TEXT: Dungeon Module IW1
  Journey to the Inside Out
  by Christian Toft Madsen
  AN ADVENTURE FOR CHARACTER LEVELS 2-4
  IW1
  FOR SWORDS & WIZARDRY
  AND OTHER OSR GAMES
  Swords
   
  & Wizardry
  Beneath our feet is the mythological hollow world – a realm of dense jungles, putrid swamps and rugged 
  mountains. Here a brave party will struggle for survival as they seek to fathom the unseen expanse and to 
  prevent a once defeated god to rise again.
  The Journey to the Inside Out can be played alone or used as the first installment in a series of three adven-
  ture modules. Included herein is a challenging sword and sorcery setting, large scale maps, unique creatures 
  and detailed encounter descriptions for the referee. Also contained within is a background scenario for an 
  ongoing campaign.   
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. The author is not affili-
  ated with Matthew J. Finch, Mythmere Games     , or Frog God Games.
  © 2020 CTM Publishing. All Rights Reserved.
  TM
  
   
   
   
   
  1 
   
  JOURNEY TO THE INSIDE OUT  
  Swords & Wizardry pulp adventures in the Inner World trilogy.  
  Design  
   
  Christian Toft Madsen 
  Cover Art 
   
  Lukasz Poduch 
  Back Cover Art  
  Lukasz Poduch 
  Interior Art 
  Ian MacLean, Luigi Castellani, Earl Geier, Lukasz Poduch, Christian Toft 
  Madsen, David Lewis Johnson, Publisher’s Choice Quality Stock Art © Rich 
  Hershey / Fat Goblin Games, Arcana Games, Pepê Alram under Creative 
  Commons BY-NC-ND 4.0, Lizardman Headhunter artwork copyright Richard 
  Sampson (NerdGore), used with permission, Some artwork © Dean Spencer, 
  used with permission. All rights reserved. Édouard Riou, William Bradshaw & 
  J. Allen St. John art is in the public domain. Various pictures through the 
  Creative Commons Attribution-Share Alike 2.0 Generic or 4.0 International 
  license. 
  Editing  
   
  Jared Sinclair and Jarrett Crader (MRC) 
  Layout  
   
  Christian Toft Madsen 
  Cartography   
  Christian Toft Madsen 
  Story Consultant 
  Bjorn Toft Madsen & Jens Schriver  
  Playtesters 
  Anders Wang-Rask, Tom Jensen, Kim Raabjerg, Christian Kyu Jensen, 
  Christopher Rud-Sorensen, Karsten Nymand & Anders Flyndersoe 
  OSR Logo 
  The OSR logo by Stuart Robertson is made available under the terms of the 
  Creative Commons Attribution 3.0 Unported License: 
  http://creativecommons.org/licenses/by/3.0/. 
  Swords & Wizardry 
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. 
  Finch. The author is not affiliated with Matthew J. Finch, Mythmere GamesTM, 
  or Frog God Games.  
  Dedication 
  This work is dedicated to my son.     
  Contact 
  You can contact me directly or look at my other work: 
   
  Email : densjove@hotmail.com 
   
  Vimeo / DMsGuild : https://vimeo.com/christiantoftmadsen / 
  https://www.dmsguild.com/browse.php?author=Christian%20Toft%20Madsen 
   
   
   
   
   
   
  
   
   
   
   
  2 
   
  CONTENT & TABLES 
  CREDITS ....................................................................................................................................................................... 1 
  CONTENT .................................................................................................................................................................... 2 
  TABLES ......................................................................................................................................................................... 2 
  INTRODUCTION .......................................................................................................................................................... 3 
  NOTES FOR THE REFEREE ............................................................................................................................................ 3 
  JOURNEY TO THE INSIDE OUT .................................................................................................................................... 4 
  EXPLORER’S DIARY ..................................................................................................................................................... 5 
  CALL FOR HELP .......................................................................................................................................................... 5 
  THRESHOLD - THE DRILL .............................................................................................................................................. 5 
  SWALLOWED BY THE INSIDE WORLD......................................................................................................................... 6 
  THE LOST WORLD ....................................................................................................................................................... 6 
  TRAVELLING IN THE LOST WORLD ............................................................................................................................. 6 
  HUMAN SETTLEMENTS ............................................................................................................................................... 11 
  NUGOTH CAVE ........................................................................................................................................................ 14 
  LIZARDMEN MOUND ................................................................................................................................................ 17 
  THE DROWNED GROTTO ......................................................................................................................................... 21 
  APPENDIX A: INSPIRATIONAL ART ........................................................................................................................... 30 
  APPENDIX B: ENTRY TO THE INNER WORLD ............................................................................................................ 32 
  APPENDIX C: ADDITIONAL HUMANOID RACES ..................................................................................................... 33 
  APPENDIX D: CAMPAIGN ADVICE ......................................................................................................................... 34 
  APPENDIX E: BESTIARY ............................................................................................................................................. 35 
  APPENDIX F: EXPLORER’S DIARY ............................................................................................................................. 38 
  APPENDIX G: THE DRILL ........................................................................................................................................... 39 
  APPENDIX H: CHEAT SHEET ...................................................................................................................................... 40 
  APPENDIX I: OGL ...................................................................................................................................................... 41 
   
  TABLE 1: RUMORS & TEXT BITS .................................................................................................................................... 8 
  TABLE 2: WANDERING MONSTERS ............................................................................................................................ 9 
  TABLE 3: EVENTS LOST WORLD ................................................................................................................................ 10 
  TABLE 4: HUMAN CLANS .......................................................................................................................................... 11 
  TABLE 5: EVENTS HUMAN SETTLEMENTS ................................................................................................................... 12 
  TABLE 6: DRUIDIC STONE CIRCLE ............................................................................................................................ 12 
  TABLE 7: DROWNED GROTTO PRIMER .................................................................................................................... 13 
  TABLE 8: EVENTS NUGOTH CAVE ............................................................................................................................ 14 
  TABLE 9: EVENTS MOUND ........................................................................................................................................ 17 
  TABLE 10: ENCOUNTERS DROWNED GROTTO ........................................................................................................ 23 
  TABLE 11: EVENTS DROWNED GROTTO .................................................................................................................. 23 
  TABLE 12: SLAVE RUMORS  ...................................................................................................................................... 23 
  TABLE 13: RANDOM OBJECTS DROWNED GROTTO  ............................................................................................. 24 
  TABLE 14: CRYSTAL EFFECTS .................................................................................................................................... 28 
   
   
   
  “I looked on, I thought, I reflected, I admired, in a state of stupefaction not altogether unmingled with fear!”  
  ― Jules Verne, Journey to the Center of the Earth 
   
  “how futile is man's poor, weak imagination by comparison with Nature's incredible genius”  
  ― Edgar Rice Burroughs, At the Earth's Core 
   
   
   
   
   
   
  
   
   
   
   
  3 
   
  The Inner World – Introduction  
  The PCs travel inside a giant drill to the Inner World—a hidden 
  realm of forgotten magic and strange creatures. You can play in one 
  of three defined settings: a lost world, a medieval Renaissance 
  world or a futuristic apocalyptic world, each detailed separately in 
  the Inner World (IW1-3) trilogy.  
  IW1: Journey to the Inside Out  
  IW2: Vault of the Mad Baron 
  IW3: Labyrinth of the Dreaming Machine  
  The adventure is written for Swords & Wizardry (0e) but is playable 
  using any early variant of the world’s greatest roleplaying game. 
  Morale and specified saving throws have been added to the S&W 
  core throughout the module for optional use. The adventure is best 
  played with low-level PCs—level 2 to 4 is probably a good starting 
  point. The Drowned Grotto will chew up and spit out PCs below 
  level 3, so carefully consider scouting possibilities, information level 
  available and hireling backup.   
  The adventure is inspired by the mythological concept of a hollow 
  earth theorized by Edmund Halley as early as 1692. The reference 
  works for this module include:  
  Jules Verne………………….……. Journey to the Centre of the Earth 
  Edgar Rice Burroughs………………..……………At the Earth’s Core  
  Lin Carter……………………….. Journey to the Underground World 
  Tom Moldway & David Z. Cook……………..…...…. The Isle of Dread 
  David Standish……………….….................................... Hollow Earth 
  Aaron Allston…………………………………...……….... Hollow World 
  James Raggi………………….. Random Esoteric Creature Generator  
  Raging Swan Press…………….. GM’s Miscellany Dungeon Dressing 
  Patrick Stuart & Scrap Princess…………….….… Veins of the Earth 
  Richard J. LeBlanc, Jr.…………..………D30 Sandbox Companion
   
   
   
   
   
  Notes for the Referee 
  A few things are worth your attention before you sit down to play: 
  ● 
  Anything herein is yours to alter. Change, modify, disregard 
  or combine to run the OSR style game you want. Additional 
  hooks, context, options and campaign themes are presented in 
  Appendix A-D. 
  ● 
  The adventure can be approached in two ways. One option is 
  to run the suggested sequence of story-points while the other 
  is to run the adventure as a sandbox guided by the provided 
  tables.    
  ● 
  Bullet-point descriptions are used to convey the visual and 
  immediately obvious to the PCs. It is incumbent upon the 
  Referee to create a textured imagery to enhance the 
  experience. 
  ● 
  Creatures are succinctly stated when needed, but for 
  additional details consult the Bestiary (Appendix E).  
  ● 
  Creatures with an archetypical template, e.g. Giant Ant, are 
  considered evolutionary niches occupied by distinct creatures 
  in the Inner World. Add evocative descriptions to enhance 
  template-type creatures.  
  ● 
  It is recommended to bring hirelings when travelling to the 
  Inner World. When a PC dies hirelings function as a 
  recruitment pool for promotion to PC status. They use the lvl 
  1 fighter attack matrix with a -1 penalty.   
  ❖ 
  Hirelings cost 2 gp/day and require rations and 
  equipment. Unarmed hirelings have the following 
  stats: HD 1 (4 hp); AC 9[10]; Atk Fist (1 hp); Move 
  12; Save 17; M 7; AL Any; CL/XP 1/15. 
  ● 
  Additional options for new PCs in the Inner World include:  
  ❖ 
  Someone has used the drill before but got stuck on 
  the inside. 
  ❖ 
  The drill returns to the surface for new PCs. 
  ❖ 
  Someone found their way to the Inner World through 
  cracks extending from the crust. 
  ❖ 
  Teleportation magic gone awry (see note in appendix 
  related to teleportation).    
  ❖ 
  New PCs can be made from indigenous people within 
  the Inner World.  
  ● 
  Journey to the Inside Out can be played as a singular 
  adventure. However, the complete trilogy can be linked and 
  played sequentially using hotspots for transportation across 
  the eons of time. Advanced options include running the trilogy 
  in reverse or crisscrossing through time, allowing for a more 
  convoluted experience.  
  ● 
  Key locations within the adventure allow the PCs to either 
  return home to the outside world or continue in another era 
  within the Inner World. In Journey to the Inside Out these key 
  locations are the Stargate (Drowned Grotto) and the Druidic 
  Stone Circle (human settlements). These devices work as 
  Teleport Without Error, with the destination determined by 
  the Referee.  
  ● 
  One geographical location—the rock containing the Drowned 
  Grotto—forms a nexus of power and is covered in all three 
  modules, adding context and consistency for both the players 
  and the Referee.  
  
   
   
   
   
  4 
   
   
  Journey to the Inside Out 
   
   
  The following describes a few Story-Points to assist your foray into 
  the Inner World, marked [SP], suggesting events that entail all 
  locations. For a more free-form sandbox style game ignore [SP] and 
  use the tables to create an adventure.   
  1. 
  EXPLORER’S DIARY & CALL FOR HELP. PCs obtain the 
  explorer’s diary detailing the location of a tower leading to the 
  Inner World. 
  2. 
  THRESHOLD TO ANOTHER WORLD. The legendary tower 
  reveals itself to be a giant drill. The drill can be used to bore 
  through the Earth’s crust to reach the Inner World and rescue 
  a lost explorer. 
  3. 
  SWALLOWED BY THE ADVENTURE WORLD. Once in the 
  Inner World the drill becomes non-functioning, exhausted of 
  the Improbability Crystals fueling the machine. The heroes 
  must find another way home. Mahocs dominate this world.  
  4. 
  TEST. A village is raided and survivors describe how their 
  people are enslaved— brought to the Nugoth Cave.  
  5. 
  TEST. In the Nugoth Cave the heroes discover the primitive 
  cavemen are subservient to the Mahocs. They bring human 
  slaves through the swamp to the south.  
  6. 
  TEST. The swamps are filled with Lizardmen. The heroes can 
  attempt to strike a bargain or sneak past their concealed 
  outposts. Lizardmen might provide important information 
  about the Mahocs.  
  7. 
  TEST. In the Drowned Grotto the Mahocs reign supreme, 
  using human slaves to excavate their avatar. The Drowned 
  Grotto contains many dangers.  
  8. 
  APOTHEOSIS. In the bowels of the Drowned Grotto a living 
  crystal supplies energy to the Mahoc avatar, slowly awakening 
  the divinity. If the crystal pillar is destroyed it shatters into 
  ‘Improbability Crystals’ that can fuel the drill for the return.    
  9. 
  FLIGHT. Upon exiting the domain of the Mahocs and 
  returning to the drill the bat-like Mahocs chase the intruders.  
  10. BOON. The drill or other methods are used to return to the 
  outside perhaps with enough Improbability Crystals for a 
  return trip in the future.  
    
   
  
   
   
   
   
  5 
   
  Explorer’s Diary [SP] Adventure Start 
  The PCs have a water-damaged diary written by the explorer 
  Edgarano Rical Burrougolas (Appendix F). Within its fragile pages 
  and water-smeared letters is the exact location of a legendary tower 
  hinting at the existence of another world. How exactly the diary 
  comes into the PCs’ possession is up to you. Perhaps a wealthy 
  patron hires them to follow in the path of the explorer, perhaps they 
  find the book themselves or perhaps the explorer is a lost friend or 
  family member. It is even conceivable the book spontaneously 
  appears in front of the PCs as it is sent through the Stargate from 
  the Drowned Grotto.     
  The tower is near the Three-Peaks Crater—a rugged dormant 
  volcano. There is a village at the base of the volcano and from here 
  PCs can employ hirelings.   
  If you prefer another start to the adventure or another entry into 
  the Inner World see Appendix B or weave your own start 
  culminating with encountering the drill.        
  Call for Help [SP] 
  The diary has only disordered fragments of information left. Four 
  bits of text are immediately obtainable:   
  I: The Tower. The legend is true! I have found it. The metallic tower 
  is hidden at the base of the volcano Three-Peaked Crater or 
  Snæfellssjökull as the locals call it. The tower is the gateway to 
  another world—a world hidden from our eyes.   
  II: A Hidden World. Rank grass waist-high as far as the eye can see. 
  Each particular blade is tipped with tiny five-pointed blossoms—
  brilliant little stars of twinkling colors adding another charm to the 
  weird landscape. The horizon curves upwards as if the world bends. 
  I don’t know exactly how the purple crystals activated the tower, 
  but now I am here! I dream with my eyes open.   
  III: I am not alone! There are people here, humans wielding spears, 
  primitive but fierce warriors. I have avoided the indigenous 
  people—hidden well within a cave filled with glittering gemstones. 
  Yesterday, or maybe it was the day before, I cannot tell anymore, I 
  saw bat-like creatures hunting the humans. 
  IV: Prisoner. I am captive! The terrifying Mahocs have brought me 
  and many natives to the Drowned Grotto. We are digging into the 
  rock to locate the Avatar—the destroyer of worlds. There is a 
  magical portal here and maybe I can send a call for help through it. 
  They are scared beyond reason of finding the Avatar.   
  For every time the PCs subsequently study the book one additional 
  part becomes legible (1-6; d6 or pick) in addition to one free roll on 
  Table 1.   
  1: Wild-life. What a sight! Words have abandoned me. As high as 
  the bailiff tower and with legs as the thickest oak. The very ground 
  trembles when they walk past. Huge lizards and eight-legged 
  beasts prowl the savanna—best to keep clear.   
  2: Ape-men. Hairy muscular brutes are crawling all over the 
  mountains. They start to grunt as the molten globe is dimming in 
  intensity. Darkness is approaching, better find shelter before they 
  start their hunt. I will move in the direction of the giant lake to 
  avoid the ape-men.  
  3: Lost. It appears I am totally lost. After days of aimless wandering 
  on the savanna, I had suddenly to crawl through the grass to avoid 
  the flying snakes. I have given up finding the tower again. I need 
  water soon. 
   
   
  4: Crystal-cave. I have found a strange cave—its walls covered in 
  moving crystals. The crystals are alive with tremors and 
  reconfigure when light comes near it or when the amethyst I found 
  is held against the wall. How can crystals be alive? 
  5: The Natives. They brought me inside a dark smoke-filled cabin 
  prodding me along with spears. An old woman spoke a dialect I 
  could understand. She appears to be the leader of the village and 
  was very inquisitive. She and her druids cannot understand that I 
  come from outside their world. She knows of the metallic tower—
  her tribe has seen it appear periodically on the savanna. They are 
  hunted and killed by Nugoths and toil in the mines of the Mahocs. 
  6: The Crystal Plague. I understand more and more. First-to-Dance 
  is the matriarch’s name. Her tribe has powerful magic and has 
  trapped a dangerous crystal life-form inside their stone-circle. The 
  crystal spreads prodigiously like the plague when it converts living 
  tissue to crystal. The clan wants to use it against the Mahocs.  
  Threshold - Drill [SP] 
  Access to the Inner World takes place onboard a colossal drill—a 
  mechanical artifact designed to burrow through the earth’s crust 
  (Appendix G). It can be controlled by any intelligent race, but only 
  moves perpendicularly up and down. The true origin of the drill is 
  shrouded in mystery—perhaps it was constructed by an arch-
  magician or perhaps some other alien origin is behind it. It is 
  rumored to travel backwards through time with a degree of 
  autonomy and towards an unknown destination. 
  The drill looks like metallic rings stacked on top of each other with 
  an inner cylindrical core. It has a set of metallic bars functioning as 
  a ladder in the crawl space between the rotating rings and the core, 
  ending near a hatch that can be opened with diligence. When the 
  drill is active the outer rings rotate to carve through solid rock. The 
  drill is four floors high and the core contains cockpits as well as 
  living quarters for 12 humanoids, enabling the PCs to supplement 
  the expedition with hirelings. The cockpit contains chairs that can 
  move upside-down on a set of rails, various displays showing 
  temperature, drill speed in rounds-per-minute, etc., and also the 
  energy status left for operation.     
  The drill harnesses energy from large chunks of amethyst (so-called 
  ‘Improbability Crystals’) found exclusively in the Inner World 
  embedded inside living crystal entities (see Drowned Grotto). These 
  unique amethysts are placed in a special tube in the engine and are 
  slowly drained of energy and purple color as the drill runs. Two 
  amethyst crystals are expended for each trip through the crust. 
  When the PCs encounter the drill, it has two fresh crystals 
  remaining, sufficient for a one-way trip.     
   
