TEXT: ASLabyrinthSLord
  Adventure
  OC,"
  DUNGEONSMODULESOC,"
  TOMBSOFSTHESFEATHEREDSMAGE
  bySAndySSolberg
  ANSADVENTURESFORSCHARACTERSLEVELSS6,8
  TheSmissionSisSsimple:SventureSdeepSintoStheSwarrenSofStunnelsStheSgoblinsScallShomec
  FindSanSailingSwizardssShidingSplacecSandSbringShimSbackStoStheSOwl,FolkSinSoneSpiecez
  ButStheSgoblinsSareSlookingSforShimStooS,SitssSaSraceSagainstStimel
  gTombSofStheSFeatheredSMagegSwasScreatedSforSuseSatSOwlConS"xSinSHoustoncSTexaszS
  
  1 
   
   
  LABYRINTH LORD 
  DUNGEON MODULE OC-3: 
  TOMB OF THE FEATHERED MAGE 
  PART 1: INTRODUCTION 
  This module was designed to be run at OwlCon 35, which was 
  held at Rice University in Houston, Texas, on February 19 
  through 21 in 2016.  This module is the third in a series, and 
  the two adventures for OwlCon 33 and 34 were largely 
  positively received.  As of the writing of this introduction, 
  approximately two months after the end of OwlCon 34, 
  Dungeon Module OC-2 had been downloaded well over 300 
  times!  The Labyrinth Lord platform is ideal for creating rich, 
  detailed fantasy adventures within a throwback framework that 
  doesn’t overwhelm enjoyment of the game with a 
  superabundance of rules. 
  This adventure is free to a good home.  Feel welcome to 
  download it, share it with friends, print off or photocopy 
  portions of it for use in gameplay, and generally use/abuse it 
  to suit your roleplaying needs.  I ask only that you abide by 
  three rules.  First, share complete and unedited copies of this 
  adventure, with all attributions intact.  Second, do not profit 
  from this adventure - if you share it, do not sell it or barter 
  with it for something of value.  Third, if you enjoy this 
  adventure, please consider making a donation to the Houston 
  Food Bank.  The Houston Food Bank is a terrific charity; they 
  warehouse food products and distribute them to food pantries 
  and other charities that feed the hungry in the Houston area.  
  Thus far they have helped serve over fifty million meals to 
  people who are hungry, and they could use your support.  If 
  you can afford even a small donation, options for doing so can 
  be found here: 
  http://www.houstonfoodbank.org/donate/donate-money/ 
  If you plan to play in this module as a character, please stop 
  reading here.  The information in the rest of this module is for 
  your Dungeon Master (DM) so that he or she may guide you 
  and other players through the adventure.  Knowing the details 
  of this adventure will spoil the surprises and excitement of the 
  game for everyone concerned. 
  THE SCOPE OF THE MODULE 
  In the first module in this series, the party investigated attacks 
  upon a human settlement by owl-hybrid monsters.  The trail 
  led back to a ruined shrine, partially underground, populated 
  by many sorts of strange creatures with an unnatural kinship to 
  owls.  A civil war between two strains of owl-headed 
  humanoids had broken out, and this odd sanctuary - 
  “Parliament” - was an important battleground.  The party 
  joined the side of the Strigids against the hostile Tytonids, and 
  they were victorious in keeping Parliament from becoming the 
  staging ground for an invasion of the surface world. 
  In the second chapter of this story, the party journeyed 
  through the Dark Rookery, the expansive cavernous homeland 
  of the owl-creatures, to negotiate with the Strigid chiefs.  A 
  plan was set in motion wherein the party would recover lost 
  Owl Rings, scattered throughout the Rookery during the chaos 
  of a bloody coup, and use them to activate a teleportation 
  device.  This allowed the party, with Strigid assistance, to 
  penetrate the innermost sanctum of the Tytonid leadership 
  and assassinate the villainous individuals responsible for the 
  intra-owl strife.   
  This third module will continue the story with the Tytonids and 
  Strigids, allies once more, working to rebuild their society.  A 
  letter is discovered revealing that Ornovael, patriarch and 
  creator of the owl races, was recently alive but in need of 
  assistance, besieged by goblin-kind miles away through goblin-
  controlled tunnels.  The party agrees to traverse the dangerous 
  underground passages to seek out the ancient Dwarvish 
  temple that now serves as Ornovael’s tomb.  They solve the 
  puzzles and slay the guardians of that resting place, recover 
  the body of Ornovael, and return it safely to his disciples in the 
  Dark Rookery. 
  This module is designed for a party of five to seven characters 
  between 6th and 8th levels.  The average total levels of the 
  party should be 39.  Any mix of races and classes is 
  acceptable, but it is essential that at least one character knows 
  the Dwarvish language.  If the players do not already have 
  characters, they can use the pre-generated characters at the 
  end of this module.  If the party is weak, NPC characters may 
  be used to bolster the strength of the group.  The DM may 
  also weaken, strengthen, or otherwise change the encounters 
  in the module to create a fair and balanced adventuring 
  experience. 
  This adventure is designed to be completed in a single six-hour 
  tournament slot, requiring industrious play and fast pacing.  It 
  may also be broken up into multiple sessions for casual play.  
  In tournament action, the DM must keep events moving 
  quickly, holding the players to a minimum amount of 
  downtime to rest and recover spells, and using random 
  encounters sparingly.  Note that the module is largely set in an 
  
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  underground network of caves and tunnels populated by 
  hostile creatures, and the few communities of allies within 
  reach offer little opportunity for upgrading equipment or 
  changing spells. 
  This module is part of an ongoing series of adventures.  The 
  first two adventures, Dungeon Module OC-1: A Parliament of 
  Owls and Dungeon Module OC-2: The Dark Rookery, should 
  ideally be played before this adventure. The events and 
  background of this module lead directly into two subsequent 
  dungeon modules named OC-4: Warrens of the Night-
  Hunters, and OC-5: A Screech from Beyond. A successful 
  party may wish to continue adventuring in these locations. 
  NOTES FOR THE DUNGEON MASTER 
  This module, Tomb of the Feathered Mage, is a dungeon 
  adventure in thirteen parts. 
  Part 1 is an introduction that outlines the adventure and gives 
  the DM background information. 
  Part 2 describes an extensive warren of tunnels that the party 
  must explore to accomplish their objectives. 
  Part 3 details an occupied city of Deep Delvers and their 
  temple, which now serves as a great wizard’s final 
  resting place. 
  Part 4 provides random encounter tables for the underground 
  tunnel area described in this adventure. 
  Part 5 describes what lies beyond this adventure, in Dungeon 
  Modules OC-4: Warrens of the Night-Hunters and 
  OC-5: A Screech from Beyond, and also provides 
  suggestions for further development. 
  Part 6 outlines new monsters used in this module. 
  Part 7 details a new character class and the spells it uses. 
  Part 8 provides pre-generated player characters, should 
  players need them.  They can also be used as NPCs. 
  Part 9 is a tabulation of all combatants found in keyed areas of 
  the adventure.  This can be useful to keep handy 
  during gameplay to avoid flipping between pages 
  during combats. 
  Part 10 supplies the maps detailing the keyed areas of the 
  adventure. 
  Part 11 supplies handouts that may be provided to the players 
  for their use. 
  Part 12 is a listing of individuals to be credited and thanked. 
  Part 13 is an accounting of this product’s Open Gaming 
  License. 
  Before beginning the adventure, please read the module 
  thoroughly to become familiar with all encounters and areas.  
  The DM’s Background explains the history of adventure.  The 
  Players’ Background should be read to the players before the 
  adventure begins.  In the Encounter Keys, the encounter 
  number matches the location of the encounter on the maps.  
  The boxed encounter information can be read aloud to the 
  players at the right time.  The DM must decide how much of 
  the rest of the information should be told to players and how 
  much should be kept secret.  The DM may also add more 
  details as desired, such as room dimensions, smells, sounds, 
  tastes, feelings of hot and cold, and so on.  Plan how monsters 
  will react if the party does nothing; this is especially important 
  for intelligent monsters. 
  Many of the monsters in this module are found in the rule 
  book for Labyrinth Lord, Revised Edition (Fourth Release), 
  September 2009, as published by Goblinoid Games.  
  Additionally, for this adventure, supplemental information can 
  be found in the Advanced Edition Companion, Copyright 
  2009 - 2010, as published by Goblinoid Games. As of the 
  writing of this adventure, free PDFs of both ruleset documents, 
  with all rules but without artwork, are available at 
  www.goblinoidgames.com; PDFs or hard copies of the rules 
  with artwork can be purchased at the same site.  Complete 
  information will be given for any new monsters.  When 
  monsters or non-player characters (NPCs) are described in the 
  text, their details will be listed in the following order: 
  Name (Armor Class; Race; Hit Dice or Class/Level; hit points; 
  Movement per round; Number of Attacks per 
  round; Damage per Attack; Save as Class and 
  Level; Morale; and Alignment) 
  Armor Class = AC; Hit Dice = HD; Arachnomancer = Ar, 
  Assassin = A, Cleric = C, Druid = Dr, Dwarf = D, Elf = E, 
  Fighter = F, Gnome = G, Halfling = H, Half-Elf = HE, Half-
  Orc = HO, Human = Hu, Illusionist = I, Magic-User = MU, 
  Monk = Mk, Paladin = P, Ranger = R, Thief = T; Level = a 
  number; hit points = hp; Movement = MV; Number of Attacks 
  = #AT; Damage = D; Save = Save; Morale = ML; Alignment 
  = AL; Copper Pieces = CP; Silver Pieces = SP; Electrum 
  Pieces = EP; Gold Pieces = GP; Platinum Pieces = PP; 
  Labyrinth Lord Core Rules = LL; Advanced Edition 
  Companion Rules = AEC. 
  Race/Class/Level is used for NPCs, while Hit Dice is used for 
  all other monsters.  Where race for an NPC is not listed, the 
  default race is human.  The first movement number listed is 
  the distance that monster can move in a single round if it takes 
  no other action; the following number in parentheses is the 
  distance the monster can move and also act that round. 
  The DM should always give the player characters a reasonable 
  chance for survival.  The emphasis is on “reasonable.”  
  Although there should be a chance that an unlucky or 
  foolhardy character will die, give the party the benefit of the 
  doubt whenever possible.  Everyone should co-operate to 
  make the adventure as much fun as possible. 
  
  3 
   
  Sometimes a new player will want to join the party, or a player 
  will want to replace a character that has been killed.  The DM 
  can always treat new characters as wandering adventurers 
  exploring the above-ground wilderness area who venture down 
  through the Parliament and wish to join forces.  Characters 
  could also have been members of an expedition that entered 
  the Deepways from some other avenue. 
  DM’s Background 
  THE DOOMED ERRAND OF ORNOVAEL 
  Many years before the great mage Ornovael founded the Dark 
  Rookery, he was a wizard of ordinary abilities but 
  extraordinary ambitions.  His love for avians in general and 
  owls in particular drew him to research as much as possible 
  about all such life-forms, for he considered winged creatures to 
  represent the pinnacle of creation.  His industry at learning all 
  there was to know about birds quickly exhausted all sources of 
  lore in the world, but Ornovael’s thirst for knowledge remained 
  unquenched. 
  Ornovael turned to otherworldly sources of information.  
  Through the use of forbidden rituals and powerful 
  incantations, the wizard made contact with an intelligence 
  native to another plane of existence - a bird-headed spirit 
  calling itself Garnomon.  Garnomon listened to Ornovael’s 
  requests for knowledge, and the two struck a bargain.  
  Garnomon would grant Ornovael deep insight into the nature 
  of avian-kind, to the point of allowing him to create and 
  manipulate such life.  In return, Ornovael would become 
  Garnomon’s agent in this world. 
  Ornovael soon learned that Garnomon was a spirit with a 
  network of allies and informants across a multitude of 
  universes.  Garnomon was engaged in a war with its great 
  enemy, N’Kaa the Feaster, a powerful demoniac toad-being 
  with its own multiverse-spanning ambitions.  Across many 
  ages and a thousand worlds, the two beings fought each other 
  - N’Kaa seeking dominion over as many dimensions as 
  possible, and Garnomon laboring to tear down N’kaa’s works, 
  for while Garnomon had its own mysterious agendas, conquest 
  was not among them.  In return for granting Ornovael lore 
  and power that would advance him beyond the abilities of his 
  peers, the wizard would be obliged to act as Garnomon’s tool 
  for blunting N’Kaa’s plots. 
  Garnomon kept its end of the bargain, and Ornovael’s power 
  grew.  It was therefore no accident that when it came time for 
  Ornovael to look for a suitable place to conduct his 
  experiments into adding avian qualities to non-avian life, he 
  chose to found his Dark Rookery in a series of caverns that 
  were sacred to N’Kaa and its goblinoid servants.  N’Kaa had 
  been cultivating the goblins and growing armies it could use to 
  conquer the surface world; Ornovael’s intrusion into goblin 
  territory threw these plans into disarray.  When the Tytonids 
  and Strigids became a formidable enough force to threaten to 
  penetrate deeper into the goblin caves, N’Kaa was forced to 
  delay its ambition to rule both above and below ground. 
  Meanwhile, in the Dark Rookery’s laboratories, Ornovael’s 
  researches into hybridizing avian life-forms made great 
  advances.  Using a potent magical tool provided by 
  Garnomon, the Essential Dust, Ornovael and his Tytonid 
  servants were able to make many powerful living beings with 
  partial owl-natures.  But even as this work progressed, 
  Ornovael always kept an ear out for news of the goblins, and a 
  watchful eye looking for opportunities to further frustrate 
  N’Kaa’s plans. 
  An opportunity came one day in the form of secret emissaries 
  from another race inhabiting the deepest underground caverns 
  - cousins of dwarves known as Deep Delvers.  These creatures 
  were natural enemies of goblins, and under the guidance of 
  their goddess Kharmaram, they were a thorn in the side of a 
  portion of the goblin territory many miles distant from the 
  Dark Rookery.  But the Deep Delvers were not numerous or 
  powerful in magic, and the goblins were slowly forcing them 
  back toward their home city.  The Deep Delvers came to see 
  Ornovael to propose an alliance, and request the wizard’s help 
  in defeating the goblins. 
  Ornovael took stock of the society he had built in the Dark 
  Rookery.  The dual culture of the Tytonids and Strigids was 
  thriving; the Owl-City of Athena was built and growing; the 
  research was showing progress and needed very little of 
  Ornovael’s day-to-day attention. Ornovael judged that his owl-
  men would be able to stand on their own without him, so he 
  made plans to leave them for as long as necessary to give aid 
  to the Deep Delvers.  It was not in Ornovael’s nature to share 
  any more of his thoughts and feelings than necessary, so 
  without telling anybody of his plans other than Zavatasha, his 
  closest henchman, Ornovael set his affairs in order and then 
  quietly slipped away. 
  Ornovael and Zavatasha, originally an extra-planar ally of 
  Garnomon’s, traveled to the Deep Delvers’ city and made 
  headquarters there.  From there they worked with their 
  Dwarvish allies to make war with the goblin forces opposing 
  them.  For many months and years, while the Owl-City of 
  Athena adjusted to life under the rule of Shazzek-Ra and then 
  Haffek-Du, Ornovael helped the Deep Delvers drive N’Kaa’s 
  armies back from their city, forcing the goblins to fight 
  incursions into their territory on multiple fronts.   
  But then disaster struck.  One arcane lesson Garnomon taught 
  to Ornovael was the trick of secreting a person’s soul in a 
  magical object far removed from the body; while this would 
  
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  not grant immortality, it could at least stave off the effects of 
  aging, hunger, and thirst, and certain magical attacks.  
  Ornovael had placed his soul in a lantern and hidden it in a 
  well-defended vault on another dimension.  Unfortunately, 
  N’Kaa had recruited its own wizard, and this practitioner of the 
  magical arts devised a method for tracking Ornovael’s soul-
  emanations back to their source.  N’Kaa’s agents penetrated 
  Ornovael’s vault and gained control of his soul object.  
  Ornovael collapsed into a comatose state like a marionette 
  with its strings cut. 
  Simultaneously, N’Kaa’s goblins staged a full assault on the 
  Deep Delvers.  With Ornovael’s magical support removed, the 
  defenses of the Deep Delver city could not stand against a 
  coordinated assault by goblin troops attacking from all sides.  
  The outer defenses of the city were penetrated, and the 
  slaughter of the Deep Delvers began. 
  Zavatasha was with Ornovael when he collapsed, and she saw 
  few good options as the goblins advanced into the city.  She 
  had no magical means for escape, and the goblins had left no 
  physical retreat available either - particularly when burdened 
  with Ornovael’s limp body.  Zavatasha withdrew into the 
  Temple of Kharmaram, hoping to hide there until an 
  opportunity to get away presented itself.  She was also able to 
  get out a hasty message, a note tied to the leg of a trained bat.  
  This call for help was intended to be received by the Tytonids, 
  who Zavatasha hoped would send aid as quickly as possible. 
  The message did get through to the Tytonids, but 
  unfortunately it was received by those agents that N’Kaa had 
  infiltrated into the Tower of Tytonid Lore.  These traitors now 
  knew precisely where Ornovael and Zavatasha could be found 
  within the Deep Delver city!  They immediately sent word back 
  to the goblins, who tasked their forces with figuring out how to 
  penetrate the Temple of Kharmaram so they could capture the 
  body of Ornovael.  N’Kaa greatly desired to take the wizard 
  alive, for he would be much less useful as a corpse than as a 
  live servant. 
  The goblins tried their best to figure out how to enter the 
  temple.  Unfortunately, Kharmaram was a goddess who 
  favored cunning and the solving of puzzles and riddles, and 
  entering her temple was the first task given to priestly 
  aspirants; none of the goblins could figure out how to enter 
  the temple save for Erbilg, a self-serving assassin who found 
  that getting into the place was easier than getting out.  The 
  rest of the goblins arrayed themselves around the temple, half-
  heartedly attempting to enter while waiting for new 
  instructions. 
  Meanwhile, Zavatasha found herself inside the temple with the 
  small cadre of panicked Deep Delver priests who managed to 
  retreat there.  When Erbilg infiltrated the Temple a short time 
  later, he killed off the few remaining Deep Delvers, but 
  Zavatasha was able to barricade herself and the body of 
  Ornovael inside the crypt.  Since then she has conducted a 
  solitary defensive action against Erbilg, loyally protecting her 
  master’s body, hoping that someday help will arrive. 
  Players’ Background 
  A month ago your band of adventurers pursued owl-headed 
  monstrosities into a ruined shrine named Parliament.  You 
  have since befriended a race of owl humanoids, the Strigids, 
  searched for treasure in their enormous cavern homeland 
  called the Dark Rookery, and assisted your allies in throwing 
  down the tyrant ruler of the Tytonids, the Strigids’ sister race. 
  The Dark Rookery has enjoyed a fortnight’s peace.  In the owl 
  city of Athena, Strigids and Tytonids are once more 
  cooperating to rebuild their joint civilization and reforge the 
  bonds of friendship.  All should be well, yet you know some 
  new trouble is afoot when you are roused from sleep by an 
  urgent summons from Chitti-Zurr, the Leader-in-Peace of the 
  Strigid people. 
  “Noble surface-world allies,” implores the Strigid wise-woman, 
  “the debt owed to you by the Dark Rookery can never be 
  repaid.  Yet we must once again ask for your assistance in a 
  matter we are ill-suited to resolve on our own.  We have been 
  reviewing the records and notes of our old enemy Haffek-Du, 
  and we have uncovered a shocking treachery.” 
  A Tytonid takes up the tale: Ikkik-Thuf, irascible librarian of 
  the Tower of Lore, and an important figure in the new 
  Tytonid leadership.  “As you know, years before Haffek-Du 
  came to power, our creator Ornovael disappeared.  He told 
  nobody where he was going, or even why he was leaving; it 
  was not the way of Ornovael to needlessly explain himself.  He 
  simply left and expected us to carry on his research, and this 
  we did.  As far as any of us knew, nobody had any news of 
  Ornovael, or knew if he yet lived, for the past twenty years. 
  “However, in going through Haffek-Du’s personal archives, we 
  found a rather damning letter,” continues Ikkik-Thuf.  “We 
  believe it to be genuine: a request for help from Zavatasha, 
  Ornovael’s henchman, claiming that her master is very sick 
  and in dire need of help.”  He hands the letter to the party for 
  their inspection.  “The marginalia suggests that not only was 
  no assistance provided, but more than likely Zavatasha and 
  Ornovael were betrayed to the goblins.  We believe this letter 
  is some six months old.” 
  Provide the players with a copy of Handout #1 found in Part 
  11. 
  
  5 
   
  Ikkik-Thuf and Chitti-Zurr are worried and outraged.  They are 
  upset by the very idea that any of Ornovael’s children, Strigid 
  or Tytonid, would ignore a request to help their creator.  They 
  previously understood the degree to which Haffek-Du hated 
  and mistrusted humanity, but they had no idea this extended 
  to Ornovael as well. 
  The owl-people know very little about what the letter is talking 
  about.  They know that the goblin peoples still live in the 
  tunnels generally east of the Dark Rookery, and have some 
  kind of large city back there somewhere, but they have not 
  ventured far outside their caves.  They know goblins to be 
  cunning foes, fond of traps and ambushes, and well-suited to 
  fighting in dark tunnels.  The Tytonids and Strigids have 
  engaged in a policy of defending their home-cave without 
  aggressively pushing into goblin territory, and so they are not 
  sure what lies beyond the lands lit by the Sunslug. 
  They are aware that there are other races living in the tunnels 
  beyond the Dark Rookery - the maze of extensive 
  underground passages called the Deepways.  Early in the 
  process of colonizing and fortifying the Dark Rookery, the owl-
  people and Ornovael were visited by a deputation of Deep 
  Delvers.  The Deep Delvers are close cousins of Dwarves; they 
  are a short, broad-shouldered race with white hair that covers 
  most of their bodies.  The Deep Delvers made peaceful 
  overtures to Ornovael’s people and told them they lived back 
  in the Deepways in a city of their own, where they fought 
  against the goblins who were newcomers to this region.  The 
  two sides made promises of peaceful coexistence and 
  friendship with each other, but the Deep Delvers were 
  uncomfortable with the light intensity in the Dark Rookery and 
  soon left.  The Deep Delvers never came again.   
  The only large known entrance to the Deepways is in the 
  southeastern corner of the Dark Rookery.  Haffek-Du’s laxity 
  in homeland defense allowed the goblins to build a fortress 
  there; that strongpoint may have been destroyed by the party 
  if they adventured in Dungeon Module OC-2: The Dark 
  Rookery; otherwise, it has been sacked by the owl-folk in the 
  weeks since the two races reunited.  Either way, the ruins of 
  that fortification are now guarded over by Ippip-Yee, a friend 
  of the adventurers from Dungeon Module OC-1: A Parliament 
  of Owls, and he watches over the tunnel that leads back into 
  unknown goblin territory.  Goblins are constantly making and 
  filling in smaller tunnels - indeed, it is a necessary chore of 
  Strigid patrols to seek out goblin incursions into the Dark 
  Rookery through narrow excavations - but these lead 
  nowhere, because goblins always collapse tunnels that might 
  be followed back to their lairs. 
  Chitti-Zurr appeals to the party: please help us by entering the 
  Deepways, seeking out the city of the Deep Delvers and the 
  hiding place of Ornovael and Zavatasha, ascertaining their 
  fates, and returning them to the Dark Rookery if possible.  
  The owl-people are brave and capable, but they are not 
  explorers and feel uncomfortable outside their native 
  environment; they know the party to be both deadly and 
  effective, and think they have the best chance of penetrating 
  goblin territory to accomplish this mission. 
  The Strigids know very little about the Deepways.  They know 
  that a network of tunnels stretches for miles underground.  
  These passageways are controlled by the goblin-kind, who use 
  them to unknown purpose.  It is believed that the goblins have 
  a substantial population, and may even have a city that rivals 
  the Owl-City of Athena, but captured goblins have given up 
  very little information.  Chitti-Zurr suggests that the party 
  proceed to Ippip-Yee’s watchpost; if there is any additional 
  information available regarding what may be found in those 
  dark tunnels, it will come from him. 
  Chitti-Zurr hopes to prevail upon the party’s friendship with 
  the owl-folk, and also their sense of adventure, but she is a 
  practical Strigid and knows that risks must be balanced by 
  reward.  If the party asks for assistance, Chitti-Zurr will happily 
  volunteer to provide the party with up to 200 GP book value 
  of ordinary adventuring equipment.  Most items found in the 
  Labyrinth Lord and Advanced Edition Companion rules can be 
  made by the Strigids, but no mounts that can navigate the 
  Deepways are available, and Strigid craftsmen do not know 
  how to make armor other than shields.  The Tytonid potion-
  making laboratories are also working, and they can afford to 
  give each party member a single potion, which can be chosen 
  from the following options: Climbing, Healing, Invisibility, or 
  Water Breathing.  If pressed for additional reward, Ikkik-Thuf 
  will promise to give the party a Wand of Summoning with 12 
  charges that was found in Ornovael’s effects, but he will only 
  surrender the wand once the party returns with Ornovael or 
  with news of his fate. 
  Party members who carefully inspect Handout #1 may find 
  themselves puzzled by Zavatasha’s cryptic language in the last 
  few lines.  Chitti-Zurr will admit that she has no idea what 
  Zavatasha meant by ‘First Principals,’ but she will observe that 
  Zavatasha and Shazzek-Ra had a friendly relationship, and 
  were fond of playing word games with each other.  A close 
  review of the letter will reveal that the first letter of each line 
  spells the word ‘Miasmagoria,’ which is an important password 
  for bypassing the Tests of Kharmaram in Part 3.  Zavatasha 
  hid the password in her message because she was uncertain 
  whether her message-bat would get through, and she did not 
  want to unwittingly provide the goblins with the means to 
  enter Kharmaram’s temple. 
  If the party agrees to take on this mission, they are quickly 
  outfitted by the owl people and sent on their way to meet with 
  Ippip-Yee.  Life in the Dark Rookery is returning to normalcy, 
  
  6 
   
  and movement in the overgrown wilderness is easier now that 
  many of the most dangerous inhabitants have been killed or 
  relocated.  Travel down the river by raft is speedy and 
  comfortable.  The goblin-fortress lies largely in ruins, but Ippip-
  Yee and his mixed contingent of Strigids and Tytonids have 
  fortified the rubble enough to be able to defend the choke-
  point effectively. 
  Ippip-Yee greets the party warmly.  When he learns of their 
  mission, he soberly shares what he knows.  He and his patrols 
  have traveled several miles down the Deepways passage, and 
  judging from the movement of air, he believes it to be open.  
  Why the goblins haven’t collapsed the tunnel is a mystery to 
  him; he theorizes that they mean to use it to stage a full-scale 
  invasion of the Dark Rookery soon.  Ippip-Yee has found 
  traces of goblin footprints in the tunnel, suggesting that their 
  spies are keeping a watch upon his watchpost, but they have 
  made no attacks on his picket.  Ippip-Yee has little additional 
  information to convey, but he shares something his Strigids 
  found in the ruins of the fortress: a piece of slate carved with 
  lines and pictograms.  Provide the players with a copy of 
  Handout #2 found in Part 11.  Ippip-Yee can confirm that the 
  icons are similar to goblin graffiti that has been found 
  elsewhere; goblins don’t have a written language but use crude 
  pictures to indicate meaning. Ippip-Yee has had no luck at 
  translating the runes, but he suspects that it may be some kind 
  of a goblin map, and he hopes the party will find a use for it. 
  Ippip-Yee advises the party that he and his troops are under 
  strict instructions to defend their outpost at all costs, and they 
  cannot leave except when relieved.  They will not be able to 
  provide assistance to the party once they enter the Deepways.  
  Ippip-Yee wishes his friends the best of luck as they enter the 
  goblin passages through the bowels of the earth. 
   
   
   
   
   
   
  
  7 
   
  PART 2: THE DEEPWAYS 
  A HISTORY OF THE DEEPWAYS 
  Many centuries ago, the Deep Delvers were the dominant race 
  living deep underground.  Well-adapted to life in a lightless 
  environment, and wise in the ways of tunneling and 
  metalworking, these relatives of Dwarves built strong cities and 
  perfected the art of making war underground.  Other races 
  lived in the caves deep below the surface world as well, but 
  none could challenge the supremacy of the Deep Delvers. 
  Initially a series of natural fissures and caves linked the various 
  vaults of the underground together, but travel through these 
  passages was slow and uncomfortable.  The Deep Delvers 
  wanted to be able to travel easily among their cities, and they 
  were also fond of trade, for many of the other beings that lived 
  below ground had access to resources that the Dwarves did 
  not.  They therefore embarked on a major project, spanning 
  many generations, to widen the tunnels into vast highways 
  that ran for hundreds of miles deep underground.  Thus was 
  born the Deepways, greatest creation of the Deep Delvers, 
  and also the engine of their destruction. 
  Among the races living underground were goblins and their 
  kin.  Like the Deep Delvers, they had considerable craft in 
  digging through stone and making clever devices, but their 
  cunning could not compare to that of the Deep Delvers.  Their 
  dwelling places joined onto the Deepways, and goblins wished 
  to use them to make mischief, but they were never organized 
  enough or sufficiently determined to pose a serious threat.  
  The goblins made occasional raids and engaged in the odd bit 
  of trade, but generally did little more than make nuisances of 
  themselves. 
  Then the worship of N’Kaa the Feaster came to goblin-kind.  
  The society of goblins was transformed.  Under the leadership 
  of a succession of hobgoblin priest-kings, vast armies were 
  raised and armed.  Open war between the goblin nation and 
  the Deep Delvers broke out.  As recently as two centuries ago, 
  the goblins began to expand their territory, using the 
  Deepways as conduits to move troops and material through 
  the underground.  The Deep Delvers still had tremendous 
  cunning, but they were not numerous, while the goblins’ 
  numbers seemed countless.  Slowly but surely, the Deep 
  Delvers were pushed back; one by one their underground cities 
  were destroyed. 
  At last only the Vault of Kharmaram, the Deep Delvers’ forge 
  goddess, stood against the goblins.  It was here that Ornovael 
  and Zavatasha came to the aid of the failing Deep Delver race.  
  Ultimately their efforts were in vain; the goblin peoples 
  successfully destroyed even that city, killing or enslaving the 
  last few Deep Delvers.  That race is now effectively extinct, 
  and nothing opposes goblin dominion over the Deepways and 
  the caverns they link together. 
  Meanwhile, the goblins have acquired their own taste for 
  trade.  Their caravans now ply the Deepways, carrying wares 
  and making bargains with reluctant trading partners.  The 
  goblins have little patience for tunnel maintenance and even 
  less interest in keeping the Deepways safe from monstrous 
  threats; the highways have become somewhat dangerous to 
  travel, a risk that goblin merchants consider one of the hazards 
  of doing business.   
  But the goblins do not know all the secrets of the Deepways.  
  The Deep Delvers were a cautious people, fond of creating 
  secret bolt-holes and stashes of supplies that might be useful in 
  an emergency.  They also made a point of creating smaller, 
  hidden passageways subtly connecting their larger, more overt 
  tunnels, giving them ways to move around that other races 
  knew nothing about.  These resources of the Deep Delvers are 
  still there to be found and used, for those who know where to 
  look. 
  ANATOMY OF THE DEEPWAYS 
  This particular region of the world’s underground is a large 
  sedimentary uplift.  Classical cave formations riddle limestone 
  and gypsum formations, carved by a rich aquifer system with 
  plenty of flowing and seeping water.  Local regions of 
  sandstone and volcanic rock exist as well, but these are in the 
  minority.  The Deep Delvers began work on the Deepways 
  within an underground world full of natural voids, waterways 
  and passages.  These have been widened, reinforced and 
  graded to allow easy transit. 
  A typical Deepways thoroughfare, known as a major passage 
  or primary tunnel, varies in width from 20’ to 30’.  The ceiling 
  generally arches overhead to a height of 15’ to 20’.  In 
  sections that were worked from a natural cave-tunnel, 
  stalactites and stalagmites are common, as are other cave 
  features such as soda straws, gypsum flowers, flowstones and 
  the like.  In other tunnel sections that were carved through the 
  rock, the walls and ceiling are smooth and show signs of 
  skillful toolwork and clever engineering.  The floors of the 
  tunnels are either smooth stone or are bedded with crushed 
  gravel.  The major passages are usually level, but may exhibit a 
  slope of up to 2%. 
  Major passages commonly have many small side passages.  
  These are usually 5’ to 10’ wide and usually dead-end quickly.  
  These blind alleys may have once been more extensive 
  passages that were filled in, or they may have been false starts, 
  or perhaps were created as bolt-holes for travelers to rest 
  
  8 
   
  inside.  Every mile of major passage has dozens of such 
  openings on either side, and searching them all exhaustively 
  would result in exceedingly slow progress.  A typical 
  adventuring party can move one mile an hour down a major 
  tunnel, but if they search all the side passages, it will require 
  four hours to travel one mile. 
  Water is not hard to find in major passages; many of them 
  were created from underground riverbeds.  Small streams may 
  sometimes run along one side or another of a tunnel, but this 
  is rare; more common is for a rivulet to cross the passage, or 
  for overhead seepage to drip into pools that drain away to 
  lower levels.  The water found in these tunnels is generally 
  very fresh, having been filtered through many layers of rock 
  and sediment.  The widest rivers have stone bridges crossing 
  them; these are usually intact but show signs of wear and tear, 
  as goblin-kind are not known for their diligence in 
  maintenance. Almost without exception, underground rivers 
  are not navigable. 
  Most of the major passages are well ventilated.  Natural air 
  currents draw air along the passages, and there is usually a 
  breeze blowing constantly in one direction. Numerous cracks 
  and small clefts exist in the rock, too small for a halfling to 
  climb through, but extensive enough to sometimes reach the 
  surface world, admitting fresh air.  Rivers may sometimes suck 
  air in or out of a region.  Despite the breathable air, however, 
  many tunnels smell dank and musty.  Temperature usually 
  remains cool and comfortable regardless of the climate in the 
  world above. 
  Life abounds in the major passages of the Deepways.  Many 
  species of fungi grow here, most of it harmless, ranging in size 
  from button-sized lichens to huge toadstoods that tower over 
  the party.  Oozes smear the walls, much of it faintly 
  phosphorescent.  Fish, often blind, live in pools and streams. 
  Lizards, snakes, bats, and rats are common, especially near 
  bodies of water, and there are many species of insects, 
  spiders, and centipedes crawling everywhere.  If one were to 
  stand still in a major passage and listen, the music of crickets 
  and the chirp of bats would quickly crowd out of the other 
  sounds of the underground, such as dripping water and the 
  groaning of rocks overhead.   
  In addition to creating the major passages, the Deep Delvers 
  created a number of smaller and more secret ways.  Known as 
  minor or secondary passages, these tunnels differ from the 
  larger, more comfortable thoroughfares.  Whereas major 
  passages were designed for ease of use, minor passages were 
  built for quiet and secret travel, with a minimum of disruption 
  to the spaces traversed. 
  Minor passages typically vary in width from 10’ to 20’.  
  Ceilings are highly irregular, varying from only 5’ high up to 
  20’.  Stalactites and other cave features are commonplace, 
  and the floors have not been graded, sometimes leading to 
  difficult climbs in sections.  Occasionally a minor passage 
  requires ascending or descending through a sinkhole, wading 
  through partially submerged sections, or walking along narrow 
  and hazardous ledges.  Side-passages abound here, just as in 
  the major passages, and sometimes lead to entire small cave 
  systems.  Speed of travel through such a tunnel is never better 
  than a rate of two hours per mile. 
  Minor passages have much of the life found in major tunnels, 
  but in greater abundance, as foot traffic is less common and 
  wild animals less shy.  Larger predators are more common 
  here than in the more traveled tunnels - enormous white 
  constrictor snakes, spiders of frightening size, and other things 
  that swim and crawl infest these smaller byways.  Water is 
  readily found here, too, but it is more likely to represent 
  inconvenient and uncomfortable obstacles to progress.  Some 
  regions of poorly traveled minor passages can be quite stuffy, 
  but even the most stale air is seldom dangerous. 
  Where a minor passage branches from a major passage, the 
  entrance to the tunnel is usually not obvious.  It may be 
  cunningly hidden in one of the dead-end side corridors, or may 
  even be covered with a cleverly worked boulder that must be 
  rolled aside.  Either way, the chance for finding such a passage 
  is similar to the chance for finding secret doors, and requires 
  an active search on the part of the would-be finder.  Such 
  activity will necessarily slow travel as described above. 
  DEEPWAYS DENIZENS 
  Initially, the Deep Delvers were the dominant race of the 
  Deepways.  Close cousins to the Dwarves of the surface world, 
  the Delvers were short in stature but broad across the 
  shoulders, they had pale skin and dead white hair, and the 
  beards of the men grew so profusely as to essentially cover 
  their faces.  They had incredible ability to see in the dark (120’ 
  infravision) but were very sensitive to bright light.  Deep 
  Delvers built a culture around home cities, each of which had 
  its own god or goddess patron and featured the very best of 
  their craftsmanship, for good workmanship to the Deep 
  Delvers was a form of divine devotion. 
  Unfortunately, the Deep Delvers are now extinct, having been 
  systematically eradicated by goblin-kind; only their restless 
  spirits and their enduring handiwork linger in a few places.  
  The chief beneficiaries of this vacuum have been the 
  associated races of goblins.  Under the patronage of N’Kaa the 
  Feaster, hobgoblins dominate the other races.  Goblins are 
  weaker and less brave, and are treated as slaves by the 
  hobgoblins.  Bugbears, who are strong as well as cunning, are 
  treated better, but they are few in number and cannot attain 
  the level of accomplishment that the most capable hobgoblins 
  
  9 
   
  can achieve.  Other associated races, such as throghrin and 
  Tongueless (see Part 6) are used within goblin society as 
  specialists and shock troops.   
  Hobgoblins are highly organized and militaristic.  At the top of 
  the hierarchy is a king, but this ruler owes his position to 
  N’Kaa, so an advisory council of priests holds the true power.  
  The king directs a series of chiefs, who are rulers of a region 
  of the Deepways and have almost complete autonomy.  The 
  chiefs are also advised by priests of N’Kaa, who stay in 
  communication with one another and dispense the will of their 
  toad-god.  The chiefs in turn control platoon-sized units of 
  goblinoids, each managed by a lieutenant.  Some hobgoblins 
  have the ability to progress in one or more character classes, 
  and these often become chiefs or important advisors. 
  The hobgoblins use the Deepways to trade with other races.  
  Because there are many dangers inherent to that environment, 
  and also because they are xenophobic and fear incursions, 
  they send regular patrols through the tunnels.  Some patrols 
  are geared toward combat, and their goal is to seek out and 
  destroy anything that might be hostile; other patrols are 
  stealthier, and their duty is to give warning to nearby goblin 
  settlements that there are nearby threats.  To hobgoblins, 
  cowardice is a serious offense, and few will report retreating 
  from a fight to their chief - they are more likely to regroup and 
  attack again when the time seems ideal. 
  Another race that lives in the Deepways are the morlocks.  
  These sightless, wicked creatures are usually attacked on 
  general principle by hobgoblins, so they keep secret and 
  hidden lairs off the beaten path.  Morlocks craft nothing and 
  do not trade; other intelligent races of the underground 
  consider them to be pests and parasites.   
  A portion of the Deepways connects to a region of the 
  underground where Gnomes have their delves.  The Gnomish 
  homeland is beyond the scope of this adventure, but Gnomes 
  have been known to traverse the Deepways.  They are unlikely 
  to be encountered in the tunnels shown on the maps, 
  however, because Gnomes do not feel safe traveling so deep 
  into goblin territory.  However, they are regular, if grudging, 
  trading partners of the goblins. 
  Other races have been known to live in the tunnels.  Spider 
  Kings, detailed in Part 6, live in a fragile state of peace with 
  the goblins, but might break the truce at any time.  Various 
  sorts of intelligent undead have been known to appreciate the 
  Deepways tunnels, far from the light of day of the surface 
  world.  Kobolds make their warrens in a different part of the 
  underground world, but some have been known to venture 
  into goblin territory.  And of course, hardy explorers from the 
  surface races might be found in the Deepways at any time. 
  DEEPWAYS ENCOUNTERS 
  Refer to the Deepways Map found in Part 10.  This map 
  shows the passages that the party is likely to explore in the 
  course of this adventure.  Starting at the Dark Rookery, the 
  party must traverse a series of major and minor passages to 
  reach area 10, the Vault of Kharmaram.  The map details the 
  length of each segment of passage as well as what type of 
  passage it is.  Major passage junctions are obvious, but 
  connections with minor passages must be found as secret 
  doors. 
  Part 10 provides several pages of Deepways tunnel 
  geomorphs.  These sections of tunnel may be used by the DM 
  to stage encounters, and may be reversed or altered to allow 
  them to be used multiple times.  Separate pages are provided 
  for the larger, better-graded major tunnels, and the narrower, 
  less-comfortable minor tunnels. 
  Fixed encounter areas 1 through 10 are marked on the 
  Deepways Map.  For each such encounter area, a map is 
  provided in Part 10, and keyed information is found in the 
  section to follow.  Further detail of area 10 is found in Part 3. 
  There are two kinds of random encounters in the Deepways:  
  Wandering monsters must be checked for on an hourly basis.  
  Additionally, the typical configuration of the Deepways is 
  sometimes interrupted by unusual terrain, and this must be 
  checked for every mile of travel (meaning that no checks are 
  made if the party remains in one place).  For more details and 
  tables describing these encounter types, refer to Part 4. 
  Several places shown on the Deepways Map lead to areas 
  beyond the scope of this adventure.  The City of the Goblins 
  in particular is a dangerous place, full of fanatical goblins and 
  well-defended.  If the party moves in that direction, they 
  should encounter regular and increasingly strong goblin patrols 
  until they arrive at the impregnable walls of the city.  Should 
  an unwise party attempt a direct assault on the fastness of the 
  Goblin King, they deserve whatever fate you choose to give 
  them.  Several other tunnels lead to unexplored areas of the 
  underground; the DM can rule that these tunnels continue on 
  indefinitely, or can block them off with cave-ins, or can 
  provide their own encounter areas to supplement this 
  adventure. 
  The major passage leaving the Dark Rookery begins by 
  following a stream, but the watercourse soon splits from the 
  tunnel.  The first encounter area is five miles beyond. 
   
   
   
  
  10 
   
  Keyed Adventuring Areas
  1. TONGUELESS WATCHPOST 
   
  For this encounter, refer to the area 1 map in Part 10. 
  After the fall of the goblin fort in the Dark Rookery, the 
  hobgoblins had a decision to make regarding the defense of 
  their Deepways territory.  On the one hand, they could 
  collapse the major tunnel, making it difficult for the owl-folk to 
  pursue them.  On the other hand, the tunnels were used for 
  trade by the goblins, and they were reluctant to damage them.  
  Additionally, they hoped to eventually retake the territory they 
  had lost, and as the Tytonids and Strigids showed little interest 
  in leaving their great cavern, they saw little chance of a serious 
  invasion. 
  Their solution was to develop a relatively small, relatively quiet 
  watchpost - an inobvious fortified location where they could 
  attack invaders from ambush, and where a small force could 
  hold the tunnel for a time if necessary while sending a warning 
  ahead to the Goblin King.  The goblins chose to locate their 
  fortress adjacent to a large natural cave used by normal bats to 
  roost. 
  Within this encounter are lettered area descriptions as follows: 
  1A. As the party approaches the entrance to the cave, read 
  the following description. 
  The passage opens into a natural cavern, large enough that 
  light sources cannot reach the far side.  The floor slopes away 
  toward the center of the room, where it is some 15’ lower 
  than it is around the perimeter.  The ceiling rises out of sight 
  of what is visible at the level of the entrance. The sound of 
  trickling water can be heard, as can the rustling and twittering 
  of a large colony of bats. 
  The cave is about 50’ across.  The floor is studded with 
  numerous stalagmites, while a similar number of stalactites 
  hang from the ceiling 40’ overhead.  On the north side of the 
  room, a small waterfall drops down a natural chimney, collects 
  into a shallow stream, and drains down a crack in the rock at 
  the low point of the floor.  Along the south wall of the cave is 
  a grandiose-scaled stone throne atop a natural-appearing 
  pedestal.  A 10’-wide tunnel exits the far side of the cavern, 
  seeming to slope upward steeply. 
  A colony of several thousand bats lives in this room.  They 
  enter and leave by way of the chimney, which steadily rises 
  hundreds of feet until it opens onto the outside world.  The 
  bats have lived in this room for many generations, and thick 
  layers of guano cover much of the floor, especially in the 
  lowest parts.  The bats have grown used to the relative 
  darkness of this roosting spot, and they become disturbed if 
  bright light is brought into the cave.  Light as bright as a torch 
  or a Light spell will agitate the bats, and they will begin 
  wheeling overhead and screeching.  If a truly bright light 
  source is brought into the room, such as that shed by a 
  Continual Light spell, then the panicked bats will swarm 
  throughout the room, effectively blinding adventurers and 
  causing them to drop whatever they are holding unless they 
  pass a Dexterity check.  The bats do not attack, but the noise 
  made by the bat colony alerts the intelligent creatures in the 
  rest of this complex. 
  1B. This enormous throne is easily eight feet across and just as 
  tall.  Sitting on the throne is what appears to be the skeleton 
  of some kind of giant owl-headed humanoid, but limestone 
  drippings seem to be in the process of encapsulating the 
  corpse in sheets of stone.  There appears to be some kind of 
  sword resting on the giant’s lap. 
  This throne and the skeleton are a trap placed here by the 
  goblins.  The skeleton is not made of bone; it is cunningly 
  carved from stone, as is the ‘sword.’  If any weight greater 
  than 50 pounds is placed on the throne’s pedestal, spring-
  loaded pistons violently tip the throne toward the weight, 
  tumbling several thousand pounds of stone statuary upon the 
  intruder.  This causes 2d6 hp damage to any within 10’ of the 
  triggering individual, unless they make a saving throw vs. 
  Petrification.  This also makes a lot of noise, which agitates 
  the bats and warns the hobgoblins.  There is no treasure here. 
  1C. The tunnel ahead rises at a steep slope into the darkness; 
  it is about 10’ wide and 15’ high.  This passage was designed 
  to be a deathtrap – a gauntlet of hidden traps intended to be 
  used in the following order: 
  • 
  The tongueless at 1D first drop stalactites on those 
  passing underneath. They follow with arrows if 
  intruders are still seen. 
  • 
  Initially the pit trap into 1E is locked closed. 
  • 
  The tongueless at 1F drop their large boulder, 
  which rolls down and crushes those climbing 
  upward.  The locked pit at 1E will not open when 
  the boulder rolls over it. 
  • 
  Once the big boulder is past, the pit trap into 1E is 
  activated, causing any who step on it to fall.  
  Tongueless are waiting in the pit to attack. 
  • 
  If anybody crosses the pit trap at 1E, the tongueless 
  at 1F drop marbles, potentially causing intruders to 
  slip backward into the pit at 1E.  They follow with 
  arrows if intruders are still seen. 
  • 
  The pit trap at 1G is always activated for those who 
  get that far.  Tongueless waiting in this pit will 
  attack any who fall. 
  
