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D S N N A O I T I I C D S E B A E D R C N F O A V D A
Dungeon Module ASE1 Anomalous Subsurface Environment City of Denethix and Dungeon Level 1 by Patrick Wetmore AN ADVENTURE FOR CHARA CHARACTER CTER LEVELS 1-2
Illustrated by Brian "Glad" Thomas and Andy "ATOM" Taylor Put those dark elves elves back in their box and get your gonzo on! Riche Riches, s, glory, and super-scien super-science ce await the bold and the clever in the deep places under the ground. ground. This module describes the dinosaurdinosaur- and wizard-infested future of of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment.
HenchmanAbuse
© 2011 Patrick Wetmore
Dungeon Module ASE1 Anomalous Subsurface Environment City of Denethix and Dungeon Level 1 by Patrick Wetmore AN ADVENTURE FOR CHARACTER LEVELS 1-2
Illustrated by Brian "Glad" Thomas and Andy "ATOM" Taylor Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment.
© 2011 Patrick Wetmore
Dungeon Module ASE1 Anomalous Subsurface Environment City of Denethix and Dungeon Level 1 by Patrick Wetmore AN ADVENTURE FOR CHARACTER LEVELS 1-2
Illustrated by Brian "Glad" Thomas and Andy "ATOM" Taylor Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment.
© 2011 Patrick Wetmore
Dungeon Module ASE1 Anomalous Anomalous Subsurface Environment Environment City of Denethix and Dungeon Level 1 © 2011 Patrick Wetmore Labyrinth Lord™ is copyright 20072011, Daniel Proctor Labyrinth Lord™ and !d"anced Labyrinth Lord™ are trademarks o# Daniel Proctor $hese trademarks are %sed %nder the Labyrinth Lord™ $rademark License 12, a"ailable at &&&goblinoidgamescom $e't ( )artography* Patrick Wetmore !rt* !ndy +!$-. $aylor /rian +lad. $homas Playtesting* Do%g ill Dan )had laahsen $heodore 3 Ledo%', 3r 3im 4il"a 5or more in#ormation on the !nomalo%s 4%bs%r#ace 6n"ironment and additional materials, please "isit http*henchmanab%seblogspotcom
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Contents 9ntrod%ction : ;%nning the D%ngeon D%ngeon : ;%nning the )ity < 5or ;e#erees =e& to to the riginal ames < 5or Players =e& to the the riginal ames ames > Denethi' )ampaign 4etting > istory o# the World > rbital ods 7 )%lt o# 4cience ? )h%rch o# 4tarry Wisdom Wisdom @ Demi%mans @ oblins and the the i"e-inds i"e-inds 10 Land o# ne $ho%sand $ho%sand $o&ers $o&ers 10 istory o# Denethi' 12 La& and 4ociety in in Denethi' Denethi' 18 5actions o# Denethi' Denethi' 1: Personalities o# Denethi' Denethi' 1< Locations in Denethi' 1< Aillages and $o&ns 4%rro%nding Denethi' 21 Denethi' 6nco%nters and and ;%mors 2: Post!pocalyptic 6B%ipment 88 )ost o# Li"ing Li"ing 87 WiCards 8? )an%s, Lord o# the o%nds 8@ 5erayn, WiCard o# $ab=akel 8@ -onsator, Lord Lord o# the 4talks 4talks :0 !nomalo%s 4%bs%r#ace 4%bs%r#ace 6n"ironment 6n"ironment :1 istory o# the D%ngeon D%ngeon :1 -aterials 4cience :2 -oktar Lair :8 -o%nt ;endon :< $he ateho%se :< 5actions :< Le"el 1 D%ngeon igh&ay igh&ay <2 5actions <2 $ime Passes $he %tside World World <2 -agic 9tems >@ !m%let o# Aampiric Aampiric ealth ealth >@ )irclet o# -eat Detection E)annibalFs E)annibalFs )ro&nG >@
-alicio%s -irror -irror >@ -onsters 71 -onsters !%tomaton, !bomination, reater 71 !%tomaton, !bomination, !bomination, Lesser 71 !%tomaton, reater 72 !%tomaton, reater, reater, 3%ry;igged 72 !%tomaton, Lesser Lesser 72 !%tomaton, Lesser, 3%ry;igged 3%ry;igged 72 /lade Hombie 78 )ornstalk Warrior E-inion o# -onsatorG 78 )orpse 3elly 78 )%stodian o# 5id%ciary 5id%ciary D%ty 7: Dober-an E-inion E-inion o# )an%sG 7< D%ngeon 6lemental, Lesser Lesser 7< D%st host 7> 6ar&ig, iant iant 7> 6'terminator E-inion E-inion o# 5eraynG 77 oblin 4pider 77 r%nkie r%nkie 77 r%nkie "erlord 7? 3a&head 3a&head 7? -alignant 4phere 4phere 7@ -oktar 7@ -orlock ?0 Peryton ?0 Pill b%g, giant giant ?0 Pincer 4erpent 4erpent ?1 4asB%atron ?1 4creechman ?1 4hrieker, 5lat 5lat ?2 4teel Le"iathan ?2 4tirge, ;adioacti"e ?8 $reas%re -oll%sk ?8 $%nnel )aterpillar ?: $%nnel -oth -oth ?: Aagabond -%shroom ?: 9nde'?< L L ?>
Tables )ity ;%mors 2: In%s%al )%rios 2< 4hops o# the reater Denethi' Denethi' !rea 2< ;andom )ity 6"ent 2< )ity 6nco%nters 2> Danger in the )ity )ity 27 $o&n and Aillage 6nco%nters 27 ood )lean )o%ntry Aiolence Aiolence 2? 5ashion #or Wealthy entlemen entlemen 2? a%te )o%t%re #or Ladies o# -eans 2? /arkeepers o# Denethi' Denethi' 2@ 9 a"e a"e ! orrible 4ecret 2@ ;%stic Aillagers 80 $he Irban Poor 80 $he /o%rgeoisie /o%rgeoisie 81 $he p%lent 81 $he !lien 82
! 4mattering o# rbital rbital Deities 82 enchmen #or ire ire 88 ;anged Weapons 8: !mm%nition8< -elee Weapons Weapons 8> -iscellaneo%s 6B%ipment 8> ! =ight at the 9nn 9nn 87 -onthly ;ental )osts Eprices in gold piecesG piecesG 87 P%rchasing a ome Eprices in gold piecesG piecesG 87 ccasionally $ape&orm $ape&orm 5ree -eals 8? J%ality 5are 8? 5ood #or the 5ancy Lad Lad 8? Wandering -onsters -onsters -o%nt ;endon :< Wandering -onsters ateho%se ateho%se :> Wandering -onsters -onsters Le"el 1 <8 -alicio%s -irror ;e#lections 70
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Introduction $he !nomalo%s 4%bs%r#ace 6n"ironment is a megad%ngeonbased campaign setting #or early editions o# yo%r #a"orite trademarked #antasy roleplaying game 9t has been e'plicitly &ritten #or %se &ith Labyrinth Lord™, b%t con"ersion to other early "ersions is relati"ely tri"ial 9 recommend %sing stats as &ritten in this book, and not bothering &ith any con"ersion &ork #or monsters that ha"e slightly di##erent stats in the r%les yo% ha"e chosen to %se $he di##erences are minor eno%gh that the con"ersion is not &orth the e##ort ! proper megad%ngeon is o#ten the ce nter o# play #or the entire length o# the campaign, &hich mea ns the setting is really a secondary consideration While players &ill occasionally "ent%re into the greater &orld Eand this is a good thing, as yo%r players &ill e"ent%ally need a break #rom e'ploring the d%ngeonG, the center o# play is the megad%ngeon 4o in many &ays the setting o# the o%tside &orld &ill be #ar less important than the d%ngeon itsel# $hat said, this book does de tail the nearby citystate o# Denethi', and the s%rro%nding en"irons $his setting is s%pporti"e o# the many +gonCo. elements present in the d%ngeon, and may ser"e as both o# a base o# operations #or the players, and a so%rce #or #%t%re ad"ent%res $he citystate o# Denethi' can be discarded entirely i# the re#eree so desires 4ome enco%nter areas &ithin the d%ngeon re#erence small details o# the Denethi' campaign &orld, b%t they &ill reB%ire only minor &ork #rom the re#eree to adK%st to his o&n campaign setting 9t is also possible to play the ! nomalo%s 4%r#ace 6n"ironment in a +generic. #antasy setting 3%st let the contradictions and anachronisms remain, and lea"e it to the players to come %p &ith some th eory abo%t ho& the stranger aspects o# the megad%ngeon came to be -y email address is &etmorepgmailcom 9# yo% ha"e B%estions abo%t the megad%ngeon, or are r%nning a party thro%gh it and ha"e stories to share, drop me a line 9Fm al&ays glad to help, and &o%ld lo"e to hear stories abo%t people making %se o# my &ork ! signi#icant portion o# the megad%ngeonFs design is done online, and &orkinprogress is posted at http*henchmanab%seblogspotcom 9# yo% are interested in seeing pre"ie&s o# %pcoming le"els, or &ant to read %p on the design history o# the !nomalo%s 4%bs%r#ace 6n"ironment, check o%t the &ebsite
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unning the Dungeon ! s%ccess#%l megad%ngeon m%s t be a li"ing en"ironment Players &ill be ret%rning to the d%ngeon repeated ly o"er the co%rse o# the campaign, and their "isits m%st ha"e an impact to maintain credibility !s monsters are killed o##, other creat%res &ill cra&l %p #rom the depths, or mo"e in #rom the o%tside &orld, to take o"er the empty real estate -onsters &ho #eel threatened &ill organiCe better de#enses, and make alliances #or their common de#ense 5actions &ithin the d%ngeon &ill combat each other, and may choose to ally &ith players 9t is the re#ereeFs responsibility to keep track o# these relationships $he !nomalo%s 4%bs%r#ace 6n"ironment is designed to make managing this a bit simpler !lmost all megad%ngeons &ill eB%ate d%ngeon le"els &ith characters le"els, s%ch that #irst le"el P)s are best s%ited to the #irst le"el, 2nd to the second le"el, and so on $he !46 takes this a step #%rther, by %sing the conceit that a d%ngeon le"el corresponds to time passed in the c ampaign 6"ents o%tside the playerFs sphere o# in#l%ence are then +sched%led. to occ%r that &ill gi"e the ill%sion that time is mo"ing along and their rate o# descent is impacting the d%ngeon $he d%ngeon as initially presented has been sealed o## #rom the o%tside &orld #or nearly :,000 years !t the end o# the +prel%de. le"el, the ateho%se, the players &ill pres%mably open the gates to the d%ngeon proper Doing so &ill ca%se massi"e kla'ons to s o%nd, b%ried doors in the mo%ntainside to r%mble open, a nd ancient searchlights to ill%minate the sky, ad"ertising the presence o# the d%ngeon to a nyone &ith eyes to see !s the d%ngeon is organiCed topdo&n, the entrance the players kno& o# &ill be at the top, and &ill be the one entrance that is not made kno&n to the &orld 9# the players can keep it a s ecret, they &ill ha"e their o&n pri"ate entrance into the easiest sections o# the d%ngeon $he #%rther do&n the mo%ntain yo% go, the harder the d%ngeon le"els 4o, &hile the d%ngeon &ill attract lots o# attention, the #irst #orays into those entrances lo&est do&n on the mo%ntain &ill be horribly doomed e'peditions 6ach le"el presents a +snapshot. o# an initial state o# that le"el !#ter that #irst contact, it is necessary #or the re#eree to +restock. and rearrange monsters appropriately in reaction to the playersF progress thro%gh the d%ngeon $his can be done p%rposely Ea good idea
#or organiCing impro"ed de#ensesG, or randomly, %sing &andering monster tables $he pre#ace to each le"el &ill s%mmariCe the cha nges that time ha"e &ro%ght to both the d%ngeon and the o%tside &orld, and o%tline the #actions &ithin that le"el and their possible interactions &ith the players $he d%ngeon has a "ibrant ecology albino lab rats and #istsiCed insects abo%nd, thri"ing in cracks in the dressed stone o# the &alls $hese creat%res #orm the base o# the s%bterranean #ood chain -indless d%ngeon predators trapped in rooms Etypically by #leeing h%manoids slamming doors behind themG can s%r"i"e #or B%it e some time on these snacks ;o%tine maintenance in abandoned areas o# the d%ngeon is most o#ten per#ormed by d%ngeon elementals $hese spirits are li"ing e'pressions o# the d%ngeonFs sel#&ill, and are responsible #or repairing damage and resetting traps !s the players go deeper, they &ill occasionally spot an elemental o## in the distance, per#orming a menial task s%ch as shepherding a giant beetle into a room and closing the door behind 4%ch enco%nters sho%ld end &ith the elemental abr%ptly dis appearing they are not interested in #ighting th e d%ngeon inhabitants, only in keeping the d%ngeon in good r%nning condition $he players &ill ha"e an opport%nity to interact E"iolentlyG &ith these elementals in the deeper le"els o# the d%ngeon
unning the City $he city o# Denethi' contains a lot o# +gonCo. concepts itFs best to introd%ce these to the players as they enco%nter them, rather than load them d o&n &ith in#ormation they donFt yet care abo%t 9t &ill make the campaign more interesting i# players disco"er the strange elements o# the setting thro%gh play, rather than thro%gh %p#ront re#eree e'position )lerics &o%ld start kno&ing abo%t odFs 6yes, and d emi h%man characters &o%ld start o%t kno&ing abo%t their partic%lar de"iations #rom the #antasy +norm,. b%t little else needs to be e'plained ! #e& hand&a"ing statements abo%t +the co%ntryside is r%led by e"il &iCards, b%t the city o# Denethi', se"eral miles a&ay, is r%led by a bene"olent &iCard,. is s%##icient to start the campaign $he city o# Denethi' does not key e"ery b%ilding there are tho%sands o# b%ildings, and keying s%ch a map &o%ld be pointless, as characters &o%ld ne"er "isit most o# them 9nstead, lists o# likely ta"ern ( inn names are pro"ided, and se"eral random tables are pro"ided to
assist the re#eree in bringing the city to li#e barkeepers, residents, potential henchmen, and more all ha"e indi"id%al tables $he city and s%rro%nding to&ns sho%ld, #or the most part, be a +sa#e Cone. &here players are able to reco"er #rom their #orays into the megad%ngeon Wandering enco%nters are only recommended &hen players ha"e gotten into an aimless #%nk, and some e'citement is needed 5or the most part, players &ill dri"e the enco%nters, as they &ill be seeking o%t something partic%lar in the city, instead o# &andering aimlessly $he to&ns and "illages s%rro%nding Denethi' are only brie#ly described 4ome ha"e clear ad"ent%re +seeds. #or re#erees to e'ploit others Enotably )helms#ordshireG are simply &aypoints bet&een the city and the d% ngeon $he residents o# these places are also not described in any detail ;andom tables o# "illage residents and enco%nters are pro"ided sho%ld the re#eree reB%ire them
!or eferees "e# to the $riginal %ames $his section is #or re#erees &ho are K%st trying o%t the original games Eor their more recent clonesG 5irst, congrat%lations on yo%r e'cellent tasteM No%F"e chosen a game that can be incredibly re&arding #or both re#erees and players ;%nning it reB%ires a slightly di##erent mindset than yo% may be %sed to, ho&e"er /elo& is some ad"ice #or dealing &ith the oldschool r%les b %t o# co%rse itFs K%st ad"ice, and #eel #ree to do &hat &orks #or yo% $he r%les o# the original games are a lot more open ended than the ne&est re"isions $his lack o# str%ct%re is p%rpose#%l, not an o"ersight the p%rpose is to enco%rage players to inno"ate and try ne& things $o&ards that end, yo%r response to any gi"en craCy player idea sho%ld either be +Nes, yo% s%cceed. or assign a chance, let the player kno& the odds, and then let him Eor herG roll the dice ! #lato%t +=o. is dangero%s, as it disco%rages players #rom thinking o%tside the bo' !t lo& le"els especially, this game can "ery lethal #or characters $hatFs they only take a #e& min%tes to roll %p Do let the dice #all &here they may it is the risk that makes s%ccess all the s&eeter 9# the players donFt kno& that they can #ail, then the thrill o# "ictory is bl%nted Like&ise, some o# the game mechanics &ill seem "ery p%nishing partic%larly +sa"e or die. style poisons, and permanent le"el drain #rom %ndead attacks ;emember, i# the characters are lo&le"el, theyFre easy eno%gh to raise and i# theyFre high le"el, theyF"e got access to spells and magic items to take care o# most o# these
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problems Ei# not personally, then they can probably #ig%re o%t an =P) &ho can helpG Le"el drain, o# co%rse, is a m%ch bigger deal b%t again, itFs the danger that makes the re&ards so s&eet Do pay attention to &andering monster rolls $hey are normally made e"ery 2 t%rns &ithin a d %ngeon, and pro"ide a signi#icant amo%nt o# the challenge $hey pro"ide tension and incenti"e #or players to mo"e things along, especially &hen the players are hea"ily loaded &ith treas%re and are trying to get o%t o# the d%ngeon as B%ickly as possible $here are many random tables pro"ided $here is a lot o# Koy to be had &hen %sing random tables, as it dri"es the game into directions it might not other&ise h a"e taken 9# yo% let the dice roll as they may and try to make sense o# the res%lts, yo%Fll #ind yo%rsel# as s%rprised as the players, and get m%ch more enKoyment o%t o# the session 5inally, enco%rage players to map 9# they donFt, they &onFt get any&here in a traditional megad%ngeon en"ironment No% &ill s%rely get some grie# d%e to some o# the oddshaped rooms, b%t yo% a nd the mapper &ill B%ickly &ork o%t a +code. #or describing rooms B%ickly !s a general r%le, do not s ketch o%t rooms #or the players it slo&s things do&n and makes them dependent on yo% 6'ceptions can be made &here the in#ormation is key to the enco%nter, or has some other importance, b%t in general itFs a bad idea
see things they sho%ldnFt, and playersF eyes typically glaCe o"er i# yo% try to get them to read anything anyho& 4o K%st rattle o## the b%llet points, and e"ent%ally the ad"ice &ill stick •
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!or &layers "e# to the $riginal %ames
No% &ill probably die at some point Possibly repeatedly $hatFs , rolling %p a character is B%ick and easy DonFt take it to heart $his is a game o# e'ploration, not o# combat yo% get m%ch more e'perience #rom gathering treas%re than #rom killing things 9t o#ten pays to a"oid a #ight &hen yo% can $his is also a game o# &its the en"ironment is o#ten a p%CCle, and o#ten something yo% can %se to yo%r ad"antage d%ring combat !nd itFs also a game o# reso%rce management -ake s%re yo%F"e got eno%gh &ater, rations, and torches to get &here yo%Fre g oing and come back ali"e !ll that goo#y st%## like 10F poles, spikes, and mirrors is on the eB%ipment list #or a reason -irrors are %se#%l #or looking aro%nd corners, poles are great #or poking things #rom a distance, and spikes can hold d oors open or closed !ll that st%## &eighs a ton, too -ake s%re yo% donFt carry too m%ch, or yo% &onFt be able to mo"e "ery B%ickly Please tell me somebody bo%ght some rope =e"er go any&here &itho%t rope 4omebody needs to make a map 9# yo% donFt, yo%Fll get lost %ndergro%nd and die cold, lonely, and a#raid
$his section is #or players &ho ha"enFt played the original game be#ore # co%rse, yo% donFt &ant to hand o%t this s%pplement to them theyFll #lip thro%gh the pages and
Denethix Cam'aign Setting (istory of the )orld $he !nomalo%s 4%bs%r#ace 6n"ironment e'ists in a &orld m%ch like o%r o&n, b%t se"eral tho%sand ye ars in the #%t%re !bo%t the same time that the d%ngeon &as sealed o## #rom the o%tside &orld, the 6arth s%##ered a cataclysm that %shered in an age o# magic and barbarism ;ecords #rom this time are none'istent, and sages debate the tr%e ca%se 4ome s%ggest a n%clear &ar, &hile others propose that a comet thre& the m oon o%t o# its proper orbit ;egardless o# ho& or &hy, the nat%re o# the &orld changed pro#o%ndly -o%nt ;endon, the mo%ntain that contains the !nomalo%s 4%bs%r#ace 6n"ironment, is sit%ated in the
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middle o# the Land o# ne $ho%sand $o&ers, a landscape car"ed by tyrannical &iCards into citystates $hese &iCards are, by and large, e"il madmen, prone to %sing h%man settlements as sla"e labor and #odder #or their cr%el e'periments $heir only concern is #or acB%iring ancient secrets and arcane po&er !t their best, they are indi##erent to their s% bKects, b%t #ar more o#ten they are acti"ely hostile $here are three common types o# citystate, determined by the temperament and g oals o# its r%ling &iCard* a 4la"e4tate %mans li"ing in these citystates are ensla"ed and closely s%per"ised by the &iCardFs minions
=o trade is possible, and "isitors &ill either be killed or ensla"ed b $error4tate %mans are nominally #ree, b%t the r%ling &iCard &ill #reB%ently raid settlements, to gather s%bKects #or his e'periments, or e'tort trib%te o# some sort $rade is possible &ith these settlements, b%t they &ill typically not ha"e m%ch to o##er c 9ndi##erent4tate $his is the best that li#e in the Land o# ne $ho%sand $o&ers has to o##er $he r%ling &iCardFs p%rs%it o# kno&ledge doesnFt c%rrently reB%ire h%man s%bKects, so nearby settlements are le#t to their o&n de"ices 4ho%ld the &iCard e"er #eel threatened, ho&e"er, reprisals &ill be s&i#t and br%tal 4mall to&ns prosper near the to&ers o# this sort o# &iCard, and trade is pre"alent &ith other similar to&ns $he citystate o# Denethi' is the e'ception 9ts h%man inhabitants ha"e become increasingly po&er#%l in the past #e& decades, #ar more tha n most &iCards &o%ld tolerate, #or reasons e'plained later in this book =earby &iCards &o%ld cr%sh Denethi' i# they did not #ear its r%ler, the mighty 5eretha $he r%lers o# these citystates arenFt the only &iCards to be #o%nd in the Land o# ne $ho%sand $o&ers Landless %pstarts are constantly abo%t in the co%ntryside, seeking ancient arti#acts and tha%mat%rgical secrets that &ill grant them the po&er to create or conB%er citystates #or themsel"es
$rbital %ods $he gods o# men in these latter days are also the creations o# men, tho%gh no di"inity &ill admit to this history $hese #ickle, contentio%s beings are arti#icial intelligences, sel#a&are programs &ith "ast comp%tational reso%rces a"ailable to them igh abo"e the atmosphere, enormo%s satellites containing the hard&are necessary to r%n these !9Os orbit the planet $hey n%mber in the h%ndreds, and comm%nicate directly to their #ollo&ers thro%gh eyes installed in their temples belo& $hese eyes are massi"e screens thro%gh &hich a god m ay directly obser"e its #ollo&ers, and appear to them $he gods, thro%gh means % nkno&n to simple organic minds, are able to grant spells to their priests $he priests m%st pray #or rene&al o# their po&ers at certain times o# the day $hese times are linked directly to &hen the !9Os are in orbit directly o"erhead $his #rame&ork allo&s #or any random god a player desires to be inserted in the game When a player chooses to create a cleric, ask him to pick a god to &orship $here is room in this orbital pantheon #or most any deity a player can imagine Letting the player help de#ine the &orld this &ay adds to its depth 6"en #oolish +Koke. choices can be integrated &ith a little e##ort on the re#ereeFs part $he gods are acti"e in h% man a##airs, o#ten appearing in the odFs 6yes to direct their &orshippers $hey are
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able to %se these odFs 6yes to s%bKect h%mans to B%est spells, and to temporarily implant their conscio%snesses &ithin h%man beings, similar to a magic Kar spell
=o god can be associated &ith this +star. beca%se it is not act%ally one o# the !9 satellites 9t is an ancient space station, still orbiting the earth a#ter all this time
$he gods do not ha"e alignments per se most &o%ld be considered =e%tral, bordering on )haotic, based on their incredibly sel#ish beha"ior /%t, as the priests are B%ick to point o%t, the &ays o# the g ods are not to be K%dged by men, and all men are called to be obedient to their di"ine masters
Cult of Science
Priests o# the rbital ods are o"ertly pantheistic $hey do dedicate themsel"es to a pa rtic%lar god, b%t &ill sometimes #ind themsel"es called %pon by other g ods to per#orm ser"ices 9t &o%ld not be %nheard #or a god o# m%rder or some other rep%lsi"e "ice to demand s er"ice #rom a priest o# a more "irt%o%s g od, and that priest &o%ld #eel it &as his d%ty to obey ods &ill e"en sometimes appear in the odFs 6yes o# another deityFs temple Paladins, sho%ld yo% ha"e them in yo%r g ame, &o%ld like&ise #eel bo%nd to obey the edicts o# a ll the gods $hey are holy &arriors &ho ha"e dedicated themsel"es t o the ser"ice o# the gods en masse, in addition to their partic%lar patron deity ccasionally a priest or other %nl%cky so%l is called to per#orm con#licting tasks by t&o gods, or to oppose the intentions o# another deity 4%ch %n#ort%nates are ad"ised to obey both to the letter, ig noring contradictions as best they can $he %pside o# these potential contradictions is that it is B%ite di##ic%lt #or a cleric or paladin to #all o%t o# the graces o# all the gods sim%ltaneo%sly 9# a characterFs patron deity is o##ended by his beha"ior, chances are good that a lesser deity &ill gla dly accept a ne& champion into their #old Details on the partic%lar names o# the gods and their domains are le#t to indi"id%al re#erees $here are h%ndreds o# them in orbit, and there is plenty o# room #or any deity the re#eree desires ! table o# random deities is pro"ided in the Denethi' 6nco%nters and ;%mors section, sho%ld the re#eree need to come %p &ith a god %ne'pectedly !stronomers among the clerical class ha"e #airly thoro%ghly mapped the #reB%ency o# any gi"en godFs appearances, and the times at &hich spells are rene&ed, to the orbits o# the +B%ick stars. o"erhead $here is one s%ch +B%ick star. that is not, ho&e"er, associated &ith any kno&n god $his star is kno&n as J%iet odFs 4tar
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$here are t&o prominent c%lts that do not ha"e act%al spellgranting gods $he #irst o# these is the c%lt o# 4cience $he priests o# the c%lt o# 4cience are the res%lt o# cent%ries o# distortion o# a materialistic &orld"ie& $heir spirit%al longings ha"e res%lted in hal#%nderstood scienti#ic kno&ledge #illing the "oid that religion normally occ%pies $hey belie"e in 4cience as a literal god, one &ho per#orms miracles thro%gh normal physical processes $he beggar in the street &ho lost his arm has been healed thro%gh the grace o# 4cience, granted a mechanical s%bstit%te e is no& better than h%man, his arm a symbol o# the might o# 4cience, and he proselytiCes &itho%t end to all &ho &ill listen $hose &ho donOt, are prono%nced +Aery Inscienti#ic., and meet the b%siness end o# his mechanical arm $he priests and acolytes o# 4cience &ear long &hite coats as their normal dress, &ith black glo"es co"ering their hands $heir bodies are co"ered &ith intricately patterned tattoos, depicting do%b lehelices, elliptical orbits, and other designs o# scienti#ic import D%ring the rit%als o# 4cience, the head priest &ill stand on stilts, ele"ating his height to 12 or more #eet, hiding the stilts %nder a ridic%lo%sly long &hite lab coat e &ill ha"e his ceremonial sa#ety goggles on as he chants the lit%rgies* Dihydrogen mono'ideM ! sB%ared pl%s b sB%ared eB%als c sB%aredM Pyridine8carbo'ylic acidM $he 4cientist, as an acolyte or priest o# 4cience is kno&n, has an empiricistOs grasp o# science e has learned a #e& tricks on ho& to repair ancient de"ices, or ho& to create certain chemical reactions Epre#erably ones that go boomMG $here is no research acti"ity going on or %nderstanding o# the scienti#ic method, ho&e"er $heir creed is one o# sacred kno&ledge passed #rom priest to priest o"er the ages 4cientists take a dim "ie& o# other gods $hey consider them all s%bser"ient to 4cience $he occasional prono%ncement by an orbital !9god that science is the principle go"erning nat%re, &hen B%estioned by theologians does little to diss%ade the 4cientists o# their &orld"ie&
4cientists "al%e ancient arti#acts and books, and &ill prono%nce donors o# s%ch items as +Aery 4cienti#ic., and may pro"ide other sorts o# assistance in ret%rn Wellestablished $emples o# 4cience ha"e a 10O tall black pyramidal str%ct%re &ithin $hese str%ct%res ha"e ladders b%ilt into one side, and at the top ha"e a small screen &ith glo&ing red n%mbers ticking do&n, one per second, and a small keypad &ith the n%mbers 0@ n a daily basis, a highlyranked priest &ill climb the ladder and enter in a code kno&n only to the most tr%sted 4cientists, ca%sing the n%mbers to reset $his is the sole sacri#ice that 4cience demands o# %s, my son is b%rden is light /%t his &rath i# &e neglect o%r d%ty is great =ot a stone in this city &o%ld stand sho%ld he belie"e that the people ha"e abandoned his &orshipM
Church of Starry )isdom $he second c%lt is the )h%rch o# 4tarry Wisdom 9t is dedicated to ser"ing the )ra&ling )haos, =yarlathotep, so%l and messenger o# the tr%e %ter ods $he c%lt does not ha"e clerics )lerical spells are a gi#t granted by the orbital !9Fs, and =yarlathotep does not see #it to d%plicate that gi#t is #ollo&ers are instead o#ten schooled in the arcane arts, and the priestly hierarchy o# the )h%rch n%mbers many po&er#%l &iCards Within the temple o# this c%lt is #o%nd a large sc%lpt%re o# a threelobed eye, made o# black metal and red glass 9t s%per#icially resembles a odFs 6ye, b%t =yarlathotep does not %se it to mani#est as the orbital gods do 9t is merely an ornamentation to inspire the #aith#%l 4ho%ld =yarlathotep #eel the need to present himsel#, h e &ill sho& %p in person, not thro%gh an image on a screen $his c%lt presents a #riendly "eneer to o%tsiders, b%t is deeply )haotic $hey are prone to the act o# h%man sacri#ice, especially on the solstices, and hope to %sher in the end o# manFs r%le on earth and the ret%rn o# the %ter ods $hey are partic%larly seeking the ret%rn o# an ancient and po&er#%l arti#act, lost millennia ago the 4hining $rapeCohedron $his Ke&el &as capt%red and taken #or st%dy #rom its original resting place in !#rica be#ore the great catastrophe )h%rch tradition states that it is lost some&here beneath -o%nt ;endon, and the redisco"ery o# the !nomalo%s 4%bs%r#ace 6n"ironment &ill %ndo%btedly prompt )h%rch in"estigation o# the megad%ngeon
Infravision $he concept o# in#ra"ision in the !nomalo%s 4%bs%r#ace 6n"ironment has been e'panded to a +&ide spectr%m "ision., that allo&s the possessor to see across the entire electromagnetic spectr%m $he ability to see %ndergro%nd is not "ia the in#rared spectr%m, b% t instead is the perception o# dim high#reB%ency radiation emitted by decaying isotopes &ithin the rock itsel# ;aces &ith &idespectr%m "ision Eel"es, d&ar"es, and goblinsG are a&are o# a certain s pectr%m kno&n as the +sick light. $his is highly dangero%s gamma ray radiation, emitted nat%rally by certain yello& rocks kno&n as +sick rocks., and by enriched radioacti"e materials s%ch as pl%toni%m !ll el"es and d&ar"es ha"e been ta%ght #rom a yo%ng age to recogniCe and stay a&ay #rom the deadly +sick light.
