TEXT: Castle of the Mad Archmage™
  By Joseph Bloch 
   Adventure Book 
  Compatible 
  with most  
  “Old School” 
  RPGs!! 
  
  Castle of the Mad Archmage™
  By Joseph Bloch 
  Adventure Book
  
  Table of Contents 
  Introduction for the Game Master ......................................................................................................................................... 1
  General Information .............................................................................................................................................................. 1
  Surface Level: The Upper Ruins .............................................................................................................................................. 7
  Level One: The Storage Rooms ........................................................................................................................................... 11
  Level Two: The Deep Cellars ................................................................................................................................................ 20
  Level Three: The Dungeons .................................................................................................................................................. 28
  Level Four: The Lower Dungeons ......................................................................................................................................... 38
  Level Five: The Deeps.......................................................................................................................................................... 48
  Level Six: The Labyrinth ........................................................................................................................................................ 59
  Level Six-A: The Sub-Labyrinth .............................................................................................................................................. 63
  Level Seven: The Crypts ....................................................................................................................................................... 65
  Level Eight: The Lesser Caves .............................................................................................................................................. 87
  Level Nine: The Greater Caves ............................................................................................................................................ 95
  Level Ten: The Lesser Caverns............................................................................................................................................ 101
  Level Eleven: The Greater Caverns .................................................................................................................................... 108
  Level Twelve: The Catacombs ........................................................................................................................................... 117
  Level Thirteen: The Maze ................................................................................................................................................... 124
  Appendix A: Rumors .......................................................................................................................................................... 126
  Appendix B: New Magic Items .......................................................................................................................................... 128
  Appendix C: New Monsters ............................................................................................................................................... 130
  Appendix D: Special Random Encounters ......................................................................................................................... 142
  Appendix E: New Spells ..................................................................................................................................................... 144
  Appendix F: NPC Adventuring Parties ................................................................................................................................. 147
  License Information ........................................................................................................................................................... 151
  Credits 
  Author, layout, and original cartography ............................................................................................................ Joseph Bloch 
  Digital cartography ............................................................................................................................................. Joe Bardales 
  Editing/proofreading ......................................................................................................... Mollie Carson-Vollath, Steven Rubin 
  Level Twelve Relationship Diagram .......................................................................................................... Mollie Carson-Vollath 
  Cover Art .......................................................................................................................................................... Luigi Castellani 
  Copyright © 2014 BRW Games, LLC all rights reserved. Castle of the Mad Archmage™ and Adventures Dark and Deep™ are 
  trademarks of BRW Games, LLC. All other trademarks and copyrights are held by their respective owners, and no challenge 
  to said ownership is intended. This is a work of fiction. All characters depicted herein are fictional, and any resemblance to 
  real persons, living, dead, or undead is purely coincidental.  
  Visit us at www.brwgames.com 
  THIS IS NOT A COMPLETE ADVENTURE! YOU WILL NEED BOTH THE MAP BOOK AND THE ILLUSTRATION BOOK TO EXPLORE THE 
  CASTLE OF THE MAD ARCHMAGE! 
  
   
   
  Introduction 
  1 
  Introduction for the Game Master 
   
  The “mega-dungeon” is a concept that has been with the 
  fantasy role-playing game genre since its inception. We know, 
  for instance, that the first campaign settings, such as Gary 
  Gygax's World of Greyhawk Fantasy Setting™ and Dave 
  Arneson's Blackmoor™ were centered on such an idea. So too 
  was Rob Kuntz's El Raja Key™ dungeon, elements of which were 
  later incorporated into Castle Greyhawk when Kuntz was 
  brought in as co-DM and the whole re-worked and expanded. 
  Even Ed Greenwood's Forgotten Realms™ setting had its 
  Undermountain™.  
   
  The present work is intended as an homage to the tradition of 
  the mega-dungeon, in particular the “funhouse dungeon” 
  which has as its central conceit some vehicle to explain the 
  unexplainable, to give a rationale for situations that defy a more 
  naturalistic justification. In such cases, one need not ask why 
  there are monsters crammed together in mazes, large piles of 
  treasure guarded by riddles and puzzles, or the like. They’re 
  there because the Mad Archmage, an insane demigod, wants 
  them there, and that’s all the rationale that is required. 
   
  The mega-dungeon as a genre stands in marked contrast to 
  the design choice known as the “adventure path”. Where the 
  latter expects the players to undertake a specific mission and 
  complete specific goals, the former is completely open in 
  scope, enabling players to either form their own goals or simply 
  explore for the sake of exploring. It is, however, not quite so 
  open in scope as the “sandbox” (yet another type of adventure, 
  with close ties to the mega-dungeon), as the corridors and 
  chambers of the mega-dungeon force the players down 
  certain channels by sheer cartography.  
   
  The present work in no way pretends to any sort of authenticity 
  when it comes to Gygax's original campaign, nor any of the 
  other dungeons of the era. It merely draws inspiration from what 
  is publically known about those original efforts. 
   
  General Information 
   
  It should be remembered that the dungeons are not static. 
  Areas which players may clear out will not remain empty; new 
  creatures will move in or be placed therein, traps will be reset, 
  altered, or added afresh, etc. Humanoids will breed (quickly, in 
  some cases) or receive reinforcements from outside, and their 
  ranks will be thus replenished. Tensions and rivalries between 
  factions or individuals could spill into open conflict over the 
  course of time, alliances could be broken or forged, treasures 
  or new areas of the dungeons could be seized by various 
  individuals and factions, new construction could take place 
  and old areas suffer cave-ins or modifications, and so forth. The 
  dungeon should never be in a state of stasis, completely inert, 
  awaiting the coming of the player characters to bring it to life.  
   
  It is also likely that at some point the actions of the PCs will cause 
  physical change to the dungeons. Fireballs will blast corridors, 
  doors will be knocked in, walls collapsed, and so forth. The 
  game master should keep track of such changes; the GhCC 
  (see below) will not necessarily repair all such damage 
  immediately, if at all (but they can, of course, be used as a 
  convenient explanation should the GM forget some action that 
  the players undertook).  
   
  Characters that die within the dungeons will not remain where 
  they fell for long. Valuables will be looted and bodies most likely 
  consumed by one or another of the various creatures that dwell 
  within. Unless his comrades make certain to either remove a 
  fallen comrade’s body (or loot it themselves), the game master 
  should assume that some nearby creature has added his 
  treasure and magic items (and other belongings) to its own 
  hoard, and the dead PC may himself return as an undead 
  creature (see “Dying in the Dungeon,” below).  
   
  Non-detectable teleporters exist within the dungeon. For that 
  reason, it is recommended that game masters get in the habit 
  of describing passages and other dungeon features in terms of 
  “left” or “right” (relative to the orientation of the PCs) rather than 
  in cardinal directions, unless the PCs have some sort of means 
  of detecting compass direction (and even then, there may be 
  effects that interfere with such, as indicated by the text).  
   
  Where gems and jewelry are indicated as treasure, no value is 
  usually given. Roll randomly to determine value per your rule 
  system of choice. Where “dungeon dressing” is indicated, feel 
  free to use more extensive tables from your rules if they are 
  handy.  
   
  As a rule, corridors and rooms are between 8’ and 10’ in height, 
  and 20’ separates one “main” level from another. Sub-levels will 
  not necessarily follow this pattern (such as Level 6A, which is a 
  mere 10’ below Level 6). The entire place is unlit except where 
  noted in the text; infravision and ultravision will operate normally, 
  again, except where noted. Most doors are not locked, but will 
  be stuck, requiring an open doors check. Note that each such 
  check beyond the first involves battering the door, and will 
  necessitate a random encounter check due to the noise.  
   
  Unless otherwise specified, walls, floors, and ceilings are of 
  mortared stone blocks, and doors are of wooden construction 
  with metal bands and fittings. You may notice in some 
  instances that stairways do not line up precisely between levels. 
  This is intentional - a subtle teleportation effect intended to foil 
  those who insist on having maps that are accurate to the 
  nearest inch.  
   
  Remember that one-way doors are normally not detectable 
  from the non-opening side, appearing as ordinary doors from 
  the other side. Unless PCs are careful, they will not be able to 
  retrace their steps.  
   
  You will see various humanoid lairs in the various levels, 
  including barracks and the like. Unless the PCs are 
  extraordinarily clever and/or lucky, it should be rare that they 
  encounter these barracks in their fully-occupied state, with the 
  soldiers conveniently in their bunks. These creatures are 
  intelligent and will mobilize to deal with intruders; ambushing 
  them, setting traps, making stands in hallways, etc.  
  
  Castle of the Mad Archmage 
   
   
   
   
  2 
   
   
   
  Many of the humanoids encountered in the dungeons are 
  armed with pole-arms. When wielded by a drilled unit in a 10’ 
  wide corridor, such weapons are effective indeed, as it is nearly 
  impossible to advance without taking a hit in the process.  Don’t 
  let such humanoids be pushovers; they will use their native 
  terrain to their best advantage. 
   
  It will be noted that in many places details such as backstory, 
  motivation, etc., are not found. This is intentional. Take the 
  berserkers in the mead hall on Level 3: THE DUNGEONS. It's up 
  to you as game master to decide what those berserkers are 
  doing there. Maybe they were sent to that room by Odin when 
  there wasn't enough room on the mead benches in Valhalla. 
  Maybe they're cursed, not realizing just how much time has 
  passed. Maybe they know exactly what they're doing, and are 
  gearing up for an all-out assault on the level (that never quite 
  materializes). Maybe they're Schlech’s personal guard, kept 
  entertained here until they're needed elsewhere. Maybe it's a 
  combination of all of the above, or something else entirely. Any 
  of those possibilities would take the encounter into a 
  completely different direction, and could serve as the hook for 
  an entire adventure (or more than one) in the dungeons. 
   
  As far as the other hostiles on the level go, maybe they know 
  just how tough it would be to take out 50 berserkers, and give 
  them a wide berth. Maybe they've struck a bargain with them. 
  Maybe they don't even know the berserkers are there. If so, why? 
  That’s deliberately left for you to figure out; you're the GM! 
   
  The whole point of a mega-dungeon module like Castle of the 
  Mad Archmage is that it is replete with gray areas like that. If 
  there were a motivation for every NPC, and a justification for 
  every trap, treasure, monster, etc., the whole thing would 
  collapse under its own weight. It would literally be impossible for 
  any single GM – the author included – to internalize enough of 
  that information to the point of being able to run the dungeon 
  without having to endlessly consult the written page.  
   
  By providing just enough information, and placing a plethora of 
  tantalizing "hooks" like the Mead Hall in there, this adventure 
  gives the GM the freedom to breathe life into the dungeon and 
  turn it into a very different place than it is when someone else 
  runs it. 
   
  And that's what should happen. Make it your own! Don't see an 
  explanation? That's on purpose! It's room for you to explore and 
  expand off the cuff if you want, or with a little planning and 
  forethought if you work better that way. Castle of the Mad 
  Archmage is the framework only. You need to fill in the details, 
  by design. 
   
  And it should be added that some of the best explanations for 
  such things come from the players themselves. When they 
  engage in agonized speculation about what those berserkers 
  are doing down there, don't be afraid to take a good idea they 
  float and run with it. Or turn it on its head, based on their own 
  speculation and expectations. You're not cheating, you're 
  improvising, just like the adventure demands. 
   
  Location 
   
  The Castle of the Mad Archmage lies but a few miles east of 
  the city of Greyheim. If using the adventure in your own 
  campaign world, it is best used with a convenient and 
  (relatively) safe place nearby where treasure can be 
  deposited, NPCs hired, and wounds healed. 
   
  Those portions of the edifice which are above ground are in a 
  general state of disrepair. Several entrances exist, however, to 
  the extensive labyrinth of passages and caves that lie beneath.  
   
  Overview of the Dungeon Levels 
   
  Here is a brief overview of each of the levels of the Castle. There 
  exist a number of sub-levels which are not included in the 
  following overview, but which may be detailed further on. 
   
  � 
  Surface Level: The Upper Ruins. These are the 
  remnants of the once-impressive castle that lies on the 
  hill above the dungeons. Mostly abandoned, but a 
  group of bandits may attack weakened parties of 
  explorers as they exit. 
  � 
  Level One: The Storage Rooms. This level was given 
  over to storage for provisions for the castle above. 
  Three main groups control this level; dwarves and 
  elves will require payment before they allow explorers 
  to pass through to deeper levels, and kobolds will plan 
  ambushes to massacre any intruders.  
  � 
  Level Two: The Deep Cellars. These include barracks 
  for the troops of the Mad Archmage. The orcs and 
  hobgoblins from Level 3 are making inroads here.  
  � 
  Level Three: The Dungeons. The Great Central Shaft 
  begins on this level, and Brekk’s laboratory is here as 
  well. Two orc tribes and a tribe of hobgoblins vie for 
  rulership.  
  � 
  Level Four: The Lower Dungeons. This area holds the 
  famed Arena where bloody games were once and still 
  are held. Various factions compete, each identified 
  by a particular color. 
  � 
  Level Five: The Deeps. This level contains the 
  laboratories wherein the Mad Archmage conducted 
  his experiments, as well as his torture chambers and 
  the entrance to his menagerie. The mysterious Great 
  Black Sphinx is here as well.  
  � 
  Level Six: The Labyrinth. An extensive series of trap-
  laden passages and chambers that serve to bedevil 
  intruders. There is also a Level 6-A: The Sub-Labyrinth, 
  which serves as the main way to reach Level 7.  
  � 
  Level Seven: The Crypts. The Great Central Shaft ends 
  here. The main feature of this level is the Bone Road, 
  off of which dozens of smaller crypts and tombs can 
  be found.  
  � 
  Levels Eight through Eleven: The Lesser and Greater 
  Caves and Caverns. This is a vast and multi-level series 
  of interconnected natural caves and tunnels, home to 
  a number of powerful and deadly inhabitants. There 
  are quite a number of powerful magical artifacts and 
  
   
   
  Introduction 
  3 
  locations here, including a Planeroad Nexus, a lost 
  temple, and an Archmage commanding two fell 
  demons. 
  � 
  Level Twelve: The Catacombs. Here be dragons.  
  � 
  Level Thirteen: The Maze. Wherein can be found the 
  greatest mystery of the dungeons.  
   
  Entrances 
   
  PCs can enter the dungeons via the following: 
   
  LEVEL ONE: The Storage Rooms are accessible via the main 
  stairwell in the central tower on the surface, as well as a 
  staircase in the northwest tower, a staircase in the kitchens in 
  the southeast corner, a secret staircase near that, a well just 
  outside the kitchens, and a staircase in the northwest corner 
  building. There is also a secret entrance via the beetle cave on 
  level one, and a way in through the hill giant cave. 
   
  LEVEL TWO: The Deep Cellars can be entered through a one-
  way entrance (area #169). This is the terminus of a quarter-mile 
  long passageway that begins at the bottom of a quicksand pit 
  to the west of the castle. 
   
  LEVEL THREE: The Dungeons can be accessed from room #126 
  after going through a half-mile passage that begins at the 
  bottom of an abandoned cistern to the west of the castle. 
   
  LEVEL SIX: The Labyrinth can be reached directly at area #27 
  via a small tunnel that goes a quarter mile, ending up in a 
  hollow tree stump that conceals the secret entrance.  
   
  Camping in the Dungeon 
   
  Often, players will express a desire to establish a base of 
  operations within the dungeons themselves, even if it is only to 
  barricade themselves in a room for the night to regain spells. 
  While there is nothing to physically prevent such activity, it is a 
  most dangerous practice indeed.  
   
  Unless extreme care has been taken to obliterate any trail 
  (including sound and scent), or there is some sort of physical 
  barrier preventing it, wandering monsters will have to be 
  checked for as usual. Since it is typical to check for random 
  encounters every hour, the odds are good that some sort of 
  encounter will take place. Intelligent (and some non-intelligent) 
  creatures will open doors to investigate sounds or light where 
  none should be, and vermin will enter rooms and chambers as 
  part of their regular rounds of searching for food (rats and 
  jellies/puddings/etc. coming in under doors or through cracks in 
  the walls or floors).  
   
  Naturally, any such encounter has a high probability of spoiling 
  the uninterrupted rest a spellcaster requires in order to be able 
  to memorize spells the next day; anything other than waking 
  and moving out of harm’s way while the rest of the party 
  defends against the threat, will ruin the spellcaster’s required 
  rest.  
   
  It is also the case that such a hidey-hole can become a 
  deathtrap. If some creature(s) know that some tasty morsels lie 
  on the other side of a door which they are unable to open, they 
  might well be inclined to wait for said door to open. Humanoids, 
  knowing that explorers spending the night in the dungeons 
  often do so because they are wounded and in need of rest 
  and succor, could well lay siege to such a room, wearing down 
  the defenders through successive waves of attacks. 
   
  In short, the game master should not simply hand-wave resting 
  in the dungeon. Part of the game is the careful management 
  of resources, and if the player characters put themselves in 
  harm’s way, the game master should not go lightly on them, 
  any more than he would if they ran into a pit with poisoned 
  spikes. 
   
  Dying in the Dungeon 
   
  While it is quite easy to die in the dungeons beneath the Castle 
  of the Mad Archmage, the PCs should eventually discover that 
  simply looting the bodies of their fallen comrades and leaving 
  them for the rats to devour is not an optimal strategy. Any PC 
  dying in the dungeon has a 25% chance of returning as an 
  undead creature: 
   
  Die Roll (d100) 
  Returns as… 
  01-05 
  Apparition 
  06 
  Banshee* 
  07-11 
  Ghast 
  12-18 
  Ghoul 
  19-23 
  Ghost 
  24-31 
  Huecuva 
  32-60 
  Restless spirit** 
  61-70 
  Shadow 
  71-80 
  Specter 
  81-90 
  Wight 
  91-00 
  Wraith 
   
  *  
  = If the deceased is an elven female. Otherwise, reroll. 
  **  = If the PCs had entered the dungeons with a pre-set 
  objective, that objective will be the goal of the restless spirit 
  as well. If not, the creature’s unfinished task will be to 
  escape the dungeons with some new treasure found 
  therein. 
   
  All such undead creatures, with the exception of the restless 
  spirit, will harbor a great resentment and hatred of their former 
  comrades for leaving their body to rot in the dungeons. If the 
  PCs return to the spot where the body was left, the now-undead 
  creature will attempt to punish them for their lack of propriety. 
  The undead creature can then be used as a recurring 
  encounter to bedevil the remaining PCs. 
   
  Quests in the Dungeons 
   
  Often, a given campaign will be more focused on story than 
  blind exploration of a site (no matter how potentially lucrative 
  that site might be). Also, some PCs may need some more 
  specific goals, either as enticement to explore the castle in 
  general, or as something to be worked into a larger plot within 
  
  Castle of the Mad Archmage 
   
   
   
   
  4 
   
   
  the campaign world. For such cases, the following suggestions 
  are given for the GM to use or not as he sees fit. Some will 
  require the creation of props (such as maps); the game master 
  is encouraged to create such himself, as he deems 
  appropriate for his own campaign. 
   
  Any of the powerful magical items and artifacts within the 
  dungeon could be turned into a suitable quest. Any powerful 
  individual or institution (or their agents, so the identity of the 
  actual interested party is kept secret) could hire the player 
  characters to retrieve some magical device. The dungeons 
  abound with powerful items that those outside the dungeon 
  might covet. 
   
  It is also possible for the player characters to stumble on a clue 
  to some great mystery and only later discover that the object 
  of their quest lies within the dungeon. Rumors, snippets of history 
  in ancient books, bits of lore found carved on a distant cave 
  wall; all these could lead the player characters on an involved 
  quest first to find information as to where the wondrous object 
  could be found, and then to retrieve it. 
   
  Rather than forcing the player characters to go through the 
  entire dungeon, if they are on a mission for a specific purpose, 
  it would be appropriate for the game master to supply a 
  suitable guide, hints as to the general location of the object of 
  their quest, some divinatory device that allows them to 
  triangulate the location of their objective, or even a rough map 
  leading to their approximate destination. Remember that the 
  dungeons are vast and ever-changing, and unless you are 
  using the quest as an excuse to shift play to the dungeons for 
  a long campaign, some way of directing the player characters 
  would be called for. 
   
  That is not to say that such a mission should (or could) be easy. 
  Even a map that leads to the general location of the Tomb of 
  the Stranger is going to lead the player characters through 
  perilous encounters and areas of the dungeon. Too, a guide, 
  whether a former hireling of some previous explorers, or some 
  inhabitant of the dungeons themselves given a suitable bribe, 
  must be protected from the various dangers they will 
  encounter, lest the one indispensable member of the 
  expedition suddenly expire, leaving the player characters lost 
  beneath the ruins. 
   
  It is up to the game master to create full details based on the 
  needs of his own campaign, but some examples of suitable 
  quests could include: 
   
  � 
  At the time of the founding of the Guild of Magic in the 
  city of Greyheim, Jophob Schlech, who would later go 
  on to become known as the Mad Archmage, 
  bequeathed to the Guild a complete set of the 
  Magical Mystery Forks. Over time, many of the forks 
  have disappeared, and it is known that many of the 
  missing items can be found in the dungeons. The 
  player characters are given one of the forks, in the 
  tune of G#, which when struck will indicate the 
  direction and location (within 1 mile) of the nearest 
  other fork. The Guild will pay handsomely for each fork 
  that is recovered, and the player characters may 
  keep any other treasure that is found. The G# fork 
  must, of course, be returned, and no bounty will be 
  paid for it. This quest takes characters to levels 2, 3, 
  and 7 of the dungeon. 
  � 
  The outlaw dwarf, Brekk, who can be found in the 
  laboratory in the dungeons, is wanted for various 
  crimes in six kingdoms, and the bounty on his head is 
  high indeed. He has been tracked to the dungeons, 
  and it is known that he has a bodyguard of gnolls, but 
  other than that details are scarce. The PCs will need to 
  use their contacts and resources within the dungeons 
  to determine where such a band of gnolls, led by a 
  dwarf of evil visage, might be found. This quest takes 
  the characters to level 3 of the dungeon.  
  � 
  Martouli Mesaphage, young scion of a noble house in 
  the city of Relman noted for its patronage of one of 
  the city’s famed fighting schools, has heard rumors of 
  the fabulous arena beneath the castle ruins, and has 
  hired the PCs to escort him there so he can fight 
  against their champions. Once there, however, he 
  quickly changes his mind and wishes to leave, but the 
  masters of the arena are not inclined to let him go, 
  turning a simple escort into a rescue mission, as the 
  PCs don’t get paid unless he comes back with them. 
  This quest takes the characters to level 4 of the 
  dungeon.  
  � 
  One of the good-aligned churches is receiving 
  ominous warnings that something is stirring in the outer 
  planes. They require access to the legendary 
  Planarlabe, one of the crowning achievements of 
  Schlech’s magical career, in order to help assess what 
  might be happening. First, the wondrous object must 
  be located and it must be ascertained that it is still 
  functional. If it cannot be moved (and it cannot, 
  without destroying it), a delegation of clerics, savants, 
  and mages will need to be escorted to the place so 
  they can conduct their researches, which could take 
  several days. During this time, the forces of evil, alerted 
  to possible interference with their plans, will lay siege 
  to the party and their charges, rallying both demonic 
  aid and the denizens of the dungeon to thwart the PCs 
  in their mission. This quest takes the characters to level 
  5 of the dungeon. 
  � 
  The legend of Thomas Newton, is recorded in certain 
  rare histories found in the royal library at Rawkiz and 
  other, less prominent, places. It tells of a stranger, 
  claiming to be from another world, who was 
  possessed of a fabulous magical suit of armor that he 
  used to help defeat an entire regiment of soldiers. At 
  the end of his life, the Mad Archmage appeared and 
  whisked Newton away, promising to “give him peace.” 
  The PCs are hired to investigate the crypts on level 
  seven of the dungeons, to see if any clues to the final 
  disposition of the armor and his other treasures might 
  be found. This quest takes the characters to level 7 of 
  the dungeon. 
  � 
  The PCs are approached by an outlandishly-dressed 
  individual with a baroque accent, who hires them to 
  
   
   
  Introduction 
  5 
  find out if there is any truth to the rumor that there exists 
  beneath the ruins a means to travel to other worlds. He 
  can pay well for confirmation and an escort to the 
  location of what he calls a “nexus” in strange 
  diamonds that are blue-white when viewed from one 
  side, and purple-black when viewed from the other. 
  He has a rough map that leads from the surface to 
  the lesser caverns, but does not identify the precise 
  location of the nexus. He has a silver wand identical to 
  that possessed by Jesh Orcott, which he will use to 
  activate the green portal and escape to his own 
  reality. This quest takes the characters to level 9 of the 
  dungeon. 
  � 
  The PCs are approached by agents of the svirfneblin 
  who dwell deep beneath the surface. Their fungus 
  farms are being threatened by a peculiar blight that 
  has resisted all of their efforts to contain and fight it, 
  magical and otherwise. They want the PCs to find and 
  bring back Jored Mercaw, the “myconic druid” found 
  in the greater caverns, who is their only hope to avoid 
  famine. He will, needless to say, not be easily 
  convinced to leave his beloved fungi forest. If the PCs 
  are successful, it turns out the agents who hired them 
  were working on behalf of the drow, not the svirfneblin, 
  and will attempt to double-cross the PCs, once 
  Mercaw is delivered into their hands. This quest takes 
  the PCs to level 11 of the dungeon.  
  � 
  A continent-spanning conspiracy to envelop the world 
  in demonic darkness and open gates directly to the 
  Abyss has been uncovered and foiled by the player 
  characters after many months, or perhaps even years, 
  of effort. After defeating what was thought to be the 
  final enemy behind the plot, it turns out that the 
  mastermind was, in fact, the priest-mage known as 
  the Demonurgist, who maintains an abode outside 
  the greater caverns. Knowing that his plot has been 
  undone, he will be on his guard, and he has two 
  powerful demons in his thrall, but the player characters 
  must track him to his lair and extinguish him once and 
  for all, to save the world from his demonic designs. This 
  quest takes the PCs to level 11 of the dungeon, but 
  would be suitable only for very high-level characters, 
  say, experience level 15 and up. 
   
  Tournament Play 
   
  Game masters seeking to use the Castle of the Mad Archmage 
  at game convention tournaments are encouraged to do so. 
  However, as starting 1st or 2nd level characters at the 
  drawbridge over and over might become tedious after a while 
  (both for the GM and the players), the following alternative 
  starting points (and PC levels) are given as suggestions: 
   
  Party Size and Level 
  Starting Location 
  4-6 characters level 2-3 
  Area #169, level 2 
  4-6 characters level 4-5 
  A map leads them to area 
  #1, level 5 
  4-6 characters level 6-7 
  The elevator in the Great 
  Central Shaft drops them off 
  in area #2, level 7 
   
  The Greyheim Construction Company, Ltd. 
   
  As the Castle of the Mad Archmage is intended to be a 
  continual work in progress, it is inevitable that there will be 
  places within the dungeons which are not yet complete, but 
  which the PCs may find themselves in a position to explore 
  anyway. Such areas are quite literally “under construction”, and 
  the Grayheim Construction Company, Ltd. is a way to signal 
  that to the players. 
   
  The GM should, of course, use the GhCC whenever he deems 
  that a given section of the dungeon should remain 
  inaccessible, or, perhaps, as a signal to long-term players that 
  something is no longer the way it was (if, for example, the game 
  master has introduced a new side-level, and what was once a 
  solid wall is now a corridor, the PCs could see a crew from the 
  GhCC leaving the area, which would be a clue that something 
  new might exist to be investigated). The signs of the GhCC 
  being at work, or recently having been at work, can vary: 
   
  Signs That the GhCC Is At Work 
   
  Die Roll 
  (d6) 
  Sign or Barricade 
  1 
  Yellow construction tape with black stripes. The 
  tape reads "Greyheim Construction Company - 
  DO NOT CROSS" in Common, and is easily 
  broken or cut.  
  2 
  1d4 black and white striped barricades, of 
  wooden construction (like a sawhorse), each 
  with a yellow flashing light atop it. They bear the 
  notation "Greyheim Construction Co., Ltd." The 
  lights stop working if moved more than 30'.  
  3 
  1d4 orange and white striped barrels, with the 
  letters "Gh.C.C." stenciled on them in black. 
  4 
  1d6 orange cones made of some durable but 
  flexible substance. 
  5 
  A yellow diamond-shaped sign with a black 
  stylized figure on it with a shovel. If examined 
  closely, the figure doesn't look like it was quite 
  designed to depict a human, but it is 
  impossible to put one's finger on how.  
  6 
  A combination of 2 of the above. Roll twice 
  more, ignoring and re-rolling a 6. 
   
  PCs being what they are, of course, they are likely to want to 
  cross such barriers anyway, assuming that they are put up as 
  some sort of deterrent or bluff. If they should choose to do so, 
  roll on the table below for effect, but always with the GM's 
  understanding that no progress will be made, no matter how 
  much the PCs persist: 
  
  Castle of the Mad Archmage 
   
   
   
   
  6 
   
   
   
  Effects of Bypassing A GHCC Barricade 
   
  Die Roll 
  (d6) 
   
  Effect 
  1 
  When they go past the warning, the party is 
  immediately teleported back into the same 
  corridor/room they came from, going in the 
  other direction. If this is in a fairly nondescript 
  corridor, they could go quite a while before 
  figuring out they are actually retracing their 
  steps. If the barricade blocks a staircase, PCs 
  will find themselves emerging at the 
  top/bottom of the stairs they thought they were 
  going down/up, and possibly will think 
  themselves on another dungeon level.  
  2 
  The obstruction blocks the way. Trying to move 
  it causes 2d6 magical electrical damage to 
  the person touching it, no saving throw. If they 
  persist, the PCs encounter another GHCC 
  barricade 20' in.  
  3 
  A plain brick wall (especially effective if they 
  are trying to go through a door). 
  4 
  An apparent cave-in. 
  5 
  A traffic control orc stands in the way. He is a 
  typical orc, but entirely non-threatening. He 
  wears a bright yellow helmet and carries a 
  large octagonal sign on a pole with the word 
  "STOP" in common. If the PCs kill the orc or 
  otherwise bypass him, they will encounter 
  another GHCC barricade 20' further in. Re-roll 
  everything, re-rolling a 5 on this table. The orc 
  will not converse with the PCs.  
  6 
  PCs enter the Construction Site (see below). 
   
  The Construction Site (show the players Illustration #1 from the 
  Illustration Book) is a pocket dimension which is a magical 
  metaphor for whatever sort of physical construction is going on 
  in the dungeon. It takes the form of a large sandy field, some 
  100' on a side, surrounded by wooden clapboards (which will 
  prove completely impenetrable if such is attempted). Signs 
  bearing the legend "POST NO BILLS" may be found in several 
  places on the walls (sometimes on, under, or next to other signs 
  that just say “BILL”). The sky is a formless gray haze. It is a blur of 
  activity as some 20 or so orc workers are constantly moving 
  bricks on hods, carrying boards, pouring concrete, operating 
  large steam-driven machines, and so forth. All are wearing 
  bright yellow helmets and will completely ignore the PCs. There 
  is also an ogre Foreman, who is constantly referring to blueprints 
  in his hands and shouting orders to the orcs. He will at least take 
  notice of the PCs if they insist on interrupting his work, and will 
  annoyedly inform them that they are already behind schedule, 
  have no time for gawkers and interruptions, time is money, etc. 
  Under no circumstances will the PCs get any useful information 
  from the Foreman, and if they do manage to get a look at the 
  blueprints, they will prove to be plans for a birdhouse. For all the 
  frenetic work of the orcs and the shouted orders of the 
  Foreman, no progress ever seems to be made. There is an 
  obvious door in the wooden wall, which will lead the PCs back 
  whence they came. 
   
  There is no treasure to be had in the Construction Site, and the 
  GM is encouraged to have fun with it as an encounter to 
  befuddle the PCs; a steam whistle will blow, and all the orcs will 
  stop their work and produce lunchboxes, etc. If they dawdle in 
  the place, it should be demonstrated to the PCs that 
  construction sites are dangerous places; beams fall from 
  seemingly great heights, wrecking balls swing out of nowhere, 
  red-hot rivets get driven into armor, etc. With each such 
  "accident", the Foreman would naturally shout at the PCs, telling 
  them not to be so clumsy, to get out of the way, pointing the 
  way to the door, etc. If the PCs persist in staying, no rest can 
  take place in the Construction Site due to the constant noise, 
  and thus no healing or memorizing of spells can take place. In 
  any event, after 1d8 hours, the PCs will hear a shrill steam whistle 
  and find themselves suddenly back where they started, at the 
  GHCC barricade. In short, being in the Construction Site should 
  not be able to be turned into an advantage for the PCs. Be 
  creative. Be evil. 
   
  If they attempt to re-enter the Construction Site within 24 hours 
  of last leaving it, the PCs will find their way blocked by solid 
  stone. 
   
  Introduction for the Players 
   
  But a few scant leagues from the walls of the bustling city of 
  Greyheim lay the crumbling ruins known as the Castle of the 
  Mad Archmage, Jophob Schlech, long shunned by the local 
  townsfolk. Decades ago, a series of vast treasure hoards were 
  discovered in the twisting mazes beneath the castle proper, 
  along with hungry beasts and deadly traps aplenty. Legends 
  were made in that time; the names of those early explorers will 
  live on for centuries. Eventually, though, the dungeons lost their 
  luster as the treasures became smaller and harder to win, the 
  traps were dismantled, and the monsters slain; eventually only 
  the desperate or jaded dared enter the dungeons beneath the 
  castle. 
   
  Recently, however, reports have surfaced of renewed 
  stockpiles of wealth in the dank passages and chambers 
  beneath the hillock upon which the still-ruined castle rests. 
  Regions once deemed devoid of monstrous habitation have 
  been reported to teem with renewed activity. Traps both 
  magical and mundane have once more brought explorers to 
  their doom. Changes both subtle and gross have been noted 
  in the very layout of the passages and chambers, rendering old 
  maps and knowledge dangerously unreliable if not outright 
  useless. Something is definitely afoot, and most honest folk in 
  the nearby city find the prospect an unnerving one indeed.  
   
  To the bold and daring, however, only one message needs to 
  be heard. The castle and its dungeons are once more ripe for 
  exploration, and new legends are ready to be made! 
   
   
   
   
   
  
   
   
  Surface Level: The Upper Ruins 
  7 
  Surface Level: The Upper Ruins 
   
  The upper ruins are the crumbling remnants of the above-
  ground castle.  They crown the hill atop the extensive 
  dungeons.  
   
  The round central keep, the northwest tower, and the buildings 
  along the eastern wall were all once multi-story structures. Over 
  the years, however, the upper stories have been destroyed, 
  leaving only the ground-level rooms, either with or without any 
  ceiling remaining, and sometimes choked with rubble, as 
  determined in the text. In those cases where there are still some 
  pieces of ceiling, enough to serve as a floor should characters 
  decide to explore atop it, there is a base 15% chance per 
  round that the floor will give way and the characters will find 
  themselves tumbling down to the ground, taking 1d6 h.p. of 
  damage in the process. There is nothing in the ruins beyond the 
  first floor except in the few cases noted below.  
   
  Those places where the walls have been breached can be 
  used to enter either the buildings or the outer courtyard, as 
  appropriate.  
   
  It should be borne in mind that the upper ruins are not intended 
  as a place for exploration in the same sense as the dungeons 
  beneath. They have been picked almost entirely clean of 
  whatever loot had been there, except for whatever relative 
  newcomers might have brought with them. It is presented here, 
  however, in case of pursuit from below, or should the campaign 
  take a turn in which such details became noteworthy. The whole 
  should, however, take on an air of abandoned desolation, as 
  a stark counterpoint to the lively activity beneath.  
   
  If the player characters have had too easy a time of things in 
  the dungeons, the game master can have Malvern’s group of 
  bandits (areas #24-29) attack them on their way out of the 
  dungeons. Their scheme is to lie in wait for parties weakened 
  from their explorations and take what should be easy loot. There 
  are no other organized groups in the surface ruins themselves.  
   
  If the bandits are slain or driven out, they could be replaced by 
  a tougher and smarter group of bandits. A contingent of 
  soldiers from nearby Greyheim could be stationed in the 
  bandits’ former quarters, seeking to collect taxes from explorers 
  venturing into and out of the dungeons. A group of humanoids 
  from one of the many tribes below could find their way up to 
  the surface and set up camp in the ruins; control of the 
  entrances and exits from the dungeon could be seen as key to 
  securing their position below.  
   
  If other monsters are driven out (the harpies in the great hall, for 
  example, or the wild dogs in the herbarium), after a period of 
  some weeks they will be replaced by creatures with a similar 
  ecological niche. Creatures such as wolves, monstrous 
  centipedes and spiders, snakes, etc., will slowly move in as lairs 
  become available. As a rule, however, such creatures will not 
  disturb anyone in the inner or outer courtyards unless they are 
  themselves provoked, and they will bring no new treasure with 
  them.  
   
  The various haunted places (the stables, etc.) will remain so 
  unless actively exorcised. Such places will remain undisturbed 
  and the haunting activities will not be replaced by others. Items 
  of mystery that are disturbed (the spider webs, horse skeletons, 
  etc.) will not be replaced or repaired if damaged or destroyed.  
   
  This level has direct access to Levels 1 and 2. 
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  1d6 giant rats 
  3 
  3d6 bats 
  4 
  A patrol of 3-8 bandits from areas #24-29 
  5 
  1-3 giant centipedes 
  6 
  A large spider 
  7 
  2d6 ordinary rats 
  8 
  1d3 stirges 
  9 
  1d4 ravens 
  10 
  A party of 3-8 elves from areas #48-62 on 
  Level 1: THE STORAGE ROOMS 
  11 
  A party of 3-8 dwarves from areas #5-7 and 
  #15-25 on Level 1: THE STORAGE ROOMS 
  12 
  Dungeon dressing (see below) 
   
  Dungeon Dressing 
   
  If you feel the need to spruce up any spaces or empty areas 
  with minor details, use the following table. Use common sense 
  when it comes to repeating choices. 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  A single rose growing (through a crack in the 
  stone floor, if appropriate)  
  2 
  The skeleton of a crow 
  3 
  A rusty spoon 
  4 
  A gust of wind that coincides with a moaning 
  sound 
  5 
  A spearhead 
  6 
  A broken and dented bull’s-eye lantern 
  7 
  The smell of strawberries 
  8 
  A sound of rushing water 
  9 
  A 5 ½’ length of rope, frayed at both ends 
  10 
  A packet of dried mushroom caps 
  11 
  A broken wand of indeterminate function 
  12 
  A tumbleweed (moving if outside, just stuck in 
  place if inside) 
   
  
  Castle of the Mad Archmage 
   
   
   
   
  8 
   
   
  Encounter Areas 
   
  1. 
  MOAT. This 40’ deep gully is what is left of the once-
  impressive moat. A small stream now trickles through the 
  bottom of the gulley, and it is largely overgrown with 
  weeds, scrub, and bushes. It faces the southern and 
  southeastern portions of the castle. The rest of the castle 
  walls are set on a bluff some 30-40’ above the ground.  
  2. 
  DRAWBRIDGE. (Show the cover of the Illustration Book to 
  the players.) The drawbridge is permanently down. The 
  chains on either side are rusty and slack but intact, and 
  the bridge itself looks somewhat suspect. It is structurally 
  sound, however.  
  3. 
  GATEHOUSE. This holds the passageway through the gate 
  into the castle grounds proper. Two murder holes open 
  into the passage from either side, and wooden covers 
  mask five more such holes from the top. There is a 
  portcullis in the northern end of the passage, but it has 
  obviously been ripped from its place, tossed aside, and 
  hangs by only a few rusting bars at this point. If anyone 
  enters the castle grounds through this point, a gray bird of 
  prey will invariably be seen to fly out of the ruined east 
  gate tower, wheeling up into the sky and out of sight. It 
  cannot be successfully hit if attacked (even a magic 
  missile spell will go awry).  
  4. 
  WEST GATE TOWER. There is an arrow slit pointing into the 
  passageway leading into the castle courtyard, and 
  location A is a stairway that would lead to a second floor 
  of this tower room, were it not completely missing.  
  5. 
  EAST GATE TOWER. An arrow slit points into the passageway 
  between the gate towers, and a staircase leads to empty 
  space where a second floor would be.  
  6. 
  WALL STAIRS. These staircases lead from the interior swards 
  to the top of the walls, with a landing at the top. The walls 
  themselves are mostly intact, and unless the areas around 
  the marked rubble portions are disturbed, will remain 
  sound.  
  7. 
  OUTER COURTYARD. This large area is the outer ward of the 
  castle. It is completely overcome with weeds, bushes, 
  and even trees in places.  
  8. 
  STABLES (areas #8-11). Each of these four buildings was 
  used to house the horses for the cavalry garrison when the 
  castle had seen better days. All but this one still have their 
  thatched roofs in place. This first one is completely empty, 
  and seems to have been the victim of a fire at some 
  point.  
  9. 
  There is just rotting straw on the floor, except for the 
  skeleton of a pig in the northwestern-most stall. If the stall 
  is minutely inspected, a mostly-torn spider web will be 
  noticed in one corner, in the silk of which can be read (in 
  Common), “LOWED DOORWAY WAS ONCE THE HOME” 
  and then the web is torn away, leaving only the word 
  “TREASU” some space afterwards. 
  10. As soon as the party enters, a hollow knocking sound will 
  be heard coming from the opposite end of the stable, 
  sounding one time for every member of the party. If care 
  is taken, it will be found to be coming from the northeast 
  corner stall. If the stall is exorcised, the knocking will cease 
  forever. 
  11. SKELETONS. Each of the stalls in this stable has a horse’s 
  skeleton within, standing upright and facing out to the 
  middle of the stable. If touched, each will fall into a pile 
  of bones.  
  12. BLACKSMITH’S SHOP. This sagging cottage, built against 
  the sturdy stone of the inner keep, was once the 
  blacksmith’s shop. The long-disused forge is evident, but 
  where the anvil and tools would be expected are only 
  rusty stains (a rust monster had found the place years ago 
  and gorged itself). The thatched roof is mostly intact.  
  13. NORTHWEST TOWER. As with almost all of the buildings in 
  the castle, the first floor of this tower is the only one that 
  can be accessed. The walls go up approximately 60’, and 
  there are bracings for at least two floors visible if they are 
  searched for. Location A is the remnants of a staircase 
  that once led to the upper floors of the tower, but now it 
  leads into empty space. Location B is a spiral staircase 
  that leads to area #33 on Level 1: THE STORAGE ROOMS.  
  14. GRIPPING GRASS. The tall grass and weeds in this section 
  of the outer courtyard will trip anyone entering (as per the 
  2nd level druid spell).  
  15. LESSER ENTRANCE. The door leading to the outer courtyard 
  is of very stout banded oak that can be barred from the 
  inside. It is not normally barred, however. In this room is the 
  restless spirit (40 h.p) of Arnod, the former door-warden of 
  the tower. He is not particularly malign, and will usually 
  allow mortals to pass through the hall as long as he is 
  treated politely and allowed to open the doors for visitors. 
  If not, he can strike with a smack of pure force for 1d8 h.p. 
  of damage, which does not require a “to hit” roll. 
  16. CENTRAL HALL. This room was once the central command 
  post for the defense of the northeast tower. There are long 
  tables and benches, but a few rusty swords and daggers 
  are all that are left. The door to the south is of thick oak 
  and can be barred from this side, effectively sealing off 
  the tower from the rest of the castle, should it be 
  compromised. The room is only partially ceilinged; the 
  stairs in the northwest corner lead to the ruined second 
  floor (see the introduction to this level for details). A giant 
  tick lives in the upper rafters, and will drop on lone intruders 
  (3 HD, 12 h.p.).  
  17. ARMORY. This room has numerous overturned wooden 
  racks, a few broken spear-shafts and rusty spearheads, 
  etc. A half-dozen giant rats are here (2, 2, 2, 3, 3, 3 h.p.), 
  who will be aggressive towards groups of 3 or less, but who 
  will scatter before a larger group. 
  18. STAIRS DOWN. The stairs here lead down to area #84 on 
  Level 1: THE STORAGE ROOMS. There is a wooden railing 
  along the side of the staircase, to prevent anyone from 
  accidentally falling into the opening.  
  19. STAIRS. The shaky stairs in the corner of this room lead up 
  to the second floor, which covers areas #19 and 20, and 
  portions of #16 and #21. See the introduction to this 
  chapter for more information on the nature of the second 
  floor.  
  20. BALISTRARIA. This wide hall would allow archers free access 
  to the various arrow-slits in the tower walls. It is covered by 
  a ceiling.  
  21. ENTRY HALL. This room is decorated with tattered and 
  faded war-banners, rusty spears, and so forth. Note that 
  
   
   
  Surface Level: The Upper Ruins 
  9 
  the door to the courtyard is of stout ironwood that can be 
  effectively barred from the inside.  
  22. PASSAGE TO THE INNER COURTYARD. The wall passes over 
  this entryway in a high arch above. There are no signs of 
  any gate or door that may have once blocked this 
  opening.  
  23. INNER COURTYARD. The grass of the courtyard is even, trim, 
  and green, and remains so no matter the season (even 
  under cover of snow, the grass itself remains fresh and 
  alive). There is no obvious mechanism for the 
  maintenance of the lawn, but it is obviously magical in 
  nature (although spells such as detect magic will reveal 
  nothing). Note that anyone entering the inner courtyard 
  without taking extraordinary precautions will be seen by 
  the bandits in areas #24-29. At location A there is a 
  marble pedestal with two bronze feet attached, obviously 
  belonging to a statue that is no longer there. There are 
  obvious marks where a plaque was once attached to the 
  pedestal, but it, too, is missing.  
  24. BANDITS (areas #24-29). The door leading to the inner 
  bailey is usually barred. A group of bandits, led by Malvern 
  (area #28) has set up camp in this area of the castle. Their 
  scheme is to set upon adventuring parties as they emerge 
  from the dungeons, presumably depleted and easy 
  pickings. They have lookouts in the ruins of the second 
  floor who keep a watch on the inner courtyard. They are 
  very clever and know the surface ruins well, and will make 
  as much use of flanking maneuvers, ambushes, etc., as 
  possible. If pressed, they will retreat into the northeast 
  tower, barricading themselves within and retreating into 
  the dungeons through the stairs in area #18 as a measure 
  of last resort. This room, once a main receiving hall in the 
  Castle’s glory days, is now home to twelve bandits (1st 
  level fighters; 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 8, 8 h.p.), armed 
  with long sword and light crossbow, and wearing ring 
  armor. Each has 6 s.p. 
  25. STRONGROOM. The door to this room is of heavy iron, and 
  is locked with a formidable lock (Malvern in area #28 has 
  the key). Anyone attempting to pick the lock will be jolted 
  with 2-12 h.p. of electrical damage. Within are six large 
  chests, containing most of the booty that the bandits 
  have accumulated over the last few months. Chest #1 is 
  locked and contains 2,115 s.p. Chest #2 is unlocked and 
  contains 504 g.p., 1,084 s.p. and an address in Greyheim 
  written on parchment. The address is a ruined-out hovel in 
  the old part of the city where some 3,027 g.p. has been 
  buried (this is not noted on the parchment).  Chest #3 is 
  locked and has a poison needle trap (save vs. poison or 
  die), and contains 750 g.p. Chest #4 is unlocked and 
  contains 4,405 c.p. Chest #5 is locked and contains 
  1,179 s.p. Chest #6 is locked, contains 417 g.p., a scroll 
  of protection from demons, another with the mage spells 
  ESP and scare, and a third scroll upon which explosive 
  runes have been cast. 
  26. HALL. This wide chamber is empty. 
  27. FOYER. This chamber will be used as an ambush point by 
  the bandits if anyone attempts to force the door (which is 
  not normally barred). At least four will be here or in the 
  hallway immediately to the south with crossbows trained 
  at the doorway. 
  28. BANDIT LEADER. Malvern Red-Hand, the leader of the 
  bandit group, dwells here (T6; 26 h.p.; AC 2 (mail, DEX)), 
  armed with a short sword +2, a spear +1, and a light 
  crossbow with 12 bolts +1. He carries a potion of healing 
  on his person at all times. He alone carries the key to area 
  #25. The door to the room is usually locked, and there are 
  the usual furnishings for a bedroom.  
  29. BARRELS. There are a dozen large barrels in this room, all 
  filled with straw and pitch. The bandits will use them as 
  incendiary devices, rolling them into enemies, hauling 
  them up to the second floor and dropping them on 
  intruders (if there is warning), etc. Each will do 3d6 h.p. of 
  damage when they hit, plus 2d6 h.p. of fire damage on 
  the following round, and 1d6 h.p. on the third.  
  30. POSTERN GATE. This modest side entrance to the castle is 
  guarded by an immense ironwood door bound with 
  bronze. There are counterweights on chains that allow the 
  door to be opened from within, but there is also an iron 
  portcullis barring the entrance, which can also only be 
  opened from within.  
  31. PATH. This sloping path leads from the postern gate to the 
  bottom of the moat.  
  32. GREAT HALL. This was once the great feasting hall, where 
  upwards of 500 guests could be entertained at a seating. 
  The roof is open to the sky now, and the ruins of impossibly 
  long tables and benches can still be found, covered with 
  debris and rubble from the collapsed roof.  
  33. GALLERY. This raised wooden platform is some 15’ above 
  the floor, and is still covered by the remnants of the roof. 
  This is where musicians would play for the assembled 
  diners. Today, however, it is the lair of a pair of harpies 
  (13,13 h.p.) who will attempt to lure explorers up to their 
  lair with their song. They have an unlocked chest with 
  3,210 s.p. and 2 gems (if pressed, they are able to clutch 
  the chest between them and fly off to safety with it).  
  34. KITCHEN. This was the main kitchen. There are several work 
  tables, long-disused ovens along the southwest wall, and 
  some broken crockery, but no utensils or food. The spiral 
  staircase in the corner leads down to area #101 on Level 
  1: THE STORAGE ROOMS.  
  35. ARMORY. This smallish room was used to store arrows for 
  the use of archers who might use the balistraria in the 
  adjacent hallway. The spiral staircase behind the secret 
  door leads to area #108 on Level 1: THE STORAGE 
  ROOMS, while the secret passage leading through the 
  wall ends in a one-way secret door that can only be 
  opened from the inside. Its existence was one of the 
  castle’s most closely-guarded secrets. Today it holds 
  empty barrels which contain a few broken arrows or 
  forgotten arrowheads.  
  36. WELL. This well passes through area #110 on Level 1: THE 
  STORAGE ROOMS and down to a stream that feeds the 
  large reservoir below the castle.  
  37. HERBARIUM. The door to this building swings open in the 
  wind. There are several long tables running down its 
  length, with mortars and pestles, various earthenware 
  bowls, the dried and moldering remnants of herbs 
  hanging from the rafters, etc. There is nothing here of any 
  use any more, but a small pack of 4 wild dogs (5,6,6,7 
  h.p.) dwells here.  
  
  Castle of the Mad Archmage 
   
   
   
   
  10 
   
   
  38. ENTRANCE TO THE KEEP. The pair of massive doors leads to 
  what remains of the inner keep. The doors themselves are 
  enormous and require a combined strength of 30 and at 
  least 2 minutes to open. However, if left open for more 
  than 30 minutes, they will close, regardless of intervening 
  spikes, etc. The inner doors are identical.  
  39. RUINS OF THE KEEP. The entire interior of the central keep 
  has been reduced to rubble; the keep itself is obviously 
  tall enough for at least 6 floors above, but the outer walls 
  go up, penetrated here and there by window-holes, 
  without any sort of flooring or roof. There are several 
  staircases (marked A on the map), but these do not lead 
  to anywhere except open space. The walls around the 
  central core of the keep are just as high (some 80’) as the 
  outer walls. The grounds are choked with rubble, but the 
  outlines of some of the interior walls can still be made out 
  (indicated by dashed lines on the map).  
  40. INNER DOORS. (Show Illustration #2 to the players.) This 
  solid bronze set of double doors will be closed initially, but 
  can be opened with either a combined strength of 40, or 
  the command word “zimmerdock”. They are decorated 
  with intricate depictions of scenes of fighting, in all sorts of 
  contexts (large battles, gladiatorial combats, duels, etc.). 
  They will automatically close after 24 hours.  
  41. GRAND STAIRCASE. This large spiral staircase leads down 
  to Level 2: THE DEEP DUNGEONS, passing through area #1 
  on Level 1: THE STORAGE ROOMS on the way. It should be 
  noted that the staircase employs a powerful dweomer 
  that teleports those using it completely without their 
  knowledge; the stairs do not appear where they “should” 
  on deeper levels. No amount of detection or scrying will 
  positively identify the source of the effect, or even that the 
  stairs are enchanted. The area around the staircase is 
  open to the sky, but the high walls (80’) leave the whole 
  feeling dark and gloomy, except at the stroke of noon, 
  when the whole is brilliantly lit.  
   
  
   
   
  Level One: The Storage Rooms 
  11 
  Level One: The Storage Rooms 
   
  As the name implies, this level was originally used to store 
  various goods and supplies for the castle above. Currently the 
  level is dominated by three forces, all of which serve as 
  obstacles to getting access to the lower levels by most means 
  except the central staircase. There are dwarves in the northern 
  section, elves in the southern, and kobolds in the east. A small 
  number of zverts is in the northeast, eager to avoid attention. 
   
   
  The first two are fairly friendly towards strangers, welcoming 
  them and offering them access to the lower levels for a cut of 
  the proceeds. Any losses among the dwarves or elves will be 
  slowly made up as reinforcements from the outside world arrive.  
   
  The kobolds, on the other hand, are vicious, territorial, and will 
  not hesitate to ambush and wipe out unprepared or overly 
  confident explorers. They are incredibly crafty, and will dog 
  adventurers who disturb their area of the level, setting traps, 
  planning ambushes, making use of barricades to provide cover 
  for missile attacks, using hit-and-run tactics, and of course, 
  using flaming oil. If faced with tough, determined intruders, 
  however, they are not above seeking accommodation with 
  adventurers, as long as they stand to benefit. As the kobolds 
  breed rapidly, losses will be made up quickly, and their 
  numbers may actually begin to climb.  
   
  It is not outside the realm of possibility that a pitched battle 
  between them and either the elves or dwarves could take 
  place. Such an event could be used to “shake up” the level 
  once the PCs have become too comfortable with it. The elves 
  or dwarves might even engage familiar PCs and hire them, 
  asking them to recover some stolen magic item or box of loot 
  in exchange for free passage through their territory, information 
  about the lower levels of the dungeons, etc. The dwarves might 
  offer a magic item as payment, while the elves might offer 
  coins. 
   
  Note that those rooms and corridors controlled by either the 
  elves or dwarves will be lit with torches, and that this light will be 
  easy to spot from as far away as 100’ in the dungeon corridors.  
   
  After a while, the player characters will have risen to a sufficient 
  level of experience to balk at handing over a portion of their 
  loot to the elves or dwarves. By such a time, the PCs may well 
  be using other means to enter the dungeon and can simply 
  bypass the taxing gatekeepers. The game master can deal 
  with this in several ways: 
   
  � 
  The elves and dwarves increase in level at a rate 
  roughly the same as that of the player characters. This 
  has the advantage of keeping the PCs under the 
  thumb of the gatekeepers, but unless the dwarves and 
  elves are actively seen exploring themselves and 
  engaging in combat, it may be difficult to explain how 
  they get their added experience levels. 
  � 
  The elves and dwarves may receive reinforcements 
  from the outside. This is similar to the first solution, but 
  has the benefit that no explanation needs to be given 
  for their cousins’ higher levels that allow them to keep 
  pace with the PCs. 
  � 
  The 
  elves 
  and 
  dwarves 
  may 
  change 
  their 
  arrangement with the PCs and start paying them for 
  information. To both the dwarves and elves, reliable 
  information about what the lower levels are like, what 
  forces and creatures are where, etc., is very valuable. 
  Not only can they use it themselves, but they can also 
  turn around and sell it to other explorers. In this way, 
  the PCs may well hear their own experiences retold as 
  rumors in town, days or weeks after the event. 
   
  It should prove quite impossible to utterly wipe out the kobolds 
  on this level without some sort of extraordinary effort. Within a 
  short time, relatively speaking, the fast-breeding kobolds will 
  have returned and will be out for revenge against the PCs, who 
  will by that time be regarded as evil legends from generations 
  past. Depending on how their encounters with the kobolds go, 
  the PCs may find them further and further afield from their usual 
  haunts, possibly even searching out the PCs specifically if they 
  have repeatedly come to blows.  
   
  Traps on this level will generally be reset, and major damage 
  repaired (perhaps with additions). New traps will be put in place 
  over time (much more frequently in the case of the kobold-run 
  areas) and old ones abandoned. Stand-alone monsters will 
  generally be replaced in 3d6 weeks with other, similar, 
  creatures.  
   
  This level has direct access to levels 1, 3, and the surface.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place: 
   
   
   
  
  Castle of the Mad Archmage 
   
   
   
   
  12 
   
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  A patrol of 3-8 dwarves from areas #5-7 and 
  #15-25 (50% will have a bear from area #7) 
  3 
  A patrol of 3-8 elves from areas #48-62 
  4 
  A patrol of 5-10 kobolds from areas #92-100 
  (50% will have a giant weasel from area #93) 
  5 
  2-12 giant rats 
  6 
  1 gas spore 
  7 
  Next door encountered has 1-3 ear seekers 
  8-9 
  Pick monster from nearby room 
  10 
  Pick monster from distant room 
  11 
  Pick monster from Level 2: THE DEEP CELLARS 
  12 
  Dungeon Dressing (see below) 
   
  Dungeon Dressing 
   
  If you feel the need to spruce up any passages or empty 
  chambers with minor details, use the following table. Use 
  common sense when it comes to repeating choices: 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  Area appears scorched, as if hit by high heat 
  2 
  Broken amphora 
  3 
  Graffiti – “Beware the kobolds!” 
  4 
  An entire door, intact, but just lying on the floor 
  5 
  A slide whistle 
  6 
  Sounds of metal clanking 
  7 
  The smell of peppermint 
  8 
  A pinecone 
  9 
  Pipes running along the ceiling, dripping water 
  10 
  A low moan off in the distance 
  11 
  A gray/white mist that disappears after 1-3 
  rounds 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  STAIRCASE LANDING. This is the first floor encountered 
  when one descends the spiral staircase found in area 
  #50 of the Surface Level: THE UPPER RUINS. It also 
  descends to area #183 on Level 2: THE DEEP CELLARS. 
  Note that there is a powerful and undetectable 
  teleportation effect on the stairs; they do not come down 
  where one would normally expect, deliberately to foil 
  mappers. There is a secret door that leads to another 
  spiral staircase within the central core of the larger one; 
  these stairs go down 10’ and end with an orange GhCC 
  “Orcs at work” sign (there are no orcs present, however). 
  2. 
  GREAT HALL. This large room has a soaring arched ceiling 
  some 20’ high. The floors and walls are covered with a 
  series of mosaics, some damaged over the years, others 
  covered with graffiti. The major groupings are: images of 
  all the Gods and Goddesses with their eyes chipped out; 
  a vast herd of horses, over which is written “Cardefal died 
  here pulling on a lever. Beware!”; underwater scenes 
  featuring tritons fighting sahuagin and sharks, with vulgar 
  graffiti adding certain anatomical details; and the faces 
  of all of the people who walked down the spiral staircase 
  from the Surface Level: THE UPPER RUINS. The faces will 
  have the appearance of having been there for years; 
  they are chipped, missing some tiles, faded, etc. The 
  mosaics will not change if anyone is either in the room or 
  in any of the adjoining hallways. The first time the party 
  enters the room from one of the passages, rather than the 
  stairs, this section of the room will be decorated with the 
  faces of a pair of dwarves, a halfling, and three humans 
  (one of whom is wearing a tall pointy hat). It will be 
  different the next time.  
  3. 
  PIT. There is a 10’ deep pit going from wall to wall here. 
  Careless explorers, or those running down the hall, have a 
  50% chance of falling into the pit. Those that do will take 
  1d6 hit points of damage.  
  4. 
  RUBBISH. There is a pile of trash in the northwest corner of 
  the room. Within are 4 giant centipedes (2,2,2,2 h.p.).  
  5. 
  DWARVES. There will be a pair of guards at the door to this 
  room. A large contingent of dwarves under the 
  command of Bari Bloodaxe (see area #24) dwells here. 
  Ten dwarven warriors are here (5, 5, 6, 6, 6, 6, 7, 7, 8 ,8 
  h.p., AC 5 (mail)), armed with axes and light crossbows, 
  each having 20 bolts. If caught unawares, they will not be 
  wearing their armor, but can take up their weapons in but 
  a single round.  
  6. 
  DWARF LIEUTENANT. Hilding Ironhelm (C6/T7; AC 6 
  brigandine armor +2); 30 h.p.; alignment LN; spells 
  memorized: cure light wounds, detect evil, detect magic, 
  find traps, hold person, speak with animals, create food 
  and water, dispel magic), armed with a hammer +3, 
  carrying a scroll with cure critical wounds, and wearing 
  boots of striding and springing. Hilding is as crafty as the 
  day is long, and he will instruct any warriors under his 
  command to set up ambushes against hostile intruders, if 
  necessary.  
  7. 
  BEARS. A half-dozen brown bears dwell here (25, 26, 26, 
  27, 28, 28 h.p.), domesticated by the dwarves (2 of the 
  bears will be in area #23 at any given time, plus they can 
  be encountered as part of a random dwarf patrol in the 
  corridors).  
  8. 
  DUCK! There is a large (4’ tall at the head) bright yellow 
  statue of a duck in the middle of this room. 1 minute after 
  the room is entered, buzz saw blades will slice through the 
  place at a height of 4’ 2”. Anyone who stands taller than 
  that, who fails to say they are crouching (or ducking), must 
  make a saving throw vs. death or take 3-12 h.p. of 
  damage.  
  9. 
  SLIMY. There is a colony of green slime on the ceiling of 
  this room (10 h.p.) which will drop on any intruders.  
  10. 
  UNFINISHED WORK. This room contains a large (8’ tall) clay 
  statue of a stout human figure with broad features, a small 
  stepladder, and a small round table with a trowel stuck in 
  a pile of long-since-dried clay. It is, in fact, a clay golem, 
  one that was completed but never given life. It would be 
  worth 20,000 g.p. if it was recognized for what it is, some 
  way of transporting it (it weighs around 800 lbs.) could be 
  found, and the right buyer identified.  
  
   
   
  Level One: The Storage Rooms 
  13 
  11. 
  EMPTY ROOM.  
  12. 
  SITTING ROOM. This place was once a fine sitting room with 
  two overstuffed chairs, a table set between them, thick 
  rugs, and a side table. All are now ruined, save for a single 
  fine urn worth 25 g.p. 
  13. 
  RATS. A small colony of 10 giant rats dwells here (2 h.p. 
  each). 
  14. 
  SECRET CHAMBER. The dwarves will use this chamber to 
  hide from intruders, with the objective of surprising and 
  ambushing them, if necessary. It is otherwise empty.  
  15. 
  DWARF FOYER. A half-dozen dwarves (5, 5, 6, 7, 8, 8 h.p., 
  AC 5 (mail)), armed with battle axes and light crossbows, 
  are here at any given time. They are alert, and will 
  announce visitors to the hall in area #23 if treated in a 
  non-hostile fashion. 
  16. 
  SECRET ROOM. The dwarves keep their secret weapons 
  here; a pair of large and ornately decorated ballistae. If 
  pressed, the dwarves will bring these weapons (which are 
  mounted on wheels) into the corridors to keep larger and 
  more dangerous creatures at bay. Each can fire a large 
  bolt up to 320’, inflicting 2-12 h.p. against small or man-
  sized creatures, and 3-18 h.p. against large ones. Each 
  ballista can fire every other round, and requires a crew of 
  2. There is a large supply of ballista bolts as well.  
  17. 
  DWARF GUARD POST. Four dwarves (6, 6, 7, 7 h.p., AC 5 
  (mail)), armed with battle axes and light crossbows, will be 
  here as guards, and keep a watchful eye on the passage 
  to the north that leads to areas #18-22. They have a gong 
  that they will sound (once for danger, twice for a friendlier 
  encounter), which can be heard in area #15, whose 
  inhabitants will in turn notify area #23, bringing 
  reinforcements if necessary, and warning of the presence 
  of intruders in any case. 
  18. 
  BLOCK TRAP. Each person walking on this section of floor 
  has a 25% chance of setting off a stone block trap; save 
  vs. petrification or be crushed for 2-20 h.p. and be pinned 
  until someone who is not pinned makes a successful 
  bend bars check. 
  19. 
  FORGOTTEN WELL. This chamber is long forgotten, and 
  contains a well that connects to area #182 on Level 2: 
  THE DEEP CELLARS. The shaft goes down several hundred 
  feet, eventually ending in an underground stream. 
  20. 
  STOUT DOOR. This door seems exceptionally massive, and 
  sports an enormous padlock holding an oaken bar in 
  place. The padlock is trapped with a poison gas trap; 
  anyone attempting to pick the lock will be enveloped in 
  a cloud of poison vapor; anyone within 5’ must make a 
  saving throw vs. poison or take 10 h.p. of damage. The 
  lock is, in fact, a fake; if it is simply snapped open, the bar 
  can be removed with but a combined strength of 25. If 
  that happens, a ring worn by the dwarf leader (see area 
  #24) will warn him that someone has penetrated the 
  treasury. He will not be pleased. 
  21. 
  FALSE TREASURY. This room will seem to be a 30’x30’ square 
  when first entered; there is an illusionary false wall some 
  10’ from the true eastern wall (thus the secret door there 
  will not be noticed by any sort of casual inspection as long 
  as the illusion is in place), and contains a dozen locked 
  iron chests. Each one is bolted to the floor, and thus 
  cannot be moved. Half are trapped. Chest 1: electrical 
  charge does 2-12 h.p. damage if touched. Chest 3: acid 
  sprays out 10’ in all directions if opened. Chest 4: contains 
  a shrieker (11 h.p.); automatic random encounter checks 
  until it is destroyed. Chest 6: poison needle trap on lock; 
  save or die, plus arrow trap triggers when the lid is opened; 
  attacks as 1 HD monster and does 1d6 h.p. if it hits. Chest 
  9: anyone touching must make a saving throw vs. spells; 
  failure indicates they are convinced that the chest will 
  explode if opened, and no amount of talk can convince 
  them otherwise. Chest 11: Fire trap spell does 1d4 +14 
  h.p. damage (save for half damage). The other six chests 
  each contain what appears to be 3,000 g.p.; it is, in fact, 
  3,000 c.p. The illusion will disappear once the coins are 
  removed from the dungeon. Even if the second secret 
  door is discovered, it can be determined that it cannot 
  be opened without a key (the dwarf leader in area #24 
  has the key to the second secret door).  
  22. 
  DWARF TREASURY. This is where Bari keeps most of the loot 
  obtained from adventurers who use his staircases to 
  descend further into the dungeons. Six large unlocked 
  wooden chests each contain some 4,000 g.p., and a 
  total of 137 gems. The loot is covered with a curse, 
  however: any non-dwarves who steal from the hoard will 
  lose 1 h.p. per day until it is returned, at which time the hit 
  point loss will reverse itself at the same rate. A remove 
  curse spell will stop the loss, but won’t restore hit points 
  already lost; only a limited wish or something of 
  comparable power can accomplish that. 
  23. 
  DWARVEN HALL. A pair of dwarven guards will be outside 
  the door to this hall, ready to announce visitors. This large 
  chamber is carved with ornate false pillars along the walls 
  and sports an elaborately arched ceiling. At least eight 
  enormous open wooden chests line the walls, each 
  containing some 5,000 c.p., but an illusion covers the 
  coins, making them appear to be gold. Within, a force of 
  no less than a dozen dwarves will be found at any given 
  time (5, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 8 h.p., AC 5 (mail)), all 
  armed with battle axes and light crossbows (20 bolts 
  each). Two brown bears from area #7 will be here as well. 
  Either their leader, Bari Bloodaxe (see area #24 for details) 
  or his lieutenant, Hilding Ironhelm (see area #6) will also 
  be here, seated behind a large desk counting coins, 
  jewels, and other loot. The dwarves will offer adventurers 
  a deal: they may go through one of the three staircases 
  in the northern portion of the chamber, with promises of 
  safe passage on their return, in exchange for 25% of all 
  coins and gems recovered. The dwarves will also cast 
  clerical spells (if available) for only 150% of the normal 
  cost. The three staircases are locked behind sturdy iron 
  gates, and only the leader will have the keys. If no deal 
  can be struck, the dwarves will wish the adventurers good 
  day and firmly suggest that they leave, but that they 
  always remember that the offer remains open. Bari and 
  Hilding will use their clerical powers to determine whether 
  adventurers are lying about their gains upon their return; 
  doing so results in total forfeiture and the party will no 
  longer be welcome to use the dwarves’ staircases. 
  Reinforcements from areas #25 and #5-7 will be called 
  for if needed. Staircase A leads to area #137 on Level 2: 
  THE DEEP CELLARS, staircase B leads to area #1 on Level 
  
  Castle of the Mad Archmage 
   
   
   
   
  14 
   
   
  3: THE DUNGEONS (passing through area #184 on Level 
  2), and staircase C leads to area #1 on Level 2. The 
  dwarves know what lies at the bottom of the stairs in each 
  case, but cannot be persuaded to tell explorers anything. 
  “It wouldn’t be sporting,” they say. If anyone comes up the 
  staircases without having previously gone down, the gates 
  will be opened for them after a suitable remuneration has 
  been agreed upon. Naturally, those fleeing from 
  something or other from below will be more inclined to 
  bring such negotiations to a swift conclusion… 
  24. 
  DWARF LEADER. This is the personal chamber of the dwarf 
  leader, Bari Bloodaxe (C9/F7; AC -1 (plated mail +3, 
  shield +1); 44 h.p.; alignment LN; spells memorized: 
  command, cure light wounds (x2), detect magic, 
  protection from evil, cause fear, detect charm, find traps, 
  hold person, silence 15’ radius, slow poison, speak with 
  animals, create food and water, remove curse, speak 
  with dead, cure serious wounds, true seeing). Bari is 
  armed with a battle axe +2 and a dagger +1/+2 vs. 
  kobolds, and has a medallion of ESP. He wears a ring that 
  will signal him when the door to area #21 is opened. He 
  has a collection of 45 gems hidden in a small chest in his 
  chamber, and carries on his person the keys to that as 
  well as to the three staircases in area #23 and the treasury 
  in area #22.  
  25. 
  DWARF BARRACKS. A full dozen dwarf fighters dwell here, 
  half of whom will be in area #23, and half of whom will 
  be here, off-duty (AC 10 (unless alerted, in which case 
  they will be wearing armor and be AC 4); 5, 5, 6, 6, 7, 8 
  h.p., AC 5 (mail)); they will be able to grab battle axes 
  and light crossbows (20 bolts each) if needed in very little 
  time. This room also serves as a dining hall for the entire 
  dwarf population.  
  26. 
  DAMP ROOM. The room is very damp, and has mildew 
  growing on the walls and floor, but is otherwise 
  unremarkable. 
  27. 
  BEETLES. A trio of fire beetles (6,7,7 h.p.) dwells here. Mixed 
  in amongst the trash in this place is a gold ring with a small 
  ruby worth 75 g.p. 
  28. 
  EMPTY ROOM. The door leading to area #29 is marked 
  with a large red X crudely painted on it. 
  29. 
  SKELETONS. Three skeletons are in this room (5,5,5 h.p.), 
  armed with axes. They will attack anything entering the 
  room. 
  30. 
  GORKHAR THE MAGNIFICENT. A human, Gorkhar (I3; 9 
  h.p.; AC 7 (DEX); spells memorized: hypnotism, wall of 
  fog, detect magic), armed with a dagger +1/+2 vs. 
  humanoids, has temporarily taken up residence here, 
  along with his two hired men-at-arms (F1; 10,10 h.p.; AC 
  4 (chain & shield)), each armed with long sword and 
  thrown hand axe. They have not been very successful, 
  only having a total of 200 g.p. in a small chest. Gorkhar’s 
  spell book is hidden beneath a loose flagstone, and 
  contains the spells dancing lights, hypnotism, read 
  illusionist magic, wall of fog, detect magic, and blur. 
  31. 
  BEETLES. A pair of stag beetles (30,32 h.p.) dwell here. In 
  the smaller cave to the north, the skeletal remains of a 
  halfling bears a rotting large sack containing 500 g.p. and 
  wearing a short sword +1. 
  32. 
  PIT. There is a 10’ deep pit going from wall to wall here. 
  Careless explorers, or those running down the hall, have a 
  50% chance of falling into the pit. Those that do will take 
  1d6 hit points of damage.  
  33. 
  CENTIPEDES. Four giant centipedes are here (2 h.p. each). 
  The spiral staircase in the corner of this room goes up to 
  area #13 in the UPPER RUINS.  
  34. 
  SNAKE. A giant poisonous snake, 14’ long (18 h.p.). Its 
  poison causes 1-8 h.p. of damage, plus victims lose 1 
  point of STR and CON for 12 hours. Save for half damage 
  and no stat loss. 
  35. 
  BLINDING TRAP. Each person stepping into this 10’ section 
  of the corridor has a 25% chance of setting off a 
  phosphorous trap. Anyone in the area must make a 
  saving throw vs. rod/staff/wand or be blinded for 2-12 
  turns. The brilliant flash is accompanied by a loud 
  sizzling/pop sound that will alert nearby denizens that the 
  trap has been sprung.  
  36. 
  SCORPION. A huge scorpion (20 h.p.) dwells here. 
  37. 
  ROCK-N-ROLL. A living boulder (5 h.p.) dwells here, and 
  will sense anyone coming up the corridor from the point it 
  intersects the main passage, and begin to roll down the 
  hall towards the prey. 
  38. 
  ACID TRAP. Each person stepping in this 10’ section of the 
  corridor has a 25% chance of setting off a number of 
  acid jets in the walls, doing 2d6 h.p. of damage (save vs. 
  breath weapon to take half damage).  
  39. 
  INFIRMARY. This room is covered floor to ceiling with white 
  tiles, although they are stained and cracked with age. 
  Five metal beds are placed along the south wall, with thin 
  leather mattresses and rotting and mildewed white 
  sheets. Each bed has a metal table on one side. A long 
  table along the north side of the room has a variety of 
  bandages, empty salve bowls, towels, empty potion 
  bottles, etc. If it is examined carefully, 1 potion of extra 
  healing is still intact. 
  40. 
  EMPTY ROOM.  
  41. 
  HONEY TRAP. Each person stepping in this 10’ section of 
  the corridor has a 25% chance of stepping on a pressure 
  plate and causing thick amber honey to pour down. 
  Everyone in the section must make a saving throw vs. 
  paralyzation or be covered in a thick layer of honey. This 
  will reduce speed by 3”, give an initiative penalty of 1, and 
  double the chances of wandering monsters (who will 
  smell the sticky treat). Finding and letting go of small items 
  will prove impossible. The stuff will take several hours with 
  soap and water to completely clean off. 
  42. 
  SPEAR TRAP. Each person stepping in this 10’ section of the 
  corridor has a 25% chance of stepping on a pressure 
  plate and causing 6 spears to suddenly spring from the 
  walls, 3 on each side. Everyone on each side of the 
  corridor must make a saving throw vs. paralyzation or be 
  struck by up to 3 spears (make 1 saving throw per spear, 
  each spear can only hit one person). Each spear does 
  1d6 h.p. of damage if it hits.  
  43. 
  ROSES. This room is lit by a continual light spell. Within are 
  five very large flower pots, each with a rose bush. In the 
  bottom of one of the pots, under the soil, is a map to a 
  3,000 g.p. treasure some 10 miles east of the castle 
  guarded by a pair of trolls (show the players Illustration 
  
   
   
  Level One: The Storage Rooms 
  15 
  #3). The map does not mention that the treasure is 
  guarded by a pair of trolls. 
  44. 
  BLUEBOTTLE FLIES. A pair of giant bluebottle flies (12,12 
  h.p.) dwell here. Note that they are attracted to sweet 
  things such as honey (see area #41). 
  45. 
  RHINOCEROS. A rhinoceros will be found in this room (8 
  HD, 32 h.p.), but it is, in fact, an illusion. Those believing 
  the illusion can still be harmed by it, of course. It will 
  charge no farther than the point where the hallway 
  intersects the main passageway. 
  46. 
  TOADS. A pair of giant toads (12,14 h.p.). 
  47. 
  BLOCK TRAP. Each person stepping in this 10’ section of 
  the corridor has a 25% chance of setting off a pressure 
  plate in the floor and must make a saving throw vs. 
  petrification or be crushed beneath a multi-ton stone 
  block coming down from the ceiling. It resets after 2 
  minutes.  
  48. 
  ELVEN CAVERNS (areas #48-50). Like the dwarves in the 
  northern portion of the level, a band of elves has taken 
  control of a strategic choke-point and charges explorers 
  fees to use the passages that lead deeper into the 
  dungeons. A half-dozen elven warriors will be here at any 
  given time (5,6,7,7,8,9 h.p., AC 5 (mail)), armed with long 
  swords and short bows.  They will either announce visitors 
  or warn of invaders, to their companions in the caverns 
  beyond.  
  49. 
  MAIN HALL. This is the central portion of the elven caverns. 
  In addition to the half-dozen guards (5, 5, 5, 6, 7, 8 h.p.; 
  AC 5 (mail)) armed with long swords and short bows, there 
  are four elven leaders, each of whom has a 25% chance 
  of being present (but at least one will be here at any given 
  time): Elvanar Brightblade (see area #52), Kessel 
  Honorheart (see area #54), Jelreen Amberdawn (see 
  area #60), and the leader of the group, Thuren 
  Greenspark (see area #61). They will offer explorers a 
  deal: the elves will take first choice of any magical items 
  recovered, plus 25% of any material wealth. In exchange, 
  the explorers may use the various passages to the lower 
  dungeons that the elves control. They will also offer 
  potions of healing and extra-healing for 600 and 1,200 
  g.p. each, respectively, but only to those who accept 
  their offer. They have three potions of each type 
  available.  
  50. 
  CAVE OF STAIRS. Each of the three stairways leading down 
  from this chamber is protected by an amber force field. 
  Only the wand carried by Thuren Greenspark (see area 
  #61) will deactivate the fields, but he will loan the wand 
  to the other leader-types if they are on duty and he is not. 
  Three elves will usually be here (7, 8, 9 h.p.; AC 5 (mail)), 
  armed with long swords and short bows, to keep an eye 
  on the passages just in case. Each is also armed with 2 
  vials of holy water. Staircase A leads to area #77 on Level 
  2: THE DEEP CELLARS. Staircase B goes through area #87 
  on Level 2: THE DEEP CELLARS. Staircase C leads to area 
  #78 on Level 3: THE DUNGEONS. A hidden compartment 
  in one wall also hides a spell book (see area #60 for 
  details).  
  51. 
  GUARD POST. Two elves will usually be stationed outside 
  the door to this chamber at any given time, and four 
  more will be inside (5, 5, 6, 6, 7, 7 h.p., AC 5 (mail)), each 
  armed with long sword and short bow. The corridors 
  between here, area #48, and area #61 are lit by torches 
  in sconces on the walls. 
  52. 
  ELF BARRACKS. Elvanar Brightblade dwells here (F4/MU5; 
  30 h.p.; AC 1 (mail +2, DEX); spells memorized: detect 
  magic, identify, jump, spider climb, pyrotechnics, scare, 
  slow), armed with a fauchard-fork +1, a dagger +2, and 
  a short bow. He also wears a necklace of adaptation. He 
  dwells here with a dozen elf warriors (5, 5, 5, 6, 6, 6, 6, 6, 
  6, 7, 7, 8 h.p., AC 5 (mail)) armed with long sword and 
  short bow. Elvanar’s spell book is hidden in a false bottom 
  in his bed.  
  53. 
  ELF BARRACKS. Eight elf warriors dwell here (5, 5, 6, 6,  7, 
  7, 8, 9 h.p., AC 5 (mail)), each armed with long sword 
  and short bow. 
  54. 
  ELF BARRACKS. Kessel Honorheart dwells here (F4/MU5; 31 
  h.p.; AC 0 (splint mail, DEX); spells memorized: charm 
  person, enlarge, spider climb, ventriloquism, ESP, ray of 
  enfeeblement, protection from evil 10’ radius), armed 
  with a long sword +2 and wearing a cloak of elvenkind. 
  He also has potions of climbing, gaseous form, and 
  super-heroism on his person. Eight elf warriors are also 
  here (5, 6, 6, 7, 8, 9, 9, 9 h.p., AC 5 (mail)) each armed 
  with a long sword and a short bow. Kessel’s spell book is 
  right under his bed, but is invisible (he can make it appear 
  or disappear by a command word; it cannot be read 
  while invisible, obviously).  
  55. 
  GUARD ROOM. A half-dozen elves from areas #52,53,54, 
  and 60 will be in this locked room. A pull-string will be used 
  to alert the others in area #49 of intruders. The room can 
  be barred from within, but is not normally, unless intruders 
  are known to be about.  
  56. 
  VAULT. The southern door exiting from this room is a 
  massive round steel affair with a wheel in the center to 
  open it. The metal has a layer of lead an inch thick in the 
  middle, which will prove effective against some magical 
  attempts to scry beyond or otherwise bypass the door. It 
  can only be opened by saying the proper passphrase, 
  which is known only to the leaders of the elves. It is “Oh 
  what fools these mortals be!” 
  57. 
  TELEPORTER. There is a one-way teleport effect here; 
  anyone lacking elven blood entering this section of 
  corridor will be teleported to area #78. Note: If the PCs 
  are a mix of elves and non-elves, who will then be split up 
  by some being teleported and some not, the best way to 
  present this is to say all the elves “disappeared”, physically 
  remove one group of players, and then run the two 
  separate parties, alternating between them. That will 
  throw off the less discerning, at least for a while.  
  58. 
  PENDULUM TRAP. Each person walking through this section 
  of the corridor has a 25% chance of stepping on a 
  pressure plate and setting off a pendulum trap. Anyone 
  on that section of floor must make a saving throw vs. 
  rods/staves/wands or be struck by a bladed pendulum 
  swinging across. Those who fail to save will take 3d6 hit 
  points of damage. The trap instantly resets. 
  59. 
  ELF TREASURY. The stored wealth of the elves is kept here. 
  The door is locked, but otherwise not protected. The walls, 
  ceiling, and floor are covered with a thick layer of lead 
  that will foil most attempts to teleport into the chamber. 
  
  Castle of the Mad Archmage 
   
   
   
   
  16 
   
   
  Four large locked chests each contain 3,000 coins: silver, 
  electrum, gold, and platinum, respectively. A wardrobe 
  contains a robe of eyes and a cloak of the manta ray. A 
  table has a rack with the following potions (all clearly 
  labeled, in elvish): clairaudience, diminution, green 
  dragon control, fire resistance, frost giant strength, 
  invulnerability, oil of slipperiness, super-heroism (actually a 
  potion of delusion, but they don’t know that), and water 
  breathing. A crate (sealed) has a brazier of commanding 
  fire elementals, while a helm of brilliance sits atop a 
  mannequin’s head. Three pots of marvelous pigments  sit 
  on a table, and there are both a horseman’s flail +1 and 
  a scimitar +2. Naturally, if the elves are hard-pressed by 
  repeated hostile intrusions, they will arm themselves with 
  the magical items stored here.  
  60. 
  ELF 
  BARRACKS. 
  Jelreen 
  Amberdawn 
  dwells 
  here 
  (C4/F4/MU4; 28 h.p.; AC 2 (mail +1, DEX); spells 
  memorized: (C): bless, command, cure light wounds (x2), 
  protection from evil, hold person, silence 15’ radius, slow 
  poison; (M): comprehend languages, magic missile, 
  spider climb, forget, scare), armed with a long sword and 
  short bow of speed. She also has a wand of paralyzation 
  with 92 charges. Ten elf maiden-warriors dwell in this room 
  as well (5, 5, 5, 6, 6, 7, 7, 8, 8, 8 h.p., AC 6 (scale mail)), 
  armed with spears. Jelreen’s spell book is kept in a hidden 
  compartment in area #50. 
  61. 
  ELF LEADER. The door to this room is always locked. Thuren 
  Greenspark is the leader of the elves (F4/MU8; 33 h.p.; AC 
  0 (mail +2, DEX); spells memorized: detect magic, 
  magic missile, sleep, detect invisibility, invisibility, stinking 
  cloud, haste, monster summoning I, phantasmal force, 
  minor globe of invulnerability, wall of ice), armed with a 
  long sword +2, wearing boots of elvenkind, a cloak of 
  elvenkind, and a ring of free action and carrying a wand 
  of fear (24 charges). He also has the wand that will 
  deactivate the force fields in area #50, as well as keys to 
  all of the locked doors and chests in the elvish areas. 
  There are fine appointments for the room (bed, wardrobe, 
  etc.), but no treasure. There will always be a guard (9 h.p.; 
  AC 5; armed with a longsword and a short bow) stationed 
  outside the door, and there is a 65% chance that 1-3 of 
  the cooshees from area #62 will be here, and the door 
  to that room is open 90% of the time.  
  62. 
  KENNEL. A trio of cooshees live here (16, 17, 19 h.p.), but 
  the door is usually open and they can often be found in 
  area #61 with Thuren.  
  63. 
  FALSE DOOR TRAP. If anyone attempts to open this door, 
  it will fall forward on them, doing 1d8 h.p. of damage 
  unless they make a saving throw vs. paralyzation.  
  64. 
  BOX. This room contains a wooden box 4’ on each side. 
  It is painted in garish primary colors, and there is a large 
  metal crank on one side. If turned, it will sound out notes 
  in a metallic twang (to the tune of “pop goes the weasel”. 
  As the last note sounds, the top will open, and out will pop 
  a giant weasel (27 h.p.) of largest size. It will, naturally, 
  attack any present. Its pelt, if intact, will be worth 3,000 
  g.p. 
  65. 
  SKELETONS. A trio of skeletons is in this room (5, 5, 6 h.p.).  
  The room is empty save for a rug worth 100 g.p. It is 6’x8’, 
  and weighs 50 lbs., requiring two people to move it 
  (unless it is dragged, in which case there is a 75% chance 
  it will be damaged).  
  66. 
  GUARD POST. There are two elven guards posted outside 
  the entrance to this room, and four more inside (6, 6, 7, 
  7, 8, 9 h.p.), each armed with a longsword and a short 
  bow.  
  67. 
  OFFAL. The door to this room is open. The floor is covered 
  with a large layer of offal. If disturbed, 6 rot grubs (1 h.p. 
  each) will attack, burrowing into careless investigators.  
  68. 
  ZOMBIES. A trio of zombies is in this room (10,10,13 h.p.). 
  Two are wearing sweaters with the word “STATE” 
  emblazoned on the front, while the other is wearing a 
  beaver coat (worth 400 g.p. if intact) and all are wearing 
  straw hats. The one with the coat is also carrying a ukulele 
  (which he will use as a weapon).  
  69. 
  BIG MAZE. This entire area is under the effect of a distance 
  distortion effect. While the passageways appear to be 10’ 
  wide, their length is exaggerated by a factor of 10. True 
  sight will reveal the effect, and a dispel magic or dispel 
  illusion spell will dissipate it for 3 rounds, but it cannot 
  simply be “disbelieved”. The area is thick with giant rats; 
  there is a 1 in 6 chance every 10 minutes that 1d4 rats will 
  be encountered.  
  70. 
  MAZE OF DOORS. It should be noted that each of these 
  doors is stuck, requiring a successful open doors check to 
  open. They will also automatically swing shut if not spiked 
  open. The kobolds and dwarves both know the paths 
  through the maze, and will use their knowledge to 
  ambush intruders, if necessary (in the case of the 
  dwarves) or possible (for the kobolds).  
  71. 
  BEETLES. Five fire beetles dwell here (6, 6, 7, 8, 9 h.p.) amid 
  a pile of rags and other debris. Within are scattered 6 
  gems worth 10 g.p. each, and a silver-shod short sword.  
  72. 
  WELL. In the center of this room is a well with a raised lip 
  some 3’ high. The well leads down 20’ to the cistern in 
  area #10 on Level 2: THE DEEP CELLARS. A bucket is here, 
  tied to a 30’ rope, secured to the side of the well by an 
  iron loop. Several empty barrels are here as well, which 
  could be filled with water in time of need.  
  73. 
  IDOL. A large (9’ tall) idol is in the center of this room, in 
  the form of a fat, four-armed winged human carrying a 
  pitcher in one hand, holding a platter in another, one 
  hand lying open (palm up), and the other formed as if it 
  were grasping something. The whole is made out of some 
  silvery metal. The whole radiates magic. If water from the 
  pool (area #72) is put into the pitcher and a gem of at 
  least 10 g.p. value is placed in the open hand, a cake 
  will appear on the plate that functions as a potion of 
  healing if eaten. The effect can be triggered but once 
  per day.  
  74. 
  FALSE DOOR TRAP. Anyone attempting to open this door 
  will be attacked by a spear shooting out at them (attacks 
  as a 1 HD creature; if it hits, it does 1d6 h.p. to whomever 
  opened the door, unless extraordinary precautions are 
  taken).  
  75. 
  SECRET ROOM. There is a continual darkness spell cast 
  upon this room. Within is a giant tick (3 HD, 12 h.p.) that 
  will drop onto anyone entering. In one corner of the room 
  is a gem worth 50 g.p. 
  
   
   
  Level One: The Storage Rooms 
  17 
  76. 
  GIANTS (#76-77). A family of hill giants has taken up 
  residence here. They rarely venture into the dungeons 
  themselves, but have been scouring the countryside 
  around the castle ruins. Four giants will be in this section 
  of the cave (34,35,35,36 h.p.), along with a pair of dire 
  wolves (15,17 h.p.). There is a supply of a dozen or so 
  throwing rocks easily at hand. They have an enormous 
  and poorly tanned leather bag in which they have 6,000 
  g.p. and a scroll with the druid spells plant door, repel 
  insects, and animal summoning II. The knot on the bag is 
  made for giant hands; only someone with a strength of 
  18/50 or greater can undo it (but the bag itself can be cut 
  open). Area A is an alcove; if the giants are attacked 
  once from the outside, they will station one of their 
  number here as a guard to attack intruders from behind 
  and warn the rest of the giants.  
  77. 
  GIANTS. There is another hill giant male here (38 h.p.) as 
  well as a pair of females (6 HD; 24,26 h.p.; AC 5, 1-10 
  h.p./attack). There is a large cook-fire, and there is usually 
  a large cauldron bubbling atop it. The southern door 
  leading into the dungeons is barred from this side.   
  78. 
  TELEPORTER LANDING. Those teleported from area #57 will 
  find themselves deposited here. Don’t use the word 
  “teleported”; say that “the corridor seems to have 
  suddenly changed shape” to throw them off the trail.  
  79. 
  SECRET CLOSET. Four skeletons are here, who will attack if 
  the secret door is opened (5,5,6,6 h.p.). They each have 
  a jewel-pommeled sword worth 15 g.p.  
  80. 
  ZVERTS (areas #80-83). This group of zverts was once a 
  serious rival for power with the kobolds, but the superior 
  tactics of the kobolds have reduced the zverts to but a 
  shadow of their former selves. Six of the creatures will be 
  in this room (3,3,4,4,4,4 h.p.), armed with small swords (2-
  5 h.p. damage). They will easily scatter if attacked in 
  force, as their morale is seriously depleted due to their 
  poor fortunes against the kobolds. Each has 10 s.p. In 
  addition, there are 11 giant rats (2 h.p. each), which the 
  zverts use as scouts and guards. Note that a raiding party 
  from this group of zverts is on level 2, areas #50-55, 
  seeking allies and reinforcements from the humanoids 
  below. 
  81. 
  ZVERTS. Five zverts are in this room (3,3,3,4,4 h.p.), armed 
  with small swords (2-5 h.p. damage). One has a large net 
  which will be used, if possible, to even the odds against 
  larger opponents. Each has 10 s.p. 
  82. 
  ZVERTS. Seven zverts are here (3,3,3,3,3,4,4 h.p.) armed 
  with small swords (2-5 h.p. damage) and carrying 10 s.p. 
  each. This is also where meals are cooked, so there is a 
  thin cloud of smoke here even when the fires are not in 
  use.  
  83. 
  ZVERT LEADER. Grundo, the leader of the zvert tribe, dwells 
  here (11 h.p.), armed with a morning star. He has a small 
  chest with 160 s.p. 
  84. 
  STAIRS UP. This staircase leads to area #18 on the Surface 
  Level: THE UPPER RUINS.  
  85. 
  PISTON TRAP. The door to this room opens outward, and 
  will close and lock after 1 minute unless it is double spiked. 
  There is a triangular dagger on the floor of the room. After 
  the door closes, the ceiling will begin to descend 1’ every 
  30 seconds; the game master should play this in real time 
  (it begins at 8’ high, so a total of 4 minutes). If the ceiling 
  is examined, a slot will be discovered in the center; if the 
  dagger is put into the slot (like a key), the ceiling will begin 
  to return to its normal position and the door will unlock. 
  Nothing else will stop the ceiling’s descent.  
  86. 
  OUT OF THE WAY CHAMBER. This room is dominated by a 
  large (10’ or so on a side), irregularly shaped device, 
  made of brass and intricately detailed. It sports 4 levers, 6 
  buttons, and a wheel, as well as a number of lights, 
  whistles, gears, etc. Only one button can be pressed “in” 
  at any given time (and one must be; there is no way to 
  “unpress” a button save by pressing another). The device 
  is operated by manipulating the levers and buttons, and 
  then turning the wheel. Turning the wheel clockwise will 
  activate the effects determined by the positions of the 
  levers and buttons: 
   
  Control 
  Effect 
  Lever 1 up 
  affects all those in the room 
  Lever 1 down 
  only the person turning the wheel 
  Lever 2 up 
  affects only females 
  Lever 2 down 
  affects only males 
  Lever 3 up 
  affects only humans 
  Lever 3 down 
  affects only non-humans 
  Lever 4 up 
  affects only mages 
  Lever 4 down 
  affects only non-mages 
  Button 1 
  polymorph into a giant rat 
  Button 2 
  become intensely greedy 
  Button 3 
  turn purple 
  Button 4 
  switch genders 
  Button 5 
  +1 on all saving throws 
  Button 6 
  move silently at will 
   
  All effects will last for 1d8 hours. If the character is 
  polymorphed, the rat mind will take over for the duration, 
  and the character(s) will then wake up in some random 
  corridor of the dungeon with no memory of what 
  transpired after the wheel was turned.  
  87. 
  SECRET CHAMBER. This chamber contains three greater 
  skeletons (15,15,16 h.p., see Appendix C: NEW MONSTERS 
  for details). Within is a chest containing 400 g.p., a scroll 
  with the mage spells infravision and tongues, and another 
  scroll with the illusionist spells color spray, hypnotism, and 
  improved phantasmal force.  
  88. 
  BUTLER. The door to this chamber bears the sign “Servants’ 
  Entrance” and is the dwelling of Jeegun, a brass dragon 
  man (18 h.p.; see Appendix C: New Monsters for details) 
  that serves Hennegar (see area #89) as butler and 
  footman. Within this small chamber there are cooking 
  facilities, a small laundry, and stores of food and wine. The 
  door to the east is kept locked. He has a glaive by the 
  door to deal with hostile intruders, if needed.  
  89. 
  DRAGON. The western door is fitted with a button labeled, 
  “Please ring for entrance.” It is normally locked otherwise. 
  This room is appointed as a rich sitting room. There are 
  thick rugs, oversized furniture, a chess set (100 g.p.), 
  books (10x15 g.p. each), and a coin collection mounted 
  in frames and displayed on the walls (79 coins of various 
  types, worth a total of 75 g.p. for their face value, or 845 
  g.p. to a collector. This is the dwelling of Hennegar the 
  
  Castle of the Mad Archmage 
   
   
   
   
  18 
   
   
  Shining, a 20-year-old and small brass dragon (6 HD; 12 
  h.p.; 10’ long; spells memorized: friends, sleep, wizard 
  lock). If encountered sleeping (50% chance), his butler 
  from area #88 will be here in attendance, and Hennegar 
  himself will be snoring contentedly in a wingback chair 
  wearing a smoking jacket and fez. He is quite an amiable 
  fellow, and will offer visitors the hospitality of his chambers. 
  He is delighted to engage in learned discourse on various 
  subjects, and seems to have quite a command of history 
  and politics despite his tender years (he is, in fact, a sage, 
  and has the scholarship secondary skill with levels in social 
  science, history, and politics).  
  90. 
  MADAME ZOLA. The door to this room has a brightly 
  painted sign reading “Madame Zola, Fortunes Told, Palms 
  Read, Futures Divined, BEST PRICES!” Within is a dimly lit 
  room, lined with dark tapestries and sporting a single small 
  round table upon which is a crystal ball. Behind the table 
  sits Madame Zola, an ancient kobold female (4 h.p.) 
  dressed in flowing robes with a head kerchief and sporting 
  gaudy jewelry. Her pet stirge, Rocco, sits on a perch and 
  will attack if commanded, otherwise he sits there, buzzing 
  loudly at random intervals. She speaks Common with a 
  thick accent, and will offer to tell the fortunes of the party 
  for a modest fee (10 g.p. for a simple palm reading, all 
  the way up to 200 g.p. for a divination of the future using 
  her crystal ball). The whole room is masked by an 
  undetectable magic field, so ordinary scrying is useless 
  within (if questioned, she will say it is because her own 
  powers overwhelm any others within the room). In all 
  cases, she will discourage adventurers from heading 
  south into the kobold territories; she has “verbal patter” 
  ability similar to that of a 5th level mountebank.  
  91. 
  LIVING QUARTERS. This is Madame Zola’s living quarters. 
  She has 244 g.p. hidden in a secret panel in one wall.  
  92. 
  KILLING FIELDS. The northern door will automatically lock 
  when it is closed, and the southern door is normally kept 
  barred from the outside. Rooms A and B overlook the 
  room itself with a dozen windows, through which 24 
  kobolds (2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 
  3, 3, 3, 3, 3 h.p.) will throw their javelins (each carries 2 
  javelins, plus there are barrels of spares in each side 
  room) and toss flaming oil against intruders. Each is also 
  armed with spiked wooden clubs (+1 damage).  
  93. 
  WEASELRY. 8 giant weasels are kept here (15, 15, 16, 16, 
  17, 17, 18, 19 h.p.), but two of them will be in area #98 
  at any given time, and often kobold patrols will have one 
  or two with them. A pair of kobold handlers is here at all 
  times (4,4 h.p.), armed with axes. The weasels will certainly 
  be turned out en masse if a determined group of intruders 
  is about.  
  94. 
  TELEPORTER. Anyone walking on this section of the floor will 
  be instantly transported to area #95, turned around and 
  now heading west. Jumping over the floor will not activate 
  the effect.  
  95. 
  TELEPORTER. Anyone walking on this section of the floor will 
  be instantly transported to area #94, turned around and 
  now heading south. Jumping over the floor will not 
  activate the effect. 
  96. 
  DEMONS. This room is lit by continual light spells, and has 
  a sandy floor. A trio of manes (6, 7, 7 h.p.) is here, 
  continually battling one another with military picks. If any 
  non-demon enters, they will instantly attack. In the center 
  of the room is a pedestal with a ruby necklace worth 750 
  g.p.  
  97. 
  KOBOLD GUARD POST. Ten kobolds (2, 2, 2, 2, 2, 3, 3, 3, 3, 
  3 h.p.) watch both the western and southern approaches 
  through hidden slots in the doors. They will attempt to warn 
  the other kobolds of intruders, set up ambushes, stalk 
  intruders to determine their movements, etc. They are 
  armed with 2 javelins each plus spiked wooden clubs (+1 
  damage).  
  98. 
  KOBOLDS. This partially-finished chamber houses three 
  dozen kobolds (2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 
  2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 h.p.), 
  armed with 2 javelins each plus spiked wooden clubs (+1 
  damage). Two  giant weasels from area #93 will be here, 
  and there is a 65% chance that the kobold king, Gindo, 
  will be here (see area #100 for details). The kobolds have 
  great stores of oil in barrels here, and will use flame to 
  overcome strong intruders. Location A is a locked gate 
  protecting a staircase that leads to area #61 on Level 3: 
  THE DUNGEONS (via area #56 on level 2: THE DEEP 
  CELLARS). Gindo in area #100 has the key. Location B is 
  a staircase that leads to area #62 on Level 2. It is not 
  protected by any sort of barricade, but there are always 
  at least four kobolds with their attention riveted upon it, 
  and they have a ballista aimed right at it (does 2-12/3-18 
  h.p. damage, can fire every other round). Note that the 
  door to the north can be barred from the inside, making 
  the cave all but impregnable from that side.  
  99. 
  TREASURY. The door to this room is locked (Gindo in area 
  #100 has the key). Four enormous locked chests are here 
  (again, Gindo has the keys). The first contains 8,014 c.p. 
  The second has 6,238 s.p. The third is trapped with a 
  poison needle in the lock; anyone attempting to pick the 
  lock without first disarming the trap must save vs. poison 
  or die. It has 3,067 g.p. and 500 p.p. The fourth has 3,020 
  s.p. and a scroll with the cleric spells cure light wounds, 
  cure blindness, and cure serious wounds.  
  100. KOBOLD KING. This is the private lair of Gindo, king of the 
  kobold tribe and inspiration for their superior tactics. He is 
  of enormous size (2 HD, 10 h.p.), wears a gaudy blue 
  greatcoat with golden fringed epaulettes, and is crafty in 
  the extreme. The room is garishly decadent in its 
  furnishings: cushions everywhere, braziers issuing foul-
  smelling smoke, platters of half-eaten tidbits everywhere, 
  and the king’s six concubines (1 h.p. each). He has a 
  personal cache of 25 gems hidden in a small box in the 
  settee, and he has the keys to the locks in areas #98 and 
  99.  
  101. KITCHEN CELLAR. Shelves on the west and south walls have 
  ten moldering bags of flour. If they are examined 
  carefully, the third one opened actually has yellow mold 
  within, but it won’t shoot out spores unless the bag itself is 
  disturbed. The fifth bag has a ruby necklace worth 100 
  g.p. The spiral staircase in the corner leads up to area #34 
  on the Surface Level: THE UPPER RUINS.  
  102. BUTTERY. This long-disused storeroom still has a variety of 
  boxes, bags, jars, etc., filled with rotten and moldering 
  foodstuffs. A swarm of 12 giant ants is also here (all 
  
   
   
  Level One: The Storage Rooms 
  19 
  workers; 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 11, 11 h.p.) taking bits 
  of the remaining food into a large crack in the northwest 
  corner of the room. The door to area #103 is open, and 
  more ants can be seen within.  
  103. STORE ROOM. Racks on the walls have thirty or so pottery 
  jars, each of which is labeled with a different spice or 
  seasoning. Several have been knocked onto the floor and 
  shattered. Six more giant ants are in here, swarming over 
  the debris (8,8,9,9,9,10 h.p.). 
  104. SECRET STORE ROOM. A fine layer of black mold covers 
  most of the northern half of this room. Underneath the 
  mold are the remains of several barrels and crates. While 
  no hint of their original contents remains, there is a pouch 
  containing 12 gems and a leather scroll case with a scroll 
  containing the mage spells locate object and wizard 
  lock.  
  105. WINE CELLAR. There are six enormous vats, each with a 
  tap, in this room. The first, second, and fourth are empty. 
  The third has turned to vinegar. The fifth and sixth, 
  however, are almost full with good red wine (nothing 
  spectacular, but drinkable). A poisonous snake (9 h.p.) 
  dwells among the barrels, and will strike if its hiding place 
  is disturbed (such as by a thorough search). Note that 
  care must be taken when transporting the wine out, lest 
  the bottles be broken in transit.  
  106. WINE CLOSET. Racks along the walls of this room hold 
  hundreds of bottles of wine (635 total), of various vintages 
  and types. Each bottle is worth an average of 1 g.p., but 
  several hours’ searching and an extensive knowledge of 
  the subject will turn up four bottles worth 50 g.p. each and 
  two bottles of an exceptionally rare vintage worth 100 g.p. 
  each.  
  107. SECRET CELLAR. This room has a pair of overstuffed chairs, 
  a round table with an empty decanter and two tumblers, 
  and a single locked glass-faced cabinet. Within are three 
  bottles of Remy Martin Louis XIII Cognac, two bottles of 
  1787 Chateau Margaux, and a bottle of Nun’s Island, 
  Galway Distillery, 20-Year-Old Pure Pot Still Whisky. Each 
  would be worth at least 1,000 g.p. to a connoisseur, but 
  such an expert on liquors of other worlds is going to be 
  hard indeed to locate. They are worth 100 g.p. each 
  otherwise.  
  108. CELLAR. The staircase in the center of this room leads up 
  to area #35 on the Surface Level: THE UPPER RUINS.  
  109. SCRIBE. This room has a tall writing table with a tall stool, 
  upon which is seated a skeleton with a quill in its bony grip, 
  as if it died in mid-sentence. On the desk is a scroll which 
  is a discourse on the nature of the metaphysics of demi-
  planes, but within the text is also the mage spell contact 
  other plane. The whole thing would be worth 2,000 g.p. to 
  the right person.  
  110. WELL. This is the well shaft from area #36 on the Surface 
  Level: THE UPPER RUINS down to area #182 on Level Two: 
  THE DEEP CELLARS. It is otherwise inaccessible from this 
  level.  
    
  
  Castle of the Mad Archmage 
   
   
   
   
  20 
   
   
  Level Two: The Deep Cellars 
   
  The Deep Cellars include many of the barracks used by the 
  Mad Archmage to house his troops in the castle’s heyday.  
  There are no significant centers of power on the level yet, but 
  that may change as time goes on. 
   
  A band of brigands has taken up residence here and will prey 
  on any weak exploring parties they find.  This level also  has a 
  priest of Demoniarch, as well as advance parties from the three 
  humanoid tribes from Level 3: THE DUNGEONS (as a prelude to 
  expanding their influence here). The zverts from Level 1: THE 
  STORAGE ROOMS have an expedition down here in search of 
  allies to help against the kobolds, but that zvert force has been 
  cut off from their comrades and is trying to figure out a way to 
  return. Finally, a band of gorics has taken up residence in the 
  northwest corner of the level, seeking mostly to be left alone.   
   
   
   
  The area depicted on the northwest section of the map is 
  isolated from the rest of the level; there is no way to get there 
  from another portion of the level other than by moving to higher 
  or lower levels and then finding an entrance there.  
   
  As time wears on, the humanoids from Level 3 will continue to 
  expand their influence into this level, with the “Bloody Axes” 
  eventually moving into the northwest section of this level 
  completely and abandoning their holdings below.  
   
