TEXT: AA#5  
   
   
   
  A Stand-Alone Adventure 
   
   
   
  XRP6105
  An OSRIC
  TM module designed for        
   
  6-8 adventurers of levels 3-5
  A short time ago, the Lord Admiral of Ranste suddenly disappeared. Now the streets of this thriving 
  trade port are filled with bare footprints that dance with ghostly green flames, the signature of the 
  long-dead pirate Firebeard. Has the dreaded buccaneer come back from the grave to haunt the 
  city that hounded him to his grave? The Ranste Council fears the worst, and has hired a band of 
  adventurers---the PCs---to determine the truth behind the unsettling happenings. 
  To that end, the PCs have been sent to the abandoned pirate-cove on the tropical isle of Jilanth to 
  ensure that Firebeard has not returned to his old haunt. If indeed he has, the PCs are to use all the 
  resources at their disposal to send the cut-throat back to hell!
  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 Flaming Footprints of Jilanth
  The Flaming Footprints of Jilanth
  By Andrew Hind
  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 Flaming Footprints of Jilanth
  ADVANCED ADVENTURES MODULE #5
  Credits:
  Author: Andrew Hind
  Cover Artist: Bradley K. McDevitt
  Interior Artists: John Bingham 
  Editors: Joseph Browning and Suzi Yee
  Layout: Joseph Browning
  Table of Contents:
  Background ............................................................................................2
  Notes for the Game Master..............................................................2
  The Isle of Jilanth ................................................................................. 2
  A. The Pirate Caves............................................................................. 3
  Map to the Pirate Caves................................................................... 4
  B. The Gnome Hold..............................................................................7
  Map to the Gnome Hold ....................................................................7
  C. The Lair of the Wax Wizard...........................................................11
  Map to the Lair of the Wax Wizard ..................................................12
  D. The Lizard Man Encampment......................................................13
  Wrapping It Up ...................................................................................14
  New Magic Items...............................................................................14
  New Monsters .....................................................................................15
  by Andrew Hind
  AN ADVENTURE FOR CHARACTER LEVELS 3-5
  ADVANCED ADVENTURES are designed for the OSRIC roleplaying system and are playable with the first edition of the world’s most famous 
  fantasy role-playing game. You can download the free OSRIC player’s manual from: http://www.yourgamesnow.com.
  
  2
  Background: A short time ago, the Lord Admiral of Ranste 
  suddenly disappeared. Now the streets of this thriving trade port 
  are filled with bare footprints that dance with ghostly green flames, 
  the signature of the long-dead pirate Firebeard. Has the dreaded 
  buccaneer come back from the grave to haunt the city that 
  hounded him to his grave? The Ranste Council fears the worst, 
  and has hired a band of adventurers---the PCs---to determine the 
  truth behind the unsettling happenings. 
  To that end, the PCs have been sent to the abandoned pirate-
  cove on the tropical isle of Jilanth to ensure that Firebeard has not 
  returned to his old haunt. If indeed he has, the PCs are to use all 
  the resources at their disposal to send the cut-throat back to hell!
  Stop! If you intend to be play this adventure, then read no further. 
  Prior knowledge of The Isle of Jilanth will only spoil your enjoyment 
  of the game!
  Notes for the Game Master: This module is designed for 6-8 
  characters of 3rd to 5th level. The party should contain a balanced 
  mixture of races and classes. If the GM wishes to place this module 
  in his or her campaign, it is easy to do so. Ranste can be substituted 
  for any port city on a tropical or semi-tropical coast. Jilanth should 
  lay no more than a week’s voyage by ship south of Ranste, and is 
  itself a jungle-shrouded island as one might find in the Caribbean. 
  That being said, with only minor changes to the flavor text the 
  adventure can be placed in a more temperate clime.
  The journey to Jilanth may be used as the basis for an adventure or 
  series of adventures. As all shores but the one near the sea caves 
  are either too marshy or two rocky for safe landing, the adventure 
  assumes the PCs have arrived safely at the island and begins as 
  they row towards the sea-caves formerly inhabited by Firebeard 
  and his band of scurvy-dogs. 
  THE ISLE OF JILANTH
  During the day, the jungles and marshes on the Isle of Jilanth are 
  largely still and surprisingly peaceful. Only the occasional forlorn cry 
  of a bird or the buzz of a giant dragonfly interrupts the tranquility. 
  Animal life seems totally absent, or at least well concealed from 
  untrained eyes. At night, however, the isle comes alive with all 
  manner of predator and sinister beast. The noises increase, as does 
  the unnerving sense of being watched, or worse, stalked. 
  The following table provides day and nighttime encounters for the 
  isle. The chance for encounter is 1 in 10, rolled every 3 hours during 
  the day and 1 in 8, rolled every 3 hours during the night.
  Isle Wandering Monster Table (1d10)
  Roll 
   
                Day                  
   
      Night
    1       
   
  Ant, Giant             
   
  Ant, Giant
    2     
   
   
  Baboon              
   
   
  Ape, Carniverous
    3       
   
  Centipede, Giant      
   
  Centipede, Giant
    4       
   
  Dragonfly, Giant      
   
  Dragonfly, Giant
    5       
   
  Monoclonius          
   
  Goblin
    6       
   
  Snake, Constrictor     
   
  Goblin
    7       
   
  Spider, Giant          
   
  Frog, Giant
    8       
   
  Event                
   
   
  Snake, Constrictor
    9       
   
  Event                
   
   
  Spider, Giant
   10      
   
  Event                
   
   
  Stirge
  Ant, Giant: NA 2-20; SZ S; MV 180 ft, AC 3, HD 2, HPS 9, ATK 1 (1-
  6), Special: drain blood 1-4 damage after hit until 12 points are 
  drained, AL N. The ants are in column, searching for food and 
  will attack anything they happen upon, regardless of size. 
  The Flaming Footprints of Jilanth
  Ape, Carniverous: SZ L; MV 120 ft, AC 6, HD 5, HPS 40, ATK 3 
  (1-4/1-4/1-8), Special: If it hits with both claws, it rends for an 
  additional 1-8 points of damage, AL N. The ape drops from 
  a tree to attack the PCs. If it kills a victim, the ape drags the 
  corpse into the canopy to feed.
  Baboon: NA 2-12; SZ S; MV 120 ft, AC 7, HD 1+1, HPS 4, ATK 1 
  (1-4), AL N. Baboons are scavenging for food, which might 
  include a lone and vulnerable Halfling. Otherwise, they will 
  attack only in self-defense.
  Centipede, Giant: NA 1-6; SZ S; MV 150 ft, AC 9, HD 1/4, HPS 
  1, ATK 1 (Nil), Special: A centipede bite inflicts a weak poison 
  (+4 to saving throw die roll), AL N. Centipedes are a nuisance, 
  dropping down tunics from above, crawling into sleeping bags, 
  biting if stepped upon. 
  Dragonfly, Giant: SZ M; MV 360 ft, AC 3, HD 7, HPS 40, ATK 1 
  (3-12), Special: +2 to initiative, if it wins initiative all attack rolls 
  made against it are at -4 penalty, saves as 16th level magic-
  user, AL N. A voracious feeder and fearless predator, it will 
  attack anything human size of smaller.
  Goblin: NA 2-8; SZ S; MV 60 ft, AC 9, HD 1-7 hit points, HPS 4, ATK 
  1 (1-6 spear, 1-6 club, or poison blowgun), Special: blowgun 
  uses giant centipede poison, which because of its weakness 
  provides victims a +4 bonus to their saving throw die roll, AL LE. 
  Goblins are wary and will only fight from ambush. They wear no 
  clothes, their bodies are painted with colored dies, and their 
  carry hide shields, thrusting spears, clubs and blowguns. 
  Frog, Giant: SZ S; MV 30 ft (90 ft in water), AC 7, HD 1, HPS 5, ATK 
  1 (1-3), AL N. Only measuring 2-feet in length, Jilanthi giant frogs 
  feed mostly on birds and insects. That said, they wouldn’t pass 
  up an opportunity to gorge on a Halfling.
  Monoclonius: SZ L; MV 60 ft, AC 4 (3 on head and neck), HD 8, 
  HPS 50, ATK 1 (2-16), , AL N. Monoclosius are essentially single-
  horned versions of the more familiar triceratops. They are 
  grazers and generally peaceful. However, if anything comes 
  within 60 feet they automatically consider the intruder a threat 
  and charge. 
  Snake, Constrictor: SZ L; MV 90 ft, AC 5, HD 6+1, HPS 35, ATK 2 
  (1-4/2-8), Special: Uncoiling a snake from a victim requires 16 
  Strength and 2-5 melee rounds, AL N. The snake slinks down from 
  an overhanging branch to attack unsuspecting passersby
  1 hex = 1 mile
  A B
  C
  D
  The Isle of Jilanth
  
  3
  Giant Spider: SZ M, MV60 ft, AC 4, HD 4+4, HPS 23, Att 1 (2-8, 
  poison). The spider attempts to overpower a victim and then 
  retreat with its prize into its lair. Pursuers may stumble into the 
  web, a fate shared by countless goblins as evidenced by the 
  corpses dangling from the silken strands. 
  Stirges: NA 1-10; SZ S; MV 30 ft (fly 180 ft), AC 9, HD 1+1, HPS 3, 
  ATK 1 (1-3), Special: drain blood 1d4 damage after hit until 12 
  points are drained, AL N
  EVENT 1: THE CROC POOL: This is a foul, brackish pool. Several 
  decomposing monkey carcasses lay in the cracked mud 
  alongside the water. The water in the pool is necrotic. Anyone 
  drinking it must make a save vs. death or suffer the loss of one 
  level. Even on a successful save, the character becomes 
  violently nauseous. Vomiting will make the character lose 
  valuable fluids and become weakened; afflicted characters 
  loses 1-4 Con for the next 1-3 days and, unable to retain liquids, 
  becomes fatigued through dehydration (-2 to hit and damage 
  rolls, unable to run). 
  The cracked shores of the pool mask another danger. Though 
  the mud on the surface has dried, this is only a thin veneer over 
  a morass several feet deep. Characters walking over it face 
  the very real risk of breaking through and becoming held fast. 
  Small-sized characters have a 1-in-6 chance each round of 
  becoming mired, while human-sized characters have a 2-in-6 
  chance. Mired characters are immobilized; short of receiving 
  assistance from others or magical intervention, the only means 
  of escape is a successful save vs. paralyzation at a -8 penalty. 
  A save can be made once a day.
  The pool is haunted by three undead crocodiles. In the wet 
  season it’s actually a sizable lake, but after months of drought 
  it has shrunk to this pathetic state, barely large enough to 
  conceal the undead reptiles that lurk within muddied waters. 
   