  
   
   
   
   
  6 
   
  Swallowed by the Inside World [SP] 
  When the PCs operate the drill it moves steadily through the crust, 
  arriving in the Inner World after two days. As the PCs break 
  through the crust and open the hatch they are met with strange 
  sounds and sights while inspecting the Inner World. The crystals in 
  the engine compartment are exhausted and there is no way to 
  restart the drill. In the distance, across the savanna, the PCs see 
  smoke rising. The smoke leads to a burnt-out human village 
  decimated by Nugoth raiders. 
  This is a good time point to let the PCs encounter the main 
  opposition. Two Mahoc Warriors approach the drill as it breaks into 
  the Inner World. 
  Mahoc Warrior: HD 1+1 (6 hp); AC 4[15]; Atk Claws (1d4), bite 
  (1d4+1) or by Weapon (1d8); Move 4/12 (flying); Save 17; M 8; AL C; 
  CL/XP 3/60; Special: Echo scream, chameleon skin. 
   
  The Lost World 
  The Lost World is filled with jungles, large swaths of pungent 
  swamps and rugged mountains (Map p.7). A molten core, held in 
  central stasis, provides light and warmth to the interior. The core 
  is recurrently dimming in intensity, providing a cycle of day and 
  night allowing integration into game effects related to rest. Little in 
  terms of seasons is prevalent and a stable hot and humid 
  environment surrounds the PCs. When first viewing the Inner 
  World stress the strangeness of the landscape, the almost 
  imperceptible curvature of the horizon and the reddish hue from the 
  molten globe hanging in the sky. Explain how the sounds appear to 
  travel further and how the grass looks like grass but just slightly 
  different. Explain how the dinosaur-like creatures make the ground 
  tremble as they roam the Inner World trying to satisfy their hunger.  
   
  The inside is a place similar to a low-technology distant past where 
  primitive tribes of humanoids fight for survival against each other 
  and scores of dinosaur-like creatures. There are three major 
  humanoid races in the lost world era: Mahocs, Nugoths and 
  humans. Lizardmen are numerous but ineffectual. See Bestiary for 
  creature statistics.    
  Mahocs: The Mahocs are a cross between reptiles and bats and 
  dominate the lost world era. They communicate through high-
  frequency shrieks. According to mythology they came across the Sea 
  of Ufraria with conquest in mind. They use slaves to mine for 
  crystals and for digging their way to a buried god prophesied to be 
  beneath a lone hill.
   
   
  Nugoths: The Nugoths are a brutish primitive race, an extinct 
  lineage to man. They are hairy, muscular humanoids adept at 
  climbing and walking upright. Though equipped with an embryonic 
  intellect and solely capable of guttural grunts, they make efficient 
  stone weapons such as spears, axes and daggers. The Nugoths are 
  fully subservient to the Mahocs and often do their bidding without 
  completely comprehending their masters. 
       
  Humans: The scattered humans are at the bottom of the power 
  hierarchy during the lost world era. They are intelligent and prefer 
  to dwell in protected caves or isolated villages. They speak a dialect 
  of simplistic common—very difficult to articulate, but clearly 
  understandable. The druidic caste is revered for their prophetic 
  visions but also feared for their connection to sinister forces. The 
  druids cultivate crystal lifeforms baptized Silaciums. 
  Travelling in the Lost World 
  The drill can arrive at any hex. Follow standard suggestions for 
  wilderness adventures, with each hex being 12 miles across. 
  Without a local guide, a landmark or a trail the base chance of 
  getting lost is shown below. Food equivalent to 1d4 rations can be 
  found each day through foraging/hunting with base chance as 
  indicated. 
  Terrain  
   
  Lost 
   
  Foraging  
  Savanna  
   
  10% 
   
  2-in-6 
  Scorched Earth 
    
  20% 
   
  1-in-6 
  Desert 
   
   
  40% 
   
  0-in-6 
  Mountains 
   
  50% 
   
  1-in-6 
  Swamp  
   
  60% 
   
  1-in-6 
  Forest or Jungle 
   
  70% 
   
  4-in-6 
  Sea / River 
   
  70% / 0%  
  2-in-6 
   
  If the party gets lost roll 1d6 to determine which hex they move 
  compared to their intended direction. If the roll indicates moving in 
  the direction the PCs intended they walk in circles and do not 
  progress beyond the starting hex for that day.  
   
  Rumors of the lost world can be obtained when encountering the 
  intelligent races. Text bits from the diary use the same table. Roll 
  for wandering monsters and events 3 times/day with a base chance 
  of 2-in-6 and work the outcome into the current scenario. You can 
  choose to combine wandering monsters from Table 2 with events on 
  Table 3 or roll separately. Creatures are detailed in Bestiary and 
  follow Swords & Wizardry standards (0e).  
  
   
   
   
   
  7 
   
   The Lost World (1 hex = 12 miles) 
   
  
   
   
   
   
  8 
   
   
   
   
   
   
   
   
   
  TABLE 1 
  RUMORS & TEXT BITS ABOUT THE LOST WORLD 
  1d20 
  Specifics 
  1 
  The Mahocs keep scores of slaves. In the big swamp they are digging to find a buried god.  
  2 
  The Mahocs can grow together into a new sentient creature with two heads. It can disappear in black smoke. 
  3 
  The Mahocs release slaves into labyrinths for hunting. They creep through complete darkness. 
  4 
  The Mahocs can be found inside a grotto in the swamp. Sometimes the water swells to drown it. 
  5 
  The Mahoc’s cave has an endless hole. Some say if you pass the evil there you can go to another world. 
  6 
  The Mahocs are flocking to a sentient crystal. Its purple hearts can make the crystal walls move.   
  7 
  The Mahocs can make your ears bleed when they open their mouths. They can make the stones scream. 
  8 
  The Mahocs study a metallic tower in the Drowned Grotto similar to one found on the savanna.   
  9 
  The Nugoths believe the beasts of this land to be holy. They sometimes capture beasts to paint them.  
  10 
  The Nugoths believe trees come to life when the sun dies. They cheer whenever the sun dims.     
  11 
  The Nugoths worship a large white tree that draws people into a comatose sleep. The few awoken are changed. 
  12 
  The Nugoths are climbing the trees and spying for the Mahocs. Always look in the treetops.  
  13 
  The humans leave their villages during thunderstorms. They are afraid of lightning and the stone-that-moves.   
  14 
  The humans use rituals to keep something constantly chilled. When they fail they flee in terror. 
  15 
  The humans cover themselves in soot and symbols to hide from the stone-that-moves. 
  16 
  The humans live in isolated groves of Asmoss trees. Their druids are worshipping a stone-that-moves. 
  17 
  Scores of Lizardmen are hunting in the swamp. They flee from the Mahoc but know their secrets. 
  18 
  The Trorions swallow fire and keep it in their stomach to roast prey when releasing it again. 
  19 
  The blood of the Lambotian worm can melt through stone. It is almost impossible to kill the blubbery worm.   
  20 
  The Hypnalis look like flying butterfly-snakes. They surprise from above to deliver a deadly bite.    
  Mahoc Warrior 
  
   
   
   
   
  9 
   
   
   
  TABLE 2 
  WANDERING MONSTERS LOST WORLD (3 / day: 2-in-6 chance) 
  1d100  
  Creature 
  01-04 
  An acidic trail of slime, leaving half-dissolved plant and skeletal wildlife behind, slithers through the landscape. 
  A Giant Slug (1) is engulfing the remains of a human carrying an object. Roll once on Table 13.  
  05-08 
  A flowery meadow contains a huge stone egg. The egg is clearly hewn from a single piece of solid rock. Inside the 
  honeycombed and sticky interior of the egg are Giant Wasps (1d2+1) awaiting their queen.  
  09-12 
  The earth erupts around you. Giant Worker-Ants (1d6) attempt to drag you into their tunnels to feed their larvae. 
  The underground tunnel from which the ants came is an outlying shaft detached from the main colony.  
  13-16 
  A nest of Centipedes (small, non-lethal, 2d6) bursts from a rotten tree log. The decomposed remains of a Nugoth 
  was dragged into the wooden confines, its skeletal hands clutching a stone with carvings (if translated roll on 
  Table 1).    
  17-20 
  Something strikes from the tall grass but fails to penetrate your boot. A hissing sound and rapid movement as a 
  snake climbs nearby branches awaiting you with its icky-black mouth agape: a Giant Viper (1).   
  21-24 
  A pack of Giant Lizards (1d6) is following you, observing with saliva-drooling mouths. Nearby a small cave 
  opening is seen. The Lizards maneuver to cut off the escape route. Inside the cave are symbols (roll on Table 1).   
  25-28 
  You stumble into almost imperceptible strands of web. Giant Spiders, small (1d4+1) descend from the trees with 
  glistening fangs. In the treetops objects and humanoids are webbed for storage. Roll once on Table 13.    
  29-32 
  Smoke rises in the distance, carrying a smell of roasted meat. A slain beast of the savanna, peppered with spears, 
  is being carved open in the makeshift camp of human hunters (1d6+4) feasting on the prize. Can lead to a human 
  village.  
  33-36 
  The surroundings grow quiet. Savage humanoids (Nugoths 1d6+4) with blooded clubs appear in the scrub. 
  Behind them, dragged and bound by vines, are two human prisoners. Can lead to Nugoth cave or human village.   
  37-40 
  Buzzing sounds in the bush ahead. A convulsing and mutilated Giant Lizard is ripped to shreds. Mahoc Warrior 
  patrol (1d4+1) are tending to a dying member, bitten in half.   
  41-44 
  Horn-sounds to your left and then to your right! Scaly Lizardmen (1d4+4) have surrounded the PCs, using conchs 
  to communicate. They are closing in for a fresh kill. Can potentially lead to the Lizardmen Mound.  
  45-48 
  A forest of fungi dominates a large valley. Huge stalks with shadowy caps, some mutated with eye-stalks, others 
  grown tentacles and a degree of intelligence, appear. Shriekers (1d2) attract others—reroll on Table 2. 
  49-52 
  Large cactus-like plants with sharp needles block the ravine forward. 1d3 hp in damage to pass or take one extra 
  day of travel to circumvent. A Flytrap Shambler (1) lives within the cactus area. 
  53-56 
  A white tree (Algallocust) in the middle of a clearing. Nugoths (1d4) sit around the tree in stupefied trance 
  completely absorbed by the gentle swinging of the Algallocust branches in the wind. They attack anyone 
  approaching the tree.   
  57-60 
  You are snatched by vines and lifted upside down. Among the branches are strangled humans and equipment 
  twitching as the Hangman Tree (1) shakes due to the excitement of getting fresh nutrients.   
  61-64 
  Two tiger cubs press themselves down in the grass as you pass very close. A protective deep growl opposite. A 
  Sabre-Toothed Tiger (1) emerges from the brush, teeth exposed and very, very protective. 
  65-68 
  A tremble in the ground. Trees are broken and brush swept aside as an eight-legged armored Trorion (1) charges 
  through the scrub, bright red scales and long tusks menacingly sweeping from side to side.    
  69-72 
  Shrieks in the distance followed by humongous lizards (Vaibhavi 3) trailing a cloud of dust. Agonizing screams 
  of pain as a wounded Vaibhavi is caught and killed by the remaining two. One lifts its head and tastes the air 
  with its tongue.   
  73-76 
  A human falls from the sky and is instantly crushed on the rocks ahead, the splattered and torn remains barely 
  recognizable. Through the clouds you see winged serpents (Hypnalis 1d3) descending fast.  
  77-80 
  A human voice cries for help. Chased into a small gorge by a group of large four-legged birds (Onmoraki 1d3) is 
  a female warrior who turns to face her attackers, waving a spear in front of her. If she survives she leads to the 
  village.   
  81-84 
  There is a smell of ozone and it becomes hard to breathe. A black crystal vaguely humanoid in shape (Silacium) 
  ejects itself from the rock nearby and moves as a liquid as the crystal lattice rearranges with small clicking 
  sounds.   
  85-88 
  A battle can be heard ahead in the sand banks. Sounds of thumps as if something thrashes down. Two Giant 
  Scorpions are fighting to the death. The winner (75% hp remaining) turns against you.  
  89-92 
  Saw-like fins break the water, sliding silently towards prey. Suddenly serpent neck creatures jump out like killer 
  whales. The Haietlik (1d2) are known to move into rivers if hungry enough (only near river or water).  
  93-96 
  Nugoths (1d6+4) transfixed in savage beating of a Onmorki bird—standing in a circle around the creature and 
  repeatedly delivering blow after blow on the bloodied mess—grunting and drooling at the same time. 
  97-00 
  A large bulbous worm (Lambotian Worm) moves out of a hot-water pool, its tentacles scanning the air for fresh 
  food. The bulging skin secretes an unpleasant acidic juice as it bulges forward.   
   
   
   
  
   
   
   
   
  10 
   
  TABLE 3 
  EVENTS LOST WORLD (3 / day: 2-in-6 chance)  
  1d100 
  Event 
  01-04 
  A small patch of ground has been scrubbed. Stones and sticks are placed to resemble forests, swamps and 
  mountains—essentially forming a map detailing near vicinity. The makeshift map shows the path to the human 
  village. 
  05-08 
  Hanging from a rope is a dead human—stripped naked and cut open. Around his neck is a wooden symbol with 
  strange markings. This is the ‘mark of freeman’ (Table 13)—labeling the wearer as exempt from slavery. 
  09-12 
  A glistening crystal cave is found. Carved into the crystals are markings. Roll 2x on Table 1. 
  13-16 
  A small lake shaded by red-leafed Asmoss trees. Near the shore are fishing nets crawling with a juicy catch. 
  Humans arrive at dusk (core dimming) to collect the fish.   
  17-20 
  Primitive alarm of strings and bells. 2-in-6 chance to spring. You can link this to human settlements.  
  21-24 
  A pit in the ground camouflaged with sticks and leaves. Inside is a trapped human, impaled but alive.   
  25-28 
  A meadow with waist-high grass painted red with blood. Slain Nugoths and Humans mutilated in brutal ways. 
  Tracks lead to the human village. 
  29-32 
  An earthquake takes place along a lake. The lake is drained into a crack, now open for exploration. This leads to 
  a Nugoth cave.  
  33-36 
  A scorched glen littered with dead Nugoths. A slain Trorion is peppered with spears. Footsteps lead to the Nugoth 
  cave.    
  37-40 
  A thunderstorm breaks loose, reducing visibility. Chance of getting lost is increased by 20% for 2 days.  
  41-44 
  A signal horn is found near a hot water geyser. When blown it increases the chance of encounters to 5-in-6 for 
  that day. 
  45-48 
  A graveyard of fossilized bones scattered among ruined stone structures. A human skeleton on display, pierced 
  by horns.  
  49-52 
  The molten core erupts and drips an entire river of lava that blocks your path. You must find a way around or 
  across.  
  53-56 
  A metallic rusty symbol portraying a tree is found in the sand. The wearer is immune to the Algallocust tree.   
  57-60 
  A dead outside explorer covered in mold. Ring mail, 10x bolts in quiver and small music box (200 gp).  
  61-64 
  You locate an abandoned cave adorned with drawings of large beasts. One drawing is a robot (drill type). 
  65-68 
  A dead outside-explorer almost completely enveloped in a tree clutching a large book. The book has 1d4+1 spells. 
  69-72 
  A pond of tranquility lies sheltered among rocks. All who rest here receive +1 to hit for 1 day (Not cumulative).  
  73-76 
  Intertwined with vines and flowers is a rusty metallic robot (Facilitator), long past operational capacity.  
  77-80 
  A hidden cache (4 days) of food and water is found. Wrapped in leaves from Asmoss tree to last longer. 
  81-84 
  A small makeshift shrine. Polished alabaster stone figure resembling a bat-like creature and offerings of food. 
  85-88 
  Near the water you find two canoes with paddles hidden beneath large leaves. Collected fruits are within the 
  canoes.  
  89-92 
  A grove of crystalline trees stretches before you. The slightest touch makes any tree collapse in a shower of glass.  
  93-96 
  Boxes at a dry place in a mangrove swamp: exotic fruit, textiles, precious metals, amber, spices (1d100+100 gp 
  total). Among the trade goods left behind are 2x objects from Table 13. The place is watched by Lizardmen. 
  97-00 
  Sticks placed as arrows lead to an empty limestone cave. Next to a smoldering fire are 2x healing potions (1d8+1). 
  
   
   
   
   
  11 
   
  Human Settlements 
  There are five human clans in close vicinity—
  each with their own main village. Three clans 
  dwell along the great Udrus river, one borders 
  lake Reclana and one resides in their mountain-
  retreat across the Sea of Ufraria. The villages are 
  semi-permanent locations, and if food sources 
  grow sparse or the village is in severe danger, the 
  tribesmen take to the old ways of nomadic 
  hunting and gathering. The savanna is the 
  preferred hunting ground of the human tribes.   
  The villages are strategically placed in groves of 
  Asmoss —the wide and red-leaved trees of the 
  Savanna, or among rugged rock formations. The 
  sprawling 
  branches 
  of 
  the 
  Asmoss 
  offer 
  protection from attackers, whether from Mahocs 
  or raiding Nugoth warriors. The village depicted 
  here is settled in a plateau surrounded by steep 
  cliff walls. Two strenuous and narrow mountain 
  tracks lead to the village.  
  A typical human clan is around 100 members 
  with about 40 warriors. The remaining members 
  are considered non-combatants. The clan is ruled 
  by the matriarch and her council of druids, but 
  any voice of reason is heard. The honor of 
  matriarch is usually bestowed upon the wisest 
  among the elderly. 
   
