TEXT: AA#3
  A Stand-Alone Adventure
  XRP6103
  An OSRIC
  TM module designed for        
   
  4-6 adventurers of levels 6-10
  Over two centuries ago, the Duke Ithinge ordered an underground complex to be built to house the 
  Witch Head and keep it from those who would use its powers for evil. The construction of the complex 
  was performed in a remote and secret place, its chambers and corridors fi lled with traps and terrors 
  devised by his new court wizard. With the complex completed, the laborers were enchanted to 
  never reveal its location. He knew he could not destroy the Witch Head, for it was forever linked 
  to the vitality of his family line; its power was fueled by the evil deeds of his fore bearers, and it was 
  written in legend that the heir who destroyed the relic would be the last of the line.
  Last month, good Duke Ymis, received a secret message from a band of outlaw adventurers: the 
  Witch Head had been discovered! The outlaws swore that unless the Duke hands over to them 
  his only heir, his daughter Derica, they would use the powers of the relic to wreak havoc on the 
  countryside and bring his rule to a crashing end. Can a hardy band of adventurers put down the 
  ancient evil or will it rise again?
  If you enjoy this adventure, look for future releases in the Advanced Adventures line from 
  Expeditious Retreat Press.
  WWW.XRPSHOP.CITYMAX.COM
  Advanced Adventures
  The Curse of the Witch Head
  The Curse of the Witch Head
  By James C. Boney
  This product uses the OSRICTM System 
  (Oldschool System Reference and Index 
  CompilationTM). The OSRICTM system text 
  may be found at http://www.knights-n-
  knaves.com/osric.
  Printed in the USA
  Expeditious Retreat Press
  
  The Curse of the Witch Head
  ADVANCED ADVENTURES MODULE #3
  Author: James C. Boney
  Cover Artist: Bradley K. McDevitt
  Interior Artists: John Bingham
  Editors: Joseph Browning and Suzi Yee
  Layout: Joseph Browning
  Playtesting: Brian Daugherty, Wesley Zeibel, Brian Harkness, and 
  Stacy Buck; special thanks to Adelaide Driscoll.
  Introduction ............................................................................................2
  Background information for the Game Master..............................2
  Key to the Dungeon ........................................................................... 3
  Appendix A: Dalan’s Outlaws ........................................................... 8
  Appendix B: New Magic Items......................................................... 9
  Appendix C: New Encounters ............................................................9
  Appendix D: New Monsters ..............................................................10
  Table of Contents
  Credits
  by James C. Boney
  AN ADVENTURE FOR CHARACTER LEVELS 6-10
  ADVANCED ADVENTURES are designed for the OSRIC roleplaying system. You can download the free player’s manual from: http://
  www.knights-n-knaves.com/osric. Also, check out www.yourgamesnow.com for more short OSRIC goodies.
  
  2
  Introduction: Over two centuries ago, the sole heir to a powerful 
  ducal family renounced the evil ways of his ancestors. The 
  oppressive rule of his deceased fathers was replaced by a realm in 
  which fairness and justice reigned, and the Duke Ithige’s subjects 
  thrived in a realm free of oppression and bloodshed for the first 
  time in centuries.
  The one legacy he could not undo was the malevolent family relic 
  known as the Witch Head... a hateful device that had guided his 
  ancestor’s ascension to the dukedom in the distant past. Duke 
  Ithige knew he could not destroy the Witch Head, for it was forever 
  linked to the vitality of his family line; its power was fueled by the 
  evil deeds of his fore bearers, and it was written in legend that the 
  heir who destroyed the relic would be the last of the line.
  The Duke came to the best solution possible: he ordered an 
  underground complex to be built in order to house the Witch 
  Head and keep it from those who would use its powers for evil. 
  The construction of the complex was performed in a remote and 
  secret place, its chambers and corridors filled with traps and terrors 
  devised by his new court wizard. With the complex completed, the 
  laborers were enchanted to never reveal its location. In time, the 
  only clue as to the resting place of the Witch Head lay in a scroll 
  safely hidden in Ithige’s personal library.
  Over the next two centuries, the bloodline accomplished great 
  deeds in the name of good, became renowned for their devotion 
  to the cause of good, and then gradually became mediocre 
  as royal families often do. The family legend of the Witch Head 
  began to be regarded as a fairy tale, and the thick scroll detailing 
  the internment of the relic gathered dust.
  Last month, the current Duke, Ymis, received a secret message 
  from a band of outlaw adventurers: the Witch Head had been 
  discovered. The outlaws swore that unless the Duke hands over to 
  them his only heir, his daughter Derica, they would use the powers 
  of the relic to wreak havoc on the countryside and bring his rule 
  to a crashing end. It was after this that the Duke discovered the 
  ancient scroll missing from the family library.
  Duke Ymis, who would have understood a demand for gold, land, 
  or some other form of power, could not fathom why the outlaws 
  would want a teen girl. However, he had no intention of acceding 
  to their demands, and quietly called for experienced adventurers 
  in order to put a stop to the outlaws once and for all and regain 
  the Witch Head.   
  STOP! If you plan to participate in this adventure as a player, then 
  stop reading here. Prior knowledge of this module’s contents will 
  only spoil your enjoyment of the game.
  The Curse of the Witch Head is an adventure for 4-6 PCs of levels 
  6-10. The GM may alter encounters as he sees fit for lower or 
  higher level PCs. Though it is possible to complete the module in 
  one expedition, the PCs will be well advised to establish a local 
  base for supplies, rest and spell replacement. It is also advisable 
  for the party to bring along henchmen or men-at-arms; the 
  Duke will volunteer up to 10 0-level soldiers or 5 1st level fighters to 
  accompany the party.
  Campaign specific information has been kept generic so that the 
  GM may fit this adventure into his game world as he sees fit.
  Background information for the GM: Dalan, the leader of the 
  outlaw band, is a distant cousin of Ymis and a powerful sorcerer. 
  As a youth, he heard the family stories of the infamous relic, and 
  plotted over time to use its power in order to take possession of 
  his cousin’s estates and title. To this end, he desires to acquire his 
  cousin Derica and twist her mind through the power of the Witch 
  Head. He then would marry her and overthrow Ymis. Dalan dreams 
  of restoring the family to its former maleficent glory, and he thinks 
  his plan is flawless.
  Through bribery and treachery, Dalan gained possession of the 
  scroll which detailed not only the location of the relic, but also 
  other information that would make his passage through the resting 
  place much easier. He gathered a band of evil cut throats and 
  sword arms along with an evil priest, and achieved his first goal 
  with the discovery of the Witch Head.
  The snag in Dalan’s plan was the little known fact that the ducal 
  estates were warded to repel the Witch Head. Thus, he couldn’t 
  directly capture Derica and he decided to blackmail his royal 
  cousin into giving the girl over to him. 
  Ymis had read the scroll once in his youth and knew the Witch 
  Head was probably concealed under a large mound locally 
  known as Witcheed Hill (a name that probably came about as an 
  unconscious slip by one of the original laborers).  He sent a scouting 
  party to ascertain whether anything was afoot on that lonely hill. 
  The scouts returned with news that a new tunnel had been dug 
  into the side of the mound, but no activity could be seen.
  Ymis promptly sent an armed force to the hill in order to secure 
  it. That force was never heard from again. He then outfitted two 
  subsequent adventuring parties to take the hill and eliminate his 
  problem. Neither has returned. Your players make up the third 
  party who have stepped forward for what increasingly seems to 
  be a suicide mission.
  However, the gains are good if the party succeeds. Ymis has 
  promised them whatever they desire (if within his power to grant) if 
  they will only put an end to the outlaw’s hold over the Witch Head 
  and his future.
  Ymis has given most of his spare magic items to the prior two 
  parties, but is willing to provide the following if asked:
  4 potions of extra-healing
  1 clerical scroll (cure blindness (x2), speak with dead, flame 
  strike)
  1 longsword +2 
  1 magical scroll (ice storm, knock, protection from evil 10ft. 
  radius)
  1 ring of protection +2
  1 ring of invisibility
  He expects the party to return any items not used, and any items 
  found from the previous two parties.
  The party will have to journey 25 miles southeast from the ducal 
  estates into a tangled thicket of bramble and stunted trees. Local 
  authorities will direct them to what is undoubtedly Witcheed Hill... 
  a nondescript mound rising some 40 feet high. Careful observation 
  from a distance will reveal most of the surrounding vegetation has 
  been trampled down, and seventeen human and six elven bodies 
  can be seen crucified on oaken “X’s” on and around the hill. On 
  the north side of the hill is a fresh looking tunnel sloping downward.
  The tunnel is roughly 6 feet high and supported by freshly cut 
  timbers. It slants down at a sharp 45° angle. No guard can be 
  seen, and no traps can be found, though a murky light source can 
  be seen below. 
  Dalan’s outlaws will adopt the following tactics for defense. The 
  GM should feel free to alter them or disregard them altogether as 
  he sees fit.
  A. Two guards are posted in room 3 to listen for intruders. The 
  guards are rotated every 8 hours, so when the party enters 
  room 1, there is a 1 in 8 chance of encountering a pair either 
  going to or returning from room 3.
  The Curse of the Witch Head
  
