TEXT:         
  
   
  - 2 -
   
   
  GGGGGGGGOOOOOOOOBBBBBBBBLLLLLLLLIIIIIIIINNNNNNNN        CCCCCCCCRRRRRRRRAAAAAAAAGGGGGGGG    
  A DUNGEON ADVENTURE FOR TUNNELS & TROLLS  
  BY A.R. HOLMES 2000  
  Revised 2005 
  LEVEL 1
  LEVEL 1
  LEVEL 1
  LEVEL 1        
   
  Welcome, one and all, to Goblin Crag. Before we get going, here is a little legend behind the 
  dungeon, and a few pointers to guide you along. 
  The dungeon is home to the monsters, which live within, and they guard it with their lives. 
  Some will enjoy the excitement and variety a party of delvers brings, some will be openly 
  hostile and fight with all the power they can muster. Goblin Crag has been around for a long 
  time. It was created by a long dead mage, who constructed its many rooms and corridors to 
  house traps and monsters and huge hauls of treasure with which to tempt adventure seekers. 
  After many years of plunder, the dungeon was emptied, and the delvers failed to come. The 
  monsters, which had not been slain moved-on and the dungeon's reputation was destroyed. It 
  closed.  
  Years later, bands of creatures used the upper levels as hideouts and as bases for raids and 
  smuggling. Eventually, the lower levels began to become populated by monsters and 
  creatures of evil, seeking refuge from the world above, from mighty adventurers seeking to 
  destroy them, and those searching to set-up home. The dungeon was once again attracting 
  attention, as more and more creatures and personalities moved within, and again the treasure 
  began to build-up. Mages moved into the complex, some setting-up challenging rooms as 
  suited their whim, some making parts of the dungeon their home, laboratory or den.  
  Now, Goblin Crag breathes again.  
  The entrance lies within the jagged rocks of the Doom crags, a wicked range of mountains far 
  to the north of the land. Goblin Crag lies directly beneath the highest point of the mountains, a 
  point named The Dragon tooth. A cave in the rocks about a day's trek from the base of the 
  mountains marks the entrance, which is gained via a dark tunnel at the rear of the cave, 
  which after around a quarter of a mile becomes another small cavern, in the floor of which is 
  set an iron trapdoor; this opens to reveal a dark chimney of man-made origin, leading down 
  for 60' to another trapdoor, which in turn drops into room 1 of the first level of the dungeon. 
  The chimney has a strong iron ladder set into the side.  
  Encounters leading to this entrance are left entirely at the discretion of the individual GM. The 
  trapdoors may be locked; this too is left to the GM.  
  The dungeon is lit poorly by torches here and there set into the walls, and the occasional 
  candle. Some rooms will have their own illumination, sometimes described in the text; those 
  rooms with occupants will almost certainly be lit. Details, if not mentioned in the text, are once 
  more down to the GM. Some areas of the upper level are empty. Encounter tables at the end 
  of the dungeon key text can be used in these areas.  
  Unless otherwise stated in the text, all rooms are 30' high, and all corridors 15' high. Standard 
  doors are 8' high and 4' wide, generally made of wood. Secret doors being made of stone.  
  
   
  - 3 -
   
   
  The Dungeon Map  
  The map is drawn simply, with secret doors being shaded dark, steps with the arrow 
  indicating down, and standard doors appearing clear. In addition to the number references for 
  the main rooms, chambers which stand empty at the moment are labelled E.  
  Secret Doors  
  Secret doors will require a saving roll on LK to find and a saving roll on DEX to open. The SR 
  will be at the level of the dungeon; therefore all doors on level 1 require a L1SR on LK to find 
  and L1SR on DEX to open. The level will be 2 for each roll on level 2, and 3 on level 3 etc. All 
  levels from level 4 down require fourth level SRs on LK to find and DEX to open; no door in 
  this dungeon, unless mentioned in the text, will not require a saving roll higher than level 4 to 
  find or open.  
  Wandering Monsters are scarce on levels 2 and 3, and almost non-existent on level 1. These 
  are handled by individual WM tables with each level. Insert your own if you don't like them.  
  The dungeon begins quietly, and the player characters will not meet too nasty a foe, but as 
  the levels get deeper, the monsters, magic and mayhem become that little bit tougher. 
  Hopefully the party will have picked up magic along the way with which to combat the horrors 
  below. I suggest a well balanced party of 1st through 3rd level characters. A wizard is 
  essential. The WMs will not cause too much of a problem, but some of the stronger monsters 
  within the rooms will be, and should be, quite difficult to beat.  
  GOBLIN CRAG: LEVEL ONE  
  ROOM KEY - (Quick Reference)  
  1) The Entrance Room 
  2) Milwall’s Chamber 
  3) The Fountain of Mystery 
  4) The Wish Diamond 
  5) The Summoning Circle  
  6) The Welsh Wizard 
  7) The Chained Demon 
  8) Chamber of the Crown  
  9) Gar's Chamber 
  10) The Mask of Rubilos 
  11) The Desert Tomb 
  12) The Corridor of Alcoves 
  13) The Chaos Temple 
  14) The Magic Circle 
  15) The Iron Golem 
  16) The Roughnecks  
  17) Ominous Thunder! 
  18) Vampire Vault 
  19) Junk Room 
  20) The Rock Elemental  
  Throughout the dungeon text, magic items will appear in bold type. 
  1) The Entrance Room  
  Max the Axe and his crew of rowdy Goblin friends inhabit this room, which contains a large 
  chest of their belongings and a circular card table and 6 chairs. The room is lit by lanterns of 
  various sizes scattered round the room.  
  
   
  - 4 -
   
   
  Max the Axe, Goblin, MR40 (+extra dice for axes...see below) 
  Rufus, Goblin, MR25 
  Dork, Goblin, MR20  
  Diffy, Goblin, MR25 
  Dicko, Goblin, MR30  
  Redneck, Goblin, MR30  
  The chest contains 3 applications of lantern oil, a broken lantern, 4 torches, a tinderbox, an 
  iron box (locked) containing 1D20 x 1D6 GP and a small sack of silver pieces (1D100). The 
  chest has a false bottom, which is currently hiding a Magic Short Sword which does 6D6 and 
  gets double damage if used against a member of the fighter's own party.... It is called 'Max's 
  Friend' and belongs to Max. If he gets the chance to reach this sword he will do so, but mainly 
  fights with a pair of hand axes, which do 3+1 each, and have been made especially for him. In 
  combat he gets this total added to his MR roll (For a total of 11+22 in combat; Ouch!) The 
  other Goblins fight with small knives, which do not add anything to their normal MR scoring.  
  On the table are 6 drinking goblets, various half-eaten 'snacks' and an assortment of silver & 
  gold pieces (1D20 silver & 1D6 gold) and the remains of a card game. There is a 45% chance 
  that Max and his band will be playing cards in here when the delvers enter. Roll on the 
  Monster Reaction Chart in the Rulebook* for the reaction of the gang.  
  GM: Play these characters as roughish but comical critters who would rather take the party to 
  the cleaners at cards rather than engage in combat, though they will fight to the death if need 
  be. The Goblins speak Goblin, and pidgin versions of Common, Dwarvish and Orcish.  
  Should the player-characters wish to join in with the game, the GM may have the group play a 
  real card game of his choosing. If not, have the players choose how much gold they wish to 
  wager. Then each player makes a SR on the average of IQ & LK at level 1. Failure means 
  they are out of the game. The next round the SR is level 2, after upping the stakes of course. 
  This goes on until the player making the highest level SR wins the total stake money. A 
  character may cheat with a SR on DEX at twice the level of the round the game is at. Success 
  means they make it through to the next round (or win the game if they are the only survivor 
  that round), failure means they do not, but must then also make a SR at the same level on 
  LK. Success means they were not spotted, but failure....  
  The rolls for any Goblins playing are always 'min 5' as they are very good players and cheats!  
  *Rulebook 5th edition referred to throughout this dungeon text.  
  2) Milwall's Chamber  
  This room is home to a large Ogre, Milwall, MR 85, and his Orc partners in crime, Scragg-
  End, MR 50, and Mortice, MR 45. They hoard a collection of stolen items from other dungeon 
  inhabitants and delvers both slain and living. This booty is hoarded in a large treasure chest 
  covered by a large rug in a corner of the room. Milwall and his friends will always be in here 
  when the delvers enter, and will always act in a guarded manner, attacking if provoked. The 
  room contains a circular table, 4 chairs (one larger to accommodate the Ogre), a small water 
  fountain and a few boxes of provisions. Hangings from the roof are various cuts of 'meat' on 
  hooks, delicacies for Milwall to enjoy later.  
  The trio will quickly follow adventurers out of the room and attack at the next opportunity 
  should they decide the party is easy pickings. All the delvers' items worth anything will be 
  taken and one or two of the party may end-up hanging from the chamber room. If the party is 
  ambushed by these monsters they may escape slaughter by making CHR based saving rolls, 
  in which case they will only be robbed and their lives spared.  
  
   
  - 5 -
   
   
  If they are attacked, the monsters will fight to kill but will attempt to escape should the fight be 
  going against them. They will run into the dungeon and perhaps ambush the party later, 
  having found other monsters to help them.  
  The chest of booty contains;  
  1D% x 4 GP  
  1D% x 6 SP 
  1-6 weapons of the GM's choosing (non-magical)  
  1-8 pieces of armour again at the GM's choosing (non-magical) 
  1 minor magic weapon (Add 50% again to dice value, rounded up)  
  1 minor magic piece of armour (Add 50% again to hits taken, rounded up)  
  Various items (1D10) of treasure (goblets, belt-buckles, brooches, rings etc.) worth between 
  10 & 60 GP, all non-magical.  
  GM: Play this trio as devious dudes. There is no limit to the level of trickery these three will 
  try. Milwall wears a ridiculous hat (similar to a jester's 3-pointed hat but without the bells) and 
  feathered armbands, whilst the Orcs wear various pieces of stolen clothing and armour and 
  resemble high-seas pirates with their colourful, bizarre appearance.  
  All three speak Common, Ogrish and Orcish, though only pidgin versions of their non-native 
  tongue.  
  N.B. These characters are bitter enemies of the ‘Roughnecks’, which live in room 16. 
  Interesting scenarios could result from this fact. The GM could hint at this ill feeling between 
  the two groups to encourage role-playing later in the game.  
  3) The Fountain of Mystery  
  This room contains the Fountain of Mystery. It is a fountain in the centre of the room, which is 
  fed by water from the underground spring. However, the rock the water passes through is 
  magical and is affected by the magical powers within the various levels of the dungeon, and 
  therefore as a result its effects on anyone drinking from it are unstable, to say the least. 
  (Rumours that the water somehow comes up from the Subterranean Lagoon on Level 2 are 
  unfounded) Any character drinking from it will suffer the effect of a roll on the table below. 
  Roll 1D%... 
  Roll Drinking Effect  
  1-9 Any/all lost CON is restored, and the delver will automatically make his/her next CON 
  based saving roll. 
  10-19 Any/all lost ST is restored, and the delver will automatically make his/her next ST 
  based saving roll. 
  20-25 Delver has a random Prime Attribute raised by 1D6 points permanently. 
  26-31 Delver has a random Prime Attribute raised by 50% permanently. 
  32-40 Delver reacts badly to the water's properties and loses 1 CON point temporarily. 
  41-45 Delver reacts well to the magical properties and gains 1 permanent CON & ST point. 
  46-50 Delver's skin turns a random colour to be determined by GM for 1D6 turns. 
  51-55 Delver will glow brightly for 1D10 full turns, having a 30' illumination radius. 
  56-60 Delver gains the permanent ability to see in the dark. 
  61-65 No immediate effect, but delver will automatically fail his/her next saving roll. 
  66-70 Delver has a random Prime Attribute dropped by 1D6 permanently.  
  71-75 Delver is teleported to a random room on this level.  
  76-80 Delver has ST & CON doubled for 1D6 full turns. 
  81-85 Delver has ST & CON halved for 1D6 full turns.  
  86-90 Delver is poisoned and will lose 1 CON & ST point for the next 1D10 turns unless 
  cured. 
  91-95 Delver falls unconscious for 1D6 full turns. Upon waking roll again.  
  
   
  - 6 -
   
   
  96 1D20 result added to all prime attributes (roll once and add to all).  
  97 Delver increases to the next level of experience.  
  98 All delver's weapons are doubled in attack dice permanently.  
  99 All delver's armour is doubled in hits taken permanently.  
  100 Roll 1D6.  
  1-3 Delver dies. 
  4-6 Delver granted one minor wish at GM's discretion.  
  Any one character may drink from the fountain once only in any one period of 24 hours. If a 
  second drink is taken there will be no magical effect. Water taken from the room (e.g. carried 
  in bottles etc.) will retain magical properties for 3 turns only, then will become as normal 
  water.  
  The fountain can take any form the GM wishes. Roll below for quick ideas. 
  1) A huge seashell 
  2) Ornate 3-tier affair of bronze/stone/marble/onyx  
  3) A large stone fish  
  4) A horrible gargoyle figure with cheap gems for eyes  
  5) A large animal  
  6) Small opening in wall with stone basin beneath  
  7) A huge horn  
  8) Statue of a delver as if frozen with surprise...  
  4) The Wish Diamond  
  This room is a mess. The floor is covered in ripped-up clothing (bloodstained), shattered 
  weapons, cracked & charred armour pieces and scorched bones. The walls and ceiling are 
  covered with dark stains. The only clear area is a 1' circle in the centre of the room in which 
  sits a huge diamond, through which red and green flecks can be seen. The jewel is obviously 
  worth an absolute fortune and radiates high-level magic vibes.  
  This is the Wish Diamond, and will not allow itself to be taken without a struggle! It will allow 
  any character one wish per year, starting upon acquisition of the gem and each next wish is 
  granted on the character's birthday. Determine this randomly if unknown. The wish is at the 
  GM's discretion and the most it can achieve, as a guide is the resurrection of one being, 
  which must not have been dead for more than 1 week.  
  However, the gem is difficult to get hold of. The following protects the Wish Diamond: 
  1) Any magic cast on it fails. The wizard must still deduct any ST used in spell casting and if 
  the spell was hostile it will be bounced back at the caster. Projectiles will always miss.  
  2) If the gem is approached, the character must make a saving roll at his/her own level on 
  each Prime Attribute, in the following order; Strength, Constitution, IQ, Dexterity, Luck, 
  Charisma.  
  Strength. If this is failed, delver collapses with 1 ST. St is regained at 1 per turn. 
  Constitution. Failure causes the delver to explode. Adios amigos!  
  IQ. Failure activates a sort of Dum Dum and IQ is reduced to 3; permanently.  
  Dexterity. Delver must reduce his DEX from current CON 
  Luck. Unlucky for some! Delver spontaneously combusts. Delver toast.  
  Charisma. The gem will not allow the delver to touch it and teleports him/her to the door.  
  After each successful roll the delver may try the next. If he gets to the gem, continue below.  
  Touching the gem will activate a curse. The person who touches it will automatically fail their 
  next 6 saving rolls. Also, the gem will decide if it wishes to be owned. Roll below;  
  
   
  - 7 -
   
   
  1) The gem allows itself to be owned. 
  2) The gem allows itself to be owned but will vanish after first use.  
  3) The gem does not like the character and will teleport him/her to the room entrance.  
  4) The gem is in a bad mood and halves ST & CON of the character (temp) and vanishes.  
  5) The gem casts a Lightening Bolt at the delver for 1D20 CON damage then re roll.  
  6) The gem will take 1D6 permanent CON from the delver, 1 from all others in the room and 
  vanish!  
  Any character that successfully wins the Wish Diamond has it to keep. If sold it is worth 
  100,000 gold pieces. If stolen or lost it will return to this room. It is about the size of a balled 
  fist and weighs just 1 unit due to magic. Good Luck!  
  5) The Summoning Circle  
  The room is empty, and wizards will feel magic in the air. On the floor in the centre of the 
  room is a strange arcane symbol, encased within a circle with a diameter of 3'. The symbol is 
  unknown and fills the circle. This is a Summoning Circle. As soon as anyone steps into the 
  room a Wandering Monster is summoned into the circle and attacks the party until death, 
  pursuing them without the room if necessary. The summoning will occur every time the 
  delvers enter the room.  
  6) The Goblin Wizard  
  Living in here is Drypfri, a Wizard of 12th level. He has a comfortable life and will aid the party 
  if they are nice to him. If they are in any way hostile he will use his Amulet of Vanishing, which 
  will teleport all the party to anywhere in the dungeon the user wishes. This takes but an 
  instant to use and the party will not be able to counter this magic. Drypfri will not engage in 
  combat of any kind unless he has no alternative. The GM should feel free to provide him with 
  other magic items to deal with troublesome delving parties. (Drypfri speaks with a Goblin 
  accent) He may create minor magic items for the party if they are very nice....  
  Drypfri the Wizard.  
  ST: 68 CON: 30 IQ: 48 DEX: 28 LK: 25 CHR: 13 ADDS: 85 MISSILE ADDS: 101  
  Height: 5'6" Level: 12 
  Spells: Levels 1 - 12 inclusive  
  Languages:  
  All High Tongues, Serpentine, Equine & Rodent Low Tongues + Ancient Goblin.  
  Weapons:  
  Pair of magic Kukri daggers called Star & Garter. Each will do 4+12 but if used together will 
  get 12+36. If used by a character with negative charisma they will get just 1 dice each.  
  Staff. 6' long, DMS called Breen. Has a strength reserve of 30 and knows all spells Drypfri 
  does. Will not work for anyone with a Charisma of less than 12, but will not be hostile to a new 
  owner. In combat Breen gets 4 dice.  
  Armour:  
  Drypfri wears a magic Balroghide Cloak that will absorb up to 100 hits of non-magic damage 
  and 50 magic points of damage. He also wears an Enchanted Skullcap, which nullifies 
  spells levels 1-6 and surrounds the wearer with a soft green hue, which absorbs a further 100 
  points of magic & non-magic damage.  
  
   
  - 8 -
   
   
  Drypfri will feed and water the delvers if he likes them and will cast spells for a fee, usually 10 
  x Strength cost in gold pieces plus 50 as 'Consultancy Fee...' He will entertain the delvers for 
  up to 6 turns then will tire of them and hint that they be on their way.  
  He is basically a friendly mage who will provide help to the party if they treat him with respect, 
  but beware, he has a fiery temper, and does not like anyone teasing him about his Goblin 
  accent! This room is a welcome break from monsters and combat...hopefully!  
  7) The Chained Demon  
  The room is home to a well-muscled, dark red Demon, who is currently chained to one of the 
  walls, upon which are painted numerous symbols and runes, all indecipherable. The Demon 
  is called Gynn-Larr, and has an MR of 300. It can take any form the GM wishes, and speaks 
  any languages the characters do. He will plead to be released, promising one of the following 
  to the party: 
  1 Fight for the delver with the highest CHR or the one who frees him for 1 full hour.  
  2 Lead the party to a secret treasure store in the dungeon on this level (Room 7a).  
  3 Answer 3 yes/no questions about the dungeon to the best of his ability.  
  Surprisingly, Gynn-Larr will uphold his promise, and keep his word. Following this service, he 
  will wander the dungeon. If they encounter him again, one of the party must make a CHR SR 
  at 3rd level to persuade him not to attack them, otherwise he may attack; roll on the Monster 
  Reaction Table as for all Wandering Monsters on this level.  
  To release Gynn-Larr, a magic silver key must be used to unlock the chains. This is the only 
  way. The chains cannot be harmed in any way, and cannot be removed from the wall, which 
  is also protected. The key is worn by Gar, in room 9... 
  7a) This is a secret treasure store, containing a mound of gold pieces totalling 8000, 24000 
  silver pieces and 1D20 assorted treasure 'items', e.g. candleholders, trinkets, crowns, 
  bracelets etc., each worth between 10 and 100 GP (Roll 1D10). There will be 1D3 minor 
  magic items in here of the GM's choosing also.  
  8) The Chamber of the Crown  
  This chamber is a trap. In the centre a glowing golden crown rests upon a 3' high stone 
  pedestal. If lifted a magic spell will summon a Wandering Monster to each entrance to the 
  room, which will attack the party. The crown is worth 1000 GP and is otherwise free for the 
  taking. It is slightly magical and will allow the wearer to automatically make any 3 CHR based 
  saving rolls. No magic will be felt in this room as the pillar contains traces of meteoric iron. If 
  destroyed, the pillar will reveal a large ruby gem worth 150 GP hidden within a secret 
  compartment. The pillar is set into the floor and cannot be moved.  
  9) Gar's Chamber  
  The chamber is empty apart from a large mound of boulders. Anyone making a L2SR on LK 
  will notice a sparkling object within them. This is a small silver key; it's one use being to open 
  the magic shackles holding Gynn-Larr in room 7. This chamber is home to Gar. Gar is a Rock 
  Troll, with an MR of 500.  
  As soon as the rocks are touched, they take the form of a large Rock Troll, Gar. The shining 
  object vanishes. As Gar stands guarding his chamber, a L1SR on LK will allow the key to be 
  spotted being worn around Gar's neck. The key cannot be obtained prior to this. If any magic 
  is cast in the room (e.g. a wizard tries to levitate the key from within the boulders) this will also 
  trigger the appearance of Gar. The above method is very clever; my players did not think of it, 
  so perhaps award a few AP if they try it!  
  
   
  - 9 -
   
   
  Gar is the toughest foe on this level. If he is slain, the delvers will have the key and can free 
  Gynn-Larr should they so desire. Fighting Gar will not be easy, but a Slush-Yuck will halve his 
  MR each time it is cast upon him. If any delver wishes to dodge Gar, as he is such a slow 
  monster, they must make a SR at 2nd level on the average of their DEX & SPEED. If this is 
  failed, the delver will fumble his attack and take 1D20 CON damage, and will have delivered 
  no hits. If the roll is successful, the delver may have 2 combat rounds worth of damage 
  inflicted on the Troll.  
  A further bonus to slaying this Troll is that within the rubble that constitutes his mortal remains 
  will be found 1D10 small gems by each delver searching. Roll these up on the treasure 
  generator in the rulebook or have them worth between 10 and 60 GP each for quickness.  
  10) The Mask of Rubilos  
  Hanging on one of the walls in this room, at a height of 10' from the floor, is a bronze 
  facemask. It depicts a happy face, and can be worn by strapping it onto the head. It appears 
  to be free for the taking, and the room is otherwise empty. Neutral magic can be felt from the 
  mask, and if an Omnipotent Eye spell or similar is cast, the magic will reveal itself only as 
  transformation magic. Any character attempting to remove the mask from the wall must roll 
  2D6. If a double is rolled, the mask is free to take. If not, the character receives an electrical 
  shock via a strike of lightening from the mask, doing 1D4 CON damage. Any character can try 
  as often as he or she wishes.  
  Upon rolling a double the mask is taken without harm. Any character wearing it will undergo a 
  transformation (see below), but will not realise it until told or shown a reflection of himself.  
  The Mask of Rubilos  
  The Mask of Rubilos will transform the first character to wear it into a Bronze Living Statue. 
  The character will undergo the following attribute changes, and the Mask will vanish.  
  Strength x4 
  Constitution x10 
  IQ x1  
  Dexterity x1 
  Luck x1.5 
  Charisma x10  
  Weight x10  
  The character will not need to eat nor breathe air. He/she becomes a magical creature, 
  retaining all personality, knowledge, powers, spells, languages etc.  
  If not worn, the Mask will lose all magic if removed from the dungeon and will be worth 350 
  GP.  
  11) The Desert Tomb  
  The stone door to this room is locked, requiring magic to open. It will slide up into the ceiling 
  when magically opened. On both sides of each door is an elaborate painting in Desert style. 
  The doors can depict any creature, design or artefact the GM desires. Inscribed onto the door 
  are hieroglyphics, reading "Venture not beyond this portal". Can any of the party read 
  hieroglyphics? I seriously doubt it, but you know what they say just in case!  
  Within, the room is decorated in the same style, with hieroglyphics (make them up), ornate 
  designs and wall friezes depicting the burial rites of ancients. The ceiling is dark blue with 
  silver stars painted upon it. Anyone examining the ceiling closely and making a level 1 SR on 
  LK will notice that some of the 'stars' are actually inset gems. There are a total of 50 small 
  
   
  - 10 -
   
   
  gems each worth 25 GP. Do not encourage the players to search the ceiling; if they do not 
  think of it then they do not deserve the treasure!  
  In the centre of the room is an ornate Desert-style sarcophagus. (Surprise-surprise!) The 
  tomb is 10' long and in two parts. The lid is carved in the image of a human male, obviously of 
  great importance. (So important he ended-up in this grotty dungeon...c'est la vie!) The lid is 
  sealed to the base with wax and the whole affair gives-off high-level magic vibes....  
  Also present in this chamber are 2 large sealed urns, a small magical flame contained within 
  a stone pot at the foot of the tomb on the floor and 2 statuettes of a small cat. The rear of the 
  room has a riddle inscribed upon it. On solving the riddle, the secret door will slide upwards 
  revealing the corridor beyond. The riddle is as follows;  
  "My first is in Ghost, but not in Ghoul. 
  My second's in Spirit, but isn't in Stool. 
  My third is in Death, but not in Good Deal. 
  My fourth is in Lich, but isn't in Heal. 
  My fifth is in Haunt, but isn't in Tooth. 
  My sixth is in Onyx, but isn't in Youth.  
  What am !?"  
  The answer is rather apt to the theme of the room and is "SPHINX". There is no other way to 
  open this secret door, and the stone walls of the chamber cannot be damaged in any way.  
  (Thanks to Dragon magazine issue 271 for this and the riddle featured later in the dungeon.)  
  The Tomb  
  The tomb can be opened easily by breaking or melting the wax seal and lifting. It is heavy and 
  requires a total strength of 80 to lift however, and the delvers may not be capable of this. This 
  is perhaps a good thing, but delvers being delvers, they will probably concoct some elaborate 
  way of lifting it or enlisting the aid of a subdued WM or two and carry on. Oops... 
  As the lid is lifted the first trap is sprung. The tomb is filled with poisoned air, which escapes 
  quickly, filling the room in seconds. In addition, the entrance door slides closed as does the 
  secret door if it has been opened. Both doors will require magic to open again. All delvers 
  present in here must make a L3 SR on CON and subtract the difference directly from CON is 
  missed. Nasty... 
  Assuming the party (or at least some of them...) survive this initial trap, they will be around to 
  experience the second one, seconds later. A magic enchantment (L10) on the lid will curse 
  each party member who helped in lifting the lid. Each must make a SR on LK at their own 
  level or suffer 1D20 instant CON loss. Painful... 
  The tomb contains a Deluxe Magic Staff (Called Nubis), which contains levels 1-9 spells and 
  will serve any wizard. It is 4' long and topped with a golden representation of an ornate bird, 
  which has small emeralds for eyes. Apart from its magical value the staff is worth 300 GP.  
  Also in the tomb is a Magic Bracelet, which will allow the wearer to lower all CHR SRs by 2 
  levels, but a 'minimum 5' is still required. It is mithril and worth 500 GP.  
  The tomb also has a secret compartment in the base requiring a L3 SR on LK to find. It 
  contains the Scroll of Nubis. Any wizard can read it. Reading it will increase the wizard's 
  level by 2, but will also curse him/her to automatically fail the next 3 saving rolls he/she has to 
  make (keep this secret from the player).  
  
   
  - 11 -
   
   
  Opening the tomb will cause the Mummy, Monhot, to be summoned from the magic flame 
  (see below) exactly 1 turn later... 
  N.B. The tomb cannot be damaged in any way, nor can it be moved.  
  The Flame  
  As mentioned above, the Mummy, Monhot, will be summoned from the magic flame one turn 
  after the tomb is opened. Up until this point the flame cannot be extinguished or tampered 
  with in any way. It will not burn if touched. If any character is dumb enough to put their hand 
  into it, they will lose 1000 AP and age 1 year. Magic weapons, armour, items etc. will lose all 
  magic permanently if placed in the flame.  
  Monhot will attack all occupants of the room starting with the nearest. He has a MR of 350, 
  and will not take damage from non-magical attacks. Fire also will not harm him. Each combat 
  round all delvers fighting him must make a L1SR on LK or lose 1D4 ST points (temporary) 
  due to Monhot's power 'sucking' their life forces from them. Lost ST will return at 1 per turn. If 
  any characters fall to zero ST they will crumble to dust and Monhot will have the total of their 
  attributes added to his MR. If slain, Monhot will crumble to dust.  
  The Urns  
  Each contains a Guardian Wraith, MR 250, which will attack if the urns are opened or 
  damaged in any way. They will fight until slain, all characters are dead or the party leaves the 
  room, in which case they will await their return. They cannot be attacked from outside the 
  chamber; all attacks will be ineffective.  
  N.B.Magic cast into the room (e.g. TTYF spells etc.) from outside will be dispelled as they 
  pass through the door. The caster will still use the ST in casting the spell.  
  At the bottom of each urn is a serpentine gem worth 500 GP.  
  The Cats  
  Each cat statuette is worth 350 GP, but also each is cursed...  
  Any character taking a statue (they are made from onyx) will lose 1 point of LK per turn until 
  the cat is dropped. The points will return at the rate of 1 per day after the statuette is sold etc. 
  The LK will stop falling if the delver leaves the dungeon.  
  Also, if any of the statuettes are removed from the room, a Spirit of Bast will follow the delver 
  and his party through the dungeon. It cannot be harmed and will attack any delver with a 
  statue at the GM's will. It will attack for 1 combat round only and will cause the delver with the 
  statue 1D4 CON damage, regardless of armour or magical protection. The Spirits will vanish if 
  the statues are returned to the room or the delver leaves the dungeon.  
  For a lark, the GM may want to render the Spirits invisible to all but those who carry the 
  statues, or have them invisible all the time, made visible only by magic, e.g. Oh There it is! 
  spell. The Spirits will take the form of an 8' high ghostly cat, with glowing yellow eyes.  
  12) The Corridor of Alcoves  
  This is a long, narrow chamber, the side walls of which are lined with alcoves carved into 
  them, in each of which stands a Zombie. They are unanimated as the delvers enter the room. 
  There are 10 such alcoves in each wall, each with its gruesome occupant.  
  
   
  - 12 -
   
   
  Halfway down the room is a stone plinth, 3' high, upon which rests a Magic Crystal Globe, 1' 
  in diameter, which glows with an eerie green hue. It has been enchanted with high level 
  magic so that the first delver who touches it will instantly increase by 1 level and have 1D4 
  points added to each Prime Attribute. The next to touch it will receive 500 AP and receive 1 to 
  each attribute. The next and all subsequent character to touch it will receive a magical 
  electrical shock, which does 1D10 instant CON damage. It contains 10 charges then loses all 
  magic abilities. It is worth 90 GP. The sphere will lose all magic if removed from the pillar and 
  will return to the pillar if removed from the room.  
  Needless to say, the first time it is touched, all 20 Zombies animate and leave the alcoves to 
  attack anyone in the room, each one having an MR of 40, and a CON MR of 80. If the delvers 
  attack the zombies before they animate, the first attack will trigger the animation of the 
  remaining zombies.  
  Behind one of the alcoves (GM to determine) is a secret door, which requires a L3SR on LK 
  to find which can only be opened by the golden key in the Vampire Vault, room 18, which 
  leads down to Level 2 of this dungeon. Knock Knock spells will not work here.  
  The Zombies carry no treasure. Delvers taking hits to CON must make a L1SR on LK each 
  turn for the next 6 turns. Failure means they have developed a disease from the wounds and 
  will lose 1 CON per turn until cured.  
  13) The Chaos Temple  
  In this chamber is a large stone idol of a horrid horned deity. It stands around 20' high and 
  has an altar at the base, upon which stand various gruesome items of the GM's devising (e.g. 
  bowls of blood, sacrificial knives etc.). The eyes of the statue are large gems (serpentines), 
  which reflect the glow from the burning braziers, which are also scattered, around the room, 
  providing warmth, sickly sweet smells and light. The gems are worth 150 GP each. This is a 
  small temple to a minor chaos deity. Behind the statue a small door leads to an antechamber 
  in which live 12 acolytes (13B). This room is detailed separately below. A secret door also 
  leads to the High Priest's chamber (13A) again detailed separately. The room is split into two 
  sections by a set of stone steps, which rise 12' to the east end of the chamber in which the 
  statue is contained. As seen on the GM map, the steps are 30' from the entrance door.  
  The first time the party enter the room, roll on the table below;  
  1) Room is empty. The acolytes/Priest will return in 1D6 turns.  
  2) The acolytes are in the antechamber and will enter the temple to attack the party.  
  3) The acolytes are in the temple sacrificing a captive adventurer. 
  4) The sacrifice has just taken place. 50% chance the victim is dead/on CON of 1.  
  5) The acolytes are performing a complex ritual. Victim awaits sacrifice.  
  6) The High Priest is present, leading a horrible ceremony to the statue. 2 victims are bound 
  and await sacrifice!  
  Each acolyte has an MR of 30, and carries no treasure. They will fight blindly until slain. If the 
  party is more than a match for them, the acolytes will attempt to flee after 1 combat round.  
  The High Priest is detailed below, and will be present on rolls of 3-6 on the table above.  
  High Priest Stoller-Gat.  
  ST: 24 CON: 28 IQ: 25 DEX: 21 LK: 17 CHR: -19 ADDS: +26 LEVEL: 5  
  Stoller knows levels 1-5 spells, and fights with a sacrificial dagger getting 3+5. He wears an 
  amulet, which rebounds level 1 spells, and wears an Enchanted Robe, which takes up to 18 
  hits.  
  
   
  - 13 -
   
   
  The GM may add more details to Stoller should they see fit to do so.  
  The Antechamber (13B)  
  This contains a bed and bed-box for each acolyte, and a small water fountain. Each box 
  contains a spare robe and sandals. They are not allowed to have any other possessions. A 
  tall cupboard at the end of the room contains items like torches, oil, lanterns, some food etc. 
  In here also is an ornate staff (non-magical), which is adorned with gold and small gems. It is 
  used in ceremonies and is worth 100 GP.  
  Stoller's Chamber (13A)  
  A secret door is concealed in the north wall, and requires a second level saving throw on LK 
  to find and DEX to open.  
  This contains a bed, large chest, cupboard, bathing area and small area for private worship, 
  which contains a smaller stone statue (6') and small altar. There is a walk-in wardrobe in 
  which Stoller keeps spare robes etc. Hidden in here are a secret casket containing a jewelled 
  headband worth 80 GP and a small bag of 60 GP. It will not be instantly visible to anyone 
  looking in here.  
  Stoller's chest contains a ceremonial cloak and boots worth 50 GP, and a spell book 
  containing levels 1-5 spells. Also in here is a Ring of Werdigo, which enables the wearer to 
  become invisible once per day, for a period of his LK in combat rounds.  
  The cupboard contains personal effects (e.g. trousers, sandals, towels, belts etc.) of no 
  interest or value to the party. There is nothing valuable or useful to be found in the small 
  worship area in here either.  
  Also in here lives Surtax, Stoller's familiar. It is a small Demon with an MR of 80 and with the 
  ability to cast 1 spell from level 1 to 3 every alternate combat round. It will attack all but 
  Stoller. If Stoller is slain, it may be taken by any player-character with a CHR greater than 18, 
  but it can never be fully trusted. Surtax can become invisible at will.  
  The Statue.  
  Searching the statue very carefully will reveal a small door in the rear. This requires a L3SR 
  on LK to find, and a L2SR on DEX to open. Inside is a minor magic item of the GM's choosing 
  and a small bag of gems (determine randomly from the rulebook. There are 20 gems, none of 
  which are 'Large' or 'Huge').  
  The small compartment is cursed. The first delver to open it will receive a magic shock, which 
  does 1D10 instant CON damage. Detection magic will reveal this trap.  
  This chamber could lead to some interesting role-playing. If the acolytes are sacrificing 
  someone, they may join the party. They will be nude with no equipment. The GM should 
  determine the victim's stats. & powers etc. in the event of this development. Here are some 
  examples ready to go;  
  Faversham, human male rogue, level 2. 
  ST: 11 CON: 14 IQ: 11 DEX: 15 LK: 17 ADDS: +8  
  Wade, human male wizard, level 2. 
  ST: 14 CON: 8 IQ: 17 DEX: 14 LK: 12 CHR: 9 ADDS: +4  
  Helena, human female warrior, level 1. 
  ST: 15 CON: 13 IQ: 13 DEX: 13 LK: 10 CHR: 9 ADDS: +4  
  
   
  - 14 -
   
   
  Nobby Noggin, dwarf warrior, level 1.  
  ST: 26 CON: 30 IQ: 8 DEX: 12 LK: 9 CHR: 6 ADDS: +14  
  Any weapons (non-magical only), armour and equipment the captive had may be found in the 
  antechamber if the GM so desires. There is a 55% chance that any captive which the party 
  rescue will know the location of the secret door leading to chamber 13A but will not know how 
  to open it. A DEX roll is still required here but the LK roll need not be thrown.  
  14) The Magic Circle  
  This chamber contains a pentacle on the floor, which glows with an eerie green hue and 
  within the carving rests an oversized double-headed axe, a large horned helmet and a large 
  loincloth. The walls of the chamber are painted black and are covered with silver runes & 
  symbols, none of which can be understood by any member of the party. However, if an Oh 
  There It Is! spell is cast upon the northern wall, the following message will be revealed within 
  the runes;  
  "Strength to whosoever steps within the Circle; Death to those who follow!"  
  This refers to the magic pentacle, which cannot be damaged or affected in any way by any 
  magic the party may have. Spells below level 20 cannot be cast in this room, and magic items 
  may not function at the discretion of the GM.  
  The first person to step within the pentacle will be transformed into a Minotaur. All items, 
  weapons, armour, clothes etc. will be teleported outside of the dungeon and will remain at the 
  entrance. The delver must make a level 1 saving roll on luck each turn until he or she leaves 
  the dungeon. Failure means the belongings have been stolen. If the SR is not missed and the 
  delver leaves the dungeon, all their belongings will be waiting for them.  
  The axe, helm and loincloth are free for the person to take. The axe is 2-handed and gets 8+4 
  in combat, and requires a ST of 25+ to wield and a DEX of 16. The helm will take 5 hits and 
  the loincloth will be a perfect fit!  
  Any other delvers who enter the circle from now on until the end of the game will be subject to 
  a Death Spell No 9 upon them, failure to make the SR resulting in instant death.  
  The attributes of the transformed adventurer will change as follows;  
  ST x4 CON x2 IQ x1 DEX x1 LK x1 CHR x2 Height; Add 4' Weight; x2  
  The delver will retain all powers, spells, languages, knowledge etc.  
  N.B. The GM may wish the delver's items to appear in room 7a instead of outside.  
  15) The Iron Golem  
  The walls of this chamber are painted dark blue, with a black ceiling. The floor is composed of 
  huge stone slabs, and many torches on the walls light the room. At the end of the room a 
  dark, open archway can be seen, surrounded by carvings and two glowing green bulls eye 
  lanterns.  
  In this chamber stands Goris, an Iron Golem. Goris guards the Exit Portal. If the delvers do 
  not wish to leave the dungeon, Goris will ignore them and they may leave. However, should 
  they wish to exit, Goris will not allow them to escape that easily!  
  
