TEXT: AA#20 
   
   
   
  A Stand-Alone Adventure 
   
   
   
  XRP6120
  The ancient name of Anadi is legendary among sages, mystics, and wizards throughout the land. 
  It was the Great Sage herself who researched countless magical rituals and spells commonly used 
  today.  Yet none know what ultimately became of Anadi.
  Information concerning her fate was non-existent for centuries until a long lost journal written by 
  one of her acolytes surfaced in a forgotten ruin. The scant information from the journal tells little of 
  Anadi’s demise other than that she finally met forces she could not control. It does, however, direct 
  the reader to her final resting place deep in mountains infested by trolls and other creatures deemed 
  too dangerous to battle by anyone but the most determined souls. Anadi’s final resting place awaits! 
  Can your adventurers wrest the great riddle of Anadi’s fate from the dust of ages?
  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 Riddle of Anadi
  The Riddle of Anadi
  By James C. Boney
  This product uses the OSRICTM System 
  (Oldschool System Reference and Index 
  CompilationTM). The OSRICTM system text 
  may be found at http://www.knights-n-
  knaves.com/osric.
  Printed in the USA
  An OSRIC
  TM module designed for 
  5-7 adventurers of levels 6-10
  Expeditious Retreat Press
  
  The Riddle of Anadi
  ADVANCED ADVENTURES MODULE #20
  Author: James C. Boney
  Cover Artist: John and Daisey Bingham
  Interior Artist: John Bingham
  Editors: Joseph Browning and Suzi Yee
  Layout: Joseph Browning
  Playtesters: Adelaide Driscoll, Bill Pierce, Trent Talley, Scott Outlaw 
  and Sally Outlaw
  introduction ........................................................................................2
  Background .........................................................................................2
  Notes for the Game Master............................................................... 2
  Key to Level One................................................................................. 2
  Map to Level One............................................................................... 3
  Key to Level Two.................................................................................. 6
  Map to Level Two................................................................................ 7
  Appendix A: New Monsters ............................................................. 10
  New Appendix B: New Spells........................................................... 11
  by James C. Boney
  AN ADVENTURE FOR CHARACTER LEVELS 6-10
  If you enjoy this product, look for the other ADVANCED ADVENTURES published by Expeditious Retreat Press at www.xrpshop.citymax.com 
  or for digital copies go to www.yourgamesnow.com.
  Table of Contents
  Credits
  
  2
  THE RIDDLE OF ANADI
  Introduction: The ancient name of Anadi is legendary among 
  sages, mystics, and wizards throughout the land. It was the Great 
  Sage herself who researched countless magical rituals and spells 
  commonly used today.  Yet none know what ultimately became 
  of Anadi; rumors abound that she ascended to godhood, she was 
  enslaved by some demon of the nether planes, or that she simply 
  died and is buried in some long forgotten location. 
  Information concerning her fate was non-existent for centuries 
  until a long lost journal written by one of her acolytes surfaced 
  in forgotten ruins explored by enterprising adventurers. The scant 
  information from the journal tells little of Anadi’s demise other than 
  that she finally met forces she could not control. It does, however, 
  direct the reader to her final resting place deep in mountains 
  infested by trolls and other creatures deemed too dangerous to 
  battle by anyone but the most determined souls.
  The most famous scholar of the largest nearby city wishes to hire 
  intrepid adventurers to seek out the final resting place of Anadi, 
  plunder it for its secrets, and if possible, determine what ultimately 
  happened to the great half-elven sage. He will pay handsomely, 
  of course, and share any discovered magical knowledge gained 
  with the clerics and wizards of the party.
  Anadi’s final resting place awaits! Can your adventurers wrest the 
  great riddle of Anadi’s fate from the dust of ages?
  STOP! If you plan to participate in this adventure as a player, then 
  stop reading here. Further knowledge of this module’s contents will 
  spoil your enjoyment of the game.
  Welcome to this module! Riddle of Anadi is an adventure based 
  upon the OSRIC rules and designed for 5-7 characters level 6-10. 
  Players with characters lower than this level range should consider 
  rolling up another more appropriate character as many of the 
  encounters herein would simply destroy their regular PC. On the 
  other hand, if the players’ PCs are too high in level, the Game 
  Master is free to adjust details in order to make things more 
  challenging. If there are not enough PCs available to meet the 
  suggest criteria, then the Game Master should either allow players 
  to use more than one character.
  It is highly recommended the Game Master have a copy of the 
  OSRIC rules (or the rules books for appropriate and similar RPGs) on 
  hand in order to reference spell effects and monsters mentioned 
  in this module. Additionally, several new spells and monsters are 
  provided at the end of this module.
  Game Master: remember to adjudicate fairly and with the idea of 
  having fun in mind. Let the players manage their PCs as they see 
  fit (within the bounds of the rules, of course); if, however, the rules 
  start hindering the enjoyment of the players instead of helping, 
  don’t think twice about modifying the circumstances to help them 
  out of a jam. After all, the idea is to have fun through meeting and 
  beating challenges!
  Background: Ages ago, the great sage Anadi conducted major 
  research into many areas of magic and spirituality. Being a half-elf 
  priest and wizard of unusually high power, she accessed forces 
  and information not usually available to others and have long 
  since been lost. As a result, she produced much knowledge now 
  handed down from teacher to student in many areas of esoteric 
  academia today.
  After her final end was met, her six major disciples read her final 
  instructions left to them and took possession of six valuable magical 
  rings. Unbeknownst to them, the rings were geased to force them 
  to follow through with two conditions: they must enlarge and 
  secure her laboratories in order to make a fitting final resting place 
  for her that was properly protected against casual looting, and 
  they must never reveal what really happened to her.
  Once the first condition was completed, the six disciples fled the 
  area and resumed their lives elsewhere in anonymity and under 
  the shadow of the second condition.
  The journal of one of her disciples, Sabajch (apparently somehow 
  released from his geas), details only the location of her final defeat 
  and states that she finally encountered a magical force beyond 
  her powers. It is this information that fell into the hands of the 
  party’s patron sage.
  Notes for the Game Master: The Riddle of Anadi should prove 
  to be a hardy challenge to your players on several levels. There 
  are several instances within this scenario allowing each of the 
  major character classes to prove themselves worthy of the title of 
  adventurer! While many of the tricks and traps herein may seem 
  harsh to the average reader, the game master should encourage 
  his players up front to look before they leap; using their brains will 
  up their chances of survival here.
  It is crucial that you, the game master, should read the entire 
  module at least once and preferably twice to get a good feel 
  for the scenario. In several instances, actions in one part of the 
  dungeon affect conditions in another part, and it’s better that you 
  understand that X happens when Y occurs. Complete mastery of 
  this dungeon will considerably ease your job and increase your 
  stock with your players! Experience has shown that a confident 
  game master inspires likewise confidence in the players.
  The site can be placed in any wild mountain range in your own 
  campaign world; a large city should be within traveling distance 
  since it is the most prominent sage of that city who will hire the 
  party for this quest.
  The sage will offer a reward of 1,000 gp to every adventurer who 
  returns alive (he will make arrangements for the resurrection of 
  all dead party members should their remains be brought back in 
  time). Additionally, he will demand total possession to all research 
  material found on the site, though he will share new magic spells 
  with party members if they so desire. All monetary treasure will be 
  for the party’s keeping; however, he will offer to buy any unusual 
  magical items found.
  Start: Four hundred feet up on the side of a steep mountain is a 
  small hidden tunnel mouth. The mouth is covered with brush and 
  placed so that only close inspection of the mountain side will 
  reveal its location. Party members searching this area will take 
  approximately two hours before the mouth can be located.
  The cave mouth leads into a large cavern of irregular shape and 
  size with a floor that slopes steeply downwards to a smaller cave 
  of a somewhat oval shape. In the center of this smaller cave are 
  four ornatly carved columns surrounding a flight of stairs reaching 
  downward into the mountainside and bringing the party to LEVEL 
  ONE ROOM 1.
  Dungeon Description: Unless otherwise noted, the general overall 
  structure of this dungeon is ten foot wide passages with floors, 
  walls and ceiling made of highly polished and fitted green stone. 
  Cobwebs are in short supply here, though a good layer of dust 
  shows this place has not been disturbed in a long time. Pit traps 
  are generally 10 feet deep causing 1-6 HP damage and closing 
  afterward unless somehow jammed open. Using a 10-foot pole 
  or other form of physical searching will spring the trap on a 4 in 6. 
  Special pit traps will be described in the key.
  LEVEL ONE KEY
  The Hidden Chambers of Ikadji: The subsection of areas 3-5 on 
  level 1 is protected from discovery by the effects of the Foyer 
  in ROOM 1. In this area resides the deep spirit Ikadji (see new 
  monsters). Summoned by Anadi centuries ago, Ikadji serves as a 
  guardian over the western end of this dungeon level. Should either 
  of the two eastern doors in ROOM 1 be opened, Ikadji will awaken 
  