  Raided Village [SP]: If using a story-point 
  approach, the village is raided and the smoke 
  from the burned-out huts is seen from a vast 
  distance. Rotting corpses killed in unsavory ways 
  are left in the humid and warm climate—buzzing 
  insects already gorging on the remains. A few 
  dead Nugoths indicate the attacking party did 
  not escape unmolested. Two humans are hidden 
  inside the cave at 9, whereas a few survivors 
  including the matriarch were dragged to the 
  Nugoth cave—their tracks are easy to follow 
  across the savanna. Modify each entry to detail 
  the attack. You can decide whether this village 
  was the one visited by the explorer, in which case 
  the survivors know he was here.       
    
   
  1 
  APPROACH 
  ● 
  Warm rugged sandstones teeming with small lizards.  
  ● 
  Treacherous loose stones on dusty narrow track.  
  ● 
  Sprawling roots of the Asmoss clinging to the rock.  
  Two paths from opposing sides of the rock climb to the plateau containing the 
  village. Movement is halved from the slippery stones covering the track.   
   
  2 
  WATCH OUT 
  ● 
  Solitude rock breaking out from the cliff wall. 
  ● 
  Piles of rocks stacked, ready to be thrown down on the path. 
  ● 
  Connecting rope bridge spanning the narrow gap. 
  The village is guarded by an unusual detached rock formation overlooking the 
  two paths. Warriors (5) carrying bows and spears are here day and night. A 
  rope bridge 20’ above the path connects the village with the watch position.  
  ⃝  ⃝  ⃝  ⃝  ⃝ 
  Human Warrior: HD 1 (5 hp); AC 9[10]; Atk Weapon (1d6); Move 12; Save 17; M 7; AL 
  Any; CL/XP 1/15; Special: None. 
   
   
  3 
  ENTRANCE 
  ● 
  Sharp sticks blackened by fire in a narrow cleft.   
  ● 
  Torches sticking out from cracks in the rock. 
  ● 
  Long narrow roots sprouting from the cliff-wall only to penetrate the rock 
  again. 
  ● 
  Tattooed warriors, clad in fur and holding stone spears. 
  The entrance is a defense point squeezed by sharpened and burned sticks (1d3 
  in damage if running). The entrance is guarded by Warriors (4).  
  ⃝  ⃝  ⃝  ⃝   
   
  TABLE 4 
  HUMAN CLANS  
  Name 
  Village 
  Matriarch  
  Hypnalis 
  clan 
  Rilk 
  Gnizi (Sight of 
  Day) 
  Lizard 
  skin clan 
  Eddu 
  Molgo (Mother 
  Spirit) 
  Trorion 
  fire clan 
  Tokmia 
  Eyno (First to 
  Dance) 
  Vaibhavi 
  clan  
  Jegid 
  Gnosil (Corn 
  Mother) 
  Onmoraki 
  clan  
  Gnogva 
  Joza (Singing 
  in Meadow) 
  
   
   
   
   
  12 
   
   
   
   
   
   
  Silacium, Adult: HD 8 (36 hp); AC 4[15]; Atk 
  lightning (3d6), suffocation; Move 6; Save 8; M 9; 
  AL C; CL/XP 11/1700; Special: Electric shock, 
  Oxygen swallow, Half damage from piercing and 
  slashing weapons.  
   
   
   
  4 
  POOL 
  ● 
  Trickle of water running over the mountain side into a small misty pool.  
  ● 
  Gentle water stream vanishing into a sinkhole. 
  In case of an attack bowmen and spearman are positioned on the other side of 
  the stream. The pool contains fish effortlessly escaping the constant drag 
  towards the sinkhole.  
   
  5 
  CLAY HUTS 
  ● 
  Round thatched clay huts with colorful paint and drawings. 
  ● 
  Smoke escaping the roof and the smell of cooked food. 
  ● 
  Playful children running around the huts, dirty but happy. 
  ● 
  Vegetables growing in small patches.  
  ● 
  Inside is a small fire, primitive straw mats and wooden tools for preparing 
  food. 
  The huts are painted vividly with hunting scenes of Inner World creatures—
  Hypnalis, Trorion, Vaibhavi, Haietlik and the Onmoraki (see Bestiary). Each 
  hut is the living space for one family of two Warriors (2) and four non-
  combatants. Urns, shells, pearls (2d20+10 sp value) are in each hut.  
  ⃝  ⃝   
  Human Warrior: HD 1 (5 hp); AC 9[10]; Atk Weapon (1d6); Move 12; Save 17; M 7; AL 
  Any; CL/XP 1/15; Special: None. 
   
  6 
  HUNTING GROUND 
  ● 
  Skinned animals hanging upside down. 
  ● 
  Buzzing insects attracted to the meat. 
  ● 
  Pile of open carcasses visited by vulture-like birds, hushed away 
  periodically by the warriors. Small prey is brought to the village to be 
  skinned and for distribution of the meat. Larger game is often cut open on 
  the savanna. Two Warriors (2) use sharp stone tools for this job. 
  ⃝  ⃝ 
     
  7 
  DRUIDIC STONE CIRCLE 
  ● 
  Ancient moss-covered stones towering 20’ high.  
  ● 
  Sizzling sound and vapor rising from a dark hole within the stone circle. 
  This is a place of worship and rituals. Within the hole, kept cold by ancient 
  rites, dwells an adult Silacium (1). The druidic circle augments magic and 
  molds the weather, in addition to warping space and time as determined by the 
  Referee. You can use the circle as a teleportation device to move the PCs to 
  another era if someone steps within the confines. Other options are available in 
  Table 6. One Druid (1) is on guard-duty to keep the beast at bay. The druids 
  believe Silaciums are vessels of prophecies and that they can be used as 
  weapons against the Mahocs.     
  ⃝   
   
  TABLE 6 
  DRUIDIC STONE CIRCLE  
  1d6 
  Effect 
  1 
  If stepping into the stone-circle, one metal object (armor or weapon) melts 
  away and is drained into the hole. 
  2 
  One random object from Table 13 inexplicably appears in the circle.  
  3 
  Bones emerge at the ground, and start to form sentences (Referee choice, or 
  something from Table 1). 
  4 
  The Silacium crawls up from its cavity to mineralize a sacrifice offered by 
  the druids. It stays within the circle. 
  5 
  Slain animals are thrown into the circle where druids interpret their 
  convulsions. 
  6 
  Birds appear within the circle before they fly away. One returns, carrying 
  an object from Table 13.   
  TABLE 5 
  EVENTS SETTLEMENTS 
  1d6 
  Primer 
  1 
  The PCs are invited to a clan meeting 
  to discuss possibilities for fighting the 
  Mahocs. 
  2 
  Villagers ask the PCs if they would 
  bring a Silacium to the Mahocs to 
  wreak havoc. 
  3 
  The villagers have located a Nugoth 
  cave nearby. Would the PCs conduct a 
  raid? 
  4 
  The villagers ask the PCs to be 
  mediators and diplomats to another 
  nearby human clan. 
  5 
  The villagers ask the PCs to capture a 
  live Mahoc for questioning. 
  6 
  2d6+6 Nugoth warriors raid the 
  village. 
  
   
   
   
   
  13 
   
   
   
  8 
  LONGHOUSE 
  ● 
  Sturdy log house supported by heavy leaning posts. 
  ● 
  Children’s laughter mixed with muffled adult voices. 
  ● 
  Dark smoky interior, sticky with tree sap. 
  The longhouse is the living quarters for the matriarch and her extended family 
  and a meeting hall centered around a large fireplace. The matriarch is the 
  oldest and wisest, but she consults with advisers and druids to determine the 
  way ahead. Two Warriors (2) guard the entrance, and she is often surrounded 
  by additional Warriors (2) and Druids (2). The inside includes smaller sections 
  in the periphery of the fireplace. The honor of matriarchy comes with 
  ceremonial garments and jewelry (150 gp) and a Ring of invisibility. You can 
  steer the PCs towards the Drowned Grotto by taking inspiration from Table 7 
  or in any interaction with the Matriarch.  
  ⃝  ⃝  ⃝  ⃝ 
  Human Druid: HD 4 (18 hp); AC 9[10]; Atk Weapon (1d6) or spells; Move 12; Save 12; 
  M 9; AL N; CL/XP 6/400; Special: Shape change, spell casting: Detect Magic, Faerie 
  Fire, Purify Water, Obscuring Mist, Plant Growth.  
   
  Human Warrior: HD 1 (5 hp); AC 9[10]; Atk Weapon (1d6); Move 12; Save 17; M 7; AL 
  Any; CL/XP 1/15; Special: None. 
   
   
  9 
  ROBOTIC CAVE 
   
  ● 
  Cave paintings of creatures extinct and living. 
  ● 
  Rusty immobile metallic creature affixed with chains at the back of the 
  cave. Light and buzzing sounds. 
  The rusty creature is a Robot, Facilitator (detailed in IW3)—still partially 
  functional but harmless and immobile. The robot’s weapons are destroyed, but 
  it receives encrypted signals from an unknown origin, as evident by radio-
  buzzing sounds. It also records and transmits everything it detects through its 
  sensors. You can use recorded interaction with PCs at a later era. The villagers 
  perceive the robot as a strange curiosity and the village children have painted 
  and doodled the robot in bright colors. 
   
  Raided Village [SP]: If using the story-point style, the robotic cave contains two 
  survivors, a woman (Nashu) and her boy (Viran). They took refuge in the cave 
  during the raid, and when the savage Nugoth came looking they were scared by the 
  robot. Once the survivors realize the PCs are not overtly hostile, they can explain 
  what happened, and how the Nugoths frequently kill and abduct humans. Any 
  additional background of the setting you feel is appropriate to tell can be taken from 
  Table 1. At the very least, the relationship between the three major races would 
  probably be beneficial and appropriate for the PCs to know about. Nashu and Viran 
  may have limited knowledge of how many survived or exactly what has happened to 
  them, but they can explain how the Nugoths abduct humans. The Nugoths are 
  subservient to the Mahocs, and some form of alliance exists between the two races. 
  They know of the location of the nearest Nugoth cave, where any slaves are probably 
  taken, and they can show the way there. If the PCs recruit the help of Nashu and 
  Viran they will accompany them for a while but eventually seek out another nearby 
  human clan. As scouts, they are proficient in navigating the savanna north of the 
  swamp, and do not roll for getting lost. You decide if they belong to the same clan 
  visited by the explorer—since his body is not in the village, he was most likely taken 
  by the Nugoths. They find the idea of an outside world preposterous.       
   
  TABLE 7 
  DROWNED GROTTO PRIMER 
  1d8 
  Description 
  1 
  Improbability Crystals are required 
  for the drill to operate. Someone (a 
  human, Nugoth, or Mahoc) has seen 
  them in the Drowned Grotto.    
  2 
  Xarusi, the sole daughter of the clan-
  chief, has been captured and taken to 
  the Drowned Grotto. The concerned 
  matriarch offers eternal gratitude if 
  they can free Xarusi from slavery.  
  3 
  The Mahocs have stolen a Silacium 
  Larva. The druids believe the larva 
  can be nurtured into a weapon. They 
  suggest stealing it back from the 
  Drowned Grotto.   
  4 
  Someone has seen the Stargate 
  within the Drowned Grotto, rumored 
  to be a portal to foreign lands or even 
  through time.   
  5 
  Someone has heard about a pit 
  stretching all the way to another 
  world, perhaps from a druidic sage or 
  an escaped slave. It can be reached 
  within the Drowned Grotto.  
  6 
  The village was recently raided by 
  Nugoth tribesmen. They took many 
  slaves and were heading toward the 
  Drowned Grotto. The survivors beg 
  PCs to free the slaves. 
  7 
  If the party is engaged with Nugoths 
  or Mahocs in the lost world, and the 
  battle turns against them, they 
  themselves are taken prisoner and 
  brought to the Drowned Grotto.  
  8 
  Human tribesmen say an outsider to 
  this land was taken prisoner and 
  marched to the Drowned Grotto. He 
  might help PCs return to their own 
  world.  
  Robot Facilitator 
  
   
   
   
   
  14 
   
  Nugoth Caves 
  The Nugoths are widespread across the lost 
  world. Their deep caves are positioned at the 
  base of a hill or a mountain, offering an excellent 
  view of any approaching danger. From these 
  strongholds the cavemen conduct raids to 
  capture stray humans—to appease their Mahoc 
  overlords or to supplement the tribe’s diet. Below 
  the Nugoths’ living areas are unmapped sections, 
  which the Referee can expand.   
  A typical tribe contains 100 individuals, 40 of 
  which are warriors. Nugoth tribes are led by a 
  strong charismatic male indulging in all the 
  pleasures the position warrants. Typical tribe-
  names are; Brivr, Gneer, Droca, Ghikvu or 
  similar guttural utterances. Nugoth devours 
  whatever their flint weapons can put to the 
  ground, from large game such as the muscular 
  beasts of the land to weak humans. When food is 
  sparse, cannibalism or raids on other Nugoth 
  tribes also occur.  
   
  Nugoths [SP]: Slaves from the human village 
  were brought here for a momentary pause. Two 
  young females were sent down to appease the 
  chieftain in 8, whereas the eight remaining 
  (including the matriarch) were immediately 
  dispatched as slaves to the Drowned Grotto, 
  guarded by seven Nugoths. A Mahoc negotiator 
  is in the cave, sealing the deal of the latest 
  delivery of slaves. 
   
   
  1 
  CAVE ENTRANCE 
  ● 
  Large boulders have rolled down from above and litter the incline to the 
  cave entrance. 
  ● 
  Cave opening obscured by trees and brush. 
  Nugoths (4) guard the entrance. Within the tunnel are tripwires (2-in-6 chance 
  to spring) connected to a large hemp net. Unless they succeed a save vs. wand, 
  the net restrains PCs for 1d4+1 rounds. A small path some distance from the 
  entrance leads up the mountain to the lake in 7c. 
  ⃝  ⃝  ⃝  ⃝   
  Nugoth: HD 1+1 (6 hp); AC 7[12]; Atk Weapon (d6) or rock (d4); Move 12; Save 17; M 
  8; AL C; CL/XP 1/15; Special: None. 
   
  2 
  HUNTERS CAVE 
  ● 
  Stream of sticky blood winding along the cave floor.  
  ● 
  Skeletal remains of large game. 
  ● 
  Piles of salt and furs stretched out on racks. 
  ● 
  Meat hanging from rocky outcrops. 
  Nugoths (2) engaged in skinning large animals and carving meat into smaller 
  portions. The bones here are useful as tools (45 gp) and the furs offer warmth 
  below (65 gp).  
  ⃝  ⃝ 
   
  3 
  FLINT CAVE 
  ● 
  Glistening flint nodules budding in the cave wall. 
  ● 
  Crackling campfire, sparks flying, reflected in the flint. 
  ● 
  Flint flakes covering the floor (1d2 damage if running). 
  Flint for arrowheads, spears and axes are prepared here by hammerstones. 
  Nugoths (2) have prepared 2x axes, 4x spears, 45x arrows (10 gp total). 
  ⃝  ⃝ 
   
  TABLE 8 
  EVENTS, NUGOTH CAVE (1-in-6, 3rd T) 
  1d6 
  Primer 
  1 
  Minor earthquake. Passage between 7c 
  and 7a widens. 
  2 
  A Lambotian Worm finds its way into 
  the cave—likely from 7c. 
  3 
  Gas seeps up from the lower caves. Save 
  vs. poison each turn or suffer a -1 
  penalty on attack rolls. 
  4 
  Human warriors (2d6) make a skirmish 
  attack on the cave. 
  5 
  A Mahoc representative arrives for 
  negotiations. 
  6 
  A single Nugoth under the influence of 
  the Algallocust tree walks in a trance 
  through the cave. 
  
   
   
   
   
  15 
   
   
  Nugoth: HD 1+1 (6 hp); AC 7[12]; Atk Weapon 
  (d6) or rock (d4); Move 12; Save 17; M 8; AL C; 
  CL/XP 1/15; Special: None. 
   
   
  Brag ‘Four-Finger’: HD 4 (18 hp); AC 6[13]; Atk 
  Stone weapon (1d6+1); Move 12; Save 12; M 9; AL 
  C; CL/XP 4/120; Special: Barkskin. 
   
  Brag is under the influence of the Algallocust tree 
  and his skin has turned into bark. He cut off the 
  finger that first exemplified his change. He wears 
  a luckstone (+1 to saves and attacks, included in 
  the stats above).  
    
   
  Mahoc Warrior: HD 1+1 (6 hp); AC 4[15]; Atk 
  claws (d4), bite (1d4+1), or by weapon (1d8); 
  Move 4/12 (flying); Save 17; M 8; AL C; CL/XP 
  3/60; Special: Echo scream, chameleon skin. 
   
   
   
  4 
  TRIBE CAVE 
  ● 
  Burned meat, campfires and rancid animal smell. 
  ● 
  Layers of furs made into bedding on the rock floor. 
  ● 
  Groups of primitive muscular cavemen and offspring. 
  ● 
  Blue cave-paintings (depicts hunting scenes and a flying robot).  
  35 Nugoths are here—Nugoth Warriors (10) and non-combatants (25). The 
  painting shows a Robot, Drill (detailed in IW3).  Among the personal belongings 
  are urns, pearl jewelry, animal figures carved elegantly from bone, and vases of 
  pigment (total value 150 gp). The tribe cave can be bypassed if moving 
  cautiously.     
  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝ 
   
  5 
  CHASM 
  ● 
  Wide gap with dim light and smoke from below. 
  ● 
  Hanging roots bursting through cracks in the ceiling.  
  ● 
  Thick branched creepers within chasm. 
  The chasm is 20’ wide and about 70’ deep. The dry roots are unsafe to use for 
  swinging across the chasm—2-in-6 chance they give way. The creepers inside 
  the chasm are safe to use, but any non-thieves will fall on 1-in-6.   
   
  6 
  SQUEEZE 
   
  ● 
  Smooth wet stones bulging from all sides constrain the tunnel. 
  ● 
  Wet stocky chamber with numerous clay urns. 
  Anyone with armor better than leather has a 4-in-6 chance to get stuck. It takes 
  1 turn and 1d2 damage to dislodge stuck PCs. The urns contain water and a 
  greasy blue clay substance in the chamber beyond.  
   
