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The self-proclaimed Herzog Akitrom the ish monsters and ghastly creatures that tle is surrounded by a clearing, whose

learing, whose tall


Merely Worried is the latest in a long line has inexplicablly overrun the proud grasses are poor and damaged by the
of lords of Castle Greyhawk. He has initi- dungeons under the castle. Wherefore usually inclement weather. The clearing
ated an intense campaign of advertise- this invasion? Someone must find out! extends in all directions from the com-
ment meant to encourage worldly pound for 500 yards, and the castle
powers such as the Queen of Celene and guardsmen are frequently called upon to
the petty nobles of the Wild Coast to send A Layout. and clear away any woodland encroachment.
daring settlers to the lands about the cas-
tle.
Description of The wall itself consists mainly of un-
worked metals (iron, lead, and perhaps
As the Player Characters begin their the Cast1.e some copper and zinc) with a brickwork
covering. Thus it confounds rock to mud
adventuring, the Herzog is currying the
favor of three VIP guests and all seems to Castle Greyhawk is more properly a spells and it produces unusually strong
be going well. But hold! The druids of the walled compound that encloses two great defenses (80 defense points per 10-foot
Golden Bough (in retaliation for the Her- towers and the Citadel Union, a semicir- section). The wall is patrolled by 14
zog’s Fireball Fun in the Forest program cular building positioned so that its members of the castle guard (one myrmi-
for visiting mages) are pummeling Castle rounded side faces away from the tow- don with long bow and broad sword every
Greyhawk with ferocious predators, ers. The wall is circular, 25 feet high with 100 feet; see the description of the guard
tragic agricultural disasters, and h o d c a diameter around 400 feet. The only below) who scan both inside the com-
weather effects. Most disturbing of all, building outside the wall is a stables next pound and out. Should a guardsman see
however, is the mysterious flood of fiend- to the southern gate. Otherwise the cas- something amiss, he will shout for help

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before rushing to attack. The “What’s It Worth to Ya?” Table severely, banished from the compound,
The wall has one gate, on its southern or executed. Likewise, no NPC magic-
face. The gatekeeper is a crotchety old DlOO
Roll Reaction from NPC user would ever consent to teach, or
man who will demand a toll of 40 gold even admit to know, the spell. Even re-
pieces less one for each point of Charisma Below NPC refuses to have anything to
15 do with the PC and contracts an questing such a spell at the Temple of
of any females in the group desiring pas- Wizardry is a great taboo. Nonetheless, a
sage. This toll is for the whole party. assassin at the earliest opportu-
nity. merchant or guard will occasionally fall
The compound is the home of about into the particular type of stupor which
150 NPCs. An early effort on the part of 15-30 NPC remains calm but refuses to
cooperate. Given a chance, NPC results from being simultaneously under
Herzog Akitrom to interest adventurers the effects of three or more charms.
in settling at Castle Greyhawk, in combi- shouts to the guard to arrest the
PC as a dangerous assailant. As with the clearing outside Castle
nation with an understandable craving for Greyhawk, the areas of the compound
31-40 NPC immediately attacks the PC
security, spurred the Herzog to hire al- between buildings suffers from the mete-
for no good reason.
chemists, sages, trainers, and many oth- orological onslaught of the local druids.
41-50 NPC appears cooperative but
ers whose professions might serve a Characters traveling between buildings
takes active steps to frustrate
party of adventurers well. Indeed, the must allow for the weather as per the Wil-
the PC whenever possible.
castle contains nearly every luxury the derness Survival Guide. Each game day,
51-75 The NPC simply has better
PCs might desire. the DM must roll percentile dice and con-
things to do than deal with the
Quallfylng this convenience, however, sult the following table.
PC .
is the general attitude on the part of most
76-85 The NPC, if approached kindly,
NPCs toward strangers. Whatever the gives the time of day, but nothing Weather Table
reasons, no citizen of Castle Greyhawk is more. DlOO
inclined to cooperate with the party un- Roll Day’s Forecast
86-95 NPC cooperates with the PC as
less doing so would be to the NPC’s ad- long as no danger or great incon- 1-20 Bright sun, or partly sunny day,
vantage. In all cases, dealing with the venience is involved. with pleasant temperatures and
shopkeepers, clerics, guards, herdsmen, 96-105 The NPC cooperates to any rea- birdsong audible in the trees. A
cheap trollops, and other castle inhabit-
sonable extent, and is even simply lovely day.
ants should be expensive and exasperat- pleasant about it. 21-40 Torrential rains and winds gust-
ing, calling upon the DM’s observation of 106 and ing to 50-90 miles per hour.
the most petty and unattractive aspects above The NPC is deliriously loyal to There is a 35% chance of a tor-
of human nature. Consider the following the PC and goes out of his way to nado touching down somewhere
example: follow the PC’s dictates. (True in the compound.
The fighter Celowin Silvershield, fresh fiendishness must be the DM’s 41-45 Chilly temperatures and over-
from rescuing the castle from demonic rule of thumb here.) cast skies. There is a percentage
hordes, has worked up an appetite and chance equal to the first two dig-
seeks repast in the Inn of the Snooty Sal- There are, of course, modifiers to this its in the DM’s telephone num-
amander, a tavern of high repute. How- roll, as follows: ber that there will be a hailstorm
ever, Celowin’s inquiries are met with Each 10 gp worth of bribe +1% (largest possible hailstones).
derision from Tregdhsh Mul, the maitre Magical bribe +20% 46-60 Arctic conditions, with tempera-
d’, who informs brave Celowin that “All PC’s Charisma modifier As per PH tures between 0 degrees and
the tables are filled. There’s a 10-turn PC has helped the castle + 5% -40 degrees. There is often
wait just to get on the reservation list. PC has personally helped the NPC + 10% heavy sleet or snow, and winds
Now be off with you!” Unless Celowin is PC is of a different race - 10% to -20% reach 50 miles per hour.
quick with a pouch of gold (or perhaps PC is known to be of a differing 61-75 Blisteringly hot temperatures
even a minor item of magic!), the maitre alignment - 10% to -25% (ranging from 90 degrees to 130
d’ will slam the door, and dinner will be PC has charmed the NPC + 50% degrees evaporates any precipi-
iron rations yet again. PC has interacted with this NPC be- tation from the previous day. The
Roll ldlOO and consult the following fore + l o to -50% sun is merciless, the air is still
chart when the party interacts with an and dry.
NPC . The casting of charm person spells or
the like as a means of ensuring coopera-
tion is considered a criminal act by the
community of Castle Greyhawk. Discov-
ered perpetrators are likely to be fined

3
.. 8
“I
76-80 Temperatures are mild, winds are referred to by name, occupation, and General Layout
are strong (30 to 50 miles per pertinent detamls. Others are merely
hour) and there is some rain if hinted at. It falls,to the DM to flesh these All levels except the top floor of the
the roll of ld20 is greater than NPCs out and make them truly memora- Tower of Wizardry have identical floor
that of Id8 rolled simultaneously. ble. plans. There is a circular central room (35
But best of all, there is a tremen- feet in diameter) with a spiral staircase
dous electrical storm. Charac- rising through the center that connects
ters caught outside are 10 times The Tower with the adjacent levels. There is a door
to the north and one to the south. The
as likely to be struck by lightning
as in the WSG rules (due to the
of Wizardry rest of the level, an annulus (like a dough-
localization of the storm). There This edifice is in the northwestern sec- nut) 20 feet wide, is divided into two
is a 20Yo chance for manifesta- tion of the compound. It is a five-storey rooms: the northern half of the annulus
tions of ball lightning, which is structure, with all but the top floor re- and the southern half.
harmless but closely resembles a served for the study and tutelage of By each door in the central room is a
will-0-wisp. magic. The tower is 75 feet in diameter crevice marked with a sign reading (in
81-90 Pea-soup fog with incessant driz- and reaches a lke distance toward the common), “In case of Emergency.” In-
zle. sky. Another, hidden level lurks below side is a scroll with anti-magic shell in-
91-100 Dust storm of greatest severity. ground, where illusionists practice their scribed thereon. All rooms on all levels
mysterious arts. are lit with continual light spells except
The DM should note that any attempt There are several means of entrance where otherwise noted. Should the
at predicting weather will fail utterly. In- into the Tower of Wizardry. The most ob- emergency scrolls be used, of course,
deed, attempting to cast such a spell will vious is a set of double doors on the north the continual lights will blink out. In the
subject the caster to ldlO rounds of stun- side. The doors are wizard locked at 15th event that a PC uses an emergency
ning with a 5% chance of temporary in- level but otherwise free of locks or traps. scroll, the cost of replacing the scroll
sanity. Any Player Character who uses the re- (2,000 gp) as well as that of the magical
Regardless of where in the compound sources of the tower frequently will have studies and experiments which must, the
the party wanders, the DM should roll for the option of buying a ring of passage, wizards insist, be restarted from scratch
chance encounters once every two turns which allows the wearer to open the (100-2,000 gp) will be assessed. If the
(a 1 on ld6 indicates that an encounter doors simply by speaking a command residents of the tower do not agree that
occurs). The chart in Appendix C of the word. The price of this ring is 1,500 gold the situation warranted the use of the
DMG is to be consulted with the follow- pieces, less 100 gp for each level of expe- scroll (and they are loath to admit that
ing addendae: rience the character has obtained. their own abilities might not have proven
* The compound is certainly not a place Should a PC not wish to buy a ring, he superior to unforeseen contingencies),
where one finds travelers frequently may simply knock on the door to be let in. then the PC will be charged triple the
passing through. Hence, all encountered Of course, anyone answering the door above costs, to discourage such hooligan-
characters are residents of Castle Grey- loathes such minor annoyance, and will ism in the future. The scrolls disintegrate
hawk rather than visitors, with the ex- charge 10-120 g p each time a character outside the tower.
ception of the visiting diplomats and needs to be let in or out. (A PC who does
officials covered below. Thus encounters not buy a ring of passage would be well- First Floor
are to be conducted within the guidelines advised to carry a pouch laden with gold
set up for the inhabitants as detailed over Center Room: This room contains
and gems!) storage and supplies for the rest of the
the next few pages. For example, there Unfortunately, the castle’s Thieves’
are no druid encounters in the city! tower. Because of the value of many of
Guild has made sport of these rings. the spell components, such as vellum
As a general rule of thumb, any en- Every one to three months, the burglars
countered NPC is four levels higher than sheets with demons’ true names in-
and magsmen get hold of a ring and the scribed thereon, only authorized magi
half that of the most powerful PC in the corresponding password. When this hap-
party. In all cases, encountered charac- are allowed here. The door is enchanted
pens, the Tower of Wizardry will regret- with a permanent magic mouth, which
ters assume an air of haughtiness and dis- fully inform the PCs that the password
dain, for no particular reason. will shout “Naughty, naughty!” at anyone
needs to be changed, and that new rings trying to open the portal. Since all the au-
However, lest the DM think that all is are available for the same price as the old.
mapped out for him, and that all he need thorized wizards are of at least enchanter
do is consult his copy of this data, he is in level, most of them merely cast dimen-
for a serendipitous treat! There is not sion door to enter the storage area. Un-
enough space to detail every NPC. Many authorized intrusion into this chamber is
punishable by expulsion from the Tower her abilities, but she is stern with anyone drained the continual light in this room
of Wizardry (often from its highest pinna- who speaks in the library above a whis- long ago, and their inky black forms are
cle!), banishment from the compound, or per. (A typical punishment might be a si- -4 to be hit in the dark comers of this
even execution. In extreme cases, per- lence spell made permanent on the room. Should the regulatory device in the
petrators may be subject to the lecture of offender.) room receive at least 25 points of damage
tedium by Ch’phon the Alchemist. Des- from detonating xeg-yi, it will cease to
perate characters facing such a terrible Second Floor function. In the case that the PCs are re-
fate have volunteered to impromptu ex- sponsible for this disaster, the dungeons
perimentation involving potion miscibil- Center Room: This is the training under Castle Greyhawk might seem a
ity. chamber for magic-users learning new welcome haven.
North Room: This is the residence of spells. It is a sparsely decorated room, Thirdly, and perhaps best of all, this
Merrang the Enchanter, one of the two containing little other than a few buckets room contains three chests, for some
sages in Castle Greyhawk. Merrang’s at- of sand and some scattered bone frag- reason reason or other. AU three are
titude of imperious disdain toward any ments. This room is bound by two en- made of boxwood and are securely bound
who dare disturb his celestial musings chantments. The first prohibits cantrips in silver. Each is locked. The first chest
hide an acute business acumen. He wears from operating within the confines of the contains 50 copper pieces and a cloaker
a ring of truth and only memorizes one chamber. The second acts as a dispel (AC 3 (1);MV 1”/15”;HD 6; hp 22; #AT
spell: suggestion. His favorite use of this magic, cast at 12th level, on any magical 2 + special; Dmg ld6/ld6 + special; SA
spell comes in casting it just as he casually effect trying to leave the room. There is a special; SD special; MR standard; IN
asks, “Oh, that depends. Tell me, just concealed door in the southern half of the High; AL CN; SZ L) that lies in wait and
how much money do you have?” His floor, leading to the storage room below. tries to radiate magic until someone puts
knowledge in the areas of the supernatu- North Room: This is a workroom for it around his shoulders. The second chest
ral and the physical universe are average the scribes and clerks of the compound. contains 50 copper pieces. The third
for a sage, but his fees tend to be 20% Should the party require a translation of a chest contains another 50 copper pieces,
higher than normal. He will unhesitat- text, it is 85% likely that at least one of but painted on the bottom is a map of a
ingly double these fees should he hear the scribes will be able to read whatever section of the seventh dungeon level.
that his client has seen Zuphaitz (see is asked. Various inks,used in preparing Should an anti-magic scroll be read on
page 9), as the two sages are bitter ri- scroll spells, are kept here. A less-than- this floor of the tower, it will cancel out
vals. scrupulous clerk may be persuaded (on a the effects of this machine for the dura-
South Room: This is the common li- reaction roll of 125 after modifications as tion of the spell. This will not occur if the
brary in the tower. The number of tomes given on page 3) to sell a couple of vials anti-magic is invoked from any other
is impressive. Any character able to read for 500 gp per dram, as one dram is re- room.
both Suloise and Old Oerdian or Common quired for the inscription of each spell.
can act as a sage with no fields of exper- This cost is over and above any bribe the
buyer might wish to offer. Third Floor
tise by consulting the library for 12 hours
every day. Each day of study runs a cu- South Room: Contained in this room Center Room: This chamber seems
mulative 1Yo chance (1%the first day, 2% is a large magical device that regulates to be yet another storeroom, littered
the second, and so on) of coming across the temperature and humidity in the en- with chests. In truth, this is the head-
the only magical tome in the library, a tire Castle Greyhawk. Therefore, try as quarters of the Castle Greyhawk Assas-
Vacuous Grimoire. As the book moves they might, the local druids cannot affect sins’ Guild. Casseulet the Chief Assassin
around, it is possible for a character to the interiors of any of the structures as (AC 3; MV 12”; Lvl 12; hp 42; #AT 1;
come across the cursed manual even by long as this machine, which has ties to the Dmg by weapon type; THACO 16; ST17,
picking up previously perused books. elemental planes of both Fire and Water, IN18, WI12, DX15, C016, CH11; AL
The librarian (Allam Oad, a bookish little remains. Likewise, were this machine LE. Carries a short sword +3, a ring of
thaumaurgist) has heard that the pesky destroyed, say by saboteurs, all charac- protection + 4 , and a cloak of elvenkind.)
book is present, but she will not warn the ters in the compound would be affected and his two 5th-level henchmen train
party without a hefty bribe. by the weather. here most of the day, unless contracted
Additionally, along the northern comer Also in this room are four xeg-yi (AC 0; to do a job.
MV 6 ” ; HD 5,5,5,7; hp 23,36,21,35; Should any character investigate this
of the eastern wall is a secret door that
#AT 1;Dmg 7-12; SA Energy Drain; SD room, the assassins quickly disguise
leads down to the illusionists’ quarters
below. Allam has yet to notice the traffic + 1to hit, special; MR 15%; IN High; AL themselves as delicate elven maidens.
N; SZ M) that rush to attack anyone who Unfortunately, they can do nothing to im-
to and from that corner of the room.
lingers in this room (10% cumulative prove their Charisma scores and hence
Allam is a gentle and helpful soul, will-
chance per round). The xeg-yi have appear to be particularly homely delicate
ing to answer any questions to the best of

5
elven maidens. Their honey-sweet (if Also in this room are five novice presti- of a magical item worth at least 2,000 gp.
baritone) invitations to come in and “join digitators, eager to outdo one another in Cardoon’s spell books contain any spell
us in a frolic amongst da old cases and, an attempt to hire out as someone’s he might need. He prefers to teach one of
uh, some vials of, er, sumpthin’ or henchman. Between the five novices, the spells known by his apprentices, and
odder” will require a saving throw vs. they have collected virtually every can- charges an extra 50 gp to teach another.
paralyzation on the part of the character trip they can find, and have had no end of The exception to this rule is the cham
who might attempt to stay. (As most PCs amusement in casting these at embar- person spell, which neither Cardoon nor
will race to see who’s first out the door, rassing moments. This behavior might his assistants will ever reveal.
this ought not be a problem.) well persist if one of these NPCs is per- South Room: This is Cardoon’s per-
North Room: Here is the workshop of suaded to join the party. sonal library. All the books are written in
Ch’phon the Alchemist. He works with- Suloise and are extremely valuable. The
out assistants and is expert at his work. Fourth Floor books detail almost every spell known in
However, he insists on being paid in the the land, and provide recipes for inks and
form of rare herbs that can be found “just This is the inner sanctum of the Tower command words for legendary items of
a few miles to the East.” Indeed, such of Wizardry. Permission must be granted magic.
herbs are both readily identifiable (with before entrance is allowed. This information is protected from un-
the proper nonweapon proficiency) and Center Room: The lighting in this authorized prying by the random inser-
plentiful. Retrieving such plants, how- chamber is dark and oppressive. The sole tion of booby-trap spells throughout the
ever, might prove to be an adventure in source of illumination is a brazier of coals, texts. Interlopers have a 5% chance per
its own right as a trip to harvest the herbs enchanted to remain warm and burning day (noncumulative) of running across
is certain to run afoul of many gruesome 10 times as long as normal. Two bowls of one of these booby-trapped texts and suf-
creatures in the mountains. incense are kept by the coals. In the cen- fering 30d6 of damage. Only Cardoon
South Room: This is the quarters of ter of the room is a pentagram inlaid into knows the locations of all the traps.
Trucran and Ybenso, 14th-level wizards the floor itself. Should red incense be
and apprentices of the great mage Rasp. placed into the fire, the pattern shifts and
becomes a magical circle. Black incense Fifth Floor
Each knows the following spells (they
share a spell book): AffectNormal Fires, also changes the pattern, fashioning it This floor is unlike the rest of the
Burning Hands, Charm Person, Detect into a thaumaturgical triangle. (Yellow in- tower. As the highest point in Castle
Magic, Friends, Grease, Ident& Melt, cense changes it back into a pentagram.) Greyhawk, the fifth floor was designed to
Message, Nystul’s Magic Aura, Taunt, This room is of course the conjuring labo- be a key element in the defense of the
Wizard Mark, Detect Invisibility,Flaming ratory, and it is here that the mage of the place. The entire floor is one big room.
Sphere, Levitate, Protection from Can- tower conducts his experiments. There are two ways of entry. The first
trips, Scare, Shatter, Web, Whip, Blink, North Room: These are the personal and most common is by teleporting. Al-
Dispel Magic, Fireball, Fly, Item, Mate- quarters of the mage Cardoon (AC 0; MV most as likely a means of entrance is the
rial, Sepia Snake Si@, Tongues, Dig,, 10”; MU 17; lnp 40; #AT 1; Dmg per door leading from the fourth floor, which
Fear, Polymorph Other, Shout, Contact weapon or spell;,ST 11, IN18, WI16, DX is wizard locked to prevent curious or un-
Other Plane, Extension 11, Mor- 8, CO 16, CH 13; THACO 13; AL N). invited people from descending the
denkainen ’s Faithful Hound, Wall of The DM should arrange his room such stairs. The floor here includes slots in the
Stone, Mordenkainen’s Lucubration, Re- that Cardoon is unassailable here. His walls for the shooting of arrows, plus a
pulsion, and Mordenkainen’s Sword. only weapon is a staffofthe magi. Every- catapult to launch normal rocks that poly-
These two wizards are in charge of thing else was sold for the books in the morph into black pudding or rust mon-
training magic-users below 7th level. southern room. sters upon landing. Thus far, this floor
Trucran is grim, and speaks only to cor- Cardoon is a crusty old man who has gone unused throughout the castle’s
rect and to reprimand his charges. charges triple normal training costs. history.
Ybenso, on the other hand, seems to en- However, he is so expert a t his skills and
joy tormenting his charges nearly as at his teaching that he takes only half the Underground Level
much as the DM enjoys torturing play- usual time to train a pupil to rise in level.
Once the student reaches 10th level, This level is arranged much like the
ers. He takes pains to show his students floors above, with a circular room flanked
just how hopeless they are. Should a PC Cardoon insists that the character assist
in the training of less advanced students. by two semi-annular rooms. But a pecu-
find himself being tutored by Ybenso, liar addition to the floor plan marks the
training will take an extra two weeks, at The magic-user will find his duties taking
up five weeks every six months, during utilization of this floor by illusionists.
full cost, and there will be no 10% bonus Center Room: This room is the train-
to experience for one game month, so which time he will receive 250 gold. This
assignment may be waived for a donation ing arena for illusionists wishing to rise in
traumatized is the PC.

6
experience level. Its walls are covered Somewhere in the labyrinth is a one- to sell any magical weapon the party
with mirrors, but the room is otherwise way teleporting pad. Anyone who stands might name, and 2% capable of producing
barren. A secret door in the ceiling leads on the pad for one round is immediately most artifacts of which the characters
to the storeroom immediately above. teleported to a randomly chosen spot in might have knowledge.
North Room: It is here that Paneuch the sixth level of the Greyhawk dungeon. Keilbasa is also willing to purchase
the Illusionist (AC 3; MV 12”; ILL15; hp magical items from the party and will
37; ST7 IN15 WI15 DX16 CN14 CH14; press the matter if the characters have a
#AT 1;Dmg by weapon or spell; THACO The Citadel Union particularly attractive item of magic.
16; AL N) and his two visionist assistants The hub of the day-to-day activities in Keilbasa sets prices for magic at five
reside. Paneuch wields a staff + 4 , a ring the compound, the Citadel Union stands times list price for potions and a full 10
ofprotection + 4 , and a wand oflightning. as a single-storey edifice to the routine times list price for any other item. He is
Paneuch keeps this level of the tower se- that has become unique to Castle Grey- willing to bargain, but will incessantly
cret; not even Cardoon or the Herzog hawk. The union has two doors on its point out the fine workmanship and deli-
himself know of the illusionists. How- north wall and frequent windows along all cate composition of his wares. Likewise,
ever, shouid a PC illusionist find this lair its sides, but alas, no more can be de- he will pay only 75% of the standard price
and wish to train, Paneuch will be more tailed regarding the interior of the Citadel of any magical item unless it is unques-
than happy to assist, for appropriate pay- Union’s floor plan. The amount of space tionably pristine. “Used wands aren’t
ment of course. He will reduce payment necessary to describe every nook and worth much more than used scrolls, you
to 80% normal for gnome illusionists, and cranny of the building is prohibitive. know,” he has been heard to say.
will charge deep gnome students only Should the DM recognize in himself a Keilbasa gets away with much of this
60% of normal training fees. This is due deep spiritual need for maps, it is recom- by employing eyes of charming that an
in part to the illusionist’s earnest desire mended that he seek out a copy of the Hill adventuring party once foolishly sold to
to learn how to pronounce “svirfneblin,” Giant Fort (module G1, G1-3, or GDQ 1- him, as well as any potions of glibness he
and in part to his amusement at the possi- 7) and cut out an appropriately-shaped has on hand and can swig while the party
bilities of the Test (see below). section of the map, relabeling the rooms isn’t looking.
South Room: The western half of this as he sees fit. Keilbasa is somewhat dwarven-
room is filled with gems, delicately The Union houses all manner of NPCs, looking, with bright eyes and a keen wit.
carved figures, and other material com- and again the task of fleshing out the pop- He keeps the shop himself, although he
ponents for illusionist spells. The eastern ulation of goodwives, brazen strumpets, employs efreeti as guards in most cir-
half, however, forms the Test Chamber. and vampires that players naturally ex- cumstances.
In order for an illusionist to pass his pect to meet must fall on the able shoul- The Merry Memory Moss Tavern:
level training, he must pass a test devised ders of the DM. Herein are described Run by the intelligent stone golem Hops,
by Paneuch. Prefabricated walls can be just those locations and businesses in the this is the only bar in Castle Greyhawk
erected so as to engineer a diabolical lab- Union with which a party of bold adven- and hence the only place to take out ag-
yrinth in this area, which Paneuch is cer- turers might make frequent contact. gressive feelings without suffering im-
tain to change each time. The goal of each prisonment. There is a perpetual bar
test differs. Sometimes the student need Above Ground fight in the joint, which has a cumulative
merely thread the maze. At other times 3% chance per round of sweeping up any
the pupil might be required to combat a The Citadel Union has two levels, one individual character. Should a PC be
foe, recover a treasure, or cast a particu- above ground and one below. While one caught up in the fight, he will find himself
lar spell at a target. might imagine that living underground facing three to five veterans, all of whom
To spice things up a bit, Paneuch hires might produce a “bunker mentality” or at are very intoxicated. In addition to any
three duergar warriors to provide opposi- least a Vitamin C deficiency, it is assur- other experience a character might re-
tion in the maze. These fighters attack edly preferable to seeing the local ceive, he earns 5 x . ~ each
. round he re-
with anklys, but only to subdue, as Pa- weather every day. The following loca- mains inside the tavern. All prices are
neuch does not desire to see his cus- tions are found on the upper level. reasonable, and Hops has more than ade-
tomers killed in his Test. The gray The Bazaar: This is one of the most quate product to offer. For 150 gp, he will
dwarves will make an exception to this complete magic shops in the Wild Coast. drug anybody’s drink with sleep poison.
policy should a deep gnome be found in the Its proprietor, Goodmerchant Keilbasa, The Castle Greyhawk Guard
maze. In this case, the gnome must flee or is always eager to make a deal on any Headquarters: This is the place to find
defend himself, as the duergar will seek to item in stock. He is 80% likely to have both the offices and barracks of the
kill their hated rival. As gray dwarves are handy any potion the party might desire, guardsmen. The Captain of the Guard is a
totally immune to illusion, the swfneblin 50% likely to have any miscellaneous superhero who calls himself McDougal.
may be in for quite a battle. magical item, 3570 probable to be willing He is generally uncooperative with any

7
Player Character (-30% on the Reaction Power in the Greyhawk pantheon, even Bheannhe is herself a druid, an initiate
Table). He most likely refuses to allow those antithetical to one another. The of the Sixth Circle, and wdl train any PC
any of his guardsmen to accompany a priests here have noted that the Powers druid for half the standard fees in return
party into the depths of Greyhawk’s do not engage in direct confrontation but for that character’s sworn word to com-
dungeon complex, but if he is persuaded rather employ agents to achieve their mit dire acts of espionage on her behalf.
otherwise, he chooses the most ineffec- goals. Seeking to emulate their masters These activities might range from the
tual, noisome, and irritating guards he in all things, the clerics, too, employ theft of an important item of magic from
can find. agents rather than take direct action some powerful NPC to getting an accu-
In the center of the barracks area is a against each other. And those agents, rate accounting of the number of guards-
red square painted on the floor. Anyone too, employ underlings rather than act on men to a quest to discover the means by
who stands on this shape and says the their own. Somewhere in the Castle, which the Castle Greyhawk buildings are
magical phrase (“Euler’s Constant, there are street urchins calling one an- impervious to the siege of weather ef-
Square root Pi. Take me to a circle on other names, such is the extent of the an- fects.
high!”) will be teleportedto the fifth floor tagonism between these priests.
of the Tower of Wizardry (see above). They are all eager to render any aid Lower Level
Unfortunately, McDougal and his men that the PCs might request. Because of
hum this ditty most of the day, so every intense competition, the individual orders Untouched by sunlight, the lower level
now and then a guard disappears acciden- hold frequent sales on particular types of of the Citadel Union is lit only in some of
tally. Because the teleportingis one-way, spells they are willing to cast (roll ran- the shops and businesses, and not at all in
and because the door to the fifth floor is domly each game week). They are also the passageways between such estab-
locked from below, some guards have d n g to sell the party any magical items lishments. The inhabitants, of course,
starved to death before anyone in the relating to their deities, such as mantles know their way around the Union so the
compound noticed their messages for of Celestian or rings of Boccob, or even black-as-pitch sections do not bother
help tied to rocks and hurled from the top cough syrup oflncabulos. They will bless them, but the PCs will most likely need
of the tower. each item they sell, charging thrice either torches or some other source of
The Headquarters of the Cava- standard price for such. The DM should light. If the party insists on stumbling
liers’ Club: Located near the guard consider this somewhat tasteless compe- around in the dark, then they might well
headquarters and in rivalry with them, tition as a hybrid between a souvenir find a forgotten, one-way passage that
the cavaliers and paladins here find fre- stand and the medieval peddlers of reli- has led them to the dungeon’s fourth
quent excuses to practice combat either gious icons. level. And let nature (or what passes for
outside in the courtyard (in all but arctic Herbalist’s Shop: On the top floor of it in the dungeons) take its effect.
weather) or in the ballroom on the lower the Citadel Union, close to the staircase Because of the dampness on this lower
level. Every month, the cavaliers declare leading to the lower level, can be found level of the Union, all doors are swollen
a “friendly” war on the local barbarians the shop of Bheannhe of Tenser’s Keep, a shut. This means an “open doors” roll by
(including any PC barbarians) and issue a smaller proprietary than most, but at- the party each time they wish to enter or
challenge. So far the barbarians have sent tached to a greenhouse and a fungus gar- leave any establishment.
a token force to battle the knights while a den, each of prodigious dimensions. Ballroom: Close to the stairwell lead-
major expedition sacks this headquar- Bheannhe is a pleasant-looking woman in ing to this level, the original purpose of
ters. This seems to satisfy both camps. her mid-forties, but best 0‘‘ all, she is an this 65 foot by 80 foot by 40-foot-high
The leaders among the cavaliers are expert herbalist. Her prices range from a room has been lost in legends. There are
between 8th and 13th level, while the ma- few coppers for common plants to 200 gp torches lining the walls, but anyone who
jor paladin is Edrithabew the Antiseptic, a for exceedingly rare specimens. How- touches one must save vs. spell or be
paladin of 11th level who refuses to teach ever steep her price, however, she can cursed to speak only lies until a remove
guarantee to have just the sprigs, leaves, curse spell is cast. Various organizations
any weapons other than long sword,
roots, fruit, bark, etc. that the party that require large areas for practice their
broad sword, lance, and scimitar, believ-
might require. And yes, she does cany skills are often found here. The room
ing all other weapons to be beneath the
the herbs that Ch’phon demands. gets its name from the grandiose masked
calling of a noble paladin. He does not
Bheannhe is, however, a spy for the ball the Herzog holds here every year.
charge for his services as a trainer, per
Golden Bough. She seems curious about Former Torture Chamber: This
se, but he scorns to tutor anyone who
such matters as castle defenses and ac- room was once an arena for physical pun-
does not reward him handsomely, as gen-
tivities in the forest. If the party answers ishment and torture. Now it is a squash
erosity is a hallmark of knighthood.
her questions, she will subtract 50 gp court, primarily patronized by yuppie
Temple Greyhawk: This temple is a
from the price of any goods they pur- cavaliers.
masterwork of political influence. Here Should a PC wish to play, a game costs
can be found clerics of literally every chase.

8
3 pp. An opponent can be generated us- stuck doors for the party iFor 50 gp. Even silver pieces for more convenient coins
ing Method Five in the Unearthed Arcana in the dungeons, these tu10 have a knack or gems. He can convert any amount the
tome. Players alternate rolls of 4d6 for showing up just when they are most PCs request to any medium, with his
against their Dexterity scores. The first needed. magical bag of exchange (which converts
player to roll above his PC’s Dexterity Citadel Sage’s Quarters: In and monies according to the will of its owner),
score loses the point. (Games go up to 21 among the seamier secticms of the Cita- for a fee of 100 gp.
points.) A player may subtract one from del Union can be found 1the dwelling of Thieves’ Den: This is not precisely a
his roll for every two experience levels of Zuphaitz, a sage of high re pute. His major location, as the den is never in the same
the player and for each nonweapon profi- field is humankind, with SIiecial emphasis place twice. The den master, a 17th-level
ciency slot the PC has assigned to his in legends, history, customs, and mixed Master Thief, goes by the name Prain-
squash skills. The first player to win two drinks. He has no minor fields. Due to an gaim. Lest thief-acrobats fret, it should
games wins the match. unusual (in a sage) stupc)r, he will take be pointed out that Praingaim owns a hat
Money rarely changes hands here, but twice the normal time to 1:esearch an an- of difference, with which he becomes a
a PC can earn (or forfeit) respect in the swer for any employer. 17th-level Master Thief-Acrobat. He
eyes of an opponent ( + 1 or - 1 on the Moreover, a rivalry etxists between never holds den meetings in the same lo-
Reaction Rolls for the NPC for every Zuphaitz and Merrang (SE:e page 5), and cation twice. Possible locations include
game won or lost). neither sage will aid a party that admits to the uppermost floor of the Tower of Wiz-
Combat Training Facility: The phil- seeing the other sage. HcDwever, should ardry, the Dwarven Pride Smithy, the
osophical differences between Rhie, a the party be short of moneby, Zuphaitz will Headquarters of the Guard, the kitchen
neutral evil Lord of 12th level, Vernol, a waive his fees in returnI for the PCs’ of the Herzog’s Sanctum, and the ninth
neutral good 13th-level ranger Lord, agreement to steal a par,titular treatise level of the dungeon.
Gorp, a chaotic neutral barbarian of 12th on magical intoxicants fro1n Merrang’s li- Praingaim is always assisted by 1-4
level, and Sushi, a lawful neutral Master brary. The details of thisi misadventure students of levels 4-9. The Master Thief
of the West Wind, have been put aside so are left to the DM, whose mind no doubt
b has a particular fondness for anything
that the four may profit from the opening already races with siniste,r ideas. magical and is more than happy to relieve
of this facility. The rates for training are Dwarven Pride Plrmory and the PCs of anything magical that isn’t
standard, and this is one of the best Smithy: Here is the workshop of Hard- held tightly. Supply Praingaim with lots of
places in the Castle to look for fighting tack the Mighty, who canI craft anything nasty equipment if the PCs are foolish
henchmen. from metals that the part!IT would desire. enough to attack him.
Rhie is a brutal trainer, having learned He can turn out goods at t he rate listed in
torture methods from a half-orc once. His the DSG, but insists on 1payment in the
students suffer 1-2 points of damage per form of labor, with two PC s serving as ap- The Herzog’s
day of training. As Rhie does not allow
breaks in the schedule for healing, many
prentices for one day per 10 gp cost.
Moneychanger, Vald t , and Tax
Sanctum
of his slow-learning students die in train- Collector: At the en1trance to the The third building of Castle Greyhawk
ing. dungeons waits Fudge the Incessant, is a three-level tower in the northeast
Vernol is a lover of the woods, and will hand-picked by the Her2cog to monitor area of the compound. In this bemoated
insist that his students practice their the monies coming from the dungeons cylinder may be found the living quarters
skills in the forests. His area is far enough and make certain that t he castle gets of the Herzog, his family, and guests; it is
away that the weather is not too bad, but more than its fair shzire. Fudge is here that the PCs can find lodging and
the woods are not known for safety. equipped with a wand of metal and min- companionship.
Gorp, as mentioned earlier, leads his eral detection Qust enoug;h charges) and Like the Wizards’ Tower, the Herzog’s
charges against the snooty cavaliers each will spot any attempt toI sneak money Sanctum has but three chambers per
month. past him. Tax rates at Caistle Greyhawk level. However, the floor plan is arranged
Sushi’s training involves the success of are 1% times the averajge level of the a bit differently. The central spiral stair-
the student in personal combat. He will PCS. case has one door every three feet of ele-
insist that the PC seek out someone of his Aside from taking morley, Fudge can vation (three doors for every 360-degree
own level and, without explanation, beat also store it for the party (29’0 interest. full circle of the spiral). Thus doors 1, 2,
them in some sort of combat. He will charge per game month) Ior lend it (at an and 3 (leading to rooms 1, 2, and 3, re-
sometimes assign such a target; this tar- interest rate of 2% per gcame week and spectively) are on the first floor (even
get may be another PC. the borrower’s finest ite m of magic as though room 2 is three feet higher than
Stuck Doors B Us: These two enter- collateral). room 1, and room 3 is three feet higher
prising characters, a dwarf named Snap- One genuinely useful service Fudge still). Rooms 4,5, and 6 form the second
per and a half-ogre named Fido, will open provides is to exchange biilky copper and floor, etc. The arrangement is such that

9
room 4 is directly above room 1 and is Room 5: This is the headquarters of a Room 6: This room is normally un-
nine feet higher. Likewise with rooms 2 competing adventuring party. Higher used, but any other adventuring parties
and 5 and rooms 3 and 6. level than the PCs and bullying whenever or additional guests may be boarded
The rooms in ths tower are all in the the opportunity arises, these adventur- here.
shape of pie slices. All rooms are locked, ers have fallen on hard times of late. Re- Room 7: The foreign diplomats and
and only Herzog Akitrom and his fair cently, they were attacked by trolls and envoys the Herzog wishes to entertain
daughter have keys. However, once a slaughtered untnl only the druid, LeDurt, stay in these opulent quarters. The spe-
thief can pick any lock successfully, he remained. Mighty though he was, Le- cific occupants should come and go at
may add a +30% bonus to any roll in an Durt could only reincarnate his allies and regular intervals, but they should without
attempt to pick any other lock in the hope for the best. They did not get lucky. exception be haughty and condescending
Sanctum thereafter. Nesselrode is a 12th-level wizard who to the loutish PCs, as it is beyond their
Lighting arrangements in the Sanctum finds that a badger body, being ill- understanding why the Herzog would
were designed by the Herzog’s grandfa- equipped for either verbd or somatic embarrass himself by keeping such
ther, whose sense of decor was a bit bi- components, is a severe handicap for a scoundrels within his walls.
zarre. Each room is lit by a ceramic frog, spell-caster. He carries with him a ring of Room 8: This double-sized room is
its open mouth revealing the light of a shooting stars and a staff ofthe magi. His the lair of both His Excellency, the Her-
continual light spell. These light sources mood is generally dour, and he has been zog Akitrom, and (behind a screened-off
are permanently affixed with a quantity of known to bite chiaracters on the ankle for area) his lovely daughter Risotta.
sovereign glue, and any attempt to budge little or no provocation. The Herzog is blond, with a heavy
one results in its destruction instead. Kashahr was a 10th-level paladin be- beard and 40 pounds of encumbrance
Room 1: This northern room has an fore he came back as a pixie. Although he around his waist he could do without. He
outer door leading to the bridge across still retains his paladin abilities, his war- is a 15th-level Lord (96 hit points) who al-
the moat. This room, the parlor of the horse died of laughter upon seeing his ways wears bracers of defense, AC3, a
Sanctum, is populated by six permanent new condition, and he has not yet been ring of protection + 3, a cloak of protec-
unseen servants, who will attempt to able to summon a new one. Not surpris- tion +Z,aringofmagicresistance, 15%,
strip all visitors of cloaks, weaponry, ar- ingly, Kashahr carries no magical items. and a defender sword + 4 named Her-
mor, and perhaps clothing. These items Brabu’s thieving skills were drastically bert. He may wear other items of magic
are stored in a small anteroom off to the affected by her reincarnation as a cen- as the DM feels appropriate.
southwest, under Room 3 . There are a taur. (Racial modifiers to thieving skills The Herzog is a kindly man who does
few comfortable chairs in the parlor, but are as follows: PP: -1570, OL: -109’0, his best to accomodate the PCs, within
little else. FT/RT + 570,MS: - 5070, HS: -25%, reason. As long as they carry out his will,
Room 2: This is the kitchen for the HN: +5%, CW -85?70, RL: +1570.) he is most generous. However, he
Sanctum. Two servants, J’nierce and En- She treasures her ring of flying. brooks no foolishness, and his will can be
frahl, are always busy here. Their rec- The NPCs were willing to kill them- hard at times. He has an 18 Wisdom and
ipes run the gamut from the mundane to selves and try again, when LeDurt was cannot be intimidated.
the decidedly exotic, such as Gorgon- attacked by a handful of wights and re- His daughter is the most treasured of
burgers and the breakfast feature of duced to third level. He carries a staff of his possessions, his fine dungeons com-
sweet-trolls, the latter to be eaten with the woodlands +2 and has decided that ing a close second. Risotta is the arche-
inordinate promptness. the dungeons underneath Castle Grey- type of romantic princesses. Her black
Room 3:Ths is the Dining Hall. Along hawk are too lucrative to pass up, and hair sweeps around the classic lines of
the tastefully wood-paneled walls are hence has not allied himself with the her face. She is graceful, charming, and
portraits of the Herzog’s ancestry. He Golden Bough in their efforts to reduce tasteful. Alas, she also has the brains of a
can spend hours recounting their ex- the castle to rubble. three-day-old tuna fish sandwich. Her
ploits. On the table is a candelabra, which The Dungeon Master should feel free most endearing qualities are her delicate,
is usually lit during meals. There is a 5% to use this party to irritate the PCs at any piercing scream and her ability to faint at
chance each meal for the candles to actu- reasonable Opportunity. They have a Will.
ally be a form of incense of obsession. If knack for finding secret doors the party Unless the PCs break into this room,
so, any cleric at the table must make a overlooks and for claiming any mound of they will never enter, as the Herzog
save vs. paralyzation to avoid the effects treasure the PCtj abandon. These NPCs keeps these quarters closely guarded.
of the smoke. are also more than willing to undertake The most noticeable feature may be the
Room 4: This room has plenty of any assignment for the Herzog, and are three efreeti he keeps here as guards.
bunks and a wash basin. This is the room spiteful enough to do so for the sole pur-
given to the PCs during their stay here. pose of denying the assignment to the
The beds are comfortable but spartan. PCS.

10
The Herzog’s Problem spare for such delights, as his guests
must be wined and dined and the Golden
Akitrom has reason to be proud of his Bough must also be tackled. And so, he
accomplishments. Delegates from calls the party together and requests
nearby lands have finally begun coming to their aid.
Castle Greyhawk in order to observe the He will put the resources of Castle
security of the place and its worthiness as Greyhawk at the PCs’ disposal (for the
a place to send criminals.. .er, that is set- appropriate user-fee, of course) if they
tlers. can determine the cause of the infestation
But the idiot druids of the Golden and put an end to it. There are items of
Bough are making a hash of things and, to power as well as vast treasure in the
make matters worse, there’s something rooms below, and the PCs are welcome
going on in the dungeons. to all they can carry, minus the small tax
Of late, the voluminous passageways as noted earlier. Also, if they could con-
and labyrinthine chambers below have sent to map out the layers below, the
been filling up with monsters of all sorts. Herzog would deeply appreciate it, and
Indeed, some of them have been spilling will in fact pay 1,000 gp per dungeon level
over into the castle proper. At appropri- entirely mapped. He can offer no more.
ate times in the campaign, the DM should “Oh, please,” sighs Princess Risotta,
alert the PCs to such emergencies as: “Say you’ll do it.’’
1 Mustard Jelly: AC 4; MV 9”; HD And so begins the adventure!
7 + 14; hp 47; #AT 1 or 2; Dmg 5d4 or
2d4/2d4; SA special; SD special; MR
10%; INT Average; AL N; SZ L in the
kitchen.
3 Ixitachitl: AC 6; MV 12”; HD 1+ 1;
hp 4, 6, 9; #AT 1; Dmg 3d4; SA Nil; SD
Nil; MR Standard; INT Average; AL CE;
SZ M in the Sanctum moat.
10 Tiraphegs: AC 10; MV 3”;HD 2; hp
10 each; #AT 3; Dmg ld4 (x3); SA Stran-
gle; SD Illusions; INT Average; AL N; SZ
M making a nuisance of themselves in the
bar.
200 Mini-onions of Set: AC 9; MV 6 ” ;
HD 1/4; hp 1;#AT 1; Dmg 1; SA Nil; SD
Nil; MR 2%; INT LOW;AL LE; SZ S [l
inch tall] terrorizing the Tower of Wiz-
ardry as agents of the Golden Bough, as a
distraction from a force of vegepygmies
or needlers attacking the gate.
1 Crypt Thing: AC 3; MV 12”; HD 6;
hp 19; #AT 1; Dmg ld8; SA Teleport; SD
Magic needed to hit; MR Standard; INT
Very; AL N; SZ M hanging around the
party’s quarters for lack of anything more
constructive to do. It will teleport party
members 0-3 (ld4-1) levels below the
deepest they have explored in the
dungeon below, if the characters fail their
saving throws vs. paralyzation.
And so on.
The Herzog would gladly clear his
dungeons himself, but he has no time to

11
I Y

Key
Barrel

Column

Stalagmite

Pit

Iron Bars

Gate

Dry Moat

Secret Door

This adventure is for five to eight charac- teleported to the first level.
ters of 0 to 2d level. The dungeon itself is DM’s Information It is there that Zando the Great, a mi-
very light-hearted in tone, with a wide va- The dungeon in this adlrenture is the nor magician, first encountered some of
riety of humorous creatures and charac- first level beneath Grey‘lawk Castle. these deviant monsters. Zando, known
ters whose behavior ranges from zany to While this adventure can be played inde- to his friends as “The Weasel,” immedi-
comic-bookish. DMs looking for a hard- pendent of the other adventures, the ately had a plan. With a little work this
core dungeon dive should probably by- story line is linked with the grander dungeon level could be fixed up, cages in-
pass this adventure. But for those of you scheme of the dungeon. stalled, a spot of paint, a few posters and
interested in a break from your typical The Random Monster Generator, lo- viola!. .Zando’s Emporium of Exotic and
save-the-universe-before-sundown ad- cated on the lowest level of the dungeon, Rare Beasts.
venture, this may be what you were look- is running on Full Automatic. Most of the Three weeks later Zando was almost
ing for. Be forewarned, though, that random monsters created are normal, ready, the cages were built, the beasts
some of the encounters in this dungeon but a few, as always happens in mass pro- gathered and the dungeon cleaned. The
are exceptionally dangerous and require duction, have a defect or two. Fortu- day before Zando was going to make his
thoughtful play to overcome. nately, the Random Monster Generator big announcement to the citizens of
is equipped withi an internal quality con- Greyhawk, disaster struck. One of the
trol mechanism that teleports below- creatures escaped, captured Zando,
standard monsters out of the immediate threw him into a large cage and released
area. To be specific, these monsters are all of the other monsters; many of whom
immediately turned on the would-be

12
zoo’s employees. The only person to es- Culum McCreedy: AC 9; Move 12”; little monster who ought to be packed off
cape was Culum, a small boy, who was HD 0; hp 2; ST7 IN13 W12 DX15 CNll to reform school. Culum remains silent
able to slip through the bars of the cage CH14; #AT 0; Dmg 0; THACO 20; AL during the accusations until the adventur-
and make his way to the Greyhawk ba- CN. ers move away from the shop keeper.
zaar. Culum speaks with a cockney accent, Then he apologizes saying, “Miss Tucker
Culum is a well-known troublemaker and will answer all of the players’ ques- was tell’n the truth. I have wronged her,
and is often found nearby whenever tions with a “Yes, Sir,” “No, Sir,” “Beg’n but my poor 01’ dad was sick at the time
something breaks or falls or disappears. your pardon, Ma’am,’’ etc. Occasionally, and I had to get him some food or he’d
Because of his reputation, no one in Culum’s tiny body is wracked with sobs have died, and that’s the truth.”
Greyhawk is willing to listen to, much when speaking of how his “Dear 01’ dad Eventually Culum leads the characters
less help, Culum rescue Zando (who isn’t was just tryin’ to earn a few coppers for into a two-storey shop. In the center of
overly popular either). the evenin’ stew. (Sob) His dream has al- the floor is a trap door, bolted shut.
The adventure begins in the Greyhawk ways been for me to taste a bit 0’potato “That’s it. That’s where my poor ’01’ dad
bazaar with Culum looking for a “mark,” before I’m a full-grown man. Bless his went.” Culum explains.
someone he can trick into rescuing Zando soul.” Observant players may have a number
for free. Show no mercy when playing Culum. of questions, such as “If your poor 01’ dad
Lay it on thick and pull every heart string is so poor, how can he afford a shop like
you can find. this?” and “Why is there a private en-
The Adventure Culum’s goal is to get the adventurers trance in your house to the dungeons be-
As the party reaches the end of yet an- to go down into the dungeon. To this end, low?” To all such questions Culum simply
other in the endless rows of stalls, tell he’ll continually use phrases like “pre- answers, “I don’t know, Sir.”
them that they hear a disturbing noise. It sumed dead,” and “assume the worst,” in If your adventurers want, they can in-
sounds like a child crying. When they go an attempt to get the characters to volun- vestigate the rest of the house. The first
3 investigate, read the following aloud. teer to search the dungeon for his dad. If floor contains nothing of interest. Up-
that doesn’t work, Culum pathetically of- stairs they find a small but well-stocked
As you turn the comer you see a small fers them his one battered copper, (actu- kitchen and a combination bedroom/
red-haired boy, perhaps nine or 10 ally he has 15 silver stashed in his boot) to study with a single bed.
years old, sitting with his back against look for dad. If the adventurers still won’t In the bedroom is a table filled with pa-
the wall. His clothes are dusty and go to rescue dear 01’ dad then Culum will pers and legal documents, all of which
ragged. His face is tear-streaked, with flat out ask them. Continued refusal concern zoning rights for keeping animals
dark smudges covering his freckled means that you have no adventure this within the castle walls. A hidden com-
cheeks. His hands are clutched around evening-close the book, fold up the partment in the table contains 50 gold
a small battered tin cup that contains a screen, and stare at your players until pieces. A closet is filled with moderately
single copper coin. From his neck they get the hint. priced magicians’ cloaks. Characters may
hangs a tattered sign with the word Culum is a scoundrel and a scamp, (not note that there is absolutely no evidence
“Orphan” written on it. evil, just annoyingly neutral). The only that Culum lives in this building.
Upon seeing your party, the boy at- reason he’s doing any of this is because If questioned about this, Culum breaks
tempts to dry his eyes with the tom Zando promised him “a piece of the down crying, “he was like a father to
sleeve of his shirt, smiles bravely, and action” if Culum would find someone to me.” As usual, Culum is lying.
says, “Copper for a new orphan?” rescue him. When the adventurers finally get ready
Once your players agree to help, Cu- to go down into the dungeon, Culum in-
This is Culum McCreedy. Culum has lum beams with gratitude, thanking them sists on coming along. If the adventurers
already decided these adventurers are repeatedly. He then takes a PC’s hand (if refuse, Culum pretends to relent but fol-
just the pigeons he’s looking for. The possible, that of the female with the high- lows them down after they leave, catch-
“new orphan” comment is designed to est Charisma) and starts to lead the party ing up as soon as they encounter the first
get the conversation rolling, but if your to the dungeon entrance. As your adven- monster.
players are an especially hard-hearted turers make their way back through the Thereafter feel free to use Culum to
bunch, then Culum won’t hesitate to bazaar, comment on how the shop own- your advantage, having him run off at in-
speak first. He’ll tell the sad tale of how ers keep eyeing Culum with obvious hos- opportune moments, or urging the ad-
“Poor 01’ dad has been lost in the tility and fear. (One pudgy apple seller venturers on if they’re about to give up.
dungeons below the castle for two days actually throws her arms over her apple As Culum was present during the con-
now. I can only assume the worst, basket as Culum walks by.) struction of the zoo, he is thoroughly fa-
ma’ams and sirs.” If the PCs talk to any of the store own- miliar with most of the monsters. From
ers, they’re told that Culum is a thieving time to time you might want to have him

13
.I 4

share this knowledge with the PCs. For point. Observant players who stop to ex- concession stand. Once the zoo opens, a
example: amine the passage will note that while it is free tour of the zoo will leave this cham-
Culum (clappinghands on side of head): a natural tunnel, the floor has been ber every hour. Between tours, zoo visi-
“Oh no, not (dramatic pause) smoothed and dried, giving it a finished tors must wait here, while their taste
...horizontal jet-propelled piercers! ” look. Ceiling height in the dungeon’s tun- buds are tantalized by the aroma of Zan-
nels varies from eight feet to 12 feet. do’s Monsterburgers, (no they aren’t
made from monsters but they are very
Life In The Dungeon Area 2 large).
Besides being populated with defective Stored in cabinets beneath the counter
monsters, this dungeon is constructed The tunnel leads into a large chamber are a number of untapped kegs of ale,
like a zoo. This means the PCs are going with grey, fitted-stone walls and a several dozen mugs in three different
to see a number of unusual sights during finely-polished limestone floor. A few sizes, 20 steak knives, 30 cloth napkins,
the adventure. (Not many dungeons have reddish-brown stalactites and stalag- three lanterns, 15 flasks of oil, and a large
a turnstile by the main entrance). When mites protrude from the ceiling and supply of rapidly deteriorating vegeta-
running the adventure, think of the Island floor, attesting to the fact that this is a bles, (primarily tomatoes and onions for
of Misfit Toys from Rudolf the Red- natural chamber. In the center of the the Monsterburgers). Characters who
Nosed Reindeer-toy trains with square room are four pinewood tables, each search the counter have a 25% chance of
wheels, a Jack-in-the-box named Her- surrounded by five stools. Against the finding a secret drawer (the register),
man, etc. northern wall stands an elbow-high which contains 53 sp and 110 cp.
As the adventurers journey into the counter. Two beer taps are built into The fireplace is perfectly normal and
dungeon, point out how clean and well the counter, and a small, stone fire- the chimney actually adjoins the chimney
ventilated it is. Many of your players will place is recessed into the wall behind of Zando’s house on the street above.
probably think the entire dungeon is an il- the counter. A sign above the counter Beside the fireplace is a wooden crate
lusion. Let them, they’ll find out the truth reads as follows: filled with 40 pounds of coal. (Cooking
soon enough. over a coal fire tends to smother the fla-
Most of the monsters have left their Ale, Pixie mug 10 copper vor of the meat, a highly desirable result
cages. A few, such as aquatic creatures, Peasant mug 1silver considering the meat Zando plans on us-
had no choice but to remain where they Jumbo mug 2 silver ing.)
were. As is always the case whenever Monsterburger 1silver The tables and stools are of your typi-
large numbers of monsters are left alone Full tour Free cal barroom variety. The only thing of in-
together, the creatures of the dungeon Three small passages lead out of the terest about them is that they seem to be
have already begun to stake out lairs and chamber to the north, east, and south. newly made (Zando just purchased
prey upon one another. An arrow painted at the entrance to them).
Sigh. Monsters will be monsters. the southern passage has a profile of a
sea serpent emblazoned upon it. A Area 3
The Dungeon of Misfit Monsters similar arrow pointing toward the
northern passage shows a bear. The The door opens to reveal a short T-
Area 1 third passage, the one you just en- shaped corridor. The two ends of the
tered from, has an “Exit” sign T each end in another wooden door.
The trapdoor opens to reveal a sturdy mounted above it. Other exits from Emblazoned upon one of the doors is a
wooden staircase leading downward. the chamber include a wooden door silhouette of a barbarian warrior hold-
Attached to the wall to either side of set into the southern wall and a large ing a battle axe. Upon the other door is
the staircase is a hand rail. natural passage leading farther to the a silhouette of well-proportioned
At the bottom of the stairs, built into west. A plaque mounted beside the woman wearing a long flowing gown.
the wall, is a small wooden guard last passage reads “This way to tre-
house with barred windows, and an mendous monster of gigantic propor- These are the bathrooms, or rather
elbow-high shelf with a tiny slot just tions .” these will be the bathrooms when the zoo
above it. On the front of the guard- opens (neither one has ever been used
house is a sign. It reads, “Adults-3 This chamber is a combination conces- before). The door with the barbarian sil-
copper, Children under 12-Free.” sion standhour meeting area. Most of a houette (area 3A) leads to the men’s
zoo’s profit comes from concessions, room. The other door leads to the wom-
The guardhouse is empty. namely selling low-quality food at high en’s (area 3B).
A natural passage runs west from this prices. To this end, Zando set up his own When the adventurers open one of the

14
doors, regardless of which one, tell them erated, at which time both heads will re- room, ld4 horizontal piercers attack.
they see a small bathroom. The accom- sume the battle. As with the lernaean Thereafter, for every round that the
modations are primitive but clean. A mir- hydra, burning the neck stump perma- characters remain here, ld4 more pierc-
ror, wash bowl, and towel sit on a shelf nently kills a head. If both heads are dead, ers will attack until all 24 have fired.
attached to one of the blue-tiled walls. the hydra dies. The pit is roughly cut about 10 feet
The toilet itself is simply a round opening Incidentally, any character who uses ei- deep and lined with fitted stones. The
that disappears into darkness (the pipe ther bathroom before the hydra attacks is mushrooms are called leakers.
leads to a central septic tank between the in for a big surprise. 4 Leakers: AC 7; Move 1”; MD 3; hp
two bathrooms-more on this in a mo- 12,12,12,10; #AT 0; AL N.
ment). You might also want to include a Area 4 A leaker is actually a strange variety of
potted plant in the lady’s room, perhaps a shrieker. Unlike a shrieker, however, a
hanging fern. This bizarre chamber looks as if it’s leaker makes no sound whatsoever, but
When the characters open the second been tilted on its side. Stalagmites and when it is prodded or damaged, a brightly
door, describe the room as “identical to stalactites are growing horizontally glowing green sap flows from the leaker’s
the last room, but there is a strange from the walls! In the center of the body. This sap will continue to glow, illu-
sound coming from the toilet, almost like room is a pit covered by an iron grate. minating an area 30 feet in radius, for up
a rumbling.” Milling slowly about the bottom of the to eight hours before fading. Each leaker
This rumbling comes from a two- pit are a number of giant mushrooms, can produce enough sap to fill a lantern,
headed hydra that has taken up residence their color varying from light green to thereafter the leaker must rest for 24
in the septic tank. bright blue. hours.
1Hydra: AC 5; Move 0” [stuck in sep-
tic tank]; HD 2; hp 16; #AT 1 in each The stalagmites and stalactites are ac- Area 5
bathroom; Dmg ld6; THACO 16; SD re- tually horizontal,jet-propelled piercers.
generates severed head in ld4 melee 24 Horizontal Jet-propelled Piercers: On the outer edges of the cavern, nu-
rounds; AL N. AC 3; Move 1 ” ; HD 1; hp 7,7,7,7,7, merous stalagmites and stalactites
This hydra has an exceptionally long 6,6,6,6,6,4,4,4,4,4,3,3,3,3,3,3,3,2,2; cover the ceiling and floor, obscuring
neck. It has only two heads with 8 hit #AT 1; Dmg ld6; THACO 19; AL N the room’s perimeter in dark
points each. While the hydra does grow Horizontal jet-propelled piercers are shadows. In marked contrast, the cen-
back severed heads (Le., heads that have indistinguishable from horizontal stalag- ter of the chamber has been cleared of
been reduced to 0 hp), it does not grow mites until they are examined closely all natural rock formations. Pock-
them back at the two to one ratio as do (from five feet away or less). These bi- marks and stumps are all that remain
normal lernaean hydras. However, what zarre creatures collect methane from the of the stalagmites and stalactites
this hydra lacks in physical abilities it dungeon air, storing it in a special lung lo- which once stood there.
makes up for in intelligence. cated at the base of their cone. Adjacent
The rumbling sound heard by the charac- to the storage lung is another organ called On the outer edges of the chamber are
ters is a ploy by the hydra to get the adven- the pyreen. On command the pyreen two features of interest. The first is a
turers to turn their backs on the other emits a small flame, igniting the stored door on the northern wall. Painted on the
bathroom. Immediately after maldng the methane, which propels the piercer door are the words, “EMPLOYEES
rumbling noise in one bathroom, the hydra through the air toward its target. Hori- ONLY.” The second feature of interest is
sticks his head up though the other bath- zontal piercers have a range of about 20 a two-foot-diameter black sphere, hidden
room and attempts to attack one of the ad- feet and can actually adjust their trajec- in the shadows against the west wall. The
venturers from behind. If the door to the tory in mid-flight simply by altering the di- sphere feels smooth and rock-like to the
bathroom is closed, the hydra opens it with rection of the methane emissions. touch, but when tapped it reverberates
his teeth. Characters who aren’t watching These piercers mindlessly attack any with a hollow sound.
the door behind them are automatically sur- creature that comes within 20 feet and is Solid gas spore (AC 0; Move 0” ; HD 4;
prised. As soon as the characters turn to directly in front of them, regardless of the hp 16; #AT 0; Dmg 2d4 + save vs. poi-
face this attack then the second head rises size of the creature (they sense body son otherwise character is infected as per
out of the other bathroom and attacks, with heat). After attacking once, it takes sev- normal gas spore; SA Explode when
surprise if possible. eral days for the storage lung to restock punctured; AL N.
If one of the heads is defeated (treat its supply of methane, until then the hori- Solid gas spores differ from normal gas
them as two separate 8 hit point crea- zontal piercer can do nothing but cling spores in two way. First, they aren’t
tures), then the other head will suddenly helplessly to a wall. nearly as easy to puncture (edged non-
retract back down the hole for ld4 melee As soon as the characters enter the magical weapons break on a roll of 1when
rounds until the second head has regen-

15
used against a solid gas spore). Second, gizzard-like organ that contains 3d6 plati- has been barred by the characters then
when solid gas spores explode they inflict num pieces and may contain ldlO gems the sharks retreat back behind the
2d4 points of damage to everyone within (35% chance). columns and hide on the bottom where
30 feet due to shell fragments. As a simple advertising gimmick, they are immune to all missile attacks.
Zando plans on asking tour groups to play Otherwise the sharks charge out of the
Area 6 “Spot the monster.” The first person to cage and attack with mindless ferocity. (If
spot the ropeless wins five copper the battle is going too much in the sharks’
Against the northern wall, separated pieces. favor, have them stop attacking and circle
from the rest of the chamber by a dry for a while-walk around the adven-
moat, stands an iron-bar cage. A Area 8 turers-until the party regroups.)
plaque at the base of the cage reads,
“Extreme Danger-Do Not Feed The passage opens up into an unusual Area 9
Meat .” The cage is empty except for a cavern. The left half of the room is ~

few bones littered about its floor. blocked off from your area by iron This crowded room, smelling of salted
bars. An iron door in the center of the meats, is lit by a glowing crystal ball
This cage used to house the two mini- bars is shut. On the far side of the bars attached to the ceiling high above. A
taurs now in area 9. is a pool of water. Stalactites and small wooden table sits in the center of
There are two exits from the room-a stalagmites droop down from the ceil- the room, surrounded by several
natural tunnel leading south, and a ing and rise out of the water, occasion- chairs. In one corner stands an oak
wooden door with the words “EMPLOY- ally meeting to form glistening white desk, the brass plaque upon it reads,
EES ONLY” printed on it. columns. Swimming in the shallow “Zando-Office Manager.” Stacked
A ranger will recognize the bones as pool between the columns are several against the far wall are several dozen
those of a bear. The bones were placed sharks. crates and barrels labeled, “Meat.”
there by Zando to impress visitors. A wooden door to your right leads Two creatures are struggling to tip
out of the chamber. A sign hung on this over one of the barrels. The creatures
Area 7 door reads, “EMPLOYEES ONLY.” are three feet tall with bodies like
those of men, but heads like bulls.
An iron gate lies propped against the These are not normal sharks-these
wall. Brownish-red stalagmites and are land sharks. If Culum is with the group he screams
stalactites, light grey columns, and nu- 3 Land Sharks;: AC 6; Move 24“/6“; in terror, (destroying any chance of sur-
merous patches of grey flowstone HD 3; hp 17,12,11; #AT 1; Dmg ld4 + l ; prise), crying out “Oh no, not mini-
compete for space within the chamber. THACO 16; AL N. taurs!” Upon hearing the scream, both of
A tiny stream of clear water winds its As their name suggests, land sharks the minitaurs wheel about and snarl at the
way through the chamber occasionally can leave the water; in fact they can stand Party.
widening into a small pool. upright, walk, and even manage a short 2 Minitaurs: AC 6; Move 12”; HD 1
loping sprint on their rear fins when nec- +2; hp 10,9; #AT 1;Dmg ld6; THACO
Lurking amongst the flowstones and essary (such as when the prey is running 18; AL CN.
stalagmites is a ropeless (i.e., a small away). These are two very hungry minitaurs
roper without any strands). Characters who check find that the lock and they’ve staked out their claim. If the
Ropeless: AC 0; Move 3”; HD 5; hp on the cage door is broken. Adventurers characters make any hostile gestures or ap-
15; #AT 1; Dmg ld10; THACO 15; AL may tie the door shut with available sup- proach the barrels, then the minitaws at-
CE plies (rope, cloth,, wire, etc.). tack, trying to drive off the invaders. If the
The ropeless is hiding in the southeast When the characters enter the cham- characters offer the minitaurs food, then
corner of the room and can only be spot- ber the sharks immediately spot them, the minitaurs drop all signs of hostility and
ted (10% chance) by characters actively swim over to the bars, and glare menac- scamper over to the party, whining and
ingly. This is meant to scare the party snorting like two playful pit bulls. Thereaf-
looking. (Exception: Adventurers with-
out torches who are using infravision au- away (the sharks, aren’t particularly hun- ter the minitaurs follow the characters
gry right now). where ever they go, behaving as domesti-
tomatically spot the ropeless.) The
ropeless continues to hide until a charac- If the adventurers attack or taunt the cated dogs (snarl at strangers, etc.).
ter approaches within five feet, at which sharks in any way, all three sharks will This room is a combination storeroom/
rise up out of the water (the water is only officelemployee lounge. The dimensions
time it suddenly springs up and attacks,
waist high) and move toward the cage of the room are 30 feet by 30 feet, with a
surprising on a 1-5.
door with surprising speed. If the door 15-foot-high ceiling.
Like a roper, the ropeless has a

