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by Ethan (aka ‘The E-Man’) & Chris (aka ‘The Funky Grognard’) Larr

DM Notes: This is an intermediate difficulty-level dungeon using the Advance Dungeons & Dragons system
(AD&D-1e), but can be easily converted to alternate editions or system iterations. The Gruesome Grotto of the
Grimlock God is designed for 4-6 characters of levels 3-5. Player character teamwork, innovation, planning, and a
little bit of luck will be needed to survive this adventure.

Background: For the last two months, scores of people from the outer territories have gone missing with no trace to
be found. The famed warrior, Shanghein, and his two compatriots Cragalin the Rogue and Shalamar the Cleric went
to investigate … and were also not heard from again! The local authority (constable, sheriff, duke, baron, etc.) has
enlisted the aid of the Party to investigate the area, discover the whereabouts of Shanghein and his fellow
adventurers, and put an end to whatever mysterious force is plaguing the land. The Party is offered a reward of
500gp each plus any treasure and items they find are theirs to keep (with one exception – see below).

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The Wares of Shanghein: Shanghein possessed 4 potent
magical items (a helm, sword, armor, and shield). Should
Shanghein have not survived (and he did not), the Party will
be permitted to keep half of these items and they will be
permitted to choose which ones they want.

Naturally, the Party does not have to acquiesce to this demand


and just leave with ALL the items… and that will likely result
in the local authority branding the Party as fugitives.

After several days (2d3 days) of wilderness travel (any encounters are to be determined by the Dungeon Master), the
Party will arrive at the entrance of a camouflaged cave with crudely carved steps. Thus, begins the adventure!

Standard Dungeon Features: Unless otherwise specified, the dungeon is cavernous and made of dark, grey stone.
As Grimlocks are effectively blind (using an acute sense of smell and hearing, as opposed to sight, to perceive their
environment), there are no light sources within the dungeon. An external source of light (torch, lantern, dancing
lights, light, etc.) is required to see. Floor to ceiling ranged roughly from 10-12 feet in height.

A Word on the Grimlocks: Grimlocks inhabit these caves and will fight fiercely to defend them. Knowing that
they are weaker than the average adventurer (on a one-vs-one basis), they engage in guerilla tactics such as tit-and-
run, false retreats, alerting compatriots, strategic withdraws, back attacks, divide and conquer, etc. Although only 2
HD monsters, don’t treat them as idiots with regards to their intelligence (per page 48 of the Fiend Folio, Grimlocks
are of Average intelligence [and leaders, shamans, and champions are of even greater intelligence and cunning] …
so the DM should play them as such). DM should always keep their immunity to visual spells at the forefront when
combat occurs (smart player characters should be able to use sound and stealth to their advantage).

“Wandering Traps”: Grimlocks are both crafty and viscous. About the caverns, they have placed 10 deadly traps
to confuse and confound intruders. DM Note: Instead of the typical wandering monsters found in most dungeons,
The Gruesome Grotto of the Grimlock God uses wandering traps.

When the PCs are near a trap area (T1 – T10), roll a 1d10 and consult the table below (alternatively, the DM can
optionally select from the table below as they deem appropriate. No single trap occurs more than once – each is a
unique roll, so if the same result is rolled, reroll until a new, previously-unrolled number results):

DIE ROLL TRAP


PIT TRAP: A covered 30-foot-deep trap. Falling into the trap will result in 3d6
damage. A player can roll DEX one time to avoid the trap (50% chance of
1 spontaneously jumping forward or backward). The bottom of the pit is lined
with spikes and skeletal remains.
BARBED WIRE NET: A small, narrow tripwire crosses the floor. It Is
incredibly hard to detect (resulting in a 25% penalty to detect). If tripped, a
large, metal net (lined with barbed wire and large, heavy metal balls) will fall
from the ceiling.

PCs trapped under the pit will automatically lose any DEX bonuses with regards
2 to armor class. Also, the net is made of a barbed-like wire. Every round a
character is trapped under the net, 1hp of damage is automatically suffered (no
save). Finally, anyone trapped under the weighted net is automatically last in
initiative.