  7 
  POOL 
   
  ● 
  Deep pool teeming with exotic colored fish. 
  ● 
  Dripping yellow stalactites—water drops echo.  
  ● 
  Smooth cave walls—evidence of changing water level.  
  Nugoths (3) are fishing with tridents (1d6 damage) here. Submerged tunnel 7b 
  allows passage to 10. Passage from 7c to 7a is too narrow for most creatures, 
  but earthquakes or magic can expand access.   
  ⃝  ⃝  ⃝   
   
  8 
  CHIEFTAIN CAVE 
   
  ● 
  Roasted boar on pike, half ripped apart. Sizzling greasy fat dripping into 
  the fire.  
  ● 
  Humans (2) chained to wall—weeping in fright. 
  ● 
  Animal furs spread out on floor among trinkets. 
  Brag (1) and his closest lieutenant Nugoth (1) reside here. Two humans have 
  been tormented in any demeaning way imaginable. Valuables from raids and 
  Mahoc payments are spread around in the cave, including two gems (1d100 + 
  75 gp each), colorful stones (1d12+6, each 10 gp), potion of poison, potion of 
  healing, and two objects from Table 13.  
  ⃝  ⃝ 
   
  Nugoths [SP]: In the cave is also a Mahoc Warrior (1) functioning as negotiator 
  overseeing that the Nugoths are meeting their slave quota—the beast clearly 
  respected by the cavemen. If it or any caveman survives, and ways of communication 
  are established, the location of the Drowned Grotto might be revealed. The humans 
  only know that slaves are brought to the swamp to dig for something.   
  
   
   
   
   
  16 
   
  Algallocust tree: HD 6 (27 hp); AC 7[12]; Atk 
  Compulsion; Move 0; Save 11; M 12; AL N; CL/XP 
  7/600; Special: None 
   
  The Algallocust survives based on its ability to 
  manipulate sentient creatures in its vicinity. 
  Anyone within 20’ that fails a save vs. magic falls 
  victim to its enchantment—an effect similar to a 
  Geas spell, as judged by the Referee. The recipient 
  has a -1 penalty to Strength each day until the 
  quest is completed. If their Strength reaches 0, the 
  target transforms to a new Algallocust tree. 
    
   
  9 
  ALGALLOCUST TREE  
  ● 
  White skeletal tree—a vague resemblance of a humanoid figure ingrained 
  in the trunk. 
  ● 
  Twisted roots piercing down into the rock. 
  ● 
  The tree is covered with blue symbols and carvings. 
  The tree is the center of the tribe’s comatose and drug-induced rituals.  
   
  10 
  LOWER CAVES 
   
  The Nugoths have little knowledge of the lower caves but sometimes leave 
  prisoners here to be picked off by subterranean creatures to the Referee’s liking.  
   
  Algallocust Tree 
  
   
   
   
   
  17 
   
  Lizardmen Mound 
  The Lizardmen dwell deep in pungent swamps. 
  Although numerous, they fear the powerful 
  Mahocs and stick to killing weaker creatures 
  unfortunate enough to find themselves lost in 
  their domain.  
  The Lizardmen occupy the same niche as the 
  outer world variant—albeit physically slightly 
  weaker, they have developed two new traits 
  specifically suitable to the harsh environment of 
  the Inner World. When faced against superior 
  opponents on dry land they can detach their tail 
  before retreating. The tail slowly regenerates 
  over time. They also have the unique ability to 
  squirt blood from their eyes onto nearby 
  opponents. This induces a blood frenzy state in 
  all nearby Lizardmen, which furiously attack the 
  sprayed target.      
  A typical small tribe contains 25 warriors often 
  led by a strong brutish individual. Diplomacy is 
  not their strong suit. 
  Lizardmen [SP]: A patrol (2d4) of Lizardmen 
  follows the PCs at a distance once they enter the 
  swamp. Using concealment and submerging 
  themselves in the deep parts of the swamp, the 
  Lizardmen are very hard to spot as they track the 
  PCs, staying hidden on 4-in-6. At an appropriate 
  stage or if spotted they reveal themselves and 
  cautiously approach the PCs. Alternatively, you 
  can let the PCs discover their hideout.        
   
  1 
  QUAGMIRE POOL 
  ● 
  The swamp slopes down into a steaming gloomy pool.  
  ● 
  Three slimy mounds, connected by swinging rope bridges, rise from the 
  quagmire. 
  Anyone with armor better than leather will sink into the 10’ deep quagmire, 
  requiring a Strength check, a rope to grab or other measures to prevent 
  submersion. Giant Frogs (3) occupy the pool, feasting on anyone sinking into 
  the mud at the bottom.   
  ⃝  ⃝  ⃝   
  Frog, Giant. HD 3 (14 hp); AC 7[12]; Atk Bite (1d8); Move 3 (or 100 ft leap); Save 14; 
  M 7; AL N; CL/XP 4/120; Special: Leap, swallow whole. 
   
  2 
  PALISADE DEFENSE 
  ● 
  Semi-circle of sharpened stakes—cleverly camouflaged. 
  ● 
  Two bulging lumps of greenery in the mud, moving slightly. 
  Lizardmen (2) on guard duty, half-way submerged within the semi-circle. Upon 
  assessment of sighted enemies the guards rise up from the mud and either 
  retreat to the mounds or call for reinforcements from 4.  
  ⃝  ⃝   
  Lizardman: HD 2 (9 hp); AC 5[14]; Atk 2 claws (1d3), 1 bite or weapon (1d6); Move 6 
  (Swim 12); Save 16; M 8; AL C; CL/XP 3/60; Special: Breathe underwater, shed tail, 
  blood spread. 
   
  3 
  BRIDGES 
  ● 
  Semi-rotten rope bridge connecting the mounds. 
  When passing any bridge there is a 1-in-6 chance that Giant Frogs leap up to 
  attack. With sustained combat on the bridge there is likewise a 1-in-6 
  chance/round for the bridge to collapse and fall 20’ down to the quagmire.  
   
  TABLE 9 
  EVENTS MOUND (1-in-6, 3rd turn) 
  1d6 
  Primer 
  1 
  Pool swells up. Water almost at bridge 
  level. Frog attacks increase to 4-in-6. 
  2 
  Pool drains rapidly with a gurgling 
  sound. Frogs climb atop the slimy 
  knolls. 
  3 
  2d6 Nugoths make a skirmish attack. 
  4 
  A raiding party (10) returns having 
  captured Nugoths (4) to be eaten. 
  5 
  Fog rises from the quagmire to shroud 
  the site in a dense haze. Shaman spell.  
  6 
  The frogs burst through the opening in 
  9 looking for fresh food. 
  
   
   
   
   
  18 
   
  Lizardman: HD 2 (9 hp); AC 5[14]; Atk 2 claws 
  (1d3), 1 bite or weapon (1d6); Move 6 (Swim 12); 
  Save 16; M 8; AL C; CL/XP 3/60; Special: Breathe 
  underwater, shed tail, blood spread. 
   
  Lizardmen are reptilian humanoids living in the 
  depths of fetid swamps. They can breathe 
  underwater. When detaching their tail, their 
  overland movement is 9 while their swimming 
  speed becomes 6. When faced with weaker 
  opponents Lizardmen can spray blood from their 
  eyes to one target within melee range (no save). 
  It can only do so once per encounter and it costs 
  half its current hp. Lizardmen attack a bloodied 
  target with +1 to attack and -1 to AC. 
   
   
   
   
   
  Lizardmen [SP]: The Lizardmen are aware of 
  most things moving through the swamp incl. the 
  latest Nugoth slave caravan to the Drowned 
  grotto. They know the exact location of the Mahoc 
  stronghold and even quite a bit about the layout 
  – at least the watery passages. They know the 
  grotto contains a living crystal with a beating 
  purple heart, and that another Mahoc variant 
  exist that creates globes of darkness. If the 
  characters avoid too much bloodshed between 
  themselves and the Lizardmen, they might 
  obtain this information. Alternatively, either the 
  Shaman or Chakax might supply this in 
  exchange for the continued well-being of the tribe 
  if a fight turns against the Lizardmen.    
   
   
  4 
  ENTRANCE CAVE 
  ● 
  Water sprouts from the wall to feed a stream running towards the bridge 
  entrance and splashing down to a pool below. 
  ● 
  Metal bars stick halfway down from the entrance ceiling, delivering a 
  grinning mouth look.   
  ● 
  Kelp weaved into a carpet on the tunnel floor to the left and a blood trail 
  on the tunnel to the right. 
  A saving throw vs. wands is required to avoid hitting the metal bars (1d2 
  damage) if passing the entrance running. It is unavoidable to wade through the 
  outgoing water stream when entering, which is unfortunate, as it is the deposit 
  site of excrement and waste, making the PCs’ clothes reek of unpleasantries. 
  Two Lizardmen (2) are here as guardians. 
  ⃝  ⃝   
   
  5 
  BARRACKS 
  ● 
  Crude tables and benches made of driftwood planks.  
  ● 
  Mugs with sticky sucrose juice—finger-sized insects crawling over and 
  inside the mugs. 
  ● 
  Three 6-sided dice made from bone.  
  ● 
  Kelp rugs on the floor and a chest at the wall. 
  ● 
  A pile of smooth white stones reeking of urine.  
  This cave functions as the barracks and staging area for raids. Lizardmen (6) on 
  duty. The chest contains 9x short swords carved from bone, 3x turtle shields, 
  10x rations consisting of dried meat packaged in leaves as well as 3 pearls (120 
  gp each).  
  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝   
   
  6 
  BONEYARD  
  ● 
  Light shines down from a man-sized hole in the ceiling halfway covered 
  with a rudimentary camouflaged lid of sticks and grass.   
  ● 
  Floor covered in broken skeletal remains of humanoids and beasts—all 
  picked clean of meat. 
  ● 
  Larger femur bones are being sharpened into rugged saw-toothed swords.  
  There is a 3-in-6 chance/round if running or fighting in this cave to step on 
  piercing bones (1d3 damage). The hole in the ceiling allows entry from outside. 
  Lizardmen (2) sharpening bones into swords here.  
  ⃝  ⃝    
   
  7 
  FORGOTTEN TREASURY 
   
  ● 
  A hidden passage opens into a cramped moist cave. 
  ● 
  A chest shaped like a coffin with a keyhole, mud stains on one side and a 
  nasty yellow mold infection on the other side.  
  ● 
  Water drips relentlessly from the ceiling onto rusted armor and a strange, 
  broken, circular black fan. 
  The secret opening can be found on 2-in-6 if looking. Behind a large flat stone 
  cleverly disguised in the wall lies a small cave (the stone easily moves for 
  entry). The Lizardmen have collected a few things during their raids and 
  disinterestedly stored them in this wet cave. The chest is locked and trapped. 
  Opening the chest without the key releases a concentrated spray of poison to 
  anyone standing in close vicinity. Save vs. poison to avoid blindness for 1d6 
  turns. The chest contains minted coins with a heraldic symbol of a castle—in 
  total 370 gp, 215 sp, 421 cp. There are also 4x pearls (120 gp each), 1x flask of 
  perfumed oil (50 gp), 1x silver mirror (20 gp), velvet cloth (30 gp), and 1x bronze 
  bowl (25 gp). Lastly, there is 1x object from Table 13 in the chest in addition to 
  a wand of obscuring mist (17 charges). The circular fan is from a Robot, Drill 
  (detailed in IW3). The rusted armors are of modern outside design, but rusty 
  and unusable.   
   
  
   
   
   
   
  19 
   
  Lizardman: HD 2 (9 hp); AC 5[14]; Atk 2 claws 
  (1d3), 1 bite or weapon (1d6); Move 6 (Swim 12); 
  Save 16; M 8; AL C; CL/XP 3/60; Special: Breathe 
  underwater, shed tail, blood spread. 
   
  Lizardman, shaman: HD 3 (14 hp); AC 5[14]; Atk 
  2 claws (1d3), spells; Move 6 (Swim 12); Save 14; 
  M 9; AL C; CL/XP 4/120; Special: Breathe 
  underwater, shed tail, blood spread, spells. 
   
  Shamans possess all the ordinary powers of 
  Lizardmen such as breathing underwater, 
  detaching their tail and blood spraying (+1 to 
  attack, -1 to AC, loose half hp). Shaman also have 
  unique powers enhanced by nearby shrines.   
  A typical defensive spell list; Detect Magic, Cure 
  Light Wounds, Predict Weather, Obscuring Mist.  
  A typical offensive spell list: Faerie Fire, Protection 
  from Evil, Light, Hold Person or Heat Metal. 
   
   
   
   
   
   
   
  8 
  HALLS OF SKINS 
   
  ● 
  Rough patches of wall with sharp outcrops. 
  ● 
  On the cave floor and along the walls, still attached to the rocks, are 
  shredded scaly skins devoid of color.  
  ● 
  Alkaline dry smell as if all moisture has been drawn from the air.  
  The Lizardmen use these uneven corridors to shed their skin. The origin of the 
  dried husks can easily be determined. The skins are also a source of reserve 
  nutrients should the tribe’s resources grow sparse.  
   
  9 
  WATER PASSAGE 
   
  ● 
  Hewn stone stairs leading down to a lower chamber.  
  ● 
  A pool of sluggish dark-brown water—its rippled surface moving almost 
  imperceptible up and down.    
  ● 
  A natural stone column rises from the pool to hold up the ceiling. 
  Beneath the water surface is an opening to the Quagmire. The opening is too 
  constricted for the Giant Frogs. 
   
   
  10 
  BASKING CAVE 
   
  ● 
  Three large openings in the ceiling allow radiant warm light to shine 
  down.  
  ● 
  Cave floor is dominated by flat grey stones where Lizardmen (5) are 
  soaking up the heat. 
  The Lizardmen here automatically lose initiative but attack with a +1 modifier 
  for the first two rounds. The openings in the ceiling could be an entry (or exit) 
  point. 
  ⃝  ⃝  ⃝  ⃝  ⃝   
   
  11 
  HATCHERY  
  ● 
  Steaming pile of compost fills this warm cave.  
  ● 
  Water drips from the ceiling onto the heap. 
  This cave contains hundreds of brown, 1’ long eggs, the Lizardmen’s progeny, 
  buried in the moist and warm compost. When the conditions are right they 
  hatch to create a large surplus of new younglings—and the tribe then split to 
  form new settlements. If a shell is broken prematurely the youngling dies.   
   
  12 
  HABITAT 
   
  ● 
  Large stalactites gleaming with white deposits. 
  ● 
  Loose gravel stones covering the entire floor. 
  These caves are habitat zones in the Mound. Lizardmen come here to lick the 
  salt of the stalactite and bury themselves in the 2’ deep gravel. Any movement 
  of the stones awakens a Lizardman (1), one for each cave marked 12, surprising 
  on 4-in-6.  
  ⃝  (⃝  ⃝  ⃝) 
   
  13 
  BONE COLUMN CAVE  
  ● 
  A column of glued bones from floor to ceiling.   
  ● 
  Skulls (animal and humanoid) decorate the walls and dangle from the 
  ceiling by kelp cords. 
  This cave is the preferred place of the tribe’s shaman. The bone pillar augments 
  the shaman’s power so magic reaches further and lasts longer (as judged by the 
  Referee).  
  ⃝ 
   
  
   
   
   
   
  20 
   
  Chakax: HD 4 (18 hp); AC 5[14]; Atk 2 claws 
  (1d3) or weapon (1d8); Move 6 (Swim 12); Save 
  13; M 10; AL C; CL/XP 5/240; Special: Breathe 
  underwater, shed tail, blood attraction. 
   
  Chakax wields a large spiked club. He wants to 
  unite all Lizardmen in the swamp under his banner 
  and wage war against the Mahocs. He might ally 
  himself with individuals sharing the same goals if 
  he could dampen his natural inclination to smash 
  in the heads of any non-reptilian. If Chakax sprays 
  blood on a target it functions as a powerful 
  pheromone and all members of the tribe within 
  the Mound rush to assist him. He retains 75% hp 
  when doing so.  
   
   
   
  Lizardman: HD 2 (9 hp); AC 5[14]; Atk 2 claws 
  (1d3), 1 bite or weapon (1d6); Move 6 (Swim 12); 
  Save 16; M 8; AL C; CL/XP 3/60; Special: Breathe 
  underwater, shed tail, blood spread. 
   
   
   
  14 
  THRONE CAVE 
   
  ● 
  A rock formed as a throne is situated at the back wall. It has a worn spot 
  and several embedded gemstones.  
  ● 
  Four stone pillars decorated with carvings.  
  ● 
  A central sharp rock with blood stains—a human with a smashed cranium 
  at its feet.  
  This cave is the seat of power of the tribe. The current leader is Chakax who 
  often sits brooding on his throne containing 3x gemstones (150 gp each). He 
  takes pleasure in smashing in prisoners' heads on the rock before the body is 
  taken to the feast hall. He stores 13x gemstones valued at 50 gp each in a secret 
  compartment in one of the pillars. The compartment also holds the key to the 
  chest in 7. 
  ⃝   
   
  15 
  FEAST HALL  
  ● 
  Large cave—sounds bouncing off the walls.  
  ● 
  Central oval pit fenced with stones—at the bottom, dismembered 
  humanoid cadavers among piles of shredded bones.  
  ● 
  In chains, upside down over the pit, hangs: a Human, a Giant Frog and a 
  Nugoth. The Nugoth has his head bashed in, the other two are still alive 
  and groaning in pain. 
  Prisoners are taken here to be part of a gruesome ritual where Lizardmen crawl 
  into the pit to devour the meal. Two Lizardmen (2) lurk in the periphery of the 
  cave.  
  ⃝  ⃝   
   
  
   
   
   
   
  21 
   
  The Drowned Grotto 
  Mahoc caves are scattered throughout the lost 
  land. These self-sufficient strongholds are 
  labyrinth-like 
  structures 
  surrounded 
  by 
  inhospitable swamp—the preferred hunting 
  ground of the vicious bat creatures. The Mahocs 
  believe their god was defeated in an immortal 
  struggle 
  and 
  subsequently 
  punished 
  by 
  entombment beneath a lone hill. Human slaves 
  are now mining for crystals as they dig tunnels 
  to locate the lost goddess.   
  The caves are not completely isolated. The 
  subservient Nugoths bring goods and slaves to 
  appease their Mahoc overlords, and contact is 
  established between Mahoc caves across vast 
  distances.   
  In addition to human slaves, other traditional 
  cave-dwelling creatures exist in the Grotto. The 
  Lambotian Worm prowls the submerged parts, 
  but occasionally heaves itself onto land to 
  scavenge for fresh food. As the creature finds the 
  fibrous meat of the bat-like Mahocs inedible, the 
  acidic bulbous worm is serendipitously employed 
  as a guardian of their progeny.   
  If the Mahocs sense unwanted incursion they 
  defend the Grotto intelligently. The barracks [4] 
  contains 15 Mahoc Warriors in total—ten move 
  to cover all bridges [2], two at each position, and 
  the remaining five hunt the intruders.    
  When the conditions are right the Mahocs 
  undergo another lifecycle stage where two 
  warriors melt together into a new Siamese entity 
  of erratic powers. The Siamese stage is revered 
  as a higher leadership caste in the Mahoc society.      
  Drowned Grotto [SP]: At the Drowned Grotto the 
  PCs can locate Improbability Crystals—fuel for 
  the drill and one option for returning to the 
  outside. Among the slaves [7] are Edgarano the 
  explorer and the matriarch of the demolished 
  village. Using the story-point approach, the 
  Mahocs have located the avatar and are 
  preparing a ritual to awaken the goddess in the 
  crystal-cave [20a].  
   
