TEXT: The Hidden Serpent
  by Jeff “Bighara” Sparks
  FM001LL
  A DUNGEON CRAWL ADVENTURE
  FOR 4–6 CHARACTERS OF LEVELS 2–4
  FOR USE WITH LABYRINTH LORD™ AND SIMILAR GAMES
  Labyrinth Lord™ is copyright 2007–2009, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ 
  are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord™ Trademark License 
  1.1 available at www.goblinoidgames.com.
  ©2010 Jeff Sparks, Faster Monkey Games™
  fastermonkeygames.com
  Cover art by Joanna Barnum: joannabarnum.com
  
  
  Author’s Note
  The Hidden Serpent, while in many senses a straightforward “crawl”, can be extremely challenging to incautious or ill-
  prepared characters. Despite its obvious homage to a classic “starter adventure”, this module is not for beginning PCs, and 
  is designed to be true to the principle that PC survival is not guaranteed. To quote Frank Mentzer regarding “old-school” 
  adventures, “Characters die frequently.” Nonetheless, clever and careful players can win through.
  That said, should the module seem too lethal, here are a few suggestions to tone things down a notch. On the other 
  hand, if the LL feels things are too easy, encounters can easily be beefed up.
  Use normal ogre stats (LL89) for Godrunk.
  Remove the green slime from Area 1–18.
  For Level  wandering monsters, replace the wraith with 1d6 dwarf zombies.
  Change the giant spider (LL96) in Area –7 from a black widow to a crab spider.
  Take out the rust monster (not a tough creature by itself, but if it destroys much gear it can make later 
  encounters very difficult).
  Change the number of mercenary troops inside the Keep.
  In the adventure as written, Zeglin and Rogar do not make an appearance. However, if the LL wishes to include the 
  leaders, they should be at least 1th level: not a pair the PCs could take on lightly.
  Two conventions to note:
  “The LL” refers to the Labyrinth Lord, or game master. Page references like (LL89) refer to the Labyrinth Lord™ 
  Core Rules Revised, fourth release, September 009 from Goblinoid Games.
   
  Paragraphs indented and italic are to be read or paraphrased to the players.
  And now, on to the adventure!
     Jeff “Bighara” Sparks
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  THE HIDDEN SERPENT
  Faster Monkey Games™
  www.fastermonkeygames.com
  Playtesters: Paul “Alaric” Glenn, Shelley “Carapetra” Harlan, Dean “Sir Kalan” Norman,  
  Chosh “Pilgrim” Navar, and Twigberries the Elf.
  ©2010 Jeff Sparks, Faster Monkey Games™
  Cover art ©2010 Joanna Barnum
  Additional art is original, licensed, or believed to lie in the public domain
  Editing by Shelley Harlan. Design by Joel Sparks.
  See complete license information on p20.
  
  
  
  Background
  When the mighty wizard Zeglin and the powerful 
  fighting man Rogar decided to build a keep together, 
  they scouted many locations. Finally they found a natural 
  cave complex in the foothills, expansive, defensible, and 
  isolated. They hired dwarven experts to turn the natural 
  caverns into proper rooms and tunnels, and excavated a 
  labyrinth underground suitable for gathering and housing 
  troops. Then they went into business as mercenary generals. 
  Through shady contacts gained in years of adventuring, the 
  two can gather a force of brigands and humanoids on short 
  notice. Typical jobs include fighting in border wars and 
  providing enforcers for local lords with disobedient subjects. 
  Zeglin and Rogar ride masked and maintain an air of 
  mystery. Since their troops strike from the secret location of 
  the caves, Zeglin named the keep QUAZKYTON, meaning 
  “hidden serpent” in the language of dragons. For servants, 
  the bosses enslave human prisoners, keeping them locked up 
  so that none can reveal the Keep’s location.
  Plans called for a second level, but in the lower caves, 
  Zeglin discovered magic crystals in the walls and an ancient 
  statue. Greedy for knowledge, he had the dwarven engineers 
  killed and dumped their bodies unceremoniously for the 
  stirges to suck. The outraged spirits of the dwarfs returned, 
  thirsting for revenge, their rotting bodies becoming zombies. 
  Their leader’s ghost became a wraith and an evil spirit 
  animated his corpse as a wight. Terrified of energy drain, 
  Zeglin sealed the lower level with magic, and no one has been 
  down in the years since. Only he knows what the caves hold.
  More recently, Rogar brought a beautiful courtesan 
  back from the big city. Apparently life underground did 
  not charm Meli, for as soon as Rogar and Zeglin were 
  away on business, she seduced Captain Karov and they ran 
  off with most of Rogar’s cash. Returning, Rogar trashed 
  Karov’s room and set out in pursuit of the disloyal couple, 
  select troops in tow. Meanwhile Zeglin had a commission 
  to secure that could not wait. He took many of the soldiers 
  and left the remaining forces in the charge of a huge bugbear 
  sergeant named Krank.
  Under Krank’s unpracticed rule, the racially mixed 
  troops are at each other’s throats. Tensions run high and 
  blood has spilled. In the disorganization, three slaves 
  managed to dig a tunnel to freedom. Krank can spare no 
  one to chase them, but Bartok the slave master found their 
  tunnel and rigged it with an alarm.
  When the player characters find Quazkyton, it is 
  undermanned and disorganized enough that a small group 
  can infiltrate and maybe even defeat the garrison piecemeal.
  Hooks
  Two options are provided for getting the PCs to 
  Quazkyton. The LL may use either or both.
  Hook 1: Escaped Slaves
  The party is in a small town when Captain Furlo of the 
  Watch contacts them. A day or so ago, some vagrants were 
  arrested for stealing a chicken from a farmer’s coop; they had 
  snuck into his hayloft to sleep the night before. 
  The vagrants—three ragged individuals—were found in 
  dirty smocks and leg irons. They claimed to have been kept 
  as forced labor in a secret fortress somewhere in the hills. 
  They managed to escape, lost their way for a couple of days 
  in the forest, and finally stumbled on the outlying farm.
  Normally, Furlo would dismiss such stories as a lame 
  plea for mercy, or possibly madness, but certain factors make 
  him take the story more seriously. Some rumors and facts 
  mesh with the tale:
  The vagrants said they’d heard one of the 
  soldiers in the Keep refer to their boss as 
  “Rogar”. Rogar and the wizard Zeglin are 
  infamous mercenaries believed to have a secret 
  lair somewhere in the mountains.
  Scars and sores on their ankles show that the 
  vagrants’ leg irons had been on for weeks.
  Woodcutters and trappers have occasionally 
  reported seeing small groups of heavily armed 
  men moving through the woods.
  The captain hesitates to send a message to the baron on 
  such flimsy evidence, and lacks the time or the men to make 
  a concerted search of the wilderness. Still, he would dearly 
  like to ascertain the truth. He will pay the PCs 100 gp each 
  to investigate the vagrants’ story. If there is nothing to it, 
  then the PCs spend a few days walking in the woods for 
  the money. If the PCs find the Keep and choose to engage 
  the occupants, any spoils will be theirs; if things look too 
  dangerous, the captain would still like at least a definite 
  location.
  Captain Furlo provides a sketchy map based on the 
  vagrants’ directions (Player Handout A). It gives a few 
  relevant landmarks, including the town itself, and notes 
  about what to look for.
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  The Hidden Serpent
  
