TEXT: Adventurers 1
  Samasistra (MU4): HD 4; HP 8; AC 9[10]; Atk staff 
  (1d6); Move 12; Save 12; AL (any); CL/XP 5/240; 
  Special: Spells (3/2), +2 save vs. magic.
  Spells: Charm person, magic missile, shield, web.
  Basic Gear: Robe, staff, dagger.
  Aviax the Wanderer (Clr5): HD 5; HP 14; AC 
  2[17]; Atk mace (1d6); Move 6; Save 11; AL L; CL/
  XP 6/400; Special: Spells (2/2), +2 save vs. paralysis 
  and poison.
  Spells: Cure light wounds x2, hold person x2.
  Basic Gear: Plate mail, shield, heavy mace, holy  
  symbol.
  Hashato (Ftr5): HD 5; HP 28; AC 2[17]; Atk long-
  sword (1d8); Move 9; Save 10; AL (any); CL/XP 
  5/240; Special: 5 attacks vs. creatures with 1 or less 
  hit die.
  Basic Gear: Plate mail, shield, longsword, spear (on 
  back), dagger, longbow, 20 arrows.
  Limioste (Th6): HD 6; HP 15; AC 7[12]; Atk long-
  sword (1d8); Move 12; Save 10; AL N; CL/XP 6/400; 
  Special: Backstab (x3 damage), Thief Abilities (Climb 
  90; Delicate Tasks 40; Hear 4 in 6; Hide 35; Move 
  Silent 45; Open Locks 35).
  Basic Gear: Leather armor, longsword, thief’s tools.
  
  Encounter
  Deck 2
  
  Adventurers 2
  Karanto (Ftr3): HD 3; HP 14; AC 3[16]; Atk 
  two-handed sword (1d10); Move 6; Save 12; AL (any); 
  CL/XP 3/60; Special: 3 attacks vs. creatures with 1 or 
  less hit die.
  Basic Gear: Plate mail, shield (on back), two-handed 
  sword, dagger, longbow, 20 arrows.
  Tharm Tarn (Ftr3): HD 3; HP 15; AC 2[17]; Atk long-
  sword (1d8); Move 6; Save 12; AL (any); CL/XP 3/60; 
  Special: 3 attacks vs. creatures with 1 or less hit die.
  Basic Gear: Plate mail, shield, longsword, dagger, 
  longbow, 20 arrows.
  Preboime the Philosopher (MU3): HD 3; HP 7; AC 
  9[10]; Atk staff (1d6); Move 12; Save 13; AL (any); CL/
  XP 4/120; Special: Spells (2/1), +2 save vs. magic.
  Spells: Charm person x2, phantasmal force.
  Basic Gear: Robe, staff, dagger.
  Wallace Mead (Clr4): HD 4; HP 16; AC 2[17]; Atk 
  mace (1d6); Move 6; Save 12; AL L; CL/XP 5/240; 
  Special: Spells (2/1), +2 save vs. paralysis and poison.
  Spells: Cure light wounds x2, hold person.
  Basic Gear: Plate mail, shield, heavy mace, holy symbol.
  Men-at-Arms (4): HD 1; HP 1, 5, 3, 6, AC 7[12]; Atk 
  1 weapon (1d8); Move 12; Save 17; AL (any); CL/XP 
  1/15; Special: None.
  
