TEXT: ISBN 978-1-62283-176-0
  
  Frog  
  God 
  Games
  tough  
  adventures 
  for tough 
  players
  ©2012 Bill Webb, Matthew J. Finch, Frog God Games. All rights reserved. All rights reserved. 
  Reproduction without the written permission of the publisher is expressly forbidden. Frog God 
  Games, the Frog God Games logo, and Grimmsgate are trademarks of Frog God Games.  
  All rights reserved. All characters, names, places, items, art and text herein are copyrighted by  
  Frog God Games, Inc. The mention of or reference to any company or product in these pages is  
  not a challenge to the trademark or copyright concerned.
  Author
  Matthew J. Finch
  Developer
  Bill Webb
  Producers
  Bill Webb and Charles A. Wright
  Editor
  Aaron Zirkelbach
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Erol Otus
  Interior Art
  Chris McFann
  Cartography
  Robert Altbauer
  Credits
  2
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  V. P. of Marketing & Sales
  Rachel Ventura
  Art Director
  Charles A. Wright
  The Dude
  Skeeter Green
  FrOG GOD GAMES IS
  
  Table of Contents
  Grimmsgate ........................................................................................ p. 4
  The Village of Grimmsgate .................................................................... p. 5
  Wilderness ......................................................................................... p. 8
  The Elder Temple ................................................................................ p. 11
  Legal Appendix  ................................................................................... p.22
  3
  
  4
  Grimmsgate
  An introductory adventure for the Swords & Wizardry ™ fantasy 
  role-playing game, for 4-8 characters level 1-3.
  Introduction
  If you’re already an old hand at using adventure modules, and you 
  don’t need any explanation about what’s going on here, then feel free 
  to skip forward to the rest of the adventure. On the other hand, if this is 
  your first time reading a published adventure, welcome! You might need 
  a few words of introduction to get you started with your first time as a 
  Referee, but fear not – Swords & Wizardry isn’t complicated, and neither 
  is running an adventure. Presumably you’ve taken at least a quick look 
  at the Swords & Wizardry rulebook, and you’ve got the idea of how the 
  game is played. The non-Referee players create characters in a fantasy 
  world, and as the players tell the Referee what their characters are doing, 
  the Referee describes the results. Using dice, a few rules, and this back-
  and-forth exchange of information, questions, and descriptions, the story 
  of the characters emerges as they explore the world, fight monsters, 
  gain treasure, and become more powerful. Because the Referee is not 
  in control of the characters, and since the players aren’t in control of the 
  Referee’s world, the epic story that emerges will contain surprises for 
  everyone.
  As the Referee, one of your most difficult tasks is preparing the 
  adventures that will confront your players. When everyone sits down at 
  the gaming table, the players are going to be asking you for information 
  about the fantasy world: “What do we see?” “Do we know any rumors?” 
  “Where should we go?” For many Referees, preparing the adventure ahead 
  of time is part of the fun of the game. Other Referees enjoy playing the 
  game, but prefer to use pre-prepared modules like this one. This adventure 
  is a good introduction to running a Swords & Wizardry adventure even if 
  you never plan on using a published adventure module again. One tip to 
  start out with, though. If you plan on writing your own adventures, they 
  don’t need to be as detailed as what you read here: all you really need are 
  quick notes to jog your memory.
  Enjoy!
  If you are going to be a player in this  
  adventure, and you are not the referee, 
  rEAD NO FUrTHEr! 
  Background
  The Present Day
  Deep in the wooded wilderness, the village of Grimmsgate is an 
  outpost town on a seldom-traveled trail, right at the edge of nowhere. 
  The village’s half-ruined temple of Law, dilapidated inn, drunken 
  blacksmith, exiled trader and a few fur-trappers are enough to keep the 
  bloody-minded denizens of the dark forest at bay, but nobody really 
  expects the village to still be there in another ten years. The woods have 
  become too dangerous for the trappers who once caught animals for fur, 
  and merchants no longer travel the poorly-maintained road because of 
  bandits. None of the nearby barons are willing to accept responsibility 
  for the village, because the one and only attempt that was ever made 
  to subdue this part of the wilderness, a patrolling troop of knights and 
  soldiers, completely disappeared in the forest without leaving a trace. 
  When the search parties also failed to return, civilization gave up on 
  Grimmsgate and departed, making no further efforts to stave off the 
  slow advance of Chaos. 
  Imprisonment of the Demon
  The slow deterioration in this area is rooted in events long ago, at a 
  place that is now referred to as the Elder Temple, a partially-collapsed 
  hillside not far from the village of Grimmsgate. In the almost-mythic 
  past, a group of three paladins killed a manifestation of a demon named 
  Vuod the Putrefactor. They burned the body and placed the ashes into 
  a magically-sealed jar made of green glass. The jar was given over to 
  the priests of Law at the Elder Temple, and left under their protection. 
  For as long as the demon’s ashes remained within the protective jar, the 
  demon would not be able to manifest itself again in the material plane of 
  existence.
  Arumvel’s Crime
  For centuries the ashes of Vuod were kept safe by the priests of the 
  Temple, until the unforeseen day when one of the priests, the acolyte 
  Arumvel, became so curious about the forbidden jar on the pedestal in the 
  Temple that he decided it could do no harm to at least touch it. The moment 
  Arumvel reached out his hand and made contact with the demon’s prison, 
  the ashes of Vuod the Putrefactor exploded outward and coated Arumvel’s 
  body, destroying most of his soul and taking complete possession of 
  the too-curious priest. With Arumvel possessed by the demon, the other 
  priests were taken by surprise and either killed or enslaved to Arumvel’s 
  will. A few of the Temple servants managed to leave warnings before they 
  died, but the bloody events of the Temple’s desecration left no survivors. 
  After the carnage, Vuod the Putrefactor escaped from the material plane, 
  leaving Arumvel behind – still alive, but with his body and soul horridly 
  warped. Slowly, the wilderness has encroached into the area where the 
  Elder Temple once held it at bay.
  For over two hundred years after the slaughter at the Elder Temple, 
  Arumvel the Wicked remained quiet, resting and regaining his strength. 
  Now, with his assembled minions and the strength of centuries, he has 
  finally turned his eye upon the lands beyond his lair. 
  The rise of Arumvel
  Arumvel the Wicked, horribly altered during his possession by the 
  demon Vuod, is dedicated to the cause of Chaos. Unlike many servants 
  of the dark powers, he is only slightly interested in conquest or power; 
  instead, ruin, decline, and decay are his cherished goals. His influence 
  upon the area around the Elder Temple has been subtle but very 
  destructive over time, as trade in the area has been choked off, the Temple 
  in Grimmsgate has become less and less able to protect the village, and 
  monsters have begun to return to the area. These monsters included a band 
  of mogura-jin looking for a base of operations and new sources of human 
  prey; the mogura-jin are a race of cannibalistic mole-men, descended and 
  degenerated from human beings. Seeing an opportunity, Arumvel recruited 
  the mogura-jin to be his followers, supporting their raids and depredations 
  with his own demonic and magical powers. Even worse, Arumvel began 
  to create more of these degenerated beings by capturing and transforming 
  humans into new stock that would increase the numbers of mole-men in 
  his ranks. These cursed humans are only partially transformed into mole-
  men, but their offspring will be condemned to the same cursed existence 
  as the true mogura-jin.
  referee Notes
  Before running this adventure, read all the way through it to get 
  familiarized with the different parts. The first section of the module is 
  about the Village of Grimmsgate, which is where the characters arrive at 
  the start of play. After the map and key for Grimmsgate, the next section 
  is the wilderness map, describing the area in the vicinity of the village, 
  the wandering monsters that may be found while exploring, and various 
  
