TEXT: AA#8  
   
   
   
  A Stand-Alone Adventure 
   
   
   
  XRP6108
  Nav’k-Qar! A name lost to antiquities and feared only by the scholars who know of the dread toad 
  god’s former power... once surrounded by a cult which performed the most vile and evil acts in 
  his honor. Now that all of his followers are long dead and the temples of the Gray One completely 
  destroyed, the final resting place of the cult’s last riches has been a source of speculation for 
  generations. At long last, one scholar discovered the location of that elusive shrine, the greatest 
  one of all... the fabled Seven Shrines.
  The scholar told only a select few his suspicions, and was later found dead, surrounded by a swarm 
  of flies. The information has filtered through the mouths of a murmuring few to find its way into your 
  ears. Do you have the strength, knowledge and skill to penetrate the horrors of that dread place 
  and wrest the vast treasure from the jaws of the Gray One himself?
  If you enjoy this adventure, look for future releases in the Advanced Adventures line from 
  Expeditious Retreat Press.
  WWW.XRPSHOP.CITYMAX.COM
  Advanced Adventures
  The Seven Shrines of Nav’k-Qar
  The Seven Shrines of Navk’-Qar
  By James C. Boney
  This product uses the OSRICTM System 
  (Oldschool System Reference and Index 
  CompilationTM). The OSRICTM system text 
  may be found at http://www.knights-n-
  knaves.com/osric.
  Printed in the USA
  Expeditious Retreat Press
  An OSRIC
  TM module designed for        
   
  6-8 adventurers of levels 8-12
  
  The Seven Shrines of Nav’k-Qar
  ADVANCED ADVENTURES MODULE #8
  Author: James C. Boney
  Cover Artist:  Bradley K. McDevitt
  Interior Artist: Jeff Womack
  Editors: Joseph Browning and Suzi Yee
  Layout: Joseph Browning
  The author would like to thank the original play-testers: Adelaide 
  Driscoll, Will Pierce, Samantha Pierce, Trent Talley and Glen Talley.
  Background Information for the Game Master..............................2
  Legend Lore Information.....................................................................2
  Random Encounters ............................................................................2
  The Seven Shrines of Nav’k-Qar Level 1 ........................................... 3
  The Seven Shrines of Nav’k-Qar Level 1 Map.................................. 3
  The Seven Shrines of Nav’k-Qar Level 2 ............................................6
  The Seven Shrines of Nav’k-Qar Level 2 Map...................................7
  Appendix A: New Magic Items ..........................................................9
  Appendix B: New Monsters.................................................................9
  by James C. Boney
  AN ADVENTURE FOR CHARACTER LEVELS 8-12
  ADVANCED ADVENTURES are designed for the OSRIC roleplaying system. You can download the free player’s manual from: http://
  www.yourgamesnow.com
  If you enjoy this product, look for the other ADVANCED ADVENTURES published by Expeditious Retreat Press at www.xrpshop.citymax.com 
  or for digital copies go to www.yourgamesnow.com.
  
  2
  The Seven Shrines of Nav’k-Qar
  Nav’k-Qar! A name lost to antiquities and feared only by the 
  scholars who know of the dread toad god’s former power... once 
  surrounded by a cult which performed the most vile and evil acts in 
  his honor. Now that all of his followers are long dead and the temples 
  of the Gray One completely destroyed, the final resting place of the 
  cult’s last riches has been a source of speculation for generations. 
  At long last, one scholar discovered the location of that elusive 
  shrine, the greatest one of all... the fabled Seven Shrines.
  The scholar told only a select few his suspicions, and was later 
  found dead, surrounded by a swarm of flies. The information has 
  filtered through the mouths of a murmuring few to find its way 
  into your ears. Do you have the strength, knowledge and skill 
  to penetrate the horrors of that dread place and wrest the vast 
  treasure from the jaws of the Gray One himself?
  Stop! If you plan to participate in this adventure as a player, then 
  stop reading here. Prior knowledge of this module’s contents will 
  only spoil your enjoyment of the game. 
  The Seven Shrines of Nav’k-Qar is an adventure for 6-8 characters of 
  levels 8-12: PCs of higher levels than designated should be used in 
  smaller groups. It is a high level test of the players’ gaming skills and 
  the PCs’ abilities. It will very likely kill foolish and unwary characters, 
  and will probably take out one or two cautious characters as well. 
  There is a good possibility of a total party kill before the adventure 
  is over. In the process of playing out this module, the GM should 
  strive to be fair. In circumstances where the fate of the die roll 
  seems to be working against the players, do not be afraid to give 
  them a break or two so long as it doesn’t provide them with an 
  undue advantage.
  Although all four of the main character classes will have large roles 
  to play in this adventure, it is essential that the party have at least 
  one thief. Two or more would be ideal. Fighters will find their swords 
  well-used in this adventure, while clerics and magic-users will have 
  their skills tested as well. Should the GM find his players having too 
  hard a time, it is perfectly fine to scale things down a bit or throw 
  out a few hints or clues; likewise, if it seems too easy for the party, 
  then the adventure is open to “strengthening up” a bit.
  Background information for the GM: the ancient toad cult of 
  Nav’k-Qar drew many secret worshipers from the depraved and 
  mad who found solace in devotion to their grotesque god. As 
  the cult spread through the cities, various rulers sought to drive 
  out the temples and priests, and the cult centers moved back 
  to the swamps and glens from which they originated... taking 
  large treasures with them. At last, various temples of good allied 
  to destroy these foul temples where ever they would be found. 
  Ultimately, the priests decided to flee to the final stronghold of their 
  cult to plot an eventual return. The last priests of the Gray One had 
  modified the shrine area as a death trap to kill, mislead and drive 
  mad those who would seek its greatest treasures while acting as a 
  final haven for their order.
  As fate would have it, the returning band of priests were waylaid 
  and destroyed by a trio of bronze dragons before they could hide 
  in the shrine. With their souls writhing in the Abyss, the hiding place 
  of the Nav’k-Qar’s last treasures was lost to the ages.
  Legend lore or other divination spells will reveal the following 
  information about the shrine complex:
  - the true shrines are well hidden on a deeper level
  - there is at least one false shrine to mislead treasure hunters
  - there is only one way in or out of the shrines
  - rare and unusual magics and creatures can be found within 
  the shrines themselves
  Consulting with sages will provide the following legends (the 
  veracity of each is indicated by a T or F; roll 1d10 or choose):
  1. A large and ancient dragon is trapped somewhere within 
  the depths of the shrine (F).
  2. Tying three toad skulls together as a talisman will ward off 
  most of the shrines’ denizens (F).
  3. There are creatures suspended in time acting as guardians (T).
  4. There is a false set of stairs designed to trap and slowly kill 
  intruders (T).
  5. Drow inhabit the shrines (F).
  6. A riddling golem will give you all the help you need if you can 
  match wits with him (mostly F).
  7. There are powerful undead in the shrines (T).
  8. An unholy weapon which can slay good is hidden 
  somewhere within the shrines (mostly T).
  9. Nav’k-Qar himself still lurks his shrines, albeit in a weakened 
  state (F). 
  10. Those who breath the yellow mist will go mad (mostly T).
  The shrine complex is located deep within a large and treacherous 
  swamp anywhere remote within the GM’s campaign world. The 
  marshy island which serves as home to the last bastion of the 
  Gray One is low-lying and roughly 1,000 feet in diameter. Large, 
  moss-choked cypress trees band together to hide a large idol of a 
  bipedal toad which stands 25 feet or more above the surface. At 
  the base of the idol is a secret door in the ground which reveals a 
  slimy stone staircase down to LEVEL 1.
  The party may occasionally return to the surface for rest and 
  replenishment of spells (if they can). There is plenty of room on 
  the island around the idol for this, but the general dampness of 
  the ground, the wood and the air will preclude any normal fires. 
  Additionally, for every three hours spent by the party on the 
  surface of the island, the GM should check for wandering monsters 
  on the table given below: 
  Daytime encounters (wandering monster present 1 on a 1d6). Roll 
  1d10:
  1. Fresh water giant crocodiles (No. 1-3; AC 4; HD 7; HP 48 each; 
  Damage 3-18/2-20)
  2-3. Giant centipedes (No. 2-12; AC 9; HD 1/2; HP 4 each; 
  Damage nil + poison)
  4-5. Stirges (No. 2-20; AC 8; HD 1+1; HP 5 each; Damage 1-3 + 
  blood drain)
  6-7.  Swamp orcs (No. 2-20; AC 6; HD 1; HP 6 each; Damage 
  1-6 (spears))
  8-9. Giant crayfish (No. 1-4; AC 4; HD 4+4; HP 36, 32, 28, 28; 
  Damage 2-12/2-12)
  10. Special
  A result of “special” indicates one of the encounters below (GM’s 
  choice as to which one)
  Magredor (AC 8; 0-level human; HP 2; damage 1-6), is a quite 
  mad swamp dweller who poles his rickety raft through the 
  swamps in search of fresh meat and roots. Magredor is the 
  stereotypical hermit, and there is a 1 in 8 chance the party will 
  smell him before actually seeing him. He claims to have been 
  present when the shrine complex was modified, but he is really 
  a descendant of a slave used in the process. He knows certain 
  details about the complex and will share what he knows in 
  exchange for food or other useful items. The veracity of his 
  knowledge is determined as follows: the GM should choose 
  1d6 areas about the Shrines and roll 1d4 for each one. A result 
  of 1 means Magredor has the details completely wrong about 
  the area in question. A roll of 2-3 means he’s basically correct, 
  and a roll of 4 indicates he’s talking about something that does 
  not exist except in his mind. If attacked or otherwise molested, 
  Magredor will attempt to flee on his raft or fight to the death 
  with his pole.
  Klelhainzeren, an adult black dragon (AC 3; HD 8; HP 40; 
  Damage 1-4/1-4/3-18 + acid breath) will attempt to ambush 
  the party when they are asleep. Her lair can be found in a 
  
