X.P.: 280,000 15d6 points of damage, and items must save the castle.
Monster X.P.: vs. a crushing blow. The dragons, now in their The interior of the castle is actually one big
Kill: 14,128 Defeat: 10,596 true shape, and having the advantage of sur- treasure room 500 feet by 500 feet by 200 feet.
Retreat: 3,532 prise, immediately swoop down on the charac- It is dimly lit inside. A huge, ancient silver
ters and attack, fighting to the death. They dragon pretends to sleep as it sits atop the
SET UP will pause to attack any flying PCs as well. mountains of treasure.
Should the PC's get the opportunity to The treasure consists of 100,000 s.p., three
* A metalsmith of great renown would
search the body of either slain dragon, they dragon eggs, 100 pieces of silver jewelry each
like to forge a set of rare magical armor. He of-
will discover one crystal necklace and 5,000 worth 3,000 g.p., a potion of dragon control,
fers a handsome reward to anyone who returns
g.p. worth of silver jewelry on the old male a potion of flying, a potion of disease cure a
from atop the mountain with the scales of the
dragon, the wand of darkness (33 charges) and ring of weakness, a staff of curing, and a sword
ancient silver dragon.
one crystal necklace, 2,000 g.p. worth of silver +2 dragon slayer. Each individual has only
* A local magician wants to buy dragon
jewelry on the adult female dragon. about a 10% chance of finding a magical item
eggs, especially silver dragon eggs. He is will-
Adult silver dragon (middle-aged fe- among all the treasure.
ing to pay 500 g.p. for each egg that can be
male): AC - 1; Move 9" /24" ; HD 9; hp 45; If the PCs are unarmed and ask to be given
delivered to him.
#AT 3; Dmg 1d6/ld6/5d6; THACO 10; SA a healing potion for the prince or some dragon
cone of frost (cold) 8"long with a 3" base or scales, he will consent to their requests on the
The Lair cloud of paralyzing gas 5" long by 4" wide by condition that the PCs perform a service in ex-
The silver dragons have lived in their castle 2" high breath weapon each does 45 hp of change. The service to be determined by the
in the sky above the neighboring mountains damage (a save versus dragon breath reduced DM, and might be any one of the following:
for many an age, seldom interfering in the af- damage to 22 hp); dragon breath can be used to slay a monster (appropriate to the cam-
fairs of the world. The only access to the cloud three times; polymorph ability; AL LG. paign), to find the answer to a riddle which in-
castle is a set of magical stairs at the top of the Old silver dragon (old male): AC -1; terests the ancient dragon, to find a magical
tallest mountain which lead a great distance Move 9"/24"; HD 10; hp 60; #AT 3; Dmg component of some sort, or perhaps to re-
up into the sky. 1d6/ld6/5d6; THACO 10; SA cone of frost trieve a rare scroll or text, (nonmagical but of
The lair of the silver dragons is divided into (cold) 8" long with a 3" base or cloud of para- great historical interest) for the dragon. Under
three areas. The first is the stairway leading up lyzing gas 5" long by 4" wide by 2" high no circumstances will the dragon even con-
into the clouds. The second area is the magical breath weapon each does 60 hp of damage (a sider parting with an egg; he will become hos-
clouds and the large moat of air that sur- save versus dragon breath reduces damage to tile and order them the leave, ready to attack
rounds the dragons' home. The castle itself is 30 hp); dragon breath can be used three at the first sign of hostility from the party.
the last area in the lair. times; polymorph ability; AL LG. If the PCs attempt to sneak out with trea-
If the PCs comply with the request, a crystal sure, the dragon will order them to stop. If the
Stairway to the Clouds necklace for each PC materializes upon the group does not return the stolen items, the
It is a long and treacherous journey to reach stairs (placed there by the invisible dragons). dragon will attack. If they have not fought
the top of the nearby mountains. Finding the At the top of the magical stairway are beau- and killed the other two silver dragons the PCs
magical stairway that leads up into the clouds tiful puffy clouds that extend in all directions. must confront and conquer all three at this
requires a thorough search of the craggy The PCs soon discover that they can walk on point. If the group attacks and kills the an-
peaks. During the daylight, the stairs appear these clouds while wearing the necklaces. cient dragon, the castle disintegrates in 1-10
as ghost-like images, impossible to climb. Near the castle, however, the cloud bank dis- rounds. Any PC still in the castle when this
Only when the moon shines at night does the appears, forming a huge moat of open air happens (who is not flying) falls to his death!
stairway become solid enough to walk upon. around it. The moat is roughly 100 yards wide The treasure plummets to the earth, and all
Whenever the light of the moon fades away, and completely surrounds the castle and the magical items are destroyed by the force of the
the stairs lose their solidity and become form- cloud it sits on. fall. The silver pieces and jewelry are scattered
less, sending the unaware crashing to their The moat can be crossed only by using the amid the mountainous peaks, much of it ru-
deaths! The entire length of the magical stair- crystal necklaces or by utilizing magic. Each ined beyond repair.
way extends for nearly a mile, and it pierces crystal necklace creates a bridge of light when Ancient silver dragon: AC 1; Move ; hp
the clouds above. the moon shines upon it, allowing its wearer 88; #AT 3; Dmg 1d6/ld6/5d6; THACO 10;
About 50 feet up the winding stairway, a to cross the moat of air. Anyone leaving the SA cone of frost (cold) 8" long with a 3" base
magic mouth intones in a clear musical voice: magical cloud bank without protection from a or cloud of paralyzing gas 5" long by 4" wide
"If your purpose be honorable throw down crystal necklace or magic automatically falls to by 2" high breath weapon each does 88 hp of
your weapons; no harm will come to you!" his death! damage (a save throw versus dragon breath re-
The magic mouth also acts as a warning to the duces damage to 44 hp); dragon breath can be
silver dragons of the presence of strangers. In- The Castle in the Sky used three times; this dragon has a book of
visible, hovering above the PCs float two silver The huge silver castle with spiraling towers spells and can cast two spells of each level from
dragons. One, in human form, holds a wand sits on a silver cloud. There is only one en- 1st to 5th; polymorph ability; AL LG.
of darkness. If the PCs ignore the warning, the trance into this magnificent structure: a mon-

62
Umber Hulks (4)
by Robin Jenkins bluffs. To make matters worse, the land sur- tunnels enter from each side. The ruins are
rounding the base of the cliffs is somewhat constructed entirely from the sandstone cliff;
Terrain: Mountains (Ruins) lower than the river itself; consequently, the walls, doorways, alleys, and other structures
Total Party Levels: 36 (Average 6th) terrain is predominantly swamp or floodplain. are cut directly from the stone. Labyrinthine
Total Magic X.P.: 4350 If the party travels on this side of the river (a passages run from the abandoned buildings.
Total g.p. X.P.: 8670 possible, albeit slower and much more diffi- In the front of the grotto, these alleys are open
Monster X.P.: cult course), they notice the cavern city with to the cavern ceiling. As a result, the rooms to
Kill: 7626 Defeat: 5727 little problem. If not, they notice the grotto the front of the grotto resemble stone houses
Retreat: 1908 from the opposite side because of the long, built within a cavern. Toward the back of the
curious shadows cast across the facade by the grotto, however, the alleys take on the appear-
Set Up slowly setting sun. ance of dungeon corridors; here, the abodes
At the base of the bluff is a set of stairs built resemble subterranean rooms. In the front of
* Local legends tell of a lost city overlook- the cavern, though, the buildings are linked
directly into the face of the cliff. The stairs
ing the Kiradad River. The ancient city is be-
climb the cliff face for about 50' before revers- within the sandstone cliff and connected by
lieved to have been the home of a secluded ing and continuing their trajectory. The party confined passages between.
tribe of aboriginal humans. Little is known of is able to ascend the cliff to the grotto via these The cavern city is a small village composed
the former inhabitants of the city; the precise
stairs. of no more than 20 rooms at most. The village
location of the city seems to have vanished
Also at the base of the cliff are two large cir- is primitive is design; the rooms are small, un-
completely from present references. adorned, and simple in configuration. Each
cular holes cut into the sandstone facade. The
* Riding along the Kiradad River basin,
tunnels climb directly into the bluff, zigzag- room contains a firepit, a latrine, and a couple
the party discovers an intriguing set of ruins in
ging in an ascension similar to that of the of wooden bunks. Many of the rooms appear
the side of the sandstone cliff faces lining the stairs. The difference is that the tunnels are untouched by time. Others show evidence of
waterway. The ruins (which are of an apparent
rough-hewn and are thus set without stairs. conflict: broken beds, cracked walls, and bro-
human design) resemble a city built into the
Climbing via the tunnels is slower than climb- ken doorways betray the serenity of these
side of the cliffs. A set of rough-hewn stairs as-
ing the stairway; movement is thus at half the abodes. There are, however, no remains of the
cends the cliff face to the ruins. Also at the normal rate. The tunnels were built by the previous inhabitants in any of the rooms.
base of the cliff are two large, circular caves
umber hulks to access food after the cavern The umber hulks have made four of the
(10' each in diameter); these caves head into
city was cleaned out. rooms in the back of the grotto into lairs. Any
the cliff at an incline before disappearing in
Inside the tunnels, there is a 10% chance of umber hulks not encountered in the tunnels will
the darkness. There is no activity whatsoever
encountering the umber hulks. Within the be in their lairs. Each of the lairs has been altered
from the ruins. tunnels, there will be no more than two such to accommodate the new inhabitants; in each,
creatures together at any time. A roll of 6 on the back walls of the rooms have been deepened
The Lair 1d6 indicates the presence of two umber by 20' each and the ceilings heightened. The re-
A group of umber hulks are the cause of the hulks; otherwise, only one is encountered. sult is a room cut square on three sides, with a
aboriginal tribe's disappearance; likewise, Rounding a corner in the tunnels, the party rough-hewn back wall and ceiling, and a cave-
they are the present inhabitants of the ruins. comes face to face with an umber hulk. There like entrance. Inside each are a number of hu-
It is known locally that a few adventurous is a good chance that the party is taken by sur- man bones, a makeshift manger of branches,
souls have set out to discover the lost ruins; it prise; this is not the case with the umber hulk. piles of organic and inorganic refuse, and of
is also known that none of these groups has Attacking the first character in line, the um- course, the ever-accommodating resident of the
ever returned. Consequently, the locals be- ber hulk tears at the victim with both its claws lair: the umber hulk.
lieve the ancient ruins are protected by some for 3d4 points of damage per attack. If the Upon entering the first lair, the party is at-
mysterious guardian or primeval deity. character is still alive after this attack, the um- tacked by the umber hulk as described previ-
ber hulk's second attack includes a simulta- ously. Because of their intense hunger for
The Cavern City neous bite with its powerful mandibles for human flesh (and because of territorial in-
The Kiradad River winds through an en- 1d10 points of damage. Also, if the characters stinct), the umber hulk fights to the death
trenched canyon composed of numerous are unaware of the creature's identity or are within its lair.
sandstone formations. These jagged bluffs taken by surprise, there is an immediate 75% The umber hulks have little treasure; the
climb to an average height of 500' from the chance of confusion for each character in the former inhabitants of the cavern city were rel-
river's bed. Several caves and crevices mar the direct line of the creature's sight. Those char- atively poor and primitive society. What little
eroded cliffs, making the grotto city that acters looking into the umber hulk's four eyes treasure and magic does exist has been left by
much harder to find. From a distance, the ru- must roll a saving throw versus magic or suffer victims from outside the cavern city. Distrib-
ins appear as nothing more than a particularly confusion (as per the 4th level magic spell) for uted randomly among the four lairs (and in
rugged cliff face. Up close, however, the true 3-12 melee rounds. If the umber hulk is not occasional tunnels or rooms at the DM's dis-
nature of the structure becomes evident. encountered in the tunnels, it is encountered cretion) are the following items: 4,000 gold
Due to the flow of the river and the lay of in the cavern city. pieces, 200 platinum pieces, 10 gems (worth
the land, close observation of the cavern city is Umber hulks (4): AC 2; MV 6" (1-6"); HD 1570 g.p. total), 3 pieces of jewelry (worth
virtually impossible. The distant side of the 8 + 8; hp 55, 53, 48, 47; #AT 3; Dmg 3-12/3- 2100 g.p. total), a scroll of protectionfire,
river (distant from the grotto, that is) is the 12/2-10; THACO 12; SA Confusion; SD Nil; wings of flying, ring of swimming, philter of
most oft-traveled side of the waterway; the AL CE. love, and a sword +1. Other than these items,
opposing side is much too narrow because of There are three ways into the grotto city; there is little else of interest in the cavern city.
its juxtaposition against the base of the jagged the stairs enter the ruins to the front and the
63
Yeti(6)
by Michael Price this are, the characters must decide whether to damage and the PCs on either side of him take
free themselves of their climbing ropes or re- 2d6 points of damage. The cave-in does not
Terrain: Mountain main roped together. prevent the characters from moving forward or
Total Party Levels: 30 (average 5th) If the PCs choose to walk across the snowy back through the tunnel. If the ability check is
Total Magic X.P.: 400 circle to reach the cave mouth, they soon find successfully made, do not tell the players of
Total g.p. X.P.: 9,000 themselves hip-deep in snow. Once they reach the trap.
Monster X.P.: the center of the snowy area, the two yeti hid- (3) Maze Trap as the PCs near the end of
Kill: 3,610 Defeat: 2,707 ing among the rocks leap down and attack. the tunnel, the passage becomes extremely
Retreat: 902 The PCs have a 1 penalty "to hit" because maze-like. The trailing PC in the group if they
of the deep snow while the yeti are +1 "to are not roped together, must make an Intelli-
Set Up hit." gence Check. If the player fails the check, his
If the PCs choose instead to climb onto the character becomes lost in the maze for 2d8
* The tiny mountain villages scattered
rocky wall, the two yeti attack once the charac- rounds. If the ability check is successfully
across the face of the tall, icy mountain have
ters are halfway across. If the PCs are not made, do not tell the players of the trap.
recently been terrorized by invisible creatures
roped together, there is a 1 in 8 chance that a The PCs soon reach the end of the tunnel,
that leave gigantic footprints in the snow. The
character will fall off the rock wall when he is realizing it is a dead end. As they return to the
villages have banded together to offer a mod-
squeezed by a yeti and plunge to his death cave entrance, each trap that was successfully
est reward of 1,000 g.p. to anyone that can rid
down the mountain side. avoided must be tried again.
them of these beasts.
The Yeti (2): AC 6; Move 15"; HD 4 + 4 ;
* There is an isolated monastery in the
hp 32, 32; #AT 2; Dmg 1d6/1d6; THACO 15; Chambers of the Yeti
frozen mountains whose monks know of a
SA if either of the yeti's claw attacks succeeds The large passageway to the right leads to
tribe of huge, apelike creatures that guards
with a die score of 20, the yeti has grabbed three huge connected chambers. The first is a
untold treasure.
and squeezed its opponent for 2d8 hit points cooking area where stone cookware and the
* A wealthy merchant is looking for safe
of additional cold damage; the yeti have a 3 in carcasses of several animals are strewn about.
passage through the mountains, but none of
6 chance of surprising their opponents; if sur- The embers of a once blazing fire still glow.
the villagers will help him because they fear
prised, a saving throw vs. paralyzation must The second chamber is a sleeping area.
the legend of the abominable snowmen. The
be made by each player character; each victim Branches and animal hides form eight crude
merchant is willing to pay 1,000 g.p. to any-
that fails his saving throw has looked into the beds. The last chamber is a storage area. It has
one who can get him to his destination.
eyes of one of the creatures and is rigid with four large holes in its rocky ceiling. All kinds
fright for three melee rounds and can be auto- of implements are found here, some made by
The Lair matically struck twice and squeezed by the the yeti and some stolen from unfortunate in-
The yeti are as old as the snow capped yeti; SD yeti are not affected by cold; Attacks truders. If the PCs search this area, they will
mountains of the frozen lands. They live in employing fire do 50% greater damage; AL find a trap door in the rocky floor and discover
great isolation from the rest of the world and N. 2,500 g.p., 10 gems worth 5,000 g.p., three
shun any contact with humans or demi- Just inside the dark cave entrance two dis- pieces of jewelry worth 1,500 g.p., and two
humans. They would sooner fight to the tinct passageways split off from each other. To potions of healing.
death than reveal to an intruder the location the left, a small tunnel leads downward, and Once the PCs find the treasure or as they at-
of their secret mountain home. to the right, a large one twists and turns as it tempt to leave the area, four yeti guards jump
The yeti's lair is divided into three areas. heads upward. down from the holes in the ceiling and attack.
The first is a flat snowy region just outside the The Yeti (4): AC 6; Move 15"; HD 4+4;
cave entrance, surrounded by two jagged Death Trap Tunnel hp #AT 2; Dmg 1d6/ld6; THACO 15; SA if
rocky walls. The second is a continually nar- The passage to the left is small and narrow, either of the yeti's claw attacks succeeds with a
rowing passageway within the cave that the forcing PCs to walk hunched over and in sin- die score of 20, the yeti has grabbed and
yeti constructed as a death trap for intruders. gle file. This long, winding maze like tunnel squeezed its opponent for 2d8 hit points of
The last consists of three connected cavernous consists of three traps that the yeti have con- additional cold damage; the yeti have a 3 in 6
chambers where the yeti live, and includes an structed in order to eliminate intruders from chance of surprising their opponents; if sur-
exit to the other side of the mountain. their lair. prised, a saving throw vs. paralyzation must
1) Bottomless pit trap after the PCs tra- be made by each player character; each victim
Outer Entrance to the Yeti's Cave vel a few hundred feet into the tunnel, the that fails his saving throw has looked into the
The climb up the mountain is long and lead PC must make a Dexterity Check. If fails eyes of one of the creatures and is rigid with
dangerous. Gale force winds constantly howl the check, his character falls 200 feet and takes fright for three melee rounds and can be auto-
and whistle, blowing snow about and creating the appropriate damage. If the PC's are roped matically struck twice and squeezed by the
huge snowbanks. Upon nearing the cloud- together, however, the PC that falls takes only yeti; SD yeti are not affected by cold; attacks
covered summit, a large, dark cave is visible a 2d6 hit points of damage from scrapes and employing fire do 50% greater damage; AL
few 100 yards away. As the PCs approach the cuts. If the ability check is successfully made, N.
cave, the giant footprints of the yeti become do not tell the players of the trap.
more and more visible in the rugged terrain. (2) Cave-in trap farther into the winding
There is a large, flat circular area of ed by passageway, one of the PCs (determined ran-
jagged rocky walls 10 to 15 feet high just out- domly) must make a Wisdom Check. If the
side the cave entrance. Strangely, there are no player fails the check, his character causes a
footprints in this snowy region. Once reaching cave-in. His character suffers 4d6 hit points of

64
Xorn (3)
by Ed Greenwood ledges visited by the locals, is devoid of pre- This large male xorn has chosen this spot to
cious metal: many shallow caves and broken guard its spawning mate in the chamber be-
Terrain: Mountain rock faces (all old and weathered, not freshly yond. It will seek to slay intruders with its jaws
Total Party Levels: 60 (average 10th) disturbed) show the frequent and futile at- and claws, trying to prevent them passing by
Total Magic X.P.: None tempts to find anything of the sort. At the grappling, tripping, or even rising up to block
Total g.p. X.P.: 220,000 base of the Crag on one of its faces farthest the hole with its body. (Remember that it can
Monster X.P.: from the town is a small, stagnant pond phase through shields if party members try to
Kill: 8,050 Defeat: 6,038 formed by rainwater collecting in a natural fight it from behind a shield wall.) If brought
Retreat: 2,012 rocky bowl. The water is green with algae, and to seven or fewer hit points or threatened by
nothing lives in it but frogs and insects (in many foes, it will melt into the rock and cause
Set Up summer, the mosquitoes are fierce). The Crag a cave-in. The cave-in inflicts 6d8 damage on
appears to be crumbling into the pool; several all PCs within 40 feet of the site of the xorn's
* Somewhere in the rocky crags above the
broken-off boulders lie half-submerged, their disappearance (saving throw cuts damage by
town is an incredibly rich lode of copper,
tops white with bird droppings. Anyone half), and closes the entrance to the second
above the 'Copper Caves' where most ven-
scrambling amongst these rocks will disturb chamber. This xorn will fight to the death to
ture. Its precise location is unknown because
many gulls and terns, who will wheel about, protect its mate.
the few local miners who have found it have
squawking loudlyand will discover a tiny
disappeared, one after another, over the years;
cave in the side of the Crag, behind two large The Lost Lode
they go off to work the lode and never return.
rocks. The chamber beyond the narrow spot is the
* Sunrise Crag, a favorite spot for lovers,
The cave must be crawled into (all M-sized Lost Lode itself, a cavern studded with veins of
is seldom used these daysever since a local
creatures can fit, but plate armor will have to rich, almost pure copper and crystals of mala-
rake, Gurdath, and a certain local lady were
be shed, and shields trailed along by their chite up to the size of a small human's head. A
surprised one night by "great handslike an
straps); it rises rapidly up into the dark inte- single turn of scraping will yield 10-20 c.p.-
eagle's claws!coming up out of the solid
rior of the Crag, cool and dry. There are no worth of copper to a PC of average reach and
rock" at them.
signs of animalsbut almost immediately strength. The malachite crystals are worth up
* Nandar "Far-Traveler," a gem merchant
PCs will discover crude steps cut in the rock by to 150 g.p. each; their value depends on size,
of note, is inquiring after any prospectors in
local miners, and will be able to travel fairly puritythat is, lack of flawsand hue. To
the area who can supply him with malachite
easily up through a succession of small natural find value, roll 1dl2 x 10 g.p., and add to a
(all shades) and azurite of large size and top
chambersmany with grooves in the walls base of 30 g.p.
quality. His previous supplier, the prospector
where miners have dug away veins of In this cavern is a female xorn, resting qui-
Ilurvas (a former resident of the town), has
copperinto a larger, horizontal cavern. This etly after giving birth to a tiny xornling.
vanished, leaving his hut full of belongings
cavern is long but narrow, and shows signs of Xornling (1): AC 1; Move 9"; HD 3 + 3;
and minor wealth.
having been heavily mined. Heaps of rubble hp 20; #AT 4; Dmg 2d4 (jaws) and 1 d 2 / l d 2 /
stand here and there, many gouges and pock- 1d2 (claws); THACO 16; SA surprises on 1-5
The Lair ets have been hacked out of the rock walls, in 6; SD as mature xorn (see above); AL N.
The tallest crags in the area are Loftspire, and a rotten, broken pick-handle lies dis- The xornling's mother is identical to her mate
the farthest crag from the town, beyond all carded by one wall. As the PCs move farther in statistics, but has only 44 hp.
others; and Sunrise Crag, a crag at the eastern along it, they will begin to see gold-hued spar- If PCs enter the chamber or send missile
end of the range, close to the town and easily kles and reflections in the wallsflecks of weapons into it, the xorn mother will rumble
reached by a path. It forms a great natural copper ore. Then they will reach a narrow in alarm, whereupon the xornling will phase
lookout, and in more peaceful days serves as a spot, where the ceiling dips and the walls close into the rock and wait for her. She will then at-
trysting-place for lovers (and a dueling spot inand beyond they will see a glittering tack any intruders who approach with cool de-
for rivals; many a man has been found broken chamber seemingly walled with gold. (The liberation, slaying if possible, or seeking to
on the rocks far below). Anyone falling from 'gold' is actually very rich copper ore.) delay powerful foes until her mate or other
the upper reaches of Sunrise Crag will suffer In the center of the narrow spot is a xorn come to her aid. She will try not to let
10d6 damage; Dexterity Checks should be wrinkled-looking hemispherical boulder, split anyone past her towards the location of her
made in perilous situations on the slopes of by a crack or deep groove into two halves. The xornling, and if seriously threatened will her-
the Crag. PCs will have to crawl over it to get through self phase into the rock to join her xornling
Loftspire contains many old, well-worked the narrow spot. When one does so, the 'boul- and escape ('Defeat' X.P. applicable).
veins of copper, which occurs here in the form der' will open suddenly and bite. The xorn are here because the rich copper
of brassy, almost golden-hued chalcopyrite This 'boulder' is actually the topand lode provides a large, easily-attained feast; in
ore, very brittle and easily worked with weap- mouthof a xorn, the rest of which is buried particular, new-born xorn need lots of food
ons and other metal implements. This ore will in loose rock and earth. and are not capable of much activity (such as
yield only small amounts of copper (typically Xorn (l): AC -2; Move 9" ; HD 7 + 7; hp combat) to get it. Xorn can smell metal weap-
ld8 + 3 copper pieces worth per day of hard 56; #AT 4; Dmg 6d4 (jaws) and 1d3/ld3/ld3 ons and tools up to 20 feet distant, and will
work per person) and no gemstones. (claws); THACO 13; SA surprises on 1-5 on seek to slay all intrudersthe reason local
Sunrise Crag, however, is the location of the 1d6; SD immune to fire and cold magic, elec- miners have been disappearing. The xorn
rich "Lost Lode" found by Ilurvas and other trical attacks do only half damage or none if have, of course, taken all metallic treasures
now-vanished local miners. No other locals xorn's save is successful, and can adjust body carried by these unfortunates. Other xorn are
know this, and in fact will not believe it. The molecules in one round to pass through solid nearby; if the male xorn causes a cave-in, the
top of the crag, with its lookout and grassy earth or stone; AL N. disturbance will attract two additional adult
65
males, hp 60 and 52 respectively. They appear filled with igneous rock. The Lode is a dead-end cavern; the xorn
six rounds and nine rounds respectively after If PCs defeat the xorns and elect to mine the know of several additional cavities deep
the cave-in, and will immediately attack any Lost Lode for themselves, the entire wealth of within the Crag, but none of these have much
non-xorn intruders they see, regardless of the copper found here will be 70,000 g.p.-worth mineral wealth of interest to PCs. Continuous
fate of the xorn family. If the PCs do not try to of copper, 60,000 g.p.-worth of azurite, and mining of Sunrise Crag by greedy PCs will
penetrate the fallen rock caused by the cave-in 90,000 g.p.-worth of malachite. To recover eventually cause a collapse of much of the face
within a turn or so, but wait until later, these this much, however, months of mining will be above the pool (burying any beings engaged
xorn will leave again but remain close. The required, and PCs will undoubtedly face re- in mining at the time), and will not yield sig-
xornling will go and get them if intruders pen- curring attacks from xorn. Once they begin to nificantly greater amounts of precious metals.
etrate to the inner cavern; both additional sell or smelt their ore, they will also have to Such upheavals will, however, attract more
males will return four rounds after any such deal with bandits or the troops of any local xorn to the area, rising up from the rock deep
intrusion. rulers who wish to gain control of the mine for below to see what has occurred. The Lode is
The walls of the Lost Lode are studded with themselves. known to many xorn; if PCs slay some of the
large blue azurite crystals up to fist-sized in If the PCs merely take what they can after xorn foes initially encountered, but allow oth-
bulk, and of 10 to 50 g.p. value (such large defeating the xorn and then move on, they ers to escape while the PCs remain in the area
crystals are very rare). There are larger irregu- will get very little if a cave-in has occurred. mining or exploring further in the Crags, the
lar outcroppings of green malachite, varying Otherwise, they can take up to approximately xorn will begin to stalk them. They will at-
in value from 10 g.p. to as much as 100 g.p., 500 g.p.-worth of azurite, 2,000 g.p.-worth of tempt to slay the PCs when they are weak or
and a single shiny purple vein of 'peacock ore' malachite, and up to 60 g.p.-worth of copper. off-guard (i.e., when camping for the night,
(bornite). When this is fresh-broken it is Note that mining in the geologically delicate or separated into smaller groups).
bronze in color, tarnishing to purple later, and area of the Lode may cause a cave-in without Xorn are skilled at causing avalanches, or
contains small amounts of gold and silver. If any xornen aid: every six days of actual mining dropping single, well-aimed boulders; PCs
any xorn or PC activity causes a cave-in in the there is a 9% chance of such a disaster, and af- climbing in the Crags should make Dexterity
Lost Lode chamber itself, the entire cavern ter 42 days of mining the chance increases to Checks to avoid such missiles if they are being
ceiling will collapse, and it will be entirely 18%, checked for every third day of delving. stalked by xorn.