  5
  Grimmsgate: The village
  interesting locations. The third section is the main adventure area for the 
  module, the forbidding  Elder Temple where Arumvel the Wicked makes 
  his lair. 
  The Elder Temple contains several monsters that take only half damage 
  when hit by non-magical weapons. Spells, magic weapons, and holy 
  water are all ways to inflict damage on demons and undead. Holy water 
  inflicts 1d4 hit points of damage if a bottle is thrown on such creatures. 
  It is worthwhile to remind the players of the properties of holy water, 
  especially if they are new players that might not know holy water can be 
  used as a weapon in this way.
  There are several reasons that might bring the characters to the Village 
  of Grimmsgate, and if you choose to give the players some direction 
  you can assign one of these missions to the characters ahead of time. 
  Otherwise, simply tell the players that their characters are in search of 
  treasure and adventure … then wait and see what they do.
  1. The characters have been charged by the priests of Law in another 
  area to discover what has become of the Elder Temple. Unless the party 
  is made up primarily of hero-types, there will likely need to be a financial 
  reward involved if the characters are successful.
  2. The characters are hired by a nearby baron to see if a small group 
  of adventurers can do a better job of discovering and rooting out the evil 
  in the area than the (already failed) military approach using knights and 
  men-at-arms.
  3. One of the characters has been deeded one of the abandoned houses 
  in Grimmsgate, and the party is traveling to the village to see if it would 
  be a good place as a base of operations for an adventuring career. The 
  character might have won the house in a card game, inherited it, or bought 
  it cheaply from someone who left the village due to the growing sense of 
  hopelessness and defeat there.
  Start
  The Village of Grimmsgate
  rumor Table
  Assuming the players tell you that their characters ask some questions 
  in Grimmsgate, the answers will automatically yield the following two 
  pieces of information about the area:
  “Seems like things have been going downhill for years, here in 
  Grimmsgate. Ever since the barons lost a big patrol in the forest, they 
  haven’t sent anyone since. Seems like we lost a fur trapper or a farmer 
  every month for a while, and now there aren’t enough people to keep 
  things going.”
  “There is an old temple out there somewhere nearby.  It’s called the 
  Elder Temple because it was before we had a temple here in the village. 
  Something bad happened there a long time ago.”
  Once this basic information is conveyed to the players, there are 
  a few more rumors that might be floating around in Grimmsgate. You 
  might choose to give the party 1d3+1 of these additional rumors (rolling 
  randomly on a d6 to see which ones they hear), or, if the players themselves 
  are new to the game, you might decide to tell them all these rumors as a 
  way of helping them along a bit. Note that rumors 4 and 5 contradict 
  each other; #4 is technically the truth, but it is not the whole story and is 
  actually a bit misleading.
  Roll 1d6 to determine which rumor the characters hear:
   1 
  Two nearby farmers, Albraith and Etarra, disappeared from their 
    
  farmhouse only a couple of days ago.
   2 
  To find the Elder Temple, go south downriver from the ford.
   3 
  The Elder Temple was a building on a hill, but now all that is left is 
    
  the catacombs underneath the ruins.
   4 
  Someone freed a demon in the Elder Temple, and it killed all the 
    
  priests before it disappeared.
   5 
  Someone freed a demon in the Elder Temple, and the demon is still 
    
  there to this very day.
   6 
  Something must be keeping travelers away from Harkin’s Ford up to 
    
  the northeast, because no one has come to the village from that 
    
  direction in several days.
  Map Key
  G-1. Abandoned Farmhouses
  The cat is a regular cat, but it is feral and will run away if anyone tries 
  to approach it.
  G-2. Grimm’s Gatehouse
  G-3. Silver Dagger Inn
  After several days of traveling, you and your companions are 
  at last approaching the small village of Grimmsgate. The narrow 
  road that leads for miles through this forest is overgrown with 
  weeds, beginning to blend and disappear entirely back into the 
  wilderness. Indeed, everything you have seen since the last real 
  signs of civilization has had the same feeling of slow retreat and 
  disintegration. More than once, you have passed by strange signs 
  and indications – bones arranged in a circle around a human skull; 
  a small, red-stained wicker basket by the side of the road; an 
  unmarked grave in the dappled shade of the trees. 
  Finally, though, you see ahead of you the distinctive hill upon 
  which the village of Grimmsgate is built.  At the top, there is a small 
  cluster of buildings – you can just barely see the half-collapsed roof 
  of the old Temple of Law that was once said to be the pride of the 
  village. Even at this distance, the place looks run down. Although 
  the village is not fortified, the hill is very steep and only one path 
  leads up to the top. 
  Do you head toward the village?
  The village sits atop a steep hill, with a single pathway leading 
  around the hill’s natural curve and up to a gatehouse that protects 
  the buildings at the summit. There are three farmhouse-type 
  buildings along the path, but the rest of the village appears to be 
  located behind the gatehouse, so that any attackers would have to 
  take the gates before they could reach the regular buildings.
  Three stone farmhouses were once built beside the pathway 
  that leads up to the top of Grimmsgate Hill, but they appear to be 
  abandoned now.  One of them has a wooden shutter that bangs 
  open and closed in the wind. A cat sits in one of the dark windows, 
  watching you as you pass by.
  The trail up to the hilltop is blocked by a half-ruined gatehouse. 
  The gates have fallen off and have been pushed to the side to 
  keep them from blocking the entrance. However, the rusting iron 
  portcullis has been lowered, and there is a guard standing atop the 
  building with his crossbow leveled at you.
  A large building with a wooden sign out front painted to represent 
  a silver dagger. It has recently been painted, and shows other signs 
  of attempted repairs, but this is obviously an old building and the 
  repairs are not expertly done. As you draw nearer to the inn, one 
  of the wooden roof shingles comes loose in the breeze and slides 
  down, falling to the ground in the overgrown grass.
  
  6
  Grimmsgate: The VIllage
  
  7
  The Silver Dagger Inn has six rooms for rent upstairs (1gp/night), each 
  of which can sleep as many as three people if two share a bed and the third 
  sleeps on the floor. On the ground floor, there is a common room where 
  meals are served; the common room serves as a tavern for the rest of the 
  village as well, for on most nights there are no guests staying at the Inn at 
  all. The rooms are clean, but all of them have ceilings that leak if it rains, 
  and the floorboards squeak.
  The innkeeper of the Silver Dagger is Ralmar Prath, a tall, thin fellow 
  with a shiny, bald head. His wife Miralda and his two sons Ullin and Jark 
  help him with the various tasks of running the inn and the stable.
  Ralmar Prath (Ftr5): HD 5d8hp; HP 25; AC 4[15]; Atk 1 
  longsword (1d8) or longbow (1d6); Move 12; Save 10; AL L; 
  CL/XP 5/240; Special: 5 attacks against opponents with 1HD 
  or less.
  Miralda, Ullin and Jark (Normal Humans): HD 1d6hp; HP 6, 4, 
  5; AC 9[10]; Atk 1 dagger (1d4); Move 12; Save 18; AL L, L, N; 
  CL/XP B/10; Special: None.
  Ralmar’s room contains a strongbox with 320gp, 426sp, and a small 
  emerald (200gp).
  G-4. Stable
  The stables are owned by the temple, but Ralmar Prath of the Silver 
  Dagger manages them on the temple’s behalf. There are three horses and 
  five mules kept here.
  G-5. The Emporium (Merchant)
  The Emporium is a combination of a store and trading post, the 
  headquarters of Pantro Panga’s tiny mercantile empire. Pantro is an 
  extremely flamboyant and somewhat manic person with big dreams 
  of becoming a great merchant owning caravans and fleets of ships. 
  Unfortunately, he is in what might be the worst possible location to 
  succeed in such a plan. He owns a mule (in the stables), the small amount 
  of merchandise in his store, and not much else.
  The characters can buy any equipment from the standard equipment list 
  here, but quantities will be limited. Pantro has only one suit of plate mail, 
  for example. He will buy anything valuable that the characters bring to 
  him, with the hopes of either selling it here or shipping it by caravan to a 
  town or even a city.
  G-6. “Drunken” Smith
  The blacksmith of Grimmsgate is nicknamed “Drunken” Smith, and 
  the nickname describes him well. When he is sober, he can shoe horses, 
  repair armor and weapons, and even make swords and daggers. When he 
  is not sober, his creations and repairs tend to be off center, bent, or slightly 
  twisted.
  G-7. Stevin’s Farmhouse
  This farmhouse belongs to Stevin Farmer. Stevin’s farm is a half hour 
  walk from the bottom of the hill.
  G-8. Farmer Ezrac’s House
  Farmer Ezrac is not friendly to visitors, and generally keeps to himself 
  even with the other villagers.
  This long, stone building has broad double doors and smells 
  of horses and manure. There is no sign on the front, but this is 
  obviously the village’s stable. The stones in one corner of the 
  building appear to be coming loose, but as far as you can tell at a 
  glance, the building is still structurally sound.
  The building has a blacksmith’s forge in the front. A sign on the 
  side of the building reads “Blacksmith,” but it is so faded that you 
  can barely read it.
  This building is in excellent repair, and the stone wall around the 
  garden is painted a cheery yellow color.
  This half-timbered house leans slightly to one side, and there are 
  some holes in the plaster.
  This is a well-tended stone building with a roof of wooden 
  shingles. A sign over the door reads: “The Hilltop Emporium.”
  At some point, Pantro can easily become a source of adventures, 
  especially if you decide that he is running out of cash and needs 
  to take all these things he has been buying from the characters 
  into a town for sale. At that point he might hire the characters 
  to guard him and the caravan (he will rent the other mules in the 
  village stable for the journey). He would be expecting to join up 
  with a larger caravan within a day or so, but if the rendezvous fails 
  due to a delay somewhere, he would likely choose to go on alone 
  if he has guards. Guarding a caravan through the wilderness and 
  past the threat of bandits and monsters can make for an excellent 
  adventure.
  Grimmsgate: The VIllage
  