  7
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  S
  3
  from its slumber in the ROOM 4 pool and stand ready in ROOM 3. 
  If it detects any large amounts of treasure crossing into ROOM 2, 
  it will move into ROOM 1 and attempt to destroy the party. The 
  Game Master should use his own judgment here; if the party is 
  making several forays into this dungeon, he should choose the 
  most appropriate time for Ikadji’s appearance…
  1. FOYER OF ILLUSIONS: The stairs lead east into a small, nondescript 
  chamber. Another flight of stairs starts on the eastern wall, but 
  is blocked by a wall of force. Unless the party possesses a 
  disintegrate spell, breaching the wall will be problematic. The 
  surrounding stone is narrow enough that a passwall, stone to 
  flesh or other means of circumventing the wall is possible but 
  hazardous; if the stone is breached, allow a 10% chance of a 
  cave in at this point.
  This irregularly shaped main entry chamber is dominated by a 
  12 foot tall marble statue of an attractive, half-elven woman 
  in stately robes gazing upwards. The floor, walls, and ceiling 
  are a polished substance which serves as a surface for a 
  continuous swimming effect with a variety of clashing colors. 
  Upon entrance, each character must make a system shock roll 
  or suffer from nausea for the duration of his/her stay in this area 
  and 0-3 turns afterward (1d4-1). Those nauseated will be unable 
  to stand upright and will be reduced to constant retching until 
  somehow removed from the room. The illusion cannot be 
  dispelled and can only be disbelieved with a successful save 
  vs. magic at -2, though it can be disarmed for a period of time 
  (see encounter #6).
  Those not adversely affected by the illusion will feel lightheaded 
  and sluggish (no save), and they will hear the following chant 
  whispered in a human female voice throughout this room:
  This is the abode of Anadi. Lest you seek her audience, 
  leave now. Lest you seek her wisdom, flee.  Lest you seek to 
  share her fate, turn back. Beyond these doors lie the seeds 
  of your madness, and you will disappear from the face of 
  the living world.
  There are three exits in this room: two passages curve behind 
  the statue to the east leading to ROOM 2, and one secret door 
  leading to ROOMS 3-5 (The Hidden Chambers of Ikadji) which, 
  due to the illusionary effects, cannot be normally detected.
  2. PROTECTOR GOLEM: A hawk-headed stone golem stands where 
  marked on the map. It will dismount its podium and move to 
  attack any interlopers who venture past the first 10 feet from 
  the western stairs.
  Stone Golem (AC 5; HD14; HP 60; ATKS 1 or 2; DAM: 3-24 bite or 
  2-16 claws; Special: piercing scream)
  This stone golem can bite with its stone beak or attack up to 
  two targets per round with its clawed hands. Additionally, once 
  every five combat rounds, it can scream capable of stunning 
  any or all opponents within a 40 feet radius for 1-4 rounds (save 
  vs. spells to avoid).
  3. WAITING ROOM: It is here that Ikadji will wait with its escort of 
  writhes for the party to return from plundering elsewhere. Note 
  the pit trap at the bottom of the steps leading into this room.
  Deep Spirit (see new monsters) (AC: 2; HD: 9+2; HP: 65; ATKS: 1 
  or 1; DAM: 2-8 or 1-12; Special: acid attack and regeneration)
  3a. Three Writhes (see new monsters) stay here until summoned 
  by Ikadji. They have no treasure.
  2
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  1
  3a
  5
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  LEVEL ONE
  EACH SQUARE EQUAL 10 FEET
  
  4
  3 Writhes (AC: 5; HD: 6+2; HP: 32, 32, 25; ATKS: 1; DAM: 1-6+3; 
  Special: strangles, invisible when still )
  4. ABODE OF THE DEEP SPIRIT: Ikadji lives in the large pool connected 
  to this room. The room itself is decorated with crumbling artwork 
  depicting underwater scenes and creatures. The depths of the 
  pool hold Ikadji’s treasure:
  - 3,520 gp, 290 sp and 3,992 cp scattered in the sand at the 
  bottom.
  - A longsword +2
  - Four gems worth 100 gp, 100 gp, 250 gp and 300 gp 
  respectively. 
  5. HOLDING CELL: Teleportees from AREA 6 will be sent here. Should 
  PCs encounter Ikadji in this subsection, it will simply ignore them 
  unless they attack.
  6. TWIN STATUES: This hallway (note pit trap to the west) is flanked 
  by twin large metal statues of a handsome elf male. Each 
  leans forward and has its right hand extended out and up to 
  form an arch over any passage by the party. This should give 
  the players pause for thought, but the arrangement itself is 
  harmless. Close examination of the southern statue will reveal 
  that the fingers of the left hand (which is pressed against the 
  chest of the statue) are hinged and can be moved upward. 
  Pulling any of the fingers outward away from the statue will 
  have the following effects:
  Fore finger: heats up the grass fronds in ROOM 9.
  Middle finger: the PC is polymorphed into a small bird for 1-6 
  turns with the corresponding intelligence.
  Ring finger: releases a chemical into the air which reacts 
  to cotton or wool clothing. Party members will find such 
  clothing glows in the dark for 12 hours. 
  Pinkie finger: electrifies the statue for a 1-10 HP jolt.
  Combinations are as follows:
  Fore and Pinkie: the PC is polymorphed (one round for the 
  transformation) into a minotaur and will attack his former 
  comrades. He will revert to normal in 2-8 rounds with all 
  damage taken healed (except death)
  Fore and Middle: teleports the PC to ROOM 5.
  Fore and Ring: PC will be granted a choice between a 
  permanent extra point to one ability score or the ability 
  to regenerate 1-8 HP once per day. Once the choice is 
  made, no further finger combinations will work for the 
  PC again.
  Ring and Pinkie: reveals the secret door leading to ROOM 7.
  Ring and Middle: sweetens the air throughout this level with 
  extra oxygen, thus giving the party members an extra 
  1-4+2 HP for the duration of their stay on this level, but 
  also makes the air more volatile for flaming light sources; 
  roll 1d12 every turn,  a roll of 1 indicates combustion for 
  2-10 HP in a 5 foot square area around any flame source 
  for one round.
  Middle and Pinkie: the entire party develops unusually 
  acute hearing; loud and sudden noises will inflict 1 HP of 
  damage for the duration of their stay on this level.
  7. THE FALSE TOMB: The secret door leading to this misleading 
  chamber is magically hidden and cannot be visually detected. 
  A wand of secret door detection will show its presence, and the 
  correct finger mechanism from AREA #6 above will allow it to 
  be detected in normal fashion.
  A short flight of stairs lead to a stout metal door warded so that 
  if the door is touched, all standing in the 10 foot area before 
  it fall victim to a stone to mud spell rendering that area into a 
  thin bog 20 feet deep. PCs in that area of effect will quickly sink 
  into the bog within two rounds. Armored or otherwise highly 
  encumbered PCs sink faster unless rescued before the spell 
  elapses within 5 rounds and the mud returns to stone. PCs in the 
  bog will suffocate, and take 2-12 HP of damage per round until 
  they are rescued or the spell effects stop, at which time, any 
  PCs still in the mud are effectively dead.
  It should then be clear to the party that the door cannot 
  be directly opened; indeed a normal search of the hallway 
  leading to the door will reveal on a 1 in 1d6 a trigger stone on 
  the southern side some 15 feet away from the door. Pressing 
  the trigger stone will open the door and allow entrance without 
  triggering the trap.
  The large chamber beyond is oval shaped with a flat floor and 
  ceiling that is accented by false columns ringing the walls. The 
  center is dominated by a large crypt of some 20 feet in length 
  and 10 feet in width. Inscribed across the lid is the following 
  in three languages (Common, High Elven and another 
  unidentifiable language):
  Anadi
  Mage of Sages and Sage of Mages
  At Rest While Her Spirit Roams
  A Curse on He Who Disturbs
  Her Rest
   