   
  - 15 -
   
   
  Goris will not fight the party. Whatever their capabilities, the Golem will be too much of a 
  match for them, so he has not been given an MR. If the delvers want to leave, they may pass 
  Goris by one of the following methods;  
  * Run past and dodge his attempts to stop them.  
  This requires a L3SR on the average of DEX & LK. Failure means Goris swiped-out at them 
  as they ran past, doing 1D8 CON damage, and barring their way. Success means they ran 
  past him and may pass through the portal. If more than one of the delvers charge Goris, all 
  must make the SR, which will be reduced to 2nd level. Anyone failing will take the above 
  damage and be prevented from leaving the dungeon. The party should be aware that they 
  cannot possible fight Goris, for he is too mean. If they insist, give him an MR of 3000 and let 
  them have a go. If they attack him, he will fight but not attempt to slay them. Each combat 
  round he will take no damage and inflict 1D10 CON damage to each fighter. He is also 
  unaffected by magic below 9th level. Magic items should be judged individually by the GM, 
  but really should not cause Goris harm.  
  * Characters may bribe Goris.  
  He will let anyone pass if they give him all the gold they carry, all their magic weapons, their 
  entire magic armour or all their magic items. All items given to Goris will be teleported to room 
  7a if the GM is feeling kind, or will never be seen again.  
  * Goris will let them pass if they sacrifice a member of the party... 
  * Teleportation magic will function normally.  
  * Characters may fly past Goris if the have the capability. However, Goris has quantities of 
  meteoric iron in him, and magic of third level will be nullified within 30' of him. As the room is 
  60' high, and Goris 30', spells such as Fly Me could be interesting...  
  16) The Roughnecks  
  Here live Karis and his band of roughnecks. Karis is an Orc with an MR of 140. GMs may 
  allocate attributes to Karis if they wish. His followers are a mixture of creatures;  
  Dougal Dwarf outlaw, thief & warrior MR60  
  Ark-Dar Troll fighter & thief MR 85 
  Karius Orc fighter MR 60  
  Peoris Goblin fighter MR 35  
  Roker Orc fighter MR 40 
  Noggy Hobgoblin fighter MR 55  
  The chamber is filled with booty sacks, old chests, tables and stools, sleeping pallets, barrels 
  etc. It is dimly lit by lamps, and a small open fireplace fills the room with smoky vapours, as a 
  small roast cooks upon it (this can be the remains of anything the GM likes)  
  The Roughnecks (as they like to be called) are murdering, thieving, and scheming individuals 
  who will not think twice before robbing delvers, wandering monsters or even each other! They 
  will attack the party if they think they can overcome them, and rob them if successful. If they 
  are losing combat they will flee into the dungeon at the GM's discretion. If the player-
  characters are losing battle and beg for mercy, they will rob them and may keep one or two as 
  hostages, enslaving the party to continue into the dungeon and bring them more treasure. 
  The GM should play such scenarios as he sees fit. The Roughnecks will turn cowardly if 
  overpowered, offering the party their secret treasure store for mercy. This is a small room 
  through the secret door in the south wall. The secret door in the west wall is an escape route 
  from the room. Both doors are easy to spot (L1 SR on LK to find and DEX to open) but are 
  hidden by dirty drapes that hang on the walls.  
  
   
  - 16 -
   
   
  The treasure room actually contains a Demon, MR 350, which guards the hoard of treasure, 
  totalling 800 GP, 1400 SP, a cache of 14 miscellaneous items (e.g. candlesticks, brooches, 
  platters etc.) each worth between 10 and 60 GP and a bag of 25 random gems. The Demon 
  will attack anyone entering the room that does not speak the password of 'Roughneck'. The 
  party will be lured in here by the Roughnecks, and if they fall for the trap (bad vibes can be 
  felt from the room but the Demon remains invisible until it attacks) will be in serious trouble, 
  as the Roughnecks will either join-in the battle or leave the party to fight as they flee and 
  possibly block the exit.  
  The GM should play this room as he sees fit; many an interesting scenario could result from a 
  meeting with this band of nasty creatures! They are all dressed like pirates, and wear odd 
  pieces of jewellery and ornamentation. Most wear tattoos and they are in general a shabby 
  yet dangerous bunch. Elaborate the details of the individuals to suit your game and personal 
  amusement! They do not care much for Milwall and his gang in room 2... 
  17) Ominous Thunder  
  This room contains Ominous Thunder. Ominous Thunder is a Deluxe Magic Staff, with a 
  strength reserve of 30, which knows levels 1 to 3 spells. It rests within a burning fire, which 
  burns atop a pedestal in the centre of the room. The pedestal is painted gold (but is worth 
  nothing) and is covered with runic symbols. Wizards will recognise them as Wizard's Guild 
  symbols signifying high magic. On one of the walls of this room is a riddle....  
  "I have no sword, I have no spear, 
  Yet rule a horde, that many fear. 
  My soldiers fight, with wicked sting, 
  I rule with might, but am no king. 
  What am I?"  
  The DMS is free for the taking, once the riddle is solved. The answer is "A QUEEN BEE", but 
  the staff demands a high price. The flame will vanish when the riddle is solved. Until then 
  however, it cannot be extinguished nor can the staff be touched. Anyone trying to touch the 
  staff will receive 1D10 CON damage from the magic flame (armour does not count here) and 
  will find their hand simply passing through the staff as if it was an illusion. Any true wizard 
  who touches it (any other character type cannot) will be bound to keep it. Any character that 
  owns the staff will not be able to carry or use any other magical items, with the exception of 
  magic armour and any items, which increase damage limitation. E.G. magic ring, which will 
  absorb hits etc. Ominous Thunder has a rather stand-offish personality, and will communicate 
  with the owner only when it sees fit to do so.  
  The wizard will not be allowed to carry/use any magical weapons either, if this is allowed in 
  your game world.  
  Ominous Thunder will be 100% loyal to the owner, and communicate in Wizard Speech to the 
  owner alone. It will cast any spells it feels will aid the owner, using it's strength reserve, and 
  will allow the owner to cast a separate spell each combat round, whilst it casts another.  
  E.G. The owner may cast a TTYF during a combat round, and may request the staff to cast 
  another spell, which it knows in the same round. The owner uses his own strength, and the 
  staff uses its reserve strength. If the staff has no strength reserve, it cannot cast spells unless 
  through the owner, who may not cast a separate spell that round.  
  The staff is indestructible, and as an extra bonus, will protect the owner from all flame 
  damage, as long as the owner carries the staff.  
  If any other character-type attempts to obtain the staff, magic protecting the staff will cast a 
  TTYF of 50 points at the character. Only true wizards may own it; no warrior-wizards.  
  
   
  - 17 -
   
   
  The DMS is a 1' long wand with a diamond set into the centre. If the diamond is removed 
  (only a Shatterstaff could do this) the magic is lost.  
  N.B. There is also a DMS in the Desert Tomb, room 11. If you think 2 DMS are a little 
  excessive for this first level, omit this room or remove the DMS from room 11, replacing it with 
  another magic item.  
  18) Vampire Vault  
  This chamber is filthy. The floor is dust covered and pieces of broken wood and small stones 
  litter the floor, the occasional glitter of a gold or silver piece reflecting the delvers' torch light. 
  The walls are painted a light blue shade but this is peeling-off in large sections. The ceiling is 
  painted dark blue but the stonework beneath is crumbling. Cobwebs fill the upper corners of 
  the room and rats and mice occupy the dark lower corners. The room is stacked with coffins. 
  In total, 11 coffins stand upright along the walls, and 19 lie upon the floor. Of these, 12 are 
  crumbling and lie open and grime-filled; rats enjoying the damp shelter and constant food 
  supply from the creepy-craw lies, which abound in this grim vaulted chamber. The remainder, 
  including those standing up against the walls, are still sealed, though the wood is starting to 
  rot and they are damp.  
  Living in the upper corners of the room are 4 large Spiders. Each has an MR of 30 and the 
  normal effects of Spider Venom (see rulebook) will be transmitted to any delver who takes 
  damage to CON during an encounter with these mini horrors. They will be visible with a L1 
  SR on LK but will not move unless disturbed, in which case there is a 50% chance that they 
  will scurry away, not choosing to attack that round. If disturbed again they will certainly attack.  
  Anyone searching the floor must make a L1SR on LK or be bitten by a large Rat. Unless 
  cured, the poison will infect the delver who will lose a point of CON each combat round until 
  he or she is at half CON, then the poison effects will begin to subside, though the CON will 
  not instantly return. A search of the floor will uncover one of the following treasures (SR on LK 
  at level 1 for each);  
  1) Gold ring worth 45 GP. 
  2) Silver bracelet worth 30 GP. 
  3) Small pouch containing 4 random gems. 
  4) Scroll case containing a random level 4 spell that can be leaned by magic users. 
  5) Horrific amulet of a spider worth 10 GP and carved from onyx. 
  6) A golden key; this will open the door to Level 2, found in area 12.  
  The closed coffins each contain a Vampire... 
  Each Vampire has an MR of 25. The Vampires are naked and gaunt, with redlined eyes and 
  long fingernails and teeth filed to points. They attack instantly if their coffin is opened. Any 
  delver opening a coffin risks immediate infection. They must make a level 2 SR on DEX to 
  jump free as the hungry Vampire leaps upon him. Failure results in infection (see below), 
  whereas making the roll means combat ensues. Each round the delvers fight the Vampires, 
  they must roll a 'Min 5' or become infected. The Vampires have a 30% chance of having 1D3 
  x100 GP in their coffins, kept in rotting bags. The Vampires turn to dust when slain.  
  Vampire Infection.  
  Any character infected will immediately lose 1 ST & 1 CON point. Following this, they will lose 
  1 ST & 1 CON point per combat round for the next full turn. If not dead, they will then begin to 
  look pale and drawn, and drop to 2 ST & CON in the next combat round. They will then begin 
  to feel better, but exactly 3 turns time, they will drop dead, after a brief fit and foaming at the 
  mouth. Exactly 6 turns later, they will rise as one of the Undead; a Vampire... 
  
   
  - 18 -
   
   
  Change the character's attributes as given in the rulebook, by your own discretion, or as 
  follows;  
  STx2 CONx3 IQx1 DEXx1 LKx1 CHRx3 (but becomes a minus value) Speed x1.5  
  The character will inherit vampiric habits and powers/weaknesses at the discretion of the GM.  
  19) The Junk Room  
  This room is completely full of junk! Old chests, statues, tapestries, lanterns, chairs, furniture, 
  urns, rope etc. The delvers may collect some pieces of minor use from here if they bother to 
  search. Allow them small quantities of rope, some treasure (no more than 400 GP in total. 
  The exact form the treasure takes is left to the individual GM), small quantities of lantern oil, 
  some torches & lanterns etc. The only item of real value and interest in here is a rolled-up 
  carpet at the back of the room. Wizards will feel vibes from somewhere amongst the junk 
  store.  
  This is a Magic Carpet. It is 10' long x 5' wide when unrolled, and has an oriental style 
  pattern upon it. It is woven well and in very good condition. It is activated by the magic word 
  "Dragonfly". Then it can be controlled and given instructions as to where to fly. To deactivate 
  the carpet, the magic word is "Riverbed". The carpet responds to simple commands such as 
  go, up, down, land, halt, hover etc. These instructions are to be found on a parchment, which 
  is hidden amongst the junk in this room, requiring a level 2 saving roll on LK to find. It can 
  comfortably carry 3 people and their belongings (within reason).The GM may wish to impose 
  a weight limit to the carpet.  
  However, hiding within this room of junk is a... 
  Poisonous Fungus.  
  The Fungus is covering a large area of floor and wall at the back of the room, and is pale in 
  colour and not easily seen. It will send out poisonous spores if disturbed. Any activity in the 
  room (i.e. searching around in the rubbish) will count as disturbance. The Fungus will 
  contaminate the air with poison, and all in the room must take 1 point of CON damage 
  immediately. The Fungus can be burned in one combat round, but being cut up will not really 
  kill it, just chop it into pieces, from which a larger Fungus will eventually grow. If burnt, it will 
  smoke heavily, and this of course will be poisonous! All delvers in the room must make a 
  saving roll on CON at level 1 or lose one further point of CON. All delvers who do not stay out 
  of range of the smoke (it will fill the corridor for 30' from the room) must also make the roll. 
  The smoke will linger in the room and corridor for 3 turns! During this time anyone entering 
  the smoke-filled area must make a first level saving roll on CON or lose 1 point.  
  In addition to the above hazard, any non-magical weapons or armour, which come into 
  contact with the Fungus, will begin to rot, and be useless in 3 turns. Nasty....  
  If the Fungus is fought (bad move) and not burned, it will continue to release poison spores at 
  the party. All delvers fighting will lose 1 point of CON per combat round, and must also make 
  a first level saving roll on CON (each combat round) or lose a further 1D2 CON. It will stop 
  sending out spores after 12 combat rounds. It will then appear to die. In 1 day's time it will 
  begin to regenerate. The Fungus is silent and cannot move.  
  The GM may wish to have patches of this nasty stuff at various points through the dungeon; 
  blocking corridors, lurking in dark corners, dropping from the roof, covering doors etc.  
  Burning the Fungus will kill it completely, and is the only sure way to destroy it. It is immune to 
  poison, although magic will affect it normally.  
  
   
  - 19 -
   
   
  20) The Chamber of the Rock Elemental.  
  This chamber is cold and clammy, and unlike the rest of the well-constructed rooms on this 
  level, is hewn from the rock, the walls still being jagged and uneven. It is unlit.  
  In the centre of the chamber is a Rock Elemental, standing 14' high and still. It is roughly 
  carved and has diamonds as eyes. Around its huge neck is an amulet, again carved from 
  stone, with an amber jewel set in the centre. The amulet is circular with runic symbols 
  surrounding the amber; they are indecipherable.  
  The amulet is highly magical. Wearing it will turn the bearer into a Rock Elemental. The 
  transformation will only work on a human, dwarf or elf; none other.  
  Rock Elemental  
  ST x4 CON x10 IQ x1 DEX x1 LK x1 CHRx3 HEIGHT +1D8 feet WEIGHT x4  
  The Player Character will score 6D6+ Personal Adds in unarmed combat, plus adds, making 
  him or her a very formidable foe/ally! Damage absorbed by the person's new genetic make-up 
  (i.e. stone) is taken into account by the multiplication of CON above.  
  The character will not be able to wear armour or clothing, and will gain the ability to see in the 
  dark and become immune to fire. (Slush Yuck spells will kill him however!!!)  
  The PC will remain in this form until death, or until a 20th level Dis-Spell is cast upon him. If 
  the character was a magic user, all magical abilities will be unaffected and all magic powers 
  retained. Unfortunately, all the delver's magical items will turn to stone and fall to the floor as 
  small rocks...Sorry!  
  If the diamonds are removed from the statue, they are worth 150 GP each. However, they are 
  cursed. Anyone attempting to remove either gem must make a level 3 SR on LK, or be 
  affected by a Medusa spell. This curse is on both gems, and can be detected by an 
  Omnipotent Eye spell, as can also the magic on the amulet, allowing the party to avoid the 
  magic in this room completely if they so desire.  
  The Elemental will not animate, and can easily be destroyed by magic and weapons. It has a 
  'CON' for such purposes of 1000. However, if destroyed before the amulet or gems have 
  been removed, both treasure and magic amulet turn to stone.  
  Note: The amulet works only on the first person to wear it.  
  21) The Golden Ankh  
  This chamber also follows an Desert theme, the walls being gaily painted and hieroglyphics 
  feature everywhere. In the centre of the room is a golden ankh, set horizontally into the floor. 
  It is worth 800 GP and is not easily removed. The delvers will have to hack at the floor with a 
  pickaxe or use magic to remove the treasure. It is magical, and will summon 4 Mummies, 
  each with an MR of 80 when the room is entered. The Mummies will appear one at each 
  corner of the room and will attack the party, pursuing them until they are slain or the party 
  have been killed or have escaped. They will not leave the level.  
  22) The White Worm  
  This cold, uninviting chamber is partially collapsed; the north-east corner having fallen-in and 
  now only a deep hole remains. Living in this hole is a White Worm, a gruesome creature with 
  a fat maggot-like body about 13' long and a head full of sharp teeth. It has yellow eyes and a 
  rasping hideous scream, which it uses to frighten away enemies. Its hide is tough and 
  
   
  - 20 -
   
   
  covered with small hairs, which cause minor irritation to human skin, causing a nasty rash, 
  which will remain for 1-6 days. Harmless, but enough to worry an adventurer into believing he 
  has been poisoned or worse. The monster lurks at the foot of the hole, and will not come out. 
  If anyone steps down into the pit (it is 15' deep and filled with grime, dirt and small rocks) it 
  will attack them with an MR of 250. Some shining objects can be seen at the foot of the pit if 
  light is cast into it, and the Worm will scream at the party if illuminated. It will burrow into the 
  earth if attacked from above with magic or projectiles, and will reappear should someone 
  enter the pit. The glittering objects are a set of silver and gold goblets, 6 in all, worth 100 GP 
  for the set or 10 GP each.  
  23) Zombie Storeroom  
  (Upon the door of this chamber is a badly painted skull & crossbones and a grim warning in 
  Common Tongue reading "KEEP OUT!")  
  This room has a locked door, and contains 30 plain wood coffins, without lids. Each contains 
  a human corpse in varying stages of decomposition. The coffins are scattered randomly 
  around the room, which has no other features. As the door is opened, the party will feel 
  sickened by the horrible stench, which escapes the room. The corpses will animate 
  immediately and attempt to leave the room and pursue the party. Each Zombie has an MR of 
  35. If damage is taken to CON, the delver will continue to lose 1 CON point per turn until 
  death or they are cured of the disease carried by these vile undead creatures. This room 
  contains no secrets and no treasure. The Zombies will follow the party until slain. They will not 
  leave the level or the dungeon however. If the party split-up, the Zombies will split-up also and 
  follow. Randomise how many follow each delver or set of delvers. A simple room with trouble 
  for the party if they are weakened. If they heed the warning on the door however, they will be 
  quite safe...  
  W) At this intersection is a horrific archway which leads to the east and the cold, cobweb-filled 
  stone stairway going down to chamber 18 (Vampire Vault). Wizards are allowed an IQ saving 
  roll at level 1 to recognize amongst the carvings of skulls, bones etc. around the arch, certain 
  symbols in an old magical language which signify death and warn against passing through the 
  archway. The key stone of the arch is of a grim, fanged skull, surrounded by intricate carvings 
  of ivy and creeping vines.  
  X) The wall at the eastern end of this corridor, which is actually a secret door leading to the 
  Chaos Temple area, has a stone gargoyle, 5' in diameter, upon it. The secret door swings 
  open only if the two small levers, one contained within each nostril of the gargoyle, are 
  pressed. The gargoyle is not magical and depicts a hideous demon-like face.  
  Y) At this point in the corridor is a hideous archway leading to the stone steps going down to 
  the east, leading to chamber 6. On the north wall just through the archway, a corridor 
  branches off and leads to an empty chamber. Again, wizards will recognize certain symbols 
  carved around the archway as some kind of warning, if they make a first level saving roll on 
  IQ.  
  Z) This corridor has an Desert theme, with hieroglyphics on the walls and paintings on the 
  walls and ceiling. A good place for a trap would be on the steps going down in the centre of 
  the corridor, but I have not included one here.  
   
  GOBLIN CRAG LEVEL ONE WANDERING MONSTER TABLE  
  As WMs are few on this opening level, it is suggested GMs roll 1D6 per turn. On a roll of a 1 a 
  wandering monster arrives if it is logical for one to do so. If there is no direction from which a 
  WM could logically appear, then no encounter will result. (1D12) 
  
   
  - 21 -
   
   
  1) Bog-standard Goblin warrior, MR 30. Will most likely run or blow his horn to attract 1D4 
  other Goblins, which will appear if a 1 is again rolled on 1D6. May parley.  
   
  2) Troll, uneducated and smelly, will want to fight and steal from the party. MR 55.  
   
  3) Ghost. MR 40. Non-Magical weapons will do only half damage.  
   
  4) Orc warrior, MR 50, or Milwall’s Gang, room 2.  
   
  5) Ogre, MR 65.  
   
  6) Large Spider, MR 35. See room 17 for bite details, and the Rulebook poison chart.  
   
  7) 1D4 Giant Rats, each with an MR of 20. See room 17 for poison effects. 
   
  8) Slime Monster, MR 60. Large pile of living, oozing green slime. There is a 50% chance that 
  any non-magical metal it touches will corrode (weapons and armour become useless after 1 
  hour).  
   
  9) 1D3 Zombies, MR 50, CON MR 100.  
   
  10) Member(s) of The Roughnecks, Room 15  
   
  11) Large area of Poisonous Fungus, Room 18.  
   
  12) Re-Roll, no-encounter, or one of the following:  
   
  a) Party of Delvers. Details left to individual GM.  
  b) Personal Monster/Personality of Game Master.  
  c) Dead adventurer, with 1D4 items still useful; none are magical.  
  EMPTY ROOM TABLE  
  There are some areas of the first level still awaiting occupants. Maybe soon the Roughnecks 
  will move in, or Milwall and his motley crew will take them? But for now, unless you have 
  plans to slot your own rooms into the dungeon, you can use this table to populate the empty 
  bits. (1D12) 
  1) Roll for a Wandering Monster, which is already lurking in here.  
  2) A search will reveal a hidden panel containing 1-100 gold coins or a hidden Zombie!  
  3) As above but replace the coins with a jewelled item rolled from the rulebook.  
  4) As above but replace with a parchment with a message on it of your choice.  
  5) Roll to determine which Wandering Monster got here first!  
  6) Trap! GM to determine nature of trap and damage caused.  
  7) Slain adventurer, may still hold some items/treasure useful to the party.  
  8) Roll for Wandering Monster, which appears on a 1 or 6. Otherwise empty. 
  9) A secret door will lead to a small room containing treasure item. 
  10) A secret door will lead to a small room containing a minor magic item. 
  11) The room is full of thick webbing and several (dead?) giant spiders.  
  12) The room contains a Teleportation gate to a location decided by the Game Master.  
  SOME USEFUL RANDOM TREASURE FINDS  
  1) 1-10 SP  
  2) 1-10 GP  
  3) 1 random gem using the rulebook generator.  
  4) Small bracelet worth 1D6 x 10 GP.  
  5) Belt buckle worth 5 GP. 
  6) Jewelled ring worth 1-60 GP.  
  
   
  - 22 -
   
   
  7) Gold clasp worth 10-60 GP.  
  8) Monster claw/tooth.  
  9) Necklace of semiprecious stones worth 1-30 GP. 
  10) Roll on the rulebook Treasure Generator.  
  MAGIC ITEM SUMMARY  
  Item Name & Dungeon Location 
  Max's Friend Room 1  
  Wish Diamond Room 4  
  Amulet of Vanishing Room 6  
  Star & Garter Room 6  
  Breen Room 6  
  Balroghide Cloak Room 6  
  Enchanted Skullcap Room 6  
  Magic Crown Room 8  
  Silver Key Room 9  
  Mask of Rubilos Room 10  
  Nubis Room 11  
  Magic Bracelet Room 11  
  Scroll of Nubis Room 11  
  Magic Crystal Globe Room 12  
  Enchanted Robe Room 13  
  Ring of Werdigo Room 13  
  Level 1-5 Spell Book Room 13  
  Ominous Thunder Room 17  
  Magic Carpet Room 19  
  Rock Elemental Amulet Room 20  
  SOME QUICK QUESTIONS ANSWERED!  
  Q: Where is the key to be found which opens the door leading to Level 2 (location 12)?  
  A: On the floor of the Vampire Vault (location 18)  
  Q: Where is the key, which will free the Demon Gynn-Larr (location 7)?  
  A: Held by the Rock Troll Gar (location 9).  
  Q: Where is the way down to Level 2?  
  A: Within one of the alcoves at location 12.  
  This ends Level One of Goblin Crag. I hope you and your players have had a great deal of fun 
  with this dungeon. Please let me know what you think and what happened in your games!  
  Happy Dungeoneering!  
  Andy.  
   
   
  
  Goblin Crag Level 1 Map
  http://web.ukonline.co.uk/angora/gob1map.ht
  1 of 1
  10/12/2006 20:01
  HOME
  GM
  DUNGEONS
  GM AIDS
  MAGIC
  ITEMS
  MONSTERS
  HALL OF
  HEROES
  MINIATURES
  TAVERN
  SHOP
  ABOUT ME
  LINKS
  Goblin Crag Level 1 - Map
  Map courtesy of www.chimerae.it
  N.B. The above map will feature in the Italian translation of Goblin Crag and as such features some Italian
  text. The Chimerae Hobby Group have given me permission to use the above map on this site only, and it
  remains their property. It is a big improvement on the hand-drawn map that used to be displayed here, and I
  am grateful to Gianmatteo Tonci for all his hard work and for his permission to use the new Goblin Crag GM
  maps.
  
  GOBLIN CRAG  
  CONTINUING THE DUNGEON ADVENTURE FOR TUNNELS & TROLLS  
  BY A.R. HOLMES 2000  
  Level 2  
  The secret door on Level One in the Corridor of Alcoves opens into a 
  short hallway, which is unlit and travels straight ahead for 30', after 
  which a spiral stair leads down into the gloom. The air is heavy and 
  musty, and the cracked floor is wet with dirty water, which also drips 
  from the low (8') ceiling. Consider the equipment carried by delvers 
  here, as to whether it will fit down and round the stairway, which is only 
  4' wide and very tightly angled. Once more, to aid the GM, monsters are 
  highlighted in red when first encountered, should the GM wish to 
  prepare miniatures for use in play, handout pictures etc. Magic Items are 
  typed in bold. 
  The Dungeon Map  
  The map is drawn simply with secret doors being shaded dark, steps with the 
  arrow indicating down, and standard doors appearing clear. In addition to the 
  number references for the main rooms, chambers which stand empty at the 
  moment are labelled E. The area marked 'ROCKFALL' is impassable and 
  there is nothing to be found here. 
  ROOM KEY (Quick Reference)  
  1) The Crypt 
  2) The Hellhound's Chamber 
  3) The Haunted Chamber 
  3a) The Secret Room 
  4) The Subterranean Lake 
  5) The Lagoon Statue & The Caves of the Merpeople 
  6) A Simple Trap 
  7) The Ancient Tombs 
  8) The Warriors 
  8a) The Warriors' Booty Room 
  9) The Lair of the Serpent 
  10) The Wizard's Challenge 
  11) The Bonus Room 
  12) The Naga's Chamber 
  12a) The Serpentpool 
  13) A Hidden Gift 
  14) The Warriors' Watch Room 
  
  15) The Dwarven Wizard's Chambers 
  16) Riddle Room 
  17) Riddle Room 
  18) Riddle Room 
  19) The Lair of the Bone Dragon 
  20) Empty Chamber 
  The spiral stair continues down for 100' and emerges in the centre of a 
  straight corridor. Looking either way the party see an unadorned corridor of 
  stone, unlit and uninviting. Almost as soon as they step foot into the corridor 
  from the stairway, they are presented with their first challenge, as they hear 
  the groaning of horrors approaching from each direction. From the east, a 
  Zombie Sorcerer staggers towards the party. It can cast any spells from level 
  1-3 and has the following attributes. It is unable to act apart from casting 
  spells and fights when ST is too low for magic. It is openly hostile, not open to 
  parley and will attack immediately. (The undead sorcerer carries three magic 
  items, all of which are cursed for mortal users)  
  ZOMBIE SORCERER  
  ST: 33  
  CON: 50  
  IQ: 3 (20 for spell casting)  
  DEX: 14  
  LK: 10  
  CHR: -34  
  ADDS : +23  
  MISSILE: +25  
  WEAPONS:  
  5' long staff, 3+4  
  Large dagger 2+5  
  Small dagger 1+5  
  ARMOUR: Enchanted Robe, which absorbs all missile damage (Excluding 
  spells) and can take 20 hits in combat. (Missiles hitting it simply lose all power 
  and drop harmlessly to the floor) CON will be at half value whilst it is worn 
  however.  
  OTHER ITEMS: Magic Bracelet, which absorbs half any damage from TTYF 
  spells. It is in the form of an entwined serpent. Anyone wearing this will be 
  cursed. All LK based saving rolls will be raised by one level if it is 
  carried/worn.  
  Magic Crown, which stops 'mind' spells, e.g. 'Mind Pox', 'Dum Dum' etc. The 
  wearer is unable to speak however if it is worn. A 9th level curse activates this 
  magic. Should a delver wear it anyway, forbid the player to speak if you are 
  feeling particularly nasty.  
  
  From the west a nasty Vampire stalks down the corridor...  
  NASTY VAMPIRE (COUNT CARILLION IV)  
  ST: 40  
  CON: 45  
  IQ: 18  
  DEX: 22  
  LK: 16  
  CHR: -36  
  ADDS: +42  
  MISSILE: +52  
  WEAPONS:  
  Pair of scimitars, 4D6 each  
  OTHER:  
  Although the Count wears no armour, he wears a Magic Skull Ring in the 
  form of a small skull, which negates level one magic. He also wears an 
  Enchanted Bat Ring, this one in the form of a bat, which will change the 
  wearer into a Vampire immediately, with the following attribute changes;  
  Strength x2 Constitution x5 IQ x3/2 Dexterity & Luck x1 Charisma becomes 
  negative. SP+2 
  The Count also wears a magic Cloak of Undeath which takes 20 points of 
  physical damage. If this is worn by any non-undead character, they will be 
  subject to sudden revolting cravings every now and then. GM has something 
  occur just often enough to make the character believe he/she is becoming a 
  Vampire. They are not of course, but this will keep them on their toes. Here 
  are some random cravings. No doubt individual GMs will invent far worse than 
  these!!!  
  1) Sudden urge to bite another character for a quick taste of their blood. 
  2) Craving to devour a small rodent or large insect etc.  
  3) Character begins to bay like a wolf just for a minute or two.  
  4) Character begins to speak with a heavy 'Transylvanian' accent...  
  (If slain he returns to his coffin in room 1)  
  The Vampire will attack the party on sight, probably at the same time as the 
  Zombie. Should any of the party take damage to CON, they must make a 
  level 1 SR on LK. Failure results in the character being infected with Vampire 
  Venom, which will deduct 1 from CON per combat round until death, after 
  which, the character rises to become a Vampire. He should make a SR at his 
  own level on IQ to recognize the party, or he will attack! Change the 
  character's attributes as above should this occur.  
  
  Once the party have dealt with these two horrors, they are then free to wander 
  the level. The main dungeon text now follows.  
  ROOM KEY 
  * The rooms on this level are 30' high unless otherwise stated. The floors 
  being of stone slabs laid over dirt, and the walls of stone, again, unless 
  otherwise stated. The corridors are 10' high and 12' wide, quite small for a 
  dungeon. Bear these dimensions in mind when the players choose their 
  characters. 15' tall trolls would find it hard going! Saving rolls to find secret 
  doors on this level are level 2 on LK to find and the same on DEX to open.  
  1) The Crypt  
  The door to this room is heavy stone, and the handle has been removed. It is 
  locked and jammed. Magic will unlock the door but it still will not open unless 
  the party have the strength to force it, as it is also barricaded with heavy wood 
  planks from the inside. The door requires a total strength of 40 to force open, 
  and there is room for two delvers only.  
  This cold uninviting chamber is a crypt, used mainly by Count Carillion who 
  attacks in the corridor. He uses this room as a base, and if slain in the corridor 
  will return to this chamber, turning to mist as he falls to the floor following 
  combat with the party. He will re-materialize in his coffin in here, which is 
  detailed below.  
  The chamber is filthy, cold and smells of rotted materials. Countless small 
  skeletons of animals litter the floor and cobwebs are everywhere; covering the 
  floor, ceiling and walls. The floor is littered with old wooden crates (all empty, 
  but each has a 30% chance of treasure between 1 & 10 GP) and broken 
  coffins, all empty except for dust and dirt and creepy-craw lies (GMs, is 
  anyone wearing a Cloak of Undeath?) One coffin, buried beneath the rest, is 
  sealed and in good condition. It is within this that the Count resides. He 
  travels between here and the dungeon by turning to mist; he never opens the 
  coffin lid and it remains buried beneath the others at all times. It will not be 
  found unless the delvers remove all other boxes and coffins.  
  The Vampire will not materialise if slain in the corridor; he will remain in his 
  hidden coffin and will return to his normal strength (see attributes above) in 6 
  full turns. If slain a second time he will turn to dust and his items will be free 
  for the taking. Should the party find the Count's coffin, he will appear as a 
  cobweb-covered skeleton, wearing his cloak and rings, with his scimitars 
  crossed over his bony ribcage, his evil fanged skull leering at the party. He 
  can be slain only by impalation by a magical or silver stabbing weapon 
  appropriate to the task. If his skeleton is destroyed by other means, he will still 
  fully materialise and stalk the party after 6 full turns have elapsed. If slain 
  correctly as described above, he will turn to dust and howl in agony, giving-up 
  his personal items for any graverobber to steal.  
  
  His items are of course cursed! If any are taken, the holder will have all LK 
  based saving rolls increased by one level until the items are dropped, the 
  delver passes onto another level of the dungeon, or leaves the complex 
  completely, in which case the curse is nullified. A wizard will be able to 
  distinguish bad vibes from the items apart from any magic related to its 
  magical properties, and deduce the curse is set at level 5. Again appropriate 
  magic will dispel the curse.  
  2) The Hellhound's Chamber  
  This room is home to a guardian beast. A Hellhound MR 250 sits in here 
  chained to the wall. As the room is entered it growls and stands ready for 
  combat, its huge jaws dripping with venom. The chain appears to hold the 
  beast close to the wall, and it appears that the hound cannot impede the party 
  as they progress through the room… 
  The chain is an illusion, but the metal collar around the beast's neck is real, 
  and made of meteoric iron, so magic users detect no magic.  
  The hound will fight wildly, and the venomous fangs and claws of the hound 
  will poison any delver who takes damage to CON. The poison will cause the 
  victim's strength to drop by 1 per turn until death or a cure is administered.  
  The hound stands 5' high at the shoulders and is 8' from nose to tail and is 
  undead. The room is littered with bones and detritus but nothing useful can be 
  found in here.  
  3) The Haunted Chamber  
  The room is lavishly decorated, with wall friezes and patterned tiles on the 
  floor. A large candleholder hangs 6' from the ceiling, surrounded by a 
  patterned mosaic, featuring what appear to be fire sprites dancing around a 
  flame. The room contains a long oak table, complete with 6 fine chairs 
  arranged along each side. Upon the table is an assortment of fine plates and 
  goblets, and platters of once fine food. However, the room, despite once 
  being rather grand, is in a sorry state, despite its finery. All the food on the 
  table is rotted beyond recognition and covered with a thick layer of furry 
  fungus. The colours on the walls have faded and everything is covered with 
  thick cobwebs. The floor is filthy and the doors to the room are unlocked but 
  will need a good shove to open them fully. It would appear that the room has 
  not been entered for some time, which considering its location is rather 
  strange.  
  The room is home to an angry Poltergeist. It has a CON MR of 500. When this 
  is reduced to zero, it is banished and will not return to the room for one full 
  day.  
   
   
  
  If made visible, it appears as a horrible blue skinned fat man of hideous 
  demonic aspect, wearing fine clothes and high boots. Blood runs constantly 
  down over his bloated face from an open wound in his head. As the party 
  enters the room, all is silent for 1 combat round, but wizards will detect bad 
  vibes, but will not be sure where from. After 2 minutes, the ghost will howl 
  "GET OUT!" loudly and angrily at the team. Seconds after he attacks. 
  Choosing one delver at random, it strikes out (remember it is invisible and 
  floats through the room wherever it desires) with an attack doing 10D6 +10 
  adds. The chosen adventurer will be taken completely by surprise and will not 
  be able to return combat. This could mean bad news for a weakened, poorly 
  armoured delver!  
  If the party do not leave following this initial attack, it will attack the party. They 
  delvers only get 1/3 of their hit point total as the angry spirit is invisible and 
  flying. It swoops down for an attack on an individual then flies out of their 
  reach. Each delver involved in combat must make a saving roll on LK each 
  combat round at level 2. Failure means they do no damage to the Poltergeist, 
  and they take 10+10 damage from it. Success means they score 1/3 of their 
  total damage to the spirit's CON.  
  Also, each delver in the room must make a first level SR on LK each combat 
  round to avoid getting struck by objects which the Poltergeist's attack causes 
  to fly round the room, and objects it throws at them during combat. This is a 
  wild attack by a horrible evil spirit! Failure of the roll results in the character 
  taking 1D6 damage +1.  
  Should the party banish this foul spirit, they may claim the treasure from the 
  room. The room will be a complete mess following combat, but the delvers 
  can root around and find 20 small silver plates, each worth 30 GP, 10 medium 
  silver plates each worth 60 GP, 3 large silver decorated platters, worth 150 
  GP each, and 12 silver goblets, each worth 25 GP.  
  Further to the danger from the Poltergeist, the room is home to several small 
  deadly spiders, which live quite happily amongst the rotted mess on the table. 
  Anyone searching the contents of the room must make a level 1 SR on LK. 
  Failure results in a bite from one such hidden arachnid. The delver must make 
  a SR on CON at level 1 each turn for the next hour. If the roll is missed, the 
  delver loses the number of CON points equal to the amount the SR was 
  missed by! Ouch! Nasty!  
  Kind GMs may decide that delvers with hand protection are bitten only if a 
  'min 5' is missed. In this case the spider would have crawled between kinks in 
  the armour, or into a sleeve or down a boot etc.  
  The candleholder is large and bulky, but worth 600 GP if the delvers can be 
  bothered with it. It weighs 400 weight units and is awkward to carry. It too is 
  covered in webs and is crawling with the spiders described above. A 'Too Bad 
  Toxin' will completely nullify the poison.  
  
  The secret door is hidden by the wall friezes and is therefore more difficult 
  than usual to find. The SR on LK to find it is level 3.  
  3a) The Secret Room  
  This room contains a rotted skeleton chained to the wall. It wears the remains 
  of once fine clothing; a tunic and long boots. In a dark corner lies a small ion 
  treasure chest, covered in webs (but this time no spiders). The chest is 
  locked. The key can be found in the pocket of the remains of the tunic on the 
  skeleton. The chest contains a Crystal Frog, 6" long. It is magical. Anyone 
  making a wish whilst holding the item has a 40% chance of having it come 
  true within 24 hours. The wish must be minor, e.g. wishing for wealth 
  (treasure will be found) or good luck (the next LK SR missed will be 
  considered made etc.) The item is not powerful enough to wish people alive or 
  dead etc. It will not allow evil wishes. The GM should govern as he sees fit. If 
  the wish does not come true, the item may be used again. Once a wish 
  comes true, the item vanishes. As treasure it is worth 300 GP.  
  4) The Subterranean Lake  
  As the adventurers reach the end of the corridor, they emerge at the edge of a 
  large underground lake. The floor gently slopes into the water and the other 
  side cannot be seen without the aid of a spyglass or magic. The corridor 
  which opens into the lake cavern ends with an ornate archway, above which, 
  on the corridor side, is a grand carved message in Common Tongue, reading:  
  FIND LAGOON
  FIND LAGOON
  FIND LAGOON
  FIND LAGOON    CLEAR AS GLASS
  CLEAR AS GLASS
  CLEAR AS GLASS
  CLEAR AS GLASS    
  NO APPARENT WAY TO PASS
  NO APPARENT WAY TO PASS
  NO APPARENT WAY TO PASS
  NO APPARENT WAY TO PASS  
  WALK ON WATER
  WALK ON WATER
  WALK ON WATER
  WALK ON WATER BUT BEWARE
  BUT BEWARE
  BUT BEWARE
  BUT BEWARE  
  CREATURES FOUL LIVE UNDER THERE
  CREATURES FOUL LIVE UNDER THERE
  CREATURES FOUL LIVE UNDER THERE
  CREATURES FOUL LIVE UNDER THERE  
  The message obviously refers to the lake. There is no obvious way to get 
  across, except for flying, swimming, or conjuring a boat out of thin air! All of 
  these methods are fine, but the delvers will discover that each holds different 
  danger.  
  The roof of the cavern (the highest point is 255' above the surface of the 
  water), which is uneven and jagged, is home to a host of Bloodbats. Any 
  character present in the air more than 30' above the surface of the water will 
  be attacked by a group of these bloodsucking little beasts. Only one attack will 
  occur as the character flies across the cavern. To determine how many 
  attack, roll below. The Lake is 600' across from the dungeon corridor to the far 
  side & the caves. It is 450' wide at its widest point. 
  1) Only a few attack. Total MR 50.  
  2) Slightly more are attracted to the delver, total MR 80.  
  3) Small nesting group attack, total MR 120.  
  