  11 
   
  These defenses are operated by alerted defenders.  If the bats 
  or the collapsing throne have not raised the alarm and 
  intruders are quiet, the defenders at 1D, 1E, and 1F are not 
  watchful, and those defenses are not used.  The pit trap at 1G 
  always works automatically, however. 
  Where the tunnel at 1C enters the bat cave, an observant 
  Dwarf or Gnome character will notice that many of the 
  stalagmites are subtly different; they have been snapped away 
  during practice rolls of the boulder, but replaced with plaster 
  copies so as to not give away the game.  Similarly, while the 
  tunnel has stalagmites and stalactites from 1G onward, the 
  passage from 1C to 1F has stalactites only. 
  1D. This narrow room is about 25’ above the level of the 
  Deepways passage below.  The room is occupied by four 
  tongueless guards, fanatical devotees of N’Kaa dedicated to 
  suicidal defense of their toad-god’s holy places.  The 
  tongueless (AC 6; HD 2; hp 9; MV 120’(40’); #AT 2; D 1d3 
  (bite) and 1d6+1 (spear) or 1d6 (bow); Save F2; ML 10; AL C) 
  are new monsters described in Part 6. 
  The floor of this room is riddled with many narrow and 
  irregular holes which look down on the roof of the tunnel.  
  From below, the holes are hidden among the stalactites and 
  therefore cannot be seen, but from above they afford an 
  excellent of view of Deepways traffic.  Additionally, stout ropes 
  pass up through a handful of holes, and knots keep them from 
  slipping back down; these suspend a dozen heavy and 
  sharpened stalactites.   
  If the party has remained quiet, the tongueless guards are not 
  alerted.  They spend most of their time leaning against the 
  walls in monastic contemplation of their god’s dreadful 
  majesty, and usually keep no watch on the tunnel below.  If, 
  they are forewarned, however, then they watch the tunnel.  If 
  they see targets, one of them rings a bell suspended on a wall, 
  which alerts the rest of the complex that intruders are present.  
  The other three attack by cutting the knots on one of the 
  stalactites, which fall and attack as 3 HD creatures and do 3d6 
  hp damage on a successful hit.  These four guards will 
  continue to attack in this manner until they run out of 
  stalactites, at which point they will fire shortbows through the 
  observation holes.  Tongueless who are attacked through the 
  holes from below receive a -4 bonus to armor class.  Should 
  the rest of the complex be attacked, the guards will take up 
  their spears and move to the defense. 
  There is no treasure in this room. 
  1E. This narrow room’s floor is about 20’ below the level of 
  the passageway above.  A hinged 8’ x 8’ pit-trap drops victims 
  onto the floor of this room, where they take 2d6 hp damage.  
  The four tongueless in this room (AC 6; HD 2; hp 9; MV 
  120’(40’); #AT 2; D 1d3 (bite) and 1d8+1 (axe); Save F2; ML 
  10; AL C) will then attack, but may be surprised if an alarm 
  has not been raised. 
  Even if an alarm is raised, the tongueless ready their weapons 
  and wait.  The pit’s lid is normally locked closed, but the 
  tongueless have access to a lever that unlocks it.  When they 
  hear the big boulder at 1F roll overhead, they unlock the pit 
  trap.  These guards also have a bell they can ring when 
  intruders fall into the pit. 
  There is a small secret door in the east wall.  If the tongueless 
  find themselves exposed and in an untenable position, they will 
  retreat through the secret door and join their brethren in 1G.  
  They have no treasure. 
  1F. This room is about 20’ above the level of the passage 
  below.  An 8’ diameter round hole in the floor of the room 
  opens directly through the ceiling of the tunnel.  A canvas 
  screen painted to blend in with the cave roof mostly covers 
  this opening; gaps around this screen allow the guards in this 
  room to see intruders in the passage below. 
  These four tongueless guards (AC 6; HD 2; hp 9; MV 
  120’(40’); #AT 2; D 1d3 (bite) and 1d6+1 (spear) or 1d6 
  (bow); Save F2; ML 10; AL C) generally do not keep watch, 
  but they are alerted if the bats make noise or if other 
  tongueless raise the alarm.  If they see intruders climbing the 
  slope under their position, they will roll an enormous 8’ 
  diameter boulder, carefully worked to be essentially spherical, 
  until it drops down the hole and rips through the canvas.  The 
  boulder will crush anybody directly under it for 4d6 hp (save 
  vs. Petrification for half damage).  The boulder then rolls 
  downhill at a rate of 150’ per round.  If it strikes anybody on 
  the slope or in the bat cave, it will do 4d6 hp (save vs. 
  Petrification for half damage) and knock anybody who fails 
  their save 1d4 x 10’ back down the slope. 
  The guards then attack anybody they see in the tunnel with 
  their bows.  If the alarm at 1E is raised, indicating their pit has 
  opened, and the tongueless in this room see targets below 
  them, two of them will tip barrels full of glass beads into the 
  hole.  These beads will not cause any damage, but for one 
  round, anybody on the slope who attempts to move must 
  make a Dexterity check or slip on the marbles and slide into 
  the pit at 1E. 
  If alarms are raised from inside the complex, the tongueless 
  will switch to using spears and will move to repel intruders.  
  They have no treasure. 
  1G. In this area of the passageway, stalagmites and stalactites 
  narrow the corridor to a width of about 5’.  A hidden, hinged 
  trapdoor fills this gap; it is about 8’ long and drops 20’ to the 
  floor of a narrow room very similar to 1E.  There are four 
  tongueless in this room (AC 6; HD 2; hp 9; MV 120’(40’); 
  
  12 
   
  #AT 2; D 1d3 (bite) and 1d8+1 (axe); Save F2; ML 10; AL C) 
  who will ring a bell to raise an alarm and then attack any 
  intruders.  The fall to the floor of the room does 2d6 hp 
  damage.   
  A secret door conceals a sloping corridor leading from 1E, and 
  although tongueless from that location may retreat here, 
  cornered tongueless in this room will not retreat in that 
  direction.  Instead, they use a secret door in the north wall.  
  This door leads to vertical shaft 40’ tall.  An iron pole runs 
  vertically up this shaft, secured at the top and bottom, and 3’-
  long iron spokes jut from this hub in haphazard directions and 
  vertical spacing.  This makes this pole into something of a 
  staircase with irregular footing; the tongueless in this area can 
  navigate this hazard easily, climbing it in a single round, but 
  adventurers must either climb slowly, not more than 10’ per 
  round, or make Dexterity checks to avoid falling. 
  There is no treasure in this area. 
  1H. As the slope of the Deepways passage levels off, a secret 
  entrance to the goblin fort is concealed behind a cluster of 
  stalagmites.  It can be found as a secret door with normal 
  chances of location.  All areas beyond this door are not natural 
  caverns, but have been methodically tunneled out by 
  hobgoblins.  There is no light inside this complex. 
  1I. The goblins keep a troll (AC 4; HD 6+3; hp 30; MV 
  120’(40’); #AT 3; D 1d6 (2 claws) and 1d10 (bite); Save F6; 
  ML 10; AL C) penned in this side-cave as a guard animal.  
  They do not feed it; it is crazed with starvation but still 
  hideously strong and vicious.  The troll has an iron collar 
  around its neck, and a chain attached to this passes through a 
  hole in the wall.  This leads up to a hand-crank in area 1J, 
  where several of the tongueless can reel in the chain to pull 
  the troll back into its cave if they need to go in and out of the 
  door.  Usually, however, the troll has enough slack on the 
  chain to leave its cave; it cannot climb the stair or exit the 
  secret door, however. 
  This cave has been liberally soiled by the troll and smells 
  hideous.  The bones of an insufficiently alert hobgoblin can be 
  found here, gnawed almost to splinters; a thorough search of 
  the filth will reveal a golden brooch worth 200 GP if 
  fastidiously cleaned up.  
  1J. This cave is somewhat larger than the other spaces in this 
  complex; the roof arches 12’ overhead.  In addition to housing 
  ‘nests’ of fungal bedding for six off-duty tongueless (AC 6; HD 
  2; hp 9; MV 120’(40’); #AT 2; D 1d3 (bite) and 1d8+1 (axe); 
  Save F2; ML 10; AL C), this room has a hand-crank to reel in 
  the troll at 1I, and a large gong along the north wall.  If 
  intruders reach this location, a tongueless will strike the gong, 
  and all other tongueless will then converge on this spot.  If an 
  alarm has been raised elsewhere in the complex, these guards 
  will be awake and ready; however, if no alarm has been given, 
  they will be asleep.  There is no treasure here. 
  1K. This room is unlike others in this complex in that it is 
  secured by a sturdy door with a lock; the key is held by the 
  Master in 1L. 
  The process of transforming a hobgoblin into a tongueless is 
  traumatic, and not all aspirants survive the experience with 
  their sanity intact.  Instability among the tongueless is 
  common, and occasionally one will simply snap and go 
  berserk.  When this happens, their brethren lock it up in here, 
  and eventually a priest of N’Kaa will come to take him away 
  for sacrifice.   
  There is currently a single insane tongueless in this room; it 
  stands out of sight behind the door and savagely attacks the 
  first thing that steps into its room.  This unfortunate creature 
  (AC 6; HD 4; hp 18; MV 120’(40’); #AT 3; D 1d3 (bite) and 
  1d4+1 (2 claws); Save F4; ML 12; AL C) is unarmed but 
  attacks with teeth and claws until dead.  It has no treasure. 
  1L. This is the lair of The Master, an exceptional tongueless 
  who rules this fort.  He remains in his spartan cell, deep in 
  meditation to N’Kaa, relying on his troops to destroy intruders 
  even if alarms are sounded in areas 1D through 1G.  
  However, if the gong is rung at 1J, the Master rouses himself 
  and comes to investigate in one round. 
  The Master (AC 1; HD 7; hp 34; MV 210’(70’); #AT 1 + 
  3/2; D 1d3 (bite) and 2d8 (fists); Save Mk7; ML 11; AL C) 
  has the abilities of a 7th level Monk.  He shuns the use of 
  weapons, but he enjoys the protection of a Ring of Protection 
  +1 and a Periapt of Wound Closure.  Additionally, his metal 
  jaws are made of silver; if one turn is taken to unscrew them 
  from his skull, this novelty item could fetch 350 GP in a large 
  city.  The Master carries the key to 1K on a thong around his 
  neck. 
  1M. This small room has a heavy woven mat, 5’ x 5’, spread 
  in the middle of the floor.  A long pole with a pincer-apparatus 
  leans against the wall to the right of the entrance; to the left is 
  a shallow ledge containing a mortar and pestle.  A narrow exit 
  from the far side of the room leads to a cleft where a small 
  spring dribbles out of a crack in the wall; the water soaks away 
  through the sandy floor. 
  Tongueless have lost the ability to chew; as a result, they are 
  limited on the kinds of food they can eat.  This room is their 
  food supply.  Under the mat is an 8’-deep pit filled with 
  organic refuse, which the tongueless use as a habitat for 20 
  giant centipedes (AC 9; HD 1d4 hp; hp 3; MV 60’(20’); #AT 
  1; D poison; Save F0; ML 7; AL N).  The tongueless peel up 
  one end of the mat, fish around in the pit with the pincer-pole, 
  bring up a centipede, smash its body with the mortar and 
  
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  pestle, and feast on the mashed remains.  If the mat is 
  incautiously removed, the centipedes will come boiling out. 
  The spring serves as the watchpost’s water supply and latrine.  
  Buried under a few inches of sand is a long-forgotten silver 
  ring worth 25 GP. 
  1N. This small chamber is dominated by a bulky idol of N’Kaa, 
  the fanged toad-god of the goblins.  It is made of a polished 
  dark stone with curious red flecks in it; it is about 5’ tall and 
  squats against the far wall of the room, seeming to hover 
  possessively over a hand-beaten silver bowl worth 75 GP. 
  This shrine is sacred to the tongueless, and they will fight 
  without checking morale if intruders enter this space.  The 
  bowl contains treasure that has been sacrificed to N’Kaa: A 
  small ingot of mithril, currency used by the Deep Delvers, 
  worth 200 GP; a collection of 82 reddish-gold coins, the 
  bloodgold that serves as currency to the goblins, but spends as 
  ordinary GP in the surface world; a silver dagger worth 25 GP; 
  an onyx statuette of an owlbear worth 150 GP; and a pair of 
  brass goggles with crystal lenses.  These are Eyes of the Night, 
  magical goggles that were given as gifts by the Deep Delvers 
  to visitors in their lightless realms.  These goggles grant 
  infravision 60’ to those who have no ability to see in the dark; 
  for wearers who already have infravision, the range of their 
  sight is extended by 60’. 
  The bowl of treasure is trapped.  N’Kaa happily accepts more 
  treasure, but if the weight in the bowl is reduced, even by a 
  single coin, a gout of black smoke pours out of the idol’s 
  mouth, filling the entire room.  All within this cloud must make 
  a saving throw vs. Poison or fall into a comatose sleep for six 
  hours.  Sleepers cannot be awakened by normal means, 
  although a Neutralize Poison spell will do the trick.  Those 
  who sleep are tortured by horrible nightmares of being 
  paralyzed while a creature lurking in the darkness draws closer 
  and closer. 
  2. FISHER-VATOR 
  For this encounter, refer to the area 2 map in Part 10. 
  This encounter area occurs in a location where the Deepways 
  tunnel changes elevation by about 30’.  When the Deep 
  Delvers originally created these caverns, there was a clever 
  mechanical lift allowing for an easy ascent and descent.  
  Shortly after the goblins took control of the Deepways, 
  however, there was a major earthquake and the elevator was 
  destroyed. 
  Ever interested in finding creative new ways to avoid work, the 
  goblins devised a new method to get up and down instead of 
  rebuilding the elevator.  Using the bats found in 2B or 2D as 
  bait, the goblins have harnessed two cave fishers located in 2G 
  to provide the power necessary to climb the shaft in relative 
  safety. 
  The original Deep Delver craftsman who built the lift created a 
  secret emergency cache of valuables and supplies at the top of 
  the shaft.  It is still there, and even the goblins know nothing 
  about it. 
  Within this encounter are lettered area descriptions as follows: 
  2A. When the party enters this cave, read the following 
  description: 
  The passage narrows, but then opens up onto a cavern 
  approximately 30’ across.  It obviously was naturally formed, 
  with plenty of stalactites only about 10’ overhead, but the cave 
  walls show signs of being worked.  There is a single narrow 
  exit in the south wall.  Additionally, a shaft rises through the 
  ceiling along the east wall; it is roughly 10’ across and is too 
  smooth to be natural. 
  On the floor below the shaft opening is a chalk circle in the 
  floor, of the same approximate size and shape as the shaft 
  above.  Heaped within this circle is a pile of spongy-looking 
  fungal matter 4’ high.  Scattered in and among the fungus are 
  what look like sticks and fragile white bones. 
  The cave fishers in 2G constantly watch down the shaft 
  looking for food.  The chalk outline marks the area within the 
  fishers’ field of view; if anybody ventures inside the circle, they 
  risk being attacked by a filament.  The cave fishers fire their 
  filaments as 6 HD creatures; if a filament hits, it does no 
  damage but adheres to the target.  The glue is very strong and 
  the bond can only be severed by washing it with alcohol for a 
  turn.  The filament can also be severed, but only with edged 
  magical weapons that hit AC 1, and 8 hp of damage must be 
  done to cut through the very tough cord.  A target that is 
  struck will be reeled in by the cave fishers; they will rise to the 
  level of 2C in two rounds and up to 2G in three, at which 
  point the cave fishers will attack with their claws.  If a target is 
  missed, the cave fisher must spend a round reeling its filament 
  back in before firing again.  The two cave fishers never attack 
  the same target with their filaments. 
  The usual method used by the goblins to ascend the shaft is to 
  get a caged bat from 2B and step into the circle with the cage 
  held above their heads.  A cave fisher will shoot the cage with 
  its filament and reel it in; the goblins hang onto the cage 
  handles and are drawn upward.  When they reach the level of 
  2C, they swing horizontally and jump off, allowing the cave 
  fisher to draw up the caged bat. The fishers make short work 
  of the cage with their claws, eat the bat, and then drop the 
  bones and shards of wicker down to collect in a pile at the 
  bottom.  For the return journey, the goblins take caged bats 
  
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  from 2D, hold them into the shaft until the cave fishers take 
  the bait, and then jump down onto the spongy fungal matter 
  while the fishers are reeling in their prizes.  This jump causes 
  no damage.   
  Buried in this landing heap, along with numerous small bat 
  bones and cage fragments, are the remains of a goblin who 
  was a little too slow on the dismount and was devoured by the 
  cave fishers.  This goblin had a pair of golden incisors set into 
  its gleaming white skull, which are worth 30 GP.  Clearing 
  away the entire pile of fungus reveals a recess in the floor with 
  several broken iron gears and axles set into the rock; this is the 
  remains of the mechanical lift that was here before the goblins 
  took over. 
  2B. This irregularly worked cave has shelves along the walls 
  holding 20 cages.  Each cage is about 1’ on a side and 
  contains a single harmless bat.  One side of the cage has two 
  looped handles ideal for grasping.  The goblins feed and water 
  the bats infrequently. The use of the cages is explained in the 
  description for 2A. 
  A small cage-making workshop has been set up in the western 
  half of the room.  Goblin expeditions are often sent to area 1 
  for a fresh supply of bats.  Strands of fungus hang along the 
  walls; these are drying out and can be made into wicker in 
  several days. 
  2C. The shaft rises 30’ from 2A to a ledge at this location.  
  The chimney rises another 20’ from here to area 2G. 
  A dozen man-sized bundles hang from the ceiling of this 
  corridor.  Each bundle contains a dead, desiccated humanoid 
  corpse, carefully wrapped in webbing and dangling from the 
  roof by a thick tether of spidersilk.  The goblins traded with 
  the Spider Kings in area 4 for this food supply - the 
  mummified bodies decompose slowly, and the goblins find the 
  dried flesh delicious.  There are seven goblins, two Gnomes, 
  two morlocks, and a single Dwarf here.  The Dwarf is unusual; 
  it has fine white hair all over its body, and its beard seems to 
  take up most of its face.  These are the remains of a Deep 
  Delver.  The Spider Kings removed all magic and obvious 
  valuables from these corpses before enshrouding them, but the 
  Deep Delver has a pouch of Dammelfrond around his neck. 
  This curious-smelling tobacco is actually fungal in nature and 
  has strange and powerful effects on the nervous systems of 
  those who smoke it.  For twelve hours after inhalation of a 
  dose, the user feels dizzy and is at -2 to hit.  However, the 
  effects of pain are greatly dampened; the smoker takes only 
  half damage from weapon and natural attacks.  Dammelfrond 
  is addictive, and if more than one bowl is smoked per week, 
  the user must save vs. Poison or experience the -2 penalty 
  even when the positive effects of the fungus have worn off.  
  This addiction can be cured by use of a Neutralize Poison 
  spell.  There are three doses here. 
  There are six hobgoblins in this room.  Two hobgoblins (AC 6; 
  HD 1+1; hp 6; MV 90’(30’); #AT 1; D 1d8 (axe) or 1d6 
  (short bow); Save F1; ML 8; AL C) are nominally on watch 
  near the ledge, but their attention is only attracted to 2A if 
  loud noises are made, or if the cave fishers attack.  The 
  remaining four rest along the walls and are ready for combat 
  in a single round. The hobgoblins attack with bows at range 
  for as long as possible, switching to axes only when intruders 
  reach the ledge.  They warn their leaders at 2D and 2E as 
  soon as they can. 
  Each hobgoblin has 1d4 pieces of bloodgold. 
  2D. There are 20 more bat cages strewn around this alcove; 
  they are identical to those found in 2B.  This is also the lair of 
  Skobborth, the hobgoblin lieutenant.  Skobborth stands over 
  7’ tall and is enormously fat; he also has a foul temper, and 
  hence his subordinates are reluctant to summon him unless an 
  attack is imminent.  Skobborth (AC 4; HD 4; hp 21; MV 
  90’(30’); #AT 1; D 1d8+2 (longsword) or 1d6 (javelin); Save 
  F4; ML 9; AL C) tends to command from the rear, sending his 
  troops at 2C and 2H ahead of him to fight as long as possible; 
  however, he greatly fears Hrag-Thoth in 2E and will not show 
  cowardice to his leader.  If Hrag-Thoth dies, however, 
  Skobborth has no qualms about fleeing to survive another day. 
  Skobborth has no left hand, so he keeps his Shield +1 
  strapped to that arm, and fights with his Longsword +1 held 
  in his other hand.  Skobborth also has four javelins.  He is 
  jealous of those who have more hands than he, so he has 
  decorated his personal space with hands lopped from the 
  corpses of hundreds of humanoids.  One of them, a delicate 
  hand belonging to a female elf, still wears a fawn-colored kid 
  glove - a magical Glove of the Mint.  The wearer of this item 
  can make a fist, concentrate for one minute, and open their 
  fingers to find a single platinum piece.  This coin is real and 
  persists forever, but this power may only be used once per 
  week.  Additionally, the teeth of the user take on a platinum 
  color for a week after using this power.  Skobborth has no 
  idea that the glove is magical.  He also has a sack of 52 pieces 
  of bloodgold concealed behind one of the bat cages. 
  2E. Every surface of this side cave has been covered in 
  intricately woven webs. Elegant furnishings, including a large 
  canopied bed, many tapestries and rugs, comfortable chairs, 
  and an elaborate brass hookah are all woven into the matrix. 
  This is the private domain of Hrag-Thoth, leader of the 
  hobgoblins guarding the fisher-vator complex.  He is an 
  Arachnomancer, a caster of arcane magics related to spiders 
  and other arachnids. More details on Arachnomancers and 
  their magic can be found in Part 7. Hrag-Thoth has had many 
  
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  dealings with the Spider Kings in area 4, and has gained much 
  magical power as a result.  It is also Hrag-Thoth’s ability to 
  communicate with the cave fishers that allows this complex to 
  function for its intended purpose. 
  Hrag-Thoth (AC 4; Ar7; hp 31; MV 120’(40’); #AT 1; D 
  1d6+1 (staff); Save M7; ML 12; AL C) knows the following 
  Arachnomancer spells: 
  1st level: Chitin Armor, Detect Magic, Entangling 
  Strand, Swing (7 uses available) 
  2nd level: Burning Strand, Speak with Spiders, 
  Spider Swarm (6 uses available) 
  3rd level: Cone of Poison (3 uses available) 
  Hrag-Thoth is a tall, skinny hobgoblin with a pinched look to 
  his mouth; he is already beginning to develop a spider’s 
  mouth-parts that will be fully formed when he reaches the 8th 
  level of experience.  He wears a headdress made from the 
  exoskeleton of a giant black widow spider, and robes woven 
  from spider silk with the same markings (these are of high 
  quality and are worth 240 GP).  Every day Hrag-Thoth casts 
  Chitin Armor on himself and refreshes it as needed; this is 
  factored into his statistics above.  He carries a Staff of the 
  Tick, a +1 magical weapon that heals the wielder for 1d4 hp 
  when it draws blood from an enemy.  He also wears a Cloak 
  of Protection +1 and carries a scroll with the spells Web and 
  Dispel Magic.  He also has a purse with 34 pieces of 
  bloodgold, and two small ingots of mithril worth 200 GP each. 
  Hrag-Thoth has three crab spider companions (AC7; HD 2; 
  hp 9 each; MV 120’(40’); #AT 1; D 1d8 + poison; Save F1; 
  ML 7; AL N) who remain by his side at all times.  They are 
  well-trained to attack their master’s enemies, but Hrag-Thoth 
  must cast Speak with Spiders to deliver more elaborate 
  commands. 
  Concealed within the webbed ceiling canopy of his room (and 
  easily retrieved by his spider companions) are a collection of 
  four bolts of spider-silk, each one with tiny crabbed 
  needlepoint runes picked out in glowing thread.  These are 
  Hrag-Thoth’s spellbooks, provided by the Spider Kings, which 
  must be studied every day to refresh his spell abilities.  A chest 
  is also securely wrapped in webbing behind the bed; it takes at 
  least a turn to extricate this from its wrappings.  The chest 
  contains a small sack of ten tiny rubies worth 100 GP each, 
  and a collection of potions: Extra-Healing, Heroism, Treasure 
  Finding, and Undead Control.  These are intended to be a 
  future gift to the Spider Kings. 
  Hrag-Thoth defends this complex to the death, but will use his 
  inherent spider-climbing ability, as well as his Swing spell, to 
  move effectively around the caves.  If he is killed, his spider 
  companions will flee through the tunnels back to the Spider 
  Kings at area 4, and will report to them what they witnessed.  
  2F. A major passage extends generally east here.  Two 
  hobgoblins stand watch here (AC 6; HD 1+1; hp 6; MV 
  90’(30’); #AT 1; D 1d8 (axe) or 1d6 (short bow); Save F1; ML 
  8; AL C) and give the alert if any intruders are seen.  The 
  goblins also keep three giant gecko lizards in this location.  
  The geckos wear leather harnesses and are snubbed closely to 
  rings set into the tunnel wall.  These lizards (AC 5; HD 3+1; 
  hp 15 each; MV 120’(40’); #AT 1; D 1d8; Save F2; ML 7; 
  AL N) are used as beasts of burden and will obey the 
  commands of any goblinoid, but they will savagely bite any 
  other creature that releases them. 
  The hobgoblins each have 1d4 pieces of bloodgold, but 
  otherwise there is no treasure here. 
  2G. At the top of the shaft, 20’ above the level of 2C, the 
  chimney opens up onto ledges to the east and west.  Two cave 
  fishers make this area their lair, one resting on each ledge.  
  Cave fishers are monsters originally introduced in TSR AD&D 
  Module A-4 and were adapted for Labyrinth Lord in the 
  megadungeon Barrowmaze by Greg Gillespie; those interested 
  in old school adventures should obtain both products for more 
  information. 
  The cave fishers (AC 5; HD 3; hp 14 each; MV 15’ (5’); #AT 
  2; D 1d4+3/1d4+3; Save F3; ML 9; AL N) lurk on their 
  ledges with only their heads hanging over the shaft; they are 
  effectively AC 1 until opponents are within melee range.  The 
  cave fishers attack until dead, having been instructed by Hrag-
  Thoth to do so.  Cave fishers rarely sleep and do not move 
  much; each one’s body is half-buried in the bones of the 
  countless bats they have consumed.  There is no treasure here. 
  A jagged stub of rusting steel protrudes from the roof of the 
  shaft, providing another clue that this place once housed an 
  ancient Deep Delver construction.  The walls of the ledges 
  have clearly been partially worked, and there is a cunningly 
  hidden secret door at the back of the east ledge that can be 
  found by ordinary means and with the usual probabilities for 
  detection. 
  2H. The secret door from 2G is only about 4’ tall and just as 
  wide; a human must crouch to navigate this cramped passage.  
  The tunnel winds back about 20’ to a small cave barely 6’ tall - 
  the location of an emergency cache of goods.  The Deep 
  Delvers were fond of creating such hidey-holes; they were very 
  cautious and very conscious of the many hazards of the 
  Deepways.  The goblins are unaware of this room, as are the 
  cave fishers, and the dust in this place suggests that nobody 
  has been here for decades. 
  
  16 
   
  Numerous boxes and barrels contain foodstuffs and water, all 
  having gone to rot and contamination long ago.  Additionally, 
  there are several bales of cloth and silks that once upon a time 
  would have been valuable as trade goods, but the years have 
  not been kind, and these are so moth-eaten as to be useless.  
  However, a box contains six warhammers and six axes stored 
  in a coating of oil, as well as a functional heavy crossbow and 
  50 bolts.  A rotting sack holds six small mithril ingots worth 
  200 GP each, as well as a golden belt of fine craftsmanship 
  worth 800 GP.  Three clay pots are empty, but a fourth 
  contains two potions of Healing and one of Gaseous Form.  A 
  suit of plate armor sized for a Dwarf slumps against the back 
  wall.  Finally, a pair of lensed spectacles hangs from a peg.  
  These are magical Eyes of the Night, and these are identical to 
  those described in area 1N. 
  This room is guarded by a construct built by the Deep Delvers: 
  a Chain Snake.  These new monsters are further described in 
  Part 6.  The chain snake (AC 4; HD 6; hp 27; MV 90’(30’); 
  #AT 2; D 3d4 (bite) and 2d6 (constrict); Save F6; ML 12; AL 
  N) remains motionless, looking like a pile of rusty chains and 
  scrap iron in the middle of the room.  It attacks when 
  opponents are distracted with the treasure in the room. 
  3. THE DROWNING GOBLIN 
  For this encounter, refer to the area 3 map in Part 10. 
  Long ago, when the Deep Delvers first created the Deepways, 
  they tunneled into a cavern hundreds of feet across.  The cave 
  had been created by an underground river making a sharp 
  bend; the fast-moving currents created vortices that scoured 
  out the channel into an ever-widening gyre.  The result was a 
  lake with a rapid circulation pattern and a very deep bottom, 
  but sandy beaches where the water slowed down. 
  The Deep Delvers built a series of arched stone bridges to 
  allow travelers to navigate this cavern in speed and comfort.  
  Eventually, however, the goblins took over this section of the 
  Deepways, and took charge of the cave.  The king of the 
  goblins at the time had just ascended to the throne by 
  drowning his greatest rival; as a dark joke on a colossal scale, 
  the king chose to build a mostly-underwater statue in this spot 
  to memorialize his hated foe.   
  The goblins have not been diligent about maintenance or 
  security, however, and a powerful monster has taken up 
  residence in the cave near the bridges, which have fallen into 
  disrepair.  The goblins have chosen to circumvent the problem 
  by crossing the lake using boats, but even that passage is not 
  without its perils. 
  Within this encounter are lettered area descriptions as follows: 
  3A. When the party first enters the cavern, read the following 
  description: 
  The tunnel floor becomes sandy, and soon sounds of gurgling 
  water and chirping bats comes from up ahead.  The 
  passageway suddenly opens up onto a vast cave.  You are 
  standing on a beach made of black sand, which descends to 
  dark lake-water; the far side of the cave cannot be seen.  
  Likewise, the ceiling rapidly rises to more than 50’ overhead 
  and disappears from view. 
  The walls of the cave curve off to the left and right.  To the 
  left, the beach ends and several long canoes can be seen 
  floating in the water, tugging against stakes that moor them to 
  the sand.  To the right, a swiftly flowing underground river 
  empties into the lake, and the arch of a stone bridge seems to 
  cross it. 
  A careful examination of this sandy beach will reveal the 
  footprints of many goblins.  These footprints mainly move 
  between the Deepways tunnel and the boats to the left.  Only 
  rarely does a goblin go toward the bridge. 
  The three boats are of several different sizes, accommodating 
  between two and four passengers each.  They are in good 
  repair and have paddles inside them.  Even adventurers 
  unskilled in the use of watercraft can clumsily handle these 
  boats when traveling in a clockwise path around the lake.  
  Moving counter-clockwise is another matter; the currents are 
  too powerful to paddle against.   
  The bridge is made of closely fitted slabs of basaltic stone and 
  is about 20’ wide, with a low stone parapet on both sides.  
  The span of the bridge is about 70’ long and rises to 15’ 
  above the level of the river below.  The bridge is solidly built 
  and safe to travel across.  From the top of the arch the 
  underground river can studied closely. The water moves 
  rapidly; countless jagged rocks and submerged ceilings of the 
  river’s course makes this waterway entirely unnavigable even if 
  the powerful current can be countered. 
  3B. The first bridge arches down to a narrow strip of beach 
  beyond the river and is supported by a broad stone plinth.  A 
  second, much larger arched bridge uses the same plinth as a 
  foundation, arcing over a long span and touching down on a 
  small island over 150’ away.  The arch of this bridge rises to 
  35’ in height, and this single span’s integrity should be of 
  concern to Dwarvish or Gnomish characters, but the Deep 
  Delvers built well, and this section of bridge is also perfectly 
  safe. 
  From the top of the arch, the party will have a better view of 
  the second foundation of the arch at 3C.  The small island in 
  the middle of the bay is just a support for a plinth that rises 
  
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  15’ above the water’s surface; another arch can be seen 
  departing from the far side of the island.  The plinth itself is in 
  very poor repair; a massive crack down the middle has caused 
  the space between the two bridges to heave up, and in places 
  fragments of the stone are calving into the water; even a 
  character unfamiliar with stone construction can see that 
  walking on this surface would be very dangerous.  However, 
  some kind of a scaffold has been built around the island, and it 
  appears possible that one can carefully cross this arch, climb 
  down the scaffold to the water’s edge, pick one’s way around 
  the island to the far side, and climb up again to reach the next 
  section of bridge. 
  The damage to the plinth is an elaborate illusion created by 
  the Owl of the Deep that lairs at 3D.  This phantasm is so 
  well-crafted that no saving throw is allowed unless a character 
  attempts to physically touch the apparently unstable upheaval 
  of rocks in the middle of the plinth.  The Owl of the Deep 
  wants characters to voluntarily climb down to the edge of the 
  water so that it can easily attack without exposing itself.   
  3C. The island and the plinth are perfectly real, as is the 
  scaffold that shrouds it.  It is only the destruction in the middle 
  of the island that is illusory.  The scaffold was originally erected 
  by Deep Delvers many years ago to repair some minor 
  stonework damage, and was still in place when the goblins 
  took over, so it remains to this day.  The scaffold has plenty of 
  handholds, and it is a safe and easy climb even for armored 
  characters down to the level of the water. 
  The island is surrounded by a ledge about 4’ wide that skirts 
  the entire perimeter, only 2’ above the lapping waters of the 
  dark lake.  The Owl of the Deep (AC 5; HD 10; hp 45; MV 
  Swim 60’(20’) or Fly 30’(10’); #AT 3 (2 claws and 1 bite); D 
  2d4 (claw) or 1d6 (bite); Save M10; ML 8; AL C) lurks about 
  30’ away and just below the water, invisible even with 
  infravision.  This new monster is described in Part 6. When 
  the maximum number of characters can be affected, it surfaces 
  and fires its central eye’s blinding ray.  It then uses its other 
  eyes to paralyze as many opponents as possible before closing 
  in to attack with its claws and bite.  If the Owl of the Deep is 
  reduced to 10 hp or fewer, it will submerge and retreat to its 
  lair at 3D. 
  The Owl of the Deep was created by the Tytonids many years 
  ago, but it escaped from the laboratory and washed down-river 
  to this lake.  It considers the lake to be its domain (although it 
  only bothers the goblins when other food is scarce) and will 
  not willingly abandon its home, even upon threat of death. 
  3D. About 10’ below the water’s surface level is an opening, 
  about 15’ wide, leading to a submerged tunnel.  This passage 
  runs about 30’ to the south and east, sloping upward as it 
  goes, until it reaches a 30’ x 50’ natural cavern.  This space 
  has an air pocket, and the southern half of the cave is above 
  the water line - a sandy black beach strewn with bones of all 
  sizes.  The Owl of the Deep lurks here when it is not hunting 
  fish or larger prey. 
  The cave’s occupant is fond of treasure, and it has collected a 
  substantial amount of it over the years.  One mostly intact sea 
  chest is filled with coins and gems.  There are 397 CP, 713 
  SP, 415 GP, and 57 PP of surface minted coins, plus 239 
  bloodgold coins.  There are also a scattering of 47 gems of 50 
  GP value, 11 gems of 100 GP value, and a single lustrous blue 
  pearl worth 1800 GP.  Another box with a missing lid 
  contains platters, silverware, bowls, candlesticks, and figurines, 
  all made of various precious metals and jumbled together.  The 
  entire collection is worth 840 GP, but one innocuous looking 
  statuette, a bronze griffon, is actually a Figurine of Wondrous 
  Power.   
  The Owl of the Deep has heaped weapons and armor in a pile 
  at the back of the cave, as these items have no value to it; 
  most of them are waterlogged and rusted or warped beyond 
  use.  However, there is a suit of Splint Mail +2 sized for an Elf 
  and a suit of Scale Mail +1 sized for a Dwarf; both are still in 
  good condition.  Partially buried in the sand is a Short Sword 
  +1, and on top of the heap is a gleaming light crossbow.  This 
  weapon is a Twin Strike Crossbow, a +2 magical weapon 
  whose bolts split into two missiles when fired, both using the 
  same to-hit roll to target one opponent.   
  The Owl of the Deep is aware of the value of potions.  Three 
  of them are embedded in the sand near the waterline; these 
  potions are Healing, Invulnerability, and Plant Control.  If the 
  Owl retreats here after fighting the party, it may drink some of 
  these potions as required. 
  A formerly beautiful wedding dress has been pinned to the 
  wall.  The velvet material is ruined, but 100 GP of gold and 
  silver thread can be picked out of it.  Also, in a hidden fold of 
  the train are two items: a scroll tube containing Illusionist spells 
  of Massmorph and Greater Invisibility, and a folding fan with 
  the property of causing a Gust of Wind, as the Magic-User 
  spell, three times per day. 
  3E. The third arching bridge ends at a stone plinth on a 
  narrow strip of sandy beach jutting out into the lake.  A fourth 
  bridge crosses the river here, flowing just as swiftly out of the 
  lake as the river at 3A did flowing in.  This watercourse is also 
  impassable. 
  There is nothing of interest to be found here.  This beach is 
  sufficiently isolated from 3F that the party can safely rest here 
  (provided the Owl of the Deep has been dealt with), and as 
  long as no light or noises are made, the goblins are unlikely to 
  discover or disturb them.   
  
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  3F. The beach in this location is similar to that found at 3A, 
  with many goblin tracks going from a collection of boats tied 
  up along the north side to a Deepways major passage exiting 
  to the east.  There is no treasure here. 
  3G. If the party rows boats out into the lake, they will 
  encounter a strange sight.  At the center of the lake’s 
  circulating currents, an enormous statuary hand rises out of 
  the water, grasping upward 25’ overhead.  A brightly colored 
  blossom 6’ across sits in the crook of the upturned hand, 
  resting in a large birds-nest of fungal strands, some of which 
  are long enough to hang down and trail in the water.  The 
  whole thing gives the impression of a person holding a handful 
  of cooked spaghetti aloft. 
   
  The blossom and fungal matter is a symbiotic monster: a 
  Strander, which is described in Part 6.  The strander (AC 4 
  and 8; HD 8; hp 36 (fungal body) and hp 16 (blossom); MV 
  Fly 120’(40’) (blossom only); #AT 6 (fungal strands); D 1d8 
  each; Save F8; ML 12; AL N) waits for the party to approach 
  within 60’, then the blossom begins pulsing with a soft, 
  strobing light.  This has a hypnotic effect, which may lure 
  victims within reach of the creature’s grasping strands.  If 
  creatures seem able to resist the attraction of its light, or if the 
  party attacks with ranged weapons, the blossom will separate 
  from the strands and fly close enough to attack with its 
  lightning bolt.  The strander fights to the death and has no 
  treasure. 
  When close to the arm of the statue, adventurers with bright 
  light will be able to see there is more of the construction below 
  the water line, and the 15’-wide moon-face of a goblin is 
  visible only 10’ underwater.  Its expression is panic-stricken, 
  and its mouth is open in terror, with great bubbles 
  continuously rolling out and churning the water’s surface 
  above.  If an adventurer swims down through the cold water to 
  the statue’s mouth, they will find it opens onto a 5’-deep 
  recess occupied by many harmless white cave fish.  At the 
  back of this underwater cave is a crystal decanter that is the 
  source of the bubbles; surprising amounts of air are 
  continuously being ejected from this container.  Its stopper lies 
  nearby.  This is a magical Jug of Air; when stoppered it is 
  inert, but when opened it ejects 1000 cubic feet of breathable 
  air every turn.   
  3H. Upon approaching the north end of the lake, the party 
  will hear the creaking and groaning of boards.  A wrecked 
  boat can be seen, foundering and fetched up against the 
  jagged stalagmites that jut up near the cave walls. 
  The vessel is about 25’ feet long and is nothing more than an 
  oversized canoe whose battered bow is stuck on the rocks, and 
  whose covered stern sags down into the water.  It has been 
  here for three weeks; an enterprising human merchant used to 
  ply these waters trading on behalf of the goblins, but he ran 
  afoul of a group of lacedons, or aquatic ghouls, who recently 
  moved into the area.  The merchant and his crew have all 
  been eaten, and now the lacedons use the wreck as their base 
  of operations. 
  When the party approaches within 30’ of the wreck, three 
  lacedons (AC 6; HD 2; hp 9 each; MV Swim 90’(30’); #AT 3 
  (2 claws, 1 bite); D 1d3 (claws) and 1d3 (bite) + paralysis; Save 
  F2, ML 9; AL C) swim out from the wreck and approach the 
  boats from below.  If they gain surprise, the lacedons will each 
  attempt to overturn a boat, which they can do by hitting a 
  target of AC 4.  Characters in the water can only swim at half 
  their movement rate; those in plate armor will sink and must 
  remove their armor or drown.  Only spears, tridents, and short 
  stabbing weapons are effective in the water; all other weapons 
  are useless.   
  The leader of the lacedons is a ghast (AC 4; HD 4; hp 18; MV 
  Swim 150’(50’); #AT 3 (2 claws, 1 bite); D 1d4 (claws) and 
  1d8 (bite) + paralysis; Save F4; ML 9; AL C) who is 
  tremendously fat and lazy; it never leaves the submerged half 
  of the boat unless an intruder boards the vessel, relying instead 
  on its ghoul-pack to do its hunting for it.   
  
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  The boat’s contents are entirely picked-over and ruined.  
  However, while nothing remains of the boat’s owner, his 
  inedible equipment is heaped at the boat’s sunken stern.  The 
  merchant had a sword, a Quicksilver Rapier +1, with the 
  property that a wielder using it to attack will go first in any 
  round regardless of initiative rolls.  There are also 36 pieces of 
  bloodgold and 81 GP from the surface world, loose on the 
  boat’s bottom (the ghast ate the merchant’s money pouch) and 
  a thin piece of slate with raised markings on it.  Provide 
  players with a copy of Handout #3 found in Part 11.  The 
  words on this plate are written in a curious dialect of Dwarvish 
  - the language of the Deep Delvers.  This is in fact a map that 
  clever merchants used to traverse the Deepways after the 
  goblins took over the tunnels, but before the fall of the Vault of 
  Kharmaram.  Adventurers may find it useful to help chart their 
  course through the underground. 
  4. SPIDER KINGS 
  For this encounter, refer to the area 4 map in Part 10. 
  Spider kings are a race of intelligent arachnids that are detailed 
  in Part 6.  Although they appear similar to other giant spiders, 
  they are both highly magical and telepathically aware.  Spider 
  kings can share senses with ordinary and giant spiders, and 
  can issue commands to them as well; this allows communal 
  swarms of spiders to coordinate and act intelligently. 
  The spider kings moved into the Deepways after the goblins 
  assumed control of the tunnels.  They are nominally allied with 
  the goblins, and frequently cooperate with them (see area 3).  
  They are also interested in trade, and allow safe passage 
  through the tunnel regions they control in exchange for 
  payment.  However, spider kings are opportunistic and 
  untrustworthy, and more than one incautious traveler has met 
  their end cocooned in a spider king’s web. 
  This encounter area occurs at a bend in a Deepways major 
  tunnel.  The spider kings have arranged this intersection to bar 
  merchants from passing unless they pay a toll, and only then 
  will they be led safely through a warren of spiders to continue 
  their journey.  The spiders will observe travelers constantly, 
  however, and will ambush them at any sign of weakness. 
  Within this encounter are lettered area descriptions as follows: 
  4A. When the party first approaches this spider-infested 
  warren, read the following description: 
  Strands of gossamer fibers, silken and pale white, are seen 
  haphazardly adorning the walls and ceiling of the passage.  
  The appearance of these threads is very much like that of 
  spider silk, but these appear to be afterthoughts or cast-aside 
  remnants - no webbed structure can be seen capable of 
  capturing prey. 
  On either wall of the passage, small side chambers are seen.  
  These are little more than alcoves, ranging from 4’ to 8’ 
  across, and never deeper than 15’.  The silken threads are 
  more common inside these rooms, but who or what created 
  them cannot be seen. Some of the alcoves, and the threads 
  inside them, seem to have been thoroughly blackened by fire. 
  Up ahead, a barrier blocks the way.  It appears to be made out 
  of this same web-stuff, but it is tightly woven and opaque, 
  blocking the entire passage vertically from floor to roof. 
  The side alcoves are the abandoned lairs of giant trapdoor 
  spiders.  No spiders are found here; after a merchant band of 
  Gnomes burned out a few of the lairs (in vengeance for the 
  kidnapping of some of their traveling companions), the spider 
  kings relocated them inside the warren for more protection.  
  All these side chambers are empty. 
  The blockage of the passage ahead is actually just a curtain of 
  dense webbing, well fastened at the roof but unattached at the 
  walls and floors.  This material is not sticky and can be easily 
  pushed aside, but it does block vision.  Many of these curtains 
  are found throughout the spider king warrens, and are useful 
  in keeping intruders from being able to see too far ahead.   
  4B. Beyond the curtain, the passage opens upon a chamber 
  60’ across and arching 25’ overhead.  This room is a four-way 
  intersection; four 20’ tunnels exit the room, each seeming 
  identical to the others, and all shrouded by curtains a short 
  way in.  The walls and ceiling of the chamber are covered with 
  a layer of webbing 4” thick.  In contrast, the floor is clean and 
  well-swept, still somewhat irregular, but polished and devoid of 
  webbing, sand, or grit.   
  Resting on the floor in the center of the room is a large 
  earthenware platter, some 4’ across.  Treasure is heaped 
  inside it - 62 SP, 102 GP plus 184 more pieces of bloodgold, 
  14 PP, 6 gems worth 50 GP each, and a small bundle of 12 
  Arrows +1.  Above this bowl, four giant crab spiders hang 
  from the ceiling.  These spiders (AC 7; HD 2; hp 9 each; MV 
  120’(40’); #AT 1; D 1d8 + poison; Save F1, ML 7; AL N) 
  watch the entrance to this place, and the spider kings see what 
  they see and control their movements. 
  If the spiders see intruders, they do not attack.  Instead, they 
  run down the walls, one taking up position at each of the 
  three exits from the room, and the fourth seeming to caress 
  the treasure bowl.  The standard arrangement, which is known 
  by merchants who frequent the area but which the party must 
  intuit, is for travelers to place sufficient treasure in the bowl to 
  allow for safe passage, and then the spiders (at the direction of 
  the spider kings) lead them through the warren in safety.  A 
  typical amount of treasure is 5 GP, or an equivalent value, per 
  person.  If this amount of treasure, or a single obviously 
  
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  magical item of any sort, is placed in the bowl, then the 
  spiders examine it closely and then gesture for the party to 
  follow them.  The spiders will lead the adventurers around the 
  blocked passages at 4C, through the spider hulk room at 4F, 
  and out to the passage leaving the complex to the southeast. 
  If the party attempts to take any of the treasure, the spiders 
  attack at once, and the entire complex of spiders mobilizes to 
  repel intruders.  If the party leaves too little treasure for their 
  numbers, the spider observing the bowl seems to become 
  agitated and holds up a piece of bloodgold, then tosses it into 
  the bowl emphatically.  If the party still doesn’t get the 
  message, the spiders advance warningly, and attack if the 
  party doesn’t leave.   
  If party leaves much more treasure than is usual - multiple 
  magical items, or large amounts of gold - the spider kings 
  become intrigued and plot an ambush of the party.  This is 
  mostly likely to happen when the party passes through area 
  4F.  The spider kings also become interested if the party 
  openly displays the ability to cast spells; ambitious spider kings 
  stand to gain in power if they can devour a Magic-User’s brain. 
  Beyond this room, the passage walls and ceilings are entirely 
  shrouded in webbing, and these conceal multiple occupied 
  giant trapdoor spider lairs.  Giant trapdoor spiders are identical 
  to giant black widow spiders in the LL rules, but their poison 
  paralyzes for 1d6 turns instead of killing, and they have the 
  ability to surprise opponents on a roll of 1, 2, or 3 on a d6 
  when they emerge from their lairs. The doors of their lairs are 
  found as typical secret doors.  The trapdoor spiders (AC 6; 
  HD 3; hp 14 each; MV 60’(20’); #AT 1; D 2d6 + poison; 
  Save F2; ML 8; AL N) will not attack if the party is led past 
  them by the crab spiders, although they may ominously peek 
  out of their trapdoors as the adventurers pass by.  There is no 
  treasure in any of their lairs. 
  4C. There are two such locations in the warren.  In each 
  location, the spiders have spun webs from floor to ceiling in 
  multiple overlapping sheets.  These webs looks like the 
  curtains that hang elsewhere in the lair, but touching the 
  material will reveal that it is very sticky, and the layers of 
  webbing are ten or more feet deep.  Touching this webbing 
  requires a Strength check to get loose, or the assistance of 
  untrapped friends.  Even with fire and swords, these walls of 
  webbing will take at least 12 turns to clear out.  Any attempt 
  to do so will be detected by the spiders, if they are not already 
  aware of the party, and they will immediately mobilize to 
  attack.  There is no treasure here. 
  4D. This web-shrouded and multi-lobed cave is the literal nerve 
  center of the spider warren, as it is the lair of the pair of spider 
  kings who coordinate the actions of their subordinate 
  arachnids.  The brash young upstart, Crooked-Mandible, lives 
  in the alcove to the north, while his elder and matriarch, Ate-
  Her-Own-Mother, dwells in the spur to the east. 
  Crooked-Mandible (AC 8; HD 6; hp 27; MV 60’(20’); #AT 1; 
  D 1d6 + poison; Save M6, ML 8; AL C) is a relatively young 
  spider king.  He was sent to this place by his spider elders to 
  assist the aging Ate-Her-Own-Mother, but also to assess if her 
  infirmities have made her weak, in which case he is to devour 
  her and assume leadership of the complex.  Thus far his 
  cunning superior has eluded Crooked-Mandible’s attempts to 
  wrest control.  He knows the following Magic-User spells, 
  which he casts at 5th level: 
  1st level: Burning Hands, Magic Missile 
  2nd level: Darkness Globe, Ray of Enfeeblement 
  3rd level: Fire Ball 
  Ate-Her-Own-Mother (AC 8; HD 8; hp 36; MV 0’; #AT 1; D 
  1d6 + poison; Save M8; ML 8; AL C) is quite old and feeble; 
  her furry exoskeleton has turned bone-white, her eyes are 
  glazed over and no longer function, and her legs have 
  shriveled away to the point where they no longer will carry her 
  weight.  Her ruined body still houses an agile mind, however, 
  and her mastery of spiders and magic make up for her 
  physical disabilities.  She can certainly still bite if any intruder is 
  so rash as to approach within her reach!  Ate-Her-Own-
  Mother knows the following Magic-User spells, which she casts 
  at 7th level: 
  1st level: Charm Person, Enlarge, Shield 
  2nd level: Invisibility (already used), Scare 
  3rd level: Dispel Magic, Fly 
  4th level: Polymorph Others  
  The two spider kings are attended at all times by six giant 
  tarantulas (AC 5; HD 4; hp 18; MV 120’(40’); #AT 1; D 1d8 
  + poison; Save F2; ML 8; AL N).  There is also a single crab 
  spider (AC 7; HD 2; hp 9; MV 120’(40’); #AT 1; D 1d8 + 
  poison; Save F1; ML 7; AL N) that remains on the ceiling of 
  the room and serves as Ate-Her-Own-Mother’s eyes and ears.  
  Every day the spider king casts Invisibility on this crab spider, 
  and it remains motionless on the ceiling even if there is a fight, 
  only moving to the attack if Ate-Her-Own-Mother is 
  threatened directly. 
  Twenty-four silk-shrouded bundles hang from the ceiling of the 
  large central room, carefully tended by the tarantulas.  These 
  are the bodies of humanoids, mummified and paralyzed by 
  tarantula poison, then bitten by the spider kings until their 
  internal organs turn to jelly.  This is the food supply for the 
  
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  spider warren, but the spider kings sometimes sell any extra 
  corpses they may collect, as the goblins consider the liquefied 
  flesh to be a delicacy.  There are a mixture of goblins, 
  morlocks, and gnomes here, with a sprinkling of surface 
  humanoid races.  All are very dead and have no treasure. 
  In the event that intruders enter this area, Crooked-Mandible 
  emerges from his curtain and, using telepathy, angrily 
  announces that the party will soon join the larder before 
  ordering his spiders to attack. He hangs back, using offensive 
  spells as long as possible before joining melee.  In contrast, 
  Ate-Her-Own-Mother remains hidden in her alcove, and in 
  fact her curtain is indistinguishable from the eastern wall of the 
  room unless it is directly interacted with.  Ate-Her-Own-
  Mother will cast Fly on herself, and then will use the senses of 
  her subordinate spiders to use support spells such as Charm 
  Person or Dispel Magic, cast through the curtain so as to not 
  directly reveal her presence.  She also summons the other 
  spiders in the warren to come to the defense.  Only if the 
  situation is dire will she emerge, casting Shield and Polymorph 
  Others before attacking with her wand. 
  Crooked Mandible has a silken scroll of Magic-User spells 
  Interposing Hand and Cloudkill, and will use these in combat if 
  pressed.  Ate-Her-Own-Mother has a Wand of Lightning with 
  9 charges.  Additionally, there is one more bundle hanging up 
  in the alcove of Ate-Her-Own-Mother, and it is wriggling 
  slightly.  This is a paralyzed female Elf, Gardilaria: (Elf F/M 
  4/4, hp 19, S15 I13 W6 D10 C13 Ch9, AL L).  Gardilaria 
  was captured by goblins several weeks ago while adventuring 
  on the surface; they traded her to the spider kings, and Ate-
  Her-Own-Mother is preparing to devour her brain.  If the party 
  leaves, the next time they return the spider king will have 
  attained the 8th level of Magic-User spell-casting ability.  
  Gardilaria is very ill but within a day will recover fully from the 
  effects of the paralytic poison; if offered the opportunity, she 
  will gratefully join the party’s adventure as a loyal follower. 
  4E. A version of a trapdoor spider’s secret door is here, 
  concealing the entrance to the spider kings’ cache of treasure.  
  Spider kings are not inherently interested in coins and trinkets, 
  but they understand trade, and magic very much intrigues 
  them.  In particular, the spider kings would love to learn the 
  secrets of brewing magical potions, and are always interested 
  in acquiring more for study. 
  The spider kings do not use chests or other such containers, 
  but instead wrap their goods in tight, 3’-diameter webbed balls.  
  These can easily be cut open with a blade.  The contents of 
  these treasure balls are as follows: 
  • 
  Ball #1: 591 GP in surface coinage, 830 pieces of 
  bloodgold, and 2 ingots of mithril worth 200 GP 
  each. 
  • 
  Ball #2: A collection of potions, each individually 
  wrapped in webs to prevent breakage.  The potions 
  are Healing (x2), Extra-Healing, Poison, Treasure 
  Finding, Oil of Slipperiness, and Human Control 
  (Elves). 
  • 
  Ball #3: A loose jumble of jewelry and small 
  precious objects made of copper, silver, and gold.  
  Most of the objects are worth very little, but in 
  aggregate the collection is worth 700 GP.  Mixed in 
  with the non-magical items are a Necklace of 
  Adaptation and a Medallion of Thoughts. 
  • 
  Ball #4: A Wand of Trap Detection (9 charges), 
  Gauntlets of Ogre Power, a silver salt-shaker (worth 
  100 GP) containing four pinches of Dust of 
  Disappearance, and a Mace of Unity.  This powerful 
  +2 weapon has the special property that if 
  minimum damage is rolled, the actual damage done 
  is maximum - but the target takes on a minor 
  physical resemblance to the wielder, and vice versa.  
  These changes are permanent.  Changed features 
  might be taking on a goblin’s slightly pointed ears, 
  or a mild sharpening of one’s teeth, for instance. 
  Individual hits will not change the wielder much, but 
  anybody who goes to war against goblins will end 
  up looking very goblin-like … 
  Loose on the floor in the back of the room are the personal 
  effects of Gardilaria in 4D.  In addition to a collection of 
  adventuring gear, she has an Elf-sized suit of Chainmail +1, a 
  Spear +1, a silver dagger, a potion of Speed, and a spellbook 
  containing the Magic-User spells Charm Person, Detect Magic, 
  Light, Read Magic, Arcane Lock, Detect Invisible, and Web. 
  4F. The corridor flares out into a cave over 50’ wide, partially 
  naturally formed and with a sandy floor.  Moisture seeps up 
  through the sand here, making this place perpetually soggy. 
  Lurking against the east wall of the cave is the corpse of a 
  monstrous spider; it stands ten feet tall and is very hairy.  It is 
  difficult to tell that the spider is not alive, as its exoskeleton is 
  intact; it appears at first glimpse like a motionless spider. 
  This spider hulk is effectively a zombie, having been animated 
  by Ate-Her-Own-Mother using a scroll of Animate Dead.  The 
  spider hulk (AC 8; HD 10; hp 45; MV 60’ (20’); #AT 1; D 
  1d12; Save F5; ML 12; AL N) is filled with numerous small 
  spiders the size of a gold piece, and when mentally ordered by 
  the spider kings, these smaller creatures motivate the spider 
  hulk to attack.  At the same time, hordes of the spiders 
  emerge from the corpse and swarm adventurers, effectively 
  attacking as two separate castings of the spell Insect Swarm.  
  If the spider hulk is destroyed, the spider swarms disperse. 
  There is no treasure here. 
  
  22 
   
  5. ICE FISSURE 
  For this encounter, refer to the area 5 map in Part 10. 
  The Deep Delvers were responsible for linking together 
  caverns and passages to create the Deepways, but they were 
  far from the first beings to take up residence in the 
  underground world.  Whole civilizations have risen and fallen 
  through the ages, and although they are long gone, some few 
  traces of their presence remain, although often there is little 
  evidence to glean regarding who these ancestral underground 
  dwellers were. 
  This cave houses one such artefact: an enormous archway, 
  fully one hundred feet across, made of some unknown sort of 
  bluish rune-carved stone.  This arch is a planar gate, a one-
  way portal that leads from the Elemental Plane of Ice.  This 
  strange plane of existence is tremendously cold, inhospitable 
  to most life familiar to the characters, but nevertheless home 
  to many sorts of creatures that love ice, and snow, and the 
  absence of sun.  No hints remain behind regarding who built 
  this gate or to what purpose. 
  The gate is located on the southwest end of natural void in the 
  rock hundreds of yards across.  A glacier slowly emerges from 
  the gateway, flows down a slope in the cavern to the 
  northeast, and drops down an enormous sinkhole to a lower 
  series of caves.  Lifeforms that appreciate the cold have taken 
  up residence here, having either migrated through the gate or 
  come from more local climates.  The resourceful Deep Delvers 
  chose to make this cavern yet another node on their 
  Deepways network, and the goblins and other merchants 
  routinely travel through it still - but there is danger here, and 
  those who cross the ice fissure must be wary. 
   