  3
  B. If the party makes a lot of noise entering the dungeon (see 
  room 1), the pair on guard will slip through various passageways 
  and secret doors in an attempt to reach their comrades in room 
  12. PC activity in 1A will provide the perfect chance for this.
  C. Once alerted, the outlaws (sans Dalan) will send their three 
  stealthier members out to stalk the party and take any possible 
  advantage of party weakening due to encounters. None of 
  them will foolishly throw their lives away in suicide attacks, 
  though opportunities for backstabs will be taken if presented. 
  Room 12 is the final defense for the outlaws. If the last stand 
  approach seems to be going wrong, any one or two surviving 
  NPCs will take every chance to get past the party and make it 
  to room 15 for a random escape.
  D. Lastly, if the party leaves the dungeon for a later return, 
  the outlaws will take advantage of the lull to establish new 
  defenses (the GM decides what and where). Any PCs left 
  behind will be interrogated and processed into new members 
  of Auron’s undead servants.
  DUNGEON KEY
  1. MAIN CHAMBERS: the tunnel slopes deeply into the south end 
  of this multi-room complex. A low-lying wire is rigged across this 
  tunnel approximately 15 feet from the entrance into the room. 
  The wire runs through an eyehook and into the west passage. If 
  the wire is tripped, it will pull down a metal shield hastily rigged 
  onto a wall, thus alerting the occupants of room 3. Thieves have 
  a normal chance of spotting it if they are searching; other PCs 
  will notice it on a 1 in 6 chance if they are actively searching. 
  Poles or other items probing ahead will automatically trigger it.
  The walls in the entrance room are adorned with eighty-
  eight golden plaques depicting the history of the ducal 
  family interspersed with prayers to the gods of good begging 
  forgiveness for their sins. If the PCs deign to pry the plaques off 
  the walls, approximately 1 plaque in 10 will hold a sacrificial 
  treasure behind it (a 1 on a 1d10). If one is found, roll on the 
  following table to determine its value:
   
  1d6:
   
  1 
  1 piece of jewelry worth 1d6x100-600gp
   
  2 
  1 drinking horn cup, jeweled and worth  
   
   
   
  1d4x150gp
   
  3 
  1d4 gems worth 2d4x100gp each
   
  4 
  1 small silver statuette worth 1d4x100gp
   
  5 
  1 golden circlet worth 1d6x1000gp
   
  6 
  1 small treasure chest holding 3d100pp
  The main part of this room is dominated by a huge fire pit 
  glowing with greenish coals, giving the area a sickly color. 
  Surrounding the pit are four braziers at the cardinal points; 
  three are aflame with the same coals as the pit, making all 
  shadows dancing in the green light seem as moving figures 
  from the corner of the eye. The eastern brazier is unlit; if it is lit, 
  the labyrinthine golem from room 9 will awaken and leave its 
  confines as described. 
  1A. THE GREEN THRONE: if the eastern brazier is lit, the amount 
  of light from all four will reflect against the plaques and send 
  light further into this room. The main feature here is a large 
  granite throne set into a recess in the northern wall. There is 
  a plate of strange stone similar to jade set into the throne’s 
  back. If illuminated, the plate will reflect the light and give 
  this room a green smoky haze with the same optical illusion 
  as in the main chamber. The inlaid stone will appear to be 
  trapped if examined by a thief, but it is not.
  The Curse of the Witch Head Dungeon
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  b
  a
  15
  1a
  1b
  1c
  16
  17
  18
  19
  20
  