  Encounter
  Deck 2
  
  Adventurers 3
  Ylome (MU5): HD 5; HP 13; AC 9[10]; Atk staff 
  (1d6); Move 12; Save 11; AL (any); CL/XP 6/400; Spe-
  cial: Spells (4/2/1), +2 save vs. magic.
  Spells: Charm person x2, magic missile, sleep, mirror 
  image, phantasmal force, lightning bolt.
  Basic Gear: Robe, staff, dagger.
  Jamaskio (Ftr5): HD 5; HP 22; AC 2[17]; Atk long-
  sword (1d8); Move 6; Save 10; AL (any); CL/XP 5/240; 
  Special: 5 attacks vs. creatures with 1 or less hit die.
  Basic Gear: Plate mail, shield, longsword, dagger, long-
  bow, 20 arrows.
  Getri Magnusson (Clr6): HD 6; HP 20; AC 2[17]; 
  Atk mace (1d6); Move 6; Save 10; AL L; CL/XP 7/600; 
  Special: Spells (2/2/1/1), +2 save vs. paralysis and poi-
  son.
  Spells: Cure light wounds x2, bless, hold person, con-
  tinual light, cure serious wounds
  Basic Gear: Plate mail, shield, heavy mace, holy symbol.
  Peter Strong-Arm (Ftr4): HD 4; HP 23; AC 2[17]; 
  Atk longsword (1d8); Move 6; Save 11; AL (any); CL/
  XP 4/120; Special: 4 attacks vs. creatures with 1 or less 
  hit die.
  Basic Gear: Plate mail, shield, longsword, dagger, long-
  bow, 20 arrows.
  
  Encounter
  Deck 2
  
  Adventurers 4
  Calderes (Pal4): HD 4; HP 22; AC 2[17]; Atk long-
  sword (1d8); Move 6; Save 9; AL L; CL/XP 4/120; 
  Special: lay on hands (8hp), immune to disease.
  Basic Gear: Plate mail, shield, longsword, dagger, long-
  bow, 20 arrows.
  Haulisk (MU3): HD 3; HP 9; AC 9[10]; Atk staff 
  (1d6); Move 12; Save 13; AL L; CL/XP 4/120; Special: 
  Spells (2/1), +2 save vs. magic.
  Spells: Charm person, shield, phantasmal force.
  Basic Gear: Robe, staff, dagger.
  Thomas Holyman (Clr5): HD 5; HP 20; AC 2[17]; 
  Atk mace (1d6); Move 6; Save 11; AL L; CL/XP 
  6/400; Special: Spells (2/2), +2 save vs. paralysis and 
  poison.
  Spells: Cure light wounds x2, hold person, silence 15ft 
  radius.
  Basic Gear: Plate mail, shield, heavy mace, holy  
  symbol.
  Ormala the Fair (Ftr5): HD 5; HP 17; AC 2[17]; 
  Atk longsword (1d8); Move 6; Save 10; AL L; CL/XP 
  5/240; Special: 5 attacks vs. creatures with 1 or less 
  hit die.
  Basic Gear: Plate mail, shield, longsword, dagger, lon-
  bow, 20 arrows.
  
  Encounter
  Deck 2
  
  Adventurers 5
  Karista Tha (MU6): HD 6; HP 14; AC 9[10]; Atk 
  staff (1d6); Move 12; Save 10; AL (any); CL/XP 7/600; 
  Special: Spells (4/2/2), +2 save vs. magic.
  Spells: Charm person, magic missile, shield, sleep, in-
  visibility, phantasmal force, fireball, rope trick.
  Basic Gear: Robe, staff, dagger.
  Leeantha (Ftr3): HD 3; HP 13; AC 4[15]; Atk long-
  sword (1d8); Move 9; Save 12; AL (any); CL/XP 3/60; 
  Special: 3 attacks vs. creatures with 1 or less hit die.
  Basic Gear: Chainmail, shield, longsword, spear (on 
  back), 2 daggers, longbow, 20 arrows.
  Ulm of Tyrth (Ftr3): HD 3; HP 14; AC 2[17]; Atk 
  longsword (1d8); Move 6; Save 12; AL (any); CL/
  XP 3/60; Special: 3 attacks vs. creatures with 1 or less  
  hit die.
  Basic Gear: Plate mail, shield, longsword, spear (on 
  back), 2 daggers, longbow, 20 arrows.
  Orric (Clr5): HD 5; HP 18; AC 2[17]; Atk mace 
  (1d6); Move 6; Save 11; AL L; CL/XP 6/400; Special: 
  Spells (2/2), +2 save vs. paralysis and poison.
  Spells: Cure light wounds x2, bless, hold person
  Basic Gear: Plate mail, shield, heavy mace, holy symbol.
  