  The crypt itself is sealed with a strong mortar; moving the lid 
  will require a total STR of 45 or greater and will take two turns 
  to completely remove. Beneath the lid is an ornate coffin of 
  ebony fringed with gold and silver trimmings (worth 3,000 gp). 
  Three padlocked lead bands surround the coffin. If the bands 
  are unlocked and removed, a minor curse will take effect on all 
  in the room; those not successfully making a save vs. spells will 
  suffer a -3 in combat for the next two hours.
  The coffin is occupied by a groaning spirit (AC: 0; HD: 7; HP: 49; 
  ATKS: 1; DAM: 1-8; Special: wail, 50% magic resistance, +1 or 
  better to hit). If the bands are removed and the lid opened, the 
  banshee will fly up into the air, release her wail effect, and then 
  attempt to flee. If prevented, she will viciously attack those who 
  survived her wail until she is destroyed.
  In the space between the coffin and the crypt walls are five 
  small chests and a large tome. The chests are:
  Chest #1 (locked and trapped with a poison needle [save 
  vs. poison or die]): 200 pp and a gem worth 250 gp
  Chest #2 (locked, not trapped): 1,400 sp and a silver hand 
  mirror worth 400 gp
  Chest #3 (locked and trapped with a vial of potion of 
  gaseous form; failure to remove the trap will render the 
  PC gaseous for 2-8 turns): four potions of extra healing 
  and three potions of speed. 
  Chest #4 (not locked but trapped with a poison needle 
  jamming through the bottom when the lid is opened): 
  a scroll of protection from demons, a scroll of gate, a 
  wand of ice (12 charges).
  Chest #5: (locked): five shadows will flow out of the chest 
  and attack the party (AC: 7; HD: 3+1; HP: 25, 25, 22, 22, 
  19; ATKS: 1; DAM: 1-6; Special: ability drain).
  The large tome measures 5 feet tall and 3 feet wide and is 
  made of red leather with silver trim and clasp. The clasp itself is 
  easy to pop open; the parchment pages will detail many feats 
  of Anadi’s life and ends with her death at a venerable age. It 
  further details that she turned to evil in her last days in an effort 
  to gain fell powers to extend her life span (why, that explains 
  the banshee!)
  
  5
  It is possible the players will conclude that they have found 
  Anadi’s final resting place... and an easy time it was too!... 
  and will depart. If they draw this conclusion, take no steps to 
  persuade them otherwise; simply smile and congratulate them 
  on their excellent style of play.
  8. ROOM OF URNS: The sole items of interest in this room are five 
  urns that are six feet tall and 65 inches in circumference. Each is 
  capped with a large cork and covered in magical runes. Each 
  urn is described below:
  - Brass urn: removal of the cork stopper will release a thick 
  smoke which will quickly fill the room. PCs will not be able 
  to see due to stinging eyes for one turn, at which time 
  the smoke will settle to the floor as a gray ash. Looking in 
  the urn will reveal a blessed book.
  - Copper urn: filled with salty water, removing the cork has 
  no effect, but touching the urn after the cork is removed 
  will generate an electrical charge shocking the PC for 
  3-18 HP and rendering him/her unconscious for 1-3 turns. 
  Attached to the bottom of the urn is a rod of lightning 
  (14 charges).
  - Iron urn: is empty except for a magical ring of wishes (one 
  wish) encased in glass-steel.
  - Clay urn: the interior of this vessel acts as a sphere of 
  annihilation. Removal of the cork will suck in the hapless 
  PC in head first; the mouth will appear to be swallowing 
  the character and will take 2 rounds to pull him/her in up 
  to the PC’s waist. Once that point has been reached, 
  the top half of the PC will be annihilated, and the rest will 
  be released rendering resurrection problematic.
  - Smoked glass urn: observation will show something is 
  flowing within. Removing the cork will reveal a greasy, 
  odorless fluid fills this vessel. Reaching into the fluid will 
  encourage attack from the squidhead inside (see new 
  monsters). If the urn is tipped, there is a 40% chance 
  the shifting weight will cause the urn to slip and crash, 
  coating the floor and a good bit of the hallway with 
  the strange liquid. All PCs in the immediate area are in 
  danger of quickly slipping and falling (60% - 5% for every 
  point of DEX above 14) for 2-12 HP of damage. 
  Squidhead (AC: 5; HD: 6+1; HP: 43; ATKS: 1+1d4; DAM: 2-
  8+1d4 poison attacks; Special: poison, blinding flash)
  9. THE POND ROOM: This room has extensive frescoes of marsh 
  life. Careful listening will reveal a faint buzzing similar to various 
  insects found in marshes. A large pond choked with brown 
  reeds, bright green fronds, and other colorful flora dominates 
  the room. A slight swimming can be detected just under the 
  water’s surface.
  The swimming effect is misleading; the real danger is from 
  the green fronds. At normal temperatures, they are perfectly 
  harmless. If, however, the fronds have been heated via AREA 
  6, they will reach out and grab any character coming within 
  a yard of the pond’s edge. Trapped PCs will be dragged into 
  the six-feet-deep water and drowned unless the character 
  can escape (35% + 5% per point of STR above 15 chance of 
  escaping). Any submerged character drowns within 12 rounds.
  The fronds can be destroyed by dealing damage of 50 HP or 
  more over the entire 20 by 20 foot area at once. Any damage 
  less than that will allow the fronds to regenerate back to normal 
  within one turn.
  At the bottom of the pond is an alchemy jug.
  10. TRAPPED ROOM: This large chamber is a giant death trap 
  for the unwary. The two circular sections on the east wall are 
  decorated with ornate frescoes of country life in order to 
  distract characters and divide the party. A false door is on the 
  north wall, and a secret door is on the west wall.
  The majority of the floor here is only two inches thick and rigged 
  to collapse when the false door is opened. The floor can be 
  easily sounded for depth and found to be untrustworthy. 
  The safe areas of the floor are: the 30 by 30 foot section in 
  the southeast, the corridor leading into this room from the 
  southwest, and the 20 by 20 foot section in the northwest. The 
  majority of the floor will crumble and drop any room occupants 
  20 feet down into an extensive bed of iron spikes. Each PC 
  falling will hit 2-12 spikes for 1-6 HP damage each.
  The walls leading up to the safe sections of the floor may only 
  be climbed by a thief or someone with the magical ability to 
  scale vertical surfaces.
  10a. FALSE STAIRS: Beyond the secret door lies a small passage 
  leading to a spiral staircase reaching downwards... it’s the 
  way down to the next level!... roughly 40 feet and ending 
  at a blank wall. Searching the wall will reveal a small stone 
  which appears to be a release for a secret door. In fact, it 
  triggers a sliding ceiling at the head of the stair case which 
  will seal off the entire stairs and trap the party below. There is 
  no apparent means of releasing the ceiling trap; unless the 
  party has means to penetrate the ceiling or can shove stout 
  iron in a crack and lever it open (requiring a sum STR of 40 
  or more) then this will probably be the end of the adventure 
  for these characters.
  11. CHAMBERS OF FALSE DOORS: The four false doors in these 
  dual chambers at first seem to be useless time wasters. If the 
  double doors leading to this area are closed, and any one set 
  (north/south) of false doors are opened, both will shine an eerie 
  green light into the center 10 foot area between them. Any 
  PC stepping into the illuminated area will feel no ill effects; it is 
  when both sets are activated that entering either area of the 
  green light will transport the PC to LEVEL 2 ROOM 7. There is an 
  illusionary factor involved as well; observers will see and hear 
  the affected PC scream and dissolve into a shower of black 
  particles. When the transport is over, the black particles litter 
  the floor, making the remaining players assumption of the PC’s 
  death logical but inaccurate.
  12. ROOM WITH MANY TUNNELS: This oddly shaped room has 
  seven passages of varying lengths. The room itself is extremely 
  hot; a low level steam is coming from the northmost tunnel on 
  the western wall. Exploration of that tunnel into 12b will reveal 
  several dead ends with immovable vents over some natural 
  steam source.
  12a: The home of six wraiths who will either move into ROOM 
  12 to attack the party or wait until the PCs go into the 
  narrow tunnels (1-2/3-6 on a 1d6 to determine which action 
  occurs; of course, if the wraiths choose to wait for the tunnel 
  exploration and the party retreats from the room, then 
  nothing happens).
  Wraiths (AC: 4; HD: 5+3; HP: 38, 38, 33, 28, 28, 23; ATKS: 1; 
  DAM: 1-6 + level drain; Special: immune to certain spells, hit 
  only by silver or magic weapons)
  12b: The entrance to this room is sealed with a wall of force. 
  Even from the hallway, a lever on each of the walls of this 
  room are evident. Each lever is horizontal to the floor and 
  shifts to the left. If all three are shifted simultaneously, the 
  secret door hiding the true stairs down (north of AREA 15) 
  will be unlocked.
  