  The fate of the Black Spear Gang (areas #35-40) will depend 
  on their success or failure with the PCs. If the PCs allow 
  themselves to be caught off-guard and are forced to surrender 
  their loot, the gang will enjoy great prestige and will doubtless 
  attract more members, in addition to having all of the 
  equipment, weapons, and magical items of the PCs to use. 
  They will certainly begin to increase their sphere of influence in 
  the level in that case. If, on the other hand, the gang is 
  defeated in its first run-in with the PCs, they will either leave 
  entirely (if they lose too many men) or simply lay low whenever 
  the PCs are in the area.  
   
  Fellgru Northav’s cult of Demoniarch (areas #131-133) will 
  continue to grow and prosper, with nearby rooms being 
  cleared out and occupied by his ever-increasing number of 
  followers. Once he discovers the shrine of Juiblex in room #93 
  in the course of this expansion, he will use it to summon and 
  control numbers of jellies, puddings, and slimes to protect his 
  own temple (Demoniarch and Juiblex are not particularly 
  enemies). His influence will eventually begin to be felt in the city 
  of Greyheim itself, and his agents will be the source of quite a 
  few plots and nefarious activities in the region. 
   
  This level has direct access to levels 1 and 3, as well as the 
  surface.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place: 
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  4-9 (1d6+3) giant rats 
  3 
  1d4 giant centipedes 
  4 
  Ochre jelly 
  5 
  Floating pearlescent bubble causes 2d6 (10' 
  radius) damage if touched; 1 in 6 has a gem.  
  6-9 
  Pick monster from nearby room 
  10 
  Pick monster from distant room (note that 
  northwest portion of the map is isolated from 
  the rest of the level) 
  11 
  Pick monster from adjacent level 
  12 
  Dungeon Dressing (see below) 
   
  Dungeon Dressing 
   
  If you feel the need to spruce up any corridors or empty rooms 
  with minor details, use the following table. Use common sense 
  when it comes to repeating choices: 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  Evidence of a recent battle (broken arrows, 
  rent shield, broken dagger, but no bodies) 
  2 
  Small puddle 
  3 
  Arrow chalked on floor (50%) or wall (50%) 
  4 
  Burnt-out torch (50%) or candle (50%) 
  5 
  Humanoid leg bones (one leg) 
  6 
  Broken padlock and 6” of rusty chain 
  7 
  Sound of shouting from far behind the PCs 
  8 
  Gust of warm air lasts 10 seconds, then stops 
  9 
  Graffiti reading “Beware the drums!”  
  10 
  Moist niter on wall 
  11 
  Warm pipes run along ceiling for 20’ or so, then 
  disappear into stonework.  
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
  
   
   
  Level Two: The Deep Cellars 
  21 
  Encounter Areas 
   
  1. 
  COBWEBBED CHAMBER. Huge spider (13 h.p.). The 
  staircase leads up to Level 1: THE STORAGE ROOMS.  
  2. 
  TROGLODYTE CHAMBERS (#2-4). A family of troglodytes 
  has taken up residence here, 5 in this room (8, 8, 9, 10, 
  11 h.p.). 
  3. 
  TROGLODYTE LEADER. The troglodyte leader (16 h.p.) 
  resides here with the group's treasure (2,366 s.p., 1 piece 
  of jewelry). 
  4. 
  TROGLODYTES.  Six troglodyte females and 4 young.  
  5. 
  CLOSET. 2 skeletons (5, 5 h.p.). One has a pouch with 15 
  s.p. 
  6. 
  SHRIEKER. One shrieker is here (11 h.p.) which will alert the 
  inhabitants of rooms 7 and 9 if it sounds.  
  7. 
  HOBGOBLIN PATROL. A group of Flesh Ripper tribe 
  hobgoblins has set up camp here (see Level 3). This room 
  holds 5 warriors (4, 5, 6, 6, 6 h.p.), each armed with a flail 
  and a long bow. Each has 2d6 g.p. If alerted by the 
  shrieker in room 6, they will wait in ambush, attacking 
  intruders through the passage with their bows and 
  encircling them if they make it to this room.  
  8. 
  SECRET CHAMBER. This room has remained undiscovered 
  by the hobgoblins. It contains a trapped chest (poison 
  needle, save +2 or die) containing 1,460 s.p. and a 
  potion of clairvoyance. 
  9. 
  HOBGOBLIN CORPORAL. The leader of this small incursion 
  has 9 h.p. That map shows #47 with the wall closed to the 
  south. The patrol attempted to return, but found that way 
  closed, and retreated back to this advance position. He 
  has 27 g.p. and is in possession of a map which shows 
  the way from this area to the stairs at #66 (show the 
  players Illustration #4). 
  10. 
  CISTERN. A hole in the ceiling leads up room #72 on Level 
  1: THE STORAGE ROOMS, whence water is drawn. The 
  cistern is otherwise not accessible. A water verm (20 h.p.) 
  dwells within. The cistern itself is some 10’ high with a rough 
  floor covered in water. The water level will vary from 4’ in 
  the height of summer to 9’ in the spring. In the small 
  alcove in the northeast is a short sword +1 that allows the 
  bearer to breathe underwater as long as it is held in the 
  hand. 
  11. 
  GAUNTLET. Walls are covered with murals of running, track 
  & field, etc.  The room contains a 5-headed hydra (22 
  h.p.). Note one-way doors in northwest entrance; intruders 
  must make it past the hydra and exit to the southeast. The 
  beast won't leave this room.  
  12. 
  RATS (#12-14). A gentleman, wearing soiled and torn but 
  fine clothes, is seen chained to the wall. He introduces 
  himself as Harcourt Fenton, who has been kidnapped by 
  the Black Spear Gang (see #35-40). In reality, he is a 
  wererat in human form (15 h.p.). He tries to lure PCs into 
  the room so his rats (see #13 and 14) can attack. The 
  chains are not really locked. In extremis he will change 
  into giant rat form and disappear into one of the several 
  small tunnels that line the walls; similar holes also lead to 
  rooms 13 and 14. 
  13. 
  RATS. Six giant rats (1, 1, 2, 2, 3, 4 h.p.) will respond to 
  Harcourt Fenton's summons if needed. 
  14. 
  RATS. Seven giant rats (1, 2, 2, 2, 3, 4, 4 h.p.) will respond 
  to Harcourt Fenton's summons if needed. They also guard 
  their combined treasure: 205 s.p., 85 g.p., 3 gems, and 
  a cleric scroll of cure light wounds. 
  15. 
  THREE DOORS. There is a 3' high pedestal in the middle of 
  the room, on which is a single golden key. The three 
  eastern doors are all ornately carved and have 
  conspicuous keyholes. If they are examined carefully, 
  each door will be found to have words worked into the 
  carvings. Door A says “Don't be boaring” (sic). Door B says 
  “Why waste your time?” Door C says “Heaven can wait”. If 
  the key is used to open door A, a wild boar is released 
  from stasis and immediately attacks (17 h.p.). If the key is 
  used to open door B, a giant pile of offal and sewage 
  spews forth from the doorway, with a 25% chance that a 
  rot grub (1 h.p. each) will infest any character standing 
  within 10 feet of the door. If the key is used to open door 
  C, a blue mist envelops all those within 10 feet of the door. 
  Those whom it touches will not bleed the next time they 
  are reduced to negative hit points; they will instantly 
  stabilize without the need for their wounds to be bound 
  (they will still need to be healed or cured in some fashion 
  to bring them to positive h.p., though).  
  16. 
  CENTIPEDES. Seven giant centipedes (1, 1, 1, 1, 2, 2, 2 
  h.p.). Hidden in trash are 11 g.p. and 1 gem. 
  17. 
  EMPTY ROOM. Scraps of cloth and bone on the floor. 
  18. 
  STATUE. There is an 8' tall statue of an ape wearing a fez, 
  squatting and holding a cup here. Putting a coin in the 
  cup will cause a sound of simian laughter, and whoever 
  placed the coin will get +1 on their next saving throw or 
  “to hit” roll, whichever comes first. The coin disappears. 
  The effect can be used once per day.  
  19. 
  OLIVE SLIME. An olive slime (11 h.p.) has established itself 
  here. (Remember, 50% chance that nobody notices the 
  victim has been infected.) 
  20. 
  SLIME CREATURES. If they hear activity in room 19, two 
  small slime creatures (3d10 HD, 15, 16 h.p.) will come to 
  investigate/attack. 
  21. 
  SECRET CLOSET. A robe of wisdom (acts the same as a 
  pearl of wisdom) hangs on a hook here. There is a ring 
  worth 150 g.p. in one of the pockets. 
  22. 
  EMPTY ROOM.  
  23. 
  ROOM O' LEVERS. There are 24 different levers here. 
  Randomly, half are up, and half down. If moved, there is 
  a 25% chance that there will be a distant sound of gears 
  or machinery moving, to no real effect.  
  24. 
  HALL OF ARMOR. Each niche holds a skeleton: two 
  human, two elven, one halfling, one dwarf (4, 5, 6, 6, 7, 7 
  h.p., all have AC 3). Each is wearing plate armor 
  appropriate to its size (be sure to use weapon vs. AC 
  table).  
  25. 
  EMPTY ROOM.  
  26. 
  BUBBLES. Three pearlescent bubbles are floating in mid-
  air. If they are touched at all, they will explode for 2d6 
  points of damage to all within a 10' radius. There is a 1 in 
  6 chance that each bubble will hold a gem. 
  27. 
  GRIMLOCKS. Four grimlocks (8, 9, 10, 10 h.p.) have made 
  this room their home. They are armed with hand axes and 
  each has 8 g.p. 
  
  Castle of the Mad Archmage 
   
   
   
   
  22 
   
   
  28. 
  GRIMLOCK LEADER. The leader of the wayward grimlock 
  band lives in this room. He has 3 HD (19 h.p.) and is AC 4. 
  He has a chest with 81 g.p. and a potion of extra healing. 
  29. 
  EMPTY ROOM. Broken table and chairs.  
  30. 
  APPARITION. An apparition (40 h.p.) dwells here; it is the 
  spirit of one of the former stewards of the castle. If the 
  room is entered, it will seem to rise from the canopy bed 
  to attack intruders. The room is a richly appointed 
  bedroom, but the various furnishings and decorations are 
  in tatters. 
  31. 
  INNER SANCTUM. Three chests, all locked. Chest #1 has a 
  poison pin trap on lock (save or die) and contains 4,141 
  s.p. Chest #2 has an acid spray trap if opened (20 points 
  of acid damage to anything in front of the chest within 6’, 
  save vs. breath weapon for half damage) containing 
  2,085 e.p. and a long sword +1/+3 vs. flying creatures. 
  Chest #3 has a fire trap spell cast upon it (half chance to 
  detect, does 1d4+8 damage, save vs. spells for half) and 
  contains 4,209 g.p. and a scroll with the mage spells 
  shield and knock on it. 
  32. 
  SECRET CLOSET. Three skeletons (3, 3, 5 h.p.). Also has 
  lever which will unlock the door to area #194 on Level 3: 
  THE DUNGEONS (accompanied by the sound of 
  machinery) if pulled. 
  33. 
  EMPTY ROOM. Empty and smashed large amphorae 
  once contained oil.  
  34. 
  EMPTY CLOSET. Three amphorae are still intact (equivalent 
  to 30 vials of oil). 
  35. 
  BLACK SPEAR GANG (#35–40). A group of brigands has 
  taken up residence with the idea of ambushing 
  adventurers after they are weakened. They have not been 
  very successful of late, and will often send out patrols to 
  look for likely targets, setting up ambushes, etc. Two 
  brigands are in this room (5, 7 h.p., AC 7, broadswords 
  and slings) with 10 s.p. each. 
  36. 
  TWO BRIGANDS. (4, 6 h.p., AC 7, broadswords and slings), 
  10 s.p. each. 
  37. 
  THREE BRIGANDS. (3, 5, 5 h.p., AC 8, spears and light 
  crossbows), 10 s.p. each. 
  38. 
  BRIGAND LEADER. Tov Encher (F3, 16 h.p., AC 4 (chain & 
  shield), broadsword and light crossbow) leads the Black 
  Spear Gang. He has a dagger +1 and has 20 s.p. on his 
  person.  
  39. 
  HIDDEN CHAMBER. This is where Tov Encher has hidden the 
  gang's loot. There are 150 g.p., 475 s.p., 1,100 c.p., 2 suits 
  of dwarf-sized mail, 3 long swords, and 8 weeks’ worth of 
  rations here.  
  40. 
  TWO BRIGANDS. (5, 6 h.p., AC 7, long swords and slings). 
  Each has 10 s.p. 
  41. 
  KITCHEN. An adventuring necromancer left these 
  guards/porters behind; 4 zombies (6, 8, 9, 11 h.p.). This 
  room appears to be a disused kitchen, with a large larder 
  to the east with rotting foodstuffs. 
  42. 
  DAMP ROOM. Three giant frogs (2 HD; 9, 9, 11 h.p.).  
  43. 
  CITY IN A BOTTLE. In the middle of this room is a pedestal 
  with a large glass bottle. Careful examination reveals that 
  an entire miniature city exists within the glass, complete 
  with inhabitants. It cannot be moved or the glass broken 
  in any way. If the GM wishes, he can develop the city as 
  an adventuring locale, with the PCs magically teleported 
  within by touching the glass.  Otherwise it’s just a curiosity.  
  44. 
  LAUGHING SKULL. If this room is entered, a human skull rises 
  from the floor laughing hysterically for 1 minute. It then 
  floats gently to the floor. The room is otherwise empty. The 
  skull will lose its enchantment if removed from this room. 
  45. 
  EMPTY ROOM. Table and 4 chairs.  
  46. 
  SPIDER! A huge spider (12 h.p.) dwells here. The corpse of 
  an unlucky elf is here, with 85 g.p. 
  47. 
  TRICKY WALL. The wall at this intersection swivels, either 
  blocking the south or west passage. Will be blocking either 
  way, 50% chance. Check every 6 hours game-time.  
  48. 
  GRAFFITI. This room is mostly empty, but scrawled on the 
  wall (where the secret door is) is the following graffiti: “You 
  can’t hide.” If the zverts in areas #50-55 have been 
  attacked within the last month, they will have sentries 
  posted here thereafter. 
  49. 
  INVISIBLE STALKER. This elemental (30 h.p.) will follow 
  intruders and attack intermittently (every 1d6 turns) using 
  hit-and-run tactics for as long as they remain in the 
  dungeon. If slain, it returns to its home plane, but is 
  replaced by another after 1d6 days. If the graffiti in area 
  #48 is erased from the wall, the enchantment is broken.  
  50. 
  ZVERTS (#50–55). A raiding party of zverts from Level 1: THE 
  STORAGE ROOMS (areas #80-83) has managed to 
  establish themselves in this corner of the dungeon, mostly 
  by keeping a low profile. They are currently trying to figure 
  out how find allies to oppose the kobolds on Level 1: THE 
  STORAGE ROOMS, but are largely cut off from their fellows 
  on the level above. This room holds 4 zverts (2, 3, 3, 4 h.p.) 
  each with 3d6 s.p. If alerted, they will ambush and fight 
  with cunning, but if surprised will flee.  
  51. 
  ZVERTS. Three zverts (3, 5, 5 h.p.), 3d6 s.p. each. 
  52. 
  ZVERTS. Four zverts (3, 4, 4, 5 h.p.), 3d6 s.p. each. 
  53. 
  ZVERT CAPTAIN.  He has 7 h.p., and is armed with a net. 
  18 s.p. He has a small silver figurine of the zvert deity, worth 
  10 g.p. He also has the key to unlock the gate to room 
  #57. 
  54. 
  ZVERTS. Three zverts (1, 2, 3 h.p.), 3d6 s.p. each. 
  55. 
  ZVERT COMMON ROOM. From 0-7 zverts (1d8-1) will be 
  here at any given time during normal hours. Tables, 
  benches, food and drink are here.  
  56. 
  STAIRS TO LEVEL 3. This marks the point where a stairwell 
  goes from area #98A on Level 1: THE STORAGE ROOMS to 
  area #61 on Level 3: THE DUNGEONS. It is otherwise 
  inaccessible from this level.  
  57. 
  BARRED ROOM. Note that this room is accessed via a 
  locked gate. The gate is locked, and the zvert leader in 
  room #53 has the key. Any prisoners taken by the zverts 
  will be held here; if there are prisoners, at least one zvert 
  guard will be on duty at any given time. He will not have 
  the key. 
  58. 
  EMPTY ROOM. Broken boxes and rotten straw.  
  59. 
  WINE. The casks of wine in this storage room are still mostly 
  intact. Five large casks (300 lbs. each) of fine wine are 
  worth 300 g.p. each if they can be transported back to 
  civilization.  
  60. 
  GUARD DOG. A hell hound (4d8 HD, 15 h.p.) dwells here, 
  protecting its master in area #61, who will be alerted by 
  any sounds of combat herein. 
  
   
   
  Level Two: The Deep Cellars 
  23 
  61. 
  BEDROOM. The dwelling of Marquand the Great (or “the 
  Mediocre” to those who know him), a Conjuror of 
  indifferent abilities (MU 3, 10 h.p., lawful evil, spells 
  memorized: friends, hold portal, web).  He wields a 
  dagger +1 and has 125 g.p. in a small chest under the 
  bed.  His spell book has the above spells plus read magic 
  and identify.  He will come to area #60 in one round if 
  there is combat and will call off the hound and parley. If 
  refused, he will flee if possible. His spell book is hidden 
  under a secret space under the floor.  
  62. 
  STAIRS TO LEVEL 1. These stairs lead to area #98B on Level 
  1: THE STORAGE ROOMS.  
  63. 
  SOUND CHAMBER. This large room is empty, but carries 
  sound particularly well throughout this section of the 
  dungeon. Check for wandering monsters every round the 
  PCs are here and doing anything but staying perfectly still.  
  64. 
  TELEPORTER ROOM. The room appears empty. Once the 
  PCs enter, they are all teleported without detection to 
  area #114. Only works once per day, either way. 
  65. 
  CLOSET. Three skeletons (3, 4, 6 h.p.).  
  66. 
  STAIRS TO LEVEL 3. These stairs lead to area #40 on Level 
  3: THE DUNGEONS.  
  67. 
  GRINNING SKULL ORCS (#67–70). An advance force of 
  Grinning Skull orcs from level 3: THE DUNGEONS have 
  established themselves here. Five warriors are in this room 
  (3, 4, 4, 5, 5 h.p.) armed with spears. Each has 2d6 e.p. 
  68. 
  ORCS. Five orc warriors are here (2, 2, 5, 6, 6 h.p.), armed 
  with spears. Each has 2d6 e.p. Supplies are here, too.  
  69. 
  ORCS. Two orc corporals are here (7, 7 h.p.), armed with 
  swords and flails. Each has 1d6+6 e.p. 
  70. 
  ORC SERGEANT. The leader of the outpost has set himself 
  up here in style: four-poster bed, wine, etc. He has 8 h.p. 
  and is armed with a long sword and a battle axe. He has 
  15 e.p. on his person and 50 g.p. hidden in the mattress 
  of the bed. He knows about the secret passage and will 
  flee to warn the tribe if possible.  
  71. 
  TWO TRAPS. As soon as someone walks through the door, 
  a guillotine blade comes down in the doorway. Save vs. 
  paralyzation or take 2-20 h.p. damage. When someone 
  enters the middle of the room, darts shoot out from the 
  east wall; roll to hit as if shot by a 3rd level fighter, 2d3 
  darts total.  
  72. 
  INSTRUMENT STORAGE. Several musical instruments are to 
  be found here. Two drums (worth 6 g.p. each), a flute (15 
  g.p.), a lute (25 g.p.) and a mandolin (28 g.p.). The flute 
  radiates magic, but the actual enchantment has long 
  since faded away. 
  73. 
  BROKEN BOXES. This room is choked with broken chests 
  and boxes. Hidden amongst them is a worry-hag (14 
  h.p.). It will attack from the debris (4 in 6 chance of 
  surprise) and then flee into the dungeon, attempting to 
  draw the PCs into danger. 
  74. 
  EMPTY ROOM. Picked clean.  
  75. 
  PORTCULLIS. Normally locked, can be opened with 
  standard bend bars roll or by using the lever in area #85. 
  76. 
  TRIPLE TRAPS. Each dead-end passage is trapped. Area A 
  has an arrow trap hitting the first person at the end of the 
  passage (roll Dexterity or lower on d20 or take 1d6 
  damage). Area B has an acid spray that hits all people in 
  the last 20' of the passage out of the ceiling (save vs. 
  breath weapon or take 1d6+3 points of acid damage). 
  Area C has a gas trap affecting everyone in the last 10' of 
  the passage; save vs. poison or lose 50% of strength for 
  1d6 hours.  
  77. 
  STAIRS TO LEVEL 1. These stairs lead to area #50A on Level 
  1: THE STORAGE ROOMS.  
  78. 
  DWARVEN EXPLORERS. A party of dwarves has taken up 
  temporary residence here. Three warriors will be in this 
  room (F2; 9, 10, 11 h.p.) with mail and battle axes. Each 
  will have 20 g.p. They are not connected with the dwarves 
  on Level 1: THE STORAGE ROOMS. 
  79. 
  DWARF LEADERS. Olaf Guttergut is a fighter/mountebank 
  (level 3/3; 20 h.p.) with leather armor and a +1 battleaxe. 
  Trusti Lichtenforn is a fighter/cleric (level 3/3; 18 h.p.) with 
  mail +1 and a scroll with the clerical spell cure serious 
  wounds. They have 50 g.p. and 1d6 gems each. All are 
  LN and are not automatically hostile, although they are 
  cautious. 
  80. 
  CLOSET. Two skeletons (4, 5 h.p.).  
  81. 
  SECRET ROOM. Huge pseudoscorpion (10 h.p.). This room 
  has two large iron wheels, one on either end. When 
  turned, these will cause huge banging noises to 
  apparently approach the room through the walls, but 
  ultimately have no real effect.  
  82. 
  COVERED PIT TRAP. Twenty feet deep with spikes (3d6 
  damage, save vs. breath weapon for 2d6). 
  83. 
  SECRET ROOM. Has a bed, table, three chairs, and signs 
  of recent habitation.  
  84. 
  EMPTY ROOM.  
  85. 
  TREASURE ROOM - SORT OF. There is a window in the 
  northern wall (1' wide with iron bars) allowing those in the 
  hallway to see into the room. Heaps of coins and golden 
  accouterments can be seen. The door to the south is 
  locked. On the east wall is a large lever which unlocks the 
  portcullis at #75. The coins and treasure are all illusionary, 
  concealing yellow mold. 
  86. 
  FALSE DOOR TRAP. A false door lures the curious into a 
  covered pit trap 20' deep (2d6 damage). 
  87. 
  TROGLODYTE CAVES (#87-89). These caves have sandy 
  floors, quite unlike the stone hallways elsewhere in this 
  vicinity. The door is not locked. This cave holds 7 males (7, 
  7, 8, 8, 8, 10, 11 h.p.). They are armed with stone battle 
  axes. The one-way secret door leads from a staircase to 
  area #50B on Level 1: THE STORAGE ROOMS.   
  88. 
  TROGLODYTES. Five troglodyte females (3, 4, 4, 5, 6 h.p.). 
  There are four youngsters here as well, and a clutch of 
  eggs in the small cave in the northwest corner. 
  89. 
  TROGLODYTES. The troglodyte leader (3 HD, 18 h.p.) is 
  here with his consort (8 h.p.) and 3,000 s.p. He is armed 
  with a stone morning star and also wears a golden 
  necklace worth 120 g.p. The leader knows about the 
  secret door to area #90. 
  90. 
  EMPTY ROOM.  
  91. 
  SECRET ROOM. Currently inhabited by a large gray ooze 
  (16 h.p.), which has learned to avoid the green slime (10 
  h.p.) on the ceiling by the south entrance.  
  92. 
  OCHRE JELLY. A large (30 h.p.) specimen has made its 
  way here.  
  93. 
  IMPROMPTU SHRINE. Someone in the past placed a statue 
  of Juiblex on a table here; burned-out candles surround 
  
  Castle of the Mad Archmage 
   
   
   
   
  24 
   
   
  it. Creatures nearby, such as slimes, puddings, and jellies, 
  have been drawn to this place. The statue is silver, and 
  radiates both magic and evil. It is worth 40 g.p. to a 
  collector or worshipper of the Faceless Lord.  
  94. 
  GIANT ANT COLONY (#94–95, 98–100). All of the doors 
  here have holes along the bottom large enough for 2 ants 
  to pass at the same time. This room will have 10 worker 
  ants (6, 6, 7, 8, 8, 8, 9, 10, 11, 13 h.p.) passing through, 
  moving out into or coming back from the dungeon, 
  looking for food, etc. 
  95. 
  FOOD CHAMBER. Twelve worker ants (5, 6, 6, 7, 8, 8, 8, 8, 
  8, 10, 11, 14 h.p.). 
  96. 
  SECRET ROOM. Note that there is no ant-hole in the door 
  to this room. There are two large locked chests full of 
  2,000 bronze coins each. The second also has a cursed 
  shield -1.  
  97. 
  EVEN MORE SECRET ROOM. There are two large locked 
  chests here as well (identical to those in area #96). The 
  first is trapped with gas; opening the chest will fill the room 
  with an orange gas; save vs. poison or lose 1d6 points of 
  strength for 1d6 hours (won't bring strength below 3). The 
  chests hold 1,978 and 2,027 g.p. respectively. The first 
  also has a scroll with the clerical spell remove curse. 
  98. 
  EGG CHAMBER. Ten worker ants (5, 6, 6, 7, 7, 8, 10, 11, 
  12, 13 h.p.) and 5 warriors (3 HD; 10, 11, 16, 20, 21 h.p.) 
  guard several dozen eggs. 
  99. 
  QUEEN. (10 HD; 45 h.p.). There is a pile of coins here: 621 
  c.p., 207 s.p., and 43 g.p. 
  100. FOOD CHAMBER. Eight worker ants (8, 9, 9, 10, 11, 14, 15, 
  15 h.p.). 
  101. CENTIPEDES. This room holds rotting bolts of cloth and 
  sacks that once held flour. Now 6 giant centipedes (1, 1, 
  1, 1, 2, 2 h.p.) dwell here.  
  102. BROKEN BOXES. Several smashed crates are here, as well 
  as an intact bulls-eye lantern and a cask of oil (equivalent 
  of 10 vials).  
  103. EMPTY ROOM. 
  104. CLOWNS. The walls of this room have been hastily covered 
  from floor to ceiling with drawings of clowns. At first they 
  seem normal, but if studied, a more sinister appearance 
  can be noted. 
  105. DOUBLE SECRET ROOM. A shadow (17 h.p.) guards its own 
  corpse, long since moldered to corruption, which has a 
  broadsword +1, 6 gems, a ring worth 40 g.p., and 45 g.p. 
  106. SECRET CHAMBER. A large lever controls the portcullis to 
  area #119. Default = closed/down. 
  107. MOAT OF BLADES. As soon as this room is entered, 
  explorers can hear a sound as of a thousand pairs of 
  scissors opening and closing. On the western end of the 
  room are two boards of ironwood, 2'x12'x2”. The northeast 
  corner of the room is separated from the rest of the room 
  by a moat of thousands of living blades, swirling and 
  moving in the 15'-wide “moat”. Any creature entering the 
  moat will take 10d10 points of damage per round 
  (subtract 1d10 per magical “plus” of any armor or other 
  protection). The ironwood boards may be used to cross 
  the moat, but only if one is laid across the corner, and the 
  other then laid on it and the far shore (don't even hint at 
  the solution to the PCs!). The boards are each too short to 
  reach across the moat alone, and if tied together with 
  rope and then laid across the moat, the blades will 
  instantly cut the rope. Magical forms of flight and 
  teleportation will not function in this room or #108.  
  108. TREASURE ROOM. There are three large locked chests 
  here. Chest #1 contains 2,076 s.p., 211 g.p. and a long 
  sword +1, trollslayer (+2 vs. regenerating creatures). 
  Chest #2 is guarded by a poison needle trap on the lock 
  (save or take 10 h.p. damage and be incapacitated for 
  1d10 turns) and contains 1,507 g.p. and a small wooden 
  box containing 12 gemstones. Chest #3 contains 3,576 
  c.p. and an oddly shaped piece of wood, which radiates 
  magic if detected for. It is approximately 2' on a side; one 
  side is straight, the other three convoluted like a jigsaw 
  puzzle piece. This is, in fact, a part of a Puzzle Door to be 
  found on Level 5: THE DEEPS (see Appendix B: New Magic 
  Items). 
  109. A PAIR OF PITS. Two covered pit traps; attempting to jump 
  over one will land the jumper in the other. The northern pit 
  is 20' deep (2d6 damage), the second is only 10' deep 
  but has spikes (2d6, save vs. paralyzation for only 1d6). 
  110. EMPTY ROOM. Contains a table and two chairs, with two 
  mugs (dry) and a small keg of mead on the table. 
  111. MOLDY ROOM. Note that there are 3 ear seekers in the 
  door to this room; adventurers who state they are listening 
  at the door will be infested. The walls and floor of the room 
  itself are covered with a harmless mold of vivid scarlet hue 
  with electric blue streaks.  
  112. SPIRAL STAIRS. This spiral staircase leads to area #115 on 
  Level 3: THE DUNGEONS. 
  113. MAGIC MOUTH. A permanent magic mouth spell is cast 
  on the end of the passage; whenever a human or demi-
  human comes within 10', it says “Hi-de-ho and off we go! 
  Not wet, not dry, but a real sharp show!” 
  114. TELEPORTER ROOM. The room appears empty. Once the 
  PCs enter, they are all teleported without detection to 
  area #64. Only works once per day, either way. 
  115. GIANT RAT COLONY (#115–117). Note that there is a 10% 
  chance per round spent in the corridors between these 
  rooms that 1d4 giant rats will be seen scurrying between 
  the rooms. This room has 7 of the rats (1, 1, 1, 2, 2, 2, 2 
  h.p.).  
  116. RATS. Twelve giant rats (1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2 h.p.). 
  There is a dead gnome here, with a pouch with 25 s.p. 
  and 3 gems.  
  117. RATS. Four giant rats (1, 1, 1, 2 h.p.).  
  118. FOUNTAIN OF SNAKES. (Show the players Illustration #5.) A 
  fountain with a shallow basin dominates the middle of this 
  room. The fountain itself is shaped like four intertwining 
  snakes. Every round that someone is in this room, a snake 
  will issue forth from this enchanted fountain, with different 
  types of snakes coming out of a different mouth of the 
  statue: 
   
  Die Roll (d10) 
  Snake Type 
  1-3 
  1 constrictor snake (regular) 
  4-8 
  1d6 venomous snakes (regular) 
  9 
  1 amphisbaena 
  10 
  1 giant venomous snake 
    
   
  
   
   
  Level Two: The Deep Cellars 
  25 
  119. STIRGE NEST. Can only be accessed through locked 
  portcullis. Six stirges (3, 4, 5, 5, 6, 7 h.p.). The portcullis is 
  controlled by a lever in area #106. 
  120. SHRIEKER ROOM. Two shriekers (10, 12 h.p.). The body of 
  a dead halfling is here as well, wearing leather armor +1 
  and with a pouch containing 35 g.p. and 2 gems. 
  121. EMPTY ROOM. Shelves line the walls, covered with dust. 
  122. STORE ROOM. Someone has taken to storing supplies 
  here: 2 kegs of good ale, 3 skins of wine, salt beef, and 
  hard tack. Enough for the equivalent of 4 weeks of 
  standard rations. Also 20 torches and 5 blankets. 
  123. SPRUNG TRAP. The clockwork-like workings of an intricate 
  mechanical trap are exposed, and appear to have been 
  badly damaged. Several blades and spiked rollers are 
  dislocated, on the floor, etc. Much dried blood is here as 
  well. Harmless now. 
  124. BLOODY AXE ORC ADVANCE OUTPOST (#124-128). The 
  Bloody Axe orcs from Level 3 have established this 
  advanced outpost. This is the main orc barracks; 8 orc 
  soldiers (3, 4, 4, 5, 5, 5, 6, 7 h.p.) with axe and spear, 5 
  s.p. each.  
  125. ORC BARRACKS. Five orc soldiers (3, 3, 3, 5, 6 h.p.) with 
  axes and halberds. 5 s.p. each. 
  126. ORC CORPORALS. Two orc corporals (7, 7 h.p.) each with 
  a long sword and a short bow. 5 g.p. each. 
  127. ORC SERGEANT. The leader of the outpost (8 h.p.) with 
  long sword and heavy crossbow.  
  128. GUARD POST. Two orc guards (4, 4 h.p.), each armed with 
  an axe and a heavy crossbow, are always stationed here 
  to observe the fountain in area #118 through the small 
  barred window.  If anything threatening enters the room, 
  they will sound the alarm. 
  129. EMPTY ROOM. Two tables, benches. 
  130. MUSHROOMS. The floor of this room is covered with a 
  variety of large (2-3’ high) mushrooms. The air is very 
  musty. Disturbing the mushrooms (walking in the room, 
  searching, etc.) has a 25% chance of releasing a cloud 
  of spores; save vs. petrification or suffer the effect. Roll a 
  d10: 1-6, take 2-12 h.p. damage and lose 2 points of 
  Constitution for 2-12 hours; 7-9, suffer the effects as of a 
  ring of contrariness for 1d8 turns; 10, see illusionary giant 
  wasps attacking for 1d6 rounds, 20% chance of hitting 
  one’s friends, if the victim tries to attack. There is a 
  quarterstaff +1 concealed beneath the mushrooms. 
  131. VESTIBULE. To the east is a large ornate door of solid 
  bronze, decorated with skulls and demonic visages. 
  Anyone of Good alignment attempting to open them will 
  take 1d6 points of electricity damage.  
  132. EVIL SHRINE. (Show the players Illustration #6.) An evil priest 
  and his followers have set up shop here, establishing a 
  shrine to Demoniarch. Two statues of the demon-king 
  flank steps leading up to an altar. Behind the altar is a 
  hanging, depicting demonic mandrills and gibbons 
  rending apart humans and demi-humans with their bare 
  hands. The altar mildly radiates evil if detected for, but 
  hasn't been used here long enough to develop more 
  effects. The altar service (chalice, plate, candlesticks, 
  etc.) is made of silver and is worth 300 g.p. intact as a set. 
  As time wears on the priest will attempt to expand his 
  domain in this portion of the dungeon, converting the 
  intelligent inhabitants to the worship of his demonic 
  master. 
  133. EVIL PRIEST’S QUARTERS. Fellgru Northav (C3, AC 5 (ring 
  mail & shield) 14 h.p., mace +1, shield +1, scroll with the 
  cleric spell flame strike. Spells memorized: cause light 
  wounds (x2), light, sanctuary, cause fear, hold person, 
  silence 15' radius. The room is well-appointed, and a 
  chest holds his treasure: 510 s.p., 125 g.p., 3 pieces of 
  jewelry, pouch of 10 gems. The chest is trapped; if 
  triggered, sleep gas fills the room, putting everyone to 
  sleep for 2d6 rounds. 
  134. EVIL PRIEST'S FOLLOWERS. All four rooms are modestly 
  appointed with a cot, table, and small chest. Rooms A 
  and B each have a low-level priest of the burgeoning cult 
  (C1, 5 h.p., AC 6 (ring mail & shield), spell memorized: 
  light), with 20 g.p. Room C has an evil half-orc follower of 
  Demoniarch (A2, 14 h.p., AC 3 (chain & DEX), short sword 
  +1, 3 vials of type A poison), with 35 g.p. and 4 gems. 
  Room D has Northav’s second-in-command, Grennel 
  Pofotor (C2, 10 h.p., AC 5 (ring mail & shield & DEX), spells 
  memorized: command, cause light wounds, cure light 
  wounds), with 20 g.p. and a ring worth 25 g.p.  
  135. IT’S ALL GREEK TO ME. This metal-walled room is 
  completely bare, with the exception of a large octagonal 
  flat pedestal in the center. Around the top edge is the 
  following: “Sir, I bear a rhyme excelling, in mystic force 
  and magic spelling, celestial sprites elucidate, all my own 
  striving can’t relate”. Atop the pedestal are a number of 
  octagonal tiles, each with a letter of the Greek alphabet 
  inscribed on them (� Alpha, � Beta, � Gamma, � Delta, 
  � Epsilon, � Zeta, � Eta, � Theta, � Iota, � Kappa, � Lambda, 
  � Mu, � Nu, � Xi, � Omicron, � Pi, � Rho, � Sigma, � Tau, 
  � Upsilon, � Phi, � Chi, � Psi, � Omega). The door to the 
  north has a notch which is obviously the same size and 
  shape of the tiles. If any tile other than the proper one is 
  placed in the notch, not only will it not open, but the entire 
  room will be shocked with electricity, doing 3d6 h.p. of 
  damage to all within. The correct tile is � Pi – count the 
  number of letters of each word in the riddle and you have 
  3.1415… The door cannot be opened by normal means.  
  136. TREASURE ROOM. One large locked chest contains 3,076 
  s.p. Another contains 490 g.p. and 422 e.p. A third, small 
  locked chest (trapped with a poison needle trap; save vs. 
  poison or die) holds 21 gemstones and 4 pieces of 
  jewelry. Hanging on a peg on one wall is a suit of mail +2.  
  On another peg is a cloak of elvenkind. A wig stand holds 
  a coif of warmth (functions just like a ring of warmth, but 
  usable only by those able to wear metal armor). A small 
  unlocked box holds a pink rhomboid ioun stone (adds +1 
  to CON, maximum 18).  
  137. SHADOWY CHAMBER. Deep shadows are here, impossible 
  to dispel without magical light. The staircase leads up to 
  Level 1: THE STORAGE ROOMS.  
  138. CRAMPED CHAMBER. Doors are only 3½’ high. The ceiling 
  here is only 4’ high; crouching gives -2 to “to hit” rolls. A 
  giant tick lives here (2 HD, 10 h.p.). 
  139. EMPTY ROOM. 
  140. CLOWNS. A well-done mosaic of clowns lines the walls of 
  this room. It is otherwise empty.  
  
  Castle of the Mad Archmage 
   
   
   
   
  26 
   
   
  141. PING-PONG BALL TRAP. The door to this room will close and 
  lock automatically once the party enters; the door is 
  revealed to be metal and cannot be broken with 
  anything less than giant strength. In the center of the floor 
  is a hole approximately 2” in diameter. Once the door 
  closes, a small white ball drops from the far wall and rolls 
  into the hole. On the far wall is a small rack with four balls 
  and a space for a fifth. The balls are numbered: 47, 03, 
  11, 82 (think lotto-style ping-pong balls). If the party 
  examines the room, they see a combination lock on the 
  door they entered through. The combination is 47-03-11-
  82-56. The key is to get the ball out of the 3' deep hole to 
  be able to read the final number in the combination, 56. 
  Each wrong attempt causes the 9’ ceiling to descend 
  one foot, so guessing is not a viable option. The easiest 
  way to get the ball out: pour liquid into the hole so it floats 
  out. They will die of asphyxiation in 2 hours if they don't 
  figure out the trick.  
  142. CLOSET. Two skeletons (5, 6 h.p.). One has a silver-hilted 
  sword worth 10 g.p. 
  143. MOLDY ROOM. Three boring beetles (24, 25, 26 h.p.) dwell 
  here. Both doors are mostly eaten away. Slimes and 
  fungus covers the walls and floor.  
  144. SMALL ROOM. The north door has been half destroyed. A 
  single shrieker (16 h.p.) is here, along with more slimes and 
  mold. 
  145. CAPTAIN’S QUARTERS. This room is well appointed, but all 
  the bedding and other fiber-based material has gone to 
  corruption. A dresser holds a mail pouch with 6 gems and 
  a steel box with 25 p.p. There is also a musical tuning fork 
  here. It is actually one of the Magical Mystery Forks, in the 
  key of F (see Appendix B for details).  
  146. COVERED PIT TRAP. Leads to a slide to area #154 on Level 
  3: THE DUNGEONS. It does no damage, but it will 
  automatically close.   
  147. WORDS OF WISDOM. A permanent magic mouth is here, 
  saying “There once was an elf from Norfell, and soon in a 
  deep pit he fell. He tried to climb up it, but then just said 
  stuff it, and now his ghost dwells in some hell.” 
  148. TRAPPED CORRIDOR. Large spikes are visible lining the wall 
  at the end of the corridor. If anyone walks closer than 30’ 
  from the end wall, the entire last 30’ of corridor will swing 
  down, spilling those in the front rank to the bottom of the 
  now-created pit trap. The spikes do 3d6 damage plus 
  save vs. paralyzation or 1d6 more.  
  149. EMPTY ROOM. Note the locked portcullis gate to the west; 
  this requires a bend bars check to open without the key, 
  which has long been lost.  
  150. FALSE DOOR TRAP. Attempting to break open the 
  apparently locked door (0% chance of picking) will hurl 
  the person trying such a feat through the very light wood 
  onto a bed of spikes behind it, for 1d6 damage plus 
  whatever strength bonus the character would normally 
  receive in combat.  
  151. FUNGUS CHAMBER. The walls of this large chamber are 
  lined with various sorts of fungus. Six cave crickets (5, 7, 8, 
  8, 8, 10 h.p.) are also here. If the crickets are panicked, 
  their chirping will draw monsters from #153. 
  152. SECRET ROOM. One large locked chest has 2,016 s.p. 
  There is also a suit of human-sized plate armor.  
  153. MORE FUNGUS. Both this chamber and the corridor 
  connecting it to #151 are covered with the same sort of 
  fungus as is found there. Two megalocentipedes (14, 16 
  h.p.). 
  154. SLOPING PASSAGE. This hallway gradually slopes down to 
  area #143 on Level 3: THE DUNGEONS. Note that the 
  slope is too subtle to be detected under normal 
  circumstances; dwarves, etc., have their normal chance 
  to detect.  
  155. BLOODY AXE ORCS (#155-159). More orcs of the Bloody 
  Axe tribe from Level 3: THE DUNGEONS are here. Careful 
  players, noting the geography, may be clued into the 
  sloping passage in #154, but don’t give them any hints 
  other than the insignia on the orcs. Six orcs (3, 3, 4, 5, 6, 6 
  h.p.), each armed with an axe and a spear. Each has 
  2d6 e.p. 
  156. ORCS. Five orcs (3, 4, 4, 4, 5 h.p.), each armed with an 
  axe and a halberd. Each has 2d6 e.p. 
  157. ORC SERGEANT. One orc (8 h.p.), armed with a sword and 
  a flail. He has 12 e.p.  
  158. SUPPLY ROOM. The orcs have stockpiled their supplies, 
  mostly foodstuffs and drink, here.  
  159. SECRET ROOM. The orc sergeant knows about this room. 
  There is nothing here at the moment, but the sergeant 
  could use it as a bolt-hole to escape pursuit. It can be 
  barred from the inside. He would later emerge to report 
  to the tribe on Level 3.  
  160. TROGLODYTES (#160-#161. A group of troglodytes has 
  found their way here. Four troglodytes (5, 7, 7, 8 h.p.) are 
  unarmed. 
  161. TROGLODYTES.Three troglodytes (8, 9, 11 h.p.), unarmed.  
  162. LARGE CLOSET. Three zombies (7, 8, 9 h.p.).  
  163. STAIRS TO LEVEL 3. These stairs lead to area #163 on Level 
  3: THE DUNGEONS.  
  164. UNLOCKED ROOM. The door to this room is ajar. Inside is 
  a giant lizard (14 h.p.). 
  165. EMPTY ROOM.  
  166. SMASHED BARRACKS. Twenty beds are smashed and 
  ruined. A troll lives here now (34 h.p.). It has 4,220 c.p., 
  3,204 s.p., and 1,115 g.p in a large sack in the corner of 
  the room. It does not know of the secret door.  
  167. SECRET ROOM. A scything blade will target anyone 
  walking down the short corridor from area #166 (save vs. 
  paralyzation or take 2-16 h.p. damage). Five large empty 
  and open chests are in the room, each with a yellowed 
  piece of parchment that reads “I.O.U. one treasure of 
  coins and jewels. (Signed) J.S.” The third chest has a false 
  bottom, which if discovered has a pair of gauntlets of 
  ogre power and 3 pieces of incense of meditation. 
  168. SECRET ROOM. A pair of buzzsaw blades will spring down 
  the short corridor to area #167 (save vs. paralyzation or 
  take 2d6 points of damage, twice). It is otherwise empty.   
  169. QUICKSAND ENTRANCE. Note the one-way door leads only 
  out of this room. The tunnel to the west leads a quarter 
  mile to a quicksand pit; clever (or lucky!) explorers will find 
  it at the bottom of the pit, leading them here. There are 4 
  casks of rum here.  
  170. BROKEN STATUE. A life-sized statue of an ogre is in the 
  middle of this room, minus the right arm which looks like it 
  has been broken off at the shoulder. The arm can be 
  
   
   
  Level Two: The Deep Cellars 
  27 
  found in room #38 on Level 3: THE DUNGEONS. If the arm 
  is reattached, the statue will come to life and serve the 
  person who did so for 1d4 days, wandering off thereafter. 
  The ogre has 20 h.p. 
  171. SECRET CHAMBER. Greater skeleton (15 h.p., see 
  Appendix C: NEW MONSTERS for details). A small locked 
  chest holds 74 g.p. 
  172. COBWEBBY ROOM. Filled with webs and ordinary-sized 
  spiders. There is a lever on the north wall which, when 
  pulled up, locks the pit trap at #175 in the closed position.  
  173. HAUNTED ROOM. A phantom dwells here, the spirit of a 
  mage who was struck down. (Save vs. spells at -2 or flee 
  in fear as per the spell.) His body is here as well, with a 
  pouch of 4 gems and 35 g.p., a potion of speed, and a 
  scroll with the mage spell ray of enfeeblement.  
  174. SECRET ROOM. Two ghouls (15, 16 h.p.). There are two 
  large locked chests with 3,040 c.p. each and a small 
  locked chest (acid spray trap; sprays acid when opened, 
  5’ range, save vs. breath weapon or take 2d6 h.p. 
  damage) with a scroll of protection from petrification and 
  another scroll with the illusionist spell dispel illusion.  
  175. COVERED PIT TRAP. Twenty feet deep with spikes. Take 2d6 
  h.p. damage, save vs. paralyzation or take another 1d6. 
  Can be locked closed by the lever in area #172. 
  176. EMPTY ROOM. The door opens easily. There is a large pile 
  of dung in one corner. 
  177. GORICS (#177-#179). A family of gorics has taken up 
  residence here. Four live in this room (1 HD; 6, 6, 7, 7 h.p.; 
  see Appendix C: New Monsters for more details) armed 
  with picks. Each has 1d4 gemstones, worth no more than 
  10 g.p. value each. The gorics know of the secret door, 
  but have determined no gems are beyond it, so do not 
  consider it of any import.  
  178. GORICS. Three gorics (1 HD; 5, 5, 5 h.p.; see Appendix C: 
  NEW MONSTERS for details). Each is armed with an axe 
  and has 1d4 gemstones, maximum value 10 g.p. each. 
  179. GORICS. Four gorics (1 HD; 3, 4, 4, 6 h.p.; see Appendix 
  C: NEW MONSTERS for details). Each is armed with a sling 
  and a shortsword and has 1d4 gemstones, maximum 
  value 10 g.p. each. 
  180. COVERED PIT TRAP. A 20' deep pit, with spikes. Does 2d6 
  falling damage plus 1d6 spikes unless you save vs. 
  paralyzation. 
  181. TREASURY. The walls of this room are covered with murals 
  of happy, jolly clowns doing various clownish things: 
  juggling, making balloon animals, emerging in hordes 
  from a small covered wagon, etc. There is a huge pile of 
  coins: 7,076 c.p., 6,172 s.p., 1,309 g.p. There are three 
  locked chests as well. The first contains potions of 
  invisibility, extra healing, and heroism; a dagger +1/+3 
  vs. lycanthropes, and a pouch with 6 gemstones. The 
  second contains a cloak of protection +2 and 205 p.p. 
  The third contains a large scorpion (11 h.p.) which will leap 
  out and attack whoever opens the chest. 
  182. WELL. This well goes from the secret passage in Level 1: 
  THE STORAGE ROOMS through area #201 on Level 3: THE 
  DUNGEONS and on to a large underground reservoir. It is 
  otherwise inaccessible from this level. 
  183. THE WIDE STAIRCASE. This is the middle landing of the wide 
  staircase that travels from Level 1: THE STORAGE ROOMS 
  through to area #202 on Level 3: THE DUNGEONS. Note 
  that the staircase carries a strong dweomer, making the 
  teleportation effect that it employs quite undetectable 
  (the staircase does not appear on each level where it 
  “should”, if it were an ordinary staircase dug into the 
  earth). 
  184. STAIRCASE. This staircase connects Level 1: THE STORAGE 
  ROOMS with area #1 on Level 3: THE DUNGEONS. It is 
  otherwise inaccessible from this level.  
  
  Castle of the Mad Archmage 
   
   
   
   
  28 
   
   
  Level Three: The Dungeons  
   
  The dungeons are thickly infested with monsters, tricks, and 
  traps. Three humanoid tribes vie for control of the area. Please 
  note that these groups do not represent the entirety of their 
  tribes; far from it. They are merely offshoots of the larger tribal 
  groups at large in the world above. How and why they got into 
  the dungeons is left to the game master. Each has also made 
  inroads on expanding their territory into Level 2: THE DEEP 
  CELLARS, as described below. There is also a colony of 
  intelligent lizard men who use dog-sized dinosaurs as others use 
  dogs – for scouting, battle, and tracking. 
   
   
   
  The Bloody Axe orcs control an area in the central-western 
  portion of the level, and have made a strong push into Level 2: 
  THE DEEP CELLARS. They have 42 warriors on this level and an 
  additional 28 on the level above (areas #124-128 and #155-
  159). Their raids are pretty evenly split between attacks on the 
  Flesh Rippers and the Grinning Skulls. They are remote enough 
  from both, however, that they usually don’t bear the brunt of the 
  attacks launched by those other tribes. This is fine by the Bloody 
  Axes, who are gradually moving their whole tribe to Level 2, 
  which they see as being an easier territory to conquer.   
   
  The evil dwarf Brekk has established himself in a laboratory 
  complex at the center of the level (room #87), and although 
  he is content not to try to expand his influence, his dozen gnoll 
  followers do make patrols of the area immediately surrounding 
  the rooms under his control. Brekk is one of the most powerful 
  creatures on the level, and is very cunning and ruthless. Most of 
  the inhabitants have learned to avoid him and his followers. 
   
  The Flesh Ripper hobgoblins have 42 warriors on this level. They 
  have only made a small incursion into Level 2: THE DEEP 
  CELLARS; 6 warriors in areas #7 and #9. The majority of their 
  attacks are launched against the Grinning Skulls, due to the 
  ease of movement in the corridors between rooms #2 and 
  #40. They are very much aware of the dwarves on Level 1: THE 
  STORAGE ROOMS, who keep sending adventurers into their 
  midst. They have taken to negotiating with such adventurers, 
  offering free passage in return for food, and subtly guiding them 
  towards their enemies. A band of norkers who had been under 
  their thrall have recently escaped and can be found in areas 
  #74-76. They could be turned against the hobgoblins easily 
  and have knowledge of the hobgoblins’ defenses, the layout of 
  the areas they control, and so forth.  
   
  The Grinning Skull orcs control an area in the southeast portion 
  of the level. They have 59 warriors on this level, and have an 
  outpost on Level 2 consisting of 13 warriors in rooms #67-70. 
  They spend much of their time fighting against the Flesh 
  Rippers, but the long straight corridors between them and the 
  Bloody Axes see much fighting as well. They are quite adept at 
  using the geography of the dungeons to their advantage, and 
  will often employ flanking maneuvers, draw enemies into 
  ambushes, etc. A lone scout became separated from the rest 
  of the tribe a month ago and is now on Level 8: THE LESSER 
  CAVES, in room #61. How he has managed to survive for so 
  long in such a dangerous place is a mystery. 
   
  The lizard men have 15 warriors plus their euparkerias. Despite 
  their small numbers they are a force on the level due to their 
  dinosaur companions and their cunning. They have been 
  playing the Flesh Rippers and Bloody Axes against one another, 
  remaining carefully neutral but assisting whichever side is 
  weaker at the moment, thus keeping either one from 
  becoming truly dominant. 
   
  This level has direct access to levels 1, 2, 3A, 4, and 7. It has 
  direct access to the surface as well.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  Gelatinous cube 
  3 
  2d4 giant centipedes 
  4 
  Ochre jelly 
  5 
  Floating pearlescent bubble causes 3d6 (10' 
  radius) damage if touched; 1 in 6 has a gem; 
  1 in 6 glows as a torch 
  6-9 
  Pick monster from nearby room 
  10 
  Pick monster from distant room  
  11 
  Pick monster from adjacent level (50% chance 
  it is a faction patrol from Level 4: THE LOWER 
  DUNGEONS on a raid to secure new warriors for 
  the Arena). 
  12 
  Dungeon Dressing (see below) 
   
  
   
   
  Level Three: The Dungeons 
  29 
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  ½” puddle of water 20’ wide/long. 
  2 
  Bones laid out on the floor spelling “DOOMED” 
  3 
  Sound of a flute being played off in the 
  distance 
  4 
  Strong smell of urine 
  5 
  Visible mist (dissipates in 1 round) 
  6 
  Rusted and twisted piece of iron gate 
  7 
  Chalk mark (red arrow, yellow square, etc.) 
  8 
  Pressure plate on floor makes an audible “click” 
  when stepped on. Does nothing. 
  9 
  Pipes run along ceiling for 15’, then disappear 
  into the stone. They are cool to the touch. 
  10 
  Broken axe handle 
  11 
  Pile of rotting rags 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  PORTCULLIS. Normally locked, needs bend bars check to 
  open otherwise. The stairs beyond it go to Level 1: THE 
  STORAGE ROOMS via area #184 on Level 2: THE DEEP 
  CELLARS. The hobgoblin captain in area #7 holds the key 
  to the portcullis. It will often be left unlocked with guards 
  set to ambush any explorers who come this way from the 
  dwarves’ chambers on Level 1: THE STORAGE ROOMS. 
  2. 
  HOBGOBLIN LAIR (#2-12, #27-28). The Flesh Ripper 
  hobgoblin tribe resides here, and is slowly expanding their 
  influence. This very large room is a “common room” and 
  used for eating, recreation, etc. It is also well-guarded. 
  Five soldiers are here at all times (5, 6, 6, 7, 7 h.p.), armed 
  with sword and composite bow. Each has 2-8 g.p. Other 
  soldiers, females, and young from #5-10 may be here as 
  well. A pair of carnivorous apes (22, 24 h.p.) is kept here 
  as well, as shock troops, usually in the southwest corner. 
  3. 
  SECRET ROOM. The hobgoblins use this room to store their 
  weapons. There are 12 morning stars, 6 composite bows 
  and 200 arrows, 22 spears, 20 swords, and 10 each 
  halberds, awl pikes, ranseurs, and glaive-guisarmes.  
  4. 
  PRISON. If the hobgoblins take prisoners, they will be kept 
  here until dealt with. There are four sets of shackles set into 
  the walls. An unlit brazier with irons and tongs (for torture) 
  is here as well.  
  5. 
  MAIN BARRACKS. Twenty soldiers are barracked here (4, 4, 
  4, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7 h.p.) half 
  armed with halberds, half armed with awl pikes. Each has 
  2-8 g.p. The three secret doors to the south are such that 
  anyone finding one by searching has a 100% chance of 
  finding the other two, but the game master should roll to 
  hide that fact from the PCs. Room A contains 4,122 c.p. 
  and 2,054 s.p., in a total of 60 sacks. Room B contains a 
  dart trap; 12 darts will launch themselves in a cone 30’ 
  wide at the opposite wall. Anyone in the cone could be 
  hit (roll as if a 3rd level fighter were attacking). Room C 
  contains 1,000 g.p. in 10 sacks of exactly 100 coins each. 
  A small wooden box contains 4 gems (minimum base 
  100 g.p. value). Anyone entering the room will set off a 
  guillotine blade at the doorway; save vs. petrification or 
  take 3d10 h.p. damage.   
  6. 
  HOBGOBLIN FEMALES. Ten female hobgoblins are here, as 
  well as 14 young. If anyone attacks #5, they will spread 
  the alarm through the three doors. 
  7. 
  HOBGOBLIN CAPTAIN. The leader of this Flesh Ripper group 
  lives here with his mate and 2 young. Kivdart has AC 3, 3 
  HD, 16 h.p., and does +2 damage due to strength. He 
  wields a sword and morning star, and has 25 g.p. on his 
  person. He has a small chest with potions of speed, 
  strength, and extra healing which he will not hesitate to 
  use in combat. He has the key to the portcullis in area #1.  
  8. 
  SECRET ROOM. The hobgoblins have not discovered this 
  secret chamber. A suit of animated armor (3 HD) is here 
  (see Appendix C: New Monsters) which will attack anyone 
  who enters. There is a wardrobe here which contains a 
  locked chest with 2,012 e.p. and a cloak of protection 
  +2. A drawer at the bottom of the wardrobe contains one 
  of the Magical Mystery Forks, in the key of A (see Appendix 
  B: New Magic Items).  
  9. 
  CORPORALS. Three hobgoblin corporals are quartered 
  here (9, 9, 9 h.p.), each armed with a sword and a 
  morning star. Each has 8 g.p.  
  10. 
  STORES. The hobgoblins keep their stores of food and drink 
  here: sacks of meal, casks of wine, salted meat, etc. 
  11. 
  HOBGOBLIN SENTRIES. Six hobgoblins of the Flesh Ripper 
  tribe are here at any given time (5, 5, 6, 6, 7, 8 h.p.), each 
  armed with a sword and a composite bow. Each has 2-8 
  g.p.  
  12. 
  HOBGOBLIN OUTPOST. The Flesh Ripper hobgoblins have a 
  garrison here, consisting of 7 warriors (3, 4, 4, 4, 5, 5, 6 
  h.p.), armed with halberds. This is considered a 
  “punishment duty”, and none have any wealth.  
  13. 
  EMPTY ROOM.  
  14. 
  PYROTOADS. A pair of pyrotoads (17, 18 h.p.) dwells here. 
  The door to #15 is ajar. 
  15. 
  TREASURE PILE. A large mixed pile of coins is here: 5,030 
  c.p. and 3,214 s.p.  
  16. 
  TRAPPED! Once the PCs enter this room, the door (which 
  is steel on the inside) will close. There is a wooden table 
  and a saw. No sort of magical movement (teleportation, 
  etc.) will function within the room, which is pretty well 
  inescapable. The solution; cut the table in two, then put 
  the pieces together. Once assembled, they will form a 
  portable hole, allowing the PCs to escape through most 
  walls (they make the table “whole”). The table/hole won’t 
  function more than 5’ from the room. If the door remains 
  closed for more than one hour, a disembodied voice will 
  say “Make a hole!” 
  17. 
  IMPROMPTU TOMB. Three unfortunates have been turned 
  into undead after perishing here. Three huecuvas (8, 9, 11 
  h.p.) are here. Room A holds their treasure: 2 large locked 
  chests with 3,048 c.p. and 593 e.p., respectively.  
  18. 
  PORTCULLIS TRAP. Anyone stepping within 5’ of the 
  easternmost wall will cause a portcullis to fall. The loud 
  crashing sound is 50% likely to bring a wandering monster.  
  19. 
  PIVOT TRAP. The end of the corridor is studded with spikes. 
  Once the last 20’ of the corridor is entered, the entire 
  section swings down and victims are essentially in a 20’ pit 
  
  Castle of the Mad Archmage 
   
   
   
   
  30 
   
   
  trap. They will take 2d6 h.p. damage plus save vs. 
  paralyzation or take an additional 1d6. 
  20. 
  BOMBARDIER BEETLES. Four bombardier beetles (20, 21, 
  21, 23 h.p.) dwell here. They have collected a fair-sized 
  pile of wooden furnishings, now broken and rotting, from 
  elsewhere in the dungeon. Amidst the debris is a crossbow 
  of accuracy +3. 
  21. 
  FALSE DOOR TRAP. Covered pit trap in front of a false door, 
  20’ deep with spikes (2d6 damage plus save vs. 
  paralyzation or take 1d6 more).  
  22. 
  OUT-OF-THE-WAY ROOM. Three ghouls (10, 11, 12 h.p.) 
  guard a chest with 1,070 g.p. and an oddly shaped 
  piece of wood, which radiates magic if detected for. It is 
  approximately 2' on a side; one side is straight, the other 
  three convoluted like a jigsaw puzzle piece. This is, in fact, 
  a part of a Puzzle Door to be found on Level 5: THE DEEPS 
  (see Appendix B: New Magic Items, for details).  
  23. 
  STAIRCASE. This narrow stair is blocked off by the Greyheim 
  Construction Company’s yellow warning tape. 
  24. 
  MECHANICAL ROOM. Large copper pipes run from the 
  ceiling to the floor here, snaking along the walls, etc. All 
  are hot to the touch. Three have large wheels attached, 
  four have smaller wheels. Turning the wheels gives a 30% 
  chance of causing either 1d6 (small wheel) or 2d6 (large 
  wheel) steam damage. 
  25. 
  COMFORTABLE ROOM. This well-appointed room is usually 
  locked. There are two beds, a writing desk, wardrobe, etc. 
  A handsome man named Frederick and beautiful 
  woman named Jasmine dwell here. If questioned, they 
  will claim to be scholars, here to discover some of the 
  secrets of the place. In reality they are jackalweres (20, 17 
  h.p.) who will attempt to lull explorers into a false sense of 
  security before splitting them up and devouring them. 
  They could well attempt to join a party. A large locked 
  chest, containing 3,120 s.p. and 1,555 e.p, is hidden 
  behind a false panel in the west wall. The writing desk has 
  a hidden compartment with a scroll of protection from 
  daemons and a map which shows a secret entrance 
  from the sewers into the basements of The Cat and Mouse 
  (a tavern and gambling hall run by a group of wererat-
  thieves) in nearby Greyheim (show the players Illustration 
  #7). If sold, it could be worth 500 g.p. to the right person, 
  and the owners of the tavern would certainly want to get 
  it back if they knew it existed and someone was trying to 
  sell it.  
  26. 
  STEPS. PCs may think they’re going to another level, but 
  because of the sloping passage at area #33, they’re 
  technically still on level three.  
  27. 
  HOBGOBLIN SHRINE. The Flesh Ripper hobgoblins have put 
  together a makeshift shrine to their grim deity, the 
  archdevil Mephistopheles. A 2’ statue of the devil is on a 
  pedestal here, and the room is lit by scores of candles. 
  Horrible incense is burned here as a matter of course. 
  There is a 20% chance the shaman from #28 will be here.  
  28. 
  HOBGOBLIN SHAMAN. Jermakka is a level 4 shaman (16 
  h.p.; AC 5; fight as 4 HD monster; has memorized 
  darkness, cause fear, sanctuary, hold person, silence 15’ 
  radius). He wields a morning star +1 which is the envy of 
  the captain. A hidden chest has 112 p.p.  
  29. 
  CARNIVOROUS APES. Three carnivorous apes (20, 21, 24 
  h.p.) are kept here by the hobgoblins.  
  30. 
  OPEN PIT TRAP. A pit 10’ deep, doing 1d6 h.p. damage.  
  31. 
  SCORPIONS. Six large scorpions (9, 10, 10, 11, 11, 14 h.p.) 
  dwell here. A pair of long-dead dwarf corpses have a total 
  of 2,047 g.p. and 4 pieces of jewelry.  
  32. 
  SLIDE BOTTOM. Those falling through the trapdoor in area 
  #158 end up here. Note the panel in the wall is one-way, 
  opening only from the slide. Two long-dead dwarf 
  skeletons are here, stripped of valuables.  
  33. 
  SUBTLE SLOPE. Dwarves, etc., can roll to detect the slope; 
  it is undetectable to normal observation otherwise.  
  34. 
  MINOTAURS. A pair of minotaurs (27, 34 h.p.) often hunts 
  prey in the maze-like corridors around this room. They 
  have amassed 8,056 s.p. and 3,234 e.p. as well as a 
  small pouch with 4 gems.  
  35. 
  MOSSY ROOM. The west wall bears large metal pipes, 
  warm to the touch, which travel along part of the ceiling. 
  They drip warm water onto the floor. The pipes and most 
  of the other walls and ceiling are covered in damp soggy 
  moss. It is harmless, but won’t burn.  
  36. 
  BATTLEFIELD. There is evidence of a rather large battle 
  having recently taken place here: broken weapons, 
  blood, etc.  
  37. 
  ABANDONED BARRACKS. There used to be room for up to 
  a dozen here, but now it is abandoned. Beds are 
  overturned, etc.  
  38. 
  EMPTY ROOM. Signs that there used to be boxes, crates, 
  etc. here. A large, muscular stone arm is here as well, 
  which appears to have been broken off some larger 
  statue at the shoulder. It is, in fact, the missing arm of the 
  ogre statue in room #170 on Level 2: THE DEEP CELLARS. 
  39. 
  ABANDONED OUTPOST. Some sort of humanoid presence 
  was here not too long ago, but they have abandoned 
  the place. Now home to a pair of corpse creepers (13, 
  14 h.p.).  
  40. 
  ORC SENTRIES. A permanent patrol from the Grinning Skull 
  orcs is here to control movement up and down the stairs, 
  which lead to area #66 on Level 2: THE DEEP CELLARS. 
  Eight orc soldiers (3, 3, 4, 5, 5, 5, 6, 6 h.p.; each armed 
  with an axe and a bow) and having 2d6 e.p. A sergeant 
  (8 h.p.) has a flail and a sword, and 12 e.p. He will run to 
  warn the tribe of intruders. The sentries are relieved every 
  six hours. The Flesh Ripper hobgoblins have overwhelmed 
  the sentries in the past, and may do so again. They are 
  on their guard and have a +1 bonus to surprise rolls. 
  41. 
  EMPTY ROOM. Scrawled on the south wall: “I’d walk a 
  league for an opinicus!” 
  42. 
  SPIDER. A huge trapdoor spider (10 h.p.) lurks in a hidden 
  crevasse in the north wall.  
  43. 
  SIX BALORS. There are six balor demons in this room. 
  Terracotta statuettes of them, at any rate, each about 2’ 
  high and on pedestals of varying sizes. Each pedestal 
  bears a Roman numeral I – VI. The statuettes radiate 
  magic dimly if detected for. They are harmless, but play 
  up the PCs paranoia.  Number IV has a gem inside of 100 
  g.p. value if smashed open.  
  44. 
  SKELETAL SCULPTOR. A skeleton (4 h.p.) is chipping away 
  at a large block of marble, which is an unidentifiable 
  shape. He never seems to actually remove any stone, if 
  
   
   
  Level Three: The Dungeons 
  31 
  carefully observed – he positions the chisel right next to 
  the stone and taps it, but never touches the stone itself.  
  45. 
  CENTIPEDES. Four megalocentipedes (12, 14, 16, 16 h.p.) 
  nest here. The floor is covered with debris: cloth bolts, 
  empty sacks, garbage, etc.  
  46. 
  OIL TRAP. Anyone passing this location will be doused with 
  oil from above, followed by a flurry of burning embers. Will 
  affect a 10’ square area. Does 2d6 fire damage on the 
  first round, 1d6 the second. Save vs. petrification for half 
  damage.  
  47. 
  OGRE. A very large ogre (30 h.p.) named Grimm dwells 
  here. He is on very good terms with the “Grinning Skull” orcs 
  and will fight alongside them if called upon. He has a sack 
  containing 70 g.p. 
  48. 
  ORC SENTRIES. An outpost of 4 Grinning Skull orcs (5, 5, 6, 
  7 h.p.) is here. Each is armed with an axe and a bow, and 
  has 2d6 e.p. They will attempt to warn the others of any 
  intruders, and are on guard (they get a +2 bonus to their 
  surprise rolls).  
  49. 
  GRINNING SKULL ORCS. This room functions as a 
  “common room” for the Grinning Skull orc tribe. All of the 
  orcs will know how to prevent the pit trap just inside the 
  door from activating; there is a secret switch by the door. 
  Otherwise the 20’ deep concealed pit trap will open up 
  under intruders (2d6 damage) and a portcullis will open 
  up to #51. There will be 3d4 orcs in this room at any given 
  time, eating, drinking, and gambling. Ten females and 12 
  young dwell here as well.  
  50. 
  STAIRS. The party might think they’re going down a level, 
  or a half-level if they stop to measure the steps, but 
  because of the sloping passages in the area, they are still 
  on level three.  
  51. 
  WARTHOG. Once the gate to the pit in #49 is opened (see 
  above) a warthog (14 h.p.) will charge in and attack 
  anything in the pit. 
  52. 
  SENTRIES. Four Grinning Skull orcs are here (4, 4, 5, 5 h.p.), 
  each armed with a short bow and an axe. They know 
  about the false level-down effect.  
  53. 
  SUBTLE SLOPE. Dwarves, etc., can roll to detect the slope; 
  it is undetectable to normal observation otherwise.  
  54. 
  GRINNING SKULL ORC BARRACKS (#54-58). There is a 20% 
  chance per round that there will be traffic in the corridor; 
  orcs moving from room to room. Such will sound the 
  alarm if intruders are seen. Note that each room has a 
  squad which is well-drilled and will work as a team, as well 
  as acting in concert with the other squads. Ten orcs (2, 2, 
  2, 3, 3, 4, 5, 5, 6, 6; armed with halberds, and one 
  corporal (8 h.p.) armed with sword and axe. Each has 
  2d6 e.p.  
  55. 
  ORC BARRACKS. This room contains 10 orcs (3, 3, 3, 4, 4, 
  4, 5, 5, 5, 6 h.p.) each armed with an axe and a spear, 
  plus one corporal (8 h.p.) armed with a sword and an axe. 
  Each has 2d6 e.p. 
  56. 
  ORC BARRACKS. This room contains 7 orcs (2, 3, 4, 5, 5, 5, 
  5 h.p.) each armed with an axe and a crossbow, plus one 
  corporal (8 h.p.) armed with a sword and a crossbow. 
  Each has 2d8 e.p. 
  57. 
  ORC BARRACKS. This room contains 8 orcs (2, 2, 3, 4, 5, 6, 
  6, 6 h.p.) each armed with a glaive, plus one corporal (8 
  h.p.) armed with a sword and an axe. Each has 2d6 e.p. 
  58. 
  ORC BARRACKS. This room contains 7 orcs (2, 2, 2, 3, 4, 5, 
  6 h.p.) each armed with a spear, plus one corporal (8 
  h.p.) armed with a sword and a flail. Each has 2d6 e.p. 
  59. 
  ORC CAPTAIN. The leader of the Grinning Skull orcs has his 
  dwelling here. Gronash (14 h.p., 2 HD, AC 4) and his mate 
  and three children can be found here.  
  60. 
  STORES. Gronash has kept most of the stores of ale and 
  wine here, as a measure of control over the rest of the 
  orcs under his command. There are 5 huge casks of ale 
  and 12 medium casks of wine here. Hidden behind one 
  is a small chest with 50 p.p. 
  61. 
  STAIRS TO LEVEL 1. This staircase leads to area #98A on 
  Level 1: THE STORAGE ROOMS via area #56 on Level 2: 
  THE DEEP CELLARS. 
  62. 
  BAS-RELIEF. The south wall of this room is covered with a 
  bas-relief scene of a group of horsemen and hounds 
  hunting a unicorn through a forest.  
  63. 
  BATH. The floor, walls, and ceiling of this room are tiled. 
  Several drains are on the floor. Four large bathtubs are 
  half-sunken in the floor, and a large copper vessel rests 
  above a fire-pit (to provide hot water). It is all quite dry at 
  this point. Two large camel spiders have taken up 
  residence (17, 19 h.p.) and 4 gems are hidden in the 
  copper water-heater.  
  64. 
  CHICKENS. Six ordinary chickens are here, on the straw-
  covered floor. Three of the nests have eggs. The room is 
  lit by a continual light spell that turns off automatically for 
  8 hours out of every 24, corresponding roughly to night 
  and day on the surface. 
  65. 
  EMPTY ROOM. Has scratches on the east wall, along the 
  bottom (like claw-marks).  
  66. 
  ABANDONED CHAMBER. Six cots are here, along with two 
  tables and six chairs, as well as evidence of habitation 
  within the last week or so.  
  67. 
  COVERED PIT TRAP.  A 20’ deep pit (2d6 h.p. damage), 
  with green slime at the bottom.  
  68. 
  EMPTY ROOM. The room smells of vinegar, and has rusty 
  chains set into the south wall. 
  69. 
  EVIL SAVANT. Pengo, an evil savant, has taken up 
  residence here in order to try to learn some of the Mad 
  Archmage’s secrets (Level 3; 10 h.p., AC 7 (bracers of 
  defense AC 7); neutral evil alignment; spells memorized: 
  ESP, detect magic, invisibility). He has 354 g.p. in a chest 
  under the bed. He has two fighter bodyguards (F2; 10, 12 
  h.p.; AC 5 (mail); neutral evil alignment) armed with long 
  swords and short bows. Pengo’s spell book is hidden in 
  area #73, and he knows about the effect of the divining 
  room in area #70. 
  70. 
  DIVINING ROOM. A large magic circle is inscribed in the 
  floor of this room, made of silver, set into the stone (the 
  metal value is 75 g.p.). Any divination-type spell cast 
  within the circle will have maximum effect, duration, a 
  +25% or +5 chance of getting a successful result, etc., 
  as appropriate.  
  71. 
  RATS. A colony of 25 giant rats is here, amongst a large 
  pile of rags and cloth (all have 2 h.p.). Exactly 2,000 c.p. 
  are scattered in the filth, but it will take three man-hours to 
  collect them all (three people would take one hour, etc.). 
  
  Castle of the Mad Archmage 
   
   
   
   
  32 
   
   
  72. 
  TELEPORTER ROOM. Once the PCs enter, they will be 
  teleported to #193, without detection. This effect only 
  works once per hour, either way.  
  73. 
  STORES. A number of broken and bashed crates and 
  barrels are here. In a secret niche under a flagstone is 
  Pengo’s spell book (see room #69), with these spells: read 
  savant magic, detect magic, ESP, wall of fog, invisibility, 
  prediction.  
  74. 
  NORKERS. A small band of norkers has found their way 
  here after escaping servitude under the Flesh Ripper 
  hobgoblins. Six dwell here (6, 6, 7, 7, 7, 8 h.p.), armed 
  with clubs.  
  75. 
  NORKERS. More norkers are here; ten in this room (6, 6, 6, 
  7, 7, 7, 8, 8, 10, 10 h.p.), armed with clubs. There is a 
  hoard of 5,680 s.p. here as well. 
  76. 
  NORKERS. Four more norkers are here (7, 7, 7, 8 h.p.) 
  armed with clubs.  
  77. 
  MANNEQUIN STORAGE. Over a hundred mannequins, 
  most of which are in various states of disassembly, are 
  here, standing up, hanging from the ceiling, etc. A table 
  with various mannequin parts on it is here as well, as if 
  someone were trying to put them together and they didn’t 
  quite fit.  
  78. 
  STAIRS TO LEVEL 1. This staircase leads to Area 50C on 
  Level 1: THE STORAGE ROOMS.  
  79. 
  ANTI-GRAVITY PIT. There is a 10’ deep shaft above the floor 
  of the corridor here. Anyone stepping under it will be 
  immediately be propelled up into the “pit”, taking 2d6 
  h.p. damage. Only things 100 lbs. or heavier will be so 
  propelled (so ropes or 10’ poles won’t trigger, etc.). If a 
  second person steps under the shaft, the effect will turn 
  off, and the initial victim will fall back down for 2d6 h.p. 
  further damage (unless steps were taken beforehand to 
  catch him with an outstretched cloak, etc.).  
  80. 
  MAGIC MOUTH. A permanent magic mouth is here, and 
  will say the following: “A chicken bone, an ivory throne, an 
  orc’s green thumb, a princely sum. A stirge’s wing, a 
  golden ring, a dragon’s tooth, you’ll know forsooth!” 
  81. 
  TIP THE BAND. Five skeletons (5, 5, 6, 7, 8 h.p.) are here on 
  a small wooden platform in the middle of the room. If 
  anyone enters, they will begin playing their instruments 
  (lute, drum, recorder, harp, lyre). At the end of the song 
  (4 rounds), one of the musicians will hold out a hat. If a 
  coin is placed within it, they will sit down and wait for the 
  next people to enter. If not, they will attack. Their 
  instruments will fall to junk if removed from the room. The 
  hat has 8 c.p., 3 s.p., and a single e.p. in it.  
  82. 
  EMPTY ROOM. Paintings of flowers, trees, and idyllic 
  woodland scenes cover the walls. The floor is painted as 
  if it were grass, with painted stones going from one door 
  to the other. The ceiling is painted with sky and clouds.  
  83. 
  THE BIG TRAMP. A verlaang named Tramp dwells here (30 
  h.p., 18/80 strength (+4 damage bonus, +4” throwing 
  range), AC 3 (large piece of door as a shield)). He has a 
  large sack with 10 s.p., 11 e.p., and 25 g.p.  
  84. 
  TELEPORTER. A one-way undetectable teleporter to #112. 
  85. 
  SECRET ROOM. If the door is opened, a spiked ball will 
  swing through the doorway, causing 3d6 h.p. damage 
  unless a save vs. paralyzation is made. A large locked 
  chest contains 8,871 s.p. 
  86. 
  GHOULS. Two ghouls dwell here (10, 10 h.p.). There are 
  also 2 scrolls: the first has the druid spells summon insects 
  and cure disease, the second has the illusionist spells 
  dispel illusion and spectral force.  
  87. 
  LABORATORY. (Show the players Illustration #8.) At any 
  given time, 2d4 gnolls from #90 will be here. This area is 
  home to the dwarf Brekk (F/T 9/11; 77 h.p.; S: 18/92, I: 18, 
  W: 18, D: 16, Co: 17, Ch: 16 (18 to other dwarves); 
  chaotic evil alignment; mail +2, shield +2, axe +1, 
  hammer +3 dwarven thrower, gauntlets of ogre power, 
  ring of invisibility, ring of regeneration, boots of speed).  
  Evil, cunning, and charismatic, Brekk has set up shop 
  here, trying to puzzle out some of the mysteries of the 
  place. One he has mastered is the repulsion ray 
  projector, a baroque-looking device of brass, with crystals 
  suspended on rods, pipes, levers and other controls with 
  odd inscriptions, all set on wheels.  The apparatus is 
  cumbersome to move from its place, but spins easily in 
  place – it is usually left pointed towards the door in the 
  middle of the east wall. When activated (and Brekk will do 
  this as soon as possible if the room is violated) it will emit 
  a beam 20’ wide by 90’ long which will cause anyone 
  failing a save vs. spells to walk backwards without realizing 
  it, combined with an illusion that they are actually moving 
  forward). As the projector can be spun around on its base 
  almost instantly, flanking is not a fool-proof option. Note 
  that the projector is fairly fragile; area-effect spells are 
  almost certain to damage it beyond the PCs ability to 
  repair. It weighs some 800 lbs., and moving it out of this 
  room must be done with the utmost care (and perhaps 
  magical assistance) to avoid damaging it. If pressed, 
  Brekk will flee with the aid of his magical boots (through 
  the secret door, if needed), sacrificing his gnoll servants in 
  a trice. The room is otherwise filled with tables of 
  alchemical nature, bizarre mechanical devices of 
  unknown (and currently-non-operational) function, and so 
  forth.   
  88. 
  BREKK’S QUARTERS. These are spartanly appointed and  
  mostly given to notes on his researches, written in 
  dwarvish. A false bottom in a clothes chest has 10 gems 
  and a pouch with 75 p.p., which he will grab if there is 
  time, but won’t hesitate to abandon if it means he can 
  escape powerful attackers.  
  89. 
  SECRET ROOM. As he has found things of genuine interest, 
  Brekk has been stashing them here. He has stockpiled a 
  chest with 1,656 g.p.; another with 2,523 e.p.; 52 bags 
  each holding 250 c.p.; a wooden box containing 20 
  gems and 3 pieces of jewelry; 5 ingots of mithril worth 500 
  g.p. each, potions of levitation, healing, hill giant control, 
  and plant control; and a brazier of commanding fire 
  elementals.  
  90. 
  GNOLL BARRACKS. Twelve gnolls fiercely loyal to Brekk (see 
  area #87) are here (5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 9 h.p.; 
  armed with longbow and halberd. Each has 10 e.p. and 
  6 g.p. Stores of food and drink are here as well.  
  91. 
  GIBBERING GHOUL. A ghoul is here (14 h.p.), but in 
  combat it will also begin a gibbering laugh at the top of 
  its lungs (double chance for wandering monsters) which 
  can cause fear as per the fourth-level mage spell.  
  
   
   
  Level Three: The Dungeons 
  33 
  92. 
  SKELETONS. Ten animated skeletons (3, 3, 3, 4, 4, 4, 5, 5, 
  5, 7 h.p.) will attack anyone opening the door.  
  93. 
  GUARD DOGS. Four undead animal skeletons are here (3, 
  3, 4, 5 h.p.). They will attack anyone opening the door. 
  The largest has a leather collar with semi-precious stones 
  worth 25 g.p.  
  94. 
  BURNING BARRELS. Anyone opening this room will let loose 
  three burning barrels into the corridor. They strike as 4 HD 
  creatures, doing 1d8 points of crushing damage plus 1d4 
  points of fire damage if applicable. There are a total of 
  36 barrels, arranged on ramped shelves to allow them to 
  roll out of the room when the door is opened. 
  95. 
  TRIO OF CORPSES. A giant tick (4 HD, 20 h.p.) will drop on 
  the second person entering the room. Three desiccated 
  corpses are in the room; one has a pouch with 3 gems 
  and another has a dagger +1.   
  96. 
  DUERGAR OUTPOST (#96-98). A group of duergar from the 
  underground city of Deepingrift have made their way 
  here. Originally they were sent to investigate rumors that 
  there is a connection between the dungeons beneath 
  the Castle and the Underoad, but are now interested 
  mostly in getting out and returning home (the captain 
  refuses to accept failure, however). Six warriors are here 
  (6, 7, 7, 8, 9, 10 h.p.) each armed with a military pick, a 
  hammer, and a spear; they carry 2d4 g.p. and 1d4 gems 
  each. Their corporal is here (2 HD; 15 h.p.) armed with a 
  military pick, a light crossbow, and carrying 8 g.p. and 
  1d4 gems. 
  97. 
  DUERGAR. Five more duergar are here (6, 6, 7, 7, 9 h.p.) 
  armed with military pick, hammer, and spear; carrying 
  2d4 g.p. and 1d4 gems each.  
  98. 
  DUERGAR CAPTAIN. The captain of the outpost is here (3 
  HD; 19 h.p.; AC 2 (plate and shield)), armed with a 
  hammer and a short sword. He carries 16 g.p. and 4 
  gems. 
  99. 
  EMPTY ROOM.  
  100. BLOCK TRAP. A huge ceiling stone will crush anyone 
  stepping here. Save vs. paralyzation or take 5d6 h.p. 
  damage in the first round (save means you jumped back 
  in time). On each subsequent round, take additional 3d6 
  h.p. damage unless someone makes a successful bend 
  bars roll to lift the block.  
  101. SECRET ROOM. Four greater skeletons (14, 15, 15, 18 h.p.; 
  see Appendix C: NEW MONSTERS for details) will attack 
  anyone entering the room. Each is wearing a golden 
  gorget encrusted with jewels, worth 150 g.p. They guard 
  a large wooden sarcophagus decorated in the style of 
  the ancient Su’l. Inside there is a desiccated mummy 
  (inanimate, but touching it requires a save vs. poison or 
  contract the rotting disease  that mummies carry. The 
  mummy is wearing a large golden necklace worth 500 
  g.p. and is wearing boots of elvenkind (a cure disease 
  spell must be cast upon them before wearing, or the 
  wearer will contract the rotting disease as noted above).  
  102. EMPTY ROOM. This room has evidence of a recent battle: 
  scattered bones, a cloven shield, etc.  
  103. PASTORAL ROOM. The walls of this room are covered with 
  idyllic scenes of country life. If careful study of the 
  paintings is made, it will be noted that the figures and 
  animals have moved the next time the room is entered.  
  104. EMPTY ROOM. Rat droppings, holes along the base of the 
  walls.  
  105. GIANT RATS. A nest of 20 giant rats (2 h.p. each). Holes are 
  along the walls, allowing the rats to travel throughout the 
  place. A backpack holds 75 g.p. and a potion of 
  gaseous form.  
  106. SPIRAL STAIRS. These stairs go down to area #60 on Level 
  4: THE LOWER DUNGEONS.  
  107. WAITING ROOM. Once-fine leather benches line the walls 
  of the room. They are now torn and ruined.  
  108. NURSE. A succubus (26 h.p.) is here in a skimpy nurse’s 
  uniform behind a desk. She will ask if the PCs have an 
  appointment, and after a lot of hassle, tells them “the 
  doctor will see them now”. 
  109. DEMONIC DENTIST. A rumplekin demon (28 h.p) is here in 
  a filthy surgeon’s smock, with a chair (with restraints), and 
  various nasty and rusty implements. “Doctor Divnoron” will 
  use special canisters of sleeping gas (save vs. breath 
  weapon or sleep per the spell) and then get victims into 
  the chair for “surgery” (eventually ending in horrible death, 
  of course). He is immune to the gas (as is his nurse) and 
  should be played for creeps.  
  110. DENTIST’S OFFICE. A desk has 176 e.p., 58 g.p., and 1,095 
  s.p. hidden in a false bottom of one drawer are 4 gems.  
  111. MEAD HALL. Two rows of tables with benches line the long 
  walls of this room with long fire-pits between them. Fifty 
  drunken berserkers are here (5 h.p. each) with 3d6 s.p. 
  each. There are also a F1 (h.p. 9), a F2 (h.p. 14), a F3 
  (h.p. 20), a F4 (h.p. 25), and the leader of the band, Karl 
  Uggland Fenrarson (F5, 40 h.p.). They are served mead 
  from an enormous vat and roast pork from a never-
  diminishing magic boar in the northern part of the room 
  by 8 shield-maidens (F1, 4 h.p. each). PCs will initially be 
  met with suspicion, but if they act boldly, will be invited to 
  share the never-ending feast. Opportunities for offending 
  one or more of the berserkers will soon manifest 
  themselves, and duels of honor will of course ensue. 
  Leaving the feast once the invitation has been accepted 
  will be more cause for offense. (“Wassamatter, pasty one? 
  You don’ like me anymore?”) Flirty shield-maidens can 
  also instigate offense. The inhabitants are magically 
  prevented from needing sleep, etc., and will continue on 
  their feast ad infinitum.  
  112. TELEPORTER. The teleporter from #84 ends up here. It does 
  not work the other way.  
  113. REVERSE-O-ROOM. Anyone entering this room will be 
  magically teleported so as to be facing in the opposite 
  direction. Thus, people walking through east to west will in 
  actuality be leaving through the east doorway, and vice 
  versa. It is otherwise empty.  
  114. LURKER ABOVE. A lurker above (50 h.p.) will attack anything 
  entering this room (surprise on 1-4).  
  115. SPIRAL STAIRS. These stairs go up to #112 on Level 2: THE 
  STORE ROOMS.  
  116. OBSERVATION ROOM. (Show the players Illustration #9.) 
  This room can only be accessed from the level beneath. 
  Note that the secret door to the northeast is one-way. The 
  spiral staircase in the middle of this room leads to area 
  #55 on Level 4: THE DEEP DUNGEONS. There are 8 large 
  panels affixed to each wall, in front of each of which are 
  
  Castle of the Mad Archmage 
   
   
   
   
  34 
   
   
  a wheel and two levers. Currently, all but one of these are 
  inoperative; only one of them still works, it is stuck on an 
  image of the room immediately beneath this one, which 
  it displays in real-time. Anyone moving the levers is 15% 
  likely to get an electric shock for 1d6 h.p. of damage, 
  and 5% likely to have it come off in his hand. There is a 
  seat before each set of controls, next to which is a flower-
  shaped metal projection. If it is spoken into, the voice will 
  be carried to the corresponding projection in area #55 
  on Level 4: THE DEEP DUNGEONS.  
  117. BLOODY AXE ORCS (#117-120, #139-142). Thirteen orcs 
  of the Bloody Axe tribe are quartered here (3, 4, 4, 4, 5, 5, 
  5, 6, 6, 6, 6, 7, 7), each armed with an axe and a spear, 
  and each carrying 2d6 e.p. There is also a sergeant (8 
  h.p.) with a long sword and an axe, carrying 12 e.p.  
  118. COMMON ROOM. This room serves as a common room 
  for the Bloody Axe orcs. At any given time 3d4 orc warriors 
  and 1d6 females from the surrounding rooms will be here, 
  eating, relaxing, gambling, etc. On the west wall are four 
  brass levers, all in the “down” position. These can lock the 
  covered pit traps at #144-148 if moved up, and the orcs 
  take advantage of this to control access through the 
  area. A bell above each lever will ring if the pit trap is 
  triggered, and the orcs will investigate.  
  119. SPIRAL STAIRS. These stairs go down to area #53 on Level 
  4: THE LOWER DUNGEONS. The Bloody Axe orcs always 
  maintain a garrison of 4 soldiers here (5, 5, 6, 6 h.p.), each 
  armed with a spear, and carrying 2d6 e.p. 
  120. BARRACKS. Ten orcs of the “Bloody Axe” tribe are 
  quartered here (3, 3, 4, 4, 5, 5, 6, 6, 6, 7 h.p.), each 
  armed with a glaive-guisarme, and carrying 2d6 e.p. Their 
  sergeant (8 h.p.) has a battle axe and 8 e.p.  
  121. SLIGHTLY NARROW WALL. A stunjelly (17 h.p.) has fixed itself 
  here on the northern part of the wall. It has within it 35 g.p. 
  and 5 p.p. 
  122. EMPTY ROOM. A number of rusted springs, coils, and 
  pieces of wire.  
  123. SCULPTURES. Three statues are here - a female elf, a 
  halfling, and an orc. The halfling is actually a mimic (7 HD, 
  30 h.p.).  
  124. GIANT FLIES. Three giant bluebottle flies (12, 13, 15 h.p.) 
  inhabit this room.  
  125. COLD ROOM. This room is lit by a continual light spell, and 
  is covered with white tile on ceiling, walls, and floor. The 
  temperature here is a magically maintained 35º 
  Fahrenheit.  
  126. CISTERN ENTRANCE. The passage to the west goes for 
  approximately half a mile before ending at the bottom of 
  an old abandoned cistern outside the dungeons.  
  127. GHOULS. Two ghouls (10, 11 h.p.) listen for anyone 
  emerging from #126. Anyone doing so gets a -4 penalty 
  to his surprise roll. Each is wearing a piece of fine jewelry 
  and there is a chest with 841 s.p. in the room.  
  128. BUST. The only feature of this room is a bust of an older 
  man with wild hair jutting from the sides of his head, atop 
  a pedestal. When the room is entered, the bust speaks: 
  “Green, out, light, bird, boat, club, cook. What five-letter 
  word can be added to these words to make new words?” 
  If the answer (“house”) is spoken within 2 rounds, a secret 
  compartment will open up in the pedestal, and a large 
  brass key will fall out, which will be of use in area #77 on 
  Level 7: THE CRYPTS.  
  129. COVERED PIT TRAP. This pit is 20’ deep with spikes. Take 2d6 
  h.p. damage, save vs. paralyzation or take 1d6 
  additional. If someone ventures down to the floor of the 
  pit, and attempts to walk around the spikes, the whole 
  floor drops down an additional 1’, and they need to save 
  again or be impaled by the new spikes that come up 
  between the others.  
  130. MASKS. Six theater-type masks are hanging on the walls: 
  sadness, happiness, chorus (a completely neutral-looking 
  face), fury, the oaf, and age. After the PCs enter, the 
  masks all speak in unison: “Which of us is telling the truth?”, 
  and then will each speak in turn. “One of us is telling the 
  truth,” says sadness, weeping. “Two of us are telling the 
  truth,” says happiness, cheerfully. And so forth. Once all 
  the masks have spoken, the PCs have 2 rounds (time it) 
  to answer. If “sadness” is worn by one of the PCs, that 
  person will gain a point of charisma, permanently. If any 
  other mask is worn, a point of charisma is lost, but each 
  character can only lose one point of charisma, no matter 
  how many masks are worn. (The masks will disappear from 
  the face once removed from the room, but the charisma 
  effect is permanent.) The masks will not be here a second 
  time for the same persons.  
  131. COVERED PIT TRAP. 20’ deep (2d6 h.p. damage).  
  132. BEETLES. Two bombardier beetles (10, 11 h.p.) lair here.  
  133. RUSTY ROOM. The floor is covered with odd-shaped spots 
  of dark red. The ceiling of this room is covered with scarlet 
  slime.  
  134. TOMBSTONE CARVERY. A dozen or so tombstones are 
  here, in various stages of work. There is a 25% chance the 
  names of 1d4 PCs will be carved onto some of the stones.  
  135. BLINK DOG LAIR. Six blink dogs (17, 18, 19, 20, 20, 21 h.p.) 
  dwell here (the door is locked; the dogs can blink through 
  the wall to get out). There is a litter of seven puppies as 
  well (8, 8, 9, 10, 11, 12, 12 h.p.). They have a large heap 
  of 6,791 s.p. on which they tend to sleep.  
  136. GHCC STORAGE ROOM. A number of orange cones, 
  white striped barricades, rolls of yellow warning tape, etc.   
  137. STAIRS TO LEVEL 4. These stairs lead to area #79 on Level 
  4: THE LOWER DUNGEONS. 
  138. ZOMBIES. There are 4 zombies in this room (8, 8, 9, 12 
  h.p.). Their master has long since abandoned them, and 
  left with the orders to “wait here”. Hence, they will not 
  attack. They could be turned by an evil cleric and forced 
  to serve, however. 
  139. ORC FEMALES. Fourteen orc females of the Bloody Axe 
  tribe are here along with twenty young. Also, 1d4 male 
  warriors will be here from the nearby rooms at any given 
  time.  
  140. ORC BARRACKS. 9 orcs of the Bloody Axe tribe are here (3, 
  3, 4, 4, 4, 5, 5, 5, 6 h.p.) armed with bardiches and each 
  carrying 2d6 e.p. 5 females and 6 young are here as well.  
  141. ORC CAPTAIN. The captain of the local group of Bloody 
  Axe orcs resides here (3 HD, 16 h.p., AC 4). Purzog is 
  armed with a sword and a flail +1, and has a large locked 
  chest with the group’s treasure hidden under the bed. It 
  contains 3,044 e.p. His mate and two young are here as 
  well. 
  
   
   
  Level Three: The Dungeons 
  35 
  142. ORC BARRACKS. Five orcs are quartered here (6, 7, 7, 8, 
  8 h.p.), each armed with a sword and a battle axe. Each 
  has 8 e.p. These are the most promising warriors, being 
  groomed as sergeants as openings become available.  
  143. SUBTLE SLOPE. This passage leads to area #154 on Level 
  2: THE LOWER CELLARS. Dwarves, etc., have a chance to 
  detect, otherwise it is unnoticeable by normal scrutiny.  
  144. COVERED PIT TRAP. This pit is 20’ deep with poison spikes 
  (2d6 h.p. damage, save vs. paralyzation or take an 
  additional 1d6, if failed, save vs. poison or take another 
  1d8 damage.  
  145. COVERED PIT TRAP. This pit is 20’ deep (2d6 h.p. damage). 
  A secret door leads to the passage to #146. 
  146. SECRET ROOM. A skeleton is chained to the north wall. It 
  has a bone scroll case with a scroll containing the mage 
  spells knock and wizard eye. A pouch has 29 p.p. 
  Scrawled on the wall above the skeleton are hash marks 
  totaling 8.  
  147. COVERED PIT TRAP. This is a 20’ deep pit with spikes (2d6 
  h.p. damage, save vs. paralyzation or take an additional 
  1d6). 
  148. COVERED PIT TRAP. This pit is 30’ deep (3d6 h.p. damage). 
  There is a gas at the bottom; save vs. poison or fall into a 
  deep sleep for 1d8 hours. There is a dead orc at the 
  bottom, with 4 e.p.  
  149. EMPTY ROOM. Seven bottles of Old Aventian wine, now 
  turned to vinegar.  
  150. PAINTER’S STUDIO. An easel is here with a wooden canvas, 
  long-dried paints, brushes, etc. Among them are 
  Fabulous Brushes (see Appendix B: New Magic Items).  
  151. ART GALLERY. The door to this room is locked and has a 
  poison needle trap on the lock; save vs. poison or die. 
  Five large paintings hang on the north and west walls of 
  this room. Painting #1 is a landscape: Dragonwing Falls 
  at dusk. Painting #2 is a portrait: a Velondish noblewoman 
  from a hundred years ago. Painting #3 is a still life: a 
  dagger and a bowl of kobold skulls. Painting #4 is a 
  landscape: the cathedral of Point Yeelver. Painting #5 is 
  a historical painting: the (naval) battle of Eldred. Each is 
  worth 1,000 g.p. if it can be removed intact; all are 
  painted on wood, so cannot be removed from their 
  frames to any real effect. Each is 4’ x 5’ and weighs 100 
  lbs. They dimly radiate magic if detected for.  
  152. STAIRS TO LEVEL 4. These stairs lead to area #1 on Level 4: 
  THE LOWER DUNGEONS.  
  153. JUGGERNAUT TRAP. The portcullis is not locked. Once 
  someone goes 40’ south of the gate, it will lock and a 
  large stone juggernaut from room A will come crashing 
  down the steep ramp, smashing into the end of the 
  corridor. Victims have exactly 1 round to act or take 6d6 
  h.p. damage from the juggernaut, which is shaped like a 
  stylized rhino and fills the corridor. The trap resets after 12 
  hours.  
  154. SLIDE BOTTOM. The slide from the pit at #146 on Level 2: 
  THE DEEP CELLARS empties out here. The panel is one-way 
  and will close quickly after depositing victims. Five 
  skeletons are here to greet visitors (6, 6, 6, 7, 8 h.p.). Inside 
  the skull of the toughest is a 100 g.p. gem, findable only 
  if the creature’s remains are searched.  
  155. BORING BEETLES (#155-158). A colony of boring beetles 
  has taken over a corner of this level, and all the walls and 
  much of the floors of these rooms are covered with the 
  molds and fungi the beetles cultivate for food. They 
  constantly roam about the corridors looking for new 
  organic material to serve as mulch. The fungus in this 
  room gives off a faint phosphorous glow, equivalent to 
  torchlight. At any given time, 3-6 (1d4+2) beetles will be 
  here (20, 21, 22, 22, 24, 24 h.p.).  
  156. BEETLES. More (non-glowing) fungus here; a lump is the 
  body of a fallen elf (still has 45 g.p., potions of levitation 
  and invisibility, and a long sword +1). There will be 1-3 
  boing beetles here (23, 23, 25 h.p.).  
  157. BEETLES. There will be 2-7 boring beetles here (20, 21, 22, 
  25, 25, 25, 26 h.p.), and there is a locked metal chest 
  with 10,679 s.p. under the omnipresent fungus.  
  158. BEETLES AND AN OLD TRAP. The usual fungus covers the 
  walls, and 3-6 boring beetles will be here (20, 20, 21, 21, 
  24, 24 h.p.). Under the fungus in one corner is another 
  body; it has mail (non-magical, but serviceable) and a 
  pouch with 4 gems. It also has a bone scroll case with a 
  scroll of protection from lycanthropes. On the east wall is 
  a false door; attempting to open it will set off the trap door 
  and spill those within 10’ of the door into area #32.  
  159. WORM-RIDDEN LIBRARY. Several tables and chairs are 
  here, as well as a rack containing forty-seven scrolls. All 
  have been almost completely destroyed by a colony of 
  12 bookworms (2 h.p. each). Nothing useful whatsoever 
  remains. 
  160. LIZARD MAN LAIR. These abnormally-intelligent lizard men 
  have established an outpost here. They not only wear 
  clothing, but will use great cunning and planning when 
  dealing with intruders. All speak Common. This is the main 
  room of their lair, with ten warriors (10, 11, 11, 11, 12, 13, 
  14, 14, 14, 15 h.p., AC 4 (shield)) armed with long sword 
  and four javelins each. Room A is a larder, with various 
  smoked fish and meats, including some identifiable as 
  orc, dwarf, and other intelligent races.  
  161. LIZARD MAN LIEUTENANTS. Two sub-leaders of the tribe live 
  here (16,16 h.p., AC 4 (shield)), each armed with a trident 
  and a javelin.  
  162. LIZARD MAN CAPTAIN. The leader of the lizard men is here 
  (17 h.p., AC 2 (plate and shield)), armed with a long 
  sword +1/+2 vs. mammals. The band’s treasure is here 
  as well; 5,517 s.p., 2,166 g.p. and a bundle of 14 gems.  
  163. EUPARKERIA KENNEL. When they go out on patrol around 
  their lair to secure captives or explore, the lizard men will 
  have 2-5 of these dinosaurs with them on leashes, which 
  they can control via a series of rasping commands. There 
  are 8 of the creatures total, along with various leads, 
  leashes, etc. (4, 5, 5, 5, 6, 7, 8, 9 h.p.), and two lizard man 
  handlers live here with their charges (13, 13 h.p., AC 4 
  (shield)), each armed with a whip and a short sword. 
  164. STAIRS TO LEVEL 2. These stairs lead to #163 on Level 2: 
  THE LOWER CELLARS.  
  165. TELEPORTER. Once someone reaches the end of the 
  corridor, anyone within 30’ of the end will be teleported 
  without detection to #166 (note that east-west will be 
  reversed for them unknowingly). Everyone must leave for 
  it to reset.  
  
  Castle of the Mad Archmage 
   
   
   
   
  36 
   
   
  166. TELEPORTER. Once someone reaches the end of the 
  corridor, anyone within 30’ of the end will be teleported 
  without detection to #165 (note that east-west will be 
  reversed for them unknowingly). Everyone must leave for 
  it to reset.  
  167. COVERED PIT TRAP. This pit is 20’ deep with spikes, doing 
  2d6 h.p. damage, +1d6 unless save vs. paralyzation is 
  made. 
  168. EMPTY ROOM. A few scraps of cloth and leather. 
  169. SECRET ROOM. Ten skeletons (5 h.p. each) guard a large 
  locked chest. It is trapped; anyone opening the chest will 
  release fear gas; save vs. poison or flee in panic for 1d6 
  rounds (at intersections, roll randomly to determine 
  direction). The chest contains 3,345 s.p., 2,482 g.p., and 
  3 pieces of jewelry. 
  170. WEEPING ROOM. This room is filled with sheet-covered 
  dusty furniture. If anyone is in the room more than  rounds, 
  they will hear the echoing sound of a child crying, which 
  lasts until the room is vacated. The furniture would be 
  worth a total of 500 g.p. if hauled out of the dungeon, but 
  is bulky in the extreme (6 pieces, each 200 lbs. weight). If 
  carefully searched, a kobold child’s skeleton is here.  
  171. RAG DOLL. This room is empty except for a rag doll. If it is 
  placed next to the skeleton in #170, the weeping effect 
  will stop.  
  172. CLOWNS. The west wall of this room is decorated with a 
  bas-relief of happy, jolly clowns. Spending more than 1 
  turn in this room will cause anyone to grow uneasy; a 
  successful WIS check is required to remain longer than 
  that, although nothing overt is causing it.  
  173. EMPTY ROOM. 
  174. GRAFFITI. On the west wall of this room is scrawled in bright 
  orange paint “You’ve gone too far now! Too deep! Too 
  fast! Your way of escape is cut off, and your doom has 
  been graven in the stones of this hell!” 
  175. POTTERY. There are fifty or so empty earthenware jugs 
  here. Two of them radiate magic if detected for. The first, 
  if liquid is placed within it, will produce a gem of 50 g.p. 
  value. This is a one-time effect. The second, if liquid is 
  placed within it, will turn it into a potion of gender reversal 
  (as per the girdle of femininity/masculinity). This too is a 
  one-time effect.  
  176. FUNGUS. A soft layer of brownish mold and fungus covers 
  the tables, chairs, and benches in this room. Two shriekers 
  (11, 14 h.p.) are here, as well as a violet fungus (12 h.p.). 
  The rest of the mold and fungus will, if disturbed (and 
  fighting the shriekers or violet fungus will count), cause 
  those who fail to save vs. poison to be disabled with 
  choking and coughing for 1d4+5 rounds. Under the mold 
  is a suit of leather lamellar +1 (human sized), which will 
  need to be cleaned, but once it is, will function normally. 
  177. GREAT CENTRAL SHAFT. After this room is entered, the door 
  will close and the entire room will descend to Level 7: THE 
  CRYPTS. It will stay at the bottom of the shaft for 24 hours 
  thereafter. The door can be forced open during that time, 
  but there is no way to get into the room through the roof 
  while it’s at the bottom of the shaft. 
  178. GARGOYLES. A mated pair of gargoyles have nested here 
  (22, 23 h.p.). They have accumulated 125 g.p. in their 
  nest of stones and sticks. In the nest are also three eggs, 
  which are worth 40 g.p. each to collectors.  
  179. EMPTY ROOM. A small pile of animal bones.  
  180. PERMANENT MAGIC MOUTH. “What do you think you’re 
  doing here?” (5 second pause) “I asked you a question, 
  dunce!” (10 seconds) “Don’t argue with me, I’m the one 
  in charge around here!” (10 seconds) “Oh, just keep 
  going south, dullard, and leave me alone!” 
  181. GREEN ROOM. This room is painted green: walls, floor, and 
  ceiling.  
  182. YELLOW ROOM. This room is painted yellow: walls, floor, 
  and ceiling.  
  183. ORANGE ROOM. This room is painted orange: walls, floor, 
  and ceiling.  
  184. RED ROOM. This room is painted red: walls, floor, and 
  ceiling. 
  185. BLUE ROOM. This room is painted blue: walls, floor, and 
  ceiling. On the east wall is written, in neatly printed light-
  blue, “Amelyard was here.”  
  186. INDIGO ROOM. This room is painted grayish-purplish-blue 
  (if players ask if that could be also called “indigo”, the 
  answer is yes): walls, floor, and ceiling.  
  187. PINK ROOM. This room is painted bright pink: walls, floor, 
  and ceiling. Anyone entering this room from #186 will take 
  3d6 h.p. of magical damage, no saving throw.  
  188. VIOLET ROOM. This room is painted dark purple (if players 
  ask if that could also be called “violet”, the answer is yes): 
  walls, floor, and ceiling. If someone goes through the 
  adjacent rooms in this exact order: red, orange, yellow, 
  green, blue, indigo, violet, hewill gain 1 h.p. permanently 
  (just opening a door and looking through will not spoil the 
  effect; walking through it will). If it is attempted more than 
  once, not only will the bonus hit point be removed, but 
  one additional h.p. will be as well, for each time it is 
  attempted. The effect of such loss is permanent.  
  189. GNOMES (#189-191). A party of gnomes has temporarily 
  set up camp here, and are exploring the ruins. Six of them 
  are here (5, 5, 6, 6, 6, 7 h.p.) armed with clubs and 
  spears. Each has 15 g.p.  They will fight with the aid of the 
  badgers in #190 if possible.   
  190. BADGERS. The gnomes in #189 have trained these three 
  badgers (6, 8, 10 h.p.) as pets and will use them in 
  combat if necessary. 
  191. GNOMES. Four more gnomes are here (5, 5, 6, 6 h.p.), 
  each armed with a club and a spear. Each has 15 g.p. 
  The leader of this band, Fez Garnetgetter, is here as well 
  (F3, 16 h.p., AC 4 (chain and shield)), armed with a short 
  sword and a spear. He has 30 g.p. and a potion of extra 
  healing. A small concealed chest has 225 g.p. 
  192. EMPTY ROOM. This room has smashed glassware on the 
  floor.  
  193. TELEPORTER ROOM. PCs entering this room are teleported 
  to #72, without detection. Only works once per hour, 
  either way.  
  194. LOCKED ROOM. Hundreds of mouse skeletons are 
  scattered across the floor. The door to this room is locked; 
  the lever in area #32 on Level 2: THE DEEP CELLARS 
  unlocks it.  
  195. UNUSED BARRACKS. A dozen neat bunks are here, with old 
  and worn, but functional, bedding.  
  
