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~ltJHllORI Horrorby Douglas

On The Hill
~1u1oa1· Basic Game Adventure
Niles

PREFACE
Guido's Fort.
The end of the traders' road.
Perched along the banks of the mighty River Shrill, this isolated frontier
settlement is the last stop on the caravan routes. The mile-wide river is all that
separates the Fort from the shadowy bulk known only as "The Hill," a land of
nameless terrors and ancient legend.
The fog-shrouded crests and densely wooded slopes of The Hill rise 400 feet,
--------------------4 looming ominously over the tiny settlement. On clear days, The Hill's rocky
cliffs can be seen jutting from its bulky mass, but the view is usually obscured by
Editor: Laurie Mann gouts of steam that seem to rise from outlets on The Hill itself.
Assistant Editor: Tim Kilpin This mysterious mountain has long been rumored to shelter bands of vicious
Graphic Designer: Ruth Hoyer monsters. Only the awesome waters of the Shrill have prevented the monsters
Cover Artist: Jim Roslof from invading the undergarrisoned fort. Several groups of brave and hardy
Interior Artist: Jim Holloway adventurers have crossed the river to explore The Hill 's summits and face the
wicked monsters, but none of these bands was ever heard from again.
Now a new group of eager adventurers has met in one of the inns at Guido's
Fort. It is here that the adventurers discuss their own daring plans to explore the
This modul(" is proux:1ed under the copyright laws or dangerous mountain.
the United Stares of America. Any reprodw:iion or
other us<: 0£ the material comained herein is prohibited Player characters can find transport across the river from any of the local
without the express wriuen permission or TSR. Inc. fishermen; but once on the far shore, the adventurers are on their own. They must
C>J983TSR, Inc. All Rights Reserved. Prinred in U.S.A.
thread their way through·a dense woods, where every bend of the trail can conceal
hideous peril. They encouncer mysterious beings, such as the two " kindly" old
Distributed to 1he book irade in 1he United Stares by ladies, who may offer the party their special' brand of assistance. Or, the party
Random House, Inc., and in Canada by Random
House of Canada, Ltd. Distribuced 10 che toy and hobby may meet the soldiers of a hobgoblin king mustering his forces for an attack on
trade by regional distributors. Distributed in the United Guido's Fort.
Kingdom by TSR (UK) Ltd. If they make their way through a ghoulish graveyard, the player characters
DUNGEONS & DRAGONS. and 08'0 are regi stered discover an old monastery, long-abandoned by its builders. The monastery is
trademarks o wned by T SR, Inc. now used as a headquarters for the hobgoblin band. A fountain in the
monastery's garden yields a magical drink whose effects may not always be good.
TSR, Inc. T SR (UK) Lid . Finally, the monastery yields entrance to a multilevel dungeon that is sure to
POB 756 The Mill. Rathmore Road challenge the players' wits and skills.
Lake Geneva. WI 53147 Cambridge, CBl4AD
United Kingdom
It is in this dungeon that the hobgoblin king himself must be confronted and
defeated. But that is just the beginning! Just as the characters think their
adventures are coming to a dose, a hidden trap sends them to a staggering
network of twisting corridors, all seemingly leading back to the same place. Once
through, the characters must conquer the final obstacle - a young red dragon
-before they can look upon the sun once more.
T he rumors have never been proven false. No one else has ever returned. The
characters' boat is waiting. The Hill is one of horror, to be sure. But for the strong
TSR , Inc. and daring, it is a Hill of just rewards for deeds well done. The new adventurers
are ready and willing to take their chances. So let the adventure begin!

ISBN 0-88038-046-2
394-53345-3TSR0600
9078
TABLE OF CONTENTS
Beginning the Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Gath ering the Pan y· . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Meeting at Guido's Fon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Purchasing Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
G euing to The Hill a nd Hack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
About M onsters . . .. .. . .. . .. .. .. . ... ... . .. .. .. . ... . .. . ... .... 4
Adventure on the Surface of The Hill .. .. .. . . .. __ . . . . . _ .. . _. _... _.. 5
Movement on th e Surface of Th e Hill . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Monsters on the Surface of The Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Key to Areri s on 1he Surface of T h e Hill .. _.... . ..... _. _...... .. 5
(areas #l-20)
Adventure in the Ruined Monastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I 0
Key LO Areas in Lhe Ruined Monas tery
(areas# 2 1-39)

Adventure in Dungeon Level I . __ ... _.. _. . . . . . . . . . . . . . . . . . . . . . . . . . 14


Key 10 Areas in Dungeon Level I (areas# 40-69)
Adventure in Dungeon Level II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Key to Areas in Dungeon Level II (areas # 70-8-l)
Adventure in Dungeon Level III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Key to Areas in Dung eon Level III (areas #85-1 01)
Tying Up the Loose Ends ........................................ 30
New Monsters
Piranha B ird ................. . ................... . .......... 31
Stearn \Neevil .................................... . ..... : ..... 31
Lava Liza rd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Prerolled Characters . ............. . ...... . ..... . .. . .... Modu le Cmer

LIST OF TABLES AND MAPS


T a ble I. Rumors a t Guido's Fort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . :3
T a ble 2. Wandering Mo nsters on the Surface o f The Hi 11 . . . . . . . . . . . . . 5
T a ble 3. Wanderings Monsters in the Ruined Mo nas tery . . . . . . . . . . . . . 11
T a ble 4. Th e Magic Fountain ............. . . . .... . ............. . .. 12
T a ble 5. Wandering Mo nsters in Dungeon Level I .. . ........ . .... . .. 14
T a ble 6. Wandering Mo ns1ers in Dungeon Level If . . ...... .. . . . . . . .. 24
Table 7. Wandering Mo ns1ers in Dungeon Level lil ....... . ....... . . 27
Map of Duu g eoll L evel I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Ma p of Dungeon Level II .......... . ......... . .... . ... . - . . . . . . . . . . 16
Ma p of Dungeon Level III ......... , ........ . .......... - . ...... . .. 17
Maps of Caves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Map o f the Sutface of T h e Hill ...................... - .... Inside Covet
ap of the Ruined Monas tery ... _....................... . Inside Cover

2
BEGINNING THE ADVENTURE

On the inside cover of 1he module is a topo- Den. Player characters can learn two of the chase some supplies there before embarking.
graphic map of The Hill, showing the trails rumors on the table below from any of these Because the outpost is isolated, however,
that wind through the dense vegetation, the patrons or the innkeeper. For your own prices are a little higher than usual; and
clearings, the cliffs, and the specific encoun- informa1ion only, the table shows whether there is no guarantee the players can find
ter areas. Also on the inside cover of the the rumors are true or false. To see which what they need.
module is a detailed map of the ruined mon- two rumors the characters learn, ro ll 2d8, To determine the availability of any item
astery, which lies on The Hill. Below the repeating if necessary until the second roll is on the Equipment List in the Basic rule
monastery lie three levels of dungeons. On different from the first. Note that the players book, roll ld4. Any result other than a one
page 15 isa map of Level I, on page 16a map must state they are seeking information means that a character can find the item .
of level II, and on page 17 a map of level lll. before they can begin to hear the rumors. Then roll a ld6 if a characier wishes to pur-
If the characters express an interest in chase that item. A result of one or two means
learning more about The Hill, they are that the price is the same as that listed in the
referred to the " Old Timer." For each cold Basic rule book; a three or four means that
Gathering the party beer the party buys him, he will divulge price is 1503 of the listed amount; and a five
This module is designed for a group of five another rumor, until they have he-ard all or six means that it costs twice as much. Note
to ten player characters of levels 1, 2, or 3. eight. Note that the Old Timer goes through you follow this procedure for each item pur-
The lower the level of the characters, the the rumors randomly (roll a Id8), and chased: even though one player found a
larger the number of characters recommended although he will not repeat a single rumor shortsword, for example, there is no assu-
for the adventure (i.e., if all of the characters twice, he will probably repeat the two rum- rance the next p layer can find one also.
are \st level, nine or ten should be involved; ors that the party has heard elsewhere.
but if they are all 3rd level. five might be
enough). It is also recommended that, in
general, 1st level characters have at least T ABLE I Getting to The Hill and back
three hit poi ms, though fighters should have RUMORS AT GUIDO'S FOR T Characters can cross the Ri ver.Shrill to begin
six or more. You may want to let players roll their adventure on The Hill by seeking out
their initial hit points several times, until Die True or one of the fishermen in Guido's Fon. Since
one roll equals or exceeds the suggested min- Roll Rumor False times are hard for the fi shermen, an y of them
imum. Or players may want 10 use the pre- are willing to ferry the party across the river.
rolled characters listed on the outside cover. Many centuries ago, an old True Since The Hill is so dangerous, though, the
If the players want to roll up their own monastery was located on top cost of ferry is high: 20 gp.
characters, you may want to recommend that of The Hill The party might also try to rent a boat
they take one or more of the prerolled char- 2 A fire-breathing dragon lives in True from a fisherman, but without success. A
acters along as NPCs to fill out the group. In the caves below The Hill. fisherman might agree to sell the party a
any event, the group should have at least one 3 A band of slave-trading ogres is False boat, but no fisherman is willing to rent one.
cleric, one magic-user, one thief, and a sub- using The Hill as a base for Everyone in Guido's Fon is convinced the
stantial number of fighters. forays into the civilized lands. party is doomed-and ren ting a boat to peo-
If charaters are starting out on their first 4 Man-eating ghouls prowl The True ple you'll never see again doesn't make any
adventure, they may roll 4d6 (instead of 3d6, Hill for food. sense! If the party decides to buy a boat, the
as per the Basic rule book) LO determine their 5 There is a haunted graveyard on True cost is 50-80 gp (!d4+4 x 10).
starting money. This modification is to The Hill. As long as the party is adventuring on
counter the inflated prices found at Guido's 6 An evil witch lives on The Hill. True the surface of The Hill or in the first level of
Fort. Her house appe-ars to be a small dungeon below The Hill, the party may
hut, but in reality is an extrava- return to Guido's Fon as often as they want
gant palace where she keeps the or can. If they haven't bought their own
tonured souls of all who have boat, though, they must make arrangements
Meeting at Gu ido's Fort for returning to Guido's Fort before they
trespassed on the slopes.
Characters begin their adventure at Guido's 7 A huge ore army is entrenched False leave. Even if they choose to stay on and
Fon. They meet to prepare at the Lion's Den. on The Hill, waiting for orders under The Hill throughout the adventure,
The inn has a large common room filled to begin a massive assault on they need return passage when the adventure
with many benches and tables, a bar, and a Guido's Fort. is ended. So in any case, without their own
large fireplace. The common room is a 8 A bubbling lake of lava lies False boat, the party must plan ahead for at least
smoky, dimly-lit place, and tends to be rather below The Hill. The lake is the one return passage.
quiet. The inn also has sleeping quarters for sourced of the steam columns Perhaps they want to arrange for a
rent. One sp per person buys a night 's lodg- that often rise into 1he air from fisherman to pick them up at a specified time
ing on a straw pallet in the back.room. The many vents on the slopes' and place. Any of the fisherman are willing
quarters are so dirty that characters who summits. to do so-for another 20 gp-but the party
sleep here have a 753 chance of becoming must be on time or the fisherman leaves.
flea-infested during the night! (Fleas won't The party might also arrange for a
affect a character's play; they're just a tem- fisherman to pick them up when he sees a
porary nuisance.)
Purehasing equipment smoke signal the party sends. Once the party
At any given time of day or night, 2-12 The trading post in Guido's Fort is well- builds its smoke signal fire, there is only a
(2d6) persons can be found in the Lion's stockt'CI, and the characters may want to pur- 203 chance per tum someone in Guido's

3
BEGINNING THE ADVENTURE

Fon sees the signal. The fi sherman begins This king lives in the dungeon under The
crossing the river 1-4 ( ld4) turns after some- Hill but is not extremely powerful or effec- Important! Encounters with wander-
one notices the smoke signal. tive. His troops are riumerous but cowardly; ing monsters are designed to keep the PCs on
If the party has talked to the Old Timer and if combat with goblin s or hobgoblins their toes. They are not designed to be the
at the inn , they find him waiting for them at goes badly for the monsters, they try to ultimate challenge or climax of the adven-
the waterfrom as they are getting ready to escape. If the party prevents such an escape, LUre. If the dice call for an encounter that you
leave. Impressed by the party's courage and the monsters surrender to save their own feel would seriously deplete the party's
determination, he offers them a bottle of lives. strength, you should ignore 1hat encoun1er.
clear liquid as a parting gift. He tells them a Note that if the characters retum to
drink of the liquid helps to heal wounds, and town between sorties on The Hill, certain
he cautions them t0 use it sparingly. The monsters are not idle in !heir absence. In
bottle contains three doses of potion of particular, ogres, hobgoblins, and goblins
healing. replenish their garrisons three days after the
party cleans them out. In fact, there is a 33%
chance 1he number of ogres, hobgoblins, or
About monsters goblins is actually 50% larger than the number
Many goblins and hobgoblins are on and first encountered! Wandering monsters do
under The Hill, organized into a loose army not replenish themselves, however.
under the leadership of a hobgoblin king.

4
ADVENTURE ON THE SURFACE OF THE HILL
(see map, inside cover)

The Hill is covered with a thick and tangled is no danger of drowning or being swept e ve ning, if you should roll such a cir-
hardw<><Xl foresl, bro ken occasionally by away. The ponds must be circled, since their cumstance.
clearings, cliffs, ponds, slreams, and Lrails bonoms are too sofL for wading.
(see the map inside the module cover). The The swamp areas to the south and west Key to areas on lhe surface of
£oresl comprises oak and hickory-type lrees; of The Hill extend for miles beyond the map. The Hill
dense and thorny underbrush chokes the Calculate movement through the swamps at
The ri ver crossing takes six turns. As the
ground between the trunks. All Lhe lrees are the cross-country rate, though the party
party's boat nears the west ba nk of the river,
60 to 80 feet tall, so even if a thief climbs lo probably avoids these stagnant bogs (unless
they see two clearings on the shore a t the base
the top of one, he sees only neighboring they happen to be running for their lives,
of The Hill. The underbrush in the forest is
branches. Climbing a tree on a slope, how- and no other escape is available!).
dense enough to make disembarking and
ever, is 50% likely to yie ld a view to the
moving difficult, but the characters can elect
downhill side. Monsters on the surface of The Hill io land at any point. The waterfall in clear-