  8
  G-9. Abandoned Houses
  If the players think of it, their characters could actually rent or buy one 
  of these houses from the Temple (Rhall). The price to rent would be 30gp 
  per month, and the cost to buy would be 600gp (no farmland would come 
  with the purchase or rental of the house, just the building itself).
  G-10. Trake Farmhouse
  An elderly couple named Yorbin and Melly Trake live here. Their three 
  adult children have all left the area to seek their fortunes elsewhere. 
  G-11. Temple of Law
  An old cleric named Rhall is the last remaining priest here, although 
  he has a letter claiming that an acolyte will be sent to him from a larger 
  temple “soon.” Rhall has been camping out in the semi-ruin ever since 
  the roof started to fall in. He has been trying to figure out how to restore 
  some kind of spirit to the villagers, but so far he has been unsuccessful at 
  fighting off the sense of defeat that has been eating away at the community 
  for years. He has begun to suspect that there are supernatural forces at 
  work, and it has crossed his mind that the old stories about the Elder 
  Temple might have something to do with the way that Grimmsgate seems 
  to be dying away.
  Although Rhall is unable to do any sort of adventuring – he lost an 
  arm several years ago, and his lungs are weak – he can be of invaluable 
  aid to the party as long as they are helping the village. He owns several 
  scrolls of clerical spells, some of which are more powerful than he could 
  cast without the help of the scroll. In one case, the scrolls could literally 
  mean the difference between life and death. The scrolls are: raise dead 
  x2, remove curse, and cure blindness. Rhall will not allow adventurers to 
  take the scrolls with them, but he will use the spells to restore them if they 
  return battered from an expedition to help the village.
  Rhall (Clr4): HD 4d6hp; HP 20; AC 4[15]; Atk 1 mace (1d6); 
  Move 12; Save 12; AL L; CL/XP 5/240; Special: Spells (2/1), +2 
  save vs. paralysis and poison, turn undead.
  Spells: Cure light wounds x2, speak with animals.
  The Wilderness
  The wilderness map shows the area around the village of Grimmsgate, 
  including the location of the Elder Temple. One square on the map 
  represents a half mile, and it will take the party about a half hour to travel 
  across a square. The terrain here is rough, and this movement rate assumes 
  that the party is also moving slowly and carefully.
  Map Key
  W-1. Village of Grimmsgate
  The village of Grimmsgate is described in its own section. If the module 
  is being placed into an existing campaign, you, as the Referee, could 
  certainly choose to change the name of the village or to create your own. 
  W-2. The Elder Temple
  The Elder Temple is described in its own section.
  W-3. Harkin’s Ford
  Harkin’s Ford is a shallow point in the river, where it is possible to cross 
  without a bridge or ferry. An ogre has recently taken up residence near 
  the ford, finding that it is a good place to attack small groups of travelers. 
  The ogre is careful not to attack groups of more than three people, but 
  anyone coming to the ford and looking around will find traces of the 
  ogre’s presence: a skull here and there, a mortar and pestle where the ogre 
  grinds bones, and even its pile of sleeping furs if they range far enough 
  around the area. If the party stays long enough, the ogre will lose patience 
  and come out from its hiding place to attack these interlopers. If the party 
  is simply approaching the ford before heading south, following directions 
  to the Elder Temple, they are not likely to be stopped by the ogre.
  Ogre of Harkin’s Ford: HD 4+1; HP 21; AC 5[14]; Atk 1 
  weapon (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120; 
  Special: None.
  Treasure: The ogre carries a bag that contains two human skulls, a 
  gallon of beer, a haunch of venison, 250gp, a jeweled dagger (100gp), and 
  an ivory drinking horn (100gp). 
  W-4. Young Black Dragon
  This is the lair of the young black dragon Iscarax, a recent arrival in the 
  area. Iscarax’s lair is a very small cave, and the dragon intends to find a 
  deeper lair or perhaps a swamp in the future. For the time being, though, 
  the young dragon has found itself drawn to this area for some reason it 
  does not understand, and it intends to stay for a while. The reason why 
  Iscarax has been drawn to this area, of course, is due to the influence of 
  Arumvel.
  Young Black Dragon (6HD): HD 6 (12hp); AC 2[17]; Atk 2 
  claws (1d4), 1 bite (3d6); Move 9 (Fly 24); Save 11; AL C; CL/
  XP 5/240; Special: Spits acid.
  Three farmhouses are clustered together here, all of them 
  obviously abandoned.
  This building is a farmhouse with two cows in the stone-walled 
  enclosure behind the building.
  This large building is obviously a Temple of Law, but it is in 
  terrible disrepair. Parts of the roof have collapsed into the building, 
  and the garden in front of the temple is choked with weeds.
  Grimmsgate: The Wilderness
  
  9
  Grimmsgate: The Wilderness
  
  10
  Grimmsgate: The elder temple
  
  Treasure: As a young dragon, Iscarax has not yet assembled a very 
  impressive hoard of treasure, although it is enough to allow a peasant 
  to retire. The hoard includes 250gp, 337sp, 1,452cp, a golden chalice 
  (100gp), 3 small rubies (100gp each), and a +1 shield.
  W-5. Bandit Camp
  This area is the camp of a small group of bandits, led by a level 2 fighter 
  named Yarithor Bloodmark. 
  Yarithor Bloodmark (Ftr2): HD 2; HP 10; AC 4[15]; Atk 1 
  longsword (1d8) or longbow (1d6); Move 12; Save 13; AL C; 
  CL/XP 2/30; Special: 2 attacks against 1 or fewer than 1HD 
  creatures.
  Bandits (4): HD 1; HP 1, 5, 4, 8; AC 7[12]; Atk 1 longsword 
  (1d8) or longbow (1d6); Move 12; Save 17; AL C; CL/XP 1/15; 
  Special: None.
  Treasure: In addition to the value of the bandits’ armor and weapons, 
  each of the bandits carries a belt pouch with 1d6+1gp. Yarithor has 110gp 
  and a medallion worth 25gp.
  W-6. Hill of Statues
  Although there is no particular threat on this hilltop, the circle of statues 
  is unusual. There are five statues of hooded figures here, very worn by 
  many seasons of rain and snow. Each wears a holy symbol of Law (the 
  players will not know it, but these are statues of the 5 high priests who 
  ruled the Elder Temple before it was destroyed.
  The Elder Temple
  Map Key
  T-1.  Slopes of the Elder Temple
  A rocky hill rises steeply beside the trail; a few massive blocks of dark 
  stone at the crown making it clear that this is the site of the Elder Temple. 
  No buildings remain, although several blocks of masonry are scattered 
  here and there on the hillside as if they had been tossed around by an 
  unthinkably powerful force. Two small groves of trees have taken hold 
  near the bottom of the slope, and you can see three cave entrances into 
  the hill itself. The lower two entrances are doorways crafted from carved 
  stone. The highest entrance, near the top of the hill, is quite different. It is 
  very large, wide enough for several people to enter side by side, and it is 
  closed by what appears to be a metal door.
  T-2. Servants’ Quarter Tunnel Entrance
  For details on the inside of the tunnel, see Location T-4.
  T-3. Guards’ Entrance
  This entrance into the underground complex of the Elder Temple was 
  primarily used by the temple’s guards. As characters enter tunnels, check 
  to make sure that the party is carrying light sources and that they have 
  established a marching order.
  T-4. Entryway
  As characters enter tunnels, check to make sure that the party is 
  carrying light sources and that they have established a marching order. 
  In this entrance, for example, marching order is important because it may 
  determine which character falls into the pit trap at Location T-5.
  T-5. Pit Trap
  READ THIS DESCRIPTION ONLY IF THE CHARACTERS ARE 
  SPECIFICALLY CHECKING THE CEILING AS THEY GO DOWN 
  THE STEPS!
  The dark spot is a recessed button in the ceiling that will lock the pit 
  trap in place so that the trapdoor will not swing open when weight is 
  placed on it. Since the ceiling is ten feet high over the top of the steps, the 
  adventurers will need to use some sort of tool to press it.
  11
  Wandering Monsters
  Check for wandering monsters once every three turns. There is 
  only a 1 in 10 chance of encountering a wandering monster – on a 
  roll of 1, check the table below to see what has been encountered. 
  A result of “special” means that the monster is determined by 
  which set of caves the characters are in (each cave entrance has its 
  special monster included at the front of the entrance description).
  Wandering Monsters (1 in 10 chance)
   Die Roll 
   (1d10) 
  Encounter
   
  1 
  Manes Demon
   
  2-3 
  Giant Rats (1d3)
   
  4-6 
  Mogura-jin (mole-man) (1)
   