   
  Within this encounter are lettered area descriptions as follows: 
  5A. When the party approaches the entrance to the ice 
  fissure, read the following description: 
  Normally the tunnels of the Deepways are dark, illuminated 
  only by the light you have brought, or by the occasional 
  phosphorescence of fungi.  However, up ahead a faint blue 
  glow suffuses down the passage.  The temperature of the 
  tunnel you are in drops precipitously, and then the crunch of 
  snow can be heard and felt beneath your feet. 
  The tunnel opens up into a vast cavern hundreds of feet 
  across, and over a thousand feet long.  The extents of the 
  space can be seen because the ground appears to be an 
  enormous sheet of ice - a glacier, riddled with cracks and 
  crevasses, glowing faintly blue. 
  The level of the ice is some 30’ below the floor of the tunnel; 
  a steep, frost-coated stair is carved from the rock and descends 
  to the glacier below.  Pinned to the walls of the tunnel are a 
  dozen or more inexpertly tanned white furs, perhaps placed 
  here as a warning. 
  The roof of the cavern overhead arches as high as 200’ above 
  the center of the ice, and many icicles hang down from above.  
  The temperature in the entire cavern is well below freezing; a 
  cold wind blows through the portal from the Elemental Plane 
  of Ice, and it carries flurries of snow and sleet with it as it vents 
  to the north down the ice gyre at 5L.  Gusts of snow arise 
  unpredictably, and at such times visibility is no better than 10’, 
  but when the weather calms down, one can see clear across 
  the cavern. 
  The climb down the cave wall to the surface of the glacier 
  appears dangerous, because the coating of ice on the stone 
  steps makes them potentially treacherous to the incautious, but 
  travelers who take their time do not expose themselves to risk.  
  Those who move at half their speed have no chances of 
  slipping; otherwise, characters must make a Dexterity check 
  (Thieves may roll a Climb Walls check if they prefer) to avoid 
  falling from the stair.  The drop from the tunnel’s lip does 3d6 
  hp damage.   
  The glacier’s surface slopes generally downward toward the 
  northeast.  A dusting of snow and ice crystals covers a fairly 
  slick sheet of ice.  Here, too, characters must move at half 
  speed or risk losing their footing.  Slipping on the ice causes 
  no damage, but those who fall will find themselves sliding 
  uncontrollably to the northeast at a rate of 30’ per round 
  unless characters are roped together.  Every round a character 
  is allowed a Dexterity check to arrest their slide; those with ice 
  axes in their hands make this check with a -4 advantage.   
  Cracks and crevasses have formed in the glacier’s surface.  
  These vary in breadth from a hand-span to 10’ or more wide; 
  
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  those who fall into the larger cracks will drop up to 50’ and 
  take 5d6 hp damage before the narrowing walls arrest their 
  fall.  Even then, the unfortunate characters will wedge in the 
  crack and require assistance of others to get loose and climb 
  out.  Ice axes allow a +10% bonus to a thief’s Climb Walls 
  ability when used in crevasses. 
  From the top of the cliff-stair, a number of tunnel exits can be 
  seen in the walls of the cavern, 20’ to 40’ above the ice.  
  None look particularly different from the others; it is up to the 
  characters to establish which cave may represent an exit from 
  the ice fissure.  One cave to the extreme northeast glows with 
  an intense and sickly green glow that makes all observers 
  uncomfortable. 
  The furs pinned to the walls of the tunnel are Owlverine pelts.  
  Owlverines are detailed in Part 6; they are the most aggressive 
  predators in the ice fissure, and goblins periodically send 
  patrols to reduce their numbers.  One fur on the east wall 
  covers an alcove that holds a stash of supplies useful to glacier-
  traversing merchants: four ice-axes (these are one-handed 
  weapons that do 1d4 hp damage), six heavy fur cloaks that 
  allow a +2 saving throw versus cold-based attacks (but are too 
  warm to wear in normal temperature conditions), and two 50’ 
  coils of rope. 
  5B. This 20’-wide tunnel is reached by climbing a 40’ stone 
  stair similar to the one found at 5A.  More owlverine pelts line 
  the walls, and one of them conceals another cache of ice 
  equipment, also identical to 5A.  The tunnel continues on into 
  the Deepways. 
  5C. Each of these two 20’-wide tunnels is reached by climbing 
  a 30’ stone stair similar to the one found at 5A.  These used 
  to be tunnels leading into the Deepways, but 50’ back from 
  the ice fissure cavern, a collapse has blocked each passageway 
  entirely.  No amount of clearing will reveal an open tunnel, 
  and each turn of digging there is a 1 in 6 chance that an 
  unstable ceiling will collapse, doing 3d6 hp damage to all in 
  the passage (save vs. Petrification for half damage). 
  5D. This 10’-wide tunnel is reached by climbing 20’ up a 
  sheer cliff wall; a few iron spikes can be seen driven into 
  cracks in the stone, but these have mostly rusted away and will 
  not hold weight.  Thieves can climb this surface at the usual 
  chances. 
  The tunnel leads to a shallow cave that clearly was once used 
  as a camp.  The remains of a fire can be found in a hollow in 
  the center of the cave, and bricks of some kind of dried fungus 
  appear to have been used as fuel.  Nobody has been here for 
  months, perhaps years. 
  Buried in the ashes of the fire is an old smoking pipe.  The 
  stem has sheared away, making it useless, but the shank and 
  bowl are carved from a whale’s tusk and are very well crafted.  
  The pipe, if repaired, could fetch 90 GP.  The bowl of the 
  pipe is still stuffed with a fungal analog of tobacco, and this is 
  still dry.  This stuff is called dammelfrond and is commonly 
  used in the Deepways; this substance is describe in area 2C.  
  There is a single dose in the pipe. 
  5E. This 10’ tunnel is reached by climbing a jumble of ice 
  blocks; a Dexterity check (or Climb Walls ability) is required to 
  ascend to the passage.  This leads to a 30’-deep cave that is 
  used as a lair by a pack of six owlverines.  The owlverines (AC 
  6; HD 4; hp 18 each; MV 180’(60’); #AT 3 (2 claws, 1 bite); 
  D 1d4 (claws) and 1d8 (bite); Save F4; ML 11; AL N) have 
  excellent senses of hearing, and if parties crossing the ice 
  make noise louder than quiet talking, the pack will hear them 
  and come to stalk their prey.  Owlverines also have excellent 
  scent ability and can track prey even when visibility is poor.  
  Their vision is weak, however, and entirely quiet prey is hard 
  for them to target. 
  The owlverines were more escaped experiments of the 
  Tytonids; they are very well suited to the environment of the 
  ice fissure, and are successfully breeding.  There is a clutch of 
  four eggs the size of bowling balls at the back of the cave; 
  these will not be ready to hatch for weeks.  The lair is also full 
  of bones and owl pellets - the feeding habits of owlverines are 
  truly disgusting - and the shredded remnants of unlucky goblins 
  can be found here as well.  Industrious treasure-finders can 
  collect a total of 42 pieces of bloodgold from this place, and 
  will also find a strange piece of jewelry - a kind of golden stick-
  pin in a vaguely serpentine shape.  This is a goblin tongue-
  piercing, used to make a tongue more toad-like for N’Kaa’s 
  faithful, and is worth 140 GP in precious metals. 
  5F. This 20’-wide cave entrance is reached by climbing a 40’-
  tall rope ladder that is spiked in place at the top.  The ropes 
  are covered with ice, but the ladder is safe. 
  The entrance leads 30’ back to a shallow cave that appears to 
  have been used as a campsite.  However, this is a trap set by 
  the goblins, who stop by from time to time to see if they have 
  caught any prey. The center of the cave is a 6’-diameter fire 
  pit filled with blackened ashes, but the hilt of a sword is visible 
  sticking out of the mess.  Anybody who touches this hilt 
  triggers an enormous spring-loaded bear trap that rises out of 
  the ashes to snap shut on the victim’s arm; this does 4d6 hp 
  damage (no save), and its jaws can only be opened by two 
  people simultaneously making strength checks; the trapped 
  person cannot help.  The bear trap is chained to the floor 
  below the ashes; the ‘sword’ is just a snapped-off hilt, and 
  there is no treasure here. 
  5G. This 10’ wide tunnel is reached by climbing a 20’ stair 
  similar to the one at 5A.  Once at the level of tunnel, it can be 
  
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  seen that an unnaturally smooth sheet of vertical ice blocks off 
  this tunnel about 10’ back from the top of the stair.  This was 
  originally created by a Wall of Ice spell, but something about 
  its proximity of the portal to the Elemental Plane of Ice has 
  made the spell permanent. 
  The wall is about one foot thick and has been here long 
  enough that it is no longer translucent, as it has been 
  repeatedly etched by whirling particles of windborne ice.  This 
  ice may be chipped away or melted; 120 hp of damage are 
  necessary to make a hole, but most weapons do half damage; 
  only ice axes, blunt weapons and fire do normal damage.  
  Once a hole is made, the entire wall collapses, revealing that 
  the 30’-diameter cave beyond is full of 20 skeletons (AC 7; 
  HD 1; hp 5 each; MV 60’(20’); #AT 1; D 1d6; Save F1; ML 
  12; AL C), which were trapped here long ago by an evil cleric 
  for some unknown purpose.  They have no treasure. 
  5H. This 30’-wide tunnel glows with a venomous green light 
  that seems to flicker for some unknown reason.  It has a 
  hypnotic effect, and when any creature approaches within 
  500’, it must make a saving throw vs. Spells or have a 
  Suggestion implanted in its mind that it must climb to reach 
  the cave.  Those who wish to travel to the cave must cross the 
  ice gyre at 5L, then climb a jumbled pile of ice and rock.  
  Dexterity checks or a Thief’s Climb Walls ability are required to 
  make this ascent.  A roaring sound can be heard coming from 
  the tunnel. 
  The passage leads back 50’ to a worked stone cavern 40’ 
  across.  Four torch cressets hold iron rods whose tips seem to 
  burn with an eerie green flame; these are the result of 
  Continual Light spells and do not actually cause fire damage.  
  The inhabitant of this place is a flesh golem, its skin faintly 
  translucent and glowing from within with an intense green fire.  
  The flesh golem (AC9; HD 9; hp 40; MV 90’(30’); #AT 2; D 
  2d8/2d8; Save F9; ML 12; AL N) implacably attacks all who 
  enter its cave. 
  An intruder is already present. A large polar bear (AC 6; HD 
  6; hp 23 out of 36; MV 120’(40’); #AT 3 (2 claws, 1 bite); D 
  1d3 (claws) and 1d6 (bite); Save F3; ML 8; AL N) was 
  attracted by the green glow, and it is locked in a fight to the 
  death with the flesh golem, but the bear’s natural weapons are 
  incapable of damaging the construct.  If the party defeats the 
  flesh golem and expects gratitude from the injured and 
  bewildered bear, they are sorely mistaken; the foul-tempered 
  beast will turn and attack its saviors.  The only exception to 
  this might be that a Druid or Ranger may attempt to influence 
  the bear’s reaction; if they can achieve a 6 or lower on a 
  reaction check, the bear will leave in peace. 
  Against the back wall of the cave is a bronze statue of some 
  kind of fire demon; it has a stricken look on its face, and the 
  hilt of a two-handed sword juts from its chest.  This is a real 
  sword, a Frost Brand, and it can be only be removed once the 
  flesh golem is destroyed.  When this sword glows, it glows with 
  the same green light seen on the torches and golem. 
  5I. The portal to the Elemental Plane of Ice stands here.  The 
  rime-encrusted blue stone of the archway bears runes that 
  Magic-Users may recognize as pertaining to creating passages 
  between planes of existence.  An opalescent pale blue opaque 
  material fills the archway; it is entirely resistant to passage 
  from the side of the ice fissure, but anything on the other side 
  can move through freely.  It is intensely cold near the arch; 
  those who approach within 10’ will take 1d6 hp cold damage 
  every round, and those who unwisely touch the blue stone of 
  the archway will take 2d6, no save, regardless of magical 
  protections.   
  A group of ice toads lurks on the other side of the gate, trying 
  to decide whether to hop through.  The approach of any 
  character within 60’ makes their minds up; the five ice toads 
  (AC 4; HD 5; hp 23 each; MV 90’(30’); #AT 1; D 3d4; Save 
  F5; ML 7; AL N) leap through the opalescent material (which 
  is quite transparent from the other side) and immediately 
  attack.  They have no treasure. 
  5J. A very wide crevasse runs laterally down the length of the 
  glacier; it is 15’ wide in many places, and the only really safe 
  way to cross it is to go around it.  Jumping can be attempted, 
  but this would require a running start (necessitating Dexterity 
  checks to avoid slipping) followed by a successful Strength 
  check to reach the other side.  Those who fall into the 
  crevasse will fall 60’, take 6d6 hp, and become trapped. 
  Near the midpoint of the length of the crevasse, exploratory 
  characters may look down into the depths and see an ice 
  sledge, fully packed and wedged between the two sides.  It is 
  20’ down from the glacier’s surface and is securely lodged in 
  the ice.  This sledge was used by merchants who ran afoul of 
  the owlverines; no other remains of these unfortunate travelers 
  can be found. 
  Intrepid parties can climb down to investigate the ice sledge 
  and its contents.  The sledge is carefully packed, secured with 
  cords and furs, and any attempt to incautiously loose the cords 
  risks spilling the contents into the depths below, never to be 
  recovered. A Thief may use their Pick Pockets or Find and 
  Remove Traps abilities to safely open the bundle. The sledge 
  contains many packets of spices, well preserved by the cold 
  and worth 1200 GP in a major city.  There is also a bottle of 
  exceptionally fine wine worth 175 GP, a pair of silken slippers 
  sewn with seed pearls worth 150 GP, a box of sterling silver 
  service worth 50 GP, an Arrow of Direction, a Pearl of Power 
  (1st level), and a Tome of Communication.  This magical book 
  must be read uninterrupted for a full week to gain the benefit 
  
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  of its powers.  The reader must choose two languages spoken 
  by any sort of intelligent creature, and at the end of the week 
  the reader will permanently understand those languages.  The 
  ink on the pages disappears as the words are read, meaning 
  only one creature can benefit from reading this book. 
  Finally, at the bottom of the sledge is a thin piece of slate with 
  raised markings upon it.  Provide players with a copy of 
  Handout #3 found in Part 11.  The words on this plate are 
  written in a curious dialect of Dwarvish - the language of the 
  Deep Delvers.  This is in fact a map that clever merchants 
  used to traverse the Deepways after the goblins took over the 
  tunnels, but before the fall of the Vault of Kharmaram.  
  Adventurers may find it useful to help chart their course 
  through the underground. 
  5K. A dome of ice thrusts up from the otherwise smooth 
  surface of the glacier; it is 200’ across but only about 10’ in 
  elevation, and jagged cracks crisscross the surface.  This is the 
  lair of a sizable remorhaz, or ice worm, which came through 
  the gate several days ago and is preparing to molt before 
  looking for new prey.  The remorhaz (AC 0/2/4; HD 10; hp 
  45; MV 120’(40’); #AT 1; D 6d6; Save F10; ML 10; AL N) 
  can feel footsteps on the ice of the dome; it will ravenously 
  erupt from the center of the dome and charge to the attack.  
  The 32’-long remorhaz has a deadly swallow attack. 
  If the remorhaz is defeated and allowed to cool down, it can be 
  cut open.  At one point it swallowed a large amount of gold, 
  which melted in its gut but could not be digested; once it is 
  allowed to cool, it turns into a lump worth 890 GP.  
  Additionally, it once ate a Druid whose equipment was 
  destroyed by the worm’s interior fires, except for his Staff of 
  Forest Fires.  This magical item is a +1 weapon, and it has 9 
  charges.  One charge spent can cast Heat Metal on any 
  creature hit with the staff; one charge spent can also cast 
  Produce Flame.  Two charges used will cast Flash Fire.  This 
  item is usable by Clerics or Druids. 
  5L. The northeastern knuckle of the cavern lies above a huge 
  sinkhole.  The glacier drops down into a lower series of caves 
  here, whirling in slow motion like water going down a drain.  
  The ice is choppy and broken here, interrupted by many 
  crevasses and cracks that make traveling across this portion of 
  the cave very hazardous indeed.  Every turn of travel, all 
  characters must make Dexterity checks or fall through a thin 
  sheet of ice into a crack ranging from 10’ to 40’ deep.  No 
  character will be able to move faster than 30’ per round. 
  A character capable of turning to gaseous form may be able to 
  travel down the sinkhole and discover a series of caverns, 
  partially submerged in glacial meltwater.  Further development 
  of these areas is left for the dungeon master. 
   
  6. THE GOLD WORKS 
  For this encounter, refer to the area 6 map in Part 10. 
  Bloodgold is the coin of the goblin realm, and the source of 
  bloodgold is the mine and foundry complex that goblins call 
  The Gold Works. Using slave labor, generations of goblins 
  have extracted gold from the mines, used acid and other exotic 
  substances to purify it, and thrown the bodies of spent slaves 
  into the molten metal to give it its characteristic red coloration.  
  The Gold Works is one of the sources of power of the goblin 
  kingdom. 
  Chief Gurroktt has been placed in charge of The Gold Works 
  by the Goblin King himself.  The position is a powerful one, 
  and gives Gurroktt much status, but he is expected to meet or 
  exceed production goals or lay his head on the chopping 
  block.  Chief Gurroktt was therefore understandably concerned 
  when seams of poisonous gas began leaking into the mines, 
  making them completely unusable.  It was only by securing the 
  services of a renegade Gnomish alchemist that Gurroktt was 
  able to deliver adequate amounts of bloodgold to keep himself 
  alive.  Chief Gurroktt is on edge, however; if the Goblin King 
  learns the truth about the Gold Works’ new operation, he is 
  worried that he will be judged a failure, and then execution 
  would be the least of his worries. 
  Within this encounter are lettered area descriptions as follows: 
  6A. When the party first approaches the entry cavern, read 
  the following description: 
  The passage opens up onto a mostly unworked natural cavern, 
  about 30’ wide and 80’ long.  The uneven floor is at least 40’ 
  below the entrance, full of sharp stalagmites and jagged 
  outcroppings.  The ceiling is equally rough and 20’ overhead. 
  A bridge spans the cavern.  A shaky-looking suspension of 
  planks and ropes is anchored at the mouth of the tunnel on 
  the near side of the cavern, and flush against the surface of the 
  far wall.  There the bridge terminates in front of a sturdy-
  looking door. 
  A careful examination of the far side of the wall reveals two 
  things: First, there is a peep-hole set in the middle of the door.  
  Second, the ropes that hold up the suspension bridge do not 
  actually anchor on the far wall; they pass through narrow 
  holes in the surface of the rock and disappear from sight. 
  In fact, the ropes holding up the bridge pass through the wall 
  and tie into knots in room 6B.  The hobgoblins there are 
  supposed to keep an eye on the bridge at all times by using 
  the peephole, but the hobgoblins are too lazy to do this, 
  relying instead on the fact that if any significant weight is 
  placed on the bridge, the ropes creak.  The goblin watchers 
  
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  are supposed to cut the ropes if any significant threat 
  approaches the door.  The fall to the floor below will do 5d6 
  hp damage. 
  The door is very sturdy, and is one chance in six more difficult 
  to force than a typical door.  It has a lock, and this can be 
  picked with the usual chances for success. 
  6B. This watchpost is guarded by ten hobgoblins (AC 6; HD 
  1+1; hp 6; MV 90’(30’); #AT 1; D 1d8 (axe) or 1d6 
  (shortbow); Save F1; ML 8; AL C), four goblins (AC 6; HD 1-
  1; hp 4; MV 60’(20’); #AT 1; D 1d6 (handaxe); Save F0; ML 
  7; AL C), and a single hobgoblin sergeant (AC 5; HD 4; hp 
  18; MV 90’(30’); #AT 1; D 1d8+1 (axe) or 1d6 (shortbow); 
  Save F4; ML 9; AL C) who has the key to the door.  They do 
  not keep an especially close watch on the bridge at 6A, in part 
  because they are engaged in their favorite sport: forcing small 
  animals to fight each other.   
  The hobgoblins have created a 10’-diameter ring of sandbags 
  in the middle of the room to serve as their pit.  In this pit they 
  have placed a fire beetle (AC 4; HD 1+2; hp 7; MV 120’(40’); 
  #AT 1; D 2d4; Save F1; ML 7; AL N) and a vampiric giant 
  bat with clipped wings (AC 6; HD 2; hp 9; MV 60’(20’); #AT 
  1; D 1d4 + paralysis; Save F1; ML 8; AL N).  The goblins are 
  currently attempting to induce the miserable creatures to fight 
  by prodding them with wires they have heated in a banked fire 
  along the south wall of the room.  If released from the pit, the 
  bat and the beetle will attack goblinoid targets before all 
  others. 
  Despite their distraction, the goblins will hear the creak of the 
  ropes if anybody attempts to cross the bridge.  They will ready 
  missile weapons, and the sergeant will look through the 
  peephole.  If he believes the door will be compromised, he will 
  authorize the goblins to cut the bridge ropes and then throw 
  the door open.  The hobgoblins will attack with missile 
  weapons as long as possible; if melee reaches the room, the 
  goblins will join in the defense.  Each hobgoblin has 1d4 
  pieces of bloodgold, except for the sergeant, who has 12.  
  Goblins are not allowed to keep treasure. 
  Along the north wall of the room is a large brass gong and a 
  hammer.  If more than half the hobgoblins are killed, a goblin 
  or hobgoblin will ring this gong once, alerting the rest of the 
  complex that this room requires defense (the guards at 6J ring 
  their gong twice).  Reinforcements will arrive in 2 rounds from 
  6E, in 3 rounds from 6P, and in 4 rounds from 6J.  Chief 
  Gurroktt will arrive from 6L in 6 rounds.  No other creatures 
  will leave their rooms. 
  Beyond this room, most of the passages in this complex are 
  20’ wide and arch to 15’ tall in the center.  Passages are 
  generally unlit, but each occupied room maintains a brazier of 
  glowing coals - goblins don’t need light to see by, but they love 
  fire and will stare at it and play with it endlessly. 
  6C. This is a reasonably well-appointed kitchen with a huge 
  fireplace, many tables and chopping blocks, and pots and 
  kitchen implements of sorts arrayed around the room with no 
  particular organization.  There are also many racks of spices 
  and condiments - one thing Chief Gurroktt won’t tolerate is 
  flavorless food. 
  This kitchen is the domain of Spazzichur, an elderly goblin 
  matron who doubles as both the cook and the priestess of 
  N’Kaa.  Spazzichur is chopping up a rotting arm and throwing 
  the pieces into a stew pot to make her famous Zombie Stew.  
  When she needs meat, Spazzichur calls forth a single zombie 
  from 6D and makes stew out of it.  She makes separate 
  batches of stew for each squad of hobgoblins.  Most of the 
  time, she casts Purify Food and Drink on the stew before 
  serving it; this makes it palatable (if not tasty).  When the 
  supply of zombies is low, however, she serves the stew ‘as is’.  
  The goblins and hobgoblins who consume it fall ill within four 
  hours and die within a day, coming back as more zombies for 
  the stewpot.   
  Spazzichur (AC 5; HD 5; hp 23; MV 60’(20’); #AT 1; D 
  1d4+1 (machete); Save C5; ML 9; AL C) may be a mere 
  goblin, but she is very crafty and is feared by all the goblinoids 
  in the complex.  If threatened by adventurers, she will cower 
  and claim, in broken Common, to be a simple and harmless 
  old goblin crone who means no harm, and will even help guide 
  the party if they will spare her life.  This is a lie, of course; she 
  will cheerfully betray any gullible adventurers to the closest 
  goblin detachment, or she may just open the door to 6D and 
  stand back. 
  In the event that a fight breaks out, Spazzichur will rely on her 
  spells, which she casts as a 5th level Cleric: 
  1st level: Purify Food & Drink (x3) 
  2nd level: Hold Person, Resist Fire 
  3rd level: Striking 
  Spazzichur is likely to cast Resist Fire on herself, then run into 
  the fireplace and tip over a cauldron of boiling oil.  This will 
  spill all over the kitchen, doing 2d6 hp fire damage to all 
  within 15’ (save vs. Breath Attacks for half).  While the goblin 
  stands in the fire, those who wish to engage her in melee 
  combat will take 1d6 hp fire damage. 
  Spazzichur has a single potion of Healing hidden in the folds 
  of her apron for emergencies.  Her treasure is in area 6M. 
  
  27 
   
  6D. There are 14 zombies in this room.  The zombies (AC 8; 
  AC 2; hp 9 each; MV 120’(40’); #AT 1; D 1d8; Save F1; ML 
  12; AL C) continuously press against both doors into the 
  room; if either door is opened (and no evil cleric is there to 
  command them), the zombies emerge and attack anything 
  they see.  Because they do not discriminate regarding who to 
  attack, they are not usually used by the goblins for defense.  
  However, if the situation looks dire, a goblin might throw 
  open the door to the hall and run. 
  6E. Each of these two barracks rooms serves as quarters for a 
  goblin squad, consisting of ten hobgoblins (AC 6; HD 1+1; hp 
  6; MV 90’(30’); #AT 1; D 1d8 (axe) or 1d6 (shortbow); Save 
  F1; ML 8; AL C), four goblins (AC 6; HD 1-1; hp 4; MV 
  60’(20’); #AT 1; D 1d6 (handaxe); Save F0; ML 7; AL C), and 
  a single hobgoblin sergeant (AC 5; HD 4; hp 18; MV 90’(30’); 
  #AT 1; D 1d8+1 (axe) or 1d6 (shortbow); Save F4; ML 9; AL 
  C).  The hobgoblins have cots to sleep on, and the goblins 
  have heaps of rags.  These squads alternate shifts with the 
  guards at 6A and 6J. 
  The troops here are resting.  It takes them a round to take up 
  arms and ready themselves if the alarm is sounded, or if 
  intruders surprise them.  Each hobgoblin has 1d4 pieces of 
  bloodgold, except for the sergeant, who has 12.  Goblins are 
  not allowed to keep treasure. 
  6F. This large room is irregularly worked, with a ceiling 20’ 
  overhead.  Cart tracks exit the room through two tunnels 
  which are braced with beams; these have the appearance of 
  mining tunnels.  A track turntable is set into the floor.  The 
  tracks terminate alongside a large handcrank-operated winch 
  mechanism suspended above a rectangular shaft dropping 
  through the floor level.  Several blocky shapes along the walls 
  near the winch turn out to be mining carts, stored upside 
  down.  This room appears abandoned. 
  There is a layer of dust covering everything here, and the 
  winch and cart axles have clearly not been greased in a long 
  time.  The winch used to raise and lower a platform to reach a 
  lower series of mining tunnels, but the platform has fallen 
  away, leaving a frayed rope wound around the mechanism.  
  The mining operations here have been shut down for months 
  owing to the buildup of dangerous gas in the mine shafts. 
  The tunnels, both the two exiting this room to the southeast 
  and the ones at the bottom of the 120’-deep shaft, have 
  dangerous levels of a colorless, odorless gas.  Once a creature 
  that breathes air has been in any mining tunnel for a turn, they 
  must make a saving throw versus Poison or lose 1d6 hp.  
  They must make another save every turn that they are 
  exposed to the gas.  The tunnels run for miles and are a 
  twisting labyrinth of passages in which an incautious explorer 
  can easily lose one’s way. 
  The mining tunnels are empty, except for abandoned rusting 
  mining equipment and the occasional heap of bones of a 
  goblin or slave that died from the gas.  If a Dwarf or Gnome 
  takes the time to look, they can still locate gold-producing ore.  
  Every turn they can find 10 GP worth of ore, but this weighs 
  100 lbs and must be processed in order to purify the precious 
  metal.  Additionally, every turn spent in the mining tunnels 
  there is a 1 in 6 chance of encountering a Xowl, a new 
  monster detailed in Part 6. These creatures are unaffected by 
  the poison gas and are happy to pick through the mines 
  looking for the odd gemstone without anybody disturbing 
  them.  The xowls (AC 0; HD 7; hp 32; MV 90’(30’); #AT 4 
  (3 claws, 1 bite); D 1d3 (claws) and 4d4 (bite); Save F7; ML 
  10; AL N) are not inherently hostile, but they are ravenous for 
  gemstones and will eagerly attack any character carrying 
  some.  These creatures were created by the Tytonid Magic-
  Users, but their ability to phase through rock made them 
  impossible to contain, so they escaped and are now breeding 
  freely in the wild.  Each xowl has consumed a lot of gold-
  producing ore in the course of their search for gems, and their 
  unique digestive system has accumulated pure gold nuggets 
  worth 1d4 x 100 GP. 
  6G. This room is the quarters of the hobgoblin jailers. Slave-
  handling and torturing are respected professions in the goblin 
  set, and the two individuals who live here have a great deal of 
  status. 
  Torrglut is the slave-master.  He is enormously fat and strong, 
  and he carries a Man-catcher +1, a magical polearm.  This 
  weapon does 1d4+1 hp damage, but a humanoid hit by this 
  weapon must make a Dexterity check or have their neck 
  caught in a spiked vise.  Escaping the vise is not easy, 
  requiring a Force Doors or Find and Remove Traps check.  
  Any creature caught in the man-catcher must allow Torrglut to 
  move them where he wants, or they will take an automatic 
  2d6 hp damage each round.  Torrglut (AC 5; HD 5; hp 23; 
  MV 90’(30’); #AT 1; D 1d4+2; Save F5; ML 10; AL C) will 
  attempt to use his man-catcher to trap an opponent and drag 
  them into a cage (Torrglut knows the secret of releasing the 
  vise), then attack another target.   
  Siffrok is the torturer.  He is small and quick, and he carries a 
  Rapier +1.  Siffrok knows the secrets of extracting the 
  maximum suffering from a humanoid.  With every successful 
  attack, he can choose one of the following three effects:  
  • 
  Cause his opponent to bleed 1 hp per round for 6 
  rounds unless healed. 
  • 
  Cause his opponent to save vs. Paralysis or be 
  unable to take an action for 1 round. 
  • 
  Reduce his opponent’s movement rate to 0 for 3 
  rounds.   
  
  28 
   
  Siffrok (AC 4; HD 5; hp 23; MV 120’(40’); #AT 1; D 1d6+1; 
  Save F5; ML 10; AL C) will take up a 15’ bullwhip if 
  opponents stay out of range; with this weapon he only does 
  1d3 hit points but can inflict his special attack damage as well. 
  The room is full of racks, iron maidens, stocks, bastinados, 
  and other more cruel and exotic instruments of torture.  
  Torrglut and Siffrok are inseparable friends and consummate 
  professionals, eating and sleeping in this room in order to 
  keep watchful eyes on their charges in rooms 6H and 6I.  If 
  either hobgoblin is killed, the other will go berserk with rage, 
  attacking at +2 to hit and damage for the rest of the combat. 
  Torrglut and Siffrok have pooled their treasure.  Hidden at the 
  bottom of a chest full of manacles and ball-gags is a sack 
  containing 461 pieces of bloodgold, an ingot of mithril worth 
  200 GP, and a jar of Ointment of Healing (5 doses).  The keys 
  to the cells hang on a hook. 
  6H. Each of these rooms contains 7 to 10 emaciated slaves.  
  They are all 0 level humans, Elves, Dwarves, and Halflings, 
  with the occasional orc.  They live in terrible squalor, but 
  Torrglut and Siffrok know just how much neglect and horror 
  can be visited on their subjects without killing them.   
  These slaves all wish to be free, but are very weak and cannot 
  defend themselves.  Only escorting them back to the safety of 
  the Dark Rookery will spare their lives.  The slaves are grateful 
  if they are rescued, but none of them have the ability to 
  provide the party with a reward. 
  6I. This cell is behind two locked doors.  Suspended in a rig of 
  straps, collars, and chains is a male human who, despite his 
  emaciation, seems inappropriately cheerful.  This is Darligan 
  Jimmy, a legendary Thief, rogue, and escapologist from the 
  surface world. 
  Darligan Jimmy (H T11, hp 43, S13 I13 W11 D18 C13 
  Ch17, AL N) found himself owing large sums of money to 
  several criminal organizations, so several months ago he chose 
  to join an adventuring expedition that took them deep 
  underground.  The rest of his party was killed or lost, and 
  Darligan Jimmy wound up here.  He has given Torrglut fits by 
  escaping any cell he’s locked up in, hence the elaborate rig to 
  keep him imprisoned.  As it is, these means of securing the 
  slippery man have not been effective; Darligan Jimmy has 
  escaped several times and has concealed a crude set of thieves’ 
  tools and a dagger under a loose rock in the corner of his cell.  
  He has been stymied by not knowing how to survive the dark 
  tunnels of the Deepways, however, and so he has remained 
  put until a workable escape plan presents itself. 
  Darligan Jimmy will gratefully join a party, and although he is 
  not especially brave, he will lend his skills to their benefit if 
  properly equipped.  However, he is something of a sociopath 
  and has no qualms about stealing from his rescuers.  Darligan 
  Jimmy carefully cases the party, identifying small valuable 
  objects; when the opportunity presents itself for a clean 
  getaway, he steals as much of value as he can and disappears. 
  Any Thief character can make an Intelligence check to realize 
  that Darligan Jimmy is wanted by the underworld.  If he is 
  returned alive to a major city, several Thieves’ Guilds will make 
  good on paying a reward of 5,000 GP. 
  6J. This exit from the complex has two portcullises made of 
  wrought iron bars.  They are spaced 40’ apart and are 
  controlled by hand-cranked winches on the left and right walls 
  of the guardroom. 
  This nexus is guarded by a squad consisting of ten hobgoblins 
  (AC 6; HD 1+1; hp 6; MV 90’(30’); #AT 1; D 1d8 (axe) or 
  1d6 (shortbow); Save F1; ML 8; AL C), four goblins (AC 6; 
  HD 1-1; hp 4; MV 60’(20’); #AT 1; D 1d6 (handaxe); Save 
  F0; ML 7; AL C), and a single hobgoblin sergeant (AC 5; HD 
  4; hp 18; MV 90’(30’); #AT 1; D 1d8+1 (axe) or 1d6 
  (shortbow); Save F4; ML 9; AL C).  Their orders are to 
  verbally challenge any who approach the outer portcullis, allow 
  through any who pass the initial challenge, but inspect them 
  carefully between the two gates before letting them in.  The 
  bars provide no cover from goblin arrows if they choose to 
  attack. 
  One property of the portcullises is that only one may be 
  opened at a time; if one gate is opened, no amount of force 
  will lift the second.  The goblins have a brazier of coals and a 
  warning gong; if the gong is rung, reinforcements will arrive 
  from area 6P in 3 rounds, from 6B in 4 rounds, and from 6E 
  in 5 rounds.  Chief Gurroktt will appear in 6 rounds.  No other 
  creatures will leave their rooms. 
  The goblins spend their time engaged in a contest of slapping 
  each other in the face; the hobgoblins offer critiques and judge 
  the contest.  They are reasonably alert, however, and will 
  notice obvious intruders and investigate loud noises.  Each 
  hobgoblin has 1d4 pieces of bloodgold, except for the 
  sergeant, who has 12.  Goblins are not allowed to keep 
  treasure. 
  6K. This room is plainly some kind of a metallurgy workshop.  
  A huge clay vat in the northeast corner contains aqua regia, a 
  powerful acid that irritates the mucus membranes of anybody 
  in the room.  Next to it, a huge crucible is melting a lump of 
  gold with a curiously red tinge.  In the center of the room are 
  two large, flat tables, each of which has a thin sheet of reddish 
  gold metal lying on top of it. 
  This room is the place where bloodgold is made into sheets 
  and struck into coinage.  Aqua regia is used to reduce the gold 
  into a reasonably pure powder, which is melted in the retort 
  
  29 
   
  and cooled in sheets of gold.  The sheets are then laid on the 
  tables, which can be triggered to magically stamp out coins. 
  This room is occupied by Gurroktt’s two assistants, who are 
  hobgoblin sergeants (AC 5; HD 4; hp 18; MV 90’(30’); #AT 
  1; D 1d6+1 (hammer); Save F4; ML 9; AL C).  One of these 
  hobgoblins will smash the aqua regia vat with his hammer, 
  flooding the room with acid; everybody in the room (including 
  the hobgoblins, who didn’t think this through) must save vs. 
  Breath Attacks or take 2d6 hp acid damage.  The hobgoblins 
  attempt to lure combatants to jump up on the coin stamping 
  tables; if they do, the hobgoblins pull a lever and an unseen 
  magical force smashes the victim down on the table, doing 
  3d6 damage and leaving many tiny round imprints on their 
  exposed flesh, each of which bears an image of the face of the 
  Goblin King.   
  The corpse of a slave lies slumped in the corner nearest the 
  retort; the hobgoblins were about to throw his body into the 
  crucible to tinge the gold red.  The gold in the retort will 
  require a full day to cool, but is worth 274 GP.  There is 
  another 80 GP of scrap gold lying around the place, and there 
  are 200 pieces of recently minted bloodgold lying in a bin 
  where they were being inspected for defects.  Finally, a dull 
  gray bar leaning against the west wall is a powerful permanent 
  magnet; it is useful for removing Goldsand (see Part 4). 
  6L. The door to this room is locked, as it is Chief Gurroktt’s 
  private sanctum.  The chief spends most of his time here 
  alone, worrying over production levels and writing letters to 
  the Goblin King, but at present he has a visitor: his accomplice 
  in gold production, the Gnomish alchemist and Illusionist 
  Planisaarvik.   
  Years ago, when Gurroktt was an ambitious sub-commander, 
  he used a potion of Human Control (gnomes) to defraud 
  Planisaarvik, a merchant, out of goods that did not belong to 
  him.  The charm wore off eventually, but the damage was 
  done; Planisaarvik’s reputation was potentially destroyed.  
  Gurroktt made a deal with the Gnome to loan him a portion of 
  his wares back, but he used the deception to extort 
  Planisaarvik’s assistance in future schemes.  Eventually the 
  Gnome realized that he could make much more money by 
  collaborating with the hobgoblin, a relationship that has made 
  him feel deeply uncomfortable numerous times, but which he 
  tolerates in the interest of greed. 
  When the mines began to fill with poison gas, Gurroktt 
  summoned Planisaarvik and asked if there was an alchemical 
  solution to the problem.  The gnome could find no way to 
  eliminate the gas or cure its effects, but while drinking 
  together, he happened to mention a scheme he had thought 
  of for creating gold by converting a petrifying gaze attack into 
  a gaze that turns creatures into gold.  Gurroktt seized upon 
  this, and hastily set up a laboratory for Planisaarvik to create a 
  device that could accomplish this.  Planisaarvik surprised 
  himself by successfully creating Goldeneyes, a set of magical 
  goggles that is worn by the basilisk at 6O.  
  Gurroktt has been able to keep the Goblin King off his back 
  with the preliminary runs of bloodgold coins, but production is 
  still too low.  He is meeting with Planisaarvik to see if there is 
  a way to increase output, possibly by bringing in another 
  basilisk, or somehow increasing the appetite of the one they 
  have. 
  Gurroktt (AC 2; HD 6; hp 30; MV 90’(30’); #AT 1; D 1d8+3; 
  Save F6; ML 11; AL C) wears a suit of Plate Armor +1 and 
  fights with a Longsword +2.  While awake he keeps a Pale 
  Lavender Ioun Stone in orbit around his head; this magical 
  item absorbs all magical spells of 4th level or below that are 
  cast directly at Gurroktt, but it can only absorb 7 more levels 
  worth of spells before it turns grey and becomes useless.  
  Gurroktt charges directly to the attack while shouting for help 
  from his assistants.  He wears a gold ring with an opal set into 
  it worth 240 GP, and he carries 32 pieces of bloodgold in a 
  pouch.  He also has a flask at his belt containing a magical 
  potion that, when sprinkled over a man-sized amount of gold, 
  turns it to flesh, and restores it to life if it is still intact; there 
  are three doses. 
  Planisaarvik (AC 7; G I7; hp 17; MV 120’(40’); #AT 1; D 
  1d4; Save I7; ML 7; AL N) is very much a coward, but he 
  realizes that if his aid to the goblins becomes known in the 
  Gnome community, he might as well be dead; he therefore 
  fights until his morale breaks, at which point he will throw 
  himself on the ground and sue for mercy.  Planisaarvik wears a 
  Ring of Telekinesis and has a scroll of Illusionist spells of 
  Confusion and Summon Shadow.  The alchemist also carries 
  two flasks of potent acid, which deal 1d8 hp damage for two 
  rounds for any targets struck directly. He knows the following 
  spells, which he casts as a 7th level Illusionist: 
  1st level: Color Spray, Light, Phantasmal Force 
  2nd level: Deafness, Blur 
  3rd level: Fear, Rope Trick 
  If he has an opportunity to slip away, Planisaarvik will use his 
  Rope Trick spell to hide.  He carries 17 PP, which are 
  commonly used as currency by the Gnomes, and he has a 
  diamond chip set into one of his teeth; this can fetch 100 GP. 
  Gurroktt’s sanctum and office is a mess; parchment and 
  records are strewn everywhere, as are clothing and heaps of 
  furs used for bedding.  On a shelf above the door is a set of 
  three nesting dolls that seem to depict kobolds; they are made 
  of rare wood and are of very fine workmanship, and the set 
  
  30 
   
  can be sold for 220 GP.  Careful examination of the dolls 
  reveals that the innermost doll is holding up seven fingers, the 
  middle one holds up two, and the largest doll holds up four 
  fingers; this is the combination to the lock at 6Q. 
  6M. This room is The Gold Works’ Temple of N’Kaa. Along 
  the western end of the room is a 2’ tall retaining wall holding 
  in a murky pond.  A statue of an enormous devil-toad, its 
  surface glistening with slime, appears to be half-submerged in 
  the brown water.  A water-logged offering bowl wallows just in 
  front of the statue’s black eyes.  The bowl contains 559 pieces 
  of bloodgold, 54 pieces of quartz worth 1 GP each, a pair of 
  silver spoons worth 4 GP, and a fragile crystal goblet worth 80 
  GP. 
  This pond is the only source of water for the complex.  To 
  draw water safely from the pool, one must approach with the 
  holy symbol of N’Kaa raised.  If any creature approaches 
  within 10’ without doing so, the toad-idol opens its mouth and 
  spits a glob of green slime (AC N/A; HD 2; hp 9; MV 3’(1’); 
  #AT 1; D digest; Save F1; ML 12; AL N) which attacks with 
  the usual chances to hit.   
  The temple is tended by two hobgoblin underpriests (AC 5; 
  HD 3; hp 14 each; MV 90’(30’); #AT 1; D 1d8 
  (morningstars); Save C3; ML 9; AL C) who can each cast the 
  following spells as 3rd level Clerics: Command, Cause Fear, 
  Hold Person.  They have 12 pieces of bloodgold each. 
  6N. This room is the home to ten morlocks (AC 8; HD 1; hp 
  5 each; MV 120’(40’); #AT 1; D 1d6 (spear); Save F1; ML 9; 
  AL C), who are the caretakers of the basilisk in 6O.  The 
  morlocks in this part of the Deepways are completely blind, 
  but their hearing is so sensitive that they can ‘see’ as if they 
  had 120’ infravision.  The basilisk’s gaze attack cannot affect 
  the morlocks, so they are ideal keepers.  Each morlock has 
  1d3 pieces of bloodgold. 
  The door on the far side of the room is barred from this side, 
  and there is a large bell on a ledge next to it.  The production 
  of gold works as follows: four morlocks go to 6G and ask 
  Torrglut for two slaves.  Torrglut selects two from 6H, and the 
  morlocks lead them back to 6N.  One of the slaves is 
  butchered.  The bell next to the door is rung; the basilisk has 
  been conditioned to retreat as far as possible into 6O and wait.  
  The morlocks open the door (ready with spears in case the 
  basilisk is being obstinate) and push both the live and the dead 
  slave through the door, then bar it behind them.  Smelling 
  blood, the basilisk comes to find the slaves, eats the dead one, 
  turns the living one into gold, and then retreats to its lair to 
  sleep it off.  The morlocks open the door again, use a 
  pushcart to remove the heavy statue, and bring it to 6K for 
  processing. 
  There is a handcart and one gold statue in this room - a 
  terrified Elf cowering on the floor.  It weighs 600 pounds and 
  is worth 6,000 GP.  If this elf is turned back to flesh, he 
  reveals that his name is Yellenin, and he is an important 
  diplomat for an Elvish court.  Should he be returned safely to 
  the surface world, Yellenin will ensure that the party is 
  rewarded.  Three weeks after he reaches safety, a courier will 
  deliver a bundle to the location they designate; in the package 
  are six 100 GP pearls, 24 Arrows +1, 4 Arrows +3, and a set 
  of Elven Cloak and Boots. 
  6O. This stinking cavern is the lair of a basilisk (AC 4; HD 
  6+1; hp 28; MV 60’(20’); #AT 2 (bite, gaze); D 1d10 (bite) 
  and aurify (gaze); Save F6; ML 9; AL N) wearing a huge pair 
  of goggles.  These are Goldeneyes, a pair of magical goggles 
  3’ wide that can turn any petrification gaze attack into 
  aurification.  If the wearer has no such attack, the goggles do 
  nothing.  The goggles could conceivably be adapted to fit a 
  humanoid creature, such as a medusa or a human wearing 
  Eyes of Petrification, but such matters are beyond the scope of 
  this adventure. 
  The basilisk is only hungry about once a week.  If it’s not 
  hungry, it refuses to turn slaves to gold, and therefore 
  Gurroktt’s production of bloodgold is not up to his 
  expectations, or those of the Goblin King.  The basilisk has no 
  treasure. 
  6P. A detachment of 6 bugbears (AC 5; HD 3+1; hp 15 each; 
  MV 90’(30’); #AT 1; D 1d10+1 (poleaxe); Save F3; ML 9; AL 
  C) call this area home.  They are the designated guards of the 
  vault that holds Gurroktt’s bloodgold, and they are instructed 
  to never leave.  However, if an alarm is sounded elsewhere in 
  the complex, they move to the defense.  Each bugbear has 
  2d4 pieces of bloodgold. 
  The vault door is a massive iron affair that cannot be forced 
  open.  It has no lock, but it has three dials - a small one above 
  a medium sized one above a large one - each one with a 
  setting for the digits 0 through 9.  There is also a large 
  handwheel.  To open the vault door, one must set the 
  combination and turn the wheel; this process takes one minute 
  per try.  The combination of ‘724’ is found in Gurroktt’s 
  room.  A Knock spell or Chime of Opening will only solve one 
  of the three wheels; separate Pick Locks checks are required 
  to crack each dial by mundane means, and if any check fails, 
  the entire attempt fails. 
  6Q. Heaped in the center of this vault are 31 sacks; each one 
  contains 200 pieces of bloodgold.  There is also the head of a 
  beautiful Elvish maiden, now turned to gold, that Gurroktt 
  planned to present to the goblin king as a special gift.  It can 
  be sold as a work of art for 400 GP, provided the buyer 
  doesn’t know about its provenance. 
  
  31 
   
  7. ONE HUNDRED STAIRS 
  For this encounter, refer to the area 7 map in Part 10. 
  This encounter occurs within a cavern where there is a 150’ 
  change in elevation of the Deepways tunnel.  The original 
  Deep Delver stair zigzagged across the western side of the 
  cavern, but when they began to fight with the goblins for 
  control of the passages, the stair was destroyed in a delaying 
  action.  The goblins have rebuilt the stair with defense in mind. 
  A few months ago, during the final destruction of the Vault of 
  Kharmaram, a Deep Delver priestess fled to this location.  
  Trapped, she climbed up inside an enormous statue to hide, 
  and her remains are still there. 
  Within this encounter are lettered area descriptions as follows: 
  7A. When the party first stands on the entry platform of the 
  cavern, read the following description: 
  The passageway opens up into a large and dark cave - a cave 
  so enormous that the far wall cannot be seen.  The party 
  stands upon a platform that juts 15’ out into the room.  To the 
  left, a stair descends toward a distantly seen wall, but straight 
  ahead and to the right, the flat surface drops off sharply into 
  darkness.  Some distance to the right and down, a faintly 
  visible form looms in the darkness.  It looks like a humanoid, 
  but it must be of gargantuan size. 
  The party stands on a ledge that is 150’ above the lowest level 
  of the cave.  This ledge represents the top level of a winding 
  switchback stair that descends, via 100 steep steps each 18” 
  tall, to the floor of the cave.  If the light level in the cave is 
  improved, an enormous statue of a grinning goblin, its hands 
  seemingly clasped in prayer, can be seen off to the right at 7B.  
  The switchbacks lead to platforms against the north wall of the 
  cave at the 120’ and 60’ mark, and platforms that jut out into 
  the middle of the room at 90’ and 30’.  Many stalactites hang 
  from the ceiling, which is some 40’ overhead.  Numerous bats 
  and crickets chirp here, filling the room with sound. 
  Each one of the 100 steps is a pressure plate that triggers a 
  bell concealed inside the goblin statue.  The topmost stair rings 
  a very high-pitched, tinkling chime, and each successive step 
  drops by a half-tone until the bottom step is a deep, resonant 
  gong.  Only the 59th step makes no noise at all. 
  A separate Find and Remove Traps check must be made to 
  disable each step; this is a lengthy process.  If the party takes 
  their time in this room, every turn there is a 1 in 6 chance that 
  a hobgoblin will take a stroll to 7C and notice the party.  
  Likewise, loud noises will alert the guards even if bells do not 
  ring. 
  7B. The statue is 80’ tall and made of metal; the skin of the 
  goblin is made of dull bronze.  Although the goblin’s hands are 
  folded prayerfully, the expression on its face is mocking, as if 
  concealing a private joke.   
  The statue is hollow; the bronze plates that make up its 
  exterior surface are bolted on to a steel skeleton that supports 
  the weight of the construction.  There is a small hatch at the 
  left ankle of the goblin that allows access to the statue’s 
  interior; ladders ascend each leg, join at a catwalk at waist-
  height, and then a single ladder rises up through the chest and 
  to the head.  The bells rung by the stairs hang from the 
  skeleton in various places within the statue’s cavity; the wires 
  that trigger the bells run parallel to the ladders and disappear 
  through a hole in the floor. 
  The bell associated with step #59 is one of the most difficult to 
  access; to reach it, one must climb up into the chest and then 
  crawl along a ledge into the right arm of the goblin.  There, 
  stuffed up against the bell and preventing it from ringing, is the 
  dessicated corpse of a Dwarf.  This is the remains of a Deep 
  Delver priestess.  Dying of poison, and hounded by goblins on 
  all sides, she climbed up into the statue to hide and her 
  remains were never found.  Hidden under the massive white 
  mane of hair is a mithril amulet on a chain; it is shaped like an 
  anvil with hammer and tongs resting atop it. This is the holy 
  symbol of Kharmaram, and although it is not magical, it may 
  prove useful in Part 3.  The dead priestess also had a non-
  magical suit of plate mail sized for a dwarf, a War Hammer 
  +2, Dwarven Thrower, a heavy crossbow and 14 Bolts +1, 
  and a set of Eyes of the Night, which is a magical item 
  described in area 1N.  The priest also had two ingots of mithril 
  worth 200 GP each, and a pouch of 35 PP. 
  7C. Against the south wall of the cave is a platform that is 40’ 
  long and less than 10’ wide.  It is about 100’ feet above the 
  level of the floor.  Although the top of the stairs at 7A is above 
  this platform, it is heavily screened by stalactites and 
  stalagmites, and hence cannot be seen from the vantage of the 
  steps. 
  This is an archery platform.  Barrels of arrows are concealed 
  behind cave formations.  Additionally, there are two large 
  levers at each end of the platform.  Both do the same thing if 
  pulled: they transform all 100 of the steps into slides.  The 
  steps are steep enough that anybody on them will slide down 
  (harmlessly) to the next platform.  The levers also unlock the 
  door to 7F. 
  The secret doors to 7D are only 4’ tall and are screened by the 
  same cover that conceals the platform.  If alerted by the bells 
  or other noise, the goblins will quietly take up position on the 
  ledge and wait for a good opportunity to spring their trap.  
  The goblins look for a chance to divide the party, stranding 
  
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  some on the 90’ or 30’ platforms (where they are easy targets 
  for arrows) or against the platform near 7F (where the party 
  will have bigger problems).  Archers on the platform have only 
  the usual penalties for range, while the cover afforded by the 
  cave formations gives the goblins a benefit to their armor class 
  of -4.   
  7D. Each of these two rooms houses a goblin archery squad 
  consisting of six hobgoblins (AC 6; HD 1+1; hp 6; MV 
  90’(30’); #AT 1; D 1d6 (spear) or 1d6 (shortbow); Save F1; 
  ML 8; AL C), three goblins (AC 6; HD 1-1; hp 4; MV 
  60’(20’); #AT 1; D 1d6 (handaxe) or 1d4 (sling); Save F0; ML 
  7; AL C), and a single hobgoblin sergeant (AC 5; HD 4; hp 
  18; MV 90’(30’); #AT 1; D 1d6+1 (spear) or 1d6 (shortbow); 
  Save F4; ML 9; AL C).  The goblins act as support staff and 
  whipping boys for the hobgoblins, but they fight willingly 
  enough.  There isn’t a lot of space in the rooms, and the 
  fanatical tongueless troops at 7E beat hobgoblin and goblin 
  alike if they make too much noise, so these guards sulk a lot 
  and play quiet gambling games with dice to while away the 
  time.  Each hobgoblin has 1d4 pieces of bloodgold, except for 
  the sergeants, who have 12 pieces.  Goblins are not allowed 
  to keep treasure. 
  7E. A group of 8 tongueless hobgoblins stands watch here.  
  Their purpose is two-fold: to keep their less devoted goblin 
  brothers from dereliction of duty, and to stand ready to 
  provide a frontal assault should enemies look like they will 
  escape the archery ambush.  When the goblins open fire with 
  arrows, the tongueless (AC 6; HD 2; hp 9; MV 120’(40’); 
  #AT 2; D 1d3 (bite) and 1d8+1 (axe); Save F2; ML 10; AL C) 
  mobilize and silently file down the stair, peeking through the 
  secret door and monitoring the party’s progress.  If it looks like 
  adventurers will safely reach the bottom, they charge to the 
  attack.  The tongueless keep no treasure. 
  7F. The goblins have trapped four Hoot Horrors in this cave, 
  and they use them as part of the stair trap; these new 
  monsters are detailed in Part 6.  Hoot horrors are more 
  creations of the Tytonids and their owl-fusing magic; they 
  escaped from the Dark Rookery and have started to breed in 
  the more neglected portions of the Deepways.  The hoot 
  horrors (AC 3; HD 6; hp 27 each; MV 90’(30’); #AT 2; D 
  2d6/2d6; Save F6; ML 10; AL N) are ravenous and will 
  greedily attack any adventurers they find on their platform.  If 
  none are there, they will use their climbing ability to go up or 
  down slides, or even sheer cliff faces, to find and devour prey. 
  There is little of interest in their cave, as the horrors have no 
  treasure.  However, in their frustration to escape they have 
  clawed deep furrows in the stone walls of their prison, and one 
  such effort has exposed a seam of sparkling rock.  After each 
  turn of digging with picks or similar tools, an adventurer has a 
  1 in 6 chance of uncovering a 50 GP topaz (double chances 
  for Dwarves and Gnomes).  After twelve turns of digging, this 
  seam will be played out. 
  7G. Thinking that enemies might seek cover from arrows 
  behind the stair in this location, the goblins have carefully 
  cultivated a stand of large fungi here.  Most growths are 
  harmless, but two are violet fungi (AC 7; HD 3; hp 14 each; 
  MV 10’(3’); #AT 1d4; D rot; Save F3; ML 8; AL N) that will 
  attack anything that comes within reach.  Buried in the loose 
  soil at the base of these fungi are the disgusting remains of an 
  unfortunate hobgoblin; 23 pieces of bloodgold are loose here. 
  7H. A pattern is picked out on the wall above and around the 
  opening to the Deepways passage.  It is made of reflective 
  stones glued to the cave wall, and it depicts a huge toothy toad 
  maw with the tunnel itself as the gullet.  Walking down the 
  passage therefore appears to onlookers like the traveler is 
  willingly climbing down the throat of N’Kaa the Feaster. 
  8. FORGOTTEN SHRINE 
  For this encounter, refer to the area 8 map in Part 10. 
   