  4) Medium nesting group come to feast, total MR 150.  
  5) Large nesting group swoop upon the character with a total MR of 200.  
  6) Attack by a huge Cavern Bat. This creature has an MR of 300!!!!!  
  The upper reaches of the cavern are home to approximately 10,000 
  Bloodbats, but the majority of the group are happy to remain asleep, or are 
  too old to bother fighting for food, preferring instead to feed on the countless 
  flying insects which thrive in this underground lake cavern.  
  If the party fly less than 30' above the water, they will be attacked by Flying 
  Vampire Pike. These swim just under the surface and can leap up to 30' from 
  the water! Each character will be attacked by such a fish a total of 2D6 times 
  as they fly across. If flying quicker due to magic for example, reduce this to 
  1D6. Each attack will cause 1D3 CON damage unless a first level SR on LK is 
  made resulting in no damage taken. If the delver is heavily armoured, he may 
  take no damage. Judge accordingly according to armour type worn and 
  coverage. The fish are too quick in their attack to fight and soon dive back into 
  the water. They are capable of biting between armour as they have long 
  narrow mouths filled with razor sharp barbs.  
  If the delvers make their way across in a boat, a Giant Cave Squid will attack 
  them. This huge beast 55' long will upturn the boat without warning as they 
  are approximately in the centre of the lake, as this is where it is at its deepest. 
  It will not approach the edges of the lake. It has an MR of 3000. Characters 
  tipped into the water will be attacked by Baby Squid (Squidlings?), which 
  accompany the mother, who will not normally attack. Each squid has an MR 
  of 50. 1D6 will attack each delver in the water.  
  If the characters swim across, they will be attacked by baby squid after 
  swimming out untroubled for about 20 yards. Just before the attack they will 
  see a huge shape approaching; this is the mother squid described above. 
  Characters swimming across deserve all they get; this is a dungeon after all! 
  What do they expect from a huge underground lake!  
  During combat in the water with the baby squid, the mother may decide to 
  join-in if the delvers are killing the squid too easily. If you decide this will 
  happen, the mother will extend a tentacle or two towards a couple of random 
  delvers. The tentacles are covered in suckers, and the characters will need to 
  make a ST SR at level 3 to swim free of them once they have adhered. 
  Climbing out of armour is another possibility but made difficult due to the 
  conditions and the presence of the baby squid, so is not a realistic option.  
  Delvers who see the huge tentacle approaching should make a level 2 SR on 
  DEX to avoid it each combat round. Failure means it has got hold of the 
  character and will begin pulling it towards its huge fearsome beak; instant 
  death! The delver has 3 combat rounds in which to avoid becoming lunch for 
  the squid. The babies will not attack a character attached to the mother's 
  tentacles. They will attack other delvers or hang around to see what happens. 
  If the delver breaks free they will attack! The delver must make a ST SR at 
  level 3 to break free. Should such a delver fail to break free in the 3 combat 
  
  rounds the squid devours him; end of story. Attacking the tentacle with a 
  dagger or short sword or other appropriate weapon is another option. The 
  tentacle has a CON of 100. If it is reduced to 20 or less the squid lets go.  
  All combat in the water should be restricted to small/short cutting weapons. 
  Large swords and bashing weapons, double-headed axes etc. are useless in 
  this situation. Judge each weapon accordingly. Unless the characters have 
  left them on the side of the lake, cumbersome weapons being carried across 
  on their backs or whatever may well be lost and sink to the murky depths 
  below. Magic functions normally.  
  Swimming across the lake, ladies & gents, is a very bad idea indeed.  
  The delvers need to pay more heed to the cryptic message contained in the 
  message.  
  Running across the lake is a walkway of glass, 6" thick, and 6" under the 
  surface of the water and therefore invisible. It begins 10' from the lakeside 
  (corridor side) but 20' to the left of the slope, which leads from the corridor 
  archway into the lake. Should they swim off to the left, they will bang into it 
  and discover it that way. Magic spells may reveal it if cast at the appropriate 
  area of water. The glass walkway extends to the other side (statue side) and 
  is safe. Characters walking upon it will appear to be walking on the surface of 
  the water, as in the message. Teleportation magic is another method of 
  crossing the lake, and this is acceptable. Characters travelling across on the 
  glass walkway will not be attacked by any of the creatures in here. GMs may 
  wish to plague them with mosquito or other insect bites if they wish.  
  A Further Aid for GMs  
  Here is another encounter table for creatures dwelling in the lagoon, should 
  you need it!  
  1) Small Shark, MR 85*  
  2) Giant Flatfish, MR 100.  
  3) Lagoon Serpent, MR 90*  
  4) Shoal of Piranha, MR 200  
  5) Baby Squid, MR 50*  
  6) Swimming Zombie, MR 120*  
  7) Small Water Dragon, MR 150  
  8) Small Octopus, MR 90*  
  9) Small Crocodile, MR 80*  
  10) Large Crocodile, MR 140*  
  Encounters marked with * will grab the delver and attempt to drag it beneath 
  the water for consumption after the victim has drowned. Should the delver fail 
  to kill the beast in 1 combat round, they will be dragged beneath the surface 
  and down towards the inky darkness.  
   
  
   
  Map of the Caverns at the rear of the Subterranean Lake.  
  [--] = 20' Approx  
  When underwater, the delver will only be able to deliver ½ damage due to the 
  uncomfortable circumstances and unless the delver kills the creature in as 
  many rounds as his CON divided by  
  5, he/she drowns. Individual GMs may wish to add more constraints and rules 
  to this situation if they desire. Remember the restrictions on weapon use in 
  the water, and take into consideration armour worn and weight carried. 
  Delvers entering the water fully armed and armoured deserve all they get.  
  5) The Lagoon Statue & The Caves of the Merpeople.  
  On the opposite side of the lake to the archway bearing the message is a 
  rocky area, in the midst of which is a solid iron post, 4' high, looped over 
  which is a heavy rusty chain of 2" thick iron links. It is 12' long. This used to 
  hold a boat of some kind but has not been used for a very long time. 40' from 
  the edge of the water the cavern wall contains numerous cave entrances, all 
  dark and featureless, naturally created. 20' back from the edge of the water is 
  a 15' high stone statue, depicting a humanoid figure with odd fish-like 
  features. The head is large with huge spherical eyes and fish-like mouth, and 
  it has gill-like features. The arms and legs, thick and muscular, have fin-like 
  features along them, and the figure has webbed feet. It holds a 12' long iron 
  
  trident. It is set upon a large stone plinth, adding a further 3' to its height, and 
  is solidly set into the rocky ground. 
  It is not magical in any way. The trident weighs 850 weight units and gets 9 
  dice in combat, requiring a ST & DEX of 20 to use. It cannot be thrown.  
  This is Garthius, Guardian of the Lagoon, and is an idol worshipped by the 
  Mermen, which live in the caves at this end of the lake. A map of the caverns 
  follows below.  
  Key to above map.  
  1) This is the smallest cave. It contains a rotted coracle, completely beyond 
  repair. It sits amongst rubble which has fallen from the roof of this cave, which 
  was obviously once much larger but now boasts no interesting features. 
  Water rats scatter from beneath if the boat is moved.  
  2) This cave contains a store of weapons used by the Mermen. There are 30 
  tridents, 20 common spears, a treasure chest with no lid containing 12 
  poniard daggers, and a pile of nets. The nets are 12' square and there are 8 in 
  the pile. There is a 30% chance of encountering 1D4 Mermen in here. If any 
  escape, they will raise the alarm in chamber 3.  
  3) There are a collection of 1D8 mermen in here, repairing nets, spears and 
  preparing food. They will attack if disturbed. There is nothing in here of use or 
  interest to the party.  
  4) This is a large cave in which burns a large fire roughly in the centre. There 
  are 1D20 Mermen in here going about their daily life. A search of the chamber 
  reveals a large chest, which is unlocked. It contains 8 sacks each containing 
  100 GP, neatly counted and stored by the Mermen. There are several torches 
  burning in hollowed-out parts of the walls, and a couple of lanterns sit upon 
  natural stone shelves throughout the cavern.  
  5) In here, 1D20 Mermen are present, practising unarmed combat. If the 
  delvers enter, they will pickup tridents and common spears and attack, unless 
  the delvers are unwilling to succumb to combat (see below). There is no 
  treasure in here, but 1D20 tridents & common spears. Again, if the combat is 
  violent and the Mermen are outnumbered, some will run to raise the alarm.  
  6) This is the main cavern, containing 1D20x3 Mermen. They are engaged in 
  various group and individual activities, e.g. spear practice, unarmed combat, 
  weapon/tool/net repair, cooking etc. Around the cave are fires, cooking areas, 
  storage areas (nothing useful) etc. There is a large walk-in cage, 20' square at 
  the top of the cave, near to the opening in the cave floor, in which are 7 large 
  treasure chests of collected treasure. Their contents are described below: 
  a) 8,500 GP  
  b) 11,000 SP  
  c) 28,000 CP.  
  
  d) Various items, i.e. boots, clothing items, jewelled weapons etc. Exact 
  contents to be decided by individual GM.  
  e) Armour & shields, again to be decided by individual GM.  
  f) 1D6 minor magic items of the GM's choosing.  
  g) Empty.  
  A large throne of carved stone sits upon a rock plinth, 10' in front of the pit 
  opening. This is where Rykkor sits when addressing the gathering. There is a 
  10% chance he is giving an audience. See cave 10 for his details.  
  7) This chamber is 4' deep in water and the cave shows signs of recent 
  collapse. It is unused by the clan of Merpeople, and any activity in here will 
  cause a minor rock fall. Characters would do well to avoid this chamber, as 
  the Merpeople do!  
  8) This chamber houses a 15' long canoe. It sits upon a pair of supports as it 
  is currently under repair. 1D6+2 Mermen will be in here working on it. The 
  room contains 3 large chests, which hold a variety of woodworking tools. The 
  delvers may be able to find something in here to use as a weapon if the GM 
  allows it. Examples being a hammer (2D6), adze (3D6), chisel (2D6) etc. The 
  boat can be used in the state it is currently in, but there is a 25% chance each 
  combat round that it is in the water that it will spring a leak and sink in a 
  further 1D10+5 combat rounds. It will hold 6 humans comfortably and up to 
  6000 weight units of load.  
  9) This is an area of the cavern wall used as a communal feasting area by the 
  Merpeople. The remains of a fire and many small bones can be found here, 
  along with many water rats (harmless), which scavenge amongst the remains.  
  There is a 30% chance that the Mermen will have left 1D3 common spears 
  here following their last gathering.  
  10) This is the largest of the caverns, and access is gained via the sinkhole in 
  cave 9. A pair of strong iron ladders has been set into either side of the 30' 
  drop shaft for easy access. A lantern has been set into the shaft wall half way 
  down.  
  This cave is huge, with an interesting array of stalactites and stalagmites, 
  colourful fungus and cave paintings (underwater scenes, some painted by the 
  Merpeople, others much older) to excite the delver-geologists amongst the 
  party! There are two main features to this cave.  
  The first is a large pool of water at the far end. This leads to an underwater 
  cave somewhere in the lagoon, the exact location to be determined by the GM 
  if necessary. There are always 1D10 Mermen standing guard by this pool. 
  These are expert warriors and are armed with tridents and wear scale armour. 
  They have an MR of 150 each. The pool is 80' deep then various water filled 
  tunnels head off in all directions. One will lead to the lagoon, the others.  
  
  The second is an area roughly in the centre of the cave (about where the '10' 
  sits on the map), which is illuminated by coloured lanterns, and there are 
  many stalagmites (the ones that go up) surrounding a large carved stone 
  throne. Surrounding this area are 8 warrior guards as described above who 
  surround the pool. In the centre of this beautiful area sits Rykkor, the King of 
  the Merpeople.  
  RYKKOR, King of the Merpeople  
  ST: 80  
  CON: 140  
  IQ: 14  
  DEX: 12  
  LK: 15  
  CHR: -49  
  ADDS: +71  
  MISSILE: +71  
  Rykkor is a large Merman, standing 14' tall, with green skin, gills hidden 
  beneath his long grey beard, pointed ears, webbed feet and hands, and he 
  wears a long dark green cloak over his scaly skin, and a silver loincloth, 
  sporting a large emerald (worth 800 GP). (The picture you clicked on to reach 
  this page from the home page is a picture of Rykkor.) He carries a golden 
  trident (not suitable for fighting, this item is purely ornamental) and a ruby 
  sceptre worth 550 GP. Rykkor is 160 years old, and has always lived here. He 
  is treated with the utmost respect by the clan of Merpeople, and they take 
  careful heed of his every word. He often gives audiences in cave 9, and tells 
  stories to the young warriors and children. Rykkor is a peaceful creature, 
  despising violence, but recognising the need to defend both territory and 
  livelihood. If forced into combat, Rykkor will fight with a Magic Scimitar, kept 
  hidden in his area, which delivers 20D6 magic damage. Despite the outcome 
  of the combat round, anyone fighting against it will lose 1D6 points of 
  CON/MR anyway. He fights in addition to the dice for the sword, and his 
  personal adds, with an MR of 600. Rykkor can speak all High Tongues, and a 
  few Low Tongues as appropriate. He also wears a magic ring which will cast 
  an 'E.S.P' spell for him for just 1 ST point, even though he is not a magic-user.  
  Notes for playing the Caverns of the Merpeople  
  The Merpeople live quite happily in their caves; they always have. They have 
  often fought with groups of adventurers who stray this way, but their weight of 
  numbers has always won through. The delvers would be unwise to try and 
  take on this clan of creatures. They will defend their caves to the last, and if 
  things look grim, will call for Rykkor for aid. To get the most out of this area, 
  which it has to be said, contains quite a challenge for low level characters, the 
  party would be better advised to interact with the Merpeople, and perhaps 
  grant audience with Rykkor. If he sees they are a genuine gathering of 
  treasure seeking, evil hating adventurers, he may advise on certain areas of 
  the dungeon and its denizens, at the GM's discretion. Rykkor is basically a 
  nice guy! If the delvers attack the caves, 'all guns blazing', they will more than 
  
  likely come a cropper. If they end up overpowered by the Merpeople, they will 
  take them before Rykkor, after chaining them up for several hours. All their 
  items will be removed and locked in the booty cage described above. If 
  Rykkor grants it so, some of their items will be returned, if they are allowed to 
  leave with their lives. If they have slain many Merpeople as they progress to 
  the main chamber, Rykkor will not look kindly upon them. Should the delvers 
  realise that the Merpeople are basically a peaceful race, minding their own 
  business, they may yet make peace with them, even though they may have 
  killed some Mermen on their way through the caves. If the party make friends 
  with this group, they may secure a powerful ally for the rest of the dungeon. 
  The caves and lagoon are natural features; Rykkor was born down here. He 
  despises the evil, which lurks throughout the rest of the dungeon and may aid 
  the party in their efforts to thwart it.  
  Rykkor has a treasure chest hidden in his area in cave 10. It is covered by a 
  large green drape and hidden in the shadows. It contains the following, which 
  he may give to the party if he likes them. The GM may wish to call for CHR 
  saving rolls should the party be brought before Rykkor and things are looking 
  grim. Level 1 upwards, depending on how the party have fared so far, and 
  how badly they have behaved. If they have killed many Merfolk, such a saving 
  roll should be at a level no less than 3 or 4.  
  Rykkor's treasure chest.  
  a) 1 bottle of CON Restoration Fluid. There are 3 doses. 1 dose restores all 
  lost CON.  
  b) Instant Teleportation Shell. Allows user only (no items etc.) to return to 
  this room, once!  
  c) The Horn of Rykkor. Blowing it in or around water will summon 1D10 
  Mermen who will aid the user of the horn for up to the user's CHR in full turns.  
  d) 1 bottle of ST Restoration Fluid. As above.  
  e) 1 bottle of REINCARNATION FLUID! Will restore to life any one character 
  who has been dead for less than 3 days. The character will be restored to life 
  with attributes and powers, memory and skills etc. as before death. However 
  they will have a CON of 10, which can never increase! The potion works by 
  pouring down the corpse's mouth.  
  One final detail for the adventurers to explore remains.  
  The Merfolk have set up an interesting 'device', in any part of the complex the 
  GM wishes to put it. It is essentially a liquor-brewing machine. Some of the 
  older Mermen have been doing this for years. The result of boiling certain 
  weeds from the lagoon, mixing in fungus from the caves and herbs gathered 
  from outside, is a potent bitter tasting alcoholic drink, green in colour. The 
  older Mermen enjoy evenings telling stories and sipping this drink, whilst 
  smoking certain fungus and dried lagoon weed in clay pipes (there may be 
  
  evidence of this at area 9, which may hint to the delvers that whoever lives 
  here may not be all that bad, and combat may be avoided, resulting in fun and 
  rewarding role-playing and interaction with the Merfolk). Should any of the 
  characters try a tipple, they will discover that they are able to breathe 
  underwater for their CON + ST in full turns, following one or two drinks. 
  However, they will be intoxicated, and for the duration (the effect of 
  intoxication wears off after 3 hours) ST, CON, IQ & DEX will be at half value. 
  Should any one character partake in more than 2 measures of this brew, they 
  will collapse into a deep sleep for 1D6 hours and awake with one mother of a 
  hangover. No members of the party will be able to drink more than 4 
  measures. The brew is served from small shells collected from the lagoon.  
  The Lagoon's Secret. 
  At the bottom of the lagoon lies a small boat, completely wrecked and covered 
  in weeds. It lies at the centre of the lagoon. A party of ill-prepared adventurers 
  went across and the huge squid upturned the craft and all perished. 
  Equipment, treasure, items and those not eaten by the creatures of the lagoon 
  sank to the bottom.  
  The wreck is inhabited by a Giant Octopus, MR 450.  
  The boat is covered in weeds and detritus, and must be thoroughly searched 
  before any of the following are found. Anyone swimming down to the wreck 
  will be attacked by the Octopus. A saving roll at level 2 is required on DEX to 
  avoid being grabbed by a tentacle. Should this occur, the delver will be held 
  until he drowns, then the Octopus will devour it. Nice. A total of 100 hits is 
  required to slice through the thick sucker-covered appendage. If this is 
  delivered, the Octopus will squirt black ink and swim away. The ink will last for 
  6 turns, making any kind of search impossible. Bear in mind also the attack 
  from any other of the lagoon creatures described earlier in the lagoon text. 
  This is NOT a safe or pleasant place to be. If the delvers attack the Octopus, 
  consider the weapons they use. Small stabbing/cutting weapons are useful 
  only. Anything larger than a short sword is useless for underwater combat. 
  Projectile weapons also are no good. If a delver is held fast by a tentacle as 
  described above, he may make a saving roll on ST each combat round to try 
  and wriggle free. The roll should be made at level 2. Apply the rules for 
  drowning as outlined in the rulebook. Amongst the wreckage two magical 
  treasures can be easily recovered;  
  Armour of the Chaos God is a full set of heavy plate armour of chaotic 
  design with a hideous full helm depicting a demon. It is enchanted to take 50 
  hits and will protect the wearer from spells cast at levels 1&2. However, the 
  wearer's CHR will become a minus figure whilst it is worn. It contains the 
  skeleton of the previous owner who sank with the boat.  
  The Lightening Spear is a javelin, with 3 times usual range (40 yds x 3). It 
  will automatically hit targets up to 40 yds away, all other targets requiring only 
  a level 2 saving roll on DEX to hit. It delivers 100 points of damage upon 
  impact and causes a flash of lightening for dramatic effect as it does so!  
  
  In addition to the above, a total of 8700 GP and 35 gems (determine 
  randomly) can be recovered from the wreck. Individual Game Masters may 
  wish to add further treasures and magic if desired.  
  6) A Simple Trap  
  The chamber is painted black, and unlit. The handles on the doors are made 
  of meteoric iron (useful items for a non magic using adventurer to carry round 
  if the party think of removing them!) thus preventing magic detection. Inside 
  the room is a crock of gold coins, in the centre, on the floor. This is an illusion, 
  as is the floor. The only area of floor actually existing is a 5' ledge around the 
  edge of the room, to fool delvers who step inside, or test the floor with a staff 
  etc. The rest of the floor is an illusion, covering a drop shaft of 60', which 
  terminates with a series of tightly packed 6' long iron spikes, sharpened to 
  deadly points. The walls of the pit are greased and smooth. The illusion will 
  not vanish on touch, and will remain unless dispelled (Level 11).  
  7) The Ancient Tombs  
  The doors to this room are thick wood bound with iron bands at 3' intervals. 
  There is no keyhole and they are locked. 
   
  After 1 full turn, slight dizziness & blurred vision. CON reduced by 1D3 
  permanently!  
   
  After 2 turns, delver vomits and loses half ST and a further 1D6 CON 
  (temporary). 
   
  After 3 turns, delver collapses with a ST & CON of 1. 
   
  Failure of a LK based saving roll at level 3 results in death. Making the roll 
  means the delver regains consciousness in 1D6 turns, with half ST & a 
  CON of 3. Lost ST will return at the rate of 1 per 2 turns. Lost CON will not 
  return until magically cured or the delver leaves the dungeon and rests for a 
  week or two. 
  The delvers should be tempted to search in here, not being satisfied with a 
  crypt room with no obvious treasure! The occupants of the coffins were once 
  a Guild of Alchemists, who will probably be having an otherworldly laugh at 
  foolhardy delvers looking for treasure!  
  To tempt the delvers even further, the names of the Alchemists may be 
  carved into the front of each tomb, or may be invisible, requiring magic to 
  discover them. The floor area is out of range of the meteoric iron door 
  handles. The delvers will no doubt want to destroy every tomb in order to 
  search behind it, and investigate all contents and the jars. They should be in 
  here for plenty of time for the poison gas to take effect!  
   
   
  
  8) The Warriors  
  This room is home to The Warriors, a motley band of Orcs who have based 
  themselves on this level, where they hoard their booty from caravan raids 
  above ground, and bully anyone who gets in their way. They despise 
  adventurers who wander this level, and like nothing more than to ambush 
  them and take the spoils. The Warriors are;  
  Sargathus (Leader) MR 180  
  Spittle (Sidekick) MR 150  
  Gerrick MR 100  
  Sotta (Female) MR 80 
  Hopkin (Joker) MR 50  
  Moffat (Level 2 Wizard) ST: 16 CON: 8 IQ: 15 DEX: 16 LK: 10 CHR: -7 
  ADDS: +8 He knows levels 1 and 2 spells and has an Ordinaire Magic Staff 
  which doubles as a quarterstaff getting 3 dice. He also carries a Kukri dagger 
  2+5 though he cannot throw it.  
  Swaggle (Lookout) MR 40  
  Slll'rrrgor (Lizardman) MR 75  
  They all speak Orcish and Common Tongue and pidgin Elven & Dwarvish. In 
  addition, Sargathus, Spittle and Moffat speak Hobbit & Trollish in pidgin forms.  
  In addition, The Warriors have a pet. Agrilec is a small Red Dragon. It has an 
  MR of 170 and can take 20 hits on its scaly hide. It can breathe fire 
  (Sargathus uses it to light his pipe to display his authority), which does 6D6 
  damage and has a range of 12'. Agrilec speaks only Dragon but Sargathus 
  can communicate with it using practised sign language and basic spoken 
  commands. The Dragon realises that he is its master and will respond only to 
  him. (Should anyone speak Dragon to it, it may be possible for that person to 
  persuade it to leave the Orc's side, with CHR saving rolls of course, at level 3 
  or even 4) See chamber 14 for the crawl way on the south wall. A ladder 
  leads to it.  
  The Warriors dress in leathers, usually with spikes on, and wear many fancy 
  ornaments and feathers. They all wear bizarre face paint and Hopkin wears a 
  pointed hat with a bell on it. In addition, Sargathus carries with him at all times 
  a magic weapon, the Krafty Kutter, described below. He wears skulls around 
  his neck and belt and has metal plates on his leathers.  
  Krafty Kutter  
  This is a scimitar, which has been blessed with 8th level magic. It will rebound 
  all offensive spells cast at the user (during combat only) and will score 4D6 
  multiplied by the user's level number. Treat Sargathus as level 4. He gets this 
  in addition to his MR score in combat.  
  * See also chamber 14, The Warriors' Watch Room.  
   
  
  8a) The Warriors' Booty Room  
  The Warriors have gained a lot of treasure from dungeoneers and caravan 
  raids above ground, and they store it in here. Their room (8) is for fighting, 
  eating, sleeping and playing cards, and of course drinking. It does not contain 
  any treasure; they are not that stupid, it is all in here.  
  This small room linked to room 8 is guarded by a Sabretooth Cat. It is wild 
  and kept chained up in here. Sargathus wears a ring, which allows him to 
  control this fearsome beast. None of the other members of the gang will go 
  near it and fear it, with the exception of Moffat, who calls it 'The Moggy' and 
  does not fear it at all. He should, as it has an MR of 110. The chain allows the 
  cat freedom of movement in the room but it cannot come more than 5' out of 
  it. It attacks without hesitation anyone who enters the room without wearing 
  the Ring of Control worn by Sargathus. This ring is in the form of a cat and set 
  with a small opal gem.  
  The room contains 7 large treasure chests.  
  1) Contains 11,000 GP.  
   
  2) Contains 16,000 SP.  
   
  3) Contains 20,000 CP.  
   
  4) Assorted treasure items, e.g. goblets, plates, candleholders etc. There are 
  33 items each worth between 10 & 60 GP.  
   
  5) Contains an explosive trap manufactured by Moffat. The chest explodes 
  when opened causing 10D6 damage to the delver opening it. If opened from 
  the rear, 4D6 damage is done.  
   
  6) Contains a sleeping gas, which fills the room in 2 minutes if opened. All 
  living things are affected, and they will sleep for between 1 & 6 full turns.  
   
  7) Contains a Cloak of Night, black with a gold clasp, which renders the 
  wearer invisible after the hours of daylight and out of doors only, and a Bear 
  Claw Cloak; bear fur with claws sewn into the edges and around the hood, 
  which transforms the wearer into a Cave bear when worn. The transformation 
  lasts for up to the user's level number in hours, and the user can transform 
  back whenever he wishes, but may not use the cloak again to transform for 1 
  week. It can be used 3 times then loses all magical powers. The MR of the 
  Bear is equal to the total of the user's attributes x his/her Level number. Any 
  clothes/armour worn at the time of the transformation are ruined. The Bear 
  cannot speak but can understand as normal all languages he/she is familiar 
  with.  
   
   
  
  9) The Lair of the Serpent  
  The door to this grim chamber is ancient and wooden, with iron studs and 
  strips. The handle has long since been removed, and it is locked, requiring 
  magic to open. Above the door on the wall on the outside of the room is a 
  stone gargoyle with a serpent head. Where the eyes are, two hollow areas 
  can be seen. These once contained gems but have been stolen. The gargoyle 
  is covered in green moss, and water trickles from out of the mouth and 
  nostrils occasionally. 
  Once through the door, a cold, damp musty smell hits the delvers, and the air 
  reeks of putrescence and filth. Immediately through the door are a set of 
  stone steps which lead down into the cold chamber. After 8' they end, the rest 
  of the stairway lying as rubble on the chamber floor, leaving a drop of 28' 
  remaining. The walls in here are covered in thick green fungus and coloured 
  growths sprout from the cracks, which are evident in the ancient damp walls. 
  Coiled upon the chamber floor is a Giant Serpent, MR 600. This is the 
  Guardian of the way to the next level of Goblin Crag. It must be slain if the 
  delvers wish to progress, although the entrance is hidden, so they may take 
  one look at the monster and turn back. Anyone taking hits to CON whilst 
  fighting the Snake are infected with venom, and will lose 1D4 CON per 
  combat round until cured or they die; the Serpent is a deadly foe. If the 
  delvers are clever, they may use projectile weapons from the doorway, but 
  saving rolls should be raised as the room is black as pitch; the Serpent does 
  not glow in the dark!  
  The Serpent will attack all those who enter the room. It will rear up at 
  characters on the stairs and in the doorway. It is 70' long and 5' thick, with dull 
  orange diamond patterns along its back, the rest of it being brown with a paler 
  underbelly. Its eyes are bright yellow with black slits.  
  The floor of this chamber is horrible, being littered with bones of past victims, 
  rotten wood, filth, rubble (the remains of the stairway) and straw. Amongst the 
  remains of the skeletons the following 2 magic weapons can be found.  
  i) SATANSCLAW Sabre which does 12D6 + 20.  
  ii) MULTISLAY Broadsword doing 3+4 but the total attack for that round is 
  doubled for the user, after other weapons and adds are calculated.  
  Beneath the debris on the floor is a large trapdoor (10' square) which is 
  unlocked. It leads to Level 3 of this dungeon.  
  The Serpent is immune to all poison attacks (including Smog spells) but 
  vulnerable to all other forms of attack.  
   
   
  
  10) The Wizard's Challenge  
  The doors to this room look new and in very good condition. Carved around 
  the doorframe are stars and mystical symbols. The room itself has walls of 
  painted gold and a mosaic floor featuring dolphins and various bizarre sea 
  creatures. In the centre of the room is a shimmering red force field, 
  surrounding a tower shield resting upon a stand of wood. The shield is gaily 
  decorated and glows with a soft green hue (it looks blue however through the 
  red light of the force field). On the wall there is a message written in a 
  language the party can understand. It reads;  
  "Greetings Fair Adventurers! I am Bartol de Tuborg, a wizard of great 
  power, and I present to you this room, as a break from the tedium of the 
  creatures on this level. You see before you a magic shield, surrounded 
  by a magic force field. Simply disable the force field to claim your prize! 
  Any magicians amongst you will not achieve this by the use of magic. 
  The way to do it is by using the levers on the opposite wall. Please pull 
  all 12 levers in whichever sequence you desire and await the result. 
  Have Fun!"  
  On the opposite wall are a series of iron levers. There are 12 in all, arranged 
  however the GM wishes. The levers are numbered 1-12, and magic users will 
  detect magic from them. This is due to the invisible runes beneath each 
  number. Revealing magic will show the runes clearly. The symbols are the 12 
  signs of the Zodiac. Pulling the levers in the correct order of the signs will 
  dispel the force field surrounding the shield. The numbered levers have the 
  following symbols beneath them;  
  Lever 1 Aries (The Ram)  
  Lever 2 Leo (The Lion)  
  Lever 3 Libra (The Balance)  
  Lever 4 Taurus (The Bull)  
  Lever 5 Pisces (The Fish)  
  Lever 6 Aquarius (The Water Bearer)  
  Lever 7 Gemini (The Twins)  
  Lever 8 Cancer (The Crab)  
  Lever 9 Virgo (The Virgin)  
  Lever 10 Capricorn (The Goat)  
  Lever 11 Scorpio (The Scorpion)  
  Lever 12 Sagittarius (The Archer)  
  The correct order is therefore pulling levers 1, 4, 7, 8, 2, 9, 3, 11, 12, 10, 6, 5.  
  This is the correct order of the Signs of the Zodiac. GMs may wish to add to 
  Bartol's message that the adventurers should start with lever 1, if they are 
  completely clueless. If the levers are pulled in the incorrect order, a bolt of 
  magical power will strike each delver present in the room. It originates from 
  the force field. 1D6 CON damage is done by the power bolt. The shield is 
  called "TUBORG'S PROTECTOR" and is a tower shield. It takes 40 hits and 
  will dispel TTYF spells cast at the user. A handy piece of armour! Also hidden 
  
  in the room on any wall the GM chooses is a 6" square panel. A 3rd level 
  saving roll on LK will find it, and once found it can be opened easily by 
  pushing it. Inside is a small pouch containing 3 rubies, each worth 50 GP, a 
  gold chain worth 80 GP and a silver & garnet necklace worth 75 GP. Also 
  present is a small parchment on which is written the following message;  
  "Hope you managed to get the shield!" 
  11) The Bonus Room  
  This is a secret room and a bonus for the party. It contains a set of magical 
  armour on a stand, free for the taking. It is full plate armour, forged from a 
  strange dark green metal. It is elaborate in design, almost chaotic in 
  appearance, with a dragonhead atop the helm, which also has a dragonesque 
  theme. It has been enchanted to take 36 points of damage, and will take ALL 
  damage from magic cast at levels 1 & 2. The next time the wearer changes 
  level, the armour will further enchant itself to take all damage from spells cast 
  at level 3 also. It will not change again. It is called Shunna-Ra's Armour 
  named after the dragon the armour was fashioned and made in honour of.  
  12) The Naga's Chamber  
  The door to this chamber lies slightly open, and a sandy flagstone floor can be 
  seen through the crack. The corridor leading to this room has a slight covering 
  of sand from the room. The archway above the door is ornate and depicts foul 
  looking serpent people devouring humans and dwarves. If a 2nd level SR on 
  Luck is made, an adventurer will spot a series of runes carved into the 
  archway between the serpent figures. It is written in Dragon Tongue and 
  reads;  
  "BEWARE THE NAGA! DEATH TO THOSE WHO CROSS THIS PORTAL!" 
  The room beyond is deathly quiet and cold, sand covering the flagstone floor. 
  The roof is 40' above and is supported by 8, 2' thick pillars which are again 
  carved with disturbing scenes of serpents and skulls. There are no more 
  runes to find but the delvers may waste time looking if they wish. Roll for 
  Wandering Monsters. If they search for 6 turns or more, have a WM turn up 
  anyway.  
  At the end of the room, marked on the GM's map by an 'X', is a small altar, 
  carved from stone, obviously very ancient, its surface scarred with the cuts of 
  many a sacrificial dagger or axe, and into the sides are carved horrific serpent 
  heads and gruesome runes. These runes are once again in Dragon Tongue 
  and read;  
  "BLOOD FOR THE SERPENT  
  WHO COMES TO THE CALL.  
  BRINGING LORD DEATH  
  WHO GATHERS US ALL"  
  
  Searching the altar will reveal (easy to spot, 'min 5' for any character 
  searching. Wait for the players to ask upon which attribute the roll should be 
  made) a small doorway which hides a hidden panel containing an ornamental 
  dagger with a serpentine blade. It is magical. It cannot be removed from the 
  room (it will teleport back) and is always poisoned with Venom of the Serpent. 
  This causes 1 CON to be lost each combat round until death.  
  Behind the altar is an old wall hanging, depicted upon which is a huge 
  snakeman with black pupil-less orbs for eyes and a huge mouth with dripping 
  fangs. The hanging is 15' square and in surprisingly good condition, although 
  a little frayed at the edges and moth-eaten in parts. Behind the hanging is a 
  door, standing 6' high and 4' wide and it is 4'up from the floor level, on the 
  wall. There appears no visible way of opening it, yet magic users detect 
  magic. Revealing magic will show four hidden fingertip sized holes in the 
  stone door, one at each corner. Pressing each one will cause the door to 
  open outwards, revealing a corridor beyond. The corridor is 30' long and cold. 
  It leads to chamber 12a. Another door lies at the end but it is opened easily, if 
  a little stiff. Searching the chamber of pillars requires a level 4 SR on LK. Any 
  character making it will find a gem, hidden away in a crack or hollow in the 
  sand covered floor. It will be 'large' and should be generated from the chart in 
  the Rulebook. The gems are not obvious due to the poor condition of the floor, 
  the flagstones being cracked and covered with sand and small rocks from 
  parts of the roof which have fallen in. There are 5 gems in total to be found, 
  and nothing else can be discovered by searching in here. If anyone fails a 
  'min 5' whilst searching the floor, they have been bitten by a small scorpion, 
  easily crushed. They must make a CON SR at level 1 or take the amount the 
  roll was missed by from CON. The scorpion poison is not deadly so no 
  character will die from this. If more CON is to be removed than the character 
  has, reduce CON to 1 and have them fall unconscious, to awaken in 1D6 full 
  turns, with a CON of 2.  
  The Altar  
  Should blood, any blood, from any creature, be spilled onto the altar, the 
  Naga, MR 600, will be summoned and will appear in the centre of the room. 
  This snakeman will attack all characters in the room and will pursue them until 
  either it is slain, or at least 1 member of the party are killed, in which case it 
  vanishes. The snakeman is 14' high and has a speed of 12, much faster than 
  the delvers, so running away is not a good idea. If they split up it chases a 
  delver at random. The ornamental dagger is a ruse. Drawing blood with it only 
  poisons the victim with the serpent poison described above. The dagger need 
  not be used to draw blood to summon the Naga.  
  The Naga wears a grand treasure. It is a necklace of polished serpentine 
  gems upon a finely crafted mithril chain. The whole affair is worth 1500 GP. If 
  slain it turns to a husk and 1D20 serpentine gems can be found amongst the 
  remains. Each is worth between 100 and 600 GP.  
  
  This is a deadly foe, which will probably be too much for the delvers at this 
  level, but they were warned at the entrance and at the altar. Tone down the 
  MR if you don't want to be too harsh.  
  12a) The Serpentpool  
  In this chamber is a hexagonal pool of dark green, thick, bubbling fluid. The 
  pool is in the centre of the room and at each point of the hexagon is a glowing 
  serpentine gem set into the floor. They can be removed and are worth 300 
  GP, as they continue to glow (a nice trinket for delvers' souvenirs!) but are 
  also cursed to remove 1D3 permanent LK points from the thief who removes 
  them from their setting. Appropriate magic will reveal this horrid curse. The 
  walls are covered with relief carvings of serpents and skulls, which appear to 
  be howling. Any character touching the liquid at all will fall unconscious with a 
  ST & CON of 1, no saving roll! 1D3 turns later the character will begin to 
  become covered with green goo, which returns no matter how often the party 
  try to remove it. 1D3 turns later it hardens and 1 turn later becomes a hard 
  'crust'. In a number of turns equal to the delver's level number, it breaks open 
  and the delver emerges; transformed into a Naga! His/her attributes change 
  accordingly: 
  Naga (Snakeman)  
  ST x3 CON x2 IQ x3/2 DEX, CHR & LK x1. Length 20-30'  
  The character will have a serpent body from the waist down.  
  Armour will have to be modified if worn on the lower part of the body. GMs 
  may wish to incur further restrictions onto such characters.  
  Characters taking a dip into the pool will sink below the surface, despite any 
  great strength or powers they may have, and reappear 1D10 turns later, 
  having undergone the above transformation. Characters transformed thus will 
  be able to communicate in Serpentine, and will always be able to summon a 
  snake, MR = their total attributes, wherever they are outside, including in 
  water. The snake will do the character's bidding for his level number in turns. 
  The snake will be poisonous, the exact strength of the venom to be decided 
  by the GM depending on its MR. A guide is below;  
  Snake MR Venom detail  
  10-60 Poison will cause 1 CON loss and a nasty boil.  
   