  6
  13. DANGEROUS ROOM: The eastern door to this area is locked. 
  The room itself is empty except for chunks of ceiling stone 
  on the floor here and there; the room is in the process of 
  collapsing, and any violent spells cast in here (or if the eastern 
  door is forced) will bring the rest of the ceiling down on the 
  party for 3-36 HP of damage each.
  14. FALSE EXIT: This large room is dominated by a straight flight of 
  stairs leading downward... surely these are the right ones!... 
  but the stairs are an illusion/magical teleport trap reaching 
  down for several score of feet until the party suddenly find 
  themselves outside with no means of returning other than the 
  front entrance again.
  The secret door in the passage outside this room hides the true 
  stairs to LEVEL 2. The secret door, though it can be found on a 
  normal roll, is locked with no way of releasing it other than the 
  levers in 12b.
  15. TRAPPED SECTION: The initial hallway into here is choked with 
  rubble. Removing enough debris to effect passage will require 
  two solid hours of hard work. The false door directly to the east is 
  harmless. It is the false door on the southern end of this passage 
  that is a danger. Opening it reveals a constellation of colored 
  stones; red, green and blue gemstones of apparently high 
  quality are cemented into the wall behind the door. None are 
  of any value however, and pulling one will cause a portcullis of 
  enormous size and weight to fall 40 feet up the passage. To lift 
  the portcullis itself requires a STR combination of 40 or more (or 
  a PC of 18+ STR to bend the bars).
  LEVEL TWO KEY
  Notes: while not as extensive as LEVEL ONE, this area presents 
  more difficult challenges for the players as much of it involves 
  illusion magic. A significant portion of the hallways here are simply 
  dead ends to mislead the characters and to waste time and 
  resources. The construction stones of this level take on a glassy 
  gray appearance; they also generate a magical dampening field 
  that renders spell use by explorers subject to random effects. Any 
  spells cast by party members stand a 20% of misfiring; roll 1d8 and 
  consult the table below:
  1. Spell misfires and nothing happens.
  2. Spell reverses effect. If the spell cannot be reversed, then roll 
  again ignoring this result.
  3. Spell effects occur 2-12x10 feet away in a random direction 
  from intended area.
  4. Spell is cast, but another spell from the caster’s repertoire is 
  cast instead with both being lost.
  5. Spell energy is released as a flashing light blinding all present 
  for 1-3 turns (save vs. breath weapon negates).
  6. Spell energy coalesces into a solid ball of rubber which falls 
  and bounces away. Spell is lost.
  7. Spells energy takes the form of a bird that flies away 50% of 
  the time/attacks the caster 50% of the time.
  8. Spell energy explodes and deals 1-6 HP damage per level of 
  the spell to the caster and those within 10 feet.
  1. STAIRS: Descent from the prior level empties out here. PCs setting 
  foot in the passage here will be attacked by 8 volts which 
  come from the direction of ROOMS 4 and 5.
  Volt (AC: 3; HD: 2+1; HP: 17, 17, 15, 15, 13, 11, 11, 9; ATKS: 1; 
  DAM: 1-4 + 2-12 electrical shock; Special: immune to electricity 
  and lightning)
  2. A PLACE OF REST: This spacious chamber is adorned with 
  massive tapestries, ornate furniture and bedding, an ample 
  supply of food and drink... an excellent place for the party to 
  rest, recuperate, and lick their wounds before returning to their 
  quest. The components of this room are magicked to slowly 
  drain the PCs of their stamina; the Game Master should be 
  persuasive and tempting in his description of the room, and 
  indeed within two turns (and every two turns thereafter spent in 
  this room) of exploring, each PC must make a saving throw vs. 
  death magic or feel simply too shagged out to continue with, 
  some rest here. The choice is clear: rest here or retreat.
  Should the party elect to stay (or if they all fail their saving throw), 
  all the wonders of home here will suffice in reconstituting the 
  characters over a period of one hour. Before the hour elapses, 
  however, the true trap of the room will attack.
  Spectral trolls (2; AC: 2; HD: 5+5; HP: 40, 35; ATKS: 3; DAM: 1-6 
  + 2-5 Strength points, 1-3, 1-3; Special: invisible, strength point 
  drain as shadow, regeneration, invulnerable to cold, only hit by 
  magical weapons)
  The trolls are held in suspended animation in the secret cave 
  attached to this room. The secret door leading to this cave 
  cannot be detected by normal means, though magical 
  searches will reveal it. Once the room is occupied, the trolls will 
  be released 20 minutes later to enter and assault the party while 
  invisible. A search of the cave will reveal no treasure, though 
  the 8 tapestries in this room are worth 1d8x100 gp each, four 
  pieces of small furniture are worth 1d6x20 gp each, and the 10 
  gold and silver inlaid service pieces are 1d6x10 gp each.
  3. DEADLY ILLUSIONS: The walls of this chamber are painted to 
  resemble thousands of raindrops on glass. Lights shined on 
  the surfaces will give a bewildering but harmless effect of 
  slight movement as if the drops are slowly sliding down. There 
  is a small cave entrance on the south wall and another cave 
  entrance on the east wall. The eastern entrance is covered by 
  a thick, stretched fabric of exactly the same design as the walls. 
  On the eastern end of the room is a long pool filled with clear 
  water being channeled in by four statues of children with jugs.
  There are three deadly illusions in play here and they will appear 
  in rapid succession: 
  A. When the party ventures more than 20 feet into this 
  chamber, an illusion of whirling round blades will spring from 
  the walls at knee level and slice off the feet and calves 
  of the characters. Roll a secret save vs. spells for each 
  character (if the players ask what you’re doing, tell them 
  you’re making modified system shock rolls to see if they 
  survive the blow); those who fail will be utterly convinced 
  they’ve just lost everything from the knees down and will 
  fall on the floor in agonizing and bloody pain. Those who 
  succeed (and inform them of this through a note, just to 
  keep the gag going), will see the blades pass through 
  harmlessly and some of their companions twisting on the 
  floor for no apparent reason.
  B. Once illusion A has taken all the effect it will take, the next 
  illusion will strike. All characters will see large chunks of the 
  ceiling fall down throughout this room. Again make save 
  checks for them; those who fail will be convinced they just 
  took 5-50 HP damage. If that depletes their HP past zero, 
  simply tell them they’re dead. Those who make the save will 
  see those who fail utterly catatonic on the floor.
  C. Once the previous illusion is played out, the final one will take 
  place. The head of a large red dragon will appear from the 
  cave entrance on the south wall and breathe fire out on the 
  remaining characters before retracting. Make save checks 
  as before; ask those who fail what their remaining HP are. 
  No matter what their reply may be, simply say “dead!” and 
  move on to the next character. Those who make the save 
  will see those who fail thrash about and scream as if on fire 
  and then drop utterly still on the floor.
  