  Countless millennia ago, long before any still extant surface 
  civilization came into being, the world had other masters.  
  Strange races serving yet stranger powers held sway over land 
  and sea, and under land and sea.  But time brings change, and 
  those curious and unearthly rulers of the world have been 
  thrown down and are no more.  Or are they merely hiding, far 
  out of sight, biding their time for the stars to align and allow 
  their reconquest of the planet?  Their fate is unknown, but 
  traces of their dominance can still be found here and there, far 
  
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  from the curious eyes and meddling hands of the surface 
  races. 
  This long-abandoned shrine still contains power, and all 
  sensible races of the Deepways shun it.  The morlocks, who 
  are commonly hunted or enslaved by goblins, have made a lair 
  on the periphery of this ruin.  In the last days of the siege of 
  Kharmaram’s Vault, a wealthy family of Deep Delvers 
  completed an escape tunnel that connected to the morlocks’ 
  caves, but they never had an opportunity to use it. 
  Within this encounter are lettered area descriptions as follows: 
  8A. When the party first approaches the portico, read the 
  following description: 
  The Deepways tunnel takes a bend, and ahead of you there is 
  light - a faint greenish glow.  There is also a sharp odor in the 
  air: A salt tang, such as one might experience near the ocean. 
  One hundred feet farther along, the tunnel opens up onto a 
  kind of portico 70’ wide and 30’ deep.  The stone to the east, 
  west, and south is crudely worked, and appears much the 
  same as the stuff the rest of the Deepways passages are made 
  from.  In contrast, the stone to the north is green with tiny 
  flecks of mica and appears to be have been built from large, 
  closely fitted blocks.  The overall impression is that the 
  greenish stone predates the rest, and the other rock was 
  excavated away. 
  In the center of the green stone wall is a massive worked bas-
  relief plate made of greenish bronze.  The plate is 10’ wide 
  and 15’ tall, and its entire surface is an image showing a city 
  by the sea, and creatures rising from the waves to devour the 
  people inside it. 
  There are five statues in this room, all identical.  Each statue is 
  made of whitish-green marble and depicts a 12’ tall, vaguely 
  humanoid figure.  These figures have legs with feet and 
  webbed toes, arms with hands and webbed fingers, and a head 
  - but where the face should be, there are four 6’ long dangling 
  tentacles.  There are two statues to the left of the door and 
  three statues to the right; the ones to the right are spaced very 
  close together. 
  The odor of the sea is strong here.  Dotted across the surface 
  of the green stone are a number of snails, each at least as 
  large as a fist.  They leave trails of slime behind them, and it is 
  this residue that makes the room glow greenly. 
  The bronze plate is a large double door, but there is no 
  obvious ring or latch mechanism for opening it, and no hinges 
  or seam down the middle can be discovered.  The scene on 
  the door shows a high-spired city by the sea under attack by 
  huge tentacle-faced creatures as tall as a tower; stylized human 
  figures flee in a panic or are snatched up and torn to bits.  A 
  successful search for secret doors will reveal that two of the 
  humans’ eyes are actually small buttons; pushing them both 
  causes the doors to hiss, and then slowly open outward.  A 
  Knock spell or similar magic will not open this door.  An 
  Intelligence check will reveal that the depicted city has many 
  features in common with the legendary metropolis of Agurista, 
  which ancient tales say sank into the waves long ago. 
  The middle of the three statues on the right side of the room is 
  a Metamorphic Ooze.  This is a new monster that is described 
  in Part 6.  The ooze is imitating the statues on either side of it.  
  It remains perfectly still until a victim approaches within 10’, 
  and then it will attack.  The metamorphic ooze (AC 0; HD 9; 
  hp 41; MV 0’; #AT 1; D 4d4 + weakness; Save F9; ML 12; 
  AL N) begins combat with a stony armor class and zero 
  movement, but every round it shifts its armor class one place 
  worse and its movement one point better until it has enough 
  movement to reach its opponents.  The ooze has no treasure. 
  There is a secret door on the east wall of the room - actually 
  just a 4’ x 4’ loose slab of stone cunningly arranged to look 
  like the rest of the wall.  The door conceals a narrow tunnel 
  that humans must stoop to enter. This is the entrance to the 
  morlock lair. 
  8B. Beyond the double doors is a corridor 50’ long and 20’ 
  wide; it arches to 18’ tall at the highest point.  There are six 
  alcoves, three to the left and three to the right, and in each 
  one is a statue similar to ones in 8A.  At the far end of the 
  corridor is another greenish bronze plate; this one is 8’ wide 
  and 14’ tall.  On the left and right walls of the corridor in 
  between the alcoves, elaborate etched images can be seen. 
  NOTE: this entire area radiates a powerful evil, especially in 
  the direction of the door to the north.   
  The snails are more prevalent here, with their slime trails 
  crossing each other many times and illuminating the corridor 
  in a sickly green glow.  The scenes on the walls are disturbing; 
  each one shows enormous tentacle-faced monstrosities, 
  sometimes as large as a giant and sometimes much larger, 
  terrorizing humans by snatching them from boats or pulling 
  them into dark holes.  Other scenes show the creatures 
  sacrificing the humans in creative and disturbing ways, offering 
  them up to be seized by tentacles reaching from dark pools.  
  But one scene shows a few humans being singled out and 
  learning at the feet of the gargantuan beasts; some appear to 
  grow tentacled-faces of their own. 
  The six statues initially appear identical; however, a careful 
  examination will reveal that the tentacle-heads of the two 
  northernmost are slightly askew.  An explorer who climbs to 
  the heads of these 12’ tall statues will discover that the 
  tentacle-faces are loose plates hanging on pegs supported by 
  
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  the upper body; they can be removed and inspected.  Each 
  ‘face’ is revealed to be a shield-sized and vaguely round plate 
  of thin green stone, with handles where the ears should be - 
  something like an enormous mask, but with no eyeholes. 
  Any humanoid who grasps the handles and holds these masks 
  in front of their faces and bodies will feel a swimming 
  sensation that lasts only a moment.  They will then realize that 
  they are ‘seeing’ through the front face of the mask, but their 
  vision is more powerful than normal; these masks grant 120’ 
  infravision.  Furthermore, they will realize that each of the four 
  tentacles on the front of the mask can be animated, and they 
  have full control over these limbs with as much dexterity as 
  they have in their own arms.  Each of these four tentacles can 
  be controlled independently, and each one has the equivalent 
  Strength of 18, so an adventurer using a mask can wield two 
  swords and two shields, or a two-handed sword and a bow, or 
  any other combination of hand-held items.  Even spells can be 
  cast using these nimble appendages. 
  These masks are strongly cursed.  Any individual who uses a 
  mask for a turn or less can safely put it down.  Wearing it for 
  longer than that, however, is very dangerous.  A character 
  who wants to put the mask down after one turn must make a 
  saving throw vs. Spells or decide to keep it on; they will react 
  violently to any companions who insist they take it off.  The 
  mask begins to grow thin cilia into the face and upper body of 
  the wearer, which may be torn loose without causing damage 
  on the first day.  If the wearer still has the mask on the second 
  day, they may make another saving throw at -2; this time, 
  removing the mask will cause 2d6 hp damage and the wearer 
  will permanently lose 1 point of Charisma.  On the third day, 
  one last save may be made at -4; removing the mask causes 
  4d6 hp damage and the wearer will permanently lose 3 points 
  of Charisma.  After that point the subject is doomed; the mask 
  and the wearer become one, and they begin a slow 
  transmogrification into a long-forgotten monstrosity.   
  The plate on the north wall is another door.  However, it has 
  no bas-relief on its face; instead there are eight holes in the 
  surface, a row of four at the 4’ mark above another row of 
  four at the 3’ mark.  These holes are about 3” in diameter and 
  seem to be about 18” deep, but they taper down the deeper 
  they go.  To open this door, two individuals must put on the 
  masks and insert the tips of their tentacles into each of the 
  eight holes.  When this is done, the door splits down the 
  middle, and the two halves slide in and to the sides.  This door 
  can also not be opened by a Knock spell or similar magic. 
  The morlocks have dug a tunnel into this corridor; it is only 
  about 3’ wide and is behind one of the huge statues, and 
  hence cannot be seen unless somebody squeezes to the back 
  of the alcove.   
  8C. Beyond the doors lies a temple made of the same green 
  stone.  Two fat pillars flank the doorway, their surfaces carved 
  to resemble a thousand tentacles intertwined. At the center of 
  the room, a short flight of stairs descends into a shallow oval 
  pool; the snails are especially thick in and around this body of 
  water, and some are as big as a human head.  Balconies loom 
  above this pool to the left and right side; just below each one is 
  a four-branched and vaguely octopoidal candelabra made of 
  copper.  At the rear of the room are four alcoves; their 
  mouths are 8’ wide but they taper to the north.  It is hard to 
  see how far back they go, however, because each alcove’s 
  walls are a crawling mass of foot-long cilia that constantly 
  twine over and around each other.  The walls of this place are 
  covered with more disturbing carvings of horrendous sacrifice, 
  and things from below bringing doom and disaster to those 
  who live above.  The pool’s clear water laps gently against the 
  steps - waves with no obvious source, and the very rocks seem 
  to throb with the distant sound of ocean surf crashing against 
  an unseen shore. 
  NOTE: the feeling of malice in this place is so tangible and 
  close to the surface that good Clerics and all Paladins will feel 
  it, even if they are not attempting to detect evil.  The DM 
  should be advised that it is extremely easy to kill an entire 
  party in this room, and all reasonable steps should be taken to 
  give the players some sense of foreboding.  If this fails, and 
  they are determined in their course, then let the chips fall 
  where they may. 
  The pool’s water is salty and bitterly cold.  Despite their 
  number, the snails and their mucus are harmless, and nothing 
  dangerous lurks in the water, which is clear enough to see the 
  bottom of the pool.  On the first submerged step is a dagger.  
  It appears to be made of gold and has a curious curvature to it, 
  but its edge is sharp enough to be used as a weapon.  It would 
  fetch 500 GP in a large city. 
  Each of the carved pillars feels greasy to the touch.  Also, any 
  creature that touches the pillars with naked skin must save vs. 
  Spells or be subjected to a compulsion, similar to a Suggestion 
  spell, that they enter the wading pool and cut their palm, 
  allowing some of their blood to drip into the water.  A Wisdom 
  check made while inspecting the pillars reveals that there are 
  several gaps in the twining tentacle motifs that would be filled 
  perfectly by a person wearing a mask to grapple the carvings. 
  At the top of the balcony to the left is a huge horn made of a 
  three-lobed shell that must have belonged to some prehistoric 
  and long-dead shellfish; it weighs 400 pounds and has no 
  value.  On the right-hand balcony is a pair of tympani drums 
  made of brass, with stretched hide covers that look 
  suspiciously like human skin.  There is also a pair of mallets on 
  the drums.  The matching copper candelabra have four 
  
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  dripping tapers in each socket; each one weighs 100 pounds 
  and can be sold for 200 GP. 
  In ancient times, the ritual was performed as follows: a 
  sacrifice would be led to the shrine and compelled to touch the 
  pillar; that luckless individual would enter the pool and cut 
  themselves, allowing their blood to drip into the water.  Only a 
  few drops of blood rapidly turns the water a dark red color.  
  The candles would be lit, the tympani would be beaten, the 
  horn would be blown, and the masked acolytes would allow 
  their tentacles to clasp the patterns on the pillars.  At this 
  moment the Water Horror would come.  From each of the 
  back alcoves, an enormous tentacle as big around as a tree 
  trunk would push past the cilia and into the room.  They 
  would seize up the sacrifice, tear it to bits, and withdraw into 
  their nooks.  They would emerge again, each one carrying a 
  treasure.  One of the masked acolytes would select a single 
  one of the treasures, and then they would depart, the ritual 
  complete. 
  This ritual still works, and if performed perfectly, the tentacles 
  will bring forth their treasures.  The treasures are, from left to 
  right: a huge lustrous black pearl worth 5,000 GP; a Book of 
  Infinite Spells (determine its contents randomly); a Longsword 
  +4 Defending; and a Mirror of Mental Prowess.  As long as 
  one of the masked persons takes only one treasure, the 
  tentacles will withdraw and no harm shall come to any in the 
  room.  However, if the ritual is deviated from, or if any of the 
  contents of the room are vandalized, or if the tentacles are 
  attacked, then the tentacles will attempt to kill everything in 
  the room. 
  The tentacles attack as 10 HD creatures.  They are long 
  enough to reach every place in the room.  Each one attacks to 
  grapple; if it hits, it takes hold of that character.  The next 
  round, on the Water Horror’s turn, it will draw its victim back 
  into its alcove, and that character is lost forever.  Tentacles 
  can be damaged, but their scaly, slightly hairy hides are as 
  hard as stone; they are AC -2.  If 12 hp damage can be done 
  to a tentacle, it will drop its victim and withdraw, but it will 
  return on the next round fully regenerated. 
  The tentacles can see hidden or invisible targets.  They do not 
  stop attacking until every creature in the room is dead or 
  retreated.  If some members of the party escape, the last act of 
  the tentacles will be to seize the doors to the room and throw 
  them closed; they will not open again. 
  8D. The narrow passage widens into a room about 20’ in 
  diameter and 8’ high.  Four morlocks (AC 8; HD 1; hp 5 
  each; MV 120’(40’); #AT 1; D 1d6 (spears); Save F1; ML 9; 
  AL C) keep careful watch here - or, rather, they keep careful 
  listen, as they are blind but have very sharp senses of hearing.  
  Unless the party’s movements are cloaked by magical silence, 
  or everybody can use a racial or class ability to move silently, 
  the morlocks will hear the party coming. 
  Each morlock has a small packet of Blindchalk.  Blindchalk is a 
  type of powder that is described in Part 4; if a packet is 
  thrown in the face of a victim, that person must make a saving 
  throw vs. Petrification or become blinded.  Magical healing 
  cures this blindness.  The morlock guards will throw a packet 
  at an opponent and then shout an alarm; the inhabitants of 8F 
  and 8G will come to their defense. 
  The morlocks have no treasure. 
  8E. A shallow pit in the middle of this room is full of 
  decomposing flesh, fungal waste, and other rubbish.  This is 
  the lair of two carcass scavengers (AC 7; HD 3+1; hp 15 
  each; MV 120’(40’; #AT 8; D paralysis; Save F1; ML 9; AL 
  N) who serve as the garbage disposal for the morlocks.  They 
  do not leave their room, but although they are trained to leave 
  morlocks alone, any other creature that enters their lair is fair 
  game. 
  Morlocks are usually fastidious about picking through their 
  garbage before giving it to the carcass scavengers, but at the 
  bottom of the nauseating pit is one thing they missed: a Ring 
  of Water Walking. 
  8F. Each one of these low-ceilinged rooms contains 1d3+1 
  morlocks (AC 8; HD 1; hp 5 each; MV 120’(40’); #AT 1; D 
  1d6 (spears); Save F1; ML 9; AL C) who fanatically attack to 
  repel intruders.  They have no treasure. 
  8G. This cave is 12’ tall, and its stone walls are decorated with 
  meaningless spiral etchings.  The room is dominated by a 
  crude mockery of the tentacle-faced statues from 8A - a 
  ramshackle construction 10’ tall and apparently made from 
  scavenged and repurposed materials, a poor resemblance 
  visually but probably a good likeness to the tactile senses.  The 
  statue looms near the east side of the cave, its arms extended 
  in a welcome, or perhaps an attacking lunge.  The morlocks 
  have never been inside the shrine, but they sense the power 
  and evil in that place and have come to worship this 
  monstrosity as a god. 
  This room is the lair of four morlocks (AC 8; HD 1; hp 5 
  each; MV 120’(40’); #AT 1; D 1d6 (spears); Save F1; ML 9; 
  AL C), an albino ape (AC 6; HD 4; hp 18; MV 120’(40’); 
  #AT 2; D 1d4/1d4; Save F2; ML 7; AL N), and the morlock 
  chief.  This last individual is 8’ tall and wears a crudely-
  fashioned tentacle mask (it has no magical properties).  The 
  morlock chief (AC 7; HD 6; hp 27; MV 120’(40’); #AT 1; D 
  1d8+2 (morningstar); Save F6; ML 11; AL C) initiates his 
  attack by throwing a short, jet-black spear; this is actually a 
  Javelin of Lightning.  It functions as a Spear +2, but when it is 
  thrown it transforms mid-air from a weapon into a lightning 
  
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  bolt 5’ wide and 30’ long.  The javelin has a range of 90’.  
  The bolt does 20 hp damage (save vs. Breath Attacks for half) 
  to all within the area of the lightning, and also does normal 
  weapon damage if it hits the target. The javelin transforms 
  back into a physical weapon when the bolt is expended, and 
  can be used again (it transforms into a bolt up to 1 time per 
  day), but it is too hot to pick up for 3 turns.  After throwing his 
  lightning bolt, he sends his ape to attack and then wades in 
  with his morningstar.  The chief has a necklace of golden 
  nuggets which he prizes for their weight and not appearance; 
  it is worth 120 GP.  He otherwise has no treasure. 
  Behind the statue is a secret door.  Unlike the door at 8A, this 
  is a properly constructed door, cunningly matched to the 
  surrounding rock, with hinges and a hidden latch.  This was 
  built by Deep Delvers, and leads to a Deepways minor passage 
  that is shown on the Handout #3 map. 
  8H. The tunnel beyond the secret door is narrow at first, but 
  after 30’ it widens into a cave and then proceeds onward, 
  wider and in a different heading.  The cave holds boxy forms 
  covered by dusty dropcloths. 
  This was a cache of supplies left by the Deep Delvers, who 
  expected that one day the Vault of Kharmaram would fall, and 
  who wanted to have important supplies available and handy at 
  their likely escape route.  Unfortunately, no Deep Delvers 
  successfully escaped by this path; their cache remains 
  untouched.  Three large crates contain non-perishable trade 
  goods - bolts of cloth, bars of iron and steel, spices and 
  fragrances, woven rugs, and glassware carefully packed in 
  fungal padding.  There is around 1,000 pounds of material 
  here, which has a value on the surface world of 800 GP.  A 
  smaller box contains a few more portable items: potions of 
  Speed and Animal Control (insects), a Scroll of Protection 
  from Undead, three ingots of mithril worth 200 GP each, 100 
  pieces of bloodgold and 20 PP, ten small rubies worth 100 GP 
  each, and a small mithril medallion on a chain. This is shaped 
  like an anvil with hammer and tongs resting atop it, and is the 
  holy symbol of Kharmaram. Although it is not magical, it may 
  prove useful in Part 3.  Finally, there is a small hinged tin box 
  containing a single lozenge.  This is a magical item, a piece of 
  Crystallized Luck.  It can be sucked on, and then within one 
  turn the player of that character may choose a single d20 roll 
  made by any player or the DM at the table.  The player can 
  dictate what that roll will be.  This may only be used once. 
  9. THE TEMPLE OF THE TOAD 
  For this encounter, refer to the area 9 map in Part 10. 
  This military and religious complex was the goblins’ first 
  toehold into the Deepways.  Designed initially as a fortress to 
  serve as the goblin city’s first line of defense, it is now used as 
  a toll-taking waypost on the underground highway system, 
  where merchants are obliged to sacrifice to N’Kaa in both gold 
  and blood. 
  The High Priest of this complex, Djukunz, is an ambitious 
  hobgoblin who dreams someday of ruling all of goblinkind.  
  One way he pursues this goal is to research alternatives to 
  mithril, the metal for which the Deep Delvers were famous 
  (see Part 3).  His smiths have created a metal called 
  Bloodsteel, and while it has its deficiencies, Djukunz feels he is 
  very close to announcing his discovery to the Goblin King. 
  Within this encounter are lettered area descriptions as follows: 
  9A. When the party first enters the cavern, read the following 
  description: 
  The passageway ends at a ledge overlooking a 25’ x 25’ 
  room. The floor of the room is 20’ below the ledge; numerous 
  sharpened iron stakes almost a foot long stud the floor below.  
  Another ledge is visible on the far side of the room, less than 
  20’ away.  A bosun’s whistle is fastened by a slender chain to 
  a cleat in the wall next to the ledge. 
  The room’s roof is 20’ overhead and studded with many iron 
  rings.  Ropes dangle from the rings, spaced 3’ to 4’ apart, 
  hanging down to waist height. 
  A passage leaves the room via the ledge on the opposite wall.  
  Several small animals can be seen hopping around there.  
  They look like toads. 
  Jumping the gap between ledges should normally be 
  impossible without magic, but if characters wish to try, require 
  them to make a Strength check and beat it by 12 or more.  
  Failure means a 20’ fall onto spikes, which will do 2d6 hp 
  damage for the fall, plus 2d6 from the spikes (save vs. Death 
  for half damage).  The dangling ropes look like they should 
  make swinging across relatively straightforward, but these are 
  another goblin practical joke.  Placing more than 50 lbs of 
  weight on any rope will cause it to break, resulting in a fall. 
  There is an 18” stone ledge along the north and east walls that 
  will allow a slow but safe crossing.  It is covered with a 
  sprinkling of Dust of Disappearance, making it invisible.  The 
  dust can be brushed away trivially but cannot be recovered for 
  use. 
  Blowing the whistle will summon the construct from 9B, but 
  will also attract the attention of the tongueless guards there. 
  The small toads hop freely throughout this entire complex; 
  they can be found in every room, and there is always at least 
  one toad within any 10’ x 10’ square of floor space.  The 
  toads have the following functions: 
  
  37 
   
  • 
  If any toad is killed, either deliberately or because 
  one is caught within the area of some damaging 
  effect, all toads within the complex begin screaming.  
  This raises the alarm as described for each room.  If 
  the defenders of the complex are under attack, they 
  will often deliberately step on a toad. 
  • 
  Djukunz has the special power to see through the 
  eyes of every toad in the complex.  He must 
  concentrate to do this, however, and hence only 
  does so if the alarm has been raised. 
  • 
  The toads are the food source for the complex.  
  During the regular religious rituals held at 9K, the 
  inhabitants of the complex gather up all the toads, 
  bring them to the services, and eat them all.  More 
  toads are then spawned at 9K and quickly spread 
  throughout the complex. 
  9B. A statue of an anthropomorphized toad squats in this 
  alcove; it stands only 5’ tall but is just as wide.  It is mostly 
  mouth, and a 1’ length of broad tongue hangs out of its closed 
  lips.  Two tongueless hobgoblins (AC 6; HD 2; hp 9; MV 
  120’(40’); #AT 2; D 1d3 (bite) and 1d6+1 (spear) or 1d6 
  (bow); Save F2; ML 10; AL C) stand guard in front of the 
  statue. 
  The toad-creature is a stone animate statue (AC 4; HD 5; hp 
  23; MV 60’(20’); #AT 2 (fists); D 2d6/2d6; Save F5; ML 11; 
  AL C) whose chief purpose is to facilitate crossing the pit at 
  9A.  When the bosun whistle is blown, it trudges to the edge 
  of the ledge at 9A and squats there.  The tongueless guards 
  come along as well, and they will raise the alarm if they 
  become suspicious.  If the party can somehow convince the 
  guards that they are merchants, however, the alarm will not be 
  raised, and they will be escorted to 9K. 
  If any individual on the opposite ledge sticks their tongue out 
  at the statue, it will open its mouth and unfurl its 4’ wide 
  tongue, reeling it out until it crosses the gap.  This tongue 
  makes a narrow, rigid bridge that is safe to cross. 
  The animated statue will not attack even if the alarm is raised; 
  it will only defend itself if attacked first.  It has no treasure, and 
  neither do the tongueless guards. 
  9C. This room is the spartan quarters for twelve tongueless 
  hobgoblin guards (AC 6; HD 2; hp 9; MV 120’(40’); #AT 2; 
  D 1d3 (bite) and 1d6+1 (spear) or 1d6 (bow); Save F2; ML 
  10; AL C) and their lieutenant (AC 2; HD 6; hp 27; MV 
  240’(80’); #AT 2; D 1d3+1 (bite) and 2d4+2 (bastard sword); 
  Save F6; ML 12; AL C).  The lieutenant wears Banded Mail 
  +1 and wields a Bastard Sword +1; his symbol of office is a 
  toad medallion made of bloodgold that is worth 75 GP.  He 
  also wears Boots of Speed.  These troops have no other 
  treasure. 
  If the alarm is raised, the tongueless lieutenant will send half 
  his troops to 9A, and will bring the rest with him to 9N to 
  receive instructions directly from Djukunz. 
  A detail of 4 tongueless regularly patrol the complex.  Each 
  turn spent in the corridors, there is a 1 in 10 chance that this 
  patrol will be encountered.  The patrol will sound the alarm in 
  the usual way and then attack. 
  9D. The clanging of steel on steel can be heard outside this 
  room.  This is the test forge that Djukunz set up to research 
  the creation of a special alloy called bloodsteel. 
  Bloodsteel is a pale shadow of mithril, a metal whose 
  properties are described in Part 3.  The goblins have tried for 
  a very long time to duplicate the Deep Delvers’ success in 
  creating mithril, but they have never yet succeeded in 
  replicating the method used to create that metal.  Their 
  conquest of the Vault of Kharmaram was at least partially 
  driven by their desire to steal the Deep Delvers’ method for 
  making mithril, a process that no other metalsmiths have 
  succeeded at copying.  Despite their absolute victory, however, 
  the goblins have still not learned how to make mithril, a fact 
  that is said to drive the Goblin King into fits of rage. 
  Bloodsteel is made from steel, bloodgold, and a few other 
  trace elements such as diamond dust.  The metal retains a 
  reddish-gold sheen, but it is harder than steel and yet weighs 
  only 75% as much.  Weapons and armor made from 
  bloodsteel have special properties.  Weapons whose blades are 
  forged from bloodsteel are thirsty for blood; when they wound 
  a creature that bleeds, they do an additional point of damage 
  owing to the metal soaking up blood like a sponge.  After a 
  week of not tasting blood, however, a bloodsteel weapon will 
  become brittle and will break if struck.  Metallic armor made 
  from bloodsteel provides protection 1 AC point better than 
  steel armor of the same type; however, it too is thirsty.  Every 
  time the wearer is wounded, the armor drinks one additional 
  point of damage.  Like weapons, bloodsteel armor must be 
  liberally coated in blood once per week or it will become fragile 
  and easily broken. 
  The hobgoblin smith, Brudbilz (AC 6; HD 7; hp 32; MV 
  60’(20’); #AT 1; D 1d6+3; Save F7; ML 12; AL C) works at 
  an anvil in the southwest corner of the room, cold-hammering 
  what will soon be the head of a bloodsteel poleaxe.  He is 
  covered with scars and has lost his right hand and left leg to 
  various forge-related mishaps.  His left leg has a bloodsteel peg 
  (worth 150 GP for the material alone) and his right hand and 
  forearm have been been replaced with a bloodsteel hammer 
  worth 300 GP; this is his weapon in combat.  He wears a 
  Ring of Fire Resistance on his left hand and will commonly 
  attempt to drag enemies into the fire of his forge by making a 
  successful ‘to hit’ roll; creatures in the fire take 2d6 hp fire 
  
  38 
   
  damage.  Said fire is located in the northeast corner of the 
  room and is usually occupied by Brudbilz’s assistant, a fire 
  elemental (AC 2; HD 8; hp 36; MV 120’(40’); #AT 1; D 1d8; 
  Save F8; ML 10; AL N), which is capable of ‘flaring up’ and 
  leaping to any point in the room; it does this to attempt to 
  attack unarmored enemies. 
  Brudbilz lives and works in this room and rarely leaves it; he 
  will not leave if the alarm is sounded.  He has a locked chest 
  containing 200 pieces of bloodgold and a potion of Healing; 
  the key is hidden in a tool cabinet.  There are also 10 ingots of 
  bloodsteel stacked near the forge; each one is worth 100 GP.  
  He has two bloodsteel prototypes completed that are ready for 
  Djukunz to enchant; they are a suit of plate armor sized for a 
  hobgoblin or human worth 300 GP, and a battleaxe worth 
  200 GP.  Finally, there is a small pouch of diamond dust near 
  the forge; this is worth 500 GP and is especially valued by 
  wizards. 
  The door to 9E is made of steel and is very thick.  This is the 
  vault behind which Djukunz stores Brudbilz’s best bloodsteel 
  creations, intending to give them as impressive gifts to the 
  Goblin King. There is no obvious latch or lock on the door, 
  but there is an enormous fanged toad-face worked into the 
  door at eye level.  If any creature approaches within 5’, the 
  toad will shout FACE ME! in goblin-tongue.  Knock or similar 
  magic will not open this door; only meeting the glare of the 
  toad with Djukunz’s Evil Eye will silently open this vault door.  
  All others who attempt to match stares with the toad-face must 
  make saving throws vs. Spells or be implanted with a 
  Suggestion to jump into the fire of the forge.   
  9E. Beyond the vault door are six shirts of bloodsteel 
  chainmail worth 250 GP, six bloodsteel longswords worth 200 
  GP, a bloodsteel Scimitar +2, and a bloodsteel Shield +2.  
  There is also a Dagger +1 made of mithril, which Djukunz 
  sometimes lets Brudbilz handle for reference, although it has 
  done him little good.  See Part 3 for mithril’s properties. 
  9F.There are bunks for 22 hobgoblins here. Presently, there 
  are 10 ordinary hobgoblins (AC 6; HD 1+1; hp 6 each; MV 
  90’(30’); #AT 1; D 1d8 (axe) or 1d6 (shortbow); Save F1; ML 
  8; AL C) and a single hobgoblin sergeant (AC 5; HD 4; hp 
  18; MV 90’(30’); #AT 1; D 1d8+1 (axe) or 1d6 (shortbow); 
  Save F4; ML 9; AL C) resting in this room.  It will take them 1 
  round to get their weapons ready before they can fight.  In the 
  event of an alarm, these hobgoblins first go to 9I to release the 
  goblins, then proceed to 9K to reinforce the troops there. 
  Each hobgoblin has 1d4 pieces of bloodgold, except for the 
  sergeant, who has 12. 
  9G. There are 12 heaps of sleeping furs in this room, but at 
  the moment there are just 6 bugbears (AC 5; HD 3+1; hp 15 
  each; MV 90’(30’); #AT 1; D 1d10+1 (polearm); Save F3; ML 
  9; AL C) resting here.  It will take them 1 round to get their 
  weapons ready before they can fight.  In the event of an 
  alarm, three of these bugbears accompany their leader at 9H, 
  and the rest go to reinforce the guards at 9N. 
  Each bugbear has 2d4 pieces of bloodgold. 
  9H. These are the quarters of Haaktokur, the bugbear chief.  
  Haaktokur is a great tracker and hunter, and he distinguished 
  himself in the battles against the Deep Delvers.  So great is his 
  hatred for those Dwarves that he has collected and decorated 
  his room with their snow-white hair; scalps of hundreds of 
  Deep Delvers decorates every inch of his walls and ceiling, 
  giving the place the appearance of having been overgrown by 
  albino moss; he wears a dozen Deep Delver beards as trophies 
  around his neck.  Haaktokur (AC 3; HD 6; hp 40; MV 
  120’(40’); #AT 1; D 1d8+4 (axe) or 1d8 (longbow); Save R6; 
  ML 12; AL C) has the abilities of a 4th level Ranger, but his 
  bonuses in combat are against dwarves; he will attack any 
  Dwarven characters before all others. 
  Haaktokur wields a bloodsteel Axe +1, a prototype and special 
  gift from Djukunz, and he wears Bracers of Armor AC 4.  He 
  has a sack with 245 pieces of bloodgold buried in the heap of 
  furs he sleeps upon. 
  If the alarm is sounded, Haaktokur takes three bugbears from 
  9G and begins patrolling the complex.  At any location in the 
  Temple of the Toad, Haaktokur’s patrol will show up 1 in 6 
  every turn. 
  9I. This room is barred from the outside.  The goblins who live 
  inside are prone to desertion; they know that if the temple 
  runs out of other humanoids for their regular sacrifices, they 
  will be volunteered for the duty.  This room is home to twenty 
  goblins (AC 6; HD 1-1; hp 4; MV 60’(20’); #AT 1; D 1d6 
  (handaxe); Save F0; ML 7; AL C), who will split to reinforce 
  the exits to 9R and 9S. 
  Goblins are not permitted to keep treasure. 
  9J. This room is the torture chamber and holding pens for 
  captives destined to be sacrificed in the temple at 9K.  The 
  hobgoblin torturer, Fasgluuk, is rather young and 
  inexperienced; Djukunz recently killed her predecessor for 
  accidentally torturing to death a captive intended for use in a 
  special ritual.  Fasgluuk (AC 5; HD 4; hp 18; MV 90’(30’); 
  #AT 1; D 1d6+1 (trident); Save F4; ML 9; AL C) doesn’t 
  know enough about torture to feel confident about doing it 
  without killing her subjects, so the exotic devices arranged 
  around the eastern half of this space are clean and underused.  
  Fasgluuk keeps a potion of Extra-Healing handy just in case a 
  prisoner is injured; she lives in fear that one will sustain a 
  scratch or toothache and die of infection in her care.  She also 
  
  39 
   
  has 23 pieces of bloodgold. Fasgluuk does not leave this room 
  even if the alarm is raised. 
  There are three small pens and one larger; these are cages 
  made of iron bars and lockable doors (Fasgluuk has the keys).  
  The smaller pens are presently empty, but the larger one is 
  occupied by an enormous figure, an ogre who is very cramped 
  and miserable-looking in his cage.  This captive is Gray Gull, 
  an extraordinary member of his species who is both intelligent 
  and inclined to lawful behavior. Gray Gull (Ogre F5, hp 40, 
  S18 I9 W8 D12 C13 Ch10, AL L) was following a (false) 
  rumor that a city of intelligent ogres such as him could be 
  found high in the mountains above; he sheltered in the wrong 
  cave for the night and found himself a goblin captive.  Gray 
  Gull is oversensitive to slights, real or perceived, and his 
  temper is very quick, but his word is bond, and he will happily 
  take up arms against goblins if offered a chance at vengeance. 
  9K. When the party first enters the temple, read the following 
  description: 
  This enormous room is 100’ across on a side, and the ceiling 
  rises 40’ overhead.  Woven wall hangings depict scenes of 
  carnage, where a mountain-sized toad-demon burrows under 
  mountains, crawls through sewers, and tears down towers in 
  order to find and devour those who would hide from it.  
  Between the tapestries, torches gutter in iron brackets. 
  A rectangular depression in the middle of the room appears to 
  be filled with black, bubbling mud. The numerous small toads 
  that have the run of this complex are particularly thick here; 
  they crawl out of the mud and track it everywhere.  In the 
  middle of this morass is a stone pedestal flanked by two 
  enormous golden bowls, and atop the dais is a brass statue of 
  a horrible fanged, spined toad, 20’ long and 15’ high, facing 
  to the east.  The toad-statue continuously breathes a gout of 
  flame, which has turned the entire eastern portion of the room 
  into a sea of fire. 
  This is the heart of the Temple of the Toad.  It is here that 
  Djukunz presides over regular rituals, in which treasure and 
  blood are sacrificed to his horrible patron.  All merchants 
  traveling through this complex are likewise expected to pay 
  their respects to N’Kaa, or they will forfeit their lives. 
  The bowl to the north of the statue is full of gold.  All who 
  pass this way are expected to deposit treasure inside - 10 GP 
  for each free person, 1 GP for each slave.  The bowl currently 
  holds 637 pieces of bloodgold and 199 GP.  The bowl to the 
  south of the statue is full of congealed blood, and a sharp knife 
  is balanced on the rim.  All who pass this way are expected to 
  cut their own palms with the knife and bleed into the bowl 
  until they have lost 3 hp; any who die as a result of this are 
  thrown into the flames.  The flames deal 20 hp fire damage to 
  all who enter the area; save vs. Breath Attacks for half 
  damage. 
  A hobgoblin underpriest is on duty here, adjudicating whether 
  the required sacrifices are adequate, and calling down the 
  guards upon those who fail to comply.  The underpriest (AC 
  4; HD 4; hp 18; MV 90’(30’); #AT 1; D 1d6+1 (mace); Save 
  C4; ML 10; AL C) can cast the following spells as a 4th level 
  Cleric: 
  1st level: Command, Protection from Good, 
  Sanctuary 
  2nd level: Bless, Hold Person 
  There are also hobgoblin guards in this room: 10 ordinary 
  hobgoblins (AC 6; HD 1+1; hp 6 each; MV 90’(30’); #AT 1; 
  D 1d8 (axe) or 1d6 (shortbow); Save F1; ML 8; AL C) and a 
  single hobgoblin sergeant (AC 5; HD 4; hp 18; MV 90’(30’); 
  #AT 1; D 1d8+1 (axe) or 1d6 (shortbow); Save F4; ML 9; AL 
  C).  Four hobgoblins watch through the open doors to 9R, 
  four watch through the open doors to 9S, and the remaining 
  two hobgoblins and the sergeant remain near the underpriest 
  at all times.  None of these hobgoblins leave the area even if 
  an alarm is raised.  The ordinary hobgoblins have 1d4 pieces 
  of bloodgold, the sergeant has 12, and the underpriest has 41 
  pieces as well as a ring / holy symbol with a bloodstone worth 
  100 GP. 
  Any priest of N’Kaa has the power to command the great 
  golden toad-statue in the temple’s defense.  The statue will 
  animate and move up to 120’ per round; it has no armor class 
  or hit points as it cannot be damaged.  It has the power to 
  breathe fire, as a dragon’s breath weapon, three times; each 
  breath deals 20 hp of fire damage (save vs. Breath Attacks for 
  half) in a cone 90’ long and 30’ wide at the end.  This avatar 
  of N’Kaa doesn’t care if it catches goblins in the area of the 
  fire. After it has breathed three times, it devours the 
  underpriest who was rash enough to summon it before 
  returning to its original position and becoming inert.  If 
  Djukunz commanded the statue, his life is spared. 
  9L. A copper censer sits on a ledge in a corner, filling this 
  room with a sickly sweet incense.  All who breathe it must save 
  vs. Spells or be affected as by Incense of Obsession, believing 
  their spells are all-powerful and using them at every 
  opportunity.   
  This room houses special temple guards: six throghrins (AC 6; 
  HD 3; hp 14 each; MV 120’(40’); #AT 2 (claws); D 1d3/1d3; 
  Save F3; ML 10; AL C) who move to guard the temple if an 
  alarm is sounded.  The rest of the goblin-kind in this complex 
  cannot stand the sight or smell of these creatures, which is 
  why they remain out of sight here.  They do not keep 
  treasure, but the censer is worth 50 GP. 
  
  40 
   
  9M. The leader of the throghrins is a special beast, a 10’-tall 
  creature with two heads and four arms.  This leader moves to 
  guard the temple with the other throghrins if an alarm is 
  sounded, and immediately attacks the most heavily armored 
  foe it can see.  The leader (AC 5; HD 8; hp 36; MV 
  120’(40’); #AT 4 (claws); D 1d6 each; Save F8; ML 12; AL C) 
  has the same regenerative and paralyzing effects as lesser 
  throghrins, and because of its two heads it can only be 
  surprised by rolling a 1 on a d6.  This creature is allowed to 
  wear two collars made of bloodgold, each of which is worth 
  150 GP. 
  9N. Behind a curtain here is a private temple for the use of 
  the priesthood.  An altar against the east wall holds a silver 
  knife worth 25 GP, a bowl made of bloodgold worth 75 GP, 
  and a delicate toad-idol made of jade.  This beautiful figurine is 
  worth 2,000 GP if it can be sold in a large city of the surface 
  world, but it carries a curse: any who have it in their 
  possession suffer a penalty of -1 to all saving throws.  Such is 
  the wrath of N’Kaa the Feaster! 
  This room is guarded by six bugbears (AC 5; HD 3+1; hp 15 
  each; MV 90’(30’); #AT 1; D 1d10+1 (polearm); Save F3; ML 
  9; AL C), who need not make morale checks as long as they 
  are in this room.  Each has 2d4 pieces of bloodgold. 
  9O. This room is painted entirely red, probably using blood. A 
  slightly darker shade of red was used to paint menacing images 
  of toad-beasts on the walls before the lighter red overcoat was 
  used; the resulting effect is that the images of N’Kaa can only 
  really be noticed if one is looking for them.   
  These are the quarters for two hobgoblin underpriests, but 
  only one is here.  The underpriest (AC 4; HD 4; hp 18; MV 
  90’(30’); #AT 1; D 1d6+1 (mace); Save C4; ML 10; AL C) 
  can cast the following spells as a 4th level Cleric: 
  1st level: Command, Protection from Good, 
  Sanctuary 
  2nd level: Bless, Hold Person 
  The underpriest has 50 pieces of bloodgold and a ring / holy 
  symbol with a bloodstone in it worth 100 GP.  Along with two 
  beds and chairs, there is a single reading lectern, and on it is a 
  stack of books.  Most of them are without special value, but 
  one folio is a sumptuously decorated tome from the surface 
  world.  Its topic is the 31 different ways in which a being can 
  be made to feel grief, and its many fine illustrations make this 
  book worth 250 GP to the right (evil) collector. 
  In the event of an alarm, the underpriest joins Djukunz at 9N. 
  9P. This pair of rooms is Djukunz’s sanctuary.  The outermost 
  room is a sitting room with many couches and comfortable 
  chairs; the inner room is a bed chamber and study.  There is a 
  silver censer worth 100 GP in the sitting room, and a bucket 
  of blocks of incense next to it; most of the blocks are white but 
  three are black, and these are blocks of Incense of Meditation.  
  In the study, a huge piece of vellum seems to be a map 
  showing all the areas shown on the Deepways Map, and many 
  others besides, all penned in gold and silver and jeweled inks; 
  this would be worth 200 GP, but probably has more value to 
  the Strigids and Tytonids of the Dark Rookery.   
  If an alarm is raised, Djukunz moves to 9N and issues orders to 
  his troops from there.  Otherwise, he may be found here in 
  meditation.  Djukunz (AC -1; HD 9; hp 49; MV 90’(30’); #AT 
  1; D 1d6+4; Save C9; ML 12; AL C) can cast the following 
  spells as a 9th level Cleric: 
  1st level: Cause Fear, Command, Cause Light 
  Wounds, Protection from Good 
  2nd level: Curse, Resist Fire, Silence 15’, Spiritual 
  Weapon 
  3rd level: Blindness, Dispel Magic, Striking 
  4th level: Cause Serious Wounds, Cure Serious 
  Wounds 
  5th level: Flame Strike 
  Djukunz is a powerful and dangerous opponent, using his 
  spells and other resources to their best effect to kill any who 
  dares penetrate his temple.  He wears a suit of bloodsteel 
  Platemail +2 and carries a bloodsteel Mace +2.  He also bears 
  the Evil Eye, a magical silver skull-shaped ball he carries in the 
  empty socket of his left eye.  This item performs the following 
  functions: 
  • 
  By concentrating, Djukunz can use the eye to see 
  through the eyes of any toad in the complex. 
  • 
  In combat, Djukunz can take his normal action and, 
  as a bonus action, use the eye to cast any Cause 
  Wounds spell he has memorized upon any creature 
  within 30’. The victim is allowed a saving throw vs. 
  Death to resist the damage. 
  • 
  Once per day, the eye can cast See Invisible, as the 
  Magic-User spell. 
  • 
  Once per week, the eye can cast Commune, as the 
  Cleric spell. 
  Djukunz carries a ring / holy symbol with an agate worth 500 
  GP, a pouch with 67 pieces of bloodgold, and a scroll with the 
  Cleric spells Sticks to Snakes, Tongues, and Raise Dead.  He 
  also has a ring of keys that open the chests in 9Q. 
  
  41 
   
  Djukunz has decorated his bedroom with many paintings of 
  himself in various poses.  In one of the paintings, the Evil Eye 
  seems to have three-dimensional texture; if this button is 
  pressed, the painting moves aside, revealing the entrance to 
  9Q. 
  9Q. This room contains the amassed treasure of the temple.  
  There are four locked chests here: 
  • 
  Chest #1: contains 1,303 pieces of bloodgold, 308 
  GP, and 188 PP.   
  • 
  Chest #2: contains 200 pieces of lead with a wash 
  of gold paint (no value).  An invisible stalker (AC 3; 
  HD 8; hp 36; MV 120’(40’); #AT 1; D 4d4; Save 
  F8; ML 12; AL N) sits atop the coins and will attack 
  anybody who opens the chest. 
  • 
  Chest #3: contains 5 ingots of mithril worth 200 
  GP, a gold and sapphire necklace worth 550 GP, a 
  golden comb worth 140 GP, a silver lyre worth 410 
  GP, and an enchanted hand mirror that makes the 
  viewer considerably more attractive; this item can be 
  sold for at least 500 GP but can go for much higher 
  if properly marketed to the right buyer. 
  • 
  Chest #4: contains a Book of Lawful Wisdom, a 
  Figurine of Wondrous Power (Marble Elephant), a 
  Gem of Brightness, and a Wand of Negation (7 
  charges).   
  A wicker basket leans against the wall; it bears a symbol of 
  eight arrows radiating along the ordinal axes from a central 
  point.  This is a magical item, the Quiver of Chaos.  Once per 
  round an arrow or bolt matching the user’s readied weapon 
  can be pulled from the quiver and fired immediately; there are 
  an infinite number of missiles in the quiver.  When the missile 
  is fired, roll 1d20 and consult the following chart: 
   
  • 
  1-5: non-magical arrow 
  • 
  6-10: Arrow +1 
  • 
  11-12: Arrow +2 
  • 
  13: backstabbing arrow: +1, but it attacks a random 
  party member, changing course mid-air as necessary 
  • 
  14: Arrow +3 
  • 
  15: Arrow +4 
  • 
  16: arrow divides into two Arrows +1, both fired at 
  the same target 
  • 
  17: arrow explodes as soon as it is fired, filling a 50’ 
  radius area with confetti and limiting visibility to 5’ 
  • 
  18: Arrow +1 that explodes in a 20’ radius when it 
  hits a target, dealing 4d6 fire damage (save vs. 
  Breath Attacks for half) 
  • 
  19: Arrow +1; after hit, target and archer 
  immediately switch places with no saving throw 
  • 
  20: Arrow of Slaying +3; if target is hit, it dies with 
  no saving throw 
  9R. The hobgoblins at 9K watch this bridge, which crosses a 
  chasm 50’ deep.  The chasm is the lair of a vrock demon (AC 
  0; HD 8; hp 36; MV 120’(40’) or Fly 180’(60’); #AT 5 (2 
  claws, 2 rear claws, beak); D 1d4 (claws), 1d8 (rear claws), 1d6 
  (beak); Save F8; ML 11; AL C), which will attack any creature 
  unless hobgoblins escort them safely.  The vrock is bound to 
  this place by the power of N’Kaa and cannot leave; it has no 
  treasure. 
  9S. The hobgoblins at 9K watch this pool, which is 8’ deep.  
  Two giant crayfish (AC 4; HD 4+4; hp 22 each; MV 60’(20’) 
  or Swim 120’(40’); #AT 2 (claws); D 2d6/2d6; Save F4; ML 
  9; AL N) live in this pool and will attack any travelers unless 
  they are escorted by hobgoblins.  The crayfish have no 
  treasure. 
  10. THE VAULT OF KHARMARAM 
  Refer to the next section.
   
   
  
  42 
   
  PART 3: THE HOMELAND OF THE DEEP DELVERS 
  THE HISTORY OF THE VAULT OF KHARMARAM 
  The Vault of Kharmaram was originally settled by Deep 
  Delvers about one thousand years ago.  The pioneering 
  Dwarven families were natives of several other vaults hundreds 
  of miles from this location, and they left their original homes 
  to look for new opportunities to create and worship in the way 
  they preferred.  From the very beginning, the industry of the 
  vault grew up around silversmithing; several rich veins of silver 
  ore were found close to the location, and the families who 
  came to live here were all faithful to Kharmaram, a forge 
  goddess who taught the dwarves how to make mithril.  By 
  dedicating the vault to Kharmaram, the pioneering dwarves 
  elevated her from a relatively minor benevolent spirit to a full-
  fledged goddess. 
  From the very beginning, the Vault of Kharmaram was an 
  economic success.  The first families chose to expand a linked 
  series of natural caves to make a large cavern of finite size - it 
  could at most support a thousand Deep Delvers.  The settlers 
  of the vault set up their forges and their mine-works, all 
  dedicated in Kharmaram’s name, and began industriously 
  producing mithril.  Merchant caravans began to divert in the 
  direction of the new vault that made beautiful and wondrous 
  things out of a metal that few knew how to create; 
  immediately the path of the Deepways was altered to ensure 
  that Kharmaram’s vault was a node along its route.  Word of 
  the success of the vault spread, and soon the Vault of 
  Kharmaram was built up almost to capacity. 
  Not naïve or unaware of the underworld’s inherent dangers, 
  the builders of the Vault of Kharmaram designed their city-
  cavern for defense.  They limited the number of major 
  entrances to the cavern, and built defensive constructions at 
  chokepoints. They chose to dig their delve out of relatively 
  hard rock, which would slow hostile tunnelers’ ability to sap 
  from below.  Even then, they did not trust in the solidity of the 
  rock below their feet to deter goblin-kind or other invaders; 
  within their cavern, they built their structures upon thousands 
  and thousands of vertical iron rods, each at least ten feet long 
  and spaced six inches apart; diggers attempting to tunnel up 
  below buildings would be unable to navigate this maze of metal 
  poles without being felt and heard above.  Likewise, the roofs 
  of Deep Delver buildings were built with steep conical peaks to 
  shed rocks dropped from above. 
  Even when the goblins began to encroach upon Deep Delver 
  territory, the Vault of Kharmaram still thrived. Their work was 
  unaffected by war with the goblins, and even as other vaults 
  fell, their defenses remained strong.  However, a few Deep 
  Delver families began quietly planning for the worst.  Some 
  created secret bolt-holes and supply caches scattered around 
  the Deepways for them to use should they become refugees.  
  Others dug hidden escape passages which they and their clans 
  could use in the event that the worst happened.  As the 
  goblins began to consume more and more territory, and as the 
  eventual fate of the Vault became obvious even to the most 
  optimistic, the Deep Delvers shared among themselves all 
  information they had regarding hidden ways, and a few copies 
  of maps were made to allow families less familiar with the 
  Deepways to find their way to safety. 
  The Vault of Kharmaram held for years against goblin assault, 
  at least in part owing to Ornovael’s meddling, but also because 
  they had built their defenses well.  Several frontal assaults were 
  turned away at the gates, and Deep Delver sapping counter-
  measures defeated regular attempts by the goblins to introduce 
  raiding parties beyond the outer perimeter.  In the end the 
  vault was defeated by a new attack technique: digging tunnels 
  above the roof of the vault until collapses caused large chunks 
  of rocks to drop and crush buildings.  This technique had not 
  been previously used because it was suicide for the sappers, 
  but the newfound worship of N’Kaa made goblins fanatical 
  and willing to sacrifice their lives in the name of destruction. 
  At the end, the goblins crushed the Deep Delver resistance 
  and broke into the vault.  Most Deep Delvers were slain in 
  hand-to-hand combat.  Non-combatants were often killed by 
  their own family members, rather than allow them to be taken 
  alive by goblins.  A few Dwarves escaped, but were mercilessly 
  pursued throughout the Deepways; they were hunted down 
  and killed.  The priesthood of Kharmaram survived for a time 
  in their secret temple, but in the end even they, too, perished.  
  The Deep Delvers as a race were entirely eradicated. 
  When the final blow fell, Zavatasha found herself with 
  Ornovael’s limp body and no place to run.  She managed to 
  convince the priests of Kharmaram to admit Ornovael to the 
  inner sanctum, but had no idea how or when they would 
  escape from there.  As the final assault by the goblins began, 
  she penned her hasty note to Shazzek-Ra, attached it to a bat, 
  and went into hiding - leaving the Deep Delvers to their fate. 
  CURRENT ENVIRONMENT OF THE VAULT 
  The vault fell to the goblins around six months ago. When the 
  vault first fell, and the Deep Delvers had all been rounded up 
  and sacrificed to N’Kaa (such creatures made poor slaves), the 
  goblins spent quite some time looting the considerable wealth 
  that the dwarves had amassed.  They also surrounded the 
  Temple of Kharmaram; it was suspected that some number of 
  priests had taken refuge therein, but it was unclear how to get 
  in.  The goblins had another reason for wanting to penetrate 
  
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  the pyramid of Kharmaram; they assumed (rightly) that the 
  secrets for making mithril were kept there, and stealing that 
  metalsmithing lore was one of the most important reasons for 
  staging this invasion in the first place. 
  As weeks dragged into months, the amount of loot found by 
  the goblins tailed off, and no progress was made in 
  penetrating Kharmaram’s inner sanctum.  The goblin 
  leadership was replaced several times as the Goblin King, 
  increasingly dissatisfied with the lack of results, had generals 
  beheaded.  But no amount of probing for hidden tunnels, and 
  no searching for secret doors, could penetrate the inner 
  sanctum of Kharmaram.  As the Goblin King’s rage turned to 
  dull disappointment, a slow drawdown of his troops 
  commenced; his armies were pulled out of the vault and 
  redirected to other fronts, leaving only a small occupying force 
  behind.  But the king’s instructions have remained clear: those 
  goblins still in the vault must continue to look for a way to find 
  Kharmaram’s mithril forge. 
  Today the Vault of Kharmaram is ruined and largely 
  abandoned.  The ceiling of the cavern, which rises to a 
  maximum height of 200’ above the floor, was once smooth 
  but is now pocked with numerous craters, the sites where 
  enormous boulders were dropped on the buildings below.  All 
  of the structures in the vault show signs of damage, and often 
  this damage is catastrophic - many buildings have been entirely 
  destroyed by falling rocks or the subsequent looting.  Others 
  are shells or are partially destroyed; only a few are relatively 
  untouched.  Most structures are built on top of a forest of iron 
  rods; although air and water can flow below buildings, even a 
  halfling cannot squeeze through the many bars that support 
  the structure overhead.  Entering ruined structures is 
  dangerous; passing through the most damaged buildings 
  requires a Dexterity check to be made every round, or a minor 
  collapse will do 1d6 hp damage to those inside. 
  The vault is somewhat illuminated.  One of the first things the 
  goblins did when they began their siege of the vault was 
  introduce a kind of fungus called Glowscourge into the 
  airways; this weed sheds a pale blue light, grows even in 
  relatively inhospitable conditions, and spreads with an almost 
  supernatural quickness.  The goblins knew that the Deep 
  Delvers were more sensitive to light than they, and prior 
  experience in assaulting vaults had shown them that this would 
  be disruptive to the local defenses.  The fungus has spread 
  everywhere, growing in thick clumps from every pile of rocks, 
  and jutting from cracks in the walls and even the roof 
  overhead.  Even characters without infravision can see in the 
  vault as if it were twilight conditions.  If a clump of 
  glowscourge is picked, it will continue to shed light in a 10’ 
  radius for an hour before fading. 
  The vault is not completely level.  Some areas were built up to 
  50’ higher than the lowest level, giving a commanding view of 
  the cavern.  The structures built on these ‘hills’ were either 
  defensive in nature or were the private dwellings of the most 
  influential families.  Many of those families also had access to 
  minor Deepways tunnels, but the goblins have found most of 
  these and collapsed them; only the tunnel entrance at 10A 
  remains undiscovered. 
  The streets of the vault used to be well-paved using closely 
  joined bricks.  The sacking of the vault has broken the floor in 
  many places, however, even on the major roads, and collapses 
  and fires have scattered debris everywhere.  Moving through 
  this choked environment limits maximum speed to 60’ per 
  round, and when moving up or down hills, this must be further 
  reduced to 30’ per round or travelers must make Dexterity 
  checks to avoid falling and taking 1d6 hp damage.   
  The pyramid of Kharmaram can be plainly seen from all 
  locations within the vault.  The bulk of goblin activity remains 
  here, as described in the encounter areas.  Occasionally the 
  goblins will send out search parties to dig through the rubble of 
  buildings looking for metals that they can use at the pyramid; 
  see area 10F.  For the most part, however, the goblins are 
  afraid to venture too far beyond their camps; they know that 
  abandoned places in the underground do not remain safe for 
  long, and enough of their numbers have disappeared for them 
  to be nervous. 
  THE FAITH OF KHARMARAM 
  The true origins of Kharmaram are unknown. Some believe 
  that she was a relative of the major gods and goddesses of the 
  Dwarven pantheon, a specialist in the creation of mithril with a 
  nurturing aspect as well.  Others believe she was originally an 
  exceptionally skilled mortal metalsmith who was elevated to 
  godhood as a reward for her remarkable deeds during life.  
  Regardless, her worship was universal in the Vault of 
  Kharmaram, although her name is not well known beyond the 
  Deep Delver race.  Dwarven characters or Clerics may attempt 
  an Intelligence check at -4 to recall some facts about her 
  religion. 
  The worship of Kharmaram is built around the secret practice 
  of creating mithril.  Mithril is a remarkable metal with many 
  important properties; its use as a currency by the Deep 
  Delvers illustrates its importance in their society and in the 
  races they traded with.  Mithril is a beautiful silvery metal that 
  never seems to tarnish and takes enchantment readily; it is 
  prized for its use in making jewelry or other beautiful objects 
  because it is incredibly hard to scratch or damage.  Armor 
  made from mithril grants an armor class one better than usual 
  for that armor type; this is true for shields as well as armors 
  made principally from metal.  Weapons made from mithril are 
  
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  very hard and retain very sharp blades; they deal an additional 
  point of damage above any advantages granted by strength or 
  enchantment. The working of mithril was a closely held secret 
  of Deep Delver smiths, but the secret of making the metal was 
  known only to the priesthood of Kharmaram.  The goblins 
  captured and tortured many Deep Delvers to learn these 
  secrets, but the lore of mithril-making never left the inner 
  sanctum of Kharmaram. 
  An important aspect of making mithril is balance.  The correct 
  ingredients, correctly assembled and in the proper 
  proportions, and industriously worked by skilled priest-smiths, 
  will yield the precious metal.  Accordingly, a balanced and 
  judicious mindset, coupled with abilities to work hard and 
  collaborate, were the most prized attributes for a priest of 
  Kharmaram.  The temple devoted considerable energy to 
  finding and training new priests, teaching them valuable skills 
  from a very early age, and requiring them to pass rigorous 
  tests before they could be accepted into the ranks of the 
  priesthood and given access to the most important secrets of 
  their faith. 
  ENCOUNTERS WITHIN THE VAULT OF KHARMARAM 
  For encounters within the vault, refer to the area 10 map in 
  Part 10. 
  When the party first enters the vault of Kharmaram, read the 
  following description: 
  You have entered a cavern the size of which you have not 
  witnessed since leaving the Dark Rookery.  It is a single 
  chamber measuring perhaps 1000’ in length and half that in 
  width, with a ceiling that arches overhead some 200’ above.  
  The entire thing is illuminated by a blue glow emanating from 
  a luminescent fungus that seems to grow profusely and 
  everywhere. 
  The bulk of the open space of this huge chamber is taken up 
  by buildings, mostly made of stone and with steeply pitched 
  conical roofs, and built up on posts 10’ tall or higher.  But 
  even a casual inspection reveals that these buildings are ruined 
  and abandoned.  Every building seems to have sustained some 
  damage; many are utterly destroyed; and most are shells, 
  wrecked by collapse and fire.  Gouges out of the roof 
  overhead show where huge boulders must have dropped on 
  structures, raining destruction from above. 
  There is evidence of defensive works around the perimeter, 
  but these too seem entirely thrown down, destroyed and 
  abandoned.  This might very well have been the fabled vault of 
  the Deep Delver Dwarves - but if so, there is no sign of the 
  occupants. 
  Within this encounter are lettered area descriptions as follows: 
  10A. Atop this hill once stood the residence of one of the 
  Deep Delvers’ leading families.  They were among the 
  pioneering clans that built the vault, and their members were 
  well-represented in both the merchant class and the priesthood 
  of Kharmaram.  Given their prominence, they were able to 
  build their family compound here on a site with an excellent 
  overlook of the culture they helped create. 
  In the closing days of the Vault of Kharmaram, the family put 
  the finishing touches on an escape tunnel - a Deepways minor 
  passage that leads to area 8.  They let the other Deep Delver 
  families know of its existence, but remained behind to 
  contribute to the last-ditch defense of the vault, intending to 
  flee together when no other options for salvation remained.  
  Tragically, falling rocks from overhead crushed the main 
  residence and killed most the family as they gathered to use 
  their tunnel; they never made it out of the vault alive. 
  At the top of the hill are two main structures.  The largest was 
  the mansion of the family proper, which backed up against the 
  cavern wall; this has been caved in and is entirely ruined.  If 
  the party enters from the secondary passage, they will 
  encounter a pair of doors at the end of the tunnel that have 
  caved inward and are blocked with rubble, but a faint bluish 
  glow filters through the collapse; two turns of work will clear a 
  hole into the wreckage of the residence.  Four more turns of 
  digging will reveal the bodies of a number of Deep Delvers of 
  all ages; one of them carried a Ring of Protection +1.  The 
  rest have been thoroughly looted by goblins. 
  The second structure is almost entirely intact; it is a round, 
  domed building that served the family matriarch as an 
  observation tower.  She was very proud of all her people had 
  wrought in the vault, and was fond of looking upon their 
  works.  The dome contains something like a telescope; from a 
  seat high in a wrought iron gantry, an observer can work 
  cranks to reorient the lenses and view any point within the 
  vault at a high degree of detail.  From here the pyramid at 10F 
  can be seen, along with the goblins working at the feet of the 
  statue, and close observation will discover the guards at 10L as 
  well. 
  10B. This tower, part of the defensive bulwark of the Vault, 
  was the last significant Deep Delver resistance to fall to the 
  goblins.  The goblin troops broke through the curtain wall and 
  barbican, penetrating into the city, but the tower was defended 
  by a senior leader and veteran fighters; the goblins could not 
  find a hole in their armor.  Instead they bypassed the tower, 
  destroying every other pocket of resistance in the vault as the 
  defenders looked on, helpless.  Then the goblins surrounded 
  the tower, lit fires in front of the arrow slits, and filled the 
  building with smoke.  The Dwarves died at their posts. 
  