  61-99 Poison will cause 1D6+1 CON loss and a terrible boil!  
   
  100-120 Poison causes 1 CON loss till CON reaches 1, then loss of 
  consciousness for1D6 turns. ST will also drop by half if unconsciousness 
  occurs.  
   
  121-150 As above, but unconsciousness lasts for 1D10x2 turns.  
  
  151-170 As above, but character paralyzed for 1D6 turns after regaining 
  consciousness. Also loss of speech for same number of turns.  
   
  171-199 Instant paralysis for 1D10 turns. CON & ST drop immediately to 1.  
   
  200+ ST & CON drop by 1 per combat round until cured or death occurs.  
  13) A Hidden Gift  
  The secret door conceals a room, in which is a mace. The weapon is a Mace 
  of Fire, and it gets 12+24 in combat, and is further enchanted to 'cast' a 
  'Blasting Power' worth 50 points of damage in any combat round in which it is 
  not used to fight. The weapon is free for the taking.  
  The mace has a ST requirement of 12 and a DEX requirement of 3. It is 
  constructed from a strange lightweight metal the likes of which the delvers will 
  not have seen, and as a consequence it weighs just 10 weight units! It has 
  been enchanted with 12th level magic to give it the above properties, and it 
  has the additional bonus of scoring double damage on any undead foes it 
  strikes.  
  The first character to touch it will feel it get hot in his hands for a second or 
  two then return to being cold. The weapon is then the property of that 
  character, and the mace will get no magical benefits if used by another 
  character. This weapon may be used by all character types.  
  14) The Warriors' Watch Room  
  This chamber is partially collapsed, with areas of the roof fallen in and the 
  floor covered with rubble, some bones and dirt. The chamber is empty, but 
  characters making a first level SR on LK will spot a battered old treasure 
  chest partially buried amongst some rubble in a corner of the room. The chest 
  is filled with rocks, and is there to tempt the party within.  
  The Warriors keep this room empty and use it as a lookout post; they will fight 
  battles in here if any arise, trying to keep delvers out of their personal 
  chamber.  
  The door leading to The Warriors' room is wooden and appears to be in good 
  condition. Set into this at a height of 5' in a spy hole, impossible to see without 
  being close up to it. There is a 60% chance that Swaggle, the Lookout, will be 
  on the other side of the door looking out for delvers, Moffat having sensed that 
  adventurers have entered the level. (He has a few little tricks up his dirty 
  sleeve for a level 2 wizard!) He will run back to chamber 8 and warn the group 
  of trouble. The GM should then plan the attack by the nasty bunch.  
  The room is 35' high. At a point 25' up on the north wall is a 3' square 
  crawlway. This leads to chamber 8, and sometimes a member of the gang will 
  lie in here with a projectile weapon with which to pick-off delvers in the room 
  below. There is a 40% chance that one of the gang will be lying in wait in here 
  
  when the delvers enter. It will not usually fire until the delvers have begun 
  searching. If they head straight for the door, the Orc will try and pick off the 
  last member of the party as they go through, then may stay in hiding until the 
  party, hopefully for the Orcs, are fleeing for their lives, in which case it will try 
  and hit another. Roll up the Orc's DEX on 3D6+2 and judge the saving roll 
  accordingly should the above occur.  
  15) The Dwarven Wizard's Chambers  
  Upon the stone steps, which lead down, and round to this chamber, are 
  runes, one on each step. They are written in bright colours and appear 
  meaningless, but Wizards will recognize them as magic runes if they are 5th 
  Level or above. The runes spell out a mystical warning to go no further. On 
  the strong wooden door at the foot of the steps is another mystical rune. It can 
  be recognized by anyone understanding Dragon Tongue as a symbol of 
  Death. Powerful magic can be felt from through the door, above which is a 
  stone gargoyle. It is hideous, and is also magical. Its eyes are gems (cheap 
  opals worth about 20 GP each) and allows the area outside the door to be 
  viewed through a glass sphere within the room. If the gems are removed the 
  magic is lost, which is the reason they are cheap gems, as delvers will not be 
  tempted to remove them. The gargoyle is enchanted to give out bad vibes, to 
  discourage delvers from messing about with it. The door is unlocked.  
  This is the lair of Souza, Dwarf Wizard. He is a bad-tempered character, and 
  will be openly hostile if the delvers enter his chamber. He will cast any magic 
  at his disposal to be rid of the delvers, and he will have no reservations about 
  killing any member of the party should they cause him a problem. However, 
  he will calm down if the party show respect and speak to him pleasantly. If 
  Souza knows they are not here to steal his items, raid his room and cause 
  him harm, he will offer them safety in his chambers. Maybe, if they are good 
  (Charisma saving rolls may be called for here) will teach any wizards in the 
  party (he will not teach spells to warrior-wizards, rogues or any other 
  character class apart from true wizards) a spell or two.  
  If he feels the party are able to overpower him, he will pretend to be much 
  higher level than he is, and make up details about nasty spells he can cast 
  upon them that any wizards in the party will not be aware of and may even 
  fear. Chamber 15A is his bedchamber and is curtained-off.  
  Souza's main chamber contains all manners of strange devices and weird & 
  wonderful objects none of which he will allow anyone to handle or inspect. 
  The number of magic items and gadgets in here is up to the individual GM, 
  but here is a flavour;  
  Enchanted Goblet Refills with wine up to 12 times a day.  
  The Babel Quill Writes in any High Tongue, even though the user may not be 
  familiar with the language.  
  
  The Magic Eye Large glass sphere (about 1' in diameter) through which the 
  corridor outside the door can be viewed through the gem eyes of the gargoyle 
  above the door. (The gargoyle cannot be removed, or the magic will be lost) 
  Monkey Skull Hideous skull, which will cast a TTYF of 50 damage to anyone 
  except for the owner who touches it.  
  Korbik's Kube Strange cuboid puzzle requiring a level 5 saving roll on IQ and 
  a level 3 saving roll on LK to solve. When complete, a picture of a Demon will 
  appear on each side of the cube, and a Demon, MR 50, with the ability to cast 
  a Blasting Power of 50 damage once per combat round, will appear and do 
  the user's bidding for 5 turns.  
  Wizards' Globe 2' diameter glass ball within which can be seen smoke of 
  various colours and small lightening bolts. Useless, but pretty! Value 3000 
  GP.  
  Stuffed Lizard This gruesome object will cast Smog onto anyone touching it, 
  once per day. Anyone carrying it will fail all LK saving rolls until it is dropped. 
  Any wizard carrying it will lose 1 extra ST point when casting spells and 1 
  CON point per hour. This object hangs from the roof, for all the above 
  reasons!  
  Souza Fortesque, Dwarf Wizard of Unpredictable Temperament.  
  ST: 51 CON: 22 IQ: 40 DEX: 36 LK: 19 CHR: 10 ADDS: +70 MISSILE: +94  
  Height: 3' 4" Weight: Don't ask him, he gets very upset!  
  Dress sense: Awful, really really bad, but don't mention this either!  
  Level: 6 Spells: All spells from Level 1-6.  
  Languages: Dwarvish, Common, Hobbit, Dragon, Pidgin Elven, Avian, 
  Serpentine, Pidgin Orcish, Goblin, Pidgin Trollish.  
  WEAPONS:  
  Pair of enchanted daggers called Thunder & Lightening. They will get 20D6 
  + 40 adds if used together, or 5D6 + 10 if one is used on its own. The user 
  may cause a lightening bolt causing 1D% damage to a single foe, twice per 
  day. The foe is automatically hit and may have a saving roll at the user's level 
  on LK to avoid the full damage and take only 3D20 damage, which must be 
  deducted directly from CON/MR. The user can only do this if both daggers are 
  carried.  
  Deluxe Magic Staff in the form of a gem (large emerald). Souza has the gem 
  currently set into a walking cane, but it can be removed and placed into any 
  receptacle. The 'staff' is called Nazik, and has no loyalty to any one wizard. It 
  
  will serve any holder with the same uninterested loyalty and care not how the 
  magic cast through it is used. It will not cast spells unless requested to do so.  
  E.G. should the wizard holder be falling to his death unconscious or unable to 
  cast magic, the gem will not cast a 'Fly Me' by itself. It does not care if its 
  owner lives or dies. However, it knows all spells from level 1 - 6 inclusive.  
  ARMOUR:  
  Souza wears an enchanted Gorgonskin suit of armour which will absorb all 
  non-magical physical damage, protect the wearer from fire attacks and nullify 
  levels 1 & 2 spells. It has been tailored to fit him.  
  OTHER ITEMS: Souza wears the following;  
  Serpent Skull Ring. Nullifies 'Mind Pox' spells and allows wearer to 
  communicate in Serpentine.  
  Bad Day Amulet Nullifies first spell cast per day at wearer.  
  Chain of Command Silver chain, which allows all saving rolls on Charisma at 
  levels 1 & 2 to be made automatically.  
  Demon Sandals Pair of demon hide sandals, which are a treat to wear and 
  protect the feet from all damage. They never wear out, but they are very 
  unfashionable to be seen in!  
  Souza's other chambers contain sleeping quarters and stores (food, wine, 
  water etc.) and hold no secrets.  
  Souza has two pets. The first of which is Knakkle, a 4' long Salamander, 
  which is always hot to touch (1 CON point if touched with bare skin) and a 9" 
  long tongue. It is magical and can teleport anywhere within 10 miles three 
  times per day, which it regularly does. It sleeps mostly and breathes fire for 
  3D6 damage. It is happy here, being quite old. It sleeps in Souza's bedroom 
  (15A).The second is Tyras, a Crow. It lives in a large cage hanging from the 
  ceiling in the main room. It is not magical in any way. Souza often lets it out of 
  the cage and sometimes it flies into the rest of the dungeon for exercise, 
  venturing into the Lagoon to eat insects. It has an MR of 20 if it has to fight.  
  16) Riddle Room 
  The room is dank and musty, and water drips from cracks in the ceiling. 
  Spiders hang from webbing surrounding the cracks and the floor is filthy. In a 
  corner of the room is a medium sized treasure chest made from iron; it is 
  locked and magic can be felt from it. On the lid of the box is the following 
  riddle;  
   
  
  My life can be measured in hours,  
  I serve by being devoured.  
  Thin, I am quick,  
  Fat, I am slow,  
  Wind is my foe.  
  What am I? 
   
  The answer is a candle.  
  The chest will open only if the riddle is solved, and cannot be opened by 
  magic. Inside is a Cloak of Escape. The wearer may call upon the powers of 
  the cloak to change the result of three failed saving rolls to success. Each 
  time this power is used, the cloak drains 1D6 CON away from the wearer, 1 
  point of which will be permanent. After the cloak has been used three times, it 
  vanishes. The cloak is black with grey trim, a hood and silver clasp.  
  17) Riddle Room 
  This room is painted black with a riddle in silver lettering in Common Tongue 
  on the back wall. It reads;  
  The beginning of eternity  
  The end of time and space,  
  The beginning of every end  
  And the end of every place.  
  The answer is the letter E. If the delvers search the wall upon which the 
  message is written, a 3rd level SR on LK will reveal that the letter E in the 
  words eternity, time, space, end and place are raised slightly from the wall. 
  Pressing in each one (in any order) will cause two things to happen. A panel 
  will open in another wall and a demon will be released. It has 4 arms and 
  wicked claws and fangs. It fights at twice speed and gets two rounds to the 
  party's one. It is poisonous and any hits taken to CON will be doubled. It is 
  immune to fire and poison. The second thing to happen is that a hidden panel 
  in the corridor wall (see map) will slide silently upwards to reveal a magic 
  weapon.  
  Demonslayer  
  This is a gladius, which gets the usual dice and adds but has an ornate hilt 
  and pommel depicting a demon in agony. The sword's name is engraved on 
  the blade. The sword will score double damage vs demons and protect the 
  user from poison attacks.  
   
   
   
  
  18) Riddle Room 
  This room has old, rotten furniture within, and the floor is covered by a rotting 
  carpet. The room is damp and cobwebs and dust are everywhere. On the far 
  wall is a large ornate mirror, with runes underneath, reading: 
  You can see nothing else,  
  When you look in my face.  
  I will look you in the eye,  
  And I will never lie.  
  (Your Reflection)  
  Living in the room is a Ghost. It attacks mentally, and cannot be harmed by 
  non-magical attacks. It has a CON MR only of 600, and when this is reduced 
  to zero it is banished. Each combat round, the Ghost will attack the minds of 
  the people in the room. Each must make an IQ SR at first level or subtract the 
  difference from CON. If the roll is failed, the delver must also make a LK SR at 
  level 1 or also lose 1 permanent point of IQ! The delver will score only half his 
  hit point total for any combat round in which the IQ saving roll was failed. The 
  Ghost is classed as undead but cannot be harmed by fire, poison or non-
  magic attacks.  
  The mirror is highly magical. The first person to look into it will feel his or her 
  self being drawn into it and must make a 2nd level SR on IQ to pull free. If the 
  roll is failed or the person is willing, he is lost to the mirror, oblivious to all 
  events happening around him for 1D4 full turns! If pulled away from the mirror 
  he screams and loses 1D6 permanent points from CON and IQ. After the four 
  turns, he awakes from the trance and will have 1D6 points added to each 
  attribute. The mirror also casts an 'Omniflex' onto the character. Once this has 
  happened once, the mirror becomes black and cracks down the centre, losing 
  all magical properties.  
  19) The Lair of the Bone Dragon 
  This large chamber is home to a Bone Dragon. The room has large amounts 
  of plaster falling from the walls, and parts of the floor look unsettlingly weak & 
  cracked (though in reality the floor is perfectly safe. The monster will threaten 
  to attack anyone who enters the room and will attack fully should the party try 
  and cross the room or provoke the dragon in any way. 
  This horrid creature is essentially an undead dragon, made of bones, bound 
  together by magic. It is not a natural creature, and will have been summoned 
  or created by a liche or mage to guard treasure or this chamber when the 
  dungeon was previously occupied. It was obviously left behind when the 
  previous owner moved out of the Crag. The Bone Dragon is immune to 
  damage from any non-magic attack, and is immune to fire and poison attacks. 
  During combat, the foul bones send forth toxic fumes which are harmful to 
  breathe. Delvers fighting it must make a L1SR on CON each combat round or 
  lose 1D3 CON. Should CON fall to below 50% of the delver's original CON 
  
  during a fight with a Bone Dragon, he will fall unconscious for 1D3 full turns if 
  a L1SR on ST is missed. If the strength roll is made he may continue fighting 
  and need not make the ST roll again, his body having overcome the fatigue 
  caused by the poison, though he may still lose CON. If slain, a bone dragon 
  will turn to dust within 30 seconds. 
  There is absolutely no treasure to be gained from this room. 
  20) This room is empty, being in a very poor state of disrepair. The GM may 
  inhabit this room with any monsters he likes, leave it empty, or substitute it for 
  a room of his own. 
  X) The Warning  
  At this junction, there is an archway leading through to the north corridor 
  which leads to The Warriors' room, is a grim warning to go no further. Human 
  skulls hang from the archway, and written in common tongue is the following 
  grim message. The Warriors are responsible for this charade.  
  "GO NO FURTER! YOU AVE BEEN WARND! TURN BAK OR DIE!"  
  The Orcs' spelling in Common Tongue leaves a little to be desired!  
  Y) Another Warning.  
  Hanging from the corridor roof here, is a rotting cadaver, obviously an 
  adventurer in life, but now a sorry sight as he hangs from a hook. On the wall 
  The Warriors have left the following message: 
  "IF YOU WANT TO END UP LIK THIS, VIST THE WARRIORS..."  
  A) A Secret Door 
  The stone corridor wall here conceals a secret door, almost invisible without 
  the use of magic to reveal it. Only a 5th level LK SR will reveal the hidden 
  section of wall which, when pushed correctly (Level 2 SR on DEX or Level 3 
  SR on LK) will swing inwards to reveal the corridor beyond, which is cold and 
  damp, and leads down to the Lagoon eventually. There is damp moss on the 
  walls and floor (making the stone steps a little slippy) of this corridor all the 
  way to the Lagoon.  
  N.B. To aid the players, who may not search here for secret doors, you could 
  have a stone carving of a Merman on the wall here, to give them a clue. 
  B) Standing here is a stone statue of a strange creature; the cross between a 
  fish and a man. It holds a trident. As the party open the door to room 7, the 
  statue will animate and attack with an MR of 150. Non-magic attacks score 
  only half damage, and may break if the character misses a LK SR at level 1, 
  which must be made for each non-magic weapon used for each combat 
  
  round. When slain, the statue crumbles to pebbles, amongst which can be 
  found 1D10 small aquamarine gems worth 50GP each. 
  The Dungeon text ends here  
  GOBLIN CRAG LEVEL TWO WANDERING MONSTER TABLE  
  1) 1D4 members of The Warriors!  
  2) Giant Spider, MR 100. Hits taken to CON result in intoxication with Spider       
  Venom.  
  3) 1D10 Vampire Bats. Each has an MR of 20.  
  4) 1D6 Zombies, each with an MR of 35, and a CON MR of 70.  
  5) Magical Imp. It will cast a spell at level 1 or 2 for the party if they wish, then 
  vanish.  
  6) Large Serpent, MR 100. See chamber 12 for venom detail.  
  7) Count Carillion IV (See start of dungeon text). If slain, treat as Vampire 
  Bats above.  
  8) Ghost, MR 80, but only magical damage will take effect.  
  9) Large Horned Water Lizard from the Lagoon. MR 200.  
  10) Personal Monster of the GM, re-roll, or roll twice, one from each direction!  
  11) Zombie Sorcerer. See start of this Level for details.  
  12) 2D6 Goblin warriors, each with an MR of 30. Roll on Monster Reaction 
  Chart.  
   
  
  gobmap2
  http://web.ukonline.co.uk/angora/gobmap2.htm#Level%202%20map%20top
  1 of 1
  10/12/2006 20:01
  HOME
  GM
  DUNGEONS
  GM AIDS
  MAGIC
  ITEMS
  MONSTERS
  HALL OF
  HEROES
  MINIATURES
  TAVERN
  SHOP
  ABOUT ME
  LINKS
  Goblin Crag Level 2 - Map
  Map courtesy of www.chimerae.it
  N.B. The above map will feature in the Italian translation of Goblin Crag and as such features some
  Italian text. The Chimerae Hobby Group have given me permission to use the above map on this site
  only, and it remains their property. It is a big improvement on the hand-drawn map that used to be
  displayed here, and I am grateful to Gianmatteo Tonci for all his hard work and for his permission to
  use the new Goblin Crag GM maps.
   
  
  GOBLIN CRAG LEVEL THREE 
  “The Lair of the Shadow Demon” 
  CONTINUING THE DUNGEON ADVENTURE,  
  SUITABLE FOR USE WITH TUNNELS & TROLLS  
  BY AR HOLMES 2000  
  From the trapdoor in the chamber of the giant serpent on level two, a square 
  shaft, lined in stone, leads down for 80'. There is a rusty iron ladder on each 
  side of the shaft; all are secure. Water drips down the walls and the air is chill, 
  but as the adventurers climb deeper down, the temperature rises, and indeed 
  it is quite warm at the bottom. At the foot of the shaft is a chamber, marked as 
  'SHAFT' on the GM's map. On the west wall of this room is an ornate archway 
  in the stonewall, carved with demons and dragons and tortured souls. Careful 
  examination of the carvings will reveal runes worked into the designs. The 
  runes are in Common Tongue, were left there by the Alchemist Patroclus, and 
  read as follows:  
  ALL MORTALS TREAD WITH CARE, AND BEWARE THE 
  SHADOW DEMON. DO NOT SET HIM FREE SHOULD YOU 
  DISCOVER HIS PRISON.  
  A pair of double doors, each half 12' high and 5' wide fills the archway. Upon 
  each door is an ornate brass handle, in the form of a dragonhead holding a 
  chain between its jaws. The doors are not locked but are very stiff, and 
  require a total ST of 60 to push open. If the party do not have such strength 
  between them, either allow magic to open the doors or have them make ST 
  based saving rolls.  
  Game Master's Notes: 
  The Map is drawn to the usual format, with the scale being 1 square = 10'. 
  Secret doors on this level require a 3rd. level SR on LK to find and a 3rd. level 
  SR on DEX to open, unless the text states differently. Standard doors are 
  about 8' high and 5' wide, with the corridors being 15' high and rooms 20-30' 
  high.  
  The party will feel very warm whilst on this level, and the air they breathe is 
  dry and warm, in stark contrast to the dampness of the lagoon level above. 
  This is caused by the huge furnace located in room 6. It is kept in working 
  order by the alchemist's undead servants, which still operate the machinery as 
  they were once instructed to do, although their master has long since left the 
  dungeon. This level was created by the alchemist Patroclus, who conducted 
  his experiments and created all manner of bizarre creatures and magics, 
  within his laboratory. He created the huge furnace and many of the magics 
  within this dangerous level. The Shadow Demon was summoned by 
  
  Patroclus, who only just managed to defeat it, and imprison it within a magic 
  box, which rests in room 3. If it is released, it will seek to slay the party. 
  Patroclus was almost finished following his battle with the demon, and left the 
  dungeon soon after, leaving his undead servants and some of his magic 
  behind. The Hall of Mirrors is Patroclus' creation, with which he was very 
  pleased. His greatest rival, Yononishi the Wise, is currently imprisoned here. 
  He cannot leave and is forbidden from telling anyone who he is or why he 
  needs the magic item known as The Alchemist's Eye (See room 2, mirror c). 
  Once more, to aid the GM, monsters are highlighted in red when first 
  encountered, should the GM wish to prepare miniatures for use in play, 
  handout pictures etc. Magic Items are typed in bold. I didn't design Level 3 
  with Wandering Monsters in mind, but you can use them if you wish. If you've 
  added extra corridors and rooms to the map, then use the table from levels 1 
  or 2, with the monster strengths beefed-up a bit, or use your own horrific 
  creations.  
  Quick Reference Room Key 
  1) The Painted Chamber 
  1a) Devil's Doom 
  1b) The Gauntlet 
  1c) The Exit Corridor 
  2) The Hall of Mirrors 
  3) The Conjuring Chamber (The Lair of the Shadow Demon) 
  3a) The Alchemist's Warning 
  3b) The One-Way Door 
  4) The Alchemist's Stair 
  5) The Alchemist's Laboratory 
  6) The Furnace 
  7) Dragon's Chazm 
  8) The Armour Collection 
  9) A Dinner Party for the Dead 
  10) The Lich's Lair 
  11) Run Delvers Run! 
  12) The Imprisoned Djinn 
  13) The Hidden Tomb 
  14) The Spiritual Sphere 
  Once through the doors the party see a length of corridor, 40' long, and 20' 
  wide. On the walls on either side are carvings of various demon and dragon 
  heads, at a height of 4' from the floor of the corridor, all looking menacing and 
  evil. There are 10 such carvings on each side, and the first one on each side 
  holds a secret. Pushing into the eye sockets of each causes an audible 'click' 
  to be heard. Once both eyes in each head have been pressed, a secret door 
  will open on the south wall, as shown on the map, leading to room 1.  
  At the end of the corridor are a pair of double iron gates, (marked as X on the 
  GM map) a little rusty, reaching the ceiling and spanning the corridor 
  completely. They are made from enchanted iron, and glow with a green hue. 
  
  In the centre of the gates is an ornate keyhole. The only way to pass these 
  gates is by using the Demon Key, to be found in room 10 of this level.  
  Do not allow the characters to pass through these gates by any means unless 
  the key is used. Upon each gate is a horrific grinning demon head, wrought in 
  iron. The gates cannot be damaged in any way. Through these gates is the 
  next Level of Goblin Crag. Teleportation magic of any kind will not allow the 
  PCs to pass through here, nor is it possible to pass through the bars. Any PC 
  tiny enough (e.g. a fairy) will find an invisible force blocking their way through 
  the gaps in the bars (3").  
  This entrance hall holds another secret. As the entrance doors open, the party 
  will be greeted with a welcome party; 3 Winged Demons appear and attack all 
  characters present.  
  Winged Demons  
  Each monster has an MR of 150, and requires magic to do them any harm; 
  non-magic weapons will cause zero damage to these horrors from the 
  shadows. As they are flying as they attack, the party's attack score will be 
  halved, unless they too are flying, or the attack is a magic spell. In addition to 
  the damage inflicted upon the party from the Demons' MR, they also breathe 
  fire during combat. All characters fighting, not protected in some way from fire, 
  will suffer an additional 1D6 CON damage from the fire attack per combat 
  round. The Demons will pursue the party until one side or the other are slain. 
  These Demons appear throughout this level, as Guardians of certain areas, 
  items etc. Refer to the above text when these horrors are encountered.  
  1) The Painted Chamber  
  The secret door leads into this chamber, which is empty. The walls are 
  covered in paintings depicting demons & humans locked together in combat, 
  with the demons appearing to have the upper hand. Some of the paintings are 
  vile to look at, the humans being tortured, slain and devoured by fierce looking 
  demons. The style of the paintings is grotesque.  
  The exits from this chamber are difficult to find, all being concealed doors 
  cleverly worked into the paintings. It is likely that the party will run into here 
  when the Winged Demons appear in the entrance hall, but will not avoid 
  combat as there is nowhere to run once inside. They will need to deal with the 
  Winged Demons before being able to give this room the necessary search.  
  There are 3 secret doors to be found in this room, one of which is an exit (1c), 
  the others being secret areas containing treasure for the party, rooms 1a & 
  1b.  
  1a) Devil's Doom  
  This secret room contains a 6' long box locked with a padlock of meteoric iron. 
  It lies flat on the floor. The key is under the box, and the box cannot be 
  
  opened in any other way and cannot be damaged. Inside the case is a Great 
  Shamsheer sword, 2-handed, 5' long, ST & DEX requirements 15. This is a 
  magic sword, enchanted to score 10D6 when used in combat, but when used 
  against demons, it scores 20D6! The hilt is elaborate, carved with a grimacing 
  demon face, and the sword is called Devil's Doom. The first person to open it 
  however will be struck by an evil spell, which will reverse ST & CON attributes 
  for the delver's level number in full turns. The spell is level 18 if it matters.  
  1b) The Gauntlet  
  The secret door is very stiff, and opens into a filthy corridor. As the door 
  opens, cobwebs are pulled apart on the other side and dust and small stones 
  fall from the ceiling of the corridor beyond. The corridor is 40' long, 10' wide 
  and very dusty, the floor has an undisturbed covering of dirt and the walls are 
  cracked and drab, having no decoration whatsoever. The floor is flagstone 
  paved and the corridor ceiling is undecorated stone. The corridor is 12' high, 
  and at the end is a small alcove in the end wall, 3' high, arched, being 4' from 
  the floor. In the alcove sits a silver gauntlet, illuminated dimly by a subtle glow. 
  Above the arched alcove is a skull & crossbones carving, and in general the 
  whole corridor looks very disturbing and foreboding. There is a skull carved 
  into the centre of every floor slab, just visible under the dust. Wise delvers will 
  think before leaping headlong into this corridor. Close inspection of the 
  corridor wall to the left of the secret door will reveal an ancient set of runes, 
  written in Dragon Tongue. They read as follows;  
  "A MAGICAL TREASURE AWAITS THOSE WHO RUN THE GAUNTLET, 
  BUT BEWARE, DEATH FOLLOWS SWIFTLY FOR THE UNSUCCESSFUL"  
  A powerful anti-magic spell cast on the corridor will not allow magic to be cast 
  in here; all spells will be dispelled immediately the strength cost is used by the 
  wizard, and magic items, will not function at the GM's discretion. Any 
  character that walks/runs/flies down the corridor will be struck by a Lightening 
  Bolt from the skull and crossbones above the alcove. The magical energy bolt 
  will cause 1D20 instant CON damage if a third level SR is made on CON is 
  missed, or 1D10 if it is made. Teleportation will not work in here either.  
  Above the alcove the brave delver who 'ran the gauntlet' will see small runes 
  written in Common Tongue, this time reading "Lightening Strikes Twice..."  
  If the Gauntlet is removed from the alcove, the character will be struck by 
  another Lightening Bolt, this one doing 2D20 CON damage if a SR on CON at 
  level 3 is missed, or 1D20 if it is made.  
  The item is the Storm Gauntlet. It is enchanted and will strengthen any other 
  armour worn by the user so that it takes double hits. In addition, the wearer 
  may summon a Lightening Bolt from the gauntlet, which will strike 1 foe 
  (range 100 yds) causing his level number x 1D20 damage, to be deducted 
  directly from MR or CON. The target gets a CON saving roll at the user's level 
  number, which will halve the damage done. Summoning a Lightening Bolt in 
  
  this fashion reduces the user's ST by 1/3 (rounded down), and there is a limit 
  of uses per day equal to the user's level number.  
  This is a powerful magic item, guarded by powerful magic. Armour cannot be 
  used to take any damage caused by the Lightening Bolts aimed at the delver, 
  and as previously mentioned, magic items will not function in here.  
  1c) The Exit Corridor  
  The third secret door opens into this corridor, which serves as a continuation 
  into the rest of the level. This corridor is partially collapsed, with several holes 
  in the ceiling, through which tentacles disappear into as the door is opened. 
  Water drips from them and the corridor floor is littered with dirt and rock from 
  the collapsed areas. This damp, grotty corridor serves as rather a lovely home 
  for a family of Huge Spiders. There are 4 fat, bulbous, hairy, black spiders, 
  which attack as the secret door is opened. They have an MR of 200 each, but 
  only 1 can fit through the secret door at one time. All 4 Spiders will attack until 
  they are slain or until the delvers become food. Refer to the Rulebook for the 
  effects of Spider Venom, should any delvers take hits to CON. Any characters 
  slain, or overpowered, will be bound in silk and stored in the corridor, which 
  contains no treasure or items, just some old bones and plenty of dirt.  
  2) The Hall of Mirrors  
  This chamber is dusty and partially collapsed. The flagstone floor is cracked 
  and dirty, and many of the pillars which support the roof (there are 15 in all, 
  each 3' in diameter) 30' above are also cracked and crumbling. Parts of the 
  ceiling have also fallen in, and cobwebs and dripping water can be seen 
  through the dark holes. Water drips onto the floor in numerous places, making 
  an already unpleasant chamber damp and cold. On each wall are 2 large 
  mirrors (marked as letters on the GM map), each one 6' long by 8' high, set 
  into the wall at a height of 3' from the floor. They are cracked in places and 
  the damp atmosphere has discoloured the glass of these once elegant 
  mirrors, especially around the edges, which have blackened & yellowed. Each 
  is surrounded by ornate carvings. There appear to be no further exits from the 
  room. Wizards will feel some magic of neutral nature from the mirrors. Closer 
  examination will reveal faint runes below each mirror. The mirrors, labelled a-
  h on the map, read as follows;  
  a) Beware the Reaper  
  b) Fools Gold  
  c) A Quest  
  d) Through the Looking Glass  
  e) The Dragon  
  f) (Runes have been scratched off)  
  g) View Thyself  
  h) The Two Terrors  
  All but one mirror is magical, and is described below. Any character touching 
  a mirror apart from 'g', which is just a mirror and is not magical (but it does 
  
  hide the secret door) will discover that their fingers will enter the mirror, like 
  the surface of water. Items thrown at the mirrors will vanish, and reappear in 
  the room having fallen out of mid air just after they pass through the mirror. 
  Mirror 'g' will swing outwards if the switch just beneath the frame is pressed. 
  This requires a level 2 SR on LK to find. The switch is coated in contact 
  poison, which will reduce ST & CON by ½ if touched with unprotected hands. 
  (The switch is small, in fact too small to operate with gauntlets, which also 
  would be too bulky to flick the switch, which is underneath the edge of the 
  mirror frame)  
  a) Beware the Reaper  
  Through the mirror is a 40' long corridor, 20' high. At the end is a chamber 
  containing a statue of the Grim Reaper, holding a scythe. It stands 10' tall and 
  glows a deep red. The statue is out of sight around the corner, and from the 
  end of the corridor the party see just a strange red glow from the small room 
  at the far end. Strangely, no magic can be felt by magic users; a powerful anti-
  magic spell is at work here, nullifying all magic below level 18. Magic items, 
  weapons & armour only function at the GM's discretion. As any PC begins to 
  approach the statue, they see a ghostly red figure drifting toward them. The 
  figure is the Reaper, billowing cloak and all, holding a ghostly scythe. The 
  Ghost approaches the PC, and will continue to pursue him until they leave the 
  room via the mirror. The ghost will chase all party members back through the 
  mirror unless they choose to fight it. If they return to the main room, and then 
  go back through the magic mirror, the ghost will be at the far end of the 
  corridor waiting for them, and begin its journey towards them once more.  
  If any party members attack the ghost, it wildly swings its ghostly scythe at 
  them. The ghost has no MR and cannot be harmed by non-magical attacks; 
  weapons unless enchanted passing through it causing no damage. It is 
  however affected by all spells and magic items/weapons etc. It has a 'CON' of 
  500, which must be reduced to zero before the ghost vanishes. Each combat 
  round, PCs in hand to hand combat with it must make a L3SR on LK. Failure 
  to do so results in the delver taking the difference the roll was missed by 
  directly from CON, as the magical scythe passes through them during the 
  round.  
  The statue stops glowing as the ghost is slain, and the party can search it. A 
  L3SR on LK will discover a hidden panel in the base of the statue at the rear. 
  To open it, a 4th level SR on DEX or magic must be used. Within is an 
  amulet, on a silver chain, in the form of a small silver scythe. The wearer of 
  the Silver Scythe Charm may score double damage with any weapon he 
  cares to use Vs undead foes. In addition to this magic item, there is a small 
  leather pouch containing 1D20 rubies, each worth 1-600 GP.  
  b) Fools Gold  
  The mirror leads through to an 80' long corridor which in turn leads to a 
  chamber, the far end of which is piled high with loose gold pieces, which spill 
  across the floor. The room contains 750,000 GP. Magic users capable of vibe 
  
  detection will feel black vibes of the nastiest nature. Wise players will turn 
  around and leave this obvious temptation, but delvers being delvers, they are 
  sure to mess around in here. The room is cursed with a 17th level spell. 
  Anyone removing gold from the room will be OK unless they are greedy. It is 
  safe to take up to and including 500 GP each. Any more than this, and the 
  delver will lose CON points = the amount above 500 GP taken from the room 
  divided by 10 instantly. This is regardless of how the gold is actually removed, 
  be it carried out in sacks or packs, thrown through the mirror, teleported out or 
  whatever. Delvers losing enough CON to drop them to zero or less will fall 
  down dead on the spot, turning into their weight in individual GP, which add to 
  the pile...  
  c) A Quest  
  Through this mirror is a small chamber in which is a 5' high stone statue of a 
  man, with a baldhead, his legs folded in the Lotus position, his hands placed 
  on top of his legs, palms upraised. Magic can be felt from it. This is the 
  alchemist's greatest rival, imprisoned here until released. If touched, the eyes 
  open and the statue speaks thus: 
  "Greetings, I am Yononishi, and I offer to you a challenge. Find and return to 
  me the Eye of the Alchemist, and I will in return give you a magic gift. Do you 
  accept?"  
  If a PC accepts the quest, the deal is struck and the statue says it is pleased, 
  and wishes the delver luck before returning to an inanimate state. He warns 
  them against stealing the item, telling them it will bring them nothing but harm, 
  and is of no use to anyone but him. He is unable to say why but asks the party 
  to trust him. If not, he says simply "So be it, but I warn you, the Eye of the 
  Alchemist is of no use to you should you find it. It will bring you doom and 
  destruction. If you find it, bring it here, and I will reward you all the same." and 
  returns to his original state. Any delver accepting the challenge is blessed by 
  the statue so that they will automatically make the next 3 saving rolls they 
  need to make. In addition, the delver will not be attacked by the Zombies in 
  room 6. The Eye of the Alchemist is to be found in the small chamber, which 
  is reached by going down the furnace pit in room 6. If found and not returned 
  here, the delver will turn to stone as soon as he/she leaves the dungeon, and 
  cannot be returned to normal. If the challenge is accepted but the party flee 
  the dungeon or do not find or successfully retrieve the Eye of the Alchemist, 
  no harm comes to the delver, but he will fail his next 3 saving rolls 
  automatically which he has to make. If the Eye is returned here, the statue is 
  overjoyed and becomes as flesh, giving the successful PC a magical boon of 
  1D20 to add to each prime attribute permanently. Roll separately for each. 
  Yononishi then vanishes from the room in a golden glow, a smile upon his 
  face...  
  d) Through The Looking Glass  
  Through this mirror is a short corridor leading to another mirror. Through this 
  is the same. Coming back through a mirror (including the first one which 
  
  should lead back into the main room) results in the delver standing in a short 
  corridor with a mirror in front and one behind. Each time a PC passes through 
  a mirror, he loses 1D6 CON points (including the first) and must make a L3SR 
  on LK. Success, and the next mirror passed through returns them to the main 
  room. Failure, and the delver returns to a short corridor with a mirror at either 
  end, loses more CON, and must try again. Nasty. There is no treasure to be 
  found through this mirror.  
  e) The Dragon  
  The mirror leads into a large natural cavern with no exits. (The cave is not 
  shown on the GM map, as it cannot be reached from anywhere else) In here 
  is a huge Mechanical Dragon, being 40' long and around 30' high. It clanks 
  and grinds into action as the delvers appear in the room. Returning through 
  the mirror is impossible, and the delvers see an identical mirror on the other 
  side of the cave, behind the Dragon! The Dragon has many valves and pipes 
  from which steam blows hot and wet. From its huge metal gaping jaws, fire 
  shoots forth, its range easily reaching one edge of the cavern to the other. 
  Any delver trying to run past the Dragon to the other mirror must make a 
  L1SR on SP. Failure to do so results in the Dragon spraying the delver with 
  hot fire, doing 1D% CON damage unless they are immune to fire. If the 
  delvers split-up, each running around the cave on opposite sides of the 
  machine, the PC with the lowest LK rating, or the group he is in, will be 
  sprayed with fire, each member of the team taking 1D% CON damage. 
  Fighting the metal monster is even harder. The Dragon sprays any delvers 
  attacking it, with fire, and each character fighting it at close range will take 
  1D20 fire CON damage per combat round. The Dragon can be harmed by all 
  attacks, and has a CON MR of 5000, which must be reduced to zero before 
  the machine becomes inactive. All magic will function normally within this 
  cave. The Dragon will use only its fiery breath each combat round; it is too big 
  and heavy to fight 'tooth & claw'. Delvers flying above the Dragon will not be 
  attacked, as here lies the machine-monster's weakness. It cannot lift its huge 
  head to look above it. Here lies the party's best method of passing through the 
  room. A successful party who 'slay' the huge metal monstrosity will earn 
  themselves 5000 AP between them. If slain, the machine will issue forth great 
  amounts of steam, and any delvers present in the room exactly 1 turn after 
  the combat round in which the Dragon 'dies', must each take 1D% CON 
  damage as the whole thing explodes, filling the room with hot sharp metal 
  parts, boiling water, steam and fire.  
  There are 4 secret doors around the wall of the cave. Each can be seen with 
  a L2SR on LK, and opened with a L3SR on DEX. Beyond each door is a small 
  walk-in chamber containing a magic item at the discretion of the GM. Here are 
  4 examples:  
  Dragonfire: This is a Greatsword, enchanted to score 50+50. It glows red and 
  orange.  
  Dragonwing: This is a shield enchanted to take 50 hits, with a painted dragon 
  in flight on it.  
  
