TEXT:   
  
  2 
  We all have monsters to face. Shadows that we bury in the back of our minds. 
  Painful memories that we don't want to resurface. 
   
   
   
   
   
   
   
   
   
  Accursed Halls of the Keeperstone 
   
   
   
  Credits 
  Designer: Jim Baney 
  FarDeep Series Logo: Jeremy Kostiew 
  Cartography: Jim Baney 
  Interior Artist: Pablo Diaz 
   
   
   
   
  Accursed Halls of the Keeperstone is an adventure module for 4-6 1st & 2nd level player characters. This 
  module is designed for play in the Ebonyr campaign setting, but can easily be adapted for use with any 
  fantasy world. This module is compliant with the Open Game License (OGL) and is suitable for use with the 
  Labyrinth Lord Roleplaying Game. You can find the Ebonyr Campaign Setting and other Knightvision 
  Games adventures at http://knightvisiongames.com 
   
   
   
   
   
   
   
   
  
  3 
  Several large ground fissures have opened up near 
  the Village of Cooley Station and hideous 
  creatures have been seen roaming the countryside. 
  Now a nearby farm has been attacked and burned 
  to the ground. The village is in a panic because 
  they have very little resources to defend 
  themselves. They’ve sent out messengers to the 
  nearby towns seeking adventurers who are 
  courageous enough to enter the fissures and stop 
  the threat to their village and their lives. Will your 
  deeds become legend? 
   
  Adventure Background 
  Recent earthquakes have opened up several large 
  openings leading to the FarDeep. Some of the 
  townsfolk have entered the caves and have yet to 
  return. Monsters were seen roaming the area, but 
  they have stayed away from inhabited areas, until 
  now. Recently things have changed and several 
  farms have been attacked, people killed and the 
  farmed razed to the ground. The town has asked 
  the local authorities for help, but their pleas have 
  fallen on deaf ears. They’ve now turned to 
  advertising for adventurers seeking fame and 
  fortune to end the threat from below. They’ve sent 
  out messengers to the larger towns and cities 
  putting up posters in taverns, inns and adventurer 
  guilds looking for help.  
   
  After entering the fissure openings leading to the 
  FarDeep, the player characters will enter the 
  former temple complex of an ancient dwarven clan. 
  The clan was of a priestly nature, they had the 
  ability to channel the Keeperstone. The 
  Keeperstone was an ancient relic that allowed the 
  high priest to see a glimpse into the future. 
  However, along with this great knowledge came a 
  side effect of madness. One such high priest 
  became so enraged that he disabled the defense 
  mechanisms of the the halls and allowed 
  goblinoids to enter the complex and destroy it. 
  Since its demise, goblinoids have repeated 
  ransacked the area and other monsters have moved 
  in to call the halls their home.  
   
  The Flow of the Adventure 
  The player characters either hear about the 
  challenges facing Cooley Station through the 
  villages emissaries or have read the posters that 
  have been places around the region. They will be 
  directed to go to the village hall where they will be 
  instructed on what the town can offer in terms of 
  coin and where the fissure openings are located. 
  From there the adventure can take many twists 
  and turns. The underground areas are written in a 
  “sandbox” nature, meaning the player characters 
  are free to explore, turn back for safety or get in a 
  tight jam that my end their lives. Each adventure 
  can end in the players characters traveling to 
  another level of the FarDeep that will be offered in 
  another adventure module.  
   
  Starting Point 
  1. The player characters see an advertisement in a 
  local tavern or guild hall and travel to Cooley 
  Station to offer their services. 
  2. The player characters and contacted by a village 
  messenger seeking their assistance. 
  3. The player characters are traveling near Cooley 
  Station and are attacked by several monsters and 
  their tracks lead to back to the fissures and the 
  FarDeep.  
   
  Monster stat block explained: See page 61 of the 
  Labyrinth Lord book. 
   
  Typical encounter layout 
  Room/area # and name (if any) 
  Trap/puzzle/riddle (if any - this may before or 
  after the room description depending on the 
  encounter situation) 
  Room/area description 
  Monster description (if any) 
  Treasure description (if any) 
   
  The room or area descriptions are written in a 
  minimalistic way to  allow the Labyrinth Lord 
  (LL) to scale or change the encounter as they see 
  fit.  Monster names are in bold type and magic 
  items are italicized for easy scanning.  
   
  Stop: if you are a player in this adventure, please 
  stop reading. The following information is 
  intended for the Labyrinth Lord to run the 
  adventure. This will enhance the gaming 
  experience. 
  
  4 
  Village of Cooley’s Crossing 
  These maps are given as a reference if the player 
  characters travel to the village to get more 
  information about fissures into the deep and 
  possible resupply.  
  Area overview map  
  Village of Cooley Station Map 
  LL Map Pg 17, Players Map Pg 18. 
  Village of Cooley Station Points of Interest 
  LL Note: You may give our Player Handout #1 at 
  this time. This will show the general location of 
  buildings within the village. 
   
  1 Village Hall 
  The village patrolmen (police) 
  The Mayor’s office  
   
  Rumors: (LL Note: You may want to modify or 
  use these as is to create a certain atmosphere or 
  move the adventure along) 
  What the Mayor knows: 
  He knows that Goblins have been seen near the 
  cracks. 
  The massive ground fissures are south of the town 
  about two miles. 
  The Mayor will give the PCs a general map of the 
  area (Player handout #2). The Mayor will point 
  out where the giant cracks are located.  
  The Mayor hasn't been forthright with the local 
  citizenry to avoid a panic.  
  The Mayor is sure that the cracks in the ground 
  lead to the mysterious FarDeep. He has heard that 
  great treasures abound there along with great 
  danger.  
   