  7-8 
  Cursed humans (1d2)
   9-10 
  Giant Centipedes (small, non-lethal) (1d3)
  Manes Demon (1): HD 1; AC 5[14]; Atk 2 claws (1d2), 1 
  bite (1d4); Move 5; Save 18; AL C; CL/XP 2/30; Special: 
  Half damage from non-magic weapons.
  Giant Rats (1d3): HD 1d4hp; AC 7[12]; Atk 1 bite (1d3); 
  Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are 
  diseased.
  Mogura-jin (Cannibal Mole-man) (1): HD 2; AC 7[12]; 
  Atk 2 claws (1d4); Move 9 (burrowing); Save 16; AL C; 
  CL/XP 2/30; Special: Blinded by bright light.
  Cursed Humans (1d2): HD 1; AC 7[12]; Atk 2 claws 
  (1d4); Move 9; Save 17; AL C; CL/XP 1/15; Special: 
  Blinded by bright light.
  Giant Centipedes (small, non-lethal) (1d3): HD 1d2hp; 
  AC 9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; AL 
  N; CL/XP B/10; Special: non-lethal poison bite (+4 save).
  This cave entrance is built of plain, undecorated stones. Light 
  from the outside shines just far enough into the hallway to show 
  that the entrance passageway makes a “T” junction after twenty 
  feet or so, with passages leading to the left and right. Where the 
  passageway ends, you can see that a face is carved into the stone, 
  but you can’t see any more details without entering the tunnel.
  This tunnel entrance is hidden away in a grove of young trees 
  that have probably grown since the time when the tunnel was first 
  excavated. Over the top of the entrance, a shield has been carved 
  into the stone. There is no device upon it, but at the edges of the 
  carving you can see what appear to be flecks of white paint.
  The entrance from the outside leads to an area that is a landing 
  halfway down a broad staircase. The steps go up to the left, and 
  down to the right. In front of you on the wall of the landing, there is 
  a bas-relief carving in the wall, the face of a bearded man.
  Your light illuminates a dark spot on the ceiling about the size of 
  a large coin.
  Grimmsgate: The elder temple
  
  12
  Unless the characters probe the floor ahead with a staff or pole, press 
  the overhead button, or do something else that would detect it, the covered 
  pit trap here is likely to catch at least one of them. The pit is ten feet 
  deep, and has a hinged covering painted to look like the flagstones of the 
  dungeon floor. Each person who steps onto this concealed trapdoor has a 
  4 in 6 chance to fall into the pit for 1d6 points of damage.
  T-6. Servants’ Quarters
  The skeletons here are all normal skeletons (not animated). These are 
  servants of the Elder Temple that were enslaved by Arumvel the Wicked. 
  The pieces of rotting wood and cloth are all that remains of the beds and 
  other simple furniture that was once in the room – if the characters dig 
  through the bits and pieces, they will find several rusted nails but nothing 
  of value.
  T-7. Pantry
  Searching through the trash on the floor allows the characters to find 
  2gp and 4cp. Searching takes a full turn, and has a 1 in 6 chance to alert 
  the cursed humans in Location T-8.
  T-8. The Cannibals’ Kitchen
  Note: it is possible for the characters to enter this room through the 
  regular door or through the secret passageway from Location T-18.
  These creatures are cursed humans (see “New Monsters”). They are 
  halfway altered into cannibal mole-men, and their offspring will most 
  certainly be members of that malignant species. These cursed humans are 
  part of the larger group of mole-men and cursed humans that makes its 
  lair in Location T-10.
  There is a bundle of bones wrapped in burlap in one corner of the room. 
  The bones are fresh, with scraps of meat still clinging to them, and they 
  are obviously those of a human being.
  Cursed Humans (6): HD 1; HP 6, 3, 8, 7, 3, 1; AC 7[12]; Atk 
  2 claws (1d4); Move 9; Save 17; AL C; CL/XP 1/15; Special: 
  Blinded by bright light.
  Treasure: Each of the cursed humans has a belt pouch with 1d10 gold 
  pieces in it. One of the iron cooking pots hanging from the ceiling contains 
  a leather bag that contains 3 gems (25gp each) and 5 gold pieces.
  T-9. Empty room
  There is nothing of interest to the characters in this room.
  T-10. Mole-man Lair
  This is the main group of the cannibal mole-men who inhabit the 
  Servants’ Quarter area of the Elder Temple. The big mole-man is the war 
  leader and the one with the bone through its nose is Jylagura the Demon-
  Speaker, a servant of Arumvel the Wicked (see Location T-43).  Jylagura 
  has a smear of ash on his forehead like the manes demons of Arumvel’s 
  court, but this is ordinary ash, not ashes from Vuod the Putrefactor.
  Gobura Scar (Mole-man leader): HD 3; HP 12; AC 5[14];  
  Atk 2 claws (1d4); Move 9 (burrowing); Save 14; AL C;  
  CL/XP 4/120; Special: Blinded by bright light.
  Jylagura the Demon-Speaker (Cannibal mole-man):  
  HD 2; HP 10; AC 6[13]; Atk 2 claws (1d4); Move 9 (burrowing); 
  Save 16; AL C; CL/XP 3/60; Special: Spells (cause light 
  wounds, hold person, cure light wounds), blinded by bright 
  light. Jylagura’s cause light wounds may be cast at a range 
  of 30ft and does not permit a saving throw.
  Mogura-Kin (Cannibal mole-men (3)): HD 2; HP 12, 4, 11;  
  AC 7[12]; Atk 2 claws (1d4); Move 9 (burrowing); Save 16;  
  AL C; CL/XP 2/30; Special: Blinded by bright light.
  This room has several wooden shelves around the walls, but they 
  are badly rotted and most have collapsed. Apparently the room was 
  looted at some time in the past, for there is nothing on the shelves 
  and only some broken glass and pieces of pottery left on the floor. 
  Rather ominously, there is a human skull in one corner of the room.
  This room is obviously a kitchen, with a large fireplace, several 
  wooden counters along the walls, and a table in the middle of the 
  room. Iron cooking pots and other implements are hung by hooks 
  from the ceiling. Six human-like creatures are sitting around the 
  table, eating what looks like raw rat meat. They are skinny and 
  hairless, with snout-like faces and long, claw-like fingernails.
  This room was evidently used for storage at some time in the 
  past, for there are several large alcoves in the room, each one large 
  enough for a person to stand in, each of them carved with stone 
  shelves. You only have a moment to notice the room’s details, 
  though, for there are also several mole-men in the room, moving 
  to the attack. Their leader is a big, fat brute of a mole-man covered 
  with scars and standing over six feet tall.  At the back there is also 
  an old-looking cannibal mole-man with tattoos all over his skin and 
  a bone through its nose. 
  This room is empty.
  When you open the door and peer into this room, you see that there 
  are five skeletons lying on the floor, each one of them surrounded 
  by pieces of rotting wood and cloth.
  Grimmsgate: The elder temple
  
  13
  Treasure: Gobura wears a necklace of gold nuggets (200gp) and has a 
  belt pouch with 12gp and 23sp. Each of the ordinary cannibal mole-men 
  has a belt pouch with 1d10gp. Jylagura the Demon-Speaker has a shoulder 
  bag made of cured human skin, which contains a number of disgusting 
  items used in his demonic rituals, and also contains a gem carved in the 
  shape of a demon’s head. This gem is worth 500gp.
  T-11. Main Temple Entrance
  The great doors are not locked, but they are not easy to open. It takes 
  at least three characters with a combined strength of 35 to open them. A 
  dwarf might notice that the gouges in the iron door were not made by 
  normal tools, but look almost like claw marks (the claws of the mole-men 
  are strong enough to gouge the metal quite deeply).
  As characters enter tunnels, check to make sure that the party is carrying 
  light sources and that they have established a marching order.
  T-12. Temple Antechamber
  The mosaic tiles comprising the “light” around the jar are actually 
  magic, and if there is no light in the chamber they will be seen to glow 
  faintly. If someone is boosted up to touch the mosaic jar, that character 
  will instantly have a very powerful vision sent by the powers of Law. In 
  the vision, the character sees a demon being burned in holy fires by three 
  knights in plate mail, each wearing armor that shines with white light. One 
  of the knights has a helmet bearing the crest of a phoenix, one bears the 
  crest of a horse, and one bears the crest of a golden dragon. The demon’s 
  ashes suddenly rise into the air like smoke, and are sucked down into a 
  green jar. The three knights lift the jar (it is about the size of a person) and 
  place it behind a carved wooden screen that bears magical holy symbols. 
  When the jar is placed behind the screen, the symbols on the wooden 
  panels suddenly blaze with light. The knights step back, and the vision 
  fades away. Just as it does so, however, the person seeing the vision 
  will suddenly become convinced that whatever this vision represented, 
  something about it has since gone terribly wrong.
  The mosaic of the jar was created here as a warning and a reminder to 
  the priests of Law who once lived in the precincts of the Elder Temple. It 
  depicts the imprisonment of the demon Vuod by the three paladins who 
  killed him, burned the flesh, and placed the ashes in the jar, a magical 
  artifact created for this purpose. 
  T-13. Fane of the Elder Temple
  A detect magic spell will reveal that the shards of glass are infused with 
  an extraordinarily powerful enchantment. Anyone touching the shards 
  will be knocked unconscious by the intense power that remains in them 
  even after the jar was shattered. The character will remain unconscious 
  for 1d6 ten-minute turns, and during each turn the character will have 
  dreams resulting from the shock of contacting the remains of the artifact. 
  Some of these dreams may repeat; roll on the table below, once per turn 
  that the character is unconscious, to determine what dreams may come to 
  the character.
  Roll 1d8
   1 
  The character hears a frightened voice repeating the words 
    
  “beneath the sun alone for safekeeping.”
   2 
  The character repeatedly sees a person wearing the robes of a 
    
  priest of Law reaching out to touch a jar made of green glass. 
    