  7
  If any characters remain, by now they will probably be afraid 
  to move. The negative effects of the illusions will last so long as 
  the affected PCs are in this room. For any character convinced 
  of his own demise, make a system shock roll; failure indicates 
  death by heart attack.  A second trip into this room will not 
  invoke the illusions.
  The pool, as described above, is only necessary for proper 
  transport in ROOM 6.
  3A: This cavern is empty except for a three foot long painted 
  pewter statue of a red dragon. By now, the players should 
  be in the throes of paranoia; allow them to take whatever 
  steps they feel are necessary to safely investigate the 
  statue... no harm will come of it.
  4. THE WAILING CHAMBER: The door to this room is securely locked. 
  Any lock artist will find his chances of successfully picking the 
  lock to be reduced by 15%. Attempts to strong arm the door 
  are normal, but the door crasher will take 1-4 HP damage due 
  to the splinter effects unless he is wearing plate mail.
  From beyond the door, the party will hear the keening and 
  wailing of a small human child... obviously a waif in distress. 
  Should the party be savvy enough by now to be wary of 
  illusions, after a few minutes of inaction, the crying will be 
  accompanied by screams of terror, pleas for help and the 
  sounds of a large creature eager for its small meal.
  This is the prison of Scarabas the Illusionist, the victim of a 
  polymorph spell gone horribly wrong. Scarabas incurred the 
  wrath of a former Anadi disciple and was magically altered. 
  An obscure artifact in Scarabas’ possession twisted the spell, 
  and the illusionist took the form of a cockatrice with more or 
  less the mindset as well. However, Scarabas retained the ability 
  to cast certain illusionist spells, and he retains enough cunning 
  to employ his abilities to the utmost. The ventriloquism involved 
  should lure the party into the room where Scarabas (who is 
  invisible) will have in play an illusion of a cavern with a long 
  tunnel winding away. The voice and the monster sounds will 
  seem to be emanating from deep in the darkness of the tunnel. 
  If the party advances down the false tunnel, Scarabas will cast 
  confusion on the party, cast mirror image on himself and attack 
  them from behind in an attempt to petrify as many as possible 
  before escaping his prison.
  Scarabas the Cockatrice (AC: 6; HD: 5; HP: 40; ATKS: 1; DAM: 
  1-3 + petrification; Special: petrification, illusionist spells: 
  ventriloquism, mirror image, invisibility, programmed illusion, 
  confusion)
  Other than Scarabas, the room is empty.
  5. DOUBLE DOOR TRAP: The two doors leading to this room are 
  rigged so that only one door can be open at any given time. 
  Additionally, when one is closed, the second will open no less 
  than one minute afterward.
  The room is occupied by a most unusual flesh golem; the 
  creature resembles an amalgamation of a giant crab, a 
  rhino, and an abnormally large hyena. Once the inner door is 
  opened and the characters venture past, the golem charges 
  around a corner and attack.
  Flesh Golem (AC: 7[4]; HD: 9; HP: 40; ATKS: two claws and one 
  bite; DAM: 2-8, 2-8, 2-16; Special: charge gives first attack, 
  chance of going berserk, immune to certain spells, magical 
  weapons to hit). 
  The golem’s chitinous skin gives it a higher Armor Class, and its 
  charge lowers the score to 4 and gives it first attack unless the 
  target is specifically prepared to receive an attack.
  The long, narrow chamber beyond its guardian holds a 
  plethora of treasure; indeed the floor is littered up to a foot high 
  with countless coins. The scrupulous party counting every coin 
  will come to the following total: 11,559 gp, 14,300 sp, 56,002 cp, 
  5,999 pp
  7
  8
  9
  10
  2
  3
  4
  1
  3a
  5
  6
  S
  S
  x
  x
  x
  x
  LEVEL TWO
  EACH SQUARE EQUAL 10 FEET
  