Demi*(umans $he demih%man races in the Land o# ne $ho%sand $o&ers and the )ity4tate o# Denethi' are some&hat di##erent than those described by the r% lebook al#lings are "ery short, &ellproportioned h%mans, &ith gray skin $heir eyes ha"e p%pils slightly larger than normal, b%t their "ision is not partic%larly enhanced o"er normal h%man "ision $heir hair color "aries #rom bro&n to black al#lings pre#er to d&ell near h%mans, either li"ing in the act%al h%man cities and to&ns, or #orming "illages near the h%mans $hey ha"e no partic%lar origin myth, and i# B%estioned, &o%ld state that they ha"e al&ays li"ed aro%nd h%mans $hey li"e no longer than normal men D&ar"es are taller than hal#lings, and strangely proportioned, &ith &ide barrel chests and dense m%sc%lat%re $hey also ha"e gray skin, and their eyes are entirely black, gi"ing them the &idespectr%m "ision that they share &ith el"enkind Li#e hal#lings, their hair color "aries #rom bro&n to black $hey pre#er to li"e %ndergro%nd, as they #ind the s %nOs light irritating Ealtho%gh they s%##er no penalties #or being in brig ht s%nlightG !#ter achie"ing ad%lthood, they do not appear to physically age Despite this, some aging process m%st be occ%rring, as they #all sick and die a#ter three cent%ries, gi"e or take a #e& decades $hey ha"e a creation myth that in"ol"es escaping #rom their creator and his goblins $hey cannot abide the presence o# goblins, and &ill almost in"ariably attack them 6l"es are the strangest o# the demih%man races $hey are nearly manheight Ea"eraging #i"e #eet tallG and &ell proportioned $hey ha"e gray skin, large black eyes as the d&ar"es ha"e, &ith the attendant &idespectr%m
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"ision, thin pointed ears, thin noses &ith narro& nostrils, and a mo%th#%l o# sharp, pointy teeth $hey ha"e either Ketblack hair, or pigmentless sno&&hite hair Like d&ar"es, a#ter achie"ing ad%lthood they do not appear to physically age $hey may be immortal, as no el# can recall any that has died o# old age, altho%gh their memories #ade a#ter a tho%sand years or so $hey do not #eel a need to keep &ritten records, e'periencing most o# history #irsthand, b%t the limits on their memory mean that they ha"e no notions o# their origin 6l"es pre#er to li"e among their o&n kind, in "illages deep i n the &ilderness, a&ay #rom h%manity Demih%mans do not ha"e their o&n gods pec%liar to them al#lings &ill tend to &orship at h%man temples, b%t the gods do not see #it to grant them their di"ine magic D&ar"es and el"es, li"ing apart #rom h%mans, ha"e not adopted the &orship o# any g ods
%oblins and the (ive*Minds $he goblins o# this postapocalyptic &orld are short, spindly, hairless, grayskinned h%manoids, &ith o"ersiCed heads, mere slits #or noses and ears, mo%ths #%ll o# sharp pointy teeth, and massi"e black eyes 9n their nat%ral state, they comm%nicate in hisses and yelps, and are barely abo"e the le"el o# animals $hey &ear rancid #%rs and random scraps o# metal as armor, and &ield &hate"er &eapons they ha"e been able to steal #rom their "ictims $he goblin reprod%cti"e cycle is an %n%s%al one a mat%re goblin &ill e'tr%de a t%morlike sac #rom its b ody, and attach it to a &all or tree $he sac &ill be heaped &ith ord%re and d%ng, and gro& in siCe as it absorbs this inc%bating material !#ter a #e& &eeks, a #%llgro&n goblin &ill emerge oblin tribes are ro%tinely &iped o%t by predators and con#licts &ith h%mans and moktars, yet K%st a #e& %nmolested spa&nsacs ens%re that the m%rdero%s pests &ill ret%rn $he physical similarities bet&een goblins and demi h%mans Epartic%larly el"esG are striking, and ha"e b een remarked %pon by h%man scholars ray skin and black eyes are the maKor thread linking them, and the el"es ha"e e"en more goblinoid characteristics $his is not a coincidence $he goblins are b%t the ser"itors o# the a%l i"e -inds $hey are bestial on their o&n, b%t &hen a i"e -ind is present, it #ills the goblins &ith its &ill, its desire, and its hate #or the nati"es o# this terrible &orld it cannot escape $he i"e -inds are gigantic, te ntacled brains, residing in massi"e Kars o# briny, yello&ish #l%id $hey rely on their
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goblin sla"es to interact &ith the o%tside &orld, al&ays keeping their physical bodies &ell a&ay #rom harm i"e -ind po&ers increase as they age ! K%"enile i"e -ind is only able to possess one or t&o goblins directly, and at short range, &hile only gi"ing general mental orders to the others ! mat%re i"e -ind is capable o# m%ch more, o"er greater distances, and its po&ers are capable o# in#l%encing, and e"en killing, h%mans $he i"e -inds are Kealo%s o# the h%man %se o# magic $hey are incapable o# %sing magic themsel"es, and consider it a dire threat $hey capt%red h%mans long ago, and p%t them thro%gh e'tensi"e breeding and hybridiCation programs &ith their goblin ser"ants, trying to create a soldiersla"e capable o# %sing this magic #or their o&n ends $heir #ail%res &ere the d&ar"es and hal#lings, b%t &ith el"es they s%cceeded $he h%man &ill &as too strong to reliably control, ho&e"er, and the i"e -inds e"ent%ally terminated their e'periment, b%rning the test s%bKects ali"e ! #e& managed to escape, and established the demih%man races in the apocalyptic &astelands o# 6arth $he original i"e -inds on 6arth arri"ed #rom other &orlds in e'tradimensional cra#t that ha"e been bo% nd to the planet by ine'plicable aetheric in#l%ences =o ne& i"e -ind has arri"ed in many tho%sands o# years, and most o# those remaining are the sporebred descendants o# the originals $heir technology is lost to them, as it cannot be replicated &itho%t e'tensi"e man%#act%ring #acilities and materials not to be #o%nd on 6arth
Land of $ne Thousand To#ers $he Land o# ne $ho%sand $o&ers is a place o# #earsome monsters and potent sorcery nly a small portion o# it has been depicted in the map abo"e, and details are largely le#t to the re#eree to de"elop, sho%ld the players de"elop &anderl%st $he land is dotted &ith the to&ers o# &iCards, the r%ins o# ancient cities, and %ntold riches to be taken by the bra"e and the l%cky !ll that remains o# the %nl%cky are bleached bones, or less
)orthless "orth $his "ast plain is considered &orthless d%e to its total lack o# r%ined cities to pl%nder $he place is inhabited by %nr%ly barbarians, sa"age a'e beaks, and sabertooth tigers 5e& &iCards make their home here, as the barbarians make terrible sla"es $he name o# this place "aries depending &here the speaker is relati"e to it s o%therners re#er to it as the Worthless =orth, easterners as the Worthless West, and so on
Land o# ne $ho%sand $o&ers
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!orbidden +ale $hey say that no man &ho enters the 5orbidden Aale has e"er ret%rned &hich begs the B%estion o# &ho started all the r%mors o# crystalline trees and m%ltidimensional apes that stalk bet&een the glittering tr%nks
Eater of Cities $his h%ge lake is so named d%e to the many r%ins o# to&ns and cities that can be seen beneath its &aters Aillages b%ilt ne't to its shore are ine"itably s%nken beneath its &aters &ithin a #e& seasons, the residents missing and ne"er heard #rom again strangely, the lake shore ne"er appears to ha"e mo"ed at all a#ter these e"ents
ther threats kno&n to stalk the #ens are the terrible sail gators Ekno&n to scholars as dimetrodonsG, acidspe&ing dragons, and the occasional catoblepas
Saurian Lo#lands $he soaring pines o# the lo&lands are in#ested &ith allosa%rs, &ho h%nt the stegosa%rs, hadrosa%rs, and ig%anodons o# the #orest $he allosa%rs are not the only threats to be #o%nd -oktar tribes also abo%nd in these &oods, constantly harassing the #e& &alled h%man "illages, and gorillapedes amb%sh tra"elers, springing #orth #rom t%nnels e'ca"ated beneath the #orest #loor
The !easting Trees
)estern Interior Sea
While the trees pro"ide some re#%ge #rom nearby &iCards #or the "illagers &ho make this place their home, they ha"e to contend &ith the predation o# carni"oro%s trees instead 9n addition to these "erdant terrors, goblins, moktars, deinonych%s, and phase tigers are common dangers among the 5easting $rees
$he only place more dangero%s than the Land o# ne $ho%sand $o&ers &o%ld be the Western 9 nterior 4ea $his body o# &ater is home to all manner o# aB%atic nightmare* liople%rodons, megalodons, dragon t%rtles, 'iphactin%s, and &orse, i# #ishermenFs tales are to b e belie"ed
Cerato'sian &lains
$ffshore Arcology
$hese "ast prairies are home to many large herd animals cattle, bison, horses, protoceratops, and triceratops #arther east $hese large animals %n#ort%nately attract large predators, s%ch as a'e beaks, tyrannosa%rs, and b%lettes, making the )eratopsian Plains an e'tremely dangero%s place #or the tribes o# h%ntsmen that make their home there
! massi"e str%ct%re o# steel someho& s till stands in the deep &aters o# the Western 9nt erior 4ea, s%pporting a small domed city 5ishermen &ho ha"e "ent%red near and a"oided #o%ling their r%dders in the debris #ield aro%nd the plat#orm report men and pale almostmen peering c%rio%sly at them #rom inside the dome
Lanthanide )astes The &it $he Pit is spoken o# only in h%sh ed &hispers by the h%nters &ho li"e in the )eratopsian Plains When the triceratops gro& old and &eak, something dra&s them to the Pit, and they thro& themsel"es into the smoking hole 5or h%nters tracking s%ch beasts, it is deeply %n&ise to make camp near the Pit at night B%ickly cra&ling things ha"e been kno&n to spe& #orth in the &an moonlight, and #e& ha"e seen this black horde and li"ed
$his rocky badland is #amed #or its ready s%pply o# lanthanide elements, #or those prospectors &ith the co%rage to search them o%t $he place is ha%nted by "icio%sly sa"age insectmen, &ho enth%siastically h%nt the +tasty maggots that &alk on t&o legs. $he stark en"ironment o# these badlands someho& s%pports many giantsiCed creat%res* giant #%sillade beetles, giant gila monsters, and giant tar%nt%las are common
Livid !ens
(istory of Denethix
$his #etid marsh is so named d%e to the br%isedlooking #leshy redandp%rple thornstalks that choke the place %nting parties #rom Denethi' commonly tra"el the ;i"er 6##l%ent do&n here, seeking to make thems el"es rich &ith a s%ccess#%l #roghemoth h%nt the bl%bber o# s%ch creat%res may be rendere d do&n to the #inest oil -ore o#ten than not, the h%nters become the h%nted, and the #roghemoths thri"e on the steady stream o# t&o legged prey
$he city o# Denethi' &as once K%st one o# the many city states r%led by tyrannical &iCards 9ts hideo%s &iCard, 5eretha, &as a horrid being t&isted by magic and e"il his head &as black and leathery, co"ered &ith eyes, and his hands &ere redtaloned cla&s With his Inyielding 5ist, an elite team o# h% man &arriors, he terroriCed and ensla"ed the h%man "illages aro%nd h is to&er 5erethaOs last days &ere spent e'perimenting &ith his mindreplacement de"ice e &o%ld scoop the brains o%t o# his li"ing h%man test s %bKects, replacing them &ith
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cables r%nning to his comp%ter console e hoped to create an army o# mindless comp%tercontrolled sla"es, and %se them to cr%sh the neighboring &iCards and steal their s%perscience 4adly, a diet high in cholesterol #inally ca%ght %p &ith him, and he had a stroke $he captain o# the Inyielding 5ist, -arc%s $yro, and a hapless almost"ictim, oyl Nren%m, &ere the only &itnesses -arc%s and oyl kne& &hat had to be done c%t their #ormer masterOs brain o%t o# his manyeyed head, and hook him %p to the machine $he neighboring &iCards &o%ld s&oop do&n on the city in a h eartbeat i# they kne& 5eretha &as dead With 5erethaOs stillli"ing body hooked %p to the comp%ter, they co%ld take incoming holographic messages #rom his &iCardly neighbors and #oes, con"incing them that he &as s till a potent threat, and that Denethi' &as bes t le#t alone Inder the control o# these t&o, 5eretha began iss%ing many strange decrees e became incredibly c%rt and distant &ith his &iCard colleag%es, angrily c%tting o## their holographic comm%nications e began ignoring the a##airs o# his many h%man sla"es, e##ecti"ely #reeing them to do as they &o%ld e anno%nced the establishment o# an elected co%ncil, the 6'alted and )hosen /rethren, to handle most h%man concerns, as he e'plained he co%ld no longer be bothered &ith mere mortals e still maintained his Inyielding 5ist, %nder the strict control o# -arc%s $yro, and the /rethren &ere presided o"er by his appointed AiCier, that l%cky sla"e &ho &itnessed 5erethaOs stroke, oyl Nren%m 4trangely, the t&o ha"e not aged since this e"ent, o"er <0 years ago $he people kno& ho& good they ha"e it in Denethi', and arenOt making m%ch o# a sB%a&k o"er piddling little necromantic iss%es like eternal yo%th $he #e& ins%rrections ha"e been dealt &ith harshly by the Inyielding 5ist Ipsetting this applecart is in nobodyOs interest, the t&o tr%e leaders o# Denethi' optimistically reason
La# and Society in Denethix )hange in Denethi' has been incremental AiCier oyl Nren%m and )aptain $yro ha"e been slo& to make serio%s changes, as they are constantly &orried abo%t aro%sing the s%spicions o# other &iCards, and abo%t the people re"olting and o"erthro&ing their r%le /%rea%s o# the city go"ernment operate &ith "arying degrees o# e##iciency and corr%ption, depending on ho& attenti"e the AiCier is to any partic%lar #%nction e is most interested in city planning, and he reg%larly re shapes the city to #it the ne& theories o# %rban de"elopment he has come %p &ith
oylFs attentions ha"e made the city o# Denethi' an e'ceedingly &ellordered city !ll land in the )ity o# Denethi' is considered property o# the state, and is only leased o%t to its residents $hese leases are moreorless permanent #or the &ealthy, b%t the tenements o# the poor are %nder constant threat o# relocation is Department o# /%ilding 9nspection reg%larly #orces the demolition and reconstr%ction o# entire neighborhoods, mo"ing the poor aside so that &ealthier residents can be mo"ed in $his has made the /%ilding 9nspectors some o# the most #eared and loathed men in the city, second only to the ta' collectors o# the )o%ncil o# Proper !pportionment $he city o# Denethi' has no de#ensi"e str%ct%res aro%nd it to pre"ent in"asion 4%ch str%ct%res &o%ld look deeply s%spicio%s to neighboring &iCards, &ho care little #or the #ate o# their h%man thralls, and &o%ld be ine##ecti"e against the destr%cti"e #lying machines and potent magics that those ri"al &iCards co%ld bring to bear 9nstead, the cityFs bo%ndaries are marked by an abr%pt &all o# tenements, beyond &hich is nothing b%t a mile o# open, %n#armed #ields and meado&s oyl has reser"ed these #ields #or #%t%re city planning needs, and #orbids any %na%thoriCed constr%ction 4la"ery is still practiced in Denethi' 4la"es m%st be registered &ith the city, and a c erti#icate is iss%ed to the o&ner $he reB%irements #or iss%ing a certi#icate are not "ery hard to meet, especially &hen bribery is in"ol"ed, and certain neighborhoods o# Denethi' are "ery dangero%s #or a "isitor &itho%t anyone to "o%ch #or their #reeborn identity $here ha"e been minor re#orms enacted, #orbidding the killing, tort%re, and e'port o# sla"es, and allo&ing #or an appeals process to pro"e that a certi#icate &as granted incorrectly, b%t they ha"e little impact on the act%al practice o# sla"ery in the city Aoting rights in the city are gra nted to anyone &ho has p%rchased an !##ida"it o# )itiCenship 4%ch an a##ida"it costs <,000 gp, and any reaction checks a kno&n citiCen has &ith the Inyielding 5ist or 6'alted /rethren &ill ha"e a bon%s o# 1 applied $he %se o# magic is not o##icially o%tla&ed in Denethi', b%t the citiCens consider all magic%sers to be o# the same bent as the hated &iCards, and are likely to lynch anyone s%spected o# magic %se $he a%thorities arenFt partic%larly keen to inter"ene in s%ch lynchings itFs a lot easier to preser"e la& and order &itho%t &iCards pillaging the co%ntryside
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!actions of Denethix Exalted and Chosen ,rethren $he /rethren are the city co%ncil, comprised o# :0 elected /rothers $he AiCier controls the 6'alted /rothers thro%gh the %se o# committee chairmanships, &hich he appoints $hese committee chairs pro"ide signi#icant additional income, as &ell as ample opport%nities #or bribes $he chairmen are th%s bo%ght andpaid#or by the AiCier, and they in t%rn b%lly the lesser /rethren by re#%sing to pass &hate"er legislation interests them %nless they play ball
The -nyielding !ist $he Inyielding 5ist are 5erethaFs shock troopers, re p%rposed into a police and sec%rity #orce by )aptain $yro $he 5ist consists o# h%man #ootmen and ca"alry, and at least a doCen 4teel Le"iathans $hey are #iercely loyal to )aptain $yro, altho%gh they hea"ily depend on the /rethren and the )o%ncil o# Proper !pportionment #or #%nding 9ndi"id%al o##icers o# the 5ist o#ten resent the dec adent and corr%pt /rethren, b%t )aptain $yroFs "isible p%blic cooperation &ith the AiCier keeps these dissatis#actions #rom e'pressing themsel"es as more than a ngry m%tters and black looks 4ome typical stats #or soldiers and o##icers o# the Inyielding 5ist #ollo&* 5oot soldier E!) :, 5 1, hp <, Q!$ 1, D 1d? or 1d>, -A E80FG, 4a"e 5 1, -L ?G, &ears chain mail, carries shield and long s&ord ;i#leman E!) <, 5 1, hp <, Q!$ 1, D 1d>, -A E80FG, 4a"e 5 1, -L ?G, &ears chain mail, carries short s&ord and breechloading ri#le, &ith 10 b%llets 9n#antry o##icer E!) 8, 5 2, hp @, Q!$ 1, D 1d?, -A E80FG, 4a"e 5 2, -L @G, &ears splint mail, carries shield, long s&ord, and large re"ol"erstyle pistol, loaded &ith > b%llets )a"alryman E!) :, 5 1, hp <, Q!$ 1, D 1d? or 1d>, -A E80F, :0F mo%ntedG, 4a"e 5 1, -L ?G, &ears chain mail, carries shield, lance, long s&ord and large re"ol"er style pistol, loaded &ith > b%llets
arms dealer in Denethi' &ill kno&ingly p%rchase or sell s%ch &eapons 4ho%ld ad"ent%rers be #o%nd to carry &eapons &ith the markings o# the 5is t, they &ill be con#iscated and the bearers arrested
Star Courts $he 4tar )o%rts are the K%dicial system o# Denethi' 3%dges and prosec%tors are robed and hooded, so that none may kno& their identity K%dges in black, and prosec%tors in red $he o##icers o# the 4tar )o%rts are all appointed by the /rethren, and their decisions al&ays #a"or the /rethren, sho%ld they be in"ol"ed in a legal proceeding
Council of &ro'er A''ortionment $he )o%ncil o# Proper !pportionment is the ta' collecting arm o# the Denethi' city b%rea%cracy ! healthy portion o# collected ta'es goes straight into their pockets, and an e"en larger s%m is paid to the /rethren and the Inyielding 5ist Whate"er remains is spent on the city b%dget $he act%al processes are opaB%e, and the collectors are deeply %npop%lar in the city 4omebody has to gets their hands dirty, tho%gh $he collectors are cha#ing at the amo%nt o# money the /rethren and 5ist are e'torting #rom them, and &o%ld lo"e to #ind a &ay to get them to back o##
Society of the Luminous S'ar. $he 4ociety is a secret gro%p o# abolitionists $hey desire the #reedom o# all sla"es in the city, and the o"erthro& o# the &iCard 5eretha $hey are in constant con#lict &ith the 6'alted and )hosen /rethren and the Inyielding 5ist, &hom they consider corr%pt tools o# the &iCard $hey are not paci#ists, and sho&do&ns bet&een the 4ociety and the 5ist o#ten t%rn bloody
Church of Starry )isdom $he )h%rch &ants &hat the )ra&ling )haos &ants, &hich is to open menOs minds to the tr%e nat%re o# the o%ter spheres $his goal is not compatible &ith a #%nctioning city go"ernment, or sanity in general $he )h%rch maintains a lo& pro#ile, and &ill try to a"oid con#lict &ith other gro%ps in the city $hey do ha"e dealings &ith especially %nethical sla"ers, to obtain "ictims #or their rites
Common#eal Secure (oldings -o%nted o##icer E!) 8, 5 8, hp 1:, Q!$ 1, D 1d? or 1d>, -A E80F, :0F mo%ntedG, 4a"e 5 8, -L @G, &ears splint mail, carries shield, lance, long s&ord, and large re"ol"erstyle pistol, loaded &ith > b %llets =ote that any #irearms carried by the Inyielding 5ist are sc%lpted &ith the ceremonial insignia o# the 5ist, and no
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$he /ank 9n"iolable &as #o%nded by a collaboration o# se"eral &ealthy merchants and #arsighted #ormer 6'alted /rethren $he company they #ormed, )ommon&eal 4ec%re oldings, is the &ealthiest and most po&er#%l pri"ate instit%tion in the city
)ommon&eal 4ec%re oldings maintains a keen interest in the politics o# the city 9ts sole moti"ation is to ens%re that its debtors Eincl%ding the I nyielding 5ist and "ario%s poorly#%nded b%rea%craciesG are able to contin%e ser"icing their loans !ny mo"es to&ards #orgi"eness o# debt, or anyone ca%s ing potential political instability, &ill raise the ire o# the ba nk, and it &ill %se its considerable clo%t to +pers%ade. its opponents o# the error o# their &ays $he bankFs deposits are eyed greedily by the )o%ncil o# Proper !pportionment, b%t its #ormidable pri"ate s ec%rity meas%res and its in#l%ence &ith the /rethren ha"e pre"ented any o"ert money grabs so #ar
League of !lesh Debtholders $he Leag%e o# 5lesh D ebtholders is a loose association o# sla"ers $he Leag%ers lobby the 6'alted /rethren to keep the sla"ery la&s o# Denethi' #rom becoming more restricti"e than they already are $hey also ser"e as a price#i'ing organiCation, and o##er se"eral "en%es # or sla"e a%ctions $he Leag%ers are, o# co%rse, dire enemies o# the 4ociety o# the L%mino%s 4park, and "iolence bet&een the t &o gro%ps is common 4o #ar, p%blic sympathy lies &ith the Leag%ers, as the indiscriminate nat%re o# 4ociety "iolence o#ten harms or kills passersby Leag%ers typically &ear green hooded masks &hen cond%cting b%siness, to hide their identities this is strictly a sec%rity preca%tion, to pre"ent 4ociety agents #rom trailing them to their pri"ate residences $he &ealthiest Leag%ers &ear the masks in solidarity &ith their lesss%ccess#%l brethren, b%t their identities and pri"ate pleas%repalaces are &ellkno&n thro%gho%t Denethi'
&ersonalities of Denethix /oyl 0renum1 +i2ier of Denethix =o 6nc* 1 !lignment* =e%tral -o"ement* 120O E:0OG !rmor )lass* : it Dice* : th le"el magic%ser E1: hpG !ttacks* 1 Esta## o# &ithering , attack at R1G Damage* 2d:R1 4a"e* -I : -orale* ? oard )lass* SS99 SP* 2:< $he AiCier appears to be a <0 year old man, altho%gh in reality he is m%ch older e has a remarkable interest in city planning, altho%gh heFs only a middling
h%manitarian, and doesnFt let concern #or indi"id%als inter#ere &ith his grand plans #or the city o# Denethi' e has st%died 5erethaFs notes, and learned to cast a #e& spells this is an ability he keeps secret #rom all b%t -arc%s $yro $he AiCier typically has the spells charm person , sleep , 64P , and in"isibility memoriCed e &ears bracers o# armor !) : , and carries a sta## o# &ithering E20 chargesG and a c%be o# #orce
Marcus Tyro1 Ca'tain of the -nyielding !ist =o 6nc* 1 !lignment* =e%tral -o"ement* @0O E80OG !rmor )lass* 1 it Dice* 7th le"el #ighter E:1 hpG !ttacks* 1 Elong s&ord R2G Damage* 1d?R2 4a"e* 57 -orale* ? oard )lass* SS99 SP* 7@0 )aptain $yro is an imposing, hea"ilym%scled #ig%re, appearing to be 80 years old Ealtho%gh in reality he is m%ch olderG is interests are simply maintaining order and keeping other &iCards #rom %nco"ering the tr%th abo%t 5eretha !ll other concerns are secondary -arc%s &ears argoni%m plate mail Etreat as plate mail R1G, and carries an argoni%m shield Etreat as a shield R1G, a protoni%m long s&ord Etreat as a long s&ord R2G, and a re"ol"erstyle hea"y pistol
Locations in Denethix Street of Tem'les $he 4treet o# $emples is the heart o# religio%s li#e in Denethi' $emples o# "ario%s siCes r%n the entire length o# this street, ranging #rom small booths to the mighty rand $emple itsel# $he least o# gods are # orced to share tiny shrines, &ith %p to a hal# doCen dinnerplatesiCed odFs 6yes mo%nted on the &alls $he booths o# these s%lking gods are rarely "isited ods o# middling or better pop%larity &ill ha"e b%ildings all to themsel"es, and the m ost pop%lar o# gods ha"e enormo%s temples dedicated t o them, &ith h%ndreds o# attendants $he )h%rch o# 4tarry Wisdom and the $emple o# 4cience are also located on this road
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Denethi'
Street of -'right Living Wealthy merchants, 6'alted /rethren on the take, and sticky#ingered ta' collectors make this street their home $he north side is lined &ith l%'%rio%s m%ltistory marble apartment b%ildings, b%t along the ri"er#ront is &here the tr%ly rich o# Denethi' li"e $he ho%ses on the so%th side o# the road are the palaces and pleas%re domes o# the megarich, sit%ated in the middle o# l%sh la&ns and care#%lly c%lti"ated gardens $he Inyielding 5ist maintains a strong a nd respect#%l
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presence in this district !ny ri##ra## on the street &ill be accosted and likely beaten $here are no ta"erns or inns on this street
Street of )orthy Servitude $his street is the main thoro%gh#are o# the city, and home to the middle class o# Denethi' )ra#tsmen, engineers, merchants, priests, #actory o"erseers, the better class o# do'y, and other s%ch personages make this street their home
$he b%ildings here are &ellmaintained m%lti#amily brick tenements, %s%ally &ith three or #o%r #loors $here are many pop%lar ta"erns, inns, and resta%rants along this street ! sampling o# these incl%de* /(S /reak#ast Pa"ilion )li##side )lock&orks otel 5esti"al 9nn 5ishermanFs Lament reg ( )raigFs 9nn o# the ;epaired Wheel -%ngFs o%se o# !le ;i"erFs 6dge 9nn $attered eel $he eartless Peryton WiCardFs ;epast
Street of Lesser Men What city doesnFt ha"e its poorT 5actory &orkers, &ido&s, dr%g addicts, aging prostit%tes, day laborers, cripples and other assorted sc%m li"e along this street $he residences become seedier and more ramshackle as they get closer to the so%thern edge o# the city $hey are largely &ooden tenements, o#ten se"eral stories high, &ith tin roo#s and rotting siding $he rooms a"ailable are sB%alid, small, and ratin#ested $he Inyielding 5ist %nits patrolling this area %s %ally incl%de a 4teel Le"iathan, to disco%rage %prisings by the %n&ashed 5or those s%spected o# &rongdoing, K%stice is immediate and deadly the 5ist sees no reason to clog the co%rts &ith trials o# de#endants ob"io%sly %nable to a##ord an attorney -any disrep%table inns and ta"erns can be #o%nd along this street ! #e& o# these are*
/akerFs /eds /lind WillyFs in 9nn r%b r%bs Lanthanide5ree ostel -ary !nneFs -old ( /eer ;i"ersick otel $he ;%sty ni#e
Street of Industrious Efforts $his street is so named #or the n%mero%s #actories and &areho%ses along the &est side o# the road, so%th o# the 4treet o# Lesser -en 9t stinks o# ind%strialiCation, and pools o# to'ic r%no## in the alleys and side streets are common $he 5ist makes itsel# "ery "isible here, constantly patrolling &ith #oot soldiers and 4teel Le"iathans $he residences along this road "ary in B%ality, becoming less desirable the #%rther the property is #rom the 4treet o# Worthy 4er"it%de $here are no ta"erns or inns o# note on this street the #actory o&ners disco%rage s%ch establishments so close to their #actories
Street of Students $he close pro'imity o# the !cademy o# 6le"ated $ho%ght has made this street a ha"en #or st%dents, lessa##l%ent pro#essors, artists, astrologers, radicals, dropo%ts o# mild means, cranks, alchemists, and other tro%blemakers $he la&less intellect%als o# this neighborhood are tolerated by the 6'alted and ) hosen /rethren #or the amaCing ad"ances in s%perscience and prac tical metaphysics that they prod%ce $he Inyielding 5ist %ses a light to%ch &hen dealing &ith the locals here 9t is ne"er clear &hich poorlydressed "agabond may act%ally be a pro#essor &ith political clo%t, or a "iolent radical &ith access to dangero%s technology $he b%ildings here are sB%at brick tenements and cro&ded dormitories
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Like st%dents e"ery&here, the residents are a thirsty b%nch, and there are se"eral ta"erns and inns taking ad"antage o# this* /eakerFs 9nnen%ity 6'p%lsion Dance )l%b $ragedy 4trikes 6%reka $he Lo#ts
To#er of !eretha $he to&er o# the great &iCard d ominates the city o# Denethi' $his colossal eightlegged &eb o# steel girders stands in the middle o# the Aerdant PlaCa, 1000F tall, s%pporting a per#ect &hite sphere 200F in diameter !n ele"ator r%ns thro%gh the center o# the s%pport str%ct%re %p into the &hite sphere nly the AiCier Nren%m and )aptain $yro o# the Inyielding 5ist are permitted to enter the to&er and board the ele"ator
Street of the Alien $his street is "irt%ally a demih%man ghetto Wealthy demih%mans pre#er to li"e on the 4treet o# Ipright Li"ing, b%t the rest congregate in the brick apartment b%ildings along this road, a&ay #rom the preK%diced, ignorant h%man lo&er classes $he odd moktar or t&o also makes his home here $he 5ist has little interest in the demih%mans, as long as they donFt ca%se tro%ble, and has an agreement &ith prominent neighborhood leaders to let the demih%mans police themsel"es $he local ta"erns and inns are %n#riendly to h%mans, and decidedly cool to demih%mans o# a di##erent breed than their patrons ! sampling o# these are*
+erdant &la2a 9n the center o# the city, s% rro%nding the $o&er o# 5eretha and o"erlooking the Aoltaic )ataract, is the Aerdant PlaCa $he city gardeners keep this park in impeccable condition, &ith nary a #lo&er petal o%t o# place $here are &ide la&ns, treeshaded rhododendron hedge maCes, topiary gardens, orchards, "ineyards, #lo&er beds, and a m%ltit%de o# other botanical delights $he gardens are patrolled by the mo%nted ca"alry o# the Inyielding 5ist, carrying lances, s&ords, and gilded bl%nderb%sses /oth ca"alrymen and mo%nts are resplendent in their dress %ni#orms and c eremonial barding
&alais Immaculate ProspectorFs ;est ED&ar# innG PreCgarFs 4yl"an rille E6l# ta"ernG 5attyFs 9nn Eal#ling innG $he =%gget ED&ar# ta"ernG
Street of Tormented !lesh
$o the &est o# the $o&er o# 5eretha is the Palais 9mmac%late, the grand palace o# the AiCier, oyl Nren%m $he palace is a marble str%ct%re ten stories high, and ho%ses oyl, his harem, e%n%ch sla"es, personal g%ard, sycophants, ad"isors, ho%sehold sta##, and those dandies he #inds entertaining at parties
$his B%arter o# the city is occ%pied primarily by sla"ers, brothels, hospitals, and other p%r"eyors o# h%man #lesh $he poor also li"e in &ooden tenements t%cked be t&een the sla"e &areho%ses and manses o# the #lesh peddlers, b%t it is an %neasy e'istence, as #e& sla"ers are abo"e the occasional poaching o# citiCens #rom these residences
$he basements o# the p alace contain "ario%s o##ices o# the ci"il ser"ices that oyl has taken a personal interest in* partic%larly the Departments o# /%ilding 9nspection, 4anitation, and the $ha%mat%rgical and 6ngineering ;egistries
$he sla"ers are responsible #or keeping their property in line the #ines imposed by the Inyielding 5ist #or B%elling %prisings are B%ite steep 4la"ing is a demanding trade, and a#terho%rs the o"erseers and pimps can be #o%nd rela'ing at a #e& o# these establishments* $he )rying 4hame /loody /rand Whipping and $he r%mbler E&ith illicit #ightingpit in basementG 5resh 5lesh 9nn
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&alais Indomitable n the opposite side o# the Aerdant PlaCa stands the Palais 9ndomitable, the massi"e to&ered #ortress o# )aptain $yro $he #ortress itsel# ho%ses the Inyielding 5ist, its armaments, and the repairbays o# the 4teel Le"iathans /elo& the Palais are the #eared 3%dicial Aa%lts, the d%ngeons &here the sentences o# the 4tar )o%rts are carried o%t
&alais &ublic $his se"en story b%ilding is the center o# political li#e in Denethi' $he #irst #loor o# the b%ilding is dedicated to the all o# Deliberation, &here the 6'alted a nd )hosen /rethrenFs p%blic sessions occ%r $he %pper #loors are dedicated to the o##ices o# b%rea%crats not esteemed
eno%gh to ha"e space in the Palais 9mmac%late, the /rethrenFs personal o##ices, and the 4tar )o%rts
secret the "ast maKority o# Denethi' kno&s only &ild r%mors and o%trageo%s lies
Inn of Alabaster Sur'rise
+oltaic Cataract
$he legendary 9nn is the place to be and be seen #or the decadent set $his establishment caters to the most e'cl%si"e clientele in Denethi', o##ering the #inest in c%linary, erotic and narcotic pleas%res
/e#ore 5erethaFs debraining, he had his sla"es e'ca"ate a massi"e gorge, se"eral miles long and <00F deep at its head $he ri"er &as then di"erted into the gorge, the res%lting &ater#all po&ering the paddle&heeldri"en t%rbines he had str%ng across the gorge
$he cheapest rooms to be had at the 9nn start at 1<0 gp per night, and the smallest s%ites start at 2,000 gp -eals are e'pensi"e, e'otic, and e'B%isite, and are priced accordingly !ny pleas%re that can be concei"ed o# is a"ailable #or p%rchase in the 9 nn the ho%se harlots are reno&ned #or their skills $he 9nn consists o# a series o# b%ildings that ha"e been linked together o"er time !s the establishment gre& in pop%larity, it has been e'empted #rom the %s %al b%ilding codes, and allo&ed to anne' its neighbors $he tallest central b%ilding is si' stories in heigh t $he !labaster 4%rprise, so%rce o# the 9nnFs s%ccess and priced #ar beyond the means o# all b%t the &ealthiest, is a capti"e pleas%re elemental, bo%nd on the si'th #loor nly the 9nnFs proprietor and a #e& sensed%lled e%n%chs are allo&ed reg%lar access to this #loor, and only they and their clients are a&are o# the elementalFs presence $he tr%e nat%re o# the !labaster 4% rprise is a closely held
6lectricity #rom the t%rbines pro"ides po&er to the $o&er o# 5eretha, the Palais 9mmac%late, and the Palais 9ndomitable )ertain o# the &ealthiest mansions along the 4treet o# Ipright Li"ing across the ri"er also ha "e po&er #eeds, pro"iding electric lighting and other l%'%ries 5lashes o# lightning can be seen at night #rom the t%rbines, creating an eerie spectacle #or onlookers
!loating 3uarter $he &ide bridges that originally spanned the gorge pro"ed too "al%able as real estate to be %sed K%st #or mere transportation $he bridges became cro&ded &ith small b%ildings and temples, and stone and &ooden e'tensions &ere b%ilt 6"ent%ally, the space bet&een the t&o spans &as entirely enclosed $his section o# the city is no& kno&n as the 5loating J%arter
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$he 5loating J%arter rises gently to a high point in the middle o# the str%ct%re, as the %nderlying bridges are arched and b%ttressed 5rom abo"e, this part o# the city is most notable #or its &ooden streets 9# "ie&ed #rom belo&, the massi"e stone and &ood b%ttresses and &ooden #loors o# the b%ildings and streets can be seen !part #rom the trapdoors placed in the streets #or maintenance p%rposes, se"eral b%ildings ha"e pri"ate trapdoors leading to haphaCardlyconstr%cted +%nder bridges. o# rope, %sed by thie"es, escaped sla"es, and sm%gglers $hese %nderbridges typically r%n to se&er and storm drain o%tlets emptying into the gorge 6'plorers bra"e eno%gh to try these %nd erbridges &ill #ind that #e& are maintained many &ere constr%cted years or decades earlier #or sinister p%rposes long s ince #%l#illed, and the elements ha"e since taken their toll
,an. Inviolable $he commercial gro&th in Denethi' has a&akened a need #or an instit%tion missing #rom 6arth #or co%ntless millennia a bank -oney needs to be kept sa#e, loans need to be iss%ed, and interest needs to be accr%ed $he /ank 9n"iolable ser"es this need, #or merchant and ad"ent%rer alike ! minim%m balance o# 1,000 gp is needed to open an acco%nt, and sa#e deposit bo'es are a"ailable #or rent E<0 gp per monthG $he /ank 9n"iolable is named so boldly #or a reason its #o%r g%ardians, the )%stodians o# 5id%ciary D%ty ! )%stodian is a manshaped machine o# iron and gold, standing 20F tall, &ith eyes like searchlights $hey ha"e integral machine g%ns in pods on their #orearms, to annihilate potential thie"es, and likely any %n#ort%nates standing too close to the intended target $&o )%stodians o"ersee the bank lobby, and t &o stand in the "a%lt $he )%stodians are r%mored to be able to di"ine the intent o# thie"es thro%gh mystical means, as they &ill occasionally #ire on indi"id%als &aiting in line, red%cing them to a #ine red mist !n alternate theory is that the )%stodians are "iolently insane, randomly picking o## innocent bank patrons
,a2aar Incom'arable =o ad"ent%rerFs "isit to Denethi' is complete &itho%t a "isit to the /aCaar 9ncomparable $his plaCa is #illed &ith the tents and stall o# inn%merable "endors, se lling anything and anyone imaginable 5or the modern tomb looter, there is no place easier to %nload illgotten gra"e goods and dangero%s antiB%ities
%rand Tem'le $he rand $emple is the center o# religio%s li#e in Denethi' 4er"ices at the temple dra& h%ge cro&ds,