  The man is muttering to himself, but the dream contains no sound. 
    
  It looks like the man might be saying the word, “dangerous.”
   3 
  The character repeatedly hears the words, “It can’t be that 
    
  dangerous.” If a player asks if this is the same frightening voice 
    
  mentioned in #1, the answer is no – this is the jar’s memory of the 
    
  voice of Arumvel just before he touched the jar and released Vuod 
    
  from captivity.
   4 
  The character sees the same vision as when the mosaic picture 
    
  of the jar is touched in Location T-12. However, the scene is
     
  viewed from the perspective of the jar, so the demon’s ashes 
    
  rise from the fire and seem to jump into the character. After this 
    
  startling moment, the character will see the three knights placing 
    
  the wooden screen in place as if they were putting the screen 
    
  around the character. At this point, the dream ends.
   5 
  The character sees a fountain of dark dust, or possibly powder, rise 
    
  into the air and form the shape of a demon. This viewpoint is very 
  referee Note: 
  Swords & Wizardry has no rules to tell the Referee how to make 
  monsters like Jylagura. He is a cannibal mole-man tribal spellcaster 
  because that fits well with the whole mystery of the Elder Temple, 
  but there is no rule that such spell casters should have clerical 
  spells, magic user spells, druid spells, or spells that you make up 
  for tribal spell casters. Creating adventures for Swords & Wizardry 
  is not a matter of following rules or procedures; it is a matter of 
  putting together interesting, playable adventures!
  This entrance to the hill is blocked by a closed, metal double door, 
  wide enough for several people to enter side by side. The door is 
  marked with a large circle, one of the symbols of Law, but eight 
  arrows have been roughly gouged into the iron around the circle, 
  transforming it into a Chaos symbol.
  This impressive underground chamber has double doors at both 
  ends. Over the top of the eastern doors there is a mosaic image of a 
  green jar surrounded with light. 
  This chamber is circular, the domed ceiling supported by carved 
  stone pillars. At the center of the room there is a short pedestal, 
  about three feet tall. Broken shards of green glass surround the 
  pedestal. The room has a sense of brooding power in it, but it feels 
  like an echo or a residue rather than an active source of anything 
  magical.
  Grimmsgate: The elder temple
  
  14
    
  strange, because it appears to be seen from several different 
    
  perspectives at once. (The multiple-viewpoint effect is due to the 
    
  fact that it is seen from the perspectives of several shattered pieces 
    
  of the jar, just after the demon shattered it from within).
   6 
  The character sees a person’s lying on the floor in the middle of 
    
  several pieces of broken green glass (this can be recognized as 
    
  the same person – Arumvel – as seen in result #2 who was 
    
  reaching out to touch the jar). Suddenly a stream of dusty smoke 
    
  begins to stream into the person’s mouth and nose, as if being 
    
  inhaled.
   7 
  The character sees the man (Arumvel) speaking to a small group 
    
  of squat but disturbingly human-like beings, about 5 feet tall and 
    
  having pale skin, small beady red eyes, no body hair, and nails 
    
  overgrown to claws.
   8 
  The character sees a human being chained to a wall. Time seems 
    
  to pass rapidly, and the character sees a nauseating change come 
    
  over the man as he slowly transforms into a human-like creature 
    
  with pale skin, small beady red eyes, no body hair, and nails 
    
  overgrown to claws.
  If a character is knocked unconscious as a result of touching the green 
  shards of glass, three giant centipedes will crawl out of unseen holes in 
  the stone pillars, and attack the party. The centipedes are bright green and 
  shiny.
  Giant Centipedes (small, lethal) (3): HD 1d2hp; HP 1, 2, 1; AC 
  9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; AL N; CL/XP 
  1/15; Special: poison bite (+4 save or die).
  T-14. Secret room
  This area was the secret altar room of the priests of Law. The base of 
  the altar is the pedestal, but at one time a sphere floated above the altar, 
  and without the sphere the altar has no unusual properties. As Arumvel, 
  possessed by the demon Vuod, was destroying the temple’s aboveground 
  structure, the priest quickly hid the altar sphere away. It can be found in 
  Location T-25. If the sphere is returned to the altar, any Lawful character 
  within 60ft will gain 500 experience points as a divine blessing for 
  restoring the altar to wholeness.
  T-15. Flooded room
  The floor of this chamber is flooded in about two inches of water, 
  although on first glance the characters will not be able to tell that it is 
  so shallow. The water is dripping from the ceiling. Anyone walking 
  through the water will have 1d3-1 leeches stick to the character’s boots 
  before reaching the other side. The leeches are not dangerous, although 
  they might suggest to novice players that water in dungeons can pose 
  unexpected dangers.
  T-16. Guard room
  If the players specifically say that they are looking at the pattern of 
  leaves on the floor (and this must be before the characters traipse into 
  the room and scatter everything all about), they will notice that there is 
  an area against the back wall of the room where there is much less leaf 
  coverage on the floor than elsewhere in the room. (This is directly in front 
  of the secret door).
  T-17. Side Storage room
  Note: If the characters inspect the door to this room, they will discover 
  that something seems to have gnawed away some of the wood at the 
  bottom, leaving a gap about 3 inches high by 6 inches wide.
  10 giant rats live in the nest they have made in this pile of crates.
  Giant Rats (10): HD 1d4hp; HP 4, 2, 1, 3, 1, 3, 2, 2, 1, 4; AC 
  7[12]; Atk 1 bite (1d3); Move 12; Save 18; AL N; CL/XP A/5; 
  Special: 5% are diseased.
  Treasure: Searching the pile of crates will reveal a fair amount of junk 
  that the rats have accumulated, but will also yield some valuable finds. 
  In with the trash, the characters will find 73sp, 89cp, and a silver brooch 
  worth 25gp.
  T-18. Guard Barracks 
  This spacious underground hall was once the barracks of the Elder 
  Temple’s guard unit. The weapon racks are empty, and there is no sign 
  of the warriors that once inhabited this barracks. The wooden boxes in 
  the northern part of the room are where the soldiers kept their personal 
  belongings. They have been ransacked, and are empty except for a few 
  scraps of cloth.
  T-19. Entrance to the Catacombs
  The ancient runes are too old to be understood by the characters without 
  magical aid, but if they cast a read languages spell, they will find that the 
  words read: “Crypts of the Elder Temple.”
  When the characters enter tunnels, check to make sure that the party 
  is carrying light sources and that they have established a marching order.
  This room is relatively featureless – the only unusual object in it 
  is located in the center of the room, a square pedestal two feet high, 
  with a concavity in the top shaped like a hemisphere. The concavity 
  would contain exactly half of a one foot diameter sphere.
  This tunnel entrance is about halfway up the hill. It has definitely 
  been carved from the rock, for the walls of the tunnel are straight 
  and the floor is level. All around the opening, carved into the 
  hillside rock, there are carvings of skulls and skeletons. Ancient 
  runes are carved over the top of the tunnel.
  This room contains several wooden crates, probably ten of them, 
  stacked in a jumbled pile at the back of the room. Two of the crates 
  at the front and top of the pile appear to be in good condition, but 
  the rest of the crates are very old and rotted. Piles of rotted wood 
  lie on the floor around the crates, and it looks as though these have 
  been created by stripping pieces of the rotted wood away from the 
  boxes. There is a very bad smell in the room.
  There are several rotted wooden beds in this room, a line of 
  wooden boxes against the wall in the northernmost part of the 
  chamber, and long weapons racks on the walls.
  Steps lead down the corridor to a dark chamber. You can hear the 
  sound of water dripping into a pool.
  This room is empty. Dead leaves are scattered on the floor, 
  probably blown into the tunnel during storms.
  Grimmsgate: The elder temple
  