  3
  large mound roughly two miles to the north and holds: 2,500sp, 
  3,200gp, 10 pieces of jewelry worth 100-800gp each, a clerical 
  scroll of stone to flesh and wind walk, and a longsword +1.
  Unusual storm: a heavy thunderstorm will pass quickly overhead 
  and soak the party with 1d3 inches of gray rain. Each PC has a 
  1 in 10 chance of being struck by lightning, if they are holding 
  or wearing anything ferrous, for 2-20 HPs. The storm will dissipate 
  after two turns. 
  THE SEVEN SHRINES OF NAV’K QAR: 
  LEVEL 1
  Level one was formerly the home of many priests of Nav’k-Qar until 
  it was decided to convert the area into traps for destroying those 
  who would seek the cult’s treasure. Because of this, the party will 
  find an occasional piece of furniture long rotted or scraps of paper 
  from a religious scroll or whatnot.
  Unless otherwise noted, all rooms and corridors are made of a 
  rough gray stone. The stone itself has an unusual poisonous quality 
  that is more irritating than dangerous. Prolonged contact between 
  stone and bare skin (five minutes or more) will create an ugly rash 
  on the PC. If not treated, the rash will spread over a large portion 
  of the PCs body at a rate of one square foot per hour. It will begin 
  as a light itching and ultimately become a hideous blister reducing 
  DEX by one after three hours if left alone. The rash will disappear 
  after two days unless cured.
  Another item of note is that all floors are littered with thousands of 
  toad bones. At one time, the complex was swarmed with toads 
  which were considered holy by the cult’s priesthood. In any 
  encounter in which a PC is required to quickly move, there is a 
  40% chance he will slip and fall on the debris (subtract 5% for each 
  point of DEX above 13).
  Unless noted otherwise, all pit traps are covered, 20-feet deep pits 
  triggered when 50lbs. is placed upon them. They reset 5 rounds 
  after triggering.
  While traveling through this level, the party will on occasion see 
  and hear odd things. These hallucinations are permanent illusions 
  meant to draw the PCs into traps, and may be used by the GM at 
  his discretion. A partial list is given below; the GM is encouraged to 
  create more if these become stale:
  - a dim and bouncing light appearing 10-40 feet in front of the 
  party and moving away just fast enough to keep in sight
  - female screams followed by cries for help
  - the sounds of combat that will constantly seem to be “just 
  around the corner.”
  - a sharp, loud scream in a random PC’s ear
  - footsteps, fast or slow
  - furniture being moved somewhere beyond a door
  - flashes of light around a corner followed by a boom as if a 
  lightning bolt were just cast
  - the sounds of children fleeing
  - a rancid smell in the air that grows stronger as the party 
  approaches a door
  - rhythmic tremors coming from a particular direction
  1. THE HALL OF VISIONS: the stairs lead down into the north end of a 
  hallway 130 feet long and 30 feet wide. Two passageways flank 
  the stairs. The room itself is covered with a reflective layer on 
  THE SEVEN SHRINES OF NAV’K-QAR LEVEL 1
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  S
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  7b
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  4
  the floor, walls and ceiling which transforms the entire area into 
  a huge mirror; even the six pillars supporting the ceiling of this 
  room are covered with the material. The reflective substance is 
  highly impervious to damage; any attempt to crack or destroy 
  a 10 feet square area must deliver 45 HP in a single attack.
  When the bottom step of the stairs is touched, the occupants 
  of ROOMS 2 and 3 will awaken from their state of suspension 
  and will become active in 1d3 turns. The end of the stairwell is 
  also trapped: any creatures stepping on the floor at the base 
  of the stairs will cause a stone wall to seal off the stairwell at 
  the top of the stairs leading out unless the trap is detected and 
  disarmed. This trap can also be triggered in ROOM 7b.
  On the south end of the room is a cistern which is three feet 
  high and 3 feet in diameter, and overflowing with a sickly 
  yellow mist. The mist covers the floor of this hall to a depth 
  of five inches and faintly vaporizing throughout the room. It 
  contains a mild hallucinogenic; each character exposed to 
  the vapors must save vs. poison or begin subtly hallucinating 
  events in the mirrors. Useful hallucinations are:
  - more people present in the hall than the party members
  - the PC is totally alone in the hall
  - party members are larger or smaller than normal
  - one of the party members is actually a monster
  - doorways or arches in the mirrors
  - emotional faces erupting and sinking in the mirrors
  - things flying by the PCs heads
  The inventive GM is encouraged to create other situations. 
  Hallucinations will be fleeting and last no more than 20 seconds 
  at a time before ceasing or morphing into another event. Five 
  minutes spent out of this room will allow the effects of the mist 
  to dissipate. The mist will not travel more than ten feet outside 
  of the room.
  2. GUARD ROOM: Fifteen bugbears (AC 5; HD 1+1; HP 25 (x4), 
  22 (x3), 19 (x5), 16 (x3); Damage 2-8) are kept in a state of 
  suspended animation in this room. If the party sets foot on the 
  bottom step in ROOM 1, then these creatures awaken and will 
  begin leaving this room shortly thereafter. All are armed with 
  clubs equivalent to morning stars. They are covered by a layer 
  of sticky tar from the calf down, reducing their chance to slip 
  and fall due the toad skeletons to only 20%. This covering also 
  acts as a protective coating against the sickly yellow mist in 
  ROOM 1. Enterprising PCs can apply the coating from the 
  slain bugbears to their own lower legs resulting in complete 
  protecting from the mist but gaining only a +10% reduction 
  in slipping chance. The coating will be effective for 48 hours 
  before drying out and becoming useless for either function.
  3. GUARD ROOM: Ten ogres (AC 5; HD: 4+1; HP 33 (x3), 29 (x2), 25 
  (x3), 19 (x2); Damage 1-10) are here in the same state as their 
  bugbear companions in ROOM 2. They are armed with large 
  clubs. They are also covered by the same layer of sticky tar as 
  the bugbears in ROOM 2.
  4. BARE ROOM: both doors east and west are trapped. If a door 
  is forced open, a counterbalance trap of spikes will swing 
  into the doorway impaling the PC for 2-20 HPs (save vs. 
  breath weapon for half damage). Once triggered, the trap is 
  rendered useless.
  This room is bare except for the alcove in the southwest corner. 
  Scrape marks on the floor indicate that something heavy was 
  dragged out of this room through the west door and down the 
  hallway to ROOM 6.
  5. TRAPPED ROOM: this room is 30 feet deeper than the rest; the 
  door opens to a wooden ladder leading down to the floor. 
  From the doorway, a PC can touch the ceiling.
  The ladder, while appearing wooden, is formed from a 
  substance that will disintegrate when more than 250 lbs of 
  weight is placed on it. When overloaded, the ladder will 
  melt into a sticky gray goo and dump anyone ascending or 
  descending to the floor below. For every full 10 feet of height 
  over the floor, 1-6 HPs of falling damage will occur to every PC 
  on the ladder at that special moment.
  On the north end of this room is a stone pedestal holding a 
  crystal ball that is 15 inches in diameter. Close inspection will 
  reveal long dark streaks moving within the ball. If the ball is 
  dealt 25 HPs or more damage, it will shatter to release 3 black 
  puddings (AC 6; HD 10; HP 50, 40, 30; Damage 3-24) which will 
  attack once they regain their normal size within 1d3 rounds.
  6. WOLF-HEADED STATUE: The scrape marks from ROOM 4 go 
  through the door into this room. Twenty feet before the door 
  is a 30-feet deep pit trap that will immediately close after 
  dumping its victim(s). Between it and the door is a false outline 
  of what appears to be another pit trap. 
  In the south alcove is a large statue of a wolf-headed man 
  which will spew corrosive acid on anyone opening the north 
  door. It contains enough acid for four attacks, and each 
  attack deals 3-24 HPs of damage (save vs. breath weapon for 
  half). This room is otherwise empty and could possibly be used 
  by the party as a base for rest and recovery.
  7. FALSE SHRINE AREA: the floor of this room is covered with coins of 
  various denominations as follows:
  - 12,934 copper pieces
  - 4,302 silver pieces
  - 2,088 gold pieces
  - 773 platinum pieces
  Underneath all the normal coins is a singular coin of unusual 
  design: white and gold set in a swirling pattern... surely a rare 
  and valuable piece from a bygone era! Once lifted, a small 
  hole underneath is revealed as a prison for a glabrezu (AC 
  -4; HD 10; HP 80; Damage 2-12/2-12/1-3/1-3/1-4+1) which will 
  materialize in the room and furiously attack anyone in sight. Its 
  first three actions will be: cause fear, levitate, then attempt to 
  gate in fellow demons.
  ROOM 7a is decorated as a shrine with a normal looking altar 
  on the west wall. Vile runes adorn the walls and pronounce 
  curses on all who enter.
  The door to ROOM 7b is wizard locked and holds a singular idol 
  on a pedestal... a three feet tall statue of a bipedal toad made 
  of gold (identical to the large statue on the surface and worth 
  4,500gp in the hands of the right collector). Lifting the idol from 
  its pedestal will cause a stone wall to seal off the top of the 
  stairwell in ROOM 1 unless the trap is detected and disarmed.
  8. FALSE STAIRWELL: these stairs appear to lead down to the next 
  level. A permanent illusion shows the corner of a large room 
  below lit by torches and the sounds of metal being worked. The 
  stairwell itself is 30 feet long with 30 steps, and once someone 
  sets foot on the 28th step, a stone ceiling will slide from east to 
  west effectively sealing in anyone on the stairs. Checking the 
  illusion will reveal only a stone wall at the end. Any attempt at 
  detecting this trap will suffer a -30% penalty due to the cunning 
  construction of the device. The stone ceiling itself cannot be 
  moved with less than a combined strength of 40.
  9. CHAMBER OF DISPAIR: upon opening the door, the PCs will be 
  overwhelmed with a wave of despair and hopelessness that 
  radiates from the walls of this area. Three ghoul driders (AC 3; 
  HD 7; HP 56, 49, 49; Damage 2-8 or 1-4+ paralyzing spittle or 
  spells) are trapped in here. They are the reanimated remains of 
  