  4
  1B and 1C. AURON’S WELCOME: Auron has animated several 
  of the Duke’s servants and left them in here. Fifteen zombies 
  (HP12 each) will issue out from each room upon detecting 
  any entrance into 1A. If the green haze has been activated 
  as described above, then all turning attempts will be 
  reduced by 4 levels (for example, a 6th level cleric will turn 
  as 2nd level) and all combat attacks will suffer a penalty of 
  -2 due to the confusing nature of the atmosphere. Room 
  1B has a one-way secret door leading into the southwest 
  corner. It can only be spotted on a 1 in 8 chance regardless 
  of race.
  2. SENDRIC’S TRAP: this room appears to be empty except for the 
  bloated and fly-specked corpse of a halfling sprawled in the 
  southeast corner (marked as a star on the map). PCs who enter 
  the room to investigate the corpse will find the floor underneath 
  the surrounding area to be thin and ready to collapse (marked 
  on the map with a dotted line). The floor will give way if loaded 
  with more than 250 lbs of weight; all PCs in the area when the 
  floor collapses will plunge 100 feet into an underground lake. 
  Thieves have a normal chance for detecting the trap. Damage 
  from the fall itself is minimal (1d3 HP); however each trapped 
  PC is subject to being hit by 0-9 chunks of falling debris for 1d6 
  HP per strike. The lake measures 600 long, 400 feet wide and is 
  roughly 20 feet deep. 
  This room originally held a small treasure chest tucked in the 
  corner in order to lure the greedy. Dalan’s comrades detected 
  the trap and managed to secure the chest without collapsing 
  the floor. Sendric recently shoved the body of an interloper in 
  its place.
  3. TEMPORARY QUARTERS: Dalan prefers to keep two of his party 
  members near the entrance at all times. While on guard duty, 
  the two will stay in this room with the door slightly cracked open 
  so that they may hear the trigger trap in the entrance tunnel.
  In case the trigger trap is not activated, the guards have a 
  bucket filled with rocks leaned against the inside of this door to 
  alert them when it is opened.
  The room is spartan except for two sleeping bags, a makeshift 
  table and two chairs. Food and drink is usually on the table. 
  If alerted by the wire trigger, the two occupants will slip north 
  to the secret door at 16, hide there until the area is clear and 
  then move through the complex to alert their comrades. If not 
  alerted beforehand, they will be here when the party arrives. 
  The usual pairs are:
   
  Roll 1d6  
  Pair
   
  1 
   
  Lasker and Nysis
   
  2 
   
  Sendric and Saygny
   
  3 
   
  Auron and Lasker
   
  4 
   
  Sendric and Lasker
   
  5 
   
  Nysis and Saygny
   
  6 
   
  Sendric and Auron
  Dalan never stands guard duty. Neither of the pair will have 
  the key to the secret door at 16 (that stays in room 12); under 
  no circumstances will any of the outlaws reveal the door’s 
  existence, unless magically charmed or coerced.
  4. COLD STORE: Eight naked corpses from the Duke’s initial force 
  are stacked in the eastern end of this room in a neat pile. PCs 
  skittish after room 2 might be wary of approaching the corpses. 
  Three minutes after the entrance door is opened, a large stone 
  door will drop in the archway sealing the room’s occupants 
  inside. The fit of the door is so fine that PCs will be hard pressed 
  to slip more than a dagger blade under it, and any attempt to 
  raise the door this way will only break the blade.
  This room is a room of purpose (guardian; see new encounters) 
  and was originally intended as a method of eliminating treasure 
  hunters and other interlopers. One turn after the stone door 
  drops, extreme cold will begin to take effect. The cold will sap 
  1d4 HP from each PC per turn unless a source of fire is somehow 
  provided. Fortunately for the PCs, the Duke who governed the 
  construction of these chambers was good and kind enough 
  to provide an avenue of escape; in the floor on the eastern 
  end is a small stone that, if lifted, reveals a trigger rod. The rod, 
  once pulled, will cause the stone door to rise until the entrance 
  door is opened again. The trigger mechanism is covered by the 
  corpses (arranged there at the behest of Dalan). The covering 
  stone may be spotted normally by a thief or on a 1 in 10 by a 
  non-thief if searching.
  5. TEMPLE OF GOOD/SHRINE OF EVIL: this room was originally a 
  small temple dedicated to the new god adopted by the ducal 
  family. Dalan and Auron have desecrated it in the name of 
  their evil god. The altar on the east end of this room bears the 
  design of a major god of good (as per the GM’s campaign). It 
  is now covered in bloody filth and adorned with skulls and other 
  body parts.
  The essence of each god dominates in this room and vies for 
  control. If a PC approaches within 3 feet of the altar, roll for the 
  results from the following tables:
  Roll 1d4 (1-2 good dominates; 3-4 evil prevails)
  If good, then roll 1d6:
  1: PC is healed of 2d10 HP damage; if not damaged, a 
  feeling of good will envelopes the PC and then he gains 
  1d12 HP for 1d6 hours
  2: PC is overwhelmed with a vision of some random room 
  yet unseen in this dungeon; the GM should choose the 
  event while making sure it is disjointed from any areas 
  already explored by the party
  3: If a spell caster, the PC regains use of 1d3 spells already 
  cast today; if no spells have been cast, then the PC 
  gains the temporary use of one extra spell per spell level 
  for 12 hours. Non spell casters gain no effect
  4: PC gains 1 point to his class prime requisite for 2d6 hours; if 
  the prime requisite is normally 18, then the bonus applies 
  to his next highest ability scores 
  5: PC gains 1 minor magic item (GM chooses; the item 
  chosen should be useful for this adventure). The magic 
  item will disappear after 12 hours
  