   
   
  OUTSKIRTS 
  ● 
  Rugged crag overgrown with thorny underbrush.   
  ● 
  The crag is detached as a small island from the mainland (50’ apart) and 
  perforated with seawater canals (like Swiss cheese).  
  There are two entrances at one side (seaside) and four exits opposite 
  (shoreside). The area surrounding the crag is patrolled by Mahoc Warriors (3) 
  but it is possible to hide in the thick foliage on top of the Drowned Grotto.  
  ⃝  ⃝  ⃝   
  Mahoc Warrior: HD 1+1 (6 hp); AC 4[15]; Atk claws (1d4), bite (1d4+1), or by weapon 
  (1d8); Move 4/12 (flying); Save 17; M 8; AL C; CL/XP 3/60; Special: Echo scream, 
  chameleon skin. 
   
  1 
  WATER STREAM (map p. 22) 
  ● 
  Seawater pushed forcefully through low bend tunnels. 
  ● 
  Odorous slimy plants and kelp in the water. 
  ● 
  Cracked algae-infested walls with buzzing insects. 
  Moving against the neck-deep current (see arrows) requires effort, moving with 
  the current requires agility to avoid sharp rocks (d2 damage).  
   
  2 
  BRIDGES 
  ● 
  Crude stone bridge connecting breezy, lofty corridors. 
  ● 
  Fishing net hangs down from the bridge to filter the stream. 
  ● 
  Shellfish and sprawling crabs caught in the net. 
  Crossing the soggy bridge in a hurry is a slippery affair and requires a saving 
  throw vs. wand to avoid falling in. If the cave is on alert Mahoc warriors (2) 
  guard each bridge (from the Barracks in 4). 
  (⃝  ⃝) 
   
  3 
  TUNNELS 
  ● 
  Cold prickling gust of wind carrying the smell of seaweed. 
  ● 
  Polished stones protruding from the rough rock wall. 
  ● 
  Vines crawling along the floor and up onto the walls. 
  ● 
  Greasy bat droppings littering the floor.  
  The vines are like tripwires, and if running or in combat there is a 1-in-6 
  chance to fall per round. The draft can extinguish torches in 1-in-6 chance for 
  every segment of tunnel between chambers. Secret passages are concealed 
  behind a thick outgrowth of vines. The smooth stones at regular intervals assist 
  echolocation, allowing Mahocs to see 30’ (around corners).    
   
  4 
  BARRACKS 
  ● 
  The tunnel into this area (from 3 & 14 into 4) is covered by a wind-chime 
  made of human bones and bronze bells. 
  ● 
  Piles of damp clothes on the floor covered in bat droppings. 
  ● 
  Chalky side-caves with brown stalactites. 
  Each side-cave numbered 4 contains Mahoc warriors (5) posing as stalactites. 
  The wind-chime alerts the slumbering Mahocs if it is disturbed. Roll 1d6 when 
  entering one of the barracks chambers: 1-2 the inhabitants are awake, 3-6 the 
  Mahocs are dormant and only loud sounds spur them into action, taking 1d2 
  rounds. If not immediately recognized they surprise on 1-3. Stripped clothing 
  from captured humans clutters the cave floor outside the side caves. The piles 
  also contain: a necklace with polished stones (159 gp), 11x gold nuggets (242 
  gp), a drinking horn adorned with silver (175 gp) and one object from Table 13.  
  ⃝  ⃝  ⃝  ⃝  ⃝   
  ⃝  ⃝  ⃝  ⃝  ⃝   
  ⃝  ⃝  ⃝  ⃝  ⃝   
   
  
   
   
   
   
  22 
   
  DROWNED GROTTO  
   
   
   
  
   
   
   
   
  23 
   
  TABLE 10 
  ENCOUNTERS (1-in-6; every 3rd turn) 
  1d6 
  Encounter 
  1 
  Spider, Giant (1) 
  2 
  Otyugh (1) 
  3 
  Nugoth (7) 
  4 
  Mahoc, Warriors (3) 
  5 
  Mahoc, Siamese (1) 
  6 
  Human Slaves (5) 
   
   
  Mahoc Warrior: HD 1+1 (6 hp); AC 4[15]; Atk 
  claws (1d4), bite (1d4+1), or by weapon (1d8); 
  Move 4/12 (flying); Save 17; M 8; AL C; CL/XP 
  3/60; Special: Echo scream, chameleon skin. 
   
   
   
  5 
  GAUNTLET 
  ● 
  Rusty iron rings and chains affixed in cave wall (a). 
  ● 
  Humming crystal atop metal stick in the floor (a). 
  ● 
  Stone columns holding ceiling—melted appearance (b). 
  ● 
  Bloodstains and human limbs along floor (b). 
  ● 
  Slender tunnel with viewing openings to chamber 5b below (c). 
  The Gauntlet is a torture chamber. Humans are released into the labyrinth (b) 
  and hunted for sport. If the crystal in (a) [marked by a black diamond on map is 
  activated by an echo-scream (see Mahoc stats), sound emanates from the crystal 
  in a 10’ radius for 3 turns. A saving throw vs. wand is required to move through 
  the sound-barrier or become paralyzed for 1d6 rounds. If the crystal is 
  destroyed (AC: 6[13], hp: 2) the deafening sound waves and the effect stop 
  immediately.      
  6 
  JAILOR QUARTERS 
  ● 
  Enclosed claustrophobic feeling as the ceiling presses down. 
  ● 
  Buzzing crystals atop metal sticks (work as in 5). 
  ● 
  Leather harness for restraining humans. 
  ● 
  Mold-infected human corpse displayed on hook. 
  Three Mahoc Warriors (3) are distributed between chambers marked 6. One has 
  the key to the chains in 7. None of the crystals are activated (marked as 
  diamond), but any use of the echo scream within 1’ activates the crystals as 
  described above. 
  ⃝  ⃝  ⃝ 
  7 
  SLAVE CELLS 
   
  ● 
  Ripped straw mats and reeking chamber pots. 
  ● 
  Cockroaches crawling over every surface. 
  ● 
  Cowed humans chained to the wall—fatigued and in pain. 
  Each chamber numbered 7 contains 1d4+1 malnourished human slaves (non-
  combatants). An open lock check or the key from 6 releases them. The slaves 
  provide information from Table 12 and can offer one hidden object from Table 
  13 for acts of kindness. They have limited knowledge beyond area 6-8.   
  Drowned Grotto [SP]: Using the story-point approach, the slaves inform the PCs 
  that they recently extracted the avatar—an iron-cast creature from the mines. The 
  Mahocs have brought the creature to the living crystal cave. The Matriarch of the 
  demolished village in addition to Edgarano are here—and they know purple 
  Improbability Crystals are within the Drowned Grotto—they grow inside another 
  living crystal.  
   
  TABLE 12 
  SLAVE RUMORS 
  1d8 
  Details 
  1 
  The Mahocs speak of a bottomless pit in the cave. Evil lurks deep within. 
  2 
  A monster loiters in the compost heap. The Mahocs call it ‘Tentacle-Eater.’ 
  3 
  The slaves found a strange metallic creature (the Avatar) in the mines. 
  The Mahocs are still unaware. 
  4 
  If you are brought to the Mahoc hunting cave you never come back. We 
  hear their screams. 
  5 
  The Mahoc master creature has four legs and two heads and lives around 
  the crystal cave. 
  6 
  The Mahocs lay eggs near warm pools guarded by a giant fish-worm. 
  7 
  There is a whirlpool in the cave. One slave jumped in and never returned. 
  8 
  In the cave of the living crystal you can see the creature’s beating purple 
  heart. Powerful energy is emitted. 
   
  TABLE 11 
  EVENTS (2-in-6; every 6th turn) 
  1d6 
  Event 
  1 
  Screams echo through the Grotto 
  (slaves are being hunted in 5b). 
  2 
  Laughter propagates through the cave 
  (emanating from 22a). 
  3 
  A swarm of agitated but harmless bats 
  moves through the tunnels. 
  4 
  A minor earthquake. Stones fall from 
  the ceiling (1d3 damage). 
  5 
  The vines twitch and seem to reach for 
  anyone in tunnels. Half movement. 
  6 
  A big surge of water moves through 
  the cave flooding parts of the dungeon. 
  
   
   
   
   
  24 
   
   
   
   
   
  TABLE 13 
  RANDOM OBJECTS DROWNED GROTTO 
  1d100 
  Details left to the Referee 
  01-04 
  Bowl of Incense 
  When lit, haze fills entire chamber and confers dream visions.   
  05-08 
  Ceramic Bowl of Offerings 
  Leathery wings ground to a pulp. Mixed in with small gems (total value 1d6x25 gp). 
  09-12 
  Deity Statue 
  A black basalt figurine. Appear as a fusion of four Mahocs.  
  13-16 
  Tuning Fork of Dark Metal 
  (works d10 times) 
  Changes pitch if air-pressure is altered around secret doors. Likelihood of detecting 
  secret doors increases by 1. 
  17-20 
  Translucent Donut-Shaped Crystal 
  Triples in size when in contact with water. Floats and can hold the weight of one PC to 
  prevent drowning.  
  21-24 
  Jar of Body Parts 
  A big glass jar containing removed body-parts such as ears, fingers, toes, tongues and 
  the occasional eye. Wrapped around one finger is a gold ring (value 125 gp).  
  25-28 
  Book: At the Earth’s Core  
  A travelling account by Edgarano Rical Burrougolas detailing an expedition to the 
  Inner World. By studying the book, 4x clues from are provided (Appendix F) and 
  subsequent clues as it dries (page 5). 
  29-32 
  Minor Magic Item 
   
  Roll 1d6 to determine what kind: 1-2 Potions (1d2), 3-4 Scroll (1d4 spells), 5 Lesser 
  Wand (1), 6 Miscellaneous Magic Item (1).   
  33-36 
  Ornately Carved Staff (Master) 
  These staves are carried by Mahoc Siamese. The staff can influence one Mahoc 
  Warrior similar to Charm Person (saving throw applies). 
  37-40 
  Wooden Box of Moist Earth with 
  Blood Symbol 
  Within the moist earth are Shrieker spores. If a drop of blood is applied to the earth, 
  two Shriekers will grow to 1’ in length within 1 hour. The Shriekers will not react to 
  the blood donor, but start screaming if anyone else is close by.  
  41-44 
  Silver-Framed Hand-mirror 
  When staring into the mirror, the surface reveals a scene or object from another era. 
  The scene or object is chosen to suit the Referee’s whim.    
  45-48 
  Portraits of Siamese Priests 
  A framed picture of Mahoc Siamese staring into Stargate (24c). 
  49-52 
  Sealed Homunculus 
  A closed glass bottle containing a Homunuculus. A note on the bottle states, ‘Leave the 
  prison intact’. If the glass is broken, the creature dies. If the creature is released 
  without destroying the glass, it aids the PCs once.  
  53-56 
  Hologram Projection 
  A flat metallic disc containing a red button. If pushed, the disc projects a hologram of a 
  Drill Robot with associated symbols.  
  57-60 
  Glowing Pebbles 
  Floats in the air and emits weak light in 5’. range. If two pebbles touch each other, the 
  light disappears forever. 
  61-64 
  Mark of Free-man 
  The wearer of this wooden symbol is exempt from slavery. He can move freely within 
  the Drowned Grotto, but might still be questioned.   
  65-68 
  Tin Can with Wax  
  The wax provides a +2 saving throw bonus to resist sound effects (such as the Mahoc 
  echo scream) if stuffed inside ears.  
  69-72 
  Lidded Urine-Filled Pot   
  The urine is collected from an Otyugh in heat. When smeared across any surface it 
  immediately attracts Otyughs within 1 mile, with potentially unpleasant 
  consequences.   
  73-76 
  Black Metallic Composite Fan   
  This broken fan from a Drill Robot is made of hard metallic composite material—with 
  ripped wires sticking out from one side.  
  77-80 
  Box of Amethyst Crystals 
  1d2+2 amethyst crystals (improbability crystals) full of rich purple color and suitable 
  as fuel for the drill.  
  81-84 
  Mummified Head 
  The head speaks in strange tongues. It can answer one question (Referee discretion) 
  before returning to babbling. 
  85-88 
  Cache of Adventure Objects 
  2 flasks of oil, a quiver with 10 arrows, 50’ hemp rope, crowbar, 4 torches, 2 bedrolls, 3 
  rations, 6 iron-spikes & hammer, potion of healing (d8+1). 
  89-94 
  Silacium Larva in Chest 
  Kept dormant inside a velvet wooden chest is a Silacium Larva. If the Larva escapes it 
  burrows into nearby rock. 
  95-00 
  +1 Magic Weapon  
  A +1 magical weapon of the Referee’s choice. The weapon only allows Lawful PCs to 
  wield it—anyone else is thrown 10’ away for 1d4 damage when touching it. 
  
   
   
   
   
  25 
   
   
  Mahoc Warrior: HD 1+1 (6 hp); AC 4[15]; Atk 
  claws (1d4), bite (1d4+1), or by weapon (1d8); 
  Move 4/12 (flying); Save 17; M 8; AL C; CL/XP 
  3/60; Special: Echo scream, chameleon skin. 
  Mahocs can emit high frequency shrieks once per 
  encounter, causing paralysis for 1d4 rounds to 
  those within 10’ failing a saving throw vs. wand. 
  Chameleon skin allows Mahocs to surprise on 1-3. 
  Shrieker: HD 3 (14 hp); AC 7[12]; Atk None; 
  Move 1; Save 14; M 7; AL N; CL/XP 3/60; Special: 
  Shriek. 
  Shriekers are huge mushrooms that shrieks if light 
  (30’) or movement (10’) occurs close to them. The 
  noise causes 1 hp damage per round (save 
  applies) and alerts nearby Mahocs.  
   
  Otyugh: HD 7 (32 hp); AC 3[16]; Atk 2 tentacles 
  (d8), bite (d4+1); Move 6; Save 9; M 10; AL N; 
  CL/XP 8/800; Special: Disease. 
  The Otyugh has a sensory organ stalk and two 
  rough bone-ridged tentacles. Anyone bitten has a 
  90% chance of contracting a fatal disease (death 
  in 3d6 days unless cured).  
   
   
  8 
  MINES 
   
  ● 
  Exasperating smoke-filled and low-bend corridors. 
  ● 
  Gravel-covered ground sloping downwards. 
  ● 
  Cart with squeaking wheels on mining tracks. 
  ● 
  Coughing and hammering in the smoldering torchlight. 
  The tunnels are completely hazy. Each mining cart contains 3d6 crystals (25 gp 
  each) which can absorb and discharge sound as described in 5. 1d6+5 slaves are 
  distributed in the mines overseen by Mahoc Warriors (3). Still unbeknownst to 
  the Mahocs, the dormant Avatar is halfway extricated from the cave rock 
  (unless you run with story-points).  
  ⃝  ⃝  ⃝ 
   
  9 
  HARVEST CHAMBERS 
   
  ● 
  Massive grindstone smeared in grey paste (a). 
  ● 
  Paste running down sides of overfilled buckets (a). 
  ● 
  Decaying flowery fruit smell (a). 
  ● 
  Warm cave with shelves full of dried mushroom (b). 
  The mushroom paste in b is toxic to non-Mahocs. A saving throw vs. poison is 
  required to avoid 1d4+1 in damage. Purify Food and Drink or similar magic 
  renders the paste edible— equivalent to 20 rations. One Mahoc Warrior (1) is 
  sorting the mushrooms in b.   
  ⃝ 
   
  10 
  FUNGAL GARDEN 
   
  ● 
  Large fungi in fluorescent colors and shapes sprout forth from every 
  crevice.  
  ● 
  Secreted substance running down along fungi stalks—bucket placed 
  beneath for collecting the yellow substance. 
  ● 
  Hazy air filled with minuscule spores.   
  Shriekers (2) start wailing if any non-Mahoc come within 10’ (marked M on 
  map) and 1d3+1 additional Mahocs arrive within 4 rounds. One Mahoc Warrior 
  (1) tends to the fungi. 
  ⃝  
   
  11 
  COMPOST HEAPS 
   
  ● 
  Nauseating smell of decay—sticky fluid running on the ground. 
  ● 
  Large pile of waste—which from a distance looks like plant material (weed, 
  kelp, fungi, shellfish, flayed slaves). 
  The heap is the feeding ground of an Otyugh (1) buried below the waste. It 
  changes position between the two garbage dumps numbered 11. The debris 
  contains a black pearl (225 gp), a gold ring (135 gp) and one object from Table 
  13. 
    
   
   
   
  12 
  WHIRLPOOL  
  ● 
  Soaking mist and gurgling splashing sound. 
  ● 
  Collapsed bridge structure stretching over whirlpool. 
  ● 
  Metal cage with skeleton inside hanging from ceiling.   
  The skeleton's bony fingers hold one object from Table 13. The metal cage 
  cannot be reached from the edge, and pity the fool who falls or jumps 
  deliberately into the whirlpool. The Referee can determine consequences and 
  where surviving PCs end up (lower parts of the expanded dungeon are detailed 
  in IW2-3).   
   