  5
  driders who were once trapped here and driven to suicide. Due 
  to their unholy ties to this place, they are turned as spectres.
  Spells carried by these driders are:
  #1 - magic missile, protection from good, dancing lights, 
  burning hands, web, stinking cloud, invisibility, dispel 
  magic, lightning bolt, ice storm
  #2 - magic missile, light, protection from good, jump, mirror 
  image, ray of enfeeblement, shatter, slow, dispel magic, 
  hold person
  #3 - enlarge, charm person, dancing lights, protection 
  from good, web, rope trick, stinking cloud, blink, slow, 
  massmorph
   
  10. STATUES: The door of this room will appear at first to be a false 
  door. Thieves searching the false door have a 2 in 6 chance of 
  discovering the true door built into the construction, while other 
  PCs have a 1 in 6 chance. Once through the door, the PCs will 
  find four statues in a haphazard arrangement here: a hydra, a 
  minotaur, a cockatrice, and a behir. The mouth of each statue 
  is open and holds a platinum piece. Should a party member 
  decide to remove a coin from any mouth, roll on the following 
  table to determine the results:
  Roll 1d4
  1- Statue comes to life and attacks (roll 1d4 to determine 
  which one)
  2- The PC is teleported to LEVEL 2 ROOM 3.
  3- Statue shrinks to 1/10th size (but will return to normal size, 
  come to life and attack if removed from this room).
  4- The PC is turned to stone.
  - hydra (AC 5; HD 12; HP 96; Damage 1-10 x12)
  - minotaur (AC 6; HD 6+3; HP 51; Damage 2-8 or 1-4/by 
  weapon type) armed with a battleaxe +2 flame tongue; 
  this minotaur has a 45% spell resistance and a permanent 
  mirror image.
  - cockatrice (AC 6; HD 5; HP 40; Damage 1-3+ petrification). 
  This cockatrice has a permanent blink spell on it and will 
  use it to full advantage.
  - behir (AC 4; HD 12; HP 84; Damage 2-8/1-4+1 or 2-8/1-6 
  x6)
  Should more than one statue be brought to life, space could 
  become very tight in this room. Behind the statues, on the east 
  wall is a detailed map of this level indicating all rooms including 
  ROOM 12 and the hidden stairwell.
  11. ART GALLERY OF THE MAD: every square inch of the walls here 
  are covered with framed paintings of various sizes. At first glance, 
  each painting will depict a different scene: pastorals, portraits of 
  men and women of varying species, landscapes that seem a 
  little “off,” architectural displays, and so on. Closer examination 
  will show that there will be in each painting a toad somewhere in 
  the background doing something evil and/or obscene.
  Ask each player what his character is doing; after any one 
  character has closely examined three paintings, slip him a 
  note explaining that he now perceives another PC as a large, 
  fanged, bipedal toad and hears the transformed PC’s speech 
  only as grotesque croaking (no save for this). Have fun waiting 
  to see which PC will first admit to thinking someone else is a 
  toad. If the party stays here long enough, it is possible that they 
  will eventually all suffer from this illusion. Dispelling magics will not 
  end the effects while inside the confines of this room. The only 
  cure is rest somewhere else; if the party spends an hour resting 
  away from this room, the effects of the dweomer will vanish.
  12. TRUE STAIRS: should the party find the secret door hiding this 
  small section, they will be attacked by 4 spectres (AC 2; HD 
  7+3; HP 59, 52, 45, and 38; Damage 1-8+energy drain) that issue 
  from the room beyond. The undead will seek to block the party 
  from the stairwell.
  13. CROSSBOWS: hidden inside the west wall of this room are six 
  heavy crossbows aimed at the eastern door. The bolts will fire 
  through fine peepholes at any PC attempting to exit back 
  into the hallway. Each bolt is laden with a fast-acting poison 
  which will painfully destroy the internal organs of a victim and 
  cause death within 1d3 turns unless it is cured within the first turn 
  (failure to stop the deterioration in time will make resurrection 
  problematic).
  14. THE SMILING GOLEM: in the west section of this room sits a 
  smiling stone golem (AC 5; HD 14; HP 60; Damage 3-24) on an 
  ornate throne. The golem will cheerfully greet the party and ask 
  them how their stay within this complex has been. If the party 
  take no aggressive actions, the golem will offer to answer three 
  questions concerning this area provided the PCs give him three 
  magical items of their own. If the party agrees, the golem will 
  take whatever they hand over, place the items in a sack at his 
  side, and then answer their three questions.
  Unfortunately, the golem’s answers will be complete lies 
  designed to lead the party to its doom. Spells such as detect 
  lie will not function against the construct; instead, if a player 
  begins to question the veracity of a statement, roll percentile 
  dice (adding +5% for each point of his character’s WIS over 
  14). A roll of 85% or above will reveal the answer to be a lie. 
  Of course, don’t tell the players that there is a chance of 
  untruthfulness here. The golem will not answer more than one 
  set of questions.
  If the party takes this encounter to a violent level, the golem will 
  attack and defend itself as a normal stone golem by casting 
  slow on the party and then wading into battle. All magical items 
  placed in the sack will be teleported to LEVEL 2 ROOM 11.
  15. DOUBLE PIT TRAP: the trap door over each pit is spring loaded 
  so that it will snap shut after all weight is dumped off of it. A 
  PC topside may attempt to jam the trap door open if: a) he is 
  next to the trap when it is triggered, b) has a long object that 
  can withstand the pressure of the door closing (a sword would 
  work), and c: can successfully react by the player immediately 
  stating what he’s going to do and rolling a 1-2 on a 1d6. The 
  traps are highly sensitive, so the weight of a single PC setting 
  foot on either one will trigger the trap.
  Both pits are dimensionally connected to each other so that 
  if a victim falls in one trap, he will appear upside down in the 
  