  5
  6: PC is granted a wish to be used within one hour; greedy 
  wishes are handled appropriately by the GM
  If evil, then roll 1d6:
  1: PC is wracked with pain for 2d10 HP and stunned for 1d6 
  turns
  2: PC sees a false yet horrible vision of his own doom 
  and must save vs. death magic or suffer a nervous 
  breakdown for 1d3 days 
  3: a shadow of paranoia descends on the PC; for 1d3 days, 
  the PC will feel someone is following him, the other 
  PCs are plotting against him, his magic items may not 
  function, etc. (rather than just saying “you’re paranoid” 
  the GM should play this to the hilt over time and through 
  notes with instructions to the player that these feelings 
  are almost overwhelming for his PC)
  4: PC loses 1 point to his class prime requisite for 2d6 hours
  5: A magic item of the PC attacks him; a weapon flies up 
  to attack, armor rapidly constricts, potions turn poison, 
  etc. for 2d6 rounds or until the PC is dead; if this is not 
  possible, then nothing happens
  6: PC is cursed for 1d6 hours (GMs choice: such curses 
  as suffering a -1d3 to hit and damage, a percentage 
  chance for spell failure, or something similar is 
  acceptable, but nothing too heavy)
  If the party takes it upon themselves to clean the altar and 
  restore it to its former status, they will be under the effects of a 
  bless spell for the duration of their stay in this dungeon.
  6. LAIR OF THE FORGOTTEN: the door of this room is sealed with iron 
  bands, therefore Dalan decided to bypass it unless it somehow 
  became necessary to return. The room is occupied by an 
  invisible stalker (56HP) that is extremely cross for being left here 
  over the years (its original command was “stay in this room and 
  attack anyone who enters). Other than the creature, the room 
  is featureless. 
  7. CHAMBER OF ILLUMINATION: the center of this large chamber 
  is dominated by a prism ward (50 HP; see new monsters). Its 
  position on the map is marked by an X. The PCs will immediately 
  become aware of the structure when their light sources reflect 
  upon its surface. 
  Door B opens into an empty 10’ square room. Door A, however, 
  reveals a trap set by Dalan. The 10’ square space beyond holds 
  nothing except a wand of illumination wedged into the far 
  wall with the business end sticking outward toward the party. 
  When the door is opened, a magic mouth above the wand will 
  appear and pronounce the trigger word necessary to activate 
  the wand. The wand will release a sunburst into the eyes of 
  any investigating PCs. Those caught in the burst must save vs. 
  wands or be helplessly blinded for 2d6 segments. 
  The prism ward will reflect the sunburst to such a degree that 
  all paper and cloth in the room will burst into flame unless that 
  item successfully saves vs. fireball. Each PC in the room must 
  save vs. wands or be permanently blinded. Thus, robed PCs 
  who are blinded and set afire by the prism ward’s burst may 
  find themselves in a dire situation unless immediately aided by 
  others (if the GM feels the players are having too easy a time 
  for this adventure, there is a 25% chance that one or more of 
  the thief NPCs may have trailed the party here, and will rush 
  in to dispatch any helpless victims of this trap… but only if the 
  party is reduced by 50% or more).
  8. FOUL SMELLING ROOM: if the party approaches from the west 
  passage, they will detect a putrid odor that gets worse as they 
  draw near. If they approach from the eastern door, only a faint 
  odor will be detected until the door is opened.
  Three rancids (36, 32, 30 HP; see new monsters) are clinging 
  to the high walls in the shadows in an attempt to surprise the 
  party. Dalan’s party captured these creatures a short time 
  ago, beat them into submission, and placed them here where 
  the beasts have already surprised and slain one adventuring 
  party. If the rancids are dispatched, the party will find three 
  corpses with the following treasure: a longsword +1, 3 potions 
  of healing, 560gp, 1700sp, 100 feet of rope, three backpacks, a 
  set of thieves’ tools, 5 flasks of oil, a shortsword, a quarterstaff, 3 
  daggers, and rotten standard rations already pawed through 
  by the rancids. 
  9. THE GOLEM’S LAIR: a labyrinthine golem (75 HP; see new 
  monsters) stays immobile in this room unless the eastern brazier 
  is lit in room 1. The golem is familiar with the layout of this 
  dungeon (except for other secret rooms). Once activated, 
  it will wander the passageways and rooms until it encounters 
  the PCs. It will not follow them out of the complex or past any 
  secret doors other than the ones leading into this chamber. 
  Dalan knows the trigger word that will send the golem back to 
  this room and its usual state of immobility. It will return to action 
  if this room is entered by the PCs. The golem once guarded the 
  key that opens the doors at 16.
  There are three chests placed here by Dalan and his cohorts 
  (marked on the map).
  1. Chest One: locked and trapped with a poison needle 
  (save vs. poison or lose 1d6 HP per turn until cured or 
  dead): 3000gp, 4500sp, 8 gems worth 250gp each, a 1’ 
  tall golden statue worth 1000gp.
  2. Chest Two: locked and trapped with a powder packet 
  that will explode in the opener’s face. The powder will 
  choke all within 10’ of the chest and quickly cause 
  respiratory failure within 3 rounds unless a save vs. 
  poison at -2 is made. There is also a captured spell book 
  containing the following:
  1st level: erase, push, sleep
  2nd level: knock, wizard lock, audible glamour
  3rd level: feign death, suggestion
  Dalan placed this book here for safe keeping and later 
  transcribing by him and Saygny.
  
  6
  3. Chest Three: locked but not trapped. This chest is filled with 
  the leftover possessions of the previous two expeditions:
  1 suit chainmail +2
  6 potions of healing
  2 potions of speed
  1 ring of wizardry
  10. MEMORIUM: blood stains and dust disturbances on the floor of 
  this room indicate that a major struggle took place here. 
  The far south wall is covered with large inscriptions giving the 
  origin of the Witch Head. A large amount of the writing has 
  been chiseled away and obscured by Dalan and Auron over 
  time, but the remainder reads as follows:
  “…she was captured after battle and taken… were the 
  dead are honored and… under the throne of the East Maker 
  where evil holds no… day after day in the place of forgetting, 
  they placed the mask around her, and her breath sucked it 
  tight… her breath flowed out… her guards had to be slain 
  for their own souls… ordered her death within one turn of the 
  sun, but they opened the door to find…constricted to sever 
  the head from the body… she was impaled as is due a witch 
  with the sun sign carved on her naked breast and her blood 
  spilt on the ground… thus always to witches… took the 
  head, mask and all, and buried it so that it faced the cold 
  north wind… arose under the bloody moon of vultures and 
  flew back…slew them all… where were our gods now?... left 
  to our own devices, but here we stood… now it is gone and 
  loose on the face of… he who… the Witch Head is damned 
  slowly but surely damned.”
  11. SECRET DOOR: this entrance leads into the living areas of rooms 
  12-14. If the outlaws are aware of the party’s presence in the 
  dungeon, any surviving members will have placed a makeshift 
  bar across this door and will be waiting in room 12. They will 
  also spread shards of broken glass over the first 30 feet of the 
  passage. Any PC not wearing hard boots stands a 35% chance 
  of stepping on glass and inflicting 1d6 HP for each 10 feet of 
  space. PCs with cut feet lose 1/3 of their normal movement 
  rate and cannot run until the glass is removed and the wounds 
  healed. If a PC enters carefully, he will spot the glass, and 
  therefore the chance of an accident is reduced to 10% per 10 
  feet of space.
  12. COMMON AREA: Any surviving members of the outlaw band 
  (except Dalan) will be waiting here if they have been alerted 
  to the party’s presence and cannot be surprised (unless the PCs 
  take extraordinary measures). Should Auron be present, he will 
  send his last 10 zombies (10 HP each; they will be unbothered 
  by the glass and will take no damage since they don’t bleed) 
  down the passage to meet the party as they come through 
  the secret door. 
  The room contains 3 tables overturned for cover (but were 
  recently adorned with dining utensils, cards and dice, and 
  assorted coins totaling 23gp and 49sp all now scattered on 
  the floor). Two large trunks hold assorted clothing, disguises, 
  dungeoneering supplies and other sundries (the outlaws keep 
  any treasure not on their persons in the Labyrinthine Golem’s 
  room because they don’t trust each other).
  If hard pressed, the outlaws will stage a fighting retreat to room 
  14. If things the situation goes awry too quickly, any survivors 
  will make a break for room 15. They have decided beforehand 
  that surrender is not an option, since it will surely mean a swift 
  execution from the Duke. 
  13. SAYGNY’S CHAMBERS: Saygny sleeps in here when not on 
  guard duty or carousing with the others. When inside, she keeps 
  the door barred because she is afraid to turn her back on the 
  others. She is not aware of the secret door on the east wall al, 
  though Sendric has spotted it. 
  A rather sturdy makeshift bed (made from rough boards and 
  a stuffed bag) is in the southeast corner. Her spell book is in a 
  small chest under the bed along with a dozen regular arrows. 
  The corridor to the west leads to a dead end.
  14. THE BOY’S ROOM: the male members of the outlaws (except 
  for Dalan) retire here when not otherwise occupied. Four 
  roughly constructed beds are haphazardly set up around the 
  room. Auron has set up a temporary altar in this room, since the 
  desecrated altar in room 5 is not yet fully under his sway. 
  15. ISOLATED ROOM: this small area is a room of purpose 
  (displacement; see new encounters), and Dalan’s cronies 
  avoid it if at all possible after Lasker was once transported into 
  the middle of area 18. It has served in the recent past as a 
  disposal unit for bodies not optimum for re-animation by Auron. 
  If the outlaws are soundly defeated, any escaping members 
  will make a dash for this room and take their chances on 
  wherever they wind up.
  16. THRICE SECRET DOOR: even under examination, the first door is 
  detectable only on a long shot (1 in 8 for elves and half-elves; 
  humans stand only a 1 in 12 chance of detecting it due to the 
  extreme care that was taken in crafting it). Alternatively, a 
  thief searching this area for traps will notice (on a normal roll) 
  a small slit 4 feet high on the wall. The key carried by one of 
  the outlaws will slip nicely into this slit and turn to unlock the 
  door. The party’s only clue that something is different here will 
  probably be the amount of tracks in the area’s dust (if they’re 
  looking for such things).
  The second secret door is rigged to appear as if it swivels 
  clockwise. If turned in that direction, a 10 feet long wall will slide 
  from west to east, effectively covering the third secret door 
  and guiding the party into a 10 feet square alcove to the west. 
  The alcove contains a false door which it trapped and, when 
  casually opened, will drop three large blades down on the PC 
  (save vs. wands or take 3d10 HP). 
  If a thief examines the second door before opening it, he will 
  be able to detect the correct way of opening it provided he 
  makes a successful detect traps roll at a -15% penalty. Pivoting 
  the door counterclockwise will provide free access to the third 
  secret door which can be found and opened normally.
  17. THE EAST LANDING: the passage empties onto a round landing 
  of carved stone. The landing stands roughly 3 feet over area 18. 
  A small but sturdy boat with two oars sits up on the landing, but 
  appears to have recently been in the water. It is big enough 
  to carry two normal sized PCs with no difficulty. Connected to 
  this landing is a narrow footpath running north and south (see 
  description in area 18).
  18. UNDERGROUND LAKE: this body of water is fed by springs on 
  the northern end. Despite its fresh water supply, the water itself 
  is murky with odd bits of unidentifiable things floating across 
  its top, and it reaches a depth of 70 feet at its deepest point 
  (roughly in the middle). 
  The lake has a narrow footpath surrounding it and connecting 
  areas 17, 19, and 20. PCs attempting to travel by the path 
  will suffer a 1 in 6 chance of slipping on the slippery surface 
  each turn of travel. Traveling along the path also creates a 1 
  in 4 chance per turn of the party being attacked by 1-4 giant 
  leeches (3 HD; 20 HP each). If a party member falls into the 
  water, the chance of attack jumps to 100%. 
  Should the party decide to travel by the boat, they will be 
  seriously divided, and subject to attack by the lake’s main 
  resident a water elemental (12 HD type; 84 HP) that will attempt 
  to submerge the boat and take its occupants down. The GM 
  should take the distance between point A and point B, divide 
  it by three, and roll 1d3 to determine in which segment of the 
  boat trip the attack takes place.
  