Check for wandering monsters on The Hill ing #1 is visible from halfway across the
Movement on the surface of ever y three turns when the party is moving,
river.
The Hill a nd every six turns if they are stationary
(camping). If you roll a one on a ld6, one of 1. C LEARING AND WATERFALL
Calculate movement around The H ill al 300
feet per tum (one square per turn) when the the following types of monsters is encoun- This pleasant expanse of grass and flow-
party is following a trail or crossing a clear- tered (see table be low): roll a ld6 ag-ain to ers surrounds a 15-foot high waterfall.
ing. Calculate cross-country lravel (i.e., oH determine the exact creature(s). Note that The water in the stream looks cool and
the trails or clearings) at 75 feet perturn (one you use one list for nighttime encounters refreshing; the entire scene is lovely.
square per four turns) of travel. After travel- and another for daytime encounters.
ling one square cross-country, a group must Since so many monsters swarm through 2. NARROW CLEARING
spend two turns resting. the forest on The Hill, the party may en-
Trails are easily detectable. The pany counter one type of wandering monsler sev- This clearing stretches for a Jong distance
must travel trails in single file if characters eral times. For example, if the party e ncoun- along the riverbank. The ground is low,
want to move a t norma l trail speed (cut speed tered and killed eight skeletons one night, flat, and muddy. Most of the grass has
in half if they move two abreast), but two nothing would prevent another band of ske- been choked off by hardier marsh plants,
characters can fight side by side iJ combat letons from auacking the player characters and the buzz of mosquitoes is constant.
occurs on a trail: the bushes alongside the the next night, or even later o n that same There are no flowers in this area.
trail are a nuisance when one is trying lO
wa lk through lhem, but they can easily be
pushed aside if it's a manerof life and dealh ! TABLE2
Only a thief who successfully rolls to WANDERING MONSTERS ON THE SURFACE OF THE HILL
climb sheer surfaces may climb or traverse a
cliH. The thief must make a successful roll DAYTIME NIGHTTIME
once for each cliff. If the thief trails a rope, he
or she may use the rope 10 belay other charac- Die Die
ters, who may then move up or along the cliff Ro ll Creature Encountered Roll C reature Encountered
safely. Calculate movement up or along cliff
terrain at the cross-country movement rate. Hobgoblins (1-6): AC 6; HD J+l ; hp 5 Goblins (1-8): AC 6; HD 1-1; hp 3 each;
If a thief should be so unfortunate as to each; MV 90' (30'); #AT l; Dl-8; Save MV 60' (20'); #AT I; D 1-6; Save NM;
fall, the fall begins a t the middle of the climb Fl ; ML 8; AL C ML 7; AL C; one goblin moumed on:
or traverse. The thief may try to stop his fall 2 Ogre (!):AC 5; HD 4+1; hp 18; MV 90' Dire Wolf (I): AC 6; HD 4+1; hp 19;
by grabbing omo a bush or rock outcrop. He (30'); #AT l; D 1-10; Save F4: ML 10; MV 150' (50'); #AT !; D 2-8; Save F2;
may try 10 do so after each JO feet of fall by ALC ML7; ALN
rolling a ld20. If he rolls his dexterit y score 3 Stirges (1-6): AC 7; HD l; hp 4 ead1; 2 Ghouls (1-2): AC 6; HD 2•; hp 8 each;
o r less, he has made a successful grab and MV 30' (10'), 180' (60') flying; #AT I; D MV 90' (30'); #AT 3; D l-3/ 1-3/ 1-3 +
stops falling. The thief takes l-6 ( Jd6) points 1-3; Save F2; ML9; AL N; +2on first " to paralyze; Save F2; ML 9; AL C
of damage for each JO feet fall en . hit" roll; blood drain 3 Giant Bats (l-4): AC 6; HD 2; hp 8each;
A pany may use a rope to descend a cliff, 4 H o m ed Chameleon ( J); AC 2; HD 5; MV 30' (10'), 180' (60') flying; #AT I ;
but the rope must be tied 10 a solid object at hp 2 1; MV 120' (40'); #AT2; D 2-8/ 1-6; D 1-4; Save F2; ML 8; AL N
the top; if an entire pany descends in this Save F3; ML 7; AL N 4 Skeletons (J-8): AC 7; HD I; hp 4 each;
fashion. the rope must be le ft behind. The 5 Killer Bees (1-3): AC 7; HD 1/ 2; hp 2 MV 60' (20'); #AT I; D 1-6; Save Fl; ML
first character to descend a cliff by rope must each; MV 150' (50'); #AT I ; D 1-3 + 12; AL C
be a thief or a nonarmored character, and he poison + continual damage; Save Fl ; 5 Giant Rats (2-12): AC 7; HD 112; hp 2
or she may do so in one turn. Once this first ML 9; AL N; bee dies after stinging. each; MV 120' (40'); #AT I; D 1-3; Save
character has descended, and presumably 6 Neanderthals ( 1-4): AC 8; HD 2; hp 9 Fl ; ML8; ALN
found easy passage, all other characters may each; MV 120' (40'); #AT l; D2-8; Save 6 Thoul (I): AC 6; HD 3..; hp 14; MV
follow, at a rate of 50 feet per round. F2; ML 7; ALL 120' (40'); #AT 2; D 1-3/ 1-3 + paralyze;
One tum is required for a party to cross Save F3; ML 10; AL C
a stream, but the streams are so shallow lhere

5
ADVENTURE ON THE SURFACE OF THE HILL

3. SHADED CLEARING about the surface of the anthill. If the charac- gesting that the cave has not been used
ters advance into the clearing, the two ams recently by any earth-bound creature.
Many wildflowers grow among the lush advance toward them. Fifteen other ants in
grasses in this shady glen. The clearing is the lair remain to defend the lair. SA. EMPTY CA VE
quiet and peaceful.
Driver Ants (2): AC 3; HD 1•; hp 25 each; Past the entrance, the cave expands rapidl y.
4. KILLER BEEHIVE MV 180' (60'); #AT I; D 2-12; Save F 2; Many boulders liuer the floor; walking
ML 7 or 12 in combat; AL N around them is dif£icult. c.alculate move-
This large clearing is pleasant and flow- Driver Ants in Lair (15): AC3; HD 4• ; hp24, ment through this cave at half the n ormal
ery. and tall grasses wave in 1he faintest 22. 20, 18(x4), l6(x5), 14, 12, l I; rate for exploring du ngeons. Stalactites and
breeze. MV 180'(60'); #AT I; D 2-12; Save F 2; stalagmites are common.
ML 7 or 12 in combat; AL N SB. CAVE OF STAGNANT WATER
If the PCs stop and listen ac the east end of
chis clearing, there is a 75% chance one of T he driver anthill covers a network of tun- This small side passage contains a pool of
them notices a low-pitched buzzing. If the nels three feet in diameter reaching a depth stagnant brown water. Any character drink-
characters remain at the east end of the clear- of 100 feet. Nothing of value is in the driver ing from it must save vs. poison or be immo-
ing, there is a 20% chance per round that a anthill. bilized by stomach cramps for 6-24 (ld4x6)
killer bee sights them. If they move more hours.
1han 100 yards into the meadow, the killer 6. GLADE OF THE MAGICAL BERRIES
bees certai nl y caich sight of them. The bees SC. EMPTY CA VE
This pleasant meadow borders a crystal-
automatic.ally anack any creatures they find clear pond of cool, fresh water. Many This corridor winds into nothing, ending in
in the clearing. Nole thal if the party does colored pebbles can be seen on the bot- a mass of crumbled boulders.
not specifically state they are listening at the
tom, and hundreds of harmless gold and SD. BAT HIDEOUT
east end of the clearing, they do not hear the silver fish swim through the waters. At
bees until the bees have sighted them. This room is the largest in the cave. From
the border between the glade and the
If the party enters the clearing from the one hour before sunrise until one hour after
forest, three unusual bushes grow. They
west end, the party and the bees see each resemble raspberry bushes, but the berries dark, this chamber houses the flock of giant
other immediately. bats that lives on The Hill. They attack any
on the plan ts are much larger than ordi-
Killer Bees (8): AC 7; HD 1/ 2 or l; hp 2, 3, I, nary raspberries. creature who emers, and pursue the in trud-
4, 2, 3, 6. 8; MV 150'(50'); #AT l sting; ers throughout the cave. They do n ot fl y out
D 1-3 + poison + continual damage; Many years ago, an old cleric spilled a potion of the cave during the day, however.
Save F I; ML 9; AL N; each bee dies after of healing at the base of these bushes. A Giant Bats(6): AC6; HD 2; hp 14, 12, 10, 9, 7,
it stings strange and magical absorption took place, 5; MV (180')(60') flying, 30'( 10') ground;
Queen Bee (l): AC 7; HD 2• ; hp 9; MV 150' and now the berries themselves have healing #AT I; D 1-4; Save Fl; ML 8; AL N
(50'); #AT l; D 1-3 +poison; Save Fl; properties. Twelve berries are on e-.ich bush,
ML 9; AL N; can sting repeatedly and each berry acts as a half-strength potion SE. EMPTY CAVE
of healing, curing 1-4 ( ld4) points of damage This sidechamber is choked with rocks and
If the bees attack, they do not reach the pany
for each berry eaten. The berries spoil fairly stalactites. It contains nothing of value.
as a huge swarm. Rather, on the first round quickly, though, and are only effective if
of combat, one bee anacks; on the second eaten within one day of being plucked from 9. NARROW RIDGE
round, three bees; and on the third round the the bush. A detect magic spell indicates the
entire hive, except the queen, arrives. If the T his escarpment is rocky on the sides and
bushes and berries are indeed magical. only about 20 feet wide on top. Because
party flees, the bees do not pursue beyond the
edge of their clearing. Note that the queen the sides rise quickly for 80 feet, you can
7. ANCIENT STATUE look over lhe trees below.
bee stays behind to defend the hive.
The hive of the killer bees is located in a At the top of this steep, rocky hillside is a Most of the vista from the ridge is treetops,
hollow beneath a dead tree trunk (marked by hideous idol, carved from granite by some but some terrain features are visible, includ-
an X on the map). As explained in the Basic forgouen race. The statue is a fat , squat- ing clearings #4 and #I I; the pond, waterfall,
rules book, the honey acts as a haH-strength ting, vaguely humanoid figure, whose and stream immediately below the ridge; the
potion of healing. face is twisted into a hideous leer. lower ridge beyond the pond; and- through
At one time, two niches within che statue's a notch between two other ridges-a portion
5. DRIVER ANTHILL eyes held a pair of fabulous jewels, but these of clearing # 17.
The air in this clearing is moist and were looted Jong ago. There is nothing of
value connected with the statue in any way. I 0. FIRST CA VERN OF
smells of the swamp, which is visible to
THE STEAM WEEVILS
the sou1h and extends to the far horizon .
(See map, p. 18).
The grass in the clearing is thick but shor- 8. CA VERN OF THE BATS (see map, p. 18).
ter and less lush than that by the riverbank. Theair in this cave feel s moist and warm.
The cave-mouth is easily visible to any char-
The walls and floor are smooth. free of
The driver anthill is a huge pile of dirt acter entering the clearing from either of the
rubble, and visi bly damp.
located in a niche in the edge of the clearing's two trails near it. Because of boulders, how-
southern side. The anth ill is 50 feet in diame- ever, the cave cannot be seen from any other This cave's smooth interior is due to occa-
ter and rises 10 feet into the air. When first place on the hillside. Thick bushes choke the sional high-pressure bursts of steam from
discovered, two driver ants are crawling entrance 10 a height of about two feet, sug- the geothermal pressure cooker below The

6
ADVENTURE ON THE SURFACE OF THE HILL

Hill, blasting from the vent in the back of the Hobgoblins (12): AC6; HD l+l; hp9, 8, 7, 6, Rosalinda: AC9; M 6; hp 17;#AT l; Dmagi-
cave and rushing through the chamber to the 6, 5, 5, 5, 4, 4, 3, 3; MV 90' (30'); #AT l; D cal; MV 120'(40'); Save M 6; ML 11 ; AL
atmosphere outside. The entire cave is wet, 1-8; Save FI; ML 8; AL C N; S 9; I 15; W 12; D l 0; C 8; CH 13;
and rive large pools of water have collected The nine hit point hobgoblin has a sword Spells: First Level: sleep, shield; Second
inside. The water is drinkable, though +1. The other hobgoblins are armed with Level: phantasmal force, mirror image;
somewhat warm. swords. In addition, one of the guards and Third Level: fireball, fly.
There is a 253 chance a swarm of steam three of the hobgoblins in the camp carry Neither sister carries any weapons, but
weevils are discovered in the cave. If they are, spears, which they cast as soon as they are Rosabella wears a ring of protection+) and
these creatures immediately move LO sur- within 40 feet of the party for 1·6 ( ld6) points has a staff of healing, and Rosalinda has a
round a randomly selected character among of damage. wand of paralyzation.
those entering the cave.
If the hobgoblins fail a morale check, they As soon as characters enter the clearing, the
Steam Weevils(! swarm): AC?; HD 4; hp 15; may attempt to reach the trail leading out of two sisters bustle out of the cottage to greet
MV 60'(20'); #AT l; D 1-4 points of burn the camp. If the party is positioned to cut them. Rosalinda has a rolling pin thrust
damage; Save NM; ML I I; AL N them from the trails, the humanoids try to through her apron strings; Rosabella is
For a complete description of steam weevils. flee along the shore o[ the pond so they can empty-handed. The shaft of the rolling pin
see New Monsters, page 31. reach the trail on the north edge of the pond. is actually her wand of paralyzation. The
For every turn the party is inside the cave, They flee down the trail and through clear· sisters smile happily and invite the party
ing #17 to the ruined monastery (area A). inside for some tea and cake.
there is a 53 chance that steam is forced
Here they enter the dungeon to warn their If the characters accept the invitation.
through the cave. If steam is forced through ,
characters inside hear a gurgling and hissing king that enemies are roaming The Hill. the sisters precede them through the front
If the characters investigate the tents door. The cottage is actually a permanent
noise gradually building in volume for the
round immediately preceding the eruption. and huts in the encampment, they find them illusion that disguises a much larger build-
fihhy, odorous, and dimly-Iii inside. If the ing. The cottage appears to be 20 feet square
Anyone who remains inside as the steam
erupts takes J-6 (Jd6) points of damage from characters make a thorough search, they find on the outside, but the room that the charac-
in each tent: a sack containing 3- 18 (3d6) gp, ters enter is actually 10 feet square. Two hal-
the scalding heat for each round they spend
engulfed in the steam. The blast lasts for 2-20 old pieces of leather garments, broken swords, lways lead off of this room, and the ladies
(2d I 0) rounds. 1-4 (ld4) wineskins filled with cheap wine, take the party down one of these, past a
and a large bowl of unidentifiable swill. sweeping stairway to a second floor.and into
l l. PLEASANT GLADE The huts are no cleaner than the tents, a large parlor.
though they are the quarters for the higher The sisters' "cottage" is in reality a
This small clearing is tucked into a nar-
ranking hobgoblins. In each hut is a sack mansion two st0ries high. Many fine paint-
row valley on 1he edge of a small pond. At
containing 4-24 (4d6) gp, l-4 ( ld4)wineskins ings, gold and silver ornaments, and beje·
the north end of the clearing, a stream
falls away in a 30-foot waterfall. Several holding a higher grade of wine than the wine welled knick-knacks are visible throughout
in the tents, crude chairs, and a grimy table their home. H owever, a virtual web of magi-
different varieties of flowers grow in this
displaying a haunch of dried meat. cal protection has been laid across and
idyllic spot. and the waters of the pond
and stream are clear. 13. CLEARING OF THE MYSTERIOUS around the house, making the sisters impos-
COTTAGE sible t0 steal from. If the sisters are killed, the
12. HOBGOBLIN CAMP CLEARING house and all its contents immediately turn
In the center of this clearing is a white- to dust. Note that the house's con tents do not
This clearing rests on the edge of a large washed cottage lined with bright green include the bodies of the PCs, but does
pond. The shoreline of the pond has been shutters. Gravel walkways connect the include all of their possessions!
churned into a muddy mess. An odor of cottage to each of three trails into the If the party (foolishly) attacks the sisters,
carrion hangs in the air. T he grass in the forest , and pleasant gardens of bright the ladies try to overpower the characters
clearing has been trampled flat, and sev- flowers surround the home. White cur- without killing them. They use the wand of
eral shoddy tents and huts are visible at tains, delicately embroidered, hang over paralysis, and sleep, phantasmal force, and
the far end. each of the four windows. hold person spells to knock the characters
The hobgoblin camp has been established as This cottage is the home of Rosabella, a 5th out. If the sisters succeed, the characters wake
a guard post on The Hill , and from the level cleric, and Rosalinda, a 6th level magic- up in clearing #6, with all of their posses-
encampment, the garrison sends out regular user. They are sisters, and each is a plump, sions except any coins and magic-items they
patrols along the trails. The camp itself is a gray-haired old lady of vita lily and pleasant had been carrying.
dirty colleciion of five animal-hide tents and manner. Neither gives a clue about their If the party somehow overpowers the
three brushy, dome-shaped shelters made of classes or abilities when talking to strangers, sis1ers without killing them, allow the char-
twigs and leaves. The poor tanning of the whom they greet cheerfully. Both ladies are acters to collect all manner of valuable gold
tents accounts for the odor of rotting meat. neutrally aligned. and jewelled items. However, as soon as 1he
Three hobgoblins stand guard at the characters try to carry any of this booty out of
entrance to the camp, by the trail leading Rosabella: AC 6; C 5; hp 20; #AT I; D none; the house, it disintegrates into worthless
into the camp, and 10 more of these ugly MV 120'(40'); Save C5; ML 11; AL N; S dust.
humanoids are back at the tents and huts. 12; I 13; W 17; D 12; C 13; CH 14; On the other hand, if the characters are
They attack intruders on sight. If the PCs Spell~: First Level: protection from evil, reasonably polite, the ladies treat the charac-
flee, the hobgoblins pursue ruthlessly over detect magic; Second Level: hold per- ters to delicious herbal tea and spice cake.
The Hill. son, silence 15' radius. The sisters chatter pleasantly about their