  Magicmaker: This is a dagger, which will 'cast' a TTYF of 50 up to 3 times per 
  day for the user. It can be any type of dagger the GM chooses, and scores 
  normal dice & adds.  
  Winged Wonder: This is a leather jerkin made from dragon hide, enchanted 
  to take 50 hits, and allowing limited flight to the wearer, who may fly for up to 
  and including his level number in full turns per day.  
  f) (Runes scratched off)  
  This mirror teleports anyone passing through it to any corridor location on this 
  level the GM desires. It will teleport each delver to the same location, which 
  changes at Midnight each day. There is no way back from the other side 
  except finding this room once again.  
  h) The Two Terrors  
  This mirror leads to a chamber with no other entrances or exits. Within here 
  (the mirror leads straight back to the original room) are two statues, each 16' 
  tall. Each statue is of a warrior, but one is wrought in iron, and the other in 
  bronze. At the feet of each statue is an amulet, lying on the flagstone floor. 
  The amulets are identical in design, each being a hexagonal shape set with 
  an emerald and upon a silver chain with a gold clasp. However, an iron one 
  rests at the foot of the iron statue, and a bronze one at the feet of the bronze 
  statue. No magic from level 1-3 will function in here due to the meteoric 
  qualities of the statues. Delvers searching the room will find, with a successful 
  saving roll on LK at level 3, two hidden doors. Opening each is easy (no SR 
  required), and through each is a small walk-in closet. One of the rooms 
  contains a bronze scroll tube, the other an iron one, both sealed with wax. If 
  one is opened, a spell will be set free, causing the delver opening the tube to 
  lose 1D10 CON points unless a L3SR on LK is made, as a cloud of poison 
  gas envelops the delver (only). Both scroll tubes are trapped in this manner. 
  The cloud of gas vanishes almost as quickly as it appeared.  
  Within the iron tube, a scroll reads (in Dragon Tongue, but kindly GMs may 
  choose to have them read a language the party are familiar with) "Claim my 
  prize but only with enchantment may you challenge me". The bronze tube 
  contains a scroll reading "Take my gift, but fight iron with iron to win through."  
  Here's the trick. If the iron amulet is touched, the Iron Giant will animate, 
  attacking the delver who touched the amulet, and anyone else who joins in 
  the fight. This foe has an MR of 600 and a CON MR of 1200, and can only be 
  harmed by weapons (magic ones included at the Game Master's discretion, 
  but he may rule only standard damage is done); magic spells cast at it or 
  upon weapons (i.e. 'Vorpal Blade') will not harm it. A weapon enchanted with 
  a 'Vorpal Blade' for example will score only usual dice & adds. If the giant is 
  slain, the amulet may be kept. It is the Amulet of Iron (gee, that's original....), 
  and the adventurer who wears it may double all attack scores when fighting 
  hand to hand in combat with any sword or dagger only.  
  
  The Bronze Giant is also animated by touching the bronze amulet. This foe is 
  harmed only by magic spells; no weapon will harm it in any way. It has an MR 
  of 400. The amulet, named Bronze Baby, will allow the wearer if he is a 
  magic user, to cast 2 spells per combat turn once per day. If the wearer is not 
  a magic user, it will nullify the first 3 offensive spells cast at that person each 
  day.  
  GM Note: The delvers may not 'cut & run' here. The amulets are further 
  enchanted so that they cannot pass through the mirror whilst the statue it 
  belongs to, still 'lives'. In addition, the statues are further enchanted so that 
  they cannot be harmed whilst in an inanimate state.  
  3a) The Alchemist's Warning  
  At this point in the corridor (marked by a dotted line on the GM map) is an 
  ornate archway, with a grinning skull as the centre stone in the arch, leering 
  down at the delvers below. Through the archway a stairway can be seen, 
  turning down into the darkness. The stones forming the arch are covered in 
  tiny runes and symbols, which cannot be understood. As the delvers pass 
  through, they hear a voice speak to them in their minds, saying "You are 
  entering the Realm of the Alchemist! Turn back now or face your doom!" 
  Delvers' pulses race as they pass beneath the archway... 
  3b) The One-Way Door  
  Here in the long corridor is a glowing yellow transparent doorway, ghostlike in 
  appearance. It is enchanted with high level magic and was placed here by 
  Patroclus, to keep intruders out of his area. It cannot be opened, but may be 
  crossed from north to south, but will not allow access from south to north. 
  Delvers wishing to explore the alchemist's areas, and in turn discover the 
  magic box currently holding the Shadow Demon prisoner, must find the secret 
  door between rooms 8 & 12 on the north wall, and enter that way.  
  3) The Conjuring Chamber (The Lair of the Shadow Demon)  
  This chamber is a mess; tables are overturned and broken, shelves hang from 
  the walls, their contents lie smashed upon the flagstone floor of the room. 
  Shattered urns, vases, bottles and flasks litter the floor, (upon which can be 
  seen the remains of strange symbols and a large pentagram) which is itself 
  forever stained by the contents of the shattered vessels. From the ceiling a 
  once ornate wrought iron candleholder hangs upon one of its three support 
  chains, and the walls are darkened and cracked. The iron door, which once 
  sealed this room lies bent and twisted in the frame, as if melted by a great 
  dragon's breath. Painted onto the front of the door (after it was damaged!) are 
  the words "Summon no Spirit which you can not conjure down!" These 
  words are written in Dragon Tongue, in a somewhat erratic manner.  
  In the centre of the room lies a 6" cube, a metal box covered with glowing 
  runes and strange patterns (If you've seen "Hellraiser", then you can liken this 
  box to the puzzle box of the movie). Bad magic vibes spill forth from this box 
  
  like the stench from a battlefield of rotting corpses, and it is surrounded by a 
  green hue. Upon the top is a combination locking device, which also glows. It 
  consists of three interlocking wheels, around the edge of which, are numbers 
  and letters. The correct figures must be brought into alignment for the box to 
  open. This requires a 5th level SR on IQ, but failure results in the delver being 
  surrounded by 'electrical' charges of glowing and crackling blue fire, which will 
  last for seconds only but cause an instant 1D20 CON loss. The delvers may 
  try to open the box as often as they please!  
  OK Game Masters, here's what really happened in here! The Mad Alchemist, 
  Patroclus the Unpredictable, who was once master of this level, living in these 
  chambers (3-7), summoned one demon too many in this, his conjuring 
  chamber. He fought the demon as it broke free from the bonds set by the 
  alchemist's spell, and eventually contained it in the box, which lies on the floor 
  to this day. The alchemist however was almost ruined and nearly dead, so 
  when he had regained his strength, he packed-up and left Goblin Crag, never 
  to return....  
  If the box is opened, the Shadow Demon, whose earthly name is Meleager, 
  will be freed. However, it will not be at full power, but is still a formidable foe. It 
  can take on any form the GM wishes, (but I had him resemble the demon 
  pictured on my Home Page, upon which you clicked to enter here) and has 
  the following Prime Attributes. The figures in brackets represent the Demon's 
  current value, the normal figures being his attributes when at full power.  
  ST: 160 (140) CON: 380 (120) IQ: 62 (62) DEX: 70 (35) LK: 66 (20)  
  CHR: -99 (-99)  
  Current Personal Adds = 159 Full Personal Adds = 260  
  Meleager gets 10D6 for each clawed hand and each combat round scores 
  2D20 damage in addition to his claw attack, due to fire & ash breath. This also 
  causes a 'Smog' effect; delvers fighting him must make a CON SR at level 3 
  or lose ½ CON instantly. If they fail even a 'min 5' whilst making this roll, they 
  also lose ½ ST instantly also. The smog effect will only affect a PC once, 
  there is no further effects after the initial rolls and damage have been 
  resolved. He is unaffected by magic cast at any level below and including 
  level 3, and takes no damage from 'mind' spells, poison or fire. He can also 
  see through any illusion. When at full power, he can cast one spell from level 
  1 to 6 per combat round as well as fighting tooth & claw, making him a terrible 
  foe.  
  The Shadow Demon will attack the party is he is freed, attempting to slay 
  them all. If he is outnumbered, he will vanish, to return to this room in 6 full 
  turns. In this time he will recover all his power and his attributes will return to 
  full. He will then hunt and slay the party should they still remain somewhere in 
  the dungeon complex. He can wander the upper 3 levels at will, but cannot 
  leave the dungeon, or travel down to level 4.  
   
  
  Should any one delver slay the Shadow Demon, he will instantly increase by 
  two levels of experience. If the Demon is slain by a team effort, all the 
  participating adventurers will receive 3000 AP. There is no treasure in this 
  room. The box cannot pass through the doorway to this room, even if it has 
  been opened and the Demon freed.  
  4) The Alchemist's Stair  
  This is a series of stone steps, which wind down to room 5. The alchemist 
  placed several magic traps on this stairwell to guard from intruders. He knew 
  the secret magic words to utter as he passed along the stairwell, but the PCs 
  will not, so they are at risk from the traps.  
  At point A on the map, there is the first magical trap. The party see a stone 
  gargoyle head upon the wall. From this a trickle of water runs, which is safe to 
  drink. As the first delver passes the gargoyle, he will be struck by a TTYF of 
  15 damage from the head. The head will not cast the spell again for another 
  hour. The head will warn the delvers not to continue.  
  Point B is a smooth stone worked into the stone wall. Upon it is carved a 
  strange symbol, circular in design, with a series of smaller circular symbols 
  within it, amidst many small glyphs and signs. Again, wizards may try for a 5th 
  level SR on IQ to recognise this as a magical trap. When the last person in 
  the group pass by the stone, it will send forth as many balls of ice as there are 
  delvers, one striking each member of the party. The ice balls are 6" in 
  diameter and cause 1D10 CON damage; armour is ineffective as the trap & 
  damage are magical in nature.  
  In the wall at point C is a stone skull. All members of the party who pass the 
  skull must make a L3SR on LK or lose 1/3 CON immediately. The skull laughs 
  at the party as they pass.  
  Point D is the iron door at the bottom of the stairs. Upon this are strange 
  symbols and runes. The runes are in Goblin Tongue, and read "Pass through 
  this portal at your peril". The door requires 3 'Knock Knock' spells to open, 
  and is cursed. The first person to pass through must make a L3SR on LK or 
  lose 1D10 CON points instantly. The second person through must make a 
  L3SR on LK or lose 1D6 CON. The third person to pass through must make a 
  L3SR on IQ or be struck with a mind-blasting spell, which renders them 
  unable to walk or speak for 1D6 full turns.  
   
   
   
   
   
  
  5) The Alchemist's Laboratory  
  This is where Patroclus spent most of his time and conducted his bizarre and 
  dangerous experiments. As soon as the door is opened, 4 Winged Demons 
  are summoned (see the start of the dungeon text for details of these 
  creatures) to guard the room and attack the party. Two appear on the stairs 
  outside the room, whilst two more appear just within the doorway.  
  The room is warm and musty; the doors not having been opened for some 
  time. Within, covered by a thick lair of cobweb and muck, are the alchemist's 
  bizarre tools of his trade. Many benches hold confusing arrangements of 
  glass beakers, tubes and bottles, which once bubbled with colour and life. All 
  the benches are also littered with strange objects and stains. Tweezers, 
  knives, pipettes, jars, bones, pouches of dry powder, spoons etc. can all be 
  found here. The walls are filled with shelves of books and cabinets containing 
  large bottles of coloured powders and liquids. From the roof, 30' above, hang 
  many iron cages, all different sizes and shapes and hanging at different 
  lengths from the ceiling. Some are empty, others contain small animal 
  skeletons. Upon the floor, magical symbols and pentagrams are painted, 
  showing dark stains and melted wax upon them. Around the room, on many of 
  the surfaces, are half burned candles and small bronze dishes containing ash 
  and the remains of liquids, now just powder or stains in the dishes which once 
  held magic and power. Upon the plastered walls also hang parchments 
  containing spells and magical rites, and around the room here and there, are 
  strange items, again covered in dust, but still retaining their magical vibes....  
  This room has been sealed for ages, and has served as rather a nice home 
  for a Wraith. This nasty ethereal foe will appear 1 combat round after the 
  delvers have entered the room. It has an MR of 500, and cannot be harmed 
  by non-magical attacks. Each combat round the delvers fight it, the Wraith 
  attacks their minds with a mental attack, in addition to its usual attack with 
  MR. Each delver in the room, no matter if they are fighting or not, must make 
  a L2SR on IQ each combat round, or lose the difference in CON points. If the 
  Wraith is reduced to an MR of 50 or less, it vanishes, never to return, and the 
  delvers may search this interesting room, finding the following magic items, 
  free for the taking;  
  Reincarnation Dust. This is a large bottle filled with a yellow sand-like 
  substance. Pouring it over a person, no larger than a human of about 6' tall, 
  will reincarnate the dead person, who will have the same attributes as he had 
  immediately before death. The person will live again after the dust has 
  vanished completely into the body (which must be naked), a process taking 
  1D10 full turns. CON & ST will be at half original value, the strength returning 
  at 1 per turn.  
  Caraman's Liquid Fire. This is a small bottle of red/orange liquid. If exposed 
  to the air for 1 full turn, it will suddenly erupt into a burning fire which does 
  3D20 damage to anyone within 10' of it when it explodes. The fire will cover 
  an area roughly 10' in diameter, and will burn for 1 full day. The liquid is thick 
  and gloopy, and all must be used at once.  
  
  The Fat Black Cat. This is a stuffed cat, very large and fat, with the name tag 
  'FELIX' around its neck. It is magic, and will answer 3 yes/no questions for the 
  user once per week, as 'Dear God'. The GM must answer truthfully, and the 
  cat weighs 30 wu.  
  Robe of Fire Dancing. A long flowing hooded robe of black with 
  red/orange/yellow flecked trim around the bottom, collar, hood and sleeves. It 
  renders the wearer totally immune to fire damage whilst wearing it.  
  CON Restoration Fluid. There are 1D4 bottles of this substance, hidden 
  away on a high shelf. Each bottle is 1 dose, returning 1D20 CON when drunk. 
  Cannot add to maximum CON.  
  ST Restoration Fluid. As above, but 1D20 ST is returned.  
  6) The Furnace  
  This room is very large, with walls composed of huge stones. There is a 60' 
  diameter circular pit in the centre of the chamber, around which is a 3' high 
  iron railing. The walls are blackened and charred, and the room is very hot 
  indeed. Upon the southern wall is a mechanical device, where many levers 
  and buttons can be seen. There is a gate in the railing which allows access to 
  a narrow stairway which winds down and around the inside wall of the pit. 
  There is no railing on this stairway however, and some of the stones, which 
  make up the steps do not look too secure! At the bottom of the pit (250' down) 
  a red glow can be seen. The roof of this chamber is covered in large metal 
  pipes and machinery, supported by great iron brackets, and there are many 
  wheels, which operate the flow of heat through the pipes, connected to the 
  array. The upper machinery in here is accessed by a metal stairway in the 
  southeast corner of the room, which leads up to a metal gantry, where the 
  wheels and levers can be operated. There are also iron steps leading 15' up 
  to an iron platform on the eastern wall, in which is an iron door leading to the 
  chazm.  
  (GM-place an undead wizard standing guard on this platform to make the 
  room extra tricky) 
  In here are Patroclus' undead servants, who remain as instructed when the 
  alchemist left Goblin Crag. There are 8 Zombies, all once human, standing in 
  here when the delvers enter. They will immediately animate, turning their 
  heads toward the party, but will not approach. If any PC enters the room, 1D4 
  Zombies will begin to approach them and attack. Each Zombie has an MR of 
  130, and anyone taking hits to CON will be infected with Blue Plague. This 
  causes the following effects if left uncured; 
  *As the delver becomes infected, he will immediately lose 1D4 CON, which 
  will never return; this should be deducted from the delver's attribute 
  permanently.  
  
  *After 1 full turn, the delver sweats profusely, and ST is reduced by ½. The 
  delver will be unable to fight, and may have difficulty walking and co-
  ordinating speech.  
  *After a further turn, the delver begins to hallucinate and will lose ½ IQ. He will 
  be unable to speak coherently, and will collapse to the floor. Skin takes-on a 
  bilious blue shade.  
  *Following another turn, the delver passes-out for 1D20 combat rounds. CON 
  & ST both drop to 1.  
  *Following the term of unconsciousness, the delver must make a 5th level SR 
  on LK. Success, and he wakes, with a ST & CON of 2. Any IQ loss will be 
  restored, and ST will return at the rate of 1 per turn. Con will take weeks of 
  rest and care. If the SR is missed, the delver does not awaken from his coma, 
  and he will erupt in blue boils of pus and blood, and die.  
  In addition to these Zombies, standing on the raised platform in the south east 
  corner of the room, is a Zombie Lizardman. It will be partially hidden amongst 
  the pipes and machinery, and may not be seen by delvers entering the room, 
  especially if they are fighting the Zombies. The Lizardman has an MR of 140, 
  and uses a small Enchanted Crossbow. He is a crack-shot, and requires just 
  a 'min-5' to hit any target in this room. The alchemist enchanted him with this 
  power. The crossbow is also enchanted, and scores 12D6 per bolt. He has a 
  supply of 8 bolts. If he needs to fight hand-to-hand, he also carries an 
  Enchanted Scimitar, scoring 10+20 hits. It will shoot at the delvers from this 
  vantage position should they appear in the room.  
  The pit is more than just a source of heat. Anyone climbing down using the 
  stone stairway which winds around the pit wall, must make a 2nd level SR on 
  DEX and a 1st level SR on LK. If either are missed, a stone step gives way, or 
  they slip, and take a fall to the bottom. This results in instant death should 
  they fall into the lava pool. A 5th level SR on LK means they fall onto the 
  narrow walkway surrounding the pool, taking 1D20 CON damage. The GM 
  may wish to increase or lower this damage depending how far down the 
  delver had made it before taking a tumble. Wise delvers will attach 
  themselves to the top with rope anyhow.  
  Near the bottom, is a tunnel branching away from the tunnel wall (not shown 
  on GM map). It is 5' high and unlit. It is to be found 200' down. The corridor 
  runs straight for 40', and is swelteringly hot. At the end is a 30 x 30 x 30' 
  chamber, the walls of which have been decorated with hundreds of runic 
  symbols, hieroglyphs, magic signs and runes in an unknown tongue. In the 
  centre of the room sits a crystal sphere, resting upon a 3' high stone pedestal, 
  into which are 100 small iron studs, shapes like skulls and arranged in 
  patterns on the sides of the stone. These are meteoric iron, and prevent 
  magic levels 1-3 from functioning. The sphere is 1' in diameter, and is cloudy 
  white in colour. Close inspection reveals coloured flecks dancing within the 
  cloudy crystal. It is immune to all magic cast at or around it. As soon a anyone 
  
  sets foot within this chamber, a Winged Demon (see start of dungeon text) is 
  summoned in the room and attacks.  
  This is the Eye of the Alchemist, a magical treasure sought by Yononishi, 
  who lives beyond mirror c in the Hall of Mirrors; location 2. Patroclus 
  imprisoned Yononishi, as he was a rival to his powers, and contained the 
  magic required to release him within this crystal sphere. If touched by 
  Yononishi, the spell will be broken and Yononishi may return to his own home 
  outside the dungeon. No doubt he will seek out Patroclus and avenge his 
  imprisonment, but that will be another story. The GM may build upon this if he 
  wishes.  
  The sphere has no other magic properties other than being the key to 
  Yononishi's imprisonment, and will be of no use to the delvers. If removed 
  from the dungeon, anyone touching it will turn to stone and it will teleport itself 
  back to this chamber.  
  The lava pool at the bottom of the pit is home to a Fire Elemental, MR 650. It 
  will rise from the lava and attack anyone venturing down the pit, if a 1 is rolled 
  on 1D6, for every character that descends the stair. It is susceptible to all 
  attacks except fire & poison based attacks, and takes double damage from 
  ice/water attacks. It will not leave the pit but will rise to the top to attack the 
  party in the room. The lava pool is surrounded by a 3' wide stone walkway, 
  with a 3' high iron rail surrounding it, which is far too hot to touch. Any 
  character standing at the bottom here will lose 1 CON point per combat round 
  due to the immense heat from the lava pool. Patroclus often spent time in the 
  offshoot chamber, and at the bottom of this pit, wearing his fireproof robes, 
  summoning devils and stealing forbidden knowledge.  
  GM Note: Iron doors provide entrance to this room, and are kept locked, 
  requiring magic to open them, as there are no keyholes. It is doubtful the party 
  will have the power necessary to damage these 6" thick solid iron doors.  
  7) Dragon's Chasm  
  The corridor from the furnace room leads directly through to a natural 
  underground chasm, spanned by a rickety-looking bridge made from wood 
  planks and rope. Some of the planks are missing and there is no rope 
  alongside to hold onto whilst crossing. It is very unstable. The ends of the 
  bridge are tied around strong looking wood posts set into the floor. It will be a 
  balancing act to cross the bridge. Anyone doing so unaided must make 4 1st 
  level saving rolls on DEX not to overbalance as they make their way slowly 
  across. Running across requires just 2 saving rolls on DEX, but at level 2. 
  Failure means overbalancing and a fall down 175' to the sharp rocks below, 
  and instant death unless somehow protected. At the bottom lives an old Grey 
  Dragon, with an MR of 380. It feeds little and will attack ferociously should 
  anyone suddenly appear at the bottom. A small stream runs through the 
  bottom of the chasm, providing water for the Dragon, who spends most of his 
  time sleeping. The chasm floor is warmed by the proximity of the lava pool. 
  This was Patroclus' pet, which he selfishly left behind when he vacated the 
  
  dungeon. The Dragon was quite intelligent, and spoke a little Common 
  Tongue, but years of solitude and boredom have caused him to lose his 
  knowledge of 'Human Speak' as he used to call it, and he now lives 
  depressed, on a poor diet and with no company. If a delver can speak Dragon 
  Tongue, he may try and persuade the Dragon not to fight, but instead promise 
  to try and help, if the party realise the Dragon is miserable and trapped. This 
  requires a 3rd level SR on CHR. Failure and the Dragon lunges for the 
  delver(s), seeing a very rare meal opportunity. If the delvers become friends 
  with the Dragon, known as Taranas, and somehow find a way to free it from 
  the confines of the chasm, it will help them and may become a member of 
  their party on future adventures. More here for the GM to build upon if he 
  wishes. The Dragon has lost some teeth, his scales have lost their shine, and 
  unless his diet and exercise improves, he will not regain the power to breathe 
  fire & ash, which get him 4D20 hits per combat round if at full power.  
  8) The Armour Collection  
  This room is dusty and the doors in and out of it are stiff and require a hefty 
  push to open. Within is a room, which was once decorated in a grand style, 
  with wall friezes and fine carpet, but now the carpet is but a rotted, mouldy 
  mess, and the walls have cracked and the paintings faded. The ceiling is 
  cracked and water drips from the cracks, making the floor a sloppy mess. 
  Fungus growths grow on the remains of the carpet. Standing along either side 
  of the room are suits of armour upon armour stands, marked as circles on the 
  GM map. There are 6 suits on each side of the room, numbered 1-12 on the 
  GM map. Magic can be felt in the air in here, but before the party can 
  investigate that, they must first deal with the horror, which has made this cosy 
  room its home. An Oni, a kind of oriental Demon, lives here. It is 8' tall with 
  one burning red eye in its forehead, and roughly Ogrish in stature, with long 
  talons and fangs. It has a small pair of leathery wings on its back but these 
  are useless and for show only. The Oni attacks almost immediately, leaping 
  out from behind the suits of armour as the delvers enter the room. It has an 
  MR of 360, but has a trick or two up its sleeve...  
  Each combat round, the Oni will cast an illusion of itself to fight alongside it. 
  The party will not be able to tell which is the real demon during combat, and 
  as a result they must either decide to focus their attack on just one demon, or 
  their attack score is halved. If they choose to attack just one, roll 1D6. On an 
  even score, they fight the real one. Odd, and it is the illusion, and no damage 
  is done.  
  In addition to this annoying habit, the Oni fights with poison, spitting, biting 
  and clawing at its enemies. Delvers taking hits to CON will continue to lose 
  1D4 CON per combat round until cured as a result of this poison. Additionally, 
  all characters fighting must make a 2nd level SR on the average of their LK & 
  DEX not to be spat upon by the demon, which will cause the loss of 1D3 CON 
  points. Fully armoured delvers may be unaffected by this at the GM's 
  discretion.  
  
  The Oni is immune to fire attacks and can see through all illusions. Non-magic 
  weapons will do only ½ damage to him. Once the Oni has been despatched, 
  the delvers may inspect the armour.  
  1) Full Plate armour. No magical properties. Will fit anyone between 5-6' tall.  
   
  2) Full Scale armour. As above.  
   
  3) Magic Scale armour. Enchanted to take 30 hits. 
    
  4) Ring-joined Plate armour, badly rusted and damaged. Will take only ½ 
  usual hits.  
   
  5) This is an illusion. Touching the armour will cause the delver to be 
  teleported to room 2.  
   
  6) Trap! Full Plate armour, shiny and new, with an ornate helm and tower 
  shield. Removing this armour from the stand will cause crossbow bolts to 
  shoot out from the wall behind the armour. Anyone within the area marked on 
  the GM map will be hit by 1D6 bolts, which inflict 6D6 damage each.  
   
  7) Full Plate armour, made for dwarven warriors.  
   
  8) Death's Head Armour. Scale armour, jet black, with a skull & crossbones 
  on the front of the helm. The wearer may take all non-magical damage when 
  wearing it, but all saving rolls will be one level higher than required.  
   
  9) The armour (scale) falls to pieces when touched. Living within is a large 
  spider, which scuttles away. It is nasty looking but harmless. The armour is 
  worth only ½ usual hits.  
   
  10) Lamellar armour, full set. No magical properties.  
   
  11) Full set of leather armour, but badly damaged by the conditions in the 
  room. ½ hits.  
   
  12) Full set of Plate armour. This is Enchanted Minotaur Armour, to fit any 
  wearer, who will instantly be transformed into a Minotaur when it is worn. See 
  Rulebook for attribute changes. The spell is irreversible, and the armour takes 
  normal amount of hits.  
  9) A Dinner Party for the Dead  
  This room contains a long oak table, holding goblets and jugs, surrounded by 
  chairs, 6 along each side, one at an end and a throne at the table's head. The 
  walls hold paintings of heroes and kings, and the flagstone floor is clean. 
  From the ceiling hang 3 large candle chandeliers. Sitting around the table are 
  Skeletons, one in each chair, 13 in all. At the head of the table is a rather 
  nasty looking person. Dressed as a King, with a crown of jewels and a robe of 
  fine cloth of gold, sits a Lich, an undead wizard with great power. The Lich 
  
  faces the northern door, the one by which the delvers will probably enter, and 
  as the door is opened, he says calmly, "I would leave now if I were you. Turn 
  around and go, and you will not be harmed." As he does so, he clicks his bony 
  fingers and the 13 Skeletons immediately stand up, each holding a scimitar. 
  The Skeletons turn as one to face the party, and step out from behind the 
  chairs, ready to attack; bones clicking, empty eye sockets staring, swords 
  raised, teeth chattering.  
  If the delvers enter, the troop of Living Skeletons charge and attack, each one 
  having an MR of 50. During combat, the Lich sits calmly in the throne at the 
  head of the table, pouring himself a goblet of wine and slicing an apple with a 
  small knife. If any of the party break-free from the melee and charge for him, 
  he will drop the wine and apple and prepare to attack using magic, and his 
  evil magic staff.  
  GM Note: If Vedas Karomir is facing death, is strongly outnumbered or 
  suspects the party are very strong and powerful, he will retreat to his 
  chambers (10), which he may do by teleporting directly there, for no ST cost if 
  travelling from anywhere on this level, and 1 ST from anywhere else in the 
  dungeon. Here he will remain until he has recovered any lost ST (he recovers 
  lost CON also at the rate of 1 per turn) and CON and may then decide to hunt 
  the party down and seek revenge. He will follow them into levels 1 and too if 
  necessary, but no further down will he travel, fearing those who dwell down on 
  level 4 and beyond...  
  The area between this room and room 10 has been bricked-up. Delvers will 
  need to risk teleportation to the other side or dig their way through with a 
  pickaxe. Vedas has no need of a doorway, being able to teleport in and out at 
  will. The sealed doorway is quite visible.  
  Vedas Karomir, Lesser Lich.  
  ST: 80 CON: 66 IQ: 48 DEX: 50 LK: 30 CHR: -62 ADDS: 124 Level: 9  
  Vedas was a magician, who dabbled in some very nasty things and poked his 
  nose into some very horrible places, and as a result, met a grisly end quite 
  early into his career, but did not die. He was part of an adventuring party into 
  Goblin Crag in the early days, falling foul to the horrors which crept through its 
  passages and rooms, and dying, the last member of his party, all of which had 
  been picked-off by a particularly nasty demon, which may have been 
  summoned by Patroclus, we'll never know. Instead of passing into the 
  Afterlife, which for him would probably have been rather unpleasant, he rose 
  from the dead and continued to practise magic. As the years passed, he hid 
  himself away in room 10 on this level, sealing the entrance and hiding it away. 
  Eventually, the delvers ceased to venture into Goblin Crag (see the 
  introduction; Level 1) and he was left in peace. To cut a long story short, his 
  black arts kept him alive, and now he lives here, horrible and corrupted, 
  cursed to live the 'life' of the undead. He is now quite mad, and considers 
  himself self-styled 'King' of this level.  
  
  Vedas knows all spells from level 1 to 9, and has invented many others, most 
  of which are no use in combat and not explored here. Again, the GM may 
  expand upon these should he wish to. In combat he fights solely with magic, 
  and the aid of Carixia Mortis, his Deluxe Magic Staff, which takes the form 
  of a 2' black rod topped with a silver skull. It will allow him to cast 2 spells per 
  combat round twice per day, and halves the cost of all spells cast through it. It 
  has a ST reserve of 30 and can cast any spell it knows of its own accord if it 
  feels the need.  
  GM Note: The staff is loyal to its present owner, and any other wizard who 
  inherits it must make a saving roll on CHR at level (9 minus delver's level). 
  The roll must be at least level 1 however. Failure and the staff uses its ST 
  pool to cast a nasty offensive spell at the delver and will not accept him as its 
  new owner. If the roll is made the wizard may keep the staff, though it may be 
  a while before the staff can really be totally trusted to act in the new wizard's 
  best interests...  
  If the Lich is slain, it crumbles to dust within the robe, the crown falling 
  clattering to the floor and rolling across the room. It is worth 3500 GP. A party 
  of delvers slaying this undead foe will receive 1000 AP each. Should a single 
  delver kill him, he will receive 3000 AP or enough AP to take him to the next 
  level, whichever is the higher.  
  10) The Lich's Lair  
  This room is connected to a smaller chamber beyond, and contains a long 
  couch, pillows, a table, workbench, ornate chair, lanterns, candles, and a 
  great chest. In the chest is a collection of ancient books on magic. None of 
  which will be of any use to the party, but each can be sold to a collector or 
  higher-level wizard for 1-600 GP each. There are 11 such tomes. The desk 
  holds countless parchments of spidery writing and mayhem. The room smells 
  of death and anyone remaining in here will lose 1 CON point per minute 
  unless they are undead. The room also contains other horrible items and stuff, 
  which are not explored here. The Lich has lived between this room and the 
  dining room for years, so use your horrible little imaginations! In the rear 
  chamber (10a) is a bed, a chest of collected clothing, a small selection of 
  weapons (none magical, just a short sword or two, a few daggers etc.), a 
  small chest of treasure (30 gems to roll-up from the Rulebook and 750 GP) 
  and a stone coffin, lined with silk, in which he rests. It has a heavy stone lid. 
  Velas recovers ST & CON at the rate of 2 per turn whilst resting in this horrid 
  tomb. In this room is a Winged Demon (see start of dungeon text), guarding 
  the Lich's possessions.  
  In here is the Dragon Key, required to open the gates, which lead down to 
  level 4 of Goblin Crag. The key hangs upon a hook, spotted by anyone 
  making a 3rd level SR on LK whilst in here. The key is made of bone and 
  indestructible, with a dragon's skull design worked into it. If no one makes the 
  SR, have them find it eventually, or have the Lich wear it round his neck, or 
  hidden in an inside pocket of his robes etc.  
  
  GM Note: Should Game Master's wish to sprinkle a few magic items or magic 
  books in here, visit The Wizard's Box Room and choose some for quickness, 
  or use yer own!  
  11) Run Delvers Run!  
  This room is long and narrow, and along each of the sidewalls are gargoyle 
  heads, about 2' in size, positioned at a height of 4' from the floor. There are 18 
  such gargoyles (see GM map), 9 along each wall, all with large mouths open 
  wide, facing each other. The walls are black and charred and there is a smell 
  of sulphur and smoke in the air. Dust on the floor suggests no one has passed 
  through here for a long time.  
  The gargoyles will fire a ball of fire from their mouths as they detect motion in 
  the room. Any delver walking or running through the room must dodge the 
  fireballs as they fire across the room, to explode on the opposite wall if they 
  do not hit a delver. Each fireball does 2D20 damage. Armour may be used to 
  take damage but warriors may not double the hits. If a character runs through 
  the room, he must make a saving roll on SP at level 1 to make it to the door at 
  the other end without taking any fire damage. If the SR is missed, the delver is 
  hit by as many fireballs as the SR was missed by! If a character begins to 
  walk down the room, he must make a L3SR on DEX to leap out of the way as 
  the first fireballs erupt from the gargoyle mouths. Failure to do this results in 
  the PC being struck by 1 of the fireballs. If the PC fails even a 'min 5' whilst 
  trying this roll, both fireballs strike home. You may wish to give the delver an 
  IQ SR, level 1, to leap back towards the entrance door. Failure will result in 
  the PC leaping forward, into the path of the next two fireballs, causing another 
  SR etc. etc.  
  Obviously, flying or teleporting through the room will bypass these nasty traps.  
  12) The Imprisoned Djinn  
  This room contains an iron manhole cover, 6' in diameter, composed of 
  meteoric iron, in the centre of the room. It is bolted by 4 large iron bolts, at 
  each compass point of the circular covering. The cover is covered in runes, 
  written in Ancient Common Tongue. Anyone with an understanding of 
  Common Tongue may read them with a L2SR on IQ. They read "Herein lies 
  Pharos, sealed for eternity." This is bound to tempt the delvers! They may 
  mistake this for the prison holding the Shadow Demon, after reading the runes 
  at the entrance to this level.  
  The manhole cover is very heavy (2000 wu) and the bolts are magically 
  locked, each requiring a 'Knock Knock' spell to open. If the cover is lifted 
  following the release by magic of the four bolts, there will be an escape of 
  toxic green fog, which fills the room in seconds. All delvers present in the 
  room must make a L3SR on CON or take 1D10 CON damage. Seconds later, 
  a devil-like Djinn appears in the room, wearing a large grin, showing pointed 
  teeth. He floats in the air, having no legs, just a red misty body, which trails 
  away below the waist. He has large muscular arms and chest, and has 
  
  pointed ears and long black hair tied in a pigtail, which falls behind his head. 
  He reeks of bad vibes. The ethereal creature speaks in a tongue all can 
  understand;  
  "Who releases Pharos from his prison? Speak, one of you mortals! Who did 
  this?"  
  If one of the PCs speaks, saying he set the Djinn free, Pharos will stare at 
  him, his eyes narrowing and sending forth a beam of green light, which strikes 
  the delver full in the chest. The stricken delver will collapse and fall 
  unconscious for 1D6+1 full turns, and when he awakes, all his Prime 
  Attributes will have increased by 1D10 (roll for each attribute separately) 
  permanently. This serves as his reward. CON however will be at ½ following 
  the lightening bolt, not returning until the delver has had chance to rest 
  outside the dungeon for several weeks. (CON will be at ½ original value 
  before the D10 boon, gradually rising to the new level following rest) If he is 
  attacked, he vanishes instantly, remembering the deed....  
  If the party agree that it was a team effort, the Djinn grants the party one 
  minor wish, at the discretion of the GM. Following this, Pharos then departs, 
  with a thunder clap, a lightening flash and a billow of red smoke. Pharos may 
  appear on deeper levels of Goblin Crag...  
  The pit is circular and 60' deep. It is lined with meteoric iron and at the bottom 
  is a corked bottle of black glass. It is cursed, so that the first person to touch it 
  will be teleported into the bottle, where he will remain until the party leave the 
  dungeon. Do not tell them this however. If the bottle is smashed, the delver 
  will die. If it is uncorked, a 'Smog' spell will issue forth, causing ½ ST & CON 
  loss to all present within a 30' radius. No magic will affect the bottle and the 
  delver within will be unable to cast spells, use magic items or otherwise leave 
  the bottle of his own accord. For every hour the delver remains imprisoned, he 
  loses 1D3 CON points, as the air in the magic bottle is slightly poisoned. The 
  trapped delver may not communicate with the rest of the party unless Wizard 
  Speech is used, and the trapped delver will also know that smashing the 
  bottle will kill him. (pass the player a note, heh heh heh!)  
  TWO EXTRA ROOMS  
  Use the following two extra hidden rooms if you wish; they are not vital to the 
  level. One holds great magic, the other certain death.  
  13) The Hidden Tomb  
  This chamber has not been entered for many years, remaining hidden behind 
  the secret door in the long corridor linking the Lich's room with the one-way 
  door. Within, the air is musty and characters failing a CON SR at level 1 will 
  lose the difference in CON due to the bad air, which they suddenly breathe. 
  Inside the grim undecorated room is a stone tomb, again undecorated, 10' 
  long, 4' wide and 4' deep. The lid is sealed with wax. The only feature of 
  interest upon the lid of the tomb is a small skull & crossbones, with runes in 
  
  Goblin Tongue beneath them. They read "Danger! Plague Infested Tomb!" 
  If the tomb is opened by melting/cutting the wax seal and lifting the heavy 
  stone lid, the plague spores will fill the air in seconds, killing instantly every 
  character present in the room, and maybe in the rest of the dungeon! The 
  tomb contains a skeleton lying at the bottom but nothing else. If you feel really 
  kind, allow a saving roll before death, but for me, let them perish, especially if 
  they've read the runes! If they can't read Goblin, change them if you feel kind, 
  or allow someone a SR on IQ to read them. 
  14) The Spiritual Sphere  
  This secret room contains a 20' diameter glowing red sphere, floating in mid-
  air. It 'hums' with power, and gently rises up and down. The first person to 
  touch it will be teleported within the sphere. None of the other party members 
  will be able to affect the sphere in any way. Magic will not work in here, nor 
  will magic items. The person within the sphere will see a strange 'genie-loke' 
  being smiling at them. The figure touches the player-character and the delver 
  is raised by 1D3 levels of experience if he makes a level 3 SR on CHR. 
  Failure to do so results in the delver being ejected from the sphere with a 1D6 
  permanent boon to any attribute he wishes as a consolation. The CHR SR 
  rises by 1 level each time another delver enters the sphere, and when it is 
  made, the sphere vanishes. The room is reached via the secret door hidden 
  behind one of the gargoyles on the southern wall of room 11. It is unlikely the 
  party will discover this room. You may allow or dis-allow vibes to be felt 
  through the wall as you see fit. The door is opened by flicking a small switch 
  inside the gargoyle's mouth. Any party managing to reach this room deserve 
  the magic to be found beyond!  
  THE DUNGEON TEXT ENDS HERE 
   
  
  Goblin Crag Level 3 -
  http://web.ukonline.co.uk/angora/gobmap3.ht
  1 of 1
  10/12/2006 20:02
  HOME
  GM
  DUNGEONS
  GM AIDS
  MAGIC
  ITEMS
  MONSTERS
  HALL OF
  HEROES
  MINIATURES
  TAVERN
  SHOP
  ABOUT ME
  LINKS
  Goblin Crag Level 3 - Map
  Map courtesy of www.chimerae.it
  N.B. The above map will feature in the Italian translation of Goblin Crag and as such features some
  Italian text. The Chimerae Hobby Group have given me permission to use the above map on this site
  only, and it remains their property. It is a big improvement on the hand-drawn map that used to be
  displayed here, and I am grateful to Gianmatteo Tonci for all his hard work and for his permission to
  use the new Goblin Crag GM maps.
   