When triggered, 4 Grimlocks (AC 5, HD 2, HP 14, 8, 6, 6; ATK 1, DAM 1-6,

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SA Nil, SD Immune to visual illusions) will charge from “around the corner” and
attack, hoping to capitalized on a trapped PC and get an easy kill. They are
armed with short swords.
DART TRAP: The Grimlocks have placed a small pressure plate in this area. If
stepped on, 3d4 darts will fire from small, hidden holes in the wall. For each dart
3 that hits, 1d3 points of damage is suffered. The individual stepping on the plate
will suffer full damage (while any other individuals in the room must save vs
death in order to only sustain half damage).
SWINGING BLADE: There is a tripwire along the floor. If tripped, a rusted
4 blade swings out, hitting the victim. Damage is 3-12 points of damage (-1d4
points of damage is suffered if the victim is wearing plate armor).
SPEAR TRAP: There will be a false door blocking further movement. The
door is armed with a loaded spear trap that will inflict 1-6 (S/M) or 1-8 (L)
against anyone who opens the door (either by normal means or bashing it open)
5 without disarming the trap.

The tip of the spear is coated with poison that will inflict an additional 2d4 points
of damage (save vs poison to negate).
PUTRID POTION: Along the far wall, “hidden” under some rocks (but is
actually designed to be detected with minimal effort) is a chest. The chest is
locked and trapped with a needle trap (disarm or struck for 1 point of damage
and must save vs poison or lose 1d4 points of STR for 6 turns).
6 Inside the chest is 139gp, tourmaline (20gp value), and a Potion of Delusion
(“posing” as a Potion of Extra Healing). The Grimlocks placed this cursed
potion with the hopes of giving any intruders a false sense of security, thus
making them easier to defeat.
SPIKE TRAP: A pressure plate on the floor is the trigger for this fearsome trap.
Once stepped upon, 4 sticks lined with spike will jet out of the wall (the spikes
are well camouflaged, making it exceedingly difficult to detect without
7 intentionally searching for traps), striking the victim.

Damage suffered is 1d6 damage per set of spikes (so 1d6 rolled 4 times). If a
successful DEX roll (-2 penalty) is made, then damage is halved.
COLLAPSING CEILING: 2 Grimlocks (AC 5, HD 2, HP 13, 9; ATK 1,
DAM 1-6, SA Nil, SD Immune to visual illusions) hide out of site holding a rope
that is connected to a net full of small boulders suspended on the ceiling. At the
best opportunity, the Grimlocks will release the rope, causing the boulders to fall
upon any unwary individuals.

8 Damage sustained is 4d6 + 4 points of damage. A successful DEX roll will


allow the damaged to be halved. However, if the DEX roll fails, then not only is
full damage inflicted, the victim is trapped underneath a pile of boulders, losing
all DEX bonuses to armor class, initiative, and halting all movement until freed.

When trapped, the 2 Grimlocks will charge in, wielding short swords, hoping for
an easy kill.
GAS TRAP: There is a small beam of light from the ceiling to the floor.
Although it is dim, in the darkness of the grotto, it is easily visible (however, if
the Party is using external light sources, then the chance of noticing it is low –
only a 25% chance of noticing it [and only when the Party is actively searching
9 for traps]).

If the beam of light is interrupted, then a hidden gas bladder will explode and
instantly fill a 30’ x’ 30’ area with poison gas. Victims must save vs poison or

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are blinded for 1d4 + 1 turns. Naturally, the Grimlocks are not affected by the
poison gas.
MAGNETRON: The walls of this area are lined with a powerful magnetic
stone. Any metallic substance (such as plate mail, swords, chain mail, etc.) are
instantly pulled towards the stones (including swords being pulled out of sheaths
or rings off of their owner’s very fingers). If metallic armor is being worn, the
characters must make a successful STR roll each round to resist.

Once a metallic item is stuck to the wall, it will require a successful STR roll (or
another form of player-character ingenuity) to remove it from the wall (this could
prove very problematic for fighters and clerics in metal armor).
10 There are 4 Grimlocks (AC 5, HD 2, HP 12, 10, 7,7; ATK 1, DAM 1-6, SA Nil,
SD Immune to visual illusions) will “emerge from the shadows” and attack!
Two are armed with stone axes (1d8 damage) and the other two with wooden
spears. Naturally, these items are not affected by the magnetic stones.

If fighting with a metal weapon, the penalty to hit (assuming it isn’t ripped from
their hands) is at -3 ‘to hit’. Metal tipped arrows, spears, javelins, etc. will
automatically miss, the missile weapon being pulled towards the magnetic
stones.