   
   
  Level Three: The Dungeons 
  37 
  196. A JOURNEY TO POMORDS. Thousands upon thousands of 
  brass keys are hung on the walls of this room, each 
  etched with a number (there are 16,807 total); they are 
  hung in numerical order. There is the following worked into 
  a mosaic on the floor: 
    
  As I was going to Pomords, 
    
  I met a troop of seven lords. 
    
  Every lord had seven mages. 
    
  Every mage had seven cages. 
    
  Every cage had seven wargs. 
    
  Wargs, cages, mages, lords, 
    
  How many were going to Pomords? 
  The door to room #197 is locked, and only key #1 will 
  open it (only one person was going to Pomords). Putting 
  any other key into the lock will yield 4d6 h.p. electrical 
  damage. 
  197. TREASURE ROOM. Three large locked chests are here, as 
  well as a locked wardrobe. The first chest contains 3,045 
  g.p. The second is trapped: a bear trap-type blade will hit 
  anyone in front of the chest when it is opened; save vs. 
  paralyzation or take 3d6 h.p. damage. It contains 10,144 
  c.p., and a false bottom conceals a pouch with 10 gems. 
  The third is trapped: anyone attempting to pick the lock 
  will take 3d8 h.p. of electrical damage. It contains 6,050 
  s.p. and a cursed short sword -1. The wardrobe is trapped 
  with a poison needle, save vs. poison or die. It contains a 
  cloak of the manta ray (appears as a leather cloak).  
  198. WELL. This well is a shaft that goes to area #30 on Level 4: 
  THE LOWER DUNGEONS and through to area #60 on Level 
  5: THE DEEPS. Various bats and associated creatures tend 
  to fly up the shaft from below; rooms A-M will each have 
  the following at any given time: 
    1-2: 3d6 large bats 
   
  3-5: 1d10+10 ordinary bats 
   
  6: 1 mobat 
   
  7-8: 2d4 huge bats 
   
  9: 1d4 giant bats 
    
  10: 1d6 vampire bats 
  199. SECRET CHAMBER. Four large locked chests are here, as 
  well as a suit of non-magical plate armor (elf-sized) on a 
  rack. The first chest is trapped; 2 magic missiles will strike 
  each person within 10’ of the chest for 1d4+1 h.p. of 
  damage per missile (trap cannot be disarmed by thief 
  abilities). It contains 4,668 e.p. The second is not trapped, 
  and contains 450 g.p. and a scroll with the clerical spells 
  cure serious wounds and neutralize poison. The third is 
  trapped with a poison needle (save vs. poison or die). It 
  contains 1,213 s.p. and a pouch with 4 gems. A false 
  bottom hides a box with six darts +1. The fourth is trapped; 
  fear gas will envelop all within a 6’ radius of the chest (save 
  vs. breath weapon or flee in terror at top speed for 1d6 
  rounds; make random check at intersections for 
  direction). It contains 3,445 g.p. and 2 pieces of jewelry.  
  200. COVERED PIT TRAP. This pit is 20’ deep with spikes (2d6 h.p. 
  damage, save vs. paralyzation or take 1d6 additional).  
  201. WELL. This well goes from the secret passage in Level 1: 
  THE STORAGE ROOMS through to a large underground 
  reservoir via area #182 on Level 2: THE DEEP CELLARS. It is 
  otherwise inaccessible from this level. 
  202. THE WIDE STAIRCASE. This marks the bottom of the wide 
  staircase that travels from Level 1: THE STORAGE ROOMS 
  through area #183 on Level 2: THE DEEP CELLARS to here. 
  Note that the staircase carries a strong dweomer, making 
  the 
  teleportation 
  effect 
  that 
  it 
  employs 
  quite 
  undetectable (the staircase does not appear on each 
  level where it “should”, if it were an ordinary staircase dug 
  into the earth).  
   
  
  Castle of the Mad Archmage 
   
   
   
   
  38 
   
   
  Level Four: The Lower Dungeons 
   
  Most of this level is given over to the Arena, where gladiatorial 
  contests were (and are) fought for the amusement of the 
  castle’s denizens. It is important for the game master to realize 
  that this level is mostly “controlled”. Four major factions control 
  most of the level, each transcending racial (and in many cases 
  alignment) boundaries and identified by a particular color. 
  These factions (Greens, Blues, Reds, Purples, and Whites) will 
  often capture monsters, inhabitants, or explorers from other 
  levels for use in the games. Battles between the factions outside 
  the Arena are rare. Losing factions will sometimes ally against 
  those who are doing better in the games. PCs will most likely be 
  seen as fodder to be captured and thrown into the Arena. All 
  creatures belonging to a given faction will wear clothing in that 
  color, or a sash, headband, armband, collar, etc. at the very 
  least. Currently, the Greens and Blues are ascendant. A new 
  faction, the Browns, is trying to become established, but making 
  little headway. 
   
  This is a very different sort of level from the previous ones. It is, in 
  a very real sense, a “live” level; with a few exceptions on the 
  periphery (in particular the northeast section) and at the very 
  center, it is under the control of one of the various factions, who 
  have regular patrols.  So intruders will likely be quickly identified, 
  and captures attempted to bring them into the stable of arena 
  combatants. They are in regular contact with one another, and 
  will, in extremis, cooperate against a powerful intruder intent on 
  their collective downfall. The game master should try to convey 
  that sense of a well-ordered society, if cutthroat and based on 
  arena success. Getting them to take up arms against one 
  another outside of the arena will be difficult at best.  
   
  Each faction is clustered in a particular part of the level: 
   
   
   
  The Blues are led by Horvis Nuthratch, a half-orc fighter/cleric, 
  and have been doing very well in the Arena. They have a broad 
  and diverse base of warriors which includes trolls, a criosphinx, 
  and a korred, as well as more conventional human, goblin, and 
  halfling warriors. They are, as a group, very self-confident, with 
  even a tinge of arrogance, because of their recent successes. 
   
  The Greens are led by the gnome assassin Jerith Pishgelanter. 
  They too have a diverse field of combatants, including a 
  manticore and several ogres, in addition to the usual 
  assortment of humans and humanoids. There are some stirrings 
  of disaffection within the Green faction, primarily between the 
  orcs that serve the faction and the elven warrior Ellish “Orcslayer” 
  Morlinithwaythe, who recently joined.  
   
  The Purples are all but extinct. The trainer, Flegar Garnetglory, a 
  duergar warrior, is all that remains of them. The Purple treasury 
  is all but drained, and even the adornments of the Purple 
  gymnasium have been stripped away. Garnetglory is 
  desperate, and would be willing to entertain nearly any scheme 
  to see the faction reborn and returned to its former glory. Thus 
  far, he feels that the gnolls of the Brown faction are not worth 
  the effort, but it is not impossible for an outside party to forge 
  an alliance between them.  
   
  The Reds have not been doing well in the Arena, but their 
  trainer, Jikk Vishta, has plans to change that trajectory. He has 
  recruited a minotaur from the lower levels of the dungeon, and 
  has been training his faction in the various unarmed combat 
  techniques that the Iron Brethren have mastered. Vishta will be 
  very suspicious of outsiders, as he is hiding from the Iron 
  Brethren, whom he betrayed and fled, and fears (legitimately) 
  that they will find and eliminate him.  
   
  The Whites have been losing warriors in the arena lately. Their 
  leader, Osric Snorrison, trains his men well, but recruits have 
  been few and far between lately. His “ace in the hole” is a 
  verlaang named Jake, upon whom Snorrison has pinned many 
  hopes.  
   
  The Browns don’t really count as a true faction. A band of gnolls 
  from the surface, they have commandeered a few rooms near 
  the Arena as their quarters, but are looked upon by all the other 
  factions as upstarts, who look down on them at every 
  opportunity. The Browns, for their part, resent the way they have 
  been treated, and especially resent the fact that the Purple 
  faction is still accorded all of the rights of the other factions, 
  despite the fact that all that remains of it is its trainer. They are 
  made to enter the Arena through the same doors that the 
  beasts enter (through rooms #109 and #118).  
   
  This level has direct access to levels 3, 5 and 6, plus the surface.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  
   
   
  Level Four: The Lower Dungeons 
  39 
  Die Roll 
  (d12) 
  Encounter 
  1 
  6-26 (4d6+2) giant rats 
  2 
  Gelatinous cube 
  3 
  1-3 corpse creepers 
  4 
  Gray ooze 
  5 
  Bats (use the tables from area #198 on Level 
  3: THE DUNGEONS to determine specifics) 
  6 
  Floating pearlescent bubble causes 4d6 (10' 
  radius) damage if touched; 1 in 6 has a gem. 
  1 in 6 glows as a torch. 
  7-10 
  Faction patrol (see below) 
  11 
  Non-intelligent monster from elsewhere on the 
  level 
  12 
  Dungeon Dressing (see below) 
   
  Random Faction Patrols 
   
  Die Roll 
  (d12) 
  Faction Patrol 
  1 
  Blue: 1 Troll (#81), 2 humans (#94), 2 goblins 
  (#96), and 1 halfling (#99).  
  2 
  White: 1 hobgoblin (#72), 1 vegepygmy (#73), 
  2 goblins (#74), and 1 human (#75). 
  3 
  Red: 2 orcs (#130), 1 gnome (#130), and 2 
  humans (#130).  
  4 
  Green: 2 humans (#46), 1 half-orc hero (#46), 
  1 ogre (#56), and 2 dwarves (#56). 
  5 
  Blue: 2 lizard men (#83), 1 lizard king (#84), 1 
  hobgoblin (#97), 2 gnomes (#99).  
  6 
  Green: 2 humans (#46), 1 troll (#56), and 2 
  hobgoblins (#56).  
  7 
  Blue: 1 troll (#81), 2 lizard men (#83), and 2 
  humans (#94).  
  8 
  Green:  1 half-orc hero (#46), 1 manticore 
  (#56), and 3 orcs (#49). 
  9 
  Blue: 1 ogre (#95), 2 goblins (#96), 2 
  hobgoblins (#97), and 1 korred (#99).  
  10 
  White: 2 hobgoblins (#72), 2 vegepygmies 
  (#73), and 1 kobold (#75).  
  11 
  Red: 2 gnomes (#130), 2 orcs (#130), and 1 
  ogre (#135).  
  12 
  Green: 3 dwarves (#56), 2 ogres (#50), and a 
  wereboar (#51). 
   
  If a faction is indicated in what is clearly another faction’s 
  territory, they are either en route someplace else, carrying a 
  message to the other faction, going to spy on training methods 
  and scout the opposition, or some other (relatively) honest 
  mission. All inhabitants of the level are very familiar with its 
  peculiarities and geography and will set up ambushes, etc. if 
  not caught by surprise. Patrols will be armed with man-catchers, 
  nets, and whips, which they will use unless it is obvious that their 
  opponents are likely to kill them, in which case they will switch 
  to whatever their ordinary lethal weapons are. 
   
  Note that in-game events (such as PCs killing faction warriors, or 
  new warriors being recruited) might make this table outdated. 
  Parentheses indicate in which room the creature(s) can be 
  found on this level. When making up your own patrols, please 
  keep the following guidelines in mind:  
   
  Faction patrols will be composed of 4-7 warriors (take them as 
  needed from the various faction encounter areas). Factions will 
  be exclusively of one color or another (roll randomly), and any 
  color can be found anywhere except in areas directly 
  controlled by a given faction or directly adjacent thereto (in 
  which case, it is that faction’s patrol which is encountered).  
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  Pipes run along the wall, disappearing into the 
  floor and ceiling. They are hot to the touch.  
  2 
  Six empty wine bottles, evidently Meshin ruby. 
  3 
  A 6’ diameter circle on the floor is painted 
  bright yellow.  
  4 
  A rent and ruined jerkin of mail.  
  5 
  Sound of voices in the distance.  
  6 
  Graffiti: Reds rule! Blues drool!  
  7 
  Broken crate with rotting straw. 
  8 
  A “tripped” tripwire (only detectible by a thief).  
  9 
  Slight (barely detectible) vibration in the floor 
  and walls in a 10’ section. 
  10 
  Torn faction insignia (roll randomly for color).  
  11 
  Dented brass lantern. 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  WELL-TRAVELED ROOM. The stairs here lead up to area 
  #152 on Level 3: THE DUNGEONS. There is double the 
  chance in this room of a random encounter, as it is 
  something of a crossroads for the inhabitants of the level.  
  2. 
  FOUNTAIN. A fountain in the shape of a large carp is in the 
  middle of the room. Only one effect (good or bad) per 
  person is permitted. If a gold or platinum coin is dropped 
  in the basin before the water is drunk, the person doing so 
  will gain 1 h.p. permanently. If it is drunk without such an 
  offering, the character will lose 1 h.p. permanently. The 
  coin disappears after the drink has been taken. 
  3. 
  SCORPIONS. A pair of giant scorpions (26, 28 h.p.) dwell 
  here. A pair of corpses (vaguely humanoid in shape, but 
  otherwise mangled and unidentifiable) are here. The first 
  has a belt pouch with a potion of gaseous form and a 
  potion of extra healing, plus 25 p.p. The second has a 
  backpack with 1,957 e.p. A dismembered hand also has 
  a ring of contrariness.  
  4. 
  SHELL GAME. The walls of this room are covered with sea 
  shells of various sorts, stuck into the plaster. In the middle 
  of the room is a pedestal with a (non-functioning) clock 
  on its top with the hands pointing to 12:00. When the room 
  is entered, a disembodied voice says “At midnight, a shell 
  is fixed to the side of a boat, two feet above water level. 
  The water is rising one and a half inches per hour. When 
  will the water touch the shell?” If the hands are touched 
  they will yield 2d12 h.p. of electrical damage. If the hands 
  
  Castle of the Mad Archmage 
   
   
   
   
  40 
   
   
  are not touched, 5 minutes will elapse and if people are 
  still in the room, a secret compartment inside the 
  pedestal will open releasing a 50 g.p. gem.  
  5. 
  RUST MONSTER LAIR. A pair of these dreaded creatures 
  lives here (23, 25 h.p.). Amongst the offal and general 
  clutter of the room are 20 gems. 
  6. 
  EMPTY ROOM. This room has a large empty cauldron 
  suspended from a tripod over a cold fire.  
  7. 
  ROGUE LEXON. A rogue 4th rank lexon (25 h.p.) is in hiding 
  here, on the run from a squad of 5th rank lexons sent to 
  the Material Plane to eradicate it. It has the advantage of 
  an amulet of proof against detection and location, which 
  has so far proved effective. It has an effective alignment 
  of neutral good, but it is suffering from enormous swings 
  of mood and will be demonstrating considerable 
  paranoia when first encountered.  
  8. 
  BUBBLE HOOP. A metal hoop 3’ in diameter is mounted on 
  a 4’ metal pole set into the center of the floor. For every 
  turn spent in the room, there is a 1 in 10 chance that a 
  pearlescent bubble will be formed in the hoop and start 
  to drift away (see the Random Encounters tables for more 
  details). 
  9. 
  MAGIC MOUTH. There is a permanent magic mouth spell 
  here. Anyone passing by the alcove will be told “Place 
  your bets, but save your money; vinegar, water, ale, and 
  honey. I know the place that must be got; shun the 
  middle, find the pot.” 
  10. 
  MORTUARY. A stone bier is in the middle of this room, and 
  there are long-dead flowers strewn on the floor, now 
  crumbling to dust. A pair of 4’ bronze candlesticks are at 
  either end of the bier, and are decorated with gargoyles 
  and leering faces. They are worth 100 g.p. as a set, and 
  weigh 50 lbs. each.  
  11. 
  SECRET CHAMBER. A pale yellow glow can be seen in the 
  hallway leading to this small room. It contains a large (3’ 
  diameter) crystal sphere, glowing yellow, attached to the 
  ceiling and floor by a stout bronze chain. It is cool to the 
  touch, but of an unknown material. It is unbreakable. 
  When the room is entered, a voice emanates from the 
  sphere, saying “What can fill a room, but takes up no 
  space?” If the proper answer (“light”) is given, it gives 
  directions on how to find the secret door leading to area 
  #56 on Level 5: THE DEEPS. If no answer is given within 2 
  minutes, or the wrong answer is given, all weapons in the 
  room and hallway will animate and attack their owners for 
  1d6+1 rounds (each attacks on the same combat table 
  as its owner).  
  12. 
  GORICS (areas #12-14). A family of gorics (see Appendix 
  C: New Monsters) has taken up residence here. There are 
  four in this room (4 HD; 15, 16, 16, 17 h.p.), armed with 
  picks. Each has 1-4 gems. 
  13. 
  GORICS. Four more gorics are here (4 HD; 16, 16, 17, 20 
  h.p.), armed with picks. Each has 1-4 gems. 
  14. 
  GORICS. This room is used as a “common area” for the 
  gorics, as well as quarters for four more (4 HD; 18, 18, 20, 
  21 h.p.) armed with picks. Each has 1-4 gems, and a 
  hidden chest holds 25 gems (max. value 500 g.p.). The 
  family is bemoaning the fact that several of their 
  members have been captured by the factions for the 
  Arena.  
  15. 
  WIGHT CELLS. Each of the cells A-F contains a wight (19, 
  22, 23, 23, 24, 25 h.p.). They will emerge to both cut off 
  and head off intruders on a 1 on 1d6 (roll separately for 
  each once the first door is passed). Once combat is 
  joined, all will begin to emerge from their cells.  
  16. 
  SECRET CHAMBER. A trio of large locked chests holds 
  2,045 e.p., 2,178 g.p., 3,420 s.p., and a mix of 1,205 g.p. 
  and 1,167 e.p., respectively. The second and third are 
  both trapped, the second with a poison needle at the 
  lock (save vs. poison or die), the third with an acid spray 
  that will jet out the back and sides of the chest, doing 4d8 
  h.p. damage (save vs. breath weapon for half damage). 
  Anyone in front of the chest when it is opened will not be 
  affected. A false bottom in the third chest also holds a 
  wand of frost (17 charges).  
  17. 
  TREASURE ROOM. Four large locked chests hold exactly 
  2,000 c.p. each. The third also holds 10 gems and 3 
  pieces of jewelry.  
  18. 
  GREAT CENTRAL SHAFT. The elevator room from #177 on 
  Level 3: THE DUNGEONS passes through here on its way 
  down. It is inaccessible via normal means from the rest of 
  the level.  
  19. 
  SPIDERS. The tall ceiling of this room is choked with 
  cobwebs, and there is a 30% chance a corridor within 50’ 
  of the entrance to the room will have a web spun across 
  it. Four giant spiders (22, 24, 25, 26 h.p.) are here, along 
  with the remains of a half-dozen bodies. They have 9,873 
  c.p. and 3,048 s.p., along with a map in a bone scroll 
  case that shows secret area #85 on Level 3: THE LOWER 
  DUNGEONS (show the players Illustration #10).  
  20. 
  SECRET ROOM. This room holds a large locked chest with 
  2,451 g.p. and a dozen arrows +1/+3 vs. flying creatures.  
  21. 
  EMPTY ROOM. Some broken earthenware jugs. 
  22. 
  BATHS. Five enormous bathtubs are in this tiled room. There 
  are stoves for heating water, benches, pegs for hanging 
  clothing, etc. There is a 20% chance that 2-5 warriors from 
  either the Blue or White faction will be here.  
  23. 
  SUBTLY SLOPING PASSAGE. The downward slope of this 
  hallway will not be noticed by most people. Dwarves etc. 
  have the standard chance to detect the slope. It leads to 
  area #1 on Level 5: THE DEEPS.  
  24. 
  WHITE BARRACKS. Three gorics (see Appendix C: New 
  Monsters for details; 4 HD; 13, 15, 15 h.p.; unarmed) are 
  chained to their bunks here, to be used in the arena as 
  new recruits. Two ogres (20, 22 h.p.) armed with clubs are 
  here to supervise and guard them. The ogres have 20 g.p. 
  each.  
  25. 
  WATERFALL. There is a pipe near the ceiling on the north 
  end of this room, from which a torrent of water flows. It 
  then flows across the floor to another pipe set near the 
  floor in the south wall, whence the water disappears. The 
  water has worn a small channel in the floor. Although the 
  floor here is slippery with moisture and mold, the water is 
  clean and drinkable.  
  26. 
  SECRET CLOSET. Two greater skeletons (18, 20 h.p.; see 
  Appendix C: NEW MONSTERS for details). There is a 2’ 
  diameter copper disk on the back wall that functions as a 
  scroll of lightning bolt, although it is much bulkier and 
  cannot, obviously, be rolled up.  
  
   
   
  Level Four: The Lower Dungeons 
  41 
  27. 
  BAT COUNTRY (#27-34). Note that all of the entrances to 
  this area are blocked by bars with locked doors in the bars 
  (like a jail cell). This enables the bats to fly in and out, 
  naturally. This cave is home to a colony of 35 huge bats. 
  28. 
  EYE KILLERS. A colony of 12 eye killers dwells here. 
  29. 
  DEVIL-BAT. Chiros, a unique bat-devil, makes his home 
  here. He appears as a 7’ tall figure with brown fur, arms 
  with large webbed wings between them and his torso, 
  and the head of a large bat. (7d10 HD; 56 h.p.; AC 2; MV 
  120’/min (walking), 150’/min. (flying – average); DAM: 1-
  12/1-12 or by weapon; MR E; Attacks: sonar equal to 
  ultravision; able to command all bats and bat-like 
  creatures within a 12” radius; shape-change into an 
  ordinary bat at will; hold person, pyrotechnics and 
  produce flame once per round; plus standard devil 
  abilities and defenses). He can also summon 1d4 spined 
  devils per day with a 65% chance of success. He wields 
  a trident +3. He has a hoard in 5 large locked chests of 
  40,256 s.p., 10 pieces of jewelry, potions of invisibility, 
  speed, extra healing (x2), and water breathing. The third 
  chest has a false bottom; within is 2,783 p.p. and bracers 
  of defense AC 4. If pressed, Chiros will attempt to shape-
  change and disappear into a swarm of bats and flee. The 
  factions give him a wide berth, and he, for his part, leaves 
  them alone as well.  
  30. 
  WELL. The well from area #198 on Level 3: THE DUNGEONS 
  enters through the ceiling of this cave and goes through 
  the floor to area #60 on Level 5: THE DEEPS. A colony of 
  500 ordinary bats lives here. 
  31. 
  GIANT BATS. A colony of 20 giant bats is here (1 HD variety).  
  32. 
  BATS. A colony of 200 ordinary bats is here. 
  33. 
  GIANT BATS. A colony of 30 large bats lives here.  
  34. 
  VAMPIRE BATS. A colony of 200 vampire bats lives here (1 
  h.p. each). Note that the sinkhole in the floor here leads 
  to a tunnel that eventually leads to an innocuous hole on 
  the surface. At points, the tunnel is only 1’ in diameter, so 
  it is not particularly useful for man-sized creatures.  
  35. 
  WHITE TRAINER. Osric Snorrison, a transplant from the 
  barbarian lands far to the Northeast, leads the White 
  faction (F7; 42 h.p.; AC 3 (plate armor)). He wields a 
  quarterstaff +4, and has both a ring of invisibility and a 
  ring of regeneration. His room is filled with various pieces 
  of exercise and training equipment: barbells, medicine 
  balls, etc. There are also first-aid supplies, plus food and 
  wine. The clutter is immense; there is barely room to turn 
  around. Hidden in an empty wine barrel is the White 
  treasury: 1,578 g.p. and 1,093 s.p.  
  36. 
  PURPLE GYMNASIUM. The purples are an all-but-extinct 
  faction. Their gymnasium is adorned with various tiles of 
  mauve, lavender, and plum, but there are no sources of 
  light. Careful inspection will reveal where hundreds of 
  gems have been pried out of the walls; none remain. Very 
  poor implements of training can be found here: wasters 
  (wooden practice swords), targets, etc., but all are quite 
  shabby. The place is not totally abandoned, but it 
  certainly is not regularly used.  
  37. 
  EMPTY BARRACKS. Beds for up to 24 individuals are here, 
  all empty. There are no signs of recent habitation.  
  38. 
  PURPLE TRAINER. The last member of the Purples dwells 
  here, dreaming of happier days. Flegar Garnetglory, a 
  duergar lord (F9; 69 h.p.; AC 0 (mail +2, DEX); with an 
  18/75 STR), is a shade of his former self. He has a ring of 
  free action, and has a war hammer +2 slung in a shabby 
  baldric of purple chased in gold. Although he is CE in 
  alignment, he is a very thoughtful and cunning warrior, 
  and might, in the proper circumstances, bring in new 
  blood to rebuild the faction. He is a pathetic, beaten 
  figure who should elicit sympathy as he tells rambling tales 
  of the old forgotten glorious victories of the Purple faction. 
  He has 16 s.p. and the keys to area #39 in a purse on his 
  belt.  
  39. 
  PURPLE FACTION TREASURY. The door to this room is locked 
  and trapped. Those without the key will activate poison 
  darts in the walls if they attempt to open the door; 6 darts 
  attack as 4th level fighters, doing 1d3 h.p. of damage 
  each, plus requiring a saving throw vs. poison or take an 
  additional 25 h.p. damage. This treasure hoard has seen 
  better days. There are six large chests here. The first three 
  are open and empty. The other three are locked. The first 
  of these holds 4,023 s.p. The second holds 1,578 g.p. The 
  third is trapped (poison gas sprays from the lock; save vs. 
  poison or die). It holds 1,560 p.p. and four pieces of 
  jewelry.  
  40. 
  STORAGE ROOM. This was formerly used by the Purples to 
  store various sorts of goods, and some will still be found 
  here: dumbbells, medicine balls, wooden swords, 
  practice shields, first aid supplies, etc.  
  41. 
  PURPLE BARRACKS (areas #41-44). There are eight empty 
  bunks here.  
  42. 
  EMPTY BARRACKS. Four empty bunks are in this room.  
  43. 
  HAUNTED BARRACKS. There are six empty bunks here. The 
  spirit of the last Purple warrior haunts the place in the form 
  of a shadow (21 h.p.). There is a gem-studded crown of 
  platinum hidden under one bunk, the symbolic headgear 
  of the winner of the games in the Arena, which has been 
  missing for more than a year. It is worth 1,000 g.p., but the 
  factions would gladly pay five times that amount to 
  retrieve it, simply for the symbolic value.  
  44. 
  PURPLE BARRACKS. There are eight empty bunks here. The 
  bedding is infested with earwigs; anyone sleeping here will 
  be certainly attacked.  
  45. 
  LOOKOUT POST. Note the arrow slit / window in the southern 
  portion of this room. There is a quiver with a dozen arrows 
  here. It is otherwise empty.  
  46. 
  GREEN BARRACKS (areas #46–51). This room is home to 5 
  humans (F4; 20, 22, 23, 24, 24 h.p.) and 3 half-orcs (F4; 
  23, 24, 25 h.p.). All are armored with brigandine armor 
  (AC 7) and are armed with long swords, daggers, and 
  spears. They also have access to nearly any weapon if 
  needed. Each has a pouch with 22 g.p. 
  47. 
  GREEN TRAINER. Jerith Pishgelanter, a foppish gnome from 
  the Sotee, dwells here (8th level assassin; 37 h.p.; 18 STR, 
  18 INT, 18 DEX; AC 3 (leather lamellar, +DEX), align NE). 
  In combat he wields a pair of daggers +3, and wears a 
  periapt of wound closure.  He wears 7 pieces of jewelry 
  on his person, many of which contain jade and emerald. 
  He has several vials of various poisons on his person at any 
  given time, and presents a  dandyish persona which 
  belies his tough and ruthless nature. He also has the keys 
  to area #48.  
  
  Castle of the Mad Archmage 
   
   
   
   
  42 
   
   
  48. 
  GREEN TREASURY. The door to this room is locked and 
  trapped; any attempt to pick the lock will result in 4-24 
  h.p. of electrical damage. Seven large locked chests are 
  here. Chest #1 contains 4,034 g.p. Chest #2 is trapped; 
  8 bolts strike as 4th level fighters. It is otherwise empty. 
  Chest #3 holds a mix of 2,031 s.p., 3,007 c.p. and 131 
  p.p. Chest #4 holds 3,076 s.p. as well as potions of extra 
  healing (x2), invisibility, ventriloquism, speed, and flying. 
  Chest #5 is trapped; a scything blade cuts off a finger of 
  anyone attempting to open it without the key (-1 DEX, 
  possible implications for thieves and mages using spells 
  with somatic components). It contains 75 amethysts (100 
  g.p. each) plus 1,041 s.p. Chest #6 is trapped with a 
  poison pin on the lock (save vs. poison or take 35 h.p. 
  damage). It contains 4,254 g.p. as well as a piece of the 
  Puzzle Door on Level 5: THE DEEPS (see Appendix B: New 
  Magic Items for details). Chest #7 contains 2,010 s.p. and 
  a scroll with the cleric spells animate dead, exorcise, and 
  neutralize poison.  
  49. 
  ORCS. Orcs from both tribes on Level 3: THE DUNGEONS 
  are here, united in their service to the Green faction; they 
  get better pay, better food, and are treated much better. 
  There are 8 here (5, 5, 6, 6, 7, 8, 8, 8 h.p.) each of which 
  has 30 g.p. They normally wear ring mail (AC 6) and wield 
  longswords or battleaxes.  
  50. 
  OGRES. A trio of ogres is here (20, 20, 21 h.p.). Each has 
  a small sack with 110 g.p. under his bed.  
  51. 
  WEREBOAR. Jemick, a wereboar (27 h.p.) dwells here. His 
  immunity to non-magical weapons has given him an 
  edge in recent combats on behalf of the Greens, but the 
  other factions are getting wise and readying silver 
  weapons for his next encounter. He has 500 g.p. and 
  wields a short sword +2. He keeps a potion of gaseous 
  form in his belt just in case.  
  52. 
  FOUNTAIN. A large fountain in the shape of an ogre in 
  retiarius kit (net and trident, no armor), spouting water from 
  his raging lips into the 10’ across basin. This room is 
  considered neutral territory by all the factions, who all 
  draw water from here.  
  53. 
  SPIRAL STAIRS. The staircase here leads up to area #119 
  on Level 3: THE DUNGEONS. Anyone coming down the 
  steps will be investigated by the warriors in area #54, 
  although they don’t post a regular guard (repeated and 
  costly intrusions via this staircase will, however, change 
  that practice).  
  54. 
  WHITE GYMNASIUM. This entire room has a very tall arched 
  ceiling, is lit by continual light spells, and is completely 
  whitewashed, punctuated by gleaming pieces of 
  chalcedony, white marble, and ivory. Various implements 
  of the sort normal for warrior training are here: wasters, 
  targets, etc. At any time, 2-12 warriors of the White faction 
  will be here (from rooms #24 and #72-75), engaging in 
  combat training exercises.  
  55. 
  CONTROL ROOM. The western and southern doors are 
  made of metal, with large wheels for doorknobs. They 
  require a combined STR of 40 to open. Magical 
  transportation (passwall, teleport, etc.) will not work when 
  attempting to enter the room. The room itself is lined with 
  metal, with pipes large and small snaking from floor to 
  ceiling with small puffs or streams of steam coming from 
  joints in the pipes. From the ceiling are four metal flower-
  looking projections (one in each direction), and there are 
  hundreds of levers, dials, and knobs. Many of these 
  activate or de-activate some of the traps and covered 
  pits throughout the dungeon, although most are long 
  since broken. If a control is used, roll on the following table 
  to determine the effect: 
   
  Die Roll 
  (d12) 
  Effect 
  1-4 
  A light goes on (50%) or off (50%) near the 
  control. 
  5-6 
  A large gout of steam from one of the 
  pipes envelops the PC for 2-12 h.p. 
  damage. 
  7 
  An alarm bell sounds for 30 seconds. 
  8 
  A cream-colored card emerges from the 
  panel, with a clattering noise. It is covered 
  in a pattern of rectangular holes. 
  9 
  A voice comes from the nearest flower-
  shaped projection saying “Are you sure 
  you want to do that?” 
  10-11 
  The control (knob, lever, button) comes off 
  in the PCs hand or clatters onto the floor 
  after being touched.  
  12 
  A trap is deactivated somewhere in the 
  dungeon (not necessarily on this level). 
   
  The spiral staircase in the middle of the room leads up to 
  area #116 on Level 3: THE DUNGEONS. Note that it would 
  take at least a near-deity with above-genius intelligence 
  and knowledge of technology to get this room and the 
  one above it functioning properly.  
  56. 
  GREEN GYMNASIUM. This enormous room is lit with 
  continual light spells, and is decorated in a dazzling array 
  of different hues of green. Malachite predominates as a 
  decorative stone, although mosaics of varying shades of 
  green cover the floor and walls. Various implements of the 
  sort normal for warrior training are here: wasters, targets, 
  etc. Meals for the Greens are also served here, and 
  victory celebrations are held in this room as well. At any 
  given time, 3-12 warriors of the Green faction will be here, 
  mostly from side rooms A-F, but often from other nearby 
  rooms as well, engaging in mock combats to practice 
  their skill at arms.  Those side rooms house the cream of 
  the green faction: A) A pair of ogres (20, 24 h.p.) with a 
  strongbox containing 452 g.p. B) A troll (30 h.p.). C) A 
  group of six neutral dwarven fighters (F4; 23, 24, 24, 26, 
  27, 29 h.p., armed with axes and swords; mail and shield), 
  each of which has 5 gems. D) A manticore (30 h.p.) with 
  a broken wing that did not set properly, rendering him 
  incapable of flight. He has a pile of 5,047 e.p. upon which 
  he makes his bed. E) Four hobgoblins (12, 12, 13, 13 h.p.) 
  of exceptional size and toughness (+1 to hit and 
  damage), with 120 g.p. between them. F) Six orcs (8, 8, 
  8, 8, 8, 8 h.p.) with 7 g.p. each.  
  57. 
  STOREROOM. This room holds a variety of different training 
  implements 
  (dumbbells, 
  medicine 
  balls, 
  wooden 
  wasters) plus mundane supplies such as blankets and 
  
   
   
  Level Four: The Lower Dungeons 
  43 
  bedding, first aid supplies, etc. The Green faction stores 
  their goods here. 
  58. 
  GREEN FACTION BARRACKS (areas #58 - #59). This door is 
  kept locked from the outside; some of the Green faction’s 
  less enthusiastic supporters are here. Five kobolds are 
  here at the moment (4, 4, 4, 4, 4 h.p.). There are also 
  manacles on the beds, but they are not currently being 
  used. 
  59. 
  DEFECTOR. An elven warrior is here, to try his luck with the 
  Green Faction after defecting from the Reds. Ellish 
  “Orcslayer” Morlinithwaythe (F6, 40 h.p., NE alignment, AC 
  2 (plate armor +1), armed with a spear +3 and a long 
  sword +2/+3 vs. orcs). He has 750 g.p. in a small locked 
  chest under his bed, and carries with him a pouch with 20 
  gems at all times (even in the arena; he has publically 
  boasted that it is his gift to whomever can defeat him).  
  60. 
  SPIRAL STAIRS. This spiral staircase leads up to area #106 
  on Level 3: THE DUNGEONS.  
  61. 
  COVERED PIT TRAP. This pit is 20’ deep with spikes on the 
  bottom. PCs falling into it take 2d6 h.p. of damage, plus 
  must save vs. paralyzation or take an additional 1d6 
  damage.  
  62. 
  TELEPORTER. Anyone entering the last 10’ of this corridor 
  will be teleported to area #139 on Level 5: THE DEEPS 
  without realizing it. The Greens are aware of this. 
  63. 
  BASILISK LAIR. The factions know of this creature (30 h.p.) 
  and give it a wide berth, occasionally making offerings to 
  keep it content and far from their locales. The door is 
  naturally ajar. In the chamber is a life-sized golden statue 
  of a warrior in murmillones kit (crested helmet, arm guard, 
  gladius, and oblong shield), worth 8,000 g.p.  
  64. 
  STAIRWAY DOWN. This staircase leads down to area #114 
  on Level 5: THE DEEPS.  
  65. 
  CROCODILE PIT. The ledge around the rim of this 
  hexagonal room is both narrow and slippery; it requires a 
  check against Dexterity to avoid falling into the 30’ deep 
  pit, at the bottom of which are three hungry crocodiles 
  (15, 16, 17 h.p.). Note that anyone falling into the pit will 
  take 2d6 h.p. damage from the fall and be treated as 
  automatically surprised by the crocs for two segments, 
  and there is a risk of drowning in the 10’ of water at its 
  bottom.  
  66. 
  ELABORATE BLADE TRAP. When the PCs enter this room, 
  they will see an empty room. Cursory inspection will show 
  a series of narrow openings in both the ceiling and the 
  walls: four in the ceiling, three in each wall. Entering the 
  room will trigger a number of blades, all exquisitely timed 
  not to hit one another. Spinning blades from the walls 
  move in and out, pendulum-type blades swing from the 
  ceiling. Moving 10’ requires a Dexterity check; failure 
  means a 1d10 h.p. hit.  
  67. 
  TREASURE ROOM. The door to this room is locked, and 
  anyone attempting to pick the lock will need to check 
  against being hit by the blades in area #66. It contains a 
  vast pile of 100,554 c.p. Buried within the pile is a ring of 
  limited wishes, with 2 charges; it will not be found by just 
  casually “poking around” the coins; unless they are gone 
  through thoroughly (as in, bagged for transportation) it is 
  95% likely to be overlooked. The process could take days. 
  68. 
  MACHINERY. Both of these rooms contain the machinery 
  that controls the blades that enter into and move in area 
  #66. There is a lever that, when pulled down, will 
  deactivate the whole mechanism.  
  69. 
  CHAIR STORAGE. There are 50 wooden folding chairs here, 
  used to accommodate overflow crowds in the Arena.  
  70. 
  CLOWNS. The walls of this room bear colorful murals of 
  clowns in various caperings, jestings, and so forth. If they 
  are carefully observed, you get the feeling that the 
  clowns’ eyes are following you.  
  71. 
  BLUE STORAGE. The Blue faction stores its equipment here: 
  dumb bells, medicine balls, first aid equipment, food 
  staples and drink, etc.  
  72. 
  WHITE BARRACKS (#72-75). There are four hobgoblins here 
  (10, 10, 11, 11 h.p.) each armed with a morning star. They 
  each have 10 g.p. 
  73. 
  VEGEPYGMIES. Five vegepygmies (3 HD; 15, 17, 18, 18, 
  19 h.p.) are here, armed with axes. They have no treasure. 
  Several bunks are empty. 
  74. 
  GOBLINS. Four goblins (6, 6, 6, 6 h.p.) are here, armed 
  with spears and hammers, each with 10 g.p. There are 
  several empty bunks here as well; the Whites have been 
  losing warriors in the Arena as of late.  
  75. 
  MAIN BARRACKS. This long room has three human warriors 
  (F2; 12, 13, 13 h.p.; AC 4 (mail and shield)) armed with 
  longswords, a verlaang named Jake (34 h.p., AC 3, 18/65 
  STR) armed with a two-handed mace, and five kobolds 
  (3, 3, 3, 3, 4 h.p.), each armed with a short sword and a 
  javelins. Each has 10 g.p. except for Jake, who has 40 
  g.p. because of his position as the White faction’s “ringer”. 
  There are eight empty bunks here as well.  
  76. 
  BLUE GYMNASIUM. This vast room is lit with continual light 
  spells, and is decorated with various shades of blue tiles 
  and stones, with azurite and blue quartz as highlights. It is 
  filled with the stuff of fight training: dummies, targets, 
  wooden wasters, etc. In addition, when the many victory 
  celebrations of the Blue faction are held, they are held 
  here, as are ordinary mealtimes. At any given time, 3-12 
  warriors of the Blue faction will be here training at arms.  
  77. 
  BLUE TRAINER. Horvis Nuthratch dwells here, leading his 
  Blue faction to greatness (Half-orc F9/C4; 60 h.p.; AC 0 
  (banded mail +2, DEX); CE align.; spells memorized: 
  cause fear, light, cure light wounds (x2), hold person (x2), 
  but on days when there is a fight in the Arena, he will 
  substitute a chant spell for one of them, to use on behalf 
  of his warriors, in contravention of the rules). Almost no one 
  realizes he is a cleric of the god of fire, and he likes to 
  keep it that way, the better to surprise enemies who do 
  not suspect his spellcasting abilities. He wields an iron club 
  +3, has a periapt of proof against poison +3, wears a 
  ring of telekinesis (100 lbs. max), and a pearly white ioun 
  stone circles his head (regenerates 1 h.p. per round). He 
  is not above using his magical items (particularly the ring) 
  to cheat on behalf of his faction in the Arena, and thus far 
  has been clever enough to avoid detection. He carries 
  75 p.p. on his person. Sometimes, he will watch his men 
  fighting from the observation room A.  
  78. 
  WINE STORES. Horvis Nuthratch has a great store of wine 
  here (12 large casks and over three hundred bottles) 
  which he uses as rewards and celebrations for his 
  
  Castle of the Mad Archmage 
   
   
   
   
  44 
   
   
  victorious faction. He also tends to get drunk on his own 
  supply after the daily training regimen has been 
  concluded. Each cask is worth 50 g.p. and weighs 100 
  lbs; each bottle is worth 1 s.p.  
  79. 
  STAIRCASE. This staircase leads to area #137 on Level 3: 
  THE DUNGEONS.  
  80. 
  BLUE TREASURY. The Blue faction keeps its hoarded wealth 
  here; three large locked chests contain 1,072 p.p., 
  10,954 g.p., and 6,507 g.p., respectively. The third also 
  contains a small box with 35 gems, not less than 50 g.p. 
  value.  
  81. 
  BLUE BARRACKS (areas #81-84). Two trolls (30, 34 h.p.) 
  dwell here, the stars of the Blue faction. Each has 115 g.p. 
  in a sack under its cot.  
  82. 
  MONGRELMEN. This chamber holds six mongrelmen (3 
  HD; 13, 13, 14, 15, 15, 16 h.p.), each armed with a 
  morning star and carrying 25 g.p. They represent the Blues 
  in the arena. 
  83. 
  LIZARD MEN. Seven lizard men (of the more intelligent sort) 
  are here as warriors for the Blue faction (6, 6, 7, 7, 7, 7, 8 
  h.p.). They are each armed with a spear and a club, and 
  each has 25 g.p.  
  84. 
  LIZARD KINGS. Two Blue-faction lizard kings (40, 45 h.p.) 
  are here, armed with their characteristic tridents. Each has 
  90 g.p.  
  85. 
  COVERED PIT TRAP. This pit is 20’ deep with spikes (2d6 h.p. 
  damage, save vs. paralyzation or take an additional 1d6 
  h.p. damage). A lever in the secret passage just south of 
  the trap will lock it in place.  
  86. 
  STAIRCASE. This staircase leads to area #124 on Level 5: 
  THE DEEPS. In the 11th step from the top is built a drawer; 
  it will not be detected unless the stairs are carefully 
  examined. It contains a ring of wishes with a single charge 
  remaining.  
  87. 
  EMPTY ROOM. It is swept and neat.  
  88. 
  STUDY. There is a large desk here with a continual light 
  lamp providing excellent illumination on its surface. A well-
  worn padded chair is here as well, and several stacks of 
  parchment, quills, and inkwells are on the desk. The 
  parchment is already marked out in a grid pattern (similar 
  to an accountant’s ledger).  
  89. 
  WELCOME TO THE FUTURE. One round after this dead-end 
  tunnel is entered, it will fill with sleeping gas (no save; only 
  those immune to magical sleep are unaffected). One 
  round after that, all within will be teleported to the far 
  future, 
  after 
  the 
  world 
  has 
  undergone 
  a 
  nuclear/bioweapon holocaust and is populated by a 
  variety of mutants wielding super-technology. They will 
  wake 30 minutes later in their new surroundings (or two 
  thousand years later, depending on how you look at it). 
  Getting back via time-machine or magical contrivance 
  should not be an insurmountable task, if the game master 
  chooses to make it so… 
  90. 
  HALFLING ENTREPRENEURS. Two intrepid halflings make 
  their home here, having set up the concession stand in 
  area #93. The brothers Jeseph and Vilrik Hottlebrim both 
  dwell here (both F/T 4/7; 36, 40 h.p.; AC 4 (leather and 
  DEX)). Jeseph is armed with a short sword +2 and a 
  dagger +2, and has a cloak of elvenkind and a ring of 
  free action. Vilrik is armed with a dagger of venom and 
  has potions of extra healing, invisibility, human control, 
  and levitation. Each carries on his person 70 g.p. and a 
  key to area #91. 
  91. 
  HALFLING TREASURY. This door is locked; both Jeseph and 
  Vilrik have keys. If anyone attempts to open the door 
  without the proper key, a spray of acid will cause 5d8 h.p. 
  damage to all within 5’ of the door (save vs. breath 
  weapon for half damage). Inside are three large locked 
  chests. The first contains 8,142 c.p. The second has 2,091 
  b.p. and 3,080 s.p. The third contains 3,025 g.p., eight 
  pieces of jewelry, and 24 gems. A false compartment in 
  the rear of the second chest also contains seven vials of 
  a special ingested poison; a dose will cause the victim to 
  become weak and uncoordinated, losing 2 points of 
  CON and 2 points of DEX for 4 hours, as well as incurring 
  a -2 “to hit” penalty. The halfling brothers have, 
  coincidentally, been doing very well at betting in the 
  Arena lately.  
  92. 
  FALSE DOOR TRAP. At the end of the corridor is a false 
  door. The pit in front of the door is 30’ deep and has a foot 
  of brackish water in the bottom. Characters falling in will 
  take 3d6 h.p. of damage. The water conceals a 500 g.p. 
  diamond that radiates magic if detected for.  
  93. 
  CONCESSION STAND. The door to this room opens in 
  halves, with a small ledge on the top of the bottom half. 
  An enterprising pair of halflings (see areas #90-91) have 
  set up this room as a food vendor stall during the various 
  bouts in the Arena. The fare is cheaper and often better 
  than that found in the betting parlor (area #113). This 
  room is the kitchen (the food is all sold “to go” through the 
  door) and room A is the store room. There is a strongbox 
  with 13 g.p., 587 c.p., and 225 s.p. Some items from the 
  menu: 
    
  - Giant rat kebab western style (2 c.p.) 
    
  - Boneless bat on a stick (1 c.p.) 
    
  - Slumgullion (1 b.p.; in a bread bowl, 1 c.p.) 
    
  - Bowl ‘o toadstools (2 c.p.) 
    
  - Grilled giant centipede on a roll (1 c.p.) 
    
  - Cup of wine (2 c.p., supply your own cup) 
    
  - Mulled wine (3 c.p., ditto) 
    
  - Hot n’ spicy fried batwings (1 c.p.) 
    
  - Deviled “kockatrice” eggs (3 c.p.) 
    
  - Famished Fighter Platter (2 kebabs, a bowl o’  
    
    toadstools, and batwings, all served on a bed of  
    
    “rice”; 1 s.p.) Patrons are advised not to ask  
    
    what the “rice” is, exactly,’cause it ain’t rice. 
  94. 
  BLUE BARRACKS (#94-99). Six human warriors (F4; 22, 23, 
  23, 23, 24, 25 h.p.; AC 4 (chain and shield)), each armed 
  with a long sword and a dagger. Each has 25 g.p. 
  95. 
  HEAVY HITTERS. Two trolls (30, 32 h.p.) and an ogre (29 
  h.p.). Each has 35 g.p. They fight for the Blues. 
  96. 
  GOBLINS. Seven goblins (5, 5, 6, 6, 6, 7, 7 h.p.) armed with 
  spears and short swords. Each has 15 g.p. They are with 
  the Blues. 
  97. 
  HOBGOBLINS. Five Blue-aligned hobgoblins (7, 7, 7, 8, 8 
  h.p.) armed with morning stars and halberds. Each has 25 
  g.p. 
  98. 
  SPHINX. A Blue-faction criosphinx dwells here (55 h.p.), a 
  particular rival of the manticore belonging to the Green 
  
   
   
  Level Four: The Lower Dungeons 
  45 
  faction. It has a great stone treasure chest filled with 4,651 
  e.p. 
  99. 
  SMALL FOLK. Three gnomes (F3; 20, 22, 23 h.p.; AC 3 
  (plate armor)), each armed with a spear and a short 
  sword. Also two halflings (T4; 15, 16 h.p.; AC 6 (leather & 
  DEX)), each armed with a short sword and a dagger. Plus 
  a korred (29 h.p.). armed with a horseman’s flail. Each has 
  45 g.p.; the korred has six gems as well.  
  100. LOWER ANTECHAMBER. This was the place where the lord 
  of the games would prepare for his grand entrance. There 
  are benches, hangers for robes, etc. It is not used today.  
  101. LORD’S ANTECHAMBER. This was where final adjustments 
  were made prior to the grand entrance. It leads to the 
  Lord’s Box, (area #102-B), which is accoutered with three 
  plush chairs plus a (now-tattered and faded) throne.   
  102. ARENA. (Show the players Illustration #11.) This entire area 
  is brightly lit with continual light spells. The floor of the pit is 
  covered with a foot-deep layer of sand, beneath which is 
  worked stone. The benches (A) on either side of the arena 
  are 10’ above the level of the sand, and are three deep, 
  rising slightly as they go towards the walls. There are 
  sharpened iron spikes along the top of the wall to 
  discourage those in the pit from climbing up. The ceiling 
  is a full 50’ or so above the floor of the arena, allowing for 
  some flight. The Lord’s Box (B) is 20’ above the surface of 
  the pit, and cannot be reached easily from the stands 
  themselves, but rather from rooms #100 and #101. The 
  two huge doors at either end of the arena are ironwood 
  banded with iron, leading to rooms #109 and #118. 
  Much gambling takes place during such combats, 
  naturally. If the PCs enter the place, there is a 10% 
  chance a combat will be going on. Games are held no 
  less often than once every sennight (there is a 2% chance 
  that a fight will be taking place at any given time – fights 
  last 2-4 hours and consist of multiple contests). Undead 
  and magical creatures are not ordinarily permitted as 
  combatants (although there are exceptions, which are 
  usually paired up against one another in special 
  contests), and spellcasting is likewise prohibited.  
  103. BLUE ANTECHAMBER. This smallish room is lit with continual 
  light spells, and is decorated with blue tiles throughout. 
  Those spectators who favor the Blue faction wait here 
  before entering the Arena. Padded benches line the 
  walls.  
  104. EMPTY ROOM. This room has bloodstains on the floor, old 
  bandages, etc. 
  105. SMALL LIBRARY. Several bookcases are against the north 
  and west walls, and five chairs are distributed around the 
  room. The hundred or so books are all on the subject of 
  physical training, tactics, gladiatorial combat, etc. Each 
  would be worth 20 g.p. to an interested collector. One of 
  them (determine randomly; 1 on 1d100 if the books are 
  examined) is hollowed out and contains a key to room 
  #107 on this level, the door to which is otherwise locked. 
  It is not normally used by any of the factions. 
  106. WHITE ANTECHAMBER. This rather small room is lit with 
  continual light spells, and is adorned in gleaming white 
  tile. Those who are patrons of the White faction enter the 
  Arena through this room. There are a number of seats 
  around the periphery of the room.  
  107. DIVINATION ROOM. This room is locked, although the key 
  can be found in area #105. It is covered with mystical 
  runes and sigils; any spell of the divination type will be 
  accomplished at maximum effectiveness, or at a +2 (or 
  10%) bonus, whichever is applicable. None of the 
  factions know what this room is. 
  108. BEAST HANDLERS. Two warriors (human, dwarf; F4; 30, 30 
  h.p.; AC 7 (brigandine)) dwell here, armed with whips, 
  spears, and short swords. They spend most of their time in 
  the southern beast-pens (area #110) and will surely be 
  there if a match is going on in the Arena. There is a 25% 
  chance one of them is there, 50% chance they both are, 
  and a 25% chance that they are both here. They carry 25 
  g.p. on their persons, and have a small concealed chest 
  here with 507 g.p. 
  109. STAGING ROOM. The large double doors to the north can 
  be opened by the large lever in area #110. Those 
  entering the Arena (area #102) wait here until the match 
  begins.  
  110. SOUTHERN BEAST PENS. This is where creatures are kept to 
  fight against one another, or against champions of the 
  Factions. The beast handlers from area #108 are most 
  likely here. The floors of the cages are covered with dirty 
  straw, and various goads, leashes, etc., hang on the 
  walls. The game master can populate the holding cages 
  as he sees fit, but it is suggested that if the PCs enter this 
  room (or are captured themselves and forced to fight!), 
  cage B holds a giant crocodile (36 h.p.); cage D holds a 
  hippogriff (20 h.p.); cage E holds a margoyle (35 h.p.).  
  111. GREEN ANTECHAMBER. This smallish room is lit with 
  continual light spells, and is decorated with different hues 
  of green tile. Malachite predominates as a decorative 
  stone, although mosaics of varying shades of green cover 
  the floor and walls. Those spectators who champion the 
  Green faction wait here before entering the Arena. 
  Padded benches line the walls.  
  112. STAIRS. This staircase leads to area #128 on Level 5: THE 
  DEEPS.  
  113. BETTING PARLOR. This chamber is also lit by continual light 
  spells, and is well and comfortably appointed with 
  overstuffed chairs and couches, tables, etc. Members of 
  all factions come here to place wagers on the games in 
  the Arena. A large (10’) panel on the east wall displays a 
  real-time visual image of area #102. Drinks and tidbits are 
  often sold here, as well. The leaders of the factions, as well 
  as 2-5 members of each, plus, at the game master’s 
  discretion, 1-6 special guests (either NPCs from the 
  campaign, or from other levels of the dungeon).  
  114. STRONG ROOM. Only the leaders of the factions have keys 
  to open the strong iron door to this room. In here are kept 
  wagers made during the matches. At any given time, this 
  room will have 5-8,000 s.p., 2-6,000 g.p., 11-20 gems, 
  and 2-4 pieces of jewelry. There are no guards; anyone 
  stealing even so much as a single coin will be cursed, 
  losing 1 h.p. per day until it is returned. Hit points thus lost 
  cannot be cured by anything short of a heal spell, but 
  once the curse is lifted, will heal normally. 
  115. PURPLE ANTECHAMBER. The Purple faction once entered 
  through this room to the stands to cheer their gladiators 
  on. It is currently used by the gnolls in areas #123–126, 
  
  Castle of the Mad Archmage 
   
   
   
   
  46 
   
   
  although the other factions feel that is somewhat 
  presumptuous, given the so-called Brown faction’s 
  conspicuous lack of success. It is covered in the same 
  tiles of mauve, lavender, and plum found in area #36, 
  and has the same holes where more precious stones 
  have been removed. There are padded benches around 
  the walls of the room.  
  116. RED ANTECHAMBER. Those loyal to the Red faction will 
  assemble here before all the factions enter the Arena 
  seating (area #102-A) simultaneously. The  room is lit by 
  continual light spells, and the walls and ceiling are 
  covered in red tiles, plus semi-precious stones of red hue 
  punctuate the tableau. Padded seats line the walls.  
  117. STAIRS. This staircase leads to area #33 on Level 6: THE 
  LABYRINTH.  
  118. STAGING ROOM. The large double-doors to the south can 
  be opened by the large lever in area #119. Those 
  entering the Arena (area #102) wait here until the match 
  begins.  
  119. NORTHERN BEAST PENS. This place is very similar to area 
  #110: straw-strewn floors, goads and leashes on the walls, 
  etc. Cage A holds a giant scorpion (30 h.p.), cage C has 
  a bonesnapper (18 h.p.), E is home to a klakker (22 h.p.), 
  and H has a phase panther (29 h.p.). The handlers from 
  area #120 (q.v.) are likely to be here.  
  120. BEAST HANDLERS. A pair of heroes (gnome, half-elf; F4; 28, 
  29 h.p.; AC 7 (brigandine)) armed with whips, spears, and 
  clubs. Each carries 25 g.p. on them, and they have a 
  small locked chest with a poison needle trap on the lock 
  (save vs. poison or die) with 1,099 e.p. There is a 25% 
  chance one of them is in area #119, 50% chance they 
  both are, and a 25% chance that neither of them is here. 
  If a match is going on in the Arena, it is certain they both 
  will be in the pens.  
  121. SHRINE. A large statue of the god of athletics, sports, and 
  wrestling is in the center of this room. The walls are 
  decorated with frescoes depicting various forms of 
  sporting contests: wrestling matches, boxing, gladiatorial 
  games, barroom brawls, etc. There is a slot at the base of 
  the statue; often the warriors will put a coin into it, seeking 
  the blessing of the god. It has no actual effect.  
  122. TENTACLES. Anyone entering this room will alert the thing 
  (or things – there is really no way to be certain) that dwells 
  in the extra-dimensional space touched at the back of 
  the four small tunnels on the north and east walls. Each 
  tunnel will produce a tentacle that can extend a full 10’ 
  from its hole, and possesses the equivalent of 18/75 STR. 
  Each will attack as a fifth level fighter, and an initial hit 
  indicates that the tentacle has grabbed its target. On the 
  following round, it will automatically do 1d8 h.p. of 
  damage. Only a successful bend bars roll can remove 
  the tentacle; doing a total of 20 h.p. of cutting damage 
  will cause it to release its prey and retreat back into the 
  corridor. One round later, the damaged tentacle will be 
  replaced by a new and undamaged one. There is an 
  effectively limitless supply of such tentacles. If a tentacle 
  successfully crushes the life out of a victim, his corpse will 
  be dragged into the corridor, never to be seen again.  
  123. BROWN FACTION (areas #123-126). This smallish band of 
  gnolls has heard of the Arena and are here with the notion 
  of starting their own faction. They have not been too 
  successful in the combats, and the factions have 
  tolerated their presence, knowing that the survivors will 
  likely be absorbed into one or more of the already-existing 
  factions. This room holds five gnoll warriors (14, 14, 14, 15, 
  15 h.p., armed with battle axes). Each has 2d8 e.p. and 
  2d6 g.p. They call themselves the Brown faction, but the 
  other factions call them the “moth-eaten faction.” 
  124. GNOLLS. Six more gnoll warriors of the Brown faction are 
  here (12, 12, 13, 15, 15, 16 h.p., armed with morning 
  stars). Each has 2d8 e.p. and 2d6 g.p.  
  125. GNOLLS. Three gnolls are here (12, 13, 14 h.p., armed with 
  two-handed swords), but there are a total of nine bunks. 
  Each has 2d8 e.p. and 2d6 g.p. 
  126. BROWN FACTION LEADER. The leader of this raggedy band 
  of gnolls, Shaggarv, is here (3 HD, 20 h.p., armed with a 
  two-handed sword). He has their meager treasure hidden 
  in a box under his own bed: 107 g.p. and 152 e.p. He is 
  desperate to see his intended new faction do well.  
  127. HOLE. There is a ragged hole in the floor here, open, 
  approximately 4’ across and 10’ deep. It is, in fact, a 
  portable hole, but not self-evidently so.  
  128. BLOCK TRAP. Anyone entering this 10’ section of hallway 
  will set off a sliding block trap; a 10’ section of the western 
  wall will slam into the hallway, doing 3d8 h.p. of damage 
  to anyone who fails a saving throw vs. paralyzation. It 
  immediately retracts and resets.  
  129. BROWN MOLD. An infestation of brown mold covers this 
  room and the corridors in either direction 10’.  
  130. RED BARRACKS. A number of cots are haphazardly 
  arranged around the room, along with improvised 
  cooking pots and so forth. The main body of the red 
  faction quarters here. Six orcs (5, 5, 5, 6, 6, 6 h.p.) armed 
  with battleaxe and spear. 3 gnomes (each a F2; 11, 13, 
  14 h.p.) armed with clubs and spears. There are also 4 
  men (F3; 20, 20, 22, 22 h.p.; AC 4 (mail and shield)), 
  each armed with a long sword and a spear. Each has 
  only 2d6 g.p. on them; the Red faction has not been 
  doing well as of late. The corridors are covered with 
  tapestries not so much for decoration or obfuscation as 
  warmth and privacy. 
  131. TELEPORTER. Anyone entering the last 20’ of this corridor 
  will be teleported without knowing it to area #146. 
  132. FIERY ROYALTY. Those looking into this circular chamber will 
  see a pillar of fire floating in mid-air within a magic circle, 
  and hear the sound of a woman weeping, as if lamenting 
  her fate. This is actually a fire elemental of special nature; 
  it possesses only 6 HD (22 h.p.), having not been 
  summoned to this plane by usual means, but brought 
  here via the strange magics of the Mad Archmage (it is 
  one of the rare females of its type, and a princess among 
  her kind). The Red faction keeps it here as a mascot. It is 
  imprisoned within the magic circle drawn upon the floor; 
  it cannot move beyond this boundary unless the circle is 
  breached somehow. If the princess is freed, she will attack 
  mindlessly until destroyed, spouting great torrents of 
  profanity as she does so. However, if she hears the proper 
  magical formula (“Oi maamme, Suomi, synnyinmaa!”) 
  she will attach herself to the person who spoke the formula 
  and serve him faithfully for 1d4 days before departing for 
  
   
   
  Level Four: The Lower Dungeons 
  47 
  her home plane. Note that instructions given to the 
  elemental must be explicit; she is extremely literal-minded 
  and will not act beyond the strictest interpretation of her 
  instructions.  
  133. RED GYMNASIUM. This entire room has a very tall arched 
  ceiling, is lit by continual light spells, and is completely 
  decked out in red. The walls and ceiling are covered in 
  red tiles, and the light spells give the whole place a hellish 
  glow. Various implements of the sort normal for warrior 
  training are here: wasters, targets, etc. Meals for the Reds 
  are also served here, and victory celebrations are held in 
  this room as well. At any given time 4-9 warriors of the Red 
  faction will be here in practice (from areas #130 and 
  #134-138).  
  134. STORE ROOM. This room holds exercise equipment 
  (dumbbells, padded wasters, helmets, etc.) as well as first 
  aid supplies and some foodstuffs.  
  135. OGRE. One of the few heavy hitters left in the Red faction 
  (21 h.p.). He has 30 g.p. and a large golden necklace 
  worth 75 g.p., given him by Jikk Vishta as a last ditch effort 
  to keep him from leaving.  
  136. RED TRAINER. Jikk Vishta (Crimson Brother level 7; AC 5; 20 
  h.p., lawful evil) dwells here in a plain room. He is on the 
  run from the monastic order of the Crimson Brethren, 
  whom he has betrayed and who would kill him if they 
  found him. He keeps a locked and trapped chest 
  (releases sleeping gas; save vs. poison or fall asleep for 
  1d6 turns) which has 4,076 e.p. and 2,482 g.p. He is 
  aware of the secret passage from this room and all the 
  secret doors which open into it. [Note to the GM: “Crimson 
  Brothers” are martial artists and masters of spycraft. Treat 
  Jikk Vishta as a fighter who uses pummeling, overbearing, 
  and grappling whenever possible (with a bonus of +4 “to 
  hit” and +3 to damage), plus a mountebank’s disguise 
  and verbal patter abilities.) 
  137. MINOTAUR. Jikk’s secret weapon, a recently-recruited 
  denizen of the lower levels, persuaded to fight for the Red 
  faction (37 h.p.), armed with a large halberd it can swing 
  with a weapon speed of 4 due to its great strength). It has 
  been given a goodly sum for its efforts; two chests hold 
  exactly 1,000 e.p. each, with the promise of more to 
  come.  
  138. EMPTY ROOM. Former sleeping quarters for six, deserted 
  for some time.  
  139. WATER ROOM. Two large metal basins are along the north 
  wall of this room. They are constantly filled (6” deep) with 
  water by magical means: the left cold and the right very 
  warm but not dangerously hot. Drinking or removing some 
  of the water will not lower the level; washing in either will 
  not make the water dirty. The water itself has no particular 
  healing powers; it is ordinary water.  
  140. TELEPORTER. Anyone in the last 20’ of this corridor will be 
  teleported (one way and undetected) to area #56 on 
  Level 6: THE LABYRINTH.  
  141. MOLDY ROOM. This room is covered in yellow mold. A 
  scattering of 19 g.p. is under the stuff.  
  142. SUBTLE SLOPE AND STAIR. The sloping passage will not be 
  detected by normal means; dwarves, etc., have a 
  chance to detect it. Combined with the stairs, it could 
  lead PCs to believe they have moved to a different level 
  of the dungeon.  
  143. MOONLIT GARDEN. When this room is entered, PCs will see 
  a large outdoor scene; it is nighttime and the moons are 
  both visible. A myriad of trees and bushes is here, there is 
  a faint breeze, and the songs of night-birds can be heard. 
  Walking along the grassy path leads to a variety of night-
  blooming flowers. This place can be explored for several 
  hours, and for every turn spent exploring, there is a 10% 
  chance players will become lost and unable to find their 
  way back to the entrance. This whole place is an illusion, 
  and those who successfully disbelieve will see a plain 
  room, with their still-believing companions simply standing 
  in the middle, staring off into space. A dispel magic spell 
  will disrupt the illusion for 1 turn.  
  144. EMPTY ROOM. There is old confetti and streamers on the 
  ground. It smells of cake. 
  145. SINKING ROOM. One round after this room is entered, the 
  door will shut and it can be felt to descend into the 
  ground. After 2 rounds, the door unlocks. In reality, the 
  room will not have moved at all; it merely felt like it did – 
  but let your players figure that out on their own. 
  146. TELEPORTER LANDING. Those teleported from area #131 
  will arrive here. The teleportation effect is one-way.  
  147. WOOD SHOP. There are several work benches, stores of 
  lumber in various sizes and types, tools, and so forth. 
  Sometimes the factions will use this place to repair shields, 
  weapon-hafts, etc.  
  148. STAIRS. This staircase leads to area #40 on Level 5: THE 
  DEEPS.  
  149. SUBTLE SLOPE. This sloping passage will not be detected 
  by normal means; dwarves, etc., have a chance to 
  detect it. It leads to area #34 on Level 5: THE DEEPS.  
  150. EMPTY ROOM. Assorted trash and offal.  
  151. ZOMBIES. A dozen zombies (8, 9, 9, 9, 10, 11, 12, 12, 13, 
  14, 14, 15 h.p.) are in this room, with orders to destroy 
  anyone entering.  
  152. MAKESHIFT CRYPT. An exploring necromancer had himself 
  interred here after suffering fatal wounds while exploring 
  alone. He set the zombies as guards before finally 
  expiring. He himself has transformed into a mummy (29 
  h.p.) and will rise off his makeshift bier to attack intruders. 
  He wears a necklace of missiles (with 1x6, 2x4, and 2x2 
  missiles). Note that a magical fire attack has a chance of 
  detonating all the remaining missiles… 
   
  
  Castle of the Mad Archmage 
   
   
   
   
  48 
   
   
  Level Five: The Deeps 
   
  This level held both the torture chambers and the majority of 
  the magical laboratories of the Mad Archmage. A great open 
  central area runs through the middle of the place, populated 
  by many of the weird hybrid creatures created over the years 
  in the laboratories.  
   
  There 
  are 
  several 
  bands of humanoids 
  in the northern half of 
  the 
  level, 
  as 
  indicated 
  on 
  the 
  map. As a rule, the 
  various 
  humanoids 
  on the level stay out 
  of each other’s way. 
  The flinds are the 
  leader of the gnoll 
  tribe, and the two 
  can be considered 
  as one (at least one 
  flind will be leading 
  any gnoll patrol that 
  is encountered). It 
  should be possible to 
  get the groups here 
  fighting, 
  with 
  the 
  exception 
  of 
  the 
  ogres and trolls, who 
  have 
  an 
  active 
  alliance, and who 
  will be very difficult to 
  turn 
  against 
  one 
  another 
  without 
  some great effort. 
  The three ogres in 
  room #33 are their 
  own 
  group, 
  and, 
  while 
  gregarious 
  (and 
  inveterate 
  gamblers who could 
  be found on either 
  adjacent level in some game of knucklebones with one of the 
  inhabitants), are not part of the larger group of ogres to the 
  east, and are not allied with the trolls (although they are not 
  particularly opposed to them, either). 
   
  The chief features of the northern half of the level are the 
  conjuring laboratory (#6), the alchemy laboratory (#23), the 
  evocation laboratory (#76), and the breeding laboratory 
  (#103). Each of these has a library nearby with tomes that form 
  the greater part of the treasure attendant thereto. There is also 
  a magical gate that can be used to reach a land of living 
  music. 
   
  The southern half of the map (divided roughly by the chasm in 
  area #100) is more sparsely inhabited, and more “haunted” 
  than the rest of the level. Describe the empty, echoing 
  corridors, the cold breeze that wafts down the hallways, the 
  distant dripping of water into some long-forgotten puddle… The 
  idea should be to make this portion of the level feel like a 
  Hammer Horror film, and indeed there are several homages to 
  those films in the encounters in this area.  
   
  The chasm itself, caused by some long-forgotten magical 
  accident, could act as a shortcut to levels 6 and 7, if desired. 
  There are rather long, roundabout ways around it, though, for 
  those who prefer to explore the southern third of the level. 
   
  This level has direct access to levels 4, 5A, 6, and 7.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place: 
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  Gelatinous cube 
  3 
  3d4 giant centipedes 
  4 
  Black pudding 
  5 
  Floating pearlescent bubble causes 5d6 (10' 
  radius) damage if touched; 1 in 6 has a gem; 
  1 in 6 glows as a torch. 
  6-9 
  Pick monster from nearby room 
  10 
  Pick monster from distant room  
  11 
  Pick monster from adjacent level (50% chance 
  it is a faction patrol from Level 4: THE LOWER 
  DUNGEONS on a raid to secure new warriors or 
  creatures for the Arena). 
  12 
  Dungeon Dressing (see below) 
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  Pipes run from floor to ceiling. They are damp  
  2 
  Empty potion bottle  
  3 
  Faint scent of roses  
  4 
  Sound of a hammer on metal in the distance  
  5 
  Niter on the walls  
  6 
  Empty leather scroll case 
  7 
  Red X on the floor (5’ across) 
  8 
  Bent and rusted dagger 
  9 
  3’ wide puddle 
  10 
  Dead pigeon 
  11 
  4” long tooth  
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  SUBTLE SLOPE. This hallway slopes up at an angle low 
  enough that it cannot be ordinarily detected. It can be 
  
   
   
  Level Five: The Deeps 
  49 
  detected by dwarves, etc. It leads to area #23 on Level 
  4: THE LOWER DUNGEONS.  
  2. 
  SPIRAL MOSAIC. Worked into the stone floor of this room is 
  a mosaic of green and purple tiles. It starts in the middle 
  of the room as a spiral, which winds outward and 
  eventually leads to a path 8” wide that leads in a 
  meandering way down to area #3. It will dimly radiate 
  magic if detected for; see area #6 for more information 
  about the nature of the mosaic path. There is a secret 
  room here (A) which contains a Greater Skeleton (15 h.p., 
  see Appendix C: NEW MONSTERS). It wears a golden 
  necklace worth 110 g.p. Four sealed pottery crocks are in 
  the corner, one of which holds a map showing the layout 
  of the bat caves on Level 4: THE LOWER DUNGEONS (areas 
  #27-34 – show the players Illustration #12).  
  3. 
  KNOTWORK MOSAIC. (Show the players Illustration #13.) 
  The green-and-purple mosaic from area #2 continues 
  here, but the trail expands into a large knotwork pattern in 
  the middle of the room. The pattern is complex, and 
  made more difficult by the fact that it twists and turns 
  back on itself several times. Those attempting to walk the 
  mosaic will have a 25% chance of becoming disoriented 
  and losing the path, with a 5% bonus per magical attack 
  adjustment for having a high WIS score. The path 
  eventually winds its way out the south corridor to area #4. 
  4. 
  THE MOSAIC CONTINUES. The purple-and-green path dips 
  into this room and then back out; the path goes around 
  the perimeter of the room and then back out the same 
  passage, along to area #5. In one corner of the room is 
  a gray metal barrel with a lid on it. If opened, it contains 
  various trash and offal: fish bones, broken glass, 
  crumpled-up soggy paper, stale bread crusts, etc. There 
  is some indecipherable writing on the exterior. If a 
  comprehend languages spell or its equivalent is used, it 
  reads “KEEP YOUR DUNGEON BEAUTIFUL”.  
  5. 
  ANTECHAMBER. The purple-green path comes from the 
  eastern corridor and disappears under the door. Note that 
  the door is locked, and taking the time to pick the lock or 
  break it down will spoil the effect of walking the path (see 
  area #6 for details).  
  6. 
  CONJURING LABORATORY. This large room with a tall 
  vaulted ceiling is notable for the decorations on its floor; 
  no fewer than two dozen magic circles, pentacles, 
  thaumaturgical circles, and so forth, cover the floor. 
  Some are of gold or silver, inlaid directly in the floor, some 
  are painted, still others are composed of powder, poured 
  on the floor in exquisitely intricate fashion. They range in 
  size from 5’ to 15’ or so. All radiate magic if detected for, 
  and each is keyed to a particular type of conjuration. Any 
  mage casting the proper spell in the proper circle does 
  so at maximum effectiveness (i.e., conjured elementals 
  will never turn on their summoners, demons summoned 
  by cacodemon spell fail their saving throws, monster 
  summoning spells produce the maximum number of 
  creatures, etc.). The purple-green path that originates in 
  area #2 ends in a similar spiral in the middle of this room. 
  If a spellcaster takes the time to walk along the entire 
  path, uninterrupted, from the spiral in area #2 to the one 
  here, hewill also gain the ability to cast conjuration spells 
  as if they were two levels higher. This effect will last for 3 
  hours. Note that it does not allow the mage to memorize 
  spells that would otherwise not be available due to the 
  level of the caster, but it could impact the durations of 
  spells already memorized, chances for scrolls to misfire, 
  etc. Walking the path will generally take 30 minutes 
  (random encounter checks will still apply). The north, 
  south, and east doors to this room are locked.  
  7. 
  CONJURING LIBRARY. Rafesh, a djinni (37 h.p.) is here, 
  charged with guarding the contents of this library from 
  those who would steal from its contents. He is bound here 
  for a total of 101 years, and has 37 years to go in his 
  servitude. If approached in a non-threatening manner, he 
  will prove an urbane and civilized host, pointing out some 
  of the most interesting volumes in the library, offering the 
  PCs the strong and sweet tea of Pell, and generally being 
  appreciative of the company. However, if anyone 
  attempts to remove any of the books from the room, he 
  will attack with all due ferocity, and his instructions allow 
  him to leave the room to pursue thieves. The room 
  contains 29 rare volumes on the art of conjuring, the 
  various denizens of the planes, and so forth. Titles include 
  Dornat’s Ecology of the Astral Plane, Gregor Menth’s A 
  Case for the Existence of a Demi-Elemental Plane of 
  Glass, Legal Precident Applied to Diabolic Contracts by 
  Thurin Glasgool L.D., and The Arcane Geometry of Magic 
  Circles, author unknown. Each book in the library would 
  be worth 500 g.p. to a collector.  
  8. 
  STORAGE. This room has a variety of shelves, most of which 
  are empty. There are, however, a half-dozen earthenware 
  jars which hold different powders, which can be used to 
  create particularly efficacious magic circles such as are 
  found in area #6. They are worth 100 g.p. each to a 
  mage or alchemist knowledgeable in such matters.  
  9. 
  PLANARLABE. This room is dominated by an enormous 
  clockwork mechanism of brass and steel, with panels of 
  crystal, all of which are obviously intended to move in a 
  predetermined pattern around the central hub. A huge 
  (5’ diameter) wheel is set into the floor. If the wheel is 
  turned, which is only possible with a combined strength of 
  30 or more, the various enormous gears and wheels will 
  begin to move, and a dial, also set into the floor around 
  the circumference of the whole, will move slightly. The 
  whole device is a means of determining the movements 
  and motions of the various planes of existence in relation 
  to one another, which has obvious implications for the art 
  of conjuration. The device is built into the room and 
  cannot be removed without destroying it.  
  10. 
  TROLLS (areas #10–13). A band of trolls has taken up 
  residence in this area; they will most certainly come to 
  each other’s aid if attacked, although they are too 
  dimwitted for coordinated attacks or ambushes. Three of 
  the green beasts dwell in this room (32, 34, 35 h.p.). They 
  are on friendly terms with the ogres in areas #66-69, and 
  will come to their aid (and seek it) if needed. There is a 
  15% chance that 1-2 ogres from areas #66-69 will be 
  here as well. 
  11. 
  TROLLS. Four live in this room (33, 35, 36, 37 h.p.). There is 
  a 15% chance that 1-3 ogres from areas #66 - #69 will 
  be here as well.  
  
  Castle of the Mad Archmage 
   
   
   
   
  50 
   
   
  12. 
  TROLLS. Four more live here (34, 36, 37, 37 h.p.). There is 
  a 15% chance that 1-3 ogres from areas #66 - #69 will 
  be here as well. 
  13. 
  TROLL TREASURY. The band of trolls keeps their treasure in 
  this room: 13 large sacks contain a total of 2,570 s.p., 
  4,093 e.p., 6,245 g.p., and 6 gems.  
  14. 
  EMPTY ROOM. The walls are whitewashed, save for a 
  graffito “GREENS RULE, BLUES DROOL.” 
  15. 
  FROGS. The walls are lined with shelves which contain 177 
  crudely sculpted earthenware frogs. Each is hand-made, 
  so all are slightly different from one another, but none is 
  particularly sinister-looking. They are worth approximately 
  5 s.p. each (although they would likely have to be sold 
  one at a time, as few would want so many at once). They 
  are breakable; each requires a save vs. crushing blow if 
  they are simply tossed into a backpack without regard to 
  cushioning them against damage.  
  16. 
  BUGBEAR LAIR (areas #16-21). A band of bugbears has 
  taken up residence in this corner of this level. They are on 
  good terms with the trolls in areas #10-13. There is always 
  a guard here of four warriors (13, 14, 15, 15 h.p.), armed 
  with spears and morning stars. Each has 20 c.p., 15 s.p., 
  6 e.p., and 4 g.p. If a bugbear patrol is indicated as a 
  random encounter, recall that they surprise 50% of the 
  time.  
  17. 
  BUGBEAR BARRACKS. Eleven warriors (13, 13, 13, 14, 14, 
  15, 15, 16, 17, 17, 18 h.p.) armed with throwing axes, 
  spears, and longswords, and a leader (4 HD, 23 h.p.; AC 
  4, +1 to damage), armed with a throwing hammer and 
  a broadsword. Each has 22 c.p., 14 s.p., 5 e.p., and 8 
  g.p. 
  18. 
  BUGBEAR SUB-CHIEF. Gekk, the sub-chief of the band, 
  dwells here (4 HD, 25 h.p., AC 4, +1 to damage) armed 
  with a two-handed sword and throwing mace. He has 30 
  c.p., 17 s.p., 6 e.p., and 8 g.p. There are two females 
  here as well (1+1 HD; 6, 6 h.p.; AC 5) who will do 1d8 h.p. 
  of damage per attack.  
  19. 
  BUGBEAR BARRACKS. Twelve bugbear warriors are here 
  (13, 13, 14, 14, 15, 16, 17, 18, 19, 19, 19, 20 h.p.) armed 
  with throwing axes, spears, and morning stars. Each has 
  12 c.p., 10 s.p., 10 e.p., and 6 g.p. 
  20. 
  BUGBEAR LIVING QUARTERS. Eight bugbear warriors are 
  here (12, 13, 14, 15, 15, 16, 17, 19), armed with throwing 
  maces, spears, and morning stars. As well, there are 14 
  females (5, 5, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9 h.p.), and 18 
  young (2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4 h.p.). 
  The females and young will fight only if they are trapped 
  in a life-or-death situation. All know about the secret 
  passage, and will use it to escape, outflank, or ambush 
  attackers, or summon aid from the trolls in areas #10-13. 
  Each warrior has 11 c.p., 11 s.p., 4 e.p., and 5 g.p.  
  21. 
  BUGBEAR CHIEF. The bugbear chief, Yggnoth, lives here 
  with two females. Yggnoth (4 HD; 29 h.p.; AC 3; +2 
  damage) is armed with a two-handed sword and a pair 
  of throwing axes. The two females (1+1 HD; 6, 6 h.p.; AC 
  5) will do 1d8 h.p. of damage per attack, but only if 
  cornered. A concealed hollow under the great bed hides 
  the bugbear treasury: a huge iron chest with 8,993 c.p., 
  2,568 s.p., 2,710 g.p., and 5 gems.  
  22. 
  BAS-RELIEFS. The walls of this open area are covered with 
  a series of bas-reliefs. There are (starting in the northeast 
  corner and working clockwise around) a jolly clown, a 
  demonic face, a halfling farmer, the god of justice and 
  honor, an angelic face, an oak tree, a waterfall, a spider, 
  a scary clown, a cleric of the goddess of poetry, a flock 
  of hummingbirds, a xorn, a blank section, and a walrus. 
  They all radiate magic dimly, and on days when the wind 
  is gusting outside (10% chance on any given day, unless 
  the game master has already determined the weather by 
  other means) an eerie howling can be heard through the 
  various reliefs.  
  23. 
  ALCHEMY LABORATORY. The stench of acids and other 
  chemicals is strong. There are a dozen large tables, each 
  with several tall stools, and a dozen smaller tables, all 
  scattered around the room in a seemingly random way. 
  Each is covered with alembics, scales, retorts, test tubes 
  and racks, clamps, hoses, braziers, glassware, etc. Three 
  fire pits are also here, evenly spaced across the length of 
  the room. The door in the southwest corner is of metal, 
  with a large wheel in its center (like a modern bank vault 
  door). This is a fully stocked laboratory for the manufacture 
  of magical potions. It is obvious that the equipment has 
  not been used in some time, but it is otherwise in good 
  condition. In addition, the walls are lined with shelves with 
  even more supplies of similar nature: bowls, beakers, 
  balances, strikers, etc. There is enough equipment here to 
  stock three full laboratories; assuming three alchemists 
  were working here, they could each be productive 
  without getting in each other’s way. If it were somehow 
  transported out of this room intact, the lot would be worth 
  5,000 g.p. to the right persons.  
  24. 
  ALCHEMISTS’ QUARTERS (areas #24-26). This room is 
  comfortably furnished, but obviously has not been used 
  in some time. A stained and discolored smock hangs 
  from a peg on the wall, and there are normal personal 
  effects here.   
  25. 
  QUARTERS. This room is similar to area #24, but it has 
  obviously been ransacked. The bed is overturned, drawers 
  in the dresser opened and emptied, etc.  
  26. 
  QUARTERS. This room is similar to area #24, but is also 
  home to the deceased spirit of the alchemist who used 
  to dwell here; now a spogel (38 h.p.; see Appendix C: 
  New Monsters for details). A box here contains the 
  following potions: clairaudience, fire resistance, plant 
  control, heroism, and extra-healing.  
  27. 
  ALCHEMICAL LIBRARY. This smallish room is home to a 
  phase spider (30 h.p.) which dwells in its webs near the 
  ceiling, but it also holds a great treasure: a collection of 
  treatises on the art and science of alchemy. Everything 
  from Qiver Mejet’s On the Art of Precision Glassblowing to 
  The Secret Herbal of Yij, 101 Alchemical Uses for the Pineal 
  Gland by the Red Sage to Powfat Vigit’s On the Lives of 
  Famous Alchemists and Wizards of the East, with a 
  Selection of the Alchemical Formularies that brought 
  them Notoriety, can be found here. There are a total of 
  37 such books, and between them the formulas for 
  creating every potion found in the ADVENTURES DARK AND 
  DEEP™ Game Masters Toolkit can be found. Each is worth 
  approximately 500 g.p. to a collector.  
  
   
   
  Level Five: The Deeps 
  51 
  28. 
  STORES. Long narrow shelves line the room, covered with 
  jars, boxes, bottles, and containers. Each is clearly 
  labeled in a delicate spidery script. These are the various 
  components, compounds, and chemicals needed in the 
  production of various magical potions. They contain 
  everything from the thalamus gland of an orangutan 
  (useful in creating a potion of clairaudience) to powdered 
  kobold horn and mimic skin. The whole is quite valuable 
  (on the order of 10,000 g.p. if removed in toto) but 
  transporting the lot would be somewhat problematical. 
  More ordinary substances are also here, of course, such 
  as sulphur, iron filings, sand, salt, oil, bitumen, nitre, etc. 
  The whole is notably missing any more ordinary herbs or 
  other plant substances not directly mentioned as being 
  useful in the manufacture of potions.  
  29. 
  MIXING CHAMBER. The three doors leading to this 
  chamber are all of metal, with large wheels in their center 
  to open them, much like a modern bank vault door. They 
  can be opened by spinning the wheel, however only one 
  of the three can be opened at one time; if more than 
  one is opened, the others will slam shut (iron spikes will not 
  prevent this, and anyone attempting to put their body in 
  the way to keep a door open must make a bend bars 
  check or take 3d6 h.p. damage). The room itself is 
  sheathed in scarred and charred metal plates with huge 
  rivets, and a single stone pedestal rests in the middle, 
  topped with a stoneware bowl. This room was used for 
  mixing particularly volatile chemicals; the actual mixing 
  was usually done by magical means, of course.  
  30. 
  EMPTY ROOM. Contains several broken barrels.  
  31. 
  COVERED PIT TRAP. This pit is 20’ deep with spikes (2d6 h.p. 
  damage plus save vs. paralyzation or take 1d6 additional 
  damage). However, if someone attempts to walk on the 
  bottom of the pit between the spikes, the floor will 
  suddenly drop down, revealing another layer of spikes 
  inflicting an additional 1d6 h.p. damage.  
  32. 
  LIVING ROOM. This is a richly appointed room, with rugs, 
  overstuffed chairs, etc. Once entered, the furnishings will 
  come to life, attacking and otherwise discomfiting the 
  PCs. The GM is encouraged to determine exact effects, 
  but should endeavor to make it a very challenging 
  encounter. 
  33. 
  SMOKE-FILLED ROOM. The three ogres Lipeso, Odd, and 
  Rarby (19, 22, 25 h.p.), usually have a cooking fire going 
  in this room, which sends a thick pall of smoke out into the 
  adjoining corridors. They have no treasure, but each 
  keeps 1d6 IOUs from various dungeon denizens from this 
  level and Level 4: THE LOWER DUNGEONS in their pouches, 
  each worth 1d6x100 g.p. It would be most interesting to 
  see the PCs attempt to collect on the IOUs.  
  34. 
  SUBTLE SLOPE. This hallway slopes up too subtly to be 
  ordinarily detected. It leads to area #149 on Level 4: THE 
  LOWER DUNGEONS. Dwarves, etc., have the standard 
  chance to detect.  
  35. 
  LOUNGE. This room is appointed as a comfortable lounge 
  area. There is light from a dozen eternal candles (see 
  Appendix B: New Magic Items), eight overstuffed chairs, 
  several small tables, and a sideboard with a decanter of 
  brandy, glasses, and hors d’oeuvres. Once consumed, 
  the brandy and food will be replenished in 24 hours. 
  Anyone partaking of the brandy will become moderately 
  intoxicated in 1d6 rounds. If two drinks are had before the 
  initial effects are felt, the PC will become greatly 
  intoxicated.  
  36. 
  SPIDERS. This web-choked room is home to 8 huge spiders 
  (5, 5, 6, 6, 7, 7, 8, 9 h.p.). 
  37. 
  SECRET ROOM. This room contains two locked chests. The 
  first contains 552 p.p. The second has 2,780 s.p.   
  38. 
  SAGE’S GUARDIAN. These are the quarters of Everett, who 
  guards Algal in the chamber beyond (see area #39). 
  Everett is a werebadger (38 h.p.; see Appendix C: New 
  Monsters for details). He has a simple cot, cook stove, and 
  some other personal effects, but the room is quite tidy. He 
  keeps a personal cache of 1,508 g.p. in a chest under 
  his bed, and has both a long sword of wounding and a 
  tunic of displacement (works just like a robe of 
  displacement). Neither he nor Algol will ever be found as 
  a random encounter (see room #39). His clan has a long-
  standing connection to that of the sage, and he acts as 
  a bodyguard and majordomo, not admitting anyone to 
  the sage’s presence whom he distrusts (which is most 
  people). There is a hidden button near the west door 
  which will announce that visitors are coming. Two rings 
  indicate they are hostile.  
  39. 
  THE LITTLE SAGE. This is the chamber of Algal Horner, a 
  gnome sage (lawful good) whose major field is history 
  and whose special study is that of the Castle and its 
  dungeons, as well as the geography of the tunnels 
  beneath the crumbling ruins (three skill levels). He has also 
  made a secondary study (minor field) of the rites and 
  philosophy attendant to the god of magic whom the Mad 
  Archmage honors (two skill levels). He is generally well-
  received by all the inhabitants hereabouts, even those of 
  savage disposition and baleful alignment, thanks to the 
  ring of friendship that he wears (see Appendix C: New 
  Magic Items for details). His chamber is stacked to the 
  ceiling with maps, scrolls, diaries, books, and so forth. 
  When encountered, he will be at his tall desk, seated on 
  a tall stool, jotting down notes on some mystery or other. 
  If PCs are amenable, he will gladly pay for new 
  knowledge that they bring. If they provide him with a map 
  (he will insist on the original, rather than copying it himself) 
  he will pay between 10 and 100 g.p., depending on its 
  accuracy and scope. If they come bearing knowledge 
  of some notable feature, trick, or trap, he will similarly pay 
  between 50 and 100 g.p., depending on whether or not 
  the knowledge is new to him (20% chance for knowledge 
  pertaining to the levels above this one, 40% chance for 
  knowledge about lower levels). Rarely, he can be found 
  on expeditions himself; most often, he will be here, but is 
  not above sending friendly and capable PCs on very 
  specific missions for remuneration in the 100 g.p. range. 
  He will most certainly not give out any information for free.  
  40. 
  STAIRCASE UP. This staircase leads up to area #148 on 
  Level 4: THE LOWER DUNGEONS.  
  41. 
  EMPTY ROOM. The plaster on the walls is chipping and 
  coming off in large pieces, in places.   
  42. 
  LINEN CLOSET. There are shelves with rotting and moth-
  eaten sheets, pillowcases, and so forth here.  
  
  Castle of the Mad Archmage 
   
   
   
   
  52 
   
   
  43. 
  LINEN CLOSET. Identical to area #42, except there is also 
  an eye killer here (17 h.p.).  
  44. 
  GNOLL BAND (areas #44-47, #85). The gnolls are in fact 
  led by a group of flinds who dwell in area #81–83). Any 
  gnoll patrols met as a random encounter will be led by at 
  least one flind. Six gnolls dwell in this room (12, 12, 13, 15, 
  15, 16 h.p.), armed with long swords and longbows.  
  45. 
  GNOLLS. Three gnolls dwell here (14, 14, 15 h.p.), armed 
  with long swords and battle axes.  
  46. 
  GNOLL SENTRIES. At any given time there is a force of four 
  gnolls (13, 13, 14, 15 h.p.), armed with long swords and 
  morning stars, and one flind (19 h.p.), armed with a 
  flindbar here. They will sound the alarm if intruders are 
  detected, although the flind captain won’t be above 
  parley with a suitably strong force.  
  47. 
  SECRET ROOM. The gnoll/flind band keeps its treasure 
  here. All of the flinds know where the room is, but the gnolls 
  only know that the room exists; they don’t have any idea 
  where. It contains four large locked chests. The first is 
  trapped with an acid spray (all those in an 8’ cone in front 
  of the chest when opened take 3d8 h.p. damage; save 
  vs. breath weapon for half damage), and contains 8,246 
  g.p. The second is not trapped, and contains 3,088 s.p. 
  The third has a magic missile trap; the person opening the 
  chest will take 5 magic missiles (1d4+1 damage each), 
  and contains 1,040 g.p. and 2,127 s.p. A false bottom 
  contains an amulet of proof against detection and 
  location. The fourth is not trapped, and contains 3,044 
  c.p. There are also six expertly woven rugs of Ellish weave: 
  worth 500 g.p. each, but bear in mind that each is very 
  bulky (8’ long, rolled up) and heavy (50 lbs).  
  48. 
  EMPTY ROOM. This room contains a few skeletons of 
  chickens and dogs. At least, you hope they’re chickens 
  and dogs, it’s hard to be sure.  
  49. 
  GALLERY ENTRANCE. The large bronze-studded double 
  doors to the north require a combined strength of 30 to 
  open. This octagonal room opens onto a large (20’ wide) 
  section of the level which is a central highway for many of 
  the inhabitants who are discarded (or escaped) creations 
  of the Breeding Laboratory (area #103). Note that a huge 
  portion of this level can be directly accessed from this 
  area without having to open doors; take that into account 
  when determining random encounters. On the west wall 
  is graffiti stating “Remember, use lightning on the ochre 
  jelly!” 
  50. 
  CLOSET. Six greater skeletons (15, 15, 16, 17, 17, 18 h.p.; 
  see Appendix C: NEW MONSTERS for details) will spill forth 
  from the door and attack.  
  51. 
  CLOSET. Another six greater skeletons (14, 15, 15, 17, 17, 
  19 h.p.; see Appendix C: NEW MONSTERS for details) will 
  spill forth from the door and attack. 
  52. 
  SCARLET SLIME. The ceiling is host to a large (15’ diameter) 
  patch of scarlet slime. It is possible, with care, to avoid 
  walking underthe slime, once it is detected.  
  53. 
  MUSICAL STAIRS. This steep and narrow staircase leads 
  down to area #52 on Level 6: THE LABYRINTH. However, 
  the stairs are lacquered in uneven bands of white and 
  black (much like a piano keyboard, if the PCs happen to 
  ask). As each stair is stepped on, a magical tone sounds, 
  as if from some great harpsichord. If they simply trudge 
  down the stairs in no discernable pattern, they will be led 
  to the mundane staircase on Level 6. If, however, they 
  take the time to figure out that each stair sounds a 
  particular note, and further take the time to play a 
  particular tune (a folk-tune popular some 150 years ago 
  called “The Nettle’s Promenade”, now mostly forgotten, 
  but perhaps to be found in some book or remembered 
  by a demi-human musician of sufficient age), they will be 
  taken to a pocket universe where musical instruments are 
  alive, all language is done by musical notes, and The King 
  of Instruments, a magical sentient pipe organ whose 
  sound serves as the Platonic Ideal for all earthly music, 
  can be found.  
  54. 
  COVERED PIT TRAP. This pit is 20’ deep and water-filled; all 
  those falling into it save vs. paralyzation or take 1d6 h.p. 
  damage (the water will break the fall). The bottom is filled 
  with 10’ of water; all those wearing armor other than 
  leather will sink and drown in 1d3 rounds (padded armor, 
  while light, will soak up water and become a soppy 
  tomb). The water is brackish; standard roll to become 
  infected with disease or parasite in swamp-like conditions 
  applies. There is a suit of plate armor +1 at the bottom of 
  the pit, discarded by one of its victims who got out in time 
  by slicing the leather straps. It cannot be used 
  immediately, but could be repaired for only 100 g.p.  
  55. 
  GORILLA BEARS. A truth of 5 gorilla bears has set up their 
  lair in this room (16, 18, 19, 20, 22 h.p.).  
  56. 
  SECRET ROOM. Note that the secret door leading to this 
  room cannot be found without actively searching for it; 
  elves etc. cannot detect it merely by passing by it. Four 
  large locked chests are here. Chest #1 contains 5,230 
  g.p. (they bear the stamp of the county of Irondark, and 
  are debased by 20%, meaning that they are only worth 
  a total of 4,184 g.p.). Chest #2 contains 2,375 s.p. and 
  a dagger +2, longtooth. Chest #3 has a poison needle 
  trap (save or die), and contains 4,077 c.p. and 3 pieces 
  of jewelry (one is actually a ring of the magus, but such 
  won’t appear magical even if detected for). Chest #4 
  contains 200x10 g.p. gems, 5x100 g.p. gems, a 1,000 
  g.p. gem, a gem of brightness, and a suit of leather 
  armor +3.  
  57. 
  BAMF! When anyone enters the last 10’ of this corridor, 
  there will be an audible “bamf!” and a flash of light. 
  Nothing else will happen, but let the PCs get as paranoid 
  as they choose. The effect will only happen once, 
  resetting after 1d4 hours.  
  58. 
  ENDLESS CORRIDOR. Anyone looking down this corridor will 
  see that it continues as far as the eye can see. This is 
  actually an illusion; PCs can walk as far as they want, and 
  the corridor will simply continue. In reality, they haven’t 
  gone anywhere. They can “walk” back the same length of 
  time as they walked forward, and still not get to their 
  starting point; the endless hall illusion extends in both 
  directions. Only dispel magic, dispel illusion, etc., or 
  actively attempting to disbelieve the illusion (and making 
  a saving throw vs. spells) will be effective.  
  59. 
  TELEPORTER. Once per day, all those entering the last 20’ 
  of this corridor will be teleported to area #86 without 
  knowing it. This effect only works once per day, regardless 
  of which way the teleport works. Note that this will cause a 
  
   
   
  Level Five: The Deeps 
  53 
  change in direction, so using left and right, rather than 
  north or west, is preferable.  
  60. 
  BAT CAVE. The chimney in the ceiling leads to area #198 
  on Level 3: THE DUNGEONS and area #30 on Level 4: THE 
  LOWER DUNGEONS, and that is the only way to access this 
  place (the straight walls indicate where the cave has 
  been inadvertently broken into during the excavations, 
  and subsequently sealed off with stone and brick). There 
  is a colony of 100 vampire bats, 900 ordinary bats, 50 
  giant bats, and 10 mobats here. This cavern also serves 
  as the repository for anything that the bats have 
  accumulated and dropped over the years. It contains 
  2,576 c.p., 1,130 s.p., 575 g.p., 28 gems, 6 pieces of 
  jewelry, a dagger +2, and a ring of protection +3.  
  61. 
  OPEN AREA. A growth of green slime coats the ceiling, 
  and will drop on anyone entering the room.  
  62. 
  WEREBOARS. A trio of humans dwells here, of wild mien, 
  unkempt appearance, and with a touch of crazy in their 
  eyes. They are in reality wereboars (22, 24, 25 h.p.). When 
  first encountered here, they will be in human form and will 
  only attack if intruders are impolite or fail to leave. They will 
  often hunt the halls in boar-man form (if met as a random 
  encounter). The strongest has a potion of gaseous form.  
  63. 
  WEREBOARS. Three more of the lycanthropes live in this 
  chamber (22, 23, 26 h.p.). The strongest has a potion of 
  heroism. Two large unlocked chests contain 3,044 c.p., 
  3,297 e.p., and 1 piece of jewelry. 
  64. 
  TELEPORTER. Anyone entering the last 20’of this corridor will 
  be teleported to area #71, without knowing. The effect 
  works only once every four hours, either way. Note that this 
  will wreak havoc with their direction sense.  
  65. 
  A SURFEIT OF LAMPREYS. A colony of 10 land lampreys (5, 
  5, 5, 6, 6, 7, 7, 8, 9, 9 h.p.) is here, but many will often be 
  found in nearby corridors looking for prey.  
  66. 
  OGRES (areas #66-69). A band of ogres has taken up 
  residence in this area. They are on friendly terms with the 
  trolls in areas #10-13, and will seek their aid (and give it) 
  if pressed. Five of the giant creatures dwell in this chamber 
  (17, 18, 18, 19, 22 h.p.), each armed with a spear and a 
  great stone battle axe (+2 damage due to strength).  
  Each has 40 g.p.  There is a 15% chance that 1-3 trolls 
  from areas #10-13 will be here as well.  
  67. 
  OGRES. Three ogres of the band dwell in this chamber (20, 
  22, 23 h.p.), each armed with a spear and a club (+2 
  damage due to strength). Each has 40 g.p. There is a 
  15% chance that 1-2 trolls from areas #10 - #13 will be 
  here as well.  
  68. 
  OGRE LEADER. The leader of the ogre band lives in this 
  chamber (7 HD, AC 3, 32 h.p., 2-12 damage or by 
  weapon), armed with an enormous halberd with which he 
  has a +2 to hit and +4 damage. He carries 40 g.p. on 
  his person.  
  69. 
  OGRES. Three more ogres are in this chamber (19, 20, 20 
  h.p.), each armed with a spear and a club (+2 damage 
  due to strength). Each has 40 g.p. There is a 15% chance 
  that 1-2 trolls from areas #10-13 will be here as well.  
  70. 
  STAIRS WITH LANDINGS. This winding staircase leads down 
  to area #1 on Level 6: THE LABYRINTH.  
  71. 
  TELEPORTER. Anyone entering the last 20’of this corridor will 
  be teleported to area #64, without knowing. The effect 
  works only once every four hours, either way. Note that this 
  will wreak havoc with their direction sense. 
  72. 
  JUNK ROOM. This room is piled high with broken furniture, 
  barrels, snapped lumber, etc. It is home to a reclusive 
  brain smut (19 h.p.) which will use its psionic powers to 
  create a great fear and unease of the room, in anyone 
  entering. There are 25 gems concealed in a small chest 
  amidst the trash.  
  73. 
  SPIRAL STAIRCASE. This spiral staircase leads down to area 
  #11 on Level 6: THE LABYRINTH.  
  74. 
  HALLWAY OF STATUES. Each of the six 10’ X 10’ alcoves 
  bears an identical statue of a troll in full plate armor armor 
  with a wicked-looking spiked mace. They do not radiate 
  magic if detected for, however each bears a curse.  
  Anyone touching (including inflicting damage upon, 
  searching for secret compartments, etc.) any of the 
  statues will immediately receive a curse to the effect that 
  the next 1d6 blows in melee combat against a troll will 
  automatically miss no matter what the roll (rolling a natural 
  20 will not only hit, but will break the curse, even if there 
  are more misses pending. Only one curse can apply to 
  any PC at any given time, regardless of the number of troll 
  statues that are touched. Roll separately for each PC. If 
  the statues are ignored, the PCs will have the impression 
  that there is movement in the corner of their eyes, but on 
  examination, no change can be seen.  
  75. 
  THE GREAT BLACK SPHINX. (Show the players Illustration 
  #14.) This is a large single block of black stone, carved 
  into the shape of a sphinx with the head of a moai (an 
  “Easter Island Head”), facing west-northwest. It is 
  approximately 10’ high. A circle of runes and pictograms 
  surrounds the base, but they defy any attempt at 
  translation or deciphering, even with the use of spells such 
  as comprehend languages or read magic. If magic is 
  detected for, it will be found to radiate several types. It is 
  up to the game master to determine the real nature of 
  the Black Sphinx, but leaving it as a completely 
  inscrutable puzzle is not the worst choice that the GM 
  could make. Naturally, the PCs won’t know one way or the 
  other… Note that there is a double-than-normal chance 
  for random encounters here.  
  76. 
  EVOCATION LABORATORY. This room is large, with an 
  enormous vaulted ceiling, and steps will produce a lonely 
  echo against the walls. The huge ceiling is choked with 
  webs, and home to a colony of 8 giant spiders (20, 22, 
  25, 26, 27, 28, 29, 30 h.p.) and two ettercaps (26, 28 
  h.p.). The latter two will remain concealed as their 
  compatriots attack, waiting for the proper time to strike 
  spellcasters and the like with webby nooses. It is otherwise 
  completely empty save for a single square table of 
  ordinary type slightly off-center (to the northwest). 
  Evocation is the science of bringing something from 
  nothingness, and thus the nature of this room. The whole 
  radiates magic if detected for, and any evocation spell 
  cast within the room will have the same effectiveness as 
  if it were cast by a mage three levels higher than the 
  actual level of the caster. This does not allow any 
  additional (or higher level) spells to be memorized; it only 
  affects the actual casting itself.   
  