  
  GOBLIN CRAG LEVEL FOUR 
  “The Realm of the Dead” 
  CONTINUING THE DUNGEON ADVENTURE,  
  SUITABLE FOR USE WITH TUNNELS & TROLLS  
  BY AR HOLMES 2004  
  This is the biggest, and in my opinion, the best level yet, but before the 
  horrors are unleashed, let’s remind ourselves of where the entrance to Level 4 
  lies before we get going…   
  On level 3, at the end of the first corridor, are a pair of double iron gates, 
  (marked as X on the GM map) a little rusty, reaching the ceiling and spanning 
  the corridor completely. They are made from enchanted iron, and glow with a 
  green hue. In the centre of the gates is an ornate keyhole. The only way to 
  pass these gates is by using the Demon Key, to be found in room 10 of level 
  3. (Do not allow the characters to pass through these gates by any means 
  unless the key is used) Upon each gate is a horrific grinning demon head, 
  wrought in iron. The gates cannot be damaged in any way. Through these 
  gates is the next level of Goblin Crag. Teleportation magic of any kind will not 
  allow the PCs to pass through here, nor is it possible to pass through the 
  bars. Any PC tiny enough (e.g. a fairy) will find an invisible force blocking their 
  way through the gaps in the bars (3").   
  At the end of their adventure on Level 3, the delvers return to the start of the 
  level, and turn the magic key in the lock of the magic gates at the end of the 
  corridor. 
  The key immediately begins to glow through the colours of the spectrum, and 
  after one minute of doing so it vanishes, and the gates swing open inwards 
  with a rusty squeak. (The gates become very hot during this time by the way, 
  and delvers should stand well back! Evil Game Masters may wish to place a 
  Hellbomb Bursts here?) All signs of magic vanish and they remain simply a 
  pair of iron gates. The corridor beyond runs for 30’ straight then turns to the 
  right, where it almost immediately begins to descend into the darkness, stone 
  steps, neatly carved, providing the way down. The steps are at an angle of 30 
  degrees, and run for 300’ down, where they lead directly into a large 
  rectangular chamber (1).   
  Game Master's Notes:   
  The Map is drawn to the usual format, with the scale being 1 square = 10', 
  This adventure is divided into 3 parts: The Dungeon, Corpse Caverns and 
  The Mausoleum of Despair. Passage through to the caverns and mausoleum 
  is via the Portal of Desire, for which 3 magic keys are required to pass. All are 
  found in the Dungeon section of the adventure.   
  
  Secret doors on this level require a 4th level SR on LK to find and a 4th. level 
  SR on DEX to open, unless the text states differently. Standard doors are 
  about 8' high and 5' wide, with the corridors being 15' high and rooms 20-30' 
  high, unless again the text says different. Monsters are shown in red text and 
  magic items in bold.   
  One-way doors feature in this dungeon. The GM map shows the direction of 
  travel. The doors appear as standard doors, but when touched, the delver is 
  teleported to the other side, and cannot return.  
  GOBLIN CRAG – LEVEL FOUR   
  PART ONE: THE DUNGEON: THE REALM OF THE DEAD  
  PART TWO: CORPSE CAVERNS  
  PART THREE: THE MAUSOLEUM OF DESPAIR  
   
  PART ONE - THE DUNGEON: THE REALM OF THE DEAD   
  1)  
  Welcome Party 
  2) 
  Tombstone Alley 
  3) 
  Comedy of Terrors 
  4) 
  Hasfirth’s Lair 
  5) 
  Where the Dead Lie 
  5a) 
  Silent Death 
  6) 
  Warriors from the Grave 
  7) 
  The Hidden Crypt 
  8) 
  The King of the Grave 
  9) 
  The Portal of Desire & The Dead River 
  10) 
  The Blue Room 
  11) 
  The Death Judge 
  12) 
  Grinning Death 
  13) 
  The Queen’s Chamber 
  14-17) Underground River Encounters   
  1) Welcome Party  
  The room is bare, with no visible exits. The plaster ceiling is covered 
  completely by a painting showing demons and angels locked in combat 
  against a background of fire and dark clouds. Parts of this painting are 
  missing as some of the plaster has fallen in, and water drips from cracks, 
  which run along the ceiling. As the delvers are about to enter the room (i.e. 
  10’ from the entrance arch), three Phantoms, each 12’ tall, transparent and 
  glowing with a soft green hue, appear in the centre of the room, in a line 
  across the chamber. Their eyes glow white and they emit bad vibes. Each has 
  the vague appearance of a large man, with tattered chain mail covering 
  
  ghostly bones. They have no legs and become wispy below the waist, their 
  ghostly bodies fading into green mist. They hover above the stone floor of the 
  chamber, awaiting the party. Two of the Phantoms wear ghostly pointed 
  helmets. The centre creature, Phantom Two, points a bony hand at the party 
  and rasps ‘Go back...Go back...’ at the approaching party of intrepid 
  adventurers. Each creature has an MR of 500, but they each have different 
  powers as described below;   
  Phantom One can cast a TTYF worth 50 points of damage each combat 
  round. In addition it can fight a physical attack with its Monster Rating. 
  Phantom Two is able to absorb and nullify all spells cast at it from level 1 to 
  10. 
  Phantom Three will fire a lightening bolt worth 6D6 CON damage per round. 
  This will strike a random member of the party and have an instant effect, 
  counting at the very start of the combat round. In addition to this power, the 
  creature can fight with its Monster Rating.   
  Once all three Phantoms are slain, the delvers are free to search the 
  chamber. ‘Oh There It is!’ spells will reveal secret doors in the east, south and 
  west walls, and a L4SR on LK or the above spell directed at the floor, will 
  reveal a hidden panel in the floor of the chamber, as well as the hidden pit 
  trap, sprung by opening the south door.   
  The secret doors also offer danger to the party, as each one is trapped!  The 
  east door will cause an explosion of ice, which causes 2D20 damage upon 
  the person touching the door. The south door, when opened, will cause a 
  section of floor in the centre of the chamber (see GM’s Map) to collapse, 
  sending anyone standing upon it down into a 60’ deep pit. 6D10 damage is 
  taken by anyone taking this fall.  
  The trap will be discovered if a wizard casts revealing magic onto the floor 
  beforehand, but it cannot be discovered by just searching. The west door will 
  curse the first person to touch it, in that they will automatically fail their next 3 
  saving rolls, but they will be unaware of it until it happens. The level of magic 
  on the east and west doors is 8, and the trap on the south door is purely 
  mechanical.   
  Beneath the hidden panel in the floor lies a magic weapon. It is a holy sword 
  called ‘Halo’, and appears as a normal gladius, but scores 20+20 in combat, 
  and when used in darkness, will surround the user within a 10’ radius light, 
  which also acts as a protection from harm for 50 hits per combat round, 
  magical or physical. It also has limited telepathy with the wielder, and will 
  inform the PC when evil is near (within 30’). It will only slay people and 
  creatures of evil however (no shortage of them in this dungeon!), and if in 
  combat with an adversary whom the sword does not deem as evil, it will stop 
  delivering damage when the foe is at the point of death, and from then on 
  parry with amazing expertise, informing the user via telepathy that this is the 
  case. It cannot be forced to kill in this case.  
  
  The sword can only be used by characters of goodly character, and cannot be 
  touched by undead (burns for 20D6 damage). If used in combat against 
  undead, demons or spirits, the sword scores 40+40 in dice and adds.   
  2) Tombstone Alley   
  The door to this chamber is locked, but magic will open it easily. Within, the 
  room is cold, grim and dark. When illuminated, the party see a large chamber 
  filled with tombs. There are 30 tombs in total, each one different. There are 
  tall obelisks, flat tombs, gravestones, ornate burial chambers, etc. 3 of the 
  largest have iron doors set into them, although it is clear that there will not be 
  a great deal of room inside. From the ceiling hang 3 enormous wrought iron 
  candle holders, each set with 50 candles, most of which have burned away, 
  but a few can be saved. The walls are painted black, with a frieze of mosaic 
  running around the centre, in apparently random patterns. The room has a 
  feeling of dread about it, and characters stepping into it will immediately feel 
  uncomfortable. Anyone of ‘holy’ nature must make an IQ saving roll at their 
  own level, or be unable to pass through into the room. The SR can be 
  attempted each turn.   
  As the party begins to explore, they will alert the Keepers of the Tombs. 
  These are Undead Goblins, each dressed in a black robe and armed with a 
  wickedly curved black-bladed dagger* (3+6 dice). The Keepers appear as if 
  from nowhere, and each delver will be attacked by 1D10 such creatures. Each 
  has an MR of 100, and they are immune to poison and non-magical attacks. 
  Once the delvers have seen-off these annoyances, they are free to search the 
  room.   
  * If any of the party collects one of these nasty little knives, they will be cursed 
  for as long as they carry it, and all saving throws will be one level higher. If the 
  knife is used in combat, it will deliver damage as normal, but following the 
  combat round, the delver who used it will discover they have cut themselves, 
  causing 1 point of CON to be lost.   
  Of the 3 large tombs, two contain secrets, whilst the third contains the 
  remains of some long dead creature and it’s rotted belongings. The remainder 
  of the tombs hide no secrets.   
  The first tomb of interest is larger than it appears, as once through the iron 
  door, stone steps lead down for 20’ into another chamber, which contains a 
  series of caskets. There are 6 in total, all made from iron and sealed with 
  padlocks. Upon the lid of each is a symbol wrought in gold. The symbols are 
  all different and meaningless. No magic can be felt as the caskets contain 
  meteoric traces. If the padlocks are broken or picked (both actions require no 
  roll), a Golden Vampire breaks free and immediately attacks the delver, 
  chasing him until combat is resolved. Golden Vampires have no MR, but 
  attack with guile, cunning and great speed. Each combat round, the delver 
  must make an IQ saving roll at the level of the Vampire (these are level 4) to 
  understand the best way to fight this horror.  
  
  The first combat round with a Golden Vampire always goes in favour of the 
  creature, which will deliver it’s level number in D6 hits directly to CON! All 
  subsequent rounds depend on the IQ roll. Failure results in the Vampire 
  scoring the aforementioned hits directly to the CON of the victim, with success 
  resulting in a ‘normal’ round of combat. Golden Vampires have a CON MR 
  equal to their level multiplied by 10. Magic below level 10 will not affect a 
  Golden Vampire, nor will standard ‘tried and tested’ methods of Vampire 
  dispatch and repulsion. Their one weakness is silver. Any hits delivered by a 
  silver weapon, which results in loss of CON MR, will immediately slay the 
  beast. Sunlight will just banish them to their usual resting place. Silver 
  weapons therefore score double damage against them.   
  Each casket contains a golden orb, worth 1000 GP, wrapped in a cloth of 
  silver thread, worth a further 100 GP.   
  The second ‘interesting’ tomb contains a solitary casket, which is partially 
  rotted away. It contains a mummified creature. It is curiously bound with a 
  glowing blue chain. Although the chain is very delicate, it will not break or 
  bend, nor can it be unwound or moved from the body. It can be broken only 
  by means of a Dis-Spell at level 4 or above. When the Mummy is released 
  from the chain (which crumbles to dust, the blue glow fading instantly), it 
  animates, and staggers from the tomb. It speaks to the delver who freed it 
  from the chain in the delver’s own language, saying only  
  “I am released from torment, and to you I offer my heart...”  
  before falling to the floor and turning to dust. It leaves behind a large ruby, 
  which pulses with red light. Anyone except the delver who released the 
  mummy who touches the gem is struck with a “Death Spell #9” instantly. The 
  true owner of the gem will discover that the jewel dissolves into his hand when 
  picked up (through any covering or armour) and the character’s eyes will glow 
  red for a few seconds. The delver will have earned an extra life. The next time 
  they die, they will be reborn exactly as they were the hour immediately before 
  death, but naked and in a place of the character’s choosing (probably 
  home!). Items remain where the delver fell.  
  A secret door leads to a corridor and a stairway down which leads to feature 
  ‘G’.   
  3) Comedy of Terrors  
  This room is empty and dusty, the ceiling cracked and dripping water. The 
  room has painted walls depicting a gay scene, of merriment and dancing, 
  feasting and eroticism. The paintings have faded however and much of the 
  colour and detail has long gone. The room has a sad atmosphere to it, and 
  delvers stepping into it feel depressed, hopelessness and foreboding. Call for 
  an IQ SR at level 4. Delvers failing will leave the room, not to return for at 
  least 12 hours.   
  
  No other exits can be seen, but no doubt the delvers will search, assuming 
  they stay in the room. After 1 turn has passed, a terrible feeling of doom will 
  come over the party, and the entrance door slams shut. It will not open (there 
  is no handle or visible hinge on the inside) unless a “Dis-Spell” of level 4 or 
  above is cast upon it. Then, horrible figures appear in the room, sending 
  shivers down the spines of the trapped adventurers. They are Spectral 
  Clowns; hideous wraithlike entities ‘dressed’ in gay attire, colourful and bizarre 
  facial make-up and sporting large knives.  
  The entities attack with howls of terror, and there are as many as there are 
  delvers trapped in the room. During combat, maniacal laughter and wild 
  applause can be heard in the air. Each has an MR of 850, and only magic 
  damage can harm them, although TTYF spells do only ½ usual damage. 
  Magic weapons will deliver only ½ damage also.   
  There is a hidden floor compartment containing treasure/magic at the GM’s 
  discretion, which requires a L4SR on LK to find and the same on DEX to 
  open. A secret door lies hidden on the east wall, but written upon the wall 
  exactly where the door is positioned, is an invisible message, and magic-
  users will probably feel magic from this area. It is a riddle, which is the key to 
  opening the door to the dreaded lair of Hasfirth the Demon (room 4). The 
  riddle is as follows;   
  “Give me food, I will live 
  Give Me Water, I will die.  
  This door will yield only to I”.   
  The answer if FIRE, and some kind of fire must be applied to the wall for the 
  door to swing open. It cannot be opened by any other means, and 
  teleportation magic through it will not function. A TTYF or Blasting Power spell 
  will do the trick, as will attack by a flaming weapon or building a small fire 
  against the wall. After 1 full turn of burning the door will open. Magic spells 
  cast at the wall using fire will cause it to open instantly.   
  4) Hasfirth’s Lair 
   The temperature of this room is minus 15 degrees; icicles hang from cracks 
  in the plain stone ceiling, and the walls are covered in ice crystals. Around the 
  walls are 16 recessed tombs; 6’ high spaces cut into the icy rock, in which 
  stand skeletal cadavers. They are frozen in place, and hide no secrets, 
  danger or treasure. The floor is rough stone and the air is chill to breathe. In 
  the centre of the room is an ancient stone tomb, 12’ long, 5’ wide and 4’ deep. 
  It is set into the floor, and the heavy stone lid lies cracked on the floor. Both 
  tomb and lid are unadorned. As the delvers enter the room, there is a kind of 
  ‘distortion’ in the air, and a hideous Demon appears from nowhere, as if 
  stepping through a ‘hole’ in the fabric of the air.  
   
   
  
  The Demon is Hasfirth the Foul, and he wanders the level, free of any ties or 
  bounds except for one; he is unable to leave the level, either by going up or 
  descending further down. He cares not, for adventurers passing through 
  provide him with sufficient pleasure. He is old, and does not care much for 
  wandering and slaughtering as much as he did in his younger days!  
  Hasfirth has a disturbingly wide mouth filled with unreasonably large, sharp, 
  pointed fangs. He has three pupil-less eyes of deep red and long limbs ending 
  in 1’ long talons. He has seven long powerful fingers on each hand, of which 
  he has four, one for each of his powerful arms. The GM is free to create any 
  form for the Demon as required. 
  As soon as he appears, all characters must immediately make a L4SR on 
  CHR. Failure results in absolute fear, and the character will flee from the room 
  as far away as possible, even if this means running into other dangerous 
  areas of the dungeon. After 4 complete turns have passed, the character may 
  enter this chamber again, and may have to make the SR again at the GM’s 
  discretion. Characters making the roll are frightened but do not flee in fear. 
  Hasfirth snaps his mighty jaws with a low growl and remaining delvers tumble 
  to the floor; Hasfirth laughs. If the party wishes to pass through, Hasfirth will 
  attack. He has no MR as such, but fights with cunning and incredible speed.  
  Each delver in combat will take 1D20 CON damage per combat round, 
  regardless of their combat score. They will do no damage to the Demon, who 
  seems to avoid every attack from all weapons, yet magic attacks function 
  normally. Fighting the Demon would seem impossible. However, if the party is 
  fighting at twice speed, they will only take 1D10 CON damage per round, and 
  full damage will be delivered to the Demon. (Hint to the party if they are slow, 
  that the Demon appears to be fighting in a blur, and they are just too slow to 
  match him) He has a ‘CON’ of 1000. When this reaches zero, he is banished 
  for the remainder of the game, and explodes in a howl of rage and fury. 
  Sparks explode from the tomb and a great rumble can be heard from the floor, 
  and the room seems to shake. However, nothing more occurs, and the 
  Demon is gone.  
  All delvers who took part in the fight will receive 1000 AP and if they think to 
  look in the tomb, they will now see (it was previously empty) a key, made from 
  mithril and carved in the form of a ram’s skull. This is the Ram Skull Key, 
  required with the other two keys to open the Portal of Desire (see room 9). If 
  the Demon is slain, blood will begin to trickle from the icicles hanging from the 
  ceiling. This is purely for dramatic effect, but the GM may give it some 
  significance if he wishes. In addition to this important key, is a short sword, 
  with the word “FORTUNE” written in Elven upon the blade.  
  This sword is magic, and scores 10+30 in combat. In addition, the user is 
  allowed to add his Luck rating as combat adds whenever it is used in a battle.   
  A one-way door leads from this chamber to a corridor leading up into chamber 
  10.   
  
  5) Where the Dead Lie   
  This cold, grim chamber, is lined with stone tables, upon each lies a partially 
  rotted corpse. Most are human (failed adventurers) but some non-humans 
  can be seen. All are naked and bear the fatal wounds of battle. Their eyes are 
  dead and the bodies stink. Putrefying skin and rotting organs can be seen on 
  every one. There are 20 such tables along each side of the room. Magic can 
  be felt but the wizard will not be able to work out from where it emanates or 
  the type of magic it is, as hard as he may try. These are Zombies, each with 
  an MR of 500. They will rise as soon as the Amber Heart is removed from the 
  statue of the Death Judge, found in room 11.  
  The Zombies will begin to wander towards the party, and will not stop until 
  slain. If the corpses are destroyed in here before they are animated 
  unknowingly by the party, the adventurers will have worse trouble on their 
  hands, for when the heart is removed, Ghosts rise forth from the remains left 
  in here, each with an MR of 500 but immune to physical attacks! Only magic 
  spells will inflict any damage. If the party does this, the wizard will still be able 
  to feel those annoying vibes but still be unable to ‘put his finger on them’. This 
  should disturb the party. The Ghosts will pursue the party until they are slain 
  or the party is dead or has fled the dungeon.   
  5A) Silent Death  
  This is a secret area hidden by a section of sliding wall, 10’ long, opened by 
  complicated pushing on sections of the wall, requiring a L4 SR on the average 
  of IQ & LK to open. It conceals a chamber which houses an ancient throne, 
  upon which sits a skeletal figure, dressed in rotting red and orange robes, with 
  a silver crown still resting on his skull pate. At the ‘king’s’ foot are three small 
  treasure chests, all locked, requiring a L4SR on DEX to open. There are no 
  magic vibes present in here. The skeleton presents no danger, and the crown 
  is worth 350 GP. If searched, the skeleton wears 3 ruby rings, non magical 
  and worth 500 GP for the set, or 100 GP each, and a necklace of emeralds, 
  worth 500 GP. Two of the treasure chests contain gold, with 3000 GP in each, 
  but the third contains death. It appears empty apart from some grey dust 
  specked with red.  
  This is pollen of a Black Lotus flower, and it is deadly. As soon as the chest is 
  open, all characters within 10’ of the dust must make a L4SR on CON or die 
  instantly, as breathing the dust in this state is fatal. If the roll is made, the 
  character will fall into a trance for 1D4 turns, with IQ halved upon awaking, 
  and memories of very frightening dreams. The IQ will return upon waking at 
  the rate of 1 per hour.   
  6) Warriors from the Grave   
  This chamber was once rather grand, with ornate wall paintings and a marble 
  floor. Now the walls are in a state of severe decay and the floor is cracked 
  and dull. Standing in here when the delvers enter are 11 warriors, which turn 
  to face the door the delvers enter by.  
  
  A twelfth warrior stands at the head of the table, but he wears no helm and 
  only a few pieces of armour cover his rotting cadaver. He wears a gold crown 
  (250 GP) and carries a gold scepter (450 GP). He is a Zombie Wizard, and 
  can cast all spells from level 1 to 9. His ST is 86. The undead sorcerer will 
  avoid direct combat if possible. All the others wear heavy plate armour and 
  carry large two-handed weapons of some description. They appear to be 
  gathered around a large wooden circular table, upon which is laid a large map 
  (closer inspection reveals it is rotted and useless, and obviously very ancient), 
  pinned to the table with poniard daggers at four points.  
  The warriors silently prepare for battle and begin to walk slowly but 
  deliberately across the room towards the party. The room is large and the 
  warriors fan out so as to make passage across the room impossible without a 
  fight. The warriors are long dead, and beneath the ancient armour, rotting 
  corpses are hidden. During the fight, delvers may catch a glimpse of empty 
  eye sockets and rotting faces behind the helmets. Each Warrior Zombie has 
  an MR of 350, and takes only half damage done to them because of heavy 
  armour and their undead nature (it takes more to bring them down, as they 
  neither feel pain or give up fighting until they drop; even then they will try to 
  fight!). If a delver decides to take anything at all from the warriors (they all 
  wear extra heavy plate armour which takes twice hits but is also twice the 
  weight of normal plate. Each also has a two-handed weapon of some kind to 
  be decided by the GM) then they will be cursed.  
  Exactly (Delver’s LK divided by 2 rounded down) full turns later, the cursed 
  party member will turn on his party and attack without reason or warning, 
  using the weapon stolen from the zombie warrior. The attack will last for as 
  many combat rounds as his LK rating divided by 2 rounded down. Scattered 
  around the room are 12 treasure chests. One (the smallest) will contain a 
  mithril key in the shape of a sword.  
  This is the Sword Key, one of the three keys required to enter the Corpse 
  Caverns deeper in the level. The remaining treasure chests contain random 
  treasure or traps. Use the table below or fill them with your own devices and 
  goodies. (A secret door leads to a short passage, which connects this room 
  with the corridor leading from room 5)   
  Roll 1D6 
  Contents   
  1 
  Gold pieces - roll 3D6 and multiply by 100 for amount. 
  2 
  Trap! Chest explodes, causing 1D20 CON damage to he who opens it. 
  3 
  Magic weapon. Choose any weapon from rulebook and multiply attack 
   
  dice by roll of 1D6 and adds by 1D3 
  4 
  Trap! Chest explodes filling room with poison gas. All CONs reduced 
   
  by 1D6. 
  5 
  Golden ingots - 1D6 ingots worth 300 GP each. 
  6 
  Minor magic item - GM to choose.   
   
  
  7) The Hidden Crypt  
  Beyond the secret door lies this cold, grim chamber. It has seen little decay, 
  and is undecorated apart from plain carvings of skulls on the ceiling. Old iron 
  torch holders are fixed to the walls and are covered in cobwebs and dust. 
  They contain no torches. On one of the walls is a stone shelf, on which stand 
  8 old, cobweb covered glass bottles, each one corked and labeled (the labels 
  are old and yellowed, and the GM may wish to allow the party only to read 
  part, or even none of the label because of the poor writing and discolouration). 
  However, before the party has the chance to inspect these trinkets, a figure 
  appears in the room. The ghostly figure takes the transparent form of an old 
  druid-like character, and it has hatred in its cold, dead eyes.  
  The Shade attacks with magic from beyond. It will cast an offensive spell each 
  combat round for as many rounds as there are delvers, after which it’s energy 
  is gone and it vanishes, leaving behind a foul smell (GM-”Smog”?). The 
  ghostly mage will cast a “Death Spell #9” in the first combat round, at the 
  delver with the highest level or CHR if levels are shared. If the delvers are not 
  scared-off by this fierce and highly potent attack, the Shade will cast a “Blow 
  You To...” at the next highest level delver, during the next combat round. The 
  usual rules apply if the delver does not wish to go. If the spell succeeds, the 
  unfortunate delver will be sent to a remote mountaintop far away from the 
  dungeon.  
  That delver is effectively out of the game; the GM may wish to run a mini-
  scenario with this character alone, or assume he manages to get home, 
  eventually! (or if the GM prefers, the delver is sent to a remote part of the 
  dungeon if he wishes to remain in the game) With the third combat round, the 
  Shade casts a “Medusa” onto another member of the party. For every combat 
  round following, the evil Shade will cast a TTYF at a random delver, which will 
  do 60 points of damage, straight from CON. During the combat, the delvers 
  will no doubt be fighting for all they are worth. Not all attacks will prove fruitful 
  however.  
  Non-magic attacks will do no harm to the Shade, neither will magic cast at 
  level 3 or below. Fire attacks will cause double damage however, and all 
  spells (unless they involve fire) will have the normal effect if cast above third 
  level. The Shade has a ‘CON’ of 1200, which must be reduced to zero before 
  it will be banished for the remainder of the game (1200 points to each delver 
  who participates in the slaying of this evil foe). One sure-fire way of defeating 
  the Shade is to cast a “Hellbomb Bursts” spell, which will destroy the evil 
  ghost forever.   
  Assuming some of the party survives, they will wish to inspect the bottles on 
  the shelf. All are interesting potions of some kind, yet none are actually 
  magical, so no vibes can be felt, and the only way to test them is to drink 
  them! Read on...   
   
  
  Bottle one is labeled “To Loosen Tongues”. It tastes bitter and has a mild 
  alcoholic content. The drinker will suffer no ill-effect but be a little drunk, and 
  will constantly talk for the next (2D6) turns, and will not be quiet, no matter 
  how much the rest of the party try and shut up the poor fellow. This could be 
  difficult if the party is trying to creep quietly through the dungeon! Make the 
  actual player play in keeping with the character, possibly giving some AP for 
  particularly entertaining role-playing!   
  Bottle two is labeled “Drink To Me Only With Thine Eyes”, and again is mildly 
  alcoholic, tasting sweet and rich. The delver will feel good after drinking it, but 
  all saving rolls will be one level higher until the effects wear-off (2D6 turns). 
  The only advantage being that the delver will be able to see perfectly well in 
  the dark for the duration.   
  Bottle three is labeled “The Leveler”. Drinking it will cause ST & CON to 
  balance. Add the two together and divide by 2, attributing level scores to each 
  attribute. The effect is permanent, and caused by potent drugs within the 
  mixture. The potion is foul tasting and green in colour, smelling of mushrooms 
  and herbs.   
  Bottle four is labeled “For The Faint Of Heart”. This is reincarnation fluid, and 
  is only useful if poured down the throat of a dead person who has been dead 
  for less than 24 hours. It stinks and tastes foul, so no one should be tempted 
  to try it. If drunk by the living, it is wasted. The reincarnated person will return 
  to life with all attributes at 25, despite what they may have been previously, 
  except for IQ and CHR, which will return to normal. The exact ingredients of 
  this potion are secret....   
  Bottle five is labeled “Drink Enough And Take Heart” (the first letters of the 
  words provide a vital clue). It smells sweet and tastes even sweeter. It will 
  instantly kill anyone who drinks a mouthful, for it is deadly poison.   
  Bottle six is labeled “For Dire Emergencies - Drink Me!” If drunk, the drinker 
  will instantly have ST, DEX & CON doubled for 1D6 full turns. Afterwards the 
  same attributes are halved for the same number of turns.   
  Bottle seven is labeled “Blend with Shade”. The drinker will inherit the 
  permanent ability to see in the dark, and if hiding in shadow, will have a 90% 
  chance of not being seen. This is due to darkened skin and keen vision, 
  caused by the secret ingredients of this potion.   
  Bottle eight is labeled “Silence Is Golden”. The drinker will be made totally 
  deaf for 2D6 turns, during which time all other senses will be keener, and 
  saving rolls not involving hearing will be lowered by 2 levels.   
   
   
   
  
  8) The King of The Grave  
  As the delvers enter area C (described separately), they are faced with a wide 
  set of stairs leading up to a wide archway, through which the sound of rushing 
  water can be heard. As they look up, they see a cloaked figure at the top, 
  which has just come through the archway. The figure is about 9’ tall and 
  heavily built. The hood is lowered and a frightening face is seen. The head of 
  the figure is almost a skull, but with a greenish/yellow skin stretched tightly 
  across it. Bloodshot eyes are set deeply into the dark eye sockets, and bright 
  white fanged teeth show in a wicked smile. The King of the Grave stands 
  proud but grim at the top of the stairs, preparing for battle!   
  This horror is a wicked, evil being, and he will attempt to slay the entire party. 
  He fights with his two-handed broadsword, called ‘Tomb’, which delivers 1000 
  points of damage per round + the user’s combat adds. The Grave King has 
  the following attributes;   
  ST: 400  CON: 1000  IQ: 100  DEX: 88  LK: 28  CHR: -300  ADDS: 480   
  He is a warrior-wizard and knows all spells in the rulebook, and the GM is 
  encouraged to give him extra spells, which the party will not be familiar with. 
  He cannot however cast magic and fight with the sword in the same combat 
  round. Each combat round, the King of the Grave will use his DMS (a hideous 
  ring fashioned from mithril and set with a living eye) to inflict the following 
  damage upon the party, whether he is fighting with Tomb or casting magic.  
  The ring, called ‘Filth’, can cast the following 2 special spells per round, at a 
  cost of 10 per spell, from the wearer’s strength, if the user so desires;   
  1) Hex. An evil curse will be put upon the party, which will cause all spells cast 
  by magic users to cost twice as much ST as it would normally cost (after 
  deductions for level, staves etc.).   
  2) Panic. This spell will unnerve the party, causing all fighters using weapons 
  to lose heart during the combat, resulting in each fighter delivering only ½ as 
  many hits as the character’s hit point total when the attack has been 
  calculated.   
  In addition, The Grave King wears a crown, fashioned from tiny bones, bound 
  with sinew. It will deflect all ‘mind’ spells back at the caster, with double 
  effect.   
  For armour, this walking nightmare wears a magic shroud, which deflects all 
  fire damage from him, and gauntlets, which can be used to fire a lightening 
  bolt at a single foe, causing 1D6% damage to a single foe, with an 80% 
  chance of hitting the target. Each gauntlet has 6 charges, and once they are 
  used, they take one full week to recharge.   
   
  
  If the party defeats this skeletal horror, it will crumble to dust, leaving all its 
  magic items, weapons and armour behind (apart from the shroud which also 
  turns to dust). Anyone touching the ring is instantly hit with a “Hellbomb 
  Bursts” and probably dies.  
  The ring will not function for a living being. The sword can be used, but the 
  CHR of anyone who uses it instantly becomes minus, and if the weapon is 
  used regularly, the character will gradually turn evil (the GM to handle this 
  separately, gradually, and effectively). The crown will function for anyone, but 
  if exposed to sunlight will crumble to dust. The gauntlets lose all magic 
  power.   
  9) The Portal of Desire & The Dead River   
  Through the archway guarded by The King of the Grave is this small 
  chamber, in which are an empty tomb, and an ancient stone throne, both 
  featureless and hiding no secrets. Next to the throne is a small treasure chest, 
  the lid of which is open and the contents spill out. It is free for the taking, and 
  contains 5000 GP worth of gold trinkets, jewellery and gems. The walls are 
  cracked and the flagstone floor caked in dirt. At the far end of the room is a 
  large door, which has three keyholes, each unique in shape. The words  
  “Speak Your Desire”  
  are written above the door. It cannot be harmed, changed or past through 
  using teleportation magic. The only way to open the door is to use the three 
  keys found in the dungeon. They are as follows;   
  Sword Key - Located in a treasure chest in room 6. 
  Red Crystal Key - Located beneath the floor in room 10. 
  Ram Skull Key - Located in Hasfirth’s tomb in room 4.   
  Characters stepping through the Portal of Desire will gain 2000 AP each. In 
  addition, each character will be granted one minor wish. The GM should 
  carefully consider their desired wish before being granted. The keys remain in 
  the keyholes and cannot be removed.   
  Once the three keys have been used to open the door, the adventurers will 
  pass through an ornate archway, through which a quickly flowing underground 
  river can be seen. The tunnel through which the river flows is 20’ wide and 
  approximately 15’ high. Moored to an old iron ring set into the east wall of the 
  tunnel just next to the archway is a longboat, which is large enough to 
  transport the party, and their packs, but larger items may have to be left 
  behind at the discretion of the GM. There is no weight limit to the boat, but the 
  GM should use appropriate discretion if the adventuring party has an 
  unusually large amount of gear, treasure, animals etc.  
   
  
  The river flows quickly through a dark tunnel, and nothing can be seen looking 
  in either direction. If the party wish to progress into the remainder of the 
  dungeon, this is the way they must go. Anyone attempting to swim the river 
  should be warned that it does not seem like a good idea. Hidden beneath the 
  water for some considerable distance are razor sharp blades and spikes, 
  which will tear to pieces anyone, entering the quickly flowing river.  
  In addition, the water is dark and murky, and corpses can be seen just under 
  the surface, their eyes wide open. Sometimes, a delver may think he sees a 
  skeletal hand rising from the mire for a split second before returning beneath 
  the water. Delvers entering the waters are doomed, and the GM should feel 
  free to inflict any number of horrors upon anyone foolhardy enough to step 
  within. The Dead River runs through the rock and eventually emerges in the 
  Corpse Caverns. The GM should make it very clear at this point that leaving 
  the boat will prove fatal as the boat quickly travels through the tunnel upon the 
  murky, terror-ridden waters.   
  10) The Blue Room   
  Glowing runes (which always show adventurers their native tongue) on the 
  door to this room read “DANGER OF DEATH”. The room is very cold and 
  any naked flames will not burn in here. The room is illuminated partly by 12 
  pale blue wispy Ghosts, which fly in a circle around a pillar, which stands in 
  the centre of the room, standing 5’ high off the floor. They make no sound and 
  do not react when the delvers open the door or enter the room. The roof is a 
  high 40’ above the floor, and the Ghosts fly at around 25’. In the middle of the 
  ceiling is a blue crystal gem, set into the stone of the roof, and glowing 
  fiercely. Resting atop the pillar is a blue crystal skull, also glowing with a high 
  luminescence. High magic can be felt from the entire room, especially the 
  skull. If the skull is removed from the pillar (touching or moving it slightly has 
  no effect), 3 things happen.   
  Firstly, the delver who removes it is struck by a lightening bolt from the gem 
  set into the roof. The strike removes 1D% of the delver’s current CON, and 
  sends him flying across the room to slam against a wall, badly damaged and 
  stunned. The delver will be unconscious for 1D6 combat turns. The Skull will 
  return itself to the pillar.   
  Secondly, the Ghosts will howl in anger and attack the remaining party 
  members, but they will not leave the room. The Ghosts will each cast a 
  “TTYF” of 6D6 onto a random delver. All spells will take effect 
  simultaneously.   
  Thirdly, an iron wall will fall in the short corridor leading from the hidden door 
  at point XX in area 8. Its position is marked by a dotted line on the map. The 
  wall has the properties of the “Wall of Iron” spell and the party must find their 
  own devices in order to pass or destroy it.   
   
  
  Assuming the party attempt to remove the skull a second time, they will be 
  successful, but the delver lifting it will be cursed so as to automatically fail his 
  next 4 saving rolls, although he will not know of it until it is too late! However, 
  the Ghosts will then attack with full throttle, swooping down upon the party in 
  rage, each with an MR of 200, and all immune to non-magical attacks, 
  although magic weapons will take their usual effect. The Ghosts will fight until 
  death, and will chase the party into the corridor in which they find themselves 
  trapped.   
  The Blue Crystal Skull is unique and worth a fortune: 15,000 GP. If anyone 
  wishes to fly up to retrieve the gem set into the ceiling, a lightening bolt will 
  strike them whenever they get within 10’ of it, each bolt causing 1D% damage 
  to CON. (GM Note: this is not a % of current CON, as above) The gem is 
  difficult but not impossible to remove, and if removed, loses all magic power 
  and becomes cloudy, worth only 1000 GP max. The gem will send forth a 
  maximum of 10 lightening bolts following its initial attack.   
  One of the flagstones in the floor is loose, and can be lifted. Beneath is an 
  earthen hole in which has been hidden a rough cloth bag, tied with leather. 
  Within is a Red Crystal Key, which is one of the 3 magic keys required to 
  unlock the Portal of Desire, found at room 9. The hiding place is trapped 
  however, and anyone opening it will be struck by a fireball, which causes 
  1D20 CON damage from fire. The spell is level 8, and if it is dispelled then 
  there is no danger. The trap is triggered when the item is touched. (the trap's 
  vibes may give a clue to the location of the secret area) 
  A one-way door leads into this room, but not out of it.   
  11) The Death Judge  
  This room is dominated by a 15’ tall Iron Statue of a sexless person, 
  completely naked and carrying a scepter in its right hand, whilst it holds its left 
  hand outstretched with the palm facing upwards, upon which rests a large 
  piece of amber which has been carved to represent a human heart. (This is 
  the Amber Heart, mentioned in room 5) The scepter is just part of the statue 
  and is featureless and cannot be removed. The feet of the statue are blood 
  stained. The walls and ceiling are white, and the floor is neatly tiled with white 
  tiles and the statue stands towards the south of the room. Written on the north 
  wall in very neat, gothic style black lettering, in the Common Tongue, is the 
  following message;   
  “Behold the Death Judge - You must spill your own blood upon the feet 
  of it to be judged, but beware, the Judge’s Verdict is Final.”   
  This is the Death Judge, and it will judge the adventurers if they wish. To do 
  this, they must drip some of their own blood upon the feet of the statue 
  (enough to reduce CON by 1D6), whereupon the statue will judge them. The 
  character will collapse shortly after the bloodletting has occurred, and cannot 
  be revived until the judge has completed its task. The character should be 
  given the following to read, or taken into another room to interact with the GM. 
  