1. Entrance Chamber: Guarding the entrance to the lair are 4 Grimlocks (AC 5, HD 2, HP 14, 11, 8, 7;
ATK 1, DAM 1-6, SA Nil, SD Immune to visual illusions). They are armed with short swords. They are
focused on the entrance and can be easily surprised as long as the T1 trap is not triggered. If engaged, the
Grimlock Guards will fight fiercely. If 75% of their numbers are defeated, the remaining Grimlock will
attempt to flee to room 2 to warn his compatriots.

2. Scarlet Cavern: The rocks lining the walls and ceiling of this large cavern are a deep red, resembling a
scarlet color. In this room, 4 Grimlocks (AC 5, HD 2, HP 13, 12, 9, 7; ATK 1, DAM 1-6, SA Nil, SD
Immune to visual illusions) stand ready for battle.

Also present is a Grimlock Champion (AC 3, HD 4,


HP 31, ATK 1, DAM 1-8, SA Nil, SD Immune to
visual illusions) armed with a longsword.

If not alerted previously, they can be surprised or


even completely bypassed via stealth. The Grimlocks
are armed with short swords, however, the Grimlock
Champion is armed with a longsword, thus doing 1-8
damage per attack. This Grimlock will have his
underlings charge the strongest-appearing character
while he personally engages the weakest-appearing
character. The Champion will fight to the death (and
if taking significant damage, will use his Potion of
Healing to his advantage).

As long as the Grimlock Champion fights, the other


Grimlocks need not check for morale. However, if
the Champion is defeated, then any remaining
Grimlocks must check morale at a cumulative 10%
per round or flee toward the Grimlock Leader,
Shaman, or Wizard (whichever is closest to them).

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If these Grimlocks are utterly defeated, amongst the underlings, a total of 52gp, 77sp, and 189cp can be
found. The Champion has a pouch with 51gp, 66sp, and a Potion of Healing (4 doses).

Should the upper area of the cavern be searched, a small chest (locked and trapped with a blade trap doing
1d6+2 damage if not detected and disarmed. The blade trap was not reliably placed, so if the PCs fail to
disarm the trap, a successful DEX roll will result in only half damage being suffered).

Inside the chest is 60gp, 2 topaz (worth 20 and 25gp respectively), 3 daggers, a rusted short sword
(functionable, but only does 1d4 damage), and a Potion of Protection with 4 doses (see Appendix).

3. Prison Cavern 1: This is a narrow cavern that ends with a small, primitive wooden cage hanging from
the ceiling by a large iron chain, about 30 feet from the ground. Inside is Cragalin the Thief (see
Appendix). Guarding the cage are 2 Grimlocks (AC 5, HD 2, HP 16, 12; ATK 1, DAM 1-6, SA Nil, SD
Immune to visual illusions) armed with short swords. One of the Grimlocks (the one with 16hp) is holding
a metal leash with a Slime Serpent – See Appendix (AC 3, HD 4, HP 16, ATK 1, DAM 1-6, SA Slime Spit
(save vs breath weapon or are blinded), SD half damage from edged weapons).

Once attacked, the leader will release the Slime Serpent and both Grimlocks will engage their enemies.
They will fight to the death. Collectively, the Grimlocks in this room have 31gp, 44sp, and a small rose
quart worth 25gp).

Cragalin is in a cage with a rather sophisticated lock. Unless the party possesses thieving abilities, a
successful bend bars roll will be required. However, the thief (who is desperate to escape) will instruct the
characters in picking the lock (the PCs can each attempt Open Locks at 5% + 1% per point of DEX). If
bend bars or open locks fails, then the Party will have to be creative.

If freed, Cragalin will gladly assist the Party (and is especially wanting to release the Cleric).

Thief. Halfling. Level 3. Hit Points: 21 (currently 8). Align: CN


S: 12, I: 12, W: 9, D: 17, Con: 16, Cha: 13
Thief Abilities:
 Pick Pockets: 50%  Hide in Shadows: 40%
 Open Locks: 48%  Hear Noise: 20%
 Find/Remove Traps: 35%,  Climb Walls: 58%
 Move Silently: 42%

Armor Class 7 (-3 AC factor solely due to Dex)


Items: Cragalin is wily and was able to sneak his thieves’ tools past the Grimlock guards (although he does
possess his thieving tools, the bars are too narrow for him to reach through them to unlock the cage, hence
requiring the character’s assistance).