  7
  This lake is also home to 3 spectres ( 45, 52, 59 HP) who normally 
  dwell on the island to the north. The spectres, upon hearing 
  movement, will move to investigate on a 1 in 4 chance 
  and attack by rising from the water. The island is otherwise 
  featureless except for a stone statue of a giant six-fingered 
  hand positioned downward as if the hand were pressing 
  something down (the PCs may take time to see what’s under 
  the hand; don’t dissuade them from doing so as it may give the 
  spectres a better chance at surprise).
  19. WEST LANDING: this area gives way to a tunnel stretching due 
  west and rising slowly. The tunnel continues for approximately 
  1000 feet before becoming a natural tunnel that twists for 
  another half mile or so until it suddenly ends. The astute 
  observer at the end will notice a faint shaft of sunlight coming 
  from above; a small crack has opened over time, and may 
  be expanded to provide access to the surface (this is how 
  the workers originally entered the complex and expanded it 
  outward from the underground lake; once finished, they sealed 
  this entrance as well as the main entrance).
  20. DALAN AND THE SHRINE OF THE WITCH HEAD: the south landing 
  empties into a short passage that turns east to reveal a long 
  room filled with columns. On the west wall of the landing is 
  scrawled a nonsense poem:
  When succubae sigh
  And incubi are idle,
  The good Duke Ymis
  Will then lose his title.
  At the east end of the room is a throne, and the throne holds 
  a seated stone statue of a female. The statue is dressed in a 
  coarse dark robe and cloak. The head of the statue is actually 
  the Witch Head itself (see the description of the relic at the 
  end of this module); the statue is its resting place. The initial 
  appearance is of a seated figure with a mouth and eyes that 
  cast a grayish light out into the room.
  Dalan is lurking behind the throne. By this time, the effects of 
  the relic have wizened him and reduced his appearance to a 
  pitiful countenance. If the PCs approach within 20 feet, he will 
  shuffle out, croak an order for them to halt, and verbally spar 
  with them as all good villains do until they give some indication 
  of attacking. He will then pull the Witch Head from its resting 
  place and fight.
  If, however, the PCs delay in quickly combating Dalan, the 
  wizard will toy with them for some time… answering any 
  questions with nonsense statements, vile insults, and a cackle 
  calculated to grate on the PC’s nerves. Any attempts to subtly 
  probe Dalan’s mind will alternatively reveal a male and female 
  personality behind the figure.
  His first action will be to strike his staff of screams (see new 
  magic items) on the floor and stun the PCs, and then cast 
  web to hold as many as possible in place. Dalan will use the 
  powers of the Witch Head sparingly… probably only the globe 
  of invulnerability at first, but will use any and all if the situation 
  warrants it. Note that Dalan will die before giving up the relic.
  Should the party defeat Dalan (and this is by no means a 
  certainty), the GM should be aware that it is entirely possible 
  the Witch Head will claim a new possessor from the PCs. If this 
  happens, the Duke will eventually send other adventurers to 
  take care of the PC, assuming the rest of the party doesn’t 
  handle the problem first.
  If none of the PCs are neutral or evil, then recovering the relic 
  may pose a problem. A likely solution (but don’t suggest this) is 
  to simply leave it where it is, and let the Duke deal with sealing 
  up the complex.
  If the PCs somehow manage to return the Witch Head to Ymis, 
  they will find him preparing to dig a deep hole in the middle 
  of his courtyard. He plans to bury the relic 50 feet down, cover 
  it, lay stone over it, and place a permanent guard over the 
  
