Showing posts with label 2nd Level. Show all posts
Showing posts with label 2nd Level. Show all posts
The Crypt Keeper's Secret
Strange happenings at the Woodend graveyard lead the characters to investigate the residence of the local Crypt Keeper. A challenging adventure for a large party of 1st level characters or a smaller group of 2nd level.
Prologue:
Either as caravan guards or residents, the Player Characters find themselves in the walled town of Woodend, a settlement situated at the edge of a great forest. Walking along a laneway near one of the town gates the characters are met with cries for help: "A boar, a boar ! Help ! It's eating my apples !"
The PCs, being the closest to the commotion, round the next bend to find an already agitated Wild Boar next to an overturned bucket of apples. It is not more that 30 feet away. Townsfolk can be seen peering from their doorways or from open windows. The presence of this Boar, loose inside the town walls, is a clear danger to the people. If the characters approach to less than 20 feet the beast charges.
Wild Boar (mod)
AC: 7 HD: 3+3 hp: 15 THACO: 17 Attacks: 1 Damage: 2d4 (tusks) Mv: 15 Size: S (2' at shoulder) xp: 175
*Does additional 1d2 when charging from more than 10 feet.
*Continues to fight until -7 hp.
If the PCs defeat the boar they are greeted by a cheer and are surrounded by a dozen onlookers. One man, a woodcutter named Otis, declares there will be a feast tonight, and that he'll prepare a fire and spit roast for all comers ! The feast will be held just inside town gate. Hundreds of people attend, many of whom have no idea as to the reason for the celebration. During the night numerous people come up and pat the characters on the back, including caravan guards and the few militia who are on the night watch shift.
Investigators Wanted
The next morning the PCs are approached by a solid, sandy haired middle aged woman who introduces herself as Mrs Kraty, owner of the 'famous' Woodend Soup Kitchen. She assumes the characters are of heroic disposition, and asks them to do a bit of investigating on her behalf. She relates the tale that a few nights previously, whilst picking herbs near the graveyard, she found a glass vial containing a clear liquid. The liquid she says is an antidote for a 'common' poison that can be made from a certain thistle - "it can easily be made if you have the right combination of ingredients."
Mrs Kraty passes off her knowledge as something 'any experienced cook' might know, whereas only a trained herbalist or alchemist would know of such matters. She says she was "both surprised and unsurprised" to find it in the graveyard. She wants the PCs to search the reclusive Crypt Keeper's cottage while he is, fortuitously, away visiting his sister.
Mrs Kraty 0-level Human (Alchemist)
AC: 10 HD: 1+6 hp: 12 (Bonus hp,Con16) THACO: 20 Attacks: 1 Damage: 1d3 (small knife) Mv: 9 Alignment: NG Size: M xp: NA
*May cast 4 cantrip spells per day (Flame Dart in combat)
*Glass Vial with Antidote, 3 doses. (Cures 0/10 poison encountered later in adventure).
*See rules for 0-level humans for an explanation of the hit points.
Mrs Kraty tells the characters that over the last few months she has been concerned about strange activities going on at the graveyard. Various people have been seen moving around in the company of the Crypt Keeper during the night (she saw them with her own eyes) and no one is sure who these individuals are. She would like the characters to search the Crypt Keeper's cottage during the day, pretending to be curious good-intentioned travellers, and look for any unusual signs.
If the PCs agree to snoop around Mrs Kraty gives them the Antidote vial. She explains that it can be drunk in three parts to counter a specific plant Poison, if they encounter it. [DM - The Poison only lasts 1 week once made. It does 0/10 damage with an onset time of 2 rounds. The Antidote, in the flask, remains preserved for many months.]
Mrs Kraty will not travel with the PCs since she has a kitchen to run. She is too afraid to go into the Crypt Keeper's cottage - having bad feelings about the man. She suspects he is practitioner of evil arts. The Crypt Keeper's name is Oklar Olsen and he's away, apparently visiting his sister, who lives in the town from which he originally came 4 years ago [He has no sister, he is actually doing historical research].
Woodend Graveyard and the Crypt Keeper's Cottage
The graveyard is 20 minutes walk from the town. It is situated upon the grassy and slightly undulating hillside that runs near the edge of the wood. The characters can make out numerous gravestones and large markers on the higher ground as they advance along the road. The path twists and rises until the characters are among numerous headstones and areas of barren rocky earth. Directly ahead they see what looks to be a two room stone-built cottage 50 feet distant with a detached small-sized wooden shed.
The cottage, featuring a chimney, has very small windows on each wall. Along one outside wall are three large water-catching clay cisterns, with wooden taps near the bottom. There is also a pile of firewood. The wooden front door is closed. PCs approaching the door see that it is held closed by a simple iron lock (+30% to OL checks).
Inside, the main room (20x20') is a solidly built round table, four heavy wooden stools, a food preparation bench, a fireplace with iron pots hung on the stonework, and a cupboard filled with clay pots that have wooden lids containing; wheat grains, onions, dried fruit, some common spices, and salt. Other items inside the cupboard include a mortar and pestle, some wooden cups, plates, various utensils, 4 flasks of oil, a clay oil lamp, 6 spare lamp wicks, and 4 large candles. A coarse straw mat covers half the floor under the stools and table making them difficult to slide about.
There is a curtain covered archway leading into the smaller (10x10') second room. Inside the smaller room is a sleeping cot, a small bedside table with an oil lamp, and clothing heaped upon the floor (trousers and shirts).
Outside, in the 15x10' shed, the PCs will see there are two picks and two shovels, a wheelbarrow, two buckets, one large open and empty barrel, plus 3 simple wooden coffins.
If the PCs search under the straw mat in the main room of the cottage they find a solid iron-bound trap door that is bolted from the inside. The PCs will need to destroy the door (40hp using heavy axes and maces, lighter swords only do 1/4 damage) to gain access, or somehow slide the bolt (via a Knock spell).
The Crypt Keeper's Secret (Basement)
Stone stairs descend downwards into a dark 20x20' room (PCs will require a light source to see adequately) that is dominated by a large table upon which are stacked a number of leather bound books and a candelabra. In front of the table is a high-backed chair over which hang four surcoats (3 small and one large bearing the symbol of a ram). Other items on the table are two empty glass vials with cork stoppers, an ink well and quill, a small knife, a clay oil lamp, and a stack of parchment paper. Lined up against the walls are 16 small barrels containing coloured sand (red, white, blue, yellow, orange, black, green), salt, charcoal, dried straw, dried thistles, dried fungi, black pebbles, white pebbles, the bones of various animals (frogs, chicken, goats, pig, rats, bats), and 50' of silk rope.
If the PCs search during the day time there will be 3 Goblins sleeping here upon the floor. Smashing the trap door will awaken them and cause the group to hide under the large table, and partly inside a 3' round escape tunnel (hidden under the table) that runs 150' towards a patch of hillside scrub. If the PCs have alerted the occupants, and they advance more than halfway across the room, the Goblins fling the chair to one side and rush out wielding curved (and poisoned) swords.
Goblins (3) Noklar, Vlak, Powgee
AC: 7 HD: 1-1 hp: 6 THACO: 20 Attacks: 1 Damage: 1d8 (Scimitar) Size: S (4' tall) Mv: 6 Alignment: LE xp: 15
*Infravision 60'
*Daylight penalty -1 to hit
Equipment: Poisoned Scimitars (only if alerted), Leather Armour, Poison Vial (onset time 2 rounds: Damage 0/10).
Two carry antidote vials, 15cp/10sp/3gp total.
If two of the Goblins are slain the last one will attempt to flee via the escape tunnel. All of these Goblins are familiar with the ritual needed to enter the tomb described later in the adventure. None of them will willingly offer up this information, unless they have been Charmed and convinced it is a good idea. They are fearful of the Crypt Keeper's wrath.
If the PCs examine the books they find: 1 book on the anatomy of small animals, 1 encoded book (on plant based poisons and antidotes), 2 books on the theories of magic, 1 book on the netherworld, 1 book on laboratory equipment, 1 book of formal notes on reading ancient script, 1 poetry book written in ancient script, and 2 note books - one containing research on an ancient Order of Demon Worshipping Knights, known as The Rammez, and another on the graveyard, that includes tombstone sketches. This second note book details the author's search for a hidden tomb bearing the sign of a ram. The first note book contains a lot of text transcribed from other books not present here.
The notes describing The Rammez reveal the Knights, whose symbol is that of a Ram, once ruled a wide area from Three Keeps, and that they went into hiding after suffering a catastrophic defeat delivered by a neighbouring kingdom. The survivors eventually sacrificed themselves to their Deity, rather than being killed off by their pursuers, on the promise they would be risen from the dead and return to conquer the land.