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&ho come on #east days to partake in the sacri#icial meals and recei"e the &isdom o# the gods, typically in that order nly the most pop%lar gods are able to get time sched%led #or "eneration at the maKor ser"ices in this temple, d%e to the high #ees charged to their priests # co%rse, any god may appear in the massi"e 20F tall odFs 6ye, regardless o# h%man sched%les, b%t the least and lesser gods seem to de#er to the greater deities, and "isits #rom the minor deities are rare $he rand $emple also ser"es to ho%se the record keeping and other b%rea%cratic o##ices o# the religio%s hierarchy
Tem'le of Science $his b%ilding is marked by the 4ign o# 4cience, three o"erlapping o"als &ith a dot in the center $he c%lt o# 4cience Edescribed earlierG is ho%sed here $his is one o# the maKor 4cienti#ic temples in the Land o# ne $ho%sand $o&ers, and th%s contains a black pyramid, &ith its ticking clock atop the s%mmit $hey do not %tiliCe the ser"ices o# the rand $emple, holding the priesthood in disdain
Church of Starry )isdom $he )h%rch Edescribed earlierG maintains a B%iet present in Denethi' $hey are nominally part o# the religio%s hierarchy, b%t the relationship is ten%o%s, and the #ollo&ers o# the )ra&ling )haos ha"e as little interaction &ith the rand $emple as possible $heir )h%rch is located in an eightpointed starshaped to&er, #rom &hich &eird sonoro%s chanting can be heard in the darkest ho%rs o# the night $he basement o# the )h%rch has entrances into the )ity Inder#oot, by &hich the bodies o# sacri#ices can be discreetly disposed o#, and things best not seen by their priestly neighbors sm%ggled into the b%ilding
The Academy of Elevated Thought $he !cademy is a recent addition to Denethi' $he AiCier sa& "al%e in allo&ing in"estigation into ancient technologies, o%tside the dogmatic strict%res o# the )%lt o# 4cience $he bene#its gained in the decade since itFs constr%ction ha"e been great 6lectricity has been ro%ted to the &ealthiest, a #e& operational comb%stion engines ha"e been man%#act%red, and the aging battalion o# 4teel Le"iathans has been restored t o optimal condition $here ha"e been signi#icant do&nsides as &ell the st%dents at the academy are notorio%s rabblero%sers, and the rebellio%s 4ociety o# the L%mino%s 4park dra&s m%ch o# its membership and #% nding #rom !cademy
al%mni and p%pils )aptain $yro and the AiCier ha"e #o%ght more than once o"er the !cademyFs c%rre nt and #%t%re role in Denethi'
The iver &ristine and the iver Effluent Prior to the Aoltaic )ataract, the great ri"er #lo&ing thro%gh the center o# Denethi' is kno&n as the ;i"er Pristine $he discharge #rom the cityFs many storm drains and se&ers into the gorge ha"e gi"en the do&nstream portion o# the ri"er a less complimentary name the ;i"er 6##l%ent $he ;i"er 6##l%entFs bro&n and #oamy &aters are pro#o%ndly poll%ted, and anyone drinking the malodoro%s liB%id m%st sa"e "s poison or be incapacitated #or 2d> days
The City -nderfoot $he system o# storm drains and se&ers that r%n %nder Denethi' are kno&n as the )ity Inder#oot $he AiCier, &ho has a keen interest in city planning and engineering, designed the original drainage systems himsel#, and his draconian b%ilding codes ha"e #orced the contin%ed e'pansion o# the labyrinthine se&ers $he )ity Inder#oot consists o# doCens o# 20F &ide main drains d%mping their contents into the gorge containing the ;i"er 6##l%ent $he main drains slope #%rther do&n the closer they get to the gorge, opening on the cli## #ace #orty #eet belo& the city ## the main drains are smaller #eeder t%nnels and storage rooms, most poorly doc%mented, i# at all $hie"es, beggars, the 4ociety o# the L%mi no%s 4park, and other miscreants ha"e e'ca"ated their o&n additional chambers, t%nnels and access points =at%ral ca"es #o%nd %nder the city d%ring the e'ca"ation are also incorporated into the )ity Inder#oot $he )ity Inder#oot ho%ses a m%ltit%de o# &retched beggars, rats, and gr%nkies, and the 4ociety o# the L%mino%s 4park also %ses the se&ers as part o# their +%ndergro%nd high&ay,. to aid escaping sla"es ;%mors abo%nd o# monstro%s #reaks and #lesheating m%tants, b%t the 4anitation Dept is a &ellkno&n ha"en o# dr%nks and liars, and s%ch stories are best ignored
+illages and To#ns Surrounding Denethix $he city o# Denethi' is s%rro%nded b y #i"e maKor to&ns EWickshire, -ell%s, ar&ich, L%gosi, and ;etennisG $hese are home to landed gentry and prospero%s #armers $he to&ns are large eno%gh to s%pport se"eral temples, and some ha"e their o&n odFs 6yes $he land aro%nd these to&ns is hea"ily #armed, as Denethi' pro"ides a ready market #or prod%ce
9# a tra"eler contin%es #%rther do&n the roads, h e &ill #ind an o%ter ring o# small "illages, &here the #arms are less prospero%s and the peasants o#ten B%ite poor $he roads connecting these "illages are the o%ter limit o# the patrols o# the Inyielding 5ist sending reg%lar patrols #%rther a#ield &o%ld ca%se con#lict &ith nearby &iCards, &hich is something the AiCier and )aptain $yro desperately &ant to a"oid $he "illages themsel"es are s%bKect to occasional raids by bandits, goblins, and moktars, and the lands beyond are deeply haCardo%s $he only thing keeping mara%ders #rom being a greater threat is the predation o# the nearby &iCards they "ie& the local banditry and h%manoid tribes as an e"er rene&able reso%rce #or their e'periments $he border "illages ha"e #e& reso%rces #or ad"ent%rers, and none are large eno%gh to deser"e a odFs 6ye in their #e& temples /elo& are a #e& points o# interest abo%t the to&ns and "illages o# the area 5%rther details o# the to&ns Eand o# the other named sites in the reater Denethi' !rea mapG are le#t to the re#ereeFs imagination
Chelmsfordshire Poor soil and laCiness ha"e le#t the dirt #armers o# )helms#ordshire do&n on their l%ck $he residents &aste most o# their time hanging o%t at the -%ddy )%p, the "illageFs only ta"ern
%ansett $he sandy soil here isnFt "ery g ood #or traditional agric%lt%re, b%t the #armers o# ansett h a"e disco"ered the bene#its o# mold#arming $he #armers lay massi"e black tarps across their land, and % nderneath gro& thick, edible m%lticolored molds 4craped #rom the gro%nd and #ormed into moldcakes, they ha"e a sing%larly bitter taste, and ser"e as a dietary staple o# the e'tremely poor in Denethi' !d"ent%resome "isitors might try the -oldy ole, ansettFs ta"ern Eand inn, i# patrons pay a little e'tra to sleep in the barn o%t backG $he -oldy ole ser"es a liB%or made #rom #ermented mold and rotten bee#, &ith mild hall%cinogenic properties !nyone drinking this bre& #or the #irst time m%st sa"e "s poison or spend the ne't 1d: days retching, s%##ering a 2 on all sa"ing thro&s and attack rolls 4%bseB%ent bo%ts &ith this #o%l bre& do not reB%ire a sa"e, as the drinker B%ickly b%ilds %p a tolerance to it
(arold4s /nife arold is thirty years dead, b%t the legend o# his stabbing &ays li"es on in the name o# this "illage Depending on ho& rich "isitors look, the residents o# aroldFs ni#e are either a #e& doCen hardscrabble #armers, or a #e& doCen
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"icio%s bandits $here are no b%sinesses to speak o#, b%t most nights the men#olk gather at $ errible arakFs shack to get dr%nk and complain abo%t the lo%sy har"est, or i# arakFs #eeling #risky, plot robbery, m%rder, and kidnapping $he &omen#olk o# the "illage are either #ar too closely related to their commonla& h%sbands, sla"es p%rchased in Denethi', or %n#ort%nates capt%red d%ring acts o# banditry
(ar#ich /esides being a thri"ing, &elltodo to&n, ar&ich is also a center #or the arts, &ith a "ibrant artistsF comm%nity Wealthy #armers seeking to appear more c%lt%red sponsor the many conser"atories o# ar&ich, and grants, st%dios, and ho%sing are a"ailable #or talented artists and poets 9n the center o# ar&ich is a massi"e si'story organ, #%nded by a siCable donation #rom the AiCier o# D enethi' ! lo& t&ostory pentagonal b%ilding ho%ses the keyboards, stop knobs, and less &eatherproo# portions o# the organ, &ith the great pipes protr%ding #rom the rear o# the b%ilding Press%riCed air #or the mass i"e pipes is pro"ided by teams o# m%les on con"eyor belts Pop%lar inns and ta"erns o# ar&ich incl%de $he rgan rinderFs Lament, $he $hirsty Pipes, and Wet No%r Whistle
Lannington $he tiny "illage o# Lannington is home to hard &orking, #r%gal bog#armers )ranberries, bog leeks, and #la"ored lilies are the #a"ored crops $he %nimaginati"ely named =orth ;oad 9nn ser "es "ario%s bog "egetables and #rog meats, along &ith a B%estionable cranberry &ine
Louisburgh $his "illage is more &idely kno&n by the name +4tinkboro%gh,. d%e to the stench o# rotting meat that #ills the to&n $he locals congregate at $he PigFs /ride, the local inn and sole so%rce o# liB%id re#reshment
Lugosi L%gosi is a large &orkingclass to&n, pop%lated by both local #armers and skilled cra#tsmen #leeing the %rba n congestion o# Denethi' /y B%aint tradition, the e'posed brick s% r#aces o# L%gosiFs b%ildings at street le"el are co"ered &ith mirrors =one o# the residents are a &are o# the traditionFs act%al origins, b%t ass%me itFs something "ampirerelated !n empty brick ma%sole%m in the to&nFs cemetery is
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re#erred to as the +$omb o# the Aampire,. b%t &hate"er &as interred in there &as long ago stolen, and the place is no& only ha%nted by dr%nken teenaged re"elers $he to&n is #airly B%iet, e'cept on the night o# the bi monthly 5esti"al o# 5angs D%ring the #esti"al, to%rists and locals alike dress in batthemed cost%mes, &ith #ake #angs, and get stinking d r%nk on spiced &ine sold #rom street carts $he streets are ill%minated &ith torches, and the re#lection #rom the mirrored b%ildings Eand the mirrors h%ng on the backsides o# &indo& sh%ttersG lights %p the to&n brighter than the noonday s%n Pop%lar inns and ta"erns incl%de /elaFs /ar and rille, $he 4inking 5ang, and $he 6##l%ent P%b
Marston -arston is a ro%ghandt%mble "illage, most #reB%ently "isited by the ga%chos &ho tend the cattle and protoceratops herds in the plains to the east ! ga%choFs li#e is a hard one, as bandits, moktars, goblins, and &iCards are a constant threat, and th%s these men are both to%gh and B%ick to "iolence Aisitors to the /ee# and LiCard 9nn are &isely ad"ised to mind their o&n b%siness, and tra"elers sh o%ld de#initely a"oid the +=ot -y 5ace. ta"ern
Mellus -ell%s is the hard&orking co%nterpart to the artistic sensibilities o# ar&ich $he #armers and other tradesmen o# the area are straight#or&ard and practical men !side #rom #arming, the maKor ind%stry o# -ell%s is its many distilleries !ll manner o# liB%ors, #rom e'pensi"e single malt &hiskies to the cheapest o# batht%b gins, are made here When in -ell%s, "isitors in need o# a n inn or ta"ern sho%ld consider $he $aproom, $he -oktarFs -%g , and $he ##ey 9nn
etennis ;etennis is the &ealthiest o# the #i"e to&ns s%rro%nding Denethi' $he l%sh, #ertile land has made its #armers prosper, and the the more r%rallyinclined o# Denethi'Fs &ealthy ha"e b%ilt their s%mmer retreats among the pleasant #ields, meado&s, and grottos $he arish Pheasant is considered the best ta"ern in ;etennis #or the ro%ghandt%mble ad"ent%rer class, the mandatory bl%e blaCer and ascot &ill be pro"ided #or an additional #ee
reater Denethi' -ore cas%al establishments incl%de $he Inr%ly Peasant $a"ern, $he 6b%llient WiCard, and PerytonFs ;edo%bt
Southdee' $his "illage is located in a deep sinkhole ! single path corkscre&s its &ay aro%nd the sides, leading to the bottom, &hile the residences and b%siness o# the "illage are c%t into the sides o# the pit !t the bottom o# the sinkhole is a #iss%re leading e"en #%rther do&n, allo&ing &ater to drain a&ay that &o%ld other&ise collect and #ill the hole
$here is a single inn, $he 4%bterranean, &here tra"elers can spend the night #or an e'orbitant #ee E10 gp per headG, considering the the poor B%ality o# the rooms rooms $here are also t&o ta"erns, $he /ottomless 5lagon and $ he Whole ole, &here thirsts may be B%enched $ra"elers can also spend the nig ht #or #ree in some o# the abandoned ca"es near the bottom o# the hole, b%t &ill be reB%ired by the "illage constab%lary Ea #e& local representati"es o# the Inyielding 5istG to mo"e on the
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ne't day /y longstanding tradition, tradition, no o%tsiders o%tsiders are allo&ed permanent residence $he sinkhole is s%rro%nded by a copse o# trees, and i# tra"elers do not already kno& the location o# 4o%thdeep, it is 7
Tarryfield $his tiny po"ertystr%ck "illage is notable only #or the large, abandoned ho%se on its o%tskirts o%tskirts $he cr%mbling manse &ith many gables and ornamental to&ers is home to at least 1,000 cats $he "illagers stay &ell clear d%e to the terrible stench ! #e& o# the most most elderly "illagers "ag%ely recall the solitary old man &ho li"ed there, =orton $erho%, b%t as he only rarely mingled &ith the "illagers, no one is certain &hat became o# him or &hen n rare occasions a light is seen inside one o# the high &indo&s at night, b%t the "illagers donFt kno& &ho &o%ld &ant to "isit the stinking place
Denethix Encounters and umors $he #ollo&ing sections detail random tables #or the re#ereeFs aid, &hen the party heads o## into %ne'pected territory 6ach table has ten or t&enty t&enty entries $he details are kept brie#, as the res%lts are intended only to pro"ide an initial spark the rest is le#t to the re#ereeFs impro"isation
City umors 1 2
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: ! single ta"ern ser"es the to&n, $he Wretched, &ith a lo#t #or rent abo"e the bar i# patrons need a place #or the night 6'amination o# the sign re"eals that ta"ernFs name &as clearly longer in the past the bottom portion has rotted o## and only +$he Wretched. remains
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$he b%ildings o# this "illage are circ%lar, &ith cone shaped stone roo#s roo#s ! #e& larger str%ct%res ha"e been made by o"erlapping the ro%nd b%ildings and their roo#s $he residents belie"e the circ%lar shapes protect them #rom the %nhealthy interests o# the )aprango, a mythical creat%re described as both a mistlike &raith, and a demonic mi' o# goat, spider, and octop%s
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10 /%sinesses o# note incl%de the 4teaming 5 lagon, a combination steam bath and ta"ern &here patrons strip do&n to &hite terrycloth to&els &hile drinking #ermented sheepFs milk, and the $imid 9nn, a rather small hostelry #or tra"elers &ho reB%ire a room #or the night
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)ic.shire $his pleasant, &elltodo to&n lies along the clear &aters o# the ;i"er Pristine Pristine $he main road thro%gh the center o# to&n is lined on either side &ith ancient, &eathered stone heads, each #i#teen #i#teen #eet tall tall $hese heads are cr%dely sc%lpted, &ith their #eat%res almost completely &orn a&ay $he street is, %nremarkably, re#erred to as the 4treet o# eads by both "isitors and locals $here are se"eral inns in Wickshire to s er"ice the to%rists* $he ;i"er )lam, $he eadrest, and J%igleyFs J%igleyFs 5amily 9nn 5or those looking #or #or a bit o# nightli#e, nightli#e, o%se o# the Dancing J%ail is a pop%lar cl%b among the yo%ng people, &hile ;ighteo%s !le P%b and $he Ing%ent are highB%ality ta"erns
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! &eregr%nkie is h%nting beggars in the )ity Inder#oot ! man &ho casts no shado& is breaking into b%ildings &here people ha"e recently been m%rdered ! priest sa& the J%iet odFs 4tar gi"e birth to a meteor that pl%mmeted to earth some&here #ar so%th o# the city 9 kno& a g%y &ho sa& a ragged green tent in the /aCaar that no one else co%ld see $he co&ard re#%sed to go in $he -en o# 4cience kno& ho& to control the 4teel Le"iathans No% can get anything yo% &ant at the 9nn o# !labaster 4%rprise $he sla"ers at the bedient 4er"ice )ompany ha"e been man%#act%ring #alse men and selling them as a%thentic $he odFs 6ye in the )h%rch o# 4tarry Wisdom doesnFt e"en &ork !nother &rinkled, balding child &as #o%nd &andering aro%nd the 4treet o# Lesser -en -en $hey donFt speak, none o# them e"er s peak ! god told me to meet yo% here, and tell yo% to go to the o%se o# o# 4e"en Lights =o idea &ho the god &as, or &hat he &as talking talking abo%t $ho%ght maybe yo%Fd kno& When they &ere digging the )ity Inder#oot, they had to dri"e o%t some &eird little bl%e #ello&s o%t o# the ca"es that &ere already there 9tFs all gotta be #looded no&, b%t my brother /ill told me he sa& a little bl%e man cra &ling into the storm drains last night $he P%rple )ompanyFs coming back #rom #ighting &iCards o## in the east 5eretha ainFt gonna like that, 9 bet 9 &ish theyFd catch &hate"er kidFs dra&ing those yello& signs all o"er o"er the city 9Fm starting to get the &illies lookinF at that thing all the time 9 sa& a green #ello&, &ith spines like a cact%s $ried to &ear robes to hide it, b%t 9 sa& 9 kno& &eFre s%pposed to honor all all the gods, b%t those ooded Priests o# Pain are really &igging me o%t 9 keep seeing them in #ront o# o# my apartment b%ilding in the middle o# the night
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4ome o# the d&ar"es in the 4treet o# o# the the !lien started &earing red armbands $hatFs gotta mean some kind o# tro%ble 6'alted /rother Igliomo been hiring hiring an an a%l a%l lot lot o# moktars lately, donFt yo% thinkT 4ometimes thereFs an island do&n in the gorge %nder the city -ost o# the time there isnFt, b%t sometimes there is ot a big black black pillar on on it &hen itFs there $he 4ocietyFs been kidnapping sla"ers 4ometimes they lea"e the brain behind ross, h%hT $he Inyielding 5istFs got a ne& laser, seeT /ig oneM /%t get thisV itFs #%eled &ith &ith peopleM PeopleM
-nusual Curios 1 2 8
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3ar o# #ormaldehyde, containing dinosa%r embryo -iniat%riCed moktar, :. tall )are#%l, he bitesM )lock&ork cat When &o%nd %p, meo&s incessantly and scratches anyone &ho tries to pick it %p and p%ppet made o# polished metal blades !ncient bronCe bo', containing stillbeating heart 6tched copper egg, &arm to the to%ch Doll made entirely o# h%man teeth &ired together Deep black seashell, can hear horrible &hispering in %nkno&n lang%age i# held to ear )rystal pyramid co"ered in a cold bl%ish #lame, that does not b%rn, or ill%minate beyond a #e& inches -%sic bo' When &o%nd, so%nds like sobbing &oman 4keleton o# threeheaded #anged snake, held together &ith &ire Withered h%man hand, &hich &ill cl%tch at anything placed in its palm lobe &ith shi#ting continents, sho&ing the mo"ements o# tectonic plates o"er 6arthFs history )ollection o# peryton #ig%rines, each dressed in #ine clothing, holding %mbrellas, etc 6laborate sk%llshaped clock !t the stroke o# midnight, a clock&ork grim reaper emerges #rom an eye socket and intones +=o& 9 chime #or thee. Large porcelain toad $op hal# o# toad can be li#ted o## to re"eal smaller toad inside, ad in#init%m 4&eetlyscented ball o# &a', &ith small placard labeled +4and&hale !mbergris. /o&l o# 100 red glass beads, each &ith a po&er#%l po&er#%l magnet inside reasy bl%e stone, impossibly sc%lpted into the shape o# a #o%rsided triangle 6'tended e'amination ca%ses na%sea 4tainless steel sphere that can be molded like p%tty 9t &ill re"ert back to a sphere shape i# le#t %nmolested #or ten min%tes
Sho's of the %reater Denethix D enethix Area 1 2 8 : < > 7 ? @ 10 11 12 18 1: 1< 1> 17 1? 1@ 20
eridFs 4nake ils and !pothecary 4%pplies Legal rdnance %ns ( /%lletsmith ases o# the 5orbidden Aale $he WiCardFs Wenches 9lorgoFs 3%dgment5ree $a'idermy !%thentic -ind 4pices o# the Lanthanide Wastes 4a%rian Per#%mers $elemor and 5rani' !rmor and Weapon ilders 6'traordinaire =othing /%t 4k%lls -egloFs 4c%lpting $omb 5r%its rocery $aste#%l )%rios o# the 5orgotten !ge %miliating %man arnesses $he !scot 6mpori%m %irg%inFs 6'otic )hessboards /enthic rganisms, /ottled and )anned ;%noFs -%tilations, /rands and $attoos %rphFs !ntiB%e bscenities -adame /rohnFs Palm ;eading =ergo ( 4ons 6ldritch /ooksellers
andom City Event 1
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;%nning o# the L%mpenproles Pack o# &ealthy masked tro%blemakers &ith st%n batons herd and chase beggars do&n the 4treet o# Lesser -en 5ist on Parade ! procession o# the Inyielding 5ist, both #oot and mo%nted, and their 4teel Le"iathans marches do&n the street, accompanied by Ka%nty martial t%nes 4t%dent Protest No%ng academics ha"e assembled, along &ith giant p%ppets o# 5eretha, the AiCier, and )aptain $yro $he 5ist sho&s %p in 1d8 t%rns to break things %p 5%neral %ge n%mbers o# sobbing mo%rners in torn sackcloth #ollo& behind a horsedra&n hearse 9# B%estioned, one o# the mo%rners &ill cheer#%lly e'plain +DidnFt kno& the deceased personally, b%t i# yo% enKoyed the mo%rning, &eFre pro#essionals hereFs my cardM. D%el $&o dandies ha"e #inally had it &ith each other, and itFs pistols at t&enty paces in the middle o# the street /oyFs =ight %t ! gleaming oil#%eled con"ertible tr%ndles do&n the street, dri"en by a pack o# dr%g addled dandies sho%ting +9tFs o## to the !labaster 4%rpriseM. 3%stice is 4er"ed ! spontaneo%s p%blic #logging o# a miscreant, administered by a #o%rman p atrol o# the Inyielding 5ist -imes DoCens o# them, trapped in their in"isible bo'es, silently pleading #or help
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Preach 9t ! peasant has been possessed by a god, and is commanding the cr o&d to b%ild a ne& temple in the co%ntryside 4e&er 5ail%re $he se&ers beneath the street ha"e backed %p, and the o"er#lo& is b%b bling into the street, bringing gr%nkies and less sa"ory creat%res %p &ith the #ilth Li"estock )o&s, chickens, protoceratops and other animals are being dri"en thro%gh the city to&ards the sla%ghterho%ses /ra&l $oo m%ch drink too early in the day, and the boys are at it again $he 5ist arri"es in 1d8 t%rns to knock heads Plag%e ! procession o# the diseased #la%nts their open sores and b%boes, hoping #or aid -ingling &ith them reB%ires a sa"e "s poison to a"oid in#ection 5esti"al Priests bear relics o# a god thro%gh the city, e'horting the people to Koin the #esti"al at their temple 4tate o# the )ity $he AiCier, his sycophants, certain o# the 6'alted /rethren, and se"eral %nits o# the Inyielding 5ist are making a to%r, inspecting the condition o# the city 4cienti#ic Wonders $he )%lt o# 4cience is parading thro%gh the city, the ead 4cientist to&ering abo"e the cro&d on his stilts and m aKestic 12#ootlong lab coat, #ollo&ed by a doCen 4cientists sporting a garish assortment o# prosthetic limbs and tattoos Parade o# onor !n ad"ent%rer is being carried thro%gh the streets in a sedan chair, #ollo&ed by a parade o# celebrants singing his praises 9# B%estioned, one o# the celebrants &ill cheer#%lly e'plain +DonFt really kno& &hat he did, b%t i# yo% like the praises, &eFre pro#essionals hereFs my cardM We do #%nerals, tooM. tooM. )elebration ! parade o# decorati"e #loats makes its &ay thro%gh the city to the Aerdant PlaCa, &here #ood and be"erage "endors ha"e set %p their carts, and childrenFs games are arranged by "ol%nteers #rom the 5ist !%ction 4omeone &ealthy crossed the &rong man, and the city is cond%cting a poste'ec%tion a%ction !ll the best st%## has already been pl%ndered by b%rea%crats, b%t thereFs s till plenty o# #%rnit%re, r%gs, antiB%es, and sla"es %p on the block 5ood ;iot $he mold har"est is late, and the beggars and &ido&s canFt a##ord nonmold prod%ce ! massi"e riot ens%es, and the 5ist and and their 4teel Le"iathans react &ith lethal #orce
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2d12 street %rchins, looking #or a hando%t 2d> beggars, also looking #or a hando%t 2d12 st%dents, o%t on the to&n <0U chance theyFre dr%nk 1d? demih%mans E<0U chance o# hal#lings, 80U d&ar"es, 20U el"esG 1d8 moktars, K%st minding their o&n b%siness 1d> harlots, accompanied by pimp 2 ad"ent%rers, K%st back #rom the &ilderness and looking to blo& some illgotten tomb loot 1d: sla"ers and their &ares, 2d? sla"es Patrol o# the Inyielding 5ist 1d8 mo%nted in &ealthy neighborhoods or the Aerdant PlaCa, 2d: on #oot in middleclass areas, and :d: on #oot &ith 1d2 4teel Le"iathans in poor neighborhoods 1d> &ealthy citiCens 6ach male citiCen &ill ha"e >d10 gold pieces, ladies &ill ha"e 1d>'100 gp &orth o# Ke&elry Ke&elry -en &ill be armed &ith &ith pistols i# enco%ntered in the poor sections o# o# the city <0U #riendly, <0U condescending and sarcastic 1d> streakers r%n by Looks like somebodyFs been eating Aermillion =%dibranch o# Diminished 9nhibition again 1d10 priests 2 hangerson, and 1d: personal bodyg%ards 1d: scientists, o%t preaching <0U chance o# %n%s%al prosthetics 1d: barbarians, ga&king at sights 1d> merchants #rom #ara&ay "illages, ga&king at sights Death l%rks aro%nd e"ery cornerM ;oll on the Danger in the )ity table table belo& WhatFs %p &ith that g%yT ;oll on the 9 a"e ! orrible 4ecret table table belo&
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1d> m%ggers $reat as 1st thr% 8rd le"el thie"es, armed &ith cl%bs, and <0U chance o# leather armor 2d> members o# the 4ociety o# the L%mino%s 4park $reat as 1st thr% :th le"el #ighters, &earing chain mail and &ielding short s&ords and s pears +!d"ent%rers are part o# the problem, not the sol%tionM. 1d? opport%nistic sla"ers, looking #or "ictims #or the illicit #ighting pits $reat as 1st thr% :th le"el #ighters, &ith s&ords, cl%bs, and splint mail 1d: into'icated moktars E!) <, D 2, hp @, Q!$ 1, D 2?, -A E80FG, 4a"e 5 2, -L ?G $heyF"e been inhaling the 9ndigo Aapors o# the nid /lossom, and are in a mood to #ight r%nkie o"erlord E!) <, D 8, hp 1:, Q!$ 8, D 1d81d81d>, -A E:0F, s&im 80FG, 4a"e 5 8, -L 10G &ith 2d10 gr%nkies E!) 7, D , Q!$ 1, D 1d8, -A E:0F, s&im 80FG, 4a"e 5 1, -L 10 &hile o"erlord ali"e, ? other&iseG 3%st &hat ha"e they been getting %p to at the !cademyT 1d? Combies E!) ?, D 2, hp @, Q!$ 1, D 1d?, -A E:0FG, 4a"e 5 1, -L 12G, their "eins #illed &ith thick bl%e sl%dge 4ometimes mold cakes K%st donFt satis#y 1d? beggarst%rnedcannibal seek h%man #lesh E!) @, 5 2, hp @, Q!$ 1 EbiteG, D 1d:, -A E:0FG, 4a"e 5 2, -L ?G $hese l%natics bite &ith their sharply #iled teeth 4ometimes &hen yo% kill a beggart%rnedcannibal, they donFt stay dead 1d8 gho%ls E!) >, D 2, hp ?, Q!$ 8, D 1d81d81d8 pl%s paralyCe, -A E80FG, 4a"e 5 2, -L @G ! gray ooCe E!) ?, D 8, hp 18, Q!$ 1, D 2d?, -A E8FG, 4a"e 5 2, -L 12G has cra&led %p #rom the ;i"er 6##l%ent 1d: shado&s E!) 7, D 2R2, hp 11, Q!$ 1, D 1d: R strength drain, -A E80FG, 4a"e 5 2, -L 12G
To#n and +illage Encounters 1 2 8 : <
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1d? dr%nken dirt #armers Patrol o# the Inyielding 5ist E2d: soldiers, mo%nted 7 hal#lings -erchant cara"an o# 1d> &agons on its &ay to Denethi' 1d2 merchants and 1d: g%ards per &agon Procession o# 2d? silent, co&led priests 1d? &ealthy citiCens on "acation, taking a break #rom the h%stle and b%stle o# the big city $ra"eling salesman, &ith m%ledra&n cart #%ll o# merchandise Lonely gro%p o# 2d: #armersF da%ghters, looking #or a party 9tFs so boring o%t in the co%ntry 1d: mo%nted ga%chos dri"ing a herd o# :d10 protoceratops $ra"eling "eterinarian 4pecialiCes in #arm animals, b%t has 2 tra"eling m%sicians, &ho &ill &rite songs abo%t the partyFs e'ploits #or a small #ee E2< gpG 2d> re#%gees #leeing tyrannical &iCards, headed to&ards Denethi' 2d: b%rea%crats #rom Denethi' E2 #armers going abo%t their b%siness $ra"eling p%ppet sho&, &ith 1d> p%ppeteers $he p%ppets beat each other &ith sticksM 4a%sage "endor, &ith m%ledra&n cooking cart 6ach sa%sage eaten has a 2
27
%ood Clean Country +iolence 1
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Were&ol# E!) <, D :, hp 1?, Q!$ 1, D 2:, -A E>0FG, 4a"e 5 :, -L ?G <0U o# the time, heFs K%st in a biteandr%n kind o# mood 2d> high&aymen E!) 7, 5 1, hp <, Q!$ 1, D 1d>, -A E:0FG, 4a"e 5 1, -L ?G, &earing leather armor, carrying shields, and armed &ith short s&ords and spears 2d: dr%nken dirt #armers E!) @, D , hp 2, Q!$ 1, D 1d:, -A E:0FG, 4a"e 5 0, -L @G, looking to d%st %p &ith those city s lickers Eor d%ngeon slickers, as the case may beG -ob o# 2d12 angry hal#lings E!) @, 1, hp :, Q!$ 1, D 1d>, -A E:0FG, 4a"e 1, -L ?G, looking to take on a #e& o# the $all 5olk !nkheg E!) 8, D :, hp 20, Q!$ 1, D 8d> R 1d:, -A E:0FG, 4a"e 5 :, -L @G b%rsts #rom the gro%nd 9t &ill attempt to kill a "ictim and drag the corpse o## to eat in peace Pack o# :d: &ild dogs E!) 7, D 1 R 1, hp >, Q!$ 1, D 1d:, -A E<0FG, 4a"e 5 1, -L 7G 1d10 sla"ers E!) <, 5 1, hp <, Q!$ 1, D 1d>, -A E80FG, 4a"e 5 1, -L ?G, looking #or a #e& to%ghs #or the #ighting pits ro%p o# 2d: b%##oonish #armersF sons E!) @, D , hp 8, Q!$ 1, D 1d:, -A E:0FG, 4a"e 5 0, -L 7G looking #or their sisters &hoF"e taken %p &ith a b%nch o# nogood city slickers !ny o%tsiders &ill be met &ith %nbridled aggression 2d: goblin raiders E!) >, D 11, hp 8, Q!$ 1, D 1d>, -A E20FG, 4a"e =ormal -an, -L 7G ha"e sn%ck o%t o# the &ilderness 1d8 perytons E!) <, D :, -A E:0F, #ly 120FG, Q!$ 1, D 1d> or 1d10 EchargeG, 4a"e 5 :, -L ?G >0U cast h%manshaped shado&s s&eeping across the land and lea"e, :0 U s&oop do&n, looking #or ohsodelicio%s h%man hearts
!ashion for )ealthy %entlemen 18 : < >
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(aute Couture for Ladies of Means 1: <
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/l%e blaCer and p%##y ascot No% canFt go &rong &ith the classicsM /l%e blaCer and #lat ascot 5latT Watch o%t #or that de"ilmaycare attit%deM )losec%t bl%e blaCer and ostentatio%sly r%##led ascot $his lad is #ancyM White pants and a pastel polo shirt, &ith a s&eater tied aro%nd the &aist !dd a sm%g smile and arched eyebro&, and /i## is looking goodM ;ichly dyed leather Kacket &ith m%ltiple Cippers, o"er silk shirt and leather pants Look o%t &orld, this dandy is $o%gh &ith a capital X$FM )lassic ascot and blaCer, b%t hair is sc%lpted into &ing shapes 4erio%s e'pression means this one is a deep thinkerM littering s%it in bright primary color, &ith incredibly &ide sho%lders 5or #ormal occasions onlyM ;oll again, #ace and other e'posed skin is painted &hite, &ith black lipstick to add contrast 4o dark and sensiti"eM
)orset and b%stle, traditionally ribbed &ith #roghemoth bone 5ormal, yet all%ring /%stle, held %p &ith nothing b%t a pair o# care#%lly positioned s%spenders 4candalo%sM !nd ho& does it keep #rom slippingT $raditional #ormal&ear accent%ated &ith a to&ering sc%lpted hairdo $he Xdo demands respectM White shorts and a lo&c%t pastel polo shirt, and a s&eater tied aro%nd the &aist in case it gets chilly $he sporting look s%its yo%, -%##yM $raditional #ormal&ear corset and b%stle, &ith massi"e collar, s%pported by &ires attached to correspondingly massi"e &ide brimmed hat $he ceaseless neck pain is a small sacri#ice #or co%t%re !rt#%lly torn leather pants, &ith art#%lly torn silk blo%se, and art#%lly ragged s ilk scar# Who 94 that bad girlT ;oll again, #ace and other e'posed skin is painted &hite, &ith black lipstick to add contrast $his ladyFs an intellect%alM
,ar.ee'ers of Denethix ;oll 1d10 !dd nothing #or a di"e, R< #or an a"erage B%ality ta"ern, and R10 #or a # ancy establishment 1 +Irgh. the -oktar, a mangy specimen &ith a nasty #%ngal in#ection =ot entirely pro#icient &ith the common tong%e, he ser"es &hate"er s trikes his #ancy and ignores complaints itFs all K%st noise to him 2 +5ats. 5elit%s, s&eats pro#%sely and smells like cheese d%e to gland problems 8 Pink /etty E+b%t yo% can K%st call me Pink, gorgeo%sM.G is a lasci"io%s, obese sept%agenarian, &ho &ill trade drinks or r%mors #or carnal #a"ors &ith either gender $hose &ho take her %p on her o##ers are <0U likely to get a h orrible rash E2 to hit #or 1d: &eeks d%e to itchingG : +/l%e., nicknamed as s%ch d%e to his argyria e is a colloidal sil"er addict, and &ill be highly paranoid i# %nder its e##ects E80U o# the timeG < !dreno 3erry, a smoothtalking dealer in into'icants o# all stripes is adrenochrome is dist%rbingly #resh > 4ilent =igel, his tong%e &as c%t o%t &hen he &as capt%red by a partic%larly cr%el pack o# goblins 7 Pr%dd, a do%r#aced old gr%mp eFll ser"e the party, b%t con"ersations &ith him all end &ith dire predictions o# the partyFs probable tort%re, m%tilation, and death ? lem ;%st, an eager and dim redhead &ho lo"es tales o# ad"ent%re, and tells horrendo%sly dangero%s #abrications to so%nd important i# an impressi"e party o# P)Fs starts asking him #or r%mors @ Debbie $r%no, a sad, middleaged &oman &hose h%sband and child died o# the t%nicate plag%e 10 +Pistol. Aernon, a man disting%ished #or the pair o# hand cannons he &ears on his belt e kno&s ho& to %se them sho%ld need arise Ele"el 2 #ighterG 11 Per"is, a cheer#%l di"orcee &hose &i#e ran o## &ith an ad"ent%rer, &ho then &ere both capt%red and eaten by moktars eFll relate this in#ormation &ith great relish i# he #inds o%t the players are ad"ent%rers themsel"es 12 -abel, a yo%ng lady &ith a horrible secret ;oll on the 9 a"e ! orrible 4ecret table belo& 18 +)ast 9ron. ;on, a bodyb%ilder &ho bartends to pay the bills is 1? 4trength attracts B%ite a bit o# attention, b%t he &ill politely decline any o##ers to go ad"ent%ring his interests are himsel# and the ladies, in that order 1: bar -%rphy, a railthin man &ith a narro&, c%rled mo%stache and oily hair e has a raspy "oice, and la%ghs disconcertingly at nothing d%ring con"ersations 1< -ary %rsenb%ck, a nononsense matronly &oman, &ho ser"es her c%stomers e##iciently
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+olden. $ony, a man &ith a shimmering gold lamY t%'edo, %nct%o%s smile, and condescending tone Nnithiria, a st%nning platin%m blonde in a pastel pants%it 4heFs indi##erent to lechero%s ad"ances, ha"ing recei"ed them all her li#e, b%t is a s%cker #or %n%s%al ta'idermy lessid, a genetically modi#ied e%n%ch &ith glo&ing green skin e had been capt%red by a scheming pair o# &iCards in the 4a%rian Lo&lands, b%t mid&ay thro%gh their e'periment they t%rned on each other e escaped in the t%rmoil and made his &ay to Denethi' Hynider and Hynithid, t&o impeccably dressed hal#ling t&ins ne stands astride the otherFs sho%lders to reach the high shel"es $hey are per#ectly sympathetic to patrons &ho despise demih%mans, beca%se o# co%rse they are s%ch re"olting creat%res, and itFs a terrible shame to be ser"ed by s%ch, and this ro%nd is on the ho%se i# it &o%ld alle"iate yo%r displeas%re, sir 4il"erskinned creat%re o# li"ing metal, &ith a smooth #eat%reless #ace 9t ne"er speaks, b%t colored lights blink deep &ithin the polished s%r#ace o# its head &hen addressed by the party
I (ave A (orrible Secret 1 2 8 : < > 7 ? @ 10 11 12 18 1: 1<
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Doppelganger )onnoisse%r o# h%man #lesh WiCard in disg%ise Possessed by a god Indead horror !drenochrome addict as no so%l Aisitor #rom other dimension ideo%s m%tant %nder care#%lly constr%cted clothing Deeply in lo"e &ith #lesheating monster !ncient a%tomaton &ith realistic arti#icial skin )%ltist o# )h%rch o# 4tarry Wisdom 9n thrall to e"il intelligent &eapon 4kin e'%des contact poison !ccidentally killed someone !nd e"eryone &ho sa& thro%gh poor co"er%p attempts ;an o%t o# room in the basement #or more bodies =ecrophiliac )ontrolled by parasitic &asp lar"ae )annot die -an%#act%res homicidal dolls !spect o# =yarlathotep
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ustic +illagers 1 2 8 : < > 7 ? @ 10 11 12 18 1: 1< 1> 17 1? 1@
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r%g $%bble, semiretired bandit, does a bit o# #arming bet&een high&ay robberies Lenny, drooling imbecile &ho to%ches goats in an inappropriate #ashion oreb, alcoholic #ail%re o# a #armer and #ather o# 27 $helma, serial &ido& and dairy #armer !grinom%s, #armer and long&inded earth&orm e'pert P%gel, #armer and in"entor o# the deeply %npop%lar 5ermented )ricket Paste -elanie $iber, hard&orking #armer and s%pporter o# deadbeat h%sband /rett )r%do, middling #armer and to%ghest man in the "illage ;ennie, peacock #armer !##ects an air o# co%ntry &isdom, and picks teeth &ith peacock B%ill %lc%r, local #armer, #amed among his neighbors #or his delicio%s #ace bacon Lorne ;ensha&, %ns%ccess#%l #armer &ho belie"es his neighbors are monsters &earing h%man skins !nna, deeply ambitio%s #armerFs da%ghter 4he #irmly belie"es she is destined #or #ar better things Hepeda, artichoke #armer &ith plenty o# heart Pa%l oppe, e'pert in animal h%sbandry i"es %nsolicited demonstrations /arris, seeks to combine potato and carrot into a t%ber he calls +parrot. Deb, harried mother o# 7 er h%sband le#t her #or one o# those #anged el"en h%ssies %rt L%m, laCy oa# &ho s%r"i"es by stealing #ood #rom his neighbors $ina Li"adary, pregnant #armerFs &i#e Dogs ho&l at the sight o# her ell )orn&ell, a terrible minstrel &ho sings songs o# crop #ail%res and other m%ndane tragedies e spends most o# his time at the bottom o# a bottle Da&n, desperately bored #armerFs da%ghter looking #or a little e'citement
The -rban &oor 1 2 8 : < > 7 ?