  Encounter
  Deck 2
  
  Shadow
  Shadow (1): HD 3+3; HP 16; AC 7[12]; Atk 
  1 touch (1d4 + strength drain); Move 12; Save 
  14; CL/XP 4/120; Special: Drain 1 point str 
  with hit, hit only by magic weapons.
  
  Encounter
  Deck 2
  
  Pair of Hell Hounds
  Hell Hounds (4HD) (2): HD 4; HP 11, 15; 
  AC 4[15]; Atk 1 bite (1d6); Move 12; Save 13; 
  CL/XP 5/240; Special: Breathe fire (8hp).
  
  Encounter
  Deck 2
  
  Gargoyle
  Gargoyle (1): HD 4; HP 20; AC 5[14]; Atk 2 
  claws (1d3), 1 bite (1d4), 1 horn (1d6); Move 
  9 (Fly 15); Save 13; AL C; CL/XP 6/400; Spe-
  cial: Fly, magic weapon required to hit.
  
  Encounter
  Deck 2
  
  Shambling Mound
  Shambling Mound (7HD): HD 7; AC 1[18]; 
  Atk 2 fists (2d8); Move 6; Save 9; CL/XP 
  10/1400; Special: Damage immunities, enfold 
  and suffocate victims.
  
  Encounter
  Deck 2
  
  Two Owlbears
  Owlbears (2): HD 5+1; HP 27, 25; AC 5[14]; 
  Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 
  12; CL/XP 5/240; Special: hug for additional 
  2d8 if to-hit roll is 18+.
  
  Encounter
  Deck 2
  
  Fire Elemental
  Fire Elemental (8HD): HD 8; HP 37; AC 
  2[17]; Atk 1 strike (2d6); Move 12; Save 8; 
  CL/XP 9/1100; Special: Ignite materials.
  
  Encounter
  Deck 2
  
  Ogre Camp
  4 ogres (1 male, 3 female)
  Ogres (4): HD 4+1; HP 17, 15, 27, 21; AC 
  5[14]; Atk 1 club (1d10+1); Move 9; Save 13; 
  AL C; CL/XP 4/120; Special: None.
  
  Encounter
  Deck 2
  
  Goblin Hunt
  A large number of goblin-creatures, with a 
  worg to track prey.
  Bugbear (1): HD 3+1; HP 11; AC 5[14]; 
  Atk 1 big axe (1d8+1); Move 9; Save 14; AL 
  C; CL/XP 4/120; Special: Surprise opponents, 
  50% chance.
  Hobgoblins (3): HD 1+1; HP 9, 7, 4; AC 
  5[14]; Atk 1 longsword (1d8) or short bow 
  (1d6); Move 9; Save 17; AL C; CL/XP 1/15; 
  Special: None.
  Goblins (10): HD 1d6hp; HP 1, 2, 4, 1, 6, 3, 
  3, 1, 4, 6; AC 6[13]; Atk 1 short sword (1d6); 
  Move 9; Save 18; AL C; CL/XP B/10; Special: 
  -1 to hit in sunlight.
  Worg (1): HD 4; HP 20; AC 6[13]; Atk 1 
  bite (1d6+1); Move 18; Save 13; AL C; CL/XP 
  4/120; Special: None.
  
  Encounter
  Deck 2
  
  Demons (Dretch)
  Dretch Demons (2): HD 4; HP 19, 17; AC 
  2[17]; Atk 2 claws (1d4), 1 bite (1d6); Move 9; 
  Save 13; AL C; CL/XP 6/400; Special: Magi-
  cal abilities (stinking cloud, darkness, teleport, 
  summon giant rats).
  
  Encounter
  Deck 2
  
  Demon and Ghouls
  A manes demon and two ghouls
  Manes Demon (1): HD 1; HP 5; AC 5[14]; 
  Atk 2 claws (1d2), 1 bite (1d4); Move 5; Save 
  18; AL C; CL/XP 2/30; Special: Half damage 
  from non-magic weapons.
  Ghouls (2): HD 2; HP 5, 11; AC 6[13]; Atk 
  2 claws (1d3), 1 bite (1d4); Move 9; Save 16; 
  CL/XP 3/60; Special: Immunities, paralyzing 
  touch.
  