7
garden , the woods around The Hill, and the
weather. They do not mention or discuss
monsters or other inhabitants of The Hill.
U the party asks them for specific infor-
mation or other help, the ladies smile be-
nignly and reply: "Nobody gets something
for nothing. What have you·to offer us?" The
sisters a re avaricious indeed, happy to give
the party information, healing, a nd perhaps
even some small magic i tems-if the price is
right. They nei1er give anything away. Since
they love a good bargaining session , they
a l ways ask for more money than they think
they ca n get.
If the party becomes annoyed or angry
during the bargaining, and makes threats to
the sisters, the ladies primly request the party
to leave. If they do not, the full fury of the
sister's spells is likely to be loosed.
For the following info1mation, the ladies
ask for JOO gp but settle for 40 gp: knowledge
of all of the types of wandering monsters on
The Hill, the hobgoblin camp (clearing
#12), the ogre's cave (area #14). a cave of
steam weevils (area # 15), the Neanderthal's
cave (area #16), and the graveyard a nd its
denizens (area # 18).
For· another negotiated fee (they ask for
150 gp, settle for 75), they tell of the ruined
monastery and the dungeon below it, includ-
ing the fact that many hobgoblins and gob-
lins use it as a base of operations. The sisters
do no t know that a red dragon lives in those
caverns, however.
Out of information but not satisfied to
end the bargaining, the sisters offer to make a nd magic missile spells. (See page 30 to cave, a 15-foot entry way narrows to a width
another deal: " I'll use my staff of healing learn what the sisters claim as payment for of 10 feet before it ends in a solid wooden
and my cure light wounds spell to bring the potions and scrolls.) door outside of room #I 4A.
everyone in your party up to full strength," The sisters are very earnest when m a k-
14A. PLAYROOM
says Rosabella. " In re turn for this act of heal- ing deals. If the characters do not carry out
ing, you must bring us the head or the male their part of either deal, the sisters search The solid wooden door to this room is barred
ogre that lives on The Hill, when I'll heal all them out wherever they might try to go, from the inside where two adolescent ogres
your wounds again." (The ogre lives in area insistcn1 on collecting their due. If the PCs are happily beating on each other with
#14.) resist, a fireball spell inight help them change dubs. They would just as happily beat on
Suppose the party agrees to this deal and their minds... intruders.
performs the required deed. When they pre- Ogres (2): AC 5; HD 4+1; hp 10, 12;
sen t the ogre's head to the sisters, the sisters 14.CAVERNOFTHEOGRES (Secmap,p. MV 90'(30'); #AT I ; 0 1-8; Save F4;
are duly respectful. To show their admira- 18). MLB;ALC
tion, they offer the PC'..s one final , generous
deal: the sisters will give the party two magi- The mouth to the ogres' cave lies at the bot- The adult ogres of the lair are accustomed to
cal scrolls and two boulesof magical potions. tom of a rocky cliff. The cave mouth is invis- the tremendous bellows the young ones
In return, at the end of the adventure, the ible from above because of an overhang. make when they are playing. There is only a
sisters will mee1 1he party at Guido's Fon 103chance per round that sounds of comba1
This precipice is 120 feet tall and con ta ins
and claim as payment any single item the arc recognized as o ther than play. If the adult
no vegetation. Most or the rock is solid,
party has acquired in the course of the ogres do suspect combat, both of them arrive
but occasiona l crumbly patches g ive the
a dventure. two rounds later to sec what is wrong. The
cliH a broken appearance.
If the party accepts the deal, the sisters room contains only some large wooden
send them o n their way with : a potion of Within this small network of caves lives a chairs and a table.
invisibility; a potion or healing; a clerical bullyish ogre, his family (wife and two
14B. SLEEPING ROOM
scroll with the spells cure light wounds, young), and six goblin slaves. This ogre is
detect magic, and protection from evil; and a the one the sisters of the m ysterious cottage This chamber is used by the two young ogres
magic-user scroll with web, detect magic, are so anxious to have destroyed. Within the as a sleeping room. Two dirty pallets of .

8
ADVENTURE ON THE SURFACE OF THE HILL

sm1w are on the floor, and an assonmem of is visible halfway down the cliff, as is a nother 17. LARGE C LEARING
broken clubs, chipped stones, and o ther cave (area #16).
This clearin g is one of the largest and
refuse is scattered about. This cave is another natural vent for the
most desolate on The Hill. Clumps of
steam tha t OCC"asionally bursts from deep
14C. WELL ROOM grass growing here are brown and scraggly.
underneath The Hill. As with the cave at
Mos to( the ground is simply bare, cracked
This room is the cavern's well room. A large. area #16, there is a 53 chance per turn that
dirt, and the forest surroundin g it seems
seemingly bottomless pool of water fills the pressure forces a blast of steam through the
especially dark a nd foreboding.
cavern's east end. The water is cool and cave while the characters are inside. Charac-
refreshing to drink. ters have one round of warning noise before 18. G RAVEYARD
1he steam erupts. Characters receive 1-6 ( Id6)
l4D. GOBLIN SLAVE QUARTERS Part of this ancient burial site lies on the
points o[ damage for each round they are
north end of clearing # 17; the rest extends
The ogre's six goblin slaves dwell in this exposed to the steam; the blast lasts 2-20
into the woods.
room. Six dirty pallets of straw are placed (2dl0) rounds.
around the floor, and a dirty firepit is in the On a roll of oneortwoona ld6, a swarm Bunches of thornbushes have started to
center. Well-gnawed bones and broken sticks of steam weevils is found inside this cave. If grow along the north end of the clearing.
lie about, which the goblins use as clubs if they are, the swarm advances and clusters You see many smooth, roughl y square
they are attacked. around a sing le, randomly selected character. white stones lying among the thorns.
Goblins (6): AC 6; HD 1-1 ; hp 5, 4. 4, 3, 2, 2; Steam Weevils (I swarm): AC 7; HD 4; hp 15; In centuries past, the bodies of the chaotic
MV 60'(20'); #AT I; D 1-4; Save NM; MV 60'(20'); #AT 1 burn; D 1-1; Save monks and clerics of the monastery weie laid
ML 7;ALC NM; ML 11 ; AL N to rest here, a nd the blight of that evil has
For a complete descxiption of steam weevils, infected the very ground.
The goblins shout and call for help if the see New Monsters. page 31. If the thorns are cleared from the head-
pany discovers them, and without doubt the stones, the monuments prove too weathered
adult ogres come running, arriving in three Several large pools of water have collected
inside of this cave. The water is pure, though to read, though signs of engraving can be
rounds. detected. Of greater significance is the fact
warm.
that one out of every thrce·-graves has been
l4E. BEDROOM
16. CAVERN OF THE NEANDERTHALS dug up in the last fe w years. Characters
This room is the private chamber for the (See map, p. 18). no tice this oddity if they emer the thorny
bullyish ogre and his wife. A giant stone bed area for a close examination. The graves are
This cave is a lso visible halfway down ~he
is at the far end; two chairs and a table, on JO feet apart. For each g rave the group
cliff.
which rests a jug of wine, complete the reaches, roll a ld6. A result of one or two
room's contents. The cave is the lair of a small tribe of
indicates the grave has been excavated, and
Neanderihals dwelling on The Hill. Twelve
there is no sign of the body that fo1merly
Ogres (2): AC 5; HD 4+ l; hp 26, 18; MV 90' of the cavemen have lived here for several occupied it.
(30'); #AT I; D I-IO; Save F 4; ML IO; years. They would like to claim all the caves
In the part of the g raveyard lying in the
ALC along this cliff for their race, but the ogres woods, underbrush and roots have screened
(area #14) have been very uncooperative.
On his belt, the adulL male ogre carries a or destroyed most of the headstones. How-
The Neanderthals cannot speak the ever, lurking among the bushes and trees are
large key, which opens storage rooms #l4F common tongue, but they try to communi-
and #14G. four ghouls. These hideous, unde-ad mons-
cate with the characters in sign language. ters stalk through the bushes to get as close to
14f. STORAGE ROOM They are curious creatures and react to the party as possible before attacking. Ro ll
friendly gestures with goodwill. 3d6and multiply by 10 to d etermine how far
The key on the ogre's belt opens this st0rage
room. Inside are two large chests containing 16A. STORAGE ROOM away the ghouls a re when first sighted by the
dried fruit a nd grain along the side wall, and characters.
This room is where the Neanderthals have
a padlocked chest, whose key is buried in one stored several dozen stone axes and spears, Ghouls (4): AC6; HD2•; hp 10, 9, 7,6; llAT2
of the fruit and grain chests.T he padlocked a nd several bins of berries and roots. claws/ I bite; D l -3/ 1-3/ 1-3 +paralysis;
chest contains 750 gp, I ,000 sp, and four Save F 2; ML 9; AL C
gems worth 300 gp, 200 gp, and 50 gp. 168. CO UNCIL CHAMBER
This room is the cavemen's informal council 19. DRAGON'S ESCAPE TUNNEL
14G. STORAGE ROOM
chamber; it is here the tribe awaits intruders. This large, vegetation-choked cave is used by
This storage room is al so opened by the key They are armed and suspicious, but do no t a red dragon as an entrance/ exit point from
on the ogre's belt. The room contains barrels fight unless attacked. his dungeon lair deep under The Hill. H e
of wine-the same cheap wine that fills the avoids the vegetation by flying out of the
jug in room #14E. Neanderthals (12): ACS; HD 2; hp 16, 14, 13, cave. The cave mouth is 30 feet wide and 20
13, 12, 12, 12, 10, JO, 9, 9, 8; MV 120'(40'); feet high. The characters have no chance Lo
15. SECOND CA VERN OF STEAM #AT I; D 2-8; Save F 2; ML 7; ALL
WEEVILS discover this cave.
(See map, p. 18). 16C, l6D, and 16E. SLEEPING CHAMBERS
This cave sits at the bottom of a 100-foot These empty rooms arc the sleeping chambers
high cliff, which runs a long most of the of the cavemen. None of them contains any-
western slopeo[ a high hill. The cave mouth thing of value.

9
ADVENTURE IN THE RUINED MONASTERY (scc map,insidecover)

The characters notice nothing unusual about


this plat-e u ntil they cross the broken down
wall a1 the western perimeter of the old
courtyard. It then becomes obvious that.
though heavily overgrown , the large rectan-
gle was human-built.
The outer wall is almost entirely des-
troyed; what wall still stands is obscured
by vines. Several squarish buildings and a
large pool of stagnant water are visible.
The grounds inside the monastery walls arc
overgrown with bushes and trees, though
not as extensively as is the forest outside.
Trees are marked on the map of the monas-
tery; it may be assumed the rest of the ground
is passable, except for the tangled garden
(area #24), where human-sized characters
find ii impossible to walk.
The buildings and columns of the mon-
astery are made of granite, but characters
cannot discern the stone unless they remove
the covering vines, moss, and fu ngus. The
insides of the intact buildings do not have I

I
this plant covering, however.
Doors to buildings and rooms are not
locked as a rule, though they they are usually
stuck. A door is locked only when specially
stated as such in the key to that area.
Certain creatures inhabit these ruins,
and the party may encounter one or more of
these denizen s. Roll a ld6 every two tu rns: a
result of one means that one of the following
types of creatures is encountered (see Table
~); roll a Id6 again to determine which
monster.

10
ADVENTURE IN THE RUINED MONASTERY

a l uxurious bathhouse. No ceiling stands Skeletons ( 12): AC 7; HD I; hp 8, 7, 6, 6, 5, 5,


TABLE3 over these four rooms, and che walls have 4, 4, 3, 3, 2, I; MV 60' (20'); #AT l; D 1-6;
WANDERING MONSTERS IN crumbled to only three or four feet of height. Save Fl; ML 12; AL C
THE R UINED MONASTERY Large cracks can be seen, and many of che Each of the skeletons is armed with a short-
stone slabs that had been used as the ceiling sword and carries a shield.
Die are supported by debris. Lurking in these
The doors from which the skeletons emerge
Roll Creature Encountered cracks a nd crevices are eight Giant Centi-
lead tO 12 individual tombs, each a broad slab
pedes, who rush forward to attack any crea-
of stone set in the middle of an otherwise
Rock Baboons ( l -4); AC 6; HD 2; hp 10, tures passing the east rim of the pool.
barren room. Behind the slab in room 23C is
9, 7, 7; MV 120' (40'); #AT I dub/ I bite; Giant Centipedes (8): AC 9; HD 1/ 2; hp 4, 4, a dagger +2, visible only if a character enters
D 1-6/ 1-3; Save F 2; ML 8; AL N 3, 3, 2, 2, l, l ; MV 60' (20'); #AT l; the room and circles che slab.
2 Ogre (l); AC 5; HD 4+1; hp 18; MV 90' D poison; Save NM; ML 7; AL N
(30'); #AT l ; D i-10; Save F 4; ML 10; 24. TANGLED GARDEN
AL C 22. STEAM VENT
3 Hobgoblins (1·6): AC 6; HD l+l; hp 5 This garden is a tangled and thorny mass
This wide crevasse is apparently bottom- of brambles-virtually impenetrable by
each; MV 90' (30'); #AT I; D 1-6; Save F
I; ML 8: AL C; each carries spear and
less. Greenish mold a nd fungi grow thickly humans. Many types of plants have over-
along the lip of the opening. run each other here.
shortsword
4 DireWolf (l): AC6; HD4+l; hp20; MV As is true of the other vents of The Hill. there This garden once grew the many potent
150' (50'); #AT l; D 2-8; Save F2; ML 8; is a 53 chance per turn that the vent erupts in ingredients the mon ks used for brewing foul
AL N a col umn of steam. As usual, one round potions, or for ingesting as pan of ghastly
5 l.ombies(l·6):AC8; HD2; hp 12, 10, 9, 8, before it erupts, any character standing on rituals. Since the monastery has been aban-
7, 7; MV 120' (40'); #AT I; D 1-8; Save F the rim of the vent can hear a gurgling doned, the garden has grown wild.
l; ML 12; AL C sound. The sound gets louder throughout The three spots marked with Xs on the
6 Giant Centipedes (1-8): AC 9; HD 112; the round a nd culminates in a column of map arc entrances to tunnels that goblins
hp4,4,3,3,2,2,l , l; MV 60' (20');#AT l; D boiling steam shooting into the sky. Any have carved into the tangle. The tunnel
poison; Save NM; ML 7; AL N character standing on the rim when the entrances have been carefully masked with
geyser erupts takes 1-6 ( ld6) points of dam- bushes, buc they may be detected by rolling
age for each round he is engulfed in steam. for a secret door. Behind each pile of brush
Key to areas in the ruined monastery The blast lasts 2-12 (2d6) rounds. lurk three goblins, waiting to ambush the
20. GARRISON QUARTERS 23.0LDTOMB party as they approach the temple door to
room #31. The ambush is sprung only if the
In ages past, this building quartered a small The double doors of this building are party is obviously moving toward the door,
garrison of fighters who protected the monks elaborately carved with a leering face and or if they begin to in spect the garden too
of the monastery. The building has with- grotesque torso. The creature's mouth is closely.
stood the ravages of time fairl y well, though gaping open to display row upon row of ·
its insides have been looted repeatedly. In the hideously pointed fangs. Two long, daw- Goblins (9): AC6; HD l-1; hp7, 6, 6, 5, 4, 4, 3,
large room, which was the din ing room £or tipped arms are carved in relief: they seem 2, l; MV 60'(20'); #AT I; D 1-6; Save
che guards, the long tables and benches have almost to be reaching out to gather in NM; ML 7; ALC
been overturned, and shattered poctery lies anyone standing before the doors. The goblins are armed with shortswords and
over much of the floor. The small room off shields. The seven hit point goblin carries a
This carving depicts the same pagan deity shield+/ (AC 5).
the dining room was a kitchen; a few cracked
the PCs might have discovered on the old
pocs and an oven are all that remain. 25. INITIATES' BARRACKS
statue on The Hill (area #7). The doors it
Each of the four small rooms off of the
guards are locked. Once inside, the group This long room contains the rotted remains
hallway on che eastern wing of the garrison
sees a large room lined with many doors. of many wooden bunks. The room once
quarters has a pair of well-rotted wooden
Occupying a position opposite the door is a housed 60 of the monks striving to become
beds, and other pieces of rot that might have
statue of the same creature p ictured o n the worthy of the monastic order.
been tables and chairs in some forgotten age.
doors. This statue is carved in much more
21. HUGE POOL detail than the one on The Hill, and two 26. DINING HALL
gems scill glitter from its eyesockets. The This room holds rows of long tables and
This large, dark green expanse of water is
statue is about 12 feet tall, but its protruding benches, covered by a sickening greenish-
rimmed by moldy, well-worn stone, which belly prevents any character wearing metal
reveals still the pool's artificial origin. yellow mold.
armor from climbing up the statue and rem-
The water is uncomfortably warm to the oving the gems, each worth 100 gp. The mold is harmless.
touch. The pool is fed by the same geother- As soon as any character touches the 27. SECOND INITIATES' BARRACKS
mal forces that yield the blasts of steam in statue or opens one of the doors on the
and around The Hill. The water's depth var- perimeter of the room, 12 guardians of the This room is in the same condition as room
ies from about two feet around the rim to six t0mb burst from the doors and attack. The #25. The only difference is that it contains
feet in the middle. guardians are 12 skeletons, and one comes the remains of only 20 bunks.
Along the east end of the pool is a from each door.
crumbled mass of stone that was at one time
II
ADVENTURE IN THE RUINED MONASTERY