  Castle of the Mad Archmage 
   
   
   
   
  54 
   
   
  77. 
  STORAGE. This room has countless shelves lined with small 
  pots, jars, boxes, and bags full of every material 
  component for every evocation spell, plus countless 
  hundreds of other similar substances besides. Fur of apes, 
  beads, various types of wires on fine spools, patches of 
  various sorts of cloth, miniature tools more suited for a 
  dollhouse than to magic, and many more besides.  
  78. 
  LIBRARY. There are 26 large tomes on five tables scattered 
  around this room, with two chairs at each. These works all 
  concern themselves with the art of evocation, and bear 
  titles such as Chint Famt’s On the Art of Causing Metals of 
  Base Sort to Appear from the Plan of the Imagination, 
  Phlogiston and its Relation to the Comon Fireball by Strej 
  Fefin, Musings on the Magic Missile by Raymond Rotvic, 
  and the very rare Evocations Among the Locathah by 
  Semaj of Lake Kweeg (etched on plates of green metal, 
  rather than written on ordinary parchment). Each volume 
  would be worth approximately 500 g.p. to a collector, but 
  each is also as large as a standard spell book.  
  79. 
  SECRET STOREROOM. The walls of this room are white and 
  gleam with an inner luminescence. In the center is a 4’ 
  tall metal pedestal with a tall domed crystal lid atop it. 
  Within is some sort of weird wand whose nature will defy 
  the greatest arch-mages and sages of the land. A blaster 
  (does 1d8+4 h.p. damage per charge, has 11 charges 
  left, range 200’) is under the crystal. Experimenting with it 
  to figure out its function might (20% chance) result in an 
  accidental discharge that either hurts someone near 
  (60%) or the experimenter (40%).  
  80. 
  GIBBERING MOUTHER. A gibbering mouther of largest size 
  (35 h.p.) dwells here. It will often be found in the vicinity 
  hunting for prey.  
  81. 
  FLINDS (areas #81-83). These flinds are the leaders of the 
  gnolls found in areas #44-46 and #85. Four of the 
  creatures live here (13, 13, 14, 14 h.p.), three armed with 
  clubs, the last armed with a flindbar. Note that patrols 
  (random encounters) will have at least one flind as its 
  leader. Their treasure is stored in area #47.  
  82. 
  FLINDS. Four more flinds (11, 12, 12, 14 h.p.) dwell here. 
  The first three are armed with clubs, the last with a flindbar.  
  83. 
  FLINDS. The final three flinds (15, 15, 15 h.p.) dwell here. 
  All are armed with clubs.  
  84. 
  BARRED ROOM. There is a heavy bar sealing this door from 
  the outside. The flinds and gnolls will bring any captives 
  here. At the moment it is empty (although the game 
  master should feel free to introduce campaign-specific 
  NPCs or replacement PCs here as desired).  
  85. 
  GNOLLS. Nine gnoll warriors are here (8, 8, 8, 9, 9, 9, 10, 
  11, 11 h.p.), each armed with a long sword and a 
  halberd.  
  86. 
  TELEPORTER. Once per day, all those entering the last 20’ 
  of this corridor will be teleported to area #59 without 
  knowing it. This effect only works once per day, regardless 
  of which way the teleport works. Note that this will cause a 
  change in direction, so using left and right, rather than 
  north or west, is preferable.  
  87. 
  EVOKER’S QUARTERS. In days past, this was a dwelling for 
  the apprentice evokers who would assist in the laboratory 
  (area #76). There are two ruined bunks here, and a pair 
  of shadows (15, 16 h.p.), the remains of the former 
  inhabitants.  
  88. 
  QUARTERS. This was the place where the laboratory 
  assistants would stay, to facilitate their work in the 
  laboratory (area #76). Three neat and tidy bunks are 
  here. The room is otherwise empty.  
  89. 
  RATS. This room is empty, but a number of holes can be 
  seen near the floor. If anyone is in this room more than 2 
  rounds, a stream of 40 giant rats will billow out of the holes 
  at a rate of ten per round and attack those here. Each 
  has 2 h.p.  
  90. 
  BLOCK TRAP. A huge ceiling stone will crush anyone 
  stepping here. Save vs. paralyzation or take 5d6 h.p. 
  damage in the first round (save means you jumped back 
  in time). On each subsequent round, take additional 3d6 
  h.p. damage unless someone makes a successful bend 
  bars roll to lift the block.   
  91. 
  THE BRAZEN GORGON. This room is dominated by an 
  enormous bull-like statue made of brass, with a door in its 
  side, revealing the hollow interior.  There is also a dais in 
  the northeast corner with two fine chairs oriented towards 
  the brass contraption. Careful examination will reveal the 
  hide of the “bull” is covered in fine scales, making it an 
  image of a gorgon rather than an actual bull, but let the 
  PCs make the association themselves. If anyone enters 
  the statue, a lurking poltergeist (4 h.p.) will use its 
  telekinetic powers to slam the door shut (if it appears more 
  than one will be trapped within, the poltergeist is crafty 
  enough to wait, but as soon as someone makes to leave 
  the brass gorgon, it will slam the door shut). Once that 
  happens, it will lock automatically and the belly of the 
  gorgon will begin to magically heat itself. Beginning on 
  the third round that someone is trapped within, they will 
  take 1d6 h.p. of heat damage, then 2d6 additional 
  damage on the following round, 3d6 on the third, etc. to 
  a maximum of 10d6 h.p. per round on the tenth round. 
  The sequence then reverses, losing 1d6 h.p. of damage 
  per round until it reaches zero. The beast is soundproof; 
  the screams of the trapped are turned into noises as if the 
  gorgon were actually bellowing. Because of the cramped 
  conditions within, any attempt to batter open the door 
  from within is made at a -2 penalty (i.e., only someone 
  with a strength of 16 or more even has a chance of doing 
  so), and the statue can only be opened from the outside 
  if the lock itself is picked. After fifteen minutes, the beast 
  will begin to cool, and 30 minutes after it began, the door 
  will automatically open revealing the charred bones that 
  remain.  
  92. 
  WORKSHOP. This is a small blacksmith’s workshop. There is 
  a cold fire pit, bellows, anvil, tongs, hammers, and the 
  usual tools of the blacksmith’s trade. A few pieces of 
  copper sheeting are here as well.  
  93. 
  ABANDONED CHAMBER. This was once the quarters of the 
  torturer and artisan in charge of the brazen gorgon. The 
  bed, table, and wardrobe are wrecked and ruined.  
  94. 
  MUSTARD JELLY. This room is the favorite haunt of an 
  enormous mustard jelly (60 h.p.).  
  95. 
  STATUARY. There are six statues of grayish porous stone 
  here, caught in various poses of astonishment, combat, 
  or flight. They are in actuality the remains of those caught 
  
   
   
  Level Five: The Deeps 
  55 
  over the years by a basilisk which haunted this portion of 
  the dungeon some time ago. The basilisk has since been 
  dispatched, but its victims remain.  
  96. 
  BLACK PUDDING. A black pudding of huge size (70 h.p.) 
  dwells here most of the time, but is often found wandering 
  in search of prey. The flumphs in area #97 allow it to pass 
  through their chamber, as long as it does not attempt to 
  enter area #98.  
  97. 
  FEAR THE FLUMPHS. Six white disks with tentacles and 
  eyestalks are lazily floating in mid-air here. These are 
  flumphs (11, 12, 13, 13, 14, 15 h.p.), and will actively seek 
  to repel any intruders, first with their blast of foul-smelling 
  liquid and with their acid attack if needed. They guard 
  area #98 from intrusion, having been drawn to its 
  defense, and will not normally leave this room (they 
  cannot be encountered as wandering monsters). If they 
  can be convinced that the PCs are of lawful and good 
  alignment, they can be persuaded to let them pass, but 
  they will assume any intruders are hostile and evil. 
  98. 
  BAS-RELIEF. (Show the players Illustration #15.) The north 
  wall of this room is dominated by a large bas-relief of a 
  handsome face, beaming with beneficence and 
  radiating no alignment if detected for. It is, in fact, the 
  trapped arch-angel Selaphiel (see Appendix C: New 
  Monsters). Once a mighty servant of the lawful good god 
  of reason and intellect, Selaphiel was trapped by the Mad 
  Archmage decades ago and has been imprisoned here 
  ever since. He can be released from his imprisonment if 
  the PCs undertake to help him do so, but the quest 
  involves going deeper into the dungeons and obtaining 
  a magical gem from a werewolf of great power (see 
  areas #29-30 on Level 10: THE LESSER CAVERNS). He will 
  attempt to entreat the PCs to assist him in doing so, and 
  will reward them handsomely if they succeed. 
  99. 
  COVERED PIT TRAP. This pit is 20’ deep with poisoned 
  spikes. It inflicts 2d6 h.p. of damage, plus those falling in 
  must make a save vs. paralyzation or take an additional 
  1d6 h.p. of damage. Those taking the additional 
  damage from the spikes must make yet another saving 
  throw vs. poison; those who fail take an additional 30 h.p., 
  and those that make their save only take 15.  
  100. CHASM. One of the myriad of magical experiments 
  undertaken here over the years has caused this deep 
  chasm to form, breaching the central hallway in various 
  directions. There is a 60’ drop in the center, and various 
  openings on this level as well as area #22 on Level 6: THE 
  LABYRINTH and area #34 on Level 7: THE CRYPTS. The 
  whole is lit with a supernatural dim green luminescence, 
  so the other openings in the rift can be dimly perceived. 
  Distant groans, drips, flaps, and skitterings can be heard 
  as well. 
  101. OWLBEARS. A colony of four owlbears has taken up 
  residence here (27, 28, 28, 30 h.p.). There is a large pile 
  of 5,547 c.p. and 1,371 s.p. mixed in with the bits of fur, 
  bracken, and so forth that makes up their respective 
  nests. There is also a large cage (8’ tall x 5’ x 5’) on wheels. 
  It is toppled over, but otherwise could function.  
  102. IRONWOOD DOORS. These double ironwood doors are 
  banded with iron and have a large heavy ironwood 
  beam barring their opening. It will require a total STR of 40 
  to lift the beam and open the doors.  
  103. BREEDING LABORATORY. Note that the double doors on 
  the west and the single door leading to the corridor to the 
  east are both locked and barred from the outside. An 
  ochre jelly of largest size haunts this place of its origin (48 
  h.p., but able to squeeze its bulk through the gaps 
  beneath the doors leading to this room). It was here that 
  the Mad Archmage conducted experiments relating to 
  the cross-breeding of monstrous animals, plants, and 
  “others”. Some of the results of these experiments have 
  escaped the dungeons (or been deliberately set free) 
  and prospered in the wide world beyond. There are 
  several large tables with leather straps, next to which are 
  smaller tables with neat assortments of surgical and 
  analytical tools (scalpels, probes, clamps, etc.). The 
  southwest corner is lined with cages of various sizes (all 
  empty), some with rotting straw still on the floor, and some 
  completely enclosed in sturdy glass panels. The northern 
  section has a large rectangular vat, filled with a pink 
  viscous liquid that occasionally forms a large bubble 
  which bursts with a sickening gurgle. An investigation of 
  the vat will show that it contains nothing more than the 
  pink liquid. Several free-standing tables are covered with 
  a variety of glassware, enlarging lenses, braziers, etc. The 
  lenses alone are worth 500 g.p., and if the whole of the 
  equipment could be removed, it would be easily worth 
  5,000 g.p. to the proper parties. The game master should 
  make careful note of how the items are packed; most is 
  very delicate apparatus and if care is not taken (packed 
  in straw-filled boxes, for instance), saving throws should be 
  made to see if all or some of the items are broken.  
  104. LIBRARY. This smallish room holds a treasure trove of value 
  disproportionate to its size: a set of 30 tomes related to 
  the sciences of biology, anatomy, animal and plant 
  husbandry, and the creation of new species from old. 
  Representative titles include Intersections of Animal and 
  Plant Genetics by Herb Mitts,  Fell Creatures for Fun and 
  Profit by Lewbur Chir of Alvar, Man is But the Beginning 
  (author unknown, but reputed to be Veth of Rex), and 
  Telgish’s Manipulation of Embryonic Forms with an Aside 
  into Crossing the Boundaries of Species. Each volume is 
  worth approximately 1,000 g.p. to a collector. Note that 
  the first tome mentioned also bears with it a curse: any 
  and all oozes, jellies, and puddings within 500’ will be 
  drawn to the person who possesses it, should it be 
  removed from this room, and there is double the chance 
  to encounter wandering monsters, and there is a 50% 
  chance that if one is indicated, it will be of the above type 
  of creature.  
  105. STORAGE. There are a number of broken crates and 
  smashed apparatus here. A careful examination will yield 
  that this was once the sort of equipment used in area 
  #103, but it has all been smashed beyond use.  
  106. CRYSTAL WELL. There is a large 10’ diameter cylinder in the 
  center of this room, made of thick crystal. It has a lid (also 
  of crystal), and seems to be filled with water. It is in fact 
  the home of a crystal ooze of largest size (32 h.p.). Along 
  the far wall is a series of nine plugged earthenware jars, 
  each of which contains a 1d10 HD gray ooze (9 h.p. 
  
  Castle of the Mad Archmage 
   
   
   
   
  56 
   
   
  each). They are, in fact, three oozes which have been 
  separated into smaller units; they will attempt to 
  recombine into three larger whole oozes if the jars are 
  opened.  
  107. MOSAIC. The west wall of this room is covered in a colorful 
  mosaic depicting all manner of chimerical beasts: actual 
  chimeras, hippogriffs, griffons, cockatrices, etc.  
  108. REPTILE LAIR. This out-of-the-way chamber is the home of 
  a rock reptile (36 h.p., 8’ long). It often hunts in the halls 
  around here.  
  109. WINGS. This is some sort of workshop. Various tables and 
  benches are here, with tools suitable both for 
  woodworking 
  and 
  metal-crafting. 
  Large 
  design 
  parchments are covered with figures, formulae, and 
  diagrams of various devices, but one which stands out is 
  some sort of mechanical wing. A prototype stands 
  neglected but complete on a special stand in the middle 
  of the room. A careful perusal of the plans would show 
  that the wing was intended to be covered in cloth and 
  then expected to bear a man-sized creature aloft without 
  the aid of magic. Unfortunately (and unbeknownst to any 
  PCs brave or foolhardy enough to make the attempt), the 
  design is fundamentally flawed and would only result in a 
  spectacular crash without magical aid. 
  110. CLOTH. Several bolts of muslin cloth are here.  
  111. SHRIEKERS. Four shriekers are here (12, 12, 13, 14 h.p.).  
  112. WARD ROOM. When the dungeons were in fullest use, this 
  was a room where the various guards of the prisons would 
  rest and relax between duties. There are several tables, 
  benches, and (empty) casks. A pair of jackalweres has 
  taken up residence here (19, 20 h.p.) and will take 
  advantage of the alarm to find new victims. They have 
  6,093 s.p. hidden in one of the empty casks.  
  113. BASILISK. One of the dreaded reptiles lives in this out-of-
  the-way corner (25 h.p.).  
  114. STAIRCASE. This staircase leads up to area #64 on Level 4: 
  THE LOWER DUNGEONS.  
  115. PRISON. There are but three cells in this jail, but each is 
  double-large and has rotting straw on its floor. A giant tick 
  (4 HD; 19 h.p.) dwells in the northern cell; it will leap upon 
  anything entering the cell. The southern cell has a loose 
  flagstone; hidden there is a ring of warmth, placed there 
  by a long-forgotten inmate.  
  116. A MESSAGE. Scrawled on the walls of this otherwise-empty 
  room in purple paint; “Fur and fang, scale and claw, the 
  mad Archmage will use them all, trespassers all to kill and 
  maim, and more when they come back again!”  
  117. WARD ROOM. When the dungeons were in fullest use, this 
  was a room where the various guards of the prisons would 
  rest and relax between duties. There are several tables, 
  benches, and (empty) casks  
  118. WATER LOCK. The door to the south is an enormous affair 
  of steel with a large wheel handle (much like a modern 
  bank vault), but with a funnel protruding from it near the 
  wheel. There are two pedestals, each with an 
  earthenware jar of a different size, three gallons and five 
  gallons (they are labeled, but can only be read with a 
  comprehend languages or read magic spell (a thief 
  could attempt to read languages as well)). A pipe in the 
  ceiling near the northeast corner releases water, which 
  flows into a drain in the floor. Next to the funnel is a sign, 
  which says “insert one gallon only to open” (it can only be 
  translated by the same means as the labels on the jars). 
  If exactly one gallon of the water from the pipe is poured 
  into the funnel in the door, the wheel will spin and the door 
  will open. (The answer is to fill the three gallon jar and pour 
  it into the five gallon jar. Then fill the three gallon jar again 
  and fill the remainder of the five gallon jar. What remains 
  will be one gallon.) 
  119. TREASURY. A single large locked chest is here. It contains 
  exactly 10,000 s.p. and a suit of mail +1 (elf-sized). There 
  is a silvered short sword as well, which has a large 
  diamond in its hilt. It is not magical, but would be worth 
  3,000 g.p. 
  120. SURPRISE IS IN THE EYE OF THE BEHOLDER. As the PCs walk 
  towards this alcove (from either direction), they will see a 
  large creature emerge from within, with a toothy mouth, 
  a large central eye and various eyes along its 
  circumpherance. The game master should, at this point, 
  roll the dice and declare that the creature is “surprised”, 
  they are in melee distance, and ask what the PCs wish to 
  do (don’t give them much time to think). It is, in fact, a 
  gas spore (1 h.p.). If they decide to hit it, well… “surprise!” 
  121. PRISON. Though long abandoned and disused, this place 
  still radiates an aura of despair. Anyone remaining here 
  for more than 2 rounds must make a saving throw vs. 
  spells. Failure indicates they are overcome with black 
  despair and melancholy. For the next 1d6 hours, there is 
  a 50% chance that they will ignore any given situation, no 
  matter how vital or rewarding, due to being in a mood of 
  deep and stultifying melancholy.  
  122. STAIR ROOM. Anyone entering this room will cause an 
  audible glamer (as of the sound of a great klaxon) to go 
  off in areas #112 and #117, alerting the now-gone 
  guards that someone is here. The staircase leads to area 
  #55 on Level 6: THE LABYRINTH.  
  123. BONE SCULPTURE. (Show the players illustration #16.) This 
  open area is home to a most unusual objet d’art; an 
  enormous agglomeration consisting of the bones of a 
  variety of different creatures. It stands 15’ high and has a 
  diameter at the base of nearly 6’. If any spells are cast 
  within the confines of this room, all the eyes in the various 
  skulls will glow green for 1d3 rounds.  
  124. STAIRCASE. This staircase leads up to area #86 on Level 4: 
  THE LOWER DUNGEONS.  
  125. CENTIPEDES. A colony of 20 giant centipedes thrives here 
  (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 h.p.).  
  126. TORTURE CHAMBER. This is a fairly conventional torture 
  chamber: there are various tables, pillories, chains on the 
  walls, etc. Cold braziers, tongs and knives, whips, etc., are 
  here as well. The place has now been taken over as the 
  lair of an ettin (65 h.p.) who has hidden his treasure in a 
  large bag inside the iron maiden: 4,937 c.p. and 7,054 
  g.p. 
  127. FALSE SECRET DOOR. The presence of this false secret 
  door can be detected on a 1-3 on a d6 (elves detect it 
  automatically if within 10’). However, the opening 
  mechanism will never be found, because there is none. 
  Careful mappers will intuit that there must be a secret 
  
   
   
  Level Five: The Deeps 
  57 
  room beyond, much to their frustration. Make sure to roll 
  for wandering monsters during time spent here.  
  128. STAIRCASE. This staircase leads up to area #112 on Level 
  4: THE LOWER DUNGEONS. It is particularly steep.  
  129. THE RACK. This room is dominated by a huge oaken rack, 
  with a pair of ornate thrones in the southeast corner 
  oriented so as to afford an excellent view. There are also 
  various pincers, braziers (now cold) with iron pokers, etc. 
  The last victim was a chaotic good female elven thief, 
  whose spirit still haunts the room. If an exact match enters 
  the room, the spirit will attempt to possess them as per the 
  magic jar spell (q.v.). The spirit has a combined wisdom/ 
  intelligence of 31, for purposes of the spell. If someone 
  enters the room who is not an exact match, the spirit will 
  first look for elves, then thieves, and finally anyone of 
  chaotic good alignment. If no one matches those 
  criteria, it will wait for someone who does. Once 
  possessed, the victim will attempt to flee the dungeons 
  (and convince its companions to do likewise), before 
  reaching a civilized area where a more suitable host can 
  be found. The possessed will not remember anything 
  during the possession. Once a perfect match is found, 
  the spirit will take over the life of its host, with the eventual 
  goal of destroying all of the torture equipment on this level 
  of the dungeon. Once that is accomplished, it will flee, 
  able to rest in peace.  
  130. THE PENDULUM. This room has but a single table, with 
  straps suitable to hold anything up to and including an 
  ogre, and a huge, razor-sharp blade suspended from the 
  ceiling above it. A dais has a pair of ornate chairs poised 
  to watch the table. A large lever near the door will start 
  the pendulum swinging with an awful momentum and 
  lowering with each pass until the victim is sliced in two. 
  Anyone entering this room must make a saving throw vs. 
  magic. Those failing the throw will have a 5% chance of 
  developing a mania, becoming more and more 
  obsessed with the pendulum, until they are compelled to 
  lure or force their utmost enemy (60% chance) or best 
  friend (40% chance, now believing them to be an 
  enemy) here, and either overpowering them or tricking 
  them to their doom.  
  131. CELLS. Each of these cells is equipped with chains and 
  has but a small barred opening at eye level, and a small 
  cut-out at the floor to admit food. The doors are not 
  locked initially, but anyone entering any of them will find 
  the door closes automatically behind them, locking them 
  in.  
  132. GUARD ROOM. There is a table and chairs here, and the 
  keys to the cells in area #131, on a ring on a peg in the 
  wall.  
  133. THE MENAGERIE. From the outside, the door to this room 
  appears as nothing more than a bricked-up door frame. 
  It is, in reality, a Puzzle Door (see Appendix B: New Magic 
  Items). There are pieces on Level 2: THE DEEP CELLARS 
  (area #108), Level 3: THE DUNGEONS (area #22), Level 4: 
  THE LOWER DUNGEONS (area #48), Level 6: THE LABYRINTH 
  (area #29), and Level 7: THE CRYPTS (area #43). Once all 
  the pieces are assembled, this room may be entered 
  and it will instantly teleport those doing so to a demi-plane 
  called The Menagerie, a deadly zoo. 
  134. MUD-COVERED ROOM. The walls and floor of this room are 
  splashed with dried brown mud. It is the favored lair of a 
  brown pudding (65 h.p.).  
  135. VISITORS FROM AFAR (areas #135-138). The fame of the 
  Castle of the Mad Archmage has spread far and wide, 
  even so far as Cathai in the distant West. A group of 
  adventurers has been exploring the ruins slowly but 
  methodically, and has secured these chambers as a 
  base from which to operate. Note that they keep a guard 
  from area #137 on watch at the intersection outside their 
  chambers at all times. He will sound the alarm at the first 
  sign of intruders. This room is home to Bei Ke Rui, a 6th 
  level mage (M6; 17 h.p.; AC 6 (DEX + ring of protection 
  +2); spells memorized: animate wood, hypnotism, spider 
  climb, unseen servant, enchanted blade, strength, 
  commune with lesser spirit, dispel magic; neutral evil 
  alignment). She keeps a bag with 20 gems and potions 
  of invisibility and extra healing on her person. She is armed 
  with a dagger of venom and a short sword +2. Her spell 
  book is carefully hidden behind a false stone in the south 
  wall. Encounters with these NPCs should be played to 
  maximize the “otherness” factor. They will be polite, but 
  suspicious, and will most likely see the PCs as at best rivals, 
  but could entertain an alliance if the circumstances were 
  sufficiently to their benefit. Those game masters with 
  access to more specialized rules supplements dealing 
  with Oriental-type characters may wish to use those rules 
  for these NPCs, substituting more exotic races and classes 
  for those listed herein. 
  136. WARRIOR MONK. Tong Fa Ren, a 6th level human fighter, 
  dwells here (F6; 42 h.p.; AC 3 (steel scale and DEX); lawful 
  evil alignment). He is armed with a guan dao +3 (a type 
  of pole arm with speed 7, 1-8/1-10 damage) and a 
  dagger +2, but will often use pummeling attacks instead, 
  which he does with a +3 bonus “to hit”. He has a bag with 
  22 gems on his person, as well as a ring of mammal 
  control. He keeps a chest with 332 g.p. and 562 s.p. in his 
  quarters.  
  137. GUARDS. Five fighters are here, and one will be on guard 
  at the intersection outside the chamber at all times. (F4; 
  22, 23, 24, 24, 25 h.p.; AC 4 (mail and shield)) armed with 
  spears and dao swords (1-8/1-10 damage, speed factor 
  4). Each has 10 s.p. 
  138. WEAPON MASTER. Shi Ao Rong, a 6th level cavalier dwells 
  in this chamber, and serves as captain for the warriors in 
  area #137. (Ca6; human; 40 h.p.; AC 7 (DEX); armed 
  with a dao sword (1-8/1-10 damage, speed factor 4); 
  lawful evil). Note that he does not wear armor, relying on 
  his speed and agility instead. He has a small chest with 
  512 p.p. and has an iridescent ioun stone whirling about 
  his head, and also wears a medallion of ESP, 30’ range.  
  He has a battle axe +1 which he only uses in combat 
  against creatures that cannot be hit by mundane 
  weapons.  
  139. TELEPORTER LANDING. Those teleported from area #62 on 
  Level 4: THE LOWER DUNGEONS will end up here. Note that 
  they will not have a proper sense of direction (standard 
  checks apply).  
  140. FLAYERY. The sole device in this room is a large wooden 
  frame from which dangle iron manacles. A rack on the 
  
  Castle of the Mad Archmage 
   
   
   
   
  58 
   
   
  wall contains a number of very delicate-looking knives 
  and other implements. There are, as elsewhere, two 
  chairs set up to observe the grisly work. This room was used 
  to remove the skins from still-living victims. It is now empty.  
  141. TANNING ROOM. Four large vats are here, one of which 
  still has a foul-smelling solution of animal brains, used in 
  the tanning process. Several tables with long knives used 
  for scraping are here as well, and many racks are here, 
  used to allow the tanning hides to dry. One remains, albeit 
  of an odd shape and, under careful observation, bearing 
  the remains of a tattoo. 
  142. THE MUSIC BOX. Much of this room is given to a large 
  glassteel box with a rounded top (like an enormous bell 
  jar) in its center. There is a single door leading into the box, 
  which can be barred from the outside. Two ornate chairs 
  are situated so as to observe the occupant of the jar, with 
  a small table between them, on which rests a 3” X 5” X 2” 
  metal box. Both the box and the jar will radiate magic if 
  detected for. Opening the box reveals it to be a music 
  box; a simple children’s tune will begin to play. After it 
  goes through one cycle of the song, the door to the jar 
  will slam shut if it is not already, and those trapped within 
  will hear that same tune, amplified a hundred times, 
  echoing throughout the jar for the next 24 hours. Even if 
  the music box is closed thereafter, the echoes within the 
  bell will persist. It cannot be heard outside the bell. Those 
  subjected to the music in the jar will be deaf for as long 
  as they were within (after 24 hours, though, deafness is 
  permanent). For every hour spent within the music-filled 
  jar, there is a 1 in 12 chance of going insane.  
  143. COVERED PIT TRAP. This pit is 20’ deep with spikes. Anyone 
  falling in will take 2d6 h.p. of damage, plus must save vs. 
  paralyzation or take an additional 1d6 h.p. damage.  
  144. FALSE DOOR TRAP. Anyone attempting to open this door 
  will take 5d4 h.p. of electrical damage.  
  145. THE FORGOTTEN PRISONER. A skeleton is hanging from 
  shackles at its neck, and one on its ankle, the chains 
  mounted onto the walls. It wears a black coat and pants, 
  and a red sash at its waist. Anyone opening the cell door 
  and disturbing the remains will be subjected to a geis to 
  remove the skeleton from this place and provide it with 
  an honorable burial in one of the empty tombs on Level 
  7: THE CRYPTS.  
  146. GUARD QUARTERS. There are six long-disused bunks here, 
  with appropriate tables, chests, etc. Nothing of value.  
  147. SECRET SANCTUARY. This place is a perfect sanctuary; 
  those here feel a sense of safety and well-being. Sleeping 
  the night here will result in feelings of hunger and thirst 
  being abated. It is too perfect a sanctuary, however; the 
  magic which enables its effects is illusionary; as one feels 
  sated, one is actually starving to death, but not realizing it 
  (if the individual leaves the sanctuary, he is entitled to a 
  saving throw vs. spells; success indicates that he is aware 
  of his true state of hunger and thirst). If more than one 
  night is spent here in a row, a wisdom check is required to 
  leave; failure indicates that the person wastes away here 
  in blissful ignorance. It also makes it impossible to 
  memorize either clerical or mage spells; the necessary 
  concentration is impossible, as meditation quickly gives 
  way to actual sleep. 
  148. BLOCK TRAP. Anyone entering the last 10’ of this corridor 
  will activate a falling block trap. A huge ceiling stone will 
  crush anyone stepping here. Save vs. paralyzation or take 
  5d6 h.p. damage in the first round (save means you 
  jumped back in time). On each subsequent round, take 
  additional 3d6 h.p. damage unless someone makes a 
  successful bend bars roll to lift the block.  
  149. WARD ROOM. Contains four chairs, a table, and several 
  spent torches.  
  150. GUARD ROOM. Contains two chairs, a table, and several 
  long-dead candles.  
  151. THE SAFFRON SUITE (areas #151-154). Special prisoners 
  were kept here behind the heavy door which is barred 
  from the outside. All the walls of the rooms in this suite are 
  painted a brilliant yellow, and all the furniture, 
  accoutrements, etc., are varying shades of yellow, gold, 
  citrine, peach, etc. Prisoners imprisoned here for years are 
  said to have never been able to even bear the sight of 
  the sun afterwards. This room is decked out as a salon, 
  with couches, settees, tables, comfortable chairs, etc. 
  Room A is the privy; likewise appointed all in yellow. 
  152. BEDROOM. A sumptuous bedroom, with a four-post bed, 
  vanity, and wardrobe, all, of course, in various shades of 
  yellow.  Anyone spending the night in the bed has a 50% 
  chance that an attempt will be made to possess him by 
  the spirit of the last inhabitant here, a high priest of the 
  god of war from Tamaraia named Rosprope. The spirit will 
  be cunning and subtle, trying everything in its power to 
  escape the dungeon and find a temple of the god of war 
  where it can be placed into a new body to continue the 
  depravities and evils it knew in life.  
  153. SITTING ROOM. A delicately-appointed room (all in shades 
  of yellow, naturally), obviously fitted out for a woman’s 
  tastes. The seats are embroidered with delicate yellow 
  flowers and birds, there is much yellow lace, etc.  
  154. BEDROOM. This room is appointed much as is area #152. 
  A diary is hidden in a false bottom in the wardrobe; it 
  chronicles the descent into madness of the Countess de 
  Feklinritch, who had been imprisoned here starting on her 
  fifteenth birthday and who died here just shy of her sixtieth. 
  Anyone reading it from cover to cover has a 75% chance 
  of going insane themselves. The diary would be worth 100 
  g.p. to relatives of the Contessa in Tamaria.  
  155. COVERED PIT TRAP. This leads to a chute leading to area 
  #20 on Level 6: THE LABYRINTH. It immediately resets, 
  preventing anyone from crawling back up the shaft.  
  156. COVERED PIT TRAP. This pit is 20’ deep, with green slime at 
  the bottom. Anyone falling in takes 2d6 h.p. damage, 
  plus the normal effects of green slime.  
   
  
   
   
  Level Six: The Labyrinth 
  59 
  Level Six: The Labyrinth 
   
  This level is noted for its extensive series of mazes, which serve 
  to bedevil intruders seeking to reach the lower levels. Three 
  different types (in an architectural sense) of such tangles exist, 
  and direct access to Level 7 is limited to the large chasm which 
  runs from Levels 5 through 7.  “Normal” access to Level 7 must 
  go through Level 6A (which in turn is only accessible through the 
  pit traps in the northeast section of this level).  
   
  This level is somewhat different from the others that have 
  preceded it, in that it consists of large stretches of empty 
  corridors without too many static encounters (those that do exist 
  are primarily there as the lairs of the creatures met in various 
  random encounters). It is possible, of course, for such a situation 
  to lead to frustration on the part of both the game master and 
  the players, as it might be thought that “corridors are boring”. In 
  this level, the corridors are the main areas; it is essential that the 
  game master roll for random encounters, as these represent 
  the bulk of the threat to be found here.  
   
  Effective use of random encounters and atmosphere will make 
  or break this level.  Misuse will let it will become a tedious 
  exercise in trying to find the way down to the next level.  
   
  The inhabitants will be actively hunting the PCs once they are 
  aware of the players’ presence, and the successful game 
  master will be one who effectively conveys the sense of role-
  reversal, as the PCs are harried by the various inhabitants and 
  find themselves stalked in the endless seemingly-identical 
  passages. Snarls and snorts of pursuing minotaurs and were-
  boars in the distance, the setting of ambushes by creatures who 
  inflict damage up front and then retreat back into the corridors 
  they know intimately to wear down their prey, and other tactics 
  should be used to convey the sense that the PCs are in a place 
  where they are not the ones who control when a battle occurs.  
   
  Remember, those PCs who wish to conduct exhaustive 
  mapping will be moving at 1/10th normal speed, thus 
  increasing the frequency of random encounter checks by a 
  factor of ten, and making it very easy for pursuers. When 
  running, PCs should be given quick choices to make such as 
  “left or straight?” The GM should then track their progress through 
  the level (savvy PCs will have a pattern to stick to, but remember 
  that hungry intelligent pursuers will be able to follow chalk marks 
  or string just as easily as the PCs do).  
   
  This level also includes several creatures which are explicitly 
  here to demonstrate the wisdom of running away from some 
  encounters. 
   
  This level has direct access to levels 4, 5, 6A, 7, and 8, as well 
  as the surface.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  Gelatinous cube 
  3 
  7-12 giant rats 
  4 
  Green slime 
  5 
  1-12 huge spiders 
  6 
  1-3 corpse creepers 
  7-9 
  Pick monster from nearby room 
  10-11 
  Pick monster from distant room 
  12 
  Dungeon Dressing (see below) 
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  Walls are scorched for 10’ 
  2 
  Small blue pennant 
  3 
  1 copper piece of unknown mintage 
  4 
  Squeal as of a rusty wheel, off in the distance 
  5 
  Pipes run along ceiling for 20’, then disappear 
  into the stone. They are neither cool nor hot  
  6 
  Crushed and dented hip flask 
  7 
  White-flowered dandelion growing through a 
  crack in the floor 
  8 
  A desiccated apple core 
  9 
  Loud “ping” sound (like sonar on a submarine)  
  10 
  One wall has a large damp spot 
  11 
  One (right) boot 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  STAIRS WITH LANDINGS. These stairs lead up to area #70 on 
  Level 5: THE DEEPS.  
  2. 
  COVERED PIT. This covered pit will drop victims 10’ (inflicting 
  1d6 h.p. of damage in the process) into area #19 on Level 
  6A: THE SUB-LABYRINTH. The PCs should not know that they 
  are on a new level; unless they think to check for secret 
  doors, the game master should treat this as if it were an 
  ordinary pit trap.  
  3. 
  RUST MONSTER LAIR. A pair of rust monsters dwells here (22, 
  24 h.p.). The body of a gnome is also here amidst the nest 
  (rags, bracken, trash), with a pouch with 20 gems.  
  4. 
  GREAT CENTRAL SHAFT. The elevator room from #177 on 
  Level 3: THE DUNGEONS passes through here on its way 
  down. It is inaccessible via normal means from the rest of 
  the level. 
  5. 
  COVERED PIT. This covered pit will drop victims 10’ (inflicting 
  1d6 h.p. of damage in the process) into area #1 on Level 
  6A: THE SUB-LABYRINTH. The PCs should not know that they 
  are on a new level; unless they think to check for secret 
  doors, the game master should play this as if it were an 
  ordinary pit trap.  
  6. 
  COVERED PIT. This covered pit will drop victims 10’ (inflicting 
  1d6 h.p. of damage in the process) into area #24 on Level 
  
  Castle of the Mad Archmage 
   
   
   
   
  60 
   
   
  6A: THE SUB-LABYRINTH. The PCs should not know that they 
  are on a new level; unless they think to check for secret 
  doors, the game master should play this as if it were an 
  ordinary pit trap.  
  7. 
  POISON DART TRAP. Anyone entering this area will activate 
  a spray of poison darts; 6 darts strike as 5HD monsters, 
  doing 1d3 h.p. of damage. All those hit must make a 
  saving throw vs. poison or take an additional 3d6 h.p. 
  damage.  
  8. 
  COVERED PIT. This covered pit will drop victims 10’ (inflicting 
  1d6 h.p. of damage in the process) into area #7 on Level 
  6A: THE SUB-LABYRINTH. The PCs should not know that they 
  are on a new level; unless they think to check for secret 
  doors, the game master should play this as if it were an 
  ordinary pit trap.  
  9. 
  WEREBOAR LAIR. A trio of wereboars dwell in this room (25, 
  26, 26 h.p.). They will normally go about in boar guise, but 
  are cunning enough to approach PCs in human form and 
  feign friendship. They have a hidden cache of 4,137 s.p. 
  and a small box with 6 gems. One of them wields a long 
  sword +3 while in human form.  
  10. COVERED PIT. This covered pit will drop victims 10’ (inflicting 
  1d6 h.p. of damage in the process) into area #25 on Level 
  6A: THE SUB-LABYRINTH. The PCs should not know that they 
  are on a new level; unless they think to check for secret 
  doors, the game master should treat this as if it were an 
  ordinary pit trap.  
  11. SPIRAL STAIRCASE. This spiral stair leads up to area #73 on 
  Level 5: THE DEEPS.  
  12. COVERED PIT. This covered pit will drop victims 10’ (inflicting 
  1d6 h.p. of damage in the process) into area #9 on Level 
  6A: THE SUB-LABYRINTH. The PCs should not know that they 
  are on a new level; unless they think to check for secret 
  doors, the game master should treat this as if it were an 
  ordinary pit trap.  
  13. GOO TRAP. Those entering this section of the hallway will be 
  doused with an incredibly sticky goo from above (save vs. 
  breath weapon to avoid). Any struck by the viscous stuff will 
  find that anything they had in their hands is now stuck to 
  them, anything picked up is similarly so, armor cannot be 
  removed, etc. Movement is reduced to half while covered. 
  It is also highly flammable; anyone holding a torch will 
  suffer 3d6 h.p. fire damage, as will anyone covered in the 
  stuff who is later struck by fire. It can be removed by 10 
  minutes’ application of alcohol. The inhabitants are well 
  aware of the trap and will be sure to use fire against any 
  who are covered in the goo.  
  14. MINOTAURS. Two minotaurs dwell here (30, 31, h.p.), both 
  armed with giant flails (+2 damage). They have 6,935 c.p. 
  and 1,092 s.p. in two large chests. 
  15. HORN TRAP. When anyone enters this 10’ section of corridor, 
  an enormously loud horn will sound, echoing throughout 
  the halls for hundreds of feet in all directions. It has two 
  practical effects; those in the immediate vicinity (within 20’) 
  will be deafened for 1d20+20 minutes. It will also alert any 
  wandering creatures to the presence of (deafened) prey; 
  triple the chance for wandering encounters for one hour. 
  The game master is encouraged to replicate the effect of 
  deafness on the PCs by forcing the players themselves to 
  resort 
  to 
  pantomime 
  and/or 
  note 
  writing 
  when 
  communicating with one another. All deaf PCs will also 
  have a -4 penalty to surprise rolls.  
  16. MINOTAURS. Four minotaurs dwell here (28, 30, 32, 33 h.p.), 
  two armed with great axes (treat as halberds) and two with 
  giant flails (+2 damage). They have 2,057 c.p. and 3,461 
  s.p. in three large chests.  
  17. WEREBOARS. A pair of wereboars dwell here (24, 27 h.p.). 
  Normally they will be found in boar-man form, although 
  they will try to gain the confidence of explorers in human 
  form if the opportunity presents itself. They have 2,556 e.p. 
  in a hidden chest.  
  18. KLAKKERS. Four of the beasts dwell here (20, 20, 22, 24 
  h.p.). They have 1,083 e.p. in a barrel.  
  19. MINOTAURS. Five minotaurs dwell here (30, 30, 32, 33, 35 
  h.p.), three armed with halberds and two with giant flails 
  (+2 damage). They have 5,887 c.p. and 3,125 s.p. in 
  three large unlocked chests.  
  20. CHUTE DEPOSITORY. The chute from area #155 on Level 5: 
  THE DEEPS leaves its victims here. The secret panel on the 
  wall immediately closes after victims hit the ground, and 
  cannot be opened from within the room. Note that the 
  east door is one-way only; unless the PCs think to spike it 
  open, it will close and become undetectable from the 
  hallway. Four skeletons (5, 5, 6, 7 h.p.) are here to greet 
  visitors.  
  21. PURPLE WORM. A smallish, but nonetheless fearsome, 
  purple worm lairs here (75 h.p.). In its gullet can be found 
  35 gems and a bowl of commanding water elementals.  
  22. CHASM. This huge gash in the living rock has opened up 
  the corridors in various directions. The chasm goes 30’ both 
  up and down, and has various openings on this level as 
  well as area #100 on LEVEL 5: THE DEEPS and area #34 on 
  LEVEL 7: THE CRYPTS. A small ledge can be seen on the 
  southeast wall at this level. The whole is lit with a 
  supernatural dim green luminescence, so the other 
  openings in the rift can be dimly perceived. Distant groans, 
  drips, flaps, and skitterings can be heard as well 
  23. MOVING WALL. When first encountered by the PCs, each of 
  these walls will be in one position or another as indicated 
  on the map (roll randomly to determine which position it is 
  in when first encountered).  Each will switch positions every 
  1d6 turns. They are normally undetectable, although a 
  dwarf or similar creature can make a standard check to 
  detect unusual stonework, etc. They cannot be moved by 
  the PCs, even if detected.  
  24. COCKATRICES. A mated pair of cockatrices has made their 
  nest in this chamber (20, 29 h.p.). There is a minotaur-
  shaped statue here that has signs of being pecked and 
  chipped away at. If broken open, 1,077 g.p. will spill out of 
  the stone sack on its belt.   
  25. MINOTAURS. Four minotaurs dwell here (29, 30, 32, 34 h.p.), 
  two armed with halberds and two with giant flails (+2 
  damage). They have 3,350 c.p. and 2,997 s.p. in three 
  large unlocked chests.  
  26. STAIRCASE DOWN. This staircase leads to area #93 on Level 
  7: THE CRYPTS and thence to area #56 on Level 8: THE 
  LESSER CAVES.  
  27. TREE-STUMP ENTRANCE. The rough-hewn passage leading 
  south out of this room leads up nearly a quarter mile to an 
  old and innocuous-seeming tree stump. From the outside, 
  
   
   
  Level Six: The Labyrinth 
  61 
  careful inspection will reveal that it is hollow, and the lid can 
  be lifted, revealing a ladder leading down to the earthen 
  passage that ultimately connects to here.  
  28. SECRET ROOM. Four skeletons are here (4, 5, 5, 6 h.p.), 
  wearing straw hats, Beatles wigs, and hooked rattan canes, 
  who will perform an eerie soft-shoe dance to the strains of 
  an unheard melody. When they are done, if there is 
  applause, one of them will snap off its left radius (smaller 
  arm-bone) and offer it as a thank-you, which will function 
  as a wand of enemy detection (44 charges).  
  29. MINOTAURS. Two minotaurs have made this room their lair 
  (32, 36 h.p.), each armed with a huge axe (treat as a 
  halberd). They have 3,086 s.p. and 1,453 e.p. in 4 large 
  chests. The first chest also has another piece of the Puzzle 
  Door leading to area #133 on Level 5: THE DEEPS (see 
  Appendix B: New Magic Items for details). The Puzzle Door 
  piece looks like a large wooden jigsaw-puzzle piece, 
  approximately 2’ on a side. 
  30. PHASE PANTHERS. Five of these beasts have laired here (25, 
  25, 26, 27, 28 h.p.). They will often prowl the halls for prey. 
  A large (4’ diameter) golden disk in the shape of a smiling 
  sun is mounted on the north wall; if removed it is worth 
  4,000 g.p.  
  31. MINOTAURS. Three minotaurs have made this room their lair 
  (27, 30, 33 h.p.), each armed with a huge axe (treat as a 
  halberd). They have 2,850 c.p. and 1,332 e.p. in 6 large 
  sacks.  
  32. WEREBOARS. A pair of wereboars dwell here (25, 26 h.p.). 
  Normally they will be found in boar-man form, although 
  they will try to gain the confidence of explorers in human 
  form if the opportunity presents itself. They have 3,285 e.p. 
  in a hidden chest.  
  33. STAIRS UP. This staircase leads to area #117 on Level 4: THE 
  LOWER DUNGEONS.  
  34. ROOM OF THE RAM. The ceiling of this room is dominated 
  by an enormous fresco of a ram against a background of 
  a midnight blue sky with stars. The floor is painted red.  
  35. ROOM OF THE GOAT. The ceiling of this room bears a fresco 
  of an enormous goat with one broken horn, against a 
  background of midnight blue and stars. The floor of the 
  room is painted green.  
  36. ROOM OF THE ARCHER. The ceiling of this room is covered 
  by an enormous fresco depicting an archer, with a field of 
  midnight blue and stars. The floor is painted red.  
  37. ROOM OF THE SCORPION. The ceiling of this room is 
  covered with a giant fresco of a scorpion against a 
  midnight blue field with stars. The floor is painted blue.  
  38. SECRET CHAMBER. The entire section of wall opens up when 
  the secret door is opened. An ancient, average sized black 
  dragon (77 h.p.; spells memorized: charm person, 
  enlarge, friends, hold portal, light (x2), shield, sleep). It is in 
  stasis until the secret door is opened, at which point it 
  attacks; it will never be found asleep initially. This is the 
  female mate of the dragon in area #42. 
  39. ROOM OF THE BULL. The ceiling of this room is covered with 
  an enormous fresco of a bull set against a sky of midnight 
  blue and stars. The floor is painted green.  
  40. SECRET CHAMBER. There is a huge pile of coins in the 
  middle of this room: 60,976 c.p., 30,432 s.p., and 11,076 
  g.p. Mixed in are 25 gems and 18 pieces of jewelry, as well 
  as seven rolled-up tapestries worth 100 g.p. each 
  (weighing 50 lbs. each) and a dozen giant beaver pelts 
  worth 500 g.p. each.  
  41. ROOM OF THE WATER-BEARER. The ceiling of this room is 
  covered with a great fresco of a man pouring a river of 
  water from a jug, set against a background of midnight 
  blue and stars. The floor is painted yellow.  
  42. SECRET CHAMBER. The entire section of wall opens up when 
  the secret door is opened. An ancient, huge black dragon 
  (88 h.p.; spells memorized: charm person, dancing lights, 
  friends (x2), light, magic missile, push, sleep). It is in stasis 
  until the secret door is opened, at which point it attacks; it 
  will never be found asleep initially. This is the male mate of 
  the dragon in area #38. 
  43. ROOM OF THE FISH. The ceiling of this room is covered with 
  a fresco of an enormous fish, against a midnight blue 
  background with stars. The floor is painted blue.  
  44. SECRET ROOM. Held in neat racks along the walls are the 
  following 
  potions, 
  none 
  labeled: 
  animal 
  control 
  (mammal), clairaudience, clairvoyance, climbing (x2), 
  ESP, extra-healing, fire resistance, gaseous form, giant 
  strength, growth, heroism, invisibility, oil of etherealness, 
  plant control, polymorph self, love, undead control 
  (ghouls), speed, water breathing (x2).  
  45. ROOM OF BALANCE. The ceiling of this room is dominated 
  by a fresco of an enormous balance (scales) against a 
  field of midnight blue with stars. The floor is painted yellow.  
  46. ROOM OF THE TWINS. The ceiling of this room is covered 
  with an immense fresco depicting two cherubic children, 
  one male and one female, set against a background of 
  midnight blue with stars. The floor is painted yellow.  
  47. ROOM OF THE CRAB. The ceiling of this room bears an 
  enormous fresco of a crab, set against a background of 
  midnight blue with stars. The floor is painted blue.  
  48. SECRET CHAMBER. A hoard of scrolls is here, of all types. 1) 
  mage; fly, minor globe of invulnerability, shatter, hold 
  portal. 2) protection from elementals. 3) illusionist; 
  suggestion, confusion, light. 4) Mage; delayed blast 
  fireball, extension I, strength. 5) clerical; divination, cure 
  disease, silence 15’ radius. 6) mage; tongues, hold 
  monster, shield. 7) mage; dig, gate, legend lore. 8) 
  clerical; locate object, conjure animals, insect plague, 
  command. 9) mage; blink, polymorph self, massmorph, 
  wall of stone. 10) druidical; dispel magic, conjure fire 
  elemental, animal summoning II. 11) mage; ice storm. 12) 
  clerical; blade barrier, raise dead, cure serious wounds. 13) 
  mystic; protection from evil, language of birds, dispel evil, 
  grounding. 14) savant; detect life, levitate, dispel magic, 
  dismissal, legend lore. 15) mage; clairvoyance, lightning 
  bolt, fear, anti-magic shell, statue, phase door, gust of 
  wind. 16) protection from devils. 17) mage; illusionary trap, 
  tiny hut, secure shelter, secret chest. 18) protection from 
  magic. 19) mage; passwall, remove curse, spider climb.  
  20) clerical; speak with dead. 21) mage; ray of 
  enfeeblement, fumble, infravision, cone of cold. 22) 
  protection from water. 23) protection from traps. 
  49. ROOM OF THE LION. The ceiling of this room is covered with 
  a huge fresco of a lion against a midnight blue 
  background with stars. The floor is painted red.  
  
  Castle of the Mad Archmage 
   
   
   
   
  62 
   
   
  50. SECRET CHAMBER. This room is a small magical armory. 
  Weapons are stored neatly in racks, shields are hung on 
  walls, and armor is on special stands. There is a shield +2; 
  shield +1, +4 vs. missiles; plated mail +2; ring mail +1; 
  leather scale +1; brigandine +3; long sword +1, +4 vs. 
  reptiles; long sword +3; broadsword +2; longbow +1; 
  dagger +2, +3 vs. creatures larger than man-sized; 
  footman’s mace +4; and a spear +1.  
  51. ROOM OF THE MAIDEN. The ceiling of this room is covered 
  with an enormous fresco of a young girl bearing two 
  sheaves of wheat, against a background of midnight blue 
  and stars. The floor is painted green.  
  52. STAIRS UP. This staircase leads to area #53 on Level 5: THE 
  DEEPS.  
  53. HOLLOW FLOOR. The floor here is hollow, and will break 
  easily under any sort of weight, revealing a 2’ depression in 
  which lairs a black pudding of large size (70 h.p.).  
  54. ACID TRAP. A spray of acid will cover any who enter this 
  section of the corridor, doing 4d6 h.p. of damage (save 
  vs. breath weapon for half damage; make sure that 
  exposed items such as weapons and armor make saving 
  throws vs. acid).  
  55. STAIRS UP. This staircase leads up to area #122 on Level 5: 
  THE DEEPS.  
  56. TELEPORTER LANDING. Those teleported from area #140 on 
  Level 4: THE LOWER DUNGEONS will end up here. 
   
  T1–T6. These are special teleporters located in the southeast 
  section of the level. When the PCs enter this area, they will 
  be magically teleported from their current location to a 
  random teleporter with an audible “bamf!” and a brief 
  flash. The GM should roll a d6 to determine their 
  destination; a roll of 1 indicates they end up in T1, a roll of 
  2 indicates T2, etc. If the roll indicates the same place 
  where the PCs currently are, there is still the audible “bamf!” 
  and flash, but the PCs are not actually teleported (they 
  won’t know that, however). This effect only works once per 
  hour per teleporter. Clever PCs might actually use that to 
  their advantage when being pursued.  
   
  
   
   
  Level Six-A: The Sub-Labyrinth 
  63 
  Level Six-A: The Sub-Labyrinth 
   
  This level is unusual in that it is intended to act as a buffer 
  between Levels 6 and 7. Originally, the primary means of 
  reaching the Crypts was through here or the Great Central 
  Shaft, and the only way to enter here was to discover the secret 
  of the covered pit traps on Level 6. The subsequent creation of 
  the chasm that runs between levels 5 and 7 spoiled that 
  arrangement somewhat, leaving this sub-level mostly without 
  visitors. It should be realized that most of this level is a distraction 
  for the PCs. The goal should be Level 7. The relative lack of 
  treasure should prod them in that direction. It is also something 
  of a logistical challenge, as getting back to Level 6 through the 
  covered pit traps could be difficult if forethought has not been 
  employed.  
   
  Given the fact that all of the inhabitants of this level are either 
  undead or otherwise mindless creatures, there are no factions 
  or alliances to speak of, with the exception of the blue scaled 
  devils in area #4, which can be bargained with rather than 
  fought.  
   
  This level has direct access to levels 6 and 7.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PC’s 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  1-2 corpse creepers 
  2 
  1-6 ghouls 
  3 
  7-12 giant rats 
  4 
  1 air gallu 
  5 
  1-2 ghasts 
  6-8 
  Pick monster from nearby room 
  9 
  Pick monster from distant room 
  10-11 
  Pick monster from Level 7: THE CRYPTS 
  12 
  Dungeon Dressing (see below) 
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  Page of text torn from a personal diary. The 
  only entry on the page reads “Why did we even 
  try to come this way?” 
  2 
  Pipes run along the ceiling, dripping water at a 
  joint before disappearing into the stone 
  3 
  Three black candle stubs arranged in a 2’ 
  triangle 
  4 
  Gibbering off in the distance, lasting 10 
  seconds 
  5 
  Small bucket of sand with a tiny shovel 
  6 
  A dozen empty snail shells 
  7 
  Scorch marks on the walls and floor 
  8 
  Half a coconut shell 
  Die Roll 
  (d12) 
  Dungeon Dressing 
  9 
  Written on a wall in chalk: “A.S. �” 
  10 
  A human (or humanoid) leg bone bearing 
  teeth marks along its length 
  11 
  One (left) boot 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  PIT. This is the bottom of the hidden pit trap in area #5 on 
  Level 6: THE LABYRINTH. Note that it appears as a regular 
  door from the outside.  
  2. 
  SHRIEKERS. A pair of shrieker fungi (12, 13 h.p.) will be found 
  here. Naturally, if the door to area #1 is opened, they will 
  “go off”.  
  3. 
  SKELETAL DOGS. A pack of ten skeletal dogs (3, 3, 4, 4, 4, 
  5, 6, 6, 7, 7 h.p.) dwell here, and will often be found 
  roaming the corridors of this level in search of victims. They 
  will certainly come in response to the shriekers in area #2.  
  4. 
  A DEVILISH PAIR. A pair of blue scaled devils (21,24 h.p.) 
  dwell here. They have blue-tinged scales, and each carries 
  a mighty trident. They are tasked with keeping an eye on 
  the crypts for the benefit of the Dukes of the Hells; they will 
  not immediately attack intruders, but will exchange 
  leniency for information, if possible.  
  5. 
  STAIRS DOWN. This staircase leads to area #13 on Level 7: 
  THE CRYPTS.  
  6. 
  BATTLEFIELD. This room has obviously been the site of a 
  mighty battle in the past. Several broken swords and a rent 
  shield are here, broken arrows litter the ground, and the 
  northeastern corner of the place is scarred and pitted as if 
  by some great splash of acid.  
  7. 
  PIT. This is the bottom of the hidden pit trap in area #8 on 
  Level 6: THE LABYRINTH. Note that it appears as a regular 
  door from the outside. 
  8. 
  GIBBERING MOUTHER. This amoeboid abomination (24 
  h.p.) will often roam the corridors, but makes its lair in this 
  otherwise bare chamber.  
  9. 
  PIT. This is the bottom of the hidden pit trap in area #12 on 
  Level 6: THE LABYRINTH. Note that it appears as a regular 
  door from the outside. 
  10. FUNGUS-COVERED ROOM. Most of the floor and walls of this 
  room are covered in a variety of different sorts of fungal 
  growth atop some sort of sickly white matter. This is, in fact, 
  a colony of four phycomids (16, 17, 18, 20 h.p.) which will 
  attack those entering the room. Under the largest, in a 
  wooden scroll case, is a scroll of the mage spells fire charm 
  and wall of fire. If fire is used to attack the fungal creatures, 
  the scroll must make a save or be destroyed.  
  11. STAIRS DOWN. This staircase leads to area #19 on Level 7: 
  THE CRYPTS.  
  12. CARNIVORES. A pair of giant pseudoscorpions lair here (20, 
  23 h.p.) and are constantly hungry owing to the paucity of 
  available food. The smaller has 6 gems in its gullet, the 
  larger has 2 pieces of jewelry.  
  13. SHADOWY CORRIDOR. There is a magical effect in this 
  portion of the hall that causes a dimming effect on any 
  light source. Light and continual light spells will only work at 
  
  Castle of the Mad Archmage 
   
   
   
   
  64 
   
   
  half effectiveness. Because of this, a shadow (15 h.p.) has 
  taken this place as its lair.  
  14. STAIRS DOWN. This staircase leads to area #24 on Level 7: 
  THE CRYPTS.  
  15. TRAPPER. This appears to be an empty room with a 
  medium-sized stone chest in the center. The center 20’ of 
  this room actually hides a trapper (60 h.p.); the chest is a 
  lure created by the beast to entice victims. It will wait to 
  maximize the number of victims in its grip before attacking.  
  16. REFUSE PIT. This appears to be a midden, or garbage 
  dump. There is nothing of value or danger hidden in the 
  vast pile of mulch and trash, but characters poking around 
  in it for any length of time are 5% likely per turn to catch a 
  disease.  
  17. PALE GREEN LIGHT. A curtain of pale green light crosses the 
  corridor here, completely blocking it from side to side and 
  top to bottom. Any living flesh (but not bone) touching it will 
  instantly be disintegrated. Non-living substances such as 
  wooden poles, iron spikes, armor, etc. will be unaffected. 
  Someone testing the field with, say, a hand, will take 1d6 
  points of damage. Someone stating explicitly that they are 
  walking through it without care will die instantly, no save.  
  18. POTTED FERNS. A pair of large potted ferns is in this room, 
  one in each corner, which is lit by a dim continual light 
  spell. They are harmless.  
  19. PIT. This is the bottom of the hidden pit trap in area #2 on 
  Level 6: THE LABYRINTH. Note that it appears as a regular 
  door from the outside.  
  20. EMPTY ROOM. An empty shelf runs along the entire wall at 
  a height of 5’.  
  21. THE BRASS FACE. At the end of this short corridor is mounted 
  a large (5’ high) face of beaten brass. The face is that of a 
  horned and bearded, but not necessarily malevolent, 
  human sporting a slight and ambivalent smile. If 
  approached, it will speak, saying: “Dungeons deep and 
  prisons dark, do not tarry on a lark; if the Archmage’s 
  secrets you would find, be careful lest you lose your mind; 
  for quick to anger, quick to mirth, this wizard is beneath the 
  earth; so heed my words from mouth to ear, the well of 
  wonder brings you near.” 
  22. GREAT CENTRAL SHAFT. The elevator room from #177 on 
  Level 3: THE DUNGEONS passes through here on its way 
  down. It is inaccessible via normal means from the rest of 
  the level. 
  23. SUITS OF ARMOR. A pair of suits of animated armor (5 HD; 
  22, 25 h.p.; see Appendix C: New Monsters for details) 
  stand at attention in the corners of this room. Any living 
  creature entering will be attacked. They will not pursue.  
  24. PIT. This is the bottom of the hidden pit trap in area #6 on 
  Level 6: THE LABYRINTH. Note that it appears as a regular 
  door from the outside. 
  25. PIT. This is the bottom of the hidden pit trap in area #10 on 
  Level 6: THE LABYRINTH. Note that it appears as a regular 
  door from the outside. 
  
   
   
  Level Seven: The Crypts 
  65 
  Level Seven: The Crypts 
   
  This level has an extensive system of crypts, tombs, and graves, 
  as well as the apparatus and facilities for processing dead 
  bodies to be interred here. It is, naturally, thick with the undead. 
  Most of the actual tombs, however, are sealed; meaning the 
  danger of the level can in some ways be proportional to the 
  greed of the PCs. There are also three separate temples to 
  various deities and demons related to death and the undead, 
  each of which is a fierce rival of the others. There is also a 
  temple to the Rat Lord on LEVEL 8: THE LESSER CAVES which has 
  relevance to this level (see area #80 and the associated 
  encounter areas on that level for more information).  
   
  There are two sets of tunnels which are not noted on the map. 
  Both the ghouls and ghasts of the secret temple of the King of 
  Ghouls (area #72) and the giant rats of the temple of the Rat 
  Lord on LEVEL 8: THE LESSER CAVES, have an extensive and ever-
  changing maze of small (6” – 24” diameter) series of tunnels in, 
  around, below, and over the tombs, hallways, and rooms 
  indicated on the map. The game master should, if it becomes 
  necessary, invent the details of these twisting and turning 
  tunnels on the fly. Forays into them should be discouraged, as 
  the quarters are cramped in the extreme, allowing only the 
  slowest crawling movement, little or no ability to use weapons 
  and spells, and the prospect of becoming not only lost but also 
  ambushed in myriad different locations. Both groups keep 
  digging, as there are still untouched bodies to be discovered, 
  and the prospect of new ones being interred. 
   
  The tunnels of the rats and ghouls rarely intersect for long, and 
  the tunnels through the earth will usually collapse in on 
  themselves within a few days of being dug, only to be replaced 
  by more of the bronchial passages through the same volume 
  of earth almost immediately. It is through these passages that 
  the ghouls and rats played their game of raiding the crypts and 
  tombs for newly-interred flesh, although nowadays their 
  insatiable hungers are sated more by passing adventurers and 
  other explorers or inhabitants of adjacent levels. It should be 
  taken for granted that the ghouls and rats, if encountered 
  (especially in their own lairs) will use these tunnels to their 
  advantage to retreat, set up ambushes and hit-and-run 
  attacks, etc. 
   
  It should be noted that throughout the level are sealed 
  entrances to various crypts and tombs. These are marked with 
  an “o” on the map. They appear as bricked-up doorways, but 
  the mortar can be seen to be dry and crumbling. They can be 
  broken through with a successful open doors check, although 
  doing so will automatically require a random encounter check 
  due to the noise, and will alert all those creatures dwelling 
  within. The careful use of tools to open the sealed entrances will 
  take longer, but can be much quieter, at the game master’s 
  discretion. The game master may wish to indicate which sealed 
  entrances have been opened by filling in the circular map 
  notation, to distinguish between those which have been 
  opened, and those which are still sealed. Some of the more 
  extensive should be viewed as mini-dungeons in their own right.  
   
  This level has direct access to levels 3, 5, 6, 6A, 8, and 9.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PC’s 
  making excessive noise, etc.). Remember that bashing open a 
  sealed tomb requires an automatic check for random 
  encounters. On a roll of 1, a random encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  3-12 ghouls 
  3 
  7-12 giant rats 
  4 
  2-12 ghouls plus 1 ghast 
  5 
  1-3 ghasts 
  6 
  1-4 corpse creepers 
  7-8 
  Pick monster from nearby room 
  9 
  Pick monster from distant room 
  10 
  Pick monster from Level 6A: THE SUB-LABYRINTH 
  11 
  Pick monster from Level 8: THE LESSER CAVES 
  12 
  Dungeon Dressing (see below) 
   
  Note that the inhabitants of sealed crypts cannot be used as 
  random encounters, unless there is a secret passage leading 
  out of the crypt into the main areas, or they are undead of non-
  corporeal type (such as ghosts and specters). Ghouls, ghasts, 
  and giant rats will emerge from hidden tunnels 50% of the time 
  (see above), giving them a +1 chance to surprise.  
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  A discarded grave shroud 
  2 
  1-6 ordinary rats scurry away from the party 
  3 
  A 6’ pentacle drawn in chalk on the floor with a 
  small gap in the outer circle; in blood is written 
  “You missed a spot” with an arrow pointing to it  
  4 
  Three burned-out torches 
  5 
  A fresh pomegranate 
  6 
  A trowel 
  7 
  The sound of organ music off in a random 
  direction, lasting for 10-60 seconds 
  8 
  A human skull with horns, missing the jawbone  
  9 
  The scent of lilacs, which disappears after 1 
  round 
  10 
  A leather dog collar 
  11 
  A torn paper fan 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  THE GREAT CENTRAL SHAFT. The elevator room ends its 
  journey here, originating at area #177 on Level 3: THE 
  DUNGEONS. After this room is entered, the door will close 
  and the entire room will ascend to Level 3: THE 
  
  Castle of the Mad Archmage 
   
   
   
   
  66 
   
   
  DUNGEONS. It will stay at the top of the shaft for 24 hours 
  thereafter. The door can be forced open during that time, 
  but there is no way to get into the room through the floor 
  while it’s at the top of the shaft.  
  2. 
  RECEIVING HALL. This is a large hall with vaulted ceilings 
  and imposing pillars every 10’ along its length. The walls 
  and ceilings are covered with an impressive array of 
  geometric brickwork designs. The whole place is dimly lit 
  with some sort of variant continual light spells, which give 
  the whole place a ruddy red glow.  
  3. 
  ANTECHAMBER. This room is lit with the same reddish 
  continual light spells as is area #2, and is dominated by 
  an enormous pair of ironwood doors bound with bronze 
  fittings, carved with scenes of the afterlives in the various 
  Outer Planes. The doors are exquisitely balanced, and 
  open with a touch.  
  4. 
  CHAPEL OF THE GREAT REAPER. This is a very high-ceilinged 
  room, whose vaulted heights are choked with cobwebs. 
  The whole is lit with continual light spells of subdued hue. 
  The walls are lined with tapestries of purple, silver, and 
  black, demonstrating how the complex theology of the 
  Reaper has its impact on those who are destined for all of 
  the various Outer Planes. Some are disturbing, some not 
  so much, all would be found to be a jaundiced view of 
  the afterlife by true believers of their various faiths. Each of 
  the 10 tapestries weighs 200 lbs. and would be worth 125 
  g.p. to a sage or other collector interested in such topics. 
  At the southern end of the chamber is an enormous altar 
  with carvings proclaiming its dedication to the Reaper. 
  Beyond the altar is a 10’ tall statue of the Great Reaper; a 
  shrouded figure with a skull face and an enormous scythe 
  held aloft as if about to swing down on the altar. The 
  statue has at its base a silver unholy water font capable 
  of producing 10 vials of such liquid at a stroke under the 
  proper circumstances. It is worth 500 g.p. if removed 
  intact, but the curse of the Reaper will attend such a 
  desecration, and those involved (directly or indirectly) will 
  be stricken with a wasting disease causing the loss of 1 
  h.p. per day until the bowl is returned or the perpetrators 
  are called to the Reaper’s bosom, which will not be a 
  happy reunion at all… The entire room functions as an 
  unholy site, and attempts to turn undead by good-
  aligned clerics and others will be made as if they were 
  two levels lower than they really are. If a dead body is 
  placed on the altar and a bless spell is cast upon it by a 
  cleric dedicated to the Great Reaper, the great scythe in 
  the hands of the statue will suddenly be brought down 
  upon the altar, cutting through both body and stone, and 
  then held aloft in triumph, until the tableau resets and 
  everything – body, altar, and statue – is as it was before. 
  Doing so actually makes it more difficult for such bodies 
  to become undead (details are left to the game master), 
  but they will decay into rot and corruption at twice the 
  normal rate once the ritual has been completed.  
  5. 
  ANTECHAMBER. There are several comfortable divans and 
  chairs here, tables, cloak-racks, mirrors, etc. Several plush 
  rugs adorn the floor, and would be worth 250 g.p. each if 
  removed (there are four total, each 10’ X 15’, and 
  weighing 60 lbs. each).  
  6. 
  ACOLYTES OF THE REAPER. Four low-level adherents of the 
  Reaper dwell here, awaiting the time when the tomb 
  complex becomes active again. They will not be 
  immediately hostile, but will be wary. (C1; 5, 5, 6, 7 h.p.; 
  AC 8 (leather cuirass); spells memorized (one per 
  acolyte): curse, cure light wounds, cause fear, sanctuary; 
  armed with maces.) The room has four simple pallets and 
  a single desk; there are four prayer books of the Reaper 
  (worth 10 g.p. each) and each acolyte has 20 s.p. 
  Somehow, time passes more slowly in this area of the 
  dungeon than elsewhere, and the clerics here (and 
  throughout the temple of the Reaper) do not realize just 
  how long it has been since anyone was actually interred 
  here.   
  7. 
  PRIESTS OF THE REAPER. Three priests of the Reaper dwell 
  here (C3; 12, 14, 15 h.p.; AC 5 (mail); spells memorized: 
  command, light, silence 15’ radius / command, cure light 
  wounds, cause fear, know alignment / command, cause 
  light wounds, hold person); all are armed with maces. The 
  quarters here are plain, but each has a bed and a desk; 
  on each desk is the same prayer book of the Reaper 
  (worth 10 g.p. each). Each priest has 15 g.p. on his 
  person.  
  8. 
  PRIEST OF THE REAPER. The second-in-command of the 
  temple complex, Jerrod Lifebane, dwells here. (C7; 42 
  h.p.; AC 3 (mail +2); spells memorized: command, cure 
  light wounds, light, cause fear, hold person, know 
  alignment, silence 15’ radius, bestow curse, dispel magic, 
  cause serious wounds; armed with a flail +1.) He is grossly 
  obese, and fiercely cunning. Jerrod also has a ring of free 
  action and a potion of healing. He has the usual bed, 
  desk, and prayer book (10 g.p.), but also has a locked 
  chest containing 275 g.p., 137 s.p., and a 100 g.p. 
  necklace of silver with small garnets.  
  9. 
  HIGH PRIEST OF THE REAPER. Karl Morganson is the leader 
  of the priests of the Reaper here, and while he is under 
  the same time-dilation effect, he is at least aware of it. 
  (C10; 64 h.p.; AC 1 (plate armor +2); spells memorized: 
  command (x2), cure light wounds, light (x2), cause fear, 
  find traps, hold person (x2), know alignment, silence 15’ 
  radius, slow poison, create food and water, cause 
  blindness, cause disease, dispel magic, cure serious 
  wounds, divination, sticks to snakes, flame strike, insect 
  plague; armed with a mace +2/+3 vs. invertebrates.) He 
  also has a periapt of wound closure and a ring of 
  commanding earth elementals (as the stone). He also 
  keeps 100 g.p. on his person, as well as a circlet of 
  platinum and obsidian worth 500 g.p. His quarters have a 
  plain bed and table, and the same prayer book as the 
  other clerics of the Reaper. Beneath his bed is a locked 
  iron chest with a poison needle trap on the latch (save vs. 
  poison or die). It contains 166 s.p., 429 g.p., 141 p.p., a 
  pouch with 10 gems, and one of the Magical Mystery 
  Forks in the key of C. 
  10. 
  KITCHEN. The clerics of the Reaper use this place as a 
  small kitchen to meet their modest needs. There is also a 
  small store of food here (dried meats and fruits, meal and 
  flour, etc.).  
  
   
   
  Level Seven: The Crypts 
  67 
  11. 
  JANITOR’S CLOSET. There are a variety of brooms and 
  mops here, as well as a bucket on a wheeled base, 
  various rags, etc.  
  12. 
  PARLOR. This is a well-appointed room with overstuffed 
  chairs and fine tables, lit by a chandelier with nine eternal 
  candles (see Appendix B: New Magic Items for details).  
  13. 
  STAIRS UP. This staircase leads to area #5 on Level 6A: THE 
  SUB-LABYRINTH.  
  14. 
  MAKESHIFT SURGERY. There is a blood-stained table here, 
  as well as a variety of surgical instruments. A large steel 
  barrel is in one corner; it contains a very strong acid, used 
  for dissolving the corpses and body parts that are 
  dissected here. Dr. Cooper (see area #15-16) uses this 
  room in his anatomical experiments. He will be here 25% 
  of the time, performing another vivisection.  
  15. 
  ANATOMIST. This comfortable room is currently being used 
  by Dr. Leyast Cooper, a leading chirurgeon in Greyheim, 
  who is using the ready supply of bodies to further his 
  studies of anatomy (F3, 26 h.p., AC 10, armed with a set 
  of eight surgical knives, treat as daggers). He is well 
  protected, however, by Marcus, a flesh golem (40 h.p.), 
  who accompanies the doctor wherever he goes. He will 
  be cautiously friendly to strangers, but will take any 
  opportunity to get fresh specimens.  
  16. 
  LIBRARY/SANCTUM. Dr. Cooper keeps a small library of 
  medical works in this room, which he uses in his 
  researches. There is also a large desk with a half-finished 
  book by the doctor himself, including many original hand-
  made drawings based on his work in the dungeons. There 
  are six books, each worth 50 g.p. 
  17. 
  RECEIVING VAULT. This room was used to store incoming 
  bodies until a proper burial chamber or tomb complex 
  could be provided. Any corpse stored here will be 
  magically protected from any sort of decomposition (the 
  anti-rotting effect will extend to food and anything else, 
  and the rotting disease carried by mummies will be 
  completely arrested during any stay within this room). 
  There are four caskets here, each with a body within 
  (human male, elven female, halfling male, half-elf male), 
  all of which are still fresh and non-decayed. None has any 
  treasure, but there is a brass plate on the half-elf’s coffin 
  which gives the year of his death as twenty years ago.  
  18. 
  WORKERS’ TOMBS. These small burial chambers contain 
  the remains of those who were killed in the construction of 
  this level of the Castle. Chambers A, B, C, and E each 
  contain a pair of greater zombies (16, 17, 17, 18,  20, 20, 
  21, 22 h.p.; 4 HD; turn as type VI, otherwise as a normal 
  zombie). Chamber D contains a pair of (non-undead) 
  skeletons, one of which has a shovel of digging (see 
  Appendix B: New Magic Items) in its hands. Note that if 
  one of the pairs of zombies is freed, the others have a 
  25% chance per round of smashing through the seals on 
  their tombs and joining the battle. Roll separately for each 
  set of zombies.  
  19. 
  VESTIBULE. Each of the corners in this room has a 4’ high 
  pedestal on which there rests a vase with long-dead 
  plants. If inspected, the vase in the northwest corner has 
  been broken and somewhat sloppily glued back 
  together. The staircase leads to area #11 on Level 6A: THE 
  SUB-LABYRINTH.  
  20. 
  EMBALMING ROOM. (See area #22 for a possible threat 
  to explorers here.) If examined, a 3” gap can be seen 
  between the bottom of the door and the floor. The stench 
  of chemicals is powerful as soon as the door to this room 
  is opened. Within are four metal tables (each with a slight 
  rim) surrounded by various smaller tables on wheels with 
  various medical instruments on them in neat array. Above 
  each of the large tables is a glass vat, suspended from 
  the ceiling, with a sickly yellow liquid within (embalming 
  fluid; deadly if swallowed). Various hoses and clamps 
  depend from each of the vats, tipped with sharp needles. 
  Beneath each of the tables is a rude wooden vat, all of 
  which are deeply stained dark red (they are used to hold 
  the blood). Beneath each table is also a foot-operated 
  bellows connected to the wooden vat and more hoses 
  leading up; this is a pump used to exsanguinate the 
  deceased and introduce the embalming fluid into the 
  body. The surgical tools and equipment are worth a total 
  of 4,000 g.p. if removed intact; it will require special 
  crating to do so properly, however.  
  21. 
  STORE ROOM. Several large barrels of embalming fluid 
  are here, as well as 5 smaller casks of highly flammable 
  alcohol (treat as 5 flasks of oil each if used as an 
  incendiary weapon).  
  22. 
  STORE ROOM. If examined, it will be seen that the door to 
  this room is slightly ajar. A flock of 30 stirges has taken up 
  residence here (2, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 6, 6, 
  6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 9, 9 h.p.). There is a 10% 
  chance for each round that anyone is in area #20, that 
  the stirges will be disturbed and attack whoever is within.  
  23. 
  COLUMBARIUM. The walls of this room are lined with niches 
  holding as many as three hundred urns, each containing 
  the ashes of a deceased individual. One of the urns 
  contains a diamond worth 10,000 g.p. Fifteen of the urns 
  are home to a pyre wraith (12, 12, 12, 13, 14, 15,  16, 17, 
  17, 17, 18, 19, 20, 20, 21 h.p.; see Appendix C: New 
  Monsters for details). For those without a d300 handy, roll 
  a d6 and a d100. If the d6 is a 1-2, add nothing to the 
  d100. If the d6 is 3-4, add 100. If the d6 is 5-6, add 200. 
  Urn 173 contains the diamond, glittering atop the ashes. 
  Urns 4, 22, 55, 65, 118, 134, 150, 154, 178, 197, 215, 222, 
  249, 281, and 298 each contain one of the pyre wraiths. 
  Otherwise, the urn contains ordinary ashes.  
  24. 
  STAIRS UP. This staircase leads to area #14 on Level 6A: 
  THE SUB-LABYRINTH.  
  25. 
  TOMB OF PHILIP KREGOV. Above the sealed entrance to 
  this tomb is an ornate rose-decorated carving with a large 
  cursive “K”. Note that there is a secret door leading from 
  this tomb into the corridors beyond, so its inhabitants 
  could well be met in random encounters.  
  A. PRIVATE CHAPEL. This octagonal room serves as a small 
  chapel in honor of Laudarc, vassal of Orcus and king of 
  vampires. Murals on the walls portray entire worlds being 
  drained of blood by an enormous space-faring bat, 
  screaming humans (and demi-humans) fleeing swarms 
  of vampire bats that darken the sky, etc. There is a small 
  skull-decorated fountain in the middle of the room that 
  splashes blood instead of water; this serves not only as 
  unholy water, but also will restore 5-10 h.p. to any 
  wounded vampire who drinks of it. The entire space 
  
  Castle of the Mad Archmage 
   
   
   
   
  68 
   
   
  functions as an unholy place, and attempts to turn 
  undead are done as if the cleric were 3 levels lower than 
  his actual level. If any lawful good cleric enters the room, 
  an enormously loud gong will ring, and all mirrors must 
  make a saving throw vs. crushing blow or be destroyed 
  (metal mirrors are also affected by this, albeit with a better 
  chance of making their saving throw).  
  B. SERAGLIO. There are three silk-lined coffins on delicately 
  appointed biers in this room, as well as an enormous 
  round bed in the middle of the room. Shackles are 
  discreetly secured to the walls in order to keep victims for 
  later. The coffins are home to Kregov’s three brides (but 
  the game master should not assume they will be meekly 
  waiting within; they will most likely use their high charismas 
  and charm ability to seduce victims). Getreide, in 
  addition to being a vampire, is an accomplished fighter 
  (F9, 57 h.p., AC 0 (no armor in the tomb, but she has a 
  suit of plate armor hidden in the bier under her coffin, 
  which she uses when out in the rest of the dungeon, to 
  fool those she encounters; her armor class is a function of 
  her regular vampiric power plus her boots), wielding a 
  long sword +2/+4 vs. reptiles). She wears boots of striding 
  and springing. Semente is a vampiric mage/thief (in life, 
  she was a half-elf; M6/T8; 29 h.p.; AC 1; spells memorized: 
  dancing lights, magic missile, push, spider climb, ESP, 
  wizard lock, haste, hold person; she has a wand of 
  polymorphing (19 charges) and is armed with a dagger 
  +4 (don’t forget her ability to backstab). Her spell book is 
  in a hidden compartment in her coffin, and contains the 
  above spells as well as read magic, comprehend 
  languages, shield, forget, scare, and fly. Calebasse is a 
  vampire druid (D7; 45 h.p.; AC 1; spells memorized: 
  animal friendship (x2), detect magic, entangle, invisibility 
  to 
  animals, 
  speak 
  with 
  animals, 
  heat 
  metal, 
  obscurement, trip, warp wood, stone shape, summon 
  insects (x2), dispel magic). She is armed with a scimitar 
  +2 and has a ring of earth elemental command.  Each 
  wears 4 pieces of jewelry worth at least 1,000 g.p. each, 
  and there is a hidden compartment in the bed that holds 
  a small chest. It is not locked, but there is a poison needle 
  trap on the clasp (save vs. poison or die). The box 
  contains 50 gems.  
  C. SECRET CHAMBER. This room contains nothing except 
  a large bas-relief face on the west wall. The face is that of 
  a cherubic figure with curly hair and an endearing smile. 
  If it is directly spoken to, it will reply “I’ve been waiting so 
  long for someone to talk to! Please, give me a gem and 
  I shall give you a rich reward.” If a gem of 100 g.p. value 
  or greater is placed in the face’s mouth, the person doing 
  so will gain 1 point of charisma. If the gem is of lesser 
  value, the person doing so will lose 1 point of charisma. 
  The gem, of course, will disappear in either case. It only 
  works once per person, and only once per month in any 
  case.  
  D. KREGOV’S CRYPT. This secret chamber is the true resting 
  place of Philip Kregov. He is both a vampire and a cleric 
  of great power (C9; 55 h.p.; AC 1; spells memorized: 
  command (x2), light, darkness, cause fear, sanctuary, 
  augury, hold person, resist fire, silence 15’ radius, animate 
  dead, dispel magic, speak with dead, detect lie, 
  protection from good 10’ radius, quest). He is armed with 
  a mace +2 and has a staff of withering (22 charges).  The 
  room is decorated as if it were a high-class dining room; 
  a long table dominates, with candelabras, fine linen and 
  china, etc. Four zombies (9,10,11,14 h.p.) stand at the 
  corners in powdered wigs and rotten livery, acting as 
  butlers, but can be used for other tasks as Kregov wishes. 
  Kregov’s coffin is hidden discretely behind an oriental 
  screen in the northwest corner, but if Kregov is resting in it 
  when intruders appear, the zombies have orders to wake 
  him immediately. His only treasure is a ring with a 10,000 
  g.p. diamond, which he wears at all times.  
  E. STUDY. There are four leather armchairs here, as well as 
  several tables, lamps, etc. There are a dozen scrolls here, 
  of non-magical nature, describing histories of various 
  events and people of interest, including Feragar (see 
  area #36), Xenototh the Charioteer (see area #124), and 
  Gregor the Terrible (see area #41). The game master is 
  encouraged to flesh out these histories, as needed and 
  desired.  
  F. GUARDIANS. Four skeletons (6,6,7,8 h.p.) guard the far 
  door of this room.  
  G. FALSE CRYPT. This room has nothing except a single 
  coffin on an ornate bier, right in the center. The walls are 
  covered in silken tapestries, and a pair of eternal candles 
  (see Appendix B: New Magic Items) rest at the head and 
  foot of the coffin, on ornate wrought iron holders. Within is 
  a false vampire, who looks remarkably like the real Kregov 
  (if the player characters have happened to see him 
  before, they will be fooled 90% of the time). It will appear 
  to be asleep in the coffin, and will disappear into dust if a 
  stake is thrust through its heart. A secret compartment in 
  the bier holds what appears to be exactly 10,000 g.p. in 
  20 small sacks; when removed from the dungeon, 
  however, they will be revealed to be iron coins.  
  26. 
  TOMB OF VARNOR. Above the sealed entrance to this 
  tomb is the name “Varnor”. Within is a large and ornate 
  sarcophagus, decorated with vegetative motifs. Varnor is 
  a mummy (45 h.p.), but is very clever. He will lie low, not 
  revealing his undead status by remaining completely 
  immobile until there are several would-be defilers of his 
  grave within easy reach. (Unless they are specifically on 
  their guard against such a ploy, the player characters will 
  have a -4 penalty to their surprise roll.) Within his chest, 
  replacing his internal organs, are four pouches, each 
  containing ten 50 g.p. gems.  
  27. 
  BURIED ALIVE. There is no name engraved above the 
  sealed entrance to this tomb. Chained to the far wall is a 
  humanoid skeleton. There are scratches on the walls by 
  the bolts securing the chains to the wall, and the person 
  seems to have died straining to reach the door, 
  impossibly far away.  
  28. 
  OFFICE OF THE CHIEF MORTICIAN. So reads the small brass 
  plaque on the door leading into this room. Within is a tidy 
  office, with a small desk, behind which is a semi-
  transparent scribe, scribbling away at an equally-
  incorporeal ledger. Behind him is a regular bookcase 
  filled with such immaterial books. Gustav, a spectre (37 
  h.p.), is the secretary for the Chief Mortician. He will look 
  up from his work and ask intruders if they have an 
  
   
   
  Level Seven: The Crypts 
  69 
  appointment. If they do not, he will send them away, 
  annoyed to have been interrupted in his endless work, but 
  he will not attack unless intruders attempt to force their 
  way into the next room, or unless he is attacked. If the 
  player characters ask to make an appointment, Gustav 
  will inform them that there is an opening in 1d4 days.  
  29. 
  INNER OFFICE. This is the office of Mobilius, the chief 
  mortician for the entire level, and the one who in its 
  heyday was responsible for the orderly operation of the 
  whole place. Today, his work largely consists of organizing 
  repairs, as new arrivals are non-existent, and most of the 
  staff has left. Mobilius’ office is comfortable, and his desk 
  is immaculate, except for a large jar, in which a brain can 
  be found floating in a yellowish liquid that bubbles slightly. 
  The jar appears to be resting on a brass stand, although if 
  inspected, in will be seen that the stand and the jar are 
  connected (the stand contains the mechanisms that 
  keep the solution in the jar circulating, and ultimately keep 
  the brain itself alive) The brain itself is, of course, Mobilius 
  (HD 1-1; 2 h.p.; AC 10 (but see below); # ATK: 0; SA: 
  telepathy, telekinesis (250 lb. limit), clairaudience and 
  clairvoyance (both have a range of 20’ radius from the 
  brain itself) at will, charm person or charm monster 3x per 
  day, wizard eye 2x per day, lightning bolt 1x per day, 
  repulsion 1x per day; SD: immune to charm, hypnosis, 
  sleep, and hold- type spells, jar made of glassteel and 
  requires 25 h.p. crushing damage to crack open; all spell 
  effects as per 10th level of ability). Mobilius is chiefly 
  concerned with the orderly running of the crypts, against 
  the day that it will once more be brought into full 
  operation.   
  30. 
  WEB-CHOKED ROOM. This room is covered from floor to 
  ceiling with thick and sticky spider webs. It is also home to 
  8 giant spiders (16, 16, 17, 17, 17, 18, 19, 21 h.p.); they 
  will drop from the ceiling or spring from shadowed corners 
  at any intruders. If the webs are set alight, they will quickly 
  flee through a small hole near the ceiling into area #31. 
  Three humanoid skeletons can dimly be seen in the 
  center of the room, hopelessly mired in webbing. The first 
  has a large sack with 2,216 s.p. inside. The second has a 
  small belt pouch with two potions of extra healing. The 
  third has a 100 g.p. (non-magical) brooch. 
  31. 
  SECRET ROOM. It is here that the spiders in area #30 will 
  flee if their webs are set on fire. There are only a few webs 
  near the ceiling, which is 20’ high in this room. They will 
  surely ambush intruders if possible.  
  32. 
  CREMATORY. The eastern half of this room is dominated 
  by an enormous brass and iron cremator, beneath which 
  is a large oven for coke and coal. Pipes lead into the 
  ceiling to draw away the fumes and smoke. There is a 
  wheeled tray (called a charger) that leads into the door 
  of the retort; bodies would be placed on the charger and 
  thrust into the retort quickly, so as to not lose any of the 
  heat within. There is also a hand-cranked cremulator, into 
  which the ashes are poured in order to pulverize them into 
  the traditional dust. The western half of the room has 
  several tables with flimsy wooden coffins used to hold the 
  body as it is placed within the retort. There are also tools 
  to clean and maintain the oven (shovels, brooms, coal 
  tongs, etc.). An ornate cabinet contains both the fine 
  brushes and scoops used to recover the ashes, and four 
  plain silver urns (worth 30 g.p. each). There is a 5% 
  chance that anyone being cremated in this facility will 
  return as an undead pyre wraith (see Appendix C: New 
  Monsters).  
  33. 
  STAIRS DOWN. This narrow, winding staircase leads down 
  directly to area #60 on Level 9: THE GREATER CAVES.  
  34. 
  CHASM. This huge gash in the living rock has opened up 
  the corridors in various directions. The chasm goes 60’ or 
  so up, and has various openings on this level as well as on 
  area #100 on Level 5: THE DEEPS and area #22 on Level 
  6: THE LABYRINTH. The whole is lit with a supernatural dim 
  green luminescence, so the other openings in the rift can 
  be dimly perceived. Distant groans, drips, flaps, and 
  skitterings can be heard as well. There is a sinkhole in the 
  floor, opening up above area #59-A on Level 8: THE 
  LESSER CAVES.  
  35. 
  THE BONE ROAD. (Show the players Illustration #17.) Each 
  door to this area is a massive bronze affair decorated with 
  skeleton motifs and requiring a combined strength of 25 
  to open (they open in, and will swing shut on their own, 
  unless spiked open). This enormous tunnel is made up of 
  vaulted sections, the walls of which are lined from floor to 
  ceiling with niches cut into the stone which hold complete 
  skeletons, multitudes of skulls, and piled bones, as well as 
  the occasional funerary urn. A thick layer of dust and 
  cobwebs rests upon the whole, and the remnants of 
  black, white, and gray shrouds can still be seen clinging 
  to the more permanent remains. The whole is riddled with 
  tiny holes behind the niches, through which giant rats and 
  ghouls can follow intruders and set up attacks and 
  ambushes. A random encounter here could very well 
  consist of an entire wall bursting forth with shards of bone 
  as scores of giant rats issue forth, only to scurry back to 
  their hidey-holes once they have incurred losses. The 
  whole is an intensely lonely place; unexplained dust-devils 
  raise brief funnel clouds of grave-dust, a breeze 
  occasionally whistles through the eyeholes and teeth of 
  the thousands of skulls along the walls, and weird echoes 
  haunt its entire length. Note that the places where 
  bricked-over tomb entrances are indicated on the map 
  are not covered by the niches and bones; they stand in 
  stark relief against the tableau, and are not subtle.  
  36. 
  THE TOMB OF FERAGAR THE NIMBLE. The name “Feragar 
  the Nimble” is inscribed above the sealed entrance to this 
  tomb. He was renowned as a famous freelance thief in 
  the city more than a century ago. 
  A. RECEIVING CHAMBER. A low stone bier sits in the middle 
  of the room. The walls are decorated with murals of daring 
  burglaries; one scene shows a man stealing a crown from 
  the top of a king’s head and replacing it with a bucket, 
  another shows the same man using a thin cord to lasso 
  an enormous jewel through the bars of several cages-
  within-cages, a third shows an urchin (but if examined 
  closely, the child could be a younger version of the man 
  in the other murals) stealing a dagger from the belt of a 
  city guardsman, etc. If the bier is touched, the person 
  doing so will turn a bright green for the next 48 hours, but 
  will suffer no other ill effects. The color change only 
  happens once per day.  
  
  Castle of the Mad Archmage 
   
   
   
   
  70 
   
   
  B.  GUARDIANS. A pair of undead giant constrictor snakes 
  dwell here (30, 35 h.p.; as regular giant snakes, except in 
  skeletal form, turn as type IV), waiting among the shadows 
  near the ceiling on rafters installed for that very purpose. 
  If intruders enter, the skeletal snakes will fall upon them, 
  bite, and constrict as per normal giant constrictor snakes. 
  C. THRUPPY’S TOMB. Feragar’s partner in crime, Thruppy, is 
  interred here. Thruppy accompanied Feragar on all his 
  adventures, but received little of the notoriety that his 
  partner craved. He is now a (halfling-sized) wight (26 h.p.). 
  He usually spends his time seated on a halfling-sized chair 
  at the east end of the chamber gazing at the open chests 
  of loot that fill the center of the room. Four large open 
  chests contain a total of 20,775 s.p., 3,411 g.p., six pieces 
  of jewelry, and a short sword +2.  
  D. FERAGAR’S BURIAL CHAMBER. A modest coffin against 
  the northern wall of this room holds the mortal remains of 
  the master thief Feragar. Feragar himself, however, is now 
  a wraith (36 h.p.), and will tend to hide in the shadows, 
  attacking intruders from behind if possible. The room also 
  has six large locked chests. Chest #1 has a poison needle 
  trap (save or die), and contains 1,765 s.p. Chest #2 has 
  a poison gas trap (save or be left unconscious for 12 
  hours) and contains 592 g.p. and a dagger +1. Chest #3 
  has no trap, and contains 1,566 s.p. Chest #4 will inflict 
  3d6 h.p. of electrical damage if the lock is picked, and 
  contains 1,093 s.p. and 109 g.p. Chest #5 has no trap, 
  but contains a delicate vase worth 75 g.p. If the chest is 
  smashed open, the vase must make a saving throw vs. 
  crushing blow. Chest #6 has the key in its lock. Anyone 
  turning the key will unlock the chest. Anyone removing the 
  key from the lock will be cursed: any attempt to move 
  quietly will fail (if the cursed character is a thief, move 
  silently rolls are made at a -25% penalty). The chest 
  contains 1,048 s.p. 
  E. FERAGAR’S REAL TREASURE. Astute players will notice that 
  the treasure in Feragar’s burial chamber is rather meager. 
  This room has one large chest and one small one, both 
  locked (the key to each is underneath the other chest), 
  but neither is trapped. The large chest contains 10,153 
  g.p. The small chest contains 10 gems (none less than 
  100 g.p. value) and a potion of extra healing. It also 
  contains the keys to the chests in room D. 
  37. 
  TRUE LOVE WAITS. The sealed doorway to this crypt simply 
  says “True Love Waits” above it. It is the final resting place 
  of a pair of star-crossed lovers, Omero and Teluitej. The 
  walls of the short corridor are covered with pictures of 
  hearts, clouds, cherubs, and so forth. The faint smell of 
  roses can be detected throughout the place.  
  A. OMERO’S BURIAL CHAMBER. The room is bare save for a 
  wooden coffin on a bier. In it is a vampire (59 h.p.). If 
  examined carefully, it can be seen that his chest has a 
  large gaping wound; his heart is missing. The coffin is 
  otherwise empty. There is a secret compartment in the 
  bier that has a sealed glass jar containing a human heart 
  in some sort of clear liquid. It is, in fact, the heart of his 
  love Teluitej. Omero is subject to a geis that prevents him 
  from being within sight of his beloved. If his heart is given 
  back to him (see room B, below) the geis will be broken. 
  He will thank those responsible, let them leave unscathed, 
  and tell them the location of a sword of sharpness he 
  secreted away in the wilderness within an easy day’s 
  march. 
  B. TELUITEJ’S BURIAL CHAMBER. Teluitej rests on a 
  catafalque (an elaborate bier) draped with white gauzy 
  linen. She is, in fact, a special form of undead greenhag 
  (60 h.p.; all of the normal powers of the greenhag, plus 
  the special defenses of the undead, turn as type XIII). It 
  will immediately be noticed that she has a gaping hole in 
  her chest and is missing her heart. She is under the same 
  sort of geis as is Omero, but will reward those who free her 
  of it by telling them of a hidden necklace secreted under 
  a floorboard in an inn in nearby Greyheim. It is worth 3,000 
  g.p. There is a secret compartment in the catafalque 
  containing Omero’s heart in a plain earthenware jar. If 
  both Omero and Teluitej are freed from their confinement 
  and their geases, they would most certainly leave the 
  dungeon as soon as possible and could be used as a 
  powerful pair of protagonists in the campaign. 
  38. 
  EMPTY TOMB. There is no inscription above the sealed 
  entrance to this tomb. Within is a stone bier with an empty 
  burial shroud. It is otherwise empty.   
  39. 
  TOMB OF REGICK KHAN. Above the sealed entrance to this 
  tomb is the inscription “KHAN” in the flowing script of the 
  distant west. 
  A. A RIDDLE. Note that the secret door in the northern wall 
  cannot be discerned by normal means (even the 
  inherent abilities of elves and others to detect such 
  devices). In the middle of this room is a large stone 
  sarcophagus. It requires a combined strength of 40 to 
  remove the lid. Within is a withered husk of a corpse, who 
  will sit up and say (in the western tongue): “There are no 
  eyes so quick, no vision so keen, that this by you is ever 
  seen, save if you be lad or lass, and gazing in a looking 
  glass.” If no one is present who can understand that 
  tongue, the body will simply lay back down. It has no 
  treasure, and the only way it can be coaxed into 
  repeating its riddle is if the lid is somehow returned into its 
  place and removed once again (note that it takes a 
  combined strength of 60 to return the lid to its place, 
  unless magical means or some sort of block and tackle is 
  used). If the answer is given within 1 minute of the riddle 
  being uttered (“my eyes” being the correct answers, or 
  some variation thereupon), the corpse will point to the 
  northwest corner of the room, and the secret door will 
  open. 
  B. ANOTHER RIDDLE. In the east and west halves of this 
  room are four statues of wyverns, aggressively posed and 
  protected behind a shimmering blue curtain of energy 
  that is completely impenetrable. The northern door is solid 
  steel, and has a curious locking mechanism. Inscribed on 
  the door (in the common tongue), is the riddle, “What 
  English word is pronounced incorrectly by everyone?” 
  There are 11 dials set into the door, each bearing the 26 
  letters of the English language, as well as a large lever-
  handle. If the correct answer is spelled out in the dials 
  (“incorrectly”) and the lever pulled, the door will open. If 
  the wrong answer is entered and the lever pulled, the 
  person doing so will take 13-24 h.p. (1d12 + 12) of 
  electrical damage.  The wyvern statues are a bluff; they, 
  
   
   
  Level Seven: The Crypts 
  71 
  and the blue curtains of energy, never change.  
  C. THE CRYPT OF REGICK KHAN. Seated on an ornate 
  throne is the body of Regick Khan, resplendent in his 
  ceremonial armor and bearing a great bow. The bow is, 
  in fact, a bow of speed +3. In addition, the body wears 
  a crown of gold worth 1,500 g.p. 
  40. 
  TOMB OF AIRAM SALLAC. Above the sealed entrance to 
  this tomb is the inscription (in elvish) “Here lies the Lady 
  Airam Sallac; it is finally over.” The brickwork on this 
  particular vault has an ornate claywork medallion 
  superimposed over the center of it; a mage of 6th level 
  or greater (or anyone else who is versed in the field) will 
  have a 50% chance of recognizing it as some sort of seal 
  intended to prevent the passage of evil spirits. 
  A. THE STAGE IS SET. Sixteen skeletons are here, dressed in 
  faded and tattered tuxedos, and seated facing the west 
  door. If intruders attempt to walk down the aisle towards 
  the door, they will stir to life and attack (4, 4, 4, 5, 5, 5, 5, 
  5, 5, 6, 6, 7, 7, 8, 8, 8 h.p.).  
  B. A RARE BIRD INDEED. It is here that the body of the Lady 
  Airam rests, in an open coffin surrounded by long-dead 
  bouquets of flowers. She, once a famous singer in her 
  day, is now a banshee (36 h.p.) and she will come out to 
  give a “performance” if she hears the sounds of fighting 
  in room A. Her body is wearing six pieces of jewelry worth 
  500 g.p. each.  
  41. 
  TOMB OF GREGOR THE TERRIBLE. Above the sealed 
  entrance to this tomb is the inscription “Here lies the 
  greatest warrior of his age.”  
  A. VESTIBULE. The walls of this chamber are covered with 
  murals of enormous armies battling one another on 
  grassy plains, in forests, through mountain passes, etc. 
  One figure in bright red armor, huge, with a great black 
  beard and wielding a spear, is figured prominently in all 
  of the images. In between the pictures are hanged 
  swords, dented and rent shields, tattered banners, etc.  
  B. GUARDIAN. A draugar (30 h.p., armed with a 
  broadsword; see Appendix C: New Monsters for details) 
  will instantly attack anyone who opens the door to this 
  small chamber. It wears a belt studded with silver worth 
  25 g.p. 
  C. TRAP. The door to this room is locked. Once it is 
  opened, a large log with a sharpened end will swing 
  through the doorway. Anyone attempting to enter the 
  room must make a saving throw vs. paralyzation or take 
  2-20 h.p. of damage.  
  D. LITTLE WARS. (There is a 20% chance that Gregor from 
  room F will be here using the Little General to replay old 
  victories.) This room is dominated by a large (6’ x 8’) table 
  covered with approximately 6” of sand (it has a raised 
  edge to prevent the sand from spilling out). The sand has 
  been formed into various designs; mounds, channels, 
  etc. There are also hundreds of small metal figurines; 
  close inspection will reveal that they are small statues in 
  the image of various warriors, mounts, archers, knights, 
  etc. What appear to be miniature trees and shrubs are 
  also to be found, as are four large gems, cut in a very 
  odd fashion, and inscribed on the various facets (close 
  inspection reveals these inscriptions to be numbers, 1 
  through 20, repeated on each gem). There are two large 
  rubies worth 1,000 g.p. each and two emeralds worth 
  1,200 g.p. each. There is a secret compartment in the 
  bottom of the table that holds a small book; a 
  comprehend languages spell is required to read its 
  contents. The book reveals the exact instructions on how 
  to use the table and associated items. The whole setup 
  radiates magic if detected for, and is, in fact, a valuable 
  magical item known as Gregor’s Little General. The user 
  sets up his forces and moves them as if playing a game, 
  but the enemy forces will move and maneuver as they 
  will in the actual battle. If the miniature figures are used to 
  plan a battle to be fought within the next 72 hours, the 
  user will receive an overall 25% bonus to win the battle. If 
  a less abstract means of resolving mass combat is used, 
  then give all forces under the command of the user a 
  25% bonus when both attacking and/or defending. The 
  battle must involve at least 100 individuals on each side; 
  the magic does not function when dealing with smaller 
  skirmishes. The whole thing takes 1d4+2 hours to 
  complete its function. It can be moved, but is rather 
  delicate and heavy, and the game master should not 
  make extraction too easy on the player characters. 
  E. GUARDIAN. A draugar (29 h.p., armed with a flail; see 
  Appendix C: New Monsters for details) will attack anyone 
  entering this room.  
  F. GREGOR’S CRYPT. There is an ornately carved 
  sarcophagus here, decorated to look like the warrior in the 
  murals in room A. Within lies Gregor the Terrible, now a 
  restless spirit (45 h.p., SA: successful attack requires save 
  vs. spells or victim becomes insane; see Appendix C: New 
  Monsters for details). There is a 20% chance that Gregor’s 
  spirit will be in room D (see above). Within the 
  sarcophagus are his moldering remains, dressed in great 
  (if decaying) finery. The clothing is now worthless, but there 
  were 20 gems sewn onto it worth 50 g.p. each. The body 
  is also wearing an ornate golden crown worth 1,000 g.p., 
  and has a ring of strength (see Appendix B: New Magic 
  Items for details) on one hand.  
  42. 
  HONOR GUARD. Both entrances to this area have nothing 
  except a blank shield inscribed above them. Within are 
  30 skeletons (h.p. 5 each) who will come pouring out and 
  immediately attack intruders.  
  43. 
  TOMB OF SHURIMAT RACCILEU. Inscribed above the 
  sealed entrance is the name “Shurimat Raccileu”. 
  Shurimat, a draugar, is within (h.p. 27; see Appendix C: 
  New Monsters for details). He has a small chest with 275 
  g.p. and a piece of the Puzzle Door found at area #133 
  on Level 5: THE DEEPS (see Appendix B: Magical Items for 
  more information). It appears as an inch-thick piece of 
  wood with one straight edge and three undulating curved 
  edges. 
  44. 
  EMPTY TOMB. There is no inscription above the door to this 
  tomb. It holds nothing except an empty coffin on a plain 
  stone bier.  
  45. 
  IT’S A TRAP! Above the entrance to this tomb is the 
  inscription “Larimda Rabka”. As soon as the entrance to 
  this tomb is breeched, an enormous bolt from a ballista 
  will be launched at the doorway. It attacks as a 10 HD 
  monster, and will do 2-20 h.p. of damage if it hits. There 
  is nothing else within.  
  