16
The crystal ball is attached to the ceil- This room is frequently occupied by deep, he behaves more like a dolphin,
ing with magical glue. A dwarf or gnome monsters stopping to quench their thirst. frolicking about the pool, attempting to
may attempt to remove the globe by Roll for a random encounter as soon as splash the characters as they walk by. (Of
making a Dexterity Check. Success the characters enter this chamber. course, your adventures might not real-
means that the globe has been detached The stream passing through this cham- ize Howard is playing.)
intact. Failure means that the globe shat- ber is just one of several that flow be- If attacked, Howard casts hold ,person
ters and the spell is broken. neath Greyhawk Castle. The water is on the offending party and then retreats
The crates and barrels in the corner dark and cool, but quite clean and re- to the bottom of his pool to sulk. If espe-
contain, for the most part, low-quality freshing. Characters checking for depth cially hard pressed in battle, Howard can
meats and grains for feeding the animals. discover the water level to be just over cast a blinding flash of light from his main
The meats are packed in salt and must be waist deep (chin high on a halfling). Ad- eye once per day. All characters within
washed thoroughly before they are given venturers may freely wade up- or down- this conical ray (cone 1/2” at eye extend-
to the monsters. No human food is kept stream if they so choose. When heading ing 3” to a 2” diameter base) must save
here. (Employees go to the bazaar during upstream, the ceiling gradually becomes vs. death ray/poison or be blinded for 2d6
their lunch hour.) lower and lower, until characters are turns.
The oak desk in the corner is Zando’s. forced to completely submerge them- Howard has no need for the treasure in
Stacked upon it are a number of papers selves to continue. PCs who proceed be- his pool. If the characters show a strong
dealing with employee salaries, release yond this point will eventually drown. desire for this treasure without attacking
forms, tax forms, etc. There is nothing of Characters who wade downstream reach (such as trying to fish some of it out with a
interest in the desk. A poster above the area 12. small net), Howard will help out, scoop-
desk shows a number of cartoonish fig- The bridge over the stream is sturdy, ing up large mouthfuls of coins and then
ures laughing hysterically and rolling made of newly cut oak, sanded and pol- shooting them at the players (no damage
around the floor. The caption beneath the ished, with guardrails on either side. but it stings a little). In all there x e 500
figures reads, “You want it when?” The fungus covering the walls is a cp and 75 sp in the pool.
harmless variety of green slime. Charac- The moat around the pool is five feet
Area 10 ters who touch the fungus find that it deep.
readily stains fingers and clothes. There The water troughs in the floor are one
The passage opens into a large, low- are no other effects. The stain will wash foot wide and eight inches deep. Zando
ceilinged cavern, the walls of which out in warm water. carved out these troughs so he could refill
The holding pond is a natural depres- Howard’s pool and the dolphin pool in
are covered with a luminous green
sion in the floor, some 20 feet in diameter area 13 at will.
fungus. Flowing through the center of
the cavern is a stream. A newly-made and about 15 feet deep at its central point.
wooden bridge crosses the stream. The floor of the pool is carpeted with a Area 11
On the far side you see a holding pool layer of copper coins, sprinkled with a
of some type. Built around the holding few silver pieces. Floating just above the This is a small cavern. In the center,
pond is a five-foot-wide dry moat. coins is a spherical creature with one supported by several sawn off stalag-
A water trough has been cut into the large eye in the center of its body, two mites, is an oaken table, on top of
eye stalks, and two thin arms, each of which sit four large aquariums. A rail-
natural stone floor, leading from the
stream to the holding pool. Another which end in claws. A small plaque at- ing surrounds the table. Two orcs are
trough winds its way around the out- tached to the floor of the cavern beside standing beside the table. They look
the pool reads, “Cast a coin, and the de- surprised to see you.
side of the chamber, exiting down a
mon of the deep shall grant your wishes.” I I
wide, dark passage. A sign beside this
This is the official zoo Wishing well. The orcs standing before the party
passage reads, “Zando’s Performing
The treasure in the pool was placed there aren’t really orcs at all-they’re gas orcs,
Porpoises-Showtimes: 10:00,12:00,
by Zando to encourage people to throw a strange mutant variety of the gas spore.
2:00, 4:OO.” At present both water
more coins in. Gas orcs look almost identical to real
troughs are dry, their connections to
The creature is an eye of the shallows orcs, including the appearance of armor
the stream blocked by boards.
(sort of a cross between an eye of the and weapons (one of the gas orcs is carry-
Two other passages lead out of the
deep and a dolphin). His name is Howard. ing a gas spear and the other a gas
cavern. One follows alongside the
Eye of the Shallows: AC 5; Move 6 ” ; sword).
stream, the other, a small damp pas-
HD 8; hp 35; #AT 3; Dmg ld6/ld6/ld6; 2 Gas Orcs: AC 9; Move 3”; HD 1Hit
sage, heads south. THACO 12; SA Hold person spell once Point; #AT 0; Dmg 2d4; SA Explode
per round; AL CG when punctured; AL N.
While Howard looks like an eye of the

17
Gas orcs sense body heat. Whenever a The room is empty. For more informa- are 300 sp. These were placed here,
living creature comes within 20 feet, the tion on uniducks, see ihe Wandering once again, by Zando in an attempt to get
gas orc will drift slowly toward the crea- Monster Encounters section (on page the crowds to throw money. Zando still
ture, propelling itself with the millions of 20). doesn’t know that these are killer dol-
tiny cilia on its outer skin. If a gas orc suf- phins, although he is a little suspicious
fers even one point of damage it explodes Area 13 since three of his dolphin trainers have
and all creatures within 10 feet receive disappeared.
ld4 + 1points of damage, plus they must The tunnel descends into a large rec-
save vs. poison. Characters who fail their tangular chamber. On either side of Area 14
saves are infected with gas orc spores. you are bleachers, cut into the natural
Thereafter the victim has 24 hours to get This long, wide, natural corridor leads
stonework, all facing toward the far to Zando’s main exhibit area. Ever as-
a cure disease spell cast upon him or he half of the room. There, well lit by
will die two days later and sprout 3d4 tute, Zando has used the great length of
more of the green fungus, is a swim- the corridor to build suspense. Posted
more gas orcs. ming pool, its bottom sprinkled with
When the party enters, the orcs simply along the walls are a series of signs-
silver coins. Above the pool is a “500 Feet to Terrible Monster of Gigan-
stand there staring at the adventurers. wooden bridge, suspended beneath
During the first round there is a 90% tic Proportions,” “400 Feet to Terrible
which are three hoops, several feet Monster of Gigantic Proportions,” etc.,
chance that the characters will mistake above the surface of the water. As you
the gas orcs for real orcs. If the charac- the last sign, just outside the curtain to
enter, three dolphins simultaneously area 15 reads, “0 Feet to Terrible Mon-
ters don’t attack immediately, then the leap from the water, fly through the
gas orcs’ true nature becomes apparent ster of Gigantic Proportions.” While
hoops, and fall back into the pool’s walking down the corridor, dwarves and
as they drift toward the characters sev- cool, clear water.
eral inches above the floor, in the best gnomes have a 50% chance of noticing
balloon fashion, without moving their that it gently slopes downward.
In the last chamber the characters en-
legs. Characters using just infravision countered Howard, the friendly eye of
cannot see the gas orcs. the shallows. Remember how Howard
Area 15
Once the characters have dealt with got all his goodness from his dolphin half,
the gas orcs, they can examine the rest of and his horrid appearance from his eye of The chamber is circular in construc-
the chamber. A s stated, there are four the deep half? Tlhese dolphins are just the tion. Dominating the center of the
aquariums on the table, each containing a reverse-these are killer dolphins. room is a 30-foot-diameter, conical-
creature captured by Zando and a name 3 Killer Dolphins: AC 5; Move 30” ;HD shaped, steel bar cage surrounded by
plate identifying it. In order, the crea- 2 +2; hp 16, 14, 12; #AT 1; Dmg 2d4; a small moat. The door to the cage lies
tures are a normal gar, a normal crab, a THACO 16; AL CE. bent and twisted near the far wall, as if
normal crayfish, and a normal pike. These dolphins are highly intelligent, tossed there by whatever was once
With all the giant varieties of these and they’re also very hungry. When the held within. On the floor of the cage
creatures running about, people don’t characters enter the room, the dolphins lies the leg bone of some great beast,
get to see the small ones anymore. (Inci- pretend not to notice them. Instead the shattered on one end. The air in this
dentally, Zando is pulling a fast one on his dolphins put on a show-they leap chamber feels thick and smells of ani-
customers, the crab isn’t normal, it’s just through the hoops, tread water on their mal fur. A smaU bronze plaque on the
a baby giant crab, but that won’t become back fins, summersault in the air, etc. side of the cage reads, “Gigantic Mon-
apparent for several more years.) After a few minutes one of the dolphins ster of Incredible Proportions.”
will pretend to suddenly see the party.
u-ea 12 When this happens the dolphins step up This is Zando’s main exhibit room. The
the pace of the show as if they are trying main exhibit has obviously escaped. In
to impress the characters. The dolphins’ fact, this was the creature that released
The path opens into another large ca- all of the other creatures in the zoo.
vern. Here the stream forks, flowing ultimate objective is to coax one of the
characters into the water. If a character On the floor of the cage are several
around a large moss-covered island, tufts of hair. A ranger who makes a suc-
then comes together again to flow out does come near *thewater, one of the dol-
phins will swim by, chatter excitedly, and cessful Intelligence Check can identify
the far side of the cavern. A fence of the hair as that of a mammoth. Similarly,
long steel spikes and rope surrounds splash the character lightly, using its side
flipper. As soon as a character enters the the bone in the cage is the leg bone of a
the two forks of the stream and the is- mammoth. The bone is covered with
land. A plaque by the fence reads, water, the dolphins attack mercilessly.
Scattered about the bottom of the pool teeth marks.
“Uniduck Island.” In the center of the northern portion of

18
the wall is a wide tunnel leading north. An sonable tricks may also work (convincing If the characters want, they can try to
arrow sign, hung just inside the tunnel’s Burt and Jimmy to club each other to signal Zando by throwing a rock near the
entrance, reads, “Herbivore Exhibit death, telling them that cretins are sup- cage. If successful, and if Burt and Jimmy
This Way.’’ posed to be vegetarians, daring them to haven’t been alerted, Zando witl sud-
swim underwater downstream as far as denly become very animated, trying to
Area 16 possible, etc.). come up with a plan for getting around
Strapped to the cretin’s hip are keys Burt and Jimmy. In fact, he may become
The corridor ends abruptly in a bal- for the cage. Thieves attempting to so animated that the characters fear dis-
cony. Fifteen feet below is a large nat- sneak up on Burt and Jimmy have their covery because of Zando’s wild arm ges-
ural stone chamber. Reddish-purple percentage chance of success reduced by tures. If the characters start to leave
stalagmites and stalactites cover the 15% (two heads are better than one, as after signaling, Zando becomes very irri-
floor and ceiling, occasionally meeting they say). tated. In fact, he becomes irritated to the
to form huge, multi-colored columns. Players who try to wait until Burt and point of yelling, “Don’t leave me.” (If
Flowing through the center of the Jimmy are asleep before acting will be nothing else, more prisoners mean more
chamber is a swift, dark stream. On sorely disappointed, as both heads never appetizers for Burt and Jimmy to select
the far side is a gigantic two-headed gi- sleep at the same time. from, reasons Zando.)
ant. Scattered on the floor beside him Some players may opt for the more di- If Zando is rescued, Culum immedi-
are a variety of bones. rect hack-n-slash approach. If attacked, ately walks up to him, plants both feet in
Beyond the giant is a cage, within Burt and Jimmy become enraged, charg- front of the magician, and demands,
which sits a dejected blue-robed fig- ing at the nearest opponent and attacking “That’s 15 silver pieces you owe me for
ure. him repeatedly until he is oatmeal. Burt rescuing you.”
The air is h e a w with the smell of and Jimmy can easily climb onto the bal- Zando grumbles, reaches down inside
burning flesh. cony in one round. They won’t stop at- his robe, pulls out 15 silver pieces, and
tacking until all perceived enemies have counts them out, one at a time for Culum.
This room was originally intended to be left the immediate area (or been turned “Now get outta my face, kid, you bother
a natural habitat for dungeon herbivores, into oatmeal). me .”
allowing them to roam free while watched If the cretin spots the characters while Needless to say, your players may be
by the paying public. Unfortunately for they’re still on the balcony, then Burt and somewhat disgruntled by this turn of
the herbivores, the cretin (sort of like an Jimmy simultaneously let out a blood- events, especially if several of their com-
ettin but not as smart), moved here after curdlingyell, designed to scare off the ad- panions died during the adventure.
escaping from the cage in area 15 and venturers. (Normally Burt and Jimmy Zando then turns to the adventurers
freeing the other monsters. Since then, would attack but, having just eaten an en- and makes them an offer. If they’ll help
all of the herbivores have been eaten as tire herbivore habitat over the last two him get the zoo back into running order
days, they’re rather bloated.) he’ll give them 5% of the first year’s
have all of the zoo personnel. Zando, the
magician locked in the cage, is next on the Zando (4th-level magician): AC 10; gross. Hard-bargaining players might
Move 12” ; MU 4; hp 12; #AT 1; Dmg by work Zando up to 2090, but he won’t go
menu. Incidentally, the two heads of the
weapon; THACO 20; ST 10 IN14 WS7 any higher than that (“Hey, I gotta pro-
cretin are named Burt and Jimmy; like
C N l l DX13 CI-18; AL CN. Spells: none tect my profit margin, right?”)
most giant heads, they speak with a cock-
memorized. Wears a small key on a silver Getting the zoo back in running order
ney accent.
chain around his neck. This is the master means rounding up all the creatures run-
Cretin: AC 5; Move 12”; HD 8; hp 38;
key to all of the locks on this level of the ning loose and putting them back in their
#AT 2; Dmg ld12/ld12 (each hand holds
dungeon. cages unharmed. After that Zando has a
a giant spiked club); THACO 12; SD Sur- secret room where, “These critters just
prised only on a 1;AL CE. Because of his hectic business sched-
ule, Zando hasn’t studied any spells for appear out of thin air, from time to time.”
If the adventurers are very quiet, allow The room Zando refers to is area 18.
them to observe the cretin without alert- the last three weeks. Not having any
spells at his disposal, fearing that Culum The Random Monster Generator on the
ing it. Of course, at your discretion, Cu- lowest level teleports defective monsters
lum can always point and shout, “Look, a failed, and knowing that he’s next on Burt
and Jimmy’s list of appetizers, have all to that room at a rate of about one mon-
monster!” ster per week.
Burt and Jimmy are not very bright. In left Zando feeling rather depressed.
When the adventurers arrive, Zando is If the adventurers agree to Zando’s of-
fact, just about any reasonable trick will fer, then Zando shows them the secret
work against them (getting the heads to sitting in the cage with is head hung low.
At some point in the rescue, Culum whis- door leading to his private office (area
argue with each other, throwing a rock in 17), takes them there, and has them sign
the corner to distract them, etc.:). Unrea- pers, “There’s dear 01’ dad” and points
toward Zando. numerous legal documents.

19
During the entire proceedings, play the floor so that it won’t get damp and to 2. Four Little Guys: AC 8; Move 9” ;
Zando like an overly slick, used-car sales- cover up the deep hole. Unknown to HD 1 + 1; hp 9,9,8,7; #AT 1; Dmg ld8;
man. If you’re doing it right, paladins and Zando this hole leads to the next level of THACO 18; AL CN. These are miniature
lawful good characters should fear for the the dungeon. giants (about five feet tall). In order of
pureness of their spirits. most hit points to least, there is Arghh
At the end of the one-year period each Area 18 the fire guy, Glacon the frost guy, Rocky
percentage point of profit is worth 25 gold the stone guy, and Jethro the hill guy.
pieces. For example, if the characters This is the room where defective mon- Since they got smaller and became sub-
agreed to Zando’s offer of 5% of the sters are teleported. Fearful of escapes, ject to being eaten by bears and wolves
gross, they would receive 125 gold Zando had a solid iron door installed to and gelatinous disks, they’ve become
pieces to split amongst themselves. keep the creatures in. Zando keeps this pretty nice to most adventurers. In fact,
gate locked at all times and wears the key these guys will do just about anything to
around his neck. Once per day Zando
Area 17 drops by to see if there are any new arriv-
get out of fighting.
als. If the adventurers get past the lock 3. Four Uniducks: AC 7; Move 3”/
The winding tunnel ends in a small nat- and open the door, tell them it appears to
ural cavern. Stalagmites and stalacti- 15”; HD 1-1; hp 4,4,2,1; #AT 1; Dmg
be a normal empty room, except for one ld2; THACO 20; AL LG. Like unicorns,
tes circle the perimeter of the room, wall that shimmers grey, twinkling almost
but in the center all such obstructions uniducks are loyal and true beasts, the
as if it was sprinkled with silver dust. very essence of all that is noble and good.
have been cleared. Situated at one end This unusual wall is the portal that con-
of the clearing is a finely polished ma- However, unlike unicorns, uniducks
nects the Random Monster Generator make very poor steeds, as they are just
hogany desk, behind which sits a blue with this level. Creatures flop through
plush chair. A set of bookshelves stand knee-high, and tend to squash when sat
this wall at a rate of about one per week. upon.
against the far wall and covering the For all practical purposes, the wall is solid
floor is an exquisite silver-threaded to the characters (i.e., it is a one-way
rug. As you step across the rug, you 4. Six Goblins: AC 6; Move 6 ” ; HD
portal, monsters check in but they don’t 1-1; hp 7,7,4,4,3,2; #AT 1; Dmg ld6
hear the hollow sound of wooden check out).
planking beneath it. (spiked club); THACO 20; AL LE. These
really are normal goblins. They wan-
Wandering Monster Encounters dered onto this dungeon level two days
This is Zando’s private office.
The bookshelf contains numerous edi- This table is included as an aid to the ago and have been exploring it ever
tions of various tax manuals, along with DM. Roll ld4 once per turn. On a 4, the since. The leader of the goblins, Gunter,
all of Zando’s spell research material. party has encountered one of the wan- is an especially nasty fellow, he’s always
The desk also contains iiles on the vari- dering monsters listed below. Roll again quick to commit his troops to a fight to
ous employees, as well as notes on the to see which monster is encountered. the death.
various creatures (what they eat, how Note that there are a limited number of
much they eat, how to care for them, wandering monsters in this dungeon;
etc.). Characters who search the desk once one of the monsters listed below has
find a small secret compartment in the been slain or captured it cannot be en-
back of the top right-hand drawer. There, countered again. If the encounter die roll
wrapped in soft cloth, is a 50-gp ruby with calls for a second encounter with the
a\ spell cast upon it. This is same monster, there is no encounter.
Zando’s office light.
The blue chair is extremely comfort- 1. One Gelatinous Disk (AC 8;
able. Characters who search the chair Move 1/4“; HD 4;hp 14; #AT 1; Dmg
have 25% chance of finding the secret 2d4; SA Paralyzation; THACO 20; AL N.
compartment beneath the seat. There, Similar to a gelatinous cube in most re-
neatly stacked, are 350 gold pieces. spects, the gelatinous disk is much less
The rug is of fine quality and was won feared because its unusual shape leaves it
by Zando in a card game several years almost immobile. Thus while the gelati-
ago. At the bazaar similar rugs sell for nous disk has 4 Hit Dice, it only attacks as
200 gold pieces. Beneath the rug is an a 1-1Hit Die creature. There is nothing
even layer of pine boards. These were of interest within the body of this gelati-
placed here by Zando to. keep the rug off nous disk.

20
Greyhawk
Dungeon
Level 2
Door

Locked Door

B B r o k e n Door

I T r a p Door (Ceiling)

Trap Door (Floor)

Broken Wall

Pit

Random Encounter
Check
Scale: 1 Square = 10 Feet

Ent ryway

This adventure is designed for up to Trouble is, nobody knows how to go ils and demons and impress them with
five characters of levels 3-4. A variety of about this, since there’s not exactly a how good they were at serving and grov-
character classes will help, but not much. surplus of brain cells in these parts. Wy- eling. And out of all the evil powers that
perag, the bugbear chieftain, has trouble were sure to show up, at least one of
DM Introduction finding the pointy end of his sword, let them would be impressed enough to take
alone a halfway-decent demon lord. Gor- them on as followers.
This level of the castle is entirely occu- gie, the ogre leader, can’t remember how The plan was met with immediate en-
pied by arcs, ogres, goblins, and other to work a doorknob. The evil mage Mor- thusiasm. Nobody was quite sure what
evil types. They’re d bored stiff and hate tykraken and his assistant Mudstone kind of party to throw, but Mortykraken
being stuck here because there’s nothing have up with a few semi-interesting figured that even demons must like to
to do. Sure, there’s an occasional gang magical devices, but have zippo for plans eat, so they decided to make it a banquet.
fight between the orcs and goblins, and to attract an evil master. Also, nobody was quite sure how to go
once in a while there’s a lost adventurer Until recently, that is. A few days ago, about inviting the guests of honor, but
to slaughter, but most of the time it’s dull, while trying to decipher of the big Mortykraken came up with an idea for
dull, dull* Everyone dreams of finding an words in a volume of arcane lore, Morty- that, too (see room 26 for details).
evil power to Serve. a mghty demon Or kraken got an idea. Since everybody likes Unfortunately, the day before the
devil who’ll take them away from their a good party, why not throw a big get-to- party, Mortykraken brought in a giant
miserable existence and lead them on a know-you bash for the evil powers and in- frog which promptly ate him. Without the
glorious conquest of Greyhawk and the vite them all to attend? They could organizational talents of Mortykraken,
rest of the known world. introduce themselves to all the local dev- meager though they were, the plans be-

21
gan to falter, until Wyperag and Gorgie AL CE. Carries 2d4 x 10 gp. This is the giant frog that escaped from
rose to the occasion and sorted out as- Impress upon the PCs that these crea- room 11(see Encounter Key for details).
signments as best they could. tures are all over the place. If the PCs It attacks the PCs from around the near-
want to demolish a few, that’s fine, but est corner (choose randomly). The frog
General Course of Play there are plenty of replacements. For is hungry and will eat as many PCs as it
game purposes, assume there are as can. If the PCs flee, the frog pursues, but
The adventure opens on the morning many bugbears, orcs, ogres, goblins, and if the PCs duck into a room or elude it for
before the party. The residents are under guards as you need. Use the above statis- three rounds, the frog loses interest and
the impression that special servants have tics when running any of these creatures, hops away. (If the PCs kill it and this en-
been summoned to help out at the ban- but feel free to vary the hit points, weap- counter is rolled again, roll for another.)
quet. This may have been the intention, ons, and treasure, within the guidelines 4. Baby Bugbear: (see room 2 for
but nobody every got around to doing it. given in the Monster Manual. statistics)
When the PCs show up, the residents will A baby bugbear is casually crawling
assume they’re the expected servants down the corridor. This is the escaped
and will treat them accordingly.
Random Encounters
baby from room 2 (see Encounter Key
Whenever a PC enters an area on the for details). If the PCs haven’t been
The Setting map marked with an X, roll ld8. On a roll there, they probably won’t attach any
of 1 or 2, there is a random encounter. special significance to it. All other crea-
All the rooms and corridors in this level Roll ld10 to determine which one, as fol-
are made of stone. Torches are set in the tures in the corridor will ignore the PCs’
lows. requests for help or information, and no
walls at regular intervals to provide illu- 1. Goblin Butchers (ld6): (same
mination. The whole place is filthy and one else will take the infant. The PCs can
statistics as regular goblins) take it along if they like or let it crawl
stinks of rotting garbage and orc dung. All From around the nearest corner
of the doors are numbered and none of away, whichever they prefer.
(choose randomly), a group of goblins If the PCs have been to room 2 , they
them are locked, except those at the en- dressed in white aprons and armed with
tryway and room 24. should recognize this as the missing baby.
meat cleavers (Dmg ld8) charge the They are still free to let it crawl away, but
Orcs, goblins, bugbears, and ogres are PCs. The goblins believe the PCs would if they return it to room 2, Yekki (who will
everywhere, pushing carts, hauling make a tasty dish to serve at the party
crates, and carrying out all the tasks nec- be back on duty) will thank them and re-
and intend to butcher them on the spot. If ward them with mouse-head hors
essary to prepare for the party. Their more than half of the goblins are killed,
typical statistics are given below. d’oeuvres. (If the PCs return the baby
the rest flee. and this encounter is rolled again, roll for
Orc: AC 6; MV 9 “ ; HD 1; hp 6; #AT 1; 2. Headless Mouse Horde (100):
Dmg l d 8 (axe or sword); THACO 19; AL another.)
AC 10; MV 6 ” ; HD 1-1; hp 1; Dmg 1; 5. Flesh Golem Butler: (see entry-
LE. Carries 2d6 ep. THACO 10; SA claws; AL N.
Goblin: AC 6; MV 6” ; HD 1-7 hp; hp 5; way encounter in Encounter Key for sta-
From around the nearest corner tistics)
#AT 1;Dmg l d 6 (short sword or spear); (choose randomly), a horde of headless The PCs see a flesh golem stumbling
THACO 20; AL LE. Carries 3d6 sp. mice runs frantically toward the PCs. towards them, muttering, “Hors
Bugbear: AC 5; MV 9” ; HD 3 + 1; hp Each PC must make a Dexterity Check d’oeuvres?” over and over. Like the go-
16; #AT 1; Dmg 2d4 (sword); THACO on ld20. Those who fail fall down and get lem they met in the entryway, this one
16; AL CE. Carries 2d4 gp. swarmed by the mice. The mice only at- carries a covered tray of mouse-head
Ogre: AC 5; MV 9 “ ; HD 4 + 1 ; hp 21; tack for one round, then they continue on hors d’oeuvres. The golem misunder-
#AT 1; Dmg ld10 (two-handed sword); their way. Every successful hit from a PC stood his orders and believes that all
THACO 15; AL CE. Carries 2d4 x 10 gp. kills ldlO mice. guests must take one, and he assumes
Additionally, there are a number of Mudstone has been making mouse- the PCs are guests.
bugbear and ogre guards patrolling the head hors d’oeuvres for three days in If the PCs each take an hors d’oeuvres
corridors and stationed at various rooms. room 25, but he is too lazy to dispose of (they don’t have to eat it), the golem con-
Here are their typical statistics. the bodies. He uses a special m’mate tinues on his way. If they refuse, he gets
Bugbear guard: AC 4; MV 9 ” ; HD 4; dead spell to order the bodies to run to angry andinsists. He won’t attack, but he
hp 24; #AT 1;Dmg 2d4 (sword); THACO the swill pit (room 18) and dispose of follows the PCs relentlessly until they
15; SA +1 to damage; AL CE. Carries themselves. each take one of his treats. If they go into
2d4 gp. 3. Giant frog: AC 7; MV 3”; HD 3; hp a room, he will be waiting outside.
Ogre guard: AC 3; MV 9“; HD 7; hp 22; #AT 1; Dmg ld3/ld6,‘2d4; THACO 6. Frantic Orc: An orc breathlessly
30; #AT 1; Dmg 2d6 (two-handed 16; SA surprise on 1-4, leap 18”,tongue runs up to the party and says they’ve
sword); SA +1 to damage; THACO 13; strikes at + 4 to hit: AL N. been ordered to a particular room. (RoU

22
ld20 to see which room; for instance, on roll of 2, the PC is attacked by green ishable crime. Squabbles of all kinds often
a roll of 6, the orc is refening to room 6.) slime (must be scraped off or otherwise result in a fatality or two, so nobody pays
The orc doesn’t know why they’re disposed of or the affected PC turns into much attention to bodies lying around. If
wanted, but insists they’ll all be killed if green slime in four rounds; see the Mon- the PCs go on excessive and unwar-
they don’t go. Questioning him does no ster Manual for details). These creatures ranted killing sprees, however, the DM
good. If the PCs try to hold him, the orc are hidden in the garbage and cannot be has the option of a swill pit trip to con-
says he has to go. Jf they don’t release spotted by ordinary means. vince the PCs to lighten up.
him, the orc screams for help, attracting If the garbage is delivered to the swill
the attention of as many guards as it takes pit, the guards there accept it for disposal
to convince the PCs to release him. and send the PCs on their way.
Getting Started
In truth, the PCs aren’t wanted any- 9. Dish Carrier: An orc scurries The PCs begin the adventure by drop-
where. Like so many here, the orc is around a comer (choose randomly) and ping through a trap door in the ceiling into
hopelessly confused. If the PCs don’t go heads toward the PCs. He cames a tall the entryway. Since the PCs need all the
to the room, nothing happens. If they do stack of dishes that prevents him from time they can get to explore this level be-
go, use the information in the Encounter seeing where he’s going. The PCs must fore the party begins at midnight, tell
Key and treat it as a normal encounter. make Dexterity Checks on ld20 to avoid them it is early morning when they ar-
7. Ogre Guards (2):Two ogre guards crashing into him. The first PC to fail his rive. If circumstances are such that the
confront the PCs and order them to go to throw collides with him, sending dishes PCs arrive here at a later time of the day,
a particular room (choose as in random flying everywhere. The orc is furious. If have them wait in the entryway until
encounter 6). If the PCs resist, have as the PC apologizes, the orc mutters to morning to get a good rest. In any case,
many additional guards arrive as needed himself and tells the PCs to get lost. If the no amount of pounding or lock picking will
to convince them to cooperate; unlike the PC doesn’t apologize, the orc yells for open the north door of the entryway be-
previous encounter, the PCs have no the nearest guards who will take the en- fore morning.
choice but to go. tire party to the swill pit for punishment. As the PCs explore this level, it should
The guards will accompany the PCs to (See the Disobedience section below.) dawn on them that something is sched-
the indicated room. If the door is closed, 10. Magical Broom: An animated uled to happen at midnight. If they don’t
the guards wait until the PCs knock, then broom is whisking down the corridor to- figure this out themselves, they have a
leave. Use the information in the En- ward the PCs. It is sweeping up dust and couple of chances to learn the details in
counter Key and treat it as a normal en- debris. When it nears the PCs, it attacks rooms 18 and 25. When midnight rolls
counter. them as if it were a 4 Hit Dice monster. It around, go to the final encounter, Party
8. Garbage Collector: A goblin attacks with its blunt end twice per Time. The only way out of this level is
pushing a cart full of rotting vegetables, round, causing l d 3 points of damage through the trap door in room 25.
decaying meat, and other fetid garbage when it hits. It i s AC 7 and has 18 hit
approaches the PCs. He demands they
relieve him and take the stuff to the swill
points. If the PCs stand and fight, it will
attack until destroyed. If they flee, it
Encounter Key
pit. If they refuse, he calls for guards, and sweeps on. Entryway
enough show up to make sure the PCs do If the PCs destroy the broom and this
what the goblin asks. If the PCs don’t encounter is rolled again, roll for another. You’re in a dark stone room where the
know the location of the swill pit, the gob- air is cold and dry. The room is 20 feet
lin gives them directions. Disobedience square with a 10-foot high ceiling. A
It only takes one PC to push the cart. 10’ x 10’ rusty iron door is set in the
Any time the cart turns a corner, the PC When punishment is called for, as many north wall. The door has no ornamen-
(or PCs) pushing it mast make a Dexter- guards as necessary immediately show tation or visible locks of any kind.
ity Check on ld20. If a check fails, the up to take the entire party to the swill pit. From the other side of the door
cart topples over and garbage spills all Unless otherwise specified, guards will come the sounds of heavy bolts and
over the floor. The guards in the area de- take the PCs back to the scene of the latches slowly unlocking. The door
mand that the PCs clean it up. If they scene of the crime after they’ve been groans open, moving toward you. You
refuse, the guards take them to the swill punished, usually for another chance to can see the door is nearly three feet
pit for punishment. (See the Disobedi- complete their task. Don’t roll for ran- thick.
ence section below.) dom encounters on trips to and from the Standing in the doorway is a seven-
Any PCs who pick up the garbage must swill pit. (For details about the swill pit foot-tall man, ghostly pale, looking as
roll on ld6. On a roll of 1, the PC is at- punishment, see room 18.) if he has been stitched together from
tacked by rot grubs (apply flame or cast Note that killing orcs, goblins, and pieces of dead bodies. He wears a tat-
cure disease to avoid ld6 damage). On a other residents isn’t necessarily a pun-

23
night, supervised by Gorgie and Wy-
pass the other way carrying long perag. A few fights broke out, resulting in
tray covered with an iron bowl. He wooden planks. They in turn pass two these dead bodies.
speaks in a low monotone, “What-is- orcs pushing a cart overloaded with The scraps of paper contain only mean-
the-password ? ” meat scraps and other garbage. Two ingless scribbles. If the PCs search the
fierce-looking ogres armed with large bodies, they come up with 24 ep and 10
The monster is a flesh golem, ordered swords stalk by. They all glance in SP*
to make periodic checks to see if any of your direction, but none of them
the extra help has arrived. The golem shows much interest in your group. Room 2-The Nursery
was instructed to ask for a password, but
nobody ever got around to thinking one The golem ushers the PCs inside, then A huge bugbear female is standing in
up. The golem is actually asking the PCs pulls the door closed behind them, lock- the doorway, looking up and down the
if they know what it’s supposed to be. ing it. With the entryway door secured corridors. She shouts at you. “Get
Flesh golem: AC 9; MV 8‘‘: HD 9; hp behind them, the PCs can’t get back the over here! Now!” Two large male
40; #AT 2; Dmg 2d8/2d8; THACO 12; way they came in; there are always bugbears emerge from the room and
SA 1% per melee round cumulative enough guards ,around to make sure they stand beside her, pointing their
chance to go berserk; SD no harm from don’t try. swords in your direction.
normal weapons, fire- and cold-based Note to the DM: Make it clear to the
spells slow it by 50% for 2d6 melee PCs that all of these evil creatures see The males are bugbear guards, the fe-
round, other spells have no effect; AL N. them standing in the doorway but basi- male is named Yekki (same statistics as a
The golem accepts any response from cally ignore them. This should puzzle the bugbear guard). If the PCs don’t come as
the PCs as the password. If they hesitate PCs, as these creatures normally would asked or if they attack, Yekki yells for
or try to talk to him, he repeats his ques- treat them as enemies. What the PCs help, and enough guards instantly appear
tion until he gets some kind of answer. don’t know is that the creatures assume to make sure the PCs comply.
The golem won’t attack, but he will de- the PCs are the expected extra help. This room is a bugbear nursery, and
fend himself by kicking (Dmg 2d8). Get- Unless directed otherwise in the En- Yekki is the nanny who’s been waiting im-
ting past the golem does the PCs no counter Key or by a random encounter, patiently for someone to show up to re-
good, as the next chamber of the entry the creatures ignore the BCs and go on lieve her from caring for the obnoxious
way has a similar iron door that only the about their business. If the PCs question tots. There are nine bugbear infants
golem can open. or speak to an17 of these creatures, the crawling all over the place, some crying
If the PCs paclfy the golem by giving reaction will always be a gruff “Mind your hysterically, some playing with their
him a password, he bows and takes the lid own business!” or “Get back to work!” If toes, some whacking each other with
off his tray. He then offers the PCs one of the PCs persist, the creatures wdl run or stuffed bugbear dolls. Ten empty wooden
his treats, sugar cookies frosted with fight back, whichever the DM feels is crates line the walls.
whipped sour cream with a mouse head in most appropriate. Killing the creatures Yekki and the guards usher the PCs
the center. The golem will not let them by won’t generate any particular interest into the room and close the door. Yekki
until they each take one. Whether they from other passing creatures. The DM says she has business elsewhere and or-
eat the treats is up to them, but anyone should assume he has an unlimited num- ders the PCs to take care of the babies.
who does must roll a Constitution Check ber of creatures to fill the corridors and She says the babies must be diapered,
on ld20. Failure means a sick stomach use as he pleases. fed, and tied into their cribs. Since no-
and 1point of damage. body wants this miserable job, Yekki as-
When the golem is satisfied, he leads Room 1-Meeting Room sumes that whatever the PCs tell her is
them into the next chamber and closes an excuse to get out of it, so she ignores
the door behinld them. He unlocks sev- This room appears to be the site of a anything they say. If the PCs resist, Yekki
eral bolts and latches on the next door recent battle. It is filled with over- and the guards threaten them, calling for
and pulls it open wide. turned tables and broken chairs. Pa- more guards if necessary to haul them to
pers and broken dishes litter the floor. the swill pit (see room 18 for details). If
Ahead of you is a stone corridor, dank A goblin with a knife in his back is swill pit punishment is necessary, the
and stinking, lit by flickering torches slumped over one of the chairs. Three PCs will be returned here to do what
imbedded in the walls. The corridor dead orcs are piled in a corner. Yekki wants.
teems with scurrying creatures. Five Assuming the PCs agree to cooperate,
goblins rush by carrying arrnloads of This is the room where the creatures Yekki gives them an arrnload of diapers,
boxes and sacks. Several bugbears had their final organizational meeting last baby bottles filled with weasel milk, and

24
strands of heavy rope. She offers no fur- tion connected with the party prepara- A black silk robe has been carefully laid
ther instructions before leaving. The tions. If the PCs knock on his door or out across a large straw sleeping mat. A
guards stay behind to keep an eye on the open it, the troll jumps out and attacks chest at the foot of the mat contains Wy-
PCs, ready to summon help if the PCs re- them in the corridor. The troll will fight to perag’s regular clothes, along with a
quire punishment for disobedience. the death, but if the PCs flee, he only leather pouch containing 10 sp and eight
9 Baby bugbears: AC 6; MV 6” ;HD 1; chases them for 30 feet before returning gp. An ink pot, a feather pen, and a parch-
hp 4; #AT 1; Dmg 1 (bite); THACO 19; to the privacy of his room. ment are on a wooden desk in the comer.
AL CE. If the PCs defeat the troll and search The parchment contains many boxes and
The babies are used to a very specific his room, they find a cloth sack under a check marks; “ME” is written in large
routine. If the PCs attempt to feed or dia- garbage heap in the comer containing 900 letters across the top. Any PC succeed-
per them before tying them into their cribs, gp, a black opal worth 1,000 gp, and a ing in an Intelligence Check on ld20 rec-
the babies attack; they won’t do much clay jug containing two doses of potion of ognizes this as a crude seating chart with
damage, but they refuse to eat and will rip sweet watex “ME” in a position of honor.
off their diapers. If the PCs wise up and tie
them into their cribs first, the babies coo Room 4-Barracks Room 7-Construction Room
contentedly while the PCs put on their dia-
pers and give them their bottles. When the These are the barracks for the bug-
bears. Most of them are occupied else- From behind this door come the
babies are fed, diapered, and tied, the sounds of hammering, sawing, and
guards tell the PCs they are free to go. where, but 12 of them are here now,
relaxing after a hard night’s work. other construction activity. There’s
Observant PCs will notice that there much shouting as the workers strain
are 10 cribs but only nine babies. If The exhausted bugbears ignore any
calls from the outside or knocks on their to be heard above the racket.
asked, the guards shrug, saying they
have no idea what happened to the other door. If the PCs enter, the bugbears an-
gnly stare at them, hands on their weap- There are 20 bugbears and 18 goblins
one. (Earlier the baby crawled away un- doing carpentry work in here; the east
noticed. For details, see random en- ons, refusing conversation. If the PCs
persist, the bugbears attack, fighting to wall connecting with room 9 has been
counter 4. The only way the PCs can broken down to give the workers more
recover the baby is by discovering it the death or until the PCs leave.
If the PCs search the room, they find space. The work is being supervised by
through a random encounter.) Rampit, a bugbear guard. Rampit is in a
If the PCs return a second time by choice little here other than dozens of straw
sleeping mats and a few wooden chests bad mood because he has been given too
or because of a random encounter, and the many workers to supervise by himself.
baby has not yet been found, Yekki tells containing filthy bugbear clothing and
dirty eating utensils. Hidden among this No amount of pounding on the door by
them they better bring back the baby or the PCs can be heard inside. If they open
they will pay for it later. If the baby has been junk are 500 ep, 40 gp, and an axe + 1 .
the door, an exasperated Rampit demands
returned, Yekki tells them to go away be- to know what they want. Rampit makes it
cause the babies are sleeping. (See the final Room 5-Closet clear that he doesn’t need any more help
encounter, Party T i i e , to see what hap- and tells them to go away. If the PCs are cu-
pens to the PCs if they don’t recover the This is a dark closet containing rows of rious about what’s going on inside, they
missing baby by midnight.) wooden shelves filled with towels, need to convince Rampit why he should let
bedding, and rags. Piles of dirty laun- them in. Rampit doesn’t have time to ar-
Room 3-Barracks dry are stacked in the back. Aprons, gue, and he’ll let them in if they come up
smocks, and similar garments in all with any reasonable excuse.
This room used to be a barracks for sizes hang on hooks along the wall.
some of the orcs, but a troll wandered in, The goblins and bugbears ignore the
killed all the orcs, and took it over for PCs as they go on with their work. Most
The PCs are free to outfit themselves of them are making tables and chairs of
himself. He is very nasty and has no in- in work clothes if they think it’ll help them
terest in the plans for the party or any- various sizes. One chair under construc-
fool the creatures, but it isn’t necessary, tion has legs that are about 30 feet long.
thing else that goes on in this level. since the creatures are fooled already.
Except for an occasional foray in search (This is for Wyperag; the workers don’t
of food, he never leaves his room. know what it’s for, they’ve just been or-
Troll: AC 4; MV 12”; HD 6 +6; hp 48; Room 6-Private Quarters dered to make it.) In one comer is a large
#AT 3; Dmg l d 4 + 4 / l d 4 +4/2d6; This is the private quarters of Wy- burlap bag, tightly bound with thick rope.
THACO 13; SA can fight three oppo- perag, the bugbear chieftain. The room is Something is moving inside. The work-
nents at once; SD regeneration; AL CE. empty, as Wyperag is presently arguing ers don’t know what this is, either, but
The troll is fed up with all the commo- with Gorgie in room 15. they tell the PCs to leave it alone. (It con-

25
/
P

tains a lurker above which will later be There are 12 ogres and 40 orcs work- squabbling. The orcs slap at each other,
made into a party decoration. If the PCs ing here; the east wall connecting with toss hammers across the room, and con-
are stupid enough to let it out, it attacks room 10 has been broken down to give stantly insult each other, much to the
everyone in sight. Its statistics are given the workers more space. The work is be- amusement of the ogres.
in the final encounter, Party Time.) ing supervised by Scrud, an ogre guard. The PCs are ordered into a corner to
If the PCs linger too long, Rampit orders Unlike his counterpart across the corri- pound nails into boards with a group of
them to leave. If the PCs resist or start a dor, Scrud welcomes all the help he can eight orcs. (Resistance is handled in the
fight, Rampit yells for guards who instantly get because his workers spend too much usual manner.) No sooner do the PCs
show up in sufficient number to take the time fighting. start work than the orcs begin to insult
PCs to the swill pit for punishment. Since Scrud is hoping more help will ar- them and flick nails at them. Regardless
rive, he’s at the door immediately if the of the PCs’ response, the orcs attack
Room 8-Construction Room PCs knock or peek in. He demands they them with their hammers (Dmg ld8). As
enter. If they resist, Scrud summons the fight begins, the rest of the workers
From behind this door come the enough guards to see that they do. stop what they’re doing and rush to form
sounds of hammering, sawing, and Once inside, the PCs see construction a tight circle around the PCs and orcs,
other construction activity. Sounds of work similar to that going on in room 7. forcing them to fight to the death.
shouting are mixed with loud banging There’s no huge burlap bag, but there is Assuming the PCs are victorious, the
and screaming. another 30-foot chair being built. (Gorgie circle breaks up and everyone goes back
has the same idea as Wyperag.) Unlike to work. Scrub tells the PCs to get out-
the other work room, there is a lot of he doesn’t need any more trouble-

26
makers. (If the PCs return as a result of a The liquid in the fountain is actually a vomit and retch for the next three rounds
random encounter or for any other rea- transformed varrdig. The varrdig took and will be at 50% normal strength for the
son, Scrud refuses to let them in, calling great pains to assume this shape and next six hours. If the PCs don’t clean up
for the guards if necessary.) hopes to impress the evil powers at to- any messes, Hock summons guards to
night’s banquet. take them to the swill pit.
Room 9-Construction Room Varrdig: AC 5; MV 6“//18“; HD 6 + 6; The weeds are strangle weeds. There
hp 45; #AT 2; Dmg ld4/ld4 (4d4); is a 25% chance that a given armload con-
The west wall of this room has been THACO 13; SA. water jets; SD + 1 or tains one still-living frond. Because the
tom down to give the workers in room 7 better weapon to hit, immune to water- frond has been out of the water for some
more space. Treat an encounter here the based spells; AL NE. time, it has enough strength for only one
same as for room 7. If the PCs disturb the liquid or the foun- attack. The frond grabs the nearest PC
tain in any way, the varrdig instantly re- for ld6 points of damage, then expires
Room 10-Construction Room sumes its actual form and attacks with its from the effort. Hock finds this quite
The west wall of this room has been water jets until dead or until the PCs amusing.
tom down the same as in room 9. Treat leave the room. Inside, eight ogres are seated around a
an encounter here the same as for room There is nothing here of interest. The long table, putting together centerpieces
8. barrels contain goat tripe, glazed ticks, for tonight’s banquet. The centerpieces
and other delicacies. consist of a pile of strangle weeks with a
retch fruit carefully placed in the center.
Room 11-Broken Door If the ogres see any sign of movement
Room 13-Centerpiece Room
among the strangle weeds, they beat the
The door to this room has been com- weeds savagely with clubs.
pletely shattered. Wood splinters are An ogre guard is standing in the door-
way, looking up and down the com- When the PCs finish their job, they are
scattered on the floor as if something sent on their way. If a random encounter
burst through the room. dors. Beside him is a pile of
coconut-sized purple globes and an- brings them back later, Hock tells them
other pile of weeds. He shouts at you. they aren’t needed and sends them away.
This is the room where a giant frog was
kept. It was the intention of some goblin “Hurry up! We haven’t got all day!
chefs to use the frog in a special dish for Where’ve you been?” Room 14-Dessert Room
the banquet, but the frog ate the goblins Six female bugbears are seated at a ta-
and broke down the door. Unless the PCs The ogre guard is named Hock. About ble in the center of this room facing the
have already found it and killed it (see an hour ago, he sent another ogre to find door. Next to the table is a large tank
random encounter 3), the frog is hopping somebody to move the globes and weeds filled with floating eyes. The bugbears re-
through the corridors looking for more into room 13. (The ogres won’t do it- move the eyes with tongs, place them on
food. that’s what servants are for.) Hock as- the table, then use spatulas to completely
The room is empty, except for some sumes that’s what the PCs are here for, cover the eyes with whipped cream.
torn ropes and a scribbled parchment. and he won’t listen to any excuses. If the If the PCs knock on the door, one of the
Any PC succeeding in an Intelligence PCs won’t do as he says, he summons bugbears sweetly calls out, “Come on in!
Check on ld20 recognizes the scribblings enough guards to convince them. Door’s open!” If they like, the PCs may
as a recipe for frog’s legs. Hock wants the PCs to pick up this open the door without knocking first.
stuff and put it on the tables inside for the If the PCs open the door, find out spe-
workers to process. There are 12 globes cifically which ones are looking inside.
Room 12-Storage and six armfuls of weeds. The PCs can di- There is no way for these PCs to avoid
vide the chores among themselves any gazing into at least one of the floating
This is a storage room containing way they please, but Hock insists they do eye;. These PCs must make saving
shelves stacked with iron plates, it now; there’s no time to look for a cart throws vs. paralyzation or become hyp-
wooden cups, and eating utensils or any other carrying device. notized and remain stationary for 2d4
carved from bone. There are a few The globes are actually retch plant rounds.
covered wooden barrels along one fruit. Regardless of how they are trans- 20 Floating eyes: AC 9; MV 30”; HD
wall. In the back of the room is a large ported, each globe has a 10% chance of 1-4 hit points; #AT nil; Dmg nil; SD hyp-
crystal fountain nearly 10 feet in diam- bursting. If a globe bursts, it splashes notism; AL N.
eter. The fountain is filled with a nauseating fluid over a five-foot-radius The bugbear females weren’t expect-
golden liquid that gives off a greenish area (25% chance for contact at five to ing anyone as ugly as the PCs. When they
tinge. nine feet away). Those splashed will see them, one of the bugbears shrieks at

27
the top of her lungs. Two bugbear guards to the swill pit” commands Wyperag, and taking ld6 points of damage each when
instantly show up and fight to the death. off they go. (The PCs are released in the they hit the layer of sludge on the bottom.
Paralyzed PCs can do nothing until the ef- corridor outside the swill pit when their The guard then pulls the release chain,
fects wear off. The female bugbears do punishment is c:omplete.) and the PCs are drenched in a torrent of
nothing but huddle inside the room. disgusting muck from the kitchen and la-
Assuming the PCs win the fight, the fe- Room 16-Barracks trine. There is always enough muck per
male bugbears demand they leave. If the torrent to fill the pit to a depth of four to
PCs hesitate, the females scream for This is the barracks for the ogres. Four five feet.
guards to take them to the swill pit. (Af- of them are here now, resting. After the muck is released, each PC in
ter punishment, the PCs will not be re- The ogres hate to be disturbed. If the the pit must make a Constitution Check
turned to the scene of the crime, but PCs knock or open the door, two of the on ld20. Those who fail take l d 6 + 3
instead will be released in the corridor ogres angnly rush to the doorway to see points of damage. Those who succeed
outside the swill pit.) who’s bothering them. The ogres con- take ld4 + 2 points of damage. The dam-
There is nothing in the room of interest sider anyone other than a guard or a fel- age represents injuries from heavy
to the PCs. If they return later as a result low ogre to be fair game, so they attack chunks of debris and general nausea.
of a random encounter or for some other the PCs. As long as the PCs stay and At the end of the punishment, the
reason, the females cry for guards as fight, the ogres continue their attack. If guards lower ropes into the pit and haul
soon as they see the PCs. If the PCs things go badly for the ogres, they are out the offenders. The walls are too slimy
don’t take off, the guards show up for an- joined by their two companions. If the to climb, and the watchful guards stand
other swiU pit trip. PCs flee, the ogres let them go. ready to summon help if necessary to
If the PCs kill all four ogres, they can thwart any serious escape attempts.
search the roomi to find an iron chest con- When the PCs are hauled out, they are
Room 15-Private Quarters taining 300 sp, 350 gp, five emeralds doused with a bucket of water. Guards
(1,200 gp each), and a ring of shooting then escort them back to the scene of
Two creatures are arguing loudly in- stars. their crime, unless otherwise specified in
side this room. One sounds like an
the Encounter Key.
ogre, the other a bugbear. Room 17-Latrine
~ ~
If the PCs are brought to the pit a sec-
As the stomach-wrenching stench ond time for punishment, they find an orc
If the PCs listen at the door, they hear
clearly indicates, this room is used for a named Kurd in the bottom waiting to be
that the creatures are arguing about seat-
latrine. Waste products from the latrine punished along with them. Whether the
ing arrangements. “All the good ideas
run through grates on the floor and are PCs ask or not, Kurd mumbles about be-
was mine! So I get to sit in front!” “Orc
collected in a large pipe that empties into ing treated unfairly by someone name
dung! I’m gonna sit in front!”
the swill pit. Garcan (see room 19). “How am I sup-
The creatures are Wyperag and Gor-
posed to know how much time’s left?Do I
gie. They have spent most of the day ar- look like a clock? ”
guing about the party. Each wants to Room 18-Swill Pit The PCs have about 15 minutes to
make sure he’s the one who makes the
The swill pit always has two ogre question Kurd while the guards wait for
best impression. They’ve both ordered guards stationed outside. If the PCs the pipes to fill up with muck. Since Kurd
special thrones built, now they’re argu- come here on their own, the guards send is angry, he’ll talk freely with the PCs if
ing where they’ll put them. them away. they ask the right questions. Kurd was
Wyperag (bugbear chief): AC 3; MV The room has a 15-foot-diameter pit assigned to pluck sea gulls in the kitchen
9 ” ; HD 4; hp 30; #AT 1; Dmg 2d4 and was sent here for plucking too slowly.
centered in the floor, about 30 feet deep
(sword); THACO 15 + 2 to damage; AL with an iron grid lining the bottom. About He knows everybody is frantically getting
CE. Carries eight gp. five feet from the top are two large pipes ready for a big party tonight at midnight.
Gorgie (ogre chief): AC 4; MV 9” ; HD opening into the pit. One pipe leads from Demons and other evil powers are in-
7; hp 35; #AT 1; Dmg 2d6 (two-handed the latrine, the other from the kitchen. vited, and if they’re impressed, they’ll
sword); THACO 13; SA + 2 to damage; When a guard puills a chain near the door- lead the locals on a grand conquest of
AL CE. Carries 50 gp. way, both pipes open and spill the last Greyhawk and the rest of the world.
Wyperag and Gorgie will not tolerate hour’s worth of :sewage and garbage into Kurd is fuzzy on the details, but knows
interruptions while they hash out these the pit, where it eventually seeps that Mortykraken, the mage, thought it
important decisions. Therefore, if the through the grid in the bottom and into a all up before he died.
PCs open the door or knock, Wyperag bottomless cavern. When everyone is hauled up after the
and Gorgie scream for guards who in- When the PCs are brought here for punishment, Kurd is escorted back to the
stantly descend on the PCs. “Haul them punishment, they are tossed in the pit, kitchen while other guards escort the

28
PCs to wherever they’re supposed to be. offers the PCs a spoonful of thin gray The coins were left behind when the gob-
This is the only opportunity the PCs have soup with black lumps. “Cream of leech,” lins were abruptly ordered to work.
to meet Kurd; if they make it to the he says. “Eat it!” If a PC resists, Garcan
kitchen, Kurd has already been sent else- whacks him with the spoon; further re- Room 21-Barracks
where. Treat subsequent trips to the sistance is met with the usual threats of
swill pit as regular punishment routines. the swill pit. The soup tastes as good as it The sound of deep snoring comes
sounds; a failed Constitution Check on from behind this door.
Room 19-Kitchen ld20 results in ld4 points of damage from
nausea. Garcan repeats his request with This room is the orc barracks. Only
The delicious aroma of roasting the other selected PC, this time offering nine are here now. They were ordered to
drifts from behind this door, mixed a forkful of steamed beetle and goat clean up their filthy quarters, but they’re
with some definitely less appetizing cheese casserole. Same threats, same sleeping instead.
odors that are difficult to identify. damage on a failed Constitution Check. The orcs have stacked a tower of metal
~~
He asks the PCs how the dishes tasted; if cups behind the door. If the PCs knock,
If the PCs knock or open the door, an the PCs aren’t enthusiastic, Garcan there is no response, but if they open the
imposing bugbear wearing a greasy apron forces them to eat another sample. door even a crack, the cups fall over and
and holding a large iron spoon immedi- After the dishes are sampled, Garcan wake up the orcs. The orcs leap out of
ately appears and looks at them with dis- announces that the time has come to pre- bed and pretend to be cleaning, certain
gust. “Don’t stand there like idiots,” he pare the main course. He asks for volun- the PCs have been sent to check on
says. “There’s still a lot of work to do!” If teers to be the butchers. Of course, them.
the PCs resist, the bugbear hollers for there aren’t any, so he selects the PCs The orcs are fearful and cooperative,
nearby corridor guards who make sure and gives them each a meat cleaver (Dmg although they have no information. The
they go inside. ld8). He orders the guards to take them PCs may freely inspect the barracks
The bugbear is named Garcan (same to the butchering room (see room 22 for while the orcs pretend to clean. The con-
statistics as a bugbear guard, spoon does detads). If the PCs put up a fight, enough tents are similar to those in room 21. If
l d 6 points of damage). He is in charge of guards show up to make sure they com- they search the place, the PCs turn up a
this kitchen and assumes the PCs have Ply. box containing 10 pink pearls (200 gp
been sent to help. Attempts at conversa- When the PCs finish their business in each), 50 gp, a flask containing two doses
tion are ignored. If a PC resists any of room 22, the guards bring them back to of potion of healing, and another flask
Garcan’s orders or starts a fight, Garcan the kitchen where Garcan thanks them containing one dose of potion of clairaudi-
summons guards to take him to the swill and sends them on their way. If the PCs ence. The orcs are too intimidated to
pit, after which he will be returned here return to the kitchen because of a random stop the PCs from taking their treasure.
to pick up where he left off. encounter or for any other reason, Gar- If the PCs go along with the charade, the
The kitchen is a flurry of activity. Along can will force one of them (choose ran- orcs won’t attack, although they defend
the west wall, eight bugbears remove domly) to sample his scalloped scum themselves if necessary.
dead sea gulls from a large pile, chop off creeper (same threats and damage as
their heads, pluck their feathers, and im- with the other recipes), then sends them Room 22-Butchering Room
pale them on spits to roast over a large on their way, saying he has no further use
fire pit. Six goblins scrub pans and dishes for them.
Vigorous scratching and clawing can
in a long sink that covers half of the east be heard from behind this door.
wall. Seven more goblins stir sizzling Room 20-Barracks
pans and boiling pots on three iron stoves This large room is the barracks for the The room is empty except for a carrion
along the south wall, while five bugbears goblins. It is empty now, as the goblins crawler and the remains of a large burlap
work at a counter on the west wall, are all occupied elsewhere. bag. The carrion crawler is intended as
kneading black dough and chopping vege- The room is filled with sleeping mats, the main course for tonight’s banquet,
tables. Four bugbear guards circulate assorted goblin debris, and several but so far nobody has gotten around to
throughout the room to make sure every- wooden chests containing their personal killing it.
one keeps busy. items. If the PCs rummage through the Carrion crawler: AC 317; MV 12” ; HD
Garcan selects two PCs (choose ran- chests, they only turn up 22 cp and a 3 + 1 ; hp 18; #AT 8 ; Dmg paralysis;
domly) and sends the rest to wash chunk of rock crystal (value of 70 gp). THACO 16; AL N.
dishes. He takes the chosen PCs to the However, in the northwest corner of the If the PCs have been brought here
stoves. “I want you to taste this,” he room is a pair of bone dice and a pile of from the kitchen, the guards throw them
says. “Give me your honest opinion.” He coins totalling 151) cp, 110 sp, and 80 gp. in, tell them to kill the crawler, and slam

29
the door shut. The guards won’t let them is needed for the banquet, have a squad of Mudstone was the assistant to the late
out until the battle is finished. If the PCs guards show up to chase the PCs out of Mortykraken. He is middle-aged and has
succeed in killing the carrion crawler, the the freezer if they attempt to thaw it out. a pot belly and long greasy hair. He wears
guards take them back to the kitchen, a wrinkled purple robe that hasn’t been
leaving the body for someone else to Room 24-Banquet Room washed in months. He spends most of his
process. time sulking in his room.
If the PCs go to this room before they The room is sparsely furnished with a
go to the kitchen, they are under no pres- iron door, seciirely locked with a num- table, two sagging beds, two dusty
sure to fight the camon crawler, although ber of heavy bolts and latches. Two desks, and shelves of seldom-used
they may if they wish. If they kill it and ogre guards stand at attention on each books. In the northwest corner is an
are brought here later by the kitchen side of the door. enormous pile of dead mice. A flesh go-
guards, the guards return them to the lem (see Entryway encounter for statis-
kitchen after they see the crawler’s body. This is where the party will be held to- tics) sits beside the pile, cutting off
The carrion crawler fights viciously night. If the PC linger in the area, the mouse-heads to make sugar cookie and
with its tentacles. It intends to paralyze guards angnly tell them to go away and sour cream hors d’oeuvres. When the
all its attackers (saving throw vs. paraly- come back at midnight. If necessary, the mouse bodies pile up, Mudstone uses his
zation when hit to avoid effects), then eat guards summon help to chase them away. special animate dead spell to send them
them at its leisure. Note to the DM: Although a few guards to the swill pit.
are occasionally allowed through the door If the PCs enter, the smiling Mudstone
Room 23-Freezer to help set up for the party, do your best greets them and seats them around the
to keep the PCs out until you’re ready for table. He eagerly asks them how the
the final encounter, Party Time. (If the party preparations are coming along,
iron. Its surface is cold. The door is PCs miss the party, the adventure will be sighing that he wishes he had more to do
unlocked. a lot less fun.) If the PCs do manage to than prepare hors d’oeuvres. If the PCs
sneak in (say, by turning invisible and fol- ask the right questions, Mudstone tells
In spite of its size, two PCs of average lowing in an ogre delivery boy), tell them them whatever they want to know: the
or higher Strength can pull it open. If they that all they see is a few ogres and bug- purpose of the party, what happened to
do, they are hit with a blast of cold air. bears setting up tables and chairs. A Mortykraken, what’s supposed to hap-
This room is used for a freezer. Frost stack of chairs covers the trap door so the pen at midnight. He doesn’t know a way
covers the walls, and heavy slabs of fro- PCs don’t see it. out of this level and also refuses to leave
zen meat hang on hooks from the ceiling. his room. At some point, he’ll mention
that he’s got a plan to make the best im-
In the back of the room is a block of ice 20 Room 25-Private Quarters pression at the party, cackling, “Tonight,
feet across and 15 feet high. The block is
completely covered with a black cloth. A
~

the dead will rise!”