  15
  T-20. Tomb of the Guardian
  Note: the passageway leading into this room may be the first side 
  passage that the party encounters, if they have entered through the cave at 
  T-19. In that case, you may wish to read them the following description 
  when they reach the intersection, and allow them to decide whether to 
  enter the side passage or continue deeper into the complex.
  If the party continues down the corridor to the tomb:
  Obviously, this chamber is a tomb. However, as the chamber nearest 
  to the entrance/exit of the catacombs, this was also the post of the tomb 
  guardian. If anyone enters the room, setting foot beyond the corridor, 
  a column of white smoke will rise from the floor and coalesce into the 
  shape of a human wearing robes and a medallion of the symbol of Law 
  (whatever this might be in your campaign). The ghostly figure speaks:
  “I am the guardian of the Catacombs of the Elder Temple. What is your 
  purpose here?”
  From this point on, there may be a conversation with the characters. 
  Based on your judgment as Referee, the party’s responses might cause 
  the guardian of the tomb to aid them or to ward against them. Many of 
  the chambers in the tomb area will have different characteristics based on 
  whether the tomb guardian is neutral (hasn’t met the party yet), friendly 
  (party has agreed in some way to try and defeat the evil that is now 
  resident in the temple), or hostile (the party said or did something stupid 
  when talking to the guardian). 
  The guardian knows that the Elder Temple has been desecrated and 
  overtaken by Arumvel the Wicked. Under these circumstances, it is willing 
  to trade certain of the material possessions in the graves in exchange for the 
  destruction of Arumvel and his minions, and the restoration of the temple 
  to its original state. As you, in your capacity as the Referee, conduct the 
  discussion between the tomb guardian and the player characters, keep all 
  this in mind, and decide at the end of the discussions whether the guardian 
  will elect to be friendly, neutral, or hostile to the party. 
  The guardian is a being very similar to a ghost; it has an existence in the 
  ethereal plane, but its manifestation in the material plane of existence is 
  incorporeal. It cannot be damaged other than with magical weapons, and 
  if it is attacked it will vanish, leaving various rooms in the catacombs in 
  a state of hostility to the adventurers. It has enough hit points to survive 
  one combat round of anything that a low-level party could conceivably 
  throw at it; even if the Referee is modifying the adventure for higher level 
  characters, it is still suggested that the Guardian be kept as a non-combat 
  encounter.
  The sarcophagi in this room all contain normal (not animated) skeletons. 
  If the characters attempt to loot this tomb, under the very eyes of the Tomb 
  Guardian, the guardian will raise its arms and each of the skeletons in the 
  sarcophagi will rise as extremely powerful undead beings:
  Guardian Skeletons (5): HD 3; HP 18, 16, 13, 10, 14; AC 
  7[12]; Atk 1 strike (1d6); Move 12; Save 14; AL N; CL/XP 
  4/120; Special: Take half damage from non-blunt weapons, 
  immune to sleep, cold, and charm magic.
  Treasure: Each of the sarcophagi contains valuable grave goods that 
  were buried along with the skeletons.
  Sarcophagus #1: Necklace of blood rubies worth 500gp
  Sarcophagus #2: Bracelet of blue stones (150gp)
  Sarcophagus #3: Dagger with yellow jewels (cursed: touching the 
  dagger causes the victim to turn into a snake unless the character makes a 
  A narrow passage leads off from the main corridor. The image of 
  a human skull has been carved over the top of the entrance to the 
  corridor.
  Shortly after it turns, the corridor opens into a rectangular chamber 
  that has been excavated from the rock. The walls, ceiling, and floor 
  all have uneven surfaces that still bear marks of the miner’s tools. 
  Five stone sarcophagi have been placed here.
  Grimmsgate: The elder temple
  
  16
  successful saving throw).
  Sarcophagus #4: A brooch of protection +1 (affects saving throws but 
  nothing else)
  Sarcophagus #5: 100gp in a box encrusted with semi-precious stones 
  worth 50gp.
  T-21. Paladins’ Tomb
  If the Tomb Guardian is Friendly: Traps on the sarcophagi will not 
  activate.
  If the Tomb Guardian is Neutral: Traps on the sarcophagi are as normal.
  If the Tomb Guardian is Hostile: Traps on the sarcophagi do +2 normal 
  damage.
  Sarcophagus #1: This sarcophagus has an inlaid image of a phoenix 
  on the heavy stone lid. The lid has not been opened as far as the party 
  can tell. It requires 2 people to shift the lid, and when it is moved it will 
  cause a magical shock of power to anyone holding the lid (1d3 hit points). 
  This can only be avoided if the characters are pushing the lid aside using 
  tools of some kind that are longer than 1 foot in length. Because the shock 
  is magical, not electric, it does not matter if the tools would conduct 
  electricity or not. Because this is a magical trap, it cannot be detected by a 
  thief, although a find traps spell would certainly locate it.
  Inside the sarcophagus is a (normal) skeleton wearing plate mail and 
  holding a longsword. The sword is magical; in the hands of a Lawful 
  character, it has a +1 bonus. In the hands of a Chaotic character it will 
  inflict 1 hit point of damage on the wielder every time it hits an opponent, 
  and cannot be put down without the assistance of a remove curse spell.
  Sarcophagus #2: This sarcophagus has an inlaid image of a horse. The 
  lid has not been opened as far as the party can tell. There is no trap set 
  upon this sarcophagus, but the lid is unusually heavy and requires three 
  people to slide it to the side. Inside the sarcophagus there is a (normal) 
  skeleton wearing plate mail and carrying a sword. If one of the characters 
  inspects the floor of the sarcophagus very closely (unless there is magical 
  light such as from a light spell, this would require being inside the coffin 
  to check), a small latch may be found that will open a compartment in the 
  floor of the sarcophagus. The latch is wired to release poison gas if the 
  wire is not spotted and carefully unwound, but the compartment contains 
  a gem worth 250gp.
  Sarcophagus #3: This sarcophagus has an inlaid image of a dragon. 
  The lid has not been opened as far as the party can tell. Opening the 
  sarcophagus requires two people, and when the lid opens, if any weight is 
  removed from the bottom of the sarcophagus, a scything blade will slash 
  across the opening to inflict 1d6 points of damage to anyone reaching 
  inside at the time. The sarcophagus contains a (normal) skeleton wearing 
  a necklace worth 100gp.
  T-22. ransacked Tomb
  If the Tomb Guardian is Friendly: No effect.
  If the Tomb Guardian is Neutral: No effect.
  If the Tomb Guardian is Hostile: No effect.
  This chamber has been ransacked by grave robbers who set off a fire 
  trap while doing so (the reason for the scorched walls). The trap no longer 
  works, so there is no danger for the characters. The bones are those of the 
  initial residents of the sarcophagi. If the characters replace the bones in 
  the sarcophagi, the tomb guardian at Location T-20 will be very favorably 
  disposed toward them.
  T-23. Tombs Antechamber
  If the Tomb Guardian is Friendly: The dog statues will not animate.
  If the Tomb Guardian is Neutral: One of the dog statues will animate.
  If the Tomb Guardian is Hostile: Both of the dog statues will animate.
  The skeletons in the niches are normal skeletons; they are the remains 
  of priests of Law that were buried here before the temple was taken over 
  and desecrated by Arumvel. The two stone dogs at the exit, however, are 
  guardians of the tombs beyond this chamber, and one or both of them will 
  animate and attack if a character tries to continue south past this room (or 
  if a character starts messing with the skeletons in this room). Only if the 
  characters have already spoken to the tomb guardian in location T-20 will 
  the statues remain inanimate.
  Dog Statues (1 or 2): HD 3; AC 2[17]; Atk 1 bite (2d4); Move 9; 
  Save 14; AL N; CL/XP 3/60; Special: Immune to mind control.
  T-24. Main Tomb
  If the Tomb Guardian is Friendly: Skeletons will not animate.
  If the Tomb Guardian is Neutral: 1d4+1 skeletons will animate per 
  round.
  If the Tomb Guardian is Hostile: All skeletons will animate immediately.
  As noted above, these skeletons will animate to defend the room 
  unless the tomb guardian in Location T-20 has made an agreement 
  with the characters that they will destroy the evil force that has taken 
  residence in the Elder Temple. If the Tomb Guardian is neutral to the 
  characters, not all of the skeletons will animate immediately; 1d4+1 of 
  them will animate immediately and each round thereafter until they are 
  all slain. 
  Skeletons (15): HD 1; AC 7[12] with shield; Atk 1 weapon or strike 
  (1d6) ; Move 12; Save 17; AL N; CL/XP 1/15; Special: Immune to 
  fear and charm. HP: 4, 6, 1, 2, 6, 2, 6, 1, 1, 7, 8, 2, 8, 1, 5.
  Treasure: There is no treasure in this room. 
  T-25. Treasure room
  The chest has three stone lids, all hinged, next to each other. The 
  leftmost lid is engraved with a picture of a deer, the middle lid is engraved 
  with the picture of a sun, and the right lid is engraved with a picture of a 
  sword.
  If the Tomb Guardian is Friendly: A gem worth 100gp sits on top of 
  the “sun” lid.
  If the Tomb Guardian is Neutral: No effect.
  This tomb chamber contains 3 stone sarcophagi. The ceiling 
  is painted with now-faded pictures of three knights, one of them 
  wearing the shield-device of a dragon, one of a horse, and one of a 
  phoenix. The knights are seen fighting against goblins, trolls, and 
  other such evil enemies of humankind.
  The walls, floor, and ceiling of this chamber are painted yellow, 
  although the paint is now faded and old. The stone walls of the 
  room contain twenty large niches, each of which contains what 
  appears to be a human skeleton. On each side of the southern door 
  is the statue of a dog.
  This chamber once contained three stone sarcophagi, but the 
  remains of the heavy coffins are shattered and broken. The walls of 
  the chamber are scorched, and several bones are scattered around. 
  The bones are not scorched.
  All around the walls of this room, there are niches containing 
  skeletons, a total of 15. All of them wear rusting chain mail and 
  carry notched swords and riven shields.
  This room contains a large, strangely-shaped stone chest, five feet 
  long by two feet tall and two feet deep.
  Grimmsgate: The elder temple
  