66
Foo Lion (1)
by Deborah Christian they work for him, and give them the key to If the party doesn't leave, he will become as-
the pagoda. When the key is used and the tral while pondering what to do about them.
Total Party levels: 30 (average 6th) door is opened properly, both the overleaf of When the adventurers enter the pagoda,
Total Magic X.P.: 8,800 bronze and the wooden subdoor open safely the foo lion will reappear in front of them and
Total g.p. X.P.: 500 g.p. (100 ch'ien) as one door together. warn them away. If he was attacked earlier, he
Monster X.P.: will immediately chase them out of the pa-
Kill: 3,80 Defeat: 2,851 The Pagoda goda. If the party seems nonthreatening and
Retreat: 950 Beyond the entrance door is the middle one is not evil, the foo lion might permit other ex-
of three floors. A wooden staircase gives access plorations in the pagoda, although he will ob-
Set Up to the workroom above and the cellar below. serve this, perhaps from the astral plane, with
The cellar is used as storage space for work- suspicious curiosity. In any case, he will at-
* A sage has spent months building a rare
room discards. Here is spare lumber, scraps of tempt to prevent the party from entering the
magical device. When he finds his workrooms
iron, and tools scattered about. Concealed workroom. If they reach that floor, he will not
invaded by a foo lion, he recruits the adven- within a large pile of coal in the center of the allow them to approach the apparatus. Char-
turers to remove it from the premises. He is of room is a leather sack containing 100 ch'ien. acters who act destructively or indicate evil in-
good alignment and does not want the crea- The middle floor of the pagoda is a clut- tentions will be attacked.
ture killed, nor his laboratory destroyed.
tered living area. Two cots against the wall are A final confrontation will occur if or when
* An evil lord has stumbled across a magi-
covered with worn silks, and old food- the party attempts to remove the Apparatus of
cal weapon he wishes to use in warfare. Re-
encrusted plates are on a low teakwood table. Kwalish from the building. Until the foo lion
tainers sent to retrieve the weapon have not
An iron brazier, used for cooking and heating, is convinced of the innocence of the device
returned. The lord engages the adventurers to
stands cold in the center of the room. Near and its intended uses, he will oppose its acti-
recover the item for him.
one cot is a small bookcase; the shelves are vation or use. The foo lion attacks only in self-
empty of scrolls, but hold old dirty linen. defense or if he encounters evil characters. He
The Lair The top floor of the pagoda receives day- will use his astral travel ability whenever ap-
A small copse of oak trees shelters an an- light through the arrow slits. Filling the center propriate to surprise, evade, and otherwise
cient pagoda. It is constructed of lacquered of the room is a gajin creation, an Apparatus deal with the adventurers.
wood and tile and stands 40 feet high. The of Kwalish, looking like an iron lobster with
door is 10 feet up on the side; decrepit stone pincers and legs extended and lamps glowing Special Note
stairs lead steeply to the entrance. Slit win- like eyes. The apparatus is fully functional. If the party is of good alignment, the DM
dows too narrow to admit a person ring the Against the wall is a small farrier's forge; may wish to award monster X.P. differently
top two floors of the pagoda. No other en- tools, rivets, springs and other miscellanea than given above. Full experience may be
trances are visible, but observant characters clutter the floor. On a worktable is a scroll given for removing the foo lion from the lair
may notice the loose tiles on the roof. The tiles (Summoning Wind spell) and several small without harm, one quarter for defeating it
are in poor repair and can easily be pulled off pouches. They contain magical ingredients with injuries and open hostilities, and full ex-
to give admittance to the rafters on the top used in the construction of the apparatus. perience should be lostfoi killing it. The party
floor. The Foo Lion: AC -1; Move 21" HD may be as low as first level providing charac-
11 + 11; hp 60; THACO 10; #AT 3; Dmg 2-8/ ters are not evil and do not intend to rely on
Door Trap 2-8/2-16. SA attacks as a 15 HD creature brute force to defeat the foo lion. If the party
The entrance to the pagoda is a bronze- against opponents of evil alignments (THACO is helping the sage, note that he expects to re-
worked door that opens outward. If the lock is 8). Bark gates in 1-2 foo lions if it continues tain ownership of the apparatus.
picked or the door is forced open, only the for more than seven minutes. SD evil oppo-
bronze overleaf moves, and a mirror is re- nents attack at -1 to hit and damage dice
vealed behind the door. Anyone looking into rolls. Becomes astral at will. AL CG.
the mirror must save vs. petrification or fade This elderly foo lion is slightly hard of hear-
from sight, leaving only their reflection ing and set in his ways. He happened across
trapped in the mirror. the Apparatus of Kwalish in his wanderings
Victims of the trap find themselves in an ex- and its threatening appearance aroused his
tradimensional space that appears to be a fea- suspicions. He is uncertain if the apparatus it-
tureless gray void. They can be released from self is evil, but suspects it may be intended for
this space by the sage, by becoming astral or evil If so, he wishes to prevent this from hap-
ethereal, or by the destruction of the mirror. pening. The foo lion has made the pagoda his
The mirror is polished silver laid over a lair until he knows more about the device and
wooden subdoor. The reflecting surface can be its nature.
destroyed with sharp or prying objects and
takes one hour of effort to do so (divide the Encounters
time by the number of characters working on The foo lion first meets the adventurers
it together). Characters suffer 2d6 hit points outside the pagoda. He will materialize from
of damage when released from the trap, and the astral plane and try to frighten the party
reappear as close as possible to their original off with his roar. Because of his deafness, the
location when trapped. foo lion is impatient with talking and would
The sage will warn characters of this trap if just as soon roar at intruders as listen to them.
67
Invisible Stalker (1)
by Anne Brown damage, stone to flesh makes golem vulnera- registry. The invisible stalker provides proper
ble to normal attacks; SA able to slow any op- sleeping attire, stores the client's belongings
Terrain: Elemental Plane of Air ponent within 1" of its front every other in the wardrobe, and then places them in bed.
Total Party Levels: 35-40 (avg. 6th) round; AL N. The protected client then remains here under
Total Magic X.P.: 3900 The golems will attack anyone trying to en- temporal stasis until the period of protection
Total g.p. X.P.: None ter the stalkers' home. is over, after which the stalker escorts his client
Monster X.P.: Once inside the building, the party will home. If the party has come in search of a
Kill: 39,295 Defeat: 29,471 find themselves in a large greeting room, 30 missing person, that person will be found in
Retreat: 9824 feet by 50 feet, well-furnished and quite com- one of these rooms.
fortable. The furniture and accessories clash, The other two doors in the greeting room
Set Up representing dozens of different styles and lead to dining facilities and the stalker's pri-
time periods from a number of the cultures vate quarters. The formal dining room, con-
* After a magic-user summoned an invisi-
known on the Prime Material Plane. The in- taining seating for 12 persons and an
ble stalker, the creature returned to its own visible stalker has been collecting these items elaborate crystal chandelier, has a smaller door
plane with a magical item which the magic- at its back corner leading into the kitchen.
while on various missions.
user wants back. Also in this room are three doors, each The invisible stalker's kitchen would be the
* An invisible stalker failed to complete
about ten feet high and ten feet wide. As the envy of any chef. It is equipped with bowls,
its mission, causing the death of one of your party enters the loom, one door will be to pans, knives, and utensils which could only
companions' family members. Your party has their left and two doors will be seen directly have been made by dwarven metalsmiths.
vowed revenge and plans to seek out the
ahead, one centered on the wall and the other Along one wall is a rack holding nearly 200
stalker on its own ground.
15 feet to its left. jars of spices from all over the Prime Material
* An invisible stalker was summoned to The first door, on the left wall, leads into a Plane.
protect the young prince of your country, but smaller room, 20 feet by 30 feet. In this room The stalker is an accomplished cook and an
soon after the stalker arrived, the prince and
are a large, precisely organized desk and a spi- extremely gracious host. As part of his service,
the stalker were found to be missing. ral stairway leading down. On the desk is a he holds a dinner for each of his clients upon
thick, oversized book and a long, feathered their arrival and departure. He regards him-
The Lair quill. Upon opening this book, the party will self as only the finest innkeeper, and feels that
The invisible stalker lives on the Elemental see that it is a business ledger written in the services he provides are well worth the fee
Plane of Air. His home is a small, one-story dwarvish, which the stalker considered most he charges.
stone building with a three-story tower jutting appropriate for business. Inside the book is a The center door in the greeting room is
out of the center. There are no windows on the list of items which the stalker took from the wizard-locked, and leads into the stairway
house itself, but there are six small windows at Prime Material Plane, along with a note de- which spirals upward into the tower. At the top
the top level, evenly spaced so as to circle the scribing how he acquired each item. Most of the tower is the private chamber of the in-
tower. Located on an enormous floating rock, notes mention some magic-user and a task visible stalker, also wizard-locked.
the entire structure is protected by three air el- which the stalker was summoned to perform. The room itself is round, about 30 feet in
ementals hovering over the area. (The only items which the party will be able to diameter, with six windows, each two feet
Air elementals (3): AC 2; MV 36" ; HD 12; take back to their own plane will be those spe- high and two feet wide. Standing near one of
hp 72; #AT 1; Dmg 2dlO; THACO 9; SA dur- cifically mentioned in this adventure.) the windows is a telescope, constructed so that
ing combat in air, elemental gains + 1 to hit The spiral stairway leads down to a room the main lens is a gem of seeing. The stalker
and + 2 on each die of damage; elemental can with six walls. On each wall is an elaborate has been known to gaze through this telescope
form a whirlwind with 2" bottom diameter, metal door and a small, angled shelf holding for hours at a time.
6" top diameter, and 12" height which lasts an opened book. Standing in the center of the Although always invisible on the Prime Ma-
for one round and kills all creatures under room is an iron golem, which will instantly at- terial Plane, the stalker can be seen dimly on
three hit dice and deals 2-16 points on all tack anyone not accompanied by the stalker. his home plane. He wears finely-made cloth-
other non-aerial creatures; the whirlwind Iron golem: AC 3; MV 6" ; HD 16; hp 80; ing, a necklace of missiles with five stones,
takes one turn to form or to dissipate; SD hit #AT 1; Dmg 4dlO; THACO 7; SA breathes a (one stone delivering 8d6 damage, three
only by + 2 or greater weapon; AL N. cloud of poisonous gas l"xl"xl" directly in stones dealing 6d6 damage, and one stone
The air elementals will attack any person or front once every seven rounds; SD hit only by dealing 4d6 damage), and a longsword +3
creature who comes within 200 yards of the + 3 or greater weapons; affected only by those with a jeweled hilt.
floating rock. magical attacks which are electrical or fire Invisible Stalker: AC 3; MV 12"; HD 8; hp
The party can see only one door, about ten based; fire attacks repair, rather than cause, 63; if AT 1; Dmg4d4; THACO 12; SA surprise
feet high and ten feet wide, leading into the damage; AL N. on 1-5; SD opponent hits at - 2 when stalker
building. On either side of this door, standing The book lying next to each wizard-locked is invisible; AL N.
as sentries, are two stone golems, which the door is a hotel registry written in common. Be- If attacked in his home, the stalker will lure
invisible stalker stole after becoming annoyed hind each of the doors is a 15' x 20' room, his attackers toward the iron golem, then hide
with a magic-user's excessive demands. comfortably furnished, containing a highly- until the battle ends. If necessary, he will use
Stone golems (2): AC 5; MV 6"; HD 12; decorated bed and a wardrobe. These rooms his necklace of missiles.
hp 60; #AT 1; Dmg 3-24; THACO 9; SD hit are where the invisible stalker brings clients
only by +2 or greater weapon, affected by whom he was hired to protect. He shows them
only three spellsrock to mud slows golem to a room, entering the client's name, date,
50% for 2d6 rounds, mud to rock restores all and time of arrival, and place of origin in the
68
Red Abishai (8)
by Deborah Christian entrance on a rope. This method will be safer Acheron at will. Like all devils they can never
but slower and uncomfortably warm. be subdued, and will fight until destroyed.
Terrain: an outer plane of Hell The abishai will not part with their treasure,
Total Party Levels: 42 (Average 7th) The Abishai nor let intruders move freely around the ca-
Total Magic X.P.: 3,700 This group of red abishai are particular fa- vern. If outnumbered, they will order the
Total g.p. X.P.: 9,500 vorites of the devil Malphas, lieutenant to characters out using their abilities to com-
Monster X.P.: Tiamat. They transport gems to him reliably mand and scare.
Kill: 3,470 Defeat: 2,603 when assigned to do so, and create opportuni- If the party remains or if the numbers are
Retreat: 868 ties to steal things for their master. The equal, the abishai will attack. The devils pre-
abishai have always handed over valuables as fer to capture the intruders as a present for
Set Up expected, but constant success has finally Malphas (by landing blows to stun), but will
turned some heads. Believing they are no kill them all if necessary. If defeat threatens
* Ill-planned experiments recently killed
longer closely watched by their superior, some and efforts to summon another abishai have
a local mage. The devils that escaped his con-
of these devils want to hoard their choice new not succeeded, the devils will try to escape and
trol in the process stole a gemstone from the
gems and present them when they want a spe- get help. If the party defeats the creatures,
nearby temple before fleeing back to Hell.
cial favor from Malphas. Not all agree with they will find little of interest on their bodies.
The high priest knows with divine sight ex-
this scheme, however, and the abishai are The lower chamber reveals discarded chests
actly where the abishai have gone, and enlists
quarreling about this issue when the adven- and empty pouches, broken glass and shred-
the aid of the adventurers to recover the holy
turers arrive. ded parchment that may have been scrolls. A
jewel. The priest can provide them with
closer search will turn up one intact scroll (a
means to travel to Hell if the party cannot do
this themselves.
The Lair curse which reduces Comeliness by 10 points),
two potions still sealed and unbroken: a po-
* Adventurers traveling in the astral An outcropping of black granite is visible
tion of gaseous form and oil of slipperiness,
plane are approached by an elderly woman ahead, partially obscured by steam or smoke
and a false bottom in one chest which conceals
who is quite distraught. A group of "beastly jetting from a malodorous fumarole near its
gauntlets of ogre power.
little creatures" just surprised her and stole base. The scratches of talons and claws can be
In the other chamber a short man cowers
her valuables. She will reward the group for seen at points in the rock and dirt underfoot;
near the wall, clutching jewels in hands and
their return, and she can set the party directly this way is a definite path to the rocks ahead.
pockets. He is in reality the most cowardly and
on the trail of the nasties. With a word and a A cavern entrance can be glimpsed through
motion the woman a mage sends the greedy of the abishai who stayed behind to
the smoke before the outcropping.
"guard" the gems. He changed form when he
party to an outer plane of Hell.
saw his companions defeated. He will try to
* Adventurers passing through the planes The Entrance
delay the intruders, expecting other abishai to
of Gehenna, Acheron, or Hades learn from a The lair is a main cavern with two adjoining
return at any moment. He will maintain his
believable source about an unusual band of chambersone directly ahead and the other
human pose as long as possible and insist
abishai from an outer plane of Hell. This at the end of a short tunnel sloping right and
downwards. A slanting passage connects the against all evidence that the gems are his; if at-
group of devils leave their home frequently
tacked or cornered he will fight in his true
simply to harass dwellers on neighboring smaller caverns; abishai must walk when using
form. He carries all the gems here. They are:
planes. They passed through a short time ago it, for it is too narrow to fly through. All three
one black sapphire (4,000 g.p.), two fire opals
and were exceptionally obnoxious, gloating chambers are large enough for the abishai to
(1,000 g.p. each), 12 matched tourmalines in
about fabulous gems they were saving to fly in.
a pouch (200 g.p. each), three uncut ame-
present to their master on a special occasion. It When the adventurers enter they will sur-
thysts (100 g.p. each), and a flawless small
is known that the abishai are not all at home prise two abishai arguing. If they can under-
right now, and the gems should be easy to lib- stand the devils, they hear them debating black opal (800 g.p.).
Outside the cavern, the party will en-
erate from the creatures. Directions to their whether to keep the gems or deliver them to
counter two abishai flying home. One abishai
cavern lair are straightforward and easy to fol- Malphas. Although arguing, one abishai fac-
carries a wand that he believes is a wand of
low. ing the entranceway will notice the intruders.
One devil, suspicious of the party, will talk if fireballs. If the devils to attack, one will hang
back and use the wand. To his surprise it will
Special Lair Features given the chance, but the second will leave to
produce a gust of wind. In fact, this is a wand
get friends heard quarreling in an adjoining
There is a fumarole vent that erupts at odd of wonder with 25 charges left.
chamber. Three devils return with him.
intervals before the cavern entrance. The hot
The abishai (8): AC 1; Move 18" /18"; HD
gas and smoke doesn't bother the abishai, but Consequences
4 + 2; hp 34, 10, 31, 19, 18, 25, 18, 27; #AT
can injure humans or demihumans. As each If the party is captured, the incident will be
character passes beside it, the fumarole erupts 2; Dmg 2-5/2-5; THACO 15; MR 40%; AL
LE. Abishai fight with long daggers and may reported to Malphaswho in turn will discover
on a roll of one on a 1d6. Characters must save the story of the hoarded gems. Amused by the
grapple opponents, doing 1d4 damage from
vs. Dexterity or suffer 1d4 damage. For those intrusion, Malphas may ransom the adventurers
ST bonus of +1. SA spell-like powers, one at
who attempt to dash past the vent, roll a d20; for gems and similar baubles (a fun thing he's al-
a time, one time per round: change self, com-
the fumarole erupts on a result of one. The ways wanted to try, especially if the party is rich
mand, scare, produce flame, pyrotechnics,
momentum of running characters will carry or powerful or has friends who are), or he many
and summon another abishai, once per day,
them past the vent and into the lair before carelessly strip them of everything and strand
20% chance. They can move through the as-
they can stop. The vent can also be avoided by them naked and without equipment in a ran-
tral plane and to Gehenna, Hades and
climbing the rocks and descending before the dom location in the astral plane.