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  The structure is mostly intact.  The goblins broke down the 
  door intending to loot the place, but discovered that six of the 
  Deep Delvers had risen as wights (AC 5; HD 3; hp 14 each; 
  MV 90’(30’); #AT 1; D drain, Save F3; ML 12; AL C).  The 
  goblins now shun the place. 
  The risen Dwarves no longer care who enters their final 
  resting place; they seek revenge upon the living, and can have 
  no final peace unless it is granted to them by the sword.  If 
  looted, this tower contains 3 ingots of mithril worth 200 GP 
  and a non-magical suit of mithril chainmail worth 500 GP. 
  10C. In front of the gates of what appears to have been a 
  small fort or barracks building, now a burned-out ruin, stands a 
  20’ stone statue of a Deep Delver pikeman. The butt of his 
  polearm rests on his pedestal, and the tip of the enormous 
  weapon points straight up.  The goblins, ever industrious when 
  it comes to sadism, impaled many unfortunate Deep Delvers 
  on this statue’s weapon.  The rotting cadavers are still there. 
  The base of the statue conceals a hidden trove of treasure - 
  some unlucky Deep Delver’s “go bag” that was never 
  retrieved.  The statue’s bronze nameplate - OYDROTH THE 
  IMPLACABLE - can be unscrewed to reveal a cavity holding a 
  mithril ingot worth 200 GP, eight chrysoberyls worth 50 GP 
  each, a Wand of Wonder with 8 charges, and Gauntlets of 
  Dexterity. 
  10D. A plateau dominates the northernmost portion of the 
  vault, and the remains of a once-grandiose estate can be found 
  here.  This was formerly the clan holding of the family of the 
  High Priest of Kharmaram, in fact, and that residence once 
  held significant riches.  Early on in the sacking of the vault, 
  goblins paid special attention to this place, tearing into the 
  walls and floors in search of hidden riches.  One patrol of 
  goblins successfully found a secret treasure room, but in the 
  course of looting it, they smashed a magical crystal globe and 
  freed its prisoner: a hieracosphinx.  The creature promptly 
  slew every goblin in the place and began gathering what 
  treasure remained for its own. 
  The goblin forces remaining in the vault do not know of the 
  sphinx’s existence, but they suspect that something sinister is 
  afoot, picking off scavenging goblins that venture too far 
  north.  Their reaction has largely been one of apathy; they 
  have other things to worry about.  Meanwhile, the 
  hieracosphinx (AC 1; HD 9; hp 41; MV 90’(30’) or Fly 
  360’(120’); #AT 3 (2 claws, 1 beak); D 2d4 (claws) and 1d10 
  (beak); Save F9; ML 10; AL C) has gathered a significant 
  hoard within a relatively undamaged ballroom: 112 pieces of 
  bloodgold, 341 GP, 52 PP, 3 ingots of mithril worth 200 GP 
  each, a pair of golden candlesticks worth 400 GP for the set, 
  two fine tapestries worth 120 GP, a porcelain figurine of a 
  gynosphinx worth 340 GP (and which the hieracosphinx finds 
  to be particularly fascinating), a non-magical mithril axe worth 
  500 GP, a Shield +2, a Cursed Shield AC 9, a Sling +2, a 
  Hammer +1, a mithril suit of Plate Armor +1 sized for a 
  Dwarf and worth 1000 GP, a Crystal Ball, potions of Gaseous 
  Form and Water Breathing, a Robe of Blending, and a Rod of 
  Striking.  The hieracosphinx is intelligent and will happily 
  barter with the party, claiming it’s mostly interested in treasure 
  instead of bloodshed, but it really intends to kill and eat 
  everybody who enters its new domain. 
  For the remainder of area 10 keyed encounters, refer to the 
  Temple of Kharmaram Inset Map in Part 10. 
  10E. These two buildings are ruined shells.  They sustained 
  direct hits from the overhead bombardment, and the roofs and 
  many of the walls have collapsed.  Although each of these 
  buildings was elevated on a 10’ tall forest of iron rods, the 
  impacts of enormous boulders bent them down close to 
  ground level. 
  The wreckage within these ruins makes them ideal places for 
  hiding.  Assume that characters making modest attempts at 
  stealth can reach the interiors of these buildings without being 
  seen by either goblins at 10F (who are busy) or 10L (who are 
  bored).  There is no chance of a collapse or other mishap 
  inside these ruined buildings. 
  10F. The pyramid of Kharmaram is the largest and most 
  prominent structure in the vault.  It is plainly visible from every 
  part of the cavern.  It used to represent the cultural and 
  economic heart of the Vault of Kharmaram, and buildings 
  were oriented to provide excellent views of this center of 
  worship.  The pyramid is also largely intact; the goblin battle-
  plan called for sparing this structure, as it was believed to be 
  essential in the mithril-creating process.  A few cracks around 
  the edges can be seen, but otherwise the pyramid is in one 
  piece. 
  The temple consists of a step pyramid, roughly 25’ high, with 
  steep flights of steps rising to the top along the north and 
  south.  Atop the pyramid is a 40’ tall bulky stone statue 
  depicting Kharmaram - a beautiful Dwarf woman with long 
  flowing hair, on hand raising a hammer high over her head, 
  and her other hand gripping a pair of tongs.  In front of this 
  statue is a stylized anvil, fully 10’ tall and therefore too massive 
  to serve as an altar.  There is a recess in the top of this anvil - 
  a coffin-sized hole about 18” deep, at just the location where 
  Kharmaram’s hammer would strike the surface if her arm 
  dropped. 
  From the top platform, shorts flights of stairs descend to the 
  east and west to flat areas above the level of area 10G (to the 
  west) and 10H through 10K (to the east).  Priests could stand 
  on these balconies and address crowds standing at street level.  
  There is no treasure here. 
  
  46 
   
   
  A group of goblinoids is busily at work below the feet of 
  Kharmaram on the top platform.  Two bugbears (AC 5; HD 
  3+1; hp 15 each; MV 90’(30’); #AT 1; D 1d10+1 (polearm); 
  Save F3; ML 9; AL C) direct traffic for a group of four goblins 
  (AC 6; HD 1-1; hp 4 each; MV 60’(20’); #AT 1; D 1d6 
  (handaxe); Save F0; ML 7; AL C).  The goblins have been 
  scavenging the local buildings looking for metal objects, and 
  have each collected a small sack of tin cups, iron pans, and the 
  occasional piece of copper and silver.  The bugbears intend to 
  use this material at the anvil. 
  When the goblins sacked the vault, they discovered that the 
  statue of Kharmaram has an interesting property.  If any 
  material is placed in the recess at the top of the anvil, the arm 
  of the statue creaks to life.  Within a single round the hammer 
  descends, smashing down upon the anvil with a shower of 
  sparks and a hiss of steam.  It then rises back up to its initial 
  position, and any metal inside the cavity has been melted and 
  fused together; non-metal objects are burned or charred.  (An 
  exception that the goblins are not aware of: any living creature 
  placed inside the cavity is transported to area 11A, along with 
  all their equipment, and are not damaged by the hammer or 
  heat.) 
  The goblins initially believed that this must be where mithril is 
  made, by combining metals in the right proportions in the hole 
  and letting the hammer fuse it all together.  Countless 
  attempts were made, using looted silver, steel and other 
  metals, to create bricks of mithril on the anvil.  Each time this 
  merely created large ingots of blended metals, none of which 
  exhibited the properties of mithril.  The goblin leadership 
  within the vault have given up on this being the source of the 
  Deep Delvers’ precious metal, but the rank-and-file goblins still 
  enjoy trying.  They are bored, and they like fires and loud 
  noises, and the statue of Kharmaram is the closest thing they 
  have to real entertainment. 
  The goblins have built a stack of stones and rubble allowing 
  the tall bugbears to climb up onto the anvil.  They take the 
  sacks of scavenged metal from the goblins, dump it out on the 
  stone surface, and then in a single motion shove it into the 
  recess.  As the arm of the statue descends, with the goblins 
  whooping and shouting, the bugbears jump off the anvil and 
  watch the light show.  Then they crawl back up and inspect 
  the results.  The brick of metal created is about 2’ wide and 7’ 
  long (the dimensions of the recess) but only about 2” deep.  It 
  will be too hot to touch for four hours, at which point the 
  bugbears will lever it out with prybars and add it to their stash 
  at 10G. 
  The bugbears and goblins are too intent on their game to pay 
  too much attention to their surroundings.  Any reasonable 
  ambush plan on the part of the characters will achieve 
  surprise.  Each bugbear has 2d4 pieces of bloodgold, and the 
  goblins have no treasure. 
  10G. A pair of double doors, cracked but patched together, 
  leads to a room that once served as a shrine for private 
  ceremonies.  Little evidence of this still exists; this room has 
  been savagely vandalized by goblins.  Large sections of the 
  walls have been gouged and scored with digging tools in the 
  goblin quest for a secret door leading to the inner sanctum.  
  Anything of value has been removed, and goblin graffiti marks 
  every surface within 8’ of the floor.  Only up high, where 
  goblins cannot easily reach, are a few fragmentary remnants of 
  beautiful tilework - scenes of peaceful Deepways life.  The east 
  wall was once dominated by a depiction of Kharmaram, and 
  the top of her flowing hair can still be seen near the ceiling, 
  but the goblins took particular care to deface the goddess.  
  The floor was once finished with clay tiles, but these have all 
  been dug up and smashed.  A few exploratory potholes have 
  been dug in the stone foundation, apparently yielding no 
  results. 
  There was never any secret door or compartment in this 
  room.  The two bugbears at 10F now make their lair here; 
  there are two bundles of sleeping furs, a large copper bowl 
  they use for cooking meat (it is worth 25 GP), and a stack of 
  eight chunks of fused metal.  These are valueless in their 
  current condition, and each one weighs hundreds of pounds, 
  but if they were placed in a retort and fractioned in order to 
  separate out the constituent metals, 200 GP of gold and 100 
  GP of silver can be recovered. 
  
  47 
   
  10H. This small, sturdy door has a lock in good repair; a Thief 
  can inspect it to determine that this lock has been recently 
  replaced.  The door is defaced with a crude representation of a 
  skull and crossbones scrawled in red paint - the universal 
  goblin symbol for DANGER. 
  The goblins thoroughly searched rooms 10H through 10K but 
  found nothing.  Erbilg, the hobgoblin specialist brought in to 
  find traps and open locks, quickly realized that the inner 
  sanctum of Kharmaram would not be reachable by mundane 
  means, but that the key to finding the way in lay in these 
  chambers, which were originally used by Kharmaram’s 
  priesthood.  He secured this door and marked it as dangerous, 
  but in reality the only danger was created by Erbilg himself - an 
  ambitious hobgoblin, he wanted to find the way into the inner 
  sanctum by himself, to gain whatever treasure or glory that 
  resulted without needing to share credit. 
  This door can be unlocked or forced with normal chances of 
  success.  However, the door is trapped; when it is opened, a 
  sharpened log swings down to impale whoever stands in the 
  doorway.  This trap attacks as a 4HD monster and does 2d6 
  hp damage if it strikes.  It must be reset before it can attack 
  again.  This trap can be found by a Thief with the usual 
  chances. 
  Beyond the door lies a small vestibule, the walls and floors of 
  which have been thoroughly defaced.  A few colorful tiles 
  remain on the walls, plainly once part of an artistic image, but 
  what they may once have depicted is now a mystery.  Beyond 
  this room, an arch opens onto another space; however, the 
  way is blocked by a curtain of canvas.  It looks like a painter’s 
  dropcloth and is very heavy; folds of it are draped on the 
  ground, requiring raising many folds of heavy fabric to look 
  under it and see what lies beyond in 10I. 
  10I. All the walls of this room are draped in folds of heavy 
  canvas, which help constrain the guardians Erbilg has trapped 
  herein.  Two giant scorpions (AC 2; HD 4; hp 18 each; MV 
  150’(50’); #AT 3 (2 claws, 1 sting); D 1d10 (claws) and 1d4 + 
  poison (sting); Save F2; ML 11; AL N) cling to the ceiling of 
  the room and will drop to attack anybody lifting the canvas to 
  enter the room, surprising on a 1, 2, or 3 on a d6.   
  Removing the canvas from this room will reveal that it, too, 
  has been thoroughly defaced by goblins.  The west wall was 
  dominated by a mosaic of Kharmaram spreading her arms; 
  only the head and shoulders remain, the body having been 
  vandalized and the wall gouged in search of secret doors. An 
  inscription on Dwarvish runs along the top of the west wall 
  reading “In you I have wrought well - my greatest creation.”  
  Through the damage and graffiti, two files of Deep Delvers 
  seem to be departing from Kharmaram’s left and right hands.  
  The ones on her left side are smaller than the others - 
  children, seemingly moving toward the door to 10K.  Adult 
  dwarves file around the wall to the north before heading to 
  10J, but along the north wall they seem to pause and assume 
  a lotus position in prayer.  The writing along the top of the 
  north wall can be deciphered to read “Consider: What is the 
  First Principle?” 
  There is no treasure in this room. 
  10J. This small alcove has room only for a black stone 
  statuary icon of Kharmaram and a flat plate some 2’ across.  
  The statue is about 5’ tall and shows a seated Kharmaram in 
  the lotus position, her hammer in her lap and both her hands 
  cupped in front of her, as if preparing to splash her own face 
  with water.  The statue is cracked in many places and has 
  plainly been glued back together.  The plate, which is located 
  immediately in front of the statue, is made of some kind of 
  black ceramic and has also plainly been repaired.   
  This place was where priests of Kharmaram who knew the 
  First Principle could bypass the tests in areas 11 through 15 to 
  directly enter the inner sanctum at 16A.  A priest would 
  assume the lotus position on the plate, place their holy symbol 
  within Kharmaram’s palm, state the First Principle 
  (“Miasmagoria”), and everybody in the room (and the holy 
  symbol) would be instantly teleported to 16A.  Erbilg learned 
  of the First Principle from his captive at 10U and, using his 
  holy symbol, successfully crossed to the inner sanctum.  
  Unfortunately for him, his lack of knowing all the Principles 
  has limited Erbilg’s further movements. 
  Zavatasha knew of the First Principle as well, and left the 
  necessary word encoded in her letter to Shazzek-Ra.  In 
  Handout #1, the misspelling of ‘First Principals’ was 
  intentional, meant to guide the reader into looking at the first 
  letter of each line.  This hint was entirely missed by Haffek-Du 
  and the goblins.   
  10K. This long, narrow room contains four 2’ wide ceramic 
  plates, similar to the one found in 10J, each one cracked and 
  broken.  A mosaic of Kharmaram decorates the west wall; it 
  shows the goddess seated in a lotus position, her hammer 
  raised in benediction, her other graceful hand touching her 
  forehead.  The mustache drawn on Kharamaram’s upper lip is 
  the least crude of the defacements to the tilework. 
  Young aspirants to the priesthood, once they had passed 
  rigorous education and training across the street in the 
  Children’s Garden, participated in initiating rituals in 10I 
  before being introduced to this room.  The acolytes seated 
  themselves on the plates and received mental guidance directly 
  from Kharmaram - something which still works despite the 
  destruction and vandalism.  Any who sits in the lotus position 
  on a plate will hear a woman’s deep voice speaking inside 
  their minds: “Meditate on this, aspirant: today you are 
  
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  unworked.  Are you prepared to be forged?  Then come: bring 
  only the lessons you have learned, and let my hammer test 
  what you are made of.”  Goblins, who are not fans of 
  meditation to any god save N’Kaa, never learned of this 
  function of this room. 
  All dwellers of the Vault of Kharmaram knew of the fire and 
  destruction the statue at 10F could create.  It was therefore an 
  act of supreme faith to climb atop the anvil, crawl into the 
  recess, and watch the descending hammer before beginning 
  their testing for priesthood in area 11.  Those aspirants who 
  successfully passed the tests in areas 11 through 15 would 
  proceed on to 16A, there to be formally inducted into the 
  priesthood. 
  (DM Note: It is rather unlikely that the party will successfully 
  obtain both the First Principle and a holy symbol of 
  Kharmaram.  Those who achieve this and bypass encounters 
  11 through 15 are to be congratulated on exceptionally good 
  play.  The expected course of the adventure takes the party 
  through the Tests of Kharmaram to the inner sanctum.  The 
  party must all decide to risk the hammer of Kharmaram and 
  enter the anvil’s recess. There is only room for one character 
  at a time to do this; those who teleport to 11A disappear, and 
  the DM must not tell the remaining players what has 
  happened to the one who braved the hammer first!  Ideally, 
  the party must all fear they are walking into their own 
  annihilation, but their faith will be rewarded once they are 
  reunited in the First Test.) 
  10L. The Children’s Garden was a childcare center and 
  religious education school.  Young Deep Delvers destined for a 
  role in the priesthood were sent here at a very early age, 
  where they learned the ways of Kharmaram before attempting 
  to pass the tests of priesthood upon coming of age.   
  The building is largely intact, although it sustained some 
  damage from a boulder impact on the east side, and the spire 
  of a tower south of the building has fallen over and come to 
  rest leaning across the south edge.  This single-level structure 
  is 10’ above the level of the square to the south of the Temple 
  of Kharmaram, with a forest of closely spaced iron rods filling 
  the void below the foundation.  A flight of stairs leads up to a 
  porch in front of the building’s entry corridor. 
  Two hobgoblins (AC 6; HD 1+1; hp 6; MV 90’(30’); #AT 1; 
  D 1d6 (spear) or 1d6 (shortbow); Save F1; ML 8; AL C) stand 
  watch here.  They can clearly see what the bugbears and 
  goblins are doing at 10F, and very much wish they were there 
  instead of on guard duty.  Their attention is focused on the 
  pyramid of Kharmaram, and any reasonable plan to ambush 
  them will gain surprise automatically.  Each hobgoblin has 1d4 
  pieces of bloodgold. 
  If the hobgoblins are given an opportunity to act, one will 
  hammer on the door to 10M while the other will go alert the 
  guards at 10P.  None of the doors in the entry corridor are 
  locked. 
  10M. This room used to be the sleeping chamber for the 
  young students.  Several small beds and cribs are still largely 
  intact here.  The walls are decorated with paintings of young 
  dwarves frolicking hand-in-hand with Kharmaram, although 
  goblins have added their own black comedic edits to the 
  artwork.   
  This room is used as a hobgoblin barracks; six hobgoblins (AC 
  6; HD 1+1; hp 6; MV 90’(30’); #AT 1; D 1d6 (spear) or 1d6 
  (shortbow); Save F1; ML 8; AL C) and one hobgoblin sergeant 
  (AC 5; HD 4; hp 18; MV 90’(30’); #AT 1; D 1d6+1 (spear) 
  or 1d6 (shortbow); Save F4; ML 9; AL C) sprawl on the 
  undersized mattresses, their legs hanging off the ends.  These 
  creatures will require one round to make themselves ready to 
  fight.  Each hobgoblin has 1d4 pieces of bloodgold, except for 
  the sergeant, who has 12. 
  10N. This room was probably once a kitchen, but it is so 
  thoroughly battered, burned, and looted that it is impossible to 
  tell for certain.  The eastern wall of this room has entirely 
  collapsed, and a huge rubble pile tails eastwards from the 
  foundation, giving steep but safe access to the street level. 
  This room currently serves as the barracks for six goblins (AC 
  6; HD 1-1; hp 4 each; MV 60’(20’); #AT 1; D 1d6 (handaxe); 
  Save F0; ML 7; AL C) who are sitting around a fire and 
  passing a pipe.  This pipe contains dammelfrond, and all the 
  goblins are under the influence of that narcotic fungus (see 
  area 2C).  They have six more doses of the stuff, but otherwise 
  have no treasure. 
  There is an unconscious and naked Gnome bound in a corner 
  of the room.  This is Vikaaruth, a merchant who irritated some 
  goblin soldiers and found himself here.  He has exhausted his 
  entertainment value for the hobgoblins and was given to the 
  goblins to polish off; the goblins are still debating the most 
  amusing way to do this, but are leaning toward feeding him to 
  the beetle at 10S.  Vikaaruth (G F3/T3, hp 1 of 12, S11 I13 
  W12 D14 C10 Ch14, AL L) is barely alive but can be brought 
  back to consciousness with minimal healing.  He is no 
  adventurer and, although capable of fighting, will only engage 
  in combat if his life depends on it.  Still, he is a basically 
  honorable person, and is overwhelmingly grateful if 
  adventurers rescue him and help him reach safety.  His family, 
  the Peshkaruun Gnomes of the Peshka Freehold, are 
  influential in the Deepways; saving their young clansman will 
  earn the party (and, indirectly, the Strigids and Tytonids) 
  powerful allies.  Additionally, two weeks after he returns 
  home, a Gnomish delegation will arrive in the Dark Rookery 
  
  49 
   
  and present the characters with a reward: a Heavy Pick +2, a 
  Phylactery of Youth, and a Stone of Good Luck. 
  10O. This room might have once been a dining hall, but the 
  wreckage of the walls and the collapsed roof make it 
  impossible to tell for sure.  The floor slab is cracked and cants 
  down toward the street along the eastern side of the room. 
  This room is not used by the goblins because it is unstable. A 
  Dwarf or Gnome will be able to tell that the collapse of the 
  floor level is imminent.  If any individual weighing more than 
  50 lbs enters this room, the floor will give way and spill 
  everybody in the room out into the street, doing 3d6 hp 
  damage unless a saving throw vs. Wands is made. 
  10P. This open yard was plainly once a playground; a see-
  saw, a slide, and a carousel stand in the middle of an open 
  space, with soft dried fungal matter underfoot.  Four 
  hobgoblins (AC 6; HD 1+1; hp 6; MV 90’(30’); #AT 1; D 
  1d6 (spear) or 1d6 (shortbow); Save F1; ML 8; AL C) laze 
  around this area, nominally on duty as guards, but so 
  thoroughly bored that they cannot even engage in their usual 
  pastime of tormenting the beetle at 10S.  If they have an 
  opportunity to do so, they will warn Daskarrup at 10Q.  They 
  never bother the lieutenant at 10R, however, because the 
  hobgoblins sense there is something not quite right about him 
  (they are as yet unaware that he has been secretly replaced by 
  an ogre mage.) 
  Each hobgoblin has 1d4 pieces of bloodgold. 
  10Q. This room used to be a classroom where students 
  learned the basics of metalworking.  A cold hearth lies to the 
  north, while a line of small anvils served as desks.  The west 
  wall of the room is covered with peg-board, and a few tools 
  still hang there.  A lesson is still painted on the south wall, only 
  slightly disturbed by goblin defacement; it says, in Dwarven, 
  “ALL THINGS IN MEASURE - BE PATIENT AND 
  RESOLUTE - WORK HARD, AND HAVE FAITH IN 
  YOURSELF AND OTHERS”.   
  This classroom has become the quarters of Daskarrup, a 
  fighter/priestess of N’Kaa and the leader of the goblin 
  presence in the vault.  Daskarrup struck a superior officer, 
  who decided that rather than having her executed, he would 
  do her one worse by having her assigned to this duty - a duty 
  that can only result in eventually earning an execution from 
  the Goblin King himself.   
  Daskarrup is particularly upset because Erbilg, one of the other 
  goblin leaders, and the one she intended to blame for the 
  mission’s failures, has gone missing.  The sneaky goblin had 
  been in the vault since the invasion, and was initially a source 
  of good information, but he had become evasive and 
  insubordinate.  Then, about a month ago, he went AWOL and 
  hasn’t returned.  It was known that he made his lair in 10T, 
  but it was also known that Erbilg was fond of setting traps.  
  After Daskarrup sent one hobgoblin into the storage building 
  to look for Erbilg, and that ‘volunteer’ failed to return, the rest 
  of her detachment has refused to go anywhere near the place.  
  Daskarrup is weighing the risks of going to look personally, 
  but spends most of her time lying in her hammock and feeling 
  sorry for herself. 
  Daskarrup (AC 3; HD 6; hp 27; MV 60’(20’); #AT 1; D 
  1d8+2 (morningstar); Save C6; ML 8; AL C) knows the 
  following spells, which she casts as a 6th level Cleric: 
  1st level: Command, Cure Light Wounds, Light 
  2nd level: Bless, Hold Person, Silence 15’ Radius 
  3rd level: Dispel Magic, Prayer 
  She wears Chain Mail +2 and wields a Morningstar +1.  She 
  additionally wears a magical helmet called the Helm of Azzaza; 
  it is made of silver and has a decoration that looks like the long 
  neck and head of a swan, only with teeth and burning red 
  eyes.  The helm is an evil item with its own intelligence, albeit 
  a not particularly intelligent intelligence.  This item has the 
  ability to breathe fire three times per day in a cone 10’ long 
  and 10’ wide at the terminus; this does 2d4 hp fire damage 
  (save vs. Breath Attacks for half damage).  The snapping 
  mouth can also bite opponents, attacking as a 3 HD creature 
  and doing 1d4 hp damage on a successful hit.  The Helm of 
  Azzaza will obey the commands of any wearer of Chaotic 
  alignment, but it will attack any Lawful character who puts it 
  on.  It will not attack Neutral characters, but it will also not do 
  their bidding unless they can convince the helm that what they 
  ask is the generally wickedest course to follow; fortunately the 
  helm is rather gullible and can be swayed if the wearer makes 
  a Charisma check. 
  Daskarrup also has 59 pieces of bloodgold and a ring with a 
  bloodstone gem that doubles as her holy symbol; this can be 
  sold for 100 GP. 
  10R. This room was once a classroom used for lessons in 
  reading and writing, but all of the books and paper have been 
  consumed in goblin fires long ago.  Only a few small desks and 
  chairs remain, piled up along the south wall.  A lesson is 
  written on the south wall: “LEARN WELL, THAT SOMEDAY 
  YOU MAY LEARN THE FIVE PRINCIPLES AND STUDY AT 
  KHARMARAM’S FEET.” 
  All the goblins think these are the quarters of Harkkaluk, a 
  hobgoblin and Daskarrup’s lieutenant.  However, the creature 
  that lives here is actually named Quan Yeo, and he is an ogre 
  mage.  Quan Yeo used his magical powers to assume 
  Harkkaluk’s form long ago, and he is here because the search 
  
  50 
   
  for Deep Delver lore interests him.  He couldn’t care less 
  about goblin interests, and will abandon them the moment it 
  seems convenient to do so. 
  Quan Yeo (AC 4; HD 5+2; hp 25; MV 90’(30’) or Fly 
  150’(50’); #AT 1; D 1d12; Save M5; ML 9; AL L) is an evil 
  creature who will attack the party if he thinks they can be 
  defeated, but may otherwise choose to observe them and 
  attempt to bargain while in disguise, potentially trying to 
  convince them that he is a Deep Delver hoping to rescue 
  survivors trapped inside the temple.  If they party discovers his 
  true nature, he is still open to forming an alliance, but only 
  learning the secret of making mithril will satisfy the ogre mage. 
  Quan Yeo wears a Ring of Spell Turning.  His golden earrings 
  have rubies in them, and the set is worth 500 GP; he also has 
  a sack of 34 pieces of bloodgold under his sleeping furs. 
  10S. This end of the yard has been enclosed on all sides and 
  above in a cage of iron rods, which were salvaged from the 
  foundations of ruined buildings and joined together with 
  twisted wire.  A makeshift cage door is the only way into this 
  enclosure, which the goblins have used to trap a giant stag 
  beetle (AC 3; HD 7; hp 32; MV 60’(20’); #AT 3 (bite, 2 
  horns); D 4d4 (bite) and 1d10 (each horn); Save F7; ML 8; AL 
  N).  The beetle is very hungry, and if it escapes it will kill and 
  eat the first three creatures it encounters.   
  The hobgoblins at 10P might, if in a desperate position, open 
  the cage to free the beetle.  This is a risky strategy, however, 
  because the beetle is just as likely to attack a goblin as it is to 
  attack anybody else.  There is no treasure here. 
  10T. This building was the storage shed for the Children’s 
  Garden; now the fallen spire of a neighboring building rests on 
  its roof, looming ominously over the playground.  The weight 
  of the toppled tower seems to compress the shed upon itself, 
  but a Gnome or Dwarf will be able to tell that the sturdy 
  building is structurally stable.  Even the door frame is still 
  square and will not jam. 
  The dark interior of the shed has two short kegs and one large 
  barrel against the south wall, while a lumpy shape under a 
  dropcloth lurks in the northeast corner.  The sheet conceals a 
  jumbled pile of stools, but more importantly, reaching them by 
  crossing the center of the room exposes adventurers to a trap.  
  A 5’ square of the floor has been made into a concealed trap 
  door that opens if any weight above 50 lbs is placed upon it.  
  Below the trap door is the void under the foundation; the iron 
  rods immediately below the trap have been cut down close to 
  the ground and sharpened.  Anybody who falls into the pit 
  takes 3d6 hp damage and requires assistance to escape, 
  especially since the lid of the trapdoor closes once it has been 
  triggered.  A hapless hobgoblin corpse is still in the pit and 
  impaled on the spikes; it had 3 pieces of bloodgold. 
  The kegs and barrel are empty.  Erbilg used them as steps; a 
  secret door in the ceiling lies directly above the barrel and can 
  be found with the usual chances for success.  The secret door 
  leads to 10U. 
  10U. The secret door leads into the topmost level of the fallen 
  tower, now resting mostly horizontally.  A hole in the ‘wall’ is 
  actually the trap-door in the floor leading to the next level 
  down. 
  The space beyond is the only remaining chamber of the spire 
  that is still accessible; any doors to other levels are now 
  hopelessly choked with rubble.  This cavity, lined with fabric 
  and furs scavenged from all over the vault, was Erbilg’s hidey-
  hole.  He took most of his belongings with him when he 
  entered Kharmaram’s inner sanctum, but he left behind a 
  chest containing non-magical treasure (he intended to return).  
  The locked, untrapped box contains 122 pieces of bloodgold 
  and two ingots of mithril worth 200 GP each. 
  There is the corpse of a Deep Delver in this room.  A Cleric 
  will be able to determine that the bound body of this Dwarf 
  has only been dead about a month, and the poor fellow likely 
  died from wounds sustained while being tortured.  Erbilg 
  captured this unfortunate, a Deep Delver priest named Issilvi, 
  and hid him away from his fellow goblins.  Erbilg tortured 
  Issilvi continuously, demanding to learn the way into the 
  temple, and finally broke the priest.  Issilvi gave up the First 
  Principle - ‘Miasmagoria’ -  and told Erbilg how to use his holy 
  symbol to teleport into the inner sanctum from 10J.  Erbilg 
  immediately killed Issilvi and left. 
  A Speak with Dead spell may allow the party to gain this same 
  information from Issilvi, but he cannot help the party gain 
  another holy symbol. 
  11. THE FIRST TEST 
  For this encounter, refer to the area 11 map in Part 10. 
  The party is teleported to another location far from the Vault 
  of Kharmaram - indeed, on an entirely different plane of 
  existence.  The tests of Kharmaram and her inner sanctum are 
  located in an interdicted corner of the Prime Material Plane, 
  far underground and isolated from any intrusion or entry aside 
  from the teleportation methods provided.  Within each test, 
  fresh air is magically created by the stones themselves; any 
  smoke or fumes created in an area will clear out within one 
  turn.  Temperature remains magically constant.  Light sources 
  are described for each location, supplemented by those 
  brought by the party.  There is a ‘north’ direction that can be 
  determined by a compass or the inherent stone-sense of a 
  Gnome or Dwarf. 
  
  51 
   
  There is nothing but solid stone in all directions for hundreds 
  of miles.  Magic works normally, and spells that affect earth or 
  rock will affect the stone from which areas 11 through 16 are 
  built.  Magical communication with the outside world is 
  impossible.  Spells that summon monsters still work normally, 
  but teleporting in or out of the tests and inner sanctum will not 
  function.   
  Novices seeking to join the priesthood of Kharmaram were 
  required to complete their education and then submit to the 
  hammer at the pyramid.  Groups of four initiates were sent 
  into the First Test in this way.  These groups were expected to 
  collaborate to work their way through five tests, each of which 
  was designed to challenge the group’s abilities as well as 
  instruct them on the Five Principles of Kharmaram’s faith.  
  These Five Principles were a closely guarded secret, and only 
  those who successfully passed through the tests learned them 
  all.  The tests were potentially deadly, but for those initiates 
  who got stuck and failed to complete a test, they were required 
  to remain in the inner sanctum as servants of the priests.  Only 
  full-fledged priests were granted the ability to come and go 
  from the inner sanctum as they pleased. 
  In this encounter, the First Test, the party will enter a strange 
  shrine.  By using a column that allows the manipulation of the 
  direction of gravity, and by disassembling and reassembling 
  components available within the room, the characters will be 
  able to open a secret door leading to the Second Test. 
  Within this encounter are lettered area descriptions as follows: 
  11A. When the party first teleports from area 10F, read the 
  following description: 
  You find yourself in a 10’ x 10’ room with stone walls.  The 
  ceiling is 10’ overhead.  There is no light source in the room.  
  There is a single exit from the room in the north wall, a door 
  made out of a dull bronze metal, with a simple latch but no 
  locking mechanism.  There is Dwarvish writing carved into the 
  south wall of the room; it reads as follows: 
  “Beyond the bronze door is a test. The test will teach the four 
  of you about one of the Five Principles.  Retreat behind a 
  bronze door to rest, to meditate on what you have learned, or 
  to start the test again.  Find a new bronze door to complete 
  the test.” 
  This room is a safe haven.  Parties may rest in this location for 
  as long as they like, and they will not be bothered by 
  wandering monsters - there are none within Kharmaram’s 
  tests.  The room is not particularly comfortable, and no food 
  or water are provided, but the opportunity to regain hit points 
  and spells may be valuable. 
  The bronze door radiates magic, although it appears ordinary 
  to the senses and has no obvious special properties.  It cannot 
  be damaged or removed from its frame, however.  If the 
  bronze door is closed, and there is no living thing in areas 11B 
  through 11I, then the First Test resets itself to whatever state it 
  was in before the party arrived.  If the party retreats behind 
  the bronze door and closes it, all damage done to the room 
  resets (although damage done to the party does not).  This 
  means that if the party acquired the bowls or chains from 
  11H, these things disappear from their inventory if they reset 
  the test at 11A.  However, items obtained from a room do not 
  disappear when one moves forward into subsequent tests. 
  11B. This room is 10’ x 10’ with a 10’ high ceiling.  The 
  bronze door exits to the south; to the north is a stone door 
  with a simple latch mechanism.  There is Dwarvish writing 
  carved into the west wall of the room; it reads as follows: 
  “Sometimes a stubborn beast must be coaxed.” 
  This is a clue for finding the exit from the First Test; it relates 
  to the method used for moving the bull-pillar at 11I.  All tests 
  have a clue room immediately before the test itself.  This room 
  is largely safe, but if flaming oil gets on the floor of the space 
  beyond, it will come under the crack in the door.  Only 
  retreating to 11A and closing the door is truly safe. 
  11C. When the party opens the door, read the following 
  description: 
  The room beyond the door is lit with a flickering red light.  It 
  appears to be some kind of shrine made from coarse black 
  stone.  The chamber is 20’ wide at the entry point, but 
  appears to flare out farther on. 
  Some 30’ from the door is an enormous stone throne.  Sitting 
  in this throne is a stone statue of an elephant-headed 
  humanoid. 
  The ceiling is 20’ overhead and crowded densely with 6”-long 
  iron spikes.  If gravity in the room is reversed, anybody who 
  ‘falls’ to the ceiling will take 3d6 hp damage.  Where the room 
  widens, the ceiling is higher (30’) but there are no spikes. 
  A pair of grooves in the floor flanks the entry door, running 
  north from the wall up to the throne. These are tracks that 
  constrain the throne’s wheels (see area 11D).  The back of the 
  door and the wall around it are scratched and pitted with small 
  holes; this is the result of damage from the throne spikes 
  striking the south wall, and these marks are not erased if the 
  room is reset. 
  The room is lit from several sources.  There are sconces set 
  into the walls to the left and right of the throne, both in the 
  south and northern portions of the room.  These hold iron 
  
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  torches that apparently burn with a flickering flame.  The fire 
  is cool to the touch, however; this is actually a product of a 
  Continual Light spell.  The sconces themselves are built to 
  swivel such that the torches can turn freely; this is to allow the 
  torches to reorient according to what direction is ‘up’ (see 
  11G).  Some light is also shed by the volcano at 11E and the 
  fire-bowls at 11H. 
  The walls in the southern portion of the room have carvings 
  showing an elephant-headed humanoid teaching Dwarves to 
  plant fungus, till soil, and perform a variety of other 
  agricultural tasks.  This spirit is Umxorxus, a minor deity in the 
  Deep Delver pantheon who is responsible for underground 
  harvests.  Only a Dwarven Cleric has any chance of 
  recognizing this obscure religious figure. 
   
  11D. The statue of Umxorxus is 6’ wide and would be 12’ tall 
  if it stood up.  As it is, since the throne is significantly elevated, 
  the top of the elephantine head is 10’ off the ground.  The 
  throne is mounted on four stone wheels, and these fit down 
  into the tracks with an ingenious series of pegs that allow the 
  wheels to roll freely but also hold the throne firmly to the 
  tracks.  Even if the room’s gravity is reversed (see 11G), the 
  throne will remain in the tracks.  The throne’s underside is 
  about 6” above the floor’s surface. 
  The throne is made of solid stone and is very heavy.  
  However, the wheels and bearings have very little friction.  If 
  characters whose points of Strength total 35 all push on the 
  back of the throne, they can slowly push it to the south.  
  Similarly, pushing from the front can return the throne to its 
  starting position.  The tracks prevent it from traveling further 
  to the north. 
  Jutting southwards from the front of the throne, just below 
  Umxorxus’ broad feet, are a row of 2’-long stone spikes.  If 
  the throne begins to roll quickly southward and any creature is 
  in the path of the spikes, they must save vs. Wands or take 
  3d6 hp damage.  Similarly, if the throne rolls rapidly to the 
  north and any character is in the way, they must save vs. 
  Wands or take 1d6 hp damage.   
  It is trivially easy to climb up on the lap of the elephant spirit.  
  The statue of Umxorxus is exquisitely carved, with a kindly 
  expression on its face, and very well detailed, including a 
  number of earrings attached to his prominent ears.  These 
  rings are useful points of attachment for the chains (see 11H). 
  11E. The room opens up on either side of the throne; here 
  the chamber is 40’ wide and 30’ long, with a 30’ ceiling.  
  Another 20’ x 20’ alcove lies to the north. 
  In the northwest corner of the room is a small volcano.  It is 
  about 2’ tall, its mound seemingly part of the stone floor itself.  
  Lava oozes from the top and slowly flows through a sloped 
  channel to the south.  When the lava reaches the southwest 
  corner of the room, it falls into a grated drain and disappears.  
  The lava glows with a dull red light and, unlike the torches, is 
  actually hot.  Coming within 5’ of the volcano or lava causes 
  1d6 hp of fire damage, and actually contacting the stuff causes 
  2d6 hp of fire damage.   
  11F. In the southeastern corner of the room is a 2’ tall stone 
  mound similar to the volcano at 11E.  However, this small 
  mountain belches forth a bubbling flow of black, tarry oil.  This 
  oil flows in a channel down to a drain in the northeast corner 
  of the room. 
  The oil is toxic and constantly outgases acidic vapors.  Coming 
  within 5’ of the volcano or its oil causes 1d6 hp of acid 
  damage, and touching the oil with bare flesh causes 2d6 hp of 
  acid damage.  The oil is very flammable; if it comes into 
  contact with any flame or hot source, including the lava at 11E 
  or the coals from the fire-bowls at 11H, all the oil will burst 
  into flame and cause an additional 1d6 hp of fire damage to all 
  within 5’, or 2d6 hp of fire damage to those in the oil. 
  11G. To the north of the throne is a stone column 
  approximately 5’ in diameter and 30’ tall.  At the 10’ and 20’ 
  heights, iron rods are connected to the north, east, west, and 
  south facings of the column.  These rods are about 1’ long and 
  end in 8” diameter iron hoops, made to be convenient for 
  grasping.  The rods and hoops do not turn, swivel, or 
  otherwise move; they are rigidly set into the stone of the 
  column. 
  
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  At the 5’, 15’, and 25’ heights, iconic images are carved into 
  the column.  A different trio of images is found on the north, 
  east, south, and west faces of the column (see the elevation 
  view and key on the map).  These symbols are magical; if 
  touched, that set of symbols glows; if touched again, the glow 
  fades.  Only one set of symbols may be illuminated at a time. 
  Illuminating the symbols has the following effects: 
  • 
  NORTH: The symbol shows a person walking down 
  a slope.  Touching this symbol causes the direction 
  of gravity within this room to shift as if the south 
  end of the room slopes downward at a 30 degree 
  angle.  Anybody standing on the floor when this 
  happens must make a Dexterity check or fall down.  
  The throne will roll to the south and smash into the 
  door.  The oil volcano will back up on itself and 
  begin slowly oozing oil into the south part of the 
  room; the lava volcano will flow more quickly to the 
  south and flow past the drain.  The lava and oil will 
  meet in the south part of the room in three rounds.   
  • 
  SOUTH: The symbol shows a person walking up a 
  slope.  Touching this symbol causes the direction of 
  gravity within this room to shift as if the north end 
  of the room slopes downward at a 30 degree angle.  
  Anybody standing on the floor when this happens 
  must make a Dexterity check or fall down.  The 
  throne will roll back to the north and stop abruptly 
  at the end of the tracks.  The lava volcano will back 
  up on itself and begin slowly flowing lava into the 
  north part of the room; the oil will flow more 
  quickly and overshoot its drain, also oozing into the 
  north part of the room.  The lava and oil will meet 
  in the north part of the room in three rounds. 
  • 
  EAST: The symbol shows a person walking on the 
  ceiling.  Touching this symbol causes gravity to 
  reverse itself.  Unless a person is secured or hanging 
  onto a ring or torch bracket, they will fall upward.  
  This inflicts 3d6 damage regardless of whether a 
  person falls onto spikes in the 20’ ceiling areas, or 
  onto the 30’ ceiling in the center of the room.  The 
  throne will not move; it is secured in the rails.  The 
  coals in the fire bowls will fall to the ceiling, and the 
  oil and lava volcanos will begin flowing upwards.  
  The oil and lava will reach the ceiling in one round, 
  and then begin flowing towards a drain in the 
  middle.  If the coals are on the ceiling, the oil ignites 
  in 1 more round; otherwise, it will ignite in 3 rounds 
  when lava and oil meet in the middle. 
  • 
  WEST: The symbol shows a person floating in 
  space.  Touching this symbol eliminates gravity in 
  this room.  All characters will begin floating around 
  the room unless they grab onto something fixed; if 
  they can reach a surface, they can ‘push off’ and 
  float to other parts of the room.  The coals will 
  begin to float freely, as will globules of oil and lava; 
  after 1 round, anybody in the room must make 
  saving throws vs. Breath Attacks or take 1d6 hp fire 
  damage and 1d6 hp acid damage from these 
  dangerous bubbles.   
  Carefully track the position of characters in the room.  If for 
  any reason there is oil or lava on the ceiling or in the air, and 
  then gravity reasserts itself, it may fall on those below. 
  11H. The high ceiling of the central part of the room slopes 
  gently up to a drain in the middle of the room.  If gravity 
  reverses, oil and lava flow towards this central point. 
  In the north and south parts of this ceiling, 4” diameter iron 
  rings are set into the ceiling.  A silvery chain hooks to each 
  ring with a hinged clasp.  Depending from each chain is a 2’-
  diameter bowl made of bronze, each one half-full with glowing 
  red coals that help illuminate the room.  The chain wraps 
  around the bowl and hooks to itself with another hinged clasp; 
  the bowl hangs 15’ down from the ceiling, but the total length 
  of each chain is 20’. 
  The chains are made of mithril and are essentially 
  unbreakable.  Anybody who climbs to the ceiling by ordinary 
  or magical means, or who uses the column at 11G to be able 
  to reach the rings, can remove the chains and bowls.  The 
  chains can be linked together to create a single 40’-long chain. 
  11I. The northern end of the room is 20’ x 20’ with a 20’-
  high ceiling.  There are spikes along the east and west ends of 
  this ceiling, similar to those described at 11C, but not in the 
  center of the room.  There are torches set into the walls 
  similar to those at 11C as well. 
  Carvings in the walls show Umxorxus showing dwarves how to 
  domesticate animals for agriculture - taming cave lizards, 
  milking bats, and the like.  Large oxen-like plow animals are 
  seen as well. 
  Set in the middle of the north wall is a column made entirely 
  of gold.  It is 20’ tall, going fully floor to ceiling, and extends 
  8’ south of the wall to the north.  It is worked to resemble 
  three bulls standing on top of each other, each one with a 
  golden ring through its nose.  The column cannot be damaged 
  or melted.  It is actually a plug in the mouth of the secret door 
  in the north wall, but the column is so heavy that it cannot be 
  moved with any amount of force on the characters’ parts, and 
  a Knock spell is ineffective. 
  The back of the throne is about 25’ south of the rings in the 
  nose of the oxen.  If the chains from 11H are joined together 
  and hooked from an ox nose-ring to the rings on the back of 
  Umxorxus’ statue, and the column at 11G is used to make the 
  room slope to the south, the heavy throne will gather steam as 
  
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  it rolls south, be stopped by the chain, and its momentum will 
  jerk the column a few inches to the south. If the room is made 
  to slope back to the north, the throne returns to its starting 
  point but the column remains still.  If this is repeated about ten 
  times, a gap will be opened in the secret passage allowing 
  characters to enter. 
  The weight of the gold statue is such that only something 
  essentially indestructible, such as the mithril chain, will be able 
  to pull it; anything else will part or break. 
  12. THE SECOND TEST 
  For this encounter, refer to the area 12 map in Part 10. 
  In this test, the party must push four blocks through a maze 
  and insert them into four alcoves, all while dodging pit traps 
  and a few hidden monsters.  When the fourth block is inserted, 
  a secret door opens allowing the adventurers to move on to 
  the Third Test. 
  Within this encounter are lettered area descriptions as follows: 
  12A. Beyond the secret door leading out of the First Test, the 
  party finds this 10’ x 10’ unlit room.  There is Dwarvish 
  writing carved into the west wall that reads as follows: 
  “The First Principle is MIASMAGORIA.  Use resources 
  creatively to achieve results.” 
  The final portion of each of the tests is a room that explains 
  the Principles that the test was meant to teach.  ‘Miasmagoria’ 
  is the First Principle that is used to bypass the Five Tests and 
  teleport directly from 10F to 16A.  It is also referenced by 
  Zavatasha when she sent the letter in Handout #1.  When she 
  sent the letter, she knew that using the First Principle was 
  necessary to enter the Temple; however, she had no idea that 
  knowing other Principles was necessary to leave. 
  On the far side of the room is a bronze door.  This leads to a 
  reset room. 
  12B. This 10’ x 10’ unlit room has bronze doors on the north 
  and south walls.  There is no writing on the walls of this room.   
  When the bronze door to the south is closed and the First Test 
  is empty, that test resets.  Only one bronze door may be open 
  at a time; if one door is open, no amount of force or magic 
  will open the other.  When the bronze door to the north is 
  closed and the Second Test is empty, that test resets.  Note 
  that if the First Test is reset and then the bronze door opens 
  again, the golden ox pillar is fully closed against the secret 
  door and cannot be opened from this side.  There is therefore 
  no way to go back into the First Test once the southern 
  bronze door is closed. 
  12C. This room is a clue room similar to 11B.  The writing on 
  the west wall reads as follows: 
  “Consider: How does a key open a lock? 
  The clue refers to the ridges of a key individually pushing the 
  pins of a lock into position, and is intended to provide a hint 
  that the four niches in 12D must be filled.  There is a stone 
  door in the north wall; it is not locked. 
  12D. The door appears to lead into a 10’ x 10’ room with a 
  10’ ceiling.  However, there is a gap several inches wide on 
  the back wall; it runs up the left side, across the ceiling, and 
  down the right side.  Peering through this gap seems to reveal 
  that there is a larger space beyond. 
  Close investigation will show that the north wall of the room is 
  actually a stone block measuring about 9’6” wide and 9’9” tall.  
  It is made out of the same stone as the walls, and therefore its 
  south face looks like just another wall surface. 
  The floor of this room is extremely slick, almost frictionless.  
  Characters will find that moving cautiously across this floor is 
  safe, but moving faster than 60’ in a single round requires 
  passing a Dexterity check or that character will slip and fall.  
  The stone block is extremely heavy, but its underside is so 
  smooth, and the floor is so frictionless, that characters with 
  points of Strength that add up to 35 may push on the face of 
  the block and slowly move it to the north.  This widens the 
  gap, allowing the characters to enter 12E. 
  12E. When the party enters the labyrinth, read the following 
  description: 
  Moving the block aside reveals a network of 10’ wide by 20’ 
  high stone passages laid out in a regular grid.  There are no 
  light sources here.   
  The floors are very smooth and clean.  The walls have delicate 
  etchings showing an Escher-like three-dimensional maze of 
  cubes. 
  There are a total of four stone blocks in this labyrinth of 
  passages, all shown on the map with diagonal cross-hatching.  
  These blocks are identical to the one first encountered at 12D: 
  they are 9’6” wide and deep, and 9’9” high, very massive and 
  with smooth sides.  The blocks can be pushed slowly along the 
  floor, but the sides are too slick for them to be pulled 
  effectively. (Exception: if the mithril chain from area 11 is still 
  in the party’s possession, its 40’ length will just reach all the 
  way around a block and can be used to pull it.) 
   