  The remaining players should not discover what is involved until they 
  experience it.   
  “You stand within a circle of blood, in an enormous dark cavern, the 
  sides or roof of which cannot be seen. Here and there, you can see 
  flickering torchlight, and occasionally see dark, disturbing shapes 
  moving around and snarling in the gloom. In front of you is a giant, 
  whose skin appears to be made of gold. It is naked, and is neither male 
  nor female. The giant announces itself as the Death Judge, and tells you 
  that you stand in the outer circle of Hell. However, you are safe as long 
  as you stand within the circle. The second you step out of it, you will be 
  torn to pieces and your soul devoured. You have chosen to be judged, 
  and judged you shall be, upon your abilities and strengths. You will be 
  allowed to return to your world above following this process, but you 
  must tell no one of the events which occur here. If you do, you will 
  instantly be transported back here and never allowed to leave. The giant 
  (30’ tall) holds an enormous scepter in his right hand, the top of which 
  features a glowing, pulsing heart. The giant reaches down and touches 
  you with the scepter, and you experience intense pain and terror. You 
  feel like you are burning from the outside in, and are being stretched in 
  every possible direction. Make saving rolls, AT YOUR OWN LEVEL, on 
  all 6 of your Prime Attributes (Strength, Constitution, IQ, Dexterity, Luck 
  and Charisma) you should ignore any other attributes you may have. If 
  any are lower than normal, e.g. ST from fighting, spell casting etc, or 
  CON, use their original value. When you have done this, record how 
  many you have made and failed, making a note of how much you made 
  or failed them by.    
  The judging is over, and you are transported back to the room you left 
  behind. You will awake instantly, and the GM will discuss the results 
  with you before you continue with the adventure.   
  The Death Judge hopes you are pleased with its verdict...”   
  The character may not use any magic items to aid the saving rolls, and there 
  will be no opportunity for combat. The Giant will slay all those who attempt to 
  attack it, taking only a single combat round to do so, and if the character steps 
  out of the circle of blood, he will instantly be torn to pieces by the multitude of 
  horrors that dwell in the depths of the cavern. Teleportation magic will not 
  function and magic-users will be unable to cast any spells whatsoever.   
  For every saving roll that was made, the character may add the amount it was 
  made by to that attribute, permanently, up to a maximum of 20. If the roll was 
  just a ‘min 5’, only 5 points are added. For every roll that was missed, the 
  attribute in question is lowered by the amount it was failed by, up to a 
  maximum of 50% of the attribute’s value. (Round up)   
   
   
  
  E.G. Reethe’s ST is only 15, and he is a level 4 character. He needs to make 
  a 4th level saving roll therefore on all his attributes. When he rolls for strength, 
  he sadly only rolls a 1 and a 5, making 6, but he needed to roll doubles and 
  score at least 20 to make the roll of 35. His roll therefore of 6 added to his ST 
  of 15 equals 21, so he failed by 14 points. However, 50% of his attribute is 8 
  (rounded-up), so 14 from ST would be more than half, so he loses only 8 
  points, not 14.   
  This could be rather drastic for the characters, if their rolls go badly wrong, but 
  if they are successful in the main, they will be very happy bunnies indeed! 
  That is the risk they take when choosing to go before the Death Judge.   
  The Amber Heart is worth 4500 GP, and removing it awakes the 
  Zombies/Ghosts in room 5, which will make their way towards this room, and 
  wander the level until they have been slain or the party are dead. The statue 
  cannot be harmed or moved in any way.   
  12) Grinning Death  
  This room is a multiple trap. The chamber is empty, but on the east wall a 
  stone gargoyle carved from the rock of the wall, leers directly opposite the 
  entrance to the room, pulling a hideous face at all that look into the room. 
  Both of the gargoyle’s eyes are sparkling crystals. All other walls and the floor 
  look normal. The ceiling is loaded with 1’ long iron spikes, which just serve as 
  a deception, and to hide the portcullis, which is loaded and ready to fall (see 
  below).   
  There are three elements to the trap in this room.   
  1 - The floor is trapped. It is loaded with pressure plates, which cannot be 
  avoided if anyone walks across the floor. The plates will trigger an iron 
  portcullis to fall across the room as indicated by the dotted line on the map. 
  The portcullis is solid iron, and the spaces between the bars are only 4” 
  square. It will lock in place when it falls, spearing anything beneath it as it 
  crashes down. Anyone caught beneath it will take 40D6 damage and may be 
  trapped beneath it, depending on armour, magic intervention etc. The 
  portcullis can be raised by pulling the lever in room 13.   
  2 - Each eye is trapped. Removing either from the gargoyle will trigger poison 
  gas to issue from the eye socket, mouth and nose of the gargoyle. The poison 
  gas cloud envelops the delver removing the gem, and unless they are 
  protected from poison, or do not breathe (e.g. living skeletons etc.) they will 
  lose 1D% of their current CON & ST.   
  3 - The eye gems are coated with contact poison, which will kill anyone whose 
  skin they touch. They are worth 500 GP each.   
   
   
  
  13) The Queen’s Chamber  
  This chamber is very ornate, with deeply coloured red drapes covering each 
  wall, a fancy ceiling decorated with elaborate golden designs and incense 
  burners provide a heavy, perfumed scent. The floor is an ornate mosaic 
  depicting an important figure, perhaps a king or baron, being served a 
  magnificent feast by many servants. The room contains a magnificent wooden 
  four-poster bed, with silk sheets and pillows, several treasure chests, many 
  clay urns and sundry pieces of furniture, and a Liche. (An iron leaver is hidden 
  behind the drapes on the south wall, in the up position. Pulling it will re-set the 
  portcullis in room 12)   
  The foul Liche, Yatagaan, is a particularly hideous and frightening figure, 
  taking the form of a partially decomposed naked woman, dressed in a blue 
  silk wrapping, which fails to hide the horror beneath, and wearing a golden 
  crown and holding a plain wooden staff, carved from twisting willow. On its 
  feet is a pair of golden sandals, and it displays several items of jewellery; a 
  golden necklace, golden bracelets and crystal rings. The GM may wish to 
  horrify the party with details of the Liche, for example worms may crawl 
  through the discolored flesh of the creature’s breasts, maggots could wriggle 
  and feed on the decomposing exposed flesh of the creature’s arm and belly, 
  putrid slime might dribble from the corners of the monster’s mouth and ears, 
  etc. The creature is an undead witch, and a formidable foe.   
  ST: 480  CON: 1350  IQ: 100  DEX: 70  LK: 42  CHR: -320  ADDS: 556   
  Yatagaan wears several magic items, which is will use during combat with the 
  party;   
  1- Bracelet that deflects all fire attacks back at the caster with double damage. 
  2- Ring that protects the wearer from magic cast at or below level 5. 
  3- Crown that protects wearer from all mind-altering or hypnotic magic. 
  4- Ring that can be used to fire a lightening bolt at a single foe. This costs the 
  user 20 ST points per use, and it has 1D20 charges in it. The lightening bolt 
  does 1D% CON damage!   
  The staff is an evil DMS, holding all spells from level 1 - 8, and with the 
  additional ability of being able to cast a “Death Spell #9” once per day, costing 
  the user 20 permanent ST points, even if the user does not know the spell. If 
  this staff falls into the hands of another user, it will attempt to slay the wizard 
  at the first opportunity.   
  The Liche speaks all High Tongues and will blast the party with vile insults as 
  they enter the room, threatening them with certain death unless they leave 
  immediately. In combat, Yatagaan will use the DMS to cast the Death Spell at 
  the character who appears to be the most powerful or the leader, hoping this 
  will turn the party away in fear. In subsequent combat rounds, the Liche will 
  either cast spells as appropriate, or use the staff to fight hand to hand. The 
  staff is indestructible and gets 6 dice in addition to the user’s adds. 
  
  If any character is touched by the hand of the Liche, they will receive a 
  magical shock which causes a) an immediate loss of 6D6 CON points and b) 
  Fear, which will cause them to flee from the room, if they have survived the 
  CON loss (armour will not help here, even if the Liche touched the delver 
  upon a section of their body which is armoured, the effects will still take place) 
  never to return as long as the Liche lives.   
  If destroyed, the Liche will turn to maggot-infested muck, leaving behind the 
  above magic items, which are free to take. The crown may carry a curse at 
  the GM’s discretion. In addition, the party may loot the chamber for a total of 
  6000 GP. Each character that the GM deems as having had a part to play in 
  the slaying of the Liche gains 5000 AP.   
  The Dead River   
  Our adventure into Goblin Crag continues deep underground into a 
  large cave system. As the party begins their journey along the river from 
  room 9, they will encounter some deadly difficulties along the way, 
  listed as dungeon references 14 - 17 on the map. The tunnel through 
  which the foul river flows can take as many twists and turns as the GM 
  wishes, before emerging in the largest of the caves. The party cannot 
  leave the boat as it quickly moves along the river through the tunnel, 
  and if they do or if they are knocked out of the boat, the GM should deal 
  swiftly with their quick death (see reference 9 above).   
  14) As the party travel through the dark river tunnel, they are attacked by 
  Bloodbats. The swarm of creatures will attack from the front of the boat and fly 
  against the direction of the flow of the river. There are hundreds in the swarm, 
  which attack their prey as they fly swiftly up the tunnel. Each delver will suffer 
  2D20 CON damage unless they are successful in a L4SR on the average of 
  LK & DEX to use their armour and/or shields to protect them from the vicious 
  attack, reducing the damage to 1D20 CON damage. Unprotected delvers take 
  2D20 points of damage without question.   
  15) At this point in the journey, a Tentacled Horror attacks from beneath the 
  water. The delvers will have to protect themselves from the slimy sucker-lined 
  tentacles as the monster attempts to drag them beneath the river and into its 
  razor sharp mouth. The GM should roll 2D6 for the number of combat rounds 
  the monster attacks for, and each delver must successfully perform the 
  following 2 actions to avoid being grabbed by one of the horrific black 
  tentacles;   
  1- Successfully defeat the tentacle, which has an MR of 200. 
  2- Make a L4SR on DEX to avoid being captured by another tentacle.   
  If the delver is beaten in combat, he takes hits accordingly, and is trapped as 
  the tentacle wraps around him. The tentacle will continue to attack until the 
  MR is reduced to 100 at which point it will retreat beneath the water. The 
  delver will not be attacked again.   
  
  If the SR is missed, the delver is trapped by the tentacle, which wraps itself 
  tightly around him. Unless another character can release the delver at the 
  same time as protecting himself, the delver will be dragged beneath the water 
  in the next combat round, and instantly killed.   
  16) Here, the water bubbles and boils as the boat travels through a Magic 
  Vortex. Each delver must hang-on to save their lives, as the boat is pummeled 
  by the magic forces, almost going beneath the river time and time again. A 
  L4SR on the average of ST & DEX is required to keep within the boat. Failure 
  means the delver is tumbled out of the boat and lost forever. The GM may 
  wish to have any lost characters turn-up in another land, adventure, or 
  wherever, if he feels kind!   
  17) Here, the delvers see light ahead, as the tunnel emerges into the cavern. 
  Without warning, a pale purple Wraith appears ahead of the boat, waving a 
  scythe. The creature is without sound and has eyes of burning white. The 
  wraith swings the scythe at the party as they pass, and every character must 
  make a 4th level SR on the average of DEX & LK to avoid the creature’s 
  wicked swing. Anyone missing the roll is sliced by the weapon, and despite 
  any armour covering, lose half of their current CON. The wraith can only be 
  harmed by one or more of the following methods;   
        1)      Magic cast above level 4. 
  2)      Weapons enchanted to affect the undead. 
  3)      Magic items at the discretion of the GM.   
  The wraith has a CON MR of 800, and will vanish if this is reduced to zero or 
  less, laughing as it goes, and leaving behind a foul smell and traces of purple 
  glow which dance around in the chill air of the dark tunnel for several minutes.  
  Dungeon Area: Features & Extra Room Key   
  Feature A:   
  At this point in the corridor, set into the wall at a height of 3’, is a stone 
  gargoyle. From the leering jaw of the carving water trickles out to collect in a 
  stone bowl beneath. It drains slowly away out of a small overflow outlet in the 
  rear of the bowl. Runes above the gargoyle read (in magical glowing letters 
  which all kindreds can read);   
  “Drink Freely From the Water of Life, but Beware the Gargoyle’s Poison 
  Tongue”   
  Anyone who drinks this water must make a L4SR on LK. If the roll is 
  successful, the water restores the amount the roll was made by in lost CON 
  points. Further drinks have no beneficial effect. If the roll was missed, instant 
  death follows in 5 seconds, for the water was poisoned.   
   
  
  Feature B:    
  At the position marked on the map, built into the stone wall, is a large skull. 
  Above the skull are magic runes (see Feature A), which read:   
  “Quench My Thirst with the Water of Life, and Awaken my Quickening 
  Tongue”   
  If water from the gargoyle font (Feature A) is dripped onto the mouth of this 
  skull carving, the eye sockets glow white and the mouth speaks;   
  “The Portal of Desire yields only to three magic keys. Find them all 
  before taking a ride on the river!”   
  However, the adventurers must make sure the water from the font isn’t 
  poisoned first! If they don’t check, have them make the saving throw. If the 
  water is poisoned, the magic skull spews forth a fireball which will cause 
  100D6 damage to everything in its path between this point and Area C, where 
  it explodes, blackening the wall and stairway, and probably alerting the King 
  of the Grave (see room 8)!   
  Area C:   
  This open chamber is blackened from past fireballs generated by the angry 
  skull at B, and the floor is littered with small bones & dirt and is stained with 
  old blood. Upon the wall labeled with an X on the map is an 8’ x 8’ mosaic 
  featuring a great King, standing proud with his kingdom in the background. 
  The words “All Who Stand Before Me Shall Perish” are built into the 
  mosaic in Dragon Tongue. Delvers searching the mosaic carefully (L5SR on 
  LK) will discover a small tile, which is actually a button. Pressing it will open 
  the secret door to the south of the room at position XX on the map. Further 
  searching (L5SR on LK) will reveal a tiny switch concealed within the word 
  ‘Perish’ on the mosaic. Pulling this will open the north door labeled Z on the 
  map. “Oh There It Is” spells will reveal both hidden features.   
  Feature D:   
  On the wall here is the following riddle, written in Dwarvish Tongue.   
  “I’m the part of the bird which does not fly. 
  I can swim in the ocean and yet remain dry. 
  I can be cast but no magic have I. 
  Use me here if you want to pass by.”   
  The answer is a SHADOW. If the adventurers somehow generate their 
  shadow upon the wall, the secret door will open, and remain open for the rest 
  of the game. There is no other way to open this door.   
   
  
  Room D   
  This small chamber contains a solitary tomb. Runes around the edge of the 
  lid, written again in Dwarvish, read as follows:   
  “Here lieth Duer, once great King of the Dwarves, and Warrior Bold”   
  The tomb can be opened with a combined strength of 100+. Within, lies the 
  skeleton of the dwarf warrior, with his double-headed axe still resting in his 
  bony hands. On each of the two blades the word “Fear” is etched, in 
  Dwarvish. This is the magic weapon Fear, in the hands of a dwarf, it will score 
  30 dice + 150 adds, and anyone it is used against must make a SR on CHR at 
  the level of the user as combat begins. Failure means the foe is struck with 
  fear, and offers surrender instantly. Success means combat continues 
  normally.   
  If removed from the tomb, there is no effect if the axe is taken by a dwarf. Any 
  other kindred will be struck with fear and panic and flees the room, never 
  wanting to return, nor may they be forced to enter it, even resorting to combat 
  should this occur. If handled by any other kindred apart from Dwarven, the 
  weapon will generate such a heat that they will need to put it down, despite 
  any powers or immunities to fire or similar etc. Armor, gauntlets etc will not 
  help.  
  Feature E  
  Placed at the west end of the short, hidden corridor, is a pile of old bones, 
  which appear to be mixed up with old twine and small pieces of metal. The 
  pile of debris is cobweb covered. If investigated and unraveled, the delvers 
  discover that it is a strange suit of armour, made of old bones and tied 
  together and strengthened by twine and metal joints. The armour cannot be 
  worn with any other armour except a helmet and boots. When worn, it 
  becomes invisible, adding 50 to the wearer’s CON and absorbing all spells 
  from level 1 to 5 inclusive. In addition, it will take 30 points of physical 
  damage. CON returns to normal when the armour is removed. This treasure is 
  called The Carcass.   
  Feature F  
  At the opposite end of the corridor to the magic armour described above, lies 
  a sword, again cobweb covered and in a state of decay and rust. If picked up, 
  it immediately begins to glow white and loses all trace of rust and dirt. This is 
  the magic sword Food For Worms, which can be read along the sword’s 
  blade. It scores only 6+6 in combat, but in the hands of a clerical or holy 
  character, scores 12+12. However, when used against the undead, the player 
  using it rolls 1D6, and the total attack score is multiplied by the result.   
   
   
  
  Feature G  
  This is a hidden room beneath the general level of the dungeon, accessed via 
  the secret door in the south wall of room 2. The floor of the chamber is of hard 
  packed earth, and rooted deeply into this is a ragged tree, about 8’ high (the 
  room is 15’ high), with bare branches and a hard, scaly trunk This is the 
  Vampire Tree of Fortune.  
  As the delvers enter the room, the tree begins to sprout small deep red 
  berries, and blood begins to ooze from the trunk and branches of the tree. 
  When twice as many berries as there are delvers have appeared, they stop 
  growing and no more will grow for the remainder of the game. The berries are 
  magical, but will not allow their magic to be revealed by magic spells or magic 
  items. Should any of the delvers try and pick a berry or two, the tree will 
  suddenly sprout strong tendrils from its bark, which attempt to wrap around 
  the delver. A L4SR on DEX is required to avoid them. Failure means the 
  delver is held fast by the tendrils, which quickly make their way through any 
  armour or clothing and sink barbs into the victim’s flesh. 1D6 CON is lost 
  immediately.  
  Unless the tendrils are cut from the tree (daggers are required to complete 
  this action successfully due to the size of the tendrils) which requires 30 
  points of damage per tendril (1D20 wrap around the delver) the victim, is 
  drained of blood at the rate of 1D20 CON per combat round until death. If the 
  party successfully saves one party member from the vampire tree, it produces 
  no further attack and the berries can be picked easily. If one is eaten, the 
  delver makes a L4SR on LK. Failure results in a 1D6 loss from a random 
  attribute, permanently, and the character becomes a Vampire for his level 
  number in full turns, and the player must play accordingly.  
  The GM may wish to impose further restrictions on the character for the 
  duration. If the roll is made, the amount the roll was made by is added 
  permanently to LK, to a maximum of 10. If a delver eats a second berry, roll 
  1D6 and consult the table below. Eating more than two has no effect.   
             1                    Repeat the above saving roll procedure, with the same  
   
          effects. 
  2                    The character’s attributes are randomly ‘Omniflexed’,  
   
         permanently. 
  3                    The character falls asleep for 2D6 full turns. 
  4                    The delver is teleported immediately to room 13. 
  5                    Repeat the above SR procedure but with double effect. 
  6                    The character is changed permanently into a Vampire.   
   
   
   
  
  PART TWO: CORPSE CAVERNS   
  CAVERN ONE 
   
  A)                The Guardian of the Lake 
  B)                The Cyclops’ Lair 
  C)                The Fire God 
  D)                Crocodile Lake 
   
  This area is a large underground cavern system, comprising mainly of two 
  large caves, two smaller side-caves, and a large ancient temple building, 
  carved into the rock to the north of the caverns. The caves are home to 
  strange life forms, and are lit by phosphorescent fungi, which are abundant 
  and thrive in this humid underground environment. The GM should attempt to 
  recreate this atmosphere to the players, and make it clear to them that the 
  whole area is not fully illuminated, as the large glowing fungus provide only a 
  dim, greenish light. There will be areas of the caverns, which are almost 
  totally dark, and the player-characters should beware when attempting to 
  explore these areas. Random Encounter tables for this area can be found 
  later in the text, and of course the GM is free to create his own.   
  The Dead River carries the delvers into the main cavern, labeled as Cavern 
  One on the map. The GM is free to have the river enter the cave system at 
  any part, and need not follow the map, which shows the river flowing into the 
  cave from the north. If you stick with this idea, either have the river transport 
  the party through a tunnel of rock, emerging in the lake to the south of the 
  cave (area A), or through a ‘tunnel’ of dense vegetation, through which the 
  delvers can see very little, until they emerge again in the lake.  
  The river continues to flow through the south of the cave, and this area has 
  been left for the GM to further create if he so desires. The boat will be easily 
  steered to the edge of the small lake and the delvers can alight in their own 
  time. The strong current of the Dead River lessens somewhat as it enters the 
  cave and out of the other side.  
  By the time the boat reaches the lake, the current can hardly be felt at all. 
  Magical forces influence the river as it travels through the dungeon, but they 
  do not affect the river as it enters the cave system and out of the other side to 
  destinations and adventures not explored here. The GM is encouraged to 
  describe the character’s entry into the caverns as he sees fit, adding details 
  accordingly.   
   
   
   
  
  CAVERN ONE   
  A) The Guardian of the Lake   
  However the GM decides the party arrives in here, they will come to rest in 
  this small lake, where the fierce current, which they encountered in the river 
  tunnel has almost faded to nothing. The river continues through a tunnel 
  opening in the other side of the river, but this way is barred by a huge iron 
  gate, kept closed by thick iron chains and huge padlocks. The party is not 
  encouraged to explore this unless the GM has prepared something in 
  advance. Surrounding the lake are old stone statues, many now damaged, of 
  armed and armoured men, carved as if in combat (read-on for an 
  explanation!). Some of the statues have frighteningly realistic facial 
  expressions, of horror and fear, and many appear to be looking upwards 
  towards the cavern roof.   
  The lake is covered by strange plant-life, and the water smells strangely, but 
  the delvers cannot distinguish the aroma, which is like nothing they have 
  experienced previously. If they look carefully, they see a faint gas or mist rise 
  from the water. This is harmless, but the GM may wish to worry the party a 
  little at this point to keep them on their toes.   
  As the party brings the boat to a halt, by steering it towards the edge of the 
  small lake, the surface of the water begins to ripple, and from the centre of the 
  lake a figure rises. It has the appearance of a lizard, but the head is 
  completely hidden by a large and ornate helmet. It is covered in ‘seaweed’ 
  and water plants, and steam rises from it as it rises up out of the water. 
  Spines run down the length of its back and continue beneath the surface of 
  the water.  
  The creature is actually 35’ long and has a snake-like body, although the 
  delvers cannot see it in its entirety yet. The creature has four heavily muscled 
  arms and carries a large trident with two of them. It appears to wear no 
  armour. Its eyes are bright yellow, with black slits, and they shine brightly 
  through the slit in the armour.  
  The creature observes the party for a moment, before using its two free arms 
  to lift the helmet from its head. Shrieks of horror will no doubt go up from the 
  terrified party as the creature’s head is revealed; it is a Gorgon! The head is 
  snake-like, with living snakes sprouting from the top of the head, spitting and 
  hissing.  
  The Giant Water Gorgon causes all who look upon her to turn to stone, so 
  immediately, all player-characters must make a L4SR on LK. Failure means 
  the character could not help but gaze upon the creature, and is turned to 
  stone where he stands, to add to the motley collection of grim statues which 
  surround the lake. Only magic will bring the victim back to life. If the statue is 
  broken, the character is lost forever.   
  
  Assuming some members of the party survive this initial encounter (the GM 
  may wish to reduce the level of saving roll by 1 level if the players are quick to 
  turn away or bury their head in their cloaks instantly) then the creature 
  attacks. It will never leave the water, and will sink beneath the surface if it is 
  losing the battle, not to reappear for the remainder of the game. It has a CON 
  of 2000, and if this is reduced to 500 or less and it survives, it will escape. 
  Each combat round, the Gorgon attacks with the large trident, scoring 100D6 
  + 1000 adds per round. If the delvers are looking at the creature as they fight, 
  they must make a L2SR on LK each combat round not to be turned to stone. 
  If they are fighting blind, halve their combat scores. If they invent other ways 
  to fight, the GM should judge accordingly.   
  B) The Cyclops’ Lair  
  This area, the exact size to be decided by the GM, is almost totally dark, 
  having none of the phosphorescent growths seen elsewhere in the caves. The 
  area is a think tangle of harsh plants, thick cobwebs and thorns, growing out 
  of a swampy area, which stinks of death. The delvers will feel very insecure 
  underfoot if they choose to explore this area.  
  Each turn they spend in here, have them make a L4SR on LK. Failure means 
  they have stood in a particularly unsafe area, fallen or twisted their leg and 
  become injured. The delver looses CON equal to the amount the roll was 
  missed by. A ‘min 5’ miss always deducts 5 from the player’s current CON. If 
  a considerable loss of CON is experienced, the GM may wish to restrict their 
  walking/fighting abilities for a while. After 1D6+2 turns of searching this area, 
  the party discovers an ancient statue, carved from stone, with large gems for 
  eyes.  
  The statue is of a man and it is featureless. Each gem is worth 350 GP, and 
  may be removed easily. However, living near to the statue, in an area free of 
  the tangle, is a Cyclops. The creature, standing 12’ tall and dressed in a 
  loincloth, will be aggressive and attack instantly with a club. It has an MR of 
  350, but will flee if it is losing the battle. Its lair can be searched, and amongst 
  the creature’s ‘mess’, an old iron box can be found, containing a large iron key 
  (required to open the main door to the temple (A) and 45 GP.  
  Also in the box is a magic ring, and sadly for the cyclops, it was not aware of 
  its power, as it was too small for its huge fingers. The ring is a Ring of 
  Warding, which can be used once a day to protect the wearer for one full 
  turn, from all magic, good or bad. It acts rather like a temporary Anti-magic 
  spell of infinite level. During this turn, the wearer can use no magic spells, 
  items or powers, and will not be affected in any way by the same.   
   
   
   
  
  C) The Fire God  
  This area is surrounded by dense growth, which the GM should make 
  particularly difficult to pass through, and should ensure that some encounters 
  are had on the way. Standing in this area is a 40’ statue of an elf warrior, 
  ‘dressed’ in scale armour, wearing sandals and holding a longsword in his left 
  hand and a tower shield in the other. No helm is worn, and the face is stern, 
  with eyes of ruby. The statue stands upon a large, flat plinth of stone, which 
  has been covered completely with runes. This is a Titan. Anyone 
  understanding Elven has a 45% chance of understanding them (or allow a 
  L4SR on IQ) as they are very old and obscure. If deciphered, they read as 
  follows:   
  “BEHOLD VULCAS, LOOK UPON HIM AND DESPAIR!”   
  If the area around the statue is searched, a L4SR on LK for each delver will 
  uncover a small treasure chest hidden amongst the rocks, stones and 
  vegetation that cover the cave floor. There are 10 such chests to be found, 
  each covered with the same runes, this time reading:   
  “THIEVES BEWARE, FOR VULCAS WILL SLAY ALL WHO STEAL HIS 
  TREASURE”   
  Each of the small chests contains 1D6 x 1000 GP worth of gems, and 1D20 
  mithril coins. One of the chests will contain a minor magic item of the GM’s 
  choosing. The chests are small and can be opened with magic or a lockpick 
  (L4SR on DEX). Wizards sense a magical presence around here but will be 
  unable to pinpoint the magic or ascertain its nature, but they will feel uneasy. 
  If anyone attempts to climb the statue, they must make four L4SRs on DEX.  
  The first failure indicates a fall, taking damage equal to the amount the roll 
  was missed by times 2. The eyes are composed of many rubies, totaling 200 
  for each eye, with each ruby worth 1D6 x 10 GP. It is a lengthy job, and to 
  remove all the rubies from one eye will take 6 turns.   
  However, as soon as a) anyone attempts to remove the eyes or b) any of the 
  treasure chests are opened, Vulcas will react. The Titan will very slowly 
  animate, with a dreadful creaking noise like stone grating upon stone, and the 
  huge head will look upon the delvers. (Does anyone remember the iron giant 
  Talos from ‘Jason and the Argonauts’?)  
  Vulcas cannot be harmed by non-magical attacks, and is immune to poison, 
  fire and all ‘mind’ spells. It opens its mouth slowly and issues forth a blazing 
  fire attack upon the party. Anyone caught in the attack will instantly take 2D% 
  damage, at least half of which will be directly to CON. If there was a delver on 
  the statue’s head removing the eyes, Vulcas will attempt to shake him free, 
  resulting if successful in a fall and taking 10D6 damage, again, at least half 
  will be from CON, as not all damage from a fall of this nature would be 
  absorbed by armour. If any characters are near to the statue, it will attempt to 
  stand on them, resulting in instant death, no save.  
  
  The GM should play this encounter carefully, and if miniatures or diagrams 
  are used to represent to positions of the characters, this will aid the combat. 
  The delver’s best bet here is to run.  
  Vulcas will attempt to search them out, but cannot leave cavern one as he is 
  too large, but he may attempt to block the delvers should they escape into 
  one of the other caves, by placing huge rocks in front of the entrance or 
  hammering the ceiling to cause a rock fall. Again the GM should play this 
  scenario by ear.   
  D) Crocodile Lake  
  Area D is a medium sized lake area. Surrounding the lake for a depth of about 
  15’ from the shore of the water are large grasses, standing around 15-20’ 
  high. The grasses are very tough indeed, and to slice through a single stem 
  requires in excess of 30 points of damage, so hacking through this dense 
  grassy area is tough going. The grasses themselves however hide no 
  significant dangers to the party; the danger lies at the water’s edge, where 
  large Crocodiles dwell.  
  The area is home to around 30 crocodiles, each with an MR of 650. Only a 
  character making a L6SR on LK will spot ‘something scaly’ lurking near the 
  water’s edge, hidden by the tall, thick grass. If a character reaches the edge 
  of the water, he will be attacked by 1D6 crocodiles, and unless a L1SR on SP 
  is made, the crocodiles will score a full round of damage upon the hapless 
  delver before he has time to react, such is the speed and ferocity of their 
  attack, and their adaptation to combat and movement in these surroundings.  
  Characters will find it all but impossible to swing large, heavy weapons around 
  whilst surrounded by the thick grass, let alone combat these low-lying, 
  ferocious and lightening-quick monsters.   
  The lake area is swampy and gaseous, and foul smelling to boot. However, 
  the delvers will be able to see small cave openings in the cavern wall at the 
  rear of the lake area. There are 4 such openings, and getting out to them 
  requires either flight or wading through the swampy lake. 
  If the characters use flight, they will reach the caves without harm. However, 
  wading through the water will attract the attention of the ‘Daddy’ of the lake - 
  Big Vern...   
  ‘Big Vern’ is a Crocodile-Demon. He is of humanoid appearance, sporting 
  scaly wings (only for show - it cannot fly) and a reptilian head, with a full 
  compliment of ferocious fangs. Vern will rise from the gaseous water with a 
  hisssssss and then a roar, and attack anyone who dares to swim through his 
  home. His MR is 2500, and he has the following special abilities:   
   
   
  
  1 - Acid Breath. Each character in close-combat with the demon must make 
  a L4SR on the average of LK and DEX each combat round, or take 2D6 
  damage from CON due to the demon’s ferocious acid breath, which somehow 
  finds its way between all the gaps in armour to corrode skin and destroy 
  clothing.   
  2 - Summon Crocodile-Child. The demon can summon the aid of 1D6 
  crocodiles from the swamp, assuming they have not all been slain by the 
  party prior to this demonic encounter.   
  3 - Tail-Lash. The demon can lash his mighty tail up to 3 times per combat 
  round, with devastating effect. All characters in combat with it must make a 
  L4SR on DEX to avoid this attack, or take 2D10 damage (armour counts here) 
  and be out of the next combat round as they are stunned and knocked into 
  the water.   
  Should the demon be defeated, the delvers may explore the caves.  
  Cave one is empty, damp, and usually home to crocodiles, but by the time the 
  delvers get here, all the crocs will have been out thrashing around trying to 
  feed on them!   
  Cave two contains a rotting old wooden box, which is barely held together by 
  rusting nails and leather straps. It contains 6 gold ingots, each worth 500 GP 
  and weighing 50 wu.   
  Cave three contains a Giant Centipede, which lies hidden amongst the 
  detritus of the cave. It attacks with an MR of 600 for up to 3 combat rounds 
  before wriggling through a crack in the floor. If the monster has the upper 
  hand in the combat, it will fight on, attempting to slay and feast upon the 
  delver.   
  Cave four is the largest, and contains, amongst the stones and fungus 
  growths, an ancient and mottled stone statue of a creature akin to the demon. 
  Wizards feel that high-level magic is at work here. The enchantment is 
  triggered by touching the statue. 
  � The first person to touch it receives a boon of 2D6 to ST and CON (roll 
  separately) 
  � The second to touch it receives a boon of 2D6 to ST, CON & DEX, as 
  above. 
  � The third to touch the statue increases to the next level of experience 
  The fourth person to touch it is obliterated by a Hellbomb Bursts spell. If by 
  any stroke of luck they are immune to this spell, they are transformed into a 
  crocodile, IQ becoming zero, doomed to dwell here amongst the swamp and 
  grass for the rest of their days.   
  If this occurs, the statue crumbles to pieces following the curse.   
  
  ENCOUNTERS FOR THE GENERAL CAVERN AREAS 
  (Use this table for all cavern areas)   
  1 - Crocodile - MR 500 
   
  2 - Green Slime - Special attack - see * below. 
   
  3 - Gray Ooze - As above. 
   
  4 - Leech - Attaches to delver and bites into exposed flesh, causing 1D6 CON 
  loss per turn. 
   
  5 - Ogre - MR 900. 1D4 will be on a hunting party from their lair in Cavern 2. 
   
  6 - Salamander. MR 1000. Wreathed in flame and only damaged by magic 
  attacks. 
   
  7 - Giant Lizard - MR 500. 1D3 will appear and attack all at once. 
   
  8 - Ogre young - From the clan lair in Cavern 2. GM to ad-lib: delvers to be 
  careful... 
   
  9 - Giant Spider - Drops onto party from web above. Special attack - see ** 
  below. 
   
  10 - Cave Trolls. 1D6 will appear, MR 800 each. May parley if outnumbered.   
  * Green Slime & Grey Ooze are plant growths, which dwell in subterranean 
  places, usually preferring the dark and wet environments. They attach 
  themselves to living flesh and attempt to turn the victim into more of them. A 
  character thus attacked must remove it quickly, as it burns through leather in 
  one combat round, metal in 1 full turn, and enchanted metal in 3 full turns! 
  GMs should reduce the power of any armour, which comes into contact with 
  this stuff as appropriate, assuming the delver survives the attack. Fire will hurt 
  both slime and ooze, but care must be taken not to burn the victim! The best 
  way to escape is to quickly remove the clothing or armour onto which the 
  slime or ooze has attached itself.  
  Any flesh which is exposed to the slime or ooze attack results in serious burns 
  and permanent disfigurement, and a reduction to CON (and CHR is the face 
  is attacked) depending on exposure, a guide for the GM being 1 CON point 
  loss per minute of exposure. This loss may be permanent at the discretion of 
  the GM.   
  ** Giant Spiders drop from their webs high in the cavern, onto the delvers 
  beneath. They are cunning and lie in wait for the last member of the party 
  before attacking. Initially, they attempt to bite and paralyze the delver. A L4SR 
  on DEX is necessary to avoid this initial attack.  
  
  If missed, the venom will paralyze the delver totally within 1 combat round. If 
  unchallenged, the spider devours the delver, or may wrap him up in silks to 
  store high in the web for later. Either way, if the delver is alone, he is doomed. 
  If attacked, the spiders fight with no MR but have a CON MR of 600. Each 
  round, the combatants must make the above SR to avoid being bitten.   
  CAVERN TWO  
  This cavern is home to ‘The Bone-Crunchers & Munchers Social Club’, which 
  is a large gathering of nasty Ogres who like to think they are in charge of the 
  caverns down here. They are not, but they are left alone by the inhabitants of 
  the Mausoleum to get on with their own devices.   
  The cavern can be described as the GM sees fit, but as a guide, has several 
  large fires burning, many large cauldrons on the boil (with horrid contents best 
  left up to the GM.), weapon racks, sleeping and eating areas, etc. etc. To the 
  rear of the cavern is a large mound of furs, beneath which is the Ogres’ 
  treasure, described below. The clan number around 30-40, although this 
  includes females and youngsters. If the party has captured a youngster, or 
  even slain one, the Clan will be very annoyed! The GM should play the Clan 
  according to the player’s actions.  
  The Ogres are not to be trusted, and will attempt to gain the upper hand on 
  the party whatever the situation. As a guide there are around 20-25 adult male 
  warriors, one wizard and one leader. Here are the details for the more 
  interesting of the group.   
  Clan-Leader, Sanguinus the Slaughterer. MR 4500.   
  Special attacks - He carries a magic sword, which causes Fear in all enemies. 
  Characters facing him must make a L4SR on IQ or surrender to this Ogrish 
  Clan Leader! 
  Special Defenses - Sanguinus wears an enchanted crocodile-hide cuirass 
  which causes all non-magical weapons which strike it to shatter, and all magic 
  cast at it, good or bad, cast at level 4 or below, to nullify. 
  He speaks Ogrish, Common, Orcish, Dwarfish, Trollish, pidgin hobbit and 
  pidgin Elvish.   
  Tuti-Cabooti, Ogre Magi. MR 2000.   
  Special attacks - Tuti-Cabooti knows levels 1-14 spells, and wears a magic 
  torc around his thick neck, which stops all fire attacks aimed at him and 
  doubles the effect all fire-based spells cast through it. It is also a DMS and will 
  act independently if the GM deems it so. 
  Special Defenses - The Magi is unaffected by spells cast below level 8, and if 
  attacked by fire, will return the spell at the caster for double effect.   
  
  Serena Bloodspiller, Fierce Oriental Ogre Lady! MR 3500.   
  Special attacks. Serena fights with incredible speed and therefore gets 2 
  attacks to the opponents one. This is a magical ability. She always uses a pair 
  of silver enchanted knives, each causing 1D10 CON of magical damage per 
  combat round to all combatants, even if she lost the round. Damage from 
  these babies always takes effect. 
  Special Defenses - Serena wears a full set of magical skins, which look like 
  they serve as no defense at all, yet surprisingly absorb all non-magical 
  damage, and protect the wearer totally from fire.   
  The remainder of the Clan are Ogre warriors, mostly male, some female, with 
  an MR of between 1000 and 3000 (roll 1D3). Game Master’s may wish to give 
  the characters above more special abilities or a full set of statistics, and 
  should feel free to add more personalities into the Clan, being careful not to 
  make them more powerful than the Clan Leader. Each of the above may carry 
  extra magic items/treasures, which the GM may allow the party to plunder 
  should they slay them.   
  Upon approaching the cavern, the party will quickly work out what’s going on 
  in there, and should act accordingly. Rushing in there with ‘guns blazing’ will 
  bring upon them the full wrath of the Clan and unless the party are amazingly 
  powerful, swift death will follow, ending their adventure. The Clan post guards 
  outside the entrance to the cavern, which involves climbing up some large 
  boulders, which the Ogres have placed there to make entrance to the cavern 
  difficult, but these guards are lax in their duties, and have an MR of about 800 
  each. The party may choose to ambush them before creeping into the cavern. 
  The GM should play this scenario by ear. I’m sure quite some fun can be had 
  with the Ogres. If captured, the delvers are in trouble. Most will probably be 
  killed and eaten at the discretion of the GM.   
  The treasure hoard consists of the following:   
  Numerous treasure chests containing about 500,000 GP in total (yawn...). 
   
  Numerous treasure chests containing gems (mostly cheap trinkets worth 10 
  GP each). 
   
  Two small chests containing good quality gems (about 10,000 GP worth per 
  chest). 
   
  Two large treasure chests containing jeweled weapons and armour pieces 
  (GM’s discretion). 
   
  One small chest containing a sprinkling of minor magic items of the GM’s 
  choosing.   
   