  Castle of the Mad Archmage 
   
   
   
   
  72 
   
   
  46. 
  BY THE NUMBERS. Each of the sealed tombs in this hallway 
  bear a roman numeral I – VI above the entrance.  
  A. TOMB I. A wight (16 h.p.) will attack those attempting to 
  enter. 
  B. TOMB II. A pair of skeletons (6,7 h.p.) will attack anyone 
  opening the seal. 
  C. TOMB III. No inhabitants, but it does contain a scroll with 
  the clerical spells cure critical wounds and raise dead. 
  D. TOMB IV. A shadow (17 h.p.) will attack. 
  E. TOMB V. Empty except for a “Guy Fawkes” mask and a 
  dagger of distance (functions like a crossbow of 
  distance).  
  F. TOMB VI. Empty. 
  47. 
  TOMB OF MALVAUNT. Above the sealed entrance to this 
  tomb is the inscription “Malvaunt”.  
  A. OUTER CRYPT. Mosaics on the walls of this room depict 
  idyllic woodland scenes. Fauns and dryads sport amongst 
  the trees, and the animals of the woods frolic with one 
  another in peace and harmony.  
  B. STATUES. Each alcove contains a statue of a large ogre, 
  armed with an immense halberd and wearing plate 
  armor.  
  C. STATUES. Each alcove contains a statue of a large troll, 
  armed with a wicked-looking spiked mace and wearing 
  plate armor. 
  D. STONE DOOR. This massive round stone door is graven 
  with a demonic face, with a large metal ring set into the 
  face through the nose. If the ring is touched, the face will 
  animate, asking, “You may pass my portal if you can 
  answer my riddle. What cheese is made backwards?” If 
  the correct answer (“Edam”) is given, the door will swing 
  slowly open. It cannot be forced open, although it can 
  be circumvented by magic (passwall, etc.). 
  E. MALVAUNT’S CRYPT. Malvaunt, now a spectre (45 h.p.), 
  will attack any intruders. The remains of a coffin are strewn 
  about the otherwise-empty chamber; it looks as if it has 
  been tossed around and smashed against the walls. 
  Hidden in the wreckage is a small pouch with 6 x 500 g.p. 
  gems. 
  48. 
  SUFFER THE LITTLE CHILDREN. The sealed entrance to this 
  crypt has a clown’s face surrounded by balloons inscribed 
  above the doorway. When the seal is broken, the sounds 
  of children’s laughter can be faintly heard coming down 
  the corridor. 
  A. PLAYROOM. This gaily-painted room has many large 
  toys: a rocking horse, balls, stuffed animals, wooden 
  blocks, etc.; all are faded and tattered with age. Within 
  are six child spirits (5, 5, 6, 7, 7, 8 h.p.) and four child-sized 
  skeletons (3, 3, 4, 4 h.p.) all playing with the toys in the 
  room. If someone enters, they will begin to play “tag”, 
  attacking the intruders as they laugh and shriek with joy. If 
  pressed, they will retreat into room B. 
  B. NURSEMAID. A succubus (38 h.p.) is here, sitting in a 
  rocking chair, rocking gently. If any of the children have 
  fled into this room, she will defend them fiercely.  
  C. TOMB. Ten tiny coffins are here. Six have desiccated 
  child-corpses, and four are empty. Each has a small 
  purse of 30 g.p. under the pillow in the coffin. The third 
  coffin also has a wand of paralyzation (24 charges) 
  hidden in the lining.  
  49. 
  CRYPT OF THE GRAY FLOWER. The sealed entrance to this 
  crypt has nothing inscribed above it except an image of 
  a rose.  
  A. This room is completely empty. Once it is entered, it is 
  filled with a bewildering array of beams of light, of every 
  color, dancing about and seemingly with no point of 
  origin. After three rounds, the beams of light disappear, 
  and will not reappear until 24 hours have passed. They 
  have no real effect.  
  B. There is an ornate bier in the center of this chamber, 
  and a casket of old, but obviously very fine, workmanship. 
  If it is opened, it reveals nothing except a long-dead rose. 
  If the rose is picked up, it will crumble to powder. If the 
  powder is gathered up, and brewed into a tea, it will serve 
  as oil of resurrection (functions as per the clerical spell, as 
  if cast by a 20th level cleric).  
  50. 
  CLOCKWORK CRYPT. Above the sealed entrance to this 
  tomb is the image of three interlocking gears.  
  A. OUTER CHAMBER. This room is dominated by an 
  elaborate clockwork mechanism that fills the place from 
  floor to ceiling and wall to wall. Pistons, gears, levers, 
  escapements, pendulums, counterweights, springs, etc. 
  all stand in mute and frozen aspect. The two doors on the 
  south wall are ornately engraved brass. Moving from one 
  end of the room to the other necessarily requires going 
  through the various pieces of the clockwork mechanism; 
  if the players ask, some of the gear teeth are indeed quite 
  massive and sharp, and the whole thing does look rather 
  intimidating and dangerous. It is possible to move through 
  it (at ¼ speed, picking one’s way through the frozen gears 
  and such) without incident, however, as the whole is 
  immobile. See room C for more details.  
  B. TOK-TOK’S TOMB. (Show the players Illustration #18.) This 
  room is fitted out as some sort of cross between a 
  blacksmith’s shop and a jeweler’s workroom. On a large 
  work bench in the center of the room are the 
  disassembled pieces of a mechanical man: Tok-Tok. His 
  head, torso, arms, and legs are all separate, and it is easy 
  for even a layman to see that the whole is meant to be 
  put together. A large chamber in his torso (approximately 
  where a human heart would be) seems to be missing a 
  component; it is, in fact, his heart spring. The door to the 
  compartment bears the inscription “Tok-Tok”. Someone 
  with an INT of 15 or greater could figure out how to 
  reassemble the pieces in 1d4 days after making an INT 
  check with a +2 penalty, but without the heart spring, he 
  cannot function (the heart spring is in room D, below). This 
  is actually intentional; if he is re-activated, he will 
  immediately turn upon his benefactors and attempt to 
  slay them and escape into the world. (AC 0; HD 11;  66  
  h.p.; #AT: 2; DAM: 2-16/2-16; SA: steam blast 2/day (1/2” 
  X 4” cone, does 22 h.p. of damage to all within who fail 
  to save vs. breath weapon); SD: immune to sleep, charm, 
  and hold type spells, immune to electrical attacks, which 
  he “stores up” to discharge the next time he touches 
  some 
  living 
  creature; 
  INT 
  16; 
  SPEED: 
  90’/min.). 
  Reprogramming him to be of a more benevolent 
  disposition would be possible, but extremely difficult for 
  someone who has not made a years-long study of the 
  principles involved. He would be worth 5,000 g.p. to a 
  
   
   
  Level Seven: The Crypts 
  73 
  collector if disassembled, 10,000 assembled but missing 
  the heart spring, and a full 20,000 intact. The tools in the 
  room would be worth 1,500 g.p. to someone who 
  recognizes (and could utilize) their special nature. 
  C. MOTOR ROOM. There is a large metal pillar in the 
  middle of this room, going from floor to ceiling, with some 
  sort of gearing mechanism attached, belts disappearing 
  into the walls, and metal boxes attached to the walls. A 
  single large brass lever can be seen. If pulled by a 
  combined 25 strength, the whole room will seem to 
  shudder for a moment and then the central shaft will 
  begin to slowly rotate. An enormous racket will come from 
  room A as the gears and other mechanisms begin to 
  slowly (and not-so-slowly) move and operate. Anyone in 
  room A when the mechanism is activated, or who 
  subsequently enters, must make a DEX check or suffer 2-
  12 h.p. of damage per round from being hit, cut, 
  smashed, and otherwise abused by the moving 
  machinery. (Thief-acrobats and others with similar skills 
  may, of course, attempt to use their special skills to avoid 
  the mechanism.) Once activated, it cannot be stopped. 
  If someone attempts to force the lever back, there is a 
  50% chance that the lever itself will break and the 
  mechanism will remain “on” until the mainspring wears out 
  in 3 hours’ time. It will then reset itself (the lever moving 
  back into position). Remember that movement through 
  room A is always at ¼ speed, unless one is ethereal, etc.  
  D. SECRET CHAMBER. There are several bins containing bits 
  of metal, wire, bent cogs and gears, etc. A thorough 
  search lasting 30 minutes will find a heart-shaped spring, 
  which is Tok-Tok’s heart-spring (see room B above).  
  51. 
  HALFLING’S TOMB. Above the sealed entrance to this tomb 
  is the inscription “Reginard Fellbottom.” Within is Reginard, 
  a halfling, now a wight (16 h.p.). There is an amphora with 
  113 p.p. within as well. 
  52. 
  PAUPER’S GRAVE. There is an ornate scroll-like inscription 
  above the entrance to this sealed tomb, but there is no 
  name. Within is a nameless skeleton (6 h.p.) who wears a 
  ring worth 1 c.p. The ring radiates magic if detected for, 
  but otherwise has no powers.  
  53. 
  TOMB OF SAVAGES. There is no inscription above the 
  sealed entrance to this tomb. Within are the remains of six 
  savages from the distant south, now 5 wights (19, 22, 22, 
  23, 24 h.p.) and a wraith (26 h.p.). Three large locked 
  wooden chests are also in the room. The first contains 
  3,870 s.p. and 517 g.p. The second has a poison gas trap 
  (10’ diameter cloud emerges when the chest is opened; 
  all within must save vs. poison or sleep for 3-8 hours), and 
  contains 1,509 g.p. and eyes of minute seeing. The third 
  contains 2,546 s.p., 513 p.p., and a medallion of thought 
  projection. 
  54. 
  MASONRY STORAGE. This room has pallets full of bricks, 
  sacks of cement, trowels, shovels, hammers and chisels, 
  buckets, hods, etc. Some of the supplies are marked 
  “Gh.C.C.” in stenciled lettering. 
  55. 
  A SHADOWY TOMB. Inscribed above the sealed entrance 
  to this tomb is the legend “Here lies Prince Hubert and his 
  faithful pack.” Note that the entire interior of this tomb is 
  very dimly lit by a myriad of tiny crystals embedded in the 
  ceiling; collectively, they give roughly the same amount 
  of light as a starlit evening. Note that spells such as light, 
  darkness, continual light, etc., will not function due to the 
  influence of these crystals.  
  A. ENTRANCE. The whole room is an eerily quiet twilight 
  tableau. There are tattered gray cloths hanging from the 
  walls that soak up any echoes, but it is unclear whether 
  they ever actually contained any pattern or design. If the 
  inhabitants of the tomb are alerted, this room will be used 
  for an ambush. 
  B. MASTER OF THE HOUNDS. Herein dwells Ishketh, the 
  Master of the Hounds to Hubert. He is a shadow demon 
  (52 h.p.), originally sent from the forces of the Abyss to 
  corrupt the soul of Hubert, and now serving him still even 
  after death, through some twist of fate. This has made him 
  quite filled with rage, and he will take out his anger on any 
  intruders.  
  C. KENNELS. The “faithful pack” of Prince Hubert is here: 8 
  shadow mastiffs (18, 19, 19, 20, 21, 22, 22, 24 h.p.). They 
  are usually sprawled out across the room on their bed of 
  straw, but if the tomb is alerted, they will be under the 
  control of Ishketh, possibly under the direction of Hubert 
  himself.  
  D. THE PRINCE’S TOMB. This chamber is filled with boxes 
  and crates of various sizes and shapes. Within is Prince 
  Hubert, a shadow (27 h.p.). The boxes and crates (9 total) 
  contain enormous quantities of a grayish-white powder: 
  volcanic ash. It is worthless on the Prime Material Plane, 
  but is considered a valuable substance on the demi-
  plane of Shadow, being a prized ingredient in cosmetics 
  produced there. In a false bottom in the sixth box is a 
  special amulet of the planes (q.v.) that is specially 
  attuned to the demi-plane of Shadow, and will only take 
  its wearer there.  
  56. 
  BATS. There is no inscription above the sealed entrance to 
  this tomb. Careful inspection will reveal that the entrance 
  is not completely sealed; there are two narrow openings 
  around the edge. These openings allow the dwellers 
  within to come and go. 
  A. A colony of 35 bats lives here.  
  B. 18 more bats dwell here. 
  C. There are 8 more bats in this room, as well as a stone 
  sarcophagus. Within is a long-dead corpse, nothing but 
  bones and some tattered bits of shroud remaining.  
  57. 
  DEM BONES. The only inscription above the sealed 
  entrance to this tomb is a skull and crossbones. Within, the 
  entire crypt is packed from floor to ceiling with an 
  immense jumble of bones of all types and sizes. All seem 
  to come from humanoids, but there doesn’t seem to be 
  any rhyme or reason for how they have been strewn in this 
  room. Characters can spend several hours sifting carefully 
  through the mass, but there is no treasure to be had. 
  58. 
  TOMB OF JASPER DOWNS. Inscribed above the sealed 
  entrance to this tomb is “Here lies the body of Jasper 
  Downs. May he rest in the peace he never had in life.” 
  Within, Jasper is now a shadow (38 h.p.). In his coffin is a 
  small bag with a dozen gems, and in a hidden 
  compartment of the bier is a ring of protection +2. 
  59. 
  SMALL TOMB. The sealed entrance to this tomb bears only 
  an ornate letter “R”. Within is a skeleton (7 h.p.), guarding 
  
  Castle of the Mad Archmage 
   
   
   
   
  74 
   
   
  a small chest with 65 s.p. The skeleton is dressed in the 
  trappings of a warrior.  
  60. 
  SMALL TOMB. The sealed entrance to this tomb is carved 
  with an ornate letter “Z”. Within is a zombie (11 h.p.), 
  guarding a small chest with 43 s.p. and a potion of 
  healing. The zombie is dressed in the tattered robes of a 
  wizard.  
  61. 
  OLD MEG’S TOMB. The sealed entrance to this tomb bears 
  the inscription “Here lies Old Meg. Lived a life of ease, but 
  she fell off the ox-cart yesterday.” Note that there is a 
  secret door leading into the Bone Road from this tomb, 
  so its inhabitants could be found there as random 
  encounters. 
  A. GOODS. A veritable trove of feminine grave-goods is 
  here. A large chest holds moldering undergarments and 
  other clothing of once-fine workmanship. Two racks hold 
  a dozen dresses each (no longer of any value as 
  garments, unfortunately, but several of them have jewels 
  sewn on to them: a dozen pearls and a half-dozen other 
  stones. Barrels contain a complete set of fine china for 28 
  worth a total of 1,700 g.p. if removed from the dungeon 
  (two barrels each weigh 200 lbs., and the contents are 
  very breakable).  
  B. BADS. An honor guard of eight blue skeletons is here (4, 
  4, 5, 5, 6, 6, 7, 8 h.p.). They are functionally just like normal 
  skeletons, but their bones are a bright blue color.  
  C. UGLY. Old Meg dwells within, a night-hag (33 h.p). She 
  wields a wicked barbed spear (2-12 h.p. damage) and 
  will attack anyone disturbing her rest. There is a secret 
  compartment under a flagstone in the floor that holds a 
  box with a scroll (clerical) with the spells cure critical 
  wounds and neutralize poison. 
  62. 
  GIANT TOMB. Inscribed above the sealed entrance to this 
  tomb is the name “Olaf Skybrow”. Note that there is a 
  secret door leading into the Bone Road, so its inhabitant 
  could be found as a random encounter. Within is a lavish 
  scene: enormous gilded furnishings, golden platters and 
  cups on the table, and rich tapestries along the walls 
  displaying scenes of jagged mountains and storm-laden 
  skies. Overlooking the entire scene is an enormous (20’ 
  tall) animated corpse in a throne near the southern wall 
  of the chamber, clad in luxurious silks, leathers, and furs, 
  whose eyes glow with a malevolent green light. This is Olaf 
  Skybrow, a storm giant draugar (15 HD; 87 h.p.; SA: 8-HD 
  lightning bolt 1/day, levitate 2/day; SD: immune to all 
  electrical attacks, otherwise as a normal draugar) armed 
  with an enormous mace (2-12 h.p. damage, +12 for 
  strength). If some way were found to remove the 
  furnishings themselves, they would be worth some 5,000 
  g.p. The plates and cups are worth 1,000 g.p., while each 
  of the six tapestries is worth 300 g.p. Olaf has on his person 
  a large pouch with 30 gems.  
  63. 
  GNAWED SKELETONS. Three skeletons are here. If 
  inspected, they will show signs of having been chewed 
  upon. The chamber is otherwise empty.  
  64. 
  GHOUL TOMBS. Note that the complex of the Temple of 
  the King of Ghouls (area #72 et al) has access to these 
  rooms, via secret doors. The sealed entrances all have 
  hidden spy-holes that allow those within to look into the 
  Bone Road without detection. Inscribed above the sealed 
  entrance to each of these crypts are the names “Panae” 
  (A), “Shelton” (B), “Rujj” (C), and “Haywood” (D). All are 
  thoroughly infiltrated with ghoul tunnels (see the 
  introduction to this level), and ghoul reinforcements can 
  be expected in any battle within 1-4 rounds. 
  A. PANAE’S TOMB. This is used as a staging area for the 
  servants of the Ghoul King. At any given time, there will be 
  1d8+4 ghouls here, with a 25% chance of a ghast as 
  well. 
  B.–D. These small tombs are only rarely used now as 
  watch-posts. In each, there is only a 25% chance that a 
  single ghoul will be within, who has a zero chance of 
  being surprised, as it will be watching into the Bone Road 
  via the hidden spy-holes. 
  65. 
  A NEST OF GHOULS. Inscribed above the sealed entrance 
  to this tomb is a fancy scroll with two arrows and the initials 
  “TB”. However, note that the sealed entrance is, in this 
  case, something of a one-way door; it can be opened 
  from the inside, but not the outside, as if it were a secret 
  door. In addition, there are spy-holes allowing those within 
  to see what is happening in the Bone Road outside; at 
  least one ghoul is on watch. Eight ghouls (8, 8, 9, 10, 11, 
  11, 12, 12 h.p.) and two ghasts (16,19 h.p.) are here.  
  66. 
  COMMAND ROOM. It is from here that the ghouls plan 
  and plot their impending takeover of the level and their 
  continuing war against the giant rats. The whole place is 
  dominated by an enormous sand table, on which is 
  marked the whole level in scrupulous detail, along with 
  the various ghoul and the known rat tunnels. At any given 
  time there will be 6 ghasts (16, 17, 17, 18, 19, 20 h.p.) 
  and 2 ghouls (10, 10 h.p.) standing guard at the eastern 
  door. At the earliest possible opportunity, one of the 
  ghasts will obliterate the map on the sand table, to render 
  it useless to invaders.  
  67. 
  GHOUL WARREN. Note that this room directly adjoins the 
  Bone Road through a secret door; it is not a conventional 
  tomb as seen elsewhere. Within are scores of ghouls, 
  packed together like cockroaches in a box of ziti in a 
  ghetto kitchen cabinet. They are constantly squirming, 
  writhing, and wriggling through the room, clawing new 
  tunnels into the soil and whispering to one another of the 
  secrets found amongst the dead beneath the earth. 
  There are some 40-80 ghouls here at any given time, 
  along with 4-16 ghasts.  
  68. 
  GHASTS. The leadership of the ghouls is generally to be 
  found here, when not amongst the troops at large. A 
  dozen ghasts will be here at any given time (16, 17, 17, 
  18, 19, 19, 20, 21, 21, 21, 22, 23 h.p.).   
  69. 
  LIBRARY. The walls of this room are lined with dozens of 
  shelves holding scores of scrolls. Many are biographies, or 
  histories, or astrological texts, collections of folklore, 
  scientific treatises, etc. Those fifty scrolls are worth 100 g.p. 
  each. Nine are spell-bearing scrolls, however. 1 - druid - 
  fire trap, water breathing, repel insects. 2- protection from 
  devils. 3- mage - fireball, monster summoning I, remove 
  curse, teleport. 4- cleric - cure critical wounds, 
  regenerate. 5- mage - wall of fire, wall of ice, wall of 
  stone. 6- protection from magic. 7- cleric - exorcise, 
  neutralize poison, dispel evil, raise dead, true seeing. 8 - 
  illusionist - hypnotic pattern, non-detection, shadow 
  
   
   
  Level Seven: The Crypts 
  75 
  magic. 9 - savant – detect evil, detect possession, 
  penetrate disguise, negative plane protection, planar 
  stability, dismiss creature III.  
  70. 
  PRISON. There are six sets of manacles placed along the 
  east and south sides of this room, used for holding 
  prisoners intended for sacrifice in the temple itself (see 
  area #72). At the moment, there is only a single prisoner: 
  Parnela, an elven MU/T of 4/6 level (14 h.p.; she currently 
  has no spells memorized, and no equipment). 
  71. 
  BLESSING ROOM. The northern half of this room is 
  dominated by a fountain running from floor to ceiling, with 
  a small pool on the floor. The fountain’s fluid is a thin, 
  brownish, somewhat salty liquid. Those doused in this 
  liquid are considered blessed to participate in the 
  sacrifice on the altar of the Ghoul King (see area #72).  
  72. 
  TEMPLE OF THE KING OF GHOULS. At the far eastern end of 
  the room is a large (9’ tall) statue of a massively corpulent 
  and degenerate ghoul; it bears a crown on its head at a 
  jaunty angle, and holds a scepter and orb in either hand 
  in an almost offhanded way. On the wall behind the 
  statue, above its shoulder and to the right, is a mosaic of 
  Yainarchoy, the Demon Lord of Gnolls, to whom the King 
  of Ghouls owes fealty. The altar before the statue bears 
  inscriptions of undead feasting on the remains of mortals, 
  and shackles at the four corners. The whole place 
  functions as an unholy place, and attempts to turn 
  undead are made as if the cleric is 3 levels lower than he 
  actually is. Attempts to turn ghouls or ghasts will 
  automatically fail except on a roll of 20. Living victims are 
  sometimes offered on the altar as feasts for the servants 
  of the Ghoul King, hence the shackles. The other temples 
  within the Crypts are unaware of the location of this place, 
  although many of them suspect its existence, if only 
  through the presence of so many ghouls and ghasts in 
  the tunnels, but none in the actual tombs. The forces of 
  the temple of Orcus and those of the Ghoul King are 
  certainly at odds, as the latter defies the suzerainty of the 
  former, having given his allegiance to the Demon Prince 
  of Gnolls.  
  73. 
  ATRIUM. There are several comfortable divans and 
  couches in this room. It is otherwise empty.  
  74. 
  UNDER-PRIEST OF THE GHOUL-KING. Moreny, the assistant 
  to the Chief Priest, dwells here. The room is utterly devoid 
  of human contrivances, being littered with dirt, bracken, 
  and trash. Moreny is a ghast with the powers of a 4th level 
  cleric (HD: 5; 29 h.p.; AC 3; spells memorized: command 
  (x2), light, cause fear, hold person, silence 15’ radius). In 
  addition, he wields a ring of spell turning. He has also 
  hidden a small pouch in his quarters (discoverable if the 
  filth is searched through) containing three pieces of 
  jewelry worth 1,500, 1,000, and 1,350 g.p. respectively.  
  75. 
  CHIEF PRIEST OF THE GHOUL-KING. Geshrak, the chief priest 
  of the temple complex, makes his dwelling here. Fiercely 
  intelligent and powerful, Geshrak has carved out this 
  space in the midst of the other powers on this level, and 
  continues to aid his ghouls in growing their forces, 
  eventually to feast on all who dare enter the level. He is a 
  ghast, but with the powers of a 7th level cleric as well (HD: 
  7; 39 h.p.; AC 2; spells memorized: darkness, cause fear, 
  sanctuary, hold person (x2), silence 15’ radius, dispel 
  magic, bestow curse, protection from good 10’ radius.) 
  His chamber is richly appointed in a mockery of life, with 
  a never-used bed, table and comfortable chairs, a divan, 
  wardrobe, etc. There are three large chests here as well, 
  containing the wealth of the temple; the first is unlocked 
  and contains 10,765 g.p. The second is locked, but 
  untrapped, and contains 5,822 s.p., 2,065 g.p., and a 
  wand of frost with 29 charges.  The third is locked and has 
  a poison pin trap (save vs. poison or die). It contains 1,038 
  p.p., twenty gems (minimum value 100 g.p.), and potions 
  of heroism, extra healing, clairvoyance, speed, and hill 
  giant control. 
  76. 
  THE KLORM FAMILY TOMB. Above the sealed entrance to 
  this tomb is inscribed “The Klorm Family, Restless in War, 
  Resting in Peace.”  
  A. ADAM KLORM. This chamber is filled with a luminescent 
  purple mist that extends into the rest of the tomb; no 
  flame will burn within it, but it has no other effect (and 
  provides its own dim light to see by). A single, simple coffin 
  rests upon a bier in the middle of the room. Adam Klorm 
  is here as well, a restless spirit (42 h.p.; SA: touch causes 
  paralysis for 1-6 rounds; see Appendix C: New Monsters 
  for details). He will not immediately attack, but he will 
  attempt to parley with intruders and ask them to leave the 
  family resting place in peace. If they refuse, he will 
  attempt to paralyze any obvious spellcasters and then 
  flee deeper into the tomb to warn the rest of the family. In 
  his coffin is a small locked chest containing 100 p.p. 
  B. ZILMA KLORM. An ornate white coffin with gold chasings 
  rests atop a bier covered with long-dead flowers. She is 
  now a ghost (67 h.p.), but will only attack to drive away 
  intruders and keep the family’s graves safe from 
  desecration and looting. Her body is wearing a necklace 
  worth 1,000 g.p., four bejeweled rings worth 500 g.p. 
  each, and a brooch worth 750 g.p.  
  C. THE NANNY. The guardian of the Klorm family children 
  rests here: a night hag named Blishette (50 h.p.). She is 
  bound to the family for 999 years, and will fiercely defend 
  their bodies and participate in a coordinated defense of 
  the tombs (in particular the children, whom she calls “my 
  little dears”). She has a large copper cauldron that can 
  serve as a crystal ball if filled with water and used outdoors 
  in the moonlight. The mist serves as moonlight for this 
  purpose, and so Blishette can use her cauldron if 
  necessary.  
  D. THE KLORM TWINS. Two tiny coffins are here on twin biers; 
  one has a plaque with the name “Hans” and the other 
  says “Greta”. Hans is a shadow (13 h.p.). Greta is a restless 
  spirit (26 h.p.; SA: weeping causes catatonic despair in 
  those who fail to save vs. spells (40’ radius); see Appendix 
  C: New Monsters for details). Despite the fact that they 
  died as children (approximately age 7) they will actively 
  participate in any defense of the tombs, usually under the 
  direction of the night hag Blishette or their parents.  
  77. 
  TOMB OF RAND THE LUCKY. Inscribed above the sealed 
  entrance to this tomb is “Here lies Captain Rand the Lucky, 
  Cast Adrift by His Crew, Swallowed by a Dragon Turtle, Lost 
  an Arm in the Belly of a Sea Devil, Died of Consumption.”  
  A. TOMB. The interior of this place is very damp, and 
  seaweed grows along the walls of the room. A tang of salt 
  
  Castle of the Mad Archmage 
   
   
   
   
  76 
   
   
  is in the air. In the center of the room is a stone coffin 
  decorated with nautical motifs. A battered tricorn hat rests 
  atop the coffin. Within lies the remains of Captain Rand, 
  missing one arm. A large iron-banded chest is at the foot 
  of the coffin, with an enormous padlock. The lock is 
  trapped; save vs. wands or be struck by a polymorph ray 
  and turned into a goldfish (the unlucky fish must of course 
  be put into water within 2 rounds or die of asphyxiation). 
  The effect will last 2-8 hours. (The key may be found in 
  area #128 on Level 3: THE DUNGEONS.) The lock is not the 
  only trap here; the chest, if opened without depressing a 
  secret button, will release a cloud of poison gas into the 
  room, causing all within a 10’ radius of the chest to save 
  vs. poison or take 3-18 h.p. of damage and suffer a 
  permanent loss of 1 point of Constitution due to lung 
  damage. The chest itself holds an enormous pile of gold 
  coins; 1,074 g.p. total. Atop the coins are six pieces of 
  jewelry worth 200 g.p. each. A false bottom in the chest 
  conceals a small box with 127 p.p. inside. 
  B. SECRET CHAMBER. A long glass box holds a severed 
  arm, long dead. If it is placed within the coffin of Captain 
  Rand in room A, and the lid replaced, any characters who 
  suffered a loss of Constitution from the trapped chest will 
  be healed of their lung injury. The normal hit point loss will 
  remain, however.  
  78. 
  SMALL TOMB. There is no inscription above the entrance to 
  this tomb. As soon as the entrance is breached, the 
  equivalent of an insect plague spell will go off, flooding 
  this entire end of the Bone Road (through the nearby “T” 
  intersection) with biting, stinging insects per the spell 
  description. This is not, however, a true spell, and dispel 
  magic will have no effect. The insects will disperse of their 
  own accord after two hours. There is nothing in the tomb 
  itself.  
  79. 
  GHOULS. The inscription above the sealed entrance to this 
  tomb reads “Family Gestrader”, along with a coat of arms 
  (vert, a unicorn rampant, proper). Note that this tomb has 
  a secret passage leading into the Bone Road, and thus 
  its inhabitants can be found there as random encounters. 
  This crypt has been overrun by ghouls entering through 
  their maze of tunnels. 
  A. OUTER CHAMBER. There are four stone biers in this room, 
  and careful inspection will reveal four smashed coffins 
  strewn across the room and smashed into bits. There are 
  six ghouls here (9, 10, 11, 11, 12, 13 h.p.). A secret panel 
  within the second bier contains potions of invisibility, 
  treasure finding, and levitation.  
  B. INNER CHAMBER. There are six shelves along the west 
  wall, and the tattered remains of funeral shrouds can be 
  found there. Four ghouls are here (10, 11, 14, 15 h.p.) as 
  well as one ghast (20 h.p.).  
  C. CHAINS. (Show the players Illustration #19.) The floor of 
  this room is made of metal. Depending from the ceiling 
  are a number of metal chains of various lengths, 
  approximately 5-6’ apart, and none closer than 3’ to the 
  floor. Anyone stepping on the floor will receive 2-12 h.p. 
  of electrical damage per step (minimum of 3 steps to 
  reach the edge of the western corridor, whose floor is 
  made of stone). The way to cross is, of course, by 
  grabbing a chain, swinging to the next, grabbing it, and 
  then proceeding accordingly. Doing so with anything 
  more than minimal encumbrance (including any armor 
  heavier than leather) will require either a STR or DEX check, 
  whichever is lower. The ghouls are quite adept at 
  navigating this room, and can make it through in but a 
  single round. Anyone on the chains will have a -4 “to hit” 
  adjustment and will not gain any DEX bonus to armor 
  class; the ghouls and ghasts only receive a -1 penalty “to 
  hit”. If possible, they will ambush intruders attempting to 
  cross via the chains. A successful hit has a 25% chance 
  of knocking the target off the chain and onto the floor, 
  where they will also take the electrical damage. 
  D. INNER CRYPT. There are seven ghasts here (17, 18, 19, 
  20, 20, 22, 24 h.p.). The walls of this room are decorated 
  with intricate mosaics depicting pastoral scenes, hunting 
  tableaus, and so forth. What makes them significant is 
  that on inspection the eyes of each person and animal 
  are decorated with jaspers (a type of gemstone). There 
  are sixty of the stones, each worth 50 g.p. (total value 
  3,000 g.p.). In addition, there is an enormous pile of 
  102,753 c.p. on the floor of the room.  
  E. INMOST CRYPT. The leader of the local contingent of 
  ghouls and ghasts makes his lair here; he himself is a 
  ghast (32 h.p.) and also has a rod of beguiling (43 
  charges) which he will use to fullest effect. There is also a 
  large iron-banded chest with an acid spray trap (save vs. 
  dragon breath or take 1d20+6 h.p. acid damage). Within 
  is a cache of 2,113 p.p. and three scrolls. The first is a 
  mage scroll with fireball, fly, fire shield, and passwall. The 
  second is a scroll of protection from devils. The third is a 
  clerical scroll with dispel evil, quest, raise dead, and blade 
  barrier.  
  80. 
  THE TWINS. The inscription above the sealed entrance to 
  this tomb is a pair of cherubic figures, one male and the 
  other female.  
  A. EMPTY TOMB. This chamber has a small (4’ long) coffin 
  which has been knocked off its bier. The room is otherwise 
  empty. 
  B. WENGE GOLIATH. A wenge goliath (39 h.p.) has 
  wandered into this chamber and currently makes its 
  home here. It guards a large iron chest with 10,132 g.p. 
  within.  
  81. 
  CRYSTAL TOMB. There is no inscription above the sealed 
  entrance to this tomb. All the walls, ceilings, and floors 
  within are made of clear crystal at least several inches 
  thick, which reflects any light source in a dazzling array of 
  colors.  
  A. In the center of the room is an orange pedestal with a 
  crystal skull resting atop it. The pedestal is surrounded by 
  a force field; only a person carrying the orange key can 
  pass unharmed. All others take 2-12 h.p. of magical 
  damage and are repulsed. A secret compartment within 
  the pedestal has a red key.  
  B. In the center of this room is a green pedestal with a 
  skeletal humanoid (right) leg seemingly made of crystal. 
  The pedestal is surrounded by a force field; only a person 
  carrying the green key can pass unharmed. All others take 
  2-12 h.p. of magical damage and are repulsed. A secret 
  compartment within the pedestal has a yellow key.  
  C. In the center of this room is a purple pedestal with a 
  
   
   
  Level Seven: The Crypts 
  77 
  skeletal humanoid (right) arm made of what appears to 
  be crystal, but missing the hand. The pedestal is 
  surrounded by a force field; only a person carrying the 
  purple key can pass unharmed. All others take 2-12 h.p. 
  of magical damage and are repulsed. A secret 
  compartment within the pedestal has a blue key. To the 
  east is a false secret door; anyone attempting to open it 
  will unleash a cloud of poisonous gas of polymorphing 
  which will turn anyone caught in the 10’ X 10’ cloud into a 
  turtle. A dispel magic spell will cancel the effect.  
  D. In the center of this room is a black pedestal with a 
  skeletal humanoid torso (ribcage, pelvis, and spine) 
  made of crystal. A secret compartment within the 
  pedestal has an orange key. The compartment is trapped 
  – anyone opening up the secret compartment without 
  disabling the trap will be struck mute for 2d6 hours (the 
  GM should enforce this carefully, only allowing the 
  player(s) stricken to speak when describing character 
  actions; any other in-game communication should be 
  done only by written notes or pantomime).  
  E. In the center of this room is a blue pedestal with a 
  skeletal humanoid (left) arm made of crystal. The 
  pedestal is surrounded by a force field; only a person 
  carrying the blue key can pass unharmed. All others take 
  2-12 h.p. of magical damage and are repulsed. A secret 
  compartment within the pedestal has a green key.  
  F. In the center of this room is a yellow pedestal with a 
  skeletal humanoid (left) leg seemingly made of crystal. 
  The pedestal is surrounded by a force field; only a person 
  carrying the yellow key can pass unharmed. All others 
  take 2-12 h.p. of magical damage and are repulsed. 
  There is a secret compartment in the pedestal, but it is 
  empty.  
  G. In the center of this room is a red pedestal with a 
  skeletal (right) hand made of crystal. The pedestal is 
  surrounded by a force field; only a person carrying the red 
  key can pass unharmed. All others take 2-12 h.p. of 
  magical 
  damage 
  and 
  are 
  repulsed. 
  A 
  secret 
  compartment within the pedestal has a purple key. To the 
  north is a false secret door; anyone attempting to open it 
  will trigger a falling block trap; anyone within 6’ of the door 
  must make a saving throw vs. paralyzation or take 4-40 
  h.p. of damage.  
  H. There is a white pedestal in the middle of this room with 
  a box with a hinged lid. It is empty save for six key-shaped 
  spaces. If the keys are placed within and the lid closed, 
  they will be magically teleported to the secret 
  compartments in the pedestals, although they will be 
  distributed randomly.  
  I. There is a 7’ table in the middle of this room, made of 
  the same crystal as the rest of this place. If the skeletal 
  parts are taken here and re-assembled, it will speak: “I was 
  in pieces, now I’m whole, have life’s new leases, still no 
  soul, a restless spirit, seeks his rest, so very near it, I’ll be 
  blessed, a crystal heart, goes in here, my missing part, so 
  very dear, in caverns deep, Hell’s bright hall, where waters 
  seep, and fiery wall, past insects large, giant beast, a 
  valiant charge, go due east, there you’ll find it, key to 
  sleep, bottom of black pit, not too deep.” If the crystal 
  heart from area #61 on Level 10: THE LESSER CAVERNS is 
  brought here and placed in the skeleton’s ribcage, the 
  whole thing will turn to gold, worth a total of 10,000 g.p. 
  82. 
  TOMB OF DENCIBIADES. Inscribed above the sealed 
  entrance to this tomb are the words “Here lies 
  Dencibiades, student of history, now become it.” His 
  withered body lies exposed on a bier, clutching a book. It 
  is, in fact, his last, lost, work; “A History of the Feyrealm of 
  Celeste from its Inception to the Present Day”. The book is 
  worth 1,000 g.p. to a sage specializing in history, or 
  another collector, even though it only goes through 100 
  years ago or so. 
  83. 
  TOMB OF THE STRANGER. The inscription above the sealed 
  entrance to this tomb simply has the name “Thomas 
  Newton, fell here.”  
  A. INTERIOR DOOR. The door leading further into the tomb 
  is a large circular steel door with a 4-digit combination 
  lock and a large wheel to open it. The door is quite 
  immovable without magical assistance unless the proper 
  combination (1-9-7-6) is entered.  
  B. OUTER CRYPT. This room is filled with a dozen metal 
  boxes containing a myriad of wires, beads, red-and-black 
  tiles, bits of ceramic, etc. The whole is obviously junk, but 
  it equally obviously once was part of some greater whole 
  whose function and appearance can only be guessed 
  at. If the player characters attempt to fiddle with the parts, 
  there is a 2% cumulative chance per round that they will 
  inadvertently tap a power source and get a 1d6 h.p. 
  electrical shock. The effect cannot be reproduced, but 
  other power sources could be found within the debris. 
  They wouldn’t be worth anything to anyone except 
  someone knowledgeable about technology; to such a 
  person, they would be worth 500 g.p. per box, even in 
  their current state.  
  C. INNER CRYPT. The most noticeable thing in this room is 
  a large (8’ tall and 5’ wide) suit of armor with a large crystal 
  dome where the helmet should be, in the southeast 
  corner of the room. This is, in fact, the Altairian Battle Armor 
  (see Appendix B: New Magic Items). It has the name 
  “Newton” stenciled on the left breast. This room is 
  comfortably appointed, but in a style very strange to the 
  sensibilities of the PCs. There is a couch, coffee table, 
  several other chairs, etc. The floor is covered with a 
  strange thin rug with a coarse, stiff weave that reaches 
  from one wall to the other, and which resists being pulled 
  up. The room is illuminated by 4 strange panels in the 
  ceiling which glow with a myriad of cold blue-white points 
  of light that constantly sparkle and dance. Each panel is 
  2’ x 4’, and can be removed. If they are, they will continue 
  to function as long as they are within 100’ of the Crystal 
  Heart (see below).  
  D. INNERMOST CRYPT. There is a single stone chair in this 
  room, facing the door. In it is seated the skeletal remains 
  of some sort of humanoid creature, but the skull is unlike 
  any the PCs have ever seen, with a curiously elongated 
  brain-pan. This is Thomas Newton, a traveler from another 
  place and time. He is now a restless spirit (33 h.p.; SA: can 
  animate any empty suit of armor; see Appendix C: New 
  Monsters for more details). Once intruders breach this 
  room, Thomas will fly ethereally into the Altairian Battle 
  Armor in room C and attack the intruders with its full array 
  
  Castle of the Mad Archmage 
   
   
   
   
  78 
   
   
  of weaponry. Hidden in the throne is a fist-sized lump of 
  crystal that pulses with a blue-green light; this is the Crystal 
  Heart. It functions as a broadcast energy source, and 
  powers both the lighting panels in room C and the armor. 
  There is a compartment in the armor that could safely 
  hold the heart if desired. It can be shattered by a forceful 
  blow (save vs. crushing blow as metal, hard). Of course, 
  doing so will render the armor and the lighting panels 
  useless.  
  84. 
  CLOSET. There is no inscription above the sealed entrance 
  to this tomb. Within is a skeleton (6 h.p.) and a small chest 
  containing 100 g.p. 
  85. 
  “EMPTY” TOMB. The inscription above the sealed entrance 
  to this tomb reads “Here rests Jack Griffin. R.I.P.” 
  A. EMPTY ROOM. The only thing in this room is an empty 
  coffin resting on a stone bier.  
  B. TRUE TOMB. Within this secret chamber is the real crypt 
  of Jack Griffin, now an invisible wight (20 h.p.; invisibility 
  causes him to get automatic initiative, -2 on opponents’ 
  “to hit” rolls, otherwise as a normal wight). There are two 
  large locked chests. The first has a poison gas trap; all 
  those within a 10’ radius must save vs. poison or go blind 
  for 4-24 hours. It contains 4,123 g.p. and potions of 
  clairaudience, climbing, super-heroism, and sweet water. 
  The second has a crossbow trap (attacks as a 7th level 
  fighter, does 1d6 h.p. if it hits), and contains 6,450 e.p., 
  and a bag of holding (500 lb. limit) containing 97 p.p.  
  86. 
  GREEN TOMB. The sealed entrance to this tomb stands 
  out, as the stones used to block it are all of a greenish 
  hue, distinct from the gray stone used elsewhere. The only 
  inscription above the entrance is a bas-relief of a tree. 
  Within, the walls of the chamber are made of the same 
  sort of greenish stone as was found at the entrance. Within 
  are seven small (3’ long) coffins, each on a suitably tiny 
  bier of greenish stone. Each coffin contains a dead pixie 
  with a full panoply of tiny weapons in hand (4 h.p. each; 
  SA and SD as a normal pixie, but immune to mind-
  affecting spells as other undead, turn as type III). Initially 
  the pixies will “play dead” in their coffins, but if one is 
  physically disturbed (for instance, if one of the coffins’ 
  interiors is searched), all will immediately rise up and 
  attack the intruders, mockingly moaning “brains… 
  brains…” as they do so. A pair of sealed urns contains 250 
  p.p. each, with the second one also containing a ring of 
  water breathing.  
  87. 
  SMALL TOMB. There is no inscription above the sealed 
  entrance to this tomb. It contains a pair of zombies (8,9 
  h.p.), each of which has a pouch with 15 g.p. 
  88. 
  SCORPION TOMB. The sealed entrance to this tomb bears 
  an image of a scorpion with a crown on its head. Within 
  are three wraiths (23, 25, 30 h.p.). A locked oaken chest 
  contains 922 g.p., 22 gems, 4 pieces of jewelry, and a 
  broadsword +1, +3 vs. reptiles. 
  89. 
  OFFSPRING. The sealed entrance to this tomb bears the 
  inscription: “Nothing credits a loving father more than to 
  have sons that bear his name.”  
  A. OUTER TOMB. Within this chamber are three worm-
  ridden undead, sons of chaos (18, 19, 21 h.p.). They have 
  no treasure, but unusually, there is another sealed tomb-
  entrance in the east wall. Above it is the inscription “Like 
  father, like sons.” 
  B. INNER TOMB. Within this chamber are four more sons of 
  chaos (18,20,20,22 h.p.). There is also a large iron chest, 
  locked, with an electrical discharge trap on the lock (save 
  vs. spells or take 6-36 h.p. electrical damage). Within the 
  chest is a pile of 4,223 g.p., a wand of magic missiles (92 
  charges), a ring of protection +2, and a bone scroll case. 
  The case contains a map purporting to lead to the Tomb 
  of Kathos, located in the Craggy Hills, several hundred 
  miles to the northeast (show the players Illustration #20). 
  90. 
  TOMB OF ZISH. The sealed doorway to this tomb has the 
  following carving along the top: “Within lies Zish the 
  Omnipotent, master of masters, doer of doings, feller of 
  fell things.” Within, Zish is a mummy (45 h.p.). He wears a 
  golden crown worth 450 g.p. and a ring of fire resistance.  
  91. 
  UNMARKED TOMB. There is no inscription above the sealed 
  entrance to this tomb. 
  A. THE RIGHTEOUS PATH. The floor of this room is decorated 
  with white and black tiles, alternating in a 10x10 grid, 
  going from wall to wall. The whole radiates magic if 
  detected for. Repeated along the top edge of the room 
  (once along each wall) is the inscription: “He who follows 
  the righteous path knows the way forward, yet he who 
  follows the path of indulgence knows where to begin.” The 
  trick: jump to the leftmost corner (which is white), then 
  keep going in a diagonal to the right. Stepping on the 
  incorrect tile will deliver a jolt of 3d6 h.p. of magical 
  damage.  
  B. GUARDIAN. In the center of this chamber is a large 
  bottle on a pedestal. When the room is entered, smoke 
  will emerge from the bottle and swiftly take the form of 
  Hanmalik, a djinni (37 h.p.). He will politely, but firmly, insist 
  that intruders leave at once, as he has been charged with 
  protecting the final resting place of his “most good and 
  excellent master, he who was a prince among mortals, to 
  be in whose service was a joy and for whom it is the 
  greatest honor imaginable to protect his mortal remains.” 
  If pressed, he will attack. He will not, however, leave this 
  room.  
  C. CRYPT. This is the crypt of Hanmalik’s unnamed master. 
  His desiccated corpse lies in a shroud atop his bier, 
  otherwise unprotected. Four earthenware jugs contain 
  510, 498, 522, and 501 g.p., but the third one also 
  contains a dagger +2.  
  92. 
  THE UNDEFILED DEAD. Above the sealed entrance to this 
  tomb is the inscription “Here lies Elena Greensparrow, 
  taken before her time.” 
  A. OUTER CHAMBER. This room is unremarkable, save for 
  the view it affords into room B. There, a strange purple mist 
  can be seen to swirl and move within, at times partially 
  obscuring the glass case that holds the beautiful halfling 
  maiden, but never passing beyond the archway that 
  separates the two rooms.  
  B. INNER CHAMBER. This room is filled with a purple mist. Its 
  only other feature is the tiny glass coffin that contains the 
  body of Elena Greensparrow, a halfling fighter-thief 
  (female; F4/T11; 44 h.p., AL chaotic good), although 
  there is, of course, no way to tell what class she is simply 
  by looking at her. She has not decayed at all in the time 
  she has been here, although she can be seen to be 
  
   
   
  Level Seven: The Crypts 
  79 
  wearing simple peasant garb. The purple mist can be 
  touched without effect, but if it is breathed in, the person 
  doing so must save vs. poison or fall into a deep sleep. It 
  turns out that Elena is not dead, but rather in a sort of stasis 
  because of the mist. If she is removed from the chamber, 
  she will waken, and be grateful to those responsible, 
  joining their party long enough to escape the dungeons 
  (although she has no equipment, armor, or weapons). 
  She remembers nothing except becoming very ill and 
  then waking up here. She is unaware that approximately 
  fifty years have passed.  
  93. 
  STAIRCASE. This staircase leads directly from area #26 on 
  Level 6: THE LABYRINTH to area #56 on Level 8: THE LESSER 
  CAVES. It is not otherwise accessible by normal means 
  from the rest of this level.  
  94. 
  HUNTERS. Above the sealed entrance to this tomb is the 
  inscription: “Green moon, blue moon, black moon, small 
  boon!” Note that there is a secret door leading from this 
  tomb complex into the Bone Road, so its inhabitants 
  might be met there as random encounters. 
  A. HUNTSMEN. Six draugar are here (23, 24, 25, 25, 26, 27 
  h.p.; see Appendix C: New Monsters for details), each 
  armed with a short bow (20 arrows each) and short sword.  
  B. MOSAIC. The floor of this room is covered with an 
  intricate tile mosaic depicting a map of a forest, 
  complete with streams, hills, game trails, etc.  
  C. TAXIDERMY ROOM. When a new prey is slain, it will be 
  brought here so that a suitable trophy might be had from 
  its head (or other parts, as appropriate). There are several 
  tables, chemicals for tanning hides, a bale of straw, and 
  various instruments (knives, scissors, needles, etc.) used in 
  the taxidermists’ art. None is particularly valuable. 
  D. KENNEL. There is singed straw on the floor, and on the 
  north wall can be found pegs holding up various leather 
  leashes and collars, harnesses, etc. Eight hell-hounds 
  (7d8 HD; 28, 29, 30, 32, 35, 37, 38, 40 h.p.) dwell here, 
  used as hunting-hounds when pursuing prey. The kennel-
  master, Yurop, a draugar, also dwells here (24 h.p. see 
  Appendix C: New Monsters for details). He wields a whip 
  and a short sword. He carries 20 p.p. in a pouch on his 
  person, as well as one of the Magical Mystery Forks  (key 
  of C##; see Appendix B: New Magic Items for details).  
  E. HUNTSMEN. Three dwarf-draugar are here (17, 18, 19 
  h.p.; see Appendix C: New Monsters for details), who are 
  also part of the hunting team. Each is armed with a heavy 
  crossbow (12 bolts each) and a war hammer.  
  F. GREAT HALL. This room is fitted out as a banquet hall, 
  with tables and benches, and a High Seat at one end. 
  The walls are lined with trophies of various animals, plus a 
  number of human and humanoid heads. It is the resting 
  place of Nerod, the Master of the Hunt, a draugar of 
  massive size and power (40 h.p.; see Appendix C: New 
  Monsters for details). He wears the Horns of the Sonn (see 
  Appendix B: New Magic Items for details) as well as 
  wielding a broadsword +3 and a longbow of accuracy 
  (with a quiver of 24 arrows +1). He is known to sometimes 
  take the hounds and a few of his huntsmen and roam the 
  halls of the level in search of prey.  
  95. 
  SMALL TOMB. The inscription above the sealed entrance 
  to this tomb reads “NEMO”. Within is a wight (17 h.p.), who 
  wears a jeweled belt worth 175 g.p. 
  96. 
  SMALL TOMB. The inscription above the sealed entrance 
  to this tomb reads “John Little.” Within are the long-dead 
  remains of a human, bearing a quarterstaff +1. 
  97. 
  IRON TOMB OF VOLCAN. Above the sealed entrance to 
  this tomb is the inscription “Here lies Thorvald Volcan, 
  armorer extraordinaire.”   
  A. OUTER DOOR TRAP. The short passage here ends in a 
  large ironwood door with enormous bronze spikes 
  covering it. It is a trap, which can be disarmed by 
  manipulating one of the spikes; anyone failing to do so, 
  and attempting to open the door, will find the door splits 
  in two lengthwise, springing open with great force, 
  impaling anyone happening to stand immediately in front 
  of it, or within 3’ of either side, causing 3-18 h.p. of 
  damage. It automatically closes after 1 round, resetting 
  itself. It can be opened from the other side with a 
  successful open doors check. 
  B. INNER DOOR TRAP. Careful inspection of this short 
  passage will reveal tiny holes throughout the ceiling. The 
  interior door is made of iron with an enormous lock. It is 
  not, however, locked; it can be opened with a simple 
  open doors check. If the lock is picked, however, it will 
  release a cloud of poison gas that fills the passage; all 
  within the short corridor must save vs. poison or die. The 
  holes do nothing.  
  C. VESTIBULE. The walls, ceiling, and floor of this room and 
  the corridors leading to and from it are made of large 
  sheets of iron held up with massive bolts. See Room D for 
  special effects of the iron.  
  D. FORGE. This large room is clad in the same iron panels 
  as are found in Room C. There are typical tools and 
  apparatus here as might be found in any smithy/armorer’s 
  shop: a forge, anvils, hammers, tongs, bellows, etc. In 
  each of the six alcoves is a suit of animated armor made 
  from plate armor (HD 7; 30, 33, 34, 34, 37, 39 h.p.). They 
  will immediately animate and attack intruders; however, 
  as soon as the first round of combat begins, the forge will 
  begin to glow with a magical red fire. On the second 
  round, the walls will begin to radiate the heat from the fire. 
  On the third round, the heat radiating from the walls will 
  be enough to cause 1d6 h.p. heat damage per round to 
  everyone in rooms C, D, and E. Once combat ends, the 
  forge fire will go out and the heat will begin to dissipate; 
  on the round following the final combat round, the walls 
  will still generate their damaging heat, but on the round 
  following, only touching the metal with unprotected skin 
  will cause damage (this effect will last for 10 more 
  rounds). Any metallurgical work that is performed in this 
  room while the forge is activated will result in something 
  magical being produced: horseshoes of a zephyr, a 
  sword +1, etc. The forge will only become active if there 
  is combat taking place in the room; the suits of animated 
  armor do not have to be involved, necessarily.  
  E. TOMB OF VOLCAN. This small room is similarly made of 
  the same iron panels as rooms C and D, with the same 
  effects (see Room D for details). A large (2’ x 3’ x 7’) crate 
  of intricate copper mesh is here; it is possible to see that 
  
  Castle of the Mad Archmage 
   
   
   
   
  80 
   
   
  within the mesh rests a great number of gold coins, 
  although the mesh is too fine to slip even a single coin 
  through, and although it is copper (normally a very soft 
  metal), the strands of the mesh cannot be bent, cut, or 
  otherwise removed.  Atop the mesh crate is a silver skull 
  with rubies for eyes and garnets for teeth; this is, in fact, 
  the silvered skull of Thorvald Volcan himself, and is worth 
  some 8,000 g.p. for the value of its precious metal and 
  gemstones. The mesh can be bent or rent by application 
  of magical steel of at least +2 enchantment; a long 
  sword +2 could be used to break the mesh, but not a 
  dagger +1. Within the crate are 25,191 g.p. and a 
  manual of creating animated armor, which can be used 
  to make all three sorts of animated armor, and which is 
  worth 2,000 x.p./20,000 g.p.  
  98. 
  EMPTY TOMB. Although the entrance to this tomb is still 
  sealed (with no inscription above the door), when 
  opened, this tomb chamber is empty.  
  99. 
  PYETHWACKET’S SECRETARY. Note that both this room and 
  area #100 are actually in an extra-dimensional plane of 
  their own; they cannot be reached by conventional 
  teleportation, passwall, etc. spells, and attempts to either 
  regain clerical spells above 3rd level or cast spells such 
  as commune, etc., will prove fruitless. The walls of this 
  room are covered in a rich brocade with luxurious oak 
  wainscoting, comfortable overstuffed chairs, plush wall-
  to-wall carpeting, and several low tables with magazines 
  with titles such as “Damnation Today” and “Iron City Law 
  Review”. The whole is lit by gaslight. At a stately oaken desk 
  is an incredibly beautiful (and sexy) secretary with small 
  horns, doing her nails and snapping gum. She is Ms. 
  Whiggins, a succubus (30 h.p.). When the player 
  characters enter, she will ask them in a bored voice if they 
  have an appointment, and eventually (with an 
  annoyed/bored tone) offer to make one for them in 1d6 
  days’ time. The whole affair should be played for laughs 
  by the game master. At the very end of the process, the 
  intercom on her desk will buzz and her employer, Mr. 
  Pyethwacket, will tell her to “just send them on in, Ms. 
  Whiggins.” Yes, Ms. Whiggins is a demon, but if asked why 
  she is working for a devil, she will look up from her nails, 
  bored, and say “Times are tough; this was the only job I 
  could find.” 
  100. PYETHWACKET’S OFFICE. This is the well-appointed and 
  cozy office of Archibald D. Pyethwacket, a capran devil 
  (37 h.p.; see Appendix C: New Monsters for details) on the 
  fast track to promotion in the Infernal hierarchy. His office 
  is appointed similarly to the waiting room, except he has 
  a large bookcase on one wall filled with legal tomes. He 
  will be quite affable and accommodating in a very 
  formal and Victorian manner, but will eventually steer the 
  conversation to the sale of the souls of the player 
  characters to the forces of the Hells in return for material 
  gain in this world. (Note that those already of lawful evil 
  alignment will be ineligible for such a deal, as they are 
  already “in the in basket” as it were!). The exact terms of 
  the deal are left to the game master to decide, although 
  Pyethwacket is by no means a pushover (although he 
  employs a very self-deprecating manner, making his 
  “clients” think they are getting the best of him, while all 
  along he is driving the bargain to his own advantage). 
  Paladins and good-aligned clerics should naturally not go 
  for any such deal, and good- or neutral-aligned 
  characters who do so will definitely be nudging 
  themselves towards the lawful-evil end of the spectrum 
  (perhaps not entirely into the evil category, though, 
  depending on the nature of the deal struck). The 
  negotiations (and all conversations with Pyethwacket will 
  be a negotiation, whether the player characters realize it 
  or not) will be of the most genteel sort, with Pyethwacket 
  at turns ingratiating himself, tempting with wealth and 
  other rewards, and making veiled threats about how 
  difficult it might be to survive without his kindly influence… 
  In the end, though, neither Pyethwacket nor Ms. Whiggins 
  will resort to violence, and if such is forced upon them, the 
  player characters will simply find themselves outside in the 
  corridor, as one of the special abilities of the extra-
  dimensional space is to reject violence within its sphere 
  (non-violent spell effects such as charm and the like are 
  fully in bounds, however; but Pyethwacket is completely 
  cognizant of the fact that a contract signed under duress 
  (and being under the influence of a charm spell counts 
  as duress in this context) invalidates it, so he relies purely 
  on his formidable powers of persuasion. Ms. Whiggins and 
  Mr. Pyethwacket can become a long-term addition to the 
  campaign if desired. Pyethwacket’s office can show up 
  just about anywhere he desires, and especially if the 
  player characters contract to undertake a certain 
  number of “favors” for him (i.e., missions that he can send 
  them on), he could well become a prime mover in the 
  PC’s lives. No matter the conditions that the player 
  characters seek to place on the nature of such “missions”, 
  however, Pyethwacket always gets the last laugh. 
  101. ZOMBIE PLAGUE. All of the sealed entrances to these six 
  tombs have nothing but the image of a skull and crossed 
  bones inscribed above them. Note that, unlike most of 
  the other sealed tomb entrances on this level, the plague 
  zombies within have a 1 in 6 chance of bursting through 
  the seal if someone passes the entrance to their tomb, 
  and a 50% chance of doing so if there are the sounds of 
  combat within 30’. This could lead to a single encounter 
  in the corridor swiftly growing out of hand… 
  A. Twelve plague zombies (9, 9, 9, 9, 10, 10, 11, 11, 12, 
  12, 12, 12 h.p.; see Appendix C: New Monsters for details) 
  are entombed within. Each has 25 g.p. 
  B. Four plague zombies (8, 9, 10, 10 h.p.; see Appendix 
  C: New Monsters for details) are entombed within. Each 
  has 30 g.p. 
  C. Four plague zombies (9, 9, 9, 12 h.p.; see Appendix C: 
  New Monsters for details) are within. Each has 25 g.p. 
  D. Two plague zombies (10, 13 h.p.; see Appendix C: New 
  Monsters for details) are within. Each has 30 g.p. 
  E. Two plague zombies (11, 11 h.p.; see Appendix C: New 
  Monsters for details) are within. Each has 25 g.p. 
  F. Two plague zombies (12, 13 h.p.; see Appendix C: New 
  Monsters for details) are within. Each has 35 g.p. 
  102. ROSE ROOM. The walls of this room are whitewashed, and 
  a single red rose lies in a gilded china vase on a white 
  table in the middle of the room. The vase is worth 45 g.p., 
  but is very fragile. 
  
   
   
  Level Seven: The Crypts 
  81 
  103. ALAMAN’S TOMB. Above the sealed entrance to this tomb 
  is the inscription “Here lies Alaman of the North. His right 
  hand never faltered.” Within is Alaman, a mummy (30 
  h.p.). He guards his final treasure: a large iron chest, 
  locked, containing 311 p.p. and a scroll with the clerical 
  spells heal, restoration, and wind walk. 
  104. CLOWNS AGAIN. Six large bas-relief faces of clowns adorn 
  the walls of this corner vestibule. The fourth is, in fact, a 
  magical prison for a very special guest; the demon prince 
  Fraz-Urb’luu. He can communicate through the bas-relief 
  clown face, and will implore player characters of 
  perceived good alignment to help him win free of his 
  imprisonment, by being reunited with a magical amulet 
  in the possession of a werebear on Level 8: THE LESSER 
  CAVES (he is in area #38, but the demon does not know 
  his exact location). The demon lord of deception knows 
  about the imprisoned arch-angel Selaphiel in area #98 
  on Level 5: THE DEEPS, and will use that knowledge to his 
  advantage, trying to persuade the player characters that 
  he is, in fact, Sandalphon, a compatriot of the true arch-
  angel. 
  105. A CHRISTMAS CAROL. Above the sealed entrance to this 
  tomb is the inscription “Jacob Marley, dead these seven 
  winters past.” Within are three ghosts (40, 42, 44 h.p.).  
  106. HEXAGONAL POOL. A narrow 2’ wide ledge allows travel 
  around the western half of this room, but anyone running 
  (including fleeing) through here has a 75% chance of not 
  noticing the ledge and plunging into the deep water. The 
  pool is home to a school of piranha who will eagerly strip 
  any intruders of their flesh in mere minutes (1d2 h.p. 
  damage per hit, each fish has 1d4 h.p., but there are 150 
  of them – the GM is advised to simply use percentages 
  assuming averages when determining hits, rather than 
  rolling that many dice). At the bottom of the pool is a long 
  sword +4, but it cannot be seen from the surface. The 
  pool is 20’ deep.  
  107. STAIRS DOWN. This staircase leads to area #80B on Level 
  8: THE LESSER CAVES. At the landing (in the curve) there is 
  a permanent magic mouth spell which will only activate 
  in the presence of a dwarf. It says (in dwarvish): “The caves 
  beyond are dark and deep, and you’ll find many things 
  there creep; the mushrooms do alight and seek, the rocks 
  and stones themselves do speak; to light the way may 
  seem unwise, but do so and you’ll see sunrise.”  
  108. WAITING ROOM. It is here that those seeking to honor the 
  demon prince of the undead await the summons to 
  attend his foul rites. The walls are lined with benches, and 
  the door leading to area #109 is particularly ornate, 
  being decorated with various skeletal motifs and so forth.  
  109. PRIESTS’ WAITING ROOM. The teleporter from area #113 
  deposits passengers in the northeast corner of this room. 
  The priests of the Temple of Orcus (areas #108-116) use 
  that feature to impress the faithful with a seemingly 
  miraculous appearance from a sealed room. This room is 
  richly appointed, with six overstuffed chairs, and two 
  wardrobes 
  which 
  hold 
  the 
  formal 
  robes 
  and 
  accoutrements of the priests of the temple. Two full-length 
  mirrors adorn the south wall, and a large gong (with a 
  huge skull and bones motif beaten into the brass) is on 
  the west wall, whose sonorous tones are transmitted to 
  area #108 by means of a series of hidden tubes.  
  110. TEMPLE OF ORCUS. The followers of the demon-prince of 
  the undead have established a place of power and 
  worship here, in direct and conscious opposition to the 
  temple of the Great Reaper found in area #4. The walls 
  of the place are stark gray stone, with the occasional skull 
  carved into the surface. A 10’ diameter well is flush in the 
  floor in the western half of the room, covered with a 
  continual darkness spell. It leads down to area #87 on 
  Level 8: THE LESSER CAVES, and sacrifices and other votive 
  offerings are often thrown into it. Unbeknownst to the 
  cultists of Orcus, the treasure and other things they send 
  down the pit as an offering is being collected by the 
  temple of the Rat Lord (see area #86 on Level Eight: THE 
  LESSER CAVES). The eastern half of the temple is 
  dominated by an enormous altar on a dais, behind which 
  is a 10’ tall statue of the goatish demon prince, complete 
  with his fabled skull-wand (just a facsimile, of course). Any 
  dead body placed on the altar for 6 hours will rise as either 
  a skeleton (1-2), a zombie (3-5), or a greater skeleton (6). 
  The entire place functions as an unholy site, and clerics 
  and other attempting to turn undead do so as if they were 
  two levels lower than they actually are. There are a dozen 
  skeletons (3, 3, 4, 5, 5, 5, 5, 6, 6, 7, 8, 8 h.p.) standing at 
  attention along the perimeter of the eastern half of the 
  room. They will follow the orders of any of the priests of 
  Orcus, but will not otherwise attack intruders of their own 
  accord.  
  111. LESSER PRIESTS. This chamber is the living quarters of the 
  five lesser priests serving the temple of Orcus. There are 
  three acolytes (C1; 4, 4, 5 h.p.; AC 7 (brigandine); spells 
  memorized: command (x2); cure light wounds, light), 
  each armed with a mace, and two adepts (C2; 8,9 h.p.; 
  AC 7 (brigandine); spells memorized: command, light; 
  darkness, cure light wounds), each armed with a mace. 
  The second adept has a clerical scroll with hold person 
  on it. The room is fairly plain, with little more than cots for 
  the priests, tables, and prayer books.  
  112. PRIESTS. Three priests of Orcus are here (C3; 12, 12, 14 
  h.p.; AC 5 (mail); spells memorized: command, darkness, 
  silence 15’ radius; cure light wounds, light (x2), sanctuary, 
  know alignment; cause light wounds, command, speak 
  with animals), each armed with maces (the third has a 
  mace +1). The second priest has a wand of fear with 83 
  charges, and the third has a pearl of wisdom. They have 
  three skeletons (4, 5, 6 h.p.) as servitors. There is little here 
  save the personal belongings of the priests, beds, prayer 
  books and several theological works aligned to the 
  ideology of the Demon Prince of the Undead.  
  113. TELEPORTER. The door to this room is locked (the canon in 
  area #114 and the high priest in area #116 have keys). 
  Anyone entering will be instantly teleported to the 
  northeast corner of area #109. The teleporter only 
  functions one way. The priests of the temple will use it as 
  an escape route if pressed.  
  114. CANON. The second-in-command of the temple, 
  Velmarth, dwells here (C6; 30 h.p.; AC 2 (plate armor +1); 
  armed with a staff of striking with 23 charges; spells 
  memorized: curse, cure light wounds, light, sanctuary, 
  
  Castle of the Mad Archmage 
   
   
   
   
  82 
   
   
  hold person (x2), silence 15’ radius, animate dead, 
  bestow curse). He has a scroll with the spells cure serious 
  wounds, detect lie, and tongues, as well as potions of 
  gaseous form and flying, and a horn of collapsing (he 
  knows the proper command word to allow the device to 
  function according to his will: “kenaz”). He has a wight (20 
  h.p.) that serves as manservant and bodyguard. Beneath 
  his bed he has a small locked chest with 300 g.p. and 18 
  gems. He has a key to the door to room #113 and the 
  double lock in area #115.  
  115. TREASURY. The door to this room is double-locked; both 
  the canon in area #114 and the high priest in area #116 
  have the keys. If only one key is used, or if only one lock 
  on the door is picked, and then an attempt is made to 
  open the door, poison gas will fill the corridor (save vs. 
  poison or die). Within are four large locked wooden 
  chests. The first contains 5,147 g.p. and an illusionist scroll 
  of improved phantasmal force and magic mouth. The 
  second has a poison needle trap on the lock (save vs. 
  poison or lose 50% of all STR for the next 2-12 days) and 
  contains 12,862 s.p. and 8 gems in a small pouch. The 
  third contains a scything blade trap; if the chest is opened 
  without the trap being disarmed, anyone in front of it must 
  save vs. paralyzation or take 3-18 h.p. damage. It 
  contains 4,409 e.p. and an iron bowl of seeing (the priests 
  will use this item to their advantage if needed; see 
  Appendix B: New Magic Items for details). The fourth 
  contains 6,023 g.p. The canon and the high priest both 
  have keys to unlock these chests.  
  116. HIGH PRIEST. The high priest of the temple of Orcus, 
  Barjola, dwells here (C10; 54 h.p.; AC -1 (plate armor +2, 
  DEX); armed with a mace +3; spells memorized: 
  command, cure light wounds, light, sanctuary, augury, 
  find traps, hold person, silence 15’ radius, animate dead, 
  dispel magic, speak with dead, cause serious wounds, 
  cure serious wounds, protection from good 10’ radius, 
  flame strike, plane shift). He has potions of human control, 
  undead control, and invisibility, a rod of smiting with 44 
  charges, a robe of scintillating colors, and a ring of 
  delusion (he believes it to be a ring of x-ray vision). He has 
  a key to the double lock in area #115. He has a wight (19 
  h.p.) that serves as manservant and bodyguard. He has 
  a small collection of texts holy to the faith of Orcus, as well 
  as five pieces of jewelry on his person, worth a total of 
  3,500 g.p.  
  117. CENTIPEDES. 16 giant centipedes (1, 1, 1, 1, 2, 2, 2, 2, 3, 
  3, 3, 3, 4, 4, 4, 4 h.p.) have taken up residence here. The 
  door opens easily.   
  118. EMPTY ROOM. Nothing to see here; just move along.  
  119. JAWBREAKER. In the southwest corner of this otherwise 
  empty room there rests a 4’ high device. It consists of a 
  glass globe filled with small brightly colored spheres, atop 
  a metal mechanical device with an obvious hand-knob, 
  and a slot sized perfectly to accept a copper coin. If a 
  copper coin is placed in the slot and the handle is turned, 
  a sphere will be dropped into the hopper, where it may 
  be taken. Each is a hard candy jawbreaker. One in ten 
  grants a power as per a potion (determine type 
  randomly), while one in ten is poison; take 30 h.p. of 
  damage after 2-5 rounds (save vs. poison for half 
  damage). There are 100 candies total, and their status is 
  randomly determined; color is no help. 
  120. TOMB OF RELERAPHON. Above the sealed entrance to this 
  crypt is the inscription “Here rests Releraphon the Mighty, 
  the only man who ever beat the Mad Archmage at “Pass 
  the Pitcher”.  
  A. FALSE DOOR TRAP. Anyone attempting to open this false 
  door (which has no apparent lock) will trigger a series of 
  poison darts in the walls. Anyone in the 10’ alcove in which 
  the door is set will be attacked by a total of 10 darts (each 
  attacks as a 7 hit die monster). Anyone struck takes 1-3 
  h.p. of damage plus 2-12 h.p. of poison damage (save 
  vs. poison for half). Only 10 darts total will fire per 
  activation of the trap; divide the number of darts evenly 
  by the number of people in the alcove to determine how 
  many strike each person.  
  B. SECRET ROOM. Note that this room can only be safely 
  opened if the key from room C (see below) is inserted into 
  a secret hole (which requires a second “find secret doors” 
  roll to detect, once the secret door itself is detected). 
  Otherwise, if the opening mechanism is activated, not 
  only will the door remain closed, but three buzz saw 
  blades will emerge from the far wall and slice and dice 
  anyone within 10’ of the secret door (3-18 h.p. damage, 
  roll under dexterity on a d20 for half damage). The room 
  itself is covered from floor to ceiling with yellow mold. It is 
  otherwise empty.  
  C. CRYPT OF RELERAPHON. The floor of this room is 
  covered with large piles of gold coins and gemstones, as 
  well as several large wooden chests. At the northern end 
  sits a throne on a small dais, upon which sits a skeletal 
  form in rotting robes, with bright green points of light in its 
  eye sockets, with a staff in one bony hand and a diadem 
  encrusted with diamonds on its brow. It speaks as the 
  player characters enter, saying in a raspy whisper “Who 
  dares interrupt the endless sleep of Releraphon the 
  Mighty?” After thirty seconds (the game master should 
  time this unobtrusively with a watch, if possible), it says, 
  louder and pointing its staff ominously at the player 
  characters, “Leave my sanctuary, or feel the wrath of 
  Releraphon, and be thankful that my rest is more 
  important than your miserable lives!” If the player 
  characters retreat, it returns to its slumber on its throne. If 
  they attack, it will leap forward and attack (a skeleton; 5 
  h.p.). If examined, the staff is non-magical, the diadem is 
  actually steel with glass adornments, and the heaps of 
  coins in the room are iron slugs painted gold, along with 
  bits of colored glass and a few empty wooden boxes. 
  About the neck of the skeleton is a single brass key on a 
  string, which opens room B.  
  121. ZOMBIE PLAGUE. All of the four sealed entrances to this 
  tomb have blank shields inscribed above them. Note 
  that, unlike most of the other sealed tomb entrances on 
  this level, the plague zombies within have a 1 in 6 chance 
  of bursting through the seal if someone passes the 
  entrance to their tomb, and a 50% chance of doing so if 
  there are the sounds of combat within 30’. There are 8 
  plague zombies (11, 12, 13, 13, 14, 15, 15, 15 h.p.) within. 
  Each has 20 g.p. 
  
   
   
  Level Seven: The Crypts 
  83 
  122. SMALL CRYPT. There is no inscription above the sealed 
  entrance to this tomb. Within is a zombie (15 h.p.). It wears 
  a ring worth 95 g.p.  
  123. SKELETON TOMB. The inscription above the sealed 
  entrance to this tomb reads “The Faithful Hounds of 
  Hadanish”, accompanied by a skull with hair coming 
  down in numerous braids. Note that there is a secret 
  passage leading from the interior of this tomb to the Bone 
  Road, so its inhabitants could be found as random 
  encounters therein. 
  A. GUARD CAPTAIN. There is a large sarcophagus here, but 
  its lid is missing and it is empty. Standing at attention at 
  the southwest corner of the room is the captain of 
  Hadanish’s guard, now a skeleton lord (9 HD, 45 h.p.; see 
  Appendix C: New Monsters for details), armed with a two-
  handed sword and bearing a braid on the right side of his 
  skull. The braid is magical, and gives the power to 
  animate object once per day (if it is removed from the 
  skeleton and placed on the scalp of a living person, it will 
  instantly graft itself to that person and cannot be removed 
  while he is alive). The captain will chasten intruders, asking 
  why they disturb the rest of the hallowed dead, etc. If he 
  is rebuffed, he will demand they leave the tomb. If 
  refused, he will attack, summoning the inhabitants of 
  room C. There are three large locked chests here as well. 
  The first contains 3,075 g.p. and six gems. The second 
  contains 10,178 s.p., potions of heroism and extra 
  healing, and a scroll (clerical) of neutralize poison. The 
  third contains 408 p.p., 1,271 e.p., and a large book 
  entitled The Song of Hadanish. The book itself is non-
  magical, but it describes the life and times of the arch-
  priest Hadanish, beloved of the Gods, who granted him 
  divine powers during his life, which were passed on after 
  his death through his hair. The book also gives clues to the 
  whereabouts of his hair, which survived in different braids, 
  beginning with the fact that some of them (no exact 
  number is specified) were given to the members of his 
  guard.  
  B. SHRINE OF HADANISH. In the center of this room is a 
  pedestal bearing a gently splashing fountain. Along the 
  walls and on the floor are mosaics depicting significant 
  events in the life of Hadanish (see room A, above), 
  including receiving the blessings of a variety of different 
  deities of all sorts except the most exclusive and 
  xenophobic. Hadanish is always depicted with a luxurious 
  head of hair, including many braids. Any character 
  drinking the water of the fountain will find their hair 
  changed into precious metal for 4-24 hours, and during 
  that time they will have the following effects (can only be 
  done for effect once per year): 
    
  1. Tin. Immensely bad breath, charisma -2.  
    
  2. Bronze. Character is blessed.  
    
  3. Copper. Immune to fear.  
    
  4. Silver. Prime attribute raised by 1.  
    
  5. Electrum. Immune to gas of any type. 
    
  6. Gold. Regenerate 1 h.p. every 5 minutes.  
  C. GUARDS. Standing at attention, in perfectly ordered 
  rows, are a small army of skeletons. These are the “faithful 
  hounds” of the arch-cleric Hadanish. There are 24 ordinary 
  skeletons (7 h.p. each), 4 greater skeleton sergeants (12, 
  14, 14, 15 h.p.; see Appendix C: NEW MONSTERS for 
  details), and 2 skeleton lord lieutenants (7 HD; 30, 32 h.p.; 
  see Appendix C: New Monsters for details). Note that the 
  30 h.p. skeleton lord has one of Hadanish’s braids, which 
  allows whomever bears it on their head to cure blindness 
  by touch. If this chamber is entered first, the lieutenants 
  will react much as the captain in Room A, with the 
  exception that they will summon him immediately. He will 
  arrive in two rounds.  
  124. TOMB OF XENOTOTH THE CHARIOTEER. The sealed 
  doorway to this tomb has the following inscription above 
  it: “Here rests Xenototh, who led his team to a hundred 
  victories.” As soon as the seal is breached, Xenototh will 
  burst through on a chariot, pulled by a team of 4 skeletal 
  horses (3 HD; 12, 12, 13, 15 h.p.; AC 7; trample damage 
  for 2d6 (can trample up to 4 foes collectively as long as 
  they are within 10’ of one another); turn as type IX).  The 
  horses pull Xenototh’s chariot at a speed of 360’/min. (if 
  one or more of the horses scores a successful trample hit, 
  there is a 33% chance that the chariot will also run over 
  the victim for an automatic 2d12 points of additional 
  damage; don’t roll again to hit). Xenototh himself is a 
  wight, but stronger than normal (as a normal wight, but 
  with 7d10 HD, 44 h.p., and able to inflict energy drain 
  through a held weapon; in his case a whip (1-2 h.p. 
  damage, plus energy drain, plus 35% chance of 
  entangling target); turn as type XIII). Once released from 
  his tomb, if not immediately defeated, Xenototh will 
  attempt to run over and/or otherwise attack those present, 
  and then thunder away down the Bone Road on his 
  chariot. From that point on, Xenototh will be a constant 
  menace; random encounters in the Bone Road are 50% 
  likely to be Xenototh, thundering towards intruders and 
  doing another hit-and-run trample/whip attack, and then 
  thundering off before an effective counter-attack can be 
  mounted. The chariot itself is magical; three times per day 
  it, its rider, and its team can be turned ethereal and then 
  back to normal.  Xenototh will use this power to great 
  advantage and to gain surprise by suddenly appearing 
  out of a wall, seemingly disappearing into a sealed tomb, 
  etc. His tomb itself is empty, but the chariot is worth 35,000 
  g.p. if gained intact (9,000 x.p.), and 3,000 g.p. solely for 
  the gold gilt and gems with which it is decorated.  
  125. GHOUL AMBUSH. The sealed entrance to this tomb bears 
  the inscription “Ever a rose, ever a thorn, ever a night, ever 
  a morn.” The crypt itself has been overrun with ghouls; 
  seven of the creatures are here (9, 10, 11, 11, 13, 14, 15 
  h.p.) and will immediately scurry onto the ceiling at the 
  sound of someone entering the tomb. They will wait until 
  unsuspecting intruders are in the middle of the room 
  (unnoticed unless someone specifically says they are 
  looking up) and then drop down, surprising victims on 5 in 
  6, and getting +2 “to hit”. One has a shoulder bag with 
  three scrolls: (clerical) slow poison, create food and 
  water, remove curse; (mage) feign death, lightning bolt, 
  slow; (savant) hold elemental, shadow magic, wall of 
  force. 
  126. SMALL TOMB. Above the sealed entrance to this tomb is a 
  skull and crossbones. Within are three small sealed kegs. 
  Each contains black powder speckled with iridescent 
  
  Castle of the Mad Archmage 
   
   
   
   
  84 
   
   
  flakes. It is gunpowder; each keg will, if exposed to flame 
  or very high heat, explode, doing 3d6 h.p. of damage to 
  all within a 15’ radius. Each keg contains 10 pounds of 
  powder.  
  127. SEA-PRINCE’S TOMB. The inscription above the sealed 
  entrance to this tomb is inscribed with a series of symbols, 
  untranslatable 
  even 
  by 
  magical 
  means 
  (except 
  someone fluent in the language of one of the undersea 
  races such as mermen or tritons will recognize it as 
  dolphin, and if they employ magic to translate it, will read 
  it as “eater-of-the-choicest-tuna-in-the-school”), along 
  with images of seashells and sea-horses. Within is a huge 
  clam shell on a plain stone bier. If opened, it will reveal 
  the skeleton of a dolphin, around whose “neck” is a 
  necklace of raw gold worth 1,200 g.p.  
  128. DWARF TOMBS. On either end of this twisty passage reads 
  an inscription above the sealed entrance; “Made from 
  maggots, foes of rust, beard-proud dwarves now gone to 
  dust.” The eleven tombs that adjoin this passage each 
  contain several dvergs; each 10’ tomb contains 2, each 
  20’ tomb contains 4, etc. There are 34 total (16, 16, 16, 
  16, 16, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 
  19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 21, 22, 25, 26, 
  30 h.p.; see Appendix C: New Monsters for details). Once 
  this hallway is entered, there is a 1 in 6 chance that, as 
  each closed-up entrance is walked past, the dvergs within 
  will sense the intruders and burst through the masonry on 
  their own, setting upon their attackers. Once that 
  happens, the game master should be certain to note 
  when other entrances are neared, as additional checks 
  should be made each round once combat ensues; the 
  corridor could well become a death-trap. The long 40’ 
  chamber contains 8 dvergs, and if one entrance is burst 
  through, all 8 will join the battle if possible. Each dverg is 
  armed with an ornate battleaxe or war hammer (50% 
  chance of each), each worth 100 g.p. based on its 
  craftsmanship. They will also have jewelry and other 
  treasure as per the description; the game master should 
  roll to determine treasure. 
  129. TOMB OF THE SCORPION AND THE COBRA. Above the 
  sealed entrance to this tomb are the symbols of a 
  scorpion and a cobra.  
  A. THE SCORPION. This room is dominated by an 
  enormous stone sarcophagus decorated in Egyptian 
  style. Within is a mummy wearing the red (deshret) crown 
  of Egypt (33 h.p.). If the lid is disturbed, he will fling it open 
  (surprising on a 4 in 6) and attack. Within the sarcophagus 
  is a pile of 4,150 s.p., 1,092 g.p., and a potion of water 
  breathing. The crown itself is made of painted gold and is 
  worth 1,250 g.p. 
  B. THE COBRA. This room is also dominated by a huge 
  stone sarcophagus. Within is another mummy, this time 
  wearing the white (hedjet) crown (33 h.p.). He will not wait 
  for the lid of his sarcophagus to be moved; he will hurl it 
  open and attack intruders when they come within 3’ of 
  the sarcophagus. Within is 2,216 g.p. The crown itself is 
  actually a helm of opposite alignment. 
  130. UNMARKED TOMB. There is no inscription above the sealed 
  entrance to this tomb. Within are three wraiths (23, 24, 25 
  h.p.). A single large chest contains 3,033 g.p., a map to 
  an unspecified treasure in the hills to the east of the Castle 
  (show the players illustration #21; the treasure consists of 
  4,000 g.p., and is now guarded by a small clan of hill 
  giants, but the map does not indicate either of these 
  specifics), and a scarab of protection. 
  131. UNDERWATER TOMB. Above the sealed entrance to this 
  tomb is the inscription: “Different strokes for different folks; 
  fore-stroke, breast-stroke, heart-stroke, back-stroke!” When 
  the seal is broken, a wall of water is revealed, magically 
  suspended and prevented from flooding into the corridor. 
  A dispel magic spell could successfully destroy the 
  enchantment and cause the water to spill forth, but treat 
  the spell as if cast by an 18th level mage. The force of the 
  water coming into the Bone Road will do 2d6 h.p. of 
  damage to all those within 20’ of the tomb entrance. The 
  barrier holding the water in can be walked through 
  normally without breaking its effect. The water within is sea-
  water, and naturally some sort of water-breathing magic 
  must be used to venture within for any length of time.  
  A. GIANT EEL. A giant eel is here (20 h.p.), coiled about 
  the top of this cave, and will attack intruders aggressively. 
  If combat lasts more than three rounds, the inhabitants of 
  Room B will come to investigate and join the fight. It is in 
  a magically-induced stasis that is only broken if the seal 
  to the crypt is breached. 
  B. LOCATHAH. A small band of locathah dwell here, in a 
  magically-induced stasis that is only broken if the seal to 
  the crypt is breached. Five locathah (8, 9, 10, 10, 11 h.p.) 
  armed with tridents and special underwater crossbows. 
  They will investigate combat in Room A. 
  C. LACEDONS. A small band of ghouls has penetrated the 
  central cave and turned its inhabitants to their kind; 
  however due to the nature of the environment, they are 
  sea-ghouls and do not venture forth into the regular ghoul 
  tunnels unless on very special missions. Five lacedons 
  (9,10,11,11,12 h.p.) have 8 gems and 2 pieces of jewelry.  
  D. SEA-ELF CRYPT. This chamber is lit by a greenish 
  luminescence originating in the stone of the walls 
  themselves. In the center is an enormous calico scallop 
  shell, encrusted with starfish, crustaceans, etc. If pried 
  open, the skeletal remains of a sea-elf are here, similarly 
  encrusted with minerals and small animals. It is, in fact, a 
  special skeleton lord (8 HD; 35 h.p.) armed with a net of 
  snaring and a trident +2, +3 vs. sahuagin. He wears a 
  broad belt decorated with pearls worth 3,000 g.p. 
  E. ELEMENTAL. A water elemental (12 HD, 70 h.p.) has 
  been imprisoned here for 999 years, and it is enraged at 
  its confinement. It will attack any who enter, bearing in 
  mind that seeing the creature is next to impossible due to 
  the water flooding the room. In a secret compartment in 
  the southeast corner of the cave is the bowl of 
  commanding water elementals that was used to 
  summon and imprison the creature in the first place. It 
  cannot leave this room. 
  132. UNMARKED TOMB. There is no name over the sealed 
  entrance to this tomb. Within is a cabinet containing a 
  dozen orc skulls, each bearing a label with a four-digit 
  number. The numbers are not consecutive.   
  133. THE WHEEL OF THE YEAR. Above the sealed entrance to this 
  tomb is what appears to be a wagon wheel with eight 
  
   
   
  Level Seven: The Crypts 
  85 
  spokes. Each of the rooms must be entered in the proper 
  order to retrieve the treasure – if all 8 wooden wedges are 
  collected and pressed to one another to form a circle, 
  they will magically meld together and become a shield 
  +5. 
  A. YULE. This room is cold, approximately 40 degrees 
  Fahrenheit (4 degrees Celsius). The doors leading into this 
  room have the image of an evergreen tree. If this room is 
  entered from the Bone Road or room D, it will be inhabited 
  by a wight (22 h.p.) with a wooden wedge some 2’ in 
  length, which radiates magic if detected for. If it is entered 
  from anywhere else, it will be inhabited by a wraith (29 
  h.p.), with a 100 g.p. piece of amber. Only one or the 
  other will ever be encountered; one cannot get the wight 
  to appear by re-entering through the proper door, even if 
  accompanied by someone who hasn’t entered through 
  the incorrect door.  
  B. SAMHAIN. This room is chilly, approximately 50 degrees 
  Fahrenheit (10 degrees Celsius). The doors to this room 
  have the image of a jack-o-lantern. If this room is entered 
  from Room C, it will be inhabited by a wight (23 h.p.) with 
  a wooden wedge some 2’ in length, which radiates 
  magic if detected for. If it is entered from anywhere else, 
  it will be inhabited by a wraith (28 h.p.), with a 100 g.p. 
  alexandrite. Only one or the other will ever be 
  encountered; one cannot get the wight to appear by re-
  entering through the proper door, even if accompanied 
  by someone who hasn’t entered through the incorrect 
  door. 
  C. 
  MABON. 
  This 
  room 
  is 
  “room 
  temperature”, 
  approximately 65 degrees Fahrenheit (18 degrees 
  Celsius). The doors to this room have the image of a 
  cornucopia with fruit and grapes. If this room is entered 
  from Room H, it will be inhabited by a wight (23 h.p.) with 
  a wooden wedge some 2’ in length, which radiates 
  magic if detected for. If it is entered from anywhere else, 
  it will be inhabited by a wraith (28 h.p.), with a 100 g.p. 
  amethyst. Only one or the other will ever be encountered; 
  one cannot get the wight to appear by re-entering 
  through the proper door, even if accompanied by 
  someone who hasn’t entered through the incorrect door. 
  D. IMBOLC. This room is very cold, approximately 30 
  degrees Fahrenheit (-1 degrees Celsius). The doors to this 
  room have an image of a candle. If this room is entered 
  from Room A, it will be inhabited by a wight (25 h.p.) with 
  a wooden wedge some 2’ in length, which radiates 
  magic if detected for. If it is entered from anywhere else, 
  it will be inhabited by a wraith (30 h.p.), with a 100 g.p. 
  pearl. Only one or the other will ever be encountered; one 
  cannot get the wight to appear by re-entering through the 
  proper door, even if accompanied by someone who 
  hasn’t entered through the incorrect door. 
  E. OSTARA. This room is chilly, approximately 50 degrees 
  Fahrenheit (10 degrees Celsius). The doors to this room 
  have an image of a rabbit. If this room is entered from 
  Room D, it will be inhabited by a wight (22 h.p.) with a 
  wooden wedge some 2’ in length, which radiates magic 
  if detected for. If it is entered from anywhere else, it will be 
  inhabited by a wraith (27 h.p.), with a 100 g.p. piece of 
  jet. Only one or the other will ever be encountered; one 
  cannot get the wight to appear by re-entering through the 
  proper door, even if accompanied by someone who 
  hasn’t entered through the incorrect door.  
  F. 
  BELTANE. 
  This 
  room 
  is 
  “room 
  temperature”, 
  approximately 65 degrees Fahrenheit (18 degrees 
  Celsius). The doors to this room have an image of a 
  Maypole. The false door leading out of this room has the 
  image of a cornucopia with fruit and grapes. If this room 
  is entered from Room E, it will be inhabited by a wight (24 
  h.p.) with a wooden wedge some 2’ in length, which 
  radiates magic if detected for. If it is entered from 
  anywhere else, it will be inhabited by a wraith (29 h.p.), 
  with a 100 g.p. chrysoberyl. Only one or the other will ever 
  be encountered; one cannot get the wight to appear by 
  re-entering 
  through 
  the 
  proper 
  door, 
  even 
  if 
  accompanied by someone who hasn’t entered through 
  the incorrect door. 
  G. MIDSUMMER. This room is warm, approximately 75 
  degrees Fahrenheit (24 degrees Celsius). The doors to this 
  room have an image of a fire. If this room is entered from 
  Room F, it will be inhabited by a wight (23 h.p.) with a 
  wooden wedge some 2’ in length, which radiates magic 
  if detected for. If it is entered from anywhere else, it will be 
  inhabited by a wraith (28 h.p.), with a 500 g.p. 
  aquamarine. Only one or the other will ever be 
  encountered; one cannot get the wight to appear by re-
  entering through the proper door, even if accompanied 
  by someone who hasn’t entered through the incorrect 
  door. 
  H. LAMMAS. This room is very hot, approximately 90 
  degrees Fahrenheit (32 degrees Celsius). The doors to this 
  room have an image of a loaf of bread. The false door 
  leading out of this room has the image of a Maypole. If 
  this room is entered from Room G, it will be inhabited by 
  a wight (28 h.p.) with a wooden wedge some 2’ in length, 
  which radiates magic if detected for. If it is entered from 
  anywhere else, it will be inhabited by a wraith (31 h.p.), 
  with a 500 g.p. topaz. Only one or the other will ever be 
  encountered; one cannot get the wight to appear by re-
  entering through the proper door, even if accompanied 
  by someone who hasn’t entered through the incorrect 
  door.  
  134. SMALL TOMB. There is no inscription above the sealed 
  entrance to this tomb. Within are a pair of zombies (8,10 
  h.p.). 
  135. TOMB OF GREGOR PROUST. The sealed entrance to this 
  tomb bears the inscription, “Here lies Gregor Proust, mage 
  of no small renown, no more bon vivant and man about 
  town.” Note that there is a secret entrance from this tomb 
  leading into the Bone Road, but none of its inhabitants will 
  be found there as random encounters. It is strictly used as 
  an escape route.  
  A. FALSE CRYPT. (Note that the door in the west wall is 
  concealed behind an illusion, making it appear that the 
  wall is solid.) A wight (19 h.p.) is here, along with the 
  smashed remains of a coffin and an urn containing 75 
  g.p. and a single gem. 
  B. FIRST GUARDIAN. A nufanodaemon (80 h.p.) is bound 
  to this plain room, tasked with destroying intruders and 
  protecting Gregor Proust.  
  
  Castle of the Mad Archmage 
   
   
   
   
  86 
   
   
  C. CHALLENGE. A shimmering scarlet curtain of energy 
  blocks the east passage out of this room. Anything 
  touching it will be instantly and irrevocably (short of a wish 
  spell) obliterated. On the floor are tiles laid out thusly: 
  1 1 
  2 1 
  1 2 1 1 
  1 1 1 2 2 1 
  � � � � � � 
  � � � � � � � � 
  The tiles that are empty boxes are laid out in slate, and 
  there is a piece of chalk nearby. If the correct answer is 
  written into the boxes (3 1 2 2 1 1, 1 3 1 1 2 2 2 1; the key 
  is to say out loud what you see in a line, and write it 
  numerically in the next line; the second line is “two ones”, 
  the third line is “one two, one one”, and so forth), the 
  energy curtain will disappear. If a single incorrect number 
  is written in on of the slate tiles, the person doing so will 
  take 3d4 points of electrical damage, and the incorrect 
  number will be erased.  
  D. FINAL GUARDIAN. This room is unadorned, but contains 
  a clay golem (50 h.p.) which will immediately attack 
  intruders. Sounds of combat in this room will alert Gregor 
  Proust in Room E, who will stand ready to ambush any 
  unwary intruders who come through the door into the 
  crypt.  
  E. CRYPT OF GREGOR PROUST. This large chamber mostly 
  consists of a ramp going clockwise around the external 
  wall of the room, with each “level” of the ramp being 10’ 
  lower than the one above it. At the bottom is a large lidless 
  coffin with the skeletal remains of Gregor Proust, now a 
  lich of immense power (22 HD: 66 h.p., functions as a 
  22nd level mage; spells memorized: charm person, 
  jump, magic missile, sleep, spider climb, detect 
  invisibility, ESP, invisibility, stinking cloud, web, dispel 
  magic, fireball, haste, slow, suggestion, dimension door, 
  ice storm (x2), wall of ice, wizard eye, cloudkill, cone of 
  cold, teleport, transmute rock to mud, wall of force, death 
  spell, disintegrate (x2), geis, project image, grasping 
  hand, monster summoning V, phase door, power word 
  stun, mass charm, mind blank, polymorph any object, 
  trap the soul, astral spell, prismatic sphere, temporal 
  stasis. Proust also has the following magic items: staff of 
  the magi with 24 charges, wand of frost with 88 charges, 
  ring of free action, and a robe of scintillating colors (he 
  carries them all on his person, and will use them in 
  combat to greatest effect). 9 secret compartments in the 
  walls (one on each “level” of the ramping floor) contain 
  the following: #1: 3,781 c.p.; #2: 2,450 s.p.; #3: a poison 
  arrow trap (attacks as a 7d8 hit die monster, save vs. 
  poison or die, save means 20 h.p. damage plus 1d6); 
  #4: 1,071 e.p.; #5: 5,284 g.p.; #6: 20 gems; #7: empty; 
  #8: 1,099 s.p.; #9: 5 pieces of jewelry and 10 gems. His 
  phylactery and spell books are in a special chamber, 10’ 
  in diameter and 20’ below his coffin, reachable only by 
  some magical means of transportation such as 
  dimension door. The place is also covered by magical 
  wards which warn the lich if its sanctuary has been 
  disturbed, in which case it will immediately investigate.  
  F. SECRET STAIRCASE. The secret passage from Room E 
  leads to three narrow staircases, which eventually brings 
  the traveler to the same level as the Bone Road. Note that 
  at the top of the second staircase there is a small bag 
  hanging on a hook on the wall. The bag contains a 
  thousand marbles. If pressed, Gregor (see Room E) will 
  flee up these stairs and throw the marbles behind him to 
  slow up pursuers.  
   
  
   
   
  Level Eight: The Lesser Caves 
  87 
  Level Eight: The Lesser Caves 
   
  This level mostly consists of a series of natural caves and tunnels, 
  although portions are partially excavated. These areas are by 
  turns controlled by a clan of trolls, a variety of different giant 
  insects, a shadow dragon, and the Temple of the Rat Lord. 
  These areas serve as the thematic introduction to the four levels 
  of natural caves and caverns which await those who are intent 
  on delving to the bottom of the dungeons. These factions 
  generally get along, but it is certainly possible for clever play to 
  bring them into conflict with one another.  
   
   
   
  The northeast section of this level is an exception, however; it is 
  an area of worked passages that is deliberately designed to 
  trick explorers into thinking that they are descending far deeper 
  into the dungeons than they actually are. A series of subtly 
  sloping passages bring the player characters “up”, where they 
  then find staircases “down”, not realizing that they have in fact 
  remained on the same level of the dungeon all the while.  
   
  The game master should remember that one-way doors 
  appear as normal walls from the “outward” side (i.e., the side 
  the door opens into), and will close automatically unless held 
  open with an iron spike or other device. This can make retracing 
  one’s steps in the northeastern portion of this level particularly 
  difficult. 
   
  It should also be remembered that the trolls presented here are 
  not merely mindless brutes. They have their own tribal culture 
  and language, and clever parties will at least make the attempt 
  to parley. They should be presented as hardly intellectuals, but 
  fiercely cunning. Their hides are all moss green.  
   
  This level has direct access to Levels 6, 7, 9, 10, 11 and 13.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  1-6 giant crickets 
  3 
  7-12 giant rats (20% chance of a wererat in 
  addition) 
  4 
  1 giant slug 
  5 
  1 mimic (will appear as a door or stone arch) 
  6 
  3-12 giant centipedes (50% chance they are 
  huge centipedes) 
  7-8 
  Pick monster from nearby room 
  9 
  Pick monster from distant room 
  10 
  Minor cave-in (if in natural cavern area, 
  otherwise re-roll) 
  11 
  Pick monster from Level 9: THE GREATER CAVES  
  12 
  Dungeon Dressing (see below) 
   
  A minor cave-in represents the falling of rocks and stone from 
  either a ceiling over the player characters, or a wall they 
  happen to be traveling next to or near, in a 10’ section. Such a 
  cave-in will cause but 1d6 h.p. of damage to those who do not 
  make a successful DEX check, but there is a 10% chance that 
  it will turn into a major cave-in. Such a cave-in will cause 
  everyone within a 30’ radius of the epicenter (roll randomly to 
  determine which player character in the party is beside the 
  epicenter) to make a DEX check. Those who make their saving 
  throw will be able to dodge out of the way of the falling stones. 
  Those who fail will take 3-18 h.p. of damage. There is a further 
  1% chance that a major cave-in will actually collapse a tunnel 
  (rendering it impassable) or a portion of a cave. Gnomes may 
  use their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  A broken axe-handle  
  2 
  A stone bowl 
  3 
  Written on the floor, in chalk: “HERE” 
  4 
  4’ ring of mushrooms growing on the floor  
  5 
  A small wineskin, full   
  6 
  A sword hilt 
  7 
  The sound of several tiny voices laughing 
  8 
  The scent of roasting meat 
  9 
  A sudden gust of wind (50% chance to 
  extinguish uncovered candles, but not torches 
  or oil lamps) 
  10 
  A light haze of smoke 
  11 
  Six discarded torch-stubs 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  SLOPING PASSAGE. These hallways gradually slope up to 
  meet the level of the top of one of the staircases (see area 
  
  Castle of the Mad Archmage 
   
   
   
   
  88 
   
   
  #2). Note that the 5% slope is too subtle to be detected 
  under normal circumstances; dwarves, etc., have their 
  normal chance to detect.  
  2. 
  STAIRS TO NOWHERE. These staircases are designed, in 
  conjunction with the very subtle sloping passages on this 
  level (see area #1), to convey the illusion of descending 
  to a deeper level of the dungeon, when in fact those using 
  them are actually on the same level they started.   
  3. 
  SLIDE. This staircase is, in fact, one of the “stairs to nowhere” 
  (see area #2) but when the fifth step is reached (two ranks 
  of player characters marching), the whole will flatten into a 
  45° slide, and oil will be released from a hidden reservoir, 
  making the whole exceedingly difficult to climb back up. 
  The slide will reset automatically after 30 minutes.  
  4. 
  STAIRS DOWN. This staircase leads to area #1 on Level 9: 
  THE GREATER CAVES.  
  5. 
  STAIRS DOWN. This staircase leads to area #6A on Level 9: 
  THE GREATER CAVES.  
  6. 
  STAIRS DOWN. This staircase leads to area #13 on Level 9: 
  THE GREATER CAVES.  
  7. 
  STRAWBERRY. The south wall of this niche is decorated with 
  a mosaic depicting a 5’ high strawberry. If licked, it will taste 
  just like a ripe strawberry, but provide no nutritional or other 
  benefit. 
  8. 
  DISAPPEARING ROOM #1. Once entered, this room will 
  completely disappear into a pocket dimension 10 minutes 
  after the door has been closed again (including the door 
  itself). It will reappear 24 hours later. Within are two chests, 
  one large and the other slightly smaller. The two chests are 
  actually a pair of mimics; the larger is of the “killer” variety 
  (45 h.p.) which will attack immediately if approached, and 
  the other of the more intelligent sort (29 h.p.) who will, if 
  approached after the nature of the large one has been 
  discovered, profusely apologize for his brutish cousin’s 
  behavior and ask politely if the player characters have any 
  food they might be willing to part with. Only if refused will 
  the smaller one attack.  
  9. 
  DISAPPEARING ROOM #2. Once entered, this room will 
  completely disappear into a pocket dimension 10 minutes 
  after the door has been closed again (including the door 
  itself). It will reappear 24 hours later. Within is a dipteran 
  demon (33 h.p.) which guards an amphora containing 
  3,057 s.p. and 2 pieces of jewelry. 
  10. DISAPPEARING ROOM #3. Once entered, this room will 
  completely disappear into a pocket dimension 10 minutes 
  after the door has been closed again (including the door 
  itself). It will reappear 24 hours later. It contains the (cold) 
  remnants of a cook-fire, an iron tripod and kettle, and the 
  discarded wrappings of some sort of rations.  
  11. DISAPPEARING ROOM #4. Once entered, this room will 
  completely disappear into a pocket dimension 10 minutes 
  after the door has been closed again (including the door 
  itself). It will reappear 24 hours later. The room contains a 
  flesh golem (40 h.p.) which will attack and pursue anyone 
  who enters.  
  12. FINAL REST. This dark out-of-the-way room contains only a 
  desk, a high stool, and a single cot with a long-dead 
  skeleton of a human, who apparently died in his sleep. On 
  the desk are an inkwell, quill, and a scroll, upon which is 
  written (in Common) a short diary. The first entry is dated 
  midsummer’s eve (no year is given): “I feel ashamed to 
  have come so far and then stop short of the ultimate goal. 
  There’s no going back now, but neither do I have the 
  courage to go forth. An inexplicable dread fills my bones. 
  Perhaps once I rest, my courage will return to me.” There 
  are seven more entries; each dated sequentially, all of 
  which say essentially the same thing, but briefer every time. 
  The final entry, dated three weeks later, simply says, “I must 
  rest. So very tired.” 
  13. COLLAPSED PASSAGE. This worked stone corridor is 
  completely blocked by a collapse of the ceiling and walls. 
  Anyone attempting to excavate the rubble runs the risk of 
  causing further collapses.  
  14. SLOPING PASSAGE. This passage gradually slopes down to 
  area #3 on Level 13: THE MAZE. Note that the slope is too 
  subtle to be detected under normal circumstances; 
  dwarves, etc., have their normal chance to detect. It will 
  turn after quite some time, right, left, and so forth, leaving 
  most explorers without any sense of orientation.  
  15. EMPTY ROOM. Covered with thick dust, long undisturbed.  
  16. OLD STOREROOM. This room is full of mining equipment, the 
  whole covered with dust and cobwebs. There are pickaxes, 
  shovels, timber supports, hammers, an old mine cart (there 
  are no rails on which it can move, however), miners’ 
  helmet-lamps (but no fuel), etc. There are three large 
  spiders (5, 6, 6 h.p.) concealed near the ceiling in the 
  southeast corner of the room.  
  17. SEMI-FINISHED CAVE.  The northern wall is worked stone; the 
  rest of this room is a natural cave. It is also home to a pair 
  of giant two-headed trolls (54,60 h.p.). They are temporarily 
  banished from the troll king’s domain.  
  18. TREASURE TROVE. The giant two-headed trolls in area #17 
  have amassed quite a fortune over time; a single large 
  unlocked chest contains 1,093 e.p. and 4,116 g.p., a 
  smaller locked chest (with a poison needle trap; save vs. 
  poison or die) contains 10 gems and a potion of speed. 
  The key to the chest is in area #19. 
  19. LARDER. The giant two-headed trolls in area #17 keep 
  great stores of food in this cave; there are three (semi-
  rotten) animal carcasses hanging on hooks set into the 
  ceiling, a half-dozen casks of fine ale, and a small pot of 
  mustard. A small key is taped under the lid of the pot, which 
  unlocks the chest in area #18.  
  20. LARGE CAVE. (Show the players illustration #22.) This 
  enormous underground cave reaches 60’ below the 
  entrances found on this level of the dungeon, the floor of 
  which is reachable only by going over steep cliffs, as 
  marked on the map. The whole is dimly lit by 
  phosphorescent lichen that allow sight up to 250’ or so from 
  any given vantage point. On the floor of the cave, as well 
  as on the various cliffs and shelves, tunnels disappearing 
  into the stone can be dimly seen. In addition, the trickle of 
  water can be heard, and its source (a small underground 
  stream which enters and exits the cave through natural 
  fissures in the walls, flowing rapidly north to south) can 
  possibly be seen, depending on the vantage of observers. 
  Those entering the cave are likely to be set upon by its 
  various inhabitants (see areas #21-33 for details), 
  especially if they draw attention to themselves by using 
  magical flight, crossing the stone bridge, etc. Those 
  
   
   
  Level Eight: The Lesser Caves 
  89 
  attempting to climb down the rock faces on the western 
  end of the cave will be attacked by the gargoyles in area 
  #33. The floor of the cave is actually on Level 11: THE 
  GREATER CAVERNS, and is further detailed therein as area 
  #41.  
  21. CAVE BEARS. A pair of these enormous brutes (40, 45 h.p.) 
  dwells here. They are semi-pets of the stone giants in area 
  #23, and if either hears the sound of combat coming from 
  the lair of the other, they will each come to the others’ 
  rescue.  
  22. STONE BRIDGE. This narrow natural stone bridge arcs 
  gracefully over the chasm, and is approximately 60’ above 
  the bottom-most floor of the mammoth cave. Creatures 
  attempting to cross the bridge have a 90% chance of 
  being set upon by the harpies of area #32, and possibly 
  the stone giants of area #23. Any sort of combat here will 
  be noted by the shadow dragon in area #30, as well, 
  making it difficult to sneak up on him. 
  23. STONE GIANTS. A trio of stone giants dwells in this cliff top 
  cave (39, 40, 45 h.p.). They are solitary by nature, ignoring 
  the other inhabitants of the large cave, but do not brook 
  intruders. They have a large supply of boulders, which they 
  will hurl at intruders coming across the stone bridge, and 
  there is a 40% chance that at least one of them will be 
  watching the bridge at any given time. At position A there 
  is a long (80’), very thick, knotted rope tied securely to an 
  iron ring set into the stone. Once every few days, the giants 
  will use this rope to visit the floor of the cave and gather 
  water and food. They will on occasion (either alone or in a 
  pair) venture forth in search of some novelty. The cave itself 
  is quite comfortably appointed, with a low fire (the smoke 
  from which is drawn up into a natural fissure in the ceiling, 
  ending up who-knows-where), with comfortable furs 
  draped over worn stones providing most of the furnishings. 
  Inside a great stone hollow in the floor (covered by a vast 
  stone slab which requires a combined strength of 40 to lift) 
  is the giants’ treasure, six large sacks containing a total of 
  4,088 g.p., a small pouch containing 5 gems, and a 
  cursed sword +1. They are aware of the magical nature of 
  the caves in areas #26-28, but not their specific effects, 
  and avoid them, but also guard them jealously, knowing 
  of their intrinsic value.  
  24. CAVE-IN. This natural passage goes for approximately 25’ 
  to the southeast before being completely choked by 
  rubble from a cave-in. Anyone attempting to excavate the 
  rubble runs the risk of causing further collapses. 
  25. NOT-SO-FUN FUNGI. A patch of 8 shriekers (12, 14, 15, 15, 
  16, 16, 17, 18 h.p.) and 3 violet fungi (15, 16, 19 h.p.) is 
  here. Attempts to enter the cave leading to areas #26-28 
  will result in both the alerting of the inhabitants of the cave 
  (including most especially the giants in area #23 and the 
  dragon in area #30) and attack by the violet fungi. 
  26. RED CAVE. This cave is filled with a thick mist that glows 
  bright red. Those who enter the cave must save vs. magic 
  or find their minds exchanged with someone else in the 
  cave. This mind-swap will transfer the entire personality, 
  class, alignment, intelligence, and wisdom of the two 
  individuals involved. The charisma scores of the two 
  swapped individuals should be averaged together, 
  rounding down. Note that memorized spells will not similarly 
  be transferred; if the mind of a spellcaster of one type is 
  transferred into the mind of another, or a non-spellcaster, 
  then all spells will be lost and must be re-memorized. If 
  there is only one individual in the cave who is susceptible 
  to the mind transference (i.e., who failed their saving 
  throw), the one who did fail will be transformed into some 
  other type of creature (roll on the table for the seventh-level 
  Druid spell reincarnate to determine what sort of creature 
  the character becomes). This will only affect the same 
  creature (mind or body) once in a lifetime. The effect can 
  be reversed or altered by a wish or other similar 
  enchantment. Normal system shock rules apply.  
  27. BLUE CAVE. This cave is filled with a thick mist that glows with 
  an electric blue color. Any dead body brought into the 
  mist, as long as it is dead no more than 200 years, will be 
  resurrected as per the 7th level clerical spell. The cave’s 
  magical effect will only work on the same person once. 
  Normal resurrection survival rules apply.  
  28. YELLOW CAVE. This cave is filled with a thick mist that glows 
  with a vibrant yellow color. Everyone entering this room 
  must make a saving throw vs. magic. Anyone failing the 
  throw must roll 1d6. For each number that they have rolled, 
  they will add one point to their ability scores, starting with 
  the lowest and moving towards the highest. In case of a 
  tie, roll to see which statistic is increased (if necessary). 
  Each person can only potentially receive this benefit once; 
  whether or not they fail their saving throw and actually get 
  their abilities raised does not matter. They don’t get a retry.   
  29. LEDGE. This broad ledge looks over the entire eastern half 
  of the large cave, and the southeast corner leads to a trail 
  that reaches all the way to the bottom at area #41C on 
  Level 11: THE GREATER CAVERNS (approximately a 45° 
  angle). The luminescence from the cave penetrates only 
  dimly into the passage northeast of the ledge.  
  30. MASTER OF THE CAVE. This is the lair of Gloomstorm, a huge 
  and ancient shadow dragon of incredible malevolence 
  and intellect. (54 h.p., spells: darkness, hypnotism, fog 
  cloud, mirror image, continual darkness, suggestion, 
  improved invisibility, shadow monsters.) Although he rests 
  on an enormous heap of 101,590 silver coins (all of which 
  have been worn to a dark patina by years of serving as the 
  dragon’s bed), his true prize is a large iron collar studded 
  with 20 large black jaspers (100 g.p. each), 30 large cut 
  pieces of jet (500 g.p. each), and 5 black sapphires (5,000 
  g.p. each), worth a total of 45,000 g.p. if somehow 
  removed from the beast’s neck intact. Gloomstorm also 
  possesses both a murkstone (see Appendix B: New Magic 
  Items for details) and six beads of force which he takes with 
  him on his rare forays into the cave. The other inhabitants 
  of the cave leave him regular offerings on the ledge (area 
  #29) specifically to forestall such forays. Gloomstorm will 
  investigate if the shriekers in area #25 sound off, or if there 
  are particularly loud sounds of combat in the cave (such 
  as the giants in area #23 tossing stones at the bridge, etc.).  
  31. NURSERY. The long-desiccated remains of six broken 
  dragon eggs can be found here in a sandy patch on the 
  ground, along with dark brown streaks on the walls and 
  floors which are, on reflection, probably blood. No trace of 
  young can be found, however.  
  
