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ARDEN VUL TABLE of CONTENTS General Introduction a Brief History of Arden Vul

ARDEN VUL TABLE of CONTENTS General Introduction a Brief History of Arden Vul

ARDEN VUL TABLE OF CONTENTS General Introduction A Brief History of Arden Vul...... V. 1 P. 7 Sub-Level 1: The Tombs of Light...... V. 3 P. 3 Design Principles ...... V. 1 P. 10 Sub-Level 2: The Hall of Shrines...... V. 3 P. 11 Note on Designation of Keyed Locations ...... V. 1 P. 11 Sub-Level 3: The Lesser Baboon Caves...... V. 3 P. 23 Starting Levels for PCs ...... V. 1 P. 11 Sub-Level 4: The Goblin Warrens...... V. 3 P. 33 General Construction Features ...... V. 1 P. 12 Sub-Level 5: The Lizardman Caves...... V. 3 P. 57 Iconic Locations of Arden Vul ...... V. 1 P. 14 Sub-Level 6: The Drowned Canyon...... V. 3 P. 73 Rumors ...... V. 1 P. 18 Sub-Level 7: The Flooded Vaults...... V. 3 P. 117 Factions of Arden Vul ...... V. 1 P. 30 Sub-Level 8: The Caves Behind the Falls...... V. 3 P. 125 Adventure Hooks ...... V. 1 P. 48 Sub-Level 9: The Kaliyani Pits...... V. 3 P. 131 Customizing Arden Vul ...... V. 1 P. 58 Sub-Level 10A: The Hold of the -Scarred ...... V. 3 P. 153 Sub-Level 10B: The of the Sun-Scarred Knights ....V. 3 P. 167 Sub-Level 11: The Tomb of Isadora...... V. 3 P. 177 Exterior Adventure Locations Sub-Level 12: The Workshops of Kerbog Khan...... V. 3 P. 187 Burdock’s Valley, The , and Gosterwick (AK)....V. 1 P. 61 Sub-Level 13: The Lost Chambers of Arden...... V. 3 P. 199 Exterior: the Long Falls and the Long Stair (EX)...... V. 1 P. 75 Sub-Level 14: The Chamber of the Beacon...... V. 3 P. 219 The Ruined City of Arden Vul (AV)...... V. 1 P. 81 Sub-Level 15: The Druid’s Retreat...... V. 3 P. 225 The Pyramid of Thoth (UP)...... V. 1 P. 107 The Tower of Scrutiny (TS)...... V. 1 P. 112 Appendices New Monsters ...... V. 4 P. 2 The Halls of Arden Vul New Magic Items ...... V. 4 P. 71 Level 1: The Basement...... V. 1 P. 117 New Technological Items ...... V. 4 P. 116 Level 2: The Howling Caves and the Well of Light...... V. 1 P. 123 Arden Vul Items ...... V. 4 P. 126 Level 3: The Halls of Thoth...... V. 1 P. 153 New Flora ...... V. 4 P. 129 Level 4: The Forum of Set...... V. 1 P. 239 New Spells ...... V. 4 P. 132 Level 5: The Obsidian Gates and the Midnight Road...... V. 2 P. 3 Arden Vul Books ...... V. 4 P. 141 Level 6: The Troll Lifts and the Arena...... V. 2 P. 65 World of Archontos ...... V. 4 P. 171 Level 7: The Court of the Troll Thegn...... V. 2 P. 135 NPC Appendix ...... V. 4 P. 191 Level 8: The Nether Reaches...... V. 2 P. 201 Index of Proper Names...... V. 4 P. 227 Level 9: The Floor of the Great Chasm...... V. 2 P. 261 OGL ...... V. 4 P.234 Level 10: The Ziggurat of Kauket...... V. 2 P. 317

Sample file

Vol. 3 P. 1 Sample file SUB-LEVEL 1: THE TOMBS OF LIGHT

This small sub-level differs in architecture and purpose from much of the rest of the level. It was developed in antiquity by the niravairi Level Key (see new monsters), rivals to the rudishva and noted planar explorers. They located a permanent portal in the Astral plane that SL1-1: Secret Door and Archontean Entrance led to a site here, within Arden Vul (SL1-11). Discovering strange Corridor crystals and new life forms (lumens - see new monsters), they built A secret door in the Well of Light (AV-14, 2-1) leads to a 10’- a small research facility to study the optical phenomena (and added long, roughly hewn rock corridor that opens into a darkened, a few other portals as well). When the Beacon crashed here, the hemispherical chamber (SL1-2). The secret door is located on rudishva discovered signs of their rivals’ activity and, for a while, the shaft of the Well at a point 110’ below the surface. The short occupied the site in the hope that it could aid in their propulsion corridor was dug by the Archonteans who were constructing the dilemma. Eventually the dangers posed by the lumens, as well as Well of Light when they detected worked areas to the south. the drain on resources, caused the rudishva leadership to pull back (although one scientist refused to leave - see SL1-8). Centuries Secret Door (south): The secret door is difficult to find (1 in 8 later, while improving a light well so as to transform it into the Well chance), and difficult to open. It requires twisting one of the of Light (2-1), the Archonteans discovered the nearby complex; dozens of convex mirrors near the door 90 degrees. This causes a they hopefully installed a secret door in the Well and hoped that 5’-tall panel of the well shaft to spring inward, revealing a 5’-tall, the area would yield secrets, but after several disasters (see SL1-6), roughly-carved passage to the south. they abandoned further exploration (thus giving the sub-level its current name). The sub-level is comprised of a hexagonal upper Well of Light: The Well is a 200’-long shaft, 5’ in diameter, which chamber designed for the study of lumens and optics, and a lower descends from the surface (AV-14) to emerge at Level 2 (area 2-1). level for storage chambers and the niravairi portals. Successful From SL1-1, it is another 90’ down the shaft to 2-1. The well shaft navigation of the sub-level requires solving difficult puzzles with is studded with convex mirrors and reflective stones in a carefully regard to light beams, as well as confrontation with the lumens orchestrated manner such that, when it is daylight (and bright) on (and more). the surface, sunlight will be reflected down the length of the shaft. General Construction Notes SL1-2: Niravairi Entrance Chamber Niravairi areas: SL1-2 to SL1-13. Corridors are hexagonal in This chamber is hemispherical, with a 10’ ceiling curving down on shape. All niravairi areas are sheathed in impact resistant, opaque, all sides. All surfaces - floor and ‘ceiling/walls’ - are covered with hexagonal tiles made of colored plasglass. Unless otherwise noted, opaque, impact-resistant, reflective, white plasglass tiles, cleverly ceilings are 12’ tall. molded to fit the contours of the chamber. The tiles are hexagonal Archontean areas: SL1-1. in shape. The chamber is dark, but any light source introduced to the chamber immediately reflects across the surface, shedding light everywhere. Access and Egress The narrow passageway to the east and south ends in a heap To Ruined City: Well of Light at SL1-1, leading up to AV-14 of collapsed rock, masonry, and plasglass shortly after some stairs To Level 2: Well of Light at SL1-1, leading down to 2-1 begin to rise. The corridor and stair once connected SL1-2 with To the Ethereal Plane: portal at SL1-10, leading to the Ethereal SL1-8. The rudishva leaders destroyed the corridor to prevent their Plane scientists from further dangerous experimentation with the tombs To the Astral Plane: portal at SL1-11, leading to the Astral Plane of light. To the Abyss: portal at SL1-12, leading to the GM’s choice of layers of the Abyss To the home of the of Planar Explorers: portal at SL1-13, SL1-3: Corridor with Niravairi Light Tiles The 60’-long tunnel leading from SL1-2 to SL1-4 is made from leading to an unmapped base of this group more of the opaque, impact-resistant plasglass. The walls, floor and ceiling of each 10’-long section of the tunnel are formed from scores RandomSample Encounters of smaller plasglass hexagons fit filetogether in an almost seamless There are no random encounters in this sub-level. . Each of the six sections of tunnel features a different hue, in this order (from north to south): yellow-green- -purple-red- . The display of any light source from the Well reveals the multi-colored nature of the tunnel via a rainbow of flashing colors.

Vol. 3 P. 3 Programmed Illusion: If any portion of the walls, floor ceiling of More careful observation from the doorway might reveal the entrance tunnel is touched by even 5 lb of weight, the following 5’-diameter tunnels set about 25’ up the sides of three of the six illusion appears half-way down the tunnel: a spindly-limbed, walls; these tunnels rise at 35’-degree angles to areas SL1-5, SL1- female biped wearing an orange jumpsuit and skullcap appears 6, and SL1-7. Barely visible through the floor, although at an and begins to speak, slowly and sympathetically, but in Rudishva. indeterminate distance, is a second chamber (SL1-9), into which If translated, the image states: “I regret to inform you that this area is the hexagonal pillar seems to descend. off-limits to all personnel by order of Captain Leil-Jor. The renegade responsible for the dangerous experiments found within has been Crystalline Hexagonal Pillar (area ‘G’): This translucent, crystal ‘reallocated’.” This hologram will appear every 5 minutes for as long pillar rises from floor to ceiling (and, in fact, also descends through as the entrance tunnel is being touched. the floor to area SL1-9). The pillar serves as the means by which beams from the surrounding chambers are refracted Colored Plasglass Tiles: Touching any of the hexagonal plasglass and blended. Use of darkness on the pillar is an obvious strategy tiles which form the corridor causes a number of magical effects. for those seeking to neutralize the light beams, but only a caster of First, touching a tile of a particular color causes the entire entrance 10th level or greater can successfully overcome the enchantments corridor to glow in the color of the tile that was touched. Second, cast on the pillar (and then only for 1-4 rounds). Physical force is touching a tile of a particular color affects the environment in SL1- another possibility, but the pillar is AC -2 and takes 50 HP; it also 4, in the following way: heats substantially when light beams touch it (1-6 HP heat damage to anyone who successfully hits the pillar). On each of the three Yellow: Activates/deactivates the yellow light beam from SL1-5 sides of the pillar that does not face one of the light beams, at a level Blue: Activates/deactivates the blue light beam from SL1-6 5’ from the floor of SL1-4, is an octagonal indentation 6” wide. Red: Activates/deactivates the red light beam from SL1-7 Green: Activates/deactivates both the yellow and the blue Light Beams: Up to three 5’-diameter beams of colored light may beams from SL1-5 and SL1-6 be present in this chamber: a red beam projected from SL1-7, a Purple: Activates/deactivates both the red and the blue beams yellow beam from SL1-5, and/or a blue beam from SL1-6. Once (from SL1-6 and SL1-7) activated by the tiles in the entrance corridor (SL1-3), the light Orange: Activates/deactivates both the red and the yellow beams strike with laser-like accuracy the crystal pillar, and thus beams (from SL1-5 and SL1-7) flood a portion of SL1-4 with colored light. An activated light beam has two effects: It perhaps need not be noted that any explorers able to fly are able 1. Damage: any carbon-based life form that moves through a beam to bypass the effects of the colored tiles. takes 4-24 HP damage per round of contact. 2. Environmental Effects: beams reflected off the central hexagonal Door: The door at the south end of the entrance tunnel is a circular pillar produce colored light in one or more zones of the chamber. disk of opaque, but clear, plasglass hinged to open into area SL1-4. While this effect causes no direct harm to visitors, it can affect the powers of the lumens (see new monsters) encountered herein. GM Note: It is crucial to keep careful note of which light beams have been turned on (or off). Note that if an explorer steps on Zones within the Chamber: Although perhaps not immediately be yellow first and then on orange, then only the red beam will still apparent to intruders, the Upper Tomb is effectively divided into be in effect (as yellow turns ‘on’ the yellow beam, but orange would six zones. These zones are defined by the appropriate facet of the thus turn ‘off’ yellow while turning ‘on’ red). Note, too, that if a hexagonal central pillar. When one or more light beams is activated group activated every color in the corridor in order, they would (see below), a zone becomes flooded with brilliant, colored light enter area SL1-4 with all three light beams activated. according to the table on the next page.

SL1-4: Upper Tomb of Light Lumens: Three powerful light-based entities called lumens (see This hexagonal chamber is 40’ tall and formed from more of the new monsters) are present in the chamber when it is first breached. opaque, plasglass tiles which make up the entrance tunnel. The The lumens provide the white glow that is visible by the crystal plasglass tiles on all surfaces are un-tinted, but while the walls and pillar even in dark conditions. They respond to intruders within ceiling are opaque, the floor is clear and translucent. 3-6 rounds. In addition to their native abilities, the light conditions of the chamber - as determined by the activation of any or all of the What Visitors See: It is important for the GM to be aware of which light beams - can and will affect the powers of the lumens. Should a areas of the Upper Tomb are lit, and by which beams of light lumen spend a full round in a zone lit by colored light, it gains the (see below). Indeed, depending on the actions of visitors in the powers appropriate to that color; these powers last for 4 rounds or entrance corridor (SL1-3), beams of red, yellow and/or blue light until the lumen inhabits a zone lit with different colored light. The may be shining into the chamber and thereby illuminating certain lumens know the effects of the light beams and use them tactically. zones of the chamber. Even if none of the beams are lit, a low glow See the table on the next page for the various effects. of white lightSample emanates from a 10’-wide hexagonal pillar of crystal It should hardly need to be mentionedfile that those fighting the which stretches from floor to ceiling and dominates the center lumens would do well to deactivate as many of the light beams as of the chamber. Six corpses lie near the entrance, apparent to all is possible, for the enhanced lumens are formidable indeed! regardless of light conditions; some appear to have been scorched, Unless the apparatuses found in areas SL1-5, SL1-6 and SL1- others appear roasted, and one appears desiccated. 7 are permanently destroyed, new lumens will be summoned to replace any that are ‘slain.’ These reinforcements arrive in one hour. Vol. 3 P. 4 Light Beam Table Yellow + Blue Yellow + Red Blue + Red Zone Yellow Beam Blue Beam Red Beam Beams Beams Beams Zone A Yellow Dark Red Yellow Orange Red Zone B Yellow Dark Dark Yellow Yellow Dark Zone C Yellow Blue Dark Green Yellow Blue Zone D Dark Blue Dark Glue Dark Blue Zone E Dark Blue Red Blue Red Purple Zone F Dark Dark Red Dark Red Red

Light Zone Effect on Lumens Color of Zone Name of Effect Specifics Dark None None Yellow Regeneration Cures 2-16 damage on a lumen Green Protection Cures 1-8 damage on a lumen, and renders it immune to electricity Blue Desiccation Adds damage to a lumen’s attacks: +1-4 HP damage, and all liquids save at -1 or evaporate Purple Change form A lumen immediately shifts to infra-red (50%) or ultra-violet (50%) Red Burning Adds +1-4 HP fire damage to a lumen’s attacks, and may ignite combustibles Orange Combustion Adds an explosive fire effect to a lumen’s attacks, +1-12 HP damage to all in 20’

Access to Lower Tomb (SL1-9): Access to the lower tomb is difficult From ‘slain’ lumens: octagonal crystals 6” in diameter, only 50 gp to achieve. Three solidified lumens must be acquired and placed in each but necessary to access SL1-8. the three indentations in the hexagonal pillar. Doing so causes the pillar to slowly sink through the floor until it merely protrudes 10’ SL1-5: Yellow Chamber above the floor of SL1-9. The process of sinking takes 1 turn. Note This spherical chamber is sheathed completely in canary yellow that while the absence of the pillar prevents the creation of colored plasglass. Floating and rotating in the center of the chamber is a light in the zones of SL1-4, it does not deactivate the light beams. blob of yellow energy roughly 10’ in diameter. Indeed, without the pillar to reflect them, the light beams will meet If activated by the tiles in SL1-3, the floating sphere emits a in the space vacated by the pillar, causing a continuous crackle of continuous beam of yellow light that travels down a 5’-diameter roiling energy in a 10’ radius; this energy does 2-12 HP damage to shaft to area SL1-4. Since anyone touching the activated yellow any who enter its radius. Those seeking to enter SL1-9 via the hole beam takes 4-24 HP damage per round, access to this chamber in the floor of SL1-4 will thus either have to endure the damage or will, in most cases, require deactivation of the proper light beam. turn off the light beams. The drop into SL1-9 is 40’ (or 30’ to the Wise explorers will seek a method of destroying the blob of the protruding pillar). of energy, since by doing so they can a) disable the light beam mechanism and b) prevent the arrival of new lumens to replace Exit to SL1-8: The way to area SL1-8 is blocked by a buzzing energy any that have been slain. Destroying the energy blob is difficult, screen erected by the rudishva who discovered this chamber. The though. High-level destruction magic (appropriate spells of level 6 screen is impermeable and may only be deactivated from SL1-8. or higher) will work. Physical attacks by weapons of +2 or greater enchantment will also be effective (the blob is AC 4 and has 50 Inhabitants: HP), although each successful hit requires the attacker to save vs 1. 3 lumens (see new monsters): SZ M; AL N; AC 2; MV 180’ magic or take 4-24 HP energy damage. The GM might also rule flying (Class A); HD 9; HP 43, 39, 37; #AT 1; Dmg 1-4, or 2-8, that other magic that opposes the properties of the yellow energy or 3-12, or 4-16; MR 25%. Special attacks: blindness (2/turn). might also work. Special defenses: +2 or better weapons to hit; immune to light and optical effects. Secret Door (west): A rather obvious secret door (1 in 4 to find) is set in the west wall. It is illusory, so one need only walk through it Treasure: to access the narrow walkway to area SL1-8. On corpses: imperial plate +1 (see Arden Vul items); leather armor +2; short sword +3; broadsword +1; mace of dispellingSample (see new magic items); a charred leather pouch SL1-6: Blue Chamber file with 20 pearls (100 gp each); a piece of white plasteel on which Identical to SL1-5 save for the color of the chamber’s walls (blue), is etched (with a laser) a fairly accurate image of the door the color of the energy blob (blue), and the color of the light beam leading from 5-46 to 5-52, with a subsequent piece of graffiti the blob produces (blue). Unlike the other two spherical chambers, in the form of an arrow pointing to the correct icon that allows there is no secret door here. safe entrance to 5-52 (see 5-46 for this door). Vol. 3 P. 5 SL1-7: Red Chamber and equipment here destroyed, and had the access corridor from Identical to SL1-5 save for the color of the chamber’s walls (red), SL1-2 destroyed with explosives. Liut-Repp refused to leave, the color of the energy blob (red), and the color of the light beam however, and ended her days studying the lumens. the blob produces (red). Stairs and Entrance to SL1-4: A steep, staircase coated in the same Secret Door (east): A rather obvious secret door (1 in 4 to find) is white, opaque, hexagonal plasglass tiles leads down 20’ to SL1-4. set in the east wall. It is illusory, so one need only walk through it The entrance to that chamber is blocked by a force wall created by to access the narrow walkway to area SL1-8. Liut-Repp; it is easy to pass through from the north. It may also be deactivated if one erases or obscures a rune painted on the wall next to the doorway. SL1-8: Laboratory This long, narrow chamber is covered with more of the white, Treasure: hexagonal, opaque, impact-resistant, reflective, plasglass tiles. See text. Although a narrow corridor and stairs once led from it to SL1-2, the corridor is now a of inaccessible slag and collapsed rock. SL1-9: Lower Tomb of Light The chamber is thus accessible initially only through the secret The Lower Tomb is only accessible via the hole created when doors from areas SL1-5 and SL1-7. explorers cause the hexagonal pillar that stretches between SL1-4 A console made of red plastic sits against the south wall. and SL1-9 to sink into the floor beneath SL1-9. To do so, they must Above the console are three hexagonal plasglass view screens, each activate the mechanism by manipulating the three octagonal holes one of which is starred and broken (as if hit by a strong hammer or set into the pillar at a level 5’ from the floor of SL1-4. The pillar other implement). Four man-sized lumps of melted plastic, wiring, slowly sinks down into SL1-9 until only 10’ of the pillar rises above and electronics are the remains of some destroyed advanced the floor of SL1-9. After 3-5 turns, the pillar automatically rises up technological equipment. to its original starting position. Lest they should find themselves In addition to the useless technology, the chamber features two trapped in SL1-9, explorers will find a second set of three octagonal decrepit wooden workbenches against the north wall, a hammock holes set into the fully extended pillar, at about 5’ from the floor of of unusual material, three small casks, and a troll chest (see new SL1-9. The extended pillar can thus be lowered from SL1-9 either technological items). by inserting the solidified remains of three lumens into this second The observant will notice that, at the western end of the set of holes, or by pressing the octagonal control ruby held by north wall, a 10”x10” square of silvery metal has been attached to Veshlok (see SL1-11) into any one of the three holes. the wall. The square had a rune engraved on it, but the rune has The lower tomb is 40’ tall, with walls and floor coated in been brutally scratched out. Even closer observation will notice a opaque plasglass tiles: the tiles are octagonal and multi-hued. 5’-diameter circle on the floor where the plasglass tiles have been The result is a rainbow of colored tiles that sparkle when external marred by adhesive. These are the remnants of a now-dismantled light is brought to bear. Four stone corridors lead from the central rudishva teleport node that once connected this chamber to the chamber, while four large hexagonal prisms defined by shimmering rudishva areas on Level 5. walls of colored light stand along the walls. On the workbenches are a number of unusual tools of a strange metal alloy (hammer, screwdrivers, wrenches, awls, a dead Prisms: The prisms are containment units employed by the Order electric drill, a dead soldering iron, etc.). of Planar Explorers to store specimens discovered during their The casks contain only some desiccated remnants of food and ventures into the outer planes. Each prism is hexagonal in shape, a precipitate of dried-up liquid. and measures about 12’ across and 18’ high. The faces of the prism The hammock is made of nylon, and is quite sturdy. In it rests are translucent, but shimmer slightly and are impenetrable; they the desiccated body of Liut-Repp, a rudishva scientist. She wears are composed of high intensity sheets of light projected from a set her orange jumpsuit (with name on the breast) and appears to have of six octagonal crystals set into the floor. Short of learning the died peacefully. In her pocket are sky blue and platinum rudishva operation of the prisms from a member of the Order, the face of identity plaques (see new technological items). a prism can only be ‘turned off’ by destroying one of the crystals: The troll chest is locked and keyed to Liut-Repp’s hand (her crystals are AC 4 and take 20 HP. Entities contained within the corpse can be used to open the chest). It contains 10 2-lb bars of prism exist in a state of suspended animation; if released an platinum (500 gp each), an octagonal crystal 6” in diameter, and occupant needs 1-3 turns to recover its wits sufficiently to be able a rudishva grav disk (see new technological items) with 2 lesser to talk and converse (but can defend itself immediately, albeit power supplies (10 and 14 charges; see new technological items). with a -2 penalty to all actions). Since the faces of the prism are translucent, viewers can get a good sense of what is inside each: GM Note: Liut-Repp was the rudishva science officer most in- Prism 1: A derghodaemon: SZ L; AL NE; AC 0; MV 120’; terested in optics. When this area was discovered, and it became HD 11+ 22; HP 95; #AT 5; Dmg 1-4+8(x5); MR 80% to 1st-level evident that the niravairi, arch-enemies of the rudishva, had al- spells. Continual abilities: infravision; ultravision. Special attacks: ready been here, Liut-Repp successfully lobbied for resources and grab attack; cause fear; sleep 2/day. Special defenses: half damage funds to Samplestudy the (temporarily) abandoned niravairi site. Liut- from acid, cold, fire; immune to filepoison, paralysis; silver, or +1 or Repp became convinced that studying the lumens and their optical better weapons to hit. Special: create darkness 10’ radius; teleport properties might provide an alternate form of propulsion to enable without error; detect invisible; read magic; comprehend languages; the rudishva to escape Magae. But after one of her assistants was invisibility; telepathy; word of recall (1/day). atomized by the light rays in SL1-4, Captain Leil-Jor ordered the Prism 2: A space squid (see new monsters): SZ L; AL N; experiment to be shut down. The captain had the control panels AC 3; MV 20’, 120’ flying (Class D); HD 16; HP 109; #AT 7; Vol. 3 P. 6 Dmg 1-8(x6)/6-36; MR 35%. Special attacks: stunning attack; SL1-11: Portal to Astral Plane consumption of prey (4-24 HP damage). Special defenses: immune This arrow-shaped chamber is crowded. A yellow, disc-shaped to cold and fire. portal (unsealed) to the Astral Plane hovers at the point of the Prism 3: A specimen of the ichor of Rimmaq-Isfet (see new arrow. The rest of the chamber is filled with six movable caskets -sters), appearing as a large blob of oily black matter: SZ L; made of smoky, opaque plasglass, and a single crumbling wooden AL CE; AC 5; MV 60’; HD 12; HP 83; #AT 2; Dmg 1-6/1-6; MR chest. Silvery cords emerge from four of the caskets and lead into 30%. Special attacks: caustic touch (1-4 HP acid damage); crush the portal. (1-10 HP/rd); obliterate organic matter. Special defenses: +1 or better weapons to hit; immune to cold and acid. Caskets: The caskets are 3’ wide by x 4’ tall by 7’ long, opaque, Prism 4: A transposer, wearing the form of a rudishva: SZ and decorated on side and top. On the side of each are three large M; AL N; AC 7; MV 150’; HD 6; HP 39; #AT 2; Dmg 1-6/1-6. niravairi glyphs. With magical assistance, they can be translated as Special attacks: transposes damage. Special defenses: change self/ “Order/Group”, “Planes”, “Traveler/Visitor.” The lid of each casket illusion. is incised with an image and a string of 8 to 15 smaller glyphs in Niravairi Glyphik; these decorations are composed of tesserae of If released, the derghodaemon, the space squid, and the ichor of colored plasglass, artfully joined to produce the image or glyph. Rimmaq-Isfet attack immediately; the transposer attempts to neg- Again, magical means are the only way to decipher the scripts. On otiate in Mithric, hoping to attack from surprise once suspicions the short end of each casket is a silver disk about 2’ in diameter. In are lulled. the center of each lid is an octagonal depression about 1” across. Inserting one of the signet rings (see below) into the depression SL1-10: Portal to Ethereal Plane causes the casket to open without incident. Otherwise, the caskets At the point of this arrow-shaped chamber a 5’-diameter portal of are difficult to open (lift gates roll) without destroying the lid (AC purple energy hovers in the air. The unsealed portal has no depth 4, HP 50). In addition, attempts to open the caskets without use of on this plane and is set at a 45-degree angle; it is thus easy to step one of the rings summons a mihstu to defend the inhabitant. through. The portal leads to the Ethereal Plane. Casket 1: The glyphs read Red-Eyed“ Rissaldar Kwarringa, who A 4’-tall glyph is incised into the east wall and filled with travels through Ether”; the image is of a pair of red, pupil-less eyes. platinum; it translates (if magic is used) as “Ethereal”. Next to it Inside the casket lies the dead and desiccated body of Kwarringa, has been hurriedly scribed in some red substance a set of smaller whose silver cord was cut on the Astral Plane. Beneath his body is glyphs: these read in Niravairi “Vaporous Curtain to the Deep at a niravairi astral dripping sword, his octagonal signet ring, and 30-degrees from Turquoise Veil.” 3 lb of fine gold flakes (3,000 gp).

Sample file

Vol. 3 P. 7 Casket 2: The glyphs read Subadar“ Jalalbak, blue-keyed walker ordeal, two members of the Order – Kwarringa and Singalok Ket - in the gray.” The image shows a blue key with eight blades. Inside were slain. The other four are still alive, trapped in the Astral Plane. is the still-living body of Jalalbak, armed with a niravairi astral staff of power with 20 charges (see new magic items), a necklace There is a 5% chance that the Order finally frees itself after all those of missiles, and a scroll with duo-dimension, and phase door in captivity. If this occurs, they return to area SL1-11 within inscribed on it. 1-6 turns of the PCs entering the area. Casket 3: The glyphs read “Jemadar Singalok Ket, lord of yellow There are two other ways for PCs to potentially interact with and master of demons.” The image shows a yellow ring. Inside is the order. First, the PCs could venture into the Astral Plane in an the desiccated dead body of Singalok Ket, whose silver cord was effort to locate the Order. Second, if the PCs successfully open also severed. With the remains are Singalok Ket’s octagonal signet one of the caskets containing a living member of the Order, that ring, the golden band of Singalok Ket (see new magic items), member will be instantly drawn back to the Prime Material Plane. and a brass cylinder on which have been incised some glyphs It will take a returning member 1-2 turns to clear his head before detailing directions to Horus’s God-Isle in the Astral Plane. To use he is capable of action; during this time it is theoretically possible the cylinder, a being with good intentions enters the Astral and for evil creatures to slaughter the member out of hand. It is worth concentrates on an image of the solar disk; a golden hawk then recalling, moreover, that any effort to open the caskets without use appears; by following the hawk one arrives at the God-Isle. As a of a proper signet ring requires that the PCs to defeat a mihstu. failsafe, the brass cylinder also functions as a beacon, emitting a The returned explorer may also be dismayed that the PCs have faint glow that increases in intensity as the holder nears the other destroyed his planar casket. The explorer will immediately try to members of Veshlok’s team. open the other caskets with his signet ring before negotiating with Casket 4: The glyphs read “Veshlok, Havildar of the Order, the party as a team. Veshlok and his team will not necessarily be master of many colors, lord of all portals, holder of the silver hostile; should PCs wish to aid them on their venture to Horus’s tulwar.” The image shows a silver tulwar slicing a silver rope. Inside body, they will welcome the help. They can give no information is the living body of Veshlok. He carries a niravairi astral tulwar about Arden Vul. They are fully aware that the rudishva, whom (see new magic items), a pouch filled with 50 red spinels worth they loathe, discovered (and abandoned) this sub-level in the 200 gp each, and another large, glowing, octagonal ruby (used to distant past. activate the hexagaonal pillar in SL1-9). A tablet made of crystal Should intruders slaughter the astral team, the modern incar- also lies within, on which glyphs scribed in red ink in Niravairi nation of the Order will eventually learn of the massacre and will Glyphik read: “Veshlok and his tuman depart for the Astral gray prove implacable and dangerous enemies thereafter. In particular to seek the arm of the Hawk-God. Await him here. He shall return the Order will seek to recover the special astral items held by with the artifact of light sought by the Order. Singalok Ket carries the Veshlok’s team. directions to the God-Isle, whose properties Mananik has laid bare.” Casket 5: The glyphs read “Babildor, faithful Naik, keeper of the Inhabitants: Cup.” The image shows a green cup. Babildor lies within; he carries 1. Up to 6 mihstu: SZ M; AL NE; AC -2; MV 60’, 60’ flying (Class a niravairi astral crossbow of accuracy (see new magic items) B); HD 8+2; HP 61, 57, 53, 51, 49, 48; #AT 4; Dmg 2-7/2-7/2- with 20 bolts +2, as well as a jade cup of life restoration (see 7/2-7; MR 10%. Special attacks: drain CON. Special defenses: +2 new magic items). or better weapons to hit; immune to electricity and all missiles Casket 6: The glyphs read “Mananik, Duffadar of the Order, the (including magic missiles); stunned for 2-12 rounds by cold Craftiest of all.” The image is of a purple, hooded . Mananik lies attacks. within, wearing his purple cloak of wise negotiating (see new 2. Jalalbak, a niravairi (see new monsters) and a subadar in magic items) and carrying a niravairi astral staff of the magi the Order of Planar Explorers, as a 12th-level magic user: SZ (see new magic items) with 20 charges. A set of strange crystal M; AL LN; AC 4; MV 120’; HD 12; HP 36; #AT 1; Dmg 2-7 tablets are filled with glyphs: these notes describe the discovery (niravairi astral staff of power). Abilities: STR 11, INT 17, of the corpse of dead Horus floating in the Astral Plane, and of WIS 13, DEX 17, CON 15, CHA 9. Special attacks: surprise on the valuable arcanum (see new magic items) to be mined from 1-3 in 6. Possessions: a niravairi astral staff of power with 20 that corpse, as well as of the artifacts said to be stored in his belt charges (see new magic items); a necklace of missiles; a tablet pouch. Magic and time (at least a week, and likely up to a month) with duo-dimension, and phase door; a ring of protection are necessary to decipher the notes. +3; and his niravairi spell tablet (see new technological items). Spells memorized: comprehend languages, enlarge, jump, Backstory: A thousand years ago, the niravairi Order of Planar magic missile; darkness 15’ radius, levitate, mirror image, Explorers (see new monsters), received accurate information strength; blink, feign death, fly, lightning bolt; dimension concerning the location of the corpse of the dead god, Horus, as door, minor globe of invulnerability, other, it floats in the Astral Plane. Aware of the magical value of this re- wizard eye; cone of cold, hold monster, teleport, wall of source, including enormous stocks of arcanum (see new magic force; legend lore. Spell tablet: charm person, comprehend items) they believe to be present in the desiccated veins of Horus’s languages, detect magic, enlarge, friends, identify, jump, corpse, theySample sent a crack team of explorers under the leadership of light, magic missile, protectionfile from evil, push, read Veshlok to locate and exploit this valuable resource. The team was magic, shield, floating disc, write; continual light, darkness ambushed and trapped inside Horus’s body by rivals seeking the 15’ radius, detect invisibility, forget, knock, levitate, mirror same resources. As time works differently in the Astral, their long image, ray of enfeeblement, strength, wizard lock; blink, period of captivity has lasted a thousand years of relative time on dispel magic, feign death, fireball, fly, gust of wind, the Prime Material Plane but only years on the Astral. During this haste, hold person, lightning bolt, protection from normal

Vol. 3 P. 8 missiles, slow, suggestion, tongues, water breathing; Treasure: The wooden chest is crumbling and decrepit, and can charm monster, confusion, dimension door, fire charm, be kicked apart easily. Inside are 20 20-lb platinum ingots, worth hallucinatory terrain, minor globe of invuln-erability, 5,000 gp each. See text for additional items of value. polymorph other, mnemonic enhancer, wall of ice, wizard eye; airy water, cone of cold, distance dis-tortion, hold SL1-12: Sealed Portal to the Abyss monster, passwall, teleport, wall of force; enchant an Inside the chamber is a purple portal, floating at the point of the item, legend lore, project image, stone to flesh. chamber at a 45-degree angle to the floor. It appears to be sheathed 3. Veshlok, a niravairi (see new monsters) and a havildar in the in a shiny, clear coating. th Order of Planar Explorers, as 12 -level fighter: SZ M; AL LN; The portal here leads to the Abyss, and to the GM’s choice of AC 0; MV 120’; HD 12; HP 79; #AT 2/1; Dmg 3-10 (niravairi plane. Due to the potential dangers of an open portal to the abyss, astral tulwar), 3-24 (laser rifle). Abilities: STR 17, INT 12, WIS the Order of Planar Explorers sealed the portal. The takes 15, DEX 16, CON 12, CHA 14. Special attacks: surprise on 1-3 in the form of a 2’-diameter silver disk that floats in the air next to 6. Possessions: laser rifle (see new technological items);niravairi the portal (similar to the disks on the Order’s caskets – see SL1- astral tulwar (see new magic items); a pouch filled with 50 red 11). In the center of the disk is an octagonal depression about 1” spinels worth 200 gp each; a glowing, octagonal ruby (used to across. Impressing one of the signet rings held by each member activate the hexagonal pillar in SL1-9); crystal tablet (see casket 6 of the Order (see SL1-11) causes the clear seal on the portal to above); diplomat’s voice (see new technological items); niravairi be temporarily removed; the portal is accessible for so long as the personal shield (see new technological items). signet ring is placed in the depression, plus an extra 5 minutes after 4. Babildor, a niravairi (see new monsters) and a naik in the it has been removed The seal cannot be removed from the abyss th th Order of Planar Explorers, as 4 -level fighter/8 -level thief side of the portal. (see new monsters): SZ M; AL LE; AC -1; MV 120’; HD 8; Should an unwary explorer open the seal, there is a 33% HP 72; #AT 1 or 2; Dmg 3-6 (niravairi astral crossbow of chance that a babau demon enters immediately to sow chaos. accuracy with bolts +2) or 2-12/2-12 (laser pistol). Abilities: STR 16, INT 8, WIS 10, DEX 17, CON 12, CHA 10. Thief skills: Inhabitants: PP 70% OL 67%, F/RT 55%, MS 67%, HS 54%, HN 25%, CW 1. 1 babau: SZ M; AL CE; AC -3; MV 150’; HD 7+14; HP 53; 96%, RL 40%. Special attacks: surprise on 1-3 in 6. Possessions: #AT 3 or 1; Dmg 2-5/2-5/2-8, or 8-15 (military fork); MR 50%. laser pistol (see new technological items); niravairi astral Thief abilities: PP 70%, OL 62%, F/RT 60%, MS 70%, HS 56%, crossbow of accuracy (see new magic items) with 20 bolts HN 30%, CW 98%, RL 45%. Special attacks: gaze acts as ray of +2; a jade cup of life restoration (see new magic items); a enfeeblement; backstab as 9th-level thief; fear (by touch only). potion of invisibility; sixteen packets of dehydrated rations (see Special defenses: half damage from cutting and stabbing attacks; new technological items); a niravairi personal shield (see new half damage from cold, electricity, fire and gas. Special: cause technological items). darkness 5’ radius; levitate (as 10th-level magic user); fly (as 11th- 5. Mananik, a niravairi (see new monsters) and a duffadar in the level magic user); dispel magic user (as 12th-level magic user); Order of Planar Explorers, as 8th-level magic user/8th-level polymorph self; heat metal (as 14th-level druid); gate in a babau thief: SZ M; AL LE; AC -1; MV 120’; HD 8; HP 64; #AT 1; Dmg demon (25% chance). 2-7 (niravairi astral staff of the magi), 2-7 (dart thrower with darts), or 1-4 (dart thrower with immobilizing darts). SL1-13: Portal to Order of Planar Explorers Abilities: STR 10, INT 17, WIS 15, DEX 17, CON 10, CHA 9. At the of the arrow in this chamber floats another portal, Thief skills: PP 70% OL 67%, F/RT 55%, MS 67%, HS 54%, HN this one sky-blue in color, albeit covered with a clear, reflective 25%, CW 96%, RL 40%. Special attacks: surprise on 1-3 in 6. substance. A 2’-diameter silver disk floats next to the portal; it Possessions: cloak of wise negotiating (see new magic items); boasts an octagonal depression about 1” across. A set of glyphs niravairi astral staff of the magi (see new magic items); dart painted on the north wall reveal (if translated) the destination thrower, with clips holding 6 ordinary and 6 immobilizing darts of the portal, and include this friendly tag (in Niravairi) as well: (see new technological items); niravairi personal shield (see “Home is where you hang your harness!” new technological items); crystal tablets with notes on the astral The portal here once led to a major base of the Order of Planar location of Horus; his niravairi spell tablet (see new technological Explorers. The exact location of this base is up to the GM to decide, items). Spells memorized: charm person, comprehend as are the details of that base and the question of whether the base is languages, friends, protection from evil; continual light, still in operation after 1,000 years: it could be on an active starship, levitate, strength; dispel magic, fireball, suggestion; on a distant moon in the PC’s home galaxy, or on a completely charm monster, polymorph other. Spell tablet: charm different plane. To protect their home base, the members of the person, comprehend languages, detect magic, enlarge, Order also sealed this portal. As with the portal in SL1-12, the seal friends, identify, jump, light, magic missile, protection takes the form of a 2’-diameter silver that floats in the air next to from evil, read magic, shield, floating disc, write; continual the portal (similar to the disks on the Order’s caskets – see SL1- light, darkness 15’ radius, detect invisibility, forget, knock, 11). In the center of the disk is an octagonal depression about 1” levitateSample, mirror image, strength, wizard lock; blink, dispel across. Impressing one of the signetfile rings held by each member magic, feign death, fireball, fly, gust of wind, haste, hold of the Order (see SL1-11) causes the clear seal on the portal to person, lightning bolt, slow, suggestion, tongues, water be temporarily removed; the portal is accessible for so long as the breathing; charm monster, fire charm, hallucinatory signet ring is placed in the depression, plus an extra 5 minutes after terrain, minor globe of invulnerability, polymorph other, it has been removed. The seal cannot be removed from the other mnemonic enhancer, wall of ice, wizard eye. side of the portal. Vol. 3 P. 9 Sample file SUB-LEVEL 2: THE HALL OF SHRINES

This sub-level comprises two distinct regions. The first, the Hall The inscription to the western of the statue: of Shrines, is one of the most potent and secret constructions of The Champion’s virtue the priests of Thoth from the Archontean period of Arden Vul. Is revealed in humility and wisdom, The Hall is of polished marble and granite, and features the static, While the lies of the proud busy artistic program of the cult of Thoth. The shrines that radiate Find reward in self-knowing from the Hall are quite potent - for good or for ill - and the GM is advised to consider limiting access to them; a good rule of thumb Rows of Statues: The hall is defined by two rows of 8’-tall statues that is that Thoth only allows one shrine to be ‘open’ at a time. The face outwards, toward the walls. Of the 28 plinths that originally other part of the sub-level contains a suite of chambers that were held statues, 21 are still occupied and bear the names of their originally part of the Beacon. These areas are thus rudishva in feel subjects carved in Mithric on the plinth. The names include many and appearance, with rounded corners and metallic surfaces. heroes of old (e.g., Crinius the Rector, Amalasuntha of Narsileon, Felix Minucius, Jixon of Archontos, Kalea the Theosoph, etc. – see Worthies of the Archontean Empire in the World of Archontos General Construction appendix). It should be clear that the type of figures depicted in Rudishva areas: SL2-2, SL2-3 the statues varies: some are warriors, some sorcerers, some priests, Archontean areas: SL2-1 and some lordly types. In certain circumstances, some or all of the statues may activate and attack as special stone golems (see below). Access and Egress If a stone golem is destroyed, the name on its plinth is erased. To Level 2: stairs at SL2-1, leading to 2-45 To Level 6: elevator at SL2-3, leading down to 6-95A Statue of Thoth: The colossal statue of Thoth is 5’ wide and 15’ To Level 9: tunnel at SL2-6, leading down to 9-131 high. It is made of black basalt, crowned with a white marble ibis To various locations: Thothian teleportation ring at SL2-1 head with a lapis beak. The ibis’s eyes are enormous yellow topaz To the Astral and/or Ethereal Planes: gates at SL2-1H gems (500 gp each), while the lapis beak is worth 500 gp as well. Any effort to desecrate the statue or remove the eyes/beak causes all remaining stone golem statues to activate and attack; it will also Random Encounters ensure the permanent enmity of Thoth, as well as automatic failure There are no random encounters in this sub-level. in any of the shrines.

The Pneuma of Champions: The ‘mist’ that drifts down from Level Key Thoth’s open beak is the Champion’s Pneuma, a potent magical vapor. The vapor is light orange in color, and smells vaguely of ripe SL2-1: Hall of Shrines citrus. The Pneuma is strongly narcotic, and will cause any who A set of broad stairs leading up 75’ from Level 2-45 provides the inhale it to stand still for 1-6 rounds as the user contemplates the traditional access route to this site. The hall is very grand, with a tall mysteries of Thoth. Generally the narcotic effects of the pneuma ceiling (30’) and two imposing rows of 8’-tall statues. All surfaces last for 1 hour, during which a user’s head appears wreathed in are clad in gleaming white marble. Rounded archways on each long an orange, translucent nimbus and the user experiences a general wall lead to subsidiary chambers, each containing a shrine devoted glow of excellence and well-being. In addition to these physical to a particular incarnation of Thoth. AThothian teleportation effects, the Pneuma imparts each of the following three effects to ring (see new magic items) is found in the northwest corner. everyone who inhales it: The corpses of at least six adventurers are strewn throughout the room, as are several piles of broken granite. At the south end of Effect Mechanic Duration the chamber, standing in a semi-circular niche, is a colossal statue of Thoth in ibis-headed form; from the ibis’s beak drifts a spiral of Wisdom WIS +4, INT +4 1 day light-orange mist. A verse in 2’-tall, gold-filled Mithric letters has Weakness STR -4, CON -4 1 day been carvedSample into the wall on either side of Thoth. Awareness Openness tofile Thoth 1-6 hours The inscription to the east of the statue reads: Openness to Thoth: One under the effects of the Pneuma is more Soft exhalations attuned to the ibis-lord’s presence; attempts to contact Thoth, Drift from the beak, whether as a cleric or through high-level spells, are more likely to As the Lord’s Pneuma succeed. Whether or not Thoth will be pleased with the contact, or Molds the champion whether he will aid the summoner, is up to the GM.