  8
  resting place. Should they not be able to bring it back, he will 
  content himself with securing the complex… perhaps with the 
  help of the PCs. In any case, if the journey is completed to his 
  satisfaction, he will grant the PCs their rewards. Ymis will swiftly 
  try and execute any captured members of Dalan’s outlaws 
  and give their magic items to the PCs as a bonus. 
  HERE ENDS THE CURSE OF THE WITCH HEAD.
  APPENDIX A: DALAN’S OUTLAWS
  (Note that ACs and damage listings are adjusted for high strength 
  and dexterity.)
  - Dalan the Onroth (Human male magic-user level 8; Lawful Evil; 
  AC4; HP15; Dam1-4)
  S7 I17 W12 D14 C7 CH16
  Spells possible: 4 3 3 2
  Spells possessed:
  Level 1: read magic, enlarge, charm person, sleep, shocking 
  grasp, shield
  Level 2: darkness, web, stinking cloud, mirror image, ESP, 
  magic mouth
  Level 3: hold person, lightning bolt, clairvoyance, slow
  Level 4: wall of fire, confusion, ice storm, polymorph other
  Magic items possessed: bracers of defense AC4, staff of 
  screams with 6 charges (see new magic items), scroll 
  (protection from good, rope trick, and haste), and 2 potions 
  of extra-healing
  Other items: 2 daggers, the scroll from Ymis’ library (detailing 
  the location of this complex, general guardians, passwords, 
  and other methods for bypassing encounters)
  Personal treasure: 450gp, 165sp, 402cp, 2 gems worth 150gp 
  and 250gp each.
  Description: Dalan is just under 6 feet tall, 110 lbs and thin 
  almost to the point of being emaciated, with white hair 
  slicked back. He has tiny, piercing light blue eyes. Possession 
  of the Witch Head has damaged his mind and driven him 
  to attack any and all he perceives as standing in the way 
  of his plans.
  - Sendric Liskisser (Half-orc male assassin level 7; Neutral Evil; 
  AC4; HP42; Dam1d8+3)
  S16 I15 W13 D17 C15 CH7
  Magic items possessed: leather baldric +1, longsword +2, 
  dagger+1, 1 potion of climbing
  Other items: 6 daggers, crossbow and 20 bolts, thieves’ tools, 
  and a vial of contact poison good for 6 doses
  Personal treasure: 340gp, 50sp, a ring worth 100gp
  Description: Sendric stands 6’5” tall and weighs 250 lbs. He is 
  bald, dark skinned and bears a scar across his neck. He 
  always grins. His blade goes to the highest bidder, but he 
  never leaves a job uncompleted.
  - Lasker Oldburr (Human male fighter level 8; Chaotic Neutral; 
  AC2; HP80; Dam1d8+3)
  S17 I10 W12 D14 C16 CH9
  Magic items possessed: platemail+1, longsword +2
  Other items: Shield, 1 spear, 2 daggers, shortbow and 15 
  arrows
  Personal treasure: 310gp, 200sp
  Description: Lasker is a burly figure with blonde hair pulled in a 
  ponytail and a handlebar mustache. He stands 6’3” and 
  weighs 275 lbs. He is totally self-interested, and has joined 
  this expedition under the promise of power and gold.
  - Auron the Younger (Human male cleric level 7; Lawful Evil; 
  AC4; HP48; Dam1d6+2)
  S10 I12 W17 D13 C14 CH15
  Spells possible: 5 5 3 1
  Spells often memorized:
  Level 1: protection from good, cause fear, cause light wounds 
  (x2), bless
  Level 2: silence 15 ft. radius, hold person (x2), spiritual weapon, 
  resist fire 
  Level 3: animate dead, dispel magic, cause blindness
  Level 4: cause serious wounds
  Magic items possessed: chainmail +1, heavy mace +1, dust 
  of distortion (5 pinches; see new magic items), 4 potions of 
  healing
  Other items: 2 vials of unholy water
  Personal treasure: 220gp, 170sp, silver unholy symbol worth 
  200gp
  Description: Auron is slight, standing 5’8” and weighing 125 lbs, 
  with brown hair and green eyes. He is calculating and cruel, 
  and always looks for new ways to honor his dark god. Dalan 
  has promised to make Auron’s god the official patron of the 
  new duchy and Auron as the high priest.
  - Nysis of Ackogh (Human male thief level 6; Neutral Evil; AC6; 
  HP35; Dam1d6+2)
  S14 I14 W12 D16 C14 CH13
  Magic items possessed: ring of protection +2, shortsword +2, 
  rope of climbing
  Other items: 4 daggers, thieves’ tools
  Personal treasure: 280gp, 6 gems worth 100gp each, 1 ring 
  worth 150 gp
  Description: Nysis is 5’11” and 175 lbs with sandy hair, blue eyes 
  and a twisted nose. He lives for sadistic pleasure, and Dalan 
  has promised him many innocents for his dark yearnings. He 
  desires Saygny, but is afraid of her quick blade and magic.
  - Saygny Dynen (Half-elf female magic-user/thief level 6/7; 
  Chaotic Neutral; AC5; HP30; Dam1d8)
  S12 I16 W12 D16 C10 CH17
  Spells possible: 4 3 2
  Spells possessed: 
  Level 1: read magic, push, shield, spider climb, magic missile
  Level 2: invisibility, web, strength, ray of enfeeblement
  Level 3: blink, explosive runes, fireball
  Magic items possessed: ring of protection +1, shortbow +2, 12 
  arrows +1
  Other items: longsword, leather armor, thieves’ tools, 4 
  daggers
  Personal treasure: 32 gp, 120sp, 8 gems worth 50gp each
  Description: Saygny stands 5’4” and weighs 110 lbs. Her hair is 
  long and deep black and her eyes are green. She is self-
  controlled almost to the point of being emotionless. Dalan 
  has promised her great power if she will become his lover. 
  She has managed to keep him at arm’s length so far, but a 
  successful completion to his plans may change her mind. If 
  this occurs, she plans to kill Derica when the time is right.
  