  6
  other one. Falling damage is 3-18 due to rough stone on the 
  walls and floor. There is a chance that each trapped PC will be 
  knocked unconscious (for 1d4 turns) from falling on his head. 
  Roll 1d10 and any roll under 5 indicates the PC is knocked out. 
  The chance is lowed by 1 if the PC wears a helmet and for 
  each point of CON over 15.
  16. BETWEEN A ROCK AND A HARD PLACE: unless there is a dwarf 
  in the party, the PCs will not notice the gradual incline of this 
  hallway leading down to ROOMS 8-10. At the point indicated 
  on the map, an iron portcullis blocks the passage. Touching 
  the bars will deliver an electrical shock one time for 5-20 HPs 
  of damage and will release a large stone ball from a ceiling 
  compartment at the north junction. The ball is nine feet in 
  diameter and will quickly roll down the hallway to pin the 
  PCs against the portcullis delivering 6-36 HPs damage (save 
  vs. spells for half damage). The ball will bend the portcullis on 
  contact, but not break it; afterwards, any PC attempting to lift 
  or bend the bars will have his chance of doing so doubled due 
  to the impact damage.
  17. THREE CRYPTS: a pressure plate at the entrance of this area will 
  trigger a stone wall to fall in front of the door unless the trap is 
  found and disarmed. The wall will require 75 HPs of damage in 
  order to break through it.
  Three large sarcophagi are in this room. The party clerics may 
  ready themselves for battle with undead, but they will be 
  disappointed, for the sarcophagi are magically trapped so 
  that if any one is breached, the other two will open fly open 
  and each will release a 12 hit dice fire elemental (AC 2; HD 12; 
  HPs 72 each; Damage 3-18).
  THE SEVEN SHRINES OF NAV’K QAR: 
  LEVEL 2
  Here lies the true shrines to Nav’k-Qar... three to the north, three 
  to the south, and the final Great Shrine to the east. Each section 
  is separated by sets of great iron valves which will not open unless 
  the guardians of each shrine are destroyed or subdued. The old 
  priests of the Gray One placed the valves and the guardians to 
  defeat interlopers and protect the cult’s treasure. True worshipers 
  of Nav’k-Qar would know how to pass the guardians and the 
  valves, but since the party does not have access to that lore, 
  they’ll have to do things the hard way...
  The air on this level has an unusual thickness that makes breathing 
  slightly difficult. This will have no real effect on game play, but may 
  make the party even more paranoid.
  1. FIRST ANTECHAMBER: the stairs from above lead down roughly 
  sixty feet and become a spiral staircase that empties into this 
  chamber. The walls of this area (and the passageway to the 
  east) are the dusky gray of toad skin with the appropriate 
  rough texture as well. Four large toad-like statues face each 
  corner and hold up the ceiling here. They collapse if the trap in 
  ROOM 11 is triggered.
  2. FIRST SHRINE: the hallway is blocked by a curtain of preserved 
  human skin which will crumble at the touch. The shrine itself is 
  dirty brown and contains a well full of stagnant water.
  Upon entrance, a grating and croaking voice will loudly speak:
  IN HIS FIRST SHRINE, NAV’K-QAR THE MAD WILL PRONOUNCE 
  DOOM UPON THE SNIVELLING MINIONS OF KINDNESS AND 
  MERCY! NAV’K-QAR BRINGS DEATH UPON YOU AND YOUR 
  GODS OF WEAL!
  The floor is adorned with runes recording a hymn to the Gray 
  One which, if translated and read will force the PC to save 
  vs. death magic or suffer feeblemind for 1d4 turns unless the 
  reader is evilly aligned. Disturbing the well will summon the 
  shrine’s guardians, 3 spirit naga (AC 4; HD 10; HPs 80, 60 and 60; 
  Damage 1-3 or spell use or charm) who will attempt to destroy 
  the party. All three naga use the same spells as below:
  Magic-user spells: enlarge, charm person, push, shield, darkness 
  15-foot radius, ray of enfeeblement, monster summoning I.
  Cleric spells: protection from good, resist cold, hold person
  3. SECOND SHRINE: with a curtain much like that in the FIRST SHRINE, 
  this area holds a large brazier filled with a hard grayish light.
  Upon entrance of this shrine, the party will hear a raspy, sick 
  voice loudly pronounce: IN HIS SECOND SHRINE, NAV’K-QAR 
  WILL TWIST THE MINDS OF THE INNOCENT AND JUST TO HIS 
  TERRIBLE CAUSE! BOW TO THE ALTAR OF TREASON AND PAY 
  HOMAGE TO YOUR NEW MASTER!
  Looking into the light will reveal shadowy squat figures leaping 
  in a frenzy; looking for more than 3 rounds will force the 
  observer to save vs. wands or be transfixed by the display for 
  2d4 turns (treat as a hold person spell). At the end of the spell 
  effect, each transfixed PC must again save vs. wands or lose 
  all will...becoming a minion of Nav’k-Qar and attack all he 
  perceives as intruders into this shrine. Remove curse will dispel 
  the hold over the PC. The fire must be magically extinguished in 
  order to break the power of the shrine.
  If this brazier is extinguished and the guardians in the FIRST 
  SHRINE are handled, the first set of iron valves east ROOM 1 will 
  effortlessly open.
  4. THIRD SHRINE: a large curtain made of rows of stringed small 
  mammalian bones covers both of the entrances to this area.
  Upon entrance, the party will hear a wavering, sorrowful voice 
  whisper: IN HIS THIRD SHRINE, NAV’K-QAR THE MURDEROUS SPILLS 
  THE BLOOD OF THE HOLY TO WATER HIS FIELDS OF DESPAIR!
  The stone altar of this shrine is on the southern wall and is carved 
  with depictions of evil and the desecration of all that is good. 
  The indentation and drain holes on the top of the altar seem 
  to be fitted for the humanoid shape, though any humanoids 
  sacrificed here would have to be small. The aura emanating 
  from this altar is so powerful that all PCs within the shrine must 
  save vs spells or be extremely unnerved. PCs that fail their save 
  will suffer a -3 to hit and a -2 on all saves for the duration of their 
  stay in this shrine (and for one turn after leaving it).
  A goblin skull is propped against the left side of the altar. 
  Disturbing it will release the guardian of this shrine, a gorgon 
  of the largest size (AC 2; HD 8; HP 64; Damage 2-12 or breath 
  weapon) which will transition into this plane of existence from 
  its ethereal prison within 1d3 combat rounds directly behind the 
  party (between the two entrances). It will blast the party (or as 
  many as it can) with its petrifying breath and then attack.
  5. FOURTH SHRINE: the curtain covering the entrance to this area 
  is made of a fine silk laced with a subtle corrosive poison. A 
  PC touching it with his bare fingers must save vs. poison or the 
  substance will slowly begin to eat away at the skin and flesh of 
  the hand. After one hour, the PC will notice the skin peeling off; 
  after three hours, the flesh will wither and drop off. If untreated 
  for four hours, the PC will be left with a useless and skeletal hand 
  reducing his DEX by 1d3 points.
  Upon entrance, the party will hear a mocking, arrogant voice 
  pronounce: IN HIS FOURTH SHRINE, NAV’K-QAR WILL SMITE HIS 
  ENEMIES WITH THE HOT FIRE OF HIS ANCIENT CURSE AGAINST 
  THEY WHO WOULD THROW DOWN HIS MAJESTIC THRONE!
  The large altar on the west wall of this room is much like the 
  one in the THIRD SHRINE except it is dominated by a human-
  