  
   
   
   
   
  26 
   
   
   
  Black Pudding: HD 10 (45 hp); AC 6[13]; Atk 1 
  (3d8); Move 6; Save 5; M 12; AL N; CL/XP 
  11/1,700; Special: Acidic surface, immune to cold, 
  divides when hit by lightning. 
  Any weapon or armor in contact with a Black 
  Pudding will be eaten away by the acid as follows: 
  weapon (1 hit), chainmail or lesser armor (1 hit by 
  pudding), plate mail (2 hits by pudding). If a 
  weapon is magical, it can take an additional hit 
  per +1 before being dissolved. 
   
   
   
   
  Lambotian Worm: HD 6 (27 hp); AC 6[13]; Atk 4 
  tentacles (d4) or bite (d6); Move 4/9; Save 11; M 
  9; AL C; CL/XP 8/800; Special: Blubber skin, acid 
  splash. 
  The Lambotian Worm has a rubbery body which 
  negates any damage roll of 1 or 2. Ranged attacks 
  has a 1-in-6 chance of bouncing. Any attack 
  penetrating causes an acid splash (1d3 damage to 
  attackers within melee range). When the creature 
  dies it bursts into a shower of acid, dealing 1d6 
  damage to anyone within 20’. 
   
   
   
   
   
   
   
   
   
   
   
  13 
  CONTEMPLATION CAVE 
   
  ● 
  Lumpy grey stones inexplicably ablaze in a campfire (a). 
  ● 
  Warm fine-grained sand covers the ground (a). 
  ● 
  Ledge over a vertical shaft stretching down into the dark (b). 
  ● 
  Cacophony of mellow sounds from metal wind-pipes (b). 
  The blazing stones do not function outside their confines (a) and cool rapidly to 
  inertness if removed. The Mahocs use this shaft to levitate up and down in a 
  trance. Within the 80’ shaft (b) are metallic organ pipes and at the bottom is a 
  Black Pudding. One object from Table 13 is engulfed by the Pudding. 
    
   
  14 
  FOUNDRY 
   
  ● 
  Hot and hazy orange glow from the sooty foundry.  
  ● 
  Huffing bellows & rack of tools—pliers, tongs, pokers. 
  ● 
  Two large ceramic pots with melted bobbling liquid. 
  ● 
  Bent blades and destroyed armor on floor. 
  Mahoc Warriors (2) attend the foundry where iron is melted and poured into 
  large ceramic pots to be carried to the god cave (24). If the melted iron is 
  touched it deals 2d6 damage per round. Inside the pot—appearing periodically 
  at the surface—are 10x gemstones (125 gp each). If poured into the ground the 
  gemstones solidify within the iron. The blades and armor are of modern, outside 
  design.  
  ⃝  ⃝ 
   
  15 
  GROTTOES  
  ● 
  Lofty with draping rock and stalactite formations. 
  ● 
  Condensed water droplets running down wall.  
  ● 
  Ground covered in odorous excrements. 
  Each cave numbering 15 constitutes dwelling areas. Mahoc Warriors (2) cloaked 
  as stalactites hang motionless in each grotto. Roll 1d6 when entering: 1 the 
  inhabitants are awake, 2-6 the Mahocs are dormant and only loud sounds spur 
  them into action, taking 1d3+1 rounds. If not immediately recognized they will 
  surprise on 1-3.  
  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝   
  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝ 
  Mahoc Warrior: HD 1+1 (6 hp); AC 4[15]; Atk claws (1d4), bite (1d4+1), or by weapon 
  (1d8); Move 4/12 (flying); Save 17; M 8; AL C; CL/XP 3/60; Special: Echo scream, 
  chameleon skin.     
   
   
  16 
  EGG LAIRS  
  ● 
  Pool of clear blue water—bubbles at the surface (a). 
  ● 
  Sandbanks seeded with 2’ tall oval eggs— footsteps in the sand (a). 
  ● 
  Man-sized semi-transparent leathery eggs (b). 
  ● 
  Hissing sounds from within the eggs (b). 
  The eggs in a contain juvenile non-combatant Mahocs that die if the shell is 
  broken. If a shell is broken in b a young Mahoc Warrior (fights as 1 HD 
  monster) emerges, eager to feed. A Lambotian Worm swims between the pools 
  in 16 and 17 through a submerged tunnel.  
   
   
   
   
   
   
   
  
   
   
   
   
  27 
   
   
  Mahoc Siamese: HD 2 (9 hp); AC 5[14]; Atk 2 
  claws (1d3); Move 6; Save 16; M 9; AL C; CL/XP 
  6/400; Special: Black sphere, magic res (50%), 
  half damage from non-magical weapons. 
  Anyone within the sphere’s 15’ area must save vs. 
  magic to avoid its erratic power (1d10): 1. 
  Confusion, 2. Charm Person, 3. Teleport, 4. Flesh 
  to Stone, 5. Armor dissolves by 1d3 AC, 6. Target 
  encased in ground, 7. All spell slots are burned off, 
  8. Next 6 turns target is unlucky (roll dice twice, 
  pick lowest), 9. Target is hallucinating—bizarre 
  figments of imagination (Referee’s choice), 10. 
  One of the target's weapons disintegrates.   
   
  Living Crystal: HD 6 (27 hp); AC 6[13]; Atk none; 
  Move 0; Save 11; M 12; AL C; CL/XP 7/600; 
  Special: Magical effects 3-in-6 chance per round. 
   
  The crystal manifests in zones of significant 
  magical flux or points of time pollution. Within its 
  cave it generates strange magical effects (1d10) 
  as per Table 14. If the crystal is destroyed it 
  shatters and leaves 1d4+3 purple amethyst 
  behind (1d100 + 100 gp each) that also work as 
  Improbability Fuel for the drill.     
   
   
  Apotheosis [SP]: In the story-point approach the 
  Mahocs are in the process of awakening their 
  Avatar in 20, brought here from the mines. An 
  umbilical cord of pure crackling energy is 
  established between the Living Crystal and the 
  Avatar to revive the goddess. Each round 3d6 hp 
  is transferred to the avatar, and once exceeding 
  54 hp it awakens and can act. Alternatively, and 
  for simplicity, assume this happens after 5 
  rounds. The Avatar is completely indestructible 
  and takes no damage, not even of magical origin, 
  before it has been awoken. Destroying the Living 
  Crystal exposes its purple amethyst hearts, 
  which can be used as fuel for the drill. 
  Alternatively, the stargate within the hidden 
  part of the cave can offer a route home (or 
  somewhere else!).    
   
   
   
  17 
  LAMBOTIAN CAVE 
   
  ● 
  Slippery slanting floor around central steaming pool.  
  ● 
  Ground covered with green-tainted copper coins. 
  ● 
  Dark cramped caves in the periphery. 
  ● 
  Buzzing insects escaping humanoid bat creatures. 
  The Lambotian Worm (1) lurks within the pool and Mahoc Warriors (2) are 
  hunting insects. Loud sounds in the cave attract Mahocs (2) from side-caves 
  detailed in 15 (1-in-6 chance per round). The pool is a geyser, swelling up and 
  spewing hot water and copper coins (3-in-6 chance every round). The water 
  gushes back to the pool and sweeps those within 10’ of the edge along unless 
  succeeding a save vs. breath. The pool is 40’ deep and at the bottom are 
  regurgitated indigestible materials—a lapis lazuli gem (300 gp), a necklace (93 
  gp), 39 pp, 607 gp, 16 ep, 1020 sp, 382 cp and one object from Table 13. 
  ⃝  ⃝ 
  Mahoc Warrior: HD 1+1 (6 hp); AC 4[15]; Atk claws (1d4), bite (1d4+1) or by weapon 
  (1d8); Move 4/12 (flying); Save 17; M 8; AL C; CL/XP 3/60; Special: Echo scream, 
  chameleon skin. 
   
  18 
  ANTECHAMBER 
   
  ● 
  Smoke rising from a large, black, ceramic cauldron.  
  ● 
  Meticulously stacked colored sticks on the ground next to it. 
  ● 
  Brushes and paint in small containers. 
  Colored sticks are burning within the cauldron. The brushes and paint are of 
  ceremonial purpose and are used to paint the sticks before burning. The ritual 
  is magical and one object from Table 13 materializes in the cauldron upon 
  burning a stick (1/day).    
   
  19 
  CAVE OF FINAL SCREAMS 
   
  ● 
  Sewn human skin is stretched over a circular frame covering the entire 
  corridor ahead.  
  Touching the human drumskin or walking over it creates inaudible vibrational 
  sounds alerting the Spider living in 21. The skin is from flayed slaves (visible 
  upon close inspection). The drum also activates the door in 23.  
   
  20 
  CRYSTAL CAVE 
   
  ● 
  Massive crystal column pulsating and throbbing with energy—embedded 
  within are purple amethyst crystals (a). 
  ● 
  Vibrating purple crystals cover the cave walls (a). 
  ● 
  Dried-out chitinous shells of Mahocs litter the floor (a). 
  ● 
  Four-legged creatures crawl on the ceiling and bat-like humanoids fly 
  around the twisting crystal (a).  
  ● 
  Side-caves covered with curtains (b). 
  ● 
  Rotting pile of bat-creatures beside incense-sticks (b). 
  ● 
  Lit candles placed on carpet (b). 
  Mahoc Siamese (2) and Mahoc Warriors (2) protect the Living Crystal. The 
  Crystal is a living entity which can accelerate evolution, altering warriors to the 
  Siamese stage in addition to emitting other magical effects (Table 14). On the 
  floor are unsuccessful mutational middle-stages of transformation, some with 
  multiple arms, antennas growing in the eyes and similar alterations. There is a 
  hidden passage behind the purple crystal cave wall. If an amethyst gem—either 
  one hidden under the carpet in (b) or one from the destroyed living crystal—
  comes within 5’ the lattice of the cave wall opens. There is also one object from 
  Table 13 beneath the carpet.  
  ⃝   ⃝ 
  (Crystal) 
   
   
  
   
   
   
   
  28 
   
    
  Ballad of the Four-Stitched One 
  Then as it was, then again it will be. 
  And though the goddess was lost. 
  We will see it once more at the tossed sea. 
  The rays of fortunes, each sparkling from the 
  purple cave.  
  On the wings of maybe, the goddess is found 
  beneath the wave. 
  When four will be together, it will have to grow. 
  And as the goddess leaves the cave, it’s got far 
  to go. 
   
  The above rhyme is part of the Mahocs’ cultural 
  background as they traversed the Sea of Ufraria 
  with the purpose of finding their lost goddess 
  (the Avatar). The Siamese perform inexplicable 
  rituals to accelerate the forthcoming apotheosis, 
  such as pouring melted iron into a statue 
  resembling their goddess. 
   
   
  21 
  BOTTOMLESS PIT 
   
  ● 
  Circular pit stretching down into darkness. 
  ● 
  Cold air and howling sound from the pit. 
  The pit is a nest for a Giant Spider (1) that reacts to vibrations formed by the 
  drum in 19. The Referee can decide what lies at the bottom of the pit—perhaps 
  it extends all the way to the outside world or to another cave (as will be detailed 
  in IW2). Tucked away in a crevice within the pit are skeletal humanoid remains 
  and 2d20 gp and a potion of healing (1d8+1). The Mahocs fly over the pit area to 
  avoid attracting the attention of the soulless inhabitant.  
  ⃝ 
  Giant Spider (Man-Sized): HD 2+2 (11 hp); AC 6[13]; Atk bite (1d6 + poison); Move 
  18; Save 16; M 8; AL N; CL/XP 5/240; Special: Lethal poison, 5-in-6 chance to surprise 
  prey. 
   
   
  22 
  ECHO CAVE  
  ● 
  Sounds bounce off the walls as if an echo (a). 
  ● 
  Hooks in wall next to stacked barrels and crates (a). 
  ● 
  Lavish pillows and carpets spread out on the cave floor (b). 
  ● 
  Lively camp fire surrounded by muscular brutes (b). 
  The contents of the crates and barrels are exotic fruit, textiles, precious metals, 
  amber and spices (1d100 + 100 gp total) and 2x objects from Table 13. There is 
  a secret passage behind the crates concealed by vines. Loud sounds in 22a have 
  a 4-in-6 chance per round to propagate outward from the cave and awaken the 
  Mahocs in the barracks in 4. In 22b, Nugoth Traders (7) relax. Sounds in 22b 
  only propagate on 1-in-6.   
  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝  ⃝ 
  Nugoth: HD 1+1 (6 hp); AC 7[12]; Atk Weapon (1d6) or rock (1d4); Move 12; Save 17; 
  M 8; AL C; CL/XP 1/15; Special: None. 
   
   
   
  23 
  AUDIENCE CHAMBER 
   
  ● 
  Slanted oak table lit by smoking torches in the walls. 
  ● 
  Ceramic plates and tin cutlery, dirty and unwashed. 
  ● 
  Beetles and maggots gorging on meat dripping with blood. 
  ● 
  Carpets on wall—motifs of the drill. 
  The carpets unmistakably exhibit various scenes of the giant mechanical drill 
  that brought the PCs to the Inner World. Behind one carpet is a secret door 
  (found 2-in-6) with a passage to 24. The door has an intriguing mechanism—it 
  only opens when the drum in 19 is used and the vibrational sounds reach the 
  door. Alternatively, an open-door check can be used to break down the door 
  (alerting everyone in 24).    
  TABLE 14 
  CRYSTAL EFFECTS (3-6 chance/round) 
  1d10 
  Details 
  1 
  The Crystal emits a burst of healing 
  energy. All within 20’’ heal 1d6 hp. 
  2 
  Life energy is sucked into the 
  Crystal from all within 20’.’ 1d6 
  damage, no save.   
  3 
  Sound resonates from the Crystal, 
  rendering Mahocs disoriented. +1 to 
  hit them for 1d4 rounds.  
  4 
  Magical darkness spreads out in the 
  cave. Mahocs are immune as they 
  use echolocation. 
  5 
  A frameshift in time occurs. All 
  within the cave can reroll one die 
  (only while in Crystal Cave). 
  6 
  Crystal swells to cover the 
  boundaries of the cave. Everyone is 
  crushed for 1d6+1 damage. 
  7 
  A bend in space-time occurs. 
  Everyone’s position in the cave is 
  scrambled. 
  8 
  Crackling energy is transmitted. 
  Save vs. wand to avoid being 
  polymorphed into a bat for 1d4 
  rounds. 
  9 
  Crystal pieces wrap around anyone 
  in the cave for one round, forming a 
  protective layer. Add -1[+1] to AC. 
  10 
  The Crystal siphons nearby magic. 1 
  prepared spell and 1 charge from 
  staffs/wands/rods are lost. 
  Living Crystal 
  
   
   
   
   
  29 
   
   
   
  Mahoc Siamese: HD 2 (9 hp); AC 5[14]; Atk 2 
  claws (1d3); Move 6; Save 16; M 9; AL C; CL/XP 
  6/400; Special: Black sphere, magic res (50%), 
  half damage from non-magical weapons. 
  Anyone within the sphere’s 15’ area must save vs. 
  magic to avoid its erratic power (1d10): 1. 
  Confusion, 2. Charm Person, 3. Teleport, 4. Flesh 
  to Stone, 5. Armor dissolves by 1d3 AC, 6. Target 
  encased in ground, 7. All spell slots are burned off, 
  8. Next 6 turns target is unlucky (roll dice twice, 
  pick lowest), 9. Target is hallucinating—bizarre 
  figments of imagination (Referee’s choice), 10. 
  One of the target's weapons disintegrates.   
   
  Flight [SP]: To complete Journey into the Inside 
  Out, the PCs can use the stargate or refuel the 
  drill on the savanna to return to the surface 
  world. If they destroy the Mahocs ability to 
  reinvigorate their Avatar, they are forever 
  hunted by the remaining bat-creatures, perhaps 
  even from distant Mahoc strongholds. It is 
  conceivable the PCs would like to return the 
  humans to their villages or wage war on the 
  Nugoths, or the adventure can continue in Vault 
  of the Mad Baron or in Labyrinth of the 
  Dreaming Machine in the Inner World trilogy. 
  See Appendix D for campaign advice.   
   
   
   
    
   
  24 
  GOD CAVES  
  ● 
  Statues of bat-like humanoids speaking unintelligibly and turning their 
  heads to follow any movement (a). 
  ● 
  Large iron figure embedded in the ground —a fusion of four Mahocs 
  (Avatar statue). A total of eight arms stretch upwards and mouths hang 
  agape in silent screams (b). 
  ● 
  Solidified metal around the figures’ mouths, pots with melted iron on 
  ground (b). 
  ● 
  Upright circular silver frame with dark oily surface (c). 
  ● 
  Trinkets spread around—, heavy draft toward mirror (c). 
  ● 
  Giant drill with top part above the ground (d). 
  ● 
  Platform built around the exposed drill (d). 
  ● 
  Graves dug into the walls of the mausoleum (e). 
  ● 
  Dried and embalmed creatures in the graves (e). 
  a: The statues here are harmless, but magical. 
  b: Unless successfully making a save vs. magic, it is impossible to approach the 
  iron statue of the Four-Fusioned God. The Referee decides what happens if 
  poking something into the mouths. The Mahocs feed the statue with melted 
  iron. 
  c: The frame here is the Stargate and functions as a portal to other times and 
  places. It draws pebbles and dust into its pulsating surface. Anyone within 5’ 
  who fails a save vs. magic is sucked into the Stargate. The Referee decides 
  where they end up. Around the portal are objects——roll twice on Table 13.   
  d: The drill here is completely non-functioning and does not initiate drilling 
  even if fresh Improbability Crystals are introduced to the engine. It shows, 
  however, that more than one drill was constructed in the past.  
  e: Trinkets, jewelry and pearls valued 1d20x 10 gp and 25% chance of minor 
  magic item per cave. Mahoc Siamese (2) attend the god caves, draining the 
  ancestors of liquid and feeding the iron statue with melted iron.     
  ⃝  ⃝ 
   
   
     
  Mahoc Siamese 
  
   
   
   
   
  30 
   
  Appendix A: Édouard Riou, William Bradshaw & J. Allen St. John art  
  
   
   
   
   
  31 
   
   
  
   
   
   
   
  32 
   
  Appendix B: Entry to the Inner World  
  Additional inspirational hooks are provided here. Once inside the Inner World they can be used for a more 
  freeform sandbox style play. Roll 1d6 or pick your favorite.   
  1. The drill breaks through the Earth’s crust at the PCs’ current location and Mahoc Warriors (2) burst 
  out. To discover where the drill came from, one has only to muster courage.    
  o 
  The Mahocs have repaired the drill in the Drowned Grotto [24d] and used the Improbability 
  Crystals available there. They are eager to see where the machine takes them. The drill does 
  not necessarily take the PCs directly to the Drowned Grotto in the return trip using the two 
  remaining and functioning Improbability Crystals.  
   