  Undead Crocodiles (5): SZ L, MV 60 ft., AC 5, HD 4, HPS 30, ATK: 
  2 (2-8/1-12); Special: 3 in 6 chance to surprise opponents, silver 
  of magic weapons to hit, not affected by sleep, charm, hold, or 
  cold-based spells. Hold water causes 2-8 hit points of damage. 
  Turns as a wight. 
  EVENT 2: THE NEST OF THE CARNIVOROUS APE: Hidden among the 
  jungle canopy above is a crude platform crafted from bones 
  and lined with blood-stained leaves. This is home to a mated pair 
  of carnivorous apes and their two young, though only one adult 
  will be present at any one time, the other out hunting. 
  PCs making a Wisdom check will hear a faint cry like a child’s 
  wail coming from the trees above, and the silence. This sound 
  was from one of the restless ape babies before it was quickly 
  quieted by the parent. Players may well assume something 
  more insidious and decide to investigate. That would be a 
  mistake, for while the carnivorous ape is content to let the PCs 
  alone, any attempt to climb the trees or otherwise approach 
  the nest is met with a violent response. 
  Carnivorous ape babies can be trained as effective guards, 
  so would fetch as much as 5,000gp apiece to a skilled animal 
  handler. However, if either of the young is taken from the nest, 
  the surviving parent will relentlessly hunt down the PCs (assume 
  it tracks as a 2nd-level Ranger). Imbedded within the nest’s 
  bones are several items of worth: a leather belt pouch with 
  200gp, a scroll of incendiary cloud and mirror image, and a 
  wand of frost (4 charges). 
  Carniverous Ape: NA 1; SZ L; MV 120 ft, AC 6, HD 5, HPS 40, ATK 
  3 (1-4/1-4/1-8), Special: If it hits with both claws, it rends for an 
  additional 1-8 points of damage.
   
  EVENT 3: THE MERE OF SORROW: The trees open up here to a 
  wide, boggy meadow filled with waist-high grasses, cattails, 
  and sprays of red wildflowers that look like frozen fountains of 
  blood. A lone vulture circles overhead. 
  Walking through the marshy field reveals a large number of 
  humanoid bones protruding from the moist soil, many of them 
  child-sized. It was here, about a century ago, that human 
  explorers slaughtered a lizard man encampment comprising 
  almost entirely of women and children. The field is therefore 
  considered cursed by the lizard men of Jilanth, and none will 
  enter its confines.
   
  A number of the skeletons here have been animated by the 
  dark energy seeping through the veil between the planes. They 
  rise up if intruders push more than 10 feet into the meadow. 
  The vulture circling above is a zombie vulture. It will not attack 
  unless attacked first, serving only as a spiritual representation of 
  the death that blights this mere. 
  Adult Lizard Man Skeletons (5): NA 5; SZ M; MV 120 ft, AC 7, HD 
  1, HPS 7, ATK 1 (1-6), Special: Half damage from sharp/edge 
  weapons.
  Child Lizard Man Skeletons (7): NA 7; SZ S; MV 80 ft, AC 8, HD 1-4 
  HPS, HPS 2, ATK 1 (1-3), Special: Half damage from sharp/edge 
  weapons.
  Vulture Zombie: NA 1; SZ M; MV 480 ft, AC 8, HD 2, HPS 2, ATK 
  3 (1-6/1-4/1-4), Special: If diving from at least a 50 foot height, 
  gains +4 to-hit and double damage (2-8) with claw attacks, but 
  gains no beak attack.
  A. THE PIRATE CAVES
  Wandering Monsters:
  A check for wandering monsters should be made once every three 
  turns. The chance of encountering a wandering monster is only 1 in 
  10. If there is an encounter, roll d4 to determine its nature.
     1. 1-6 giant rats scavenging for food
     2. 1 giant spider stalking rats
     3. 1 giant frog, lurking in a tide pool
     4. 2-12 stirges roosting on the tunnel ceiling
  Giant Rats (1-6): SZ S, MV 120 ft, AC 7, HD 1-4 hit points, HPS 2, 
  Att 1 (1-3), Special: Disease. 5% chance per wound inflicted of 
  contacting a serious disease. 
  Giant Spider: SZ M, MV60ft, AC 4, HD 4+4, Hps 23, Att 1 (2-8, 
  poison).  
  Frog, Giant: SZ S; MV 30 ft (90 ft in water), AC 7, HD 1, HPS 5, ATK 
  1 (1-3), AL N. Only measuring 2 feet in length, Jilanthi giant frogs 
  feed mostly on birds and insects. That said, they wouldn’t pass 
  up an opportunity to gorge on a Halfling.
  Stirges (2-12): SZ S; MV 30 ft (fly 180 ft), AC 9, HD 1+1, HPS 3, ATK 
  1 (1-3), Special: drain blood 1-4 damage after hit until 12 points 
  are drained, AL N
  1. TIDE POOL: A deep pool of rushing water separates the cave 
  entrance from the rotting jetty and beach. An unsteady 
  looking footbridge crosses the surging waters of the pool. 
  Crossing the slippery and decaying bridge requires a Dexterity 
  roll. Anyone who fails falls into the surf, which is 15 feet deep at 
  the time the PCs arrive.
  
  4
  A saltwater crocodile lurks within the water here. When 
  a character attempts to cross the bridge, it propels itself 
  upwards and attempts to grab the victim in its powerful jaws. If 
  successful, the crocodile then pulls its prey back into the water 
  to either succumb from razor-sharp teeth or drowning. 
  Crocodile: SZ L, MV 60 ft., AC 5, HD 3, HPS 22, ATK: 2 (2-8/1-12); 
  Special: 3 in 6 chance to surprise opponents. 
  Characters fighting in the water will be -2 to the “to hit” rolls. 
  Characters in chain or plate mail armor cannot fight in water; 
  they instantly sink to the bottom and will begin to drown unless 
  rescued. For every round spent in the water, players must 
  save versus Death or suffer 1-2 points of damage from being 
  pummeled on the rocks by the remorseless crashing of the surf. 
  The players may decide to wait for the surf to pull out 12 hours 
  later. If they do, they need not fear the crocodile (it retreats 
  with the water) and also discover an underground tunnel 
  which previously was submerged. Remember, however, to roll 
  for wandering encounters during that during the 12 hour span. 
  2. CAVE PIRANHA POOL: Firebeard stocked this pool with 
  bloodthirsty cave piranhas, which he took perverse pleasure in 
  feeding with live prisoners. Ever ravenous, they attack anything 
  that enters the crystalline waters. The bottom of the pool is 
  littered with humanoid bones. A glowing silver ring, clearly 
  visible from above and obviously magical in nature, lies amidst 
  a ribcage. The ring, a ring of spell storing, was swallowed by a 
  wizard who had fallen into the hands of the pirates as a means 
  of keeping the item from their grasp. It was only discovered by 
  Firebeard after the wizard’s corpse had been picked clean by 
  the piranhas, but by then it was too late; not even the fearless 
  Firebeard would brave the water. As a result, the ring has 
  remained at the bottom of the pool ever since, temptingly 
  close and yet beyond reach.  
  Cave Piranhas (10): SZ S, MV 120 ft (swim), AC 6, HD 1, HPS: 
  4,4,4,4,3,3,3,3,2,2, Att 1 (1-2 bite).
  3. CELLBLOCK: Three large prison cells line the wall of this hallway. 
  Each cell measures 10 feet by 10 feet, and features a carpet of 
  nasty-smelling, rotting straw over the cold stone floors. Three of 
  Encounter Location A: The Pirate Caves
  1
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  To Gnome Hold
  
  5
  the cell walls are bare stone, while that which faces the hallway 
  consists of stout iron bars. A narrow door, secured with thick 
  chains and large padlocks, guards the only means in or out.
  The locks on the gates are bubbling with rust and therefore 
  difficult to open (-10% to pick locks checks). That said, the 
  chains and bars are weakened with age, and so characters 
  attempting to Open Doors or Bend Bars do so as if their Strength 
  scores were 3 points higher. 
  Cell 1: In one cell lies a woman with blood-caked in her hair. 
  Her clothes have been torn, and the skin on her upper chest 
  and shoulders are livid purple. Her face is a pulped ruin; one 
  eye is swollen closed, while blood trickles from her split and 
  slack lips. She makes no sound, but seems to be breathing. 
  This entire cell is an elaborate trap, designed to take 
  advantage of the mores of would-be rescuers. The woman 
  is in fact nothing but an illusion. Pressure plates are tripped 
  whenever someone approaches within 5-feet of her figure, 
  instantly snapping a wall of ice over the iron bars. The ice 
  plane is 7-inches thick, and any character breaking through 
  suffers 14 hit points of damage from extreme cold. The ice 
  plane is permanent, but may be deactivated by speaking 
  the code-word “Glacier”. 
  Cell 2: This cell is unremarkable, except for the word “Glacier” 
  scratched into the wall. The previous inhabitant discovered 
  the code-word to deactivate the wall of ice trap in the 
  adjacent cell, and scratched it into the wall so he wouldn’t 
  forget if ever rescuers came. Unfortunately, none did and 
  the relevance of the inscription was lost. 
  Cell 3: The final cell is home to several giant fleas (treat as weak 
  stirges, replacing flight with a jump move of 120). These 
  bloodthirsty vermin are the size of large rats and lurk under 
  the straw, waiting for the unwary to disturb their rest. 
  Giant Fleas (4): SZ S; MV 120 ft, AC 9, HD 1+1, HPS 3,3,3,2, ATK 
  1 (1-2), Special: drain blood 1 point of damage after hit until 
  3 points are drained, AL N
  4. BARRACKS: The rotting remains of hammocks strung between 
  walls fill most of this room. In the foreground is a long table 
  straddled by a pair of benches. Atop the table are an 
  assortment of dust-covered cutlery, dishes, and ale-mugs. 
  Laid flat on the table is a weathered parchment, its four 
  corners held from curling by daggers imbedded into the table. 
  The parchment contains a treasure map leading to a horde 
  Firebeard’s crew were plotting to pillage before they were 
  hunted down and killed. This map can lead to any future 
  adventures the GM might have in store.
  5. SPIDER SNARE: Stretching across the tunnel are the webs of 
  a giant spider. While the strands are so fine as to be nearly 
  invisible, they are also extremely resilient, easily strong enough 
  to trap and hold a man-sized creature. Characters will only 
  have a 25% chance of noticing the webs before walking into 
  them (only 10% chance if moving at greater than standard 
  speed). The spider responsible for the webs lurks in the mesh 
  above, and will immediately move to attack any creature that 
  falls victim to its snare.
  Wrapped in silk near the top of the web is a trio of bodies, 
  two adventurers who recently sought to plunder Firebeard’s 
  lair and one giant spider body, killed by the adventurers and 
  cannibalized for food by the remaining spider. One adventurer 
  is dead, the magic user named Thelonious, and 50gp and a 
  scroll with slow and mirror image can be found on his person. 
  The other adventurer, named Hieroman, is incapacitated at 
  0-hit points. If healed, Hieroman will willingly join the party for 
  the remainder of the adventure.  Hieroman of Glybur (Human 
  half-elf thief level 5; Chaotic Good; AC 5; HP 20) S14 I14 W12 
  D16 C14 CH13. He is equipped with +1 leather armor and a 
  ring of climbing, but will need to borrow a weapon as his are 
  nowhere to be found.
  Past the spider lair is a long tunnel (approximately half a mile) 
  leading through the gnomish mines to the Gnome Hold. The 
  path to the hold remains the larger passage with smaller mining 
  passages branching off periodically. The mine is mostly derelict 
  but roll for encounters based upon the gnome hold random 
  encounter table if the party ventures through the area.
  Giant Spider: SZ M, MV 60 ft, AC 4, HD 4+4, Hps 23, Att 1 (2-8, 
  poison).  
  6. GIBBETS: During the sea battle that saw Firebeard’s ship 
  overpowered, most of his crew of cutthroats had been killed, 
  going down fighting alongside their captain. Those few that 
  were captured were summarily killed, though not before 
  they were tortured into giving up the location of their secret 
  anchorage. After a brief refit, the Ranste fleet sailed for Jilanth 
  and wiped out the remainder of the pirate brotherhood. A 
  dozen were captured, brutally flogged, and then hung on 
  hastily erected gibbets as a dire warning to any who would 
  seek to take up their lawless mantle.
  The gibbets are rotting and lean wearily. The dead pirates 
  hang at the end of frayed ropes, clothes and flesh hanging 
  like threads from their yellowed bones. When the PCs enter, 
  the ropes snap, dropping the animate skeletons to the ground. 
  Burning with hatred for the living and a thirst for vengeance, the 
  skeletons pick up cutlasses from the cave floor and attack the 
  PCs immediately and relentlessly. They retain a measure of their 
  former unique fighting style, and once every three rounds can 
  feint to throw opponents off balance. The opposing character 
  must save vs. paralyzation, with fighters getting a +1 bonus for 
  every level; if the character fails his save, for the remainder of 
  that round he loses his Dexterity bonus (if any) to AC and the 
  skeleton gains a +1 bonus to its attack roll. 
  Swashbuckler Skeletons (12): SZ M, MV 60 ft, AC 7, HD 1, Hps 6, 
  Att 1 (1-6)
   