  Encounter
  Deck 2
  
  Giant Leeches and a nearby Zombie
  Giant Leeches (1HD) (3): HD 1; HP 6, 4, 
  1; AC 9[10]; Atk 1 bite (1d4); Move 3; Save 
  17; CL/XP 2/30; Special: Sucks blood (1hp/
  round).
  Giant Leech (2HD) (1): HD 2; HP 4; AC 
  9[10]; Atk 1 bite (1d4); Move 3; Save 16; CL/
  XP 3/60; Special: Sucks blood (2hp/round).
  Zombie (1): HD 2; HP 11; AC 8[11] or with 
  shield 7[12]; Atk 1 weapon or strike (1d8); 
  Move 6; Save 16; AL N; CL/XP 2/30; Special: 
  Immune to sleep and charm.
  
  Encounter
  Deck 2
  
  Rust Monster 
  Rust Monster (1): HD 5; HP 18; AC 2[17]; 
  Atk 2 antennae (special); Move 12; Save 12; AL 
  N; CL/XP 5/240; Special: Cause rust.
  
  Encounter
  Deck 2
  
  Minotaur
  Minotaur (1): HD 6+4; HP 39; AC 6[13]; 
  Atk Head butt (2d4), 1 bite (1d3) and 1 axe 
  (1d8); Move 12; Save 11; AL C; CL/XP 6/400; 
  Special: Never get lost in labyrinths.
  
  Encounter
  Deck 2
  
  Lizardmen and Giant Lizards
  Lizardmen (3): HD 2+1; HP 10, 13, 5; AC 
  5[14]; Atk 2 claws (1d3), 1 bite (1d6); Move 6 
  (Swim 12); Save 16; AL C; CL/XP 2/30; Spe-
  cial: Breathe underwater.
  Giant Lizards (3): HD 3; HP 13, 9, 12; AC 
  5[14]; Atk 1 bite (1d8); Move 12; Save 14; AL 
  N; CL/XP 3/60; Special: None.
  
  Encounter
  Deck 2
  
  Gelatinous Cube
  Gelatinous Cube (1): HD 4; HP 18; AC 
  8[11]; Atk 1 (2d4); Move 6; Save 13; AL N; 
  CL/XP 5/240; Special: Paralysis, immune to 
  lightning and cold.
  
  Encounter
  Deck 2
  
  Wight
  Wight (1): HD 3; HP 10; AC 5[14]; Atk 1 
  claw (1hp + level drain); Move 9; Save 14; AL 
  C; CL/XP 5/240; Special: Drain 1 level with 
  hit, hit only by magic or silver weapons.
  
  Encounter
  Deck 2
  
  Troll
  Troll (1): HD 6+3; HP 34; AC 4[15]; Atk 2 
  claws (1d4), 1 bite (1d8); Move 12; Save 11; 
  CL/XP 8/800; Special: Regenerate 3hp/round.
  
  Encounter
  Deck 2
  
  Zamul’s Bandits
  Zamul the Renegade (Clr4): HD 4; HP 9; 
  AC 2[17]; Atk mace (1d6); Move 6; Save 12; 
  AL C; CL/XP 5/240; Special: Spells (2/1), +2 
  save vs. paralysis and poison.
  Spells: Cause light wounds x2, hold person.
  Basic Gear: Plate mail, shield, heavy mace, un-
  holy symbol.
  Bandits (6): HD 1; HP 1, 1, 5, 1, 4, 5; AC 
  7[12]; Atk 1 longsword (1d8) or spear (1d6); 
  Move 12; Save 17; AL C; CL/XP 1/15; Special: 
  None.
  Bandit Archers (6): HD 1; HP 3, 2, 4, 1, 5, 
  4; AC 7[12]; Atk 1 short sword (1d6) or short 
  bow (1d6); Move 12; Save 17; AL C; CL/XP 
  1/15; Special: None.
  