  8
  In fact, most of the coins are worthless slugs; an illusion alters 
  their appearance to seem valuable. The true monetary worth 
  of this “hoard” is 959 gp, 1,200 sp and 502 pp. If the party elects 
  to take any of the coins out of this dungeon, they will find their 
  booty seriously devalued depending on how much they take 
  (game master’s discretion on the percentages).
  6. THE TUNNELS: These winding tunnels house the teleportation 
  device to both ROOM 7 and AREA 8. They are also infested with 
  green slime at all points marked on the map with a X.
  Green slime (AC: 10; HD: 2; HP: 16, 16, 14, 14; ATKS: none; DAM: 
  nil; Special: dissolves flesh, cloth and metal)
  The central part of these caverns has been slightly straightened 
  out and lined with flagstone. In the middle of this area is a 
  large silver hexagram inlaid in the floor. At each point of the 
  hexagram is a candle holder complete with candlestick. 
  Engraved in the floor around the hexagram are elven runes 
  spelling out a line from an ancient elven poem: “let the defiled 
  dwell in darkness; let the cleansed light the way.”
  If a character lights the candles himself and stands inside, he 
  will be immediately teleported to ROOM 7. However, if the party 
  heeds the poem fragment, they may think to bathe in the pool 
  in ROOM 3. Doing so will allow a character to open a gate to 
  AREA 8. The gate will remain open for as long as the character 
  is inside this hexagram or the one at AREA 8; the character may 
  step back and forth through the gate and even communicate 
  through it so long as he doesn’t leave either spot. 
  7. HEXAGONAL IMPRISONMENT: Characters unprepared for ROOM 
  6 or from LEVEL ONE ROOM 11 will wind up here in the quasi-
  darkness. The cavern beyond this room is covered with lichen 
  and seep water, so any prisoner can live here for quite some 
  time before madness sets in...
  The hexagram here has no candles. The only point of rescue is 
  from AREA 8 if a PC there shifts the hexagram, lights the candles 
  and calls, or steps through (note that stepping through and 
  leaving the hexagram here will result in the PC being trapped 
  as well).
  Magical methods of transportation (teleport, blink, etc) will not 
  function in this room or the cavern.
  8. ARRIVAL POINT: Characters properly prepared will be gated 
  here. Examination of the hexagram will reveal that it is different 
  from its counterpart in AREA 6. This hexagram is slightly raised 
  from the floor and can be rotated back and forth 72 degrees. 
  When the first character arrives, the current position will allow 
  transport back to AREA 6 if the candles are lit. Changing the 
  position of the hexagram will allow the gate to shift to ROOM 7 
  for travel to there.
  The passage bends and stops at locked double doors.
  9. THE FINAL REST: The doors to this chamber are locked and then 
  wizard locked. The area itself is large and finely decorated with 
  wall paintings of Anadi in various stages of her life. Starting from 
  the left of the doors, the paintings reveal: her birth (complete 
  with a halo over the baby’s head), her childhood, her entrance 
  into an academy as a young girl, her initiation into her magical 
  order, her various adventures, various depictions of her 
  summoning/studying/combating nether creatures, disciples 
  learning at her feet, her travels on various planes, and a study 
  of her looking ponderous and inquisitive behind a large desk. 
  The final painting section shows her wracked in pain while 
  being illuminated by a strange black light.
  In the center of the room stands a black figure. By its proportions, 
  it appears to be a nude, slight female with eternally flowing 
  locks. Absolutely no details can be seen; it is as if the figure 
  is made of the deepest midnight ink. Touching the figure will 
  have no effect of any kind; indeed, it will feel as if nothing is 
  there, and the character’s hand will pass through with only a 
  slight hesitation. The figure cannot be moved or affected in any 
  fashion, because it isn’t there...
  Here is the last place Anadi’s disciples saw her alive. This area 
  was her former summoning chambers, and it was here Anadi 
  tapped into a pocket dimension unknown to anyone else 
  before. The energy released transformed her from a physical 
  object into a pocket dimension in her own right, one that 
  cannot physically interact with this universe.
  Her disciples tried every method they knew of rescuing their 
  mistress, but to no avail. Finally admitting defeat, they searched 
  her private study and found her formal testament which 
  granted each of her six most powerful servants the geas rings 
  and other items of power she had collected over the years.
  Anadi cannot be rescued. Let players who wish to try give it 
  their best, but there is no known method of retrieving her from 
  her present state.
  10. HIDDEN LIBRARY: The secret door leading to this room can 
  physically be found only by rolling a 1 in 10 (magical means of 
  detection work fine). The walls of this large chamber are lined 
  with bookshelves from floor to ceiling... tomes, librams, scroll 
  tubes galore! A proper search of this room would take nearly 
  three days if done by characters versed in occult literature, 
  however the party has one final guardian to deal with... a trio 
  of avenging angels (see new monsters).
  Avenging Angels (AC: 0; HD: 10; HP: 70, 70, 50; ATKS: 1 or 2; 
  DAM: 1-10+2 or 2-8; Special: disruptive touch, deadening song, 
  only hit by magical weapons +2 or more, immune to cold, fire, 
  mind spells and electrical attacks, MR 30%)
  The angels are invisibly trapped here and will only manifest to 
  attack when an interloper attempts to take any item from any 
  shelf in here.
  If the angels are defeated, a large podium will appear in the 
  middle of this room. It holds a thick, hidebound tome entitled 
  The Saga of Anadi. This biography of the Sage details her life 
  from birth until the tragic accident that occurred outside. Its 
  author isn’t stated, but it appears that at least four different 
  handwriting styles are present in this work.
  The following works are present on these shelves, the majority of 
  which the party’s patron will be happy to receive:
  - 90 separate geographical treatises concerning various 
  realms within your campaign world in ancient times.
  - 550 scrolls tubes containing personal correspondence 
  between Anadi and various other sages and wizards 
  over a long period of time.
  - a golem manual
  - a tome of clear thought
  - a tome of understanding
  -15 magical and clerical scrolls, as follows:
  -(mu) phantasmal force, suggestion, tongues
  -(mu) dimension door, ice storm, remove curse, fire 
  shield
  -(cl) find traps, hold person (x2), cure disease
  -(cl) cure serious wounds (x2), neutralize poison (x2), 
  armor reversal (see new spells)
  -(mu) stone shape, cloud kill, reincarnation, blood of 
  flame (see new spells)
  -(ill) gaze reflection, light, wall of fog
  -(mu) web, blink, fireball (x2)
  -(ill) paralyzation, spectral force, emotion
  -(cl) raise dead, stone tell, line of sight (see new spells)
  
  9
  -(mu) jump, protection from evil, knock
  -(cl) blade barrier, heal (x2)
  -(ill) shadow monsters, massmorph, basilisk gaze (see 
  new spells)
  -(mu) clairaudience, clairvoyance, wizard eye
  -(cl) remove curse, cure disease (x2)
  -(ill) truesight, permanent illusion
  -115 various personal works concerning extra-planar travel, 
  tapping energy from other planes, and constructing 
  multidimensional conduits and structures for prisons, 
  shelter, or travel.
  - 4 cookbooks
  - a slim spell book holding the following (see new spells for 
  descriptions): anadi’s chosen retreat, anadi’s guardian 
  sphere, anadi’s last word, anadi’s peculiar ward
  - 45 dictionaries of various languages, some long lost.
  Should the party carefully inventory this library and arrange 
  for its partial or complete transport out of this dungeon, the 
  thought just may occur to them that they’re being seriously 
  underpaid by their patron. The more intelligent player will 
  realize that the majority of this material is valuable only in the 
  hands of a sage or historian. If they follow this line of thought, 
  they may renegotiate their terms with the sage, and he may or 
  not be willing to do so. Such a scenario is fertile ground for all 
  sorts of town role play, but that’s entirely another tale...
  HERE ENDS TO QUEST TO FATHOM THE FATE OF ANADI. WE HOPE 
  YOU AND YOUR PLAYERS ENJOYED THIS MODULE AND FOUND IT 
  CHALLENGING AND REWARDING!
  APPENDIX A: New Monsters
  AVENGING ANGEL
  SIZE: Large (8 ft. tall)
  MOVE: 60 ft., flying 120 ft. (AA: level V)
  ARMOR CLASS: 0
  HIT DICE: 10
  ATTACKS: 1 or 2
  DAMAGE: 1-10 +2 (sword) or 2-8 by two touches
  SPECIAL ATTACKS: Disruptive touch, deadening song
  SPECIAL DEFENSES: Only hit by magical weapons +2 or more, 
  immune to cold, fire, and electrical attacks, immune to mind 
  spells
  MAGIC RESISTANCE: 30%
  RARITY: Very Rare
  NO. ENCOUNTERED: 1-3
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Exceptional
  ALIGNMENT: Neutral
  LEVEL/X.P.: 7 / 2,500 + 13/hp
  General information: Avenging angels are manifestations of 
  energy from another, undiscovered plane of existence similar to 
  the elemental planes. They are typically manifested as guardians 
  of some treasure or defenders of a given area. They will act to 
  quickly dispatch any they deem to be intruders or thieves; they 
  fight to their destruction or the destruction of their opponents.
  An avenging angel most often fights with a great sword of intricate 
  design (it is, in fact, part of the creature itself and will disappear 
  along with the angel upon death), but it can also choose to 
  sheath its sword and attack by hand. Each touch attack disrupts 
  the fabric of the target’s existence for 2-8 HP damage. It can touch 
  two different targets within one round if it chooses. Additionally, the 
  angel can generate an acoustic attack akin to a song starting on 
  the second round of combat. This deadening song can affect up 
  to two targets at once. If attacked by song, the targets must save 
  vs. spells or lose one point of Intelligence per combat round until 
  the score reaches zero or the attack ceases. If the score reaches 
  zero, the character is brain dead; a remove curse or a heal from 
  a 14th level or greater cleric is needed to recover from this effect. 
  If the song is stopped before zero is reached, the character will 
  recover lost Intelligence points at a rate of one per hour until 
  normal. If two or three angels are attacking together, the number 
  of targets is increased:
  - two angels: 4 targets
  - three angels: 8 targets
  A weapon of +2 or better magical ability is required to damage 
  an avenging angel. They are immune to cold, fire, electrical, and 
  mind spells. However, certain spells do generate certain effects if 
  cast upon an avenging angel, as follows:
  - an exorcise spell will stop an avenging angel from attacking 
  for 2-5 rounds
  - pronunciation of a holy or unholy word will destroy one 
  creature, as will a power word kill
  - a power word stun will incapacitate an angel for 2-8 rounds
  - an avenging angel will completely avoid any character 
  possessing a portable hole or a sphere of annihilation
  Upon destruction, the avenging angel leaves behind a large 
  diamond with a base value of 3000 GP.
  Languages: Though of exceptional intelligence and quite capable 
  of understanding most languages at a rudimentary or basic level, 
  avenging angels will not communicate with their opponents or 
  retreat from battle.
  Physical description: Avenging angels manifest as large, stunningly 
  attractive women with wings, robes, and great swords.
  DEEP SPIRIT
  SIZE: Large (3 ft. tall or more)
  MOVE: 90 ft.
  ARMOR CLASS: 2
  HIT DICE: 9+2
  ATTACKS: 1 or 1
  DAMAGE: 2-8 or 1-12
  SPECIAL ATTACKS: Acid
  SPECIAL DEFENSES: Regeneration through absorption
  MAGIC RESISTANCE: None
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 90%
  TREASURE: None
  INTELLIGENCE: High
  ALIGNMENT: Neutral
  LEVEL/X.P.: 7 / 1,600 + 13/hp
  General information: The fluid surrounding a deep spirit is highly 
  acidic. In combat, the deep spirit will eject balls of the fluid at 
  its target. A hit will deal 2d4 HP damage and will corrode metal 
  over time (metal affected this way will become useless within 
  2 hours unless the substance is washed off within 20 minutes of 
  application). If closing into combat, the deep spirit will attempt to 
  embrace the target and deal 1d12 HP acid damage per round 
  unless it is removed.
  Once per hour, a deep spirit can summon to him all water within 10 
  feet in order to heal damage taken. One gallon of water will heal 
  1d3 HP damage. Any source will do: lakes, ponds, pools, canteens, 
  water bags, and other creatures are all subject to command by the 
  deep spirit, and the contents will rush immediately to the creature 
  and become part of its form. Water absorbed from creatures will 
  rush out of pores and other orifices killing the victim unless a saving 
  throw vs. breath weapon is successfully made (assume 5 gallons 
  are in a human body for the sake of calculating regeneration).
  