28. MONASTERY KITCHEN 31. ANCIENT SANCTUARY


at whose south end a fountain splashes
A shattered oven and much broken pot- into a shallow bowl. From a spout in the The door to this huge chamber bears the
tery lies about the room. In the southeast bowl, the water flows back to the long same leering visage that was found on the
comer of the room is a large pile of what pool. The water is cool and crystal-clear. door of the tomb and on the statue on The
appears tO be garbage. Atop this pile are The stones lin ing the sides and bottom of Hill.
two giant rats, squeaking loudly upon the pool are glistening white, a nd reflec- In this room, five giant statues of a long-
hearing the door to the room open. tions of the birch leaves dance in the forgotten pagan god support the 20-foot
In two rounds, eight more rats charge into shimmering surface. high ceiling with their heads. The floor is
the room through a small hole in the ki tchen This garden was a place of great sacredness smooth stone and very clean.
wall that leads to the forest outside the to the monastery's original inhabitants. As
monastery. The two secret doors leading out of this
part of his ri te o( initiation, each monk chamber may be discovered with the normal
would be allowed to 1ake a drink from the rolls. Each of them can be opened by a sim-
Giant Rats (JO): AC 7; HD l /2~ hp 4, 4, 3, 3, 3, fountain. He would then be judged accord-
2, 2. 2, I, I; MV 120' (40'); 1bite; 0 1-3 + ple push.
ing to the effects the water had upon him.
disease; Save F l; ML 8; AL N The magical properties of the fountain still 32. EMPT Y ROOM
The rats have been using the kitchen as a exist, and characters wishing to drink from i1
lair, storing their pile of apparent garbage may benefit or suffer from its effects. A detect The door to this chamber is stuck and must
here. Most of the pile consists of tattered magic spell can identify a strong aura of be smashed open. Smashing the door open
pieces of leather, old bones, and many shiny enchantment from the water in the shallow yields a 20% chance that ogres in room #33
pebbles, but characters willing to d ig through bowl. The water in the pool, however, is hear the disturbance and come to investigate.
the filth can find a few valuable items: three quite mundane; even though it flows from Wooden and leather debris litters this
gems (60 gp, 40 gp, and 30 gp), 7 gp, 12 sp, 2 the fountain, somehow its enchantment van- chamber; a thick layer of dust covers the
pp, a nd an arrow +2. ishes before the water drops into the pool. floor and all the room's contents.
If a character takes a drink from the
29. MONASTIC LIBRARY fountain, calculate the eHects by rolling ld8 33. OGRE GUARDROOM
The walls of this chamber are lined wi th and comparing the result t0 Table 4 (see
below). Each character may gain only one This room is inhabited by a pair of the ugli-
debris-laden shelves. In the center of the
effect from the water; a n y further d rinks are est and meanest ogres to ever walk The Hill.
floor is a large pile of garbage.
simply thirst-quenching. They spend most of their time drinking and
The l ibrary was a storehouse of books and All effects take place immediately; they gambling, so there is a 503 chance that char·
papers-in formation gathered by the monks are permanent (except #3). Note that if a acters who stop to listen can hear their rau-
over many centuries. Now the paper and character's constitution or dexterity is cous bellows and heated arguments. The
leather has crumbled; even the tables and changed, adjustments may need to be made door to their room is locked, and the key
chairs have rotted and decayed. The garbage to h it points or armor class. hangs on the belt of the largest ogre.
pile was once more than I00 books of ancient If the characters wish to rest in the Ogres (2): AC 5; HD 4+1; hp 21, 19;
lore. Apparently, the rats have been using it garden, or even spend the night here, they MV 90'(30'); #AT l club; 0 l-10; Save
as a bed. No rats are currently in the room, encounter no wandering monsters. F 4; ML 10; AL C
and nothing of value is hidden in the pile.
On a shelf at theend of the room (oppo- When discovered, the ogres are seated at a
site side from the door), however, hidden large table in the middle of the room. (It may
beneath tattered works of literawre, is an T ABLE 4 be, of course, that they heard the party enter
ivory tube, worth 50 gp. The tube can only be THE MAGIC FOUNTAIN room #32 and went to investigate.) Because
discovered through close examination of the they are concemrating on rolling knuckle-
shelves. A screwed-in cap may be removed Die bones (crude, bone dice) on the table before
easily from the tube to reveal a well-preserved Roll EHect of Drink them, add one to their chance of being sur-
piece of parchment. Upon removal, any prised (i.e., they are surprised if you roll one,
cleric recognizes the parchment as a clerical Character subtracts one from all ability two, or three on ld6).
scroll. It contains the following spells: scores. T he ogres fight savagely, but if they fail
2 Character loses one hit point. Subtraa a morale check, the surviving ogres surrender.
Fi rst Level: cure light wounds (x2); this hit point from the character's total: Three sturdy wooden beds are placed
detect magic the loss is not a wound!
Second Level: bless a long the north wall of the room; ajumbleof
3 Character is paralyzed for 2-20 (2dl0) old bones-some of which look disturbingly
30. G ARDEN O F THE FOUNTAIN hours. human-are piled against the south wall,
4 Charaaer gains two hit points and a solid bar holds a door on the west wall
No roof blocks the sun's rays from this 5 Character adds one to prime requisite
part of the monastery, where the atmos- firmly shut. The large table, three chairs,
score. and an old trunk are the only other objects in
phere is peaceful and quiet. Around the 6 Character adds two to dexterity score. the room.
perimeter of this restful spot, placed in an 7 Character adds two each 10 strength and Scattered about the top of the table,
orderly fashion, are nine large birch trees. scores. among the knucklebones and spilled wine-
The ground is covered by a thick cushion 8 Character adds one to each ability score.
of grass and flowers. In the center is a pool glasses, are 35 gp, 81 ep, and 124 sp. The
trunk is locked; the key is on a ring on the

12
ADVENTURE IN THE R UINED MONASTERY

hands of ogres, they are grateful to anyone 37. ANCIENT PAGAN ALTAR
who Crees them. Although they will not
This room is dominated by the familiar
understand the PCs' lang uage, they try to
image of the leering pagan god, as usual
communicate that they consider the party to
carved from a block of granite. The gems
be valuable friends (assuming the party
that oc.c upied its eyesockets have already
doesn 't attack them, that isl). If the party
been plundered. Before this sta tue is a
success( ull y rescues these prisoners, all of the
shallow stone pit, about 6 feet long, 3 feet
Neandenhals on The Hill are grateful, offer· wide. and I foot deep.
ing aid to the party whenever an opportunity
presents itself. The bloody cull of monks who once inha·
bited the monastery used the pit for human
35. HOBGOBLIN SUPPLY ROOM sacrifice.
The door to this room is locked; the hobgob· 38. HOBGOBLIN GARRISON
!in leader in room #38 carries the key. The
lock may be picked or the door smashed if the Three hobgoblins and two goblins are
characters wish to gain access. greedily feasting on a shank of meat at a
dirty table. Their weapons are close al
This room contains a collection ofsupp- hand and they leap quickl y to defend the
lies that look sufficient for a small army. room.
Six bins, a dozen barrels, two crates, and
three racks are crammed into the large This chamber serves asa guardroom and line
chamber. of defense to prevent unwelcome intruders
from discovering the entrance to the dun-
The bins contain man y bushels of dried geon below the monastery. Six hobgoblins
beans, grain, and fruit. The barrels hold the and six goblins are on duty here, protecting
same cheap wine that the ogres in room #33 the approach to their lair and hideout. Four
were drinking. The racks hold an array of of the hobgoblins and fourof the goblins are
weapons, including 20 shonswords, 25 sleeping when the party discovers this room;
swords, 30 spears, 10 crossbows, and 200 the sleeping monsters require two rounds to
quarrels. Each of the crates holds two dozen arm and prepare for battle.
suits of leather armor. and 40 shields hang
on the walls of 1he room. All of the weapons Hobgoblins(6):AC6; HD l+l ; hp9,8, 6,6,5,
and armor are of a size that humans could 4; MV 90'(30'); #AT l; D 1-8; Save FI;
use; there is nothing to suggest that it is ML8; ALC
hobgoblins who are collecting and prepar· Goblins (6): AC 6; HD 1-1; hp 7, 6, 5, 4, 3, 2;
ing to use these supplies. MV 60'(20'); #AT I; D 1-6; Save NM;
largest ogre's belt. The keys to rooms #33 and In truth, this room is a major collection ML7; ALC
#34 are also on this ring. Inside the trunk are point for the supplies the hobgoblins are The nine point hobgoblin carries a shield+ 1
five huge jugs of wine, a sack holding 400 gp gathering for a planned assault on Guido's (AC 5); his morale is 9 (instead of 8), and as
and 1.000 sp , and a dirty leather sack that is Fon. Since the destruction of this trove long as he is alive to spur the others on, all
actually a bag of holding . would be a considerable setback to the attack of the hobgoblins and goblins also have
34. PRISON OF THE NEANDERTHALS plans, consider awarding the PCs 200 exper- morale 9.
ience points if they successfully destroy the The room has plain wooden bunks along
The door to this room is barred on the out- contents o( the room. They can do so by
side and locked . If it is opened, four male each wall; in the center are a table and two
burning the supplies, but in this case the benches. Each of the hobgoblins has a belt
Neanderthals within are crouching belliger- hallway outside fills with smoke two turns
ently, as if prepared to fight with their bare pouch containing ldl0gpand2dl2sp. The
after the fire is lit, and cannot be occupied for goblins also have belt pouches, but they hold
hands. They arc quite surprised if any crea· the next 12 turns. Smoke spreads through the
tures other than ogres open the door, and only 2d6 sp apiece. The nine point hobgob·
entire corridor, right up to the doors to lin carries the keys to the supply room (room
wait to see what develops before attacking. rooms #32 and #33, but it does not penetrate #35) and the access room (room #39) on a
Neanderthals (4): AC 8; HD 2; hp 9 each; into any rooms whose doors are closed. ring on his belt.
MV 120' (40'); #AT I; D 2·8; Save F 2; Note that the experience point bonus is
ML 7: ALL appropriate only if the characters take the 39. DUNGEON ACCESS ROOM
initiative to destroy the supplies. It's impor- This small room contains only a stone stair-
These cavemen have been captured by ogres tant you not give the party any suggestion to
in one of the frequent skirmishes between way leading downward into darkness. Char·
do so. Even a question such as: " What are acters who have infra vision may stand at the
these bands of mon al enemies. The peaceful you going to do with this stuff?" might be
Neanderthals have been trying to settle on top of the stairs and look down , but all they
too suggestive. see is that the stairway continues for more
The Hill for several years, but the ogres'
depredations during have made this difficult. 36. ABANDONED CHAMBER than 60 feet. The stairs lead to the dungeon
Since these four Neanderthals were cap· below the monastery.
Except for a thick layer of dust on the
tured but a week ago, and since they doubt-
floor, this chamber appears totally empty.
less would not have survived long in the
13
ADVENTURE IN DUNGEON LEVEL I (seemap,nextpage).

This level o( the dungeon is the stronghold At one time, this cell held a pair of dwarves If the charac1ers are not interested in the
of the goblins and hobgoblins preparing an that bugbears were fattening for a sinister services of another thief, Cullen doesn't try
army. Although 1he 1roops have nol been purpose. The secret door on 1he side end of to change their minds. He asks if the party
assembled yet, there are enough goblins, the room is simply a block of stone the has seen any sign of his equipment, and if
hobgoblins, and their large cousins the bug- dwarves removed to tunnel to freedom some 1hey have he asks to have ii re1urned. He does
bears here 10 keep the characters on their years ago. The bugbears don't know how the nol become hostile, however, feeling his
1oes! dwarves gol oul. If the bugbears take any of position to be too precarious to risk antagon-
Since these humanoids dominate this the characters prisoner, the bugbears place al izing his rescuers. He simply leaves and tries
level of the dungeon, few other monsters are least two of the characters in this cell. to make his way back to Guido's Fort if he is
found. Check for wandering monsters in the not invi1ed to join the party.
normal way; if an encoumer is indicated, roll 42. BUGBEARS' QUARTERS
a ld6 and compare the resuh to the table 44. SUBTERRANEAN STREAM
below. The door to 1his chamber is Jocked; three
bugbears reside wi1hin. They have just fin- This natural cavern is blocked by a solid
Any monster encoumered automatically
ished a tiring shift of bullying goblins, so all wooden door- wa1enight but unlocked.
auacks 1he pany, figh1ing uniil either the
PCs are defeated, all the monsters are dead, three are sound asleep. A shallow slream runs through 1his room,
or the mons1ers fail a morale check. In the If 1he characters can pick the lock, or falling from a spoUl in the ceiling, run-
latter case, any surviving creatures flee toward smash 1he door on the first try, they automa1- ning through a trench in the cavern floor,
room #66 10 alert the hobgoblin king. ically gain initia1ive. If they hit the door and rushing out through an opening in
once withou1 breaking it open, however, the the floor. The stream is about eight feet
bugbears are armed and waiting for them on wide and one foot deep.
the next round.
Lurking in 1he shadows where the stream
TABLE5 Bugbears (3): AC 5; HD 3+1 ; hp 15, 13, 10; disappears through 1he floor are three giant
WANDERING MONSTERS MV 90'(30'); #AT I ; D 1-8 +I or 1-8 +2; centipedes. As soon as they catch sight of
IN DUNGEON LEVEL I Save F 3; ML 9; AL C inr.ruders in the room, they rush forward to
One of 1he bugbears carries a battle axe +J; attack.
Die the other two carry swords.
Roll Creature Encowuered Giant Centipedes (3): AC 9; HD 112; hp 3, 2,
The room contains six large beds. a table 2; MV 60' (20'); #AT l; D poison; Save
1-2Bugbears(l-3):AC5;HD3+l;hpl6,14, on which lie three empty bowls, and an NM;ML7;ALN
13; MV 90' (30'); #AT l; D 2-8; Save F3; old but sturdy chest. On three of the beds
lie 1hree large, apparen1ly sleeping Ahhough the level of the stream is low now,
ML9; ALC stains on the walls indicate 1hat ii often fills
3-4 Goblins(2-8): AC6: HD 1-1; hp7, 6, 5, 5, creatures.
the room to a dep1h of three or four feet. The
4, 3, 2, I; MV 60' (20'}; #AT I; D 1-6; Save The key 10 1he chest and 1he key to 1his room spout in the ceiling is only one foot in
NM; ML 7; AL C are on a thong around the neck of the 15 hi l diame1er, and 1he stream disappears through
5-6 Hobgoblins ( 1-4): AC 6; HD 1+I; hp8, point bugbear. Inside the chest is a suit of a four-foot diameter hole in the floor. The
6, 6, 5; MV 90' (30'); #AT I; D 1-8; Save Jea1her armor; a shonsword; a bow, quiver, hole in the floor drops through 60 feel of a
Fl; ML8;ALC and 16 arrows; a sack containing 120 sp, 30 winding, narrow shaft, before entering a
ep, and 50 gp; and a backpack containing a large cavern totally filled with waler.
coi l of rope, two flasks of oil, and a set of If any characters are foolish enough 10
thieves' lock-picking 1ools. drop imo this shaft, roll 3d6 to see how much
Key to areas in dungeon level I damage 1hey take before they enter the flooded
40. BUGBEARS' SITTING ROOM 43. PRISON CELL cham ber. If they are s1ill alive, they certainly
In this dingy chamber is found one hapless drown there.
In this dirty, vile-smelling chamber, a
smoky fire is dying in a large fireplace, 1hief, captured by the bugbears on 1he out-
skirts of Guido's Fort three weeks earlier. He 45. TORTURE CHAMBER
and a kettle holding some greenish-black
stew simmers over the coals. Three large used to own mos1 of the equipment found in A torture rack, an iron maiden, and a
wooden benches, 1wo chairs, a nd a table the bugbears' chesl (room #42). huge pot of bubbling oil all give good
fill 1he room. On the table is a large jug Cullen DeFilch: AC7;T2; hp7;#AT I; Dby indication of this room's purpose. Feed-
and three wine-stained goble1s, two of weapon;SaveT2; ML9;ALN;S 10; 18; ing the fire beneath the oil are two
which are tipped over nex1 to a s1kky W 13; D 16; C 9; CH I 0 goblins.
pool of wine. The goblels arecrus1ed wilh Goblins (2): AC 6; HD 1-1; hp 4, 3;
dried wine and dirl. If the charac1ers release Cullen from his pri-
MV 60'(20'); #AT l ; D 1-6; Save NM;
son, he is most grateful, happy to join the
The wine gob leis are made of silver, discern· ML 7; ALC
party for 1he duration of the advemure. He
ible only if a character wipes the surface does not ask for a share of the loot, claiming Along the sou thern wall of 1he room are four
clean. Each goblet is worth 30 gp. 1ha1 his freedom is reward enough. If, how- cells, each with a metal door. Each door has a
41. EMPTY CELL ever, he should be left alone with a bag of barred window, presumably to let prisoners
jewels for example, 1here is no guaramee watch the "emenainmem." Mercifully, all
This room is empty excep1 for a pair of that the bag remains as full as it was to begin of 1he cells are emp1y of living creatures,
wooden bunks. with ... although a moldering ske1leton lies on 1he