  Encounter
  Deck 2
  
  Berserker Gang
  Wolfenflagon the Grim (4HD berserker): 
  HD 4; HP 30; AC 7[12]; Atk 1 longsword 
  (1d8); Move 12; Save 14; AL C; CL/XP 4/120; 
  Special: +2 to hit in berserk state.
  Berserkers (14): HD 1; HP 6, 4, 6, 3, 1, 5, 5, 
  3, 3, 3, 2, 3, 1, 5; AC 7[12]; Atk 1 longsword 
  (1d8); Move 12; Save 17; AL C; CL/XP 2/30; 
  Special: +2 to hit in berserk state.
  
  Encounter
  Deck 2
  
  Ogre with Tiger
  Orusk the Ogre (1): HD 4+1; HP 20; AC 
  5[14]; Atk 1 club (1d10+1); Move 9; Save 13; 
  AL C; CL/XP 4/120; Special: Owns a tiger.
  Orusk’s Tiger (1): HD 6; HP 28; AC 6[13]; 
  Atk 2 claws (1d4+1), 1 bite (1d8); Move 15 
  (Swim 6); Save 11; AL N; CL/XP 7/600; Spe-
  cial: Rear claws
  
  Encounter
  Deck 2
  
  18 Stirges
  Stirges (18): HD 1+1; HP 3, 7, 7, 6, 8, 2, 5, 
  8, 3, 3, 2, 8, 5, 9, 8, 7, 7, 2; AC 7[12]; Atk 1 
  proboscis (1d3); Move 3 (Fly 18); Save 17; AL 
  N; CL/XP 1/15; Special: blood drain (1d4), +2 
  to hit bonus.
  
  Encounter
  Deck 2
  
  Young Black Dragon
  Zangathr, young black dragon: HD 6; HP 
  12; AC 2[17]; Atk 2 claws (1d4), 1 bite (3d6); 
  Move 9 (Fly 24); Save 11; AL C; CL/XP 5/240; 
  Special: Spits acid
  
  Encounter
  Deck 2
  
  Orc Phalanx
  Orcs (18): HD 1; HP 5, 8, 3, 3, 3, 5, 7, 4, 5, 
  4, 8, 6, 8, 5, 4, 4, 6, 5; AC 6[13]; Atk spear 
  (1d6); Move 9; Save 17; AL C; CL/XP 1/15; 
  Special: None.
  Shield Symbol (1d6)
  1) Red Moon
  2) White Skull
  3) Axe
  4) Blue Wolf-head
  5) Horned Skull
  6) Yellow Eye
  
  Encounter
  Deck 2
  
  Cockatrice
  Cockatrice (1): HD 5; HP 30; AC 6[13]; Atk 
  1 bite (1d3 + petrifaction); Move 6 (Fly 18); 
  Save 12; AL N; CL/XP 7/600; Special: bite 
  turns to stone.
  
  Encounter
  Deck 2
  
  Giant Spiders
  Giant Spider (1ft diameter) (4): HD 1+1; HP 
  3, 5, 7, 6; AC 8[11]; Atk 1 bite (1hp + poison); 
  Move 9; Save 17; CL/XP 3/60; Special: lethal 
  poison (+2 saving throw)
  Giant Spiders (4ft diameter) (2): HD 2+2; 
  HP 12, 14, AC 6[13]; Atk 1 bite (1d6 + poi-
  son); Move 18; Save 16; CL/XP 5/240; Special: 
  lethal poison, 5 in 6 chance to surprise prey.
  Giant Spider (6ft diameter) (1): HD 4+2; HP 
  10; AC 4[15]; Atk 1 bite (1d6+2 + poison); 
  Move 4; Save 13; CL/XP 7/600; Special: lethal 
  poison, webs.
  