  What the village patrolmen know: 
  Goblins and other creatures have been seen near 
  the giant cracks in the ground. Several farms have 
  been burned south of town.  
  Several adventurers have gone to area to stop the 
  creatures and have not returned. 
  Several of the volunteer patrolmen have been killed 
  and now they only patrol near the village.  
   
   
  2 General Store “The Station” 
  Lars Holman, 0 level human 
  Most items on page 16 of the Labyrinth Lord 
  rulebook can be found here. The prices will be 
  10% higher. 
  Rumors: Evil creatures now walk the land and its 
  not good for business.  
   
  3 Green Grocer 
  Mord Duthac, 0 level human 
  Buys and sells local produce and agricultural 
  product to sell to travelers and the local market.  
  Rumors: With the recent influx of refugees from 
  the south, the fields are not going to produce 
  much and that will drive up prices.  
   
  4 Golden Sheaf Inn 
  Josephine Cobb 0 level human 
  Rumors: Several adventuring parties have passed 
  through and have not returned from the southern 
  areas.  
  She will offer ½ price on a room accommodation 
  to adventurers.  
   
  Menu 
  Porridge and mug of ale (5 cp) 
  Smoked Pork and tankard of ale (10 cp) 
  Stewed Goose, tankard of ale (15 cp) 
   
  Room rates (per night) 
  Common room rate (5 sp) 
  Shared private room (10 sp) 
  Single private room (1 gp) 
   
  5 Stables, blacksmith and cartwright 
  Alger Wilk 0 level human 
  Rumors: Several adventurers have travelled south 
  and have not returned. The creatures, what I think 
  are Goblins, have been seen prowling the local 
  area. 
   
  Blacksmith (all prices 25% higher than Labyrinth 
  Lord rulebook due to the remoteness of the 
  village) 
  Rapier 
  Short Sword 
  Heavy Crossbow 
  Mace 
  Shield 
  
  5 
  Stables 
  Bousnaka Basalit 0 level human 
  1 sp for stall and food per night 
  Rumors: We have to stop this invasion of 
  monsters. This region is good for crop planting.  
   
  Cartwright builds and repairs wagons, carts and 
  wheels. Most services cost between 5 sp and 20 gp 
  (Labyrinth Lord discretion) 
  Rumors: Business has been good with some 
  families needing transport to move north.  
   
  6 Tipped Tankard Tavern 
  Giles Viera 0 level human 
  A rough-and-tumble bar known for its cheap drink 
  for local farm laborers and axe men.  
  Rumors: Evil creatures stalk the lands to the south 
  and no one can seem to stop them. The regional 
  leaders turn a blind eye and deaf ears to our 
  concerns and cry for help.  
   
  Gold Lager (3 cp) 
  Heavy Ale (4 cp) 
  Light Ale (3 cp) 
  Cooley Wine (5 cp) 
  Wood Ale (4 cp) 
   
  Beginning the Adventure 
  If the PCs accept the villagers offer, they will be 
  given a map and shown the way to the ground 
  fissures to the South.  
   
  1 Entrance (LL Map Pg 19) 
  A massive crack in the ground opens up before 
  you. Several sturdy looking ropes have been tied 
  off to some trees. The other end can't be see in the 
  darkness below. Footprints of men and strange 
  creatures are seen in the soil. The sides of the wall 
  are very jagged and uneven. This will not allow free 
  climbing down. Ground to floor below is 120 feet. 
  LL Note: You may want to use the ability check 
  versus DEX to see if a PC slips down the rope or 
  falls to the floor below.  
   
  2 Guard Room 
  There are stone benches carved into the walls. 
  Empty metal racks line the walls.  
  Goblin (4) AL C, MV 60’ (20’), AC 6, HD 1-1 
  (3,3,7,7 hp), #AT 1, DG 1d6 spear, SV 0 level 
  human, ML 7, XP 5 [Leather and shield, each 
  carries 1d8 sp, Goblin #4 carries a Potion of 
  Healing] 
   
  3 Cavern 
  In the middle of the this huge cavern stands a man-
  made two story tower built of stone. 
  Goblin (4) AL C, MV 60’ (20’), AC 6, HD 1-1 
  (7,7,5,2 hp), #AT 1, DG 1d6 Hand Axe, SV 0 level 
  human, ML 7, XP 5 [Leather and shield, each 
  carries 1d6 gp] 
   
   
   
  
  6 
  4 Tower Level 1 
  Bits and pieces of smashed wooden furniture lie 
  around the room. Stone steps climb to another level 
  above.  
  Dwarven Skeleton warriors (4) AL C, MV 60’ (20’), 
  AC 7, HD 1 (1,5,7,1hp), #AT 1, DG 1d6 Hand Axe, 
  SV F1, ML 12, XP 13. [Scraps of leather and metal 
  armor] 
   
  4 Tower Level 2 
  Partially destroyed furniture is scattered about this 
  level. Ripped tapestries hang from the walls.  
  Dwarven Skeleton warriors (4) AL C, MV 60’ (20’), 
  AC 7, HD 1 (6,1,1,6 hp ), #AT 1, DG 1d6 Hand 
  Axe, SV F1, ML 12, XP 13. [Scraps of leather and 
  metal armor] 
  Platinum necklace set with Azurite gems (300 gp 
  value), Small bag of 5 Azurite (10 gp each) 
   
  5 Empty - Riddle room 
  Scrawled on the south wall is the following writing in 
  common and dwarven:  
  A small pool so glassy and still surrounded by metal and 
  oak. The creatures with the pool’s visible depths are a 
  quiet and mimicking folk. But don’t break its surface 
  whatever you do or the pool will be shattered and broke. 
  What am I? (Answer: Pool of water) 
  If the player characters answer the riddle a small pool 
  of fresh water will appear for 1d4 rounds.  
   