  7. CAPTAIN FIREBEARD’S CHAMBERS: The entrance to Firebeard’s 
  chambers have been blocked off by a cave-in of rock and 
  timbers, sealing the room behind almost 10-feet of debris. 
  When the forces of Ranste stormed the pirate stronghold, 
  Firebeard’s mistress, an Olmec tribeswoman dubbed the 
  ‘Voodoo Witch of Jilanth’, took refuge behind this chamber’s 
  barred door. The reputation of the dark mistress was such that 
  the invaders feared to kill her, lest they be cursed by her dying 
  breath. Instead, they decided to destroy the corridor and seal 
  the Voodoo Witch away for all time. 
  Except for a layer of dust, the room beyond hardly looks as 
  though decades have passed since it was sealed. The furniture 
  is all in its place. A stove sits ready to warm the teakettle sitting 
  on its top, and a bunk appears to await the imminent return of 
  its owner. At the foot of the bunk is a sea-chest, and beyond 
  is a large desk topped with maps and souvenirs from exotic 
  lands. 
  Sitting behind the desk, draped over the mahogany surface, 
  is the mummified remains of the “Voodoo Witch of Jilanth.” 
  Her skin has turned grey as her body dried out, and it appears 
  as brittle as paper. As the PCs enter, the chair she sits upon 
  scrapes across the rock as she pushes it back from the desk 
  and rises to attack the intruders.
  Voodoo Witch of Jilanth, Mummy: SZ M, MV 60 ft, AC 3, HD 6+3, 
  Hps 30, Att 1 (1-12, plus rotting disease), Special: fear (save vs. 
  
  6
  magic or be paralysed for 1-4 rounds), dying curse (upon her 
  death, she utters a curse against her killer, afflicting him with 
  dementia; -6 to Wisdom and every time he is forced to make a 
  decisive action he must make a save vs. paralyzation or spend 
  1-4 rounds utterly confused and unable to act).
  The Voodoo Witch has several potions secured to her belt, 
  among them a potion of healing and a potion of levitation. She 
  also has a unique brew that causes amnesia in those who drink 
  it---the character forgets his past, his skills and experiences, and 
  the use of his magical items. Memory may be restored through 
  the use of commune, heal, restoration, limited wish, or wish. 
  The sea chest is magical, and can only be safely opened with 
  a key long since lost or by magical means (either a knock spell 
  or through magical damage). Attempting to pick the lock 
  or break it open using physical force results in the offending 
  character being teleported into the chest, where he is bound 
  and gagged, becoming a helpless prisoner. The chest contains 
  800 gp, a ring of regeneration, a dagger +1, 5 exotic swords 
  taken from foreign lands (non-magical, but worth three times 
  that of a normal blade due to their exotic nature), and silver 
  framed mirror worth 50gp. The chest has enough space to hold 
  one human-sized creature. Once full, the chest is capable of 
  being picked or forced normally.
  The desk top contains numerous maps and charts to various 
  sea and coastal localities, all accurate though clearly not 
  professionally done. 
  The desk has a single drawer, which is trapped with a small 
  scything blade that slices at the hands of anyone attempting 
  to pick the lock. The blade deals 1-6 points of damage. It also 
  contains an invisible dye that works its way into the bloodstream 
  of wounded individuals, rapidly turning the skin pigmentation 
  a bright red. Firebeard didn’t entirely trust his crew and used 
  this dye as a means of identifying thieves. The dye lasts 1-12 
  months, and can only otherwise be removed by limited wish 
  or wish spells. 
  Until it either disappears or is removed, the dye can lead to 
  various adventures. Characters may be regarded as mutants 
  and pursued by witch-hunters, or perhaps a surviving member 
  of Firebeard’s crew recognizes the discoloration for what it is 
  and attempts to kill the PCs out of revenge or to gain whatever 
  valuables the pirate captain had secured in his desk drawer. 
  Finally, high priests of cults worshipping krakens use the same 
  red dye---harvested from a rare fish---to discolor their skin and 
  mark them as divine. This could lead to all sorts of difficulties for 
  the affected PC.
  Within the locked desk are three gems worth 250gp each, 
  a journal containing personal notes in the scribbled hand of 
  Captain Firebeard (locations of buried treasures, hazards to be 
  avoided, temping targets, and a list of trustworthy associates in 
  various unsavory professions----fences, smugglers, slavers, etc.), 
  and a potion of healing. 
  8. STORAGE: This small chamber has clearly been ransacked 
  long ago. The crates, burlap sacks, and barrels that fill the 
  room have been opened, ripped-open, and upturned so that 
  their contents spill out onto the ground. Rotting clothes and 
  blankets, stained rugs, shattered grog bottles, and a variety of 
  weapons cover most of the floor space. 
  All of the items, save for the weapons, have long since lost their 
  value. The weapons are serviceable and include 60 crossbow 
  bolts, 3 rapiers, 10 daggers, 1 crossbow, 4 throwing axes, and 
  a battle axe. 
  Several giant rats have nested among the blankets. Though 
  they are the size of terriers and equally fierce, they’ll only fight 
  if cornered. Otherwise, they scurry away and find a dark recess 
  to hide in. 
  Giant Rats (3): SZ S, MV 120 ft, AC 7, HD 1-4 hit points, HPS 2, 
  Att 1 (1-3), Special: Disease. 5% chance per wound inflicted of 
  contacting a serious disease. 
  9. BOATYARD: A longboat lies on the shore here, upside down and 
  with its ribs partially showing. The repairs that clearly were being 
  performed on the boat were interrupted by the attack on the 
  cove that destroyed the remnants of the pirate band. Further 
  back is a sawpit, where timbers were cut into planks; a log is 
  suspended horizontally over a 6-foot deep and 4-foot wide pit, 
  which is then cut into boards by two men---one standing atop 
  the log, another within the pit itself---using a large saw. Several 
  rotting planks are stacked beside the sawpit. A mako ship’s 
  figurehead (see new magic items) lies nearby.
  10. RIGGING STORAGE: This small room is filled with coils of rope 
  and ship rigging, as well as several boxes containing copper 
  nails and a cask containing hard, dry tar. The skeleton of the 
  pirate band’s shipwright lies sprawled against the coils of rope, 
  an adze still gripped in his hand as if to ward off attackers. 
  The skeleton is harmless, but the dying man’s lifeblood soaked 
  into the coil of rope, staining it black and infusing it with a 
  primitive sentience that remembers only the horrors of his final 
  moments. The coil of rope animates as a Rope Horror (see new 
  monsters) and attacks the PCs. Searching the skeleton turns up 
  a rusting key which opens the chest in room A11. 
  Rope Horror: SZ S, MV 120 ft., AC 8, HPS 20 (attacks as 4 HD 
  monster), Att 4 (1-3, 1-3, 1-3, 1-3), Special: On a roll of 19 or 20, 
  the victim is entangled (unable to move, -4 to hit and damage, 
  requiring a save vs. paralyzation to cast spells), +1 or better 
  weapon to hit, vulnerable to fire.
  11. SHIPWRIGHT’S QUARTERS: This room is only sparsely furnished. 
  There’s a bunk, a plain wooden table with a single chair, a work 
  bench strewn with tools typically used by a shipwright, and a 
  large wooden chest. Hanging over the table is a hooded 
  lantern, and lying atop the table are a pair of books and 
  several faded sheets of parchment. A red cloak and a leather 
  apron hang from hooks beside the door.
  The papers on the table detail inventory and stores, as well as 
  blueprints for several types of small craft. The books are:
     -Principle of Boat Design, by Alfonse Alburque
     -The Arte of Karvyng Fygureheads, by Bjorn Garsson. 
  Each book can be sold for 20gp in any port of fishing town/
  village. The red cloak and leather apron are of little interest. 
  The chest is neither locked nor trapped, and contains some 
  garments, a pair of boots, and sundry personal affects. It also 
  contains an intricate copper box shaped like a schooner, which 
  is both locked and trapped. One of the portholes is a keyhole, 
  in which the key found in area 10 fits. If a character opens the 
  box without the key or without the lock first being successfully 
  picked, she becomes wreathed by a pair of ghostly electric 
  eels that inflict 2d-12 points of electrical damage each round 
  for 3 rounds. 
  Inside the chest are 50gp, a large pearl worth 300gp, an 
  ornately carved pipe made from whalebone (worth 30gp), 
  and a ring of protection +1.
  