  17
  If the Tomb Guardian is Hostile: Anyone touching the “sun” lid must 
  make a saving throw or run screaming for 1d4 turns.
  The chest contains nothing unless only the middle (sun) lid is open, 
  and the other two lids are closed. If the characters have the lids open and 
  closed in this combination, there will be two things underneath the sun 
  lid: the first is a bag containing a +1 mace and 500gp, and the second is a 
  stone sphere about 1 foot in diameter. This sphere glows if a spell is used 
  to detect whether or not it is magical. This is the missing part of the altar 
  at Location T-14.
  T-26. ransacked Tomb Chamber
  This room contains nothing of interest to the characters.
  T-27. Night Sky room
  The room is empty.
  T-28. Sun room
  None of these spheres is magical. Each sphere sits in a concave 
  depression in the floor, which keeps them from rolling (unless they are 
  rolled out, which is not difficult). The concavity beneath one of the four 
  spheres is much deeper than the other three – it is a hole ten feet deep. At 
  the bottom of the hole there are four giant centipedes that guard a scroll 
  case. 
  Giant Centipedes (small, lethal) (4): HD 1d2hp; HP 2, 1, 1, 1; 
  AC 9[10]; Atk 1 bite (0 + poison); Move 13; Save 18; AL N; CL/
  XP 1/15; Special: poison bite (+4 save or die).
  Treasure: The scroll inside the case contains the spells sleep, web, and fly.
  T-29. Cloud room
  The painting is interesting, but there is nothing else in the room.
  T-30. Mole-man Lair
  This chamber is the lair of two mogura-jin, the cannibal mole-men who 
  serve Arumvel the Wicked. The bags underneath the cots only contain 
  scraps of cloth and bits of bone; the mole-men carry their valuables with 
  them.
  Mogura-jin (2): HD 2; HP 8, 10; AC 7[12]; Atk 2 claws (1d4); 
  Move 9 (burrowing); Save 16; AL C; CL/XP 2/30; Special: 
  Blinded by bright light.
  Treasure:
  Each of the mogura-jin has a belt pouch containing 1d10gp. Additionally, 
  the larger one has a ring on one of its claws worth 100gp. 
  T-31. Empty room
  The chamber is, indeed, empty.
  T-32. Green Bird room
  The “Aelbos” painting is very old, and might even pre-date the Elder 
  Temple. The word has no known meaning, but might refer to a bird-god 
  or bird-spirit of some kind.
  This room contains six sarcophagi, but they have been broken 
  open and ransacked.
  The walls of this chamber are painted with an intricate pattern 
  of trees and flowers. The ceiling is painted black with hundreds of 
  small white spots placed at apparently random locations.
  The walls of this large room are painted with bright green images 
  of hundreds of birds. One of the paintings is significantly larger than 
  the others, and the word “Aelbos” is written beneath this image.
  This chamber appears to be empty.
  The ceiling of this room is painted with grey and white swirls 
  and spirals. The walls are painted to resemble vines with grapes 
  growing on them.
  There are two rickety wooden cots in this room, each with a 
  leather bag underneath it.
  The ceiling of this room is painted with a yellow sun, and there 
  are four stone spheres on the floor, each one foot in diameter. All 
  four of the spheres are painted blue. 
  Grimmsgate: The elder temple
  
  18
  T-33. Face room
  This room is the guard post for Arumvel’s prison (see Location T-34). 
  The demon “statue” is actually one of Arumvel’s manes demons, holding 
  itself perfectly motionless as it stands guard. If the party engages the 
  demon in combat, the prisoners in Location T-34 will hear the battle and 
  start calling for help.
  Manes Demon (1): HD 1; HP 6; AC 5[14]; Atk 2 claws (1d2), 1 
  bite (1d4); Move 5; Save 18; AL C; CL/XP 2/30; Special: Half 
  damage from non-magic weapons.
  Treasure: The demon has no treasure.
  T-34. Prison Cell
  These humans are Albraith and Etarra, a married couple that were 
  kidnapped from their farm only a couple of days ago. They are still alive, 
  although they have not been fed and are weak from starvation. Arumvel 
  has appeared once in the prison, saying magic words and feeding them 
  alchemical preparations that would – if repeated enough times – turn the 
  two prisoners into cursed humans with twisted minds, under Arumvel’s 
  control. Thus, if they are asked (or if it is clear that the information would 
  be useful) they can describe Arumvel to the characters.
  T-35. Trap Chamber
  This entire room has been rigged as a magical trap to guard the demon-
  lair on the far side. The only way to disarm the mechanism is to treat it 
  as a lock and successfully pick it (a thief’s ability to handle delicate tasks 
  will come in useful here). This will deactivate the trap for a period of 10 
  turns. If the characters disregard or do not successfully pick the “lock,” 
  then the trap will activate whenever a living being tries to walk through 
  the corridor past the room (or into the room). The demons and undead, of 
  course, do not need to bother with the lock.
  If anyone walks into the chamber without disabling the trap mechanism, 
  1d6 darts will fire from holes in the eastern wall of the chamber, “attacking” 
  as 2HD creatures. The darts inflict 1d2 points of damage if they hit.
  The room itself is empty – it has been cleared out to maintain a clear 
  field of fire for the darts.
  T-36. Demon Lair
  Manes Demon (1): HD 1; HP 7; AC 5[14]; Atk 2 claws (1d2), 1 
  bite (1d4); Move 5; Save 18; AL C; CL/XP 2/30; Special: Half 
  damage from non-magic weapons.
  Skeletons (4): HD 1; HP 7, 2, 7, 6; AC 8[11] or 7[12] with shield; 
  Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 
  12; Save 17; AL N; CL/XP 1/15; Special: Immune to sleep and 
  charm.
  Treasure: The dice in the pentacle are made of a precious stone found 
  only in the lairs of demons. Each of the two dice is worth 250gp.
  T-37. Empty Chamber
  The room is empty.
  T-38. Warning Chamber
  There is a small bronze “lock” attached to the bottom of this chest, and 
  if the chest is moved or opened (without this trap being disabled), a very 
  loud, siren-like noise will begin to shriek from the inside of the chest. The 
  chest itself contains 500 copper pieces worth 1/100 of a gold piece each. 
  If the characters make the mistake of activating the alarm inside the 
  chest, the mole-men in Location T-39 will ready themselves for combat 
  (cannot be surprised) and the cursed humans from Location T-40 (if they 
  are still alive) will circle around to enter this chamber from Location T-37, 
  hoping to catch the intruders between them, attacking with the mole-men 
  on one side and the cursed humans on the other, to prevent escape.
  The walls of this room are painted with numerous highly-stylized 
  faces. A man-sized statue of a demon blocks a hallway that leads 
  out of the room to the northeast.
  Two humans are chained to the wall in this room, one male and 
  one female. They are thin and haggard from the imprisonment.
  The walls of this chamber appear to be stained with blood, and 
  there is a pentacle marked on the floor. Inside the pentacle there is 
  a pair of ordinary dice. Four skeletons stand around the walls, near 
  what appears – for a moment – to be the statue of a demon, until the 
  statue suddenly snarls and moves toward you.
  There appears to be nothing in this room, although a dark 
  powdery substance on the floor might possibly be a smear of dried 
  blood where something was dragged from north to south or south 
  to north.
  There is a treasure chest in the western part of this chamber.
  A small demon head, made of bronze, is indented in the wall just 
  before the eastern wall of the corridor opens into a large chamber. 
  The mouth of the demon head is about two inches across, and you 
  can see that it contains several small gears and switches, so small 
  that a needle would be required to move them around with any 
  precision. 
  Grimmsgate: The elder temple
  