  6 Treasure room 
  The door is locked and trapped. Trap: A small glass 
  vial is broken and releases a sleep gas if the PC fails 
  the lock pick. The PC must make a save vs. poison or 
  go unconscious for 1d4 rounds.  
  The gas will dissipate after 1 turn.  
  Several wooden tables and benches line the walls. Two 
  metal chests sit on one table. Several weapons stacked 
  in the corner. A skeleton of a human warrior lies on 
  the floor.  
  MU Scroll: Icicle Storm 
  Level 2 
  Duration: 1 round 
  Range 90’ cone shape from the caster 
  Magical ice and snow balls are formed and blast out in 
  a cold wind for 1 full round, dealing 1d8 points of 
  damage. Successful save vs. spell and the damage is 
  halved. All creatures within the cone can only move 
  half speed for that round (no save)  
  +1 small metal shield with crossed hammers on the 
  front.  
   
  7 Empty 
  Dusty tracks lead thru both doors. Some unknown 
  writing has been etched into the walls.  
   
  8 Room 
  Tiled murals of dwarven heroes or leaders adorn the 
  walls. Some wood debris has been piled up in a 
  corner.  
  Dwarven Skeleton warriors (6) AL C, MV 60’ (20’), 
  AC 7, HD 1 (4,5,3,1,5,4 hp), #AT 1, DG 1d6 War 
  Hammer, SV F1, ML 12, XP 13. 
  40 gp in coins are in a small lockbox under the wood 
  debris pile. 
  9 Chapel 
  Ornately carved pillars support a ceiling high 
  overhead. A huge stone dwarven statue sits atop a 
  raised platform at one end. Opened stone tombs are 
  in several alcoves.  
  Giant Python (1), AL N, MV 90’ (30’), AC 6, HD 5 
  (32 hp), #AT 2 bite/constrict, DG 1d4/2d8, SV F3, 
  ML 8, XP 350. 
  MU Scroll: Web (see page 41 of the Labyrinth Lord rule 
  book for description) 
   
  
  7 
  10 Prayer Room 
  There are stone benches carved into the walls. Faded 
  tiled mosaics of dwarven prayer scenes are on the 
  ceiling and upper walls.   
  Dwarven Skeleton warriors (6) AL C, MV 60’ (20’), 
  AC 7, HD 1 (8,8,7,7,5,5 hp), #AT 1, DG 1d6 War 
  Hammer, SV F1, ML 12, XP 13. 
   
  11 Empty Office 
  Most of the furniture has been destroyed and lie 
  around in pieces. Part of a bookcase still stands.  
  Onyx gem (40 gp value) in a locked metal box on the 
  bookshelf.  
   
  12 Room 
  A metal table and four chairs sit in the middle of this 
  room. 
  Olive Slime (1d4) AL N, MV 0, AC 9, HD 2+2 (12 
  hp), #AT 1, DG special, SV special, ML 6, XP 60. 
  The vibrations of a creature beneath it are sufficient 
  to cause it to release its tendrils and drop. Olive slime 
  ignores armor for purposes of determining hit 
  probability. It also negates Dexterity bonuses unless 
  its target is aware of the presence of the slime and 
  takes steps to avoid the stuff. Contact with olive 
  slime causes a numbing poison to ooze from the 
  creature. The slime then spreads itself over the body 
  of its victim, sending out parasitic tendrils to feed 
  upon the body fluids of the host. For humans and 
  demihumans, the point of attachment is usually along 
  the spinal area. The feeding process soon begins to 
  affect the brain of the host as it changes the host’s 
  body. An unobservant victim must roll a saving throw 
  vs. poison, failure indicating that the victim has not 
  noticed that the olive slime has dropped upon him. 
  Any group of characters in the vicinity will have a 
  50% chance of noticing the slime’s attachment with a 
  casual glance.  
  This percentage may be adjusted only by magical 
  items. A thorough search by wary individuals reveals 
  the olive slime without difficulty. 
  Within 2d4 hours, the host’s main concern becomes 
  how to feed, protect, and sustain the growth of the 
  olive slime. Naturally, this includes keeping the 
  slime’s presence a secret from any companions. If an 
  affected character’s companions become suspicious, 
  or if they demonstrate any desire to destroy olive 
  slime, the affected character will escape at the first 
  opportunity. The host’s food intake must double or 
  the character wastes away (10% of the character’s hit 
  points per day, rounding up, and no natural healing 
  can take place while a character is wasting away. After 
  1d6+6 days, the host suddenly and painfully 
  metamorphoses into a vegetable creature. The olive 
  slime gradually replaces skin and muscle tissue, and it 
  forms a symbiotic brain link. The new creature has no 
  interest in its former form or fellows. It exists as a 
  new species more akin to plants than any other life 
  form. Feeding then becomes photosynthetic, 
  paralytic, or, most likely, both. When slain, an olive 
  slime creature dissolves into a new patch of olive 
  slime. 
   