  7
  B. THE GNOME HOLD
  Wandering Monsters:
  A check for wandering monsters should be made once every three 
  turns. The chance of encountering a wandering monster is only 1-
  in-10. If there is an encounter, roll d4 to determine its nature.
     1. 1-6 giant rats scavenging for food
     2. 1 giant spider stalking rats
     3. 1 hold creeper begins stalking the PCs.
     4. 2-12 stirges roosting on the tunnel ceiling
  Giant Rats (1-6): SZ S, MV 120 ft, AC 7, HD 1-4 hit points, HPS 2, 
  Att 1 (1-3), Special: Disease. 5% chance per wound inflicted of 
  contacting a serious disease. 
  Giant Spider: SZ M, MV 60 ft, AC 4, HD 4+4, Hps 23, Att 1 (2-8, 
  poison).  
  Hold Creeper: SZ S; MV 60 ft; AC 6, HD 2, HPS 12 ATK 2 (1-3/1-3), 
  Special: +1 to attack rolls and damage when fighting gnomes, 
  when hitting with both claws it begins to strangle the victim 
  (automatic damage each round, victim must a save versus 
  death each round or begin to suffocate, a suffocating victim 
  dies in a number of rounds equal to his Constitution divided by 
  3), AL CE
  Stirges (2-12): SZ S; MV 30 ft (fly 180 ft), AC 9, HD 1+1, HPS 3, ATK 
  1 (1-3), Special: drain blood 1-4 damage after hit until 12 points 
  are drained, AL N
  1. RUM ROOM: Large casks rest within alcoves lining both sides of 
  the room. A ramp directly opposite the doors leads up to a 
  mezzanine level which also is filled with casks. From the scent 
  hanging heavily in the air, it’s clear they are filled with rum.
  A poltergeist inhabits this room. He is the tragic spirit of gnome 
  who, as one of the last surviving unchanged residents of the 
  mine, retreated here to die peacefully rather than face the 
  prospect of being eaten by one of his erstwhile friends. The 
  spirit is unable to differentiate between creepers and other 
  races, and therefore sees any humanoid creature to enter the 
  room as a threat. 
  The poltergeist begins by attempting to intimidate the intruders 
  by slamming the door shut. If this fails to induce the characters 
  to leave, the poltergeist drops a cask down on them (attacks 
  as 2HD monster, 1-6 damage). If this doesn’t succeed in forcing 
  a retreat, the poltergeist bursts a number of casks, filling the 
  air with deadly splinters of wood. All characters within the 
  room are subject to this attack (attacks as a 2HD monster, 1-4 
  damage). 
  After this last desperate show of force, the poltergeist has 
  expended its energy for the day. It makes no further attacks. 
  Instead, characters hear a quiet sobbing without discernible 
  source, and a disembodied voice saying “Gods protect me” 
  over and over in gnomish. If the PCs search this room, they find 
  a gnome skeleton hidden behind one of the casks. 
  2. FALSE DOOR TRAP: A heavy iron door engraved with the 
  unsettling image of a ferocious-looking dragon coiled around 
  Encounter Location B: The Gnome Hold
  To Pirate Caves
  Upriver to The 
  Lair of the Wax 
  Wizard
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  8
  a pile of coins stands at the end of a short corridor. This ‘door’ 
  is in fact an elaborate trap, designed to create the impression 
  that a great treasure lies beyond and then punish the greedy 
  who seek to claim it for themselves. The door’s hinges are 
  located on the bottom, and the only thing holding it in place 
  is the latch. When the latch is pulled, the door slams down and 
  crushes those standing in its path for 2-12 points of damage. 
  Dwarves have a 1 in 6 chance of noticing the anomalous 
  construction, and thieves can find/remove traps as normal.
  When the door crashes to the ground, the heavy thud 
  reverberates down the hallway and can be heard echoing 
  into the distance. All creatures within 100 yards will become 
  aware of the PCs presence and will come to investigate. In 
  addition, when next checking for wandering encounters, the 
  chance to meet a monster rises to 3 in 10.  
  3. HALL OF RECORDS: This room was once the gnome hold’s 
  records room, and a library and study for its Steward. It contains 
  a large writing desk with equipment for illuminating manuscripts 
  (even when keeping records, gnomes are nothing if not artful 
  and meticulous), and shelf after shelf of scrolls and books. The 
  records are not kept in any particular order, so finding answers 
  to any particular question in the controlled chaos requires 
  1 hour and a successful Intelligence roll (magic users and 
  illusionists enjoy +1 to this attempt). 
  While the records mostly cover a variety of mundane topics---
  births, deaths, trading transactions, details on mining operations, 
  and so forth---they also contain some information that might be 
  of particular use to adventurers. For each hour spent searching, 
  and assuming they make a successful Intelligence roll, PCs turn 
  up one of the following clues:
  1) Until 100 years ago, the mine produced copper in 
  abundance and the community was comparatively 
  wealthy and generally content.
  2) But the easily accessible veins began to play out, forcing 
  the gnomes to dig deeper and deeper into the earth. 
  Priests foretold of disaster, but greedy for greater riches, 
  the gnomes ignored their warnings and dug even 
  deeper into the darkness.
  3) Miners uncovered a vault deep below ground that 
  had been sealed centuries ago, if not longer. Soon 
  thereafter, babies throughout the gnome-hold were 
  born deformed or stillborn. In time, the gnomes stopped 
  reproducing completely. It was as if the entire population 
  had grown barren and sterile. Most of the gnomes fled 
  to the surface to and to parts unknown, but some few 
  remained behind.
  4) When at last their bodies and mind began to warp, 
  and members of the population began to display 
  cannibalistic tendencies, the gnomes realized their 
  greed had cursed them with a great evil. To spare the 
  world, they sealed themselves within the halls to meet 
  their fate. No entries follow this.
  5) Finally, really persistent characters may actually uncover 
  a map of the mines themselves. The mine is found down 
  the southern passage and after a half mile connects 
  with the Pirate Caves at the spider lair. The path to the 
  pirate caves remains the larger passage with smaller 
  mining passages branching off periodically. The mine 
  is mostly derelict but roll for encounters based upon 
  the gnome hold random encounter table if the party 
  ventures through the area.
  4. HOLD CREEPER LAIR: The ceiling here has partially collapsed, 
  creating a narrow chimney that rises 30 feet above the ceiling. 
  Halflings can navigate the tight confines without much effort, 
  but other races find it much more difficult. Elves suffer a -2 to all 
  attack rolls and AC while in the chimney, and become stuck 
  on a 1 in 6 each round. Dwarves and humans suffer a -4 to 
  all attack rolls and AC, and have a 2 in 6 chance of getting 
  stuck. Stuck characters can only free themselves after much 
  struggling and a successful save vs. paralyzation.
  Atop the chimney is a low, narrow alcove measuring 5 feet 
  wide, four feet high and 15 feet deep where a hold creeper 
  lurks. The monster attacks the first character to climb the 
  chimney; it is at a distinct advantage because its malleable 
  form means it suffers no penalty to hit or AC.
  Bones, rotting chunks of meat, and the stench of death greets 
  the PCs when they arrive in the alcove. Searching through the 
  debris uncovers the key to the Hall of Records---a gold key 
  with a gleaming red stone set into its handle (worth 40gp). A 
  thorough search also uncovers one set of silver cutlery (worth 
  6gp), a pewter tankard (2gp), and various cheap belt buckles 
  (worth a combined 1gp).
  Hold Creeper: SZ S; MV 60 ft; AC 6, HD 2, HPS 12 ATK 2 (1-3/1-3), 
  Special: +1 to attack rolls and damage when fighting gnomes, 
  when hitting with both claws it begins to strangle the victim 
  (automatic damage each round, victim must a save versus 
  death each round or begin to suffocate, a suffocating victim 
  dies in a number of rounds equal to his Constitution divided by 
  3), AL CE
  5. HANGING AROUND: Long before the PCs arrive, they heard 
  plaintive cries for help intermingled with screams of terror 
  coming from this room. Within the room is a gnome suspended 
  above the ground by a short rope attached to a hook set into 
  the stone ceiling. The rope is frayed and it’s only a matter of 
  time, perhaps hours, perhaps only minutes, before it snaps. The 
  gnome is disheveled and has obviously been abused. His arms 
  and legs have been crudely stitched together, and so a steady 
  stream of blood drips from the limbs. Hungrily lapping up each 
  drop as they fall is a roiling mass of phlegmatic bile pooled on 
  the hard stone floor beneath the gnome. 
  The poor fellow, a gnome named Glimber Silvernose (Gnome 
  fighter level 4; Neutral Good; AC 5; HP 23) S15 I7 W11 D13 C12 
  CH10, is a member of an adventuring party that made the ill-
  fated decision to explore the sea-caves of Captain Firebeard 
  (two companions are ensnared in the giant spider webs in area 
  5 in the Pirate Caves while the other lies at the bottom of the 
  chasm in area 8 in the Gnome Hold). Badly wounded from his 
  fight with the spiders, Glimber was easily overpowered by one 
  of the Hold Creepers and strung up here to die a slow and 
  tortured death. He currently has 2 hps.
  In order to rescue Glimber, the PCs will either have to first kill the 
  bile (simply an unusual-looking type of gray ooze) or else safely 
  extricate him from his current predicament (perhaps by magic, 
  perhaps through a combination of skill and guile). If rescued, 
  Glimber becomes a faithful ally. He’s a stalwart fighter, though 
  ill-at ease in urban areas due to his disfigurement---his nose 
  was severed in battle against orcs, and though he’s had a 
  silver prosthesis made to replace it, people tend to view him as 
  something of a freak. He is equipped with +1 chain mail, a +1 
  footman’s pick, and in his backpack are 50 gp, 3 torches, an 
  empty water skin, and iron rations for a week.
  Glimber’s party was composed of three additional members, 
  Thelonious the magic user, Hieroman of Glybur the thief, and 
  Wisteria the elven magic user. They were dropped off on 
  the island earlier this week and found the sea caves. There 
  they fought the giant spiders to poor results with Thelonious 
  succumbing to poison and Hieroman captured before the 
  remaining members were forced to flee into the unknown areas 
  past the spider’s lair. These areas are the old gnomish mines and 
  eventually Glimber and Wisteria found the Gnome Hold. The hold 
  creeper captured the badly wounded Glimber and Wisteria fled 
  quickly only to fall to the stirges’ attacks in the chasm.
  