69
Anhkhegs (4)
by Robin Jenkins With the increasing number of farmers immediate striking range.
leaving their homes, Lord Dregmar was forced Without warning, the waiting anhkheg
Terrain: Plains, Farmlands to send an attache to deal with the creature. bursts from the ground and makes its attack.
Total Party Levels: 20 (Average 4th) Unfortunately for the men involved, this ef- If the party is unaware of any danger (and
Total Magic X.P.: 1,200 fort met with the similar fate that all previous hence, unprepared), the anhkheg attack takes
Total g.p. X.P.: 1,310 efforts had; consequently, an attache of eight them by surprise. In the first round of sur-
Monster X.P.: fighting men never returned. Since then, Lord prise, the anhkheg frees itself from its subter-
Kill: 1,657 Defeat: 1,243 Dregmar has been unsure of how to deal with ranean confines; in the second round, the
Retreat: 414 the problem. With rumors of war brewing, insect makes its attack against the closest
His Lordship is hesitant to release any further member of the party an action which war-
Set Up detachments of troops. By the same token, rants no defense or retaliation from the victim
however, the fallow fields need to be planted during that round. If the party is aware of the
* Farmers in the Lowlands near Dregmar
soon; taxes are due at the end of the summer danger (and hence, has taken precautions
Castle are concerned over the arrival of a giant
and Lord Dregmar's troops will need the food. against it), they are not taken by surprise. At-
insect which has taken up residence in the lo-
Caught in a dilemma, His Lordship has adver- tacks proceed as normal in this instance.
cal farmlands. This creature is responsible for
tised in the outlying regions of the kingdom In either case, the anhkheg immediately
the loss of several horses, pigs, and cattle, and
for a group of mercenaries to rid the country- grabs at the closest party member with its fore-
a few local citizens as well. The locals are up in
side of the unknown terror. Payment for the legs and lifts him from the ground, by making
arms, and have approached Lord Dregmar for
job is billed at 8000 g.p. total. a successful hit roll. The victim takes no dam-
assistance in ridding their farmlands of this
age from this action, but is confined within
creature.
The Monster in Hiding the insect's grasp for that round. The player
* Traveling through the Lowlands, the
Upon approaching the deserted farmlands, may attempt to free himself from the crea-
party notices a preponderance of deserted
the party finds a number of large holes in the ture's hold by rolling on his ability to bend
farm houses. To add to this, many of the farm-
upturned soil holes which stretch in a bars/lift gates. If the player fails, the
lands are untilled an oddity, considering
seemingly random pattern across two or three anhkheg's next action is to grab the victim
summer is on the approach. In some of the
separate fields. An inspection of the perimeter with its mandibles. A successful hit roll (at + 3
fields, however, the ground is riddled with a
reveals 17 such openings. The party is able to due to the player's confinement) indicates
number of large holes and a good volume of
count see these openings from the road. that the individual is grasped by the
upturned soil. Closer inspection shows an in-
A closer examination of the holes closest to anhkheg's mandibles. Damage for this action
tricate tunnel system that winds beneath the
the road reveals that all of the openings are is 3d6 per turn. In addition, the anhkheg uses
surface of the farmlands.
roughly 8 to 10 feet in diameter. All of the its digestive enzymes to "break down" the
holes drop 10' directly down from the surface victim for easy consumption. Damage from
The Lair before sloping gradually into the earth. The this fluid is 1d4 per turn. Breaking free from
The farmlands near Dregmar Castle have soil around the holes is loose and susceptible the anhkheg's mandibles is much more diffi-
been overrun by a small group of anhkhegs. to caving in around the aperture. Likewise, cult. Such an action requires the simultaneous
Besides destroying several crops and laying the tunnels are loosely packed and equally efforts of three players, all of whom must roll
waste to the fields, the anhkhegs have killed a prone to collapse. successfully on their abilities to bend bars/lift
number of farmers and their livestock. As Once the party leaves the periphery of the gates; otherwise, the victim is retained within
many as 20 farmers and double that number tunnel system and begins working their way the creature's grasp and thus, continues to
of livestock have disappeared since the ap- toward the center of the field, there is a 20% take damage.
pearance of the anhkheg in the fall of the pre- chance that an anhkheg male waits in hiding
vious year. Oddly, the disappearances stopped 10 feet beneath the unbroken surface of the If the anhkheg takes sufficient damage to
with the winter, prompting the farmers to be- earth. The only visible eveidence of this trap drop it below half its total hit points, it reacts
lieve that the creatures had migrated to a are the anhkheg's antennae, which poke up in one of two ways: if the creature has a victim
warmer climate. slightly through the soil to alert the insect of in its grasp, it retreats into the tunnels to con-
With the blossoming of spring, however, an approaching meal. Spotting the antennae sume its meal; if not, the anhkheg uses its
the trouble began anew this time at an ac- is no problem; identifying them as anything ability to spit its digestive fluids to weaken its
celerated pace. All independent efforts to deal out of the ordinary is. For the most part, the opponents. This action is performed with a
with the creatures have met with failure. This anhkheg's antennae resemble cattails or simi- +1 hit bonus due to the insect's accuracy;
is aided by the fact that no one is aware of ex- lar vegetation. A roll on a character's ability to also, the fluid can be spit up to a distance of
actly what it is they are up against (the crea- locate secret doors brings the items to their at- 30 feet for 4d8 points of damage. The
ture has been described simply as a "giant tention at a distance of no further than 40 anhkheg can perform this attack only once
insect"). The most disconcerting stories come feet. It is up to the DM to determined the im- every six hours and is thus reluctant to use the
from the survivors who have managed to re- portance of description placed on these items, attack except in cases of dire emergency.
turn safely: the tales they relate tell of a la- since too much description may alert the play- If the anhkheg drops to less than its total
byrnthine tunnel system which make it ers to an otherwise mundane item, thereby hits, it retreats immediately into its tunnels to
virtually impossible to track the creature once foiling the anhkheg's highly effective trap. In gain a defensive advantage therein. Despite
it enters the system. In fear, many of the any event, if the player's fail their rolls, they its size, the anhkheg moves quickly under-
farmers have fled their lands; the remaining do not pay any particular attention to the an- ground, and with great agility. If pursued, the
few have turned to Lord Dregmar for assist- tennae until they are within 10 feet of the sen- anhkheg may use its tail to slap at the walls of
ance. sors a point well within the anhkheg's the tunnel, thereby forcing them to collapse
70
around the pursuing party members. The tions of the earth (at a depth of 20-30 feet be- In addition to the male and female
anhkheg takes no damage from the resulting low the surface, the anhkheg can detect an anhkheg are two young anhkhegs. These crea-
cave in; the players, however, take damage as approaching man-sized creature from as far tures are approximately six months old, hav-
normal (see p. 40, Dungeoneer's Survival away as 300 feet). ing been born the prior fall. Though weak and
Guide). Since most of the tunnels vary in relatively small, these creatures still have some
depth, a determination must be made by the The Nesting Lair attributes which could present problems.
DM as to what depth the players are at when The anhkheg lair is the remainder of the Anhkhegs (2 nymphs): AC 4/6; Move 6"
the cave in occurs (the minimum depth for the previous autumn's nesting lair; the present (3"); HD 1; hp 6, 5; #AT 1; Dmg 1-4 + 1-4;
tunnels is 10 feet beneath the surface). As- male anhkheg is a potential mate for the up- THACO 18; SA squirt acid, 2-16; SD nil; AL
suming a cave in occurs at a depth of 20 feet, coming fall. The tunnel comes to a point at N
the players each take 4d8 points damage for which a smaller tunnel connects from one Upon killing the anhkhegs, the party gains
every 10 feet of depth: consequently, the play- side. Depending on which route the charac- a better view of the lair. Scattered around the
ers each take a potential 8d8 damage from the ters take determines which way they enter the din floor are remnants of swords, punctured
collapse. The length of the collapsed section nesting lair. If the party proceeds along the armor, and other such items. There are few
determines who is caught in the cave in; this larger tunnel, they come upon the lair as it bones here; the anhkhegs usually consume the
can be determined by the system in DSG. rounds a corner. The lair itself is 40 feet wide, entire body of their victims. In the back of the
Statistics for both the male and female (en- 80 feet long, and has a ceiling of 12 feet; the lair is the rotting husk of an adult anhkheg
countered later) anhkheg are given below: entire lair is composed of hard-packed soil and the former mate of the female. Nothing is left
Anhkheg (male, female): AC 2/4; Move is much sturdier and hence, less susceptible to of the creature but the shell. There is a large
12" (6"); HD 7, 8; hp 40, 46; #AT 1; Dmg 3- collapse than the tunnels. The lair floor is ap- hole in the under armor and several smaller
18 + 1-4; THACO 14; SA squirt acid, 8-32; proximately 40 feet below the surface of the holes in various locations. Like the black
SD nil; AL N earth. widow spider, the female anhkheg kills the
If the male anhkheg is not encountered in Upon entering the lair from this direction, male shortly after mating, implanting the
hiding, there is a 10% chance per turn that it the party is met by the female anhkheg (the eggs in the carcass to provide the nymphs with
is encountered in the tunnels. If not, the larger of the two); the insect attacks immedi- food during the mother's hibernation. The
anhkheg is encountered in its lair. ately to protect her young. If the male has not young remain inside the husk until spring.
been encountered prior to this point or if he There is little treasure in the lair; all that ex-
The Underground Labyrinth has retreated from an earlier encounter, he, ists are scattered coins and only a few items of
The anhkheg's tunnels wind tortuously be- too, is present, lying in wait in an adjoining minor interest; this is due to the fact that the
neath the surface of the fields, ascending and tunnel normally used for hibernation. This majority of the anhkheg's victims have been
descending in a random pattern as they mean- tunnel connects with the earlier, smaller tun- farmers and low-level militia. Also, since
der through the soil. Many of the passages in- nel. anhkhegs have little interest in treasure, there
tersect; others end in dead ends or open onto If the party takes the smaller tunnel, they is no hoard per se, aside from the scattered
the surface. Due to the softness of the earth come into the lair from the side. If the male items that follow. Distribution of these mea-
and the relative shallowness of the tunnels, has not been encountered earlier or has re- ger treasures is up to the DM; they can be pre-
many of the passages are highly prone to col- treated, he lies in wait at the opening. Conse- sented as a group in the lair proper or spread
lapse. As a result, some of the routes are al- quently, the party encounters the creature throughout the tunnel system. The items are
ready blocked off due to the settling of the from behind and will not be able to see into as follow: 1,000 s.p., 1,000 g.p., 2 gems (60
soil. A dwarf is able to tell which areas are col- the lair beyond. g.p. worth), 1 piece of jewelry (200 g.p.
lapsed from the depressions left in the surface The female anhkheg attacks by spitting first worth), a potion of healing, and boots of
by the settling soil. Others in the party may be and then by grabbing at the closest player elvenkind.
able to tell by rolling below their intelligence with its forelegs. The female fights to the Parts of the anhkheg may be of interest to
on ld20. Failure on this roll indicates the death to protect her young. If room permits, adventurers. For example, the back armor of
party will not be aware of which tunnels are the male attacks simultaneous to the female's the anhkheg, if cured and preserved, makes
blocked or are susceptible to collapse until attacks. Otherwise, the male circles around to excellent scale armor of AC 2. Also, the diges-
such obstructions are encountered. A roll attack the party from behind. If the party ap- tive fluids of the anhkheg can be salvaged and
should be made once during the day's adven- proaches the lair from the smaller tunnel, they utilized as a regular acid. The poison sac is lo-
ture to determine the likelihood of a random come upon the male's back. In such an event, cated in the creature's head and is highly
collapse (as per p. 39 of DSG). Due to the low the female circles around to attack the party prone to puncture. This chemical maintains
density of the soil in these tunnels, a roll of from behind; the male then enters the lair and its properties for up to six months after the
10% should be administered rather than the turns to make its attack. creature's death and delivers 1-4 points of
usual 1% roll. Inside the lair, the male and female use damage. This chemical is treated and limited
Only one tunnel leads from the surface to their height to an advantage. Rearing up like a as listed in the DMG.
the anhkheg's lair; all others wind about in a praying mantis, the anhkheg makes its attacks
maze-like pattern that could confuse all but from a height of 10 feet, thus keeping its head
the most proficient underground adventurer. out of striking range for most attacks other
To make matters worse, the anhkheg is imme- than missile fire or magic. Upon catching a
diately aware of the party's presence from the victim in its mandibles, the anhkheg lifts the
moment they leave the road and enter the player from the ground to render its attacks
field. This awareness is due to the anhkheg's ineffective. Inside its lair, the male also fights
extreme sensitivity to even the slightest vibra- to the death.
71
Hybsils(31)
by Bruce Nesmith cloth symbolizing the family crest, called a ers use battle axes.
kette. Such light equipment supports their Gnolls (2/5): AC 4; Move 9"; HD 3; hp
Terrain: Plains or Sparse Woods nomadic tendencies. 18; #AT 1; Dmg 1d10 or 1d8; AL CE.
Total Party Levels: 24 (Average 4th) This camp is different. A large tarp, made Gnawbone: AC 3; Move 9" ; HD 4; hp 22;
Total Magic X.P.: none of several smaller ones, is strung in a grove of #AT 1; Dmg 1d10 + 2; AL CE.
Total g.p. X.P.: 4,400 trees. It resembles a giant cloth web only 5 feet Along with his family, Gnawbone keeps the
Monster X.P: off the ground. Hung all about the edges are tribe's treasure here. Wrapped in old furs are
Kill: 6,000 Defeat: 4,500 several kettes. The structure of the camp indi- three pieces of jewelry (600 g.p., 500 g.p.,
Retreat: 1,500 cates that the 31 hybsils are unified under one 300 g.p., and 3,000 g.p.). This treasure is left
leader to deal with a crisis. behind if the gnolls are routed in the dawn at-
Set Up Assuming that the hybsils welcome the tack.
party, they are taken to the tent. Inside the If the PCs can eliminate 40 gnolls before
* If an elf or half-elf is in the party, a hy-
open air tent, Iske awaits the party. He is the dawn, the gnolls leave the area. Killing
bsil approaches them and asks for help.
tribal shaman, and a 3d-level druid. The PCs Gnawbone is worth 10 gnolls towards this to-
Gnolls are trying to wipe out his tribe.
will have to crawl or walk hunched over to see tal. If he is killed, there are others more than
* If the party is largely of good align-
him. Once there they can sit comfortably on willing to take his position (but still worth one
ment, a sprite appears and asks the party to
the ground. gnoll.)
help his friends the hybsils. He offers nothing
Iske, hybsil, 3d-level druid: AC 7; Move At dawn the gnolls will surround the grove
in return.
15"; HD 3; hp 14; #AT 1; Dmg 1d4 arrows; where the hybsils have their tent. One of the
* Gnolls have been harassing the distant
SA sleep poison, spells; SD +4 all saves; AL marching groups of 12 gnolls each can be am-
farmlands, and there if a price on gnoll pelts.
LG. bushed here. Once the grove is surrounded,
While on the road, the party encounters a
Spells: the gnolls will charge the grove attempting to
dying hybsil. He tells them that his herd is
1st-level: entangle (x2), shillelagh. reach the woods quickly. A small group of 20
mounting an attack soon against the gnolls.
2d-level: barkskin, cure light wounds. remain to fire their great bows at whatever ap-
Just before he dies, he tells them where they
3d-level: summon insects. pears.
can find his tribe.
Iske tells them that a group of gnolls num- The hybsils defense is to stand firm and
bering around a hundred has been hunting in shoot the gnolls before they reach the grove.
The Lair their territory. They have killed and eaten four Iske casts some of his defensive spells, such as
This adventure involves a considerable of the tribesmen so far. A fifth escaped, re- entangle. This works well until the gnolls
amount of monsters. At the DM's discretion, turning to tell of their plans. The gnolls con- reach the grove.
the AD&D Battlesystem could be used for sider the hybsils game to be hunted. They are The gnolls inside the grove are armed with
the final encounter. planning to mount a drive tomorrow to try to battle axes and nets. They will kill or net any-
In the plains a day's march past the outlying capture or kill the entire hybsil herd. The PCs thing that is moving and not a gnoll. Use the
farms, the hybsil tribe marks its territory. have a variety of strategies they can deploy, grappling table in the Dungeon Master's
Since the tribe is seminomadic, this is the best such as guerilla style raids on the gnoll camp, Guide to handle the net attacks. Just keep
description of their whereabouts that can be full frontal assault, ambush, or merely join in having small groups of gnolls attack the party
given. If the party is trying to find them, there the hybsils' planned defense. until either the party withdraws or 20 gnolls
is a 50% chance each day on the plains of the have fallen. Once at least 20 gnolls are taken
encounter. The Gnoll Camp out by the PCs, the total losses of the band
There are 200 gnolls in this camp, but only make the gnolls decide to retreat.
First Contact 125 of them are capable of fighting. The rest
If the group appears friendly, or if an elf is are children, the elderly, or the weak. In addi-
with them, the hybsils welcome the PCs with tion, there are 12 hyenas and four human
open arms. If they seem neutral, a wary group slaves, soon to be dinner. If released, the hu-
of eight hybsils surrounds the party (surprise mans are in no condition to fight.
on 1-5) and questions them. If they seem un- There are eight guards armed with battle
friendly, or for instance if a half-orc is with the axes, one at each compass point around the
party, the same eight hybsils attack the party camp. The duty changes once every four
(surprise on 1-5), attempting to put them all hours. The camp is a cluster of 25 tents, each
asleep for capture. An interrogation by Iske usually sealed and knotted. In the it fire. Next
(see below) will then determine their inten- to it is a large iron cage, suitable for cooking
tions. meals.
Hybsils (8): AC 7; Move 15" ; HD 1-1; hp4 Gnolls(8): AC 5; Move 9"; HD 2; hp 9;
each; #AT 1; Dmg 1d4 arrows; SA sleep poi- #AT 1; Dmg 1d8; AL CE.
son; SD +4 all saves; AL LG. The chiefs tent is the largest and closest to
the fire. Two gnolls stand at its flap armed
The Camp with halberds. Inside is warlord Gnawbone
Most hybsil camps consist of a collection of and his family, three females, two males and
small tarps strung between trees, each family three children. All the adults are capable of
unit erecting its own shelter and each edge rising and joining a fight with little warning.
hung with an elaborately embroidered, dyed The chief wields a two-handed sword, the oth-
72
Salamander (1)
by Jane Cooper and David Martin next room. The ironwood furnishings in the for safe passage to the treasure room, the sala-
workroom are still sound, but everything is mander will not attack. Once the runes are de-
Terrain: Rural Plains layered in soot, as if a fireball went off in the stroyed (treat as hard metal), the salamander
Total Party Levels: 30 (Average 5th level) room. Charred cloth, books, and the charred, will return to its plane. As soon as the sala-
Total Magic X.P.: 3,200 skeletal remains of a body are visible as the mander leaves or is defeated, the lava will be-
Total g.p. X.P.: 5,075 party moves further into the room. From the gin to cool, and it will completely harden in a
Monster X.P.: telltale pieces of metal around, PCs may de- week.
Kill: 975 Defeat: 710 termine that the unfortunate soul was proba- If the PCs enter the third room, they will
Retreat: 487 bly a mage/thief. His + 1 dagger (x.p. 100) is find themselves in the wizard's treasury. There
lying in the corridor between the workroom is a large, warped ring on the floor in the cen-
Set Up and the next room. ter of the room. On the far wall are several
If the PCs proceed, they will find them- shelves lined with vials, and in the corners to
* A wizard has heard it rumored that an
selves in an oval cave lit by the oval-shaped either side of the shelves are a desk and a
acquaintance of his has passed away, and he
lava pit that fills most of the room. The tem- leather trunk, respectively. All of these things
wishes to acquire the old mage's legacy
perature is about 150, which will make ev- are covered with dust and soot.
particularly his spellbook. He offers the party
eryone uncomfortable and anyone in armor Several hundred vials line the shelves on the
2,000 gold pieces to find and bring back the
miserable. The pit is edged by a 1-foot-high far wall, but the heat has dried the potions to
wizard's main spell book and any other arti-
rim. The lava comes right up to the rim, and crusted powders, and the labels on almost all
facts he may have left behind.
there is a maximum of 4 feet of clearance have long since yellowed and become illegi-
* A land baron in the area has offered the
along the raised rim of the lava pit. On the ble. PCs choosing to examine the vials care-
party 2,000 gold pieces to find out why crops
rim are two sets of runes. A PC using a Read fully have a 15% chance of discovering a
won't grow. They find ruins at the center of
Magic spell can determine that one set of Beaker of Plentiful Potions (x.p. 1,500) that
the blighted area.
runes keeps intact the magic circle that "traps may be reactivated by adding water.
this creature of the elemental plane of fire on The leather trunk has been sealed magi-
The Lair this material plane," and the other "prevents cally, and any attempt to open it by means
An untold number of years ago, a wizard this salamander from harming these protect- other than use of a Detect Magic spell will re-
summoned a salamander from the elemental ing runes." sult in 1 - 4 damage. The trunk contains 2,475
plane of fire. He prepared a special lava pit to The salamander is submerged in the lava, gold pieces, two exquisitely carved gold and
serve as the salamander's home, complete and a door is visible on the far side of the ruby amulets (g.p. 300 each), and a +2 axe
with a barrier of restraint that would prevent room. The salamander will not surface unless (x.p. 600).
the salamander from leaving the material the PCs read the runes or try to open the door, On top of the desk, is a dusty, soot-coated
plane until the wizard was through with it. in which case it will surface in anger, grab, and book, which when brushed off reveals with
Unfortunately, the wizard was killed and his throw into the lava pit any PC who is standing scrutiny a glyph such as is often found on
keep reduced to ruins, and a very angry sala- apart from the party. To amuse itself while in spellbooks. The pages under the cover have al-
mander is still trapped in the basement. captivity, the salamander has taken to "harass- most all disintegrated over time, but any at-
The ruins are of a small keep that once in- ing" anyone who takes a notion to get past it tempt to open the book, which the wizard
cluded a courtyard, main building, and tower. these days, so after doing away with any given sealed with a protective magical charge, will
Now, no wall of the main building stands stray PC, the salamander will inform the PCs still result in 1 - 6 points of damage with each
taller than 20 feet. The second story has been that the wizard's treasure room is behind the attempt, unless a Dispel Magic spell is used,
destroyed entirely, but some of the rooms on door. If they make any move for the door, the in which case, upon opening, the few remain-
the main floor are still intact. The walls, even salamander will rear up in the lava pit and ing pages will crumble to dust. The drawers of
of those rooms still standing, are in danger of start throwing lava balls. It's not a great shot; the desk are filled with the crumbled remains
collapsing (5% if the PCs force a door.) its hit rate is only 60%, but each lava ball that of parchments and spell components.
Stairs in the tower lead down to the base- hits does 1d6 of damage, and the salamander The large ring in the center of the room is a
ment, which is a series of three connected throws two per attack. The salamander also magical item that the wizard once used for
chambers: the wizard's workroom; the sala- has a spear that he uses every couple of turns plant control, but the perpetual heat has
mander's pit, and the treasury. to try and trip the PCs and make them fall in warped it, both in appearance and applica-
As they approach the ruins, the PCs will see the lava pit (Dexterity Check at - 1 for the PC tion. It is now functioning as a circle of plant
a sign hanging catawampus beside the gate closest to the salamander when it uses its staying (bonus x.p. 1,000), killing all plants
that stands ajar. The sign says, simply, "Rema- spear). Any PC falling in will have to fight the within a 5-mile radius. Tossing the ring into
kasjarvas, Wizard Extraordinaire." salamander in its unbearably hot home the lava will destroy it.
If the PCs successfully force the door to the ground unless he can make a strength roll PCs must return through the wizard's keep
tower, they may close it behind them and de- against the creature and get out of the pit. the way they came, facing the salamander if it
scend the tower stairs. From the top of the Salamander: AC 5/3; Move 9"; HD 7 + 7; was not defeated or vanquished to its own
stairs, they will feel a warm, dry heat, and they hp 15 - 73; x.p. 375; #AT 2; Dmg/attack 2 - realm, and the tigers, if they were not de-
may be able to make out a faint red glow be- 12, by weapon type; SA heat for 1 - 6; SD +1 or feated.
low. Descending the stairs, they will find better weapon to hit; AL CE.
themselves in the wizard's workroom, which is Because of the spell that protects the runes
lit by dancing red light from the next room. from the salamander, the salamander cannot
The temperature is about 100', and the PCs tell the PCs to destroy the runes; however, if
can hear a gurgling, crackling sound from the the PCs offer to destroy the runes in exchange