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-alcolm, a bitter, legless beggar, &ho gets aro%nd on a &heeled board ;egina, %ptight &ido& -eglo, a braindamaged nit&it &ho enKoys eating ra& pigeons he catches &ith his bare hands reg, re#%gee #rom the 5easting $rees -elba, middleaged syphilitic harlot, co"ered &ith &eeping sores +/%t hey, hal# price on $%esdaysM. =%rbina, a deeply paranoid escaped sla"e, &ho m%rdered her mistress -%mo, nosepicker and smalltime th%g Ilinilio, a bloated sla"e inc%bator, looking #or rob%st men to impregnate her so she can sell the in#ants $he mood may be dampened by the presence o# a certi#ied notary to "eri#y interco%rse and lineage +$&o=ose. 4am, obseB%io%s beggar and t&o nosed m%tant )hekon, an occasionally employed lanthanide addict $arbol, alcoholic #actory &orker 4ally 4angria, cheer#%l ser"ing girl 4lippery ort, street&ise pickpocket ;ai#, pl%cky yo%ng chimneys&eep 5an%tis, pro#essional beggar +9 donFt need to beg, 9 co%ld get a straight Kob 9 K%st like meeting people. ld /etty, hate#%l &ithered crone and poisoner o# dogs and noisy children !ngelsbreath, a beggar &ith breath that reeks o# decay er taste #or hea"ilys%gared mold cakes has rotted her teeth to #o%l bro&n st%mps 3okarnis, a hard&orking idiot 4adly m%tated, his le#t arm is a #leshy tentacle /enarto, beggar )arries a sign, +Will Work 5or -old. -alaCar, disoriented street prophet
The ,ourgeoisie 1 2 8 : < > 7 ? @ 10 11 12 18 1: 1< 1> 17 1? 1@
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5ambo Lark, b%tcher o# e'otic meats +/%llet. /ill $hompson, an o%tgoing b%lletsmith Hark !rgot, gr%## ha#ni%m merchant $e#ek, a cr%el and miserable o"erseer at a bo' #actory )r%sh rimsk%ll, meatheaded pit #ighting coach aloi !rmiter, pro#essor o# preapocalyptic history at the !cademy =ebs 5eyith, highpriced do'y and spy #or the 4ociety o# the L%mino%s 4park !lan ekase, an %nct%o%s lie%tenant o# the Inyielding 5ist /ethene -adrak, a #rigid !ssistant 4%b )ommissioner o# )ity Planning /rank 6kstan, abrasi"e pimp $i##any $anCa, pop%lar stage actress and irritating narcissist /ell ;aCid, baker and c%ltist o# the )h%rch o# 4tarry Wisdom la# ar%ntno, st%dio%s mechanical engineer 5alath 6lb, alcoholic lecher and reno&ned architect roid D%nbar, minstrel and ladiesF man an 9ritri, pro#o%ndly depressed metall%rgist 6ric 4o%thman, arg%mentati"e dentist =eri" !b%nsco, a painter ha%nted by terrible dreams 9rene P%iCik, retired tomb looter 4heFs spent her #ort%ne, and s%r"i"es by selling corpses o# B%estionable pro"enance to the !cademyFs anatomy department Harlo 6k, master che# &ith a "iolent temper
The $'ulent 1 2 8 :
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Aaris, &ealthy lando&ner and cheer#%l dilettante -ikel /enCo, scheming )o%ncilor o# Proper !pportionment -ercy %mboldt, eccentric heiress and ri"ersB%id a#icionado )assid !rteli%s, #actory o&ner ( de"oted 4cientist /adly inK%red in an accident at h is #actory, the right hal# o# his body has been r eplaced by steel prosthetics =ikolo 5ermian, an 6'alted /rother &ho is entirely in the pockets o# the 5lesh D ebtholders /ram "ard, #actory o&ner and master thie# !lyssa )osgro"e, s&eetly smiling sla"e dealer Para"iddik, highranking priest and epic%rean $ern 5ansard, straitlaced arms man%#act%rer J%al -elarn, shareholder in the /ank 9n"iolable and condescending prig -ary In#%s, da%ghter o# an 6'alted /rother, has a #orbidden hal#ling #etish =ot K%st one, mind yo% lots and lots o# them, all at once ;al# Irngen, a##able dr%nken b%##oon and &ealthy layabo%t PrenC ectar, bordello o&ner &ith something to hide ;oll on the 9 a"e ! orrible 4ecret table abo"e ;oman J%ilk, charming importer o# pre apocalyptic arti#acts Polin -orgrensen, cr%el son o# a #roghemoth rendering plant o&ner epp $hinblood, cynical in"estor in se"eral to'in plants Pr%dd =ilson, scandalo%sly o%trageo%s dr%g addict and black sheep o# the =ilson #amily Leese %bbard, moody heiress +=o one %nderstands meM. -ormod Waginski, 6'alted /rother and enth%siastic big game h%nter Da"rik Lerding#ast, heartless sl%mlord and &eapon collector
81
The Alien 1
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+/%ns. 4ilika, #emale hal#ling Perky and #%n, and %nder the del%sion that her nickname is d%e to her hairstyle arold Webb, male hal#ling ;ails endlessly against the stereotype that hal#lings are thie"es 9ncorrigible kleptomaniac Lapid !#tering, male hal#ling and ind%strio%s cobbler /r%no W%rst, male hal#ling and de#ensi"e se&age pro#essional +9Fd like to see yo% tall #olk #it in the pipes 9 canM. rold, male d&ar# and griCCled lanthanide prospector 4h%nk, male d&ar#, conni"ing mineral dealer and %nrepentant coprophage =argod, male d&ar# and last s%r"i"or o# a d&ar"en tribe sla%ghtered by goblins rneCgar, male el#, sh%nned d%e to %se o# sleep spells in antisocial &ays Iditha, #emale el# and semipro#essional menhir designer 6aok, male moktar Degenerate kicked o%t o# his tribe d%e to dist%rbing antih%man#lesheating stance
A Smattering of $rbital Deities 1
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=isis, goddess o# the things that cra&l %nderneath -ani#ests as cra&ling insects, &orms, arachnids, and centipedes 9ithi%s, goddess o# #lo&ering plants and herbs -ani#ests as #ield o# #lo&ering poppies blo&ing in the &ind W%rgol, god o# c%tlery -ani#ests as a still image o# a #ork and spoon $heosa%rid, god o# dinosa%rs -ani#ests as a glittering beKe&elled $yrannosa%r%s ;e' Peltia, goddess o# lo"e -ani#ests as &oman o# %nearthly bea%ty Lomino', god o# tragedy -ani#ests as "eiled #ig%re in black robes is prono%ncements are accompanied by &eeping Lodik, god o# history -ani#ests as a d%sty leather bo%nd tome, &hose pages #lip to re"eal his prono%ncements JBakra&, god o# amb%shes -ani#ests as bare chested &arrior &ith necklace o# #anged teeth )alina, goddess o# the $&el"e !nnihilations -ani#ests as a clock #ace, ticking its &ay to&ards midnight $riboron, god o# poll%tion -ani#ests as heaps o# rotting garbage and o##al iod, god o# robots -ani#ests as golden clock&ork man 4aban, god o# conspiracies -ani#ests as robed man &ith #eat%reless &hite mask Daog, god o# pits -ani#ests as the %tter blackness o# the %ltimate abyss alona, goddess o# tort%re -ani#ests as &oman pierced in an iron maiden $abik, god o# cold -ani#ests as #roCen corpse, still speaking )oros, god o# h%mility Does not mani#est "is%ally, only speaks Aoil, god o# stains -ani#ests as #ilthy man in pro#o%ndly stained clothing -inga, goddess o# baldness -ani#ests as a bea%ti#%l hairless &oman $%rba', god o# constr%ction -ani#ests as a b%rly #ello& &ith a hammer and sa& ;hiolades, god o# &ine -ani#ests as cleanc%t #ello& in bl%e blaCer and ascot, sipping on a hal# #%ll glass o# &ine
(enchmen for (ire 1 2 8 : < >
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Laerdan, 5ighter, -ale Won a hardboiled egg eating contest once +$&itch., $hie#, -ale $&itches "iolently &hen he talks 5rancis del rok, 5ighter, -ale 4i'th son o# a &ealthy merchant %to#&ork snob 4leCgar, 6l#, -ale 6nth%siastic abo%t hanging o%t &ith those shortli"ed h%mans -elCgar, 6l#, -ale 4trange #ascination &ith hal#lings $he )la&, -agicIser, -ale /eha"es in sinister #ashion, trying to li"e %p to the #oreboding name his parents ga"e him ;ollo, D&ar#, -ale /elie"es he is c%rsed to die "iolently beneath the earth, along &ith all his h eirs Do%g /ickerin, )leric, -ale e doesnFt ha"e a drinking problem, heFs K%st thirsty obbs, al#ling, -ale Wishes he &as m%ch, m%ch taller +/%nny., $hie#, 5emale Lo"e o# b%bble g%m, hair spray, and grand larceny -argaret the 5lame, -agicIser, 5emale er hair is blackZ the nickname is beca%se she keeps setting things Eand peopleG on #ire
&ost*A'ocaly'tic E5ui'ment $here is a renaissance o# s orts %nder&ay in Denethi', spearheaded by the !cademy o# 6le"ated $ho%ght !ncient secrets s%ch as the man%#act%re o# g%ns, comb%stion engines, and electric lighting are being redisco"ered $he )%lt o# 4cienceFs dogmatic stranglehold on ancient technology is slo&ly being broken While technologies are being redisco"ered, the %nderlying principles are barely %nderstood, and the state o# ind%stry is #airly ro%gh $here is no notion o# the assembly line, and e"ery item is handcra#ted When replacement parts #or a machine are needed, they too m%st be handcra#ted to #it properly $he state o# a##airs is so bad that e"en b%llets m%st be c%stomcast to #it the ri#ling o# g%n barrels %npo&der is %nkno&n in Denethi' instead, the propellant %sed is a &a'y paste made #rom the e'cretions o# the giant #%sillade beetles o# the L anthanide Wastes /oth the trip to the Wastes and the beetles themsel"es are incredibly dangero%s, &hich res%lts in the e'ceedingly high price o# beetlepaste $he #ollo&ing tables detail technological items that players may acB%ire 5rom the &eapon tables, only
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17
1? 1@ 20
/lack arris, )leric, -ale ates people in general, %nemployed #ilthy peasants in partic%lar -ark%s, 5ighter, -ale !gent o# the )h%rch o# 4tarry Wisdom Will t%rn on the party &hen he thinks he can get a&ay &ith it aro the 4&eet, 5ighter, -ale No% kno& &hoFs hotT aroFs hot, baby /orgonar, D&ar#, -ale bese e"en by d&ar# standards !rto ea"ens&ard, al#ling, -ale 5ormer ta'idermist, makes inappropriate comments abo%t ho& &ell employerFs #eat%res &o%ld preser"e =ancy the Wrath#%l, 5ighter, 5emale /eat a man to death &ith his o&n se"ered arm, b%t sheFs gotten better abo%t her anger problems ;eally /rilena, 5ighter, 5emale -others employers, other =P)Fs, capt%red monsters, etc =iberi%s, 5ighter, -ale 4eeks man &ith conKoined t&in &ho m%rdered his #amily -ighty Nord, 5ighter, -ale /arbarian #rom the Worthless =orth, looking to get rich B%ick
pistols and ri#les sho%ld be p%blicly o##ered #or sale ther items are simply not a"ailable on the open market, d%e to rarity E#or ancient technical arti#actsG, di##ic%lty o# man%#act%re, or reg%lation by the Inyielding 5ist Pistol, small* $iny palmsiCed pistols, capable o# holding one or t&o b%llets 6asily concealed, these are the per#ect &eapon #or discreet dandies Pistol, large* $hese massi"e hand cannons are typically >chambered re"ol"ers, altho%gh there are a #e& models that take clips o# %p to ? b%llets ;i#le, breechloading* $hese handcra#ted ri#les are o#ten car"ed into #antastical shapes, to increase their be a%ty andor #earsomeness /reechloaders can hold a single shot ;i#le, repeating* $hese are the #a"ored &eapons o# the Inyielding 5ist, and typically hold clips o# > or ? b %llets 4hotg%n* Like breechloading ri#les, these &eapons are o#ten sc%lpted into #earsome shapes $hey come in single and t&obarrel "ersions, and all are breechloading Eholding one shell per barrelG 4hotg%n barrels can be sa&ed o## to decrease &eight, and increase the chance to hit, b%t range is c%t in hal# Do%blebarrelled shotg%ns
88
ha"e t&o triggers, and both shells m ay be #ired at once to increase damage -achine g%n, light* $hese &eapons are B%ite dangero%s, b%t not "ery pop%lar d%e to their &aste#%lness &ith b%llets When #iring a single shot, they are m%ch like ri#les E&ith shorter rangeG When #ired in b%rst mode Ee'pending 10 b%lletsG, they ha"e greatly increased damage and an impro"ed chance to hit -achine g%n, hea"y* $hese &atercooled, tripod mo%nted killing machines are not the most acc%rate, b%t they do s%ppress enemy #ire &onder#%lly $heir only #iring mode is a b%rst o# 10 b%llets $hey ha"e a chance to hit all creat%res &ithin a 10F &ide path %p to their ma'im%m range 5%rther, anyone in the path not acti"ely taking co"er m%st sa"e "s death or take an additional 10 points o# damage, &hich &ill also disr% pt
"ame Pistol, small Pistol, large ;i#le, breech loading ;i#le, repeating 4hotg%n Edo%ble barrelG
4hotg%n, sa&ed o##
-achine g%n, light -achine g%n, hea"y renade Plasma ri#le, light Plasma cannon, hea"y Laser pistol Laser ri#le 5lamethro&er, small
8:
Cost and )eight 8<0 gp 1 lb 7<0 gp : lb 1,<00 gp 12 lb 8,000 gp 1: lb 2,000 gp :,000 gp 12 lb Price as abo"e 10 lb 7,<00 gp 10 lb 2<,000 gp @0 lb :00 gp 1 lb 2,<00 gp ? lb ?,000 gp 1< lb 8,000 gp 2 lb @,000 gp > lb :,000 gp ? lb
any spellcasting attempts #or the ro%nd ea"y machine g%ns al&ays #ire #irst in a ro% nd, regardless o# initiati"e Ei# t&o hea"y machine g%nners oppose each other, they #ire in initiati"e order against each otherG renade* $hese small bombs are ridged iron spheres packed &ith beetlepaste ! short #%se sticks o%t #rom the top o# the grenade $o %se a grenade, the #%se m%st be lit, and the grenade thro&n 9t &ill e'plode &ithin 1d8 ro%nds a#ter being lit $hese &eapons are not pop%lar, as the grenade is o#ten thro&n back to its o&ner $he #%se can be c%t short, so that it e'plodes shortly a#ter impact &ith no chance o# it being ret%rned, b%t there is a 80U chance that s%ch a grenade &ill go o## in the thro&erFs hand ! grenade does 1d? points o# damage to all in a 10F radi%s, and 1d: points o# damage to those bet&een 10F and 20F o# the &eapon
anged )ea'ons Attac. Ad6ustment for ange Damage Short Medium Long
"umber of Shots
1d:
1 or 2 b%llets
1d> 1d> 1d>
Per range* 2 shells*
Per range* 2 shells* 4ingle* 1d> /%rst* 1d?R2 /%rst* 1d10 Es%ppressi"eG 10F o%t* 1d? 20F o%t* 1d: 1d> E#ireG 1d>R: E#ireG 1d? ElightG 1d?R2 ElightG 1d? E8 ro%nds #or napalmG
Ip to 10F R1 Ip to 10F ma' R1 800F ma' R1 10F ma' R2
Vto 20F 0 Vto 80F 0 Vto 200F R1 Vto 200F R1 Vto 20F R1 1d: 1d> Vto 10F R2 1d: 1d> Vto :0F R1 R2 Vto 100F 0 na
Vto 80F 1 Vto :0F 0 R1 Vto 1<0F 1 na
Vto :0F R1 Vto <0F R1 na
Vto >0F 0 Vto 7
na
na
na
na
> #or re"ol"er, or by clip siCe
/y clip siCe 1 or 2 shells
1 or 2 shells
)lips in "ario%s siCes, or dr%m o# 100 )hain#ed na )lips o# ? plasma charges Dr%m o# 20 plasma charges olds energy #or 8 shots olds energy #or 10 shots olds eno%gh oil or napalm #or 8 shots
Plasma ri#le, light* $he secret o# man%#act%ring these ancient &eapons has not yet been redisco"ered $hey #ire searinghot bolts o# plasma, damaging any creat%res a##ected by #ire 6"en rarer than the &eapons are the clips o# amm%nition Eeach clip holds ? plasma chargesG Plasma cannon, hea"y* $hese are hea"ier "ersions o# the plasma ri#le, capable o# shooting larger plasma bolts #or slightly longer distances $hese &eapons %se large dr%ms o# amm%nition, each holding 20 o"ersiCed plasma charges Laser pistol* Lasers are another ancient technology any laser &eaponry disco"ered &ill be se"eral tho%sand years old $hey can hold eno%gh energy to #ire 8 shots, b%t a#ter that they &ill need to be recharged in special electricallypo&ered charging stations Laser damage is ca%sed by an intensely #oc%sed beam o# light, and damages any creat%res that #ear light or #ire Aampires and shado&s take do%ble damage #rom lasers aseo%s #orm does not protect "ampires #rom laser damage Laser ri#le* ! longerrange, more po&er#%l "ersion o# the laser pistol 9t holds eno%gh energy #or 10 shots 5lamethro&er, small* $his &eapon shoots a press%riCed stream o# #laming #%el %p to 10F $he #%el sprays in a cone 1F &ide at its #ar end 9# loaded &ith lantern oil, the #%el &ill b%rn #or only the ro%nd in &hich it is #ired, doing 1d? points o# damage 3ellied napalm &ill b%rn #or 8 ro%nds, doing 1d? points o# damage per ro%nd $he #%el is stored in a cylindrical tank attached %nder the barrel o# the &eapon /%llets #or pistols, ri#les, and machine g%ns m%st be handcra#ted to match that &eaponFs barrel diameter and ri#ling, and to acco%nt #or imper#ections in the barrelFs man%#act%re !mm%nition not speci#ically made #or a partic%lar g%n has only a <0 U chance o# e"en #itting in the #iring chamber, ca%ses a 2 to hit penalty, and 10U o# the time &ill e'plode in the chamber, &recking the g%n and ca%sing 1d: damage to the &ielder /%llets are th%s di##ic%lt to prod%ce, and nearly &orthless &itho%t the g%n they &ere cra#ted #or 4hotg%n shells do not ha"e the problems o# b%llets, and are generally re%sable bet&een di##erent shotg%ns o# similar ga%ges $here is a <0U chance that a strange shell &ill #it a partic%lar shotg%n Plasma charges are small clear plastic cylinders &ith ro%nded ends, and ha"e a #aint red glo& to them $hey are ro%ghly the same siCe as a shotg%n shell 3ellied napalm, i# lit %p and tossed as #lasks o# oil are, &ill
b%rn #or : ro%nds rather than 2, ca%sing 1d? points o# damage 9t is not generally a"ailable #or p%rchase 6mpty clips can be p%rchased, #or #ast re loading ;eloading a g%n or plasma &eapon that has r%n o%t o# amm%nition takes a #%ll ro%nd, i# the amm% nition is at hand Eshells or b%llets in a bandolier, or b%llets loaded into a spare clip #or &eapons that take clipsG ;eloading a #lamethro&er takes a #%ll t%rn $he %se o# g%ns in a d%ngeon is highly likely to attract &andering monsters $he shots #rom ri#les, pistols, and shotg%ns &ill echo lo%dly thro%gh the halls o# the d%ngeon, and the ne't &andering monster ch eck sho%ld %se 8in> instead o# the normal 1in> Ise o# machine g%ns is e"en &orse, ca%sing a &andering monster check immediately a#ter combat ends at a :in> chance /%llets, shells, and loaded g%ns h a"e an additional &eakness* i# the &ielder is s%bKected to #ire or electricity based attacks, he m%st make a separate s a"e E"ers%s spells or breath attacks, as appropriateG to a "oid the amm%nition going o## all at once, destroying any loaded &eapons and ca%sing 1d> damage per > b%lletsshells Ero%nd do&nG to all &ithin a 10F radi%s Lasers, plasma &eapons, and #lamethro&ers are not so noisy, and do not change &andering monster chec ks
"ame
Ammunition Cost
/%llet /%llet, sil"er /%llet, gold 4hotg%n shell 4hotg%n shell, sil"er shot 4hotg%n shell, gold shot Light plasma charge ea"y plasma charge 5lask o# Kellied napalm 6mpty clip 6mpty dr%m
< gp 10 gp 20 gp 20 gp :0 gp ?0 gp 200 gp 800 gp <00 gp >0 gp 100 gp
)eight 2< per lb 2< per lb 12 per lb 8 per lb 8 per lb 1 lb < per lb 8 per lb 1 lb 1 lb
-ani#old &eapons* -ani#old &eapons are o%tlines o# blades in sti## &ire, connected to ornatelycar"ed Ke&eled hilts Depressing the Ke&el &ill ca%se the &eapon to acti"ate the &ire "ibrates so rapidly it nearly disappears, and is replaced by a #ield o# bl%e )herenko" radiation $he energiCed &ire has phaseshi#ted across se"eral dimensions and is no& e##ecti"ely a R2 m agic &eapon, capable o# damaging creat%res only hit by magical &eapons -ani#old &eapons &ill radiate magic &hen acti"ated, b%t &hen deacti"ated they ha "e no magical a%ra $he &ire blades can be rolled %p to more
8<
easily conceal the &eapons, b%t 2 ro%nds m%st be spent straightening the &ire be#ore a blade can be %sed again =ote that the bl%e light emitted by acti"ated mani#old &eapons only ill%minates an area o# 1F radi%s, and th%s is not a %se#%l torch replacement
4t%n baton* $hese light batons only do 1d2 points o# damage on a s%ccess#%l hit, b%t i# a b%tton is depressed, the baton &ill additionally gi"e an electrical shock that &ill st%n the "ictim #or 1d8 ro%nds, %nless they sa"e "s paralyCation 4t%n batons ha"e %p to 20 charges, and reB%ire special eB%ipment to recharge
"ame
Cost
Melee )ea'ons Attac. ,onus
-ani#old dagger -ani#old long s&ord -ani#old short s&ord 4t%n baton
2,000 gp >,000 gp :,000 gp 8,<00 gp
R2 R2 R2 0
$here are a #e& noncombatrelated items that ad"ent%rers may #ind %se#%l, as &ell /aby gr%nkie* $hese 1 hp creat%res make e'cellent pets, %ntil they become K%"eniles, at &hich point they become highly aggressi"e to&ards their o&ners No%ng gr%nkies are deeply inB%isiti"e and can be %sed to poke at potentially dangero%s things, or can simply be tossed as distracting snacks to monsters /ear $rap* $his hea"y Ka&ed trap is intended to catch the legs o# creat%res that step into it 9t &ill ca%se 1d2 points o# damage, and i# sec%red to the #loor by a chain, restrict mo"ement %ntil the "ictim escapes 9# not sec%red, the "ictim may mo"e at hal# their normal mo"ement rate %ntil the trap is remo"ed ;emo"ing the trap reB%ires a s%ccess#%l +#orce doors. roll 9# the roll #ails, &hoe"er tried to pry open the trap m%st &ait a #%ll t%rn be#ore they can try again as mask* $he #ilters on these ancient relics are %s%ally shot, b%t they still gi"e a R2 bon%s &hen sa"ing against any kind o# gas or odor e##ects $he mask is hard to see o%t o#, and characters &earing one &ill s%##er a 1 penalty on rolls to hit and tr%ck* ! hand tr%ck can be %sed to mo"e large, b%lky items thro%gh the d%ngeon $hey donFt do "ery &ell on stairs, ho&e"er, and the noise o# trying to roll them %p and do&n &itho%t losing the load &ill ca%se an additional &andering monster check Lighter* -%ch more con"enient than a #lint and tinder, these l%'%ries are #%eled by lantern oil 9# %sed in lie% o# a torch or lantern, they &ill last #or 8 t%r ns, and only ill%minate a 1F radi%s area
8>
Damage
)eight
1d:R2 1d?R2 1d>R2 1d2 Est%nG
1 lb 1 lb 1 lb 1 lb
Paint g%n* $hese g%ns %se air press%re to #ire paint pellets, &ith a ma'im%m range o# 80F $hey are "ery %se#%l #or marking trails thro%gh the &oods, or in %ndergro%nd labyrinths $hey may also be %sed to mark in"isible creat%res i# a s%ccess#%l +to hit. roll is made ! paintsplattered in"isible creat%re can be attacked &itho%t the normal : penalty ! paint g%n canister can hold <0 pellets Paint pellet* 4mall hal#inch ro%nd balloons made o# gr%nkie membrane, and #illed &ith bright paint ;etractable 20F pole* $his 20F al%min%m pole is made o# #o%r nesting sections, and can be retracted to only
Miscellaneous E5ui'ment "ame Cost )eight /aby gr%nkie /ear trap as mask and tr%ck Lighter Paint g%n Paint pellet ;etractable 20F pole
1 gp 2< gp 1,<00 gp 20 gp 2< gp 20 gp 1 sp 1< gp
<0 lb 2 lb 20 lb 2 lb < lb
Cost of Living $he #ollo&ing tables detail the costs #or li"ing in Denethi' and the s%rro%nding to&ns ccasionally the players are going to &ant to stay inside s ome&here #or the night, and eat something other than i ron rations =ote that real estate in Denethi' itsel# is not p%rchased, b%t is semipermanently leased 9n the poorer neighborhoods, the AiCier occasionally terminates these leases and e"icts the tena nts #or one o# his city planning proKects, and some or none o# the lease cost may be re#%nded
Inn Ty'e
A "ight at the Inn oom Ty'e
Aillage Aillage $o&n, cheap $o&n, cheap $o&n, a"erage $o&n, a"erage $o&n, high end $o&n, high end Denethi', #lopho%se Denethi', #lopho%se Denethi', cheap Denethi', cheap Denethi', a"erage Denethi', a"erage Denethi', high end Denethi', high end 9nn o# !labaster 4%rprise 9nn o# !labaster 4%rprise
1 sp 1 gp < sp 2 gp < gp 1< gp 10 gp <0 gp < cp 2 sp 1 gp < gp 10 gp 7< gp 100 gp <00 gp 100R gp
4%ite
1,000R gp
Location9 Street
ude (ut
Monthly ental Costs 7'rices in gold 'ieces8 !ancy Studio 1 br : br Cottage (ouse (ouse A't A't A't
Aillage $o&n Lesser -en 9nd 6##orts $orm 5lesh !lien 4t%dents Worthy 4er" Ipr Li"ing
10
20 <0
Location9 Street
ude (ut
&urchasing a (ome 7'rices in gold 'ieces8 !ancy Studio 1 br : br Cottage (ouse (ouse A't A't A't
Aillage $o&n Lesser -en 9nd 6##orts $orm 5lesh !lien 4t%dents Worthy 4er" Ipr Li"ing
100
:00 <,000
<0 100 >00 1<,000
2,000 10k >0k 1
2<0 <00 8,000 :0,000
10k <0k 800k :m
10 10 1< 1< 80 7< <00
1,000 1,000 1,<00 1,<00 8,000 7,<00 <0k
20 20 20 2< <0 1<0 1,000
2,000 2,000 2,000 2,<00 <,000 1
Cost
)ommon room 4ingle )ommon room 4ingle 4ingle 4%ite 4ingle 4%ite )ommon room 4ingle )ommon room 4ingle 4ingle 4%ite 4ingle 4%ite 4ingle
2< 2< 80 :0 >< 2<0 1,<00
2,<00 2,<00 8,000 :,000 >,<00 2
; br A't 8< 8< :0 <0 100 8<0 2,<00
; br A't 8,<00 8,<00 :,000 <,000 10k 8
&enthouse A't >00 7,<00
&enthouse A't >0k 7<0k
87
$ypical meals and their costs may be #o%nd on the #ollo&ing tables*
$ccasionally Ta'e#orm !ree Meals Meal Cost -old cake ;at on a stick ;at on a stick, cooked 3%st the stick r%nkie giblets )%p o# rice ;oast potato 4tale bread ;oast plantain 4te&ed meat, &ell past its prime /oiled snails /rick o# congealed #at -eat o# mysterio%s origin
1 cp 1 cp 2 cp 5ree 2 cp 2 cp 2 cp 2 cp 8 cp 8 cp 8 cp : cp > cp
3uality !are Meal
Cost
/oiled greens 4alad and cheese Protoceratops l%ng 4piced gr%nkie legs )ream and clotted blood /aked ri"er cat#ish all bladder sand&ich )hicken #oot d%mplings $ripe and potato pie ;oast chicken Protoceratops #ilet /ee# and bread#r%it ' head st%##ed &ith onions 6yes in tomato sa%ce Pyramid o# /acon 4%gared bee# sB%ares in b%tter
1 sp 1 sp 2 sp 8 sp 8 sp < sp > sp 7 sp 1 gp 8 gp < gp ? gp 10 gp 1< gp 20 gp 2< gp
!ood for the !ancy Lad Meal
Cost
/raised &ol# brisket 5ried stirge &ith blood bisc%it 4a%tYed carni"oro%s beetle Pickled cobra o"ipositors 4ailgator ne%ral spines )rab spider silk glands &ith colloidal gold dressing Lion c%bes &ith rice 4picy baboon lips )ollard greens &rapped in #roghemoth bl%bber laCed ri"er shark li"er !nkheg cla& &ith scalloped potatoes and cream sa%ce /aked peryton heart !llosa%r ha%nch in leek sa%ce ;oast compsognath%s st%##ed &ith edible &a' sc%lpt%re o# c%stomer
80 gp 8< gp 8< gp :0 gp :< gp ?< gp @0 gp @0 gp 120 gp 1<0 gp 200 gp 200 gp :00 gp <00 gp
)i2ards $he Land o# ne $ho%sand $o&ers is r%led by a class o# terrible beings collecti"ely kno&n as +&iCards. to their terri#ied s%bKects ! &iCard is more than K%st an ordinary sorcerer they are creat%res &ith a l%st #or po&er so g reat that it t&ists reality $hey desire it abo"e all else, to e'ert their &ill as they see #it $hey spend their li"es researching the arcane and si#ting thro%gh ancient r%ined cities #or potent arti#acts 4%perscience and sorcery are both b%t a means to&ards an end total mastery o# all they s%r"ey
8?
-ost &iCards &ere once h%man, and most o# those ha"e m%tated horribly in some &ay, &hether as a res%lt o# s%perscience gone horribly a&ry, s%perscience gone horribly e'actly as planned, or the metaphysical mani#estation o# their philosophies WiCards enco%ntered are o# three sorts* those too &eak to constr%ct and de#end their o&n to&ers, those &ho do hold their o&n to&ers and dominate the la ndscape #or miles aro%nd, and those &ho e sche& permanent holdings in order to better sca"enge the r%ins #or technological relics
WiCards "ary &idely in class many are magic%sers, b%t #ighters and e"en thie"es &ho ha"e a%gmented their po&ers &ith s%perscience are kno&n $here are no clerics, ho&e"er no &iCardFs ego co%ld permit the notion o# a higher po&er than their o&n &ill -any o# the magical items a nd ancient relics a &iCard possesses are #%eled more by his &ill than any so%rce o# scienti#ic or tha%mat%rgical po&er 4%ch items operate #or only a brie# period a#ter the &iCardFs demise 4ome sample &iCards are pro"ided #or the re#ereeFs %s e 5%t%re books &ill describe more o# these &iCards a nd their minions
Canus Lord of the (ounds =o 6nc* 1 !lignment* )haotic -o"ement* 120O E:0OG !rmor )lass* 8 it Dice* : th le"el #ighter E20 hpG !ttacks* 1 Eenergy &hipG Damage* 1d>, see belo& 4a"e* 5 : -orale* 10 oard )lass* S9S SP* 1@0 nce there &as a barbarian, "icio%s e"en by the standards o# the rea"ers o# his tribe $his man &as dri"en a&ay by his brethren &hen he began to t%rn on his o&n, slaying men, &omen, and children &ho had #ailed to sho& him the respect his might deser"ed )an%s E#or that &as his nameG &andered long across the Land o# ne $ho%sand 4%ns, lea"ing a trail o# m%rder and sa"agery, %ntil he came across a &iCard in need o# a test s%bKect $he &iCard had spent long years st%dying in the r%ins o# a pet cloning company, learning the #ine art o# gene splicing $he &iCard attempted to restrain )an%s, and inKect him &ith the D=! samples he had concocted, b%t there is al&ays danger in %sing barbarians as test s%bKects )an%s killed the sorcerer &ith a bite to the throat as he lea ned o"er to deli"er the inKection )an%s &as blessed &ith more than K%st sociopathic beha"ior and br%te strength he &as a B%ick st%dy, and soon prod%ced more o# the petcloning ser%m e capt%red doCens o# helpless test s%bKects, and learned the ser%mFs tr%e po&er the prod%ction o# the Dober-en Esee the -onsters section #or more detailsG 4oon he had an army o# these dogheaded #reaks, and he has %sed them to car"e a personal citystate #or himsel# o%t o# the barren &ilderness
)an%s r%les his lands #rom a #o%rstory stone to&er he calls +the ennel. $he stone to&er has no "isible entrance, and no &indo&s e'cept on the %ppermost #loor 9t is entered #rom an %ndergro%nd ca"e system he calls +the Den,. &here he keeps his army o# Dober-en at the ready )an%sFs long association &ith the Dober-en has t&isted his body into a +&ol#man. shape e is co"ered &ith black shaggy hair, e'cept on his pink nose, and has a pair o# pointed ears sticking o%t o# the top o# his head 9n combat, )an%s &ears a s%it o# plate mail and &ields an energy &hip $he &hip does 1d> points o# damage on a hit, and i# the "ictim #ails a s a"e "s paralyCation, he &ill be tangled in the &hip $argets tangled in the &hip &ill contin%e to take 1d> points o# damag e per ro%nd a%tomatically %ntil they #ree themsel"es "ia a s% ccess#%l sa"e "s paralyCation $his energy &hip &ill cease to #%nction 1d: days a#ter )an%sFs death, as it is po&ered only by his t&isted &ill )an%s additionally has the po&er to charm dogs and &ol"es e may charm one dog or &ol# per ro%nd, %p to a total o# #o%r $he dog m%st sa"e "s spellZ i# s%ccess#%l, they are only con#%sed Eas per the spellG instead o# charmed ! charmed dog is entirely %nder )an%sFs command, and &ill %nhesitatingly attack its #ormer master i# so ordered
!erayn )i2ard of Tab*"a.el =o 6nc* 1 !lignment* )haotic -o"ement* 120O E:0OG !rmor )lass* < it Dice* >th le"el magic%ser E1? hpG !ttacks* 1 ER2 daggerG Damage* 1d: R 2 4a"e* -I > -orale* > oard )lass* SA999 SP* ?20 5erayn is the r%ler o# the citystate $ab=akel e is a thin, sicklylooking man, &ith no nat%ral hair e &ears a scar# on his head to hide his baldness, and has tattooed a small beard, mo%stache, and eyebro&s on his #ace !ny comments abo%t his lack o# hair &ill send h im into a m%rdero%s rage e is a >th le"el magic%ser, &ields a R2 protoni%m dagger i# cornered, and &ears bracers o# armor, !) < 5erayn typically has these spells memoriCed* shield , sleep , arcane lock , in"isibility , #ire ball , and #ly $he city o# $ab=akel is a ramshackle collection o# cr%delyb%ilt h%ts and b%ildings, s%rro%nding a m assi"e
8@
steppyramid, &ith a >0F tall stat%e o# a h%man %pper body atop it $he 20F tall bearded stone head o# this stat%e is both a #lying machine and &eapon 9t can detach #rom the body, and #ly at a rate o# 80F E10FG $he operator may, once per ro%nd, #ire highenergy lasers #rom the glo&ing bl%e eyes $hey %se the operatorFs to hit chances E%se de'terity modi#iers to adK%st ch ancesG, and do 8d> points o# damage on a s%ccess#%l hit /oth lasers are considered a single attackZ do not roll t&o separate attacks $he head m%st ha"e a clear line o# sight to attack, and since the head cannot be tilted, this typically means that the head m%st be #loating "ery close to the gro%nd to threaten anyone $he eye lasers ha"e a range o# 2:0F $he head may be treated as !) 2, has @0 hp, and sa"es as a 12 th le"el #ighter
#loating head, b%t may E2 o# them leading the &ay on # oot
$he operator o# the head may speak into a microphone inside, and his &ords &ill be echoed lo%dly and deeply by the head 6ntrance to the head may be gained thro%gh a trapdoor %nderneath Esealed in #lightG, or thro%gh the mo%th
-onsator &as once K%st a local #armer &ith a s%rly disposition $his changed &hen he disco"ered a strange "a%lt door b%ried near his #arm, &hile digg ing a ne& root cellar /ehind the "a%lt door &as an ancient cryogenic storage #acility #or a genetic engineering #irm /eing an enterprising sort, he collected the "ario%s embryo and seed samples, gro%nd them %p, and %sed them to #ertiliCe his corn#ield
When raiding #or s%pplies and minions, 5erayn &ill #ly alone in his giant stone head, and send his 6'terminators #orth to pillage e &ill then meet them at preappointed locations, both to "omit #orth enchanted hypno&eapons #or the prisoners, and to recei"e the trib%tes o# # oodst%##s that the 6'terminators pl%nder #rom the locals $he hypno&eapons that the head "omits #orth are s&ords, a'es, spears, pistols, breechloading ri#les, and bandoliers o# ammo #or those ri#les and pistols $he handlesstocks o# these &eapons ha"e all been painted red, marking them as the instr%ments o# the 6'terminators $hey are in#%sed &ith 5eraynFs &ill, and anyone to%ching them m%st sa"e "s s pells or become enthralled by 5erayn, seeking only to kill all non 6'terminators E%nless 5erayn orders other&ise, &hich is rareG /reaking contact &ith the &eapon is eno%gh to end the enchantment in the early stages, b%t i# a character sho%ld still be charmed a#ter a &eekFs time, the enchantment &ill become permanent =ote that characters &ho sa"e s%ccess#%lly are not granted imm%nity #rom the e##ects inde#initely, and &ill ha"e to sa"e e"ery t%rn they remain in contact &ith the &eapon, %ntil they become enchanted or drop it 4ho%ld 5erayn be killed, his &eapons &ill lose their enchantment, altho%gh those &ho ha"e permanently come %nder 5eraynFs in#l%ence &ill remain psychotic killers $he head &ill cease to operate &ithin a day, as it is po&ered by his insane &ill to dominate a nd destroy 5eraynFs minions are 6'terminators Esee the -onsters section #or more detailsG When raiding and other&ise terroriCing the co%ntryside, he is al&ays in his giant
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Monsator Lord of the Stal.s =o 6nc* 1 !lignment* )haotic -o"ement* 120O E:0OG !rmor )lass* 7 it Dice* 8 E21 hpG !ttacks* 1 Damage* 2d: 4a"e* 58 -orale* ? oard )lass* S99 SP* ><
$he D=! #rom the embryos, seeds, spores, and retro"ir%ses pro"ed a potent cocktail, and &as nearly the end o# -onsator e had contacted and inhaled m%ch o# this D=! mi't%re, and became #e"erish a#ter a #e& days, e"ent%ally lapsing into a coma When he #inally a&oke, he #elt in"igorated and re#reshed, despite the strange #leshy seedpods that no& co"ered his body What &as tr%ly shocking &as the spectacle that greeted him %pon inspecting his corn#ields* the cornstalks had become animate, marching abo%t the #ield $hey recogniCed their genetic brother and master in this simple #armer -onsator had acB%ired an army $hey say that po&er corr%pts, and absol%te po&er corr%pts absol%tely -onsatorFs po&er is something less than absol%te, b%t he has p%t his corn army to &ork regardless, em%lating the po&er#%l &iCards that all men #ear e has limited himsel# to raids on his hated neighbors so #ar, stealing their li"estock, b%rning their #arms, and ensla"ing the s%r"i"ors e brings the loot and prisoners back to his +&iCardFs to&er,. a str%ct%re m%ch like a grain silo, on a grander and more martial scale -onsator attacks &ith a pitch#ork he has modi#ied &ith parts #rom a plasma pistol 9t has a range o# 120F, and does 2d: points o# damage $he &eapon &ill cease to #%nction &ithin se"eral ho%rs o# separation #rom -onsator, as it is only his insane &ill that keeps it #%nctioning
-onsatorFs minions are )ornstalk Warriors Esee the -onsters section #or more detailsG, and he is al&ays
accompanied by 2d> o# them &hen he roams abroad, mo%nted atop his reliable dra#t horse, $ess
Anomalous Subsurface Environment (istory of the Dungeon Inlike other d%ngeons, the !nomalo%s 4%bs%r#ace 6n"ironment &as not constr%cted by any sentient hands ;ather, it came into being spontaneo%sly, "oids s%dd enly #orming in the rock beneath -o%nt ;endon 9t is &ill &itho%t intelligence, embodied in stone, metal, and magic $he d%ngeon has spa&ned elemental spirits to maintain itsel# $he d%ngeon elementals are responsible #or maintenance o# the d%ngeon, repairing damage to the stone&ork, replacing rotted &ood and r%sted iron, and resetting mechanical and magical traps $hey are only "ery rarely seen by the d%ngeonFs inh abitants or intr%ding ad"ent%ring parties $he d%ngeon elementals are also responsible #or closing and opening doors thro%gho%t the d%ngeon, occasionally trapping some li"ing nonsentient d%ngeon "ermin inside a room, or opening doors so that &andering "ermin may #ollo& a party do&n an other&ise inaccessible corridor $he !nomalo%s 4%bs%r#ace 6n"ironment has no mastermind behind it, and no /ig /ad 6"il %y &aiting at its bottom #or the players to con#ront and 4a"e $ he Day 9t does ha"e a history, tho%gh, it has inhabitants &ith their o&n goals and desires, and it is #%ll o# mysteries #or the players to disco"er and #ig%re o%t =early :,000 years ago, 9ntegrated -ineral 6'ploration 4er"ices, a s%bsidiary o# megacorporation Dynamic -aterials, 9nc, st%mbled across an %n%s%al ca"e #ormation &hile probing #or rare earth deposits on mist shro%ded -o%nt ;endon $he ca"es had no e'it to the s%r#ace, yet &ere o# dressed stone Within &ere creat%res and traps no h%man had e"er laid eyes %pon, and a &ealth o# mineral deposits to satis#y e"en the most rapacio%s o# companies Precio%s metals, rare earths, %n%s%al isotopes and elements hereto#ore %nkno&n to science &ere #o%nd in rich "eins deep in the bo&els o# the mo%ntain, and &o"en aro%nd and thro%gh these "eins &ere the t%nnels o# the m egad%ngeon Dyn-at &as B%ick to establish a sec%re presence on the mo%ntain, and e'ca"ated se"eral other entrances to the d%ngeon in the mo%ntainside $his system o# ca"es and &orked stone &as blandly labeled the +!nomalo%s 4%bs%r#ace 6n"ironment. $he !46 &as #o%nd to be amaCingly cond%ci"e to scienti#ic research o# all kinds 4cientists in the %ndergro%nd #acility &ere someho&
more capable o# generating res%lts than they &ere on the s%r#ace, and asto%nding progress in all areas &as made $he la&s o# physics &ere strangely bent, and amaCing e'perimental res%lts &ere obtained in the lo&er le"els that co%ld not be replicated abo"e 6'plorers and sec%rity teams beat back the darkness se"eral le"els do&n, and laboratories and other scienti#ic #acilities &ere b%ilt to e'ploit the strange properties o# the d%ng eon $he d%ngeon &as B%ickly and e'tensi"ely con"erted to corporate %se Dyn-at had 9-64 e'ca"ate a d%ngeon le"el o# their o&n, as a sec%re #acility to g%ard the d%ngeon proper $his le"el, kno&n as the ateho%se, &as manned by a mi't%re o# h%man sec%rity #orces and deadly a%tomatons 9t &as %sed as a training gro%nd #or researchers and e'plorers as &ell, as the %ndergro%nd en"ironment &as incredibly deadly #or the %nprepared /y the time disaster str%ck, the lo&er eight le"els o# the d%ngeon had been sec%red and inc%rsions had been made into the ninth $he s%bs%r#ace research #acilities incl%ded an %ndergro%nd hotho%se, n%clear #orge, biogenetic lab, missile silo, and other str%ct%res to s%pport the research and de"elopment missions o# Dyn-at )are#%l, smallscale mining operations &ere also being made to har"est the "eins o# precio%s metals in the lo&er le"els $he d%ngeons &ere not %nocc%pied they &ere #%ll o# ine'plicable traps and horrible monsters, g%arding strange treas%res Dyn-at sec%rity teams &ere slo& to clear each le"el o# the d%ngeon o# threats, and monsters &o%ld ine'plicably reappear, making li#e %ndergro%nd perilo%s in the e'treme !n emergency lockdo&n proced%re &as p%t in place that &o%ld ca%s e the entire #acility to close itsel# to the o%tside &orld in the e"ent o# a serio%s sec%rity breach 4e"en years a#ter the disco"ery o# the !46, this proced%re &as acti"ated $he e'act nat%re o# the threat &as not comm%nicated to the men in the ateho%se &ho had the grim task o# locking e"ery man, &oman, and child into that dark mo%ntain, b%t they e'ec%ted the order #aith#%lly $he mo%ntain &as sealed, and e"ent%ally time and &eather b%ried the entrances n the o%tside, the &orld changed, and Dyn-at ceased to e'ist, along &ith the rest o# ci"iliCation $he !46 &as #orgotten
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5or the h%mans le#t inside, it meant a desperate #ight #or s%r"i"al in the dark $hose &ho li"ed &ere s%bKected to the relentless press%re o# accelerated d%ngeon e"ol%tion, amid the scienti#ic relics le#t by Dyn-atFs #oray into the d%ngeon 5e& o# their descendants are recogniCably h%man a#ter the passing o# #o%r tho%sand years $he !46 still bears the s tamp o# h%manityFs #irst #oray into the deep, in the #orm o# a ncient Dyn-at labs and eB%ipment, b%t nameless things l%rk in the dark corridors, and the d%ngeon has t&isted these remnants to its o&n p%rposes 9t remains as it &as, a dark place #%ll o# #iendish monsters, diabolical traps, and the hope o# &ealth beyond imagining
$he rarest items #orged in the cr%cible o# the )ollider &ere medie"al &eapons and armor, created mostly as &himsical &all decorations 4%ch &eapons e##ecti"ely ha"e magical bon%es o# R1 to R8, depending on ho& %tilitarian or #anci#%l the partic%lar &eapon design is Protoni%mmetal armor and shields are al&ays R8 /lades o# this metal ne"er d%ll, and armor ne"er dents or scratches 9n Denethi' and the s %rro%nding to&ns, pieces o# protoni%mmetal can still be #o%nd $here are large bits o# sca##olding, massi"e shapeless l%mps, and "ario%s abstract designs $hese pieces largely ser"e as eyesores, as the metal cannot be disposed o# or rep%rposed
Materials Science
!ll protoni%mmetal radiates magic, i# detected #or
$here are many %n%s%al materials in both Denethi' and the !nomalo%s 4%bs%r#ace 6n"ironment -any o# these impart nearmagical properties to the obKects made #rom them
Argonium