Vol. 3 P. 11 Shrines to Thoth: The eight side chambers contain shrines devoted Treasure: to the eight chief incarnations of Thoth. Each is decorated with On the dead adventurers: 256 gp, 379 sp, 243 cp; two of chain vibrantly colored bas-reliefs representing the virtue or theme mail; a of banded mail; a shield +2; a ranseur +1; a battle appropriate to that incarnation. At of each chamber is a axe +1; two long swords; a sling +2, with 20 bullets, a holy symbol shrine reflecting the relevant incarnation, before which is a circle of of Thoth, a scroll with four illusionist spells (dispel exhaustion, blue granite in which a postulant stands while contemplating that brain full of small spiders, brain full of large spiders, and incarnation. Above each shrine to Thoth is a gold-filled inscription warding chain of glyphs – see new spells for the latter three), a in Mithric. potion of gaseous form; and a potion of fly. Standing in the postulant’s circle of any of the shrines activates that shrine. Generally those who have not first inhaled the pneuma SL2-1A: Thoth the Arbitrator of Disputes of Thoth will find their experience more difficult, while those The walls of the chamber show scenes of men judging a wide armed with the pneuma have an easier time (and a few shrines variety of creatures. At the western end of the chamber stands a are only accessible to those under the pneuma’s influence). Each 4’-tall marble table, on which sits a set of platinum scales (with shrine offers several possible benefits and negative consequences. weights nearby). Above the table, the wall is carved with both Most negative consequences can only be removed by undertaking an inscription and a trio of 3’-tall polychromed figures in high a major quest or by having recourse to the most powerful magic relief. The figures depict an ibis-headed man (Thoth) standing and/or divine intervention. between a hawk-headed man (Horus) and a red-headed man (Set); Thoth wraps a cord around the clasped hands of Set and Horus The Voice of Thoth: In many of the shrines, postulants will hear (representing concord between the two enemies). Both the scales the voice of Thoth as a part of the operation of the shrine. Thoth’s and the relief detect as magic. voice is comprehensible to all persons, regardless of what language they speak. Inscription: The Champion’s Wisdom Ensures Peace

Limitations on Use: It is recommended that the GM roll 1d8 to How the Shrine Works: Anyone who stands in the blue circle before determine which shrine is ‘open’ (available) on a given visit to the shrine is frozen briefly in time while he/she communes with the hall. Once that shrine is determined, it is ‘open’ for a month. an avatar of Thoth. The avatar telepathically asks three questions The other seven will be sealed with walls of divine force (with of the postulant, who needs only register his/her answer in his/ the possible exception of SL2-1H – see text at that location). Of her mind. After each answer is registered, the ibis relief booms course, in certain campaigns it may make sense for all shrines out so that all can hear: “Thoth Hears!”. Once all three questions to be accessible on any given visit. Regardless of availability, an have been answered, the ibis states “Now Thoth shall Judge.” At this individual may only gain a beneficial effect from a shrine once, point the postulant rolls 3d6. If the roll is under his/her WIS score although he/she can be subject to negative effects as often as they (potentially modified by the influence of the pneuma), a benefit is occur. In other words, an individual can consult a shrine as often received; otherwise negative consequences are borne. as he/she earns negative benefits, but once he/she has earned the The three questions are listed in the table below. Three possible positive benefit, the shrine is forever closed to him/her. answers to each question are provided; the GM should determine which of the three is closest in spirit to whatever response the Thothian Teleportation Ring: In the northwest corner of the hall PCs give, and then apply the appropriate modifier. If an answer is a set of 2”-tall paving stones arranged in a 6’-diameter ring. Inset is clearly inappropriate, or unrelated to any of the three answers, into the floor next to the ring is a rectangle 48” long by 8” tall; apply a -1 modifier to the PC’s subsequent roll of 3d6. For ease of the rectangle is divided into six interior compartments, each 8” examination, the ‘best’ answer is marked with an asterisk. square. Together these elements form a Thothian teleportation ring (see new magic items). To activate the ring, one must place Modification of Question Possible Answer six colored glass activation squares into the inset according to a 3d6 roll sequence that matches the ‘address’ of the ring to which one wishes to travel. Once the squares are placed, a brief shimmer of energy is 1. A wise man A. The wise* A. -2 to roll visible over the ring. At this point the user has 1 round to collect walks with B. The strong B. +2 to roll the squares and enter the ring, after which anyone in the ring is whom? C. Himself C. +0 to roll teleported without error to address indicated by that sequence of A. To discover right squares. If the glass activation squares are not collected and/or if 2. In judging, a B. To apply the letter of A. -1 to roll the travelers do not possess a second set of them, they are likely to just judge seeks the law B. +1 to roll be stranded in the location to which they have just teleported. The what? C. To bring harmony to C. -2 to roll address of this ring is as follows: YE-BL-RE-GR-BK-WH (see new the parties* magic items for explanation). None of the glass activation squares necessary to operate the circle are present. 3. Law is always A. Nothing A. +0 to roll Sampletrumped by B. Informal agreement*fileB. -2 to roll Inhabitants: what? C. Might C. +2 to roll 1. 21 stone golems: SZ L; AL N; AC 5; MV 60’; HD 14; HP 60(x21); #AT 1; Dmg 3-24. Special attacks: slow once every other round. Special defenses: +2 or better weapons to hit; immune to most Negative Consequences: those whose wisdom is found lacking by magic. Thoth must roll on the following chart: Vol. 3 P. 12 D6 Negative Consequences How the Shrine Works: A postulant standing in the blue-granite circle triggers a booming voice which intones “Choose!” Both 1 -1 WIS (permanent) wands glow with an orange light until the postulant selects one (at Permanent -4 Reaction Roll to be applied to any attempt which point the other returns to inert status). Regardless of which 2 by the PC to persuade anyone of anything is chosen, the postulant must then roll 3d6 under his/her INT Buying or selling goods is affected by -25% (that is, prices (possibly modified by the pneuma). Several factors may influence 3 are 25% higher when buying and 25% lower the die roll: when selling); lasts 1 Postulant is a magic user: -2 to roll PC is 50% more likely to be found guilty of a Postulant is an illusionist: -1 4 crime of which he/she is formally accused in Postulant is any other class: +2 a legal setting; permanent Postulant is a follower of Thoth: -2 5-6 2-4 stone golems activate and attack Postulant is a follower of Set: +2 Postulant has correctly and orally identified In addition, the platinum scales will weigh incorrectly and cannot Thoth as the origin of magic: -1 be balanced; using them may make PCs liable to accusations of using false measures. If the roll succeeds, consult the Benefits section; if it fails, consult the Negative Consequences section. Thoth replaces any missing Benefits: If Thoth accepts the wisdom of the PC’s decisions, he/she wands within a month. Note: inert wands (i.e., those not chosen) should roll on the following table: may be taken, and will detect as magic, but have no powers. They can be sold as curios for 50 gp. D6 Benefits Negative Consequences: The wand is detrimental, but the postulant 1 +1 WIS (permanent) will refuse to recognize that fact, thinking instead that the wand is 2 +4 reaction roll in any formal legal setting (permanent) actually one of immense power (roll on the wooden wand chart May summon this avatar of Thoth once in order below to determine the type of wand the user believes it to be). to consult on the wisdom of a particular decision If the user chose the wooden wand, the wand actually functions 3 or action, or to intercede in a difficult set of as a cursed wand of alarms (see new magic items). If the user negotiations. The avatar’s advice will be highly chose the ivory wand, it is a cursed wand of life-stealing (see useful, even decisive, but it will not engage in combat new magic items). 4 PC gets 25% better prices for a year Benefits: The wand is beneficial and possesses 40 charges; its powers and charges are instantly known to the wielder. Only the In addition, the champion will find that the platinum scales are not original postulant may wield this wand, and may do so even if not only perfectly balanced whenever he/she uses them, but that they normally able to wield wands of this (or any) sort. The nature of are able to provide only him/her with an accurate gold piece value the wand depends on which was selected: of any gem, piece of jewelry, or small object placed upon them.

The Platinum Scales: Those who commune with Thoth are per- D6 Wooden Wand Ivory Wand mitted to remove the platinum scales. The scales are worth 4,650 1 Wonder Illumination gp, and are enchanted; see above for their effects, which vary 2 Lightning Magic Detection according to whether the postulant received a benefit or a negative 3 Polymorphing Metal and Mineral Detection consequence. Those who have not undergone Thoth’s questioning cannot remove the scales; for such persons, the scales and weights 4 Fire Secret Door and Trap Location appear to be affixed permanently to the table. If the scales are 5 Negation Enemy Detection removed by a postulant, an identical pair will be present the next 6 Conjuration Size Alteration time the shrine is available (i.e., after a month). SL2-1C: Thoth the Scribe SL2-1B: Thoth the Magician The walls of the shrine depict scores of scribes laboring to copy The walls of the chamber are covered in frescoes showing arcane scrolls and codices. At the western end is a solid ivory table on symbols, formulae, and objects (wands, librams, etc.). At the which rests the Book of Thoth (an enormous codex, 3’x5’ in western end is a basalt table on which sit two wands, one carved dimension, with green leather covers and ivory plates for folios - out of simple oak with a few arcane glyphs and the other a piece see Arden Vul books), an ebony inkpot, and an ibis-feather pen. of ivory chased with silver and gold. Above the table is carved an On the wall above the table are carved an inscription and a fresco inscriptionSample and a flying ibis with open beak, from which a long, of baboon-headed Thoth handing file scrolls to genuflecting humans. twisting scroll descends to the hands of two sorcerers. The scene represents Thoth as the font of magic. Inscription: The Champion Transfers Knowledge

Inscription: The Champion Taps the Arcane How the Shrine Works: This shrine is only operable by those under the influence of the Pneuma. Negative consequences occur for any

Vol. 3 P. 13 not under the influence of the Pneuma who touches the objects dust. If the roll fails, the postulant hears “It is already known!” and of the shrine in any other way. If a postulant who has inhaled the he/she can receive no further benefit from the shrine. Pneuma stands in the blue circle, he/she hears a booming voice If the postulant knows no spells, he or she must record an intone: “Will you read or write?” If the postulant says or thinks important, defining moment of his/her life into the Book (the ‘read,’ then the Book of Thoth opens to one of the pages determined precise nature of the moment should be discussed with the GM on the table below. If the postulant speaks or thinks ‘write,’ then the and/or other players; it should be significant). Once that moment ibis-feather pen floats to his hand, and the Book of Thoth opens to or secret is recorded in the Book, knowledge of it is wiped from a blank page. postulant’s mind permanently; at that point there is a 20% chance plus 10%/level of the postulant to receive the brooch. If the roll Negative Consequences: If a postulant who has not first inhaled fails, the postulant hears “It is already known!” and he/she can the Pneuma attempts to read the open page of the Book of Thoth, receive no further benefit from the shrine. he or she loses 1 WIS instantly, and three stone golems from SL2-1 animate to intercept the desecrator(s). If the inkpot or the pen are SL2-1D: Thoth the Judge of the Dead touched, the golems activate but no WIS loss occurs. The south wall of the shrine depicts a file of 20+ souls of various social classes progressing towards a set of scales. The north wall is Benefits: The nature of the benefit depends on whether the post- devoted to an enormous fresco of the scales, behind which crouch ulant chose to ‘read’ or ‘write’. Thoth-as-baboon and Maat. On one scale is a human heart, while If a postulant chose to ‘read’, the ivory pages of the Book of on the other is an ibis feather. Five humans are lined up to be judged Thoth flip open to a random page. After reading the page, the - a beggar, a great lady, a pudgy priest, a sorcerer, and a warrior. At postulant must roll 3d6 under INT to comprehend the cosmic the western end of the shrine is a plain stone table on which stands consequences of the information presented; if this fails, he/she a 3’-tall set of bronze scales. To one side lies a white ibis feather suffers confusion for 1 day, loses a permanent point of INT, and made of ivory; to the other side lie two apple-sized human hearts can never receive a benefit from the shrine. If it succeeds, roll on carved out of red garnet. One of the hearts has a white painting of the following table. Note: even if a character is illiterate, he/she will an ibis feather on it; the other has a black spiral painted on it. still magically be able to comprehend the tome. Inscription: With Wisdom the Champion Judges D6 Benefit 1 +1 INT How the Shrine Works: When a postulant steps into the blue granite circle, the voice of Thoth booms forth: “Thou must judge so that 2 +1 WIS thou may be judged!” At that point an apparition appears and makes Instant and permanent ability to comprehend 3 a short statement about the conduct of its life. When the soul has languages, per the magic user spell. made its statement, it is up to the PC to place one of the two garnet Instant and permanent ability to cast a single 1st- hearts and the feather of Maat onto the scales. The heart chosen by level magic user spell, regardless of class restrictions, the PC is, in effect, a judgment on the merit of the soul. If the PC 4 intelligence, or material components. The spell should be chooses the heart inscribed with a feather, then the judgment is determined randomly. The lucky recipient can ‘cast’ the that the soul is without serious sin and thus worthy of joining the spell once per day. afterlife. If the PC chooses instead the heart with the black spiral Knowledge of astral spell. If the recipient is a magic on it, he/she has judged that the soul does not merit the afterlife. user, this is a spell-like ability usable once per week The GM should roll on the table on the next page to determine 5 (regardless of intelligence or material components). If the soul who appears, the gist of its statement, and the ‘correct’ recipient is not a magic user, the spell appears on a scroll judgment. If the PC’s judgment was correct, benefits accrue; if it which can be used or sold as appropriate. was incorrect, negative consequences occur. XP sufficient to gain one level, or 10,000 XP, 6 Note to GM: Thoth is a god of law, and equanimity; as a whichever is less. result, the ‘correct’ judgment is mostly a reflection of the absence of violent emotion, pride, or chaotic impulses. If the postulant chose to ‘write’, then he or she knows intuitively that he/she must convey knowledge and/or power to Thoth by Negative Consequences: The voice of Thoth booms forth: “You lack inscribing it in the Book of Thoth. Two kinds of information may the wisdom to judge justly.” The postulant loses a point of WIS and be recorded: spells or secrets. With spells, the more potent the three stone golems from SL2-1 animate and attack. Despite this spell, the more likely the recipient is to receive the benefit. The outcome, the postulant may still take the garnet hearts (500 gp base chance to receive a benefit is 20%, modified by 10%xLVL each), and the ivory feather (200 gp). of spell inscribed (e.g., a 1st-level spell is inscribed, the chance is 30%, if a 9th-level is inscribed, it rises to 110%). Whatever spell Benefits: The voice of Thoth booms with satisfaction: “Wisdom is the PC choosesSample to inscribe is wiped permanently and irrevocably indeed the prerequisite for Judgment file.” The postulant gains a point from both his/her mind and his/her spell book. In return, if the of WIS and may take the objects from the table. The hearts are percentage roll is made, Thoth grants a lapis, bronze, and silver valuable gems (500 gp each), but the feather transforms into a brooch in the form of an ibis: this brooch may be used to summon feather of Maat (see new magic items). an avatar of Thoth (equivalent in power to a solar) to aid the summoner. The brooch may be used twice before it crumbles to

Vol. 3 P. 14 Correct d10 Appearance Statement of Dead Soul Judgment Wild-eyed beggar in My wife died, and I lost my job when I broke my leg. I have begged because I have 1 Maat tattered clothes nothing else to do. I am grateful for the charity showed to me by all. I never deserved poverty, as I have had nothing but bad luck. My wife died and I Wild-eyed beggar in 2 hurt my leg working for an unjust overseer. In the afterlife I will become equal to Sin tattered clothes those who have sprinkled a few coins on me. The gods blessed me with beauty and wealth. I have never listened to the Beautiful lady in insinuations of the envious, but rather have acted with equanimity towards all, 3 Maat glittering jewels and offering pain where it is due and reward where it is due. I have exercised my rightful authority justly. The gods blessed me with beauty and wealth. Those who have envied my gifts Beautiful lady in 4 cannot be trusted; my righteous anger has brushed them aside, and I have ferreted Sin glittering jewels and gown out their dens of iniquity. I act righteously in all matters.

Curses on Set! It is the fault of the loathsome deceiver that I have been foiled in Pudgy priest in soiled 5 my efforts to lead a blameless life. To repay his deceit I have slain his and will Sin robes feast on them with my paramour.

The ways of the Gods are unfathomable. I have sought only to follow the path of Pudgy priest in soiled righteousness. I have rebuffed the amorous, distributed their gifts to the poor, and 6 Maat robes embraced the path of moderation. While I have erred, it has been accidental and not intentional. With my mighty magic I have explored every facet of the universe. I have torn Haughty sorcerer 7 down, and I have built up. I have sought knowledge, and shared it with the learned. Maat brandishing a wand My life reflects the power of magic. Haughty sorcerer Magic has made me feared. My anger has wrought devastation on those who would 8 Sin brandishing a wand dare to challenge me. My life reflects the triumph of magical power. Stern warrior in imperial Over the course of a dozen campaigns I have fought tirelessly with dripping blade 9 Maat field plate to defend the Empire. I have slain and watched my comrades be slain. I seek rest. Brought unwilling to the army, I proved an eager disciple, reveling in the battle lust Stern warrior in imperial and the cleansing emotions wrought by slaughter. Promoted to Polemarch, I always 10 Sin field plate sought the lead in battle, throwing my troops into the fray and following with shrieking war cry. Glory is my reward.

SL2-1E: Thoth the Self-Begotten postulant must craft an answer on his/her own, which the GM The north and south walls are filled with dozens of images of should interpret according to the rough guidelines below. objects and incarnations associated with Thoth: ibis-headed men, ibises, baboons, apes, scroll full of writing, a sorcerer’s staff, a First Question: Whence Lord Thoth? , a set of scales, the feather of Maat, an egg, etc. At the Possible Answers with modifiers: east end of the shrine a stone table sits beneath the inscription. From Himself -5 On the table are ten miniature-sized (3” tall) objects representing From nothing -5 each of the symbols just mentioned; each is made from a different He is always -5 precious material (gold, silver, ivory, ebony, gems, etc.). An egg +1 An ibis +1 Inscription: The Champion’s Wisdom Knows Whence it Arrives A baboon +3 Any other answer +5 How the Shrine Works: The postulant stands in the blue-granite circle, and the voice of Thoth booms forth. The voice asks two Second Question: What are the offspring of Lord Thoth? questions,Sample after which the postulant must roll 3d6 under his/her Possible Answers with modifiers file INT (possibly modified by the pneuma). The questions are listed He has none -3 below, along with possible answers that might influence the roll. All things -1 If the roll is successful, benefits accrue. If it is failed, negative Writing -1 consequences happen. Note: this is not a multiple-choice question, Magic/spells -1 and so the GM should not provide a list of possible answers. The The (other) Gods 0

Vol. 3 P. 15 Baboons 0 with the gemstones in a specific arrangement of orbs. That Ibises 0 arrangement reflects the star map of one of the twelve zodiacal Humans +2 signs (roll 1d12 to determine which); this fact will only be apparent Any other answer +1 to +3 to characters with special training or to a clever player who asks about the pattern and succeeds on a roll of 3d6 under INT. The Negative Consequences: The voice intones: “You lack wisdom. voice of Thoth then booms forth, stating “The must be aligned, Learn it, lest you be cursed! And now … choose your reward!” The and the signs opposed. Else chaos reigns!” Once Thoth speaks, the postulant can then select one of the 10 objects from the table at the wall fresco that represents that sign starts to come to life, peeling bottom of the page. Sadly, the object is cursed (see table below). itself from the wall and expanding into a full-sized form of the sign; Curses are permanent until dispelled by a 12th-level cleric. Once the process takes 3 rounds. The trick to the puzzle is twofold: first, the curse affects the postulant, the object is drained of magic and is the postulant needs to recognize that he/she needs to manipulate merely of some small value. If a postulant refuses to take an object, the apparatus of globes, arcs and circles to form the star-pattern of no curse is inflicted. If he/she takes more than one object, only one one of the zodiacal signs; second, he/she needs to recognize that curse is inflicted (GM’s choice). the appropriate sign is the one on the wall directly opposite to the sign which has been activated. The chart below summarizes the Benefits: The voice of Thoth solemnly intones:Your “ wisdom is opposing signs: manifest! Choose your reward!” The ten objects on the table then sparkle invitingly. The postulant may select one, whose positive effects are listed at the bottom of the page. If, however, the postulant Image on South Wall Image on North Wall does not choose an object but rather states “I choose wisdom” (or Ram Scales something like that), then the objects disappear and he/she gains Bull Scorpion +1 WIS and an amulet which can be used once to summon an avatar of Thoth (equivalent in power to a planetar). A selected Twins Archer object retains its magic so long as it is worn by the postulant. If the Crab Goat postulant gives away or sells the object, it loses its magic instantly. Water-Bearer If a greedy postulant takes more than one object, he/she receives a Maiden Fish curse (GM’s choice) and no benefit. If the postulant dials the opposing sign before 3 rounds are up, SL2-1F: Thoth the Astronomer then benefits accrue. If not, the apparatus locks, and the PC and The walls of the shrine are painted with large fresco images of the his/her friends face negative consequences. A kind GM should traditional zodiacal symbols, six on the south wall (from east to allow a PC who has already figured out which sign to ‘dial’ on the west: Ram, Bull, Twins, Crab, Lion, and Maiden) and six on the apparatus to make a 3d6 roll under WIS or INT (modified by the north wall (from east to west: Scales, Scorpion, Archer, Horned- pneuma of course) to figure out what combination of orbs, arcs, Monster, Water-Bearer, and Fish). At the east end of the shrine is a and circles will produce the relevant sign. complex apparatus of arcs, circles and gears, all apparently made of gold. Twenty orbs made of various gemstones stud the apparatus. Negative Consequences: If the player does not figure out which sign opposes the animating incarnation, or cannot manage to Inscription: The Champion’s Wisdom Brings Order to the Stars ‘dial’ the right combination on the apparatus within 3 rounds, How the Shrine Works: When anyone steps into the blue granite then the animated zodiacal sign attacks. The animated signs are circle, the apparatus spins and gyrates for 1 round before stopping mechanically similar in some ways, although each has distinct

Object from SL2-1E Properties if Cursed Properties if Beneficial Value Loss of one experience level or 10,000 xp, Gains one experience level or Ibis-headed man of ivory and lapis 275 gp whichever is less 10,000 xp, whichever is less Ibis figurine, of ivory and ebony All found treasure is worth 25% less Found treasure is worth 20% more 250 gp Baboon, of malachite -1 INT, -1 CHA +1 DEX 150 gp Crouching ape, of jasper -1 INT, -1 WIS +1 STR 100 gp Inability to read or to speak Stylized scroll with pretend writing, of ivory 75% Read Languages (as thief) 75 gp comprehensibly Sorcerer’s staff, of carved ebony Saves vs magic reduced by 2 Saves vs magic improved by 2 75 gp Constellation of stars, of yellow jasper Bad luck; -1 to all rolls +1 to all saves 300 gp Sampleconnected by gold wire file Set of scales, in platinum -50% to reaction rolls +25% to reaction rolls 250 gp Undead magnet: unable to hide from Undead must save vs spells to Feather of Maat, in carved ivory 200 gp undead, who attack bearer first attack wearer Egg of an ibis, in ivory AC degraded by 2 AC improves by 2 200 gp

Vol. 3 P. 16 special attack, special defense, and treasure (which may be acquired Vulnerability: Takes double damage from fire. once the sign is defeated). An animated sign follows the postulant Treasure: Eyes are pearls worth 250 gp each; if 450 gp is expended until it is slain. See below. a good armorer could transform the chitinous shell into a shield +2, +3 versus cold. Benefits: If the player can dial the opposing sign within 3 rounds, then the fresco image of the opposing sign also animates, and Lion: An 8’-long, tawny gold lion with amber eyes the two signs battle each other (ignoring the PCs) until both are Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 3; Dmg destroyed. Benefits are WIS +1 and the treasure from the two 1-8/1-8/2-8 (claw/claw/bite); MR 20%. Special attacks: stunning animated zodiac signs. roar, 2/day (save vs. petrification or be stunned for 1-3 rounds). Special defenses: immune to fire. Animated Zodiac Signs: Vulnerability: Susceptible to illusion (-3 to saves); double damage from arrows. Ram: An enormous white-and-red bighorn sheep, with fire-red, Treasure: Hide may be made into leather armor +2, with +2 to glowing eyes and a pair of sharp, golden horns saves vs fire attacks; doing so costs 450 gp in materials and labor. Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 1; Dmg 3-12 (horn); MR 20%. Special defenses: immune to fire. Maiden: A beautiful girl with long dreadlocks, chiseled facial Vulnerability: Takes double damage from ice or water; is easily features, and coal-black eyes. She wears a light-blue, diaphanous distracted by images of another ram/sheep (e.g., by an illusion, gown and a golden circlet from which dangle 20 enormous pearls or even a mirror) on golden chains. Treasure: 2 golden horns, each worth 500 gp. Excellent potential as Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60 each; #AT 1; musical instruments. Dmg special; MR 75%. Special attacks: touch petrifies if save is failed (petrification starts at point of touch and only spreads to Bull: A huge, 5’-tall snow-white bull, with black ‘stockings’ mark- cover the whole body in 2-4 rounds); charm person through her ings on its feet, a black head, and black tail. Its eyes are limpid, song. grey and featureless. Its horns are ivory, carved with scenes of Vulnerability: Has no magic resistance against any spell that affects commerce presided over by bulls; blue dye highlights the carvings. the mind directly (e.g. suggestion, confusion, feeblemind). Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 1; Dmg Treasure: Golden circlet of pearls (see new magic items) 5-16 (head-butt); MR 20%. Special attacks: breath weapon (slow, 2/day). Special defenses: immune to alteration magic. Scales: A pair of armored dwarfs, each holding a heavy weight Vulnerability: Waving the color red before the Bull causes it to on a short chain in each hand. Their eyes are blank, and their attack wildly at -3 to hit; double damage from electricity expressions featureless. Treasure: 2 carved ivory horns, each 500 gp in value; potential as Stats: 2 dwarfs: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 30, 30; drinking horns. #AT 1; Dmg 5-10; MR 20%. Special attacks: they are +2 to hit when swinging the weighted chains as a flail. Special defenses: Twins: Two muscular young men in , bearing polished any hit to either dwarf is shared between the two (halve the wooden clubs. A 5’-long silver chain runs from a bracelet on damage total and apply half to each); immunity to fire. one twin’s left hand to a bracelet on the other’s right hand. The Vulnerability: Any display of gold coins or gems will act as Twins are agile and strong, but strangely anonymous; this is confusion spell particularly of their faces, whose features are bland, unwrinkled, Treasure: Once the dwarfs are dead, the weights crack open. One and disconcerting. contains a set of mithril scales, the other three contain sets of Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 1; Dmg weights weighing a combined 100 lb. These weights are solid 1-12 (club); MR 20%. Special defenses: regenerate 3 HP/rd so gold and can be sold for 3,000 gp. As a set, though, the scales long as joined by the chain; immune to cold, electricity, fire, and can be used to determine almost accurate (+/- 5%) values of any water damage. object placed in the scales. Vulnerability: Breaking the chain linking the twins inflicts 50% of remaining HP damage, and large tears of blood start welling Scorpion: A giant scorpion made of segmented, multi-colored ala- from the eyes of each. Chain: AC 0; HP 18. baster. Its eyes are black jet gems. Treasure: The red tears may be collected at the end of combat. There Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 3; Dmg will be 2 tears for each round of combat after the chain is broken. 3-10/3-10/2-5 (claw/claw/stinger); MR 20%. Special attacks: Tears of the Twins (see new magic items) are small rubies worth stinger causes paralysis for 1-4 turns if save is failed. Special 500 gp each; if swallowed, allow temporary regeneration of 2 defenses: immunity to cold, electricity and fire. HP/rd for 2 turns. Vulnerability: Crushing weapons do double damage. Note: Each individual twin has no fixed amount of HP. Regardless Treasure: The two eyes are valuable (250 gp) and enchanted; if of how much one twin ‘takes’, the twins are only defeated once mounted in a setting (, ) worn on the head, the the pairSample has taken 60 HP, whether that damage is inflicted on one eyes allow the wearer to see behindfile him/her (negating certain twin or is divided among the two. combat penalties).

Crab: A huge crab, with midnight black shell and pure white eyes. Archer: An 8’-tall, green-clad archer with a jaunty cap and a perma- Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 2; Dmg grin. 3-12/3-12; MR 20%. Special defenses: immune to cold and water Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 3; Dmg damage. Vol. 3 P. 17 1-8/1-8/1-8 (arrows); MR 20%. Special attacks: fires 3 arrows/ Thoth striding among brightly-painted sarcophagi, touching them rd; each is +2 to hit; arrows also cause psychedelic hallucination with a white ibis feather. In 50% of the images, the sarcophagi are (save vs poison or spend 1-3 rounds contemplating anarcho- opening, and the dead are rising. At the east end of the shrine, an syndicalism). Special defenses: immune to targeted ranged 8’ statue of an ibis stands in front of the usual blue-granite circle. attacks (magic missile, lightning bolt, etc. - but not fireball). The statue is made of pure white marble, albeit with a black basalt Vulnerability: Susceptible to illusions (-2 to saves) and mind- beak and blue sapphire eyes. One of the feathers extrudes from the affecting spells (-2 to saves). statue and appears to be made of solid gold. Treasure: 24 arrows +2 (the hallucinogenic effect is unique to the archer, though). Inscription: The Wise Champion Raises the Dead

Goat: A 6’-tall goat with a fish tail. Its body is covered with oily How the Shrine Works: This shrine is simpler than the others. The iridescent scales. Its eyes are bright orange postulant approaches and stands in the circle; he/she rolls 3d6. If Stats: SZ M; AL N; AC 2; MV 60’; HD 8+8; HP 60; #AT 2; Dmg the roll is under (modified) WIS, then the gold feather flashes blue 4-11/1-4 (head-butt/tail slap); MR 20%. Special attacks: the oil for an instant and may be removed. If the roll is not made, negative on the tail is caustic and degrades metallic armor (save vs poison consequences occur. or AC value of any armor decreases by 2). Special defenses: immune to cold. Negative Consequences: If the WIS roll is failed, the feather is only Vulnerability: Electricity does double damage. a 25 gp curio, and 3 stone golems from SL2-1 activate and attack. Treasure: One of the horns is a horn of blasting; the other merely a valuable horn (100 gp). Benefits: If the WIS roll is made, the golden feather is enchanted such that it may be used once to raise dead or return a being from Water-Bearer: A -wearing, brown-skinned man; he any other unfortunate state (e.g., petrification, etc.) without the carries one water jar and has a second strapped to his back. His need for system shock or resurrection rolls. The feather must be face is fixed in a rictus of a grin. The bearer is weak, but quick. Each touched to the subject, who is instantly returned to full health by round he is still standing he throws a half-sized water elemental Thoth (those disintegrated or otherwise vaporized, however, are from the jar. A minimum of one elemental emerges from the jar, out of luck). The feather disappears after 1 use. even if the bearer is slain in the first round. Stats: SL2-1H: Thoth the Timeless (or, Thoth, the Lord 1. water bearer; SZ M; AL N; AC 0; MV 180’; HD 8+8; HP 12; #AT 1; Dmg special; MR 20%. Each round he tosses a half-sized water of Time) elemental from the jar. The south wall of the shrine is painted flat grey; amid the grey 2. half-sized water elemental: SZ S; AL N; AC 2; MV 60’, 180’ in flit vaguely human and humanoid shapes - in shapeless white. A water; HD 4; HP 26; #AT 1; Dmg 2-20. Special attacks: affect few silver cords snake through the grey. The north wall features a boats. Special defenses: +2 or better weapons to hit. grey mist within which are dim forms - some bipedal, some oval Vulnerability: The bearer is particularly vulnerable to fire (+2 HP/ [demi-planes] - and a swirling vortex. At the east end of the shrine, die) under the inscription, stands a blue-painted wooden box some 8’ Treasure: The jar on the bearer’s back is adecanter of endless tall and 4’ square. It has a hipped roof with a slight overhang. A water, although it is larger than usual (3’ tall) 2’-square hinged panel with some strange glyphs is on one side, while another features a full-sized door. Fish: A single rainbow-colored fish emerges from the fresco and The southeast corner of this shrine has suffered a small opens its mouth; a half-dozen smaller fish emerge from it. On each collapse, revealing a narrow, cramped tunnel to SL2-2. round that it is still active, the larger fish emits two more smaller fish up to a maximum of 18 smaller fish. All the fish hover and dart Inscription: The Wisdom of the Champion Conquers Time in the air, moving as if in water. The large fish does not attack, but How the Shrine Works: The shrine may only be activated if the the smaller fish do. postulant has breathed in the pneuma of Thoth (SL2-1). He/she Stats: stands in the blue-granite circle and enters a trance in which he/ 1. large fish: SZ M; AL N; AC 2; MV 60’ flying; HD 8+8; HP 60; she attempts to commune with Thoth across space and time. #AT 0; Dmg 0; MR 20%. Special defenses: immune to cold and Eventually, after 1-6 turns, the postulant attempts to roll 3d6 under water damage. Special: emit 6 smaller fish on st1 round, and 2 his/her WIS (modified by the pneuma, of course). If the roll is more smaller fish every subsequent round. made, benefits accrue. If it is failed, negative consequences occur. 2. 6-18 smaller fish: SZ S; AL N; AC 5; MV 120’ flying; HD 2; HP Several additional factors modify the dice roll: 12(x6); #AT 1; Dmg 4-9; MR 20%. Special defenses: immune to cold and water damage. Postulant is a magic user -2 Vulnerability: Double damage from fire and electricity Postulant is a cleric -1 Treasure: Inside the larger fish are a number of 100 gp pearls equal Sample Postulant is any other class file +2 to the number of smaller fish that engaged in combat (minimum Postulant has a holy symbol of Thoth -1 of 6); also within the larger fish is apearl of the Sirines. Postulant is a follower of Thoth -4 Postulant is evil +3 SL2-1G: Thoth the Resurrector Postulant has visited the Astral Plane -1 The walls of the shrine are filled with frescoes depicting ibis-headed Postulant has visited the Ethereal Plane -1 Vol. 3 P. 18 Negative Consequences: If the roll is not made, the blue box dis- 1 ichor of Rimmaq-Isfet (see new monsters): SZ L; AL appears, and three stone golems animate and attack. The box CE; AC 5; MV 60'; HD 16; HP 102; #AT 2; Dmg 1-6/1- returns in one month. 6; MR 30%. Special attacks: caustic touch (1-4 HP acid 2 Benefits: If the roll is made, both the hinged panel and the door on damage); crush (1-10 HP/rd); obliterate organic matter. the box click open. Behind the hinged panel is a special scroll of Special defenses: +1 or better weapons to hit; immune to gate, usable only to gate in Thoth himself. The door to the blue box cold and acid opens to a much larger space, some 30’ in diameter, with a central 1 night hag: SZ M; AL N(E); AC 9; MV 90’; HD 8; HP pedestal and at least two doors [Note: the GM could add further 55; #AT 1; Dmg 2-12; MR 65%. Special attacks: magic doors/gates as she wished]. The doors are gates to the Astral and missile 3/day (2-16 HP damage); ray of enfeeblement 3/ Ethereal Planes respectively. So long as the special Scroll of Gate day. Special defenses: become ethereal; silver, iron or +3 or better weapons to hit; immune to sleep, charm, fear, is held, this shrine will be accessible to the holder. So, even if on 3 a subsequent visit another shrine is indicated as ‘open’, this shrine fire, and cold. Special: know alignment; polymorph self; will also be accessible. gate (50% chance for either a barbed devil or a type I demon). The hag enters the Ethereal Plane instantly upon release, and, once the recovery time has elapsed, SL2-2: Deep-space Containment Units returns to attack the PCs. This chamber is 20’ tall and made of polished matte-white plasteel. The room is octagonal in shape yet the joints between the walls and Plec-Gris, a male rudishva (see new monsters): SZ L; AL the ceiling and floors are all rounded (without 90-degree angles). NE; AC 7; MV 90'; HD 3; HP 16; #AT 1; Dmg by weapon; In the center of the chamber is a low pool of gently burbling, MR 20%. Plec-Gris was a science technician grade 1 who went insane and murdered his partner; Captain Leil-Jor -yellow, viscous, neuroderm (see new technological items); 4 from the center of it rises a 1’-diameter translucent bioplas tube sentenced him to be stored for eventual imprisonment. filled with the same stuff. On the northwest side of the pool is a 4’- As a criminal and sociopath, Plec-Gris wishes to avoid tall control console. Against the walls stand thirteen containment all rudishva areas and will work to subvert and betray units, each of which is connected to the pool of neuroderm via any ‘rescuers’. pulsing, flexible tubes of bioplas that snake across the ceiling before 1 gibbering mouther: SZ M; AL N; AC 1; MV 30’, 60’ on connecting to the tube that rises from the pool. Channels in the mud or quicksand; HD 4+3; HP 29; #AT 6+; Dmg 1(x6) floor lead from each unit to a floor drain. For the neuroderm and +1/round. Special attacks: spit causes blinding flash; pull 5 the console, see SL2-2A. down and flow over victims; babble causes confusion. Special: alter ground density. Due to its unusual biology, Containment Units: Resting on stone plinths, the thirteen 10’-tall the mouther can attack instantly upon release. containment units are hemispherical and opaque. The top, bottom Selenite guardian (see new monsters): SZ M; AL N; AC and back are made of plasteel, while the curved front is of frosted 2; MV 30’ on dirt, 60’ on selenite; HD 6; HP 41; #AT 2; plasglass. At about eye level on each unit is a 1’-square plaque of Dmg 2-8/2-8. Special defenses: regenerate 2 HP/round plastic on which is inscribed a Rudishva glyph (the glyphs are for 6 near selenite; immune to fire and water; take only 1 HP numbers 1 to 13). Flexible, lightly pulsing tubes of bioplas connect from edged weapons. The guardian does not require a the top of each unit to the neuroderm pool (SL2-2A). recovery time and may act instantly The containment units were used to cryogenically store rd wounded, ill, or criminally insane rudishva as well as the Kelo-Rep, a male rudishva (see new monsters), as 3 - occasional strange specimen encountered during the Beacon’s far- level thief: SZ L; AL CE; AC 7; MV 90'; HD 3; HP 15; #AT flung travels. 1; Dmg by weapon; MR 20%. Abilities: STR 11, INT 15, Six of the thirteen units have been damaged beyond repair: the WIS 7, DEX 16, CON 10, CHA 11. Thief skills: PP 40%, plasglass front panels of two have large cracks and spider-patterns OL 33%, MS 27%, HS 20%, HN 15%, CW 87%. Kelo- on them, the panels of two more hang open without any sign of 7 Rep was an engineering jemadar who cracked under power, and the panels of two more are missing altogether. the weight of the stress wrought by the crash. Although Of the seven operable units, six are occupied and the seventh is definitely psychotic, he can ‘pass’ as rational for short vacant. The following table offers some suggestions for inhabitants periods. He sounds knowledgeable, but his advice about of the occupied units. The GM can select an appropriate inhabitant technological matters is now 50% likely to be erroneous, or roll d10 for each of the six inhabited units. It is recommended and potentially dangerously so. that at least one of the units contain a rudishva. Talg-Roe, a female rudishva (see new monsters): SZ L; AL LN; AC 7; MV 90'; HD 3; HP 14; #AT 1; Dmg by D10 Description weapon; MR 20%. Talg-Roe was infected with a disease that the medical staff of the Beacon could not treat with Baltaj Kop, a niravairi (see new monsters) and a 8 drugs or technology. She is cheerful and friendly upon rissaldar in the Order of Planar Explorers, as a 7th- release, although she will not admit to her condition. Samplelevel fighter: SZ M; AL LN; AC 9; MV 120'; HD 7; HP file There is a 50% chance her illness is contagious for 57; #AT 3/2; Dmg by weapon. Abilities: STR 17, INT 1 humans; if so, it is serious and potentially lethal. She will 10, WIS 13, DEX 15, CON 12, CHA 9. Special attacks: die in 1-3 months. surprise on 1-3 in 6. Baltaj Kop was captured by the crew of the Beacon and held for interrogation; the rudishva and the Order were often at odds with each other. Vol. 3 P. 19 Janaka, 5th-level kaliyani sorcerer (see new monsters): Should a PC wish to make use of one of the containment units, SZ M; AL LE; AC 6; MV 150' on six legs, 60' upright; the procedure works in reverse: the visitor steps into an empty, but HD 5; HP 31; #AT 2; Dmg by weapon. Special defenses: usable, unit, the door is shut, and, once the console is properly immune to poison and mind-affecting spells. Special: manipulated, the bioplas tube fills the unit with neuroderm. The infravision. Psionic ability: 210. Attack modes: psionic effects of this process on a rudishva are these: curing of all wounds, blast, mind thrust. Defense modes mind blank, mental cessation of aging, and preservation of life at a minimal state. The barrier. Disciplines: clairaudience, clairvoyance, invis- effects on non-rudishva must be rolled on the following table: ibility, telepathic projection. Spells: charm person, 9 dancing lights, hypnotic pattern. Possessions: D100 Effect jumpsuit; a jade amulet of an (275 gp); seven 1-40 Preservation of life, no other effects silver rings (20 gp each). Janaka will need kaliyani 41-65 Preservation of life, plus full healing refreshening liquid (see Arden Vul items) within a few days. Janaka, a science jemadar on the Beacon, who was 65-80 Incompatible: instant death found guilty of disobeying orders and was sentenced to 81-88 Preservation of life, but inflicts a rare disease indefinite cryogenic storage. Janaka was one of the first 89-96 Preservation of life, but subject goes insane of the kaliyani to vocally express displeasure with the Preservation of life, but changes to subject’s decision-making of Captain Leil-Jor. 97-100 biological makeup (GM’s choice) Triv-Lok, a male rudishva (see new monsters), as a 6th- level fighter: SZ L; AL LN; AC 7; MV 90'; HD 8; HP 45; #AT 1; Dmg by weapon; MR 20%. Abilities: STR 15, SL2-2A: Neuroderm Pool and Console INT 15, WIS 10, DEX 12, CON 14, CHA 16. Triv-Lok This area is comprised of the pool of gently burbling yellow was a jemadar (officer) on the Beacon; as such she has neuroderm with its control console, both of which lie in the center deep knowledge of the rudishva period in Arden Vul, of area SL2-2. and of the operation of rudishva systems. Believing she 10 established peace with the heqeti, she ignored orders and Neuroderm: Neuroderm has significant bio-technological prop- set off to visit the heqeti; she was seized by a varumani erties (see new technological items). Its role in this chamber is to security team and remanded for court martial. Although provide the nutrient bath within which cryogenic stasis is possible. the verdict was death (due to dereliction of duty), Flexible tubes of bioplas run from the pool to each of the thirteen Captain Leil-Jor commuted the sentence to indefinite containment units. cryogenic storage. An account of Triv-Lok’s trial may be Control Console: The console on the northwest side of the pool found at 6-117. is used to control the containment units. The console features For the rudishva or allied occupants of the containment units, three buttons, a smoky-gray plasglass screen, thirteen 3” slots, and it might be desirable to generate randomized mental states and a larger, 6”-wide slot. One button (green) activates the console, general goals. Roll 1d12 and 1d6 on the following table as needed. turning the screen on and allowing selection of individual contain- ment units via the touch screen. A second button (blue) opens the plasglass front panel of a selected containment unit. The third D12: Mental State D6: Goals/Outlook button (yellow) activates the flow of neuroderm from the pool to 1-2: Depressed and 1: Locate shuttle (SL13-37) and the selected containment unit. Six of the slots are currently filled. hopeless; nearly catatonic. return to the stars Removing an Occupant: The user must turn the power on via Lasts 3-300 months. the first button, select the appropriate unit on the touch-screen, 2: Locate troll thegn (7-30), in remove the control card from that unit’s slot, and open the plasglass 3-4: Insane, but crafty order to join (50%) or take over front panel by pressing the second button. This process may be and plotting (50%) the varumani summarized in this way: press green (power) button >> select unit 3: Locate other rudishva survivors, on touch screen >> remove control card >> press blue button. 5: Insane, wildly psychotic e.g., Psalor-Ki (5-74) Installing an Occupant: The process requires an open unit. Then, the user must turn power on with the first button, select a 6-8: Normal, suspicious 4: Destroy all rudishva tech unit via the touch-screen, insert a control card into that unit’s slot, 5: Explore Arden Vul, open the unit by pressing the second button, install a subject in the 9-10: Normal, helpful possibly with PCs unit, close the plasglass screen by pressing the second button, and 6: Genocidal hatred for: humans finally fill the unit with neuroderm by pressing the third button. 11-12: Amnesia, for (1-2); varumani (3-4); heqeti (5-6); For the effects of an active containment unit, see text at SL2-2. The 1-100 days other (7-8) installation process may be summarized in this way: press green (power) button >> select unit on touch screen >> insert control The inhabitantsSample of the containment units can be released and card into slot for appropriate unit >>file press blue button >> [subject revived through manipulation of the console at SL2-2A. If an enters unit] >> press blue button >> press yellow button. inhabitant is released, the release on the plasglass screen will snap open, the yellow neuroderm will pour onto the floor and down the Creating New Control Cards: A process for creating new control drain, and the subject will slump to the floor. It takes 5-8 turns for cards, and even creating special genetic sequencing cards with the subject to recover from the experience. which to bioengineer new creatures, exists on this console, but it Vol. 3 P. 20 would be difficult to figure out without rudishva advice and input, undermine the security from below. A massive collapse and it would require both a 2 lb mass of bioplas (to be inserted occurred, leaving the crevasse as a smoking hole where the outpost into the larger slot) and the activation of a series of mostly-hidden once stood. The security officers were slain instantly, but the battle sequences on the control screen. robot merely received dings and bangs. Having been programmed to guard the outpost from all non-rudishva, it is still carrying SL2-2B: Oval Door out those orders amid the rubble. Given the rapid collapse of the This door is a rudishva iris door, which can only be activated by rudishva hegemony, the survivors never managed to salvage it. a sky blue, pale green, orange, pink, silver, or yellow rudishva identity plaque (see new technological items). When that plaque Inhabitants: is presented, plasteel plates slide open in semi-circles, revealing a 1. 1 rudishva battle robot (see new monsters): SZ M; AL N; AC 4’-diameter entranceway. -2; MV 90’ flying (Class A); HD 8; HP 51; #AT 4; Dmg 3-9/3- 9/3-12/3-18 (laser/laser/explosive pellet/gauss gun). Special attacks: attacks and saves as a 10th-level fighter; gauss gun strikes SL2-3: Elevator to 6-95A all targets within range each round. Special defenses: immune Inside the oval door is an elevator shaft leading down to the Arena to fire, cold, electricity, and poison; immune to mind-affecting (6-95A). The walls of the elevator shaft are undecorated stone, save spells. Special: 56 explosive pellets remain. Special: those for a bit of lapis inlay next to the oval door (the lapis shows a 6” orb holding a plastic rudishva identity plaque (see new technological circled by three 2” orbs). items) will not be targeted; the robot can be controlled by a If the elevator is present here (50%), it appears as a slab of Rudishva-speaker who possesses a command bracelet (see new polished blue granite, with another inlay of lapis incised in the technological items). center of the slab. The inlay shows a 1’ orb with three 4” orbs around it (the rudishva homeworld with its three moons). The Treasure: elevator activates by stepping on (or placing something on) the Among the skeletons are the following pieces of rudishva technology inlay. Travelers will experience slight nausea as the elevator travels (see new technological items for all): 1) a greater rudishva plunges down about 1,050’ to 6-95A. power supply; 2) a laser pistol with 7-26 charges remaining; 3) a If the elevator is not present, the entire ‘room’ is merely laser rifle with 5-16 charges remaining; 4) a sonic fence; 5) two an empty granite shaft some 1,050’ deep. The elevator may be communication bracelets; 6) four lesser power supplies, each with summoned from 6-95A by touching the lapis inlay on the shaft 1-20 charges in it; 7) six rudishva identity plaques (2 rust, and one wall; this brings the elevator in 1 round. There is a 1% per use each of , bronze, pale green, and platinum). (cumulative) that the elevator breaks, grinding to a halt in the middle of the transit. SL2-5: Heqeti Staging Ground After digging the long tunnel from Level 9 (SL2-6), the heqeti SL2-4: Crevasse prepared this cave as a staging ground for their attack on the The crevasse extends downward about 50’. Its walls slope gently rudishva security outpost at SL2-4. Although long since abandoned, inwards as it descends, and, while composed of rough stone, show the cave carries two mementos of the heqeti attack. The first is a signs of having been scraped flush and/or fused into a glassy- 5’-tall statue of Laydassa, the heqeti builder who conceived this surface at some point in the past. The floor of the crevasse is damp daring attack. The statue sits on a 2’-tall pedestal to the west and is and is littered with chunks of rock intermixed with brightly colored roughly carved of the local granite. Laydassa is depicted as a thick- pieces of plasteel. legged heqeti holding a staff in one hand and pointing towards SL2- A patch of 2’-tall white mushrooms grows thickly on the 4 with the other. The statue might be sold as a curio for up to 750 floor. These are slow stepper mushrooms (see new flora), which if gp. The second memento is more dangerous: a heqeti spore bomb crushed or damaged (such as by landing on them or stepping on (see Arden Vul items) filled with green slime that sits innocently in them) cause a slow effect to those who fail a save versus poison. the center of the cave. As with all such devices, direct handling by Among the mushrooms lie numerous skeletons. Four are warm-blooded creatures has a 20% chance per round (cumulative) rudishva, two are varuda, and three more are heqeti (see new of activating the bomb, while even proximity to warm-blooded monsters for all). The rudishva and varuda skeletons are still creatures provokes a slower chance for explosion (10% cumulative wearing orange jumpsuits that, unlike the bodies, are completely chance per turn). pristine. A still-operative rudishva battle robot (see new monsters) also sits among the corpses. Inhabitants: The battle robot was one of only two maintained by the crew 1. 1 green slime: SZ S; AL N; AC 9; MV 0’; HD 2; HP 12; #AT 0; of the Beacon (the other is located at SL13-37). It has waited for Dmg special. Special attacks: convert to slime; corrosive to wood many centuries in the wreck of the chamber it was ordered to and metal. Special defenses: immune to physical attacks and all guard, and will still lurch into action at any sign of non-rudishva magic save cure disease. activity. Given the depth of the crevasse, the robot has not been able to useSample its levitation beam to escape the crevasse. file SL2-6: Long Tunnel to Level 9 (9-131) GM Backstory: This area was once an important rudishva security This long tunnel extends north several hundred feet before curving office, where a team constantly guarded the valuable neuroderm back and, after a lengthy series of descending loops and steep mini- and the containment units. When the heqeti launched their cliffs, ending up at 9-131. surprise attack on the entire rudishva regime, they managed to Vol. 3 P. 21 Sample file SUB-LEVEL 3: THE LESSER BABOON CAVES