  
  55 
   
  There are a total of nine pit traps in this warren, indicated on 
  the map by a square with an ‘X’ inside it.  Each pit trap is 10’ 
  x 10’ across and 10’ deep.  They are covered by a pair of 5’ x 
  10’ doors that hinge downward; these doors are flush with the 
  floor and are very difficult to spot.  If a character falls into a 
  pit, they take 1d6 hp damage and the spring-loaded doors 
  snap closed; the victim must then be rescued by others outside 
  the pit, although a Find and Remove Trap check will spring 
  the doors open from below.  The pit traps are activated 
  whenever 50 pounds of weight are placed on the floor above. 
  The pit traps have an additional magical feature: if one of the 
  stone cubes is pushed into a pit, the cube instantaneously 
  teleports to 10’ above another square in the labyrinth; it then 
  falls, doing 2d6 hp damage to anybody in that square (save vs. 
  Wands for half).  A cube teleports to the square that is 
  occupied by the most characters, but it will not teleport into a 
  square that contains a pit or is along the north, south, east, or 
  west corridors of the maze.  If two squares contain the same 
  number of characters, choose randomly.  If no characters are 
  in interior squares of the maze, the block teleports to an 
  interior square closest to the pit it fell into. 
  There are four alcoves in the west, north, and east sides of the 
  labyrinth.  If a block is pushed into one of these alcoves, it 
  does not teleport and a clicking sound is heard.  If all four 
  blocks are pushed into all four alcoves, the secret door in the 
  north wall of the labyrinth opens; this leads to 13A.  That 
  secret door may be located by the usual means, but no amount 
  of searching or magic will open it unless the alcoves are filled.  
  If a block is pushed into the entry alcove at 12D, it teleports 
  just as if it had fallen into a pit trap. 
  Characters cannot stand to the sides of blocks and push them; 
  they can only be pushed from the rear.  This means that a 
  block cannot be pushed when a pit trap is behind it.  This may 
  make it difficult to reach some of the alcoves without using pit 
  trap teleportation. 
  There are four more secret doors in this maze.  These doors 
  are actually 10’ x 10’ stone plates covering one entire wall of 
  the labyrinth.  There are no hinges or latches; the plates must 
  be grasped by the edges and pulled firmly away to reveal the 
  opening beyond. 
  12F. The secret panel is removed to reveal a 10’ x 10’ space 
  with a 10’-high ceiling.  A golden beetle the size of one’s hand 
  seems to float in the middle of the room. 
  This is actually a gelatinous cube that has enveloped a Scarab 
  of Protection.  The gelatinous cube (AC 8; HD 4; hp 18; MV 
  60’(20’); #AT 1; D 2d4 + paralyze; Save F2; ML 12; AL N) 
  exactly fits in corridors, and it glides along walls as well as 
  floors, so it cannot fall into a pit.  The cube remains in its 
  secret room until the panel is opened, but then it charges out 
  hungrily. 
  12G. The space behind this secret panel is identical to 12F, 
  but it is the resting place for four shadows (AC 7; HD 2+2; hp 
  11; MV 90’(30’); #AT 1; D 1d4 + drain; Save F2; ML 12; AL 
  C) who seek to escape into the maze and harass the party.  
  Lying on the floor in this room is a Phylactery of Undead 
  Turning. 
  12H. The space behind this secret panel is identical to 12F, 
  but it is filled with a strange green gas.  This is Sleep of the 
  Ages, a substance that places those within it into a state of 
  suspended animation.  When the plate is unsealed, the gas 
  escapes into the labyrinth, and anybody within 30’ will be 
  affected as by a Slow spell for 3 turns (no saving throw).   
  The room contains a minotaur (AC 6; HD 6; hp 27; MV 
  120’(40’); #AT 2; D 1d6/1d6; Save F6; ML 12; AL C) who 
  will wake up in one round and savagely attack.  Around the 
  minotaur’s neck is a Necklace of Adaptation. 
  12I. The space behind this secret panel is identical to 12F, but 
  there are no monsters herein.  A shelf along the back wall 
  contains a dusty old leather-bound book.   
  The book is not trapped and not magical.  It is written in the 
  Deep Delver dialect of Dwarvish, and it is a lengthy and boring 
  description of the rock formation known as Cubemaze that is 
  sometimes found in the Deepways.  Anybody who spends one 
  week to read this book learns information about this terrain 
  type found in Part 4.   
  The leather cover of this book is artistically tooled in a 
  Cubemaze pattern; the book is worth 50 GP to a surface 
  collector.  A careful inspection and a successful Intelligence 
  check will allow an observer to realize that the pattern on the 
  book’s cover is a map of this labyrinth.  The map has Xs in the 
  squares that contain pit traps. 
  13. THE THIRD TEST 
  For this encounter, refer to the area 13 map in Part 10. 
  In this test there are two separate tasks for the party to 
  perform.  By combining the liquids from several magical pools, 
  the party can open the secret door leading to the next test.  
  But in addition, a different combination of liquids will reveal a 
  key that the party may take.  This key will be necessary to 
  proceed beyond area 15. 
  Within this encounter are lettered area descriptions as follows: 
  
  56 
   
  13A. Beyond the secret door leading out of the Second Test, 
  the party finds this 10’ x 10’ unlit room.  There is Dwarvish 
  writing carved into the west wall that reads as follows:  
  “The Second Principle is CRYPTOLOGICA.  A work of many 
  small steps, in pursuit of reason, solves mysteries.” 
  On the far side of the room is a bronze door.  This leads to a 
  reset room. 
  13B. This 10’ x 10’ unlit room has bronze doors on the north 
  and south walls.  There is no writing on the walls of this room.  
  This is a reset room identical to 12B.  If the party returns to 
  13A after resetting the Second Test, they will find it is 
  impossible to open the secret door from this side. 
  13C. This room is a clue room similar to 12C.  The writing on 
  the west wall reads as follows: 
   “You need something that can only be won when blood turns 
  to water.  But to leave, you must first find perfect balance.” 
  This clue refers to the two objectives of the Third Test.  By 
  adding the perfect amounts of blue and yellow liquid to the 
  empty pool, a balanced green is created that opens the secret 
  door leading to 14A.  But by adding red liquid to the pool and 
  then using black liquid to make it clear, the party will find the 
  “Key That Opens Something,” which they will need later on. 
  There is a stone door in the north wall; it is not locked. 
  13D. When the party enters the pool chamber, read the 
  following description: 
  The door opens onto a diamond-shaped room about 70’ 
  across, with a ceiling 20’ overhead.  There are four exits, 15’ 
  wide corridors leaving the northwest, southwest, northeast, 
  and southeast walls, and appearing to open onto other rooms.  
  A pale opalescent white light seems to come from the entire 
  ceiling. 
  There are five pools in this room.  Each pool is about 10’ 
  across and has a stone lip that stands about 2’ off the floor.  
  Four of the pools seem to contain about a foot of liquid - the 
  pool to the west has yellow liquid, the pool to the east has blue 
  liquid, the pool to the south has black liquid, and the pool in 
  the center of the room holds red liquid.  The fifth pool, the 
  one in the north part of the room, appears to be empty.  The 
  liquids are not quite opaque; the bottom of each pool can be 
  seen. 
  A constant drumming or rumbling sound comes from the 
  southwest exit.  A melodic piping noise emanates from the 
  northwest. 
  The pool to the north is indeed empty.  In the center of the 
  pool is a 6” diameter stone disc; this is a plug to a drain that 
  cannot be opened manually. When the correct conditions are 
  triggered in 13H, any liquid inside this pool will drain away 
  safely.  A foot away from the disc is a realistic-looking drawing 
  of a key; it has an ornate loop and many teeth, is about 5” 
  long, and is apparently painted onto the floor of the pool in a 
  brilliant emerald green color.  Along the rim of the pool, about 
  one inch off the bottom, a red line has been painted all the 
  way around the lip. 
  There is a secret door to the north of the empty pool.  This 
  can be found by the usual means, but no mechanical or 
  magical method of opening it will work.  The only way to 
  open this door is to fill the pool with exactly equal quantities of 
  blue and yellow liquid.  This will combine to make a green 
  liquid, and when the mix is exactly right, the green painted key 
  will completely disappear; this triggers the secret door’s latch 
  and it opens.  Only a perfect mix will be successful, however, 
  meaning the party must find a method to measure precisely 
  equal amounts of liquid into the pool. 
  If the party fills the pool with red liquid up to the red line, and 
  then adds black liquid in a similar quantity, they will find the 
  black liquid slowly turns the red liquid clear.  As the liquid 
  begins to turn clear, the green key picture appears golden 
  through the liquid.  Once it is entirely clear, a person can 
  reach into the liquid (now rendered harmless) and find that the 
  previously two-dimensional picture is now a three-dimensional 
  key.  This golden key has writing etched into the shaft that 
  says, in Dwarven, “This Key Opens Something.”  The party 
  can take this key; even if the pool is later drained, the key 
  remains in their possession.  However, two keys cannot be 
  gained. 
  The west pool full of yellow liquid contains a powerful acid; the 
  east pool full of blue liquid contains an equally powerful base.  
  Either one is so destructive as to melt anything that touches 
  the liquid. Anybody who touches either liquid will take 1d6 hp 
  per round of exposure, and anybody so foolish as to drink 
  from these pools will take 3d6 hp.  The only substance that 
  will not be melted by either liquid is glass, such as from the 
  tubes in 13F. 
  The south pool full of black liquid is harmless to the touch.  
  Drinking from this pool is actually beneficial: the first time a 
  person drinks, they regain 1d6+1 hp as if they have drunk a 
  potion of Healing.  This pool works in this way only once per 
  day; subsequent drinks are harmless but provide no healing. 
   
   
  
  57 
   
  The center pool full of red liquid is not harmless.  If a living 
  being touches or tastes this liquid, they begin bleeding from 
  their eyes, mouth, nose, ears, and skin pores.  This bleeding 
  damages the victim for 1 hp per round, and it continues for 6 
  rounds.  This bleeding cannot be staunched until it has run its 
  course. 
  For all pools, if any liquid from any pool is placed directly 
  inside any other pool, a cloud of very hot steam rises up in a 
  20’ radius and does 2d6 hp fire damage; this steam then 
  disperses immediately.  Liquid may only be mixed safely inside 
  the empty pool.  The level of liquid in the pools remains 
  constant and untainted, with new liquid replenishing any liquid 
  lost; this replacement is magical and cannot be prevented. 
  13E. This room is 20’ x 20’ with an illuminated ceiling 12’ 
  high.  It is filled with 999 bouncing hard black rubber balls, 
  each one 2” in diameter.  These balls continuously bounce off 
  the walls, ceiling and floor at a high rate of speed; this is the 
  source of the drumming sound heard earlier.  Some magical 
  force prevents the balls from passing beyond the threshold of 
  the corridor, although nothing stops anything else from 
  entering or leaving the room. 
  Also in this room is a single hard white rubber ball, the same 
  size as the others, and also bouncing within the room.  
  Spotting this one different ball is difficult and requires a 
  Wisdom check.  Once it has been seen, a person may attempt 
  to stand outside the room and reach into the storm of 
  bouncing balls to attempt to grab it; this requires a character to 
  hit an target with AC -1, and exposes them to an automatic 1 
  hp of damage per round as they are pummeled by many hard 
  balls.  Alternatively, a character may fully enter the room, 
  sustaining an automatic 6 hp damage per round, and attempt 
  to grab the the white ball by hitting a target with AC 2.  The 
  balls come from all directions; no magical protections will 
  shield a character from this damage, although a Telekinesis 
  spell or similar magic may allow a character to avoid exposing 
  themselves to balls. 
  The white ball is magical and has a special property.  If a 
  person holds it in their hand and concentrates, the ball will 
  urge them in a particular direction.  It will lead them to the 
  closest item needed to pass the tests - the secret door for 
  leaving a room, or the location of the keys in area 13 and 14.  
  It will urge its user in the appropriate direction but will not 
  provide any information on what needs to be done, only 
  where to go.  This ball has no effect outside the test rooms. 
  13F. This room is 20’ x 20’ with an illuminated ceiling 12’ 
  high.  The walls of the room are lined with heaps of rich black 
  loamy earth, and growing up out of this soil are clusters of 
  crystals.  These crystals take the form of glass tubes, ranging in 
  length from 1’ to 4’, and ranging in diameter from 1” to 6”.   
   
  They grow singly or in clumps, jutting from the soil in 
  haphazard fashion but generally vertically.  The tops of each 
  tube are open, and each one makes a fluting sound - a pure 
  tone that starts and stops seemingly at random.  The pitch of 
  each tube’s note depends on the tube’s size; smaller tubes 
  make high pitched squeaks, while larger tubes sound more like 
  bassoons.  Clusters of tubes seem to harmonize and vibrate 
  each other sympathetically.   
  The cylindrical tubes draw air through a glassy system of roots 
  and expel it through their tops to make their music.  The tubes 
  are something like plants, and appear to grow organically, but 
  they are not truly alive and do not react to the party.  
  However, obtaining a tube requires breaking it off from its root 
  system, and this is dangerous.  All tubes of the same harmonic 
  tone as the broken tube will shatter, showering everybody 
  inside the room with slivers of broken glass.  This does 3d6 hp 
  damage (save vs. Petrification for half damage).  If a Silence 
  15’ Radius spell is used in this room, the harmonic sympathy 
  among tubes is disrupted and tubes can be broken off safely. 
  The glass material of the cylinders will not melt in the blue and 
  green liquid.  They cannot be used to scoop up liquid because 
  they are open on both ends, but they can be used as straws, 
  pipetting liquid by sealing the top end with wax from 13G.  By 
  using wax to mark a liquid height within a tube, the characters 
  can precisely transport the exact same amounts of blue and 
  yellow liquid to the mixing pool. 
  13G. The hallway entering this room is flanked on both sides 
  by two circular brackets secured to the walls.  Each one holds 
  an implement something like a shovel.  It has a wooden 
  handle 3’ long, and a head shaped like a giant flat spoon, but 
  as big around as a dinner plate.   
  
  58 
   
  The room is 20’ x 20’ with a 12’ tall illuminated ceiling.  The 
  entry corridor steps down 12” to the floor of the room.  A 6’ 
  tall heap of wax slumps in the southeast corner of the room.  
  Its wax is of many different colors, all melting into each other 
  in disorderly fashion.  The wax appears partially solid and 
  partially liquid, and ribbons of flowing wax reach within a few 
  feet of the room’s entrance.  The surface of this wax pile is 
  studded with 40 stubby colored candles, each one lit.  The 
  overall impression is that of an enormous birthday cake that 
  has had many tall candles lit for many hours, and the whole 
  thing has collapsed into a sad and soggy mess. 
  The mass of wax is a Wax Golem, a new monster described in 
  Part 6.  The wax golem (AC 4; HD 10; hp 40; MV 60’(20’); 
  #AT 2; D 2d6/2d6; Save F5; ML 12; AL N) remains 
  motionless and inert unless a living thing steps down into the 
  room.  At that point it awakens and attacks, using its powerful 
  blows or blobs of thrown wax to attack any living thing it sees.  
  It cannot leave the room, however, and if it cannot see any 
  targets, it returns to its corner and slumps down to wait once 
  more.  Note that if nobody steps into the room, the golem will 
  not activate; the spoons can be used to harvest wax from 
  beyond the room’s threshold without awakening the room’s 
  guardian. 
  13H. This room is 20’ x 20’ with a 12” tall illuminated ceiling.  
  Statuary heads of frogs jut from the three corners of this 
  room; each head is about 3’ wide and appears to be made of 
  marble.  All three heads are about 4’ off the ground.  The 
  ones in the northwest and southeast corners have their mouths 
  closed, but the one in the northeast corner has its mouth open 
  and its head tilted upwards expectantly.  Dwarvish writing is 
  carved into the wall above the northeast corner; it reads as 
  follows:  
  “Give me a drink! When tongues touch, I shall swallow.” 
  If at least a pint of any liquid is poured into the open mouth of 
  the frog, the other two frogs will open their mouths and flick 
  tongues at each other.  The marble tongues are long and 
  skinny, the tips approaching within a foot of each other before 
  flicking back.  The mouths of the frogs are only open for a 
  fraction of a second. 
  If the liquid is poured while a second person waits at the 
  middle of the room, they can attempt to grab both tongues 
  (requiring a hit against AC 4) and pull them together, forcing 
  the tips to touch.  If this happens, the drain in the north pool 
  at 13D will open.  Once any liquid gurgles away, the drain will 
  close. 
  14. THE FOURTH TEST 
  For this encounter, refer to the area 14 map in Part 10. 
  In the Fourth Test, just as with the Third Test, there are two 
  objectives for the party to complete.  The party must negotiate 
  a room full of stairs, avoiding the hazards of boiling water and 
  some nasty extra-planar creatures, to obtain a second key that 
  must be used in area 15.  Finding the way on to the next test 
  merely requires looking for a secret door in the right place at 
  the right time. 
  Within this encounter are lettered area descriptions as follows: 
  14A. Beyond the secret door leading out of the Third Test, 
  the party finds this 10’ x 10’ unlit room.  There is Dwarvish 
  writing carved into the west wall that reads as follows:  
   “The Third Principle is EQUILIRIUM, that state where 
  precision and attention to detail brings all things into 
  harmony.” 
  On the north wall of this room is a bronze door which leads to 
  a reset room.  Near the south door is a button on the wall; 
  pressing this button opens the secret door.  Therefore, even if 
  the party resets the Third Test, it will always be possible to 
  return to 13D. 
  14B. This 10’ x 10’ unlit room has bronze doors on the north 
  and south walls.  There is no writing on the walls of this room.  
  This is a reset room identical to 13B.  
  14C. This room is a clue room similar to 13C.  The writing on 
  the west wall reads as follows: 
   “Here you need nothing.  But to leave, you must use the 
  evidence of your senses, and be in the right place at the right 
  time.” 
  This is a dual clue.  The first sentence indicates that the party 
  must obtain the Key that Opens Nothing for use in area 15.  
  The second sentence refers to the fact that only by timing the 
  rising and falling of the boiling water can the party expect to 
  find and use the secret door that leads to the exit. 
  A careful observation of the stone door to the north reveals 
  that there is a small hole in it about 1’ off the ground.  
  Looking through this hole shows little of interest, but confirms 
  that it can be used as a peephole.  The true function of this 
  hole is to indicate the level of steam in the room beyond.  
  When the boiling water has reached its highest level, steam 
  begins to whistle through this hole like a singing teapot.  This 
  small jet of steam is harmless and only lasts as long as the 
  water remains at its high-water mark, or about 1 minute.  
  Then, as the water recedes, the hole stops whistling indicating 
  it is safe to enter 14D. 
  14D. When the party enters the steam chamber, read the 
  following description: 
  
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  Beyond the door is a vast room, 100’ wide and 80’ long.  A 
  reddish algae grows on the walls, which are slick with 
  moisture.  The algae itself seems to glow dimly, allowing the 
  entire room to be seen.  The room is oppressively hot and 
  humid. 
  The door opens onto a stone walkway that is 10’ wide; there 
  is no guardrail.  Over the walkway’s edge is a sheer cliff that 
  drops 75’ into water that fills the entire room.  The water’s 
  surface is roiling; it appears to be boiling, with a thin layer of 
  steam floating above the surface.   
  Stairs descend along the stone walls of this room from the 
  west side of the walkway.  A flight of stone steps drops to a 
  10’ x 10’ platform in the southwest corner of the room; this 
  platform is 15’ below the level of the entrance.  Another flight 
  of steps descends northward to another 10’ x 10’ platform in 
  the northwest corner of the room which is 45’ below the level 
  of the entrance; these steps appear to be made out of wood, 
  with frames joined together with sections of chain.  Yet 
  another section of steps descends eastward along the north 
  wall; the first section of the stairs is also wood, but the 
  remainder of the steps are stone, and these seem to descend 
  below the level of the boiling water. 
  Unconnected to these stairs is another 10’ wide ledge along 
  the east wall of this room.  It is 30’ above the level of the 
  entrance, with no obvious means for reaching the top, and the 
  angle of viewing makes it impossible to see what, if anything, 
  is on it.   
  The ceiling of this room cannot be seen because a thick layer 
  of fog obscures vision 40’ above the level of the entrance 
  platform.  Occasional flashes of red light illuminate this cloud 
  layer, most commonly in the area of the southeast corner of 
  the room, but the source of the light cannot be seen. 
  The water in this room is, in fact, boiling.  Being splashed with 
  this water causes 1d6 hp fire damage, and being immersed in 
  it causes 2d6 hp fire damage per round.  Additionally, there is 
  a layer of steam about 2’ thick that floats on top of the water; 
  being directly exposed to this steam causes 1d6 hp fire 
  damage per round.  This damage can all be negated if a 
  character enjoys the protection of a Resist Fire spell. 
  The water level in this room rises and falls in accordance with 
  a regular and predictable schedule.  When the characters first 
  enter the room, the water level begins 75’ below the level of 
  the platform.  It remains at that level for 1 minute, and then 
  begins to rise.  The water level rises at a rate of 15’ every five 
  minutes.  This means that the platform in the northwest 
  corner will be covered in 11 minutes, and the platform in the 
  southwest corner will be covered in 21 minutes.  The water 
  level stops rising two inches below the level of the entrance 
  platform, meaning that platform is never flooded, but the 
  steam layer covers its floor and whistles through the hole in 
  the door to 14C.  The water remains at this highest level for 
  one minute, then begins to recede at the same rate that it 
  rose.  It returns to its original ebb level and remains there for 
  one minute before beginning the cycle again. 
  The wooden stairs are divided into three sections, each about 
  35’ long.  These are rigid frames with steps spaced about a 
  foot apart.  There are two such sections along the west wall 
  and one along the north; each section is essentially 
  interchangeable.  The stair sections are supported by short 
  lengths of chain, two on each end, that have a carabiner ring 
  for easy fastening and unfastening.  Where stair sections join 
  to stone platforms or stairs, iron rings have been sunk into the 
  stone for the carabiners to link to.  Each section of stairs is 
  unusually light, weighing only about 800 pounds, but still 
  requires several strong characters on each end to successfully 
  manipulate.  The carabiners can be unfastened and sections of 
  the stairs picked up to serve as bridges or ladders elsewhere in 
  the room.  The wooden stair sections do not float. 
  The stone stairs and platforms are about 1’ thick; they 
  cantilever straight out from the walls of the room without any 
  other columns or supports.  The exception to this is the stone 
  stairs along the north wall; these project vertically downward 
  all the way to the floor level below the water. The algae on the 
  walls is harmless.  The floor of the room is about 10’ below 
  the lowest level of the water 
  14E. A 10’ x 10’ platform floats here at the same level as the 
  entrance platform.  It is 1’ thick, made of stone, and 
  completely invisible.  Magic supports it in place without any 
  wires or columns.  Detecting this platform is possible if items 
  thrown or shot out into space happen to intersect it, but it can 
  be directly observed if a character waits on the entrance 
  platform as the water level rises.  Just before the steam level 
  crests the platform, an observant character can see a square 
  depression in the rising steam.  The invisible ledge at 14F can 
  also be seen. 
  This floating platform can support an infinite amount of 
  weight.  It is 25’ distant from the entrance platform, and 
  therefore a wooden section of stairs will easily bridge the gap. 
  14F. Another invisible ledge lies along the east wall of the 
  room, at the same level as the entrance platform, and 
  immediately below the higher ledge.  It is only 12” wide.  The 
  function of this narrow ledge is to provide another bridging 
  support for a wooden section of stairs; a section will easily 
  reach from the platform at 14E to this ledge, allowing 
  characters to walk directly under the top ledge.  From that 
  bridge, a third section of stairs can be used as a ladder, or a 
  rope and grappling hook can be employed, or a Levitate spell 
  
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  will also work to reach the platform 30’ above the level of the 
  entrance. 
  Centered on the platform is a stone box 3’ wide, 2’ tall, and 2’ 
  deep.  It has a heavy lid that requires at least two characters 
  with Strength scores that sum to 25, or one character with a 
  prybar, to open.  Inside it is a silver key.  This key is identical 
  to the one found in area 13; however, the Dwarven writing on 
  the key says “This Key Opens Nothing.”   
  Any visible characters on the platform will agitate the fire bats 
  at 14G. 
  14G. The ceiling is actually 50’ above the level of the entrance 
  platform, but visibility in the top 10’ of the room is obscured 
  by fog.  A colony of Fire Bats roosts on the ceiling near the 
  southeast corner of the room.  Fire bats are a new monster 
  and are detailed in Part 6. 
  There are two fire bats living in the colony for each player 
  character.  The fire bats are natives of the Elemental Plane of 
  Fire, and while they enjoy the heat of the room, the rising and 
  falling water makes them anxious.  They normally remain calm 
  when the water is low, but when the water level rises above 
  the platform in the southwest corner of the room, they 
  become agitated.  At such times there is 1 chance in 6 every 
  minute that a pair of fire bats will swoop down to attack a 
  single character.  If any character comes closer than 20’ to the 
  ceiling, including climbing to the highest platform, then two 
  fire bats will attack each character who comes so close to their 
  roost.  The fire bats (AC 8; HD 2; hp 9; MV 30’(10’) or Fly 
  180’(60’); #AT 1; D 1d4 + 1d4 fire; Save F2; ML 8; AL N) 
  will certainly fly away if their flames are extinguished. 
  The fire bats have chosen the southeast corner of the room to 
  roost because they are attracted to a magical item embedded 
  in the ceiling at that point.  A sphere of lead the size of a golf 
  ball is lodged in the stone here but can be easily pried loose; 
  this is a Meteoric Sling Stone and it is uncomfortably warm to 
  the touch.  The equivalent of a Sling Bullet +3 if fired with a 
  sling, this ball does 2d4+3 hp damage and also explodes in a 
  miniature fireball wherever it lands; all caught in the 10’ radius 
  of this explosion must take 3d6 hp fire damage (save vs. 
  Breath Attacks for half damage).  After exploding, the stone 
  glows red-hot and cannot be used for an hour, but after that it 
  can be reused.  It only explodes once per day, however. 
  14H. The exit from this test takes the form of a secret door 
  that is cunningly worked into three of the stairs just above the 
  lowest level of the waterline.  This door’s seams are very well 
  sealed; water will not seep through them.  The door hinges 
  upward to reveal a narrow crawlspace that turns west and then 
  north.  There, a 5’ wide shaft with ladder rungs fixed to the 
  wall rises 80’ to 15A.  The secret door can be opened from 
  the underside, meaning that the Fourth Test can be revisited 
  even if it is reset at area 15B. 
  The secret door can only be discovered and used during the 
  narrow window of several minutes when the water is at its 
  lowest level.  If the secret door is left open, the area beyond 
  will flood as the water level rises.  The water level will climb 
  most of the way up the shaft but will not reach the level of 
  15A.   
   
   
  15. THE FIFTH TEST 
  For this encounter, refer to the area 15 map in Part 10. 
  In this final of the five tests, the party must use the two keys 
  obtained in areas 13 and 14 to teleport into the inner 
  sanctum.  By using consoles to control the movements of balls 
  of matter and antimatter, the party can manipulate them into a 
  position where the keys can be used to complete the test. 
  Within this encounter are lettered area descriptions as follows: 
  15A. The ladder shaft from 14H rises 80’ and ends in a 10’ x 
  10’ room with a 10’ ceiling.  Writing on the west wall reads as 
  follows: 
  “The Fourth Principle is EMPIRIPHILIA - to establish a thirst 
  for information, and to make its acquisition a lifelong habit.” 
  On the north wall of this room is a bronze door which leads to 
  a reset room. 
  
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  15B. This 10’ x 10’ unlit room has bronze doors on the north 
  and south walls.  There is no writing on the walls of this room.  
  This is a reset room identical to 14B.  
  15C. This room is a clue room similar to 14C.  The writing on 
  the west wall reads as follows: 
   “You need what you gained from the earlier tests.  Ask 
  yourself: Why are these tests performed in groups?” 
  The intent of this clue is to indicate the need for party 
  members to work together to manipulate the spheres and 
  operate the keys in 15D. 
  There is a stone door in the north wall that is not locked. 
  15D. When the party enters the opposition chamber, read the 
  following description: 
  The door opens onto a spherical room sheathed in curved 
  grey ceramic tiles.  The room is 100’ in diameter in all 
  dimensions.  A 10’-wide stone walkway juts into the room 
  along its equator, allowing access all the way around.  There 
  does not appear to be any easy way to reach either the top of 
  the dome 50’ overhead, or the bottom of the bowl 50’ below, 
  without negotiating the curved surface of the room. 
  Four platforms protrude even further into the center of the 
  sphere; these are located at the north, south, east, and west 
  sides of the walkway.  These 10’ x 10’ platforms appear to be 
  made of 12” thick slabs of stone, the same as the walkway, 
  and have no visible means of support holding them up.  The 
  west platform holds a pedestal, something like a lectern, with a 
  crystal ball set into its surface; the ball is a smoky black color.  
  The east platform holds a similar pedestal, but its crystal ball is 
  frosted white.  The platforms to the north and south appear to 
  be empty. 
  Two 5’-diameter spheres orbit a point in space at the center of 
  the room.  One sphere is a pure luminescent white, which 
  illuminates the entire room; the other is a dull matte black.  
  The spheres are about 15’ apart from each other, orbiting 
  slowly clockwise at the same rate of speed.  Fingers of 
  crackling electricity, colored to match their sphere of origin, 
  reach out toward the other; they meet in the middle of the 
  room and seem to annihilate each other with a hiss and a 
  froth of grey bubbles. 
  Any Magic-User character will recognize that the black sphere 
  is clearly a Sphere of Annihilation, a kind of one-way portal 
  leading directly to the plane of Negative Energy.  It is known 
  that anything that comes into contact with such a field will be 
  destroyed.  Rare wizards have been known to be able to 
  control the movements of such spheres, and these objects can 
  make very effective weapons, but it is also known that such 
  tactics can be very dangerous and have been known to 
  backfire on the wielder.  The white sphere, it logically follows, 
  must be the opposite of the Sphere of Annihilation - a Sphere 
  of Excitation, a portal leading to the plane of Positive Energy, 
  and this would certainly be no less destructive if touched.  If 
  these spheres were to come into contact with each other, any 
  arcane spell-caster will know, the resultant release of energy 
  would be catastrophic! 
  The console on the west platform is a device used for 
  controlling the Sphere of Annihilation, while the console on 
  the east platform does the same for the Sphere of Excitation.  
  When a living being places their hand on a crystal ball, they 
  gain the ability to influence the orbit of the sphere of that 
  color.  When the party enters the room, the spheres make one 
  full orbit every round.  The speed of the orbit can be 
  influenced, increasing its rate of travel or decreasing it.  The 
  radius of the orbit can also be slowly changed, as can the angle 
  of the orbit.  However, the spheres will always orbit in a 
  clockwise direction, will always use the center of the room as 
  their axis of rotation, and will always have a circular orbit. 
  As soon as a person places a hand on a sphere, a guardian 
  appears.  If the white console is used, a Xag-Ya will appear, 
  emerging from the white sphere.  If the black console is used, 
  a Xeg-Yi will emerge from the black sphere.  Both of these are 
  new monsters and are further described in Part 6; they both 
  have the same statistics: (AC 2; HD 6; hp 27; MV Fly 
  60’(20’); #AT 1; D 1d8; Save M6; ML 10; AL N).  When 
  each guardian appears, the following logic governs its 
  behavior: 
  • 
  If a xag-ya sees a xeg-yi, or vice versa, they will 
  always rush together at top speeds.  See the entries 
  for each monster to see what happens when they 
  collide. 
  • 
  If either type of monster sees a creature touching 
  the console that controls its sphere, or sees a 
  creature that previously touched its console, it 
  moves to attack that creature.   
  • 
  If either type of monster is attacked, it will counter-
  attack against any creature that successfully 
  damaged it. 
  • 
  In all other cases, the guardian remains stationary 
  and takes no actions.   
  There can never be more than one xeg-yi or xag-ya in the 
  room at one time.  However, if a guardian is destroyed, and a 
  person’s hand is still placed upon a sphere, a new guardian 
  will appear.   
  It is possible, albeit inadvisable, to make the two spheres 
  collide.  The resulting explosion is similar to what happens if a 
  xag-ya and xeg-yi collide, but it will affect everybody inside the 
  
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  room.  The next round, two new spheres will spring up in the 
  original configuration.   
  Anything that touches either kind of sphere is instantly 
  destroyed with no save.  This is true of living creatures and 
  inanimate objects.  The only exception to this is the two keys 
  collected at areas 13 and 14.  If the Key That Opens Nothing 
  is touched to the black sphere at the same time that the Key 
  That Opens Something is touched to the white sphere, every 
  creature in the room will be teleported to area 16A.  If the 
  keys are used individually, they will be annihilated, and the 
  party will have to go back to the relevant area to get another 
  key. 
  The most efficient way to solve this room is for two people to 
  operate the two consoles at the same time.  A xeg-yi and a 
  xag-ya will be created but will immediately rush together to 
  destroy each other; the explosion will occur at the center of 
  the room and will not harm anybody on the walkway.  The 
  console operators can then widen the orbits of the two 
  spheres, with new guardians being created and destroyed each 
  round, until the spheres are passing close to the platforms.  
  Then two other characters can stand on the north and south 
  platforms and use the keys to trigger the teleport. 
  16. THE INNER SANCTUM 
  For this encounter, refer to the area 16 map in Part 10. 
  The inner sanctum of Kharmaram was the living quarters for 
  the priesthood.  It was also the factory where mithril was 
  forged, mixing metal and impurities to create an alloy with 
  remarkable properties.  The creation of mithril was a religious 
  and contemplative act, and the rituals of metal-working and 
  worship were one and the same.  Within this complex, those 
  who passed Kharmaram’s tests became priests and were 
  trained in the secret arts of mithril-work.  Those who failed the 
  tests (and survived the experience) became servants of the 
  priesthood, never allowed to leave the inner sanctum or learn 
  the highest mysteries of their craft.   
  When the Vault of Kharmaram fell to the goblins, many priests 
  retreated within the inner sanctum along with Zavatasha and 
  the body of Ornovael.  Bringing the outsiders inside the inner 
  temple was a considerable breach of Kharmaram’s laws, but 
  given the massacre going on outside the temple, the priests 
  felt there was little they could do.  They admitted the two 
  strangers and hoped for the best. 
  For some time the priests waited and worried in the 
  sanctuary’s safety, with no news from the outside world.  One 
  of the priests, Issilvi, eventually received the blessing of the 
  High Priest, Gnarprukkt, to leave the inner sanctum and return 
  with news of the vault.  Unfortunately Issilvi never returned - 
  Erbilg caught him - and the rest of the priests glumly resolved 
  to wait for a sign from Kharmaram that it was safe to emerge 
  from hiding. 
  That sign never came.  Instead, Erbilg tortured Issilvi into 
  revealing the secret to entering the inner sanctum, and he 
  invisibly penetrated the last redoubt of the Deep Delvers, 
  intent on gaining treasure, glory, and the secret of mithril-
  making for himself without sharing any of the credit.  Erbilg 
  found a sparsely occupied temple with only a few priests and 
  staff, plus Zavatasha.  Remaining stealthy, he began a quiet 
  campaign of slowly picking off the Deep Delvers one by one. 
  Erbilg succeeded in killing all the priests, but Zavatasha proved 
  elusive.  By the time it was obvious that a killer was loose in 
  the inner sanctum, it was too late for the Deep Delvers to 
  effectively defend themselves.  Zavatasha, however, managed 
  to escape into the crypts used by the priests to honor their 
  dead.  She had resources that allowed her to draw upon extra-
  planar help (see 16U), and was able to force a stalemate with 
  Erbilg, barricading herself in a location where the assassin 
  could not easily approach her stealthily.   
  This situation has persisted for the past month.  Erbilg has the 
  run of most of the complex, but the inner sanctum’s food 
  resources have run out; he has resorted to eating his servants.  
  Zavatasha has no need of food, but she has had no relief, and 
  both her vigilance and her morale are at a breaking point.  
  Indeed, without remarkable diplomacy on the party’s behalf, 
  Zavatasha may attack her would-be rescuers! 
  In addition to being a sneak-thief and assassin, Erbilg is a 
  master builder of traps, and has laid many such improvised 
  death-dealing devices around the complex, in part out of 
  paranoia that other goblins will come to steal his thunder, but 
  also just to keep his hand in. Erbilg (Hobgoblin A9, hp 51, 
  S13 I14 W7 D16 C14 Ch4, AL C) has a number of magical 
  items: a suit of Leather Armor +3, a Ring of Invisibility, 
  Slippers of Spider Climbing, a Short Sword of Parrying, and a 
  Belt of Holding.  The sword is a +1 magical item that also 
  grants the protection of a Shield +1.  The belt is also magical, 
  and although it looks like a standard belt with six attached 
  pouches, each pouch is a separate extra-dimensional space; 
  each one has a capacity of four cubic feet or 50 pounds. 
  Within the belt pouches is a hodge-podge of items Erbilg has 
  collected from the inner sanctum and elsewhere: six potions 
  (Delusion [Flying], Extra-Healing, Oil of Etherealness, Treasure 
  Finding, Philtre of Love, Invulnerability), 3 ingots of mithril 
  worth 200 GP each, 411 pieces of bloodgold, 91 GP, 71 PP, 
  an ordinary dagger, a single perfect ruby worth 1,000 GP, a 
  jumble of adventuring gear, and a vial full of an inky black 
  liquid.  This stuff is poison that Erbilg will apply to his sword if 
  he has the opportunity; it lasts for 1 turn after applied, and the 
  first creature hit during that time must save vs. Poison or lose 
  
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  2d6 hp every round for three rounds; a separate save is 
  required for each round.  There are four doses. 
  Erbilg has one other magic item: a Rod of Norkers.  This 
  device allows the wielder to summon twelve Norkers to do his 
  bidding.  Norkers are new monsters described in Part 6.  The 
  norkers come with clubs and not much else, and only 
  understand rudimentary goblin; they therefore do not make 
  particularly intelligent servants.  When summoned they remain 
  for six hours, but they may be resummoned numerous times; 
  Erbilg continuously has all twelve norkers in play, unless he is 
  hungry and kills one for food.  Killed norkers cannot be 
  resummoned, but the rod regenerates the ability to summon 
  one slain norker per day. 
  Erbilg will not remain stationary in the complex.  As soon as 
  he learns that intruders are in the sanctum, Erbilg begins to 
  stalk them.  His intent is to let the party engage his norkers 
  while he observes them in action.  He will look for an 
  opportunity to assassinate lone characters, approaching with 
  stealth and invisibility where possible, and escaping by walking 
  on the walls and ceilings if it makes sense to do so.  Erbilg 
  begins lurking invisibly at the intersection outside the doors to 
  16B, but he has an excellent chance to hear noise, and he will 
  go to where the action is.  From there the DM should use best 
  judgment to determine Erbilg’s actions, but he is not especially 
  brave and prefers to retreat and fight running battles rather 
  than to go toe-to-toe with a determined and resourceful party.  
  If he must fight, his statistics are: (AC 1; HD 9; hp 51; MV 
  120’(40’); #AT 1; D 1d6+2; Save A9; ML 11; AL C). 
   
   
  Within this encounter are lettered area descriptions as follows: 
  16A. After completing the Fifth Test, the party teleports into a 
  10’ x 15’ room with an archway in the north wall.  The arch is 
  obscured by a curtain of fine chain links.  There is Dwarvish 
  writing etched into the south wall; it says: 
  “The Fifth Principle is CONQUORUM, where the greatest 
  successes are achieved through group effort.  You are now 
  ready to join our ranks.” 
  16B. When the party enters the Crafting Temple, read the 
  following description: 
  North of the curtain is an enormous hall, 80’ wide and 100’ 
  long, with a ceiling that vaults 50’ overhead.  A balcony wraps 
  around the room on the east, west and north sides, about 20’ 
  above the level of the floor.  Huge bowls suspended at the 
  ceiling level illuminate the room with a faint reddish light. 
  A stone walkway stretches from the curtain northwards, 
  running across the room to a pair of double doors.  The 
  walkway widens near the door, allowing room to move around 
  a 15’ tall statue of Kharmaram.  The statue appears similar to 
  the one atop the pyramid in the vault; the goddess is frozen at 
  work in front of an anvil, her hammer held high and her tongs 
  holding something unseen. 
  Left and right of the walkway, the floor drops off a foot or so, 
  and the rest of the room’s floor is covered with water.  The 
  water doesn’t seem to be very deep, but it is difficult to see the 
  bottom because the water is in a constant state of agitation, 
  hissing and sputtering.  This disturbance is caused by an 
  intermittent number of rivulets of molten metal that drip over 
  the edge of the balcony on the east and west sides of the 
  room; the glowing red liquid burbles over the edge and sends 
  huge globules plunging into the water, where it hisses and 
  boils. 
  This temple was the center of work and worship in the inner 
  sanctum.  Every day the priests up on the balcony at 16C 
  would create mithril and worship Kharmaram.  This was also 
  the place where successful aspirants were greeted and 
  welcomed into the ranks of the priesthood. 
  The molten metal is steel, spilling down from the communal 
  anvil at 16C.  The pool, which is 2’ deep, serves to cool any 
  molten steel or silver that might fall and decompose it to a 
  powder.  Hidden pumps and filters separate and return the 
  recaptured metal to areas 16D and 16E.  At any given time, if 
  a character is under the edge of the east or west balconies, 
  there is a 1 in 6 chance that a slug of molten steel will fall on 
  them.  This causes 2d6 hp fire damage, save vs. Wands for 
  half damage. 
  
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  Unless the party is completely silent, they will be noticed by 
  the norkers at 16C.  It is very hard to see anything up on the 
  shadowy balcony; characters must make a Wisdom check to 
  spot the guards there, and even then only if they specifically 
  state they are watching for trouble in that location. 
  The statue is harmless and inert, although it can be caused to 
  move by actions taken at 16C.  It can be climbed in a single 
  round by any character class, and from its head a character 
  may jump to grab the edge of the balcony; this requires a 
  successful Strength check, or the character will fall and take 
  2d6 hp damage. 
  16C. Seen from 16B, the balcony appears to have a 2’ tall 
  iron parapet wall running around its entire length.  In fact, this 
  is one continuous horseshoe-shaped anvil, 3’ wide.  Two 6”-
  wide channels are worked into the top.  One channel is close 
  to the edge overlooking 16B, and it contains a rapid-flowing 
  stream of molten steel flowing clockwise.  The second channel 
  is closer to the balcony side of the anvil, and it contains a river 
  of silver flowing counter-clockwise.  The Deep Delvers used to 
  clean these channels regularly, but they haven’t been 
  maintained in a long time; clogs have formed, and the streams 
  are therefore overflowing.  The steel spills over the balcony 
  edge to drop to the water below, but the silver instead forms 
  regular puddles on the balcony floor. 
  The section of anvil between the streams of metal was the 
  working surface for making mithril.  There are ten 
  workstations on the west side and ten on the east; each station 
  has pedals that divert silver or steel onto the work surface, 
  bring up the heat, or drop the mass of worked metal down 
  into an ingot form for shaping.  On the wall behind the 
  workstations is a rack containing hammers and various other 
  metalworking tools. 
  Along the north side of the anvil is only one workstation; it is 
  similar to the others, but there is a small recess at the front 
  edge that exactly fits the base of a holy symbol of Kharmaram.  
  There is Dwarvish writing etched into the north wall; it reads: 
  May the Second Principle guide your works. 
  The northern workstation was used by the High Priest.  By 
  placing his holy symbol in the recess and stating the Second 
  Principle, “Cryptologica,” the statue of Kharmaram at 16B will 
  exactly mimic the movements of the High Priest. This allowed 
  the priests to coordinate their metalworking actions, and let 
  the younger priests better learn how to do their jobs. 
  Erbilg has set four norkers to keep watch in this area.  The 
  norkers (AC 3; HD 1+2; hp 7 each; MV 90’(30’); #AT 2; D 
  1d3 (bite) and 1d6 (club); Save F1; ML 10 or 6; AL C) have 
  instructions to shout an alarm and attack intruders as soon as 
  they are spotted.  There are two norkers on the west side and 
  two on the east.  Norkers with the advantage of cover from 
  the anvil have a benefit of -2 to their armor class. 
  One norker on each side will throw hammers and other tools 
  at intruders.  These weapons do 1d4 hp damage and have 
  range increments of 15’/30’/45’.  The other norker will take 
  a mithril pail (worth 400 GP) into either room 16D or 16E, 
  dip a pail-full of molten metal, and return to throw the liquid 
  over the edge of the balcony.  Both molten silver and molten 
  steel do 2d6 hp of fire damage if they hit; additionally, each 
  pail-full will splash anybody within 5’ for 1d3 hp fire damage.  
  The norker with the pail will make multiple trips back and 
  forth, but can only attack with molten metal once every two 
  rounds.  If the party reaches the top of the balcony, the 
  norkers will abandon missile attacks and close to melee.  
  Meanwhile, Erbilg will arrive in three rounds. 
  The norkers have no treasure.  However, in addition to the 
  pails are three mithril objects that look like oversized salt 
  shakers.  They are worth 300 GP each.  These were used to 
  dispense White Ash in the making of mithril but are now 
  empty; see area 16U for more detail. 
  16D. This room has a large 10’ diameter vat in the southwest 
  corner, its rim 4’ high.  This vat is partially full of molten silver, 
  which is kept heated by an unseen fire.  Pipes reclaim silver 
  from the water bath in 16B, convey it here, then circulate it 
  through the channel in the anvil at 16C.  If allowed to cool, 
  two thousand pounds of silver can be recovered here; this is 
  worth 20,000 SP.  If anybody falls into the vat of molten 
  silver, they will sustain 4d6 hp fire damage. 
  16E. This room is similar to 16D, but its vat is in the southeast 
  corner and contains molten steel.  The steel has insufficient 
  value to make it worth transporting for sale.  Falling into this 
  vat will cause 4d6 hp fire damage. 
  16F. This room contains the Furnace, a magical source of 
  heat energy that powers all the engines within the inner 
  sanctum.  This room is stiflingly hot since considerable heat 
  radiates from the steel-plate contraption that squats in the 
  southern part of the room.   
  Erlbilg has turned this room into a trap.  A very fine tripwire 
  runs across the middle of the room, and if it is not detected, 
  anybody who crosses the room will pull the access hatch off 
  the Furnace’s front.  A cold blue fire will spill out of the 
  opening, doing 4d6 hp damage to all in the room (save vs. 
  Death for half damage).  This strange radiation is not fire, and 
  a Resist Fire spell provides no protection.  Anybody damaged 
  by the Furnace must make a saving throw vs. Poison one day 
  after exposure, or they will permanently lose one point of 
  Constitution. 
  
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  16G. Each of these corridors slopes upward to the south, 
  linking the raised areas in 16C through 16F with the balance 
  of the rooms in the inner sanctum.  On one side of the 
  corridor are doors leading into rooms used as living spaces by 
  the priests and their servants; a row of stone statues stands on 
  the other side of the passage.  The statues show Deep Delver 
  warriors in mail, leaning on battleaxes. 
  16H. This room is about 20’ x 20’ and has a ceiling that 
  arches up to 18’ above the floor level.  The room is a 
  shambles, with what appears to have once been personal 
  furnishings smashed and jumbled about throughout the room.  
  A noose has been tied off to a decorative cornice near the 
  ceiling in the southeast corner of the room, and a very rotten-
  looking dwarf hangs from it.  This was Gnarprukkt, High 
  Priest of Kharmaram, and he was caught in one of Erbilg’s 
  traps.  The Deep Delver managed to hide his most valued 
  possession, his holy symbol of Kharmaram, inside his 
  voluminous beard.  Erbilg looted this room and the priest’s 
  body, but he did not discover the holy symbol. 
  There is nothing of value to be salvaged from the furnishings 
  in this room.  Buried under the wreckage of a desk, however, 
  are some of the meticulous records that Gnarprukkt kept 
  regarding the mithril made in the inner sanctum.  These 
  ledgers will reveal upon careful inspection that the Deep 
  Delver name for the mithril ingots they used as currency was 
  ‘talents’.  Most of the talents made here were transported to 
  the surface for various reasons - “Ten talents to Perimeter 
  Guards Union for payroll” or “Four talents to Peshtobar and 
  Sons in exchange for foodstuffs and tools,” for instance.  
  However, there are frequent references to providing a single 
  talent “To honor Kodar, whose memory we shall always 
  cherish.”  This is an important clue that can be used in 16U. 
  16I. This room is 20’ x 30’ with a ceiling that arches 18’ 
  overhead.  Rows of bunkbeds have been smashed to bits here, 
  and mattresses have been torn up with their stuffing strewn all 
  over the room.  Along the east wall is a precarious looking 
  stack of chairs 8’ tall, and a small closed box is balanced atop 
  it. 
  This display is a lure created by Erbilg to draw unsuspecting 
  visitors into a trap.  Any creature who steps on the floor within 
  5’ of the stack will feel the floor shift subtly, and this will 
  release several heavy stone slabs that are part of the ceiling.  
  This rock deadfall will attack anybody within 5’ as an 8HD 
  creature, doing 3d6 hp damage upon a successful hit.  There 
  is no treasure here. 
  16J. This room is 20’ x 20’ with a ceiling that arches 18’ 
  overhead.  Chairs and tables, mostly cracked and ruined, have 
  been pushed along the sides of the room.  A single small table 
  and two stools sit in the middle of the room, and two norkers 
  are seated at them.  These norkers (AC 3; HD 1+2; HP 7 
  each; MV 90’(30’); #AT 2; D 1d3 (bite) and 1d6 (club); Save 
  F1; ML 10 or 6; AL C) have a hammer and an hourglass in 
  front of them.  A closed box sits against the south wall. 
  The norkers are nervous because they are following Erbilg’s 
  instructions and playing a sadistic game.  The hourglass runs 
  out of sand every six turns.  When the hourglass runs out, one 
  of the norkers turns it while the other goes to the closed box, 
  retrieves a black marble, places it on the table, and smashes it 
  with a hammer. 
  There are 16 marbles in the box.  15 marbles are ordinary and 
  non-magical objects.  The last marble is a magical item: a Bead 
  of Force.  This single-use object can be thrown with range 
  increments of 15’/30’/45’, and wherever it impacts, it 
  explodes for 5d4 hp damage in a 10’ radius.  Additionally, all 
  creatures caught in the area of effect must make a saving 
  throw vs. Magic or be caught inside a 10’ radius bubble with 
  the properties of a Wall of Force.  Those who make the saving 
  throw are pushed outside the bubble, which persists for 1 turn.  
  There is no treasure in this room. 
  16K. This room is 20’ x 20’ with a flat stone ceiling 10’ 
  overhead.  The fact that this ceiling is different from the other 
  rooms adjoining corridors 16G may draw the attention of the 
  players; in fact, the ‘stone ceiling’ is actually a stretched piece 
  of cunningly painted canvas.  The true ceiling arches 18’ 
  overhead, and it is within this void that Erbilg has made his 
  hidden lair (he can easily reach this space using his magical 
  slippers). 
  Erbilg has stretched two hammocks in the space above the 
  canvas.  One hammock is his sleeping quarters; he sleeps only 
  rarely, however, as he is paranoid and imagines that enemies 
  are coming to kill him and steal his glory any day now.  The 
  other netting bundle holds several items that Erbilg finds useful 
  but doesn’t want to carry around.  There is a rolled-up woven 
  rug that is actually a Carpet of Flying.  He also has a small 
  chest (which oddly is not trapped or locked).  Inside are a 
  collection of mithril forks, knives and spoons that he has 
  scavenged from within the inner sanctum; the metal content 
  alone of these items is worth 550 GP.  He has also placed the 
  holy symbol of Kharmaram that he stole from Issilvi inside this 
  box for safekeeping; it makes him nervous to be walking 
  around in Kharmaram’s temple with it, fearing that lightning 
  will strike him down at any moment.  Finally, there is a small 
  hinged tin box inside the chest, and this contains three fragile 
  wafers.  These are Anodynes of Aphersis, and they are 
  effective against poisons; if one is quickly snapped under the 
  nose of an individual who has failed a saving throw vs. Poison, 
  a second saving throw can be gained - even if the result of the 
  first saving throw was death.  Only one anodyne can be used 
  
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  per failed saving throw.  These can be sold for 200 GP each in 
  a major city. 
  The room itself is a jumble of broken beds, couches, and 
  chairs.  There is no treasure in this room. 
  16L. This room is 20’ x 30’ with a ceiling that arches 18’ 
  overhead.  A number of sofas and comfortable chairs have 
  been stacked up along the north wall of this room.  A single 
  overstuffed couch backs up to the south wall; hanging on the 
  wall about 10’ above it are three shields. 
  This is another lure devised by Erbilg to catch overly curious 
  visitors in a deathtrap.  The shields are perfectly ordinary 
  shields with no magical properties.  Anybody who climbs on 
  the couch to inspect them, however, will trigger spring-loaded 
  spikes that punch up through the couch-cushions.  These will 
  damage victims for 1d6 hp; additionally, they must save vs. 
  Poison or be paralyzed for 12 turns.  There is nothing of any 
  significant value in this room. 
  16M. This room is 20’ x 20’ with a ceiling that arches 18’ 
  overhead.  Wrecked furnishings are scattered all over the 
  room, but these have been thoroughly trampled, soiled, and in 
  many places burned by some kind of acid. 
  When Zavatasha found herself under attack by Erbilg, she used 
  magic to summon a pack of Devil Birds.  These creatures are 
  new monsters and are described in Part 6.  The devil birds 
  attacked the norkers and drove them away; most of the flock 
  are still in 16S.  One of the devil birds broke through the 
  norker ranks, however, and escaped out into the inner 
  sanctum complex.  After it hacked several norkers to death, 
  the rest decided to trap it in this room.  They are now 
  attempting to starve it, but Erbilg is growing increasingly 
  frustrated to learn that while Abyssal devil birds certainly enjoy 
  eating things, they don’t actually need to eat to stay alive. 
  The devil bird (AC 6; HD 2+2; hp 11; MV 150’(50’); #AT 2; 
  D 2d4 and 1d4 + acid; Save F2; ML 8; AL C), as befits its 
  name, has a truly foul temper and will mercilessly attack any 
  targets that present themselves.  There is no treasure in this 
  room. 
  16N. This 10’x30’ room has a 12’ flat stone ceiling.  It plainly 
  was used as a storeroom, with metal shelves lining the walls.  
  However, this room has obviously been ransacked; boxes and 
  bins have been pulled off the shelves and their contents 
  unceremoniously dumped out. 
  The contents of this room were associated with crafting - there 
  were bars of various metals, powders and liquids for reductive 
  processes, insulated gloves, tools, scraps of metal and lumber, 
  and assorted raw materials.  None of these items have any 
  special value, with two exceptions.  First, a spool of gold wire 
  rolled under a shelving unit where the looters couldn’t see it; 
  this is worth 150 GP.  Second, a tiny glass jar has cracked but 
  still contains a sparkling white powder that turns out to be 
  diamond dust.  This can be sold for 300 GP, but there is 
  enough diamond dust here to make 3,000 GP worth of mithril 
  (see 16U). 
  16O. This 10’ x 30’ room has a 12’ flat stone ceiling.  This 
  was used as a storeroom, with metal shelving units arranged 
  around the room.  Boxes and bins have been pulled down off 
  the walls, revealing that they used to contain foodstuffs; 
  however, anything that hasn’t moldered has been eaten or 
  trampled and soiled.  There is nothing fit to eat here, although 
  a Purify Food and Drink spell could create up to 10 days’ 
  worth of rations for a single person.   
  There is an empty glass jar collecting dust in the northeast 
  corner of the room.  This jar is magical; it is a Decanter of 
  Endless Water, and served the inner sanctum as a rarely-
  needed emergency water supply.  The Dwarven words for 
  “Salty,” “Fresh,” “Stream,” “Fountain,” and “Geyser” are 
  written on a piece of tape that is stuck to the bottom of the 
  jar; it only produces water if one of these words is spoken.  
  The Dwarven word for “Stop” halts the flow of water, but this 
  is not written down anywhere! 
  16P. A stone statue of Kharmaram sits in a lotus position in 
  an alcove adjacent to this three-way intersection.  The statue is 
  smiling beatifically, and it holds one hand out as if asking for 
  alms, while the other hand is clenched in a fist, as if holding an 
  invisible mug of coffee.  There is writing in Dwarven etched 
  into the alcove wall above the statue; the words read: 
  In the making of that which is most precious, consider always 
  the Third Principle. 
  If one places a holy symbol of Kharmaram in the outstretched 
  hand, and then says the word of the Third Principle 
  (“Equilirium”), the statue will allow a stream of White Ash to 
  flow from its clenched fist.  However, it can only do this if the 
  body of a priest of Kharmaram has been properly incinerated 
  at 16S and then processed at 16R.  At the moment the statue 
  has no White Ash to dispense. 
  Six norkers stand guard here, anxiously watching the door to 
  16R.  In the event that an alarm is raised from elsewhere in 
  the complex, four norkers (AC 3; HD 1+2; hp 7 each; MV 
  90’(30’); #AT 2; D 1d3 (bite) and 1d6 (club); Save F1; ML 10 
  or 6; AL C) will move south to the four-way intersection 
  outside the doors to 16B, where they will try to ambush 
  anybody coming from the south; the remaining two remain at 
  their post at this intersection (but will certainly hide out of sight 
  if the doors to 16B are opened).  As these norkers have no 
  
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  ranged weapons, they always seek to engage in melee as soon 
  as possible. 
  16Q. This chapel was used by the senior priesthood for 
  special rituals and meditation.  A bronze statue of Kharmaram 
  sits in a lotus position in a niche on the east wall.  Both hands 
  of the statue are cupped as if dipping water from a basin.  
  There is Dwarven writing etched into the alcove wall above the 
  statue; it reads: 
  When you go forth into the world, remember the Fifth 
  Principle. 
  If a holy symbol of Kharmaram is placed in the statue’s open 
  hands, and the word of the Fifth Principle is spoken 
  (“Conquorum”), all in the room (including the holy symbol) are 
  teleported to 10J. 
  When Erbilg invaded the inner sanctum and began murdering 
  priests, this chapel was the last refuge for the final survivors.  
  Four priests were murdered here by Erbilg and his norkers.  
  The trauma and horror of this butchery caused the spirits of 
  these priests to undergo a horrible transformation; they 
  immediately arose as wraiths.  Erbilg fled the room without 
  having time to loot it, and it has been closed up ever since.  
  The four rotting corpses of the Deep Delver priests still lie 
  stretched out on the floor; near their bodies can be found a 
  mithril hammer worth 400 GP. 
  The four wraiths (AC 3; HD 4; hp 18 each; MV 120’(40’) or 
  Fly 240’(80’); #AT 1; D 1d6 + drain; Save F4; ML 12; AL C) 
  live inside the hollow body of the bronze statue.  They have no 
  ability to reason or distinguish among foes; they only know 
  vengeance, and will attack any who enter their chapel until 
  destroyed.  They will not leave the chapel. 
  There are niches in the north and south walls of this chapel.  
  There is a small anvil-shaped altar in each one, and there is a 
  mithril candlestick (worth 300 GP) and ewer (worth 250 GP) 
  in each one.  The ewers each contain four vials of holy water, 
  which may be an effective weapon against the wraiths. 
  16R. The north part of this room contains a piece of complex 
  machinery.  It was built by the Deep Delver priests to create 
  White Ash, an important and secret ingredient in the creation 
  of mithril.  Nobody outside of the Vault of Kharmaram has 
  been able to duplicate the creation of the mithril alloy for an 
  important reason: White Ash is created by grinding up the 
  cremated bodies of dead priests of Kharmaram. 
  The machine consists of a conveyor belt that feeds into the 
  open maw of the machine.  Gears and grinding apparatus fill 
  the machine’s interior; anybody who somehow falls into the 
  machine will take 4d6 hp per round.  The machine is 
  controlled by a single lever that turns it on and off.  The source 
  of the machine’s power is magical. 
  When a priest of Kharmaram died, they were cremated in the 
  ovens in 16S.  The remains were then placed on the conveyor 
  belt and fed into the machine.  The machine ground the priest 
  into White Ash, which was teleported into the closed fist of the 
  statue at 16P.  Anything other than a priest of Kharmaram 
  that goes into the machine simply disappears. One priest 
  creates enough White Ash to make 2,000 GP worth of 
  mithril.  The remains of Gnarprukkt at 16G can be used in this 
  manner, as could Issilvi at 10U or the dead priestess at 7B.  
  The physical remains of the wraiths at 16Q will not work. 
  Erbilg has turned this machine into a trap.  A thin wire 
  connects the lever controlling the machine to the two doors 
  leading into this room; if the door to 16P or 16S is opened, 
  the machine will start.  Erbilg has placed a piece of flint on the 
  conveyor belt, and a small keg of oil behind that.  One round 
  after either door is opened, unless the trap is disabled or 
  characters act quickly, the conveyor belt will carry the flint into 
  the machine.  There it will generate sparks that will light the oil 
  as the keg is ground up, and this will result in an explosion.  
  Everybody in the room will take 6d6 hp fire damage (save vs. 
  Breath Attacks for half damage) and the machine will be 
  permanently ruined. 
  16S. This 25’ x 40’ stone hall has a barrel-arch ceiling that 
  vaults up to 18’ high in the center of the room.  It is plainly a 
  crematorium.  There are two long stone slabs in the middle of 
  the room.  Three oven doors stand open along the south wall, 
  and a roaring flame can be seen inside each one. 
  There are no bodies here at present, and the ovens are only 
  open because the six devil birds occupying this room have 
  discovered they like the heat.  When Zavatasha found herself 
  cornered in this portion of the inner sanctum, she retrieved a 
  scroll containing the Magic-User spell Gate from Ornovael’s 
  person.  She used the spell to bring forth a flock of devil birds, 
  who she has commanded to stay and defend her and Ornovael 
  from all enemies.  Given the shared avian and demonic 
  heritages of Zavatasha and the devil birds, they have acceded 
  to her request and have faithfully guarded her.  Their patience 
  is not without limits, however, and eventually they will leave. 
  In the meantime, the devil birds (AC 6; HD 2+2; hp 11 each; 
  MV 150’(50’); #AT 2; D 2d4 and 1d4 + acid; Save F2; ML 8; 
  AL C) live up to their hellish names and furiously attack 
  anyone or anything that enters their room.   
  There is no treasure here.  The ovens are fueled by the 
  Furnace in 16F.  Any creature that enters the oven for any 
  reason will take 3d6 hp fire damage with no saving throw, and 
  it can reduce any human-sized creature placed inside to fine 
  ash in a single turn. 
  