As you approach this door, a friendly If attacked, Mudstone uses feign death
large white toad sits in the center of the voice calls from inside the room.
room, facing the door. on himself. The golem ignores any bat-
“Come on in! I know you’re out tles, except to defend himself.
Ice toad: AC 4; MV 9“; HD 5; hp 25; there! ”
#AT 1; Dmg 3d4; THACO 15; SA radi-
ates cold; AL N. This is where Mudstone the magician
Room 26-Message Center
The ice toad keeps the freezer cold and lives. His ESP informed him the PCs
also protects the block. If the PCs come were in the corridor. Since nobody ever The room is empty except for the ceil-
in, the ice toad attacks and continues to visits him, he is eager for company. ing, which is completely covered with
attack as long as PCs remain in the room. Mudstone (9th-level magic-user): AC bats. All of the bats have notes at-
Because a lot of its power is used to keep 7; MV 12“ ; hp 20; #AT 1; Dmg ld4 (dag- tached to their legs with string.
the room cold, creatures within 1”suffer ger); THACO 19;St 7, In 10, Wi 7, Dx 6,
only 2d6 points of damage instead of the Co 9, Ch 6; AL LE. Unless the PCs startle them with a loud
usual 3d6. noise, the bats stay clinging to the ceiling.
If the PCs kill the toad or otherwise Spells: Since the ceiling is only about six feet
manage to get past it, they can uncover 1st level: dancinglights (x 3), light high, a bat can easily be plucked from the
the block. It is a solid ice block containing 2d level: ESP (x 3) ceiling without disturbing the rest.
a frozen ceratosaur. The ceratosaur is to 3d level: feign death (x 3) 100 Bats: AC 8; MV 1”/24”; HD 1-2
be a special offering at the banquet. 4th level: charm monster, plant growth hit points; hp 1; #AT 1; Dmg 1;THACO
Note to the DM: Since the ceratosaur 5th level: animate dead 20; SA cause confusion by swarming

30
when startled; AL N. impressive. Mudstone is seated at a table l d 4 + 4 / l d 6 + 6 ; THACO 9; SA Pyro-
All of the bats have the same message: near the high chairs. Behind them, the technics, produce flame, wall of fire, de-
“ATTENTION FIENDS OF ALL lurker above is spread out and nailed to tect magic, detect invisible, polymorph
PERSUASIONS-PARTY TONIGHT AT the wall. The greeting “WELCOME self, hold person, gate, all once per turn
MIDNIGHT. ALL YOU CAN EAT! JUST HELLSPAWN” is painted across its body or melee round; symbol of pain once per
FOLLOW THE BATS.” in large red letters. day; SD + 2 or better weapon to hit; MR
Mudstone released these bats out of a When the PCs get inside, four ogre 65%; AL LE.
small window located in the east wall of guards hand them water pitchers and or- Asmodeus studies the room, shaking
this room. This was Mortykraken’s plan der them to keep glasses filled. his head in disbelief. At last he speaks, his
for sending invitations to the evil powers. By 10 minutes before midnight, every- voice like thunder. “Who dares
All of the bats have now returned. one is seated, except the servers (includ- summon- ”
There is a sheer drop from the window ing the PCs). In all, there are about 400 Mudstone leaps to his feet, and Asmo-
into a bottomless cavern. present. Five minutes later, several deus stops in mid-sentence. Mudstone
servers bang iron gongs, signaling that thrusts his hands in the air and cries,
midnight is at hand. The room falls silent. “Let the dead arise!” Instantly, Mud-
Party Time Tension is high as the final minutes stone’s special animate dead spell takes
About half an hour before midnight, all crawl by. Midnight arrives. Nothing hap- effect and every roasted sea gull in the
of the residents stop what they’re doing pens. room begins to dance on the table tops.
and move toward room 24. If the PCs More time passes. No one moves a Asmodeus watches the dancing sea
don’t join them, guards approach and muscle (guards #guarantee silence from gulls for a moment, then erupts in a roar
force them in the right direction. the PCs). Still nothing. of laughter. He and the pit fiends cast a
When they near the door, the PCs see An hour goes by. Gorgie and Wyperag total of nine produce flame spells around
swarms of goblins, orcs, bugbears, and shift uneasily in their high chairs. Some of the room, then vanish, never to return.
ogres pouring into room 24, chattering the creatures begin to mutter. Two orcs All this happens so fast, the PCs can do
excitedly. If necessary, guards are availa- begin an argument. One breaks a retch little else but watch. However, if they try
ble to herd them inside. globe over the other’s head. to escape, attack, or otherwise draw at-
If the PCs didn’t recover the missing Just as it looks as if a food fight is about tention to themselves, the pit fiends cast
baby bugbear, Yekki and her two guards to start, the room begins to tremble, gen- pyrotechnics and produce flame as nec-
spot the PCs in the corridor outside room tly at fist, then hard enough to rattle the essary to keep them in their place.
24 and attack therm, crying “Baby glasses. The room grows silent again as When Asmodeus departs, the entire
killers!” They fight to the death, but stop the tremors increase. room is ablaze, and panic sweeps the
if the PCs duck into room 24. There is a crack of thunder from out- room as quickly as the flames. Creatures
Once in the room, the PCs see it has side the south wall, and the door slams to are screaming and trying to make their
been prepared for a magnificent banquet. the floor. Standing in the doorway is a way to the south exit.
There are tables and chairs for hundreds horned fiend over 13 feet tall; he looks One of the fire blasts struck near the
of guests. The tables are loaded with angry. Three 12-foot-high homed mon- ice block. The ceratosaur will be free in
platters of roasted sea gulls along with strosities accompany him. five minutes.
serving dishes of soup, casseroles, and Asmodeus (arch-devil): AC -7; MV Ceratosaur: AC 5; MV 15”;HD 8; hp
other treats from the kitchen. The tables 12”/24” ; HD 199 hit points; #AT 1;Dmg 50; #AT 3; Dmg ld6/ld6/4d4; THACO
also contain frosted floating eyes and cen- 2d6 + 2; SA pyrotechnics,produce flame, 12; AL N.
terpieces of strangle weed and retch wall of fire, ice storm, wall of ice, contin- The ice block was concealing a trap
globes. On a platter on the main table par- ual light, read languages, read magic, de- door. When the ceratosaur is free, the
allel to the north wall is the roasted car- tect invisible, locate object, invisibilitx trap door is revealed. (If the PCs aren’t
rion crawler with a retch globe stuck in its dispel magic, hold person, hold monster, looking, have the ceratosaur roar to at-
mouth. In the center of the room is the shape change, beguile, rulership, mass tract their attention.) The confused cera-
varrdig fountain (assuming the PCs didn’t charm, geas, restoration, raise dead tosaur won’t leave the area, so the PCs
kill it). The ice block with the frozen cera- fullx wish, all once per turn or melee will have to kill it or drive it away with
tosaur is centered against the west wall. round; symbol ofpain, symbol ofinsanitx torches to get to the trap door.
Under the ice block and out of sight is a symbol ofhopelessness, unholy word, all When the ceratosaur is out of the way,
trap door leading out of this level. once per day; gaze causes fear, fear and the PCs can open the trap door and es-
Near the middle of the main table are weakness, or chill; SD + 3 or better cape to the next level. As for the locals
two 30-foot-high chairs. Wyperag and weapon to hit; MR 90% AL LE) and their problems, they’ll have to dream
Gorgie are already in them, trying to look 3 Pit fiends (greater devils): AC -3; up a new plan some other time.
MV 6“//15“; HD 13; hp 70; #AT 2; Dmg

31
ungeon-Level3

* Secret Door
**** Bars
Curtains
Scale: 1 Square = 10’ Feet

Too Many Cooks is prepared for use by long imprisonment after one disastrous searched for the perfect menu that would
five to eight characters of 5th to Sth level, effort that left 30 important guests in the win them back into the good graces of the
though DMs should be prepared to be care of the castle’s healers. rulers of Greyhawk. Years passed, and
flexible, based on the performance of the With the help of Galomohgen, an ine- Galomohgen’s alcoholic excesses finally
characters in the first two levels of the briated wizard who was similarly impris- got the better of him. Knowing he was
Castle Greyhawk dungeon. oned, the cooks escaped into a series of soon to die, the crocked-but-kindly
caverns connected to the dungeon level. magic-user prepared magical items that
Apparently swept away in the current of would help the cooks survive until they
Encounter Setting an underground river, the cooks and the could return to the outer world as true
The entrance from the level above wizard were forgotten and the level was masters of the culinary arts.
leads to a prison level once used by the sealed off. The quartet of fugitives actu- But after the wizard’s passing, the
rulers of Greyhawk. This area was walled ally survived, however. Though they strain of magical cookery on the less-
up years ago but has recently been feared pursuit, in truth everyone was than-keen brains of the chefs just made
reopened-from the inside! The pris- glad to be rid (of them. The cooks have them more and more eccentric. The ec-
oners of this level were a trio of inept made their home below ground ever centricity would have remained harmless
cooks: Chef Ellolenhowad, Baker Lari- since, learning a bit of magic from their had it not been for the activation of the
fyne, and Candymaker Kurlenshembes, companion and growing increasingly Random Monster Generator. Somehow,
who served many inedible meals in the dotty as time wore on. the cooks’ magical kitchen utensils tied
castle above. They were consigned to Galomohgen created a safe haven for into the vast power of this bizarre arti-
his friends in the hidden caves, while they fact, bringing their culinary creations to

32
life. Some of these melt-in-your-mouth shembes has a candy probeltaster of unreliable source of information at best.
monsters are harmless, some are cooling and an apron ofprotection +2 (as Though he will try to pace himself if
strange and dangerous, and a few are ring). He also has a key ring, but it is asked, he loves wine, ale, etc. and will
downright evil. rarely with him. (At this time, he has lost guzzle it rapidly as long as it is available.
To survive this level of the dungeon and it and it can be found by the characters.) Mentu the Mind-Fileter: AC 5; MV
pass on to the next, the characters will The Candymaker is open and friendly but 12” ; HD 6; hp 20; #AT 1; Dmg 2d4 or by
need to deal with the cooks’ creations, hopelessly scatterbrained. He is child- weapon; THACO 13; SA mind fileting; SD
find the key to their connection with the like and subject to a child’s mood swings, nil; AL NE. Mentu is seven feet tall, and
Random Monster Generator, and defeat tantrums, etc. He gets bored easily, and his body is stitched together from various
the plans of their most intelligent and dan- is very much a coward, even more so cuts of meat. His thighs are huge hams,
gerous creation, Mentu the Mind-Fileter. than the other two. his arms are legs of lamb, his fingers are
An ally is available to them in the pudgy, Poppinfarsh the Dough Golem: AC 5; sausages, etc. His head is a rather poorly-
adorable form of Boppinfarsh, a miniature MV 6 ” ; HD 3; hp 12; #AT 1; Dmg nil or preserved octopus. Mentu avoids combat
dough golem. It is also possible that the by weapon; THACO 16; SA nil; SD see whenever possible, preferring to use his
party can summon the spirit of Galo- below; AL LG. Poppinfarsh is unfailingly special mind-fileting attack. By concen-
mohgen himself for aid. friendly, helpful, courteous, and cute to trating, Mentu can cause the minds of up
the point of making the average person to 10 intelligent foes to become fogged.
ill. He has a pleasant little giggle that rap- Victims of this power suffer a - 4 penalty
NPCs idly becomes annoying, a bouncy way of to all saving throws and rolls to hit for as
Chef Molenhowad: AC 8; MV 12” ; MU walking that gets on people’s nerves after long as Mentu concentrates. If Mentu is
1;hp 6 ; #AT 1; Dmg by weapon; THACO a while, and an innocently optimistic out- wounded for more than 3 points of dam-
20; ST 12 IN 12 WS 3 DX 11CN 17 CH look on life that would make the mildest age, or directly engaged in melee, his con-
11; AL N. Molenhowad has a spoon of saint want to strangle him after about 20 centration is broken.
stiningand an apron ofprotection +2 (as minutes. Poppinfarsh has the mind and The mind-fileter is a born plotter, de-
ring). He also has a key ring that opens all attention span of a six-year-old. Despite lighting in elaborate and dastardly plans
doors in the cooks’ complex. The Chef is this, he is the closest thing to a friend the to conquer the Upper World (which he
the most belligerent of the three cooks; characters are likely to find on this level. has never seen). In fact, he is better at
he tends to be suspicious of everything Galomohgen the Wizard: AL CG. planning than at carrying through his
and everyone that is new or unfamiliar. Standard statistics are meaningless for plans. (Otherwise, he’d have been out
He is strong-willed, tricky, and hard to Galomohgen, since he exists at this time and conquering long since.)
reason with under the best of circum- only as a disembodied spirit called by the Mentu is very strong-willed and his in-
stances. Molenhowad and his two part- Goblet of Ghosts. Unlike a true ghost, fluence over the cooks is very great.
ners are only magic-users by the spectre, etc., Galomohgen cannot affect They recognize his intelligence (but not
broadest definition. They have received or be affected by anything on the Prime his evil) and consider him their most
enough training to operate Galomohgen’s Material Plane, except to drink from the trusted adviser. He uses this position of
magical items, but they know no spells of Goblet and converse with those who trust to feed their egos and manipulate
their own. summon him. He cannot roam more than them into creating ever-more-powerful
Baker Lanfyne: AC 8; MV 12” ; MU 1; 30 feet from the Goblet of Ghosts (and and useful creations, which Mentu will
hp 6 ; #AT 1; Dmg by weapon; THACO would not want to in any event), and will soon gather into a conquering army.
20; ST 11IN 10 WS 3 DX 12 CN 16 CH remain only as long as the Goblet has Mentu is convinced of his physical and
11; AL NG. Larifyne has a self-rolling wine or other alcoholic beverage inside it. mental superiority over “breadthings”
rolling pin and an apron ofprotection +2 Galomohgen is constantly drunk, and like Poppinfarsh and “unenhanced ani-
(as ring). He also has a key ring that gets more drunk still as he guzzles from mals” (his private name for intelligent be-
opens all doors in the cooks’ complex. the Goblet. The characters will have a ings who do not consist of sewn-together
The Baker is the most reasonable of the hard time making the beverage in the meat products).
trio, but he is easily swayed from one Goblet last long enough to keep Galo-
mohgen’s spirit on this plane for any
viewpoint to another by his fellow cooks
or by others of strong will, such as Mentu length of time. He is friendly with anyone Encounter Key
the Mind-Fileter. who buys the drinks and seems to have The Prison Section
Candymaker Kurlenshembes: AC 8; the best interests of the chefs at heart, The exit from the level directly above
MV 12”; MU 1; hp 7; #AT 1; Dmg by but he is hostile and uncooperative to leads only to a large archway that was ap-
weapon; TMACO 20; ST 12 IN 8 WS 3 those who are stingy and mean-spirited. parently bricked up at one time but is now
DX 10 CN 18 CH 12; AL CG. Kurlen- Even at his most cooperative, Galo- passable. Broken bricks lie mostly to the
mohgen’s mind wanders, making him an

33
outside of the walled-up area. Any char- of Greyhawk. A set of tally marks, num- strictor snakes. They make a similar
acter making a reasonable inspection will bering 394 in all, covers one section of a hissing sound, but are actually just hollow
realize that the brickwork was smashed wall in the SE cell. A number of tic-tac- tubes of licorice that cannot bite, but can
from the inside (by gummy werebears toe games have been scratched in the swallow and eventually digest prey sev-
sent on a surface errand by Mentu). wall near the bars between the NE and eral times their diameter after killing it in
There are unidentifiable footprints of NW cells. A number of recipes for choco- their crushing coils. They smell sharp/
something large, shoeless, and two- late mousse are scratched in crude hand- sweet, like black licorice, and once killed
legged in the dust. Beyond the entrance writing on the walls of the NW cell. are just inanimate candy. They are also
is a stairway going down to the prison Magical symbols and numbers adorn the available in red strawberry flavor, if the
level, opening into a second archway and walls of the SW cell. At the end of one in- DM wants another encounter some-
the Entry Hall. comprehensible string of symbols is writ- where. (See MMI entry for giant con-
ten the word “Eureka!” The wall and strictor snakes for details on constriction
Area 1: Entry Hall floor near this point are blackened, as if attacks.)
by a small fire.
This room was once the place where Area 6: Food Storage Caves
arriving ofi-shift guards checked in. It is
in a state of disrepair. It is rough-hewn
Area 4: Corridor This natural cavern section was discov-
from the surrounding rock, with large This corridor is breached at one point. ered when the corridor to the south was
wooden pillars and beams now beginning on the north by a crude hole in the wall. first dug. It is used to store foodstuffs to
to dry-rot. A wooden rack for cloaks, Again, there is evidence this had been make the prisoners’ gruel. There are
sword belts, etc. still hangs crookedly on walled up, then broken out from the in- various broken and empty barrels here.
the north wall. The open eastern door is side. Down the comdor to the east is a A small spring of cool, clean water is lo-
of heavy but now-rusting metal, and lightweight wooden door that hangs open cated in one corner.
hangs loosely from broken hinges. It has on one hinge.
a small, barred peephole at eye level. Area 7: River Opening
Area 5: KitchedDining Area This tunnel opens onto a small section
Area 2: Guard Room Once used by the guard on duty, this of a fast-moving underground river,
The guard for this cell block once spent was a small kitchen in which both the which runs into the cavern and out again
most of his time here. The room is now in guard’s lunch and the prisoners’ gruel through openings below the surface of
a state of disrepair similar to that in area was prepared. A heavy table with two the water. A rickety wood-and-vine
1.A half-rotted wooden table and a decid- chairs still stands in the room’s center, bridge has been slung across the water to
edly rickety chair are the only furnishings though it is dusty and covered with spider an opening on the far side. It is safe, but
left. The door to the south leads to a stor- webs. A few cupboards along the east the DM is urged to make the PCs as ner-
age area that holds racks, shelves, and a wall stand open and empty, with a few rat - vous as possible here, describing the
couple of empty barrels. (The storage gnawed bags and casks still inside. A swaying, creaking, decaying bridge in
room was cleared out years ago.) small fireplace is set in the south wall, loving detail. The water is cold, clear, and
The door to the west is of similar con- with a couple of logs in it along with lots of rather deep. It moves fast from south to
struction to the door from area 1. It is ashes. An odd sharptsweet smell can be north and has a tricky undertow. Anyone
closed, but not locked, The door to the detected faintly near the cupboards or jumping or falling in will be very lucky not
north is of lightweight wood and has no the fireplace. to be swept away to drown. (This is
lock. Two black licorice snakes are curled up where the cooks and the wizard were
in the fireplace. If it is approached and ex- thought to have been killed.) The tunnel
Area 3: Cell Block amined closely (ashes stirred, etc.) they across the bridge leads north and south.
wilI be disturbed and will attack. A third
This corridor has two barred cells each black licorice snake is in one of the floor- Area 8: The Greenhouse
to the north and south. The cells are sep- level cupboards and wiU attack by sur-
arated from the corridor and each other The door into this cavern is heavy
prise anyone searching the cupboards.
only by closely spaced iron bars. The cell metal, in excellent repair, and is light-
Disturbing one snake awakens all of
doors are all open, and each cell contains tight (thanks to strips of leather around
them.
only a thin metal platter and a ragged pile the inside of the doorjamb). It is not kept
3 Licorice Snakes: AC 6; MV 12”; HD
of cloth and sawdust that might have once locked. There are two empty torch-
2; hp 7; #AT 1;Dmg2d4; THACO 16; SA
been a crude mattress. holders affixed to the walls just outside
constriction; SD none; AL N. These ap-
There is graffiti scrawled on the walls the door.
pear at first glance to be large black con- The spacious room is brightly lit from
of the cells, mostly in the common tongue

34
above. Anyone looking up will see three disguised. All chances for discovering it minutes of play, there is a 1in 6 chance of
glowing quartz crystal spheres hanging by nonmagical search are reduced by an encounter. If left alone, they move
from the 20-foot-high ceiling. The one-half. The door is a heavy section of through the halls and rooms, eating any-
spheres are three feet in diameter and wall that slides back on a counterweight. thing organic and leaving the tunnels neat
are enchanted with permanent continual It is triggered by the insertion of the and tidy, with a fresh strawberry scent.
light spells as bright as noon sunlight. Re- proper thin metal strip from any key ring Of course, the residents know enough to
moval of any sphere will cause it to shat- into a narrow slit between the rocks. stand aside when one comes through.
ter violently and stop glowing. (This will Finding the slit and the proper key from
annoy the cooks no end if they find out- Kurlenshembes’s key ring will be difficult The Mithril Breadknife
they have no way to replace the and time-consuming. Even if the door is of Greyhawk
spheres.) discovered, it cannot be forced open Back when the cooks were employed
The southern part of the cavern is filled without blasting or tunneling. Halve all in the kitchens of Castle Greyhawk, they
with a large stand of wheat and a few chances of picking this lock, as it is of a made the mistake of serving the manor
rows of corn. Both are tall enough to con- particularly cunning type. lord a loaf of bread that he could not cut
ceal a full-grown man. The grain rustles, As the characters start up the corridor with a battle axe. Enraged, he ordered
and stray noises can be used to lead char- to the north toward area 10, they detect a them put to death if they ever again
acters to believe someone or something strong odor of strawberries. served him bread too tough to cut. The
is inside. (The DM may wish to place an terrified cooks bribed the castle armorer
encounter with several licorice snakes Area 10: Cave 2 to forge a specially enchanted breadknife
here.) The yield of corn and wheat seems made of mithnl that was able to cut any
unusually large-much larger than any Moving up the corridor toward area 10, sort of bread or pastry with ease. Thus,
the characters have seen before. the odor of strawberries gets even the manor lord never again had problems
There are many types of vegetables stronger, as the party sees a transparent cutting the bread. When sent to the
and herbs growing in the northern por- pink jelly-like wall moving toward them. dungeons, Kurlenshembes brought the
tion of the greenhouse cave, including The corridor is blocked at the north end knife with him. The guards confiscated
sugar beets, carrots, lettuce, and onions. by a strawberry gelatinous cube moving and used the knife, but it was misplaced
All seem enormously healthy and very slowly south. Several metallic objects are after a time. The strawberry gelatinous
large. All the plant Me is irrigated by a caught up in it, including three spoons, a cube recently turned it up on a sweep
well-tended network of small ditches, fed small dagger, a flour scoop, and a through the prison wing.
by a small spring in the southwest corner. breadknife (the Mithril Breadknife of The Mithril Breadknife will cut any sort
The entire installation is nothing short of Greyhawk-see below). of baked goods with ease. This is a minor
ingenious. Strawberry gelatinous cube: AC 8; MV magical ability, to be sure-unless you
Anyone walking through the carrot 8” ; HD 5; #AT 1;Dmg 2d4; THACO 15; are faced by monsters made of pastry or
patch will find a large key ring holding SA paralyzation, smell; SD see below; dough! Against creatures such as the
several keys and a number of thin strips AL N. Strawberry gelatinous cubes were Gingerbread Man, flapjacks, doughple-
of metal of various lengths and shapes. one of the first magical creations of the gangers, bread pudding, or poor little
This is Kurlenshembes’s key ring, and it cooks. These monsters are scavengers Poppinfarsh, it serves as a dagger +6
opens most of the doors in the complex similar to their non-edible cousins. They that does twice normal damage! If driven
(except those to Mentu’s lab, study, and have the same paralyzing touch and dis- into the pulsating raisin on the back of the
quarters, and the secret doors in that solving effect as the normal gelatinous Gingerbread Man (by a successful back-
wing). cubes (see MMT). Because of their pink stab), it will kill him outright!
color and strong odor, they cannot sur- The Mithril Breadknife is not balanced
prise their victims. Instead, they lure for throwing and doesn’t really look like a
Area 9: Cave 1 their victims, salivating hungnly, to them fighting weapon. It is obviously very valu-
(saving throw vs. poison to resist). Once able, however (perceived value about
This open cave has several empty familiar with the cubes, no saving roll is 2,000 gp), and radiates a strong aura of
metal torch holders set about three needed. magic. The Seal of Greyhawk is engraved
feet from the floor. It is very clean for a The cube is affected by weapons, fire, in the handle. The cooks and Mentu will
cave and has a small spring outlet with magic, etc. just as a normal gelatinous all recognize it on sight, and want it back
a pool of cool water in the southwest cube. When killed, it loses its shape and very badly. Poppinfarsh has never seen it
comer. becomes a pile of yummy strawberry gel- and knows nothing about it, but the very
atin that soon becomes a sticky mess if sight of it will make him very nervous un-
The secret door to the west looks like not cleaned up. There are several of til it is put away.
part of the rock wall and is very cunningly these cubes in the complex; for every 15 There are two secret sliding rock

35
as possible about what is really going on and thank the party. He will close the The bell summons two gummy werebear
here, and will answer their questions oven door and order the gummy were- guards in two melee rounds, with four
with more questions whenever possible. bears to stoke the fire, :urning over a more arriving five rounds after that.
He will tell the party that the Chefs “can’t large hourglass as he gives his orders. Inside the closet are several garments
possibly be disturbed at this time,” and Even if some have refused to help, worn by Mentu, some of which once be-
will not change his mind on that score. If Mentu graciously offers to help put them longed to Galomohgen. Four sets of
the characters mention that they are on a on their way to the lower depths, and will robes are decorated with gold thread and
mission to the lower depths, or that they lead them to the secret door in area 15. semi-precious stones. These are worth
are searching for the Random Monster If the lab is approached at any other about 250 gp each. One rather drab grey
Generator, he will look thoughtful, strok- time in the adventure, it IS locked. The robe (that Mentu never wears) is a robe
ing his tentacled chin. heavy metal door can be opened only by of useful items containing the standard
“Perhaps I can help you,” Mentu will major force or by a key OII Mentu’s own items called for in the DMG, plus the fol-
say. “I know of a secret tunnel that goes key ring. The lab is empty at such times, lowing: two flasks of fine elven wine, 1
down into the depths of this dungeon with something in1 the hot oven if the scroll (Tenser’s floating disc), 1potion of
where none of us have ventured in recent characters have earlier aided Mentu in extra-healing, 1 bag of 100 gold pieces
years. I will take you there, if you will moving the loaves. If the baking loaves (these are very old coins, worth three
give me a bit of assistance first.” are checked, they are discovered to be times face value to a collector), and one
The task Mentu wants performed is half-formed but recognizable duplicates five-foot-wide by four-foot-deep cast-iron
very simple. In the storage area adjoining of the characters who carried them. If cauldron. All other items of clothing are
the lab are several huge loaves of un- found in the oven, they are not yet alive. virtually worthless.
baked dough. He will tell them to handle These are doughplegangm, explained The floor has a concealed panel (found
the loaves carefully once unwrapped, further in encounter 24. like a secret door) beneath which Mentu
commenting that the gummy werebears has stashed a large chest containing trea-
are too clumsy to do the job right. He will Area 14: Mentui’s Quarters sure that the gummy werebears have
ask them to place the loaves in the large brought back from their expeditions to
oven in the lab. The heavy wooden doo? here is kept the upper levels and the surface. The
If the characters agree, Mentu will un- locked. Mentu has the only key. The in- trap door is neither locked nor trapped,
lock the airtight door into the storage side is not opulently furnilshed, but it is but the locked chest has a concealed nee-
chamber to the east (only his keys work). more comfortably maintained than any- dle on the lock mechanism that will jab
The chamber is cool and dry “to preserve place else in this complex, with a couple anyone who tries to pick it (unless spot-
the dough,” Mentu explains. He has no of rather nice tapestries that were once ted and disarmed first). The needle is
idea how this is done-it has always been the property of the wizard Galonnohgen. covered with Essence of Blueberry,
that way. (Powerful magic is at work (These two bulky tapestries arc. worth which will cause the stung hand to turn
here, provided years ago by Galomohgen about 200 gp each, if they can be brought blue and swell up like a balloon, making it
the Wizard.) to the surface.) useless for holding items, picking locks,
Inside are 15 man-sized loaves of There is a bed with a worn but still etc. for about 24 hours. No saving throw
dough wrapped carefully in wax-coated serviceable mattress. Beneath it is anon- is allowed.
parchment. He will unwrap one loaf at a magical wooden staff. A large table is The chest contains three green gems
time and ask each character in turn to covered with papeirs and notes, most of worth about 150 gp each, 200 gp in coins,
carry it to the oven and shove it inside. which are impossible to read because of two flasks marked “Nectar of the Gods”
The loaves are heavy, but none of the Mentu’s poor handwriting. (actually they contain a rather bitter
The wooden door to the west leads to a dwarven wine, but Mentu has a weak-
characters will have any trouble moving
walk-in closet. It is locked and Mentu has ness for the stuff), and a golden crown set
one. He will admonish them to be gentle,
the only key. Inside, just above the door- with red jewels worth about 1,000 gp.
while trying to ensure that each character
sill, is a countenveighted bell and a thin The latter is something Mentu intends to
has camed one loaf. (DM Note: Keep a
glass sphere filled with Insf ant Taffy. The wear when he becomes Ruler of the Up-
secret record of who has and has not car-
bell will ring and the sphere will fall if the per World.
ried a loaf. The players should not be al-
door is forced in any way, but not if the The western wall of the closet slides
lowed to suspect anything unusual at this
lock is successfully picked. When bro- aside to reveal a secret door. The narrow
point!) If any characters refuse, Mentu
ken, the sphere releases a gas that passage behind it leads to the Ginger-
will appear reluctant to give them the in-
hardens instantly into tough taffy-like bread Man’s lair in area 18. This is the en-
formation they need. “After all, if one
strands that act as a web spell. This fills a trance that Mentu would normally use to
cannot count on one’s friends.. ..”
10-foot space around the doorway. These approach the monster. Anyone coming
Once one loaf per PC is placed in the
strands remain until burned or cut away. into the lair this way automatically gains
oven, Mentu will lock up the storage area

38
surprise on the contentious confection, moves, it releases its characteristically Area 17: The Trash Pit
who expects only his master to use this atrocious stench, which the party must
door. overcome to battle it. Poppinfarsh has no The heavy iron door to this room is
knowledge of the pudding. It will not at- tight-fitting and unlocked. Beyond is a
smooth, bowl-shaped room. The cavern
Area 15: Small Guard Station tack him, however, because both are
ceiling rises 30 feet above the doorway
bread creatures. Poppinfal-sh does not
There is a recessed nook in the corri- attack unless directly ordered to do so, and is covered with stalactites and out-
dor at the bend, where a single gummy but he yells encouragement throughout croppings. From the doorway, torches il-
werebear guard is always stationed. He the battle. (“Wow! This is great! Hit it luminate the ceiling dimly, with lots of
will challenge anyone corning through the again! Ow, I bet that smarts!”) dancing shadows. A huge pile of junk al-
corridor except Mentu or the cooks (or Bread pudding: AC 6; MV 6” ;HD 5; hp most fills the room. Stone steps wide
those escorted by them). A secret panel 21; #AT 1;Dmg2d8; THACO 15; SA see enough for one person at a time lead
behind the guard’s chair reveals a rough- below; SD immune to sharp weapons and down into the room.
hewn cavern corridor through which fire; AL N. The bread pudding is a sloppy The junk includes discarded items of all
Mentu disposes of intruders. He will lead and horrible-smelling concoction that sorts, such as bent spoons, broken
the party here, claiming that this is the even the cooks won’t admit to creating. crockery, discarded boxes, barrels, and
way to the lower depths. In fact it is, but Mentu was told to dispose of it, but in- bottles. Also present are a few rusty
Mentu doesn’t know that. He is really stead he hid and fed it until it grew to a suits of armor, bent swords, and other
sending the characters into a trap, in- size of about eight feet across. It is now weapons, none of which prove useful if
tending for them to be killed by the bread loyal only to Mentu, and will attempt to examined. The mounds of junk are so
pudding. He will allow Poppinfarsh to ac- devour anythng else it encmnters. high that the party must climb over them
company the characters, and Poppinfarsh The pudding is free-flowing, formless, in order to cross the room.
will be quite happy to go. If the PCs won’t greyish-brown, and lumpy, thus it con- One item will attract the attention of
take him, Poppinfarsh will be taken by the ceals itself well among rocks and dirt. Poppinfarsh if he is here-a battered
guards to Mentu’s quarters and locked in The disgusting smell of the pudding is un- metal bottle that looks vaguely like a
after the characters leave. mistakable and is its greatest weapon. It pitcher. If the dough golem is not with the
The sliding rock that conceals the en- smells bad when standing still, but its party, the first person to declare he is
trance is closed behind the characters af- scent is overpowering when it moves to looking through the junk will find this
ter they proceed down the corridor a bit. attack. This requires all in the area to roll item. The bottle is made of an odd and at-
Once closed and blocked from the out- a saving throw vs. poison. Failure leaves tractive reddish metal. It is tightly closed
side, it cannot be opened again from the the victim unable to de”end himself, with a metal stopper marked with a set of
inside short of a major explosion or multi- throwing up uncontrollably for ld6 melee unusual runes. Poppinfarsh will recognize
ple attacks by forces as powerful as a rounds. (Poppinfarsh can Fmell the pud- the marks as the signature-runes of the
lightning bolt. ding, but it doesn’t bother him.) old wizard, Galomohgen.
It attacks by flowing over a victim, The stopper is tightly wedged into the
Area 16: The Bread Pudding’s causing damage with an acid-like secre- bottle, requiring a Strength Check on 3d6
Lair tion. Full plate armor protects a victim for to pull free. Poppinfarsh will be enthusi-
two melee rounds before the acid gets in- astic about opening the bottle, sure that it
The corridor widens at this point into a side. Other forms of armor protect for is full of one of the wizard’s wonderful po-
dark cavern, with stalactites hanging only one round. The pudding is not tions. The bottle is heavy, but does not
from the ceiling. Large boulders are harmed by sharp weapons. Impact weap- slosh. It must be opened to determine its
strewn randomly across the ground. ons such as maces hurt it by breaking up contents, if any.
Shadows move across the uneven ground the lumps that form it. It is invulnerable If opened, the bottle will rapidly fill with
in all directions as the torches move, a translucent yellow liquid, with floating
to fire, but other attack forms cause nor-
making this a perfect location for an am- mal damage. slices of lemon and chunks of ice. It is, in
bush. The characters detect an awful The niche against the southern wall, fact, a decanter of endless lemonade.
smell as they approach, as if something The lemonade is cold and delicious, and
where the pudding is waiting, contains
large and unsanitary had died here. The the skeletal remains of some of its other continues to well up in the bottle and
opening to the west is clearly visible from victims. Among the awful-smelling debris overflow as long as it is unstoppered.
the eastern entrance. can be found 180 gp in miscellaneous As soon as he sees what is inside, Pop-
Once the characters are halfway into coins, a normal long sword, and a mace pinfarsh will squeal delightedly and grab
the room, the bread pudding flows si- +2. for the bottle to take a drink. In the proc-
lently to the attack from a hiding place ess, he will knock the stopper from the
near the southern wall. As the monster hands of the person holding it and it will
bounce away into the trash pile. If the quite accurate. Each successful attack little dough golem is cute and soft, the
characters look for it, they will not find it ends with the pie creatur: splattered in Gingerbread Man is nasty and powerful.
immediately among all the metal and the face of the victim. Tho’sehit suffer lit- He is flattened grey-brown gingerbread
crockery. Meanwhile, the lemonade con- tle damage, but are blinded by gooey pie of unusual toughness and his arms and
tinues to flow, complete with lots of ice for ld3 melee rounds. If a victim fails to legs are outlined with icing. His body is
chunks and lemon slices. The flow accel- roll his Dexterity lor less 3n ld20, he is studded with crushed nuts and oversized
erates the longer the bottle is open, until knocked down. raisins. If viewed from behind, one raisin
lemonade is gushing out at a rate of gal- There are at least 12 flying pies in the in his back seems to throb and pulsate. If
lons every second. Covering the bottle swarm, but the GM should feel free to this raisin is stabbed with the Mithril
with a hand only works until the pressure add a second swarm and keep up the at- Breadknife (requiring a - 4 penalty to the
builds up a bit. Likewise, any other sort tacks as long as they are funny. The pies attack roll for the small size of the target),
of stopper only holds back the delicious concentrate on those characters climbing the gingerbread monster dies instantly.
flood for a few minutes. Drinking the lem- the stairs, trying to knock i.hem back into The Gingerbread Man is only semi-
onade is a temporary solution at best. the lemonade lake. When the players be- intelligent, but he is a fearless and tire-
The intent here is to get the characters gin to get bored, allow them to make it up less fighter. He is the guardian of this area
frantically searching among the junk for the stairs. and attacks all who enter, except Mentu.
the missing stopper. Roll dice secretly for If anyone decides to make one last dive If the PCs manage to kill the Ginger-
their attempts, but ignore the results. for the stopper, he will find it with little bread Man, they find that only the east-
They just can’t seem to find that stopper! difficulty. Poppinfarsh will !offer if no one ernmost door is unlocked. This leads to
DMs are encouraged to play this for all it else wants to try. Once found, the stop- Mentu’s quarters. The other is locked
is worth. The high-pressure stream of per can (easilybe replaced. The decanter and only Mentu has the keys. A success-
lemonade should soak everyone. It will can then be taken along bv. the party. If ful lockpick attempt or major force will
soon fill the bowl-shaped room, lapping at the stopper is not replaced, the level of open it. The door also has a small amount
their ankles within five minutes. Of the lemonade in the room will continue to of open space at the bottom. If a charac-
course, looking for the stopper gets rise. Note whether or not the characters ter suggests it, Poppinfarsh is flexible
much harder in ankle-deep lemonade. close the door behind them if the lemon- enough to shove his doughy body under
If the characters decide to abandon the ade is left running. Also, require saving the door. It opens easily without a key
lemonade gusher, introduce a couple of throws for any items carried by the party from the inside. Poppinfarsh will not think
new complications. The sides of the that might be damaged by moisture (like of this on his own.
bowl-shaped floor are too smooth to scrolls and books). The party will be
climb, so the only way up and out is the pretty sticky until they hake a chance to Area 19: Galomohgen’s Tomb
narrow stone steps. When the PCs start clean up.
up, they hear a rustle from above. Look- The door opens onto a short corridor,
ing up they see moving shadows among decorated with crude but recognizable
Area 18: Lair of the Gingerbread paintings of an elderly wizard. The paint-
the stalactites. When they are halfway Man
up, a group of flat, disc-shaped forms ings show various scenes, including the
dives down into the room. These are the The northern door is made of heavy escape of Galomohgen and the chefs from
flying pies, an odd life-form for which the iron, like that of area 17, but it is not the prison cells, the rescue at the rushing
locked. The room is, darkened and rough- underground river, and the creation of
cooks could find no use, and abandoned
cut, looking more like a natural cavern the greenhouse cave. (DM: Make up de-
here.
than something that was deliberately dug truls as you desire.) In each scene, the
12 Flying Pies: AC 6; MV 18” flying;
out of the rock and soil. The roof is dome- wizard is carrying a golden goblet.
hp 1; #AT 1; Dmg ld2; THACO 15; SA
like and rises 20 feet above the rocky The corridor opens into a large cavern.
see below: SD nd; AL N. These mon- Against one wall, on a raised stone plat-
sters resemble spinning, flying cream floor. There are two similar doors on the
wall to the south. Sitting on the ground in form, is a marble vault adorned with the
pies about 10 inches across. They come rune-signature of Galomohgen. A golden
in lemon, coconut, and Boston creme va- front of them is an eight-foot-tall mon-
strosity of baked goods--the Ginger- goblet, now dusty and long-unused, sits
rieties. They normally remain attached to atop the vault.
high ceilings, feeding off moss and ab- bread Man.
Gingerbread Man: AC 5 ; MV 6”; hp If Poppinfarsh is present, he will enter
sorbing water through their bottom with reverence. “This is the tomb of the
crust. Movement attracts them, causing 50; #AT 1; Dmg 3d10; THACO 10; SA
nil; SD nil; AL N. The Gingerbread Man great and powerful Galomohgen, wizard
them to swarm about and make suicidal to kings and king of wizards!” He wdl en-
diving attacks on anything in motion. is actually the ultimate pioduct of the
same series of experiments that pro- courage characters to remove hats and
They are fast and hard to hit. They con- helmets and approach with dignity.
trol their flight well, making their attacks duced Poppinfarsh. Howek er, while the
“I haven’t been here to see the mighty lifeforce into simple food. Certainly I am Two gummy werebear guards are always
one since Mentu took over,” Poppinfarsh not surprised that the poor chefs could be on duty immediately inside the doorway,
will explain. “I’d almost forgotten he was tricked by an evil one. They are simple armed with candy-cane spears and short
here.” Then he will become agitated. souls-not in the least evil, just mis- swords. The southern wall on either side
“Oh, dear! Oh, my! Do any of you have guided, I imagine. Be gentle with them.” of the doorway has racks holding 30 each
any wine?” If the characters do, he will If the Random Monster Generator is of these weapons. All of the other walls
ask to have the cup fZed in honor of the mentioned, Galomohgen will express the are broad shelves set floor to 15-foot-
old wizard. “He so loved his wine,” ex- theory that the magic utensils somehow high ceiling. Gummy werebears of all col-
plains Poppinfarsh. are drawing on the wicked power of the ors lie unmoving on these shelves. When
If the characters do not have Poppin- evil artifact in the dungeons far below. more guards are needed, the guards on
farsh as a companion, they will have to Galomohgen’smain concern is with the duty simply drag them down from the
figure things out for themselves. The welfare of the chefs. “Promise me that shelves to activate them, and send them
magical runes around the edge of the you will get rid of those who use my out, If the inert werebears are disturbed
golden cup can be read by any magic- friends as dupes, and that you will escort at all, they will begin waking up.
user. They read “May your cup never them safely to the upper world. If you will
run dry.” The cup itself is exquisitely do this, and get them the pardon of the Area 21: Kitchen Wing Entry
made and decorated with small jewels, Lords of Greyhawk, I will grant you a &, Hall
worth no less than 400 gp in the city. and point you on the correct path for your
If wine (or any other alcoholic quest.” He will insist that the cooks be As the party rounds the corner at area
beverage-lemonade doesn’t work) is rescued and brought to his tomb before 15, they see Mentu leading the chefs
poured into the cup, a satisfied sigh can be he discusses the bargain further. Once through the door into this room. By the
heard from within the marble vault. The the wine is gone (and before the charac- time they reach the light wooden door, it
transparent ghostly form of Galomohgen ters ask more questions), his spirit will is bolted from the inside. The characters
will rise from his body’s resting place, pick burp once and return to its resting place. will have to chop it down. Meanwhile,
up the cup, and take a deep dnnk. Mentu herds the by-now-terrified chefs
“That hits the spot,” says Galo- through the eastern secret door. It is
mohgen. His voice is deep but his words Pursuit of the Chefs closed and well-concealedby the time the
are a bit slurred. He looks at the now- The return, which must be made characters enter.
much-lowered level of fluid in the cup and through the secret entrance into Mentu’s The southern door, however, is wide
says “Looks like I haven’t long to be quarters, is without incident. No one is open, and leads to a trap prepared at area
here. Who summons me?” present in the quarters or labs at this 23. If the characters stop to search, they
Galomohgen will answer questions as time. At the guard station (area 12), the have the usual chance to locate the east-
long as wine is placed in his cup, but it guards only fight to stop tbe characters if ern secret door. Poppinfarsh is not famil-
never takes him long to drink it all, no the party acts guilty or suspicious. iar with this part of the complex, so he is
matter how often the characters tell him As the party enters the corridor at area of no help navigating.
to take it easy. He will explain, hesitantly 12 again, they see Mentu come around
and in a rambling, undirected sort of way, the corner at area 15. He is accompanied Area 22: Griddle Controls
that he used his magic to help the cooks by three men in chef hats and aprons. The cooks had this special griddle pre-
for many years before his liver finally They all stop and stare at the party for a pared to cook giant flapjacks. When the
gave out on him. “They’re good men, second, then turn and run back around flapjacks turned out to be dangerous (see
though they never were much in the the corner. “1t”sthe Great Chefs,” says area 23), they closed them off in the grid-
kitchen without me, to tell the truth. But Poppidarsh. “We must warn them of dle room and abandoned it. This room
they were my friends, so when I knew I Mentu’s treachery! The guards will
” contains the controls for the griddle.
was dying, I made them each a magical suddenly realize something is up at this Mentu has sent the cooks ahead to the
kitchen tool that would protect them and point, and will try to delay the party. main kitchen. He is waiting here and
let them turn the few things they could Don’t let them be delayed more than a watching through the grating overlooking
raise down here into decent food. Little few melee rounds, though. It is important the griddle until all the characters enter.
Poppinfarsh was my final &t to them-a that the party have the opportunity to Using these controls, he pulls a large le-
loyal and true servant.” pursue the chefs at this time. ver that locks the counterweighted door
Galomohgen will be surprised to hear behind the PCs.
about the variety of nasty food-creatures Area 20: Guard Barracks A second sliding control operates the
that have been cooked up since his de- magical fire that heats the griddle. Mentu
mise. “I can’t imagine how my magical The door to this area is of metal-
banded heavy wood and is never locked. sets the heat on high to warm up the
kitchenware could have instilled such evil

41
party (and stir up the flapjacks). He then try to land on the nearest moving object. Above the door is a bronze plaque with
proceeds to the main kitchen. Anyone trapped by a flapjac k is thoroughly the phrase “Don’t disturb the Chefs!”
pinned by its bulk and strength, and cannot The room is lit by two of the perpetual
Area 23: The Griddle use weapons or spells. Others must free light globes seen earlier in the green-
the victim within six melee rounds or he house. The walls are lined with cabinets
Both northern and southern doors are will smother. Flapjacks are immune to all
made of heavy metal, but they swing eas- and shelves containing an incredible array
fire and heat attack’s.They are repelled by of cooking utensils and supplies. The
ily, as if counterweighted by a hidden cold, which causes them to withdraw rap-
mechanism. If the doors are examined great fireplace in the western wall con-
idly and leap back to the ceiling. ceals a secret exit. A huge cook pot hangs
closely from the outside, the party will The characters have four melee rounds
see that the mechanical lock system can within. There is an open fire pit contain-
to free the trapped member of the party ing hot coals in the center of the room. A
be disabled with a few minutes work (or a before a1 second flapjack falls. Arrows or metal spit is suspended over the fire; it
couple of good whacks with a battle axe). spells may be used against the flapjacks
The room inside has stone walls and a turns constantly with no visible means of
on the ceiling once they are recognized. operation. There is a smaller archway to
smooth metal floor. The ceiling is stone, The third falls five melee rounds after the the southeast. Against the southern wall
with three circular discolored spots about second. When a flapjack falls, all un- sits a four-foot-tall by seven-foot-wide
10 feet across. (DM: Do not describe the trapped characters, inclvding Poppin- closed wooden bin marked “Flour.”
ceiling unless the characters make a point farsh, must roll ld6. The character with As soon as the PCs have had time to
of examining it. They are likely to be in a the lowest roll is trapped. Elreak ties with get a look around the room, they hear
hurry and might miss this clue.) There is a second roll. After the first surprise at- someone sneeze. A second sneeze is
a metal grating set in the center of the tack, victims get a last weapon attack be- soon heard from the direction of the flour
eastern wall at eye level, through which fore they are crushed to the floor. bin. If the characters attack, or call for
light can be seen. Besides the danger of sniothering, vic- the hidden individuals to surrender, the
The door may be spiked to prevent its tims trapped beneath a flapjack suffer ld6 cooks pop out of the bin in a cloud of flour.
closing, but there is only a 1 in 6 chance points of damage per melee round from the Alternatively, if someone opens the
that a single spike will do the job. Failure hot floor. Those standing on the hot floor bin, Molenhowad pops up and brains the
will only delay the closing for one melee take ld3 points of damage per melee intruder with his magical spoon. No dam-
round. More spikes will improve the round. age results, but the character is sur-
chances-2 in 6 chance for two spikes and If characters look through the grating, prised and stunned for one melee round.
so on. Six will hold it firmly open, jam- they can see into area 22. ‘The iron grat- All the cooks, covered with flour, jump
ming the closing mechanism. ing is set firmly into the stole and cannot out and run around the room. Play this for
The floor begins to heat up rapidly once be removed. The bars arl: two inches as many laughs as possible. The panicked
the doors close. The characters hear Men- apart. The control panel is only half- cooks toss flour, sugar, and other food-
tu’s evil laughter and hear a door close be- visible from the grating, but one big lever stuffs, shoot whipped cream from small
yond the grating. Barefoot characters, like can be seen sticking up. 11 is about six tubes they get out of a cabinet, run
Poppmfarsh, and those with thin footgear feet from the grating. A lorig pole weap- around and around the fire pit, etc. Use
will notice the rising warmth first. on’s haft or a slim staff could be used to your imagination.
Just as the floor begins getting really push it, or it could be hit by :an arrow ( - 6 If the characters get serious about
hot (after about five melee rounds), the penalty to the attack. roll). This opens the hurting the cooks, the three flee through
characters will hear a popping sound from doors. A safety mechanism turns off the the southwest archway to the safety (?)
above. As they look up, one of the discol- griddle when the doors are open. The of their individual rooms, where they
ored patches on the ceiling pops loose. It floor cools enough to be nondamaging in must be coaxed out from under the beds.
is a flapjack, which falls on the PC with three melee rounds. If the party ceases all attacks and
the lowest Dexterity and forces him to If Poppinfarsh is trapped, he does not makes an effort to calm the cooks down,
the floor, smothering him. smother, but if not freed in three melee they are willing to chat. They had no idea
3 Flapjacks: AC 8; 2” ; HD 4; hp 17, rounds, he comes out as a flat, hrown, that Mentu tried to kill the characters.
19, 16; #AT special; Dmg special; cookie golem. He is otherwise unhurt, Mentu had told them that the party was a
THACO nil; SA smothering; SD d;AL N. and his statistics do not chaige. Only his group of assassins sent from Greyhawk
About 10 feet wide and several inches appearance is altered. to hunt them down and slay them. Once
~ c k the, flapjacks are attracted by heat, the cooks are convinced that this isn’t
which is why the griddle hasn’t been used Area 24.: Main Kitchen true, they beg the party to intercede with
in a while. When they sense heat, they fall the Lords of Greyhawk to allow the cooks
from the c e h g , where their rough exte- The northern entrance to :his room has to return to the surface.
rior conceals them. They glide down and no door, just a high arched entryway. Wait until the party notices that Mentu

42
is not present. Then one of the cooks will monsters?) and cranny. Under the bed can be found a
wonder about him. “He told us to hide, Doughplegangers (number varies): AC couple of dozen comic books featuring
and he’d take care of you,” says Lanfyne. 5; MV 9 ” ; HD as the original; hp as the “Captain Koala” and “ZapMan.”
“Where did he go?” original; Dmg ld6 or by weapon; THACO
At this cue, the big fireplace slides 15; SA nil; SD nil; AL N. The doughple-
away and Mentu makes his dramatic en- gangers are a variant of the dough golem What’s for Dessert?
trance. With him are any doughple- and Gingerbread Man formulae. Mentu With Mentu destroyed and his crea-
gangers activated earlier by the party tricked the cooks into making a set of tions dealt with, the cooks are grateful for
(see area 13). He also has two gummy loaves, which he then hid until forgotten. the party’s help in exposing his plotting.
werebear guards for each member of the These loaves have the potential to de- They make a great ceremony of present-
party who refused to carry one of the velop into living forms because of the ing the party with their greatest trea-
loaves in that encounter, and one each for magical utensils’ connection with the sure, a set of heavy gold-decorated cook
the three cooks and Poppinfarsh. “I’m Random Monster Generator. Once pots that are worth 1,200 gp. These are
right here,” says Mentu, “and now I will touched by a living being, then baked, very bulky and heavy, and weigh about
slay you all! Then my edible army will they become duplicates of the person 100 lbs., counting the trunk in which they
march on the Upper World!” The in- who touched them. are kept. The cooks fix a snack for the
truders then attack the party. A baked doughpleganger has the gen- party, then propose that they take a skin
Each doughpleganger attempts to en- eral appearance of its original and has hit of wine to Galomohgen’s tomb.
gage its original, and the werebears at- points and weapon abilities to match. When Galomohgen is summoned by
tack the others. Mentu stays out of direct Mentu has provided candy cane dupli- filling his goblet, he thanks the PCs for
combat as long as possible and uses his cates of the appropriate weapons as well, their help. (Heaven help them if they’ve
special mind-fileting power on the party, although the weapons do not duplicate hurt the cooks! Galomohgen may haunt
reducing their concentration and ability to magical abilities. Doughplegangers have them forever, or at least until they per-
fight. He stops concentrating only if di- no spell abilities. They have only their form some sort of task to redeem them-
rectly engaged in combat and wounded. natural armor class to protect them, selves!) He confirms that the magical
The doughplegangers and Mentu fight to though they appear to be wearing the utensils are trapping the power of the
the death. The guards, however, surren- same armor as their originals. A dough- Random Monster Generator. He re-
der if Mentu is killed or captured. pleganger above all wants to kill its origi- moves the magic from the items with a
Role play the combat for maximum fun nal, and will fight its original to the death wave of his hand. At this point, all the
and excitement. The cooks and Poppin- before turning to any other foes. creations except Poppinfarsh cease to
farsh should be able to hold their own exist.
against one guard each with no trouble, Area 25: Molenhowad’s Room If the party promises to see the cooks
hitting them with their magical utensils or safely back to Castle Greyhawk and ob-
throwing things at them. If one of the This is a bare little cubicle, with a bed,
tain a pardon for them (which will be
party finishes off his foe too quickly, make desk, and large closet full of identical granted swiftly, as no one even remem-
it necessary for that person to rescue one white pants, tunics, aprons and hats. bers the cooks anymore), Galomohgen
of the cooks or Poppinfarsh to keep Dirty clothes tossed on the floor of the will show the party a secret button that
things interesting. Bring in more gummy closet magically clean themselves and causes his marble vault to move aside,
werebear guards if you need to-there is hang themselves up, thanks to Galo- revealing a hidden corridor. The tunnel
an endless supply avdable. mohgen’s magic. The attached privy also moves past an odd section of smooth wall
If, on the other hand, the party seems is magically self-cleaning. that glows with a mild pearly light to a
overwhelmed, the cooks and Poppinfarsh stairway leading down.
can hush off their foes quickly and then res- Area 26: Larifyne’s Room Galomohgen then returns to his final
cue their rescuers. If the characters earlier Similar to area 25, including the magical rest, and his goblet vanishes with him.
left the decanter of endless lemonade run- closet. The walls are lined with shelf after Poppinfarsh decides to return to the Up-
ning somewhere, this would be a good time shelf of cookbooks. Many are truly odd, per World and remain with the cooks.
to bring a flood of lemonade, ice, and float- like “Trollburgers: The Never-Ending Once the party has helped the cooks,
ing slices of lemon in to sweep everyone off Meal” and “1001 Ways to Prepare Yellow they may use this level as a base camp for
their feet and break hlentu’s concentration. Mold.” explorations deeper into the dungeons.
The more outrageous this combat is, the This provides the party with food and wa-
better. In the end, however, the party will Area 27: Kurlenshemhes’s Room ter and a relatively safe place to rest, at
no doubt triumph over the nasty meat-thing least until monsters start wandering in
and his hordes. (Surely your party is not so Just like the other two, except that from the other levels.
inept as to be beaten by crummy candy empty food containers clog every nook

43
The fourth dungeon level of Greyhawk tracted, these creatures will soon have a Area 1: The Entryway from
Castle is designed as a challenge for yummy snack that builds bodies in twelve
about six PCs of 7th-8th experience disgusting ways. Any nearby low-level
Anywhere
levels. Although this level need not be castle guards are already just smears on The stair down from the castle (or
played before attempting the dungeon’s the wall. down or up from any other dungeon level
lower levels, the PCs may gain some ad- For this scenario, the I)M must make or darkened passage) ends at a locked
vantage if they attain ths level’s magical up three monsters from the Random door just outside area 2.
prize first. Monster Generator. Au thee sliould be
The Dungeon Master’s Guide, the of the icky-awful v,ariety and have at least The stair ends at an eight-foot-
Player’s Handbook, the Dungeoneer’s one special ability Two of them have 7 diameter circular stone door carved
Survival Guide, Monster Manuals I and Hit Dice, the biggest (and ickiest) will and painted in the likeness of a huge
11, and the FIEND FOLIO” tome are have 10 HD and at least tvro special abili- jack o’ lantern face. Magical light
necessary to play this level. Other ties. During the fight, the monsters will streams from its eyes, nose, and
AD&D@game manuals are not required go out of their way to trash up the place. mouth. On the pumpkin face’s fore-
but may be used as desired. Herzog Akitrom the Merely Worried is head is a carved sign that reads: “Are
distraught. Never have monsters actually You Prepared for Eternal Autumn?”
invaded the castle in such force. A balu- To the left of the door is a familiar-
DM’s Information chiterium in the dining hall is one thing, looking patch of opalescent wall.
The builders of Castle Greyhawk and but such ickyness in the Citadel TJnion is
its dungeon took great precautions altogether untoward. Something is seri- Deep in the recesses of the jack 0’ lan-
against the eventuality that their crea- ously wrong down in the dungeon. tern’s mouth is a keyhole that, once un-
tions would get out of hand. For this pur- Maybe it’s time to get out the dungeon’s locked, will open the door. The key
pose, they created E Secrete Tome of secret instruction manual. provided by the castle owners (or any of
Inestimabile Knowledges and carefully hid In response to questions of “Why the Tome keys) will unlock the door. Any
it on the dungeon’s fourth level. didn’t you give this to us before?” “What attempt to pick the lock, or use any other
The tome was supposed to be used secret instruction manLal?” or just type of key (including a magical key) will
only in case of an emergency, such as “Huh?” Herzog Akitrom mill explain that cause the trapped mouth to rapidly shut
huge hordes of monsters invading the he doesn’t actually have the manual, just and open again (doing 2d10 damage to the
castle. Although it is centuries old, the instructions on how to find it. Actually, it violator who fails to make a Dexterity
item’s magical effect is to provide current never really seemed all that important Check). The door is wizard locked (as by
and useful secrets (for details, see page before. a 12th level magic-user). A magic mouth
53). From a secret compartment in the cas- spell shrieks “trick-or-treat, trick-or-
The Herzog Akitrom knows of the tle’s wine cellar, a crumbling wooden box treat! ”
Tome and its potential value, but until is brought forth. In it are instructions on If the door is forced, all orifices on the
now he has never seen a need for its use. how to find the entrance to the fourth pumpkin face belch eight-foot-long
For all he knows, it could be just a one- dungeon level (which, coincidentally, is tongues of magical fire while the magic
use item. the same door the monsters just came mouth spell shrieks “trick-or-treat, trick-
from) anid a sparkling skeleton key carved or-treat!’’ The flames do 14 points of
from a single ruby--one of 1.he Tome’s 12 damage to characters who do not save
The Adventure gemstone keys (this key checks in at vs. spell (the effects are similar to a glyph
about 5,000 gp). Unfortunately, what ap- of warding).
To get the party to investigate dungeon
parently were at leaist a dozen pages con- Characters who make the saving throw
level four, set up the following scenario:
cerning ithe Tome’s defenses have been take half damage.
Somewhere in the castle’s Citadel Un-
ion (where the adventurers reside) a reduced by centuries of neglect to “and
scream echoes, loud enough to drown rememberest thou to looketh out for
out even the 24-hour (no waiting) bar ye ....”
fight. When the BCs arrive, a group of “Of course,” the Herzog harnimphs,
very attractive and obviously quite “If you ist not interested in returning mit
wealthy young men and women (cour- der Tome und basking in glory und riches,
tiers on a holiday-including the lovely, dose odder adventurers may be inter-
but menace-prone princess Risotta) are ested in making an eesy hundred
being menaced by three of the most grue- ’tousand or so gold pieces.”
some horrors yet seen. Unless dis-

44
Greyhawk Dungeon-Level 4
To Cast1 Cross Section of
Spherical Arena

Shaft tolfrom Area 16E

Front View Side View

Roof 3
Roof 2
Roof 1
"ALL+ --++
&z Cathedral Views
(Area 12)

Down to 509 and 610


Area 2: E Secrete Tome of Area 2A: ...and fall and fall.. ..
Inestimable Knowledges
~ The mist parts and you seem to be fall- with you, is a huge, writhing, bloated
The room beyond the jack 0’lantern ing just above tree tops. The air is
door is plain and unadorned except for chilly and leaves show the brilliant
a tapestry on the far wall, a small sign golds, oranges, and reds of autumn at If the PCs attempt to destroy the goo,
next to it and a door mat beneath it and its peak. The autiimnal forest extends treat it as a super-dooper ochre jelly.
a pile of pumpkins in the corner, as far as you can see above and below Subsequent contact (collision) will result
coated lightly in frost. The tapestry you. It also seems to surround you like in damage (each colliding character in-
depicts angelic beings walking up and you’re falling through the inside of a flicts ld6 damage to the goo).
down a glowing stair case that ascends tube or shaft. Through the treetops, Inflated Ego (ochre jelly): AC 8; MV
toward a heavenly glow. Inscribed you glimpse piles of raked leaves and 3 ” ; HD 12; hp 45; #AT 2; Dmg 3d4;
above the stair is the motto “Re Pre- bushels of ripe apples. The branches THACO 10; SD lightning divides crea-
pared.” sting as you fall tlirough 1hem. ture into smaller blobs; SZ XL (“Holy
The sign next to the tapestry reads Cow, Get a Load of That!”).
as follows: If the PCs wish, they can fall forever. The impact with the smelly goo causes
“Ereh e b e y eterces emot of However, the sting of the branches in- it, the disgusted PCs, and a small flock of
elbamitseni segdelwonk.” flicts 1point of damage every two rounds pigeons to careen into disgusting entan-
The door mat says, “Welcome.” of falling. Eventually, this will batter a glement with the tree tops, leaving the
character to death. party hanging on huge stringers of mucus
Beneath the door mat is a sapphire The PCs can stop themselves by grab- a few feet above the ground. Unfortu-
gemstone key, another of the 12 (hey, bing on to tree branches (a Dexterity nately, their Charisma scores are re-
where else would anyone keep a 4,000- Check to grab and a Strength Check to duced by 2d4 until they can properly
gp sapphire key?). The pumpkins are hold on), lassoing brancheij (only a Dex- bathe (if they do not remove the goo
here solely for color. terity Check if the rope is tied to the PCs, within 48 hours, reduce Charisma by 1
Behind the tapestry is a vault door with otherwise it’s just as if they grabbed at point permanently). The party is to-
12 key holes arranged in a three-by-four branches), casting web spells between gether on encounter map 4.
pattern. To open the door, at least seven the branches ahead of them, using
of the Tome Keys must be inserted and feather fall to slow their rate of descent, Area 4:The Upcountry
turned, each key within 30 seconds of the any flying magics to control their descent
To reach the ground, the party must
previous key. or anything that would reasonably work. climb down the tree limbs. (Note: The
If any other attempt is made to open on Assume that each round the IPCs fall
first PC to land is assumed to be at en-
the vault door or if the party pulls aside 1,000 feet regardless of physics. So if it counter 6 and follows directions given
the tapestry and does nothing to open the takes five rounds for all characters to
there.) A non-thief can climb down a tree
door (for at least a minute), then IT hap- come to a complete stop, they will be
at 30’Iround (or about three rounds to
pens. strung out over about a mile of territory
reach the ground). A thief climbs twice as
IT is the following: on encounter map 4 . The first PC to stop fast. Thieves climb at their normal climb-
always stops at area 6. ing skiu plus a tree bonus. Non-thieves
Everything (including tapestries, wel- climb at a base climbing skill of 40% plus
come mats, pumpkins, stupidly enci- Area 3: Yuck the tree bonus. The tree bonus is 20%
phered signs, walls, ceilings, the room If the players are running out of hit (characters in metal armor are
with the pumpkin door.. .just every- points because they can’t figure a way to -15, those in leather or padded armor
thing) disappears and the floor rips stop falling, then warm up the ’01 deus ex are - 5 and those in plate mail of any kind
open loudly like overstressed paper, machina (an improbable plot device used cannot climb at all). Characters who fail to
and you fall into swirling mist and fall to resolve a tangled situation). Unfortu- make their climbing roll take ld6 of dam-
and fall and fall.. .. nately, the only one available at the time age for each full 10% by which their roll
is a large, bloated blob (the #inflatedego of exceeds their climbing chance, minimum
Go to area 2A. something with little to he proud of). of ld6 damage.
Needless to say, the goo is unpleasant. Once the party is all down, they find
themselves in the endless expanse of the
Eternal Autumn Woods (area 4). Al-
though the woods continue on endlessly
in every direction, its major landmarks
are repeated. Assume that when the Encounter Table Area 5: Why is up?
party leaves one edge of map 4, they en-
ter again on the opposite edge (though
D20
Roll Result You encounter an uptight little man
foes encountered are left behind). wandering around in the black robes of
1-9 Nothing
Even though the landscape appears
10 A random monster a university professor. Oblivious to
level from where the party stands, the the world, he is up to his nose in a
11-13 Flail Snail: AC 4; MV 6*”; HD 6;
cardinal directions here are not north, scroll of some sort. Something crys-
hp 35; #AT 12*; Dmg ld8/
south, east and west-they are up, down talline dangles on a cord at his waist.
and sideways (right or left). Characters tentacle; THACO 13; SA/SD Its
shell causes a special magic
move sideways at their normal speeds. Of course the “something crystalline”
resistance-40% chance of a spell
Characters move up at half their normal is a gemstone key, a 6,000-gp emerald
malfunction, 30% chance of spell
rate (unless flying) and feel as if they are gemstone key to be exact. It is in the pos-
working normally, 20% chance of
climbing a steep hill. Characters move session of Verticulous Vibratiuncle, a
failure, 10% chance of spell af-
down at double their normal rate, as if strange little philosopher who has been
fecting someone else (usually the
running down a steep hill. Once they be- wandering through Eternal Autumn for
PC nearest the snail). The hasted
gin to move down, it is hard to stop (Dex- what seems like...well...an eternity. If
flail snail is smashing its way
terity Check required) without falling through the w o o h , mace-like distracted from his reading he will look
down. Characters move diagonally up at tentacles a blur as they mow the party straight in the eyes and ask,
3/4 normal speed and diagonally down at down trees before it. It searches “Why is up?”
1 1/2 times normal. for the PCs and attempts to close Like all philosophers, deep thinkers,
The PCs can see three hexes (3,000 with them. Kdling the snail sum- and sports broadcasters, he is serious
feet) in all directions. Food is plentiful mons the levitraito-s (see below). and thinks that his question is a reason-
here (fall is harvest time). 14-15 3 Garbugs (violet): AC 5; MV 6 ” / able one. Any reasonable answer will do:
Meanwhile, the servants of Voyeux are 9 ” ; HD 3 + 1; hp 17, 19, 21; #AT “Without up, there would be no down,”
on the move. Make an encounter check 2 and 6; Dmg ld6/ld6/par- or “Without up, we would have nothing
on the following chart for every five alyzation; THACO 16; SA Paraly- to see when we tilted our heads back,” or
hexes of travel. zation from tentacle attacks. “The sky gods would be out of ajob,” etc.
Of the fixed encounters, encounter 7 These flying purple lobsters with If insulted, ignored, or attacked, Verticu-
cannot occur until the party has met Ver- yellow claws harry the party. On a lous begins to ooze tar from his pores and
ticulous Vibratiuncle (encounter 5). En- d8 roll of 7-8, the levitraitors are sprout wings as he polymorphs into a
counters 11A and 11B are airborne. near enough to hear the commo- farastu (tarry) demodand and makes the
tion. party pay for their uppity attitude.
16 Levitraitors. ThroTigh the forest, Tarry Demodand: AC -1; MV 15”/
the party can see 3 group of four 30”; HD 11;hp 62; #AT 3; Dmg ld6 + 1/
men in oriental garb floating l d 6 + 1 / 3 d 4 ; THACO 10; SA spell
above the trees, obviously powers and sticky skin that makes any
searching the woods for some- object it strikes or that strikes it have a
thing. These are former adven- 5% chance of sticking; SD immune to
turers, now the Fervants of the nonmagical weapons, fear, illusion, acid,
wizard Voyeux (see encounter 19 and poison, half damage from cold and
for details). They are searching fire; MR 15%
for the party to prevent them If the party answers his question he
from gaining more keys and the thanks them and goes on hs way, then
Tome. ’The flail snail and garbugs stops and says “Was there something
are their allies. If the party fights else?” If the party asks for the gemstone
them here, the girbugs join the key, he will continue to ask questions like
battle in round three and the flail “Sideways-fact or fiction?” and “If
snail joins the battle in round there were no down, would there be an
seven. up?” If the party answers with something
17-20 Verticulous Vibratiuncle (see en- reasonable again, he is amiable to trade
counter 5). the key for something (preferably food
other than apples). Again, uppityness
brings out the demodand in him.