73
Displacer Beasts (12)
by Warren Specter crement assails the player characters' nostrils attracting the attention of the displacer beasts
as they enter the cave. The stench is nearly in the second chamber), the PCs can now look
Terrain: Mountainous / Subterranean overpowering. The walls of the cave are slick around, finding the items described above. As
Total Party Levels: 54 (average 9th) and slimy, the air warm and humid. The cave they search, though, they hear low rumblings
Total Magic X.P.: 2,900 floor is red with dried blood. A thin dusting of and ominous moans from deeper within the
Total g.p. X.P.: 35,500 fine white powder the dust of countless volcano.
Monster X.P.: crushed bonescovers the floor. Bones and Looking through the opening into the next
Kill: 4,951 Defeat: 3,713 debris are everywhere. There is an opening in chamber, the players feel an unexpected
Retreat: 1,225 the cave wall opposite the mouth. This open- chillthe next chamber is completely iced
ing, leading to the next chamber, is quite over. This ten-foot diameter lava tube, created
Set Up narrowbarely three feet across. It is four feet in an earlier eruption, stretches several hun-
from the lower lip of the opening to the floor. dred yards in either direction. The cylindrical
* A pack of displacer beasts has been ter-
If they make an effort to search, the charac- tunnel rises to the right and angles downward
rorizing the countryside near town. Several of
ters will find 3,000 gold pieces scattered to the left. A slick coat of ice covers the floor,
the town's most skilled fighters have made
about, several broken and useless swords, walls, and ceiling in both directions.
their way to the creatures' lair, but none have
staffs, and other weapons, and a Figurine of There are four more displacer beasts in view
succeeded in driving off the strangely aggres-
Wondrous Power in the shape of an onyx (six if the PCs didn't attract the beasts' atten-
sive beasts. The townsfolk, afraid to leave
Blink Dog. (This is similar to the Onyx Dog in tion earlier). Half have moved to one side of
their homes, beg the PCs to rid the area of the
the DMG, but it takes on the characteristics of the opening through which the players must
beasts.
a Blink Dog when used, rather than a War enter; half have moved to the other side of the
* An animal trainer has offered a hefty re-
Dog. See MM1 for Blink Dog statistics.) opening. As the players enter they are, then,
ward to anyone who can help him add a dis-
Chances are the players won't have the time surrounded.
placer beast to his collection of trained
to look around just yet, however: upon enter- The beasts attack as soon as a player charac-
animals. Adult beasts are thought to be un-
ing the cave have each player make a Dexterity ter enters the chamber, fighting with a vi-
trainable, so he'd prefer a young example
Check. A character who fails the roll has ciousness the like of which the party has never
but no one has ever seen a displacer beast cub.
stepped on or kicked a pile of bones, alerting seen. The displacer beasts have little trouble
Rumor has it that cubs have been seen far to
the displacer beasts in the next chamber. If all with the slick ice underfootthey're low to
the north. He'll pay 1,000 g.p. for any live
players make their rolls, they can search to the ground, on all fours, and their foot pads
displacer beast delivered to him; a cub would
their hearts' content before encountering provide sure traction.
be worth far more.
their first displacer beast. If it looks like the player characters are go-
* While wandering through mountainous
If any Dexterity rolls were missed, the char- ing to defeat the displacer beasts, one of the
terrain, the player characters are shocked to
acters have a 1 to 3 on 1d6 chance of being sur- beasts (the female with the most hits left) will
see a displacer beast cub locked in mortal com-
prised as two displacer beasts (the 29 hp male lope down the tunnel to the left. Players
bat with a blink dog. None of the PCs has ever
and the 22 hp female described below) appear should be encouraged to follow.
seen a young displacer beast beforeits value
to ooze one after another through the wall on
is inestimable. The cub escapes from its foe
either side of the opening in the wall opposite The Chamber of Cinnabar
and darts off into the thickly forested moun-
the cave mouth. Actually, the beasts are enter- Players who follow will find that the ten-
tains. Following, the PCs come upon a cave.
ing through the opening, but their ability to foot-wide tunnel runs downward at an ever-
The gutteral growl of displacer beasts can be appear three feet from their actual location increasing angle. The tunnel diameter varies
heard from within.
makes them seem to be oozing through the from ten feet down to a foot or less in spots,
The Lair wall. then back to ten feet. (The beast just ducks
Displacer beasts (6): AC 4; Move 15" ; HD under the narrow spots; the PCs may have to
The displacer beast lair is in an active vol- 6; hp 40, 38, 29 (males), 35, 30, 22 (females); do some excavation work.) Icicles and stalacti-
cano in a thickly forested mountainous re- #AT 2; Dmg 2d4/2d4; THACO 13; SA none; tes must be destroyed or skirted in order to
gion. The displacer beasts heresix adults SD Opponents are at 2 on attack dice be- continue following the fast-moving displacer
and six cubsare quite antsy, and even cause of the displacer beast's ability to appear beast. All in all, the ice and angle should
meaner than usual. This is a breeding lair, a to be 3 feet (left, right, ahead, or behind) its make this trip quite perilous.
sight no man has seen and lived to describe. actual location; MR Saves as 12th level fighter, After several hours' downward trek, the
The displacer beasts hope to keep it that way. + 2 on die; AL N. PCs feel the temperature begin to rise. The ice
The volcano rises majestically above the sur- Displacer beasts are semi-intelligent. The begins melting underfoot, eventually turning
rounding countryside, dominating the view adults encountered here all have an Intelli- into a fast-moving stream deep enough to
for miles around. A plume of smoke rises from gence of 4, the cubs an Intelligence of 2. They cause footing problems nearly as severe as the
the vent. The PCs can see a cave opening just are larger than men and appear vaguely ice. The water picks up speed as the tunnel an-
above the tree-line. This is the lair of the ma- puma-like, with blue-black pelts and "hell- gles ever deeper. The characters notice steam
rauding displacer beasts. A half-day's climb ish" green eyes. They differ from pumas in rising from the floorthen realize that it is ac-
takes the PCs to the cave mouth. Just inside that they have two black tentacles with tually rising from an eight-foot hole in the
the opening is a chamber approximately 15 brownish-yellow horny edges. In combat, floor right in front of them. This leaves about
feet across and 10 feet high. they lash out with these tentacles. a foot of very slick, curved floor on either side
where a quick-thinking adventurer might
The Bloody Chamber The Chilling Tunnel perch if he or she makes a Dexterity Check.
The smell of rotting meat, wet fur, and ex- Assuming they survive this battle (or avoid As they fall (or, if they're lucky, look)
74
through the hole, the players see a ten-foot di- nently for every turn spent in the cavern). The ing each is in a hole just its size and far too
ameter platform in the center of a circular lone surviving displacer beast seems not at all small for any player characters to enter).
chamber, sixty feet in diameter. The platform troubled by the darkness or the mercury as it Grabbing or fighting these cubs is no easy
is about ten feet beneath them right under hops nimbly about the room, avoiding the matterremember, they appear three feet
the holeand it's another ten feet from the pools with ease and warily eyeing the PCs. from their actual location. If the PCs try to
top of the platform to the ground. Ten feet is Looking around the chamber, the players grab the cubs, they'll find themselves trying
an easy leap for an adult displacer beast. Let's can see six small tunnels about two feet in di- to hold quicksilver. The cubs will emerge from
hope the player characters are equally adept ameter spaced evenly around the edge. They their holes as soon as it is clear the PCs aren't
leapers! don't seem natural. (In fact, they were cut by going to leave them alone. When they
The water streaming through the hole hits the the adult displacer beasts as a last line of de- emerge, the cubs seem to shimmer in the hazy
platform and then drops into a pool six feet deep fense for their cubs.) If a character makes any light of the cave, moving quickly, and darting
around it. It is very hot in this chamber, and move toward one of the holes in the outer about the corners of the PCs' vision. They are
steam rises eerily from the platform and pool. It wall, the beast lets loose a blood-curdling little more than blurs.
is quite dark (though not pitch black) in this howl. If the players listen carefully, they can The Cubs (6): AC 4; Move 10"; HD 3; hp
chamber. If the player characters have a torch or hear pitiful mewing sounds and thin, high- 18, 18, 16, 12, 10, 9; #AT 1; Dmg 1d4;
other form of artificial light, they'll see the walls pitched answering howls from within the THACO 16; SA None; SD Opponents are at
and floor are red. An Intelligence Check reveals holes. If the player continues toward the -2 on attack dice; MR Saves as 12th level
that they are composed of cinnabar. Pools of holes, the beast attacks and fights to the fighter; AL N. The cubs have an Intelligence
mercury dot the floor of the cavethe heat of death. of 2.
past volcanic eruptions and the unusual configu- If the PCs subdue the cubs without killing
ration of caverns caused the cinnabar to con- Cub Scouting them, they'll find themselves in possession of
dense into mercury, a commodity much in If the player characters defeat the last adult a treasure beyond compare. No one has ever
demand by alchemists who use it in longevity displacer beast, they can investigate the small seen a displacer beast cub, let alone had the
potions. (The PCs can bring back 2,500 g.p. openings. There is a displacer beast cub in opportunity to train one from birth. They'll
worth of mercury.) each of them. The cubs are quite nervous and, fetch 5,000 g.p. each.
The mercury is, of course, poisonouseven while not as formidable as their parents, can
the fumes are dangerous ( 1 CON perma- still put up a good fight (especially consider-

75
Fungi and Other Moldy Horrors
by Jane M. Cooper darkness, they can determine almost nothing within 5 feet of the brown mold will not be af-
about the appearance of the cavern. It smells fected by the it. If the PCs defeat or neutralize
Terrain: Underground Cavern damp and musty. PCs may use ropes or other the mold and explore the room, they will find
Total Party Levels: 15 - 20 (Average 3d) methods to get down to the lower cavern. PCs nothing but the water itself. The water is poi-
Total Magic X.P.: 800 choosing to walk on the depressed area fall 25 soned. Any PC who samples the water must
Total g.p. X.P.: 1,850 feet to the floor of Cavern B. They must roll roll a 1d6 per sip for damage.
Monster X.P.: 2d6 to determine falling damage. If the party chooses to exit Cavern B via the
Kill: 711 Defeat: 533 Regardless of how PCs enter the lower ca- passage that goes up, they find a smooth-
Retreat: 355 vern, they have an 80% chance of landing on walled tunnel with glyphs and pictures along
the yellow mold that covers most of the floor the walls. The glyphs are not legible, but in
Set Up below, and there is a 50% chance that the the pictures, they may be able to make out the
mold will release its deadly spores. figures of orc-like creatures in an immense
* A crippled merchant approaches the
Yellow Mold: AC 9; Move 0"; HD Nil; room, complete with throne and sacrificial
party and offers a reward of 1,250 gold pieces
#AT 1; Dmg 1d8; SA poison spores (1" by 1" bier. PCs who touch the glyphs or pictures run
for the return of his son's body. He says he be-
by 1" range; kills anything within range un- a 15% chance of disturbing the small patches
lieves his son was killed by a band of orcs and
less it makes a saving throw versus poison; cure of yellow mold that grow along the walls.
left to rot in a cave on the nearby rocky hill-
disease and resurrection are necessary within About 100 feet from the lower cavern, the
sides. The body, the man says, can be identi-
24 hours to save victims); SD susceptible to passageway opens into a larger cavern, which
fied by a brilliant green ring that only he can
fire-based attacks or continual light (causes is the same room as that depicted in the pic-
remove.
dormancy for 2-12 turns); AL N. tures. The room is abandonedappears to
* A local herbalist is offering a reward of
The interior of the lower cavern is black. If have been unused in yearsbut the stench is
1,250 gold pieces to anyone who can bring
the party has a strong light source, and the stifling. If the PCs move forward, they will see
him samples of three different kinds of mold
PCs look around, they may notice that the that a body is rotting on top of the sacrificial
or fungi. He says that others have occasionally
mold does not seem to grow as thick near the bier. Eating away at its flesh are 2 medium and
provided him with samples from the caves in
walls of the cavern. PCs electing to walk 1 large violet fungi. A fourth violet fungus, as
the nearby rocky hillsides.
through the center of the cavern will find the large as they come, is perched on a long unrec-
going extremely rough, since they will be ognizable body nearby.
The Lair climbing over protruding, slimy rocks. They Violet Fungi: AC 7, Move 1"; HD 3; hp
The rocky terrain nearby is filled with natu- must make a Dexterity Check at -4 per 10 24, 18, 15, 14; #AT 1 - 4; Dmg special; SA
ral dips, shallows, and caves, some quite ex- feet traveled by the party to determine if they touch rots flesh 1 round if save vs. poison fails
tensive. The PCs have an 90% chance of make contact with yellow mold. If the PCs (cure disease halts rotting); AL N.
finding a cave that presumably was used by a choose to walk near the the walls, their If the party neutralizes the fungi on the first
band of orcs. The entrance to the cave is parti- chances of making contact with the mold body, they find nothing of value except a
ally hidden by protruding rocks and low drop, but they must still make a Dexterity green ring. The ring is magically charged, so
brambles. As the PCs approach, they find a Check per 10 feet traveled. any attempt to remove it automatically results
smooth hole about 4 feet in diameter that PCs walking near the walls will notice three in a shock that does 1 - 4 points of damage.
slopes down for about 15 feet before empty- wall sconces with torches, which they may The ring protects the wearer by means of its
ing into a 20 by 20 foot cavern. To the PCs' light if they have the means to do so. The magical charges. It has 30 charges remaining
right, as they face into the cavern, is a sizeable chances of encountering yellow mold once the (magic x.p. 1,000).
depression in the otherwise smooth cavern torches are lit drop so the party need only If the party neutralizes the large violet fun-
floor, and to their left is an oblong hole, about make a Dexterity Check at +2 per 10 feet gus living off the grossly decayed body, explo-
6 feet high by 4 feet wide. traveled. As PCs near the opposite side of the ration of the bits of cloth and leather still
The depression on the right is a covered cavern, they will see two exits side-by-side, attached to the stinking flesh reveals a bril-
opening from which players may drop 25 feet one leading up, the other down. liant blue sapphire pendant worth 250 gold
to the floor of a 40 by 100 foot cavern that lies If they choose to go down, they will find pieces, a gold-handled stiletto worth 50 gold
directly below the upper cavern. On the oppo- themselves in a rough, natural passageway pieces, and two vials labeled "Extra Healing"
site side of the lower cavern are two exits, side- that grows narrower and narrower, until they (g.p. value 400 each).
by-side, one leading up and one leading must crawl on their bellies, and those wearing There is nothing else of value in the middle
down. The exit leading down is essentially a armor fear they may not get out. Those choos- cavern. PCs may exit via the passageway that
dead end. The exit leading up brings the PCs ing to go on will find that the passageway leads to the lower cavern or via the passageway
to a 100 by 100 foot cavern at a depth between dead-ends in a 10 by 10 by 5 foot cave. They that leads to the upper cavern and the en-
that of the upper and lower caverns. The exit can hear, if not see, gurgling water. With suf- trance to the lair. PCs taking the latter route
at the far end of this "middle" cavern is a long ficient light, they may notice the patch of will find themselves in a 6-foot-wide passage-
passageway that goes to the 4 by 6 hole on the brown mold growing near the edge of an arte- way that winds upward. The walls are covered
left side of the upper cavern. sian well on the far side of the cavern. with glyphs, pictures, and yellow mold as in
PCs choosing to examine the depression on Brown mold: AC 9; Move 0" ; SA freezing the passageway described above, and the party
the floor of the upper cavern with their hands for 4 - 3 2 points damage; SD affected only by faces the same hazards.
or weapons will find that the thin, moist earth magical coldice storms or walls of ice cause
crumbles away at their touch, revealing a 3 x 3 it to go dormant for 5-30 turns, and a cold
foot hole that drops into what appears to be a wand will kill it); AL N.
large natural cavern. Because of the depth and PCs choosing to go back before they get
76
Gooey and Oozy Things (26)
by Gary Thomas ters and laboratory, and in several places he round, chain mail in 1 melee round, plate
manipulated the environment of the caves mail in 2 melee rounds, magical armor at nor-
Terrain: Subterranean (using stone shape and move earth spells, with mal rate plus 1 melee round per plus of armor;
Total Party Levels: 54 (Average 9th) the assistance of earth elementals) to produce SD blows, cold, lightning, acid, and poison
Total Magic X.P.: 19,100 hotter, cooler, wetter, or drier areas, depend- do no harm; if chopped, struck, or hit by
Total g.p. X.P.: None ing on the needs of the monsters living there. lightning, the pudding will break into two or
Monster X.P.: The cave was not planned to be accommo- three more parts, each able to attack with full
Kill: 25,840 Defeat: 19,380 dating to guests; indeed, it is impossible to damage; AL N. The black pudding is eight
Retreat: 6460 travel through it without encountering its feet across in size, thanks to the magic-user's
gruesome inhabitants. The magic-user used special care of the creature. All puddings tra-
Set Up magical means to control the creatures and vel as well on walls and ceilings as on floors.
protect himself from their effects. The ochre jelly: AC 8; MV 3"; HD 6; hp
* There is a magic-user living in a cave up
The gray ooze has moved into the magic- 36; #AT 1; Dmg 3d4; THACO 13; SD light-
in the hills. He will trade magical potions for
user's quarters. The other monsters live in ning breaks the jelly into two or more parts,
various exotic creatures brought to him. each able to attack at half normal damage.
their specially-constructed rooms, and will not
* A villager is said to have found a cave up The tunnel at the bottom of the cave en-
normally leave them, except to chase after in-
in the hills with some well-crafted armor and a
truders. If they get more than 6" away from trance extends downward to the north, widen-
glowing sword lying just inside. He took the
their realms without catching anyone, they ing out after about 70 feet, becoming a
items to the city, where he sold them for a large
will return to their rooms, preferring their chamber roughly 30 feet across. The entire
sum of gold and retired. Other villagers have
own environments to that of the hallway. chamber floor is covered with stalagmites
since tried to locate the cave, but have so far
If any creatures are still alive when the party reaching almost to the ceiling. Crossing this
been unsuccessful. A few have not returned.
attacks the gray ooze, it will psionically sum- room requires climbing over the stalagmites.
* Local residents tell of a traveler who
mon the other creatures to help it. This arduous process reduces movement by
passed through years ago with a large cart. Its
half.
contents were covered with a tarp, and when a
Entrance to the Cave When a member of the party reaches the
youngster peeked beneath it, he was badly
After some lucky searching in the woods, midpoint of the chamber, a magic mouth
burned by a sudden flash of fire. The stranger
the adventurers find a sinkhole in a small spell suddenly shouts, "Dinnertime!" The
left at once, but his empty cart was found up spell is of no meaning, other than to show the
clearing. The sinkhole is about four feet
in the hills later. A series of earthquakes rum-
across. Peering down into it reveals a pool of magic-user's sense of humor and his dislike for
bled through the hills shortly thereafter.
mud, messy but harmless, about 40 feet intruders.
down. Access to the cave floor should be sim-
The Lair ple by tying a rope to a nearby tree and lower- The Brown Pudding
A powerful magic-user/alchemist turned a ing oneself down. Leaving the stalagmite room, the passage
cave into a "weird greenhouse," stocking the Once in the cave, its living nature becomes bends to the left, twisting and turning for a
caverns with unusual monsters that he could apparent because of the mud, soft sounds of length of 100 feet. At this distance, the corri-
use in potion research. dripping water, and the wet, shiny surface of dor widens again. The chamber is 60 feet long
The monsters include green slimes, gelati- the cave walls, floor, and ceiling. One could and about 20 feet wide, covered with stagnant
nous cubes, gray oozes, an ochre jelly, and sev- expect to find stalagmites, stalactites, and pools of cold, murky water. The sound of wa-
eral colors of puddings. The magic-user running streams in such a cave, although none ter dripping from the ceiling can be plainly
conducted experiments that made these crea- are visible from the entrance. heard, although the ceiling is too high (90
tures larger and more powerful than typical feet) to be seen from the light of a torch or lan-
specimens. Wandering Monsters tern.
Unfortunately, in so doing he accidentally Three monsters in this lair, the gelatinous The limestone walls of this chamber are a
endowed the largest gray ooze with psionic cube, the black pudding, and the ochre jelly, golden color because of a mineral contami-
powers. One day, the magic-user was experi- wander without a fixed location. They may be nant when the chamber was formed eons ago.
menting with his own psionic cell adjustment encountered anywhere, but they tend not to lin- The smooth, wavy surface of the walls would
ability, when the ooze lashed out at him with a ger long in rooms inhabited by other creatures. be quite attractive, if not for the unpleasant
massive psychic crush. The magic-user was The gelatinous cube: AC 8; MV 6" ; HD 4; inhabitant of the room.
killed instantly. hp 28; #AT 1; Dmg 2d4; THACO 15; SA char- This dank area contains the brown pud-
The gray ooze, with its psionic domination acters hit by the cube must save vs. paralyza- ding: AC 5; MV 6"; HD 11; hp 79; #AT 1;
powers, now rules the ugly garden, making tion or be paralyzed for 5d4 melee rounds; the Dmg 5d4; THACO 10; SA dissolves leather or
sure that its inhabitants survive the best they cube surprises on 1-3; SD cold-based spells 2-inch thickness of wood in 1 melee round;
can without their master. have no effect if the cube saves, but if the sav- SD as black pudding; AL N. The brown pud-
Since the time of the magic-user's death, a ing throw fails, then the cube is slowed 50% ding is 9 feet across in size.
few other adventurers have entered the cave and does only 1d4 hit points of damage; elec- if the party should attack the brown pud-
complex, but none have escaped alive. Most tricity, fear, holds, paralyzation, polymorph, ding with burning oil, be aware that any such
valuables are to be found in the magic-user's and sleep based attacks have no effect on the attacks that miss will likely land in one of the
quarters, deep within the cave complex. gelatinous cube; AL N. pools of water, thus spreading the burning oil
In general, the caves are natural limestone The black pudding: AC 6; MV 6"; HD 10; over a wider area. Party members themselves
formations. In one area the magic-user used hp 74; #AT 1; Dmg 3d8; THACO 10; SA dis- may be injured if they are not careful. This
spells to create special areas for his living quar- solves 2-inch thickness of wood in 1 melee room is large enough to support a fire big