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  16T. This 10’ wide, 12’ tall corridor has niches set into the 
  wall every 10’ in the left and right sides.  Each niche contains 
  a suit of mithril plate armor sized for a Dwarf.  These suits are 
  occupied by zombies - those aspirants to priesthood who fail 
  the tests of Kharmaram become servants of the inner sanctum 
  in death as well as life.  The eight zombies (AC 2; HD 2; hp 9 
  each; MV 60’(20’); #AT 1; D 1d8+1; Save F1; ML 12; AL N) 
  will attack intruders unless they openly bear a holy symbol of 
  Kharmaram; the noise of this attack will certainly warn 
  Zavatasha in 16U if the battle with the devil birds in 16S did 
  not. 
  Each suit of mithril plate armor can be sold for 800 GP, and 
  each dwarf attacks with a mithril battle axe worth 400 GP - 
  the arms and armor of these guardians represents a true 
  treasure trove! 
  16U. This room is about 30’ x 30’ with a niche set into the 
  north wall.  The ceiling peaks at 20’ tall.  A statue of 
  Kharmaram sits in a lotus position inside the niche. 
  This dead-end room was obviously the location where the 
  personal effects (but not the remains) of priests were interred.  
  The walls are lined with (50) 3’ x 3’ crypt doors, each bearing 
  a name; these must be pried open with crowbars or smashed 
  with hammers. Each such crypt contains dust, a few useless 
  keepsakes, and 10d4 GP value of funerary offerings.  
  Exception: In the northeast corner, two crypt doors (one 
  above the other) bear the same name: KODAR.  These two 
  doors cannot be pried open, and in fact they are a single 
  secret door with a hidden latch that opens onto a corridor 
  leading to 16V. 
  The statue of Kharmaram is made of marble.  One hand is 
  held out as if requesting alms, while the other hand presses 
  several fingers to her forehead as if she is deep in 
  contemplation.  Dwarvish writing is etched into the wall of the 
  niche above the statue; the words read: 
  May the Fourth Principle guide your steps wisely. 
  If a holy symbol of Kharmaram is placed in the statue’s open 
  hand, and the word of the Fourth Principle is stated 
  (“Empiriphilia”), then the statue will telepathically teach 
  everybody in the room the way to make mithril: the proper 
  mix of silver and iron, when to heat and when to beat, when 
  to mix in diamond dust and White Ash, and how to form it 
  into ingots.  This knowledge will always be remembered by the 
  student, but cannot be conveyed verbally or in writing to any 
  other creature - it was the most precious secret of Kharmaram, 
  and for this reason it was only taught here, in the part of the 
  inner sanctum that only the High Priest was allowed to access. 
  There is a stone slab in the middle of the room, and a body 
  rests on this bier.  Only the outlines of the body can be seen, 
  however, because it appears to be shrouded in cloth covered 
  with bright yellow feathers.  This is the body of Ornovael the 
  wizard.  The Magic-User technically still lives, but he has fallen 
  into a deep coma, and the operation of his heart and lungs 
  have slowed to almost imperceptible rates.  He is shrouded in 
  his Cloak of Feathers, a magic item that acts as a Cloak of 
  Protection +2 and also allows the user to Shape Change as 
  the Magic-User spell three times per day into any avian form.   
  The body of Ornovael is guarded by Zavatasha.  Zavatasha is 
  an Owlu-Demon, a creature of demoniac ancestry who served 
  as Ornovael’s companion; Owlu-Demons are new monsters 
  detailed in Part 6.  Zavatasha was one of the rare members of 
  her species who was not evil, and although she served 
  Ornovael at the request of her patron, Garnomon, she came 
  to regard Ornovael as her mentor and friend.  Zavatasha has 
  the ability to change her form to match that of any humanoid 
  race; while living in the Dark Rookery she always chose to 
  take human form, but in her current predicament she has seen 
  little point to maintaining her disguise. She typically will 
  appear in her natural form - that of an owl-headed, bat-winged 
  creature. 
  Zavatasha (AC 2; HD 6; hp 34; MV 120’(40’) or Fly 
  180’(60’); #AT 1; D 1d8; Save M6; ML 12; AL N) protects 
  the body of Ornovael with her life.  Erbilg has made many 
  attempts to kill them both, and she assumes the worst if the 
  party appears.  She has a number of magical items that she 
  will use to protect herself: Bracers of Armor AC 3; a Wand of 
  Magic Missiles with 12 charges; a scroll with the Magic-User 
  spells of Summon Monster V and Forceful Hand; and an Owl 
  Ring.  This last item has all the properties of a Ring of 
  Protection +1, plus it grants a -1 reaction roll to avian 
  creatures, can allow the user to detect any other Owl Rings 
  similar to casting a Locate Object spell, and can be used to 
  control the owl-folk’s teleportation stones (see Dungeon 
  Module OC-2: The Dark Rookery). 
  How the party presents themselves determines what Zavatasha 
  will do.  If the party introduces themselves peacefully and 
  suggests that they have been sent by the owl-folk, she is likely 
  to use her ESP ability to establish the truth, and will parlay 
  with the party.  However, if the characters assume from her 
  demoniac appearance that she is hostile, Zavatasha may not 
  think to do this; she will let the zombies keep the party at bay, 
  and will use her wand, magical abilities, and scrolls to deal 
  damage from a distance before engaging in melee as a last 
  resort. 
   
  
  69 
   
  Zavatasha does not know about the secret door to 16V.  She 
  also does not know how to escape the inner sanctum, and she 
  does not have a holy symbol of Kharmaram.  She has no 
  interest in treasure; her sole interest is getting Ornovael safely 
  back to the Dark Rookery. 
  16V. This low-ceilinged room serves as the temple’s treasure 
  vault.  Arranged on shelves around the room are the following 
  valuables: 
  • 
  20 small ingots of mithril worth 200 GP. 
  • 
  218 pieces of bloodgold, neatly stacked. 
  • 
  516 GP, neatly stacked. 
  • 
  109 PP, neatly stacked. 
  • 
  An elaborate headdress made of fine mithril links 
  and combs, set with emeralds, worth 2,100 GP. 
  • 
  A raw and uncut diamond the size of a baseball; in 
  its current form it can be sold for 900 GP, but in 
  the hands of a skilled gemcutter it can produce a 
  single diamond worth 5,000 GP and a handful of 
  smaller stones worth a total of 1,000 GP. 
  • 
  A drinking horn made of mithril; this is a Horn of 
  Mead and it has magical properties.  Any time it is 
  held overhead, the horn fills with delicious mead 
  that can be drunk to restore 1d4 hp; however, with 
  each quaff, the user must make a saving throw vs. 
  Poison or fall unconscious for 8 hours due to the 
  heady brew’s potency.   
  • 
  A Rod of Lordly Might. 
  • 
  A Robe of Eyes. 
  • 
  A suit of mithril Chainmail +3 sized for an Elf. 
  • 
  A mithril Shield +2. 
  • 
  A mithril Axe +2. 
  • 
  Tomes of Stealth and Clear Thought. 
  • 
  A golden idol of N’Kaa.  This item is precious to 
  goblins, and they will pay up to 4,000 pieces of 
  bloodgold for its return.  This item has a terrible 
  curse laid upon it; any who carries it will suffer a -4 
  penalty to attacks and saving throws until a Remove 
  Curse spell is cast, or until the bearer sustains a total 
  of 100 hp of damage over time.   
  A statue of Kharmaram stands against the south wall.  Unlike 
  the other statues in the inner sanctum, this one appears to be 
  the approximate size of a Dwarf.  The statue holds a hand out, 
  as if asking for alms, and a careful look at its face shows that 
  Kharmaram is smirking.  There are words in the Dwarven 
  language etched into the wall above the statue; they read: 
  What is the Sixth Principle? 
  Of course there is no Sixth Principle.  If anybody places a holy 
  symbol of Kharmaram in the statue’s hand and says anything 
  at all, everybody in the room is instantly teleported to the 
  platform at 14F, and there they can fend for themselves.  The 
  holy symbol will remain behind. 
  CONCLUDING THE ADVENTURE 
  The party’s chief remaining challenge will be returning 
  Ornovael and Zavatasha to the Dark Rookery.  Carrying a 
  limp mage is difficult but not impossible.  Parties will need to 
  learn or intuit the way to teleport out of the inner sanctum, as 
  Zavatasha has no idea how to do so.  Using a Speak with 
  Dead spell on the remains of Gnarprukkt at 16G may be 
  instructive.   
  The party may very well have learned how to make mithril, 
  although only those who have passed through Kharmaram’s 
  tests should have gained this information.  There are some 
  limited raw materials for mithril-making still in the inner 
  sanctum, but enterprising groups may choose to leave this 
  place and return later with more resources to maximize their 
  treasure haul.  Of course the supply of dead priests of 
  Kharmaram is finite in number … 
  No efforts on the part of the characters will awaken Ornovael 
  from his sleep.  If they return his body to the Tower of Tytonid 
  Lore in the Dark Rookery, however, the wise owls there will 
  be able to tell the party more about Ornovael’s fate; this will be 
  further described in Dungeon Module OC-4: Warrens of the 
  Night-Hunters.  The party will eventually be asked to pursue a 
  full recovery for the wizard, an adventure that will be explored 
  in Dungeon Module OC-5: A Screech from Beyond. 
   
   
   
   
   
  
  70 
   
  PART 4: RANDOM ENCOUNTERS AND TERRAIN TYPES
  Random encounter chances are the same regardless of time of day or location, but do vary according to the type of Deepways passage.  
  Refer to the attached charts.  When resting in a side passage, out of sight and quiet, check once every four hours. 
   
   
   
  Goblin Patrol, Attack: This patrol’s objective is to seek out and engage monsters or hostile humanoids that make the Deepways more 
  dangerous for trade; a secondary goal is to shake down merchants for protection money.  Each patrol has 8 hobgoblins (AC 6; HD 
  1+1; hp 6 each; MV 90’(30’); #AT 1; D 1d8 (axe) or 1d6 (short bow); Save F1; ML 8; AL C); 4 goblins (AC 6; HD 1-1; hp 4 each; 
  MV 60’(20’); #AT 1; D 1d6 (hand axe) or 1d4 (sling); Save F0; ML 7; AL C) and one hobgoblin sergeant (AC 5; HD 4; hp 18; MV 
  90’(30’); #AT 1; D 1d8+1 (axe) or 1d6 (short bow); Save F4; ML 9; AL C).  The goblins have no treasure, hobgoblins have 1d4 pieces 
  of bloodgold, and the sergeant has 20 pieces of bloodgold.  The sergeant also has a small Necklace of Missiles, a magical item of jewelry 
  with three small gold balls on it.  Each ball can be detached from the necklace and thrown up to 30’ away; wherever it lands, it 
  detonates in a 10’ radius, doing 2d6 hp fire damage (save vs. Spells for half damage). 
   
  Goblin Patrol, Stealth: This patrol’s goal is to locate suspicious activity in the Deepways and report it to the nearest outpost, but not to 
  engage.  Each patrol has four bugbears (AC 5; HD 3+1; hp 15 each; MV 90’(30’); #AT 1; D 1d10+1 (polearm); Save F3; ML 9; AL C) 
  and one goblin thief (AC 5; T4; hp 12; MV 120’(40’); #AT 1; D 1d6 (short sword) or 1d6 (short bow); Save T4; ML 8; AL C).  The 
  bugbears have 2d4 pieces of bloodgold, and the thief has 18 pieces of bloodgold and a potion of Invisibility. 
   
  Goblin Patrol, Tongueless: This patrol is looking for hapless humanoids to kidnap and bring back to the closest shrine to N’Kaa for 
  sacrifice; they will even attack inoffensive merchant caravans if they think they can get away with it.  The patrol consists of 6 tongueless 
  hobgoblins (AC 6; HD 2; hp 9 each; MV 120’(40’); #AT 2; D 1d3 (bite) and 1d6+1 (spear) or 1d6 (thrown spear); Save F2; ML 10; AL 
  C) and a tongueless monk (AC 5; Mk 4; hp 16; MV 150’(50’); #AT 1 + 4/3; D 1d3 (bite) and 1d8 (hand); Save Mk 4; ML 11; AL C).  
  Tongueless hobgoblins scorn material things such as treasure. 
   
  Wandering Monsters
  Primary Passage
  Encounter: 1 in 6, check every hour
  1d12
  Wandering 
  Monster
  No
  AC
  HD
  hp
  #AT
  Damage
  Move
  Save
  ML
  AL
  Source
  1
  Beetle, Giant 
  Fire
  1d8
  4
  1+2
  7
  1
  2d4
  120'(40')
  F1
  7
  N
  LL
  2
  Goblin Patrol, 
  Attack
  3
  Goblin Patrol, 
  Stealth
  4
  Goblin Patrol, 
  Tongueless
  5
  Lizard, Giant 
  Gecko
  1d6
  5
  3+1
  15
  1
  1d8
  120'(40')
  F2
  7
  N
  LL
  6
  Morlock
  1d12
  8
  1
  5
  1
  1d8 (axe)
  120'(40')
  F1
  9
  C
  LL
  7
  Owl Bear
  1d4
  5
  5
  23
  3
  2 claws 1d8, 
  bite 1d8 + hug
  120'(40')
  F3
  9
  N
  LL
  8
  Piercer
  3d6
  3
  1-4 HD
  varies
  1
  1d6 per HD
  10'(3')
  F1-4
  10
  N
  AEC
  9
  Rat, Giant
  3d6
  7
  1d4 HP
  3
  1
  bite 1d3 + 
  disease
  120'(40')
  F1
  8
  N
  LL
  10
  Spider, Giant 
  Crab
  1d4
  7
  2
  9
  1
  bite 1d8 + 
  poison
  120'(40')
  F1
  7
  N
  LL
  11
  Throghrin
  1d6
  6
  3
  14
  2
  2 claws 1d3
  120'(40')
  F3
  10
  C
  LL
  12
  Troll
  1d3
  4
  6+3
  30
  3
  2 claws 1d6, 
  bite 1d10
  120'(40')
  F6
  10
  C
  LL
  see below
  see below
  see below
  
  71 
   
   
  Wandering Monsters
  Secondary Passage
  Encounter: 1 in 6, check every hour
  1d20
  Wandering 
  Monster
  No
  AC
  HD
  hp
  #AT
  Damage
  Move
  Save
  ML
  AL
  Source
  1
  Basilisk
  1d2
  4
  6+1
  28
  2
  bite 1d10, 
  gaze petrify
  60'(20')
  F6
  9
  N
  LL
  2
  Bat, Giant
  1d10
  6
  2
  9
  1
  1d4
  30'(10'), Fly 
  180'(60')
  F1
  8
  N
  LL
  3
  Beetle, Giant 
  Fire
  1d8
  4
  1+2
  7
  1
  2d4
  120'(40')
  F1
  7
  N
  LL
  4
  Black Pudding
  1
  6
  10
  45
  1
  3d8
  60'(20')
  F5
  12
  N
  LL
  5
  Elemental, Earth
  1
  2
  8
  36
  1
  1d8 + 1d8 
  earth mastery
  60'(20')
  F8
  10
  N
  LL
  6
  Gelatinous Cube
  1
  8
  4
  18
  1
  2d4 + paralysis
  60'(20')
  F2
  12
  N
  LL
  7
  Gray Ooze
  1
  8
  3
  14
  1
  2d8
  10'(3')
  F2
  12
  N
  LL
  8
  Green Slime
  1
  NA
  2
  9
  1
  dissolve
  3'(1')
  F1
  12
  N
  LL
  9
  Insect Swarm
  1
  7
  2-4 HD
  varies
  1
  2 hp
  30'(10'), Fly 
  60'(20')
  F0
  11
  N
  LL
  10
  Lizard, Giant 
  Gecko
  1d6
  5
  3+1
  15
  1
  1d8
  120'(40')
  F2
  7
  N
  LL
  11
  Morlock
  1d12
  8
  1
  5
  1
  1d8 (axe)
  120'(40')
  F1
  9
  C
  LL
  12
  Ochre Jelly
  1
  8
  5
  23
  1
  2d6
  30'(10')
  F3
  12
  N
  LL
  13
  Piercer
  3d6
  3
  1-4 HD
  varies
  1
  1d6 per HD
  10'(3')
  F1-4
  10
  N
  AEC
  14
  Roper
  1
  0
  10
  45
  1 + 
  strands
  bite 5d4, 
  strand 
  weakness
  30'(10')
  F10
  8
  C
  AEC
  15
  Shrieker
  1d8
  7
  3
  14
  0
  shriek
  9'(3')
  F1
  12
  N
  LL
  16
  Slug, Giant
  1
  8
  12
  54
  1
  bite 1d12 or 
  spit (acid)
  60'(20')
  F12
  10
  N
  AEC
  17
  Stirge
  1d10
  7
  1
  5
  1
  1d3 + drain
  30'(10'), Fly 
  180'(60')
  F2
  9
  N
  LL
  18
  Violet Fungi
  1d4
  7
  3
  14
  1-4
  poison
  10'(3')
  F3
  8
  N
  AEC
  19
  Xowl
  1d4
  0
  7
  32
  4
  3 claws 1d3, 
  bite 4d4
  90'(30')
  F7
  10
  N
  OC3
  20
  Yellow Mold
  1d4
  NA
  2
  9
  1
  spores 1d6 + 
  poison
  0
  F2
  NA
  N
  LL
  
  72 
   
   
   
   
   
   
  Random Terrain
  Primary Passage
  Encounter: 1 in 12, check every mile
  1d6
  Random Terrain
  1
  Skennatite
  2
  Cubemaze
  3
  Silverwash
  4
  Blindchalk
  5
  Irradialite
  6
  Goldsand
  The walls and floor of this passage are made of a harmless powdery mineral.  However, this substance is easily 
  picked up and tracked by boots, and it glows brightly to creatures with infravision.  For four miles beyond this 
  point, chances of random encounters are doubled.
  Terrain Explanation
  The stone in this area appears to be sandstone, with striations of a golden mineral that looks valuable at first 
  glance.  The golden material makes a fine sand that is strongly attracted to iron or steel; the sand is attracted 
  to any ferrous items, coating it in a thick golden crust.  Iron or steel weapons so encrusted do -1 HP less 
  damage; primarily metal armor wearers will move at half speed from the awkward weight of the stuff.  The 
  stand sticks with incredible strength and cannot be manually removed, but running a magnet over it causes it 
  to lose its attractive properties for an hour.
  The passage in this area enters a section of oddly regular crystalline planes; the quartz-like minerals of this area 
  create a 3-D labyrinth of voids exactly 10' on a side.  These passages may go up, down or sideways, with 
  many dead-ends, and movement is halved in such areas.  If a random encounter is had within this terrain, it 
  will be with a gelatinous cube.
  Streams of silvery liquid cross the passage in several places in this area, entering and leaving through cracks in 
  the walls of the tunnel.  Like mercury, this liquid is much denser than water, and it can easily be walked upon.  
  The liquid is non-toxic, very heavy, and of no value.
  Many deposits of a milky white mineral line the tunnel in this area.  This stone easily decomposes into an 
  extremely fine powder that is highly abrasive to eyes.  Each hour spend in the area, creatures with eyes must 
  make a saving through vs. petrification or go blind; magical healing repairs this damage.  Morlocks are fond of 
  lairing in deposits of this mineral, as they are immune to its effects.
  The rock in this passage is volcanic, shot through with veins of brilliant crystalline material.  These crystals 
  focus visible light into occasional 'hot spots' - if light as bright as a torch is carried, roughly one spot every 
  100' of tunnel will rapidly grow hot enough to burn flesh.  Any person traveling through such a point must 
  save vs. breath weapon or take 1d6 HP damange, unless they are immune to fire.  Dimmer light such as that 
  of a candle will not create a hot spot.
  
  73 
   
   
   
  Random Terrain
  Secondary Passage
  Encounter: 1 in 6, check every mile
  1d10
  Random Terrain
  1
  Grapplestone
  2
  Skennatite
  3
  Riddlerock
  4
  Fossilfield
  5
  Cubemaze
  6
  Silverwash
  7
  Blindchalk
  8
  Ballcrawl
  9
  Irradialite
  10
  Goldsand
  The stone in this area appears to be sandstone, with striations of a golden mineral that looks valuable at first 
  glance.  The golden material makes a fine sand that is strongly attracted to iron or steel; the sand is attracted 
  to any ferrous items, coating it in a thick golden crust.  Iron or steel weapons so encrusted do -1 HP less 
  damage; primarily metal armor wearers will move at half speed from the awkward weight of the stuff.  The 
  stand sticks with incredible strength and cannot be manually removed, but running a magnet over it causes it 
  to lose its attractive properties for an hour.
  The passage in this area enters a section of oddly regular crystalline planes; the quartz-like minerals of this area 
  create a 3-D labyrinth of voids exactly 10' on a side.  These passages may go up, down or sideways, with 
  many dead-ends, and movement is halved in such areas.  If a random encounter is had within this terrain, it 
  will be with a gelatinous cube.
  Streams of silvery liquid cross the passage in several places in this area, entering and leaving through cracks in 
  the walls of the tunnel.  Like mercury, this liquid is much denser than water, and it can easily be walked upon.  
  The liquid is non-toxic, very heavy, and of no value.
  Many deposits of a milky white mineral line the tunnel in this area.  This stone easily decomposes into an 
  extremely fine powder that is highly abrasive to eyes.  Each hour spend in the area, creatures with eyes must 
  make a saving through vs. petrification or go blind; magical healing repairs this damage.  Morlocks are fond of 
  lairing in deposits of this mineral, as they are immune to its effects.
  This area is filled with millions of small spheres, ranging in size from a marble to a grapefruit, each made of a 
  porous stone so light that it would float on water.  These balls fill the low points of passages, forcing travelers 
  to blindly push through the balls to move through the tunnel.  Movement is halved, and any random 
  encounters will be made at a distance of 0'.
  The rock in this passage is volcanic, shot through with veins of brilliant crystalline material.  These crystals 
  focus visible light into occasional 'hot spots' - if light as bright as a torch is carried, roughly one spot every 
  100' of tunnel will rapidly grow hot enough to burn flesh.  Any person traveling through such a point must 
  save vs. breath weapon or take 1d6 HP damange, unless they are immune to fire.  Dimmer light such as that 
  of a candle will not create a hot spot.
  The walls and floor of this passage are made of a harmless powdery mineral.  However, this substance is easily 
  picked up and tracked by boots, and it glows brightly to creatures with infravision.  For four miles beyond this 
  point, chances of random encounters are doubled.
  The stone of this region looks like heavily fractured marble.  The structural integrity of this rock is unstable; 
  any noise in the area greater than footfalls or whispers has a 1 in 4 chance of causing a minor earthquake.  All 
  within 100' of the tremor will take 3d6 HP from falling rock.
  The stone of the tunnel gives way to fossil beds, with visible petrified skeletons of prehistoric beasts partially 
  embedded in the walls.  The presence of more than three magical items within 10' of the fossils causes them 
  to animate, mindlessly snapping and thrashing at the source of the enchantment.  Each activated 10' section 
  of tunnel attacks each person in it as a 6 HD monster, doing 1d6 HP damage if they hit.  The fossils cannot 
  be damaged with weapons or magic.
  Terrain Explanation
  This region of tunnel looks very much like a standard limestone cave, with plentiful stalactites and stalagmites.  
  However, roughly one such formation every 100' has gained both mobility and hostility, and will reach out up 
  to 10' away to grapple opponents like an enormous tentacle.  Each such arm has AC 4, 10 HP, and attacks 
  as a 4 HD monster for 1d8 HP damage if it hits.  They can only target by sound; completely silent targets are 
  immune.
  
  74 
   
  PART 5: FURTHER ADVENTURES 
  Dungeon masters interested in expanding the scope of the adventure have a number of options.  Consider these ideas for further 
  exploration of the Deepways environment: 
  1. Ruins of the Vault. The destroyed city of the Deep Delvers has many ruined structures, and only a few of them are detailed in this 
  adventure.  One may conceal the basement workshop of a demented artisan, whose magically constructed creations still lurk in the 
  darkness.  Another may be the home of a restless spirit who cannot reach Kharmaram unless a great injustice is resolved.  The mines 
  where the Deep Delvers acquired their ore are not detailed, and these may house new occupants with their own treasures. 
  2. Further Deepways Destinations. The tunnels extend for many hundreds of miles, and may even drop to a much deeper level where 
  yet stranger challenges await.  There may be lost civilizations living below ground, such as a race of humans who embraced a shadowy 
  half-existence in order to survive, or horrifying psionic worms who keep slaves in their warren-cities. 
  3. The Goblin City. A frontal assault on the main fortress of goblin-kind would be suicide, but there may be secret side-ways in - ways 
  known only to the Deep Delvers and recorded in one of their caches of lore.  Stealthy missions into the city might be productive, such 
  as an attack on the main temple of N’Kaa, or the rescue of an important Gnomish nobleman whose clan is being extorted. 
  4. The Pit of the Discarded. Some of the side passages may twist back down below the Dark Rookery, where they might connect with a 
  series of linked caverns hundreds of feet below.  No goblins live down there, but many other sorts of dangerous creatures abound, 
  including a renegade Tytonid and an alliance of horrors whose plans threaten the safety of all owl-kind.  These locations will be further 
  described in Dungeon Module OC-4: Warrens of the Night-Hunters, expected for release in 2017. 
  5. Ornovael’s Sanctum. Still other Deepways corridors may twist up above the Dark Rookery, where secret and well-guarded passages 
  lead to the private laboratories of Ornovael.  There, too, are gates to many other worlds and planes of existence - new environments for 
  intrepid adventurers to explore in Dungeon Module OC-5: A Screech from Beyond, due to be published in 2018. 
   
   
   
   
   
   
   
   
   
  
  75 
   
  PART 6: NEW MONSTERS 
  The following pages contain monsters new to this adventure.  Break out the pages for easy reference while running this module. 
   
   
  
  76 
   
  CHAIN SNAKE 
  Armor Class:  
  4 
  Hit Dice: 
   
  6 
  Move:  
   
  90' (30') 
   
   
  Attacks:  
   
  1 and 1 
   
  Damage: 
   
  3d4 and 2d6  
  No. Appearing: 
  2 (bite, constrict) 
  Save As:  
   
  F6 
  Morale: 
   
  12 
  Treasure Type: 
  none 
  Alignment: 
   
  Neutral 
   
   
  Chain Snakes are magical constructs in the general form of a constrictor snake, but built 
  from iron links.  Six parallel chains make a serpentine body 20’ in length; the head is 
  made from serrated spring-loaded steel jaws resembling a bear trap.  There are no obvious 
  eyes, but the creature is nevertheless capable of tracking and striking at enemies, even in 
  complete darkness. 
  Chain snakes are usually built as guardians of unattended shrines and hoards, and have 
  therefore been made to attack all intruders without remorse.  They typically do not pursue 
  their foes beyond the areas they were created to guard.  Rarely, a chain snake will be 
  constructed that is capable of receiving commands and following simple instructions; in 
  such cases, command words are used to establish dominion over the construct. 
  Chain snakes attack with their ferocious bite.  If they hit, in that same round they make a 
  separate attack roll to throw loops of chain around their opponent and constrict.  An 
  opponent being constricted cannot move or attack, and will continue to take that damage 
  every round unless the chain snake is killed or the victim escapes by some extraordinary 
  means.  Meanwhile, the chain snake can constrict one target while attempting to bite 
  another, and has enough chain to constrict up to four medium-size targets at one time. 
  Any chain snake subjected to both intense magical heat and intense magical cold in a 
  single round will shatter. 
   
   
  
  77 
   
  DEVIL BIRD 
  Armor Class:  
  6 
  Hit Dice: 
   
  2+2 
  Move:  
   
  150' (50') 
   
   
  Attacks:  
   
  2 (bite, hack)  
  Damage: 
   
  1d4 plus acid, 2d4  
  No. Appearing: 
  1d6 (3d6) 
  Save As:  
   
  F2 
  Morale: 
   
  8 
  Treasure Type: 
  none 
  Alignment: 
   
  Chaotic 
   
   
  Devil Birds are natives of the demonic Abyss.  They are two-headed flightless birds that 
  roam the hot, blasted steppes of their horrific plane, hunting in packs anything that moves 
  and tearing them to pieces for sport.  They have a natural resistance to fire.  Their 
  plumage is a rusty brown for females, while males display florid crimson, orange, and 
  yellow bands during mating season. 
  The two heads of a devil bird are very different.  The one on the left resembles an ostrich, 
  with a flat beak and many small, sharp teeth.  This head’s mouth constantly drools a 
  corrosive acid; in addition to a bite that does 1d4 hp, this saliva burns for an additional 
  1d4 hp for the next two rounds of combat unless it is washed off.  It can spit a gout of this 
  acid up to 20’, which will do 1d4 hp for two rounds and will also blind an individual if they 
  fail to save vs. Petrification.  The right head of the Devil Bird is shaped like a hatchet, and 
  it does not so much bite an opponent with its beak as hack it to pieces for 2d4 hp. 
  A pack of Devil Birds is often led by a matriarch who is much larger than the other 
  members of the flock; in addition to having 4+4 hit dice, such a bird often has additional 
  heads with unpredictable morphology and powers, thanks to the chaotic effect that the 
  Abyss has on the natures of those creatures who dwell there.  Devil Birds are often pets of 
  Vrock demons, who may sometimes attempt to Gate a small flock into combat in lieu of 
  summoning another Vrock. 
   
   
   
  
  78 
   
  FIRE BAT  
  Armor Class:  
  8 
  Hit Dice: 
   
  2 
  Move: 
  30' (10') or Fly 180’ 
  (60’)  
   
  Attacks:  
   
  1 
   
  Damage: 
   
  1d4 plus 1d4 fire 
   
  No. Appearing: 
  1d6 (4d6) 
  Save As:  
   
  F2 
  Morale: 
   
  8 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Fire Bats are natives to the Elemental Plane of Fire.  They resemble vampire bats that are 
  2’ long from nose to tail, and they have a wingspan of 4’.  Their skin and fur are bright 
  orange in color, and they are constantly on fire but never consumed by it.  Fire bats are at 
  home in fiery environments and are never damaged by heat or flame. 
  Fire bats sometimes slip into the Prime Material Plane through fissures to their home 
  dimension and make themselves at home in very hot habitats - active volcanoes, open lava 
  flows, and the like.  Fire bats live in family groupings that hunt in packs, splitting their 
  numbers evenly as they attack multiple individuals.  They subsist on blood and attack by 
  biting; in addition to doing 1d4 hp of damage with their bite attack, their burning bodies 
  do a further 1d4 hp of fire damage.  When a fire bat’s bite attack hits, it attaches to the 
  victim and drains a further 1d4 hp of blood (and does burn damage as well) each round.  
  Fire bats remain attached for 3 rounds, at which time they fly away to digest their meal, or 
  until they are reduced to 0 hp. 
  If a fire bat is entirely submerged in water, its flame is extinguished.  This does not 
  permanently hurt the creature, but it finds the experience unpleasant and is incapable of 
  reigniting itself for 1 turn.  Fire bats are never truly killed; when they lose all their hit 
  points, they disappear in a cloud of smoke and are respawned on the Elemental Plane of 
  Fire. They do not reproduce, and there are no fire bat young. 
   
   
  
  79 
   
  HOOT HORROR 
  Armor Class:  
  3 
  Hit Dice: 
   
  6 
  Move:  
   
  90' (30') 
   
   
  Attacks:  
   
  2 
   
  Damage: 
   
  2d6 
   
  No. Appearing: 
  1d2 (2d6) 
  Save As:  
   
  F6 
  Morale: 
   
  10 
  Treasure Type: 
  XIX  
  Alignment: 
   
  Neutral 
   
   
  Hoot Horrors are monstrosities native to the deepest and darkest caves and tunnels far 
  below ground.  They are bipedal creatures that stand 8’ tall, with jointed and armored 
  carapaces similar to a beetle’s.  They have no head, however.  Instead, each of the 
  creature’s two arms is feathered instead of armored, and each one ends in the head of a 
  fish owl with great, staring yellow eyes.  The legs of the creature are feathered as well and 
  end in powerful talons. 
  Hoot horrors stalk dark caves and tunnels, hunting for prey alone or in small groups.  
  They have very weak vision, but this is more than made up for by their exceedingly strong 
  senses of hearing and smell; hoot horrors can effectively perceive targets up to 120’ away 
  using these senses.  If caught in a zone of magical silence, their effective range of senses 
  drops to 10’.  Hoot horrors’ beaks are nimble and can manipulate objects as dexterously 
  as hands, although these monsters are no smarter than a bear.  They can also use their 
  beaks and talons to climb walls as capably as a 10th level Thief, and frequently ambush 
  prey by dropping down from above. 
  Hoot horrors grow all throughout their lives, and they need to molt their carapaces roughly 
  every year; remnants of discarded chitin can be found close to a hoot horror’s lair.  The 
  thickest portion of this armor on a living monster can be harvested and used to make very 
  light and hard shields; this material is so durable that any shield so made is the equivalent 
  of +1 quality even without enchantment. 
   
   
   
  
  80 
   
  METAMORPHIC OOZE 
  Armor Class:  
  0 to 8 (see below) 
  Hit Dice: 
   
  9 
  Move:  
   
  see below 
   
   
  Attacks:  
   
  1 
   
  Damage: 
   
  4d4 + weakness 
   
  No. Appearing: 
  1 (1d3) 
  Save As:  
   
  F9 
  Morale: 
   
  12 
  Treasure Type: 
  XVI  
  Alignment: 
   
  Neutral 
   
   
  Metamorphic Oozes are solitary amoeboid hunters lurking in ancient ruins or subterranean 
  spaces.  A full-grown metamorphic ooze has enough plasm to fill a cube 10’ on a side and 
  weighs in excess of thirty tons.  Its coloration and form vary considerably, however, 
  because a metamorphic ooze mimics stationary objects it encounters so that it can ambush 
  prey.  These creatures commonly imitate large statues, boulders, thrones or other massive 
  objects.  Their mimicry is perfect, detectable by victims only when the ooze strikes. 
  When a metamorphic ooze is stationary, it has an armor class of zero - it makes its plasm 
  as hard as a rock.  It can attack victims with a pseudopod when in in this form, but 
  although it can reach targets up to 15’ distant, it cannot move its body around.  Every 
  round, the metamorphic ooze can give itself an additional 1” of movement, at the cost of 
  increasing its armor class by one, up to an 8” movement rate with a relatively soft body of 
  AC 8.  The pseudopod of the metamorphic ooze bludgeons for tremendous damage; 
  additionally, the victim must save vs. Poison or lose 1d4 points of Strength.  A creature 
  reduced to 0 Strength cannot move or fight.  Lost Strength points are restored at the rate 
  of 1 per day of rest; additionally, each magical healing spell restores a point regardless of 
  the spell. 
  Metamorphic oozes sense prey from vibrations in the ground; even hidden or invisible 
  creatures can be perceived perfectly by this creature unless they are not touching a solid 
  surface connected to the ground.  Flying creatures are effectively invisible to this monster.
   
   
   
  
  81 
   
  NORKER 
  Armor Class:  
  3 
  Hit Dice: 
   
  1+2 
  Move:  
   
  90' (30') 
   
   
  Attacks:  
   
  2 (bite and weapon)  
  Damage: 
   
  1d3 and by weapon  
  No. Appearing: 
  1d8 (3d8) 
  Save As:  
   
  F1 
  Morale: 
   
  10 or 6 
  Treasure Type: 
  III  
  Alignment: 
   
  Chaotic 
   
   
  Norkers are primordial ancestors of hobgoblins.  They have heavy sloping brows, 
  protruding jaws with overhanging canine teeth, and thick plates of cartilage under their 
  hides all over their bodies that effectively serves them as armor.  Norkers are not stupid, 
  but their society has not progressed beyond Stone Age technology, and their weapons are 
  usually heavy clubs or spears. 
  Norkers have little fear of physical injury and bravely attack even the largest and fiercest of 
  threats.  However, they are very superstitious and distrustful of magic; if any kind of spell 
  or magical effect is created in their presence, they use the lower of the morale scores 
  listed.  Norkers’ powerful jaws grant them a bite attack in addition to any weapon they 
  may use, but if they are disarmed, their claws are not effective in combat. 
  Norkers are not commonly found in places where hobgoblins make their lairs; hobgoblins 
  would see their cousins as a threat and work to eliminate them.  Norkers may be found in 
  lands that progress has passed by; examples may include isolated islands or jungles far 
  beyond the reach of civilization. 
  In their lairs, Norkers are generally ruled by a war-chief with four or more hit dice. 
   
   
   
  
  82 
   
  OWL OF THE DEEP 
  Armor Class:  
  5 
  Hit Dice: 
   
  10 
  Move: 
  Swim 60’ (20’) or 
  Fly 30’ (10’) 
  Attacks:  
   
  3 (2 claws, 1 bite) 
   
  Damage: 
   
  2d4 claws, 1d6 bite 
  No. Appearing: 
  1 
  Save As:  
   
  M10 
  Morale: 
   
  8 
  Treasure Type: 
  X  
  Alignment: 
   
  Chaotic 
   
   
  Owls of the Deep are horrible aquatic perversions of nature, cruel and uncaring, 
  epitomizing the worst that can happen when magical power is wielded by those with 
  insufficient wisdom.  Their bodies are roughly spherical, six feet in diameter, and covered 
  with scales that appear to be fused bird feathers.  The front of these monsters is 
  dominated by a single huge and unblinking eye, with a mouth below it that is little more 
  than a huge bird beak lined with sharp teeth.  Jointed arms extend from both sides of the 
  monster’s body, tipped with three-fingered bird talons.  Streamers of ropy feathers hang 
  down from the underside of the creature, while the Owl of the Deep has two rubbery and 
  sinuous horns jutting from its top.   
  Owls of the Deep live in murky and infrequently visited pools and lakes, using the power of 
  their clever minds to move themselves through the water (and even slowly through the air).  
  The Owl of the Deep can attack with both its claws and its vicious bite, but its chief attacks 
  are with its eye and horns.  When working in concert, these three organs can generate a 
  powerful illusion as far as it can see that can only be seen through if an individual touches 
  it.  Individually, the eye and both horns have other powers.  The eye can generate a cone 
  of blinding light that is 30’ long and 20’ wide at its farthest point; victims with vision 
  organs must save vs. Petrification or be blinded for 2d4 rounds.  The left horn creates a 
  ray that duplicates the Magic-User Hold Person spell; the right horn creates a similar ray 
  identical to a Hold Monster spell. 
  These creatures use their illusions to lure prey into deep water where they can be killed 
  and eaten at leisure.  Owls of the Deep are fond of treasure and collect it in their lairs. 
  
  83 
   
  OWLU-DEMON 
  Armor Class:  
  5 
  Hit Dice: 
   
  6 
  Move:  
   
  120' (40') or   
   
   
   
  Fly 180’ (60’)  
   
  Attacks:  
   
  1 or by weapon 
  Damage: 
   
  1d8 or by weapon  
  No. Appearing: 
  1 
  Save As:  
   
  M6 
  Morale: 
   
  9 
  Treasure Type: 
  XVI  
  Alignment: 
   
  Chaotic 
   
   
  Owlu-Demons are not the creations of owl-fusing magic.  Rather, these creatures are the 
  products of mating between humanoids and avian demons.  They are always female, and 
  typically evil and chaotic, although a few such unfortunates will favor their mortal side’s 
  morality (for good or ill).  Their natural form is that of a tall, beautiful owl-headed woman 
  with tiny horns and feathered bat wings; however, at will they can Shape Change, as the 
  Magic-User spell, to any humanoid form - and hence rarely appear as their true selves. 
  Owlu-Demons attack with a life-draining touch which draws 1d8 hp from their victim and 
  restores 1d4 hp to themselves.  They can also attack with weapons and with their magic.  
  Three times per day they can cast Charm Person and Suggestion, and one time per day 
  they can cast ESP and Dimension Door, as the Magic-User spells.  They can also use any 
  magical item usable by Magic-Users, and any weapon usable by Fighters.  Armor does not 
  help their armor class and hinders their flying, so they usually do not wear it, although they 
  will employ any magical protections they can find. Owlu-Demons can only be damaged by 
  magical weapons or attacks.   
  Owlu-Demons are usually very intelligent and strong-willed.  They typically attempt to 
  insinuate themselves into humanoid communities and destroy them from within.  They are 
  incapable of having children themselves, but seek to encourage humanoids to associate 
  with demons so that they will have more sisters walking in the world of mortals. 
  
  84 
   
  OWLVERINE 
  Armor Class:  
  6 
  Hit Dice: 
   
  4 
  Move:  
   
  180' (60') 
   
   
  Attacks:  
   
  3 (1 bite, 2 claws) 
   
  Damage: 
   
  bite 1d8, claws 1d4  
  No. Appearing: 
  1d4 (3d4) 
  Save As:  
   
  F4 
  Morale: 
   
  11 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Owlverines were created by Ornovael’s owl-fusing magic.  They look like enormous 
  wolverines with the heads and talons of snowy owls.  Their beautiful white coats are more 
  feather than fur but are very soft and comfortable; the pelt of a full-grown specimen may 
  be sold for 300 GP in a large city.   
  Owlverines have the temper of their wolverine forebears.  When owlverines take damage 
  in combat, they become enraged.  Their armor class goes to 8, but each of their attacks is 
  at +2 to hit and damage.  During this time they are not subject to mind-affecting magic, 
  and they will preferentially attack the creature that initially damaged them if possible.  This 
  rage lasts until the owlverine or all hostile targets are dead, but not longer than 6 turns. 
  Owlverines are well adapted for snowy and cold climates.  Their white fur allows them to 
  blend into snowy and icy terrain; in such climates these creatures will surprise enemies on 
  rolls of 1, 2, or 3 on a 6-sided die.  They are also immune to cold damage.  Owlverines 
  are pack hunters and will coordinate to attack even large groups of individuals, although 
  once they become enraged they will lose all sense of tactics. 
   
   
  
  85 
   
  SPIDER KING 
  Armor Class:  
  8 
  Hit Dice: 
   
  6 
  Move:  
   
  60' (20') 
   
   
  Attacks:  
   
  1 
   
  Damage: 
   
  1d6 + poison  
  No. Appearing: 
  1d2 (1d6) 
  Save As:  
   
  M6 
  Morale: 
   
  8 
  Treasure Type: 
  XVI  
  Alignment: 
   
  Chaotic 
   
   
  Spider Kings are advanced relatives of spiders.  Their bodies are about 4’ in diameter, but 
  with legs they stand twice that wide and taller than a man.  Their chitin is relatively soft 
  and is covered with a dense gray fur.  They have no ability to climb walls or create 
  entangling webs, but their bite is poisonous (save vs. Poison or take an additional 1d8 hp 
  damage for two rounds).  Spider Kings have a large odd-shaped bulge on the backs of their 
  heads that houses their oversized brains. 
  Spider Kings can communicate with, employ the senses of, and command the actions of 
  any ordinary spiders within 240’.  Their telepathic control is unblocked by interposing 
  materials.  They can simultaneously coordinate up to sixty spiders at once.  Spider Kings 
  usually build elaborate lairs where they are screened by the defenses of their subordinate 
  spiders.  These lairs tend to be underground and in ruined, out-of-the-way places.  They 
  may use their high intelligence to devise elaborate lures to bring prey into reach of their 
  spider minions, or they may even cooperate with other intelligent and evil races for their 
  mutual benefit. 
  Spider Kings, in addition to being highly intelligent, are practitioners of magic.  Each such 
  creature has a minimum spellcasting ability of a 5th level Magic-User, although some 
  individuals may be more powerful.  Spider Kings consume vascular fluids just as ordinary 
  spiders do, but they are particularly fond of draining spinal and brain nectar; if they suck 
  dry the brains of ten levels of Magic-User, they increase their spell-casting level by one.  
  Spider Kings keep spellbooks woven from spider silk, and can even create gauzy scrolls for 
  their own use. 
   
   
  
  86 
   
  STRANDER 
  Armor Class:  
  4 and 8 
  Hit Dice: 
   
  8 
  Move:  
   
  Fly 120' (40') , 0’ 
   
  Attacks:  
   
  6 (strands) 
   
  Damage: 
   
  1d8 (strand)  
  No. Appearing: 
  1 
  Save As:  
   
  F8 
  Morale: 
   
  12 
  Treasure Type: 
  XX  
  Alignment: 
   
  Neutral 
   
   
  Stranders are strange creatures that live deep underground where they lure prey into their 
  clutches.  They are actually two organisms - a fungus composed of long ropy strands, and 
  a fragrant central blossom cluster that is actually a plant.  The symbiotic relationship of 
  these two allows them to flourish in dangerous environments where either alone would 
  perish. If either part of the creature is killed, the other half will die within 6 turns. 
  The body of the strander is a birds-nest arrangement 10’ across, consisting of tough, snaky 
  fungal strands.  Many tendrils spread out from this central body, which is sometimes 
  perched above a high-traffic area so that these fungal tentacles can hang down 30’ or 
  more.  The multicolored blossom perches atop the main body; it is composed of many 
  jutting petals and sepals, and it gives off a heady perfume. 
  Although the strander’s body is rooted in place, its tendrils are mobile, and the creature 
  may batter targets within 30’ with up to six of them.  Any tendril that hits will clutch its 
  target, squeezing for automatic damage each round until it or the victim is dead.  A tendril 
  may be severed if it takes 8 hp of damage; the fungal portions of the strander are AC 4.  
  The tendrils’ hit points are not counted against the hit points of the main body. 
  The central blossom can see targets up to 120’ away.  It will give off light and pulse 
  hypnotically if it senses prey; onlookers who fail to save vs. Spells must move at their full 
  movement rate toward the strander.  The blossom may also detach from the body and fly 
  by rotating its petal clusters rapidly; it can shoot a bolt of lightning at any target within 90’ 
  for 2d4 hp damage, but it can only do this three times before returning to the body.  The 
  blossom, if separated, can take 16 hp damage before it dies and is AC 8. 
   
   
  
  87 
   
  TONGUELESS 
  Armor Class:  
  6 
  Hit Dice: 
   
  2 
  Move:  
   
  120' (40') 
   
   
  Attacks:  
   
  1 bite and weapon  
  Damage: 
   
  1d3 and by weapon  
  No. Appearing: 
  1d6 (5d6) 
  Save As:  
   
  F2 
  Morale: 
   
  10 
  Treasure Type: 
  V 
  Alignment: 
   
  Chaotic 
   
   
  Tongueless are hobgoblins that have undergone a horrifying ritual.  Those creatures 
  exceptionally dedicated to the worship of N’Kaa the Feaster cut out their own tongues and 
  sacrifice them to the toad-demon that is their god.  Once this is done, their teeth are 
  removed and a spring-loaded steel set of jaws is installed.  The resulting monstrosity is 
  completely mute, drools constantly, can only eat pre-masticated food (goblin slaves are 
  employed to chew their meat for this purpose), and becomes an elite warrior in the service 
  of N’Kaa. 
  Tongueless employ the same armor and arms as do ordinary hobgoblins.  In addition to 
  attacking with a weapon (which does an additional 1 hp of damage owing to fanatical 
  strength), the tongueless gets a single bite attack against targets within melee range.  If a 
  bite attack hits, the jaws lock in place.  The tongueless cannot continue to attack with its 
  bite, but it also cannot be separated from its chosen target unless a thief makes an Pick 
  Locks check to release the jaw mechanism.  Even in death the tongueless will weigh its 
  enemy down, cutting its movement rate in half.  A second tongueless attached effectively 
  immobilizes the enemy. 
  Tongueless are usually used as shock troops or defenders of N’Kaa’s holy places; their 
  fanaticism makes them unlikely to abandon a fight, and their inability to speak means they 
  never surrender.  Tongueless use audible warning devices when they stand guard as they 
  cannot call for help.  They live monastic lives when not engaged in combat, often entering 
  a trance-like state in which they contemplate the greatness of their disgusting deity. 
   