  
  If the players ask, Captain Furlo can arrange an 
  interview with Gudmund, the best-informed captive. He is a 
  0-level human male, about 5 years old (but looking older), 
  thin and ragged with a haunted look in his eyes. Gudmund 
  is nervous, but less panicked now that he realizes that he and 
  his companions won’t be sent back to slavery. He is eager 
  that his story be believed, since that will help get them out 
  of trouble. A favorable reaction roll for Gudmund (6 or less) 
  reveals 1d pieces of information, as chosen by the LL or 
  rolled on 1d10 below. An unfavorable reaction means that 
  Gudmund is afraid to talk and yields only 1d facts. Some 
  of Gudmund’s “facts” are inaccurate.
  Here’s what Gudmund knows:
  The Keep is tunneled out of solid rock beneath a 
  hill. (True)
  The “bosses” are adventurer types and rarely seen. 
  (True)
  The “soldiers” are mercenaries and brigands. Their 
  numbers change, but often include humanoids like 
  orcs. (True)
  About two weeks ago, the bosses argued and one of 
  the bosses took off with a bunch of the men going 
  with him. (False. Rogar left to pursue Meli and 
  Karov.)
  A few days after that, the other boss—a wizard—
  left as well, taking several men with him. (True)
  Bartok is the slave master. (True)
  There are still about a dozen slaves in the Keep. 
  (True)
  There are currently about 0 troops watching the 
  Keep. A huge bugbear named Krank is in charge. 
  (Partially true. There are more than 0.)
  Krank is starting to have trouble keeping the troops 
  in line. (True)
  The slaves dug a tunnel to escape. They hid it too 
  well for the guards to find. (False. Bartok found the 
  hole and has rigged an alarm on it.) 
  Beyond that, Gudmund’s knowledge is sparse. He never 
  had much chance to explore the Keep, so he only knows a 
  few areas (the cells, the kitchens). The same is true for the 
  other two slaves, Crup and Bryant.
  1.
  .
  .
  .
  5.
  6.
  7.
  8.
  9.
  10.
  Hook 2: The Statue
  As the party prepares to leave town, an elven merchant 
  named Chervalin contacts them. He’s heard of their mission 
  and wants the PCs to investigate a legend of an ancient 
  statue of an elven deity, hidden underground long ago.
  Recently, Chervalin heard a rumor that this relic was 
  taken into the foothills near town. He will pay the PCs 
  ,000 gp total for bringing the statue to him in town. If they 
  merely lead him to it, he will pay them 500 gp.
  The statue hook can be used on its own if the runaway 
  slaves hook doesn’t fit the campaign. In that case, Chervalin 
  provides the party with the map Captain Furlo would have 
  given them (Player Handout A) and warns them of brigands 
  in the woods.
  
  5
  In the Foothills
  Wandering Monsters
  1 in 6 chance, twice a day, once a night
  1d6 
  Encounter
  1– 
  Godrunk
  –6 
  Dire Wolves, 1d (LL10)
  Godrunk: This unusually large ogre (LL90) wields 
  two great swords at once and has a large shield strapped to 
  his chest as a breastplate: AC: , 5+1 HD, 1 hp, Attacks: 
   (second at – for off hand), Dmg: 1d10+. Godrunk's 
  perpetually foul mood gives him a + reaction penalty 
  (LL5). Rogar and Zeglin have employed the brute as a 
  fighter on occasion, but his volatile nature and taste for 
  human flesh make Godrunk an unstable ally at best.
  Campsite: Quazkyton soldiers use this large site north 
  of the road to avoid the town to the west. They vary their 
  routes through the woods to avoid beating an obvious trail.
  In a space clear of brush, chunks of tree trunk form 
  a circle of stools around a large, stone-ringed fire pit. 
  Obviously this campsite has been used many times.
  Observant PCs notice that the site was recently used. 
  The embers in the fire pit are not completely cold, and the 
  ground shows a few fresh tracks: traces left by a Quazkyton 
  lieutenant named Lakus and his group of recruits.
  SET ENCOUNTER: LAKUS AND RECRUITS
  In the woods, the party encounters a motley group of 
  hard cases: three human brigands (LL87) and three orcs 
  (LL90), plus a leader named Lakus: a human brigand with 
  AC  (chain mail and shield) and 8 hp. Lakus’ armor bears a 
  serpent token (see p6). The distant wizard Zeglin sent Lakus 
  back with these six mercenaries, who have never been to the 
  Keep before, and a message for Krank.
  Lakus is suspicious and ruthless, but smart enough to 
  gauge the party’s strength before starting a fight. His goal is 
  to get to the Keep, deliver his message and men, and prevent 
  the Keep's discovery. He asks the party what they are doing 
  in the forest; in turn, he says that his group are bounty 
  hunters seeking a one-eyed halfling murderer.
  When returning to the Keep, Lakus takes a winding 
  route, doubling back now and then in a “buttonhook” to 
  check for pursuit. If the PCs are along, or Lakus suspects 
  they are following, he leads them past Godrunk’s cave and 
  attempts to get the ogre to attack, escaping in the confusion.
  Godrunk’s foul cave is a single chamber about 0' in 
  diameter. It holds half a dead deer (gnawed but fresh) and 
  two large barrels: one half-full of cheap wine, the other 
  containing a bag with 15 gp and 00 sp. Under a clutter 
  of bones lie a silver dagger and a cleric scroll containing the 
  spells dispel magic and neutralize poison.
  If the party defeats Lakus’ group, they may find the 
  message he was carrying (Player Handout B). This message 
  can give several useful clues, and also serve as a handy prop 
  if they want to use deception to gain access to the complex. 
  Lakus also knows the current password to Area 1–1.
  The Back Door
  If the characters circle the hill, they might spot the cave 
  mouth at D and enter the dungeon from Area –1. In that 
  case, some descriptions may alter, as the PCs approach from 
  the opposite side. If the bats in Area –11 are disturbed, 
  they fly out of the cave in a swarm, alerting the Keep’s 
  patrols that something is amiss.
  Rough topography of the stony hill where Quazkyton is 
  excavated. One hex = 10 yards; one contour = 10 yards.
  A: Main entrance (Area 1–1)
  B: Rogar’s escape tunnel exit from Area 1–
  C: Slave escape tunnel exit from Area 1–10
  D: Bat cave exit (Cave Mouth, Area –1)
  
  6
  Level 1: The Keep 
  The first level of the dungeon, known as the Keep, holds 
  all of Zeglin and Rogar’s quarters, slaves, storage, and forces. 
  Rooms and halls are finished with good dwarven stonework 
  and doors are solidly hinged. Many rooms are currently 
  unoccupied due to low troop strength.
  If the PCs bluff their way in, they enter a disorganized 
  garrison on a skeleton crew. With stealth, deception, and 
  luck, a small group might be able to explore a fair bit of the 
  Keep with few encounters. However, unless they are willing 
  to take duty shifts and follow Krank’s every order, they’ll 
  eventually be found out.
  The message Lakus carried stated that Rogar and Zeglin 
  would be returning soon (the exact time frame can be left 
  vague or set by the LL). If the PCs are still hanging around 
  the place, Zeglin will know they aren’t the troops he sent 
  with Lakus. The characters’ prospects at that point are not 
  very good. The point of this is to give the PCs a sense of 
  urgency; it should be obvious to the PCs that they are no 
  match for Zeglin and Rogar.
  Characters who choose the direct approach may find 
  harder going, especially if Krank can get the garrison 
  organized in defending the complex or hunting down 
  intruders. The LL should keep in mind that troops in nearby 
  rooms will arm themselves and investigate sounds of battle. 
  It’s very possible that fleeing may become necessary. The LL 
  may wish to read up on the evasion rules (LL5), including 
  the wilderness rules in case the pursuit leads outside the 
  complex.
  Troops in Quazkyton
  Currently 5 soldiers:
  15 human brigands (LL87)
  1 orcs (LL90)
  6 bugbears (LL66)
  Every soldier bears a serpent token 
  stamped into his armor: a four-
  inch image of a snake-like dragon 
  swallowing its own tail. 
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  Standard soldier equipment:
  Studded leather armor with serpent token and 
  shield (AC 6)
  Long sword (1d8)
  Dagger (1d, 10'/0'/0')
  Archers: AC 7 (no shield) and either:
  shortbow with 0 arrows (1d6, 
  50'/150'/00'), or 
  light crossbow with 0 light quarrels (1d6, 
  80'/160'/0'; RoF 1/)
  1d6 gp and 1d0 sp each
  Level 1 Wandering Monsters
  1 in 6 chance every other turn
  1d6 
  Encounter
  1 
  1d6 brigands
   