4. The Lava Tube: An extinct lava tube, this open chamber goes straight up 20 feet. All that can be seen is
darkness. In the center of the room is what appears to be skeletal remains (this is Shanghein, who did not
survive the encounter) wearing pristine ring mail (it radiates magic if detected).

At the top of the lava tube is a rather nasty Grell (AC 4, HD 5, HP: 31, ATK 11, DAM 10x1-4/1-6, SA:
Paralyzation, SD: Immune to Lightning) which will wait until the party checks out the corpse and then will

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quickly descend upon any hapless victim. Unless alert, the Grell will surprise in a 4-6. The Grell will fight
until 60% of its hit points are lost, at which point it will attempt to flee the battle.

If the corpse is examined, the following items will be found:


 Pouch with 69gp, 99sp, ruby (110gp value), 9pp
 Dagger +1
 Shanghein’s Armor: +2 Ring mail with small, interlocked silver rings. The metal component is
magically imbued to make it immune to rust, tarnish, or corrosion. Even a rust monster,
crystalbrittle, heat metal, acid, etc. will not affect the metal components of the armor. The leather
component has the mystical ability to conform to the size of whoever is wearing it.

5. Chamber of Spires: This is an enormous cavern with many small stalactites hanging down from the
ceiling. Spread throughout the chamber, hanging approximately 50 feet from the ground and interspersed
with the regular stalactites, are a red, orange, yellow, green, blue, indigo, and violet colored-stalactites.

If the stalactites are touched in the order of a rainbow (ROYGBIV) then the central pillar in the room will
vanish and be replaced with a crude stone alter with a stone box on it. If opened, there are 3 potions in the
box. The potions are as follows:

3 Potions:

1. Elixir of Fire Breathing: This


strange elixir bestows upon the
drinker the ability to spit gouts of
flame. The drinker can breathe fire
up to three times, each time dealing
4d6 points of fire damage to a single
target up to 25 feet away. The
victim can attempt to save for half
damage. Unused blasts dissipate 1
turn after the liquid is consumed.

2. Potion of Climbing: 1 dose. Refer


to page 125 of DMG.

3. Oil of Slipperiness: 2 applications.


Refer to page 127 of the DMG.
Placement of the rainbow spires in the chamber.

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6. Grimlock Temple: This chamber is roughly carved with strange, arcane symbols on the walls. On the
floor, by the far west side of the chamber, is an altar with what appears to be a Half-Elf chained to it. The
alter is deep purple in color. In the room, ahead of the altar are 5 Grimlocks (AC 5, HD 2, HP 13, 12, 11,
10, 9; ATK 1, DAM 1-6, SA Nil, SD Immune to visual illusions). They are unarmed (dealing 1d6 with
their claws) and wearing dark purple robes. They will attack the moment intruders are detected (and will
fight to the death, not needing to check morale).

Behind the altar is a Grimlock Shaman (AC 5, HD 3+3, HP 19; ATK 1, DAM 1-6, SA Nil, SD Immune to
visual illusions) wearing a purple robe and wielding a wicked-looking flail (+1 flail). The Shaman can cast
Clerical spells at 3rd level ability and will attempt to utilize spells from behind the altar while his priests
attack from the front (the first spell the Shaman will cast is Curse, causing the Party to attack with a -1
penalty ‘to hit’). The Grimlock Shaman will only engage in melee combat (with the +1 flail appropriate
from Shalamar [see below]) if out of spells or if cornered with no means of escape.

If the battle rages beyond 6 + 1d4 rounds, then the Shaman will attempt to sacrifice the Cleric (so the PCs
have 7-11 rounds to rescue the Cleric).

If all the Grimlocks are defeated, the following treasure can be found inside the altar: 4 amethysts (35gp,
45gp, 50gp, and 65gp value respectively), a gold chalice (25gp value), a gold incense censer (30gp value),
Scroll (Clerical spells, 8th level ability: Command, Detect Magic, Hold Person, Snake Charm, Dispel
Magic, Cure Serious Wounds), 2 Candles of Invocation, chainmail (half-elf sized), and Shanghein’s
Shield.