77
enough to kill the pudding without consum- is covered with sand, with a few scrubby-looking dor from the dun pudding room. The party
ing all of the oxygen. plants growing in it. first notices that the bottom of the wooden
If the party searches carefully, they will find The room also contains three dun pud- door (the first door encountered in the cavern
a ring of truth and a dagger +1, +2 vs. crea- dings: AC 7; MV 12"; HD 8 + 1; hp 60, 28, complex) has been eaten away. After the
tures smaller than man-sized in the pools. 18; #AT 1; Dmg 4d6; THACO 12; SA dis- magic-user's death, the gray ooze com-
solves leather or 2-inch thickness of wood in 1 manded the black pudding to open this room
The Green Slimes melee round, chain mail in 2 melee rounds, and the next. It took the pudding only a few
From this room, the corridor twists sharply plate mail in 4 melee rounds, magical armor minutes to perform this task.
to the south and extends 40 feet to an unusu- at normal rate plus 1 melee round per plus of The room beyond the door is not natural,
ally warm stream flowing across it. armor; SD as black pudding; AL N. In size, but was magically carved from the surround-
The stream is part of the magic-user's "en- the dun puddings are 8 feet, 4 feet, and 3 feet ing rock. Since the breach of the doors, this
vironmental control system," and was used to across, respectively. room has become as damp as the rest of the ca-
heat up the rooms along this passageway. Af- Buried six feet deep in the sand against the vern, so the walls, ceiling, and floor all have a
ter another 20 feet, the party encounters a east wall is a stone chest, about five feet long, wet, shiny look.
round chamber about 100 feet across and 30 two feet wide, and 2 feet deep. It contains plate Unfortunately, this slimey appearance hides
feet high. mail of vulnerability, a philter of stammering the presence of a small gray ooze: AC 8, MV
This room is colored in various hues of and stuttering, a bowl of watery death, and a 1"; HD 3 + 3; hp 16; #AT 1; Dmg 2d8;
green, blue, and black. Some of the darker cursed sword +1. The magic-user safely stored THACO 16; SA dissolves chain mail in 1 melee
shades of green, and the blue and black color- cursed and dangerous items in this room. round, plate mail in 2 melee rounds, magical
ations, are caused by growths of harmless li- armor at normal rate plus 1 melee round per
chens in the room. The lighter green color The White Puddings plus of armor; SD spells, cold, and heat do no
consists of 16 green slimes growing on the South of the room with the dun puddings, harm; if chopped, struck, or hit by metal
floor, walls, and ceiling of the room. The the corridor forks into two paths. One extends weapons, the weapons may corrode and break
green slimes feed upon the lichens. straight east for 150 feet, leading to the from the ooze's secretions; AL N. The ooze is
The green slimes: AC 9; MV 0" ; HD 2; hp magic-user's quarters and alchemy lab. 2 feet wide and 9 feet long.
15, 14, 13, 13, 13, 12, 9, 8, 8, 7, 6, 6, 6, 6, 5, The other path extends southwest 100 feet. The black pudding which opened the doors
5; #AT 0; SA green slimes are sensitive to vi- The first thing the party notices about this path, was a little overzealous, so the only treasure
brations and will drop down upon passing other than its steep angle of descent, is that it left in this room is a high shelf of metal flasks.
creatures from above; green slimes attach to gets progressively colder along its length. At the These flasks contain the magic-user's finished
living flesh, and turn the affected creature end of the corridor is a round room, 40 feet experiments: potions of gray ooze control,
into green slime within 1d4 melee rounds; eat across, entirely filled with ice and snow. deadly pudding control (one for each color of
through wood at the rate of one inch per hour, Three white puddings in this room blend pudding), green slime control, and gelatinous
through plate armor in 3 melee rounds; SD perfectly with their surroundings: AC 8; MV cube control. Also on the shelf is a potion of
weapons and spells do no harm to green 9"; HD 9; hp 40, 36, 12; #AT 1; Dmg 7d4; paralysis (labelled "Ochre Jelly Control"),
slimes, with the exception of heat and cold THACO 12; SA dissolves 2-inch thickness of which will paralyze the imbiber for 5d4
based spells; cure disease will kill a green leather or wood in 1 melee round; SD as black rounds unless a save vs. paralyzation is made.
slime; AL N. pudding; AL N. Through a door in the east wall are the
If the party is quite careful, they may be In the ceiling of this room is a small shaft, magic-user's quarters. This room contains the
able to thread a path around the green slimes, six inches across, allowing the proper ventila- giant mutated gray ooze: IN 6; AC 4; MV 6" ;
avoiding most of them. If the party attempts tion to keep this room cold. The shaft goes all HD 6; hp 42; #AT 1; Dmg 3d8; THACO 13;
this, each member must save vs. paralyzation the way to the surface, 80 feet above the ceil- SA dissolves chain mail in 5 segments, plate
every 25 feet to avoid a falling green slime. ing of the room. If the shaft is sealed, this mail in 1 melee round, magical armor at nor-
Failing the save means that a green slime has room will return to its normal temperature af- mal rate; SD as ooze above; AL CE; psionic
fallen on the party member, or that the party ter 1d6 days. If the party searches persistently, ability 81, attack mode E once at full strength
member has inadvertently touched a green they will be able to find the shaft outlet at the if psionics used within 6", can psionically
slime. The floor itself is quite slippery, ex- surface, once they realize it is there. dominate any other monsters in this cavern.
plaining the difficulty of making it through The magic-user had a second purpose for the This tremendous specimen is 5 feet wide, 16
the room unscathed. shaft. If worse came to worst, and it became nec- feet long, and a full foot thick.
If a party member flies through the room, essary to destroy his experiments, he could use a If any creatures are still alive (other than the
the green slimes will not sense any vibration, series of cloudkill spells through the shaft to green slimes), the gray ooze summons them to
so they will not attack. flood the entire cavern, starting from the bot- assist in the battle against the party.
tom. Unfortunately, things got out of hand be- If the party eventually succeeds in subduing
The Dun Puddings fore he could adequately respond. all of these creatures, they may find the
At the opposite end of the green slime room, The magic-user could also use the shaft to magic-user's possessions under a stone trap
the corridor continues south for another 80 feet, enter and exit the cavern, after changing him- door set in the floor. Contents include a jade
getting warmer and drier until it widens into a self into an appropriate form by use of a po- scroll case containing a scroll with animate
chamber about 40 feet long and 60 feet wide. tion or spell. dead, telekinesis, ice storm, Bigby's interpos-
The room is brightly lit by several continual ing hand, protection from cantrips, and volley
lights cast upon the ceiling and walls. Several The Gray Oozes spells; elfin chain mail +1; and a ring of
long stalactites hang from the ceiling, weak and The magic-user's laboratory and quarters warmth.
crumbly from lack of water. The floor of this area can be found at the end of the eastward corri-

78
Manticore (1)
by Karen Martin Leading out of chamber 2 are two larger 100 g.p.
openings, one to the left and one toward the
Terrain: Subterranean rear. The left egress leads to chamber 3, the Encountering the Manticore
Total Party Levels: 9 (average 3d) rear one to chamber 4. Both are high enough Manticore: AC 4; MV 12" /18"; HD 6 + 3;
Total Magic X.P.: to walk through when erect. Neither has any hp 54; #AT 3; Dmg claws 1-8; THACO 13; SA
Total g.p. X.P.: 1,503 kind of closure, nor are there any signs of pre- tail spikes, dmg 1-6/18' range, four volleys;
Monster X.P.: vious doors, draperies, or flaps. AL lawful evil.
Kill: 957 Defeat: 718 Chamber 3 contains the nesting area, a
Retreat: 239 foul-smelling, damp, warm pile of rags and The manticore is not present in any of the
bones. Offal lies in heaps in this room, and four chambers when the party arrives. It is
Set Up the stench is overwhelming. Faint light comes making its way into the lair via the long, twist-
from a crack in the ceiling, about 20 feet ing tunnel leading into Chamber 4. It has
* A small abbey has been attacked by de-
above one's head. The room itself is about been hunting, not very successfully, and thus
mons, or so say the locals. The abbot has ap-
8'x8', not large enough for a whole party to do is in a foul mood. The last meal was a couple
pealed for aid, by posting signs in the area.
any serious fighting. If anyone is curious and of days ago, and the monster is peckish.
* At one of the well-known holy grottos,
looks up into the crack, he sees sky. The crack The party is escorted to the wooden door by
the sibyl (prophetess) was attacked by a horri-
is not large enough to fit a hand into, and al- a monk (or one of the remaining faithful fol-
ble beast. Now she refuses to enter the sacred
lows very little fresh air into the room. The lowers of the sibyl), where the members are
space, and her followers are threatening to re-
nest lies on the right side of the room, and left to their own devices. The manticore takes
volt due to her apparent lack of faith. The
cannot be seen from outside the doorway. The six rounds to enter the fourth chamber, where
player-characters hear of this (possibly a cleric
walls and ceiling are roughly shaped, as if by it remains for this encounter. It catches the
is of the same faith), and decide to investi-
nature. More of the odd spikes are lying in this scent of the adventurers, and decides to lie in
gate.
room; some appear to be blood-stained (closer wait.
examination proves this assumption to be The manticore prefers using its tail spikes,
The Lair true). with their range of 18 feet. Once it has struck
The manticore has taken over a small cave Chamber 4, the largest of the rooms and felled a target, it leaps onto it and finishes
beneath a consecrated area (either the space (roughly 20'x20'), contains another nesting the job with its claws and teeth. It is easily an-
beneath the abbey, or the holy grotto). The area. Another opening in the far wall leads gered, and fights more viciously when
lair has been shaped naturally, by centuries of into a tunnel, which eventually opens onto a wounded than when fresh. The DM may give
winds and dripping water. The monster was clearing located behind the abbey (or grotto). the monster an extra attack every other round
drawn there by the abundance of fresh food Sometimes a fairly strong breeze sweeps the for six rounds, to simulate the battle frenzy of
and the convenience of the cave. It has made chamber, bringing the scent of the outdoors the enraged beast. It does not flee under any
itself quite at home in the four small cham- with it. This wind is not so strong that it poses circumstances.
bers. a problem to adventurers. The room is quite If it should close with a foe, it uses its claws
Chamber 1 opens into the cellar of the ab- empty, save for a pile of leather sacks and to rend, its teeth to puncture, and its tail
bey (or the sibyl's divination room) through a rough-weave bags lying in one corner. No spikes to stab. The safest tactic (if there is such
weak wooden door. This had once been the light enters through the tunnel into this a thing) for the victim to use is "playing
abbey's wine cellar (or the sibyl's prophecy room, but if the party has torches it can see dead," in hopes that the manticore leaves him
chamber), now in disuse thanks to the attack. footprints near the tunnel opening. Some are alone and takes after another opponent.
The DM should alter the description accord- human, others appear felinefrom the looks
ingly, adding old wine casks if this is in the ab- of them, made by a very large feline. On the
bey, or ritual paraphernalia if it is in the sibyl's right-hand wall, pinned by a number of the
cave. The door is slowly rotting away from the strange spikes, hangs a halfling skeleton,
ambient moisture in the area, and no one has picked clean of flesh. Any blood on the floor
ever thought to replace it. The chamber is below this grisly remainder has long since
roughly 10'xl0', and about 8' high. A shallow dried. The skull of the deceased faces the wall;
pool in the far right corner holds stagnant wa- he was apparently caught unaware, and
ter, apparently collected there after it ran pinned from behind before he could react.
down the walls. The entire floor is damp, and Partially hidden by the ribcage, dangling
rather slick. Lichens, pale and puffy, grow on from a fine silver chain, is an amulet. It is ap-
the walls, and hanging from the ceiling is a parently one of prevention against scrying, lo-
spider web. cation by ESP or telepathy, and the like. In
At the back of the first chamber is a 4-foot- actuality, it is an amulet of inescapable loca-
high opening. Through it, a crouching charac- tion, which doubles the chances of being
ter can see another larger room, about found by these modes. For the full descrip-
10'xl5'. Steam rises from a crack in the floor, tion, see page 137 in the DMG. This one is
making the atmosphere rather uncomforta- easily concealed in the palm of the hand,
ble. On the walls are deep scratch marks, and made of finely cast silver, set with five small,
scattered about the floor are large spikes. They perfect topazes (g.p. value 1,000).
are not iron but without closer examination a Among the sacks and bags, characters can
character cannot really determine their origin. find 400 g.p., 60 s.p., and an amethyst worth

79
Mind Flayers (2)
by William Tracy ers need do nothing but wait in anticipation They then force the character to act greedy
of their tasty guests. and to argue over the division of the gems found
Terrain: Subterranean Mind Flayers (2): AC 5; MV 12"; HD on the corpse. Once this argument is started, the
Total Party Levels: 45 (avg. 9th) 8+4; hp 68; #AT 4; Dmg 2; THACO 12; SA mind flayer expends more psionic points to
Total Magic X.P.: 9900 mind blast, psionics, tentacle hit slays in 1d4 cause the character to physically attack his com-
Total g.p. X.P.: 6000 rounds; MR 90%; AL LE. The mind flayers panions. If the spell-caster has an area of effect
Monster X.P.: each have 340 psionic ability points, using at- weapon, the mind flayer tries to get him to set it
Kill: 5232 Defeat: 3924 tack mode B and defense modes F, G, and H off against the rest of the party.
Retreat: 1308 as well as the disciplines of levitation, domi- During this scuffle, the other mind flayer
nation, ESP, body equilibrium, astral projec- pours two flasks of oil of fumbling and two
Set Up tion, and probability travel, all performed at flasks of oil of disenchantment down upon the
7th level mastery. party, through the holes in the ceiling. A char-
* Two weeks ago Thomas Acker, a hunter
acter who fails a Dexterity check will be
and experienced woodsman, left his small vil-
lage for a weekend hunting trip. He has still
Watching and Waiting splashed with one of the oils (even chances for
Once the mind flayers are aware of the char- either type).
not returned and his family is worried.
acters' intrusion, they begin using their ESP The tunnel continues on for another twenty
* While traveling through the high hills,
ability to scan the surface thoughts of the feet, then opens up into another room, 30 feet
you and your companions notice a small, dark
party members. Each mind flayer scans the by 60 feet in size. Thirty feet farther, the tun-
cave behind an overgrowth of shrubs and
thoughts of one character per turn, learning nel ends at a gaping chasm 15 feet across. The
weeds.
his skills, abilities, and equipment. opposite side is a featureless wall; the rift ex-
* The town council of Tather is fright-
If any character is psionic, each mind flayer tends up and down for some distance.
ened. Several people have disappeared near
makes one psionic attack against him before At the edge of the chasm is a pool of oil of
the "haunted cave" that mothers threaten
he leaves this area. These attacks are psionic slipperiness, poured over the edge from above
their misbehaving children with. Perhaps the
blasts, and since both are directed against the by one of the mind flayers. Any character in
cave finally has some real inhabitants.
same character, the second attack must be re- this area has a 30% chance per round of step-
solved as a psionic attack upon a defenseless ping in the oil. Any character doing so has a
The Lair psionic. The mind flayers continue this psio- 50% chance of falling into the chasm rather
About a year ago, two mind flayers left nic battle as long as the psionic character than away from it; if the character then fails a
their deep caverns to journey to the surface, counterattacks. Dexterity Check, he will fall to the bottom 60
hoping to get some variety in their diets by If there are no psionics in the party, the feet below.
preying upon hapless travelers. They found a mind flayers are content to observe and wait. Above, the mind flayers grow impatient
new home in a two-level cave. and decide to attack. Levitating down, they
By hiding on the top level and waiting for the The Corpse spend two rounds throwing flasks of oil of fi-
right time, the mind flayers can use their psionic The dark opening on the back wall of the ery burning, causing 5d6 damage to all within
powers and magical potions to wreak havoc cave leads into a natural tunnel. The cave is 1" of the area of impact. The mind flayers
upon intruders on the first level. The upper level noticeably damper here, with streams of water then attempt to float back up to safety before
of the cave can be easily reached only by flying or running down the walls and occasional drops the characters can react.
levitation. The thin layer of rock separating the of ice-cold water dripping from the ceiling. A
two levels is riddled with peepholes, each about variety of harmless fungi and lichen dot the The Hidden Lair
a quarter of an inch in diameter, caused by the walls of this part of the cave. In the wall of the chasm, about three feet
constant dripping of water over the millennia. About 30 feet down the tunnel lies the above the ceiling of the room the characters
The mind flayers have a beaker of plentiful po- body of Thomas Acker. His corpse is dressed are in, is a small hole leading to the flayers'
tions, which produces a number of harmful sub- in simple woodsman's clothes, and the stench hideout. The gigantic room is crowded with
stances they can pour through these holes onto proves the body has been dead at least a week. stalactites and stalagmites. The mind flayers
visitors below. Characters must successfully roll a Constitu- are levitating among the stalactites, waiting to
tion check or lose 1 point of strength for 1d4 surprise the characters once they are close
The Entrance rounds. enough.
The entrance to the cave is a small hole, just Examination of the corpse reveals that the Swooping down from above, they attack
wide enough for a human or dwarf character top of the skull has been neatly cut off and the with their tentacles until defeated or victori-
to squirm through on his belly. Thinner races brain removed. The right hand still grips a ous. The mind flayers are cowards; if they
have it easier, but must still lie flat to gain en- sword, now lying useless beside the body. In a sense they will lose, they will attempt proba-
trance. pouch inside Acker's shirt are an amethyst and bility travel to escape, abandoning their trea-
The passageway opens onto a square room, a peridot, each worth 200 g.p. sure.
about 40 feet across, with a ceiling height of Meanwhile, the characters are far enough Hidden behind a rock in a niche in the
six feet. The characters will not notice the into the tunnel for the mind flayers to make north wall is a beaker of plentiful potions
holes in the ceiling unless they state they are their move. One of them attempts to domi- (producing oil of etherealness, oil of disen-
searching carefully. nate the most powerful spell-caster of the chantment, and oil of fumbling), a mantle of
Because of these holes, the mind flayers in party. Failing to save vs. magic causes the char- Celestian, nine flasks (one oil of etherealness,
their lair above are soon aware of the charac- acter to accept the mind flayer's will as his two oil of slipperiness, two oil of disenchant-
ters, unless they take precautions to make no own. The mind flayers continue this attempt ment, two oil of fiery burning, and two oil of
noise and use no illumination. The mind flay- until successful. fumbling), and 3200 e.p.
80
Quasit(l)
by Ed Greenwood regenerate 1 hp per melee round, harmed The quasit will attempt to slay powerful LE
only by magical or cold iron weapons, unaf- beings paralyzed by the sword, using its power
Terrain: Subterranean fected by cold, fire and lightning attacks, con- to blast out fear if necessary to drive away any
Total Party Levels: 30 (Average 5th) sidered as 7 HD creature when attacked with threatening companions of its chosen victim.
Total Magic X.P.: 400 spells; MR 25%; AL CE. A powerful Lawful Good character thus
Total g.p. X.P.: 1,000 Upon the approach of adventurers, the trapped is questioned by the quasit in bat
Monster X.P.: quasit turns invisible, then detects good and form to determine alignment; then it will
Kill: 391 Defeat: 292 magic in an attempt to gauge the strength of forcibly alter the victim's alignment to CE
Retreat: 98 its potential foes. It then turns into bat form with its Helm so as to gain a powerful "mas-
and flies in a rush to its cavern by means of ter." While they are paralyzed, the quasit will
Set Up many small cracks and tunnels in the rock. It attempt to blind characters of other align-
will attempt to escape via these same tiny, ments that it has trapped (i.e., tearing out
* Somewhere nearby beneath the hills are
twisting tunnels if an encounter goes against eyes); it will then harry and slay them, indulg-
caverns containing the riches of many buried
it. Once in its cavern, it will light the braziers. ing in its cruel nature. Note that the paralysis
kings; the treasures and war harness of long- (Both are five feet high, of brass, and are filled caused by the sword allows speech (including
dead mighty warriors, who carved out their with charcoal and dried leaves; they are valued verbal-component-only spells and command
thrones when there was no law but the sword,
at 5 e.p. each.) The quasit will revert to its words), eye movements, breathing, hearing,
and fewer humans than fearsome beasts.
own form to employ flint and steel to light and even coughingbut one's head can not
* A magic sword of great power rests in both braziers; it will then hide the tools in a be turned or tilted.
the catacombs beneath the city, awaiting one crevice, turn once more into bat form, and fly In battle, the quasit will employ all of its
worthy to wield it. Many have sought it, but
into one of the braziers. There it will lie, con- available forms. In this case, it may become a
none have borne it to the light; the one who
cealed by the flames, and watch the adventur- bat (does no damage, but can seize and/or
does may win thrones and much personal ers approach. carry small weapons, light sources, potions,
mage-power with it. PCs will see a longsword glowing with a etc.) or a wolf (c.f. "Wolf", Monster Manual,
* Great evil and great magic lie beneath
faint blue radiance; it lies upon a stone table for statistics). It will seek always to escape with
the city, gathered in dark ways there from lit by two flickering braziers. Ashes have been as little injury to itself as possible; it has no de-
many burial grottos in the nearby hills for scattered on the table, and in them the quasit sire to "have a good brawl," and will engage in
some dark purpose. There are no longer any has written in Common: combat only to defend itself or to slay trapped
guardians of this strange and splendid trove;
opponents as detailed above. In the tunnels
they were all slain or driven off by adventurers Evil deeds are mighty deeds
near its cavern, the quasit knows of at least one
who brought back the take as they returned to Judged ill by those who flout law
treacherous pit-fall, and if pursued it will seek
the surface, dying of their wounds. That directs the strong to act in right
to lead its pursuers into it.
And remake this weak world anew.
The quasit will slay LE creatures (including
The Lair By these words the quasit seeks to lure be- CG creatures it alters with the Helm) and steal
A quasit sent to the Prime Material Plane to ings of Lawful Evil alignment into taking up their souls for its demon lord, plane shifting
further the aims and influence of evil chaos the blade. The blade itself is a finely-crafted with the corpse if it can. It will serve powerful
stumbled across a rich treasure trove deep in a but unadorned longsword with a fine blue CE creatures, and simply drive off, slay, or
network of catacombs beneath a large city. steel blade and a stout metal grip; on it are en- seek to harm creatures of other alignments. It
Employing its wits and shapechanging graved the words "I bring doom to fools." will attempt to steal enticing treasure from
powers, the quasits elected certain items of If any being touches the blade, a perma- such creatures, if it can, to add to its lure (by
the treasure to lure beings into its power. nent Magic Mouth on it will speak in the LE following invisibly and taking by stealth). If
Selecting a subterranean area widely alignment tongue, "Take up the blade if ye the quasit itself is slain, it will burst into
thought to contain rich treasure and explored are true. Wield it well." The blade can be yellow-green writhing flames, and its form
by many adventurers, the quasit set two bra- lifted, swung, and moved about freely for will shift rapidly and erratically from bat to
ziers on either side of a stone table, and laid three roundswhereupon it will levitate rap- wolf to quasit to larva and back again as it
upon the table one of the magical treasures: a idly back to the table, moving 22" per round burns, dwindling away with oily smoke and a
Lawful Evil sword +1 that had been cursed through the air. It will leave a being's grasp or brimstone stench, until it dies to a tiny, flick-
sometime in the past (see below). It concealed possession regardless of bindings or restric- ering spark (in two rounds) and then winks
the other item of treasurea Helm of Oppo- tions, magical or physical, and regardless of out. DMs should note that the quasit cannot
site Alignment(q.v., DMG)on a ledge high the Strength of the grip holding it. When it call on its demon lord for aid, nor summon
up in the ceiling of its chosen cavern. The does so, that being is instantly paralyzed. The any demons or other evil creatures to fight for
quasit now lurks nearby, awaiting adventur- paralysis is absolute for one to two further it.
ers. rounds; thereafter a victim gains a saving
Quasit (1): AC 2; Move 15" ; HD 3; hp 22; throw versus paralysis each round. Whenever
#AT 3; Dmg 1d2/ld2/ld4; THACO 16; SA such a roll is successful, paralysis ends (al-
polymorph self, detect good, detect magic, though the sword will re-paralyze a character
claw attacks in unpolymorphed form must be rash enough to pick it up again). If the blade
saved for vs Poison or a burning itch drains 1 is released before three full rounds have
from its opponent's dexterity for each wound elapsed, no paralysis will occur, but the blade
(loss remains for 2d6 rounds), become invisi- will "fly" back to the table after it has been
ble at will, rear in 3" radius once per day; SD absent from it for three rounds.
81
Rust Monsters (7)
by Gary Thomas out. Other mines were more productive, so ment rate of 12".
the dwarves moved on. The third rust monster has imbibed a po-
Terrain: Subterranean tion of gaseous form. Fortunately, this renders
Total Party Levels: Any (see below) Rust Monsters for Sale the creature harmless for as long as the potion's
Total Magic X.P.: 3300 Surprisingly enough, there is a ready mar- effects last, 4 turns plus 1d4 turns. Unfortu-
Total g.p. X.P.: 4000 ket for rust monsters, although this market is nately, it gives the monster the ability to fol-
Monster X.P.: often shady and underground. Fighters going low the party during this time, and to
Kill: 2044 Defeat: 1533 up against iron golems have a distinct advan- infiltrate itself into whatever nook or cranny it
Retreat: 511 tage if a few rust monsters are fighting along- believes has the most metal. When the potion
side. Sales have also been made to thieves and wears off, it will attempt to strike that metal.
Set Up assassins, who often have need of breaching If it is in a pack, its sudden appearance will
iron-reinforced doors or vaults. have the same effects as the sudden growth of
* An abandoned dwarven mine up in the Some castles have purchased rust monsters, the first rust monster above.
hills still yields gems and precious metals to to be held in case of attack by an opposing The fourth rust monster drank an entire po-
those who know where to look. The dwarves
army, in which case the rust monsters could be tion of growth, and is now 10 feet tall. It will
left the mine suddenly to go off and fight a released outside the castle walls to wreak stay this size for 4 turns plus 1d4 turns.
war against giants living far to the north.
havoc on the siege forces during the night. The fifth rust monster is not immediately
* A band of trolls once roamed the hills,
Usually, all of these rust monsters are killed by noticed, because it drank a potion of invisibil-
attacking innocent victims. If someone could
the soldiers outside, which prevents the mon- ity. It will approach the party freely, and will
find their lair, there would be more treasure sters from roaming the surrounding country- not turn visible until it makes its first attack.
than anyone could carry home. The trolls were
side and becoming pests. Since rust monsters The sixth rust monster in this lair is perhaps
last seen some years ago, but no one is known are difficult to keep alive, such castle sales are the most unpleasant, for it has consumed a
to have found their cave. a source of much repeat business when an en- potion of invulnerability. For 5-20 melee
emy attack is impending but slow to come. rounds, it will be immune to all non-magical
The Lair weapons and attacks by characters with fewer
A retired adventurer named Dras has taken up The Rust Monsters than 4 Hit Dice. Its AC is also improved to 0,
residence in an abandoned dwarven mine, The seven rust monsters involved in this en- and it makes all its saves at + 2 for the dura-
where he now raises rust monsters as a hobby. counter have the following characteristics: AC tion of the potion's effects.
The little creatures are very difficult to keep 2; MB 18"; HD 5; hp 24, 23, 19, 22, 23, 16, The last rust monster drank a potion of
alive in captivity, but Dras has a certain knack 24; #AT 2; Dmg 0; THACO 15; SA hit de- speed. For 5-20 melee rounds, it will move at a
(what he calls his "rusty thumb") at the task stroys metal; magically endowed items gain a phenomenal 36" rate, with 4 full attacks per
and enjoys it. What is more, he finds that he saving throw (10% chance for not being af- round. The aging effects will kill this rust
can sell the rust monsters at a tidy profit over fected for each plus of the item); SD metal monster as soon as the effects wear off.
and above his expenses. weapons striking a rust monster are destroyed
A recent sale of a half-dozen rust monsters as above; AL N. Treasure
required that Dras travel for about two weeks Each rust monster also has its own special Even though rust monsters are physically
to make delivery of the creatures, and in his characteristics because of the particular potion harmless, this scenario can be particularly dev-
absence he left enough iron for the remaining which it has imbibed. astating to characters who have acquired a
rust monsters to eat. Unfortunately, he has The first rust monster has imbibed a potion great deal of magic over the years. The loss of
been delayed away from the cave, and the des- of diminution and shrunk to a size of 2 inches valuable armor, weapons, and metal magics
perately hungry rust monsters have finally long. At this size, it is unlikely to be noticed can be tragic. On the other hand, beginning
broken loose from their cages. by any members of the party, considering the or low-level adventurers may be able to walk
In their foraging, they have just come upon probable dimness of the mine shaft and the through the mine virtually unscathed.
a small collection of magical potions. Under confusion engendered by the other rust mon- Feel free to adjust the amount of treasure
ordinary circumstances, this would mean sters. This tiny creature will crawl into any ac- found depending upon the strength of the
nothing to the rust monsters, but in this case cessible space in search of metals to devour. If party. High levels should be clever enough to
the potions were stored in metal flasks, as is any character has set a pack, a weapon, or ar- avoid many of the challenges posed by the
sometimes done to prevent breakage. By a re- mor on the floor, this monster will certainly "mutated" rust monsters, and the interesting
markable coincidence, just as the party enters destroy any metal it can get to. The rust mon- nature of the encounters (along with the X.P.,
this region of the cave, the rust monsters have ster will return to its normal size after 6 turns of course) may be reward enough. Low level
dissolved the flasks and started lapping up the plus 2-5 turns(d4 + 1). If the rust monster is in characters would not lose much, so they may
rust. a pack when this happens, first the creature's decide not to fight the rust monsters at all. In
Thus, the rust monsters accidentally con- antlers will stick out and tickle the adventur- this case, their magic and monetary reward
sume a number of potions, which affect the er's neck. Then, the adventurer will be should be much less.
rust monsters in various ways at the same time knocked over by the weight, and the pack it- A medium-level party which does fight the
the adventurers encounter them. self will be destroyed by the sudden expan- creatures would deserve the most treasure. A
The mine itself is of very little interest, sion. Items in the pack must save vs. crushing typical reward might be a wand of metal and
other than as the abode of the rust monsters. blow. mineral detection with 40 charges, a rope of
The dwarves who once inhabited the area did The second rust monster has accidentally climbing, a bow + 1, and 4000 g.p. worth of
not leave suddenly. They had mined the best drunk a potion of flying. For 4 turns plus 1d4 assorted gems.
regions and the veins were beginning to fizzle turns, it will have the ability to fly at a move-