  Castle of the Mad Archmage 
   
   
   
   
  90 
   
   
  32. BUTTE. This is the top of a large stone plug that rises from the 
  bottom of the huge cave.  It has sheer stone walls that 
  require special skills and/or equipment to climb (and at a 
  20% penalty due to the lack of hand- and footholds). The 
  top is used as the aerie of a flock of a dozen harpies (12, 
  13, 14, 14, 14, 15, 16, 17, 18, 19, 20, 20 h.p.) who will 
  almost always attack travelers on the stone bridge (area 
  #22), and who regularly patrol the rest of the cave looking 
  for prey. In great undifferentiated piles mixed in with the 
  substance of their nests, they have amassed 4,098 e.p., 4 
  gems, and a girdle of frost giant strength. 
  33. SHELF. This is a natural stone shelf projecting out from the 
  wall of the cave, 60’ above the floor. It cannot be reached 
  save by climbing (with a 20% penalty due to the sheer 
  nature of the stone), flight, or magical means. Eight 
  gargoyles dwell here (16, 17, 18, 20, 20, 24, 26, 27 h.p.), 
  who generally leave the harpies in area #32 to their own 
  devices (and vice versa), but very clever tactics could put 
  them at odds with one another in melee. They will attack 
  explorers trying to climb down the escarpments to the west 
  of the ledge. Each has 6 g.p. on its person, and there are 
  four large leather sacks with 2,606 s.p. total, as well as 3 
  gems, up on the ledge. 
  34. SLOPING PASSAGE. This is a steeply sloping passage 
  leading down to area #21 on Level 9: THE GREATER CAVES. 
  Note that because it is a steep enough slope, it is obvious 
  to anyone traveling down this tunnel that they are going 
  down; no check or special racial skills are required.  
  35. SANDY CAVE. The floor of this cave differs from that of the 
  rest of the level, in that it is covered with a thick layer of 
  sand. A sealed vase is visible in the southwest corner of the 
  cave, half buried in the sand, which if opened is found to 
  contain 25 p.p. 
  36. EMPTY CAVE. Just some loose stones on the floor.  
  37. SEMI-FINISHED ROOM. The walls of this chamber are 
  partially of finished stonework, and partially natural cave-
  walls. A pickaxe is still embedded in the living stone along 
  the southern wall; if anyone attempts to remove it, the 
  handle has a 50% chance of breaking off in the hands of 
  the 
  person 
  making 
  the 
  attempt. 
  There 
  are 
  4 
  megalocentipedes (12, 13, 14, 16 h.p.) here, which will 
  attack intruders, thinking them food.  
  38. HERMIT. This is the abode of the human Francis Kermode, 
  a hermit who has taken up residence here to get away 
  from the hustle and bustle of the weary world. Kermode is 
  not only an albino, but he is also a werebear (39 h.p.), as 
  well as being a cleric dedicated to the goddess of the 
  south wind (in human form: C6, AC 8 (DEX), spells 
  memorized: command, cure light wounds, protection 
  from evil, sanctuary, find traps, hold person, silence 15’ 
  radius, create food and water, dispel magic). He wields a 
  mace +2, and possesses a periapt of wound closure. He 
  will maintain his human form unless threatened, in which 
  case he will assume his bear shape and threaten back. 
  The local trolls have learned to give him a wide berth, and 
  he for his part does not trouble them. He possesses a small 
  pouch with 40 s.p., but his real treasure is the key to area 
  #39, which he also keeps in that same pouch. He knows 
  the hermit Ygg Narvi in area #76 on Level 10: THE LESSER 
  CAVERNS. They will sometimes get together for meals and 
  to share gossip, recipes, techniques for insulating a cave 
  with wattles, etc. 
  39. LOCKED ROOM. The door to this room is not only locked 
  (Francis Kermode in area #38 has the key), but sealed with 
  a glyph of warding (anyone attempting to open it without 
  the key will receive a blast of fire for 12 h.p. of damage). 
  Within is a large safe of glassteel some 3’ on a side. Inside, 
  plainly visible on a purple pillow, is a necklace bearing a 
  large round gold medallion. This is, in fact, a key to freeing 
  the demon prince Fraz-Urb’luu (see area #104 on Level 7: 
  THE CRYPTS for more information). Kermode will protect this 
  room, and its contents, with his life. The safe can only be 
  opened with the proper combination being entered into 
  the lock. The lock consists of a grid laid out thus: 
                    
    
  �  �  �  
    
  �  �  �  
    
  �  �  �  
   
  With each box represented by a square hole. Resting atop 
  the safe are nine silver plaques, each exactly the same 
  size as the holes, numbered 1-9 on one side, and with the 
  number 15 on the back. They must be placed in the lock 
  so that each row, column, and diagonal adds up to 15. 
  One answer is: 
   
    
  4  3  8 
    
  9  5  1 
    
  2  7  6 
   
  Once this combination (or another that yields the same 
  answer) is entered, the door will open and the amulet can 
  be safely removed. Any single incorrect placement will 
  result in a jolt of 3d6 h.p. of electrical damage.   
  40. COLD CAVE. The temperature in this cave is noticeably 
  chilly, compared to the tunnels immediately surrounding it. 
  On the southern wall of the cave, a round face with an 
  enormous smile and two dead eyes has been carved; it 
  has no particular properties or significance, but don’t let 
  that stop the player characters from imagining otherwise 
  and investigating. There is a patch of brown mold covering 
  most of the floor and walls of this room, which will begin to 
  drain heat energy from anyone in the cave longer than 
  one round.  
  41. WHIP SCORPIONS. A pair of giant pseudoscorpions lair at 
  the end of this thin cave (22, 25 h.p.). Ten gems are 
  scattered about the floor, in and amongst the detritus and 
  trash.  
  42. MURAL ROOM. The walls of this room are covered with a 
  number of colorful and obviously once-beautiful frescos 
  depicting courtly life in some idealized world. There are 
  beautiful princesses and handsome knights on white 
  chargers, villainous dragons of every hue, and mysterious 
  wizards aplenty. No single tale seems to be told here, but 
  there appear to be snippets from at least half a dozen well-
  known folktales and fairy stories. The only thing marring this 
  idyllic scene is that the faces of all the human figures seem 
  to have been smashed.  
  
   
   
  Level Eight: The Lesser Caves 
  91 
  43. EMPTY ROOM. There are six identical wooden chairs 
  arranged against the south and east walls of this room. It is 
  otherwise empty.  
  44. TIME TO THINK ABOUT DINNER. The walls of this room are 
  decorated with an intricate collection of writings in the 
  language of the cthonoids. If translated (most probably by 
  magical means), it will prove to be a recipe for fire-giant-
  brain lasagna. Two minutes after this room is entered, the 
  door will slam shut (unless spiked) and will remain so for 4-
  9 (1d6+3) hours, after which time it will open with an 
  audible click.  
  45. SECRET ROOM. The trolls are not aware of the existence of 
  this room. It contains several racks of weapons and stands 
  with armor, shields, and helms. Most types of weapons and 
  armor are represented, and mixed into the bunch is a 
  glaive-guisarme +1 and a cursed long sword -1.  
  46. TROLLS KITCHEN. Note that the northern door to this room is 
  always open, and a faint trail of smoke can usually be seen 
  emanating from within. There are several large and low fires 
  going at any given time, and unidentifiable (or, worse, 
  identifiable) chunks of meat roasting on spits, large pots 
  bubbling and burbling, loaves of strange gray bread, dried 
  vegetables, sacks of salt and gray flour, etc. On one of the 
  four tables used for food preparation is a collection of nine 
  ceramic jars with lids, each labeled (in Troll). There are 
  “Dwarf beard”, “Dried orc snout”, “Gnome nose”, “Elf ear 
  tips”, “Dried blood (mixed)”, “Poison ivy”, “Ent leaves”, 
  “Turkels”, and “Oregano”. The two troll chefs (31, 31 h.p.) 
  live here and will almost certainly be here.  
  47. STORES. There are thirty-three large casks of troll brew here 
  (each cask holds approximately 30 gallons, and is most 
  definitely both undrinkable by and unsalable to anything 
  other than trolls and the occasional ogre or ettin). The 
  different barrels are in various stages of fermentation, and 
  an occasional blurp or gurgle can be heard coming from 
  within them.  
  48. TROLL GUARDS. The personal bodyguards of the troll king 
  dwell here when they are not on duty either in the court 
  itself or at the guard-post in area #51. Six giant trolls are 
  likely to be here at any given time (37, 38, 39, 40, 40, 41 
  h.p.). There are piles of ratty furs, half-gnawed bones of 
  dubious origin (some with scraps of meat still clinging to 
  them) and various other pieces of debris in the cave. 
  Between them there are some 3,765 g.p. mixed in and 
  amongst the detritus, along with a discarded scroll case 
  containing a clerical scroll containing speak with dead. 
  49. TROLL WIVES. There are six enormous beds here, all of which 
  are smashed and broken, but apparently still in use, with 
  tattered finery, torn mattresses, etc. This is the harem of the 
  troll king Ugrug, and is at present occupied by three of his 
  wives (36, 36, 37 h.p.). Each of the wives wears a piece of 
  jewelry, and will come to the common defense of the 
  court if a battle ensues, fighting almost fiercer than the 
  guards themselves.  
  50. COURT OF THE TROLL KING. (Show the players Illustration 
  #23.) This room is dimly lit by phosphorescent lichen, giving 
  it a sickly yellow glow. The king of the local trollish clan, one 
  Ugrug (54 h.p., AC 1 (ring of protection +3)), sits on a 
  mockery of a throne made up of stones, tattered furs, and 
  bits of bone and debris in the northeast corner of the room. 
  He wears a crudely-shaped crown of solid gold, however, 
  worth 2,000 g.p. He is attended by three of his troll-wives 
  (34, 35, 37 h.p.; each wears one piece of jewelry), and 
  from 3-12 of the local troll population will be here at any 
  given time. Two giant trolls (60, 63 h.p.) stand guard beside 
  the throne. The room is always boisterous when “court” is in 
  session, with huge hunks of meat and flagons of foul troll-
  brew being consumed, and loud with song both bellowing 
  and nauseating. In addition, chained to the throne by 
  heavy iron links leading to an enormous black iron collar, is 
  the official “court jester”: the dwarf Oleg Irontooth (C/F 7/8, 
  42 h.p. (currently down to 28 due to damage), no spells 
  memorized, AC 9 (DEX), neutral good). Oleg is rather 
  stunned and in a constant state of semi-shock due to his 
  many months of mistreatment; he is the last of an 
  expedition of dwarves which was captured by the trolls and 
  who have been turned into feasts for the trolls one by one. 
  Oleg knows his time is short. Beneath the heaped-up stones 
  of the throne, and concealed by the furs, is an enormous 
  mound of 3,657 c.p., 2,450 s.p., and 7,081 g.p.  
  51. GUARDS. Four giant trolls are here (36, 37, 37, 40 h.p.), 
  guarding the entrance to the troll king’s cave (see area 
  #50).  
  52. TROLL WARREN. Twenty of the fearsome beasts lair in this 
  cave and the adjoining side-caves. A low smoky fire is in 
  the middle of the central cave, and from 3-18 of the trolls 
  from caves A-D will be in the central chamber at any given 
  time. Cave A has four of the beasts (30, 32, 39, 40 h.p.), 
  with a sack with 1,057 g.p. Cave B has five of them (33, 35, 
  36, 42, 43 h.p.) who have a foot-long carved ivory box 
  (itself worth 100 g.p.) containing a piece of jewelry, a 
  potion of invisibility, and 101 c.p. Cave C has five more 
  (35, 36, 37, 44, 45 h.p.) with a pile of 2,073 s.p. and a 
  dagger +2. Cave D has 6 of them (34, 37, 38, 41, 42, 44, 
  h.p.) with a large unlocked chest with 3,345 g.p. 
  53. EMPTY CAVE. There are a few unidentifiable bones 
  scattered across the floor of this cave. It is otherwise empty.  
  54. TROLLS’ MIDDEN. This room is used as a general dung 
  heap/trash dump. An otyugh (7 HD, 33 h.p.) has been 
  allowed to dwell here, as it helps to guard this particular 
  passage from intruders. The otyugh knows when it has a 
  good thing, and gladly accepts the situation without 
  harassing the trolls.  
  55. TROLL SHRINE. This rough and evil shrine has a life-sized 
  wooden image of a troll (it is actually an image of their 
  horrific god, but there is nothing on the statue to indicate 
  that, other than the fact that it is holding a shattered femur 
  in its left hand like a scepter, which is standard 
  iconography, but which will be very unlikely to be known 
  outside of trollish circles), which is brought in procession 
  through the caves on holy days and at feasts. The statue is 
  decorated with a pair of golden bracelets worth 200 g.p. 
  each. Decorating the walls are very rough wall hangings 
  (worthless) and the bones of enemies. The shaman of the 
  local troll tribe dwells in cave A: Yknig (31 h.p.; spells 
  memorized: cause light wounds, protection from good, 
  resist fire). Area B is home to two troll acolytes (29,30 h.p.; 
  each has bless memorized). There is a 25% chance that 
  one of the three shamans will be in the shrine itself, at some 
  awful and blasphemous rite or prayer.  
  
  Castle of the Mad Archmage 
   
   
   
   
  92 
   
   
  56. STAIRS UP. This staircase leads to area #26 on Level 6: THE 
  LABYRINTH, passing through area #93 on Level 7: THE 
  CRYPTS.  
  57. RUST MONSTERS. A pair of rust monsters makes their lair here 
  (22, 24 h.p.). A skeleton wears a leather pouch with 3 gems 
  inside.  
  58. BEAKBRAIN. At the center of this cave is a small chimney 
  that goes up into the ceiling. It is the favorite haunt of a 
  beakbrain (22 h.p.). The beakbrain could, however, be 
  found as a wandering encounter elsewhere floating near 
  the ceilings of the caves, in search of prey 
  59. CRICKET CAVE. This cave is very long, but has a relatively 
  low ceiling (never more than 15’ from floor to ceiling in any 
  given place). The walls and floor are covered with a variety 
  of various lichens and fungi, some of which are mildly 
  phosphorescent, giving the entire place a dim orange 
  glow, and the trickling of water can be heard. It is home to 
  some 100 cave crickets (8 h.p. each), which will usually be 
  found clinging to the walls or slowly moving across the floor 
  or ceiling munching on the fungi to be found there. 
  However, if frightened by incautious (or unlucky) intruders, 
  the chorus of chirping will be joined throughout the entire 
  cave, which can most certainly be heard in all but the 
  most inaccessible portions of the northeast corner of this 
  level. In addition, a cascade effect of jumping crickets 
  could ensue, creating a very deadly environment for 
  anyone in any part of the place. A small underground 
  stream runs from a fissure in the northern wall to a sinkhole 
  (B) in the middle of the cave. Location A marks the place 
  where the sinkhole in area #34 on Level 7: THE CRYPTS will 
  deposit all people and things that go through it.  
  60. STAIRS UP. This staircase leads to area #33 on Level 7: THE 
  CRYPTS.  
  61. SMALL CAVE. Home to a lone orc (6 h.p.) who somehow 
  got separated from his tribe (the Grinning Skulls) on Level 2: 
  THE DUNGEONS and managed to survive for more than a 
  month. He is armed with a spear. 
  62. UNSTABLE CAVE. The eastern tip of this cave is very unstable; 
  for each turn that there is anyone in this cave, there is a 
  50% chance that the last 10’ will collapse, causing 4d6 
  h.p. of damage to anyone in that area.  
  63. FUNGUS CAVERN. This cave is choked with thickly-growing 
  mushrooms and other fungi. A group of 6 boring beetles 
  nest here (20, 22, 24, 25, 27, 30 h.p.). If the fungus is 
  cleared away, a large locked iron chest will be revealed. 
  Within is 4,091 g.p. 
  64. STALAGMITES. The floor of this cave is studded with a 
  number of stalagmites.  
  65. SLOPING PASSAGE. This is a steeply sloping passage 
  leading down to area #25 on Level 9: THE GREATER CAVES. 
  Note that because it is a steep enough slope, it is obvious 
  to anyone traveling down this tunnel that they are going 
  down; no check or special racial skills are required.  
  66. TELEPORTER. Anyone entering the last 20’ of this tunnel will 
  be teleported to area #44 on Level 10: THE LESSER 
  CAVERNS.  
  67. EMPTY CAVE. Occasionally one of the cave crickets from 
  area #59 will wander in here, but it is usually devoid of 
  habitation.  
  68. FUNGUS CAVE. The walls and floor of this cave are covered 
  in harmless (in fact, edible) mushrooms and other fungi. 
  There are also two shriekers here (12,12 h.p.).  
  69. POST ROOM. Against the western wall are three blue metal 
  boxes, each on four 1’ metal legs and with indecipherable 
  writing and symbols painted on. Each also has a large 
  door, opened by pulling on a handle in such a way that 
  one can place something into the box, but not reach in 
  and take anything out. The boxes are impervious to all but 
  the strength of a demigod, although they can be dented 
  (and all three show signs of such). Letters, notes, or other 
  missives placed inside any of the three will be 
  instantaneously transported to their destination, as long as 
  they are properly addressed.  
  70. GUARDS. Four skeletons are in this room (5, 5, 6, 6 h.p.), 
  and will attack anyone who enters.  
  71. TAILOR. This smallish room is cozily furnished; there is a cot, 
  table, a few chairs, and a large armoire filled with fine 
  clothing. Within is Sege Veriston, an ancient gnome 
  (illusionist/thief level 7/11; 26 h.p.; AC 4 (DEX + ring of 
  protection +2); 18 INT and 18 DEX; spells memorized: color 
  spray, darkness, phantasmal force (x2), fascinate, 
  ventriloquism, whispering wind, phantom steed, rope trick). 
  He is armed with a dagger +3, but will avoid combat if at 
  all possible, most likely through the use of the robe of 
  scintillating colors which he wears. He is an affable, but 
  completely absent-minded old fellow, who will offer player 
  characters a cup of tea, but be completely unhelpful in 
  terms of the layout or inhabitants of the rest of this level. 
  (“I’m much too busy with my sewing to worry about what’s 
  out there,” he’ll say with an airy wave of his hand.) If asked 
  about robes of scintillating colors (other than the one he’s 
  wearing, of course), their manufacture or possible 
  whereabouts, he will acknowledge that he once knew the 
  secret, but he’s long forgotten it. (“I did leave one lying 
  around here someplace, once… never did figure out what 
  happened to it.”) His spell book (including the spells he has 
  memorized plus read illusionist magic, fog cloud, and 
  phantom armor) is hidden in a false bottom of the armoire. 
  It also contains the formula and instructions for creating a 
  robe of scintillating colors, but the tailor has completely 
  forgotten that it’s in there. That secret alone would be worth 
  1,000 g.p. to the right people. If treated well, he will be kind 
  and polite (as well as offer to mend any of the player 
  characters’ garments that require mending, including 
  those of magical sort), but if bullied or pestered, he will use 
  the robe he wears to get rid of intruders. 
  72. WARDROBE. Here is where Sege Veriston stores the 
  garments that he has made over the many years. There is 
  rack upon rack of cloaks, hose, tunics, doublets, gowns, 
  etc. If Sege is well-disposed towards player characters, he 
  may invite them to take something “that you fancy and 
  that fits” from the collection. Those who take things without 
  his invitation will find that, after 10 minutes, they will begin 
  to get snug, then tight, then breathing will become difficult, 
  and eventually the clothing will strangle the wearer. 
  Otherwise, they will be of fine quality and exceptional 
  durability.   
  73. COLLAPSED PASSAGE. This worked stone corridor is 
  completely blocked by a collapse of the ceiling and walls. 
  
   
   
  Level Eight: The Lesser Caves 
  93 
  Anyone attempting to excavate the rubble runs the risk of 
  causing further collapses.  
  74. RAINBOW CAVE. This cave is remarkable because of the 
  scintillating colors of its walls, floor, and ceiling; every color 
  of the rainbow is represented, in variegated bands of color 
  that also contain some sort of natural crystal that imparts 
  the whole with a staggeringly beautiful glow. The colors 
  fade almost immediately as the cave gives way to the 
  tunnels that lead into and out of it. Experimenting (by 
  chipping away pieces of the stone, etc.) will reveal that the 
  colors are not merely surface-deep but extend at least a 
  foot in all directions. Dust made from the walls of this cave 
  can be used (by those who possess the knowledge) to 
  create a robe of scintillating colors. 
  75. WET CAVE. The whole of this cave is thick with moisture. The 
  middle of the northern wall is very damp, which seems to 
  emanate from a crack near the ceiling. There is ordinary 
  slime on the wall as well. 
  76. GUARDIANS. A pair of monstrous rats (26, 27 h.p.; see 
  Appendix C: New Monsters for details) is kept here. The 
  beasts will attack any non-rodent who enters.  
  77. FANCY CAVE. This cave is appointed in high style. There are 
  wall hangings of quality, rugs and cushions on the floor, a 
  sideboard with brandy and an excellent assortment of fruit 
  and cheeses, a sofa, chairs, desks (all built for someone of 
  a very low stature), and chandeliers hanging from the 
  ceiling giving a warm glow to the whole scene. A pair of 
  rat men dwell here (15, 16 h.p.), hired on as guards for the 
  swiftly-expanding Temple of the Rat Lord. Each has a purse 
  bulging with 50 g.p., and they have secreted a small iron 
  strongbox containing 20 gems under one of the many 
  cushions in the cave.   
  78. NURSERY. At any given time there will be some 20 giant rats 
  here (3 h.p. each), and hundreds of tiny babies, rustling, 
  tussling, whining pitifully, nursing, etc. If this place is 
  invaded, the rats will defend it with uncommon fury (+2 on 
  all “to hit” rolls) and more rats, both giant and common, will 
  issue forth from the myriad small holes in the walls and the 
  corridors to come to the defense of the young.  
  79. EMPTY CAVE.  
  80. TEMPLE OF THE RAT LORD. The first thing one notices about 
  this place, dimly lit by torches in sconces on the walls, is the 
  many hundreds of rats, both ordinary and of the giant 
  variety, seething across the floor like some great, furry, 
  squealing, squirming wave. There are scores of small holes 
  in the walls into which rats are constantly scurrying; these 
  very small tunnels eventually lead up to the labyrinthine rat 
  holes on Level 7: THE CRYPTS (see the introduction to that 
  level for more information on the nature of these tunnels). 
  A close examination will reveal that most of those entering 
  the area are carrying at least a small morsel of meat or 
  other garbage in their jaws, which they then share with the 
  group. At area A there is a stone statue of an enormous rat 
  standing up on its hind legs, with its arms crossed as if it 
  were a human, before which at any given time a dozen 
  rats can be seen making obeisance as if in some weird 
  mockery of true religion. Hidden in the base of the statue is 
  a secret compartment containing a box with five matched 
  emeralds (1,000 g.p. each). Mixed in with the giant and 
  ordinary rats will be 5 wererats in rat-man form (13, 14, 15, 
  15, 16 h.p.) who act as both guards and assistants to the 
  rat lord’s priests. There is a 25% chance that one of the 
  giant white rats from area #77 will be here as well. B is a 
  staircase that leads to area #107 on Level 7: THE CRYPTS. 
  In a combat situation, the walls will seem to literally boil forth 
  with rodents, who overwhelm intruders and act with great 
  tactical 
  precision 
  and 
  coordination 
  (aided 
  and 
  commanded by the wererats).  
  81. WITCH DOCTORS. A pair of witch-doctors in the service of 
  the Rat Lord dwell here, and are servants to the shaman in 
  area #82. Both are wererats, and each is a witch-doctor 
  of the third level (16, 17 h.p.; spells memorized: (#1) light, 
  darkness, chant, ventriloquism, push, invisibility; (#2) cure 
  light wounds, cause fear, resist fire, dancing lights, shield, 
  levitate). Each has a pouch with 30 p.p., and the second 
  is armed with a dagger of venom. If the temple is 
  assaulted, each will assume giant rat form and enter the 
  fray to help lead the defense. In extremis, they will cut and 
  run into one of the dozens of rat-holes. They are not above 
  pretending to be prisoners, or any other subterfuge 
  necessary to deal with intruders. Hidden in a secret niche 
  in the northeast wall is a large chest with the major portion 
  of the loot of the Temple: 20,844 s.p., 11,754 e.p., 9,066 
  g.p., and 1,012 p.p. The chest is locked (the shaman in 
  area #82 has the key) and trapped with a 9-HD fireball 
  which will go off if the chest is opened by any means other 
  than the magic key.   
  82. SHAMAN. The shaman of the Rat Lord dwells here, and is 
  privileged to have a private shrine in the southeast corner 
  of the cave. The shaman herself is of 7th level, and is a 
  wererat (30 h.p.; spells memorized: cure light wounds, 
  cause light wounds, darkness, augury, chant, resist fire, 
  cause disease, dispel magic, divination). She is armed with 
  a short sword +2 and has a bowl of watery death, the 
  nature of which she knows and will try to use, if in dire straits, 
  to cause injury to intruders (by pretending it is a magical 
  bowl of beneficial sort and feigning cooperation) before 
  escaping in giant rat form through one of the several rat-
  holes throughout this cave and the temple itself. She also 
  has the key to the locked chest in area #81 (it does radiate 
  magic if detected for). Beneath her bed is a small locked 
  chest with a poison dart trap (attacks as an 8d8 hit die 
  monster, if the person opening the chest is hit, they must 
  save vs. poison or take 25 h.p. of damage and be 
  unconscious for 13-24 (1d12+12) hours. The chest 
  contains 20 gems and a piece of jewelry.  
  83. NICHE. There is a secret compartment in the back wall of 
  this seemingly natural niche in the corridor. Within is a panel 
  with three levers; one handle is purple, one green, and one 
  orange. The purple and green begin in the “up” position; 
  the orange is “down”. Manipulating these levers will have 
  effects in area #85 on Level 10: THE LESSER CAVERNS.  
  84. GUARDS. While the trolls to the south generally leave the 
  rats and their Temple alone, caution is never wasted. Two 
  monstrous rats are kept here (24, 27 h.p.; see Appendix C: 
  New Monsters for details), and a wererat guard (15 h.p.) is 
  on duty in location A at any given time.  
  85. GUARD ROOM. If the rats are engaged in sorting loot in 
  area #86, this room will be filled with 20 giant rats (3 h.p. 
  each) and 2 wererats (16, 17 h.p.) as guards. If anyone is 
  
  Castle of the Mad Archmage 
   
   
   
   
  94 
   
   
  being kept in the cells (area #88), they will be guarded by 
  5 giant rats (3 h.p. each) and one wererat (16 h.p.). 
  Otherwise, this room will be empty, but a table and two 
  chairs are here, as well as numerous droppings on the floor 
  and rat-holes in the walls.  
  86. SORTING ROOM. This half-finished room has a long table 
  with raised sides in the middle, surrounding which are a 
  number of smaller tables, each with a tall stool and large 
  earthenware urn. Each urn is labeled: iron, brass, bronze, 
  copper, silver, electrum, gold, platinum, gems, jewelry, 
  other. This is where, after offerings are dropped into the pit 
  by the faithful in the Temple of Orcus above (area #110 
  on Level 7: THE CRYPTS), the rats sort out their loot. Unless a 
  sacrifice has just been made, this room will be empty.  
  87. OFFERING PIT. This is where the darkened pit from area 
  #110 on Level 7: THE CRYPTS (the Temple of Orcus) opens 
  up onto this level. At odd intervals on the walls are carvings 
  of leering demonic and skeletal faces, but conspicuously 
  missing are any offerings from above. Unbeknownst to the 
  Orcus cultists above, their offerings are, in actuality, being 
  secreted away by the rats from the temple of the Rat Lord 
  (see area #80). The constant supply of both sacrificial 
  victims and wealth has greatly enhanced the fortunes of 
  the rodents.  
  88. CELLS. Each of these small chambers has a bed and an 
  iron ring set into the far wall, to which chains can be 
  attached. They are used for holding prisoners of the 
  masters of the temple of the Rat Lord, but at the moment 
  they are empty. (The game master could, of course, 
  arrange to have an NPC incarcerated herein for the player 
  characters to rescue, or if a replacement PC is required.) 
  89. PARTIALLY-FINISHED ROOM. This room has finished stone 
  walls on the south, west, and east, but it is obvious that the 
  work is unfinished as it turns to living rock in the northern end 
  of the room. The floor is deeply covered with rat droppings, 
  but it is otherwise empty.  
  90. UNSTEADY CAVE. Small piles of stones, obviously from small 
  collapses of the walls and ceilings, are in abundance in 
  this cave. The cave is also home to a rock reptile (8’ long, 
  30 h.p., size L) which will immediately charge and attack 
  intruders (surprise 3 in 6). For each round someone is in the 
  cave, there is a 5% chance that there will be a minor cave-
  in (see introduction to this level). Area A marks a caved-in 
  section that ultimately leads to a completely collapsed 
  tunnel. Anyone attempting to excavate the rubble runs the 
  risk of causing further collapses.  
  91. CAVE MORAYS. The walls of this passage are home to a 
  colony of ten cave morays (20, 22, 23, 24, 24, 24, 25, 26, 
  27, 27 h.p.); five on either side of the tunnel. They will strike 
  once prey has moved into the middle of the passage.  
   
  
   
   
  Level Nine: The Greater Caves 
  95 
  Level Nine: The Greater Caves 
   
  While the northeastern portion of this level consists of an 
  abortive attempt at beginning mining operations, the vast 
  majority of it is given up to an enormous cave that spans this 
  level and the next two lower ones. This cave sports many 
  different landings, ramps, cliffs, and shelves, and the game 
  master is highly encouraged to carefully read this level along 
  with the next two levels, to properly see how the three levels and 
  their inhabitants interact. Side caves depending from the main 
  cave are only marked on the appropriate level maps (so those 
  side caves on level 9 are only seen on the level 9 map, those 
  twenty feet below are on the level 10 map, etc.).  
   
  In the middle of the level is a hidden temple to the goddess of 
  love and beauty. Despite the relatively benign nature of the 
  goddess, it is still possible for explorers to inadvertently provoke 
  Her wrath… 
   
  The southwest corner of the map is home to a large colony of 
  giant bees, while the northwest corner has a tribe of 
  vegepygmies. There are few intelligent creatures on this level of 
  the dungeon that can be reasoned or bargained with, but it is 
  possible for the PCs to be transported to another dimension if 
  they allow Herr Drosselmeier to do so in room #16. 
   
  This level has direct access to Levels 8, 10, and 11.  
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  1 black pudding 
  3 
  Brown mold 
  4 
  Green slime 
  5 
  1-2 corpse creepers 
  6-7 
  Pick monster from nearby room 
  8 
  Pick monster from distant room 
  9 
  Minor cave-in (if in natural cavern area, otherwise 
  re-roll) 
  10 
  Pick monster from Level 10: THE LESSER CAVERNS 
  11 
  Pick monster from Level 11: THE GREATER 
  CAVERNS 
  12 
  Dungeon Dressing (see below) 
   
  A minor cave-in represents the falling of rocks and stone from 
  either a ceiling over the player characters, or a wall they 
  happen to be traveling next to or near. Such a cave-in will not 
  cause any damage, but there is a 10% chance that it will turn 
  into a major cave-in. Such a cave-in will cause everyone within 
  a 30’ radius of the epicenter (roll randomly to determine which 
  player character in the party is beside the epicenter) to make 
  a saving throw vs. paralyzation. Those who make their saving 
  throw will be able to dodge out of the way of the falling stones. 
  Those who fail will take 3-18 h.p. of damage. There is a further 
  1% chance that a major cave-in will actually collapse a tunnel 
  (rendering it impassable) or a portion of a cave. Gnomes may 
  use their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  A bent iron spike 
  2 
  A dagger with a broken blade 
  3 
  An empty potion bottle 
  4 
  A broken magical wand (no powers) 
  5 
  Chittering in the distance (which stops when the 
  party tries to listen intently) 
  6 
  Graffiti: “Orcs hate goblins!” 
  7 
  Sound of wings flapping in the distance 
  8 
  Three empty and broken ceramic vials 
  9 
  A small crock of butter, still fresh 
  10 
  One left slipper of green felt 
  11 
  A large red “X” painted crudely on the floor 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  STAIRS UP. This staircase leads to area #4 on Level 8: THE 
  LESSER CAVES. 
  2. 
  CART TRACKS. Embedded in the floor of these hallways are 
  steel tracks, approximately 2’ apart, mounted on wooden 
  ties. At certain intersections marked on the map a sort of 
  “lazy Susan” device has been installed; this allows a mine 
  car centered on the circle to be turned (manually) so that 
  the car is then lined up with an intersecting track. In this 
  way, a mine car can make a 90 degree turn in-place. 
  Mine cars are found in some of the other rooms on this 
  level. The rails conduct sound; if one attempts to listen (by 
  placing an ear directly on the rail), there is a 20% chance 
  that some sort of pinging, banging, etc., will be heard, 
  consistent with someone either walking on, accidentally 
  hitting, etc., the rails at some point in the system.  
  3. 
  ELEVATOR SHAFT. There is a 50% chance that the elevator 
  platform will be on this level; otherwise it will be at area #1A 
  on Level 10: THE LESSER CAVERNS. If the elevator is on the 
  other level, all that will be seen is a shaft that goes down 
  20’ or so to Level 10. If the elevator is here, all that will be 
  seen is that the floor is of wood and there is a small monkey 
  dressed in a red suit with a tiny red pillbox hat with gold 
  braid. He is seated on a tall stool and holds a small tin cup. 
  The monkey controls the elevator by means of a brass 
  lever; put a coin (of any type) in the cup and he will send 
  the elevator up or down, as appropriate. On the right wall 
  outside the elevator shaft is a large red button; pressing it 
  will cause a loud bell to ring and, if the elevator platform is 
  not already here, it will rise to this level with a great 
  clattering of machinery and attendant noise (roll for 
  random encounters). Killing the monkey will net zero x.p., 
  and the player characters will then have to use the lever 
  
  Castle of the Mad Archmage 
   
   
   
   
  96 
   
   
  themselves (and will be unable to summon it from the 
  other level by ringing the bell). The first person to do so must 
  make a saving throw vs. magic; if they fail, they will be 
  permanently polymorphed into a small monkey and will be 
  geised to operate the elevator as did their predecessor.  
  4. 
  CART ROOM. Two mine carts are here, on their sides and 
  off the track. This room is also home to a pair of giant dung 
  beetles (17, 19 h.p.; see Appendix C: New Monsters for 
  details). In one of the overturned carts is a small pouch 
  containing 6 gems.  
  5. 
  DAMP CAVE. The walls and floor of this cave appear 
  somewhat damp. In reality they are covered with a large 
  patch of black mold. Location A is a steeply sloping 
  passage that leads to area #38 on Level 10: THE LESSER 
  CAVERNS.  
  6. 
  TOOL ROOM. There are several racks of mining tools here: 
  shovels, picks, etc. A table holds stacks of helmets (of 
  various sizes) and small lamps to mount on them. Area A is 
  a staircase that leads to area #5 on Level 8: THE LESSER 
  CAVES.  
  7. 
  SINKHOLE. In the middle of this room is a large hole leading 
  down to area #3 on Level 10: THE LESSER CAVERNS.  
  8. 
  BEETLES. There are a pair of giant longhorn beetles here (30, 
  31 h.p.; see Appendix C: New Monsters for details).  
  9. 
  COLLAPSED PASSAGE. This passage of living rock is 
  completely blocked by a collapse of the ceiling and walls. 
  Anyone attempting to excavate the rubble runs the risk of 
  causing further collapses (see the random encounters 
  table for this level).  
  10. NATURAL CAVE. It is apparent that when the finished tunnel 
  was first created, it broke into some sort of natural cave, 
  and then just kept on going. The walls of this cave are lined 
  with a dark orange powder; this is sulfur, and could 
  conceivably be scraped off the walls if desired.  
  11. CART CHAMBER. There are four mine carts here: two on the 
  tracks (one on the east-west track, the other on the north-
  south track) and two off to the side. The carts themselves 
  are approximately 3’ wide, 4’ long, and 3’ high. All will roll 
  easily on the tracks if pushed.  
  12. COLLAPSED TUNNEL. This mining tunnel is completely 
  blocked by a collapse of the ceiling and walls. The rail 
  tracks disappear under the rubble, obviously continuing 
  down the tunnel. Anyone attempting to excavate the 
  rubble runs the risk of causing further collapses (see the 
  random encounters table for this level).  
  13. STAIRS UP. This staircase leads up to area #6 on Level 8: THE 
  LESSER CAVES.  
  14. END OF THE LINE. The mine cart tracks end here. The 
  western portion of this room seems to be choked with 
  cobwebs, but they are in fact the webs of a group of phase 
  spiders (26, 27, 28, 28 h.p.) which have taken up residence 
  in this room; the webs extend some 15’ into the corridor to 
  the west. In the thickest part of the webbing is a large iron 
  box containing 3,062 g.p. In addition, a leather sack 
  contains a scroll with the following mage spells: globe of 
  invulnerability, legend lore, and part water. The scroll will be 
  quite destroyed if the webs are burned. 
  15. SECRET NUTCRACKER ROOM. This room contains nine 
  nutcrackers (the kind that are shaped like wooden dolls 
  with movable jaws) on pedestals, in various sizes and 
  various styles of decoration. A pair of large bronze doors is 
  in the middle of the south wall of the room; anyone 
  attempting to force it open will fail automatically and take 
  2d6 h.p. of electrical damage. Once the room is entered, 
  the nine nutcrackers will all say (in unison); “Ho and hi, hi 
  and ho, our three riddles must you solve, if through the 
  doors you’d like to go.” Then the first, decorated as a 
  soldier, speaks: “Why do white sheep eat more grass than 
  black ones?” If the correct answer is given (“Because there 
  are more white sheep than black sheep”), the second will 
  ask its riddle. The second, decorated as a bard, asks: “Why 
  does a miller wear a white cap?” If the answer is given (“to 
  cover his head”), the third will speak. Decorated as a wood 
  elf, it asks “What has more feathers than a goose?” If the 
  right answer is given (“two geese”), the nutcrackers will 
  each click their “jaws” three times and the doors to area 
  #16 will slowly open. 
  16. HERR DROSSELMEIER’S STUDY. The bronze doors open up to 
  a very cozy study; there is a fireplace with a blazing fire, 
  thick rugs on the floor, and shelves cluttered with bric-a-
  brac. Behind a large wooden desk, similarly cozily 
  cluttered, sits Herr Drosselmeier: an ancient gnome with 
  large white muttonchops, thoughtfully puffing on a 
  meerschaum pipe. He beckons the player characters 
  closer, and says, “Let me tell you a tale…” If the PCs do not 
  immediately flee, they will all fall into a deep sleep, with no 
  saving throw (elves and others who are otherwise naturally 
  resistant to sleep magic are also affected). When they 
  awake, they will find themselves in a Christmas Fantasyland 
  where they will have to fight the Mouse King and his army, 
  and eventually travel through the land of the Snow Queen 
  and the Land of Sweets, in order to return to their home 
  plane of existence.  
  17. LEDGE. This ledge affords a view of area #23 and #20, but 
  anything beyond that is too dimly lit to make out with any 
  clarity. A natural ramp of stone slopes 20’ or so down to 
  area #23. Naturally, anyone spending any time at all here 
  will attract the notice of the other inhabitants of this end of 
  the cavern (see areas #20 and #22 and those areas 
  noted above), making a stealthy approach difficult if 
  proper steps are not taken. Any noise here has a 50% 
  chance of alerting the beasts in area #18, who will come 
  out to defend their territory.  
  18. GOAT COUNTRY. A herd of 12 giant goats dwells here (13, 
  13, 15, 16, 17, 18, 20 h.p.; the rest are non-combatant 
  young).  
  19. MANTICORES. Four manticores lair here (27, 30, 31, 32 h.p.) 
  and will often go flying about in the great cavern looking 
  for prey, as they tire easily of their usual diet of mushrooms 
  and insects. They have amassed 4,375 e.p., 3,112 g.p., 
  and a sword +4, defender, all of which are kept in an 
  enormous iron chest in the lair. It is not locked. 
  20. LARGE LEDGE. This large natural ledge affords an excellent 
  view of the vast cavern below (see area #40). A large 
  natural ramp gives access to area #23, 20’ below. Far 
  above, the ceiling is studded with both stalactites and 
  piercers; it is fairly inevitable that characters walking around 
  the forest will pass underneath one and thus trigger an 
  attack. The game master should roll 2d6; one for the “tens” 
  and one for the “ones”. That is the time that can be spent 
  
   
   
  Level Nine: The Greater Caves 
  97 
  walking around (in minutes) before the first piercer attack. 
  If the party splits up, roll separately for each group. Roll 
  randomly to determine the number of hit dice the 
  attacking piercer possesses. Once the first attack is done 
  with, roll again to determine the time until the next attack. 
  Only retreating into one of the side caves will protect the 
  characters fully from such attacks from above.  
   
  At random spots, careful inspection will reveal a series of 
  eight glyphs carved into the stone floor. The meaning of 
  the eight glyphs will not be immediately apparent to an 
  observer. A read magic spell will allow understanding, but 
  will require a full round of study per glyph (a comprehend 
  languages spell, or other means to translate mundane 
  speech or writing, will not have any effect). If a glyph is 
  traced (with a finger, stick, dagger point, etc.), it will glow 
  blue for one round and then fade to normal (they do 
  radiate magic if detected for). The glyphs have the 
  following meanings (and effects, if traced as described 
  above, but the read magic spell will not give any 
  information on the effects, only on the meaning): 
   
   
  1) “Distant Ocean”. The person tracing the glyph will be 
   
  instantly  teleported to the  middle of the Sea of Storms, 
   
  6’ above the surface, and miles away from any 
   
  land. They will instantly drop into the sea.  
   
  2) “Night Sky”. The person tracing this glyph will 
   
  develop an aversion to the sun, and will be affected 
   
  by sunlight as if he were a dark elf. 
   
  3) “Volcano”. The person tracing this glyph will be 
   
  able to trigger a violent battle-lust within himself 
   
  once in the next 13-24 hours. When triggered, it 
   
  will last 6-15 rounds (1d10+5) and will grant a +2 
   
  “to hit” and damage in melee, and allow the 
   
  character to remain conscious and fighting with up 
   
  to -8 h.p. (healing of some type will still be needed 
   
  to bring the  character  back to normal, once the 
   
  effect wears off).  
   
  4) “Time”. The person tracing the glyph will be able 
   
  to “turn back the clock” up to 2 minutes, one time, in 
   
  the next 13-24 hours. This can be done to re-do 
   
  2 rounds of combat, undo bad choices, etc. Only 
   
  the character who turns back the clock will 
   
  remember “what would have happened”. 
   
  5) “Sword”. The person tracing the glyph will get a 
   
  +1 “to hit” bonus when using any type of sword 
   
  for 13-24 hours. 
   
  6) “Escape”. The person tracing the glyph may 
   
  teleport (as per the spell, as if cast by a 20th 
   
  level mage) once in the next 13-24 hours.  
   
  7) “Savage Demon”. A marilith demon will appear and 
   
  attack the person who traced the glyph.  
   
  8) “Scaredy Cat”. The person who traces the glyph 
   
  will be overcome with fear whenever they are 
   
  attacked (as per the reverse of the cleric spell remove 
   
  fear, lasting for 1d6 rounds). This is permanent until a 
   
  remove curse spell is cast upon the individual.  
   
  Those who receive timed bonuses will know the power or 
  ability they have received, and that it will expire, but not 
  when the expiration will come. Each individual glyph can 
  only be activated once by any given character.  
  21. STEEP SLOPE UP. This natural tunnel slopes up at a steep 
  angle, leading to area #34 on Level 8: THE LESSER CAVES.  
  22. SLIME CAVE. The ceiling of this cave is covered in a large 
  growth of scarlet slime (see Appendix C: New Monsters for 
  details).  
  23. PLATEAU. This naturally-occurring shelf in the enormous 
  cave is detailed on area #47 on Level 10: THE LESSER 
  CAVERNS.  
  24. LEDGE. This natural ledge gives a panoramic view of the 
  entire vast cavern: an enormous space, dimly lit by 
  something softly glowing across most of its floor, with 
  various ledges and caves spotted all along its sheer walls. 
  Various creatures can be seen moving along its floor, its 
  walls, and flying through the air, but their exact nature is 
  difficult to see in the dim illumination. For every round spent 
  on the western half of this ledge, there is a 25% chance 
  that a group of 1-10 giant bees from areas #29-39 will 
  emerge (or return from a flight in the cave) and attack 
  anyone near the entrance to the hive.  
  25. SLOPING PASSAGE. This natural tunnel slopes up at a steep 
  angle (certainly enough to be noticed by anyone, not just 
  dwarves, etc.). It leads to area #65 on Level 8: THE LESSER 
  CAVES.  
  26. WATERFALL. There is a stream of water cascading down 
  from a hole in the ceiling (originating at area #59B on Level 
  8: THE LESSER CAVES). The water creates a steady wall of 
  mist and steam that cannot be seen through. If 
  investigated, however, 40’ up from the floor of the cave 
  there is a tunnel, slick with moss and moisture. Ordinary 
  means of scaling the wall (thiefly climb walls ability, etc.) 
  will not work due to the constant flow of the water and the 
  slickness it creates on the walls behind the waterfall. 
  Magical flight, levitation, etc., will, however, function 
  normally. 
  27. MARGOYLES. A flight of 6 margoyles (26, 28, 28, 32, 33, 35 
  h.p.) lairs here, quite unaware of the secret door and what 
  lies beyond. They sometimes can be found flying about 
  the huge cave in search of prey. If intruders come here, 
  the margoyles will be secreted about the walls of the 
  tunnel, and will attack with surprise if possible (80% 
  chance). In a concealed opening under a stone on the 
  floor is their store of loot: an undifferentiated pile of 2,000 
  s.p., 3,000 e.p., and a helm of teleportation. Note that 
  anyone searching for secret doors in this area will find that 
  hidden cache first (if they find anything at all); they must 
  explicitly search after that has been found, in order to find 
  the secret door leading to area #28.  
  28. LOST TEMPLE. This well-hidden shrine is dedicated to the 
  gentle goddess of love and beauty. It is lit by continual light 
  spells, but in a warm and welcoming slightly orange hue. 
  The rough-hewn portions of the temple are of a pinkish 
  stone with striations of white running in an uneven candy-
  stripe pattern. Anyone standing in this area for more than 3 
  rounds will begin to feel a sense of great ease and 
  comfort, a sense of serenity and safety that has a side 
  effect of making one less alert to danger; such characters 
  will have a -3 penalty to surprise rolls.  
   
  
  Castle of the Mad Archmage 
   
   
   
   
  98 
   
   
  The finished portion of the room to the east is covered in 
  rose marble, with golden inlays in patterns of roses and 
  cherubs. It is possible to pry the gold from the walls, and 50 
  g.p. worth of metal can be obtained for every round spent 
  doing so, up to a total of 5,000 g.p. Removing any gold 
  thusly will, however, invoke the curse of the goddess; 
  anyone engaged in such activity (or observing it and not 
  stopping it) will find their charisma score cut in half (round 
  down) and they will never fall in love or have someone else 
  fall in love with them. Those who are already married or 
  otherwise partnered will find their spouse to be unfaithful, 
  and eventually be left alone. Only an atonement spell, 
  followed by a remove curse, cast by a cleric of the 
  goddess of at least 12th level, will remove the curse. The 
  gold (or its equivalent in money) must be returned, of 
  course.  
   
  Those who are in the finished portion of the room for more 
  than 3 rounds will be overcome by an intense feeling of 
  belonging, of comfort, of being in the presence of one’s 
  true love. If a pair of lovers are in this portion of the 
  chamber, each must make a check vs. wisdom or be 
  compelled to ask the other to marry them. Such marriages 
  are blessed by the goddess, and the couple will not only 
  enjoy a particularly close and loving relationship together, 
  but each will receive a 5% bonus to all experience points 
  gained as long as they are earned while in each other’s 
  presence.  
   
  Location A is a raised platform with an altar of pure white 
  marble, undecorated except for the single large symbol of 
  the goddess: a rose superimposed over a heart. On the 
  altar there is a bell, an incense burner with resin incense in 
  it, and a chalice, all of silver (worth 500 g.p., and subject 
  to the same curse as the gold inlays, above). If the incense 
  is lit, the altar will begin to emit a pale pink glow. If the 
  chalice is filled with wine and placed on the altar, and the 
  bell rung while the altar is glowing, the wine will be 
  transformed into a love potion, but one which will have a 
  duration of 1d4+4 days. The incense will last for 
  approximately 1 hour, after which time the altar will cease 
  to glow and any wine left in the chalice (or removed and 
  put in a potion bottle, etc.) will return to its normal state. The 
  incense burner can be refilled with any block of incense 
  (costing 5 g.p. each) other than that specifically 
  dedicated to some other deity (note that stick incense will 
  not work). Any act of violence committed while the altar is 
  glowing will result in an arc of lightning striking the 
  perpetrator for 7d8 h.p. of electrical damage.  
  29. BEE HIVE. Note that all the walls of areas #29-31, and #34-
  39, are covered with a natural resin secreted by the bees. 
  In addition, most of the large caves are further covered 
  with honeycomb along their walls. Twenty or so giant worker 
  honeybees will be in this chamber at any given time (13 
  h.p. each); the chamber itself is covered with hexagonal 
  waxen honeycombs which the workers will be busily filling 
  with honey. They will attack if intruded upon, and alert the 
  rest of the hive.  
  30. COLLAPSED TUNNEL. The natural cave tunnel is impassably 
  choked with rubble. Anyone attempting to excavate the 
  rubble runs the risk of causing further collapses (see the 
  random encounters table for this level for details). 
  31. LANDING CHAMBER. Twenty worker bees will be in this 
  chamber at any given time (13 h.p. each) coming and 
  going; the chamber itself is covered with hexagonal waxen 
  honeycombs which the workers will be busily filling with 
  honey. They will attack if intruded upon, and alert the rest 
  of the hive. 
  32. LEDGE. Anyone on this natural rock outcropping is 25% 
  likely to encounter a flight of 1-10 giant honeybees, per 
  round spent on the ledge. They may be coming or going 
  (50% chance of either), but will attack to defend against a 
  perceived threat to the hive.  
  33. SHELF. This natural shelf along the walls of the cave is 
  detailed on area #53 on Level 10: THE LESSER CAVERNS.  
  34. HONEY ROOM. Twenty or so worker bees will be in this 
  chamber at any given time (13 h.p. each); the chamber 
  itself is covered with hexagonal waxen honeycombs which 
  the workers will be busily filling with honey. They will attack if 
  intruded upon, and alert the rest of the hive. Five servings 
  of bee bread will be here as well.  
  35. HONEY ROOM. Two warrior bees (22, 23 h.p.) and twenty 
  worker bees will be in this chamber at any given time (13 
  h.p. each); the chamber itself is covered with hexagonal 
  waxen honeycombs which the workers will be busily filling 
  with honey. They will attack if intruded upon, and alert the 
  rest of the hive. Ten servings of bee bread are in this room 
  as well.  
  36. EGG CHAMBER. The walls of this cave are covered with 
  waxen chambers, many of which contain larvae in various 
  stages of development. Three warrior bees are here at any 
  given time (20, 20, 21 h.p.), as well as 20 worker bees (13 
  h.p. each). Twenty servings of bee bread may be found 
  here as well.  
  37. QUEEN’S CHAMBER. The queen bee - an enormous, swollen 
  thing - rests here, attended by 5 drones (none of which 
  have any combat ability). Two warriors will be here as well 
  (22, 22 h.p.). There are four waxen honeycombs here 
  which contain royal jelly, in addition to the regular 
  honeycomb surrounding the walls which contains honey.  
  38. HONEY ROOM. Twenty worker bees will be in this chamber 
  at any given time (13 h.p. each) as well as three warriors 
  (22, 22, 24 h.p.); the chamber itself is covered with 
  hexagonal waxen honeycombs which the workers will be 
  busily filling with honey. They will attack if intruded upon, 
  and the rest of the hive alerted. There are six servings of 
  bee bread to be found here.  
  39. HONEY ROOM. Twenty worker bees will be in this chamber 
  at any given time (13 h.p. each); the chamber itself is 
  covered with hexagonal waxen honeycombs which the 
  workers will be busily filling with honey. They will attack if 
  intruded upon, and alert the rest of the hive. This room 
  contains four servings of bee bread.  
  40. CAVERN FLOOR. The bottom of this enormous cave is 
  detailed as area #66 on Level 11: THE GREATER CAVERNS. 
  Depending on the vantage point, those gazing upon its 
  majestic view could see a lake at the base of the waterfall 
  (area #26), a small river leading away from it, and 
  everywhere a bewildering array of mushrooms and other 
  fungi of all shapes, sizes, and colors both natural and 
  
   
   
  Level Nine: The Greater Caves 
  99 
  unnatural. Ledges and shelves stud the walls at irregular 
  intervals, and dim cave mouths can be seen to disappear 
  into the walls. The whole is suffused with a dim 
  phosphorescence that allows the whole of the scene to be 
  taken in, but which is far too dim to allow any sort of detail 
  to be made out.  
  41. LEDGE. This natural ledge along the walls of the cave is 
  detailed at area #62 on Level 10: THE LESSER CAVERNS.  
  42. SHELF. This large natural shelf overlooks the large cavern. 
  There is a 50% chance that one of the hill giants from area 
  #44 is here, acting as lookout. There is a large collection 
  of boulders here of perfect size for hurling at explorers in 
  the forest below.  
  43. HILL GIANT OUTER CAVE. One of the hill giants from area 
  #44 will be here at any given time. If attacked, he will call 
  for his fellows and attempt to retreat deeper into the cave.  
  44. HILL GIANTS. Four of the large brutes dwell here (34, 37, 37, 
  40 h.p.), although one or more of them may be in areas 
  #42 and #43. They have a massive wooden chest filled 
  with 6,243 g.p. and potions of water breathing and white 
  dragon control. 
  45. WATCH BUGS. Three giant rain beetles (20, 22, 24 h.p.; see 
  Appendix C: New Monsters for details) will be found here. 
  The hill giants in areas #42-44 tolerate them as “watch 
  bugs”.  
  46. CAVE FISHER LAIR. A pair of cave fishers (15, 16 h.p.) dwell 
  here, patiently leaving their adhesive filaments dangling 
  over the ramp leading up to area #47. Anything 
  attempting to go up the ramp will be attacked and then 
  drawn up onto the ledge where the beasts can dismember 
  and devour their prey.  
  47. LARGE SHELF. This large natural shelf along the walls of the 
  cave is detailed at area #78 on Level 10: THE LESSER 
  CAVERNS.  
  48. LARGE LEDGE. Far above, the ceiling is studded with both 
  stalactites and piercers; it is fairly inevitable that characters 
  walking around the forest will pass underneath one and 
  thus trigger an attack. The game master should roll 2d6; 
  one for the “tens” and one for the “ones”. That is the time 
  that can be spent walking around (in minutes) before the 
  first piercer attack. If the party splits up, roll separately for 
  each group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first attack 
  is done with, roll again to determine the time until the next 
  attack. Only retreating into one of the side caves will 
  protect the characters fully from such attacks from above. 
  There is a 30% chance that 2d4 giant worker ants from 
  area #50 will be on the ledge at any given time, coming 
  and/or going to the fungus forest at the bottom of the 
  cavern floor.  
  49. COLLAPSED TUNNEL. The natural cave tunnel is impassably 
  choked with rubble. Anyone attempting to excavate the 
  rubble runs the risk of causing further collapses (see the 
  random encounters table for this level). 
  50. ANTS. This cave is part of the larger nest of giant ants which 
  is continued on Level 10: THE LESSER CAVERNS. Twenty 
  worker ants (8 h.p. each) and ten warriors (12, 13, 13, 14, 
  15, 15, 16, 17, 18, 18 h.p.) will be here at any given time.  
  51. QUEEN’S CHAMBER. See area #61 on Level 10: THE LESSER 
  CAVERNS for complete details. Ten of the workers and three 
  of the warriors will be on the upper ledge at any given time; 
  the remainder (as well as the queen) will be on the floor of 
  the cave (Area A).  
  52. VEGEPYGMIES (areas #52-58). There will be eight of the 
  plant-men in this cave (1d8 HD: 4, 4, 4, 5, 5, 5 h.p.; 2d8 
  HD: 11 h.p.; 3d8 HD: 14 h.p.), armed with spears.  
  53. MAIN CHAMBER. A full dozen vegepygmies are in this cave 
  (1d8 HD: 5, 5, 6, 6, 6, 7, 7, 8 h.p.; 2d8 HD: 12, 12 h.p.; 3d8 
  HD: 16 h.p.; 4d8 HD: 20 h.p.). The 1d8 HD plant-men are 
  armed with spears, the larger ones are armed with javelins 
  and stone axes. They have amassed a small trove of 4,078 
  s.p., which they keep in a large wooden chest. The chest 
  is not locked, however, and is quite old and weak. Anyone 
  attempting to move it will have an 80% chance of causing 
  it to fall apart.  
  54. THORNIE KENNEL. This is where the vegepygmies keep their 
  four dog-like thornies (24, 24, 26, 28 h.p.), which are 
  trained to protect the band and will respond to any of the 
  plant-men’s commands.  
  55. STEEP SLOPE. This passage slopes down at a steep angle 
  (obvious to anyone). However, it is more than a mere 
  ramp; anyone traveling down the tunnel will in actuality be 
  teleported to area #11 on Level 10: THE LESSER CAVERNS. 
  It will appear as if the tunnel dead-ends, but when the party 
  returns up the corridor, their surroundings will be most 
  different.   
  56. VEGEPYGMIES. There are six vegepygmies in this cave (1d8 
  HD: 4, 4, 5, 5, 6 h.p.; 2d8 HD: 8 h.p.). They are armed with 
  spears. 
  57. OBSERVATION POST. The three vegepygmies in this cave 
  (2d8 HD; 10, 10, 10 h.p.) take turns looking out over the 
  fungus forest via the opening to the southwest. They keep 
  a watch for large and obvious threats, and are 50% likely 
  to see anyone moving up the ramp to the ledge at area 
  #48, allowing them to warn the rest of the tribe, which will 
  attempt to set up an ambush for invaders. They are each 
  armed with three javelins and a hand axe.  
  58. GUARD POST. Eight vegepygmies will be on guard at this 
  point (1d8 HD: 5, 5, 6, 6 h.p.; 2d8 HD: 11, 11, 12 h.p.; 3d8 
  HD: 16 h.p.), making sure nothing approaches the tribe 
  from the rest of the caves. They are all armed with spears, 
  and the 2d8 and 3d8 HD ones are also armed with 2 
  javelins each.  
  59. LEDGE. This very large natural ledge is detailed at area #74 
  on Level 10: THE LESSER CAVERNS.  
  60. NATURAL BRIDGE. This natural stone bridge arcs gracefully, 
  almost delicately, from area #61 on this level to the ledge 
  on Level 10: THE LESSER CAVERNS (marked as area #59 on 
  the Level 9 map).  
  61. HUGE LEDGE. (Show the players Illustration #24.) Far above, 
  the ceiling is studded with both stalactites and piercers; it 
  is fairly inevitable that characters walking around the forest 
  will pass underneath one and thus trigger an attack. The 
  game master should roll 2d6; one for the “tens” and one 
  for the “ones”. That is the time that can be spent walking 
  around (in minutes) before the first piercer attack. If the 
  party splits up, roll separately for each group. Roll randomly 
  to determine the number of hit dice the attacking piercer 
  possesses. Once the first attack is done with, roll again to 
  determine the time until the next attack. Only retreating into 
  
  Castle of the Mad Archmage 
   
   
   
   
  100 
   
   
  one of the side caves will protect the characters fully from 
  such attacks from above.  
  62. CHIMERAE. A pride of four chimerae (36,40,42,44 h.p.) 
  dwells here.  
  63. CACHE. A large pile of thirty large sacks is here, along with 
  a number of unidentifiable rotting carcasses. Each of the 
  sacks contains exactly 200 g.p., for a total of 6,000.  
  64. PYROHYDRA. This cave is the home of an enormous 8-
  headed pyrohydra (8 h.p. per head). In the middle of the 
  cave, where the pyrohydra makes its bed, is a vast pile of 
  4,011 c.p., 2,509 g.p., and a long sword +3 (intelligent; 
  can also detect elevator/shifting rooms/walls in 1” radius 
  and detect gems, kind and number in a 5’ radius; align. 
  LG, has empathy with its owner).  
  65. SPEAR TRAP. Cunningly worked into the walls of the tunnel 
  at this point is a spear trap. When a trip-line is set off, three 
  spears will launch themselves at anyone in this section of 
  the tunnel. Roll randomly to see who is attacked; each 
  spear attacks as if it were a 9th level fighter. Each does 1d6 
  h.p. of damage and is tipped with poison. Anyone hit must 
  save vs. poison or take an additional 20 h.p. of damage.  
  66. ALCOVE. At the end of the natural tunnel is a single smooth 
  square of worked stone, 3’ x 3’. It is otherwise unremarkable.  
   
  
   
   
  Level Ten: The Lesser Caverns 
  101 
  Level Ten: The Lesser Caverns 
   
  This level of the dungeons is almost completely given up to 
  natural caves and tunnels. Much of the space on the level is 
  taken up by the enormous cavern that houses the fungus 
  cavern on Level 11: THE GREATER CAVERNS, but only the side-
  caves that are on level 10 are marked on this map (i.e., the 
  side-caves 20’ above this level are listed on Level 9, and the 
  ones at the floor of the cavern 20’ below this level are describe 
  on level 11).  
   
  At the heart of this level, however, is a very powerful complex of 
  magical nature: a Planeroad Nexus that allows passage to a 
  multitude of different planes and other destinations in the 
  multiverse. It is most jealously guarded by a powerful wizard and 
  his minions. A colony of giant ants controls most of the 
  southwestern corner of the level, but no other sections are 
  actively controlled by any large group. 
   
  This level has direct access to Levels 9 and 11. It is possible for 
  explorers to find themselves transported against their will to the 
  land of Oz, via the cursed scroll in area #26. 
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  2d4 huge spiders 
  3 
  6d4 mites (will set ambush) 
  4 
  2d8 giant aphids (see Appendix C: New 
  Monsters for details) 
  5-7 
  Pick monster from nearby room 
  8 
  Pick monster from distant room 
  9 
  Minor cave-in (if in natural cavern area, 
  otherwise re-roll) 
  10 
  Pick monster from Level 9: THE GREATER CAVES 
  11 
  Pick monster from Level 11: THE GREATER 
  CAVERNS 
  12 
  Dungeon Dressing (see below) 
   
  A minor cave-in represents the falling of rocks and stone from 
  either a ceiling over the player characters, or a wall they 
  happen to be traveling next to or near. Such a cave-in will not 
  cause any damage, but there is a 10% chance that it will turn 
  into a major cave-in. Such a cave-in will cause everyone within 
  a 30’ radius of the epicenter (roll randomly to determine which 
  player character in the party is beside the epicenter) to make 
  a saving throw vs. paralyzation. Those who make their saving 
  throw will be able to dodge out of the way of the falling stones. 
  Those who fail will take 3-18 h.p. of damage. There is a further 
  1% chance that a major cave-in will actually collapse a tunnel 
  (rendering it impassable) or a portion of a cave. Gnomes, etc.,  
  may use their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Dungeon Dressing 
   
  Die Roll (d12) 
  Dungeon Dressing 
  1 
  Strong gust of wind (will put out candles) 
  2 
  12” length of rusty chain 
  3 
  Chiming sound off in the distance, like a 
  clock 
  4 
  Broken pottery 
  5 
  Bent and rusty dagger 
  6 
  Iron spike with loop hammered into wall 
  7 
  Small gout of steam coming from crack in 
  the wall 
  8 
  Scorch marks in 9’ radius 
  9 
  1 c.p. 
  10 
  Small pile of stones 
  11 
  Torn large sack 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  ELEVATOR BOTTOM. This is the bottom of the elevator shaft 
  at area #3 on Level 9: THE GREATER CAVES. There is a 50% 
  chance that the elevator car will be on this level (see the 
  entry on Level 9 for details). The elevator shaft itself is at 
  location A; the rest of the room has a few score feet of the 
  same sort of rail track seen on Level 9, which then ends 
  abruptly. Note that any time the elevator descends to this 
  level, the noise will alert all the creatures in the nearby 
  caves.  
  2. 
  SCORPION. A giant scorpion (30 h.p.) dwells here.  
  3. 
  CROSSROADS. Two tunnels intersect here at near-right 
  angles to one another, with a “chimney” heading straight 
  up. Those going down the pit in area #7 on Level 9: THE 
  GREATER CAVES will find themselves here.  
  4. 
  ORANGE DUST. The walls of this cave are covered with 
  patches of orange powder. Other than being mildly 
  magnetic, there is nothing special about it, but if anyone 
  attempts to use the Planeroad Nexus in area #85 (or any 
  other gate to other worlds) while carrying any of the dust, it 
  will cause an opposite-aligned duplicate to follow 1 turn 
  later, similar to the effect of a mirror of opposition.  
  5. 
  COLLAPSED TUNNEL. The natural cave tunnel is impassably 
  choked with rubble. Anyone attempting to excavate the 
  rubble runs the risk of causing further collapses (see the 
  random encounters table for this level). 
  6. 
  EERIE CAVE. Anyone entering this long cave whose walls 
  are striped in broad bands of salmon pink and orange, will 
  experience a sense of distinct unease. As soon as the 
  center of the room is reached, the six secret doors will open 
  and from each of rooms A-F will emerge a pair of 
  gargoyles (13, 13, 15, 15, 15, 15, 17, 17, 18, 18, 20, 20 
  h.p.). In Area E there is a hidden compartment with a 
  locked chest containing 3,088 s.p. 
  7. 
  STATUE. In the center of this cave stands a large (9½’ tall) 
  stone statue of a craggy-faced human with a sunburst-
  type crown on his head. This is, in fact, a stone golem (60 
  
  Castle of the Mad Archmage 
   
   
   
   
  102 
   
   
  h.p.) which will only come to life and attack intruders if a 
  spell (of any type) is cast within the cave. Otherwise it will 
  remain as an ordinary statue.  
  8. 
  EMPTY CAVE. A number of broken bottles of various colors 
  are strewn about the floor. It is otherwise empty.  
  9. 
  BEETLES. A trio of rain beetles (20, 21, 21 h.p.; see Appendix 
  C: New Monsters for details) dwells here. There is also an elf 
  skeleton here with a belt pouch containing 7 gems. The 
  skeleton also wears a ring of protection +1. 
  10. SPARKLY. The walls of this cave are studded with a myriad 
  of tiny crystals. Any light source stronger than a torch 
  (continual light, for example) will produce a dazzling 
  display that has the effect of stunning any creature with less 
  than 6 hit dice for 3-12 rounds.  
  11. TELEPORT LANDING. Those individuals entering area #55 on 
  Level 9: THE GREATER CAVES will find themselves teleported 
  to the end of the curved corridor, a seeming dead-end. 
  When they make their way back up, it will be apparent that 
  they are not where they once were. It is a one-way effect. 
  12. COMPASS. Carved into the center of the floor of this cavern 
  is an ornate compass 7’ in diameter, showing the cardinal 
  directions (each carved as a face representing its 
  archetypical symbol: a blowing wind for the north, a shining 
  sun for the south, a grinning wave for west, and a grim-
  faced stone for east). Various points are also marked with 
  strange runes and glyphs, not always matching the obvious 
  center-points between the cardinal directions or their 
  standard multiples. The whole radiates magic, and any 
  magic item dealing with direction (such as a wand of 
  secret door and trap detection, arrow of direction, etc.) 
  placed within for an entire round will either be recharged 
  by 50% or function at 200% of normal for the next 24 hours, 
  as applicable. If a locate object spell is cast within the 
  compass, it too will function at 200% range and duration. 
  13. LADYBUGS. Four lady beetles (8, 9, 11, 14 h.p.; see 
  Appendix C: New Monsters for details) lair here.  
  14. BROAD LEDGE. This large natural ledge overlooks the 
  cavern in area #18. It is also the home of a trio of giant 
  camel spiders (32, 33, 35 h.p.).  
  15. LEDGE. This natural ledge overlooks the cavern, with a 20’ 
  drop to the floor beneath.  
  16. LEDGE. (Show the players illustration #25.) This natural 
  ledge overlooks the cavern, with a 20’ drop to the floor 
  beneath. If anyone gets within 5’ of the edge, there is a 
  20% chance that the ledge will give way, spilling any near 
  the edge on the floor of the cavern, and causing 3d6 h.p. 
  of falling damage.  
  17. LEDGE. This natural ledge overlooks the cavern, with a 20’ 
  drop to the floor beneath.  
  18. LARGE CAVERN. This large cavern is detailed as area #17 
  on Level 11: THE GREATER CAVERNS. Those looking out over 
  the floor of the cavern will note that it is flat, but strewn with 
  boulders. 
  19. HORNET. A giant hornet (25 h.p.) has taken up residence 
  here. The floor is strewn with the broken pieces of various 
  sorts of giant insects.  
  20. SHRIEKERS. Three of the noisy fungi are here (14, 14, 16 
  h.p.), as well as one violet fungus (15 h.p.). The shriekers will 
  surely alert the inhabitant of area #21 if they sound off.  
  21. NORTHERN GUARDIAN. The double doors to the south are 
  of beaten brass (on this side) and sport four very 
  conspicuous keyholes. Orbem Stark, a vampire, will be 
  found here (40 h.p.), accompanied by his two ghast slaves 
  (18, 18 h.p.). Stark has one of the keys to the large set of 
  double doors on a chain around his neck; all four are 
  required to open any of them. In addition, he has a ring 
  with three keys that, if used, disable the traps on the chests 
  in area #22. If he has been alerted to trouble (either by the 
  shriekers in area #20 or by the wizard in area #85) he will 
  attempt to use his charm ability to take out any spellcasters 
  among the intruders first. He is absolutely not above using 
  the ghasts as cover while he takes gaseous form and 
  escapes, either through the passage to the north or 
  through one of the keyholes into area #85.  
  22. SECRET CHAMBER. It is here that the vampire Orbem Stark 
  has his sanctum. Several coffins lay on the ground with a 
  scattering of soil in each; these are his resting places, 
  which are used only very infrequently. In addition, there are 
  three large locked chests (the keys are held by the vampire 
  himself). The first has a poison dart trap; anyone standing 
  directly in front of the chest when it is opened will be 
  attacked by a trio of darts (which attack as if they were 9 
  HD creatures) coated with poison. If struck, victims not only 
  take damage from the dart itself, but must make a saving 
  throw vs. poison. If the throw fails, the victim takes an 
  additional 11-16 h.p. of damage per dart. The chest itself 
  contains 4,051 g.p. The second chest is protected by a 
  poison gas trap; anyone in a 10’ radius of the chest when 
  it is opened must make a saving throw vs. poison or lose 1-
  8 points of strength for 2-12 hours. If strength is brought 
  below 3, the character is incapable of movement due to 
  his weakened state. The chest contains 1,512 p.p., a 
  periapt of health, and a scroll with the clerical spells cure 
  critical wounds and find the path. The third chest will 
  release an insect plague (as per the spell, duration 14 
  turns) unless the trap mechanism is disabled. It contains 
  7,000 e.p. and a pouch with 10 gems. 
  23. SCORPIONS. There are a number of monstrous scorpions in 
  this room; two giant (26, 27 h.p.), three huge (21, 22, 23 
  h.p.), and four large (11, 12, 12, 13 h.p.). 
  24. MARIONETTES. This narrow cave has a sandy floor. In the 
  northern end is a white round cylindrical box. Within are five 
  marionettes: a soldier, a dancer, a clown, a hobo, and a 
  minstrel (with bagpipes). They have eyelets for strings, but 
  no strings or bars to control them. All are approximately 1’ 
  high and radiate magic if detected for. When a command 
  word is spoken (it is written on the inside lid of the box, but 
  won’t be noticed unless it is specifically searched), the 
  marionettes will move on their own and act out a play, as 
  if trying to figure out where they are and then trying get out 
  of the box. If uninterrupted, the play will last for some 25 
  minutes, with a loud bell ringing every 5 minutes, 
  concluding with the soldier climbing over the edge of the 
  box by standing on the shoulders of the others, and then 
  falling to the ground outside the box, lifeless. Each puppet 
  is worth 200 g.p. with the command word, or 2,000 g.p. as 
  a set to a collector of enchanted curios.  
  25. CRICKETS. Eight giant cave crickets will be found here (7, 
  8, 9, 9, 9, 10, 10, 11 h.p.), munching on fungi clinging to 
  
   
   
  Level Ten: The Lesser Caverns 
  103 
  the walls and floor. If alarmed, their chirping will alert 
  everything within 100’ of the cave (including areas #23, 29, 
  and 31).  
  26. DUNG. There are a half-dozen large (3’ diameter) balls of 
  dung in this room. There is a 50% chance that, if any given 
  ball is broken apart, a dozen or so squirming giant dung 
  beetle larvae will come pouring out. Hidden in the fourth 
  ball is a bone scroll case. The scroll within is cursed; anyone 
  reading it will teleport himself and anyone within a 20’ 
  radius to the town center of Munchkinland, as depicted in 
  the Oz books by L. Frank Baum.  
  27. DUNG BEETLES. A pair of giant dung beetles (17, 18 h.p.; 
  see Appendix C: New Monsters for details) is here.  
  28. GUARD FOR THE GUARDIAN. A gibbering mouther (20 h.p.) 
  dwells here. It will not attack the werewolf in area #29, but 
  if it does begin to babble, the wolf-man will be alerted to 
  the presence of intruders and act accordingly.  
  29. EASTERN GUARDIAN. The double doors to the west are of 
  beaten brass (on this side) and sport four very conspicuous 
  keyholes. The doors are guarded by “Tall” Rob Arty, a 
  werewolf and thief of great power so named for his 
  extraordinary height of 6’ 9” (T10,  57 h.p., AC 1 (leather 
  cuirass +4, DEX 17, ring of protection +2), armed with a 
  short sword +2 / +3 vs. demi-humans). In addition, he has 
  potions of invisibility and frost giant strength, as well as a 
  ring of human influence and rope of climbing. He has one 
  of the keys to the door on a chain around his neck; all four 
  are required to open any of them. Arty may well have been 
  alerted to the presence of hostile intruders (see area #85 
  for details), but in any case he will weave a tale of having 
  been geised to remain here as guardian of the key until a 
  powerful daemon on some lower level of the dungeon has 
  been defeated. This is, of course, a tissue of lies, but he will 
  spin it as long as he thinks the PCs believe him. If he has 
  not been alerted, his primary goal will be escape so as to 
  warn his fellow guardians.  
  30. SECRET ROOM. On his infrequent times of rest, Rob Arty uses 
  this room for sleep. There is a small cot and a wardrobe. A 
  hidden hollow in one of the walls conceals a large iron 
  chest, which is locked. Attempting to open it without the 
  proper combination (which Arty knows) will result in 3-18 
  h.p. of electrical damage. Within are 5 pieces of jewelry 
  and an enchanted gem that, if held before the 
  imprisoning bas-relief, will free the trapped angel Selaphiel 
  in area #98 on Level 5: THE DEEPS. 
  31. FLIES. Four giant horseflies (24, 25, 27, 28 h.p.) dwell here. 
  They will certainly attack intruders, and are often found out 
  in the fungus forest in search of prey. 
  32. WEBS. Thick strands of cobwebs fill this cave, running floor 
  to ceiling and wall to wall. Anyone attempting to cut 
  through or otherwise penetrate them will be stuck if their 
  strength is under 13; treat the webs as per the spell web. 
  Six giant spiders dwell here (20, 21, 22, 24, 25, 25 h.p.), 
  and there is an unlocked metal box tucked away in the 
  western corner of the cave containing 2,154 g.p. The 
  spiders are cunning; if their webs are destroyed by fire, the 
  spiders will retreat into the tunnels and then return to 
  ambush the intruders. 
  33. EMPTY CAVE. An unremarkable cave, bereft of anything of 
  interest.  
  34. STICKY SITUATION. The floor of this cave is covered in a 
  super-strong glue-like substance. Anyone taking a few 
  steps in will notice their boots sticking slightly to the floor, 
  but by the time they’re 10 or 15’ in, they will be stuck tight. 
  A bend bars check is required to take a step, and only 
  three steps are allowed per round. Any noise here (such as 
  exertions, talking, etc.) will draw the stirges from area #35. 
  The glue can be dissolved with alcohol; a full wine skin can 
  clear a 10’ diameter circle in a single round.  
  35. STIRGES. A swarm of 22 stirges dwells here, clinging to the 
  walls and ceiling when not seeking prey (3, 3, 3, 4, 4, 4, 4, 
  4, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 7, 7, 8 h.p.). They will most 
  certainly attack any who get stuck in area #34. 
  36. BUZZING. There is a loud and distinct buzzing noise here, as 
  if ten thousand bees were in the room; no source of the 
  sound can be discovered. It is empty, however.  
  37. ENORMOUS BEETLES. Four longhorn beetles dwell here 
  (16,19,20,22 h.p.; see Appendix C: New Monsters for 
  details).  
  38. SLOPE UP. This natural passageway slopes up to area #5A 
  on Level 9: THE GREATER CAVES.  
  39. CARVING. In the northwest corner of this cave there is a 
  carving of a leering devil-face on the cave wall. It radiates 
  magic if detected for. If spoken to, it will smile, wink, and 
  otherwise react, but never speak. These reactions are 
  ultimately random, however; it has no real understanding 
  and will not give any sort of coherent answers to questions.  
  40. LARVAE. There is a mass of rotting wood from logs, bits of 
  furniture, etc. in this cave. Within are five giant beetle 
  larvae.  
  41. COLLAPSED TUNNEL. The natural cave tunnel is impassably 
  choked with rubble. Anyone attempting to excavate the 
  rubble runs the risk of causing further collapses (see the 
  random encounters table for this level). 
  42. EMPTY CAVE. Just a dry, bare, sandy hole with nothing in it 
  on which to sit or to eat.  
  43. GAS. This room is filled with an orangey mist that has a 
  slightly sweet scent. Those breathing a lungful (i.e., failing a 
  saving throw vs. poison) will find themselves reduced in size 
  to 1/6 of normal. The effect lasts for 40-90 minutes 
  (1d6+3x10) and will impact relative strength, speed, 
  damage, etc. 
  44. TICK. A giant tick (18 h.p.) will drop on intruders from above 
  at this point. 
  45. OUT OF THE WAY CAVE. A pair of very odd-looking and taller-
  than-normal giant flies has taken up residence here; they 
  seem to have human faces with the bodies and eyes of 
  flies, as well as human-like forelimbs. These are, in fact, 
  dipteran demons (30, 33 h.p.). They have managed to 
  accumulate 8,875 c.p., 3,056 e.p., and a handy rod (see 
  Appendix B: New Magic Items for details), which they keep 
  in an enormous iron chest.  
  46. BEETLES. A pair of blister beetles (13, 14 h.p.; see Appendix 
  C: New Monsters for details) dwells here.  
  47. HUGE LEDGE. (Show the players illustration #26.)  The 
  western edge of this ledge affords an excellent view of the 
  fungal forest (see area #66 on Level 11: THE GREATER 
  CAVERNS for more information). Far above, the ceiling is 
  studded with both stalactites and piercers; it is fairly 
  inevitable that characters walking around the forest will 
  
  Castle of the Mad Archmage 
   
   
   
   
  104 
   
   
  pass underneath one and thus trigger an attack. The game 
  master should roll 2d6; one for the “tens” and one for the 
  “ones”. That is the time that can be spent walking around 
  (in minutes) before the first piercer attack. If the party splits 
  up, roll separately for each group. Roll randomly to 
  determine the number of hit dice the attacking piercer 
  possesses. Once the first attack is done with, roll again to 
  determine the time until the next attack. Only retreating into 
  one of the side caves will protect the characters fully from 
  such attacks from above.  
  48. RAMP UP. This natural stone ramp leads from the huge 
  ledge up to area #17 on Level 9: THE GREATER CAVES. 
  49. NATURAL RAMP. This natural stone ramp leads from the 
  huge ledge up to area #20 on Level 9: THE GREATER 
  CAVES.  
  50. SECRET CAVE. This small cave 20’ above the cavern floor 
  below has been carefully hidden by a secret door behind 
  the waterfall (because of the conditions, no automatic 
  checks for secret doors are made here; characters must 
  be actively searching in order to find this cave, and even 
  then they require a normal check for secret doors). Within 
  is a smallish statue of a pegasus, about 3’ high and made 
  of alabaster with the hooves, mane, and tail chased in 
  gold. The whole would be worth 5,000 g.p. to a collector 
  of fine art, but is very fragile (casually tossing it into a 
  backpack or large sack, for instance, is almost certain to 
  ruin it). Once per week, if the command word (“Hup! Fly!”) 
  is spoken, the statue will turn into a real pegasus (24 h.p.) 
  and will serve the speaker of the command word for up to 
  24 hours, at which time it will turn back into a statue, 
  regardless of whether or not it is in flight with a rider. If the 
  statue is broken, its magical properties are forever lost. 
  51. CAVERN FLOOR. The bottom of this enormous cave is 
  detailed as area #66 on Level 11: THE GREATER CAVERNS. 
  Depending on the vantage point, those gazing upon its 
  majestic view could see a lake at the base of the waterfall 
  (area #50), a small river leading away from it, and a 
  bewildering array of mushrooms and other fungi of all 
  shapes, sizes, and colors both natural and unnatural. 
  Ledges and shelves stud the walls at irregular intervals, and 
  dim cave mouths can be seen to disappear into the walls. 
  The whole is suffused with a dim phosphorescence that 
  allows the whole of the scene to be taken in, but which is 
  far too dim to allow any sort of detail to be made out.  
  52. SLOPE. This naturally sloping cliff connects area #24 on 
  Level 9: THE GREATER CAVES with area #66 A on Level 11: 
  THE GREATER CAVERNS. It does not otherwise have any 
  function on this level.  
  53. LEDGE. This natural ledge affords a good view of the fungal 
  forest (see area #66 on Level 11: THE GREATER CAVERNS 
  for more information). Far above, the ceiling is studded 
  with both stalactites and piercers; it is fairly inevitable that 
  characters walking around the forest will pass underneath 
  one and thus trigger an attack. The game master should 
  roll 2d6; one for the “tens” and one for the “ones”. That is 
  the time that can be spent walking around (in minutes) 
  before the first piercer attack. If the party splits up, roll 
  separately for each group. Roll randomly to determine the 
  number of hit dice the attacking piercer possesses. Once 
  the first attack is done with, roll again to determine the time 
  until the next attack. Only retreating into one of the side 
  caves will protect the characters fully from such attacks 
  from above. There is a 50% chance in any given round 
  that 1d6 giant ants will be here, passing in or out of their 
  nest. 
  54. SECRET CAVE. There is an enormous pile of 1,078,099 c.p. 
  here. In addition, a careful combing of the whole (taking 
  no less than ten hours time in-game, during which time the 
  game master should roll for random encounters unless the 
  secret entrance has been explicitly closed) will reveal three 
  pieces of jewelry and a single diamond ring (worth some 
  5,000 g.p.) with the word “Jenest” inscribed in the inside. If 
  the command word is spoken, the noble djinni by that 
  same name will come forth, having been trapped within 
  the ring for many centuries. He will grant the traditional 
  three wishes, but after so long a time is not inclined to be 
  generous with the interpretation of the wording of such. 
  Exceptional treatment by his masters/liberators could 
  change that attitude, of course.  
  55. ANTS (areas #55-61). This cave is frenetic with activity; ants 
  are constantly coming and going through all of the 
  passages. At any given time there will be 35 giant worker 
  ants (8 h.p. each) and 5 soldier ants (12,12,13,14,15 h.p.) 
  here. More soldiers will come in response to intruders.  
  56. SIDE CAVE. Three worker ants will be here (8 h.p. each). 
  There is a scroll case in a crevasse with a scroll with the 
  mage spells fumble and wall of fire.  
  57. APHID ROOM. There are 20 giant aphids in this room (2, 2, 
  2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 6 h.p.; see 
  Appendix C: New Monsters for details). Six worker ants (8 
  h.p. each) are here, milking them for the honeydew they 
  produce.  
  58. DEAD END. This tunnel spur ends abruptly.  
  59. LARVA ROOM. At least a hundred foot-long white grubs are 
  in this room, contentedly munching on various bits of 
  fungus and other food. A dozen worker ants are here 
  tending them (8 h.p. each) as well as six warrior ants 
  guarding them (13, 13, 14, 14, 15, 16 h.p.).  
  60. FOOD STORAGE ROOM. At any given time, at least a dozen 
  worker ants will be coming in and out of this room (8 h.p. 
  each), which is filled with mushrooms and other fungi from 
  the fungus forest (see area #66 on Level 11: THE GREATER 
  CAVERNS).  
  61. QUEEN’S CHAMBER. This large cave is home to the queen 
  of the nest of giant ants (50 h.p.); she sits in the southeast 
  corner, swollen and immobile. There will be forty workers in 
  this room at any given time (8 h.p. each) as well as twelve 
  warriors (12, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17 h.p.). 
  All about is frenetic activity as ants come and go and 
  move about. The ledge (A) is no different from the rest of 
  the cave, and at least a quarter of the ants in the room will 
  be there when the PCs enter. Near the queen is a small pile 
  of six gems, as well as a large, fist-sized chunk of crystal 
  that glows yellow and is warm to the touch. This is the  
  crystal skeleton’s heart (see area #81I on Level 7: THE 
  CRYPTS for more details).  
  62. CLIFF LEDGE. This long and fairly broad natural ledge 
  affords one of the best views of the entire cavern (see area 
  #66 on Level 11: THE GREATER CAVERNS for more 
  information). Far above, the ceiling is studded with both 
  
   
   
  Level Ten: The Lesser Caverns 
  105 
  stalactites and piercers; it is fairly inevitable that characters 
  walking around the forest will pass underneath one and 
  thus trigger an attack. The game master should roll 2d6; 
  one for the “tens” and one for the “ones”. That is the time 
  that can be spent walking around (in minutes) before the 
  first piercer attack. If the party splits up, roll separately for 
  each group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first attack 
  is done with, roll again to determine the time until the next 
  attack. Only retreating into one of the side caves will 
  protect the characters fully from such attacks from above. 
  The slope goes down to area #66J on Level 11: THE 
  GREATER CAVERNS.  
  63. EMPTY CAVE.  
  64. DEAD END. This tunnel doesn’t end up leading anywhere.  
  65. HIDDEN KEY. A small hidden space in this section of the 
  cave (a successful check for secret doors will reveal it, but 
  it cannot be found by a passive search such as elves can 
  do) contains the key to the locked chest in area #70.  
  66. TRAPPED CAVE. The walls of this cave conceal a myriad of 
  poison darts which will fire at anyone attempting to cross 
  the cave, activated by scores of tiny pressure plates in the 
  floor. Each dart will attack as a 10th level thief, and will 
  cause 1d4 h.p. of damage. In addition, anyone struck 
  must make a saving throw vs. poison or take an additional 
  2d12 h.p. of poison damage. Anyone attempting to cross 
  will be attacked by two darts for every segment it takes to 
  cross the room, regardless of the route taken.  
  67. WARM CAVE. Four rocks on the floor of this cave glow 
  cherry-red with heat. Anyone touching them must take 1d6 
  h.p. for every segment of contact.  
  68. FEEDING TIME. A xorn is here (35 h.p.), munching on some 
  succulent crystalline forms on the walls. If encountered, it 
  will demand the precious metals (gold, silver, etc.) carried 
  by the party, which it can smell as a sommelier does a fine 
  wine.  
  69. OGRE MAGI. A pair of blue-skinned ogre magi (22, 24 h.p.) 
  has fashioned a temporary dwelling here.  
  70. CACHE. The ogre magi in area #69 have hidden their ill-
  gotten wealth here; a secret compartment in the floor 
  contains a locked iron chest. Anyone attempting to open 
  the chest without the key (see area #65) will trigger an 
  electrical jolt causing 3-18 h.p. of damage. Inside the 
  chest are 8,147 p.p., a cloak of elvenkind, and potions of 
  invisibility and hill giant control. 
  71. DRAGONFLIES. A swarm of six giant dragonflies (28, 29, 30, 
  30, 32, 34 h.p.) dwells here. They will often be found flying 
  around the fungus forest on Level 11. 
  72. PILLARED CAVE. Four natural pillars flow from the ceiling to 
  the floor of this cave. It is otherwise unremarkable.  
  73. STALAGMITE CAVE. There are a half-dozen large (9’ high or 
  so) stalagmites on the floor of this cave. Three of them are 
  actually ropers (11 HD; 44, 49, 52 h.p.). Each has 3-18 p.p. 
  in its gizzard, and has a 35% chance of having 5-20 gems 
  as well.  
  74. LARGE LEDGE. This natural ledge is very broad and wide, 
  affording an excellent view of the great cavern and the 
  fungal forest therein (see area #66 on Level 11: THE 
  GREATER CAVERNS for more information). For each round 
  that the PCs tarry here, there is a 20% chance that 1-2 
  giant dragonflies from area #71 will fly out of the western 
  tunnel. Far above, the ceiling is studded with both 
  stalactites and piercers; it is fairly inevitable that characters 
  walking around the forest will pass underneath one and 
  thus trigger an attack. The game master should roll 2d6; 
  one for the “tens” and one for the “ones”. That is the time 
  that can be spent walking around (in minutes) before the 
  first piercer attack. If the party splits up, roll separately for 
  each group. Roll randomly to determine the number of hit 
  dice the attacking piercer possesses. Once the first attack 
  is done with, roll again to determine the time until the next 
  attack. Only retreating into one of the side caves will 
  protect the characters fully from such attacks from above.  
  75. NATURAL BRIDGE. This soaring stone bridge connects area 
  #74 on this level with area #61 on Level 9: THE GREATER 
  CAVES.  
  76. HERMIT. This small cave is the home of Ygg Narvi, a human 
  mystic who has come here seeking solitude and 
  enlightenment (M9, 30 h.p., LG align, spells memorized: 
  bless (x2), detect evil, light, portent, cure light wounds (x2), 
  levitate, protection from normal missiles, sunrise, meld into 
  stone, protection from evil 10’ radius, spirit gift II, divination). 
  He has no treasure or weapons, but will be friendly enough 
  with explorers. He has knowledge of the ropers in area #73, 
  and knows that many of the mushrooms and other fungi in 
  the forest below are dangerous, but will only answer 
  cryptically if asked about such things (“dangers abound in 
  the world; can any place truly be said to be safe?”). He 
  knows the hermit Francis Kermode in area #38 on Level 8: 
  THE LESSER CAVES. They will sometimes get together for 
  meals and to share gossip, recipes, techniques for 
  insulating a cave with wattles, etc. 
  77. RAMP. This natural ramp connects area #61 on Level 9: THE 
  GREATER CAVES with area #66 H on Level 11: THE GREATER 
  CAVERNS. It does not otherwise have any function on this 
  level.  
  78. LEDGE. This natural ledge allows a limited view of the fungal 
  forest below (see area #66 on Level 11: THE GREATER 
  CAVERNS for more information). Note that the cave fishers 
  on area #46 on Level 9: THE GREATER CAVES will be 
  dangling their filaments here in search of prey. Far above, 
  the ceiling is studded with both stalactites and piercers; it 
  is fairly inevitable that characters walking around the forest 
  will pass underneath one and thus trigger an attack. The 
  game master should roll 2d6; one for the “tens” and one 
  for the “ones”. That is the time that can be spent walking 
  around (in minutes) before the first piercer attack. If the 
  party splits up, roll separately for each group. Roll randomly 
  to determine the number of hit dice the attacking piercer 
  possesses. Once the first attack is done with, roll again to 
  determine the time until the next attack. Only retreating into 
  one of the side caves will protect the characters fully from 
  such attacks from above. The natural ramp to the south 
  leads to area #66 G on Level 11: THE GREATER CAVERNS. 
  The one leading up along the east wall leads to areas #45 
  and 46 on Level 9: THE GREATER CAVES.  
  79. FLIES. Six giant horseflies lair here (24, 26, 28, 28, 29, 30 
  h.p.). They will often fly out into the fungus forest in search 
  of prey. In the alcove marked A is a large wooden chest, 
  long forgotten, containing 4,216 c.p. and 2,778 e.p.  
  
  Castle of the Mad Archmage 
   
   
   
   
  106 
   
   
  80. WESTERN GUARDIAN. The double doors to the east are of 
  beaten brass (on this side) and sport four very conspicuous 
  keyholes. A flesh golem of double strength (80 h.p.) guards 
  this room against any and all intruders. In the pocket of its 
  grimy trousers is one of the four keys needed to open the 
  double door.  
  81. SLOPE. This natural slope connects area #48 on Level 9: 
  THE GREATER CAVES with area #66 I on Level 11: THE 
  GREATER CAVERNS. It does not otherwise have any function 
  on this level.  
  82. PSEUDOSCORPIONS. A pair of giant pseudoscorpions dwell 
  here (23, 24 h.p.). The fish man in area #83 has trained 
  these creatures to allow him to pass. No one else has such 
  immunity, but the sounds of combat will alert him to the 
  presence of intruders.  
  83. SOUTHERN GUARDIAN. The double doors to the north are of 
  beaten brass (on this side) and sport four very conspicuous 
  keyholes. In this semi-finished room is Oollgabnack, a 
  renegade fish man cleric-assassin (C/A 7/7; 56 h.p.; AC 4; 
  align CE; spells memorized: cause fear, darkness, 
  sanctuary, hold person, resist fire, silence 15’ radius, dispel 
  magic, feign death, cure serious wounds), armed with a 
  spear +2, a dagger +1, +2 vs. creatures smaller than 
  man-sized, and a weighted throwing net.  He guards the 
  doors, and has one of the four keys needed to open them 
  on a chain around his neck. If alerted to intruders, he will 
  attempt to hide in shadows (31% chance) and assassinate 
  the first person entering the finished portion of the room, 
  from behind. Note that even if he fails his hide in shadows 
  attempt, he will surprise unwary intruders 4 in 6 times, thus 
  gaining an assassination roll. If pressed, he will cast his feign 
  death spell, making it appear as if he were slain, and then 
  rise and either flee or attempt another backstab/ 
  assassination, as seems most likely to be effective.  
  84. SECRET CAVE. Oollgabnack uses this room as a bolt-hole 
  and resting spot. In the southeast corner is a large stone 
  pool filled with warm brackish water. Hidden in a secret 
  compartment in the pool itself is his stash of wealth: 44 
  matched pearls worth 4,400 g.p. total.  
  85. PLANEROAD NEXUS. Note that the doors to enter this room 
  require special keys to unlock from the outside; see areas 
  #21, 29, 80, and 83 for details. (Show the players Illustration 
  #27.) The interior surfaces and doors of this room are clad 
  in shimmering silver metal, unidentifiable and quite 
  impossible to breach, either by conventional means or by 
  magic (they are proof against such things as blink or 
  teleport, and their protective qualities even extend into the 
  ethereal and astral planes as well). The wizard within will be 
  on his guard if any melee or other combat has occurred 
  in any of those rooms in the last 12 hours, using the powers 
  of the pool to track intruders and warn the various 
  guardians he has stationed outside the doors.  
   
  This is the lair of Jesh Orcott, an evil wizard who has been 
  studying this room and its functions for many years, and 
  who is not inclined to share its secrets with intruders (MU 12; 
  33 h.p.; AC 2 (bracers of defense AC 4 + staff); align CE; 
  spells memorized: charm person, enlarge, magic missile, 
  sleep, ESP, mirror image, ray of enfeeblement, web, dispel 
  magic, 
  fireball, 
  protection 
  from 
  normal 
  missiles, 
  suggestion, fear, monster summoning II, polymorph other, 
  wall of ice, distance distortion, feeblemind, teleport (only 
  usable if one of the doors is open or if he has fled the room 
  itself), wall of force, anti-magic shell); armed with a dagger 
  +3 and a staff of power (25 charges). He has rings of spell 
  turning and warmth, wears a robe of blending, and has a 
  clear spindle ioun stone buzzing about his head, allowing 
  him to survive without food or drink. He has set up a desk 
  and a small cot; on the desk are an iron triangle, a copper 
  key, and wands of steel, gold, silver, and mithril (all of which 
  radiate magic). His spell book (containing all the spells 
  above plus read magic, dig, and control weather) is 
  hidden in a false bottom of an iron box under the cot, 
  which otherwise holds 100 gems of various sorts and sizes. 
  If sorely pressed, Orcott will attempt to grab one of the 
  wands and flee into one of the teleport archways (see 
  below).  
   
  In the middle of the room is a pool 8’ in diameter and 
  extending some 3’ high. It contains a sort of coppery 
  quicksilver that slowly swirls around. If the copper key is 
  touched to the iron triangle, and the pool concentrated 
  upon by a mage of not less than 8th level, he will be able 
  to see any location desired in the surface of the pool, as if 
  he were looking into a crystal ball, but with the further 
  advantage of being able to see not only within the material 
  plane, but any of the locales that can be reached by the 
  arches all with a 100% chance of success. The levers in 
  area #83 on Level 8: THE LESSER CAVES impact this pool. If 
  the purple lever is “down”, the pool also bestows 
  clairaudience. If the green lever is “down”, the pool grants 
  ESP. If the orange lever is “down”, the pool grants telepathy. 
  The levers begin up-up-down, but player action on Level 8 
  might change that. All additional functions are as per a 
  crystal ball. The pool cannot be moved.  
   
  In each of the four corner alcoves is a broad stone arch, 
  in which can be seen a roiling mist. Arch A has a green tint 
  to the mist, B has a reddish hue, the mist in arch C has a 
  blue coloring, and arch D contains mist of dark gray. If one 
  of the wands is touched to one of the stone arches, the 
  mist will suddenly speed up its motion and a subtle pull will 
  be felt throughout the room. After 1 round, a strength 
  check will be required each round to avoid being pulled 
  into the arch. The effect only ends after some living being 
  goes through the arch, or if five minutes elapse. The 
  destination depends on the combination of wand and 
  arch used: 
   
   
  A (green) 
  B (red) 
  C (blue) 
  D (gray) 
  Steel 
  Elemental 
  earth 
  Elemental 
  fire 
  Elemental 
  water 
  Elemental air 
  Gold 
  Random 
  locale within 
  100 miles 
  Planeroad: 
  Union Nexus 
  Planeroad: 
  Terminal 
  Nexus 
  Planeroad: 
  Terminal 
  Nexus 
  Silver 
  Planeroad: 
  Terminal 
  Nexus 
  Planeroad: 
  Terminal 
  Nexus 
  Abyss 
  (random 
  layer) 
  Planeroad: 
  Siding 
  Mithril 
  Planeroad: 
  Union Nexus 
  Plane of 
  Shadow 
  Planeroad: 
  Siding 
  Planeroad: 
  Union Nexus 
  
   
   
  Level Ten: The Lesser Caverns 
  107 
  Many of the locations will be known to the game master, 
  and need not be explained.  
   
  The nine Planeroads are part of a vast mulitplanar 
  transportation system. In some worlds, this system is well-
  known and utilized by many; in others, it is a closely 
  guarded secret known only to a few.  
   
  A Union Nexus is a large connection of several Planeroads, 
  forming a central hub whence a traveler can go from one 
  to one or more other worlds. A Terminal Nexus only 
  connects to a single world, allowing entrance and egress, 
  but one must leave back to the world whence one came. 
  A siding is not a world at all, but rather a pocket dimension, 
  usually no larger than a league across, which serves as a 
  way station and bastion of hospitality and safety for 
  travelers along the Planeroads. Sidings will have two 
  possible destinations, and all visitors will have come from 
  one or the other.  
   
  Because it connects more than one Planeroad itself, the 
  nexus in this room is considered a “Union Nexus”, even 
  though it is not nearly as grand as many of the others, some 
  of which can take up entire buildings with various facilities 
  for travelers. Because the gateways here are not left “on” 
  (Jesh Orcott has not yet figured out how to do so), it does 
  not see any inbound traffic. It should be noted that when 
  this union nexus became non-operational (from the point 
  of view of the Planeroads’ mysterious managers), a new 
  Union Nexus was created in an out-of-the-way alley in 
  Greyheim itself.  
   
  Attempting to use more than one wand on an arch, or 
  activating more than one arch at a time, will have 
  completely unforeseen consequences. The game master 
  is encouraged to be creative and cruel with the 
  destinations thus reached.  
   
  The precise destinations are not described herein. The 
  game master is encouraged to come up with suitable 
  destinations on his own, making each one a weird and 
  wonderful delight for his players. 
   
   
  
  Castle of the Mad Archmage 
   
   
   
   
  108 
   
   
  Level Eleven: The Greater Caverns 
   
  This level is almost completely given up to natural caverns, 
  caves, and tunnels.  
   
   
   
  Much of the central sections of the caves here are ruled by 
  large numbers of carnivorous albino apes. They should not 
  merely be encountered in their lairs, ripe for the picking to be 
  plucked cave by cave. Sounds of combat in one location will 
  undoubtedly rouse the interest and ire of those nearby, and it is 
  very easy to initiate a cascade where the entire colony is 
  descending on incautious intruders. Though their intelligence is 
  low by human standards, they have an enormous cunning and 
  will most certainly work together as a group to repel strong 
  invaders. 
  The 
  encounter 
  key 
  may 
  seem 
  somewhat 
  monotonous with its “apes, more apes, yet more apes” 
  approach in these regions, but the game master should use 
  those descriptions more as a source of statistics for the units of 
  apes that will be encountered “in the field” as they swarm over 
  their foes, rather than as static encounters calmly awaiting their 
  slaughter at the hands of the player characters.  
   
  The trolls in the southwest portion of the caves should be treated 
  much the same as their cousins on Level 8: THE LESSER CAVES. 
  They are not mindless engines of destruction, but cunning 
  warriors who have survived for years in one of the most deadly 
  environments known. They are not above parleying, especially 
  if they think that player characters can be used as pawns in their 
  ongoing rivalry with the apes. Their hides are all green-gray. 
   
  The apes and the trolls regularly war upon one another, and it 
  is not at all unusual for large battles to take place in and around 
  area #38 and the adjoining caves and tunnels. 
   
  A large group of ranians (from the plane of Limbo) have 
  established a base on this level, in the northwest corner. Despite 
  their chaotic and individualistic nature, they are determined to 
  bring more of this level under their control and will steadily move 
  to make alliances (and break them whenever convenient) to 
  do so.  
   
  The jinx-midges in area #10 are a bane to the whole northeast 
  portion of the level, and are constantly setting traps and 
  ambushes for the unwary. 
   
  The most conspicuous feature of this level is the great fungus 
  forest in the huge cavern. Ruled by the gentle yet stern 
  mushroom men, the fungus forest is home to a vast array of 
  species, some ambulatory, some sentient, and many 
  dangerous. Both the trolls and apes depend on its bounty for 
  food, and the “myconic druid” Jored Mercaw has taken up 
  residence in a nearby cave to study and protect its secrets. He 
  is a friend and ally of the mushroom men, and will actively work 
  against intruders who are bent on destruction of the forest, 
  which serves him as a holy grove serves a regular druid.  
   
  Finally, this level is home to the wizard-priest known as the 
  Demonurgist and two of his mighty demon servitors. The wizard 
  does not interact with the other denizens of the level, and only 
  emerges from his lair to investigate some bit of arcane lore. He 
  will never be found as a random encounter.  
   