  Olive slime is harmed only by acid, freezing cold, fire, 
  or by a cure disease spell. Spells that affect plants will 
  work on olive slime, although entangle will have no 
  practical effect. Green slime and olive slime are 
  complete opposites – when they encounter each other, the 
  attack of one neutralizes the other. 
  If an affected character has been transformed into an 
  olive slime creature, there is very little short of a 
  limited wish that can return him to normal. 
  If the room is search a Dagger +1 “Dark Soul” will be 
  found under some rubble.  This dagger was crafted 
  over a hundred years ago by a master blacksmith 
  named Arando Cuttlescar. He made the handle out of 
  a black dragon’s tooth and the metal is part steel and 
  Mythinen. The Dark Soul dagger will vibrate when a 
  dragon is within 120’ of its presence.  
   
  
  8 
  13 Room 
  There are shelves carved into the walls. A metal table 
  in the center.  
  Wand of Light (See page 90 of the AEC rule book for 
  description) 
  260 gp, magnifying glass.  
   
  14 Room 
  A rectangular shaped room. Part of the wall as 
  collapsed leading to a tunnel.  
  Giant Ant Skeletons (4), AL N, MV 180’ (60’), AC 
  6, HD 2 (7,7,8,7 hp), #AT 1, DG 1d6, SV F2, ML 10, 
  XP 30.  Immune to the effects of sleep, charm, hold, 
  and fear spells, as well as all cold-based attacks. Edged 
  and piercing weapons do only half damage 
   
  15 Room 
  This room has fading painted murals on the walls. 
  The ground is covered in furs and dirty blankets.   
  Hobgoblin (1) AL C, MV 90’ (30’), AC 6, HD 1+1 
  (5 hp), #AT 1, DG 1d8 Heavy Flail, SV F1, ML 8, 
  XP 15. [Studded leather and shield. 8 gp and 3 
  Bloodstones (15 gp) 
  Goblins (4) AL C, MV 60’ (20’), AC 6, HD 1-1 
  (5,4,2,6 hp), #AT 1, DG 1d6 Hand Axe, SV 0 level 
  human, ML 7, XP 5 [Studded leather and shield, 1d6 
  gp each and 1d4 gemstones (10 gp value) 
   
  16 Moldy room 
  This room has a musty smell. Rusting swords and 
  shields hang from the wall. 
  Prismatic Mold (1 patch) AL N, MV 0, AC 9, HD 2 
  (3 hp), #AT 1, DG special, SV F1, ML n/a, XP 40. 
  The mold’s swirling heat signatures exerts a strong 
  fascination effect upon those who view it with 
  infravision. Any such creature must make a successful 
  saving throw vs. paralyzation or be helplessly drawn 
  toward the fungus. 
  When any creature of small size (size S) or larger 
  approaches within three feet of the chromatic mold, it 
  sends out a cloud of spores in a 10-foot radius. 
  Anyone caught in the cloud must make a saving 
  throw vs. poison. Failure indicates that the victim 
  breathes in the mold spores and begins to wander 
  aimlessly as if under the effects of a confusion spell. 
  The spores incubated within the victim’s body, rapidly 
  consuming the creature from within. Within 10 hours, 
  the creature dies and a new patch of chromatic mold 
  bursts forth from the victim’s body, completely 
  consuming the carcass in another 12 hours. 
  A hold plant spell halts the spores’ incubation for the 
  duration of the enchantment; after that, however, the 
  infestation progresses as normal. Cure disease 
  permanently kills the spore infestation if cast within the 
  first 10 hours of affliction. After this period, however, the 
  spell destroys both the mold and the victim. 
  Fire is a useful weapon against chromatic mold, 
  consuming it at the rate of 1d4 rounds per 10-foot 
  patch. A cold-based attack inflicts no damage, but 
  negates the fascination effect and prevents the normal 
  release of spores. Forceful contact with the mold 
  (even a magic missile spell) causes the reflexive release of 
  spores. 
  Sword +1 “Blind Eye” Creatures struck by a Blind Eye 
  are blinded for 1d4 rounds (no save) -3 to attacks.  
   
  17 Water Trap Room 
  In the middle of the room is a small dwarven statue 
  with an axe in one hand and a shield in another. The 
  statue is on a circular platform. 
  Trap: As the player characters enter, the door they 
  came in through slams shut and the room begins 
  filling with water. At this point, I start my stop watch 
  to represent the rising water, giving the players a 
  couple minutes (give or take depending how clever 
  you think your players are) to solve the puzzle before 
  their characters drown. To stop the water, the players 
  have to raise the shield arm of the statue. To open the 
  door, the players have to raise the sword arm of the 
  statue. If you are concerned the players may not 
  figure out the puzzle in time and you don't want to 
  TPK them you can have them notice seams in the 
  shoulder joints/hear mechanical sounds from the 
  statue, or even see the statues arms lower as the doors 
  shut and the water valve opens. 
   
  18 Room 
  This room has a magnificent faded fresco of dwarves 
  kneeling and praying  along the walls. Metal furniture 
  has been piled into several corners.  
  Deadweight Shadow (1d4) AL C, MV 120’ (40’), AC 
  8, HD 4 (14 hp), #AT 1, DG 1d4, SV F3, ML 9, XP 
  190. 
  Slow shadows impose a -6 penalty to their opponents’ 
  surprise rolls. They attach themselves to their victims 
  with a successful attack roll. Attached slow shadows 
  inflict 1d4 points of cold-based damage and slow their 
  victim as per the spell (no saving throw allowed).  
  