  Encounter
  Deck 2
  
  Giant Constrictor Snake
  Giant Constrictor Snake (1): HD 6; HP 27; 
  AC 5[14]; Atk 1 bite (1d3), 1 constrict (2d4); 
  Move 10; Save 11; CL/XP 7/600; Special: 
  Constrict
  
  Encounter
  Deck 2
  
  Ghoul Pack
  Ghouls (4): HD 2; HP 7, 13, 2, 16; AC 6[13]; 
  Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 
  16; AL C; CL/XP 3/60; Special: Immunities, 
  paralyzing touch.
  Ghasts (2): HD 4; HP 21, 12; AC 4[15]; Atk 
  2 claws (1d3), 1 bite (1d6); Move 14; Save 13; 
  AL C; CL/XP 5/240; Special: Stench, paralyz-
  ing touch.
  
  Encounter
  Deck 2
  
  Giant Beetle Exoskeleton
  Giant Beetle Exoskeleton (1): HD 5; HP 18; 
  AC 3[16]; Atk 1 bite (2d6); Move 6; Save 12; 
  CL/XP 5/240; Special: Immune to turning, 
  unaffected by sleep, hold, and charm, immune 
  to non-blunt weapons.
  
  Encounter
  Deck 2
  
  Goblin Small-Horde
  Goblins (20): HD 1d6hp; HP 6, 5, 5, 6, 6, 4, 
  5, 5, 2, 6, 4, 4, 1, 1, 5, 3, 1, 1, 4, 2; AC 6[13]; 
  Atk 1 short sword (1d6); Move 9; Save 18; AL 
  C; CL/XP B/10; Special: -1 to hit in sunlight.
  Goblin Sergeants (2): HD 1; HP 8, 8; AC 
  6[13]; HP 7; Atk scimitar (1d8); Move 9; Save 
  17; AL C; CL/XP 1/15; Special: -1 to hit in 
  sunlight.
  Goblin Horde-Captain (1): HD 2; HP 12; 
  AC 5[14]; Atk 1 scimitar (1d8); Move 9; Save 
  16; AL C; CL/XP 2/30; Special: -1 to hit in 
  sunlight.
  
  Encounter
  Deck 2
  
  Giant Crabs
  Giant Crabs (2): HD 3; HP 15, 11; AC 3[16]; 
  Atk 2 pincers (1d6+2); Move 9; Save 14; AL N; 
  CL/XP 3/60; Special: None.
  
  Encounter
  Deck 2
  
  A Bask of Crocodiles
  Crocodiles (4): HD 3; HP 18, 20; 11, 15; AC 
  4[15]; Atk 1 bite (1d6); Move 9 (Swim 12); 
  Save 14; CL/XP 3/60; Special: None.
  
  Encounter
  Deck 2
  
  Necromancer and Minions
  Necromancer (MU5): HD 5; HP 11; AC 9[10]; 
  Atk staff (1d6); Move 12; Save 11; AL C; CL/XP 
  7/600; Special: Spells (4/2/1), +2 save vs. magic.
  Spells: Charm person x2, shield, sleep, invisibility, 
  web, lightning bolt.
  Basic Gear: Robe, staff, dagger.
  Ghouls (2): HD 2; HP 5, 6; AC 6[13]; Atk 2 
  claws (1d3), 1 bite (1d4); Move 9; Save 16; AL 
  C; CL/XP 3/60; Special: Immunities, paralyzing 
  touch.
  Skeletons (2): HD 1; HP 4, 5; AC 7[12]; Atk 1 
  short sword (1d6); Move 12; Save 17; AL N; CL/
  XP 1/15; Special: Immune to sleep and charm.
  Zombies (2): HD 2; HP 11, 3; AC 8[11]; Atk 
  1 strike (1d8); Move 6; Save 16; AL N; CL/XP 
  2/30; Special: Immune to sleep and charm.
  