This sub-level extends from the Howling Caves (Level 2, especially 1-3 carcass creepers: SZ L; AL N; AC 3 (head) or 7 (body); 2-56F) south to the external cliff face (EX-12, aka SL3-30). It 10 MV 120'; HD 3+1; HP 20, 19, 17; #AT 8; Dmg nil. Special features few iconic or unusual encounters, save the precipice at attacks: paralysis SL3-25 and the (hidden) upper reaches of the Great Hall (SL3-2 through SL3-11). The tunnels leading north from SL3-30 to 2-56 are narrow, steep, and sometimes frequented by troops of albino 2. Worked Areas (SL3-2 through SL3-11) baboons. They are not at all easy to traverse, being filled with rough Checks should be made every three turns, with a 1 in 6 chance for protuberances, small stalactites and stalagmites. Unless otherwise an encounter. indicated, the caverns are dark. D10 Encounter Loud noise from Lower Great Hall (GM’s choice: beast- General Construction Notes 1-4 Archontean areas: areas SL3-2 to SL3-11 men fighting? Skirmish with goblins?) A beastman patrol consisting of 6 troopers and a sergeant: Important NPCs 1. 6 beastman troopers (see new monsters): SZ S; AL LN; Tikun Thane, Archontean magic user (SL3-2) AC 6; MV 90’; HD 1+1; HP: 8, 7, 7, 6, 6, 5; #AT 1; Dmg 1-6. Special attacks: tactics. Possessions: ring mail and 5-6 shield; spears; short swords; short bows Access and Egress 2. 1 beastman sergeant (see new monsters): SZ S; AL LN; To surface: cave at SL3-30, leading to the cliff face at EX-12 AC 4; MV 90’: HD 2+2; HP 15; #AT 1; Dmg 1-6 or To Level 2: cave at SL3-1, leading to 2-56F 2-5. Special attacks: tactics. Possessions: ring mail and To Level 3: upper reaches of the Great Hall at SL3-3, extending shield; spear; war hammer downward to 3-123 A Priscian exploring party, consisting of a war mage and To Level 3: stairs at SL3-9, leading down to 3-135 2 conversi (see new monsters): To Level 6: teleporter at SL3-17, leading to 6-48 1. Justinian, a Priscian war mage (see new monsters) and To the Tower of the Ape, in the city of Newmarket (see World of member of Quintus, as a 6th-level magic user: SZ M; Archontos appendix): teleport rack at SL3-2 AL LN; AC 3; MV 120’; HD 6; HP 21; #AT 1; Dmg 3-9 (Priscian gladius +2). Abilities: STR 12, INT 17, WIS Teleport destinations on Sub-Level 3: 13, DEX 16, CON 11, CHA 14. Possessions: Priscian SL3-17: from teleporter at 6-48 chain mail (see new magic items); a Priscian gladius +2 (see new magic items); 345 sp; a key to 9-58; a stone Random Encounters of alarm; a vial of Keogh’s restorative ointment; a pearl of power (level 3); and his spell book. Spells 1. Northern Tunnels (i.e., SL3-1, and SL3-12 to memorized: charm person, detect magic, magic missile, shield; levitate, pummeling fists of Arak- SL3-25) Zhorr (see new spells); dispel magic, fireball. Spell 7 Checks should be made every three turns, with a 1 in 8 chance for book: charm person, comprehend languages, an encounter: detect magic, floating disk, friends, hold portal, identify, magic missile, read magic, shield, D10 Encounter spider climb, unseen servant; continual light, detect invisibility, knock, levitate, locate object, Unusual cave feature or sound: a swarm flies by, a 1-2 pummeling fists of Arak-Zhorr (see new spells), tight spot in the tunnel, a gust of wind. scare, wizard lock; dispel magic, fireball, gust of 4 large albino baboons (see new monsters): SZ M; AL N; wind, slow, suggestion, tiny hut, tongues 3-6 MV 120'; AC 6; HD 3; HP 20, 19, 18, 18; #AT 3; Dmg 2. 2 Priscian conversi (see new monsters), as 3rd-level 1-4/1-4/1-6.Sample Special attacks: pack attack file fighters: SZ M; AL LN; AC 5; MV 120’; HD 3; HP 4 huge spiders: SZ M; AL N; AC 6; MV 180’; HD 2+2; HP 27, 25; #AT 1; Dmg 2-9 (long sword), or 1-4 (light 7-8 15, 15, 13, 11; #AT 1; Dmg 1-6. Special attacks: surprise crossbow). Possessions: Priscian chain mail (see 1-5; poison (+1 to saves); can leap up to 30’ new magic items), long swords, light crossbows. The 9 Party of NPC adventurers (select from NPC appendix) conversi typically have STR 16

Vol. 3 P. 23 8 Set cultists (see new monsters): SZ M; AL LE; AC the walls of this passage, recent footprints (those of Tikun 9; MV 90’; HD 1; HP 7, 6, 6, 5, 5, 4, 4, 3; #AT 1; Dmg Thane - see SL3-2) and marks of activity suggest a path down its 8-9 1-4 (dagger) or 2-7 (flail) or 1-6 (staff). Special attacks: center. A set of thick iron restraints for hands and feet lie near the fanaticism. Possessions: padded armor; daggers; flails or secret door to SL3-1, along with a huge iron collar attached to a staves. thick chain/leash. Coarse white hairs (albino baboon fur) coat the restraints and collar. Kel Bormol, but only if he has been released: for stats see 10 SL3-2A. Reroll if Kel Bormol has not been released. SL3-2: Residence of the Overseer of Thoth This chamber was home to the archmage Kel Bormol, Overseer of 3. Southern Tunnels (SL3-26 to SL3-30) Truth in the precincts of Thoth. The door to the chamber is stout Checks should be made every three turns, with only a 1 in 10 wood with iron bands; it looks remarkably fresh, and indeed the chance for an encounter. hinges have been freshly oiled. The door has beenwizard locked by a 16th-level magic user. If breached, the entrance will reveal a D10 Encounter room in remarkably good repair: a continual light spell shines from the center of the 25’ ceiling, and the walls are painted in Minor Cave-in: 1-4 PCs must save vs petrification or take evocative Thothian-style imagery of men receiving wisdom from 1-2 1-4 damage from falling rocks. It takes 1-3 turns to clear ibis-headed beings (in the form of scrolls floating from the mouth the debris to allow further movement. of the ibis); those men are seen dominating others, releasing 4 large albino baboons (see new monsters): SZ M; AL N; powerful sorceries, and enjoying great riches. The color scheme 3-7 MV 120'; AC 6; HD 3; HP 20, 19, 18, 18; #AT 3; Dmg is bright, with blues, golds (a total of 150 gp worth of gilt may be 1-4/1-4/1-6. Special attacks: pack attack pried from the walls), greens, and whites. Friezes of arcane symbols 9-12 giant rats: SZ S; AL N(E); AC 7; MV 120’; HD 1-4 and hieroglyphs run above and below the main pictorial scheme: 8 HP; HP 4(x3), 3(x3), 2(x3), 1(x3); #At 1; Dmg 1-3. Special the frieze above the door reads, in the secret tongue of the priests attacks: 5% chance of disease of Thoth, “Kel Bormol, archmage and Overseer of Truth.” 1 lost mountain lion: SZ M; AL N; AC 6; MV 150’; HD Although close to 1,350 years old, Kel Bormol still lives, albeit 3+1; HP 22; #AT 3; Dmg 1-3/1-3/1-6. Special attacks: as a captive in a strange prison (see SL3-2A). If released he will 9 gains 2 attacks from rear claws (1-4/1-4) if both front pose a potent and deadly threat. claws hit in same round. Special defenses: surprised 1 in 6 At present the chamber is occasionally occupied by Tikun Thane, a wizard from Newmarket who found Kel Bormol’s chamber Party of NPC adventurers (select from NPC appendix). and began using it as both a sanctum and a staging point for the 10 There is a 75% chance the party is moving inward, and a capture and training of albino baboons. There is a 25% chance that 25% chance it is moving towards the exit at SL3-18. Tikun Thane will be present; if so, he will be accompanied by 3 disciplined (see new monsters) and 4 trained large albino baboons Level Key (see new monsters). Furnishings: Tikun Thane has attached some iron rods to the walls SL3-1: Transit Cave and floor on the west side of the chamber and has hung simple This 35’-tall cave is the transit point between the main colony of black drapes from them. The drapes enclose his simple bed and baboons in 2-56 and those inhabiting the lesser caves of Sub-Level chest of mundane clothes. Also inside the chest are 756 gp and an 3. It also contains a secret door leading to the upper levels of the emergency stash of 6 black opals worth 3,000gp total. Great Hall (i.e., to SL3-3), and a little-known passageway to SL3-12. The center of the room is occupied by a fire pit which burns The passage to SL3-12 emerges 30’ above the floor of SL3-1; it continuously and gives off warmth without smoke or apparent is invisible to casual scrutiny. need for fuel. A leather settee and two leather chairs are arranged around the firepit. Secret Door (west): The secret door is easy to locate (1 in 4), but To the west of the door on the north wall is a basin with a is difficult to unlock (-5% to open locks). It is also guarded by a bronze ibis in the center. Water burbles slowly from the ibis head fresh poison needle mechanism (3-24 HP damage, or half if save and back into the basin, which will not overflow. Ripping out the is made). basin will destroy the perpetual fountain effect, although the ibis will fetch 50 gp. Inhabitants: Two sets of iron manacles on chains are set into the east wall. 1. 3-6 large albino baboons (see new monsters) (25%): SZ M; AL The restraints allow some movement, but not enough to reach the N; MV 120’; AC 6; HD 3; HP 20, 19, 18, 18, 17, 15; #AT 3; Dmg worktable (see below). Tikun Thane uses these restraints when he 1-4/1-4/1-6. Special attacks: pack attack. captures albino baboons. The ferocity and strength of these captives 2. 25% chance of a spider from SL3-12 has significantly weakened the wall at this point (a dwarf will detect Samplethis fact 55% of the time when examiningfile the wall). It could, with SL3-1A: Secret Passageway some work, be made to collapse, providing a permanent entrance This passageway is almost completely unknown to adventurers, into SL3-14. and indeed was only infrequently used during the years when the An elaborate chess table is set against the north wall, to the cult of Thoth was at its peak. Although plenty of dust and debris east of the door. It is the prison of Kel Bormol, and is the subject of its own key entry (SL3-2A).

Vol. 3 P. 24 Work Table: This long wooden worktable occupies most of the hold monster, teleport; disintegrate, extension III, globe south wall. It is littered with bits of magical apparatus (including of invulnerability; grasping hand, power word, stun; maze. a full alchemical set-up) both on its surface and its one shelf. 2. 3 disciplined (see new monsters) (25%): SZ M; AL N; AC 7; MV Among the wizardly gear may be found seven potions (philter 120’; HD 4; HP 30, 27, 24; #AT 1; Dmg 1-8 (scimitar); MR 10%. of persuasiveness, plus potions of climbing, diminution, Special defenses: immune to mind-affecting spells. growth, invulnerability, speed, and sweet water); six packets 3. 4 trained large albino baboons (see new monsters) (25%): SZ of dried red veil mushrooms (see new flora); two parchment scrolls M; AL N; MV 120’; AC 6; HD 3; HP 20, 19, 18, 18; #AT 3; Dmg detailing experiments with charm, domination and mind control 1-4/1-4/1-6. Special attacks: pack attack. (worth 250 gp to a high-level wizard); a notebook with three 4. Rixit, stone golem: SZ L; AL N; AC 5; MV 60’; HD 14; HP 60; unique spells (the Thane’s betrayal, the Thane’s collar, and #AT 1; Dmg 3-24. Special attacks: slow once every other round. the Thane’s vengeful veil – see new spells for all three); a full set Special defenses: +2 or better weapons to hit; immune to most of glass activation squares (see Thothian teleportation rings in new magic. magic items) that Tikun Thane hasn’t figured out yet; and 3-4 bits of broken magical items which are worth 25 gp each but might be Treasure: made into a more powerful item by the right person (a pommel, a See text. Tikun Thane his spell books safely in his tower. broken ring, a chipped ruby, a partly melted amulet, etc.). A quire of parchment with the title Kel Bormol’s Chess Diary, vol. 3 (see SL3-2A: Prison of Kel Bormol, Archmage Arden Vul books) also rests on the table. The ancient Archontean archmage, Kel Bormol, has been imprisoned within his own chess set for a millennium. The chess Teleportation Portal: A simple, 5’-tall, wooden frame, decorated table is located within his former residence (SL3-2), just to the east with faded paintings of white ibises, stands on two legs in the of the entranceway. southwest corner. The frame contains a shimmering black field, which serves as a teleportation field. It is currently attuned to Chess Table: The table is a simple, 5’-tall and 5’-square affair its mate in Tikun Thane’s town home, the Tower of the Ape in made of stone. A linen cloth is draped over a pyramidal object Newmarket (see World of Archontos appendix). some 15” tall that rests at the center of the table. Once removed, the cloth reveals a beautiful chessboard made of ebony with ivory Baboon-headed Statue: A 10’-tall, stone, baboon-headed figure and silver inlay (100 gp). The board is covered by pyramidal glass stands in classic Egyptian pose against the northeastern wall. The dome. Most of the chess pieces seem to have disintegrated into statue is Rixit, Kel Bormol’s stone golem, who has been waiting piles of white or black dust, although the black king, two black for a millennium to fulfill his master’s instructions. Since the last pawns, a black bishop, and a black still remain. These pieces instructions were “Wait here”, that is what Rixit has been doing. are of porphyry with lapis insets, and, while recognizable to an In fact, it is unlikely that any PC will recognize Rixit as other than Archontean PC, they feature archaic attire. In addition to these a statue unless Kel Bormol is released. If Kel Bormol is freed, he pieces, an unusual brightly colored ‘piece’ of indeterminate nature will certainly activate Rixit, and may even order him to attack may be seen moving swiftly around on the board. The piece has (see chances at area SL3-2A). Rixit will not pursue enemies unless copper-brown skin, wears a tall conical hat and a bright yellow explicitly commanded to do so by Kel Bormol. robe covered with blue eyes, and carries a crooked wooden staff. It appears to gesture excitedly at anyone peering at the board. Secret Door (west): The door is normal to find, and is activated by The ‘piece’ is, of course, Kel Bormol, trapped in his own chess pressing the eye of an ibis on the western wall. set by a rival and kept alive in a stasis field under the glass lid. During the long centuries of his imprisonment, Kel Bormol won Inhabitants: th the game, destroyed all the white pieces, and has been waiting to 1. Tikun Thane, 16 -level male Thorcin magic user (25%): SZ be released. He is completely ignorant of the fact that he has been M; AL LE; AC 5; MV 120’; HD 16; HP 39; #AT 1; Dmg 4-7 imprisoned for more than a millennium. dagger +3 ( ); MR 5%. Abilities: STR 12, INT 18, WIS 16, DEX If the glass dome is lifted from the board, a hiss of escaping gas dagger +3 eye of seeing 16, CON 9, CHA 10. Possessions: ; , will be heard. Kel Bormol will be released, and will spring forth at cones of incense with 17 charges (see new magic items); 2 his full height and in a towering rage. of relaxation (see new magic items); Melchior’s beads of escape ring of wizardry rd (see new magic items); (3 -level Kel Bormol, the Archmage: Kel Bormol is 5’ 6” tall, slender, with a black robe of the archmagi rudishva useful palm spells); a ; gaunt copper cheeks, closely cropped black hair, two warts by his torc (cleansing wind), with 8 charges (see new magic items); nose, and long spidery fingers. Upon his release he will bark in the of domination wand of shielding (see new magic items); , secret tongue of the priests of Thoth: “Are you minions of Hithra wand of fire with 59 charges (see new magic items); , with 49 Paleologos? Answer!” If no one can understand him, he will point charm person comprehend charges. Spells memorized: , a finger to his throat, murmur and spell, and begin speaking in languages hold portal magic missile shocking grasp , , , ; Mithric. He states baldly: “I will ask four questions. You will answer. ESP forget knock pyrotechnics wizard lock blink , Sample, , , ; , At the end we shall see if I let you livefile.” These are his questions: clairvoyance, dispel magic, fireball (x2), fly, hold person lightning bolt protection from normal missiles , , , 1. Are you minions of Hithra Paleologos? [GM Note: for Hithra, suggestion charm monster confusion extension I fear ; , , , , see 3-36)] polymorph other cloudkill cone of cold feeblemind ; , , , 2. By what right do you enter the precincts of the Overseer of Truth?

Vol. 3 P. 25 3. Your attire is unbecoming and ridiculous. Are you tomb robbers? Results of Reaction Table: 4. Who now rules in Agoreon? [GM Note: Agoreon, the ‘second Alliance: Kel Bormol is convinced the visitors are humble and capital’ of the empire was sacked in 1775 AEP, that is during Kel deserving of his patronage. He looks on them as small children Bormol’s lifetime, but he assumes it was rebuilt. See World of in need of a firm but loving paternal hand. He will in no way aid Archontos appendix.] them directly in their endeavors, but might provide them with a token – a lover’s token (see new magic items) - with which they He does not comment on answers, but interrupts with the next can contact him in dire emergencies. question if the answer drags on for very long. Kel Bormol is Cautious Friendship: Kel Bormol decides the party intended convinced the visitors are low-class tomb robbers from a foreign/ no evil, and are either too weak or too stupid to do him harm. He is unknown land. He responds better to truth than to lies or bluffs. grateful for his release and for the party’s humility. He encourages He believes he is due respect and submission, and treats any sign them to come to the Great Hall (SL3-3 and 3-123) when they of arrogance, implied entitlement (for freeing him), or physical need to ask him for advice. He will soon clear the Upper Hall threat badly. How Kel Bormol responds to the party depends on of enemies, but will not initially disturb the beastmen (Level 3). the result of a reaction roll and on the GM’s preference, for he is Should the party in the future come to the Lower Hall (3-123) likely to be able to destroy all but the highest level parties. and, looking upwards toward the south, ask Kel Bormol for a favor (i.e., information), he will likely (50%) answer them favorably in After this ‘dialogue’, the GM should roll on the following reaction a booming, echoing voice (the party will have to deal with any table, making use of whichever modifiers are appropriate: beastmen, of course). Neutrality: Kel Bormol decides the party is indeed a pack d20 Result of lying, thieving tomb robbers, but that they intend him no harm and are unlikely to pose him any threat. He orders them to below 0 Alliance disperse. Should they reenter the precincts of Thoth, he claims that 1-4 Cautious friendship the Overseer of Truth will know instantly and will take immediate 5-8 Neutral action to eliminate them. Hostility: Kel Bormol doesn’t like the PCs’ demeanor and 9-12 Hostile answers, and suspects that they are either in league with his (long- 13-20 Mortal enemy dead) enemies or are potential rivals to his power. He barks a command to his stone golem, Rixit (see SL3-2), which lumbers to Modifiers to Reaction Roll life and moves to engage the party. Kel Bormol then teleports away. Party bears weapons openly +3 He should remain a recurring, if occasional villain. Party seems disrespectful or entitled +5 Mortal Enmity: Kel Bormol decides that the lies and arrogance of the party suggest that its members are somehow connected to Party is humble in speech and demeanor -2 to -5 Hithra Paleologos and thus require instant punishment. Uttering (Q1) Party answers 'yes' +10 an activation command to his stone golem, Rixit (see SL3-2), he (Q1) Party answers 'no' -3 attacks the party with the full power of his wizardry. Should the (Q1) Party dissembles or answers ‘I don’t know’ +2 (Q2) Party attempts to bluff +5 (Q2) Party admits it has no right to be there +1 (Q2) Party thinks up a clever, but humble, answer -1 to -3 (Q3) Party defends its attire +3 (Q3) Party admits to being ridiculous -3 (Q3) Party admits to being tomb robbers -3 (Q3) Party claims to be explorers/adventurers +1 (Q3) Party lies and claims some other role +4 Q4) Party makes up a name +5 (Q4) Party confesses ignorance +1 (Q4) Party recognizes Agoreon is in ruins, that Kel Bormol is ancient, and tells him (gently) that they -3 are from the future Party member speaks Mithric -2 SampleParty member is visibly Archontean -3 file Party has found tomb of Hithra (3-36) and tells -5 Kel Bormol that Hithra is dead

Vol. 3 P. 26 party survive somehow, Kel Bormol becomes a central and active SL3-3B: Stone Bridge antagonist to all their endeavors. This 5’-wide bridge extends across the Great Hall at a level of 75’ above the floor. It possesses a low, 2’-tall wall, on which are found Kel Bormol has other hidden lairs within and without the Halls six 4’-tall statues of ibises. The ibises are actually gargoyles that (see 8-133, SL6-79, and AV-47). Regardless of his ultimate actions fly to attack all those crossing the bridge. Combat on the bridge towards the PCs, he will not sit idly in this chamber but will move is potentially dangerous, as the ibises will try to crowd enemies swiftly to assess his resources. He will certainly visit the Hall of over the railing and cause them to fall 75’ to the floor (taking 7-42 Eleven Pillars (SL4-14) to recover the Codex Sequentis (see Arden damage). Note: if Kel Bormol has been free for more than a day Vul books) that is hidden there. Once he has learned that he (see SL3-2A), then these gargoyles will have been turned into inert has outlived the collapse of Arden Vul by 1,200 years and that stone statues and will not animate. all his allies and enemies are long dead, he will begin to plot a strategy designed to restore the city to its former glory. This will Inhabitants: involve locating and contacting imperial officials in Narsileon 1. 6 gargoyles: SZ M; AL CE; AC 5; MV 90’, 150’ flying (Class C); and Archontos, seizing control of the upper levels of the Halls, HD 4+4; HP 31, 30, 28, 27, 26, 25; #AT 4; Dmg 1-3/1-3/1-6/1-4. subjugating the goblins to his power, and so forth. If driven from Special defenses: +1 or better weapons to hit. this location (his preferred home), he visits 8-133 first, then AV-47 and SL6-79; he will bide his time and build his power, intending to return to the Halls and re-establish his rightful lordship here. SL3-3C: Arcade A 10’-wide arcade extends around the upper level of the Great Hall, some 25’ below the ceiling of the hall. A low, 3’ wall provides GM Note: This encounter has the potential to lead to a TPK for some protection from falling over the edge. At four locations on many parties. Experienced PCs should of course be wary of some- the east, west, and south walls may be found obvious spy holes, thing like the chessboard. If the PCs are novices, though, the GM some 2” in diameter. Those who peer through them will see dark may wish to give them a further hint, such as a neatly printed note chambers (SL3-6 and SL3-11). The spy holes are 5’ above the floor. attached to the linen cover which reads something like “Absolutely no guest is to touch this case, lest we all die. TT.” SL3-3D: Statue of Thoth the Overseer of Truth Inhabitants: An open balcony extends into the upper galleries of the Great 1. Kel Bormol, 18th-level male Archontean magic user: SZ M; AL Hall. Here looms a 15’-tall statue of Thoth, peering vulture-like NE; AC 1; MV 120’; HD 18; HP 42; #AT 1; Dmg 1-6 (staff of the down into the Great Hall from the edge of the balcony. The statue magi). Abilities: STR 10, INT 20, WIS 18, DEX 15, CON 9, CHA is stone, with a strange, articulated metal head, and was originally 14. Possessions: keys to SL6-79 and AV-47; ring of wizardry painted in vibrant colors, shreds of which remain. The statue takes (5th-level spells); ring of levitation (see new magic items); the form of a huge ibis with open wings and open mouth. Its head staff of the magi (17 charges); bracers of defense (AC 2); swivels slowly, but securely, from side to side and up and down. helm of teleportation (in the form of a circlet); brooch of From the south side, the statue is partly hollow, allowing one shielding (97 HP left); medallion of ESP; robe of eyes; and to mount a low platform and peer through the eyes in the ibis an ankh of healing (see new magic items). Spells memorized: head. Anyone so doing will have perfect vision of anything in the comprehend languages, enlarge, floating disk, identify, upper or lower reaches of the Great Hall (to a distance of 150’). magic missile; continual light, detect evil, knock, mirror This includes all invisible or hidden persons (acts as true seeing). image, ray of enfeeblement; blink, clairaudience, dispel The head may be swiveled such that most of the hall (save the magic, fly, haste; confusion, extension I, fear, polymorph area directly under the balcony) is visible. If Kel Bormol has been other, wall of fire; cone of cold, conjure elemental, freed from prison and is still alive (see SL3-2A), there is a 10% extension II, faithful , feeblemind, hold monster, chance that the head of the ibis is swiveling in all directions as the interposing hand, passwall, teleport, wall of force; death party approaches, apparently of its own; this is in fact Kel Bormol spell, geas, globe of invulnerability; limited wish, monster manipulating the statue from SL3-11. The eyes of the statue are summoning V, power word stun; irresistible dance, spell cylindrical diamonds with magical lenses of blue crystal. The immunity; crushing hand. diamonds and lenses could be removed, mounted in frames, and employed as goggles of seeing; the ensuing goggles would be ungainly and ugly, and would only work for ranges of 20’, but might SL3-3: Upper Great Hall [with access to 3-123] be exceptionally useful. If dismantled and sold, the diamonds are This enormous two-level hall rises 100’ from floor to ceiling. The worth 5,000 gp each and the lenses 450 gp each. Kel Bormol will be lower level (3-123) is a no-man’s land that abuts the territory of the most unhappy if the seeing apparatus is destroyed. beastmen. The upper level (SL3-3) is not claimed by any humanoid group, although it is home to some dangerous ibis-form gargoyles. The upper hall is dark, with undecorated walls and ceiling. SL3-3E: Pillars and Gargoyles The western side of the Great Hall features an unlit, trapezoidal Sampleroom with multiple undecorated pillarsfile supporting a 15’-tall roof. SL3-3A: Portico Along each angled wall are 4 half columns on which rest 4’ statues The east side of the Great Hall features a square room with four of ibises. Five torn and shredded corpses of beastmen lie moldering pillars holding up its 15’ ceiling. The pillars are plain, and the walls on the floor; these have been dead a long time. These statues (8 of the room are undecorated. The portico is dark and dusty, with all told) are more ibis gargoyles, which animate and attack once clinging cobwebs. intruders are amidst the pillars. [If Kel Bormol has been freed, Vol. 3 P. 27 these gargoyles will still be active, as he is content to use them for SL3-6: Spy Chamber security]. The door to SL3-4 is large and made of stone. It should This room is empty, dark and undecorated. The only furnishings be considered stuck, and only movable with a successful open are a pair of stone steps on the east wall that provide access to two doors check. strange apparatuses and the spy holes leading into SL3-3. The spy holes are at a point 5’ above the floor. Inhabitants: The strange apparatuses hang from pegs on the wall and 1. 8 ibis gargoyles: SZ M; AL CE; AC 5; MV 90’, 150’ flying (Class resemble WWI aviator helmets: cracked leather cowls with large, C); HD 4+4; HP 32, 30, 29, 28, 27, 25, 24, 23; #AT 4; Dmg 1-3/1- 2”-diameter circular yellow lenses embedded in the eye holes. One 3/1-6/1-4. Special defenses: +1 or better weapons to hit. of the two apparatuses has ceased to function (both its lenses are broken), but the other still works: if someone dons the helmet and Treasure: goggles, they will instantly see through the eyes of the statue at 5 sets of beastman ring mail, 5 spears, 5 short swords, and 3-18 sp SL3-3D and will be able, with their thoughts, to swivel the head per deceased beastman. of the statue to examine any portion of SL3-3 or 3-123. The intact set of goggles will work within 100 yards of the statue; beyond this SL3-4: Living Mosaics distance, it will function as a set of goggles of seeing (see new This room contains three 8’x15’ sections ofliving mosaic (see magic items). new magic items). The chamber is dark, and the walls unadorned; light will be needed to examine the mosaics. If lights are employed, SL3-7: Former Barracks any ibis gargoyles still surviving at SL3-3E will move to attack. The door to this chamber has been barred from the corridor side. Within is a jumble of broken furniture, torn-up wall hangings, and Living Mosaic #1 (north): This mosaic depicts the lower great hall scattered movables. Six desiccated corpses lie amid the rubble; they (3-123). It shows a beastman patrol moving through the Hall. wear copper armor and helmets, all with ibis symbols on them. The guardsmen entombed here have all become shadows. Living Mosaic #2 (center): Depicts a pavement with columns, and large mushroom shapes to the sides. It is the parvis of the Inhabitants: great cavern (3-175). There is a 33% chance that a robed figure 1. 6 shadows: SZ M; AL CE; AC 7; MV 120; HD 3+3; HP 24, (Trocadero, 3-176) is moving across the mosaic. 22, 20, 19, 18, 17; #AT 1; Dmg 2-5. Special attacks: STR drain. Special defenses: 90% undetectable; +1 or better weapons to hit; Living Mosaic #3 (south): This mosaic depicts the Thothian immune to sleep, charm, hold, and cold. Hall of Judgment (2-35) as a room with two triangular platforms and many dots (pillars). There is a 75% chance that some simian Treasure: creatures and a human (Gerrilad the Grey, 2-69) are moving back 6 sets of archaic banded mail; 6 zircon gems (50 gp each); an ivory and forth between the triangular platforms and the pits. token stamped with an ibis and the words (in Mithric) “Overseer of Truth” (50 gp, referring to Kel Bormol in area SL3-2A). SL3-5: Looted Chamber This former living quarters for the personal guard of the Overseer SL3-8: Looted Room of Truth was looted and pillaged long ago. Two wooden benches A cord dangles from the exact center of the ceiling of this storage are all that remain. Piles of wood, masonry, and organic matter chamber. Attached to it is a hard-soled leather boot. A large piece have been pushed against the south and western walls. of parchment is attached to the boot. On it, in Mithric text large enough to be visible from the door, is printed the word, “Danger!” Secret Door (west): The secret door is normal to find. It is keyed Although PCs may suspect a trap, the boot is harmless. If the to aural commands: speaking the name Thoth causes it to swing reverse side of the parchment (which is naturally invisible from the open. Otherwise it can be beaten down. doorway) is inspected, a second comment may be found: “Georgios, your feet stink. Take a bath.” The shoe was left as a joke many Treasure: centuries ago. As Georgios and his crew fully looted the room in Two turns of searching turns up a scorched ivory scroll case. The antiquity, it contains nothing save some broken bits of equipment. scroll within has been burned beyond recognition, but the real treasure is the case itself, which is a scroll case of potency (see new magic items). SL3-9: Circular Stair down to Level 3 (3-135) A broad circular staircase leads down 100’ to area 3-135. On the east wall is the form of a door, but it is one-way and only opens SL3-5A: Spiral Stair up to the Tower of Scrutiny from the other side (SL3-10). (TS-19) The spiralSample stair is granite and covered with a thin layer of dust. It SL3-10: Supply Room file has not been used in 1,200 years. It leads up roughly 250’ to the Most of those supplies deposited here rotted long ago into heaps basement of the Tower of Scrutiny (TS-19). of cloth, wood, and noxious-looking vegetal matter. The trash is a good 6”-12” deep throughout the chamber. Anyone entering and searching may disturb a colony of yellow mold. The door in the west wall is a one-way door.

Vol. 3 P. 28 Inhabitants: silver Sortian eye (see new magic items), a green glass activation 1. 1 patch of yellow mold: SZ M; AL N; AC 9; MV 0’; HD n.a.; square (see Thothian teleportation rings in new magic items), #AT 1; Dmg 1-8. Special attacks: poison spores. Special defenses: and a small bag of marbles. damaged only by fire. SL3-13: Cave-In Treasure: The tunnel walls have collapsed here, leaving a narrow 3’-tall Sortian eye Among the trash is a gold (see new magic items). tunnel through which one might (attempt to) crawl. The damaged area extends for some 30 feet. For each 10’ of distance crawled, a SL3-11: Spy Chamber PC should save vs wands to avoid a further cave-in. If a cave-in As Overseer of Truth, it was Kel Bormol’s (SL3-2A)duty and delight occurs, consult the following chart: to serve as inspector of the goings-on of the priesthood of Thoth and as a sort of arcane oracle that answered their questions. From d20 Result this chamber Kel Bormol could both peer through the spy holes Warning: dust and a few stones clatter around the into SL3-3 as well as manipulate the statue at SL3-3D. Kel Bormol’s 1-2 control apparatus is considerably more sophisticated than the PC simple seeing goggles found at SL3-6. In the southeast corner is A big chunk falls on the PC’s head, for 1-4 HP 3-4 a stone seat with broad armrests. From the left armrest projects a damage; the way is still (relatively) clear jointed iron rod with a dully-glowing sapphire attached to its end. Wall collapses, partly burying the PC and 5-6 If one sits in the chair, the rod may be manipulated such inflicting 2-8 HP damage that the sapphire rests just in front of the sitter’s mouth (like a Entire section collapses for good; PC(s) is/ are microphone); if this is done, two potential effects are possible. 7-8 buried, take(s) 3-12 HP damage, and suffocate(s) First, any sound made in 3-123, no matter how quietly uttered, will in in 5-8 rounds. be audible to the sitter. Second, any word the sitter utters will boom forth at high volume from the mouth of the ibis statue at SL3-3D. Treasure: A similar jointed iron rod extends from the right armrest; at the The legs of a buried adventurer extend out of the rubble at a point end of this rod is a pair of spectacles with very thick (1”) yellow halfway through the cave-in. Still on the body is a purse with 25 gp, crystalline disks as eyes. If a sitter manipulates this rod such that a fine pair of burgundy boots (10 gp), and a wand of secret door the lenses are in front of his/her eyes, he/she will be able to see and trap location with 8 charges. through the eyes of the ibis statue at SL3-3D and will be able to swivel the statue’s head at his/her will. The apparatus allowed the Overseer of Truth to scrutinize the behavior of the priests below, SL3-14: Lesser Baboon Cave eavesdrop on conversations, and answer questions posed to Thoth. This large cavern serves as spill-over space for the baboons when Tikun Thane is aware of the chamber, but makes no use of it. the Howling Caves (2-56) grow too crowded. The floor undulates The chamber also contains two stone chests, on the east and in a series of rocky ridges and depressions, making movement south walls respectively. The eastern chest is trapped with a poison difficult (3/4 movement rates). The caves are lit by phosphorescent needle whose venom has weakened over time; failing a save versus lichens which offer a dim glow. Several rock outcroppings of poison inflicts 3-18 HP damage but won’t kill the lucky investigator. varying height (5’, 8’, 12’ and 15’) dot the cavern, on which the The chest contains two extra sets of yellow lenses for the apparatus, baboons frequently sit and groom themselves. as well as an extra blue sapphire (unenchanted). The lenses are worth up to 1,000 gp per set to a powerful magic user, but only 150 Inhabitants: gp per set to a curiosity seeker; they only fit the apparatus (and not 1. 6-15 large albino baboons (see new monsters): SZ M; AL N; the goggles in SL3-6). The unenchanted sapphire is worth 1,000 gp, MV 120’; AC 6; HD 3; HP 20, 20, 19(x3), 18(x5), 17, 17, 16, 16, while the enchanted one (in the apparatus) is worth 2,000 gp. The 13; #AT 3; Dmg 1-4/1-4/1-6. Special attacks: pack attack. south chest is neither trapped nor locked; it is also empty. SL3-15: Baboon Watch Post SL3-12: Spider Cave A flattened pillar of rock some 10’ tall and 12’ long looms near As a result of the cave-in at SL3-13, the baboons avoid this cave, the entrance to this cave. On top of it are three watch-baboons and it has been taken over by several huge spiders. The floor of the (watching, in truth, for Ranko, from SL3-16); they normally have cave is littered with baboon bones. a good chance to gain surprise (3 in 6). They attack any non- baboon intruders with loud hoots and screams, thereby drawing Inhabitants: the remainder of the pack from the main cavern (SL3-14). 1. 4 huge spiders: SZ M; AL N; AC 6; MV 180’; HD 2+2; HP 15, 15, 13, 11; #AT 1; Dmg 1-6. Special attacks: surprise 1-5; poison Inhabitants: (+1 to Samplesaves); can leap up to 30’. 1. 3 large albino baboons (see newfile monsters): SZ M; AL N; MV 120’; AC 6; HD 3; HP 19, 18, 18; #AT 3; Dmg 1-4/1-4/1-6. Special Treasure: attacks: pack attack. A dried husk of a dwarven adventurer lies on the floor of the cave, wearing chain mail, and carrying a small metal shield +4 and a SL3-16: Berserker Baboon light war hammer. The corpse still wears a belt pouch with 25 pp, a One of the giant intelligent baboons, Ranko, has become addicted

Vol. 3 P. 29 to the red veil (see new flora), and has decamped to this cave Inhabitants: with his followers. It is they who set up the skull fetish in SL3- 1. 6 large albino baboons (see new monsters): SZ M; AL N; MV 20, and who cultivated the mushrooms around it. The chamber 120’; AC 6; HD 3; HP 20, 19, 18, 18, 16, 12; #AT 3; Dmg 1-4/1- has another pile of rocks in its center, on top of which have been 4/1-6. Special attacks: pack attack. piled some baboon heads and skulls (including some fresh ones). Ranko has a wooden chest by the west wall in which he stores the SL3-19: Sandy Cave with Pool red veil; currently there are 3-30 dried specimens. The chest also The tunnel from SL3-25 levels out here into a sandy-bottomed cave. contains a bronze ritual dagger stolen from the priests of Set, (10 The eastern side of the cave is lower than the rest, and contains a gp, or 50 gp to a Set cultist), and three ‘pretty rocks’ (two chunks 5’-deep pool of crystal clear water. of coal and a chrysoberyl worth 100 gp). Three dead goats hang from the ceiling, along with a female baboon corpse. Due to their Treasure: chaotic and cannibalistic ways, Ranko and the followers of the red At the bottom of the pool is a simple silver ring, worth 20 gp. It is veil have been largely ostracized by the other baboons. inscribed “To Guivrel, with love from Lankios.” It could be presented There is a 75% chance that Ranko will have just ingested a red to Lankios (see area 1-6) in return for favors. veil mushroom, and a 25% chance that each of his followers has done the same. SL3-20: Crossroads Inhabitants: In the center of the cavern is a large rock, on top of which is a small 1. Ranko, giant intelligent baboons (see new mon-sters): SZ L; cairn of stones topped with an enormous bleached-white baboon AL NE; AC 5; MV 120’; HD 9; HP 65; #AT 5; Dmg 1-6/1-6/1- skull. The skull gleams with a low-intensity red light, which barely 6/1-6/1-10. Special attacks: rend. When on the red veil, Ranko illuminates a 10’ radius around the rock. Around the rock may be has AC 7, an additional 10 HP, and a bonus of +3 to hit. found 4-16 small red mushrooms (about 3’ tall and 1’ in diameter): 2. 6 berserker large albino baboons (see new monsters): SZ M; this unique species of mushroom is known to scholars as the red AL N; MV 120’; AC 6; HD 3; HP 20, 19, 18, 18; #AT 3; Dmg veil, since ingesting one will cause violent madness for 1-6 turns 1-4/1-4/1-6. Special attacks: pack attack. When on the red veil, (see new flora). they have AC 8 and +10 HP each. Note: Any noise or light here likely (75% chance) draws the atten- SL3-17: Sortian Face tion of the baboons in SL3-22, who scamper to the attack. A portion of the north wall of this cave, opposite the tunnel Treasure: Sortian face towards SL3-19, was flattened in antiquity and a (see A fist-sized red garnet set beneath the skull glows with a red light new magic items) carved into it. The baboons do not like the bas- (500 gp). The gem detects as magic, but has no special properties. relief, and tend to avoid this cave. TheSortian face may be activated by placing appropriate Sortian eyes (see new magic items) into the eye sockets of SL3-21: False Lead the carving. Only a few combinations of eyes are unique to an This promising upward-sloping tunnel is wide and clear as it leaves individual face; the rest are standard (and are detailed in the new SL3-20, but after a turn to the north it narrows into an impassable magic items appendix). crack. At the very end of the lead is the corpse of a beastman.

Gold-Gold: Teleportation. All within 5’ are teleported to area 6-48 Treasure: On the corpse: 12 sp, a beastman-sized suit of ring mail, a spear, rd Gold-Sapphire: A permanent magic mouth speaks in Mithric a dagger, and a badge (mailed fist) of the lost 3 Cohort of the from the face: All those with the spark must be trained, regardless Imperial Tagmata (10 gp). of their origin. The empire will be better for it. Once you have found a suitable recruit, visit the sanctum so that training may commence. SL3-22: Baboon Cave Recall that proper vision comes only with yellow or blue eyes. I, A small troop of adolescent male baboons has been exiled to this Priscus the Hekate, have spoken! Oh, and if exigency requires it, you distant cave. It smells quite badly of baboon urine and feces. These may seek our outpost along the wall of the chasm, near where the young males fight each other frequently; as a result, their coats are falls crash to the floor. Do not alert the Theosophs to your passage! torn and sticky with blood, and they are generally weaker than a full troop. GM Notes: This cave is also the destination for a Sortian face found at area 6-48. The magic mouth makes clear the egalitarian Inhabitants: principles that the ancient Sortians espoused. For the Sortians, see 1. 8 weakened albino baboons (see new monsters): SZ M; AL N; the World of Archontos appendix. MV 120’; AC 6; HD 3; HP 15, 15, 14, 14, 13, 13, 10, 9; #AT 3; SampleDmg 1-4/1-4/1-6. Special attacks:file pack attack. SL3-18: Baboon Cave A troop of healthy albino baboons inhabits this ordinary, sandy- SL3-23: Steep Tunnel bottomed cave. This tunnel is very steep. Adventurers must crawl here at ¼ normal movement speed.