  This level has direct access to Levels 8, 9, 10, and 12.  There are 
  also interdimensional portals to: a jungle island ruled by a giant 
  ape-god; Sugarland, where the Candy Man and the 
  Gingerbread Witch vie for power; the winter quarters of 
  Bitterbark’s Circus; a land of centaurs, nymphs, and other 
  creatures out of Greek mythology; and Lewis Carroll’s 
  Wonderland. In addition, there is a “landing point” from Edgar 
  Rice Burroughs’ Barsoom on this level as well – that is where the 
  albino apes came from originally. 
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place.  
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2 
  1-3 brain smuts (if in fungus forest) otherwise 3-
  12 jinx-midges. 
  3 
  1 ascomoid (if in fungus forest) otherwise 1 
  gelatinous cube 
  4 
  1-6 mushroom men (if in fungus forest; see area 
  #66 for details) otherwise 1-6 giant centipedes 
  5 
  1-2 basidironds (if in fungus forest) otherwise  
  1-100 bats 
  
   
   
  Level Eleven: The Greater Caverns 
  109 
  Die Roll 
  (d12) 
  Encounter 
  6 
  1-3 phycomids (if in fungus forest) otherwise  
  1-12 huge spiders 
  7 
  Pick monster from nearby room (if in fungus 
  forest, this includes flying creatures from levels 9 
  and 10) 
  8 
  Pick monster from distant room 
  9 
  Minor cave-in (if in natural cave area; in fungus 
  forest, 2-7 mushroom men) 
  10 
  Pick monster from Level 9: THE GREATER CAVES 
  11 
  Pick monster from Level 10: THE LESSER CAVERNS 
  12 
  Dungeon Dressing (see below) 
   
  A minor cave-in represents the falling of rocks and stone from 
  either a ceiling over the player characters, or a wall they 
  happen to be traveling next to or near. Such a cave-in will not 
  cause any damage, but there is a 10% chance that it will turn 
  into a major cave-in. Such a cave-in will cause everyone within 
  a 30’ radius of the epicenter (roll randomly to determine which 
  player character in the party is beside the epicenter) to make 
  a saving throw vs. paralyzation. Those who make their saving 
  throw will be able to dodge out of the way of the falling stones. 
  Those who fail will take 3-18 h.p. of damage. There is a further 
  1% chance that a major cave-in will actually collapse a tunnel 
  (rendering it impassable) or a portion of a cave. Gnomes may 
  use their racial abilities to avoid such encounters, if they 
  specifically state that they are doing so.  
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Dungeon Dressing 
  1 
  Cluster of ordinary mushrooms 
  2 
  Rope noose lying on the ground 
  3 
  Bent spear head 
  4 
  Sounds of wings flapping 
  5 
  Empty potion bottle, unbroken 
  6 
  Paper wrapping for iron rations 
  7 
  Sudden feeling of great humidity in the air 
  8 
  Hammer with broken handle 
  9 
  Floor has many cracks, like it’s been bashed with 
  a heavy object 
  10 
  One PC (choose randomly) hears a woman 
  whisper “be careful!” right next to their ear 
  11 
  Burned out torch stub 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  THERE SEEMS TO BE A HOLE. This large cave has an 
  enormous hole (at area A) in the floor leading 60’ down to 
  area #1 on Level 12: THE CATACOMBS. A behir (56 h.p.) 
  dwells here as a guardian of this entrance. Within its gullet 
  are 2 pieces of jewelry and 24 gems.  
  2. 
  EMPTY CAVE. A sandy floor and little else. 
  3. 
  GORICS (areas #3-5). An outpost of gorics has established 
  itself here for a time. Ten of the slight stone-sprites can be 
  found here (HD 4; 16, 18, 20, 20, 21, 21, 22, 22, 23, 23 
  h.p.; see Appendix C: New Monsters for details), each with 
  2 gems.  
  4. 
  GORIC LEADER. The chief of this group of gorics sleeps here 
  (6 HD, 34 h.p., see Appendix C: New Monsters for details). 
  He has 7 gems.  
  5. 
  HOARD. The gorics keep their main cache of gems here, 
  within a stout stone box. Anyone opening the box without 
  first disarming the trap mechanism will set off an acid spray 
  that will hit anyone within 8’ of the box in all directions; those 
  hit must save vs. breath weapon or take 3-18 h.p. of 
  damage. Within are 40 gems.  
  6. 
  MONKEYING AROUND. A magic mouth at the entrance to 
  this tunnel will say, “You may wish you’d fled, when your 
  camp they surround; you’d be better off dead, than 
  monkeying around!” If the PCs venture down the corridor, 
  they will note that the walls of the last 30’ or so are graven 
  with inscrutable blue-glowing runes. If the last 10’ is 
  reached, everyone in the tunnel will be transported to a 
  demi-plane featuring a jungle island with savage natives, 
  dinosaurs and giant insects, and an enormous ape which 
  is worshipped by the natives as a god. 
  7. 
  GLOWING STONE. At the southeastern tip of this cave there 
  is a waist-high plinth with a large green crystal mounted 
  securely atop it (careful investigation will note that the 
  crystal seems to come from within the stone itself, making 
  it quite unmovable without destroying the plinth entirely, 
  which could very well damage the crystal as well). The 
  crystal glows a bright green. If touched, the crystal will 
  randomly swap two magic items from two individuals in the 
  room. If there is only one person in the room, two magic 
  items will switch places (a ring will end up in a backpack, 
  a wand in a dagger sheath, etc.). The effect will only 
  happen once to the same person in any 24 hour period.  
  8. 
  A LARGE CHEST. There is a large wooden chest with iron 
  bands in the middle of this cave. It is, in fact, a mimic of 
  the intelligent sort (8 HD; 41 h.p.) who will attack if touched, 
  but who will respond to courtesy and offers of food.  
  9. 
  APE GUARDS. A pair of carnivorous albino apes will be here 
  as sentries (32, 32 h.p.; see Appendix C: NEW MONSTERS 
  for details).  
  10. GAUNTLET. Each of the side caves (A-F) is but 2’ tall, and 
  contains a handful of jinx-midges (3-12 per cave, 1-4 h.p. 
  each). If anyone comes down the middle of the larger 
  cave, they will be subject to attacks by the jinx-midges as 
  they pass, who will creep up the uneven cave walls to hurl 
  nets upon intruders, dart out of their caves to launch tiny 
  javelins and then duck back in, etc. Area G is also only 2’ 
  high, but contains an enormous pile of coins that the jinx-
  midges have accumulated: 9,977 c.p., 6,040 s.p., 2,252 
  e.p., 1,169 g.p., and three pieces of jewelry.  
  11. GIANT BEETLES. Six of the giant dung beetles dwell here 
  (16,16,18,19,19,20 h.p.; see Appendix C: NEW MONSTERS 
  for details). There is also a small sack with ten gems.  
  12. DEAD END. This passage ends abruptly.  
  13. SPIDERS. The walls and ceiling of this cave are covered with 
  hundreds of tiny spiders. They are of ordinary sort and not 
  harmful.  
  14. FONT. On the far wall of this natural niche is a font, carved 
  out of the living rock. Water trickles through it with a gentle 
  
  Castle of the Mad Archmage 
   
   
   
   
  110 
   
   
  burbling sound. The water itself is sweet and cool, but 
  otherwise unremarkable.  
  15. A DEADLY FLOCK. A group of six cockatrices nests here (20, 
  20, 22, 23, 24, 25 h.p.). The well-pecked statues of some 
  half-dozen victims are here as well. Scattered about the 
  floor are 12,467 s.p. and 2,119 g.p. 
  16. MANNEQUIN. A broken-up mannequin is on the floor in this 
  passage.  
  17. BOULDER FIELD. There are boulders strewn over the floor of 
  this large cave, ranging in size from 1’ to 10’ in diameter. 
  Ten of these are bowlers, some of much larger than normal 
  size (4, 4, 5, 5, 6, 8, 8, 11, 11, 12 h.p.). Above, ledges 
  overlook the cavern, which are detailed on Level 10: THE 
  LESSER CAVERNS, areas #14-18.  
  18. APES. Ten of the carnivorous albino apes are here (31, 31, 
  32, 32, 32, 34, 35, 35, 36, 36 h.p.; see Appendix C: New 
  Monsters for more information).  
  19. APE CHAMPION. The champion of the carnivorous albino 
  apes dwells here; truly a monster of his kind (48 h.p.; see 
  Appendix C: NEW MONSTERS for details). He is totally 
  devoted to the king in area #35, and wears three pieces 
  of jewelry as a token of his status.  
  20. CHAINS. There are three sets of iron chains and shackles 
  stoutly set into the walls of this cave.  
  21. BRAZEN 
  DOORS. 
  This 
  partially-finished 
  chamber 
  is 
  dominated by a pair of enormous bronze doors, carved 
  with motifs of flame and skulls, each with an enormous 
  handle, also of bronze. They are warm to the touch, if 
  checked. They require a strength check to open (or close). 
  Note that anyone entering this area will immediately alert 
  the wizard in area #22, who will prepare a warm welcome 
  for intruders. The doors can be barred from the inside, if 
  desired, making them impregnable to normal mortal 
  strength.  
  22. THE DEMONURGIST. The heat in this room is oppressive, and 
  deliberately so. It is one of the many abodes of the wizard-
  priest known as the Demonurgist. A pool of lava separates 
  the wizard from intruders, leaving them on the same side 
  as his servants. Anyone not magically protected from heat 
  or flame will take 1-3 h.p. of heat damage per round, 
  automatically. The lava provides the only light in the room, 
  but it is enough. Direct contact with the lava (as in being 
  thrown into it, which the demons will certainly attempt to 
  do) will result in 10 h.p. of damage per segment, 
  remembering that there are 6 such segments per melee 
  round.  
   
  Areas A, B, and C are thrones, each of which generates a 
  field of magic resistance equal to 25% (if a creature 
  seated on the throne is already magic-resistant, the 25% is 
  added to its natural immunity). Area D is a one-way door 
  which is invisible from this side; it is The Demonurgist’s last-
  ditch escape if he is absolutely pressed and retreats into 
  his apartments (areas #23-26). He will use it to double 
  back on his foes and escape. The Demonurgist is seated 
  in throne C; A and B are inhabited by the demons Pazuzu 
  and Shabriri (see Appendix C: NEW MONSTERS for details), 
  respectively.  
   
  The Demonurgist himself is a wizard-priest of immense 
  power (mage/cleric level 22/20; 60 h.p.; NE align; spells 
  memorized: (mage) charm person, enlarge, magic 
  missile, shield, sleep, detect invisibility, ESP, mirror image, 
  rope trick, stinking cloud, dispel magic, fireball, fly, monster 
  summoning I, slow, dimension door, fire charm, ice storm, 
  polymorph other, wall of ice, distance distortion, 
  feeblemind, monster summoning III, teleport, wall of iron, 
  death spell, disintegrate, invisible stalker, project image, 
  spiritwrack, cacodemon, monster summoning V, phase 
  door, statue, hellsfire, mass charm, maze, symbol, gate, 
  netherbeast, temporal stasis; (cleric) command (x2), cure 
  light wounds (x2), cause light wounds, detect good, detect 
  magic, darkness, protection from good, cause fear, 
  sanctuary, augury (x3), hold person (x3), resist fire, silence 
  15’ radius (x2), slow poison, speak with animals, continual 
  light (x2), continual darkness (x2), cure disease, cause 
  disease, dispel magic (x2), bestow curse, speak with dead, 
  cure serious wounds (x2), detect lie, divination (x2), 
  exorcise, neutralize poison, protection from good 10’ 
  radius, tongues, cure critical wounds, cause critical 
  wounds, dispel good, flame strike, plane shift, quest, true 
  seeing, aerial servant, animate object, conjure animals, 
  heal, hellsblades, doompit, restoration (see Appendix E: 
  New Spells for information on spells unique to him); AC 2 
  (bracers of defense)), wearing a ring of free action and a 
  ring of fire resistance. He also has a staff of the demonurgist 
  (see Appendix B: New Magic Items for details). He also has 
  on his person an amulet of proof against detection and 
  location, dust of appearance, a periapt of wound closure, 
  wands of magic missiles (97 charges) and fear (94 
  charges), rope of climbing, and a dagger +4. He wears a 
  robe of the archmagi.  
   
  The Demonurgist has many aliases in Greyheim and 
  elsewhere; he has a score of identities which he keeps well 
  established, some in high places and many in low. He is 
  tall and reed-thin, but can project an aura of affability, 
  bumbling, cruelty, or anything else he needs. He is a 
  devoted follower of the master arch-daemon and works 
  tirelessly in His causes. He maintains apartments in the 
  dungeons only for the sake of practicality; he finds it 
  convenient to have a place such as this close to the 
  various fonts of magical power herein, and away from 
  enemies. It is not, however, his only (or even primary) 
  abode. He will happily sacrifice it in order to destroy an 
  enemy or intruder, if needed. Certainly his spell books are 
  in other, much more safely warded, places, some 
  secreted away on demiplanes to which he alone has 
  access. He and his demon servants will never be found as 
  a random encounter, although he could well be set up as 
  a recurring villain in a long-running campaign, as the 
  power-behind-the-power-behind-the-power.  
  23. LABORATORY. There are several tables and benches here, 
  filled with alchemical equipment, low-burning braziers, 
  bubbling alembics, retorts, etc. In a rack on one table are 
  five potions: invisibility, fire giant strength, gaseous form, 
  plant control, delusion (fire resistance). Note that the 
  Demonurgist, if alerted, will have access to any of these 
  potions.  
  
   
   
  Level Eleven: The Greater Caverns 
  111 
  24. MOVING PICTURES. There are three large (15’ wide) pictures 
  on the walls of this room, each in an ornate frame worth 
  easily 200 g.p. for the craftsmanship alone. Each can, if 
  the proper command word is known, depict the goings-on 
  in a particular locale to which it is attuned. If the command 
  word is spoken, the scene will begin to move, as if looking 
  through a window, for 10 minutes, after which it will freeze. 
  The first shows a room in some castle, obviously owned by 
  some wealthy personage (this is the council chamber of 
  the Mayor of Greyheim). The second shows a throne room 
  of some kind – there are skull motifs on the walls, bat-wing-
  shaped braziers, and demonic guards standing at 
  attention (this is the throne room of the demon lord 
  Baphomet, in the Abyss). The third shows the scene of area 
  #21; bear in mind that it will reflect whatever changes the 
  PCs might have made to that area. The tableaus of each 
  picture can, of course, be changed, again with the proper 
  command word. The Demonurgist knows the command 
  words to manipulate the pictures, of course.  
  25. SLEEPING QUARTERS. On those rare occasions that the 
  Demonurgist seeks rest while staying within the confines of 
  the Castle, he does so here. There is a comfortable divan, 
  several tables with various beakers of wine and trays of 
  sweetmeats and other delicacies, thick rugs on the floor 
  and tapestries on the walls, etc. With a single command 
  word, however, the Demonurgist can cause the lava from 
  area #22 to breach the northwest corner and pour into the 
  room, destroying this finery and affording him one last 
  chance to escape through the secret door in the 
  southwest corner of the room. 
  26. DANGLING STRIPS. There are eight two-foot-long slips of 
  paper with writing on them, hanging from the ceiling here, 
  each suspended on string. On each, an explosive runes 
  spell has been cast. Anyone pausing to read what is written 
  will trigger the spell and incidentally destroy all of the 
  remaining slips of paper in the explosion. It is possible for 
  more than one to be triggered at once if two players 
  indicate they’re reading different slips simultaneously. This 
  is another device of the Demonurgist to deter pursuers.  
  27. ADOLESCENTS. Six adolescent carnivorous albino apes are 
  here (26, 26, 27, 27, 28, 28 h.p.; see Appendix C: New 
  Monsters for details). They are particularly aggressive and 
  will challenge any intruders, but will retreat noisily if they 
  suffer 50% damage. Locations A and B are the dwellings 
  of the alpha and beta males, respectively (31, 30 h.p.).  
  28. SUGARLAND. At this point in the tunnel, a magic mouth will 
  say, “Sugar is sweet, but it’s gone in a flicker; you’ll find 
  candy is dandy, but liquor is quicker!” If the PCs venture 
  down the corridor, they will note that the walls are graven 
  with runes glowing pink and white. If the bend in the tunnel 
  is reached, everyone in the tunnel will find themselves in 
  Sugarland, an extra-dimensional demi-plane where the 
  terrain is made up of such features as the Great Fudge 
  Mountains, the Brittle Forest, and the Marshmallow swamp. 
  It is here that the evil Gingerbread Witch vies for supremacy 
  with a shadowy figure known only as the Candy Man, who 
  dwells in a great Candy Factory with his gnomish servants.  
  29. MONKEY BARS. This large cave is filled with a variety of steel 
  bars anchored into the ground, welded or otherwise 
  attached to each other at odd angles, etc., forming a 
  complex mess that slows movement to a crawl (3” per 
  round maximum). The carnivorous albino apes are well 
  acquainted with the various twists and turns that the pipes 
  follow, and are able to use them to their complete 
  advantage in combat, swinging from them and leaping 
  between them with startling dexterity; they receive a +2 
  bonus “to hit” and can use their full movement rate within 
  the room. Eight of the beasts will be here at any given time 
  (31, 31, 34, 34, 35, 35, 36, 36 h.p.; see Appendix C: New 
  Monsters for details), but the apes will certainly use this 
  place as an ideal ambush location if they are able to herd 
  intruders this way.  
  30. STORES. Great piles of food are here, mostly huge pale 
  mushrooms from the fungus forest, but some fruit and 
  haunches of meat can be found here as well.  
  31. NURSERY. Six female carnivorous albino apes (4 HD; 16, 16, 
  16, 17, 17, 18 h.p.; otherwise as males of their type; see 
  Appendix C: New Monsters for details) are guarding a 
  dozen young. If disturbed, they will raise an incredibly loud 
  clamor that will bring apes from as far away as 200’ running 
  to their defense.  
  32. APES. Six carnivorous albino apes (31, 31, 32, 32, 34, 35 
  h.p.; see Appendix C: New Monsters for details) dwell here.  
  33. MORE APES. Five carnivorous albino apes (30, 32, 33, 34, 
  36 h.p.; see Appendix C: New Monsters for details).  
  34. CLOWNING AROUND. At the entrance to this tunnel a 
  magic mouth will say, “There’s much that’s not right, though 
  the troupe be renowned, you may well die of fright, when 
  you’re clowning around!” If the PCs venture down the 
  corridor, they will note that the walls of the last 30’ or so are 
  graven with green-glowing runes. If the last 10’ is reached, 
  everyone in the tunnel will be transported to the demi-
  plane winter quarters of Bitterbark’s Circus, a traveling 
  troupe of evil jesters and other performers that are all too 
  happy to convince the party that “Dyin’s easy. Now 
  comedy-- THAT’s hard.” 
  35. APE KING. There is a crude throne of stones in the northern 
  corner of this cave, and it is lit by torches formed of 
  human(oid) bones soaked in pitch. The leader of the 
  carnivorous albino apes will be found here (43 h.p.), and 
  there will be ten other apes here at any given time (29, 29, 
  30, 31, 32, 33, 34, 35, 36, 37 h.p.; see Appendix C: New 
  Monsters for details) as well as four females (4 HD; 
  17,19,20,20 h.p.; otherwise as males of their type). The king 
  wears six pieces of jewelry, and each of the females wear 
  one piece. The apes will use this cave as a redoubt if they 
  are pressed by intruders.  
  36. APE KING’S LAIR. The leader of the carnivorous albino apes 
  dwells here, but he will mostly be found in area #35, his 
  throne room. This cave is adorned with thick animal skins 
  and is lit by sputtering torches of bone, and there is a crude 
  wooden chest with 10,557 g.p. hidden under the furs. If the 
  ape king is here, he will be accompanied by the four 
  females from area #35.  
  37. APE GUARDS. A dozen of the carnivorous albino apes are 
  found in here (30, 30, 30, 31, 31, 32, 33, 34, 35, 35, 35, 36 
  h.p.; see Appendix C: New Monsters for details), acting as 
  guards and a reserve for the guards in the ape king’s cave 
  (area #35).  
  
  Castle of the Mad Archmage 
   
   
   
   
  112 
   
   
  38. WELL. This cave is dominated by a 20’ diameter well that 
  bores 60’ straight down to area #15 on Level 12: THE 
  CATACOMBS. There is no raised lip; the top of the well is 
  flush with the floor of the cave. The sides of the well are 
  finished stone, not rough natural cave-walls. There are 
  indications that fighting has taken place here not too long 
  ago (blood, scratches on the walls). The albino apes will 
  sometimes throw human (and other) sacrifices into the well 
  to appease those who dwell beneath.  
  39. CARVED CAVE. The walls of this cave have a dozen rough 
  and crude carvings of dragons and other reptilian beasts.  
  40. APE GUARDS. A full dozen carnivorous albino apes are here 
  (30, 30, 31, 31, 31, 31, 32, 33, 34, 35, 35, 36 h.p.; see 
  Appendix C: New Monsters for details). They guard against 
  anything from area #41 entering the apes’ domain.  
  41. CAVE FLOOR. This is the floor of the large cave first 
  described at area #20 on Level 8: THE LESSER CAVES. There 
  is a herd of some 20 deep buffalo (8, 8, 8, 9, 9, 10, 10, 10, 
  11, 11, 12, 12, 12, 12, 12, 13, 13, 14, 15, 16 h.p.) that 
  roams the floor of the cavern, feeding on the lichens and 
  fungi that thrive here and in turn serving as food for the 
  various larger and fiercer predators who live above (see 
  the areas associated with the cave on Level 8 for more 
  details). It should be noted that most of the creatures on 
  the ledges and caves above either fly or can hurl boulders; 
  anyone walking around the floor of the cave is likely to 
  attract the attention of one or more of them unless strict 
  measures to conceal themselves are taken. For this 
  reason, the apes mostly avoid this place.  
   
  Location A is a large stone plug that rises from the bottom 
  of the huge cave.  It has sheer stone walls that require 
  special skills and/or equipment to climb (and at a 20% 
  penalty due to the lack of hand- and footholds). The top is 
  described on Level 8: THE LESSER CAVES, area #32.  
   
  Location B is a stream, some 10’ across and 2-4’ deep in 
  most places. It flows from north to south, entering and 
  disappearing through natural fissures in the stone walls of 
  the cave.  
   
  Location C is a natural slope going up along the wall of the 
  cave. It leads to area #29 on Level 8. 
   
  42. SPARKLING CAVE. The air in this cave seems to sparkle with 
  some sort of inner radiance. It is otherwise unremarkable.  
  43. LEVER. There is an enormous wooden lever set into the 
  stone of this alcove. It begins in the “up” position. If moved 
  “down”, there will be a distant clanking and grinding noise 
  heard. If left in the “down” position, the block trap in area 
  #50 will be disarmed.  
  44. SPEAKING STONES. There are a number of boulders and 
  other stones strewn about the floor of this cavern. A pair of 
  granite men (9 HD, 37, 39 h.p.) dwell here, and will 
  demand to know why the player characters wish to pass, 
  ask them to guarantee to respect the “holy place” beyond, 
  etc. Eventually they will let explorers pass, unless attacked.  
  45. FALSE TEMPLE. The double doors leading to this chamber 
  are scribed with runes which, if translated by a read magic 
  spell, promise doom to those who penetrate the holy 
  sanctuary (dedicated to whom, it is not said). Within is a 
  gleaming temple of white marble; to the east is a 
  magnificent statue of a perfect human form, albeit one 
  whose identity is unidentifiable even to the most 
  knowledgeable sage. Atop the dais to the north is a 
  gleaming gold and silver altar, engraved with common 
  astrological and other symbols which still give no clue as to 
  the nature or identity of the deity honored here. All those 
  entering the room must make a saving throw vs. spells or 
  be overcome with either palpable unease (50%) or serene 
  calm and belonging (50%). Anyone gazing at the statue 
  for a prolonged length of time (say, long enough to 
  conduct a thorough search of it and its surroundings) must 
  make an additional saving throw vs. magic or become 
  charmed by the image (as per the fire charm spell). Upon 
  the altar rest a silver plate, goblet, and small bell. 
  Manipulating the three objects in some sort of ritualistic 
  fashion will produce the following effects 25% of the time, 
  randomly: 
   
  Die Roll 
  (d6) 
  Effect 
  1 
  The visage of the statue changes to that of a 
  demonic form, visible only for a moment. 
  2 
  The goblet fills with fine wine. Drinking the 
  wine has no special effect. 
  3 
  An illusionary curtain of flame will separate 
  the raised dais from the rest of the room for 
  1-6 rounds. 
  4 
  A loud gong will be heard to sound without 
  any apparent source. 
  5 
  Those on the dais all take 1-6 h.p. of 
  electrical damage. 
  6 
  A cake appears on the plate, which will heal 
  1-4 h.p. of damage if eaten. 
   
  46. TRAPPER. A trapper has taken up residence here (48 h.p.). 
  47. EMPTY CAVE.  
  48. HAGS. A pair of annis (40, 41 h.p.) have taken up residence 
  here. They most often prey on the apes, but would 
  welcome some human flesh to vary their diet. They are on 
  good terms with the trolls to the northwest, but are wary of 
  being used as pawns in the troll-ape conflict. If they have 
  advance warning of intruders, they will use their change self 
  power to appear as females in need of rescuing, telling a 
  tale that they were part of an adventuring party that was 
  wiped out by the apes. Each annis has three keys that 
  open the chests in area #49. 
  49. HOARD. The two annis in area #48 keep both their treasure 
  and their food stores here. Aside from the rancid meat lying 
  about, there are six large iron chests, all locked. Chest #1 
  contains 4,093 e.p. Chest #2 has a poison needle trap on 
  the lock (save vs. poison or die), and contains 3,125 g.p. 
  Chest #3 contains 5,528 s.p. Chest #4 has an acid spray 
  trap; anyone opening the chest (with the key or not) will 
  cause a spray of acid in a 20’ radius in front of the chest, 
  causing 26 h.p. of damage (save vs. breath weapon for 
  half damage). Chest #5 contains 3,088 e.p. and a potion 
  of strength. Chest #6 contains 1,297 g.p. and 2 goldbugs 
  (3,3 h.p.). 
  
   
   
  Level Eleven: The Greater Caverns 
  113 
  50. BLOCK TRAP. Anyone coming through this section of the 
  tunnel will set off a block of stone, which will ram down from 
  the ceiling with great force, doing 3d6 h.p. of damage. It 
  will then begin to automatically reset into the ceiling, being 
  hauled up on a sturdy chain. If the lever in area #43 is 
  moved down, the trap will be disabled. All of the 
  inhabitants of this section of the level know about this trap, 
  but only a few realize its connection to the lever.  
  51. MOLD. A large patch of yellow mold covers most of the 
  floor of this room, but it is possible to wind one’s way around 
  it without disturbing it if moving carefully. It is large enough 
  to have achieved a rudimentary sentience, and will 
  release its spores when any living thing comes within range, 
  rather than when touched.  
  52. APE SENTRIES. A pair of carnivorous albino apes (30, 30 h.p.; 
  see Appendix C: New Monsters for details) are here. If 
  disturbed, one will flee to warn the rest of the tribe. 
  53. WET CAVE. The southern wall of this cave is very wet; careful 
  inspection will show that water is making its way through a 
  crack in the ceiling and disappearing through another 
  narrow crack in the floor. 
  54. APES. Six carnivorous albino apes are in this cave (32, 34, 
  36, 37, 38, 39 h.p.; see Appendix C: New Monsters for 
  details), acting as guards to make sure creatures from the 
  fungus forest do not intrude into the apes’ domain. 
  55. ALCOVE. Due to a trick of the acoustics in the caves, 
  anyone standing in this alcove can hear anything that is 
  going on in area #57 or its environs. The apes will take 
  advantage of this feature if they suspect the trolls to be 
  mounting an attack.   
  56. HORSING AROUND. At the entrance to this tunnel a magic 
  mouth will say, “Take care oh my friend, for dangers 
  abound; you could meet a bad end, when you’re horsing 
  around!” If the PCs venture down the corridor, they will note 
  that the walls of the last 30’ or so are graven with inscrutable 
  red-glowing runes. If the last 10’ is reached, everyone in the 
  tunnel will be transported to a demi-plane of Greco-
  Roman mythology, populated by centaurs, satyrs, etc.  
  57. CHASM. Two branches of the tunnels both happen to skirt 
  the edges of a 200’ deep chasm. The chasm is not a 
  straight drop down; there are twists and turns, and 
  protrusions, and the whole tends to go in a corkscrew 
  fashion somewhat southwards. A tentamort (35 h.p.) has 
  attached itself some 20’ down on the north side of the 
  chasm. At the very bottom of the chasm are the remains 
  of some of the tentamort’s victims: a jumble of bones, 
  rusting armor and weapons, and so forth. In and amongst 
  the wreckage are 600 g.p., a short sword +2, a pearl of 
  wisdom, and boots of elvenkind.  
  58. TROLL ENCLAVE. Fully a dozen trolls live here (30, 31, 32, 35, 
  35, 35, 36, 36, 37, 37, 37, 38 h.p.). They have 4,172 g.p. 
  in a battered old chest with a broken lock.  
  59. THE OLD TROLL. A withered troll, Giggrig by name, dwells 
  here (31 h.p.). A mottled and wrinkled gray-green hide 
  betrays the many years he has seen. Old beyond most 
  trolls’ dreams, Giggrig is also both wiser and less blood-
  thirsty than his brethren. He is given to telling long, rambling 
  stories about his youth, and tales of troll legends (which are, 
  to the ears of non-trolls, strangely skewed versions of classic 
  fairy tales such as Three Billy Goats Gruff, stories where the 
  sun never rises, etc.), and the like. He does have a small 
  bag with 17 gems hidden in the pile of rags he calls a bed. 
  The other trolls usually avoid or have forgotten about him.  
  60. GIANT TROLLS. A pair of giant trolls (50, 54 h.p.) guards this 
  entrance to the trolls’ domain from incursions by the apes.  
  61. TROLLS. Six of the brutes are quartered here (29, 30, 31, 33, 
  33, 34 h.p.). They have a sack containing two golden 
  candelabras worth 250 g.p. each.  
  62. COURT OF THE TROLLS. In the southeast corner of this room 
  is the throne of the “god-king” of the trolls; Kreg, a type III 
  demon (55 h.p.). He has a 50% chance of either being in 
  this cave or in area #63, which is his private quarters. If Kreg 
  is holding court, eight trolls will be here (30, 31, 31, 33, 34, 
  34, 35, 35 h.p.). If not, only the last two will be here, 
  guarding his quarters. Kreg is the chief reason the albino 
  apes haven’t overrun the trolls yet.  
  63. KREG’S QUARTERS. This cave is sumptuously appointed, with 
  thick rugs, overstuffed furniture, and luxurious wall hangings. 
  Closer inspection will reveal that all is moldy, fraying, and 
  much worn. If Kreg is not in his throne-room (area #62), he 
  will be here, enjoying the fruits of his leadership of the trolls. 
  His concubine Seratha, a succubus, is here as well (26 
  h.p.). Hidden under the rotting rugs is a trap-door 
  concealing the demons’ treasure-trove: 1,506 p.p, 14 
  gems, 6 pieces of jewelry, and a druid scroll with the spells 
  animal growth, pass plant, and wall of fire. 
  64. KITCHEN SLAVES. A pair of ogresses (15, 16 h.p.) are 
  chained to the walls of this room with long chains that allow 
  them to move about the place. If attacked, they will 
  defend themselves, but if freed they will gladly help 
  rescuers (for a time, anyway), as they greatly resent their 
  servitude to the trolls. This cave is very smoky, owing to the 
  cooking fire that burns in the middle, and is stuffed with the 
  makings of the sort of food trolls find to their taste.  
  65. TROLL GUARDS. Four trolls are here on guard duty at any 
  given time (33, 34, 34, 35 h.p.). 
  66. FOREST OF FUNGI. (Show the players illustration #28.) 
  Depending on the vantage point, those gazing upon its 
  majestic view could see a lake at the base of the waterfall 
  (location C), a small river leading away from it, and a 
  bewildering array of mushrooms and other fungi of all 
  shapes, sizes, and colors, both natural and unnatural. 
  Ledges and shelves stud the walls at irregular intervals, and 
  dim cave mouths can be seen to disappear into the walls. 
  The whole is suffused with a dim phosphorescence that 
  allows the whole of the scene to be taken in, but which is 
  far too dim to allow any sort of detail to be made out. Far 
  above, the ceiling is studded with both stalactites and 
  piercers; it is fairly inevitable that characters walking around 
  the forest will pass underneath one and thus trigger an 
  attack. The game master should roll 2d6; one for the “tens” 
  and one for the “ones”. That is the time that can be spent 
  walking around (in minutes) before the first piercer attack. 
  If the party splits up, roll separately for each group. Roll 
  randomly to determine the number of hit dice the 
  attacking piercer possesses. Once the first attack is done 
  with, roll again to determine the time until the next attack. 
  Only retreating into one of the side caves will protect the 
  characters fully from such attacks from above.  
   
  
  Castle of the Mad Archmage 
   
   
   
   
  114 
   
   
  The fungus forest is carefully tended by a colony of 
  mushroom men who have their safe place where they 
  perform their daily melding in areas #68-70. The following 
  mushroom-men are part of the colony: 30x1 HD (4 h.p. 
  each), 26x2 HD (9 h.p. each), 18x3 HD (13 h.p. each), 8x4 
  HD (16 h.p. each), 6x5 HD (22 h.p. each), and the king (6 
  HD, 33 h.p). They can be found as normal random 
  encounters, but for every 15 minute span that is spent in 
  the fungus forest, there is a 25% chance of spotting a 
  mushroom man carefully tending or harvesting the crop 
  (determine HD randomly): 
   
  Die Roll (d20) 
  Hit Dice 
  1-10 
  1d8 
  11-15 
  2d8 
  16-17 
  3d8 
  18-19 
  4d8 
  20 
  5d8 
   
  Location A is a natural ramp up the side of the cavern wall 
  that leads to area #24 on Level 9: THE GREATER CAVES. 
   
  Location B is a natural free-standing ramp that leads to 
  area #47 on Level 10: THE LESSER CAVERNS.  
   
  Location C is a large pond at the base of the waterfall that 
  enters the cavern near the ceiling, its edge sporting a few 
  moss-covered boulders. See area #67 for more 
  information. 
   
  Location D is a slow-moving river that flows from the pond 
  (location C, which is itself fed by the waterfall) to the 
  whirlpool (location E). 
   
  Location E is a large, slow-moving whirlpool. The river 
  (location D) flows into a pool, which itself is constantly 
  draining into a hole some 40’ below the surface. This has 
  the effect of creating a giant whirlpool effect; anyone 
  entering the pool will be sucked into the whirlpool and 
  pulled under in 2 rounds unless they are able to make a 
  successful bend bars roll. It is possible, of course, for a 
  companion to throw a rope or other contrivance, but such 
  attempts would be made at a 25% penalty due to the 
  rapidly swirling waters (and victims). Anyone sucked into the 
  whirlpool will surely drown, or (if they have some means of 
  breathing water) eventually find themselves at the bottom 
  of a pool in the Grey Marshes, some miles to the southeast. 
   
  Location F is a bridge over the river. It is made of stone, 
  and only has room for one person to cross at a time. 
  Beneath it lives a giant two-headed troll (50 h.p.) who will, 
  if he detects someone approaching “his” bridge, demand 
  all of the party’s food and drink in order to cross. If the 
  player characters balk, he will accept a halfling or gnome, 
  “if you happen to have a spare”.  
   
  Location G is a slope up to area #78 on Level 10: THE 
  LESSER CAVERNS. Note that if the hill giants in area #42 on 
  Level 9: THE GREATER CAVES have a lookout on the ledge 
  (50% chance), he may well hurl some boulders at 
  intruders, and warn his compatriots that company is 
  coming.  
   
  Location H is a natural stone ramp that leads up to area 
  #61 on Level 9: THE GREATER CAVES.  
   
  Location I is a natural stone ramp that leads up the side of 
  the cavern wall to area #48 on Level 9: THE GREATER 
  CAVES.  
   
  Location J is a natural stone ramp that leads up the side of 
  the cavern wall to area #62 on Level 10: THE LESSER 
  CAVERNS.  
   
  Location K is a giant 30’ mushroom that towers over its 
  neighbors. If it is inspected carefully (without touching it), a 
  single (blue, if they happen to ask) caterpillar, 6’ tall and 
  smoking a hookah, can be found on it. If the caterpillar is 
  touched, everyone within 20’ will be instantly teleported to 
  Wonderland, made famous in the works of Lewis Carroll. It 
  will appear as if the surroundings change, but the 
  mushroom itself has remained the only constant. 
   
  Locations L are patches of giant puffball fungi. There will be 
  from 13-24 of the things spread about the area. Causing 
  them any sort of damage, as by hitting them with arrows, 
  etc., will cause them to explode, spreading spores in a 
  cloud 2-24’ in diameter. Those in the area of effect must 
  make a saving throw vs. poison; those failing the saving 
  throw will have breathed in the spores and will die in 1-6 
  turns from the fast-growing fungi growing inside their lungs. 
  A cure disease spell will destroy them. If they are handled 
  gently, however, they can be softly compressed into a sort 
  of “deflated bag”. Once that happens, the flesh is most 
  nutritious, with a single puffball equal to a week’s worth of 
  iron rations, but only taking up half the space.  
   
  Locations M are patches of giant scarlet cap fungi. If they 
  are disturbed in any way, they will release their spores on 
  anyone passing within 6’. Any so affected who fails a saving 
  throw vs. poison will be afflicted with hallucinations for the 
  next 3-18 rounds: 
   
  Die Roll 
  (d10) 
  Effect 
  1-3 
  See 4-20 humanoids attacking, and 
  respond appropriately. 
  4-7 
  Believe earnestly that another party 
  member has been possessed by a demon. 
  8-9 
  Sees the “true” nature of the fungus forest as 
  a completely empty cave filled with black-
  eyed halflings plotting against him. 
  10 
  Believes he can speak the secret language 
  of mushrooms, and spends his time learning 
  their horrible, horrible, secrets; 25% chance 
  that these “secrets” are still believed once 
  the spores wear off. 
   
   
  Locations N are patches of ordinary giant mushrooms 
  which are covered with either yellow mold (50%), brown 
  
   
   
  Level Eleven: The Greater Caverns 
  115 
  mold (25%) or black mold (25%; see Appendix C: New 
  Monsters for details). Since the molds are growing on the 
  giant mushrooms, there is a 65% chance they will not be 
  immediately recognized.  
   
  Locations O are patches of shriekers and violet fungi. There 
  will be 4-12 of the former (3 HD; roll for h.p.) and 1-6 of the 
  latter (ditto).  
   
  67. LANDING. A giant hookworm (29 h.p.) will usually be found 
  lying on the shore of the pond, half-in and half-out of the 
  water, and thus easily mistaken for the moss-covered rocks 
  that abound on its verges. Note that if the hill giants in area 
  #42 on Level 9: THE GREATER CAVES have a lookout on the 
  ledge (50% chance), he may well hurl some boulders at 
  intruders.  
  68. GUARDIAN. The mushroom men from area #66 have a 
  guardian which stays here unless needed to defend the 
  colony: the animated corpse of a manticore (originally 
  from area #78; 35 h.p.; always strikes last each melee 
  round). About a quarter of the body has been replaced by 
  fungal parts, giving it a truly horrific appearance. 
  69. MUSHROOM MAN SAFE PLACE. It is in this cave that the 
  mushroom man colony from area #66 retires for their eight 
  hour rest period. To an untrained eye, this could look just 
  like an enormous toadstool ring, as the fungus men will be 
  completely immobile. The manticore-corpse from area 
  #68 will be set to guard them while in this state, and only 
  Jored Mercaw from area #73 would be allowed to enter. 
  Note that any hostile action against the mushroom men 
  while in this state would cause a release of their distress 
  spores, breaking the melding and bringing them all to 
  instant awareness and blood-lust. 
  70. MUSHROOM KING’S LABORATORY. It is here that the king of 
  the mushroom men conducts myriads of experiments on 
  the various mushrooms and other fungi that grow in the 
  forest, and turns them into potions of various odd sorts. 
  There are several tables with recognizable, if somewhat 
  oddly and unevenly shaped, glassware (retorts, alembics, 
  etc.) The following potions are currently on hand: climbing, 
  flying, extra-healing, fire resistance, oil of slipperiness, 
  treasure finding, and undead control. 
  71. JOURNEY FROM THE RED PLANET. This cave is venerated by 
  the apes, as it is the landing point from a gate on the Red 
  Planet whence they came. The walls and floors are 
  covered with various trinkets and other shiny objects that 
  the apes have found suitably nice to decorate the place, 
  although the teleportation mechanism from the other side 
  has not been activated in many years. There are a total of 
  30 low-value gems here, amongst the detritus. 
  72. LADY BEETLES. A colony of 20 lady beetles is here (10, 10, 
  10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 16, 16, 17, 17, 
  18, 19, 19 h.p.; see Appendix C: New Monsters for details). 
  They are fairly innocuous unless attacked.  
  73. A VERY STRANGE PRIEST. This cave serves as the home of 
  one Jored Mercaw, a rare “myconic druid” (dark elf D10; 
  44 h.p.; AC 6 (leather & DEX); special abilities: detect 
  slopes/traps/stonework, cast dancing lights, faerie fire, 
  darkness 5’ radius, detect magic, know alignment, and 
  levitate once per day; weaknesses: sunlight and bright 
  light; spells memorized: fungus friendship, entangle, faerie 
  fire (x2), locate fungus, purify water, shillelagh, charm 
  fungus, charm person or mammal (x2), cure light wounds, 
  fungus growth, protection from fire, mushroom, dispel 
  magic, mushroom door, speak with fungus, insect plague, 
  transmute rock to mud; see Appendix E: New Spells for 
  details where applicable), armed with a staff and a 
  dagger +2, +3 vs. mammals. He also bears a scarab of 
  protection, a pair of gauntlets of dexterity, wears eyes of 
  minute seeing, and has a ring of sustenance. He carries a 
  number of fungus-based potions with him as well: 
  invisibility, haste, mammal control, extra healing, and ESP. 
  He has packets of the mushroom man spores for distress, 
  rapport, and pacifier effects. Like other myconic druids, his 
  charisma has suffered from his skin playing host to minor 
  forms of parasitical fungal life (CHA 6), but he is an affable 
  enough chap if approached in a non-threatening manner. 
  Jored will only be in his quarters 30% of the time; the rest of 
  the time he will be in the fungus forest (area #66) either 
  wandering about or communing with the mushroom men 
  who dwell there. A pair of brain smuts (17,18 h.p.) guard 
  his home when he is away and jump on him affectionately 
  when he returns. Aside from the normal sort of furnishings a 
  recluse might require, there is a large chest with a small 
  cache of 350 p.p. and 10 gems hidden beneath the bed. 
  Several unique spells for myconic druids can be found in 
  Appendix E: New Spells. The remaining details of the 
  myconic druid are left to the game master to determine. 
  Suffice to say they are like other druids, albeit with an 
  inordinate affection for mushrooms and fungi, and 
  perhaps a greater degree of misanthropy. They are often 
  found in underground regions that support vibrant fungus-
  based ecologies.  
  74. BEETLES. A nest of six bombardier beetles (10, 11, 11, 12, 
  13, 14 h.p.).  
  75. GUIDEPOST. In the middle of this five-way intersection of the 
  cavern passages there is a 7’ tall pillar of rough-shaped 
  basalt. Jutting out in the five different directions are carved 
  hands, each pointing to a different passage.  
  76. VIBRATING TUNNEL. The composition of the walls and floor 
  of this tunnel are such that walking will produce a 
  noticeable tremor; not enough to loosen any stones (which 
  have long since fallen if they were going to fall), but which 
  is nonetheless present. At the very end of the tunnel is a 
  knife +1. 
  77. APE OUTPOST. This is the farthest outpost of the carnivorous 
  albino apes, and it is often the case that those sent here 
  will be fewer in number on their return. Five of the beasts 
  are here now (24, 25, 25, 26, 27 h.p.; see Appendix C: New 
  Monsters for details). If attacked, 1-3 will immediately flee 
  to the east, to warn the rest of the tribe, but in reality to get 
  out of the dangerous posting.  
  78. MANTICORES. A trio of manticores dwells here (27, 30, 36 
  h.p.). They will often be found out in the fungus forest in 
  search of prey. They have four large iron chests that 
  contain 8,875 c.p., 2,119 s.p., 5 gems, and a scroll of 
  protection from petrification. 
  79. AMBUSH. The doppelgängers in area #85 will use this cave 
  as an ambush point when they wish to take out another of 
  the apes in area #77. They will simply leave food here and 
  
  Castle of the Mad Archmage 
   
   
   
   
  116 
   
   
  wait for one of the apes to get hungry and investigate. 
  Then, wham! 
  80. SLOPE. This tunnel slopes noticeably downwards at a steep 
  (20%) grade, but then ends abruptly.  
  81. DEAD END. This tunnel ends in an abrupt dead end.  
  82. CAVE. This cave is notable only for the many hundreds of 
  tiny stalactites and stalagmites which cover the ceiling and 
  floor, respectively.  
  83. RAIN BEETLES. A pair of rain beetles lairs here (22, 23 h.p.; 
  see Appendix C: New Monsters for details). There are also 
  two long-dead corpses: one is wearing a ring of protection 
  +3, and the other is wearing steel scale armor +2. 
  84. ALCOVE. This alcove is lit by a continual light spell. 
  85. DOPPELGÄNGERS. Four doppelgängers dwell here (17, 17, 
  19, 20 h.p.). They have been steadily preying on the ape 
  guards sent to area #77, using an ambush in area #79. In 
  addition, they have amassed a trove of some 6,061 e.p., 
  which they keep in a large stone chest.  
  86. RANIAN OUTPOST (areas #86-91). The dreaded ranians of 
  limbo have established an outpost in this out-of-the-way 
  corner of the dungeons, perhaps attracted by the chaotic 
  and whimsical nature of the place, perhaps to the 
  immense magical power it embodies, or perhaps for some 
  inscrutable reason of their own. Six red ranians (30, 30, 32, 
  33, 34, 35 h.p.) and one green ranian (42 h.p.) will be on 
  guard here at any given time. If disturbed by intruders one 
  ranian will immediately race down the tunnel to the west to 
  warn the rest of the outpost. The ranians will occasionally 
  send out patrols and occasionally full-scale expeditions 
  into the fungus forest and beyond.   
  87. RED RANIAN BARRACKS. Six red ranians are here (30, 31, 31, 
  32, 34, 34 h.p.), with room for three more. There are three 
  large unlocked chests containing 2,712, 1,944, and 2,118 
  g.p., respectively. 
  88. RED RANIAN BARRACKS. Six red ranians will be found here 
  (31, 31, 31, 33, 35, 36 h.p.), with obvious room for three 
  more. There are five large unlocked chests containing a 
  total of 14,022 s.p. and 2,031 p.p. 
  89. RANIAN SERGEANTS. Two green ranians (40, 41 h.p.) are 
  housed here, and there is room for one more. Hidden in a 
  secret cache is a large chest with 20,198 g.p. inside.  
  90. RANIAN CAPTAIN. A single gray ranian (50 h.p.) dwells here 
  in comfort and near-splendor. Note that the captain will 
  appear as a human initially, using his innate power of 
  polymorph self. The captain, one Yignish by name, has a 
  small pouch with 50 p.p., and also carries with him a long 
  sword of submission +2 (acts as a trident of submission) 
  and a girdle of cloud giant strength. There are four ornate 
  rugs worth 500 g.p. each, a candelabra of silver worth 350 
  g.p., an enormous beaten mirror worth 400 g.p., and a 
  gold-chased divan worth 700 g.p. 
  91. “MEDITATION” ROOM. This is where Yignish will sometimes go 
  for “meditation”; at such times his troops have orders that 
  he is not to be disturbed except in the direst of 
  circumstances. In reality, he will be roaming the Castle 
  halls on a secret mission for his ranian masters. There is a 
  10% chance that he will be so engaged at any given time.
    
  
   
   
  Level Twelve: The Catacombs 
  117 
  Level Twelve: The Catacombs 
   
  Here be dragons! 
   
  This level is mostly given up to a collection of the various evil 
  dragon types and their servants. The dragon men function as 
  both servants and guardians; the dragons will never be caught 
  asleep without a coterie of their faithful warriors standing guard. 
  The dragon men are very cunning, and if they are aware of 
  intruders, they will set up scouts, patrols, ambushes, etc.  
   
  There also exists a sub-level, consisting of a number of hidden 
  corridors and stairways. Some of these passages run 
  underneath the main sections of the level, and the players may 
  believe they have found an entrance to the thirteenth level, 
  when in fact what they have found is simply a sub-passage. 
  These sub-passages harbor nothing but venomous creatures of 
  various types, and no treasure, thus serving as a drain on player 
  resources.  
   
  The ceilings in the main section are 20’ high unless otherwise 
  noted; those in the sub-passages (areas #52-66) are the 
  standard 8-10’ high. If examined, the high shadowy reaches of 
  the corridors are lined with various twisting and turning pipes, 
  which form a perfect hiding place for spiders, snakes, and their 
  ilk. 
   
  The game master should utilize all of the combat capabilities 
  of dragons to their fullest. This level should be of the utmost 
  deadly nature. All the dragons will use their magical powers, 
  including their ability to polymorph self twice per day, and their 
  ability to detect invisible and hidden objects (which includes 
  people) to the maximum. They will also use their servitors to 
  scout out intruders and set up ambushes. Finally, don’t forget 
  the dragonfear, which will strip away low-level hirelings and 
  henchmen as they flee in sheer panic. 
   
  Among themselves, the dragons have complex relationships: 
   
  Skovilarch (red) greatly lusts after Ynfiligret, who spurns his 
  advances and which has enraged Vorgerimius (their hatred is 
  mutual). He gets along well with Anchil and Devonarch, and 
  looks down on Frostbite for a variety of reasons. As Umagra was 
  a red dragon in life, the two get along very well and exchange 
  information (Skovilarch doesn’t realize that almost all of the 
  information traded goes to Umagra). Because of his lust for 
  Ynfiligret, he is unable to notice that Morgaya is interested in 
  him.  
   
  Vorgerimius and Ynfiligret, his mate (both blue) avoid Skovilarch. 
  In the past Ynfiligret has flirted with the red to make her own 
  mate jealous, but now that the two blues have a clutch of eggs, 
  Ynfiligret has stopped. Her efforts have succeeded, and 
  Vorgerimius hates the red with a passion. They get along well 
  with Anchil and Devonarch, as they are both mated and feel a 
  sense of kinship. They are neutral towards Morgaya and 
  Umagra, and although Vorgerimius thinks of Frostbite as little 
  more than an animal, Ynfiligret feels sorry for the white. 
   
   
   
  Frostbite (white) hates most of the other dragons on the level, 
  as almost all look down on him and see him as inferior because 
  of his inability to speak or cast spells. Ynfiligret is an exception, 
  and he appreciates her compassionate treatment of him. He 
  also believes that Umagra respects him, although the bone 
  dragon is merely playing the white as a patsy, looking to use 
  him in the undead dragon’s own schemes.  
   
  Anchil and her mate Devonarch (both green) get along well 
  with both Skovilarch and the mated blues, Vorgerimius and 
  Ynfiligret. They both deeply mistrust Umagra, and actively dislike 
  Morgaya, whom they feel shamed herself when she took a 
  basilisk as a mate.  
   
  Umagra (bone) is full of schemes-within-schemes. In truth he 
  trusts no one, and his undead status has burned out any true 
  emotion he may once have had, but he still puts on a charade 
  to gain his objectives. He plays at being a close friend of 
  Skovilarch, but their exchanges of information are almost 
  entirely one-way (although the red doesn’t realize that). He has 
  Frostbite entirely in his thrall, playing on the white’s feelings of 
  isolation and inferiority, but views Ynfiligret’s affection for the 
  white as a potential threat. Vorgerimius he sees as a fool and a 
  cuckold, and is subtly planting the seeds in the other dragons’ 
  minds that the blue’s eggs will come out purple when they 
  finally hatch. Anchil and Devonarch have thus far resisted 
  Umagra’s scheming, but he is slowly attempting to chip away 
  at their relationships with the others, deciding that if they will not 
  be manipulated, they will be eliminated. He plays the wise old 
  father figure to Morgaya, prying secrets from her and subtly 
  poisoning her relationships with all the others. 
   
  Morgaya (black) lusts after Skovilarch, but, not knowing that the 
  red is oblivious to this, is becoming convinced that his snubbing 
  of her is deliberate. She is cool towards Vorgerimius and 
  Ynfiligret (although she used to be much closer to the female 
  
  Castle of the Mad Archmage 
   
   
   
   
  118 
   
   
  blue). She haughtily disdains Frostbite, and actively loathes 
  Anchil and Devonarch, who make their own feelings about her 
  plain. She views Umagra as a confidante and grandfather 
  figure, not knowing that he has manipulated her and used her 
  as a pawn in his own intrigues. She is not proud of her son Bicor, 
  nor of her mating with one of the basilisks on the sub-level that 
  produced him, and resents him as a reminder that many of the 
  other dragons look down upon her. For his part, Bicor deeply 
  resents Morgaya’s power, all the more so because he knows 
  she could kill him if she wished. 
   
  In addition to the dragons, there is a sphere of many eyes and 
  a vampire priest who attends the temple of Tâmtu that is found 
  on this level. The sphere is greatly feared, but is on speaking 
  terms with all of the dragons (the conversations between it and 
  Umara, as each attempts to spin webs of deceit and intrigue 
  around the other, are wondrous to behold in their obfuscatory 
  glory). The priest is grudgingly respected as the representative 
  of their deity, even if he is naturally held to be inferior, as he is 
  not a dragon or dragon-kin. The purple worm is seen as a pest 
  at best.  
   
  This level has direct access to Levels 11 and 13.   
   
  Random Encounters 
   
  Roll 1d6 every 6 turns, or more often if warranted (by PCs 
  making excessive noise, etc.). On a roll of 1, a random 
  encounter will take place. If the player characters are in the 
  sub-level, the encounter will automatically be with whatever 
  creature has a lair nearest. Otherwise, roll on the following table. 
   
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  NPC adventurers (see Appendix F: NPC 
  Adventuring Parties for details) 
  2-3 
  Dragon patrol; 3-8 (1d6+2) of the servants of 
  the nearest dragon: dragon men, skeletons, 
  etc. There is a 30% chance that if the dragon 
  has an especially powerful servant, it will be here 
  as well.  
  4 
  Dragon. A dragon from one of the five colored 
  dragon lairs is out in search of food. It will be 
  accompanied by 4-12 servants.  
  5-6 
  Other creature. Depending on what is closest, 
  either the purple worm from area #2, the 
  sphere of many eyes from area #36 (alone 
  40%, with his half-orc slave 40%, and the half-
  orc alone 20%), the vampire from area #51, or 
  the dracolisk from area #45.  
  7 
  1-3 giant amphisbaena snakes 
  8 
  1-4 giant spitting snakes 
  9 
  1-3 giant poisonous snakes 
  10 
  Giant constrictor snake 
  11 
  Basilisk 
  12 
  Dungeon Dressing (see below) 
   
  Dungeon Dressing 
   
  Die Roll 
  (d12) 
  Encounter 
  1 
  Bent and broken military fork.  
  2 
  Scream off in the distance (roll direction 
  randomly) 
  3 
  Dragon scale (color will be determined by 
  closest dragon lair) 
  4 
  Pipes overhead bang for 1d4 segments, then 
  stop 
  5 
  A battered tin cup 
  6 
  Graffiti: “Ask the tree!” 
  7 
  4 burned-out candle stubs 
  8 
  A small round hat with a white feather in the 
  brim 
  9 
  Marked on the wall in yellow chalk: “A.S. �” 
  10 
  The smell of roses 
  11 
  An empty leather scroll case 
  12 
  Special (see Appendix D: Special Random 
  Encounters) 
   
  Encounter Areas 
   
  1. 
  CAVED-IN CHAMBER. There is a large hole in the ceiling, 
  which leads 60’ up until it reaches area #1 on Level 11: THE 
  GREATER CAVES. Beneath it there is a large pile of rubble, 
  almost reaching the level of the ceiling.  
  2. 
  PURPLE WORM. This chamber has been taken over as the 
  lair of a large purple worm (84 h.p.). It will often be found 
  in the corridors searching for food, and is indiscriminant 
  about dining on dragon men, deep buffalo from above, 
  or adventurers. It has accumulated some precious items 
  over the years, which have been expelled willy-nilly about 
  the place: 6,723 g.p., 1,211 p.p, and 8 gems.  
  3. 
  RED DRAGON. Six of the red dragon men from areas #4-7 
  will be on guard duty at the entrance to this chamber at 
  any given time. They are very attentive to both of the 
  corridors leading here, and thus will be surprised only 1 
  chance in 10, and if possible one will rush off to alert the 
  other dragon men and get reinforcements if hostile 
  intruders appear. The walls of this chamber are clad in 
  huge blocks of basalt without other adornment. Within 
  dwells Skovilarch, an enormous and ancient red dragon 
  (11d12 HD; 88 h.p.; spells memorized: detect magic, 
  sleep, ESP, mirror image, haste, hold person, confusion, 
  polymorph self), able to speak draconic, common, lizard 
  man, and orcish. He sleeps (20% chance at any given 
  time) on an enormous pile of treasure: 20,558 c.p., 50,916 
  s.p., 30,121 g.p., 45 gems, 20 pieces of jewelry, a helm of 
  brilliance, a mace of disruption, plated mail +4, and a 
  rope of climbing. In addition, there is a small box 
  (unlocked, but with a poison needle trap on the latch, save 
  vs. poison or die) containing potions of climbing, extra 
  healing, human control (human), and treasure finding. In 
  addition, Skovilarch’s butler, Svein Copperbeard, a fire 
  giant (56 h.p.), bearing an enormous sword +2 (treat as a 
  two-handed sword if wielded by a man-sized character) is 
  also here. He keeps a supply of 10 throwing rocks handy.  
  
   
   
  Level Twelve: The Catacombs 
  119 
  4. 
  RED DRAGON MEN QUARTERS (areas #4-7). The passages 
  leading to these rooms, as well as the rooms themselves, 
  have 10’ high ceilings. Note that some of the dragon men 
  will be absent from their actual bunkrooms, as some will be 
  serving as guards in area #3, some will be in this room, etc. 
  This is the common room of the dragon men; there are 
  tables, 
  benches, 
  meat 
  and 
  drink, 
  and 
  games 
  (knucklebones, a dart board, etc.). Normally there will be 
  4-8 dragon men from the other areas in this room at any 
  given time.  
  5. 
  RED DRAGON MEN. There are a dozen red dragon men 
  quartered here (25, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 
  30 h.p.), each armed with a morning star and a longbow 
  (each has a quiver with 20 arrows). Each has 20 g.p. 
  Careful count will reveal sixteen bunks. 
  6. 
  RED DRAGON MEN. Nine red dragon men are here (25, 25, 
  26, 26, 27, 28, 29, 30, 31 h.p.), each armed with a 
  broadsword and 3 javelins. Each has 20 g.p. There are 
  twelve bunks.  
  7. 
  RED DRAGON MEN. Ten red dragon men are quartered 
  here (25, 26, 27, 28, 29, 29, 29, 30, 30, 31 h.p.), each 
  armed with a glaive and a heavy crossbow with 20 bolts. 
  Each has 20 g.p. 
  8. 
  ONE-ARMED BANDITS.  Note that the passage leading to 
  this room has a ceiling only 10’ high, as does the room 
  itself. Within this room are nine large machines of some 
  bright silver material, with a high stool in front of each. The 
  machines are covered with brightly blinking lights, and 
  three tiny windows are in the middle of each. After 
  depositing up to 100 coins (of whatever type), the single 
  arm on the right of a given machine can be pulled, 
  causing the figures within the three windows to begin 
  spinning. If a winning combination comes up, the 
  appropriate number of coins will spill out of a slot in the front 
  of the machine. To determine the outcome, roll 3d6: 1 = 
  axe, 2 = sword, 3 = wand, 4 = mace, 5 = gem, 6 = 
  dragon. The machines will pay out as follows: 
   
  Combination 
  Payout 
  Dragon/dragon/axe 
  2:1 
  Dragon/dragon/sword 
  3:1 
  Dragon/dragon/wand 
  4:1 
  Dragon/dragon/mace 
  5:1 
  Dragon/dragon/gem 
  6:1 
  Axe/axe/axe 
  4:1 
  Sword/sword/sword 
  8:1 
  Wand/wand/wand 
  10:1 
  Mace/mace/mace 
  12:1 
  Gem/gem/gem 
  24:1 
  Dragon/dragon/dragon 
  36:1 
   
  The gem/gem/gem combination is the “minor jackpot” 
  and will be accompanied by the ringing of a gong on the 
  machine (roll for random encounters). The three dragon 
  combination is the “grand jackpot” and will feature 
  continuous banging on the gong for 30 seconds (roll for 
  random encounters, 1-4 is an encounter). 
   
  One of the stools is occupied by a wizened old woman, 
  who sits upon it with an earthenware jug into which she puts 
  her winnings, and from which she draws coins to feed the 
  machine. She will largely ignore anyone else in the room, 
  aside from complaining about the stingy machine, 
  nevertheless single-mindedly putting coins into it, pulling 
  the lever, and waiting for the outcome. She is, in fact, 
  Grizelmot, a night hag (53 h.p.) in human form, who will 
  only attack the player characters if she is herself attacked, 
  or if her attempts to beat the machine are interrupted. She 
  will mutter angrily to herself if someone else gets either the 
  minor or grand jackpots, and will attack that person in 
  preference to all others, if she does engage in combat, 
  screaming all the while “That jackpot should have been 
  MINE!” 
  9. 
  MOVING STATUE. Note that the passage leading to this 
  room has a ceiling only 10’ high, as does the room itself. 
  This room is home to a large (9½’ high) statue of a beautiful 
  woman wearing a stola-like garment. However, each time 
  the room is entered (10 minute minimum between visits), 
  the statue will be in a different part of the room (roll 1d8; 1 
  = northeast, 2 = east-middle, 3 = southeast, 4 = 
  southwest, 5 = west-middle, 6 = northwest, 7 = center, 8 
  = missing altogether), and in a different pose: 
   
  Die Roll 
  (d8) 
  Pose 
  1 
  Hands behind head, alluringly 
  2 
  Hands extended before face, looking away 
  3 
  Arms spread wide, welcoming 
  4 
  Seated, legs crossed in yoga-like pose 
  5 
  Arms at sides, legs straight 
  6 
  Arms posed as if firing a bow 
  7 
  Head in hands, in grief 
  8 
  Hands held out, as if holding a bowl 
   
  The statue is, in fact, a stone golem (60 h.p.). It will be 
  completely motionless unless attacked (any sort of 
  spellcasting directly upon it will set it off, including detect 
  magic, as well as any sort of damage-inducing action 
  whether an area-effect spell or not; more general spells 
  such as augury, however, are not cast upon the golem 
  itself (or the area in which it stands), and will therefore not 
  activate it), or if the room is entered twice in any ten-minute 
  period by the same person (the person must go a full 50’ 
  from the entrance of the room, and then return, in order to 
  trigger the effect). It will never change position when there 
  is anyone within 50’ of the room. It will automatically follow 
  the commands of any elf wearing predominantly yellow 
  clothing.  
  10. BLUE DRAGON MEN (areas #10-12). Note that the ceilings 
  in these rooms and the adjoining hallways are only 10’ in 
  height, and some of the dragon men quartered in these 
  areas will be elsewhere at any given time, for example 
  area #13. Nine blue dragon men lair here (20, 20, 21, 22, 
  23, 23, 24, 24, 24 h.p.), each armed with a two-handed 
  sword and a throwing axe. Each has 15 g.p. There are 
  twelve bunks. 
  11. BLUE DRAGON MEN. Thirteen blue dragon men sleep in this 
  chamber (20, 20, 20, 21, 21, 21, 23, 23, 23, 23, 23, 24, 24 
  h.p.), each armed with a trident and a short bow with 20 
  arrows. Each has 15 g.p. There are fourteen bunks. 
  
  Castle of the Mad Archmage 
   
   
   
   
  120 
   
   
  12. BLUE DRAGON MEN. Eight blue dragon men are quartered 
  here (20, 20, 20, 21, 21, 22, 22, 22 h.p.), each armed with 
  a footman’s macea and a light crossbow with 20 bolts. 
  Each has 15 g.p. There are fourteen bunks here. 
  13. BLUE DRAGONS. Five blue dragon men from areas #10-12 
  will be guarding the entrance to this chamber, and one will 
  speed off for reinforcements if hostile intruders attack. 
  Within the chamber is a mated pair of blue dragons. 
  Vorgerimius is an average-sized ancient male (9d12 HD; 
  72 h.p.) who can speak draconic, common, elvish, 
  halfling, and peryton. About his head whirls a pale lavender 
  ellipsoid ioun stone which can absorb up to 25 spell levels 
  (up to 4th level spells are affected) before burning out. His 
  mate, Ynfiligret, is a small, very old female (8d12 HD; 56 
  h.p.) who can speak draconic, common, and orcish. They 
  sleep (30% chance of either being asleep at any given 
  time) on an enormous pile of treasure: 80,993 s.p., 20,054 
  e.p., 20,334 g.p., 5,102 p.p., a staff of power (20 charges), 
  a ring of swimming, and a brazier commanding fire 
  elementals. Note that the pair will fear for the safety of their 
  eggs in area #14 and will react with fury if they perceive 
  the eggs are threatened. 
  14. SECRET CHAMBER. (Note that the secret door to this 
  chamber is 10’ above the floor, and thus will not be 
  detected in an ordinary check for secret doors.) 
  Vorgermius and Ynfiligret have hidden their most valuable 
  treasure here: a clutch of 6 blue dragon eggs, each 
  nestled safely in a bed of warm sand. The eggs should 
  hatch in a few years. In the meantime, they are guarded 
  by a pair of blue scaled devils (24, 26 h.p.). The ceiling 
  here is only 10’ high.  
  15. WELL BOTTOM. This chamber is at the bottom of a 60’ 
  circular well that leads up to area #38 on Level 11: THE 
  GREATER CAVERNS. The albino apes from the level above 
  will regularly toss down sacrifices of food (often from the 
  deep buffalo herd found on the level, amongst other 
  sources) and occasionally valuables. This keeps the 
  dragons on this level sated, which the apes find a perfectly 
  adequate state of affairs.  
  16. WHITE DRAGON MEN (areas #16-19; note that some will be 
  in area #20 as guards). These rooms and the short 
  passage leading to them all sport 10’ high ceilings. 2-7 
  white dragon men from Areas 17-19 will be here at any 
  given time; there are tables, benches, food and drink, etc.  
  17. WHITE DRAGON MEN. A dozen white dragon men are 
  quartered here (15, 15, 16, 16, 17, 17, 17, 17, 18, 18, 19, 
  19 h.p.), each armed with a mace and a light crossbow 
  with 20 bolts. Each has 12 g.p. There are fourteen bunks. 
  18. WHITE DRAGON MEN. Ten white dragon men dwell here 
  (15, 15, 15, 16, 16, 17, 17, 17, 17, 18 h.p.), each armed 
  with a bardiche and a dagger. Each has 12 g.p. There are 
  fourteen bunks.   
  19. WHITE DRAGON MEN. Nine white dragon men bunk here 
  (15, 15, 15, 16, 16, 17, 17, 18, 18 h.p.), each armed with 
  a long sword and a longbow with 20 arrows. Each has 12 
  g.p. 
  20. WHITE DRAGON. Six white dragon men from areas #16-19 
  will be guarding the entrance to this chamber, and if 
  possible, one will attempt to rouse reinforcements if hostile 
  intruders attack. Within dwells Frostbite, a huge and ancient 
  white dragon (7d12 HD, 56 h.p.), who neither speaks nor 
  uses magic. He does, however, sleep upon an impressive 
  pile of treasure (60% chance of being asleep, but the 
  dragon men will awaken him if possible): 15,840 s.p., 
  12,053 e.p., and a sword +3 frost brand.  
  21. BROOM CLOSET. This room has a number of brooms, mops, 
  buckets, bottles of soap, brushes, rags, etc. There is a single 
  large metal can on wheels with a handle, allowing it to be 
  pushed so trash may be collected more easily.  
  22. DISORIENTATING ROOM. Note that all the passages leading 
  to this room and #23 have 10’ high ceilings, as does this 
  room itself. This room is lit by continual light, and has several 
  large couches and tables upon which there is to be found 
  a pitcher of wine and five goblets (worth 15 g.p. each), as 
  well as two large wing-back chairs. Three rounds after the 
  room is entered, all three doors will slam shut, the light will 
  wink out for a few seconds, and then will return to show the 
  furniture completely rearranged. Anyone inside is left with 
  no idea of their directional orientation (this applies to 
  dwarves and the like as well, but not to magical means 
  such as an arrow of direction). Roll 1d4 to establish an 
  arbitrary “north”. The (real) northern (false) door is a trap; 
  anyone trying to open it will be sprayed with oil of monster 
  attraction (see Appendix B: New Magic Items for details).  
  23. CUBE. The door to this room bears the inscription “CUBE”. 
  The ceiling of this small room is 20’ high (making the room 
  most definitely not a cube, but don’t point that out to the 
  players). The door will automatically close 1 round after it is 
  opened. Once this happens, or if it is closed manually 
  beforehand, it will lock, and a trap door in the ceiling will 
  open up, dropping a gelatinous cube into the room (20 
  h.p.). Anyone in the room when that happens must save 
  vs. paralyzation, and will suffer an automatic 2-8 h.p. of 
  damage per round as the cube’s digestive enzymes go to 
  work. After an hour, the cube will be lifted back up into the 
  space above by means of an elevator hidden in the floor, 
  the trapdoor will reset, and the door will automatically 
  unlock. Complaints by the PCs that they didn’t have any 
  warning should be dutifully ignored. 
  24. THE TREE OF KNOWLEDGE. Growing in a hole in the stone 
  floor in the southeast portion of this room is a very broad 
  tree of unknown type (even a druid would find it impossible 
  to determine its exact species), with its limbs forming a 
  canopy above, brushing up to the ceiling. Despite the fact 
  that there is no natural or artificial light in the room, the tree 
  seems to be flourishing. It bears no fruit or flowers, but every 
  once in a while the leaves seem to flutter in a breeze that 
  only the tree itself feels. It will radiate both magic and good 
  if detected for. Anyone sleeping beneath the tree for a 
  period of 6 consecutive hours or more will be affected, 
  depending on their nature. Paladins and clerics of good 
  alignment will have their wisdom score permanently 
  increased by one point. Elves of non-evil alignment will find 
  their level limits raised by one. All others of non-evil 
  alignment will find themselves the recipient of a dream, the 
  equivalent of a divination spell, which can be applied to 
  any situation in the next month (the player need merely say 
  that the dream hereceived now will apply, and all of a 
  sudden the dream will “make sense” in that context). Any 
  evil creature will have nightmares that negate the healing 
  
   
   
  Level Twelve: The Catacombs 
  121 
  effect of sleeping, but will themselves have the effect of 
  an augury spell, at their discretion sometime in the next 
  month, with no chance of failure of the spell (but they won’t 
  know that). The permanent effects can, of course, only be 
  obtained once, but the dreams can be summoned once 
  per month. If a good cleric/paladin or non-evil elf sleeps 
  beneath the tree for a second time, they will receive a 
  dream of appropriate type. While any creature is sleeping 
  beneath the tree, there will be no wandering monster 
  encounters in this area (but once again, the player 
  characters won’t know that).  
  25. HUGE VAULTED CHAMBER. The ceiling of this vast room soars 
  some 40’ above the floor, supported by buttressed arches. 
  It is decorated with a dozen gargoyles at regular intervals, 
  some halfway up the ceiling. If any of these is in any way 
  attacked or damaged, the rest will come to life and attack 
  those responsible (20, 20, 21, 21, 21, 22, 22, 23, 23, 24, 
  24, 25 h.p.).  
  26. WATERWAY. The floor of the southern portion of this corridor 
  is even with a fast-moving stream of water that comes in 
  from a large pipe in the eastern end of the trough and 
  disappears through a barred culvert in the west. The 
  waterway itself is approximately 5 feet deep, and serves as 
  a water source for the inhabitants of the level. Roll for 
  random encounters at twice the normal frequency in this 
  area.  
  27. GAS. From this point onward, the corridors and chambers 
  are partially filled with bertholite gas. The gas is visible, filling 
  the air with a faintly greenish-white vapor, which if breathed 
  will cause 1d6 h.p. of damage per round. Anyone 
  breathing in the gas for five consecutive rounds must make 
  a saving throw vs. poison every round thereafter. Failure 
  indicates the lungs have been damaged, resulting in a loss 
  of 1 point of constitution for a period of 2-8 weeks; a loss of 
  four points results in one of them being permanently lost. If 
  a character’s constitution score is reduced to 0, he dies 
  immediately. The green dragon men and green dragons 
  beyond are immune to the effects of the gas.  
  28. GREEN DRAGON MEN (areas #28-31). The ceilings here are 
  only 10’ high. These chambers form the living quarters for 
  the dragon men who serve the green dragons Anchil and 
  Devonarch in area #32. This is a “common room”, with 
  tables, benches, cooking apparatus, etc. At any given 
  time, 3-6 (1d4+2) of the dragon men from areas #29-31 
  will be here.  
  29. GREEN DRAGON MEN. Ten green dragon men are 
  quartered here (20, 20, 21, 22, 23, 24, 24, 25, 25, 26 h.p.), 
  but there are bunks for fifteen (if the PCs bother to count, 
  that is). Each has 20 g.p. on his person, and is armed with 
  a halberd and a longbow with 12 arrows.  
  30. GREEN DRAGON MEN. Six green dragon men dwell here 
  (20, 22, 23, 23, 24, 25 h.p.), each armed with a halberd 
  and a longbow with 12 arrows. Each has 20 g.p. 
  31. GREEN DRAGON MEN. Eight green dragon men are here 
  (20, 20, 21, 21, 21, 23, 24, 25 h.p.), each armed with a 
  halberd and a longbow with 12 arrows. Each has 20 g.p.   
  32. GREEN DRAGONS. Four green dragon men from areas 
  #29-31 will be on guard duty outside the entrance to this 
  enormous room, and will alert their masters if any intruders 
  should approach. A pair of green dragons dwells here. 
  Anchil is an old and average sized female mossback 
  (8d12 HD; 48 h.p.; spells memorized: charm person, 
  shield, unseen servant, ventriloquism, invisibility, web), able 
  to speak not only the draconic tongue but those of elves, 
  hobgoblins, and the common tongue. Devonarch is an 
  ancient and average-sized male (8d12 HD; 64 h.p.), also 
  able to speak draconic and common. They sleep (40% 
  chance for each) upon an enormous hoard consisting of 
  45,856 s.p., 35,241 g.p., 66 gems, and 20 pieces of 
  jewelry. The ceiling is arched, and some 30’ high in the 
  center. The walls are decorated with frescoes depicting a 
  bleak and evilly oppressive sylvan scene; subtly distorted 
  woodland creatures with malicious eyes scurry in and 
  about black and twisted trees, thorny underbrush, and 
  brambles.  
  33. DESERTERS. A half-dozen dragon men of various types are 
  barracked here. They have all been charmed at various 
  times by the sphere of many eyes (see area #36), who 
  uses them as a first line of defense against intruders, and 
  also to infiltrate the lairs of the various dragons. The exact 
  composition of dragon men types will vary; when the 
  player characters first encounter these guards, there will be 
  one black (16 h.p.), two blues (22,23 h.p.), a green (25 
  h.p.), and two reds (26,26 h.p.) present. The ceilings in the 
  corridors leading from the southern door are only 10’ high.  
  34. SPHERE OF MANY EYES. There is a large gas spore here (1 
  h.p.), which Grengotha (see area #36) uses as a decoy to 
  fool intruders. The ceiling is 15’ high.  
  35. PIT TRAP. There is a covered pit trap here, some 30’ deep 
  and covered with spikes on the bottom. Those falling into it 
  will take 3d6 h.p. of damage and must make a saving 
  throw vs. paralyzation or take an additional 1d10 h.p. of 
  damage from the spikes. The trap door will reset 
  automatically in 5 rounds.  
  36. THE EYE. Note that there are double doors leading to this 
  room, whose ceiling is some 15’ high, and which is the lair 
  of Grengotha, a sphere of many eyes, of monstrous size (6’ 
  diameter, 75 h.p.). He maintains an uneasy truce with the 
  dragons on the level, all of whom both fear and hate him, 
  except for Skovilarch in area #3, who figures he is far 
  enough away that the sphere of many eyes poses only a 
  minor threat. His charmed slave, Joppash, is a half-orc 
  cleric-assassin of exceptional ability who is totally loyal to 
  his master (C4/A9; 40 h.p.; AC -2 (mail +3, shield +2); 
  spells memorized: command, cause light wounds, cause 
  fear, hold person, silence 15’ radius; DEX 15). Joppash is 
  armed with a sword +1, +4 vs. reptiles and a crossbow of 
  accuracy (he has 20 non-magical bolts as well). In a 
  locked metal chest in the room is a bag filled with 25 
  gems, as well as potions of invisibility, frost giant strength, 
  extra healing, and good dragon control (which Grengotha 
  uses as an incentive when dealing with the dragons on this 
  level; it has been promised to each of them at least once).  
  There is also a scroll with the clerical spells dispel magic 
  and continual light. The key is hidden on the lintel above 
  the door. Both Grengotha and Joppash can be found as 
  random encounters on this level, singularly and together, 
  as the sphere of many eyes seeks to use its charm monster 
  ability to recruit more of the dragon men to its service.  
  
  Castle of the Mad Archmage 
   
   
   
   
  122 
   
   
  37. BUZZING. Note that the passageway leading to this room, 
  as well as the room itself, has a 10’ high ceiling. A faintly 
  audible buzzing can be heard coming from the other side 
  of the door to this chamber. The door is locked, and there 
  is no key readily apparent; it is, however, infested with 4 ear 
  seekers, which will attack if anyone attempts to listen at the 
  door without some sort of safeguard. The room contains a 
  large rotating cylinder studded with small pipes, into which 
  six bellows, worked by belts that disappear into the floor, 
  pump air. The loud buzzing noise is coming from the air 
  being forced through the pipes. Atop the cylinder is a large 
  brass honeybee. If examined, there is a lid on the top of 
  the bee, which reveals a “dose” of royal bee jelly 
  (equivalent to 2-5 potions of extra healing, with each dose 
  also functioning as a cure disease spell.  It can also can 
  be sold for some 500-1,000 g.p. to an alchemist).  
  38. FALSE DOOR TRAP. Note that the corridor leading to this 
  door has a 10’ ceiling. The door to the north is a false one; 
  anyone unlocking and then opening it will simply see a 
  brick wall beyond. Before that happens, however, anyone 
  touching the door will trigger a barrage of poisoned darts 
  in the walls, which will cover the whole of the 10’ section 
  before the door. 3 darts will attack each person in the area 
  (maximum of 18 darts per barrage), attacking as a 12 HD 
  monster, doing 1d4 h.p. of damage and requiring a saving 
  throw vs. poison. If the save is successful, the target takes 
  an additional 15 h.p. of damage. If the save fails, the 
  target takes 25 h.p. of damage and loses a point of 
  strength for 25-36 (1d12+24) hours.  
  39. SKELETONS (areas #39-42). Note that these rooms and the 
  passages leading to them have ceilings that are 10’ high. 
  Some of the skeletons in these rooms will be elsewhere, 
  particularly area #43. This particular room holds 24 regular 
  skeletons (4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 
  7, 8, 8, 8, 8 h.p.). 
  40. SKELETONS. Eight greater skeletons are here (12, 13, 13, 13, 
  14, 14, 15, 15 h.p.; see Appendix C: NEW MONSTERS for 
  details). 
  41. SKELETON WARRIOR. The mightiest of Umagra’s servants, a 
  skeleton warrior (9 HD; 57 h.p.; see Appendix C: New 
  Monsters for details), will be here unless he is in area #43 
  (40% chance he is with Umagra).  
  42. SKELETONS. Seven greater skeletons are here (13, 13, 14, 
  14, 15, 15, 16 h.p.; see Appendix C: NEW MONSTERS for 
  details).  
  43. UNDEAD DRAGON. Six greater and four regular skeletons 
  from areas #39-42 will be on guard duty here. This is the 
  lair of Umagra, a very special undead dragon, formerly a 
  huge red, now an immense bone dragon (88 h.p.). He has 
  the following spells memorized: friends, sleep, invisibility, 
  stinking cloud, dispel magic, slow, fumble, wall of ice, hold 
  monster, teleport. Rather than resting on a pile of treasure 
  as do most other dragons, Umagra rests on an enormous 
  pile of bones, belonging to hundreds of different creatures 
  of scores of different types. Mixed in with the various 
  disassociated bones and skulls are a wand of frost (87 
  charges), boots of levitation, and a phylactery of long 
  years. There is a 40% chance that the skeleton warrior from 
  area #41 will be here. The tapestries along the walls of this 
  room depict a very ordinary world; children play, farmers 
  till their fields, clerics preach from pulpits, but each and 
  every one of them is a skeleton, and in the background 
  various forms of the Great Reaper can be seen, seemingly 
  unnoticed by the figures in the tapestries. They would be 
  worth 10,000 g.p. each if they could be removed and sold 
  to a collector. They are, however, immense, weighing 
  some 500 lbs. each.  
  44. STAIRS DOWN. These staircases lead to Level 13: THE MAZE. 
  45. DRACOLISK. Note that this chamber and the passage 
  leading to it have 10’ high ceilings. The spawn of the black 
  dragon in area #50 and one of the basilisks in the sub-
  level, the dracolisk Bicor (35 h.p.), is resentful of its mother’s 
  relative wealth and status, and yet knows that she cannot 
  be bested in a fight. So he stews in this chamber when not 
  hunting for prey. It has but a small pile of treasure, adding 
  insult to its injury: only 1,357 p.p. and 5,819 s.p., plus a 
  pouch with 6 gems.  
  46. TEMPLE OF THE DRAGON QUEEN. (Show the players 
  illustration #29.) This enormous and high-ceilinged (50’ 
  high) chamber is lit by continual light spells and is 
  dominated by an enormous statue of the five-headed 
  queen of evil dragons at the far end (although the statue 
  is still less than life-sized!), with five heads representing the 
  different chromatic dragon types, each with a leering face 
  and gaping jaws. A silver-chased altar lies before the 
  statue, and there is a drum behind the altar on the floor; all 
  radiate magic if detected for. Upon the altar are a chalice 
  of gold (worth 200 g.p.) and a platter upon which are five 
  delicately worked and decorated eggs, made of 
  alabaster and precious metals, studded with gems, each 
  using a different color as a motif: black, blue, green, red, 
  and white.  
   
  Any non-reptilian creature touching any of the eggs will get 
  a jolt of 20 h.p. damage, of a type consistent with the color 
  of the egg; the black one will shoot a jet of acid, the blue 
  will deliver an electrical jolt, etc. The person touching is 
  entitled to a saving throw vs. dragon breath for half 
  damage. If an egg is placed into the appropriately-
  colored mouth of the statue, all reptilian creatures in the 
  temple will receive the benefits of a bless spell for the next 
  30 rounds (3 turns). If all five eggs are placed in the mouths, 
  it will have the effect of a commune spell (with all the usual 
  limitations attendant to it). Placing an egg in the wrong 
  mouth will cause the statue to become animated.  It will 
  begin to move, attacking the person who put the egg in its 
  mouth (using the head corresponding to the color of the 
  egg), It will use both bite and breath weapon, as if it were 
  a dragon of 50 h.p. If the animated statue is destroyed, it 
  will simply disappear, returning to its original place, but the 
  head that was attacking will be missing, appearing to have 
  been broken off. If the chalice is filled with the blood of a 
  mammalian creature and placed on the altar, and then 
  the drum is played for two rounds, the contents will be 
  transformed into a potion of extra healing. If the silver 
  decoration is pried off the altar, it will be found to be worth 
  some 400 g.p. for the workmanship and metal, but anyone 
  involved in the actual removal will become permanently 
  blind after 1-6 turns. A cure blindness or remove curse spell 
  will restore eyesight.  
  
   
   
  Level Twelve: The Catacombs 
  123 
  There is a 2% chance at any given time that a worship 
  ceremony will be going on; there will be one or two of the 
  dragons from the level here, each accompanied by 4-15 
  (1d12+3) dragon men, and Father Draco from area #51 
  will be leading the services.  
  47. BLACK DRAGON MEN (areas #47-49). Note that all of the 
  corridors leading to these rooms, as well as the rooms 
  themselves, have 10’ high ceilings. Some of the dragon 
  men herein will be elsewhere at any given time, particularly 
  area #50. This room is home to some thirteen black 
  dragon men (16, 16, 16, 17, 17, 18, 18, 18, 18, 19, 19, 19, 
  20 h.p.), armed with battle axes and javelins (3 javelins 
  each). Each has 10 g.p. There are sixteen bunks.  
  48. BLACK DRAGON MEN. Ten black dragon men are currently 
  quartered here (16, 16, 16, 17, 17, 17, 17, 18, 19, 20 h.p.), 
  each armed with an awl pike. Each has 10 g.p. There are 
  fourteen bunks.  
  49. BLACK DRAGON MEN. Fourteen black dragon men dwell 
  here (16, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 18, 19, 20 
  h.p.), each armed with a scimitar and a sling with 40 
  bullets. Each has 10 g.p. There are fifteen bunks.  
  50. BLACK DRAGON. Eight black dragon men from areas #47-
  49 will be on guard duty in the eastern half of this chamber 
  at any given time. This immense room has a ceiling some 
  40’ high, and is dominated by a huge chasm some 80’ 
  deep spanned by a single narrow stone bridge (A). At the 
  far side of the chasm (location B) dwells Morgaya, a large 
  and ancient black dragon (8d12 HD, 64 h.p.). She speaks 
  draconic, common, elvish, and hobgoblin, and, while she 
  does not herself cast spells, she does wear a ring of spell 
  storing with the following spells within it: cone of cold, hold 
  person, and wall of iron. The ring, although dragon-sized at 
  the moment, will return to normal (human) size if removed 
  from her claw. She sleeps (50% chance at any given time) 
  on an enormous pile of treasure: 60,857 s.p., 30,110 g.p., 
  47 gems, a large shield +3, and a spear +3.  
  51. HEXAGONAL CHAMBER. The ceilings of this room and the 
  passage leading to it are 10’ high. This is the lair of Father 
  Draco, a vampire and 10th level cleric of the Dragon 
  Queen, the Arch-Devil Tâmtu (60 h.p.; AC -1 (vampire 
  powers plus a ring of protection +2); spells memorized: 
  curse, command, cure light wounds, cause light wounds, 
  protection from good, sanctuary, find traps, hold person 
  (x2), know alignment, snake charm, speak with animals, 
  animate dead, continual darkness, dispel magic, prayer, 
  cure serious wounds, protection from good 10’ radius, 
  snakes to sticks, dispel good, flame strike), armed with a 
  flail +3, carrying a staff of the dragon (see Appendix B: 
  New magic items for details) and a medallion of ESP 30’ 
  range. There are also three dragon men zombies (treat as 
  monster zombies; 25, 26, 30 h.p.) who act as his guards 
  and servants. There is the usual earth-filled coffin, as well as 
  9,938 g.p. and 1,590 p.p. in a large locked chest in the 
  bier under the coffin. Draco has the key on his person. 
  Smaller, unlocked boxes on a table in the room also hold 
  incense and there is a decanter of wine. He will sometimes 
  be leading services in the temple of the Dragon Queen 
  (see area #46 for details), but may also be found as a 
  random encounter in the hallways, on some mysterious 
  errand of his own. If so, his zombies will accompany him. 
  Note that everything from here on is considered part of the 
  “sub-level”. All ceilings are 10’ high unless otherwise noted. 
  The game master should point out to players that the area 
  seems to have a higher-than-normal amount of rodents, 
  which scurry away at the approach of intruders.  
   
  52. DAMP CHAMBER. There is a thick coating of slime growing 
  on the east and south walls of this chamber, where there is 
  evidently some sort of water leak that slowly trickles down 
  the wall. A pair of giant lizards dwells here (17, 18 h.p.). 
  53. LIZARDS. Two subterranean lizards (30, 34 h.p.) lair here. 
  54. ACID TRAP. Anyone entering the last 10’ of this corridor will 
  trigger a spray of acid from the ceiling. Anyone in the last 
  20’ of the corridor when that happens will take 24 h.p. of 
  damage (save vs. dragon breath for half damage).  
  55. NEST OF SERPENTS. Four giant spitting snakes have a lair of 
  rotting debris at the end of this hallway (18, 20, 22, 25 h.p.).   
  56. SNAKE. Right at the point where these four corridors 
  intersect, a giant constrictor snake lies in wait amongst the 
  pipes near the ceiling (31 h.p.). It strikes with surprise 5 times 
  in 6. 
  57. LARGE ALCOVE. Along the east wall of this 20’ alcove are 
  six brackets in the wall, obviously intended to hold some 
  sort of object. On the floor there is a broken and useless 
  animal snare (consisting of a pole with a length of cord 
  terminating in a loop, which would normally be used to 
  close around the neck of some animal).   
  58. BASILISKS. A mated pair of basilisks lairs here (25, 30 h.p.).  
  59. MORE SNAKES. Five poisonous (non-giant) snakes are here 
  (9, 9, 10, 11, 12 h.p.). Their venom causes those who fail 
  their saving throw to suffer sickness and incapacitation for 
  1-4 days, and saving throws are made with a -1 penalty.  
  60. LIZARDS. Four giant lizards dwell here (13, 15, 16, 17 h.p.). 
  They all have a poisonous bite, however; those hit by a bite 
  attack save vs. poison or take an additional 2-12 h.p. of 
  damage. They are otherwise normal.  
  61. CUSTODIAL STAFF. Three lizard men (9, 11, 12 h.p.) and two 
  ophidians (4 HD; 16, 18 h.p.) dwell here. All wear white 
  coats and squat cylindrical white hats with black rims. There 
  are a variety of mops, brooms, buckets, dust-bins, etc., 
  here. They will not be hostile if encountered, unless 
  attacked. They have no treasure.  
  62. CHIEF CUSTODIAN. Ssrrth, a lizard king (40 h.p), dwells here. 
  He wears the same sort of clothing as the custodial staff in 
  area #61, except his is adorned with gold trim. This is also 
  where the cleaning supplies are kept (jugs of neon blue 
  liquid, which if ingested will require a saving throw vs. poison 
  or cause death). He has a small chest hidden beneath a 
  flagstone, which contains 15 gems and 2 pieces of jewelry.  
  63. FOUR HEADS ARE BETTER THAN TWO. A pair of amphisbaena 
  snakes dwell here (24, 31 h.p.).  
  64. COILS. A pair of giant constrictor snakes lie in wait in and 
  amongst the pipes near the ceiling of this chamber (29, 33 
  h.p.). They strike with surprise 5 times in 6.   
  65. TOADS. Five giant venomous toads (8, 10, 12, 12, 13 h.p.) 
  dwell here.  
  66. LIZARD. A giant subterranean lizard lives in this dead-end 
  corridor (30 h.p.). It is normal for its sort, except that its bite 
  is poisonous; those struck by it must save vs. poison or lose 
  50% of constitution for 1-4 days.  
  
  Castle of the Mad Archmage 
   
   
   
   
  124 
   
   
  Level Thirteen: The Maze 
   
  This is a very special level of the Castle. There is but one 
  inhabitant, although the player characters will not know that, 
  and once he is discovered, the dénouement of all of the trials 
  and adventures the player characters have hitherto undergone 
  within the Castle will take place. The place is very deliberately 
  created to cause confusion; there are multiple opportunities for 
  the PCs to be teleported without their knowledge, making 
  mapping difficult (although characters following the “right hand 
  rule” to solve the maze will find it to be a ticket straight to the 
  main encounter on the level).  
   
  There are direct connections between this level and levels 8 
  and 12, and the far side of the world.  
   
  There are no random encounters on this level. The game 
  master should still roll 1d6 every 6 turns, or more often if 
  warranted (by PCs making excessive noise, etc.), just to keep 
  the players nervous, but there will never actually be an 
  encounter.  
   
  ENCOUNTER AREAS 
   
  1. 
  STAIRS UP. Traveling up or down this staircase activates a 
  subtle and undetectable teleportation effect. It will 
  eventually lead up to area #44B on Level 12: THE 
  CATACOMBS. 
  2. 
  STAIRS UP. Traveling up or down this staircase activates a 
  subtle and undetectable teleportation effect. It will 
  eventually lead up to area #44A on Level 12: THE 
  CATACOMBS. 
  3. 
  SHORTCUT. Eventually this passage leads to area #14 on 
  Level 8: THE LESSER CAVES. Note that the slope is too subtle 
  to be detected under normal circumstances; dwarves, 
  etc., have their normal chance to detect. It will turn after 
  quite some time, right, left, and so forth, leaving most 
  explorers without any sense of orientation. Note that this is 
  a one-way door; it can be used to enter this level, but not 
  leave it (unless it has been spiked or otherwise held open).  
  4. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this level. It is 
  possible that each time it is opened, the door will lead to 
  a different destination. Roll 1d6 to determine the 
  destination: 1-2 = area #5, 3-4 = area #6, 5-6 = area #7. 
  The teleportation effect is not noticeable, and doors can 
  be spiked open to “hold” the teleportation effect. In such 
  cases, the other two doors will automatically teleport to 
  one another; two doors cannot teleport to a third at the 
  same time. 
  5. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this level. It is 
  possible that each time it is opened, the door will lead to 
  a different destination. Roll 1d6 to determine the 
  destination: 1-2 = area #4, 3-4 = area #6, 5-6 = area #7. 
  The teleportation effect is not noticeable, and doors can 
  be spiked open to “hold” the teleportation effect. In such 
  cases, the other two doors will automatically teleport to 
  one another; two doors cannot teleport to a third at the 
  same time. 
  6. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this level. It is 
  possible that each time it is opened, the door will lead to 
  a different destination. Roll 1d6 to determine the 
  destination: 1-2 = area #4, 3-4 = area #5, 5-6 = area #7. 
  The teleportation effect is not noticeable, and doors can 
  be spiked open to “hold” the teleportation effect. In such 
  cases, the other two doors will automatically teleport to 
  one another; two doors cannot teleport to a third at the 
  same time. 
  7. 
  TELEPORTER DOOR. When this door is opened, it will 
  randomly lead to one of the other doors on this level. It is 
  possible that each time it is opened, the door will lead to 
  a different destination. Roll 1d6 to determine the 
  destination: 1-2 = area #4, 3-4 = area #5, 5-6 = area #6. 
  The teleportation effect is not noticeable, and doors can 
  be spiked open to “hold” the teleportation effect. In such 
  cases, the other two doors will automatically teleport to 
  one another; two doors cannot teleport to a third at the 
  same time. 
  8. 
  TELEPORTER PASSAGE. If anyone enters the last 10’ of this 
  passage, everyone in the last 60’ of the passage will be 
  instantly and unknowingly teleported to area #9. The effect 
  will only work once per hour, either way.  
  9. 
  TELEPORTER PASSAGE. If anyone enters the last 10’ of this 
  passage, everyone in the last 60’ of the passage will be 
  instantly and unknowingly teleported to area #10. The 
  effect will only work once per hour, either way.  
  10. THE MAD ARCHMAGE. The door to this room is fitted with a 
  small brass sign that says (in English, so read languages or 
  some other magic will be needed to understand), “Please 
  Knock” (a comprehend languages spell will be needed for 
  most player characters to understand the sign). If the door 
  is gently knocked, an unseen servant will open the door (it 
  is otherwise wizard locked as if by an 18th level mage). 
  (Show the players Illustration #30.) Within is a warm and 
  cozy room with a high ceiling, the walls lined with 
  bookshelves and the floor covered with thick rugs. There 
  are a few tables and overstuffed chairs (always enough for 
  the player characters to all comfortably seat themselves), 
  and the whole is lit by an enormous chandelier and various 
  mirrored wall sconces. Facing the door is an enormous 
  wooden desk cluttered with papers, scrolls, and open 
  books stacked one upon the other until the entire structure 
  seems ready to topple at the slightest breeze.  
   
  Seated behind the desk is a jolly figure, somewhat portly 
  and with wiry white hair shooting out from beneath his 
  pointed hat in two great “swooshes” to either side of his 
  round face. While he is wearing a nondescript robe of dark 
  blue with silver moons, stars, and planets embroidered 
  thereupon (matching his pointed hat), the feature that 
  most dominates his visage is his great grin, turning his 
  cheeks rosy and giving his eyes a delighted and delightful 
  gleam. He is, of course, the Mad Archmage, a wizard who 
  has ascended to demigodhood. 
   
   
  
   
   
  Level Thirteen: The Maze 
  125 
  As the player characters enter, the Mad Archmage stands, 
  walks around the desk, and welcomes them warmly. He will 
  clap them on the shoulder, congratulate them on so 
  successfully facing the perils of the dungeons, good-
  naturedly scold them for forcing him to reset traps and 
  restock creatures, and press them for details of their 
  adventures and most especially for their thoughts on some 
  of his favorite features (the game master should at this 
  point recall portions of the exploration of the Castle that 
  were particularly significant to the players). Wine will be 
  offered. He will be very cryptic if asked direct questions, but 
  will make veiled references to having observed the player 
  characters over time (sometimes filling in details of the very 
  stories he asks them to relate about their adventures in the 
  Castle!), and if asked why he would set all this up, his only 
  answer will be, “How else would I have come to meet you, 
  my good fellows?” 
   
  After this bit of bonhomie, the Mad Archmage will rise and 
  announce that he has gifts to present to the player 
  characters as a reward for their success in reaching him. 
  He will produce, from a special bag of holding, the 
  following items and present them to the appropriate 
  characters: 
   
  Character 
  Class 
  Reward 
  Bard 
  Dulcimer of defense, flute of wonder, 
  lyre of the elements, or mandolin of 
  might (depending on the instrument 
  proficiencies of the bard) 
  Jester 
  Wand of wonder 
  Cavalier 
  Jousting plate +4 or weapon +4 
  Paladin 
  Jousting plate +4 or weapon +4 
  Cleric 
  Staff (roll to determine type) 
  Druid 
  Staff of the woodlands 
  Mystic 
  Ioun stone (roll to determine type) 
  Fighter 
  Plate armor +4 or weapon +4 
  Barbarian 
  The functional equivalent of magic 
  resistance A, but the barbarian will be 
  assured that this is a gift from the 
  gods and not an enchantment of 
  any kind. 
  Ranger 
  Boots of varied tracks 
  Mage 
  Wand (roll to determine type) 
  Illusionist 
  Deck of illusions 
  Savant 
  Crystal ball with clairaudience 
  Thief 
  Rod of beguiling, bracers of defense 
  AC 2, a cloak of displacement, or a 
  net of entrapment (roll 1d4) 
  Acrobat 
  Boots of striding and springing 
  Mountebank 
  Ring of friendship (see Appendix B) 
  Assassin 
  Dagger of venom +4 
   
  All items that have different types available will be of the 
  most potent and/or useful type, and no harmful or cursed 
  item will be given as a reward. The game master may wish 
  to substitute some other, similarly-powered, item to a 
  particular character (especially if the PC already has the 
  item specified, but also in other situations where something 
  else would be more appropriate). Assume the Mad 
  Archmage has any non-singular magic item at his beck 
  and call. 
   
  Any henchmen with the player characters will receive a 
  5,000 g.p. gem as a “tip”. All magical items with charges 
  will have the maximum number for that type of item.  
   
  All 
  characters 
  will 
  automatically 
  receive 
  enough 
  experience points to get to their next experience level.  
   
  Once the gifts have been bestowed, the Mad Archmage 
  will wrap things up, telling the player characters to be sure 
  to visit again sometime soon, and finish by saying “let me 
  see you out.” At that point, once everyone is once more 
  standing and in theory moving towards the door, the floor 
  of the room will disappear entirely, with all the tables, 
  chairs, desk, etc., floating in mid-air, as well as the Mad 
  Archmage himself. If any of the characters have any 
  magic, such as boots of levitation, or other ways to keep 
  from falling through the now-missing floor, a rope will 
  appear around their ankle, tied to the end of which is a 
  large anvil, which will serve to pull the character down. The 
  characters will fall down a bottomless chute for several 
  hours, clear through to the other side of the world, as they 
  hear the maniacal laughter of the Mad Archmage fading 
  away in the distance. 
   
  They will be expected to make their own way home from 
  there. 
   
  THIS ENDS THE CASTLE OF THE MAD ARCHMAGE…  
  FOR NOW 
   
   
  
  Castle of the Mad Archmage 
   
   
   
   
  126 
   
   
  Appendix A: Rumors 
   
  The following rumors can be used to inspire the PCs, provide 
  (sometimes accurate, often times not) information, etc. They 
  can be used in inns and taverns frequented by explorers of the 
  castle dungeons, by denizens of the dungeon who parley with 
  the PCs, and in old books and scrolls, should the PCs attempt 
  to research known facts about the place. Those rumors which 
  are demonstrably false are marked with an F, while those which 
  are unabashedly true are marked with a T. Those which are 
  marked with a P are partially true. 
   
  1. 
  The upper ruins are completely abandoned. Nothing lives 
  there, and no treasure is to be found. F 
  2. 
  The upper ruins are haunted. T 
  3. 
  There are secret entrances into the castle other than the 
  main gate. T 
  4. 
  There’s a dragon living in the great hall. F 
  5. 
  The ghosts in the upper ruins are all friendly spirits. P 
  6. 
  The spirit of the Mad Archmage is living in the gray bird that 
  lives in the gatehouse. F 
  7. 
  Things will never turn out well if you start pulling levers in 
  there. P 
  8. 
  There’s a bunch of dwarves who control access to some of 
  the richest parts of the dungeons. P 
  9. 
  There’s a bunch of elves who control access to some of 
  the richest parts of the dungeons. P 
  10. There’s a bunch of kobolds on the first level who are mean 
  enough to make ogres afraid. T 
  11. The dwarves on the first level have amassed a huge 
  treasure. T 
  12. The kobolds on the first level will loan out magic weapons 
  to explorers if you ask nicely. F 
  13. Nobody’s seen the illusionist Gorkhar the Magnificent since 
  he disappeared into the dungeons. P 
  14. The whole place is an illusion. You’re really just standing on 
  top of a barren hill all the time. F 
  15. The elves and dwarves on the first level are working 
  together. F 
  16. If you can get past the giants living in a cave under the 
  castle walls, you can get into the dungeons through a 
  secret entrance. T 
  17. The Mad Archmage was known to travel to other worlds, 
  and there are entrances to them in the dungeons. T 
  18. There’s a cult of Demoniarch festering and growing in the 
  dungeons. T 
  19. There’s more than one group of brigands holed up at the 
  castle. T 
  20. Clowns mean nothing but trouble. P 
  21. You can get into the second level from the bottom of a 
  pool of quicksand outside the castle. T 
  22. There’s something not quite right about that big central 
  staircase. P 
  23. An evil dwarf lives at the center of the third level. T 
  24. There are magical laboratories scattered throughout the 
  place. P 
  25. Several scholars have taken up residence in the dungeons, 
  to better study the weird magics of the place. P 
  26. The Grinning Skull orcs are the most powerful humanoid 
  tribe in the dungeons. F 
  27. Garlic will keep the giant rats at bay. They’ve all got a touch 
  of vampirism. F 
  28. Not every pit trap goes down. T 
  29. Don’t let the dentist near you. T 
  30. There is a connection between the dungeons and the 
  Underoad. F 
  31. There is no connection between the dungeons and the 
  Underoad. T 
  32. Follow the rainbow. P 
  33. There are pipes throughout the dungeons that carry mead 
  and wine to the various inhabitants. If you drink it, you don’t 
  need food. F 
  34. There is a force of orcs and other humanoids whose job is 
  to maintain and expand the dungeons. T 
  35. There are different factions in the arena. Each has its own 
  color. T 
  36. The purple faction in the arena is no more. P 
  37. The Bloody Axe orcs are expanding upwards through the 
  dungeons. T 
  38. There’s a new faction trying to established itself in the 
  arena. T 
  39. There is a place near the arena where anyone can buy 
  food. T 
  40. Trolls and ogres are often allied with one another. T 
  41. One level has four different magical laboratories. T 
  42. There’s a chasm that starts on the laboratory level that goes 
  all the way down to the lowest level of the dungeon. P 
  43. There’s a fortune in books stashed away in the dungeons. T 
  44. If you follow the mosaic built into the floor in one place, 
  you’ll be rewarded with a ruby the size of a hen’s egg. F 
  45. Somewhere in the dungeon is a “planarlabe” that lets you 
  track how the planes themselves move in the multiverse. T 
  46. The alchemy laboratory has a “mixing chamber” where the 
  Mad Archmage used to mix volatile chemicals safely. T 
  47. There are weird magical instruments of torture in the 
  dungeons. T 
  48. Anyone capturing a flind-bar (the weapon used uniquely 
  by flinds) will be able to command any gnolls he 
  encounters. F 
  49. There’s a powerful demon trapped inside a face 
  somewhere in the dungeons. T 
  50. You may find explorers from the Celestial Imperium in the 
  dungeons. They are treacherous and hostile. P 
  51. There are places of absolute safety in the dungeons. T 
  52. If you enter the labyrinth, you’ll never find your way out 
  again. P 
  53. The labyrinth is home to a tribe of minotaurs. T 
  54. Sometimes pits are more than they seem. T 
  55. The ghouls and rats who infest the crypts have been at war 
  for many years now, fighting over the corpses. T 
  56. There’s a way to go straight from the third level to the crypts, 
  but you might not want to use it. T 
  57. There are three functioning temples near the crypts, none 
  of which likes the others at all. T 
  58. The crypts are ruled by a vampire king who is also an 
  Archmage. F 
  59. The Chief Mortician is named Mobilius. He still works there 
  to this day. T 
  60. There’s an enormous tunnel made of bones, called the 
  
   
   
  Appendices 
  127 
  Bone Road. It connects most of the tombs and crypts. T 
  61. Some of the crypts are empty. T 
  62. There are crypts containing people from almost all areas 
  of the world, far across the sea. T 
  63. Quicksilver, the man of living metal and jewels, lives in a 
  crypt. You could catch him by surprise there. F 
  64. Some of the things now entombed in the crypts were never 
  alive in the first place. P 
  65. It is harder for clerics to turn undead in the crypts. P 
  66. The ghouls in the crypts maintain a temple to their king. In 
  it, there are ghouls who can cast spells. P 
  67. The rats in the crypts maintain a temple to their god. T 
  68. One of the inhabitants of the crypts came from a distant 
  star. T 
  69. Some series of rooms in the dungeons need to be entered 
  in a specific order to activate a special effect. T 
  70. Most of the lowest regions of the dungeons are natural 
  caves and tunnels. T 
  71. The lower caves are home to dozens of purple worms. P 
  72. Cave-ins are not uncommon in the natural caverns and 
  tunnels. T 
  73. A huge and ancient black dragon lives in one of the caves. 
  He is one of the most dangerous creatures in the place. P 
  74. Several hermits have entered the dungeons, seeking to live 
  their lives in solitude. P 
  75. You could infiltrate the temple of the Rat Lord by disguising 
  yourself as a rat. The rats aren’t that bright. F 
  76. There is a temple to the goddess of love and beauty 
  hidden somewhere in the caverns. T 
  77. Volcanoes are associated with battle-lust. T 
  78. The night sky is associated with moving about unseen. F 
  79. At the heart of the caverns is a portal that allows one to 
  travel to distant worlds and planes. T 
  80. Many visitors to this world can be found in the dungeons, 
  who traveled here via the Planeroad. 
  81. One of the most powerful mortals alive can sometimes be 
  found in the lowest reaches of the dungeons, with his 
  powerful demonic servants. T 
  82. There is a rare type of druid, the myconic druid, who reveres 
  mushrooms and other fungi as a regular druid does oak 
  and holly. T 
  83. Myconic druids can be foiled by sunlight. P 
  84. There is a veritable forest of fungi in the caverns beneath 
  the castle, filled with danger and wonder. T 
  85. All of the mushrooms in the great mushroom forest have 
  different magical effects when eaten, just like a magic 
  potion. F 
  86. A tribe of intelligent albino apes from another world is 
  staging an invasion of this world, and have established a 
  base in the caverns. P 
  87. The demonurgist, a powerful wizard-priest who serves the 
  powers of the lower planes, can be found in the dungeons 
  beneath the castle. T (Anyone spreading this rumor 
  casually in a tavern or in like circumstances will be found 
  dead shortly therafter.) 
  88. There is a land of magical horses that can be found via a 
  portal beneath the castle, who will willingly serve as 
  fabulous steeds for those brave enough to claim them. F 
  89. Every dead-end in the dungeons has a secret door. F 
  90. There are powerful dragons in the lowest reaches of the 
  dungeons. T 
  91. Gambling machines always favor the house. T 
  92. The Mad Archmage dwells within the dungeons still, and 
  will reward those who find his home. T 
  93. A sphere of many eyes dwells with the dragons, and is so 
  afraid of them that he will gladly accept any allies he can 
  find. P 
  94. Dragon men are really polymorphed dragons. F 
  95. There is a special kind of zombie in the dungeons that will 
  turn you into a zombie if they kill you. T 
  96. There’s a fast-moving man made of treasure named 
  Quicksilver. He’s worth at least a million gold pieces. T 
  97. Quicksilver, the man of living platinum and jewels, can’t 
  detect elves. F 
  98. There’s a group of harmless monks in gray who wander the 
  dungeons. T 
  99. The Mad Archmage is dangerous. He will always attack 
  intruders on sight. P 
  100. The Mad Archmage is a myth. The Mayor uses the 
  dungeons as a test. The toughest survivors are invited to join 
  the Grey Falcons (his personal guard). F
   
   
   
  
  Castle of the Mad Archmage 
   
   
   
   
  128 
   
   
  Appendix B: New Magic Items 
   
  Altairian Battle Armor: The Altairian Battle Armor is an artifact of 
  an alien world. It is a large (8’ tall and 5’ wide) suit of armor with 
  a large crystal dome where the helmet should be. It can be 
  powered by either a broadcast power source or an implanted 
  battery; without such a source of power it is useless. The Armor 
  grants its wearer an effective armor class of -3, an invulnerability 
  to any gas-, fire-, or cold-related attack, and can allow its 
  wearer to breathe underwater for an unlimited period. Once 
  every turn, it can unleash a fireball as if cast by a 10th level 
  mage, and anyone striking it with metal weapons (or by a 
  hand/claw/etc. attack) will automatically receive 3-18 h.p. of 
  electrical damage. It also allows its wearer to strike with an 
  effective strength of 23 (+5 to hit, +11 damage). (10,000 x.p.; 
  60,000 g.p. with a power source, 5,000 g.p. without.) 
   