  7
  sized skeletal form dress in robes, wearing a gold circlet (worth 
  1,000gp), and holding a large ornate rod (worth 500gp). The 
  appearance of the form suggests that it hasn’t been on the 
  altar for long. If checked, it radiates by evil and powerful 
  magic. Should the party suspect it is a lich or other form of 
  powerful undead, they may waste lots of time and spells 
  checking it over; all of this will be for nothing, for it is simply a 
  non-animated skeleton designed to mislead the party.
  The real danger in this room lies with the altar itself. Once the 
  party moves past the curtain, the altar will begin secreting a 
  colorless gas into the shrine area through ten small holes at the 
  front base. The curtain prevents the gas from escaping back 
  into ROOM 6. PCs spending for than 3 turns in this room must 
  save vs spells of immediately faint due to the toxicity of the 
  gas. Those who don’t faint will feel light-headed and dizzy and 
  suffer a STR reduction of 2. Five turns after the curtain is initially 
  breached, enough gas will have accumulated in this room that 
  any open flame will ignite it; PCs still in the room at the moment 
  of ignition will suffer 5-30 HPs (save vs. breath weapon for half) 
  and 1-6 HPs each round for 1d4 rounds. Remember to check 
  for combustible items such as cloth, wood and paper.
  This trap can be avoided if a thief finds the vent holes (-20% 
  chance due to the small size) and if the holes are stopped 
  up within four turns after entry. Listening closely at the holes 
  will reveal a faint hissing which will hopefully clue the thief in 
  on what’s about to happen. Raising or removing the curtain 
  will allow the gas to dissipate into other areas and reducing 
  the chance of ignition to 20% each turn the holes are left 
  uncovered. The form on the altar would make an excellent 
  cover for the holes.
  6. SECOND ANTECHAMBER: this room has four toad statues similar 
  to the ones in the FIRST ANTECHAMBER except they face 
  towards the center of the room. Otherwise, it is featureless 
  except for the second set of iron valves which will not open 
  unless the THIRD and FOURTH SHRINES are dealt with.
  7. THIRD ANTECHAMBER: this room has four toad statues similar 
  to the ones in the FIRST and SECOND ANTECHAMBERS except 
  they are set against the walls facing inward. This room has no 
  outstanding features except for the third set of iron valves 
  which cannot be opened until the powers of the FIFTH and SIX 
  SHRINES are ended.
  8. FIFTH SHRINE: the curtain separating this chamber from the rest 
  is made of a filmy, transparent substance that tends to cling to 
  the skin; if burned, it will produce a horrible smoke which will 
  stifle all breathing until it clears, but it has no other effects.
  When the party enters this shrine, a deep voice declares; IN HIS 
  FIFTH SHRINE, THE GRAY ONE WRAPS THE SHADOWS OF MADNESS 
  AROUND THOSE WHO WOULD DEFILE HIS UNHOLY NAME!
  The dark green walls and floor of this shrine cast back all light in 
  an eerie pattern. A large brazier filled with a greenish charcoal 
  dominates this room. If the party lights the brazier, large 
  amounts of smoke will appear and form three waves of umbra 
  smoke beasts (see new monsters).
  - First wave: 3 serpens diabolus (AC 6; HD 6; HP 36, 36, 30; 
  Damage 1-3 + special), followed in1d4 rounds by
  - Second wave: 4 felini (AC 6; HD 6; HP 48, 36, 36, 30; Damage 
  1-3 x4 or 1-6 + special), followed in 1d3 rounds  by
  - Third wave: 4 arachnids (AC 6; HD 6; HP 36, 36, 30, 30; 
  Damage 1-6 + special).
  9. SIXTH SHRINE: this area is secluded by a curtain of a lightweight 
  yet unknown metallic substance.
  2
  5
  THE SEVEN SHRINES OF NAV’K-QAR LEVEL 2
  1
  3
  4
  6
  7
  9
  11
  10
  8
  S
  
  8
  When the party enters this shrine, a dry, cracking voice rings 
  out: IN HIS SIXTH SHRINE, NAV’K-QAR THE PESTILENT WILL SICKEN 
  AND KILL THOSE WHO WOULD MURMUR OF HIM IN LIT HALLS! 
  DEATH TO THE ENEMIES OF THE GRAY ONE!
  The shrine itself is long and thin with an altar on the east end. The 
  altar is six feet tall and has a hollowed out section underneath 
  exposing a three foot diameter pit filled with a dark substance. 
  If the party approaches within five feet of the altar, a maliganti 
  (AC 6; HD 6; HP 62; Damage 1-6 x4 + special; see new monsters) 
  will emerge from the pit and attack.
  10. SEVENTH SHRINE: when the third iron valves are opened, the 
  party will be greeted with a rush of cold, vile air from inside 
  this area, and an inhuman voice croaking: ATAH-G’TENH-
  KWK-G’JOD-MOH-IER! GREAT AND TERRIBLE IS NAV’K-QAR IN 
  THIS MOST UNHOLY SHRINE TO THE GRAY ONE! LET HIS SWEET 
  MESSAGE OF MADNESS AND DESPAIR RING TRUE THROUGH THE 
  EARS OF THE UNBELIEVER AND INFIDEL!
  - The shrine itself is 40 feet by 60 feet with a large alcove on 
  the east side holding the main altar. The walls, floor and ceiling 
  of the shrine are rough and painted in a bizarre jigsaw-like 
  pattern. Since this is the unholy area of a deity (albeit a weak 
  and fading one), certain effects come into play here:
  - Clerics and other spell casters who draw their power from 
  a deity will find that none of their spells above second 
  level will function within the confines of this room.
  - Spells of a natural bent that summon normal creatures and 
  plants will only produce twisted and unholy variations 
  that turn and attack their summoner.
  - Arcane spell casters will feel a resistance when casting 