The notes reveal the Knights are buried in a tomb hidden in this very graveyard. Transcribed warnings state that anyone entering this tomb, who does not honour power of The Rammez, faces certain death. Only those that are followers of The Rammez can safely enter. The author writes that the use of symbols and phrases, known only to the Knights, will be needed. The next page of the book is missing, having been torn out (it had information on the procedure for formally addressing a Knight and had sketches of Ram's heads).
The final page reads: "My research hast succeeded. The power to raise up the dead is right here yet remains hidden! The Clerist is not as hoped. I must think more on how to win his favour. Decisions. I will travel back to the monastery to see what more can be found out about these resurrections."
The Crypt
Players searching the Graveyard will require tracking skills, knowledgeable Goblin hostages, or hours of time to find evidence of a disturbed tomb. Every hour each PC (preferably searching in separate locations) should roll 1d6, with a roll of 1 indicating success. If no characters roll a 1 then another hour is spent searching, and another roll is made. Rangers or those with the tracking proficiency will, on a successful check, be able to determine tracks in the rocky ground among the headstones that lead to a tomb door set in the hill side.
The tomb is one of many except that the interior is of very large proportions. The successful character notices the tomb door is caked with newly applied semi-dried mud. Six large broken slabs of stone litter the ground to the side. Characters putting these slabs back together find that it is rectangular, in the shape of a door. It features a faded sun symbol. If PCs remove the dried mud from the presently standing door (set in the hillside) they find it is carved with the symbol of a Ram.
[Scale 1 square = 5 feet]
Room 1 Outside
There is nothing here except broken door slabs, featuring a faded Sun symbol, scattered on the ground. The current door covering the entrance is/was covered by mud, which if removed reveals the symbol of a Ram's head. Sliding open the door requires a strength of 17 or the assistance of another individual. The Goblins found in the basement normally assisted in opening the door. Upon opening, characters are hit by the smell of rotting flesh.
Room 2 Entryway and Stairs
The Crypt is unlit. Stone stairs lead downward into the darkness. The walls of the tomb are cut out of hard yellow-coloured earth with the ceilings just over 7 feet high. The stink of death is all about.
DM note: In the walls of each room are smalls niches that hold clay lamps that have long since run dry. This room has two lamps on either side of the stair. The DM should add appropriate numbers to each room or corridor of the complex as desired.
Room 3 Main Burial Chamber
There are six (6) large stone sarcophagi, with a carved Ram's head symbol on each lid [although only one can be presently seen]. Lying atop each of these sarcophagi, except for the closest to the entrance, are five (5) corpses in varying states of decay. One of the bodies is of a middle aged labourer from town, while the others are waylaid travellers (a merchant and 3 guards). They have been brought into the tomb by the Crypt Keeper and animated as Zombies, by the Knight Clerist, using the power of the Statue (in Room 9).
If the PCs enter this room and perform a short ritual, the Zombies will not attack. Those entering must display the Symbol of the Ram, while declaring their submission to The Rammez - spoken in the ancient tongue. They must also pay tribute via a monetary offering (of any amount), by throwing coin to the floor. A careful examination of the floor shows there are a number (19 in total) of copper coins lying about.
If the characters do not perform the ritual, the Zombies rise up as soon as the PCs come within 5 feet of any of the stone coffins. Inside the coffins are six Skeletal Knights dressed in Chainmail armour. They do not animate, even if there is battle with the Zombies, but they will attack if a PC opens the caskets (regardless of whether the correct ritual has been performed).
PCs touching the pivoting stone door to Room 4 without having first performed the submission ritual activates the Skeletons, which is likely to happen after the Zombies are dispatched. It takes 1 round for these skeletons to push away the stone lids to their coffins before they leap out and attack.
Zombies (5)
AC: 8 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d8 (Fist) Alignment: N(E) Size: M xp: 65
*Immune to sleep, charm, hold, death magic, poisons, and cold-based spells.
*Holy water inflicts 4d4 per vial (ver 2.6 rules).
*Automatically loses initiative, due to stiffness.
Skeletal Knights (6)
Mv: 12 AC: 4 (Chainmail and Sheild) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Longswords) Size: M xp: 65
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6.
*Equipment: Longswords (2 each), Chainmail, Kite Shield.
Room 4 Inner Burial Chamber
The door to this room is a crude stone slab that pivots inwards. If the characters have avoided combat thus far, by performing the correct ritual, then they find this room relatively undisturbed. However, the floor has been disturbed enough so that it is impossible to determine the location of the secret doors present in the West and North walls. As before, if the lids to the sarcophagi are opened the Skeletons animate. Furthermore, this action activates the other undead in Room 3 that enter battle (two per round) via the doorway if they had previously lain undisturbed. If combat has already taken place with the other Knights, these Knights have animated, pushed aside their coffin lids, and now lie in wait for the characters to enter the room before leaping to attack (not necessarily when all characters have entered).
Skeletal Knights (4)
Mv: 12 AC: 4 (Chainmail and Sheild) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Longswords) Size: M xp: 65
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6.
*Equipment: Longswords (2), Chainmail, Kite Shield.
Room 5 Tomb of the Knight Clerist
The stone door to this room pivots as the earlier one did. Inside the room is a large stone coffin, its lid shifted to one side. Upon the floor is a rusted but functional mace (1d6+1). There are no other signs of life here, although the room seems to have been recently disturbed - as there is no accumulation of dust. On the inside of the sarcophagus lid is a carved map of the entire tomb system revealing the location of the secret doors. If characters search the room they must specifically state how they are examining the stone coffin to find this map. Those looking inside the sarcophagus, will immediately notice a hole hacked through the base.
The occupant of this room - a Ghoul, formerly the Knight Clerist responsible for the creation of the complex - is absent, having taken to Room 7. The Ghoul will only make his way here if the PCs cause a commotion, specifically a noise that can be construed as a destructive sound (perhaps dropping the sarcophagus lid to the floor). Normal sounds cause no reaction.
If the PCs remain here and the Clerist is alerted, he makes his way down the tunnel and stops just short of the hole. He calls out in a rasping voice from the darkness, speaking in a ancient dialect, for those above to sound their allegiance to The Rammez. If the characters do not respond correctly the Ghoul flies into a rage and launches itself out of the hole in a frenzied attack. Unless standing alert and ready for such an attack, the PCs must roll for surprise with a -2 penalty.
If the Clerist is satisfied then he emerges slowly to stand before the party in Chainmail and tattered white robes, appearing in a very dehydrated state. In ancient he asks "Is it time?" If the characters speak a language other than ancient the monster angrily demands (in the ancient dialect) that they all repeat their allegiance to The Rammez. Failure to do so leads to combat. If a character does speak ancient, and says 'no' then the Clerist asks "then what do you seek that you should disturb my rest?" Previously the Crypt Keeper had asked the Clerist to raise the dead, whereupon the Clerist said to bring him a body and come back on the morrow. If the characters request nothing then the Ghoul returns to his lair in Room 7, stating that, "when it is time I shall return." The same process repeats itself each time a character or NPC encounters the Clerist in this way.
If the PCs respond to the Ghoul's initial question and say it is time, the Clerist responds saying that "the enemy is finally at bay, we shall plan our conquest." If the Player Characters continue with this course of action the creature will want to raise an army of undead. The monster here is a twisted shadow of its former self and is no longer mentally competent. It will not recognise the PCs for who they are - good aligned adventurers. If asked too many questions, the Ghoul will often respond by saying that it cannot remember. It vaguely remembers that it is known as the The Knight Clerist of Cazzaro Keep.
If the PCs leave the tomb complex or are killed before they can defeat the Clerist, then this Ghoul will (1) take the remains of any fallen Knights to Room 9 where they will reform and (2) throw the bodies of the PCs into Room 14 if they have been slain.
Room 6 Trapped Tunnel
The tunnel here is rough hewn, with a diameter of 6 feet. Halfway down is a deadfall trap that drops heavy stones (2d4 damage) onto the victim. The trigger is a small pressure plate that has a 50% chance of being triggered (stepped on) by anyone travelling past.
If the trap is set off, the Ghoul in Room 7 leaps into the hole and immediately attacks. The monster will stop if a party member speaks ancient and swears their allegiance to The Rammez.
Room 7 Ghoul Lair
The entrance to this room is in the floor. PCs must pull, or boost, themselves up so that they can climb into the room. Inside are four (4) stone panels with carved reliefs showing Knights on campaign who are burning villages, laying siege to castles, and worshipping in front of a large humanoid figure with the head of a Ram.
If the PCs have approached here relatively stealthily, and regardless of whether they have engaged in combat or have not spoken the ritual words, they see a Chainmail clad figure with tattered white robes, sitting on the floor with his back to the entryway. The Ghoul only attacks if attacked, otherwise it simply turns to the PCs and points to the hole. It will only react if the ancient tongue is spoken, asking "is it time?" and then follows the description outlined in Room 5. This is the monster's 'meditation' sanctuary where it behaves with much less aggression.