  1d6 orcs
   
  1d bugbears
   
  1d slaves
  5 
  Bartok and 1d slaves
  6 
  Guard Team (plus Krank 50% of the time)
  Guard Team: Two brigands with sword and shield, one 
  brigand with crossbow, two orcs, and one bugbear.
  Krank, Bugbear Sergeant: HD: , 0 hp; AC:  (plate 
  mail + shield); melee +, 1d6+ damage (mace +1 and +1 
  to hit and damage for immense strength); Infravision 60’; 
  Saves: F; Morale: 1.
  Bartok, Slave Master: Bartok is a brigand, but armed 
  with a club, dagger, and whip instead of a sword and shield. 
  He also gets a +1 CHA bonus (skilled at intimidating and 
  resisting intimidation).
  Slaves: Adult humans, 8 males and  females. HD: 1,  
  hp; Move: 0’ (with leg irons); AC: 9; Unarmed; Saves: F0; 
  Morale: .
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  7
  Area 1–1: Entrance
  In the hillside, a magical illusion of brambles and thorn 
  bushes hides the main entrance to the Keep. The effect is 
  similar to phantasmal force (LL6). If touched, it disappears 
  until undisturbed for 1d rounds. A PC who suspects an 
  illusion can make an INT check at – to disbelieve the spell.
  Peering into the gloom, you see a regular but unfinished 
  tunnel going straight back. At the end stand a pair of 
  closed doors made from sturdy wood and iron bands. 
  Partway up one of the doors is a small, shuttered grating. 
  The tunnel of unworked earth and stone goes back 
  about twenty feet, eight feet high and ten feet wide, to a set 
  of reinforced double doors (– to force open). The doors are 
  barred on the inside, but a successful Pick Lock check can 
  slip the bar.
  Set in one door is a peephole, shuttered and locked 
  from the inside. A sentry can see the whole corridor from 
  the grate, as well as shoot a crossbow. Attempts to attack 
  through the grating from outside are at – to hit and require 
  a thrusting weapon or bow. On the inside of the door is a 
  thin sheeting of hammered lead, blocking magical detection.
  The sentry currently on duty is an orc armed with a 
  battle axe (1d8) and light crossbow (1d6). Every 1d6 turns, 
  he opens the grate to check the tunnel. If the orc sees 
  anyone, he calls out “Password!” in crude Common. The 
  correct password is “ale”. An incorrect response causes the 
  orc to fire his crossbow at the nearest target, slam the grate 
  shut, and ring an alarm gong, alerting the rest of the facility. 
  Returning to the grate, he will trigger the deadfall if anyone 
  is in the right area. The trap covers a 10'x10' area (shaded 
  on map) and does d6 damage from falling rocks (save vs. 
  paralysis to halve damage). The debris doesn’t fill the passage, 
  but enough rubble is strewn around to slow movement (half 
  speed, no running).
  If he sees no one, the orc is 50% likely to open the 
  door, walk to the tunnel’s end, look out through the illusion 
  (which is transparent from inside), and walk back. The first 
  time he does this, he stops to relieve himself against one 
  wall! If he spies trouble, he will try to run back and slam the 
  door, then call for the password as above.
  Clever players may try to trick the orc, for example 
  by brazenly displaying the message Lakus was carrying. A 
  success causes the orc to delay raising the alarm or attacking, 
  but any overt threat to him and he’ll ring the gong and 
  trigger the deadfall.
  Area 1–2: Alcove
  The hallway is built of stone blocks, neatly joined and 
  finished. The corridor goes down for about 15 yards before 
  coming to an intersection and continuing past. A few 
  torches in rings hang on the wall, but none are lit. There 
  is a brownish stain on the floor halfway between the 
  entrance and the intersection.
  Forty feet up the main hall a pair of alcoves flanks the 
  corridor. Each one has a secret door that locks on closing; 
  it can be opened easily from the other side, but not the 
  hallway. If the party makes too much noise getting through 
  the entrance, an archer comes into each alcove, props the 
  secret door open, and readies to fire. If anyone comes into 
  the hall that is clearly not of Quazkyton, they fire short 
  bows, targeting obvious spell casters or the strongest-looking 
  fighters. If there are more than two intruders standing after 
  their first volley, the archers flee back through the secret 
  doors and slam them shut, then begin shouting an alarm.
  Area 1–3: Main Hall
  Past the alcoves, four broad steps lead up to a pair of 
  double doors. The doors are made of polished wood and 
  are banded in iron. A line of strange characters is carved 
  across the doors.
  The doors are normally ajar, with about one foot 
  between them. If an alarm sounds or the party has 
  encountered the archers, the doors are closed and barred 
  within 1d6+1 rounds. The walls on either side of the doors 
  have arrow slits. Breaking open the doors requires a battering 
  ram or at least ogre strength, and even then the chance is at 
  –1. A bloody scene awaits viewers, but passing through the 
  doors without a serpent token also triggers a magical alarm.
  Beyond the doors is a three-way intersection. One wide 
  corridor leads ahead and two smaller ones go to the sides. 
  Three dead bodies clutter the intersection: a human stuck 
  to the door with a spear, a human on the floor with his 
  head caved in, and a bugbear with one arm hacked off 
  above the elbow. The creature and apparently crawled a 
  few yards before bleeding to death near the prone dead 
  man. Gore spatters the walls and floor.
  One round after someone passes through the doorway 
  without displaying a serpent token, a disembodied voice 
  shouts:
  
  8
  “WHO DARES TO PASS THESE DOORS 
  UNBIDDEN? INTERLOPERS? INTRUDERS? FOOLS 
  WHO SEEK THEIR DOOM? SEIZE THEM! DESTROY 
  THEM! BWA-HAHAHAHA”
  Given the reduced level of the garrison, there is only a 
  50% chance that a guard team responds.
  The bodies are less than an hour dead. All three wear 
  similar studded leather armor stamped with serpent tokens;  
  their weapons lie nearby. A successful INT check when 
  searching the bodies finds that one man has a belt pouch 
  containing  gp. The bugbear wears a copper nose-ring 
  with a garnet worth 5 gp.
  Even if the PCs avoid triggering the alarm, in d10 
  minutes Bartok arrives with three slaves to remove the 
  bodies and scrub the floor.
  The lettering on the doors says “QUAZKYTON” in 
  dragon-runes:
  Area 1–4: Guard Room
  This simple room is devoid of decoration. Inside are a 
  small table and a few plain wooden stools. A couple of 
  clay mugs sit on the table. This is a room for waiting, not 
  comfort.
  There is a 50% chance that a guard team is here, armed 
  and alert. A secret door in the corner leads to the corridor 
  running towards Area 1–.
  Area 1–5: Cantina
  This room has several tables and chairs, some knocked 
  over. A crude mural of several naked women (of various 
  races) covers part of one wall. A barrel and a stone cistern 
  stand in one corner. Standing around it are four orcs, 
  each with tankard in hand. They are arguing over whose 
  turn it is to take a drink. 
  All four of the orcs seem slightly drunk, but they are 
  still armed and semi-coherent (–1 to all rolls). If they see the 
  party standing there with weapons drawn, they’ll attack. If 
  the PCs are looking less openly hostile, one of the orcs will 
  mutter something along the lines of “Wait yer turn!” and 
  turn back to the barrel.
  The barrel is empty but the cistern is nearly full of 
  beer. A stone lid lies broken on the floor. The ale is dark 
  and foamy and smells delicious. The cistern is magical and 
  provides an endless supply of the ale, which any tasting PC 
  finds to be excellent.
  The beer is addictive. Anyone tasting the ale must make 
  a save vs. spell or down the entire drink and refill his mug. 
  Unless he is physically restrained or receives a dispel magic, 
  the PC finishes six drinks in record time, at which point he 
  must make a save vs. poison at a penalty of –1 or pass out 
  for 1d hours. A successful save leaves him awake but drunk: 
  – to all rolls for 1d hours. After waking—or sobering—
  up, the PC is hung over (–1 to all rolls for an additional 1d 
  hours or until able to sleep for 8 hours). Neutralize poison 
  eliminates drunkenness or hangover effects.
  Henceforth, the drinker always craves that particular 
  beer and prefers it to any other beverage. He no longer 
  feels compelled to binge on the ale—the initial binge 
  served to addict the drinker—but will seek any excuse to 
  drink some. One drink per day is now sufficient to soothe 
  cravings, although the normal amount of the beer needs 
  to be drunk for intoxication. The cistern cannot be moved 
  without destroying it, but the beer can be bottled or put 
  in kegs and transported normally, keeping its freshness for 
  1d weeks. After that it is still alcoholic but loses any special 
  qualities; an addicted drinker is only reminded of how good 
  the beer is at the source. Withdrawal causes no penalty to 
  a character’s ability to function, but the cravings continue 
  until the character receives a remove disease or similar spell.
  Zeglin magically created the cistern as a way to control 
  the troops and have a constant supply of beer on hand. Until 
  today, the cistern had a magically-locked stone lid on it. 
  However, in their masters’ absence, the orcs finally managed 
  to shatter the lid and dip in. Krank will punish them 
  mightily if he finds out.
  