  their magic that disrupts their concentration. All spells 
  fourth level and above must pass a percentage check 
  in order to work. The base chance for a spell to work is 
  40% +1% per caster level +5% per point of the caster’s INT 
  above 14. Spells that fail will simply fizzle and be lost.
  Adorning the bizarrely constructed altar is a ten foot tall iron 
  statue of a black bipedal toad. The statue’s mouth is open and 
  holding an ornate bronze key which is not visible to observers 
  on the floor. If any PC should touch the altar, a chain lightning 
  spell will strike out at that PC and 1d6 others in the room (7-42 
  HPs damage; save for half). The attack will occur as many times 
  as the altar is touched. If any PC touches the statue itself, it will 
  animate and attempt to destroy all intruders within the shrine 
  (but swallowing the key first).
  Animated statue (AC 0; HD 14; HP 112; Attacks 3 or special; 
  Damage 1-6+special/ 1-6+special/ 1-12+special; MR: 40%). The 
  statue generates poison (save vs. poison or take 2-16 HPs) in its 
  claw attacks and in its bite. Additionally, the statue can breath 
  a cloud of poisonous fire once every 6 combat rounds (2-20 HPs 
  of damage; save vs. poison or for half and paralyzed for 1d4 
  turns). Once every other round, it can loudly croak, forcing all 
  within the shrine to save vs. wands or be stunned for 1d3 rounds. 
  Lastly, the statue, upon losing its last hit point, will explode in a 
  shower of iron shards and viscous acid (save vs. spells or take 
  1-8 HPs damage and 1-4 HPs per turn thereafter until the stuff 
  is wiped off). The toad statue will fight until the party or itself 
  is destroyed and cannot be communicated with in any way. 
  Mind effect spells do not affect it, nor do spells with deal with 
  transformation or polymorphing.
  If the party survives this encounter, they will seem to have come 
  to a dead end with no treasure in sight. A thorough check for 
  secret doors will reveal a small segment of the wall’s décor in the 
  southeast corner will collapse inward to become a keyhole. The 
  statue’s key will open a secret passage leading to ROOM 11.
  11. HIDDEN TREASURY: well-deserved riches await the PCs who 
  make it this far, but one guardian still remains. The passageway 
  leading to this hidden vault is guarded by the avmar (AC 0; 
  HD 12; HP 64; Damage 1-10/1-10 or 1-12+5; see new monsters) 
  which will have an excellent combat advantage in this ten-
  foot wide passage.
  Beyond the avmar lies a twenty foot by twenty foot room 
  holding the cult’s last treasures. There are four chests, two 
  trunks, and two large bags stored here. A staff of power (12 
  charges) leans in a corner wrapped in tattered cloth.
  - Chest #1 is locked and trapped with a poison needle 
  (save or die, and it would be a shame to come this far 
  only to be taken out by a needle) and holds: 3,400gp, 
  a jeweled silver mug (worth 500gp), and 10 silk masks 
  adorned with a gemstone in the center of the forehead 
  (each worth 150gp complete or 25 for the silk and 75 for 
  the gemstone; these were cult items).
  - Chest #2 is locked and holds: 4,000sp, three ornate 
  electrum rings of extraordinary craftsmanship (worth 
  300gp each), a ceremonial dagger with an inlaid ruby 
  in the pommel (worth 1,000gp due to its history), and 
  a toad idol weighing 7 lbs and made of silver (worth 
  1,000gp but cursed; after 3 hours of ownership, the 
  possessor will have the irresistible urge to catch and eat 
  flies).
  - Chest #3 is locked and booby-trapped to explode for 3-
  12 HPs (save for half, also check contents for damage) 
  and holds: 3,340pp, 26 pearls (worth 100gp each), 10 
  jaspers (worth 30gp each), and a pink diamond (worth 
  3,000gp).
  - Trunk #1 is locked and trapped to melt the lock upon 
  unsuccessful tampering. It holds: a large tapestry 
  decorated with scenes and sigils of the Nav’k-Qar cult 
  activities and demonology (worth 2,000gp to the right 
  buyer or worth 3,000 XPs to the good-aligned person 
  who destroys it) and a footman’s mace: saint reaver 
  (see new magic items).
  - Trunk #2 is locked (and trapped; see below). It holds: a 
  dread toad of Aer (see new magic items), a cloak of 
  elvenkind, a wand of fire (26 charges and no indication 
  of what the command word might be), a girdle of fire 
  giant strength, and a ring of invisibility.
  - Trunk #3 is locked and holds seventeen large, leather-
  bound tomes detailing sacred rituals, cult history, unholy 
  sigils and astrological tables for cult activity. Among the 
  lore are the true names of two marilith demons and a 
  demon lord (GM’s choice) who have all served the cult 
  in the past. Each tome is worth 1,000gp in the hands of 
  the right buyer or worth 500 XPs if destroyed by a good 
  aligned PC.
  - Bag #1 holds 240 silver-plated toad skulls that were once 
  used in cult rituals and are worth 50gp each. One of 
  these skulls radiates magic and will detect poison twice 
  per day.
  - Bag #2 holds twenty silver altar utensils of various types and 
  worth 75gp each. Possession of these items has unsettling 
  circumstances; the possessor will find any horse he owns 
  eaten by toads whenever it is left alone over the next 
  year and a day. If the altar items are passed on to 
  someone else, the curse will follow the new possessor.
  If the trap on trunk #2 is unsuccessfully disabled or not found, 
  then opening it will set off a mechanism which will topple the 
  