If the party avoided the deadfall trap but made no serious effort to diminish their noise levels in the tunnel (ie they are noisy), the Ghoul hides in the space behind the south-western panel and observes the characters. It remains still and does not attack unless discovered, even if the characters speak in their normal tongues. The Ghoul can only be seen if a PC looks behind the panel which is large and almost reaches to the ceiling. If found the Ghoul becomes angry and attacks.
If undiscovered the Ghoul waits for the party to depart, following them from a distance (and can only be detected via a successful Hear Noise check). The monster will attempt to rally any remaining Knights, the Skeleton Guards from Room 10 or the Minotaur Skeleton from Room 14 - choosing areas not searched by the PCs and leaving open the secret doors.
Ghoul (modified, semi-mummified)
AC: 5 (Chainmail) HD: 2 hp: 14 THACO: 19 Attacks: 3 Damage: 1d3/1d3 (Claws+Paralysis) + 1d4 (Bite) Mv: 9 S 6' tall Alignment: CE xp: 175
Equipment: Chainmail, Ram's Head Holy Symbol tucked under clothing.
*Paralysis lasts 2 +1d6 rounds
*Those struck have a +4 bonus to Saves due to the mummified nature of the Ghoul
*Holy water does 2d6
Room 8 Trapped Corridor
There is a deadfall trap (2d4) here that has a 50% chance of being triggered by people walking down the corridor. At the end of the corridor is an ancient wooden door. It has no lock, and opens on squeaky brass hinges.
Room 9 Animation Room with Ram-headed Statue
If the PCs have avoided setting off the skeletal and zombie guardians by performing the necessary actions, and make it into this statue room, they are confronted with a strong presence of evil. All good aligned characters are temporarily drained of 1d4 points of strength - that return at the rate of one point per hour.
Entering the room the PCs immediately see a featureless black stone table. To the south is a grey statue of a Ram-Headed humanoid clutching a longsword (also made of stone).
The black table does not raise the dead, but animates them as undead. The Knight Clerist is the only one able to activate the process. The recent appearance of the Crypt Keeper has led to a fresh corpses and resulted in their animation by the Clerist. The Clerist has agreed each time "If it supports our cause then I shall. They will be slaves to the Rammez". The pre-animated bodies were left by the Crypt Keeper in the Main Burial chamber (Room 3) and dragged here by the Clerist. The Crypt Keeper never witnessed what happened. The resulting animated bodies then were then taken back to reside in the Main Tomb area. As slaves, and not Skeletal Knights, they will obey the orders of those bearing the symbol of the Ram.
Smashing the Ram-headed stone statue destroys both the animation powers of the room and the strength-sapping field. PCs engaged in this activity are granted 100xp each.
There is a secret door to the North.
Room 10 Guard Room
This room is empty save for a number of animated skeletons wearing tattered white robes. They are former followers of the Knight Clerist and have been put on guard duty. There is an ancient wooden door to the north.
Skeleton Guards (2)
Mv: 12 AC: 7 (tattered robes, no armour) HD: 1 hp 8 THACO: 19 Attacks: 1 Damage: 1d6 (Rusted Mace) Size: M xp: 65
*Immune to charm, sleep, hold and cold. Edged and piercing weapons do half damage. Holy Water causes 2d6.
Room 11 Storage Room
This room contains Lamp Oil in large clay pots and two smaller pouring jugs, that would be used to light the complex. A much smaller clay jar in the corner contains a number of spare lamp wicks.
Room 12 Trapped Corridor
In the floor of the corridor, at the halfway point, is a stone trigger plate that has a 50% chance of being stepped upon. Like the other traps this triggers a rockfall delivering 2d4 points of damage to the victim. There is a secret door to a treasure room at the west end of the corridor. At the east end is an ancient wooden door that rests on squeaky brass hinges. It has no lock.
Room 13 Treasure Room
The room here contains the last of the token offerings made by those who pledged allegiance to the Rammez. The majority of the treasures possessed by the Knights were lost when they were driven from their strongholds. There are the remains of seven wicker baskets littering the floor, mostly fallen apart, that contain 2234cp, 155sp, and 12gp.
Room 14 Slave Master's Room
PCs entering the room see a carpet of human and humanoid bones, with numerous skulls littered about. One large skull appears to be that of a bull. This room contains the bones of the slaves used to build this complex. The Slave Master, an ally of the Rammez, was a Minotaur, and his bones instantly animate as a Monstrous Skeleton that pursues the characters throughout the lair.
Minotaur Skeleton
AC: 6 HD: 6 hp: 36 THACO: 15 Attacks:1 Damage: 1d8 (Oversized Mace) Mv: 12 Size: L (7') xp: 550
Resolution
If the party successfully defeats the Rammez they should be awarded a bonus of 100xp each.
If the PCs report what they encountered to Mrs Kraty she acts surprised and then mentions that the Crypt Keeper, Mr Olsen, will return soon and that he must be stopped from committing further evil acts. They should report what happened to Woodend's militia captain - Eric Xaver (6th level Fighter, broadsword specialist, platemail, round Shield+2, club). Wagon trains come into town once a week. The characters will have to camp out on the road for the Crypt Keeper's return.
Epilogue
The PCs wait 3 days for the next wagon train to arrive. There are 2 wagons, a number of guards and merchants, plus the Crypt Keeper Olsen. The militia leader, if told, will be waiting with the PCs (and 2 militia members: 0-level, leather, shortswords, clubs -used as missile weapons if necessary.).
Oklar Olsen 0-level Human (Senior Alchemist)
Str 14 Int 15 Wis 16 Dex 14 Con 17 Cha 10
AC: 7 (Iron skin, Dex14) HD: 2+6 (Con17) hp: 22 THACO: 19 Attacks: 3 (Darts) or 1 (Dagger)Damage: 1d3+1 poison (0/10) or 1d4+1 + poison 0/10 (Str14) Size: M 6' Alignment: NE xp: 275
Equipment: Dagger, Barbed Darts (5), Spell Book (see below), Small stone-carved Holy Symbol of a Ram's Head, Leather Satchel, Poison vials (2), Poison Antidote vial, two leather bags - a small one containing twenty thorns taken from various plant types, the larger bag containing various herbs and thistle for making poison, a small mortar and pestle, scroll case with notes on the Rammez, ink well, quill, waterskin.
Spells: 1st level spells (3): Thorny Dart x2 (acts as a magic missile but does 1d3 damage and 1d2 when removed, spell components are thorns that enlarge and fly out at targets), Cure Light Wounds. Cantrips (8): Deathly Bolt - a negative energy version of Flame Dart (thaco roll, 1d2 damage) that can hit creatures only hit by magical weapons. Unmemorised spells: Light, Mending, Protection from Good.
Unholy Powers: Vitality (+1 HD, Constitution bonus), Iron skin, as per Martial Art proficiency (+2AC).
Tactics: Oklar is suspicious as soon as he sees PCs (and militia) waiting. He will recognise the threat from a distance of about 200 yards, if the waiting party is large (6+ individuals). For groups less than this size the recognition distance drops 30 yards for each person (5 people = 170 yards).
Oklar always poisons his weapons before travelling so is ready for combat. He will keep his distance and walks away from both the PCs and the caravan with its guards - so that he can use ranged spells and weapons if necessary. He heads across the grassy fields to the side of the road towards the Graveyard. If the characters race after Oklar he turns to attack them at range using his Thorny Dart spell, before throwing poisoned Darts at any attempting to close for melee combat. He will not surrender, understanding there will be little mercy for one of his kind.
The scroll written notes on the Rammez state that separate research into their Demon-deity found that such a beast cannot grant the power of resurrection but only Undeath, and that the Knights had never understood this limitation.
Dungeon Adventure
The Merchant's Guild is offering 200 gold pieces, plus two magical scrolls, to any group willing to investigate and then clear the Dungeon under a ruined castle that is one day's journey from the walled town of Bolivar. This adventure is designed for a large group of 2nd level characters or a smaller group of 3rd level.
Background:
Recently 'lizard men' were seen in the area of the castle ruins prompting a call to action. The PCs should be told the rumour that a more experienced group of mercenaries already rejected the Merchant's offer after discovering a map of the dungeon revealing it comprises of only three small rooms (Rooms 13, 15 and 16). The characters are told by a scribe, Fakrim (0-level human), who is acting on behalf of the Guild, that this is a perfect opportunity for their band to hone their skills. If asked about the magical scrolls the scribe tells the party that the Merchants possess a number of them and that they will be able to negotiate which two they receive.