Shanghein’s Shield: This is a large, round, wooden shield with a metal disc in the center. The shield
offers a +1 AC bonus if holding it. However, the shield has a very special ability. Once per day, the shield
can be ridden (movement and weight are similar to that of Tenser’s Floating Disc at 6th level ability, but
with a duration of only 1 turn). Furthermore, when ridden upon, the rider commands movement of the
shield. The metal disc will automatically emit a powerful spotlight, similar to that of a Light spell directly
facing downwards when in ‘riding disc’ form. Note: When riding the shield, the AC bonus is negated.

If the Cleric is rescued, she will gladly aid the Party. She is also a compatriot of Shanghein and Cragalin.
Her name is Shalamar.

Cleric. Half-Elf. Level 5. Hit Points: 28 (currently 11). Align: NG


S: 11, I: 8, W: 16, D: 13, Con: 15, Cha: 12
Special Abilities:
 Undead turning
 Clerical spell casting (5 x 1st level, 5 x 2nd level, 2 x 3rd level)
Armor Class 10 (no AC bonus)
Items: Shalamar does not possess any magic items. Her holy symbol was destroyed by the Grimlocks (the
Grimlock Shaman took her +1 flail and her armor was placed in the altar.

7. Garbage Cavern: When within 25 feet of the cavern, a noxious smell can be detected (it smells of rotten
eggs, spoiled milk, and rancid garbage). The floor of the cavern is strewn with garbage and waste. A foul,
dark-colored ooze drips from the stalactites to the floor. In the center of the garbage pile is a small raised
rock-pile pillar with a pristine helm atop it. If searching, something can be seen slithering underneath the
garbage pile. If approached or attacked, a large humanoid figure will rise and quickly attack. It is a Muck

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Mire – See Appendix (AC 4, HD 3+6, HP 26, ATK 3, DAM 1-2/1-2/1-2, SA: Entanglement, SD: Immune
to Fire). The Muck Mire will attack until slain.

Atop the stone-like pillar is Shanghein’s Helm.

Shanghein’s Helm: A +1 large helm (provides a +1 AC bonus) that, when worn, provides the following
special powers:
 Allows the wearer to see in complete darkness, including that of the magical variety.
 Immunity to Sleep, Charm, Hold, ESP spells.

8. The Room of Ledges: This large cavern goes up 40 feet with multiple ledges leading to the stalactite-lined
ceiling. Scuttering about the room with uncanny stealth are 4 Cave Fishers (AC 4, HD 3, HP 18, 14, 11,
11; ATK 2, DAM 2-8/2-8, SA: Adhesive trap line, attack as a 6HD monster, SD +1 or better weapon to hit
the filament (and only a 20% chance of noticing it). The creatures will attempt to “reel in” any intruders.

On each of the ledges that the Cave Fishers dwell are piles of bones from previous adventurers. If
searched, collectively amongst the bones are the following:
 121 gp
 211 sp
 495 cp
 Small ruby (worth 95gp value)
 Studded leather armor
 Shield
 Longsword
 Quiver with 11 arrows (9 normal, 4 +1 arrows)
 Ring of Pherenaught (see Appendix II: New Magic Items)

9. Crystalline Chamber: The corridor leading to this cavernous chamber is lined with quartz-like stones that
reflect any light sources (torch, lantern, dancing lights, etc.). It is actually a quite beautiful sight to behold.
However, such beauty is short-lived as in the chamber are 4 Grimlocks (AC 5, HD 2, HP 12, 9, 7, 6; ATK
1, DAM 1-6, SA Nil, SD Immune to visual illusions). Initially, the Grimlocks are focused on attempting to
remove a sword that is embedded into the cave wall. However, once the Party makes their presence
known, they will immediately attack.

Two of the Grimlocks are armed with short bows (and a quiver of 6 + 1d6 arrows) and daggers while the
other two are armed with short swords. They will fight intelligently with two of them using their bows
from the far end of the chamber while they are engaged with the sword-wielding Grimlocks.