  10
  A deep spirit is subject to special damage or effects from the 
  following spells:
  - a dispel magic spell will deal 3-18 HP damage
  - a destroy water spell will deal 3-24 HP damage
  - a forget spell will stun it for 1-4 rounds
  - fireballs or flame strikes do double damage (but generate 
  massive amounts of steam capable of dealing 4-9 HP 
  damage to anyone within 30 feet of the area effect)
  If static, the deep spirit can project a form of wizard eye up to 120 
  feet away and view events around him from a position of safety.
  Only one deep spirit will be found at a time; indeed, if two are 
  brought into proximity, they will drop all else and combat each 
  other for possession of the territory.
  Physical description: A deep spirit is a strange combination of 
  elemental water and a monstrous spider. It’s appearance is 
  arachnid is shape, and it seems to be surrounded in an atmosphere 
  of greenish, shiny fluid.
  SQUIDHEAD
  SIZE: Small (3 ft. wide)
  MOVE: 90 ft. through any fluid (including air)
  ARMOR CLASS: 5
  HIT DICE: 6+1
  ATTACKS: 1 + 1-4
  DAMAGE: 2-8 + 1-4 poison attacks
  SPECIAL ATTACKS: Poison, blinding flash
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: None
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: None
  INTELLIGENCE: Animal
  ALIGNMENT: Neutral evil
  LEVEL/X.P.: 5 / 465 + 8/hp
  General information: A product of some twisted corner of the 
  lowest planes, the squidhead is an attack dog for more powerful 
  and evil creatures. Nevertheless, it occasionally gets summoned to 
  this plane for whatever reason and is a deadly creature.
  When first encountered, the creature’s eye sockets will emit a 
  green flash of light blinding all characters facing it for 1-3 rounds 
  unless a successful save vs. rods, staffs, wands is made. After the 
  flash, the squidhead will rush through the air to bite an opponent 
  for 2-8 HP damage before detaching and trying again. Any bite 
  suffered by a target will be sufficient enough to ensure further 
  bleeding for 1-4 HP over the next 1d6 rounds unless staunched. 
  Additionally, any target thus bitten stands a 2 in 6 chance of 
  contracting a wasting disease. The disease will rob the target of 
  1-6 HP per day until removed with a cure disease spell. Up to four 
  of the many tentacles of the squidhead are capable of injecting a 
  sharp poison forcing the target to save vs. poison or begin retching 
  for 1-3 hours. Affected PCs will be able to do little but walk and 
  cannot defend themselves.
  Physical description: The squidhead appears as a human or orc 
  skull with rotting flesh still intact and with many two-foot-long squid 
  tentacles underneath. The tentacles give the creature the ability 
  to swiftly move through any fluid (including air).
  WRITHE
  SIZE: Small
  MOVE: 60 ft. flying (AA: level VI)
  ARMOR CLASS: 5
  HIT DICE: 6+2
  ATTACKS: 1
  DAMAGE: 4-9 or 1-4 (see below)
  SPECIAL ATTACKS: Strangle
  SPECIAL DEFENSES: Invisible when still
  MAGIC RESISTANCE: None
  RARITY: Rare
  NO. ENCOUNTERED: 1-6
  LAIR PROBABILITY: 70%
  TREASURE: None
  INTELLIGENCE: None
  ALIGNMENT: Neutral
  LEVEL/X.P.: 5 / 465 + 8/hp
  General information: When still the writhe cannot be seen except 
  through methods of detecting the invisible or if a fine mist or dust 
  is spread through the air; when on the hunt it moves through the 
  air in a strange twisting fashion as if blind. Once within five feet of 
  a target, it will quickly attempt to surround the victim’s neck and 
  strangle him.
  Once attached, it cannot be pried off as there is nothing physical 
  to grab. Once it makes a successful attack, it will strangle the 
  target for 4-9 HP per round until death. Note that neck protection 
  such as hard armor (but not soft) will protect the victim from 
  damage; soft armor such as leather will reduce damage taken to 
  1-4 HP per round. The writhe is affected by fire, cold, and electrical 
  attacks; such attacks deal normal damage to both creature and 
  victim. PCs able to become ethereal or astral will find the writhe 
  easy to grab and pull off.
  Physical description: The eerie writhe is an anomaly in our 
  dimension; it appears as a subtle twist in the air. perhaps three feet 
  in length and with the circumference of a staff
  APPENDIX B: New Spells
  Anadi’s Chosen Retreat
  Arcane Enchantment
  Level: Magic user level 4
  Range: Special
  Duration: 3 days
  Area of effect: Possessor 
  Components: V, S, M
  Casting time: 1 turn 
  Saving throw: None
  