If the PCs accept the offer it takes them one day to reach the castle ruins which stand beside the trade route. Not much remains on the surface except for broken stone blocks. After a few turns the characters discover stone stairs leading down a 5 foot wide corridor into the darkness (refer to the bottom left hand side of the map).
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| 1 square = 5 feet. |
Level 1
The Kobold King's Run
Room 13.
The door to this room is locked. PCs entering the room are confronted by a foul odour and are attacked by two Carrion Crawlers - one on the ground and the other clinging to the wall. If the entire party becomes paralysed they are 'rescued' by the Kobolds in Rooms 9 and 11 who tie up the characters and drag them before the 'Kobold King'. The Kobolds in this region have developed an immunity to the Crawler's paralysis - either naturally, or as the result of a wizard's experiment or wayward spell.
Carrion Crawlers (2)
AC: 3/7 HD: 3+1 hp: 19 and 22 THACO: 17 Attacks: 8 or 1 Damage: Tentacle Paralysis for 2d6 turns or 1d2 (bite) Size L 7' long Mv: 12 xp: 420
Room 9.
The ten Kobolds that occupy this room divide their time between playing dice games and foraging around the castle ruins. The PCs can see a number of crude straw mattresses, lots of small bones strewn everywhere and a clay urn (that is filled with salt.) Inside the urn is hidden a brass key that unlocks the door to the north.
If a battle occurs in the Carrion Crawler lair (Room 13) they wait until it is concluded before investigating. They will wait until they think PCs have moved on (3 turns of silence) before opening the secret door. If there is fighting in the King's Hall they immediately rush to the fight. The door to the north is locked while the corridor is covered in salt.
Kobolds (10)
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, small Knives (2), Slings (2), small rocks (20), brass key, 46cp/4sp total.
*Infravision 60'.
Room 11.
This room is 'furnished' similarly to the other (Room 9) except that there is a large clay bowl filled with water and no clay urn filled with salt.
Like the Kobolds in Room 9 these creatures wait until any fighting has subsided in the Carrion Crawler room before investigating.* They will wait until they think the PCs have moved on (3 turns of silence) before opening the secret door.
The locked door to the north east is very strong, of (heavily rusted) iron construction, and cannot be broken down using ordinary weapons. The lock can either be picked or the door broken off its hinges using iron spikes, an action taking one turn and causes the mobilisation of all the Kobolds in the lair. *Note that the Kobolds in Room 14 will arrive two rounds after these creatures leave their post to see what has happened.
Kobolds (10)
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, small Knife (1), Sling (1), small rocks (4), 61cp total.
*Infravision 60'.
Room 14.
These Kobolds mobilise two rounds after the Kobolds in Room 11 go to investigate any disturbance in the Carrion Crawler room and arrive either in battle, or to make up part of a large group of onlookers. This room is the same as room 11.
Kobolds (8)
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, small Knife (1), 4cp/1sp total.
*Infravision 60'.
These Kobolds mobilise two rounds after the Kobolds in Room 11 go to investigate any disturbance in the Carrion Crawler room and arrive either in battle, or to make up part of a large group of onlookers. This room is the same as room 11.
Kobolds (8)
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, small Knife (1), 4cp/1sp total.
*Infravision 60'.
Room 7. Hall of the Kobold King
This room is furnished with mouldy cushions, many crude stools, straw, and the remains of broken furniture. There are two small half-sized barrels with dried fruit, a large clay bowl full of water, and a half emptied barrel of salt. Examination of the salt barrel reveals a purple ten-pointed star etched into the side (wizards will recognise this as a Wizard Mark). Numerous Kobold warriors inhabit the room.
A larger Kobold, 4 feet tall, sits atop a roughly cut throne made from a tree stump. If there is battle in Room 9 the monsters wait behind the secret door and do not attack - hoping that they will remain undiscovered. The larger Kobold, King Og, speaks the Common tongue. If given the chance he will attempt to negotiate with the PCs promising treasure - or demanding they swear service to save their lives if the PCs are paralysed - asking that the characters attack the undead (Ghouls), the lizard monsters (Troglodytes) and/or the plant monsters (Myconoids) inhabiting the adjoining rooms.
The door to the West is locked (the key is with one of the Kobolds). The outside corridor is covered in salt. If questioned about the salt the Kobolds refuse to answer. If charmed a Kobold, or King Og, will say it is to keep the slime beast, inhabiting the lower level, at bay. The door to the south is made of iron and is locked (see the Kobold King's items).
Kobold King Og
AC: 6 HD: 1+1 hp: 8 THACO: 19 Attacks: 1 Damage: 1d6 (Short Sword) Alignment: CE Mv: 9 Size: S (4' tall) XP: 15
*Infravision 60'.
Equipment: Short Sword, Ring Mail Armour, Dagger, Iron Key.
Kobolds (15)
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, brass key, small Knife (1), thin hemp rope 20' (used to tie up paralysed PCs), 185cp/12sp/2ep total.
*Infravision 60'.
The Kobold King's Treasure (inside the throne found on inspection):
Gold statuette of a Lion worth 30gp, a silver Holy Symbol worth 5gp, coins 230cp/55sp/5gp/8pp.
Room 10.
This prison room is occupied by 2 Ghouls that have been locked in here since before the other monsters occupied the ruins. All the doors are made of iron with the 'unlocked' one broken off the wall due to constant battering over the years. Presently the monsters have given up on the doors and are using their newly acquired Rusted Short Swords to tunnel into the wall towards Room 8. They are halfway there. On the floor are the crushed bones of 3 Kobolds that entered from Room 7.
Ghouls (2)
AC: 6 HD: 2 hp: 12/14 THACO: 19 Attacks: 3 Damage: 1d3/1d3 (Claws+Paralysis) + 1d6 (Bite) Mv: 9 S 6' tall Alignment: CE xp: 175
*Paralysis lasts 2+1d6 rounds
*Immune to Sleep and Charm
Lair of the 'Lizard Men'
If the PCs are progressing easily through this part of the Dungeon the Dungeon Master should introduce the unexpected arrival of a mixed patrol of Troglodytes and Bullywugs, perhaps just after they defeat the Killer Moths, hitting the party from the rear. Note that, although the Bullywugs do not have infravision their keen eyesight allows them to see well enough in pitch darkness out to about 10 feet.
Mixed Patrol - ten monsters in total (a not so random encounter)
Savage Troglodytes (5)
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120
*Infravision 90'
*Secrete smell while in combat SA vs poison or lose 1d6 Str.
*Chameleon Power to blend into shadows and background for 90% concealment.
Bullywugs (5)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Room 15.
The door leading into this room has a broken lock so it cannot be properly sealed. There are three stone blocks in the otherwise bare room that have been used as chairs. Inside, standing guard are three Savage Troglodytes. The Trogs here are part of a mixed warband that include Bullywugs. If these normally grey-green coloured monsters are alerted by noisy characters they blend into the walls using their Chameleon Power - surprising the party when they enter the room. Trogs from Room 16 will join the fight at the start of the third round of combat after unlocking the door.
Savage Troglodytes (3)
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120
*Infravision 90'
*Secrete smell while in combat SA vs poison or lose 1d6 Str.
*Chameleon Power to blend into shadows and background for 90% concealment.
Room 16.
The door to this room is locked. Inside there are furnishings that include a number of old stools, a round table and a broken chest (with nothing in it). Various animal bones litter the floor. On the table is a brass key that opens the door to Room 15. To the north are two secret doors. The monsters here rush to the aid of their brethren if they hear the sounds of combat, joining the battle in the 3rd round.
Savage Troglodytes (4)
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120
*Infravision 90'
*Secrete smell while in combat SA vs poison or lose 1d6 Str.
*Chameleon Power to blend into shadows and background for 90% concealment.
Room 16. Long Corridor
The corridor here is bare and long. The Geletanious Cube that blocks the passage appears almost invisible and is encountered at the halfway point. PCs must roll for surprise with a -3 penalty when the cube first attacks.
Geletanious Cube
AC: 8 HD: 4 hp: 35 THACO: 17 Attacks: 1 Damage: Paralysation 5d4rds + Digestion 2d4 per round Mv: 6 Alignment: N Size: L 5x8' xp: 650
*Electricity, Fear, Hold, Paralyzation, Polymorph, and Sleep-based attacks have no effect. Fire and blows from weapons have normal effects. If a cube fails its saving throw against a cold-based attack, the cube will be slowed 50% and inflicts only 1d4 points of damage
Room 6.
This is simply a Zombie storage room left over from the previous occupants of the dungeon. They will move to attack the PCs automatically losing initiative.
Zombies (6)
AC: 8 HD: 2 hp: 14 THACO: 19 Attacks: 1 Damage: 1d8 (Fists) Alignment: N(E) Size: M xp: 65
*Immune to sleep, charm, hold, death magic, poisons, and cold-based spells.