Vol. 3 P. 30 SL3-24: Sandy Cave SL3-27: Corpse The steep tunnel from SL3-26 empties into a wide cavern. The The remains of two adventurers, a human thief and a human magic cavern is pocked with rock formations that jut out of the sandy user, lie in this upward-sloping tunnel. The thief has been badly floor of the cave. A pod of ravenous sand worms (see new monsters) mauled and is unrecognizable; her armor is also destroyed. A inhabits this cave, hoping for the occasional baboon to slip off the usable short sword lies nearby, and a scrap of parchment is stuck rocks and fall onto the sand. The mature baboons know how to in her boot. The magic user is better preserved; his pouch contains leap from rock to rock to avoid the sand worms. a set of mapping tools (parchment, ink, quills), some chalk, a large star quartz worth 50 gp, and a silver Sortian eye (see new Inhabitants: magic items). 1. 6 sand worms (see new monsters): SZ S; AL N; AC 7/2; MV 90’; HD 2; HP 15, 14, 14, 13, 12, 12; #AT 1; Dmg 1-6. Special attack: The parchment scrap is written in Archontean and reads as follows: slurp blood (1-4 HP/rd). Howling Caves: bring light. Pyramid: the suckers’s entrance. SL3-25: Baboon Cliff Obsidian Gates: beneath the precincts of Thoth. This large cavern is dominated by an imposing, 40’-tall cliff. Two Flooded Vaults: hold the key, but to what? torches gutter at the bottom of the cliff, casting flickering shadows Ask Gog for direction to the Troll Court and to the Inn of the Lost. across the cliff face. Although the cliff is almost sheer, it appears to The Sortian faces require careful eye control be climbable - easily by thieves or with difficulty by other classes. [in a 2nd hand: “silver”] The climb is not easy, however, since the cliff is guarded by Inkor, the giant intelligent baboon, and a full troop of albino baboons. GM Note: The locations referred to in the scrap are as follows: the Those approaching from SL3-19 will be accorded a moment to Howling caves (2-56); the pyramid of Thoth (AV-15, UP, and 3-1); state their intentions before the group attacks. Those approaching the Obsidian Gates (5-6); the Flooded Vaults (SL7); Gog, the lesser from the direction of SL3-28 or SL3-27 will be spotted as they move varumani (5-2); the Troll Court (7-75); the Inn of the Lost (6-7); into the torchlight, and will be subject to attacks. Inkor shoots his and Sortian faces (various places, including SL3-17, 6-48, etc.). great bow, while the baboons hurl coconut-sized rocks at those in view or climbing the rock face. Great hooting and barking accompanies all attacks. Inkor shouts commands in a guttural SL3-28: Pool and debased form of Archontean: e.g., “Rocks. Rocks! Rocks!!!”, A steady drip from the ceiling has slowly filled the eastern portion “Kill”, “No climb!”, etc. Those attempting to climb the cliff while of this cave with crystal clear water. The tunnel leading to SL3- the baboons are active must roll 3d6 under STR to avoid being 25 slopes up steeply. There is a 25% chance to encounter several knocked off the wall if hit by a rock. baboons at the pool. Inhabitants: Inhabitants: 1. 2-4 large albino baboons (see new monsters) (25% chance): SZ 1. Inkor, giant intelligent baboon (see new monsters): SZ L; M; AL N; MV 120’; AC 6; HD 3; HP 20, 19, 18, 18; #AT 3; Dmg AL NE; AC 5; MV 120’; HD 8; HP 59; #AT 5; Dmg 1-6/1-6/1- 1-4/1-4/1-6. Special attacks: pack attack. 6/1-6/1-10. Special attacks: rend. Possessions: great bow (1-10 damage). 2. 6 large albino baboons (see new monsters): SZ M; AL N; MV SL3-29: Crossroads 120’; AC 6; HD 3; HP 20, 19, 18, 18, 17, 15; #AT 3; Dmg 1-4/1- The entrance tunnel forks here. The northeastern passage begins 4/1-6. Special attacks: pack attack. They can hurl one rock a immediately to slope steeply upwards (about 40-degree slope), round (range 20’; Dmg 1-6 per rock). while the eastern tunnel is relatively flat. A carpet of bones covers the tunnel floor here, the result of Treasure: baboon feasting. The bones are mostly animal (goat), but there are 6 dead goats, a stone basin filled with water, Inkor’s great bow some humanoid ones as well. (requires 18 STR), and a matched set of 200 gp amethysts mounted on Inkor’s collar. SL3-30: Entrance Cave (see also EX-12) A fold in the cliff face conceals a 4’-wide and 7’-tall crevice that SL3-26: Steep Tunnel leads to a set of tunnels which eventually emerge at the Howling The tunnel here is very steep and rocky. PCs must clamber (slowly) Caves (2-56). Careful observers (e.g. rangers) may note two clues on all fours to climb it. Movement is reduced to 1 of normal. There that the crevice is bears traffic: 1) animal prints (baboon) and 2) is a 35% chance that some baboons are using the tunnel. the smell of animal urine. The tunnel leading to SL3-29 is only 5’ wide and varies between 5 and 8’ in height. PCs will need to move Inhabitants: in single file. The entrance to the cliff is about 1,225’ above the 1. 2-4 largeSample albino baboons (see new monsters) (35% chance): SZ valley floor and 275’ below the levelfile of the plateau. M; AL N; MV 120’; AC 6; HD 3; HP 20, 19, 18, 18; #AT 3; Dmg 1-4/1-4/1-6. Special attacks: pack attack. Inhabitants: 1. 6 large albino baboons (see new monsters) (20% chance): SZ M; AL N; MV 120’; AC 6; HD 3; HP 20, 19, 18, 18, 17, 14; #AT 3; Dmg 1-4/1-4/1-6. Special attacks: pack attack.

Vol. 3 P. 31 Sample file SUB-LEVEL 4: THE GOBLIN WARRENS

Weskenim the goblin king (SL4-22) holds sway over a loose collection of goblin clans from a throne located in the ancient Random Encounters Checks should be made every 2 turns, with a 1 in 4 chance for servitors’s halls, where generations of Archontean laborers, min- an encounter. If goblins are indicated, roll on the Goblin Goals ers, sculptors, and builders lived under the close scrutiny of their table to determine what they are doing. The following areas do not masters. The main feature of the sub-level is a vast two-story hall, generate random encounters: SL4-10, SL4-43 to SL4-48 lit by the great goblin cookfire and filled with smoky whirligigs and a wide range of aromas both pleasing and not. A series of rope bridges stretch crazily across portions of the upper hall, while D8 Encounter rickety ladders lean against the walls, providing both access to 5-8 goblins: SZ S; AL LE; AC 6; MV 60'; HD 1-1; HP 7, 1-6 clan-caves and transit between the upper and lower levels of the 7, 6, 5, 4, 4, 3, 3; #AT 1; Dmg 1-6. Roll on Goal Table hall. Because it is so well-populated, few surprises lurk in the goblin 7 Party of NPC adventurers (select from NPC appendix) warrens, nor are there secret tombs and treasures. Still, many come to trade with the merchants who gather on the floor of the hall 8 Other visitor: roll on Table 1 at SL4-40 (SL4-40), and still others come to King Weskenim’s Court (SL4- 23) to trade information, barter with the goblins for lost objects, D20 Goblin Goals and set in motion any variety of plots and dangerous missions. A warband setting out into the Halls; 25% chance they 1-4 Of course, a few ‘special areas’ are scattered throughout the more don’t like the looks of the PCs and hassle them mundane goblin habitations (c.f. SL4-3, SL4-12, SL4-14, SL4-15). Servers carrying platters of food. If it’s a large group, 5 they are carrying a feast to King Weskenim (SL4-22); General Construction Notes otherwise they could be going anywhere. Archontean areas: all worked areas are Archontean Plotters: these goblins have gathered to complain about 6 King Weskenim (SL4-22) and his policies Iconic Areas Mystic: one of the goblins in the group has had a vision Court of the Goblin King (SL4-23) concerning the whereabouts of the lost scepter of the 7 goblins (currently in 8-69). There’s a 10% chance the Important NPCs vision is true. Sir Sorrow, a Sun-Scarred Knight (SL4-19) Messengers on their way to visit the witch doctors (SL4- Weskenim, Grand King of the United Goblins (SL4-22) 8 12) requesting aid for something Access and Egress 9-10 Petitioners on their way to the goblin court (SL4-23) To Surface: stairs at SL4-37, leading up to AV-16 11- Petitioners on their way to visit Rizzit (SL4-15) and elicit To Level 5: tunnel at SL4-1, leading to 5-51 12 a prophecy To Level 6: corridor at SL4-53, leading to 6-66 13 Bringing fresh meat to the hydra in SL4-3 To Level 6: vertical cavern at SL4-28, leading down to 6-112 14 Bringing a new ‘wife’ to Weskenim’s harem (SL4-20) To Level 7: stairs at SL4-45, leading down to 7-44A 15 An embassy on its way to the beastmen (3-138 to 3-162) To Sub-Level 5: tunnel at SL4-31, leading to SL5-24 (not yet 16 A group of bravos setting out to the Arena (6-68) connected, see SL4-31) A well-armed and secretive group tasked with bringing 17 the quarterly tribute to Varboka, the troll thegn (7-75). To various locations: Thothian teleportation ring (see new magic They carry a steel coffer with 2,000 sp items) at SL4-49 An embassy on its way to plead with the Set cult (4-2) to 18 To the city of Archontos: teleportation at SL4-14 eliminate the halflings (3-2 to 3-6) To the city of Brass: teleportation at SL4-14 An intrepid band of young goblins setting out for Level To the citySample of Duneagle on Orerth: teleportation at SL4-14 filescepter 6 to pursue a ‘good lead’ on the location of the 19 To the world of Faerie: planar transport at SL4-48 of the goblins (their lead is incorrect; the scepter is at 8-69, see new magic items) Teleport destinations on Sub-Level 4: A group of foolhardy goblins setting out for the chasm 20 SL4-53: from teleport pillar at 4-167 floor (Level 9) to pick rare mushrooms

Vol. 3 P. 33 Trap (push): The purpose of this trap is to knock hostile visitors Level Key down the slope towards area SL4-3, where the goblins hope that the lernaean hydra will dispose of them. To this end, a rectangle SL4-1. Tunnel to the Upper Halls of woven wicker some 15’x10’ in size is attached to the ceiling of Rough steps carved into the floor of this steeply-sloping tunnel area SL4-2 just above the lip of the tunnel here at SL4-2A. The suggest its connection to intelligent life. Indeed, it is the main western edge of the wicker frame is attached to the ceiling by a passage by which the goblins ascend to Level 5 (area 5-51), and stout metal hinge; the eastern edge is not attached to the ceiling, thence to Level 3. but is held parallel to the ceiling via a rope that runs through eye- Chances of meeting a group of goblins while traversing the holes set in the ceiling of SL4-2 before ending up at the ledge on tunnel are high (33%). Such a group will have six members, and its eastern side. The goblin guards on the ledge operate the trap by its goal or motives should be determined by rolling on the ‘Goblin releasing the rope, allowing the eastern edge of the frame to swing Goals’ table found on the previous page. Should combat break out, downward. Those standing at the lip of SL4-2A looking towards one of the six will scamper towards SL4-2 to warn the rest of the SL4-3 when the trap is activated must thus save versus paralyzation goblin community. If the warning is successful, the reactions of the or be knocked down the slope by the hinged wicker frame. Anyone goblins (including King Weskenim) will be permanently affected so affected takes only 1-4 HP falling damage, but must face the for the worse (-25% to reaction rolls). hydra in SL4-3.

Inhabitants: 1. 6 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 5, 4, 4, 3, SL4-3. They Call it “Mr. Heads” 3; #AT 1; Dmg 1-6. The goblins have raised a lernaean hydra from an egg and keep it in this crumbling hall, where it serves simultaneously as a mascot of sorts, as a symbol of goblin potency, and as a defense mechanism SL4-2. Crossroads and Guardpost for the warrens. The western door has a view-hole carved into it so The floor of this cave is covered in sand. Those standing at the lip that the goblins know when it is safe to bring food and straw to the of the steep tunnel leading downward to the west (c.f. SL4-2A) will hydra. The room is 15’ tall and features, on the north wall, a huge, notice a dim glow of light from below (the torches at the western faded fresco of a pair of eyes and lashes, gazing down on a mass of edge of area SL4-3). goblins, humans, and demi-humans wielding pickaxes, mattocks, A group of goblins commanded by a goblin sergeant lurks hammers, and chisels in a crowded, blurry mass. The floor of the on a ledge located 10’ above the eastern passage. The goblins wait chamber is filled with straw, partly decomposed corpses, and with a cowbell, hoping to gauge visitors’ intentions. If visitors seem hydra-dung. It is lit by a pair of torches mounted on sconces to peaceful, the sergeant will hail them, swing down from the ledge, either side of the western door, rendering the chamber smoky, and begin negotiations, urging them to check in with Reskim at dim, and foul. SL4-4. If the visitors seem hostile, the goblins will a) toss a rock The goblins are immensely proud of their ‘pet’ and have given towards area SL4-2A, hoping that the sound of the rock and the it the affectionate name of ‘Mr. Heads’. Any party that slays the light from below will draw the visitors close to the western slope, hydra earns the permanent enmity of all of the goblin clans, even and then b) pull a rope connected via eye-holes on the ceiling to if the goblins are likely to conceal that enmity initially. Indeed, the trap at SL4-2A (q.v.). If the trap fails to propel unwanted visitors they may falsely ‘thank’ the visitors for ridding them of such a down the western slope into SL4-3, the goblins will furiously dangerous threat, even as they maneuver the PCs into position for ring their cowbell and, while firing arrows at the intruders, await an ambush (e.g. at SL4-7). The goblins are looking for a female reinforcements from SL4-4 and SL4-11. hydra to provide company for Mr. Heads; they might well task a friendly party with such a mission, promising up to 15,000 gp for Inhabitants: an egg that produces a female (e.g., one of those at 9-149). 1. 1 goblin sergeant (as an orc): SZ M; AL LE; AC 6; MV 60’; HD 1; HP 7; #AT 1; Dmg 2-8 (morning star) or 1-6 (short bow). Inhabitants: Possessions: morning star, short bow. 1. Mr. Heads, the seven-headed lernaean hydra: SZ L; AL N; AC 5; 2. 6 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 5, 4, 4, 3, MV 90’; HD 7; HP 56; #AT 7; Dmg 1-8 (x7). Special: regenerates 3; #AT 1; Dmg 1-6 (spear or short bow). Possessions: short bow, two new heads in 1-4 rounds if fire is not applied to the stump. spear. Treasure: SL4-2A: Steep Slope with Trap Amid the debris on the floor of the chamber are the following: a To those entering the goblin warrens from the north (SL4-1), this shield +1, +2 versus fire, a star ruby (1,100 gp) in a piece of hydra steeply sloping tunnel appears promising, as a slight glow of light dung, a yellow glass activation square (see Thothian teleportation is visible in SL4-3 to those standing at the top of the tunnel. In fact rings in new magic items), and a scattering of 189 sp. the tunnel exists for two reasons: 1) its slope prevents the hydra in SL4-3 from escaping its pen, and 2) it is trapped in a way that SL4-4. Overlook and Bailiff allows theSample goblins lurking in SL4-2 to push hostile visitors down file Fresh sand covers the floor of this natural cave. The east end of the the slope to face the hydra in SL4-3. cave contains the remnants of a worked corridor and of the bridge In addition to the slope, about a dozen sharply-pointed stakes that once extended across the main hall (SL4-5 and SL4-40). The pointing downward towards SL4-3 are concealed in the tunnel. corridor fragment is floored in cracked white marble, and its walls The stakes serve to impede the efforts of those trying to climb up are blackened with soot. the slope (movement at ¼ normal). Vol. 3 P. 34 Reskim the Bailiff resides here, tasked by King Weskenim Secret Door (north): Although this door is normal to spot, one (SL4-22) with collecting appropriate ‘inducements’ from visitors must be climbing the wall or flying in the Great Hall to be able to the Goblin Warrens. Reskim keeps a pile of old furs and skins to notice it. Once found it is easy to open; one merely slides a in the corridor fragment, and is accompanied by 3 chattering 4’-square panel to the left. goblin guards and his pet bobcat. The bailiff is friendly enough, being eager to hear news of exotic locales and brave exploits. Only SL4-6. Main Ladder if visitors prove obdurate about paying the required inducements A 55’-tall vertical ladder made of wood, bone, and twisted hemp does Reskim grow hostile. Visitors are expected to offer a gift to leans against the edge where area SL4-4 intersects with the open King Weskenim (and Reskim will helpfully remind visitors of vastness of the Great Hall. The ladder extends 5’ above the floor of this need). Only those who also offer a gratuity to Reskim receive SL4-4, a fact that allows one to mount the ladder with relative ease. active advice, assistance, and a bone-and-hair token guaranteeing It extends downward to the floor of the main hall (SL4-40). The an audience with the goblin king. The expected gift to Weskenim ladder is 5’ wide and quite rickety, although numerous guy lines is 10 gp/person for first-time, adventuring visitors, but only 1 gp/ attached to the wall ensure its relative stability. person for return visitors and/or inhabitants of the Halls. Reskim expects an equal sum in gratuities for his services. If not suitably compensated, Reskim is not averse to providing some misleading SL4-7. Rope Bridge information, including sending parties towards the pit at SL4-11. A 4’-wide bridge made of rope and wooden slats stretches west from SL4-4 to SL4-8. Both ends of the bridge are fixed to iron rods Inhabitants: hammered into the wall of the Great Hall. The goblins are adept 1. Reskim the bailiff, a goblin sub-chief (as a hobgoblin): SZ M; at scampering along the bridge, but those weighing or carrying AL LE; AC 5; MV 60’; HD 1+1; HP 8; #AT 1; Dmg 1-8 (long more than 150 lb will have trouble navigating it: movement will be sword). Possessions: long sword. reduced by half, and there is a 25% chance of punching through one 2. 3 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 5, 4, 3; #AT or more of the slats, provoking a 3d6 roll under DEX to maintain 1; Dmg 1-6 (short sword) or 2-7 (military pick). footing. Those who fail the roll plunge 50’ from the bridge and take 3. 1 bobcat (see new monsters): SZ S; AL N; AC 7; MV 120’; HD 5-30 HP damage. 1+3; HP 7; #AT 3; Dmg 1-2/1-2/1-3.

Treasure: SL4-8. Goblin Barracks Reskim has a scepter crafted from a platinum rod and a bobcat This former overseer’s chamber is occupied by twenty goblin skull (625 gp as a curio). Unbeknownst to Reskim, the rod portion warriors. The walls are blackened with centuries of smoke, of his scepter is actually a platinum key to Obsidian Gates (see obscuring some lovely frescoes illustrating scenes from the Tales of 5-6D). Stealing the scepter provokes the enmity of all the goblins, Larel One-Eye (see Arden Vul books). An unusual circular fixture as Reskim is quite popular. of bronze hangs from the ceiling. Coiled around the pendant rod which maintains the fixture is an enchanted bullwhip, thewhip of persuasion (see new magic items). Its existence is unknown to the SL4-5: Upper Great Hall goblins, who like to use the fixture for target practice. Twenty piles The Great Hall of Labor dominates this sub-level. Rising 75’ from of furs and rags occupy the floor of the chamber. floor (SL4-40) to ceiling (top of SL4-5), its smooth, finished walls were once covered with titanic frescoes illustrating the virtues of Inhabitants: labor and craftmanship. These showed benevolent orange-robed 20 goblins, of whom at least 10 are present at any given moment: priests directing human, goblin, and other laborers at various SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, 5(x3), 4, 4, 3, 3; activities, including masonry, stone-carving, and digging. #AT 1; Dmg 1-6. Several areas of the upper level of the Warrens open onto the Great Hall. These areas include SL4-4, SL4-14A, SL4-17A, SL4- Treasure: 18A, or SL4-23A, all of which enter the upper Great Hall at a point The whip of persuasion (see new magic items). In addition, 50’ above its floor (this means that the ceiling of SL4-5 is 25’ above each pile of bedding conceals 2-24 sp and has a 15% chance of each of these regions of the upper Warrens). Unless otherwise containing a gem worth 10-60 gp. noted, no balustrades or other architectural features exist to distinguish the solid floor of, say, SL4-14A from the open air of the Great Hall. Careless individuals might thus, theoretically, walk off SL4-9. More Rope Bridges the floor at one of these points and plunge 50’ to area SL4-40 below Two more 4’-wide rope-and-slat bridges connect various sections (taking 5-30 HP damage in the process). of the upper hall. Like the bridge at SL4-7, these structures are Whereas the lower level (SL4-40) shines with light and rings meant for goblins, not heavier beings. Chances for falling are with the clamor of goblin activity, the upper level is relatively quiet. described at SL4-7. Note, too, that the goblins at SL4-14A can A small glow of light may be seen from the brazier at SL4-23, but detach their end of the rope bridge in one round (if needed). the ballistaSample stations (areas SL4-14A, SL4-17A, and SL4-18A) are all file shrouded in darkness. Careful listening, say from the lip of SL4-4, SL4-10. Forgotten Chamber might produce a few snatches of goblin conversation from several The existence of this former storage room is unknown to the goblins. points around the hall. Immediately visible from any of the access It can only be accessed by locating the secret door on the wall of points will be fragments of brightly-colored frescoes (now mostly area SL4-5. Inside are scores of items dating to the Archontean damaged by smoke and grease) and the scores of small, harmless period. Much of the stuff is of the practical sort, including shovels, lizards which scamper along the walls, bridges, and overlooks. Vol. 3 P. 35 prybars, picks, mauls, small hods for carrying stone, a pyramid dozen distorted, elongated masks hang on the north wall, eerily lit of empty barrels, a wheelbarrow, a dozen coils of silk rope, some by a handful of candelabra in the center of the room and a merrily well-seasoned lumber (sixty 1”x12”x60” planks worth 10 gp each burning fire to the east. to any of the underground factions), three large area carpets, six The ‘masks’ are harvested and preserved dretch faces, pulled prayer rugs (3’x4’), a box full of twenty 4”-diameter steel spheres, and stretched into bizarre and unnatural positions by the witch surveying equipment, and so forth. Two the prayer rugs are doctors’s ‘preservation’ methods. The witch doctors think this is enchanted, each acting as a paired rug of instant access (see new great fun, and have given silly nicknames to all the faces. One, magic items). In addition to the mundane items, the following may which vaguely resembles the face in Munch’s painting, the Scream, also be found: a cache of five red spinels (100 gp each) glued to the they have named “Bruno”; inside Bruno’s mouth is stuffed a small inside of one of the empty barrels, a medium-sized suit of imperial purse with 57 ancient gold solidi (see Arden Vul items). field plate (see Arden Vul items), three imperial gladii, a heavy In the center of the room is a 1”-wide pentagram carefully crossbow, and an Alexia’s useful pole (see new magic items). inscribed in the floor and filled with blood; it is lit by five candelabra placed at the points of the pentagram. Four goblin witch doctors Secret Door (from SL4-5): This door is normal to spot, and opens are attempting to summon a new dretch servant, since their most merely by sliding a 4’-square panel to the left. recent - the much-lamented Smiley - has just been slain. The witch doctors like to summon dretches and use them for a while Secret Door (into SL4-10): This door is easy to find (1 in 4), and as servants in their shrine (SL4-15), before slaughtering them and opens by pushing it inward. harvesting their faces for their gallery. To the east is a fire - burning mushroom and wood fragments Treasure: - and a large kettle, in which a noxious concoctions of ingredients Practical items, plus two rugs, each enchanted as a rug of instant is boiling away the flesh of Smiley the dretch - save for his face, access (see new magic items), lumber (60 planks worth 10 gp which shortly will be mounted on the north wall. each), 6 red spinels (100 gp each), a suit of imperial field plate (see There is a flat 25% chance that the summoning goes awry as Arden Vul items), 3 gladii, a crossbow, and an Alexia’s useful visitors approach. In this case, either 2-8 dretches are summoned pole (see new magic items). and attack all in sight - including those in the hallway (66%), or a more powerful demon (a babau) is summoned instead, and begins SL4-11. Tunnel with Pit to wreak havoc (33%). If the ceremony fails, the witch doctors flee Trap (pit): This narrow tunnel contains a 20’-deep pit trap concealed their chamber and immediately seek assistance from any passersby. by a wicker lid covered with dirt and stone chips. Anyone weighing On subsequent visits, the witch doctors will be entertaining or carrying more than 150 lb has a 50% chance of plunging through themselves by using audible glamer to cause their gallery of the wicker cover (taking 2-12 HP damage in the process). The pit is masks to speak and sing in funny voices. 5’x5’ in dimensions but widens at its base into a 15’x15’ cave. Inside The witch doctors’ sleeping furs lie in the northeast corner of the pit the goblins keep a mangy, half-starved bear, whose growls a the chamber, as does a locked wooden chest. careful group may detect (10% per person crossing the wicker lid). The witch doctors assume that their friend and colleague, Larakim, is dead, since there has been no word from his expedition. Six goblins crouch at their duty post, a niche 5’ up the north wall. In fact Larakim and his companions are trapped in area 3-130. Should combat break out at SL4-2, the goblins will hoot and cry, Should PCs have freed Larakim, he will be present here and he and attempting to lure enemies down the tunnel and across the pit. the other witchdoctors will prove valuable allies. Should peaceful folk pass this way, the goblins wait to see if the rubes managed to fall into the pit, thereby provoking peals of Inhabitants: th th laughter from the goblins. The goblins may (50%) move to assist 1. Hobim, 6 /4 level goblin witch doctor: SZ S; AL LE; AC 6; MV any unfortunates by pulling them from the pit. Those who detect 60’; HD as a 4 HD monster; HP 25; #AT 1; Dmg 2-7 (spear +1). or avoid the pit are greeted good-naturedly by the goblins. Cleric spells: cure light wounds, protection from evil, resist The floor of the pit-cave is littered with animal and goblin fear; augury, chant, resist fire; blindness, dispel magic. bones. Amid the debris is some treasure that the goblins are too Magic user spells: affect normal fires, identify, ventriloquism; scared to fetch. audible glamer, Frigg’s flatulence (see new spells). 2. Haskell, 4th/3rd level goblin witch doctor: SZ S; AL LE; AC 6; MV Inhabitants: 60’; HD as a 3 HD monster; HP 17; #AT 1; Dmg 2-8 (morning 1. 6 goblin bear-wranglers: SZ S; AL LE; AC 6; MV 60’; HD 1-1; star). Cleric spells: cure light wounds, detect magic, HP 7, 5, 4, 4, 3, 3; #AT 1; Dmg 1-6. protection from evil; detect charm, speak with animals. 2. 1 brown bear: SZ L; AL N; AC 6, MV 120’; HD 5+5; HP 22; #AT Magic user spells: push, ventriloquism; audible glamer. 3; Dmg 1-6/1-6/1-8. Special attacks: hug. 3. Bibi, 4th/4th level goblin witch doctor: SZ S; AL LE; AC 6; MV 60’; HD as a 3 HD monster; HP 15; #AT 1; Dmg 1-6 (spear) or 3-6 Treasure: (sling +1). Cleric spells: detect evil, detect magic, darkness; 32 gp, 173Sample sp, and a shrunken head (see new magic items). cause disease, remove cursefile. Magic user spells: dancing lights, shield, ventriloquism; audible glamer, invisibility. SL4-12. Goblin Witch Doctors 4. Preskell, 3rd/2nd level goblin witch doctor: SZ S; AL LE; AC 6; The door to this chamber is stuck open, and a stench of sulfur and MV 60’; HD as a 2 HD monster; HP 11; #AT 1; Dmg 1-6 (spear) boiling flesh wafts through it. Guttural chanting from four figures or 2-5 (sling). Cleric spells: cure light wounds, darkness; huddled around a pentagram echoes into the hallway. More than a chant. Magic user spells: identify, shield. Vol. 3 P. 36 5. Larakim, the 5th/4th-level goblin witch doctor (only if previously Frigg’s caustic kisses (see new spells), Frigg’s jelly legs (see rescued from 3-130): SZ S; AC 6; MV 60’; HD as a 3 HD monster; new spells), gust of wind, invisibility 10’ radius, phantasmal HP 21; #AT 1; Dmg 1-6 (spear). Spells (lined out spells have force, protection from evil 10’ radius, suggestion. already been cast): cure light wounds, resist fear, protection from evil; augury, chant, resist fire; dispel magic; dancing SL4-13. Spiral Staircase lights shield ventriloquism invisibility scare , , ; , . This stone staircase spirals down 50’ to the lower reaches of the 6. 1 dretch (75%): SZ S; AL CE; AC 2; MV 90’; HD 4; HP 24; #AT Warrens. Chances for random encounter rise here: roll once per 3; Dmg 1-4/1-4/2-5; MR 30%. Constant abilities: infravision. turn, with a 1 in 4 chance of an encounter. Use the Goblin Goals Special defenses: half damage from cold, electricity, fire and gas. table (found in the Random Encounters section of the introduction Special: darkness 5’ radius; scare; stinking cloud; telekinesis (500 to this level) to determine what the goblins are doing. gp); teleport 1/day; gate a type I demon (5% chance). 7. If inhabitant #6 is not present, either 2-8 dretches (66%) or a Babau (33%) are present (see text above). For dretches, see #6. SL4-14. Hall of Eleven Pillars For the babau: SZ M; AL CE; AC -3; MV 150’; HD 7+14; HP 53; This darkened hall features eleven heavy, squat pillars (5’ in #AT 3 or 1; Dmg 2-5/2-5/2-8, or 8-15 (military fork); MR 50%. diameter) supporting a 20’-tall ceiling. On each of the nine pillars Thief abilities: PP 70%, OL 62%, F/RT 60%, MS 70%, HS 56%, in the main part of the hall is a 1’-square inset plaque made of HN 30%, CW 98%, RL 45%. Special attacks: gaze acts as ray of silver, with a Mithric numeral inscribed in lapis on each plaque enfeeblement; backstab as 9th-level thief; fear (by touch only). (these numerals run from I to IX). The chamber also contains an Special defenses: half damage from cutting and stabbing attacks; overlook into the great hall (SL4-14A). The walls are coated in black half damage from cold, electricity, fire and gas. Special: cause paint; on top of the black are crude silver sketches of ten goblin darkness 5’ radius; levitate (as 10th-level magic user); fly (as 11th- heroes. Standing beside each pillar is a goblin zombie (raised by level magic user); dispel magic user (as 12th-level magic user); a passing Set cleric who owed Weskenim a favor). The zombies polymorph self; heat metal (as 14th-level druid); gate in a babau ignore non-goblins who pass through, but defend themselves and demon (25% chance). move to intercept those approaching the shrine (SL4-15). Any noise here brings the goblins from SL4-14A to investigate. Treasure: The central pillar contains a secret that is Chest: a short codex written in goblin, entitled The Highly Impres- unknown to the goblins. It is normal to detect, but only opens if a sive Story of Frigg the Fabulous (see Arden Vul books); three finger’s-width release catch is located at the base of the pillar. The arcane spell scrolls that the current witch doctors cannot compartment is just large enough for the Codex Sequentis which read (hold portal, pyrotechnics, and blink); a potion of occupies it (see Arden Vul books). If Kel Bormol is released from molasses (see new magic items); a potion of the berserk prison (see SL3-2A), he will recover the Codex within one month of (see new magic items); potions of climbing, control his release and, thereafter, the Codex will no longer be found here. and human control; a vial of oil of slipperiness; Frigg’s spell book (see below); 4 doses of aqua vitae mushrooms, Puzzle: Touching the silver, numbered plaques on the nine pillars 6 doses of eye opener mushrooms, 1 dose of mind eater affects the thaumaturgic circle in area SL4-15. Different patterns mushroom, 4 doses of red veil mushrooms, 2 doses of slow of touches produce different effects, and a good two score patterns stepper mushrooms (see new flora for all); six extra candles; are recorded in the Codex Sequentis (see Arden Vul books). a purse with 25 ancient silver pennies (see Arden Vul items), Patterns using all nine numbers act as summoning spells, whereas 13 ancient gold solidi (see Arden Vul items) and two ancient adumbrated patterns affect the functioning of the thaumaturgic octagonal platinum pieces (see Arden Vul items); a sack with circle. Should a valid sequence be initiated, a cloud of effervescent 6,592 cp; and a bronze statuette of a hippopotamus (50 gp). purple vapor forms at the first plaque of the sequence; the vapor In the mask called “Bruno”: a purse containing 57 ancient gold solidi then quickly extends to touch each of the other plaques in the (see Arden Vul items), and a white glass activation square (see sequence, until a grid of vapor covers the area. Once the final Thothian teleportation rings in new magic items). plaque has been connected to the vaporous grid, a low grinding Hobim has a spear +1 that he calls ‘Sharpstick’; Bibi has a sling +1 sound may be heard from all nine pillars, and the appropriate that he calls ‘Eye Killer’. result is effected at area SL4-15. The vapor is harmless if touched. Touching a plaque out of sequence means no vapor will be released Frigg’s Spell Book: Frigg was one of the first imperial goblins (see (a hint to the clever!). World of Archontos appendix) to receive formal training as a magic user (and not as a witch doctor) and he developed several new Inhabitants: spells. His spell book, long abandoned in Arden Vul, was recovered 1. 11 (goblin) zombies: SZ M; AL N; AC 8; MV 60’; HD 2; HP 14, by the wild goblins and now forms a treasured object to the current 14, 13, 13, 11, 10(x3), 9, 8, 7; #AT 1; Dmg 1-8. Special: always witch doctors, even if they are unable to learn most of the spells strike last. that it contains. Burning hands, charm person, detect magic, floatingSample disk, friends, Frigg’s flatulence (see new spells), magic Treasure: file aura, magic missile, message, protection from evil, shield, Codex Sequentis (see Arden Vul books). spider climb; audible glamer, continual light, darkness 15’ radius, detect invisibility, Frigg’s elephant ears (see new SL4-14A: Overlook spells), Frigg’s fraud (see new spells), invisibility, knock, magic This extension of the Hall of Eleven Pillars provides an excellent mouth, pyrotechnics, stinking cloud; blink, flame arrow, view of most activity in the Great Hall. Two ballistae mounted on Vol. 3 P. 37 swivels offer the goblins a measure of security; these weapons are two large black eyes and the hint of a mouth (if one looks closely served by a crew of eight goblins at all time. It takes a minimum of enough, the mouth occasionally slides open, revealing chitinous, two goblins to maneuver, fire and load a ballista; rate of fire is one hollow, conical ‘teeth’). An occasional lump of ‘wax’ drips off every four rounds, and damage is 2-12/3-18 per bolt. If four goblins of Rizzit’s form; when one of these happens to fall outside the serve a ballista (as they will surely do for as long as possible), the summoning circle, it is carefully scraped up by the goblins and rate of fire increases to one bolt every other round. The goblins used for their paralytic poison. have twenty bolts for the two ballistae. Rizzit has been imprisoned in the circle for over a millennium, A bucket of sulfurous purple wax sits next to each ballista (see since his original summoner, the sorcerer Kel Bormol (see SL3- SL4-15); the goblins dip each bolt in the wax before firing (save vs 2A), has never died and Rizzit’s bonds are thus still intact. As a paralysis or be paralyzed for 1-3 turns). result, the goblins have always known of Rizzit, and most have The rope bridge which leads to SL4-14A can easily be detached come to see him as a quasi-deity to be placated and occasionally from its mountings, and the goblins are sure to use this tactic if consulted. The witch doctors and King Weskenim are fully aware facing intruders on the bridges. of the nature of Rizzit, and have instituted strict rules to ensure that no goblin unwittingly releases Rizzit from his binding. Indeed, Inhabitants: the witch doctors are aware that the circle is connected magically 1. 8 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, 5, 5, to the Hall of Eleven Pillars, but they do not fully understand the 4, 4, 3; #AT 1; Dmg 1-6 (spears) and 2-5 (slings). ancient mechanisms of this area. In truth, they don’t really care so long as they are able to collect the occasional paralytic wax and SL4-15: Shrine of Rizzit trade witticisms and information with Rizzit. This chamber exudes an overwhelming odor of sulfur and a strong Rizzit tries hard to get newcomers to release him. As a result aura of evil. The walls are painted in an incongruously cheerful of the length of his imprisonment, however, he is willing to talk, - albeit peeling - sky blue, and the floor is sheathed in elaborate provided that proper nourishment and payment (c.f. the two colored triangles of marble, arranged in patterns both geometric chests) are offered. The demon is able to make prophecies about and figural. A 15’-diameter thaumaturgic circle occupies the east future events, although he tends to pronounce them in terms of end of the chamber. The circle itself is composed of crimson, navy, arithmetical expressions. Expressions ending in odd numbers and puce-green triangles, with nine 1’-diameter black circles equate to ‘yes’ answers, whereas those ending in even numbers are interspersed at regular intervals along the circumference of the ‘no’ answers. If released without having been formally bound by circle. Each of the black circles has a Mithric numeral inscribed oaths or magic, Rizzit will wreak devastation on the goblins and in lapis inside it; these range from I to IX. Steaming and dripping any others nearby as best he is able before teleporting back to the inside the circle is the source of the sulfur, a horrific lucern demon Abyss. Conversely, should Kel Bormol be released (see SL3-2A), named Rizzit (see new monsters). he will eventually come here (within a month), dispel Rizzit, and The south edge of the chamber features a large abacus and recover the Codex Sequentis (SL4-14, see Arden Vul books). several stools; the witch doctors use the abacus to make calculations Features of the thaumaturgic circle may be manipulated and concerning Rizzit’s prophecies. altered by the pillars in area SL4-14. Indeed, Rizzit may be dispelled To the north are two stone chests and two scrapers attached to by touching the silver plates in this sequence: III-IV-II-I-V. Other wooden poles. Inside one of the chests are six live rats, which are functions are described in the Codex Sequentis. used to feed Rizzit. Inside the other are 37 mummified paws and hands of various creatures, which the goblins trade to Rizzit for Inhabitants: information. 1. Rizzit, a lucern demon (see new monsters): SZ L; AL CE; AC -3; Rizzit’s form is constantly mutating, but generally appears MV 90’; HD 8+8; HP 61; #AT 5; Dmg 3-6/3-6/3-6/3-6/4-16; MR as a floppy bipedal pile of dripping purple wax; his head features 75%. Constant abilities: infravision. Special attacks: pseudopods cause paralysis; throw blobs of wax (40’ range). Special defenses: +1 or better weapons to hit; immune to acid; immune to mind- affecting spells; half damage from cold, electricity, fire and gas. Special: utter prophecy; cause darkness; teleport without error; comprehend languages; levitate; detect magic; dispel magic; telekinesis (3,000 gp); symbol of discord; symbol of despair; gate in 2-5 dretch (75% chance). 2. Six live rats: SZ S; AL N; AC 8; MV 120’; HD 1 hp; #AT 1; Dmg 1; 5% chance of disease per bite.