  9
  Gray Ooze: SZ L; MV 10 ft; AC 8, HD 3+3, HPS 21, ATK 1 (2-16), 
  Special: Immune to spells, heat and cold, AL N
  6. WELL ROOM: The room is circular and largely empty save for a 
  well located in the center. Bones and unidentifiable scraps of 
  meat litter the floor. The air here is heavy with death and the 
  stench of rotting flesh. All characters must save versus paralysis 
  or become nauseated for the duration of their time in the room 
  (-2 to attack rolls, unable to cast spells, half move). Thieves 
  can climb down the well as normal, but with a -10% chance 
  because of loose masonry. The water line for the well is 20 feet 
  down and the well goes down another 5 feet.
  A severed finger, lying on the stone floor and greening with 
  mold, still sports a ring set with a gleaming agate gem. The 
  ring’s surface is etched with words written in an ancient 
  monastic tongue; clerics making an Intelligence roll can 
  decipher it. It reads: “to shoot straight and true, one must first 
  believe he can”.  
  If a character puts on the ring, his vision blurs and thunder 
  roars in his ears. When at last his senses clear, he finds himself 
  in a bucolic field. A beautiful maiden (or, if the PC is a female, 
  a noble lord) reclines serenely on a silk blanket stretched out 
  on the grass. A flock of snow-white doves linger on the grass a 
  short distance away. In their midst is a single black raven The 
  character is equipped with nothing save for the clothes he 
  wears and three weapons of whatever ranged weapon he is 
  proficient in (a fighter proficient in a bow will have a bow and 
  three arrows, a cleric might have a sling with three stones, a 
  thief or wizard three daggers, and so forth). 
  “Good sir, I have need of your skill. An evil witch in the guise of a 
  raven pollutes my doves, spreading disease through their ranks. 
  If she is not killed, I fear my flock will perish and the good they 
  represent will disappear from these lands”, says the woman 
  solemnly. “I would have you kill the witch, and my blessing will 
  be yours in return. But please do not harm my doves.”
  If the character agrees, the raven suddenly caws and startles 
  the doves. They take flight, with the raven safely among them.
  “Quickly,” the maiden urges. “Bring down the witch before she 
  escapes!”
  The character now has three chances to kill the raven. In 
  the first round, the distance is short, increasing to medium in 
  the second and long-range in the third round. The raven is 
  considered to have AC 5. If the character misses on an attack 
  roll by more than three, he brings down a dove instead. The 
  raven has a single hit point, so any successful hit will kill it. 
  Should the character succeed in bringing down the raven 
  without killing a dove, the maiden thanks him and gives him a 
  gentle kiss on the cheek. Just as she does that, the characters 
  vision blurs once more and again he hears thunder in his ears. 
  Moments later, he finds himself “back” in the well-room among 
  his friends. The character is indeed blessed, just as the maiden 
  promised. As long as he wears the ring, he gains +1 to hit with 
  whatever type of weapon he wielded during the test, but only 
  when used as a missile weapon. In addition, while wielding this 
  weapon, the character can hit creatures that are otherwise 
  immune to all but magical weapons.
  If the character could not succeed in his task, the maiden 
  begins to weep. Her sobs are the last thing the character hears 
  before he is transported back to the well-room. He gains no 
  benefit from the ring; it is merely a mildly valuable (worth 15gp) 
  piece of jewelry. 
  7. CAVE OF THE SUBTERRANEAN LIZARD: The mangled form of an 
  unidentifiable humanoid (actually a creeper) lies in the center 
  of this cave, its body torn apart and gnawed down to the 
  bone. Fresh blood, just now becoming tacky, pools beneath it. 
  Much of the remainder of the chamber is filled with large piles 
  of discarded stone. 
  The subterranean lizard responsible for slaying the creeper is still 
  here, lurking silently behind one of the stone piles. Characters 
  making an Intelligence check may notice bloody footprints left 
  by the lizard, leading to its position and betraying it. The lizard 
  is ferocious and always ravenous, and will therefore pursue the 
  characters relentlessly. 
  Subterranean Lizard: SZ L; MV 60 ft; AC 5, HD 6, HPS 44 ATK 1 (2-
  12), Special: Double damage on a 20, AL N
  The skeletal body of a much older victim lies behind another 
  rock-pile. His belongings are scattered about, including a long 
  sword, 120 gp, and four +1 arrows. 
  8. DEEP CHASM: The gnomes encountered a deep deposit of 
  copper-bearing ore here and created this chasm extracting it. 
  The ceiling of the chasm rises 15 feet above an unsafe looking 
  wooden bridge that spans the gorge. The chasm is 40 feet 
  deep and 20 feet wide.
  Any character crossing the bridge runs the risk of breaking 
  through the rotting boards. This is 1 in 6 for elves and Halflings, 
  2 in 6 for dwarves and humans. Creatures larger than humans 
  (such as the subterranean lizard) have a 3 in 6 chance of 
  falling through. Running or fighting upon the bridge increases 
  the chance by 1 in 6. 
  Characters who break through can make a Dexterity roll to 
  catch themselves at the last moment. Pulling themselves back 
  up requires a successful Strength roll. If someone helps, the 
  character adds half of the assisting characters Strength to his 
  own for the purpose of determining success. 
  
  10
  A flock of 6 stirges reside in the shadowy crevasses below, 
  ready to feed on their next meal. 
  Stirges (6): SZ S; MV 30 ft (fly 180 ft), AC 9, HD 1+1, HPS 3,3,3,3,3 
  2,2, ATK 1 (1-3), Special: drain blood 1-4 damage after hit until 
  12 points are drained, AL N
  At the bottom of the chasm lies the crumbled body of a female 
  elven magic user named Wisteria, companions of the ill-starred 
  adventures from Pirate Cove area 5 and Gnome Hold area 5. 
  She carried only a wand of magic missile (15 charges) and a 
  backpack of sundries, but the wand’s been damaged in the 
  fall and now there is a 1 in 6 chance per use that the wand 
  misfires and causes a discharge of magical energies that 
  actually harms the wielder 1-4 points of damage. The sundries 
  (a week’s worth of rations, flint and steel, 3 torches, and a full 
  wine skin) survived the fall. The wine is of questionable quality, 
  but drinkable.
  9. RIVER OF THE DEAD: The tunnel ends at a stone pier jutting out 
  into an underground river. A flat-bottomed skiff rests upside 
  down upon the pier, and a stone statue of a brooding gnome 
  mistress stands off to one side. At her feet are several large 
  toads, and in her outstretched hands she holds a hollow 
  skull, the insides of which are caked in blood. Wall sconces 
  for long-burned out torches line the tunnel as the river flows 
  downstream, to the left. The river eventually leaves the island 
  to join the sea in the southern part of the island through a very 
  low tunnel (2 feet above water level) and is almost impossible 
  to see from the outside.
  Easily viewable within the water are numerous large albino 
  fish. Many of these grow as large as 4 feet in length, and while 
  they look like dangerous aberrations they are actually quite 
  harmless and tasty.
  This is the River of Dead; downstream, accessible only by water, 
  are vaults where the deceased are laid to rest. Gnomes, or 
  clerics making a successful Wisdom roll, will recognize that the 
  statue depicts Belorphyn, a gnomish demigod who ferries the 
  dead across the River of Shadows and into a blissful afterlife. 
  Toads are symbols of death and of Belorphyn herself.
  The skiff is still quite sound and can safely hold up to 8 individuals. 
  There is a pole in the skiff that can be used to maneuver the 
  craft in the water. Because of the current, movement rate 
  when going downstream is 60 feet, and in general handling the 
  skiff requires no skill. If the characters want to perform a more 
  complex maneuver, such as avoiding an obstacle or backing 
  away from a danger, it requires a Strength check. 
  Returning against the current is more difficult. Movement is 
  reduced to 20 feet, and even then only if the PCs make a boat-
  handling check. Making a blessing to Belorphyn in the form a 
  sacrificed toad assists in a safe passage (it grants +2 to boat 
  handling checks, and characters will not encounter wandering 
  monsters). 
  Checks for wandering monsters while upon the river should 
  be made every three turns. The chance of encountering a 
  wandering monster is fairly small, however (1 in 10 chance)
  1. Huge water spider hunting for prey
  2. 1-4 stirges 
  3. 1 giant frog (SZ S, MV 30 ft. (swim 90 ft.), AC 7, HD 2, ATK: 
  1 (1d6), Special: swallow whole on a natural 20 
  4. Water snake vortex. A swarm of snakes swimming in 
  a tight circle creates a vortex, which threatens to pull 
  the skiff into its grasp. The poling character needs to 
  make a boat-handling test to avoid the danger. If the 
  skiff is caught, it begins to buck and pitch dangerously 
  and passengers must make Dexterity checks each 
  round to avoid being thrown into the water. There is 
  a 2 in 6 chance each round of the skiff capsizing and 
  automatically throwing the PCs into the snakes’ coils. 
  To extract the skiff from the vortex, the poling character 
  must make a Strength roll at -3.
  Water snakes (10): SZ S, MV 90 ft. (swim 90 ft.), AC 7, HD 
  1-6 hps, ATK: 1 (144), Special: venom causes convulsions 
  for 3-18 rounds if saving throw fails. 
  10. GROTTO: Massive stalagmites rise up from the river to meet 
  equally large stalactites that drip down from the ceiling high 
  above. A strange green glow emanates from a point beneath 
  the water’s surface near the center of the grotto, illuminating 
  much of the chamber in an eerie light. The source of this light is 
  phosphorescent lichen growing on the bottom.
  This cave is home to 6 piercers that feed predominantly on fish 
  and giant frogs, dropping down from above to impale their 
  prey and crawling back up after feeding. 
  Piercers (6): SZ S, MV 10 ft., AC 3, HD 1, HPS 8,5,5,4,4,2, ATK 1 
  (1-6), AL N
  11. TOMB: There are six stone coffins within the tomb, four of which 
  occupy alcoves set into the walls while the other two lay in the 
  middle of the room. As soon as one coffin is opened, the lids of 
  the others begin to slowly slide open as well. Skeletons emerge 
  from their resting places, with malice burning like red flames in 
  their empty eye-sockets and their skulls twisted in bitter hatred 
  for the living. 
  Coffin 1: The skeleton herein wears a chain mail shirt and grips 
  a war hammer in his hands. 
  Coffin 2: The skeleton has a crossbow at his feet. While it still 
  works, the weapon has become decayed over time and 
  has a 2 in 6 chance of breaking with each use. 
  Coffin 3: This coffin is empty, save for a lining of dirt. It was the 
  resting place of a gnome vampire, but the creature has 
  long since moved on. 
  Coffin 4: The skeleton in this coffin has no head. It was severed 
  from the body during battle and was unrecoverable. As a 
  