Holy water inflicts 4d4 per vial (ver 2.6 rules).
Room 12.
The west wall of this room features 3 large iron cauldrons stacked inside of each other. There are three smaller buckets upturned on the floor (used as chairs). Near the locked door to the north are a bundle of torches (4), plus one (1) that is half burnt plus two flasks of oil and a flint and steel. If alerted the frog-like Bullywugs wait for PCs to open a door before using their hop attack. If there is fighting in Room 16 the Bullywugs will wait behind the secret door hoping that they will remain undiscovered. One of the humanoids has a brass key that opens the locked door.
Bullywugs (3)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Room 8.
The doors to this room are locked. Upon entering, the characters, unless they are brandishing flaming torches, are attacked by four Killer Moths that fly down out of a large crevasse in the ceiling. This thin crevasse leads to the surface. These monsters lash out using a barbed proboscis that breaks the skin to scoop up flesh and blood. The floor of this room contains smashed bits of broken furniture, but none of it large enough to pose a problem for the characters.
Killer Moths (4)
AC: 7 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d4 (barbed proboscis) Mv: Fl 18(C) or 3 Alignment: N Size: M (5' wingspan) xp: 60
*Unable to fly at half hit points.
*Fire keeps them at bay.
Room 5.
This room is furnished with old chairs and two small round tables. Upon one table are two half burnt torches, a flask of oil, a flint and steel, plus a brass key (that opens the door to the south east- there is no key to the locked door to the north). The Bullywugs here wrestle each other to kill time or sleep on the floor. If the PCs fight the Killer Moths in Room 8 the monsters will prepare themselves. If the DM introduces the Mixed Patrol at this point, directly after the Killer Moths are defeated, the monsters here will unlock the door and enter the battle at the start of the 2nd round of combat. If the PCs engage in battle with the Bullywugs within this room, then the remaining humanoids in Room 3, including the leader, join the battle at the start of the 3rd round.
Bullywugs (6)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Room 3.
This room has a bench along the west wall, a round wooden table in the south covered with a set of armour, and a large iron cauldron in the north east filled with water. On the bench are the carcasses of four goats. Also present is a large knife. On the floor to the south is a Dwarf dressed in undergarments, seemingly tied up (with torn strips of cloth). If fighting against the 'lizard men' section of the dungeon initially breaks out here, the other Bullywugs will join the battle at the end of the second round.
The Bullywug leader Ooaad is exceptionally strong and rules by brute force. He does not speak the common tongue of the humans in this area and will not negotiate with them believing that all encounters are kill or be killed scenarios. He knows of the deadly spiders in Room 1, that killed one of his warriors, and has decided not to venture any further into the Dungeon.
Bullywug Leader (1) Ooaad
AC: 6 HD: 2 hp: 19 THACO: 18 (17) Attacks: 1 Damage: 1d6+3 (Stone tipped spear, two handed grip, Str) Mv: 3 Alignment: CE Size: M 6' xp: 100
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Bullywugs (5)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Tagrim 4th level Dwarven Fighter
Str 14 Int 12 Wis 15 Dex 10 Con 17 Cha 12
AC: 10 (tied up in underclothes) or AC: -1 (Platemail, Shield+2, Shield Specialist) or 3 (when using shield punch) HD: 4 hp: 5/42 (Con 17) THACO: 16, 17 Attacks: 1 or 2 Damage: 1d8+3 (Battle Axe, Str), 1d3+1 (Shield, Str) Mv: 6 Alignment: LG Size M: 4-1/2' tall
*Partial Weapon Specialisation +1 to hit, +2 Damage but not specialised attacks per round.
*Shield Specialist, +1 defensive bonus. No penalty to shield punch attack roll.
*+2 to Saves versus physical attacks from the front (due to the magical shield bonus) ie Acid saves are made on a roll of 14 not 16.
Equipment: Plate Mail, Medium Shield+2, Battle Axe, Silver Dagger, Holy Symbol, Holy Water (2), garlic, waterskin, leather satchel, 12cp/4sp/5gp.
Tagrim became separated from his Dwarven Patrol after battling a large band of Orcs and was subsequently ambushed by a group of camouflaged Troglodytes that took him prisoner via overbearing tactics. If rescued and healed he will fight with the PCs in all the subsequent encounters. Against low level opponents he will employ the shield punch. If the party faces the Giant Slug, Tagrim, guessing that the characters who saved his life face almost certain death, will place himself towards the front allowing the monster to target him whilst the others attack from the sides. During the battle he will call out to be healed as much as possible and rotate the front position with the strongest fighter. He plans on travelling with the party all the way back to town eventually returning to his Dwarven stronghold when the opportunity presents itself.
The Remaining Rooms
Room 1.
The entire room here is covered from floor to ceiling with thick spiderwebs. On the ground near the door to the south east is the shrivelled corpse of a Bullywug, a stone tipped spear lying nearby.
Characters crossing this room are attacked by two Large Spiders that drop on them from hidden locations in the web. The webs themselves are thick and burn slowly. Using a torch a PC must physically touch the webs to cause them to retreat. There is no key to the locked door to the south. Note: Characters engaged in combat must roll vs dexterity each round to avoid getting a body part entangled in the webs. Roll 1d4 to determine the extremity caught including the weapon arm. Breaking free takes one round per point of strength below 18 ie a strength of 15 takes 3 rounds. Scores greater than 18 strength take 1 round to break free.
Large Spiders (2)
AC: 8 HD: 1+1 hp: 9 THACO: 19 Attacks: 1 Damage: 1 (Bite + Poison*) Mv: 6 Wb: 15 Size: S 2' xp: 175
*Save versus Poison 0/15
Room 2.
This room features piles of rotting tapestries, broken furniture and clothing. As soon as the party enters they are attacked by numerous Fire Beetles (that do not have any fire based attacks). They glow faintly red from glands near their heads and lower body.
Fire Beetles (12)
AC: 4 HD: 1+2 hp:10 THACO: 19 Attacks: 1 Damage: 3d4 (Huge Mandibles) Mv: 12 Size: S 2-1/2' long xp: 35
*Cutting the light glands from these creatures provides light in a 10' radius for 1d6 days.
Room 4.
Inhabiting this room are six 4' tall 'mushroom men' and a larger one that is 6' tall. They face the PC's direction with raised fists as they enter - but don't initiate combat. [DMs should ask the party what they intend to do.] Along the west wall are a number of wooden buckets and a large open barrel. The body of a Kobold lies next to the south door (which is closed and has a broken lock). The large barrel is half filled with salt. Closer inspection reveals a purple ten-pointed star etched on to the side (wizards will recognise this as a Wizard Mark).
The Myconids do not immediately attack. They're trapped here thanks to the Kobolds to the south, who keep their doors locked (outside the salt filled corridor). The Myconids have not ventured past the locked door to the north either, which they think conceals more Kobolds. The Myconid leader is telepathic but must fire off spores, directed at one character to communicate. If the PCs do not immediately attack the leader shoots a cloud of spores from its mouth at the nearest character (SA vs. poison). If the save fails in 1d2 rounds communication is established. The character 'hears' the words "We mean no harm. We are trapped".
Myconid Leader
AC: 10 HD: 3 hp: 26 THACO: 17 Attacks: 1 Damage: 3d4 (fist) Mv: 9 Alignment: LN Size: M 6' tall xp: 175
*Telepathic spores. Range: 40' Duration: 3 turns.
Myconids (6)
AC: 10 HD: 2 hp: 16 THACO: 19 Attacks: 1 Damage: 2d4 (fist) Mv: 9 Alignment: LN Size: S 4' tall xp:120
If communication is established the Myconid leader explains that the telepathic link will only last a short time. He tells the character that they were part of a work crew tasked with exploring the upper reaches of the underground tunnel system and they stumbled into an area inhabited by a huge slimy acid spitting creature - that the PC understands was a huge slug. Two of the work party were killed, and presumably eaten. In their retreat they ran into a large room, whereupon they spied a salt covered stairway, which led to an unlocked door and this smaller room. The Myconid tells the PC that whilst trying to defend themselves, the slug seemed invulnerable to their attacks, their fists literally bouncing off the slimy body. They seek to return to their realm, and are preparing themselves to take on the slimy monster one last time. They would be grateful for any help offered by the characters, who are obviously warriors, even if to distract the beast so that they can make an escape back into the tunnel system.
Level 2
The east door to Room 4 is unlocked. Opening the door the PCs see a salt covered landing and stone stairs leading downwards likewise covered in salt.
The stairs lead to an archway that opens to the top of a large 70'x100' stone cut room. Although there is a mist, the characters can see to the far end if they have light. What they cannot see is any detail, and the 5' hole in the darkness of the far wall.