SL4-16: Store Room This dusty chamber is filled with boxes, crates, and bits of discarded equipment. Although nothing of true value may be Samplefound here, there is a 25% chancefile that any specific item from the general equipment list (not weapons) can be found here after 2-6 turns of searching; conversely, searching randomly for 2 turns is sure to turn up an item off that list. The goblins use this room as a dumping ground for things they might want to use someday. Due to its proximity to Rizzit, many of the goblins consider it haunted. Vol. 3 P. 38 SL4-17: Barracks allow them to remain, otherwise Huguette demands immediate A cohort of 30 goblin warriors dwells in this chamber, although exit, using persuasion, then threats, and ultimately force. Sorrow only 10 will be present at any given time. The chamber is utterly allows Huguette to conduct all negotiations unless violence breaks nondescript, containing only the goblins’s bedrolls, a water barrel, out, at which point she comes to the defense of her varlet. a cookfire, some fuel, and a pair of rotting mummified beastmen Sorrow is a tall (6’ 2”), muscular, woman with long black hair whom the goblins use for weapons practice. and piercing green eyes. Her beauty is marred (or enhanced?) by ritual scarring on each cheek: one cheek shows a full sun, the other Inhabitants: an arched doorway. Sorrow speaks Archontean easily, although with 1. 10 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, 5(x3), a strange accent; she is also fluent in all the other major tongues of 4, 4, 3, 3; #AT 1; Dmg 1-6 (short sword) and 2-7 (military pick). the Halls. Huguette is equally tall, with blonde hair, blue eyes, and a fiery temper; although Archontean, she is clearly of Wiskin descent. Treasure: At any given time, Sorrow can be found in her chamber Each bedroll has 3-18 sp concealed in it. (50%), in SL4-23 (25%), elsewhere in the Goblin Warrens (20%), or in some completely different location (5%). When outside this room, she wears her gothic armor at all times, although she may go SL4-17A: Overlook helmet-less while within the Goblin Warrens. Inside her chamber This open ledge overlooks the great hall. Two large ballistae are she usually doffs her armor in preference for brightly colored silk mounted here and are served by a crew of eight goblin warriors. A and . bucket of purple wax (see SL4-15) and a rack of ten bolts rests next Sorrow’s motives for spending time with the goblins are to each ballista. It takes a minimum of two goblins to maneuver, obscure, at least to Weskenim and the goblins. In fact her mission fire and load a ballista; rate of fire is one every four rounds, and is to prop up the goblins, whom the knights see as the weakest damage is 2-12/3-18 per bolt. If four goblins serve a ballista (as of the major factions. Sorrow has been subtly advising Weskenim they will surely do for as long as possible), the rate of fire increases against costly aggression (e.g., against the Halflings), and has been to one bolt every other round.. suggesting new defensive measures and practices. She is extremely adept at diplomacy, and at making those around her think that Inhabitants: her ideas were always their own. In addition, Sorrow has a 1. 8 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 6, 5(x3), 4, personal interest in the manifestations of grief in all its forms, with 4, 3; #AT 1; Dmg 1-6 (spear). particular attention to the gendering of sorrow, and to comparative racial causes for sorrow (human vs. goblin, for instance). She is SL4-18: Barracks not unwilling to manipulate goblins (and others) into recognizing This chamber is almost identical to SL4-17, save that this group their own grief at any number of incidents; as a result those around possesses a trampoline instead of the two beastman corpses. her are often weeping (but not vengeful). Sorrow has a peculiar interest in labor and hierarchy, and sometimes foments dissent Inhabitants: by spreading anti-hierarchical ideology, especially just before a 1. 10 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, mission is about to end. Sorrow has a weakness for pretty women 5(x3), 4, 4, 3, 3; #AT 1; Dmg 2-8 (morning star). who sing songs of broken or unconsummated love. She is eager to talk to new visitors to the Goblin Warrens, but on her own terms; Treasure: like all the Knights, she is adept at not revealing her own agenda. 3-18 sp in each bedroll Sorrow will abruptly leave the Goblin Warrens 1-6 months after being first encountered here by the PCs. When she departs, the chamber will be given over to another favored guest of the SL4-18A: Overlook GM’s choice. Identical to area SL4-17A, including inhabitants. Inhabitants: SL4-19: Sir Sorrow, the Sun-Scarred Knight 1. Sir Sorrow, the Sun-Scarred Knight (see new monsters), 11th- King Weskenim handed over his only guest chamber to Sorrow, level female Wiskin fighter (50%): SZ M; AL LN; AC -2; MV one of the Sun-Scarred Knights, when she arrived in the Goblin 120’; HD 11; HP 95; #AT 3/2; Dmg 4-13 (two-handed sword Warrens eleven months ago. At her request, and using her ancient +2) or 2-5 (dagger) or 4-7 (light crossbow with bolts +3). gold solidi (see Arden Vul items), the chamber has been redecorated Abilities: STR 17, INT 15, WIS 16, DEX 10, CON 16, CHA 15. to her liking. Each wall is light blue and features the same image: Possessions: key to SL10A-16, gothic armor and sun lance (see a puffy, white cloud from behind which a handful of solar rays new technological items); solar ring, circlet of command, and emerge. Sorrow’s furnishings include a wooden bed-frame with backpack of capacity (see new magic items for all three); an overstuffed feather mattress, a pair of leather easy chairs, a low 59 ancient silver pennies (see Arden Vul items); 11 ancient wooden table, a beautiful mahogany armoire, a locked stone chest, octagonal platinum coins (see Arden Vul items); two-handed and a desk and chair made out of bone. sword +2; dagger; light crossbow with 15 bolts +3. Sample2. Huguette, varlet to Sir Sorrowfile, and a 5th-level female Arch- Those entering her chamber unannounced or uninvited (when she is present - see below for chances) are greeted by her varlet, ontean fighter (50%): SZ M; AL LN; AC 2; MV 120’; HD 5; Huguette, who leaps to her feet to demand the reason for intrusion. HP 49; #AT 1; Dmg 6-13 (battle axe +2) or 1-6 (short bow). There is a 20% chance that Sorrow is intrigued by the visitors and Abilities: STR 18/13, INT 9, WIS 15, DEX 11, CON 16, CHA 9. Possessions: chain mail +2 and medium shield; battle axe +2; short bow and 20 arrows; 2 potions of heroism. Vol. 3 P. 39 Treasure: Tapestries: The two hanging tapestries are old and faded, but still Chest: 9,875 sp; 1,129 gp; a djed amulet (see new magic items); of interest: one shows a female archon directing legionaries 3 doses of incense of attraction (see new magic items); against a horde of heqeti (this is the warlike archon, Irene Sorrow’s vial of tears (see new magic items). Bellatrix – see SL6-9 and SL6-44); the other shows a female Desk: an ivory and bronze statuette of a dancing houri (250 gp); mage floating above a subterranean lake pointing a black a slim manuscript of high-quality original poetry written by spear (this is Kentillian, wielding the famous artifact, the Sorrow herself and entitled A Lover’s Lament (the title page, ebon spear; see SL5-13B for both Kentillian and her spear) however, attributes the work to Aelia of Perros – for her, see Green are My Lover’s Eyes in Arden Vul books) (Sorrow’s SL4-21: Harem Quarters volume would bring 250 gp in a major city); and a loose sheet To the west is a small cavern excavated at the orders of King of parchment with some notes, which read “Discord has gone Weskenim (SL4-22) in order to house his burgeoning harem; it too far and is living up to his name. The Master’s motive in contains seventeen hammocks, a trio of vanities with make-up letting him undermine my work here is opaque. He is banished pots, and seventeen locked iron boxes (one per inhabitant). to the Knight’s Rest. More efforts to shore up the pitiful goblins are needed.” [ GM Note: ‘Discord’ refers to Sir Discord, another Inhabitants: of the Sun-Scarred Knights, who is currently holed up in the If Weskenim is visiting the harem (20% chance), then all but 1-6 of Knights’ Rest, i.e., area 8-116.] the harem will be present here; otherwise only five of the seventeen Armoire: the armoire itself (100 gp); a pair of high-quality silk are present here, lounging in their hammocks. For stats, see SL4-20. robes, decorated with female warriors defeating hydras (75 gp each); a red-and-yellow cap of serenity (see new magic Treasure: items); a pair of thigh boots made of heqeti hide (40 gp); and The seventeen iron boxes hold the special trinkets of the harem a feather boa (15 sp). ladies. Most of these trinkets are mundane and valueless (bits of hair, small bits of carved rock or bone, a button or two), but each SL4-20: Royal Harem box also contains 3-18 sp and 2-12 gp. King Weskenim keeps a substantial harem in this richly appointed (by goblin standards) chamber. Eunuch ogre guards are posted SL4-22: King Weskenim both inside and outside the door to SL4-23 (unless Weskenim is Weskenim, the Grand King of the United Goblins, rules his people visiting, in which case the inside guard will be found in SL4-22). from his throne room. The eastern part of the room is dominated by Fifteen goblin women, two human women, and a lone halfling a large, king-sized bed, from which Weskenim greets petitioners. woman make up the harem. The eastern-most section of the To the north of the bed is a bench, on which his advisors - Skimmel harem, by the door to SL4-23, contains a pair of game tables with and Reeflik - and his major-domo, Palestrim, sit while the king eight chairs, plus a large comfy chair for the ogre guard. It is set off dispenses judgments, advice, and commands. A eunuch ogre from the western portion of the harem, where the ladies entertain guard stands sits just inside the east door at all times. The eastern, King Weskenim, by a heavy tapestry hung from the ceiling. The public half of the room is dimly lit by a pair of wall-sconces western half of the harem is filled with cushions and pillows of and is separated from the western half by heavy purple curtains varying quality. Both areas are painted a soothing pale green, embroidered with , scepters, and grinning goblin faces; the and are lit by smoky wall sconces. The entrance to area SL4-21 is north and south walls are also painted purple, but each features an concealed by another hanging tapestry. The ladies of the harem are enormous, garish, cartoony image of a grinning Weskenim. all quite content with their status, and have no desire to be ‘freed’ The western half of the room is mostly dark. It features a gilt or rescued. The alpha ‘wife’ is a certain Griselt, who governs the throne lined with throw pillows, three comfortable settees, two harem fairly but strictly. sets of armor (one badly rusted and clearly ceremonial, and the If Weskenim is visiting, then 1-6 of the ladies will be here, other gleaming and functional), a sideboard stocked with wine, an while the rest wait in their living quarters (SL4-21). Otherwise enormous keg of brandy, a stout iron-bound chest, a lectern with twelve of the ladies are lounging among the pillows here. a large volume on it, and a comfortable hammock slung across the northwest corner (Weskenim’s preferred sleeping location). The Inhabitants: walls of the western half of the room are painted black. 1. 15 goblin females: non-combatants, AC 8, 1 HP. The lectern holds Weskenim’s ledger book, a meticulous piece 2. 2 human women: non-combatants, AC 10, 2 HP. of record-keeping that records every bit of tribute collected by the 3. 1 halfling woman: non-combatant, AC 9, 1 HP. king, whether from visitors (like the PCs), from the goblin clans, 4. 1 eunuch ogre guard: SZ L; AL CE; AC 5; MV 90’; HD 4+1; HP or from any other source. It is an impressive piece of double-entry 25; #AT 1; Dmg 1-10, or by weapon. bookkeeping. PCs investigating it casually will merely see a list of 5. King Weskenim (20%): see stats at SL4-22. debits and credits; a clever PC who studies the ledger for 1-2 hours (perhaps by succeeding at a roll of 4d6 under INT) may notice that Treasure: the running total of Weskenim’s finances is much greater than the Personal Samplejewelry: among them the harem ladies possess forty sums found in the operating expensesfile chest (see below). That might pieces of jewelry, which they wear at all times: 20 are silver serve as a clue that Weskenim must have other sources of treasure. (100-1,000 gp each), 8 are gold and silver (200-1,200 gp each), Weskenim is a shrewd, canny old goblin much given to bursts 8 are gold (300-1,800 gp each), and 2 (Griselt’s) are platinum of enthusiasm for interesting persons and for new projects. He is studded with emeralds (1750 gp) each. large for goblins, with a shock of still-raven hair, large incisors, and a huge, lumpy nose. He favors bright, loose silks, and a brilliantly Vol. 3 P. 40 colored, although slightly tattered turban, on top of which perches Possessions: morning star +1; amulet of spell absorption (13 his crown. Although appearing to be slightly naïve and unsoph- spell levels) (see new magic items); cloak of displacement; isticated, Weskenim is quite intelligent and is sensitive to how he and a potion of healing. is treated; those who are deferential and respectful are more likely 2. Palestrim, the major-domo (50%): for stats, see SL4-23. to find their requests fulfilled. Those who are condescending or 3. Skimmel and Reeflik, goblin advisors (90%) (as hobgoblins): arrogant will find themselves negotiating impenetrable walls of SZ M; AL LE; AC 5; MV 60’; HD 1+1; HP 7, 7; #AT 1; Dmg 1-8 banal pleasantries. (long sword). Possessions: long swords. The king is served ably by a coterie of old and trusted advisors. 4. 1 eunuch ogre guard: SZ L; AL CE; AC 5; MV 90’; HD 4+1; HP Palestrim, the major-domo, is the one who determines who shall 26; #AT 1; Dmg 1-10, or by weapon. gain admittance to the royal chambers and when they shall do so. 5. an individual or a group from the court (see SL4-23), 33% This grizzled, one-legged goblin is particularly adept at reading the motives of non-goblins, and is thus usually present for all Treasure: interviews conducted inside the throne room. Skimmel, an aged In the chamber: the gleaming, functional armor is banded mail goblin with stringy white hair, is referred to by the king as ‘Caution’ +1. The rusty, ceremonial armor is a unique magic item, the for his reminders about the potential costs of potential actions armor of secret storage (see new magic items). The main in terms of treasure, manpower, and other resources. The third cache of Weskenim’s treasure is stored within the armor of advisor is a younger goblin named Reeflik (he is actually middle- secret storage: 5,195 gp, 27,632 sp, and 50 gems (worth 50- aged); the king calls him ‘the Hammer’, as Reeflik is always keen 500 gp each), including 3 flawless diamonds (5,000 gp each). to use force to defend and extend goblin influence. Despite their Only Weskenim, his advisors, and the witch doctors (SL4- contrasting roles, Skimmel and Reeflik are the best of friends. The 12) know the location of the stash; they are careful to only advisors sleep on the settees in the throne room, near their king. withdraw from the cache (or add tribute to it) when no one Weskenim will be found in his throne room 25% of the time; else is present. The magical nature of the armor is concealed otherwise he will be visiting his harem in SL4-20 (20%), mingling by the witch doctors, who have cast Frigg’s fraud on it (see with the courtiers in SL4-23 (25%), visiting the clans in the Great new spells). Hall at SL4-40 (25%), or occupied with some secret business (5%). Chest: this chest is for operating expenses. Stacks of coins line one Weskenim’s power is fairly secure, since he is popular with side, to the tune of 275 gp and 896 sp. The other side contains a nearly all the family groupings that make up the tribe. One pouch with 20 pearls (100 gp each), plus a set of 6 Archontean exception is the group at SL4-57. This group has come to follow a chess pieces in solid gold with ivory highlights (400 gp per goblin mystic named Gislu, who recently announced that no goblin piece; for more on Archontean chess, see 3-36C). could be king without possessing the scepter of the goblins (see Weskenim’s personal items: morning star +1; gold and chrysoberyl new magic items). When Weskenim looked around for a scepter he turban pin (3,000 gp); gold, silver and chrysoberyl crown couldn’t find one, and so he banished Gislu (who is now in 4-2). As (5,500 gp); silver ring with large crystal stone (3,500 gp). no one, including Weskenim, knows what this scepter looks like, Weskenim is slightly anxious about the sudden emergence of the SL4-23: Court of the Goblin King scepter and the threat to his power that it might entail. For this This broad plaza, with its overlook into SL4-5, serves as the main reason, Weskenim and Palestrim keep a close watch on the gossip site at which goblin politics takes place. Here important goblins and that occurs in SL4-23, listening for news of the scepter. Should visitors mill about, sharing gossip, plans, and generally Gislu or anyone else show up at SL4-23 with the scepter of the feeling important. All await Weskenim’s frequent appearances, goblins (currently at 8-69), or even a plausible simulacrum of it for the king loves nothing more than to press the flesh, display troll flute (e.g., the found in 3-168), trouble is likely to ensue. Those his prodigious incisors, and utter pithy-but-vague platitudes. The producing a ‘scepter’ are likely to be challenged to single combat by north and south walls each feature a stone bench, on which the the king, via one of his champions (one of the ogres). On the other more elderly or pessimistic courtiers rest. A pair of braziers in the hand, Weskenim will pay handsomely for discrete information center of the chamber casts a dull glow and provides some warmth. about the scepter or, better yet, any plausible version of that object. Violence is not permitted at the court by order of the king, and any Weskenim is also concerned about the expedition he sent into transgressors will be met with immediate resistance from all those Level 3 under the leadership of Harab and Larakim (see 3-130). He in attendance. delicately attempts to question visitors about his missing people, When he is not in the throne room (SL4-22), Palestrim, the and will be instantly favorable to those who rescue Harab and Co. major-domo of the court, sits on a too-large padded chair just Weskenim has two affectations. First, to the amusement of outside the door to the throne room. Palestrim’s job is to decide his people, he has a strong personal fear of cavern cephalopods who may enter the royal chambers and in what order. An old, (see new monsters), and offers various favors and gifts to any grizzled, and one-legged goblin, he is quite adept at his job, for he who produce a cephalopod husk. Second, the king is fascinated has a natural and somewhat mystical ability to read the motives of with cats, and would give much in coin and/or favors to whoever non-goblins. Those unknown to the court may expect to wait up to brought him a litter of kittens or a pregnant mother. GM Note: A a week before being admitted; those whom the goblins know, and/ likely sourceSample of cats are the regions near the temple of Bastet (areas or those who have been deemed ‘Goblinfile Friends,’ can usually be 8-30 to 8-50). admitted within 12 hours. Palestrim is not particularly venal, but appreciates fine food and drink; ‘gifts’ of the latter can reduce the Inhabitants: wait time by ¼. 1. Weskenim, king of the goblins (25%) (as a gnoll): SZ M; AL LE; AC 2; MV 60’; HD 2; HP 14; #AT 1; 3-9 (morning star +1).

Vol. 3 P. 41 The court is a hotbed of gossip and rumor. Much of this is 10. Palestrim, the goblin major-domo (50%) (as a hobgoblin): mundane and salacious, but there are a few dangerous political SZ M; AL LE; AC 5; MV 60’; HD 1+1; HP 8; #AT 1; Dmg 1-8 undercurrents that occasional surface. One involves the touchy (long sword). Possessions: long sword. subject of the scepter of the goblins (see new magic items, and 11. Weskenim, the Goblin king (25%): for stats, see SL4-22. areas 8-69 and SL4-22). Visitors may well be questioned on the 12. 2 eunuch ogre guards, one posted at each of the western sly about this object and its location; careless responses may well doors (100%): SZ L; AL CE; AC 5; MV 90’; HD 4+1; HP 28, 22; cause serious political repercussions, and might even bring an #AT 1; Dmg 1-10, or by weapon. immediate interview with Weskenim. SL4-23A: King’s Overlook Inhabitants: Weskenim loves to make appearances and shout encouraging At any given moment, the following will be present at court: slogans from this overlook. Two brass speaking tubes located on 1. 10 goblins from the clans, seeking favors and/or advice (100%): either side of the royal podium loudly project any voice into SL4-5. SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, 5(x3), 4, 4, 3, 3; #AT 1; Dmg 1-6 (short sword) and 2-5 (sling). 2. 4-7 goblins visiting from outside Arden Vul (25%): SZ S; AL SL4-24: Royal Guards LE; AC 6; MV 60’; HD 1-1; HP 7, 5, 5, 4, 4, 3, 3; #AT 1; Dmg 2-7 The elite royal goblin guards inhabit this chamber. A total of twenty- (military pick). two goblins reside here, divided into three companies of 6 each, 3. A Set deacon plus 4 Set guardsmen, on an embassy from Level plus three captains and a commander. As a result, the chamber 4 (20% chance). Irenaeus the Set deacon (see new monsters), is crowded, with six triple and two double bunkbeds lining the as a 6th-level Archontean cleric of Set: SZ M; AL LE; AC 3; MV yellow-painted walls. In the center is a large brazier, which burns 90’; HD 6; HP 42; #AT 1; Dmg 3-8 (mace +1). Possessions: Set coals and whatever the guards can find. Clustered around the armor +1 (see Arden Vul items); deacon’s was stick (see new brazier are a number of benches, tatty chairs, and small side tables. magic items); footman’s mace +1; an amulet of protection From the ceiling hang various taxidermied trophies, including a against normal missiles (see new magic items); a potion of baby hydra, a varumani head, and several subterranean lizards. extra healing; a potion of glibness; a scroll of curse; and a Resting on a table that is nestled between two bunkbeds on gold holy symbol of Set (150 gp). Spells prayed for: command, the western wall is a 4’-tall, 2’-wide, 1’-deep, free-standing ogive cure light wounds (x2), cause fear, protection from good; arch made of marble, inside of which is a solid gold statuette of an chant, hold person, know alignment, resist fire, silence armored warrior wielding a tulwar/scimitar. The golden warrior is 15’ radius; animate dead, dispel magic, cause blindness; clad in the attire of the ancient Archontean legions. Those familiar cause serious wounds. In addition, 4 Set guardsmen (see with the Labors of Arden should recognize him as Lucius Minux, new monsters), as 2nd-level Archontean fighters: SZ M; AL LE; who played a role in the Sixth Labor (see SL13-10F). The statuette AC 5; MV 60’; HD 2; HP 18, 17, 15, 12; #AT 1, Dmg 2-7 (mace), is actually a statuette of faithful service (see new magic items), 1-6 (spear) and 1-4 (light crossbow). Special defense: fanaticism. which activates only when Lucius is addressed by name in Mithric. Possessions: red scale mail and wooden shield; footman’s maces; The royal guards are recognizable by their jaunty, bright red spears; light crossbows with 20 bolts. caps made of silk, and by the scarlet oval badge (with a silver-incised 4. 2 true varumani (see new monsters) from the thegn’s court image of Weskenim on it) which they wear on their . (7-75) (20%): SZ L; AL LN; AC 2; MV 90’; HD 8; HP 60; #AT The captains accompany their companies at all times, but the 3 or 1; Dmg 3-6/3-6/4-10 or 6-24 (two-handed sword, 2-20+4). commander - Vingrim the Surly - is lazy, and spends 90% of his Special defenses: surprised only on 1 in 6; save as 8th-level fighters time lounging around the brazier. or 8th-level magic users, whichever is better; immune to cold, poison, charm, hold, feeblemind, confusion, and other mind- Inhabitants: affecting magic; regenerate 3 HP/rd; infravision. Possessions: 1. 6 goblin royal guards (as gnolls): SZ M; AL LE; AC 5; MV 60’; huge two-handed sword; ring mail. HD 2; HP 14, 13, 13, 12, 12, 11; #AT 1; Dmg 2-8 (morning star). 5. A beastman patrol sent by Deino (3-158) to negotiate (25%), Possessions: morning stars. including: 6 beastman troopers (see new monsters): SZ S; AL 2. 1 goblin royal guard captain (as gnoll): SZ M; AL LE; AC 5; MV LN; AC 6; MV 90’; HD 1+1; HP: 8, 7, 7, 6, 6, 5; #AT 1; Dmg 1-6. 60’; HD 2; HP 14; #AT 1; Dmg 2-8 (morning star). Possessions: Special attacks: tactics. Possessions: ring mail and shield; spears; morning star. short swords; short bows; and a beastman sergeant (see new 3. Vingrim the Surly, commander of the goblin royal guard (as monsters): SZ S; AL LN; AC 4; MV 90’: HD 2+2; HP 15; #AT 1; gnoll): SZ M; AL LE; AC 5; MV 60’; HD 2; HP 14; #AT 1; Dmg Dmg 1-6 or 2-5. Special attacks: tactics. Possessions: ring mail 2-9 (long sword +1). Possessions: long sword +1. and shield; spear; war hammer. 6. 1-3 parties of NPC adventurers (33%): select from NPC Treasure: appendix. Statuette of faithful service (Lucius Minux - see new magic 7. Sir Sorrow, the Sun-Scarred Knight, and her varlet (25%) items), and 4-24 sp in the bedroll of each guardsmen (unlessSample she has departed): for stats and details, see SL4-19. file 8. 1-4 unusual visitors (from outer planes, from outside Arden SL4-25: Lair of the Eunuch Ogres Vul, etc.) (10%): GM’s choice. Weskenim purchases young ogres from the troll thegn, castrates 9. 6 royal guardsmen from SL4-24, lined up on the western wall them, and raises them as his private bodyguards. Eight such creatures (100%): see stats at SL4-24 reside here, four of whom are on guard at any given moment and four of whom may be found here. The ogres are delighted with their Vol. 3 P. 42 mostly ceremonial position and their cushy lair, and would never downward through the cliff. Although the upper reaches of the betray Weskenim. Their chamber contains four bunkbeds, a rack of shaft were eventually closed by seismic activity, a long section still halberds and maces, a sunken ‘pool’ filled with water in which they remains, one that extends 475’ feet from the Goblin Warrens to like to recline when off-duty, 48 pieces of highly polished copper Level 6 (6-112). and bronze candlesticks, ewers, mugs, plates, and so forth (worth Ledges and shelves dot the shaft, each containing a thick grove a total of 150 gp), a sideboard stocked with small kegs of ale, and a of giant mushrooms. Some of these are detailed (SL4-29, SL4-30, cabinet stuffed with dried and fresh meat. Two young goblins serve SL4-61 to SL4-63), but others are not. The shaft is also home to a the ogres and keep the chamber tidy. large population of small lizards, which the goblins hunt with bows and arrows. Inhabitants: 1. 4 eunuch ogres: SZ L; AL CE; AC 5; MV 90’; HD 4+1; HP 26, 24, SL4-29: Mushroom Shelf 23, 22; #AT 1; Dmg 1-10, or by weapon. This is the largest of the shelves that dot the vertical shaft (SL4-28). 2. two goblin servants: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 5, A rope-and-slats ladder connects this shelf to area SL4-27A. The 3; #AT 1; Dmg 1-6. goblins carefully cultivate this patch of mushrooms, as it provides quality eating from its white ribs and cloud caps (see new flora). Treasure: 48 pieces of tableware, worth 150 gp total, and a stash of 438 sp tucked under the sideboard. SL4-30: Mushroom Shelf This narrow shelf is harder for the goblins to access, and as a result they rarely visit it. Among the cloud caps and white ribs are eight SL4-26: Hydra Keepers specimens of aqua vitae mushrooms (see new flora for all). Buried The six unfortunate goblins tasked with caring for the ‘pet’ hydra in the mulch are a plasteel box containing six Arden Vul cakes (SL4-3) live and work here. A horrendous reek of fresh blood and (see Arden Vul items) and a rudishva fire extinguisher (see new aging meat fills the corridor around the door. Inside are six bedrolls, technological items). a large worktable littered with cleavers, saws and other instruments of butchery, a pile of offal and bones, and a set of hooks from which dangle a variety of unrecognizable sides of meat. SL4-31: Blocked Tunnel, eventually leading to SL5-24 Inhabitants: Although this tunnel is currently impassable, the prisoners in area 1. 6 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 5, 4, 4, 3, SL4-32 are busily excavating it. Within 1-3 weeks it will be cleared 3; #AT 1; Dmg 1-6. enough to allow passage down to area SL5-24.

SL4-27: Food Storage SL4-32: Cave with Tunnel The goblins use this chamber to store the food they have collected The goblins are trying to expand their domains by digging in this from area SL4-28. It is stuffed with drying mushrooms (white ribs, area. Five prisoners shackled together at the feet by a thick chain cloud caps and 1-8 specimens of aqua vitae - see new flora for all). are using pickaxes and mattocks to try to expand the cave. They are In addition, twenty-one lizard corpses of various sizes hang on a watched by a trio of goblin guards. At the moment, this cave serves rack by the north wall. On hooks set into the west wall rest six as the prisoners’s residence during their rest periods; the goblins ‘pickers’ (12’-long poles with blades, used to ‘pick’ mushrooms) attach the chain around their feet to a staple in the wall, and the plus four short bows with quivers of arrows. The arrows all have prisoners sleep on the rocky floor. Once SL4-31 is fully cleared, thin ropes attached to them (for shooting and recovering lizards). Weskenim will have this area improved as a guard area. The tunnel leading west (SL4-27A) is covered by a thick net of woven rope, designed to prevent unwanted visitors from below Inhabitants: from accessing the Warrens. 1. 3 goblin guards: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 5, 5, 3; #AT 1; Dmg 1-6. SL4-27A: Connecting Tunnel 2. 2 goblin prisoners, imprisoned for arguing for peace with the This exploratory tunnel was begun several hundred years ago and, beastmen: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 3, 3; #AT 1; to the goblins’ delight, was found to connect to a valuable source Dmg 1-6. of food. There is a 25% chance that 4-6 goblins are crouching at the 3. 1 lizardman prisoner: SZ M; AL N; AC 5; MV 60’, 120’ western edge of the tunnel overlooking the shaft (SL4-28). swimming; HD 2+1; HP 15; #AT 1 or 3; Dmg by weapon, or A woven rope-and-slat bridge extends over the chasm to area 1-2/1-2/1-8. SL4-29 allowing the goblins access to the largest mushroom shelf. 4. 1 human Set cultist prisoner: SZ M; AL LE; AC 10; MV 120’; HD 1; HP 4; #AT 1; Dmg by weapon. Inhabitants: 5. Kurab, a gagged Set deacon (see new monsters) prisoner: SZ 1. 4-6 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 5, 4, 4, M; AL LE; AC 10; MV 120’; HD 6; HP 21 (max 31); #AT 1; Dmg 3, 3; #ATSample 1; Dmg 1-6. They also have short bows with arrows by weapon. Kurab has no possessionsfile at the moment. He has (ropes attached to the arrows) and ‘pickers’ (See SL4-27). prayed for the following spells, although the gag ensures he cannot effectively cast them:command , cure light wounds (x2), cause fear, protection from good; chant, hold SL4-28: Vertical Shaft, leading down to 6-112 person, know alignment, resist fire, silence 15’ radius; This cavern was formed close to three millennia ago as a burn hole animate dead, dispel magic, cause blindness; cause when the crew quarters module of the Beacon (see 6-112) plunged serious wounds. Vol. 3 P. 43 SL4-33: Interrogation Chamber rebellious half-brother. Chained to the punishment stakes are Agoravere, the official goblin interrogator, operates in this chamber two goblins caught thieving, a beastman deserter, and a sobbing just off the Judgment Hall (SL4-34). The finished walls were long merchant from Narsileon. ago stripped of decoration; Agoravere has his living space in the eastern fragment of corridor, while his three assistants inhabit Lesser Obsidian Gates: These are not the iconic Gates (for which the northern fragment. Three low tables fitted with restraints see 5-6D), but rather a copy made by the Archonteans in homage occupy the center of the room; Agoravere has a fine collection of to the originals. These impressive valves are carved with arcane razor-sharp knives and other tools with which to aid the recall of symbols appropriate to Thoth, Set, and the Imperial Cult (although unfortunate prisoners. Three sets of shackles have been attached the gold that filled them was stripped away long ago). The double to the western wall. One of them holds Elena, a paladin, while doors radiate magic strongly, and are enchanted with a permanent dispel magic spell. Any spell directed against them must be cast another holds the near-dead body of Carloman Fleetfingers, th formerly the second in command to Phlebotomas Plumthorn (see by a 12 -level magic user to affect the doors; there is a 5% chance, 3-5) but captured on a raid; the third is empty. Freeing Carloman moreover, that magical items brought within 10’ of the gates will and returning him to Plumthorn wins the grudging friendship of be disenchanted. the halflings; such a service would also exempt the PCs from the The gates have not been opened in well over a thousand years, license charged by Plumthorn. mostly because they feature an extremely complex lock. Four obsidian posts protrude from the doors at eye level, two on each of Inhabitants: the double doors. The posts are exactly 8” apart. Close inspection 1. Agoravere the interrogator, a goblin sub-chief (as a hobgoblin): of the area around the posts reveals small steel needles extending SZ M; AL LE; AC 5; MV 60’; HD 1+1; HP 7; #AT 1; Dmg 1-8 only a 1/8” above the surface of the door. The doors open only (long sword). Possessions: long sword. by placing four golden, grooved disks on the posts and rotating 2. 3 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 5, 3, 2; #AT them in the proper direction against the steel needles (like a vinyl 1; Dmg 1-6. record album). Clockwise from the upper left post, the disks must 3. Elena, 4th-level female Archontean paladin of Ardenia be spun in the following ways: 1) a full rotation counter-clockwise; Tessaeron: SZ M; AL LG; AC 10; MV 120’; HD 4; HP 19 (max 2) a half rotation clockwise; 3) two rotations clockwise; and 4) a 34); #AT 1; Dmg by weapon. Abilities: STR 14, INT 11, WIS 15, full rotation clockwise and then a full rotation counter-clockwise. DEX 10, CON 15, CHA 17. She has no equipment. The remaining disks necessary to open the gates may be found in 4. Carloman Fleetfingers, 3nd-level male halfling fighter: SZ S; SL4-48, an area that the goblins conveniently consider taboo (it is AL CE; AC 9; MV 90’; HD 3; HP 6 (max 26); #AT 1; Dmg by also possible to discover other disks elsewhere in the Halls - see weapon. Abilities: STR 16, INT 8, WIS 11, DEX 15, CON 16, areas 3-63, 5-85, and SL4-46). CHA 9. He has no possessions. The goblins are simultaneously proud of the gates and afraid of Treasure: what lies behind them. They present the gates as a great work of Agoravere keeps a bag of holding (largest size) tucked into his their ancestors, but have no idea how to open them. bed-clothes. Inside are the following: 26 gp, 68 sp, 128 cp, his father’s silver razor (25 gp), a wax-sealed cheddar he’s keeping for Inhabitants: a special occasion (worthless, it went off a long time ago), 6 iron 1. 4 goblin guards: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 6, 5, flasks containing his urine, a large moss agate (50 gp), a mink pelt 5, 3; #AT 1; Dmg 1-6. (3 gp), a pouch filled with pulled-off fingernails, a long coil of thin 2. Perrilk, a lizardman and the son of Chief Sgraal (SL5-36): SZ gold wire (65 gp), a dried badger penis, two ivory dice pipped with M; AL N; AC 5; MV 60’, 120’ swimming; HD 2+1; HP 7 (max obsidian (50 gp), and a bundle of twine-bound twigs containing a 13); #AT 1 or 3; Dmg by weapon, or 1-2/1-2/1-8. 3. Narbo, 4th-level male elven magic user: SZ M; AL N; AC 8; MV wand of wonder (34 charges). 120’; HD 4; HP 8 (max 12); #AT 1; Dmg by weapon. Abilities: STR 9, INT 17, WIS 14, DEX 16, CON 9, CHA 10. Narbo’s spell- SL4-34: Judgment Hall and Lesser Obsidian Gates book is currently in SL4-42. The arch from the Great Hall (SL4-40) leads to this smoky, 20’ 4. 1 heqeti hopper (see new monsters), as a 4th-level fighter: SZ M; chamber. It is dominated by four cages which hang from thick AL CE; AC 5; MV 60’, 150’ swimming; HD 4; HP 11 (max 21); chains in each corner. A pair of 15’-tall, 10’-wide obsidian doors #AT 2; Dmg 2-7 (spear), 1-6 (bite). Special attacks: hop; +1 to looms along the western wall. Centuries of smoke and grime have damage due to STR; toxic skin (paralysis for 1-2 rounds). Special served to completely efface the original frescoes on the north and defenses: psionic resistance; immune to sleep, charm, hold, and south walls (which, if somehow restored, show Thothian priests water/ice. directing workers in construction projects). In addition to the 5. Purbrin, half-brother of King Weskenim (SL4-22) (as gnoll): cages, six iron posts are driven into the stone floor in the center SZ M; AL LE; AC 5; MV 60’; HD 2; HP 14; #AT 1; Dmg 2-8. of the room; to these are shackled additional beings requiring 6. 2 goblin prisoners: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 5, punishment. Young goblins like to hang around here, mocking the 3; #AT 1; Dmg 1-6. prisonersSample and hurling trash at them. A pair of guards is stationed at 7. A beastman deserter (see new monsters):file SZ S; AL LN; AC 10; both the north and south exits from the Judgment Hall. MV 90’; HD 1+1; HP: 2 (max 6); #AT 1; Dmg by weapon. Special attacks: tactics. Prisoners: The hanging cages are occupied with the following: 8. Lake, a male Thorcin merchant from Narsileon whose debts 1) Perrilk, a son of the lizardman king; 2) Narbo, a magic user led to his imprisonment: SZ M; AL CN; AC 10; MV 120’; HD captured by the goblins; 3) a heqeti; and 4) Purbrin, Weskenim’s 1-6 HP; HP 2 (max 4); #AT 1; Dmg by weapon. Vol. 3 P. 44 SL4-35: Statuary Corridor beware, however, as there is a flat 20% that any item has spoiled This broad, 15’-tall corridor contains four 6’-tall, bronze statues and will produce a bad case of food poisoning: -3 to all attributes of laborers; one is of a goblin wielding a hammer and chisel, two for two days plus halved movement. The eastern lobe is chilled by are of humans wielding pick-axes, and the fourth is of a human a pair of cold rocks (see new magic items) enchanted decades employing mason’s tools. The statues are idealized, but well- ago by a friendly magic user in return for lodging; as a result the executed. The goblin statue could be ‘sold’ to King Weskenim (SL4- temperature is close to 40 degrees Fahrenheit here. The goblins 22) for 500 gp and substantial goodwill, or all four statues could be aren’t exactly sure what needs to be ‘made yucky’ by cold, so the sold outside the Halls for 750 gp each. From the western side, the area is less cluttered: still, visitors to the Halls often require their lesser obsidian gates (see SL4-34) may be opened with ease, and food be stored here, and there is a nice selection of fresh-ish meats, without recourse to the complicated locking mechanism found on some unattractive but nourishing pies, and three casks of excellent the eastern side. wine (100 gp each). A pair of barrels just inside the cold zone provide the cleaning facility for the kitchens. SL4-36: Archontean Guard Post Treasure: This former guard post features still-vibrant frescoes depicting Cold rocks (see new magic items); hidden under one of the clean- Archontean guardsmen watching over laborers who are excavating ing barrels is a pouch containing 14 gp, and a small, but flawless, and shaping stone. The chamber contains a circular wooden table ruby worth 1,000 gp. and six stools, along with a rare suit of imperial field plate (see Arden Vul items) on a rack by the door. SL4-40: Lower Great Hall The lower Great Hall is a hive of activity, noise, and motion. SL4-37: Hidden Stairs to the Surface (AV-16) Although the great frescoes (see SL4-5) are gone, the magnificent A lost Archontean ‘back route’ to the surface of the ruined city craftsmanship that produced the Hall itself, as well as the arches commences here. These stairs wind upwards via numerous landings leading out from it and the fountain and plinth which dominate and short corridors for 725’, before emerging in a currently-buried it, is still apparent, even despite the ravages of time. A large colony cellar in the ruins (AV-16). Should PCs open the route from this of many hundreds of small (3”-long) white lizards shares the Hall staircase to the Goblin Warrens, the goblins will quickly move to with the goblins, who use them for the occasional snack; these seize control of the stairs, thus providing them with access to the lizards can be seen scampering brazenly over almost every portion surface and a major supply of food and trade opportunities. of the Hall (save the fire pit at SL4-40A and the statute at SL4-40D). In addition to the lizards, a flock of goats some 30 strong roams the SL4-38: Kitchens halls; each goat is marked with a spot of paint to designate which The stench of meat and entrails emanates from this chamber, where clan owns it. Poaching goats is a serious offense! a team of goblins prepares food to be cooked on the great fire (SL4- The goblins use the floor of the Hall for many activities 40A) and to be consumed. Any former decorations are long gone, (cooking, socializing, training with weapons, trading with visitors, and the walls drip with grease and dust. Two 12’-long, 4’-wide etc.). Approved visitors (see SL4-4) will be directed down the great trestle tables occupy the northern half of the room; around them ladder (SL4-6) and told to join the throng on the floor of the Great caper six goblin chefs, chopping and dicing meats with cleavers Hall; as the goblins love to watch big visitors negotiate the tricky that appear much too big for them. The chefs’s sleeping quarters bridges (SL4-9), they tend to ‘forget’ to tell visitors about the circular are found in the western corridor fragment, while a third table stair (SL4-13). Visitors are expected to pitch camp somewhere on is the site of baking and vegetable preparation. A ceramic stove the floor and at their own risk, although valuables may be stored occupies the eastern edge of the finished chamber, while a curtain with Leifcrim the merchant for a price (see SL4-40F). A pair of to the south obscures entry to SL4-39. eunuch ogres help keep the peace (SL4-40G), although mostly they The chefs are responsible for preparing meals for the goblin sit around lazily. elites (the inhabitants of SL4-12 and SL4-19 through SL4-25), Inhabitants: and a stream of servers is often found darting out of this room for At any given moment the following persons will be present in the the upper level. Many of the clans also commission the chefs to Great Hall (these are in addition to the inhabitants mentioned in prepare their meals, especially when hunting has been good. As a the sub-regions of the Hall): result, the chefs are busy almost all the time. 1. 40 goblins engaged in sundry mundane activities: SZ S; AL LE; Inhabitants: AC 6; MV 60’; HD 1-1; HP 7(x6), 6(7), 5(x7), 4(x7), 3(x7), 2(x6); 1. 10 goblin chefs, armed with cleavers and spoons: SZ S; AL LE; #AT 1; Dmg 1-6. AC 6; MV 60’; HD 1-1; HP 7, 7, 6, 5(x3), 4, 4, 3, 3; #AT 1; Dmg 2. 10 members of the Great Army (SL4-42) engaged in some sort 1-6. of martial practice: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 2. 6 goblin servers: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 5, 7, 6, 5(x3), 4, 4, 3, 3; #AT 1; Dmg 1-6. 4, 4, 3, 3; #AT 1; Dmg 1-6. 3. 2 goblin badger-handlers: for stats see SL4-50. Sample4. 3-6 visiting merchants (see SL4-40F)file 5. 1-4 groups of other visitors, determined from the tables below SL4-39: Supply Cave 6. 30 goats: SZ M; AL N; AC 7, MV 150’; HD 1+2; HP 8, 8, 7(x5), This two-lobed cave serves as the main food storage site. The 6(x5), 5(x5), 4(x5), 3(x5), 2(x3); #AT 1; Dmg 1-3. Special attacks: western lobe is filled with rickety shelves and dangling sides of . curing meat. It is possible to find almost any food item, whether 7. King Weskenim, accompanied by Palestrim, Skimmel, Reeflik fresh, dried, or preserved, among the litter. The hungry should and a eunuch ogre guard (25%) –see SL4-22 for stats for all. Vol. 3 P. 45 Table 1: Visitors to the Great Hall 17-18 Party of NPC adventurers (select from NPC appendix) D20 Group and Stats 19-20 Special (roll on Table 1A) A beastman patrol, including: 1. 6 beastman troopers (see new monsters): SZ S; Table 1A: Special Vistors AL LN; AC 6; MV 90’; HD 1+1; HP: 8, 7, 7, 6, 2D8 Visitors and Stats 6, 5; #AT 1; Dmg 1-6. Special attacks: tactics. Tredgeris the Dapifer, with 3 guardsmen (see 6-75). He Possessions: ring mail and shield; spears; short 1-2 is trying to recruit teams of goblin fighters for the Arena swords; short bows (6-85): 2. 1 beastman sergeant (see new monsters): SZ S; AL 1. Tredgeris, see stats at 6-75. LN; AC 4; MV 90’: HD 2+2; HP 15; #AT 1; Dmg 2. 3 male Thorcin arena guardsmen, as nd2 -level 1-6 or 2-5. Special attacks: tactics. Possessions: fighters: SZ M; AL NE; AC 6; MV 60’; HD 2; ring mail and shield; spear; war hammer 2 HP 18, 17, 15; #AT 1; Dmg 1-8 (long sword) or 7 lizardmen visiting from SL5: SZ M; AL N; AC 5; MV 1-6 (spear) or 1-4 (light crossbow). Possessions: 60’, 120’ swimming; HD 2+1; HP 16, 15, 15, 14, 14, 13, 3-4 scale mail; long swords; spears; light crossbow 13; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin), or and 20 bolts; purse with 33 sp and 9 gp each. 1-2/1-2/1-8. Possessions: clubs, javelins. In addition to their mail byrnies, and simple 3-6 lesser varumani (see new monsters), visiting from helmets, they wear a light green surcoat em- Level 7: SZ L; AL LE; AC 3; MV 90’; HD 8; HP 59, blazoned with a black image of a six-sided die 58, 57, 55, 54, 50; #AT 3 or 1; Dmg 3-6/3-6/4-10 or NPC magic user and flunkies (select from NPC 7-22 (club, 3-18+4). Special defenses: 33% resistant 3 5-7 appendix) to mind-affecting magic; immune to cold and poison; th th A questing cleric with four men-at-arms: save as 8 -level fighters or 8 -level magic users, 1. Adric, 5th-level male Wiskin cleric of Odin: SZ whichever is better; regenerate 3 HP/rd; infravision. M; AL NG; AC 0; MV 90’; HD 5; HP 34; #AT Possessions: club; shield 1; Dmg 4-9 (footman’s mace +2). Abilities: A Set patrol, including: STR 14, INT 11, WIS 17, DEX 16, CON 11, 1. 1 Set deacon (see new monsters), as a 6th-level CHA 7. Possessions: banded mail +2; mace Archontean cleric of Set: SZ M; AL LE; AC 3; +2. Prepared spells: command, cure light MV 90’; HD 6; HP 42; #AT 1; Dmg 3-8 (mace wounds (x2), remove fear, protection from 4 +1). Possessions: Set armor +1 (see Arden Vul evil; augury, chant, hold person, silence items); deacon’s was stick (see new magic 15’ radius, speak with animals; dispel items); footman’s mace +1; an amulet of magic, speak with dead. protection against normal missiles (see 2. 4 guardsmen, 1st-level male Wiskin fighters: SZ M; new magic items); a potion of extra healing; AL N; AC 6; MV 90’; HD 1; HP 9, 8, 7, 7; #AT a potion of glibness; a scroll of curse; gold 1; Dmg 1-8 (long sword), or 1-6 (short bow). holy symbol of Set (150 gp). Spells prayed for: 8-11 Possessions: ring mail and shield; long sword; command, cure light wounds (x2), cause short bow and 20 arrows. fear, protection from good; chant, hold Kerbog Khan (SL12-25), inhabiting one of his bipedal person, know alignment, resist fire, silence exploration automatons (see new monsters): SZ S; AL 5 15’ radius; animate dead, dispel magic, N; AC 2; MV 90’; HD 6; HP 43; #AT 2; Dmg 1-6/1-6; cause blindness; cause serious wounds. MR 40%. Special defenses: immune to cold and fire. 2. 6 Set guardsmen (see new monsters), as 2nd-level Archontean fighters: SZ M; AL LE; AC 5; MV Dwarves searching for the forge of Zhorak (8-100): rd- 60’; HD 2; HP 18, 17, 16, 16, 15, 12; #AT 1, Dmg 5 3 level dwarven fighters (3 female, 2 male): SZ M; AL N; AC 4; MV 90’; HD 3; HP 30, 25, 24; #AT 1; 2-7 (mace), 1-6 (spear) and 1-4 (light crossbow). 6 Special defense: fanaticism. Possessions: red Dmg 2-9 (battle axe). Special: +1 damage due to STR. scale mail and wooden shield; footman’s Possessions: chain mail and shield, battle axe. One has a scarab of protection. A party of human merchants, come from outside Arden Vul to trade, including: An erinyes, disguised as a human and on a mission to 1. 6 Thorcin merchants (3 male, 3 female): SZ M; AL be determined by the GM: NE; AC 6; MV 60’; HD 1-6 HP; HP 5, 4, 4, 3, 3, 1. 1 erinyes: SZ M; AL LE; AC 2; MV 60’, 210’ flying; 2; #AT 1; Dmg 1-6 (short sword). Possessions: HD 6+6; HP 41; #AT 1; Dmg 2-8; MR 30%. scale mail; short sword. Constant abilities: infravison. Special attacks: 12-16 nd poison; rope of entanglement; cause fear; 2. 6 guards, as 2 -level male Thorcin fighters: SZ M; 7 Samplecharm person; filesuggestion.; Special defenses: AL N; AC 5; MV 90’; HD 2; HP 16, 14, 14, 13, 12, 10; #AT 1; Dmg: 3-8 (footman’s mace), or half damage from cold and gas; immune to fire. 2-7 (spear) or 1-4 (light crossbow). Special: +1 Special: illusion: animate dead; know alignment; damage due to STR. Possessions: chain mail; detect invisible; locate object; invisibility; footman’s mace; spear; light crossbow,16 bolts polymorph self; produce flame; teleport without error; summon another erinyes (25% chance) Vol. 3 P. 46 A party of elves searching for Erist Ellagelsson (SL6-5): 1. Jiltorin Trillissason, 5th-level male elf thief: SZ Table 2: Primary Reason for Presence in the Goblin Warrens M; AL N; AC 2; MV 120’; HD 5; HP 24; #AT Modifier to D20 Motive 1; Dmg 3-8 (short sword +2), 1-6 (short bow), Table 3 1-4 (darts of sleeping). Abilities: STR 12, INT 1-3 Buy goods (roll on Table 4 below) -2 15, WIS 13, DEX 17, CON 13, CHA 15. Thief skills: PP 60%, OL 47%, F/RT 40%, MS 50%, HS 4-10 Sell goods (roll on Table 4 below) -2 63%, HN 25%, CW 90%, RL 25%. Possessions: 11 Acquire or sell information +3 8 leather armor +1; short sword +2; ring of Rescue missing friends protection +2; short bow, 20 arrows; brooch 12 +1 from Halls of confident action (see new magic items), Negotiate alliance or favor with and 3 darts of sleeping (see new magic items). 13 +2 2. 4 2nd-level female elf fighters: SZ M; AL N; AC 4; King Weskenim (SL4-22) MV 120’; HD 2; HP 19, 18, 17, 17; #AT 1; Dmg 14 Expedition to find an artifact +2 2-9 (long sword), 1-6 (long bow). Special: +1 15 Expeditions to a lost tomb +1 damage due to STR. Possessions: elven chain 16 Hire selves as mercenaries +0 and shield; long sword; long bow with 20 arrows Meeting with a third party (i.e., A succubus, disguised as a human and on a mission of 17 +3 not with goblins) the GM’s devising: 1. 1 succubus: SZ M; AL CE; AC 0; MV 120’, 18-19 Hire guide(s) +1 180’ flying (Class C); HD 6; HP 40; #AT 2; Pose prophetic questions to Rizzit 20 0 Dmg 1-3/1-3; MR 70%. Constant abilities: (SL4-15) 9 infravision. Special attacks: energy drain; charm person; suggestion. Special defenses: +1 Table 3: Subsidiary or Ulterior Motives (Roll d20 and add mod- or better weapons to hit; half damage from cold, ifier from Table 2) electricity, fire, and gas. Special: cause darkness 5’; become ethereal; ESP; clairaudience; shape D20 Subsidiary Motive change; gate (40% chance) 1-4 None A party of humans on a diplomatic mission from an 5 Assassination organization based outside the Halls. For example, 6 Abduction of third party Nicetas the bailiff from Burdock (See map BV- 7 Espionage against goblins Castle Burdock), with a troop of 10 men-at-arms. 1. Nicetas the bailiff, th4 -level male Archontean 8 Theft, against goblins fighter: SZ M; AL N; AC 4; MV 90’; HD 4; HP 9 Theft, against another visitor 30; #AT 1; Dmg 3-10 (battle axe +1). Abilities: Rescue a prisoner (SL4-32, SL4-33) 10-12 10 STR 16, INT 11, WIS 9, DEX 11, CON 16, CHA or harem-girl (SL4-20) 13. Possesssions: battle axe +1; chain hauberk, wooden shield; silver amulet of office (25 gp). 11-12 Penetrate behind the Lesser Obsidian Gates (SL4-34) 2. 10 Archontean men-at-arms, 5 male and 5 female: 13 Buy/sell important and/or secret artifact SZ M; AL NG; AC 7; MV 120’; HD 1; HP 8, Locate, and either slay (50%) or negotiate with (50%), 14 7, 7, 6, 6, 6, 5, 5, 5, 4; #AT 1; Dmg 1-6 (spear). one of the wizards living within Arden Vul Possessions: leather armor; spear. Track rival group into Halls, either for secret 15 Kobold emissaries from the Thicket (see map BV-The meeting (25%) or ambush (75%) Thicket) 16 Plan a major war, within or without Halls 1. kobold leader (as goblin): SZ S; AL LE, AC 6; Plunder an important tomb, thanks MV 60’; HD 1-1; HP 4; #AT 1; Dmg 1-6 (short 17 13-14 sword). Possessions: short sword, shield. to a rare treasure map 2. 9 kobolds: SZ S; AL LE, AC 7; MV 60’; HD 1-4 HP; 18 Subvert King Weskenim (SL4-22) or his ministers HP 4, 4, 3, 3, 3, 2, 2, 2, 1; #AT 1; Dmg 1-6 (short 19 Foment uprising against King Weskenim (SL4-22) sword or spear). Possessions: short sword(x4) or spear (x5), shield. 20+ Roll twice on this table 5 doppelgangers, in human (33%) or dwarven form Table 4: Goods for Sale (66%): SZ M; AL N; AC 5; MV 90’; HD 4; HP 25, 24, Quality/ Sample23, 22, 22; #AT 1; Dmg 1-12 or 1-8 (long sword) Special D100 Trade Goodsfile 15 attacks: surprise 4 in 6. Special defenses: immune to Rarity th charm and sleep; saves as a 10 -level fighter. Special: 1-15 Cereals (food) Average/low ESP. Possessions: chain mail; long swords. One carries a 16-25 Alcohol (wine, spirits) Average/average potion of rock melting (see new magic items). 26-32 Mushroom food products High/high 16 Unusual race of GM’s choice Vol. 3 P. 47 33-35 Green friend (see new flora) High/average Inhabitants: 36-40 Gems High/low 1. 3-12 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, 6, Miscellaneous objects looted from 41-43 High/average 5(x3), 4(x3), 3, 3; #AT 1; Dmg 1-6. Arden Vul (See Tables 4A and 4B) 2. 1 fire elemental: SZ L; AL N; AC 2; MV 120’; HD 8; HP 51; 44-50 Weapons, mundane High/low #AT 1; Dmg 3-24. Special attacks: combustion. Special defenses: +2 weapons or better to hit. 51-55 Armor, mundane High/average 56-58 Spell scrolls High/average SL4-40B: Goat Pen 59-62 Potions High/average This corner of the hall is enclosed by an iron cage set into the 63-64 Treasure maps Low/low stone walls. Inside are 15 goats, bleating loudly. These are the goats 65-78 Meat, fresh or Average/average whose ownership is disputed. Until that fact can be sorted out, they Mundane manufactured goods are stuck inside this pen. 79-85 Average/average (e.g. rope, barrels, etc.) Inhabitants: 86-90 Metal ore Average/average 1. 15 goats: SZ M; AL N; AC 7, MV 150’; HD 1+2; HP 8, 7, 7, 6, 6, 91-97 Mundane metal items Average/low 5(x3), 4(x3), 3, 3, 2, 2; #AT 1; Dmg 1-3. Special attacks: charge. 98-100 Special (roll on Table 5 below) SL4-40C: Beetle Pen Table 5: Special Objects for Sale Weskenim had the bright idea to breed giant fire-beetles after his D20 Object Value, per item scouts caught a few. This pen contains ten hungry fire beetles. The goblins are a bit intimidated by the beetles, and would listen to 1-2 Exotic poisons 100-600 offers concerning their sale or use. Exotic mushrooms with 3-5 powerful pharmacological 20-200 Inhabitants: properties 1. 10 fire beetles: SZ S; AL N; AC 4; MV 120’; HD 1+2; HP 10, 10, Exotic animal parts used in 9, 9, 8, 8, 7, 7, 6, 6; #AT 1; Dmg 2-8. 100-400 or as 6-8 spells or research (e.g. spider appropriate silk, hair, troll liver, etc.) SL4-40D: Old Plinth and New Statue Miscellaneous, one-property In the center of the Hall is an ancient, 3’-tall circular plinth of pink 9-10 Varies magic items marble. On top of the plinth is a statue that is obviously much 11-12 Enchanted weapons Varies newer than the plinth, carved out of simple granite. It shows a 6’- tall, male human dressed in chain mail and a velvet cowl who is 13-14 Blackmail information 100-400 gesturing to his right with a 3’ baton. Those who have previously Keys, allegedly to iconic sites 15-16 10-100 encountered modern Priscians in the Halls might conclude that (e.g. the Obsidian Gates) this statue is a rendering of a Priscian war mage, but they would be Rudishva technology, 25% incorrect; he is a Sortian, petrified in antiquity. 17 200-500 chance to still be operable The ‘statue’ is actually the body of the Sortian, Julianus the Personal objects stolen from Red, who was petrified in an encounter with a . The goblins 18 Varies powerful personage in Halls found the ‘statue’, and brought it back to the Great Hall, where they installed in on the plinth. The ordinary goblins love ‘the Pointer’, 19 Unusual or high-level spells Varies as they call Julianus, and often him up in dramatic, flowery, Piece to powerful artifact, 20 Varies goblin-style clothing. He has even been painted several times, rest must still be recovered although Weskenim always commands him to be restored to ‘stony perfection’ after a couple of weeks. The Priscian ambassadors in SL4-40A: Firepit SL4-44 have heard of the statue from Palestrim, and would like to One of the three main features of the lower Hall, this massive firepit remove him without causing a ruckus; given the goblins’ fondness serves as the main source of light and heat for the Hall. Originally a for their mascot, this is proving more difficult than they would 10’ circle cut into the floor of the Hall, where a lesser fire elemental have thought. Should a stone to flesh spell be cast on Julianus, he was bound by ancient wizards, the firepit now sprawls over a wider will be restored to his former state; although grateful, he will not area. The modern pit has at its core the same fire elemental, but the dally with benefactors, nor will he be impressed with the modern goblins like burning things when they can, and so the elemental has Priscian ideology. been obscured by a huge pile of charcoal, on top of which wood, trash, bones,Sample and anything else the goblins can find gets tossed. Inhabitants: file th According to Weskenim’s decree, any goblin may use the 1. Julianus the Red, a Sortian from antiquity, as a 7 -level Arch- firepit for cooking, and so there are always 3-12 goblins roasting ontean magic user: SZ M; AL LN; AC 2; MV 120’; HD 7; HP some sort of meat on sticks over the fire. Of these, 25% will be the 21; #AT 1; Dmg 3-5 (darts +2). Abilities: STR 11, INT 17, WIS actual chefs, who can be hired by wealthier individuals to prepare 15, DEX 16, CON 11, CHA 9. Possessions: Sortian chain mail ‘special’ meals (in addition to their duties as cooks to the king and +1 (see new magic items); 10 darts +2; two glass spheres other elites) Vol. 3 P. 48 magic items, old but beautiful furniture, food delicacies Goods for Sale: He sells jewelry (125% of base value; he has 1-12 pieces in stock), mundane weapons (50% to have any normal weapon, cost 150% of base), gems (125% of base; he has 3-18 gems in stock), and a collection of ‘curios’, including a sapphire Sortian eye (see new magic items), an orange rudishva identity plaque (see new technological items), a pack of tarot cards, a returning pebble (see new magic items), one of the fish-shaped control rods to the eggs found at 4-85 (Leifcrim asks 115 gp for this oddity), and a ring of three wishes with one wish remaining. Inhabitants: Leifcrim, 5th-level male halfling thief: SZ S; AL LN; AC 5; MV 90’; HD 5; HP 24; #AT 1; Dmg 4-7 (dagger +3). Abilities: STR 10, INT 14, WIS 11, DEX 17, CON 11, CHA 12. Thief skills: PP 60%, OL 57%, F/RT 45%, MS 55%, HS 51%, HN 25%, CW 75%, RL 20%. Possessions: dagger +3; leather armor; cloak of the dwarves (see new magic items); key to SL4-47.