14
ADVENTURE IN DUNGEON LEVEL I

bed in the far east cel l. A ring bearing a large cal scroll on which is written a cure light Moray Vaco: AC 2; C 3; hp 12; #AT I; D 2-7;
iron key hangs on the wall of the chamber. wounds spell. Save C 3; AL C; S 12; I 10; W 16; D 12;
An examination shows that the key opens all 47. CLER IC'S SITTING ROOM C 9; CH 6; +2 to saving throws (wisdom
four cell doors. adjustment)
The hall door leading to this room is locked, Spells: First Level: protection from evil,
46. CLERIC'S OFFICE although the secret door on the west wall of detect magic
The door to this chamber is locked. the room pushes open easily. Moray uses a mace+ I in combat. His mace is
The floor of this room is padded by sev- always at his side, and he is always wearing
In this room a polished circular table, a
fur-lined bench, a desk, and a chair give eral huge bearskins, and four soft chairs his plate mail armor. If discovered in his
the room a civilized look. An elaborate surround a low table. On the walls are room, Moray fights to the de-ath.
candelabra, made out of silver and worth niches for two dozen candles, and a shelf This human cleric is a degenerate and filthy
50 gp , rests on the· table. On the desk is a holding four crystal goblets and two bot· individual of thoroughly chaotic alignment.
miniature statue of the same god whose ties of wine. H e has stayed so long with the goblins he has
likeness is found throughout the ruined even begun to resemble them: his skin has
The goblets are worth 50 g p each, and the taken on a gray hue, and he has filed his teeth
monastery. This statueue has been carved wine, 80 gp per boule. Both the goblets and
from pumice (hardened lava). LO points.
the wine bottles are fragile, however, and Moray Vaco is one of the last survivors
The desk has two drawers in it. The top there is a 203 chance they break each time of the black-hearted cult tha t founded the
drawer opens easily, and contain s an ink- any character carrying them is involved in a monastery centuries ago. Lacking human
well, several quill pens, and a dozen blank violent situatio n (combat or fall, for followers, he has gathered a congregation of
sheets of parchment. The second drawer is example). evil monsters. He provides the monsters
locked and trapped with a poisoned needle. "spiritual guidance" and "moral leadership,"
48. CLERIC'S CHAMBER
Any character picking the lock without rem- and they provide him protection, food, and
oving the trap is pricked by the m.'Cdle and The door to this room is not locked. (Its an occasional prisoner to be sacrificed to
must save vs. poison or die. The small inhabitant-the foul cleric Moray Vaco- Moray's iniquitous deity.
amount of poison on the needle allows the feels quite secure behind his many secret The parchment on Moray's desk is
character a +3 to his or her saving throw, doors.) covered with foul chan ts in an ancient tongue.
however. Hidden beneath his bed is a long, locked box
A table, bed, and several chairs are visible
In the Jocked drawer is a small pouch containing 120 sp, 40 ep, 30 gp, an eltten
in this room. Seated at the table, a hunched
containing seven gems worth 20 gp each and cloak, and a bottle filled with a potion of
a rolled up parchment. If examined by a and scrawny figure is apparently writing
on a sheet of parchment. invisibility. The key to this box, the keys to
cleric, the parchment is recognized as a deri- rooms #46and #47, and the key to the locked
desk drawer in room #46 are on a ring on
Moray's belt.
49. METAL FORGING SHOP
Four huge furnace fires burn along Lhe
wesl wall of this large room. The air is
sooty and smoky. T he fires are heating
various pieces of metal, which are being
forged into swordblades and spearheads.
Working in this forge are eight hobgob-
lins, one bugbear, and a very dirty dwarf,
imprisoned by a ball and chain attached
to his ankle.
Bugbear ( I ): AC 5; HD 3+1; hp 16;
MV 90'(30'); #AT I; D 2-8; Save F 3;
ML9;ALC
Hobgoblins (8): AC 6; HD I+I; hp 9, 8, 7, 6, 5,
4, 3, 2; MV 90'(30'); #AT l; D 1-6; Save
FI; ML8;ALC
Gareth Ironhand: AC 7; D 2; hp 13; #AT I;
D 2-7; Save D 2; ALL; S 13; I 10; W 9;
D 12; C 16; CH 8
The bugbear carries a large club, the hob-
goblins wear shon swords, and the dwarf
wears a leather ap ron and c.arries a larger
hammer.
ADVENTURE IN DUNGEON LEVEL I

The bugbear O\'erset>s the operation of the bodies and growl menacingly at the PCs. four by four foot pieces; grain from corn,
foun?ry. cursing and bellowing at the hob- These are two wolves trained as war dogs. wheat, and oats; salt; dried beans; nails;
goblins and dwarf. The hobgoblins are tend- Wolves (2): AC 7; HD 2+2; hp 12, 11 ; thousands of a.rrowheads; thousands of fresh
~ng the f.ires (one per fire) and carrying MV 180'(60'); #AT l ; D 1-6; Save FI; torches; 20coilsof rope, 100 feet to each coil;
mgots of iron from the pile next to the east MLS; ALN 200 woolen cloaks; 800 iron spikes; 200
wall. Two are next to the pile of ingots. and bac kpacks; 50 wooden poles, each IO feet
two are next 10 the nonhernmost fire . The The dogs were trained by the partyof adven- long; and 100 small sacks.
dwarf is hammering at a swordblade a1 the turers now lying dead upon arena floor. The This trove is obviously valuable to the
southernmost fire. The positions of all these canines are very loyal creatures, remaining hobgoblins, so it is recommended that the
neaturcs are marked on the dungeon map as here to guard their masters. The dogs look characters receive bonus experience points if
follow s: D = dwarf; B = bugbear; and H = scrawny and underfed. they manage to destroy it. Consider award-
hobgoblin. Certainly. the PCs can attack the dogs if ing 400 points if the destruction is total; scale
When the characters enter this room, the they want, but the dogs do not attack the the number down for less effective sabotage.
bugbear and hob~oblins immediately drop characters unless one of them actuall y touches
what 1hey are domg and attack. The dwarf one of th e dead bodies. If the party advances 53. DINING HALL
does the same, as soon as he catches sight of to the corpses, the dogs growl and bristle, but
slowly back away as long as the characters The doors to room #53 are locked.
the party, but he directs his auacks toward
the monsters. He throws his hammer at the remain calm and do not disturb the bodies. lf In this large room, four long tables, each
bugbear (for 1-6 ( ld6) points of damage) and a character speaks 10 the dogs in a calm voice ?racketed by a pair of benches, easily
snatches up a second hammer with which to and offers them food , they both eat hungril y. identify the room's purpose. Two of the
beat the nearest hobgoblin (for 1-7 ( ld6+1) From that moment on, they regard the per- tables are covered with dirty bowls and
points o f damage-strength bonus). son who fed them as their master or mistress spilled wine. as if a meal had been eaten
The foundr y is being used 10 manufac- even to the point of letting that individuai recemly.
ture w~apons for the army now being recru- examine the bodies of their former masters.
~ro~ weapons, armor, and clothing,
If the characters enter this room before they
ited . 1he dwarf has been a prisoner for enter the kitchen (room #54), then one round
nearl y a year, his skill as a smith has ke pt the exammauon reveals the four bodies 10 have
been t~vo fighters, a thief, and a magic-user. after the characters enter this room, the door
hobgoblins from killing him. Given the to r~m #51 .swings open; two very small
chance, he fights savagely for his freedom Each fighter wore p late mail armor and car-
goblms carrymg large, empt y trays stroll in.
and offers to join the party or the rest of th~ ried swords, longbows, and 2dl0 arrows.
!hey squeak with fright at the sight of the
adventure if they so desire. Assuming that The thief wore leather armor a nd was armed
with. a shortsword +I and a dagger. The mtruders and rush back from whence they
the PCs are victorious in this battle and that came Lo alert two other goblins in room #54;
they free the dwarf. he takes a shield from one mag1c-1;1ser was unarmed, though a ring of
protection+ I encircles his little finger. None all four then rush into the hall to alert the
o~ the dead hobgoblins (becoming AC 6), but guards in rooms #57. The guards a ppear in
his hammer remains his weapon of pref- of them carried any monetary treasure.
Tl~e dogs have been tr.tined to obey the
three rounds. If the characters have already
erence. been to room #54, the goblins will already
In add~tion to the fireplaces, the forge following commands: "kill," which causes
them to attack ferociously, gaining+ I 10 all have alerted the guards.
room contains 1wo large piles of iron bars a
pile of firewood, a smaller pile of coal, antl a da mage rolls; "stay," which causes them to Goblins (4): AC 6; HD 1-1 ; hp 2, 2, I, l;
rac~ of metal working 1ools (tongs, hammers, remain in place for at ld4x6 turns if not MV 60' (20'); No attacks or damage;
anvils, prybars). countermanded; "fetch," which causes them Save NM; ML 7; AL C
to ad~an~e and pick up an object, without
50. DWARF'S CELL harmmg 11; "guard," which causes them LO 54. KITCH EN
eye a creature suspiciously, without harm- The door the kitchen is locked.
This c~ll, at the far south side of the forge to
ing it un_less it moves (if it moves. the dogs
room 1s where the dwarf has been kept. It This room contains a large oven, two
respond m the same way as if told to "kill");
contains a simple bed, table, and a chair. cookstoves, and a pantry filled with dried
and "stop," which negates the " kill" and
" fetch " commands. T he dogs also act on beans. grain, some stale bread, and 50
51. GOBLIN ARENA cheap ceramic bowls.
their own initiative 10 warn of impending
:rorches p~aced o~ the walls at frequent danger. If the characters come into this room before
intervals light this huge chamber. Two they enter the di ning hall (room #53) four
massive stone columns rise from the arena 52. SUPPLY ROOM goblins run om of the kitchen, through the
noor to support the roof. The arena Ooor dining hall, and into the hallway. From
is 10 feet below the level of the hallway. The door to this room is locked; the hobgob-
lin king in room #66 keeps the key. If charac- here, the goblins will rush to alert the
Lying in a circle in the center of the arena guards. The g uards will appear in eight
and hardly recognizable from the uppe; ters succeed in picking the lock or smashing
the door. they find provisions within to sup- rou nds.
deck, are four bodies.
port a good-sized army for several months.
If the characters approach for a closer look, 55. PAGAN TEMPLE
Bale~ and boxes line the entire perimeter
they see that all of the bodies have been The double doors to this chamber are un-
of this room, except. for the space in front
pierced by man y arrows, but they have not locked and swing open easily. An y lawful
of the door.
been dead for long. As the characters cleric en tering this room feel s chills run
approach , two shadowy forms advance from Moving clockwise around the room. the down his or her spine. This effect may be
behind one of the columns to stand by the boxes and bales contain: cured leather in unsettling, but it is harmless.
20
ADVENTURE IN DUNGEON LEVEL I