Once the party enters the room, or an individual crosses the halfway point, the walls start shaking and the head of the slug squeezes out of the 5' hole, spitting acid at the nearest foe (this first shot has only 10% change of hitting). Initiative should then be rolled. The slug fully emerges at the end of the first round of combat extending itself to almost half the length of the room.
Giant Slug
AC: 8 HD: 12 hp: 120 THACO: 9 Attacks: 1 Damage: 1d12 (Bite) or Acid spit (4d8) Alignment: N Mv: 6 Size: H 40' long xp: 5000
*Immune to blunt weapons.
*Spits Acid for 4d8 (SA vs breath weapon for 1/2 damage). First shot has only 10%chance to hit. Subsequent shots are 90% at 10 foot distance, -10% every ten foot distance. At 30 feet the chance to hit is 60%. Missed acid shots fall at a 10 foot distance at a random (1d12) location.
*Can squeeze through narrow doorways or passages.
Tactics: The Giant Slug has a strong dislike for salt, which causes 1d12 points of damage per bucket to the creature, or 1d6 from any thick coating placed on the ground - plus it slows the monster to half movement rate. However, the natural slime generating abilities of this creature will cause the salt to be shed rapidly as it moves. If the PCs take cover behind a salt barrier and damage the beast it becomes enraged after the first round and charges forward regardless of the consequences. Any damage-causing attacks upon the monster enrage it. If the Dwarf Tagrim is with the party and the Slug spits acid he urges them to rush forward and surround the creature while he distracts it with powerful attacks to the front (realising that the party could be picked off at range and their only hope is to overwhelm this beastly opponent).
Conclusion:
If the PCs were captured by the Kobolds, acted on their behalf, and then return to King Og's lair, he thanks them and then tells the party they have a reward. At this time a door is opened and the surviving Carrion Crawler(s) are released into the room. The Kobolds have immunity to the paralysis. All the Kobolds join in on the attack at this point.
When the PCs make it back to the town the Merchant's Guild, through their agent Fakrim the scribe, pay a total of 200 gold and offer one Wizard and one Priest scroll from their small selection. The DM should plan a choice of items that is wanted by the party - perhaps second and third level spells.
PCs that complete this adventure receive a bonus of 300 experience points each.
This room is furnished with mouldy cushions, many crude stools, straw, and the remains of broken furniture. There are two small half-sized barrels with dried fruit, a large clay bowl full of water, and a half emptied barrel of salt. Examination of the salt barrel reveals a purple ten-pointed star etched into the side (wizards will recognise this as a Wizard Mark). Numerous Kobold warriors inhabit the room.
A larger Kobold, 4 feet tall, sits atop a roughly cut throne made from a tree stump. If there is battle in Room 9 the monsters wait behind the secret door and do not attack - hoping that they will remain undiscovered. The larger Kobold, King Og, speaks the Common tongue. If given the chance he will attempt to negotiate with the PCs promising treasure - or demanding they swear service to save their lives if the PCs are paralysed - asking that the characters attack the undead (Ghouls), the lizard monsters (Troglodytes) and/or the plant monsters (Myconoids) inhabiting the adjoining rooms.
The door to the West is locked (the key is with one of the Kobolds). The outside corridor is covered in salt. If questioned about the salt the Kobolds refuse to answer. If charmed a Kobold, or King Og, will say it is to keep the slime beast, inhabiting the lower level, at bay. The door to the south is made of iron and is locked (see the Kobold King's items).
Kobold King Og
AC: 6 HD: 1+1 hp: 8 THACO: 19 Attacks: 1 Damage: 1d6 (Short Sword) Alignment: CE Mv: 9 Size: S (4' tall) XP: 15
*Infravision 60'.
Equipment: Short Sword, Ring Mail Armour, Dagger, Iron Key.
Kobolds (15)
AC: 7 HD: 1/2 hp: 3 THACO: 20 Attacks: 1 Damage: 1d4+1 (Poor Quality Short Sword) Alignment: LE Mv: 6 Size: S (3' tall) XP: 7
Equipment: Poor Quality/Rusted Short Swords, Cloth Armour, wooden dice, brass key, small Knife (1), thin hemp rope 20' (used to tie up paralysed PCs), 185cp/12sp/2ep total.
*Infravision 60'.
The Kobold King's Treasure (inside the throne found on inspection):
Gold statuette of a Lion worth 30gp, a silver Holy Symbol worth 5gp, coins 230cp/55sp/5gp/8pp.
Room 10.
This prison room is occupied by 2 Ghouls that have been locked in here since before the other monsters occupied the ruins. All the doors are made of iron with the 'unlocked' one broken off the wall due to constant battering over the years. Presently the monsters have given up on the doors and are using their newly acquired Rusted Short Swords to tunnel into the wall towards Room 8. They are halfway there. On the floor are the crushed bones of 3 Kobolds that entered from Room 7.
Ghouls (2)
AC: 6 HD: 2 hp: 12/14 THACO: 19 Attacks: 3 Damage: 1d3/1d3 (Claws+Paralysis) + 1d6 (Bite) Mv: 9 S 6' tall Alignment: CE xp: 175
*Paralysis lasts 2+1d6 rounds
*Immune to Sleep and Charm
Lair of the 'Lizard Men'
If the PCs are progressing easily through this part of the Dungeon the Dungeon Master should introduce the unexpected arrival of a mixed patrol of Troglodytes and Bullywugs, perhaps just after they defeat the Killer Moths, hitting the party from the rear. Note that, although the Bullywugs do not have infravision their keen eyesight allows them to see well enough in pitch darkness out to about 10 feet.
Mixed Patrol - ten monsters in total (a not so random encounter)
Savage Troglodytes (5)
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120
*Infravision 90'
*Secrete smell while in combat SA vs poison or lose 1d6 Str.
*Chameleon Power to blend into shadows and background for 90% concealment.
Bullywugs (5)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Room 15.
The door leading into this room has a broken lock so it cannot be properly sealed. There are three stone blocks in the otherwise bare room that have been used as chairs. Inside, standing guard are three Savage Troglodytes. The Trogs here are part of a mixed warband that include Bullywugs. If these normally grey-green coloured monsters are alerted by noisy characters they blend into the walls using their Chameleon Power - surprising the party when they enter the room. Trogs from Room 16 will join the fight at the start of the third round of combat after unlocking the door.
Savage Troglodytes (3)
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120
*Infravision 90'
*Secrete smell while in combat SA vs poison or lose 1d6 Str.
*Chameleon Power to blend into shadows and background for 90% concealment.
Room 16.
The door to this room is locked. Inside there are furnishings that include a number of old stools, a round table and a broken chest (with nothing in it). Various animal bones litter the floor. On the table is a brass key that opens the door to Room 15. To the north are two secret doors. The monsters here rush to the aid of their brethren if they hear the sounds of combat, joining the battle in the 3rd round.
Savage Troglodytes (4)
AC: 5 HD: 2 hp: 15 THACO: 19 Attacks: 3 Damage: 1d2/1d2 (Claws) + 1d4+1 (Bite) Mv: 6 Alignment: CE Size: M xp: 120
*Infravision 90'
*Secrete smell while in combat SA vs poison or lose 1d6 Str.
*Chameleon Power to blend into shadows and background for 90% concealment.
Room 16. Long Corridor
The corridor here is bare and long. The Geletanious Cube that blocks the passage appears almost invisible and is encountered at the halfway point. PCs must roll for surprise with a -3 penalty when the cube first attacks.
Geletanious Cube
AC: 8 HD: 4 hp: 35 THACO: 17 Attacks: 1 Damage: Paralysation 5d4rds + Digestion 2d4 per round Mv: 6 Alignment: N Size: L 5x8' xp: 650
*Electricity, Fear, Hold, Paralyzation, Polymorph, and Sleep-based attacks have no effect. Fire and blows from weapons have normal effects. If a cube fails its saving throw against a cold-based attack, the cube will be slowed 50% and inflicts only 1d4 points of damage
Room 6.
This is simply a Zombie storage room left over from the previous occupants of the dungeon. They will move to attack the PCs automatically losing initiative.
Zombies (6)
AC: 8 HD: 2 hp: 14 THACO: 19 Attacks: 1 Damage: 1d8 (Fists) Alignment: N(E) Size: M xp: 65
*Immune to sleep, charm, hold, death magic, poisons, and cold-based spells.
Holy water inflicts 4d4 per vial (ver 2.6 rules).
Room 12.
The west wall of this room features 3 large iron cauldrons stacked inside of each other. There are three smaller buckets upturned on the floor (used as chairs). Near the locked door to the north are a bundle of torches (4), plus one (1) that is half burnt plus two flasks of oil and a flint and steel. If alerted the frog-like Bullywugs wait for PCs to open a door before using their hop attack. If there is fighting in Room 16 the Bullywugs will wait behind the secret door hoping that they will remain undiscovered. One of the humanoids has a brass key that opens the locked door.