  Bowl of Seeing: This magical device is usable only by clerics. It 
  consists of a metal bowl, which, when filled with (un)holy water, 
  functions as a crystal ball. The material of the bowl of seeing 
  determines its additional features (if any); an iron bowl has no 
  additional features. A copper bowl enables the user to use 
  clairaudience. A silver bowl enables the user to employ ESP. A 
  gold bowl enables the user to use telepathy (communication 
  only). (iron: 1,000 x.p., 5,000 g.p.; copper: 2,000 x.p., 10,000 
  g.p.; silver: 3,000 x.p., 15,000 g.p.; gold: 4,000 x.p.; 20,000 
  g.p.).  
   
  Eternal Candle: This appears as an ordinary wax candle, 
  approximately 6” tall. However, as long as it burns, it will not 
  consume its wick or wax. The light emitted is the same as that 
  by a normal candle.  If extinguished, they can be re-lit and 
  retain their magical properties. (10 x.p., 50 g.p. each).  
   
  Handy Rod: This is a short (2’ long) and very thick (3”) rod with a 
  four-finger claw atop it. It allows the bearer to cast each of the 
  following once per day: Interposing Hand (1 charge), Forceful 
  Hand (2 charges), Grasping Hand (3 charges), Clenched Fist 
  (4 charges), and Crushing Hand (5 charges). The rod can be 
  recharged. (5,000 x.p.; 20,000 g.p.). It is usable only by mages.  
   
  Horns of Sonn: This one-of-a-kind relic is said to have been given 
  to the legendary druid-ranger Sonn in ages past. It appears as 
  a pair of deer antlers on a circlet. Once the circlet is put on 
  one’s head, it provides the following benefits: infravision, 
  heightened smell (as a bloodhound), heightened vision (as an 
  eagle), plant door 1/day, hold animal 1/day, and commune 
  with nature 3/day. (4,000 x.p., 20,000 g.p.) 
   
  Magical Mystery Forks: Legend has it that more than one 
  complete set of these enchanted tuning forks exist, and  certain 
  banned texts sometimes make mention of sets existing which 
  are tuned in different scales, with completely bizarre powers. 
  What is known is that each of the forks is tuned to a different 
  pitch. When one is sounded, it has the power to disrupt or 
  protect against a particular sound-based effect (such as that 
  of a banshee). When certain forks are used in tandem to 
  produce certain harmonics, more active and destructive 
  effects can be created (such as replicating the effects of a 
  horn of blasting), not all of which are to the benefit of the user. 
  Unless otherwise specified, the effects last 1 round, but the fork 
  can be re-activated immediately thereafter. Only effects for 
  those forks found within the dungeon are listed; the game 
  master is encouraged to develop his own unique powers for the 
  others, as well as various combinations. (1,000 x.p., 5,000 g.p. 
  each; 15,000 x.p., 90,000 g.p. for a complete set.) 
   
  C:  
  All speech in a 20’ radius comes out backwards (this also 
  spoils spells with a verbal component).  
  C#: 
  _____ 
  E:  
  _____ 
  D#: 
  _____ 
  F:  
  Completely cancels out the sound of a shrieker.  
  F#:  
  _____ 
  G:  
  _____ 
  G#: 
  Locates other forks 
  A:  
  Negates the effect of a banshee’s wail. 
  B:  
  _____ 
  A#: 
  _____ 
  C##:  Acts as a charm animal spell on any canine within 3”.  
   
  Murkstone: Originating on the plane of Shadow, a murkstone is 
  a powerful magical item that allows its wielder to command 
  the very stuff of Shadow itself. At will, the holder can hide in 
  shadows as if he were a 10th level thief (if the holder is already 
  a thief, then they can hide in shadows as if he were a thief ten 
  levels higher than they are). At all times the wielder has magic 
  resistance as if they were a shade. Three times per day the 
  holder can create a cloud of darkness 40’x30’x20’ that has the 
  same effects as the breath weapon of a shadow dragon. Once 
  per day the wielder can shadow walk (as per the 7th level 
  Illusionist spell). All effects are created by concentrating for 1 
  segment; no command word is required. (5,000 x.p., 22,000 
  g.p.) 
   
  Fabulous Brushes: This set of four ordinary-looking (1’ long) 
  paintbrushes are actually potent magical items. Anyone taking 
  them up and using them will produce a work of at least 
  passable quality, regardless of actual skill. An artist of any skill 
  will produce a masterpiece. If used in conjunction with 
  marvelous pigments, the area of effect of the pigments will be 
  doubled, and the painting time will be cut in half. (1,000 x.p., 
  5,000 g.p.) 
   
  Oil of Monster Attraction: This viscous fluid will, once applied to 
  an individual, double the chances of a random encounter or 
  wandering monster. It cannot be wiped off by conventional 
  means; it will, however, wear off in 13-24 hours (1d12+12). (0 
  x.p., 0 g.p.) 
   
  Puzzle Door. The puzzle door consists of two parts. The first is an 
  empty door frame set into a wall; it will often be mistaken for a 
  sealed-up doorway. The second is a series of wooden pieces 
  which fit together like the pieces of a jigsaw puzzle. Once all 
  the pieces are together and set into the door-frame, it acts as 
  a normal door. This could lead into a 10’x10’x10’ extra-
  dimensional room, or activate a gate, or simply lead to 
  whatever lies on the other side of the wall. Once the door is 
  closed, it will fall apart into its constituent pieces, sealing the 
  
   
   
  Appendices 
  129 
  doorway once more. In the Castle of the Mad Archmage, these 
  pieces can be found in area #108 on Level 2, area #22 on 
  Level 3, area #48 on Level 4, area #133 on Level 5, area #29 
  on Level 6, and area #43 on Level 7. (100 x.p., 250 g.p. per 
  piece.) (Originally created by Michael Curtis, used with 
  permission.) 
   
  Ring of Friendship: This magical ring affords the wearer an aura 
  of affability, based on the personality and history of the wearer. 
  Any intelligent creature encountering the wearer must make a 
  saving throw vs. spells or be favorably disposed towards him. If 
  the wearer is of evil alignment, others get a +1 bonus to their 
  saving throws as a matter of course. If the wearer intends to 
  deceive - even slightly - those encountered, they get a +3 
  bonus to their save. Any overtly hostile act towards those 
  influenced by the ring will automatically dispel the dweomer. 
  (1,000 x.p., 5,000 g.p.) 
   
  Ring of Strength: Anyone wearing a ring of strength has an 
  effective strength of 21 (+4 ”to hit”, +9 damage). (1,200 x.p., 
  12,500 g.p., usable by clerics, fighters, and thieves only.) 
   
  Shovel of Digging: This digging tool is like the spade of colossal 
  excavation, except it is only 6’ long, has a blade like that of an 
  ordinary shovel, and can be used by fighters of strength 16 and 
  above to move 1 cubic yard of normal earth in 1 round. Every 
  5 rounds, the user must rest for 3 further rounds. (500 x.p., 3,000 
  g.p., usable by fighters only.) 
   
  Staff of the Demonurgist: This potent weapon can only be 
  wielded by an evil cleric of at least 12th level. Anyone of non-
  evil alignment who touches it must make a saving throw vs. 
  magic or suffer all of its effects instantly. Anyone of less than 
  12th level touching it will take 8d4 h.p. of magical force 
  damage. The staff itself combines the functions of a staff of 
  withering, a staff of the serpent (adder), and a staff of 
  command. It automatically recharges one charge per day it is 
  kept out of sunlight. (20,000 x.p., 100,000 g.p., usable by clerics 
  only.) 
   
  Staff of the Dragon: This item is a variation on the staff of the 
  serpent. It strkes as a +3 weapon and does 4-11 (1d8+3) h.p. 
  of damage. On command, the head of the staff will transform 
  into a dragon’s head, and will disgorge a breath weapon of 
  flame in a cone 30” long by 5” wide at its termination. Anyone 
  within that area must save vs. dragon breath or take 20 h.p. of 
  damage. A successful save indicates only half damage. The 
  staff can produce this breath weapon attack three times per 
  day. (7,000 x.p., 35,000 g.p., usable by clerics only.)
   
  
  Castle of the Mad Archmage 
   
   
   
   
  130 
   
   
  Appendix C: New Monsters 
   
  Angel, Selaphiel (Arch-Angel) 
   
  Number 
  Unique 
  Morale 
  +18 
  Hit Dice 
  18d12 (177 h.p.) 
  Armor Class 
  -3 
  Move 
  150’/min., 240’/min. (flying – good) 
  Magic Resistance 
  Q 
  No. of Attacks 
  1 
  Damage 
  2d10 
  Defenses 
  +3 (or better) weapon to harm, 
  magic use 
  Attacks 
  Incense 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  20 
  Alignment 
  Lawful good 
  Treasure Type 
  XV 
  Treasure Value 
  5d4x1,000 
  Magical Treasure 
  1d3 items (75%) 
  X.P. Value 
  48,900 (material form), 489,000 
  (permanently slain) 
   
  General: Selaphiel is the arch-angel of prayer, inspiring and 
  encouraging mortals to place their cares and worries in the 
  hands of the Gods. He is gentle of spirit and tongue, although 
  he can be roused to indignation and anger by a lack of faith. 
  He is especially a foe of the arch-devil Beelzebub, whom he 
  sees as acting especially to rob those of wavering faith of hope 
  in the salvation offered by the Gods through his lies. 
   
  Combat: Selaphiel bears no weapons save his enchanted 
  thurible (a censer used to burn incense and recels and spread 
  the smoke thereof). He can swing it on its chain to strike 
  enemies up to 15’ distant for 2d10 h.p. of damage (it can harm 
  those only harmed by +3 or better weapons, even though it 
  does not get such a bonus itself either “to hit” or to damage). 
  Selaphiel can change the incense and recels in the thurible at 
  will up to once per round, with every different one producing a 
  different magical effect through the smoke. The smoke of the 
  thurible will affect an area up to 40’ in diameter, with Selaphiel 
  able to control the exact radius of effect, and he can direct the 
  smoke to only affect certain creatures of his choosing within 
  that radius of effect: 
   
  � 
  Cure disease once per round 
  � 
  Cure light wounds once per round 
  � 
  Enthrall once per round 
  � 
  Friends once per round 
  � 
  Grounding once per round 
  � 
  Insect plague once per ten minutes 
  � 
  Prayer once per round 
  � 
  Selflessness once per round 
   
  In addition, Selaphiel has the standard powers and abilities 
  common to all lesser deities, as well as the following: 
   
   
   
  � 
  Change self once per round 
  � 
  Detect invisibility at will 
  � 
  Detect lie at will 
  � 
  Detect magic at will 
  � 
  Lightning bolt once per round 
  � 
  Gate once per day: 
   
  Die Roll (d%) 
  Result of Gate 
  01-50 
  1d6 dominions 
  51-75 
  1d4 thrones 
  76-89 
  1d2 cherubim 
  90-00 
  1 seraph 
   
  � 
  Hold person once per round 
  � 
  Psychic strike 7 times per day 
  � 
  Raise dead fully once per day 
  � 
  Regenerate 2 h.p. per round 
  � 
  Restoration once per hour 
  � 
  Suggestion at will 
   
  Appearance: Selaphiel is a handsome human with the wings 
  of an eagle. He is usually seen with his eyes looking down, as if 
  in prayer, but this in no way limits his field of vision. 
   
  Animal Lord, Rat Lord 
   
   
  Giant Rat 
  Form 
  Rat-man 
  Form 
  Human 
  Form 
  Number 
  Unique 
  Unique 
  Unique 
  Morale 
  +6 
  +6 
  +6 
  Hit Dice 
  19d8 (81 
  h.p.) 
  19d8 (81 
  h.p.) 
  19d8 (81 
  h.p.) 
  Armor Class 
  3 
  4 
  2 
  Move 
  90’/min., 
  60’/min. 
  (swimming) 
  120’/min. 
  120’/min. 
  Magic Resistance 
  L 
  L 
  L 
  No. of Attacks 
  1 
  3 
  1 
  Damage 
  1d4 
  1d4/1d4/ 
  1d6 or per 
  weapon 
  type 
  Per 
  weapon 
  type 
  Defenses 
  Magic use, +1 or silver weapon to 
  harm 
  Attacks 
  Magic use 
  Magic use 
  Magic use 
  Weaknesses 
  None 
  None 
  None 
  Size 
  S 
  M 
  M 
  Intelligence 
  18 
  18 
  18 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  2d6x10,000 
  Magical Treasure 
  1d3 items (30%), 1d3 potions (40%) 
  X.P. Value 
  42,000 (material form), 420,000 
  (permanently slain) 
   
  General: Like his fellow animal lords, the rat lord is concerned 
  over the affairs of rats and rodents exclusively, and is generally 
  
   
   
  Appendices 
  131 
  unconcerned with the affairs of men and their ilk, excepting 
  where the interests of his folk and those of humanoids coincide 
  (which, considering the close symbiotic relationship between 
  rat and man, is considerable). Unlike many of his fellows, 
  however, the rat lord counts among his followers a number of 
  wererats and rat-men, and as such his wererat cleric followers 
  are able to receive spells from him and his agents up to the 5th 
  spell level.  
   
  The rat lord has STR 17, INT 18, WIS 19, DEX 21, CON 15, and 
  variable CHA. His charisma is 25 to all rats and mice, 23 to all 
  other rodents (bear in mind that bats are not rodents), 3 to cats 
  and their ilk, and 10 to all others. He functions as a 15th level 
  fighter and an 18th level thief.  
   
  The rat lord’s home is a winding warren of close-kept halls, 
  stuffed with soft tufts and filled with grains and fruits. It is filled to 
  bursting with rustling rats of all shapes and sizes, who find great 
  comfort in such close quarters. Navigating his realm is more an 
  exercise in moving from creature to creature than room to 
  room. 
   
  Combat: In rat form, the rat lord attacks with his bite. In rat-man 
  form, he attacks with his claws and a bite. In human form, he 
  attacks with weapons, and is usually found with a long thin 
  rapier +3, +5 vs. felines, named “Whisker”. In all forms, he can 
  only be harmed by weapons with a +1 or better enchantment, 
  or those which are made of silver. Regardless of form, the rat 
  lord never suffers any penalty for surprise.  
   
  Once per round the rat lord can summon his followers. Those 
  summoned will obey him to the death: 
   
  Die Roll (d%) 
  Followers Summoned 
  01-30 
  4d6 rats 
  31-55 
  2d6 giant rats 
  56-70 
  1d6 vapor rats 
  71-85 
  1d2 monstrous rats 
  86-95 
  1d8 rat-men 
  96-00 
  1d4 wererats 
   
  The rat lord also has the following powers: 
   
  � 
  Animal growth three times per day 
  � 
  Cause disease three times per day 
  � 
  Dig twice per day 
  � 
  Invisibility to animals, 15’ radius twice per day 
  � 
  Mirror image once per hour 
  � 
  Misdirection three times per day 
  � 
  Resist water three times per day 
  � 
  Telepathy once per round 
   
  Appearance: The rat lord can appear in three forms, at will. The 
  first is as a giant rat. The second is a rat-human hybrid similar to 
  a rat-man or wererat in rat-man form. The third is a human with 
  beady eyes, a thin mustache, weak chin, and a prominent 
  nose. In the latter guise he invariably wears clothing of gray cat-
  skin with gloves and a hood (the inside of his mouth can be 
  seen to have piebald colors of mottled white and red if 
  examined carefully). The rat lord can speak the common 
  tongue and Undercommon, as well as being able to 
  communicate with all rats and rodents telepathically, with a 
  range of 5 miles.  
   
  Ape, Carnivorous Albino 
   
  Number 
  2d4 
  Morale 
  +4 
  Hit Dice 
  6d10 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  5 
  Damage 
  1d4/1d4/1d4/1d4/1d8 
  Defenses 
  +1 to surprise rolls 
  Attacks 
  Rending 
  Weaknesses 
  None 
  Size 
  L (8’ tall, very broad) 
  Intelligence 
  8 
  Alignment 
  Lawful evil 
  Treasure Type 
  II 
  Treasure Value 
  2d10x10 
  Magical Treasure 
  None 
  X.P. Value 
  350+8/h.p. 
   
  General: Said to have been imported from some other world 
  by some wizard or other traveler in the distant past, these distant 
  cousins of the ordinary carnivorous ape are not only taller and 
  more intelligent, but sport two pairs of arms, in addition to their 
  muscular legs. They have been known to use tools and at times 
  even wear ragged garments, but are generally accepted to 
  be animals rather than true humanoids. 
   
  Combat: Carnivorous albino apes attack with their four claws 
  and bite. They are able to attack a different opponent with 
  each pair of arms; if two arms strike the same opponent, the 
  creature will automatically inflict rending damage of 1-8 h.p. 
  Their senses of smell, hearing, and sight are all quite 
  exceptional, and the beasts get a +1 bonus to all surprise rolls.  
   
  Appearance: Carnivorous albino apes look like large white 
  apes with two pairs of arms. Their fur is a milky white shock atop 
  their head and shoulders, and their heads sport particularly 
  prominent brow-ridges above their baleful red eyes. They have 
  a rudimentary, gibbering language of their own.  
   
  
  Castle of the Mad Archmage 
   
   
   
   
  132 
   
   
  Aphid, Giant 
   
  Number 
  1d12+12 
  Morale 
  -1 
  Hit Dice 
  1d8 
  Armor Class 
  8 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  Corrosive wax 
  Weaknesses 
  None 
  Size 
  S (2’ long) 
  Intelligence 
  5 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  14+1/h.p. 
   
  General: The giant aphid is a pest even more feared than its 
  common diminutive cousin. A single swarm can devastate an 
  acre of farmland in a single afternoon. They are not normally 
  aggressive creatures, but their sharp mouth-sheaths can deliver 
  a nasty wound. They can climb walls and other structures with 
  great agility, incurring no loss in speed when doing so. 
   
  Combat: Giant aphids attack with their bite. In addition, they 
  can secrete a corrosive wax which is sprayed onto attackers. 
  The wax causes 1-4 h.p. of damage for 1d6 rounds; a full round 
  must be spent removing the wax (during which time no other 
  activity, including combat or spellcasting, can take place), or 
  the damage will continue for the full duration.  
   
  Appearance: Giant aphids can be green, black, brown, or 
  pink. It is not unknown for giant ants to keep aphids in their own 
  nests in order to “milk” them of the sweet honeydew the aphids 
  produce after feeding on plants.  
   
  Armor, Animated 
   
  Number 
  1d4 
  Morale 
  n/a 
  Hit Dice 
  See below 
  Armor Class 
  See below 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d8/1d8 
  Defenses 
  Immune to mind-affecting magic 
  Attacks 
  “To hit” bonus 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  See below 
   
  General: These magical constructs are often set as watchful 
  guardians over treasures. They will follow simple instructions 
  faithfully, and can never lose morale in combat. They are quite 
  simply suits of armor upon which special enchantments have 
  been laid. The armor itself is not magical, and once it is brought 
  to zero hit points, the whole thing will collapse with a clatter, 
  revealing just an empty suit. 
    
  These magical constructs are constructed by means similar to 
  those which are used to build golems. Tomes relating to their 
  construction can sometimes be found.  
   
  Combat: Animated armor strikes with its heavy gauntlets. It does 
  not use weapons or shields. Some of its combat statistics 
  depend on the type of armor from which it is made: 
   
  Armor Type 
  Hit 
  Dice 
  Armor 
  Class 
  “To Hit” 
  Bonus 
  X.P. Value 
  Plated mail 
  3d8 
  3 
  +1 
  50+3/h.p. 
  Plate armor 
  5d8 
  2 
  +2 
  130+5/h.p. 
  Jousting plate 
  7d8 
  1 
  +3 
  350+8/h.p. 
   
  Animated armor is immune to sleep, charm, hold, and similar 
  spells which act upon a conscious mind.  
   
  Appearance: Animated armor looks like a man inside a suit of 
  armor, complete with great helm that entirely covers the head. 
  Inside, however, they are merely empty suits of armor. 
   
  
   
   
  Appendices 
  133 
  Beetle, Giant 
   
   
  Blister 
  Dung 
  Lady 
  Number 
  2d4 
  1d6 
  3d4 
  Morale 
  +2 
  +3 
  +1 
  Hit Dice 
  3d8 
  4d8 
  4d8 
  Armor Class 
  2 
  3 
  2 
  Move 
  90’/min. 
  120’/min. 
  90’/min., 
  240’/min. 
  (flying – 
  poor) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  1d8 
  1d6 
  2d6 
  Defenses 
  Blood 
  splatter 
  None 
  None 
  Attacks 
  None 
  None 
  None 
  Weaknesses 
  None 
  None 
  None 
  Size 
  M (5’ long) 
  S (3’ long) 
  S (4’long) 
  Intelligence 
  2 
  2 
  2 
  Alignment 
  Neutral 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  XVIII 
  None 
  Treasure Value 
  n/a 
  2d10 
  n/a 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  50+3/h.p. 
  60+4/h.p. 
  85+4/h.p. 
   
   
  Longhorn 
  Rain 
  Number 
  3d4 
  1d6 
  Morale 
  +3 
  +4 
  Hit Dice 
  4d8 
  5d8 
  Armor Class 
  3 
  0 
  Move 
  90’/min. 
  120’/min., 
  240’/min. (flying – 
  poor) 
  Magic Resistance 
  Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  2d4 
  2d6 
  Defenses 
  Detect invisible, 
  hidden, etc. 
  None 
  Attacks 
  None 
  None 
  Weaknesses 
  None 
  None 
  Size 
  S (4’ long) 
  M (6’ long) 
  Intelligence 
  2 
  2 
  Alignment 
  Neutral 
  Neutral 
  Treasure Type 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  Magical Treasure 
  None 
  None 
  X.P. Value 
  85+4/h.p. 
  90+5/h.p. 
   
  General: There is an enormous number of species of giant 
  beetle, just as there are of their ordinary cousins.  
   
  Blister beetle: The giant blister beetle is a bright red, and has a 
  somewhat 
  elongated 
  body 
  (compared 
  to, 
  say, 
  the 
  bombardier beetle, which is rather rounded). The blister beetle 
  can 
  be 
  found 
  in 
  either 
  woodland 
  or 
  underground 
  environments, where the larvae feed on the eggs of giant bees 
  or anhkhegs, and the adults feed on plant leaves. They are 
  relatively harmless unless threatened or startled, in which case 
  they can deliver both a nasty bite with their mandibles and 
  have a strong defense mechanism. If they suffer more than 4 
  h.p. of damage in a single round with a sharp or pointed 
  weapon, anyone within 10’ (including those in melee with the 
  creature) must make a saving throw vs. poison or be spattered 
  with the beetle’s highly caustic blood, which causes blistering 
  of the skin (hence the name) and 1-6 h.p. of damage if the 
  saving throw is failed. Blister beetle blood is sometimes used as 
  a weapon. Vials of their blood will cause 1-6 h.p. of blistering 
  damage. 
   
  Dung beetle: Dung beetles, also known as scarab beetles, 
  serve as both scavengers and clean-up creatures in the 
  agricultural and underground environments in which they dwell. 
  As the name implies, they collect dung by rolling it into balls, 
  which serve as both food and drink for the creatures, 
  incidentally cleaning up the areas in which they dwell. This 
  activity serves such a useful purpose that some farmers are 
  known to keep the creatures to reduce the manure on their 
  fields and thus keep down the fly population. They have 
  relatively weak mandibles, and their treasure is incidental; 
  sometimes stray coins will get picked up as they roll their balls 
  of dung down dungeon corridors or across fields.  
   
  Lady beetle: The giant lady beetle (also known as the giant 
  ladybug or giant ladybird) has a black head and legs, with 
  wing-covers that can range from bright red to pale yellow, with 
  large black spots. Their mandibles can deliver a painful bite if 
  threatened. They can fly, and are especially fond of giant 
  aphids and other giant insects as food. They are thus not entirely 
  unwelcome in some agricultural communities.  
   
  Longhorn beetle: The giant longhorn beetle is so named for its 
  enormous curved antennae, which allow them to detect any 
  invisible, hidden, or otherwise concealed creature. They 
  typically dwell in woodlands, where they bore into large trees 
  and cause widespread devastation through their activities, 
  although it is not unknown for them to be found in underground 
  environments if there is some sort of cellulose or similar 
  substance in abundance. They generally attack only if 
  disturbed or startled.  
   
  Rain beetle: The rain beetle spends most of its life underground. 
  It only emerges on the surface in response to torrential rain 
  storms, and then only to mate and then return to its 
  underground burrow. The body of the beetle is black with a 
  myriad of fine hairs of yellow, orange, or red color on its 
  underside. The beetles are attracted to bright light (such as that 
  cast by a continual light spell), and can be quite aggressive if 
  encountered during their mating flight.  
   
  
  Castle of the Mad Archmage 
   
   
   
   
  134 
   
   
  Demon, Shabriri (Prince of the Many Eyes) 
   
  Number 
  Unique 
  Morale 
  +14 
  Hit Dice 
  20d12 (166 h.p.) 
  Armor Class 
  -7 
  Move 
  120’/min. 
  Magic Resistance 
  Q 
  No. of Attacks 
  2 
  Damage 
  2d6+7/2d6+7 
  Defenses 
  Magic use, +2 (or better) weapon to 
  harm 
  Attacks 
  Magic use 
  Weaknesses 
  Holy water 
  Size 
  L (9’) 
  Intelligence 
  24 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VIII 
  Treasure Value 
  8d12x1,000 
  Magical Treasure 
  2d4 potions (40%), 1d4 scrolls (50%), 
  1d4+1 items (70%) 
  X.P. Value 
  57,500 (material form), 575,000 
  (permanently slain) 
  Turn as Type 
  XIII 
   
  General: Shabriri is a demon of immense and eldritch power. 
  He does not rule over any of the planes of the Abyss himself, 
  preferring a role as itinerant “prince errant” of the demonic 
  realms. As such, he is not trusted by any of the great rulers of 
  the plane, but neither is he a particular enemy of any of the 
  princes, either, placing him in a unique position to have access 
  to the various powerful beings of the Abyss to further his own 
  mysterious causes. 
   
  Combat: Shabriri strikes with his great fists in combat, but is also 
  capable of invoking the following spell-like powers as if he were 
  a spellcaster of the 20th level:  
   
  � 
  Command once per round 
  � 
  Continual darkness once per round 
  � 
  Curse once per round 
  � 
  Dispel magic once per round 
  � 
  Gate in 1-4 bornean demons (90% chance of 
  success) once per hour 
  � 
  Lightning bolt once per round 
  � 
  Power word: blind once per round 
  � 
  Psychic strike 6 times per day 
  � 
  Shape change once per round 
  � 
  Telekinesis (500 pounds weight) once per round 
  � 
  Teleport without error once per round 
  � 
  Tongues once per round 
  � 
  Wall of force three times per day 
   
  In addition, once every four rounds Shabriri can spit forth a 
  withering globe of force that causes those it touches to age 10-
  40 years (a saving throw vs. breath weapon applies; if the first 
  person in its path makes their saving throw, the next person in 
  line must also save, and so forth). The ball itself is some 3’ in 
  diameter, and travels in a meandering path some 1” wide and 
  12” long until it either hits a target or dissipates. He also has all 
  the powers (and weaknesses) of other demons, and also has 
  the magic powers of a demigod. 
   
  Appearance: Shabriri is an immense bulk whose speed belies 
  his size. He has plated knees and immense hands with razor-
  sharp talons. His misshapen head is covered in a myriad of 
  eyes, lending his already fierce countenance an aspect of 
  dread.  
   
  Devil, Capran (Greater Devil) 
   
  Number 
  1 
  Morale 
  +1 
  Hit Dice 
  9d8 
  Armor Class 
  -3 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d6+1/1d6+1 
  Defenses 
  Magic use, +1 (or better) weapon to 
  harm 
  Attacks 
  Magic use 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  19 
  Alignment 
  Lawful evil 
  Treasure Type 
  VI 
  Treasure Value 
  6d4+10x100 
  Magical Treasure 
  1d6 items (35%) 
  X.P. Value 
  1,400 + 12/h.p. 
  Turn as Type 
  XI 
   
  General: Capran, or goat-devils, are often found as the “front 
  man” for the infernal regions. Suave, well-spoken, and amiable, 
  they are masters of verbal obfuscation and persuasion, as well 
  as being lawyers of the highest order. They are the ones sent in 
  to seal a deal for a particular soul. They are very cognizant of 
  the fact, however, that souls must be given freely; any sort of 
  coercion (such as a charm spell) will render a contract invalid.  
   
  Combat: If pressed, capran devils can savagely kick with their 
  cloven hooves, but they far prefer to rely on their powers of 
  persuasion and magical abilities. They are, as a rule, unarmed. 
  In addition to the normal abilities common to all devils, they 
  have the following magical abilities: 
   
  � 
  Charm person or mammal once per round 
  � 
  Clairaudience at will 
  � 
  Detect charm once per round 
  � 
  Detect magic at will 
  � 
  ESP at will 
  � 
  Gate in a barbed (60%) or bone (40%) devil once per 
  hour 
  � 
  Know alignment once per round 
  � 
  Polymorph self once per round 
  � 
  Produce flame once per round 
  � 
  Pyrotechnics once per round 
   
  
   
   
  Appendices 
  135 
  Description: Capran devils appear as portly humans, 
  prototypically jolly and amiable, from the waist up, only their tiny 
  horns distinguishing them from mortals. They typically wear fine 
  tunics, waistcoats, etc. They always wear a goatee, and from 
  the waist down, have the legs of a goat.  
   
  Draugar 
   
  Number 
  1 
  Morale 
  +6 
  Hit Dice 
  5d8 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 or per weapon type 
  Defenses 
  Spell immunity 
  Attacks 
  Disease, blight 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Neutral evil 
  Treasure Type 
  XI 
  Treasure Value 
  2d8 
  Magical Treasure 
  None 
  X.P. Value 
  165 + 5/h.p. 
  Turn as Type 
  VI 
   
  General: A draugar is the roaming corpse of a person who was, 
  frankly, ornery and unloved in life and continues to be so in 
  death. Most of the time, such a being will be buried only to 
  return to their community to plague it with unpleasantness and 
  sorrow.  
   
  Combat: Draugars will attack either with their filthy claws or with 
  a weapon, if they happened to have been buried with one. The 
  touch of a draugar is noxious in the extreme; there is a 15% 
  chance that it will result in a disease per the ADVENTURES DARK AND 
  DEEP™ Game Masters Toolkit. Once per week, the draugar can 
  blight a given field or herd, so that it will produce 50% less 
  efficiently for the month.  
   
  As all undead, the draugar are immune to spells affecting the 
  mind, such as sleep, charm, etc.  
   
  Appearance: Draugars appear as they did in life, but their skin 
  is a very dark blue, almost black, and their bodies appear 
  swollen and bloated. 
   
  Dragon Man 
   
   
  Black 
  Blue 
  Brass 
  Number 
  3d6 
  3d6 
  3d6 
  Morale 
  +2 
  +3 
  +2 
  Hit Dice 
  4d10 
  5d10 
  4d10 
  Armor Class 
  4 
  5 
  4 
  Move 
  90’/min., 180’/min. (flying – poor) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  3 
  Damage 
  1-4/1-4/ 1-
  6 or by 
  weapon 
  1-4/1-4/ 1-
  8 or by 
  weapon 
  1-4/1-4/ 2-
  8 or by 
  weapon  
  Defenses 
  None 
  None 
  None 
  Attacks 
  Breath 
  weapon 
  Charged 
  bite 
  Breath 
  weapon 
  Weaknesses 
  None 
  None 
  None 
  Size 
  L 
  L 
  L 
  Intelligence 
  9 
  13 
  11 
  Alignment 
  Chaotic 
  evil 
  Lawful evil 
  Chaotic 
  good 
  Treasure Type 
  XVI 
  XVI 
  XVI 
  Treasure Value 
  3d8 
  3d8 
  3d8 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  165 
  +5/h.p. 
  275 
  +6/h.p. 
  165 
  +5/h.p. 
   
   
  Green 
  Red 
  White 
  Number 
  3d6 
  3d6 
  3d6 
  Morale 
  +2 
  +3 
  +1 
  Hit Dice 
  4d10 
  5d10 
  3d10 
  Armor Class 
  4 
  1 
  5 
  Move 
  90’/min., 180’/min. (flying – poor) 
  Magic Resistance 
  Standard 
  Standard 
  Standard 
  No. of Attacks 
  3 
  3 
  3 
  Damage 
  1-4/1-4/1-6 
  or per 
  weapon 
  type 
  1-6/1-6/1-8 
  or per 
  weapon 
  type 
  1-4/1-4/ 
  1-6 or per 
  weapon 
  type 
  Defenses 
  None 
  None 
  None 
  Attacks 
  Breath 
  weapon 
  Breath 
  weapon 
  Breath 
  weapon 
  Weaknesses 
  None 
  None 
  None 
  Size 
  L 
  L 
  L 
  Intelligence 
  10 
  13 
  8 
  Alignment 
  Lawful evil 
  Chaotic 
  evil 
  Chaotic 
  evil 
  Treasure Type 
  XVI 
  XVI 
  XVI 
  Treasure Value 
  3d8 
  3d8 
  3d8 
  Magical Treasure 
  None 
  None 
  None 
  X.P. Value 
  165 
  +5/h.p. 
  275 
  +6/h.p. 
  125 
  +4/h.p. 
   
  General: Dragon men are not a natural race; they are created 
  by applying certain rare processes to dragon’s blood, similar to 
  the process that creates the homunculus. They are most often 
  found as the companions, servants, and guards of dragons of 
  the same type that spawned them; it is most likely that they 
  serve those whose blood gave them life.  
  
  Castle of the Mad Archmage 
   
   
   
   
  136 
   
   
   
  Combat: All dragon men are capable of attacking with a 
  claw/claw/bite attack, or by weapon (if any), or by using their 
  breath weapon (except for the blue variety; see below). All 
  dragon men may use their breath weapon attack up to 3 times 
  per day. In some cases, dragon men are known to wear armor 
  such as plated mail or plate armor, and doing so naturally 
  improves their armor class. They will often use either pole arms 
  (30% chance) or hand weapons (70% chance) and will usually 
  (65% chance) have a missile weapon of some sort in addition.  
   
  Dragon men are treated as dragons when applying the effects 
  of arrows of dragon slaying, potions of dragon control, etc.  
   
  Black: The breath weapon of the black dragon man is a stream 
  of acid that can be sprayed at any one person in front of the 
  creature within a 5’ range. It is often used during melee. The 
  stream causes 2-12 h.p. of damage, or half that if a saving 
  throw vs. breath weapon is made.  
   
  Blue: The blue dragon man does not have an actual breath 
  weapon. However, on a successful bite attack, the creature 
  may, at its discretion, release a charge of electricity into the 
  victim, which does an additional 3-10 h.p. of electrical 
  damage, with no saving throw. This charge can only be 
  released three times per day.  
   
  Brass: The brass dragon man uses a breath weapon of fear gas 
  that can be blown out in a cloud some 5’ in radius (it is often 
  used if in melee). A failed saving throw means the target flees 
  in panic for 1d6 rounds.  
   
  Green: Green dragon men are able to breath a cloud of 
  poison gas 1”x1”x1” in front of them. Anyone caught in the area 
  of effect will take 3-12 h.p. of damage (save vs. breath weapon 
  for half damage). They are immune to poison of all sorts.  
   
  Red: The red dragon men are the toughest of the breed, and 
  they know it. Their breath weapon is a fireball with a range of 
  20’, which does 2-8 h.p. of damage to anyone within a 10’ 
  radius of the blast, unless they save vs. breath weapon, in which 
  case they only take half damage.   
   
  White: White dragon men have a breath weapon of hoarfrost, 
  which does 2-8 h.p. of damage to anyone caught in its 1” 
  range (maximum 3 people), with the usual saving throw vs. 
  breath weapon for half damage.  
   
  Appearance: Dragon men appear as 7’ tall winged humanoids 
  with scaly exteriors of the appropriate color, albeit somewhat 
  muted. Their skulls usually sport horns or a “sail”, in a rough 
  approximation of their base dragon type’s configuration (i.e., a 
  black dragon man has two horns protruding forward from his 
  temples, a green one would have a membrane sail on his 
  forehead reaching down his neck, etc.). They have heavy 
  protruding jaws and razor-sharp teeth. If they wear armor of 
  some type, it will be specially modified to accommodate their 
  wings. They speak the language spoken by all dragons as well 
  as the common tongue. 
   
  Dverg 
   
  Number 
  2d10 
  Morale 
  +6 
  Hit Dice 
  5d8 
  Armor Class 
  4 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 or per weapon type 
  Defenses 
  Spell immunity 
  Attacks 
  Pain 
  Weaknesses 
  Holy water 
  Size 
  S (4 1/2’) 
  Intelligence 
  10 
  Alignment 
  Neutral evil 
  Treasure Type 
  XV (on person), VII (in lair), weapon 
  Treasure Value 
  10d10 (on person), 6d6x1,000 (in lair) 
  Magical Treasure 
  None 
  X.P. Value 
  165+5/h.p. 
  Turn as Type 
  VIII 
   
  General: Dvergs are rarely seen, as they are the risen corpses 
  of evil mountain dwarves (a rare enough thing in its own right). 
  It is said that the evil dwarven God of greed infects those whom 
  he “favors” with an invisible worm that eats at the heart of its 
  victim, slowly turning its thoughts to nothing but the acquisition 
  of more and more wealth. Once that process is complete 
  (something which takes many years), the worm devours the 
  final piece of the heart, and 48 hours later the corpse arises as 
  a dverg.  
   
  Dvergs are usually armed with ornate and expensive weaponry 
  (usually 25-100 g.p. in value). 
   
  Combat: Dvergs strike with weapons, usually axes, swords, or 
  war hammers. All those struck by a dverg’s weapon must make 
  a saving throw vs. magic or be struck with crippling pain. The 
  game master should immediately note the victim’s true hit point 
  total. Each crippling pain strike will, in addition to the “real” 
  damage it inflicts, inflict another 2-12 h.p. of crippling pain. If 
  the victim is reduced to 0 or fewer hit points through the pain, 
  hewill fall to the ground, incapable of movement, attack, 
  active defense, or spellcasting, as well as losing the ability to 
  use a shield or apply any dexterity bonus to armor class. This 
  effect will last for a number of rounds equal to the number of 
  failed saving throws (the effect is cumulative). The effect wears 
  off 6-12 rounds after the last failed saving throw.  
   
  EXAMPLE: Hans the fighter has 20 h.p. He is struck by a dverg for 
  5 points of ordinary damage, and fails his saving throw vs. 
  magic, taking 7 points of crippling pain damage. On the next 
  round, he takes 4 more points of ordinary damage, fails again, 
  and takes 8 points of pain damage. He falls to the ground in 
  searing pain for 2 rounds (2 failed saves), with 11 h.p. remaining 
  to him. If he is struck while on the ground, not only does he take 
  ordinary damage, but he must make yet another save vs. pain. 
  As long as he keeps failing, he stays down for another round, 
  unable to act.  
  
   
   
  Appendices 
  137 
   
  They can also strike with their claws, but the claws do not inflict 
  the pain attack described above.  
   
  As they are undead, they have the usual immunities to sleep, 
  charm, and other mind-affecting spells. As they retain their 
  intelligence and cunning through the process of undeath, their 
  natural racial instincts are magnified many times, and they will 
  attack elves and goblinoid races in preference to all other foes, 
  with a +1 “to hit” and +1 to damage due to the ferocity of their 
  hate.  
   
  Appearance: Dvergs appear as dwarves with bone showing 
  through torn patches in their taut gray skin, and red glowing 
  eyes. 
   
  Goric 
   
  Number 
  1d20+5 
  Morale 
  +2 
  Hit Dice 
  1d8-6d8 
  Armor Class 
  6 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  Camouflage 
  Attacks 
  Magic use 
  Weaknesses 
  None 
  Size 
  S (2’ tall) 
  Intelligence 
  12 
  Alignment 
  Neutral good 
  Treasure Type 
  See below 
  Treasure Value 
  See below 
  Magical Treasure 
  None 
  X.P. Value 
  14+1/h.p. – 225+6/h.p. 
   
  General: Gorics are generally benign creatures of the 
  underground world, distant cousins of sprites, at home in caves 
  and caverns and seeing beauty in the forms of stones and 
  minerals. They are as a rule shy and reclusive, but if 
  approached with offerings of gems they can be made allies.  
   
  Once per day, all gorics can detect metal and minerals (as per 
  the wand of the same name). Once per day, those with three 
  or more hit dice can cast stone shape, per the 5th level mage 
  spell. Once per day, those with five or more hit dice are able to 
  cast passwall (as per the 5th level mage spell) through dirt, 
  metal, or stone only.  All have infravision. 
   
  They are accomplished tunnelers and miners, greatly prizing 
  gems and not recognizing the value of anything else. The value 
  of the gems they carry will be determined by their hit dice: 
   
   
  1-2 HD: Maximum 10 g.p. base value per gem 
   
  3-4 HD: Maximum 50 g.p. base value per gem 
   
  5 HD: Maximum 100 g.p. base value per gem 
   
  6 HD: Maximum 500 g.p. base value per gem 
   
  Combat: Gorics strike with their ever-present pickaxes, which do 
  1d3/1d4 h.p. of damage. They are able to blend in with stone 
  (worked and natural) with a 90% chance of remaining 
  undetected. When striking from such protection, they 
  automatically gain a +2 bonus “to hit”, and their enemies get 
  a -2 penalty to their surprise rolls.  
   
  Appearance: Gorics are slight and willowy in appearance. They 
  speak their own language as well as those of sprites and 
  dwarves.  
   
  Lycanthrope, Werebadger 
   
  Number 
  1 or 2d4 
  Morale 
  +7 
  Hit Dice 
  4d8 
  Armor Class 
  6 
  Move 
  120’/min., 30’/min. (burrowing) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/1d4 
  Defenses 
  Silver or +1 (or better) weapons to 
  harm 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  XII (individuals), II (clan) 
  Treasure Value 
  5d10x10 (individuals), 2d4+1x1,000 
  (clan) 
  Magical Treasure 
  1d3 items (35%, 1 scroll (35%) 
  X.P. Value 
  125+4/h.p. 
   
  General: Werebadgers share all of the common traits common 
  to other lycanthropes (magical or silver weapons to hit, 
  affected by the full moon, etc.). They are either solitary (25% 
  chance) or form close-knit clans (75%). All are somewhat ill-
  tempered, but once a friendly bond is established with another 
  being, it is held fiercely. Werebadgers are occasionally (15%) 
  known to associate with gnomes, and frequently (60%) will be 
  found with 2-5 regular (50%) or giant (50%) badgers.  
   
  A werebadger may take damage if the human form is in armor 
  when the transformation to giant badger form takes place. The 
  amount of damage taken depends on the armor worn: 
   
  Armor 
  Damage 
  None, furs 
  0 
  Cuirass (leather) 
  1 
  Gambeson, lamellar (leather), ring armor, 
  brigandine armor, scale armor (leather), cuirass 
  (steel) 
  1d2 
  Scale armor (steel), lamellar armor (steel) 
  1d3 
  Mail 
  1d4 
  Plated mail 
  1d4+1 
  Plate armor, jousting plate 
  1d6 
   
   
  
  Castle of the Mad Archmage 
   
   
   
   
  138 
   
   
  Combat: In human form, werebadgers attack with weapons, 
  but while in badger form, they can employ the claw-claw-bite 
  attack listed above, as well as using their powerful claws to 
  burrow through the soil.  
   
  In combat, werebadgers are intensely fierce and will fight to the 
  death. They are on friendly terms with coyotes but are known to 
  kill dachshunds on sight.  
   
  Appearance: Werebadgers are able to assume the form of a 
  regular human or a giant badger. While in the latter form they 
  will often walk upright on their hind legs. They speak the 
  language of burrowing mammals and the common and 
  gnomish tongues. 
   
  Pyre Wraith 
   
  Number 
  1 or 1d10+10 
  Morale 
  +3 
  Hit Dice 
  3d10 
  Armor Class 
  2 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  4 
  Damage 
  1d6+1/1d6+1/1d6+1/1d6+1 
  Defenses 
  Spell immunity, immune to fire-based 
  attacks, +1 (or better) weapon to 
  harm 
  Attacks 
  Fireball, fire charm 
  Weaknesses 
  Holy water, cold- and water-based 
  attacks 
  Size 
  S (5’ tall) 
  Intelligence 
  13 
  Alignment 
  Neutral evil 
  Treasure Type 
  XV 
  Treasure Value 
  6d12x1,000 
  Magical Treasure 
  1 ring (10%) 
  X.P. Value 
  190+4/h,.p. 
  Turn as Type 
  V 
   
  General: Pyre wraiths are a unique combination of undead and 
  elemental formed from a specially constructed funeral pyre or 
  cremation fire. They are usually imprisoned in a funeral urn, 
  whence they are incapable of escaping. However, if freed, 
  they will lash out at any living beings in the vicinity, in a blind 
  rage at their undead status.  
   
  Combat: Pyre wraiths can lash out at enemies with four 
  tentacles of flame. They are able to cast fireball once per hour 
  and fire charm once per round, but cannot make their normal 
  attacks while doing so. Although they appear as some sort of 
  fire-based elemental, they are, in fact, undead creatures and 
  thus are immune to mind-affecting magics. They are immune 
  to fire-based attacks, although cold- and water-based spells 
  do double damage. Only weapons of +1 or greater 
  enchantment can harm them.  
   
  Appearance: Pyre wraiths are pillars of fire.  
   
  Rat, Monstrous 
   
  Number 
  1d4 
  Morale 
  +7 
  Hit Dice 
  5d12 
  Armor Class 
  5 
  Move 
  120’/min., 60’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d12/1d12/1d6 
  Defenses 
  None 
  Attacks 
  Bite 
  Weaknesses 
  None 
  Size 
  L (6’ long) 
  Intelligence 
  2 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  400+8/h.p. 
   
  General: Monstrous rats are truly terrifying creatures, being the 
  embodiment of one of mankind’s primal fears: a rodent 
  brought to the size of a man by some unnatural means, which 
  is capable of standing up on its hind legs in some horrific 
  parody of human stature. Monstrous rats are often found in the 
  company of both giant rats and wererats, and are used as 
  fierce guardians by the latter. Like their smaller cousins they are 
  strong swimmers. 
   
  Combat: Monstrous rats attack with both of their forepaws as 
  well as their vicious bite. They are aggressive, and once they 
  have scored a successful bite attack, there is a 40% chance 
  they will cling to the victim, inflicting an automatic 1-4 
  additional points of damage per round, as well as attacking 
  further with their claws. Their bite does not, as a rule, carry 
  disease. 
   
  Appearance: Monstrous rats appear much like ordinary rats, 
  although of enormous (5’-6’) size, and often with enormous 
  warts and deformities distorting their face, hands, and body.  
   
  
   
   
  Appendices 
  139 
  Restless Spirit 
   
  Number 
  1d6 
  Morale 
  +3 
  Hit Dice 
  8d8 
  Armor Class 
  3 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  0 
  Damage 
  None 
  Defenses 
  Spell immunity, immune to cold-
  based attacks, +2 (or better) weapon 
  to harm 
  Attacks 
  See below 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  13 
  Alignment 
  Neutral evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d20x100 
  Magical Treasure 
  1d3 items (25%), 1 scroll (25%) 
  X.P. Value 
  750+10/h.p. 
  Turn as Type 
  XIII 
   
  General: Restless spirits are a form of non-corporeal undead 
  who died with some great task left unfinished, and who are thus 
  doomed to wander the mortal plane for all eternity.  
   
  Combat: Restless spirits do not attack in the conventional 
  sense; they possess a special attack form, often somehow 
  related to either their mode of death or the unfinished task that 
  prevented them from moving on to the afterlife. These special 
  attacks can take many forms, and the specifics are left up to 
  the individual game master to decide. They can influence the 
  mind (causing insanity, for instance), the body (paralysis, aging, 
  loss of attribute score), or their environment (animating objects, 
  causing heat or cold, etc.). Some examples from this 
  adventure include: 
   
  � 
  A smack of pure force for 1d8 h.p. of damage, which 
  does not require a “to hit” roll 
  � 
  Successful attack requires save vs. spells or victim 
  becomes insane 
  � 
  Touch causes paralysis for 1-6 rounds 
  � 
  Weeping causes catatonic despair in those who fail to 
  save vs. spells (4” radius) 
  � 
  Can animate any empty suit of armor 
   
  As with all undead, they are immune to all mind-affecting 
  magic, and cold, and they can only be harmed by weapons 
  bearing an enchantment of +2 or better. Holy water causes 
  them 2-7 points of damage per full vial that hits them.  
   
  Appearance: Restless spirits appear as translucent images of 
  their living selves. Contrary to folklore, completing the unfinished 
  task of a restless spirit will not put it to rest, and may even enrage 
  it, reminding it of what it was unable to do in life.  
   
  Skeleton, Greater 
   
  Number 
  1d4 
  Morale 
  n/a 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  120'/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d10 or per weapon type 
  Defenses 
  Spell immunity, immune to cold-based 
  attacks, non-blunt weapons do half 
  damage 
  Attacks 
  Throw skull, fear music 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  65+3/h.p. 
  Turn as Type 
  III 
   
  General: Greater skeletons are created by the spell animate 
  dead, but only a spellcaster of 7th level or higher may use the 
  spell to create one. The process is identical to the regular 
  process of creating an animated skeleton, but requires 
  powdered ruby of at least 100 g.p. value, which is sprinkled over 
  the bones and lost as the spell is cast. Greater skeletons can be 
  ordered about like ordinary skeletons, but can retain instructions 
  up to 200 words in length. They seldom arise spontaneously, but 
  when they do, they invariably form from the bones of someone 
  who was not lower than 6th level in life. 
   
  Combat: Greater skeletons attack with a weapon or with their 
  bony fingers. Like all mindless undead, they are immune to 
  mind-affecting spells and magical effects such as sleep, 
  charm, illusion, etc. Cold does them no harm. Because they 
  lack flesh, only blunt weapons such as maces and clubs will do 
  full damage to them - all others will only do half damage (round 
  down). A vial of holy water inflicts 2d4 h.p. on a greater skeleton. 
   
  Greater skeletons also have the ability to detach their skull and 
  hurl it at an enemy up to 30' away, causing a blast that does 
  2d8 h.p. to the target and 1d6 h.p. to anyone within 5'. The skull 
  is not destroyed in the blast, and will roll back to the skeleton in 
  the next round, where it will be picked up and reattached. The 
  skull can be hurled once every ten minutes. 
   
  In addition, if more than one greater skeleton is encountered, 
  they can act in tandem to create an eerie music which instills 
  fear in any living creature within 60' that fails a saving throw vs. 
  magic. This is accomplished by one of the skeletons removing 
  the bones from one of its legs and playing the ribs of the other 
  skeleton like a xylophone. While they are doing this, they cannot 
  attack. If one or both take damage while creating the fear 
  music, they will stop and attack. Creatures struck by the fear will 
  flee in terror in a random direction for 1d3 rounds, and must 
  
  Castle of the Mad Archmage 
   
   
   
   
  140 
   
   
  make a wisdom check to keep from dropping anything held in 
  their hands. 
   
  Appearance: Greater skeletons appear as animated skeletons 
  with a cold light burning in their eye sockets. They are 
  indistinguishable from regular animated skeletons until they use 
  their special powers. 
   
  Skeleton Lord 
   
  Number 
  1d10 
  Morale 
  n/a 
  Hit Dice 
  7d8 – 9d8 
  Armor Class 
  0 – 2  
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d10/1d10 or per weapon type 
  Defenses 
  Immune to certain spells, only blunt 
  weapons do full damage 
  Attacks 
  Undead control, fear, permanent hit 
  point loss 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  13 
  Alignment 
  Neutral evil 
  Treasure Type 
  VIII 
  Treasure Value 
  1d4x1,000 
  Magical Treasure 
  1 armor (5%), 1 weapon (5%) 
  X.P. Value 
  1,200+8/h.p. 
  1,750+10/h.p. 
  2,600+12/h.p. 
  Turn as Type 
  XIII 
   
  General: Skeleton lords are a special type of undead, their 
  status bestowed upon loyal followers of a powerful cleric or 
  mage as a “reward” to their followers. The usually-unstated price 
  of that reward is service throughout eternity. 
   
  Combat: Skeleton lords are usually armed with the weapons 
  they favored in life, but can strike with each bony fist in melee 
  if necessary. The armor class and hit dice of the skeleton lord 
  are related. A skeleton lord with 7 HD will have an AC of 2, one 
  with 8 HD has an AC of 1, and one with 9 HD has an AC of 0. 
  They instill fear in any creature with less than 5 HD, causing such 
  creatures to make a saving throw or flee in blind panic for 2d6 
  rounds. Any creature struck (by weapon or by the creature’s 
  fists), regardless of hit dice, must make a saving throw vs. spells 
  or similarly be overcome by fear, and lose one hit point 
  permanently. A restoration spell will return hit points thus lost. 
  Holy water will inflict 1d8+1 h.p. on a skeleton lord. 
    
  Skeleton lords are usually placed in command of other 
  skeletons, whether of the ordinary variety or greater skeletons. 
  As such, they can communicate with animated skeletons and 
  other skeletal creatures (including animal skeletons, liches, 
  wights, etc.) through a sort of telepathy, with a range of 12”. 
  Mindless undead will obey its commands unless they are under 
  the direct control of their creator. Intelligent undead (those with 
  average or greater intelligence) will hear the skeleton lord, but 
  may or may not obey, according to their will. The skeleton lord 
  may, at its option, attempt to co-opt mindless undead, in which 
  case each gets a saving throw vs. spells. The skeleton lord may 
  use this power to attempt to counter-turn undead in its range, 
  as if it were an evil cleric of 12th level. 
    
  As with all undead, they are immune to sleep and charm spells 
  and all mind-affecting magic.  
   
  Appearance: Skeleton lords appear as normal skeletons, but 
  wearing some sort of plate armor and with a baleful green glow 
  in their eye sockets.  
   
  Spogel 
   
  Number 
  1d3 
  Morale 
  +2 
  Hit Dice 
  4d8 
  Armor Class 
  2 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  0 
  Defenses 
  Spell immunity 
  Attacks 
  Numbing cold 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  13 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  125+4/h.p. 
  Turn as Type 
  VI 
   
  General: A spogel is a non-corporeal undead creature that is 
  drawn to the place not where it died or was laid to rest, but 
  where it spent most of its days in life. Often those who were 
  creatures of slavish habit will find themselves condemned to 
  roam the Prime Material Plane as spogels. They lash out at any 
  living beings interrupting their routine or disrupting their solitude; 
  they are most often encountered in the place where they used 
  to work, study, or live.  
   
  Combat: Spogels are able to hit foes with their numbing cold 
  limbs, inflicting a loss of 1 point of both strength and dexterity 
  which lasts for 2d6 days. Any character who is reduced to zero 
  in either attribute dies automatically. A restoration or heal spell 
  will reverse the effect, but doing so will not return life to one who 
  has been slain through the attribute-draining effect of the 
  creature. They do no conventional damage with their attack. 
   
  Appearance: A spogel appears as a spectral version of its form 
  in life, a transparent figure glowing with an eerie blue-green 
  light.  
   
  
   
   
  Appendices 
  141 
  Zombie, Plague 
   
  Number 
  3d6 
  Morale 
  n/a 
  Hit Dice 
  2d8 
  Armor Class 
  8 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  Spell immunity 
  Attacks 
  Zombie plague 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  5 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  65+2/h.p. 
  Turn as Type 
  n/a 
   
  General: Plague zombies are a variety of zombie that is not 
  reliant on the spells of mages or clerics for their animation; as 
  such, they are not usually under the thrall of any mortal. They 
  are not slow and lumbering as are ordinary zombies; they will 
  run when necessary with great speed and display a savage 
  cunning. They travel in packs. Since they are undead, but not 
  any type tied to the lower or negative planes, they are known 
  to be particularly hated by Orcus and his followers, who will 
  destroy them with great prejudice.  
   
  While the origins of the first plague zombies are lost in the mists 
  of time, their current means of reproduction is well understood. 
  When they have slain an opponent, they will immediately rip 
  the top of the skull open and devour the brains. Once this 
  happens, the victim is turned into a plague zombie himself, and 
  joins the pack in search of more victims. They can thus overrun 
  great swathes of territory in a short time.  
   
  Combat: Plague zombies attack with their bite. There is a 40% 
  chance that a plague zombie who deals the killing blow to an 
  opponent will stop fighting, even in the midst of a prolonged 
  battle, to devour the brains. Doing so takes 1d3 rounds. Victims 
  whose brains have been eaten rise within 1-6 rounds as new 
  plague zombies, and cannot be either raised or resurrected; 
  hence death at the hands of these creatures is particularly 
  feared.  
   
  As plague zombies are undead creatures, they are immune to 
  charm and sleep-type spells as well as cold. However, they are 
  not affected by holy water, nor can they be turned by clerics.  
   
  Appearance: Plague zombies look like ordinary zombies, but 
  are much more active and alert. They are walking corpses with 
  decaying flesh.
    
   
   
  
  Castle of the Mad Archmage 
   
   
   
   
  142 
   
   
  Appendix D: Special Random 
  Encounters 
   
  As noted in the random encounter keys for each level, on 
  average, one out of every 144 random encounters (first a roll 
  of 12 on the encounter table, and then a roll of 12 on the 
  dungeon dressing table) will result in a “special” encounter. 
  These encounters can take place on any level of the dungeon 
  (except as noted below), and the game master is encouraged 
  to make the most of them as special events. In such a 
  circumstance, simply roll on the table below to select the 
  appropriate encounter. Full details on each are given below.  
   
  Die Roll (d20) 
  Encounter 
  1-10 
  Quicksilver 
  11-16 
  Gray Monks 
  17-19 
  Portal 
  20 
  The Mad Archmage 
   
  QUICKSILVER. The legendary Quicksilver will never be initially 
  encountered at any range shorter than 30 yards. It appears as 
  a human-sized and -shaped being of pure silvery metal, whose 
  “face” is made up of gems of incredible size and inestimable 
  value - ruby eyes, diamond nose, and emerald teeth. If taken 
  intact its value would surely exceed a million gold pieces 
  merely for the raw value of its materials alone. It is otherwise 
  featureless and sports no apparent indicator of gender. It 
  cannot be surprised under any circumstances, and is 
  completely immune to any sort of magic that affects the mind 
  (such as hold, command, etc.) or time (such as time stop). It 
  can teleport without error (as per the spell) once per day. It 
  otherwise has a magic resistance of R. It is capable of traveling 
  in excess of 360’/minute, and seems to be able to draw upon 
  inner reserves of speed if pursued (it possesses a magical 
  power that effectively adds its base speed of 360’/min. to the 
  speed of anything or anyone pursuing it). The game master is 
  encouraged to use Quicksilver to frustrate his greedy players to 
  no end. It has no lair. 
   
  GRAY MONKS. A group of mystical seekers who wander 
  throughout the castle dungeons looking for enlightenment and 
  magical insights. It will consist of 1d6+6 humanoids, wearing 
  light gray robes with hoods that mostly cover their faces. They 
  each carry a begging bowl, and their robes are tattered, 
  splattered with blood, and they themselves walk with limps, 
  have bandaged arms, walk with canes and crutches, and 
  otherwise show the scars of the perilous place in which they 
  have chosen to pursue the secrets of the universe.  
   
  They chant as they wander through the corridors of the 
  dungeons, an eerie atonal chant which can be heard up to 
  100’ away, and which serves as a warning to those around 
  them that they are coming. Some of the inhabitants of the 
  dungeon will actually heed the warning and let them by, 
  perhaps even putting a copper into a bowl.  
   
  There is no lair for the monks, and their true motives are 
  unknown. Their ranks are mysteriously replenished as they lose 
  members to the vicissitudes of life in the dungeons, and what, 
  if any, insights they have gained are kept strictly to themselves. 
  Most of the monks have taken a vow of silence except for their 
  chanting, though their leader, if asked, will explain the monks’ 
  mission (but little else about them). 
   
  In reality, there are several groups of gray monks wandering the 
  castle dungeons. The originals were, as all believe them to be, 
  explorers looking for insights. However, the group afforded such 
  a good disguise and “cover” that others have picked up their 
  look and are now pretending to be members of the original 
  gray monks, for their own purposes. The groups are 
  indistinguishable from one another without magical or other 
  close inspection, as indicated below: 
   
  Die Roll 
  (d6) 
  Who are the Gray Monks? 
  1 
  Agents of the King of Kings, here to seize any 
  powerful magical artifacts they can and deliver 
  them to the realm. Each is a 6th level assassin or 
  fighter in disguise. 
  2 
  Members of the cult of Fraz-Urb’luu, here to seek 
  out the whereabouts of their imprisoned master. 
  3 
  Humanoids from one of the various tribes in the 
  dungeons, in disguise while traveling to or from 
  the surface for supplies and information. 
  4 
  Visitors from the distant future, where time travel 
  has become a popular recreational pastime 
  and tours of famous historical sites, such as the 
  castle dungeons, are in high demand. 
  5 
  Polymorphed demons loyal to Graz’zt who are 
  here to do whatever they can to make sure 
  Fraz-Urb’luu stays imprisoned. They have not yet 
  found him, however. They are a mix of glabrezu 
  and nalfeshnee.  
  6 
  The original Gray Monks, 6th level human 
  mystics here to commune with the powerful 
  magical locales and devices.  
   
  Remember that each of the fake Gray Monks will do their 
  utmost to appear innocuous and not break character unless 
  severely provoked or attacked.  
   
  PORTAL. A glowing circle of blue light appears, some 7’ in 
  diameter. Inside, the PCs can see a scene from another place. 
  If they step through, they will find themselves at that other place, 
  but the trip is one way; there is no matching portal on the other 
  side. If someone or something only goes partway through, they 
  can be pulled back (a 10’ pole, for instance, or an arm) without 
  harm. The exact location should be determined randomly: 
   
  
   
   
  Appendices 
  143 
  Die Roll 
  (d20) 
  Location 
  1 
  On the surface, just outside the main gate by 
  the drawbridge. 
  2 
  Level 1, roll 1d100 to determine room number. 
  3 
  Level 2, roll 1d100 to determine room number. 
  4 
  Level 3, roll 1d2. On a 1, roll 1d100 to determine 
  room number. On a 2, roll 1d100 and add 100 
  to determine room number. 
  5 
  Level 4, room #102 (the Arena). Note that there 
  is a 2% chance that a combat will be taking 
  place at that moment. 
  6 
  Level 5, room #2 (the start of the floor mosaic). 
  7 
  Level 5, area #75 (the black sphinx). 
  8 
  Level 6 (pick an area randomly in the heart of 
  the maze). 
  9 
  Level 7, area #35 (the Bone Road). Pick an 
  area randomly in the corridor. 
  10 
  Level 8, area #25 (fungi ledge by the caves of 
  magic mists). 
  11 
  Level 8, area #59 (cricket cave). 
  12 
  Level 9, area #20 (ledge with magic glyphs). 
  13 
  Level 10, area #85 (PCs will be looking in 
  through one of the gates of the teleport nexus). 
  14 
  Level 11, area #66F (the bridge). 
  15 
  Level 11, area #71 (the gate from the red 
  planet). 
  16 
  Level 12, area #46 (the temple of Tâmtu). 
  17 
  The common room of the characters’ favorite 
  inn or tavern in Greyheim. 
  18 
  The middle of the Gray Marshes to the southeast 
  of the castle. 
  19 
  The main hall of the Guild of Magic in Greyheim. 
  20 
  The wharves of the free city of Ironport (a 
  bustling city many hundreds of leagues to the 
  southeast). 
   
  Naturally, the PCs won’t know what they’re looking at, exactly, 
  unless they’ve been there before. The game master should feel 
  free to expand the number of possible destinations if he feels it 
  is appropriate (for instance, if new sub-levels are introduced 
  during the course of play). 
   
  THE MAD ARCHMAGE. A single figure, rotund, with wiry hair, rosy 
  cheeks, and an irrepressible grin on his face, will be seen. Roll 
  on the following table to determine his reaction, which is based 
  on the attitude of the player characters: 
   
   
  PC Reaction 
  Die Roll 
  (d10) 
  Friendly 
  Neutral / 
  Cautious 
  Hostile 
  1-6 
  Friendly 
  Neutral 
  Hostile 
  7-9 
  Neutral 
  Hostile 
  Friendly 
  10 
  Hostile 
  Friendly 
  Neutral 
   
  Friendly. The figure is most accommodating and pleasant. He 
  asks questions such as “So, how do you like my little 
  playground?” and “I hope you haven’t killed too many of the 
  monsters today; it is such a nuisance to restock them, you 
  know!” If the PCs play along, there is a 50% chance he will give 
  them a piece of helpful information about the immediate area 
  (the location of a monster or trap, for instance). He will then 
  disappear.  
   
  Neutral. The figure is somewhat distant and distracted. He asks 
  questions such as “You haven’t seen a silver man anywhere 
  about, have you?” and “I don’t suppose you know how many 
  other adventurers are wandering around here, eh?” If the PCs 
  answer his questions with at least a semblance of honesty, there 
  is a 50% chance that he will touch one of them on the 
  forehead, giving that individual knowledge of the location of 
  the nearest staircase (up or down) that was not already known 
  to him. He will then disappear.  
   
  Hostile. The figure will let loose with a barrage of spells, blasts 
  from his wand of wonder, and strikes with his vorpal blade, for 
  1d4+1 rounds. Thereafter, he will let out a joyful laugh, declare 
  the player characters “quite a bit of all right”, and point them in 
  the direction of a monster or trap without telling them of the 
  danger. He will then disappear. 
   
  Under no circumstances should the player characters be able 
  to best the Archmage in combat. 
   
  
  Castle of the Mad Archmage 
   
   
   
   
  144 
   
   
  Appendix E: New Spells 
   
  Charm Fungus (Enchantment/Charm) 
   
  Level 2 myconic druid spell  
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell is normally only available to myconic druids, but they 
  may teach the secret of receiving it to any normal druid they 
  wish. Except as noted above, this spell is identical to the 
  second-level druid spell charm person or mammal, except that 
  it only affects fungus and fungus-based creatures such as 
  shriekers and mushroom men. If a creature’s intelligence is 
  given as “unrateable” or zero, the game master should roll to 
  determine how often to conduct a saving throw check: 
   
  Die Roll (d10) 
  Period Between Checks 
  1 
  3 months 
  2 
  2 months 
  3 
  1 month 
  4 
  3 weeks 
  5 
  2 weeks 
  6 
  1 week 
  7 
  3 days 
  8 
  2 days 
  9 
  1 day 
  10 
  1 hour 
   
  Monstrous slimes and molds such as green slime and yellow 
  mold are affected by this spell, but puddings, such as black 
  pudding, are not.  
   
  Doompit (Conjuration/Summoning) 
   
  Level 7 cleric spell  
  Requires: incantation, gestures, unholy symbol 
  Casting time: 18 seconds (3 segments) 
   
  This spell opens up a special sort of gate, usually directly 
  beneath an enemy, a 9’ diameter circle which transports them 
  30’ above the floor of the lowest pit of Hades itself, thence to 
  be devoured by daemons and hags. If the spell is successfully 
  cast, it can only be avoided by those with an ability to either 
  levitate, fly, or some similar means to avoid falling into the pit 
  which forms beneath them (thief-acrobats and barbarians, for 
  instance, might be given a chance to leap away by the game 
  master, should circumstances dictate). For all intents and 
  purposes, falling into the pit means the death of the victim(s), 
  unless they have some extraordinary means of escape. The pit 
  lasts for 6 minutes. Creatures from Hades will not, however, 
  enter into the caster’s vicinity through the ’pit. The spell requires 
  the cleric’s (un)holy symbol. This spell is normally only available 
  to clerics who serve evil deities. 
   
  Hellsblades (Evocation) 
   
  Level 6 cleric spell  
  Requires: incantation, gestures 
  Casting time: 56 seconds (9 segments) 
   
  This spell conjures forth nine red-hot blades from the very 
  furnaces of Hell. The curved knives will whirl about in a 9’ 
  diameter sphere, the center of which can be moved by the 
  mental command of the caster at a rate of 90’ per round. The 
  blades attack as if they were fighters of a level equal to the 
  caster, with each doing 1d8 h.p. of damage plus an additional 
  1d6 of heat damage. The blades can collectively attack up to 
  three separate opponents per round, as long as they are in the 
  area of effect. They last for three rounds per level of the caster. 
  This spell is normally only available to clerics who serve evil 
  deities. 
   
  Fungus Friendship (Enchantment/Charm) 
   
  Level 1 myconic druid spell  
  Requires: incantation, gestures, fly agaric 
  Casting time: 6 minutes 
   
  This spell is normally only available to myconic druids, but they 
  may teach the secret of receiving it to any normal druid they 
  wish. It is essentially the same as the first-level druid spell animal 
  friendship, but affects only fungus and fungus-based creatures 
  such as violet fungi and brain smuts. A single creature will be 
  affected, and must be within 10’ of the caster. Intelligent fungus 
  creatures such as mushroom men are not affected.  
   
  Monstrous slimes and molds such as green slime and yellow 
  mold are affected by this spell, but puddings, such as black 
  pudding, are not.  
   
  Locate Fungus (Divination) 
   
  Level 1 myconic druid spell  
  Requires: incantation, gestures, fly agaric 
  Casting time: 1 minute 
   
  This spell is normally only available to myconic druids, but they 
  may teach the secret of receiving it to any normal druid they 
  wish. Except as noted above, this spell is identical to the first-
  level druid spell locate animals, except it will only function in 
  relation to fungus-based creatures. It can be directed in a 
  beam 20’ wide that is 20’ long per level of the caster.  
   
  This spell will detect fungi, molds, and slimes, but not puddings. 
   
  Fungus Growth (Alteration) 
   
  Level 3 myconic druid spell 
  Requires: Incantation, gestures, fly agaric 
  Casting time: 1 minute (10 segments) 
   
  This spell is normally only available to myconic druids, but they 
  may teach the secret of receiving it to any normal druid they 
  wish. It has a range of 120’ and affects one 20’x20’ square per 
  
   
   
  Appendices 
  145 
  level of the caster. Except as noted, this spell is identical to the 
  third-level druid spell plant growth.  
   
  This spell will not affect slimes or puddings. 
   
  Mushroom (Alteration) 
   
  Level 3 myconic druid spell  
  Requires: incantation, gestures, fly agaric 
  Casting time: 30 seconds (5 segments) 
   
  This spell is normally only available to myconic druids, but they 
  may teach the secret of receiving it to any normal druid they 
  wish. Except as noted herein, it is identical to the third-level druid 
  spell tree, except that the druid turns himself into a mushroom 
  of two to six feet in height, or a fairy-ring of ordinary-sized 
  mushrooms some 6’ in diameter. The spell lasts for 80 minutes 
  plus 10 minutes per level of the caster. 
   
  Mushroom Door (Alteration) 
   
  Level 4 myconic druid spell 
  Requires: incantation, gestures, fly agaric 
  Casting time: 36 seconds (6 segments) 
   
  This spell is normally only available to myconic druids, but they 
  may teach the secret of receiving it to any normal druid they 
  wish. Except as noted above, this spell is identical to the fourth-
  level druid spell plant door, except that it only applies to giant-
  sized mushrooms and fungi, such as are not uncommon in 
  underground settings. It will last for 10 minutes per level, but the 
  duration of the spell is increased by a factor of twelve if the spell 
  is cast, and the druid opts to stay within, a fairy ring.  
   
  Speak With Fungus (Alteration) 
   
  Level 4 myconic druid spell  
  Requires: incantation, gestures, puffball mushroom 
  Casting time: 42 seconds (8 segments) 
   
  This spell is normally only available to myconic druids, but they 
  may teach the secret of receiving it to any normal druid they 
  wish. Except as noted above, it is identical to the fourth-level 
  clerical spell speak with plants, except it only applies to 
  mushrooms and fungi of various sorts. It has an area of effect 
  of 60’, and lasts for 2 minutes per level of the caster.  
   
  Monstrous slimes and molds such as green slime and yellow 
  mold are affected by this spell, but puddings, such as the black 
  pudding, are not.  
   
  Hellsfire (Conjuration/Summoning) 
   
  Level 8 mage spell 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell summons an inferno of flames, searing volcanic gasses, 
  and lava to inundate an area equal to one 10’x10’ square per 
  level of the caster. All non-living items within the area of effect must 
  make an immediate saving throw vs. fire or be destroyed. Any 
  living creatures within the area will suffer 10d6 h.p. of fire damage 
  per round from the torrent of molten rock raining down upon them 
  (those with magical resistance to fire get a saving throw vs. breath 
  weapon for half damage); they will also need to make a saving 
  throw vs. poison or die from the poisonous gasses that billow forth 
  inside the area of effect. Beings of an extra-planar nature who are 
  composed of fire (such as efreet or fire elementals) are immune 
  to the flame effects, but will still take 2d6 h.p. per round from the 
  physical pummeling, and may or may not be immune to the 
  effects of the poison gas, as the description of the being in 
  question dictates. The flames and destructive force lasts for 2 
  rounds per level of the caster.  
   
  Netherbeast (Evocation, Conjuration/Summoning) 
   
  Level 9 mage spell 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
   
  A potent variant of the prismatic sphere, this spell creates a 
  creature of concentric layers of energy drawn from thelower 
  planes themselves. The mage is encased within the various 
  shimmering layers of baleful energy, which both protect him 
  and allow him to cast spells through the creature’s layers at 
  enemies (or otherwise). This includes spells that require touch. 
  Note that the caster can set the creature to react automatically 
  to attacks and standard defenses for up to one round per point 
  of intelligence of the caster; during that time it will attack, 
  defend, move, etc., according to either a pre-programmed 
  plan or in response to simple stimuli. During such times, the 
  mage within the beast is able to concentrate on other things 
  (including spells), leaving the beast to function solo. The mage 
  is immune to all physical attacks, and the netherbeast will 
  absorb as many points or other effects of magical damage as 
  is can before they would affect the caster. If circumstances 
  change radically (e.g., a new enemy coming into combat), 
  the creature cannot react accordingly; it will continue its 
  previous pattern. The netherbeast will last for 10 minutes per 
  level of the caster. 
   
  Anyone with fewer than 8 hit dice viewing the creature will flee 
  in panic for 3-18 rounds.  
   
  
  Castle of the Mad Archmage 
   
   
   
   
  146 
   
   
  Each layer of the netherbeast is drawn directly from the baleful 
  energies of one of the lower planes, and has the following 
  powers and/or effects: 
   
  Layer 
  Color 
  Order 
  Effects 
  Associated 
  Plane 
  Orange 
  1st 
  Scorches flesh for 10 
  h.p. damage per hit. 
  Acheron 
  Gray 
  2nd 
  Burns flesh for 20 h.p. 
  damage per hit.  
  Pandemonium 
  Red 
  3rd 
  Melts flesh and bone 
  for 40 h.p. damage 
  per hit.  
  Hell 
  Black 
  4th 
  Withers and rots with 
  a touch - save vs. 
  poison or die.  
  The Abyss 
  Maroon 
  5th 
  If both arms hit the 
  same opponent (25 
  h.p. each), they will 
  do a crushing 
  embrace of 
  negative energy that 
  drains 2 levels per 
  round automatically 
  as long as the 
  embrace lasts. 
  Gehenna 
  Purple 
  6th 
  A hit requires a save 
  vs. petrification or the 
  target is turned to 
  stone.  
  Tartarus 
  Violet 
  7th 
  A hit requires a save 
  vs. spells; failure 
  means the target is 
  instantly transported 
  to the lowest floor of 
  Hades. 
  Hades 
   
  Note that the hellfire effects of the orange, gray, and red layers 
  will affect anything short of a being of pure flame such as an 
  efreet or fire elemental; ordinary protections against flame are 
  useless.  
   
  Each layer of the beast is AC 0 and has 66 h.p., but can only 
  be damaged by a weapon of +1 or greater enchantment. It 
  can make two attacks per round with its great arms, attacking 
  as a fighter of a level equal to that of the caster. Once it takes 
  damage equal to its total hit points, it will disappear, leaving 
  the next-inner layer behind. Note that damage that destroys 
  one layer will not spill over to the next, even if the attack does 
  more h.p. worth of damage than the layer has left.
    
   
   
   
  
   
   
  Appendices 
  147 
  Appendix F: NPC Adventuring Parties 
   
  One of the most prevalent threats/opportunities comes from 
  rival parties of adventurers. If the game master has had the 
  forethought to provide his players with a recurring foil in the form 
  of a party of NPC adventurers who compete with the player 
  characters for gold and glory, this is the place to have them 
  show up, seemingly out of nowhere.  
   
  It should be noted that not all such rivalries are obvious, and not 
  all rival NPC parties need to be of an alignment opposite that 
  of the PCs. Indeed, one of the most pleasurable experiences 
  (from the perspective of the game master, that is) is when an 
  NPC party of adventurers is of the same alignment. In that way, 
  they are directly competing in the same space. Two paladins, 
  for instance, subtly one-upping one another, can be a great 
  foil for comedy as well as dramatic tension in a situation that 
  cannot be solved with a thrust of a sword or a fireball from a 
  wand. After all, good-aligned adventurers don’t slay one 
  another out of hand… 
   
  If a rival party to bedevil the PCs does not already exist, the 
  game master should feel free to make use of the following 
  examples, several of which are given in order to provide 
  suitable opponents. The game master should feel free to supply 
  any needed details, or make any necessary adjustments, to 
  make these NPCs a suitable match.  
   
  Of course, once an NPC party has been encountered, not only 
  could they be encountered outside the dungeons (in a tavern 
  in Greyheim, for instance, or in the wilderness), but they will also 
  gain levels and magic items roughly at the same rate as the 
  PCs. So if the PCs encounter the Free Roamers when the PCs 
  are themselves 1st level, and encounter them again when they 
  are 4th, the Free Roamers will have advanced in level roughly 
  by the same amount, and their statistics and possessions should 
  be adjusted accordingly. 
   
  It should also be noted that when a high-level party happens 
  to encounter an NPC adventuring party on an upper dungeon 
  level (while traveling to a deeper level, for instance), the NPC 
  party will almost certainly be exploring that dungeon level, and 
  thus will be of lower experience level than the PCs. In this 
  situation, the PCs might even find a source of henchmen, if the 
  encounter works out well enough. To determine which NPC 
  party is encountered on which level of the dungeon, consult 
  the following table (note that levels and sub-levels that do not 
  have NPC Adventuring Party as a random encounter option 
  have been omitted): 
   
   
  Dungeon Level 
  Die Roll 
  (d20) 
  S 
  1 
  2 
  3 
  5 
  6 
  7 
  8 
  9 
  10 11 12 
  1-5 
  A 
  A 
  A 
  B 
  B 
  B 
  C 
  C 
  C 
  C 
  D 
  D 
  6-9 
  A 
  A 
  B 
  B 
  B 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  10-12 
  A 
  B 
  B 
  B 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  E 
  13-15 
  B 
  B 
  B 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  E 
  E 
  16-17 
  B 
  B 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  E 
  E 
  E 
  18-19 
  B 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  E 
  E 
  E 
  E 
  20 
  C 
  C 
  C 
  C 
  D 
  D 
  D 
  E 
  E 
  E 
  E 
  E 
   
  Most of the column headings in the tables below should be self-
  explanatory. “Spells” will give the number of spell slots available 
  for each spell level in order - thus, “2-1” means the character 
  can memorize two first level spells and one second level spell. 
  Where but a single number appears, it refers to first level spells. 
   
  Scrolls and potions should be determined randomly by the 
  game 
  master 
  (alternatively, 
  more 
  experienced 
  NPC 
  adventurers might simply have the sort of potion or scroll 
  needed, in which case the GM should feel free to assign the 
  type). In all cases, if a scroll or potion is rolled which the NPC 
  cannot use, re-roll. 
   
   
  NPC Adventuring Party A – “The Free Roamers” 
   
  Name 
  Race 
  Sex 
  Class 
  Level 
  HP 
  AC 
  Align. 
  Spells 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Orna Jellek 
  Human 
  F 
  Fighter 
  1 
  11 
  5 
  NG 
  - 
  17 
  11 
  7 
  12 
  15 
  13 
  Froderic 
  Dwarf 
  M 
  Cleric/thief 
  1/1 
  7 
  5 
  LG 
  3 
  11 
  9 
  15 
  16 
  12 
  13 
  Norand the Bright 
  Human 
  M 
  Mage 
  1 
  4 
  10 
  LN 
  - 
  9 
  16 
  13 
  10 
  11 
  13 
  Orrem Greenbriar 
  Halfling 
  M 
  Thief 
  1 
  6 
  6 
  N 
  - 
  12 
  9 
  9 
  16 
  14 
  14 
  Peren the Pious 
  Human 
  F 
  Mystic 
  1 
  6 
  10 
  NG 
  3 
  10 
  12 
  16 
  14 
  13 
  13 
  Sidaranthimar 
  Elf 
  M 
  Fighter/mage 
  1/1 
  7 
  6 
  LG 
  1 
  15 
  15 
  8 
  11 
  12 
  11 
   
  The Free Roamers are just starting their adventuring career, and hail from the nearby County of Irondark. Their leader, Orna Jellek, is 
  betrothed to the party’s mage, Norand the Bright. None of the party has any magic items as of yet.  
   
  
  Castle of the Mad Archmage 
   
   
   
   
  148 
   
   
  NPC Adventuring Party B – “Lightning Mayhem” 
   
  Name 
  Race 
  Sex 
  Class 
  Level 
  HP 
  AC 
  Align. 
  Spells 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Ernst Ormott 
  Human 
  M 
  Savant 
  3 
  8 
  7 
  CG 
  2-1 
  11 
  16 
  12 
  15 
  8 
  12 
  Heather Jeffers 
  Human 
  F 
  Mage 
  3 
  9 
  10 
  NG 
  2-1 
  9 
  17 
  11 
  13 
  13 
  13 
  Sir Hugh of the Tower 
  Human 
  M 
  Cavalier 
  3 
  19 
  0 
  NG 
  - 
  16 
  13 
  12 
  14 
  14 
  14 
  Dorn Ironfoot 
  Dwarf 
  M 
  Fighter/thief 
  2/2 
  13 
  6 
  N 
  - 
  17 
  9 
  10 
  16 
  14 
  11 
  John Green 
  Human 
  F 
  Cleric 
  4 
  15 
  3 
  CG 
  5-4 
  15 
  11 
  17 
  12 
  12 
  14 
  Archie Knobwit 
  Halfling 
  M 
  Jester 
  3 
  13 
  6 
  CN 
  1 
  12 
  11 
  9 
  16 
  12 
  15 
   
  Lightning Mayhem is a band of adventurers who have come from various lands to pursue their fortunes. Currently based in Greyheim, 
  they have taken to exploring the ruins for the last month or two. Sir Hugh of the Tower is a knight errant of Velond, and the cleric, John 
  Green, has joined the group chiefly to advance his collection of insects, particularly of the giant variety. He is on an extended leave 
  from his temple in Stony Hills. Note that Ernst Ormott is a nephew of Maria Ormott, who is a member of the Shadowtimers, below. 
   
  Ernst Ormott has a ring of protection +2; Heather Jeffers has a wand of lightning; Sir Hugh has a broadsword +1 and a shield +1, Dorn 
  Ironfoot has a battleaxe +1, John Green has a ring of free action, and Archie Knobwit has a pair of hand axes +1 that he uses as 
  thrown weapons in combat. They collectively have 1d8 potions as well (determine randomly): ___________________________________  
   ____________________________________________________________________________________________________________________ . 
   
  NPC Adventuring Party C – “The Red Cloaks” 
   
  Name 
  Race 
  Sex 
  Class 
  Level 
  HP 
  AC 
  Align. 
  Spells 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Avenar 
  Elf 
  M 
  Cleric/fighter 
  6/6 
  30 
  0 
  CG 
  5/5/3 
  15 
  9 
  17 
  8 
  15 
  13 
  Portius the Brown 
  Half-elf 
  M 
  Fighter/mage 
  6/5 
  34 
  3 
  CG 
  4/2/1 
  17 
  15 
  12 
  10 
  14 
  14 
  Illfinia 
  Elf 
  F 
  Fighter/savant 
  6/6 
  28 
  2 
  CG 
  3/3/2 
  16 
  16 
  11 
  12 
  12 
  9 
  Gray Andy 
  Half-elf 
  F 
  Bard 
  7 
  24 
  4 
  NG 
  4/3/2/1 
  13 
  12 
  14 
  13 
  13 
  16 
  Caefindel 
  Elf 
  F 
  Druid/ranger 
  6/6 
  32 
  1 
  NG 
  6/5/2/1 
  15 
  14 
  16 
  14 
  17 
  15 
  Neer Goldhater 
  Gnome 
  M 
  Thief 
  8 
  26 
  2 
  N 
  - 
  11 
  14 
  13 
  17 
  15 
  14 
   
  The Red Cloaks hail from the Feyrealm of Celeste to the southwest, and hold a royal charter from the elf queen of that land to act as 
  her agents at home and abroad (Avenar and Illfinia have been knighted, and proudly and conspicuously display their coat of arms 
  demonstrating that fact). They are extraordinarily haughty and arrogant, and will be condescending towards others, especially when 
  dealing with non-elves (Neer is tolerated because of his unique skills, and will often seek out those that his companions have offended 
  and ingratiate himself with them, to keep the lines of communication open and prevent them from turning into outright adversaries).  
   
  They all have cloaks and boots of elvenkind (including Neer Goldhater). Avenar has a mace of speed +2, mail +3, a rod of passage, 
  and a folding boat. Portius the brown has scale armor (steel) +2, a wand of earth and stone, and a lens of ultravision. Illfinia has a long 
  sword +2,+4 vs. demons, a wand of magic missiles, and a necklace of adaptation. Gray Andy has a long sword +2, a periapt of 
  wound closure, and an iridescent spindle ioun stone. Caefindel has a scimitar +3, plated mail +1, and a staff of the woodlands. Neer 
  Goldhater has a leather cuirass +2, a dagger +3, and a hat of disguise. They collectively have 2d6 potions (determine randomly):  
   _____________________________________________________________________________________________________________________  
  and 1d6 scrolls (determine randomly): __________________________________________________________________________________ . 
   
  NPC Adventuring Party D – “The Fellowship of the Last Cup” 
   
  Name 
  Race 
  Sex 
  Class 
  Level 
  HP 
  AC 
  Align. 
  Spells 
  STR 
  INT 
  WIS 
  DEX CON CHA 
  Red Jayn 
  Human 
  F 
  Mage 
  10 
  26 
  5 
  NG 
  4/4/3/2/2 
  12 
  17 
  13 
  16 
  15 
  13 
  Elma Bitteroot 
  Halfling 
  F 
  Fighter/thief 
  9/11 
  43 
  4 
  N 
  - 
  14 
  10 
  11 
  16 
  15 
  12 
  Phred Ardot 
  Human 
  M 
  Mountebank 
  11 
  36 
  0 
  CN 
  3/3/2/2 
  12 
  16 
  12 
  18 
  13 
  16 
  Califerin 
  Half-elf 
  M 
  Cleric/mage 
  8/8 
  25 
  2 
  N 
  5/5/4/2 
  4/3/3/2 
  10 
  16 
  17 
  15 
  15 
  12 
  Yng the Tall 
  Elf 
  M 
  Fighter/mage/thief 
  8/8/9 
  29 
  5 
  N 
  4/3/3/2 
  14 
  15 
  9 
  18 
  15 
  11 
  Wildroamer 
  Human 
  M 
  Ranger 
  9 
  45 
  1 
  NG 
  1 (m) 
  1 (d) 
  18/31 
  15 
  13 
  14 
  15 
  14 
   
  The Fellowship of the Last Cup takes its name from a habit of theirs to always order a cup of wine prior to setting out on an adventure, 
  promising one another they will all return to share it. To date, they have all kept that promise. While they play the role of dissolute and 
  
   
   
  Appendices 
  149 
  rowdy adventurers, they are secretly in the pay of the Duke of Arndt, and are part of his extensive system of agents and spies, and 
  stand among his most trusted agents.  
   
  Red Jayn has bracers of defense AC6, a wand of lightning, a ring of ESP, a dagger +4, 1d6 potions and 1d6 scrolls (determine 
  randomly): __________________________________________________________________________________________________________ . 
   
  Elma Bitteroot has mail +1, a short sword +2 (trollslayer), lockpicks +20%, eyes of minute seeing, a wind fan, and 1d6 potions (determine 
  randomly):  __________________________________________________________________________________________________________ . 
   
  Phred Ardot has mail +3, a short sword +3, a rod of beguiling, a ring of fire resistance, a portable hole, and 1d6 potions (determine 
  randomly):  __________________________________________________________________________________________________________ . 
   
  Califerin has a rod of flailing, a staff of the serpent (python), a ring of telekinesis, slippers of spider climbing, a robe of blending, 1d6 
  potions and 1d6 scrolls (determine randomly):  ____________________________________________________________________________  
   ____________________________________________________________________________________________________________________ . 
   
  Yng the Tall has a long sword +3, a wand of fireballs, a medallion of ESP, a ring of spell turning, a broom of flying, and 1d6 potions and 
  1d6 scrolls (determine randomly):  _______________________________________________________________________________________  
   ____________________________________________________________________________________________________________________ . 
   
  Wildroamer has a two-handed sword +3 (scalefoe), plated mail +2, a ring of shocking grasp, a cloak of displacement, gloves of missile 
  snaring, and 1d6 potions (determine randomly):  _________________________________________________________________________ . 
   
  NPC Adventuring Party E – “The Shadowtimers” 
   
  Name 
  Race 
  Sex 
  Class 
  Level HP 
  AC 
  Align. 
  Spells 
  STR 
  INT 
  WIS 
  DEX 
  CON 
  CHA 
  Sir Jaym 
  Human 
  M 
  Paladin 
  12 
  75 
  -1 
  LG 
  4/4 
  16 
  13 
  14 
  14 
  17 
  17 
  Maria Ormott 
  Human 
  F 
  Cleric 
  13 
  54 
  0 
  LG 
  8/8/7/5/2/2 
  14 
  11 
  18 
  13 
  15 
  14 
  Imiria 
  Half-elf 
  F 
  Fighter/savant 
  9/11 
  45 
  2 
  NG 
  5/4/4/3/2/1 
  16 
  16 
  13 
  15 
  16 
  12 
  Offo Deeproot 
  Halfling 
  M 
  Cleric/acrobat 
  5/11 
  39 
  2 
  N 
  5/5/2 
  13 
  11 
  17 
  18 
  15 
  13 
  Zap Trollbiter 
  Gnome 
  M 
  Illusionist/thief 
  6/11 
  31 
  2 
  N 
  4/3/1 
  9 
  16 
  12 
  16 
  15 
  14 
  Felicia of Gering Human 
  F 
  Fighter 
  13 
  72 
  0 
  NG 
  - 
  18/62 
  12 
  11 
  16 
  16 
  14 
   
  The Shadowtimers have been together as a group for nearly twenty years, and during that time have become something of a local 
  legend in and around Greyheim. Although they are not formally agents of the Mayor, they have his favor, and have performed many 
  missions for the realm over the years. They are more aligned with the church however, and have a reputation for piety and boldness in 
  the pursuit of the church’s aims (or enemies). They will look with kindly indulgence upon adventurers with less experience than they, but 
  will be very cautious of taking newcomers into their ranks or making any sort of alliances (even temporary ones) with unknowns. Maria 
  Ormott is aunt to Ernst Ormott of the adventuring group Lightning Mayhem (above), as well as being married to Sir Jaym.  
   
  Sir Jaym’s mount has plate barding +1 and horseshoes of a zephyr. He himself has plate armor +2 and a shield +1, a broad sword +5 
  holy avenger, gauntlets of ogre power, a helm of teleportation, a ring of jumping, a rod of splendor, and a horn of collapsing. He also 
  has 1d8 potions (determine randomly):  __________________________________________________________________________________  
   ____________________________________________________________________________________________________________________ . 
   
  Maria Ormott has plate armor +3, a mace of disruption +3, an amulet of life protection, a girdle of frost giant strength, wings of flying, 
  a ring of invisibility, a staff of curing, and a wind fan. She has 1d8 scrolls (determine randomly):  __________________________________  
   _____________________________________________________________________________________________________________________  
  and 1d8 potions (determine randomly):  _________________________________________________________________________________  
   ____________________________________________________________________________________________________________________ . 
   
  Imiria has mail +3, a trident +3 lycanthrope bane, a short bow of distance +3, a wand of enemy detection, a wand of metal 
  command, a ring of invisibility, a ring of spell turning, and a gem of seeing. She also has 2d4 scrolls (determine randomly):  _________  
   _____________________________________________________________________________________________________________________  
  and 1d8 potions (determine randomly):  _________________________________________________________________________________  
   ____________________________________________________________________________________________________________________ . 
   
  Offo Deeproot has a ring of protection +3, a short sword of wounding +3, a ring of x-ray vision, a bag of holding, a wand of secret door 
  and trap detection, a horn of fog, a stone of good luck, and cloak of arachnidia. He has 1d4 scrolls (determine randomly):  ________  
  
  Castle of the Mad Archmage 
   
   
   
   
  150 
   
   
   __________________________________________________________________________________ and 1d8 potions (determine randomly):  
   ____________________________________________________________________________________________________________________ . 
  Zap Trollbiter has a leather cuirass +5, a dagger +4 snowsurger, a wand of illusion, a wand of illumination, a cube of force, gloves of 
  thievery, boots of speed, and a necklace of adaptation. He also has 1d4 scrolls (determine randomly):  __________________________  
  and 2d6 potions (determine randomly):  _________________________________________________________________________________  
   ____________________________________________________________________________________________________________________ . 
   
  Felicia of Gering has elfin mail +3, a long sword defender +4, winged boots, a ring of blinking, a wand of defoliation, a chime of 
  opening, a bright purple prism ioun stone (Imiria and Zap have both placed spells in it for her use), and a net of snaring. She also has 
  2d4 potions (determine randomly): _____________________________________________________________________________________ . 
   
   
   
  
   
   
  License Information 
  151 
  License Information 
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
   
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative 
  Material" means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the 
  game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product 
  Identity. (e) "Product Identity" means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game 
  License by the Contributor (g) "Use", "Used" or "Using" means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means 
  the licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only 
  be Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.  
   
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.  
   
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.  
   
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.  
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.  
   
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson.  
   
  Pathfinder RPG Core Rulebook, copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
  The Book of Experimental Might, copyright 2008, Monte J. Cook. All 
  rights reserved. 
   
  Pathfinder RPG Advanced Player’s Guide, copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Buhlman 
   
  Pathfinder RPG Bestiary, copyright 2009, Paizo Publishing, LLC;Author: 
  
  Castle of the Mad Archmage 
   
   
   
   
  152 
   
   
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
   
  Pathfinder Roleplaying Game: Bonus Bestiary, copyright 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn. 
   
  Pathfinder Roleplaying Game Bestiary 2, copyright 2010, Paizo 
  Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
  Pathfinder RPG GameMastery Guide, copyright 2010 Paizo Publishing, 
  LLC; Authors Cam Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric 
  Cagle, Graeme Davis, Adam Daigle, Jashua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreart, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, 
  Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, 
  Doug Seacat, Mike Selinker, Lisa Stevens, James L Sutter, Russ Taylor, 
  Penny Williams, Teeuwynn Woodruff. 
   
  Pathfinder Campaign Setting: Misfit Monsters Redeemed, copyright 
  2010, Paizo Publushing, LLC; Authors: Adam Daigle, Crystal Frasier, Colin 
  McComb, Rob McCreary, Jason Nelson, and James L. Sutter. 
   
  Castle Zagyg Class Options & Skills for Yggsburgh, copyright 2006 Troll 
  Lord Games, author Gary Gygax.  
   
  Evolved Grottoes & Griffons Teratic Tome. copyright 2013 Rafael 
  Chandler.  
   
  Aerial Servant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Afanc from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Algoid from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark 
  Peterson, based on original material by Mike Ferguson. Al-Mi'raj from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Roger Musson. 
  Alu-demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Amon from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Amphisbaena 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Animal Lord, Cat Lord from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Animal Lord, 
  Mouse Lord from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene and Erica Balsley. Ant Lion from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Apparition from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark 
  Peterson, based on original material by Underworld Oracle. Ascomoid from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Assassin Bug 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene. Atomie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Aurumvorax from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Axebeak from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Baal from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Babbler from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Clark Peterson, based on original material by Jeremy Goodwin and Ian McDowell. Banderlog from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Gary Gygax. Baphomet from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Barracuda from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Basidirond from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Blindheim from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Roger Musson. Blood Hawk from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Ian Livingstone. Boalisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Bonesnapper from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian 
  Livingstone. Bookworm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Brown Pudding from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Brownie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Buckawn from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Bunyip from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Dermot Jackson. Cambion from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Caryatid Column 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Juan Wells. Caterwaul from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Catfish, Giant Electric from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., Cave Cricket from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Cave Fisher from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Lawrence Schick. Cave Lion from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Cave Moray from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. Charon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Charonodaemon from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Cloud Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Clubneck from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by M. English. Coffer Corpse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Simon Eston. Cooshee from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Crabman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Ian Livingstone. Crystal Ooze from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Dakon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Ian McDowell. Dark Creeper from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Rik Shepard. Dark Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Rik Shepard. Death Dog from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Underworld Oracle. Deer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene. Demilich from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Derghodaemon from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Devil Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Louis Boschelli. Dire Corby from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Jeff Wyndham. Doombat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Julian Lawrence. Dracolisk from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Dragon Horse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dragon, Faerie from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Brian Jaeger and Gary Gygax. Dragonfish from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Dragonnel from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Drelb from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dun Pudding from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Dustdigger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Tracy and Laura Hickman. Ear Seeker from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica 
  Balsley, based on original material by Gary Gygax. Eblis from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Electric Eel from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. 
  Executioner's Hood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Eye Killer from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. 
  Eye of the Deep from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Fire Lizard from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Fire Snake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Michael McDonagh. Firedrake from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Dave Waring. 
  Flail Snail from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Simon Tilbrook. Flind from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by J.D. Morris. Floating Eye from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Flumph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Damges; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Foo 
  Creature from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Forlarren from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. Forrester's 
  Bane from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Fraz-Urb'luu from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Frog, Killer from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. Frog, Poisonous from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax. Froghemoth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gas Spore from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. Geryon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. If you’re reading this, someone 
  just copied this block of text from a BRW Games product without reading it. Giant Blister Beetle from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Giant Boring Beetle from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Giant 
  Bumblebee from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Giant Clam from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Crayfish from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Gary Gygax. Giant Death Watch Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games, based on original material by Gary Gygax. Giant Dragonfly from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Giant Fly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Giant Frog from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax. Giant Hornet from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene. Giant Leech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Moray Eel from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Giant Pike from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Giant Rhinoceros Beetle from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Gary Gygax. Giant Sea Horse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene. Giant Slicer Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Slug from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Giant Snapping Turtle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Tick from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Giant Two-Headed Troll from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gloomwing from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Gorgimera from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gorilla Bear from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Cricky Hitchcock. Greater Basilisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Greater Shedu from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Grippli from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Groaning Spirit from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based 
  on original material by Gary Gygax. Gryph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Peter Brown. Guardian Daemon from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Ian McDowell. Hangman Tree from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Haunt from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Harold Johnson and Tom Moldvay. Hippocampus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. 
  Hippopotamus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene. Hoar Fox from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Graeme Morris. Huecuva from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Underworld Oracle. Hutijin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Hyaenodon from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Green. Hydrodaemon 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Iron Cobra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters. Jackalwere from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Jack-in-irons from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene. Jaculi from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters. Jaguar from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene. Juiblex from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Juju Zombie from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Kampfult from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Kelpie from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. Khargra 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Lawrence Schick. Korred from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Kostchtchie from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Leprechaun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  
   
   
  License Information 
  153 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Lightning Quasi-elemental 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Lurker Above from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Mammoth from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Mandragora from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Mantari from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by David Wormell. Margoyle from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based 
  on original material by Gary Gygax. Marid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mastodon from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Memory Moss 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax. Mihstu from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mist Dragon 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Mite from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene and Skeeter Green, based on original material by Ian Livingstone and 
  Mark Barnes. Mobat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Moloch from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Gary Gygax. Monadic Deva from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mongrelman from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Gary Gygax. Monstrous Crab from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Moon Dog from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Gary Gygax. Mountain Lion from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Movanic Deva from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Muckdweller from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Mud-Man from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by David J. Browne, Tom Kirby, and Graeme Morris. 
  Mustard Jelly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors . Nabassu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Simon Tilbrook. 
  Nereid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Nupperibo from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Ogrillon from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Erica Balsey, based on original material by R.K.R. Chilman. Oinodaemon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Oliphant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Olive Slime from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Orcus from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. Pazuzu from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Pech from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Pedipalp from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Phantom from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scitt Greene, based 
  on original material by Harold Johnson and Tom Moldvay. Phantom Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. Phycomid 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Piercer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Piscodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Poltergeist from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lewis Pulsipher. 
  Pyrolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Quickling from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Quickwood 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Quipper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Rock Reptile from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Rope Golem from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene. Rot Grub from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax. Russet Mold from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Sandman from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Roger Musson. Screaming Devilkin from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters. 
  Sea Spider from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Shadow Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Neville White. Shaggy Demodand from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Shedu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Sheep, Ram from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Skeleton Warrior from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Nigel Morgan. Slaad Lord of Entropy from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Charles Stross. Slaad Lord of the 
  Insane from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Charles Stross. Slime Demodand from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Smilodon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Solifugid from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material 
  by Gary Gygax. Spriggan from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Authors Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax. Sprite from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Squealer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stegocentipede from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Stench Kow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stingray from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Stone Roper from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Allen Hammack and Gary Gygax. Strangle Weed from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stunjelly from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Neville White. Tabaxi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. Taer from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Tarry Demodand from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Tenebrous Purple Worm from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene. Tentamort from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Mike Roberts. Thessal Creature from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax and Wizards of the Coast. Thornie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  didstributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Throat Leech from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Ian Livingston. Thunder Beast from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Time Elemental from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Titivilus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Tri-Flower Frond from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Troll from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Oliver Charles 
  Macdonald. Tunnel Worm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Vegepygmy from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Vilstrak from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Volt from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Jonathon 
  Jones. Vulchling from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. White Pudding from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Wind Walker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Witherweed from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Simon Eaton. 
  Wolf-in-Sheep's Clothing from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Wood Golem from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Patrick 
  Lawinger. Woolly Rhinoceros from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Yellow Musk Creeper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Yellow Musk Zombie from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.  
   
  ADVENTURES DARK AND DEEP™ Players Manual, Copyright © 2010-2014, 
  BRW Games, LLC. ADVENTURES DARK AND DEEP™ Bestiary, Copyright © 
  2011-2014, BRW Games, LLC. ADVENTURES DARK AND DEEP™ Game 
  Masters Toolkit, Copyright © 2011-2014, BRW Games, LLC. ADVENTURES 
  DARK AND DEEP™ is a trademark of BRW Games, LLC. 
   
  END OF LICENSE  
   
  Designation of Product Identity 
   
  The following items are designated Product Identity, as defined in 
  Section 1(e) of the Open Game License Version 1.0a, and are subject 
  to the conditions set forth in Section 7 of the OGL, and are not Open 
  Game Content: all trademarked items, artwork, maps, diagrams, 
  dialogue, plots, storylines, locations, characters, logos, and trade dress. 
  Items previously designated as Open Game Content or in the public 
  domain do not fall under this designation of Product Identity. 
   
  Designation of Open Game Content 
   
  The following items are designated Open Game Content, as defined 
  in Section 1(d) of the Open Game License Version 1.0a: Everything 
  except those items designated as Product Identity.
  
  Affordable. 
  Durable. 
  Hand-painted. 
  Awesome. 
  28mm terrain for     
  use with your favorite      
  tabletop games! 
  WWW.LRTERRAIN.COM  
   
  WWW.FACEBOOK.COM/LRHOB 
  Bring your game off the page and onto your table...  
  
  Castle of the Mad Archmage 
   
   
   
   
  154 
   
   
  But a few scant leagues from the walls of the bustling town of Greyheim lay 
  the crumbling ruins known as the Castle of the Mad Archmage, Jophob 
  Schlech, long shunned by the local townsfolk.  Decades ago, a series of vast 
  treasure hoards were discovered in the twisting mazes beneath the castle 
  proper, along with hungry beasts and deadly traps aplenty. Legends were 
  made in that time; the names of those early explorers will live on for centuries. 
  Eventually, though, the dungeons lost their luster as the treasures became 
  smaller and harder to win, the traps were dismantled, and the monsters slain; 
  eventually only the desperate or jaded dared enter the dungeons beneath 
  the castle. 
   
  Recently, however, reports have surfaced of renewed stockpiles of wealth in 
  the dank passages and chambers beneath the hillock upon which the still-
  ruined castle rests. Regions once deemed devoid of monstrous habitation 
  have been reported to teem with renewed activity. Traps both magical and 
  mundane have once more brought explorers to their doom. Changes both 
  subtle and gross have been noted in the very layout of the passages and 
  chambers, rendering old maps and knowledge dangerously unreliable if not 
  outright useless. Something is definitely afoot, and most honest folk in the 
  nearby city find the prospect an unnerving one indeed.  
   
  To the bold and daring, however, only one message needs to be heard. The 
  castle and its dungeons are once more ripe for exploration, and new 
  legends are ready to be made beneath The Castle of the Mad Archmage! 
   
  
SOURCE: textdata/thevault/Adventures Dark and Deep/Adventures Dark and Deep Adventures/Adventures Dark and Deep Castle of the Mad Archmage/Adventures Dark and Deep Castle of the Mad Archmage (2014).pdf