  2. The PCs are summoned to investigate the sudden appearance of a metallic tower (the drill). Farmers 
  and townsfolk near the tower have been killed in unsavory ways, and local authorities need heroes to 
  investigate. 
  o 
  Perhaps the drill does not work by using Improbability Crystals and can be used freely to drill 
  through the crust at any frequency the PCs desire. This needs careful deliberation by the 
  Referee. What would free access across the crust-barrier mean for both worlds?  
   
  3. The PCs discover the drill at a remote location, perhaps in connection with another dungeon 
  adventure. It’s conceivable that simple operating instructions are nearby or perhaps even inside the 
  drill. Perhaps the explorer’s diary can be found within. 
  o 
  The drill’s original designers work on a grander scheme to connect the two worlds—but to 
  what end?   
    
  4. The philanthropist and inventor Abner has completed his magnum opus—a mechanical drill of grand 
  proportions. He requests that PCs make the dangerous journey together with him to explore the 
  mythological Inner World rumored to be beneath our feet. Who knows what riches are there for the 
  taking?  
  o 
  Perhaps the drill breaks down irrevocably upon arriving, and there is no way to reinitiate the 
  machine. Using this approach, the amethyst gems of the Living Crystal [20] are just valuable 
  stones and nothing more, and there is not a second drill in the god cave [24d]. Only the 
  stargate [24c], teleportation magic, or perhaps a volcano with passages extending through the 
  crust would allow returning to the outside.  
   
  5. A notorious criminal, Erberto a. k. a. ‘The Barber,’ evaded his pursuers by seeking refuge in an old 
  rusty tower of unknown origin. The tower drilled its way down into the earth, and one week later 
  returned to the same spot, empty. The local authorities ask the PCs to apprehend the notorious killer 
  by repeating the journey he took. A bounty is offered.  
  o 
  As an outsider in the Inner World, Erberto would quickly be grabbed by the Nugoths and 
  taken to the Drowned Grotto as a slave [7], but perhaps his presence is widely known in the 
  Inner World, and he alone holds the key for making the drill work again. 
    
  6. The PCs are summoned to a clerical assembly of the highest order with the prospect of employment. 
  The clergymen and bishops are haunted with visions of the ascension of a new god—Camazotz, the 
  god of the bats and destroyer of worlds, as the prophecy proclaims. Through divine rituals the clerics 
  have realized that an inner unexplored world lies deep within the earth, and it is from here Camazotz 
  the destroyer will rise. This birth of a new god must be prevented! 
  o 
  The clerics supply equipment and hirelings for the PCs and a substantial monetary reward 
  for preventing Camazozt (the Mahoc avatar) to come alive. They either build the drill for the 
  PCs to use or know the direction to the legendary machine for the PCs to gain entry to the 
  Inner World. 
   
   
  
   
   
   
   
  33 
   
  Appendix C: Additional Humanoid Races  
  Edgar Rice Burroughs At the Earth’s Core and his Pellucidar world are inhabited by numerous semi-
  human or humanoid races. This adventure module has only four major races: Humans, Nugoths, 
  Lizardmen, and the Mahocs, aiming for a focused and gameable scenario. However, if you prefer a more 
  diversified Inner World, you can add the races below for a more sociologically complicated scenario.  
  Azariuns 
  Hit Dice: 6 (27 hp) 
  Armor Class: 4 [15] 
  Attacks: Rocks (2d8) 
  Saving Throw: 11 
  Morale: 7 
  Special: Hurl boulders 
  Move: 12 
  Alignment: Chaos 
  Number Encountered: 1d2 
  Challenge Level/XP: 7/600 
  A race of 7’ tall primitive and ugly man-eating cyclopes with elongated tusk-like teeth. They pick up large rocks which they either 
  throw or bring down with great ferocity to crush the skulls of lesser beings. As cyclopes they have poor depth perception and attack 
  with a -1 penalty. 
   
   
  Corapas 
  Hit Dice: 1 (4 hp) 
  Armor Class: 9 [10] 
  Attacks: Bite (1d4) 
  Saving Throw: 17 
  Morale: 5 
  Special: None 
  Move: 6 
  Alignment: Chaos 
  Number Encountered: 1d10 x10 
  Challenge Level/XP: 1/15 
  A subterranean albino race of hunchbacked carrion-eaters, also known as mole-men. They live in utter darkness in the deep crevices 
  in the Inner World, overwhelming weaker prey by sheer numbers or living off whatever falls down into the lower caves. 
   
  Ganacky 
  Hit Dice: 1+2 (6 hp) 
  Armor Class: 8 [11] 
  Attacks: Club (1d4+1) 
  Saving Throw: 17 
  Morale: 8 
  Special: None 
  Move: 6 
  Alignment: Neutral 
  Number Encountered: 1d10  
  Challenge Level/XP: 1/15 
  Stocky humanoids with brushy tuft tails and leathery skin. They have a special bond with the Onmoraki and often use the four-legged 
  birds as mounts. The Ganacky are few in number, but tend to attack Nugoths on sight.  
   
   
  Sabertooth-Men 
  Hit Dice: 1+1 (5 hp) 
  Armor Class: 8 [11] 
  Attacks: Claw (1d4+1) 
  Saving Throw: 17 
  Morale: 7 
  Special: None 
  Move: 9 
  Alignment: Chaos 
  Number Encountered: 2d10  
  Challenge Level/XP: 1/15 
  A cannibalistic humanoid race with prehensile tails. They kill and dress themselves in sabretooth tiger skin, offering a protective layer 
  and use tiger claws as weapons. They live high in the mountains and value surprise.    
   
  
   
   
   
   
  34 
   
  Appendix D: Campaign Advice  
  Often it is the absence of information that draws us into a story, as our brains try to fill in the blanks and 
  complete the vague patterns presented. Much herein is undescribed to facilitate maximum flexibility, for 
  instance by omitting long read-aloud sentences. This allows the Referee to mold and describe scenes to 
  their liking. Although a story-point framework is provided with one suggested sequence through the Inner 
  World, the module can be played using the random tables for a more exploratory approach.     
  Drilling through the earth’s crust would be the most obvious entry point to the adventure setting. 
  Widespread speculation points to polar entry points (Symmes’ Holes) where the outer surface bends 
  inwards, allowing a slow (and likely unknowing) entry into the Inner World. Alternative options could be 
  envisioned as well. Even though admission to the Inner World might be relatively straightforward, the 
  adventure takes on another degree of importance if leaving the setting is much more difficult. Do not let 
  PCs travel back and forth between the two worlds easily, and consider if teleportation, besides the 
  suggested key locations, would work across the crust-barrier.  
  You can emulate a pulpy sword & sorcery setting, or you can make it more vanilla fantasy—the choice to 
  mold the setting is yours. Part of it relates to how you describe creatures. To highlight their weirdness, 
  describe creatures and plant life, especially those employing a template type, as only vaguely familiar to 
  what the players know already. Add visual oddities (tentacles, appendages, additional eyes, colors, skin 
  types, smells, sounds) to template creatures. You easily instill doubt (and fear) in your players’ minds by 
  adding a few superfluous adjectives.       
  Another way to enforce the unique setting is to accentuate how the PCs come across as outsiders with 
  their equipment and attire. Dwarves, Elves, and Halflings are not part of this version of the Inner World, 
  so demi-humans are viewed with great suspicion. Describe magic or magical effects as otherworldly and 
  not related to the magic the PCs bring with them. Outside magic-users will probably be seen as bizarre 
  and powerful. You can also draw inspiration from Edgar Rice Burroughs’s many unique creations to 
  expand the setting. Your version could include snake-men, beast-men even more ancestral than Nugoths, 
  copper-colored island dwellers, or take some examples from Appendix C. Consider how the inhabitants of 
  the Inside would react to knowing that there is an Outside World.  
  One suggested backdrop to the setting would be that the Mahocs are searching for their defeated god 
  entombed beneath a lone hill. To successfully locate the avatar, the Mahocs have conquered the entirety 
  of the Inner World in the first era and require a surplus of slave labor to release the godly abomination. 
  Towards that goal the superstitious and easily-bullied Nugoth are hunting the humans and turning them 
  over as slaves to the Mahocs. Faced with extinction, the humans have in turn responded with cultivating 
  and releasing the Silaciums—a form of crystalline virus. With the Mahocs gone, the human tribes would 
  then quickly dispose of the remaining brutish Nugoth to claim supremacy. Some of these ideas will be 
  greatly expanded upon in future adventure supplements.  
  Adventures in the Inner World can revolve around the PCs trying to find their way back, or the PCs could 
  systematically explore the setting. More politically themed adventures could center around saving the 
  oppressed humans from the Mahoc overlords. They could unite the divided human clans and wage war 
  on the Mahocs and Nugoths or perhaps forge their own empire.  
  For an overarching story, and with all three modules in hand, you can impose a theme of time as well. 
  The various portals in the three modules allow easy access across space-time, and would explain the time-
  polluted environment. Perhaps time is circular in the Inner World, or perhaps time functions in a 
  fragmented manner. One could even imagine that the different eras are the result of outside ‘invasions’ 
  into a slower moving Inner World. The portals could just as easily be gateways to the Outside World. All 
  of this is for you to consider. I hope you have a lot of fun doing so.   
   
   
   
  
   
   
   
   
  35 
   
  Appendix E: Bestiary  
  Although not strictly S&W, morale is included for optional 
  integration.  
   
  Algallocust Tree 
  Hit Dice: 6 (27 hp) 
  Armor Class: 7 [12] 
  Attacks: Compulsion   
  Saving Throw: 11 
  Morale: 12 
  Special: None  
  Move: 0 
  Alignment: Neutrality 
  Number Encountered: 1 
  Challenge Level/XP: 7/600 
  The Algallocust tree is an entity which survives based on its ability 
  to manipulate sentient creatures in its vicinity. Anyone within 20’ 
  that fails a saving throw vs. magic falls under the Algallocust’s spell. 
  The effect is similar to a Geas spell, and could require tasks of self-
  preservation such as: 1 protect the tree from harm, 2 bring a seed 
  to a new location, 3 make a nutritious sacrifice near its roots, 4 
  neutralize an enemy the Algallocust tree considers a threat. 
  However, the tree could also have illogical or incomprehensible 
  suggestions, as the Referee judges to be within the campaign 
  milieu. Failing to comply with the Algallocust’s command results in 
  a cumulative -1 penalty to Strength each day, but reverts the 
  moment the task is completed. Each day under the compulsion the 
  victim acquires more and more tree-like features until, when their 
  Strength score reaches 0, the victim is transformed unequivocally 
  into a new Algallocust tree. Remove Curse or similar magic removes 
  any ongoing effect, but fails to rectify the final transformation.     
   
  Haietlik 
  Hit Dice: 7 (32 hp) 
  Armor Class: 7[12] 
  Attacks: 1 saw bite (3d6) 
  Saving Throw: 9 
  Morale: 8 
  Special: None 
  Move: 1/15 (swimming) 
  Alignment: Neutrality 
  Number Encountered: 1d2  
  Challenge Level/XP: 7/600 
  A 15’ long fish-like carnivore. The Haietlik has a long neck like a sea 
  serpent but with a saw-like protrusion along its neck to carve prey. 
  This creature has a ravenous appetite and eagerly hunts creatures 
  close to any water—coast, lakes, or rivers. The creatures cannot 
  survive more than a few minutes on land. 
   
   
  Hangman Tree 
  Hit Dice: 6 (27 hp) 
  Armor Class: 6 [13] 
  Attacks: 6 vines (1d3)  
  Saving Throw: 11 
  Morale: 11 
  Special: Constriction  
  Move: 1 
  Alignment: Chaos 
  Number Encountered: 1d2 
  Challenge Level/XP: 7/600 
  The Hangman tree strangulates its victims to let the rotting remains 
  nourish its thirsty roots. From its leafy crown hangs animal prey, 
  humanoids, and inorganic objects, including equipment. The 
  hangman tree has 6 vines that reach 15’ from the trunk. A successful 
  attack deals 1d3 damage each successive round. For each vine 
  constricting a victim the target suffers a cumulative attack penalty 
  of -1. Vines can be severed if a total of 5 or more damage is dealt in 
  one attack. The Hangman Tree’s thick bark provides a formidable 
  protective layer, but axes deal double damage.  
   
   
  Hypnalis 
  Hit Dice: 3 (14 hp) 
  Armor Class: 7 [12] 
  Attacks: Bite (1d4 + poison) 
  Saving Throw: 14 
  Morale: 8 
  Special: Poison (+2 save or die) 
  Move: 3/24 (flying) 
  Alignment: Chaos 
  Number Encountered: 1d3  
  Challenge Level/XP: 5/240 
  Hypnalis are intelligent flying serpents who silently hunt for prey. 
  The Hypnalis is a man-sized cross between a dragonfly and a 
  serpent. The creature enjoys descending from high positions to 
  deliver its lethal bite.  
   
   
   
  Lambotian Worm 
  Hit Dice: 6 (27 hp) 
  Armor Class: 6 [13] 
  Attacks: 4 bulging tentacles (1d4), bite (1d6) 
  Saving Throw: 11 
  Morale: 9 
  Special: Blubber skin, acid splash  
  Move: 4/9 (swimming) 
  Alignment: Chaos 
  Number Encountered: 1d2 
  Challenge Level/XP: 8/800 
  The Lambotian Worm is a huge fish-like creature preferring warm 
  and deep pools for its habitat. Like a mudskipper, it can cross dry 
  land to locate new food sources. The creature has a broad palate 
  combined with relentless hunger, but cannot digest the fibrous 
  Mahocs. From its head grow 4 tentacles ending in reeking stubs that 
  it uses to pummel its prey. Its mouth contains the shredded remains 
  of its latest victims dangling from rows of sharp teeth. Most attacks 
  bounce off its rubbery body, and any damage roll of 1 or 2 is 
  negated. Similarly, any ranged attacks have a 1-in-6 chance of 
  bouncing and hitting another random creature in the vicinity 
  instead. Its veins contain corrosive acid, so any attack that 
  penetrates the blubbery skin causes an acid splash (1d3 damage to 
  attackers within melee range). When the creature dies it bursts into 
  a shower of acid, dealing 1d6 damage to anyone within 20’.  
   
   
   
  Lizardmen, Inner World 
  Hit Dice: 2 (9 hp) 
  Armor Class: 5 [14] 
  Attacks: 2 claws (1d3), 1 bite or weapon (1d6)   
  Saving Throw: 16 
  Morale: 8 
  Special: Breathe underwater, shed tail, blood spread 
  Move: 6/12 (swimming) 
  Alignment: Usually Chaos 
  Number Encountered: 2d4  
  Challenge Level/XP: 3/60 
  Lizardmen are reptilian humanoids, both male and female, living in 
  the depths of fetid swamps. They can breathe underwater. When 
  detaching their tail, their overland movement is 9 and their 
  swimming speed becomes 6. When faced with weaker opponents, 
  lizardmen can spray blood from their eyes at one target within 
  melee range (no save). It can only do so once per encounter and it 
  costs half its current hp. Lizardmen attack a blood-target with +1 to 
  attack and -1 to AC.  
  
   
   
   
   
  36 
   
  Lizardmen, Shaman 
  Hit Dice: 3 (14 hp) 
  Armor Class: 5 [14] 
  Attacks: 2 claws (1d3), spells  
  Saving Throw: 14 
  Morale: 9 
  Special: Breathe underwater, shed tail, blood spread, spells 
  Move: 6/12 (swimming) 
  Alignment: Usually Chaos 
  Number Encountered: 1d2  
  Challenge Level/XP: 4/120 
  Shamans possess all the ordinary powers of Lizardmen in addition 
  to unique powers often enhanced by nearby shrines. Typical spell 
  lists (defensive): Detect Magic, Cure Light Wounds, Predict 
  Weather, Obscuring Mist. (Offensive): Faerie Fire, Protection from 
  Evil, Light, Hold Person / Heat Metal. 
   
  Mahoc, Warrior 
  Hit Dice: 1+1 (6 hp) 
  Armor Class: 4 [15] 
  Attacks: Claw or bite (1d4) or by weapon (1d8) 
  Saving Throw: 17 
  Morale: 8 
  Special: Echo scream, chameleon skin 
  Move: 4/12 (flying) 
  Alignment: Chaos 
  Number Encountered: 2d4 or 1d10x10 
  Challenge Level/XP: 3/60 
  Mahocs are an intelligent, egg-born, reptilian race. They are a cross 
  between reptiles and bats, and prefer climbing upside down and 
  flying to walking. When sensing danger, the Mahocs secrete a sour-
  smelling liquid and their wings flutter. With echolocation they have 
  an excellent sense of their surroundings even in total darkness, and 
  are hard to surprise (except by thieves). Mahocs can emit high-
  frequency shrieks once per encounter that cause paralysis for 1d4 
  rounds to anyone within 10’. failing a saving throw vs. wand. Mahoc 
  skin is slightly chameleon-like, which allows them to mount 
  effective ambushes, surprising opponents on 1-3. Mahoc bands are 
  often led by strong specimens, which can be 3 or 4 HD monsters 
  whose paralyzing echolocation lasts for 1d6+1 rounds. 
   