Bullywugs (3)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Room 8.
The doors to this room are locked. Upon entering, the characters, unless they are brandishing flaming torches, are attacked by four Killer Moths that fly down out of a large crevasse in the ceiling. This thin crevasse leads to the surface. These monsters lash out using a barbed proboscis that breaks the skin to scoop up flesh and blood. The floor of this room contains smashed bits of broken furniture, but none of it large enough to pose a problem for the characters.
Killer Moths (4)
AC: 7 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d4 (barbed proboscis) Mv: Fl 18(C) or 3 Alignment: N Size: M (5' wingspan) xp: 60
*Unable to fly at half hit points.
*Fire keeps them at bay.
Room 5.
This room is furnished with old chairs and two small round tables. Upon one table are two half burnt torches, a flask of oil, a flint and steel, plus a brass key (that opens the door to the south east- there is no key to the locked door to the north). The Bullywugs here wrestle each other to kill time or sleep on the floor. If the PCs fight the Killer Moths in Room 8 the monsters will prepare themselves. If the DM introduces the Mixed Patrol at this point, directly after the Killer Moths are defeated, the monsters here will unlock the door and enter the battle at the start of the 2nd round of combat. If the PCs engage in battle with the Bullywugs within this room, then the remaining humanoids in Room 3, including the leader, join the battle at the start of the 3rd round.
Bullywugs (6)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Room 3.
This room has a bench along the west wall, a round wooden table in the south covered with a set of armour, and a large iron cauldron in the north east filled with water. On the bench are the carcasses of four goats. Also present is a large knife. On the floor to the south is a Dwarf dressed in undergarments, seemingly tied up (with torn strips of cloth). If fighting against the 'lizard men' section of the dungeon initially breaks out here, the other Bullywugs will join the battle at the end of the second round.
The Bullywug leader Ooaad is exceptionally strong and rules by brute force. He does not speak the common tongue of the humans in this area and will not negotiate with them believing that all encounters are kill or be killed scenarios. He knows of the deadly spiders in Room 1, that killed one of his warriors, and has decided not to venture any further into the Dungeon.
Bullywug Leader (1) Ooaad
AC: 6 HD: 2 hp: 19 THACO: 18 (17) Attacks: 1 Damage: 1d6+3 (Stone tipped spear, two handed grip, Str) Mv: 3 Alignment: CE Size: M 6' xp: 100
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Bullywugs (5)
AC: 6 HD: 1 hp: 8 THACO: 19 (18) Attacks: 1 Damage: 1d6 (Stone tipped spear, two handed grip) Mv: 3 Alignment: CE Size: M 5' xp: 65
*Special Attack: Hop up to 30' for +1 to hit and double damage (2d6)
*Stone tip spears that cause damage must then roll 1d6, a 1 indicates breakage.
Tagrim 4th level Dwarven Fighter
Str 14 Int 12 Wis 15 Dex 10 Con 17 Cha 12
AC: 10 (tied up in underclothes) or AC: -1 (Platemail, Shield+2, Shield Specialist) or 3 (when using shield punch) HD: 4 hp: 5/42 (Con 17) THACO: 16, 17 Attacks: 1 or 2 Damage: 1d8+3 (Battle Axe, Str), 1d3+1 (Shield, Str) Mv: 6 Alignment: LG Size M: 4-1/2' tall
*Partial Weapon Specialisation +1 to hit, +2 Damage but not specialised attacks per round.
*Shield Specialist, +1 defensive bonus. No penalty to shield punch attack roll.
*+2 to Saves versus physical attacks from the front (due to the magical shield bonus) ie Acid saves are made on a roll of 14 not 16.
Equipment: Plate Mail, Medium Shield+2, Battle Axe, Silver Dagger, Holy Symbol, Holy Water (2), garlic, waterskin, leather satchel, 12cp/4sp/5gp.
Tagrim became separated from his Dwarven Patrol after battling a large band of Orcs and was subsequently ambushed by a group of camouflaged Troglodytes that took him prisoner via overbearing tactics. If rescued and healed he will fight with the PCs in all the subsequent encounters. Against low level opponents he will employ the shield punch. If the party faces the Giant Slug, Tagrim, guessing that the characters who saved his life face almost certain death, will place himself towards the front allowing the monster to target him whilst the others attack from the sides. During the battle he will call out to be healed as much as possible and rotate the front position with the strongest fighter. He plans on travelling with the party all the way back to town eventually returning to his Dwarven stronghold when the opportunity presents itself.
The Remaining Rooms
Room 1.
The entire room here is covered from floor to ceiling with thick spiderwebs. On the ground near the door to the south east is the shrivelled corpse of a Bullywug, a stone tipped spear lying nearby.
Characters crossing this room are attacked by two Large Spiders that drop on them from hidden locations in the web. The webs themselves are thick and burn slowly. Using a torch a PC must physically touch the webs to cause them to retreat. There is no key to the locked door to the south. Note: Characters engaged in combat must roll vs dexterity each round to avoid getting a body part entangled in the webs. Roll 1d4 to determine the extremity caught including the weapon arm. Breaking free takes one round per point of strength below 18 ie a strength of 15 takes 3 rounds. Scores greater than 18 strength take 1 round to break free.
Large Spiders (2)
AC: 8 HD: 1+1 hp: 9 THACO: 19 Attacks: 1 Damage: 1 (Bite + Poison*) Mv: 6 Wb: 15 Size: S 2' xp: 175
*Save versus Poison 0/15
Room 2.
This room features piles of rotting tapestries, broken furniture and clothing. As soon as the party enters they are attacked by numerous Fire Beetles (that do not have any fire based attacks). They glow faintly red from glands near their heads and lower body.
Fire Beetles (12)
AC: 4 HD: 1+2 hp:10 THACO: 19 Attacks: 1 Damage: 3d4 (Huge Mandibles) Mv: 12 Size: S 2-1/2' long xp: 35
*Cutting the light glands from these creatures provides light in a 10' radius for 1d6 days.
Room 4.
Inhabiting this room are six 4' tall 'mushroom men' and a larger one that is 6' tall. They face the PC's direction with raised fists as they enter - but don't initiate combat. [DMs should ask the party what they intend to do.] Along the west wall are a number of wooden buckets and a large open barrel. The body of a Kobold lies next to the south door (which is closed and has a broken lock). The large barrel is half filled with salt. Closer inspection reveals a purple ten-pointed star etched on to the side (wizards will recognise this as a Wizard Mark).
The Myconids do not immediately attack. They're trapped here thanks to the Kobolds to the south, who keep their doors locked (outside the salt filled corridor). The Myconids have not ventured past the locked door to the north either, which they think conceals more Kobolds. The Myconid leader is telepathic but must fire off spores, directed at one character to communicate. If the PCs do not immediately attack the leader shoots a cloud of spores from its mouth at the nearest character (SA vs. poison). If the save fails in 1d2 rounds communication is established. The character 'hears' the words "We mean no harm. We are trapped".
Myconid Leader
AC: 10 HD: 3 hp: 26 THACO: 17 Attacks: 1 Damage: 3d4 (fist) Mv: 9 Alignment: LN Size: M 6' tall xp: 175
*Telepathic spores. Range: 40' Duration: 3 turns.
Myconids (6)
AC: 10 HD: 2 hp: 16 THACO: 19 Attacks: 1 Damage: 2d4 (fist) Mv: 9 Alignment: LN Size: S 4' tall xp:120
If communication is established the Myconid leader explains that the telepathic link will only last a short time. He tells the character that they were part of a work crew tasked with exploring the upper reaches of the underground tunnel system and they stumbled into an area inhabited by a huge slimy acid spitting creature - that the PC understands was a huge slug. Two of the work party were killed, and presumably eaten. In their retreat they ran into a large room, whereupon they spied a salt covered stairway, which led to an unlocked door and this smaller room. The Myconid tells the PC that whilst trying to defend themselves, the slug seemed invulnerable to their attacks, their fists literally bouncing off the slimy body. They seek to return to their realm, and are preparing themselves to take on the slimy monster one last time. They would be grateful for any help offered by the characters, who are obviously warriors, even if to distract the beast so that they can make an escape back into the tunnel system.
Level 2
The east door to Room 4 is unlocked. Opening the door the PCs see a salt covered landing and stone stairs leading downwards likewise covered in salt.
The stairs lead to an archway that opens to the top of a large 70'x100' stone cut room. Although there is a mist, the characters can see to the far end if they have light. What they cannot see is any detail, and the 5' hole in the darkness of the far wall.