  9 
  Every round thereafter, the victim automatically loses 
  another 1d4 points until either the victim dies, the slow 
  shadow dies, or it is driven off. Multiple slow shadows 
  attached to a single victim inflict cumulative damage. 
  The slow effect, however, is not cumulative. 
  Slow shadows are not affected by cold, lightning, 
  hold, charm, or weapons of less than +2 enchantment. 
  They can be turned by a priest. A single haste spell drives 
  2d10 slow shadows away, if cast before they attach 
  themselves to their victims. 
   
  19 Chapel 
  This huge temple room has large pillars supporting 
  the roof and a raised dais at one end. A massive statue 
  of a dwarf holding a lightning bolt stands on the 
  raised platform.  
  Giant Carnivorous Beetle (3) AL N, MV 150’ (50’), 
  AC 3, HD 3+1 (10,12,17 hp), #AT 1, DG 2d6 bite, 
  SV F1, ML 9, XP 65. 
   
  20 Room 
  Trap: When the PC's approach this door a Magic 
  Mouth says, "You don't want to do this...You really, 
  really don't want to do this." If the thief fails his/her lock 
  pick roll a pit trap with stakes opens under them, 30 foot 
  down. If/when the other party members pull the unlucky 
  soul out of the hole the Magic Mouth says, "I told you 
  so," and laughs with an evil cackle.  
  Several stone statues stand at each end other room.   
  A large metal chest is opposite the door. 
  Stone Zombie (2) AL C, MV 30’ (10’), AC 5, HD 2 
  (14 hp), #AT 1, DG 2d6 stone fist, SV F2, ML 11, 
  XP 50. Immune to charm and sleep spells. Because of 
  the stone form all successful attacks to it cause -2 
  damage.  
  Treasure: Gold brooch (250 gp value), Cleric scroll 
  (Create food and water and Resist Fire) and dwarven 
  scale mail +1. 
   
  21 Empty 
  Overturned metal tables and benches are scattered 
  about this room. Shelves along the walls contain rusty 
  metal containers.  
   
  22 Room 
  A huge stone cistern filled with dank, smelly water. 
  Wooden barrels are stacked in corner.  
  Carcass Scavenger  (1), MV 120’ (40’), AC 7, HD 
  3+1 (12 hp), #AT 8 stingers, DG Paralysis, SV F2, 
  ML 9, XP 135. (see page 66 in the LL rulebook for 
  details) 
   
  23 Cavern 
  Water falls into a pool located on the side of this 
  tunnel.  
  Magical Leech (2), AL N, MV 120’ (40’), AC 7, HD 
  6 (21 hp), #AT 1, DG 1d6, SV F3, ML 10, XP 700. 
  Magical leeches do not need to make physical contact 
  with their victims to feed-simply being within 1 yard 
  allows them to draw forth the tendrils of sorcery that 
  feed them. This makes magical leeches difficult to 
  detect, for there is often nothing for the victim to 
  feel. 
  The very presence of a leech makes it harder for 
  magic-users to activate their powers. Whenever one 
  or more of these creatures is within one yard of them, 
  a spell user must make a successful Ability Check on 
  Intelligence or Wisdom (as appropriate) to cast a 
  spell. If the check is failed, the spell simply peters out 
  and does not take effect. 
  Magical leeches may also drain memorized spells 
  from the minds of wizards or priests. The chance that 
  a spell will be drained each round is 10% plus 1% per 
  leech within 1 yard. Magical leeches drain a caster’s 
  highest-level spells first, with the exact enchantment 
  lost being randomly determined. The absence of the 
  spell is noticed only when the wizard or priest 
  
  10 
  attempts to cast it. 
   
  Magical leeches can also feed on the energy of a 
  magical object, although they prefer the taste of 
  energy drained from the humanoid mind instead.  
   
  Every round that leeches are present, there is a 5% 
  chance, plus 1% per leech, that one power, function. 
  or plus of a magical object is destroyed. The exact 
  effect of the leech’s feeding is determined randomly. 
  Removing a magical leech is a painful task. When 
  touched, magical leeches release a fraction of the 
  energy stored in their bodies as an electrical discharge 
  that causes 1-2 points of damage. For every spell, 
  ability, of other essence the leech has consumed 
  within the last 8 hours, the burst causes an additional 
  1 point of damage. 
  Potion of Extra-healing 
   
   
  24 Cavern 
  An underground stream forms a large pool and runs 
  out the opposite end. Dung and other debris litter the 
  tunnel.  
  Giant Bat (1d10), AL N MV 30’ (10’) Fly 180’ (60’), 
  AC 6, HD 2 (avg 12 hp each), #AT 1, DG 1d4 bite, 
  SV F1, ML 8, XP 20. (See page 64 n the LL rulebook 
  for more details) 
   
  25 Entrance/exit to the Tombs of the Keepers 
  The tunnel ends at a large hole in the floor. 
   
  ·         
  Tomb of the Keepers Map (Pg 20) 
   
  1 Entrance 
  The hole in the ceiling leads to a passage with an 
  underground stream on one side. 
   
  2 Cavern 
  The walls seep with water. Green fungus grows along 
  the walls and ceiling.  
  Parasite (1d6) AL C, MV 3’, AC 5, HD 1+1 (5 hp 
  avg), #AT 1, DG 1d4, SV F1, ML 8, XP 33.  Flat 
  creature that looks like a patch of skin. It flies at 
  night looking for likely victims, sometimes waiting 
  above doors or on ceilings. When a potential host is 
  near, the creature lands on exposed skin (preferring a 
  seldom-seen area) and adheres there. It injects a 
  poison that anesthetizes the wound and affects the 
  victim’s mind, preventing the victim from noticing 
  the parasite. Others see the creature as a patch of 
  discolored skin. It sucks blood from the victim at a 
  rate of 1d4 points per day until removed. The creature 
  is easily recognized by those who have dealt with it 
  before. 
   