&rotonium*Metal Protoni%mmetal is &ellkno&n to those &ho li"e in Denethi' and the s%rro%nding to&ns, as its impressi"e properties mean that se"eral arti#acts o# %nkno&n p%rpose still remain in m%se%ms, #ields, and K% nkyards $his greenishblack metal is a #%sion o# protons and anti protons, s%spended in a rigid baryon mesh $he metal e'ists in a state that cannot be changed, and is th%s entirely %nbreakable, and cannot be &orked in any &ay Protoni%mmetal cannot be bent, damaged, dissol"ed in acid, r%sted, or other&ise corroded, and it is imm%ne to disintegrate spells, antimagic e##ects, and spheres o# annihilation nly a &ish may be %sed to alter protoni%mmetal, and e"en that &ill only a##ect a 1F sB%are area o# the metal 9t cannot be breached "ia the %se o# teleport , dimension door , and pass&all spells, as it e'ists in m%ltiple dimensions 9t is also impossible to %se 64P or telepathy on a creat%re &earing a protoni%m metal helmet, and anything completely encased in the metal cannot be detected by a ny magical scrying $he metal &as only prod%ced brie#ly deep in the !nomalo%s 4%bs%r#ace 6n"ironment, %sing the !d"anced J%ant%m Preon )ollider $he collider &as #o%nd to generate l%mps o# protoni%mmetal, and methods &ere soon established to ca%se the metal to #orm in speci#ic shapes ne o# the more common items man%#act%red in the sec%rityconscio%s !46 &ere doors 5%rnit%re and other random items &ere also man%#act%red by the )ollider team, as it &as easier to #ill a reB%isition by sending it to the a##able engineers a #e& le"els do&n, than to get appro"al #rom !cco%nting
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$his &hite, re#lecti"e material is a #orm o# plastic in#%sed &ith protoni%mmetal d%st 9t is incredibly sti## and impactresistant $his material is not as resilient as protoni%mmetal itsel#, b%t is lighter and easier to man%#act%re, as the d%st can be mi'ed into the plastic resin and molded into arbitrary shapes !rmor and shields made #rom argoni%m are e##ecti"ely R1 magic items !rgoni%m, like protoni%mmetal, radiates magic Disintegrate spells &ill only #%nction on the s%rro%nding plastic matri', red%cing argoni%m to piles o# protoni%m metal d%st 9t does still block interdimensional tra"el, as the d%st e'ists in all dimensions, b%t 64P and telepathy &ill penetrate an argoni%m helmet, and argoni%m containers &ill not pre"ent magical scrying
Mo.tar Lair no sign o# any "al%ables in the &agons or on the bodies 9# $erry and Phil are B%estioned abo%t the bodies, they &ill notice that there is a missing cara"an g%ard, a man named olem 9t is #airly easy to track the moktar &ar band they ha"e trampled the %nderbr%sh badly, dragging some hea"y obKect to the so%th 5ollo&ing this trail &ill take an ho%r, and lead to area 1 on the -oktar Lair map $erry and Phil E!) :, 5 1, hp 7, :, Q!$ 1, D 1d>, -A E80FG, 4a"e 5 1, -L 7G each &ear splint mail $erry &ields a #lail, and Phil %ses a short s&ord $hey are both co&ardly and greedy, and &ill hang back in combat, pre#erring that the players take all the risks
1> Entrance to the Mo.tar Lair
-oktar Lair !s described in room 1a o# the ateho%se section, the door to the d%ngeon reB%ires a piece o# +sick rock. to open $he #ollo&ing miniad"ent%re can be %sed to pro"ide a map and s%itable h% nk o# +sick rock. to the players, i# the re#eree so desires !s the players sit in the +-%ddy )%p,. )helms#ordshireFs only ta"ern, a pair o# s&eaty #ello&s in armor b%rst in $hese t&o, $erry and Phil E!) :, 5 1, hp 7, :, Q!$ 1, D 1d>, -A E80FG, 4a"e 5 1, -L 7G, &ere hired to g%ard a pri"ate cara"an, &hich has K%st been amb%shed by a moktar &arband $hey &ill e'claim lo%dly that the cara"an has been attacked, and that they need help to sa"e it 9# that doesnFt entice the players to assist, they &ill approach and e'plain that the merchant &ho hired them had an incredibly hea"y chest that m%st ha"e been st%##ed #%ll &ith gold $hey are &illing to split the gold &ith anyone &ho &ill help them get it back #rom the moktars 9# the players agree, $erry and Phil &ill lead them do&n the m%ddy track that leads &est #rom )helms#ordshire into the pine #orest $he players &ill come to the site o# the cara"an attack a#ter an ho%rFs tra"el $he bodies o# three cara"an g%ards and the merchantFs #amily lie dead in the road, ne't to t&o b%rning &agons $he horses are missing care#%lly looking at the prints aro%nd the &agon &ill re"eal they #led &est do&n the road $here is
$he side o# a hill has been ro%ghly c%t a&ay at some point in the #ar past, and a t%nnel c%t into the bedrock $he t%nnel entrance is per#ectly sB%are, and the impressions o# massi"e hinges can be seen i# the entrance is e'amined closely $he steel doors to this ancient "a%lt corroded a&ay long ago, and not e"en r%st remains $he #ootprints and drag marks lead directly to the t%nnel entrance
:> &it Tra' $he lea# litter and other #orest debris that has blo&n in here hides a co"ered pit trap $he pit is 10F deep, and &ill ca%se 1d> points o# damage to anyone #alling in $he lid o# the pit is made o# stone, and has springs %nderneath that &ill ca%se it to snap sh%t a#ter a "ictim #alls in $he pit itsel# is #illed 2F deep &ith se&age and other re#%se o# the moktars
;> /ennel ! healthy moktar E!) <, D 2, hp <, Q!$ 1, D 2?, -A E:0FG, 4a"e 5 2, -L ?G stands here, &atching o"er his caged pet &ol# 9# he hears the pit trap open, he &ill release the &ol# E!) 7, D 2R2, hp 11, Q!$ 1, D 1d>, -A E>0FG, 4a"e 5 1, -L ?G $he moktars ha"e not tho%ght this de#ensi"e plan thro%gh "ery &ell, and the &ol# is likely to end %p in the pi t i# the lid is closed &hen it reaches the trap
?> %uard oom $his room has a cr%de &ooden table &ith t&o chairs, and is lit by torches held in sconces on the &all $&o
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moktars E!) >, D 1, hp ?, 7, Q!$ 1, D 1d>, -A 80F, 4a"e 5 1, -L ?G are standing g%ard $hey are slo&ly dying #rom e'pos%re to the sick rock in room < Eth%s the red%ced hit dice, armor class, damage, and mo"ement rateG $he sick moktars ha"e large cl%mps o# mane missing, and many open sores
@> Common oom $his is &here the &arband eats and sleeps $here are piles o# rags ser"ing as bedding , and heaps o# bones #rom pre"io%s meals $here are > moktars here E!) >, D 1, hp 7, 7, >, <, 8, 8, Q!$ 1, D 1d>, -A 80F, 4a"e 5 1, -L ?G, all s%##ering #rom sick rock e'pos%re, and co"ered &ith &eeping sores $heir manes are #alling o%t in thick cl%mps $he merchant ar"ini%s lies here as &ell, bo%nd and dying $he moktars had planned to ransom him, b%t their greed has doomed both &arband and merchant !#ter dragging the hea"y chest back to the ca"e, the moktars smashed the lock o##, and disco"ered it &as a &ood "eneer o"er thick lead, containing only a l%mp o# yello& rock $hey tossed the rock in the corner, and dragged the chest do&n to room @, to more neatly store the &ealth they had pillaged on pre"io%s raids ar"ini%s &ill &arn players a&ay #rom the room, sho%ting +J%icklyM No% cannot stay in the room longM 9t is poisonM. 9# he sees $erry and Phil, he &ill c%rse them as &orthless co&ards
damage )haracters standing on the metal plate at area 7 &ill be cr%shed as the pyramid o# steel #lies %p&ards, taking 8d> points o# damage Esa"e "s paralyCation #or hal# damageG ! character in metal armor &ho heads so%th a#ter the le"er has been mo"ed to the +%p. position &ill #eel the %p&ards #orce, and may K%mp b ack i# they s%ccess#%lly sa"e "s paralyCation other&ise they too &ill #all to the ceiling, taking 1d> points o# damage =ote that %nless preca%tions are taken &hen mo"ing the le"er back to the +do&n. position, any characters trapped on the ceiling by the magnetism &ill take another 1d> points o# damage as they #all to the gro%nd )haracters %nder the steel pyramid &hen it drops back into the hole &ill take 8d> points o# damage Esa"e "s paralyCation #or hal# damageG and be pinned in place
B> Metal &late $here is a si' #oot sB%are steel plate on the #loor o# the so%thern end o# this corridor $his plate is act%ally the #lat s%r#ace o# an in"erted pyramid o# steel $he pyramid is resting in a hole, angled in&ards at the edges to s%pport the steel pl%g When the le"er at area > is in the +%p. position, the pyramid &ill crash %p&ards into the ceiling, re"ealing the hole $here is an ?F drop into the hole, and a set o# stairs heading so%th can be seen belo&
> Chieftain4s 3uarters e carries, in his shirt, an a ncient map, sho&ing the ro%te to a small ca"e near the top o# -o%nt ;endon ar"ini%s has scra&led a note near the ca"e, reading +4ick rock is the key. 9# ar"ini%s can shoo a&ay $erry and Phil, he &ill co"ertly hand the players the map other&ise he &ill not mention this secret $he merchant is beyond sa"ing, a nd &ill die &ithin a #e& min%tes o# the players speaking to him Inder a pile o# re#%se Ebits o# torn clothing, bent &eapons, and "ario%s dented pots and pansG in the so%th&est corner is the sick rock 9t is bright yello&, and the siCe o# a manFs #ist 6l"es and d&ar"es &ill see the hideo%s sick light thro%gh the re#%se, brightly ill%minating the room
$his room is %sed by the chie# o# the &arband E!) <, D 2, hp 12, Q!$ 1, D 2?, -A E:0FG, 4a"e 5 2, -L ?G e is also deeply ill #rom sick rock e'pos%re e &ears a gold necklace &orth <0 gp, and has 10 sp in a po%ch hanging #rom a ra&hide belt $he room is decorated &ith moldy #%rs, and piles o# clothing #rom pre"io%s "ictims o# his raiding ser"e as a bed
> Mo.tar (oard $he #irst thing players &ill see as they enter this room is a naked h%man corpse, some&hat p%rple and bloated Phil and $erry can identi#y this body as that o# olem, the missing cara"an g%ard
!t the position marked >, on the eastern &all o# the corridor, is a le"er in the +do&n. position
L%rking on the ceiling abo"e the g%ard are t&o crab spiders E!) 7, D 2, hp 1>, 7, Q!$ 1, D 1d? R poison, -A E:0FG, 4a"e 5 1, -L 7G $hey &ill leap do&n to attack any intr%ders
4ho%ld the le"er be mo"ed to the +%p. position, po&er#%l electromagnets in the ceiling o# the so%thern 20 F o# this corridor &ill be acti"ated !ny character in metal armor &ill be #l%ng %p into the ceiling, taking 1d > points o#
$he moktars %se this ca"e to sa#ely store their loot $hey toss a helpless "ictim do&n the stairs, and are able to access their illgotten treas%re &hile the spiders are distracted
> Magnetic Corridor
::
$he moktars ha"e most recently dragged do&n the lead chest o# ar"ini%s, and p%t their collected treas%re into it $he chest appears to be ornately car"ed #rom &ood, b%t opening it re"eals that it is a "eneer o"er an inchthick lead bo' $he chest &eighs 200 po%nds empty
)%rrently, the chest is closed, and bears marks on the &ood&ork &here the lock &as hammered o## $here are ?00 gp inside the chest 9# $erry and Phil #eel they can get a&ay &ith it, they &ill attempt to rob the party, taking all the gold #or themsel"es
Mount endon $he act%al mo%ntain is a"oided by locals and bandits alike, d%e to the constant threat o# aerial predation !top the mo%ntain is an ancient, cr%mbling #ortress o# concrete blocks and argoni%m domes, inhabited by #locks o# perytons ar"ini%sFs map describes a trail leading %p the so%th slope o# -o%nt ;endon to a ca"e While the passing o# years has changed the landscape, there are still eno%gh cr%mbling blocks o# concrete le#t on the mo%ntain to pick o%t &here the mapFs landmarks %sed to stand
)andering Monsters Mount endon ! roll o# 12 on d> indicates an enco%nter &hile tra"eling thro%gh the &oods and %p the slopes o# -o%nt ;endon ;oll 2d> to determine the e'act enco%nter 2 WiCard, re#ereeFs choice 8 1d> carni"oro%s beetles E!) 8, D 8R1, Q!$ 1, D 212, -A E<0FG, 4a"e 5 1, -L @G : WiCard raiding party 2d? bandits E!) >, D 1, Q!$ 1, D 1d>, -A E:0FG, 4a"e $ 1, -L ?G, or %se a partic%lar &iCardFs henchmen < WiCard "ehicle seen mo"ing o"erhead > 2d? goblins E!) >, D 11, hp 8, Q!$ 1, D 1d>, -A E20FG, 4a"e =ormal -an, -L 7G 7 2d: &ol"es E!) 7, D 2R2, hp 11, Q!$ 1, D 1d>, -A E>0FG, 4a"e 5 1, -L ? E>GG ? 1d? moktars E!) <, D 2, hp @, Q!$ 1, D 2?, -A E80FG, 4a"e 5 2, -L ?G @ %man traders 10 %manshaped shado&s o# 1d8 perytons #lying o"erhead 11 1d> stirges E!) 7, D 1, hp <, Q!$ 1, D 1d8, -A E>0FG, 4a"e 5 2, -L @G 12 1d8 perytons E!) <, D :, -A E:0F, #ly 120FG, Q!$ 1, D 1d> or 1d10 EchargeG, 4a"e 5 :, -L ?G
The %atehouse $he gateho%se is the #irst part o# the d%ngeon the party &ill enco%nter 9ts &alls are o# a hard, glossy, &hite material argoni%m $his argoni%m coating is laid o"er the %nderlying stone, and is imper"io%s to attacks #rom normal &eapons nothing more than scratches ca n be made in it $he doors are all made o# protoni%mmetal, and are imper"io%s to corrosion and impossible to damage $he &hite ceilings o# the gateho%se ha"e a so#t glo&, ill%minating the rooms and t%nnels, and eliminating the need #or the players to %se torches $he e'ception to this is room 2<, &hich is bare stone
!actions $he gateho%se and d% ngeon &ere locked do&n tightly many tho%sands o# years ago $he h%man inhabitants o# the gateho%se died B%ickly, b%t the a%tomatons that ser"ed them contin%e to #%nction !s the a%tomatons &ore do&n, they began cannibaliCing each other #or parts $he more s%ccess#%l cannibals remained intact, &hile the losers o# that str%ggle &ere #orced to K%ryrig repairs &ith &hate"er materials &ere at hand speci#ically, the remains o# the h%man inhabitants $here is a nat%ral tension be t&een the #%llyoperational a%tomatons and their K%ryrigged brethren that an ast%te party may e'ploit $he K%ryrigged a%tomatons are deeply Kealo%s o# their bettereB%ipped ri"als /oth
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gro%ps are desperately a#raid o# the abomination that lairs in room 2> $he sergeant a%tomaton and hi s t&o pri"ates in room 81 are tasked &ith pre"enting creat%res #rom deeper in the d%ngeon accessing the ateho%se le"el $he presence o# a party &anting to descend #%rther &ill be a p%CCler to them, and reaction rolls &ill be in order $he pri"ates, i# enco%ntered a&ay #rom the sergeant, &ill ha"e the standard R: penalty #or reaction rolls &ith K%ryrigged a%tomatons, as they are more interested in acB%iring spare parts than talking $he a%tomatonsF programming has been badly degraded by the passing millennia, b%t one paramo%nt instr%ction &ill be obser"ed by all a%tomatons* %nder no circ%mstances &ill they e"er lea"e the ateho%se 9t is #orbidden
)andering Monsters %atehouse ;oll 1d> e"ery 2 t%rns, and on a res%lt o# 1, roll 2d> to determine the &andering monster enco%ntered 2 $he 2 K%ryrigged greater a%tomatons #rom room 81 8 1d: d%st ghosts E!) ?, D 1, hp : each, Q!$ 1, D 1d:, -A E80FG, 4a"e 5 1, -L 10G : ! h%man "oice in the distance, b%t the "oice is to #aint to be %nderstood Ethis is the hologram in room 22 being triggered b y an a%tomatonG < 1d:R1 lesser a%tomatons E!) <, D 2, hp @ each, Q!$ 1, D 1d>R1, -A E:0FG, 4a"e 5 2, -L 10G >? 1d> K%ryrigged lesser a%tomatons E!) >, D 1, hp : each, Q!$ 1, D 1d>, -A E80FG, 4a"e 5 1, -L ?G @ $he distant so%nd o# metal scraping against the #loors and &alls $his is the abomination #rom room 2> on a h%nting e'pedition 10 1d8 radioacti"e stirges E!) 7, D 1R1, hp > each, Q!$ 1, D 1d8, -A E10F, #ly >0FG , 4a"e 5 :, -L 12G 1112 $he abomination #rom room 2>
1> Entrance $his appears to be a nat%ral ca"e entrance in a cli## &all, abo"e the tree line on the slopes o# -o%nt ;endon $he rank odor o# the ca"e air attests to the #act that a black bear has made this its den $here is a <0U chance on each "isit that the bear &ill be present E!) >, D :, hp 1@, Q!$ 8, D 1d81d81d>, -A E:0FG, 4a"e 5 2, -L 7G
1a> The Door 9n the rear o# the ca"e is 10F'10F area o# &orked st one, &ith a protoni%mmetal door at the north end $he door
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has no "isible means o# opening it n the &est &all ne't the door is an opening ? inches sB%are into a ch%te leading do&n 9# a large piece o# +sick rock. is deposited in this ch%te, a#ter a #e& seconds, seams &ill appear in the door as it p%lls apart, re"ealing the entrance to the ateho%se !#ter being opened, there is no means to close this door
:> !oyer 6ach door in this room has a sign on it $he &est doorFs sign reads +/arracks., the northeastFs reads +6mergency enerator )ore., and the eastFs reads +4%bs%r#ace ;esearch 5acility. $he so%th door is, o# co%rse, open, &ith no means o# closing it, and any sign that may ha"e been there is hidden $he #loor o# this room is co"ered &ith d%st, and is marked by many tracks crisscrossing the room 9n general, the entire ateho%se is both d%sty and bears the e"idence o# hea"y #oot tra##ic #rom the a%tomatons roaming the area
;> Armory $here are small, smashed bits o# #%rnit%re here, broken %p by the K%ryrigged a%tomatons that roam the ateho%se =o pieces larger than a #e& inches are le#t 9# the players e'amine the north door, they &ill notice that there is a large d%st#ree area in #ront o# it Ethis is &here "ictims o# the trap behind the door ha"e been picked %p and taken a&ayG
;a> !alling log $he a%tomatons in room < ha"e rigged the northern door o# this room &ith a trap When the door is opened, a large protoni%mmetal pipe s%spended b y &ire &ill s&ing do&n at &hoe"er opened the door, ca%sing 1d> points o# damage %nless the player makes a sa"e "s petri#y 9# approached #rom the north side o# the door, the trap is clearly "isible
?> Sho#ers $his area contains sho&ers and toilets $here are cracked tiles on the #loor E&ith the same &hite material as the &alls %nderneath the tilesG, b%t the porcelain toilet bo&ls and protoni%mmetal sho&erheads and #a%cets are still intact $here are some holes in the &all &here sinks and co%nters %sed to be, b%t those are gone 9# in"estigated, the toilet bo&ls &ill be #o%nd to contain a green slime E!) al&ays hit, D 2, hp 18, Q!$ 1, D dissol"e, -A E1FG, 4a"e 5 1, -L 12G $he same slime is li"ing in the protoni%mmetal pipes 9t cannot s%rge %p&ards #rom the slick toilet bo&ls, b%t i# the sh o&ers are t%rned on, it &ill spray do&n on &hoe"er has t%rned the #a%cet
ateho%se
@> ,arrac.s Like the armory, this room is #%ll o# tiny bits o# smashed #%rnit%re 9t also contains ? lesser a%tomatons E!) <, D 2, hp @ each, Q!$ 1, D 1d>R1, -A E:0FG, 4a"e 5 2, -L 10G $hese a%tomatons ha"e made this room their base o# operations $hey keep a stockpile o# ancient h%man bones in the corner, to %se #or bartering &ith the K%ryrigged a%tomatons -i'ed in &ith the h%man remains are <00 gp and the &all sconce #rom room @ $he a%tomatons ha"e no %se #or the gold, b%t co%ldnFt be bothered separating it o%t #rom the "al%able skeletons $he &all sconce is tarnished sil"er, &orth 100 gp, and has some colored &ires sticking o%t the end )are#%l e'amination &ill re"eal that a portion o# the sconce depresses like a trigger
> $fficer4s ,athroom $his room is the o##icerFs bathroom 9t has a toilet and sho&er, slime#ree in this instance
B> $fficer4s 3uarters $he room is empty
> $fficer4s 3uarters $here is a protoni%m lockbo' here, %nlocked $he room is other&ise empty 9nside the lockbo' are the gold insignia o# rank o# a longdead lie%tenant* a pair o# eagle pins, each &ith three stars engra"ed %pon it $hese &ill #etch <0gp each #rom an antiB%es dealer
> $fficer4s 3uarters $his room has heaps o# dryrotted &ood e"ery&here, &ith #ragments o# ancient cloth mi'ed in 9t cr%mbles to the to%ch and has no str%ct%ral "al%e &hatsoe"erZ th%s, the a%tomatons ha"e let it lie $here is a mirror mo%nted on the east &all, in a sil"er #rame $he glass and #rame are %nbreakable, and &ill resist attempts to remo"e them ! b%ndle o# colored &ires are sticking o%t o# a hole in the
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north &all 9# the &all sconce #rom room < is bro%ght here, the colored &ires reattached, and the trigger p%lled, the mirror &ill brie#ly be co"ered in a shimmering p%rple light, and then the glass &ill disappear, allo&ing entrance thro%gh the secret door 5rom the eastern side o# the secret door, the door appears as a rectangle o# opaB%e, d%ll grey metal $here is a red b%tton that i# depressed &ill ca%se the secret door to openclose
1F> Second !oyer $his room is empty 9# the d%st is e'amined closely, players &ill notice that no #oot prints head to the east door ! sign on the so%th&est door reads +6'it., a sign on the north door reads +6mergency enerator )ore., and a sign on the east door reads +!%thoriCed Personnel nly.
11> &it Tra' $his corridor, %nlike others in the #acility, is only #i"e #eet &ide 9n the middle o# the corridor is a pit trap, acti"ated by a press%re plate to the east o# the pit trap When depressed, the pit &ill open, dropping the characters in the second rank o# the marching order into the cage hanging in room 17 $hey &ill take 2d> damage #rom the #all $he cage can only hold the &eight o# 2 charactersZ any more and it &ill #all to the #loor, ca%sing an additional 2d> damage 4ho%ld anyone #all in the pit trap, the a%tomatons in room 1? &ill be attracted to the so%nd and come to room 17 to in"estigate
11a> !alse Door !t the end o# the
1:> Engineering Large protoni%m cabinets are mo%nted against the &estern &all $he dra&ers are #%ll o# #ragile papers, co"ered &ith indecipherable notes $he 4cience c%lt &ill pay 1<0 gp #or these papers 9n the back o# one o# the dra&ers is a small catch that can be #o%nd by #eeling aro%nd 9# p%lled, the secret door &ill be acti"ated, and the cabinets &ill p%ll a&ay #rom the &all to re"eal the hall&ay beyond 5rom the &estern side, the door appears to be a large sheet o# protoni%m &ith a simple latch handle $his room contains 7 d%st ghosts E!) ?, D 1, hp : each, Q!$ 1, D 1d:, -A E80FG, 4a"e 5 1, -L 10G &ho &ill rise #rom the #loor to attack
1;> %enerator Storage $he &alls o# this room are lined &ith protoni%mmetal shel"ing =ot m%ch remains on the shel"es* mostly bits
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o# broken glass and a #e& short metal oddsandends ne shel# has a ro& o# 11 a%tomaton heads placed on it $hey sho& signs that they &ere remo"ed "iolently
1?> Emergency !ood Stores $his room has se"eral r%sty s hel"es, once %sed to store #ood $hey are no& co"ered &ith yello& mold E!) na, D 2, hp 11, Q!$ 1, D 1d> R choke, -A E0FG, 4a"e 5 2, -L naG Inder the mold is an argoni%m shield Eacts as shield R1 , and it does radiate magicG
1@> Emergency )ea'ons $his room has r%sted metal g%n racks on the &alls, &ith 7 ancient, r%sty ri#les hanging on them, and three canisters o# amm%nition $hese g%ns are corroded beyond repair, and the amm%nition is deeply %nstable 9# the g%ns or amm%nition are %sed, roll d> to determine the e##ect* 1: =othing happens )lick < aboomM ;i#le blo&s %p 1d> damage to the %ser > ;i#le act%ally shoots Eone shotG ;oll to hit &ith a 2 penalty, i# the b%llet hits something it &ill do 1d> damage 9# a #%ll canister o# amm%nition is someho& %sed as an e'plosi"e de"ice, it &ill ca%se 2d> points o# damage to all creat%res in a 10F radi%s 6ach canister contains a doCen corroded b%llets
1> Emergency %enerator Core $his large cylindrical room has t&o le"els $he %pper le"el is a circ%lar protoni%mmetal cat&alk, :0F abo"e the #loor, &ith ladders leading do&n on the north and so%th sides o# the cat&alk ! door to the &est opens onto this cat&alk $he doors to the east and so%th are located at the #loor le"el o# this room $he center o# the room is dominated by a 10F &ide clear pillar rising #rom #loor to ceiling, #illed &ith a glo&ing green liB%id $he &alls are also lined &ith a "ariety o# clear pipes 4ome o# these pipes are #%ll o# the green liB%id, some are broken and empty, and some are broken b %t appear to ha"e #ootball shaped l%mps o# glo&ing green matter Kammed into them $hese l%mps are > radioacti"e stirges E!) 7, D 1R1, hp > each, Q!$ 1, D 1d8, -A E10F, #ly >0FG, 4a"e 5 :, -L 12G $he stirges &ill &ait #or characters to %se the ladders be#ore attacking 4t%##ed into one o# the broken pipes are some shiny ba%bles the stirges ha"e collected* > green chrysoberyls &orth 100 gp each 9# a player breaks one o# the pipes and becomes co"ered in a large B%antity o# the green radioacti"e goo Eor decides to drink the st%##G, the e##ects are identical to ha"ing the goo "omited into their "eins by a radioacti"e
stirge 4ee the description o# the radioacti"e stirge in the -onsters section #or more detail $his partic%lar radioacti"e goo emits only alpha and beta radiation, and th%s does not e mit any +sick light.
1B> Cage oom $his room has a ceiling :0F high 5rom the ceiling dangles an opentopped corroded metal cage th at the pit trap at location 11 empties into $he distance #rom the bottom o# the cage to the #loor is 20F
1> T#isted Automatons $his room is B%ite literally #%ll o# K%ryrigged lesser a%tomatons, 1< in all E!) >, D 1, hp < each, Q!$ 1, D 1d>, -A E80FG, 4a"e 5 1, -L ?G, searching #%tilely thro%gh a pile o# #inger bones, toe bones, and other tiny h%man remains #or larger pieces to rein#orce themsel"es &ith
1> Access Shaft 9n the #loor o# this room, in the north&est corner, there is a #i"e #oot &ide protoni%mmetal disk embedded in the #loor $here is a large le"er in the +%p. position along the east &all 9# the players ha"e not yet p%lled the le"er in room 82, this le"er &ill be st% ck in the +%p. position, and no amo%nt o# #orce &ill let the players p% sh it do&n Ealtho%gh it is possible they co%ld s imply end %p snapping the le"er o## &ith eno%gh e##ortG !#ter the le"er has been p%lled in room 82, this le"er may also be p%shed to the +do&n. position, and the protoni%mmetal disc &ill open, re"ealing an access sha#t leading 180F do&n to room @@ o# the #irst le"el $he sha#t has protoni%mmetal ladder r%ngs embedded in it, allo&ing players to climb do&n $he troglodytes #rom the room belo& &ill be prepared #or players coming do&n and sho%ld the players lea"e &itho%t descending, they are likely to climb %p to th e gateho%se le"el
:F> ecreation oom $his room is empty, e'cept #or tiny shattered bits o# glass and corroded steel
;oom 1> dist%rb the light, they &ill take 1 point o# damage &hen to%ching it
:1> $'erations oom $he a%tomatons ha"e retained a "estige o# programming that pre"ents them #rom damaging or recycling anything #rom this room 9t &as once %sed as a center o# operations #or the gateho%se $here are &ooden tables, still standing, that &ill cr%mble to d%st i# dist%rbed, dropping the empty glass containers on the table tops to the #loor 9n the center o# the room a metal disk is permanently a##i'ed to the #loor 5loating abo"e it is a sphere o# brilliant bl%ish&hite light, ?F &ide $he sphere radiates magic $here are no controls "isible 9# players
n the east &all is a large 10F ' 10F #eat%reless sheet o# protoni%mmetal $his is the &est side o# the one&ay door at 21a
:1a> $ne*)ay Door !t the &estern end o# this corridor is a large 10F ' 10F "a%ltstyle door 9n the center o# the door, a 1F &ide metal cylinder protr%des eight inches o%t&ards $he cylinder has a &ide, ro%nd hole r%nning entirely thro%gh it, parallel &ith the s%r#ace o# the door =ormally, there &o%ld be a metal bar r% nning thro%gh the opening
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mechanism o# the "a%lt, and t%rning it co%nterclock&ise &o%ld open the door o&e"er, the abomination o# room 2< has taken it #or %se in its o&n body !ny long piece o# metal or &ood Epole, sta##, etcG can be K ammed into the cylinder to open the "a%lt, ho&e"er
::> Anteroom When players enter this room, a transparent ma n dressed in clothing o# a longgone era &ill appear in the middle o# the room, and begin his spiel* +Welcome, "isitors and employees, to the 4%bs%r#ace ;esearch 5acilityM !s yo% prepare to enter the 4%bs%r#ace 6n"ironment, remember to #ollo& yo%r 6'pedition )hecklist, and listen to the instr%ctions o# yo%r g%ide at all times We ha"e been accident #ree #or three tho%sand, se"en h%ndred, t&entynine years, ele"en months, and t&o days ! company recordM DonFt be the team to break itM. e &ill then disappear 6ach time players e'it and reenter, he &ill repeat the same spiel E&ith the n%mber o# accident#ree days increasing as appropriateG $he #ig%re is a hologram, and any attempts to interact &ith him are #%tile
are t&o poles, &ith horiContal rings attached to the top $he poles, i# e'amined, can be tilted to #ace the 4W and 46 corners o# the room 9n the alco"es to the so%th&est and so%theast are t&o crystal li"ing stat%es E!) :, D 8, hp 17, @, -A E80FG, Q!$ 2, D 1d>1d>, 4a"e 5 8, -L 11G, one in each alco"e $hey ha"e been car"ed to resemble &arriors in chainmail, holding s&ords $hey are standing on stone pedestals the pedestal in the so%theast alco"e is inscribed &ith +9n Darkness., and the one to the so%th&est is inscribed &ith +We D&ell. 9# the players try to open the chest, the li"ing stat%es &ill attack %ntil the players lea"e the room $he only &ay to pre"ent this is to place light so%rces on each o# the t&o poles, and tilt them so they lean to&ards the stat%es 9# this is done, the players can sa#ely open the chest &itho%t #ear o# attack 9n the chest is a gold ingot, inscribed &ith the &ords +4im%lated 4%bs%r#ace $reas%re., &orth >00 gp
:;> Emergency %enerator Control oom
:> Lair of the Abomination
$he center o# this room is occ%pied b y a large metal bin, bolted to the #loor $he bin is #%ll o# tiny bits o# scrap metal and &ire !nybody toying &ith the &ires &ill recei"e 1d2 points o# damage #rom electrical shock
$he reater !%tomaton !bomination E!) >, D :, hp 17, -A E20FG, Q!$ 8, D 1d>1d>1d>, 4a"e 5 :, -L 12G that stalks the gateho%se makes its lair in this room $here are tiny bits o# debris scattered abo%t the room, and three sealed K%gs o# hydra%lic #l%id that other a%tomatons in the gateho%se may #ind %se#%l
n the north &all is a shallo& rectang%lar hole &ith a bl%e and a red &ire sticking o%t $hese &ires do nothing, sho%ld the players #ool &ith them o&e"er, i# the players ret%rn to the bin and systematically try connecting red and bl%e &ires, roll 1d> #or each attempt* 18 6lectrical shock, 1d2 points o# damage : =othing happens < -assi"e shock, 1d> points o# damage > 4ecret door in northeast corner opens
$he abominationFs treas%re is &o"en into its body $here is a 7<0 gp gold and emerald necklace, se"eral h%ndred #eet o# gold &ire &orth 200 gp total, and a
:?> Secret Su''ly Closet $his closet contains 10 spools o# gold &ire, &orth <0 gp each, and t&o small #oil packages Eeach is : inches sB%areG $he #oil packages contain a strange bl%e #oam like s%bstance that, i# eaten, acts as a potion o# healing
:@> Subsurface Training Simulator $his room is %n%s%al in the gateho%se, as the #loor, &alls, and ceiling are bare stone, &ith no argoni%m coating $he ceiling, being stone, does not emit a ny light, and the room is dark $he north &all o# this room has a large protoni%mmetal chest sitting on a raised dais $o either side o# the chest
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:B> ,ro.en Eye !long the eastern &all is a Ke&eled, bent metal #rame, &ith bits o# strange plastic material protr%ding #rom the back o# the #rame )lerics in the party &ill recogniCe the #rame as a broken odFs 6ye 9# the players to%ch the 6ye, the #irst to%ch &ill ca%se the #rame to &hisper %nintelligibly 4%bseB%ent to%ches &ill prod%ce no e##ect $he #rame is #irmly attached to the &all and cannot be remo"ed, b%t the 20 small aB%amarines that decorate it may be pried o## $hey are &orth 10 gp each
:> Changing Station 20 protoni%mmetal lockers line the east &all $he doors all hang open, as they ha"e been thoro%ghly searched by a%tomatons )l%mps o# gray, moldy #abric sit on the bottoms o# the lockers -i'ed in &ith the cl%mps is a total o# <00 sp
:> Subsurface E5ui'ment Storage )ollapsed, r%sted steel shel"ing occ%pies most o# the room $here are se"eral ancient cylinders o# a discolored yello& material, &ith onceclear Eb%t no& thickly crackedG lenses at one end Whate"er %se they &ere, they are no longer $he other s%pplies that &ere stored here ha"e disintegrated into piles o# d%st 9n the northeast corner is a #ilthco"ered chest 9t has a lock and latch, and is c%rrently locked 9# e'amined closely, the &ords +Li"e Practice. can be seen inscribed on top o# the chest $he chest has a poison needle trap Esa"e "s poison or dieG, &hich &ill #ire o%t o# the lock mechanism &hen the chest is opened Placing a piece o# metal o"er the keyhole &hile the chest is opened &ill pre"ent the needle #rom #iring $he chest itsel# is empty ho&e"er, a care#%l search &ill notice on a roll o# 12 on d> that there is secret compartment in the bottom o# the chest $his compartment is also empty
;F> (all of !ugitives ! gro%p o# 10 desperate lesser K%ryrigged a%tomatons E!) >, D 1, hp < each, Q!$ 1, D 1d>, -A E80FG, 4a"e 5 1, -L ?G are hiding here #rom the abomination that l%rks in the northern halls
;1> %uard oom $his room contains the greater a%tomatons tasked &ith g%arding the entrance to the lo&er d%ngeons $here is one intact greater a%tomaton E!) 8, D :, hp 1<, Q!$ 2, D 1d>1d>, -A E:0FG, 4a"e 5 :, -L 12G, and possibly t&o K%ryrigged greater a%tomatons E!) :, D 8, hp @, ?, Q!$ 1, D 1d>R2, -A E80FG, 4a"e 5 8, -L 12G
$here are three #ootlockers here, containing "al%ables o# the h%mans &ho once occ%pied the gateho%se $he soldiers ha"e collected these "al%ables and distrib%ted it among themsel"es as +combat pay. 5ootlocker 1 2000 sp 5ootlocker 2 1000 sp, and a bloodstone set in a s il"er ring, &orth 100 gp 5ootlocker 8 200 gp, an antiB%e bronCe helmet &orth 100 gp to a collector, and a pair o# platin%m earrings &orth 7< gp
;:> Entrance to the Dungeon $his room has a protoni%mmetal shel# sticking o%t o# the so%th &all at an odd angle, pointing slightly do&n&ards, so anything placed on it &ill slide o## 9n the center o# the shel# is a metal le"er, in the +do&n. position $o the le#t side o# the le"er is a s mall, glo&ing sB%are &ith the the #ollo&ing &ords %pon it* +4a#ety period e'pired 5%el replenished 4%bs%r#ace entry permitted. n the &est &all, thick bars o# protoni%mmetal block the entrance to a 10F &ide corridor $he bars are 2. diameter, and spaced 2. apart, lea"ing little room #or anything to get thro%gh /eyond the bars, the &alls are stone, rather than the &hite argoni%m o# the gateho%se 4ho%ld the players p%ll the le"er to the +%p. position, there &ill be a brie# pa%se, and then the &ords on the glo&ing sB%are &ill be replaced &ith +4%bs%r#ace ;esearch 5acility -ain Po&er 5acility ;e!cti"ating. !#ter another #e& moments, the so%nd o# kla'ons #rom both deep &ithin the d%ngeon, and #rom this room itsel#, &ill so%nd orrible crashing noises &ill be heard #rom #ar %ndergro%nd, and "ibrations &ill shake the room $he protoni%m bars &ill slide %p o%t o# "ie&, allo&ing the players entrance to the d%ngeon 5inally, the noise &ill s%bside, the kla'ons &ill cease, and the glo&ing sB%are &ill no& read +!ll entrances open ;eady. -o"ing the le"er a#ter this point has no e##ect
$he t&o K%ryrigged soldiers are absent @0U o# the time, as they are normally o%t on patrol in th e gateho%se $he intact a%tomaton is the sergeant, le#t in charge o# the t&o K%ryrigged pri"ates 9# he hears a commotion #rom 80, he &ill send the pri"ates to in"estigate e &ill not lea"e this room himsel#, as his primary task is to pre"ent intr%sion #rom the lo&er le"els
9nside the gateho%se le"el, the le"er i n room 1@ may no& be mo"ed to open the sha#t to the #irst le"el %tside, a%tomated machinery has beg%n e'ca"ating entrances to the deeper le"els o# the d%ngeon, and giant searchlights are rising #rom the o"ert%rned soil to ill%minate the sky
While the sergeant is present, th e R: penalty on reaction checks by his pri"ates is negated d%e to his in#l%ence 9# any players are &earing the insig nia #rom room ?, they &ill gain a bon%s o# : on reaction checks #rom the sergeant andor his pri"ates
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Level 1 Dungeon (igh#ay $his le"el o# the d%ngeon has been car"ed o%t o# the li"ing rock o# the mo%ntain With the e'ception o# only a #e& rooms, noted in the key, the stone&ork here is neatly car"ed and shaped $his le"el is %nlit E%nlike the ateho%se, &ith its light emitting ceilingsG, and ad"ent%ring parties are &ell ad"ised to bring plenti#%l light so%rces $he le"el is organiCed aro%nd an e'tended +d%ngeon high&ay. that r%ns thro%gh the center o# the d%ngeon $he deniCens o# the s%rro%nding rooms %se the high&ay to B%ickly access other areas o# the d %ngeon, #or #oraging and raiding
!actions $here are three main #actions &ithin the #irst le"el o# the !nomalo%s 4%bs%r#ace 6n"ironment* the screechmen, the goblins, and the morlocks $he screechmen mostly stick to the northern side o# the d%ngeon high&ay $hey do not speak any lang%age, and "ie& e"erything that &alks on t&o legs as #ood While their n%mbers can certainly be diminished, there are al&ays more screechmen aro%nd some&here $he goblinsF hi"e mind &as sla%g htered generations ago by the morlocks, and the #e& le#t are h%nted by the morlocks #or sport $he morlocks are care#%l to al&ays lea"e the goblin spa&nsacks %nmolested, so there &ill be ne& generations o# goblins to h%nt Witho%t a hi"e mind, the goblins are easy prey #or both morlocks and ad"ent%rers 9# serio%sly pressed, the goblins &ill bring their goblin spider into battle they are normally rel%ctant to dist%rb it, as it isnFt abo"e a spot o# cannibalism $he morlocks are the tr%e masters o# the so%thern hal# o# the le"el $hey are deeply complacent, as the goblins are %nable to mo%nt an attack in their primiti"e state, and they ha"enFt #aced a gen%ine th reat on their home t%r# in decades When they are tired o# eating goblin meat, or need &ater, the morlocks descend to the second le"el thro%gh the &ell in the northeast end o# the d%ngeon high&ay $hey are also responsible #or the d%ngeonFs meager sanitation they collect &aste Eboth their o&n, and the goblin and screechman scat they #ind in the t%nnelsG and d%mp it do&n the &ell at the &estern end o# the high&ay
<2
$he morlocks are initially "ery laCy, and sneaking into their %ng%arded lair is no hard task 4ho%ld they enco%nter hostile intr%ders, they &ill begin posting g%ards at the entrance to their lair, and send o%t patrols to h%nt do&n their enemies
Time &asses The $utside )orld !t this point, the players ha"e i nad"ertently acti"ated machinery that opened and e'ca"ated the entrances, and massi"e searchlights blaCe #orth at night, s ending pillars o# light into the sky and ad"ertising the location o# these entrances to e"eryone &ithin t&enty miles $he entrances re"ealed, and &hat has been attracted to them, are as #ollo&s* •
•
•
•
4e"eral h%ndred #eet do&n #rom the ateho%se entrance, on the so%th #ace o# the mo%ntain, is an entrance to the third le"el, by a pond 9n"estigating players &ill enco%nter a large moktar &ar band that has been dra&n to the light al#&ay %p the &est slope o# the mo%ntain is an entrance to the #i#th le"el While searchlights ha"e protr%ded %p #rom the gro%nd like m%shrooms, the entrance is Kammed %p by massi"e bo%lders #rom an ancient landslide 9t &ill take a monthFs &orth o# e##ort to clear the entrance n the north side o# the mo%ntain is a deep pit Ean ancient rocket siloG !ccess doors to the se"enth le"el ha"e opened at the bottom o# this pit 9n"estigating players &ill see a black dragon nosing aro%nd i# they approach B%ietly other&ise, it &ill see them #irst, pres%mably &ith tragic res%lts n the east #ace, near the base o# the mo%ntain, an entrance to the eighth le"el has opened %p 4e"eral patrols o# the Inyielding 5ist are gathered here to in"estigate $hey &ill do their best to pre"ent players #rom entering itFs +&iCardFs b%siness. and no ci"ilians are allo&ed to inter#ere !s the days pass, soldiers &ill be sent in to in"estigate most ne"er ret%rning, b%t some bringing back tales o# giant tentacles cr%shing them like insects )aptain $yro &ill hold o## on sending soldiers to the other entrances, #or #ear o# engaging c%rio%s &iCards
$he "illage o# )helms#ordshire &ill see an increase in soldiers #rom the Inyielding 5ist, as the &o%nded and dead are bro%ght back #rom the eighth le"el entrance, and #resh recr%its tra"el to&ards the m o%ntain
)andering Monsters Level 1 ;oll 1d> e"ery 2 t%rns, and on a res%lt o# 1, roll 2d> to determine the &andering monsters enco%ntered 2 1d: crab spiders E!) 7, D 2, hp ? each, Q!$ 1, D 1d?, -A E:0FG, 4a"e 5 1, -L 7G 8 1d? giant #ire beetles E!) :, D 1R2, hp > each, Q!$ 1, D 2d:, -A E:0FG, 4a"e 5 1, -L 7G : 1d: "agabond m%shrooms E!) 7, D 2, hp @ each, Q!$ 1, D 1d>, -A E80FG, 4a"e 52, -L ?G < 1d> goblins E!) >, D 11, hp : each, Q!$ 1, D 1d>, -A E20FG, 4a"e 5 0, -L 7G > 2d: morlocks E!) ?, D 1, hp < each, Q!$ 1, D 1d>, -A E:0FG, 4a"e 51, -L @G 7 4o%nd o# screams in the distance ? 1d? screechmen E!) 7, D 1, hp < each, Q!$ 1, D 1d>, -A E:0F, climb 20FG, 4a"e 51, -L @G @ 1d> giant ear&igs E!) >, D 1, hp 8 each, Q!$ 1 E2 a#ter hitG, D 1d:, -A E80FG, 4a"e 51, -L 7G 10 1d: Ka&heads E!) <, D 2, hp ? each, Q!$ 1, D 1d>, -A E:0FG, 4a"e 52, -L 10G 11 1d> blade Combies E!) 7, D 2, hp @ each, Q!$ 2 Ehand blade, head b%tt at :G, D 1d?1d:, -A E:0FG, 4a"e 52, -L 12G 12 oblin spider #rom room 8<
$he Kellies &ill %se the #irst ro%nd o# combat to eng%l# the skeletons, i# they are &ithin reach &hen the monsters are released 9# all #o%r le"ers are p%lled sim%ltaneo%sly, the stone behind each o# the mo%ths &ill li#t a&ay, allo&ing the players to cra&l thro%gh into room 8
1> A Message from the &ast 9n this small room lies an ancient skeleton, &ith a #e& pieces o# paper and an a ncient pen cl%tched in its bony hand $he papers are mostly blank, b%t one reads as #ollo&s* +$o &hosoe"er #inds this note, they ha"e locked %s in 9 donFt kno& &hat happened in the lo&er le"els, b%t 9Fm pretty s%re they &ill ne"er let %s o%t $he soldiers at the top o# the stairs &ere taking pot shots at %s Please let my &i#e and kids kno& 9 lo"e them $here is something o%tside in the dar k.