Jobim the Brewer Personality: Easily distracted, dotty, kindly Secret? Trades with the halflings for their new venom (see area 3-4), against the king’s orders Lockbox: 378 gp, 449 sp Might Buy: Odd mushrooms, potion ingredients, monster parts of arcane assistance (protection, arcane warding) (see Goods for Sale: A variety of brews, including Hak’s mushroom new magic items); wand of fire (17 charges). Julianus has no ale (2 sp/pint), Jobim’s lichen ale (1 sp/pint), Jobim’s purple memorized spells, and his spell book is long gone; he speaks wax lager, which offers a strong, almost paralytic buzz (10 sp/ Mithric and an ancient dialect of Thorcin. pint), imported brandy (7 gp/shot). He also offers a selection of potions of healing (150% of cost), poisons, and other relatively SL4-40E: Fountain simple non-magical potions (e.g., a ‘love philter’ for 10 sp; a hair This large fountain and pool dominates the east side of the Hall. tonic for 10 sp, etc. None of these are efficacious). He has 3 vials The fountain proper is a cylinder of water powered by a small of Mortality poison (see 3-4) as well, which he will only sell to water elemental bound to a chamber 10’ below the floor of the trusted customers (at 125 gp per vial). Hall. The pool around the fountain is 3’ above the floor of the Hall Inhabitants: and contains cool, clean water. 1. Jobim, goblin brewer: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 4; #AT 1; Dmg 1-6. Inhabitants: 1. 1 half-sized water elemental: SZ S; AL N; AC 2; MV 60’, 180’ Temrin the Artist in water; HD 4; HP 26; #AT 1; Dmg 2-20. Special attacks: affect Personality: Eager, puppy-like, easily tricked boats. Special defenses: +2 or better weapons to hit. Secret? Can limn magical maps. If an object is described to him, he has the supernatural ability to sketch a quick map from area SL4-40 to that location. The map does not include secret doors SL4-40F: Merchants’ Corner or side areas; it depicts the main route to the desired object. This corner of the Hall is devoted to trade and barter with outsiders. Specific details of the object are necessary for the map to be The overseer of the area is Master Leifcrim, a halfling merchant. accurate (i.e., one cannot ask him to locate ‘big treasure’; one He licenses traders (10 gp for a month) and provides them with must describe an object in size, shape, color, etc.). He might a rickety table under the awning at which they may hawk their reveal this information to someone who commissions at least wares. Leifcrim operates his own trading concern from a beautiful one portrait and who praises the quality of his work. He will ask ebon-wood desk next to the door to SL4-47. The current traders 500 gp per magical map although they are easily worth three present here are listed below. Most of the traders have only a times that sum. limited sample of their wares present on the table, and prefer to Lockbox: 64 gp, 156 sp negotiate with potential customers before visiting area SL4-47 to Might Buy: Nothing. He’s a painter, and is desperate for customers. procure a specific item that the customer desires. Goods for Sale: Returning from a visit to Narsileon, Temrin is attempting to interest his fellows in portraiture, with little success. Master LeifcrimSample He has a variety of media (animalfile scales, a few canvasses, glass) Personality: Outgoing, enthusiastic, easy-going on which he is willing to paint, and a nice selection of paints in Secret? A close ally of King Weskenim (SL4-22); reports to king a variety of colors. What he does not have are many customers. every other day. Inhabitants: Lockbox: 6,402 gp, 678 sp. Temrin, goblin artist: SZ S; AL LN; AC 6; MV 60’; HD 1-1; HP 4; Might Buy: Cats (for the king), gems, fancy or unusual clothing, #AT 1; Dmg 1-6.

Vol. 3 P. 49 Thorgrim the Easy SL4-41: Holding Cell Personality: His nickname, ‘easy’, is a joke, as Thorgrim is dour, Visitors whose status and motives are uncertain are detained in short-tempered, and irascible this holding cell until Weskenim and his advisors can decide what Secret? He’s looking for the iron circlet of Ghanor (see new to do with them. If the PCs are taken or rescued by the goblins they magic items; currently located at 3-127A) will end up here. Currently there are three adventurers here; their Lockbox: 439 gp, 197 sp equipment is kept by the guards in SL4-42. Might Buy: Old Archontean artifacts, particularly books, maps, and other hints as to the iron circlet’s location GM Note: The adventurers are searching for specimens of the Goods for Sale: Dried meat 8 gp/lb, dried rice 8 gp/lb, sugar or rare midnight rose flower (see new flora). They grew enmeshed flour 8gp/lb, sweet pastries (5 sp each), loaves of bread 25 sp/ in a verbal confrontation with the goblins concerning the latter’s loaf, imported Archontean wine (5-30 gp/bottle), imported treatment of their animals (e.g., the giant badgers at SL4-50), and rye whiskey (190 gp/bottle), imported corn whiskey (100 gp/ so the goblins arrested them. Weskenim (SL4-22) is trying to bottle), imported Narsileon IPA (50 sp/gallon). There is also a decide what to do about the visitors. 75% chance he currently has a single exemplar of each ordinary item off the general equipment list (for 175% of cost). He has no Inhabitants: magic items for sale. 1. Fedolcin, 6th-level male half-elf druid: SZ M; AL N; AC Inhabitants: nd 8; MV 120’; HD 6; HP 37; #AT 1; Dmg by weapon. Abilities: 1. Thorgrim the Easy, 2 -level male Wiskin human fighter: SZ STR 11; INT 13; WIS 17; DEX 16; CON 10; CHA 15. Prepared M; AL N; AC 5; MV 90’; HD 2; HP 17; #AT 1; Dmg 2-9 (long spells: animal friendship, detect magic, entangle, faerie sword), 2-7 (spear); 1-4 (light crossbow). Abilities; STR 16, INT fire, invisibility to animals, speak with animals; barkskin, 11, WIS 9, DEX 11, CON 17, CHA 7. Possessions: chain mail; charm person, create water, cure light wounds, locate long sword; spear; light crossbow and 15 bolts; djed amulet plants; hold animal, neutralize poison, summon insects; (see new magic items). animal summoning I. 2. Lillecin, 4th-level female half-elf druid: SZ M; AL N; AC 8; MV Claudine of Narsileon 120’; HD 4; HP 23; #AT 1; Dmg by weapon. Abilities: STR 9, INT Personality: Reserved, observant, devious 9, WIS 16, DEX 16, CON 11, CHA 17. Prepared spells: detect Secret? She’s a deacon of Set, sent by the Set cult (e.g. 4-2) to magic, entangle, locate animals, pass without trace, infiltrate the Goblin Warrens and generally sow chaos shillelagh, speak with animals; barkskin, charm mammal, Lockbox: 941 gp, 312 sp obscurement, trip; protection from fire, stone shape. Might Buy: Archontean artifacts (movables, bits of magical or 3. Seldorin Seldorsson, 7th-level male elf thief: SZ M; AL N; AC scholarly ephemera, jewelry, coins, etc.). She will also buy 6; MV 120’; HD 7; HP 33; #AT 1; Dmg by weapon. Abilities: information, particularly about goblin and halfling movements STR 15, INT 9, WIS 9, DEX 18, CON 11, CHA 9. Thief skills: and plans. PP 75%, OL 62%, F/RT 55%, MS 70%, HS 63%, HN 30%, CW Goods for Sale: Short swords, maces, axes (4 each), and spears (12). Also three sets of chain mail and three suits of leather 94%, RL 35%. armor. All weapons and armor are sold at 150% base value. She has a good collection of spelunking gear: rope, picks, harnesses, SL4-42: Barracks of the Great Army mallets, spikes, etc. This cave is accessed by a narrow ladder leading up 15’ from the Inhabitants: floor of the Great Hall. The 20’-high, unlit cavern is spacious and Claudine of Narsileon, a Set Deacon, as a 6th-level female floored with sand. Dozens of hammocks are slung throughout Archontean cleric of Set: SZ M; AL LE; AC 5; MV 90’; HD 6, HP the cave, which is also dotted with more pedestrian sleeping mats 40; #AT 1; Dmg: 3-8 (mace +1). Abilities: STR 13; INT 15; WIS and 16 half-barrels, 8 used for waste and 8 for water. A total of 15; DEX 9; CON 11; CHA 14. Possessions: chain mail (instead 50 goblin warriors comprising Weskenim’s ‘Great Army’ live here, of Set armor); mace +1; a deacon’s was stick (hidden in although only 20 are present at any given time. The ‘Great Army’ is her packs - see new magic items); an amulet of protection composed of otherwise unattached or particularly martial goblins, against normal missiles (see new magic items), a potion of and as a result those poking their noses into this cave will be met extra healing, a potion of glibness, and a scroll of curse. with aggression, regardless of the status of those visitors in the Spells prayed for: command, cure light wounds (x2), cause Goblin Warrens. Only when guided by an important official will fear, protection from good; chant, hold person, know visitors be able to prowl through this cave without trouble. alignment, resist fire, silence 15’ radius; animate dead, Two unusual features mark the cavern. One is a rickety, 12’-tall dispel magic, cause blindness; cause serious wounds. wooden ladder which leans against the western wall. The other is a mat of goat-hide which covers an 8’-diameter hole in the floor near SL4-40G: Ogre Guards the ladder; this mat is hard to spot in the dark (treat as a concealed Two of theSample eunuch ogre guards from SL4-25 are posted in this door), especially as a hammock swingsfile directly over it. The hole corridor fragment at all times. They are bored and lazy, and spend leads down to SL4-43. The goblins present all know of the hole, but most of their days playing mumblety-peg and shooting dice. Still, have strict orders from Weskenim (SL4-22) not to venture below. they will move swiftly if trouble breaks out in the Hall. All they are willing to say is that some humans were discovered below and that Palestrim (SL4-23), the king’s major-domo, travels Inhabitants: below for long periods of time. 1. 2 eunuch ogres: SZ L; AL CE; AC 5; MV 90’; HD 4+1; HP 25, 22; Just inside the entrance is a chest which contains the equipment #AT 1; Dmg 1-10, or by weapon. Vol. 3 P.of 50 anyone detained in the holding cell (SL4-41). Inhabitants: Inhabitants: 1. 20 aggressive goblin warriors: SZ S; AL LE; AC 6; MV 60’; HD 1. Lukor, Priscian war mage (see new monsters) and member of 1-1; HP 7 (x5), 6 (x7), 5 (x 5), 4 (x3); #AT 1; Dmg 1-6. Quintus, as a 7th-level Thorcin magic user: SZ M; AL LN; AC 2; MV 120’; HD 7; HP 20; #AT 1; Dmg 3-9 (Priscian gladius Treasure: +2). Abilities: STR 11, INT 17, WIS 14, DEX 16, CON 9, CHA Each of the 50 bedrolls conceals 3-18 sp. 9. Possessions: a key to 9-58; Priscian chain mail +1 (see new The chest holds the equipment of the adventurers detained in SL4- magic items); Priscian gladius +2 (see new magic items); gem 41; studded leather +1, leather armor +2, leather armor, of brightness; wand of frost (37 charges). Spells memorized: 2 wooden shields, club +1, 6 throwing daggers, a scimitar, a charm person, detect magic, enlarge, magic missile; sling +1, 30 sling bullets, a pair of daggers +2, two vials of continual light, ESP, locate object; dispel magic, hold oil, a potion of invisibility, a potion of locate object, a person; charm monster. scroll of protection from demons, a sketch of the midnight 2. Elanchian Gellisson, Priscian war mage (see new monsters) rose flower (see new flora) with botanical notes describing its and member of Tertius, as a 5th-level female elf magic user: strange properties, a letter of introduction to high priestess SZ M; AL LN; AC 3; MV 120’; HD 5; HP 13; #AT 1; Dmg 3-6 Stephania (4-51), a pouch with sixteen pieces of amber carved (staff +2). Abilities: STR 9, INT 16, WIS 13, DEX 16, CON 10, as animals (100 gp each), 467 sp, 132 gp, and a 2-lb of CHA 15. Possessions: Priscian chain mail (see new magic platinum (500 gp). items); staff +2; wand of paralysis (10 charges); Priscian ring (see new magic items) enchanted with true seeing. Spells Spell Book of Narbo (imprisoned at SL4-34): Armor, burning memorized: charm person, identify, magic missile, sleep; hands, charm person, comprehend languages, enlarge, locate place (see new spells), strength; clairvoyance. grease, hold portal, identify, jump, magic missile, mount, 3. Ysadel, Priscian war mage (see new monsters) and a member of th protection from evil; continual light, darkness 15’ radius, Secundus, as a 4 -level female Archontean magic user: SZM; ESP, invisibility, locate object, scare, stinking cloud; AL LE; AC 5; MV 120’; HD 4; HP 12; #AT 1; Dmg 3-9 (Priscian clairvoyance, material, slow, water breathing. gladius +2). Abilities: STR 12, INT 17, WIS 14, DEX 9, CON 16, CHA 11. Possessions: Priscian chain mail (see new magic items); Priscian gladius +2 (see new magic items); wand of SL4-43: Lost Corridor light (15 charges); potion of extra healing. Spells memorized: This corridor has been forgotten due to the collapse of the tunnel dancing lights, jump, shield; forget, levitate. connecting it to SL4-40. It is choked with dust and cobwebs, except 4. Paullor, Priscian conversus (see new monsters) and bonded for a clear path which leads from the hole at SL4-42 to the door to defender to Lukor, as a 6th-level Archontean thief: SZ M; AL SL4-44 and thence to the stairs at SL4-45. At the western end of the LE; AC 4; MV 120’; HD 6; HP 43; #AT 1; Dmg 4-7 (dagger corridor a skeletonized corpse protrudes from under the caved-in +3), 1-6 (short sword), 2-5 (sling). Abilities: STR 14, INT 13, portion of the corridor. Although the body has been looted, it rests WIS 12, DEX 17, CON 15, CHA 17. Thief abilities: PP 60%, OL over (and obscures from casual view) a magical spear +2 named 57%, F/RT 45%, MS 52%, HS 42%, HN 20%, CW 92%, RL 30%. Bright-Blade (see new magic items). Possessions: leather armor +1; dagger +3; short sword; sling with 20 bullets; a pouch with 15 sardonyx gems (50 gp each) and Treasure: 73 gp; a potion of invisibility. Bright-Blade, spear +2 (see new magic items) 5. Rusticus, Priscian conversus (see new monsters), as a 5th-level male Archontean fighter: SZ M; AL LE; AC 2; MV 90’; HD 5; SL4-44: Priscian Embassy HP 49; #AT 1; Dmg 5-12 (battle axe +1), 1-4 (light crossbow). A triad of Priscian war mages inhabits this chamber. The triad was Abilities: STR 18/63, INT 8, WIS 10, DEX 12, CON 16, CHA sent by Jaracondus the Sprightly (9-63) to investigate the passage at 11. Possessions: splint mail +1 and shield; battle axe +1; light 7-44A; the triad’s exploration led them to SL4-45 and the goblins. crossbow and 16 bolts; 83 sp and 37 gp. Although initially surprised by this encounter, the Priscians have 6. Wellor, Priscian conversus (see new monsters), as a 3rd-level quickly established new short-term goals. Having heard from male Wiskin fighter: SZ M; AL LE; AC 2; MV 120’; HD 3; HP Palestrim, the king’s major domo, of the statue (SL4-40) and 22; #AT 1; Dmg 2-7 (spear, short sword) 1-6 (javelin). Abilities: floating head (SL4-58), they recognized them as Sortian and are STR 17, INT 8, WIS 16, DEX 16, CON 12, CHA 7. Possessions: scheming to recover both. They are also hoping to use persuasion, Priscian chain mail (see new magic items) and shield; spear; or, if necessary, magic, to enlist King Weskenim (SL4-22) as an ally short sword; 3 javelins; immobilizing mesh (see new magic against the troll thegn (7-30). They have yet to meet the king, as the items). latter is afraid of the thegn and thus has ordered the Priscians to remain here, out of sight. They have been negotiating instead with Treasure: Palestrim, the king’s major-domo (SL4-23), for over a month, and Rugs: two are modest and recent (50 gp each), but one is ancient, are starting to grow irritated by the slow pace of discussions. and depicts a dragon-riding Archontean (300 gp) SampleIn one chest: 2,500 sp, 250 gp. file Weskenim has appointed the chamber richly, as befits the importance of the visitors. Three costly rugs cover the floor, and In the other chest: three spell books, six scrolls (detect magic, the walls have been painted a cool shade of light blue. Three light, detect evil, locate object, dispel magic, protection wooden beds, three desks, six chairs, a low table, and two locked from evil 10’ radius), six potions of healing. chests complete the chamber. Lukor’s Spell Book: Alarm, burning hands, charm person, Vol. 3 P. 51 comprehend languages, detect magic, enlarge, feather Two vials of caustic acid packaged carefully in a doe- 13 fall, hold portal, identify, light, magic missile, push, read skin pouch (1-6 acid damage on impact) magic, shield, sleep; the Bracteros effect (see new spells), continual light, darkness 15’ radius, ESP, knock, locate 14 Three griffon feathers object, mirror image, ray of enfeeblement, stinking cloud, 15 An ossified dragon egg web; blink, dispel magic, fireball, fly, hold person, lightning 16 Six dried blue haze lichen (see new flora) bolt, protection from evil 10’ radius; charm monster, fear, Cursed octagonal platinum coin; brings bad monster summoning II. 17 luck to owner (-1 to all rolls) Crystal dagger with a hollow blade (acid or Elanchian’s Spell Book: Affect normal fires, charm person, 18 comprehend languages, detect magic, erase, feather fall, poison could be placed inside it) hold portal, identify, light, magic missile, protection from 19 A midnight rose (see new flora) in a flower pot evil, read magic, shield, sleep; continual light, detect evil, 20 Phineas’s silver slide-whistle (See new magic items) ESP, knock, locate place (see new spells), mirror image, rope 21 Yo-yo made of gold (35 gp) trick, stinking cloud, strength; clairvoyance, dispel magic, hold person, lightning bolt, slow; ice storm. 22 Bottle of fine Archontean brandy (75 gp) 23 Battered helm of infravision (see new magic items) Ysadel’s Spell Book: Comprehend languages, dancing lights, 24 Cursed short sword -2 detect magic, find familiar, jump, magic aura, magic missile, read magic, shield, sleep, unseen servant, ventriloquism; Inhabitants: detect invisibility, forget, levitate, Pelagion’s bridge of sighs 1. 20 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7 (x 4), 6 (x (see new spells), pyrotechnics, wizard lock; explosive runes, 6), 5 (x 5), 4 (x 4), 3; #AT 1; Dmg 1-6. gust of wind, protection from normal missiles. 2. 30 goblin females: non-combatants, AC 8, 1 HP. 3. 50 goblin young: non-combatants, AC 8, 1 HP. SL4-45: Stairs Down to Level 7 (7-44A) This forgotten staircase leads down to an old rudishva chamber at Treasure: area 7-44A. The Priscians discovered these stairs, which led them See table above. to their unexpected embassy to the goblins (see SL4-44). SL4-47. Merchants’ Storage SL4-46: Goblin Clan Cave The wooden door to this chamber is in excellent repair and remains This cavern is reached by a 20’-tall rickety ladder from the floor of locked at all times. Master Leifcrim (SL4-40F) holds the only key. SL4-40. Inside is a neat cave with a sandy floor, in which dwell 50 Inside is an old storeroom which Leifcrim uses as a storehouse goblins. Of these, only 20 are present at any given time. Searching for his goods, for the goods of other merchants, for certain items through the many goblin nests will provoke antagonism and will be of value to Weskenim, and for the valuables of visitors. The latter time-consuming; still, such a search has the possibility of turning service is not free, however; Leifcrim charges 1 gp/day to store up an interesting item (a cumulative 10% per turn of searching, up small parcels, and 10 gp/day for larger packages or items. Leifcrim to a maximum of 60% chance per turn after 6 turns. A maximum is honest, and goods stored here should be safe. of three items may be found): The chamber includes seven lockable wooden chests, of which four are currently in use by the merchants in SL4 32F (only Temrin 2d12 Item does not use one). These chests contain the goods mentioned as ‘For Sale’ in the writeups of each individual items. Larger goods that do 2 Obsidian ceremonial dagger (25 gp) not fit within the chests, such as weapons and armor, are stacked A grooved gold disk, one of four needed to open the neatly near the appropriate merchant’s chest. Incongruously placed 3 lesser Obsidian Gates (SL4-34) among the valuables is a small set of shelves containing fifteen pots Purse with 2-24 ancient gold solidi of paint in various colors and a number of decrepit paint brushes. 4 (see Arden Vul items) Weskenim has stored some bulky valuables here, including five rolled-up carpets (two worth 75 gp, one worth 125 gp, and two 5 Torn treasure map spectacular examples of old Archontean carpet-weaving worth 6 Scroll with a MU spell of level 1-6 475 gp each); a defaced marble bust of a bald Archontean, with 7 Packet of 6 red veil mushrooms (see new flora) the Mithric inscription ‘Trebizet the Overseer’ (see SL4-48); six 8 Potion of healing ceremonial spears covered in gold leaf (50 gp each); a pair of 5’-tall Archontean urns with images of laborers at work with picks and 9 Silver holy symbol of Set (25 gp) shovels (100 gp each); and a large tapestry showing scenes from A battered codex entitled Tales of Larel One-Eye 10 Samplethe Song of Jacinth the Rose (see Ardenfile Vul books) worth 1,125 gp. (see Arden Vul books) Currently no other visitors have taken advantage of Leifcrim’s Flute made from a thigh bone: 1-2: human, 3-4: storage services. 11 goblin, 5: varumani, 6: heqeti Treasure: 12 Coil of elven rope (see new magic items) See text.

Vol. 3 P. 52 SL4-48: Taboo Chamber GM Backstory: This chamber was the residence and office of The door to this chamber is emblazoned with three pieces of faded, the Overseer of Labor, the Archontean official charged with ancient graffiti (in Goblin). One piece is a skull and crossbones with maintaining the (slave) labor force that lived in and around the the word “NO!” next to it; a second reads “Death lies within!”; the Hall of Labor. Even though it was lost for hundreds of years and third reads “No Entry! The overseer still lives ... sort of!” The door only recently rediscovered, the chamber retains a taboo status itself is locked (key lost) and stuck. Needless to say, the modern among the goblin descendants of those laborers as the symbol of goblins who recently discovered this chamber (via the hole leading hated oppression. Of course, the ominous graffiti on the door has from SL4-42 to SL4-43) have been fully intimidated by the ancient only contributed to their unwillingness to venture within. words of their ancestors, and have refused to investigate or enter As the Archonteans withdrew from Arden Vul, a brave goblin this chamber. managed to stab the last overseer, a particularly vicious fellow The brightly painted chamber is furnished with a large table named Trebizet, in the back, killing him. Trebizet rose immediately some 12’ square, on which are scattered a number of old parchment as a spectre, and his brave assassin fled; the assassin and his friends documents. Benches and chairs flank the table, and, in the largest locked the door and inscribed it with graffiti. Trebizet has haunted chair directly across from the entrance, is slumped an obvious the chamber here ever since. corpse. Along the south wall are three open bins measuring 4’x4’x4’. Attached to the underside of the table in its exact center is Secret Door (east): The door is normal to detect, and is openable a 3’-diameter circular metal container (locked, poison needle). from this side by pulling the closest wall . When this is done, As soon as the threshold is crossed, a sighing sound emanates a 4’x3’ section of wall grinds open, revealing SL4-49. from the corpse slumped in a chair opposite the entrance; 2 rounds later, a spectre materializes and attacks. Inhabitants: 1. Trebizet the spectre: SZ M; AL LE; AC 2; MV 150’, 300’ flying Documents: Most are mundane bureaucratic memoranda (guard (Class B); HD 7+3; HP 52; #AT 1; Dmg 1-8. Special attacks: rotations, lists of laborers, accounts, etc.) which might bring 30 gp energy drain. Special defenses: +1 or better weapons to hit; total to a collector. One, however, is an illuminated version of the immune to sleep, charm, hold, cold, poison, and paralysis. Lay of Marius Invictus (see Arden Vul books). 2. 1 ochre jelly: SZ M; AL N; AC 8; MV 30’; HD 6; HP 41; #AT 1; Dmg 3-12. Special defenses: lightning divides into half-sized Stone Bins: The left-most bin is empty, the middle one appears to creatures. be full of rich topsoil, while the right-hand bin is coated in a flaky, orange precipitate. The soil is only two inches deep, and covers a Treasure: patient ochre jelly. If rehydrated, the orange precipitate acts as a Room contents: mundane administrative documents (30 gp); an healing potion, with enough precipitate for 10 potions. illuminated version of the Lay of Marius Invictus (see Arden Vul books); precipitate for 10 potions of healing; 10 gold Circular Lockbox: The lock is hard to pick (-10%) and the poison disks for the doors at SL4-34 (200 gp each). needle is hard to locate (-10%), but the trap is easy to remove Corpse: 24 ancient silver pennies and 6 ancient gold solidi (see (+5%). Inside are ten disks (28” in diameter) of grooved beaten Arden Vul items for the coins); a silver and jasper ring (150 gold with 1” holes in their centers (like record LPs). These gold gp); boots of jumping; and a poisoned dagger embedded in disks are worth 200 gp each for their metal, but are in fact the its back. missing items needed to operate the lesser obsidian gates (SL4-34).

Frescoes: The north wall is covered by a huge image of a pair of night-black doorways on which glow mystical symbols of Thoth, Set, and Archontos; to either side is a priest - one orange-robed and the other red-robed - displaying a grooved, golden disk in one hand and pointing to the doors with the other. From the image, it is clear that the disks are connected to the operation of the doors (GM: these frescoes are hints as to the operation of the lesser Obsidian Gates at SL4-34). On the south wall is a huge eye looming over scores of miniscule laboring figures. To the east is a pastoral scene of surprising beauty and unusual draftsmanship; unlike the Egyptian-style frescoes that dominate the upper Halls, this image is more lush and painterly, almost in an impressionist style, albeit with vivid, bright hues. The wall shows a rolling hill, a sunken country lane, and two giant elm trees. In the distance is a hazy smudge that might be a fortified manor house, while the foregroundSample features a knotted walking stick thrust into the bank file of the lane. The image radiates magic, and serves as an entry point into the world of faerie. One need only grasp the walking stick and one will be drawn into the painting and the world of faerie. It is up to the GM to decide what that world is like.

Vol. 3 P. 53 SL4-49: Ogre Guards Further back in the cave are the two badgers, whom Weskenim has King Weskenim assigned a second detachment of his eunuch named Stinky and White-nose. ogres (c.f. SL4-25) as guards of this strategic route to the lower levels. Their chamber is dark and rank; the ogres have defaced Inhabitants: the old Archontean frescoes and supplied their own crude and 1. 2 goblin badger-handlers (as orcs): SZ M; AL LE; AC 6; MV pornographic images and slogans. Furnishings include eight 60’; HD 1; HP 7, 6; #AT 1; Dmg 2-8 (morning star). Possessions: bedrolls, barrels of brandy and of water, a pay chest, a table and morning stars. eight battered chairs, and two halfling corpses being cured on 2. 2 giant badgers: SZ M; AL N; AC 4; MV 60’, 30’ burrowing; HD hooks. Winches for the two (SL4-52A and SL4-52B) 3; HP 20, 18; #AT 3; Dmg 1-3/1-3/1-6. flank the door. Two of the ogres are always found at SL4-52A. If the remainder hear the warning sound made by this pair, they will SL4-51: Hallway with Winch emerge ready for a fight within 2 rounds. This hallway was one of the main entry points to the Hall of Labor Like their fellows, these eunuch ogres are content with their in antiquity. A winch mechanism is set into the north wall; it lot, and are unlikely to betray Weskenim. That said, they consider operates the at SL4-52A. A pair of 6’-tall marble statues themselves loyal to Weskenim personally, and not to the other stand against the north and south walls. The north statue is in a goblins. Should it be shown to them that Weskenim is dead, they heroic, socialist-realist style, and depicts a muscled human laborer will depart for the Arena (6-68) . wielding a pair of hammers. The south statue depicts a goblin employing mason’s tools. The goblins love the southern statue, and Thothian Teleportation Ring: In the southeast corner of the room have named it Jeskenim, after the legendary first king of their tribe. is a set of 2”-tall paving stones arranged in a 6’-diameter ring. Inset They decorate it with colorful scarves, turbans, and pantaloons. into the floor next to the ring is a rectangle 48” long by 8” tall; the rectangle is divided into six interior compartments, each 8” square. Together these elements form a Thothian teleportation SL4-52A: Portcullis A heavy iron portcullis blocks the passage here. It can be raised ring (see new magic items). To activate the ring, one must place by a winch located just to the west, in area SL4-51, or by the six colored glass activation squares into the inset according to a winch in SL4-49. A pair of ogres stand in front of the portcullis, sequence that matches the ‘address’ of the ring to which one wishes demanding both tribute and the reasons for entry into the Goblin to travel. Once the squares are placed, a brief shimmer of energy is Warrens. Regardless of what reasons are adduced, the expected visible over the ring. At this point the user has 1 round to collect tribute amounts to 10 gp/person as a gift to King Weskenim. This the squares and enter the ring, after which anyone in the ring is rate applies to first-time, adventuring visitors, but decreases to 1 teleported without error to address indicated by that sequence of gp/person for return visitors and/or inhabitants of the Halls. The squares. If the glass activation squares are not collected and/or if ogres expect to be bribed an equal amount. If suitable payment is the travelers do not possess a second set of them, they are likely to not forthcoming, they will rattle their weapons on the portcullis, be stranded in the location to which they have just teleported. The alerting their fellows in SL4-49. Should combat with the ogres address of this ring is as follows: BK-RE-YE-GR-BL-WH (see new break out here, the goblin guards at SL4-40 will come to investigate, magic items for explanation). None of the glass activation squares most probably with the giant badgers in tow (66% chance). They necessary to operate the circle are present. arrive in 4 rounds, and lift the portcullis from the west so as to help Neither the goblins or the ogres have any idea how the the door guards subdue or slaughter foes. teleportation ring works. Inhabitants: Secret Door (west): The door is extremely difficult to detect (1 in 1. 2 ogres: SZ L; AL CE; AC 5; MV 90’; HD 4+1; HP 27, 23; #AT 10 chance). From this side it can only be opened by force. 1; Dmg 1-10, or by weapon. Inhabitants: 1. 6 ogres: SZ L; AL CE; AC 5; MV 90’; HD 4+1; HP 31, 29, 28, 27, SL4-52B: Hidden Portcullis 25, 22; #AT 1; Dmg 1-10, or by weapon. This second portcullis is usually kept raised, and is only lowered by the ogres in SL4-49 when summoned to combat at SL4-52A. It can Treasure: be detected as a secret door. In the pay chest (locked, poison needle; key kept in the water barrel) are 275 gp, 653 sp, 24 sards worth 50 gp each, and the ogres’ SL4-53: Stairs to Level 6 (6-66) contract with Weskenim. This wide hallway leads to an impressive stone staircase which descends some 475’ and curves north and then east, before SL4-50: Giant Badgers debouching at the Arena on Level 6 (6-66). The stairs are relatively The goblins have tamed two giant badgers and use them for clean and well-traveled, as this is the primary route by which security asSample needed. The reek of the badgers is quite strong, and can denizens of the lower levels come tofile negotiate with the goblins. easily be smelled from the Great Hall. Two badger-wranglers from SL4-55 lounge at the entrance to this cave at all times. The entrance Note: This hallway is the destination for one of the one-way is barred by a portcullis, just inside of which is a rack with four teleporters on the blue pillar at 4-167. Those teleported here find 5’-long badger-poles, several sets of harnesses, and two saddles. themselves standing just to the east of the portcullis at SL4-52A.

Vol. 3 P. 54 SL4-54: Storage SL4-58: Niche with Bust This broken corridor-fragment is where the goblins store excess fuel At the north edge of the collapsed tunnel the goblins have erected a and other sundries. Dozens of stacks of ancient wood (including shrine of sorts to their protector, whom they call “King Wesky the much salvaged furniture) and packets of dried mushroom clutter First”. In fact, the statuary bust, which floats 5’ from the floor, is a the area. Two decomposing xorn carcasses hang from hooks, being Sortian portable sage (special knowledge areas in legends and readied for the badgers. folklore and dweomercraeft - see new magic items). The command word (‘speak’) is written on the bottom of the bust in Mithric. The Treasure: Priscian visitors (SL4-44) have learned of the existence of this bust A chance exists for a small item of mundane value. Use probabilities and are scheming to acquire it. and results table found at SL4-46 to determine if and what anything is present. Treasure: Sortian portable sage (see new magic items). SL4-55: Badger Handlers The badger handlers (see SL4-34) reside in this long corridor SL4-59: Goblin Clan Cave fragment. The western end of the corridor holds badger food, This cave is accessed via the archway to the Great Hall. It is home to including 6 sides of meat (from a variety of unpleasant sources) 25 goblins, of which 10 are present at any given time. It is otherwise hanging from hooks, 12 fresh spider husks, and several dozen similar to SL4-46, including chances to find items. beetle carcasses. Halfway down the corridor are the hammocks of the handlers, as well as a rack holding bits, harnesses, and badger- Inhabitants: gaffs. Two of the handlers are always stationed at SL4-50, while the 1. 10 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 7, 6, other four rest here. 5(x3), 4, 4, 3, 3; #AT 1; Dmg 1-6. 2. 15 goblin females: non-combatants, AC 8, 1 HP. Inhabitants: 3. 25 goblin young: non-combatants, AC 8, 1 HP. 1. 4 goblin badger-handlers (as orcs): SZ M; AL LE; AC 6; MV 60’; HD 1; HP 7, 7, 6, 6; #AT 1; Dmg 2-8 (morning star). Possessions: SL4-60: Goblin Clan Cave morning stars. The entrance to this cave is an 8’-wide, 4’-tall hole some 5’ off the floor of the Great Hall. The cave is similar to SL4-46, except that Treasure: it holds 20 goblins, of which only 8 are present at a given time. Mundane gear for handling giant badgers. The normal chances for searching apply here. A section of the corridor fragment has been hollowed out, and the goblins have SL4-56: Goblin Clan Cave hidden a golden, Corinthian-style ceremonial helmet under the A rickety ladder leading up 15’ from the floor of the Great Hall loose pavement. provides access to this cave. It is home to 50 goblins, of whom 25 are present at any given time. It is otherwise similar to SL4-46, Inhabitants: including chances to find items. 1. 8 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 6, 6, 5, 4, 4, 3, 3; #AT 1; Dmg 1-6. Inhabitants: 2. 12 goblin females: non-combatants, AC 8, 1 HP. 1. 25 goblins: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7 (x3), 6 3. 20 goblin young: non-combatants, AC 8, 1 HP. (x7), 5 (x5), 4 (x7), 3 (x3); #AT 1; Dmg 1-6. 2. 30 goblin females: non-combatants, AC 8, 1 HP. Treasure: 3. 50 goblin young: non-combatants, AC 8, 1 HP. Golden helmet (150 gp).

SL4-57: Goblin Clan Cave SL4-61: Mushroom Ledge The goblins that live here can enter their cave via a hole in the wall The goblins have built a zipline from the western edge of SL4-32 of the Great Hall or through the arched hallway to the west. Thirty to this mushroom ledge. It contains a small stand of cloud cap goblins live here, of whom 11 are present at any given time. It is mushrooms (See new flora). otherwise similar to SL4-46, including chances to find items. This tribe is the least happy with King Weskenim, and its members are SL4-62: Mushroom Ledge likely to make trouble if someone other than Weskenim (e.g. Gislu Another zipline leads from SL4-61 to this large shelf. Cloud caps, scepter of the the goblin from 4-2) appears with possession of the blue trumpets and eye-opener mushrooms grow here (see new goblins (currently at 8-69; see also SL4-23 and new magic items). flora). Inhabitants: 1. 11 goblinsSample: SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 6, 6, SL4-63: Mushroom Ledge file 5(x3), 4(x3), 3, 2; #AT 1; Dmg 1-6. This small shelf contains deadly white bulb mushrooms (that 2. 18 goblin females: non-combatants, AC 8, 1 HP. may be mistaken for their white rib cousins) (see new flora). The 3. 30 goblin young: non-combatants, AC 8, 1 HP. goblins naturally avoid it.