Once the party enters the room, or an individual crosses the halfway point, the walls start shaking and the head of the slug squeezes out of the 5' hole, spitting acid at the nearest foe (this first shot has only 10% change of hitting). Initiative should then be rolled. The slug fully emerges at the end of the first round of combat extending itself to almost half the length of the room.
Giant Slug
AC: 8 HD: 12 hp: 120 THACO: 9 Attacks: 1 Damage: 1d12 (Bite) or Acid spit (4d8) Alignment: N Mv: 6 Size: H 40' long xp: 5000
*Immune to blunt weapons.
*Spits Acid for 4d8 (SA vs breath weapon for 1/2 damage). First shot has only 10%chance to hit. Subsequent shots are 90% at 10 foot distance, -10% every ten foot distance. At 30 feet the chance to hit is 60%. Missed acid shots fall at a 10 foot distance at a random (1d12) location.
*Can squeeze through narrow doorways or passages.
Tactics: The Giant Slug has a strong dislike for salt, which causes 1d12 points of damage per bucket to the creature, or 1d6 from any thick coating placed on the ground - plus it slows the monster to half movement rate. However, the natural slime generating abilities of this creature will cause the salt to be shed rapidly as it moves. If the PCs take cover behind a salt barrier and damage the beast it becomes enraged after the first round and charges forward regardless of the consequences. Any damage-causing attacks upon the monster enrage it. If the Dwarf Tagrim is with the party and the Slug spits acid he urges them to rush forward and surround the creature while he distracts it with powerful attacks to the front (realising that the party could be picked off at range and their only hope is to overwhelm this beastly opponent).
Conclusion:
If the PCs were captured by the Kobolds, acted on their behalf, and then return to King Og's lair, he thanks them and then tells the party they have a reward. At this time a door is opened and the surviving Carrion Crawler(s) are released into the room. The Kobolds have immunity to the paralysis. All the Kobolds join in on the attack at this point.
When the PCs make it back to the town the Merchant's Guild, through their agent Fakrim the scribe, pay a total of 200 gold and offer one Wizard and one Priest scroll from their small selection. The DM should plan a choice of items that is wanted by the party - perhaps second and third level spells.
PCs that complete this adventure receive a bonus of 300 experience points each.
Forest Trouble
The Player Characters are tasked with stopping a minor menace to the forest. A short Adventure for PCs of 2nd level with at least one member of the party being 3rd level.
Background:
On a forest path the PCs hear squeals of terror. "Oh no ! Please don't eat us! Please No ! Heeeeelp !!"
If the Characters step off the main path to investigate they find a narrow animal trail among the thick undergrowth and densely packed trees. Following the trail a short distance towards the squeals the lead character must make a roll for surprise, with a -2 penalty unless they are an Elf or Ranger. Hidden in the foliage is an ambush hunter, a huge Praying Mantis which lashes out ferociously.
Giant Praying Mantis (1)
MV: 15
AC: 5
HD: 6 hp: 40
THACO: 15
Attacks: 3 (claws + bite)
Damage: 1d4/1d4/1d8
Size: M (6' tall)
Xp: 270
Tactics: The Preying Mantis is a fearless killer. The creature will maintain its attack on the lead character until it has less than 5 hit points before withdrawing. In the cramped pathway among the trees only one PC can attack although the front rank can be switched as one PC withdraws and another comes to the front. [The fearful voices coming from this direction were placed here thanks to a Ventriloquism spell - see below.]
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Wow, You Passed!
As soon as the Mantis is defeated you notice two very short elf-like forest creatures emerge onto the trail a short distance away. They are wearing clothes of varying shades of green and have small short swords at their sides. Both have huge smiles. The lead creature beams and claps his hands as he speaks.
"Wow, You Passed our little test! This is just fantastic! If you can defeat old green legs here then you MUST be able to get rid of our other little problem! Well done heroes !!"
The second creature continues: "Let me introduce ourselves. We are the bothers Thanadar and we've been looking for some brave warriors to drive off this nasty Gnome spellcaster who's been playing around in our forest. We don't really want to see anyone harmed in all this so you'll have to use clubs or sticks."
Brownies (2)
MV: 12 AC: 3 HD: 1/2 THACO: 20 Attacks: 1 Damage 1d4 (Short Sword) or *Spell. Size: T (2' tall) Xp: 175
*Once per day: protection from evil, ventriloquism, dancing lights, continual light, mirror image (3 images), confusion, and dimension door at 9th level.
The Brownies lead the PCs along the grassy trail for some distance into the forest until a clearing is reached. Hidden in brambles are an assortment of clubs and poles that the Characters can use if they don't have any, or enough, of their own. There are 4 Clubs (1d6), 1 Quarterstaff (1d6), 3 Thin Poles (1d3), and 4 Solid Short Sticks (1d3). Damage from clubbing weapons causes 25% temporary damage (with fractions rounded up) - this does not apply to warhammers or maces. Note, penalties for non-proficiency will likely occur during subsequent melee actions.
When the PCs are ready one of the Brownies points towards a path leading out of the clearing.
"Following this grassy way you will eventually, after some hours, get to the Gnome Wizard. Pull some tricks on that tramp and get him to go away. He's not welcome. And watch out for his guards - he knows we don't want him here! Remember, no killing from now on."
PCs can be informed, if they ask, that the Guards are also forest creatures - giant animals of various sizes. The Brownies are not exactly sure what creatures will be encountered since they've kept away from the Gnome over the last few weeks. In fact the Brownies will stay behind in the clearing until the PCs have finished their quest. They are actually very afraid of the Gnome Wizard and his power over the various forest creatures -although they won't admit it. They think this power might extend to themselves so will not venture anywhere near him. Their excuse is they promised an old friend they would not fight in this part of the forest.
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The Grassy Way
Following the trail through the forest the PCs will travel for 3 hours until their first encounter. The PCs can still only fight in single file but there is more space. At each point of battle a Giant Mammal(s) crashes out of the dense forest onto the trail in front of the lead character.
Giant Ferrets (2)
MV: 12 AC: 6 HD: 2 hp: 12 THACO: 19 Attacks: 1 Damage: 1d4 (bite) Size: S (4' long) Xp: 65
The Ferrets can slink past and arch over each other to attack the lead character with their bites allowing each to attack once per round. A few minutes journey after this battle the characters encounter the second forest guardian.
Giant Skunk (1)
MV: 9 AC: 6 HD: 2 hp: 16 THACO: 19 Attack: 1 Bite or Stink Cloud (10x10x10) Damage: 1d3 or Save vs Poison or suffer Nausea for 1d4 +10 rounds: 1/2 Str & Dex. Size: M (4' long) Xp: 120
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The Forest Clearing
Not long after the previous encounters, after 5 more minutes walking, the PCs come to the end of the trail where there is a grassy clearing 100 feet across. At the far side of this open space is a small smokey campfire built in front of a large tree that has a hollow at its base. Dressed in brown robes, with a pointed hat of the same colour is a short, grey-bearded Gnome. He appears to be hunched over and working on a number of stick-like dolls that are propped up a few feet from the fire. He doesn't notice you. Suddenly the bushes erupt and two Giant Badgers attack from either side. Roll for initiative.
Giant Badgers (2)
MV: 9 AC: 5 HD: 3 hp: 20 THACO: 17 Attacks: 3 Damage: 1d4/1d4 1d6 Size: M (5' long) Xp: 180
As the battle begins the Gnome jumps up and begins casting a spell as he moves behind the big tree. In the second round the stick-dolls, that are bundles of various plant materials, become animated. They arrive to fight in the battle at the start of the 3rd round. After 2d4 + 5 rounds the stick-dolls collapse.
Stick Animations (10)
MV: 12 AC: 7 HD: 1+1 hp: 6 Attack: 1 Damage: 1d3 (claw) Xp: 25
*Blunt weapons do half damage.
*Active for 2d4 + 5 rounds.
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Resolution
The Gnome does not fight. He watches the battle from behind the tree.
If the PCs are victorious he proclaims, "Okay Okay ... the Brownies win. I'll leave. hhhhmmmffphh !" and he begins packing up. He leaves behind the now broken stick-dolls but takes his cooking pot and a backpack. He will not reveal his name.
Gnome Wizard (1)
AC: 6 (Dex 16, Ring of Protection +2) HD: 5 hp: 22 Attacks: 1 or Spell Alignment: CN
*Ring of Enthralling and Commanding Mammals.
When the PCs return to where they left the Brownies they find the area deserted.
PCs that succeed in this quest receive 120 experience points.
Ideas for an expanded campaign.
DMs might want to make this adventure more challenging for higher level PCs with the Gnome building a small army (40) of the stick animations that can be controlled so long as he maintains concentration. An Evil Warrior Gnome and a band of five (1) Mercenaries can accompany the Wizard in this situation. Double the numbers of Giant Mammals.
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