  11
  result, when this skeleton animates it simply flails wildly with 
  its sword.
  Coffin 5: The skeleton lying at rest in this coffin carried a sword 
  and shield, and has a silver ring set with a tourmaline stone 
  (worth 50gp) on one finger. 
  Coffin 6: This skeleton wields a lesser short sword of sharpness 
  (see new magic items). Lying at the skeletons feet is a glass 
  jar containing a severed hand preserved in whiskey. Its 
  fingers twitch occasionally, and if undead or necromantic 
  magic is within 30 feet, the hand begins frantically clawing 
  at the glass. If the hand is released it immediately attacks 
  the nearest character. However, if a magic user casts both 
  raise dead and find familiar on the hand, he can bind the 
  animate to his will. The undead hand will then faithfully do its 
  new master’s bidding---performing menial tasks, attacking 
  enemies, even serving as a remote conduit for touch spells. 
  Undead Hand: SZ S, MV 20 ft., AC 6, HD 1, HPS 4, Att 1 (1-2)
  12. COCKROACH TUNNEL: All surfaces in this tunnel are covered by 
  a roiling, hissing mass of stinging jungle cockroaches, many as 
  much as 6 inches long. There are thousands of cockroaches in 
  total, so resorting to physical means to destroy them is fruitless. 
  Only area of effect weapons (such as burning oil) or spells 
  make any dent on their numbers; assume either kills all insects 
  within range.
  Characters moving through the swarm are soon assaulted by 
  dozens of cockroaches that crawl up their legs and drop down 
  from the ceiling above, dealing 1 point of damage every other 
  round through their cumulative stinging. The cockroaches also 
  mask the trigger for a pendulum trap, a stone plate on the 
  floor (thieves suffer a -15% chance to find traps). The pendulum 
  attacks as a 3HD monster and deals 1-8 points of damage. It 
  continues to swing for 8 rounds, and while anyone attempting 
  to pass is subject to attack with each round the pendulum 
  begins to lose momentum (-1 damage per round).  
  13. PIT TRAP: The hallway looks rather unremarkable, but midway 
  along its length there is a 20-foot deep pit trap, its base lined 
  with spikes. The gnomes were ingenious engineers, however, 
  so the trap is far more than it seems. The pit is 10-feet across, 
  a reasonable enough distance for most characters to jump. 
  However, a five-foot wide block on the far side of the pit 
  is rigged to swivel when weight is placed on it, thereby 
  dropping characters back into the pit. Characters must 
  make a successful Dexterity check to grab the ledge before 
  plummeting into its depths. Characters falling into the pit suffer 
  3-18 points of damage.
  To circumvent the trap, characters must first identify the swivel 
  block on the opposite side; a thief’s Find Traps ability is made 
  at -10% because of the distance involved. Once the trap has 
  been identified, it must either be removed or characters must 
  leap a 15 foot distance to clear the danger.
  14. TOMB OF KING SNURRESON: This room contains four cold 
  and lightless braziers surrounding a stone coffin resting on a 
  raised dais. The coffin contains the remains of the long-dead 
  monarch. Incredibly, though King Snurreson has been dead 
  almost 500 years, his body has not rotted or decomposed. In 
  fact, a thin trickle of blood still seeps from the fatal wounds 
  suffered in battle against the orcish horde of Kutkla Khan. 
  Snurreson is quite dead, however, and in peaceful repose. 
  If the lid is removed from the coffin, a mournful moan escapes 
  from its depths and smoky tendrils begin to seep out. Unless the 
  lid is immediately returned, the ghostly mist quickly envelopes 
  all PCs within the tomb. Skeletal faces and clawed hands are 
  visible in its hazy depths. The PCs then feel a deathly cold---like 
  that of a long dead grave---coursing through their body and 
  they suffer 1-6 points of damage. In addition, unless a saving 
  throw vs. death is made, any character suffering more than 6 
  points of damage looses 1 point of Strength permanently. These 
  attacks continue every round until either the lid is returned or all 
  living creatures have left the tomb.
  King Snurreson was buried with potent magical items and 
  considerable treasure. In addition to the corpse, the coffin 
  contains the following:
  1) An impressive looking +1 war hammer, its head crafted to 
  resemble back-to-back bull heads and with metallic plates 
  covering the haft. The metal plates have been harvested 
  from a slain gorgon, and now the war hammer possesses 
  some of this monsters’ power---whenever a natural 20 is 
  rolled to-hit, the victim must save vs. petrifaction or be 
  turned to stone. In addition, the war hammer begins softly 
  ringing, as if striking metal, when orcs or goblins are within 
  50 yards.
  2) A suit of chain mail armor +2. 
  3) Two gold tablets worth 500gp each, in which are transcribed 
  the highlights of the king’s reign.
  4) A ring of spelunking (see new magic items).
  C. THE LAIR OF THE WAX WIZARD
  1. WAX GUARDIAN: This large chamber closely resembles a natural 
  cave, but dwarves will realize that the stone was indeed cut 
  by hand intended to look as it hadn’t been. Sunlight streams 
  in through a 20 wide shaft in the ceiling, but there are deep, 
  shadowy recesses along the walls nonetheless. This shaft is 
  actually an illusion, intended to support the façade that this 
  chamber is a natural cave and that the guardian residing 
  within it is therefore real. The sunlight is quite artificial as well, the 
  product of a sunlight spell. A long hallway, sloping down over 
  50 feet, leads out of this chamber to a subterranean river that 
  connect to the Gnome Hold after a quarter mile of travel.
  When the PCs enter, they hear lumbering movement within 
  one of the recesses. Slowly, the shadows part to reveal a 
  ferocious looking wyvern. The creature is in fact made of 
  wax, but players only realize this if they save vs. spells. Initially, 
  because of the gloom from which it emerges and the sheer 
  terror of the sight, characters make the save at -1. Each round 
  thereafter, however, they gain a cumulative +1 bonus to their 
  saves to recognize the wyvern for what it is. 
  The wax wyvern has all the stats of a real wyvern, except it 
  cannot fly and lacks the poisonous tail sting. Because of its 
  wax composition, the creature takes double damage from 
  fire. Its mission is to prevent any interlopers from entering the 
  wizard’s domain from this direction and it fights to the “death’ 
  in purpose of this mission.
  Wax Wyvern: SZ L, MV 60 ft., AC 3, HD 7+7, HPS 50 ATK 2 (2-16 
  bite, 1-6 tail), AL N
  2. KENNELS: There are six locked cage-stalls in the northern portion 
  of this room, each one inhabited by a pathetic looking mastiff. 
  Once proud and strong beasts, the dogs are now painfully 
  thin, almost skeletal, from neglect and their eyes reflect 
  despondency. The room reeks of unkempt dogs and animal 
  waste.
  Lazio Sharpe was an avid hunter, and these mastiffs were his 
  prized companions. Unfortunately, his affinity for these animals 
  was not passed on to the wax doppelganger who has taken 
  over in Sharpe’s stead. The dogs are rarely fed; not out of any 
  sadism on the part of the doppelganger, but simply because it 
  can’t fathom the necessity of sustenance.
  
  12
  The dogs alternate between whimpering and barking when 
  the PCs enter. If released, the hunger-maddened dogs 
  immediately attack. However, if first fed and treated with 
  kindness the dogs will not attack.
  Mastiffs (6): SZ M, MV 120 ft, AC 6, HD 2+2, HPS 6 (16 normally), 
  ATK 1 (2-8), AL N   
  3. TRAP ROOM: Hundreds, if not actually thousands of 2-inch 
  diameter holes have been drilled into all the walls of this room. 
  A smashed boulder, cracked open and broken as easily as one 
  would an egg, lies crumbled against the base of the stoney 
  western wall.
  Dwarves, or characters with mining experience, will be able to 
  determine that the boulder broke after impacting with great 
  force against the western wall. This observation may serve as a 
  vital clue that this room contains a lethal threat in the form of a 
  trap. Whenever a pressure plate is activated (marked with X’s 
  on the map), a single sling stone is fired towards it from one of 
  the holes in the eastern wall. As soon as the sling stone is fired, 
  it instantly transforms into a large boulder that deals 2-12+10 
  points of damage to all within its line of fire.
  There are three individual stone-firing mechanisms in the 
  eastern wall, one per pressure plate. Each one holds a total 
  of 1-4 +1 sling boulders, minus any that are fired during the 
  course of this encounter (see new magic items). Locating the 
  well-hidden traps from among the countless holes requires a 
  thief make a Find/Remove Trap at -10%. The thief can make 
  multiple attempts after the first, but each one takes 15 minutes. 
  Extracting the stones also requires successful Find/Remove Trap 
  rolls, one for each of the three traps.  
  4. BEDROOM: The door to this room is magically locked and can 
  only be opened by a knock spell, through brute force, or by a 
  ‘master key’ in the form of an agate gem born on the back of 
  the wax wizard’s hand (it was originally embedded in the hand 
  of Lazio Sharpe, but was carved out by his usurper). However, 
  thieves who succeed with their Find Traps ability notice that 
  the door is, in fact, hollow and filled with a liquid substance. 
  The door’s interior is airtight filled with an alchemical liquid 
  that combusts when it comes into contact with air. If the door 
  is damaged—by characters kicking the door in or hacking 
  it down---the liquid erupts into a fireball that fills a 10 foot 
  square and causes 2-16 hit points of damage (saving throw 
  applicable). 
  This large bedroom is clean, well-ordered, and almost sterile 
  in appearance. The luxuriant, four-poster bed, shrouded with 
  silk drapes and covered with satin sheets, clearly hasn’t been 
  slept in for quite some time. Against one wall are a desk and 
  cabinet, while along another is a bar and an extensive wine 
  rack. The wine rack is filled with expensive wines (a total of 18 
  bottles, worth 600gp in total), while the bar contains several 
  bottles of liquor (3 bottles, worth 50gp total). There’s also a 
  bottle containing three potions of cure light wounds.
  Only the desk and cabinet show any sign of recent use. 
  The cabinet contains a variety of miniature wax figures and 
  scented candles, all demonstrating impressive craftsmanship 
  (in sum, they might be worth 25gp to collectors). There’s also 
  a small but eclectic collection of books, ranging in breadth 
  from geography and history to texts on candle making. These 
  10 texts could be sold for over 750gp collectively. Hidden in a 
  secret drawer under the book collection is the spell book of 
  Lazio Sharpe. It contains the following spells:
  Level 1: read magic, enlarge, comprehend languages, 
  burning hands, sleep, shocking grasp, shield
  Level 2: darkness, web, stinking cloud, mirror image, ESP, 
  magic mouth
  Level 3: hold person, lightning bolt, clairvoyance, slow, 
  fireball
  Level 4: wall of fire, confusion, ice storm, polymorph other
  Level 5: stone shape, contact other plane, hold monster
  Atop the desk are sheets of parchment for writing---which 
  display crude attempts at spelling and penmanship, at a small 
  child’s level of ability---and a daily journal that suddenly stops 
  several months ago. The writing in the journal, which is crisp, 
  flowing and in the language of an educated individual, is quite 
  obviously not from the same hand that was practicing writing 
  skills. In fact, the journal was written by the magic user, Lazio 
  Sharpe, who until recently resided within this complex. A few 
  months back, he was kicked out by his wax doppelganger, 
  which suddenly gained awareness and led the wizard’s wax 
  creations in a successful coup. The wax doppelganger has 
  since assumed Sharpe’s identity, and has been practicing 
  reading and writing with his first wandering and unclear 
  attempt (found in the pile of parchments) poorly discussing the 
  exile of “the maker.” The journal possesses Lazio’s thoughts on 
  the art of wax works and would be valued at 2,000gp to the 
  right collector. It provides guidelines in making wax creatures, 
  but is far from complete as Lazio wisely chooses to keep the 
  most important aspects to himself. Lazio was set upon when 
  Encounter Location C: The Lair of the Wax Wizard
  To Gnome Hold
  1
  6
  5
  7
  8
  2
  4
  3
  Jungle Environs
  s
  