:> Eyeful of Gellies $he 10F by 10F sB%are area in the center o# this room has an intricate car"ing o# a #ace &ith a gaping mo%th and empty eye sockets on each side $he #loor aro%nd this central area is co"ered &ith a doCen skeletons $he eye sockets are recessed, and ha"e "oids abo"e them 9n each right eye socket is a small le"er 4ho%ld anything less than all #o%r le"ers b e p%lled sim%ltaneo%sly, eight corpses Kellies E!) @, D 1R2, hp > each, Q!$ 1, D 1d>, -A E8F, &alk 80FG, 4a"e 5 1, -L 12G &ill be released, one #rom each eye socket 6"ery player &ith their hands on a le"er &hen this occ%rs &ill be s%bKect to an attack #rom a corpse Kelly as it is released $he players &ill be s%rprised on a 1: on a d>
;oom 2
;> Tarnished ,ones $his room contains a skeleton made o# t arnished sil"er $he skeleton looks h%man, e'cept #or the tiny sil"er #angs in the Ka& $he skeleton is &orth @00 gp
?> Dart Tra' !long the northern &all o# this room are a d oCen small holes, ro%ghly #i"e #eet abo"e #loor le"el $he #loor o# this room is a large press%re plate, that i# triggered &ill ca%se darts to #ly o%t o# the holes 6"ery player in the room &ho isnFt d%cking &ill need to make a sa"e "s &ands, or take 1d> points o# damage #rom the darts ! 8F &ide strip r%nning the &est &all bet&een the t&o doors is the only sa#e spot to s tand in the room
@> Em'ty oom $his room is empty, e'cept #or d%st a nd a #e& mo%nds o# dried e'crement
<8
> Dungeon Casualties $hree Ka&heads E!) <, D 2, hp ? each, Q!$ 1, D 1d>, -A E:0FG, 4a"e 52, -L 10G are b%sy gna&ing on a corpse in the center o# this room $he corpse is no longer recogniCable as the goblin it once &asZ all that is le#t is gna&ed and split bones and a #e& gobbets o# bloody #lesh 9t does &ear a golden necklace &orth 1<0 gp
B> Em'ty oom $his room is empty, e"en o# d%st =othing has come here #or many cent%ries
> Ichor Storage $he eastern &all o# this room is lined &ith r%sted shel"ing !ll the shel"es b%t one are co"ered &ith small mo%nds o# d%st $he e'ception is a shel# &ith a rack o# > small glass "ials, each containing a clear liB%id $he rack is labeled +9chor 4amples. 9# the #l%id is cons%med, a res%lt o# 12 on a d> indicates 1 hit point o# damage is healed, 8: indicates nothing happens, and :> indicates the cons%mer takes 1 hit point o# damage
bo', only one Eselected randomlyG &ill gain the enchantment 9# items other than &eapons or armor are placed in the bo', it is %p to the re#ereeFs discretion as to &hat po&er is gained ! ring co%ld become a ring o# protection R1 , a rope co%ld become a rope o# climbing , etc $he enchantments gained sho%ld be relati"ely minor 9tems that are already magical &ill not gain any enchantment Eincl%ding protoni%m and argoni%m arti#actsG, and &ill not ca%se the green sk%ll to b%rst 4k%lls o# another color placed on the pins &ill ca%se sparks to #ly #rom the sk%llFs s% r#ace, and the sk%ll to "ibrate noisily %ntil it is remo"ed
1F> Screechmen 10 screechmen E!) 7, D 1, hp < each, Q!$ 1, D 1d>, -A E:0F, climb 20FG, 4a"e 51, -L @G make their home in this room
11> Screechmen "est > &lace of ,ones $his long hall is kneedeep in bones #or as #ar as the eye can see 9t is &here the screechmen discard the remains o# their meals -ost o# the sk%lls appear nonh%man, being #rom screechmen, morlocks, and goblins, b%t to&ards the so%theast corner, there are "ery ancient h%man bones Walking thro%gh the bones is "ery noisy, and &andering monster checks sho%ld be made e"ery t%rn Parties mo"ing to&ards the screechmen in room 10 &ill a%tomatically alert them i# they are %nable to #ind a &ay to keep the bones #rom rattling as they mo"e thro%gh them
> screechmen ad%lts E!) 7, D 1, hp < each, Q!$ 1, D 1d>, -A E:0F, climb 20FG, 4a"e 51, -L @G &atch o"er the yo%ng E12 o# them, hp 1 each, noncombatantG $here is a pile o# 10,000 sp that the yo%ng screechmen enKoy rooting aro%nd in, and 8 hal#de"o%red morlock corpses
1:> Em'ty oom $his room has a #e& scattered bones on the #loor, and nothing else
1;> Storage Closet $here is a r%sty b%cket and an ancient, brittle broom &ith cr%mbling bristles in this storage closet
1?> Animation Lab !t the so%theast end o# this hall is a large, open stone bo' Esi' #eet long by three #eet &ide by three #eet deepG 9t is car"ed #rom the same stone as the #loor o# this ca"e, and cannot be mo"ed ! bas relie# sc%lpt%re o# a lea#y tree is car"ed into the &all behind the bo', r%nning #rom #loor to ceiling 4i' #eet abo"e the #loor, a niche is set into the tr%nk o# this tree, &ith three pins o# an %nkno&n metal protr%ding #rom the bottom o# the niche
4tanding against the north &all is a large machine, encased in a r%sting metal #rame&ork 10F by 10F sB%are, made %p o# many t%bes and &ires r%nning to and #rom 1: cracked, empty glass Kars $he Kars rest on shel"es &ithin the #rame&ork 9n the center o# the #rame&ork is an %pright, r%sty metal co##in $he co##in &ill s&ing open easily, and is #illed &ith so#t #oam, &ith a manshaped indentation sc%lpted into it
9# a green crystal sk%ll is placed onto the pins in this niche, it &ill begin to glo& brightly 9# a nonmagical obKect is placed into the stone bo' Eor is already in the stone bo' &hen the sk%ll is placed into the nicheG, it &ill gain a R1 enchantment, and the sk%ll &ill b%rst into a clo%d o# sparkling green d%st
$here is a crystal dome protr%ding #rom the ceiling, 1F in diameter and >. deep
9# m%ltiple nonmagical obKects are placed into the st one
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n the so%th &all, bet&een the secret door and the normal door, is a small s&itch, in the do&n position 9# mo"ed to the +%p. position, the crystal dome &ill light %p, ill%minating the room 9# the s&itch is p%shed in&ard Erather than #lipped %p or do&nG, the s ecret door &ill open
5rom the so%th side o# the secret door, there is a bl%e b%tton ne't to it that, &hen depress ed, &ill open the door
on the #loor Within the #%ng%sF lo&er section are the legs and hips o# a tarnished sil"er skeleton, &orth 800 gp $he %pper section is nothing b%t #%ng%s
1@> More Tarnished ,ones
$here is a crystal dome protr%ding #rom the ceiling, 1F in diameter and >. deep
$he door to this room has s &ollen sh%t, and &ill reB%ire an +pen Doors. roll to s%ccess#%lly open $here is a bodyshaped cl%mp o# bl%e #%ng%s, abo%t ? inches thick,
n the north &all, bet&een the secret d oor and the
Le"el 1
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normal door, is a small s&itch, in the do&n position 9# mo"ed to the +%p. position, the crystal dome &ill light %p, ill%minating the room 9# the s&itch is p%shed in&ard Erather than #lipped %p or do&nG, the secret d oor &ill open 5rom the north side o# the secr et door, there is a bl%e b%tton ne't to it that, &hen depressed , &ill open the door
1> Cross oom 9n the center o# this room are : "agabond m%shrooms E!) 7, D 2, hp @ each, Q!$ 1, D 1d>, -A E80FG, 4a"e 52, -L ?G, Kockeying &ith each other to see &hich shall ha"e the pri"ilege o# #eeding on the b attered screechman corpse here
9t is important to note that only a single sk%ll is needed t o acti"ate a portal, and it can be present at either end o# the portal ;emo"ing the sk%ll &ill instantly close the portal $his does lea"e the possibility that somebody or something may remo"e an %ng%arded sk%ll le#t by ad"ent%rers as they pass thro%gh a portal, th%s trapping them some&here deep &ithin the d %ngeon 4k%lls o# another color placed on the pins &ill ca%se sparks to #ly #rom the sk%llFs s% r#ace, and the sk%ll to "ibrate noisily %ntil it is remo"ed $he stone sk%lls c%rrently in place to th e north and so%th ha"e no e##ect at allZ they are merely decorati"e placeholders
$he center 10F sections o# the eastern and &estern &alls are #ramed by raised stone&ork depicting #l%ted col%mns, &ith a lintel protr%ding 10F abo"e the #loor !bo"e the lintel is a recessed niche, a #oot &ide, high, and deep $hree pins o# an %nkno&n metal protr%de #rom the stone at the bottom o# the niche $he openings to the north and so%th ha"e similar raised stone&ork and lintels s%rro%nding the act%al t%nnel openings, and niches abo"e the lintels $he t&o niches here, ho&e"er, ha"e cr%delycar"ed stone sk%lls sitting in them ;emo"ing the stone sk%lls &ill re"eal the same three metal pins in each niche 9# a red crystal sk%ll is placed on the pins in one o# these niches Eor is present in the niche at the portalFs destinationG, it &ill begin to glo&, and the #ramed area belo& &ill be replaced &ith thick red #og !nyone passing thro%gh the #og &ill be teleported to one o# the #ollo&ing locations, depending on &hich opening they pass thro%gh* a =orth Portal* $he )hapel o# 4k%lls Eon the si'th le"elG b 6ast Portal* ! secret room beneath an ancient, r%ined stone str%ct%re in the &oods some 80 miles to the northeast o# Denethi' $his o##ers a &ay #or ad"ent%rers to B%ickly Eand secretlyG enter the !nomalo%s 4%bs% r#ace 6n"ironment c 4o%th Portal* $he 9ron 4co%rge Eon the #i#th le"elG d West Portal* $he 4%nken Pillars Eon the #o%rth le"elG 9# the sk%ll is placed o"er the northern or so%thern t%nnel, creat%res on the opposite side &ill not see the #ield o# reddish energy, b%t &ill be %nable t o pass thro%gh into the room an in"isible &all o# #orce &ill stop them Eand stop any spell e##ects #rom passing thro%gh the barrierG $he same e##ect &ill happen i# a red sk%ll is placed in the niche at the portalFs destination
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;oom 1>
1B> Screechman Sur'rise $his room is s%rro%nded by a stone balcony, ten #eet abo"e the #loor, s%pported #rom beneath by stone col%mns and arches $he ceiling is 80F abo"e #loor le"el $he t&o corridors to the north enter this room at the balcony le"el, &hile the door to the so%th is at #loor le"el 12 screechmen E!) 7, D 1, hp < each, Q!$ 1, D 1d>, -A E:0F, climb 20FG, 4a"e 51, -L @G are scattered abo%t this room When the party enters the room, a #e& &ill begin screaming at the party to locate them, &hile the rest &ill climb %nderneath the balconies to s% rprise the players
1> Em'ty oom $his room is empty o# e"erything e'cept d%st When the door on the so%thern &all is opened, the characters &ill see the back o# the tapestry hanging at location 2:b
1> %od4s Eye $his room is bare, &ith the e'ception o# a #%nctional odFs 6ye in the middle o# th e &estern &all $his odFs 6ye is a large black metal circle, 10F in diameter, &ith an intact imaging screen When the players #irst enter the room, the odFs 6ye &ill be #illed &ith the image o# a gia nt, slitp%piled eye, mo"ing abo%t and &atching the party $he p%pil is black, and the iris is a deep p%rple !nyone to%ching the odFs 6ye m%st s a"e "s magic or be #orced to attack the party #or 1d8 ro%nds n s%bseB%ent "isits to this room, the odFs 6ye &ill only sho& the slitp%piled eye on a roll o# 1 2 on a d> $here is no ill e##ect #rom to%ching the odFs 6ye &hile the slitp%piled eye is not present
$he eastern section o# the room is #%ll o# empty barrels and crates, o# ad"anced age and some&hat decayed $he so%thern section contains se"eral empty rolling clothesracks, &ith corroded &ire hangers
:;> Tunnel $his ro%ghhe&n t%nnel has empty torch brackets e"ery
:?> Dungeon (igh#ay :F> !ungal Sentries $he ceiling o# this room has t&o distinct cl%mps o# yello&ish #%ng%s &ith strange knobby gro&ths near the &estern side o# the room $hey are #lat shriekers E!) @, D 2, hp @ each, Q!$ shriek, D none, -A E1FG, 4a"e 51, -L 12G $he ceiling is 20F high here, and missile &eapons &ill be reB%ired to hit the #lat shriekers
:1> -''er Throne oom $his large room has a raised dais against the &estern &all, &ith a stainless steel throne atop it )are#%l inspection &ill re"eal c%r"e drag marks on the stone near the throne 9t can be pi"oted to re"eal a trap door, &ith a ladder leading :0 #eet do&n to a t%nnel $he throne itsel# is co"ered &ith raised s teel sc%lpt%res o# &inged cher%bs $he cher%bs are threatening in appearance, &ith empty eye sockets and cr%el smiles $he seat o# the throne is a press%re plate When someone sits on the throne, the trap &ill be acti"ated $he raised cher%bs on the back o# the throne &ill slide o%t o# the &ay, and blades &ill spring o%t o# the slots re"ealed by the mo"ing cher%bs $he character sitting on the throne &ill take 1d> points o# dam age $he arch&ay to the north is like&ise ornately car"ed &ith the same threatening cher%bs 9t is not trapped, ho&e"er
$his &ide corridor allo&s easy access to most areas o# this le"el 9t is a dangero%s place to be, and &andering monsters sho%ld be checked e"ery t%rn Erather than e"ery 2 t%rnsG !t either end o# the corridor is a deep &ell, leading do&n to the second le"el -orlock h%nting parties &ill o#ten %se the northeast &ell, laying a metal bar across the &ell and tying a long rope o# &o"en sine& to it $here is a 10U chance on any "isit to the northeast end o# the t%nnel that : morlocks E!) ?, D 1, hp < each, Q!$ 1, D 1d>, -A E:0FG, 4a"e 5 1, -L @G &ill be #o%nd standing g%ard o"er K%st s %ch a poleandrope contraption $he &ells are simply deep holes in the #loorZ they ha"e nothing to keep anyone #rom accidentally #alling into them $he &ell on the &estern end has a horri#ic stench o# h%manoid &aste rising #rom it, and leads to room 120 on the second le"el Dim red light can be seen at the bottom o# the &ell on the eastern e nd this &ell leads to the massi"e ca"ern at area 121 o# the second le"el $he &estern end o# this corridor has ma ny small alco"es, described belo& a $his alco"e contains an organ b%ilt #rom bones and sk%lls $he sk%lls are a mi' o# h%man, morlock, goblin, and screechman !ny attempt to play it &ill ca%se it to noisily collapse, bringing a &andering monster to in"estigate on a roll o# 1: on a d> b $he door at the so%thern end o# this alco"e has massi"e cla& marks go%ged into it
::> &arty ,alloons $here are > malignant spheres E!) >, D , hp 2 each, Q!$ 1, D 1d:, -A E20FG, 4a"e 5 1, -L @G ho"ering abo"e the door $hey &ill s%rprise on 18 on a d>
c $here is a moldy, tattered tapestry hanging on the north &all, depicting screechmen h%nting do&n #ear#%l looking h%mans in ancient clothing $he door behind can be seen thro%gh tears in the tapestry
<7
d $his alco"e is empty e ! hal# doCen empty casks are stacked here $he lids ha"e been torn o##
mo%nd, they &ill be attacked by the holesF residents, < giant centipedes E!) @, D , hp 1 each, Q!$ 1, D poison, -A E20FG, 4a"e 5 0, -L 7G
:> %oblin &atrol # $his alco"e has stone shel"es on all three sides $here are 1<7 small stone %rns on the shel"es 6ach contains ashes and bone #ragments
$here are 7 goblins here E!) >, D 11, hp : each, Q!$ 1, D 1d>, -A E20FG, 4a"e 5 0, -L 7G, &aiting to amb%sh any creat%res coming #rom the second le"el
g $his alco"e is empty
:B> ,e6e#eled ,ung
h $here are t&o rotting reclining chairs here i n the northern &all o# this alco"e a m%ral is painted, and it is s%rro%nded by a raised, glo&ing p%rple border $he m%ral depicts a goblin looking o"er a stone labyrinth #illed &ith rotting garbage and corpses K $here is a stone sarcophag%s in this alco"e 9# opened, a skeleton E!) 7, D 1, hp <, Q!$ 1, D 1d>, -A E20FG, 4a"e 5 1, -L 12G &ill attack $he sarcophag%s has a #alse bottom, and %nderneath it is a Ke&eled spear $he sha#t is rotten, and the spearhe ad r%sty, b%t the #ist#%l o# small Ke&els that can be p%lled o## are &orth a total o# 800 gp k 4i' skeletons E!) 7, D 1, hp < each, Q!$ 1, D 1d>, -A E20FG, 4a"e 5 1, -L 12G stand in this alco"e, t&o against each &all 9# dist%rbed, they &ill attack 9# the players do not to%ch them in any &ay, they &ill do nothing l $his alco"e is empty
9n the center o# this room is an elongated stone dome, :F high, resembling a beehi"e Pl%nged into the top o# the dome is a golden spike, &ith an aB%amarine gem attached $he beehi"e is hollo&, and #illed &ith poison gas 9# the spike is remo"ed, the gas &ill be released into the room $he person &ho released the gas m%st sa"e "s poison or die thers in the room ha"e 1 ro%nd to immediately lea"e, or they too m%st sa"e "s poison or die 9# someone s%ccess#%lly sa"es, b%t remains in the gas, they &ill ha"e to make another sa"e e"ery ro%nd they remain in the poison 9# the door is not sh%t a#ter the gas is released, it &ill spread into room 2> as &ell 9t &ill take 1d> days #or the gas to dissipate, d%e to the lack o# "entilation Lea"ing both the door bet&een 2> and 27 and the door bet&een 2> and 81 open &ill ca%se the gas to dissipate m%ch more rapidly, in only 2d> t%rns $he aB%amarine may be sa#ely pried o## the spike &itho%t ca%sing the gas to be released, sho%ld the players try that
m 20 lapis laC%li gemstones ha"e been pressed onto the &alls o# this alco"e &ith a lo&B%ality adhesi"e $hey are easily pried o##, and are &orth 10 gp each
$he golden spike is &orth 200 gp, and the aB%amarine an additional :00 gp
n $here are #i"e heaps o# ash on the #loor o# this alco"e
:> Slime Cellar
o < h%man arms, so old they ha"e nat%rally m%mmi#ied, lay on the #loor o# this alco"e $hey are all right arms
$he #loor o# this room is co"ered &ith an orange slime, one inch thick 9t is a green slime E!) al&ays hit, D 2, hp ?, Q!$ 1, D dissol"e, -A E1FG, 4a"e 5 1, -L 12G, discolored d%e to minerals that it has absorbed
p $he door in the so%thern &a ll o# this alco"e has a morlock skin nailed to it B $his is not an alco"e, b%t rather a skill#%lly cra#ted arch !t the ape' o# the arch is a smiling, bearded #ace Ethe same #ace sc%lpted on th e &all o# room <8G
:@> Dri''ing oom $here is a narro& crack in the &estern end o# the ceiling, dripping m%ddy &ater onto the #loor "er time, this has b%ilt %p a large mo%nd o# moist dirt at the &estern e nd o# the room Eabo%t 2F high and . &ide 9# anybody dist%rbs the
$he secret door is acti"ated by p%shing on a loose stone in the northern &all, ne't to the secret door itsel# 5rom the northern side o# the s ecret door, the &all has handles that may be %sed to p%ll and slide the secret door open
:> estless Chamber $his room seems like it &o%ld be a sa#e ha"en, b%t hidden a&ay %nder a loose stone in the #loor is an am%let o# "ampiric health
;F> Treasure
;@> Lair of the ,east
$his room contains ancient &ooden shel"ing, in remarkably so%nd shape #or its age n the shel"es are a total o# t&enty clay pots, each holding 100 sp $here is also a short obsidian stat%e E:F tallG o# a man staring despondently at his empty hands, &orth 1<0 gp to a collector
! goblin spider E!) <, D 8, hp 1<, Q!$ 1, D 1D?, -A E:0FG, 4a"e 58, -L 11G has made its lair in this room $he room is #%ll o# the bones o# its prey, predominantly morlocks and screechmen 9n a corner o# the room is a locked metal bo', containing 8,000 sp and 12 citrine gems, &orth <0 gp each
;1> +ast Cave
;> Em'ty oom
$his "ast "oid in the nat%ral s tone o# the mo%ntain is spanned by a bridge o# stainless steel &ire and boards o# some strange gray material Eshell #ragme nts #rom giant pill b%gsG, tied to the &ire &ith leather cords $here is a strong breeCe blo&ing thro%gh the ca"e, ca%sed by temperat%re di##erences bet&een the %pper and lo&er sections o# the ca"e
$his octagonal room has a plain &ooden table and t&o &ooden chairs $he #%rnit%re is some&hat dryrotted, and &onFt take any &eight
$he northern and so%thern ends o# the bridge ha"e rooms o# #inished stone c%t o%t o# the li"ing rock 9# the players go to the eastern edge o# the so%thern room, the ca"e opening to room 82 &ill be K%st "isible by torchlight !nyone #alling o## the bridge &ill pl%mmet 2?0 #eet to the &atery ca"e in the third le"el 4ee room 10 o# le"el 8
;:> Stirge "est $en stirges E!) 7, D 1, hp : each, Q!$ 1, D 1d8, -A E80F, #ly 1?0FG, 4a"e 52, -L @G nest here, hanging #rom the ceiling like bats $he #loor is co"ered &ith their g%ano $here are large #lattened tracks in the g%ano leading thro%gh this ca"e, le#t by the pincer serpent in room 8:
;;> Em'ty Cave $his ca"e is completely empty
;?> Ser'ent4s edoubt ! pincer serpent E!) :, D :, hp 20, Q!$ 8, D 1d?1d>1d>, -A E20FG, 4a"e 5:, -L ?G has made its lair here 9t typically goes #orth to the second and third le"els to h%nt #or prey, and has only a <0U chance o# being present, in &hich case it &ill be c%rled %p &ith its treas%re in the so%thernmost portion o# the ca "e $he ca"e is #illed &ith split and cr%shed bones, and the d%ng o# the serpent 9n the so%thernmost corner o# the ca"e is the serpentFs treas%re* <,000 sp, :00 ep, and a gold goblet &orth 1<0 gp =ote that e"en i# the s erpent is not initially present, it &ill almost certainly E< in > chanceG ret%rn i# an e'tended e##ort to empty its lair o# loot occ%rs, s%rprising on 1: on ad>, %nless a care#%l &atch is being kept ! B%ick e##ort &ill be di##ic%lt gi"en the inaccessibility o# the ca"e
;B> &resent from the Morloc.s $he #loor o# this room is co"ered &ith debris Estone, &ood, and bits o# dried #%ng%sG $he #ar so%thern &all is co"ered &ith some kind o# #%ng%s, r%nning #rom #loor to ceiling 4%spended #rom the ceiling is a large net o# leather, dyed gray like the stone ceiling abo"e 9t has se"eral bits o# r%sty metal tied to it $here is a trip&ire b%ried %nder care#%lly placed bits o# loose debris in the center o# the room 9t r%ns do&n to the so%thern &all and %p, %nder the #%ng%s, to the net 9# tripped by a player crossing the room or poking aro%nd in the debris &ith a pole, the net &ill drop, trapping all players in the northern 80F by 80F section o# the room ! sa"e "s paralyCation &ill allo& players &ho are near the e'its or so%thern end o# th e room to escape the net ther players are a%tomatically ca%ght $he metal tied to the nets &ill make B%ite a racket as it #alls, alerting the morlocks in room 8?, &ho &ill come to see i# they ha"e capt%red th e delicio%s goblin#lesh they ha"e been h%nting #or $hey arenFt a"erse to a bit o# h%man, o# co%rse 9t &ill take one ro%nd #or the morlocks to arri"e 9t &ill take ? points o# damage #rom an edged &eapon to c%t a player #ree #rom the net Eno roll to hit neededG 6ach player ca%ght &ill need to be #reed indi"id%ally ! player ca%ght in the net may try to c%t himsel# #ree, b%t cannot e##ecti"ely attack or de#end against the morlocks Eand &ill th%s ha"e no De'terity bon%s to !) &hile trappedG 9# players e'plicitly look at the ceiling, they &ill see the net ther&ise, they ha"e only a 1 in > chance Eroll once #or the entire partyG $he trip&ire r%nning %p the so%thern &all has been deliberately b%ried %nder #%ng%s placed here by the morlocks, and is not normally detectable
<@
;> Morloc. (unting &arty > morlocks E!) ?, D 1, hp < each, Q!$ 1, D 1d>, -A E:0FG, 4a"e 51, -L @G are here, &aiting #or the trap in room 87 to be triggered
9n the lo&er section o# this room, there are &ooden poles that once held the banners o# the i"e -ind =o&, they are nothing b%t shredded, milde&ed gray rags hanging #rom the spongy &ood
$his room is empty, containing nothing b%t d%st
$he %pper plat#orm has a large , b%t broken, cylindrical glass Kar E8F high, 2F in diameterG, sitting on an ornately car"ed &ooden table $he table has beg%n to rot, rendering it "al%eless $here are shattered pieces o# glass scattered aro%nd the #loor near the table
?F> Safe (aven4s Closet
?@> Conference oom C
$his small storage room is also empty
$he so%theast door to this room, labeled on the o%tside &ith a placard reading +)on#erence ;oom )., is slightly aKar Within the room are 8 giant spitting beetles E!) :, D 2, hp ? each, Q!$ 1, D 1d> or to'ic spit, -A E:0FG, 4a"e 51, -L ?G
$here is a loose stone in the so%th &all ne't to the secret door, that i# p%shed &ill ca%se the door to s&ing open
;> Safe (aven
?1> Conference oom A ! placard on the o%tside o# the northern door reads +)on#erence ;oom !. $he room is #%ll o# trashed #%rnit%re Wooden chairs, so#as, tables, shel"es, and cabinets ha "e been broken into splinters /et&een, and on top o#, the debris are se"eral piles o# d%ng $he "andals, and man%#act%rers o# the d%ng piles, are 10 goblins E!) >, D 11, hp : each, Q!$ 1, D 1d>, -A E20FG, 4a"e 5 0, -L 7G that ha"e mo"ed in
?:> Conference oom ,
$his room has a large pressboard table in the center o# it, s%rro%nded by pressboard o##ice chairs &ith rotted c%shions !ll the #%rnit%re s%##ers #rom dry rot $here are > lamps in this room as &ell, one in each corner, one by the center o# the &est &all, and one by the center o# the so%th &all $he lamps, mo%nted on 7F high tarnished brass poles &ith &ide bases, ha"e rotted shades, and are #%eled by oil Ethey are c%rrently dry, ho&e"erG
$his room resembles room :1, only &itho%t the goblins ! placard on the o%tside o# the so%thern door reads +)on#erence ;oom /.
$he lamp along the center o# the &estern &all is #i'ed to the #loor, %nlike the other lamps 9# rotated clock&ise, the secret door to the &est &ill open
?;> %oblin Lair
$he door to the north has a placard on it, reading +)on#erence ;oom D.
$his room is #illed &ith piles o# goblin d%ng, mo%nds o# rags and #ilth %sed as goblin bedding, a hal# doCen sets o# goblinsiCed +ragsnmetalscraps. armor, and 1< cr%de spears, cra#ted #rom bones, sine&, and bits o# #%rnit%re 9n the north&est corner o# the room are piled e le"en goblin spa&nsacks, &ith noncombatant lar"al goblins inside ne doCen goblins E!) >, D 11, hp : each, Q!$ 1, D 1d>, -A E20FG, 4a"e 5 0, -L 7G ha"e made this room their lair $he goblins ha"e hidden their treas%re %nder one o# the piles o# rags $hey ha"e collected a heap o# ?,000 sp and 1,000 gp
??> emains of the (ive*Mind 4tairs lead do&n #rom the northern doors to the main section o# this room, &here "isitors &ere to bend knee to the i"e -ind placed on the so%thern plat#orm ! morlock raid long ago sle& the i"e -ind, and little remains to threaten "isitors to this room
>0
?> Conference oom D $his room is #%rnished identically to room :< $he door to the north has no placard, ho&e"er
?B> /itchen !long the north &all is a metal table, &ith metal cabinets mo%nted abo"e it $he cabinets are empty, and the metal table has nothing on it b%t an empty metal %rn &ith a piece o# &ire dangling #rom its b ottom $he table is bolted to the #loor 9# the players look %nderneath the table, they &ill see a small metal le"er sticking o%t o# the &all right belo& the table top $he le"er may be mo"ed horiContally, &hich &ill open the secret door to room 8?
?> Secret Conference oom $his room has a large, ornately car"ed mahogany table, &orth <00 gp 9t is s%rro%nded by ? claoot mahogany chairs, &ith deteriorated leather padding, &orth <0 gp each n top o# the table is an empty crystal decanter,
&orth 100 gp, and #o%r crystal ashtrays &orth <0 gp each $here is a cabinet along the north&est &all 9t contains 7 bottles o# ancient &ine, t%rned to &orthless "inegar a#ter so many passing millennia 9t also has an opaB%e black bottle labeled +range Water #rom 5o%ntain, Le"el 8, $ha%mat%rgically Preser"ed., that &ill act as a potion o# healing $he bottle radiates magic, and may be re%sed to transport liB%ids #rom the 5o%ntain ;oom Eroom >2 o# le"el 8G $he cabinet is also made o# ornately car"ed mahogany, and is &orth 2<0 gp !long the so%th&est &all is a mahogany rolltop desk, &orth 8<0 gp Within the desk is a scroll inscribed &ith the magic%ser spell sleep , and a brilliantly re#lecti"e protoni%mmetal letter opener Etreat as a dagger R1 G $he secret door to the so%theast is not secret #rom this side, o# co%rse 9t may be opened %sing large stainless steel handles mo%nted on the stone door
?> !loor S'i.es $he #loor o# this room is co"ered &ith 1. &ide holes, spaced 2. apart #rom each other !nyone looking do&n the holes &ill see the tip o# a metal blade $he entire #loor o# the room is press%resensiti"e, and any &eight more than 20 po% nds on the #loor &ill ca%se the blades to pop %p >., ca%sing 1d> points o# damage !nyone trying to cross &ill take another 1d> points o# damage #or e"ery step $he door to the northeast is made o# protoni%mmetal, rather than ironrein#orced oak ! sign a##i'ed to it reads +Warning* !nomaly !head !%thoriCed Personnel nly.