  3 Cavern 
  Dusty tracks of men and beast lead in different 
  directions.  
   
  4 Water Cavern 
  A slow moving underground stream flows alongside 
  this cavern. The stream ends in a whirlpool near the 
  eastern wall. A light mist hangs in the air.  
  Water Mist Horror (1), AL C, MV 180’ (60’), HD 5 
  (25 hp), #AT 2, DG 2d6/2d6, SV F5, ML 7, XP 350. 
  It takes a mist horror some time (generally 1d4 turns) 
  to assemble its physical form and attack someone 
  travelling through the mists. Thus, those who keep 
  moving are safe from harm as a mist horror is very 
  restricted in its own movement and must remain 
  within a small area.  
  When a mist horror attacks it is likely to catch its 
  victims off guard. This is largely due to the fact that it 
  can spring out of the swirling vapors (in which it is 
  treated as if it were invisible) without warning. Once a 
  mist horror assumes its combat shape (whatever form 
  that may be), it is easy enough to detect, although it can, 
  at will, break off from combat and return to the mists, 
  effectively becoming invisible again. When a mist horror 
  opts to do this (or before it assumes a combat form), it is 
  protected from any attack as its essence disperses through 
  the mists. However, it requires 1d4 turns to reform. 
  When in combat, the horror will attack in whatever 
  manner seems appropriate for its form. Because of the 
  mystic nature of this being, however, the number of 
  attacks it is entitled to and the damage it inflicts 
  remain constant (two attacks at 2d6 points each). 
  Thus, if the horror appears as a vast, six-tentacled 
  creature only two of its limbs would strike each 
  round. 
  Because of its almost insubstantial nature, the mist 
  horror can be hit only by +1 or better magical 
  weapons. Further, it has an innate magic resistance 
  (50%) that not only protects it, but radiates into an 
  area 20’ around it, canceling the effects of all spells 
  cast in its presence.  
  
  11 
  Mist horrors are, in a sense, a form of undead. They 
  suffer no damage from spells designed to affect 
  undead (negative plane protection, for example) and 
  are immune to the effects of holy water. They cannot 
  be charmed or controlled in any way and have no 
  physical forms to be affected by spells like cause 
  blindness or cause light wounds. 
   
  5 Junction Cavern 
  Several passages lead from this cavern junction.  
   
  6 Cavern 
  A rotten odor fills the air. Piles of bones and rotting 
  flesh are scattered around the cave.  
  Maggot Hound (2), AL C, MV 120’ (40’), AC 6, HD 
  3 (16 hp), #AT 2  bite/claw, DG 1d3/1d4 special, SV 
  F3,  ML 8, XP 100 
  The Maggot Hound has many heads, however they’re 
  treated as a single attack. Because of the multiple 
  heads the monster gets +4 to bite attack rolls. If the 
  Maggot Hound has a successful bite attack, the victim 
  must make a STR check or the maggot head will 
  burrow into the skin causing 1d6 damage per round 
  to the grabbed victim. A STR check can be made each 
  round to see see if the head is dislodged.  
  Treasure: Bloodstone Gem (50 gp), Obsidian Gem 
  (10 gp) and Blue Sapphire (200 gp) 
   
   
   
  7 Cavern 
  Piles of torn fabric and bones are piled against the 
  walls. 
  Alpha Maggot Hound (1), AL C, MV 120’ (40’), AC 
  6, HD 4 (22 hp), #AT 2  bite/claw, DG 1d3/1d4 
  special, SV F3,  ML 8, XP 100 
  The Maggot Hound has many heads, however they’re 
  treated as a single attack. Because of the multiple 
  heads the monster gets +4 to bite attack rolls. If the 
  Maggot Hound has a successful bite attack, the victim 
  must make a STR check or the maggot head will 
  burrow into the skin causing 1d6 damage per round 
  to the grabbed victim. 
  Treasure: Silver necklace (30 gp) and Gold earring set 
  (100 gp) 
   
  8 Cavern  
  A small alcove is at the end of the tunnel. Several 
  dwarven skeletons become animated at your presence.  
  Dwarven Skeleton warriors (4) AL C, MV 60’ (20’), 
  AC 7, HD 1 (8,7,5,5 hp), #AT 1, DG 1d6 rusty 
  Shortsword, SV F1, ML 12, XP 13 
  9 Tomb of the Keepers 
  This large room has massive pillars supporting the 
  arched roof. Carved reliefs of dwarven warriors adorn 
  the walls. Below the artwork are stone crypts with 
  some opened.  
  Tombguard (2), AL C, MV 120’ (40’), HD 4+4 (27 
  hp each), #AT 1, DG 1d6 Javelin, SV F4, ML 7, XP 
  290. They can also cast a weak Magic Missile spell 
  
  12 
  once every three rounds doing 1d4+1 damage. 
  Gold ring inlaid with Onyx gemstone (150 gp), 35 gp 
  (scattered among the tombs), Gold necklace with a 
  axe-shaped key hanging from it (40 gp), Gold holy 
  symbol inlaid with diamonds (300 gp) 
   