  13
  he was effectively defenseless after a full day’s worth of spell 
  casting and wax work. They expelled him from his lair, leaving 
  his treasured spell book out of reach. He fled into the jungle 
  and was eventually captured by lizard men.
  A secret door in the wall opens by pushing inward with some 
  strength, leading to area 5. 
  5. SECRET TREASURE ROOM: The secret door leads into a narrow 
  tunnel. Navigating the first 20 feet is easy enough, though 
  claustrophobic. Beyond 20 feet, the tunnel narrows to no more 
  than 2 feet wide. Halflings and elves may pass without worry, 
  but humans and dwarves must roll under their Dexterity every 
  ten feet or become stuck for 1-6 rounds. A stuck character 
  automatically attracts the attention of the stirges residing in 
  the treasure room. The stirges have been trained, in a long and 
  bloody process, by Lazio to not attack anyone whistling as they 
  move about the chamber, but they are now so hungry they will 
  attack anything.
  A natural cave roughly 20-feet square contains Lazio Sharpe’s 
  treasure, locked in two large, ironbound oak chests. The first 
  chest contains 2,250sp, 3,100cp and 500 pieces of worthless 
  fool’s gold. The second chest is trapped with poison gas 
  (save vs. poison) that inflicts 1-10 permanent Con damage, 
  and contains 532gp, two potions of healing, and a potion of 
  hill giant strength. The chests have been purposefully crafted 
  to be far too large to squeeze through the tunnel, each one 
  measuring 3x4x3 feet. Lazio cast reduce on the chests to get 
  them in here; PCs will have to use similarly ingenious methods, 
  or completely empty the contents of the chests, to claim the 
  contents as their own. 
  Stirges (8): SZ S; MV 30 ft (fly 180 ft), AC 9, HD 1+1, HPS 3,3,3,3,3 
  2,2, ATK 1 (1-3), Special: drain blood 1-4 damage after hit until 
  12 points are drained, AL N
  6. KITCHEN: A stove, wash basin, bread oven, and a preparation 
  counter fill the room. The kitchen is well-stocked with good 
  quality wares. Through an alcove to the west, characters see a 
  large grist stone used for grinding grain into flour. An inert wax 
  figure, generally humanoid in shape and size, stands beside a 
  bar protruding from the grist stone and which obviously is used 
  for turning the wheel. The wax figure is actually a wax golem, 
  one of Lazio Sharpe’s first attempts at making these constructs 
  and therefore only partially successful. It’s even dimmer than 
  most of its ilk, capable of performing only the simplest of 
  tasks, typically manual labor. It fights only if attacked, and will 
  immediately stop fighting if its attackers call of their assault, 
  showing no further interest in them whatsoever. If approached 
  cautiously, characters can discover that the golem may be 
  ordered to perform simple tasks on their behalf, but will still only 
  fight in defense.  
  Imperfect Wax Golem: SZ M; MV 60 ft, AC 6, HPS 40, ATK 2 (1-6, 
  1-6), Special: wax splash restricts movement, attacks as 6 HD 
  monster
  7. MAIN HALL: This room is a spacious and well-furnished dining 
  hall. A fine oak table with 6 chairs stands alongside a massive 
  window offering a beautiful view into a jungle glade with a 
  placid pool fed by a gurgling waterfall. The room also contains 
  two comfortable upholstered chairs beside a fireplace, a thick 
  and soft carpet, and fine artwork hanging from the walls. 
  The window is actually a permanent illusion. As much as Lazio 
  Sharpe was enthralled by the beauty and mystery of the jungle 
  beyond, he was realistic enough to realize that a window 
  looking into it was an invite for trouble---nothing would spoil 
  a meal faster than a rampaging dinosaur crashing through a 
  sheet of glass and upending your imported table. 
  The paintings display an artistic touch, but are not particularly 
  noteworthy. If someone troubles to remove the 10 works of art, 
  he might receive as much as 300gp from a serious collector.  
  8 WAX VATS: This room is a large, vaulted chamber with scaffolding 
  running along the perimeter and bisecting the room down the 
  middle 10 feet above the ground. Two large vats occupy much 
  of the room. They are suspended over large fire pits, one of 
  which is glowing hot with fiery coals. A light wind, magical in 
  origin, pushes all smoke upwards into ducts in the ceiling that 
  vent it out into the open air. The breeze does little to alleviate 
  the heat that hangs heavily in the room. 
  The wax doppelganger, who attempts to pass himself off as 
  Lazio Sharpe (and who is slowly coming to believe he is indeed 
  the rightful Lazio Sharpe), stands atop the scaffolding. He 
  wears a hooded robe that masks the fact that his face drips 
  and glistens with moistness in the heat, and carries a crooked 
  staff that’s topped by a withered ghoul hand and serves as a 
  wand of paralyzation. 
  The doppelganger will protest intrusions into his domain, but will 
  parlay as long as it seems the PCs are buying into his act. The 
  minute it feels threatened, it attacks. 
  Fighting atop the scaffolding requires a character to roll under 
  his Dexterity on a d20 every round. If he fails, he falls to the 
  ground below and suffers damage as normal. Characters who 
  fall into the boiling wax, or who are paralyzed and thrown in by 
  the wax doppelganger, suffer 1-6 points of damage per round 
  of total immersion. Damage from boiling wax continues for 1-3 
  rounds after exposure, but this damage is only half that dealt 
  during actual contact. 
  Characters caught in the wax must make a Strength check 
  at -3 every round to simply tread water, or Strength check at 
  -5 to move to the vat’s side where he can pull himself free. If 
  the character fails a check by 5 or more, he sinks below the 
  surface and begins to drown whenever he can no longer hold 
  his breath.
  D. LIZARD MAN ENCAMPMENT
  Located next to a murky black pool of standing water are three 
  crudely-constructed platforms arranged in a semi-circle and 
  raised 12 feet above the boggy ground. Each has a domed shelter 
  of branches and draped moss. Suspected from the over-arching 
  branches of a tree is a wicker cage imprisoning a bedraggled, 
  emaciated and thoroughly bound human. Even from a distance, 
  several lizard men can be seen moving about the encampment. 
  Nets of foodstuffs and other supplies concealed amongst the 
  branches of trees, to keep them away from the swamp fauna. 
  A large, single-horned rhinoceros-like dinosaur grazes amidst the 
  encampment. There is no evidence of a fire pit, as the lizard men 
  do not need or want a fire, eating their food raw.
  The bedraggled figure in the wicker cage is Lazio Sharpe, who was 
  captured by the lizard men shortly after being forcibly expelled 
  from his own demesne. The lizard men are holding him until the 
  new moon, when they will ritually feast on his flesh. Lazio has been 
  creating the flaming footprints using Firebeard’s own magical 
  boots, which he acquired years ago and which he still wears.
  Since ambushes and surprise attacks are one of their own favorite 
  forms of attack, the lizard men have set precautions against surprise 
  attacks. They have laid out several alarm and snare traps around 
  the clearing’s exterior to alert them of intruders and trap them. 
  Those approaching the camp are 95% likely to run across an alarm 
  tripwire in their approach, and 50% likely to encounter a snare.
  
  14
  If the PCs trip a wire, they topple a hidden pile of rocks and 
  thereby betray their presence. A snare is looped on one end, 
  designed to tighten around a creatures stepping inside it, while the 
  other end is attached to a supple tree that has been bent over. 
  When the snare is triggered, the tree straightens, dealing 1-6 points 
  of damage to the trapped creature and lifting it off the ground. 
  The character is immobile; all actions are at a -4 penalty, and spell 
  casting requires a save vs. paralyzation to be successful.
  There are ten adult lizard men in the community. As soon as they 
  hear an alarm or see the PCs, the lizard folk are fully alert and will 
  track down the source of the disturbance. The lizard men are 
  aggressive fighters and fight ferociously, wielding barbed darts, 
  clubs, and hide shields. If it’s clear that an attack is underway, 
  the tribal chief (the largest lizard man) rushes to harness the 
  tamed monoclonius to ride it into battle. This takes 2 uninterrupted 
  rounds. 
  Lizard man: NA 10; SZ M; MV 120 ft, AC 4, HD 2+1, HPS 17, 15, 
  15, 14, 14, 14, 12, 12, 12, 10, ATK 2 (1-8/1-8 or 1-4 with barbed 
  darts)
  Monoclonius: NA 1; SZ L; MV 60 ft, AC 4 (3 on head and neck), 
  HD 8, HPS 50, ATK 1 (2-16), AL N. 
  Lazio Sharpe (Human male magic-user level 10; Lawful Neutral; 
  AC 10; HP 26) S11 I17 W11 D14 C12 CH17; Spells possible: 4 
  4 3 2 2; Spells possessed: None currently. Items possessed 
  (currently held by the lizard man chief): +2 ring of protection, 
  a +2 dagger, and a necklace of adaptation.
  WRAPPING UP
  If Lazio Sharpe is saved from being the main course at a ritual 
  feast, he is understandably and eternally grateful and therefore 
  allows the PCs to keep any treasure they recovered from his home 
  in exchange for his spell book, if it has been found. He will also 
  ask for his direct possessions taken by the lizard men chief) but is 
  willing to part with those as well if that ensures the return of his spell 
  book. If the PCs have killed the wax imposter, or agree to do so on 
  his behalf, Lazio will also offer to construct a wax golem for them, 
  but only if he possesses his spell book. He will also use this offer to 
  secure his spell book and taken possessions, if hard pressed.
  For its part, the Ranste Council will be pleased to hear that Firebeard 
  has not returned from beyond the grave to seek revenge upon his 
  enemies. They reward the PCs with 500gp. And what of the missing 
  Lord Admiral? Jilanth offers no clues to his whereabouts, and 
  perhaps therein lies the seed of another adventure. Maybe he ran 
  away with an illicit love or is conducting a secretive mission the 
  knowledge of which he trusts no one. Foul play might be at work 
  as well. That’s left up to the GM to determine. 
  NEW MONSTERS
  HOLD CREEPER
  SIZE: Small (4.5 ft. tall)
  MOVE: 120 ft.
  ARMOR CLASS: 6
  HIT DICE: 2
  ATTACKS: 2
  DAMAGE: 1-3/1-3
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: Save as 4 levels higher
  MAGIC RESISTANCE: None
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 25%
  TREASURE: 20-80gp (100 %), 1-3 jewelry (50%)
  INTELLIGENCE: Low
  ALIGNMENT: Chaotic Evil
  LEVEL/X.P.: 2 / 40 + 1/hp
  General Information: Hold creepers attack by clawing with their 
  nails, aiming for the tender throats of their victims. If they hit with 
  both claw attacks, the hold creeper begins to throttle the victim, 
  squeezing its throat in powerful hands and slowly strangling it to 
  death. Each round thereafter, the hold creeper automatically 
  inflicts damage from both claw attacks and the character must a 
  save versus death each round or begin to suffocate. A suffocating 
  character dies in a number of rounds equal to his Constitution 
  divided by 3 (rounded up)
  They communicate with animal-like grunts and barks, though 
  some rare individuals are capable of speaking guttural and 
  primitive gnomish. It is rumored that hold creepers are an aberrant 
  species of gnomes, perverted through their contact with a great 
  slumbering evil.   
  All hold creeper are resistant to both magic and poison; they 
  therefore make saving throws at 4 levels above their actual HD. 
  They can see in the dark (infravision) up to a range of 60 feet. They 
  gain +1 to attack rolls and damage when fighting gnomes.
  Breaking a creeper’s hold requires an opposed Strength roll (a hold 
  creeper has an effective Strength of 15); the character who rolls 
  under the target number by the greatest amount is considered the 
  victor. If the hold creeper wins, it maintains its deadly grip. If the 
  victim wins, he breaks free.   
   