Vol. 3 P. 55 Sample file SUB-LEVEL 5: THE LIZARDMAN CAVES

These caves are home to a lizardman tribe of unusual vitality and creativity. The tribe, which calls itself the Skreel or, sometimes, Environment The watery tunnels and caves of this sub-level are damp and the Children of the Salamander, is led by a powerful lizard king/ humid. An algal growth known as the green friend (see new flora) chieftain named Sgraal. A portion of their domain is flooded, and covers the surfaces of all natural areas (unless otherwise noted). they have access to the exterior through a long set of tunnels and Some areas of the sub-level are above water, but other areas include stairs to the south, leading eventually to the south end of Level standing water. One section (SL5-16 through SL5-21) is covered in 4. They vaguely revere Kauket (see new monsters), thanks to the 4’-deep brackish water, while another section (SL5-8, SL5-13, SL5- influence of their senior shaman, Kusok (SL5-31); most of the 15, SL5-28, SL5-29, SL5-33 and SL5-34) contains water that is over ordinary lizardmen, however, worship as their protector a terrible 6’ deep and that, in some spots, reaches the ceiling. pukel-mander (SL5-28, see new magic items), who seems more real and terrible than Kusok’s distant salamander deity. The lizardmen often fish and scout in the Drowned Canyon Access and Egress (Sub-Level 6), where they frequently engage in hit-and-run raids To Level 4: tunnel at SL5-1, leading up to 4-165 against the fishmen (see new monsters) of the Flooded Vaults To Level 7: tunnel at SL5-27, leading down to 7-95 (Sub-Level 7). They are also bitter enemies of the renegade Lagrok To Level 9: teleport feature of pukel-mander (see new magic tribe of lizardmen found on Sub-Level 9. items) at SL5-28, leading to 9-40 The Skreel are unaware that their domain includes the To Level 10: heqeti teleport wells at SL5-32, leading to 10-24 lost abode of a powerful Archontean archmage, Kentillian the Magnificent (SL5-13A, SL5-14). Nor are they aware that Kentillian To Sub-Level 4: tunnel at SL5-24, leading up to SL4-31 (not yet has transformed herself into a lich (SL5-13B), and still maintains connected, see SL4-31) possession of one of the pieces of the archonal regalia, the ebon To Sub-Level 6: corridor at SL5-47, leading to SL6-36 spear (see new magic items). They merely avoid Kentillian’s island To Sub-Level 9: tunnel at SL5-25, leading down to SL9-9 and warn any friendly visitors about the ‘bad spirits’ that infest it. The eastern section of their domain includes some ancient heqeti ruins, in one of which Chief Sgraal holds court (SL5-36); Random Encounters Checks should be made every 3 turns, with a 1 in 6 chance for an the shaman Kusok has, unbeknownst to Sgraal, located another encounter. forgotten heqeti chamber (SL5-32). The lizardmen are fairly canny warriors, trackers, and scouts on their home turf. They are expert trap makers and, thanks to D12 Encounter their shamans, they have also learned to use molds and slimes 4 lizardmen from a nearby cave: SZ M; AL N; AC as weapons against potential intruders. That said, the lizardmen 4; MV 60’, 120’ swimming; HD 2+1; HP 13, 13, 12, 1-5 are not necessarily hostile to all visitors, merely to those who 11; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin), or arrive unannounced, who offer no gifts, and who appear bent on 1-2/1-2/1-8. Possessions: clubs; javelins; shields. destruction. Others might be treated to negotiation and bargaining, 4 lizardman hatchlings, playing hide-and-seek: for information or access, while those favored few who have done 6-7 noncombatants (AC 7, HP 2) favors for the lizardmen might be rewarded with an audience before Chief Sgraal (SL5-36). The human magic user, Yurtil Skreel-Friend, walking or swimming along while munching green friend 8 (see new flora): for his stats, see SL5-35. Yurtil flees a General Construction Notes hostile party, attempting to alert Chief Sgraal (SL5-36) Heqeti areas: SL5-32, SL5-36 to SL5-42 and rally the rest of the tribe Archontean areas: SL5-43 to SL5-47 A lizardman shaman, either Lorg (40%), Bsak (40%), or Kusok One-Eye (20%), along with 4 lizardmen. Important NPCs 1. For the shaman, see either SL5-30 or SL5-31. Sgraal, a Samplelizard king and chief of the Skreel lizardmen (SL5-36) 9 2. 4 lizardmen: SZ M;file AL N; AC 4; MV 60’, 120’ swimming; HD 2+1; HP 13, 13, 12, 11; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1- Factions 2/1-8. Possessions: clubs; javelins; shields. The sub-level is controlled by the Skreel tribe of lizardmen.

Vol. 3 P. 57 One of the enormous giant crabs from SL5-33: SZ L; If 2 turns are spent searching through the rocks and algae, one AL N; AC 3; MV 90’; HD 4; HP 31, 27; #AT 2; Dmg item from the following table may be found. Each item may only 10 2-8/2-8. Special attacks: surprise on 1-4. The crab be found once. attacks any non-lizardman on sight. If it is slain here, it cannot be encountered at SL5-33 D20 Item Notes Flisserak, happily chewing green friend (seen new Silver holy symbol: 11 flora): for stats, see SL5-7. Flisserak is amiable unless 1-2: Thoth, 3-4: Set, 1 previously alerted to danger in the cave system. 5-6: Horus, 7-10: other 1 basic dragonfly automaton of Kerbog Khan (see new (modern) monsters): SZ S; AL N; AC 4; MV 240' flying (Class Stone lizardman fetish Worth 75 gp, but if stolen and 12 A); HD 1+2; HP 8; #AT 0 Dmg n.a.; MR 25%. Special 2 on a cord of green displayed reduces reaction defenses: immune to cold and fire. friend (see new flora) rolls with lizardmen by 20% A white 3 50 gp moonstone gem Level Key A human thigh-bone 4 made into a flute SL5-1: Entry Cave and Traps 5 One arrow +2 A wide, relatively dry tunnel leads upwards about 75’ over a gentle gradient before reaching area 4-165. As the tunnel enters the map 6 A 50’ coil of silk rope of Sub-Level 5, the humidity rises and the rough walls start to be 7 Two gourds full of oil decorated with symbols and crude runes that mark the territory as A full rudishva lesser 8 See new technological items that of the Skreel tribe. These symbols include moldy and rotting power supply heads of goblins, humans, and beastmen; some old (and useless) A bag of blue stone spears and clubs; some ‘medicine’ packets of dried flesh, 9 See new flora dried mushrooms, and bits of coral; and crude painted images of haze lichen spear-wielding lizards. Damage is only1-3/1-2 10 A copper dagger +1 The tunnel opens into a broad, sandy cave, lined with ropy, because it is copper seaweed-like strings of the green friend algae (see new flora). A Platinum necklace set 11 650 gp lidded pit trap is concealed under the sand of the cave floor. The with fishmen teeth vigorous growth of the green friend in this cave obscures several The key fits the locks on the concealed niches (A, B, and C). Lizardman guards occupy two of 12 A large, bronze key bronze doors at TS-1 the niches (A and C). The third niche (B) hides a weapon and food A 25-lb ingot of cache: six stone spears, six stone clubs, some dried meat, some A relic of the failed silver (1,250 sp) gourds filled with drinking water, and so forth. 13 Archontean attempt to with the imperial Known friends or allies are greeted by lizardman warriors recolonize the halls (see 5-18) who step from the concealed niches. Visitors of unknown status smithing mark who approach cautiously and assert peaceful intentions may (50%) Stats: SZ S; AL N; AC 4; MV be warned of the pit. Hostile-looking visitors will not receive 240' flying (Class A); HD A malfunctioning a greeting, as the warriors hope for them to fall into the pit. If 1+2; HP 8; #AT 0 Dmg n.a.; basic dragonfly combat breaks out, the lizardmen from SL5-2 run to join the fray, MR 25%. Special defenses: 14 automaton of while hatchlings rush to alert other clans. immune to cold and fire. Kerbog Khan (see Kerbog Khan is unable to new monsters) Trap (concealed pit trap): The trap is activated by 150 lb of weight. 'inhabit' this dragonfly; it is The pit is concealed by a reed mat covered by a thin layer of sand. effectively lost to him It drops 20’ onto a set of poisoned punji sticks; victims take 2-12 A scroll tube HP damage and must save vs poison. Within is a scroll of 15 with some strange protection from evil Inhabitants: runes on it 1. 6 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD A pair of small gold 2+1; HP 16, 15, 13, 13, 12, 11, 11, 10; #AT 1 or 3; Dmg 1-6 (club) 16 spoons used for 15 gp each and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; javelins; inhaling lotus powders shields. 17 A troll thegn’s passport See Arden Vul items SL5-2: Lizardman Clan 18 A sack of marbles Sample19 A tear of Kauket fileSee new magic items A group of 14 lizardmen and 6 hatchlings inhabit this small set of caves. A minimum of light is provided by some softly glowing A platinum plate 275 gp. A depiction of one of phosphorescent lichen that grows among the green friend (see new with an engraving of Larel One-Eye’s adventures 20 flora). The caves are damp, close, and relatively uncomfortable. cloaked man pulling a (see World of Archontos These lizardmen will come to aid the guards at SL5-1 if combat from a sack appendix) breaks out there. Vol. 3 P. 58 Treasure: 3. Tiny brown pudding (x2): SZ S; AL N; AC 5; MV 10’; HD 1; HP In a hollow under a boulder are 76 cp, 45 sp, and two gourds of 7, 5; #AT 1; Dmg 1-4. Special attacks: corrode leather and wood. green friend juice (see new flora). The quantity of juice in each Special defenses: immune to acid, cold and poison. gourd means that a gourd will cure 2-16 HP. 4. Arcanum jelly (x2) (see new magic items) 5. Ghost paste (x2) (see new magic items) Inhabitants: 6. Sweating jelly (x2) (see Arden Vul items) 1. 14 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD 2+1; HP 17, 15, 14, 13, 13, 12, 12, 12, 11, 11, 10, 9, 9, 8; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: SL5-5: Lizardman Clan A group of twelve lizardmen and 5 hatchlings inhabits this large clubs; javelins; shields. Of the fourteen, six are females who fight cave. The cave is covered with the green friend (see new flora) on as 1 HD creatures. all surfaces. The clan possesses alesser salt lamp of protection 2. 6 lizardman hatchlings: noncombatants (AC 7, HP 2). (see new magic items); the lamp lacks any packets of essence, though. The lizardmen are storing two doses of juice of the green SL5-2A: Negotiation Cave friend in the lamp. Two turns of searching produces an item from This relatively dry cave located between SL5-2 and SL5-5 is the table in SL5-2. unoccupied by lizardmen. Instead, it is used for preliminary negotiations with those approaching the area from Level 4. Treasure: Parties whose members are already known to the lizardmen, or Lesser salt lamp of protection (see new magic items); two doses exceptionally dangerous-looking parties, might be met at SL5-1 and of juice from the green friend (see new flora). guided to this location, where either Chief Sgraal himself (see SL5- 36) or a mix of his advisors (the shamans and/or Yurtil – see SL5- Inhabitants: 30, SL5-31 and SL5-35) arrive to discuss the visitors’s intentions. 1. 12 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD 2+1; HP 17, 15, 14, 13, 13, 12, 12, 12, 11, 11, 10, 9, 9, 8; #AT 1 or SL5-3: Lizardman Clan 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: A group of 12 lizardmen and 5 hatchlings inhabit these caves. The clubs; javelins; shields. Of the twelve, five are females who fight walls are covered with the green friend. This clan is a bit disaffected, as 1 HD creatures. and won’t rush to the sound of combat in SL5-1. 2. 5 lizardman hatchlings: noncombatants (AC 7, HP 2). Two turns of searching within will reveal one object from the list found in SL5-2. SL5-6: Meat Curing Tunnel Although just as humid as the surrounding caves, a slight Treasure: temperature drop prevents the growth of the green friend here. In a sack hidden behind the green friend are 15 pieces of polished The lizardmen use this wide tunnel to dry meat. They have cleverly obsidian (10 gp each). set numerous wooden pegs into the walls, on which they hang Inhabitants: a variety of types of ‘meat’. The bodies include: two crocodiles, 1. 12 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD two goblins, three humans, five fishmen (see new monsters), and 2+1; HP 17, 15, 14, 13, 13, 12, 12, 12, 11, 11, 10, 9, 9, 8; #AT 1 or several dozen cave fish of various species. The floor of the cave is 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: slick with the blood of these corpses. One of the humans is a cleric clubs; javelins; shields. Of the twelve, five are females who fight of Set, who has managed to use cure spells to keep himself alive as 1 HD creatures. (barely). If rescued, he might aid a party with information and 2. 5 lizardman hatchlings: noncombatants (AC 7, HP 2). introductions, although his loyalties remain with Stephania (4-51).

Inhabitants: SL5-4: Slime Pods and Slippery Slope 1. Geroius, a near-dead, 5th-level male Archontean cleric of Set: The floor, walls and ceiling of this transit passage are covered with SZ M, AL LE; AC 10; MV 120’; HD 5; HP 2 (max 39); #AT 1; green friend (see new flora). As a result it affords a green, tunnel- Dmg by weapon. Abilities: STR 12, INT 13, WIS 17, DEX 8, CON like approach to either SL5-1 or SL5-16. The algal growth conceals 16, CHA 7. He has no possessions. Spells: cure light wounds, a slope downward towards area SL5-16. The first 2-4 members of a cure light wounds (x4); chant, hold person, resist fire, slow group approaching from the west must roll 3d6 under DEX or go poison, slow poison; create food and water. slipping downward into the water at SL5-16. Nestled among the green friend are 12 closed gourds in which the lizardmen are cultivating various tiny jellies and slimes. Unless SL5-7: Unusual Guardian the walls are searched, the gourds will go unnoticed. The gourds An aged heqeti builder (see new monsters) named Flisserak lives contain the following: in the small northern cave. He suffered a head injury long ago and 1. Green slime (x2): SZ S; AL N; AC 9; MV 0’; HD 1; HP 2, 1; has forgotten his past life and people. The Skreel view him as a #AT 0;Sample Dmg special. Special attacks: convert to slime; corrosive messenger sent by their god (the filepukel-mander at SL5-28), and to wood and metal. Special defenses: immune to physical attacks have consequently treated him with respect and honor for the past and all magic save cure disease. twenty years, even as they find his lack of and general 2. Tiny black pudding (x2): SZ S; AL N; AC 6; MV 10’; HD 1; HP passivity to be rather puzzling. His small cave has a raised bed of 6, 5; #AT 1; Dmg 1-3. Special attacks: dissolve wood and metal. wood covered with green friend strands, and he has fashioned an Special defenses: divide into parts when struck; immune to cold. art-naïve statuette of Kauket out of a 3’-tall chunk of arcanum Vol. 3 P. 59 (see new magic items). Attempting to use the arcanum for the Treasure: usual arcane reasons has a chance to alert Kauket itself (15%); if A set of remains at the bottom of the pool still possesses an this occurs, the holder of the statuette will be teleported instantly enchanted shield +1, +3 versus demons, and a sack of 307 to the ziggurat of Kauket (areas 10-32 to 10-35). ancient gold solidi (see Arden Vul items). In an enchanted metal Flisserak acts as a tactical advisor to Chief Sgraal (SL5-36), box sits the phylactery of Kentillian (225 gp for its metal). although his amnesia renders his advice only sporadically useful. The Skreel have tasked him with guarding the hole to SL5-8. SL5-9: Lizardman Clan Although still evil, his aggression seems to have departed along Here amid the green friend (see new flora) dwell 11 lizardmen with his memory, and he is content to chat with any but the most with their 4 hatchlings. Searching for two turns produces one item obviously hostile newcomers if they speak Heqeti or Lizardman. from the table in SL5-2. This clan has no additional treasure and The southern tunnel holds a 5’-diameter hole that drops 20’ is consequently unhappy with Chief Sgraal. If proper inducements into the waters of area SL5-8. are offered, the clan might betray Sgraal; following such a betrayal they hasten to join the Lagrok tribe on Sub-Level 9. Inhabitants: 1. Flisserak, an heqeti builder (see new monsters), 6th/6th-level Inhabitants: fighter/cleric of Rimmaq-Isfet: SZ M; AL CE; AC 1; MV 90’, 1. 11 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD 120’ swimming; HD 6; HP 47; #AT 1; Dmg 4-9 (spear +2) or 2+1; HP 16, 14, 13, 13, 12, 12, 11, 11, 10, 9, 8; #AT 1 or 3; Dmg 3-8 (javelin +1). Constant abilities: infravision. Special attacks: 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; +1 to damage due to STR; toxic skin (paralysis for 1-2 rounds). javelins; shields. Of the eleven, five are females who fight as 1 Special defenses: psionic resistance; immune to sleep, charm, HD creatures. hold, and water/ice. Possessions: heqeti mail armor (-2 to AC); 2. 4 lizardman hatchlings: noncombatants (AC 7, HP 2). spear +2, 3 javelins +1, amulet of natural armor +2 (see new magic items). Spells: bless, command, cure light wounds, SL5-10: Lizardman Clan light, fear; chant, hold person (x2), silence 15’ radius, A clan of 10 lizardmen and 4 hatchlings inhabits this cave. The speak with animals; dispel magic, curse. green friend is significantly less vibrant in this cave, which explains the clan’s relative poverty and low status. As a result this group is Treasure: considerably more aggressive than others; it has been feuding with Idol of Kauket fashioned from arcanum (2,000 gp); 25 freshwater the clan in SL5-9 and would love to occupy that area. Searching pearls worth 50 gp each; and a set of polished coral that can be the area for three turns produces one item from the table in SL5-2. assembled to form a map. Flisserak does not remember what the map represents; divination spells might reveal its function, Inhabitants: though. GM Note: The coral map shows the best route through the 1. 10 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD Underearth from area 10-62 to the main heqeti settlement. 2+1; HP 16, 14, 13, 13, 12, 11, 11, 10, 9, 8; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; SL5-8: Water-Filled Cave javelins; shields. Of the ten, three are females who fight as 1 HD Water completely fills this 30’-deep cave, except for a 5’-diameter creatures. hole that leads upward 20’ to SL5-7. The water here roils and churns 2. 4 lizardman hatchlings: noncombatants (AC 7, HP 2). with unforeseen currents and eddies due to the presence of a large water elemental that was bound to this location many centuries ago. SL5-11: Lizardman Clan The elemental is responsible for the strange properties of the water This cave is home to the most prosperous lizardman clan, which in these caves, and for maintaining the volume and freshness of the comprises 15 adults and 6 hatchlings. Two turns of searching pools. Should it be slain, the sub-level’s waters would slowly turn produces two items from the table at SL5-2. This group has also stagnant, affecting the lizardmen and probably killing (or severely acquired a cauldron of boiling (see new magic items), which they reducing the extent of) the green friend. The lizardmen know of mostly use as a curiosity since they prefer their meat raw or dried. the elemental, and respect it as a ‘spirit’; they are intimidated by its frenzy, however, and rarely travel here. Inhabitants: A strangely rust-free metal box rests in the exact center of the 1. 15 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; floor of this cave (marked ‘X’). The box is trapped withexplosive HD 2+1; HP 17, 15, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, runes (to which the box is immune). Inside is the phylactery of 8; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1- the lich Kentillian (see SL5-13A), in the form of a gold armband 8. Possessions: clubs; javelins; shields. Of the fifteen, seven are engraved with and whales. Efforts to take the box or its females who fight as 1 HD creatures. contents cause the elemental to attack. 2. 6 lizardman hatchlings: noncombatants (AC 7, HP 2). The tunnel leading to SL5-13 is completely underwater and is Treasure: marked by a strong current running west to east. SampleA cauldron of boiling (see new magicfile items). Inhabitants: 1. 1 water elemental: SZ L; AL N; AC 2; MV 60’, 180’ in water; SL5-12: Beach and Ruined Skiffs HD 16; HP 103; #AT 1; Dmg 5-30. Special attacks: affect boats. The tunnel from the west slopes downward rapidly to end at a Special defenses: +2 or better weapons to hit. small gravel beach overlooking a vast, water-filled cavern. Two rotted skiffs rest to one side. Vol. 3 P. 60 SL5-13: Large Water-filled Cavern Magnificent, the life-bringer and death-dealer, the spear-wielder and This huge cavern is mostly filled with water; average depth is 25’- the water-tamer. Know, O thieves, that her mind and powers still 40’, while the ceiling rises another 35’ above the water line. An defend her and her treasures! island or plateau rises out of the water in the middle of the cave Entering the temple (by slipping between the porphyry (see SL5-14). The walls of the cave are lined with the green friend columns) triggers several magical effects: (see new flora), and the waters are full of blind cave-fish, crabs, 1. Continual light bursts forth from the ceiling of the shrine; crayfish, and other small creatures. 2. A modified and permanentpart water spell expels the water The tunnels leading to SL5-8, SL5-15, and SL5-21 are com- from the interior of the shrine, leaving it damp but air- pletely underwater. The lips of the other three tunnels – leading to filled; SL5-10, SL5-12, and SL5-26 – are located at the water line. 3. A hydrodaemon is summoned into the water surrounding Two giant crayfish swim in the waters. They avoid lizardmen, the shrine and hide from Kentillian or the daemons, but attack all others. 4. Any remaining piscodaemons from SL5-14 leap into the water to confront intruders. One piscodaemon arrives per Inhabitants: round until all have entered the fray. 1. 2 giant crayfish: SZ L; AL N; AC 4; MV 60’, 120’ swimming; HD 5. The lich, Kentillian, awakens from her plane-traveling 4+4; HP 30, 26; #AT 2; Dmg 2-12/2-12. Special attacks: surprise slumbers in the chamber below (SL5-13B); Kentillian on 3 in 6. immediately prepares actions to repel those who would disturb her rest.

SL5-13A: Burial Shrine of Kentillian the Sarcophagus: The sarcophagus is a beautiful solid piece of blue Magnificent granite, its sides incised with arcane symbols and runes. The lid is On the cave floor of SL5-13, 40’ below the water line, sits a small carved in high relief, and shows a grinning elderly woman dressed white-marble building in the greco-roman style. It is 10’x15’ and in the robes of a sorcerer but holding an impressive, black spear 12’ tall, with an arched roof. The edge of the structure is lined by made of ebony and chased with silver sigils. The figure is that of thin red porphyry columns (2’ in diameter). Within is a stone Kentillian the Magnificent, an archmage of the late-Archontean sarcophagus.Sample Initially the interior is dark and water filled, as the golden age. The spear is made offile ebony, and detects obviously of interior is open to the surrounding waters. The pediments of magic; unfortunately the magic is merely a permanent magic the structure are noteworthy. The north pediment bears a full- aura cast on it by Kentillian in the hopes that would-be thieves will relief sculpture, in black marble, of a spear; this is a hint as to the believe it to be the ebon spear (see new magic items). The spear location of the great artifact within. The south pediment bears an can be removed by making an open-doors check. The sarcophagus inscription in Mithric: Here lie the mortal remains of Kentillian the can also be slid aside with the application of a combined 40 points Vol. 3 P. 61 of STR (although a maximum of three characters can work at a invulnerability, flesh to stone, repulsion; grasping hand, given time); doing so reveals a stone staircase leading to SL5-13B. limited wish, power word stun, monster summoning V, The staircase is painted in complex geometric patterns on every vanish; clenched fist, maze, mind blank, power word surface – walls, ceiling, treads – which help to conceal a series of blind, trap the soul; crushing hand, power word kill, deadly symbols (see traps). prismatic sphere, temporal stasis, time stop. 2. 1 hydrodaemon (named Aquilapitax): SZ L; AL NE; AC 2; MV Kentillian the Magnificent: Once Kentillian is alerted to the pre- 60’, 60’ flying (Class D), 240’ swimming; HD 9+36; HP 101; sence of intruders in the shrine, she takes vigorous steps to protect #AT 3 or 5; Dmg 1-4/1-4/1-8/1-8/1-10; MR 70% to 1st-level her lair. She casts invisibility on herself first, then uses her circlet spells (-5% per level over 1st). Constant abilities: infravision; to teleport to the now-dry shrine. She then casts time stop before ultravision. Special attacks: energy drain. Special defenses: word unleashing an array of deadly offensive spells, including some of recall (1/day); half damage from acid, cold and magical fire; combination of power words, repulsion (to push foes into the half or no damage from water-based attacks; silver, or +1 or water to face the hydrodaemon), death spell, disintegrate, better weapons to hit; immune to poison and paralysis. Special: monster summoning, etc. At the end of the time stop, she detect invisible; read magic; comprehend languages; invisibility; either teleports back to SL5-13B (if her initial attacks have not telepathy; teleport without error; dimension door; darkness significantly affected her foes) or continues the assault (if she is within 10’; create water; water walking (as the ring), gate in a winning). GM Note: Kentillian is no longer able to wield the ebon hydrodaemon (50%); summon 12 HD water elemental. spear (despite one of her nicknames, “Spear-Wielder”), as the process of becoming a lich turned her evil, thus barring her from Treasure: using the spear. Ebony spear with magic aura (50 gp). If she is hard-pressed by intruders who follow her into SL5- 13B, Kentillian will eventually teleport away to the Great Hall SL5-13B: Lair of Kentillian the Lich (unmapped) (3-123) to regroup. A kind GM might allow Kentillian to permit The stairs from SL5-13A lead down 50’ to a large hall, 30’ wide, overmatched potential-thieves a brief moment in which to escape 50’ long, and 20’ tall. Five semi-circular niches line each long (without loot, of course). wall. A 7’-tall stone statue of an Archontean legionary stands in Should Kentillian be awakened but not defeated, she takes each niche; each spearman wields a black iron spear (see new up residence in the ruins on SL5-14 and will proceeds to extend magic items). Four of the ten are Archontean animated constructs her will over as many of the neighboring halls as is feasible. She (animated spearmen – see new monsters), who lurch into action easily dominates the lizardmen, who will serve her and repair when any living creature enters the chamber. the structures on the island. Within a year she will have extended Ten thick-piled carpets line the hall; each bears a scene of her sphere of influence to include the Drowned Canyon (SL6) Archontean history, and each is worth 200-2,000 gp. Atop the and portions of Level 4. During this time she will transform this carpets is a suite of heavy oak furniture of exceptional quality: a sub-level into a suitable lair for a lich, complete with a substantial leather-seated chair (300 gp), a 5’-tall bookcase (250 gp), three number of undead and summoned servitors. circular side tables (150 gp each), a large oval coffee table (250 Kentillian’s phylactery is guarded by the water elemental at gp), a desk and chair (400 gp), an armoire (600 gp), and a locked SL5-8. If Kentillian is reactivated, she will recover the phylactery wooden chest. At one end of the chamber is a catafalque, draped in and devise a new hiding place for it. green and gold silk (50 gp). On an invisible ledge on one of the short walls rests the artifact symbol Trap ( ): The stairs under the sarcophagus are trapped with known as the ebon spear (see new magic items). Although she symbol numerous castings of . The symbols appear in this order as ‘borrowed’ it from the archonal treasury with the goal of using its death hopelessness one descends towards SL5-13B: (stair tread), many powers on her own behalf, Kentillian found herself unable stunning sleep death (ceiling), (left wall), (right wall), (ceiling), to use the spear; this is because the spear is good-aligned, and insanity (stair tread). Kentillian’s increasing fascination with necromancy and lichdom changed her alignment to evil. Inhabitants: th Kentillian the Undying, a powerful lich, has been resting here 1. Kentillian the Undying, lich (formerly 25 -level male for more than 1,300 years. Since this chamber cannot currently be Archontean magic user): SZ M; AL N(E); AC 0; MV 60’; entered except via SL5-13A, and since Kentillian will be awakened HD 11+14; HP 88; #AT 1; Dmg 1-10. Special attacks: fear; once SL5-13A is entered, it is highly unlikely that Kentillian paralysis; magic use. Special defenses: +1 or better weapon to will be encountered here first. Instead, she will first confront hit; immunity to charm, sleep, enfeeblement, polymorph, cold, intruders in SL15-13A. She may then teleport back to SL5-13B to electricity, insanity and death spells/symbols. Possessions: await powerful intruders. Here, in her lair, she will make a last- amulet of the planes helm of teleportation ; (in the form effort to destroy intruders, employing spells and relying on ring of free action ring of spell turning robe of a circlet); ; ; the animated spearmen for assistance. If she appears likely to be of scintillating colors staff of the magi wand ; (25 charges); defeated, she teleports away to 3-123 to regroup. of polymorphingSample (55 charges). Memorized spells: enlarge, file hold portal magic missile push shield darkness 15’ , , , ; Secret Door: A secret door on the wall opposite the staircase to radius ESP invisibility knock dispel magic hold , , (x2), ; (x2), SL5-13A once led upwards to the basement of SL5-14. The door person lightning bolt charm monster confusion , (x2); , is normal to find, and opens only toknock (or destruction). The dig ice storm airy water cone of cold feeblemind (x2), , ; , , , staircase beyond is filled with rubble due to a major cave-in. If magic jar, teleport; forceful hand, death spell, globe of

Vol. 3 P. 62 Kentillian is allowed to re-establish herself in this area (see SL5- treatment, Cleophalus’s look-away spell, friend of the 13A), she will have the lizardmen clear the rubble within 6 months. Hekate; the Bracteros effect, locate place, Pol’s endless sneezes, pummeling fists of Arak-Zhorr, wizard’s cache; Inhabitants: garrulous mouth; Dameon’s shadow spell book; harnessing 1. Kentillian the Undying (see stats at SL5-13A) the chaos, the hekate’s bonds, Pol’s improved eye; curse 2. 4 Archontean animated constructs - spearmen (see new item, Pol’s inner eye; Kentillian’s abyssal ice, Kentillian’s airy monsters): SZ M; AL N; AC 2; MV 60’; HD 6; HP 45, 40, 38, command, Pol’s recall, warding chain of glyphs; Kentillian’s 35; #AT 1; Dmg 5-10; MR 25%. Special defenses: immune to animate water, Kentillian’s useful sphere, mindshift, planar elemental magic, poison, and mind-affecting spells; +1 or better punishment. weapons to hit; half damage from slashing or piercing weapons. Possessions: black iron spear. SL5-14: Island with Ruined Buildings This island rises only 2’ above the waters of the cave, and is home Treasure: to the ruins of Kentillian’s former residence and laboratory. The ebon spear The (see new magic items); 10 carpets, each worth ruins are guarded - still! - by six piscodaemons bound to that black iron spears 100-200 gp; oak furniture (see text); and 4 task centuries ago by archmage Kentillian (see SL5-13A). These (see new magic items) on the constructs. fearsome creatures attack anyone or anything that ventures onto 11 codices: Trifold Tome of Theodore the White, Travels in the Astral the island; as a result, the lizardmen avoid it like the plague, saying Plane, Thorcin Poisons and their Cures, The Seventy-Seven Quips only that it is ‘haunted’. If the shrine at SL5-13A is entered, any of Balak the Arch-mage, Thirty Uses for Arcanum, Summoning surviving piscodaemons instantly leap into the water to attack from the Beyond, Symbols of Power, The Properties of Blood, those seeking to disturb Kentillian’s rest. In one of the ruined Planar Dwellers and their Powers, Pandects of Thaumaturgical buildings a secret door leads to staircase. The stairs lead down 25 Visitation, Intelligent User’s Guide to the Mystical Properties of feet to a laboratory which still contains some nice equipment. A Gems, (see Arden Vul books for all) second staircase descends from that laboratory, but it is filled with Kentillian’s spell books (in fifteen volumes) rubble (originally it led to SL5-13B). Chest: 17,321 sp; 11,922 gp; 753 ancient octagonal platinum coins (see Arden Vul items); 10 aquamarines (500 gp each); 10 Inhabitants: chrysoberyls (500 gp each); and 2 jacinths (5,000 gp each). 1. 6 piscodaeomons: SZ M; AL NE; AC -1; MV 60’, 180’ swimming; HD 6; HP 45, 42, 37, 33, 32, 30; #AT 2; Dmg 2-16/2-16; MR Kentillian’s Spell Books (in fifteen large volumes): All 1st-level 60% to 1st-level spells. Constant abilities: infravision; ultravision. spells; all 2nd-level spells; all 3rd-level spells; all 4thlevel spells, all Special attacks: seize with claws; poison. Special defenses: never 5th-level spells, all 6th-level spells; all 7th-level spells; clenched surprised; -1 to damage die from water-based spells; half damage fist, clone, incendiary cloud, mass charm, maze, monster from acid, cold, and fire; immune to poison and paralysis; silver, summoning VI, permanency, polymorph any object, spell or +1 or better weapons to hit. Special: detect invisible; read immunity, symbol; astral spell, crushing hand, gate, meteor magic; comprehend languages; invisibility; telepathy; word of swarm, power word, kill, prismatic sphere, time stop. The recall. spell books also contain the following new spells: Basil’s torch

Sample file

Vol. 3 P. 63 Treasure: SL5-16: Warm Cave with Egg Clutches 4 10-lb gold ingots (500 gp each) and a full set of glass activation The green friend (see new flora) grows thick along the walls here, squares (see Thothian teleportation rings in new magic extending into the 4’-deep water. Amongst the fronds on both sides items). of the cave are six clutches of lizardman eggs. The cave is littered Potions of animal control, clairvoyance, diminution, ESP, with foot-traps placed at random beneath the water; the traps are extra healing, fire resistance (x2), flying, gaseous form, placed everywhere except the path indicated by the dotted line on longevity (x2), speed. the map. Careful movement off the safe path has a 50% chance 4 spell scrolls: one with mindshift (see new spells); one with Pol’s per round to activate a trap; running or lunging through the water endless sneezes, Pol’s improved eye, Pol’s inner eye, raises the chance to 66%. Thrashing sounds (as of someone trying and Pol’s recall (see new spells for all); one with planar to free oneself from a foot-rap) will bring the guards swimming in punishment and harnessing the chaos (see new spells for from SL5-18, as well as five of the guards from SL5-17. both); and the last with grasping hand and crushing hand. Traps (foot-trap): The traps require a save vs paralysis or else the SL5-15: Secondary Lake and Island victim is immobilized for 2-4 rounds. Immobility cancels DEX This lake is only reachable by swimming, since all the tunnels that bonuses to AC and reduces to-hit rolls by 2. reach it are fully filled with water. Once the cavern is reached, however, explorers will find that the ceiling of the cave reaches 20’ Treasure: above the water, and that a low island occupies the middle of the Each clutch of eggs could be sold for 200 gp, although there is a cave. There is a 25% chance that six lizardmen are present in the 25% chance per month that the clutch hatches. lake, traveling to and from other locations in their domain. There is also a 10% chance that the giant crabs (from SL5-33) are present. SL5-17: Guardpost Cave On the island stands the stump of a column carved from black The tunnel from SL5-16 rises sharply, ensuring that this cave is free basalt. Only 3’ of the column still stand, although three additional, from standing water. To secure their primary route to Sub-Level 6, larger fragments lie on the sandy island nearby. The column detects Chief Sgraal has placed a guard of 6 lizardmen here. These guards strongly of evil, and bears spiral carvings of blasphemous imagery crouch behind a boulder, armed with javelins and clubs. If combat of sacrifice and destruction, all conducted by bloated amphibian- breaks out in SL5-16 or SL5-18, though, all but one will move to oid beings. defend the egg clutches. Next to the column is a crude shrine constructed by the lizardmen shamans out of rocks. The shrine’s wobbly surface holds Inhabitants: several enormous teeth, a rotting scalp with hair still attached, 1. 6 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD four pretty pebbles (pearls worth 100 gp each), and a large, iron 2+1; HP 13, 12, 11, 11, 10, 9; #AT 1 or 3; Dmg 1-6 (club) and candelabra with room for four candles. The lizardmen have 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; javelins; shields. attached carved soapstone idols to the candelabra in place of cand- les; one of the spots is empty, however, as one of the idols was stolen (see 4-184). The other three idols are barely recognizable as SL5-18: Lizardman Egg Guardians pregnant lizardman females. Eight lizardmen wait patiently in the dry ell to the north of this A skeleton of an adventurer lies pinned under one of the cave. They are guardians of the egg clutches, and react swiftly to column fragments; although her equipment is gone, digging sounds of disturbances from SL5-16. The southern portion of the produces a belt pouch with 25 gp and a parchment slip. The cave is filled with 4’-deep water. parchment contains the following doggerel: Inhabitants: Those who truly wish to go, 1. 8 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD To the foul ziggurat below, 2+1; HP 15, 13, 12, 12, 11, 11, 10, 9; #AT 1 or 3; Dmg 1-6 (club) Should carefully place a tear of dread and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; javelins; Into the Pukel-thing’s awful head. shields. But lest you’d see the croakers rise, Touch naught save those evil eyes! SL5-19: Egg Clutches Another five egg clutches dot the walls of this cave, nestled among GM Note: The text refers to the pukel-mander (see new magic the fronds of the green friend in the 4’-deep water. items) in SL5-28. Treasure: Inhabitants: Each clutch of eggs could be sold for 200 gp, although there is a 1. 6 lizardmen (25%): SZ M; AL N; AC 4; MV 60’, 120’ swimming; 10% chance per week that the clutch hatches. HD 2+1; HP 13, 12, 11, 11, 10, 9; #AT 1 or 3; Dmg 1-6 (club) and 1-6 (javelin),Sample or 1-2/1-2/1-8. Possessions: clubs; javelins; shields. file SL5-20: ‘Dry’ Cave with Remains 2. 1-2 enormous giant crabs from SL5-33 (10%): for stats, see SL5- Near the ceiling of the tunnel running between SL5-18 and SL5-20 33. is a narrow opening (3’ tall) into this relatively dry cave. Inside lie the ancient remains of Strith, assistant of Kentillian the Archmage Treasure: (see SL5-13A). Strith grew alarmed by Kentillian’s frenzy as See text. Vol. 3 P. 64 the latter neared the end of her transformation into a lich, and Lagrok tribe on Sub-Level 9. They have no extra treasure. An item attempted to flee. Kentillian’s daemonic agents tracked him down from the table in SL5-2 can be found here, but only after searching and slew him in this small side chamber. Strith’s skeleton still wears for four turns. rags of his old livery (a stylized “K”), and his rotted leather satchel contains an ivory plaque with instructions, as well as a faded Inhabitants: parchment with its own information. By his side is a spear +1, +4 1. 8 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD vs. reptiles made of ebony (but not THE ebon spear, for which 2+1; HP 13, 13, 12, 11, 11, 10, 9, 9; #AT 1 or 3; Dmg 1-6 (club) and see SL5-13B). 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; javelins; shields. The ivory plaque contains a list of orders, inscribed in blood in Of the eight, two are females who fight as 1 HD creatures. the Mithric language: “1) Take the body of Kentillian the Magnificent 2. 1 lizardman hatchling: noncombatant (AC 7, HP 2). to the resting chamber at the foot of the pillar. 2) Watch the water rise, and retire to the laboratory under the residence. 3) Wait for my SL5-24: Blocked Tunnel to Sub-Level 4 (SL4-31) summoned minions to transform you into a higher form. 4) Once A significant cave-in blocks this tunnel. Once 1-3 weeks have been transformed, wait four-score years before descending and releasing spent excavating debris, the tunnel will prove to lead to area SL4- Kentillian the Undying. 5) Do not mention any of these details to 31 in the Goblin Warrens. those meddling priests of Thoth, and especially avoid Kel Bormol, the so-called ‘Overseer.’ Signed: Kentillian the Magnificent, soon-to-be Kentillian the Undying.” SL5-25: Tunnel to Sub-Level 9 (SL9-9) The parchment scrap, which appears to be partially burned, This tunnel snakes downward to the Kaliyani Pits (SL9-9). reads, in Mithric: “… you were right to contact me. Bring the incriminating plaque to the Great Hall at once so that we may stop SL5-26: Elite Warriors th this foolishness. We shall meet on the 24 . Keep quiet until then. The twelve elite lizardman warriors (see new monsters) of Chief [Signed] Kel Bormol, Overseer.” Sgraal’s bodyguard dwell here. Only six are normally present, though, and if a serious invasion of the caves is underway, all twelve Treasure: will be found at SL5-36 defending the chief. The green friend (see An ebony spear +1, +4 vs. reptiles; an ivory plaque worth 10 gp. new flora) is sparse here, and the warriors have collected a few trappings of civilized life: some stools, a table, and a keg of sour- SL5-21: Unsettling Sight tasting wine. The passage to the north is trapped with a noise trap At this intersection, a glowing mushroom patch on the east wall placed near the intersection with SL5-27. throws some light onto two human corpses tied upside down to the green friend (see new flora) on the western wall such that Trap (noise): The tunnel leading north has a noise trap in the form the heads and shoulders of the corpses are below the water line. of a depression in the rock covered over by fronds of the green The corpses are pale and bloated, and contain no treasure. The friend. Although the ‘pit’ is only 2’ deep, it is packed with old bits southern tunnel drops off swiftly, and incautious explorers may of crockery and glass salvaged from elsewhere. Anyone activating tumble downward into the tunnel that leads underwater to SL5-13. the trap will take only 1-2 HP damage, but will make a noise just loud enough to alert the warriors.