  9
  statues in the ROOM 1. The entire antechamber will collapse 
  and block exit back to the FIRST LEVEL. If the party decides to 
  dig their way out, such an excavation will take two days to 
  accomplish with a 10% chance per hour of work of causing an 
  additional cave in (3-18 HPs damage to anyone in the room at 
  the time).
  THUS ENDS THE EXPEDITION INTO THE LAST SHRINES OF NAV’K-QAR! 
  FOR GOOD OR FOR ILL…
  Appendix A: New magic items
  Saint reaver: with a name which sounds more ominous than it 
  actually is, a saint reaver is a weapon enchanted to be especially 
  detrimental to those of good alignment. When a character of 
  evil alignment successfully hits a character of good alignment 
  with such a weapon, an additional 5 HPs are dealt. In addition, if 
  maximum damage is inflicted then the target must save vs. death 
  magic or be paralyzed for 2d4 turns. If the number to hit is a natural 
  20, then a random limb of the target is hit and will wither (no save). 
  Roll the limb on a 1d4 as follows: 1- left arm 2- right arm 3- left leg 
  4- right leg Experience Point Value: 1,750 G.P. Value: 17,500 
  Dread Toad of Aer: only four of these items are known to still exist; 
  many have been destroyed over time by the forces of good. A 
  dread toad is an onyx statue of an open-mouthed toad 10 inches 
  in length and weighing roughly 3-4 lbs. The item has three abilities 
  as follows which use one charge each: 
     - insect plague: as per spell twice per day. The insects will issue 
  from the toad’s mouth in a thick, black swarm and move toward 
  the focal point designated by the toad’s master. 
      - jump as a 10th level magic-user twice per day.
     - poison skin once per day. The toad’s master may invoke this 
  power when in danger of touch spells. Any bare-skin contact with 
  the possessor’s skin or clothing will pass on a contact poison (save 
  or die). A dread toad has 20 charges maximum allowable. Before 
  the last charge is expended, the possessor must bury the item in 
  the ground for exactly 72 hours in order to fully recharge it. If the 
  last charge is used, the toad will shatter and become useless. If 
  the toad is left in the ground for longer than 72 hours, then there is 
  a 2% chance per additional hour the item will burrow deeper into 
  the ground and in a random compass direction. Once started, the 
  toad will burrow at a rate of one foot per ten minutes until it reaches 
  bedrock. Experience Point Value: 2,000 G.P. Value: 15,000 
  Appendix B: New Monsters
   
  AVMAR
  SIZE: Large
  MOVE: 120 ft
  ARMOR CLASS: 0
  HIT DICE: 12
  ATTACKS: 2 or 1
  DAMAGE: 1-10/1-10 (1-12+5)
  SPECIAL ATTACKS: Knock back stun, charge, weaken
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: 40%
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 70%
  TREASURE: Nil
  INTELLIGENCE: Low
  ALIGNMENT: Neutral
  LEVEL/X.P.: 8 / 3550 +16/hp
  General Information: The fearsome avmar serves as a guardian of 
  some legendary treasure of the ancients. Its origins are shrouded in 
  time, but it is known that only members of a certain bloodline are 
  able to control the creature. Whether that bloodline created the 
  avmar or simply discovered its secrets is also unknown.
  Normal weapons cannot damage it. If within 60 feet of an 
  opponent, the avmar emits an ethereal wave that causes all 
  within range who fail a save vs. magic to weaken and endure a 
  -4 to hit during combat. Its powerful arms can slam an opponent 
  backward 5-10 feet if the PC is struck on an 18-20. A PC knocked 
  back is stunned for 1-4 combat rounds.
  Instead of fighting with its fists, the avmar may elect to charge 
  an opponent with its horn if the victim is more than 20 feet away. 
  There is a 5% chance per 5 feet distance covered that the victim 
  will be impaled on the horn for 1-6 HP per round in addition to the 
  normal damage. If impaled, the PC must make a successful bend 
  bars roll in order to pull himself off the horn.
  Physical Description:  The avmar appears as a 12 feet tall muscular 
  black stone beast with slitted eyes and a large horn protruding 
  from its forehead. It weighs more than 800 lbs.
  MALIGANTI
  SIZE: Medium
  MOVE: 60 ft.
  ARMOR CLASS: 6
  HIT DICE: 8+6
  ATTACKS: 4
  DAMAGE: 1-6/1-6/1-6/1-6
  SPECIAL ATTACKS: Infection or Poisoning
  SPECIAL DEFENSES: None
  MAGIC RESISTANCE: 20%
  RARITY: Very Rare
  NO. ENCOUNTERED: 1
  LAIR PROBABILITY: 100%
  TREASURE: Nil
  INTELLIGENCE: Semi
  ALIGNMENT: Neutral Evil
  LEVEL/X.P.: 7 / 1200 + 12/hp
  General Information: A maliganti normally lives in a pit where it was 
  formed by a cleric or magic-user with the appropriate dark lore for 
  its creation. A maliganti will climb from the pit and seek to infect 
  creatures with the poisons and diseases trapped within its bulk. The 
  GM should choose what diseases the maliganti contains if they 
  have not been previously determined.
  When encountered it will attack with its tentacles. A successful hit 
  will infect or poison the opponent unless a successful save is made. If 
  it feels in serious danger, a maliganti can melt into the surroundings, 
  appearing as a dark stain, for up to 20 minutes and move away 
  from attack. The creature often takes this form to disguise itself and 
  ambush passersby. This form gives it a +1 on surprise if the target has 
  no idea the maliganti is in the immediate area.
  Physical Description: The maliganti is a large dark mass of 
  constantly slithering flesh armed with four tentacles of five feet in 
  length or more.
  