  
  The GM is encouraged to add further detail to this area as he sees fit, in order 
  to make it gruesome and frightening, although adventurers down this deep will 
  be frightened of very little. Let them enjoy themselves, for the Mausoleum of 
  Despair awaits... 
  CAVERNS THREE & 3A  
  Cavern three is the second largest of this cavern system. It is much more 
  humid than cavern one, with thick vegetation and a hot, misty atmosphere. 
  Water drips constantly from numerous places in the cavern roof, filtering down 
  through the rock from the lake on the second level of the dungeon (probably!). 
  The GM can use the encounter table provided above, or use his own creation. 
  There are many insects, flying creatures, bugs and spiders in the caves, but 
  especially in this cave due to the humid atmosphere, so a small additional 
  encounter table is given here, which the GM is free to chop and change as 
  necessary:   
  NASTY BUG ENCOUNTER TABLE   
  1 - Giant Butterfly - completely harmless if left alone, with wonderful coloured 
  wings. If left alone it is completely harmless, but is coated with a minor poison 
  (any delvers handling one will notice a fine pollen-like powder on their hands) 
  which will cause a fever and a temporary ST loss of 1D6 lasting for 3 turns. 
   
  2 - Crag Beetle - Large, lumbering beetle with horn-like protrusions. Harmless 
  but if disturbed will emit poison gas from its rear-end, causing anyone within a 
  5’ range 1D6 CON loss. 
   
  3 - Giant Orb Spider - This amazingly coloured and patterned spider, about 
  6” across, will bite if disturbed, causing paralysis within 1 minute lasting 1D6 
  turns and 1 ST & CON loss. 
   
  4 - Fire Bug - Bright orange and red hard-shelled bug, which scurries around 
  the cave floor looking for food. If killed, it will explode in a fury of fire, causing 
  1D6 CON damage to all within 10’ radius.   
  A) At this area of the cavern is a large waterfall, cascading out of the rock high 
  in the cave wall, splashing down into a noisy, bubbling, foaming pool of water 
  on the cave floor. From this pool a quickly flowing river has been formed 
  which runs across the cavern to exit through a sinkhole at point B on the 
  opposite end of the cavern. This pool is home to N’yaga - Ka, Water 
  Elemental. The creature will appear out of the thundering waterfall if the area 
  is approached by the party, and stand towering 45’ above them, great watery 
  arms folded across a rippling chest, a water-sword hanging by his side. His 
  face is stately to behold, and on his head he wears what appears to be a 
  watery crown. His great watery legs stand rooted to the floor of the cave, 
  making hardly a mark on the ground.  
   
  
  He surveys the scene, then in deep yet gentle tones, addresses the party, 
  with something akin to “Sooooo, I seeeeee little creatures before me, Men 
  if I am not mistaken! What will you have of meeeeee, my friends? I 
  wishhhh you no harrrrrrm...”  
  His voice is warm, soothing and charismatic. N’yaga wishes the delvers no 
  harm, and he will grant them favours if he likes them. Each character must 
  make a L4SR on CHR. If they succeed, the Elemental takes a liking to them 
  and will offer one magical service each. This will be perhaps a spell (L1-12) or 
  healing etc. He can heal a single character for 2D20 worth of CON or ST 
  without using spells.  
  The GM should play it by ear, bearing in mind that the creature will not 
  perform major tasks for the characters. His limits are healing, casting spells 
  up to level 12, telling them what magic items do or how much something is 
  worth, curing curses etc. If a character fails the roll, the creature will not like 
  him very much, but will not make it obvious. He will deliberately leave this 
  character until the end, and then declare sadly that his magical abilities have 
  run-dry, and be very sorry.   
  The Water Elemental has one duty, and that is to guard the Mausoleum. He 
  will chat and help the characters along quite nicely until mention is made of 
  the structure heading the cavern. N’yaga will tell them that this temple is out of 
  bounds, and they must not enter it. If they insist, or set-off to do so anyway, 
  his mood will turn quickly, and he will become rather nasty, warning them 
  against their actions.  
  If the delvers persist, the Elemental will stride over to stand in front of the 
  Mausoleum and prepare to fight them should they try to enter. If they turn 
  back, the Elemental will stand guard for 6 turns, before returning to the 
  waterfall and vanishing into the thundering waters.   
  N’yaga - Ka, Water Elemental, Warrior-Wizard.   
  ST 350  CON  3000  IQ 50  DEX  76  LK  80  CHR  -300  SP  36  ADDS  470   
  The Elemental uses a powerful attack, battering the party with a heavy watery 
  fist, scoring 50D6 damage, and its watery oversized sword, which scores an 
  additional 100D5 damage.   
  If you prefer to allocate an MR to the creature, its MR would be in the region 
  of 2000, but it would also score from the special abilities below, and would 
  have a CON MR of around 3000.   
  Special Abilities: The Elemental can cast any spell up to and including level 
  12. His watery crown acts as a DMS and can cast spells independently if it 
  feels this is necessary to save its owner from harm. It too knows spells 1-12.   
  During combat, N’yaga will use his watery sword, shaped like a gigantic icy 
  scimitar. Each combat round, the delvers must each make a L4SR on DEX. 
  
  Failure resulting in a direct-hit from the sword, which will send them flying 
  back into the cave for 6D6 feet, and being temporarily encased in a block of 
  ice. The ice will melt after 6 turns, during which the delver is unable to move 
  or cast spells. Upon emerging from the ice, the delver will have lost 2D6 CON 
  per turn encased, and 1D6 of this will be permanent loss.   
  The Water Elemental cannot be harmed by non-magical attacks, and in fact 
  any non-magic weapons used to fight him will turn to water as soon as they 
  make contact. Spells involving fire-based attacks will do double damage, but 
  ice attacks cause no harm.   
  Restrictions: The Water Elemental cannot wander more than 100’ away from 
  water, and in addition cannot leave this chamber. If it is in combat for more 
  than 2 full turns, (10 combat rounds) it begins to deteriorate, and will attempt 
  to return to the waterfall and the pool, where it may continue to fight from the 
  pool, but must remain here to regenerate. The GM may wish to hint to the 
  party if they are struggling to combat it, that the longer the combat goes on 
  outside the Mausoleum, the less ‘solid’ the Elemental appears to be. After 10 
  combat rounds the Elemental will lose 2D20 CON per round.   
  If slain, the Elemental will collapse, losing all humanoid form, and the floor of 
  the cave will be awash, as the remains of the Elemental drain away into the 
  floor and river.   
  Hidden behind the crashing water of the waterfall is a small cave. It cannot be 
  seen through the water without magical aid, and wizards will not feel extra 
  magic vibes from it due to the enormous magical energy being produced by 
  the Elemental creature. The cave contains a small tomb. It is not trapped and 
  if opened contains a rotted cadaver, still wearing scale armour and holding a 
  sword. The armour is useless, but the sword is magical and free for the 
  taking. It is called ‘Angry Avenger’, and is a particularly fine broadsword. It 
  scores 12 dice + 30 adds, and will protect the user from level 1 – 4 spells. In 
  addition, if the wielder loses a combat round against a foe whilst using Angry 
  Avenger, the sword will glow red and score double damage for the next three 
  combat rounds, before returning to normal. It can only do this once per day 
  however.   
  B) This is the sinkhole down which the river drains away. There is no 
  adventure here, but the GM may add additional detail if required or desired.   
  C) This is a stone ledge, high up on the cavern wall, 20’ from the roof. From 
  the floor of the cave, the ledge can be seen, but no detail can be made out, 
  although the GM may wish to point out the faint glow from the item. On the 
  cave floor directly beneath the ledge is a human skeleton. It wears old armour 
  and a rotted pack of equipment and provisions can be seen half buried in the 
  dirt of the cave floor nearby. The skeleton has been half hidden by plant 
  growth, and it is clear that it has been here for a long time. This was the 
  previous owner of the item on the ledge, who committed suicide...   
  
  Upon reaching the ledge, by whatever means they have employed, the 
  delvers see that resting upon it, amongst some plants and fungi, is a sword, 
  gleaming and magical, untouched by the dirt of the cave, and as clean as the 
  day it was forged. It glows with a pale red hue.   
  This is the sword ‘Nightmare’. It is a great sword, and therefore two-handed. 
  However, it will be bound to the first delver to touch it, and from then on, until 
  the delver dies, anyone else who tries to lift the sword will be able to do so. It 
  has the same statistics as the great sword in the rulebook. The wielder of this 
  weapon will feel great power flowing through him, and out through the sword.  
  The sword draws Life Force from the wielder and transforms it via great and 
  powerful magic, into magical damage. It scores as many dice (D6) as the 
  user’s total ST+CON multiplied by two, and as many adds as the user’s ST 
  multiplied by his level. In combat, a minimum of damage equal to the user’s 
  total ST & CON will always count against CON or MR of the foe. However, for 
  this there is a price...   
  With such power comes a curse. Each combat (not individual combat round) 
  in which the wielder uses the sword, he will lose 1 permanent CON point if he 
  misses a SR on LK at his own level. In addition, the sword is sentient and will 
  not allow the owner to carry any other sword (other weapons are fine). Until all 
  other swords are disowned, CON will drop at 1 per minute. It will return the 
  instant all other swords are dropped, but begin to drop again if any extra 
  swords are ever picked-up.   
  The user may never choose to disown the weapon. No one will buy it, steal it 
  or covet it. If left somewhere, the owner will find it has teleported back to him 
  at dawn the next day. It cannot be broken or damaged in any way, and magic 
  cast upon it will not function. If genuinely lost, it will somehow be returned the 
  next day.   
  3A) The entrance to cavern 3a is a magically locked gate, with a glowing 
  padlock keeping it tightly shut. This gate is akin to the one at the start of this 
  level, and the only way to pass through is by using the magic key found in the 
  Mausoleum. The cavern’s only feature is a 30’ diameter sinkhole, from which 
  a freezing cold howling wind blows. This is the way to the next level, should 
  one exist... 
   
   
   
   
   
   
  
  PART THREE: THE MAUSOLEUM OF DESPAIR  
             A)                The Entrance 
  B)                Annex 
  C)                The Greeting Chamber 
  D)                The West Chamber/The Chamber of the Three Tombs 
  E)                 The East Chamber/The Chamber of Lost Souls 
  F)                 Final Conflict 
  G)                Treasure of the Gods 
  H)                High Enchantments 
  This grim structure dominates the cavern, and has an entrance annex built 
  from huge stone blocks, with the rest of the building having been hewn from 
  the rock. The internal rooms are 50’ high, with the exception of the largest 
  chamber, room F, which has a magnificent vaulted ceiling 80’ above the floor.   
  The party will begin to feel depressed as they look upon the exterior of this 
  mausoleum, and must each make a L5SR on IQ. Failure indicated that they 
  are fearful of entering the building, and will not enter into it unless the 
  following 2 conditions are met:   
  1- As many turns have passed as the amount the IQ SR was missed by. 
  2- A person with a CHR greater than theirs by at least 5 must make a SR at 
  the level of the character to be persuaded on CHR, to convince the delver to 
  enter the building.   
  The GM may put as much importance on this fear as is necessary, or ignore 
  the ruling completely if it does not fit into his game plan.   
  A) The entrance is a pair of double doors, standing 30’ high and each 12’ 
  wide. The doors are arched at the top, open outwards and have a pair of 
  heavy iron handles on them. The doors are not locked, but are very heavy 
  and stiff, requiring a ST of 30+ to open each one. Only one character may pull 
  on each door at one time, and if there is no one in the party with sufficient ST, 
  saving rolls are required at the GM’s discretion. Inscribed upon each of the 
  doors is the message;   
  “Enter and Die. Heed this Warning and Depart!”   
  Standing at each side of the door is a 15’ high stone gargoyle. They are 
  unmagical and purely for ornamentation. When the doors are opened, there is 
  a ‘moan’ from the building and a cold draft is blown out, as if the doors have 
  remained sealed for ages. Each player character will feel a chill to his bones 
  as the doors open, and PCs who previously missed the IQ SR above, will 
  hesitate before entering, and will need further persuasion from the rest of the 
  party, but no further saving throws are necessary.   
   
   
  
  B) This is the entrance annex, which has been strongly constructed using 
  huge stone blocks, hewn from the rock of the cavern. The remainder of the 
  building has been built into the rock of the rear wall. The chamber is cold and 
  miserable, and the same depression will settle over the party, with anyone 
  who previously missed the IQ saving roll, feeling desperate, suicidal and 
  hopeless, but they may be led into the building with the aid of other members 
  of the party who remain unaffected. Anyone standing at the threshold of the 
  chamber will hear chilling voices in their head, saying 
   “Leave now or die….” 
   Over and over again for around one minute before fading away. The ceiling, 
  50’ high, is arched like a cathedral, with gothic stone arches and gargoyles. A 
  single door stands closed in the north wall. It stands also within a gothic 
  archway, and has a single ring of brass as a handle on the left hand side. As 
  can be seen from the GM’s map, this is the only door in the mausoleum apart 
  from the entrance portal.  
  The door opens outwards. Around the arched doorway is the following 
  message, written in Olde Elven (those understanding the Elven Tongue will 
  need to make a L2SR on IQ to fully understand the message. Failure 
  indicates that they only succeed in understanding part of the message at the 
  GM’s discretion. The message reads as follows):   
  “Beyond This Door Is The Realm Of The Dead. Those Seeking Passage 
  Through This Portal Beware”   
  The chamber is empty, but after the party have been in there for one complete 
  turn, the following things occur:   
  a)      The entrance doors slam shut. If they were wedged open, the wedge 
  is destroyed. If it was highly magical, it is thrown clear of the doors by 
  unseen forces. The doors will not open until the party have completed 
  their task within the mausoleum, which will be explained later (chamber 
  F). No amount of magic or force will cause the doors to be damaged or 
  opened before this time. (Note – individual GMs may wish to allow 
  teleportation magic to function to allow exit from the mausoleum as 
  appropriate)   
  b)      Three Wraiths will materialize in the air, towards the roof of the 
  chamber, and attack the party. All are pale blue in shade with burning 
  white eyes. Their attack is wholly magical and no amount of unmagical 
  attacks will harm them. They are immune to magic cast below level 4 
  and have no MR. Instead, they cause each member of the party 1D20 
  CON damage each combat round, unless the PC makes a L4SR on 
  DEX to protect himself. In addition, 1D6 ST is also lost by each PC 
  each combat round, as the presence of the Wraiths drains it from the 
  PC’s mortal bodies. Any undead in the party will be unaffected by this, 
  but will still be attacked.   
  
  c)      A pale green fog begins to seep through the cracks between the floor 
  slabs and surround each PC. The fog cannot be dispersed no matter 
  now much the party try and escape it, and wraps itself around the 
  delvers within 3 combat rounds. Each subsequent combat round, the 
  fog will drain 15 points of ST & CON from each PC until death. Should 
  this occur, the PC’s soul will sink slowly through the floor of the 
  chamber and be forever lost. The character cannot be reincarnated 
  and this over-rides any magical abilities the PC may have, with the 
  GM’s discretion of course. The fog will disperse once the party have 
  passed through the north door.   
  C) This is the Greeting Chamber. No further doors can be seen or detected 
  apart from the one the party enter through, and once again this depressing, 
  grey stone room has a high vaulted ceiling from which gargoyles leer down at 
  the adventurers. The room has three spaces in the west, north and east walls 
  which each contain a stone coffin. There are no markings or inscriptions of 
  any kind. Shortly after the delvers enter, the room becomes very cold, so cold 
  in fact that the PCs can see their breath in front of their faces.  
  Then, an apparition appears slowly towards the north of the room, just above 
  the level of the stone slab floor. The figure seems to be a stately lady, maybe 
  even a queen, as the figure takes form. However, all manner of pleasantness 
  vanishes after one combat round of forming has elapsed (it cannot take 
  damage during this time) as the apparition takes on the form of a Banshee, a 
  howling spirit of the underworld! This is the spirit of an evil female elf, a rarity 
  indeed!  
  The banshee is immune to all spells using extreme elements (fire, heat, 
  freezing etc.) and spells affecting the mind. She cannot detect illusions 
  however and is harmed by magic weapons of all types. Her MR is 4800, and 
  she attacks the party without question or quarter, after delivering the following 
  message in ghastly tones, which echo around the room for all to hear and 
  understand, no matter what languages they speak;   
  “You are not welcome here! You were warned but did not heed the 
  warning! Now Die!”   
  The Banshee attacks wildly and is a deadly and tough opponent. Each 
  combat round, the delvers must make three fourth level saving throws, or take 
  the damage as described below, in addition to fighting hand-to-hand:   
   
  1 – L4SR on DEX to avoid the Banshee’s freezing touch. If missed, deduct 
  difference from CON instantly. Armour will not help here. 
  2 – L4SR on LK to avoid the Banshee’s icy stare from her eyes, which seem 
  to burn with hell fire! Deduct difference from CON if missed. 
  3 – L4SR on IQ to battle the Banshee’s dreadful wail. 1D6 permanent loss 
  from IQ if missed.   
   
   
  
  If the Banshee is slain, she departs with a deafening howl. The party are then 
  free to search the chamber for exits, as there is no way back. If the coffins are 
  searched, they contain long since rotted corpses with no treasure. However, 
  the character with the highest luck rating will find a scroll tube behind one of 
  the coffins. Within is a scroll upon which a magical incantation is scribed in 
  Common, Elven and Dwarvish tongues. Magic users will be able to determine 
  with magic or a L2SR on IQ, that it is a ‘Scroll of Passing’, and reading it 
  aloud will allow the inhabitants of the room to pass through into another 
  chamber of the mausoleum.  
   
  All living creatures present in the chamber when the scroll is read aloud will 
  pass, be they friend of foe, and this includes undead. Non-magic users 
  require a L4SR on IQ to be able to understand and read the scroll. It can be 
  used 10 times (GM's discretion here; you could just give them as many as 
  they need), and each use will transport the entire party and their possessions. 
  The party will fade out of the chamber as quiet as a whisper, to re-appear in 
  the next chamber following the alphabetical order of the rooms given on the 
  GM map. If used in chamber H, it will return them to chamber B.  
   
  The party can choose to use the scroll to pass into a chamber, which they 
  have already visited. In so doing, they should remember to save one use to 
  return to chamber B from where they can leave the mausoleum. Like many 
  before them, they could end up imprisoned in the final chamber (H) with no 
  way to leave! Once the party have accomplished their task in chamber F, the 
  entrance doors will open once again. 
   
  If the party have sufficient charges left on the scroll, they then have the option 
  to visit chambers G & H to collect their rewards. There is no other way to pass 
  between the chambers and there is nothing else to be found in this room.   
  D) This is the West Chamber, also known as The Chamber of The Three 
  Tombs. Once again, the roof is 50’ high and vaulted, and the room grey and 
  dreary.  
   
  The room contains three stone tombs, arranged in the room in any way the 
  GM sees fit. Upon each tomb is an inscription, in Elven tongue: 
   
  Tomb 1 – “Here Rests Oshi-Garashi, Creator of Zombies” 
  Tomb 2 – “In Eternal Rest, the Slayer of Souls” 
  Tomb 3 – “Plunder the Treasure of Rankin-Hor and Die. You have been 
  warned”   
   
  Every tomb can be opened easily and none are trapped.   
   
  Tomb 1 contains a decayed cadaver wearing long wizardly robes, which have 
  faded and rotted over time, but oriental style patterns can still be seen in the 
  faded cloth. The skeleton wears a ring set with a carnelian stone, and holds a 
  long sword of oriental design in its right hand. Oshi-Garashi is not the name of 
  the corpse resting in this tomb, but is the name of the sword, also called 
  ‘Zombiemaker’.  
  
  It is a two-handed sword requiring a ST of 12 and a DEX of 18 to wield. In 
  combat it does 40+60 in dice and adds, which is very tempting for a delver to 
  collect! However, the sword is actually cursed, and at the point of death, it will 
  reanimate the foe as a zombie. If the foe had an MR, the new MR is twice 
  original, and if the foe had attributes, either add them together to form an MR 
  then double it, or amend the attributes as per the rules in the rulebook.  
   
  The sword therefore is a disaster for any adventurer to wield, and so has been 
  placed in this tomb, along with its last owner, who fell foul to its dangerous 
  and evil powers. The sword’s powers cannot be discovered by a wizard using 
  divination magic etc., and the true nature of the weapon will not be discovered 
  until it is first demonstrated, no doubt to the horror of the party!   
    
  Tomb 2 contains an evil looking skeleton with long pointed fangs. The 
  skeleton is bound by silver chains held by a magical padlock, which is held 
  tight by 8th level magic. This will have to be dis-spelled if the chains are to be 
  unlocked.  
   
  Unlocking the chains releases the Master Vampire, which screams with 
  hellish pleasure as soon as the chains are broken and vanishes, to re-appear 
  instantly behind the delvers and attack. The Vampire’s MR is 6800, and this 
  must be reduced to zero or less for the creature to be defeated. Each combat 
  round, delvers must make a L4SR on the average of LK & DEX to avoid the 
  deadly bite/scratch of the monster. Failure to make the roll results in a CON 
  loss for the difference, in addition to any damage taken from combat. 
  However, this is no ‘normal’ vampire!  
   
  Any PC taking hits to CON must make a SR at level 9 on LK. If this is missed, 
  the character’s soul is destroyed by the vampire and the adventurer dies 
  instantly. If this happens, the vampire will howl with delight and vanish, never 
  to re-appear in this adventure.   
   
  Tomb 3 has three 7th level curses upon it. The first acts when the tomb is 
  opened. All those who assist in removing the lid will suffer immediate heart-
  attacks and must make a L7SR on current CON to survive. Failure results in 
  the difference being taken permanently from CON, and ST will be reduced 
  temporarily by half this amount.  
   
  Characters missing a ‘min-5’ will die instantly. The second curse acts 
  immediately following the first. All characters in the chamber that survive the 
  first curse will suffer a TTYF spell of 50 points, which is cast from the tomb. 
  The third curse is activated whenever anything is first removed from the tomb. 
  A ‘Death Spell #7’ is cast onto the thief, who will die instantly should a 7th level 
  SR on LK be missed.   
   
  The tomb contains a horrible skeleton partially wrapped in mummy bindings. 
  The face is still partially preserved and is the face of horror. It would appear 
  that this creature, presumably Rankin-Hor, was buried alive with its treasure, 
  for whatever reason.  
  
  The treasure consists of 100 mithril coins in a cloth-of-gold pouch, a scepter 
  topped with 10 rubies worth 10,000 GP (which is also a DMS containing levels 
  1-10 spells. Exact details of its nature to be generated by the GM as 
  appropriate, but I suspect it may be of evil intent) a magical necklace of pearls 
  and emeralds which protects the wearer from fire and is worth around 6000 
  GP, a mithril vest which can be worn under any other armour to take a further 
  100 hits, a jewelled head band worth around 6000 GPs, and a small magical 
  dagger called ‘Deathseeker’, which will do 6+6 in combat but any damage 
  when thrown is multiplied by ten. DEX required to throw is 15.  
   
  In addition, there are 7 spell scrolls, which are activated when read aloud. 
  Magic users need no saving roll to do this, but non-magic users should try for 
  a L4SR on IQ. Failure means the PC cannot use the scroll and may not try for 
  another 24 hours. The scrolls are for Dear God, Mystic Visions, Invisible Wall, 
  Medusa, Pygmalion, Blow Me To and Invisible Fiend. The spell scrolls have 
  been constructed in such a way that the user need not know the spell (or 
  indeed be a magic user!) to ‘cast’ the magic. ST loss is always at the 
  maximum rulebook cost however and cannot be lowered. Once the scroll has 
  been used, it turns to ash.   
   
  E) This is the East Chamber, or The Chamber of Lost Souls, and is decorated 
  with the same gothic architecture as the previous chambers in the 
  mausoleum. The room is empty, but upon the east wall, at a height of 4’, is a 
  stone drinking bowl, into which a clear, sparkling liquid (rather like carbonated 
  water) trickles from an opening in the wall above, which has been fashioned 
  like a beautiful elven lady, her face pointed toward the bowl, her delicate eyes 
  closed, her mouth pursed as if about to drink.  
   
  No amount of magic or searching will uncover any runes, messages or traps, 
  for there are none to find. If divination magic is used here, the wizard will find 
  himself unable to cast the spell. This is the Fountain of Hope, and is free to 
  drink from. The first to drink the cool refreshing water will have any lost ST & 
  CON points restored, all wounds healed and all curses lifted, should they 
  have any. Any alterations that the delver has undergone whilst in this level of 
  the dungeon, will be restored if it is the desire of the delver. In addition, the 
  delver should roll 1D20 for each attribute and add the result permanently to 
  the attribute. If a ‘20’ is rolled, the attribute is doubled (or 20 points added if 
  this is the greater).    
   
  Subsequent characters drinking from the fountain will have 1D20, 1D10 then 
  1D6 CON & ST restored before the water returns to normal.   
   
  The fountain is guarded however by 6 Lost Souls; restless spirits of those 
  slain in the mausoleum in the past. They appear as the delvers enter the 
  room, and attack mentally. They appear as grey shades, with no solid form, 
  with just a vague appearance of tortured faces glowing a pale white amidst 
  the ectoplasm.  
   
   
  
  They have no MR as such, but each combat round, the delvers are subject to 
  a terrible mental attack, which manifests in panic, despair and confusion. In 
  addition, characters attacked in this way feel desperate loss and depression, 
  and lose the will to carry on. As the spirits haunt the very minds of the party, 
  each character must make a L4SR on IQ. If the roll is missed, the difference 
  x2 is deducted from CON and ST. Should either CON or ST fall to zero, the 
  character’s soul is lost, and joins the tortured spirits forever bound to this grim 
  tomb.   
    
  To combat these horrors, magic must be used. The only weapons that will 
  cause them any harm are those, which specifically damage the undead. All 
  others will pass through the spirits harmlessly. The Lost Souls each have a 
  CON MR of 800, which must be reduced to zero for them to be banished from 
  the room. All magic spells function normally.   
      
  The Lost Souls will not attack the party if they leave the chamber straight 
  away, ignoring the magical drinking fountain. If the party desperately desire 
  the magical water, then they must face these deadly horrors.  
   
  F) Final Conflict. The walls of this large chamber are painted black, with the 
  vaulted ceiling 80' above, lost to shadow, and the flagstone floor drab and 
  grey. The chamber's only feature is an 8' high stone statue depicting a goat-
  headed devil, which stands in the centre of this large and miserable room. 
  The statue cannot be moved, and if struck, the weapon, which strikes it will 
  break in twain, magical or not. (GM - you may wish to allow a SR on IQ before 
  a delver performs such an act if a highly treasured magical weapon is at risk. 
  A successful saving throw would alert the delver that something was wrong, 
  and he should perhaps think again before trying to strike the evil-looking 
  statue)  
   
  The statue stands upon a base of solid stone, which bears the message (in 
  glowing runes which all can understand)  
   
  "Summon Me Only To Feed Or Destroy Me". 
   
  The origins of the statue are lost, but it is now the dwelling place of an evil 
  being; a creature so rare that it's likes have not been seen or heard of in the 
  game world for centuries; an Annihilator. This is a being of supreme evil, 
  dwelling in the eternal darkness of Hell, yet tied into this world through an 
  object, place or very rarely a person. In this case, the statue, once the focus 
  of the great evil, which filled this deep mausoleum, provides the link between 
  this world and Hell, and ties-in the Annihilator with this plane. It will only be 
  summoned from the dark recesses of the Abyss where it dwells, if it is asked 
  to do so.  
   
   
   
   
   
  
  If an Annihilator appears in this world, it cannot return to Hell without claiming 
  one more soul than it's current level, or succumbing to its final death, which 
  effectively banishes it to Hell for eternity. The Annihilator in this case is level 
  4. 
   
  The creature, when encountered, is a swirling mass of grey vapour, with two 
  red points acting as eyes, and a dark shadow for a mouth. It can take any 
  shape it wishes, but will always appear as vapour, whatever shape it decides 
  to emulate. It will usually appear as a vague man shape, with extra long arms 
  ending in long, pointed fingers, its lower body vanishing below the waist. 
  Occasionally they will appear with a frightened, pitiful expression (made from 
  swirling mist) as if to gain sympathy, but this does not last long, and soon the 
  creature displays utter and abhorrent horror on its 'face' as it prepares to drag 
  the victim's soul to eternal Hell. 
   
  The party need only to speak or think the summoning for the creature, and it 
  will appear from out of the stone statue in 1D3 combat rounds. When it 
  appears, everyone in the room must make a L4SR on IQ or become fear-
  ridden, and unable to act in attack or defence. A character so stricken will 
  remain so for as many combat rounds equal to the level of the Annihilator, or 
  until a fellow delver brings him out of his fear, using CHR and a saving roll at 
  twice the level of the Annihilator. To do this takes a full combat turn, during 
  which neither player-character may attack, defend, or affect the combat in any 
  way. 
   
  Once the creature has appeared, it will begin to claim the souls it needs to 
  return to Hell, more powerful. Each time an Annihilator is summoned from 
  Hell, it must claim as many souls as its current level number plus one, and in 
  doing so may return and increase its level by 1. This particular Annihilator 
  requires 4 souls. If it successfully does so, it will depart. If there are 
  insufficient delvers to be able to satisfy its soul-lust, it will attempt to slay them 
  all then wander the mausoleum, caverns and dungeon in search of another. It 
  is not bound by time to claim its souls, but remains bound by the dungeon, 
  and may not leave this level. 
   
  To combat the Annihilator, the delvers must use magic in one form or another. 
  Anything which touches the creature's body, which is not magical (i.e. 
  weapons and the like) will turn to dust immediately. Magic spells up to the 
  level of the creature +1 (i.e. 5 in this instance) will not affect the creature, nor 
  will attacks with fire, poison, ice or 'mind' attacks. Magic weapons will harm 
  the creature but will do the minimum of damage (e.g. a magic sword which 
  does 30D6 + 30 + personal adds would score 30 + 30 + personal adds, that is 
  to say, each dice rolled for the sword would be a 1, and the player would not 
  be allowed to roll the 30D6 for the attack). 'Wall' spells will not contain the 
  creature, yet an Invisible Wall would. Annihilators are immune to all attacks by 
  Elementals, and the creature's form cannot be altered (e.g. made larger or 
  smaller, turned to stone, slush or into another creature).  
   
  
  Hellbomb Bursts would work, reducing the creature's 'CON' by one quarter, 
  and Death Spell #9 would slay the fiend, BUT, if the saving roll was made by 
  the Annihilator, the wizard casting the spell would lose his soul to the 
  Annihilator! Teleportation spells and Banishings, may work at the discretion of 
  the GM, but only for a short period. If the spell takes effect, the Annihilator will 
  return to the statue (or whatever it is tied-in by) in 1D6 full turns, to be rolled 
  by the caster of the spell.  
   
  The GM may allow the player-characters to escape if this occurs. Other spells 
  or types of spell not covered here should be dealt with by the GM, who by 
  now should have a fair idea of the level of power this unearthly foe has. 
  The Annihilator has the following attributes for the purposes of saving rolls 
  and spells: 
   
  ST (unlimited) CON 4000  IQ 99  DEX 90  LK 50  CHR n/a  SP 12  ADDS n/a 
  (GM feel free to alter as you see fit) 
   
  If an MR is required, the Annihilator has an MR = the largest MR on this level 
  +1000 (I have assumed you as GM would wish to change the Monster 
  Ratings of the creatures on this level). 
   
  To slay the Annihilator, the party must bring its CON to zero, as with any other 
  combat, using magic, bearing in mind the above rulings. However, each 
  combat round, they must be strong, lucky and brave to survive the attack of 
  the creature... 
   
  For the first and every other alternate combat round, the Annihilator will cast a 
  'Death Spell #9' at one member of the party, starting at the highest level 
  character. Failure results in the instant death of the character, all 
  reincarnations and wangles being over-ridden, and the character's body 
  vanishing into a black void, with NOTHING remaining. All personal items 
  which were carried or worn vanish also. The character is TOTALLY 
  ANNIHILATED, and is gone forever. Allow no quarter or argument. For each 
  combat round in between the Death Spells, the Annihilator will attack with a 
  devastating blast of evil, taking the form of red lightening.  
   
  Each delver is hit automatically, and must immediately take 1D% CON 
  damage, 1D20 ST damage and they must also make a L4SR on LK. If the roll 
  is missed, the attack caused them to suffer an instant heart attack (or 
  whatever is appropriate) and die there and then, suffering the same fate as 
  described above. The party must dispatch the Annihilator quickly if they are to 
  survive. 
   
  If the Annihilator slays (and therefore destroys and claims the soul thereof) 
  the required number of souls to allow it to return, it does so the instant it 
  reaches its target, and will not reappear unless summoned again (though why 
  anyone surviving would do this is beyond me). 
  
   
  If the Annihilator is slain, it implodes, shattering the statue (and therefore 
  spilling out the 4000 mithril nuggets hidden within) and causing the room to 
  collapse (but allow the delvers to escape). Shortly afterwards, the mausoleum 
  will be sucked into the ground, leaving a vast cloud of dust, many howling 
  spirits and a large, deep, dark, hole... 
   
  Allow any characters that either survive combat with the Annihilator or who 
  take part in the slaying thereof to increase by 2 levels of experience. 
   
  GM Note - Combat with this creature has not been play-tested. Please feel 
  free to alter any or all details for the creature to suit your game. 
   
  G) Treasure of the Gods. This chamber is calm and serene and contains no 
  danger whatsoever. A large golden throne (worth 100,000 GP) sits to the 
  north, and treasure is heaped beneath it. There are gold and silver coins, 
  gems, gold and silver items, trinkets, jewelled weapons, goblets, ornate 
  shields etc. Treasure of every kind imaginable is heaped here, and free for the 
  taking. The GM is left to detail the treasure, which he wishes to allow the party 
  to take. Sitting in the throne is a huge man, long since rotted and now only a 
  yellowed skeleton remains. The figure is dressed in fine clothes, wears a 
  wonderful cloak of cloth of gold, and wears a mithril crown set with a huge 
  diamond (worth 5000 GP alone).  
   
  The giant figure can be anyone from your game world history, and I have left 
  his identity anonymous for you to elaborate upon if you wish. The skeleton 
  king is not undead or enchanted in any way. The GM is encouraged to 
  sprinkle at least 2 magic items, weapons and pieces of armour amongst this 
  treasure. If the GM wishes to give the party yet more adventure in this 
  chamber, he is more than welcome to do so.  
   
  H) High Enchantments. This chamber pulses with soft blue light, the source of 
  which is a slowly spinning sphere, which levitates high in the room. It's only 
  magic is to levitate and illuminate any chamber in which it is placed, and it can 
  only be destroyed by a Dis-Spell cast above level 20. It is free for the taking if 
  the party can reach it, and when handled, becomes small enough to fit into a 
  pocket. When released into a room however, it swells to become 2' in 
  diameter and resumes its job.   
   
  Along the west wall stand 6 ornate, yet very ancient, wooden thrones, each 
  containing a robed skeleton. Each wears a different coloured robe and wears 
  a plain gold circlet crown and still holds a plain quarterstaff in one of their 
  bony hands. Beneath each is carved a name and title. (GM - again, if you 
  wish to make these figures important in your game world, you may do with 
  this chamber what you wish. I have listed the details below for those who wish 
  to use it as it is, with no particular importance or relevance to any world or 
  characters therein).  
  
  These are The Dead Magi, and each sit here offering their magic, which still 
  flows through them as if they were alive. The magi cannot be harmed in any 
  way. Their souls actually wander remote plains of existence known only to a 
  select few magicians (and almost all of those dead) searching for greater 
  magic.  
   
  The six magi were once members of the original Wizard's Guild, and offer 
  their magic here as a reward to anyone who reaches the chamber. Each 
  mage will provide a magic boon to one of the player-characters' six Prime 
  Attributes, and should a PC kneel before the dead wizard and touch the name 
  plaque, the boon will be granted. The six are as follows:  
   
  1 - Chiranon the Enlightened. This wizard will add 2D20 permanent points to 
  the character's IQ rating. 
   
  2 - Amarius the Pure. This wizard will restore all lost CON and add 3D20 to 
  the character's original Constitution rating. 
   
  3 - Pix the Lighthearted. Touching this wizard will add 2D20  permanent Luck 
  points, then cast a random Omniflex as a joke! (GM's discretion) 
   
  4 - Xavier of Northbeam. This mage adds 3D20 permanent points to the 
  character's Strength rating. 
   
  5 - Serena Mortingdale. This dead lady mage will permanently add 1D20 x3 
  points to the character's Charisma rating. 
   
  6 - Jonachim Lightfoot - This mage will ensure that 2D20 + 10 permanent 
  Dexterity points come the way of the character.  
   
  The GM is free to place a magic item for each of the players in here if he 
  wishes, but I have left it empty of such gifts.  
   
  Every player-character may take each boon but once. Characters returning to 
  a mage a second time will be cursed to always fail a saving roll at any level 
  upon the attribute, which the dead wizard concentrates. The attribute will not 
  change however. Characters returning a third time (surely no-one is that 
  stupid, are they?) will be turned to ash where they kneel, their souls doomed 
  to dwell in chamber E for eternity.  
   
  In addition, if the chamber is searched, a L4 SR on LK made by anyone will 
  uncover a secret panel in the south wall. Within the concealed alcove in the 
  wall rests an ornate mithril goblet, filled with a sparkling golden liquid. Owners 
  of Grimtooth's Traps will recognize this as 'Golden Mead', and if they are 
  feeling particularly nasty after dishing-out all the magic above, may decide to 
  have this grim trap provide one final danger for the party as their time within 
  Goblin Crag comes to a close Kindly GMs, or those without this marvellous 
  
  reference tome, may choose for themselves what the goblet contains, and 
  what it does. Have fun!  
  Epilogue 
   
  Once the adventurers have completed the Mausoleum, their time in the 
  dungeon is effectively over. Unless you have another level for them to travel 
  to, either down the pit in cavern 3A, or another location of your choosing, they 
  are free to leave. If you are feeling kind, and want to wrap the game up 
  quickly, provide a teleport gate in or outside the Mausoleum. Otherwise it is a 
  long drag back through the 4 levels to the outside, which I doubt anyone 
  would enjoy.  
   
  As with the other levels, I expect individual Game Masters to chop and 
  change details, monster strengths, treasure, magic etc. for their own, to suit 
  the game world used or the strengths of the player-characters. I hope 
  however that the dungeon is suitable to play straightaway, without much work 
  on the part of the GM. 
   
  So, the adventurers have finally finished the monster dungeon known as 
  Goblin Crag. I hope you have had some terrific game session with it. I have 
  enjoyed writing it, but as I have little time these days, I doubt I will be writing a 
  5th level, but please feel free to continue the adventure as deeply as you 
  wish. If anyone ever does write deeper levels, I'd love to hear about them!  
   
  Fare thee well! 
   
  Andy  
   
   
   
    
     
     
   
  
  Goblin Crag Level 4 Map
  http://web.ukonline.co.uk/angora/gob4map.ht
  1 of 1
  10/12/2006 20:02
  HOME
  GM
  DUNGEONS
  GM AIDS
  MAGIC
  ITEMS
  MONSTERS
  HALL OF
  HEROES
  MINIATURES
  TAVERN
  SHOP
  ABOUT ME
  LINKS
  Goblin Crag Level 4 Map
  Map courtesy of www.chimerae.it
  N.B. The above map will feature in the Italian translation of Goblin Crag and as such features some Italian
  text. The Chimerae Hobby Group have given me permission to use the above map on this site only, and it
  remains their property. It is a big improvement on the hand-drawn map that used to be displayed here, and
  I am grateful to Gianmatteo Tonci for all his hard work and for his permission to use the new Goblin Crag
  GM maps.
   
   
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Goblin Crag Complete.pdf