  19
  T-39. Mole-man Lair
  This room is the lair of 3 mogura-jin. Combat in this room will draw 
  the cursed humans from location T-40, who will arrive through the secret 
  door in 1d4 rounds.
  Mogura-jin (2): HD 2; HP 8, 10; AC 7[12]; Atk 2 claws (1d4); 
  Move 9 (burrowing); Save 16; AL C; CL/XP 2/30; Special: 
  Blinded by bright light, burrowing.
  Treasure: The treasure chest is locked; it will have to be broken open 
  (automatic check for wandering monsters) or the lock will need to be 
  picked. The chest contains a necklace of human bones and gold beads 
  (100gp), a +1 short sword, 3 bottles of holy water, 61gp, 232sp, and an 
  intricately carved sandalwood fan (50gp).
  T-40. Lair of the Cursed Humans
  This room is the lair of 5 cursed humans, not fully transformed into 
  mole-men by Arumvel’s sinister magic. Any combat in this room will 
  draw the mogura-jin from location T-39, arriving in 1d4 rounds.
  Cursed Humans (5): HD 1; HP 7, 2, 1, 5, 1; AC 7[12]; Atk 2 
  claws (1d4); Move 9; Save 17; AL C; CL/XP 1/15;  
  Special: Blinded by bright light.
  Treasure: To open the chest, either the padlock (or chest) must be 
  broken, or the lock must be picked. Breaking the chest or lock by any 
  violent means will also shatter the two healing potions that are inside. In 
  addition to the healing potions, the chest contains various filthy items of 
  clothing and a bag containing 50gp.
  T-41. Mural room
  Although this room is fascinating as a historical record, it contains 
  nothing else of interest.
  This room has a rank smell to it, wafting upward from piles of 
  garbage that rise three feet high against the north and west walls. 
  There are three sleeping furs in here, and a single wooden chest.
  This room contains five wooden cots, and there is a single 
  padlocked chest against the southern wall.
  The walls of this large chamber have apparently been plastered 
  over, and the smooth surface has been painted with murals that 
  circle the whole room. The paintings depict what is obviously the 
  hill of the Elder Temple, beneath which you currently stand, but 
  there is a shining building that stands at the top of the hill itself. 
  Not far below the building you can see the metal door that you 
  have seen from the outside. The lower tunnels were either not built 
  at the time the paintings were made, or they were simply left out 
  of the pictures. As the paintings proceed around the room, you 
  can see pictures of religious ceremonies of Law taking place, and 
  then a procession of three knights carrying a large, green jar to the 
  building. This is the last picture in the sequence: there is still room 
  left for more to be painted on the wall, but the plaster in the blank 
  space is slashed and marked with dark stains that look unpleasantly 
  like blood.
  Grimmsgate: The elder temple
  
  20
  T-42. The Holy Water Font
  If the characters sift through the broken glass, they will be able to find 
  three unbroken bottles. The pool in the room contains holy water, which 
  is the reason why the demons have smashed all of the bottles. There is 
  enough in the pool to fill ten bottles of holy water, and, although it is 
  unlikely to be relevant, the pool produces another bottle’s worth of holy 
  water each week.
  T-43. Lair of Arumvel the Wicked
  This room is the Court of Arumvel the Wicked, the pathetic but 
  extremely powerful remnant of Arumvel’s body after it was possessed 
  and then discarded by Vuod the Putrefactor. As the players may have 
  figured out by this point, the fall of the Elder Temple was caused when 
  the novice priest Arumvel became curious and touched the green jar in 
  which the dreaded demon Vuod had been imprisoned by three paladins: 
  the Knight of the White Phoenix, the Knight of the Grey Stallion, and the 
  Knight of the Golden Dragon. When Arumvel touched the jar, it shattered 
  and allowed Vuod to take possession of Arumvel, who, using the demon’s 
  powers, first enslaved and later killed all those who had once lived in the 
  precincts of the temple.
  Arumvel the Wicked: HD 3; HP 18; AC 4[15]; Atk 1 hand 
  (1d8); Move 9; Save 14; AL C; CL/XP 5/240; Special: Half 
  damage from non-magic weapons, choking ash cloud.
  Manes Demons (3): HD 1; HP 6, 7, 4; AC 5[14]; Atk 2 claws 
  (1d2), 1 bite (1d4); Move 5; Save 18; AL C; CL/XP 2/30; 
  Special: Half damage from non-magic weapons.
  Treasure: The statue contains 820gp, 2,745sp, 4,309cp, 4 gems worth 
  25gp each, and a +1 longsword.
  Concluding the Adventure
  It is probably clear that the “Wilderness Encroachment” around the 
  village of Grimmsgate can be expanded to fill several gaming sessions or 
  even to serve as a permanent “headquarters” for the characters to which 
  they return after their various adventures. If the characters succeed in 
  restoring the altar in the Elder Temple, or at least they manage to destroy 
  Arumvel the Wicked, they will almost certainly be rewarded by the nearby 
  barons with a bit of money and – almost certainly – offers of employment 
  as caravan guards, explorers, mercenaries, spies, or other interesting 
  situations.
  New Monsters
  ARUMVEL THE WICKED
  Demonic Remnant
  Hit Dice: 3
  Armor Class: 4 [15]
  Attack: 1 hand (1d8)
  Special: Half damage from non-magical weapons, choking 
  ash cloud
  Move: 9
  Saving Throw: 14
  Alignment: Chaos
  Number Encountered: Unique
  Challenge Level/XP: 5/240
  There might somewhere be other demonic remnants similar to 
  Arumvel, but each of them would have a different story, for the cause 
  of Arumvel’s condition was a unique set of circumstances and events. 
  First, the imprisonment of a powerful demon; second, the fateful curiosity 
  of Arumvel the novice priest, who disobeyed the strictest instructions 
  not to touch the green jar in which the demon had been cached. When 
  Arumvel unintentionally set free the demon, Vuod’s power literally 
  burned parts of Arumvel’s body into ash, although the tortured vessel 
  that had been Arumvel survived, living beyond the time when Vuod the 
  demon abandoned the captured shell and returned to the infinite hells that 
  spawned him.
  Arumvel is perpetually surrounded by a cloud of ash that blows from 
  the charred ruin of his own body. In addition to striking with his hand, 
  Arumvel can direct his ash cloud toward any opponent within 50ft of his 
  own body, and the ash cloud attacks as a separate creature. When it hits, 
  the victim must make a saving throw to avoid being choked by the cloud 
  – if the saving throw fails, the victim begins automatically taking 1d4 hit 
  points of damage per round until Arumvel or the victim dies.
  CURSED HUMANS OF THE ELDER TEMPLE
  Hit Dice: 1
  Armor Class: 7 [12]
  Attack: 2 claws (1d4)
  Special: Blinded by bright light
  Move: 9
  Saving Throw: 17
  Alignment: Chaos
  Number Encountered: 2d4 or 1d100
  Challenge Level/XP: 1/15
  For the last several years, Arumvel has been capturing humans from 
  nearby settlements and villages – never quite enough to cause a major 
  search, for settlements near the wilderness are dangerous, and people 
  do occasionally disappear. Once these victims are in Arumvel’s power, 
  he uses a combination of foul alchemy and demonic magic to slowly 
  transform them into mogura-jin, the cannibal mole-men who serve him. 
  The cursed humans are those that have not fully transformed – many of 
  them will never completely change into mole-men, although the curse is 
  carried in the blood, and will take hold in any descendants.
  Cursed Human: HD 1; AC 7[12]; Atk 2 claws (1d4); Move 9; 
  Save 17; AL C; CL/XP 1/15; Special: Blinded by bright light.
  MOGURA-JIN
  Cannibal Mole-men
  Hit Dice: 2
  Armor Class: 7 [12]
  Attack: 2 claws (1d4)
  Special: Blinded by bright light
  Move: 9 (burrowing)
  Saving Throw: 16
  Alignment: Chaos
  Number Encountered: 2d4 or 1d100
  Challenge Level/XP: 2/30
  Mogura-Jin are a race of subterranean humanoids, descended from a 
  At the center of this room there is a pool of water, ringed with 
  a border of purple-painted stones. There is a large quantity of 
  shattered glass in the southern part of the room.
  As you turn the last curve in the spiral, you see a horrific sight. 
  There is a room in the middle of the corridor’s serpentine curve, 
  and the creature in the chamber is obviously the source of the 
  corruption that has overtaken the Elder Temple. A thing stands in 
  the center of the room, once a human but now strangely eroded into 
  a mix of flesh and ashes, as if it had been halfway burned through 
  at some point and yet lived on. A cloud of ash surrounds it, but its 
  eyes glint clearly through the darkness, burning with a red and evil 
  light. There are three man-sized demons in the room as well, their 
  faces marked with a smear of ashes in the shape of eight outward-
  pointing arrows. Behind this array of supernatural foes, you can see 
  the broken and toppled statue of a bearded man holding a sphere. 
  Where the statue has broken open, you can see the glint of gold 
  and jewels.
  Grimmsgate: The elder temple
  
  21
  group of villagers who resorted to cannibalism during a particularly fierce 
  winter and were cursed by the Gods. They are squat beings, between 4 
  and 5 feet tall with pale skin, small beady red eyes, no body hair, and nails 
  overgrown to claws. Mogura-Jin are always hungry and need to consume 
  human flesh every so often to remain alive. Like their animal namesake 
  (the mole) they are proficient tunnelers and their preferred method of 
  attacking their victims is to tunnel under them and emerge from the 
  ground in a swarm attack to surprise them.
  Mogura-Jin can see perfectly well even in total darkness; however their 
  over-sensitive eyes are easily blinded by bright lights. 
  — Author: edsan
  Mogura-jin: HD 2; AC 7[12]; Atk 2 claws (1d4); Move 9 
  (burrowing); Save 16; AL C; CL/XP 2/30; Special: Blinded by 
  bright light.
  Grimmsgate: The elder temple
  
  Open Game Content
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  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson.
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  legal appendix
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