  9
  Area 1–6: Kitchen
  A large stove and oven dominate this room, giving off 
  faint heat. Several tables, scarred with chopping and 
  disfigured with food stains, line the walls. A few pots hang 
  from hooks in the ceiling, but most hooks are empty. A 
  sack or two of meal and some salted pork lie on one table.
  Two slaves are here, boiling gruel and pork. They are 
  listless and timid. Bartok will come in to check on them 
  10 minutes after the PCs arrive. He will be belligerent, but 
  starts out inclined to believe that the PCs are troops trying 
  to steal food. Fighting or shouting will attract any troops 
  from Area 1–7.
  Area 1–7: Mess Hall
  Long benches and tables fill this room. It is obviously a 
  dining area; there are plates and cups on the tables. No 
  one has cleaned here for a while. 
  There is a 50% chance that d soldiers are in here 
  eating, a mix of brigands, orcs, and bugbears. The soldiers 
  make a reaction roll (LL5) at +. They will question any 
  strangers hostilely and attack someone they don’t know 
  without much provocation. The troops will try to take the 
  PCs prisoner for questioning, but have no qualms about 
  killing.
  Area 1–8: Storage
  These similar rooms have strong, locked doors (–1 to 
  force open). Only Krank and Bartok have keys. Battering 
  a door down makes enough noise to force a wandering 
  monster check. Between them, the rooms hold mundane 
  supplies sufficient for 0 men for 1 days, including 
  potatoes, sacks of meal, dried pork, and kegs of water.
  Area 1–9: Overseer’s 
  Quarters
  The door is shut and locked, but can be forced normally. 
  Bartok is inside one chance in four.
  The furnishings in this room are plain but of decent 
  quality. It appears to be quarters for just one person. There 
  is a neatly made bed and a trunk of dark wood.
  Under the pillow of the bed is a small ivory bracelet set 
  with turquoise worth 500 gp, stolen by Bartok from Meli’s 
  jewelry. In his trunk are a change of plain clothes, a traveling 
  cloak, and a worn pair of boots. A set of keys is hidden in 
  one of the boots. They are Bartok’s spares. They open the 
  gate and door as well as the cells to Areas 1–8, 1–9 (his 
  room), 1–10, and 1–11. Bartok and Krank carry the only 
  other sets in the Keep, though Rogar took a set with him.
  Area 1–10: Slave Quarters
  A strong iron gate stands just before a stone door. The gate 
  and door are shut tight and locked. Beyond the door is a 
  narrow corridor with several wooden doors. Each door 
  has a sturdy lock on the outside and a narrow slit-like 
  window near the top. At the end of the hall, a small niche 
  holds a lantern (currently lit, but almost empty). The 
  rooms are dank and each contains three narrow double 
  bunks (six beds) with filthy blankets. A few pegs on the 
  walls are the only other feature.
  Hidden beneath one bunk in the easternmost cell is 
  a narrow escape tunnel (found with a secret door check if 
  Gudmund hasn’t told them of its existence). Just big enough 
  to crawl through, it comes out on the side of the hill about 
  0 yards west of Area 1–1 (Entrance). See topography, p5.
  Bartok has rigged this end of the tunnel with a deadfall 
  and alarm. If the trap is sprung, a 6' long area just inside the 
  tunnel collapses (1d6 damage, DEX check to halve damage, 
  at – for cramped conditions). The trap also pulls a string of 
  bells that are hidden above the entrance in one of the cots. 
  The sound is loud enough to force a wandering monster 
  check and alert Bartok if he is in Area 1–9.
  The northwest chamber holds 1d6 slaves trying to sleep. 
  They offer no resistance. If the party offers them freedom, 
  they will tell them what little they know: any unused facts 
  from Gudmund’s list (p).
  
  10
  Area 1–11: Prison
  The portcullis and iron door leading to the cells are both 
  locked. If the party gets through, they note the following:
  This stone corridor has three iron gates set along the right-
  hand wall. The air reeks of corruption. 
  Behind each gate is a cell, containing only a filthy straw 
  pallet with a blanket. The body of an orc, apparently dead 
  of thirst or starvation, molders in the last cell. He was a 
  prisoner that was forgotten during the scandal over Karov 
  and Meli. No one has bothered to check the cells recently. 
  He’s been dead about a week.
  Area 1–12: Entrance to 
  Zeglin’s Quarters
  A plain stone panel blocks this hall. There are no visible 
  hinges or locks. A small painted circle of red marks where 
  a doorknob would be.
  This series of doors is designed to keep people out of 
  Zeglin’s quarters unless they know the secret.
  All doors are extremely heavy, made of stone two feet 
  thick. The hall’s magic makes each door easy to move: when 
  the red circle is touched, the door can be pushed slowly into 
  the ceiling, and it slowly lowers after one round. No door 
  will open until all the others close. Attempts to break or 
  force a door result in a powerful magic shock in the entire 
  area, inflicting 1d hp damage and causing non-magical 
  metal implements touching the door to rust beyond utility 
  (no saving throw).
  When any door is allowed to close, the contents of 
  Area A are teleported to Area C, but facing south instead 
  of north. At the same time, anything in Area C is moved to 
  Area B, but without turning, while the contents of Area B 
  move to Area A. The rooms are identical and the change is 
  not noticeable.
  A dispel magic succeeding against a level 10 caster will 
  suppress the teleportation in its area of effect, but also 
  negate the magic on the doors, which regain their normal 
  weight and become extremely hard to lift (– on open doors 
  checks).
  Those who know the secret simply enter Area A, allow 
  the first door to close, then turn around and go from Area C 
  into Zeglin’s rooms.
  Area 1–13: Zeglin’s Foyer
  This wide octagonal room has a stone door on each wall. 
  In the center of the chamber is a white marble statue of 
  a dragon with ruby eyes. It is incredibly detailed. Its eyes 
  seem to look directly into yours. 
  The dragon and the floor around it are an illusion over 
  a deep pit. Anyone stepping into the area must make a 
  DEX check at – to avoid falling. When the surface of the 
  illusory floor is “broken” the dragon’s eyes flash and green 
  flames roar from its mouth, engulfing the character in a 
  blinding flash. When the fire stops a moment later, all that 
  remains is a small smear of soot on the floor. In truth, what 
  has happened is a programmed illusion. The character has 
  really fallen into the pit and the “light show” masked his 
  disappearance (companions watching closely can save vs. 
  spell to see the character fall). The shaft drops into to Area 
  –9 (Sunken Chamber). A permanent silence spell prevents 
  any cries or calls for help, and a silver seal on the shaft wall 
  blocks the undead on the lower level from coming up.
  Some doors are sealed with an arcane lock spell (LL7) 
  cast at level 10. Clockwise from south:
  Door: 
   
  Leads to:
  S 
  Entrance 
  Area 1–1 C
  SW 
  Arcane lock 
  Area 1–19
  W 
  Arcane lock 
  Area 1–18
  NW 
  Arcane lock 
  Area 1–17
  N 
  Unlocked 
  Area 1–16
  NE 
  Arcane lock 
  Area 1–15
  E 
  Unlocked 
  Area 1–1
  SE 
  Trapped false door. Attempting to open this 
  door causes the entire floor of Area 1–1 to 
  slant into the pit, dropping anyone in the room 
  down to Area –9. A DEX check at – allows a 
  character to grab a door sill and avoid the fall. 
  The floor returns to horizontal after one round.
  