47
Area 6: Up the Down Staircase then opens and a single step is visible (but a dim light.
only through the door). A second coin re- If the party climbs up the slippery stone
You find the ruins of a grand staircase. ceptacle sprouts from the step. The cost shaft (the 50-foot-deep well can b e
No building, no upper floors, just a for the next step isl another silver piece. climbed only by thieves, at the rate of six
grand staircase. Next to it is a histori- This continues for each step. However, feet per round, with a 10 times normal
cal marker that reads: “On this site steps 11. through 20 cost two sp each, chance of falling).
...oh, about an eternity or so ago.. .the steps 21 through 30 cost three sp, and so An opening in the side of the shaft 30
upwardly mobile young upstart, Verti- on up to step 101 at the glowing door feet up leads to encounter 13, the slime
culous Vibratiuncle, built the first which costs 11sp (for a grand total of 561 slide. The top of the well opens onto the
stair, symbolizing the belief that the SP) . paved stone floor of area 12.
only way out of Eternal Autumn is up.” However, each step ordl lasts 20 sec- The bottom of the well feels pebbley. If
onds if the step beyond It is not pur- the PCs check it, they find treasure:
From this point, if they look up, the chased. Thus it is possible io lose ground 2,000 cp, 300 sp, 500 gp, three gems
PCs should be able to see a glowing door if delay is incurred. (2,000 gp each), a 1,500-gp jade dog
hanging at least 500 feet in the air above If the party does not have sufficient sil- sculpture, chain mail +1, a mace of dis-
them. Above the door in glowing red let- ver pieces (only silver works), Ascendus ruption, and a topaz Tome key (4,000 gp).
ters is the word “EXIT.” will make change (he always cheats by Let the party bob for goodies for four
l d 3 splgold piece). If caught, he is rounds. On the fifth, somebody grabs a
shocked and aghast and quickly makes up tentacle (or vice versa). Regardless, on
Area 7: And She’s Buying a the difference. the fifth round in the well, eight tentacles
Stairway to ... The EXIT door only opens with a come up out of the water and attack the
This encounter can only occur after the 1,000-gp citrine gemstone Tome key PCs (use giant squid statistics).
party has encountered Verticulous Vibra- possessed by Ascendus the grippli). As- 8 Giant squid tentacles: AC 7; MV Nil;
tiuncle. It then occurs within l d 3 hexes of cendus couldn’t part with tke key for less HD 12; hp 10 per tentacle; #AT 8; Dmg
movement thereafter. than 5,000 gp. ld6 (x8) + 2d6 constriction on subse-
If the party descends the well (area 9) After step 30, lbegin mlling an en- quent rounds; THACO 9; SA constriction
and opens the door at the bottom, the counter check on ld20 each 10 steps.
drop down to the grlound is 500 feet. Area 10: Upfitter’s Emporium
1-10 No encounter
A small wooden hut stands next to a 11-16 The party has been sighted by the Multicolor lights proclaim the en-
shiny metal box with a door in it. the Levitraitors (see area 4) trance to “Upfitter’s Emporium, spe-
brightly glowing sign above both of 17-20 A nasty randlom monster is either cializing in all that’s fit to go up and
them proudly proclaims “Ascendus’s flying up or (climbing the stair be- stay up.” Through the glass you can
Scandent Coin-Op Acclivity.” The en- hind the party. see a vast array of bottles, ropes,
tire affair is surrounded by many glow- spikes, wings, cloaks, boots, and
ing, blinking, and flashing arrows, all Area 8: Pearly Gates something moving around.
pointing skyward. The floating exit
door is clearly visible from here. Shimmering like mother- Df-pearl, an This is a store that contains items use-
opalescent panel stands upright be- ful to the PCs in their upward quest. Of
The hut belongs to Ascendus, a tween a pair of lustrous posts. course they are all hideously expensive.
smartly dressed little grippli (a 2% foot Upfitter’s Emporium reappears later in
tall tree frog-like humanoid) smoking a This is one of the gates from the Ran- the adventure to allow the adventurers to
big cigar and talking like a gangster. “Up dom Monster Generator on level 12. If it restock, but each time the prices go up.
good people? Up? Only a coin, one coin is touched, roll ld61.On a roll of 1-2, a The proprietor, Garbug Upphitter (pro-
will take you up,” he says with a froggy random monster steps through. nounced Up-fitter) is an intelligent violet
grin. garbug. Around his neck is violet garnet
Ascendus the grippli: AC 9; MV 9 ” l Area 9: Upwellirig U key (worth 1,000 gp and on sale now
15”; HD 1+ l ; hp 7; #AT 1; Dmg ld4; for only 3,000 gp).
THACO 16; SA surprise on 1-4 The exit from map 4 opens onto a 10- Garbug Upphitter: AC 5; MV 6” /9“ ;
Ascendus’s Scandent Coin-Op Accliv- foot-diameter, dark, cylindrical shaft (a HD 3 + 1;hp 25; #AT 2 and 6; Dmg ld6/
ity is a coin-operated stairway. To oper- well) made of mortared field stone and ld6/paralyzation; THACO 16; SA tenta-
ate, the PCs must insert a coin (a silver filled with fresh water to a depth of four cle hits paralyze
piece) into the slot in the door. The door feet. A strong current runs through the Upfitter’s sells both normal and magical
water. If the party looks up, they can see

48
items. The normal items are to be had at confines of level 4. Throwing it up in the sponge. It begins at location 11A above
a mere 10 times their usual cost. How- air allows the party to escape or avoid one map 4.
ever, each time the PCs visit Upfitter’s, encounter (see encounter 11). Far below the cloud, the endless forest
the cost is double the previous time. of Eternal Autumn can be seen.
* Items marked with an asterisk are for All around the PCs are other clouds
Terms and Credit sale only. similar to their own. Some even have oc-
Garbug Upphitter prefers to take the cupants (roll random monsters if the PCs
PCs’ magical valuables in trade for his All displayed items are fake, but repre- move to these clouds).
items. He will take promissory notes but sent what is available. Upphitter will ex- If the party surveys their surroundings
states that the PCs will owe double the plain each if asked. All the real items are closely, read this:
sum borrowed upon repayment. Magical stored out of sight.
items are initially for sale at the prices Killing the garbug causes the store to Several miles away is a flashing sign
given in the DMG. However, they may collapse in on itself and all goes dark. that brightly states “EXIT” as it
be rented for l/lOth that amount (return- When light returns, the characters are hangs above a shimmering door set
able intact at the end of the adventure). once again falling across the Eternal Au- into the side of another cloud.
tumn landscape (area 2A).
50’ of rope: 2 gp Garbug Upphitter and a few friends re- The Exit cloud is located at position
Iron spikes: 10 cp each turn (even if killed) later in the adventure 11B above map 4.
10’ pole: 30 cp to collect any rented items (see en- If the PCs did not buy the bag of winds,
Hammer: 1gp counter 21). 4inn bottle, or air elemental flask, their
Grappling hook: 10 gp cloud is probably motionless, a sitting
12’ Wooden ladder: 20 gp Encounter 11:Using the Magical duck.
Leather gloves: 5 gp Rope If the PCs possess any magical item or
Wings of flying (1):7,500 g p can command any creature that can make
Gauntlets of swimming and climbing This encounter occlvs if the party buys wind, the cloud is class E maneuverability
(1): 10,000 g p the magical rope from Upfitter’s Emporium and has a speed of 9 ” .
Ebony fly (1): 5,000 gp or if they climb the rope in room 16D. The The red dragon’s fire will punch a hole
Serpentine owl (1):4,000 g p PCs can use the rope to bypass any one en- 20 feet in diameter all the way through
Broom of flying (1):10,000 gp counter. Whenever magical rope is thrown the cloud. The hole reseals in two
Carpet of flying (1):25,000 g p upward, read the following: rounds, but the cloud loses 5 feet of diam-
Boots of levitation (1):15,000 g p eter.
Ring of feather f&g (2): 5,000 g p The rope seems to fly upward, stiffen- Red dragon: AC - 1; MV 9” /24“ ; HD
Potion of flying* (7): 750 g p ing into an easily climbable pole that 10; hp 60: #AT 3; Dmg ld8/ld8/3d10;
Potion oflevitation* (6): 400 g p fades into nothingness at the top. THACO 10; SA breath weapon
Potion of diminution* (4): 500 g p If the party causes its cloud to collide
Bag of winds (1):5,000 g p If they climb up, read the following: with another cloud, 1to 3 10d6 dice light-
This bag contains wind. When opened a ning bolts are generated. They hit any-
stiff breeze blows out, equivalent to the You climb upward into thickening, damp thing within 300 feet (to give the hint,
MU spell, gust of wind. mist. Suddenly you break free into have the PCs’ cloud accidentally collide
Djinn bottle: 8,000 gp bright light on top of a flu€fy cloud. As with another).
Opening this bottle (once per week) soon as you are up, a fiery blast strikes If characters fall off the cloud (whether
summons a commandable djinn for six the cloud, destroying a huge tract of dead or alive) or if the dragon is killed, the
turns. Djinn: AC 4; MV 9“/24“; HD fluffy real estate and barely missing you. bodies drop until they are once again fall-
7 + 3; hp 37; #AT 1; Dmg 2d8; THACO Less than 1,000 feet away, a red dragon ing endlessly over the crisp orange tree-
13; SA create whirlwind wheels about for another pass and, as tops of Eternal Autumn. It is possible to
Flask of Air Elementals: 6,000 g p luck would have it, a black gemstone bring the PCs’ cloud low enough to re-
Opening the flask summons a command- key hangs around its neck. cover lost friends or keys. The dragon’s
able air elemental for three turns (once per belly is encrusted with 50,000 gp worth
week). Air elemental: AC 2; MV 36” ; HD The black opal Tome key is worth of gold coins and gems (it takes one turn
8; hp 45; #AT 1; Dmg ld10; THACO 10; 3,500 gp. The dragon will not consider to remove 5,000 gp worth).
SA whirlwind; SD + 2 or better weapon to giving it up. If the PCs use the magical rope to come
hit The cloud is roughly 100 feet in diame- to this encounter and then use the Exit
Magical Rope: 1,000 g p ter and hilly. It is like walking on a soft door in the cloud, it takes them to the en-
This one-use rope works only in the

49
counter that would follow next in se- a second Dexterity Check to avoid falling. Area 13: Slime Slide
quence after the encounter they use the The back-lit glass panels depict
rope to avoid. If they climbed the rope in dungeon scenes. ‘The left-most window The opening is an access into a five-
area 16D, they come out of a closet in the shows living food menacing victims. The foot-wide, five-foot-high, 25-foot-long
back of Upfitter’s in area 16E. center window is a huge b ob in the cen- passageway that ends in a locked wooden
The PCs may also retrace their steps ter of a web of pipes surrounded by door. A brass plaque on the door says
through Eternal Autumn (area 4),if they smaller blobs and spiders. The right- “Diamond Key Repository.” The door
so desire. most whdow depicts a fat orange-and- can be picked, forced, or knocked at nor-
black striped cat with bulging eyes sitting mal chances. Beyond the door, read the
Area 12: Flying Buttresses on a black book, surrounded by a dozen following:
~
multicolored keys.
You seem to be standing next to the If the PCs examine this glass panel The door opens onto a 10-by-15 foot
walls of a great cathedral. The black- closely (within 10 feet), they see that one room in which every surface is cov-
ness here is pushed back only slightly of the keys is not a picture, but is ,actually ered in damp moss. Ten feet away on
by the harsh light from the Upfitter’s a Tome key made of fire opal (2,000 gp) . the opposite wall is another moss-
sign and the warm glow that filters To remove the key, th- party must covered wooden door. Near the cen-
down from the stained glass windows break the window. During the ai-tempt, ter of the room is a moss-covered,
above. Looking up even farther, be- shadowy forms gather on 1he far side of box-shaped lump.
yond the multi-colored glass is the the glass. When the glass breaks, six
faint shimmering rectangular outline bony hands on the ends of armored tenta- Any attempt to open the door (which is
beneath the shining letters E , X, I, cles clutch and grab at anything nearby false) or the box causes the entry door to
for two rounds. If they hit they pull in slam shut and the floor to swing down like
and T.
with an effective Strength (of 21. Any hit a trap door, dumping all in the room down
to a tentacle causes it to retreat, but it in- a slimey, mossy slide to an arena on the
There are three places to go here. Up-
flicts 2d6 damage to the attacker. fifth dungeon level-room 9.
fitter’s (area lo), up the cathedral walls
to the exit door, and out into the intense 6 Tentacles: AC -2; MV Nil; JID 10; Carefully read the encounter key de-
hp N/A; #AT 6; Dmg special; THACO scription for this room on level 5 and tell
darkness, away from cathedral.
10; SA grab, SD hitting it causes attacker the players what their characters see go-
The darkness is flecked with pairs of
damage; MR 50‘70 ing on in the arena, then read the follow-
pinpoint glows, like eyes. Their location
Anythnng or anyone pulled through ing:
is indistinct, and they cannot be reached.
Light of any kind only functions within 50 must roll a successful saving throw vs.
feet of the cathedral. If the PCs head into death ray or be shriveled down to charred As you peer past the pyrotechnic may-
the darkness, it is like walking downhill. bones and melted metal and then spat hem surrounding the golem and its
Each round the PCs spend in the dark roll back out. Those who ire dragged foe, you glimpse a glowing red Exit
ld20. On a roll of 10 or more, an en- through but make their save are spat sign above a faintly shimmering door.
counter with a monster created by the back after taking 5d LO point j of electrical, You also hear a magically mouthed
Random Monster Generator occurs. fire, cold, and acid damage and another message, “Warning to scarlet clear-
Monsters that attack the PCs always at- 6d6 points of falling damage if they hit the ance intruders. The abacus has deter-
tack with surprise. If the party wants to ground. The glass then me1.s together to mined that you do not have proper
go back to the cathedral, roll ld8 for the seal the hole. security clearance for this area. Leave
direction they walk each round. Only a Complicating matters here are the vi- immediately or you risk premature
result of 5 will return them to the lighted cious gargoyles who guard the Exit. termination. Thank you. The abacus is
area again. They attack once l.he characters reach your friend. Have a nice day.”
Climbing or flying up through the flying the stained-glass window level.
buttresses that support the cathedral Gargoyles (2 per PC): AC 5; MV 9 “ / If the PCs look behind them, the en-
wall is a challenge. Climbing characters 15”; HD 4; hp 20 each; #AT 4; Drng ld3/ trance is (of course) gone. The marked
treat the walls as smooth but cracked. A ld3/ld6/ld4; THACO 10; SD magical exit they see takes the place of one of
thief must lead the way and set ropes. weapons needed to hit room 9’s normal entrances. To reach it,
Flying characters must make a Dexterity The Exit door here is very small. In the party must either cross or circle
Check each round of flight to avoid collid- fact, any character larger than a halfling around the arena, risking fallout from the
ing with the three-dimensional maze of must drink of potion of dimnution before battle.
buttresses and pillars. A collision does entering. The cathedral exit opens onto The golem and its foe completely ig-
the lobby of the Hellivator (area 14). nore the PCs. However, the destruction
l d 3 damage and the character must make they hurl like rain will affect any caught

50
within it (refer to the room 9 description The opalescent panel is a gate from the Room 10, Level 6: The doors open
for details). Random Monster Generator. Each time onto a library and cool dusty air replaces
Once the PCs reach the exit, it is the PCs enter the Hellivator lobby, roll an the parched heat of the Hellivator. As the
locked, completely unopenable. How- encounter check on ld20. If the result is doors open, the ghost reappears and
ever, the small sign spray-stenciled on 17 or greater, a monster walks through whispers, “Sixth floor. Books, gastropod
the door gives a hint of what is required: the panel. poetry, egos, and really bad dead things.
If either button is pressed, a loud ding Enjoy your stay.” The back wall slides
“Emergency exit only. sounds and the red and gold doors slide forward to force the PCs out and the Hel-
Use diamond key. open to reveal a well-lit, 5-by-4 foot cubi- livator door seals tight. Only a keyhole
cle, also immaculately decorated. There remains.
-House Hacknslashi.” are three buttons inside, one up and two The room’s other exits are also sealed.
down. To get out, the PCs must find the ame-
If the PCs watch the iron golem, they The doors close once the party enters thyst Tome key. It is between the pages
see that a diamond Tome key (worth (or after 30 seconds). If the party of a book of poetry labeled Ode to the
around 10,000 gp) is inserted about eight pressed the down arrow, the Hellivator Ground Snails of Greyhawk, Volume 7by
feet up its right leg. If they can manage to immediately drops downward so fast that Snagly Hairtooth. Only the amethyst key
get to the golem and grab the key, it the party is knocked to the floor. The Hel- will reopen the Hellivator door. However,
comes out easily. Unfortunately, it also livator does not stop until it reaches room the door opens onto the Hellivator lobby
turns the golem off. The angry orc inside 10 on the 6th level. again, as if they had just stepped out of
the golem bails out and the attention of If they pressed the up button, there is a the cathedral exit.
his titanic foe is turned toward him and brief pause and then a ghostly face and Going up: Should the PCs manage to
the other tiny humanoids in the arena. torso pops out of the woodwork and do this, the Hellivator door dings open at
Should the PCs survive to reach the spectrally whispers, “Going down?” as it encounter 16.
exit door, it opens onto an unseen closet reaches for the down arrow buttons.
in Upfitter’s Emporium, which at this At this point both the I>M and one of Area 16: You and Your Little Dog
point is located just off whatever en- the players roll ld6. Subtract 1 from the Toto Too!
counter would have been logically next in player’s roll. If the player’s modified roll
sequence had the party not explored the beats the DM’s, the PC presses the but- The Hellivator doors open into a
passage leading to the slime slide. ton of his choice before the ghost can
shabby, drab little room in what seems
By the time the party returns to press one. If the DM’s roll beats the play-
to be a shabby, drab little farmhouse.
dungeon level 5, the iron golem is back in er’s modified roll, the ghost presses one That is, except for the fact that a biting
operation, but without the diamond key of the down buttons. If the difference is wind is howling through the open win-
problem. You can also be sure that the orc only 1to 2 points, the HeEvator goes to dows, the house seems to be spinning
in the golem will pay a little more atten- room 9 on the 5th level. I-.the difference
about madly and a green-skinned
tion to teeny humanoids in the arena. is 3 or greater, the HeUivator goes to woman in black clothing is flying
room 10 on the 6th level. around the house on a broom stick and
Area 14: Hellivator As the Hellivator drops, it becomes in- throwing balls of flame into the house
tensely hot and seems to drop forever. and cackling at you. Otherwise, eve-
When it stops, the doors slide open with a rything appears to be normal.
The door opens onto a smartly deco- ding.
rated room with a polished granite Room 9, Level 5: If the party has
floor, gold trim everywhere, a ceiling Miss Gulch, the woman on the broom
never been here before, go to encounter of flying,is a green hag who has the spe-
painted to look like open sky and a pair 13 at the point the PCs eqter the arena.
of ornate red and gold sliding doors on cial ability to hurl an unlimited number of
The back wall slides forward to force the Melfs minute meteors at the rate of
the opposite wall. Adjacent to the PCs out. If they have the diamond Tome
doors are two buttons. The one with three per round (ld4 points of damage
key already, the arena is heavily scarred each) as she circles the house. This is in
an arrow pointing up is labeled “Ye Se- and cratered. A giant iron golem lies
crete Tome of Inestimable Knowl- addition to her other innate powers.
prone on the floor. If the PCs wish, they Green Hag: AC -2; MV 12”//12”;
edges.” The other with an arrow may try to pry magical devices from it.
pointing down is labeled “Diamond HD 9; hp 44; #AT 2; Dmg l d 2 + 6 /
However, l d l 0 rounds after they enter, l d 2 + 6 ; THACO 12; SA spell powers;
and Amethyst Keys.” However, what the iron golem’s foe retunis and begins to
you thought to be a mirror is actually MR 35%. She can fire into any room once
attack. The exit on the opposite wall is per round.
an opalescent panel set into the wall. still the only way out and it opens onto the The house seems to be spinning and
Hellivator lobby again.

51
whirling in a gray misty area (actually the Area 18: Through the Air with the vault, read the following:
border area of the Ethereal plane).
Four of the five rooms of the house
the Greatest of Unease
The heavy vault door creaks open to
each have l d 4 ogres lounging around on Encounter 1 7 flings the PCs upward reveal.. .a cat-a large, fat, orange-
its shabby, drab furnishings and laughing into a 1,000-foot-diameier spherical and-black striped cat with bulging,
at the party’s attempts to attack the arena. The opening of the shaft then half-lidded eyes. It blinks at the light,
green hag or avoid her attacks. The closes to a mere five feel across. The scratches the key holes in its belly and
ogres move about in all the rooms as if PCs fall for 3dE damage if they cannot says “Hi, I’m Ye Secret Tom. What’s
gravity pulled toward the floor. stop themselves in some way. There is to eat?”
Ogres (4-16): AC 5; MV 9 “ ; MD 4 + l ; gravity on the walls of the sphere up to
hp 21 each: #AT 1; Dmg ld10; ‘THACO the “equator line.’’ Opposite the entry The X.P. value for each Tom key re-
15 shaft is a small five-foot o-3ening with a trieved is equal to 25% of the gp value of
The house consists of five rooms: ladder hanging down. This is the exit. the key.
A. Hellivator Room: Contains the Located around the equator are three
red and gold Hellivator doors, ld4 ogres, equally spaced opalescent random mon-
and gravity toward floor. ster gates. Three rounds after the party Encounter 21: The Game is Up!
B. Dining Room: The room appears enters, a group of levitraitors (see area If the party has rented anything from
to have a level floor. However, the grav- 19) enters through a gate and swoops Upfitter’s and not returned it, Garbug
ity pulls toward the east wall. .Another down to attack the PCs. Every five Upphitter returns to collect, along with
l d 4 ogres are on the east wall. The floor rounds thereafter, make ,an encounter six trolls.
feels like a steep slope. check (1-3 on Idlo) for more random 6 Trolls: AC 4; MV 12”; HD 6 +6; hp
C. Bedroom: Gravity pulls toward the monsters to come through the gates). 32 each; #AT 3; Dmg l d 4 + l / l d 4 * 1 /
north wall. The floor is like a vertical wall The way out is up (to area 20). 2d4; THACO 13; SD regeneration
to the PCs. A rope lies on the floor from a If Garbug Upphitter is not paid here, he
door in the north wall; l d 4 ogres are Encounter 19: L,evitraitors returns later in the adventure (usually the
lounging around on the north wall. If the castle) to plague the adventurers with
The levitraitors are adventurers who even larger groups of monsters.
party climbs the rope through the door,
have chosen to serve the wizard Voyeux
go to encounter 11.
(see level 12). Their mission here is to
D. Upfitter’s Emporium Redux,
prevent characters, from reaching the
Too: Yes, it’s Upfitter’s again. No ogres
Tome. Use the adventurers from the cas-
here.
tle section of this module (the ones who
E. The room with no ceiling: The compete against the party), Modify their
small, drab room has no ceiling. Instead,
statistics as necessary to make them all
a wide shaft extends upward as far as the 7th- and 8th-level characters. Although
PCs can see. In the center of the room is
they are dutiful, they will not fight to the
a fiery orange gemstone Tome key (made death if the situation turns ugly. Each
of jacinth, 4,000 gp). If the party at- levitraitor possesses one of the following
tempts to retrieve the key, go to en- magical items: wings of flyhg, broom of
counter 17. There are l d 4 ogres here.
flying, winged booi’s, ring of levitation,
and fan-lnke swim fins (MV 9”).
Area 17: Updraft One levitraitor possesses a gemstone
Beneath the shaft, gravity is reversed. Tome key, a crimson coral key (800 gp).
Anyone under here who is not restrained
in some way is automatically sucked up- Area 20: There’s No P’lace Like
ward. Anyone holding onto something Tome
must make a Strength Check to resist be-
ing sucked upward and then flung into the The ladder up from the spherical arena
spherical arena (area 18). ascends a 60-foot-long, five-foot-diam-
eter shaft that ends in a locked trap door.
Any one of the Tome keys will open this
door. The trap door comes up beneath
the welcome mat in area 2. If the charac-
ters use the seven keys needed to open
Tom’s Clues Level 6 : “If you hope to make your
Appendix mark, you’d better trademark it first!”
Ye Secret Tom of The keyhole number the key is in-
Inestimable Knowledges serted into corresponds to the levels Level 7: No clue
No, it’snot a typographical error. If you within the dungeon. Some levels have no
read encounter 20 you’ll see that this is clues. Level 8: No clue
indeed a tom, a tomcat that is. Tom is an
intelligent, personable, gem-encrusted, Level 1: No clue. Level 9: “Look before you leap”
animated magical construct in the form of
a normal-sized, male house cat. On Tom’s Level 2: “The fun begins at midnight. Level 10: “Slime and bugs, ick and
The Boys are gonna party ’til they hit goo. They’re pals of something bigger
tummy are 12 keyholes, numbered 1
bigtime.” than you.”
through 12. When any of the
Tome...er.. .Tom gemstone keys is in-
serted into a numbered keyhole and Level 3: No clue Level 11: No clue
turned (and Tom’s belly has been Level 4: “The way out is up. But hey,
scratched to his satisfaction), Tom re- Level 12: “Look before you cast,” and
you guys already know that, right?” “He’s watchmg.”
cites the clue relating to the correspond-
ing keyhole. As he recites, the key
Level 5:
crumbles into dust (although if asked, he
“The game never stops,
will recite the clue a second time without The game never ends,
a key). Some you meet are enemies,
Tom acts in most ways like a normal cat
And some you meet are friends.
(demands petting, likes to play with
string, chases mice, rubs legs, purrs, “Play by the rules,
meows when startled, etc.). However, Whichever you may find,
he also talks and wisecracks about char- Then drive away The Sk,
acters’ appearances or the quality of their And the madness stays behind.”
skills. The last comment he may ever
make may well be “Hey, watch it! Re-
member, no Torn.. .no Inestimable
Knowledges! ”
Still, if treated like a member of the
party, he will use his other skills and
powers to aid them.
Ye Secret Tom: AC -1; MV 15”; HD
3; hp 18; #AT 1 combination claw/claw/
bitehip; Dmg Id6 +special; THACO
13*; SA attacks as a 7-HD monster, suc-
cessful hit causes flesh and blood foe to
lose one level of attack skill per round un-
til poison is negated or one hour, which-
ever is sooner; SD same immunities as a
stone golem; MR 15%, immune to all
mental spells; gp value 40,000 gp; XP
6,000
Tom’s special powers: In addition to
those described above and his question-
answering powers, Tom can hide in
shadows, move silently, and climb like a
15th-level thief. He can also use magical
spells like a 9th-level illusionist (but must
have access to an illusionist’s spell books
to learn any).

53
This level is designed for six to 10 charac- Imagine their disappointnient when, in- cal appearances to enable the games to
ters of 9th to 10th level. stead of massive armies, they were be played on a level-wide scale. The
showered with brightly colored boxes games then returned to the wizards’
made of strangely textured paper. Open- room, to stay close to their source of
Setting ing these boxes revealed odd books and new-found life. Every attempt the wiz-
Among the uninvited guests that have dice of strange shapes. ards made to drive them away failed.
moved into the lord’s dungeons are a Possibly thinking that these were However, they noticed that the games
group of wizards. Whether or not the Ran- tomes of power, the wizard 5 began trans- did no harm to them, so they let them be
dom Monster Generator brought them is lating the odd book:; using unsafe, forbid- and resumed their quest for power.
anyone’s guess. Since multilevel, subter- den spells of unpredictable results. Their In order to properly play this level,
ranean dungeons are every wizard’s hopes were shattered when they discov- bear the following things in mind. AU
dream, this group has made itself at home. ered the books were rules for things creatures have been empowered to
Of course, no wizard could be satisfied called “role-playing games .” Disgusted, speak Common, whether or not they had
by merely being an occupant. Aware that they tossed the books to the monsters the brains or even the vocal cords to do
there are other realities and parallel for them to eat. so in the first place. This does not mean
worlds, the wizards got together and at- Ah, but here is where the unpredicta- that their intellects have been raised. AU
tempted to conjure forth representatives ble magics came in to play! Enhanced by game systems are in competition with
from innumerable time periods and reali- the forbidden ancient magics, the rule each other, but will probably not chase
ties. books took on a life of their own. trans- the PCs into another territory unless es-
forming the creatures’ mivds andi physi- pecially irritated.

54
“The abacus is your friend, serve the ab- bed, work bench, desk, and wardrobe.
Encounter Key acus, traitors are everywhere, trust no Atop the desk is a crystal ball, which is
After the adventurers descend the one! ” somehow connected to the four wzard
stairs from level four, they come up to a The imps, bugbears, gnolls, and trolls eyes in the previous room.
set of 10-foot-high double doors made of carry hand-held1 crossbows. The giants From here Wes Tend, the game wizard,
iron. The doors are unlocked, and the carry ballistae. They all fire upon the programs the abacus and oversees his
party can hear harmonious singing from party, the dragon using his lightning charmed followers as they root out trai-
within. The stairs continue down to level breath with no regard for his companions. tors. He uses his wizard eyes to see that
6. Oddly enough, all the monsters except they do not slip up.
the dragon use only their hand-held Wes Tend: ST 9, IN 18, WI 14, DE 16,
Area 1 weapons. CO 10, CH 9; MU 11;AL CN; AC 2; MV
They cannot be reasoned with. They 12”; hp 26. Select spells for the wizard.
This 40r-by-40’ chamber is devoid of shout “Traitors!” to the party and con- He wears bracers of defense, AC 6 and
detail except for the brass doors on the tinue firing. In each corner of the room, carries a staffofpowerwith 16 charges.
east wall. Huddled in a circle in the middle where the ceiling meets the walls, there While exploring this level, Wes found a
of the room are 10 bearded men wearing is a small golden orb which upon inspec- copy of a game and was charmed, and
tight blue pants with small rivets on the tion is found to be a wizard eye. consequently charmed some monsters to
pockets. They also wear odd short- Imps: AC 2; MV 6”/18”; HD 2 +2; hp help him play. He is dressed in white and
sleeve shirts of bright colors and flimsy 16; #AT 1;Dmg ld4 (bolt); THACO 16; is quite paranoid. His treasure is under
fabric. These shirts are donned by pulling AL LE; SD only magic weapons can hit, his bed in a wizard locked chest. It con-
them over one’s head. Emblazoned on regenerates one hp per round, save as 7- tains 500 pp, two diamonds worth 500 gp
their chests are odd words ending with HD creature. each, a pair of golden lion figurines, and a
the letters “CON.” There are odd- Bugbears: AC 5; MV 9 ” ; HD 3 + 1; hp decanter of endless water.
shaped dice scattered at their feet, and 20; #AT 1; Dmg ld4; THACO 16; AL
swords and axes in their hands. CE. Area 4:Antechamber
When the PCs enter, the men stop Gnolls: AC 5; MV 9 “ ; HD 2; hp 14;
singing, and warn the characters away, #AT 1; Dmg ld4; THACO 16; AL CE. The stone doors to this 40’-by-60’
fear evident on their grizzled faces. They Trolls: AC 4; MV 12” ; HD 6 + 6; hp 34; chamber are locked. Freshly carved on
babble on and on about “monsters not ac- #AT 1; Dmg ld4; THACO 13; AL CE; the walls, close to the ceiling, are the
tin’ like they should.” SD Regenerate 3 hp per round, three words “The room of many marvels.
These men were once proud adventur- rounds after being damaged. Tarry at your own risk.” Closer inspec-
ers now reduced to the mental level of Blue Dragon: AC 2; MV 9“/24“; HD tion shows that the carvings are recent.
berserkers because of the horrifying 10; hp 50; #AT 3; Dmg ld6/ld6/3d8; The room is nicely decorated with expen-
things they saw. If the party refuses to go THACO 10; AL LE; SA Breath weapon: sive tapestries and soft, comfy sofas. An
away, they attack in berserker fashion. lightning. expensive platinum urn worth 5,OQO gp
Berserkers: AC 7; MV 12”; HD 7; hp Cloud Giant: AC 2; MV 15”; HD 12 + sits atop an ebony stand. If touched, a
50; #AT 2; Dmg ld8, ld6; THACO 13; 1-7; hp 67; #AT 1; Dmg 3d6 (ballista); magic mouth screams out “It’s clobberin’
AL N; They may attack once at + 2 or THACO 9; AL NE. time!” repeatedly. This brings forth the
twice at no bonus. They have no trea- Storm Giant: AC 1; MV 15”; HD 15 + occupants from the adjoining rooms.
sure. 2-7; hp 77; #AT 1; Dmg 366; THACO 8;
AL CN; SD Immune to electricity. Note Area 5: The Amazing Driderman
Area 2 that this giant is unable to (cast spells. A huge male drider lives in this sparse
All these creatures are c’larmed by the chamber littered with corpses. He wears
Anyone who listens at this door hears a
high wizard who programs the abacus. a red hood that covers his face from view.
grand commotion, with no recognizable
They will defend the abacus to the death, As he fights the party, he drones on and
words. The chamber is 100 feet by 60
and may even chase the party down the on about his sick aunt and finicky
feet and filled with ruined furniture. A
halls. girlfriend. All who hear this must roll a
white drape is hung over a 10-foot section
of the east wall. saving throw vs. spell, allowing no bo-
In this room are five red imps, four or- Area 3: The Abacus Room nuses except Wisdom. If failed, the PC
ange bugbears, three yellow gnolls, two The most dominant feature of this 50‘ screams in disgust and recklessly
green trolls, a blue dragon, an indigo X 60‘ room is the 60-foot-long abacus charges Driderman and tries to strangle
cloud giant, and a blue storm giant. All him, screaming “shut up, shut up!” re-
propped up against the south wall. This
have glassy eyes and chant in unison, room is comfortably furnished with a soft peatedly. Such PCs lose Dexterity bo-

55
nuses to Armor Class and cannot use crossbows, nozzles and spearheads. A chests. One contains 5,000 gp, the other
spells. The drider has no treasure. successful Wisdom Check (on ld20) by a contains an arrow of demon slaying, a
Driderman: AC 3,; MV 12” ; HD 6 +6; party member means that he notices a cloak +2, a ring of wizardry levels one
hp 40; #AT 1; Drng ld8 long sword; humanoid form inside the head of the go- and two, and a shield +3.
THACO 13; AL CE; SA spells as a 7th- lem. Characters who wish to control the go-
level MU If the party enters, the combatants no- lem must roll a successful Intelligence
tice them but are too busy fighting to Check (on ld20) each round. Failure
Area 6: The Inedible Bulk worry about the PCs very much. causes the golem to move and fire in a
Iron Golem: AC 3; MV Wr; HD 18; hp random direction.
A huge, green-tinted clay golem 80; #AT 8; Dmg see belou; THACO 8;
charges at the party. It has a mop of SA see below; AL N; SD + 3 or better
green hair and wears ugly purple pants Area 10
weapon to hit, affected only by electrical
that look shredded. It has no treasure. It spells. Through this set of sturdy iron double
is permanently hasted. The golem has two wands: fireballsand doors, the party sees a 20-foot-wide cor-
Clay Golem: AC 7; MV 7”; HD 11;hp lightning bolts. Each inflicts 6d6 points of ridor extending 60 feet to the east and
50; #AT 2; Dmg 3d10; THACO 10; AL damage. The two crossbows are heavy trailing off into darkness. Once they get
N; SD struck only by blunt magical weap- and automatically self-loading; they cause to the “X,” the corridor, which is illusory,
ons 2-5 points of damage. Two spear vanishes, revealing an arena much like
launchers are also self-loading and cause the one to the west.
Area 7: Da Ting ld6 damage. The nozzle :;hoots flaming In the northeast corner there is an odd-
oil in a 40-foot-long jet, inflicting 8d6 looking, steam-powered vehicle manned
Da Ting is an orange-colored stone go- by four dwarves wearing odd-looking
lem that looks as if he was made of bricks. points of damage, a savrng throw vs.
breath weapon cuts the damage in half. white helmets. In the southeast comer
He wears a pair of stupid-looking blue there is a similar vehicle manned by
shorts. As he hits his victims, he yells This can fire every other round. The final
attack is the golern’s fist, which causes gnomes in red helmets. Both vehicles
such intelligent phrases as “Thoom!” have armor plates hammered onto them,
“Pow! ” “Whom!” He has no treasure. 3d8 points of damage.
The golem has a control center inside as well as the exact same sort of arma-
Da Ting: AC 5; IlW 6” ; HD 14; hp 60; ment that the golem and Apparatus had in
#AT 1; Drng 3d8; THACO 8; AL N; SA its head, arrayed with 1evei.s and buttons.
There is room for one operator, in this room 9. The cars are AC 2, can take 100
cast slow spell; SD + 2 or better weapon points of damage before breaking down,
to hit case an orc by the name of Fahzah.
Fahzah: AC 7; MV 9”; F3; hp 23; #AT and can move at a rate of 18“.
1; Dmg ld6 short sword; ‘I’HACCI16; AL The gnomes and dwarves are fighting
Area 8: The Non-Human Scorch LE over a pile of emeralds and gold ingots,
Scorch is a fire elemental who was The Apparatus is armed with the exact the gold valued at 10,000 gp and the em-
summoned a whde back and decided to same inventory except the golem’s eralds at 30,000 gp. This pile sits out in
stay (OK, so he’s an odd fire elemental, punch. Instead, it has two .Jincers that do the open in the southeast comer. A fe-
so sue him.) He runs around yelling 2d6 each, 25% chance to lit. male dwarf (bearded) and a female
“Flame on! ,” which is sort of stupid con- The driver is a Type V demon named gnome, wearing blonde wigs, bikinis and
sidering his flame is always on. He has no Katrina, who hijacked the Apparatus for big smiles, are to present the awards to
treasure. its cargo of treasure! the victors. The sight of these two in biki-
Scorch: AC 2; MV 12” ; HD 16; hp 90; Katrina: AC -7/-5; MV 1%”; HD nis should be enough to cause any male
#AT 1; Dmg 3d8; THACO 7; AL N; SD 7 + 7; hp 55; #AT ‘7; Dmg 2d4 + 6 x ld8 human to roll a Constitution Check (on
+ 2 or better weapon to hit swords; THACO 12; AL CE; SA con- ld20); those failing become violently and
striction; SD + 1or better weapon to hit; copiously ill.
80% MR Of course, both contenders stop their
Area 9: Arena fighting and attack the players, yelling at
If the PCs attack either combatant,
This vast 80’-by-160’ chamber has a both stop their fight and attack the PCs. If them to get away from the loot.
sandy floor and a vaulted ceiling 40 feet the PCs try to sneak through the arena Dwarves: AC 5 chain mail, crash hel-
high. Along the north and south walls are without bothering the behemoths, they mets; MV 6 ” ; F5; hp 45; #AT l; Dmg
vast stone benches for spectators. are inadvertantly caught i n the crossfire l d 4 + 1 hammers/ld8 battle axes;
The most unusual feature is the 30- of one of the combatants’ weapons each THACO 15; AL CN
foot-tall iron golem squaring off against an round (roll randomly for which weapon Gnomes: AC 7 leather, crash helmets;
Apparatus of Kwalkh. Both combatants and which PCs are affected by it). MV 6” ; F4/IL4; hp 20; #AT 1; Dmg ld6
are bristling with wand tips, self-loading Inside the Apparatus are two locked short swords; THACO 15; AL CN; SA il-

56
lusion spell use ing to do unbelievably stupid things for his Area 13
Note that neither vehicle will give sake, even betray their party.
chase, since they don’t trust each other Mees Taspark (elf): ST 15, IN 18, WI The door to this four-room complex is
alone with the gold and the (shudder) 18, DE 18, CO 13, CH 12; Monk 9; AL unlocked, but bears the sign: “Danger!
girls. LN; AC 3; MV 23“; hp 28; See Players DO NOT ENTER! Go away! Vamoose!
Handbook for monk abilities of this level. Amscray! Beat it! Take off, eh! Scat!
Area 11: Beam Me Up Mees is a scholar devoted to logic. He Shoo!” If the party enters, a chorus of 10
has his emotions under tight control. magic mouths say, “You’ll be sooorrrrr-
This wooden door is locked. Beyond it Mees is also a sage, specializing in the ryyyy! ” in sing-song voices.
stands an odd scene. An ogre lies face Physical Universes. The complex consists of four rooms,
down on the floor. A skeleton kneels beside Bones (skeleton): AC 7; MV 12”; HD each 30 feet by 30 feet and interconnect-
him, while a six-foot-tall green elf looks ing via doors in the middle of the appro-
1; hp 8; #AT 1; Dmg l d 6 + 1 mace;
aloofly about the room, and a djinn wearing THACO 19; AL N; Level I cleric. Bones priate wall. Odd music at a fast tempo
a gold shirt looks heroic. At their feet are a was a normal human cleric wandering blares continuously, featuring horns, xy-
drum, a lute, a flute, and pipes. They are down on this level, when the wave of lophones and kazoos, and every noise the
playing a very discordant tune of their own magic washed over him and turned him party makes is exaggerated and comes
accord. The room is otherwise made up as into this. He’s a bit emotional about it, out almost phonetically (Le. when a door
a very comfortable looking parlor. and gets these urges to say “I’m a cleric, is closed, the party hears “Slam!” or
“He’s dead, djinn,” the skeleton says not a (insert noun here).” when an arrow is loosed, they hear
as the party enters. “You did all you None of the group has any treasure or “Twang!”)
could, Bones,” the djinn replies. “Dam- magical items, and as a bit of advice they The rooms are all empty, with gaily col-
nit, djinn, I’m a cleric, not a serving warn the party away from the north door. ored murals on the walls depicting coun-
wench!” the skeleton sputters for no They claim there are “cling-ons” behind tryside landscapes, village squares, the
good reason. it. Kork then yells “energize!” and all open sea, the Abyss, and the polar re-
“Captain,” the green elf intones, “our three disappear. gions.
instruments indicate the presence of There are six denizens of this complex,
other life forms.” The elf points to the with ld6 of them appearing in any of the
wildly playing musical instruments, then Area 12: Vargouille Lair four rooms at any given time, even if en-
to the party. This 40’-by-60’ room is gloomy with its countered in the previous room. When
The trio introduce themselves as the arches and flying buttresses casting met, they always have full hit points and
djinn Kork, a Captain of the guard at the shadows all about. Great cobwebs hang look fine even if killed in an earlier en-
palace of the djinn viziers, his elfin monk/ menacingly from the ceiling, obscuring counter. Party members who were
sage companion Mees Taspark and the vision. There appear to be no living crea- killed, maimed, or otherwise injured are
skeleton cleric Bones. Kork and Mees tures in here. instantly brought to life and good health
were plane traveling when they decided One round after the door has been when the party enters another room.
to rest here. A wave of magic went opened, two dozen vargouilles swoop The murals themselves act as gates
through them, then they met Bones. down and attack the party, clinging onto into their environments. One can also
Now they are trying to piece together them as they repeatedly bite them. travel into an adjacent room by going into
what happened and what the exact nature Vargouille: AC 8; MV /12”; HD 1+l; one mural and coming out another one.
of this level is. hp 9; #AT 1; Dmg ld4; THACO 18; AL The murals are as follows:
All three are pleasant. They are not NE; SA save vs poison or damage is per- A: The west wall has a mural of a vil-
hostile. If asked about the drums, etc., manent lage. One can make out a smithy, an inn, a
Mees will explain that these are his in- Under a particularly large pile of cob- stable, a tailor, and a butcher. The PCS
struments used in gathering data. They webs are the remains of two humans. can avail themselves of these NPCs’
are 100% reliable and honest, for they do One has field plate +1, shield +2, and services and even bring non-living things
not have a single lyre in their midst. carries a flametongue long sword + 1, back with them into “reality.”
Captain Kork (djinn): AC 4; MV 9 ” / the command word being “Kriket.” The B: The west wall has a mural of polar
24“ ; HD 7 + 3; hp 56; #AT 1; Dmg 2d8; other has nothing of value. By the way, landscape, with a howling blizzard and
THACO 12; AL CG; SA whirlwind plus the robed corpse was Fubar the Continu- large snowdrifts. Sadistic DMs may roll
see below. Kork is a very handsome ously Unfortunate Wizard, and the war- for wandering monsters using the Arctic
djinn. So much so that any female who rior was Phydeaux the Stubbornly Loyal subtable in the DMG.
sees him must roll a successful saving Even Unto Painful Death. C: The north wall contains a mural of a
throw vs. spell or fall in love with him. So pleasant field with a road running to the
enamored are they that they will be will- horizon. The weather is spring like, with

57

-
lush green trees and chirping birds. If the and portrays what is clearly the Abyss, * A fat, stuttering orc with very pro-
party persists on using the road, let them the 663rd layer to be exact. Roll €or ran- nounced pig-like features waves at the
stay on it for a turn, then hint that it con- dom abyssal (see IManual (ofthe Planes) party. He appears to be friendly.
tinues to the horizon. If they still con- encounters once a round. Porky Orc: AC 6; MV 9” ; HD 1; hp 8;
tinue, have five talking heads of stone Note that in all cases, intelligent mon- #AT 1; Dmg ld6 club; THACO 19; AL
come bouncing down the road singing sters will not give clhase oui side their mu- LE
“We’re on a road to nowhere! ” If they re- ral. Travel from one mural to another * A stench kow with fake moose ant-
main stubborn, then let them keep going takes one round, and is done simply by lers stares balefully at the party. This is a
for an hour; eventually they come upon willing it so. The denizens of the rooms bull. Slowly it advances upon the party,
the remains of a lion, a tin golem, and a are as follows: and says, in a silly voice, “Hey, Rotty,
scarecrow, all having died horribly. * A bugbear with buckteeth, wearing a watch me pull a tarrasque out of this hel-
If even this does not deter them, then pair of fake rabbit ears. He talks as if he’s met! ”
tell them the road is now paved with odd from Brooklyn or the Bronx. He wields a A giant black flying squirrel wearing a
bricks. Anyone who checks them out will carrot +2, which he chews but never leather cap with two lenses on it pops into
find that they all have writing on them seems to be able to finish, since it replen- view and says “Aw, that trick never
saying “Good intentions” in Co-mmon. ishes itself. works! ”
Anyone who continues for another hour Bugsbear Bunny: AC 5; MV Y ; HD The kow grabs the nearest PC helmet,
lands smack in the middle of the ninth 3 + 1 ; hp 25; #AT 1; Dmg ld4 ( + a ) car- mutters “Nothin’ up muh sleeve.. .” and
plane of Hell. If this sounds harsh, re- rot; THACO 15; AL CE reaches into the helmet. If the kow is not
member that they had their chances. * A dao wearing a fake duck bill. This stopped, he has a 30% chance of pulling
D. This room has two murals. The east dao is quite insane, bouncing off walls and out a tarrasque, who wdl proceed to go
wall shows the open sea, a strong breeze yelling “Woo-hoo! Woo-hoc)!” He speaks berserk. The other 70% of the time, the
creating waves as sea gulls fly by. Anyone with a lisp. kow pulls out a far worse creature.
in armor who steps through sinks l i e a Daffy Dao: AC 3; MV 9“/15“; HD If the PCs interfere with the trick or if
rock. Seaborne encounters may be rolled 8 +3; hp 64; #AT 11; Dmg 3d6; THACO they express their dislike of it, the kow
randomly. 12; AL NE; SA spell use; SD immune to and squirrel attack.
The second mural is on the south wall, earth-affecting spells Bullstinkle the Stench Kow: AC 2; MV
15”; HD 3 +3; hp 23; #AT 1; Dmg 2d4; tached by a tube to an odd box strapped Slaad, and Seezar Slaad. Their compan-
THACO 15; AL NE; SA bad breath, to their backs. ion in the corner, they say, is Lohkal
charge damage; SD immune to cold, fire, They explain that they are Slaad, dressing.
poison “Ghostbreakers,” and have heard that Green Slaad: AC 3; MV 9 “ ; HD 9 +3;
Rotty the Giant Flying Black Carnivo- there are ghosts in here, and seeing as hp 60; #AT 3; Dmg 2d8/ld6 +2/ld6 +2;
rous Squirrel: AC 6; MV 9”/15”; HD they “ain’t ’fraid of no gbost,” they de- THACO 12; AL CN; SA spell use; SD
1+ 1; hp 9; #AT 1; Dmg ld3; THACO 18; cided to come in here and wipe them out. + 1 or better weapon to hit, MR 50%
AL NE. If questioned about theit backs, they Before any further conversation can be
* The last denizen is a flind wielding a pridefully declare that these are “spirit attempted, a thump is heard from the
double-barreled heavy crossbow. He weapons” used to kill ghosts, but will not eastern door. The slaad rush to the door
wears an odd cap with ear flaps, which divulge their exact nature. and break it down.
covers his bald pate. When he sees the Any further questions are interrupted
party, he puts a finger up to his mouth and by an unearthly howling as a ghost mate- Area 16: Office
says, “Shhh. Be vewy, vewy quiet. I’m rializes at the north end of’ the crypt and
hunting wascally wabbits.” In fact, any- advances at the party. This 40’-by-40’ room is just as com-
thing he says is tainted by his pronounc- The three kobolds bravely advance for- fortable and lavish as the study, but in-
ing all r’s and 1’sas w’s. If the PCs tell him ward and spray the ghos: with strange stead of bookcases, there is a massive
that there’s a bugbear imitating a wab- liquids. The PCs smell wine, mead, and oak desk. This apparently is where the
bit.. .er, rabbit, his face lights up with joy, brandy, and well they should because lord of the castle conducts business.
and he demands to know where it’s lo- these idiotic kobolds are using spirits Clustered around the desk, picking the
cated. He’ll dash off, muttering, “At last against this spirit, the only result being a lock, are three red slaad, attired similar
I got you, you wascal, you!” wet, angry ghost. The furious spirit ma- to the green slaad, with a fourth in the
Elmer Flind: AC 5; MV 12” ; HD 2 + 3; terializes, and in one swell foop kills all southeast comer, putting on a tuxedo.
hp 15; #AT 2; Dmg ld4 + 1heavy cross- three kobolds, this taking one round. They look up and say, “Curses, com-
bow; THACO 16; AL LE Then it advances on the party. rades, the imperialists have found us!”
Ghost: AC 0 (or 8); MV 9” ; HD 10; hp They pull out hand-held crossbows and
As the party departs this suite of 57; #AT 1 ; Dmg age 10-40 years; begin firing.
rooms, the orc’s face magically appears THACO 10; AL CE; SA mgicjac fear by These slaad are members of the GRU,
on the door and says, “Th-th-th-that’s sight; SD semi-material ghosts unaf- Great Reds United. Their names are,
all, folks!” fected by nonsilver and nonmagical weap- Froot Slaad, Makaronee Slaad, Poh
ons. Tayto Slaad, and the one in the corner is
There is no treasure in here except Ruhshin Slaad, dressing. These slaad
Area 14: Crypt were apparently breaking into the lord’s
what was buried with the corpses. The
The ponderous door is made of steel, kobolds’ wine, mead, ard brandy are desk to acquire information.
and feels veq7, very cold. Moisture con- each worth 500 gp. After a furious crossbow battle, the
denses on its rusty surface. Engraved in reds gate back to Limbo. Of course, if the
stark letters is the word “Crypt.“’An iron party fights them, the slaad may end up
ring, twisted to the right, opens the door
Area 15: Study dead before they can escape.
easily, as it squeals on rust hinges. This richly-decorated 30‘-by-40’ room Red Slaad: AC 6 ; MV 6” ; HD 7; hp 35;
The crypt is cold and damp. The ceilmg has a plush red carpet, overstuffed chairs #AT 3; Dmg ld4/ld4/2d8; THACO 13;
is vaulted, and extends 60 feet and even and sofa, and shelves of books. There is a AL CN; SA poison pellets and spell use;
farther into darkness. Rows upon rows of wooden door on the east wall. SD regenerate, MR 35%
stone tombs, with carved effigies atop Poring through the books are three If the red slaad are repulsed, the green
them, extend along the floor into the far green slaad, plus a fourth off in the far slaad begin investigating the desk. They
corners of the room. Shelves containing southeast comer putting on a black tur- find dead roaches in the desk and under
yet more coffins are recessed into the tleneck sweater. The three studious the rug (“Just as I thought, they planted
west and east walls. slaad are dressed in odd tan coats with bugs.”). Documents in the desk give evi-
Suddenly, three kobolds leap out from many pockets. They each wear a Fedora dence of the existence of a Random Mon-
behind a sarcophagus and say, “Are you hat and dark glasses, and are armed with ster Generator and Magical Item
ghosts?” These kobolds are dressed in hand-held crossbows. Coin-Operated Dispenser. The only
coveralls with their names stitched on They explain that they are agents for other document of interest is an order
their left breasts. Their names are the NSA, Nice Slaad Agency, and are form for a “Ranger Fooler” and a
“Gurk,” “Woohag,” and “Pattoie.” Each hunting “those dirty Reds.” They intro- “Dungeon Cleaner,” whatever they are.
holds a nozzle of some sort that is at- duce themselves as Shef Slaad, Toonah If the party helped the green slaad, the

59
slaad express their gratitude and give ant chicken feet materializes next to the Area 19: Indiana Gnome
each member a 500-gp gem. They will CURDIS. “Oops! It’s he-!! Oh, well,
also allow the party to take the slaad sym- must pop off! Chelerio!,” the Professor When the party arrives at the “X,”
bols out of any dead red slaad’s skull. says as he ushers his lovelies back into they hear a low rumbling, which in-
the CURDIS. Male PCs still affected may creases in volume. Three segments
attempt to follow, but if they do, they’ll later, they hear heroic, upbeat music. In
Area 17 another three segments, they see a
never be heard from again, since the Pro-
This 50’-by-50’ chamber appears to fessor cannot control this thing properly gnome running toward them wearing a
have recently sunrived an explosion. and won’t materialize here again for ages leather jacket and battered fedora hat.
There is nothing identifiable in here, but to come. The gnome has a whip attached to his
as the characters look around, an oblong However, the hut’s door opens, to re- belt, and he appears to be running with
blue box slowly materializes in the room, veal an absolutely horrendous hag. This much urgency. Tucked under his arm is a
making loud wheezing and rattling is Baba k g a . If you do not have the good golden idol worth 1,000 gp.
noises. fortune of owning DRAGON@magazine Seeing the party doesn’t slow his
Before the startled party can react, out #83, which features this powerful witch stride. Gripping his fedora so it won’t
bounds a halfling with thick, curly, brown and floor plans for her hut, then play her blow off, he says, “Sorry I can’t stop and
hair. A large, floppy hat covers most of as a short-tempered, 25th-level neutral talk. You’d better go too if you know
his hair, and a long, multicolored scarf is evil wizard. what’s good for you.” He dashes down
wrapped around his neck. Flanking him She juts her head out aqd says, “Al- the hall to area 1, enters it, and is not
are two absolutely gorgeous women in right, where is he? WherI2’s that furry seen again.
flimsy mini-dresses. They appear to have footed fruitcake?” If the party asks Indiana Gnome: ST 16, IN 12, WI 14,
no romantic interest in the halfling. All DE 17, CO 18, CH 10; Fighter 5; AL CG;
“Who?” or “What,” she shakes her head
males must roll a successful Wisdom and says, “No! Why!” This could obvi- AC 7; MV 12”; hp 50; Dmg ld2, whip
Check (on ld20), or start to salivate un- ously start a rather confusing dialogue. The rumbling is now ominously loud,
controllably and do stupid, attention- Consider her to be under 90% cover, and a massive boulder comes rumbling
getting things for the women, who, of making her virtually impossible to hit. Af- down the hall at 12” per round. Any poor
course, appear oblivious to this. ter about two rounds of pointless conver- soul overtaken gets hit for 6d10 points of
The last thing to emerge is a suit of sation, she’ll leave in pursui t of Professor damage, and all items must save vs.
canine-shaped armor, with some sort of Why, her hut fading into the nethenvorlds crushing blow.
dog obviously in it. It introduces itself as One round later, a dozen kobolds in
as it clucks ominously.
B-9, a friendly and helpful blink dog. It re- black uniforms and red armbands come
fers to the halfling as Master, and seems up to the party. The leader, who has a
to be quite intelligent, even more so than
Area 18: Trashed Room monocle, interrogates the party.
the halfling himself. This 40’-by-50‘ room is similar to area “Vere ist der Indiana Gnome?” he de-
The halfling introduces himself as Pro- 17, in that it is scorched and ruined. The mands. “Do not remain silent. Ve haf
fessor Why. If asked about his device, he cause is still here, too. Eight orcs, vays of making you talk!” Each kobold is
shrugs and says that it is his CURDIS, sheathed in steel cones with a stick-like armed with a hand-held crossbow.
which is an acronym for Chronically Un- projections at eye-level, are running Kobolds: AC 7; MV 6 ” ; hp 4; #AT 1;
able to Reach Destination In Silence. about the room shouting ‘‘Exterminate!” Dmg ld4 hand-held crossbow; THACO
Prof. Why: ST 9, IN 11,WI 18, DE 17, The orcs are speak.ing in Common. 20; AL LE. They have no treasure.
CO 14, CH 15; Cleric 5; AL CG; AC 7; The stick-like projections are wands of
MV 12” ; hp 20 lightning bolts. The orcs, from inside Area 20
Absolutely Gorgeous Women: ST 7, IN their cones, fire the wands at anything
The cyclopean iron portals that face the
18, WI 10, DE 18, CO 10, CH 18; Fighter that moves-sometimes at things that frail party are awash in the primordial
1; AL CG; AC 6; MV 1 2 ” ;hp 10 don’t move, too! When they see the
slime of the ages. The rusty iron is cold
Any who enter the CURDIS find it is party, one orc shouts, “Look! Adventur- as the grave to the touch. The skull-
much more spacious inside (the size of a ers! Let’s dust ’em!” Another orc will
shaped door handle squeals in protest
large mansion) than outside (a 10‘-by-10’ say, “Shh! Stick to the script!” The first when turned, and centuries-old hinges
cube). If asked about this, he says he orc will whisper, “Sorry.” Then shout
groan under their burden.
stole the technique from some female out, “Exterminate!” as will the others. The air is dank, filled with the odor of
witch by the name of Bobbi Yogurt, Barbi They have no treasure, and each wand is something that nature never wished
Yuckka, Babababa barbara-ann, or some- conveniently expeinded by the time the alive, and never had a hand in creating.
thing like that. party eliminates the orcs. Shouts echo from the chamber beyond.
Suddenly, a hut mounted on a pair of gi-

60
.. w I

The stalwart heroes go in, their eyes of the walls. In the center of the chamber speed, striding and springing, winged, or
widening in horror at the vision of insanity is a pool 30 feet in diameter. The room is north. Allow no more than one pair of
that looms before them. A great human- ominously quiet. each type to be found.
oid, 20 feet high, with great bat-like Suddenly, out of the pool, a half dozen Also in area 22, two manticores are
wings and blood-caked claws stands in six-foot-tall turtles come leaping out. face to face. Both human heads are wear-
defiance like some accursed statue. Its They are attired in samurai armor and ing cowboy hats, and one chews for a
bulbous head trails horrid tentacles from wield katana. B’efore the party reahzes while then spits out some disgusting
its mouth. It’s horrible, it’s maddening, what the heck is happening, they are at- brown juice.
it’s. ..it’s.. .. tacked. All six turtles holler “Banzai!” as Perched on a cactus are two harpies,
It’s a mind flayer who drank one too they charge. watching the manticores with malign an-
many wineskins laced with potions of Adult Samurai1 Mutated ’Turtles: AC 2; ticipation. They are drooling, and mum-
growth. It fashioned a pair of bat-wings MV 6” ; HD 8; #AT 2; Dmg ldlO katana; bling things like, “Dibs on the fat one,”
out of thin wood and vellum, and now it AL N. Detail-loving DMs may wish to “Sure wish they’d hurry up, I’m fam-
~~

runs around drunkenly scaring the day- flesh out the turtles with samurai abilities ished.”
lights out of any hapless creature it finds. from the Oriental Adventures book. “You low-down, philanderin’ polecat! ”
Mind Flayer: AC 5; MV 12“; HD 8 +4; These turtles cannot be bargained the first manticore growls, “I told yuh ta
hp 66; #AT 4; Dmg 2 points each; with. Furthermore, they only speak Japa- get outta town by sundew down.”
THACO 12; AL LE; SA mind blast; SD nese. The party has invaded their turf, Indeed, if the party looks to the north-
MR 90% and honor demands that the turtles either west, one can see a sundew on the wall,
All PCs who see this thing roll a suc- kill the PCs or drive them OY.Since killing looking very depressed.
cessfulWisdom Check (on ld20) or go in- is much more fun, they attempt that first. “Ah don’t take no orders from some
sane for ld4 hours. In any case, the party They will not pursue fleeing opponents. tin-plated lawmanticore. Draw! ” the
is paralyzed into inaction for l d 3 rounds. Should the turtles be defeated, the other growls. Both tails rise up over their
One round after the party enters, a lucky victors will find treasure hidden on heads and prepare to fire.
group of six halflings talking in British a shelf one foot under the surface of the Before the manticores unleash their
accents push their way in. “Out of our pool. The treasure is made up of 20 volleys, the harpies sight the party (un-
way, we know the ancient ways to put pearls worth 500 gp each, ‘.wo potions of less the PCs came in invisibly or other-
down this foul abomination! ” the one who water breathing, a jade statue of Su Shi wise concealed). “Look! ” they screech,
is obviously the leader grumbles. (the goddess of raw fish) wlxth 2,500 gp, “Interlopers! Humans! Lunch! ”
He has a thick book called the Metro- and an arcane book that teaches the The manticores turn and face the PCs,
gnomicon, commonly known as the Field reader the proper way to wash a car and each unleashes a spike volley, then
Guide of City-Dwelling Gnomes. This (“Wax on, wax off!”). attempts to melee, while the harpies be-
halfling begins to chant deep, arcane The crystals in the walls are valuable. gin singing. The sundew remains in the
phrases of banishment: A party of six digging for 2d4 turns will comer, looking depressed.
“Ti od em edam draeh ecurb! Siht rof free 3d6 crystals, worth 5d4 x 20 gp each. Manticores: AC 4; MV 12”/18”; HD
em emalb t’nod! ” 6 + 3 ; hp 48; #AT 3; Dmg ld3/ld3/ld8;
One halfling bums a candle at both Area 22 THACO 13; AL LE; SA tail spikes
ends. Another picks his nose with a dag- Harpies: AC 7; MV 6“/15“; HD 3; hp
ger. Yet another stands on his head and This massive chamber contains a 24; #AT 3; Dmg ld3/ld3/ld6; THACO
blows a razzberry at the mind flayer. vaulted ceiling painted ski blue with an 15; AL CE; SA singing & charm
Even another makes hand gestures at the occasional painted cloud. The air is and If the party approaches the sundew,
beast, while the last one takes out se- and hot, and the floor is covered in brown the PCs notice it still looks quite de-
lected pieces of fruit and dashes them dust. To the northeast lies I small hill,30 pressed. Suddenly, a canine figure mate-
against his forehead while chanting, feet high at its apex. It is dotted with rializes between it and the party.
“Oogah Boogah! ” repeatedly. boots. To the west lies a large wooden The canine is a moon dog, and it po-
The mind flayer looks amused, waits structure. The walls are miirals of desert litely explains that it is eclipsing the sun-
around, then blows their little minds out landscape. They are nonmagical, but a dew, so that it will die and not be a threat
of their little heads with a mind blast. cruel DM can hint that they are similar to to any living thing. If asked why he didn’t
the ones found earlier. help fight the manticores, he explains
Anyone smart enough to explore the that the eclipsing takes all his energy. If
Area 21 hill finds dozens of pairs of boots. For left unmolested, the sundew will be dead
This 60-foot-diameter chamber is more every round spent looking around, in one turn.
like a cave, with stalactites on the ceiling there’s a 5% chance of firding a pair of Armstrong (moon dog): AC 2/0/-2;
and unusual crystal formations jutting out boots of elvenkind, dancing, levitation, MV 30” ; HD 8 + 16; hp 80; #AT 1;Dmg

61
3d4; THACO 12; ALNG; SA spellusage, liquid in a red and white nietal canister, gers +2. Each has one of the following
howl; SD + 2 or better weapons to hit, and begins pressing buttons on a box in wands: fire, conjuration, wonder; poly-
spell use front of him. A second box with a green- morph, paralyzation, lightning. The first
The building has a sign over the en- ish glowing face lights up with odd sigils one has a staff of the magi. Their names
trance that says “Saloon.” The sound of a and runes. are Randalf, Berlin, Morty Kanen, El
piano playing can be heard. The entrance The man does a doubletalre at the party Finster, Timmy, and Harry.
has swinging doors. and scowls. “All right, very funny! Now As for spell selection, give them the
Inside, an elf wearing flashy clothes why don’t you jokers just get out of here normal amount of spells, trying to avoid
and gem-studded eye glasses plays piano and let me finish my work in peace? I’m excessive duplication. Their spell books
while a voluptuous woman wearing a low- past the deadline and they’ll have my hide are tucked away in the northeast corner,
cut dress and large hat and veil belts out a if it’s any later. Now go on, get out of so they will not cast area-effect devasta-
tune. here! ” tion spells in this room. If they are
Elfin John (high elf): AC 6; MV 12”; If the party refus,es to budge, he grins gravely injured they will try to teleport
HD 1; hp 8; AL CG. Don’t kill him, he’s evilly and begins typing fi~riously.Sud- out or bargain with the PCs.
just the piano player. denly, a titan appeirs, and lifts the floor They have no treasure. They will ex-
Mae Doosah (medusa): AC 5; MV 9“ ; up, dumping the party back through the plain why this level is as it is. Their depar-
HD 6; hp 45; #AT 1; Dmg ld4; THACO door and into the hallway. The sound of ture will cause the games to lose their
13; AL LE; SA petrifying gaze + poison. more furious typing is heard, and the power, and the creatures will begin acting
Mae is the chanteuse who gets the cus- door vanishes. themselves again. All the props that
tomers stoned. Author: AC -10; MV IJnlimited; HD would normally not be found in a fantasy
Among the customers, suitable for 25; hp 200 + ; #AT unlimited; Dmg unlim- setting will vanish.
fleshing out by the DM: ited; AI, N; SA Can alter reality at will, The big metal box is a magical item dis-
* A 10th-level ranger who wears a whatever he says or writes goes; SD can- penser. A PC need only deposit a gold
black mask and travels alone. He also not be hit piece, pull the lever, and out pops a ran-
loans people money if they need it. dom magical item. Use the Unearthed
* A group of three deva who wear yel- Area 24: The Answer to it All Arcana random treasure charts to deter-
low coveralls and1 welders’ goggles. mine what comes out. This only works
Every five minutes, they rise in unison, Ths vast room measures 60 feet by 90 once per PC.
salute, and chant, “Are we not men? We feet. The door is locked and trapped with
are deva!” explosive runes. Through the door,
chanting can be heard. If a magic-user Area 25
* A poker game between a needleman,
a drow, an erinyes, and ogre, and a wiz- succeecls in listening, he can tell it’s de- The door to this 30-foot square room is
ard. There is a total of 934 pp, 1,472 gp finitely a spell being cast by s k people. wzard locked at 11th level.
and eight gems worth 250 gp on lhe table. Entering the room, the party finds six In the room lies a friend of the lord of
Feel free to also include any still-living wizards sitting cross-legged around a the castle, Sir Cumference, a man with a
NPCs whom the party has already met. cauldron belching forth prismatic smoke. roundabout way of talking. If released, he
At some point, a brawl breaks out Strewn about the floor are brightly col- will thank the party profusely in a round-
when a stench kow wanders in and ored boxes, all glowing with an evil light. about sort of way.
breathes on the card-playing wizard. Ev- Many odd-shaped dice are whirling Sir Cumference: S T 16/20, IN 11, WI
around the room like insane ioun stones. 13, DE 17/76, CO 18/12, CH 10; Cava-
eryone in the saloon joins in, smashing
An odd, metallic box 10 jeet square sits lier level 10; AL LG; MV 12” unarmored;
each other with furniture (treat as a club).
in the northwest comer. It has a small AC 7; hp 88. Sir Cumference is a friendly
slit, a lever, and a chute. man who was waylaid by the wizards.
Area 23 The sound of the party entering shakes
This door is locked. If it is unlocked and the wizards out of their spell casting. Area 26
opened, the party finds a 30-foot square These six are the ones who conjured all
these games here in the first place. A stairway heads downward. On the
room, with someone sitting at a desk.
The person is a man with brown hair and They’re still trying to conjure true power wall is carved, in Common, “You are leav-
from other worlds and dimensions. Natu- ing Level 5. Please have a nice day.”
eyes. He is wearing one of those odd
shirts found in area 1. Pinned on his chest rally, when they see the party, they at-
is a disk with the letters “Author.” tack with spells.
The man takes a bite of a strange bread Evil Wizards: MU 11; AL NE; AC 3;
covered with cheese, tomatoes, and MV 12”; hp 35. All of them have bracers
mushrooms, washes it down with some AC 6, rings of protection +2, and dag-

62
Greyhawk Dungeon Level 6

Gate

Glowing Wall

Scale: 1 Square = 10 Feet

This adventure is recommended for vious level to soft robin's-egg blue, crys- It wasn't quite so joyous for the priests.
four to six characters of 11th to 12th talline veins the color of amethyst After hours of fighting priests who were
level. The scenario should be played after running throughout the walls, floors, and mind-numbingly alike, it wasn't so much
the adventure on the preceding pages ceilings. The air is mild, but humid fun for the minions either.
and before the next one. Of course, if you enough to cloy uncomfortably to the skin. Just as the attackers were about to suc-
want to ignore our instructions, fine, go The temple is dedicated to the god cumb to the boredom of the temple, the
ahead, play this scenario whenever you Genericus Brant the Universally Bland. minions overwhelmed the defenders,
want, you won't catch us pouting. Much. At one time Genericus was worshiped by putting the priests to the sword. The final
a medium-sized horde of average fol- defender, the Faceless One, was trapped
lowers, served by a bunch of undistin- in the Reasonably Inner Sanctum. There
DM Information guished Priests of the Mediocre, all of he was confronted by the Evil Presence,
The adventure begins at the entrance whom served under the Faceless One, who still had faint hope of wringing some
to the Temple of Really Bad Dead Things. who was renowned for his bottomless drama from this confrontation. The Evil
While descending the staircase the party barrel of cliches. Presence stood before the Faceless One.
will have to wade through parchment Alas, the good old days are no more. Its aspect grew, arms thrown wide, tow-
sheafs of errata and addenda from the An Evil Presence invaded the temple, ig- ering over the Faceless One. Laughter
previous level. The stairway soon clears. noringrepeated requests tbat it leave. Its rumbled from the walls as if the room it-
The party will have noticed that the stone minions enthusiastically slev the horde of self were laughing. The Faceless One
has changed from the color of the pre- average followers, and engaged in joyous cocked his head, crossed his arms, and
combat with the Priests of the Mediocre. said,

63
“Yeah? Well, he who laughs last laughs Area 1: The Not-Too-Bad Foyer Things, including most monsters, are la-
best .” beled with a UPC. In the monster de-
That did it; the Evil Presence could not The landing is lit by the soft glow emit- scriptions there will be a line that will read
take any more. It vented its rage in a ted by the crystalline veins in the wall. something like “UPC: Fuzzy Cuddly
curse upon the Faceless One, a curse full There is a large ebony door in an arch- Flesh-Eating Dungeon Denizens.” The
of polysyllabic horrors and short grue- way flanked with ivory gargoyles. In UPC descriptions are used when the
some words such as “flense.” It was the center of the archway is a pattern party finds the code reader; they are par-
quite an original curse. of vertical black and white lines, with ticularly important in the Trademark
By committing originality, the Evil the words “Genericus Brant” under- Room.
Presence had fallen for a completely pre- neath. There is a bronze plaque on the
dictable plot twist. Genericus Brant north wall. Area 2: An Atrium
blasted the Evil Presence and its min-
ions, stripping them all of their irndividual- The gargoyles are wortk 8,900 gp, but
ity and of their lives. Cursed, they are they weight 450 pounds each. Just imag- eight pillars. Each pillar has a mantle,
trapped in the Temple of Really Bad Dead ine what the elephant looked like.. .. and on each mantle is a bust of a
Things, generic creatures unable to en- The plaque reads “Bessamo Under- hooded figure.
gage in more than the most hackneyed earth Construction CCI. Our MA-
plots, hanging around in rooms waiting GIFLECTION construction and appear- As soon as the party enters the atrium,
for adventurers to come and kill them. ing wall traps are the best in all the image of Rostros the Well-Robed ap-
Greyhawk.” pears, issuing from a cracked agate
Ernst Magor As soon as the party either reads the broach in the northeast comer. Rostros is
Genericus Brant is not a cruel god. In plaque or opens thle ebony doors, a blue a rotund man dressed in a robe of translu-
fact he is a decent enough guy. He saved wall appears to block access the the stair- cent material, nose and cheeks contain-
the Faceless One from his curse. Not be- way. As soon as the wall appears, the ing a bit too much color. The image is
fore the Faceless One had died, but hey, crystaltine veins begin to energize, and grainy and gets worse as Rostros’s
even a god has his limits. He reincarnated after 60 seconds the veins have the same speech goes on.
the Faceless One as Ernst Magor, Bu- amethyst glow of all of the (otherwalls. As ~

reaucrat Ordinaire Second Class and put soon as the glow matches that of the “Ah, I am glad to see you have made it
him in charge of the Trademark Office in other walls, the IWag~flectionconstruc- this far. You will find that this level has
the temple. tion is complete. The appearing wall is 10 FRATZ can be mastered with
Ernst Magor is a man in his middle 30s, feet thick. FLICKER, WAVER reader (the image
with close-cropped brown hair, dark Magiflection constructicn is indeed the of Rostros holds up a truncated oval
eyes, a pleasant smile, firm handshake, greatest achievement of Bessamo about two thirds again the size of his
and a nearly inexhaustible supply of Underearth Construction Co. Adagiflec- hand, the truncated edge covered with
sports shirts. He will always cite the Cy- tion reflects all magic cas1 at it. Not just a gray-tinted crystal). Once the code
clopedia of Proper Procedure, by vol- lightning bolts and fireballs,but all magic. BLATZZZZZBUZZZ on the creature,
ume, section number, and paragraph as A character using spider dimb would be take the DISTORTION to the Trade-
reason for not doing anything helpful repulsed by the wall. Disintegrate spells mark Off-CRACKLE, WAVER AND
other than run the party through the pa- would reflect back. A character who tried BUZZZ and you can send them
perwork maze of trademark application. to teleport through Magiflectjon con- straight to-SQUAWKING FIZZLE
Ernst Major (15th level-cleric, but no struction would simply bounce about until SPARKS AND BOOM!!!”
spells): AC 2 (very tough hide and thick the energy of the spell dissipated. Ma-
skull); MV 1 2 ” , Cleric 15; hp 65; #AT 1; flection construction extends through The cracked agate broach lies smolder-
Dmg by weapon; THACO 12; ST 12, IN several dimensions; spells, that are classi- ing in the corner, its magic gone.
11, WS 17, DX 11. CN 11,CH 14 fied as “conjuration/sumrnoning” do not The busts are made of alabaster, each
Ernst is armed with a diamond-tipped work unless the target of the summoning portraying a man. The features of ean‘- LLII

stylus, good enough to do ld6 points of is within the Temple of Really Bad Dead statue look as if they have been thc3r-
damage, although he prefers to be rude Things. oughly sanded, eliminating the unique fa-
rather than violent. The symbol on the archway is a Uni- cial feature of each bust. Each bust is
versal Product Code, or UPC. Look at labeled with a UPC on a brass plate. If t:he
the back of this book if you want to know players get the code reader, they c:an
the sort of thing the PCs see. Many read the names of the eight Face16:ss
things in the Temple of Really Rad Dead Ones who have so blandly led the temple :