  Encounter
  Deck 2
  
  Gnoll Pack 
  (leader, gnolls, hyenas, spellcaster)
  Pack Leader Akhar Khao (4HD Gnoll): HD 
  4; HP 17; AC 5[14]; Atk 1 halberd (1d10+1); 
  Move 9; Save 13; AL C; CL/XP 4/120; Special: 
  None.
  Jakuak of the Bones (Gnoll shaman): HD 
  2; HP 8; AC 5[14]; Atk 1 halberd (1d10) or 
  sword (1d8); Move 9; Save 16; AL C; CL/XP 
  3/60; Special: Spells (cause light wounds x1, 
  cure light wounds x1).
  Gnolls (8): HD 2; HP 6, 15, 10, 5, 13, 10, 11, 
  4; AC 5[14]; Atk 1 halberd (1d10) or sword 
  (1d8); Move 9; Save 16; AL C; CL/XP 2/30; 
  Special: None.
  Hyenas (3): HD 1; 4, 5, 2; AC 7[12]; Atk 1 
  bite (1d3); Move 16; Save 17; CL/XP 1/15; 
  Special: None.
  
  Encounter
  Deck 2
  
  Orcs and Shaman
  Gwathra, Orcish Shaman: HD 2; HP 8; AC 
  4[15]; Atk 1 scimitar (1d8); Move 9; Save 
  16; AL C; CL/XP 3/60; Special: Spells (cause 
  light wounds x1, cure light wounds x1). Note: 
  Gwathra’s cause light wounds spell may be cast 
  at range.
  Orcs (12): HD 1; HP 7, 4, 2, 2, 5, 4, 8, 7, 8, 
  8, 7, 4; AC 6[13]; Atk scimitar (1d8); Move 9; 
  Save 17; AL C; CL/XP 1/15; Special: None.
  Shield Symbol (1d6)
  1) Red Moon
  2) White Skull
  3) Axe
  4) Blue Wolf-head
  5) Horned Skull
  6) Yellow Eye
  
  Encounter
  Deck 2
  
  Dwarf Patrol with Giant Badgers
  Dwarfs (3): HD 1; HP 4, 4, 2; AC 4[15]; Atk 
  1 axe (1d8); Move 6; Save 17; AL L; CL/XP 
  1/15; Special: Detect attributes of stonework.
  Giant Badgers (2): HD 3; HP 22, 21, AC 
  4[15]; Atk 2 Claws (1d3), bite (1d6); Move 6; 
  Save 14; AL N; CL/XP 3/60; Special: None.
  
  Encounter
  Deck 2
  
  Giant Toads
  Giant Toads (4): HD 3; HP 13, 10, 13, 16; 
  AC 6[13]; Atk 1 bite (1d8); Move 6 (Hop 
  30ft); Save 14; AL N; CL/XP 3/60; Special: 
  Hop.
  
  Encounter
  Deck 2
  
  Ghast and Nearby Stirges
  Ghast (1): HD 4; HP 15; AC 4[15]; Atk 2 
  claws (1d3), 1 bite (1d6); Move 14; Save 13; 
  AL C; CL/XP 5/240; Special: Stench, paralyz-
  ing touch.
  Stirges (6): HD 1+1; HP 5, 4, 7, 4, 6, 6; AC 
  7[12]; Atk 1 proboscis (1d3); Move 3 (Fly 18); 
  Save 17; AL N; CL/XP 1/15; Special: blood 
  drain (1d4), +2 to hit bonus.
  
  Encounter
  Deck 2
  
  Kobolds and Pet
  Kobolds (6): HD 1d4hp; HP 4, 1, 1, 2, 1, 2; 
  AC 6[13]; Atk 1 spear (1d6) or 1 javelin (1d6); 
  Move 6; Save 18; AL C; CL/XP A/15; Special: 
  None.
  Sabre-tooth Tiger (1): HD 7; HP 33; AC 
  6[13]; Atk 2 claws (1d4+1), 1 bite (2d6); Move 
  12 (Swim 6); Save 10; CL/XP 8/800; Special: 
  Rear claws.
  