  11
  Area 1–14: Library
  Inside are a simple desk, chair, and case full of books. A 
  torch with blue-green flame burns in a ring on the wall 
  opposite the door.
  This small room is neither locked nor trapped. The 
  books on the shelf, and the flame, are illusions. Either will 
  disappear if touched and reappear two rounds later. Zeglin 
  likes this room for quiet reading, but keeps no tomes here.
  Behind the illusory books, the shelves hold only two 
  small levers, one on the top right and one on the bottom 
  left. Each lever has three positions: forward, center, and 
  back. The upper lever is currently set forward and the lower 
  lever is in the center position. For every two positions a 
  given lever is moved, the other lever moves to a random 
  position. Every 1d movements, they set off a darkness 
  spell (reverse of light, LL), plunging the entire room into 
  magical blackness, and a scream like someone being killed 
  horribly echoes through the chamber. The levers do nothing 
  but waste interlopers’ time and act as an alarm. The scream 
  does not cause a wandering monster check because nothing 
  will enter Zeglin’s rooms uninvited.
  Area 1–15: Fungus Garden
  Clots of huge, pasty-looking fungus puffballs spill from 
  several troughs of dirt, cover the floor, and even climb 
  partway up the walls. 
  At one point, the troughs held various plants and 
  herbs used in Zeglin’s magical research and spellcasting. 
  Recently, an aggressive strain of fungus has crowded out 
  the normal plants and taken over the room. The fungi are 
  harmless (unless eaten), but anyone entering the room will 
  get some fungal matter on his feet and clothes. It leaves a 
  yellowish stain and a sharp, unpleasant smell. If the PCs 
  descend to the lower level, the smell may attract certain 
  creatures. Wandering encounters should be rolled twice, and 
  if either roll indicates the rust monster or the giant spider, 
  that creature appears and targets the “scented” PCs first. To 
  get rid of the smell, the PC must wash the covered area in 
  vinegar. Otherwise, the stink persists for two days.
  Area 1–16: Fake Quarters
  A plain bed and large trunk are the only furnishings in 
  this room. 
  Zeglin put these quarters here to fool people into 
  thinking they were his. The room is riddled with traps.
  The bed is actually a mimic (see New Monsters). The 
  creature long ago consumed the last of the pig’s heads left for 
  it by Zeglin, and it is hungry and irritable. It attacks when 
  someone touches it, touches the chest, or closes the door.
  The chest is locked and has a sleeping gas trap. If it is 
  not disarmed, everyone within ten feet must save vs. poison 
  or fall asleep for 1d hours. Inside are a few plain but 
  serviceable wizard robes, a pouch with 0 gp, and a wand 
  made of a dark polished wood. The wand radiates magic 
  and appears to be a wand of magic missiles. A scrap of paper 
  around the wand shows the command word “KRETEK”. 
  The wand is cursed. The first time the wand is used, it fires a 
  magic missile which automatically strikes the caster (unless he 
  is shielded), dealing 1d+1 damage, and the wand crumbles 
  to ashes. 
  At the bottom of the chest is a false panel (treat as a 
  secret door). It is not locked or trapped. Inside rests a large 
  leather-bound book with a gold “Z” embossed on the 
  cover. It radiates magic and appears to be a grimoire. If it is 
  opened, a magical trap goes off, inflicting d6 fire damage 
  to all within a 10' diameter circle (save vs. breath weapon 
  halves damage).
  The magic fire leaves the book unharmed. It holds only 
  a few pages of rude limericks in Orcish. Example:
  SNAKK GAR BUG RAR
  YUTZ BUGUG GAR
  GRANK
  ZANK
  NUG DUG DOH ZAR
  Approximate translation:
  "Snakk thought he was tough
  He was silly and clumsy
  Took him by surprise
  Cut his throat
  Put him in the soup!"
  Widely considered hilarious among orcs.
  
  1
  Area 1–17: Chamber of 
  Cauldrons
  Nine large stone cauldrons line this room. Flames flicker 
  beneath some of the pots, but no source of fuel can be seen.
  Zeglin uses this place to keep large quantities of various 
  liquids for potion-making or some such activity, but only 
  Zeglin knows for sure. Contents of the cauldrons are listed 
  below. Those marked * lose their special properties within 
  one turn outside their cauldrons.
  Cauldron Contents
  Acid: A clear fizzing liquid with an acrid smell. 
  Touching causes 1d6 damage per round of contact. 
  The acid continues to burn for one round after 
  contact is broken. 
  Ale: Identical to the ale found in Area 1–5, with the 
  same addictive effects. 
  Troll Blood: The murky green liquid bubbles 
  sluggishly. If stirred, a scaly arm rises to the surface 
  like a soup bone. If ingested, the brew causes 
  vomiting for 1d rounds (CON check to resist). 
  If rubbed on a wound, it will regenerate 1 hp per 
  round for 1d6 rounds. Every time a PC uses the 
  liquid to heal, there is a cumulative 1% chance that 
  he polymorphs permanently into a troll.
  Water: Clear water fills this vessel. It is icy cold, but 
  otherwise unremarkable. 
  Wild Honey*: It looks, smells, and tastes like 
  fresh honey, but even a taste can drive a character 
  temporarily insane. He must save vs. spell or suffer 
  incapacitating hallucinations for one day, or until he 
  receives neutralize poison, behaving as the LL sees fit.
  1.
  .
  .
  .
  5.
  Misty Aura*: This cauldron appears to be full of 
  fog. Breathing or even touching this vapor causes 
  the PC to glow (candlelight). The color varies 
  with alignment: Lawful=blue, Neutral=yellow, 
  Chaotic=red. 
  Water Elemental: This 8 HD elemental (LL7) is 
  kept dormant by enchantments on the cauldron. 
  Touching or disturbing the surface of the water 
  awakens the creature and it immediately attacks. 
  If the PCs retreat from the room, it will not follow 
  and will return to its cauldron in one turn.
  Vinegar: The sharp smell of this clear liquid is easily 
  identified. It is perfectly ordinary white vinegar. 
  Potion of Wonders*: This elixir is one that Zeglin 
  is still trying to perfect. It is dangerous, but too 
  valuable to throw away. It is a wine-like liquid of 
  a purplish black color, smelling vaguely of flowers. 
  Drinking the potion causes a random effect:
  Potion of Wonders
  1d10 
  Effect
  1– 
  Heals 1d+1 points of damage.
  – 
  Invisibility (LL), up to 1 turn.
    5 
  Polymorph others (LL6) into rat for 1d6 
  hours.
  6–7 
  Fire Breath (d6 damage per round for 
  three rounds).
    8 
  Potion of giant strength (LL110).
  9–10 
  Teleports the drinker 1d10x10 feet in a 
  random direction:
   
   
  1d10 
  Direction
   
   
     1 
  N
   
   
      
  NE
   
   
      
  E
   
   
      
  SE
   
   
     5 
  S
   
   
     6 
  SW
   
   
     7 
  W
   
   
     8 
  NW
   
   
     9 
  Up
   
   
    10 
  Down
   
  If the PC would materialize inside a solid 
  object, the effect fails. A distance of 10 
  to 0 feet down puts him in Area –1. 
  Seventy feet upward will place him on the 
  surface of the hill, and anything more puts 
  him in the air above it.
  6.
  7.
  8.
  9.
  