  10 Treasure Room 
  This door is trapped by a heavy stone dropping from 
  the ceiling over the door for 1d8 damage.  
  DEX check saves versus half damage.  
  Ornate wooden shelves are attached to the walls. 
  Decorative chests have been stacked in several 
  corners.  
  Vault Guardian (1), AL N, MV 180’ (60’), HD 6 (40 
  hp), #AT 2 Stone fists, DG 1d10/1d10, SV F8, ML 
  10, XP 570.  
  The attack of a vault guardian is straightforward and 
  consists of two punching attacks that inflict 1d10 
  points of damage per strike. What makes the vault 
  guardian a troublesome foe are the creature’s 
  additional magical powers, which enable it to detect 
  intruders and withstand magical attacks. 
  The vault guardian can perform the following at will: 
  detect magic and detect invisibility. A vault guardian 
  takes no damage from normal fire, magical fire, or cold-
  based attacks, and electrical attacks cause only one-
  quarter damage to the construct. Charm and sleep spells 
  have no effect on the vault guardian, nor do other mind-
  affecting spells or any poisons. 
  Edged and piercing weapons inflict only one-quarter 
  damage to the creature because of its durable 
  construction. Blunt weapons such as maces and 
  hammers do full damage. The vault guardian is also 
  extremely fast, and imposes a -3 penalty to all surprise 
  rolls when defending its charges. 
  Because of its construction, the vault guardian is 
  vulnerable to earth magic. A rock to mud spell inflicts 
  2d10 points of damage on the creature and stops it from 
  moving for one round, and earthquake or stone shape 
  instantly kills the construct (no saving throw allowed). 
   
  Treasure found in the vault: 
  Ring of Infravision 
  These rings are usually crafted of darkened silver and 
  set with a single gemstone, some rings have been 
  known to have a green or red runes etched upon it. 
  When this ring is worn, it grants the wearer 60’ 
  infravision. This vision does not enhance the current 
  vision if he already possesses infravision unless it is 
  shorter than 60’, in which case the wearer’s darkvision 
  would extend to 60’. 
   
  Axe: “Hacker of Bones” +2 vs. Skeleton creatures and 
  +1 against all others.  
   
  225 gp as well as the following gemstones: 2 
  Bloodstones (20 gp), 4 Onyx (30 gp) and 3 Emeralds 
  (50 gp).  
   
  11 Cavern 
  The walls of this cavern seap with water. A Strong 
  musty smell hangs in the air.  
   
  12 Chapel 
  Six pillars hold up a vaulted ceiling. Faded frescoes 
  adorn the ceiling showing different scenes of worship 
  and battles. A large statue of a dwarf holding a scepter 
  stands at one end.  
  Maggot Queen (1), AL C, MV 120’ (40’), AC 8, HD 
  6 (45 hp), #AT 1, DG Special, SV F8, ML 8, XP 1560 
  - Shambling, off-white mound that is vaguely 
  humanoid but with a constantly shifting form. It 
  walks upright on two legs and has two arms but these 
  appendages are constantly changing in length and 
  thickness, as are the dimensions of its torso. The 
  Maggot Queen’s head is also in flux, at times 
  appearing as a mere nub on the shoulders, at other 
  times having definite features such as eyes, nose, ears, 
  and mouth. 
  The explanation behind this shifting is that this type 
  of golem is constructed of living organisms, maggots, 
  to be specific. These are constantly turning into flies 
  which circle around the golem’s head and return to 
  the golem to lay eggs, completing the cycle by 
  hatching more maggots. Some of the maggots drop 
  from the golem and lie writhing in its wake, but these 
  are replaced at a phenomenal rate. 
  Edged or piercing weapons slicing through it have no 
  more effect than if they were passing through water 
  (the maggots simply knit together again after the 
  sword has passed). Blunt weapons fare little better; 
  they are able to smash off chunks of the body, but 
  inflict only half their usual damage. 
  In addition, the maggot-to-fly-to-maggot cycle 
  happens at a greatly accelerated rate, thus allowing the 
  golem to continuously replenish itself. This results in 
  the golem being able to regenerate at a rate of 2 hit 
  points per round. 
  
  13 
  The Maggot Queen is incapable of holding weapons. 
  It attacks by hugging its victim to its body.  
  This occurs whenever the golem makes a successful 
  attack. The victim is then held and slowly smothered 
  to death, losing 2d6 hit points per round. 
  During the round of the successful attack, the victim 
  is held and suffers damage. At the start of each 
  subsequent round, the victim can attempt a Strength 
  check. Success means the victim breaks free and 
  suffers no automatic damage that round. The maggot 
  golem can still attack during that round and can 
  establish a hold on the victim. 
  The Maggot Queen is immune to most spells. Fire-
  based spells affect her normally, cold-based spells 
  slow slow her for 2d6 rounds, Summon Insects heals 
  1d10 points of damage, and Repel Insects causes her to 
  instantly lose half her current hit points. All other spells 
  are ignored by these creatures. 
   
  Treasure found in the chapel:  
  Satchel of Safekeeping - The satchel, made of coarse 
  waxed canvas, is roughly 12"x9"x4" with a sturdy sling 
  strap but no clasps or buckles to secure the flap of the 
  bag when closed. It's appearance is deceptive on many 
  counts. The satchel is capable of generating up to 100 
  pocket dimensions the same size as the volume of the 
  bag itself. The pockets are accessed by opening the 
  satchel and picturing an image representing one of the 
  pockets. If the image does not correspond to any of 
  the filled pocket dimensions, the satchel accesses an 
  empty one. Any object put into that space, may later 
  be retrieved by mentally picturing the image again. 
  Note that the image need not be an object in the 
  pocket itself, just something arbitrary the user 
  chooses although the former tends to be easier to 
  remember. In this way, the satchel prevents anyone 
  else from gaining access to one's belongings. If all 100 
  pockets have been filled and new image is pictured, 
  nothing happens. The satchel cannot be opened by 
  others when slung around the user despite having no 
  locks and the user is instantly aware of any such 
  attempt. The absence of locks in addition to the 
  specificity of each pocket makes accessing items near 
  instantaneous for the user. The satchel is not extra 
  dimensional until the user wills it to be so and is 
  hence also safe for various forms of dimensional 
  travel and storage. 
   