82
Shadow Dragons (2)
by Anne Brown mouth placed at the branch will go off, saying ries. Spells will be lost permanently from such
in a booming voice, "Leave here or die! Dark- exposure until relearned or regained normally.
Terrain: Subterranean ness will engulf you!" The magic mouth SD shadow dragons suffer no ill effects of their
Total Party Levels: 35 (Average 5th) warns the shadow dragons that someone or breath weapon, and have the ability to hide in
Total Magic X.P.: 2,650 something has entered their caves. shadows as a 10th-level thief. These creatures can
Total g.p. X.P.: 1,000 The circular tunnels throughout the mine only be harmed by magical weapons. They are
Monster X.P.: are 20 feet high and 20 feet wide, travelling immune to life energy loss of all types. Shadow
Kill: 4,643 Defeat: 3,482 both to the left and the right. In either direc- dragons cannot be subdued and sold. MR 20%;
Retreat: 1,161 tion the party will find a smaller cave after THACO 13, 15; AL NE.
about 50 feet. These caves are both in an un- The male dragon of this pair has 17 Intelli-
Set Up finished state, unlike the finished condition gence and is an old dragon, giving it the use of
of the tunnels. The cave in the right tunnel is two 1st-level and two 2d-level illusionist
* Your party is adventuring through a
the eastern cave, and is approximately 20 feet spells. His favorite spells are hypnotism,
very thick forest and finds a small cave with a
high by 15 feet wide by 15 feet deep. Upon phantasmal force, fog cloud, and blur.
deep hole in it.
close inspection the adventurers will find the In this rear cave is the area where the
* Your party of adventurers has been
remains of an armored human. The armor is dragons sleep. Their nest, located in a back
hired to investigate an ancient forest, rumored
in very poor condition, but the party will also corner of the room, also contains five 1- foot-
to contain an old silver mine. Previous excur-
find a hammer +2 if they search carefully. long, black, leathery eggs. In another corner
sions have never returned.
The cave floor is strewn with many rocks con- of this room is a round, flat pan holding 60
taining bits of silver, but the party will find gemstones. Among these stones are pieces of
The Lair that the silver vein in this room has been turquoise, obsidian fragments, black pearls,
A mated pair of shadow dragons have taken mined out completely. including one pearl of power, a black opal,
over a silver mine for their home. They killed The western cave in the left tunnel is similar and some pale blue tourmalines. Together the
the five remaining miners here one night 20 to that of the eastern cave in size, but has a sil- stones are worth approximately 1,000 g.p.
years ago. Once a month, and only at night, ver vein that runs throughout the entire room. The round, flat pan is actually a black shield
the shadow dragons crawl out of the mine to The room sparkles when lanterns or torches + 3.
roam the forest to see that no one is living in are present. Also in this room, since they feed The male shadow dragon is very devious
it. The rest of their time is spent deep in the on the silver, are several green slime, which and has devised a plan to trap would-be in-
mine. will drop on anything entering the room. truders, using the circular pattern of the lair.
The mine is located in a small cave deep in Green Slime (6): AC 9; Move 0; HD 2; hp After being warned by the magic mouth of in-
the hills of a dense forest. In the cave is a 100- 9; #AT 0; SA sensitive to vibrations and will truders, he casts the 2d- level illusionist spell
foot-deep shaft, leading down to two tunnels drop upon creatures passing below. They will fog cloud, into whichever tunnel the intruders
which branch off, one to the left and one to attach themselves to living flesh and in one to have chosen to follow. The cloud appears to
the right. The tunnels travel in a large circle four melee rounds will turn the creature into be a greenish smoke, similar to the magic-user
until they connect again to form a large loop. green slime (no resurrection possible). Green spell cloudkill. Intruders caught in the cloud
There are four rooms on the loop which are lo- slime eats through wood slowly but eats will begin to cough and choke because of the
cated at the four points on a compass, with the through metals quickly, going through plate stuffiness and density of the cloud, and will
shaft entering the loop at the southern room. armor in three melee rounds. SD green slime believe it to actually be a cloudkill spell. This
The shadow dragons live in the room farthest can be frozen, burned or scraped off quickly will force the party to follow the other path.
from the shaft, thus being the room at the (thereby rendering the scraper useless). A cure Meanwhile, the female shadow dragon will
north. disease spell will kill a green slime, but all position herself behind the cloud and will
The cave that the adventurers find in the other forms of attack do it no harm. AL N. move quickly and silently through it after the
forest is 15 feet high, 20 feet wide, and 25 feet After both the eastern and western caves, party moves in the other direction. As the
deep. About 15 feet into the cave is a 100- the tunnels continue going farther into the party travels down the other tunnel, she will
foot-deep shaft. Near the shaft opening are mine to complete the circle. These tunnels have put herself behind them. The male
rotted timbers which once supported the lead into a very large cave, approximately 25 shadow dragon, after using his spell, will cast
shaft, but have been pushed out of the shaft feet high by 80 feet deep by 80 feet wide. This an improved form of the 1st-level illusionist
by the dragons entering and leaving. There is the cave where the shadow dragons live. spell hypnotism, which will only require the
are also a few rusted mining tools lying around Shadow dragons (2-male, female): AC -2; use of his voice. He will draw anyone suc-
and the bones of several creatures. Upon in- Move 18" /24"; HD 5,6 (each is +1); hp 35,42; cumbing to the spell toward himself down the
vestigation they appear to be the bones of sev- #AT 3; Dmg 2-5/2-5/3-12; SA magic use for other tunnel. The intruders will soon be be-
eral dwarves and two hill giants. male shadow dragons with 17-18 intelligence tween the shadow dragons, who will move
The shaft is 12 feet in diameter and opens at and adult age or older. Magic use includes breath closer for the attack, first using their unique
the bottom into a 20-foot by 20-foot room, weapon, which causes a cloud of darkness 40 feet breath weapon. The male shadow dragon will
which is the southern cave. In this room are long, 30 feet wide, and 20 feet high. This tangi- then cast the 2d-level illusionist spell blur
more rusted tools, a large bucket with four ble substance blinds those within its confines, upon himself, and both dragons will move
broken chains attached to it, and a good-sized even those with infravisual capabilities, and into the melee.
pushcart with broken wheels. lowers their life energy so as to leave them only The dragons retreat if, one of them is killed
There are two tunnels which branch away 25% of their usual vitality (level or hit dice; 50% and over half of the party is still fighting or, if
from this room. When anyone other than the if a saving throw vs. breath weapon is successful) both have taken over half damage and one
shadow dragons enters the tunnel, a magic for as many turns as the dragon has age catego- half of the party is still fighting.
83
Wraiths (12)
by Robin Jenkins Responsible for these recent deaths is a pending on which way the party enters the
group of wraiths that have found their way catacombs determines which part of the un-
Terrain: City, Subterranean Catacombs into the ancient catacombs via the city's un- derworld they see first, though the encounters
Total Party Levels: 30 (Average 5th) derground drainage stream. These winding occur in the same relative order.
Total Magic X.P.: 6,500 caverns have been all but wiped clean from Travel through the underground stream is
Total g.p. X.P.: 8,830 the official city records; as a result, their exist- slow and difficult; the water moving through
Monster X.P.: ence has gone unnoticed for well over 200 this area flows from NE to SW at an average
Kill: 10,161 Defeat: 7,579 years. Taking up residence in these linked ca- depth of 3 to 4 feet. The ceiling of the unde-
Retreat: 2,540 verns, the wraiths have made the catacombs ground stream is 5 feet above the water's sur-
their home an area from which they come face for most of the stream's course, though it
Set Up forth at night to seek their prey. sometimes reaches as low as 1 foot above water
The majority of the victims have been killed level. Though the current is not overpower-
* In a local bar, the party learns that local
by the wraiths' chilling touch an action ing, it can make movement somewhat of a
authorities are disturbed over the recent dis-
more suited to the wraith, since it allows the problem.
covery of a seventh body in the warehouse dis-
creature to feed upon the victim's dissipating Entry through the Golden Griffon will also
trict of the city. Although murders are not
life force. Only as a last resort, will a wraith be difficult, though in a different manner.
uncommon in this section, the recent cases do
drain the life force of its victim, as this de- The owner of the tavern, Dex Landor, is not
not fit the regular mold. Authorities are baf-
prives the wraith of a full "meal" by creating a particularly pleased with the discovery of the
fled not only by the lack of evidence surround-
half-strength wraith from the victim's life es- catacombs and would rather forget that they
ing these crimes, but also by the strange and
sence. Though there are a few half-strength were found through his cellar. Dex is afraid
unknown manner in which the victims were
wraiths under the control of the undead, these not only of the effect this discovery will have
dispatched. Each body found has been free or
spirits are few in numberat least for the on business, but also on the subsequent trou-
any wounds, toxins, or evidence of any attack
time being. ble that might follow for him and his family as
whatsoever. Except for the lily-white pallor
The wraiths in this group are under the do- a result thereof. To guard against this, Dex has
and the apparently restful position in which
minion of no one particular wraith; as a result, had the door to the cellar sealed and locked,
the bodies were found, one would assume the
the group exists in a cooperative, but mostly and refuses to open it for any one other than
victims died of natural causes a supposition
independent coexistence. This is not to say, the local authorities (he would have also re-
betrayed by one annoying piece of evidence:
however, that individual wraiths do not owe sealed the cellar wall if the magistrates had not
the expression of sheer, unbridled terror on
their fealty (indeed, their very existence) to warned him to leave it open pending further
each of the victims' faces!
another wraith. Very simply, when a wraith investigation). Any attempt to bribe or other-
* In the process of digging out a wine cel-
kills a victim by draining its life force, only wise coerce Dex will meet with failure; he will,
lar for a local tavernowner in the warehouse
half of that force is consumed by the draining however, be persuaded to open the cellar by
district, workers discovered an archaic stone
wraith; the other half goes into the creation of order of the local police.
wall that had apparently been long forgotten.
another (albeit half-strength) wraith. In this
As the wall was situated in the middle of the
weakened form, the half-strength wraith is The Catacombs
tavernowner's property, orders were given to
bound to its "creator" by a supernatural link; Beneath the waterfront, in the heart of
remove the obstruction. In doing so, the
thus, it is subservient to the other, stronger what was once the old city, lie the twisting
workers were amazed to find an entire under-
wraith that is, until the half-strength confines of the ancient catacombs. The walls
ground catacomb that appeared to wind tor-
wraith has killed a victim by draining its life of these interlinking caverns are made of earth
tuously for hundreds of feet beneath the city.
force (thereby completing its essence by drain- and crumbling stone; the surfaces of these di-
More surprising was another discovery at the
ing half of its victims life force). It is in this lapidated structures are slippery and covered
point of investigation: at the foot of the wall,
manner that the wraith population is sus- with moss. Along the perimeter of the wall are
piled randomly and quite irreverently about
tained and increased. Consequently, in com- scores and scores of bones the dried remains
were the clothed and freshly rotting bodies of
bat, it is the half-strength wraiths who are of the city's elder citizens. The ceiling of the
no less than 20 men, women, and children!
more prone to strike in an attempt to drain life catacombs are rough and uneven; they are 12
energy; it is the only combat ability they have feet up and provide a nesting spot for numer-
The Lair in this reduced spiritual form. Full-strength ous bats. Among the regular rodents are 13 gi-
The city has been plagued in recent weeks wraiths drain life energy on an occasional basis ant bats hanging among the cobwebs and
by a series of unexplained disappearances (successful drains as a wight's ability), feeding dripping stalactites.
20 of which have been attributed to some un- off the levels stolen, but preferring to kill the Giant Bats (13): AC 8; Move 3" /18" ; hp 2
known malevolence. These disappearances victim with their chilling touch (where possi- each; #AT 1; Dmg 1-2; THACO ; SA Nil;
have been underscored by the more immedi- ble). Wraiths killed in battle dissipate imme- SD - 3 to hit with missile fire; AL N.
ate discovery of seven bodies in the warehouse diately, their essence being subsequently To add to the dangers of the catacombs, the
district. The authorities do not know who to diffused throughout the Negative Material rough, earthen floors are slippery and covered
suspect; as a result, little has been done about Plane. with muck; at various points throughout, the
the problem. The local police have made only There are presently two entrances to the cat- cavern floors are covered with patches of green
a brief investigation of the catacombs, main- acombs: the first is through the basement of slime (see accompanying map for locations).
taining a safe distance for fear of what these the Golden Griffon Tavern; the second, which Green Slime (4): AC 9; Move 0"; HD 2;
caverns might hold. Consequently, a reward has yet to be discovered, is through the drain- hp 9, 8, 5, 4; #AT 0; Dmg Nil; THACO 16;
of 5000 g.p. has been posted as bounty on the age outlet of an underground stream that SA infect flesh, corrosive properties; SD im-
killers. pours into the bay on the waterfront. De- munity to most weapons and spells; AL N.

84
The catacombs wind throughout the under- strike. Although half-strength wraiths lack lie about the room in randomly scattered
world, opening from thin, constrictive corri- the ability to pass completely and willfully piles. The new inhabitants of the urns are the
dors into wide, expansive rooms. In each of into the Negative Material Plane, they gain wraiths, who use them (and the burial cham-
the larger rooms, there is a 25% chance that the ability to animate dead bodies (skeletons ber) as their new habitat. There are 12 urns
the party will encounter a wraith. However included) by inhabiting the corpse for no left intact; 9 are inhabited by wraiths. There is
many encountered in these areas are absent longer than one turn. Beyond this point, the a 75% chance that the wraith will be inside
from the larger group in the final cavern. No wraith is unable to free itself from the corpse the urn; those not in the urns await in hiding
encounters will be made with half-strength and dissipates into nothingness. The ani- around the backside of the columns. All of the
wraiths in these early rooms; it is only in the mated corpse delivers physical damage at a wraiths remain in their respective positions
antechamber to the burial chamber that these rate of 1-4 points per unarmed strike or by until one is discovered at which point, they
creatures will be met. If no encounters are weapon type. In this form, half-strength attack en masse.
made in these rooms, or if the party makes its wraiths are not able to drain life energy. Con- Wraiths (9): AC 4; Move 12"/24"; HD 5
way to the antechamber and final burial sequently, half-strength wraiths only perform + 3; hp 32, 30, 29, 29, 27, 25, 23, 22, 19;
chamber first, they will encounter the full this type of action on command of their con- #AT 1; Dmg 1-6; THACO 15; SA energy
group of wraiths (half-strength wraiths in- troller or in dire cases of necessity (such as drain; SD silver or magic weapons to hit; AL
cluded). those where life drain attacks are generally un- LE.
successful). There is relatively little treasure to be found
The Antechamber Half-Strength Wraiths (3): AC 4; Move in the wraiths' lair; what there is comes from
This small room precedes the final burial 12" /24"; HD 3; hp 15, 14, 12; #AT 1; Dmg the wraiths' victims or from the catacomb's
chamber of the catacombs; the two are ad- (animated form) 1-4; THACO 16; SA energy former inhabitants (the previously undis-
joined by a large (8' wide by 10' high), crudely drain as full-strength wraith; SD silver or turbed dead). Careful investigation will reveal
cut arched entryway. The antechamber is magic weapons to hit; AL LE the following monies and items scattered
filled with scattered bones and heaps of stone among the remains of various corpses: 12
and indescribable debris. In addition to this, The Burial Chamber gems (total worth 1,620 g.p.), 8 pieces of jew-
five freshly decomposing bodies lay about the The last room of the catacombs is a roughly elry (total worth 6,200 g.p.), 1,000 g.p.,
chamber. As soon as the party enters the area, hewn cavern with natural columns and nu- 2,000 e.p., one pair of bracers of defense +2,
they are set upon by three half-strength merous urns. All of the urns are covered with a pair of boors of the North, a pouch of dust of
wraiths. These undead have been placed here dust, though some of the ornate porcelain be- disappearance, and a scroll of protection
by their controlling wraiths to guard the final neath shows through at various points. The fire. These items are widely scattered through-
burial chamber. As a result, these creatures urns are approximately 5 feet high and 3 feet out the bodies in the antechamber and burial
fight until killed or dispelled. around. Many of the porcelain receptacles are chamber; hence, it is up to the DM to deter-
In their attacks, these half-strength undead broken, lying in scattered pieces about the mine whether or not the party has searched
attempt to drain life energy levels with each chamber floor. The remains of the inhabitants diligently enough to find all of these items.

Wraith Lair:
The
Catacombs

1. Golden Griffon
wine cellar
2. Giant bats

3. Green slime

4. Antechamber

5. Burial chamber

burial urns

85
Aquatic Elf (35)
by Anne Gray McCready darts away when the rock is moved. The elf Area C
warns the others in the lair that they have Twelve elves await the arrival of the party,
Terrain: Shallow Waters, Lagoon guests. poised and ready to attack with spears. If the
Total Party Levels: 30 (Average 5th) If the characters cannot move the rock they elves are losing at any point, they try to ma-
Total Magic X.P.: 300 may search to outside of the lair for another nipulate the party toward Area E.
Total g.p. X.P.: 1,320 entrance. Several small openings are scattered Elves (12): AC 5; MV 12" ; HD 1 + l; #AT l;
Monster X.P.: throughout the rocky substance, but none are THACO 18; SA +1 with normal bow or
Kill: 800 Defeat: 685 large enough for normal size characters to fit sword; AL CG
Retreat: 190 through. The back entrance which leads into
Area F will allow the characters to enter, but Area D
Set Up they must slide in sideways as it is rather nar- This area is a small storeroom for the elves'
row. treasure. A secret door, that only the elves and
* The only bridge across a dangerous la-
thieves can detect, covers the room. Inside the
goon has been destroyed by angry elves whose
Area A room are 1,500 gp, six small sapphires worth
home has been disturbed. The heroes must
Five female elves stand alerted in this area. 275 gp each, three large aquamarines worth
oversee the building of a new bridge and ei-
Two hold spears while three have short swords. 90 gp each, and three potions of healing.
ther placate or remove the elves.
Four very small elves have retreated to the
* A valued magic item has purportedly
back of the area. They have no weapons. The Area E
sunk with a small boat in the middle of a large
elves are preparing harvested sponges by re- If the elves manage to lead the characters to
lagoon. The item must be found before its
moving bits of seaweed from their surfaces. this area, or are defeated by them and the
powers are uncontrollably unleashed by the
The water is clouded with the bits of seaweed, characters investigate this area, they are in for
water.
so visibility is limited to 10 feet. The floor is a big surprise.
* The following dawn after camping by
carpeted with a thick layer of seaweed bits. Once the characters enter past the most nar-
the water's edge, the heroes hear cries for help
If the party moves to attack or is otherwise row section of the area, six elves loose two
coming from the middle of the foggy inlet.
hostile, the elves will stir up the water with sharks from behind an iron gate. The elves are
They can faintly see a brief struggle and a dark
their weapons which totally clouds the water, young, and thus smaller, so are able to escape
form plunge into the water. Then there is si-
reducing visibility to two feet. The elves will out a small opening in the wall once the gate is
lence.
escape out a small opening in the wall while open. But the sharks are not so small, and the
they are hidden by the seaweed cloud. If the characters are the only things that lie between
The Lair party is not hostile, the elves will panic never- them and freedom. They attack immediately.
The elves' lair in this inlet was created centu- theless. They get few human visitors in their Sharks (2 Common): AC 6; HD 5; hp 32, 28;
ries ago by great masses of lava that poured home, so will be frightened. The elves all es- MV 24"; #AT 1; Dmg 2-8; THACO 15; SA
from the volcano overlooking the shallow wa- cape out a small opening in the wall with in- Nil; SD Nil; AL N
ter. As the lava cooled in the water, it formed credible speed.
large porous caverns that the aquatic elves If the party surprises the elves, they fight for Area F
have been able to use with little modification. 4 rounds. They then gather their wits about This area is where the elves grow their magical
The lair is divided into their living quarters them enough to stir up the water and escape. sponges. However, the area is protected by
and a small aquatic farm protected somewhat strangle weed which must be defeated before
by the porous lava and coral reefs. The living Area B they can enter.
quarters have two main entrances and many A great number of fish swim freely through- The sponges are a valuable resource to the
smaller ones on all sides. The lair is also pro- out this area, as if it was a great aquarium. The elves and they will protect it at all costs. The
tected by thick weeds which have grown up elves are able to keep the fish in the room be- elves sell them at a price many times higher
from the inlet bed. cause of a magical spell that prevents the fish than a normal sponge would sell for because
The lair can be found from above the water from escaping, but the elves are able to enter of the sponges' unusual ability to soak up
level by a small patch of very dark green sea- and leave freely. Some of the fish in the room great quantities of liquid and hold it until the
weed that has strange amber bulbs growing are grown to be consumed by the elves, while liquid is needed. The sponges do not become
from it. By following the weeds straight down some are grown to be offered in trade with hu- any larger when they soak up liquid.
into the water, the entrance is suddenly visible mans who consider certain of the fish to be a Strangle weed (12): AC 6; HD 3; hp 21 each;
as the weeds are slightly cleared from an area great delicacy and will pay or trade much in re- MV nil; #AT 1; Dmg by character strength;
in which sits a large rock. turn for them. THACO 16; AL N
The room is also used to grow various sea-
The Entrance weeds and other ocean plants that the elves To determine damage from the strangle weed,
The entrance to the elves' lair is partially dis- consume. The elves will often come here to an entwined victim compares its strength to
guised by thick seaweed. A large rock covers seek quiet and relaxation since it is seldom the fronds of the weed (4-16 generally). The
half the doorway. Normal size characters will used by many others. No elves are in the room difference is the victim's chance for escaping
be unable to fit in the entrance as long as the at this time. (1 = 10% chance, 2 = 20% chance, etc.).
rock is there. A combined strength of 42 is Any party members, like the elves, will be Determine if the weed is stronger than the vic-
needed to roll the rock out of the way. If the able to enter and leave the room without re- tim. If so, the difference is the number of
characters need to move the rock, the elves are striction. None of the fish in the room attack points of crushing damage the victim suffers.
alerted to their presence. The characters see a the party members.
single elf watching them from inside who

86
Seven elves are in this area, tending the
sponges. They are armed with bows. They at-
tack only if the characters seem hostile or at-
tack, since they do not want to disturb the
valuable sponges. Four more elves will enter
the area through the back entrance which is
guarded by three more strangle weeds if the
elves are in trouble. If faced with defeat, they
will retreat into the lair through the back
door. The strangle weed should delay the
characters long enough so that the elves can
block the entrance by rolling a stone across it.
The stone will be immovable except by magi-
cal means.
These elves will talk with the characters if
the party is not hostile. They do not reveal
that they have any treasure if the party has not
discovered Area D. If the party has attacked
any other elves, these elves will still remain
calm, trying to manipulate the characters into
leaving. The elves may be more cooperative if
the characters are able to offer them any spe-
cial tools or weapons made from metal. If the
characters explain what they are after, but of-
fer nothing in return, the elves will try to send
them on a wild chase through the waters,
which will of course prove fruitless. If the
characters return, the elves will try to get them
to leave by offering them either a sapphire or
100 gp.
The longer the party stays in their lair, the
greater the chance that the elves' enemies may
discover them. So they eventually become
desperate for the party to leave. If necessary,
the elves will attack the characters. As a final
resort, one of the elves will cast an invisibility
spell so he disappears. While invisible the elf
casts a levitation spell, one by one, on the
characters, which causes them to float to the
surface, unable to resubmerge for one turn. If
the characters resubmerge, they discover that
the elves have all disappeared. Area D will be
empty. If the characters search the elves' lair,
they have a surprise visitor after one turn.
Giant eel (1): AC 6; HD 5; hp 30; #AT 1;
Dmg 3-18; THACO 15; AL N

The eel attacks until it is defeated. No other


creatures attack the characters if they remain
there.