  9
  APPENDIX B: NEW MAGIC ITEMS
  Dust of Distortion: this fine, blue powder is used in small pinches. 
  Blowing one pinch into the air will fill a 20’ square area with a blue 
  haze that will distort all distance perception for those within the 
  area of effect. All melee attacks are at -2, and missile attacks 
  either in or out of the area are at -3. Attack spells such as magic 
  missile cast into or out of the area have a 25% chance (-1% per 
  level of caster) of missing the target entirely. The dust will settle 
  after 5+1d8 rounds. The dust normally comes in a leather bag with 
  2d10 pinches. Experience Point Value: 2,000 G.P. Value: 8,000
  Staff of Screams: this long staff is typically capped with a metal 
  head adorned with a gaping mouth. When the head is banged 
  on the floor, the head will emit a piercing scream which will deafen 
  and stun all beings within a 30’ radius (except for the user) for 1d3 
  rounds if they fail a saving throw versus staves. A failure of 4 or more 
  indicates that the scream has shattered the victim’s eardrums. 
  Such a failure renders the victim unable to hear for 1d3 weeks. This 
  application uses 2 charges.
  The staff may also be used to summon 10d10 bats with a subsonic 
  emission for 1d12 rounds. If the user throws the staff a general 
  direction, the bats will follow for the duration of the effect. This 
  application uses 1 charge. The staff cannot be recharged. 
  Experience Point Value: 3,000 G.P. Value: 15,000
  The Witch Head (relic): the Witch Head appears as a black metal 
  sculpture of a human female’s head. The eyes and mouth are 
  open and glow with a grayish light resembling a deep fog that will 
  not lift. Closer inspection will reveal that the light swirls in a hypnotic 
  pattern deep within the relic.
  Strands of some unidentifiable stringy material rise from the top 
  of the head to form a thin reddish mane roughly 3 feet long. The 
  mane is bound together in a topknot that allows the possessor to 
  carry and swing the Witch Head as if it were a censor.
  Any good character touching the mane of the Witch Head will 
  cause the relic to lash out with a shock wave equal in effect to 
  a power word, stun. This attack effects only good aligned PCs 
  present within a 60 feet radius. Neutral or evil PCs may “safely” 
  touch it.
  The relic is semi-sentient and naturally beguiling. If not possessed 
  by another person, the Witch Head will use suggestion on the initial 
  discoverer (assuming he passes the alignment test) and attempt 
  to make that person pick it up by the mane. If the discoverer fails 
  his save, he’ll retrieve the relic in the suggested manner and allow 
  no one else to touch it.
  The possessor of the Witch Head will receive, through empathic 
  contact, knowledge of the relic’s powers and how to use them. He 
  will not, however, receive knowledge of the powers’ price, nor will 
  the possessor be overtly aware of the price being paid. To others, 
  the effects will be obvious, but the possessor will only have a vague 
  sense that something is wrong.
  The Witch Head bestows on its possessor the following powers (all 
  powers are at 14th level of ability; costs listed in parentheses):
  - suggestion (no cost)
  - mass charm (once per day; ages the possessor 3 years)
  - know alignment (three times per day; ages the possessor 1 
  year)
  - repulsion (two times per day; ages the possessor 2 years)
  - globe of invulnerability (duration:14 rounds; twice per day; 
  drains 1 point of CON for 14 hours)
  - ESP (three times a day; drains 1 HP)
  - displacement by 5 feet (duration: 1 turn; twice per day; drains 
  2 HP)
  - darkness and silence 15 feet radius (duration: 20 rounds; once 
  per day; ages the possessor 2 years)
  - kiss of corruption: placing the mouth of the relic against the 
  lips of a victim will force an alignment change as follows: 
  from lawful to chaotic (ages the victim 1 year), from good 
  to evil (drains the victim of 1d4 HP). In either case, the victim 
  is entitled to a saving throw vs. death magic. A successful 
  save indicates the victim is currently incorruptible along 
  that alignment axis, and the possessor must wait one full 
  lunar cycle before trying again with that particular victim. A 
  victim who saves is not drained or aged. This power can be 
  used only once per day for each alignment axis.
  The Witch Head can sense when its possessor may be near death 
  due to aging or HP drain. If the possessor is reduced to one HP, 
  the relic will inflict cause serious wounds upon him and wait for the 
  next discovery.
  All spell effects are instantaneous. Each use of a power gives 
  a neutral PC a 20% cumulative chance of changing to an evil 
  alignment; five uses guarantees an alignment change.
  The Witch Head may not be burned, dented or otherwise 
  damaged. There is no currently known way of destroying it. G.P. 
  Value: 10,000
  APPENDIX C: NEW ENCOUNTERS
  Room of Purpose: The room of purpose is a large area, usually 30 by 
  30 feet (but can be more) that serves some specific function laid out 
  by its creator. Each room has AC 0 and 250 HP for damage purposes, 
  and possesses a magic resistance of 45%. A room of purpose takes 
  various forms. The six listed below are the most common; the GM is 
  highly encouraged to create others to fit his campaign.
  Displacement: the displacement room transports its occupants 
  to a random room in the same complex that is within a radius 
  of 1000 feet. Activation of its effects occur 1d3 rounds after it is 
  initially entered.
  Guardian: The guardian room defends an entry into another 
  chamber or detains intruders as prescribed by its creator. 
  Upon entry, its door will slam shut and be magically held unless 
  somehow forced open. Various methods of defense include:
  
  10
  - Sleep gas or other gases able to render the occupants 
  unconscious or immobile for a period of time until other 
  denizens can come and collect the intruders.
  - Flying weapons (1d8): This launches from mounts on 
  the wall an attack with 3 HD and AC 3. Each of these 
  weapons has 1d12 HP.
  - Constriction: The room begins to shrink at a rate of 1 
  cubic feet less per turn unless somehow stopped by the 
  occupants.
  - Extreme heating or cooling: the room’s walls, ceiling, 
  and floor will generate heat or cold. PCs trapped will 
  experience some discomfort for the first turn while 
  trapped; afterwards, the chamber will deal 1d4 HP 
  damage per turn unless other measures are taken.
  Revealing: the chamber of revealing shows one of several 
  different scenes on its far wall. The observer must know the 
  sequence of command words that will allow him to view the 
  scenes. Scenes can include:
  - Other areas of the dungeons complex
  - Near future events that will be encountered by the 
  PCs
  - Distant places and people somehow related to the PCs 
  and their mission, if applicable
  Note that the creator of the room, if within 1 mile, can mentally 
  picture the PCs as they are using the properties of this chamber.
  Oubliette: Once the majority of the PCs are inside, the door will 
  seal and disappear. The trapped PCs will find no exit; no magic in 
  their possession will free them. Persons outside the oubliette can 
  open the door provided they know the command word. The 
  oxygen within an oubliette is always plentiful, though the light 
  source will be non-existent unless one is somehow provided.
  Solution: A room of solution is more mechanical in nature then 
  the others. The room will present some puzzle for the PCs to 
  solve in order to gain some treasure or prize. For example, a 
  room of solution may contain one complete wall covered with 
  blocks capable of being depressed in order to activate some 
  mechanism or series of magical effects. Pressing certain blocks 
  in certain orders produces certain effects either beneficial or 
  baneful to the PCs. The GM is encouraged to be creative here.
  Transformation: A room of transformation affects its occupants 
  in some fashion. There are several effects possible. A few are 
  listed below; the GM is encouraged to think of others:
  - Change of sex. The psychological effect of this depends 
  on the outlook of the PC.
  - Addition/subtraction of height by 1d20 inches. Note that 
  this will drastically affect the fit of any armor or clothes 
  worn.
  - Change of race. Note possible gain or loss of racial 
  abilities.
  - Change of alignment. This could strongly affect classes 
  reliant on alignment.
  - Magical items turned to wood or metal. This effect could 
  alter or destroy magical abilities.
  - Ethereal alteration. The PC immediately becomes ethereal. 
  All possessions fall to the floor. The effect is permanent 
  and cannot be reversed by re-entering the Chamber.
  - Mindwarp. The character is afflicted with a mental disorder 
  determined by the GM. If the PC is already insane, the 
  Chamber may inflict another (50%) or cure the PC 
  (50%).
  Rooms of purpose are mostly found within fortifications dedicated 
  to good. Good aligned powers will pay dearly to locate any such 
  lost areas located in other environs: i.e. abandoned fortresses and 
  dungeons.
  APPENDIX D: NEW MONSTERS
  LABRYINTHINE GOLEM
  SIZE: Large (8ft. tall)
  MOVE: 90 ft.
  ARMOR CLASS: 4
  HIT DICE: 45 hp
  ATTACKS: 1 or 6
  DAMAGE: 2-16 (horned charge) or 2-8(x6)
  SPECIAL ATTACKS: None
  SPECIAL DEFENSES: +1 weapon or better to hit; magical 
  dampening
  MAGIC RESISTANCE: 25%
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 60% (see below)
  TREASURE: None
  INTELLIGENCE: None
  ALIGNMENT: Neutral
  LEVEL/X.P.: 7 / 2,920
  General Information: A labyrinthine golem is a hulking construct 
  patrolling a maze covering up to a one-half square mile area. 
  The maze always has a central area that serves as the lair for 
  the creature and hiding place for some important treasure. The 
  labyrinthine golem does not speak nor attempt to communicate 
  with any interlopers. Every labyrinthine golem has a password 
  which will send it back to its lair if spoken. Once it has detected 
  intruders within its maze, the golem can track them as a 9th level 
  ranger.
  Unlike traditional golems, the labyrinthine golem possesses magic 
  resistance and its magic resistance extends 15 feet around it in all 
  directions; not only does it protect the golem from spells, it also 
  dampens magical ability within its radius. Magical weapons with 
  +2 or more in bonuses are immediately reduced to +1 of ability 
  while inside the radius, and spells in effect upon PCs will dispel 
  unless the PC makes a successful save vs. magic.
  