These Grimlocks need not check morale because they are led by a Grimlock Spellcaster (AC 4, HD 3, HP
22; ATK 1, DAM 1-6, SA Nil, SD Immune to visual illusions). This magic-using Grimlock wears a Ring
of Protection +1 and possesses a +1 Dagger (+2 vs Lawfuls), Potion of Extra Healing (2 doses), and a
Scroll (Magic User 7th level ability: Dimension Door, Gust of Wind, Ray of Enfeeblement, Unseen Servant,
Push). The Spellcaster is at 3rd level ability and had the following spells memorized:
 1st level: Magic Missile, Shocking Grasp
 2nd level: Web

The Spellcaster will utilize a combination of memorized and scroll-based spells to the best of his ability
(the Spellcaster is not stupid, so do not play him as such). If hard-pressed, he will attempt to escape via
Dimension Door and warn the Grimlock God (room 10).

Embedded in the wall is what appears to be a longsword of unsurpassed quality. This is Shanghein’s
Sword.

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Shanghein’s Sword: This longsword possesses a beautiful red-colored blade and a hilt with spiraling
bands of yellow. Together, the sword almost has the color of fire! This potent weapon has the following
abilities:
 +1 to hit
 +2 damage
 Twice per day, upon command, the sword can magically change into a spear (same
attack/damage bonuses). It takes an entire round for the transformation to occur. The effect
lasts no longer than 6 rounds, after which time the spear will revert back to its longsword form.

The sword is firmly embedded into the cavern wall. It will take a combined strength of 50 to remove it
from the wall (so it might take multiple characters working together to pull the sword from the wall).

10. The Domicile of the Grimlock God: The walls of this cavern rise almost 70 feet upwards and are colored
with various hues of random stones. Standing in the rear of the room is Grog’nk the Grimlock God.
Grog’nk is actually a Stone Giant who has managed to control all the Grimlocks through raw terror
(collectively, they are no match for his gigantic, brutish might). He is armed with a large club the size of a
small tree and has several sharpened stones embedded within it. Also, he has a pile of small rocks he can
hurl at any intruders for 3-30 points of damage per hit. If warned in advanced, he will be waiting with
boulder in hand, ready to smite the first person who enters the chamber. Otherwise, he will be preoccupied
with his treasure and can be surprised.

Grog’nk: Stone Giant. AC 0, HD 9+3, HP 64, ATK 1, DAM 3-18, SA: Hurling boulders for 3-30, SD:
90% chance of catching missiles hurled at them). Grog’nk wears a gold necklace studded with emeralds
worth a total of 500gp. Hanging at his waist is a large leather belt with a silver horn (worth 185gp).

Grog’nk will fight to the death! No quarter asked or given. However, if reduced to 20 hp or less, Grog’nk
will blow his horn (taking a full round to do so), which will echo throughout the caverns. Any remaining
Grimlocks (regardless of their location within the grotto) will immediately move and converge upon room
10 to assist their “deity” (the DM will need to account for travel time for the Grimlocks from their initial
location to Grog’nk’s domicile).

DM Note: This is a fight where prior planning and a sound strategy will dramatically improve the odds of
success. Charging in Lerooooooy Jeeeeeeenkins style will virtually guarantee the party’s slaughter!

11. The Vault: This is the final room of the Grimlock Lair! Against the southern end of the chamber is a
fabulous pile of treasure, however, it is guarded by 7 Grimlocks (AC 4, HD 2, HP 14, 12, 8, 8, 7, 7, 4;
ATK 1, DAM 1-6, SA Nil, SD Immune to visual illusions). 3 are armed with daggers and short bows and a
quiver of 8 + 1d4 arrows each. The remaining 4 have short swords.

Also in this room is the Grimlock Leader (AC 4, HD 3, HP 23; ATK 1, DAM 1-6, SA Nil, SD Immune to
visual illusions) which is armed with a +1 Stone Battle Axe (on a natural ‘18’ or better, the weapon will
inflict an additional 2d3 points of damage and the victim must save or be stunned for the remainder of the
round and the next round, forfeiting all moves/actions). However, each time this occurs, the weapon must
save or break from the force of the blow, ruining the weapon. The Leader also has a Potion of Extra
Healing (2 doses).

Unless alerted by Grog’nk’s horn or if trap T8 is triggered, they can be surprised/ambushed.

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The Grimlock Leader has a pet Slime Serpent (AC 3, HD 4, HP 14, ATK 1, DAM 1-6, SA Slime Spit
(save vs breath weapon or are blinded), SD half damage from edged weapons) that will obediently follow
the Grimlock Leader’s commanding grunts and bellows.