64
Almandbar, Strepticus, Ayded ’n’abeded, and try to strike a bargain with the play- mate the following script using your
Corfus, Eeniegh, Meeniegh, Mynee, and ers (“Look buddy, we know where there worst British accent.
Moe. Moe was the Faceless One who is a really good random treasure ta- First Ghast: Sorry mate, you and your
was reincarnated into Ernst Magor. ble....”), or quaill in terror. Maybe they blokes will just have to come back later.
will try to reason with the PCs (“Look We aren’t ready for you yet.
Area 3: The Hallway of the buddy, if you kill us we just wait around If the players demonstrate any curios-
Design Glitch for another roll of the Dice Cosmic, but if ity as to why they are not ready, the ghast
you buy the farm you are nothing but fer- continues.
tilizer. Let’s forget the vhole thing, First Ghast: See mate, this is one of
The ever-present amethyst glow is
okay?”) . them “rescue rooms” so popular in
strong here, the fluted columns cast- 2. Build the drama, then have Generi- dungeons of this type, you know the
ing complex, muted shadows on the cus Brant deflate it: “You see the orange kind...
walls. Without warning harsh orange glowing letters erupt into a fiery line. You Ghast Number Two: The kind with the
writing appears in the air not six feet can make out the number...(roll dice) damsel in distress who, when you rescue
from you. It appears to be a gigantic ‘104’ and the words ‘A Tremendously In- her, turns out to be a succubus or an evil
printed table of some kind, filled with teresting and Enriching Encounter.’ Sud- sorceress or.. .
columns of numbers and names. You denly a symbol like the one on the First Ghast: Other form of nastiness.
hear the sound of dice being rolled, archway appears.. .(roll dice). ..Uh oh, it Well mate, our bird has flown the coop,
and the view of the table lurches and passes over the words and they dim. refusing to be manacled or otherwise go
then zooms in on a single entry in the Now they read ‘Same Old Monsters.’ ” with the gig.
table. Refer to 1 above. Ghast Number Two: Said she wasn’t
going to do it anymore, she did. Said she
The party has just seen portions of the was tired of dungeons filled with such
Random Monster Generator in action. Area 4: Room of the
Provocatively Clad sexist sh-(First ghast slugs ghast num-
Choose some undead monsters from the ber two, sending him spinning into a
table, and have them attack the party. Prisoner wall).
The magic of the Random Monster Gen- First Ghast (snarling, loose flesh wig-
erator has summoned them. As you enter the room you see a pair gling in indignation): This is a family publi-
But ...wait ...isn’t the entire Temple of of sturdy manacles on the back wall. In cation!
Really Bad Dead Things constructed of the middle of the room are a randomly Ghast Number Two: Anyways, she
Magdlection material? Yes, it is. Then generated number of corporeal un- says why not just rip them right away,
how can the monsters be summoned dead creatures. They are dressed in open like? Why not just sneak up behind
when summoning monsters from outside s p a spiked metal collars and quartz them and.. .
the temple is specifically forbidden? What studded brass knuckles, drinking pints At this point the Lady Vampire whacks
if some player points this out? of bitters and smoking home-rolled a PC, preferably a cleric. She just
You would think that Highly Paid Game cigarettes. The rolling papers are seemed to appear out of thin air, gaining
Design Professionals could avoid glitches stuck on their ermine-colored spiked + 2 to hit for the first round. She is wear-
like this. Apparently we cannot; the best hairdos. ing a tight-fitting red satin bodice, the lac-
advice we can give you is to have you tell ing of which threatens to give way any
your players, “Look it’s called the Hall- 3d6 Ghasts: AC 4; MV 13”; HD 4; hp second, black hip boots and black
way of the Design Glitch, so, like maybe 20,15,15,15,15,10,20,15,15,15,15, cocktail-length gloves. She is not at all
the designer meant this to happen?” This 10, 20, 15, 15, 15, 15, 10; #AT 3; Dmg happy about the hack’s (area 13)choice of
may fool your players, but don’t you be- ld6/ld6/ld8; THACO 15; SA Paralyzing clothing.
lieve it for a second. touch; AL CE; UPC: Disgusting Bad The ghasts join the attack.
The players will probably have to travel Smelling Punk Undead. In addition, Vampire: AC 1; MV 12”/18”; HD
through this hallway again. If you want to ghasts have a terrible odor that will cause 8+3; hp 44; #AT 1; Damage l d 6 + 4 ;
tinker with the encounters a bit, we have opponents to attack them at a - 2 penalty THACO 10 ( + 2 Strength Bonus) UPC:
the following suggestions: unless a saving throw vs. poison is made. Seductive Lady Vampire Mad As Hell
1. If you roll the same type of monster, The brass knuckles not only look spdfy, About Her Role And Not Going To Take It
let them really be the same monsters the they allow the ghasts to do ld6 points of Anymore. Vampires are affected only by
characters faced before. Maybe the mon- damage rather than ld4. magical weapons. Vampires may use
sters are out for blood, better armed and When the party opens the door, the their gaze to charm their victims, the vic-
prepared than the first time. Perhaps the ghasts attempt to speak with them, ask- tim taking a -2 penalty to the saving
monsters can see the writing on the wall ing the party to come back later. Approxi- throw vs. spell. Vampires can drain two

65
experience levels with their touch; this cheekbones, wearing a black beret. The Area 6: The Code Reader Room
Lady Vampire is wearing gloves, and the beret has a patch labeled “Fiends For-
drain is not effective as long as she wears ever.” On each hand is a large brass and The doorway opens onto a room filled
her gloves. glass ring that looks a lot like class rings. with rows of dark-stained pews. The
She is very angry. She will not take off The revenant appears with a dagger in its ceiling of the vaulted dome rises to ob-
her gloves the first time she is very an- teeth, although it will immediately drop scurity beyond the range of your light
gry. While she is very angry her blows, in the dagger as revenants never resort to sources. On a dais sits a peculiar
addition to doing ld6 + 4 points of dam- the use of weapons. The revenant is im- stone, glass, and metal altar, behind
age, will stun the victim for ld4 rounds of mune to all weapons, including magical which there are dozens of shelves
combat. Stunned characters can do noth- weapons. It cannot be turned and is not filled with white objects with green
ing but make silly sound effects. affected by holy symbols, holy water, or I stripes.
The PCs might try to calm the Lady any other religious paraphernalia. A re-
Vampire. If they are completely success- venant can regenerate 3 hit points per The altar looks like the checkout line at
ful, the Lady Vampire will stop her at- round, unless it has been destroyed by your local supermarket, with the con-
tacks and the attacks of the ghasts. If the burning. It is immune to gas and acid. veyor belt leading to the optical plate that
players role play the negotiation well, It attacks by locking its claw-like hands reads UPC codes. Beneath this plate is a
they should be successful. If they offer around its victim’s throat to strangle him, truncated oval about two thirds again the
the Lady Vampire something decent to not letting go until the victim or the reve- size of a hand, the truncated edge cov-
wear, they have a 40% chance of calming nant is destroyed. It has the saving ered with a gray-tinted crystal; the code
her even if they have not role played well. throws and fighting ability of a 15th-level reader mentioned by the built-in display
But if they insult her or make fun of her, fighter. that shows the result of a UPC. Currently
she will again become very angry. And The ring on its left hand is a ringof fire it is hooked up so that it also shows the
this time the gloves are coming off. resistance that adds + 3 to the revenant’s result of its scan on the screen above a
When calm, the Lady Vampire tells the saving throw vs. lire attacks, takmg one- cash register.
history of the Temple of Really Bad Dead quarter damage if it makes the saving Removing the code reader without
Things, unless the PCs show absolutely throw, one-half damage otherwise. The damaging it requires the characters to
no interest. She knows the Code Reader ring on its right hand is a class ring from make two Dexterity Checks on ld2Os. If
exists and she knows of its powers, but Eastern Negative Material Plane Univer- two consecutive rolls are less than or
as she is cursed by Genericus Brant, she sity, class of 721. equal to the removing character’s Dex-
has never been able to find it. If the adventurers are still in the room terity, the reader is removed. If a charac-
when the revenant forms, the vile crea- ter fails a roll, he must add 3 to his next
Area 5: The Room of Death ture will ask them “Are any of you my roll if he wishes to continue to remove the
Warmed Over killers?” If any of the PCs answers yes, code reader. If two consecutive rolls are
or if they attack the revenant, the crea- failed, the code reader is ruined. Each roll
ture will attack them with a rusty shriek, takes one round, and a character may
The blue walls are covered with not to mention its devastating grip.
threadbare tapestries of a darker blue. stop after a Dexterity check in order to
If the party answers no, and leaves the let another character have a crack at it.
In the center of one tapestry is a red revenant alone, the revenant will pause,
heraldic shield illustrated with a black- The code reader can decode the UPC
then ask the question again, explaining symbols found throughout the Temple of
bereted skull gripping a dagger in its that he really cannot attack the party un-
teeth. The motto ribbon reads “Death Really Bad Dead Things. To decode the
less at least one of them claims to be his UPC on a monster, the wielder of the
from Everywhere.” killer or else attacks him. Continuing in a code reader must declare that he is trying
voice which is both creepy and calm, the to decode the monster’s UPC and make a
Once the party enters the room 7 a re- revenant will mention that if he does not
venant will begin to materialize, taking successful attack roll against the mon-
attack the party there is nothing else that ster. If the player character is successful,
three phases to form completely. can happen in this encounter; wouldn’t
Revenant: AC 10; MV 9 “ ; FTR 15; read him the UPC description. Read it to
that be boring? If the party decides to tan- him slowly, but only read it to him once
HD 8 hp 37; #AT 1; Dmg 2d8; THACO gle with the revenant.. .well, good luck to
12; AL N; UPC: Extremely Tough Un- per successful hit.
them. In addition to decoding the UPCs, the
dead Misused By Designer Who Gave It If the party leaves the room before the
Far Too Much Stuff And Then Placed It In code reader gives its owner the power of
creature forms, it will wait in the room command over the decoded creatures.
A Poorly Designed Encounter. until the adventurers return to ask them
The revenant is a gaunt corpse with To command a creature, the possessor of
the question. the code reader must address the crea-
pallid skin drawn tightly over hollow

66
ture by its full UPC description. For ex- While they attack, the wraiths hiss If the party enters the room they will
ample, if the code reader wielder were phrases such as “Crime does not pay, hear the sounds of a keyboard clacking
attempting to order the wraiths in this young man,” and “You are going to have away. As they examine the featureless
room to leave his party alone he would to live with this for the rest of your life,” room they will hear the keyboard pound-
have to command them by saying, “Fly- and “Shoplifting is stealing.” If the char- ing away furiously. As they watch, wet
ing Undead Stupid Enough To Attack A acters pay for the goods, the wraiths let dripping stalactites and stalagmites ap-
Party Far Tougher Than They, leave my them go, at least this time. pear, and a small shining pool of a silvery
party alone! ” liquid wells up from the floor, and ...
If a character messes up the name of a Area 7: The Empty Room and...the party then hears a vigorous
creature he has not yet commanded, it ig- scratching sound, followed by a tearing
nores the command. If the creature had The sturdy wooden door to this room and a crumpling of paper. The features of
been previously commanded, the wield- is locked. Hung on the door is a sign the room fade and disappear. There is the
er’s hold on the creature is broken. The reading “Positively No Admittance rapid, rhythmic sound of fingers rapping
creature may now do as it wishes until it For Adventurers. Go Away.” Painted on a desktop. The hack (area 13) speaks.
is again read by the code reader. in large sloppy letters all around the “So ...y ou are here. How exciting for
The shelves are lined with generic gro- sign are the phrases “This means me. Deadline is really close, guys. You
cery products: dishwashing liquid, peas, you,” “Go Away,” “Kill someone know what a deadline is, right? It’s the
corn flakes, bathroom tissue, creamed else’s monsters,” “Don’t even line beyond which something dies. Prob-
corn, beer, disinfectant, greeting cards, THINK about going in.” ably me. So if you bright, resourceful ad-
corn chips.. .you know the sort of stuff. The venturers could leave me alone in my
shelves display a sign that reads “YOUare The room inside is empty. The party predicament.. .wait a second! Maybe you
being watched. Shoplifters will be prose- can hear the sound of a typewriter key- could help me out! ”
cuted to the fullest extent of the law.” board clacking away. If they enter the The hack will ask the PCs to describe a
Scanning the generic goods across the room, the sound of the keyboard slows really exciting room setting, one full of at-
code reader causes their description and down, becomes more sporadic, and then mosphere and visual detail. He will also
price to be displayed on the code reader, stops. After a few moments of silence, ask for a fabulous treasure and a hideous
and if not disconnected, on the cash reg- the party hears a strained, distant voice, monster. The hack will cajole, wheedle,
ister display. The goods range in price as if the speaker were at the end of a long and otherwise egg on the creative juices
from one to 20 silver pieces. brass speaking tube. of the players to come up with something
If the party takes goods off the shelves “Great, just great, you guys have broken really nasty.
and does not pay for them, they will be at- my concentration. How am 1 supposed to As the party comes to a consensus, the
tacked by the 30 wraiths hiding in the make deadline if some squamous.. .no room will begin to appear. The hack will
shadows of the dome. sorry, I mean famous, adventurers come take the monster description given him
30 Wraiths: AC 4; MV 12”/24”; HD storming through before I can f i s h the by the party, make it undead (this is the
5 + 3 ; hp 28, 25, 24, 22, 22, 22, 22, 22, blasted dungeon?” The voice is that of the Temple of Really Bad Dead Things, after
22, 21,20, 20, 20,20, 19, 19, 18, 17, 16 hack in area 13. He will impatiently explain all), and unleash it on the players. You will
15,15,15,15,15,14,14,14,12,12,11; that he just hasn’t had the time to fill in have to create the monster’s characteris-
#AT 1; Dmg ld6; THACO 15; AL LE; every detail yet, that the editor wants it tics from your players’ descriptions. If
UPC: Flying Undead Stupid Enough To turned in tonight, and would they please they describe a really wimpy monster,
Attack A Party Far Tougher Than They. leave him alone. If the party outstays its have the hack say something like “hey,
Wraiths are vulnerable only to silver welcome, the hack will write in a whirlwind yeah and then the critter turns out to be
weapons (which do half damage) or magi- filled with enough anti-matter, that the
which dumps them back in a random room.
cal weapons. Wraiths are powerless in Roll ld6 and place the party inthe appropn- destruction of the thing blows the whole
full sunlight. The touch of a wraith will dungeon apart!” and let the players try to
ately numbered room.
drain the target of one level of experi- subdue it without killing it. Of course, the
ence. editors would never allow a single entry
The wraiths will descend in groups of
Area 8: The Other Empty Room in an anthology have the capacity to de-
10 per round. If the party happens to stroy all of the other levels in the anthol-
have a clerical continual light going, the The strong iron door into this room is ogy, but your players don’t have to know
wraiths lose their ability to drain levels, locked. On the door is a plaque that that.
and attack at - 3 modifier on their attack says “Stay Out.” Scrawled over the As for the treasure, the hack will say he
rolls. A lesser light spell will penalize the door are the words, “I really mean it wanted something more original, like 2d6
wraiths by -2 to attack, but will not af- this time, guys .” x 1,000 gold pieces and a sword +1, + 3
fect their ability to drain levels. against all monsters whose type-names

67
merchandise centering around the char- representation of a lyre. UD books! ”
acter sent to marketing. Bubble bath, pa- 4. Euterpe, UPC: Music and Lyric Po- “At last! At last we can play ‘book
per towels, diet soft drinks, hats, shoes, etry. Impressed in the column supporting hunt’.’’
pencil sets, three-ringed binders, break- the statue is the image of a flute. “Come on guys, will you play with us,
fast cereal, monthly fan magazines, cos- 5. Melpomene, UPC: Tragedy. Em- pretty please?”
tumes ...anything you can think of is fair bossed on the base is a mask caught in an “Yeah, we haven’t been able to play
game. Sales of the player character line expression of extreme sadness (tragic ‘book hunt’ in years.”
should be superior to those of other crea- mask) and a thick-soled high boot (bus- The will-0-wisps will not attack unless
tures from the Temple of Really Bad kin) that was worn by actors in ancient their lives are threatened. They wdl be
Dead Things. times. shocked and hurt if the adventurers do
6. Polyhymnia, UPC: Sacred Songs not wish to play with them. Do your best
Area 10: The Library and Rhetoric. The base of the statue has cheerful-but-spoiled-rotten kid imitation
a bas relief of a veil. when playing the will-0-wisps. They re-
Large double doors of polished birch 7. Terpsichore, UPC: D a x e . Sculpted ally want to play.
open onto a short hallway of the ever- from the base are a crown of laurel and a To conduct the book hunt, the party and
present blue stone. The floor is cov- pair of cymbals. the will-0-wisps divide up into two teams.
ered with finely woven rugs showing 8. Thalia, UPC: Comedy. Etched on The ghostly voice of the chief librarian (an
people reading intently in uncomforta- the base of the statue are a shepherd’s entity who exists in sound only) tells the
ble cubicles. staff and a comic mask-a mask that ap- teams the title of the book to look for, and
pears to be laughing. the first team back with the correct book
In case they must know, the rugs are 9. Urania, UPC: Astronomy. Emplaced wins. There are three rounds, with a dif-
worth 1,150 gp apiece and there are in the base are a small brass globe and a ferent book each round. The will-0-wisps
three of them. They weigh 15 pounds pair of compasses. need the player characters because they
apiece. cannot pick up the books.
The library proper begins under the The statues indicate what topics may The will-0-wisps will head in a random
huge dome marked by the 10. The dome be found in the sections of the library to direction (roll ldlO), going through the
rises over eight storeys, intricate iron which their exits lead. If your players are numbered exit. They are just too excited
and silver work containing hundreds of interested in technical manuals, they are to think clearly, and they cannot read
just out of luck. Common, which puts them at a distinct
panels of stained glass that depict scenes
Now you may be asking yourself, disadvantage when it comes to finding
of men and women painting, singing,
sculpting, writing, engaging in every “Why Greek muses in a temple dedicated books. If the party members are not fol-
to an imaginary deity named Genericus lowing them, they will rejoin the heroes in
form of creative art. The stained glass
murals are stunning when sunlight Brant?” Well, um ...truth is, every hack ld4 rounds, darting in and out of the book
knows that if you want to add some class shelves trying to find the proper book, be-
streams through them; of course, since
to an adventure, you reach 4 r some clas- ing very vocal about their search.
the temple was built underground, your To find a book, a character may either
players will just have to take your word sical mythology. The hack in area 13is no
exception. use his Intelligence or his Dexterity. The
for it. The murals look sickly with the uni- player rolls Id20 every turn. If the roll is
form blue glow behind them. In the center of the domed area is a
large circulation desk. About the desk are less than or equal to his chosen character-
There are 10 exits from the dome. The istic the character gains points equal to the
entrance from the hallway is unmarked, flitting four will-0-wisps.
4 Will-0-wisps: AC -8; MV 18”; HD difference. For example, a magician de-
but each of the other nine have a statue of cides to use his Intelligence to discover
a woman built into a niche beside the exit. 9; hp 68,53,44,40,37; #AT 1; Dmg2d8;
THACO 12; AL CE; UPC: Icky Monster the organization of the library shelves. His
The statues are labeled with a name writ- intelligence is 17, and the player rolls a 12.
ten in common and a UPC code. The nine Made Cutesy By The Hack, With Per-
mission Of The Designer. The character has gained five points that
statues are: turn. To find a book a team must have at
1. Calliope, UPC: Heroic or Epic Po- Will-0-wisps are immune to all spells
except protection from evil, magic mis- least two characters with at least 25
etry. Engraved in the base of the statue points, one character’s total gained
are pictures of a plumed pen and a lute. sile, and maze. They cannot be turned.
These will-0-wisps are involved in a through Dexterity, the other’s through In-
2. Clio, UPC: History. Pictured in the telligence. A single character might be
base of the statue are a laurel wreath and book hunt. When the party enters the
dome, the creatures stop moving for a able to gain at least 25 points twice and get
a scroll. the books, but in that case the Intelligence
3. Erato, UPC: Love and Marriage Po-
moment. In thin, quavery voices the will-
0-wisps begin to speak. points must come h t .
etry. Carved in the base of the statue is a If a team uses the UPC code or their
“Corporeals! Someone who can pick

69
own knowledge of the muses to pick the the Clio (history) section. ’Retrieving the These forms are for record keeping
correct corridor in which to begin their book of forms is worth three points. The purposes only. Applicants must provide
search, modify their characters’ rolls by prize is a teleport scroll, a scroll with five their own forms, except Q313. Have a
-3, making it easier to find the book. linked word of recall spell’;. When read, nice day.
Now racing around the library with the scroll casts five simultmeous word of
loony will-0-wisps may be exciting recall spells, sending the party back to Area 11: The Gate to the Rest of
enough.. .nah, we didn’t think so either. the Citadel Union on the surface. This the Place
Don’t forget you have the wonderful scroll is readable by all characters except
: Random Monster Generator with which thieves.
to spice things up. The monsters might Whichever team has the most points at There is a gate that completely blocks
have several reasons for being there: the end of the three rounds is the grand the passageway. The gate is con-
champion. The will-o-wisps had not structed of the same blue-amethyst
1. Perhaps they are having a serious
stone as the walls, and its four-inch-
discussion on the philosophies of Generi- thought of a grand prize, so they will offer
the winning players the book on bureau- thick bars are set just two inches
cus Brant. They would not appreciate be-
cratic forms. If there is a tie, the will-o- apart. There is a steel box with lots of
ing interrupted by a group of adventurers
wisps \dl crown as champions the team buttons on the north wall.
rampaging through the book shelves.
2. The chief librarian has checked, and that won two of the hunts, and give the
The box has red, yellow, green, and
“according to our records,” the adven- book to the team that found it as a conso-
gold buttons, 10 of each. Each set of but-
turers have been long overdue. The lation prize.
tons is numbered from 0 through 9. The
monsters have been sent to collect the The book contains an explanationof the
readout on the display has room for five
fine and reshelve the party. various forms requested by Ernst Magor
digits. When a button is pushed the num-
3. Are the adventurers making a lot of in the trademark room (area 9); “With
ber of the appropriate color lights up on
noise as they ransack the stacks? Every- the modernization of the Civil Service of the display. Underneath the box is a long
one knows you are not allowed to make the Worshipers (of Genericus Brant, a
UPC code, which when decoded says,
noise in a library. The creatures have move that was long overdue in the mod- “The hack writer has introduced a red
been sent to escort the PCs from the li- est opinion of this author, although I must herring. The buttons have nothing to do
brary. admit I am qualified to speak to such a
with opening the gate. Just say ’Generi-
4. Oh No! The hack (area 13) made a topic, the forms were stimdardized. The cus Brant is an okay guy,’ and enter.”
mistake; the adventurers hear the sound following forms ;Ire identical except for When the party says the phrase the
of clacking keys, and then a number of their names and colorations: gate will open to the labored grinding of
displaced beasties arrive to harass the 27-ABK on yellow parchment metal gears. The gate cannot be lifted,
party. Maybe the hack will get it right FILX14 on blue parchment but it can be broken. It has AC 0 and 120
next time. IK721.1A on purple parchment with hit points (remember the wall is of Ma-
gold thread flection construction).
The Books And1 The Prizes Q313 on white parchment
Round One: “Ode to the Ground Snails
of Greyhawk, Volume VIII” by Snagly In compliance with the Cyclopedia of Area 12: Knight of the Living
Hairtooth. This most tedious poem is lo- Proper Procedure, volume 17A, Section Dead and Spare Parts
cated in the Euterpe (lyric poetry) sec- 2113, Paragraph 8.8.11, all forms must
tion. Retrieving the book is worth one still be filed to obtain a trademark. Of The door to this room is sealed with
point. The prize is a scroll with three cure course, all forms must be requisitioned intricate runes. The runes are compli-
serious wound spells. before they may be filled out.” cated patterns of twisting lines that in-
Round Two: Popular Dervish Whirling In the back of the book are three REQ- tertwine and connect with one another
Blade Tangoes of the Northern Deserts UISITION 80 forms on orange parch- to completely surround the door. On
by Horace Oneleg. The book is located in ment. the copper surface of the door are four
the Terpsichore (dance) section. Retriev- sets of etched lines, Each set of
ing this book is worth two points. The REQUISITION 80 etched lines forms the holy symbol of
prize is a wand of digging containing 25 Genericus Brant. The runes are con-
charges of the dig spell, and a matching Required Forms Quantity nected to the holy symbol by finely
set of earrings (500 gp). (please circle) (please print) traced lines in the copper. The pol-
Round Three: A Complete Illustrated 27-ABK ished copper is given an extra sheen
History of Bureaucratic Forms, Including FILX14 by a coating of ice.
the Recent Conversions Utilizing the IK721.lA
Q313 by Ernst Magor. This is located in Q313
The holy symbols are UPC codes. powers of detect magic and detect invisi- purple parchment with gold thread).
They may be read with the code reader. biZit5 Twice a day it can gate in demon Each spool has 2,000 gp worth of gold
At the DM’s discretion a few of the words type I (20%), type I1 (25Yo), type 111 thread, enough for several hundred
may be blurry due to the effect of the ice. (30%),type IV (20%), or type VI (5%), IK721.1A’s.
Symbol One: “Beyond this door waits the gate working 75% of the time (we bet
a death knight. Beware, for his powers your players will think it’s a darn shame Area 13: The Hack and Slash
are greater than any you have seen in this the Maflection construction prevents
temple. If not, what are you complaining the gate from working). It can dispel The cheap wooden door opens easily,
about?” magic twice a day. Once a day it can use revealing a room strewn with rubbish.
Symbol Two: “In yon chamber lies the any one of the power word spells, a sym- There are paper cups and Styrofoam
Holy Wire of Genericus Brant, spun from bol of padfear, and generate a 20-die sandwich containers, crushed alumi-
gold. The wire has no efficacy against un- fireball. For purposes of effect, a death num cans and empty bottles of every
dead, but it doth look impressive.” knight’s magic use is that of a 20th-level size. A piece of rope hangs from the
Symbol Three: “Besides the designer wizard. A holy word spell will stun the air in the middle of the room. The
believeths you might have some use for death knight rather than dispel him, as room has the half-smell, half-taste of
gold wire elsewhere in this adventure, this death knight is of this plane. burnt coffee. The incessant sound of
and so had to put it in somewhere.” The death knight is immune to the rapidly clicking keys reverberates off
Symbol Four: “Oh yes, we almost for- commanding power of the code reader, the walls. To one side is a large sieve-
got. The door is a powerful ward that pre- but for all his contempt he is not immune like device, and behind that huge black
vents the death knight from leaving the to being trademarked. wooden vat full of a pulpy mush. In
chamber. In addition it will allow any The icy coating on the door is from the front of the vat is a pit full of murky wa-
cleric or paladin to utter a holy word spell wall of ice the death knight keeps up as a ter. There is a rack of oversized tools
once every 10 minutes, as long as the barrier. and pieces of cloth as well as shelved
spellcaster is in the chamber. The 10- The room has murals depicting the his- beakers on the wall opposite the
minute count starts from the first holy tory of the construction of the temple. sieve.
word uttered.” The north wall shows dwarves carving
out fine white marble from a huge moun- The beakers contain colored dyes that
All of the information is correct. The tain quarry. The east wall shows several may be used to color the paper created by
death knight awaits them inside. Be dwarves surrounding a shimmering field Slash (see below). There are beakers of
aware that this encounter is deadly; if the that holds the death knight. One of the red, yellow, blue, green, orange, and
death knight gets to act for even one dwarves, whose smock has the name purple dye. If the heroes have the gold
round after combat is started, many of “Bessamo” stitched on it, is holding a thread, they may add the thread to the
your players can mail their character beaker of blue liquid in hls right hand, and pulp used by Slash to create paper. They
sheets to Paraguay; they won’t be need- thin gold wire in his left. Some of the can then create the forms necessary for
ing them anymore. Some quick thinking other dwarves are looking at the death trademarking creatures or themselves.
and a little bit of luck is necessary to dis- knight, but most are regarding Bessamo. As the heroes enter the room, they wdl
patch the death knight. The southern panel shows spools of hear a voice shout, “Slash! Slash, I am
Death Knight: AC 0; MV 12”; HD 9 gold thread, the thread passing around running low on paper!” From behind the
(10 sided); hp 70; #AT 1, Dmg ldlO+6 and through the field holding the death vat, an index finger the width of a strong
(Strength bonus); THACO: 9; AL CE; knight. The other end of the thread is man’s thigh appears over the rim of the
UPC: Horrid Magic-Resisting Undead wrapped around a large block of white vat. It moves in a manner that suggests it
Who Is Immune To The Power Of The marble. Alchemists are covering the is looking around, and then all five digits
Code Reader. block with the blue liquid of Bessamo. of a huge hand can be seen beyond the
The death knight has a magic resist- Where they have treated the block it has rim of the vat. The hand flexes and
ance of 7570, and if an 11 or lower is transformed into the familiar blue stone stretches as it wakes from its sleep, mak-
rolled on percentage dice, any magical of the temple. ing a loud yawning sound.
spell cast is reflected back at its caster. Beneath this last panel are six spools of Slash: AC 2; MV 1 2 ” ; MU 20; hp 50;
The death knight cannot be turned or dis- gold thread, each spool being one foot in #AT 1;Dmg As per Bigby’s hand spells;
pelled and has the power over undead of a diameter. The spools rest on capped rods THACO Always Hits; AL N; UPC: Loyal
6th-level cleric. The death knight has of the blue stone; the spools may be spun Servant Of The Hack Who Is Included In
18(00) Strength, and is armed with a two- but they cannot be removed without con- This Adventure For Reasons Of Humor
handed sword. The death knight contin- siderable effort, and they turn quite So Weak They Scarcely Deserve Men-
ually generates fear in a 5’ radius, can slowly. It takes three rounds to acquire tion.
create a wall of ice at will and has innate enough thread for a single IK721.1A (on

71
Slash is a customized permanent ver- four and a half feet tall, with an ample tire that occurred in the “Temple of Really
sion of the Bigby’s hand series of spells. around his middle. He wears smaU wire- Bad Dead Things.” If you are feeling par-
He is capable of operating in the modes of rimmed glasses. The hack lives in a ticularly generous, you might allow the
any of the spells. He has a low Intelli- cramped little space atop a permanent players to rewrite other scenes in this
gence of his own, and can be counted on rope trick. There is a sleeping pallet, a dungeon as well. Don’t worry, The Edi-
to cany out orders that do not require too desk and desk lamp, a chair, and a pecu- tors can always disallow any grandiose
much initiative. Slash cannot cast any liar typewriter of dwarven construction. changes the party tries to make, scratch-
spells; his level is that of the magician The hack is immune to the code reader ing out the new scene with a ghostly red
who created him. (“Look, you think K could get hurt by my pen.
Slash can sub-vocalize, making sounds own material?”), althoug’i he may be
but not words. Have Slash whimper, trademarked. If attacked lie will leap to
snarl, moan, quaver, whistle-just do not his typewriter and write the attackers out
allow him to speak. of the adventure. Poof. Gone.
Slash will fiercely protect the hack. The hack is cursed to continue to write
Other than that he is just an 850-pound “The Temple of Really Bad Dead
friendly, playful bundle of energy. Things” again and again. Every time an
Once Slash is fully awake he will grab a adventuring party comes through and
handful of the goop in the vat and throw it changes something, even killing a mon-
against the sieve. Then he grabs the ster, he has to rewrite it ($0it returns to
sieve, shakes it a bit, and lowers it into its original form. He lives in constant fear
the pit. He sloshes the sieve around, of deadlines and “The Editors,” beings of
raises the dipping frame every few great power he has nevel- seen but who
sloshes, and then removes the sieve en- oversee all of his work. He sometimes
tirely. Grabbing two press cloths and a gets to write other adventures, but they
roller from the pulp, he then props the are always derivative of someone else’s,
sieve against the wall, and while hum- such as his rejected manuscript “Spar-
ming a simple tune he fans the paper until rowloft.” Maybe if he wrote something
it is dry enough to handle. Slash then gets about rescuing a princess before a horde
a spear-sized cutting blade from the rack, of undead stormed the land.. .
and props it against the wall. Picking up The hack will apologize for nnt writing
the new paper, Slash twists from side to in an exit to this level (the hack has not
side as if examining his work, making thought through how to use the trade-
thoughtful “hmmm” noises. Finally, he mark room), and if bribed, might be able
drifts over to the cutting tool, throws the to write in an exit that was not originally
paper into the air, grabs the tool, and with there, although he will be sure that The
a flurry of deft motions cuts the paper into Editors will delete it, and perhaps him-
pieces. Slash drops the tool, picks up the self, if he is not careful.
paper, and heads to the rope. If the party The best way for a p ~ r t yto ingratiate
has not announced themselves before itself with the hack is to praise his work
now, Slash notices them, and whistles on “The Temp1,e of Really Rad Dead
excitedly up the rope. Things.” If the praise is not obvious, bla-
The sound of clacking keys becomes ir- tant hoo-ha (well, maybe even if it is),
regular, slows, and then halts entirely. then the hack would be willing to alter
The hack is irritated at being interrupted. small portions of the temple.
The Hack: AC 4 (leather and -4 Dex The hack will moan about his fall from
adjustment); MV 24” (“Gotta be fast to greatness, rue the day lie set foot in this
make a living in this business”); HD 12; temple, and offer the adventurers any-
hp 64; #AT 1;Dmg ld4; THACO 9; SA & thing they may want if they can think of a
SD: Gains + 3 to his initiative roll, plus way to get him out of here. If the charac-
see below; AL N; UPC: The Evil Pres- ters think to trademark the hack, the
ence Who Became A Hack As A Result hack will leave them his typewriter and
Of A Curse From Genericus Brant. three pieces of paper. With this type-
The hack appears to be a balding thin- writer and those three sheets of paper,
faced man of thirty. He is no more than the party may rewrite any three scenes

72
Scale: 1 Hex = 10 Feet

calls it, a number of now-ardent sup- on the map. The DM may also teleport
Encounter Setting porters were coerced into joining the them here if they swat a bee or wasp any-
Long ago a certain demon queen of spi- club. Her dreadful plots and schemes are where in the vicinity of the castle.
ders (who shall remain nameless) har- close to fruit,ion and her wretched hive’s Their goal is to recover the candle key
assed a certain region of Greyhawk (also stingers are poised to pdlinate the world. from area 4 and journey throughout the
nameless) using many vaned and sundry The party may have been led here by hive until they find a way to use it. They
creatures (likewise unmentionable) to do the massive increase ir killer bee attacks can then meet and defeat the queen of the
her dirty work. Her web of intrigue and around the world, the global shortages of honeybees herself (in area 24)!
deceit was renowned and feared-it was honey (caused by striking bee colonies, W d s within the complex resemble wax
rumored that she even had her own demi- agitated to insurrection by agents of the but are impervious to all attacks or spells
plane to play with! Not wishing to be out- bee queen), or the fate 3 (read: blind bum- (including p a s s w a . They are diffusely lit
done in front of their mutual friends bling or stupidity). In any case, the treat from deep within. All doors are simply
(outer planar society is quite elitist after is critical and millions ef grubby little chil- sliding panels of wall material.
all), a certain overweight bee queen dren are depending on the return of their There are no random encounters with
started her own following and rented honey as soon as possible, and millions of silly monsters within the hive or ridicu-
some space below the castle (the unfor- equally grubby parents are tired of their lous spell alterations. All monsters attack
tunate broker is currently “resting” whining. intruders immediately because of their
somewhere within the lair). After she’d The party should arrive here via a uptight and stressed-out condition (there
redecorated her little demi-hive, as she sweetly scented wax chute, which will are very few females within the hive).
unceremoniously deposit them at point A

73
Area 1: B-Men Headquarters or I’ll shoot”), a single charge from the Such a beast will be grabbed up quickly
gun fires a glob of gooey, sticky, sweet and thrown into an empty cell.
This chamber is the central headquar- honey up to 6” away. The gooey glob If the party is obviously unimpressed
ters of the hive’s secret police, the B- covers a circular area about five feet in di- with the B-man’s ravings, he will attack.
Men. These half madhalf bee creatures ameter. Those t h g s within that area are The werebears, if released, will aid the
are fully trained in all investigative tech- permanently bonded to each other (hands party until any large pool of honey is en-
niques. They wear heavy black trench to weapons, arms to shields, armor to countered, whereupon the bears will sit
coats (with holes in the back for wings bodies, codpieces to cods, etc.). down and gorge themselves until they
and stingers), big dark sunglasses, and A successful saving throw vs. wands blow up and die.
black hats pulled down over their hideous indicates that the target dodges and Captain Cheer Eo the B-man jailer
features. They always “follow the book” avoids the glob, but the glob wdl land (hornet half-breed): AC 0 in flight, 2
even though they can never find it. somewhere-either behind the original when settled; MV 12”/24”; HD 7; hp 50;
Beings entering this chamber will be target, or on the floor lOdE feet beyond #AT 2, gun and stinger; Dmg see below
asked to “show their hall passes” (availa- (leaving a sticky mass that vill solidlfy in and ld4 plus poisons; THACO 13; AL
ble at most high schools throughout the 10 rounds). NE; XP 500; SA poison and incapacita-
country). Characters without a hall pass The bond created by this glob is ex- tion as per giant hornet. Captain Eo has a
are attacked. Any hall pass will do, since tremely strong. Strong morlsters and in- hall pass in his pocket, a jar of honey and
none of these bees have ever really seen dividuals will tear their own bodies apart some almonds in his hands, a gun of hon-
one to begin with. They are therefore before breaking the seal. Creatures with eyed globs beneath his trench coat, and
very unpopular with everybody and have Intelligence of 7 or higher wiU be aware of one sequined glove that makes him look
earned a reputation for obnoxiousness. this, but those of 2-6 Intelligence should very stupid.
All bees in this adventure will be found get a saving throw to avoid tearing them- 2 Werebex prisoners: AC 2; MV 9”;
carrying little slips of paper signed by the selves apart. The globs can be dissolved HD 7 + 3 ; hp 50, 46; #AT 3; Dmg ld3/
mysterious Mrs. Abby Hoffman. Coun- by alcohol (or water). The amount found ld3/2d4; THACO 12; AL CG; X P 1,325,
terfeit hall passes are big business within in ordinary wine IS sufficien: to free two 1,285; SA hug (2d8); SD hit only by silver
the hive. glued areas (painfully if flesh is involved). or magical weapons.
10 B-Men agents (hornet half-breeds): The wand may be recharged by a Besides the food items, there is noth-
AC 0 in flight, 2 when settled; MV 12”/ magic-user of 7th or higher level. A full ing of value in here.
24“; HD 7; hp 50 each; #AT 2, gun and gun is worth 4,000 xp and 20,000 gp.
stinger; Dmg see below and ld4 plus poi- Each agent has 4d40 pp in his pockets,
sons; THACO 13; AL NE; XP 500 each;
Area 3: Company B
is fond of singing %heblues, and loves dry
SA poison and incapacitation as per giant white toast, whole fried chickens, and a The main militia of the B-men is sta-
hornet. Each agent has a hall pass in his Coke. tioned here. They will attack anyone who
hand and a gun of honeyed globs promi- enters unless he is wearing the hat, coat,
nently bulging from beneath his trench and sunglasses of an authorized agent.
coat.
Area 2: Honeybear Lockup Green Hornet, captain of the B-men
The preferred attack form of the B- When the part17 enters here they will soldiers (hornet half-breed): AC 0 in
men is to fly over their prey, stinging and be attacked by a mad B-man who is frus- flight, 2 when settled; MV 12”/24”; HD
shooting their guns of honeyed globs. trated in his attempts to exact confes- 8; hp 64; #AT 3, two guns and stinger;
The famed wand of viscidglobsemployed sions from the crimhals held within. In Dmg see below and ld4 plus poisons;
by the demon queen of spiders and her each of two cells is a werehear (in bear THACO 12; AL NE; XP 600; SA poison
minions was actually stolen from the de- form). They are pleading mercifully for and incapacitation as per giant hornet.
sign employed here. The gun of honeyed their jailer to give them some of the food The green hornet has a hall pass and two
globs is identical in function to the afore- he is carrying. guns of honeyed globs that he can wield
mentioned wand (a patent suit has been As soon as the B-man sees the party he simultaneously. He wears a green trench
taken up with Interplanar Spell-Users will boldly display a jar of sweet honey coat and a green hat of fire resistance.
Congress, or I.S.U.C.). The gun resem- and a handful of roasted almonds, omi- 40 B-men soldiers (hornet half-
bles a german luger, circa 1940 (pat- nously (great DM control required here) breeds): AC 0 in flight, 2 when settled;
terned from a war souvenir found in the proclaiming that “I’m gonna tempt your MV 12”/24”; HD 7; hp 48 each; #AT 2,
wreckage of areas 23-29). Each has 100 tummy with the taste of nuts and honey, gun and stinger; Dmg see below and ld4
charges before combat begins (as Big werebears!” If any member of the party plus poisons; THACO 13; AL NE; XP
Bee always keeps them fully charged). If just happens to be a werebear, he must 530 each; SA poison and incapacitation as
aimed and the command words spoken make a saving throw vs. spell (at -4) to per giant hornet. Each agent has a hall
(usually “bang, bang,” “pow,” or “stop avoid being forced into werebear form. pass in his hand and a gun of honeyed

74
globs prominently bulging from beneath handily by the Rad Guys and the party will Area 5: Gooey Guard Room
his trench coat. be losers.
The only treasure here is a yellow During the last round, the DM should The walls of this room are covered with
jacket of protection €rom rain. roll a secret Intelligence (Check for each sticky animated honey. The effects are
party member. Successful characters will identical to an entangle spell cast at 20th
notice that their opponents have been level of ability. Any creatures other than
Area 4:The Room That Lets the bees that enter the chamber will be at-
Party Make It to the looking at their laps during this line of
questioning. A protest by the party will tacked. Magic resistance does not apply,
Next Set of Rooms reveal a large number of Unearthed Ar- since this is a living, but unintelligent sub-
The party will enter this room to see cana volumes secreted imderneath the stance. The party must either wait out
just enough seats for them to sit in, be- enemy table (conveniently open to the the effects if held or proceed onward
hind a long table. Directly across from pole arms chapters). They will be dis- while slowed.
these are a like number of famous celebri- qualified and the party will get to go to the
ties and evil villains from within the hive. final round in order to win the grand Area 6: Otto’s Irresistible Dance
A large ovoid-shaped man with a graying prizes. Their foes will vow vengeance be- Studio
beard and poor eyesight will tell the fore they teleport away. A dreadful ritual dance marathon is go-
“gentle contestants” to take a seat for The party will be asked three ques- ing on in this large chamber. Hundreds of
the game. An audience of 300 cheering tions. Each correct answer gets them a dexterous bees are performing the irre-
spectators is on hand for the event. prize. They have 30 seconds to answer sistible dance. Their leader, Otto the
300 Spectators: AC body 4, eyes 7; each question. Bee-Holder, keeps the rhythm going and
MV 10”; HD .4+4; hp 35 each; #AT 1; Question #1: “What is your favorite severely chastises anyone who gets out
Dmg l d 4 + 1 ; THACO 15; AL LN; XP color?” Any answer is correct, as long as of step. The party will be attacked by the
665 each; SA central eye reflects spells, they don’t yell out more than one. “Un- bees and Otto when they enter.
four smaller eyes cast create food and der Box #1 is a (tacky) hexagonal shaped 200 Samba Bees (trained giant bumble-
water, cause serious wounds, paralyza- wax candle, made of 10 different shades bees): AC 5; MV 6”/24” ;HD 6 +4;hp 50
tion ray, and telepathy; SD senses psionic of green and orange!” This is the true ob- each; #AT 1; Dmg ld6 plus poison;
disciplines, better initiative rolls; MR ject of their quest and will allow the lucky THACO 13; AL N; XP 1,000 each; SA
5%. The spectators are guarding their party the opportunity to reach the upper poison stinger does 5d4 points of damage
seats (as treasure) and won’t relinquish level of the hive. (save for 2d4 hp), characters are - 1 to
them without a fight. Question #2: “What is your quest?” save (strong poison)
Egg, master of ceremonies: AC 10; Again, any answer will do. “Behind Cur- Otto (beholder): AC 0/2/7; MV 3” ; HD
MV 1“ roll; HD 1 hp; #AT 0; Dmg 0; tain #2 is a new chariot! The latest from 75 hp (about 18 HD); #AT 1; Dmg 2d4;
THACO 21; AL LN; XP 5. The Egg is Apollo Industries. Horses not included.” THACO 6 ; AL LE; XP 14,400; SA
simply a rather wordy egg-shaped gen- What the characters do with this fine ve- magic; SD anti-magic ray. Otto wears one
tleman hired by the bee queen to amuse hicle is up to them. It is worth 20,000 gp large dark sunglass over his eye and talks
her followers and confuse the party. He is and runs like a dream. with lisp. The shades don’t affect his spell
a retired toy designer. Question #3: “What is the best way to casting in any way.
The Bad Guys include Sting, Buzzy Al- defeat a flumph?” The correct answer is This is one of the most dangerous
drin, Steven Biko, Big Bee (area lo), “turn it upside down,” or something to rooms in the hive. Every round, a party
Aunt Bee (queen of the hive) and B.B. that effect. If the party manages this one, member will be affected by an Otto’s irre-
King (her consort, both from area 24). they get what’s behind Door #3. Door #3 sistible dance spell (at 20th-level effect),
The Good Guys are the party (statistics is a portal to area 18 and leads directly to while Otto kills these helpless characters
found on character sheets). the upper levels of the dungeon. with death and ffesh to stone spells. Ini-
The game consists of three sets of Since it is unlikely that the party will get tiative and a quick cleaving of Otto are
questions. One side must win two of the question #3, they will have five rounds to necessary here.
three sets to win the grand prizes. The gather up their treasure before Egg Otto almost has his latest chorus line
first category deals with the anatomy of waves them goodbye. The characters ready (a bee line if you will), and has re-
bees. The second round investigates the will hear a buzzing sound in their ears and ceived his first payment in weeks. Fifty
many habits of bees. The last round is de- will find themselves at point B on the rubies worth 250 gp each are hidden be-
voted exclusively to the study of pole map. neath some pink legless leotards in the
arms, their nomenclature, and relevance southeast corner of the room.
to all aspects of gaming (including eating,
personal hygiene, and planetary explora-
tion). All three categories should be won

75
Area 7: The Not-So-Funny Area 9: W.A.S.P. eter when in lobster form. Rock lobsters
Funhouse Mirror are fond of rock music (especially new
The priests of the hive are part of the wave).
This is just another one of those nasty organization known only as W.A.S.P. The rock lobster is a rare type of sea
mirrors of opposition parties love so (“We Are So Powerful”). These are the creature that arrived with the new wave
dearly, except that it was made some only human followers of the bee queen of crustacean-like monsters jamming the
time ago by a rather chaotic old soul who (three men and two women) and they are oceans.
put a little twist in it. unique in a number of respects. Of course, areas 10 and 11 will be al-
Characters will meet their doubles as 5 Human bee-following priests: AC 4, erted immediately to any intrusion.
usual, except that they will be randomly banded mail; MV 6 ” ; C110; hp 80 each;
distorted some way. They might be twice #AT 1;Dmg 1-8, stinger sword plus spe-
cial; THACO 4; AL NE; XP 2,000 each; Area 10: Attack of the Killer
as t d and skinny, or short and fat. A long
neck or legs is also humorous. In addi- SA spells, stinger swords; SD spells. Bees
tion, the party member will be equally Each has a long sword of stinging +2 that The door to this room is labeled “Bee
mutated for the duration of the battle. In paralyzes any being hit for 1 d4 + 1rounds Mine.” Within are giant worker honey-
any case, there will be no change on the unless a successful saving throw vs. bees, giant hornets, giant wasps, and one
effects of combat on the participants. wands is rolled (at a -4 penalty), and leader, (very) slowly building an expan-
When the character wins against his wears painted banded armor, silly spring- sion room to the east. The leader is none
double, award full experience and return like antennae and painted sunglasses. other than Big Bee, dreaded bee mage of
him to his normal shape. If the mirror is Spells: power.
inspected, an inscription that reads “Al- Level 1: cure light wounds, purify Big Bee (bumble bee crossbreed): AC
ways Be Yourself” is engraved along the honey, penetrate disguise, sanctuary 0 (-1 wlarmor spell); MV 12”/24”; MU
top. The mirror can be removed if the Level 2 : hold ,person (x21, silence 15’ 14; hp 60 (82 wlarmor spell); #AT 1
party wants it. radius, chant (sting); Dmg ld4 plus poison; THACO
Level 3: create royal .ielly (for the 16; AL NE; XP 4,000; SA spells, sting
Area 8: Great Honey Chamber queen), dispel magic, feign death once with poison; SD spells. Big Bee has
Level 4: improved giant insect (also a Zagyg’s spell component case, the larg-
This massive room is filled with honey, works on already giant bee. to further in- est bag of holding (with his spell books
being purified by some ancient and un- crease size), sped immunity (fireball), and 500 pp inside), bracers AC 3, ring of
known process (strainers). Hundreds of protection from good 10’ radius protection +3, shades of charming (as
honey bees are guarding this area to keep Level 5: flame strike, mimate dead per eyes), gun of honeyed globs (100
their treasure pure and uncontaminated. monsters shots), and a potion offire resistance. He
Three clear hexagonal tubes hang verti- has an armor spell and a contingencyspell
cally from the ceiling and the bees send Each priestess wears her hair in a bee- (tireball upon his person if slain) cast on
garbage up these suction pipes every hive and all of the priests have a pair of his person. Spells:
round. The party must enter these tubes decorative antennae (platinum, worth Level 1: charm person, magic missile
to reach point C on the map. 1,000 per set). They all wear banded mail (~31,enlarge
150 Giant Worker Honeybees: AC 6; (painted in yellow and black stripes) with Level 2: invisibilitx &or image, vo-
MV 9”/30”; HD 3 + 1; hp 20 each; #AT the detachable sword ofstinging attached calize, stinking cloud, detect invisibility
1; Dmg Id3 plus poison; THACO 16; AL to the rears. Usually the priests are re- Level 3: haste, hold person, fireball,
N; XP 230 each; SA sting once with poi- sponsible for purifying the honey and slow
son that does 5d4 points of damage (2d4 if healing boo-boos, but they can fight if Level 4: fire shield, polymorph other,
save is successful). forced to do so. When combat begins, polymorph self
The tubes are made of the same mate- they will retreat to the rear of the cham- Level 5: Big Bee’s interposing stinger,
rial as the walls and if examined closely a ber, past a large rock in the center of the teleport
small silver plaque can be found on each room. Level 6: Big Bee’s forceful stinger,
one. The inscription on the plaque reads Rock Lobster: AC 0; MV 20” shuffle; globe of invulnerability
“Another fine product of Wile E. Wonk- HD 10; hp 80; #AT 3, claw/claw/bite; Level 7: forcecage
Ah (broker and inventor), Inc.” There is Dmg 2dlO/Zd1011dlO; TH4CO 10; AL
no treasure in this room. The bees will N; XP 1,200; SD camouflages as large 40 Giant Worker Honeybees: AC 6;
not pursue into the tubes. If a character is rock. Usually found at the hottom of the MV 9”/30“ ; HD 3 + 1; hp 20 each; #AT
killed or knocked unconscious, the bees sea, this large specimen is h i n g it up with 1;Dmg ld3 plus poison; THACO 16; AL
will throw him up the tubes. free food, “just for sitting around.” He is N; XP 230 each; SA sting once with poi-
semi-intelligent and about 15feet in diam- son that does 5d4 points of damage (2d4 if

76
save is successful) and the Crickets, and Iron Butterfly, as Area 15: “Look Ma, No Hands!”
20 Giant Hornets: AC 2 in flight, 4 well as other famous insect titles.
when settled; MV 24” ; HD 5; hp 35 each; Dozens of small, noncombatant bees This door is unmarked and opens into
#AT 1; Dmg ld4 plus poisons; THACO mill through the air here. Some are wear- air. As far as the eye can see there is
15; AL N; XP 330 each; SA poison, inca- ing little cone-shaped hats on their heads nothing but sky. A large sign hangs sus-
pacitation that say “bumble bee,” “stumble bee,” pended in mid-air, labeled “Watch the
20 Giant Wasps: AC 4; MV 6”/21” ; HD “tumble bee,” “rumble bee,” as well as first step-it’s a doozy.”
4; hp 30 each; #AT 2; Dmg 2d4/ld4 plus other silly phrases. Any characters prone to showing off
poison; THACO 15; AL N; XP 440 each; One of the hip-bees is carrying 100 pp are likely to get their just desserts here.
SA paralyzing poison in a small hooka ofholding(250 lbs. max). No flying magical devices or spells will
Big Bee is responsible for most of the There is no other treasure here. operate on this plane (only polymorph po-
construction of the hive through magic tions and spells, etc.), so flying wizards
and labor. Like any good leader, he’s al- will drop out of sight with a puzzled look
Area 12: Beam Me Up Scotty on their features.
ways the first to leave when the going
gets tough (or even mildly difficult). A large slanted table stands just within A character stupid enough to jump out
There is no treasure in here except for the doorway to this chamber. A hex- deserves to fall for eternity.
that on the participants. Any combat in shaped depression rests squarely in the If the DM is feeling particularly nasty, a
here will be noticed immediately in areas middle. Seven hex-shaped silver plates copper coin should be suspended some
9 and 11. lie on the floor to the west. 100 yards out (seen only as a glint of gold
If the candle from area 4 is placed in the in the distance).
depression in the table, anyone standing
Area 11: The San Francisco on the silver pads (after two rounds have
Bay-Bees Area 16: Demi-Plane of Flowers
elapsed) will begin to shimmer and shake
and awaken to find himself at area D on Opening this door reveals one of the
These mellow beings are constantly bee queen’s few success stories. A gi-
buzzed on the scent of honeyed incense. the map.
Any character who says the magic gantic plain covered with every imagina-
The entire rear of the giant chamber is ble type of flower and plant stretches on
filled with the smoke. Originally from an- words “Jim, I can’t push her any faster
than that” or “Damn it Jim, I’m a doctor to the horizon. Aunt Bee opened a gate to
other world and another time (San Fran- the demi-plane of Flowers and Other
cisco Bay, 1967), these ex-school not an engineer (or magician)” gets 5,000
xp for being a Star Trek fan. Green Things. This is where most of the
teachers still believe they are on “one bees do their dirty work. The only intelli-
heck of a bad trip.” They have painted The following two chambers are filled
with the results of the bee queen’s at- gent inhabitants of this region are a large
themselves in yellow and black stripes giant, his son, and a rather slow-witted
and constantly talk with a low buzz to tempts to open up the hive to other
worlds and bring in new followers. gardener.
their voices. One of them is responsible Joliet Green (storm giant): AC 1; MV
for the fake hall passes throughout the 15”; HD 15 + l d 6 + 1 ; hp 127; #AT 1
complex. These hip-bees teach young Area 13: To Bee ... (club); Dmg 7d6; THACO 7; AL CG; XP
hivelings what they need to become adult The door is labeled in gold numerals 8,370; SA lightning bolts, call Lightning,
bees and how to tie-die the trench coats “2B” (worth 10 gp per letter), If it is weather summoning; SD levitation, pre-
of the B-men as well. opened, a long corridor with a door at the dict weather, control winds, immune to
3 Hip-bees (human school teachers): end will be revealed. Any character pro- electricity. Joliet is a jolly green giant who
AC 6 (high Dex); MV 12”; HD 1; hp 8 ceeding down the corridor and opening has no treasure and wears only a large
each; #AT 0 (peaceniks); Dmg 0; the door at the end will arrive outside the green ratty tunic.
THACO 19; AL N Buzzed; XP 100 each. door to area 14. Green Sprout (young storm giant): AC
Each hip-bee bee is wearing a button that 1; MV 15”;HD 15 + ld6 + 1;hp 60; #AT
says “make love, not war” and a silver
peace symbol worth five gp. Area 14: ...Or Not 7% Bee 1 (club); Dmg 4d6; THACO 7; AL CG;
XP 7050; SA see above; SD see above.
The walls of the area are painted in This door is similar to the one above, Sprout’s only treasure is a small bird’s
bright, swirling colors and have phrases but has the words “Not 2R” affixed to it. eye opal worth 500 gp.
l i e “Let it bee” and “We all live in a yel- Following the corridor leads back to area Chauncey the Gardener: AC 10; MV
low submarine” scribbled all over the 13. It is possible for both doors to be 12”; HD 1; hp 8; #AT 0 (noncombatant);
walls. A pile of black flexible plates stands open at the same time, $lowing charac- Dmg 0; THACO 19; AL NG; XP 10; SA
in one corner. Small pieces of paper glued ters to see themselves down the passage easily misunderstood; SD high charisma.
to the centers of each are labeled with and across the room. Chance retired here after a successful
The Beatles, the Bugaloos, Buddy Holly The corridor serves no useful purpose.

77
term as president of the United States of Area 18: Deja Vu Areas 20 & 21: Boarded-Up
America. Nobody ever noticed his very Doors
low Intelligence because he’s so pleasant This door is the flip side of Door #3
to be with and looks so good on TV. World from area 4. If opened, the sign saying Both of the doors have been boarded
peace was finally achieved under his “Door #3” will be seen hanging from a up with signs saying “Closed because it’s
steady hand. nail on the inside. Beyond the doorway is just plane Silly.”
The three peaceful beings will not at- Egg, just waiting for some new contest-
tack unless provoked. Provocation in- ants. If the party enters, they will be Area 22: A Raisin in the Sun.
cludes picking any flowers, relieving shuffled immediately into their seats and
will have to start all over again. The party will set their sights on a
oneself on a hedge or tree, making ridicu- beautiful tropical island, covered in lush,
lous jokes about Mr. Green, etc. green palm trees and fine white sand. A
In one nearby clearing are the remains Area 19: “Silly, Positively Silly.’’
burning yellow sun rests in clear blue sky.
of three men, wearing tight satin clothing Beyond this door lies the most dreaded If these colors don’t look right to you, ad-
and piles of gaudy jewelry. A spear has land ever discovered, the plane of S i y and just the tint control knob on your left ear.
been driven through each of their hearts, Unused Monsters. This is nerd monster A wooden sign on the bench near the
with a flag stating that “Disco is dead!” central. The achaierai, almi’raj’s, asco- doorway reads “Bee Ware.” Beside the
flying in the breeze. One of them is hold- moids, atomies, axe beaks, basidironds, sign, in a big reclining multi-colored fabric
ing the remains of a small black plate. The berbalangs, boggarts (not Humphrey, chair, is a large black blob wearing dark
still-legible writing says simply “Staying though), boggles, boobies, bookas, brain sunglasses. Its skin is wrinkled and it is
Alive.” The normally peaceful hip-bees moles, brownies, bullywugs, bunyips, car- holding a tall glass filled with pieces of
are responsible for this attack, but will buncles, cerebral parasites, clubnelts, den- fruit and ice. It will not say anything un-
claim that it was in the best interest of the zelians, diakka, &e corbies, ear seekers, less the party greets the strange crea-
human race. eblis (storkmen), envelopers, ettercaps, ture. Then it will tell them this, “I heard
In any case, there are 16 gold chains flail snails (in abundance), flumphs (prime it through the grapevine that you cats
and amulets each worth 500-2,000 gp (if food source here), foo creatures, forlar- were looking for the big queen. Look no
sold to people with tastes equally appall- rens, fungi, gallbits, gibbemg mouthers, more. She’s just behind those trees in
ing). If tastefully smelted down, the gorbels, elemental grues, gryphs, generic her giant bee ship.” It will not join the
items are worth 75% the previous value. herd animals, hollyphants, intellect devour-
At this point the DM should pick out Party.
ers, jellies, jermlaine, khargas, killlmoulis, Marvin Grape (giant raisin): AC 8; MV
one character with a random die roll and larvas, luck eaters, mephits, minimals 3”, slow groove; HD 1hp; #AT 2; Dmg
increase the magical plus of one randomly (make the party bigger), mites, modrons 4d10/4d10 (martial arts expert); THACO
chosen item on their person. If the play- (except Primus), morkoths, myconids (fun- 20; AL N; XP 300; SA martial arts
ers ask why, tell them “because it’s writ- gus heads), norkers, opinicus, oozes, os- punches if annoyed; SD mellow attitude.
ten in the module .” quips, pech, pedipalpi, puddings, rust Marvin has an all-natural cool-dude drink
As implied earlier, the beautiful field is a monsters (who can respect a creature with in his hand.
favorite place of the hip-bees and they are a propeller?), scarecrows, screaming The characters might believe they
usually accompanied by hundreds of nor- devilkins, slimes, snyads, solifugids, stench have stepped into another world, on
mal, peace-loving bees flying harmlessly kows, tasloi, thorks, thought eaters, some mysterious desert isle. Actually,
about the flowers. tiraphegs, trillochs, tweens, unplebies, ve- the trees are plastic, the sun is a perma-
gepygmies, vulchlings, witherstenches, nent customized continual fight spell, and
Area 17: Nut ’n’ Honey and warts all infest the oceans and Rands of the balmy breezes and ocean smells
This door when opened will reveal a this seemingly endless plane. They are led come from gust of wind and illusion spells
beautiful, finely crafted, blood-red brick by a fat little nilbog. cast by Big Bee.
wall. As far as the characters dig, disinte- Most of these creatures have retired The plane-shaped structure hidden be-
grate, or passwall through this wall, here due to lack of interest, lack of sen- hind the palm trees is in fact a plane. It is a
there’ll still be more bricks, in all direc- ous fear portrayed by their enemies, or renovated B-52 bomber (B-52G to be
tions. This backfired experiment opens outright contempt and humiliation. They specific) now used as the secret head-
into the elemental plane of Inferior Con- eat rutabagas (“the vanishing vegeta- quarters of the colony leadership. The
struction Materials (Brick Department). ble”) and flumphs. They have the usual body of the plane has been painted with
Since bees dislike bricks immensely, it chances for equally wimpy treasure yellow and black stripes, while the nose
hasn’t proved very useful. should the party be that desperate. of the craft has two big bee-like eyes
adorning it. A non-operational set of rear-
mounted guns has been modified to look
like a stinger affixed to the tad of the fuse- party will be allowed in. dius, giant insect (x2, even works on
lage. The B-52 has no landing gear and its The women carry no treasure and will large forms), cloak offear, spell immunity
belly is resting in the sand. The only en- only squeal loudly if attacked. (to lightning bolt), spell immunity (to
trance to the craft is at area 23, and the cone of cold),poison
DM should ma,gicaJly ward the walls of Area 24: Aunt Bee’s Kitchen Level 5: animate dead monsters (d),
the ship to prevent the party from enter- flame strike, insect plague, magic font,
ing anywhere other than here. The majority of the B-52’s fuselage has quest
The DM should award 5,000 xp to the been stripped of all decks imd equipment Level 6: bee barrier (bees instead of
first player who mentions that B-52s and now serves as the lab of Aunt Bee, blades), word of recall, heal (x2)
never flew in WWII (double it if discov- queen of bees. She rests in the north end Level 7: unholy word
ered by a civilian). of the chamber constantly gorging herself
on royal jelly, pumped in ?om the wing Royal Jelly Food Sac: AC 10; MV 0“;
tanks (see area 28). The smaller, almost HD 100 hp; #AT 0; AL N; XP 500; SD
Area 23: “Smoking or human form of Aunt Bee (as seen by the
Non-Smoking? royal jelly regenerates 12-135 (3d8 + 3

party in area 4) is attached to a massive times ld4 + 1)hit points per round on it-
A large metal ramp leads up into the bloated yellow and black sac suspended self and Aunt Bee (when attached).
rear of the strange metal bee-ship. Two by cargo nets and connected to the royal Six black rubber tubes attach this semi-
tightly clad wasp-women wearing silly lit- jelly tanks via rubber hoses. She can de- intelligent blob to the royal jelly tanks in
tle hats are waiting at the top of the ramp. tach herself but loses the healing benefits the wing. Each tube is AC 6 and requires
Bar Bee and Bar Bee Cue (wasp- of the symbiosis if she does so (see be- 20 points of damage to sever (blunt weap-
women stewardesses): AC 4; MV 12”l low). When complete, she looks like a gi- ons do no damage, thrusting weapons do
21”; HD 4; hp 24, 21; #AT 0; Dmg 0; gantic bumblebee with a human head and 10% damage). When all of the tubes have
THACO 15; AL N; XP 200 each; SA high arms, beehive hairdo, small bee wings, been cut or the sac destroyed, the heal-
Charisma; SD high Charisma. These large bee eyes, and two antennae. ing effects of the food sac will end after
beauties serve Aunt Bee as handmaid- Aunt Bee: AC -8 (-5 wlo apron); two rounds, leaving Aunt Bee vulnera-
ens. MV 12”/24”; C18; hp 99 (1 6 + HD); #AT ble. Until then, it is impossible to kd her
If the party <climbsto the top of the 1,staff Dmg ld6; THACO 7; AL CE; XP with mere physical damage alone (as-
ramp, the two creatures will greet the 14,890 (148,900 if deity options used and sume instant regeneration). Other spells
party, take their hall passes, rip them in killed on home plane); SA clerical spells, could still end her reign though.
half, give one half back to the party, point summon giant insects/bees (at will), tele- Aunt Bee was once a slightly batty, but
to the front of the plane and say, “Take port (no error) once per day; SD spells, lovable, housekeeper for a famous sher-
your seats, the captain will be with you in + 2 or better weapon to hit (or any iff, Andy Taylor. One day the sheriffs
a moment. Thank you for flying Bee weapon dipped in honey) regeneration son, Opey, showed his Aunt the descrip-
Line.” when attached to food sac, super- tion of the royal jelly found in his Monster
The party will enter to see eight sensory antennae act like true seeing Manual II (which he had just purchased
leather-covered uncomfortable seats spell in 120”-radiussphere, impossible to with lunch money secretly extorted from
mounted along the walls, with a large surprise, immunity to fire; MR 60%. other students).
metal door in the northern wall. The door Aunt Bee always wears a white apron of Being rather naive about such things,
is barred with a wall of force spell on the protection +3 (vs. frontal attacks only). she believed that it would restore her al-
other side. During the party’s wait, Aunt DM’s option: give Aunt I3ee full lesser ready faded youth. She quickly became
Bee will prepare for battle (if she has not deity abilities (see Manua’ of the Planes addicted to the expensive substance and
already done so) and put on some lipstick or Legends and Lore volumes), assigning ran away with a wealthy honey baron
and rouge. the Prime Material plane or the demi- from Texas. The slow transformation
On a small table in the middle of the plane of Flowers and Other Green Things turned her into the creature she is now,
room are 10 assorted magazines (circa (see area 16) as her home plane. Spells: doing anything for that “one quick fix.’’
1940) of the type found in doctors’ of- Level 1: command (x:3), sanctuam, She killed the Texas baron, took over his
fices. They are uninformative and use- cure light wounds (x4) hives, and began to draw a following.
less to the party. Antennae-like Level 2: enthrall, withdraw, silence 15‘ Soon, she transported herself to t h s
headphones have been provided for their radius, hold person (x3), chant, messen- plane where her activities would be less
listening enjoyment. Muzak versions of ger noticed. After renting this property from
such completely anachronous tunes as Level 3: continual light, animate dead, Mr. Wonk-Ah (see area 29) and disposing
“Let it Bee,” “Be my Little Bay-Bee,” cause blindness, cause disease, death’s of his body, she set about to rule the
and “Bay-Bee Love” are playing over door, dispel magic (x2),curse world, or at least comer the market on
and over again. After one boring turn, the Level 4: protection from good, 10’ ra- honey. The party is the only thing be-