In this room, seven sets of bare wooden If the party attacks, one of the hobgoblins
benches face a raised dais, upon which tries to slip out the back door to alert the
hobgoblins in room #65. The other guards
sits the likeness of the same hideous god
encountered several other times. This fight a delaying ac1ion until reenforcements
statue is carved from pumice, rather than arrive. It takes five rounds for the hobgoblins
the granite. to arm themselves and run to the fight.
The coins on the tables include 13 gp and
Two glittering gems adorn the eyesockets of 25spon one tableand24 gpand 51 spon the
this statue. Each is a fist-sized stone worth other.
300 gp, but they are set very firmly. Any and 25 sp on one table and 24 gp and 51 sp on
character not wearing metal armor can the other.
scramble up 1he sta iue to pry 1he gems loose,
but it takes 2d6+2 rounds lO remove each one. 58. AVIARY
Only one character a1 a time may try to This room is actually a giant birdcage.
loosen the gems. Having heard the door open, a flock of
Each gem is hooked wan elaborate trap,
brightly colored birds have taken to the
which is sprung unless removed by a thief. air from a number of perches. They utter
Note that each gem's trap must be removed
piercing shrieks as they zoom toward you.
individually. If a trap is sprung. the statue's
mouth drops open and four robber flies buzz The hobgoblin king has captured a flock of
angrily into the room. They attack the char- deadly piranha birds, and keeps them here,
acters randomly, although one is certain to feeding them only rarely. They are half-
go after the character stealing the gems. starved and ravenously attack any creature so
unfortunate as to have opened the door to the
Robber flies (4): AC 6; HD 2; hp 10, 8, 8, 6;
room.
MV 180'(60'); #AT I; D 1-8; Save Fl;
ML8;AL N Piranha Birds (8): AC 6; HD I / 2; hp 4, 4, 3, 3,
2, 2, I , I ; MV 180'(60') flying; #AT l;
56. SMALL SECRET CHAMBER D 1-4; Save NM; ML 8; AL N
This small d1ambercontainsonly a ladder For a complete description of piranha birds,
disappearing 1hrough a hole in the floor. see New Monsiers, page 31.
secret door, he trips over a third corpse: the
If the characters climb down the ladder, they On the south wall of the room are a series of invisible body of a dead magic-user lying
see a small tunnel (three feet wide and five closely-spaced bars that block the opening to directl y in front of 1he secret door.
feet high) leading due north for 30 feet. A a secret door. It is from here the piranha birds The dead magic-user is invisible because
strong smell of carrion hangs in the air. At are fed. A small gate in the bars may be of a ring of protection he wears. The body
1he end of the corridor is the cage in which opened to allow access to the cage, but it is can only be discovered by using a detect
the robber flies were kept. A simple calcula- too small for a character-even a halfling- magic spell or by stumbling into it. If the
tion shows it is directly under the statue in to pass through. party searches the room, chances are one in
room #55. If the statue's traps have been five per character that someone stumbles
sprung, the cage is empty except for a rotting 59. BATTLE ROOM
into the body. U a character states he or she is
piece of unidentifiable mea1. This room is void of furniture. The searching the room's east wall for secret
bodies of two humans who obviously doors, the character is sure to stumble over
57. READY ROOM died violently are sprawled across the the corpse. The magic-user's body has no
The doors to this room are unlocked. floor. One is wearing plate mail and car- value save the magical ring.
ries a shield and a sword whose blade is
A group of goblins and hobgoblins are 60. LAIR OF THE T H OUL
broken; the tip of the sword lies across the
se-ated around two tables and three wooden room from the body. Strapped w his back A lone hobgoblin appears to be the only
benches. A few coins are scattered about is a quiver holding a dozen arrows and a occupant of this otherwise empty room.
the tabletops. longbow. The other dead human is wear- He is squatting in a corner gnawing an
The room is a place for a complement of ing deeply gashed, leather armor. A short- old bone.
goblin and hobgoblin guards to wait while sword lies on the floor near his body.
The hobgoblin is actually a thou!.
they are "on call." The g uards are fully The longbow is actually a longbow+ I . Both
armed and armored, and respond quickly to Thou! (1): AC 6; HD 3 .. ; hp 13;
corpses show sign s of mutilation, having
any threat to their stronghold. MV 120'(40'); #AT 2 claws; D 1-3/ 1-3 +
been partially devoured by a thou! in room
paralysis; Save F 3; ML 10; ALC; regen·
Hobgoblins (4): AC 6; HD 1+1; hp9, 7, 6, 5; #60. In fact, for every turn the party spends in
erates I hp/ round
MV 90'(30'); #AT I; D 1-8; Save F I; room #59, there is one chance in four the
ML8;ALC thou! comes into the room from the secret The thoul auacks intruders with savage
door connecting rooms #59 and #60. If the intensity, attempting to paraly:te as many
Goblins (4): AC 6; HD 1- 1; hp 6, 5, 5, 3; thou! charges in, both the PCs and the thou! characters as possible by attacking a different
MV 60'(20'); #AT I; D 1-6; Save NM; should check for surprise. Chances are one in individual each tum. The thou! has nothing
ML 7; ALC two that if the thou! comes through the of value in its room.
21
61. PARTIAL STATUE When the seat is vacant, the weight of falling on purpose can slide all the way
four characters causes the doors to swing down without incurring any damage. Char-
The door to this chamber is not locked.
open, plummeting those four characters acters who fall on purpose can communicate
The only item in this room is a huge down a 300-foot chute below the trap and the safety of the slide to characters still above.
block of pumice. The top half of the block depositing them in room #70 (dungeon level The chute is very smooth-sided: it is
is carved imo the likeness of the pagan II) through a hole in the room's ceiling. impossible to climb back up-even by a thief
god encountered elsewhere. The bottom There is a 753 chance any characters walk- who successfully rolls to climb sheer sur-
half is still shapeless. ing immediately behind the four also fall faces. A levitation or fly spell could get one
into the chute. Any characters that do not fall character up, but getting the whole party up
62. TRAPDOORS
into the chute are isolated in this dead-end this way would be a slow and awkward
These 10-foot long trapdoors are activated section of the dungeon , though they can still pr0<:ess-even if the pany has enough spells
from the throne room of the hobgoblin king shout to their fallen compatriots below. to make it possible. If some characters remain
(room #66). The doors do n01 open as long as ChaTacters falling through the trap above, a long coil of rope could be used to
someone is seated on the throne, as is Lhe case accidentally take 1-3 points of damage each pull the fallen characters back up, but it is
the first time the characters come down this from the jostling and bouncing on the way much more likely all the characters slide
hall. down the long, curving chute. Characters down the chute to continue the adventure.

22
ADVENTURE IN DUNGEON LEVEL I

Hobgoblins (l4): AC6; HD l+l ; hp9, 8, 8, 7, bodyguard who carries a magical spear car-
7, 6, 6, 5, 5, 4, 4, 3, 3, 2; MV 90'(30'); ries on his belt the key to the chest in room
#AT I; 0 1-8; Save Fl; ML 8; AL C #67.
Each hobgoblins is armed with a sword and
protected by a shield. 67. BODYGUARD CH AMBER

Since they are mistrustful even of each other, Room #67 is the chamber of the two hobgob·
each hobgoblin 's valuables are kept in a lin bodygua rds.
small pouch around his waist. The pouch Two soft beds, a table, two chairs, and a
contains 2d6 gp, 2d6 ep, and 2d6 sp. chest are the only items of furniture in
this room. The table holds a bottle of
66. HALL OF T H E HOBGOBLIN KING wine and two glasses.
63. HOBGOBLIN HALL The huge double doors to this room are not The chest is locked; the bodyguard who car-
l?<=k~d . This chamber is where the hobgob- ries the magical spear has the key o n his belt.
This_ room is obviously a drinking and lin king holds sway over his minions on and In the chest are two woolen cloaks; a large
meeung hall for a degenerate band of in The Hill. sack containing 120 gp, 60 ep, and 200 sp;
monsters or humanoids. It is empty of
creatures now, but many signs of use are A huge hobgoblin is seated on the throne two swords; and a jeweled necklace wonh
at the south end of the chamber. One 800 gp. The wine on the table is high
in evidence. Chairs have been pulled care-
hobgoblin bodyguard is standing to each quality.
lessly back from the long tables, and
spilled tankards of wine lie on both the side of the throne. Four other hobgoblins 68. BEDROOM OF THE KING
tables and the floor. A sooty fireplace at are seated around a huge Cire burning in
the center of the room; two more hobgob· A large, plush bed, a table, a wooden
the north end of the room holds but ashes.
lins are drawing liquid from a keg in the chair, and two soft armchairs constitute
There is nothing of value in this room
southwest comer of the room. Appar- the furniture in this room. Three woolen
except for three shields hanging on pegs
ently, some kind of party is going on tapestries hang on the walls.
on the wall.
because the atmosphere in the room is Although of rather shoddy craftsmanship,
This room is the meeting hall for the hob- festive. th~ tapestries are colorful and worth 50 gp
goblin king and his band. The ashes in the
Hobgoblin King (1): AC 6; HD 5; hp 22; apiece. They depict battle scenes in which
fireplace are warm to the touch.
MV 90' (30'); #AT l; D 1-8+2 Save F 5; hobgoblin exploits are prominently featured.
64. HOBGOBLIN SLEEPING QUARTERS MLl2; ALC
(EMPTY) 69. T REASURE ROOM
Hobgoblin Bodyguards (2): AC 6; HD 4;
hp 17,14; MV 90'(30'); #AT l ; D 1-6/ 1- A secret door to room #69 may be discovered
This chamber waits behind a locked door.
6+1; Save F 4; ML 10(8); AL C by the normal roll. Turning a loose stone in
In this room, 14 filthy bunks show signs Hobgoblins (6):AC6; HD l+I ; hp9, 7,6,5,3, the wall reveals a key socket. If the key is
of recent habitation. Each of the beds has 2; MV 90' (30'); #AT I; D 1-8; Save Fl ; used, or if a thief can pick the lock, the door
a mattress of moldy straw, and a blanket ML 10(8); AL C swings open easily.
on t0p.
The king's personal bodyguards are armed This tiny room is empty except for two
Any character prodding the blankets, or with spears, one of which is a spear +J. The large chests.
picking them up and moving them, has a
king is wearing a ring offire resistance, so he The keys to these chests are on the belt of the
503 chance of hosting a band of fleas. Char- is invulnerable to normal fires and gains a hobgoblin king. Each chest is trapped with a
acters so infested need ld6+ 1 rounds to brush bonus when saving against magical fires. poison needle, activated if a thief picks the
the fleas off. If auacked, flea-infested charac-
When the doors to the room are open, the lock without removing the trap. If the trap is
ters may fight normally, but nothing other
than combat allows them to stop brushing hobgoblin king shouts a warning and orders activated, the thief must save vs. poison or
his soldiers to attack. As long as the king is die. Using the proper key opens the chests
off the fleas.
alive, the hobgoblins fight with a morale of without activating the trap.
If the party smashes in the door to this
10; if the king is killed, they fight with a
The first chest contains coins of many
room before they have investigated the room
morale of eight. different types, including 58 pp, 230 gp, 170
across the hall (room 1165), the chances are
The fire in the center of the room is ep, 480sp,and I,290cp. The coins are mixed
three in four they wake up 14 hobgoblins
heating a large kettle of boiling liquid, together; trying 10 son them takes three
sleeping there. The hobgoblins dress and
arm themselves, bursting out of room 1165 which vaguely resembles soup. In fact, it is turns. The second chest contains four bottles
soup, but characters find it rancid and foul- of murk y liquid-three bottles of potion
and into room #64 in two rounds.
tasting, though not poisonous. The smoke of healing and one bottle potion of
65. HOBGOBLIN SLEEPING QUARTERS from the fire is vented through a large hole in invisibility-and a pearl necklace worth
(OCCUPIED) 1,000 gp.
the ceiling.
This chamber is identical 10 room #64, Each of the eight hobgoblins has a belt
except that 14 hobgoblins are sleeping on the pouch containing a few coins: 2d6 gp, Id IO
bunks around the room. The hobgoblins are ep, and 3d6 sp for each pouch. On his belt,
armed and ready for combat one round after the king carries a ring of keys, including
awakening, but the PCs automatically gain those to the doors of rooms #68 and 1169, and
initiative on that round. to the cheSLS in room 1169. The hobgoblin

23
ADVENTURE IN DUNGEON LEVEL II (Seemapp.16).

,\s explained in 1he description or area #62, Desperate for food, certain creatures roam If the berserkers enter the room on the
diarac1ers gain enrrance to 1his dungeon the corridors. The chance of encoumering a round immediately following the party's
len•I by falling 1hrough the trapdoors in the group o f these wandering monsters is calcu- entry, the berserkers automatically get the
corridor outside the chamber of the hobgob- lated as usua l at the end of every two turns. If initiative since the characters are still slightly
lin king (room #66). an encounter is indicated, roll ld6 and com- stunned from their slide down the chute. If
It takes a steady hand to map this level of pare the resu l1 to Table 6 below. the berserkers enter on the second round, the
the dungeon-a mass of 1wisting and 1um- characters suffer a -1 on their initiative roll.
ing tunnels. Each has rough, rocky walls, a Key to areas in dungeon level II Since all the doors in this room are iden-
IO-foot high ceiling, and are clean of debris tical, and since the corridors beyond the
(a gelatinous cube regularly sweeps all areas 70. OCTAGON ROOM
doors are maze-like, the party might become
of this level). Many tunnels slope gradually After bumping and sliding down the con{used: they may find themselves back in
up or down, crossing over or under 01her chute, you land on the floor of an eight- this room over and over again. Exiting one
tunnels the party is no1 aware of. Whenever sided room, a wooden door on e-<tch side. door, twisting and turning in the corridors,
1wo corridors i111crsec1 on 1he map, one is they may have no idea which door(s) they
One of the doors (roll Id8 to determine
shown by dotted lines; 1he other is marked by have come in or out of. Basically, the only
the usual solid lines. The corridors marked which one) opens ld6 rounds after the char-
way to mark a door is to acLUally c:-.arve or
acters land in the room; two men, filthy and
by doued lines pass under the corridors paint something on it. If the characters try to
unshaven, run wildly into the room, a mani-
marked by solid lines. keep track of doors by leaving markers in the
acal expression in their eyes. In fact, they are
If a dwarf wants to check for sloping room, the markers disappear almost imme-
berserkers and auack the party on sight.
passages, examine the party's location on the diately after the characters leave the room: if
map. If the group is within 60 fee1 of imer- Berserkers (2): AC 7; HD I+ t •; hp 7, 5; the gelatinous cube doesn't come through on
secting solid a nd doued lines, and if the MV 120' (40'); #AT l; D 1-8; Save FI; a cleaning trip, some o ther monster passes
dwarf is successful on his roll, consult the ML l2;ALN through and drags away whatever the char-
map again. If the passage the PCs are on is One of the berserkers is wearing leather acters may have left behind.
underneath a nother 1unnel, the slope is armor +I (AC 6).
down; if the passage is on top of another
These two are part of a group of humans
tunnel, the slope is up. Of course, if the
dwarf asks for a check at a 1ime when the who have been wandering through the laby-
rinth of this level for many years. They have
party is not within 60 feet of an intersection,
you roll for him anyway, but the result is forgouen any human language they ever
always " no slope." knew, communicating in a series of grunts,
When giving the characters descriptions hoots, and shouts.
of the twists and turns of these tunnels for
mapping purposes. don't be too specific. TABLE6
Directions such as: 'The corridor is gradu- WANDERING MONSTERS
ally bending to the !eh," or ... You come IN DUNGEON LEVEL II
around a sharp curve to 1he right" is ade-
quate. unless the characters ask for more spe-
cific terms. If they do, explain to the charac- Die
ters that demanding such precision is slowing Roll Creature Encountered
them down. Try to estimate the angle of a
Piranha Birds(4-8): AC6; HD 1/ 2; hp4,
curve (90 degrees, 45 degrees, etc.) as closely
as possible. but remember that the party isn 't 4, 3, 3, 2, 2, l, 1; MV 180' (60') flying; #AT
I ; Dl-4; Save NM; ML 8; AL N
going to measure the exact angles anyway, so
slight inaccuracies are inevitable. 2 RobberFlies(l-4):AC6; HD2; hp 12, 10,
9, 7; MV 180' (60) flying; #AT I; D 108;
This level is never travelled by the hob-
goblins; in fact, they have no knowledge of Save F I; ML 8: AL N
the cre-aturcs Ii ving here or the makeup of the 3 Thoul(l):AC6;HD3..; hp 14; MV 120'
dungeon. The creatures on 1his level are a (40'); #AT2claws; D 1-3/ 1-3 +paralysis;
crazed and half-starved lot, li ving a desperate Save F 3; ML IO; AL C
4 Bugbears ( 1-4): ACS; HD3+1; hp 14, 12,
and hungry existence: they are quick to
assault any potential meal. 11, 9; MV 90' (30'); #AT I; D 2-8; Save F
3; ML 9; AL C
Many packs of rats scuttle about, living
5 Ogrcs(l-2): AC5; HD4+1; hp 19, 16; MV
in tiny holes in the walls of the tunnels. The
90' (30');#AT I; DI-IO; SaveF4;ML IO;
rats are the staple food of the residents of this
AL C
area. The rats are used to running for their
6 Berserkers (1-4): AC 7; HD l +t • ; hp9, 7,
lives, so they never attack a character. You
6, 4; MV 120' (40'); #AT l; D 1-8; Save F
might mention occasionally that the party
l; ML 12; AL N
hears the rats sq ueaking or scratching. but
the party never actuall y sees them.