  11
  By using this spell, the caster guarantees an immediate, safe 
  and uneventful teleportation to a predetermined location upon 
  breaking the material component prescribed. The component 
  used should be some glass or pewter item easily breakable and 
  small enough to be kept in a pocket or fold of the robe. Upon 
  shattering the object, the caster will be instantly brought back 
  to a safe haven chosen beforehand during the casting of the 
  spell. The caster must actually be at the chosen location when 
  the spell is initially cast, and the destination cannot be changed 
  until the spell is recast. The effects of the spell will work for who 
  ever possesses the object, so if it is lost or confiscated, the caster 
  cannot make use of the spell until the item is retrieved. After three 
  days, the enchantment will disappear from the object. The range 
  of the retrieval is five miles plus one mile per level of the caster over 
  9th level.
  Anadi’s Guardian Sphere
  Arcane Evocation
  Level: Magic user 3
  Range: 5 feet
  Duration: 12 rounds
  Area of effect: 30 feet
  Components: V, S, M
  Casting time: 2 rounds
  Saving throw: Half damage
  Through the material components of this spell, the caster 
  generates a floating ball of electricity subject to his command and 
  also semi-sentient in its function. The ball will float near the caster 
  and move to attack any target within the spell’s area of effect as 
  commanded by the caster or move to attack any hostile creature 
  that ventures into that same area. The ball can only attack one 
  target per round and automatically hits for damage as follows:
  - target is wearing normal clothes or no armor: 2-16+2 HP
  - target is wearing leather armor (with minimal metal 
  accoutrements) : 1-8+1 HP
  - target is wearing leather armor (with major metal 
  accoutrements): 1-8+5 HP
  - target is wearing any type of metal armor: 3-24 HP
  The ball can be shorted out for 1-3 rounds by thrusting into it any 
  sort of metal rod, wire or other metallic object that also touches 
  the floor. Attempting to short out the ball requires a successful To 
  Hit roll by the attacker.
  The material components for this spell are a one inch square 
  of fleece and a glass rod (which is aimed outward during the 
  casting).
  Anadi’s Last Word
  Arcane Enchantment
  Level: Magic user 8
  Range: Self
  Duration: Until triggered
  Area of effect: Self
  Components: V, S
  Casting time: 1 turn
  Saving throw: None
  This spell opens potential causalities and allows the caster to make 
  one contingency pertinent to himself as a safeguard in case of 
  mortal danger. The contingency will be triggered if something slays 
  the caster and has the power and range of a limited wish except 
  that the effects only affects the caster and the person/creature/
  item that kills the caster. An example of this spell’s use would be “if 
  I am slain, teleport myself and my possessions to the Tower of Kawn 
  and in the presence of the highest ranking priest there,” or “if I am 
  slain, the creature who slays me will be subject to a death spell.”
  Anadi’s Peculiar Ward
  Arcane Abjuration
  Level: Magic user level 7
  Range: 0
  Duration: Permanent until triggered
  Area of effect: Up to 400 square foot area
  Components: V, S, M
  Casting time: 1 turn
  Saving throw: Negates
  Similar to the spell guards and wards, the peculiar ward protects 
  a smaller given passage way or area from intruders by enacting 
  certain effects predetermined by the caster. All trespassers in the 
  protected area must make a saving throw vs. magic or be subject 
  to the effects. The possible effects as provided for in Anadi’s 
  version of this spell are as follows:
  - held as per hold person for 2-24 turns
  - immolated in flame for 4-24 HP damage
  - polymorphed into a creature of the Game Master’s choosing 
  for 2-20 hours
  - electrocuted for 4-24 HP damage
  - rendered invisible, silenced, deaf and blind for 2-12 turns
  - struck with a confusion spell for 2-40 rounds
  Only one effect can be set for any given ward. Additionally, the 
  peculiar ward can be preset so that one particular trait can trigger 
  the spell or allow passage. Examples include: affect only those 
  carrying weapons, allow passage only of elves, affect only spell 
  casters, allow no animals or creatures, allow passage only during 
  the daytime, etc. The material component is silver and platinum 
  ink (of no less than 500 GP per application) which is used to draw 
  the boundaries of effect.
  Armor Reversal
  Clerical Alteration
  Level: Cleric level 4
  Range: 30 feet
  Duration: 1-6 rounds +1 round per every two levels of the caster
  Area of effect: 1-3 humans, demi-humans, or humanoids
  Components: V, S
  Casting time: 2 rounds
  Saving throw: Negates
  This spell has two useful applications depending on who is the 
  recipient of the effects. The spell flips the Armor Class of an 
  individual so that lesser forms of protection become greater 
  and greater forms of protection become lesser. The spell’s 
  effect subtracts the target’s base Armor Class from 10 so that, for 
  example, a character with an Armor Class of 8 gains an Armor 
  Class of 2 and an Armor Class of 4 becomes an Armor Class of 6 
  for the duration of the spell. Obviously the spell has no effect on an 
  Armor Class of 5. Any Dexterity bonus or armor magical bonuses 
  still apply. Removal of armor does not negate the effects of the 
  spell. Thus, a heavily armored opponent with a score of 2 loses 
  most of the benefits of his protection and rates as an 8, while a 
  lightly armored ally with a score of 7 gains protection by becoming 
  Armor Class 3. If the spell is cast on an unwilling target, that target is 
  entitled to a saving throw to avoid the effects. The spell can affect 
  up to three targets; the number of targets affects the saving throw 
  for each as follows:
  One target: -2
  Two targets: -1
  Three targets: 0
  
  12
  Basilisk Gaze
  Phantasmal Enchantment
  Level: Illusionist 4
  Range: 60 feet
  Duration: 1-4 hours
  Area of effect: Sight
  Components: V, S, M
  Casting time: 3 rounds
  Saving throw: Negates
  By casting this spell, the illusionist’s face takes on the hideous 
  visage of a basilisk. All targets who directly meet the caster’s gaze 
  must make a successful save vs. petrification or turn to stone for 
  the duration of the spell. While using the spell, the illusionist must 
  keep his concentration and cannot use his Dexterity bonus to 
  modify his Armor Class. If he does, the spell ends. Target’s already 
  petrified before the spell is canceled will still suffer the duration of 
  the effects. The material component is one ounce of dried basilisk 
  which is smeared on the caster’s face during casting of the spell.
  Blood of Flame
  Arcane Transmutation/Alteration
  Level: Magic user 5
  Range: Touch
  Duration: 2-8 rounds
  Area of effect: Target
  Components: V, S, M
  Casting time: 1 round
  Saving throw: Half damage
  This spell rapidly combusts the blood of a target and dealing 2-12 
  HP (+1 HP per level of the caster) every round of effect. The caster 
  must touch the target with a normal combat roll for the spell to 
  work. A saving throw reduces the damage by half, but must be 
  made every round of the spell’s duration. The material component 
  for this spell is a scale from a young red dragon soaked in pepper 
  juice and applied to the target.
  Line of Sight
  Clerical Divination
  Level: Cleric level 2
  Range: Self
  Duration: 3 turns + 1 turn per level of caster
  Area of effect: up to 1000 feet per level of caster, maximum 10,000 
  feet
  Components: V, S
  Casting time: 2 rounds
  Saving throw: None
  This spell allows the caster to “see” the best route to a particular 
  destination. The caster must have enough knowledge of the 
  destination to be able to form a reasonably accurate mental 
  picture of it in order for the spell to function. Once cast, the 
  cleric will know which direction to go and will consistently receive 
  a mental direction of the next step to take in reaching the 
  destination. He will not be given knowledge of potential dangers 
  other than hazards, blocks and other bars in his way; information of 
  guardians, traps, spells in place, etc., will not be available. Magical 
  effects designed to cover a given area, such as blade barrier, 
  guards and wards, and hallucinatory terrain, will “render the trail 
  cold” and break the spell.
  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.” 
  Some artwork from Fantasy Filler Art copyright Rick Hershey, All Rights Reserved.
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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.
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  Doyel and Stephen Chenault.
  Volt from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jonathon Jones.
  Advanced Adventures #20: The Riddle of Anadi, Copyright 2011, Expeditious Retreat Press, 
  Author James C. Boney
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/OSRIC/Advanced Adventures/AA20 The Riddle of Anadi.pdf