79
tween her and a total monopoly. Bee’s guardians, the enemies id lead plane. The gun shoots 60 little crimson
Aunt Bee is accompanied by her pet the rash characters right over the trap stingers every round. Treat this as a
and chief male consort, B.B. King. Both doors (area 27). Aunt Bee will then pull breath weapon attack that causes 60
are always protected by four drones (who the lever just to the right of her great bulk points of damage per round (save for half
always lie to her about how beautiful she and send the party right back where they damage) to any within its effect. It can
is) and an army of B-men soldiers, giant started from, loudly laughng at them as fire for five continuous rounds before re-
soldier honeybees, giant hornets, and gi- they fall away. loading.
ant wasps. The immense amount of treasure to be As long as Striper remains alive, there
B.B. King (giant rare black hornet): found here is not in the form of gold or is a 10% chance that any magical item
AC -2 in flight, 0 on ground; MV 24“; jewels, but in the form of the royal jelly. used, spell cast, or saving throw made by
HD 10; hp 80; #AT 1; Dmg 2d6 plus poi- Access to the jelly is through the rubber the party will fail. AU battles within 50
son; THACO 10; AL NE; XP 900; SA tubes. Much of it will have drained out feet of the plane will be so affected. The
poison, incapacitation. B.B. King is a into the chamber (contaminated and ru- villains are not subject to the gremlin’s
double-sized hornet. ined), but tons of the stuff still fills the fuel unluck.
Larry, Curly, Shep, and Moe drones tanks. Therefore, the treasure takes the Striper speaks in meaningless phrases
(sturdy bumblebee cross-breeds): AC 2 form of cosmetic value, or a lifetime sup- like “Baker, Baker, 1, 9” and “This is
with shields; MV 12“/24“; HD 7 +4; hp ply of extra-healing potions, as long as Roger. Do you copy?” which he picked up
60 each; #AT 2, sword and stinger; Dmg the party has space to carry them all. from the ex-crew members.
ld8/ld4 plus poison; THACO 12; AL After a careful search, the party will
NE; XP 1,000 each; SA long sword of find the remains of a body gooed to the Area 26: Ceiling Pizza
stinging, +2 (see area 9), sting once with wall and filled with dozens of stinger holes
poison. Each of these four stooges of and bites. Examination will reveal that it This is what used to be the upper deck
Aunt Bee has a shield and a gold necklace is the corpse of a middle-aged woman of the cockpit for the craft (the lower
worth 5,000 gp. with short, permed brown hair. Metal deck is filled with junk). Two B-men
20 B-men soldiers (hornet half- plates on a chain around her neck (no stand on lookout in here, through the lit-
breeds): AC 0 in flight, 2 on ground; MV value) have the name Ripley engraved on tle holes in the giant insect eyes mounted
12”/24” ; HD 7; hp 56 each; #AT 2, gun them. to the nose of the plane. If the party fails
and stinger; Dmg see below and ld4 plus to take adequate precautions, the B-men
poisons; THACO 13; AL NE; XP 530 will alert the gunner in area 25 and the en-
Area 25: Red Rain tire force of the bee queen in area 24. An
each; SA poison and incapacitation as per
giant hornet. Each agent has a hall pass Atop the bomber is a turret emplace- ambush will be laid involving spells and
and a gun of honeyed globs (100). ment, manned bj7 the only surviving crea- honey globs, while the gunner fires on
40 Giant Soldier Honeybees: AC 5; ture of the crash that broug5t the B-52 to the already besieged party members.
MV 12”/30“ ; HID 4 + 2; hp 34 each; #AT rest in this time (before it was physically There is no treasure in the cockpit.
1; Dmg ld4 plus poison; THACO 15; AL brought here). He is Striper, a strange lit- If the two B-men are attacked from
N; XP 370 each: SA sting once with poi- tle reptilian creature knoun to modern within the ship and wounded, they will
son that does 5d4 points of damage (2d4 if science as a gremlin. Created by Japa- snicker loudly about their secret escape
save is successful)-victims are at - 1to nese alchemists early in the 20th century, chairs and then each will press a hidden
save. these little devils were responsible for button-explosively launching them-
40 Giant Hornets: AC 2 in flight, 4 more casualties than the entire Japanese selves upward via two ejection seats.
when settled; MV 24“ ; HD 5; hp 40 each; army during WWII. Most were killed in However, the system is not completely
#AT 1; Dmg ld4 plus poisons; THACO the crashes they caused, but this little operational, as the roof will not open to
15; AL N; XP 365 each; SA poison, inca- creep sent the entire plane through a accommodate their egress. The sneaky
pacitation time warp by sneezing during a bombing spies will be splattered upon the ceiling
40 Giant Wasps: AC 4; MV 6”/21”;HD run. The crew either died in the crash, like “street pizza” except in reverse.
4; hp 32 each; #AT 2; Dmg 2d4/ld4 plus were killed by norkers (a great victory 2 B-men (hornet half-breeds): AC 0 in
poison; THACO 15; AL N; XP 448 each; celebrated every year), or went on to in- flight, 2 when settled; MV 12”/24”; HD
SA paralyzing poison vent disposable diapers. 7; hp 50 each; #AT 2, gun and stinger;
The great battle may be fought in here, Striper the Gremlin: AC 4; MV 12”; Dmg see below and l d 4 plus poisons;
or out on the beach (if the party alerted HD 1; hp 4 each; #AT 3; Dmg ld3/ld3/ THACO 13; AL NE; XP 500 each; SA
the whole place). The DM is encouraged ld6; THACO 19; AL CE; XR 300; SA un- poison and incapacitation as per giant hor-
to barrage the party with aerial combat, luck power. net. Each agent has a hall pass and a gun
flying spells, and blobs of goo. He mans a converted machine gun, ofhoneyedglobs beneath his trench coat.
If the party attempts to rush past Aunt with a full view of the area around the

80
Area 27: Bomb Bay Area 29: Obligatory Secret per, one of the inventor’s many wonderful
Treasure Guarded By confections. It is a sweet piece of candy
This is the group of bomb bay doors
that changes fruity flavors once per turn
(treat as secret trap doors) in the floor of The Equally Obligatory and lasts forever. It is made with Nutra-
the main hold (area 24). If the lever in New Monster sweet and does not promote cavities.
area 24 is pulleld, they will drop open, re- Mr. Wonk-Ah sold strange properties
vealing a magtllficent view of Bombay This is your typical secret treasure
vault hidden behind your typical secret on the side to support his habit for invent-
from 20,000 feet in the air (circa 1940). ing. He was killed because he knew too
The plane appears to be circling over this door. It contains typical random magical
items (to make up for the ridiculous lack much. He knew the bee queen’s plans
landscape at over 600 mph and winds and and where she was based-after all he
sweet scents will rush up through the of treasure the party has 5een subjected
to). The DM should choose items appro- had rented her the property. There is a
open bay doors. group of little orange men staying near
The party might believe that this is an priate to the performance of the party.
There are two atypical things in here. the castle who have offered a reward of
illusion, but is another one of Aunt Bee’s three golden tickets for the return of his
failed gate spells. If the party jumps (or The always expected obligatory new
monster and a mysteriouc body. body. After a little starch and a bubble
falls) through here, they will exit this bath, he’ll be as good as new, and offer
dungeon level (editor’s choice as to final Obligatory New Monster: The statis-
tics for this creature depends on the won- the party a tour of his candy factory (no
destination, but best to make it some- free samples) as a reward.
where in or near Greyhawk Castle or derful AD&D@ game monster to be
dungeon). Unknown to the party, Aunt mutated here. The DM should chose a fa-
Bee, or the residents of Bombay, a gate vorite hostile monster (or roll randomly Area 30: Bare Aspiring.
centered above the city leads directly on whatever table he wishes-always Three half nude and starving men are
back to this world. This is indeed the only trying to avoid any of the stupid monsters lying here, close to death. They are
way out of the hive except through the in- listed in area 19), and then decide which grossly dehydrated and cannot speak.
terplanar doorways of this level. trait or traits have been changed (ld4 Death will come in ld4 turns to each man
The bomb bay doors can be closed variations possible). unless the party helps them.
again by returning the lever to its pre- 1. Color (stripes, etc.) If healed, each man claims to be a phy-
vious position. Because of the enchant- 2. Size ( + / - 1-100%) sician stranded on this desert isle by
3 . Horns (yeslno) Bandwagon, god of truth in advertising.
ments placed upon the region, there will
4. Casts a random magic-user spell Indeed, each man can bind wounds on
be no explosive decompression when the
doors are opened. once per round others and set sprains and broken bones,
5. Immune to physical damage (made but none of the men have any real cura-
of rubber) tive spells or even bloodletting tools
Area 28: The Flight of the 6. Armor Class ( + /-2)
Bumblebees (marks of true healers). They have no
and so on.. .. treasure, but each carries a small bottle
These two wings are still strongly at- of white tablets which they will try to ped-
tached to the fuselage and in relatively The monsters are in all respects the dle as “wonder drugs.” If swallowed, the
good condition. Instead of fuel in their in- same as those found in the AD&D@ pills can relieve the minor muscle aches
ternal tanks, they contain gallons upon game, but are often used 1 o replace crea- felt by fighter-types after a good hack-
gallons of royal jelly. The jelly has been tivity in role playing tried and true mon- and-slash, or the throbbing head of a
deposited here regularly by the queen’s sters. The DM should have a red neon mage after casting any spell over fifth
followers and is constantly purified by sign attached to the back of the creature, level. There are 100 tablets in each light-
spells. It is extremely valuable for cos- which reads “I’mthis adventure’s obliga- weight container. Because of their unu-
metic purposes and for its medicinal tory new monster. Kick me! ” Obligatory sual properties, the tablets are worth 10
properties (see area 24 and Monster new monsters have no treasure in this gp each to an interested alchemist.
Manual 11,p. 17). The jelly is fed to the adventure. 3 Physicians: AC 10; MV 1” crawl; c1
queen via metal pipes and rubber hoses. The mysterious body is that of a man 0; hp 4 (max), 1 due to depleted condi-
Each of the four sets of two engines dressed in a purple tuxedo with a crushed tion; #AT 1, knives only; Dmg variable;
(eight total) hanging beneath the wings top hat. He was stung repeatedly and has THACO 21; AL NG; XP 10; SA big
contains 10 baby bumblebees. They con- been dead for months. A business card in words cause confusion, high Dexterity,
stantly pretend the plane is in the air and his upper shirt pocket reads “Wile E. and Intelligence; SD healing proficiency.
hum the melody of Rimsky Korsakov’s Wonk-Ah, Inc., broker and inventor.” In
“Flight of the Bumblebees.” They are his left pants pocket is a small multi-
noncombatant and have no treasure. colored rock. It is an everlastinggobstop-

81
inevitable domination of the Market by further. There are six regular orders and
Encounter Setting King Burger, and they serve that cause. two extra crispy.
In this level of the Greyhawk Dungeon, The Countertops, in trying to disrupt that 6 Cockatrices: AC 6; MV 6“/18“ ; HD
the intrepid adventurers find themselves service, have several strai egies. The lat- 5; hp 24; #AT 1; Dmg ld3; THACO 15;
in the midst of a covert war between est ones are to infiltrate King Burger’s SA Petrification; AL N.
Colonel Sandpaper and King Burger. ranks with Chicken Tenders trained by 2 Pyrolisks: AC 6; HD 4 +3; hp 26
The situation may be summarized as Colonel Sandpaper, and to flood the Mar- each; #AT 1; Dmg ld4; THACO 15; SA
follows: ket with free-willed soft drink refill ele- Gaze causes victim to explode into flames
Colonel Sandpaper has been using his mentals. (instant death)-successful saving throw
terroristic cockatrice minions (available Again, the player characters are ad- vs. petrification reduces this to ld12 + 1
in extra crispy as well as traditional rec- vised to simply watch oui for their own points of damage; SD immune to fire; AL
ipe) to make sandstone statues of inno- skins. Taking sides in the conflict is not NE.
cent passers-by. These are then ground recommended, as most intellectuals and These beasts’ primary task is to make
up and made into sandpaper. The sandpa- gourmets agree that the Countertops are statues that may then be ground up and
per is then diverted to supply the Coun- at least as greasy and unappetizing as made into sandpaper; therefore the pyro-
tertop Rebels, who are struggling against King Burger himself. lisks refrain from using their gaze attack.
the autocratic regime of King Burger by If however, they seem to be faced with a
powerful group (this means going two
wearing away at his Profits.
But there are dangers for Colonel
Encounter Key consecutive rounds of combat without
Sandpaper. General Public has been Web of Intrigue turning a PC to stone), the pyrolisks will
pleasantly oblivious, beyond the Veil of This magical curtain of sticky strands make full use of their incinerating gazes.
Secrecy that hides from him the Web of surrounds the operations of Colonel
Intrigue, passing the time eating pop- Sandpaper. It is a permanent, specially Area 2: Secretary
corn. But if a leak is made and a kernel of modified web (as the spell). Any charac-
truth is slipped through the curtain, the ter who is in direct physical contact with it In the center of this brightly-lit room is
General, angered by the deception, for more than one round must roll a suc- a desk. Behind it sits a comely young
might seek a more truthful colonel to re- cessful saving throw vs. spell or develop woman, perhaps in her mid-20s. She
place Sandpaper. In the words of Col. paranoia (see DMG, p. 84). The Web is introduces herself: “Hello, I’m Tela
Sandpaper to his secretary and appren- partially resistant to fire; if set aflame, ap- Vision, the Colonel’s secretary and re-
tice, Tela Vision, “It would not be linger- proximately 10 feet of it burns before the ceptionist. Do you have an appoint-
lickin’ good.” The Colonel would then fire dies out. It can, of course, be relit. ment?”
have to have his cooks generate some The Web’s enchantments prevent view- ~~ ~

sympathy to regain the General’s favor. ing by Astral color pool of the area inside; Light in this room, as in others on the
(Sympathyis a type of dinner roll, the pri- however, ethereal creatures can pass level (except the maze, area S), is pro-
mary ingredients of which are shredded through. vided by glass tubes attached to the ceil-
player characters and kernel of truth.) Besides crossing areas 1and 4, the Web ing, upon which have been cast
The player characters’ objective is fills a narrow passage that runs around permanent continual right spells. Tela,
simply to get through this level alive. most of this level. The height of the pas- the Colonel’s protege, is loyal and dili-
This is best accomplished by not getting sage varies between 3 112 and 12 feet. Any- gent. Nonetheless, she’s having second
entangled in the Web of Intrigue. They’ll one traveling through the area has a 1in 20 thoughts about the Sandpaper Affair.The
have enough trouble with the Colonel try- chance per 10 feet traveled of being at- business about the Countertop Rebels
ing to shred them into coleslaw, cocka- tacked by a pair of phase spiders. also concerns her.
trices trying to get them stoned, and 2 Phase Spiders: AC 7; MV 6”*15”; She chats with the characters, and idly
cooks trying to get them baked into din- HD 5 + 5; hp 45 each; #AT 1; Dmg ld6; toys with the beans on her abacus. She
ner rolls. (Despite the references to get- THACO 13; SA poison (save at -2); SD asks whether they’d prefer a morning or
ting “stoned” and “baked,” it is generally shift out of phase; AL N. afternoon hearing with the colonel, and
believed that the Colonel isn’t involved in should General Public be there? Are they
the drug trade.) Area 1: And You Thought interested perhaps in commissioning a
The realm of King Burger makes up Salmonella Was Bad tower, since the Colonel has access to a
dungeon level 8. Here the player charac- lot of stone for construction? The barrage
ters encounter the Countertop Rebels, Just beyond the Web is a contingent of of such shop talk will probably go way
who struggle against King Burger and his the Colonel’s crack troops, cockatrices over the heads of the bewildered adven-
mystical Profits. The Profits predict the waiting to ambush any who would pass turers.

83
Then she’ll spill the beans. The abacus second time, Tela will have been re- Area 4:The Veil of Secrecy
falls, shattering and making an awful clat- placed. The Colonel learned of her
ter, as Tela sobs her confession and begs treachery and decided to have her petri- This normal-looking curtain of cloth is a
for the characters’ assistance. fied and brought to the sandpaper pro- powerful magical cloaking device. When
A few hours ago, she made a leak to duction room (area 10) to await use in the functioning, it creates a magical curtain
General Public. With the Veil of Secrecy next batch. around a prescribed area. This barrier’s
thus broken, it’s only a matter of time be- To fill Tela’s post until a permanent sec- effects apply to those on both sides of it.
fore trouble comes. What must be done, retary can be found, Sandpaper will have Scrying devices, spells and effects, such
she explains, is the kernel of truth must hired Bunny. She is tall, gorgeous, scant- as clairaudience, clairvoyance, crystal
be slipped to General Public. ily clad, bat-winged, and has the most al- balls, ESE telepathy, and x-ray vision
She then takes out that magical corn luring, delicate little horns and fangs; she cannot penetrate the barrier. Neither can
kernel from a desk drawer, presents it to is, in a word, a succubus. Bunny was, in the area protected be viewed by astral or
a PC, and hurries the party through the fact, Tela’s predecessor, but she was re- ethereal beings, nor can such beings pass
south door (using her suggestion spell to lieved of the post because she kept se- the Veil to materialize beyond it. (This
encourage them, if necessary). “You’ll ducing the Colonel’s business partners means, of course, that characters who
have to fight your way past the guards and clients-with disastrous financial and enter those planes from within the Veil’s
and through the Web of Intrigue first,” personal results. Bunny has a special tal- area would not be able to move else-
Tela comments as she slams and locks the ent for helping visitors pass the time plea- where in those planes until the Veil was
door behind them. surably while waiting for a7 appointment lifted.) In a similar vein, spells such as
The kernel of truth is the size and ap- with the colonel. blink, dimension door, gate, and teleport
pearance of a normal corn kernel. It Bunny (succubus): AC 0; MV 12”/18”; cannot transport beings or objects across
glows bright red whenever a lie is told HD 6; hp 48; #AT 2; Dmg ld3/ld3; the curtain. Finally, the Veil itself is
within 30 feet of it. If the proper com- THACO 13; SA energy drain, darkness soundproof and totally opaque.
mand words are known, the kernel can 5‘ t,charm person, ESE clairaudience, Beyond the Veil lives General Public,
also be used to store information or carry suggestion, shapechange (to humanoid the official ruler of this level. The General
messages: The user speaks the correct form of roughly same size only), gate leaves all the administrative details to his
incantation, then states the information (40% chance of success, type IV (70%), assistant, Colonel Sandpaper, and spends
into it, and says another command to turn type VI (25%) or lord/prixe (5%); SD his time relaxing, eating popcorn, and
it off. Still other commands cause the ker- +1 or better weapon to hit, ethereal- watching programmed illusions. Insu-
nel to recite th.e information it carries. ness, teleport no error: MR 70%; AL lated by the Veil of Secrecy, he is blissfully
The kernel will not record any statement CE. oblivious to what has been happening be-
that is false at the time it is spoken. The yond the Web of Intrigue.
kernel can retain up to 90 minutes of in- But only a few hours before the charac-
Area 3: Guards ters’ arrival, Sandpaper’s secretary (see
formation, and currently holds (in Tela’s
voice) details of Colonel Sandpaper’s op- A trio of extra crispies have orders to area 2) came and cut a hole in the Veil,
erations. keep everyone away from the living room disrupting its magic. If the characters
of General Public. (Tela was able to get met her and received the kernel of truth,
If assaulted, Tela defends herself to the
past the guards and the Web by using oil they might slip it through the tear in the
best of her abilities.
of etherealness.) cloth. In this way, all of the drama will
Tela Vision (human illusionist): AC 0;
3 Pyrolisks: AC 6; HD 4 + 3 ; hp 35 have been brought right into the living
MV 12” ; 17; hp 30; #AT 1;Dmg ld4 +3;
each; #AT 1; Dmg ld4; THACO 15; SA room of the General Public, by Tela Vi-
THACO 16; SA & SD Spells, ring; AL
gaze causes victim to explode into flames sion.
LN; ST 11;IN 17; WI 12; DE 18; CO 15;
(instant death)-successful saving throw Public wdl pick up the kernel, learn in-
CH 17; Possessions: bracers of defense
vs. petnfication reduces this to ld12 + 1 stantly of Sandpaper’s covert operation,
AC 4, dagger + 3, ring of fire resistance; and fly into a rage over the deception.
Spells and cantrips memorized: blur, points of damage; SD immune to fire; AL
NE He’ll tear down the Veil, stomp past the
chromatic orb, color spray, fascinate,
Wrapped up in the Web just beyond this characters, and fly to the Colonel to have
haze, mask, mirage, mirror image, para-
area is some treasure: a backpack full of a little man-to-ogre mage chat.
lyzation, rainbow, spook. In order to regain the General’s favor,
Tela’s spell books are kept in her desk platinum (300 pp) and a beautiful necklace
(gold decorated with platinum wire and the colonel will have to cook up some
(locked, of course). The spell books con- sympathy-and the PCs are the primary
tain those spells memorized, plus contin- 15 emeralds of various sizes and shapes,
depicting flowers and leaves) worth ingredient. For the full recipe, see area 7.
ual light, hypnotism, and read illusionist
magic. 15,750 gp.
If the characters come to this room a
Area 5: Living Room Area 6: Hall of the Faun trices and pyrolisks, and the sociology
This large chamber is comfortably and and unique powers of the Countertop off-

1
luxuriously furnished with plush carpet- This is a normal-looking hallway, 50 shoot of the svirfneblin race. He explains
feet long with a door at the end. Half- that this information was only accessible
ing, soft couches, reclining chairs, foot-
stools, an oak cabinet, and several small way along is a perfectly-sculpted, life- through covert operations, and protests
sized statue of a satyr. that, appearances aside, all Profits were
tables made of exotic wood. On the tables
are oil lamps, bowls of popcorn, half- used for humanitarian purposes only, and
drained mugs of warm beer, and back is- The hapless satyr stumbled out of a he was chiefly concerned in observing
sues of such magazines as Town & plane-shifting wardrobe one day, right and recording the situation.
into the reach of Sandpaper’s sandstoning Clerics (the Devout Believer ap-
Castle, In terdimensional Geographic,
solicitors. Following their pecking or- proach): The room is adorned as the
Wars Illustrated, and Better Lairs & shrine of a deity worshiped by party
Dungeons. Various tapestries, rugs, and ders, the cockatrices petrified the bewil-
dered fellow. To commerrorate the odd members. Sandpaper, in priestly garb,
paintings hang on the walls. These depict
occasion, the Colonel decided to use the explains that he has been bringing faith
General Public, his family, and relatives. and hope to the Countertops, and waging
In the center of the room is a huge new faun statue as a hall decoration.
If returned to flesh, the satyr will bab- a holy war against the infidel King Burger.
(100-pound) glass cube. By mental com- Thieves (the Economic Pioneer ap-
mand, the cube can depict any of several ble about how four thrones must have
been filled, sing about the loveliness of proach): The room appears to be an afflu-
dozen programmed illusions. As charac- ent merchant’s office. The .merchant
ters enter, the one playing is “The springtime and some lion being back in
town, and then run off in search of the himself, Sandpaper, explains that the ec-
Brownie Bunch”-a light-hearted docu- onomic effects of the Countertop Affair
drama depicting dragons devouring di- nearest interdimensional wardrobe.
have been profoundly advantageous to
minutive demi-humans. the General Public. As to the ethical side
Unless the kernel of truth was slipped Area 7: Headquarters of the Burger Wars-well, this is all free
to him (see areas 2 and 4),General Public This room is, of course, Colonel Sand- enterprise. As a corporate raider, Sand-
will be here, and will engage intruders in paper’s headquarters. paper is of course a necessary part of the
combat. The true form of this room is plain and capitahtic system.
General Public (extra-strength non- virtually unadorned. (The only real ob- The PCs most likely will have abso-
aspirin ogre mage): AC 2; MV 9”/15”; jects to be found here are Sandpaper’s lutely no idea of what Sandpaper is talking
HD 1 0 + 4 ; hp 84; #AT 1; Dmg 2d12; spell books; these are kept in a waU niche about, but that’s OK. The objective is to
THACO 10; SA Fly, invisibility, darkness hidden by a permanent illusion). confuse them and get them off their
1 ” L, polymorph self to humanoid form, The room is enchanted to respond to guard, so Sandpaper can face them in
charm person, sleep, cone of cold (Dmg Sandpaper’s will and appear as the Colo- combat on his own terms.
8d8); SD assume gaseous form, regener- nel desires. The appearance that the Colonel Sandpaper (human illusionist):
ate 2 hplround; AL LE Colonel chooses will deperd on the com- AC -3; MV 12”; I1 26; hp 51; #AT 1 ;
The room’s furnishings are valuable, position of the party. Since he wants to Dmg; THACO 11; SA & SD Spells, de-
but also extremely bulky (they’re ogre choose a decor that will appeal to the ma- vices; AL LE; ST 16; IN 18; WI 13; DE
mage-sized) . If somehow transported jority, the general class that the party 18; CO 15; CH 17; Possessions: bracers
and sold, perhaps 50,000 gp could be gar- composition leans toward most deter- of defense AC 3, ring of protection +2
nered. The 12 tapestries, rugs, and mines the room’s appearance and the Spells memorized: alter self, chaos,
paintings are each worth 2d4 x 100 gp. colonel’s actions: chromatic orb, continual darkness, con-
Inside the oak cabinet are treasures Fighter (the Loyal Soldier approach): tinual light, dancing lights, darkness,
more suited to the mobility of player The room appears as spartan barracks, deafness, delude, demi-shadow magic,
characters: 27 assorted gems (five are and Sandpaper seems to be a wamor in demi-shadow monsters, dispel exhaus-
base 10 gp value, three are base 50, full battle dress. He describes his opera- tion, dispel magic, hallucinatory terrain,
seven are base 100, six are base 500, tions as a quest to serve the greater glory hypnotic pattern, hypnotism, major crea-
four are base 1,000, and two are base of the General Public, and besides that, tion, mass suggestion, maze, m’sdirec-
5,000), 17 flasks (six oil, three unholy he was only following orders. tion, permanent illusion, phantasmal
water, one oil of slipperiness, and seven Magic-Users (the Seeker of Knowl- killer, phantom armor, phantom wnd,
potions: extra-healing, giant control, edge approach): The room appears to be prismatic spray, prismatic wall, pro-
growth, healing (2), and poison), and an a combination alchemy laberatory and re- grammed illusion, projected image, rain-
efreeti bottle. search library. Wearing a white apron bow pattern, shades, shadow monsters,
over a professor’s gown, Sandpaper be- shadow walk, solid fog, spectral force,
gins a lecture on the ecology of cocka- summon shadow, ultravision, ventdo-

86
quism, Vision, wall of fog, weird, whis- to them in ld10 rounds. fog, wraithform.
pering wind. 3 Berbalangs: AC 6; MI’ 6” /24” ; HD Paperwork cames no treasure and is
If at all possible, Sandpaper will seek to 1+ 1; hp 9 each; #AT 3; I)mg ld4/ld4/ really concerned with nothing but main-
neutralize party members. He can then ld6; THACO 18’;AL CE taining the maze and producing sandpa-
make them into sympathy, General Pub- 4. Criminally insane-one beholder: per. He fights only to defend himself, and
lids favorite dish. The recipe consists of AC 0/2/7; MV 3 “ ; hp 75: #AT 1; Dmg even then prefers to flee or hide. Other-
shredded paper and player character, 2d4; THACO 7; SA charm person, charm wise, he ignores all passers-by.
sawdust, and kernel of truth. monster, sleep, telekinesis. petrification,
disintegration, fear, slow, cause serious Area 10: Sandpaper Production
Area 8: Maze of Paperwork wounds, death ray; SD anti-magic ray;
AL LE This is a very cluttered room. A most
Actually, Paperwork lives in the Shred- The DM should check for these en-
ding Room (area 9), but he is in charge of bizarre creature is in the center. It
counters whenever he feels like it, having consists of two main parts: one is a cu-
maintaining the maze. Here in the maze the party run into one of them on a roll of
one has random encounters with the bic metal box, 10 feet on each side.
1on ld6. Each should be used only once. This box is featureless, except for a
Irate, Confused, Comatose and Crimi-
nally Insane-each deahng with the maze thin horizontal slit across the middle of
in their own manner. A sample encounter Area 9: Shredding Room one face. A tangle of slime-dripping
list follows: tubes connects the box to a giant, de-
1. Irate: Tronsuth the pit fiend is, to This room is dominated by a giant, monic head, which is supported by a
say the least, irked to have recently been metal monster that puffs steam and metal tripod. The head is covered with
placed in this devil-forsaken dungeon as a makes hideous, screeching noises. knobs and horns, glistening with ooze,
prank, and he’d like to express his feel- Out of what appears to be a mouth and has a vast, gaping maw. Its slitted,
ings in a most graphic and violent manner comes a stream of shredded rubbish, serpentine eyes blink at you suspi-
to anyone he meets. which falls into a large vat. The mon- ciously.
Pit Fiend: AC - 3; MV 6”/15“; HD 13; ster seems to have another mouth on Scattered around the room are
hp 85; #AT 2; Dmg l d 4 + 4 / l d 6 + 6 ; top of it; a gnome is dumping a bucket many sandstone statues of people and
THACO 9; SA constriction, pyrotech- of paper into this. The gnome seems monsters. There are also several
nics, produce flame, wall of fire, poly- oblivious to your presence, since he small stacks of sandpaper.
morph self, hold person, gate (70% pays you no attention as he runs
success: l d 3 barbed devils (60%) or one around, examining knobs and protru- The monster/machine is simply called
pit fiend (400/00>,symbol of pain, radiate sions of the metal behemoth. the Sandpaper Producer, for lack of a bet-
fearin2O’r.;SD detect magic & invisible, ter name. It is very stupid and of uncer-
regenerate 2 hp/round; MR 65%; AL LE The monster is a shredding machine- tain ancestry. The Colonel finds it useful,
2. Confused: This is a group of five fire purely mechanical, steam-operated, and however, because of its curious diet and
giants who had been fighting a pleasant non-sentient. The gnome is named Pa- excrement. If fed a correct diet (and it
little war in Gladsheim when POOF! they perwork. Paperwork feeds raw materials must be fed; though possessing a vora-
found themselves miniaturized to the into the shredder, which reduces them to cious appetite, the monster is unable to
height of four feet and transported across thin strips that are then used for sandpa- move and acquire its own food) of sand-
the planes to this dungeon. Needless to per production (see area 10). The shred- stone and shredded paper, it will digest
say, they are quite bewildered, and would der can also be used on PCs (it does 5d10 those substances and, after ld4 hours,
like very much to physically express their points of damage per rounc‘ to any crea- excrete a magical waste product (from
confusion and frustrations to anything ture placed in it), in preparation for mak- the box) that in appearance most closely
that comes their way. Despite their size, ing sympathy resembles sandpaper. If crumpled up into
they fight as normal fire giants. Each car- Paperwork (gnome thief/illusionist): a ball, this can be used as a weapon-if
ries a total of approximately 3,000 gp in AC -1; MV 6 ” ; T 15/18; hp 65; #AT 1; hurled against something (it can be
coins, gems, jewelry, furs, etc. Dmg l d 6 + 2 ; THACO 14; SA & SD thrown up to 30 feet), it explodes in a
5 Fire giants: AC 3; MV 12”; HD Spells, thieves’ abilities; AI, LN; ST 14, cloud of tiny mineral particles. The con-
11+5; hp 62 each; #AT 1; Dmg 5d6; IN 19, WI, 13, DE 18, CO 17, CH 10; cussion of the explosion does 2d8 points
THACO 10; SD immune to fire; AL LE. Possessions: leather armor +3, ring of of damage to those within 10 feet of the
3. Comatose: Three berbalangs, in as- protection +2, dagger +2 longtooth; point of impact (successful saving throw
tral trances, are found leaning against a Spells: blur, color spray, dancing Lights, vs. petrification for half damage). The
wall in yoga positions. If their bodies are fog cloud, gaze reflection, invisibilitx cloud of particles obscures vision (as if a
disturbed, the creatures’ psyches return rainbow pattern, spectral force, wall of wall offog20feet on a side) until it settles

87
(in 2d4 rounds). Most of the room’s 52 rats are of the
Sandpaper producer: AC 0; MV Nil; lar organization, there are tables, ov- normal variety; but seven are giant rats
(head)/5 (tubes)/-10 (box); HD 30; hp ens, stoves, pots, pans, kettles, bar- and three more are wererats. The were-
240 (head: 80, tubes: 40, box: 120); #AT rels and crates of food and drink, racks rats inhltrated the level only recently;
1; Dmg: 10d6; THACO 2, but can only at- of various utensils (mostly for cook- they are spies for King Burger.
tack something that comes within three ing), a couple of maces and flails, meat 42 Ordinary Rats: AC 7; HD 1/4; hp 2
feet of its mouth; SD corrosive ooze on cleavers (including a halberd), forks each; #AT 1; Dmg 1; THACO 21; SA dis-
head and tubes inflicts 3d8 damage to (not military), and a bastard sword, ease (30% chance to be carrier); AL N
flesh that touches it and ruins nonmagical around which is laced a string of pop- 7 Giant Rats: AC 7; HD 1/2; hp 4 each;
objects, regenerates 5 hp/round (even if pies. #AT 1; Dmg ld3; THACO 21; SA disease
reduced to 0 hp or lower, like a troll) ex- Strewn all about are such foods as (60% chance to be carrier); AL N(E)
cept electrical damage; MR 50%; AL N worm-infested meat, moldy bread, 3 Wererats: AC 6; HD 3 + 1 ; hp 25
The Sandpaper Producer cannot initi- and overripe fruit. There’s also plenty each; #AT 1; Dmg ld8; THACO 16; SA
ate hostilities, since it is immobile. How- of sawdust, various partially-emptied surprise on 1-4, control rats; SD silver or
ever, it will not hesitate to bite something containers of alcoholic beverages, and + 1 or better magical weapon to hit; AL
that comes too close. an occasional page tom from a recipe LE
There are a total of 40 sheets of sand- book and decorated with scribhled ob- In all likelihood, the party will engage in
paper stored here, awaiting shipment to scenities. Everything is covered with melee with the cooks soon after entering
the Countertops. Nothing else here is of grime, and many rats scurry around, the kitchen. The wererats will observe
sigmficant value. eyeing newcomers warily. on the side; if it seems that the PCs are
destined to win, the wererats will com-
Area 11: Treasure Cache Inside the cauldron, which is being mand the giant and ordinary rats to fight
used as a primitive hot tub, are the cooks: on the cooks’ side, because powerful ad-
For those determined (or stupid) three annis and a night hag. These evil venturers are a threat worse than cooks
enough to hack their way through the she-monsters actually can prepare good who were under surveillance anyway.
Web of Intrigue, here’s a prize. meals for Colonel Sandpaper and his The wererats will themselves avoid com-
staff, but they are less than tidy house- bat if at all possible, preferring to follow
Outside the Web, as if a bubble of air keepers. They feed the cockatrices (area the party as it progresses through the
blown in the solid rock, is this roughly 13) whatever they sweep up off the floor, dungeon. Then, at some opportune time
spherical, 24-foot-diameter room. It is which occasionally includes a rat or two. (on this level or elsewhere) they will
filled with a huge pile of rich treasure; A special thrill for the cooks is to bake spring an ambush.
the sight of gold, silver, gems and such delicacies as sympathx one of Gen- The halberd among the utensils is a + 2
finely crafted jewelry delights your eral Public’s favorites. They also like to magical weapon. The enflowered sword
wonder-filled gazes. cook for themselves any nonresident is a specially cursed/enchanted weapon:
creature that they find on this level. Its magic is meant to keep it from ever
The treasure consists of 5,000 cp, 3 Annis: AC 0; HD 7 + 12; hp 60 each; hitting a target, but if a particularly able
6,000 sp, 3,000 ep, 4,000 gp, six base #AT 3; Dmg l d 8 + 8/ld8 + 8/2d4 + 1; and lucky character uses it, it may hit,
500 gp gems, eight pieces of jewelry THACO 12; SA grappling; SD fog cloud, and for devastating effects. If the ad-
worth a total of 15,614 gp, a potion of ex- change self, -1 dmg from edged justed hit roll (i.e., with Strength bo-
tra healing, and a scroll of protection h-om weapons/ + 1 dmg from lilunt weapons, nuses and so on) is 22 or higher, the
pe trification. MR 100% vs. illusion/phantasmonly; AL sword will hit a target of any Armor
If the phase spiders haven’t been en- CE Class, and will inflict 5d6 hit points of
countered (see Web of Intrigue) they will Night Hag: AC 9; HD 8; hp 64; #AT 1; damage. On any lower roll, the sword will
come here to attack characters sorting Dmg 2d6; THACO 12; SA ma@c missile miss (even if the target is AC lo!). For
through the hoard. (3/day; Dmg 2d8), ray o f enfeeblement purposes of characters requiring magical
(3/day),know alignment, Dolymorph self, weapons to be hit, the enflowered sword
Area 12: Kitchen gate type I demon or barbed devil (50%/ is treated as a + 5 weapon, though it has
50%; 50% chance of success); SD ethe- no bonuses for hit rolls or damage.
This 50-foot-square room is appar- realness, project astrally, silver or iron or Additional treasure is to be found in one
ently a kitchen, though a terribly + 3 or better weapon to hit, immune to of the ovens: 3,000 pp, 20 base 500 gp
messy one. What grabs your attention sleep, charm, fear, fire, cold; R/IR 65%; gems, and three flasks of oil (Nystul’s
most is a huge cauldron in the center AL NE; carries a periapt for astral travel magic aura has been placed on one).
of the room. Also, without any particu- (see Monster Manual, p. 73).

88
Area 13: Flying the Coop Area 14: Chicken Tender The Profits, on the one hand, claim to
On the door to this room is posted the Training Ground be the manifestation of progress. They
following notice. believe progress is inevitable, and there-
This room is very large-70 feet by 50 fore they will emerge victorious by virtue
feet-and entirely empty. It is part of Sand- of the inexorable process of history.
WARNING: This room contains pyro- paper’s latest scheme to aid the Counter- Many Profits are spellcasters, since their
lisks and cockatrices, which may make top insurrection. He is working on creating ideology favors the cerebral and arcane.
you smoke, stone you, and otherwise “chicken tenders,” special cockatrices who They symbolize civilization and progress,
be hazardous to your health. wdl infiltrate the ranks of Ring Burger’s but at the price of innocence and purity;
Profits. The tenders are trained in this the gain of organization comes with the
(Signed) C. Everett, Coop Surgeon, room, but it is not in use at the moment. loss of individuality. This is illustrated by
General Public’s friend the fact that, though of diverse racial ori-
The room beyond is indeed filled with The Market gins, all become little more than numbers
when grouped as Profits.
the bird-monsters and their nests. There This is the vast, natural (cavern of this On the other hand, Countertops are
are presently 12 cockatrices and eight level. Most of it is covered with thick for- long-lived and virtually unchanging, al-
pyrolisks here. ests of fungi. There are many and varied most part of the Market itself; they are
12 Cockatrices: AC 6; HD 5; hp 23 species, from shme molds to tall, stalk- closer to material things (hence their dru-
each; #AT 1; Dmg ld3; THACO 15; SA like growths, as well as giant and normal idic powers). Disorganized, brutal, and
petrification; AL N mushrooms. Characters may be tempted impulsive, civilization and culture are
8 Pyrolisks: AC 6; HD 4 + 3 ; hp 21 to ingest some of the fungi; if they do, roll alien concepts to them. They represent
each; #AT 1; Dmg 2d4; THACO 15; SA ld12 to determine the effects (which ap- the darker side of nature: violence,
gaze causes victim to explode into flames pear after 2d4 rounds): chaos, and uncontrolled power.
(instant death)-successful saving throw 1. Curative: Will restore ld4 hit points It is perhaps ironic that Colonel Sand-
vs. petrification reduces to ld12 + 1 to a wounded character. paper, who is so like the Profits, is aiding
points of damage; SD immune to fire; AL 2-9. Edible: No special effects. the Countertops, but such are the quirks
NE 10. Poisonous: Causes 2d8 points of of politics.
The monsters are not immediately damage (save for half).
hostile to intruders-they usually know 11. Laxative: Character effectively in- Countertop Rebels
better than to indiscriminately slay those capacitated for l d 8 turns.
who feed and care for them, but they 12. Hallucinogenic: For possible ef- These insurgents are in fact a peculiar
don’t know enough to tell a party of ad- fects, see basidirond (MML?,p. 15). offshoot of the deep gnome, or svirfneblin,
venturers from their caretakers. If char- race. They are to be treated as svirfneblin
acters attack the pyrolisks and The fungi forests provide a haven for (see FIEND FOLIO@tome for descrip-
cockatrices or try to take any of their the Countertops, and for this reason King tion), with the following modifications:
treasure, however, they will be assaulted Rurger is having them cut down. Alignment is neutral with chaotic ten-
without hesitation. The landscape is also adorned with dencies.
The monsters’ treasure is kept in their stalagmites of all sizes. Some huge ones Countertops may not be illusionists;
nests. Gathered together, it totals 1,318 actually connect with stalactites, forming they may, however, be druids, and they
pp, 4,673 gp, 3,801 ep, 2,548 sp, 5,487 limestone pillars that rise from floor to excel in this field as well a s their
cp, and 34 pieces of jewelry totalling ceiling; these are noted on the map. svirfneblin cousins do in the other.
14,118 gp value. Many feathers are of Except where pits and plateaus are Instead of summoning earth elemen-
course found in the nests; detect magic shown, the floor has a more or less gentle tals, the higher-level Countertops are
would reveal that three feathers are slope from the walls down to the Pool of able to summon soft drink refill elemen-
magical-Quad’s feather tokens, in fact Resources (area 19). tals from the demi-plane of Soft Drinks
(fan, swan boat, and whip). Ideological Struggles: The struggle (which is located near the demi-planes of
Also of possible interest is a petrified between the Countertops and Profits is Gelatin, Chocolate Milk, and Crankcase
human-C. Everett, the monsters’ more than a mere territorial dispute. It is Oil). Countertops of 6th level or higher
former caretaker, who made the mistake the clash of two opposing philosophies, may attempt the summoning once per
of thinking they wouldn’t mind his taking irreconcilable ideologies. In most wars a day. The specific type of elemental is de-
a little necklace. truce can be negotiated; but the rift be- termined by rolling ld20:
tween Countertops and Profits is so pro- 1. Extracaffeinated Cola Elemental
found that only annihilation of one side (AC 1;MV 1 2 ” ; HD 24; hp 108; #AT 1;
Dmg 5d6; THACO 7; SD straw (Dmg 1
can provide a resolution.

89
hp) or + 2 or better weapon to hit; AL N) blur, non-detection, + 3 on all savings command, protection kom good, wyvem
A side effect of this colossal being is to throws except poison (which is + 2), poi- watch
negate any sleep spells or effects within a son gas crystals, immune to illusions; MR The DM is encouraged to alter the
30-yard radius. 25%; AL CN spell choices as he wishes. Profits do not
2-6. Diet Soft Drink Elemental (AC 1; 5th-level Countertaps: Stats as usually carry treasure.
MV 18"; HD 16; hp 72; #AT 1; Dmg 5d6; above, except AC 0; HD 5 + 8; hp 40; MR
THACO 7; SA Those struck must roll a 30% Random Encounters
successful saving throw vs. poison or suf- 6th-level Countertops: Stats as
fer nausea [incapacitation for l d 4 melee above, except AC - 1; HD 6 +9; hp 47; Since this level is so large, and space for
rounds]; SD straw or + 2 or better THACO 13; SA summon soft drink refill description is limited, it is recommended
weapon to hit; AL N) elementals; MR 35% that the DM u t h e random encounters to
7-10. Lemon-Lime Soft Drink Elemen- Countertop Druid Skits as 6th-level add interest to its exploration. On a roll of 1
tal (AC 1; MV 15"; HD 12; hp 54; #AT 1; Countertop, plus the abilities of a 7th-level on ldlO (check for each hex entered),
Dmg 5d6; THACO 9; SD straw or + 2 or druid (typical spell selection: c u e light there will be a random encounter. Roll again
better weapon to hit; AL N) wounds, detect snares and pits, dispel to determine what the PCs encounter (all
11-15. Orange Soft Drink Elemental magic, entangle, faerie fie, heat metal, creatures can be assumed to be hostile un-
(AC 1; MV 24"; HD 8; hp 36; #AT 1; neutralize poison, pass without trace, less otherwise noted):
Dmg 5d6; THACO 12; SD straw or + 2 snare, spikegrowth, trip, i v q wood. 1-3. Corporate Raiders: A party of
or better weapon to hit; AL N) Countertops in search of Profits. It con-
Each Countertop Carrie'.; 2d6 base 100 sists of ld4 + 1 4th-level, l d 4 5th-level,
16-18. Swamp Water Elemental. This
gp gems and four sheets of magical sand- l d 3 6th-level, and 0-2 druid Countertops.
creature is a mixture of the other soft
paper (see area 10). 4. ld4 + 1 spirit nagas.
drink elementals. The chemical reactions
of all those unnatural elements makes 5. l d 4 + 1kuo-toans.
this an unsightly and fearsome creature. Profits 6. Profit Sharing: Characters stumble
In addition to its normal attack, the mon- This is the general term for any being upon a skirmish between Profits and
ster can spit carbonic acid each round, that supports King Burger. Some specific Countertops; on the Profit side are ld2
splashing one target for damage equal to varieties are as follows: spirit nagas and l d 3 kuo-toans. They face
the swamp water elemental's current hit Gross Profits (aboleths):AC 4; HD l d 4 4th-level Countertops, l d 3 5th-level
point total (saving throw vs. breath 8; hp 49 each; #AT 4; 1)mg ld6 (x4); Countertops, ld2 6th-level Countertops,
weapon for half damage). The elemen- THACO 12; SA slime transformation, il- and a Countertop druid.
tal's stats are AC -2; MV 18"; HD 10; lusion, charm; SD mucus cloud (in wa- 7. Ascomoid: AC 3; HD 6 +6; hp 54;
hp 50; #AT 1 + breath weapon; Dmg ter); AL LE #AT 1; Dmg special; THACO; SA spore
5d6; THACO 10; SA Acid spit; SD straw Net Profits (kuo-toan priest- jet; SD not harmed by blunt weapons, 1
or + 1 or better weapon to hit; AL N . princes):AC 4; HD 10; hr, 70 each; #AT point damage from slashing and cutting
19-20. Summoning fails. 1;Dmg by weapon + 1 (armed with dag- weapons (but double damage from pierc-
ger, spear, and weighted throwing net); ing weapons more than six feer long),
Watery and usually flat, soft drink refill save at + 4 and take 50% damage from
elementals are very similar to water ele- THACO 9; SA lightning stroke, abilities
of 10th-level cleric and assassin; SD skin magical attacks except cold, immune to
mentals. The ice found in them provides mind-influencing magic; AL N(E)
secretion, detect invisible. AL LE; Typi-
them with the lower Armor Class. 8 . 2 Basidironds: AC 4; HD 5 + 5; hp 40
The Countertops found on this cal spell selection: curse, bless, cloak of
fear, command, cure light wounds, cure each; #AT 1; Dmg 2d4; THACO; SA
dungeon level are fairly high level, having smothering, hallucinatory spores; SD im-
been trained extensively by Colonel (or cause) serious wounds, dispel magic,
mune to mind-influencing magic, cold-
Sandpaper. They are a fairly crude lot, flame strike, hold person. magic stone,
based attacks do no damage, but they
however, and are as likely (and as happy) meldinto stone, protectioti from good 10'
slow the basidironds and prevent spore
L, silence 15' L, spiritual hammer, true
to attack strangers as minions of King attacks; AL N(E)
Burger. Standard stats are provided here seeing, withdraw
9. ld4 Violet Fungi: AC 7; HD 3; hp
for simplicity: Profits of Doom (spirit nagas):AC 4;
24 each; #AT 4; Dmg special; THACO 16
4th-level Countertops: AC 1; MV HD 10; hp 65 each; #AT 1; Dmg ld3;
(can only attack creatures within four feet
12"; HD 4 +7; hp 32 each; #AT 1 or 2; THACO 10; SA poison, charm gaze; AL
of it); SA rot flesh; AL N
Dmg by weapon (carry non-magical dag- LE; Typical spell selection (magic-user): 10. l d 3 Ustilagors: AC 5; HD 3 +3; hp
ger + 1,pick + 1 , and darts); THACO 15 magic missile, Melfs acid m o w , Melfs 26 each; #AT 1; Dmg l d 4 + 1; THACO;
( + 2 to hit with darts); SA blindness, minute meteors, ray of enfeeblement,
SA alkaline fluids, psionics; SD immune
change self, surprise 90% of the time; SD shocking grasp, unseen scmmt; (cleric): to mind-influencing magic; AL N(E).

90
Area 15: Rebel Encampments Area 18: Car Pool #AT 1; Dmg 2d8; SA corrode metal; SD
Though the Countertops are generally impervious to heat, cold; MR immune to
This pool is named after Car, a Coun-
on the move, they do occasionally make spells (except electricity); AL N
tertop who drowned in it several years
large encampments such as these to launch Area 20C-King Burger’s Cham-
ago. It is sometimes called the “transpor-
big attacks. In an encampment are found ber: The only thing in this room is King
tation pool,” because of the patch of Burger-if “only” can apply to him. He is
2d6 4th-level Countertops, 2d4 5th-level, pearly opalescence on the bottom,
ld6 6th-level, and ld4 druids. They are au- a close relative of the demon Juiblex, in
through which monsters from the Ran- fact, and has almost identical characteris-
tomatically hostile, since all strangers are dom Monster Generator enter this level.
assumed to be agents of King Burger. tics and statistics.
King Burger: AC -7; hp 88; #AT 1;
Area 19: Pool of Resources Dmg 4d10; THACO 7; SA spew ochre-
Area 16: Profit Outpost This is the home of four Gross Profits. slime, magic use (darkness 1 5 ’ ~cause ,
These are round towers, 40 feet in di- Since they are mot very mobile on land, fear, circle of cold 10’ K , detect invisible,
ameter and painted nauseating green they spend most of their time in the Re- locate object, E S e fly, dispel magic, in-
with gray trim, from which the Profits ob- source Pool. Countertops know better visibility 1O’r. ,charm monster, hold mon-
serve King Burger’s domain. Each tower than to go near the pool; more than one ster, telekinese 15,000 gp weight,
has four floors, plus a dungeon1 careless gnome has fallen into the abo- project image, phase door, putrefy food
basement, and is staffed by seven Profits leths’ slimy clutches. and water, cause disease, speak with
of Doom and five Net Profits. At the bottom of the resource pool are monsters, unholy word), psionics; SD
In the dungeon is kept the outpost’s stone ruins, the remnants of an ancient + 2 or better weapon to hit, regenerates
treasure: ld6x200 pp and 3d4 gems of race that preceded King Burger and the 2 hplround, half damage from cold, elec-
base 100 gp value. There is also a 25% Countertops. There the aboleths have tricity, f i e , gas; MR 65%; AL CE
chance of the dungeon holding a Counter- stored their treasure: 4,000 gp, 700 pp, a Area 20D-Just Desserts: This
top prisoner who has not yet been inter- potion of polymorph self, and a suit of room is locked, with a poison needle trap
rogated and executed (roll ld4: 1 = gnome-sized chain mail +.I. (saving throw vs. poison or dissolve into
4th-level Countertop, 2 = 5th-level, 3 = a mass of protoplasm; successful save re-
6th-level, 4 = druid). This Countertop Area 20: Palace of King Burger sults in only 2d6 points of damage), since
gladly assists in destroying the outpost, it contains King Burger’s most precious
but afterward disappears into the fungi Atop a hdl in the southeastern part of things: his treasure and his pets.
forest as soon as possible. the Market is the palace of King Burger. 2 Black Puddings: AC 6; HD 10; hp 55
It is a windowless building with one each; #AT 1; Dmg 3d8; THACO 10; SA
entrance-huge double doors facing dissolve wood & metal; SD lightning and
Area 17: Illithid Camp southwest. The charred walls drip with blows divide it into smaller puddings, im-
This level of the dungeon was just re- unwholesome substances: red, white and mune to acid, cold, poison; AL N
cently discovered by mind flayers. Their yellow slimes (non-monster), and scat- Ochre Jelly: AC 8; HD 6; hp 48; #AT 1;
tentative plan is to enslave the Counter- tered chunks of green and white solids. Dmg 3d4; THACO 13; SD lightning bolts
tops, and either destroy King Burger or Anyone foolish enough to touch this hor- divide it into smaller jellies: AL N
make an alliance with him. Studying the rid, caustic material wiU suffer l d 4 + 1 King Burger’s treasure is kept in huge
situation are four powerful illithids; and points of damage from chemical bums. stone coffers, protecting it from his cor-
their camp is this pit. Beyond the doors is King Burger’s au- rosive pets. The hoard consists of 50,000
4 Mind Flayers: AC 5; HD 8 +4; hp 66, dience hall. The interior w;llls are identi- cp, 30,000 sp, 10,000 ep, 10,000 gp,
64, 62,60; #AT 4; Dmg 2 each; THACO cal in nature to those outside. 3,000 pp, 316 gems and pieces of jewelry
12; SA mind blast, brain eating; Psionic Area 20A-Audience Hall: In this (worth a total of 78,915 gp), a suit of elf-
abilities: astral projection, body equilib- room King Burger speaks with his Profits sized plate mail +2, a wand of paralyza-
rium, domination, ESE levitation,proba- and anyone else who can tolerate his tion (with 75 charges), and a rod of
bility travel; MR 90%; AL LE presence. The room is furnished only resurrection (29 charges).
A large, locked chest, with contact poi- with stone benches along the walls and,
son on the lock (save for 2d8 damage or 10 feet in front of the door to his room,
die), contains the illithids’ treasure: King Burger’s throne (sculpted from
1,000 gp, six gems (worth 50 gp, 1,000 salt).A guard of four Net Profits is always
gp(2), 1,100gp,1,200gp,and2,000gp), to be found here.
a scimitar of speed, two scrolls (protec- Area 20B-Stairs to Level 9: A gi-
tion from petrification, possession), and a gantic gray ooze covers these.
potion of extra-healing. Gray Ooze: AC 8; HD 15+15; hp 80;

91
m o o r

m S e c r e t Door

This dungeon level was created to stimu- dispellable shadowy light (thieves hde in Roll ld8 and consult the following list
late thought about some of the important shadows at + 10%). when checking for traps.
themes in Me, from violent conflict to Divination-type spells, such as divina- 1) 30-foot-deep pit trap opens up, inflict-
love. Of course, the methods used to tion, detect magic, detecr evil, augury, ing 6d6 damage, and the victim(s) must
stimulate thought are highly chaotic in and find traps, have a 75% chance of fail- make a Constitution Check at -2 or be
nature. ure on this level. Every :,quare inch of stunned for ld12 rounds.
On this level are a number of important this level radiates with a Leomund S trap. 2) Dispel magic (at 25th level of magic-
personages: the shade demi-deity On the map key, two special phenom- use) on all magical items and active spells
Darklock is imprisoned in a block of black ena are listed: “P” refers to Portals. All on the victim.
malachite, the demon prince Graz’zt may random monsters created by the Random 3) Acid cloud causes 12d6 damage (save
make an appearance, and there are a Monster Generator that appear on this vs. dragon breath for half damage)-
large number of high level characters and level materialize on a teleportal square. affects all in a 20‘ radius.
creatures in the Limbo Arena area, some The chance of a random monster appear- 4)Ceiling falls on victim, save vs. dragon
of whom are seeking clues to the nature ing is 1in 4 per hour, for each teleportal. breath or die, otherwise take 12d6 dam-
of the Random Monster Generator or are The map designation “’I”’ refers to a age.
out to steal the device. This is a danger- magical trap that is activated when the 5) Arrows hit all creatures within a 20-
ous level. trapped square is stepped on. The trap is foot radius of the trap, causing ld6 dam-
The ceilings of this level are 20 feet determined at random, and each time the age. Damage from these arrows must
high, and covered with long, sharp steel trap is activated, there is the possibility of heal naturally, as a sword of wounding.
spikes. All corridors are lit with non- a different effect. 6) Reverse gravity into ceiling, doing 3d6

92
damage, plus 2d6 x 6 points of damage two stanzas of a poem will be recited by discord), gate (Type I, 11, 111, IV (25%
from the ceiling’s many spikes. the same voice that greeted the charac- each), 60% chance of success); SD dark-
7) Character must save vs. petrification ters when they entered the level. When ness (10’ radius), + 1 or better weapon
or be turned to stone, and even if saving the verse is concluded, an action will take to hit; MR 65%; XP 3,976
throw is made, he receives a curse, as in place. Characters have one round to de- Type VI Demon: AC -2; MV 6”1
the bestow curse spell. cide whether they should leave the room 15”(D); HD 8+8; hp 62; #AT 1; Dmg
8) Two random monsters, as created by or face the consequences of the next ld12 + l ; THACO 12 +; SA whip and
the Random Monster Generator, appear verse. If they attempt to use dispel magic flame (4d6) fear, detect magic, dispel
and attack. to counter any of the room’s effects, magic, read magichnguages, pyrotech-
(i.e., prevent a vision from forming or nics, suggestion, telekinesis (6,000 gp),
Stairway from Level 8 creatures from being summoned), the symbol (fear/discord/sleep/stun ing),
room should be treated as 25th level for gate (Type I11 (80%), IV (20Or0), 70%
At the bottom of the stairway is a trap; purpose of dispel magic. chance of success); SD darkness (10’ ra-
the last stair is an illusion, the first person dius), + 1 or better weapon to hit; MR
stepping off the stair must make a Dex- Harken to that word of words, 75%; XP 4,324
terity Check at -4 or fall on his face. He 0 Love, of all songs most absurd, Nabassu: AC -4; MV 15”/15”(C);
will not take any damage, but as soon as Worshiped by youth, longed for by the HD 5 + 18; hp 43; #AT 3; Dmg 2d4/2d4/
he hits the floor, a magic mouth of hideous aged; 3d4; THACO 13; SA death stealing (save
laughter will be triggered, followed by a That neverending battle in which we’re vs. death magic or become a ghast), be-
message: engaged. stow death (must successfully s t e d death
first, save vs. death magic or become a
“Welcome to the ninth level of my I’ll show you Love, And let you see, shadow); SD shadowy light (20’ radius),
dungeon. You will find this a restful A charming couple; in greatest ecstasy. darkness (5’ radius), thief abilities, + 1or
place, perhaps even your final restful In throes of passion, Iggwilv and better weapon to hit; MR 45%; X P 2,316
place! Ha, ha, ha, now you just Graz ’zt. 6 Babau: AC - 3; MV 15” ; HD 7 + 14;
couldn’t resist a little humor now, Before came Iuz, that pint-sized brat. hp 63, 60, 51, 47, 43, 41; #AT 1 or 3;
could you? Anyhow, this level is the- Dmg By Weapon ( + 7 ) or l d 4 + 1 /
matic, designed to be informative and Suddenly, a vision appears of a demo- ld4 + 1/2d4; THACO 12; SA fear, levi-
instructive, to help you ponder the im- ness and a beautiful witch. “Graz’zt dar- tate, fly, dispel magic, polymorph self,
portant things in life, which are often ling,” she coos, and the black-skinned heat metal, ray of enfeeblement, gate
ignored by you brutes who spend your demon nearly melts. “Can I ask you for (babau, 25% chance of success); SD cut-
stupid lives hacking and slaying. Why something?” ting weapons do half damage; MR 50%;
do you do it, anyway? Never mind, if “Anything, most loved.” Graz’zt re- XP 2,756
you survive, I’ll speak to you about it plies. These demons are a very unorganized
later, just enjoy yourselves. There’s “I, well, I.. .I’d really like a party of ad- attack force; they will not coordinate
lots to kill on this level, so you should venturers, darling.. .” their attacks, but lash out with as much
be very happy here .” “Is that all?” Graz’zt waves his fist. raw power as possible. The Type VI De-
Suddenly, a dozen demons appear in the mon will attempt to sit back and gate as
room: two type 111, two type IV, a type many demons as it can, getting involved
Area 1: Room of Love VI, a nabassu, and six bab2.u. in the fight only if a fighter chooses to en-
2 Type I11 Demons: AC -4; MV 9 ” ; gage it in melee combat.
This room is painted in pinkish tones If a party member is killed in this fight,
HD 10; hp 56, 51; #AT 5; Dmg 2d6/2d6/
and covered with statuary of lovers. he will vanish, only to reappear in the vi-
ld3/ld3/ld4+1; THACO 10; SA fear,
Three columns, adorned with carved levitate, pyrotechnics, polymorph self, sion as a tiny creature in the palm of Ig-
male and female figures, support the gwdv’s hand. Iggwdv will swallow the
telekinesis (4,000 gp), gate (Type I, 11,
room. An overbearing perfume lingers, a party member three rounds after death,
I11 (33% each), 30Vo chance of success);
sweet fragrance that is 10 times stronger causing permanent destruction; a wish or
SD darkness (10’ radius); MR 60%; XP
than it needs to be. On the walls, if you lim‘ted wish is required to rescue the
3,184)
examine closely, is graffiti saying: “Mor- 2 Type IV Demons: AC - 1; MV 9”/ character.
denkainen loves Istus” (in a heart, of If the party members defeat the de-
12”(E); HD 11; hp 66, 60: #AT 3; Dmg
course), and “Robilar loves Robilar.” ld4lld412d4; THACO 8; SA create illu- mons, Iggwdv will give Graz’zt a very an-
The statues and the columns are not gry stare.
sion, detect magic, dispel magic, fear,
magical, but everything else in this room levitate, polymorph sell; project image,
is; this room is very nasty. Upon entry, telekinesis (5,000 g p ) , symbol (fear or

93
Despite this setback, all is set aright, The course of true Love ne’er runs So end my thoughts on Love, now you
Or awrong, if you hate these fiends of smooth, know,
Night. As this Demon Prince and witch cer- And knowing is half the battle, so
But in the Abyss, there was great cele- tainly prove, Perhaps you didn’t find a fortune in
bration, They loved other creatures, their lust gold ,
Fiends and banes comprised the was an itch. At least you weren’t turned into cattle,
Damned congregation; Iuz loved a succubus, and Iggwilv a I’m told.
lich.
To the Loving pair, on whom black for- Don’t fall in Love, be an optimist,
tune smiled; Then they learned the truth; long the I’m sorry if this was a difficult jest.
Came many cheers and whoops of a Abyss shook, This poet’s lament was really quite
party most wild. Great were the fires and demons did hard,
On the proud couple, many &s were cook. But then again, whoever said I’m a
bestowed. Ask Graz’zt of the details, if he doesn’t bard?
But did they forget about all the blood lie.
that has flowed? He’ll be here any second, good-bye! Area 2: Room of Tolerance
A vision of great wealth will appear; Suddenly, Graz’zt will materialize in The door to this room is wizard locked.
these are the wedding presents of Ig- the chamber. He will be angry. The char- In the center of the room are three gob-
gwdv and Graz’zt. If the characters reach acters will have to flee or fight off the de- lins holding baskets. The room has a ran-
into the hoard, they fmd that they are able mon prince. cid smell, like rotting garbage, although
to grab some gems (two rubies worth Graz’zt: AC -6; MV 12”; HD 41; hp except for a few discarded fruit peels, the
5,000 gp each), some platinum ingots 186; #AT 4; Dmg 2d4+7/2d4+7/ room is barren. The goblins begin pelting
(worth 15,000 gp), and a bright gold 3d4+10/3d4+10; THACO 3; SA alter the characters with rotten vegetables
statue. If they grab it and examine it, they reality (for others), chaos, continual (they are otherwise unarmed).
will find inscribed on its base: “From Or- darkness, disintegrate (l/day) , dispel One of the goblins will cry out as soon
cus With Love.” magic, duo-dimension,emotion, fear (60’ as he sees the adventurers: “We are the
Suddenly, Orcus’s & will explode, radius), magic missile (five missiles), goblins of Ghu!” (followed by the other
causing 20d6 damage to everyone in the mirror image, polymorph any object (1/ goblins chiming in “Ghu!”) “And we
room (save vs. death magic for half dam- day), polymorph other, polymorph sell; know what to do!” “Do!” Then they will
read magic, telekinesis (15,000 gp), tele- begin shouting nasty insults such as:
age). Then the poem will continue.
port, trap the soul (l/week, vanish, veil “Your father was a suit of armor, and your
Love is in spirit, Love is in flesh, (l/day), water breathing, pate (ld2 Type mother was an air elemental,” or “Why
And from flesh’s Love, can come quite VI Demons (6O%), l d 4 + 1 Babau do barbarians hate magic-users? They’re
a mess, (40%)); SD + 1or better weapon to hit; jealous of anyone stupider than they are,”
So it was with them, they had a son, MR 70%; XP 60,000 or “Is that your face, or does Juiblex use
His father’s son, born to be scum. Graz’zt is angry, but prefers not to get it for a spitoon?”
involved in a fight if his back isn’t against The goblins aren’t goblins at all; in ac-
the wall. If he recognizes any of the party tuality, they are nilbogs. They consider
Iuz, the Powerful (and long-winded
members (from reputation or previous themselves to be invincible, and live only
too). to humiliate people; they will not attack to
Iuz, the Delicious, whom daddy would encounters) he will not blindly lash out,
inflict physical damage. They survive by
chew, but gate creatures to do his bidding, and
then teleportback to the Abyss, making a eating from their ever-full baskets of rot-
He licked his foul lips, and lifted the tot. ten food. They are extremely happy to
But Iuz was hungry, daddy’s thumb got mental note that he shoul?, rid himself of
these irritants (so many things for a de- get a chance to insult people, after such a
caught. long time. When they can no longer think
(In baby’s fangs, that is . . .) mon prince to do!) If he does not recog-
of suitable insults, they will begin throw-
nize the party, he will attack, but will
retreat regardless if he sustains more ing rotten food again at the characters,
than 50 hit points of damage in a round, or chanting: “Ghu! Ghu! Ghu!” in an obnox-
is brought below 100 hp. ious high-pitched squeal.
3 Nilbogs1 AC 6; MV 6 ” ; HD 1-1; hp ter the room, the crowd cheers hysteri- ‘Steal A Fortune’ ”)
6,5,4; #AT 1; Dmg ld6; THACO 20; SA cally, and a nasal voice shotits: “Welcome 5) A scimitar of speed, + 3 (“You’ll
nil; SD gain hit points per strike; XP 59) to ‘Steal A Fortune,’ the Multiverse’s never believe how fast this sword can
These nilbogs are a very special sort, most exciting hour of fun and prizes. And strike until you try it. Newly forged from
and are not affected by healing spells and here’s your host, Jack Shade-pat, and his the furnaces of Ket, this mastercrafted
potions. However, if the party is frus- beautiful assistant, Zanna the Wight!” steel blade is made for the discerning
trated by their inability to kill them, one of Jack Shade-Pat, and Zama are both il- slayer of monsters.”)
the nilbogs wdl shout: “You cannot kill us, lusions; if either are attacked, they disap- 6) A random monster from the Random
silly adventurers, we have no weakness. pear and another illusion takes their Monster Generator appears and attacks.
Actually, we have a weakness, but we place. The effects of their deals, how- All items must be handed over to Jack
aren’t going to tell you!” If the characters ever, are quite real. Some of these games Shade-pat before the trade takes place.
ask what it is, they will laugh and say: are as follows: They vanish instantly and cannot be re-
‘‘Well, it isn’t saying our name forward- covered.
ooops!” The weakness is saying their Game #1:“Trivial Trades.” Jack will of-
names backward; pronouncing the word fer a character 50 gold pieces for every Game #4: “Doorway.” There are three
does 1point of damage to each Goblin of torch that he has on his person, or “if you doors. One door is the only access (from
Ghu within a 20-foot radius. The nilbogs have a tinder box, I’ll give you 1,000 gp!” this level) to the 10th level. The other
have no treasure. two doors contain random monsters.
Game #2: “What Will You Do For There are seven keys, each with a gem-
Area 3: Room of Foolhardiness Bucks.” Jack will offer the character 500 studded handle. They have to guess at
gp if he sings “Happy BirtEday” to Zanna the value of each gem, within 10% of its
This room is adorned with tapestries (tell the player to role-play the singing, or price, without going over. If they guess
showing heroic disasters: dragons slay- no gold pieces). correctly, then they get to keep the key
ing knights, mages’ experiments going and try it in the door to the next level. If
awry, children’s crusades ending with the Game #3: “Not-so Trivial Trades.” they guess incorrectly, then Zanna will
children being sold into slavery. Upon en- Jack will come up to the character and try to see if the key unlocks either of the
try in the room, the characters will see a say: “That looks like a pretty nice magi- doors that contain the random monsters.
young man, a farmboy, tied to a block of cal sword. I’ll give you 500 gold pieces for Characters with the jeweler’s secondary
black granite, as an axe-bladed pendulum it, and trade you what’s in the box.” (At skill may make an Intelligence Check to
slowly descends. It will touch down in a which point the audience will shout: determine their value. Obviously, four of
few minutes. He is screaming in terror. “Take the box!”) Roll ld6 to determine the keys are duds; they don’t fit any of
This is actudly a programmed illusion. what’s in the box. the locks. (Note to the DM: Prices are
The illusion hides a sphere ofannihilation. 1) A Year’s Supply of Dragon Turtle based on those given in the DMG; if your
If the player characters rush in to save Swordshining Polish (“To give your campaign uses a different economic sys-
him, the first PC will be instantly annihi- sword the Dragon Turtle gleam, which tem, then change the prices accordingly.)
lated. If the PCs carefully examine the will put fear into your enemies in battle.”)
room in the few minutes remaining be- True
2) + 3 Dagge,r (“Beautifully crafted by Gem Value Unlocks
fore the axe-blade falls, they will discover the grey elf smith Aldenor Masterforge,
that is an illusion. If a character falls into 1)Diamond 5,221 gp Nothing
this dagger has a ruby-studded gold hilt, 2) Emerald 1,050 gp Monster
the trap, a new image will appear the tap- and is guaranteed to pierce even the
estry, showing the PC jumping into the 3) Amethyst 108 gp 10th Level
strongest armor, sure to be an heirloom 4)Ruby 5,315 g p Nothing
sphere, as the tapestry adds to its gallery for generations to come! ”;
of foolish deeds. 5) Sapphire 1,000 gp Nothing
3) A wand of wonder (“Yes, this wand 6) Malachite Monster
11gP
can do anything, and usually will. Created 7) Black Pearl 531 gp Nothing
Area 4: Room of Chance by the arch-mage Xagig the Mad, and
wielded by some of the greatest adven- If the characters fail to get to the exit
This room is garishly lit and covered this time, then, there is the “Big Steal.”
with suits of armor, large statues, turers in the Wild Coast.”)
4) A sword +5, defender (“You’ll have Two characters are eligible; the charac-
wooden boxes, and curtains. To the right ter must trade any prize they have won
hand side of the entrance is a small hours of fun with this superbly crafted
long sword, one of the heirlooms of the (those who have been attacked by mon-
stepped area with seats, which hold sters are also eligible) to become eligible
about 100 phantasmal people, dressed in House of Baddikis, of Flotsom Island,
this sword has slain everything from de- for the Grand Prize. They get to choose
weird costumes, like a masquerade for either what’s behind Tapestry #1,Tapes-
the insane. As soon as the characters en- mons to rocs and much more, and is still
in flawless condition. Yours courtesy of try #2, or Tapestry #3.