  10
  UMBRA SMOKE BEASTS
  Arachnid
  Darkhound
  Draconis
  Felinis
  Fetch
  Raptor
  Serpens
  Yarthkin
  SIZE: 
  Medium
  Large
  Large
  Large
  Small
  Medium
  Large
  Medium
  MOVE: 
  30 ft. / Climb 
  60 ft.
  90ft.
  Fly 60 ft.
  120ft.
  90 ft.
  10 ft. / Fly 
  90 ft.
  60 ft.
  60 ft.
  ARMOR CLASS: 
  6
  5
  4
  6
  6
  4
  6
  6
  HIT DICE:
  6
  7
  7
  6
  6
  5
  6
  7
  ATTACKS: 
  1
  1
  1
  4 (1)
  1
  1
  1
  1
  DAMAGE: 
  1-6
  1-6
  1-8
  1-3(x4) or 1-6
  1
  1-6
  1-3
  0
  SPECIAL ATTACKS:     
                                                                               --- See below ---
  SPECIAL DEFENSES:          
                                                                                  --- None ---
  MAGIC RESISTANCE: 
                                                                                  --- None ---
  RARITY:
                                                                                   --- Rare ---
  NO. ENCOUNTERED: 
  1-4
  1-4
  1-3
  1-3
  1
  1-3
  1-3
  1-3
  LAIR PROBABILITY:
  30%
  60%
  50%
  80%
  70%
  80%
  90%
  40%
  TREASURE:
  Nil
  INTELLIGENCE: 
  Low
  Low
  Low
  Very
  Very
  Low
  Low
  Low
  ALIGNMENT:
  --- Neutral Evil ---
  LEVEL/X.P.:
  5 / 350 + 6/hp
  5 / 465 + 
  8/hp
  5 / 465 + 
  8/hp
  5 / 350 + 
  6/hp
  5 / 350 + 
  6/hp
  3 / 140 + 
  4/hp
  5 / 350 + 
  6/hp
  5 / 350 + 
  6/hp
  In each description below is the name, general description and 
  innate powers of a type of umbra. Each umbra surprises at double 
  chance when attacking in the darkness.
  Arachnid: An arachnid umbra appears as a large spider of 5 
  feet span with glowing green eyes. The Arachnid can inflict its 
  opponent with venom that will cause the victim to slowly fade into 
  a living shadow unless a save vs. death magic is made. 
  Darkhound: A darkhound appears as a large black dog the size 
  of a calf and a vaguely human face. The darkhound can track a 
  target as a 9th level Ranger. The darkhound aims for the throat of 
  the victim in its attack; a successful attack can paralyze the victim 
  for 2d4 rounds in addition to listed damage.
  Draconis: The draconis appears as a small shadowy dragon of 
  approximately 7 feet wingspan and no legs. When at rest, it hangs 
  from its long forked tail. The bite of the draconis forces the victim 
  to make a save vs. poison or suffer cold damage at 1-6 HPs for 1d4 
  rounds in addition to normal damage.
  Felinis: The felinis takes the form of a large cat standing about 
  10 hands high at the shoulder. The felinis leaps onto its opponent 
  with all four paws. If all four attacks hit at the same time, the felinis 
  may hold its opponent and viciously bite the victim’s throat; a 
  successful bite attack can paralyze the victim for 2d4 rounds in 
  addition to listed damage.
  Fetch: The fetch appears as a waifish human girl with large eyes. 
  At first sight, the fetch will hypnotize her opponent unless he makes 
  a successful save vs. spells. If the save fails, the victim is rooted in 
  spot for 1d8 rounds while the fetch over-bears him and kisses him. 
  A fetch’s kiss will suck the life out of her opponent at the rate of 1-6 
  HPs per round until the victim is dead or recovers from its paralysis. 
  When overbearing, the fetch has an effective weight of 500 lbs.
  Raptor: The raptor takes the form of a large vulture with a 5 feet 
  wingspan. The raptor, upon attack, will attempt either to peck out 
  the eyes of its opponent (1-3 on a d6) or puncture the throat (4-6 
  on a d6). Opponents can be blinded with an eye attack; each 
  eye garners a separate attack.
  Serpens Diabolus: The serpens takes the form of a large cobra 
  approximately 12 feet in length and 1 foot in diameter. Besides 
  its bite (which is poisonous), it may spit a separate poison that, 
  if successfully landing in the eyes of the opponent, will force the 
  victim to make a save vs. poison or be subjected to epileptic 
  shaking for 1d8 rounds. During the shaking attack, the victim may 
  not move, defend himself, or cast spells.
  Yarthkin: The yarthkin appears as an earthy smelling shadow. It will 
  attempt to envelop its opponent and smother him on a successful 
  attack. Once enveloped, the victim must make a saving throw vs. 
  death magic or lose 1 point of STR and DEX per round. For some 
  unknown reason, the yarthkin’s attack does not affect dwarves.
  
  This product uses the OSRICTM System (Oldschool System Reference 
  and Index CompilationTM). The OSRICTMsystem text may be found 
  at http://www.knights-n-knaves.com/osric. The OSRICTM text is 
  copyright of Stuart Marshall. “OSRICTM” and “Old School Reference 
  and Index CompilationTM ,” are trademarks of Matthew Finch and 
  Stuart Marshall and may be used only inaccordance with the 
  OSRICTM license. This product is not affiliated with Wizards of the 
  Coast.”
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
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  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
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  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson.
  OSRICTM copyright 2006, Stuart Marshall, adapting material 
  prepared by Matthew J. Finch, based upon the System Reference 
  Document, and inspired by the works of E. Gary Gygax, Dave 
  Arneson, and many others.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord 
  Games; Authors Robert Doyel and Stephen Chenault.
  Advanced Adventures #8, The Seven Shrines of Nav’k-Qar, 
  Copyright 2008, Expeditious Retreat Press, Author James C. Boney
  Designation of Product Identity and Open Game 
  Content:
  All text in this work is Open Game Content, excepting 
  the terms, Advanced Aventures, OSRIC, “Old School 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/OSRIC/Advanced Adventures/AA8 The Seven Shrines of Navk-Qar.pdf