  Hold creepers may spider climb at will. With little effort, they can pass 
  through extremely small spaces, such as sewer grills, windows, and 
  narrow cave tunnels. As long as the opening is greater than 6” in 
  width, a creeper may squeeze through. Created and defined by their 
  all-consuming greed, hold creeper’s have an innate ability to locate 
  treasure; this ability functions as per a potion of treasure seeking
  Physical Description: Hold creepers stand about 4.5 feet tall, with 
  smooth, earth-toned skin stretched taunt over a slender, bony 
  frame. They have black, beady eyes that provide the ability to see 
  through the utter darkness of their subterranean environment. Thin 
  remnants of beards partially hide mouths filled with jagged teeth. 
  Though bipedal, a creeper spends most of its time hunched over, 
  running on all four limbs with its spine jutting through parchment-
  thin skin.
  ROPE HORROR
  SIZE: Small (4 ft. tall)
  MOVE: 120 ft. 
  ARMOR CLASS: 8
  HIT DICE: 20 HPS
  ATTACKS: 4
  DAMAGE: 1-3/1-3/1-3/1-3
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: See below
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: Nil
  TREASURE: Nil
  INTELLIGENCE: Semi
  ALIGNMENT: Neutral
  LEVEL/X.P.: 4 / 235
  General Information: Rope horrors flail about with whip-like 
  appendages, dealing 1d3 points of damage per strike. On a roll of 
  19 or 20, the victim is also entangled (unable to move, -4 to hit and 
  damage, requiring a save vs. paralyzation to cast spells).  Rope 
  horrors attack as a 4 HD creature. A rope horror can unwind itself 
  to fit through narrow openings such as a keyhole, small windows, 
  or cracks under doors. Unwinding takes a full round, as does 
  reforming itself afterwards. 
  
  15
  Normal weapons do not harm rope horrors, but magical weapons 
  and fire-based attacks have normal effects. Spells of most sorts 
  have no effect on these monsters, but fire based spells act as 
  normal and also slows the creature by 50% for 2-12 rounds as it 
  writhes in pain. By engulfing a coil of rope, they can restore 1d4 hit 
  points to their body.  
  Physical Description: Rope horrors look vaguely humanoid, with 
  four whip-like arms and two legs of thick, knotted ropes. When lying 
  at rest, they are indistinguishable from normal coils of rope. They 
  are created either by means of a magical tome, when coils of 
  rope are stained with blood and the fleeting essence of life, or by 
  spell-casters employing a wish and polymorph any object spell. 
  WAX DOPPELGANGER
  SIZE: Varies, typically Medium (5-6 ft. tall)
  MOVE: 120 ft. 
  ARMOR CLASS: 5
  HIT DICE: 40 hp
  ATTACKS: 2
  DAMAGE: 1-8/1-8 or by weapon type
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: See below
  RARITY: Very Rare
  NO. ENCOUNTERED: 1-4
  LAIR PROBABILITY: 100%
  TREASURE: 1-12k sp (25%), 1-8k gp (25%), 1-12 gems (25%), 1-8 
  jewelry (25%), 3 magic items (25%) 
  INTELLIGENCE: Low 
  ALIGNMENT: Neutral
  LEVEL/X.P.: 7 / 1380
  General Information: Wax doppelgangers are crafted my magic-
  users or clerics and are designed to act as doubles or imposters. Wax 
  doppelgangers are able to speak and can flawlessly comprehend 
  languages. They are able to ESP and imitate with 90% accuracy. 
  As golems, they can only be harmed by magical weapons---All 
  others simply pass through its body, without adversely affecting the 
  monster. Non-magical piercing and slashing weapons have a 50% 
  chance of becoming stuck within the creature’s body, requiring a 
  successful Open Doors roll to extract. They attack with their strong 
  fists or with a weapon as a 9 HD creature.
  Wax doppelgangers are slowed by normal fire, while magical fire 
  does damage as normal. Most other spells have no effect on a 
  wax golem.
  Physical Description: Wax dopplegangers can take on the form 
  of any humanoid creature from 4 to 8 feet tall. This makes them 
  extremely valuable as infiltrators and spies. The transformation is 
  not perfect, however. A wax doppelganger’s skin remains pale 
  and lifeless, and it forms a sweat-like sheen when warm. As well, it 
  cannot grow hair so must rely upon wigs to complete its disguise.
  Wax doppelgangers are made in a mold, and most of the 
  construction time is spent crafting this mold from wood. The wood 
  alone costs about 2000gp. The wax, of which there must be 300 
  pounds, is brought to a boil in a large cauldron (worth 100gp) and 
  then poured into the mold. The wax settles and hardens over a period 
  of a month, during which time a complex magical ritual is employed 
  to bring the golem to life. Part of the ritual includes casting ESP and 
  comprehend languages spells on the inert golem. To perform this 
  ritual, a magic user or cleric must be at least 10th level.
  WAX GOLEM
  SIZE: M (7 ft. tall)
  MOVE: 60 ft. 
  ARMOR CLASS: 5
  HIT DICE: 40 hp
  ATTACKS: 2
  DAMAGE: 1-10/1-10
  SPECIAL ATTACKS: See below
  SPECIAL DEFENSES: See below
  MAGIC RESISTANCE: See below
  RARITY: Very Rare
  NO. ENCOUNTERED: 1-4
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: None 
  ALIGNMENT: Neutral
  LEVEL/X.P.: 7 / 1680
  General Information: Wax golems are relatively easy to create 
  and mindlessly loyal guardians. A wax golem is hardly innovative 
  in its method of attack, simply bashing opponents with a pair of 
  over-sized fists that inflict 1-10 points of damage. Each successful 
  strike leaves a large splash of hot wax upon the victim which 
  deals 1d4 points of damage the following round and quickly 
  hardens into a solid sheet that restricts the victim’s movement 
  (consult the information below for exact repercussions; effects 
  from multiple strikes are cumulative). Prying the wax off requires a 
  sharp instrument and a full-round. A wax golem attacks as a 9 HD 
  monster. The below areas have an equal chance to be struck by 
  the wax golem’s attack.
  Arms: (50% right / 50% left): The character suffers a -2 penalty to hit 
  and damage rolls with that limb. Also, the character suffers a -2 
  penalty to Dexterity when performing manual tasks. If the limb 
  holds a shield, the character loses the AC benefit of the shield.
  Face: Character is blinded (suffering a -4 penalty to attack rolls) 
  and cannot breath (the character begins to drown)
  Chest: No additional adverse effect.
  Legs: (50% right / 50% left): Movement is reduced by half, and the 
  character suffers a -2 penalty to Dexterity for AC purposes.
  Wax golems can only be harmed by magical weapons. All others 
  simply pass through its body, without adversely affecting the 
  monster. Non-magical piercing and slashing weapons have a 50% 
  chance of becoming stuck within the creature’s body, requiring a 
  successful Open Doors roll to extract. 
  Wax Golems are slowed by normal fire, while magical fire does 
  damage as normal. Most other spells have no effect on a wax 
  golem. Wax golems can only comprehend simple commands 
  and cannot speak. Many religious orders favor them as sentinels 
  tasked with protecting churches and shrines, for they seem to 
  complement the holy candles that cast divine light through these 
  places of worship. Many wizards have also experimented with 
  crafting these servants, most famously Black Dabok of the Wax 
  Spire, who is reputed to have an army of them safely hidden within 
  the confines of his wax-draped tower. 
  Witches and warlocks also favor wax golems. The dim flickering 
  light within their eyes has a magical significance as a symbol of 
  enlightenment, driving away darkness and ignorance. Often 
  times, a witch will mix various herbs into the hot wax during the 
  crafting process, resulting in a scented golem which they believe 
  to have mystical qualities. 
  Physical Description: Wax golems are large, bulky figures crafted 
  entirely from wax. Its crudely crafted face is bereft of any emotion 
  or reaction, save for flickering candle-flames in the large eye-
  sockets. A wax golem’s body seems to drip and run as would 
  a flaming taper, only hardening when the golem is at rest. They 
  weigh 500 pounds.
  Most wax golems are made in a mold, and most of the 
  construction time is spent crafting this mold from wood. The wood 
  alone costs about 2000gp. The wax, of which there must be 500 
  pounds, is brought to a boil in a large cauldron (worth 100gp) and 
  then poured into the mold. The wax settles and hardens over a 
  period of a month, during which time a complete magical ritual is 
  employed to bring the golem to life. To perform this ritual, a magic 
  user or cleric must be at least 10th level.  
  
  16
  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.”
  OPEN GAME LICENSE Version 1.0a
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  affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
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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.
  Piercer from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax.
  Advanced Adventures #5, The Flaming Footprints of Jilanth, Copyright 2008, 
  Expeditious Retreat Press, Author Andrew Hind
  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.
  NEW MAGIC ITEMS
  Flame Boots: These boots are well worn and always scuffed, and 
  their soles are burned black. In fact, they look the worse for wear, 
  and most people would casually discard them. However, the 
  boots have several magical properties that belie their unimpressive 
  appearance. First, those wearing them can walk across any 
  hot surface without fear of damage---they can pass over lava, 
  walk through coals, or traverse a ship’s burning deck. However, 
  wearing the boots offers no protection from fire based attacks or 
  being enveloped in heat or fire (such as in a burning building). 
  Experience Point Value: 1,000 G.P. Value: 5,000
  Lesser Sword of Sharpness: On a natural 20, this weapon has 
  a 50% chance to sever a limb. It is treated as +2 or better for 
  determining who can be hit, but only possesses a +1 bonus to hit 
  and on damage. The light from a lesser sword of sharpness can 
  be adjusted by its wielder, ranging from none to a 5 foot circle of 
  candlelight illumination. Experience Point Value: 2,000 G.P. Value: 
  10,000
  Ring of Spelunking: The secrets of crafting this rare adamantine 
  ring are known only to the dwarves. It grants several powers to 
  its wearer. First, the wearer has an unerring sense of direction 
  when underground and never gets lost when in any subterranean 
  environment (caverns, dungeons, and so forth). At the same time, 
  he gains an intuitive familiarity with all things related to caves and 
  stone working, which gives him the full range of dwarven abilities. 
  Dwarven characters find these abilities enhanced by 10% each. 
  The wearer also gains infravision; if he already has infravision, the 
  ring improves his visual range, doubling the distance. Finally, the 
  ring allows the wearer to shrink twice per day, allowing him to pass 
  through tight confines that would not otherwise be navigable. 
  Experience Point Value: 2,000 G.P. Value: 10,000
  Ship’s Figurehead, Mako: If affixed to a ship, this figurehead allows 
  the vessel to sail an additional 10 knots per hour. Furthermore, once 
  per day, the captain of a ship with a mako figurehead attached 
  can summon four sharks that loyally obey his commands for 10 
  rounds. Experience Point Value: 2,000 G.P. Value: 12,500
  Sling Boulders: These unassuming magic items look like nothing 
  more than crudely crafted sling stones. But when fired, they 
  instantly transform into a small-sized boulder that inflicts 2d6 plus 
  Strength bonus damage, instead of the usual 1d4 damage. The 
  one drawback is that the range of a sling boulder is limited (3/6/12) 
  A sling boulder can be used only once, regardless whether it hits 
  its target or not. Typically, they come in sets of 10. Experience Point 
  Value: 200 G.P. Value: 1,500
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/OSRIC/Advanced Adventures/AA5 Flaming Footprints of Jilanth.pdf