95
Tapestry #1:The party may proceed to deus appear, and offer to let them go in The monster the characters must face
the next level, (“Where you are in for lus- exchange for future favors. He will agree is Greed. The two doors lead to the same
cious pleasures and spinetingling de- not to ask anything that will violate their room (5A); those who enter through the
lights! ”) beliefs (perhaps a demon lord has been left-hand door will perceive those who
Tapestry #2: The character gets a helm bothering Asmodeus’s servants, or one entered by the right-hand door as horri-
of brilliance and plate mail of ethereal- of his rival devils has a troublesome fol- bly evil monsters. Those who enter
ness. lower somewhere in Greyhawk whom he through the right-hand door will see
.emoved); use this as a platform to those who entered via the left-hand door
idventures. as greedy monsters out to steal their
: characters e p e r this room after wealth. In the room is 200,000 gold
ne show is over, they will find it pieces, completely covering the floor,
If they search carefully enough, and making all combat at -2 to attacks
ill find a rvizard locked secret door due to unsteady footing. Under the gold
i level) leading to the next level. are three decks of many things. When
one group of characters is victorious, the
5: Room of Greed illusions will vanish, and the party will see
their opposition for what it really was.
oddly shaped room is empty, ex- DM Note: If the characters split up, it’s
r two doors on the wall. As soon as going to be easy for the players to figure
ne enters this room, a voice says: out what’s going on. Some players won’t
ave done well to come. You have a use this knowledge to their advantage.
Behind the left-hand door is a hor- Others will. If you can get a second DM,
onster, one which rrust be slain, or and have a DM run each party from a sep-
jestroy ,dlgoodness. Behind the arate room (use notes or run out and hold
and door is incredible riches. You conferences to coordinate the ac-
nly enter one docr. Make your tions),this will make it more of a chal-
11

lenge for the characters.

D
Area 6: Room of Mercy 201 Darklock (Shade Prince): AC -6; If 201 is released, he will be berserk
MV 12” ;FTR 161M-U 16; hp 180 (160 in with rage, thinking the PCs are responsi-
The door to this room is wizard locked normal light); #AT 2; Dmg l d 8 + 1 0 ; ble for his imprisonment. He will shout
(25th level), and is marked with glyphs THACO 2 + ; ST 18(00) IN 17 WS 11DX words in Suloise (“Death to the friends of
saying: “Ancient Darkness Imprisoned- 19 CN 17 CH 15 CM 15; SA shadow darkness!”) and attack. Each round, 201
Let It Rest Longer Yet.” If the door is walk; SD shadow images; MR 80%; AL should make a Wisdom Check. If the roll
touched, a glyph of warding will be trig- N. 201 is protected by a stoneskin spell succeeds, he will realize that these aren’t
gered that causes 50 points of electrical and has bracers of defense AC 2, ring of Xodast’s minions and stop fighting. If he
damage (save vs. spell for half damage). protection +3, cloak of displacement, is attacked by magic of an evil nature
Upon entry, they will find that the room is sword of shadows + 4 (sword drains one (Le., death spells, disintegrate, or with-
barren and featureless, save for ancient full point of Strength on a natural roll of ering) or a subversive nature (command,
dust, which heavily coats the floor. The 17-20), ring of shadowy light (20’ radius) charm),he will continue fighting.
air is incredibly musty, like a tomb after wand of force, winged boots (15”, 201 is in an unstable mental state fol-
the stench of death has faded; all that is MC:A) He knows the following spells: lowing his imprisonment. Even if he
left is antiquity. Level 1: magic missile, feather fd, calms down, any sudden shocks could
If the characters try,they will find that hold portal, mount, shield drive him berserk again. If 201 stole any
neither light nor darkness spells will Level 2: EST: knock, ray of enfeeble- points of Strength during the fight, he will
chase away the shadows of this room ment, vocalize, web apologize and shrug his shoulders, stat-
(Le., the lighting of the room cannot be Level 3: detect illusion, dispel magic ing, “Life and shadowhood is not always
changed). In the center of the room, levi- (x3), haste pleasant.” 201 is willing to discuss all that
tating in mid-air, apparently untouched by Level 4: dimension door, fire shield, ice happened to him, but will not join the
dust, is a three-inch-square black cube, storm, polymorph sell; stoneskin party; he will retire for a millennium or so
apparently made from malachite. Level 5: cone of cold, feeblemind, hold to his fortress in Shadow, if his sister
As soon as the characters step into the monster, pass wall, telekinesis hasn’t already destroyed it with her ex-
room, they should make Intelligence Level 6: death spell, legend lore, pro- travagant parties.
Checks, at a - 4 penalty. If the check is ject image Under the dust in the floor is a secret
made, then the character will hear a faint Level 7: power word: stun, teleport panel that contains a ladder descending
whisper, in an archaic dialect: “Who are w/o error into pitch darkness. An inscription in the
you? Where are you? What are you? Why Level 8: binding floor says, “To the 13th level.” It is really
are you? Who am I? Where am I? What a never-ending ladder; once anyone has
am I? Why am I?” The whispers repeat 201was a shadow prince who also lived stepped onto it, they can only get off by
the same words endlessly, sometimes in for a time as a noble of the Suloise Em- skipping into another plane, such as with
the same language, other times in a lan- pire. He was trying to investigate a ru- a plane shift spell.
guage that is completely unknown (un- mor about Xodast, an Suel arch-mage
less the characters are proficient in Old who experimented with powers that Area 7: Room of Time
Suloise). most said were better left undisturbed.
The cube is the prison for 201 Xodast, it was said, had created the The door to this room is copper,
Darklock, a Power of Shadow, a high stained green from age. This door is not
Bringer of Doom, an artifact that later
level shade magic-user/fighter. If dispel trapped, but feels warm (about human
played some part in the Invoked Devasta-
magic is successfully cast against the tion that destroyed the Suel (which would body temperature), and appears to have
cube (treat it as 23d-level magic), then a heartbeat. When the door is touched, a
not occur for two centuries after 201’s im-
the entity will be released. magic mouth appears, saying, “Haste is
prisonment.) Xodast imprisoned 201 in
waste,” and then the heartbeat fades and
“The Darkness That Holds All Shadows”
the door cools.
(the cube), which was found shortly after
When the door is opened, the charac-
the Devastation by a group of adventur-
ters will gaze into a room that is empty,
ers exploring the ruins of the Suel city except for a lectern on which a huge tome
Suendrako. The cube everltually came
rests, and a strange arcane device hang-
into the hands of the master of the
ing on the wall. The device resembles a
dungeon, who placed it in an appropriate circle with 12 numbers on its edge and
place. two thin arrows of unequal length point-
ing at the numbers. The arrows are mov-
ing around the circle quite rapidly. The
room is as silent as it is deserted.
However the characters choose to en- Area 8: Room of Travel
ter the room, the doors will not close; “I am B’sot Ramm, Viceroy of the
they will be left open to the outside On the wall outside this room is a set of mighty Slaad Master Zgotar, Dread of
world. As soon as the characters enter strange runes. If a read magic spell is Limbo. It is unusual for that entrance
the room, they will notice the longer ar- used on them, the character can read to be used, but we are instructed to
row does not appear to be moving at all. them. They say, “Beyond the wall is a greet all who come here with hospital-
They will also hear a loud “tick-tock” place of challenge, a trial of mind, body, ity. Welcome to our games, humanics,
noise that should have been audible out- and spirit. It is a place of great peril. Let if that term does not offend.”
side the room. only the bravest and most able meet the He croaks and continues: “This
In actuality, this room is a time trap; challenge. To get to this realm, you must place was created by the master of
time here moves very slowly compared pass through the wall.” your dungeon and cursed. We hold
to that in the outside world. One round in The wall is quite sold. If a character these games to keep the monsters of
this room equals a half hour outside it. tries to walk through the wall, he will get your dungeon at bay, and also to test
The tome is Secrets of Immortality by X. nowhere. If he tries to walk through the our skill. It is the law of this place that
Border Ethereal, he will be thrown back, all who enter here must engage in at
Gig, Magus Paragon, Regum Rex, etc.,
etc. The book is tied to the lectern by stunned for l d 3 rounds. The only means least one contest before they are per-
to get through this wall is a passwd spell. mitted to leave. It is a law that even
strange silver threads, as thin as gossa-
Once the passwallis used, the area will the slaad find necessary to enforce, as
mer. These are strands from Istus’s web
shine with a glorious blue light. The repugnant as it is to us. The contest
in the plane of Time. They cannot be bro-
passwd creates a 10’-by-10’ room. At need not be lethal; there are many
ken by any force save Istus herself. Nor ways to compete. You are free to en-
can any force move or break the lectern. the far end is a curtain of sizzling energy.
When the characters enter, a voice will gage in any contest you desire, to
Secrets of Immortality is readable (al- challenge and to be challenged. If you
though highly technical in its use of lan- say, “This is the room of transport. To
get to the surface, you must say, choose lethal competitions, the slaad
guage), but it is incomprehensible to all will take all property of the losers, un-
creatures with Intelligences below 21. ‘There’s no place like theie’ as you walk
through the curtain. If you wish to go far- less you make arrangements with
For magic-users who have Intelligences
ther on, into the place of trials, you must your competitors to the contrary. Fur-
of 21 who would read it, it would take 10
say, ‘There’s no place like where.’ From thermore, we are your hosts. To at-
years of careful study to understand its
either of those places, you may return tack others, except in the arena, is a
principles. (A nonweapon proficiency deadly crime. If any creature attacks
taken in the study of the abstract theories here by casting the passrvd spell at the
place where you materialize, and then us, you will defend your hosts.” He
of magic will reduce the time of study to then motions to the wrestlers to re-
only three years.) If the book is mas- saying, ‘There’s no place like here’.”
The surface exit is close to the en- sume.
tered, characters will know how to create
an ekir of youth, become a shade or a trance to the Castle and is easily marked.
The exit in “The place of trials” is one of This room is designed to test a charac-
lich, and understand “general principles ter’s competitive spirit. The arena is ad-
of life force extension.” the wall areas of the Limbo Arena.
jacent to a portion of Limbo ruled by a
The nastiest feature of this room is that powerful Death Slaad, Zgotar. Originally,
the time delay between inside and out- Area 9: Limbo Arena
random monsters generated by the Ran-
side will allow random monsters to ap- Upon entry into this room, the charac- dom Monster Generator were jumping
pear on the two teleportals outside, and ters will find themselves in a huge arena. through a portal to Limbo. To prevent his
they will immediately rush into the room The ceiling is 100 feet high; the room is realm from being overcome by even
and attack. The longer the characters re- very well lit by magical lights and spells. more chaos than it already endured
main inside, the more monsters will at- There are stairways leading to bleachers, (some types of chaos are more desirable
tack them. where a few characters and creatures of than others to slaad), Zgotar sealed off
The clock, which is three feet in diame- great power are watching. Two men Limbo from the area, and built an arena
ter, is worth 2,000 gp if resold, although wearing loose clothing are currently around it. He then invited some of the
technology is shunned by most buyers in wrestling. most powerful combatants in the multi-
the Flanaess, who consider these de- Suddenly, a grey frog-like creature, six verse to come to his arena to test their
vices to be strange and therefore evil. feet tall, who appears to he officiating the skills against the random monsters and, if
Certain high-level plane-wanderers who contest, rises from his chair, and raises they desire, each other.
do not share this phobia will be glad to his arm. Everyone’s attention focuses on Zgotar pays 500 gp per monster slain in
buy it. the characters. The frog-thingaddresses the arena, a mere pittance, but most of
them. the characters who come to the arena are

98
so rich that they don’t care about money. (such as modem day freestyle wrestling, nent into a quick pin, or a wrestler who is
Zgotar, who wishes to become the third or judo), which is referred to as dexten’ty in a Nearfall Disadvantage tries to get
great slaad, has used the arena to expand wrestling. Each contest has its own for- back to a Neutral position.) The modifiers
his contacts with high-level beings. In mula: are found on the following chart:
this way, he has made many allies and
useful acquaintances. Strength Wrestling Rating = Strength + NFD DIS NEU ADV NRF
All guests of Zgotar are served by red (Level x 2) NFD X X X X X
slaad. In areas behind the arena, there DIS o x x x X
are barracks where the guests can rest. Dexterity Wrestlng Rating = Strength NEU -4 0 x X X
These barracks are secluded, blocked by + Dexterity + (Levelx2: ADV -8 -4 0 x X
force w d s with alaxm spells triggered NRF -12 -8 -4 x X
when they are dispelled; characters may If a character is a monk or barbarian, he PIN -16 -12 -8 -4 0
not go into their opponent’s barracks, but is treated as if he had twice as many
may leave their rooms at any time by ask- levels (a 10th-level monk is 20th level for The horizontal axis indicates the cur-
ing the slaad. If the player characters ac- the purposes of wrestling). A magic-user rent predicament, the vertical axis indi-
cept the hospitality of Zgotar, they will be or cavalier is treated as if he had half his cates the desired position. Thus a
staying with other guests: the wrestler levels (a 10th-level magic-user is 5th wrestler who is at a Disadvantage (sec-
Jak Bnddon, the archer Hasophel, the level for purposes of wrestling). If your ond column from the left) who wishes to
fallen paladin Percival, and the poly- campaign uses nonweapon proficiencies, reverse the situation and put his oppo-
morphed red dragon, Fearforge. then characters with a wrestling profi- nent in a Near Fall gets a -8 penalty to
The characters will soon realize that ciency are considered to be three levels his roll. If he wins, he succeeds. If he
there is more than one gate to this place. higher when figuring out their wrestling fails, he’ll be put into a Near Fall Disad-
If the characters mention the dungeon ratings. vantage.
from which they came, Fearforge, who is There are five fighting positions in Currently the top wrestlers in the
disguised as a human female magic-user, wrestling: Nearfall Disadvantage (NFD): arena are the following:
will be very interested, and try to find out where the wrestler is about to be pinned; Bergh (half-orc): AC -1; FTR 11; hp
everything she can about the Random Disadvantaged (DIS), where a wrestler 69; #AT 3/2; Dmg l d 8 + 4 ; STR 18(62)
Monster Generator. (She is currently is at a serious disadvantage; Neutral DEX 15; AL LE; plate mail +2, + I
working for a group of adventurers, in the (NEU) where neither competitor has a sword of wounding. Bergh is from the
service of Demogorgon, who call them- disadvantage; Advantage (ADV) where Flanaess and is rumored to be associated
selves the Colossus of Chaos.) the wrestler has an advantage over an op- with the infamous Lord Robilar (the ru-
If the characters try to follow the slaad, ponent; and Nearfall (NRI‘) where the mors are false). He is the son of a rene-
they will find that there is a secret exist wrestler is on the verge of winning. gade lord from the Bandit Kingdoms,
that leads to a portal into Limbo, in the The match begins with both contest- who found a portal to the arena in the
heart of Zgotar’s realm. ants in the Neutral position. Each impulse Kron Hills. Bergh is extremely sullen; he
In the arena, there are a number of dif- of the match consists of each wrestler will not willingly talk to anyone, nor will
ferent contests that can be run. Charac- rolling ld12 and adding the result to his he wager on his matches, nor will he is-
ters may fight the random monsters, wrestling rating. Highest total wins the sue challenges.
challenge each other to insult duels or rid- impulse. The winner moves to the next Kayden (human): AC 2; FTR 15; hp
dling contests, wrestle, dance, debate most advantageous position and the loser 103; #AT 2; Dmg ld10 + 12; THACO 2;
various important issues of the multi- moves to the next lower position. In STR 19 DEX 19; Special powers: im-
verse, argue about whose religion is bet- other words, the winner of the first im- mune to hold, sleep, and slow, heal (1/
ter, etc. The possibilities are endless. pulse is at the Advantage position while week); AL CN; leather armor +2,
Here are a few of them: the loser moves to the Disadvantage po- two-handed sword +2. Kayden is also
Wrestling: Currently, a wrestling sition. Then the players roll again. from the Flanaess, from Lendore Island;
tournament is taking place. Here is a sim- If one wrestler is already in the Nearfall he is actually one of the many sons of the
ple but fairly comprehensive system for position and he wins the next impulse, he Sue1 deity Kord. Kayden has been un-
running these events. pins his opponent and the match is over. beatable so far, and does not believe any
There are two types of wrestling in the If you wish for a more realistic and in- mortal can defeat him. If he is pinned, he
tournament: wrestling involving mostly teresting system, you can have wrestlers will fly into a rage and immediately chal-
strength (modern day Graeco-Roman take penalties to their rolls in order to try lenge the character to an unarmed com-
wrestling, Sumo, etc.), which is referred to improve their lot by more than one po- bat fight to the death. Kayden is not
to as strength wrestling, and there is sition in an impulse (e.g., a wrestler who interested in power or wealth, his exist-
wrestling involving strength and speed has an Advantage tries to throw his oppo- ence on Lendore Island is a simple one.

99
Jak Briddon (human): AC -3; FTR 13; money or glory, she just likes shooting ar- for help, and he swore a sacred Oath to
hp 78; #AT 2; Dmg ld8 +5; THACO 5; rows. She is friendly with elves and half- protect her from harm. She died-orc
STR 18 DEX 17; AL C(G); plate mail elves, but cool to everyone else. snipers shot her fullof arrows while she
+2, long sword +3. Briddon is not from Ialko (human): AC 6; RNG 8; hp 41; was in his protection. Percival was so
the Flanaess, he comes from a world #AT 1; Dmg ld8 +3; THACO 14 (11 w/ grief stricken that he renounced his pala-
called Arra. He will challenge any bows); STR 11DEX 18;AL NG; Weapon dinhood and quit the Order. Life was un-
doughty fighter to a contest, wagering specialization in long bow. Ialko is also bearable for him; in time, he lived for one
large sums of money (20,000 gp-he is from Arra; he is a good friend of Jak Brid- thing-an honorable death in combat.
very rich). He is very boastful, but other- don and will serve as his second in duels. Hearing of the slaad’s arena, he decided
wise he will be friendly. However, to en- Ialko likes to talk a lot about the multi- to go there and fight until he dies, since
sure the success of a private wager, a verse, but will say little about his home, his honor is already dead. He appears to
member of the Colossus of Chaos will which appears to be domiqated by great be a “Black Knight,” a knight without a
place a tasteless drug in the competing evil. shield device.
character’s drink that will rob him of 2 Combat: There are a number of po- If any obviously high-level fighter tries
points of Strength and Dexterity. If Brid- tential adversaries in the arena who are to talk with him, he will immediately chal-
don is accused of cheating, he will chal- willing to engage in duels of a fiercer vari- lenge hlm to combat, pretending to be of-
lenge the character to a duel with ety. Two of these combatants fight one- fended by the pretense of comradeship,
weapons to defend his honor. on-one contests, the rest, such as the in the hopes of being slain in an honorable
Archery: This is a tournament with Colossus of Chaos, fight as groups. fashion. If Percival finds himself winning
free choice of the bows provided, except Lan-wing (monk of the Scarlet Broth- such a contest, he will beg the opponent
crossbows. The targets are mounted on erhood, human): AC -4; ‘MV 29” ; MNK to accept his mercy and let him spare him
pendulums, which are swung rapidly, in 15; hp 66; #AT 3; Dmg 6d4; THACO (unless the opponent has shown himself
order to make the challenge more diffi- 1 2 + ; ST 15 IN 16 WS 15 DX 17 CN 16 to be evil). If the characters accept his
cult. Each contestant fires a dozen shots, CH 15; SA stun, kill, quiveringpalm; SD mercy and talk with him later, or if they
six from medium range and six from long immune to poison, disease, slow, geas, talk to other competitors beforehand Uak
range, with nonmagical bows and arrows quest, dodge missiles, herd self (ld4 + 10 Briddon knows his story), the characters
provided by the generous slaad. The hp, l/day); AL LE. He has a ring ofpro- might be able to help him.
character then calculates what the lowest tection +3. Lan-wing is one of the most The Colossus of Chaos consists of five
Armor Class that his shot could hit; the prominent members of the Scarlet Broth- evils: the cambion Drumorg, son of De-
location of the shot is based on the Armor erhood; he is stoic, ruthless, and cun- mogorgon, the death knight Duke Grave,
Class value. Then the character calcu- ning. He is here to o’xerve; here, and his steed, a retriever, the lich Rahz
lates the number of points for the shot, everyone and everything is his enemy. (currently polymorphed into human
and after 12 shots, the most points wins. He is particularly disturbed by the Colos- form), and the dragon Fearforge (also PO-
The amount of points is based on what sus of Chaos; if he feels they are too pow- lymorphed as a human).
color of the target he hit. erful, he will offer to ally with the The Colossus is in the arena to find the
The bullseye is gold, AC -8, and is characters to kill the Chaos Group in the link to the dungeon, where they are to
worth 9 pts. Then there is red, AC -4, arena. get the Random Monster Generator for
worth 7 pts; blue, AC 0, worth 5 pts.; Lord Percival (ex-paladin, human): AC their master, Demogorgon. If Fearforge
black, AC 4,worth 3 pts; and white, AC - 5; MV 6” ; DAV 15; hp 81; #AT 2; Dmg finds out where the PCs are from, she
8, worth 1pt. (e.g., If a character’s shot l d 8 + 9 ; THACO 2; ST 11(88), IN 14, WI will tell the others, and Drumorg will is-
rolls hits AC -3, that shot lands in the 13, DE 16 CO 16 CH 18; SD regenerates sue a challenge, “Meet us in the arena, or
blue; if he had rolled enough to hit AC 2 hp/round (cannot regenerate from bow before us and acknowledge that our
- 4, the shot would have hit in the red). death, but regenerates fire and acid dam- way is the strongest force in existence:
There are two top archers in the arena age); AL LG. He has full plate armor +2, freedom without discipline, power with-
at this time: shield + 3, long sword + 5, gloves of mis- out restraint, the whims of the mighty be-
Hasophel (elf,):AC - 1;FTR 10;hp 54; sile snaring, ring of free action, ring of ing appeased without moral limits.”
#AT 3/2; Dmg ld8 +2; THACO 10 (8 w/ protection +2. Percival Ferved on one of Drumorg (cambion): AC - 5; MV 15”;
bows); STR 11DEX 18; AL CG; Weapon the most prestigious Orders of Knight- HD 16; hp 110; #AT 2; Dmg
specialization in long bow, ellin chain +2, hood, the Order of the Golden Lion, ld8 + 12(x2); THACO 2; ST 19 IN 16 WS
long sword+2. Hasophel is originally which protected the Wild Coast from in- 18 DX 17 CN 16 CH 17; SA spells (16th-
from Celene, but she decided that she truders (especially from 1 he Pomaj). He level cleric), levitate, cause fear (touch),
wanted to travel, so she left that king- was a paragon of paladinhood, well re- detect magic, polymorph self;SD + 1 or
dom, and eventually ended up in the spected, receiving many honors. better weapon to hit; MR 40%; AL CE;
arena of Zgotar. She does not care about One day, a woman came to him, asking XP 8,700. He has studded leather +1,

100
long sword + 5, ring of vampiric regener- EST: levitate, shatter If the party tried to help Percival out of
ation, ring offreeaction, brooch of shield- Level 3: blink, dispel magic, hold per- his depression (talked to him, gave con-
ing. son, Lightning bolt, slow vincing arguments why he is important)
Level 1: command (x3), cure light Level 4: confusion, dimension door, ice and if the party looks to be in serious
wounds (x2), detect evil, precipitation, storm, polymorph self*, st’meskin* trouble in this battle, Percival will shout a
resist cold *, sanctuary Level 5: avoidance, cloudkill, cone of battlecry: “Evil shall not prevail!” and
Level 2: aid (x3), hold person (x3), cold, passwall, wall of iron leap into the battle, attacking the Colos-
messenger, silence (15’radius) Level 6: death spell, disintegrate, sus. He will have come to realize that he
Level 3: animate dead, curse, death’s globe of invulnerability*,repulsion cannot shirk duty because he failed; fail-
door, dispel magic (x3), locate object, Level 7: reverse gravity, teleport w/o ure is no reason to lose one’s pala-
prayer * enor, volley dinhood. Nor do the gods feel that way;
Level 4: cure serious wounds (B), Level 8: maze, power word: blind, his paladin powers will be restored.
protection from good ( I O f radius)*, spell symbol If the Colossus is losing badly, they will
immunity (lightning bolt)*, spike stones Level 9: Bigby’s crushin):hand, shape either be cut down, or members will open
Level 5: cure critical wounds (~21,dis- change a portal or plane shift to the Abyss. If the
pel good, plane shift, true seeing* Colossus wins, and they are given the
Level 6: harm, heal, word of recall The strategy of the Colossus is to kill route into dungeon, they will spit on the
Level 7: unholy word enemy clerics first (to prevent the dis- last surviving party member, leave him in
guised Rahz from being turned) while dis- the dust, and depart. The Colossus will
Fearforge (ancient huge red dragon): rupting any attempts to cas1 spells. They explore some of the upper levels first,
AC -1; MV 9“/24“ (D); HD 11;hp 88; want to kill the party, except for one giving the PCs a chance to race them for
#AT 3; Dmg ld8/ld8/3d10; THACO 10; member, whom they will threaten to kill, the bottom (if you choose to further in-
SA breath weapon, spells, aura; SD unless they are told exactly how to enter volve them. Otherwise, they won’t ap-
saves as 22-HD monster; AL CE; XP the dungeon of the Random Monster pear again in this adventure.).
7,778 Generator.
Level 1: reduce, shield *
Level 2: stinking cloud, web
Level 3: dispel magic (x2)
Level 4: dimension door, polymorph
self

Duke Grave (death knight): AC -0;


MV 12”; HD 9; hp 90; #AT 1; Dmg
ldlO + 8; THACO 7; SA fear (5’ radius),
detect magic, detect invisibility, wall of
ice, dispel magic (ax day), gate (Types I,
20%; 11, 25%; 111, 30%; Iv, 20%; VI (5%
chance of success); power word (any, I/
day), symbol of pain or fear (l/day), 20d6 ..
fireball (llday); AL CE; XP 5,140. He
has a sword of Life stealing +2.
Retriever: AC 2; MV 18”; HD 10; hp
58; #AT 4; Dmg 3d6(x4); THACO 10; SA
rays of cold, fire, lightning, transmutation
(mud, stone, gold or lead); XP 5,888
Rahz (20th-level lich): AC 0; MV 6 ” ;
HD 11; hp 69; #AT 1 ; Dmg ld10;
THACO 10; SA paralyze; SD + 1or bet-
ter weapon to hit, immune to charm,
sleep, cold, electricitx insanit% death
spells; AL CE; XP 11,604
Level 1: light, magic missile, push,
sleep, taunt
Level 2: continual light, detect evil,
to Level 9 to Level 11

Greyhawk Dungeon-Level 1
Secret Door

3‘Drains

-N
Scale: 1 Square = 10 Feet

This is an adventure for four to six in honor of the event, a magnificent feast wedgers, and nut picks. Perfect gdts for
characters of 19th to 20th level. A good and masquerade ball has been planned for a formal occasion.
mix of character classes is recommended the evening. Then there is the matter of the dress
but not necessary. Animal lovers and The PCs, having been guests at the for the masquerade. The Castle Boutique
those without an aversion to getting their castle for a few days now, all receive has set up a special section of costumes
feet wet should do quite well. beautifully engraved invitations to the for rent, just for the big event. Here the
night’s festivities. Being ,guestsof honor, PCs can choose to be big bad pirates or
they are naturally expected to attend. Al- fuzzy little lambs. Almost any costume
The Adventure low them to spend the morning in prepa- the characters can imagine is available for
Party Time ration for the party. They may have their rent, but of course the range of sizes is
Our story opens at the Herzog’s tower hair done at the stylish Castle Salon very limited.
on the mom of a very special day. On this (“Bowl Cuts Are Our Specialty”) and It seems that wherever the characters
day, 20 years ago, a brave band of tour- perhaps while there, partake of a mani- wander on this beautiful morning, THE
ists held off an army of invading Dirtballs cure. The manicurist’s name is Suzette topic of conversation is the upcoming
by tossing water-filled sheep bladders and she is said to be a whiz with file and Party.
from the castle parapets. Their heroic emery board. In the afternoon the PCs have been in-
action not only saved the owner a huge A small gdt for the host to show their vited to participate in a charity croquet
cleaning bill, but it gave the castle an ex- appreciation would be in order, and of match hosted by the Herzog in the Castle
cuse to hold another annual party. Thus, course the Castle Gift Shoppe stocks the Gardens. Dress is informal but should be
finest in silver cheese slicers, potato tasteful. The grueling match, between

102
LI I

the PCs and the Castle serving wenches, ~~


The :Dog-Gone Pool
goes neck and neck until the final crack of ’cause we sold the most cookies in our
the mallet when the group manages to cookie sale and I even sold two boxes Once the characters have pledged to
snatch victory from the jaws of defeat help P enny she will lead them to the scene
to that mean old Mr. Crotchet who
with a well-placed ball. All in all an excit- lives down the street and hates kids. of the crime at the back of the tower. The
ing game! And my Daddy, he’s the mayor, not bowl-: ihaped stone pool is 12 feet in diame-
here, back where I live, he said if I ter anid sunk about three feet into the
Returning to your rooms, sweaty and grOUnC1. The sloping sides of the pool are
could be a big girl I could go, as long as
sore from a hard round of croquet, I minded Miss McGillicutty, she’s our covert:d with s h y green algae and there is
thoughts of tonight’s banquet and leader, and I even got to bring Fluffy a thret3-foot-diameter hole in the center. A
masked ball swirl in your head. You ’cause she’s sorta our mascot and rank cidor of sweat and unwashed bodies
draw your bath and add just a touch of she’s my dog and I didn’t want to leave seems to emanate from the hole. Whatever
persimmon-scented bath salts and be- her at home ’cause I don’t think Cook water was once in the pool has drained out.
gin to ponder your choice of costume. likes her and probably pulls her tad
Perhaps a cute bunny, or a dainty fairy when I’m not around. Well we were o-foot-wide rim composed of grey
princess. Maybe something unique playing a game of “Kill the Orcs” in pavirig stones circles the outside cir-
like a bowl of h i t or a rock. As you Miss McGillicutty’s room and she told ‘erence of the pool, Standing on
immerse your big toe in the sudsy liq- us to go to our rooms and get ready for rim is a nine-foot-tall man-like
uid to test the temperature, a sudden the party tonight ’cause she had a lot stonc3 statue holding a length of chain
high-pitched scream shatters your to do but as we were leaving I saw her attac:hed to a three-foot-diameter,
reverie. Grabbing a puce towel embla- lay down on her bed with a bag of ice one- foot-thick stone plug.
zoned with pink seahorses (compli- on her head so I think she really
ments of the house) you rush into the wanted to get rid of us so she could The statue is actually a stone golem.
hallway and the source of the distur- take a nap. She does that a lot. So then The stone golem was a present to the
bance. I took my bath and combed my hair Herzog from one of his guests, a very odd
and put my dress on and then I saw but powerful magic-user. the visiting
Fluffy looking at me real sad, like she mage so admired the pool that he wanted
wanted to be cleaned up pretty too. to ins1Ire that it would always remain in
A Mystery in the Hallway good condition. Thus the stone golem
Well, I ’membered my daddy telling
Outside their rooms the PCs en- me that dogs weren’t supposed to was g~iven a few simple commands by its
counter a 10-year-old blond, blue-eyed take baths in people bathtubs, I ’mem- creatolr including: “periodically drain and
girl standing in the middle of the hall bered ’cause I got spanked for it once, fill the pool” (which it is now in the proc-
screaming for help. She is wearing a frilly and then I ’membered that old pond ess of doing) and “repel anyone who
light blue party dress streaked with some with the statue we seen out in back so might pose a threat to the completion of
kind of green scum. Pinned to the front of I grabbed Fluffy and her brush and a your cluties.” Fluffy just happened to be
the dress is a damp paper name tag read- towel and soap and a ribbon and took unlucE:y enough to be in the pool at the
ing “Hi! I’m Penny! Who Are You?” Her time c,f one of the drainings.
her there to give her a bath. Well I put Whcin the characters come within a few
once-pretty face is bright red and Fluffy in the pond and she was pad-
streaked with tears and she is yelling feet of the statue, the golem will swing
dling around and having ;I good time
something about dogs and drains. Be- the larage stone plug as a weapon. The go-
’cause she lkes water and I was get-
cause of her hysteria, her words are very lem w ill purposely miss on its first attack
ting ready to wash her ’cause the wa-
incoherent. If the characters can calm her as a alaming, but if the PCs retaliate, or
ter was kind of scummy when
down enough to question her, perhaps do no1t back off, it will strike in earnest.
suddenly that ugly statue started mov-
with offers of assistance, she will relate StOlie Golem: AC 5; MV 6”; HD 60 hp;
ing and reached into the water and #AT 1; Dmg 3-24; THACO 10; SA able to
the following story in a halting, sobbing pulled up a big chain on a big plug and
voice: cast SIlow spell on any opponent within 1”of
before I could move, Fluffy and all the
its froInt facing every other melee round;
water drained out down a big hole in
Penny’s Story SD + 2 or greater weapon to damage, only
the bottom of the pool. And then I affect(:d by the following spells: rock to
started yelling at that statue and told it mud I;lows the golem 50% for 2d6 melee
My name’s Penny and I’m in the Dam- to bring Fluffy back but it just stood
rounds, mud to rock restores all damage
selettes and I got to come here with 12 there looking stupid and I WANT MY suffer1ed by the golem, stone to fleshmakes
other girls and stay for two days FLUFFFFY!!!!! Waaaaahhhh!!!!! the g(dem vulnerable to normal attacks on
the following melee round; AL N

103
Conducting an Investigation statue or by some magical means (of Giant Spider (3): AC 4; MV 3”/12”;
course the braver or more foolhardy HD 4 + 4 ; hp 19,19,18; #AT 1;Dmg 2d4;
If the PCs investigate the drain hole characters may choose to jump in). At- THACO 15; SA Poison; AL CE
read the following: tempting to climb down the slippery pipe Once the party has escaped the web
is very risky, even for a thief, as there are trap and survived their encounter with
Looking into the drain you see nothing no handholds or footholds to be found Jack, read the following:
but a dark hole with smooth stone (see WSG, page 33 for Movement Rates
sides extending downward as far as on slippery surfaces). However the PCs You find yourselves in a 10-foot-
the eye can see. Even with a light decide to descend, when they reach the diameter stone tunnel that appears to
source, no bottom is revealed. A very bottom they will discover that a thick web be part of an old sewage system. The
offensive odor emanates from the basket has been constructed over the cracked limestone walls are dank and
hole. bottom of the drain pipe (where it con- covered with a greenish-grey growth
nects with the ceiling of the larger pipe) of algae. A grey foul-smelling liquid
One of the larger paving stones on the and festooned with small silver sleigh drips from between the cracks and
edge of the pool next to the statue is re- bells. The web (as per web spell) will halt there is about six inches of stagnant
movable. Under the stone is a metal the PCs descent, for anyone falling on or water covering the floor. An obnox-
valve and spigot that can be used to refill touching the web will be stuck tight and ious smell of decomposing matter per-
the pool. set the bells to jingling. meates the tunnel. From where you
If the Herzog is questioned about the At the sound of tlhe bells, a Plumber et- are standing, the tunnel appears to
statue he will say that it was given to him tercap riding in a small two-wheeled stretch north and south, although un-
a few months ago by one of his guests, a wooden cart pulled by three giant spiders derground it is hard to tell directions.
very famous but eccentric magician, as will appear from the north to check out
thanks for an enjoyable stay. Before he the disturbance. The ettercap is wearing
left, the magician instructed that the a cloth vest emblazoned with the words
statue be mounted by the pool, telling the
Area 2: It’s No Picnic
“Jack’s Plumbing” an? carrying a
Herzog it would come in handy in keeping plumber’s helper on one hand. On his cart The south passage continues for 60 fee
the pool clean. Not wanting to offend a are painted the words ‘‘DrPin A Pain? Call from the point where the party entered and
guest, or bring the mage’s wrath down on Jack! ” ends in a 40-foot-diameter stone chamber.
the castle, the Herzog did as he was told. “Jack” and his three helpers have the A small brass plaque over the entrance
So far the statue has proved quite harm- job of removing all obstructions caught in reads “Sewage Treatment Plant-Guided
less, going about its duties very effi- the web filters that they’ve spun over the Tours Every Hour.” Beneath the brass
ciently, except for one time when it drain pipes feeding into the main sewage plaque a small wooden sign reads “Closed
scared the heck out of two old ladies who tunnel. As all the other drains seem to Until Further Notice-Lack of Funds.” The
happened to be soaking their feet in the have fallen into disuse, they tend to re- walls and high-domed ceiling of the cham-
pool at the time it began a cleaning. main in this immediate area, ever alert to ber are composed of the same material as
As for the pool itself, the Herzog will unclog a filter. the tunnel.
recall that it is still connected to an old Jack works for the Scum God (see area This chamber once housed the machin-
sewer system that is no longer used by 10) and has orders to bring anything of in- ery necessary to treat the raw sewage
the castle because of the sour odor that terest that gets caught in the filters to his flowing through the pipes before it was
kept wafting up from below. Guests kept chambers (which is what. he did with dumped in the river. Now all the machin-
complaining about the smell, so last year Fluffy). Thus he and his Fpiders will at- ery has been removed from the room and
a new system was dug and the old one tempt to subdue the PCs and encase the flow route to the river has been
sealed off. them in webbing. In the w e n t that the sealed by a large plaster patch on the
characters were able to avoid the web southernmost wall. Pieces of rusty, bro-
Area 1: Down the Drain trap without setting off the bells, they will ken metal pipes of various sizes protrude
encounter Jack and his spiders, standing at odd angles from the walls and ceiling,
The pool is drained through a smooth- periodically dripping moisture.
at attention, 30 feet down the north pas-
sided three-foot-diameter stone pipe ex-
sage with the same results as above. Jack
tending 100 feet straight down and In the center of this roughly circular
takes his job very seriously, and will not
connecting with a larger 10-foot-diameter answer any questions or give out any in- room, on a raised mound of sand and
pipe that runs north and south under the silt, sits a hideous 10-foot-tall two-
formation unless it concerns plumbing.
castle grounds from the point at which it headed creature. The man-like mon-
Ettercap (1): AC 6; MV 12” ; HD 5; hp
intersects the drain pipe. The PCs can 29; #AT 3; Drng ld3/ld3/1d8; THACO strosity has a roast turkey drumstick
enter the drain using rope tied to the 15; SA Poison; SD Traps; AL NE

104
sign around its neck read: “Puffy.” This hp 15,11,11,8,6,5; #AT 1; Dmg ld6;
clamped between each pair of jaws and crude little toy was crafted by the troll to
is holding one end of a large wishbone in THACO 16; SA 1has poison sting; AL N
while away the time between picnics.
each hand. Around each rubbery neck is Two-headed trolls are easily amused.
tied a white bib decorated with a picture Area 3: The Phantom of the
Giant Two-Headed Trol: AC 4; MV Cesspool
of a lobster. Spread out on the ground 12”; HD 10; hp 50; #AT 4; Dmg ld6/ld6/
before him is a red and white checkered ldlO/ldlO; THACO 10; !$D Regenera-
table cloth. On the cloth are four large tion; AL CE As you continue north down the pas-
pots and jars and a tin plate piled high Hot Mustard Jelly (1): AC 4; Move 9” sage, the smell of sewage and decay
with bones. To the right of the creature (or 12-18” if the creature c‘ivides in half,); becomes much stronger. Spaced along
sits a large wicker picnic basket. A small HD 7 + 14; hp 45; #AT 1or 2; Dmg 5d4 or the ceiling of the tunnel are the pro-
fluffy white head protrudes from one 2d4/2d4; THACO 13; SA see below; SD truding ends of several more three-
end of the basket. Directly behind the +1 or better weapon to hit; AL N; This foot-diameter pipes, all capped with
knoll, gathered around a piece of cake, creature, like a regular jelly, exudes a va- webbing. With every step your boots
are six giant ants. por within a 10-foot radius that causes make a loud squishing sound, adhering
victims to become lethargi: and move at to the slime and muck lying below the
The giant two-headed troll was given half-normal speed unless they save standing water. Here and there a
the job of maintaining the sewage treat- against the effect. In addition, the vapor melon rind, orange peel or wad of
ment plant, again by the Slum God (see of the hot mustard jelly causes a burning gummy hair bob lazily on the surface.
below). Suddenly a dim light appears directly
in the mouth, a watering o f the eyes and
Since there is nothing left to maintain an overwhelming desire for water. in front of your path. As you watch in
(all the machinery was removed when the Olive and Pimento Slime (1): AC 9; MV horror, a spectral figure, garbed in a
new sewer system was dug) he spends all 0”; HD 2 + 2 ; hp 11; #AT 0; Dmg Nil; ghostly flowing hooded robe and carry-
his time having a picnic. When he spots THACO 16; SA contact causes metamor- ing a large phantasmal pipe wrench, ma-
the party, figuring them to be spies about phosis into vegetable creature (see olive terializes in front of you.
to put an end to his cushy job, he will slime MMIIpg 110); SD hwmed only be
scream in rage spraying bits of turkey The apparition is the ghost of Melvin,
acid, freezing colds, fire, or by a cure dis-
meat in all directions. With a cry to “Find ease spell; AL N; Olive and pimento an evil human who in life delighted in
your own picnic spot!” he will hurtle the slime is a strange combination of olive stopping up sinks and toilets, causing
jars and pots at the party, one at a time. slime and pimento slime which has no much embarrassment and suffering to
The crockery contains condiments (gath- those who followed him in using the bath-
properties of its own but is delicious in
ered in the tunnels by the troll) but of a room. He also enjoyed overflowing the
cooking. It may be recognized by its olive
most deadly variety. The first jar contains bathtub and switching the cold and hot
color flecked with small bits of red. water knobs in the shower. Such were
hot mustard jelly. The second is filled Crystal Lite Ooze: AC 8; MV 1”/3”;
with olive and pimento slime. A clay the extent of his evil deeds that in death
HD 4; hp 14; #AT 1;Dmg 4d4; THACO
pitcher contains crystal lite ooze and an he was consigned to wander the sewers,
15; SA exudes paralyzing pison; SD Un- carrying a phantom pipe wrench and for-
open pot is filled with chocolate fudge harmed by acid, cold, heat, or fire, elec-
pudding. ever searching for leaks, to atone for his
tricity and magic missiles do full damage, evil acts. The ghost of Melvin hates all
After the troll has exhausted his supply weapons do 1 point of dawage per hit,
of missile weapons, or if the party moves living things, especially those that prac-
wooden weapons must save vs. acid or tice good hygiene, and will immediately
within melee range, he will attack, first break; AL N; Unlike the normal crystal
with the drumsticks and then with his attempt to magic jar the cleanest PC.
ooze, the crystal lite ooze comes in a vari- Once this is accomplished, he will semi-
claws. If the party retreats, he will follow ety of colors and flavors.
and attempt to stop them on the assump- materialize and attempt to age them with
Chocolate Fudge Pudding; AC 6; MV a touch of his ghostly finger, moaning in a
tion that they are leaving to report him for 6”; HD 10; hp 45; #AT 1; Dmg 3d8;
goofing off. In addition, the six giant ants chilling voice, “I am the Ghost of Melvin!
THACO 10; SA Dissolve wood, metal In life I hated all things clean and hygienic.
will move into the fray, attracted by the and teeth; SD Blows, cold. and lightning
spilt food, attacking whoever gets in their If you have no wish to share my fate,
do no harm; AL N; The chocolate fudge wash your hands before every meal.”
way. If the picnic basket is inspected, it pudding is a very close relative of the
will be found to contain a metal cake plate Ghost: AC 0 (or 8); MV 9” ; HD 10; hp
black pudding except for its chocolate- 39; #AT 1 ; Dmg Age 10-40 years;
smeared with white frosting, a metal pie brown coloring, its pungent cocoa odor,
pan smeared with dried bluebemes, and THACO 10; SA magicjar; SD can only be
and its ability to dissolve teeth on con- harmed by silver (half damage) or magical
a crude sock puppet of a dog. The puppet tact.
is covered with cotton balls and a little weapons when semi-materialized; AL LE
Giant Ants (6): AC 3; MV 1 8 ” ; HD 2;

105
Area 4: New Construction candle mounted on the top of its hat, and mune to poison, electricity, magic
the hot wax runs in rivulets over the sur- missiles, death magic, and cold spells,
Traveling further north through the faces of their undead faces. These zom- fire attacks do half damage; AL NE
clammy sewer, you encounter a no- bies were hired by the Slum God to
ticeably newer 6’ X 6’ passage carved expand the sewer system. Because they Area 5: Take a Bath
into the right-hand wall of the pipe. A work cheap, don’t take long breaks and
large mound of dirt and rubble is piled are non-union, they are perfect for the The stone sewage pipe in which you
up near the entrance next to a wooden job. The zombies will not attack the party have been traveling ends in a “T” in-
placard proclaiming “Dig or Dust.” A unless the party attempts to interfere tersection and continues onward to
dim light glowing from deep within the with their last command which was to the right and left a few feet ahead.
smaller tunnel highlights the swirling “keep digging.” They are treated as reg- These new sections are the same size
clouds of dust in the air, and the ular ju.ju zombies except for their magical and constructed of the same material
sounds of digging and cursing can be hard-hats which give them a - 1bonus to as the one in which you are standing.
detected echoing from within. Armor Class. The hats can be worn by The sour, gaseous odor seems to be
anyone for the same bonus protection. drifting in from the pipe to your right.
Forty feet into the tunnel is a gang of They carry nothing else of value, except Directly in the center of the inter-
four hard-hat juju zombies wielding picks for the picks and shovels (two of each) section is a three-foot-diameter, foot-
and shovels and wearing yellow helms. and a few dented steel lunchboxes con- high circular pool composed of
The zombies, dressed in fdthy tom white taining dead rat sandwiches and ther- medium-sized gray rocks. A very
short-sleeve shirts and thread-bare wide- moses of bad coffee. strong sulphurous smell rises from the
bottom denim pants are busily excavating 4 Juju Zombies: AC 6; MV 9”; HD pool and the thick yellow water within
the dirt and rock facing at the tunnel’s 3 + 12; hp 29,26,23,22; #AT 1;Dmg 3d4 bubbles and smokes. The bleached-
end. Periodically a pick or shovel con- with picks and shovels; THACO 16; SA white skull of a steer with long curving
nects with zombie flesh instead of dirt, Attack as 6th-level monsters, SD + 1or horns lies next to the pool. There is a
with no apparent reactim from the recipi- better magical weapon to hit, piercing or small brown hand towel draped over
ent. Each zombie has a thick sputtering blunt weapons do half damage, unaf- one of the skull’s horns and a brown
fected by magic that affects the mind, im-

106
Area 6: Where the Sewer Ends
to the skull is a small weather-beaten
sign with the word “Pizzen” burned The path to the east
feet and then is blocked by a huge
wooden sign filling the entire corridor. Many moons ago, a shifting in the inner
The rock pool encircles a natural un- Crouched directly in front of the sign, earth caused this section of pipe to split
derground mineral spring that forced its a menacing snarl on its whiskery face, apart. The resulting fissure opened up a
way through the bottom of the pipe. The is a giant sewer rat. The rat is wearing huge chasm below the split, and over the
sulphurous spring is actually about 200 a black eye patch and a wicked-looking years, the run-off from the pipe created a
feet deep and the water is scalding hot. If dagger is gripped between its pointed fetid man-made lake far below.
the party tarries at the intersection for teeth.
more than three rounds, the cow skull You find yourselves on the edge of a
will begin to shake and rattle and a skele- When the PCs approach, the rat will
point to the sign with its long pink tail and huge chasm stretching several hun-
tal hand will slowly rise from the center of dred feet below. The section of pipe in
the pool holding a cake of pink heart- emit a warning growl. In large letters the
which you are standing extends a few
shaped soap in its bony fingers. In a raspy sign reads “STOP! This is the Exit to
feet over the edge and tilts slightly
growl the steer skull will command “Take Level 9 above and Level 11below! If you
downward. Looking down, you catch a
it! Take the soap?” and then fall silent. Af- have not successfully completed this
reflection of standing water far below.
ter five rounds the hand will slowly lower level, please do not go any farther! Thank
Approximately 100 feet across the
back into the pool whether the soap is re- You. Signed The Management.” The sign gorge you see the other half of the
moved or not. The boney hand belongs to is actually only about one-eighth inch broken pipe continuing onward. Look-
a submerged crypt thing that is currently thick and easily removed. The rat will ing up at the dirt ceiling approximately
bathing in the pool. It is this creature’s only attack if the PCs insist on exiting be- 10 feet above the top of the pipe, you
voice that seemed to emanate from the fore they finish their quest. Beyond the discover clusters of long gnarled tap-
skull, seeking to confuse the party. This sign, the sewer pipe has crumbled into a roots hanging from the earth and ex-
particular crypt thing is of the aberrant mass of broken stone and fetid mud. Two tending across the entire width of the
variety and has the ability to paralyze its tunnels branch off from this point leading gorge.
victims while simultaneously turning to Level 9 and Level 11respectively.
them invisible. If anyone reaches for the Giant Rat: AC 7; MV 12”/6“ ; HD 1/2; If the PCs choose to cross the chasm,
soap, the thing will snake out its other hp 4; #AT 1;Dmg ld3; THACO 20; SA they may do so by magical means, with a
hand and grab his wrist, employing its Disease: AL NE rope and grappling hook, or by hanging on
powers to make it seem like he has been to the taproots, which hang almost in
pulled into the scalding bath, when in re- Area 7: A Big Hole their faces, and going hand-over-hand.
ality he has been invisibly paralyzed at the The taproots will support the characters’
pool’s edge. Entering the right-hand section of weight if they choose to cross that way,
It hopes to entice one of the other PCs pipe, you find it encased in a thick with maximum movement being 30 feet
to jump into the burning water (ld6 hit layer of brownish muck. There is still a per round. The width of the cavern is 100
points of burn damage per round unless few inches of standing water on the feet and a Dexterity Check with a + 2
suitably protected) to rescue their sup- floor, but it is thick and muddy. modifier must be made every 10 feet.
posedly submerged comrade. If someone Failure means the character has lost his
does jump into the pool, the crypt thing If the PCs are actively searching for se- grip on the rope, and will fall 300 feet to
will swim toward the bottom and silently cret doors, there is a chance they may the 20-foot-deep pool below. (See DSG,
watch their futile attempts at rescue. discover the secret entrance to the lair of pgs. 35-36 for effects of falling damage.)
The soap is a normal, rose-scented bar. the Scum God. If this occurs, proceed di-
However, if the cake is completely used rectly to encounter 10 and read the de- Area 8: Tick.. .Tick.. .Tick
up a small tin whistle will be found embed- scription. Otherwise, continue reading
ded in the center (a prize for keeping the following: Any character who enters the 20-foot-
deep and 100-foot-wide pool, either vol-
clean).
Crypt Thing: AC 3; MV 12” ; HD 6; hp untarily or involuntarily will experience
As you continue along the tunnel, your the following:
26; #AT 1; Dmg ld8; THACO 13; SA light source reveals that the path
cast paralyze and invisible; SD only hit by ahead seems to drop off into nothing-
magical weapons; AL N ness. As you take a few more tenta-

107
the force of the upheaval embedded him
You’re floating in a large pool of ice- in the stone wall. Beyond the cap is tons that some of you have heard of me. So
cold scum-coated water. The foul liq- of solid earth. much the better. But perhaps you are
uid fills the entire floor of the chasm; wondering how I managed to make my
there are no ledges or hand-holds with way to your lovely plane of existen-
which to climb out. As you frantically Area 10: At Last ...The Scum ce ...all in due time. First let me show
try to keep your head above water, God you around my humble abode.”
you hear a loud ticking sound, seeming On the north facing of the sewer pipe
to come from all directions. Looking directly behind a large fissure created by This said, Juiblex will spread himself
around, you see several log-like a rupture in the stone pipe is a 40’ X 40’ into a pool of slime and drip off the ham-
shapes, gliding through the water, natural stone cavern. The five-foot-wide mock.
heading directly for you. crack leading to the cavern is concealed
by an old outhouse door propped up The Guided Tour
The creatures in the pool are giant tick- against the tunnel wall. Because the door
ing crocodiles. They were flushed down is as thickly muck-encrusted as the rest Juiblex will slime around the 40-foot-
the sewers when their owners, who of the tunnel, the PCs must be actively square by 20-foot-high room pointing out
bought them as babies for pets, realized searching to notice its presence. (Treat all of its salient features to the PCs. Pro-
that they had grown too big. The eight as a secret door for detection purposes.) truding from the ceiling in the NW corner
crocodiles will encircle their hapless vic- of the room is a broken section of three-
tim and attempt to rend him to shreds. As you pry open the muck-encrusted foot drain pipe. The pipe has been uncap-
Giant ticking crocodiles resemble normal ped and is being used by Juiblex as a
door, a nauseating odor of ancient out-
giant crocodiles except for the loud tick- shower, In the NE comer of the room sits
houses, unwashed socks, and un-
ing noise they generate when they sense a rickety shelf composed of bits and
earthed graves assaults your nostnls.
prey. If the crocodiles are disposed of and There before you, in a roughly square pieces of swollen rotted wood. These
cut open, a wooden leg, an eye patch, and stone cavern, you see a nine-foot-long shelves hold the items Juiblex has ac-
a cutlass will be found inside the largest quired during his visit to the sewers,
disgusting heap of blackish green, foul
one. brought to him by Jack (see area 1).
brown-and-yellow, and sickly translu-
8 Giant Crocodiles: AC 4; Move 6 “ / Juiblex will lovingly point to each item in
cent grey-and-amber stretched out on
12”; HD 7; hp44,41,34,29,29,25,21,19; turn, pointing out its intrinsic value to the
a filthy hammock. The hammock is PCs. Tucked among the broken bottles,
#AT 2; Dmg 3d6/2d10; THACO 13; AL supported by ropes held on either side
N soggy pizza crusts, gum wrappers, fish
by two large slime creatures. The
heads, dead rats, string, bones and
lower body of the reclining monstros-
Area 9: A Dead End snakeskins are jars labeled “hairballs,”
ity is encased in a pair of orange,
“feces,” “soap scum,” “teeth,” “cigar
green, yellow and blue shorts embla-
butts,” and “used undergarments.”
As you enter the broken section of zoned with scenes of palm trees and
But Juiblex has saved the best for last.
pipe, a deep feeling of dread seems to grass-skirted dancers. Small pairs of From a splintered rectangular wood box
envelope you. Shining a light around dark-tinted glasses cover the rest of
in the SE corner, a torn label on the front
the area, you see that the pipe ex- the creature’s form. In one of its hands
showing a dancing banana, he will pro-
tends for 30 feet and then ends in a is a fruit jar filled with a lumpy brown-
duce two battered wire cages. The first
large stone cap. Embedded in the ish liquid with a thin reed straw rising
cage contains a green, nearly feather-
stone cap is a human skeleton. from the jar to the creature’s mouth.
bald parrot and the second, a small fluffy
In the other hand is an unfolded paper white dog curled in a ball and sleeping fit-
Closer examination of the area around fan with which the creature seems to fully. Replacing the cages in their con-
the skeleton reveals a small gold badge be fanning itself.
tainer, and slithering back over to face the
bearing the legend “Inspector #24” lying PCs, Juiblex will relate the following:
on the floor next to a scrap of parchment. As soon as the party enters the room
The parchment reads “Check the west the heap will gurgle,
pipe for possible leaks. No sleeping on You see, I’ve always had a desire to
the job. Signed, The Boss.” visit your quaint little plane, but alas,
“Ah, visitors! Come
If the badge or paper is touched, the the only way I could do so is if someone
low me to introduce myself. These pa-
embedded skeleton will wail “I’m not summoned me. But then the most
thetic creatures down here call me the amazing thing happened! It seems
sleeping!” and then fall silent. This is the Scum God, but you may address me
remains of a sewer inspector who was there was a pirate, who, in what I’m
as ...J uiblex. Ah, I
caught in the pipe when it was rent apart;

108
while he spews his jelly-like slime around PCs agree to this proposal he will teleki-
jure he thought was an act of clever- the room. Then he’l! probably counter by nese himself and the group up through
less, named his parrot after me. Not tossing off an unholy word or maybe a dis- the “shower pipe” to their destination, a
mly that, he taught the bird to say his pel magic to mess up the magic-users in men’s room on the first floor of the cas-
~ w name,
n among other foul epithets, the party. After that he might mix it up tle.
md day and night he squawked “Juiblex! with a few forceful blows and noisome se- 2 Slime Creatures: AC 9; MV 6 ” ; HD
luiblex!” (At this point the parrot will cretions, while his living hammock joins 8 + 2 ; hp 54,39; #AT 1 ; Dmg 4d4;
give a short demonstration by squawk- in the fun. THACO 12; SA Olive slime; SD only af-
.ng “Juiblex.. .Awwwkkk.. .Call me When you, as DM,think that the char- fected by acid, freezing cold, fire, magic
luiblex” from the depths of the crate.) acters have had enough, JuiSlex will call a missiles and magical powers which affect
Well, that was all it took. One of the calls halt to the proceeding hy declaring plants; AL N
pierced the Abyss and here I am. Natu- “truce.” He will then tell the PCs that if Juiblex: AC -7; MV 3”; HD 88 hp;
rally, I killed the pirate and sunk his boat they swear blind obedienc(3 to him and #AT 1; Dmg 4d10; THACO 7; SA shed a
for his troubles, bringing my cute little kiss his feet, he won’t kill them but will circle of darkness, 15’ radius at will,
namesake here with me to my vacation instead take them with him to his place in cause fear (as a wand), cast a circle of
retreat. the Abyss to be his slaves f3r eternity. If cold, 1O’radius,plus do any of the follow-
I refer to this lovely place as my va- they refuse (whch they should) he will ing during a melee round: detect invisi-
cation retreat, and yes, I was quite make another proposition. ble, locate object, ESE fly, dispel magic,
ready for a vacation. I was tired of the Forget the slave business, he’ll tell invisibility 10’ radius, charm monster,
other demons shunning me and whis- them, just kiss his feet and swear obedi- hold monster, telekinese 15,000 gp
pering behind my back, just because I ence and he’ll let them live. Unless the weight, project image, phase door, pu-
didn’t have a face, so I came here to characters are really perverted, they trefy food and water, cause disease,
get away from it all. And what better should spurn this offer as well. speak with monsters, speak an unholy
place for a little rest and relaxation, Juiblex has one final proposal. Turning word once per day, and gate in 1-4 Type
than the sewers. towards his shelves of “collectibles” he I1 demons (70% success chance). In addi-
But before I bore you, let’s get to will remove a soggy gold-embossed piece tion, he can spew forth a three-cubic-foot
the heart of the matter. With my infi- of paper with one slimy appendage and blob of jelly-like slime combining the ef-
nite genius, I’ve deduced that you’ve present it to the party. The characters fects of ochre jelly and green slime once
probably come for the dog. Well, you will immediately recognize it as an invita- per turn with a 15’range; SD + 2 or bet-
see, she was a gift to me from Jack, tion to the masked ball. Juihlex will state ter weapon to hit, regenerates 2 hit
one of my most loyal minions, and as that the invitation floated down here ear- points per round; AL CE; for more infor-
such I really can’t give her up. In fact lier in the day (apparently someone mation on Juiblex or demons see MM,
I’ve even given her a name-Stinky- dropped it in the pool before it was pg. 16-17).
do you like it? This, coupled with the drained) and he would really like to at-
fact that somebody obviously flushed tend. Being a demon, and a disgusting Fluffy’s Fun Fax 638-Juiblex
her down the drain, makes her mine one at that, he’s never been to a party
now.
(The Faceless Lord)
and feels it would be the perfect climax to
But knowing what stubborn crea- his vacation. He’ll give the characters his As a boy, Juiblex was teased and
tures you humans are, I suppose you’ll sacred oath that if they’ll accompany him taunted by the other young demons who
want to fight for her. Very well, take to the ball, he’ll promise to behave, won’t used to laugh and call him names (Scum
that! eat too much and wid leave promptly at Face or Barf Breath being the most popu-
midnight. In addition he’ll return Fluffy lar). They never let poor Juiblex join in
and give them the parrot i’ they desire. any demonic games. While it is true that
The Fight for Fluffy Juiblex doesn’t really want Fluffy any- young Juiblex was extremely disgusting
way. He’ll tell them this is his final offer, and had a tendency to spout caustic se-
With these last words, Juiblex will and if they don’t accept they can resume cretions at the most inopportune mo-
spray a glob of jelly-slime at the party, battling to the death. ments, the only playmates he could find
signaling the beginning of combat. Juiblex was just being naughty when he that seemed not to mind his loathsome
Attention DMs: Here’s your chance to made his first demands. He never really appearance were slimes, jellies, and pud-
knock those snooty high-level characters expected the PCs to kiss his feet. All he dings. It was at this point in his life he was
around a little! Jluiblex will fight as nasty really cared about was going to the party, given the cruel nickname “The Faceless
as possible using every d&y trick in the but he figured by letting the PCs choose Lord,” a moniker that has stuck with him
book. He’ll start the fight by gating in 1-4 between the lesser of the evils they to this very day.
Type I1 demons to distract the characters would be more d i n g to cooperate. If the Perhaps this unhealthy beginning is

‘LO9
what led the adult Juiblex to seek the life
of a recluse on the 528th layer of the
c
several glaring red eyes, the beady orbs
seeming to dare passersby to make a [ But the highlight of the evening was
Abyss. Here he constructed a little cot- smart comment. Of course his putrid when you quietly slipped away from
tage composed of living fungus and rot. odor would be a dead giveaway, as it is the crowd and softly made your way
Since the entire layer is composed of de- noticable blocks away. up the stairs carrying your precious
caying matter, he never has to mow the If Juiblex were ever to be invited to any cargo. Slowly creaking open the pol-
lawn or rake leaves. He has no mailbox as social functions, he would probably be the ished wood door, you stepped silently
no one ever writes to him and a large life of the party. Being a certifiable ge- toward the moonlit bed and the small
moldy “Get Lost” mat in front of his nius, he would be able to expound his pale figure lying within. As you depos-
domicile warns away the occasional views on a wide range of conversational ited the wiggling little bundle in the
salesman. Therefore Juiblex whiles away topics. If the festivities began to lag, he child’s empty arms and heard the
the centuries with his favorite hobby, could entertain with a few simple parlor drowsy sleep-filled sigh of “Fluffy” as
spreading himself into a vast pool of slime tricks, among them being locate object, girl and dog snuggled together under
and raising up into a 20-foot column of E S e fly, putre& folod and water and the the thick quilts, you knew it had all
sickening ordure. When he’s not doing ever-popular circle of darkness. been worthwhile.
this, he can be found sitting in his favorite Although the chances of you ever strik-
fungi chair, thinking evil thoughts. His ing up a friendship with Juiblex are pretty
only visitors are the occasional black pud- slim, be warned. If he happens to take a Just Desserts
ding or gray ooze (and even they don’t liking to you, he is apt to carry you away A few days after the adventure a large
hang around very long). to his home to become his permanent box arrives for the PCs. Inside is a note
Like all demons, Juiblex can visit the slave. One way to prevent this is to make that reads: “Dear PCs, Thank you so
planes of Tarterus, Hades, or Pandemo- sure you have plenty of holv symbols and much for rescuing Penny’s little dog. I
nium or take a short jaunt to the Astral perhaps a pentacle or two on hand if he was going to send each of you a 1,000-gp
plane. Before he became entrenched in should come to visit. And iust to be on the gem as a reward, but Penny insisted on
his hermatic lifestyle, he used to take ad- safe side, don’t talk: in your sleep. picking out your reward herself. En-
vantage of this ability but found Tarterus closed please find a lifetime supply of
too crowded, Hades too gloomy, and Juiblex at the Pa.rty Damselette cookies. Sincerely, Penny‘s
Pandemonium too windy and noisy for his father.”
liking. His secret desire is to visit the Needless to say, your appearance in
Prime Material plane (he has heard that the midst of a discussion on polo tech- Fluffy and Penny are characters copy-
some excellent mushrooms and toad- niques between Lord Buttertub and righted by Rick Reid.
stools grow there) but to do so he needs the Duke of Biscuit caused quite a
some help, which so far he has been commotion. Making your apologies
loathe to ask for. and hurriedly leaving the startled gen-
Juiblex’s prize possession is a small tlemen, you steeled yourselves for
glass jar that once contained catfish bait your grand entrance. Your fears how-
and now contains his vital essence. The ever, proved to be unfounded. The
jar is attached to a thin silver chain and guests soon found1 themselves drawn
well secreted in his lair. If someone were to the new arrival, captivated by his
to find this “amulet,” perhaps by looking droll wit and unique outlook on life. Al-
under the rotted-log bed in the master though most conversations were kept
bedroom, that person would gain power necessarily brief, Juiblex soon proved
over Juiblex for a whole day. As Juiblex to be the belle of the ball and actually
tends to be quite stubborn and indepen- behaved quite well for a demon. And
dent, this would probably make him very even though your ears were burning
mad. with the few whispered comments
If you were to meet Juiblex on the that your costumes were “tacky,” you
street, he would be instantly recogniz- felt a certain perverse pride when
able. He would most likely be slithering Juiblex won first prize for best cos-
by in his favorite form, that of a nine-foot- tume. And true to his word, he de-
tall cone-like heap of disgusting matter in parted at midnight, amid offers to
shades of blackish greens, browns and return next year and invitations to visit
yellows, and translucent grays and am- country estates.
bers. Protruding from this mess would be

110
Option 2 picting frolicking elves are tacked to each The theater itself seats about 150 mon-
of the four walls, sters. When the party enters, they will
This option, believe it or not, is even find the theater completely dark. On the
more “realistic” than option one, but you screen is a film depicting huge armies of
can only use it if you are playing with min- Area2: Bijou
90-foot-tall orcs storming all over Grey-
iature figures. Mordenkainen has converted this area hawk, lead by a severed head floating in a
Whenever battle erupts, each combat- into a small movie theater. He holds two fishbowl (presumably Tenser). Three
ant grasps his miniature and holds it out shows per day here, and charges the melee rounds after the party enters the
over the table. The various combatants monsters from the surrounding dungeon theater there is a problem with the pro-
then attempt to stick each other’s figures levels 50 gp each for admission (on Sun- jector, and the audience begins groaning.
with their little swords and scream out days there are 20-gp matinees). Two rounds after that, a huge riot breaks
the amount of damage they think each The only way tio enter the bijou is out and the various members of the audi-
blow would have done, while trying to through the huge double doors on the ence begin to attack the theater and each
avoid being stuck by the others. Whom- north wall, which lead into the lobby. The other. There is a good chance that the
ever gets bored first loses and is dead. other doorways are all one way, leading PCs will become entangled in the festivi-
Make sure to have plenty of little cutting out. Just outside the lobby entrance is a ties. The following creatures are in-
implements on hand for all of the severed poster for the current feature, “They volved in the riot:
limbs, broken weapons, etc. Saved Tenser’s Brain.” Buford (insane evil titan): AC - 3; MV
Immediately insidle the lobby doors is a 21”; HD 22; hp 88; #AT 1; Dmg 8d6;
box office where Mort and Gort (two of
Wandering Monsters Mordenkainen’s apprentices) will stop
THACO 7; SA see MM, pg 94. Buford
wears a colossal backpack that is stuffed
on Level 11 the party and ask them eac’l for their 50-
gp admission fee. If the F’Cs refuse to
with 440 gp, three 75 gp gems, and two
potions of giant strength.
Roll ldlO on the table below every two pay, the wizards will attack and summon Todd and Sid (beholders): AC 0/2/7;
turns. the iron golem ushers (see below). If the MV 3 ” ; hp 75; #AT 3; Dmg ld8/ld8/
party members pay the full amount, the 3d10; THACO 10; SA breath weapon
D10 two wizards will offer to sell them pop- Galgathrax (huge ancient red dragon):
Roll Result corn for five gp per box. AC -1; MV 9”/24“; HD 11; hp 88; #AT
1-6 No Encounter Mort and God: A,C - 2 (bracers of de- 3; Dmg ldS/ld8/3dlO; THACO 10; SA
7-8 2d6 Giant Trolls (AC 4; MV 12”; fenseAC2);MV 12”; MU 22; hp 42,48; breath weapon
HD 8; #AT 1; Dmg 2d8; THACO ST 12, IN 18, WI 14, DE 13, CO 13, CH Ygordrim (death slaad): AC -4; MV
12; SA Regeneration). The giant 15; #AT 1; Dmg ld4; THACO 11; AL 12”; HD 1 5 + 7 ; hp 127; #AT 3; Dmg
trolls are some of Mordenkainen’s CN. Both Mort and Gort wear a ring of 2d10/3d6/3d6; THACO 7; Special see
groupies from the Pomarj regeneration and have the following FE pg. 81. Ygordrim is on vacation from
9 l d 3 Nycadaemons (AC -4; MV spells memorized: Limbo. He carries 27,000 gp in traveler’s
12“/36”;WD 12 +36; #AT 2; Dmg Level 1: Charm Person (S),Enlarge, checks, redeemable at any bank in the
ld8 +8; THACO 7; SA magic, see Protection From Evil,Sleep lower planes.
FE pg 69). The Nycadaemons are Level 2 : Detect Invisibility, Invisibilitx Stan (death Knight): AC 0; MV 9“ ; HD
here as representatives of certain Mirror Image (x2), Scare 9; hp 97; #AT 1; Dmg ld10 +6; THACO
high-ranking officials of Gehenna Level 3: Blink, ,Mold Perscln (&), Light- 12; Special see Ffi pg. 23.
who are trying to sell the film rights ning Bolt (x2) Mordenkainen has posted an iron go-
to their life stories. Level 4: Fear (XZ), Minor Globe of Invul- lem (AC 3; MV 6 ” ; hp 80, 80; #AT 1;
10 Demogorgon (AC - 8; hp 200; #AT nerability, Polymorph Other, WaU of Fire Dmg 4d10; THACO 4; Special poison
3; Dmg Special; THACO 4; SA Level 5: Cloud,kiU, Cone of Cold (&), gas) at each of the theater’s two exists.
magic, demon lord of the abyss, Feeblemind, Wall of Force Three rounds after the not begins, the
see MM, pg 16). Level 6: Anti-Magic Shell, Bigby’s golems will attempt to quell it.
Forceful Hand, {Geas,Flesh to Stone
Level 7: Duo-Dimension, Morden-
Encounter Kev kainen ’s Sword, Power Wcrd Stun (x2)
Area 3: Projection Room
Area 1: Entry Chamier Level 8: Antipathy, Mindblank, Otto’s Ir- This chamber houses the projector
resistible Dance, Serten 3 Spell Immu- that services the adjacent bijou. The pro-
There is very little of value in this
nity jectionist is another of Mordenkainen’s
room. Well-worn steps blanketed in dust
Level 9: Imprisonment, Power Word KiUr apprentices, Bort (with stats identical to
lead up to level 10 from the center of the those of Mort and Gort from area 2). If
chamber, and moth-eaten tapestries de- Shape Change.