@F> Storage oom $his room has eight B%arterinch thick stainless steel plates, each 8F &ide by
@1> Misty Arches $he &alls o# this room are lined &ith arch &ays, leading into small 10F by 10F rooms 6ach arch&ay is #illed &ith a thick mist o# a di##erent color Ered, orange, yello&, &hite, black, green, bl%e, and p%rpleG, blocking "ision into the room beyond 9n the center o# the room is a stone pedestal, &ith a bronCe K%g standing %pon it $he K%g has the image o# a monkeyheaded &inged serpent car"ed into it, and is &orth 10 gp $he K%g is #%ll o# #resh &ater )haracters attempting to &alk thro%gh the mists &ill #ind that only one player can be pres ent in the room beyond
at a timeZ other characters &ill be stopped as i# the mist &as made o# solid stone 4ho%ld t&o characters attempt to enter sim%ltaneo%sly, roll randomly to see &hich character makes it thro%gh the mist 6ach room has a painted sce ne on the &alls, #loor, and ceiling, and large stone basin sticking o%t o# the #ar &all, &ith a drain hole in the bottom Whate"er pl%mbing connects to the drain hole, it m%st be r%nning thro%gh the &all, as the drain hole d oes not e'it on the %nderside o# the basin 4ho%ld a character po%r &ater #rom the bronCe K%g into the basin, a m agical e##ect &ill be triggered $he mist colors, painted scenes, and magical e##ects are detailed belo& nce an e##ect has occ%rred, it &ill not be a"ailable #or another yearFs time Po%ring anything less than a #%ll K%g o# &ater &ill ha"e no e##ect, nor &ill po%ring &ater #rom a container other than the K%g a ;ed -ist* the m%ral here is o# #lames and b%rning coals Po%ring the &ater do&n the basin &ill ca%se a small glo&ing ball o# redyello& #irelight to #all onto the #loor, ne't to the character 9# thro&n, this ball &ill act as the #ireball spell, doing 8d> points o# damage Eand cons%ming itsel# in the processG 9# not %sed &ithin 2: ho%rs, it &ill t%rn to a small ball o# cold charcoal b range -ist* the m%ral here is o# a #ield o# orange poppy #lo&ers Po%ring the &ater do&n the basin &ill ca%se the character to become into'icated, and he &ill ha"e a 2 on all to hit rolls #or the ne't 2: ho%rs c Nello& -ist* a scene depicting a cost%me ball, &ith the g%ests recoiling in horror #rom a #ig%re dressed in rags and &earing a tattered &hite mask Po%ring the &ater do&n the basin &ill ca%se the scene to animate, and the character &ill see a horrible cro&ned #ig%re in yello& robes enter the room, be#ore the &alls #ade entirely to &hite&ashed plaster a"ing seen the ing in Nello&, the character permanently loses 1d8 points o# &isdom d White -ist* the room beyond is painted skybl%e, &ith #l%##y clo%ds Po%ring the &ater do&n the basin &ill ca%se the character to be able to #ly , as per the magic %ser spell, #or the ne't 2: ho%r s e /lack -ist* the &alls, #loor, and ceiling are painted black Po%ring the &ater do&n the basin &ill ca%se the playerFs p%pils to e'pand, %ntil they occ%py the entire "isible portion o# the eyeball $he character &ill no& ha"e &ide spectr%m "ision, s%ch as d &ar"es and el"es possess, #or the ne't 2: ho%rs 9# the character already has &idespectr%m "ision, they are able to brie#ly see bet&een space and time, and m%st sa"e "s magic or
>1
become comatose #or the ne't 1d> t%r ns, as their mind cannot handle the sights re"ealed # reen -ist* this room is painted in a K%ngle scene, &ith thick "egetation on the &alls, and lianas and other "ines painted on the ceiling o"erhead Po%ring the &ater do&n the basin in this room &ill ca%se a monkey to leap o%t o# the image o"erhead and land on the characterFs back $he monkey has : hp, is !) @, and &ill not let go o# the character !ny hits to it &ill split the damage bet&een the character and the monkey 9t has no attacks $he monkey &ill hoot and holler #or the ne't 2: ho%rs, making s%rprise impossible, and increasing the chance o# &andering monsters by 1 !#ter the 2: ho%r period e'pires, the monkey &ill #all to the #loor, dead g /l%e -ist* the room is painted in an %ndersea scene, &ith #ishes, octop%ses, and coral ree#s on the &alls a nd ceiling Po%ring the &ater do&n the basin in this room &ill ca%se the character to be able to breathe &ater #or the ne't 2: ho%rs h P%rple -ist* the room is painted &ith "eins o# p%rplish color, ranging #rom nearblack to la"ender Po%ring the &ater do&n the basin &ill ca%se the "eins to begin to shi#t and mo"e aro%nd the #loor, &alls, and ceiling o# this room $he tendrils &ill then reach %p #rom the #loor and &rap themsel"es aro%nd the character $he &rithing bands o# color &ill t&ist aro%nd him #or the ne't 2: ho%rs, gi"ing him R2 to his ar mor class #or the d%ration
@:> Arched Antechamber $his room has < ca"e loc%sts E!) :, D 2, hp 7 each, Q!$ 1, D 1d2 EbiteG1d:EslamGEspitG, -A E20F, #ly >0FG, 4a#e 52, -L
@;> The $racle n the so%th&est &all is a massi"e basrelie# o# a smiling, bearded man &ith an open mo%th 9t stretches #rom #loor to ceiling $here is a recessed ca"ity behind the mo%th, darkened &ith dried blood 9# the recessed ca"ity is #illed &ith blood, it &ill appear to slo&ly drain a&ay When it is gone, a lo%d "oice &ill lo%dly order, +!4 NI; JI64$9=, -;$!L. $he basrelie# &ill acc%rately ans&er one B%estion posed to it, and &ill not speak again # or a month $he recessed ca"ity is large eno%gh that #illing it &o%ld be #atal #or most h%mansiCed beings
>2
$he morlocks occasionally cons%lt this oracle #or g%idance, and are responsible #or the bloodstains in its mo%th
@?> Em'ty oom $his room is empty, e'cept #or d%st
@@> Dance (all $he #loor in this room is made o# damp rotted &ood planking, and the ceiling to this room is a large mirror ;e#lected in it &ill be the #o%r "agabond m%shrooms E!) 7, D 2, hp @ each, Q!$ 1, D 1d>, -A E80FG, 4a "e 52, -L ?G that are c%rrently roaming abo%t the hall $he so%thern door to this room stands aKar &hen #irst enco%ntered
@> Em'ty oom $his room has se"eral decaying, a nd empty, &ooden shel"es along the so%thern &all
@B> %reat Dining (all $his room has ro&s o# #l%ted col%mns r%nning d o&n its sides /et&een the ro&s o# col%mns is a long decaying banB%et table, draped &ith a tattered table cloth !t the so%thern end o# the room, at the head o# the table, stands a malicio%s mirror
@> /itchen $he kitchen here is bare $he room is empty $he only things o# note are the cracked tile #loor, and a small hole in the ceiling in the so%theast corner, :. &ide, that &as %sed to "ent the sto"es
@> efrigeration $his room is #reeCing cold 4tacked in the corner are #i"e h%man bodies, co"ered &ith #rost and black &ith age $he bodies &ear ancient clothing, and one o# the #emale bodies has t&o platin%m bracelets &orth 1<0 gp each, and a platin%m necklace &ith an ony' gem &orth 800 gp $here is no "isible reason &hy this room sho%ld be as cold as it is
F> Antechamber $here are #o%r poles s%pporting tattered gray banners against the &alls, t&o to the north, and t&o to the so%th Whate"er designs the banners may once ha"e borne ha"e #aded to nothing
1> ,ugs in the System $he arched ceiling to this room is hidden in the gloom, :0F abo"e $he north, so%th, and east &alls o# this room are decorated &ith 20F tall, 10F &ide tattered gray tapestries Whate"er color there once &as has long since
#aded a&ay 6ach o# the 1< tapestries has 10 solid sil"er tassellike decorations hanging #rom its bottom, &orth < gp each Etotal 7<0 gpG )are#%l inspection &ill re"eal that the tassels are s%spended #rom thin metal &ires threaded thro%gh the tapestries n the #loor in the center o# th e room are three goblin skeletons 9# e'amined closely, the skeletons ha"e many small scratches on the bones $he #loor itsel# is d%st#ree 4ho%ld any tension be remo"ed #rom any o# these &ires E#or instance, remo"ing a tassel, or e"en li#ting one %pG, stone blocks along the bottom o# the north a nd so%th &all &ill li#t %p by a #e& inches, releasing #o%r insect s&arms E!) 7, D 8, hp 1< each, Q!$ 1 Ea%tohitG, D 2, -A E10FG, 4a"e 50, -L 11G $he s&arms are o# #lesh eating beetles, each t&o inches long, and they pre#er to cra&l rather than #ly $he secret door may be opened by p%lling do&n&ards on the tapestry co"ering its section o# the &all !s long as this is done gently Eso the tapestry doesnFt bo%nce back %p&ardsG, the trap &ill not be acti"ated
:> Entrance to the Morloc. Lair 10 morlocks E!) ?, D 1, hp < each, Q!$ 1, D 1d>, -A E:0FG, 4a"e 51, -L @G rest here, amid piles o# re#%se $here is a "ery large, b %t cr%de, t&o&heeled &ooden cart here, #illed &ith bones, e'crement, and other #ilth n a semireg%lar basis, the morlocks &ill take this cart to the &ell on the &estern end o# room 2: and d%mp the garbage do&n to the second le"el 4e"eral doCens cl%mps o# rags and dried #%ng%s, %sed by the morlocks as bedding, are s cattered aro%nd the #loor $he morlocks are laCy, and do not keep a &atch, as they can easily hear screechmen approaching, and the goblins ha"e not been a threat since their hi"e mind &as slain $he secret door to the east can be opened by prying a some&hat loose stone #rom the &all o%t&ards
;> (ouse#ives of the !irst Level 12 morlock #emales E!) ?, D 1, hp : each, Q!$ 1, D 1d>, -A E:0FG, 4a"e 51, -L @G are b%sy preparing meats o# %nkno&n origin $&o o# the #emales Ethe chie#Fs pre#erred matesG &ear leathery skins%its made #rom screechmen, troglodytes, and other creat%res, &ith large t%rB%oise stones se&n into the skins 6ach skins%it has 10 t%rB%oise stones &orth 2< gp each $here are also t&o doCen noncombatant morlockspa&n here, care#%lly &atching the &omen and hoping they donFt get car"ed %p #or the cookpot
! cookpot in the center o# the room is on a slo& boil, containing h%nks o# #%ng%s and grayish meat 4moke #rom the #%ng%slog #ire &a#ts %p and i nto a crack in the ceiling ! demonic stone idol sits in the northeast corner o# this room, holding a large E2 #oot &ideG bloodstained gold bo&l in its lap, &orth 2<0 gp $he idol is 10F tall, and resembles a #at snarling h%man &ith #angs and a long, straight stone horn protr%ding #rom his #orehead 4e"en rotting hearts ha"e been impaled on this horn
?> Advanced Intrusion Detection System $he door to this room has a rope o# sine& tied to the handle on the inside, leading to a precario%sly balanced pile o# r%sty scrap metal pening the door &ill ca%se this pile o# metal to collapse noisily, &ith a @0U chance o# alerting any morlocks in rooms >2 and >8 $he secret doorFs acti"ating mechanism is hidd en behind a loose stone on the north &all, ne't to th e door itsel# /ehind the loose stone is a sm all keypad &ith #o%r b%ttons on the top ro&, n%mbered one thro%gh #o%r, and a single b%tton on the bottom ro&, labeled X6nterF 9# a player presses 1, 2, 8, and :, in that order, and then presses X6nterF, there &ill be a lo%d XclickF and the secret door &ill s&ing open a #e& inches
@> Chief esearch Assistant4s $ffice $his room still contains ancient steel #%rnit%re, B%ite r%sty by no& $here is a desk, a chair &ith tattered c%shions, and a short cabinet n the stone &all ne't to the desk is a large &hite sB%are E>F &ide by :F highG, &ith se"eral ancient inkless pens on a small shel# belo& it $he desk and cabinet are empty o&e"er, the top cabinet dra&er has a #alse b ack, &hich &ill be #o%nd by anybody per#orming a care#%l search /ehind the #alse back is a b%ndle o# papers titled +4pectr%m and Wa"elength !nalysis o# $rapeCohedron. $he papers are in an %nkno&n scienti#ic Kargon, and the p arty is %nlikely to make heads or tails o# it 9# a player is able to read and &rite, and rolls a > on a d> Eadd the n%mber o# lang%ages the player can speak as a bon%sG, then he %nderstands that the paper disc%sses a shining black Ke&el the siCe o# a manFs #ist, some&hat in the shape o# a trapeCohedron $he paper mentions that the angles o# the Ke&elFs #acets change depending on its orientation to the "ie&er, and that light re#lecting #rom the Ke&el #ollo&s a discrete sB%are &a"e rather than a contin%o%s &a"e#orm $he c%lt o# 4cience in Denethi' has the ability to decipher the papers i# the players cannot, and &o%ld p%rchase them #or 2< gp
>8
$he )h%rch o# 4tarry Wisdom &o%ld also be g reatly interested in these papers, as they re#er to the 4hining $rapeCohedron, a Ke&el that can be %sed to comm%nicate &ith their god 9# they #ind that the party has the papers, they &o%ld do anything, %p to and incl%ding m%rder, to retrie"e the papers and determine &here they came #rom $he door to the so%th is not secret #rom this side, and has an ordinary doorknob &hich may be %sed to open it
> Morloc. S.ins anging #rom iron spikes Kammed bet&een #inished blocks o# stone in the &all are th ree preser"ed morlock skins $hey are making re"olting sB%irming and cra&ling motions as they hang on the pegs 9# a player &ears one o# these skins Eit &ill not #it o"er metal armor, altho%gh it can be &orn o"er normal clothing, leather, and padded armorG, it &ill seal itsel# onto the &earerFs body )lothing and leatherpadded armor &ill be absorbed as the s kin gra#ts itsel# on to the player $he morlock skin cannot be remo"ed &itho%t act%ally p%lling o## the "ictimFs o&n skin, so treat any s%ch attempts as highly damaging to the +patient., and %ltimately %ns%ccess#%l !t the end o# each day that a skin is &orn, there is a c%m%lati"e 1 in > chance th at the &earer &ill permanently become a morlock, #orgetting his past history and relationships Eso 1 in > the #irst day, 2 in > the second, etcG ! remo"e c%rse spell &ill remo"e the skin #rom its "ictim, i# cast be#ore permanent trans#ormation takes place
B> )ater Su''ly $his room has eight cr%delymade &ooden barrels, each #%ll o# only slightly #o%led &ater ! doCen &ooden b%ckets, #i"e 1
> Armory 4e"eral doCen cr%de morlock spears, loose obsidian spearheads, and %nc%t tree branches are piled in this room $he tree branches are lea#less, old, and dry
> Treasured &et of the Morloc.s ! large albino ape E!) >, D :, hp 2>, Q!$ 2, D 1d:1d:, -A E:0FG, 4a"e 5 2, -L 7G is chained to the so%thern &all $he thick bronCe chain is 20F long, allo&ing the creat%re to reach the middle o# the room 9t &ears a &ellcra#ted amethystandsil"er collar &orth >00 gp, attached to the chain &ith a strong padlock )hie# ribnel has the key to the lock
>:
BF> (arem $he #emale morlocks #rom room >8 come here to sleep $his room is co"ered &ith #o%l l%mps o# cloth and dried #%ng%s, %sed as bedding
B1> Chief %ribnel4s Chamber $he morlock chie# and shaman, ribnel E!) ?, D 8, hp 12, Q!$ 1, D 1d>, -A E:0FG, 4a"e 5 8, -L @G, ma kes this chamber his home e o##iciates at the sacri#icial rit%als to the stone god in room >8, cons%lts the oracle in room <8, and o#ten leads the h%nts on the second le"el, %sing his circlet o# meat detection to great e##ect n his head, he &ears the a#orementioned circlet o# meat detection , &ith 2< charges remaining e has also pinned an i"ory brooch thro%gh a #old o# skin on his chest, &orth <0 gp $he brooch is car"ed in the shape o# a &omanFs #ace in pro#ile $he chie# &ears a thin necklace o# sine& aro%nd his neck, #rom &hich dangle t&o keys ne goes to the padlock in room >@, and the other to the door o# room 100 Inder the pile o# rags and dried #%ng%s that ser"es as his bed is a small clay bottle containing a potion o# healing ! small, r%sty metal bo' on the #loor contains 1,200 sp, %sed #or trade &ith h%manoids in the lo&er le"els
B:> Gellied Dead 5o%r corpse Kellies, %sing morlock skeletons E!) @, D 1R2, hp > each, Q!$ 1, D 1d>, -A E8F, &alk 80FG, 4a"e 5 1, -L 12G are &aiting here #or "ictims
B;> Audio9+isual Training oom !long the north, so%th, and east &alls o# this room are ancient co%ches &ith tattered %pholstery $hey &ill collapse i# dist%rbed 9n the center o# the room is a small table o# some yello&&hite material, still in good condition a#ter the passing ages n top o# it is a sleek black c%be &ith a small s &itch on it 4ho%ld the party press the s&itch, a disembodied "oice anno%nces +4ec%rity training hologram part 2. $hen the transparent %pper hal# o# a man in clothing o# an ancient style appears abo"e the bo', and begins to speak* +Welcome to the !nomalo%s 4%bs%r#ace 6n"ironment 9Fm s%re yo%F"e all heard abo%t some o# the mirac%lo%s disco"eries &eF"e made in the !46* the LaCar%s ;oom on le"el 2, the 5o%ntain ;oom on le"el 8 $here are also many threats, &hich is &hy yo%Fre here Deep in theV. !t this point, the bo' &ill begin to smoke and the hologram &ill disappear
B?> )ebbed Chamber $hree giant crab spiders E!) 7, D 2, hp 12, 10, :, Q!$ 1, D 1d? R poison, -A E:0FG, 4a"e 5 1, -L 7G hide
among the &ebs that #ill this room idden in the &ebs, and &rapped tightly in a cocoon o# silk, is a dessicated reptilian h%manoid body &ith a potion o# gaseo%s #orm and a po%ch containing 100 gp =ote that the &all bet&een 7: and 7@ is transparent only #rom 7@ 5rom &ithin this room, it looks like solid stone
on it &ill s%ccess#%lly p%ll the chandelier, b%t &ill render it "al%eless as large s&aths o# crystal are cr%shed to glass d%st 4imple handles may be %sed to open the secret door #rom the east side
B> +ie#ing Chamber $he one&ay door #rom the hall&ay to the s o%th may be detected as a secret door, b%t there is no mechanism to open the door #rom &ithin this room 5rom the so%th, it appears like a large stone door &ith a massi"e steel handle to p%ll it $he door has springs in the hinges that &ill ca%se it to sh%t %nless propped open
B@> -ndead Meditation $&o robed and hooded #ig%res sit on the #loor, &ith a golden hookah E&orth <00 gpG bet&een them 9# anyone enters the room, they &ill rise, p%lling their hoods back, re"ealing that they are t&o blade Combies E!) 7, D 2, hp @ each, Q!$ 2 Ehand blade, head b%tt at :G, D 1d?1d:, -A E:0FG, 4a"e 52, -L 12G $he Combies ha"e been made #rom h%man corpses, and are in an ad"anced state o# decomposition 4trings o# cheap glass beads #orm a c%rtain in the arch&ay separating this room #rom room 7>
B> Em'ty oom $his room is empty 4trings o# cheap glass beads #orm a c%rtain in the arch&ay separating this room #rom room 7<
BB> &it Tra's $he pit traps &ithin this area are acti"ated &hen &eight is present on the center o# the pit 9t then drops the characters 10F into the pit, ca%s ing 1d> points o# damage, and the trap lid s&ings sh%t again
$he entire &est &all o# this room is transparent, allo&ing the players to see into room 7:
F> Em'ty oom $his room has some pict%re #rames on the &all, b%t the pict%res so #ramed are nothing b% t blank pieces o# yello&ed paper $he passing o# time has erased all trace o# &hat the pict%res once &ere
1> ,igfoot on Dis'lay 4tanding on a pedestal at the so%thern end o# this room is a circ%lar black pedestal, %pon &hich stands a sasB%atron ! cylinder o# bl%ish light rises %p #rom the pedestal base to the ceiling !nyone to%ching the bl%ish light &ill be b%rned #or 1d: points o# damage n the rear o# the pedestal E#acing the so%thern &allG is a small &hite s&itch 5lipping the s&itch &ill ca%se the #ield o# bl%ish light to disappear, and the sasB%atron E!) 7, D :, hp 1?, Q!$ 1, D 1D?, -A E80FG, 4a"e 5:, -L @G &ill be released #rom stasis and attack $he sasB%atronFs headsphere contains 1< Circon gemstones, &orth 2< gp each $he pedestal generates a stasis #ield $he creat%re to be held in stasis m%st be standing entirely on the pedestal, or else it &ill take 1d: points o# b%rning damage as it is #orced o## by the bl%ish #ield !ttempts to remo"e the pedestal, &hich is #irmly a##i'ed to the #loor, &ill destroy it
B> Art %allery -asterpieces o# art thro%gho%t history ha"e been gathered and stored here $he dry, cool air in this chamber has pro"en to be &ells%ited #or the art &ithin, and the pieces here are in e'cellent condition !gainst the &est &all hangs Leonardo d a AinciFs +-ona Lisa. E800 gpG, against the east &all is Aan oghFs +4tarry =ight. E200 gpG, and -ichelangeloFs stat%e +Da"id. E<00 gpG stands against the so%th &all $hese pieces are not &ell kno&n in the c%rrent barbaric age, th%s the lo& price they #et ch on the open market $his room has a "a%lted ceiling, 80F high 5rom the ceiling hangs a crystal chandelier E&orth 200 gpG, 20F abo"e the #loor $he secret door is opened by p%lling do&n&ards on the chandelier $ossing grappling hooks
:> It4s "ot Chec.ers $he #loor o# this room is made o# alternating 1 F sB%are red and black tiles $he trap here, ho&e"er, does not in"ol"e the di##erent colors o# tiles at all that is a red herring $he center points o# damage to anyone &ithin &ho #ails a sa"e "s breath &eapon )racks in the ceiling can be seen i# players state they are looking !bo%t 1F thickness o# dressed s tone &ill #all #rom the ceiling
><
;> Tra''ed Chest $his room is empty, e'cept #or the large teak chest sitting in the center o# the #loor $here is no lock "isible When the lid o# the chest is li#ted a hal# inch or s o, acid &ill spray o%t o# a t%be inside t he #ront portion o# the chest, ca%sing 1d? points o# damage %nless a sa"e "s breath attacks is made $he chest contains <0 small to%rmaline gems, &orth 10 gp each, and a glass spray apparat%s Epres%mably empty o# acid, altho%gh i# the party someho& opens it &itho%t ca%sing the acid to spray, it can be thro&n at an opponent #or 1d? points o# damage, or other&ise %sed by creati"e playersG
?> Secret Doors $he secret doors here are secret #rom this side as &ell $here are t&o loose blocks in the ceiling abo"e E10 F highG that may be pressed %p&ards to ca%se the doors to open Eone block #or each d oorG
?a> Secret Door $here is a loose stone in the #loor that may be li#ted %p to re"eal a b%tton When depressed, the secret door &ill slide open
@> !ungus &atch ! patch o# glo&ing green #%ng%s g ro&s in the center o# this room $he #%ng%s pro"ides light in a 1F radi%s 5eeding on the #%ng%s are < giant ear&igs E!) >, D 1, hp < each, Q!$ 1 E2 a#ter hitG, D 1d:, -A E80FG, 4a"e 51, -L 7G
$he secret door to the so%th is acti"ated by sim%ltaneo%sly p%shing on t&o loose blocks in the &all, one to each side o# the secret door n its so%thern side, the door is not secret, and has a recessed handle to p%ll it open or p%sh it closed
> %arden %nomes %one ,ad $he &alls o# this room are d ecorated in #aded, chipped paint, &ith pastoral scenes sho&ing deer, pheasants, hedgehogs, sB%irrels, and other &oodland creat%res #rolicking abo%t 4cattered aro%nd the #loor o# the room are 1< arti#icial b%shes, &ith thick do&els #or branches and tattered green silk lea"es 9n the center o# this room are #o%r &ooden stat%es, arranged in a circle $hey ha"e been car"ed to look like short E8F tallG threeeyed men &ith pointy hats, sitting crosslegged on the #loor $here are a #e& chips o# #aded paint on them, and each stat%e has a large garnet on the top o# its pointy hat Ethey are &orth 2<0 gp eachG $he stat%es are &ood golems E!) 7, D 2R2, hp 10 each, Q!$ 1, D 1D?, -A E:0FG, 4a"e 5 1, -L 12G, and all &ill attack i# they are to%ched in any &ay $he #irst dist%rbed &ill attack immediately, and the remai nder &ill Koin the #ight the ro%nd a#ter $hey &ill not p%rs%e anyone o%tside this room
F> Em'ty oom $his room is empty $he secret door to the north is plainly "isible #rom this room it is only secret #rom the hall&ay to the north 9t is a large stone door that can be slide to the side %sing recessed handles
> Em'ty oom $here are scattered patches Eonly a #e& inches in diameterG o# the glo&ing green #%ng%s on the #loor o# this room
B> !alling !ungus $he ceiling o# this room has a large mass o# glo&ing green #%ng%s, especially thick in the center o# th e room $he #ootsteps o# anyone crossing the center o# the room &ill ca%se the entire #%ngal mass to collapse, coating anyone in the room &ith green goo !nyone so coated &ill be %nable to s%rprise any nonblind monster, as they &ill be &elllit by glo&ing traces o# the #%ng%s 4cr%bbing "igoro%sly #or a #e& ho%rs &ith soap and &ater &ill remo"e the #%ngal goo #rom eB%ipment and ad"ent%rers
Fa> Secret Door $he secret door is hidden #rom this side $here is a loose stone on the #loor in #ront o# the secret d oor Inder the stone, there is a 1. ro%nd hole,
1> Li.e Moths to a !lame
> Sur'rise &arty ,alloons
! black metal post stands in the center o# this room, ?F high !t the top o# the post is a glo&ing &hite orb, 1F in diameter, shedding light in a 80F radi%s $he light has attracted a s&arm o# 10 t%nnel moths E!) >, D 1, hp : each, Q!$ 1, D 1d:, -A E10F, #ly <0FG, 4a"e 51, -L 7G, &ho #lit abo%t the room, and occasionally bo%nce o## the light $hey &ill attack any creat%re that enters the room, as they ha"e gro&n ra"eno%s
! press%re plate in the center o# this room &ill ca%se a section o# the ceiling to s&ing open, releasing < -alignant 4pheres E!) >, D , hp 2 each, Q!$ 1, D 1d:, -A E20FG, 4a"e 5 1, -L @G
$he orb is a simple glass sphere, and &ill go dark i# shattered, remo"ed #rom the pole, or i# the pole is remo"ed #rom the #loor
>>
:> &it Tra' #ith +ie#ing and Taunting
> Treasure Mollus.
$he t&o corridors here do =$ intersect $he north so%th corridor r%ns %nderneath the east&est corridor !t this point in the east&est corridor there is a pit trap $his trap is triggered &hen a character places their &eight in the center o# the pit lid $hen, the trap &ill drop them into a 10F d eep pit, &ith an iron grate #or a #loor, and they &ill take 1d> points o# dam age #rom the #all !#ter the characters #all in, the pitFs lid &ill s&ing sh%t again
9n the center o# this room is a massi"e pile o# treas%re, appearing to be at least 10,000 sil"er coins, &ith a doCen or more glittering red and green gems, and a pair o# s&ords sticking o%t o# the pile
$he iron grate is press%resensiti"e, and &hile there is &eight on it the trap door to the pit abo"e &ill no longer open $he iron grate that is the #loor o# the pit is also the ceiling o# the northso%th corridor $here is a le"er in &estern &all o# the corridor beneath the pit, in the +%p. position, that can be p%shed do&n to ca%se the grate to open and spill its contents onto the corridor #loor Eca%sing another 1d> points o# damage %nless the characters someho& pre"ent themsel"es #rom #allingG $he commotion o# #alling into the pit has a <0U chance o# attracting 1d> t%nnel caterpillars #rom room @:, &ho &ill sB%irm abo%t on the #loor beneath the pit trap, hoping #or a meal sho%ld trapped characters s%ccess#%lly open the grate
;> Em'ty oom $his room is empty, e'cept #or the dried h%sk o# a giant carni"oro%s beetle, lying on its back &ith its legs sticking %p into the air
?> ,rood Chamber $his chamber appears to be a >0F long t%nnel o# silk, &ith many bones and sk%lls "isible K%st beneath the #irst layer 4ho%ld players #ight their &ay past the 7 t%nnel caterpillars E!) ?, D 1R1, hp > each, Q!$ 1, D 1d> or sticky silk, -A E20FG, 4a"e 51, -L 10G li"ing here, they &ill see the nooks behind the s ilk on the north and so%th &alls, each &ith a cocoon inside $he glint o# gold can be seen #rom the cocoons 6ach cocoon contains a helpless chrysalis, and 200 gp in loose coins Etotal 1200 gpG
@> -nder Construction $his room is still %nder constr%ction, altho%gh there is no indication that it has been &orked on any time recently $he #loors and %ne'ca"ated stone o# the north&est &all are co"ered by d%st : giant ear&igs E!) >, D 1, hp 8 each, Q!$ 1 E2 a#ter hitG, D 1d:, -A E80FG, 4a"e 51, -L 7G are searching #or #ood in here
$his is a treas%re moll%sk E!) :, D 8, hp 17, Q!$ 2 or special, D 1d>1d> or special, -A E20FG, 4a"e 58, -L ?G 4t%ck to the moll%sk are 1,200 sp, and a pair o# normal short s&ords $he Ke&els are only the moll%skFs eyes, &hich are "al%eless bits o# moll%sk#lesh
B> Message from the &ast ! &ithered, leathery m%mmy lies in the corner o# this other&ise empty room, cl%tching a piece o# paper in its hand $he paper reads +9 donFt ha"e long no& 9tFs been t&o days since 9 sent 3orge do&n to the pools e m%st bring the &ater #rom the bro&n pool only 9# he doesnFt make it, thereFs still a s k%ll le#t, %se that to bring me back. $he secret door is acti"ated by pressing t&o stones in the &all, one on each side o# the s ecret door, sim%ltaneo%sly
> Crystal S.ull Storage $his room has r%sted metal shel"es along the &alls 6ach shel# has a bracket designed to hold a label, b%t most ha"e been remo"ed $he e'ceptions are a shel# still labeled +;ed -atter $ranslocation., and a shel# labeled +/l%e ;es%rrection. $he shel# labeled +/l%e ;es%rrection. has a sk%ll made o# bl%e crystal sitting %pon it $he other shel"es are all empty !nyone e'amining the bl%e crystal sk%ll closely &ill see that it has three shallo& holes on its %nderside 9t may be %sed &ithin the LaCar%s )hamber Eroom 77 o# le"el 2G $he secret door to the so%th is ob"io%s #rom this side, and may be p%lled open &ith a simple door handle
> Troglodyte Ex'lorers $he door here has been spiked sh%t #rom the inside, and &ill reB%ire a s%ccess#%l pen Door check to open $his &ill, o# co%rse, alert the : troglodytes E!) <, D 2, hp 7 each, Q!$ 8, D 1d:1d:1d:, -A E:0FG, 4a"e 52, -L @G &ho ha"e barricaded themsel"es in this room, trying to e"ade the screechmen $hey are "ery h%ngry and thirsty, and %nlike typical troglodytes, are &illing to negotiate &ith nonhostile parties 6ach troglodyte carries >0 ep in a small bag hanging o## a thin leather belt $here is a protoni%mmetal disk in the ceiling o# this room 9# the le"er in room 1@ o# the gateho%se le"el has been p%lled to the +do&n. position, this disk has retracted, re"ealing a sha#t ascending 180F to room 1@
>7
$he sha#t has protoni%mmetal ladder r%ngs embedded in its stone &alls, allo&ing a relati"ely easy climb %p&ards
1FF> Drooling !aces $he sto%t, ironrein#orced oak door to this room is locked, the key residing &ith the morlock chie#tain in room 71 4paced e"enly along the c%r"ed &all are #i"e niches, each &ith a small stone bo&l in it !bo"e the niches are car"ed grinning stone #aces &ith open mo%ths ! "ery thin line o# m%lticolored slime, a mi't%re o# red, orange, and yello&, slo&ly #lo&s #rom each mo%th to the stone bo&l in the niche belo& $he #i"e bo&ls are mostly #%ll &hen the party enters $he slime radiates magic Drinking a #%ll bo&l o# the #o%ltasting slime &ill c%re 1d: hit points o# damage !nything less has no e##ect nce cons%med, it &ill take a year #or the slime to re#ill a stone c%p
1F1> Treasure %rinder $his room is almost entirely occ%pied &ith a goldlined pool o# liB%id pposite the entrance to the room, across this shimmering liB%id, is a plat#orm co"ered &ith gold coins E7<0 gp all toldG $he shado&ed ceiling is 20O abo"e $he pool is an incredibly po&er#%l acid, capable o# dissol"ing anything e'cept #or gold $he #loor o# the room is 1 abo"e the rest o# the plat#orm !t the bottom o# the pool, "ery hard to s ee against the goldco"ered #loor, are @? gp scattered aro%nd 9# the players can someho& ill%minate the ceiling 20O abo"e, they can see omino%slooking cracks o%tlining large sB%are sections near the hall&ay entrance, and thinner cracks r%nning a&ay to&ards the plat#orm $he plat#orm across the pool is, o# co%rse, a press %re plate, already partially depressed 9t has a ratcheting mechanism %nderneath it that &ill ca%se the trap to
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acti"ate &hen any signi#icant &eight is remo"ed When &eight is added, there &ill be a distinct click #rom %nderneath the plat#orm =ote that any boards lo&ered across the length o# the p ool &o%ld be resting on the lip, not on the plat#orm itsel#, and th%s remo"ing the board, or standing on the board and then stepping o##, &o%ld not trigger the trap ;emo"al o# <0gp is eno%gh &eight to ca%se the ratcheting mechanism to release and trigger the trap Eas is stepping on it, and then stepping o##, or K%mping %p and do&nG When acti"ated, hinged portions o# the ceiling near the hall&ay entrance s&ing open, and on each side o# the room massi"e rotating bronCe cylinders E10O longG co"ered &ith t&o#ootlong blades, and hooks at the ends o# 10O chains, drop do&n &ith a massi"e )L!= E<0U chance o# bringing #orth a &andering monster to in"estigateG $he cylinders mo"e #or&ard, hanging only a #e& inches abo"e the acid, to&ards the plat#orm, spinning the chains o%t B%ickly, catching anyone &ithin their path and dra&ing them in to the blades al#&ay across, the cylinders &ill mo"e in on tracks to&ards the center o# the room, as their chains retract, and once the blades are close eno%gh to o"erlap each other, the meat grinder &ill contin%e mo"ing to&ards the plat#orm nce o"er the plat#orm, the cylinders &ill s&eep o%t along the end o# the room in either d irection, and then back to&ards their original positions near the hall&ay entrance nce ret%rned to their original positions, they &ill rise back %p into the ceiling, a nd the hinged portions o# the ceiling &ill s&ing back %p 4mall portions o# acid splashing on a character &ill do 1d: points o# damage 9mmersion is instant death, &ith the body and all eB%ipment being #%lly dissol"ed in 1d:R1 ro%nds !ny gold the character is carrying &ill settle on the bottom o# the pool When the cylinders acti"ate, they &ill take 1 ro%nd to reach the hal#&ay point, 1 ro%nd to reach the plat#orm, 1 ro%nd to s&eep the plat#orm, and 2 ro%nds to ret%rn and retract 9n the &hirlinghook phase, any players ca%ght in the hooks &ill take 1d> damage, and m%st sa"e "s petri#ication to a"oid being ca%ght and yanked onto the cylinders !nyone yanked onto the cylinder by the hooks &ill take an additional 1d> damage #rom the blades, and &ill almost certainly die the ne't ro%nd &hen the cylinders meet !dditionally, i# someone isnOt ca%ght on the hooks, b%t is standing on any sort o# narro& plat#orm o"er the pool Eeg a board r%nning #rom entrance to the stone plat#ormG, they m%st make a second sa"e "s petri#ication to a"oid #alling into the pool
9n the meatgrinder phase, anyone in the path o# the meat grinder m%st sa"e "s petri#ication or die 9# they do sa"e, theyOll only take :d> damage as the blades someho& toss them %p and o"er the cylinders rather than thro%gh the middle !s mentioned abo"e, the only thing keeping the acid contained is the thin layer o# beaten g old 9# the gold is scratched a&ay belo& the s%r#ace o# the acid, the acid &ill begin to eat thro%gh the stone behind !s the stone
behind t%rns to m%sh, the g old &ill b%ckle and #orm #%rther cracks, and o"er a &eekOs time th e acid &ill drain o%t Where the acid eats a &ay the stone, that portion o# the d%ngeon &ill t%rn into an eB %i"alent "ol%me o# ca%stic m%d, &ith only a thin cr%st o# stone abo"e !ny player crossing this cr%st &ill #all into the m%d Eplayers &ill take 1d2 damage per ro%nd &hile in the m%dG 9# the players manage to s crape all the beaten gold o##, they &ill #ind they ha"e managed to gather 10gp &orth o# gold
Magic Items Amulet of +am'iric (ealth $his am%let is made o# bronCe, hanging #rom a bronCe chain, and is sc%lpted to look like a cro& &ith &ings spread &ide 9# sold as a cheap piece o# Ke&elry, it &ill #etch 2< gp $he am%let is a mi'ed blessing to its &earer, as its po&ers are both a minor boon to him and a complete n%isance to his companions =o character &ithin 80F, aside #rom the &earer, is able to heal nat%rally 5%rther, &hile the &earer is asleep, the am%let &ill trans#er 1 hit point #rom the &eakest sleeper Elo&est hit pointsG &ithin 80F to the &earer While the trans#er occ%rs, anyone a&ake &ill see a red mist rise #rom the gro%nd, s%rro%nding an irreg%lar area >0F in diameter, centered on the am%let and its &earer $he mist is t&o #eet deep, lasts #or 8 t%rns, and those &ho are asleep in it Eincl%ding the &earer o# the am%letG cannot be a&oken %ntil it dissipates 9# no one is &earing the am%let, the mist &ill still rise &hile the players sleep, the &eakest sleeper &ill still take a point o# damage, and nat%ral healing &ill still be impossible &ithin 80F =o one &ill get the bene#it o# the stolen hit point, ho&e"er
$he circlet &ill most likely be %sed by ad"ent%rers as a mechanism to detect the presence o# e nemies &ithin a d%ngeon $his is a dangero%s %se, ho&e"er 6"ery time the circlet is %sed, a sa"e "s magic m%st be made, and i# #ailed, the &earer &ill s%##er #rom the #ollo&ing side e##ects* $he &earer &ill, &hene"er in the presence o# a corpse, be compelled to c%t o## a piece or t &o to +sa"e #or later. $he corpseFs relation to the &earer Eally, henchman, #amily memberG is %tterly irrele"ant to the &earer, nor is the presence o# &itnesses to this depra"ed act D%ring +do&ntime., boring con"ersations, long &alks on the beach, and other moments &here the &earer isnFt reB%ired to #oc%s on any speci#ic task, he &ill be constantly nibbling on these bits o# meat 9# %nable to eat #or a day or more, the &earer &ill be compelled to attack the nearest li"ing creat%re #or its sa"ory, tasty #lesh nce the &earer is so a##licted, getting rid o# the circlet &ill not remo"e the side e##ects nly a remo"e c%rse spell &ill c%re the &earer $he pl%s side o# the c%rse is that the &earer &ill likely become B%ite adept at identi#ying the species o# nearby h%manoids
Circlet of Meat Detection 7Cannibal4s Cro#n8 $his cro&n is a simple circlet o# sil"er, &ith a single large emerald set in it )are#%l e'amination &ill re"eal that the emerald can be rotated clock&ise a B%ar tert%rn, and spring back to its original position &hen released
$his circlet depends on magical charges to operate, and a#ter they are depleted it &ill cease to #%nction !nyone c%rsed by the circlet &ill remain c%rsed, ho&e"er 9t &ill initially ha"e 20 R 1d? charges &hen #o%nd
9# the circlet is being &orn &hen the emerald is t&isted, the itemFs po&er &ill be re"ealed the ability to detect meat &ithin >0F $he circlet &ill detect both li"ing and dead meat, and the B%ality o# the meat E#resh "ers%s decayedG $he &earer may also identi#y the species the meat comes #rom, i# he has tasted the #lesh o# that animal Eor h%manoidG be#ore
$he )annibalFs )ro&n &ill #etch ?00 gp i# s old as a simple piece o# Ke&elry
Malicious Mirror $his is a large #loor mirror, in a sil"er #rame $he #rame is %ntarnished, &ith delicate sil"er scroll&ork, accented by small sapphires $he mirror &o%ld be &orth 1,000 gp, i# it &erenFt #or the ob"io%s magical iss%es it has
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$he scenes the mirror re#lects are altered, presenting a biCarre, and o#ten gr%esome, "ersion o# the image that sho%ld ha"e been seen ;oll a d20 and cons%lt the #ollo&ing chart to determine the image being re#lected*
Malicious Mirror eflections 1
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$he "ie&er sees himsel# pressed %p against the glass, snarling and baring his teeth, hammering to be #ree $he "ie&er sees himsel#, and all others in the room &ith him, at a banB%et &here roasted h%man beings are being ser"ed by masked ser"ants !ll li"ing creat%res re#lected appear as #leshless skeletons !ll li"ing creat%res re#lected appear as rabbit people $he "ie&er sees himsel#, and all others in the room &ith him, b%t the images in the mirror are all standing "ery still, staring at the "ie&er $he "ie&er sees himsel#, and all others in the room, b%t the others are ad"ancing b ehind him &ith &eapons dra&n, to c%t him do&n Ei# the "ie&er is alone, a #ig%re in a m ask is ad"ancing insteadG 9# the "ie&er contin%es to &atch, he &ill see himsel# m%rdered $he "ie&er sees a normal re#lection, b%t one person in the image Echosen at randomG is co"ered &ith blood #rom a slit throat $hey are other&ise re#lected normally $he "ie&er sees his decapitated head, and the heads o# all others in the imag e, lying in pools o# blood on the #loor, in ro%ghly the same spots they are c%rrently standing $here is no sign o# any bodies 9# the "ie&er contin%es to &atch, a horrible lar"aelike creat%re emerges #rom a location o%t o# "ie&, and slo&ly de"o%rs the heads, one by one 9# the "ie&er is still &atching, the lar"ae &ill cra&l %p the mirror, e'posing its palpitating %nderside in grotesB%e detail, lea"ing a trail o# re#lected slime $he "ie&er sees himsel# smiling madly, dra&ing his &eapon, and systematically m%rdering e"ery other person in the image !#ter this is done, he c%ts his o&n throat and #alls to the #loor $he "ie&er sees himsel#, and all others re#lected in the image, standing "ery still, &earing &hite robes emblaConed &ith a t&isted symbol that canFt be looked at directly #or "ery long $he "ie&er doesnFt see any li"ing creat%res re#lected in the mirror at all $he "ie&er only sees one li"ing creat%re re#lected in the mirror, the rest are mysterio%sly absent 9# the "ie&er is the only li"ing thing that &o%ld h a"e been re#lected, then he sees nothing at all !ll li"ing creat%res are re#lected normally, b%t the room appears to be the glistening s tomach or g%llet o# some gigantic beast
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$he image is a normal re#lection #or a #e& seconds, and then the image #ades to black as the mirror begins to "ibrate noisily !#ter a min%te, the mirror ceases to "ibrate, altho%gh the image remains black !ll li"ing creat%res re#lected appear to be longdead corpses, co"ered &ith #lies and maggots !ll li"ing creat%res re#lected, appear to ha"e tiny E1F tallG naked h%manoids, o# sinister, t&isted appearance, clinging to their backs and &hispering in their ears $hey stop a#ter a moment and stare at the "ie&er, be#ore r%nning o%t o# "ie& $he re#lected image is not o# this &orld 9t sho&s a t&isted landscape o# #lame and shado&, beneath a li"id yello& sky !ll li"ing creat%res re#lected &ear clo&n make%p, and are smiling &idely, re"ealing o"ersiCed mo%ths #%ll o# &icked #angs !ll li"ing creat%res re#lected are "omiting pro#%sely, and e"ent%ally collapse in their o&n sick, t&itching !ll li"ing creat%res re#lected are missing their skin -%scles and internal organs are clearly "isible
$he mirror has a second po&er, &hich is %nlikely to tro%ble ad"ent%rers directly, b%t &ill certainly a##ect anyone #oolish eno%gh to pay #or this mirror When placed in a residence or store, the mirror &ill not tolerate being sho"ed in a closet or a back room While no one is looking, the mirror &ill mo"e itsel# to the most hea"ily tra"eled room in the ho%se, to ca%se its o&ners as m%ch grie# as possible 9# there is to be a la"ish dinner party, it &ill appear in the dining room 9# the o&ner has bro%ght home some #emale company, it &ill appear in the bo%doir 9# the mirror is co"ered, the sheets or other co"erings &ill mysterio%sly #all o## $he mirror acti"ely desires to be seen, and cannot be co"ered or hidden #or "ery long nce the mirror has attached itsel# to an o&ner or location, it &ill ret%rn to that location no matter &here or ho& #ar it is taken 9# an o&ner sho%ld mo"e to a ne& ho%se, it &ill #ollo& him $he only e'ception is i# it is sold to another "ictim, in &hich case it &ill gladly r%in that personFs li#e instead $he mirror can be broken, and the gems can be remo"ed o&e"er, as soon as it is o%t o# "ie&, the mirror &ill repair itsel# entirely 9# gems are pried o##, they &ill disappear #rom the holderFs hand as he cl%tches them, and reappear back on the mirror &hile nobody is looking 9t sho%ld be "irt%ally impossible #or the g ems to be remo"ed and sold, %nless they are remo"ed #rom the mirror in #ront o# the b%yer and immediately handed