   
  Club +1, +2 vs. Small or Medium creatures “The 
  Bully”. It is seemingly made of metal, but is actually 
  wood painted to look like steel. It is an illusion to 
  appear to have spikes protruding from the striking 
  end, but in fact has no such thing. 
  13 Cavern 
  This cavern has several partially consumed and rotting 
  bodies of dead adventures. Scrawled in common on 
  walls says: “Turn back now, death has come” 
  14 Collapsed Cavern 
  Part of the ceiling and walls have collapsed. Pieces of 
  bone and fabric litter the rock debris. 
   
  15 Collapsed priest quarters 
  A faded tiled mosaic of dwarven warrior priest 
  battling evil creatures adorns the walls. 
  Fiery Bones (1), AL C, MV 120’ (40’), HD 5+5 (32 
  hp), #AT 2, DG 1d4+2 x2, SV F5, ML 7, XP 660. 
  Fiery Bones inflict only 1d4 points of damage per 
  blow to creatures immune to fire, but against all 
  others they strike fiery blows, adding 2 points of 
  damage to each hit. In any round, one of them may 
  forgo one of its hand attacks in favor of hurling a 
  head-sized ball of expanding flames up to 20 feet 
  distant, dealing 1d6+3 damage to creatures struck, 
  igniting flammable things, and forcing saving throws 
  vs. breath attack or become inflamed for 1d4 damage 
  per round.  
  
  14 
  Fiery Bone are immune to all fire and heat damages 
  (magical or natural)  
   
  Fiery Bones are immune to charm, hold, and sleep 
  spells. Cold-based attacks inflict normal damage, holy 
  water causes 4d4 points of damage per vial (2d4 if only 
  a splash), and normal water inflicts 2d4 points of 
  damage per bucket (1d4 per splash). Alcoholic liquids do 
  not damage the Fiery Bones. Blunt weapons impose 
  normal damage, but edged or piercing weapons inflict 
  only half damage. 
  Treasure: If the room is searched carefully: 29 gp in a 
  leather pouch, 4 Garnet gemstones (35 gp each) 
   
  16 Armory 
  The door is trapped with an old poisoned dart. Save 
  versus poison at +3 or or fall asleep for 1d4 rounds. 
  A successful save will halve the damage.  
  Assorted weapons and armor hung on wooden racks 
  scattered around the room.  
  4 spears 
  3 shortswords 
  3 small metal shields 
   
  17 Cavern 
  The walls glitter from tiny flecks on an unknown 
  substance (Mythinen). If the PCs collect any of it, it 
  will be worth 100 gp in value.  
   
  18 Exit/Entrance to the Frostcrypt 
  Rough carved steps lead down into the dark. A steady 
  cold draft blows in your face.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Pre-Gen NPCs 
  Sige: Male Human fighter, L. Sige has thin red hair 
  and gray eyes, and a magical mark on his arm. He 
  wears scale mail and shield and wields a heavy pick. 
  Attributes: 13/11/12/18/9/11 hp 3, AC 5 
  Equipment: Dagger, blanket and rations 
   
  Bruda: Female Human Cleric, N. Bruda has silver 
  hair and gray eyes. She wears studded leather and 
  shield  and wields a +1 heavy mace and light mace. 
  Attributes: 13/11/8/11/10/8 hp 5, AC 5 
  Equipment: 50’ rope, flask, blanket, mirror, rations, 
  holy water and silver holy symbol. 
   
  Eareril: Female Elf L. Eareril has long silver hair and 
  amber eyes, and is exceptionally beautiful. She wears 
  leather and shield and wields a flail and light hammer. 
  Eareril is friendly but virtuous. 
  Attributes:  9/13/14/9/9/12 hp 3, AC 5 
  Equipment: Dagger, map case, blanket, backpack, 
  block and tackle, rations. 
   
  Azas: Female Dwarf , N. Azas has matted gray hair 
  and large gray eyes, and is exceptionally beautiful (for 
  a dwarf). She wears scale mail and shield. She wields a 
  heavy flail. 
  Attributes:  9/10/11/15/9/11 hp 5, AC 5 
  Equipment: Dagger, large sack, manacles, blanket, 
  garlic and candles. 
  
  15 
  
  16 
  
  17 
  
  18 
  
  19 
  
  20 
  
  21 
  Open Game License 
   
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  The names Knightvision Games, Ebonyr, are product 
  identity. All artwork, maps, diagrams, logos and design 
  are product identity. All material not designated 
  product identity is open game content. 
   
  OPEN GAME LICENSE Version 1.0a 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that 
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax 
  and Dave Arneson. 
   
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher 
  Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
   
  Copyright 2007-2012, Daniel Proctor 
  Labyrinth LordTM, Advanced Labyrinth LordTM, Realms of Crawling ChaosTM, and Goblinoid 
  GamesTM are trademarks of Daniel Proctor 
   
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  Copyright 2011-2012 Knightvision Games  
  http://knightvisiongames.com  
  
  22 
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - F1 Accursed Halls of the Keeperstone.pdf