  Encounter
  Deck 2
  
  Orcs with Ogre
  Ogre (1): HD 4+1; HP 18; AC 5[14]; Atk 1 
  club (1d10+1); Move 9; Save 13; AL C; CL/XP 
  4/120; Special: None.
  Orcs (10): HD 1; HP 4, 2, 1, 6, 7, 2, 2, 2, 8, 
  5; AC 6[13]; Atk scimitar (1d8) or spear (1d6); 
  Move 9; Save 17; AL C; CL/XP 1/15; Special: 
  None.
  Orcish Shield Symbol (1d6)
  1) Red Moon
  2) White Skull
  3) Axe
  4) Blue Wolf-head
  5) Horned Skull
  6) Yellow Eye
  
  Encounter
  Deck 2
  
  Black Knight (Ftr) with rats
  Black Knight (Ftr5): HD 5; HP 36; AC 
  3[16]; Atk Two-handed sword (1d10+1); Move 
  6; Save 10; AL C; CL/XP 5/240; Special: 5 at-
  tacks vs. creatures with 1 or less hit die, con-
  trols giant rats.
  Basic Gear: Plate mail, shield, two-handed 
  sword, longsword, dagger, longbow, 20 arrows.
  Giant Rats (10): HD 1d4hp; HP 2, 4, 2, 3, 2, 
  4, 3, 1, 3, 3; AC 7[12]; Atk 1 bite (1d3); Move 
  12; Save 18; AL N; CL/XP A/5; Special: 5% 
  are diseased.
  
  Encounter
  Deck 2
  
  Mummy
  Mummy (1): HD 6+4; HP 24; AC 3[16]; Atk 
  1 fist (1d12); Move 6; Save 11; AL C; CL/XP 
  7/600; Special: Rot, hit only by magic weap-
  ons.
  
  Encounter
  Deck 2
  
  Clay Golem*
  Clay Golem (1): HD 12 (50hp); AC 7[12]; 
  Atk 1 fist (3d10); Move 8; Save 5; CL/XP; 
  14/2700; Special: Immune to slashing and 
  piercing weapons, Immune to most spells.
  *The golem is guarding something and will 
  not attack unless the adventurers deliberately 
  antagonize it.
  
  Encounter
  Deck 2
  
  Giant Fire Beetles (12)
  Giant Fire Beetles (12): HD 1+3; HP 10, 9, 
  11, 11, 5, 5, 4, 7, 9, 8, 8, 4;AC 4[15]; Atk 1 
  bite (1d4+2); Move 12; Save 18; AL N; CL/XP 
  1/15; Special: Light glands.
  
  Encounter
  Deck 2
  
  Mimic
  Mimic (1): HD 7; HP 31; AC 6[13]; Atk 1 
  smashing blow (2d6); Move 2; Save 9; CL/XP 
  8/800; Special: Mimicry, glue.
  
  Encounter
  Deck 2
  
  Lizard Samurai and  
  Lizardman Troops
  Lizardmen (4): HD 2+1; HP 11, 14, 10, 11; 
  AC 5[14]; Atk 2 claws (1d3), 1 bite (1d6); 
  Move 6 (Swim 12); Save 16; AL C; CL/XP 
  2/30; Special: Breathe underwater.
  Lizard Samurai (3): HD 3; HP 16; AC 3[16]; 
  Atk 1 sword (1d8) or 2 arrows (1d6); Move 9; 
  Save 13; AL C; CL/XP 3/60; Special: Improved 
  saving throw.
  
  Encounter
  Deck 2
  
  Salamander
  Salamander (1): HD 7; HP 23; AC 5 [14] 
  (torso); 3[16] (serpent body); Atk Touch and 
  constrict (2d8 + 1d6 heat), 1 weapon (1d6); 
  Move 9; Save 9; AL C; CL/XP 8/800; Special: 
  Heat, constrict.
  
  Encounter
  Deck 2
  
  Xorn
  Xorn (1): HD 7; HP 32; AC –2[21]; Atk 3 
  claws (1d3), 1 bite (4d6); Move 9; Save 9; 
  AL N; CL/XP 8/800; Special: Immune to fire 
  and cold, half damage from electricity, travel 
  through stone.
  
  Encounter
  Deck 2
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/Rulebooks/S&W - Encounter Deck 2.pdf