  1
  Area 1–18: Zeglin’s Lab
  Worktables and various bizarre contrivances dominate 
  this room. Bowls, urns, jars of powders, and strange 
  objects cover most surfaces. There is a small fireplace with 
  a coal scuttle and no other entrances or exits. 
  None of the items on the shelves radiate magic except 
  two small vials. The first holds a tiny amount of blue liquid 
  (potion of neutralize poison). The second appears to hold a 
  polished ruby submerged in water. If the gem is exposed 
  to air, it explodes in a cloud of sulfurous smoke, filling the 
  room for two rounds. Then the smoke coalesces into a great 
  black cat (as panther, LL67) which attacks. If "killed", or 
  after 1d6 rounds, the cat leaps away through the wall like a 
  ghost, precisely at the secret door. If summoned outside this 
  room instead, the cat simply disappears in a puff of smoke.
  The secret door in the west wall leads to a short hallway, 
  blocked by a portcullis. Permanent magical darkness 
  obscures the area just beyond the bars (gray area on map). 
  Five feet after the portcullis is a covered, 0'-deep, spiked 
  pit (d6 falling plus 1d spikes at 1d6 damage each; LL1) 
  containing a trapped green slime (LL80). Beyond the pit is 
  a false wooden door.
  The southern secret door leads to Area 1–19. 
  The tools and materials in this lab constitute a complete 
  laboratory for a wizard or alchemist (,000 gp value if 
  undamaged). Moving it would take several pack animals or a 
  couple of wagons, plus two days of packing.
  Area 1–19: Zeglin’s Quarters
  These quarters are well-furnished and tasteful. Tapestries 
  of high quality hang on the walls. The bed, chairs, and 
  armoire are exquisitely carved. A decanter of wine stands 
  on the table next to two crystal goblets. Sunlight shines 
  from a window on the south wall, admitting the view, 
  sound, and smell of the seashore on a clear day.
  The window is a cunning illusion. It cannot be removed 
  from the wall without destroying the enchantment. If 
  anyone touches anything in the room in Zeglin's absence, 
  the animated iron statue (LL98) behind a secret panel on 
  the west wall activates. It pushes open the door and attacks, 
  taking care not to destroy any of Zeglin’s possessions if 
  possible. If the statue is defeated, it falls and shatters, the 
  iron becoming instantly pitted and rusty. Among the pieces 
  is a large, heart-shaped ruby (500 gp), no longer magical.
  Also in Zeglin’s quarters:
  Two tapestries, each worth 1,000 gp and 
  weighing 50 lb. One shows a forest scene, the 
  other a battle between elves and giants.
  Crystal decanter of wine and two goblets, set 
  worth 150 gp (very fragile), wine worth 0 gp
  Three silk robes, worth 5 gp each 
  Armoire and bed, each worth 100 gp and 
  weighing 100 lb.
  Table and two chairs, 100 gp and 100 lb. total 
  Inside the armoire, several high quality robes 
  and other outfits
  Rug, worth 00 gp (5 lb.)
  Area 1–20: Rogar’s Foyer
  The entrance door from the hallway is iron (– to force) 
  and locked. All the other doors in this room are locked as 
  well, and only Rogar has a key.
  This octagonal room is dominated by an eight-foot granite 
  statue of a mighty warrior in plate armor standing with 
  hands resting on a point-down great sword. The visor 
  of his helm is up and a handsome face with a bushy 
  mustache looks grimly out. The statue is of good—but not 
  breathtaking—quality. There are three other doors in this 
  room on alternating walls.
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  1
  Area 1–21: Trophy Room
  Inside this room are several weapons hanging on racks, 
  some quite crude; a stuffed owlbear poised as if to strike; 
  a suit of plate armor holding a battle axe; and several 
  animal heads mounted on the walls, including a small 
  green dragon’s. 
  Beneath the owlbear is a secret panel. PCs must state 
  they are moving the owlbear to even have a chance to see 
  the panel. It’s designed to slide (no STR check necessary), 
  but the panel is trapped with poison needles: when the lid 
  opens, a spray of 1 poison needles fires out, striking anyone 
  within a 5' radius (DEX check to avoid). Victims must save 
  vs. poison or be paralyzed for 1d6 hours. Under the panel is 
  a small niche containing a gem-studded coffer worth 500 gp. 
  Inside the coffer are 50 pp, two 100 gp gems, and a small, 
  slightly tarnished, silver ring with a single diamond worth 
  100 gp. Engraved inside the band is the word “Sara.” The 
  ring belonged to Rogar’s mother. If the PCs take the ring 
  and Rogar ever finds out who stole it, he will bend all his 
  resources towards getting it back and exacting revenge.
  Area 1–22: Meli’s Room
  Everything in this room is pink, poofy, and ridiculously 
  feminine. The bed is satin with a canopy. A large bronze 
  mirror stands in one corner. 
  There is a secret door behind the mirror between this 
  room and Area 1–. There is nothing of real value in this 
  room.
  Area 1–23: Rogar’s Quarters
  This is a manly room, furnished with dark woods, thick 
  rugs, and comfortable-looking seats. A dummy for holding 
  armor and a weapons rack stand in a corner.
  The furnishings and clothes are worth ,000 gp but 
  it would be very difficult to move it all. A secret panel in 
  the floor leads to an escape tunnel, exiting in the woods 
  approximately 70 yards from the main entrance (See 
  topography, p5). A wooden chest in the tunnel contains:
  Two changes of plain clothing, including a 
  traveling cloak
  A backpack
  A set of chain mail +1 
  A long sword +1 
  A silver dagger with scabbard
  A longbow with 0 arrows and quiver 
  A pouch with 100 gp, 5 pp, and a potion of 
  extra-healing (LL111)
  A waterskin with one gallon of watered wine 
  One week’s iron rations 
  Area 1–24: Barracks
  Rows of bunk beds fill this room, enough to sleep a few 
  dozen. Footlockers are by each bunk as well. 
  Unless a general alarm has been raised, several soldiers 
  are resting here (d6+, mix of orc, bugbear, and brigands). 
  Most are not armed. A few (1d) have small weapons like 
  daggers hidden by their bunks. Some are asleep unless the 
  PCs make a great deal of noise coming in. The soldiers will 
  take their cues from the PCs. If they realize the PCs are 
  intruders and think they can raise the alarm, they will. If the 
  PCs look murderous, the soldiers are savvy enough not to 
  start a fight while unarmed.
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  15
  Area 1–25: Armory
  A stone door with a small peephole bars the entrance 
  to this room. It is locked. Inside a bugbear currently keeps 
  guard. He only opens the door for the password, which 
  changes daily. (The current password is “elfbait”.) There 
  are racks of weapons and armor in here. A good deal of the 
  armaments went with the troops currently abroad, and some 
  are in use by those on duty. Currently in the room are:
  5 long swords 
   short swords 
  10 battle axes 
  100 daggers 
  11 spears 
  0 light crossbows
  500 bolts 
  10 longbows 
  0 quivers
  00 arrows 
  17 sets of studded leather armor 
  1 shields
  9 suits of chain mail 
  All items are used, but oiled and in good repair.
  Area 1–26: Sergeants’ 
  Quarters
  This is plain room contains a narrow bed, a chest, and a 
  small table. 
  These two rooms are plain and functional. The main 
  perk of a sergeant is privacy. The quarters across from the 
  armory (marked “K” on the map) are Krank’s and are 
  locked. Inside his chest, there is a small statue wrapped up 
  in an old cloak. The statue is of a crude fist carved from dark 
  gray stone (bugbear holy symbol), but the cloak is actually a 
  stained and worn elven cloak (LL118). The cloak works fine 
  despite its grubby condition. 
  The other sergeant’s room is identical in layout, but 
  unlocked and holds only a bed. The other man is with Rogar 
  and took his belongings with him.
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  Area 1–27: Training Hall
  A raised wooden platform about 10 feet square stands in 
  the center of the room. Painted on one wall is a roughly 
  human shape with vital spots marked in red paint. A rack 
  of wooden weapons and shields line another wall. 
  This is the training area for the troops to practice their 
  swordplay. If Krank has not been encountered yet, he is 
  here sparring with two orcs. They are wearing their normal 
  armor and shields but using practice weapons. Their real 
  weapons are leaning against the wall (right side when facing 
  into the room). If the PCs have not taken steps to look like 
  they belong there, such as donning serpent tokens or being 
  accompanied by someone known to Krank, he throws his 
  wooden axe at the lead PC (1d+1 damage, 10'/0'/0') 
  and dives for his mace. The orcs simply drop their wooden 
  weapons and go for their swords. 
  Krank has a set of keys (opening his room, plus Areas 
  1–8, 1–10, 1–11, and 1–5), 0 pp, and a gold earring with 
  a garnet set in it (worth 75 gp). The orcs have only their 
  equipment on them.
  Area 1–28: Captain’s Quarters
  These quarters may have once been pleasant, but they’ve 
  been ransacked. Someone has hacked up the furniture 
  with a sword or axe, upended the chest of drawers, and 
  utterly smashed the bed. 
  There is nothing of value in here. Karov took all he 
  could and Rogar destroyed the rest in a jealous rage. Krank 
  hasn’t had the nerve to try to move in yet.
  Area 1–29: Sealed Stairs
  A portcullis blocks this hall. The bars are polished and 
  smooth. A stone door is beyond the portcullis. Sealing the 
  doorway is a silver disc that has several strange runes on 
  it, picked out with gold leaf. 
  The seal is a magical ward designed to block undead and 
  incorporeal creatures. If the seal is removed or damaged, the 
  wraith will be able to pass through the portals. If the doors 
  are opened as well, the wight and the zombies will eventually 
  find their way upstairs.
  The stairs go down a total of 0' to Area –1.
  