If the Grimlock Leader is defeated, each remaining Grimlock must individually role morale or flee (but
until the leader is slain, they will never lose morale).

At the far end of the chamber is the following treasure:

 334 gp
 501 sp
 2 tiger eyes (worth 40gp and 45gp respectively)
 1 polished ruby (worth 200gp)
 Potion of Rainbow Hues (4 doses)
 Potion of Super Heroism (1 dose)
 Raven’s Cloak (see Appendix II: New Magic Items)

APPENDIX I: NEW MONSTERS

MUCK MIRE
FREQUENCY: Uncommon
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 6”
HIT DICE: 3
% IN LAIR: 100%
TREASURE TYPE: B
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-2/1-2/1-2
SPECIAL ATTACKS: Entanglement
SPECIAL DEFENCES: Fire resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (8’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
1/20 + 2 per hit point

The Muck Mire is a vegetative creature that dwells in areas such as swamps and mud lands. Appearing as a
towering humanoid made out of mud, muck, and slime, this territorial creature will attack any intruders within its
area of habitation. Despite a large frame and bulky appearance, the Muck Mire is actually quite dexterous,
gaining 3 attacks per round (1-2/1-2/1-2 HP damage each). However, on a natural 20 ‘to hit’, the fibrous strands
that make up the frame of the creature will entangle an opponent making any future attacks automatic hits until
freed.

The Muck Mire is always soggy and dripping moisture and slime as it moves about. Furthermore, such moisture
makes it immune to normal fire attacks (and saves vs magical fire at +2).

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SLIME SERPENT
FREQUENCY: Uncommon
NO. APPEARING: 1-3
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: 4
% IN LAIR: 85%
TREASURE TYPE: O
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6
SPECIAL ATTACKS: Slime spit
SPECIAL DEFENCES: Half damage
from edged weapons
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M (5’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
1/25 + 1 per hit point

Slime Serpents are wretched snakes with a layer of ooze that continuously exudes from their bodies. These
creatures attack once per round with a nasty bite that causes 1-6 points of damage. However, it can substitute
this attack and spit a stream of caustic mucous. If hit, the victim must save vs breath weapon or blinded until the
slime is removed and the effects wear off (generally lasting 2d3 + 2 rounds).

The external slime that oozes from their bodies grants a measure of protection from edged weapons, reducing
damaged suffered by half.

Slime Serpents, while possessing animal intelligence, can be trained. They are favored pets of Lizard Men,
Grimlocks, Troglodytes, and Kuo-Toa.

APPENDIX II: NEW MAGIC ITEMS

POTION OF PROTECTION: When consumed, the drinker of this potion temporarily gains the effects similar to
a Ring of Protection with regards to armor class and saving throws. Each dose consumed confers a +1
bonus and the effects are cumulative (e.g. if 3 doses are consumed, then the drinker will receive +3
towards saving throws and their armor class is reduced by a factor of 3). The potion grants this benefit in
addition to any other protective spells and items. The effect is 1d4 + 1 turns.

Experience Point Value: 100 per dose; G.P. Sale Value: 100 per dose

RAVEN’S CLOAK: This cloak appears as a fine, black cloak with raven feathers along the collar and hood.
When worn, it allows the user to Shape Change [as the spell, at 18th level ability] into a Raven once per
day). Any items possessed are also transformed with the wearer. No system shock roll is required. The
transformation takes 1 segment and the wearer can cancel the effect at any time (if cancelled before the
normal spell duration expires, then the cloak cannot be utilized until the next day).

Experience Point Value: 1000; G.P. Sale Value: 8500

PHERENAUGHT’S RING: This is a simple ring made of ornately carved wood with a simple hematite stone set
in the center. When worn, the user is immune to all magical-based Fear of all varieties. Furthermore, the
ring allows the user to automatically negates/dispels the effects of magical-based Fear in others by
touching them with the hand that is wearing Pherenaught’s Ring. This negation effect can be utilized only
once per day (and only on a single individual).

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Experience Point Value: 1000; G.P. Sale Value: 5000gp

APPENDIX III: MAP

CREDITS

Written by: Ethan Larr, Chris Larr

Map: Generated and modified from Donjon (under Creative Commons license):
donjon.bin.sh/d20/dungeon

Artwork: Interior art pulled from the public domain (primarily oldbookillustrations.com)

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