  Mahoc, Siamese  
  Hit Dice: 2 (9 hp) 
  Armor Class: 5 [14] 
  Attacks: 2 claws (1d3) 
  Saving Throw: 16 
  Morale: 9 
  Special: Black sphere, magic resistance (50%), half damage from 
  non-magical weapons 
  Move: 6 
  Alignment: Chaos 
  Number Encountered: 1d4  
  Challenge Level/XP: 6/400 
  Mahocs undergo another life-cycle stage. Two Mahocs of the 
  warrior class shed their wings and lower legs to make a Siamese 
  fusion of their torsos. Remaining are two bickering heads, four arms 
  (which can function as legs) and a higher social status. The Siamese 
  stage is revered for its prophetic visions and powerful abilities. In 
  combat, the Siamese creature surrounds itself with a black sphere 
  of unpredictable magical power. The sphere produces a rumbling 
  sound and emanates magical darkness out to 15’, but does not 
  hinder the Siamese’s own vision. Any creature within the erratic 
  maelstrom must save vs magic each round to avoid the sphere’s 
  power (1d10); 1 Confusion, 2 Charm Person, 3 Teleport, 4 Flesh to 
  Stone, 5 armor dissolves by 1d3 AC, 6 target is encased in the 
  ground, 7 all spell slots are burned off, 8 next 6 turns target is 
  unlucky (roll dice twice, pick lowest), 9 target hallucinates—bizarre 
  figments of imagination (Referee’s choice), 10 one of the targets 
  weapons disintegrates. 
  Mahoc, Avatar  
  Hit Dice: 12 (54 hp) 
  Armor Class: 0 [19] 
  Attacks: 4 claws (1d3) 
  Saving Throw: 3 
  Morale: 11 
  Special: Black sphere, magic resistance (50%), half damage from 
  non-magical weapons, fear, spells 
  Move: 6 
  Alignment: Chaos 
  Number Encountered: 1 
  Challenge Level/XP: 18/3800 
  The Mahoc Avatar is the living embodiment of the Mahoc goddess. 
  The Avatar is made of pure iron— four mahocs fused at the torso. 
  The Avatar has an augmented set of abilities compared to the 
  Siamese. The black sphere surrounding the Avatar can be extended 
  from 15’ to 400’ 3/day. Similarly, the avatar extends an aura of fear 
  15’ around it that can be enlarged to cover 400’ 3/day. The black 
  sphere and the fear effect can be avoided separately with a 
  successful saving throw vs. wand and magic, respectively. The 
  Avatar casts magic-user spells (2/2/1/1). Typical list could be: 
  Charm Person, Detect Magic, ESP, Mirror Image, Slow, Dimension 
  Door. The black sphere’s power (1d10): 1 Confusion, 2 Charm 
  Person, 3 Teleport, 4 Flesh to Stone, 5 armor dissolved by 1d3 AC 
  points, 6 target’s feet become encased in the ground, 7 all 
  remaining spell slots are burned off, 8 for the next 24 hours the 
  target is unlucky (roll every die twice, and pick the lowest score), 9 
  Target hallucinates bizarre figments of imagination that cloud the 
  target’s mind (Referee’s choice), 10 one of the target’s weapons 
  disintegrates.    
   
  Nugoth 
  Hit Dice: 1+1 (6 hp) 
  Armor Class: 7 [12] 
  Attacks: Stone weapon (1d6), rock (1d4)   
  Saving Throw: 17 
  Morale: 8 
  Special: None 
  Move: 12 
  Alignment: Chaos 
  Number Encountered: 1d12+1 or 1d10x10 
  Challenge Level/XP: 1/15 
  Nugoths are cannibalistic primitive humanoids barely capable of 
  coherent communication. They live in dense forests or in deep 
  natural caves. From these secure locations they hunt in small 
  groups, striking terror with manic surprise attacks. They are 
  excellent climbers and create small huts among the treetops or use 
  their skills to reach remote caverns below ground. A tribe is led by a 
  strong specimen of 3 or 4 HD. They are susceptible to the influence 
  of Mahocs and often do their bidding, functioning as spies, 
  messengers, and raiders.  
   
  Onmoraki 
  Hit Dice: 8 (36 hp) 
  Armor Class: 7 [12] 
  Attacks: Acid tongue (1d4 + acid 2d6)  
  Saving Throw: 8 
  Morale: 6 
  Special: Acid  
  Move: 6 / 12 (flying) 
  Alignment: Chaos 
  Number Encountered: 1d3 
  Challenge Level/XP: 8/800  
  A Onmoraki is a large, sand-brown, four-legged bird with a 
  hardened-feathered body. Onmorakis are ill-tempered scavengers, 
  preferring to attack already weakened prey. Their saliva is highly 
  acidic and a saving throw is required to avoid 2d6 acid damage. A 
  successful acid attack dissolves 1 point of AC.   
   
  
   
   
   
   
  37 
   
  Silacium, Adult 
  Hit Dice: 8 (36 hp) 
  Armor Class: 4 [15] 
  Attacks: 1 lightning strike (3d6), 1 oxygen swallow (2d4) 
  Saving Throw: 8 
  Morale: 9 
  Special: Electric shock, oxygen swallow, half damage from piercing 
  and slashing weapons 
  Move: 6 (also through rock) 
  Alignment: Chaos 
  Number Encountered: 1 
  Challenge Level/XP: 11/1700 
  Silaciums are amorphous crystal lifeforms fueled by a persistent 
  urge to mineralize living tissue. They pose as a sparkling black 
  crystal embedded in solid rock, but can eject themselves from the 
  bedrock to follow prey in a vaguely humanoid form. If attacking 
  from an entrenched position, they surprise opponents on 1-4. When 
  sensing organic material, they draw electricity through their crystal 
  lattice to strike as a lightning bolt with a maximum range of 60’. 
  The Silacium can rearrange its crystal lattice to swallow air at close 
  range. Any oxygen-breathing creature within 10’ of the Silacium will 
  suffocate, losing 2d4 hp per round. The oxygen swallow lasts for 3 
  rounds, with a cooling-off period of 1d3+1 rounds. Silaciums are 
  susceptible to cold, and movement is reduced to 3 during frosty 
  conditions. In a cold environment the brittle crystal body of the 
  Silacium is fully susceptible to piercing and slashing weapons, and 
  damage originating from a cold source deals double damage. Adult 
  Silaciums mineralize creatures they kill and imbue them with a 
  spark of life-force, creating a silacium larva in the process.      
   
  Silacium, Larva 
  Hit Dice: 3 (14 hp) 
  Armor Class: 5 [14] 
  Attacks: Lightning shock (stunned)  
  Saving Throw: 14 
  Morale: 6 
  Special: Electric shock, half damage from piercing and slashing 
  weapons 
  Move: 6 (also through rock) 
  Alignment: Chaos 
  Number Encountered: 1-4 
  Challenge Level/XP: 4/120 
  At the larval stage, the Silacium have yet to develop Oxygen 
  Swallow and their powerful lightning strike. However, a lightning 
  shock can be transmitted upon touch or when the Larva is hit by a 
  metal weapon. Anyone hit by the shock must make a saving throw 
  or be stunned for 1 round. If anyone is hit by two or more shocks in 
  a single round (and larvae are often found in broods) each shock 
  beyond the first deals 1d6 damage. Silaciums are susceptible to 
  cold, and movement is reduced to 3 during frosty conditions. In a 
  cold environment, the brittle crystal body of the Silacium is fully 
  susceptible to piercing and slashing weapons, and damage 
  originating from a cold source deals double damage.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trorion 
  Hit Dice: 8 (36 hp) 
  Armor Class: 3 [16] 
  Attacks: 2 horns (1d8) 
  Saving Throw: 8 
  Morale: 10 
  Special: Charge, breathes fire (24 hp) 
  Move: 6 
  Alignment: Neutrality 
  Number Encountered: 1  
  Challenge Level/XP: 10/1,400 
  Trorions are slow-moving, eight-legged armored beasts. They 
  display their hostility with patchy red colors and two protruding 
  horns that swing from side to side. The Trorion can move triple 
  speed (18/60’ during the first round of combat, during which its 
  horns inflict double damage if they connect. Trorions breathe fire 
  (2/day) in a cone-shape 50’ long and roughly 10’ wide at the base, 
  dealing 24 damage (save for half).   
   
   
  Vaibhavi 
  Hit Dice: 15 (68 hp) 
  Armor Class: 5 [14] 
  Attacks: Stomp (3d6) or bite (2d6) 
  Saving Throw: 3 
  Morale: 10 
  Special: None 
  Move: 6 
  Alignment: Neutrality 
  Number Encountered: 1d2+1 
  Challenge Level/XP: 15/2,900 
  Vaibhavi are massive lizard creatures around 40’ long. Vaibhavis 
  hunt in groups to encircle lesser creatures before crushing them 
  with their massive weight or shredding them to pieces with a 
  powerful bite. Despite their massive size, they can still climb vertical 
  surfaces. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  38 
   
  Appendix F: Explorer’s Diary 
  
   
   
   
   
  39 
   
  Appendix G: The Drill 
   
   
   
   
  Class  
  Hyperion-Class Earth-Drill  
  Built  
  Unknown  
  Commissioned  
  Unknown  
  Number Built 
  37 
  Number in Service 
  2 
  Weight  
  97.8 tons unloaded  
  Height  
  80' (24.4m) from drill tip to drill tip  
  Hole Diameter 
  23’ (7.0m)  
  Internal Diameter 
  18’ (5.5m)  
  Kinetic Power 
  21 kW 
  Rotation Pressure 
  146-210 bar 
  Rotational Speed 
  80-115 rpm 
  Drill Material 
  Tungsten Carbide 
  Mohs Hardness  
  8.7 
  Drilling Speed 
  5.1-7.3 miles/hour 
  Main Engines 
  Two geared electric turbines 
  Propulsion  
  1x Improbability Amethyst Crystal/24-hour operation  
  Personnel  
  2 operators, 10 passengers (12 total) 
   
   
  Cockpits  
  2 operator seats on rails (180 degrees upside-down) 
  Living Quarters  
  12 bunks with padded interior, table, hatch to outside 
  Machine room 
  Crystal boiler, electric wiring, operational switches  
   
   
   
   
  
   
   
   
   
  40 
   
  Appendix H: Cheat sheet 
  Monster 
  HD/hp 
  AC 
  Attacks 
  Save 
  Morale 
  Move 
  Align. 
  # Enc. 
  CL/XP 
  Special 
  ALGALLOCUST  
  6/27 
  7 [12] 
  Comp. 
  11 
  12 
  0 
  N 
  1 
  7/600 
  Compulsion as Quest. 
  ANT, WORKER 
  2/9 
  3 [16] 
  Bite1 d6 
  16 
  7 
  18 
  N 
  2d10 
  2/30 
   
  BLACK PUDDING 
  10/45 
  6 [13] 
  Acid 3d8 
  5 
  12 
  6 
  N 
  1 / d4 
  12/2000 
  Acid dissolves; weapon (1), armor (1/2). 
  CENTIPEDE, S 
  0/1d2 hp 
  9 [10] 
  Bite 0 
  18 
  7 
  13 
  N 
  2d6 
  B/10 
  Poison (+4 save) 1d4 rounds helpless. 
  FLYTRAP SHAM. 
  3/14 
  4 [15] 
  Bite 2d6 
  /1 d8 
  14 
  12 
  6 
  N 
  1 
  4/120 
  Carries polearm in tandem with bite. 
  FROG, GIANT 
  3/14 
  7 [12] 
  Bite 1d8 
  14 
  7 
  3/leap 
  N 
  1d3 
  4/120 
  Swallow whole on 20. Leap 100’. 
  HAIETLIK 
  7/32 
  7 [12] 
  Bite 3d6 
  9 
  8 
  1/15 S 
  N 
  1d2 
  7/600 
  Limited survival on land. 
  HANGMAN TREE 
  6/27 
  6 [13] 
  6 Vines 
  1d3 
  11 
  11 
  1 
  C 
  1d2 
  7/600 
  Constriction 1d3/round. -1 attack penalty. 
  HUMAN, NATIVE 
  1/5 
  9 [10] 
  Weapon 
  1d6 
  17 
  7 
  12 
  Any 
  2d6 
  1/15 
   
  HUMAN, DRUID 
  4/18 
  9 [10] 
  W. 1d6 / 
  spells 
  12 
  9 
  12 
  N 
  1d2 
  6/400 
  Druid spells 3/1/1. 
  HYPNALIS 
  3/14 
  7 [12] 
  Bite1 d4 
  + P 
  14 
  8 
  3/24 F 
  C 
  1d3 
  5/240 
  Poison (+2 save), lethal. 
  LAMBOTIAN W. 
  6/27 
  6 [13] 
  4 T.1 d4 
  + B 1d6 
  11 
  9 
  4/9 S 
  C 
  1d2 
  8/800 
  Blubber skin neg.1-2, acid splash 1d4. 
  LIZARD, GIANT 
  3/14 
  5 [14] 
  Bite d8 
  14 
  7 
  12 
  N 
  1d6 
  3/60 
   
  LIZARDMEN, IW 
  2/9 
  5 [14] 
  2C 1d3 + 
  B 1d6 
  16 
  8 
  6/12 S 
  C 
  2d4 
  3/60 
  Detach tail, spread blood +1 att./-1 AC. 
  LIZARDMEN, SHA 
  3/14 
  5 [14] 
  2C 1d3 / 
  spells 
  14 
  9 
  6/12 S 
  C 
  1d2 
  4/120 
  Druid/Cleric spells 3/1. 
  MAHOC WAR. 
  1+1/6 
  4 [15] 
  B 1d4 / 
  W 1d8 
  17 
  8 
  4/12 F 
  C 
  2d4 
  3/60 
  Echo scream paralysis 1d4 rounds. 
  MAHOC SIA. 
  2/9 
  5 [14] 
  2C 1d3 
  16 
  9 
  6 (C) 
  C 
  1d4 
  6/400 
  Magic res. 50%, black sphere, Half-dam.  
  MAHOC AVA. 
  12/54 
  0 [19] 
  4C 1d3 
  3 
  11 
  6 (C) 
  C 
  1 
  18/3800 
  Magic res. 50%, black sphere, half dam non-magical 
  W, fear, M.U. spells (2/2/1/1) 
  NUGOTH 
  1+1/6 
  7 [12] 
  W 1d6 / 
  R 1d4 
  17 
  8 
  12 
  C 
  1d12+1 
  1/15 
  Throws rocks 1d4. 
  ONMORAKI 
  8/36 
  7 [12] 
  Ton 
  1d4+acid 
  8 
  6 
  6/12 F 
  C 
  1d3 
  8/800 
  Save or 2d6 acid damage & -1 AC. 
  OTYUGH 
  7/32 
  3 [16] 
  2T 1d8 + 
  B 1d4+1 
  9 
  10 
  6 
  N 
  1 
  8/800 
  Bite 90% fatal disease. 
  SCORPION, G. 
  6/27 
  3 [16] 
  2P 1d10 
  + S 1d4P 
  11 
  11 
  12 
  N 
  1d2 
  7/600 
  Poison, lethal. 
  SHRIEKER 
  3/14 
  7 [12] 
  Shriekin
  g 
  14 
  7 
  1 
  N 
  1d2 
  3/60 
  Noise with light or movement close by. 
  SILACIUM, LAR. 
  3/14 
  5 [14] 
  Shock 
  Stun 
  14 
  6 
  6 
  C 
  1d4 
  4/120 
  Save vs. paralysis or stun for 1 round. 
  SILACIUM, ADU. 
  8/36 
  4 [15] 
  Bolt 3d6, 
  Oxy. 
  8 
  9 
  6 (R) 
  C 
  1 
  11/1700 
  Bolt 60’, 3d6. Suffocate 10’, 2d4.  
  SLUG, GIANT 
  12/54 
  8 [11] 
  B 
  1d12+aci
  d 
  3 
  10 
  6 
  N 
  1 
  13/2300 
  Spit acid 60’, 50% hit chance. 
  SPIDER, G (M) 
  2+2/11 
  6 [13] 
  B 
  1d6+pois
  on 
  16 
  7 
  18 
  N 
  1d12 
  5/240 
  Poison (+1 save), lethal.Surprise 1-5. 
  SPIDER, G (S) 
  1+1/6 
  8 [11] 
  1hp+pois
  on 
  17 
  6 
  9 
  N 
  2d10 
  3/60 
  Poison (+2 save), lethal. 
  TIGER, SABRE-T. 
  7/32 
  6 [13] 
  2C 
  1d4+1+ 
  B 2d6 
  10 
  9 
  12/6 S 
  N 
  1d2 
  8/800 
  If both Claw attacks hit, 2 rear attacks. 
  TRORION 
  8/36 
  3 [16] 
  2 horns 
  1d8 
  8 
  10 
  6 
  N 
  1 
  10/1400 
  Charge, Breath 2/day, 24 dam (save ½). 
  VAIBHAVI 
  15/68 
  5 [14] 
  S 3d6 / B 
  2d6 
  3 
  10 
  6 
  N 
  1d2+1 
  15/2900 
   
  VIPER, GIANT 
  4/18 
  5 [14] 
  B 
  1d3+pois
  on 
  13 
  8 
  12 
  N 
  1d4 
  6/400 
  Poison, lethal. 
  WASP, GIANT 
  4/18 
  4 [15] 
  S 
  1d4+pois
  on 
  13 
  10 
  1/20 F 
  N 
  1d4 
  6/400 
  Poison, paralysis 1d4+1 days. 
   
   
   
   
   
   
   
  
   
   
   
   
  41 
   
  Appendix I: OGL  
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved.  
   
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; 
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  broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
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  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.  
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 
  5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter 
  Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson. Swords & Wizardry Rules. Copyright 2008, Matthew J. Finch. Swords & Wizardry Monster book. 0e, 
  Copyright 2008, Matthew J. Finch. S&W adventure IW1 ‘Journey to the Inside Out’ copyright © 2020. Christian Toft Madsen / 
  CTM Publishing.  
   
  END OF LICENSE 
   
  
  This product is only one of many popular playing aids produced by CTM publishing for the world 
  greatest roleplaying game.
  Published Referee advice is available to enhance your game:
   
  ‘Using mythology in roleplaying games’
   
  ‘Storytelling from computers to RPGs’
   
  ‘Story structure as network graphs’
  Current available playing aids for 5e include:
   
  Dungeon module ‘Thomepreus’ curse’
   
  Dungeon module ‘The Secrets of the Twisting Colossus’
  Other module releases for Swords & Wizardry and OSR games are planned for the future:
   
  Dungeon module IW2 ‘Vault of the Mad Baron’
   
  Dungeon module IW3 ‘Labyrinth of the Dreaming Machine’
  © 2020 CTM Publishing. All Rights Reserved.
  ‘It was an absolute awesome adventure! The fantasy in this story was wild. I loved how traditional fantasy was 
  blended with new concepts within a prehistoric inside world. The story touches both evolutionary concepts and 
  sci-fi concepts. I am super excited to continue the story’ – Anders Wang-Rask 
  ‘Looks like a nasty little cave. Maybe the two-man donkey costume can get us in?’ – Christian Kyu Jensen 
  S
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SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/IW1 Journey to the Inside Out (SW)/IW1 Journey to the Inside Out [v2] (SW).pdf