  16
  Level 2: The Caves
  Level 2 Wandering Monsters
  1 in 6 chance every other turn. Some encounters may come 
  through Area – and set off the shriekers.
  1d6 
  Encounter
  1 
  Dwarf Wight (LL10)
   
  Dwarf Wraith (LL10)
   
  1d6 Dwarf Zombies (LL10) (six total)
  * 
  1d6 stirges (LL98) from Area –8*
  5 
  Rust Monster (LL9)
  6 
  Giant Black Widow Spider (LL97) from 
  Area –7
  *If the party has alerted the Keep to their presence in 
  the caves (see The Back Door, p5, for notes), there is a 50% 
  chance that instead of stirges the party encounters a guard 
  team (see Level 1 wandering monsters, p6).
  None of the undead has a fixed location in the caves. 
  They wander, but will not enter Area –5 or leave the 
  tunnels through Area –1. They cannot pass through the 
  secret door to Area –6, nor can the wraith float up the shaft 
  in Area –9, so long as Zeglin’s silver seals are intact. The 
  undead do not cooperate with one another, but if one of 
  any type is engaged in combat, the conflict slowly draws the 
  others. They also respond if the shriekers in Area – begin 
  to scream.
  The rust monster roams in search of metal, both 
  through the caves and into the woods through Area –1. 
  The sentries from the Keep are too scared for their gear to 
  attack it, so they drive it off with rocks and steer clear. The 
  creature is a typical example of its breed.
  Area 2–1: Unfinished Room
  This chamber is squared off, but otherwise just bare rock 
  and dirt. Crates and kegs are covered with dust and cobwebs, 
  untouched for months or longer.
  This chamber was the only room that the dwarfs worked 
  on before they were killed. Among the broken crates there 
  are some mining and digging supplies, including a keg of 
  lamp oil (10 gal.), pick and shovel handles, a few dozen 
  candles, mallets, and 00' of rope. Reddish stains mark the 
  crates, handles, and floor—the rust monster has been here.
  Area 2–2: Empty Chamber
  The LL may make a wandering monster check to see if 
  the room is currently occupied.
  Area 2–3: Shrieker Cavern
  A great deal of fungus grows here, some issuing a sickly 
  phosphorescence. There are large puffballs, beds of fungus, 
  and several huge mushrooms as high as a man’s waist.
  Two shriekers live here (LL95). Every round they 
  scream causes a wandering monster check. 
  Area 2–4: Chasm (Lasher)
  The floor of this tunnel has fallen away in the middle. A 
  yawning chasm stretches away into the darkness. There is 
  room enough on either side to edge past.
  Inside the chasm, a lasher (see New Monsters) makes its 
  home, clinging to a small ledge. It attacks anyone passing 
  the chasm with its tentacles, surprising on a 1–. A character 
  has one round in which to break free before being pulled off 
  the edge of the pit. The lasher has cover (– to be hit) from 
  anyone on the lip of the chasm, due to the angle and the 
  rocky outcroppings.
  The lasher has no interest in the foul flesh of the 
  undead, and lets them pass unmolested; likewise, the rust 
  monster is too large and strange to be appetizing. However, 
  the lasher regularly catches stirges from Area –8 to snack 
  on, and it pines for a chance to taste the giant spider, which 
  scuttles past on the ceiling out of reach. 
  The chasm is 5' deep (d6 falling damage). Inside the 
  lasher’s gullet is a diamond worth 1,000 gp, though gutting 
  the lasher while hanging from a rope is a tricky business 
  requiring at least one DEX check. Lying at the bottom of 
  the chasm are also a few trinkets from former victims: a 
  shield +1, a ring of protection +1, and a wand of cold with 15 
  charges.
   
  
  17
  Area 2–5: Statue Chamber
  A faint light comes from this room as you approach. The 
  chamber is naturally formed in a rough rectangle. A vein 
  of quartz along one wall glows softly. In the center of the 
  room, atop a black marble dais, stands a polished white 
  marble statue, perhaps six feet tall. It is of a beautiful 
  elven maiden holding a half-drawn bow. Every detail of 
  the carving is perfectly rendered. How long it has stood 
  here is impossible to say, for even in this damp cave, the 
  statue seems untouched by time. 
  This is clearly the statue mentioned by Chervalin 
  (Hooks, p) (and shown on the module cover). Anyone 
  familiar with works of art, or any dwarf or gnome, 
  recognizes this as an exceptional piece of work, probably the 
  most skilled carving they have ever seen. The undead shun 
  the statue and its chamber. Its holy presence pains them.
  The statue weighs over 800 pounds and sits on a black 
  marble dais. It is delicate as well as heavy: moving it would 
  require careful preparations and possibly magic. It is, in 
  fact, a sculpture of an elven goddess of the hunt. It is worth 
  several thousand gold to the right buyer, but if it is broken 
  the shards are worthless (and its power over the undead is 
  lost). Alone, the dais may fetch 00 gp from a marble dealer.
  Area 2–6: Hidden Chamber
  If the players find the secret door:
  This section of tunnel wall is fake. A panel moves aside, 
  revealing a small cave of bare stone and earth. On the 
  floor is a chest of dark, polished wood.
  Zeglin disguised the entrance to this chamber himself, 
  to hide his escape cache. The inside of the secret door bears 
  one of his silver seals that blocks undead. The chest is locked 
  and trapped with a poison needle trap (save or die in 1d 
  turns). A button on the latch, disguised as a rivet, deactivates 
  the trap.
  Inside the chest are a tattered old robe (cloak of 
  protection +1), a backpack, a small pouch, and a dagger +1. 
  The pouch contains 0 pp, 100 gp, and 50 sp. There is a 
  small depression in the floor beneath the chest. Inside it, 
  wrapped in a cloth, is a spellbook. 
  The book contains the following spells:
  1st level: all first-level magic-user/elf spells
  nd level: continual light, ESP, invisibility, mirror image, 
  phantasmal force
  rd level: dispel magic, fireball, hold person, infravision, 
  water breathing
  Area 2–7: Webbed Cave 
  (Spider Lair)
  The tunnel goes straight back, filled with cobwebs and 
  large sticky strands. You can only see a short way into the 
  darkness before the webs obscure everything. The air is 
  stuffy, dank, and slightly warm.
  If the giant black widow spider (LL97) has not 
  been killed as a wandering monster, it is here in its lair. It 
  attacks aggressively, spinning a fresh web to entangle its foes 
  (equivalent to the web spell, LL1) and moving to bite them 
  all. If reduced to less than a third of its hit points, regardless 
  of any morale checks, it flees, spinning webs to cover its 
  escape. The PCs may spot it tracking them at a distance 
  through the tunnels, but unless it thinks it can ambush 
  them, it flees if they approach. On the floor of its lair, 
  under some webs and bones, are 56 cp,  gp, a spear, and a 
  copper bracelet worth 0 gp.
  Area 2–8: 
  Dark Cavern
  You enter a large, roughly 
  rectangular cavern. Deep 
  pockets of shadow obscure 
  parts of the high, uneven 
  ceiling. Water drips 
  occasionally and several 
  stalactites and stalagmites 
  have formed, some joined 
  in columns of stone.
  Among the stalactites 
  nests a flock of stirges 
  (LL98). They attack as 
  soon as anyone comes 
  more than 10' into the 
  room.
  