SL5-22: Lizardman Clan Inhabitants: A group of 10 lizardman adults and 4 hatchlings occupy this cave, 1. 6 elite lizardmen: SZ M; AL NE; AC 3; MV 90’, 150’ swimming; in which the green friend (see new flora) grows freely. This clan HD 3+3; HP 25, 24, 22, 20, 18, 16; #AT 1 or 3; 3-9 (broadsword) Sortian eye has acquired a gold (see new magic items) from and 2-7 (javelin), or 1-3/1-3/2-9. Possessions: broadswords; the Drowned Canyon (Sub-Level 6), which they have displayed javelins. proudly at the north end of the cavern. Searching for two turns produces one item from the table at SL5-2. SL5-27: Tunnel to Level 7 (7-95) Inhabitants: This broad tunnel leads downward before ending up in the out- 1. 10 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; HD of the troll thegn’s court (area 7-95). The lizardmen use it 2+1; HP 15, 13, 13, 12, 12, 11, 11, 10, 9, 9; #AT 1 or 3; Dmg to bring occasional tribute to the troll thegn. The tunnel dries out 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. Possessions: clubs; quickly as it descends, and the green friend accordingly ceases to javelins; shields. Of the ten, four are females who fight as 1 HD line its walls after 100’ or so. creatures. 2. 4 lizardman hatchlings: noncombatants (AC 7, HP 2). Concealed Door (southeast): Hidden among the fronds of the green friend is a concealed entrance to a narrow tunnel leading Treasure: to SL5-36. A gold SortianSample eye (see new magic items). file SL5-28: Pool of the Pukel-mander SL5-23: Lizardman Clan As with SL5-15, this cave can only be reached by swimming, since A clan of 8 lizardmen and 1 hatchling inhabit this cave. These both the northern and western passages lie below the waterline. lizardmen are disaffected, and are 25% likely to surrender in any The cave itself is 25’ in height, but the water only fills 15’ feet of encounter, begging to be allowed to flee to Sub-Level 9 to join the it. Looming out of the water in the center of the cave is a pukel- Vol. 3 P. 65 mander (see new magic items). This evil statue is only 10’ tall, but paintings showing lizards around a huge salamander. He also has it stands on an 8’-tall plinth. As a result, the top 3’ of the statue (its a string of exotic shells that is enchanted as an amulet of health, bulbous eyes and some of its cavernous mouth) peer ominously and he wields a dagger +2, nine lives stealer (taken from a from the water. priest of Set). He has taken a tear of Kauket from SL5-36 without Touching the pukel-mander with anything other than a tear Kusok’s permission, but doesn’t know what to do with it. of Kauket (see new magic items) summons eight giant frogs to The cave of Bsak is decorated with smelly, decomposing attack the intruders. trophies, including two fishmen heads, a giant snake, and, oddly, The plinth of the statue contains various ‘offerings’, gingerly a mountain lion pelt. She also has two black pearls (250 gp each) left there by the lizardmen. Although afraid of thepukel-mander , plundered from SL5-36. Bsak is much smarter than the other two Chief Sgraal and the lizardmen are aware of its power and thus shamans, and is thus less interested in serving Rimmaq-Isfet. She venerate it as their primary deity. would like very much to return to ‘traditional’ ways. There is a 10% chance the shamans have let the enormous giant crabs (SL5-33) swim to this chamber to snack on green Inhabitants: friend fronds. 1. Lorg, 5th-level lizardman shaman (25%): SZ M; AL LE; AC 5; MV 60’, 120’ swimming; HD as a 4+1 HD monsters; HP 26; Inhabitants: #AT 1 or 3; Dmg 3-6 (dagger +2), or 1-2/1-2/1-8. Possessions: 1. 8 giant frogs (possibly): SZ M; AL N; AC 7; MV 30’, 90’ dagger +2, nine lives stealer; amulet of health. Spells swimming, 100’ jumping; HD 2; HP 16, 15, 14, 14, 13, 12, 11, 9; memorized: cause light wounds, light, cause fear; chant, #AT 1; Dmg 2-8. Special attacks: surprise on 1-4; tongue strikes resist fire, speak with animals; dispel magic. at +4 to hit; swallow on natural 20. 2. Bsak, 3rd-level lizardman shaman (25%): SZ M; AL LE; AC 2. 2 enormous giant crabs (10%): for stats, see SL5-33. 5; MV 60’, 120’ swimming; HD as a 3+1 HD monster; HP 19; #AT 1 or 3; Dmg 1-6 (spear) and 1-6 (javelin), or 1-2/1-2/1- Treasure: 8. Possessions: javelins, spear. Spells memorized: cause light On the plinth, underwater, are various offerings, including six wounds, light; chant. pearls (100 gp each), a troll thegn’s passport (see Arden Vul items), a platinum key to the Obsidian Gates (5-6D), and a fully charged Treasure: rudishva lesser power supply (see new technological items). Lorg: amulet of health; a tear of Kauket (see new magic items); dagger +2, nine lives stealer (2 lives left). SL5-29: The Green Frenemy Bsak: 2 black pearls 500 gp each. This underwater side cave holds a mutated, aggressive form of the green friend (see new flora) known as the green frenemy (see new SL5-31: Kusok One-Eye’s Cave monsters). The entrance to the cave has been blocked by a rough The senior shaman, Kusok One-Eye, resides here. His cave is the latticework of sticks and wicker. Inside, the fronds of what appears most ‘civilized’ of the three, with a fine ebony stool, a weapons rack to be the green friend appear as usual, albeit in a slightly lighter with a broadsword and mace, a tattered banner with an image of a shade of green. Those entering the chamber and swimming to the black boar on it (an ancient Set war-banner), and a chipped set of point marked X will realize their error, as the green frenemy then crystal stemware which Kusok greatly admires (25 gp). At the rear lashes out with its toxic fronds. of his cave the green friend conceals a narrow tunnel that leads to There is a 10% chance the giant crabs (SL5-33) are loose, and SL5-32. nibbling on green frenemy fronds through the latticework. Kusok is an old and wily lizardman who has sharply influenced the direction Chief Sgraal has taken over the past 20 years. It was Inhabitants: Kusok who located area SL5-32 (although he has not revealed its 1. 1 patch of green frenemy (see new monsters): SZ L; AL N; AC existence to the chief) and gradually converted the tribe to a mild 8; MV 0’; HD 4 per 10’x10’x10’ section; HP 20 per 10’x10’x10’ form of veneration of the demon prince, Kauket. Unbeknownst section; #AT 8 per 10’x10’x10’ section; Dmg 1-3(x8). Special to the rest of the tribe, Kusok has actually had a vision in which attacks: surprises those familiar with the green friend (see new Kauket appeared to him and demanded fidelity; this is the cause of flora) on 1-4 in 6. Kusok’s new faith. 2. 2 enormous giant crabs (10%): for stats see SL5-33. Due to their long relationship, Sgraal places much faith in Kusok’s advice; should Kusok die, however, Bsak will make a SL5-30: Shamans’ Caves serious play to abandon the dangerous ‘salamander-thing’ in favor The three shamans of the Skreel tribe live in this complex of caves, of a more generic animistic worship. Kusok is aware of Bsak’s all of which are covered with the green friend (see new flora). The tendencies, and would like to encompass her demise. senior shaman is Kusok One-Eye, while the two junior shamans are If surprised in his cave, Kusok attempts to retreat to SL5-32. Lorg and Bsak. A fourth shaman, Kzaal the Prophet, has recently Inhabitants: left to pursue a vision (see 4-2). Lorg occupies the south cave, Bsak Sample1. Kusok One-Eye, 7th-level lizardmanfile shaman (25%): SZ M; the north cave, and Kusok One-Eye the east cave (i.e., SL5-31). AL LE; AC 5; MV 60’, 120’ swimming; HD as 5+1 HD monster; There is only a 25% chance that any shaman will be present here; HP 35; #AT 1 or 3; Dmg 3-6 (dagger +2) and 1-6 (javelin), or otherwise they will be in SL5-36. 1-2/1-2/1-8. Possessions: dagger +2, of venom; javelins. Spells Lorg has scraped away the green friend from a section of wall memorized: cause light wounds, light, resist fear; augury, and has tried his hand at some interesting - if primitive – wall chant, resist fire; blindness, cause disease; poison. Vol. 3 P. 66 Treasure: Heqeti Teleport Wells: Each well takes the form of a 7’-diameter Two tears of Kauket (see new magic items); a dagger +2, of circle of stone rising 3’ above the floor. These wells are currently venom; a bejeweled golden cup (1,250 gp); 3 garnets worth 300 gp inoperative, and are thus devoid of the inky blackness of the each, 6 gourds full of double-doses of green friend juice (see new operative ones. They currently appear simply as 10’-deep wells, flora), each of which can cure 4-14 HP; and three gourds full of although the bottom of each well bears a carven image of an acid from a keqemander (2-8 HP damage each, plus 1 HP splash). amphibian head, with a 4”-diameter hole in the place of the mouth. The wells could be reactivated by dropping atear of Kauket (see SL5-32: Shrine of Heqeti Heroes new magic items) into the appropriate mouth. If reactivated, the This forgotten minor shrine to Kauket celebrates some of the great wells connect to area 10-24. heqeti heroes of antiquity. The chamber is vaguely hemispherical in shape, with a curved ceiling sloping down to the floor. About Treasure: tears of Kauket twenty 5’-diameter, spherical chunks of arcanum (see new magic Six garnets (330 gp each); 3 (see new magic items); arcanum items) are embedded haphazardly in the walls and ceiling. Two 20 5-lb chunks of (see new magic items) embedded in heqeti teleport wells occupy the center of the chamber. Six statues the walls. of heqeti heroes line the walls. Inhabitants: Arcanum Spheres and their Effect: The sorcery of heqeti weavers 1. 3 orange oozes (see new monsters): SZ M; AL N; AC 6; MV 30’; was potent enough that the arcanum chunks slowly drip a viscous HD 8; HP 57, 49, 43; #AT 1; Dmg 2-12; MR 85%. Special attacks: orange ooze. Originally the weavers would collect the orange destroy magic item on hit. Special defenses: non-magic weapons slime and cultivate it elsewhere. But because the teleport wells are to hit. inoperative, the ooze has coalesced over the centuries into three motile, orange oozes (see new monsters). To reward his devotion, SL5-33: Giant Crab Cage Kauket has bequeathed protection from the orange oozes on The shamans keep two enormous giant crabs penned into this side Kusok One-Eye; as a result, they ignore him (but only him) when cave via a latticework gate woven of sticks, reeds, and green friend he enters the chamber. The arcanum spheres can be removed, but fronds. The crabs are larger and tougher than normal, perhaps it takes 1-3 turns per sphere to do so. because of their diet of green friend and humanoid meat. Most of In addition to the ooze, the heqeti enchantments cause the the time (60%) the crabs are penned in this cave; if not here, they arcanum spheres to manifest slightly different effects than normal may be found at SL5-15, SL5-28, SL5-29 or SL5-34 (10% chance arcanum. In essence, this chamber functions as a wild magic zone. each). Due to their love of green friend, this cave has been stripped Spells cast inside the chamber are subject to failure or deviation; a bare of the algal growth. The north lobe of this cave rises out of the save versus spells is required for any spell to take effect. If the save water, providing a resting spot for the crabs. is failed by more than five, the spell fails utterly (and the spell slot is lost); if it fails by five or less, the effect is altered somehow. A kind Inhabitants: GM might allow a roll of 4d6 under INT to permit a spell-caster 1. 2 enormous giant crabs: SZ L; AL N; AC 3; MV 90’; HD 4; HP to be aware that something is awry in this chamber. Roll on the 31, 27; #AT 2; Dmg 2-8/2-8. Surprise on 1-4. following table for deviations:

D8 Effect 1 Duration altered: 1-2: halved; 3-4 quartered 2 Power halved (e.g. damage) 3 Target shifts. 1-3: friend; 4-5: self; 6: enemy Another spell of the same level goes off instead 4 of the intended one Normal effects, plus additional negative effects 5 at the GM’s discretion 6 Roll twice, ignoring results over 5 7 Roll thrice, ignoring results over 5 8 All five effects occur

Heqeti Statues: The six statues are 10’ tall and depict heqeti warriors. These warriors fiercely brandish spears, javelins, clubs, and axes, all while displayingSample their gaping, tooth-lined maws. The eyes of each file statue are red gems. Three of the eyes are missing (taken by Kusok One-Eye). Of the remaining nine, three are tears of Kauket (see new magic items) and six are ‘merely’ garnets worth 300 gp each.

Vol. 3 P. 67 SL5-34: Lizardman Water Torture close advisor to Chief Sgraal (SL5-36). Although Sgraal would like The water here is still deep (15’), but the cave rises a good 10’ above to play Yurtil and Kusok One-Eye (SL5-31) against each other, the the waterline. Here the lizardmen hold and torture any captives by two advisors get along quite well due to their shared devotion to binding them to the ubiquitous green friend. This system allows Kauket. Yurtil knows almost nothing of the wider world (including prisoners to be positioned in various ways, half-in or half-out of Arden Vul), save for the Drowned Canyon (SL6), to which he the water. It also gives the giant crabs (SL5-33) the opportunity occasionally leads raiding parties. He is fanatically loyal to Sgraal, to inflict pain and torture on the bound prisoners under close and is suspicious and distrustful of outsiders. Yurtil is found in his supervision of shaman Kusok One-Eye. At the moment the tribe cave 25% of the time. has the following five prisoners. Inhabitants: th Inhabitants: 1. Yurtil Skreel-friend, 6 -level male Thorcin magic user: SZ M; 1. Grachan of Newmarket, 2nd-level male Thorcin fighter: SZ M; AL CE; AC 7; MV 120’; HD 6; HP 26; #AT 1; Dmg 3-6 (dagger AL CG; AC 9; MV 120’; HD 2; HP 3 (max 15); #AT 1; Dmg by +2); MR 5% (from tear of Kauket). Abilities: STR 14, INT 16, weapon. Abilities: STR 14, INT 8, WIS 10, DEX 15, CON 12, WIS 12, DEX 17, CON 16, CHA 11. Possessions: dagger +2; CHA 14. Possessions: none. Grachan has been held a long time necklace of adaptation; tear of Kauket. Memorized spells: and is nearly dead; not only has he abandoned hope of rescue, enlarge, light, magic missile, shocking grasp; Frigg’s he has also gone insane. caustic kisses (see new spells), Frigg’s elephant ears (see new 2. Crosbenim the goblin: SZ S; AL LE; AC 6; MV 60’; HD 1-1; spells); haste, slow. HP 5; #AT 1; Dmg 1-6. Crosbenim is in good shape, and is designated for ransom. Within a month he will be delivered to Treasure: the goblin king at SL4-22. Under a rock in the cave: two gourds of green friend juice (see new 3. A fishman (see new monsters), newly caught in the Drowned flora), a pouch with 77 sp and 103 gp, and awand of frost Canyon (SL6): SZ M; AL CE; AC 5; MV 60’, 150’ swimming; HD with 2 charges; spell book. 3+1; HP 18; #AT 2 or 1; Dmg 1-3/1-3 or 2-7 (bone club, spear On Yurtil’s person: dagger +2; necklace of adaptation; and a or javelin); MR 10%. Special attacks: paralyzing mucus. Special tear of Kauket (see new magic items). defenses: immune to cold and poison. 4. Another fishman (see new monsters), this one mostly dead: SZ Yurtil Skreel-Friend’s Spell Book: Comprehend languages, M; AL CE; AC 5; MV 60’, 150’ swimming; HD 3+1; HP 2 (max detect magic, enlarge, identify, jump, light, magic missile, 17); #AT 2 or 1; Dmg 1-3/1-3 or 2-7 (bone club, spear or javelin); magic aura, read magic, shocking grasp, spider climb, MR 10%. Special attacks: paralyzing mucus. Special defenses: ventriloquism; continual light, darkness 15’ radius, Frigg’s immune to cold and poison. caustic kisses (see new spells), Frigg’s elephant ears (see 5. Visby, 5th-level male Archontean magic user: SZ M; AL NG; new spells), invisibility, mirror image, ray of enfeeblement, AC 10; MV 120’; HD 5; HP 11 (max 21); #AT 1; Dmg by weapon. stinking cloud, web; blink, dispel magic, feign death, Abilities: STR 10, INT 17, WIS 15, DEX 10, CON 16, CHA 9. fireball, haste, slow, water breathing. Possessions: none. Visby was caught spying for the Drome (see World of Archontos appendix) in the Forum of Set (4-2) and SL5-36: Chief’s Hall was traded to the lizardmen. His spell book is currently located This large, partly-worked chamber forms the heart of the Skreel at area 4-62. Tribe. It is here that Chief Sgraal holds court over his subjects, 6. 2 enormous giant crabs (10%): for stats, see SL5-33. accompanied by his bodyguard of elite warriors, his harem, and his advisors. The southwest part of the cave is natural stone, with SL5-35: Yurtil Skreel-Friend several beaten paths leading to the rest of the complex. A small, This dry side cave is the residence of Yurtil Skreel-Friend, a but deep pool, with an underwater passage leading to the pool of partly insane sorcerer whose mind was crippled by contact with the pukel-mander (SL5-28), lies here. The northern and eastern Kauket. Although clearly abnormal, as he is content to dress only parts of the chamber feature worked walls, slightly pebbled and in a loincloth and keep company with lizardmen, Yurtil is still a oily, whose original decoration has long since decayed. All that competent mage. His cave has been scraped clean of the green remain are a throne mounted on a dais in the northeast corner, a friend (see new flora), and he possesses an extremely nasty bedroll life-like statue in the northwest corner, and a partly buried statue formed from his old clothing. His spell book is hidden under a in the southeast corner. The cave is partly lit by torches thrust into loose rock, and is carefully wrapped in oilskin; with it are two makeshift sconces next to both the pool and the throne. gourds of double doses of green friend juice (each cures 4-14 HP), a nearly-depleted ivory wand of frost (2 charges remaining), and Pool: The pool is over 30’ deep, and contains numerous bits of a pouch with 53 sp and 31 gp. statuary and worked stone. At its base a tunnel leads to SL5-28. Yurtil appears as a wild-haired, bushy-bearded, pasty-skinned human wearing only his necklace of adaptation, a loincloth, Throne: Chief Sgraal receives visitors from this spot. An imposing Samplelizard king, Sgraal is over 7’ tallfile and brandishes his fearsome and a belt for his dagger and components. His skin is slowly developing scales, due to the tear of Kauket (see new magic trident in battle. The throne is stone, but has been decorated items) he has possessed for many years. He bears numerous nicks with gemstones (40 stones worth 2-40 gp each), shells, and other and scrapes acquired by swimming through the domain of the oddities (including a gold Sortian eye - see new magic items) Skreel. He speaks the lizardman tongue well and is considered a glued to it by the harem.

Vol. 3 P. 68 Other Inhabitants: Sgraal is accompanied by 6 elite lizardman 3-8 (acid gourds) or 1-2/1-2/1-8. They fight as 1 HD creatures. guards at all times, and is ordinarily surrounded by six females, his Possessions: each has 3 acid gourds (3-8 HP damage in the first shamans (75% chance each), and his human advisor, Yurtil Skreel- round, plus 1-4 HP damage for an additional 1-3 rounds). Friend (75%, see SL5-35). 6. 1 keqemander demon (see new monsters): SZ L; AL CE; AC -2; MV 90’, 150’ flying (Class D); HD 8; HP 55; #AT 3; Dmg Statues: The statue in the northwest corner is 10’ tall, and depicts a 1-4/1-4/3-18; MR 40%. Constant abilities: dread (-1 to saves); crouching, bipedal amphibianoid being with powerful hind legs, a infravision. Special attacks: acid spit (3-10 dmg; 30’ range, round, warty torso, and a squat, flattened head. The eyes are large every other round); cause fear; darkness (10’ radius); exude emeralds (1,400 gp each), while the body is carved from a block acid with chance to degrade armor; use a symbol of discord. of green-brown marble. Only those with experience with such Special defenses: only hit by magic weapons; half damage from monsters would recognize the creature as a keqemander demon cold, electricity, fire, and gas; become invisible. Special: levitate; (see new monsters). Although the statue does not come to life, it telekinesis (4,000 gp weight); project image; teleport without affects its environment in two ways. First, any effort to remove the error; 50% chance to gate in either another keqemander or a eyes causes an actual keqemander to teleport to the chamber to Type I-IV demon. defend the statue. Second, the statue oozes an acidic slime (much like an actual keqemander does), which the chief’s harem has Treasure: collected in gourds and which they will use as missiles if need be. See text. The statue in the southeast corner is 80% covered by the cave- in that wrecked that corner of the room. All that is visible is a SL5-37: Moldy Antechamber reptilian head with empty eye sockets. This antechamber smells terribly of mold and damp. The walls are pebbled and slightly oily, while mud cakes the floor. Clear paths Escape Passages: In addition to the pool, Sgraal has a secondary lead to the three doors. The three chambers within are not used escape route hidden in the fragmentary northern corridor. There, by the lizardmen, but are reserved for the very occasional visitor. behind a heap of refuse, is a tiny tunnel that snakes out to join the main route to the troll thegn’s court (SL5-27). SL5-38: Moldy Chamber Tactics: If visitors to the lizardman caves appear confident and This guest room reeks terribly of mold and decay. It has pebbled powerful, Chief Sgraal will be willing to treat them as honored and oily walls, a pile of damp furs for a bed, a rickety chair and guests, at least until he can determine their motives. Sgraal is table, and a barrel of stagnant water. Despite the conditions, there willing to trade information (especially concerning the ebon is a 50% chance it is occupied by one of the visitors on the Moldy spear at SL5-13B) in return for concrete favors, including the Chamber Visitors table on the next page. elimination of the fishmen in the flooded vaults (Sub-Level 7). He would also consider offering information about Kentillian and/or SL5-39: Another Moldy Chamber the Set cult. Identical in every way to SL5-38, save that there is only a 10% If visitors are hostile, and if Chief Sgraal has been given time chance a visitor will be found here. enough to prepare, he will be ready with all three shamans, with Yurtil, with twelve elite warriors, and six females. The females will throw acid grenades (see above) before entering combat. Chief SL5-40: A Third Moldy Chamber Sgraal will seek out the toughest warriors and attempt to lay them Nearly identical to SL5-38, except that no visitor will be found and low with his formidable blades. If things are looking grim, one of a fragment of unusual mosaic exists under the grime that lines the females or warriors will touch the emerald eyes of the statue to the floor. The mosaic depicts great hopping bipedal amphibians summon the keqemander. spearing a variety of foes, including humans, spindly-limbed beings with horns, and varumani. In the background an enormous Inhabitants: ziggurat rises above the slaughter. GM: the mosaic fragments do 1. Chief Sgraal, a lizard king: SZ L; AL CE; AC 1; MV 150’, 120’ not reflect an actual event, but they are rather a form of heqeti swimming; HD 8; HP 53; #AT 1; Dmg 12-27. Special attacks: propaganda; they suggest that due to their fidelity to Kauket (rep- skewer if roll to hit is 5 more than needed. Possessions: trident; resented by the ziggurat) the heqeti are able to overcome all foes. amulet of natural armor +2 (see new magic items); girdle of The humans in the mosaic appear as crude ancient Archonteans, hill giant strength. and the spindly beings are rudishva. 2. Kusok One-Eye, Lorg, and Bsak, shamans (75% for each in normal times; 100% if caves are threatened): for stats, see SL5-30 SL5-41: Sgraal’s Hoard and SL5-31. A narrow tunnel behind the throne leads to this heqeti-era chamber 3. Yurtil Skreel-Friend (75% normally; 100% if caves are where Sgraal keeps the loot of the tribe. Here may be found a pile threatened): for stats, see SL5-35. of mixed coins (12,395 cp; 8,587 sp; 3,875 gp); a matched set of 4. 6 elite Samplelizardmen, or 12 if an invasion is underway: SZ M; AL three pieces of silver and emerald file jewelry (1,250, 2,450, 5,000 gp NE; AC 3; MV 90’, 150’ swimming; HD 3+3; HP 25, 25, 24, 23, each); a solid platinum statuette of a crouching panther (10,000 22, 21, 20, 20, 19, 19, 18, 16; #AT 1 or 3; 2-9 (broadsword) and gp, but 25 lb); three sets of rusting-but-usable chain mail, one of 2-7 (javelin), or 1-3/1-3/2-9. Possessions: broadswords, javelins. which is chain mail +1; and the legendary blade, Desmesure, 5. 6 lizardmen females: SZ M; AL N; AC 5; MV 60’, 120’ an intelligent sword +2, dragon-slayer (see new magic items). swimming; HD 2+1; HP 12, 11, 11, 10, 9, 9; #AT 1 or 3; Dmg

Vol. 3 P. 69 Secret Door (south): The secret door is normal to locate, and opens The armor and weapons of the legionaries is badly damaged by simply pushing it inwards into the narrow corridor. The second and corroded by the centuries, and are unusable. The stone-tipped secret door works in the same fashion. bone spears of the heqeti, however, are still in pretty good shape. On the east wall is a crude quasi-mosaic formed of largish Treasure: pieces of stone fit into mortar. Although the mortar is flaking, the See text. stone pieces show an amphibianoid being placing something into the eye socket of a huge amphibian statue. SL5-42: Secret Room None of the lizardmen knows of this chamber. It contains the Treasure: corpses of three ancient Archontean heavy legionaries and three In addition to the tablet, which might well fetch 100 gp as a relic heqeti, all slain in close quarter combat. One of the Archonteans of the great Marius Tricotor, the dekarch still clutches a greater periapt of finding was a dekarch, whose corpse holds a wax tablet on which his orders that has been attuned to both heqeti and can still be read (in Mithric): Eliminate the Hoppers near their demons. As a result, it will indicate the presence of ‘something’ to subsidiary shrine in the caves past Kentillian’s Compound. Use the the south (i.e., towards SL5-32). periapt to locate their foul nest, and put them all to the sword. Avoid their caustic slimes, and, above all, avoid touching their deities. We SL5-43: Boundary Marker shall send in war mages to deactivate those idols after you have taken The door to this chamber has been completely destroyed. A smear care of the defenders. [Signed] Marius Tricotor, Archon. of color on the east wall marks the site of a destroyed Archontean fresco. The remainder of the furnishings of what was once a tomb-

Moldy Chamber Visitors Table D6 Moldy Chamber Visitors GM Notes 1. Kellan, the Set sergeant (see new monsters), as a 5th-level Archontean fighter: SZ M; AL LE; AC 3; MV 60’; HD 5; HP 37; #AT 1, Dmg 3-8 (mace +1), 1-6 (spear) and 1-4 (light crossbow). Special defense: fanaticism. Possessions: Set Kellan has been sent by High Priestess armor (see Arden Vul items) and wooden shield; footman’s mace +1; spear; Stephania (4-51) to negotiate with Sgraal 1 light crossbow with 20 bolts. about shared access on Level 4. Kellan talks 2. 4 Set guardsmen (see new monsters), as 2nd-level Archontean fighters: SZ M; AL smoothly but is a vicious betrayer. LE; AC 5; MV 60’; HD 2; HP 18, 17, 15, 12; #AT 1, Dmg 2-7 (mace), 1-6 (spear) and 1-4 (light crossbow). Special defense: fanaticism. Possessions: red scale mail and wooden shield; footman’s maces; spears; light crossbows with 20 bolts 1. Uthgrim, 5th-level male Thorcin magic user: SZ M; AL LN; AC 6; MV 120’; HD 5; HP 13; #AT 1; Dmg 1-4 (dagger). Abilities: STR 13, INT 17, WIS 10, DEX 16, CON 9, CHA 16. Possessions: ring of protection +2; amulet of Uthgrim has been sent by the Order of the protection from normal missiles; dagger; bag with 625 pp. Memorized Fifth Circle (one of the magical collegia; 2 spells: comprehend languages, enlarge, friends, sleep; ESP, ray of see World of Archontos appendix) to locate enfeeblement; hold person. Yurtil Skreel-Friend (SL5-35) and bring him 2. 5 1st-level Thorcin fighters (3 male, 2 female): SZ M; AL N; AC 7; MV 120’; HD 1; back to Narsileon. HP 9, 8, 7, 7, 5; #AT 1; Dmg 1-8 (long sword) or 1-6 (spear). Possessions: leather armor and shield; long sword; spear 1. Narbonnim, goblin emissary from King Weskenim (SL4-22): SZ S; AL LE; AC 6; Narbonnim is here to negotiate the ransom 3 MV 60’; HD 1-1; HP 5; #AT 1; Dmg 1-6. for her cousin, Crosbenim (see SL5-34). 2. 4 goblins: S SZ S; AL LE; AC 6; MV 60’; HD 1-1; HP 7, 5, 4, 3; #AT 1; Dmg 1-6. Ferx is an ambassador from the troll thegn Ferx, a true varumani (see new monsters): SZ L; AL LN; AC 2; MV 90’; HD 8; HP (7-30). He is deeply unhappy to have been 60; #AT 3 or 1; Dmg 3-6/3-6/4-10 or 6-24 (two-handed sword, 2-20+4). Special sent here, to what he considers the back of defenses: surprised only on 1 in 6; save as 8th-level fighter or 8th-level magic user, 4 beyond, and rightly understands his posting whichever is better; immune to cold, poison, charm, hold, feeblemind, confusion, to be a punishment. He eagerly looks for and other mind-affecting magic; regenerate 3 HP/rd; infravision. Possessions: allies who might help him return to the huge two-handed sword; ring mail thegn’s favor. They have head a (reliable) rumor that the ebon spear is located somewhere nearby Sample(found at SL5-13B,file see new magic items) and 5 Party of NPC adventurers (select from NPC appendix) are negotiating with Sgraal for information. They are hostile to others interested in the spear. 6 GM’s choice

Vol. 3 P. 70 architect’s chamber were looted centuries ago. A 5’x3’ hole in the Bin #2: 120 pieces of chalk in various lengths and thicknesses. south wall leads to the territory of the Skreel. Most is white, but a few have been colored red and blue. To mark the northern boundary of their territory, the Skreel Bin #3: a 2’-deep layer of undecomposed fish scales. Buried in have impaled a fishman body on a stake (see new monsters), and the scales is a clever mesh bag coated in the scales. Within the bag thrust it into a crack in the floor. Yurtil Skreel-friend (SL5-35) is a garnet (300 gp). It is easy to miss the bag unless one searches has also scrawled the words “Skreel-Home” in Archontean on the the scales carefully. north wall. Bin #4: a block and tackle that is, however, missing its rope. If Unbeknownst to the lizardman, the smear of paint on the east rope is added to it, it would aid in pulling or lifting heavy objects. wall conceals a secret compartment in the wall. The compartment Bin #5: 25 pieces of granite, each about 12”x3” in size, roughly is detected as a secret door. The compartment is locked and the shaped into the form of a biped. These were to be sculpted into key is long gone; what is more, painted plaster covers its keyhole. tomb garnishings, but were never completed. The clever or greedy The lock is unusual, as it is miniature sized; its small size imposes may notice that one of the pieces seems much heavier than its a -20% chance to pick attempts. Of course, the compartment could fellows: this is because it is actually a solid gold statuette of Bastet be dug out of the wall with appropriate tools (for example, the with a permanent illusion cast upon it. The statuette is worth chisels in SL5-45). Within the compartment is an ivory scroll case 4,000 gp. PCs who offer the statue as a gift at the temple of Bastet containing a parchment map detailing all the non-secret areas of (8-30) gain a +40% reaction adjustment bonus. If the PCs have the tomb level of Sub-Level 6 (i.e., SL6-38 to SL6-46, SL6-58 to already encountered the temple, the offer of the statue as a gift SL6-61, SL6-65 to SL6-67, SL6-70 to SL6-74, SL6-80 to SL6-87, automatically moves the current relationship one beneficial step SL6-90 to SL6-93, SL6-95, and SL6-97). Each of these tombs is on the encounter reactions table. labeled with its inhabitant. GM Note: The corpses of the remainder of Leofwin’s party may be found at SL6-16A. Leofwin got separated from his party during SL5-44: Sarcophagus Preparation a fishman attack and knows nothing of their fate, or of the secret The door to this chamber is unusual, as it is hinged on the top door at SL6-16A. He knows the following route into Arden Vul: of the door frame rather than the side. Iron pins attached to the 3-1, 3-12, 5-2, 5-41, 5-43, 5-48, 5-35, 5-53, 5-55, 6-3, 6-5, 6-6A, bottom of the door could be slid into matching holes in the floor 6-143, SL6-25, SL6-6, SL6-35, SL6-36. to ‘lock it’ in place. Fortunately for explorers, the pins have been removed, allowing the door is swing easily on its hinge. Inhabitants: Three unfinished stone sarcophagi stand in its center. A set of 1. Leofwin Rufus, 5th-level male Thorcin cleric of Heschius chisels in a chamois carrying case are found inside one of them (30 Ban: SZ M; AL LE; AC 3; MV 90’; HD 5; HP 17 (max 31); #AT 1; gp). One of the sarcophagi has been partly sculpted; one long side Dmg 4-9 (footman’s flail +2). Abilities: STR 11, INT 8, WIS 16, shows scenes of an archon dispensing justice. The walls still retain DEX 9, CON 12, CHA 17. Possessions: banded mail and shield; a few fragments of frescoes, all showing scenes of Archontean footman’s flail +2; backpack with 3 flasks of oil, two torches, a burial rituals: it is possible to pick out Thoth, Maat, Anubis, and packet of iron rations, 50’ of rope, and a silver holy symbol. Spells: other figures associated with burial. bless, command, cure light wounds, light, protection from A stunjelly has made its way from the Drowned Canyon (Sub- evil; chant, find traps, hold person, silence 15’ radius (x2); Level 6), and is waiting patiently along the north wall for fishmen, feign death. lizardmen or adventurers to provide it with a meal. It has no treasure, a fact that makes it even more difficult to spot (and grants it a better chance to surprise). SL5-46: Fishman Ambush The door to this chamber is identical to that found at SL5-44; it Inhabitants: has been pinned into an open position by a long pole. Two more 1. 1 stunjelly: SZ L; AL N; AC 8; MV 30’; HD 4; HP 25; #AT 1; unfinished sarcophagi may be found here; both are only rough- Dmg 2-8. Special attacks: paralysation; surprise 3 in 6. hewen, without any sculptural decoration. A hunting party of eight fishmen (see new monsters) crouches here, hoping to ambush some lizardmen. The fishmen have come SL5-45: Storage Room with Lost Adventurer from their home in the Flooded Vaults (SL7) through the Drowned The door to this chamber is still functional, and has been spiked Canyon (SL6). shut from the inside. The sound of weeping is evident from within. Leofwin Rufus, survivor from a failed expedition to the Inhabitants: Drowned Canyon (SL6), has barricaded himself within the 1. 8 fishmen (see new monsters): SZ M; AL CE; AC 5; MV 60’, 150’ chamber, hoping to avoid the fishmen (see new monsters). He is swimming; HD 3+1; HP 24, 22, 20, 19, 18, 17, 16, 15; #AT 2 or childishly grateful to rescuers, and imprints on the most dominant 1; Dmg 1-3/1-3 or 2-7 (bone club, spear or javelin); MR 10%. figure of any such group, who thereafter receives the brunt of his Special attacks: paralyzing mucus. Special defenses: immune to increasingly awkward attentions. cold and poison. TheSample walls are lined with fifteen large stone bins (4’x4’x4’). file Originally these held supplies for the workmen who delved the tombs of Sub-Level 6. All but five are now empty. The contents of SL5-47: Corridor to Sub-Level 6 (SL6-36) This broad corridor leads 40’ north until it reaches the Drowned the five are: Canyon (SL6-36). The corridor is littered with military debris: Bin #1: potable water, placed here by the Skreel to be used by broken spears, axe-hafts, splintered arrows, bits of metal and their warbands exploring Sub-Level 6. leather, and so forth. Vol. 3 P. 71 Sample file SUB-LEVEL 6: THE DROWNED CANYON

This sub-level was discovered in antiquity and used by all of the the Flooded Vaults (SL7-23) and the subsequent ‘drowning’ of the intelligent factions who occupied the Halls. A permanent geyser canyon has meant that many of the tombs are flooded. to the west produces a never-ending stream of relatively warm The GM should pay close attention to the height of a tomb water (~75 degrees), which fills a small lake before cascading down opening relative to the current water level. On the map these rel- some rapids to a waterfall that pours into a steep-walled canyon. ative elevations are represented with a negative number in feet, Originally the water level was much lower than it is now, a fact which indicates how far below the main cavern floor (i.e., SL6-11 which explains why numerous now-submerged tomb-openings and SL6-30) each opening lies. An important benchmark is the may be found in the canyon walls. With the more recent damming current water level in the canyon; the water line is at present at -45’ of the canyon (SL6-25), the water level has risen so as to cover (i.e., 45’ below the level of the main cave floor). To take an example, many of the openings, partially or fully flooding some of those the corridor opening at SL6-38 is at -60’. This means that the floor tomb-openings (and also permanently flooding Sub-Level 7, the of this particular corridor is 60’ below the cavern floor, and 15’ Flooded Vaults). The lake and canyon are home to numerous fish, below the water line of the Canyon. As this corridor is 10’ tall, its eels, and crayfish, most notably a colossal moray eel, a pair of giant opening is completely submerged; but since this corridor quickly pike, and some giant crayfish. Due to the food potential of the area, runs into a set of stairs that rise 20’, however, the door to SL6-42 it has become the site of running battles between the fishmen (see is dry. Movement and combat in completely submerged tombs new monsters) from the Flooded Vaults (Sub-Level 7) and the carries the usual restrictions appropriate to underwater action. lizardmen who oppose them (Sub-Level 5). The other significant It is also important for the GM to consider the air supply in feature of the level is the hidden Tower of Pol (SL6-17), the home some of the dry tombs (e.g., SL6-42, SL6-43, SL6-47, SL6-48, and of a powerful and eccentric wizard. areas SL6-72 to SL6-79). In these cases, the air is stale and cannot Unlike most other levels of Arden Vul, The Drowned Canyon be replenished (unless the dam at SL6-25 is destroyed and the is divided into two maps because of its size and three dimensional water level drops). Prolonged activity in these areas will use up the complexity. The first map (The Drowned Canyon) contains areas oxygen in the air, slowly rendering those areas poisonous as the SL6-1 through SL6-37. The second map (The Drowned Canyon, percentage of oxygen drops and the percentage of carbon dioxide Tomb Level) contains the remainder of the encounter areas. rises. The rate of decline in air quality is accentuated by a number of factors: higher breathing rate through hard exercise (e.g., combat); the use of torches; and/or the creation or employment of fire (e.g., The Tombs of the Drowned Canyon cooking fires or fireballs). See the Air Supply Modification Table During the early centuries of the Archontean hegemony in Arden for guidelines in reducing supply duration in those areas where the Vul, it became fashionable for archons and other important imperial supply of oxygen is fixed. All other dry areas are linked to the main officials to carve their burial tombs into the walls of the Canyon cavern air supply and do not suffer these penalties. (before, of course, it was ‘drowned’). These tombs are accessible via a series of fourteen openings delved into the Canyon walls. Some of the openings are well-fashioned corridors, but others are General Construction Notes rough-carved or even natural tunnels. While all were originally Heqeti areas: SL6-4, SL6-6, SL6-35 constructed above the water line, the emergence of the Reiv-Tor in Rudishva areas: SL6-3, SL6-27, SL6-32, SL6-37 Archontean areas: all other worked areas Air Supply Modification Table Duration of air supply for Modification to Modification Modification to duration Areas casual activity, for one duration for combat or to duration for for employment of large person (or five persons) other hard exertion torch use fire (e.g. fireball) SL6-42, Duration is reduced by Duration is reduced Duration is reduced by 50% SL6-47, 12 days (2.4 days) 1 hour per round of by 3 hours per turn per use of fire SL6-48 combat per person of torch use Duration is reduced by Duration is reduced Sample fileDuration is reduced by 50% SL6-43 3 days (14.5 hours) 1 hour per round of by 3 hours per turn per use of fire combat per person of torch use Duration is reduced by Duration is reduced SL6-72 to Duration is reduced by 50% 48 days (9.6 days) 1 hour per round of by 3 hours per turn SL6-79 per use of fire combat per person of torch use

Vol. 3 P. 73 Iconic Areas 2-3 scrags: SZ M; AL C(E); AC 3; MV 30’, 150’ swimming; HD 5+5; HP 33, 29, 25; #AT 3; Dmg 2-4/2- The Drowned Canyon (SL6-24) - to an extent the entire sub-level is 2 considered iconic, but in a fabled, El Dorado sort of way 5/3-12. Special defenses: regenerate 3 HP/rd while in fresh water Important NPCs A Priscian exploring party, consisting of a war mage and Pol, the Grinning Mage (SL6-8) 2 conversi (see new monsters). This group of Priscians Basil Choumnos, castellan of the Tower of Pol (SL6-17A) used area 6-48 to travel to SL6-19. They were looking for a previous party of Priscians that met its end at SL6- 19. Justinian has managed to avoid the ooze (SL6-19) Factions and is looking for a way out of the sub-level. No one faction controls the Drowned Canyon. However, both 1. Justinian, a Priscian war mage (see new monsters) the fishmen of Sub-Level 7 (see new monsters) and the Skreel and member of Quintus, as a 6th-level magic user: SZ lizardmen of Sub-Level 5 regularly patrol the area, fishing in the M; AL LN; AC 3; MV 120’; HD 6; HP 21; #AT 1; Dmg canyon itself and warring with each other. 3-9 (Priscian gladius +2). Abilities: STR 12, INT 17, WIS 13, DEX 16, CON 11, CHA 14. Possessions: Priscian chain mail (see new magic items); a Environment Priscian gladius +2 (see new magic items); 345 sp; See above for water levels in the tombs and restrictions on air in a key to 9-58; a stone of alarm; a vial of Keogh’s certain tombs. restorative ointment; a pearl of power (level 3); and his spell book. Spells memorized: charm person, 3 Access and Egress detect magic, magic missile, shield; levitate, To Level 3: stair at SL6-7, leading up to 3-87 pummeling fists of Arak-Zhorr; dispel magic, To Level 5: stair at SL6-37, leading up to 5-115 fireball. Spell book: charm person, comprehend To Level 5: rudishva teleport node (T13) at SL6-3, leading to 5-31 languages, detect magic, floating disk, friends, To Level 5: stairs at SL6-55A, leading up to 5-42 hold portal, identify, magic missile, read magic, To Level 6: spillway at SL6-25, leading down to 6-143 shield, spider climb, unseen servant; continual To Level 6: tunnel at SL6-56 ,leading down to 6-166 light, detect invisibility, knock, levitate, locate To Level 7: long tunnel at SL6-18, leading down to 7-135 object, pummeling fists of Arak-Zhorr (see new To Level 7: tunnel at SL6-26, leading down to 7-86 spells), scare, wizard lock; dispel magic, fireball, To Level 9: stairs at SL6-4A, leading down to 9-125 gust of wind, slow, suggestion, tiny hut, tongues 2. 2 Priscian conversi (see new monsters), as 3rd-level To Sub-Level 5: corridor at SL6-36, leading to SL5-47 fighters: SZ M; AL LN; AC 5; MV 120’; HD 3; HP To Sub-Level 7: corridor at SL6-39, leading to SL7-1 27, 25; #AT 1; Dmg 2-9 (long sword), or 2-5 (light To the Tower of Scrutiny: gate at SL6-17A, leading to TS-12 crossbow). Possessions: Priscian chain mail (see To the imperial capital city of Archontos: gate at SL6-17A new magic items), long swords, light crossbows. The To the City of Brass: gate at SL6-17A conversi typically have STR 16 To the Astral Plane: gate at SL6-17A 4 gargoyles: SZ M; AL CE; AC 5; MV 90', 150' flying To various locations: Thothian teleportation ring (see new magic (Class C); HD 4+4; HP 31, 28, 26, 25; #AT 4; Dmg items) at SL6-28 1-3/1-3/1-6/1-4. Special defenses: +1 or better weapons 4 to hit. Teleportation destinations on Sub-Level 6: The gargoyles flew up the spillway (6-143) from the SL6-19: from a teleporter at 6-48 Great Chasm (6-108) Sir Calculor, the Sun-Scarred Knight (see new mon- Random Encounters sters), 10th-level male human fighter: SZ M; AL LN; AC -2; MV 120’; HD 9+3; HP 88; #AT 3/2; Dmg 7-13 (broadsword +2). Abilities: STR 18/65, INT 15, WIS 1. The Main Cavern (areas SL6-1 to SL6-23, and 13, DEX 12, CON 16, CHA 11. Possessions: gothic armor and sun lance (see new technological items); areas SL6-26 to SL6-37) 5 Checks should be made every 3 turns, with a 1 in 6 chance for an solar ring, circlet of command, and backpack of encounter. capacity (see new magic items for all three); 8 ancient octagonal platinum coins (see Arden Vul items), 125 D12 Encounter ancient silver pennies (see Arden Vul items); broad sword +2. Calculor’s mission is a private one, to be SampleA pod of 6 medium chasm cephalopods (see new determined by the GM. file monsters): SZ M; AL N; AC 5; MV 60’ flying (Class A); Basil Choumnos: for stats, see SL6-17. Basil is nervous 1 HD 4; HP 27, 24, 22, 20, 19, 19; #AT 5 (4 tentacles and about being away from the Tower of Pol (SL6-17A). a beak); Dmg 1-4/1-4/1-4/1-4/1-6; MR 25%. Special 6 He seeks knowledge about any visitors to the sub- attacks: surprise on 1-4 level, but is quick to use his stone of recall (see new magic items) if threatened. Vol. 3 P. 74 8 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; 3. The Tombs (areas SL6-38 to SL6-98) HD 2+1; HP 16, 15, 13, 13, 12, 11, 11, 10; #AT 1 or There are no random encounters here, although flashy exploration 7-10* 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. of the tombs has a strong likelihood (50%) of causing one of the Possessions: clubs; javelins; shields. above encounters to occur as PCs exit the tomb(s). They plan to fish in the drowned cavern (SL6-24). 8 fishmen (see new monsters): SZ M; AL CE; AC 5; MV 60’, 150’ swimming; HD 3+1; HP 24, 22, 20, 19, 18, 17, Level Key 16, 15; #AT 2 or 1; Dmg 1-3/1-3 or 2-7 (bone club, spear or javelin); MR 10%. Special attacks: paralyzing mucus. SL6-1: Lake and River 11-12* Special defenses: immune to cold and poison. The water of this small lake roils with turbulence caused by the huge The fishmen have come from SL7 to acquire food geyser that gushes at its center. The geyser shoots a 15’-diameter from the drowned canyon (SL6-24). They would also column of water 50’ into the air. The water fills a basin in the rock like to acquire some new captives, whether lizardmen that is 50’ deep at the western edge; the water level is 5’ below the or human. natural floor of the surrounding cavern. As the water flows east, the bed becomes shallower and the current becomes stronger. Anyone *On the north side of SL6-24, these encounters occur as listed; that is, swimming in either of the channels of the lake that flank the small lizardmen 7-10, and fishmen on a roll of 11-12. On the south side of the island (SL6-2) must roll 3d8 under STR to avoid being swept by Canyon, however, this frequency is reversed, such that the fishmen appear the current across the rapids (SL6-1A) and, potentially, down the on a roll of 7-10 and the lizardmen appear on a roll of 11-12. waterfall (SL6-1B). The geyser is quite noisy and conversation is difficult around the lake. Indeed, listen checks anywhere within 70’ 2. The Drowned Canyon (areas SL6-24 and SL6- of the geyser suffer a -1 penalty. 25) The lake is the abode of a deadly hydrodaemon (secret name: Checks should be made every 3 turns, with a 1 in 6 chance of an Pisscatig). The hydrodaemon is an ally of Kauket, and has lived encounter. here for about a millennium. The lizardmen fear it, and placate it with offerings of fish, dead fishmen, and small tokens. It is likely to watch parties exploring the lake and island before leaping into D20 Encounter combat by using its dimension door and glide powers. It will Colossal moray eel (see new monsters): SZ L; AL N; AC happily summon a water elemental to its aid, but will be loath to 5; MV 90’ swimming; HD 9; HP 68; #AT 1; Dmg 4-24. If attempt to gate in another hydrodaemon, doing so only in extremis. 1-6 slain as a random encounter, it cannot be encountered The hydrodaemon tolerates the existence of two phase at SL6-58 or SL6-60 salamanders, who live and hunt along the banks of the lake. 1 giant pike: SZ L; AL N: AC 5; MV 360’ swimming; Inhabitants: HD 4; HP 22; #AT 1; Dmg 4-16. Special attacks surprise 7-11 1. Pisscatig, a hydrodaemon: SZ L; AL NE; AC 2; MV 60’, 60’ on 4 in 6. If slain as a random encounter, it cannot be flying (Class D), 240’ swimming; HD 9+36; HP 96; #AT 3 or 5; encountered at SL6-71 Dmg 1-4/1-4/1-8/1-8/1-10; MR 70% to 1st-level spells (-5% per 1-2 giant crayfish: SZ L; AL N; AC 4; MV 60’, 120’ level over 1st). Constant abilities: infravision; ultravision. Special swimming; HD 4+4; HP 33, 28; #AT 2; Dmg 2-12/2- attacks: energy drain. Special defenses: word of recall (1/day); 12-13 12. Special attacks: surprise on 3 in 6. Crayfish slain half damage from acid, cold and magical fire; half or no damage as random encounters should be subtracted from the from water-based attacks; silver, or +1 or better weapons to hit; number found at SL6-93 or SL6-97 immune to poison and paralysis. Special: detect invisible; read 2-3 scrags: SZ M; AL C(E); AC 3; MV 30’, 150’ magic; comprehend languages; invisibility; telepathy; teleport swimming; HD 5+5; HP 33, 29, 25; #AT 3; Dmg 2-4/2- without error; dimension door; darkness within 10’; create 14-15 5/3-12. Special defenses: regenerate 3 HP/rd while in water; water walking (as the ring), gate in a hydrodaemon (50%); fresh water summon 12 HD water elemental. 8 fishmen (see new monsters): SZ M; AL CE; AC 5; MV 2. 2 phase salamanders (see new monsters): SZ M; AL N; AC 3 60’, 150’ swimming; HD 3+1; HP 24, 22, 20, 19, 18, 17, (or 6); MV 90’, 120’ swimming; HD 5; HP 32, 23; #AT 1; Dmg 16, 15; #AT 2 or 1; Dmg 1-3/1-3 or 2-7 (bone club, spear 2-8. Special attacks: phase (+4 to hit). Special: AC 6 if unable to or javelin); MR 10%. Special attacks: paralyzing mucus. phase. 16-18 Special defenses: immune to cold and poison. The fishmen have come from SL7 to acquire food Treasure: from the drowned canyon (SL6-24). They would also In a large chitinous chest on the bottom of the lake, close to the like to acquire some new captives, whether lizardmen island: a string of 3,977 gp with holes in their centers strung on or human. ribbons of dried human flesh; an elaborately shaped and carved Samplebox, 3’x1’x1’, formed out of solidfile platinum, depicting, strangely 8 lizardmen: SZ M; AL N; AC 4; MV 60’, 120’ swimming; enough, elven warriors at the hunt (worth 12,500 pp); 5 azurites HD 2+1; HP 16, 15, 13, 13, 12, 11, 11, 10; #AT 1 or (20 gp each); 5 rock crystals (50 gp each); a bloodstone (50 gp); 19-20 3; Dmg 1-6 (club) and 1-6 (javelin), or 1-2/1-2/1-8. a small black opal (750 gp); and a silver coffer sealed with wax Possessions: clubs; javelins; shields. They plan to fish in within which are two spell scrolls, Kentillian’s animate water the drowned cavern (SL6-24). and Kentillian’s airy command (see new spells for each). Vol. 3 P. 75