87
Mermen (160)
by Anne Brown deep for three rounds. During that time, it The city is a collection of caves in the reef.
stuns 3d6 sailors and possibly some of the Only a few of them connect to each other. A
Terrain: Warm Water Ocean player characters. After that, the cover is large central cave serves as the town square.
Total Party Levels: 24 (average 4th) thrown over the now furious monster and it is Many smaller caves mark the walls of this 80-
Total Magic X.P.: none dragged down to its ocean prison. foot-diameter cavern. Each smaller cave is a
Total g.p. X.P.: 7,050 While this dazing beam is playing over the workplace or community area.
Monster X.P: deck, the other 10 groups of 10 mermen are On the seabed are four large areas enclosed
Kill: 8,496 Defeat: 6,372 each casting a grapple onto the ship. Each by nets. Schools of food fish are held here.
Retreat: 2,124 grapple is 90% likely to hook. All the mer- Tracks of undersea plants are grown and har-
men are exposed for missile fire from the party vested on the same plain. Each corral is
Set Up or other sailors for this whole attack. guarded by a giant barracuda. In addition, six
All 10 mermen then hold the line. For every barracudas patrol the coral reef.
* The party is on board an ocean going
10 mermen holding on lines, the ship slows its Barracudas (10): AC 6; Move 30"; HD 2; hp
vessel in a warm climate, as passengers. There
speed by 1" . Once the ship is stalled, another 9; #AT 1; Dmg 2d4; THACO 16; AL N.
may or may not be anybody else on board ca-
group of 10 mermen go to work knocking There are 50 other mermen in the city other
pable of defending the ship.
holes into the hull. In 4d4 rounds the ship be- than the 110 that attacked the ship. They are
* A seafaring merchant offers to pay the
gins to sink. It will take 1d4 turns to go under all children or elders, incapable of worthwhile
party to travel with him and provide protec-
completely. combat. Each family is small, having 1d4
tion from pirates or the marauding mermen.
The grappling lines can be cut. Any edged members. The surviving mermen from the at-
*A reward has been offered by the baron for
weapon hits automatically without a hit roll tacking party will attempt a guerilla tactic to
anybody that brings in seven or more mer-
and four points of damage to the line severs it. prevent the PCs from looting this place, per-
men, dead or alive.
The mermen have plenty of extra grapples haps catching them by surprise. The others
and lines. Two rounds after a grapple is sev- will flee.
The Lair ered, the same group of mermen cast another. The treasury is in one of the caves off of the
There is one important feature for this ad- Any mermen not needed to hold the ship or central cavern. It is guarded by an unusually
venture that the DM must attend to. Some- eye of the deep throw javelins at anybody, large barracuda and an armored merman. In-
how, each character must be capable of stunned or not, on deck. Anybody trying to side are 1,000 s.p., 2,000 g.p., 300 p.p., and
breathing water. If the party does not have the cut grapple lines is guaranteed to be the target three pieces of jewelry ( 2,000 g.p., 1,000
means itself, they must be provided. Some of at least one javelin. Each merman carries g.p., 500 g.p.).
suggestions: A few potions of water breathing three javelins and a trident. Barracuda (1): AC 6; Move 30" ; HD 5; hp
are for sale on the ship, a friendly mage or There are several ways the merman attack 30; #AT 1; Dmg 2d6; THACO 15; AL N.
druid NPC is around to cast the spell at the can be thwarted. If enough of the mermen us- Merman (1): AC 3; Move 1"/12"; HD
right moment, a scroll is found floating in a ing the grappling lines are killed, the ship can 1 + 1; hp 9 Dmg 1d6 + 1 trident; THACO 18;
bottle, etc. not be stopped dead in the water. Once this AL N.
A community of mermen has begun to pi- happens, the mermen retreat. A more inter-
rate the surface dwellers, capturing and sink- esting approach involves killing at least five of
ing their ships. Once sunk, the ship is the mermen holding the eye of the deep. If
plundered. Any survivors are either killed for that happens, the eye gets loose and turns on
the sport of it or left to drift. its former captors. The attack ceases immedi-
At some point in the journey the mermen ately as the mermen flee for their lives.
attack the ship. A war party of 110 mermen Killing the eye of the deep does not end the
surface. One group of 10 struggles with a cov- attack, but it does hinder it. The large central
ered bundle 3 feet in diameter for a few (1d4) eye can be put out by doing 13 or more points
rounds before doing anything else. Finally damage to it. The armor class of the central
they remove the weighted cloth cover while eye is the same as the rest of the beast
only 2" from the ship. If the attack is successful and the ship sinks,
Mermen (110): AC 7; Move 1"/18"; HD allow each player character a chance to be able
1 + 1; hp 6; #AT 1; Dmg 1d6 javelin, 1d6 + l to breathe water. Anybody not able to breathe
trident; THACO 18; AL N. water must roll a save vs. paralyzation each
Underneath is an eye of the deep, one of hour or go under. Once underwater a save vs.
the most feared monsters in the ocean. Its death is required to prevent drowning. If the
claws are bound and its eye stalks have been character saves, he somehow has clawed his
severed. Ropes, like the reins of a horse, are way back to the surface.
used by the 10 mermen to keep it staring at
the ship. Anybody caught in its eye beam suf- Underwater
fers the consequences, save vs. deathray or If the party is so inclined, they can attack or
poison or be stunned for 2d4 rounds. spy upon the reef city of the mermen. The
Eye of the deep (1): AC 5; Move 6" ; HD ship was sunk just off of a coral reef that is 100
10; hp 39; #AT 1 gaze (normally 3); Dmg feet under the surface. To one side is a deep
none; THACO 10; SA stun gaze; AL LE crevace, to the other a vast underwater plain.
The mermen can only control the eye of the The previously sunk ships dot this plain.

88
Movanic Deva (2)
by Scott Bennie Outside the Cave would like, they are certainly not deserving of
The cave lies along the coast of a deserted, such treatment. If you have business to de-
Terrain: Coastal wilderness rugged region. Boulders and logs are scattered cide, step into the cave." He is unarmed.
Total Party Levels: 35 (Average 7th) along the jagged coast, and a huge cliff towers
Total Magic X.P.: 8800 overhead. There is the smell and sound of the The Common Room
Total g.p. X.P.: 60,830 sea, a light zephyr. Close to the sealine drift- (Ceiling height 20". Illumination same as
Monster X.P.: wood is scattered over the rocky beach. If a light spell).
Kill: 20,072 Defeat: 15,054 successful intelligence check is made, a party If the players enter, they will find a narrow
Retreat: 5,018 member will spot an old rope tied to a sun- (5' wide, 6' tall passage, 200' long on uneven
bleached log. This leads to an empty broken ground) leading to a central area which is dec-
Special Features lobster trap. The beach is alive with small orated by 10 large, smooth stones suitable for
This cave is a magical dwelling, a place of crabs and other marine denizens. Off shore, sitting. There are also some mats for sleeping.
peace and tranquility. Through the fulfill- about 1,000 yards distant, is a fairly large, This chamber is about 60' in diameter, and
ment of assorted tests administered by a her- rocky island in the cove. Gulls and kingfishers there are six passageways leading away from it.
mit (in reality a movanic deva), a point of fly overhead. One of these passageways is the one the party
wisdom may be obtained. The interior of the There is a single large cave, which appears walked through. If the party avoided the
cave radiates intense magic and good, as well to be carved out of the cliff face. There is no dragons and has not met Seridan, he will be
as a protection from evil, which affects all evil obvious path from the beach to the cave sitting on a stone with his back facing the
creatures that attempt to enter any area of the mouth. The entrance is a semi-circle, about party as they enter the cave. He will turn and
cave. Other magical properties of the cave are six feet in diameter. As the characters ap- ask them to approach. He introduces himself
described in each entry. proach the cave the seabirds scatter. An intelli- as Seridan, a humble student of the austeri-
gence check (with a 4 to the roll) will reveal ties. In truth, he is Seridan, the movanic deva.
Set Up two dragons, which have left the island, and Movanic Devas (Seridan and Thaylon): AC
are circling about 150 yards above the party. A -5; MV 12"/30"/21"; HD 7 + 28; hp 84,
* There are rumors about a strange hermit
second intelligence check, again at -4, will 61; #AT 3; Dmg 2-9( + 5)/2-9( + 5)/2-9( + 5);
who lives in a cave. This hermit is said to have
reveal that the dragons are brass dragons. If THACO 9; SA protection from evil ( + 1, 10'
great healing powers and might cure grave
the first intelligence roll is failed, the charac- radius, continuous), cure blindness, detect
wounds suffered by an adventuring party in
ters will not notice the dragons. evil/illusion/magic/traps, etherealness, know
recent battles.
The dragons are large, old creatures. They alignment, invisibility (self, or 10' radius),
* There is said to be a large hoard of pirate
both speak common fluently, but neither has light (2' to 20' radius), polymorph self, read
treasure buried in a cave along the coast (not a
the knowledge to cast spells. They will not at- magic, remove curse/fear, teleport without er-
true rumor, as the treasure in the cave was not
tack the party, but will continue to circle over- rror, tongues, ultravision, cure disease 3/day,
placed by pirates).
head peacefully. If the party fires upon them cure light wounds 7/day, cure serious wounds
or tries to communicate with them, they will 3/day, heal 1/day, dispel magic 7/day, neu-
The Lair flee the area. tralize poison 3/day (all abilities operate at
While there are places of great evil in the Brass Dragons (2): C 2; MV 12" /24"; HD the 8th level of magic-use). He carries a name
world, there are also places of great good. This 7; hp 42; #AT 3; Dmg 1-4/1-4/4-16; THACO tongue saber +1, +2 vs. regenerating crea-
lair describes one of them: a sea cave that radi- 13; SA breath weapon 3 times a dayfear gas tures, + 3 vs. cold-using, inflammable or
ates an aura of good contains a well filled with cloud 4" wide, 5" across, 2" deep; sleep gas avian creatures, +4 vs. undead; SD +1 or
natural and highly potent holy water. The cone 7" long, 2" diameter, save vs. breath better weapon to hit; immune to cold, elec-
cave complex also contains tests ordained by weapon or sleep/panic for six melee rounds; tricity, fire, gas, magic missiles, pertrification,
the Lords of the Upper Planes to challenge the awe (save at + 3, will not affect six hit dice or poison, life level loss, takes half damage from
wisdom of all good creatures who enter greater. Creatures of 3 to 5 hit dice/level must magical fire. While in these holy caves, the
within. These tests are a way to encourage the save vs. magic or fight at 1 on their to hit devas regenerate three hit points per round.
spiritual growth in those who serve good. To rolls); AL CG. MR 55%; AL NG.
adjudicate these tests, the deities appointed On their island lair, they have hidden the Seridan will use his know alignment power
Seridan, a neutral good movanic deva, as the following treasures: 16,000 copper pieces, on the party and ask any evils to leave. If they
cave's guardian. Seridan has been poly- 75,000 silver pieces, nine diamonds worth refuse, he will ask the entire group to leave,
morphed into the form of a human, as de- 3,000 g.p. each, a 1,000 g.p. silver ring, 7,000 polymorphing into his true form if necessary
scribed in the text. A second movanic deva is g.p. gold buckle, a 12,000 g.p. diamond ring, to reinforce the point. If they still refuse, he
resting in the complex and serves as another plate mail +4, field plate +1, pearl of power will attack the evils in the group. If there re no
guardian for the well. (first level), oil of sharpness (four applica- evils in the party, he will offer a cordial wel-
The cave contains a central chamber, a corri- tions), scroll of protection from possession and come, with special hospitality toward those in
dor leading to the seashore and five smaller a potion of vitality. the party who are of good alignment.
chambers. Four of these are used for the tests. If the dragons are attacked, a figure will If anyone is foolish enough to attack the
The fifth contains the source of the good. rush out of the cave. He is a tall, well built, deva, Seridan will assume his true form and
Devas usually do not have permanent dwell- young male in clean white robes. He has short warn that attacking him will bring the wrath
ings, except on their home planes, unless they curly red hair, auburn eyes and tanned, almost of good upon them. If they do not heed this,
are guarding something of value to the forces copper-colored skin. "Please leave them Seridan will teleport to Thaylon, and together
of good. alone," he says in a commanding voice. they will guard the passage to the well using
"While my neighbors are far nosier than I vanquishing combat against non- evils. Seri-

89
dan will, if he has time, teleport to the dragon turns 24 hours later. the deva says: "Never use more force than is
lair to seek their aid. He will ask them to cut If the character gave up before the 24 hours, needed. Only the most evil of foes deserve
off the party's escape. In any event, if the Seridan will smile and say: "You have done death." Then, as a gift, Seridan will hand the
devas are attacked the characters will have well. Life is filled with more important things fighter one of the sabers. Alas, it is but a
failed their tests. Any good characters in- than waiting for stones to jump." The charac- silver-plated replica of the one mentioned
volved will suffer alignment penalties, plus a ter has passed the test. above.
quest to atone for this attack. If the character still is waiting after 24
Seridan will invite the party to stay for a few hours, Seridan will hand the character the Hall of Sacrifice
days, meditate with him, and try the simple stone. Inside of the stone shell is a small, well- (Ceiling height 8', illumination torchlight)
life. He offers them a chance to obtain a peace cut sapphire worth 100 g.p. "Patience is a This chamber is a round stone cave with di-
and serenity that often eludes those who arm wonderful virtue," he says. "But there are mensions similar to the others. There is, how-
themselves with swords and spells. If the char- times when it is necessary to take action, to ever, a huge, black sphere in the center of the
acters accept, they will sleep little, eat only a put patience away. These times are difficult to room. It is similar to a sphere of annihilation,
bit of crab and seaweed, drink only a small know, even for the wisest of men." except that living matter will not be destroyed
amount of water and meditate by the sea. or harmed by contact with it. It is immobile.
In addition, Seridan says the cave has its Chapel of the Gods ''I am here to offer you aid in a time of need
own power; it has much to teach those who (Ceiling height 8', illumination torchlight) yet to come," Seridan says. "But to earn it,
will listen. He will invite good members of the This cave, which has dimensions identical you must sacrifice your most powerful magical
party to participate in a test that reinforces to the cave of the test of patience, contains a item into the pit, to be forever lost."
their virtue. If there are more good members test for clerics of a good deity. In this chamber, If the character refuses, Seridan will smile
than there are tests, he will invite neutral good there is a large shrine consecrated to a good- and say; "You have done well. It would not
first, then clerics, cavaliers, rangers, fighters aligned deity other than one worshipped by have been a wise bargain." If the character ac-
and magic users in that order. If the offer is ac- the cleric. "You may remove the trappings of cepts and throws the item into the pit, Seridan
cepted, then a good-aligned party member that deity and replace them with your own," says: "All you need do is call my name when
will be led down one of the 30'-long corridors Seridan says. you are imperiled by evil, and I will send pow-
for a test. If the cleric refuses, he has passed the test. erful aid. However, I fear it was not a wise
Seridan will warn before the tests are taken All philosophies that honor the ideals of good choice. You should rely on your own resources
that there may be negative consequences for must be respected, even if they seem strange. and not on others. Still, do not be disheart-
failure. If a test is failed the individual will Seridan shows the cleric a vision of innumera- ened. It is said that one must lose something
feel the sting of shame, and only a quest will ble philosophies and beliefs, bound together to gain insight."
relieve this pain. The object of this quest is to in a web defining that which we call good. The nature of assistance is that Thaylon (the
rescue innocents threatened by evil. Any trea- If the cleric failed the test, Seridan will other movanic deva) will come once if Seri-
sure earned on such a quest will be donated to hand the cleric a sapphire worth 100 g.p., say- dan's name if called. Seridan must remain in
a noble cause, and not to a player character. ing "Cherish all things of value." Then he will the cave.
present the vision offered by the cave.
Test of Patience The Holy Water Well
(Ceiling height 8', illumination torch- Combat Cave (Ceiling height 12', illumination magical
light.) (Ceiling height 10', illumination torch- light)
In this barren chamber, which is roughly cut light) This room is circular, 20' in diameter, land
stone about 30' in diameter, there is a stone This cave, with the same dimensions as the is empty except for a large white brick well in
table and a small wooden chair. On the table others, is barren, except for three sabers hang- the center. The well radiates a faint lumines-
is a single small, smooth stone. ing on a sword rack on the wall. It is a test for a cence. Only good-aligned characters will be
Seridan will ask the character to sit down. fighter or a cavalier. As the character enters permitted to enter this chamber. There is an-
The test is a simple one; the character must the room, Seridan closes a curtain and asks: other human in this room who looks almost
wait until the stone tries to jump off the ta- "If I tried to kill you, would you slay me?" identical to Seridan. Except for slightly differ-
bale. And then that character must catch it Suddenly, Seridan draws a sword from the rack ent facial features, they could be twin broth-
before it jumps to the ground. The character and attacks. ers. Seridan introduces him as Thaylon, who
will not be able to eat or sleep until the stone In truth, this combat is illusory. If the char- has come here to rest after a hard battle.
has jumped. Seridan will then leave the room. acter attempts to disbelieve, he must save vs. Seridan will give each character a flask of
The test is one of common sense. The stone magic at 4 due to the properties of the cave. well water. To all those who passed the test, he
will not jump off the table. The DM should To pass the test, the fighter must attempt to will give a pearl from one of the oysters that
announce each hour of the test, and after six verbally dissuade Seridan from attacking. live at the bottom of the well. If the pearl is
hours ask player if he still wants to go through And then having failed, the fighter should crushed into a glass of wine and drunk a point
with the test. The character must make a Wis- defend himself using non-lethal combat of wisdom will be gained to a maximum of 18.
dom Check on a d20 after six hours. A success- forms (see Unearthed Arcana). If he passes the The well contains a special sort of holy water,
ful check means the character realizes the test, Seridan will smile and hand him one of which does double damage against creatures
stone will not jump. If the player wanted to the sabers, which is a flame tongue + 1. If he affected by holy water. Its supply is limited,
wait, the roll is at -2. If the player didn't refuses to attack at all, the deva will say: "Yout otherwise Seridan would give more. Upon of-
want to wait, the roll is at +2. This process is life is much too important for you not to de- fering his final gifts, he will change into his
repeated at six-hour intervals until the charac- fend it to the best of your ability." If the true form, proclaim his friendship and bid the
ter makes the wisdom roll or until Seridan re- fighter attacked using lethal combat forms, PCs a safe journey.
90
Succubus
by Scott Bennie lence took their toll on the land. The area will order her bodyguards to attack the charac-
around the cottage (in a 200 yard radius) has ters. If Eleanor is reduced to half her hit point
Terrain: Forest wilderness been cleared of trees, but the grounds are cov- total, she will teleport to her chamber, grab
Total Party Levels: 35 (Average 7th) ered by tangleweeds and small bushes. The her cockatrice and teleport to the crypt.
Total Magic X.P.: 12,850 large wall that once protected the estate has There, she will gate up to three demons to at-
Total g.p. X.P.: 26,270 fallen into decay, and its stones are covered in tack her enemies, using the favor of Orcus to
Monster X.P.: moss. An old guard tower collapsed long ago. barter with the demons. If attacked in the
Kill: 10,435 Defeat: 7826 There is a single gate with a rusty iron grill. crypt, she will either flee (70% chance) or free
Retreat: 2,609 However, the lock appears to have been re- her grandfather the vampire.
cently repaired, and there obviously has been Succubus (Eleanor DeVille): AC 0; MV
Set Up some effort to clean the bars. 12" /18" ; HD 6; hp 48; #AT 2; Dmg 1-3/1-3;
Upon entering the estate, the first thing no- THACO 13; SA life level drain, become ethe-
* There are rumors that in Manwere
ticeable is the statuary. The grounds consist of real, charm person, darkness (5' radius), ESP,
Woods (or wherever you put the succubus lair)
a parcel of land, 200' by 150', decorated by clairaudience, suggestion, shapechange (to
many travelers have mysteriously vanished.
statues of unarmored men. They appear to be her humanoid form) and gate (at will, 40%
* A messenger has put up a notice that a
recent additions to the estate, as they are in chance, type IV - 70%; type VI - 25 %; Orcus
werewolf has been terrorizing the inhabitants
pristine condition. At the back of the estate -5%).
of the woods, and a town crier has been hired
there are rundown stables currently occupied Her bodyguards are two evil cavalier broth-
asking for all adventures of noble nature to as-
by two large, fine-looking black warhorses. ers, Sir Garon Attiris and Sir Ralth Attiris.
sist a damsel in distress who lives there.
The grounds are patrolled by two large war Garon's shield emblem is a black tower
* The woods is the home of the DeVille
dogs, and are maintained (with dubious effi- against a blood red field. Ralth's is a cloven
family, a rather eccentric noble family that is
ciency) by the DeVille family servant, an old, black heart against a blood red field. Any
viewed with suspicion by commoners. The
balding half-elf named Gothwald. good cavalier or paladin who makes an Intelli-
lady seeks a trustworthy husband to adminis-
War dogs (Murder and Torture): AC 6; MV gence Check (at 2 ) will recognize the em-
trate the estate's finances.
12"; HD 2 + 2 ; hp 18, 13; #AT 1; Dmg 2d4; blems, and will know it is his duty to destroy
THACO 16 the men. Eleanor will object to any attempts
The Lair Gothwald: AC 10; MV 12"; 0-level half- to do so, saying she has received no foul treat-
The DeVille family was corrupted generations elf; #AT 0; AL N ment from them, nor will she tolerate the
ago. In return for political power, the family If the party is attacked by the war dogs, spilling of blood in her house. She is willing to
made a horrible bargain with the demon Gothwald will shout at the characters in an au- host any duel on her grounds. Most of the
prince Orcus, and became ensnared, as all thoritative voice to throw down their weap- time, the brothers are silent. However, they
who worship evil shall be. Count Matthew ons. If they do so, he calls out to Murder and have a nasty disposition if provoked.
DeVille, a formidable illusionist, became a Torture to back away. He is a gruff speaker, but Sir Garon: AC -5; MV 6"; LV 6; hp 48;
vampire, although with his powers of illusion loyal to Eleanor, and he will do nothing to #AT 1; Dmg 2d4 (+ 3 strength and magic bo-
he was never discovered. His granddaughter, jeopardize what little he knows of her plans. nuses); THACO 11; AL CE
Eleanor, the only DeVille member to survive S16/54; I 13; W 10; D 17/90; C 16/69; Ch
Matthew's purge of goodness in his family, Welcome Chamber 16; Co 14
was transformed by the unholiest of rites into This room, as with the other rooms on the Magical Items: broadsword +2, full plate ar-
a succubusa daughter of Orcus. DeVille estate, is lit by lamps and has a 10' mor + 2 and a brooch of shielding.
Lady Eleanor DeVille was not suited to ceiling. The walls are covered by red rugs, and
spreading evil. She grew tired of her grandfa- bear furs line the floor. There are five large Sir Ralth: AC -6; MV 6"; LV 6; hp 48;
ther, an insufferably demanding vampire. So wooden chairstwo of which are occupied by #AT 1; Dmg 1d8 ( + 6 strength and magic bo-
one day she put a stake through his heart as he her bodyguards. A large writing table with nuses); THACO 10; AL CE
slept. Then she filled his coffin with silver drawers, and a leather chesterfield, on which S 18/56; I 13; W 15; D 18/88; C 15/90; Ch
coins and bound it with silver chains. Lady Eleanor is resting. 14; Co 12
Eleanor now lives to entrap men, viewing Eleanor will keep up her pretense of inno- Magical Items: longsword +3, full plate ar-
them with the same attitude a cat has towards cence for as long as she can. She will express mor +1, shield +1 and a ring of fire resist-
mice. They are something to play with slowly, great joy that men have come to help her in ance.
before devouring. Those few she did not kill, her hour of need. She will be wearing a long
she charmed and turned to stone courtesy of a blue gown and a hat adorned with peacock Eleanor's intentions are simpleshe will play
pet cockatrice. Lately, she has grown bored of feathers. She will ask the characters to dine with the characters' affections before destroy-
living in the woods alone, and has hired two with them. Gothwald is a better cook than a ing them. Eleanor intends to have her brand
evil cavaliers to serve as her bodyguards. She groundskeeper. If there are any fighters in the of fun in the following ways:
prepares to ensnare more victims in her trap party with a high comeliness, she will single After dinner, Eleanor will invite the two
with the announcements being made in the them out for special attention. If asked, she most attractive fighters to have a drink with
city. will not permit her alignment to be checked: her. Eleanor has two philters of love in a table
The estate is a small cottage located in the she is, after all (or so she will claim) a woman drawer, which she will try to put to good use.
wilderness. Once this area was civilized, and of fine lineage and should not be made to suf- If the fighters imbibe the potion-spiked
the still human DeVille family chose this fer such indignities. drinks, she will attempt to persuade them to
place for their summer cottage. However, However, if the characters learn that fight each other to the death to win her affec-
through the years wars, invasions and pesti- Eleanor is evil and challenge or attack her, she tions. If the fighters refuse her invitations and