  18
  Area 2–9: Sunken Cavern
  This chamber is almost entirely filled by a pool of water. 
  There is a wide, chimney-like shaft in the ceiling that 
  appears natural. The water is still and clear. The rocks at 
  the bottom of the pool are visible and the water looks to be 
  fairly shallow. 
  The chimney is the bottom of the pit trap in Area 1–1. 
  The water is cold, but not deadly so. The water is 5' deep 
  in the middle, ' deep at the edges. Living in the water is a 
  gray ooze (LL79). It attacks anything that enters the water, 
  surprising on a 1–. Anyone standing in the water suffers –1 
  on melee to hit rolls per foot of depth, and must make an 
  INT check to cast spells in combat. Failure wastes the spell.
  Area 2–10: Crystal Cavern
  This cavern is domed. Opposite the entrance, about two 
  feet off the floor, a large bluish crystal protrudes from the 
  wall. It appears to be quartzlike rock. Periodically, a dim 
  light flickers through it. 
  The crystal radiates magic. It is a sliver of chaos magic 
  entrapped in rock form since the birth of the world. It is 
  not evil, just entropic and random. Anyone who touches 
  the rock causes one of its random powers to be released. 
  Removing the crystal will destroy its properties.
  1d10 
  Crystal Power
  1– 
  Heals 1d6 points of damage.
  –6 
  Restores one lost experience level, if any, as 
  restoration spell (LL5).
    7 
  1d6 points electrical damage.
    8 
  Permanent flesh to stone (reverse of stone to flesh, 
  LL9), save vs. petrify avoids.
    9 
  Permanent change to kobold (LL8), save vs. 
  spell avoids, as polymorph others (LL6).
   10 
  Casts invisibility (LL) on toucher for 1d6 
  turns, and even attacking will not dispel it.
  Area 2–11: Bat Cavern
  This chamber is wide and level, with a ceiling of perhaps 
  ten or twelve feet. Fresh air flows from the north end. The 
  floor is thick with coarse gray dust, some heaped into small 
  cones. There is a rustling sound in the room, but it echoes 
  and is hard to pinpoint.
  At night, a few normal bats (LL6) flutter in and out of 
  the cave entrance to the north. In the day, hundreds cling to 
  the ceiling and walls. The harmless creatures will not attack, 
  but if disturbed, they swarm around the PCs, flapping and 
  squeaking and forcing a wandering monster check. Swarmed 
  characters are at – on most checks and must make an INT 
  check to cast any spells. Unless the party retreats the way 
  they came within two rounds, the bats flood out of the cave 
  through Area –1, alerting any remaining patrols from the 
  Keep that someone is in the caves.
  Area 2–12: Cave Mouth
  The light and air of the outdoors penetrate this cave, 
  though vines and bracken choke the opening. Outside is 
  a narrow ledge with loose rock and dirt tumbling down 
  from it in a steep slope. Beyond lie the woods.
  The ledge is six feet wide. Thick vines and bracken 
  obscure most of the mouth of the cave; from outside, it must 
  be spotted like a secret door. Using ropes and climbing gear 
  allows a character to slither up or down the slope without 
  risk. A thief can also use his Climbing skill without needing 
  to roll. However, without ropes or gear, or in a stressful 
  situation such as combat, each climber must make a DEX or 
  Climbing check. Failure causes 1d damage from tumbling 
  down the rocky scree.
  This cave mouth is around the hill from the entrance 
  at Area 1–1. Quazkyton’s troops know of the cave and keep 
  an eye on it, but generally rely on the monsters within to 
  prevent access. If the party enters here, the LL may have one 
  or more guard teams follow them in after a couple turns, 
  adding an element of "cat and mouse" to exploring the 
  lower level. The patrols know that monsters roam the caves, 
  but not the specific kinds or locations. Furthermore, the 
  monsters don’t distinguish between patrols and PCs!
  Exiting here, the characters are still near the Keep. If 
  they stay in the immediate area, any remaining patrols will 
  find them within a day.
  END
  
  19
  New Monsters
  Lasher
  No. Enc.: 
  1 
  Alignment:  
  Neutral 
  Movement:  
  10 (') 
  Armor Class: 
  1 
  Hit Dice: 
  6 ( hp) 
  Attacks:  
   tentacles or tentacle & bite 
  Damage:  
  Special/1d8 
  Save:  
   
  F6 
  Morale:   
  10 
  Hoard Class: 
  VI 
  XP: 
   
  80
  The lasher is a smaller relative of the Roper, which 
  appears in the Advanced Edition Companion (AEC15). 
  The lasher's tough hide resembles rock. When still, the 
  lasher appears as a large boulder or stony outcropping. Such 
  excellent camouflage lets it surprise on a 1–. Lashers are 
  voracious, crafty, and merciless. The lasher is often found on 
  cavern and tunnel floors, but can cling to ceilings and walls 
  if it wishes. Although it can move, it prefers to find a good 
  spot to wait and ambush its prey.
  The lasher attacks with its tentacles, which can reach 
  up to 0'. They deal no damage, but barbs in the tentacle 
  inject a venom that paralyzes the target for 1d turns (save 
  vs. poison resists). The lasher then pulls the victim to its 
  mouth and uses its bite attack. A tentacle may be severed by 
  a successful attack with an edged weapon at – to hit and 
  dealing at least 6 hp of damage in one blow. If the lasher 
  survives the encounter, severed tentacles regrow in one week.
  Once the lasher has killed its victim it eats him bite 
  by bite, equipment and all. The creature’s digestive process 
  allows it to absorb the organic matter before spitting out the 
  indigestible materials (metal, stone, glass, etc.). 
  Mimic
  No. Enc.: 
  1 (1) 
  Alignment: 
  Neutral 
  Movement: 
  0 (10') 
  Armor Class: 
  7 
  Hit Dice:  
  7 (0 hp) 
  Attacks:  
  1 
  Damage: 
  d+Adhesive 
  Save:  
   
  F7 
  Morale:   
  8 
  Hoard Class: 
  nil 
  XP: 
   
  790
  The mimic (AEC11) can change shape and coloring 
  to appear as any medium- to large-sized inanimate object. 
  So disguised, it surprises on a 1–. This young specimen 
  possesses a degree of cunning and can even speak Common.
  The mimic's surface is highly adhesive. Creatures 
  touching it are stuck while it extends pseudopods from 
  its current form and slams the victim. A creature hit by a 
  pseudopod must make a Strength check or also becomes 
  stuck. Once a foe falls motionless, the mimic bites it to 
  death and dines. 
  
  0
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