   
  
  88 
   
  WAX GOLEM 
  Armor Class:  
  4 
  Hit Dice: 
   
  10 (40 hp) 
  Move:  
   
  60' (20') 
   
   
  Attacks:  
   
  2 
   
  Damage: 
   
  2d6/2d6 
   
  No. Appearing: 
  1 
  Save As:  
   
  F5 
  Morale: 
   
  12 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Wax Golems are automatons created using very powerful magic.  They take the form of 
  an enormous mound of half-molten wax, at least 1,000 pounds of it, studded all over with 
  lighted candles.  Their forms are somewhat amorphous, and they pull themselves into a 
  vaguely humanoid shape when they move or attack, but they are equally capable of 
  flattening themselves sufficiently to slowly flow underneath a doorway. 
  Wax golems are immune to most magic.  They also take no damage from weapons; 
  indeed, any objects (including weapons) that strike their semi-fluid bodies will stick unless 
  the wielder makes a Dexterity check.  Each creature has 40 hp, one for each of the 40 lit 
  candles on its body, and it loses one hit point when a candle is extinguished.  The candles 
  do not burn down or go out naturally, but the following attacks are effective: An attacker 
  may choose to attack by pinching out a single candle if they hit AC 4; a gout of water will 
  extinguish 1d6 candles, but these will dry out and relight in a turn; cold-related spells 
  extinguish one candle per die of damage; Gust of Wind or Wind Control will blow out 3d6 
  candles.  Instead of attacking with enormous waxy fists, a wax golem can throw a glob of 
  its own material at any creature within 30’; this gout of boiling-hot material does 2d6 hp 
  damage, but causes the golem to lose one candle. 
  Wax golems are created as guardians.  They can be given commands no longer than fifty 
  words, and they do not have any intelligence, so they cannot extrapolate actions outside of 
  their instructions.  A wax golem will relight one candle per day if any are extinguished. 
   
   
  
  89 
   
  XAG-YA 
  Armor Class:  
  2 
  Hit Dice: 
   
  6 
  Move:  
   
  Fly 60' (20')  
   
  Attacks:  
   
  1 
   
  Damage: 
   
  1d8 plus Heat Metal  
  No. Appearing: 
  1 
  Save As:  
   
  M6 
  Morale: 
   
  10 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Xag-yas are natives of another plane of existence - the Positive Energy Plane, the source 
  of elemental life energy.  In their home dimension, they live simple and uncomplicated 
  lives, directly absorbing positive energy from their surroundings.  When summoned to the 
  Prime Material Plane, however, they are uncomfortable, disoriented - and angry. 
  Xag-yas appear as silvery spheres about 4’ in diameter; six wispy 10’ long tentacles radiate 
  out from their center in all directions, and they have two large, glowing, golden eyes.  A 
  silvery flame crackles over the surface of their bodies - positive energy.  They use this 
  energy to attack, reaching out to targets up to 10’ away to shock them with a bolt of this 
  life-stuff.  In addition to causing damage, targets who fail a saving throw versus spells are 
  affected by a Druid’s Heat Metal spell.  Xag-yas are only damaged by magical weapons.  If 
  a xag-ya is killed, it explodes causing 4d6 hp of damage in a 30’ radius (save vs. Breath 
  Attacks for half damage). 
  Xag-yas are sometimes summoned as guardians of magical treasures.  They are hostile to 
  all living creatures, but if a xeg-yi is present, they will choose to attack that monster over all 
  other targets.  If a xag-ya and a xeg-yi touch each other, however briefly, they explode for 
  8d6 hp damage in a 30’ radius (save vs. Breath Attacks for half damage). 
   
   
  
  90 
   
  XEG-YI 
  Armor Class:  
  2 
  Hit Dice: 
   
  6 
  Move:  
   
  Fly 60' (20')  
   
  Attacks:  
   
  1 
   
  Damage: 
   
  1d8 plus Chill Metal  
  No. Appearing: 
  1 
  Save As:  
   
  M6 
  Morale: 
   
  10 
  Treasure Type: 
  none  
  Alignment: 
   
  Neutral 
   
   
  Xeg-yis originate from the Negative Energy Plane, a void to which life energy flows when 
  it is discharged.  These creatures subsist on this free-floating negative energy.  If one is 
  transported to the Prime Material Plane, its touch is destructive to the life energy that 
  permeates that dimension, and it hates and fears the living creatures native to it. 
  Xeg-yis appear as matte-black spheres about 4’ in diameter; six wispy 10’ long tentacles 
  radiate out from their center in all directions, and they have two dull, metallic, silver eyes.  
  A smoky haze screens their forms; this is their negative energy boiling away in contact 
  with the mortal world.  Xeg-yis attack by reaching out to touch targets up to 10’ away and 
  shocking them with negative energy, which blackens and corrodes living things.  In 
  addition to causing damage, targets who fail a saving throw versus spells are affected by 
  the reverse of a Druid’s Heat Metal spell.  Xeg-yis can only be harmed by magical 
  weapons.  If a xeg-yi is killed, it explodes causing 4d6 hp of damage in a 30’ radius (save 
  vs. Breath Attacks for half damage). 
  Powerful wizards or necromancers may summon xeg-yis to watch over important treasure.  
  Xeg-yis will attack all living things, but if a xag-ya is present, they ignore all other threats to 
  attack that monster alone.  If a xag-ya and a xeg-yi come into contact, they explode for 
  8d6 hp damage in a 30’ radius (save vs. Breath Attacks for half damage). 
   
   
  
  91 
   
  XOWL 
  Armor Class:  
  0 
  Hit Dice: 
   
  7 
  Move:  
   
  90' (30') 
   
   
  Attacks:  
   
  4 (3 claws, 1 bite) 
  Damage: 
   
  1d3 claws, 4d4 bite  
  No. Appearing: 
  1d4 (1d4) 
  Save As:  
   
  F7 
  Morale: 
   
  10 
  Treasure Type: 
  100x types I--V 
  Alignment: 
   
  Neutral 
   
   
  Xowls are magical fusions of owls and xorn, natives of the Elemental Plane of Earth.  They 
  are barrel-shaped and stand about 5’ tall, covered in stony plates with the appearance of 
  fossilized feathers.  They have trilateral symmetry, standing on three stumpy clawed legs, 
  with three pinching taloned arms and three staring avian eyes spaced between their arms.  
  The top of the monster is a clacking tripartite beak made of gleaming steel. 
  Xowls subsist on gemstones and consume them voraciously.  They can detect gemstones 
  within 120’ without error and will aggressively attack anybody carrying them.  Xowls can 
  be distracted with gemstone bribes, but they are not as intelligent as ordinary xorns, and 
  they cannot be spoken to or bargained with.  They are capable of phasing through solid 
  stone, although it takes them a round to adjust their body’s structure to do this. 
  Xowls often greedily consume treasure to get at the gemstones before separating it from 
  non-gemstone items.  As a result, precious metals (which they cannot digest) are frequently 
  found in their guts if they are cut open.  Other magical items may be found as well.  Xowls 
  do not eat meat, and hence will usually leave living creatures alone if they have no gems. 
  Xowls are immune to fire and cold damage and take half damage from electricity.  The 
  spells Transmute Rock to Mud and Stone to Flesh will make them AC 8 for one round. 
   
   
  
  92 
   
  PART 7: NEW CHARACTER CLASS 
   
  ARACHNOMANCER
   
   
   
  Requirements: 
  INT 12, DEX 12 
  Prime Requisite: 
  INT, DEX 
  Hit Dice: 
   
  1d6 
  Maximum Level:  
  12 
  Attacks As: 
   
  Thief 
  Saves As: 
   
  Magic-User 
  
  93 
   
  Arachnomancers are students of the arcane arts whose focus is upon spider magic.  The 
  only practitioners of this unusual school of sorcery are goblins and their related races; it is 
  possible that only those with goblin blood are capable of working such enchantments.  
  Sages believe that the first secrets of arachnomancy were taught to goblins by Spider 
  Kings, a race of intelligent magic-using arachnids that live deep underground. 
  Goblin Arachnomancers use their class levels for hit dice and hit points instead of the 
  statistics listed for their race; in all other respects (such as movement rate and racial 
  abilities), they are identical to a common member of their species.  Like Magic-Users, 
  Arachnomancers cannot wear armor or use shields while casting spells, and they are 
  limited to a Magic-User’s selection of weapons.  An Arachnomancer must meet prime 
  requisite requirements for Intelligence and Dexterity to receive a bonus to experience. 
  Arachnomancers learn their magic every morning by studying a spellbook, which is made 
  from spider-silk with the arcane words to the spell picked out in magical glowing 
  needlepoint.  Unlike Magic-Users, Arachnomancers have a limited number of spells they 
  can learn, but they have spell slots that allow them to cast any spell they know as many 
  times as they like, limited only by the number of slots of that spell level.  An 
  Arachnomancer may use a higher level slot to cast a lower level spell. 
  Arachnomancers can employ most magic items usable by Magic-Users. 
  Reaching 2nd level: Arachnomancers gain the service of a giant crab spider which serves 
  them as a familiar.  If this spider dies, it may only be replaced in a week’s time. 
  Reaching 3rd level: Arachnomancers gain the ability to continuously Spider Climb as the 
  spell. 
  Reaching 4th level: Arachnomancers gain the service of an additional giant crab spider, or 
  may replace the one they have with a giant black widow spider. 
  Reaching 6th level: Arachnomancers gain the service of an additional giant crab spider, or 
  may replace all three with a giant tarantula spider. 
  Reaching 8th level: Arachnomancers grow a spider’s jaws and gain the ability to deliver a 
  bite attack.  This bite does 1d3 hp plus injects poison similar to that of the giant black 
  widow spider. 
  
  94 
   
  Reaching 10th level: Arachnomancers may brew potions, create poisons and craft other 
  magical items. 
  Reaching 12th level: An Arachnomancer may choose to found a lair and attract the 
  services of giant spiders.  2d6 giant crab spiders, 2d4 giant black widow spiders and 1d6 
  giant tarantula spiders will live in the lair, and they and their young will serve the 
  Arachnomancer willingly.  However, every day there is a 1% chance that the spiders will 
  attack and kill the Arachnomancer and implant a special egg in his body - an egg that will 
  hatch a juvenile spider king in 10 days.  
   
   
   
   
   
  1
  2
  3
  4
  0
  1
  1
  1/3
  2,501
  2
  2
  2/4
  5,001
  3
  3
  3/5
  10,001
  4
  4
  3/6
  1/3
  20,001
  5
  5
  3/6
  2/4
  40,001
  6
  6
  4/7
  3/5
  80,001
  7
  7
  4/7
  3/6
  1/3
  160,001
  8
  8
  4/7
  3/6
  2/4
  310,001
  9
  9
  4/8
  4/7
  3/5
  460,001
  10
  10
  4/8
  4/7
  3/6
  1/3
  610,001
  11
  11
  4/8
  4/7
  3/6
  2/4
  760,001
  12
  12
  4/8
  4/8
  4/7
  3/5
  Arachnomancer Level Progression
  Experience
  Level
  Hit Dice (1d6)
  Spell Level - Known/Slots Usable
  2
  3
  4
  1.
  Chitin Armor
  Burning Strand
  Cone of Poison
  Dimension Door
  2.
  Detect Magic
  Detect Danger
  Dispel Magic
  Fear
  3.
  Entangling Strand
  Hold Person
  Enervating Strand
  Finger of Venom
  4.
  Hold Portal
  Scare
  Fly
  Polymorph Others
  5.
  Poison Ray
  Speak with Spiders Protection from Good 10' Radius
  Spider Plague
  6. Protection from Good
  Spider Swarm
  Spider Growth
  Strangling Strand
  7.
  Spider Watch
  Web
  Summon Spider I
  Summon Spider II
  8.
  Swing
  Web Snare
  Wall of Webbing
  Web Construct
  Arachnomancer Spells by Level
  Level
  1
  
  95 
   
  Arachnomancer Spells 
   
  Burning Strand 
   
  Level: 2 
  Duration: see below 
  Range: 30’ 
   
  This spell functions in all respects similarly to Entangling Strand.  In addition, the webbing 
  is coated with acid which causes 1d6 hp damage to the target every round the spell 
  continues.  When the target saves against Spells, the acid damage ends. 
   
  Chitin Armor 
   
  Level: 1 
  Duration: 1 hour/level 
  Range: personal 
   
  The caster grows chitinous plates, spines and spurs that resemble the natural protection of 
  a spider.  This armor is hideous but does not interfere with spell-casting.  This spell 
  improves armor class by -3, with an additional reduction for every four Arachnomancer 
  levels (i.e., a 4th level Arachnomancer’s spell improves armor class by four, while a 12th 
  level Arachnomancer’s spell improves armor class by six). 
   
  Cone of Poison 
   
  Level: 3 
  Duration: 1 round per level, up to 10 rounds maximum 
  Range: 60’ cone 
   
  This spell operates similarly to Poison Ray, except for duration and range differences 
  above.  All targets within the cone are affected. 
   
   
   
  
  96 
   
  Detect Danger 
   
  Level: 2 
  Duration: instantaneous 
  Range: 30’ 
   
  This spell is not cast in the traditional sense; instead, the Arachnomancer declares that a 
  Detect Danger spell is readied.  If the spell is activated, it immediately uses a Level 2 spell 
  slot (or higher).  The spell activates when a hostile creature within 30’ plans to attack the 
  Arachnomancer within one round.  When activated, the spell enables the Arachnomancer 
  to act immediately, regardless of surprise status or initiative order.  This spell cannot 
  activate more than once per hour. 
   
  Detect Magic 
   
  Level: 1 
  Duration: 2 turns 
  Range: 60’ 
   
  In all respects, this spell works as the Magic-User spell of the same name. 
   
  Dimension Door 
   
  Level: 4 
  Duration: 1 round 
  Range: 10’ 
   
  In all respects, this spell works as the Magic-User spell of the same name. 
   
   
   
  
  97 
   
  Enervating Strand 
   
  Level: 3 
  Duration: see below 
  Range: 30’ 
   
  This spell functions in all respects similarly to Entangling Strand.  In addition, the webbing 
  drains 1d3 points of Strength in any round where the target fails its saving throw.  Upon 
  losing all points of Strength, a target falls unconscious.  Strength is regained at a rate of 
  one point per turn of rest. 
   
  Entangling Strand 
   
  Level: 1 
  Duration: see below 
  Range: 30’ 
   
  The caster fires a slender strand of webbing at a single target within range.  If the target 
  fails a saving throw against magic, that target is entangled and must roll 1d6 on the 
  following chart: 
   
  1: Target is stuck in one place, and both arms are pinned. 
  2: Target is stuck in one place, and one arm is pinned (target’s choice). 
  3: Target is stuck in one place, and neither arm is pinned. 
  4: Target can move normally, but both arms are pinned. 
  5: Target can move normally, and one arm is pinned (target’s choice). 
  6: Target can move normally, and neither arm is pinned, but webbing in the eyes 
  temporarily blinds the target. 
   
  Each round the target may attempt a new saving throw against Spells, and a successful 
  save ends the spell. 
   
   
   
  
  98 
   
  Fear 
   
  Level: 4 
  Duration: see below 
  Range: 60’ cone 
   
  In all respects, this spell works as the Magic-User spell of the same name. 
   
  Finger of Venom 
   
  Level: 4 
  Duration: permanent 
  Range: 60’ 
   
  The caster points at one target within range, and that target must immediately make a 
  saving throw vs. Poison.  If it fails its save, the target dies. 
   
  Fly 
   
  Level: 3 
  Duration: see below 
  Range: 0 
   
  In all respects, this spell works as the Magic-User spell of the same name. 
   
  Hold Person 
   
  Level: 2 
  Duration: 9 turns 
  Range: 180’ 
   
  In all respects, this spell works as the Cleric spell of the same name. 
   
   
   
  
  99 
   
  Hold Portal 
   
  Level: 1 
  Duration: 2d6 turns 
  Range: 10’ 
   
  In all respects, this spell works as the Magic-User spell of the same name, except that it 
  works by jamming the door frame with webbing. 
   
  Poison Ray 
   
  Level: 1 
  Duration: 1 round/level, up to 5 rounds 
  Range: 60’ 
   
  A black ray strikes one target within range without any chance of missing, automatically 
  dealing 1d6 hp of damage from a sickening venom.  Every round after the first, the target 
  must make a saving throw vs. Poison or take another 1d6 hp damage.  Whether the save 
  is made or missed, saves must be made in subsequent rounds until the spell ends, unless 
  the poison in the victim’s system is cured by magical means. 
   
  Polymorph Others 
   
  Level: 4 
  Duration: see below 
  Range: 60’ 
   
  In all respects, this spell works as the Magic-User spell of the same name. 
   
   
   
  
  100 
   
  Protection from Good 
   
  Level: 1 
  Duration: 12 turns 
  Range: touch 
   
  This spell works as the Cleric spell Protection from Evil, but it protects against ‘Good’ 
  creatures such as Paladins, Clerics of benevolent gods, and denizens of the higher planes.  
  It still hedges against summoned or created creatures. 
   
  Protection from Good 10’ Radius 
   
  Level: 3 
  Duration: 12 turns 
  Range: touch 
   
  This spell works as the Cleric spell Protection from Evil 10’ Radius, but it protects against 
  ‘Good’ creatures such as Paladins, Clerics of benevolent gods, and denizens of the higher 
  planes.  It still hedges against summoned or created creatures. 
   
  Spider Growth 
   
  Level: 3 
  Duration: 2 rounds per level 
  Range: 80’ 
   
  The Arachnomancer may affect a number of spiders not exceeding twice their level, all 
  within a 20’ x 20’ area.  This spell with grow an ordinary sized spider to gigantic size, 
  creating a giant crab spider, giant black widow spider, or giant tarantula spider, or it may 
  further increase the size of giant spiders, adding two hit dice to each creature and doubling 
  the damage of its attacks.  Multiple castings of this spell will not further increase the size of 
  a spider already enhanced once. 
   
   
   
  
  101 
   
  Spider Plague 
   
  Level: 4 
  Duration: 1 day 
  Range: 480’ 
   
  In all respects, this spell works as the Cleric spell Insect Plague. 
   
  Spider Swarm 
   
  Level: 2 
  Duration: 1 round/level 
  Range: 30’ 
   
  In all respects, this spell works as the Druid spell Insect Swarm.  The swarm is always of 
  the crawling variety. 
   
  Spider Watch 
   
  Level: 1 
  Duration: 1 hour/level 
  Range: 180’ 
   
  The Arachnomancer instructs ordinary-sized spiders to watch for intruders and 
  telepathically inform the caster.  The spiders must be given clear and uncomplicated 
  instructions regarding the conditions that must be fulfilled to alert the caster.  Spiders are 
  not particularly discriminatory and cannot perceive fine differences (i.e., “Wake me when 
  creatures who are not goblins come this way” is acceptable, but “Wake me when a Cleric 
  comes this way” is not.)  The spiders can watch over an area no larger than 40’ x 40’.  If 
  the distance between the caster and the guarded area exceeds the range, the spell fails. 
   
   
   
  
  102 
   
  Strangling Strand 
   
  Level: 4 
  Duration: see below 
  Range: 30’ 
   
  This spell functions in all respects similarly to Entangling Strand.  In addition, the webbing 
  blocks the nose and throat of the target, and they begin to suffocate.  For every round the 
  target fails a saving throw vs. Spells, it must pass a System Shock check or die.  If it 
  survives this check, the target still takes 1d6 hp damage. 
   
  Summon Spider I 
   
  Level: 3 
  Duration: 2 rounds + 1 round/level 
  Range: 30’ 
   
  The spell summons 1d6 giant crab spiders or 1d2 giant black widow spiders.  In all other 
  respects, this spell functions as the Magic-User Summon Monster spells. 
   
  Summon Spider II 
   
  Level: 4 
  Duration: 3 rounds + 1 round/level 
  Range: 40’ 
   
  The spell summons 2d6 giant crab spiders, 1d6 giant black widow spiders or 1d3 giant 
  tarantulas.  In all other respects, this spell functions as the Magic-User Summon Monster 
  spells. 
   
   
   
  
  103 
   
  Swing 
   
  Level: 1 
  Duration: 2 turns 
  Range: 0 
   
  The Arachnomancer or any other one creature touched gains the ability to swing rapidly 
  from place to place using thin but strong filaments of webbing.  The recipient’s movement 
  rate increases to 180’ per round, or 60’ when taking an action.  They cannot fly, but can 
  effectively jump up to 30’ vertically and horizontally by swinging on web strands.  
  Movement must end on a surface upon which the recipient can stand. 
   
  Wall of Webbing 
   
  Level: 3 
  Duration: 12 turns 
  Range: 60’ 
   
  This spell creates an immobile wall built up from many layers of webbing.  The wall can be 
  as large as 1,200 square feet, and may be shaped in any manner and to any dimensions 
  the caster desires, such as a straight wall 10’ and 120’ long, or a protective dome about 
  30’ in diameter, or a box about 15’ per side.  Unlike ordinary webbing, the wall will not 
  burn.  The wall is 1” thick per level of the caster, and cutting a hole in it requires 5 hp of 
  slashing damage per inch of thickness.   
   
  Web 
   
  Level: 2 
  Duration: 48 turns 
  Range: 10’ 
   
  In all respects, this spell works as the Magic-User spell of the same name. 
   
   
   
  
  104 
   
  Web Construct 
   
  Level: 4 
  Duration: 48 hours 
  Range: 10’ 
   
  The arachnomancer uses carefully layered strands of webbing to build simple objects.  A 
  total of 1,000 cubic feet of material can be created with a single casting of the spell, and 
  multiple different objects can be made.  The objects can be flexible or hard and rigid; a 
  bridge or a parapet wall can be created, for instance, but so can a sail or a net.  No object 
  with moving parts, such as a door, or objects that require a tool’s level of sophistication, 
  such as an edged weapon, can be effectively created using this spell.  Web constructs will 
  not burn. 
   
  Web Snare 
   
  Level: 2 
  Duration: see below 
  Range: touch 
   
  In all respects, this spell works as the Druid spell Snare. 
   
   
   
  
  105 
   
  PART 8: READY-TO-PLAY CHARACTERS 
  The following characters can be used as player characters or NPCs.  Armor Class and hit points have already been adjusted for Dexterity 
  and Constitution.  These characters can be made higher level by rolling the extra hit dice and adding any Constitution bonuses for each 
  additional level. 
  The Amazing Kordruu (Race G, Class F5/I5; AC 1; hp 17; S 13, I 15, W 10, D 16, C 9, Ch 11; MV 60'(20'); AL L) 
  Spells Memorized: Dancing Lights, Color Spray, Mirror Image, Invisibility, Fear 
  Spellbook: spells listed above, plus Auditory Illusion, Detect Illusion, Phantasmal Force, Wall of Vapor, Blur, Hypnotic Pattern, 
  Misdirection, Paralyze, Suggestion 
  Equipment: 50 GP; Heavy Pick +1, Ring of X-Ray Vision, potion of Healing, scroll of Confusion, Cloak of Protection +1, Wand 
  of Illusion (15 charges); Backpack, Banded Mail, Light Crossbow, Case with 10 bolts, Dagger, Trail Rations (5 Days), Waterskin, 
  Flint and Steel, Crowbar, Shovel, Spellbook. 
  Languages: Common, Lawful, Owl-Speech, Gnomish, Dwarvish, Halfling, Goblin, Orc, Kobold, Giant 
   
  Balto Beerbottle (Race H, Class F5/T6; AC 5; hp 31; S 14, I 12, W 7, D 15, C 13, Ch 9; MV 120'(40'); AL N) 
  Equipment: 60 GP; Leather Armor +1, Short Sword +1, Elven Cloak, potion of Healing, potion of Gaseous Form, Chime of 
  Opening (12 charges); Backpack, Shield, Shortbow, Quiver with 20 Arrows, Dagger, Trail Rations (5 Days), Waterskin, Flint 
  and Steel, Lantern, 3 Flasks Oil, Thieves’ Tools. 
  Languages: Common, Neutral, Owl-Speech, Halfling 
  Dabol the Mendicant (Race Hu, Class P6; AC 5; hp 39; S 16, I 9, W 13, D 13, C 13, Ch 17; MV 120'(40'); AL L) 
  Equipment: 1 GP; Longsword +1 “Last Resort” (Sapient: Int 10, Lawful, Detects Secret Doors and Dimensional Portals, 
  Regenerates), potion of Healing, potion of Plant Control; Backpack, Studded Leather Armor, Shield, Sling, Pouch with 10 
  Bullets, Dagger, Trail Rations (5 Days), Waterskin, Flint and Steel, Wooden Holy Symbol, Small Steel Mirror, 3 Vials Holy 
  Water 
  Languages: Common, Lawful, Owl-Speech 
  Howling Hauknir (Race D, Class F6; AC 2; hp 45; S 14, I 7, W 12, D 13, C 16, Ch 9; MV 90'(30'); AL N) 
  Equipment: 50 GP; Chain Mail +1, Battle Axe +1, potion of Healing, potion of Extra Healing, Brass Horn of Valhalla, Stone of 
  Good Luck; Backpack, Shield, Heavy Crossbow, Case with 10 bolts, Dagger, Trail Rations (5 Days), Waterskin, Flint and 
  Steel, Silk Rope 50’, Hammer and 12 Iron Spikes, Mandolin 
  Languages: Common, Neutral, Owl-Speech, Dwarvish, Gnomish, Goblin, Kobold 
  Phantom (Race E, Class M5/T6; AC 3; hp 18; S 10, I 14, W 10, D 16, C 10, Ch 14; MV 120'(40'); AL N) 
  Spells Memorized: Charm Person, Magic Missile, Web, ESP, Lightning Bolt 
  Spellbook: spells listed above, plus Detect Magic, Read Magic, Shield, Sleep, Continual Light, Levitate, Ray of Enfeeblement, 
  Haste, Summon Monster I 
  Equipment: 60 GP; Ioun Stone (vibrant purple prism - stores 5 spells), Bracers of Armor AC 5, Wand of Paralysis (2 charges), 
  Robe of Useful Items, potion of Healing, Oil of Slipperiness; Backpack, Longsword, Longbow, Quiver with 20 Arrows, 
  Dagger, Trail Rations (5 Days), Waterskin, Flint and Steel, 10’ Pole, Spellbook, Thieves’ Tools. 
  Languages: Common, Neutral, Owl-Speech, Elvish, Gnoll, Hobgoblin, Orc, Abyssal 
  Redemptive Truth (Race Hu, Class C7; AC 2; hp 30; S 14, I 8, W 16, D 9, C 12, Ch 13; MV 30’(10'); AL L) 
  Spells Memorized: Command, Cure Light Wounds x2, Light, Protection from Evil, Resist Cold, Bless, Find Traps, Silence 15’ 
  Radius, Spiritual Weapon, Cure Disease, Dispel Magic, Neutralize Poison 
  
  106 
   
  Equipment: 50 GP; +1 Shield, +1 Mace, Staff of Healing, Helm of Comprehending Languages and Reading Magic, potion of 
  Healing, potion of Growth; Backpack, Plate Mail, Sling, Pouch with 10 Bullets, Trail Rations (5 Days), Waterskin, Flint and 
  Steel, Silk Rope 50', Grappling Hook, Silver Holy Symbol. 
  Languages: Common, Lawful, Owl-Speech 
  Snake-Whisperer (Race HE, Class R6; AC 3; hp 37; S 14, I 12, W 12, D 13, C 15, Ch 7; MV 90'(30'); AL L) 
  Equipment: 50 GP; +1 Two-Handed Sword, Ring of Protection +1, +1 Longbow, Ring of Fire Resistance, potion of Healing, 
  potion of Giant Strength; Backpack, Chainmail, Quiver with 20 Arrows, Dagger, Trail Rations (5 Days), Waterskin, Flint and 
  Steel, 8 Torches, 5 Large Sacks, Bear Trap 
  Languages: Common, Lawful, Owl-Speech, Elvish, Gnoll, Hobgoblin, Orc 
   
   
   
  
  107 
   
  PART 9: COMBATANT ROSTER 
  This is a tabulation of all monsters found in keyed areas of the adventure.  Break this out separately for your use in keeping track of 
  combatants during gameplay. 
   
  PART 2 COMBATANTS (1 of 11) 
   
   
   
   
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  1D
  Tongueless
  6
  2
  2
  1d3/1d6+1 or 
  1d6
  120'(40')
  F2
  10
  C
  hit points (x4):
  (9)
  00000  0000
  1E
  Tongueless
  6
  2
  2
  1d3/1d8+1
  120'(40')
  F2
  10
  C
  hit points (x4):
  (9)
  00000  0000
  1F
  Tongueless
  6
  2
  2
  1d3/1d6+1 or 
  1d6
  120'(40')
  F2
  10
  C
  hit points (x4):
  (9)
  00000  0000
  1G
  Tongueless
  6
  2
  2
  1d3/1d8+1
  120'(40')
  F2
  10
  C
  hit points (x4):
  (9)
  00000  0000
  1I
  Troll
  4
  6+3
  3
  1d6/1d6/ 
  1d10
  120'(40')
  F6
  10
  C
  hit points:
  (30)
  00000  00000  00000  00000  00000  00000 
  1J
  Tongueless
  6
  2
  2
  1d3/1d8+1
  120'(40')
  F2
  10
  C
  hit points (x6):
  (9)
  00000  0000
  1K
  Insane 
  Tongueless
  6
  4
  3
  1d3/1d4+1/ 
  1d4+1
  120'(40')
  F4
  12
  C
  hit points:
  (18)
  00000  00000  00000  000
  1L
  The Master
  1
  7
  3/2 plus 
  bite
  1d3/2d8
  210'(70')
  Mk7
  11
  C
  hit points:
  (34)
  00000  00000  00000  00000  00000  00000  0000
  1M
  Giant Centipede
  9
  1-4 hp
  1
  poison
  60'(20')
  F0
  7
  N
  hit points(x20):
  (3)
  000
  
  108 
   
  PART 2 COMBATANTS (2 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  2C
  Hobgoblins
  6
  1+1
  1
  1d8 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x6):
  (6)
  00000  0
  2D
  Skobborth
  4
  4
  1
  1d8+2 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (21)
  00000  00000  00000  00000  0
  2E
  Hrag-Thoth
  4
  7
  1
  1d6+1
  120'(40')
  M7
  12
  C
  hit points:
  (31)
  00000  00000  00000  00000  00000  00000  0
  2E
  Crab Spiders
  7
  2
  1
  1d8+poison
  120'(40')
  F1
  7
  N
  hit points (x3):
  (9)
  00000  0000
  2F
  Hobgoblins
  6
  1+1
  1
  1d8 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x2):
  (6)
  00000  0
  2F
  Giant Gecko 
  Lizards
  5
  3+1
  1
  1d8
  120'(40')
  F2
  7
  N
  hit points (x3):
  (15)
  00000  00000  00000
  2G
  Cave Fishers
  5
  3
  2
  1d4+3/1d4+3
  15'(5')
  F3
  9
  N
  hit points (x2):
  (14)
  00000  00000  0000
  2H
  Chain Snake
  4
  6
  2
  3d4/2d6
  90'(30')
  F6
  12
  N
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  3C
  Owl of the Deep
  5
  10
  3
  2d4/2d4/1d6
  Swim 
  60'(20') or 
  Fly 
  30'(10')
  M10
  8
  C
  hit points:
  (45)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000
  
  109 
   
  PART 2 COMBATANTS (3 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  3G
  Strander Body
  4
  8
  6
  1d8 each
  N/A
  F8
  12
  N
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  3G
  Strander Blossom
  8
  N/A
  1
  lightning
  Fly 
  120'(40')
  F8
  12
  N
  hit points:
  (16)
  00000  00000  00000  0
  3H
  Lacedons
  6
  2
  3
  1d3/1d3/1d3
  Swim 
  90'(30')
  F2
  9
  C
  hit points (x3):
  (9)
  00000  0000
  3H
  Ghast
  4
  4
  3
  1d4/1d4/1d8
  Swim 
  150'(50')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  4B
  Crab Spiders
  7
  2
  1
  1d8+poison
  120'(40')
  F1
  7
  N
  hit points (x4):
  (9)
  00000  0000
  4B
  Trapdoor Spider
  6
  3
  1
  2d6+poison
  60'(20')
  F2
  8
  N
  hit points (each):
  (14)
  00000  00000  0000
  4D
  Crooked-
  Mandible
  8
  6
  1
  1d6+poison
  60'(20')
  M6
  8
  C
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  4D
  Ate-Her-Own-
  Mother
  8
  8
  1
  1d6+poison
  0'
  M8
  8
  C
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  
  110 
   
  PART 2 COMBATANTS (4 of 11) 
   
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  4D
  Giant Tarantulas
  5
  4
  1
  1d8+poison
  120'(40')
  F2
  8
  N
  hit points (x6):
  (18)
  00000  00000  00000  000
  4D
  Crab Spider
  7
  2
  1
  1d8+poison
  120'(40')
  F1
  7
  N
  hit points:
  (9)
  00000  0000
  4F
  Spider Hulk
  8
  10
  1
  1d12
  60'(20')
  F5
  12
  N
  hit points:
  (45)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000
  5E
  Owlverines
  6
  4
  3
  1d4/1d4/1d8
  180'(60')
  F4
  11
  N
  hit points (x6):
  (18)
  00000  00000  00000  000
  5G
  Skeletons
  7
  1
  1
  1d6
  60'(20')
  F1
  12
  C
  hit points (x20):
  (5)
  00000
  5H
  Flesh Golem
  9
  9
  2
  2d8/2d8
  90'(30')
  F9
  12
  N
  hit points:
  (40)
  00000  00000  00000  00000  00000  00000  00000  00000
  5H
  Polar Bear
  6
  6
  3
  1d3/1d3/1d6
  120'(40')
  F3
  8
  N
  hit points:
  (23)
  00000  00000  00000  00000  000
  5I
  Ice Toads
  4
  5
  1
  3d4
  90'(30')
  F5
  7
  N
  hit points (x5):
  (23)
  00000  00000  00000  00000  000
  5K
  Remorhaz
  0/2/4 10
  1
  6d6
  120'(40')
  F10
  10
  N
  hit points:
  (45)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000
  
  111 
   
  PART 2 COMBATANTS (5 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  6B
  Hobgoblins
  6
  1+1
  1
  1d8 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x10):
  (6)
  00000  0
  6B
  Hobgoblin 
  Sergeant
  5
  4
  1
  1d8+1 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  6B
  Goblins
  6
  1-1
  1
  1d6
  60'(20')
  F0
  7
  C
  hit points (x4):
  (4)
  0000
  6B
  Fire Beetle
  4
  1+2
  1
  2d4
  120'(40')
  F1
  7
  N
  hit points:
  (7)
  00000  00
  6B
  Vampiric Giant 
  Bat
  6
  2
  1
  1d4+paralysis
  60'(20')
  F1
  8
  N
  hit points:
  (9)
  00000  0000
  6C
  Spazzichur
  5
  5
  1
  1d4+1
  60'(20')
  C5
  9
  C
  hit points:
  (23)
  00000  00000  00000  00000  000
  6D
  Zombies
  8
  2
  1
  1d8
  120'(40')
  F1
  12
  C
  hit points (x14):
  (9)
  00000  0000
  6E
  Hobgoblins
  6
  1+1
  1
  1d8 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x10):
  (6)
  00000  0
  6E
  Hobgoblin 
  Sergeant
  5
  4
  1
  1d8+1 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  
  112 
   
  PART 2 COMBATANTS (6 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  6E
  Goblins
  6
  1-1
  1
  1d6
  60'(20')
  F0
  7
  C
  hit points (x4):
  (4)
  0000
  6F
  Xowls
  0
  7
  4
  1d3/1d3/1d3/
  4d4
  90'(30')
  F7
  10
  N
  hit points (each):
  (32)
  00000  00000  00000  00000  00000  00000  00
  6G
  Torrglut
  5
  5
  1
  1d4+2
  90'(30')
  F5
  10
  C
  hit points:
  (23)
  00000  00000  00000  00000  000
  6G
  Siffrok
  4
  5
  1
  1d6+1
  120'(40')
  F5
  10
  C
  hit points:
  (23)
  00000  00000  00000  00000  000
  6J
  Hobgoblins
  6
  1+1
  1
  1d8 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x10):
  (6)
  00000  0
  6J
  Hobgoblin 
  Sergeant
  5
  4
  1
  1d8+1 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  6J
  Goblins
  6
  1-1
  1
  1d6
  60'(20')
  F0
  7
  C
  hit points (x4):
  (4)
  0000
  6K
  Hobgoblin 
  Sergeants
  5
  4
  1
  1d6+1
  90'(30')
  F4
  9
  C
  hit points (x2):
  (18)
  00000  00000  00000  000
  6L
  Gurroktt
  2
  6
  1
  1d8+3
  90'(30')
  F6
  11
  C
  hit points:
  (30)
  00000  00000  00000  00000  00000  00000 
  
  113 
   
  PART 2 COMBATANTS (7 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  6L
  Planisaarvik
  7
  7
  1
  1d4
  120'(40')
  I7
  7
  N
  hit points:
  (17)
  00000  00000  00000  00
  6M
  Underpriests
  5
  3
  1
  1d8
  90'(30')
  C3
  9
  C
  hit points (x2):
  (14)
  00000  00000  0000
  6M
  Green Slime
  N/A
  2
  1
  digest
  3'(1')
  F1
  12
  N
  hit points:
  (9)
  00000  0000
  6N
  Morlocks
  8
  1
  1
  1d6
  120'(40')
  F1
  9
  C
  hit points (x10):
  (5)
  00000 
  6O
  Basilisk
  4
  6+1
  2
  1d10, gaze
  60'(20')
  F6
  9
  N
  hit points:
  (28)
  00000  00000  00000  00000  00000  000
  6P
  Bugbears
  5
  3+1
  1
  1d10+1
  90'(30')
  F3
  9
  C
  hit points (x6):
  (15)
  00000  00000  00000
  7D
  Hobgoblin 
  Sergeant
  5
  4
  1
  1d6+1 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  7D
  Hobgoblins
  6
  1+1
  1
  1d6 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x6):
  (6)
  00000  0
  7D
  Goblins
  6
  1-1
  1
  1d6 or 1d4
  60'(20')
  F0
  7
  C
  hit points (x3):
  (4)
  0000
  
  114 
   
  PART 2 COMBATANTS (8 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  7E
  Tongueless
  6
  2
  2
  1d3/1d8+1
  120'(40')
  F2
  10
  C
  hit points (x8):
  (9)
  00000  0000
  7F
  Hoot Horrors
  3
  6
  2
  2d6
  90'(30')
  F6
  10
  N
  hit points (x4):
  (27)
  00000  00000  00000  00000  00000  00
  7G
  Violet Fungi
  7
  3
  1d4
  rot
  10'(3')
  F3
  8
  N
  hit points (x2):
  (14)
  00000  00000  0000
  8A
  Metamorphic 
  Ooze
  0
  9
  1
  4d4+weakness
  0'
  F9
  12
  N
  hit points:
  (41)
  00000  00000  00000  00000  00000  00000  00000  00000
  0
  8D
  Morlocks
  8
  1
  1
  1d6
  120'(40')
  F1
  9
  C
  hit points (x4):
  (5)
  00000
  8E
  Carcass 
  Scavengers
  7
  3+1
  8
  paralysis
  120'(40')
  F1
  9
  N
  hit points (x2):
  (15)
  00000  00000  00000
  8F
  Morlocks
  8
  1
  1
  1d6
  120'(40')
  F1
  9
  C
  hit points (x2-4):
  (5)
  00000
  8G
  Morlocks
  8
  1
  1
  1d6
  120'(40')
  F1
  9
  C
  hit points (x4):
  (5)
  00000
  8G
  Albino Ape
  6
  4
  2
  1d4/1d4
  120'(40')
  F2
  7
  N
  hit points:
  (18)
  00000  00000  00000  000
  
  115 
   
  PART 2 COMBATANTS (9 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  8G
  Morlock Chief
  7
  6
  1
  1d8+2
  120'(40')
  F6
  11
  C
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  9B
  Tongueless
  6
  2
  2
  1d3/1d6+1 or 
  1d6
  120'(40')
  F2
  10
  C
  hit points (x2):
  (9)
  00000  0000
  9B
  Stone Animate 
  Statue
  4
  5
  2
  2d6/2d6
  60'(20')
  F5
  11
  C
  hit points:
  (23)
  00000  00000  00000  00000  000
  9C
  Tongueless
  6
  2
  2
  1d3/1d6+1 or 
  1d6
  120'(40')
  F2
  10
  C
  hit points (x12):
  (9)
  00000  0000
  9C
  Tongueless 
  Lieutenant
  2
  6
  2
  1d3+1/2d4+2
  240'(80')
  F6
  12
  C
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  9D
  Brudbilz
  6
  7
  1
  1d6+3
  60'(20')
  F7
  12
  C
  hit points:
  (32)
  00000  00000  00000  00000  00000  00000  00
  9D
  Fire Elemental
  2
  8
  1
  1d8
  120'(40')
  F8
  10
  N
  hit points:
  (36)
  00000  00000  00000  00000  00000  00000  00000  0
  9F
  Hobgoblins
  6
  1+1
  1
  1d8 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x10):
  (6)
  00000  0
  
  116 
   
  PART 2 COMBATANTS (10 of 11) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  9F
  Hobgoblin 
  Sergeant
  5
  4
  1
  1d8+1 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  9G
  Bugbears
  5
  3+1
  1
  1d10+1
  90'(30')
  F3
  9
  C
  hit points (x6):
  (15)
  00000  00000  00000
  9H
  Haaktokur
  3
  6
  1
  1d8+4 or 1d8
  120'(40')
  R6
  12
  C
  hit points:
  (40)
  00000  00000  00000  00000  00000  00000  00000  00000
  9I
  Goblins
  6
  1-1
  1
  1d6
  60'(20')
  F0
  7
  C
  hit points (x20):
  (4)
  0000
  9J
  Fasgluuk
  5
  4
  1
  1d6+1
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  9K
  Underpriest
  4
  4
  1
  1d6+1
  90'(30')
  C4
  10
  C
  hit points:
  (18)
  00000  00000  00000  000
  9K
  Hobgoblins
  6
  1+1
  1
  1d8 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x10):
  (6)
  00000  0
  9K
  Hobgoblin 
  Sergeant
  5
  4
  1
  1d8+1 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  9L
  Throghrin
  6
  3
  2
  1d3/1d3
  120'(40')
  F3
  10
  C
  hit points (x6):
  (14)
  00000  00000  0000
  
  117 
   
  PART 2 COMBATANTS (11 of 11) 
   
   
   
  Found 
  in 
  Area 
  Monster 
  AC 
  HD 
  #AT 
  Damage 
  Move 
  Save 
  ML 
  AL   
    
    
    
    
    
    
    
    
    
    
    
  9M 
  Throghrin 
  Leader 
  5 
  8 
  4 
  1d6 each 
  120'(40') 
  F8 
  12 
  C 
    
    
  hit points: 
  (36) 00000  00000  00000  00000  00000  00000  00000  0 
    
    
    
  9N 
  Bugbears 
  5 
  3+1 
  1 
  1d10+1 
  90'(30') 
  F3 
  N/A 
  C 
    
    
  hit points 
  (x6): 
  (15) 00000  00000  00000 
    
    
    
    
    
    
    
  9O 
  Underpriest 
  4 
  4 
  1 
  1d6+1 
  90'(30') 
  C4 
  10 
  C 
    
    
  hit points: 
  (18) 00000  00000  00000  000 
    
    
    
    
    
    
    
  9P 
  Djukunz 
  -1 
  9 
  1 
  1d6+4 
  90'(30') 
  C9 
  12 
  C 
    
    
  hit points: 
  (49) 00000  00000  00000  00000  00000  00000  00000  00000 
    
    
    
  00000  0000 
    
    
    
    
    
    
    
    
  9Q 
  Invisible 
  Stalker 
  3 
  8 
  1 
  4d4 
  120'(40') 
  F8 
  12 
  N 
    
    
  hit points: 
  (36) 00000  00000  00000  00000  00000  00000  00000  0 
    
    
    
  9R 
  Vrock 
  0 
  8 
  5 
  1d4/1d4/1d8/1d8/1d6 
  120'(40') 
  or Fly 
  180'(60') 
  F8 
  11 
  C 
    
    
  hit points: 
  (36) 00000  00000  00000  00000  00000  00000  00000  0 
    
    
    
  9S 
  Giant 
  Crayfish 
  4 
  4+4 
  2 
  2d6/2d6 
  60'(20') 
  or Swim 
  120'(40') 
  F4 
  9 
  N 
    
    
  hit points 
  (x2): 
  (22) 00000  00000  00000  00000  00 
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
   
   
  
  118 
   
   
  PART 3 COMBATANTS (1 of 4) 
   
   
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  10B
  Wights
  5
  3
  1
  drain
  90'(30')
  F3
  12
  C
  hit points (x6):
  (14)
  00000  00000  0000
  10D
  Hieracosphinx
  6
  9
  3
  2d4/2d4/ 
  1d10
  90'(30') or 
  Fly 
  360'(120')
  F9
  10
  C
  hit points:
  (41)
  00000  00000  00000  00000  00000  00000  00000  00000
  0
  10F
  Bugbears
  5
  3+1
  1
  1d10+1
  90'(30')
  F3
  9
  C
  hit points (x2):
  (15)
  00000  00000  00000
  10F
  Goblins
  6
  1-1
  1
  1d6
  60'(20')
  F0
  7
  C
  hit points (x4):
  (4)
  0000
  10I
  Giant Scorpions
  2
  4
  3
  1d10/1d10/ 
  1d4+poison
  150'(50')
  F2
  11
  N
  hit points (x2):
  (18)
  00000  00000  00000  000
  10L
  Hobgoblins
  6
  1+1
  1
  1d6 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x2):
  (6)
  00000  0
  10M
  Hobgoblins
  6
  1+1
  1
  1d6 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x6):
  (6)
  00000  0
  10M
  Hobgoblin 
  Seargeant
  5
  4
  1
  1d6+1 or 1d6
  90'(30')
  F4
  9
  C
  hit points:
  (18)
  00000  00000  00000  000
  10N
  Goblins
  6
  1-1
  1
  1d6
  60'(20')
  F0
  7
  C
  hit points (x6):
  (4)
  0000
  
  119 
   
  PART 3 COMBATANTS (2 of 4) 
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  10P
  Hobgoblins
  6
  1+1
  1
  1d6 or 1d6
  90'(30')
  F1
  8
  C
  hit points (x4):
  (6)
  00000  0
  10Q
  Daskarrup
  3
  6
  1
  1d8+2
  60'(20')
  C6
  8
  C
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  10R
  Quan Yeo
  4
  5+2
  1
  1d12
  90'(30') or 
  Fly 
  150'(50')
  M5
  9
  L
  hit points:
  (25)
  00000  00000  00000  00000  00000
  10S
  Giant Stag Beetle
  3
  7
  3
  1d10/1d10/ 
  4d4
  60'(20')
  F7
  8
  N
  hit points:
  (32)
  00000  00000  00000  00000  00000  00000  00
  12F
  Gelatinous Cube
  8
  4
  1
  2d4+paralyze
  60'(20')
  F2
  12
  N
  hit points:
  (18)
  00000  00000  00000  000
  12G
  Shadows
  7
  2+2
  1
  1d4+drain
  90'(30')
  F2
  12
  C
  hit points (x4):
  (11)
  00000  00000  0
  12H
  Minotaur
  6
  6
  2
  1d6/1d6
  120'(40')
  F6
  12
  C
  hit points:
  (27)
  00000  00000  00000  00000  00000  00
  13G
  Wax Golem
  4
  10
  2
  2d6/2d6
  60'(20')
  F5
  12
  N
  hit points:
  (40)
  00000  00000  00000  00000  00000  00000  00000  00000
  14G
  Fire Bats
  8
  2
  1
  1d4+1d4 fire
  30'(10') or 
  Fly 
  180'(60')
  F2
  8
  N
  hit points (each):
  (9)
  00000  0000
  
  120 
   
  PART 3 COMBATANTS (3 of 4) 
   
   
   
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  15D
  Xag-Ya
  2
  6
  1
  1d8
  Fly 
  60'(20')
  M6
  10
  N
  hit points (each):
  (27)
  00000  00000  00000  00000  00000  00
  15D
  Xeg-Yi
  2
  6
  1
  1d8
  Fly 
  60'(20')
  M6
  10
  N
  hit points (each):
  (27)
  00000  00000  00000  00000  00000  00
  16
  Erbilg
  1
  9
  1
  1d6+2
  120'(40')
  A9
  11
  C
  hit points:
  (51)
  00000  00000  00000  00000  00000  00000  00000  00000
  00000  00000  0
  16C
  Norkers
  3
  1+2
  2
  1d3/1d6
  90'(30')
  F1
  10 
  or 6
  C
  hit points (x4):
  (7)
  00000  00
  16J
  Norkers
  3
  1+2
  2
  1d3/1d6
  90'(30')
  F1
  10 
  or 6
  C
  hit points (x2):
  (7)
  00000  00
  16M
  Devil Bird
  6
  2+2
  2
  2d4/1d4+acid
  150'(50')
  F2
  8
  C
  hit points:
  (11)
  00000  00000  0
  16P
  Norkers
  3
  1+2
  2
  1d3/1d6
  90'(30')
  F1
  10 
  or 6
  C
  hit points (x6):
  (7)
  00000  00
  16Q
  Wraiths
  3
  4
  1
  1d6+drain
  120'(40') 
  or Fly 
  240'(80')
  F4
  12
  C
  hit points (x4):
  (18)
  00000  00000  00000  000
  
  121 
   
  PART 3 COMBATANTS (4 of 4) 
   
   
   
   
   
   
  Found in 
  Area
  Monster
  AC
  HD
  #AT
  Damage
  Move
  Save
  ML
  AL
  16S
  Devil Birds
  6
  2+2
  2
  2d4/1d4+acid
  150'(50')
  F2
  8
  C
  hit points (x6):
  (11)
  00000  00000  0
  16T
  Zombies
  2
  2
  1
  1d8+1
  60'(20')
  F1
  12
  N
  hit points (x8):
  (9)
  00000  0000
  16U
  Zavatasha
  2
  6
  1
  1d8
  120'(40') 
  or Fly 
  180'(60')
  M6
  12
  N
  hit points:
  (34)
  00000  00000  00000  00000  00000  00000  0000
  
  122 
   
  PART 10: MAPS 
  All maps referring to keyed areas of the adventure are found here.  Break these out separately for handy reference. 
   
   
   
  
  123 
   
   
  
  124 
   
   
  
  125 
   
   
  
  126 
   
   
  
  127 
   
   
  
  128 
   
   
  
  129 
   
   
  
  130 
   
   
  
  131 
   
   
  
  132 
   
   
  
  133 
   
   
  
  134 
   
   
  
  135 
   
   
  
  136 
   
   
  
  137 
   
   
  
  138 
   
   
  
  139 
   
   
  
  140 
   
   
  
  141 
   
   
  
  142 
   
  
  143 
   
  PART 11: HANDOUTS 
   
  These handouts are intended as ‘adventure props’ for the players.  Make copies of these handouts and provide them to the players as 
  directed by the adventure. 
   
   
   
   
   
  
  144 
   
   
  
  145 
   
   
  
  146 
   
   
   
   
  
  147 
   
  PART 12: CREDITS 
  Design/Layout: Andy Solberg 
  Editing: Mason Hart 
  Art: James V. West (go to jwarts.com for more excellent fantasy gaming artwork!) 
  Playtesting:  Angelo Benedetto, Danny Bothwell, Bill Brecht, Theron Bretz, Cydnee Clark-Praxis, Tim Gilheart, Chris Goldsberry, Matt 
  Hildebrand, Rick Jones, Reed Macomber, Greg Morrow, James V. West 
  Special Thanks: This could not have happened without Daniel Proctor, who compiled the Labyrinth Lord rules, and Tom Moldvay, who 
  is missed.  I would also like to thank the staff of OwlCon and the students of Rice FastWarp for their support.  Finally, thanks 
  to the Houston Food Bank for all the great work they do with Houston’s hungry. http://www.houstonfoodbank.org 
  I appreciate receiving constructive feedback on my adventures.  If you have a comment or question, contact me at 
  andysolberg@gmail.com.  Thanks!
   
   
  
  148 
   
  PART 13: OPEN GAMING LICENSE 
  DESIGNATION OF OPEN GAME CONTENT 
  This entire product is open game content. 
  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; 
  (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other 
  computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, 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 means any 
  work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes 
  Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open 
  Game License by the Contributor (g) "Use", "Used" or "Using" 
  means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game 
  Content. (h) "You" or "Your" means the licensee in terms of 
  this agreement. 
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game 
  Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to 
  use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License. 
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright 
  holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except 
  as expressly licensed in another, independent Agreement with 
  the owner of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and 
  
  149 
   
  distribute any Open Game Content originally distributed under 
  any version of this License. 
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open 
  Game Material so affected. 
  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 1.0 Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, 
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, 
  Stan!, Christopher Perkins, Rodney Thompson, and JD 
  Wiker, based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins and JD Wiker. 
  Labyrinth Lord Copyright 2007-2009; Author David Proctor. 
  Necklace of Missiles and Javelin of Lightning from Advanced 
  D&D Dungeon Masters Guide, Copyright 1979 TSR Games, 
  Author Gary Gygax. 
  Beads of Force from Advanced Dungeons & Dragons 
  Unearthed Arcana, Copyright 1985 E. Gary Gygax. 
  Fire Bats, Xag-Ya and Xeg-Yi from Advanced Dungeons & 
  Dragons Monster Manual II, Copyright 1983 TSR Inc., by 
  Gary Gygax. 
  Norkers from TSR Fiend Folio (Tome of Creatures Malevolent 
  and Benign), Copyright 1981 TSR Hobbies, Inc., Edited by 
  Don Turnbull, original monster credit to J.D. Morris. 
  Cave Fisher originally from Advanced Dungeons & Dragons 
  Monster Manual II, Copyright 1983 TSR Inc., by Gary Gygax.  
  Labyrinth Lord statistics from Barrowmaze, by Greg Gillespie. 
  
  AdventureskinkthekOwlConkserieskofkmoduleskinclude:
  DungeonkModulekOC),:kAkParliamentkofkOwlsk)kOwlConk''kAdventure
  DungeonkModulekOC).:kThekDarkkRookeryk)kOwlConk'6kAdventure
  DungeonkModulekOC)':kTombkofkthekFeatheredkMagek)kOwlConk'!kAdventure
  DungeonkModulekOC)6:kWarrenskofkthekNightkHunterskNcomingkink.8,7H
  DungeonkModulekOC)!:kAkScreechkFromkBeyondkNcomingkink.8,8Hk
  ThanksktokallkOwlConkattendees7kguests7kvendors7kgame)masterskandkstaffSkkWeWllkseekyouksoon
  atkOwlConk'6R
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - OC3 Tomb of the Feathered Mage.pdf