24
ADVENTURE IN DUNGEON LEVEL II

71. BUGBEARS' CA VE shortsword +2. The sword is not recogniz- Inside the pile are three adult shrews and six
A rank smell emanates from this cave. If the able as a magical weapon unless consider- young. As the leading character advances
PCs come within 30feeLOf the cave, the odds able time is spent scraping the corrosion off into the room, the adult shrews bound out in
are one in three they become aware of both of the blade. However, it functions with its fury, lashing at the intruders with razor-
the smell and the cave. +2 bonus whether it is cleaned or not. sha.rp teeth. The young are too small t0
74. SECRET CHAMBER engage in combat.
In this diny chamber, three large and
furry humanoids are squatting listlessly. Giant Shrews (3): AC 1; HD l; hp 6, 4, 3;
The two secret doors leading into this room,
As they see you, they yell a challenge a nd a nd the secret door connecting the room to MV 180'(60'); #AT 2 bites; D 1-6/ 1-6;
spring tO their feet. room #75, are opened by rotating a small Save Fl; ML 10; AL N
outcrop of rock in the center of the door. Note that giant shrews always gain initiative
The trio of bugbears accidentally fell down
the crap chUle several months earlier; they Several small flying creatures dart Crom on their first attack; for their second a uack,
claimed the cave and attack humans and the door, zooming toward you. You can they gain+ l to their initiative roll. A silence
15' radius spell can "blind.. them, since they
demi-humans on sight. see several more of these bird-like things
use batlike radar to find their way about the
immediately behind the first ones. The
Bugbears (3): AC 5; HD 3+1; hp 16, 13, 13; darkness.
room beyond appears lo be empty.
MV 90' (30'); #AT l; D 2-8; Save F3;
ML9;ALC When an entry door is opened, each charac- 77. OWL BEAR DEN
ter standing in the doorway is attacked by This long cavern winds back into dar-
The bugbears fight with huge, knotty pieces
two stirges apiece. T he rest o( these blood- kness. The air feels moist here.
of wood they use as clubs. They have no
sucking parasites fly past the first rank of
clothing, armor, or a nything else of value. This cavern contains a well of fresh, cool
characters lo (ind sustenance from those in
the rearward ra nks. All the stirges make an water, and an owl bear.
72. LARGE CA VERN
attack on the first round oUl of the chamber. Owl Bear ( l ): AC 5; HD 5; hp 22;
The ceiling to this large chamber is 20 feet M\I 120'(40'); #AT 2 claws, I bite;
high. The £Joor is dean of debris. Stirges (8): AC?; HD 1• ; hp8, 7, 6, 5, 4, 3, 2, I;
D 1-8/ 1-8/ 1-8; Save F3; ML9; ALN;can
MV 180' (60'); #AT I; D 1-3; Save F 2;
The cavern contains nothing of interest to ML9;ALN "hug" for extra damage
the characters. These birdlike predators have been living off The owl bear is jealously possessive of its
the rats that occasionally enter their chamber den, and will attack and attempt to maul any
73. CHAMBER OF THE MAN-EATERS characters that stroll through the entrance.
through small holes. The stirges haven'thad
This large cavern appears to be empty. a decent meal in years; they try eagerly to The bear will be resting at the spot marked
The ceiling is high, and the far end curves attack any character so unfortunate as to with an Xon the map so that it has a view of
out of sight. have released the parasites from their cavern. the mouth of its den. When it attacks, the owl
bear will direct both of its claw attacks and
This chamber is the lair of a band of ghouls 75. SECRET TREASURE ROOM its bite to t_he same character, repeating the
who happily eat humans or any other vaguely auack unul that character has been killed
The secret door to this chamber is opened the
warm-blooded creature that they can sink before selecting a new victim. It will not
their filthy claws into. Though the cave same way as are the two doors leading into
room #74. From the vantage point of the pursue characters beyond the mouth of its
appears to be empty from its entrance, around cave if it has already killed one; if not, it will
the bend in the wall lurk the cave's four secret door, room #75 appears empty; a char-
acter must advance down a short hallway to pursue until it slays a character. It will then
chaotic (and hungry!) inhabitants. cease pursuit a nd drag the corpse back to its
see the chamber's contents.
Ghouls(4}: AC6; HD 2•; hp 13, 11, IO, 8; MV den.
In an alcove along the room's western
90'(30'); #AT 2 claws/ I bite; D 1-3/ 78. BERSERKERS' HOVEL
1-3/ 1-3 +paralyze; Save F2; ML 9; ALC wall lie three small, wooden chests. Each
is fitted with a sturdy lock. This cavern has been claimed by the small
The ghouls are squatting around a pile of band of insane humans struggling to survive
miscellaneous bones at the spot marked by Thefirst chest contains coins of all types: 38
pp, 120 gp, 70 ep, 250 sp, and l,000 cp. The the ~ungeon. Two of these fellows the party
an X on the map. Unless the characters are met m room #70. Although some of the ber-
very noisy, check normally for surprise. In second holds valuables made of silver, gold,
and gems: a silver pitcher and 6 goblets (200 serkers are out wandering the tunnels, the
any case, the ghouls attack the characters on PCs find five in this chamber.
sight. gp), a fabulous jewelled necklace (400 gp). a
bracelet (200 gp), a bejewelled dagger (100 Berserkers (5): AC?; HD l+ l •; hp9, 7, 7, 6, 5;
Garbage the ghouls have collected lies
gp), and a golden serving tray (300 gp). The MV 12'(40'); #AT I ; D 1-8; Save F I ;
piled against the wall next co their pile of
bones. Most of the garbage is merely o ld belt third chest contains potent magical items: a ML 12; AL N
bottle each of potion of diminution and poi- The nine hit point berserker carries a shield
buckles, links from chain mail, strapless
shields, and the like. A few items of value son, two boules of potion of healing, a sword +2 for AC 5.
+J, a suit of plate mail +I, and a ring offire
might be turned up, however, if the charac-
ters wish to dig th rough the refuse. Valua- resistance. A large human sits on a tall stone chair
bles include 23 pp in an old sack; 80 gp, 100 pathetically resembling a throne. He is
76. CAVERN OF THE GIANT SHREWS
~P· and 200 cp scattered around the floor; a
wrapped in a tattered, purple carpet, hav-
1ewelled necklace worth 100 gp; and a bat- In a far-north alcove of this chamber lies a ing donned it like a robe. Four other men
tered, corroded sword that is actually a large pile of leather and doth. kneel at his side.

25
Residing in this chamber-revelling in
the occasional bursts of steam-are a lava
lizard and a swarm of steam weevils.
Steam Weevils (I swarm): AC 7; HD 4; hp 14;
MV 60'(20'); #AT burn; D 1-4 points;
Save NM; ML 11; AL N
Lava Li1.ard (1): AC 3; HD 1•; hp 16; MV 90'
(30'); #AT I bite+ bum; D 1-6/ 1-6; Save
F 4; ML 12; AL N
For a complete description of both these
monster types, see New Monsters. page 31.
If the party enters the cavern, the steam wee-
The berserker on the throne considers him- Gelatinous Cube ( I ): AC 8; HD 1•; hp 19; vils immediately advance to swarm around a
self Derywinki III, Emperor of the Lower MV 60' (20'); #AT l; D 2-8 +paralysis; single character. The lava lizard, however,
World. He carries a long wooden staff and a Save F 2; ML 12; AL N; surprise on 1-4 waits in the center of the cavern, moving to
shield +2; he is quite mad. His voice booms
If the cube surprises the party, it attacks a attack only if the party advances to within 20
commandingly if he catches sight of the
randomly selected character in the front feet of it.
characters, even if they are simply walking
past the mouth of his cave: "Who seeks an rank. If the party is not surprised, figure 84. UNDERG ROUND STREAM
audience with Derywinki III? Kneel, peons!" combat and damage normally.
While sweeping the dungeon, the gelat- A chute of rapids is about I00 feet on the
If the characters do not fall immediately
inous cube has picked up a few small trea- right. The rapids spill into a placid
to their knees, the emperor rlics into a rage:
sures it has not been able to dissolve. Once stream before you, which meanders out of
"Impudent swine! You shall know the wrath
the creature is dead, characters can remove sight to the left. Stretching 35 feet on both
of the Emperor of the Lower World! Guards,
from inside the creature: 12 gp and 47 sp. sides of you is a dry shelf.
arrest them!" At this command, the four
kneeling berscrkers, followed closely by the 80. WELL This stream is the only means of escape from
emperor, rise and assault the party in full this level of the dungeon, other than climb-
berserk furv. TI1is chamber contains a well of clear water. ing back up the chute chat spills into room
If the characters kneel before Derywinki, Twelve feet deep, the well originates from a #70. The stream leads to dungeon level III.
he is mollified for the time being. He asks his small spring at its base. The water is drink- If the characters stay on the shelf, there
"subjects" if they are happy and healthy, and able. No creatures live in this cavern. is the normal chance to encounter a level III
why they seek an audience with his illus- 81. SECOND OCTAGON ROOM wandering monster.
trious self. judge the characters' response Greenish, phosphorescent lichen grow
\•ery ca ref ull y. Rcmemberthat the bcrserkers This eight-sided room has eight identical along the walls bounding the stream, allow-
truly believe they are the custodians of a doors spaced evenly around the walls. ing characters to see 100 feet away. If the
mighty underworld empire; they are sure to This room is identical in all respects to room party tries to move upstream, the force of the
be offended if the characters do not behave #70. When they first enter this room, the rapids is too strong: it knocks them back to
like dutiful and respectful servants. If the characters probably think they are back to their starting spot within 1-3 rounds.
characters play the proper role, however, the room #70, and of course you shouldn't try to Moving downstream, however, is rela-
emperor is protective of their welfare. For correct this misunderstanding! tively simple. Mose of the stream is only one
example. if the characters were to state that or two feet deep; the bottom is smooth sand
the nearby owl bear is fomenting revolt, the 82. PIT T R AP and fin e gravel. In a few places along the 500
emperor and his berserker subjects would At this spot in the corridor, trapdoors have feet leading to dungeon level III, halflings
march to slay the rebellious monster. been placed above a pit, 10 feet deep. Unless may have LO be lifted onto others' shoulders,
Behind the throne, a small wooden the party is actively looking for traps, the but there is no danger of drowning or being
chest contains the Empire's treasury. The first two characters stepping onto the trap· washed downstream.
chest is locked, and Derywinki lost the key doors trigger their opening. Characters imme- Along the stream are five more dry
years ago, but the lock may be picked or the diately behind the first pair must success- shelves where the party may elect to camp or
chest smashed. A character can smash the fully check their dexterity or fall into the pit rest. If they do, they encounter no wandering
chest open by making a successful "open {they must roll their dexterity score or lesson monsters. This area is one of the few places
doors" rol I. The chest contains 12 pp, 45 gp, a d20). Characters chat fall take ld6 points of the characters don't have to worry about
and 180 sp. damage. combat!
79. GELATINOUS J ANITOR 83. STEAM VENT
This spot in the corridor is where the party This large cavern has one of the now-
stumbles across the gelatinous cube. The familiar steam vents in the northeastern end.
creature is constantly on the move; when There is a 10% chance per turn that this vent
encountered, it is moving southwesterly, erupts with the usual scalding burst of
toward cavern #80. steam, preceded by one round of bubbling
and hissing, and doing ld6 points of damage
per round to characters caught in the steam.

26
ADVENTURE IN DUNGEON LEVEL III (Seemap,p.17).

This deepest and most deadly of the dun- party can hear the blast of the warning horn tries to block the character by standing on
geon's levels also·holds the key to the party's from the south. the southern end of the bridge.
return to the outside world. The characters Any character or kobold who is wounded
have co bypass many enemies to escape, 86. KOBOLD STORAGE ROOM AND while on a bridge must check against dexter-
LAIR
however. not the least of which is a young ity (roll his or her dexterity score or less on a
red dragon. As the characters reach the point where the d20); if the check fails, the individual is
Level III comprises a series of winding corridor to cavern #86 branches off, they see a knocked off balance and falls into the chasm.
tunnels and several large caverns. All these dull red light flickering ahead of them. This For purposes of this roll, all kobolds have a
areas were formed either by volcanoes or by light is a volcanic glow ema nating from the dexterity of 10.
the erosive trickling of water through the crevasse that splits room #87. If called by the horn, reinforcements
ages; a few elements of artificial origin were If no guards escaped from the landing from room #86 a pproach the bridges from
added to the caverns:--the steps leading to (area #85), the party hears a clashing of the north. The reinforcements from cavern
cavern #90, the doors to room #99, for swords coming from cavern #86. Four young #88, if called by the horn, reach the bridges
example-but by and large. the forces of kobold soldiers are practicing their swords- from the south. The reinforcements £rom
nature take credit for this grim, foreboding manship inside the cavern. room #89 reach the bridges through the
haunt. If one or more of the guards at the land- secret doors exiting at the southern end of
A dramatic geological fa uh line crosses ing did escape, the four kobolds arc no bridge C. Note that when the kobold chief-
the dungeon level's middle; elevation changes longer in cavern #86; instead they are wait- tan arrives, the morale of all of the kobolds is
suddenly along either side of the fault line; ing for the party at the bridges to cavern #87, eight.
the northern end 0£ the level is generally 50 along with other kobold so1diers.
88. CHIEIT AN'S COUNCIL ROOM
feet lower than the southern end. Characters
Kobolds (4): AC 7; HD 1/2; hp 4, 4, 3, 2;
encounter this sudden shih in elevation at In this chamber, the kobold chief and his
MV 60' (20'); #AT l; D l-5 ( ld6 -l ); Save
the cliffs near caverns #94 and #95, and at the bodyguards dwell in modest splendor. If dis-
NM;ML6;ALC
rockslide near cavern #97. covered in the council room, the chief and
Check for wandering monsters normally; If these kobolds are still in the cavern, they his six bodyguards are sitting in the center of
i£ an encounter is indicated, check T able 7 to are in the northern portion; in the southern the room drinking a foul-smelling brew.
see the type of monster encountered. alcove are several shoddy wicker bins. The More of this nauseating liquid is fermenting
bins contain fish and rat bodies, scaled or in a large kettle at the northern end of the
Key to areas in dungeon level III skinned, presumably for use as food . room.
85. LANDING
87. THE BRIDGES OF DEATH
Afler travelling 400 feet downstream, the
party sights this sheH of rock 100 feet ahead. This large chamber is split by a 20-foot wide
crevasse. The crevasse is 300 feet deep, and at
Illuminated by the greenish phosphores-
its bottom flows a river of molten lava.
cent glow, a flat shore is visible about I 00 TABLE7
Obviously, it's "curtains" £or any creature
feet ahead on the left. A small humanoid WANDERING MONsrERS
who falls into it.
figure stands on the shore. IN DUNGEON LEVEL III
The south side of the crevasse is guarded
Two more of these humanoids (kobolds) are by five koboldsat all times. If any kobold the
napping in an alcove. party encountered on the landing (area #85) Die Creature Encountered
or in cavern #86 had a chance to escape, an Roll
Kobolds (3): AC 7; HD 1/ 2; hp4, 2, 2; MV 60'
alarm has been sounded; all the kobolds
(20'); #AT I; D 1-4; Save NM; ML 6; Lava Lizard (I): AC 3; HD 4• ; hp I7; MV
from caverns #88 and #89, as well as any
ALC 90' (30'); #AT 1 bite/I burn; D 1-6 all;
kobolds escaping the landing or cavern #86,
The kobolds are on guard duty, instructed to have arrived to support the five kobold Save F 4; ML 12; AL N
report to their chief if they sight any crea- guards. 2 Kobolds (2-12): AC 7; HD 112; hp4, 4, 4,
tures coming down the stream. So many If no alarm has been given, the leader 0£ 3, 3, 3, 2, 2, 2, l , l , l; MV 60' (20'); #AT l ;
years have passed since the kobolds have the five guards blows a brass horn he carries D 1-4; Save NM; ML 6; AL C
encountered any intruders from this direc- at his side as soon as the intruders are sigh- 3 Steam Weevils (I swarm): AC 7; HD 4;
tion, however, that the guards are not taking ted. Reinforcements arrive within three hp 16; MV 60' (20); #AT I; D 1-4; Save
their duties very seriously. When the charac- rounds. NM; ML II: AL N
ters first sight the kobold, there is a 20% 4 Giant Bats(l-4): AC6; HD2; hp 13, 10,
Kobolds (5): AC 7; HD 112; hp 4, 3, 3, 2, l ; 8, 6; MV 180' (60' ); #AT l; D 1-4; Save
chance the little humanoid secs them as well.
MV 60'(20'); #AT l spearorshortsword; Fl ; ML 8; AL N.
If it doesn't, the party may advance to 50 feet
D 1-5; Save N.M; ML 6; AL C 5 Crab Spider (I): AC 7; HD 2•; hp 9; MV
away, when there is a 50% chance they arc
Each of the five carries two spears. 120' (40'); #AT I; D 1-8 +poison; Save F
observed. If they are still not seen, they can
reach the northern edge of the landing, but The five kobold guards defend bridges A and l ; ML 7; AL N
then are automatically sighted. When they B by standing at the southern ends of the 6 Piranha Birds (2-12): AC 6; HD 1/2; hp
are, the lone kobold shouts to his fellow bridges and throwing their spears at the 4, 4,4,3,3, 3,2,2,2, I, I, l; MV 180'(60');
guards asleep in the alcove. Obvious) y, if any characters. The PCs cannot see bridge C #AT l; D 1-4; Save NM; ML 8; AL N
of these kobolds escape, they run to warn the until they reach the edge of the crevasse. If a
rest of the kobold band. In this event, the character tries to cross it, one of the kobolds
27
ADVENTURE IN DUNGEON LEVEL III