91
the drinks, she will wait until they go to bed, have Gothwald, who is a good harpist, play 10. Nursery
and then attempt to charm them and try to while she dances with those men she finds at- In a small cradle is the newest member of
kill them. tractive. It is here that she will proposition the DeVille family, Josette, a baby alu-
If there is one particularly handsome and men, perhaps charming them while dancing. demon. Its stats are negligible. Its two small
noble fighter, Eleanor may fall in love with (A Wisdom Check at - 3 is needed to detect horns and two tiny wings cannot be changed
him (as deeply as succubi can fall in love). unsuccessful attempts to charm.) by the baby, nor can its two small, fully func-
And instead of killing him, she will wish to tional fangs. If Josette were to be removed
make him her consort. If this is the case, 5. Guest Chamber from Eleanor's presence and purified in a law-
Eleanor will focus all of her efforts on acquiring This room is identical to room no. 2. It is ful good church, she might be saved from a
this fighter. She will want to kill all of the unoccupied. It, too, contains a secret door to life of chaotic evil. Beside the crib in two
other characters so she can have him to herself. the grounds of the estate. wooden bowls are strips of raw beef and
In addition, both of the cavaliers, not aware of calves' blood, Josette's baby food.
Eleanor's true nature, and desirous of her less 6. Guest Chamber
than spiritual beauty, will be quite jealous. If This room is identical to the other guest 11. Crypt
Eleanor is spurned by her choice player charac- chambers, except there is only one bed. It also The stairway leads to the DeVille family
ter, she will be angry. In a rage, she will begin is unoccupied. crypt. There are several DeVilles entombed
gating demons, ordering them to destroy ev- here. In addition, there is the coffin of Mat-
eryone, including the cavalier bodyguards. 7. Gothwald's Chamber thew DeVille, a vampire/illusionist. His
This small chamber, with wooden walls and spellbooks were burned long ago. Matthew
2. Guest Chamber a fur rug on the floor, is where Gothwald has a stake through his heart, but may be re-
This is where Eleanor's guests sleep. There sleeps. This room smells like an old cat and in- vived if the stake is removed. He is buried in
are two large beds, each made of mahogany, a deed an old, blind cat is usually sleeping on 7,000 silver pieces.
bronze mirror set above a chest of drawers, the bed. Its name is Greig, and Eleanor de- Vampire: AC 1; MV 12"/18"; HD 8 + 3; hp
which contain male sleeping garments. There tests it. Gothwald has one hidden valuable 54; #AT 1; Dmg ld6+4; THACO 12; SA en-
is also an old bathtub. The walls are lined with item, an old catseye amulet which contains a ergy drain, charm person, summon rats, bats
tapestries depicting whimsical drawings of picture of his wife, a female half-elf killed and wolves; SD +1 or better weapon to hit
dragons and knights. A pair of large bear rugs long ago by Matthew DeVille. It is worth only and gaseous form.
adorns the floor. This room is otherwise unoc- 20 g.p. if resold, but it means the world to In extreme situations and life-threatening
cupied. Gothwald. The room is otherwise unremarka- circumstances, Eleanor will remove the stake
Behind one of the tapestries is a secret door ble. and beg her grandfather's aid.
that leads to the estate grounds. At night, un-
der cover of darkness, Eleanor will sneak in 8. Kitchen
and try to charm anyone she finds attractive. This room contains assorted larders, barrels
of flower and salted meat stored in a cooler, as Succubus's Lair
3. Guest Chamber well as knives and other utensils.
This is identical to the other guest chamber,
but is occupied by the Attiris brothers. The 9. Eleanor's Chamber
brothers brought, in addition to their armor, Eleanor's chamber is characterized by soft
clothes suitable for those of a noble station things, silk sheets, velvet cushions and a large
several surcoats emblazoned by their coat-of- brass mirror. There are no clothes in her ward-
arms, and treasure, which is hidden in secret robe, as she produces her clothes by using her
compartments in their chests. Garon has 600 shape-shifting power.
gold pieces in the currency of several nations Eleanor has one treasure, a locket with a
and 12 garnets worth 500 g.p. each. Ralth has picture of her grandmother Josette DeVille,
500 gold pieces and three emeralds worth who tragically died at the hands of her hus-
1,000 g.p. each. band, the vampire Matthew. Josette was the Scale: 1 square = 10 feet
only person who treated Eleanor kindly. The
4. Dining Room/Dance Hall only remaining human affections Eleanor 1. Welcome Chamber
This room is easily the most lavish in the holds are for her. Eleanor has taken the form 2. Guest Chamber
cottage. The floor is polished black tile. There of Josette as a young woman.
3. Guest Chamber
is a single table, 30 feet long and eight feet In a cage, hidden by a velvet cloth, is
wide, with place settings for 20 people. The Eleanor's pet cockatrice. The cockatrice is re- 4. Dining Hall, Dance Area
service is finely crafted silver, worth about 200 sponsible for the many statues on the estate. It 5. Guest Chamber
g.p. There are several crystal lamps, which are is quite domesticated. 6. Guest Chamber
worth 600 g.p. In a corner is a large harp in- Cockatrice: AC 6; MV 6" /18" ; HD 5; hp
laid with gold and studded with small gem- 30; #AT 1; Dmg 1-3; THACO 15; SA petrifi- 7. Servant's Quarters
stones. It is worth 12,000 g.p. and weighs cation. 8. Kitchen
5,000 g.p. for encumbrance purposes. Eleanor keeps 3,000 gold pieces in two 9. Eleanor's Chamber
At dinner, Eleanor will trade stories with chests. Money is not very important to her,
the characters in exchange for songs. She is an but she keeps some so she can pay Gothwald. 10. Nursery
accomplished singer and harpist. She also will
92
Alphabetical Monster Index
Monster Page Monster Page
Aerial Servant 49 Merchant 9
Anhkhegs 70 Mermen 88
Aquatic Elf 86 Mind Flayer 80
Minotaur 26
Bakemono 18 Monk 28
Beholder 47 Movanic Deva 89
Berserkers 5
Brownies 19 Ninja 29
Bugbears 39
Otyugh .7
Chiang Lung 50
Chimera 40 Pegasi 58
Couatl 44 Peryton 59
Pseudodragon 31
Dervish 13
Displacer Beast 74 Quasit 81
Dwarves 51
Red Abishai 69
Efreeti 53 Remorhaz 60
Ettins 20 Rust Monsters 82

Flesh Golem 15 Salamander 73


Foo Lion 67 Shadow Dragon 83
Frost Giants 55 Shan Sao 32
Fungi 76 Shedu 17
Silver Dragon 62
Gargoyles 56 Sphinxes 33
Gnomes 41 Succubus 91
Gooes and Oozes 77
Griffons 21 Tengu 35

Halfling 6 Umber Hulks 63


Hippogriffs 57
Hybsils 72 Will-o-wisps 48
Wood Elves 37
Invisible Stalker 68 Wraiths 84
Iron Golem 23 Wyverns 38

Ki-Rin 12 Xorn 65

Leprechaun 24 Yakuza 11
Yeti 64
Manticore 79 Yuan-Ti 45
Medusa 42

93
Combined Monsters Statistics Table
Name AC MV HD hp #AT Dmg THACO SA SD MR AL

Aerial Servant 3 24" 16 96 1 8d4 7 Y Y N


Air Elemental 2 36" 12 72 1 2dlO 9 Y Y Std. N
Anhkhegs 2/4 12" (6") 7, 8 40, 46 1 3d6 + ld4 14 Y N N
Anhkheg Nymphs 4/6 6" (3") 1 6, 5 1 1d4 + ld4 18 Y N N
Aquatic Elf 5 12 1+1 1 Y N CG
Badger 4 6" 1+2 4 3 1-2/1-2/1-3 18 N N N
Giant 4 6" 3 15, 17 3 1d3/ld3/ld6 17 N N N
Bakemono 6 6" 1-1 7 1 1d6 19 N N CE
Leader 6 6" 2 15 1 1d10 19 N N CE
Barracuda 6 30" 5 30 1 2d6 15 N N N
(10) 6 30" 2 9 1 2d4 16 N N N
Beholder 0/2/7 3" 16 75 1 2d4 7 Y Y LE
Berserkers 7 12" 1+1 7 1 by weapon 18 Y N N
Binsi Berylbasher -2 28 1 ld6 + 3 Y N NE
Black Pudding 6 6" 10 74 1 3d8 10 Y Y N
Brass Dragon 2 12"/24" 7 42 3 1d4/ld4/4d4 13 Y N CG
Brownies 3 12" 1/2 5 1 1d4 19 Y Y CG
Brown Mold 9 0 Y Y N
Brown Pudding 5 6" 11 79 1 5d4 10 Y Y N
Bugbears (tribe) 5 9" 3+1 15 1 2d4 16 N N CE
Urghzec 3/-1 9" 4 30 1 1d8 + 3 14 N N CE
Urghbad 4 9" 4 25 1 2d4 + l 15 N N CE
Cavalier (Sir Garon) -5 6" 7 68 3/2 2d4 11 N N CE
(Sir Ralth) -6 6" 6 48 1 1d8 10 N N CE
Chiang Lung 2 12" /18" //24" 12 63 3 1d6/ld6/3dl2 10 Y Y 10% LN
Chimera 6/5/2 9"/18" 9 40 6 1-3/1-3/1-4/1-4/2-8/3-12 12 Y N CE
Cloud Giant 2 15" 12 + 2-7 72 1 6d6 9 Y Y Std NG
Couatl 5 6"/18" 9 58 2 1-3/2d4 12 Y Y LG
Giant Crab 3 9" 3 20 2 2d4/2d4 16 N N N
Criosphinx 0 12" /24" 10 75, 68 3 2-4/2-4/3-6 10 N N N
Dervish 10 12" 1 6 1 nil 13 Y N LG
Dervish guards 4 12" 3 20 1 1d8 17 Y N LG
Mahmoud 10 12" 9+2 20 nil nil 14 Y Y LG
Desi Diamonduster 2 17 1 3-8 Y N NE
Dire Wolves 6 18" 3+3 22, 20, 20, 20, 18, 17, 16, 16,
15, 14, 14, 13 1 2-8 15 N N N
Displacer Beasts 4 15" 6 40, 38, 29, 35, 30, 22 2 2d4/2d4 13 N Y special N
Cubs 4 10" 3 18, 18, 16, 14, 10, 9 1d4 16 N Y special N
Dun Pudding 7 12" 8+1 60, 28, 18 1 4d6 12 Y Y N
Dwarves 5 12" 3 16 1 by weapon 16 N Y N
Hulgram 10 12" 1 8 1 19 N Y N
Females 10 12" 1 6 1 19 N Y N
Earseekers 9 1" 1 1 special N N N
Efreeti 4 9"/24"
10 52 1 3d8 10 Y Y NE

Ettins 3 12" 10 64, 46 2 2-16/3-18 10 N Y CE
Eye of the Deep 5 6" 10 39 1 10 Y N LE
Fire Elementals 2 12" 8 35 1 3d8 12 Y Y N
Flesh Golem 6(8) 8 9 40 2 2-16/2-16 12 Y Y

Foo Lion -1 21 11 + 11 60 3 2d4/2d4/2d8 10 Y Y CG
Frost Giant, Frigitt 4 12" 9 + 1-3 48 1 3d6 12 Y Y CE
Gurmgaard 4 12" 10 + 1-4 82 1 4d6 9 Y Y CE
Males (3) 4 12" 10 + 1-4 58 1 4d6 10 Y Y CE
Gargoyles 5 9"/15" 4+4 40, 42, 41, 44, 36, 48, 38, 45,
39, 40, 31, 46, 41, 43 4 1-3/1-3/1-6/1-4 15 N C
Gelatinous Cube 8 6" 4 28 2d4 15 Y Y N
Gnolls 5, 4 9" 2, 3 9, 18 1d8 or 1d10 16 N N CE
Gnawbone 3 9" 4 22 1d10 + 2 N N CE
Gnomes 5 6" 2 18 by weapon 16 N Y NE
Grey Ooze 8 1" 3+3 16 2d8 16 Y Y N
Giant mutated 4 6" 6 42 1 3d8 13 Y Y CE
Green Slime 9 0 2 15, 14, 13, 13, 13, 12, 9, 8, 8,
7, 6, 6, 6, 6, 5, 5 16 Y Y N
Griffons 3 12" /30" 7 37 3 1d4/2d8 13 Y Y N
flock leader 3 12"/30" 7 56 3 1d4/2d8 13 Y Y 25% N
(pegasi lair flock) 3 12" /30" 7 30 3 1d4/ld4/2d8 13 N N N
Redwing 3 12" /30" 7 35 3 1d4/ld4/2d8 13 N Y N
Half-elf (Gothwald) 10 12" 0 20 N N N
Halfling (Branko) 7 9" 4
18 1 1d6 17 Y N N
Hieracosphinx 1 9"/36" 9 65, 51, 36 3 2-4/2-4/1-10 12 N N CE
Hippogriffs 5 18" /36" 3+3 17 3 1d6/ld6/ldl0 N N N
Nidrah 3 15"/30" 5 25 3 1d6/ld6/ldl0 15 Y N N
Hybsils 7 15" 1-1 4 1 by weapon 20 Y Y LG
Iske (shaman) 7 15" 3 14 1 1d4 Y Y I LG
Invisible Stalker 3 12" 8 73 1 4d4 12 Y Y 30% N

94
Combined Monsters Statistics Table
Name AC MV HD hp #AT Dmg THACO SA SD MR AL
Iron Golem 3 6" 18 80 1 4dlO 7 Y Y special N
Ki-rin -5 24" /48" 12 84 3 2-8/2-8/3-18 9 Y Y 90% LG
Kuei -4 18" 3 13 1 1-6 16 Y Y LE
Leprechaun 8 15" 1 5 nil nil 20 Y Y N
Maeder 5 9" 6 35 2 2-8 13 Y Y LE
Manticore 4 12"/18" 6+3 54 3 1d8/ld8/ld6 13 Y N LE
Medusa 5 9" 6 37 1 1d4 13 Y N LE
Merchant (Dorvin) 2 12" 9 32 1 1d4 19 N Y NG
Mermen 7 1"/ 18" 1+1 6 1 by weapon 18 N N N
guards 3 1"/ 12" 1+1 9 1 by weapon 18 N N N
Mind Flayers 5 12" 8+4 68 4 special 12 Y Y 90% LE
Minotaur 6 12" 6+3 37, 37, 34, 33, 32, 29, 27 2 2-8 or 1-4/by weapon 12 N Y CE
Monk (Ts'ai Ts'ao-Shu) -2 30" 16 57 5 4d8 + l 10 Y N L
others 6 17" 3 11 2 1-8 20 Y N LE
Movanic Deva -5 12"/30",
(6")//21" 7+28 84, 61 3 2-9 + 5/2-9 + 5/2-9 + 5 9 Y Y 55% NG
Mummy 3 6" 6+3 30 1 1-12 13 Y Y
Natives (normal) 9 12" 2 11 1 by weapon 16 N N N
Warriors 6 15" 5 20 1 by weapon 15 N N LG
Ninjas G-father 7 12" 34 2/1 by weapon 14 Y N NE
Mother 9 12" 24 3/2 by weapon 19 Y N NE
Son 4 12" 20 1 by weapon 19 Y N NE
Ochre Jelly 8 3" 6 36 1 3d4 13 N Y N
Otyughs, reg. 3 6" 6 31, 29 3 1d8/ld8/2d5 13 Y Y N
Large 3 6" 8 62 3 1d8/ld8/3d5 12 Y Y N
Owls, giant 6 3"/18" 4 21 3 2-8/2-8/2-5 13 Y N N
Pegasi (3) 6 24" /48" 4 22, 18, 17 3 1d8/ld8/ld3 15 N N CG
Foal 6 18"/36" 2 9 3 1d4/ld4/l 16 N N CG
Starwind 6 24" /48" 6 33 3 1dl0/ldl0/ld4 13 N N CG
Perytons 7 12" /21" 4 17 1 4d4 13 Y Y CE
Phycomids 5 3" 4 18 2 3-6/3-6 15 Y Y NE
Pseudodragon 2 6"/24" 2 12 1 1-3 16 Y Y 35% NG
Quasit 2 15" 3 22 3 1d2/ld2/ld4 16 Y Y 25% CE
Red Abishai (8) 1 18"/18" 4+2 34, 10, 21, 19, 18, 25, 18, 27 2 2-5/2-5 15 N N 40% LE
Remorhaz (2) 0/2/4 12" 14 (female), 10 (male) 70, 52 1 6d6/5d6 Y Y N
Rust Monsters (7) 2 18" 5 24, 23, 19, 22, 27, 16, 24 2 0 15 Y Y N
Salamander 5/3 9" 7+7 68 2 2d6 or by weapon 13 Y Y CE
Shadow Dragon (2) -2 18" /24" 5, 6 35, 42 3 1d4 + l/ld4 + l/3d4 13, 15 Y Y 20% NE
Shan Sao 4 6"/15" 4 28 1 1-3 16 Y Y CN
Sharks (2) 6 24" 5 32, 28 1 2d4 15 N N N
Shedu 4 12"/24" 9+9 81 2 1d6/ld6 12 Y Y LG
Shen Lung 1 12"/12"//9" 9 63 4 1d4/ld4/2dl2/ld8 12 Y Y CN
Silver Dragon Adult -1 9"/24" 9 45 3 1d6/ld6/5d6 10 Y N LG
Ancient -1 9"/24" 11 88 3 1d6/ld6/5d6 10 Y N LG
Old -1 9"/24" 10 60 3 1d6/ld6/5d6 10 Y N LG
Spider, giant 4 3"*12" 4+4 24, 24, 23, 20, 18 1 2-8 15 Y N N
Stone Golem 5 6" 14 60 1 3-8 8 Y Y N
Strangleweed 6 3 21 1 special 16 N N N
Succubus 0 12"/18" 6 48 2 1-3/1-3 13 Y N LE
Tengu (crow-headed) 6 9"/24" 5 28 1 1-8 15 Y N CE
(humanoid) 4 12"/15" 5 34 2 1-8 15 Y Y N
Trapper 3 3" 12 60 1 4+ victim's AC 9 Y Y Std. N
Umber Hulk 2 6" 8+8 55, 53, 48, 47 3 3-12/3-12/2-10 12 Y N CE
Violet Fungi 7 1" 3 24, 18, 15, 14 1-4 special 16 Y N N
Wardogs (2) 6 12" 2+2 18, 13 1 2d4 16 N N N
Water Weird (2) 4 12" 3+3 19 0 23 Y Y CE
White Pudding 8 9" 9 40, 36, 12 1 7d4 12 Y Y N
Will-o-wisps -8 18" 9 60, 66, 68 1 2d8 12 N Y C
Winter Wolves (4) 5 18" 32 1 2d4 15 Y Y N
Wood Elf 5 12" 1+1 8, 7, 7, 7, 6, 6, 6, 4 1 0 10 N N CG
Worgs (7) 6 18" 4+4 25, 25, 25, 20, 19, 18, 17 1 2d4 125 N N NE
Wraiths (full-str) 4 12" /24" 5+3 32, 30, 29, 29, 29, 27, 25, 23,
22, 19 1 15 Y Y CE
(half-str) 4 12"/24" 3 15, 14, 12 1 1d4 16 Y Y LE
Wyvern 3 6" /24" 7+7 44 2 2d8/ld6 Y Y NE
Xorn -2 9" 7+7 56 4 6d4/ld3/ld3/ld3 13 Y Y N
Xornling 1 9" 3+3 20 4 2d4/ld2/ld2/ld2 16 Y Y N
Yakuza(6) 7 12" 3 12 1 1d6 20 Y Y LE
(3) 6 12" 4 22 1 1d6 + l 19 Y Y LE
Yellow Mold 9 0 1 1d8 Y Y N
Yeti (6) 6 15" 4+4 32, 32, 34, 34, 34, 34 2 1d6 /1d6 15 Y Y N
Yuan Ti (3) 4/0 12", 9", 12" 8 41 2 1dl0/ld4, 1d8/ld4,
1d6/ld6 12 N N 20% CE

95
The Book of Lairs II

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