  11
  Physical description: The golem appears as a large stone minotaur 
  with six arms wielding broadswords. It stands over 8 feet tall and 
  weighs a little more than 1.200 lbs.
  A labyrinthine golem is constructed using the remains of 3 
  minotaurs. The flesh is rendered from the bones and the bones are 
  used to form the internal structure of a clay model. This clay model 
  is then turned to stone in a ritual requiring medusa blood. The 
  creation of a labyrinthine golem also requires the following spells 
  cast by at least a 14th level magic user: anti-magic shell, geas, 
  limited wish, and stone shape. This process costs 1,000 gp per hp of 
  the labyrinthine golem.
  of -2; those with the ability to see in the dark due to darkvision or 
  other means will not see the target due to its enchantments.
  Physical Description: A prism ward is a small shiny crystal that 
  typically floats, unmovable, in the air.
  RANCID
  SIZE: Medium (6ft. long)
  MOVE: 120ft.
  ARMOR CLASS: 5
  HIT DICE: 6
  ATTACKS: 1 or 4
  DAMAGE: 0 or 2-8(x4)
  SPECIAL ATTACKS: Pounce, swift rot
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: None
  FREQUENCY: Rare
  NO. ENCOUNTERED: 1-4
  LAIR PROBABILITY: 60%
  TREASURE: 1-12k cp (20%), 1-6k sp (30%), 1-4k ep (10%), 1-6 gems 
  (25%), 1-3 Jewelry, Any 2 magic items or maps (10%) 
  INTELLIGENCE: Low
  ALIGNMENT: Neutral Evil
  LEVEL/X.P.: 7 / 420 + 6/hp
  The terrible rancid runs in a leaping fashion and pounces upon its 
  opponent when within 6 feet. During an attack, the rancid emits 
  a rotting stench so overpowering that any PC within 10 feet must 
  make a save vs. poison or be forced to retch for 2-12 rounds. 
  The rancid leaps in order to pounce upon its victim. If successful, 
  the rancid attacks with its tentacles on the next combat round. 
  If the rancid succeeds in hitting with 3 or 4 tentacles within one 
  round, it will inject a fast-acting bacterium into the victim. The PC 
  must make a save vs. poison at –2 or be subjected to a rotting 
  disease which will quickly destroy the skin and muscle tissue of the 
  character. The disease inflicts 2-20 hp damage per hour until cured 
  or the PC dies. Spells that heal disease must be cast by a cleric of 
  at least 14th level in order to stop the spread of the disease.
  Physical Description: A rancid appears as a shivering mass of putrid 
  flesh with three muscular legs and 4 barbed tentacles. It has no 
  discernable sensory organs; instead, it detects air movement.
  PRISM WARD
  SIZE: Large (7ft. high)
  MOVE: 0
  ARMOR CLASS: 2
  HIT DICE: 50 hp
  ATTACKS: None
  DAMAGE: None
  SPECIAL ATTACKS: Reflection
  SPECIAL DEFENSES: +2 weapon or better to hit; magical 
  dampening
  MAGIC RESISTANCE: 75%
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: None
  ALIGNMENT: Neutral
  LEVEL/X.P.: 7 / 1,850
  General Information: The prism ward grows under unique 
  circumstances involving a gating attempt gone awry. It normally 
  resides in total darkness. If any light source is shown within the same 
  room, the prism will reflect the light back at the source in a 1:1,000 
  ratio, possibly blinding the wielder of the light and those around 
  him unless a save vs. wands is made. If a strong enough light 
  source is used, the wielder may very well find himself incinerated.
  Spells cast against the prism may reflect back to the caster if the 
  magic resistance of the stone is made. However, spells affecting 
  stone do not affect the prism ward and will simply dissipate. The 
  prism may be shattered through brute non-magical force. Note 
  that PCs attacking the prism ward without light do so with a penalty 
  
  12
  This product uses the OSRICTM System (Oldschool 
  System 
  Reference 
  and 
  Index 
  CompilationTM). 
  The OSRICTMsystem text may be found at http:
  //www.knights-n-knaves.com/osric. The OSRICTM text 
  is copyright of Stuart Marshall. “OSRICTM” and “Old 
  School Reference and Index CompilationTM ,” are 
  trademarks of Matthew Finch and Stuart Marshall 
  and may be used only inaccordance with the 
  OSRICTM license. This product is not affiliated with 
  Wizards of the Coast.”
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson.
  OSRICTM copyright 2006, Stuart Marshall, adapting material 
  prepared by Matthew J. Finch, based upon the System 
  Reference Document, and inspired by the works of E. Gary 
  Gygax, Dave Arneson, and many others.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord 
  Games; Authors Robert Doyel and Stephen Chenault.
  Advanced Adventures #3, The Curse of the Witch Head, Copyright 
  2007, Expeditious Retreat Press, Author James C.  Boney
  Designation of Product Identity and Open Game 
  Content:
  All text in this work is Open Game Content, excepting 
  the terms, Advanced Aventures, OSRIC, “Old School 
  Reference and Index Compilation”, company names, 
  logos, artwork, and the author and artist names.
  
SOURCE: textdata/thevault/Osric/OSRIC The Curse of the Witch Head.pdf