Kobold Chief ( 1): AC 7; HD 2; hp 9; tum one of them discovers the corpse and 97. ROCKSLIDE
MV 60'(20'); #AT I; D 2-7; Save F 2; backpack.
The cliff here has gradually crumbled
ML 12;ALC The backpack contains two rolled-up
Kobold Bodyguards (6): AC 7; HD 1+1; hp 6 away, leaving a jumble of huge boulders.
parchments and three bottles of colored liq-
The rockslide lowers from south to north;
each; MV 60'(20'); #AT l; D 1-5; Save uids. The parchments are scrolls containing
the bottom is 50 feet lower than the top.
F 1: ML8or6: ALC the following spells:
The slope looks gentle enough to climb.
The chief carries a short.sword +2.
Clerical
All characters may move both up and down
Around the chief's waist is a belt made of First Leve l: cure light wounds x2
the rockslide, but calculate movement at
gold and silver coins linked by a chain. The Second Level: bless
belt is worth 250 gp, but it constitutes all of one-quarter the normal exploring rate. In
Magic-User
addition, a hidden menace is coiled in the
the monetary wealth owned by the entire First Level: magic missile
tribe of kobolds. If a character examines the exact center of the slide.
Second Level: phantasmal force
liquid in the kettle. it is identifiable asa kind Third Level : fireball Giant Rauler (1): AC 5; HD 1•; hp 15;
of beer made mainly from fishheads. MV 120' (40'); #AT 2; D 1-4 +poison;
The bottles are magical potions. One bottle Save F 2; ML 8; AL N
89. KOBOLD LAIR holds two doses of polion of healing; another
holds two doses of potion of growth; a nd a The snake senses a n y character moving onto
Most of the kobold tribe occupies this room. third holds two doses of potion of invisibility. the rockslide, and immediately begins to rat·
If they have not been cal led lO the defense of tie. The snake is hidden in the rocks, how·
th<' br.idges, 12 kobolds are here, languishing 92. and 93. EMPTY CAVERNS ever, so the party cannot see it. If the charac·
about. This network of rooms and tunnels has a tcrs continue to move up or down the slide,
Kobolds(l2): AC7: HD 1/ 2; hp4, 4.4, 3, 3,3, floor littered with broken rock and dust. the snake slithers forward and tries Lo inter·
2,2,2, 1, I , l; MV 60' (20');#AT I; D 1-4: No tracks are visible. cept the nearest character. If the snake fails a
Save NM; ML 6; AL C morale check, it disappears into the rocks,
94. and 95. KOBOLD-GUARDED CLIFFS bothering the PCs no more.
There are 15 dirty pallets of sand and dried These two corridors expand and then drop
grass in the room, a few pieces of half- 98. DEN OF THE LAVA LIZARDS
away in 50-foot cliffs, and rock outeroppings
~onsumed rat, and sevcrnl boules of the fish- stud the walls. A sing le kobold is on guard at Two large, iguana-like lizards are in the
head beer. The room contains nothing of middle of this natural cavern. They are
the top of each diff.
\·alue to the party. perfectly still, and their eyes seem to be
Kobolds (2): AC 7; HD 1/ 2; hp 3, 2; closed.
90. EMPTY CORRIDOR MV 60'(20'); #AT I; D 1-4; Save NM;
This short hallway branches off near the ML 6;ALC These are lava li7.ards. They remain asleep
top of a 50-foot high stairway. The floor unless touched. Once something comes into
The kobolds are lying prone, watching the contact with one of them, however, they both
is liuered with broken rock and o ther corridors below them that approach from
stony rubble. awaken and enter into combat on the next
caverns #92 and #93. 1£ the party sneaks up on round.
them from behind, add +2 to the kobolds'
91. CHAMBER OF DARKNESS Lava Lizards (2): AC 3; HD 4• ; hp 20,17;
chances of being surprised. If the party is
Utter blackness consumes a IO-foot wide below the kobolds, however, add +2 to the MV 90' (30'); #AT I bite/ I burn;
stretch of the corridor wall. You can see characters' chance of being surprised, and D 1-6/ 1-6; Save F 4; ML 12; AL N
nothing but the darkness. allow NO chance for the kobolds to be For a complete description of the lava li7.ard,
surprised. . sec New Monsters, page 31.
Many years ago, a very evil cleric met an
If a thief tries to climb one of these chffs, Characters may walk around the lizards and
untimely end in this cavern. Because he was
slain by a very good cleric, a strange magical the kobold on t0p waits until the thief is open a door at the rear of the cavern w!thout
halfway up, and then drops stones at him or disturbing the creatures. Even loud noises do
phenomena took place: the bl~ck force of the
her (roll "to hit" normally). Each stone hit· not wake them.
evil cleric 's soul took possession of the cav-
ting its mark does 1-4 ( ld4) points of dam-
ern, causing total darkness.
age. TI1e thief must check against dexterity if 99. OLD WARRIOR'S CA VER N
I£ the characters thrust a torch into the
struck. If this roll fails, 1.he th ief falls. Qm-
dark area, the torch seems to disappear. But The door to this room is a sturdy slab of
sider his fall to be from halfway up the cliff;
if they withdraw it, it burns brightly. Only a stone; add +I to a character's roll 10 open .
give 1-6 ( ld6) points 0£ damage (or each 10
light spell can illuminate the room.
feet fa llen. It is obvious this room has been inha-
There is nothing dangerous or harmful Characters below may shoot arrows or bited, presumably by the poor warrior
in the room, a nd in fact characters can find
other m issilcs at the kobolds, but the kobolds whose skeleton-still clad in plate mail
valuable treasure here. If they have no magi- have a n AC of 3 because the cliff shields armor-rests on the room's lone chair. A
cal light, however, they must explore the lhem. mighty sword lies by the warrior's side.
chamber in darkness. For each character
Also visible arc a wooden table and a
entering the room, there is a 15% chance per 96. LARGE CA VERN straw pallet bed.
turn a character locates the skeleton of the
dead cleric and the backpack he carried. This This large chamber con ta ins many stalac- These arc the remains of a human warrior
chance is cumulative, so if three characters tites and stalagmites, some of which are that became trapped on this level years ago.
search the room, there is a 45% chance per broken and littering the floor. On the warrior's back is a quiver holding
28
ADVENTURE IN DUNGEON LEVEL III

five arrows +2. He wears plate mail+/, and dragon, it is satisfied, however, merely to aware of when the dragon grows weary of
the sword at his side is a sword+1 (+3 against keep tabs on those who are supposedly conversation (2-12 (2d6) turns): its com-
dragons). A broken longbow lies on the floor invisible. ments should be more curt and impolite,
under the table. When the crafty serpent first becomes even hostile. If the characters still do not
The secret door leading from his chamber aware of the PCs, il does not immediately attack within two rounds, the dragon attacks
may be opened by rotating an ou1crop of bake them with its fiery breath. Rather, it anyway.
rock. uses its ventriloquism spell to create a sound On the first round, the dragon tries to
of great roaring and bellowing behind the hit the greatest number of characters with its
100. DRAGON'S ENTRY ROOM party. When it is convinced that all the party breath weapon; on succeeding rounds. the
members are in the room, it chuckles deeply dragon attacks the rest of the group in the
The winding corridor leading to this cavern before greeting them with the utmost polile· following way (as explained in the Basic
is only three feet wide, so characters must ness. It enjoys conversational banter and Rules: roll a ld6; a one, two, or three means
travel in single file. The dragon is too large since it surely doesn't feel threatened by the the dragon uses its claw and bite attacks; a
to move down this corridor. presence of a band of mere humans, it may four, five, or six means it uses its breath
This room is empty except Lor six small spend 2-12 (2d6) turns chit-chatting with the again).
and blackened skeletons on the floor. PCs. If the p.layers are able to kill or subdue
The serpent is sitting upon a large col· the dragon, they find as much treasure as
A close examination reveals the skeletons Jection of coins and other valuable items. It they can carry. The pile beneath the dragon
belonged to kobolds; any casual observer can will react very favorably to compliments and includes 7,000 cp, 10,000 sp, 5,000ep, 2,000
see they have been savagely burned. flattery, and will even allow characters to gp, 800 pp, and assorted gems (500 gp x2; 300
advance and examine the many treasures in gp xlO; 200 gp xlO; and 100 gp x20), and
101. LAIR OF THE RED DRAGON its trove if the group is appropriately jewelry ( 1,000 gp, 750 gp, 600 gp, and 500 gp
The secret door on the far east side of this respect[ul. x2). Also buried among the coins are a ring
cavern opens into the cavern by rotating an The dragon attacks if the characters try of protection +l, a wand of magic detection
outcropping of rock. Characters entering to leave the cavern, or if the party moves to (good for eight charges). a rod of cancella-
this cavern from the secret door en ter directly attack the dragon. In both cases, roll for tion, and a bag of devouring.
behind a red dragon, who is unaware of 1he initiative normally; note that the dragon The tunnel exiting the dragon's lair
door's existence. always uses its breath weapon as its first climbs gradually for a mile until it exits at
attack. area #19 (see the map of the surface of The
This chamber is huge and dark. You feel If the characters do not attack the dragon Hill, inside cover).
an aura of evil, and from the darkness and do not attempt to leave the room, be
ahead, you can hear deep, slow breathing.
The red dragon living in this cavern is quite
youthful by a dragon's standards, but it is
still an awesome and terrible opponen t. Its
lair is connected to the outside by a tunnel
nearly a mile long.
Red Dragon (1): AC-I; HD 7; hp22; MV90'
(30'); #AT 2 claws/ I bite/ + breathes
fire; D 1-8/ 1-8/ 4-32 + 22; Save F 7; ML
10; ALC
Spells: First Level: ver1triloquism, charm
person, detect magic
Second Level: detect invisible, contin-
ual light
Third Level: dispel magic
There is a 103 chance the dragon is asleep
when discovered. 1£ the characters encounter
the dragon, then escape and stay away for at
least six turns, there is a 103 chance again the
dragon is asleep when they return.
1£ some characters invisibly enter the
room, the dragon is aware of their presence
due to its keen hearing, unless the character
is a thief who successfully rolls to "move
silently." Uthe dragon is aware of even one
invisible character, it casts its detect invisible
spell. The dragon is then able to see any
c»:·. . .
-~
-1""~ _..
.,. ~ .

invisible individuals or objects in the room.


As long as the party is not fighting the
29
TYING UP THE LOOSE ENDS

Since the party prearranged its return trip the potions and scrolls, that is. They find the they haven't collected. With a glint in her eye
(see page 3), they should have no particular sisterswaitingfor themat the Lion 's Den. As and greed in her voice, Rosalinda says to the
problem getting back to Guido's Fort- payment for the scrolls and potions, the sis- party, "That old rod of cancellation looks to
unless of course they happen to be accom- ters claim the following, depending on the be in pretty sad shape, but I feel sorry for
panied by a sulxiued red dragon! acquired bounty: The sister's first choice is a you-losing your dragon after all your trou-
The dragon is dearly too large and subdued dragon. Their second choice is a rod bles. Tell you what. I'll give you 1,000 gp for
hea,·y to put into a £ishing boat. If the party of cancellation. If the pany has neither of the rod-twice what it's worth, at least!"
tries to do so. the boat sinks. Another smoke these items, use your judgement as DM to In truth, the sisters are willing to pay
signal might bring another fishing boat, or select a worthy substitute. such as any valua- 5,000 gp for the rod, but only shrewdly bar-
the party could build a raft. ble ri ng, wand, etc. Weapons are of no use to gaining characters can get that much.
Seeing the boat is too small, the PCs the sisters. If the characters did not make a deal
might try to coax the dragon into swimming If a subdued dragon is available to the with the sisters for the potions and scrolls,
along side the boat, which the dragon does, sisters, the rod must surely be as well (the rod and are wondering what to do with a sulxlued
though clumsily. was part of the dragon's treasure, which the dragon, they can find a mage at the Lion's
Back at Guido's Fort, the party must party no doubt carried off). Though the sis- Den who offers to buy the dragon. He offers
rendez\'ous with the sisters of the mvsterious ters claim the dragon, they eye the rod cove- 5,000 gp but the PCs can bargain for up to
cottage-if they made a deal with them for tously, too. It's one of the few magical items 10,000 gp, the mage's final offer.

30
NEW MONSTERS

Piranha Bird - - - --
Armor Class: 7
Hit Dice: 4
Move: 60' (20')
Attacks: l swarm
Damage: 4
No. Appearing: 1 swarm
Save As: Normal Man
Morale: 11
Treasure: Nil
Alignment: Neutral

The piranha bird is a one-foot long, garishly


colored bird always hungry for fresh meat.
Individual pir,mha birds may have green,
blue, red, brown, black, or even purple
feathers-the entire variety of colors dis·
played in a single flock. Their beaks are
sharp and poi med, and have razorlike edges
so that the bird can stick its beak into the
flesh of a creature, bite, and fly away with a
snack.
Piranha birds can fly with humming·
birdlike maneuverability; they can make
sudden changes in direction, or even hover
in the air. When one piranha bird catches
sight of a potential meal, it uuers a high-
pitched whistle, thus alerting the entire
flock. They always attack warm-blooded
creatures, and do not have to check morale
until half of the flock has been eliminated.
They do not like bright sunlight, but
piranha birds may be found in all climates
except the very coldest or those barren of any
shade. They prefer to live in regions of dense
forest or in underground caverns, and seem
to have developed limited infravision that
allows them to detect prey up to 30 feet away
even in total darkness.

Steam Weevil - - -- - -
Armor Class: 6 direclly from the sun), and many generations ter in warding the insects away. (Sec "Insect
Hit Dice: l/ 2 (l-4 hit points) of steam weevils will live their lives without Swarms" in the monster section of the Basic
Move: 30' (JO') on ground ever leaving the deep caverns that are their rules book). Smoke and fire does not bother
180' (60') in night preferred environment. steam weevils, but water damages them if it
Attacks: 1 bite Occasionally, however, because of vol· is splashed on the swarm (roll to hit AC 7.)
Damage: 1-4 canic activity, a swarm of steam weevils may Characters may scoop water from a puddle
No. Appearing: 4-24 be carried to the outside world in a blast of or stream with their hands, or they may
Save As: Normal Man steam or lava. They cannot live long in the uncover a water container and attempt to
Treasure Type: Nil relative cold of the atmosphere, but the·y can douse the bugs that way.
Alignment: Neutral be a dangerous enemy in the 1-4 hours that For each "hit" to the swarm, the damage
passes before they die. that the steam weevils can inflict is reduced
Steam weevils are tiny flying insects that Steam weevils glow underground or in by one. Therefore, if two splashes have hit
thrive on the intense heat and pressure of shade, because of the intense heat of their the swarm and it is surrounding a person
subterranean areas of geothermal activity. bodies. A person caught in the midst of a who is warding them off, the swarm does
They have developed a way to turn the heat steam weevil swarm takes four points of only one point of damage. Note that the
of a pool of lava directly into usable energy damage from burns if the swarm is at full swarm can only attack one creature or char-
(much the way that plants derive energy strength. Damage is cut in half if the charac- acter at a time.
31
NEW MONSTERS

.-
Lava Lilard
Armor Class: 3 The lava lizard fights by trying to bite a rior. Note that a melted weapon still inflicts
Hit Dice: 4• creature with its quick but relatively weak damage on that turn, but is unable to do so
Move: 90' (3CY) jaws. A bitten creature takes 1-6 points of thereafter.
Attacks: I bite damage from the lizard's bite and must save Although these creatures dwell in hot
Damage: 2-12 vs. dragon breath. If unsuccessful, the crea- subterranean caverns, they have been known
No. Appearing: I ture is gripped momentarily by the lava to travel several miles from the lava they need
Save As: Fighter 4 li7.ard's jaws and takes an additional 1-6 to survive. As they feel their body tempera-
Morale: 12 poin ts of damage from heat. (For magical ture cooling, they will attempt to return to
Treasure Type: Nil types of fire resistance such as rings and the nourishing £ires. There are a few uncon-
Alignment: Neutral spells, treat the bite as red dragon breath in firmed reports of lava lizards being found in
terms of saving throws and reduced damage.) statuclike immobility, presumably having
The lava lizard is a bizarre reptile that dwells The lava lizard has a special defense as been caught too far from their source of heat.
in subterranean caverns among pools of well. Whenever the creature is struck by a
bubbling lava. The creature has a rocklike nonmagical metal weapon (such as a sword
outer shell that helps to main tain the high blade or dagger), the owning character must
body temperature a lava li:tard must have to save vs. magic wands or the weapon melts
survive. from the intense heat of the creature's inte-

Do you have any questions or comments? Our designers and


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32

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