o"er 9n this instance, they &ill soon disappear #rom the l%ckless b%yerFs stash and reappear on the mirror 9t &o%ld take a bra"e b%yer to &ant the gems #rom this mirror, tho%gh, as it &ill be displaying its per"erse im ages thro%gho%t the process o# remo"al $he mirror &ill not attach itsel# to a rootless ad"ent%rer &ho has no home o# his o&n $h%s, i# le#t in a d%ngeon, it &ill stay there nce the mirror is bro%ght b ack into to&n #or potential sale, is &here tro%ble &ill begin )onsider an ad"ent%ring party bringing their loot back to the local i nn the mirror &ill seiCe the opport%nity to mo"e itsel# to
the common room, and proceed to r%in the innFs b%siness, re#lecting terrible images at the patrons Dispel magic , rods o# cancellation , remo"e c%rse spells, and other methods less than a #%ll &ish are incapable o# ridding a "ictim o# the mirror 9t radiates magic &eakly, #ar more &eakly than its abilities &o%ld seem to indicate $he act%al p%rpose and intelligence o# the mirror is %nkno&n 9t may be a broken gate to a horrible hell dimension, or a male"olent entity trapped in the mirror, or something else entirely 4ages &ho kno& the mirrorFs rep%tation are deeply #ear#%l o# its potential
Monsters Automaton Abomination %reater =o 6nc* 1 !lignment* )haotic -o"ement* >0O E20OG !rmor )lass* > it Dice* : !ttacks* 8 &eapons Damage* 1d> each 4a"e* 5: -orale* 12 $reas%re $ype* A9 SP* 18< $his abomination is a tangled c ombination o# h%man remains and the corroded bodies o# at least a doCen a%tomatons 9t r%dely drags itsel# across the #loor %sing m%ltiple legs and arms, and se"eral acti"e heads make %nintelligible noises 9t &ill attack anything it sees, looking to add more parts to itsel# 9ts slo&er speed makes it easy #or other a%tomatons to o%tr%n it, ho&e"er 9# the abomination hits t&ice s%ccess#%lly in a ro%nd &hile #ighting another a%tomaton, it &ill spend the ne't ro%nd tearing it to pieces and patching it into its o&n body $his &ill heal the abomination o# 2d? hit points o# damage 9# the abomination is at #%ll hit points &hen this happens, it &ill add another hit die to itsel# Eincreasing its ma' hit points by 1d?G 4ho%ld a greater a%tomaton &ith #%nctioning plasma g%ns be absorbed, it &ill %se those &eapons in pre#erence to blades 9# the abomination hits t&ice s%ccess#%lly &hile #ighting a P) Eor other li"ing creat%reG, it &ill attempt to integrate the P) into itsel#, ca%sing an a% tomatic 1d> points o# damage the ne't ro%nd 9# this kills the P), the abomination &ill be healed o# 1d: points o# dam age as it %ses the body to rein#orce its s tr%ct%reZ other&ise, the P)
s%ccess#%lly disentangles #rom the creat%re $he P) may attack the abomination, b%t not #lee, &hile this is going on When the abomination is red%ced to h al# hit points Eor belo&G, it &ill break into t&o lesser abominations, each &ith the c%rrent n%mber o# hit points o# the monster $he abomination is nearly 10 #eet across, a nd cannot tra"erse smaller corridors, and it takes at least a ro%nd to sB%eeCe itsel# thro%gh most door&ays, as it needs to reassemble itsel# a#ter&ards 9t is able to attack m%ltiple opponents sim%ltaneo%sly, on all sides o# its body $he m%ltiple #ailing minds o# this creat%re m ake it imm%ne to charm person and #ear Esleep &ill &ork normallyG
Automaton Abomination Lesser =o 6nc* 1 !lignment* )haotic -o"ement* >0O E20OG !rmor )lass* > it Dice* 2 !ttacks* 1 &eapon Damage* 1d> 4a"e* 52 -orale* 10 oard )lass* A9 SP* 20 $he lesser abomination is #ormed &hen the greater takes eno%gh damage to be split in t&o 9t has a "ag%e notion o# its damaged state, and its red%ced morale makes it slightly less likely to #ight to the death
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9# t&o or more lesser abominations are le#t %nmolested #or se"eral t%rns, they &ill merge into a greater abomination, healing #%lly in the process $he lesser abominations are %nable to assimilate acti"e a%tomatons or P)Os into their str%ct%re, as they d o not ha"e eno%gh #%nctioning arms to per#orm repairs %sing a str%ggling indi"id%al
Automaton %reater =o 6nc* 1d: !lignment* =e%tral -o"ement* 120O E:0OG !rmor )lass* 8 it Dice* : !ttacks* 2 light plasma g%ns Damage* 1d> each 4a"e* 5: -orale* 12 oard )lass* A9 SP* 18< $hese a%tomatons are the soldierclass machines $hey are bigger, and ha"e hea "ier plating and more protection o"er Koints to pre"ent damage to hoses and &iring 6ach #orearm has an integral plasma g%n, capable o# #iring %p to >0O a&ay 4ee the entry #or !%tomaton, Lesser #or a #%ll description o# an a%tomaton
Automaton %reater Gury*igged =o 6nc* 1d: !lignment* )haotic -o"ement* @0O E80OG !rmor )lass* : it Dice* 8 !ttacks* 1 &eapon Damage* 1d> R 2 4a"e* 58 -orale* 12 oard )lass* A9 SP* <0 Like lesser K%ryrigged a%tomatons, these machines are a mi't%re o# h%man bones and machine $heir plasma g%ns ha"e long since #ailed Eother&ise theyOd be in tiptop shape #rom parts cannibaliCationG ;eaction rolls #or these a%tomatons are at : 4ee the the entry #or !%tomaton, Lesser, 3%ry;igged #or a #%ll description o# a K%ryrigged a%tomaton
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Automaton Lesser =o 6nc* 1d? !lignment* =e%tral -o"ement* 120O E:0OG !rmor )lass* < it Dice* 2 !ttacks* 1 &eapon Damage* 1d> R 1 4a"e* 52 -orale* 10 oard )lass* A9 SP* 20 $he a%tomatons are ro%ghly manlike machines #ashioned o# stainless steel #raming, &ith stainless plates co"ering partic%larly "%lnerable r%ns o# hydra%lic hoses and &iring $hey &ere created to per#orm ser"ice and maintenance d%ties $heir heads are cylindrical, &ith a speaker grill #or speech and t&o crystalline eyes pro"iding binary "ision $he r%st stains on these a%tomatons are minor, and speak to the amo%nt o# %pkeep they are pro"iding #or themsel"es, thro%gh diligent maintenance andor s%ccess#%l cannibaliCation o# other a%tomatons $he &eapons they carry are cr%de blades made o# sharpened stainless steel plating $ime has not been kind to their mental #%nctions, and a reaction roll determines their beha"ior to&ards P)s !s a%tomatons ha"e minds, spells s%ch as charm person , sleep , and #ear &ill &ork on them 4leep &ill ca%se them to go into hibernation mode #or the d%ration o# the spell $hey &ill anno%nce this #act lo%dly as the lights in their eyes dim and their bodies sl%mp o"er midstride, completely motionless
Automaton Lesser Gury*igged =o 6nc* 1d? !lignment* )haotic -o"ement* @0O E80OG !rmor )lass* > it Dice* 1 !ttacks* 1 &eapon Damage* 1d> 4a"e* 51 -orale* ? oard )lass* A9 SP* 10 $he K%ryrigged a%tomatons are badly damaged by age and neglect, and ha"e repaired themsel"es &ith &hate"er &as at hand 5or the most part, this is the ancient skeletal remains o# the #ormer h%man s ta## o# the gateho%se $hey are hea"ily r%sted, are missing large sections o# plating o"er cha#ed hoses and &iring, and ha"e replaced str%ct%ral steel &ith h%man bones $he r%sty cylinders protecting their heads ha"e o#ten been
replaced &ith cracked h%man sk%lls $heir damaged minds are bent on sel#preser"ation, and they &ill most likely attack P)s #or their #resh parts ;eaction rolls are at R:
Cornstal. )arrior 7Minion of Monsator8
,lade Hombie =o 6nc* 2d: !lignment* )haotic -o"ement* 120O E:0OG !rmor )lass* 7 it Dice* 2 !ttacks* 2 Ehand blade, head b%tt at :G Damage* 1d? 1d: 4a"e* 52 -orale* 12 oard )lass* =one SP* 8? $he blade Combie is m%ch like a normal Combie, b%t blades ha"e been pl%nged thro%gh the back o# its head so that they emerge #rom the eye sockets /lades are like&ise embedded in its &rists, e'tending o%t thro%gh the palm and past the #ingers $he blade Combie attacks by slashing &ith a hand blade, and headb%tting $he headb%tt attack has a penalty o# : to hit Like normal Combies, blade Combies are imm%ne to charm and sleep , and m%st attack last each ro%nd
=o 6nc* 2d? !lignment* )haotic -o"ement* @0F E80FG !rmor )lass* ? it Dice* 1 !ttacks* 1 Damage* 1d> 4a"e* 51 -orale* 10 oard )lass* =one SP* 10 )ornstalk &arriors are animated stalks o# corns $hey &alk abo%t on rootlike #eet, and attack &ith cr%de &ooden spears and cl%bs that they grasp in their lea#y handstalks $hese creat%res despise all animal li#e, especially those &ho eat corn )ornstalk &arriors are highly "%lnerable to #ire, and take do%ble d amage #rom it
Cor'se Gelly =o 6nc* 1d: !lignment* =e%tral -o"ement* 10O E8OG Walking* @0O E80OG !rmor )lass* @ Eor as armorG it Dice*1R2 !ttacks* 1 Damage* 1d> R see belo& 4a"e* 51 -orale* 12 oard )lass* A9 SP* 21
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$his clear Kelly, in its nat%ral state, &ill attack as other Kellies and ooCes, by #lo&ing along the gro%nd and attempting to eng%l# "ictims nce it has eng%l#ed a "ictim and digested its #lesh, it %ses the "ictimOs skeletal str%ct%re to mo"e aro%nd more B%ickly /eing able to hold a skeleton together and ca%se it to &alk is the creat%reOs strength and its &eakness, as the corpse Kelly cannot absorb blo&s as &ell as more traditional Kellies and ooCes Eth%s its lo& hit diceG ! corpse Kelly &ill attempt to kill all creat%res it meets 9t &ill not stop to #eed on a corpse %ntil all cre at%res aro%nd are dead nce it begins #eeding, it &ill abandon the old skeleton and eng%l# the ne& corpse When the corpse Kelly strikes, it lea"es a smear o# itsel# on the "ictim 9# the "ictim dies &ithin the ne't 2: ho%rs Eand isnOt cons%med by the p arent corpse KellyG, this smear &ill itsel# cons%me the body and become a ne& corpse Kelly ! corpse Kelly that kills m%ltiple "ictims &ill only cons%me one, lea"ing the rest to its spa&n 9t takes :? ho%rs #or a ne& corpse Kelly to g ro& and cons%me its host $he reprod%cti"e Kelly smears ca%se no damage to li"ing hosts, and &ill die o## &ithin a day, i# not &ashed o## sooner $he corpse Kelly replaces its "ictimOs #lesh as it cons%mes it $he Kelly &ill th%s be &earing any armor the "ictim had &hen he died $he Kelly &ill remo"e glo"es so its hands are #ree to strike 9ts to%ch is both acidic and paralyCing 9# a "ictim #ails to sa"e, he &ill be paralyCed #or 1d: ro%nds When red%ced to 1 or 2 hit points, the KellyOs skeleton &ill be damaged beyond %se, and it &ill #lo& o## the skeleton to attack as a normal Kelly E&ith red% ced mo"ement rateG ! skeletonless Kelly that enco%nters an %ndamaged skeleton &ill spend 1 ro%nd to eng%l# the skeleton, healing itsel# 1d: hit points in the process, i# damaged
Custodian of !iduciary Duty =o 6nc* 1d: E1d:G !lignment* =e%tral -o"ement* 1<0O E<0OG !rmor )lass* 2 it Dice* 12 !ttacks* 2 Damage* d> 4a"e* 51 -orale* 12 oard )lass* 4ee belo& SP* >,000 $he )%stodians are the enormo%s g%ardians o# the /ank 9n"iolable $hey are manshaped robots, 20F tall, o# iron and gold
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6mbedded in each arm is a minig%n and a rocket la%ncher ! )%stodian has 10,000 ro%nds stored in its abdomen to #eed the minig%n, and a b%rst #rom the g%n does d> points o# damage to all &ithin 80F o# the target Esa"e "s spell #or hal# damageG )%stodians only carry : rockets, ho&e"er $he minig%ns ha"e a range o# 200F, and rockets may be #ired %p to 1000F a&ay $his robot has searchlights b%ilt into its head to ill%minate dark areas and blind a selected opponent Eas i# a light spell &as cast %pon it, sa"e "s spells to look a&ay or be blinded #or 1d10 ro%ndsG $his blinding can occ%r sim%ltaneo%sly &ith the rocket andor minig%n attacks $he robotFs eyes are sensiti"e to light across the %ltra"iolet and in#rared spectr%ms, and it is additionally capable o# %sing echolocation to detect opponents Inless these capabilities are s%ppressed, it is impossible to s%rprise one o# these machines 6ach )%stodian is eB%ipped &ith a cooling system that ca%ses it to take hal# damage #rom #irebased attacks Eand no damage on a s%ccess#%l sa"eG $his mitigates the risk o# e'plosions #rom the amm%nition stored in their abdomens 9t also ca%ses them to be more s%sceptible to coldbased damage, and a )%stodian &ill take an e'tra point per die o# cold damage ! )%stodian is only partially s%sceptible to minda##ecting spells, d%e to its three i ndependent electronic minds 6ach mind +"otes. on e"ery action independently, and the body &ill act %pon the d ecision o# the maKority
9# destroyed, 10,000 gp &orth o# g old may be reco"ered #rom the )%stodianFs body
Dober*Man 7Minion of Canus8 =o 6nc* 8d? !lignment* )haotic -o"ement* 120O E:0OG !rmor )lass* ? it Dice* 2 !ttacks* 1 Damage* 1d? Eor 1d: #or biteG 4a"e* 51 -orale* 12 oard )lass* =one SP* 20 $hese monsters are the % ns&er"ingly loyal ser"ants o# the &iCard )an%s ! Dober-an has the body o# a h%man and the head o# a Doberman pinscher 9n battle, they &ear only loincloths and sandals, and &ield sh arp, c%r"ed scimitars 9# depri"ed o# his scimitar #or some reason, a Dober-an &ill bite #or 1d: points o# d amage instead
Dungeon Elemental Lesser =o 6nc* 1 E8d>G !lignment* )haotic -o"ement* 120O E:0OG aseo%s* @0O E80OG !rmor )lass* 1 it Dice* > !ttacks* 1 Damage* 2d? 4a"e* 5> -orale* 11 oard )lass* SA99 SP* 1,070 $he d%ngeon elemental, or Door )loser as it is re#erred to by the #e& ad"ent%rers &ho ha"e enco%ntered them, is the physical e'pression o# the d%ngeonOs &ill 9t per#orms basic %pkeep on the d%ngeon &hen there are no intelligent entities to do so, ens%ring that traps are in good &orking order, doors contin%e to #%nction relati"ely smoothly, the air is "entilated eno%gh to s%pport the d%ngeon ecology, and "ital s%pport col%mns and b%ttresses are in no risk o# collapse $he elemental appears as a red h%manoid, e'tremely thin, &iry, and #le'ible, &ith sharp black cla&s on its hands and #eet 9t has no ears or nostrils, K%st a pair o# empty eye sockets and a lampreylike mo%th, &ith nested circles o# sharp teeth 9t has no bones, and is able to compress itsel# and sB%eeCe thro%gh incredibly tight spaces $he elemental may become in"isible three times per day, and may ass%me gaseo%s #orm t&ice per day E#or a d%ration o# > t%rnsG
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D%ngeon elementals can only be damaged by magic &eapons
medi%m, lea"ing the bodiless intelligence #%ll o# %ncontrolled #%ry
6nco%nters in a normal d%ngeon le"el &ith a d%ngeon elemental are brie# and #rom a distance $he elemental %ses its po&ers to remain %nobser"ed, and it &ill do its best to a"oid combat, or interaction o# any kind, &ith any d%ngeon inhabitants andor intr%ding ad"ent%rers ! sighting o# these creat%res is rare indeed, and #e& are the e'perienced ad"ent%rers &ho speak o# seeing the strange red ghost mo"ing s&i#tly thro%gh the d%ngeon, closing doors and resetting traps
$he d%st ghost appears as a "ag%ely h%manoid #ig%re, composed o# motes o# d%st in the air, &ith tiny little glimmers o# static electricity #lashing o"er its body 9t &ill typically arise #rom the d%st o# the #loor, and s %rprises opponents on 1: on a d> 9t &ill strike &ith its #ists, ca%sing electrical damage
$he d%ngeon elementals spend most o# their time in secret le"els bet&een the normal d%ngeon le"els $hese secret le"els contain the massi"e # ly&heels, gears, and chains %sed to operate the d%ngeonOs traps, systems #or air p%ri#ication, p%mps to mo"e &ater thro%gh the d%ngeon, and other eB%ipment reB%ired to keep the d%ngeon a s%itable en"ironment #or the biCarre menagerie o# monsters that make it their home $he secret le"els ha"e po&er#%l d&eomers pre"enting detection o# these hidden spaces by normal or magical means 4ho%ld an %nl%cky ad"ent%ring party accidentally #ind their &ay to one o# these s ecret le"els, they &ill be mercilessly attacked %ntil dead $he d%ngeon &ants to keep its secrets, and dead men tell no tales $he elementals are intelligent, b%t ha"e no &ill or desire o# their o&n $hey e'ist only to ser"e the d%ngeon
Ear#ig %iant =o 6nc* 2d> !lignment* =e%tral -o"ement* @0O E80OG !rmor )lass* > it Dice* 1 !ttacks* 1 E2 a#ter #irst s%ccess#%l attackG Damage* 1d: 4a"e* 51 -orale* 7 oard )lass* A9 SP* 18 $hese o"ersiCed insects E:F longG li"e o## the #%ng%s present in %ndergro%nd ecosystems, b%t &onOt t%rn %p their noses Eor tailsG at a bit o# #resh ad"ent%rer meat !d%lt giant ear&igs are #o%r #eet long, &ith a nasty bite and a raCorsharp set o# pincers on their tail n the smaller garden"ariety ear&ig, these pincers are p% rely ornamental this is markedly not the case #or the giant "ariety
Dust %host =o 6nc* 1d? !lignment* )haotic -o"ement* @0O E80OG !rmor )lass* ? it Dice* 1 !ttacks* 1 Damage* 1d: 4a"e* 51 -orale* 10 oard )lass* =one SP* 10 Philosophers o# an early age debated &hether an arti#icial intelligence co%ld ha"e a so%l s omething that li"ed on a#ter death $he d%st ghost pro"ides a literal ans&er to that B%estion, b%t lea"es the greater metaphysical B%estion %nans&ered !n a%tomaton that has s%r"i"ed #or cent%ries &ill lea"e an imprint o# its tho%ght processes and comp%tations in the #orm o# an electrical charge in the s%rro%nding air 4ho%ld the a%tomaton be destroyed, these comp%tations may contin%e on, po&ered by the static electricity present bet&een #loating motes o# d%st $hese comp%tations are necessarily t&isted by this ne&
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n their #irst s%ccess#%l attack ag ainst an opponent, the ear&ig &ill r%n %p onto its "ictim, biting him in s ome e'posed location 5or s%bseB%ent attacks, &hile it is on
its "ictimOs body it &ill also %se its tail /oth tail and bite do 1d: points o# damage
ha"e r%n o%t o# amm%nition and &ield normal melee &eapons
$he ear&igOs "ictim may spend a ro%nd #linging the creat%re #rom him, to pre"ent #%rther tail attacks $his &ill reB%ire a s%ccess#%l to hit roll
%oblin S'ider
9# an ear&ig takes damage &hile attached to a "ictim, there is a <0U chance that any damage in e'cess o# the ear&igFs c%rrent hit points &ill be applied to the "ictim
=o 6nc* 1d8 !lignment* =e%tral -o"ement* 120O E:0OG !rmor )lass* < it Dice* 8 !ttacks* 1 Damage* 1d? 4a"e* 58 -orale* 11 oard )lass* =one SP* <0 $his alien creat%re is clearly not an act%al spider $he goblin spider has a gray eggshaped body, &ith eight spindly gray legs s%pporting it Protr%ding #rom the body is a
Exterminator 7Minion of !erayn8 =o 6nc* :d> !lignment* )haotic -o"ement* 120O E:0OG !rmor )lass* @ it Dice* 1 !ttacks* 1 Damage* 1d> 4a"e* 51 -orale* 12 oard )lass* =one SP* 10 $he 6'terminators &ere once normal h%mans, b%t ha"e been bro%ght %nder the s&ay o# the &iCard 5erayn by e'tended contact &ith the hypno&eapons he distrib%tes $hey &ear nothing b%t red loincloths and red boots, &ith the occasional red leather bandolier o# amm%nition, and are mindlessly loyal to 5erayn $hey ha"e an e'tra R: &hen sa"ing "s charm person spells d%e to their single minded de"otion to the &iCard $he 6'terminators are o#ten armed &ith pistols or breechloading ri#les, &ith the h ypnotic properties typical o# 5eraynFs g%ns 80U o# the time, ho&e"er, they &ill
%run.ie =o 6nc* 2d10 !lignment* =e%tral -o"ement* 120O E:0OG 4&im* @0F E80FG !rmor )lass* 7 it Dice* 1d: hit points !ttacks* 1 Damage* 1d8 4a"e* 51 -orale* ? oard )lass* SS SP* < r%nkies most closely resemble liCardheaded scaled monkeys $hey ha"e bl%ishgreen skin, a thick paddlelike tail, and &ebbed hands and #eet !d%lt gr%nkies are 2F tall &hen standing %pright 3%"eniles are "ery docile, and are o#ten kept as pets !s they mat%re, they become increasingly aggressi"e, and are o#ten released into the &ild, or in %rban en"ironments, #l%shed do&n toilets, &here they adapt easily to li#e in the se&ers and storm drains o# the city
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Packs o# gr%nkies &ill o#ten attack larger prey, s%ch as h%mans
2d10 normal gr%nkies While the o"erlord is present, those gr%nkies &ill ha"e a morale o# 1 0
Ga#head =o 6nc* 1d> !lignment* )haotic -o"ement* 120O E:0OG !rmor )lass* < it Dice* 2 !ttacks* 1 Damage* 1d> 4a"e* 52 -orale* 10 oard )lass* =one SP* 20
%run.ie $verlord =o 6nc* 1d8 !lignment* =e%tral -o"ement* 120O E:0OG 4&im* @0F E80FG !rmor )lass* < it Dice* 8 !ttacks* 8 E2 cla&s, 1 biteG Damage* 1d81d81d> 4a"e* 58 -orale* 10 oard )lass* SS SP* >< r%nkie o"erlordism is a horrible disease ca%sed b y the cannibalistic nat%re o# gr%nkies to&ards their dead $his disease in#ects the pineal glands o# the gr%nkie, and ca%ses it to gro& to a massi"e siCe, s%ch that they stand
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$his horri#ying creat%re has only been #o%nd in %ndergro%nd d%ngeons o& it spreads #rom d%ngeon to d%ngeon is %nkno&n, as there has ne"er been a sighting abo"egro%nd 9ts head is composed o# #o%r Ka&s interlocking together, into a toothy elongated pyramid shape $he body resembles that o# a tailless, hairless dog, b%t &ith si' legs, and no cla&s at the end o# its knoblike #eet $he creat%reFs skin is Ket black, and co"ered &ith a glistening layer o# oily slime or m%co%s ! toothed tong%e can be seen &hen the creat%re opens its #o%r Ka&s
Malignant S'here =o 6nc* :d> !lignment* )haotic -o"ement* >0O E20OG !rmor )lass* > it Dice* 1d: hit points !ttacks* 1 Damage* 1d: 4a"e* 51 -orale* @ oard )lass* =one SP* < $he malignant sphere appears to be a transl%cent, iridescent b%bble, t&o #eet in diameter 9t mo"es by #loating thro%gh the air, and attacks by e'tr%ding a thin tendril that it stabs at its opponent )ontact &ith the sphere or its tendril ca%ses 1d: points o# damage, as it absorbs its "ictimFs li#e #orce $he sphere is incapable o# harming %ndead or constr%cts, only li"ing creat%res 9# the tendril is damaged, it &ill merely absorb the damaged tendril and lash o%t &ith a ne&lye'tr%ded one $he sphere is a h ollo& b%bble, and &hen slain &ill a%dibly pop, dropping to the gro%nd as a thin p%ddle o# iridescent slime ! pre#erred tactic o# the malignant sphere is to ho"er close to the ceiling near door&ays, &aiting to drop do&n on %ns%specting ad"ent%rers -alignant spheres are imm%ne to sleep , charm , and other minda##ecting spells
Mo.tar =o 6nc* 8d? !lignment* =e%tral -o"ement* 120O E:0OG !rmor )lass* < it Dice* 2 !ttacks* 1 Damage* 2d: or &eapon R 1 4a"e* 52 -orale* ? oard )lass* S9S SP* :7 -oktars are 7F tall h%manoids, hea "ily m%scled &ith short ta&ny #%r and thickmaned lionlike heads ! moktar may p%mmel an opponent &ith his bare hands #or 2d? points o# damage, or s&ing a &eapon &ith a R1 damage bon%s d%e to strength $hese creat%res are mostly enco%ntered as ro"ing &ar bands, preying on tra"elers and isolated "illages Women and children are rarely seen, as they are kept in remote, &ellhidden lairs among the ancient r%ins o# the L and o# ne $ho%sand $o&ers -oktars ha"e their o&n lang%age o# gr% nts, gro&ls, and roars While many %nderstand h%man lang%age, their "ocal cords are incapable o# speaking any other th an their o&n <0U o# moktar &arbands &ill be led by a 8 D leader &ith at least 1> hit points =ot all moktars are raiders a small n%mber seek o%t their #ort%nes in the to&ns and cities o# men, typically as bodyg%ards or mercenaries
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Morloc. =o 6nc* 1d12 E or &eapon 4a"e* 51 -orale* @ oard )lass* SS SP* < 9t is %nclear i# morlocks are the ine"itable res%lt o# generations o# s%bterranean inbreeding and cannibalism, or an independent race $hese creat%res are #o%nd in the !nomalo%s 4%bs%r#ace 6n"ironment, b%t are not %niB%e to that ca"e system so it is hard to pinpoint their origins ;egardless, these #laccid degenerates pre#er to eat the #lesh o# intelligent h%manoids 9n appearance, a morlock is a #labby, g reenishgray h%manoid, &ith deeply re#lecti"e eyes capable o# seeing in the pitch dark %p to @0F, and scraggly &hite hair $hey arm themsel"es &ith hea"y cl%bs Etreat as macesG, b%t &ear only simple loincloths -orlock chie#tains are treated as 8 D monsters, &ith 12 hit points, and sa"e as a 8 rd le"el #ighter
&eryton =o 6nc* 2d: !lignment* =e%tral -o"ement* 120O E:0OG 5ly* 8>0O E120OG !rmor )lass* < it Dice* : !ttacks* 1 Damage* 1d> or 1d10 4a"e* 5: -orale* ? oard )lass* SS9 SP* 18< 5rom a distance, the peryton resembles a &inged stag 9t has a bro&nish hide, a large rack o# horns, and h%ge bat like &ings )loser inspection re"eals that the beastOs bro&nish hide is a mi't%re o# bro&nish #%r and d%ll bro&n scales 9t has #o%r red eyes, t&o on each side, spaced closely together, and its mo%th is #%ll o# raCor sharp c%r"ed teeth ;ather than hoo"es, the perytonOs legs end in a pair o# cla&ed #ingers 9n combat, the perytonOs #irst attack &ill be a di"ebomb, &here it attempts to impale opponents &ith its horns 9# the attack hits, it does 1d10 damage and the opponent is
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st%ck in combat &ith the peryton %ntil either it is killed, or the opponent spends a ro%nd trying to disengage Esa"e "s Petri#ication to s%ccess#%lly disengageG !n opponent ca%ght on the horns may attack and de#end himsel# normally !#ter the impale attack Es%ccess#%l or notG, #%rther attacks #rom the peryton &ill %se its bite E1d> damageG 4ho%ld the peryton kill an opponent, it &ill spend the ne't 1d8 ro%nds gna&ing o## a rmor and che&ing thro%gh the "ictimOs chest, to eat the still&arm heart 9t &ill ignore any attacks d%ring this period, as its l%st #or h%man hearts is paramo%nt $he peryton casts the shado& o# a h%man being 9t is B%ite dist%rbing &hen a #lock #lies o"erhead, those on the gro%nd seeing the shado&s o# men #lapping their arms $here are r%mors that the peryton someho& holds on to the so%ls o# its "ictims and %ses their shado&s those &ho ha"e been raised #rom the dead a#ter a peryton attack speak o# memories o# #lying and h%nting the little men &ho &alk %pon the gro%nd
&ill bug giant =o 6nc* 8d> !lignment* =e%tral -o"ement* @0O E80OG !rmor )lass* 0 E2 &hen c%rled %pG it Dice* 8 !ttacks* 1 Damage* 1d> 4a"e* 58 -orale* ? oard )lass* =one SP* >< $he giant pill b%g is one o# the maKor #%ngi"ores o# the %ndergro%nd ecosystem 9t #eeds on the many #orms o# d%ngeond&elling #%ng%s Eespecially priCing shriekers and #lat shriekersG, and is in t%rn h%nted by the many carni"ores o# the d%ngeon 9t stands ?F high, has a stonegray segmented shell, and sports a pair o# short horns on the shell abo"e its head $he giant pill b%gs pre#er to tra"el in herds, as they are attracted to the odor o# other pill b%gs $hey &ill attack &ith their horns i# threatened When red%ced to hal# its hit points or less, a giant pill b%g &ill roll itsel# into a ball, red%cing its !) to 2 While rolled into a ball, it cannot mo"e or attack, b%t &ill simply &ait #or its attackers to get bored and lea"e Eor b e killed o## by other members o# the pill b%g herdG $he pill b%g pre#ers moist en"ironments, &here #%ng%s is plenti#%l
&incer Ser'ent =o 6nc* 1d: !lignment* )haotic -o"ement* >0O E20OG !rmor )lass* : it Dice* : !ttacks* 8 Ebite, cla&, cla&G Damage* 1d?1d>1d> 4a"e* 5: -orale* ? oard )lass* SS9 SP* 1@0
mo%th 9t attacks &ith its massi"e cla&, &hile beating its chest &ith its +normal. hand $he sasB%atron is imm%ne to sleep , charm , and other minda##ecting spells 9# s%bKected to an electrical attack, roll d> to determine the e##ect* 12 4t%nned #or 1d8 ro%nds 8: ealed #or 1d> points o# damage <> =o e##ect 4ho%ld the polycarbonate sphere be %nscre&ed Eor pried o## "ia an pen Doors rollG, small color#%l gems &orth 2< gp each can b e reco"ered
$his reptile some&hat resembles a #at, sl%glike serpent, 10F long 9t is co"ered &ith black scales, e'cept #or its yello& %nderbelly, &hich is lined &ith t&o ro&s o# s%ction c%ps, m%ch like an octop%sF tentacle 9t has a liCardlike head, #illed &ith raCor sharp teeth, and pair o# scaled arms that terminate in a pair o# cla&like pincers $here is a pair o# "estigial legs, only a #e& inches long, dangling %selessly hal#&ay do&n the creat%reFs body 9t mo"es more like a caterpillar than a s nake, %sing its s%ction c%ps to p%ll its body straight #or&ard $he pincer serpent is an amb%sh predator, and typically &ill not p%rs%e prey 9t pre#ers to hide in obsc%re locations, sometimes %sing its s%ction c%ps to hold it to &alls or ceilings $he pincer serpent has a r%dimentary intelligence, and likes collecting shiny obKects
Sas5uatron =o 6nc* 1d: !lignment* =e%tral -o"ement* @0O E80OG !rmor )lass* 7 it Dice* : !ttacks* 1 Damage* 1d? 4a"e* 5: -orale* @ oard )lass* 4ee belo& SP* 1@0 $he sasB%atron is a gigantic, hairy h%manoid that has %ndergone terrible modi#ications $he monster stands ?F tall, and has a thick bro&n pelt 9ts head is a cylinder o# black metal, st%dded &ith glo&ing, blinking gems and encased in a clear polycarbonate sphere, and its right arm has been replaced by the cla& o# a giant crab $he sasB%atron makes agoniCed roars &hen agitated, &hich is almost al&ays ER: to reaction rollsG Where the roars come #rom is %nclear, as this creat%re has no "isible
Screechman =o 6nc* 2d> E0F E20FG !rmor )lass* 7 it Dice* 1 !ttacks* 1 Damage* 1d> 4a"e* 51 -orale* @ oard )lass* SS SP* 10 $hese degenerate h%manoids may ha"e had h%man ancestors in the distant past, b%t they bear only slight resemblance to men in the c%rrent day $hey are pigmentless albinos, entirely eyeless, &ith massi"e pointed ears, mo%ths #%ll o# #angs, and cla&s on their
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hands and #eet /oth males and #emales may be enco%ntered in a gro%p, and b oth are eB%ally "icio%s $hey do not &ear clothing, and attack &ith their #ilthy cla&s $he screechmen %se echolocation to #ind their prey ;ather than the B%iet clicks o# bats, the screechmen iss%e horrible screams at reg%lar inter"als 9t is th%s "irt%ally impossible to be s%rprised by a screechman n the #lip side, these screams are letting the screechmen kno& abo%t the partyFs presence, so it is impossible to s%rprise a screaming screechman 9t is also incredibly hard to escape a screechman h% nting party, as their screams allo& them to +see. as #ar as 120F ! silence spell &ill e##ecti"ely blind a screechman, gi"ing them a : penalty to hit $hese creat%res can cra&l on &alls and ceilings at hal# their normal mo"ement rate 4creechmen do collect treas%re in their lair, as they greatly enKoy hearing the clink o# coin against coin
Shrie.er !lat =o 6nc* 1d: !lignment* =e%tral -o"ement* 8O E1OG !rmor )lass* @ it Dice* 2 !ttacks* 4ee belo& Damage* =one 4a"e* 51 -orale* 12 oard )lass* =one SP* 2@ $he #lat shrieker is a lessamb%latory "ersion o# the normal shrieker 9t gro&s as a large, #leshy #lat #%ng%s attached to a #loor, &all, or ceiling !s &ith a normal shrieker, light &ithin >0O or mo"ement &ith 80O &ill ca%se "ented sacs on the #%ng%s to open, so%nding a hideo%s shriek #or 1d8 ro%nds 5or each ro%nd o# shrieking, there is a <0U chance that a &andering monster &ill come to in"estigate
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Steel Leviathan =o 6nc* 1d:R1 !lignment* )haotic -o"e* 1?0O E>0OG !rmor )lass* 1 D* 7 !ttacks* 2 or charge Damage* 1d10 each 4a"e* 57 -orale* 11 oard )lass* =one SP* 1:@0 $hese machines ha"e t&o headshaped t%rrets protr%ding #rom the top o# a hea"ily armored treaddri"en "ehicle 5rom top to bottom, they meas%re ?F high 6ach o"er siCed head has a gaping mo%th, #rom &hich the Le"iathan #ires its hea"y machine g%ns $he heads are loaded &ith 200 ro%nds o# amm%nition each Eeno%gh #or 20 ro%nds o# combatG Damage #rom the g%ns #ollo&s the r%les #or hea "y machine g%n s%ppressi"e #ire !dditionally, the Le"iathan may charge at opponents in a 10F &ide path directly in #ront o# it, doing 1d> points o# damage per 10F o# distance co"ered E%p to >d>G to any &ho #ail a sa"e "s breath &eapon $his charge is per#ormed in lie% o# #iring its machine g%ns $he Le"iathanFs engine is oil#%eled this and its large B%antity o# amm%nition make it s%sceptible to #ire attacks !ny time it takes more than 10 points o# damage #rom #ire in a single ro%nd, it m%st make a sa"e "s spell or roll a d> on th e #ollo&ing e'plosion table* 12 Le#t head r%pt%res and is %seless !nyone &ithin 10F takes 1d> points o# damage Eincl%ding the Le"iathanG 8: ;ight head r%pt%res and is %seless !nyone &ithin 10F takes 1d> points o# damage Eincl%ding the Le"iathanG < 5%el tank r%pt%res, Le"iathan is immobiliCed > $otal destr%ctionM 10d> points o# damag e to all &ithin 10F, points to all &ithin 20F 4a"e "s spells #or hal# damage 4teel Le"iathans are the hea"y &eapons o# the Inyielding 5ist $hey are b%ilt #or combat, and pre#er #ighting to any other acti"ity 5or a 4teel Le"iathan, "iolence is al&ays the sol%tion o# #irst resort 9t is &ise not to ca%se con#lict &ith them in any &ay $he heads are capable o# comm%nicating "ia speakers in the nostrils, and the eyes are #%lly #%nctional &ith sensors capable o# seeing in#rared and %ltra"iolet light $hey &ill typically tra"el &ith one head pointing #or&ards, and another back&ards, making s%rprise impossible
Stirge adioactive
Treasure Mollus.
=o 6nc* 2d: !lignment* )haotic -o"e* 80O E10OG 5ly* 1?0O E>0OG !rmor )lass* 7 D* 1R1 !ttacks* 1 Damage* 1d8 4a"e* 5: -orale* 12 oard )lass* A9 SP* 27
=o 6nc* 1d> !lignment* =e%tral -o"ement* >0O E20OG !rmor )lass* : it Dice* 8 !ttacks* 2, or see belo& Damage* 1d> each, or see belo& 4a"e* 58 -orale* ? oard )lass* SS9 SP* @<
$hese stirges became trapped &ithin the gateho%se, and &ith no li"ing #ood, they attacked the thinner glass piping in the reactor core, con#%sing the &arm radioacti"e goo &ithin #or h%man blood $hey ha"e hea"ily m%tated #rom this diet o# glo&ing green sl%dge, b ecoming incrediblylongli"ed and able to s%stain themsel"es o## the energyrich goo $hey &o%ld certainly &elcome the change o# diet that the P)Os blood &o%ld pro"ide, ho&e"er When they attack, #or e"ery ro%nd a#ter the #irst attack the stirge remains attached to a "ictim, and on a roll o# 12 on d>, they &ill accidentally reg%rgitate green goo into their "ictim instead o# s%cking blood 9# the "ictim #ails a sa"e "ers%s poison, roll a d> to see the e##ects on the "ictim* 1 Dies 2 Loses point o# constit%tion 8 ains point o# strength, b%t greenish tinge ca%ses loss o# 1 charisma :> $akes 1d> damage 9# they do not reg%rgitate green goo, they &ill act as stirges normally do, ca%sing 1d8 points o# damage as they s%ck their "ictimFs blood
$hese moll%sks, in their nat%ral #orm, are n each s%ccess#%l hit, the "ictim m%st sa"e "s paralyCation or be st%ck to the treas%re moll%skFs pse%dopod While a pse%dopod is st%ck to a character, it is no longer %sed as a &eapon, and the character &ill only ha"e to contend against one pse%dopod, albeit a t a R1 penalty to !) nce st%ck to both primary pse%dopods, the character &ill be dra&n to&ards the moll%skFs mo%thparts on the ne't ro%nd, &hich &ill attempt to bite #or 1d? points o# damage ! character st%ck to both pse%dopods s%##ers a R: penalty to !)
$heir radioacti"e nat%re has enhanced their resistance to to'ins and energies o# all sorts, ca%sing them to sa"e as a :th le"el 5ighter
! character may spend a ro%nd attempting to break #ree #rom a pse%dopod by making an pen Doors check 9# s%ccess#%l, he has broken #ree o# one pse%dopod ther party members may also attempt to p%ll the character #ree, by making additional pen Doors checks
$hese stirges are green and glo&ing, and nest inside the broken empty t%bes that they ha"e already s%cked dry 5rom a distance, they look like #ootballshaped l%mps o# green goo
4ho%ld a moll%sk #ail a morale check &hile s t%ck to a character, it &ill drag its "ictim along behind it as it #lees, %ntil that character s%ccess#%lly breaks #ree #rom any attached pse%dopods $reas%re moll%sks are imm%ne to sleep , charm , and other minda##ecting spells
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Tunnel Cater'illar
+agabond Mushroom
=o 6nc* 1d? E8d?G !lignment* =e%tral -o"ement* >0O E20OG !rmor )lass* ? it Dice* 1R1 !ttacks* 1 Damage* 1d> or sticky silk 4a"e* 51 -orale* 10 oard )lass* =one SP* 18
=o 6nc* 1d8 !lignment* =e%tral -o"ement* @0O E80OG !rmor )lass* 7 it Dice* 2 !ttacks* 1 Damage* 1d> 4a"e* 52 -orale* ? oard )lass* A9 SP* 20
$%nnel caterpillars are the lar"al #orm o# t%nnel moths $hey li"e in silken nests, #rom &hich they go #orth to h%nt $he caterpillar is a mottled gray, &ith stony l%mps on its body 9t sports a pair o# sharp mandibles
$he "agabond m%shroom is an amb%latory #%ng%s that roams %ndergro%nd ca"e systems seeking decaying matter to #eed %pon
$he caterpillar bites its prey &ith its ma ndibles, m%ch like the ad%lt moth $he moth may also spray sticky silk #rom its backside onto an opponent Esa"e "s paralyCation to a"oidG $he silk &ill pre"ent a character #rom mo"ing %ntil he spends a ro%nd c% tting himsel# #ree, altho%gh he may attack #reely $he nests are baited &ith coins, Ke&els, and other small "al%ables that the t%nnel moths b ring back #rom their "ictims $he moths then kill &hate"er creat%res come by to loot the nests, and lay their eggs on the corpses $hese eggs hatch, becoming t%nnel caterpillars, &hich #eed on the dead nce this ne& generation o# caterpillars mat%res, they bring back yet more coins a nd Ke&els, and the cycle contin%es
Tunnel Moth =o 6nc* 1d> E2d>G !lignment* =e%tral -o"ement* 80O E10OG 5ly* 1<0F E<0FG !rmor )lass* > it Dice* 1 !ttacks* 1 Damage* 1d: 4a"e* 51 -orale* 7 oard )lass* =one SP* 10 $he t%nnel moth is a large, carni"oro%s moth 9tFs body is :F long, and its stonegray &ings are ?F &ide &hen spread $he moth li"es e'cl%si"ely %ndergro%nd, &here it h%nts d%ngeon "ermin and small h%manoids 9t attacks &ith a bite #rom a sharp pair o# mandibles
?:
$he #%ng%s appears to be a long, t&isted #lattened cylinder, 10F long and 1F across, &ith 2d> legs, and a pair o# shorter legs or arms near the +head. end, each ending in a sharp horn 9t can sense body heat and "ibration, and attacks &ith these horns $he #%ng%s is bright yello& &ith red splotches and stripes When #eeding, the "agabond m%sh room lies do&n %pon its #ood so%rce and e'cretes a digesti"e enCyme 9t then gro&s o"er the #ood so%rce !ny treas%re the #%ng%s possesses &ill ha"e been absorbed into the m%shroom this &ay, and treas%re seekers &ill ha"e to care#%lly car"e %p its body to #ind any $he "agabond m%shroom is both predator and prey in the d%ngeon en"ironment -any %ndergro%ndd&elling h%manoids #ind the #lesh o# the m%shroom to be a delicacy
Index !##ida"it o# )itiCenship 18 !rgoni%m 1<, :2, :<, :?, <1 /ear trap 8> /eetlepaste 88 )h%rch o# 4tarry Wisdom @, 1:, 1<, 20, 2:, 81, 88, >: )ra&ling )haos 4ee =yarlathotep )%stodians o# 5id%ciary D%ty 20, 7: Dyn-at :1 5eretha 12, 2: 5lamethro&er 8< as mask 8> oblin 10 odFs 6ye7, 1<, 20, 2:, <0, <7 renade 8: ribnel >: %n 88, :0, :? i"e -ind 10, <2, >0, 77 9-64 :1 oyl Nren%m 18, 1<, 2> Land o# ne $ho%sand $o&ers >, 10, 8? Laser 8< -ani#old &eapons 8<
-arc%s $yro 18, 1< -o%nt ;endon >, @, ::, :< =apalm 8< =yarlathotep @, 20, 2@ Paint g%n 8> Plasma 8<, 72 Protoni%mmetal 1<, 8@, :2, :<, :7, :?, :@, <1, >1, >7 J%iet odFs 4tar ?, 2: 4cience ?, 1<, 20, 2:, 2>, :?, >8 4hining $rapeCohedron @, >8 4ick rock :2, :: 4keleton, #anged sil"er <8, << 4k%ll, crystal bl%e >7 green <: red <>, >7 4la"ery 18, 1? 4ociety o# the L%mino%s 4park 1:, 1<, 20, 21, 2<, 27, 81 4teel Le"iathan 1:, 17, 1?, 20, 2:, 2<, 2>, ?2 Wide spectr%m "ision @, >1 WiCard>, 8?
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$%L D649=!$9= 5 P;DI)$ 9D6=$9$N $he names !nomalo%s 4%bs%r#ace 6n"ironment and Denethi', &hen %sed in any conte't, are prod%ct identity !ll art&ork, logos, and presentation are prod%ct identity $he name enchman !b%se is prod%ct identity $he trademarked names Labyrinth Lord™, !d"anced Labyrinth Lord™, and oblinoid ames™ are prod%ct identity !ll content not e'plicitly designated as open game content is prod%ct identity D649=!$9= 5 P6= !-6 )=$6=$ !ll monster names, te't, and statistics in the -onsters section, &ith the e'ception o# material speci#ically e'cl%ded in the declaration o# prod%ct identity, are open game content P6= !-6 L9)6=46 Aersion 10a $he #ollo&ing te't is the property o# WiCards o# the )oast, 9nc and is )opyright 2000 WiCards o# the )oast, 9nc EWiCardsG !ll ;ights ;eser"ed 1 De#initions* EaG)ontrib%tors means the copyright andor trademark o&ners &ho ha"e contrib%ted pen ame )ontentZ EbGDeri"ati"e -aterial means copyrighted material incl%ding deri"ati"e &orks and translations Eincl%ding into other comp%ter lang%agesG, potation, modi#ication, correction, addition, e'tension, %pgrade, impro"ement, compilation, abridgment or other #orm in &hich an e'isting &ork may be recast, trans#ormed or adaptedZ EcG Distrib%te means to reprod%ce, license, rent, lease, sell, broadcast, p%blicly display, transmit or other&ise distrib%teZ EdGpen ame )ontent means the game mechanic and incl%des the methods, proced%res, processes and ro%tines to the e'tent s%ch content does not embody the Prod%ct 9dentity and is an enhancement o"er the prior art and any additional content clearly identi#ied as pen ame )ontent by the )ontrib%tor, and means any &ork co"ered by this License, incl%ding translations and deri"ati"e &orks %nder copyright la&, b%t speci#ically e'cl%des Prod%ct 9dentity EeG Prod%ct 9dentity means prod%ct and prod%ct line names, logos and identi#ying marks incl%ding trade dressZ arti#actsZ creat%res charactersZ stories, storylines, plots, thematic elements, dialog%e, incidents, lang%age, art&ork, symbols, designs, depictions, likenesses, #ormats, poses, concepts, themes and graphic, photographic and other "is%al or a%dio r epresentationsZ names and descriptions o# characters, spells, enchantments, personalities, teams, personas, likenesses and special abilitiesZ places, locations, en"ironments, creat%res, eB%ipment, magical or s%pernat%ral abilities or e##ects, logos, symbols, or graphic designsZ and any other trademark or registered trademark clearly identi#ied as Prod%ct identity by the o&ner o# the Prod%ct 9dentity, and &hich speci#ically e'cl%des the pen ame )ontentZ E#G $rademark means the logos, names, mark, sign, motto, designs that are %sed by a )ontrib%tor to identi#y itsel# or its prod%cts or the associated prod%cts contrib%ted to the pen ame License by the )ontrib%tor EgG Ise, Ised or Ising means to %se, Distrib%te, copy, edit, #ormat, modi#y, translate and other&ise create Deri"ati"e -aterial o# pen ame )ontent EhG No% or No%r means the licensee in terms o# this agreement 2 $he License* $his License applies to any pen ame )ontent that contains a notice indicating that the pen ame )ontent may only be Ised %nder and in terms o# this License No% m%st a##i' s%ch a notice to any pen ame )ontent that yo% Ise =o terms may be added to or s%btracted #rom this License e'cept as described by the License itsel# =o other terms or conditions may be applied to any pen ame )ontent distrib%ted %sing this License 8##er and !cceptance* /y Ising the pen ame )ontent No% indicate No%r acceptance o# the terms o# this License : rant and )onsideration* 9n consideration #or agreeing to % se this License, the )ontrib%tors grant No% a perpet%al, &orld&ide, royalty #ree, none'cl%si"e license &ith the e'act terms o# this License to Ise, the pen ame )ontent <;epresentation o# !%thority to )ontrib%te* 9# No% are contrib%ting original material as pen ame )ontent, No% r epresent that No%r
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