113
the party enters this room during the Word Stun, Statue back to his stronghold in the Great King-
riot, they will find Bort completely tan- Level 8: Incendiary Cloud, Mass Charm dom. The room currently holds 15 sacks,
gled in film, desperately trying to restart (d)Mind
, Blank, Power Word Blind, each containing 200 pp.
the movie. Symbol
Needless to say, there is a 70-mm pro- Level 9: Power Word Kill (x2),Prismatic Area 6: Records/Script Hall
jector in the room which is enough of an Sphere, Shape Change, Wsh (x.2)
oddity in Greyhawk to fetch a price of 500 The door to this room is locked. This is
gp or so on the open market. Lining the Fiona: AC 1; MV 12” ; T 14; hp 84;ST where Mordenkainen keeps his business
east wall are several film reels bearing ti- 16, IN 15, WI 10, DE 18, CO 16, CH 17; records, scripts, and other important pa-
tles like: “Balzor The Warrior,” “Island of #AT; Dmg l d 8 + 6 ; THACO 9; AL N. pers. Inside is a large oak desk (worth
the Sorceresses,” and “Anak!” Con- Fiona wears a ring of prott*ction + 5 and 250 gp), and several filing cabinets, all of
cealed in a film canister marked “Mon- is armed with a long sword +5. which are literally choked with old pa-
ster Fraternity Vacation” are four 500-gp Also in the room are Mordenkainen’s pers.
gems. three nycadaemon bodyguards (AC - 4; Lying on the desk are several impor-
MV 12”/36”; HD ‘12 +36; hp 130, 128, tant papers that may attract the PCs’ at-
116; #AT2; Dmg ld8 +8; THACO 7; SA tention. These are described below:
Area 4:Mordenkainen’s Office * Paper #1: A memo from Sam and
magic, see FF, pg. 69).
On the door leading to this chamber is a If any of the PCs entering this room has Irwin to Mordenkainen. It reads, “M-
sign reading “PRIWTE KEEP OUT.” a Charisma of 16 or bigher, Mor- We got the OK! This is our big chance.
From here Mordenkainen carries on all of denkainen will frame his or her face be- Remember, we are going to get hassled
his day-to-day operations. The office fea- tween his two hands and immediately unless the film is as accurate a represen-
tures a large ivory desk (worth 750 gp), a offer to make all of the PCs “stars.” Re- tation of fantasy games as possible. You
collection of file cabinets stuffed full of old fer to this level’s Appendix for the out- better give us a look at the screenplay be-
papers, and the fabled hot tub of relaxa- come of any deals. fore you start shooting -Sam & I. PS: Is
tion. Mordenkainen himself will be in the If none of the PCs meet the Charisma there some way we can get Tom ‘the
hot tub with Fiona, his very special requirement, Morclenkainen will order Bomb’ Brannigan into this one?”
friend, when the PCs enter. his bodyguards to remove the tres-
Mordenkainen: AC -2 (bracers of de- passers from his office. He and Fiona will * Paper #2: The first page of the fan-
fense AC 2); MV 12”; MU 29; hp 110; join in if necessary. tasy movie script:
ST 9, IN 20, WI 17, DE 18, CO 12, CH Buried in the ma:jS of papers found in “FANTASY THE MOVIE
18; #AT 1; Dmg ld4; THACO 11; AL the filing cabinets is ,a scroll containing the A Screenplay by Edgar Gordon Galaxy
CN. Mordenkainen has a staff of the spells wizard lock, Mordenkainen ’s faith-
magi, a ring of regeneration, and the ful hound, delayed blast iireball and time CASTOFCHARACTERS
crown of might. He has memorized the stop. In one of the desk drawers is a dag-
following spells: ger +2 and a map showing the location of Boffo: A bold, hearty dwarf who often
Level 1: Charm Person (A?), Enlarge, Mordenkainen’s secret stronghold in the relies upon his formidable combat skills
Light, Magic Missile (x2), Shocking Great Kingdom. (instead of his brains) to solve his prob-
Grasp lems.
Level 2: Invisibility (x3), Mirror Image, Vebvennena: A bold, hearty wizard
Stinking Cloud, Web (i2)
Area 5: Mordenkainen’s who often relies upon his mighty magic
Level 3: Clairvoyance, Dispel Magic Antechamber (instead of his brains) to solve his prob-
(d) Hold
, Person, Lightning Bolt (A?), This is a small alcove just off Mor- lems.
Protection from Normal Missiles denkainen’s office. ]Located in this room The Weasel: A bold, hearty thief who
Level 4: Charm Monster (B),Fear (XZ), is the dimensional gateway that Mor- often relies upon his devastating back-
Minor Globe o f Invulnerability, Poly- denkainen uses to make the journey to stabbing ability (instead of his brains) to
morph Other (&) the Splittstein’s plane. The gateway ap- solve his problems.
Level 5: Bigby’s Interposing Hand, pears as a huge shimmering silver arch. Buongiorno: A bold, hearty cleric who
Cloudkill, Cone of Cold (SI,Magic Jar, Anyone stepping through the arch finds often relies upon his potent healing magic
Mordenkainen ’s FaithfulHound himself in Sam and Irwin Splittstein’s of- (instead of his brains) to solve his prob-
Level 6: Anti-Magic Shell, Death Spell, fices on the alternate Prime Material lems.
Disintegrate, Geas, Otiluke S Freezing plane. On the other plane the gateway is
Sphere, Tenser’s Transformation disguised as a cheap1 wall hanging. SCENE ONE: The PARTY is in an un-
Level 7: Delayed Blast Fireball (A?), Mordenkainen also uses this room to derground complex deep beneath the
Mordenkainen’s Sword (x2), Power store the treasure that he plans to bring planet’s surface.

114
BOFFO: Quickly my friends, let us en- Greyhawk for the climactic scene of the private casting office. The only furniture
ter this chamber in search of gold and ex- fantasy movie. If he and his apprentices in the smaller room is the unique couch of
perience! are still alive three weeks from now you casting. The couch tries to charm anyone
VEBVENNENA: Gold and experience should create this encounter and run it. sitting upon it (save at -2) for the direc-
do little to whet my appetite, friend Most of the creatures on this level will be tor.
Boffo. I come questing magic. involved in the attack on the castle. (The Note: The DM should also place as
THE WEASEL: Spleeb this debate! druids of the Golden Bough will also join many monsters created by the Random
Come Boffo, help me listen at this door in, once they see what’s going on.) Monster Generator as he feels appropri-
whilst Veb prods for traps with his 10-foot ate in the casting office. These creatures
pole and Buongiomo attempts to disbe- Area 7: Wardrobe Room are also auditioning for parts in the
lieve. Need I remind you that we have but movie.
six wishes and 41 charges left in the staff Mordenkainen uses this room to store
the costumes he needs on hand for his
of curing!
films. Lining the walls are racks contain- Area 9: Prop Storage #1
BUONGIORNO: Yes, and I am sure
that any moment now thousands of the ing every sort of cheap movie costume There is an ivory placard outside the
demons will be unleashed onto this plane imaginable: ninja suits, army uniforms, door leading into this room reading,
in order to spirit all our princesses off to shining armor, space suits, police uni- “PROP STORAGE #1.” Mordenkainen
the Abyss! forms, etc. stores a lot of the little odds and ends he
When the players enter this room they needs to make his films here. There are
* Paper #3: This is a list of the props will encounter 12 mummies (AC 3; MV shelves lining each of the chamber’s four
needed for the fantasy movie. It reads: 6 ” ; HD 6 + 3 ; hp 51, 49, 47, 49, 50, 41, walls that hold hundreds of props, gad-
“Potion of climbing, six potions of extra 40,46,49,44,48,50; #AT 1; Dmg ld12; gets, and doodads. Some of the items on
healing, six assorted scrolls, ring of djhni THACO 13; SA Fear, see MM, pg 72) the shelves include: a yo-yo, a pair of
summoning, ring of fire resistance, ring that are being fitted for new bandages by boar’s tusks, a number of rubber swords
Vort (same stats as Mort and Gort from and spears, a pith helmet, a stuffed os-
of spell storing, ring of multiple wishes,
area 2), Mordenkainen’s tailor. The trich, the Venom Pikes’ 1044 single “An-
rod of lordly mght, rod of rulership, staff
mummies are going to be playing a bit archy in the Spindrift Isles,” a buddha
of curing, wand of fear, wand of negation,
part in the fantasy movie. statue with a clock in its stomach, a nor-
alchemy jug, apparatus of kwdsh, boots
of elvenkind, bracers of defense, carpet Hanging on the racks amid the other mal shield and helmet, and full length sil-
costumes are a cloak of elvenkind and a ver mirror. The latter item is worth 450
of ffying, cloak of protection + 3, cube of
suit of leather +3. In the pockets of a gp, all the others are worthless.
force, eyes of minute seeing, gem of
phony wizard robe are two necklaces and In a concealed compartment behind
brightness, helm of telepathy, javelin of
a ring, each worth 400 gp. one of the shelves are a ring of spell stor-
piercing, necklace of adaptation, portable
ing, a carpet of flying, and helmet of te-
hole, talisman of zam, trident of subm’s-
Area 8: Main Casting lepa thy.
sion, plate mail +5 (2 suits), shield +5,
None of the items listed in Paper #3 in
shield + 4 , defender sword +5, luck In this room the party will find a large area 6 are here.
blade. desk immediately opposite the door. Sit-
These items are gathered and in Prop ting behind the desk is Cort, another of
Storage Area #1 -MI’ Mordenkainen’s apprentices (same stats
Area 10: Special Effects
as Mort and Gort from area 2). There is Department
* Paper #4: This is a memo from Mor- also a long line of ghouls (AC 6; MV 9” ; Two of Mordenkainen’s apprentices,
denkainen to his assistants. It reads, HD 2; hp 16, 14, 15, 16, 16, 14, 12,16, Qort and Xort (same stats as in area 2)
“For the climactic scene of the movie we 16, 15, 14; #AT 3; Dmg ld3lld3lld6; are on duty filming the special effects se-
are going to have to trash Castle Grey- THACO 16; SA Paralyzation) auditioning quences for the fantasy movie. There are
hawk. Make sure you perform all the nec- for a small walk-on part in the fantasy two large tables in the room. On one table
essary camera maintenance. I don’t want movie. The ghouls approach the desk one is huge model of the fabled City of Brass
to have to waste another castle again be- at a time and tap dance. Cort responds to which was constructed out of solid gold (it
cause you are using bad cameras. Filming their efforts with either “Next!”, or was easier to work). On the other are
is scheduled for DATE-M.” “Don’t call us, we’ll be in touch.” There various models of dragons, xorns, ti-
The date on the memo is exactly 21 are 11ghouls in all. Cort wears a ring that tanotheres, etc. A camera is set up in the
days after the players find the message. is worth 1,000 gp. comer of the room to record everything
Mordenkainen is indeed planning to On the south wall of the casting officeis that happens.
gather his forces together and travel to a wooden door leading to a much smaller As the party enters the room, they will
the surface in order to destroy Castle

115
find Qort and Xort hard at work over the 85, an umber hulk (AC 2; MV 6” (6”); HD assume that each of the xorns have all the
City of Brass model, using pyrotechnics 8 + 8; hp 59; #AT 3; Dmg 3d413d414d3-2; abilities of 5th-level ninjas.
spells to simulate a huge firestorm. If the THACO 10; SA Confusion), an ettin (AC As the PCs enter, Fu Han will shout
party members do nothing to disturb 3; MV 12“ ; HD 10; hp 77: #AT 2; Dmg “Action.” At that point one of the xorns
their work, the two wizards will ignore 2d813d6; THACO 10; SA low surprise), will trade a couple of blows with the
them; otherwise, one of the pair will try and 16 xvarts ( A C ‘7, MV 6 ” : HD 1-1;hp Grandmaster, pause, say “Ah, I see
to flee to Mordenkainen’s office (area 4) 7,6, 7, 5 , 6 , 7, 5 , 4 , 6 , 7, 7, 5 6 , 7, 5, 6 ; you’ve been practicing your Kung Fu! ,”
to summon the arch-mage and his body- #AT 1; Dmn ld4 + 1; THACO 20. and motion for the other xorns to sur-
guards to deal with the intruders. The creatures in this room will ignore round the monk. The Grandmaster then
The City of Brass model is worth ap- the PCs unless they are disturbed. None proceeds to beat the tar out of the whole
proximately 3,500 gp, and most of the fig- of the creatures has any treasure. group.
urines are worth 100 gp each (there are Fu Han is recording this entire scene
20 in all). Hidden in with the small dragon Area 13: Kitchen with a camera (worth 750 gp in Greyhawk
models is a figuxine of wondrous power- as an odd curiosity). Plainly visible on the
ebony fly. The food for the commissary is pre- Grandmaster is a necklace of adaptation
pared in this room. There are cabinets, and a ring worth 75,000 gp. No one will
tables, chopping blocks, pots, pans, etc. disturb the PCs unless attacked or inter-
Area 11: Prop Storage #2 scattered about the room. In the center fered with.
This room is similar to Prop Storage #1 of the chamber is a huge iron cauldron.
(area 9). It too has an ivory placard out- Suspended above the cauldron are four
side the door. Items stored here include a unconscious halflings (AC 10; MV 12” ; F
Area 15: Soundstage #2
sack of 450 gp, a plastic crown, a basket- 4; hp 12,11,10,12; ST 10, IN 10, WI 11, This soundstage will also be used for
ball, three cases of beer, a pile of old DE 16, CO 9, CH 13). As the PCs enter the filming of “Seven Secrets of Kung Fu
newspapers, a model of a luxury yacht, the room, Mike and George, Mor- Death.” It is currently completely empty
an 90-foot-long coil of rope, a bass guitar, denkainen’s djinni chefs (AC 4; MV 9“/ save for the piles of tools and boards that
an electric fan, a pair of knitting needles, 24”; HD 7 +3; #AT 1; Dmg 2d8; SA see Mordenkainen’s workmen will be using
and a trash can. Other than the gold, MM, pg 28), are about to lower the half- to construct the next set. The entire floor
there is no treasure here. lings into the boiling water in the caul- of the soundstage is covered by wooden
dron. The halflings are actually wealthy boards. In one corner of the room (indi-
Area 12: Commissary princes from the Awesome Halfling King- cated on the map) there is no real floor,
dom. If rescued and returned, they will and the boards cover a deep pit. Anyone
This is where the cast and crew of reward each of the PCs with 3,000 gp. stepping on the boards in this area falls 50
Mordenkainen’s films come for lunch. feet (and suffers appropriate falling dam-
There are cafeteria tables and benches age).
scattered all along the room. Along the
Area 14: Soundstage #1
west wall is a counter where one can buy This is one of five soundstages on the Area 16: Dressing Rooms
food. Working behind the counter is Port, level. The film, “Seven Secrets of Kung
another of Mordenkainen’s apprentices Fu Death” is currently being shot here. These chambers house the quarters of
(same stats as in area 2). On the wall be- Mordenkainen’s prop men have fixed up the various stars of “Seven Secrets of
hind the counter is a price list that reads the soundstage to resemble a giant Hong Kung Fu Death.” Each dressing room
as follows: Kong warehouse. Currently inside the features a bed, table, mirror, wardrobe,
Soundstage is SSKFD’s director, Fu Han and desk. The individual dressing rooms
Cream of Human soup-40 gp (AC 9; MV 21”; Th 15; hp 70; ST 11, IN are described in more detail below:
French Fried Dwarves-35 gp 13, WI 13, DE 15, CO 13, CH 16; A) Skrod’s room: Skrod is the xorn
Elf Kidney Salad-60 gp THACO 14; Dmg ld4), 12 xorns dressed king from the elemental plane of Earth.
TODAY’S SPECIAL: as ninjas (AC -2; MV 9 ” ; HD 7 + 7 ; hp He has signed a four-year, six-picture
Hatfling Legs-20 gp. 63,61,61,61,62,63,62,51,61,60,54, deal with Mordenkainen. When the party
14; #AT 4; Dmg ld3(x3)/6d4; THACO enters, Skrod not here. Skrod keeps
When the party members enter, they 12; SA see MM, pg 102, and the Grand nothing of value in his quarters.
will find a number of creatures in the com- Master of Flowers (AC -3; MV 32“; B) Cheeha’s room: Cheeha is one of
missary, sitting down to a pleasant lunch. Mnk 18; hp 85; ST 15, IN 16, WI 16, DE King Skrod’s assistants. He too is out
These include a salamander (AC 513; MV 17, CO 17, CH 15; #AT 4; Dmg 8d4. If when the players arrive in his dressing
9 ” ; HD 7 + 7 ; hp 56; #AT 2; Dmg ld81 you have the Oriental Adventures rule room. Cheeha keeps the 550 gp that
2d6; THACO 12; SA Heat, see MMpg. book use the rules fix oriental monks and Mordenkainen paid him to do SSKFD un-

116
der his bed. Lying on Cheeha’s table is a Area 17: Soundstage #4 quarters 20 ogres and looks like it! The
pound of coal (a late night snack). room is an absolute mess. AU of the furni-
C) Grandmaster’s room: This room is This is another; empQ soundstage ture is in splinters and half-eaten hunks of
the temporary home to the Grandmaster awaiting conversion for use in “Monster cheese and haunches of meat are scat-
of Flowers. The Grandmaster has five Fraternity Vacation 11” (similar to area tered everywhere. The ogres sleep on a
500-gp gems hidden under a loose floor- 15). It too features a concealed 50-foot- pile of skins on the floor.
board, and a pair of cufffinksofprotection deep pit. Scattered all across the sound- As could be expected, the ogres blew
+2 on his table. stage are 650 sp, the remnants of last their entire fee for appearing in “Monster
D) Fu Han’s room: “Seven Secrets of night’s wild party. Fraternity Vacation 11” on fine wine and
Kung Fu Death’s” director, Fu Han, is meat. In one comer of the room are two
quartered in this room. In his wardrobe Area 18: Writers’ Chamber casks of excellent wine worth 250 gp
are two expensive oriental robes worth The screen writers for “Monster Fra- each. When the player characters enter
300 gp each. Fu Han is in area 14 when ternity Vacation 11” spend most of their this room the ogres are in area 16.
the party enters his dressing room. time in this area. As they eiter the room, B) Dragon’s room: This area serves as
the party members will find the six writ- temporary quarters for the huge old
Area 16: Soundstage #3 ers (fat orcs with perms, ,IC 6; MV 9“ ; green dragon that is appearing in “Mon-
HD 1; hp 6, 7, 8 , 8 , 8 , 7; #AT 1; Dmg ster Fraternity Vacation 11.” The dragon
This soundstage has been converted has had all of the furniture except for the
into a cheap bar for use in “Monster Fra- ld8; THACO 19) busily clxking away on
their typewriters. The flm’s director, mirror removed, and has moved in a
ternity Vacation 11: Daytona Daze.” In its small portion of his horde so that he can
current state, the soundstage features a Yort (one of Mordenkainen’s ap-
prentices-same slats as t’lose in area 2) feel at home. The room currently con-
number of tables and stools, a bar, and a tains 200 gp, 2,000 sp, 500 ep, 75 five-gp
few neon beer signs. As the PCs ap- is also in the room, waiting for the writers
to finish the next scene. You see, Mor- gems, and a philter of love. The green
proach this room they will hear bubble dragon is in area 16 when the player char-
gum rock and roll music (the film’s sound denkainen is rushing this Em out in order
to cash in on the success of the original acters enter his dressing room.
track, provided by a tape machine in the
soundstage’s southeast corner). “Monster Fraternity Vacation.” The
screenplay is being written scene-by- Area 21: Soundstage #5
As the party members enter this cham-
ber they will notice 20 ogres (AC 5; MV scene in order to save rime-as each This huge soundstage is in the process
9 ” ; HD 4 + 1; hp 33 (x 19), 5; #AT 1; scene is written, it is filmed. of being converted into the small dungeon
Dmg ld10; THACO 15), four frost giants Each of the writers wears a small sack complex that makes up one of the highly
(AC 4, MV 12” ; HD 10 + ld4; hp 77,73, containing 2 sp (what did you expect, detailed and realistic sets of “Fantasy:
80,68; #AT 1; Dmg 4d6; THACO 10; SA these are writers!). The Movie.” Each area is described in
Hurl Rocks), and a huge old green dragon more detail below:
(AC 2; MV 9“ /24” ; HD 9; hp 54; #AT 3; Area 19: Incredible Reasure A) An empty, smooth chamber. As
Dmg ld6/ld6/2d10; THACO 12; SA Give-Away Room soon as anyone opens the door leading
Breath Weapon). These monsters make into area A, a huge hammer swings down
This is an empty room containing 1000 from the ceiling and strikes him for ld12
up the cast of “Monster Fraternity Vaca- gp, six 20039 gems, 500 pp, 22,000 sp, a
tion 11.” They are all wearing sweatshirts points of damage.
necklace worth 401) gp, a ring worth 275 B) Yet another empty, smooth cham-
embroidered with Alpha-Delta-Delta gp, apotion offrostgiantcontrol, two jars
symbols. As the party enters the sound- ber. Anyone entering area B is instantly
of Keoughtom’s ointment, a short sword teleported to area C!
stage, the monsters will all be gathered + 3, and a cursed two-handed sword - 5.
around in a cluster, waiting for their direc- C) Yet again another empty, smooth
No, Mordenkainen is not using these chamber. Anyone entering area C is in-
tor to return (see area 18). items as props for any movies-this room
Upon seeing the party, the green stantly teleported to area B!
is here so the players quit complaining D) Still another empty, smooth cham-
dragon says, “No, you guys want the fan- about the lack of treasure. Hope it works.
tasy movie, soundstage #&out the door ber. Other than the fact that there is no
and take a right.” The monsters will not treasure, there is nothing extraordinary
attack the party unless molested. Lying
Area 20: Dressing Rooms about this room.
on the ground by the door the party en- Except for their occupants, these E) Another empty, smooth chamber.
ters, next to a clapboard bearing the rooms are identical to the dressing rooms As the party members approach this area
film’s full title, is a 100-gp gem that some- found in area 3.6. These rooms are de- they will hear the sounds of the power
one must have dropped. scribed in more detail below: tools that the three stone giant mainte-
A) Ogres’ room: This dressing room nance men (AC 0; MV 12” ; HD 9 + ld3;

117
hp 73,69, 50; #AT 1;Dmg 3d6; THACO tarrasque (AC -3; MV 9 “ : hp 300; #AT
12; SA Hurl boulders) are using to sand 6; Dmg ld12/ld2/2~d12/5d10/ldl0/ldlO; Appendix
down the walls in order to make them THACO 4; SA sele MMU, pg 117) is Random Monsters from Level 12
nice and smooth for filming. Whether the sleeping, but if any of the party members
player characters disturb them or not, makes the slightest sound the beast will Needless to say, there is a huge pro-
the stone giants will mindlessly leap to at- leap up and viciously attack them all until cession of monsters created by the Ran-
tack, fighting until dead. dead. The creature is wearing a dark pair dom Monster Generator on level 12 that
F) Not a smooth, empty chamber! In of sunglasses that makes it immune to passes through Mordenkainen’s terri-
the movie, this area will represent the right or continual light spells cast on its tory.
obligatory dead end passage minotaur eyes. The tarrasque has no unusual trea-
lair. sure. Cutting a Deal
G) Still another incredibly empty, C) Red Dragon’s room: Giliwampat, With Mordenkainen
smooth chamber, perhaps even emptier the red dragon, has become something of
and smoother than areas A through E. a star in Mordenkainen’s films (“Fantasy: When the players enter area 4 there is
There are four more stone giant workers The Movie” will be his eighth picture). a possibility that Mordenkainen will see
(AC 0; MV 12”; HD 9 + ld3; hp 60,40, As the PCs approach this room they will something he likes and offer to give the
50,28; #AT 1; Dmg 3d6; THACO 12; SA notice a group of four orcish groupies (AC party members starring roles in “Fan-
Hurl boulders). These giants ignore the 7; MV 9 ” ; HD 1; hp 1, 1, I, 1; THACO tasy: The Movie” (see area 4 descrip-
PCs unless the PCs attack. 20) waiting for autographs outside the tion).
H) The emptiest, smoothest chamber dragon’s door. Before giving the PCs a part in the film,
of all. In the middle of this room is a stair- Inside the dressing room, Giliwampat Mordenkainen will insist on an audition.
case leading down to level 12. (AC - 1; MV 9” /’24“;HD 11; hp 88; #AT He will order the party members to kill
3; ld8;ld8;3d10: TIHACO 10; SA Breath the giant work crews in area 21 while the
weapon) is being interviewed by two film cameras roll. If the audition goes well
Area 22: Dressing Rooms (Le., the party wins), Mordenkainen will
critics (AC - 10; MV 48“ ; MU 53; hp 86,
Again, these rooms are similar to those 94; ST 21, IN 18, WI 4, DE 21, CO 19, offer each party member his (Strength +
in areas 16 and 20. This block of dressing CH 8; #AT 1; Dmg 3d10) for television. Charisma + (Experience Level x 5)) x
rooms houses the stars of “Fantasy: The The dragon sits perched atop a small por- 1000 gp to sign a contract to appear in the
Movie .” tion of his horde (4,000 gp, 35 swords film. If the signing goes well, the party
A) Tom “the Bomb” Buchannan’s + 1, a ring of zero wishes, and an item members must report back to level 11for
room: Tom is a popular professional that resembles a copper piece but is actu- the next 20 days in order to shoot the
wrestler on the Splittstein’s plane. Sam ally worth 2,000 gp). Giliwampat, who movie. On each day of the filming they
and Irwin managed to sign him to a two- wears sunglasses of hipness, will gladly will be called upon to viciously and gorily
year, 20-picture deal and insisted that welcome any opportunities to vanquish a slay some random creatures (from the
Mordenkainen use him in the fantasy party of dungeon explorers for the TV Random Monster Generator) for the
movie in order to cash in on his popular- cameras. cameras.
ity. When the party enters the room, the
Bomb (AC 6 ; MV 12”; F 15; hp 100; ST
18(00), IN 4, WI 4, DE 18, CO 18, CH
Area 23: Pointless trick Room
16; THACO 6; Dmg grappling/ Anyone who enters this empty room is
pummeling) is sitting on his bed with two instantly teleportedl right hack out into
elven women (AC 10; MV 12“ ; HD 1; hp the hall.
2, 3; BAT 1; Dmg ld3; THACO 20). His
only comment will be, “Uh I don’t sign
autographs-why don’t you leave?”
The Bomb has quite a bit of treasure in
his room, but unfortunately it is all in U.S.
dollars. There is about $14,000 stuffed
under Tom’s mattress.
B) The tarrasque’s room: Mor-
denkainen managed to convince the
dreaded tarrasque to make a cameo ap-
pearance in “Fantasy: The Movie.”
When the party enters this chamber the
Note: Read the entire adventure, espe- tics by angering a denizen or playing on centuries of life.
cially Voyeux’s Hospitality before begin- the psychological weaknesses of his com- The second was the Random Monster
ning. This scenario requires extensive panions to provoke a confrontation. Generator (his name for it). This exotic
DM preparation. Voyeux was confident that he would artifact took up a large chunk of a lower
never be truly hurt. In fact, he only died level of a dungeon he adventured into late
three times in his entire career, and each in his career as a magic-user.
Background: Voyeux time he was duly brought back to the liv- Totally entranced by the device, Voy-
The Whimsical ing by surviving party members.
Despite his antagonistic ways, Voyeux
eux determined how to pry it loose from
its moorings and bring it out to where he
Several hundred years ago, Voyeux was quick and intelligent and never know- could use it. He had to return to his main
was an aspiring young chaotic good magi- ingly let his party down if they were in base, recruit a small army of helpers, and
cian. He set out to make a name for him- true trouble. Therefore, Voyeux was in- refight his way into the dungeon shep-
self as an adventuring magic-user and cluded in many adventuring bands. By herding a set of ingenious carts. They
succeeded very well. For the most part, the time he had reached 2lst level, he took the device apart, loaded it into the
he had a name as a tourist - an onlooker had great power and a number of magical carts, and fought their way out again, the
who got involved when the battle came objects. Two of these set his path for the carts pulled by several adventurers who
near to him, but who preferred to ob- rest of his lie. had taken giant strength potions.
serve the antics of his companions and The first was a cache of longevity po- Once the device was his, Voyeux de-
the denizens of the areas his party adven- tions. Voyeux is still.hale and hearty, look- termined to become worthy of it. He left
tured in. Sometimes he instigated the an- ing perhaps 35 years of age, after several it in safe-keeping with an old friend, for-
sook his magic-user career, and began to living beings may only pass one way, from
adventure as a thief, converting his align- Key To area 1to area 2. Furthermore, spells do
ment to chaotic neutral in the process.
His natural talents helped him and he
Voyeux’s Domain not pass at all through the portal. This
does not mean that sensory spells, such
gained the 13th level of master thief be- Area 1: Entry Room as clairvoyance, ESE or wizard eye do
fore he once again made a career change not work. It does mean that any LfirebaJls,
and began operating as an illusionist. The stairway from level 11 comes out
lightning bolts, or the like effectively hit
Once he had reached his current level in the west wall of this room. The room is
the portal and go off, filling the room with
of Wizard 231Master Thief 13/Illusionist entirely walled, flloored and roofed in the party, rather than the room with the
27, Voyeux looked about and determined stone. The stone has been recently mantitrices.
that Greyhawk Castle would be the ideal cleaned. There is an opening in the east Unused spells, such as those residing
retirement spot for his extremely ex- wall, on the south corner, leading to area in spell books, wands and staves, magic-
tended old age. 2. The only furniture is a free-standing users’ and clerics’ minds, etc. are un-
Using the Random Monster Generator, stone bench along the west wall, posi- harmed by this block, and can travel with
he called forth some burrowing creatures tioned to look into area 2. There are no the possessor to the other room. For that
who dug him a hole to the bottom of the inhabitants. matter, wands and staves and other magi-
castle’s dungeons. He then linked the cal objects, being essentially unliving, can
various dungeon levels to his hideaway Area 2: Guard Room go back and forth through the portal.
with portals and set the Generator on This room is a relatively small room, However, their owners cannot. Not even
random generation - herding the results with all but the northwest corner easily once-living beings with any hope of a suc-
through the portals to the other levels. visible from the opening in area 1. There cessful raise dead can pass the wrong
At this time, Voyeux has explored the are four mantitrices in the room. way.
entire dungeon complex. This is rela- 4 Mantitrices: AC5; MV 9” ; HD 6 + 1; These restrictions on movement can
tively easy when all you want to do is hp 30,26,27,29: THACO 13; #AT 3; Dmg each be removed with a limited wish, and
peek in and then scamper. Certain secret ld3/ld3/ld6; Beak, Tail Spikes (ld6); AL the entire enchantment of restriction can
rooms and rooms heavily defended by CE; Size L be removed with a full wish. Successful
trigger-happy magicians and clerics of Mantitrices are ai combination of manti- use of dispel magic against a 23d-level
high levels have been left alone, though core and cockatrice. Unlike either of their spell destroys the entire portal.
he has scanned them with wizard eye if at progenitors, they do not Py and have no Of course, a party can use teleport, di-
all possible. wings. They mainly resemble a manti- mension door, or passwall to get around
Now he stays at ease in how own cham- core, but rather than a man-like face, this problem. Voyeux does.
bers in the core of his level, observing they have the cock-like head and comb of Opposite the opening is an air-tight
events throughout the dungeon (and a cockatrice. stone door that leads to the rest of Voy-
elsewhere in the world) in his Tapestry of Like a cockatrice, their peck can turn a eux’s domain.
Rooms and unleashing random monsters victim to stone Their tail spikes (which
to random levels to keep the life in the seem to be stone rather than a manti- Area 3: Main Corridor
dungeon exciting and worth watching. core’s iron) can do the s a n e thing.
Voyeux the Whimsical: AC -2; MV This corridor connects most of the res-
These mantitrices are on guard duty. idential areas of this level. It is rough-
12“; M/Th/I 23/13/27; hp 60; #AT 1; Unless the first person they see is promi- hewn from bedrock, with no supporting
Dmg by weapon; THACO 10; S T 10, IN nently wearing a special amulet (Voyeux beams. Very experienced adventurers
18, WI 12, DX 18, CN 15, CH 13; AL wears the only one known), they attack realize that the tunnel is the sort of thing
CN. Voyeux has bracers of AC 21, (dag- with their tail spikes, fired singly against done by an umber hulk. There are seven
ger +I), (ring of speU turning), (ring of single opponents, or all at one if the party openings in the corridor, including the
multiple wishes (2 left), wand of fear (56 has all appeared together. door at the west end, leading to the guard
charges) with him at all times. The re- There are certain aspects of this situa- room, the side corridor leading to the
mainder of his magical possessions are tion which are not immediately apparent. Generator, and the door at the other end
described in the Room of the Tapestry. The “opening” is, in fact, a very selec- of the corridor, leading to Voyeux’s cham-
tive teleportation portal. Area 2 is actu- bers. The two doors are made of stone
ally 30 feet away through solid stone. The and are air-tight. The corridor itself has a
portal lets any non-living 3bject through 10-foot by 10-foot cross-section.
either way. Arrows, tail spikes, thrown
knives, etc. may ]pass as if the opening
was just a chunk of open air. However,

120
3a. The Portal with bows around their necks and dande- Area 7: Doggy Den
This 10' X 10' area on the surface of lion heads for tails.
the east wall of the corridor has a pearly ESP or any other kind of mind reading This cave has been converted into a
opalescence. It is the exit portal from the shows that they are Unintelligent food an- kennel. The cave mouth is blocked with a
12th Gate in the Generator area. There is imals, obviously kept here for the satis- wide mesh steel gate. In the cave are six
a 1in 12 chance (roll 1on d12) that a mon- faction of other residents. One of these large (wolfhound-sized) canines with
ster will exit from this portal when a party man-sized creatures may well pretend to soulful eyes and bristly, brindled fur who
is next to it. take an affection for a party member and whine dog-fashion to be released and play
follow him around like a dog. with the party.
Area 4: Side Corridor Closer observation shows another These are actually shockhounds. A
story entirely. The lurkboar s are a highly shockhound has an appealing personality
This corridor leads directly to the Ran- intelligent race who use their powers of and a malevolent heart. Their mode of
dom Monster Generator. There is a 1 in mindlying and camouflage to seem like operation is to get close enough to rub up
12 chance (roll 1 on d12) that a monster simple barnyard animals. Careful obser- against a target, then shock it to death
will be in the corridor when a party enters vation will spot the bones of some of their with their incredible static electric
it or looks into it. The monster may be victims in the muck of the room. charge.
going in either direction, either coming 4 Lurkboars: AC (7)* 3; IiD 18; hp 78; 6 Shockhounds: AC 8; HD 9; hp 42,45,
from the Generator, or finding its way 85, 90, 82; MV 9"; THACO 7; #AT 5; 47, 40, 43, 44; INT 2; MV 9"; THACO
back to the Generator from the portal in ld8/ld8 (tentacles that look l i e dande- 12; #AT 2; 8d10 (contact with fur), ld6
3a. lion heads), 4d6 (tusks that look like (tongue); Special Attacks nil; Special De-
tusks); SD Immunity to Lightning, Re- fense - any touch of the fur, including
Area 5: Lair of the Hexacrabs generate 2 pts/roumd; Camouflage and with the blade of a weapon, sends a 4d10
Mindlie; AL CE. shock up the weapon to the user; Special
This cave-like room has become the Abilities - poly self(usually into very ap-
lair of the hexacrabs, totally unintelligent The creatures have two magical de-
vices with them. The gem of turningrock pealing dog shape) and Invisibility (when
creatures that have carapaces and front they want to get away); AL CE
claws like a crab, but also feature a long to swill is an amber stone (seemingly
worth about 300 g.p.), now buried in the Close examination shows that these
tentacle extruded from the top carapace creatures have no teeth, but their
and a rosette of stings surrounding the filth of the sty. This turns the rock around
it into primordial ooze by basically bring- tongues are very hard and sharp. they
tentacle. carve up their meat with the tongues and
6 Hexacrabs: AC 2; HD 6; hp 26, 27 ing out all of the organic material imbed-
ded in the rock. This is how they made absorb it that way.
28,30,26,25; MV 12"; THACO 13; #AT If ignored by a party, the shockhounds
7; 4d6 (tentacle), 8d8 (x4) (stings), 4d8 the sty out of a cave in the first place, and
why the sty has a lowered floor. Once it go invisible and poly selfthemselves into
(x2) (claws); Special Attacks - claws snakes to get out of the kennel, then fol-
have sharpness, like a Sword of Sharp- has accomplished its purpose, it lies quiet
until placed into a new area of bare stone. low the party invisibly until they have a
ness; Truesight; AL N. chance to attack.
The hexacrabs are recent additions to The root of a'l evil is a fossilized tree
the local menagerie. They are largely in- root with a spell of suggestion enchanted
ert, as they have not found much to eat in into it (saving throw vs. soell). He who Area 8: Grayhouse
the bare walls of the level, though they possesses it has an uncontrollable lust for This room is lit by a luminescence
attack other wandering manufactured money. The lurkboars have, in fact, no given off by fungus on the walls. The floor
monsters, and the bones of these deco- real concept of money, and the rather un- is covered by large fungal growths that
rate the cavern floor. Their instinctual defined urges they experience in the grow almost up to the 10-foot-high ceil-
tactic is to grasp a target with their tenta- presence of this thing have no meaning ing. The fungi are a riot of obscure colors.
cle and kill it with their claws, while fend- for them. Voyeux had the thing in his loot There are mauve, puce, lavender, and
ing off any other attackers with their store (it made him become a thief) and other pastels; anything but a true white
stings. decided that the lurkboars were the ideal or gray color.
guardians. Scattered among the fungi are four
The lurkboars also have 3,500 g.p., special fungi that look like attempts to ape
Area 6: Lair of the Lurkboars 1,500 p.p., and 35 gemstones worth an normal greenhouse flowers. They have
This room looks like a pigsty, and the average of 450 g.p. each. 'These are left petals and stamens and pistils and leaves
sounds issuing from its inhabitants rein- over from the purses of another party of and stand about three feet tall. These are
force the image. The inhabitants even adventurers who made the mistake of de- actually gray composters.
look like pigs-rather comical ones. They ciding the lurkboars were dinner. 4 Gray Composters: AC 3; HD 4; hp
look like nothing so much as warthogs

121
17, 19, 18, 20; MV immobile; THACO of a balcony looking out into a sun-filled or (larger than some peasant huts) is ori-
15; #AT 9; 4d8I4d8 (“fangs” - stamens star-lit garden (this depends on the actual ented for the best view of the Bpestry.
and pistils), 3d4/3d4 (constriction from time of day outside). The far walls of the There is also a scribe’s desk with ready
long leaves), 4d6 (x4) (pincer leaves); garden are blocked by interposed trees writing materials so situated that Voyeux
Special Attacks - 3 sucker “roots” that and high brush. Jbu can only glimpse can command his permanent unseen ser-
hold on to the victim; AL N enough of them to know they are there, vant to write down particular facts he
These semi-intelligent fungi provide not how far away they are. Strange ani- finds interesting about what he is watch-
extra fertilizer for the other fungi in the mals lurk among the shrubbery. ing. Unseen servants are rarely literate
room. Anything organic is grist for their The west wall has two doors in it. One - being forces rather than beings - but
mill, as one lurkboar found out. Their leads into the Random Monster Genera- this one has been around so long that it
usual attack is to grab a victim with tor and is where Voyeux can control the has obtained some sentience of its own.
sucker roots (which negates any AC from creation of monsters if he wants to. The It still does not fight or otherwise hinder,
Dexterity or displacement), then attack controls are currently set on “random or help, anyone but Voyeux. Due to the
with the leaves and fangs. Evidence of generation.” The other d o x leads to the effects of the Tapestry, Voyeux rarely
previous victims is buried under the bot- corridor by whjch the room may be en- does anything about his records, but any-
tom “fronds” of the various fungi. tered. one obtaining them will find an excellent
The north wall is entirely covered by guide to the hazards of the other levels of
Area 9: Room of the Porcupains the Tapestry of Rooms. This Tapes@ is the dungeon, and interesting snippets of
an amazing artifact Voyeux stole from the information on other areas throughout
This is another fungus-filled room, but tyrant of Elredd on Woolly Bay. The user the world of Greyhawk, for Voyeux trav-
without the composters. It is also the lair of this Tapestrycan see any room (or rel- eled extensively before he settled down
of a group of porcupains, which look l i e atively enclosed clutdoor space) he has here. Among all his various careers, he
harmless herbivores. They look mostly ever been in, just by mentally command- poked his nose into places many people
like porcupines or hedgehogs, and have ing the picture to appear. The point of have never heard of.
not obvious inclination to attack a party view given is one that the viewer previ- DM Note: This is for DMs who want to
that observes them from the corridor. ously occupied. If ,dlthe vrewer has done leave clues for future adventures in other
They look rather comical, especially is duck his head into the room and out parts of the WORLD OF GREYHAWK@
when they rear up on their hind legs and again, the view is from t‘le door of the game world.
waddle about, trying to get at the top room. If he is very familiar with the room In the southwest comer of the room is
parts of the fungus. The one part of the and has walked every inch of it, the view- a larder of holding that holds Voyeux’s
creature that does not look like a porcu- point is any that he wants. food supply. It has a man-sized door that
pine is the tail, which has a large, horny, L i e many artifacts, this one has its may be walked through, giving access to
knob at the end. drawbacks. In this case, it is a very subtle an area 30’ x 30’ x 30’, stocked with
These creatures are porcupains, an one. The viewer is more and more in- prepared food. One of the few times Voy-
evil creature that is, in fact, herbivorous, clined to just sit on a couch or other seat- eux bestirs himself is to restock this im-
but likes to cause pain to others, anyway. ing furniture and watch the Tapestry - mense larder, which he must do every
4 Porcupains: AC -1; HD 15; hp 68, forsaking any activity to watch what is go- three months or so.
70, 74, 69; MY 12”; THACO 8; #AT 3; ing on in places where the viewer has The larder ofholdingholds prepared food
4d6/4d6 (quills), 4d8 (tail); AL CE. been before. in a perfect state of preservation, but re-
The viewer has only the basest instinct jects any other substance (except the ma-
Area 10: The Room of the remaining - the only time he moves is to terial the storage shelves and bins inside
Tapestry obtain food. As soon as he has food in are made of). If an inappropriate substance
hand, he races back to the Tapestry in is placed inside, it reappears outside as the
This room is Voyeux’s private cham- hopes of not having missed any of the ac- door is closed. Some dead bodies might be
ber. It seems to be airy and spacious, tivity. Even the food is not savored. It is considered “prepared,” such as a flash-
which is peculiar for a cave 12 levels be- just shoved into whatever eating orifice fried dragon victim, and the cupboard could
neath Castle Greyhawk. the viewer has and is consumed without be used to preserve them until they can be
In actuality, the room is 30 feet by 30 any real appreciation of >itsnature. It is brought to a priest capable of casting a rake
feet. The east wall, however, has a (per- said that Voyeux gained the artifact by dead spell, but mostly the cupboard is only
manent) illusion of a long, 30-foot-wide poisoning the tyrant who previously useful for carrying food. It has all the bulk
corridor with archways leading to other owned it. and normal weight of an empty 6’x 30‘‘ x 3’
rooms every 10 feet on both sides. It The furnishings of the room are di- wooden cupboard.
seems to stretch to infinity. rected toward full utilization of the Tapes- Under his bed, Voyeux keeps his trea-
The south wall is a permanent illusion try. Voyeux’s elegant four-poster bed sure, accumulated over 150 years of ad-

122
venturing. Much of his hoard has gone Level 8: incendiary cloud, Otto’s h e - Under the bed, Voyeux has:
over the years to support his life on this sistible dance, trap the sold (1) a small chest with five potions of
level, but there are still rich pickings for Level 9: Bigby’s crushing hand, cry- extra- healing, three elixirs ofhealth,and
anyone crass enough to kill the wizard/ stalbrittle, meteor swarm, shape change, four applications of oil of disenchantment.
master thieflillusionist . succor, time stap He also has his last four potions of longev-
Among the items are Voyeux’s spell ity, which he doesn’t mention to visitors.
books, carefully arranged on a bookshelf As one can see, Voyeux has no real af- (2) In a five-slot scroll holder, he has a
built into the headboard of the bed. There finity for fire magic or transformations on scroll of protection from magical edged
are six books of magic-user spells and or to rock. weapons, a scroll of protection from pa-
four books of illusionist magic. For some- ralysis, scroll of protection from undead,
one of Voyeux’s experience, it is easier to Illusionist spells: scroll of protection from demons, and a
list the spells the books do not contain. scroll of protection from elementals.
Cantrips: chill, dampen, salt, tie, hairy, Cantrips: all present, (3) In a larger trunk he has a small ring
sour, giggle, gnats Level 1: color spray, light, wall of fog box with a ring of djinni summoning
Level 1: burning hands, erase, push, Level 2: deafness, detect magic, invisi- (three uses left) and a ring of spell
precipitation, ventriloquism bfitx magic mouth, mirror image, storing, a periapt of proof against poison
Level 2: flaming sphere, Melfs acid ar- Level 3: continual light, rope trick, wrapped in a robe of blending, a rod of
row, pyrotechnics, strength phantom wind, suggestion portal creation which was used for creat-
Level 3: explosive runes, fireball, Level 4:confusion, dispel magic, mass- ing all the various portals on this and
flame arrow, Melf‘s minute meteor morph, rainbow pattern, other levels (it has three charges left,
Level 4: Evard’s black tentacles, f i e Level 5: major creation, maze, shadow each capable of creating an entrance and
trap, wall of iire ’
magic an exit), and a sword case holding a bas-
Level 5: airy water, stone shape, Level 6 : death fog, mirage arcane, tard sword +3frostbrand(INT 15, EGO
Level 6: contingency, globe of invul- phantasmagoria, 16, AL CN, detects shifting walls, eleva-
nerability, stone to flesh Level 7 : 1st-level magic-user spells tors, etc. in 1 ‘‘ radius, detects gems, de-
Level 7: cacodemon, delayed blast fire- tects precious metals, speaks dwad,
ball, statue gnome, kobold, gold dragon). Its name is

123
Deepdelver and, once exposed, it tells at least one scene that clearly demon- first with no real prohibitions) and then
the world how it has been used by thieves strates to the characters that the Tapes- make their way home from there.
(including Voyeux), dwarves, and greedy try is showing what is happening at the
humans and it has loved every minute. player’s home base for example. l l a . Portal To 1st Level
In a money chest, Voyeaux has a jew- Voyeux has no interest in letting the This only allows low-level monsters
elry case with four items of jewelry worth characters have the tapesty, letting the entrance. This can include creatures with
1,500 g.p., 4,600 g.p., 5,200 g.p., and characters have the Random Monster either high ACs, high damage attacks, or
8,000 g.p., 13 gems worth an average of Generator, or spending any time at all high hit dice, but no more than one of
550 g.p., 2,000 p.p., and 15,000 g.p. away from the X t p e s e . He’s quite proud these attributes.
of both artifacts and likes to brag about
Voyeux’s Hospitality them, explaining everythiig he knows l l b . Portal to 2d Level
about them. This portal allows only evil creatures
If any party makes it to Voyeux’s domi- If threatened, Voyeux makes an escape with relatively weak abilities to enter.
cile, and does not charge in swinging, he using dimension door to the inside of the
welcomes them effusively and congratu- Random Monster Generator and begins l l c . Portal to 3d Level
lates them on their feat. He also jokes sending monsters ,at the characters. All This portal allows nothing to enter. It
with them about any mishaps they had on these monsters have an INT of at least 8, only serves as a conveyance of the es-
the way. Any party member looking at AC of 0 or less, Hit Dice of at least 13, sence of the Generator to help create the
the Tapestry can see the corridor outside and at least one special attack, one spe- strange things that prowl that level.
the room. Anyone looking at the desk cial defense, and one special ability. The
sees a pen writing down (in shorthand) rest of their attributes can be rolled ran- l l d . Portal to 4th Level
the conversation as it takes place. Any- domly, or adjusted to avoid the strengths Anything can walk through this portal,
one looking down the archway behind his and exploit the deficiencies of the charac- and often does.
bed sees, in the distance, indistinct hu- ters. Be sure to have a half dozen of
manoid shapes looking at them from these monsters ready to go before the l l e . Portal to 5th Level
around various pillars. Looking at the adventure. A new imonster arrives every Creatures that go through this portal
garden over the balcony, they see indis- combat round. are often ones that look like they stepped
tinct monstrous shapes moving in the Voyeux also has a full complement of into the wrong game.
garden. spells ready both as mage and illusionist.
Voyeux offers them food from his lar- Which he has ready and which he uses de- l l f . Portal to 6th Level
derofholding, mentioning that he just got pends on the DM, who has seen the play- Only creatures that share some, or all,
a fresh supply from Colonel Sandpaper on ers at work earlier, just as Voyeux has. their abilities and attitudes with tradi-
the 8th level. Characters who have sur- tional undead can transit this portal.
vived both the 3d and 8th levels should Area 11: The Random Monster
find some familiar elements in the repast. l l g . Portal to 7th Level
If any characters have suffered great Generator Anything can step through this portal.
loss in the adventure, Voyeux does what This complex consists of a grid of corri-
he can with the potions of extra- healing), dors surrounding the central device. At l l h . Portal to 8th Level
(elixir of health, and oil of disen- the areas shown on the map, there are Most things walking through this portal
chantment. He does not use the last use 10‘-by-10’squares of peady opalescence tend to be edible and look like fast food
of any of these. He also may hand out on the walls. These are the entrance por- products. Their outward appearance is
some of the magical items that he has ac- tals to the exit portals described on other frequently that of various traditional
cumulated and no longer has much use levels of this dungeon. slimes or puddings.
for, if a character has lost a major item. Many of the entrance portals have dis-
However, as he talks to the characters, criminatory mechanisms that prohibit any l l j . Portal to 9th Level
they note that he is constantly looking at but the proper sort of creature to walk Almost anything walks through this
the Tapestry and acting as if he wishes through them. Others are wide open to level’s portal.
they would just go away. Anyone looking anyone, even an adventurer, walking
at the Tapestry sees the scene change a through. If a level has been destroyed, or I l k . Portal to 10th Level
number of times, either reflecting what is the main impetus behind its theme Because this leads to a sewage level,
going on on upper levels or, if the charac- stopped, the prohibitions also end. It is the monsters going through this portal
ters have effectively wiped out all the entirely possible for a party to finish its tend to be scavengers of one sort or an-
previous levels, showing events in other business on this level and simply step other, capable of eating anything.
places in the game world. There may be through the portal to the 4th level (the

124
111. Portal to 11th Level millions of other worlds that the machine Using the
Due to the stringent requirements of reaches into and brings out, but Voyeux Random Monster Generator
“Fantasy: The Movie,” only monsters really doesn’t know. Neither do the mon-
with a minimum Intelligence of 6 are al- sters. To determine what sort of creature has
lowed through. Conversation with some of these vic- been brought forth on an unsuspecting
tims of the machine’s outreach program dungeon, take up percentile dice.
l l m . Portal to 12th Level confirms that they think they come from Any time the monster’s power is de-
This allows creatures to come out of some other world, but their believed past scribed as being hke a particular spell, the
the portal exit at 3a. on this level. They histories might just be a further creation monster can be assumed to have unre-
generally wander around corridors 3 and of the artifact. stricted use of the spell, rather than just
4 for awhile, then wander back to the Voyeux does know how to control the one use a day, unless the DM wishes to
Generator and take another portal. Some Random Monster Generator to get just so restrict it.
exitees have found tenants in areas 5 the monster he wants; however, he usu-
through 9 and displaced them. The most ally leaves it set to generate random cre- I. Size and Number of Monsters
recent group to do this are the hexa- ations.
01 Tiny (1-100)
crabs.
02-15 Small (1-20)
Wandering Monsters 16-85 Man-sized (1-10)
Inside the New creatures come out of the Ran- 86-99 Large (1-6)
Random Monster Generator dom Monster Generator every hour or 00 Gargantuan (1-2)
This strange device consists of a large so. Unless drawn instinctively to a level
room with odd metal grids, finely drawn best suited for it, the creature wanders Explanation: “Tiny” means something
wire connections, and small flashing around a bit and finally finds a portal it is insect-sized or smaller.
lights. There is evidence that the entire attracted to. For the first six hours or so “Small,” “Man-Sized,” and “Large”
object has been taken apart relatively re- of their existence, most inductees do not are the same as found in the Monster
cently (within the last couple of centu- attack anyone who does not attack them Manual
ries) and reassembled without any real first, but there are still the remains of “Gargantuan” refers to something the
regard for making the reassembly look several creatures who died fighting other size of a brontosaurus or a blue whale.
pretty. Many of the supporting members creatures littering the halls. Thus, it is
have been roughly sawn apart and recon- likely that there are at least five monsters 11. Looks
nected with very perfunctory welds. or groups of monsters in the corridors at
01 Indescribable
Three of the doors to the room holding any one time. 02-25 Hideous
the artifact are blocked entirely by fields Every five minutes the party is in the 26-35 Hilarious
of pearly opalescence. No one can walk level, roll to see if a monster is gener- 36-95 Average
past these fields. However, one door is ated. If they are in the Generator area it- 96-00 Beautiful
not blocked, allowing some access into self, roll for a 1 on ld6 to get a monster
the artifact. every time they tu.m a comer until you Explanation: Indescribable means what
Some things, however, walk out of the get one. it says. The shape and form and colors of
fields into the corridors outside the Battle with such a monster (keep in the creature are impossible to describe,
rooms. Usually, these are monstrous mind that they can come in groups) can usually because it is too homfymg.
creatures never before seen in this produce another monster with a roll of 1 Hideous means that it is unpleasant to
world. They are mostly dumb beasts that or 2 on ld6 after each round of combat. If look at, but not impossible
are easily herded down the corridors and five monsters or groups are produced in Hilarous means that the creature is
into the stairwells or portals that lead this fashion, stop rolling, they’ve all very funny looking. This can disguise an
them to other levels. Some are more in- showed up. Of course, you can always extremely deadly monster, so don’t be
telligent, and cause some strange prob- add the inhabitants of the various rooms, afraid to have an AC -5, energy-
lems. Usually, Voyeux comes to an too. Voyeux wid not come out to see draining, death spell-using, 20 Hit Dice
agreement with them, and they fre- what’s happening. That’s what he has the cream puff.
quently also march off to another level. Tapestry for. Average covers a lot of sins. An orc or
Some are still in residence in Voyeux’s troll can be considered average by this
level (see areas 5 through 9.) definition
How the device manages to get the Beautihl is positively awe-inspiring.
creatures it creates is a mystery. Voyeux
feels that they are probably denizens of

125
111. Intelligence V. Armor Class VII. Move
01-15 0 01-05 9 Ground Speed
16-40 1 06-10 8 01-05 Immobile
41-45 2 11-15 7 06-10 1”
46-48 3 16-20 6 11-20 3”
49-51 4 21-25 5 21-40 6”
52-54 5 26-30 4 41-65 9”
55-57 6 31-37 3 66-90 12If
58-60 7 38-44 2 91-99 15”
61-64 8 45-50 1 00 18”
65-68 9 51-60 0
69-73 10 61-70 -1 Airspeed (30%chance)
74-78 11 71-80 -2 01-25 15”
79-83 12 81-84 -3 26-50 18”
84-86 13 85-87 -4 51-70 21”
87-89 14 88-90 -5 71-85 24”
90-92 15 91-93 -6 86-95 30”
93-95 16 94-96 -7 96-99 36”
96-97 17 97-99 -8 00 40”
98-99 18 00 -9
00 19 + Special Movement
VI. Hit Dice (25%chance)
Explanation: These numbers correspond 01-20 dimension door (as the spell)
with those found in the Monster Manual 01-05 ld8 21-30 dimension walk (as psionic disci-
06-07 2d8 pline)
08-09 3d8 31-50 ethereal
IV. Alignment 10-12 4d8 51-65 leap
01-05 Lawful Good 13-16 5d8 66-80 teleport (as the spell)
06-10 Lawful Neutral 17-20 6d8 81-95 tunnel
11-15 Lawful Evil 21-25 7d8 96-00 wind walk (as the spell)
16-35 Chaotic Good 26-30 8d8
36-55 Chaotic Neutral 31-35 9d8 Use the Ground Speed table to deter-
56-75 Chaotic Evil 36-40 10d8 mine the distance moved with Ethereal,
76-80 Neutral Good 41-45 lld8 Leap or Tunnel.
81-85 Neutral Neutral 46-50 12d8
86-90 Neutral Evil 51-58 13d8 VIII. Number of Types of
91-00 Hungry 59-66 14d8
67-75 15d8 Attacks
Explanation: Hungry simply means 76-83 16d8 01-25 1
that the creature has only satisfymg its 84-90 17d8 26-65 2
appetites in mind. 91-96 18d8 66-85 3
97-99 19d8 86-95 4
00 20d8 96-00 5

IX. Number of Attacks Per Type


01-40 1
41-85 2
86-95 3
96-98 4
99 5
00 6
X. Types of Attack Attacks table to determine how much X1.F. Visual Attacks
damage the attack does if the special ef-
01-65 Physical. fect does not work. 01-04 Blindness (as Power World Blind
66-00 Special spell)
05-24 Charm (as vampire)
X1.B. Breath Attacks 25-29 Confusion (as spell)
XI. Special Attacks
01-05 Acid 30-39 Death (as spell)
01-05 Acid 06-15 Chlorine gas 40-49 Fear (as spell)
06-09 Aging 16-30 Cold 50-54 Feeblemind (as spell)
10-15 Breath 31-40 Fear gas 55-64 Life Energy Draining
16-18 Cancellation 41-55 Fire 65-69 Paralysis
19-23 Clerical Spells (ld6) 56-65 Lightning 70-99 Stoning (as basilisk)
24-30 Cold 66-70 Paralysis 00 Time Stop (as spell)
31-40 Heat 71-80 Repulsion
41-45 Life Draining 81-90 Sleep gas XII. Number Of Special Defenses
46-50 Lightning 91-00 Slow gas
51-55 Magical Spells
(25% chance)
56-60 Paralysis All breath attacks are treated as the 01-40 1 Special Defense
61-65 Poison similar dragon breath attack. 41-70 2 Special Defenses
66-68 Presence 71-90 3 Special Defenses
69-74 Psionic Attacks (ld4) x1.c. Poison Types 91-00 4 Special Defenses
75-77 Rusting
78-79 Sharpness (See DMG, Pg. 20)
80-82 Slow 01-10 Ingestivehjected A XI1.A. Types Of Special Defense
83-87 Sonic 11-20 Ingestive/Injected B 01-30 Camouflage
88-92 Suckers 21-35 Ingestive/Imjected IC 31-50 Immunity
93-97 Visual 36-50 Ingestive/Imjected D 51-70 Magic Resistance (01- 100%)
98 Vorpal 51-60 Ingestive/Imjected E 71-80 Mindlie
99-00 Wounding 61-70 Insinuated A 81-95 Regeneration ( l d 3 pts per
71-80 Insinuated B round)
Explanation: Except as shown on the 81-90 Insinuated C 96-00 Spell Turning (as ring)
Special Attack Effects Table, the Special 91-00 Insinuated D
Attack does damage according to the XI1.B. Immunity Table
Damage Per Attack table. X1.D. Presence Attacks 01-10 Charms and Holds
01-18 Charm 11-20 Cold
X1.A. Special Attack Effects 19-48 Disease (10-100') radius) 21-25 Confusion
Attack EHect 49-88 Fear 26-29 Detects
Aging A s Staff of Withering 89-98 Repulsion (as spell) 30-39 Fear
Cancellation A s Rod of Cancellation, 99-00 Worship 40-49 Fire
but always works 50-55 Lightning
Life-Draining l d 3 life levels as Undead X1.E. Sonic Attacks 56-60 Magical Devices
Paralysis A s Ghoul 61 Magical Weapons
Rusting A s Rust Monster 01-40 Blasting (as Horn) 62-66 Normal Weapons
Sharpness A s Sword of Sharpness * 41-80 Deafening '(10% permanent) 67-71 Psionics
Slow A s Stone Golem 81 Death (as lDowerWord KiU) 72-76 SO~~CS
Spells Pick those that seem ap- 82-91 Disintegrate (as spell) 77-79 Spells, magic user
propriate 92-00 Unbalance (lOslo permanent) 80-83 Spells, clerical
Sucker Holds victim with Ogre 84-85 Spells, all
Strength 86-95 Stoning
vorpal ALs Vorpal Weapon* 96-00 Wands, Rods and Staves
Wounding ALs Sword of Wounding*

* Go back to Physical Attacks table to


determine mode of attack and Damage of

127

._.____
----
I / - *

XIII. Number Of Special Abilities Considering the special attributes of


DM Notes other levels of this dungeon, be sure to
01-50 1 Special Ability look at monsters for their applicability to
51-85 2 Special Abilities Use of the Random Monster
being described as food, or a game piece,
86-00 3 Special Abilities Generator Tables or a defective monster, etc., and be sure
DMs must re<alizethat some monsters to shuffle them off to those levels to keep
XI11.A. Special Abilities found on this table are going to be totally up the spirit of the situation.
01-05 Haste unplayable. Feel no compunction about For playing this adventure, be sure to
06-15 Invisibility discarding a monster and rolling a new pre-roll lots of monsters from the random
16-20 Passwall (as the spell) one. Alternately, feel free to change the monsters table for Voyeux to call on for
21-30 Phantasmal forces monster, or set tip special criteria for his defense. Conjuring up a monster from
31-40 Polymorph self some of the categories and just randomly this table in the middle of a game slows
41-55 Silence assess the rest of them. down the game unacceptably.
56-70 Special Sense, 1
71-80 Special Senses, 2
81-85 Special Senses, 3
86-90 Telekinesis
91-00 Telepathy

XII1.B Special Senses


01-05 Clairvoyance
06-10 Clairaudience
11-15 Detect astral
16-30 Detect ethereal
31-35 Detect gems
36-40 Detect gold
41-50 Detect illusion
51-60 Detect invisible
61-70 Detect metals
71-85 ESP
86-95 Locate object
96-00 True sight

XIV. Shape
This is not a random table, because by
now the monster creator should have
some idea of what the critter looks like.
Remember that the various levels some-
times have requirements for the mon-
sters that go to them, so look for features
that can be adapted into looking like what-
ever seems likely to be suitable for levels
with restrictions.

128

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