0% found this document useful (0 votes)
462 views

ZH01 An Overwhelming Sense of Loss.

An abandoned dwarven city called Thrumi'Zud is presented as a framework for an adventure. The author emphasizes making the dungeon feel like a dangerous, hostile place where death can come quickly. Henchmen and reaction rolls are discussed as ways to add risk and suspense without guaranteeing character death. The author provides context for how the dungeon fits into their home campaign world of Zharillia, which draws inspiration from many different fantasy works and genres.

Uploaded by

Ralph Hania
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
462 views

ZH01 An Overwhelming Sense of Loss.

An abandoned dwarven city called Thrumi'Zud is presented as a framework for an adventure. The author emphasizes making the dungeon feel like a dangerous, hostile place where death can come quickly. Henchmen and reaction rolls are discussed as ways to add risk and suspense without guaranteeing character death. The author provides context for how the dungeon fits into their home campaign world of Zharillia, which draws inspiration from many different fantasy works and genres.

Uploaded by

Ralph Hania
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 39

An Overwhelming

Sense of Loss.
Or, The Occasion Of a Visit
Into The Underworld By Way of
The Grand Entrance To The
Ancient Dwarven Fortress of
Thrumi`Zud.
Roger E. Burgess, III

ZH-01
An Adventure for OSR
Characters of Levels 1-3
And Their Henchmen
3/13/2014
Forward.
Thrumi`Zud – a huge abandoned Dwarven city, of which this is merely the first Chamber - is a
skeleton. That’s an apt description in more ways than just the obvious one. In the game
world, the meat of the place – the Dwarves living their lives, loving, eating, praying and
dying are long gone. As an adventure, it’s also missing the ‘meat’. This module is a
framework upon which you and your players can hang their ideas, fears and triumphs. Most of
the current inhabitants are either long dead, or unintelligent scavengers trying to survive.
Most. There are some bright sparks of life, both organic and inorganic and this chamber of
the city, The Grand Entrance, foreshadows a number of the denizens that can be found in huge
numbers deeper into the Underworld. The concerns of the dead are feasting on the living
foolhardy enough to approach. The concerns of the living are much more immediate, as you’ll
see.

Thrumi`Zud and my personal world of Zharillia are a labor of love, a complicated one that
strives for simple presentation to my players and now to you. I try to keep as much of the
mechanics of play as brief as is possible. For instance, in this adventure, you will find
that the hit points of all the monsters have already been rolled for you and are placed in a
space with (just) enough room for a DM to use that particular page as a damage tracker.
Speaking of monsters, every monster in the book is put right up at the front where it’s easy
to access and find. When the rules call for a saving throw, they merely state ‘make a
save.’ If your system has multiple types, pick one that seems appropriate. The rules are
directly presented, not extracted and alienated from the adventure, but placed in the spot
where they will be used.

The initial rooms are very spare in their description. Again this is deliberate, the
adventure is just starting out, and if I present you with a complete description of the
place, you end up playing in my version of Thrumi`Zud. Modules should present the situation
and then get the hell out of the way so that players and GM can get on with playing in their
worlds, not mine. What does an abandoned Dwarven city look like? To me, it’s one thing, to
you it can (and maybe even should) look like something else entirely.

World building is a collaborative effort between you and the players; and with this
adventure in your hands, between you, me and the players. You’ll find that later rooms are
more elaborate in their construction - because by this point the atmosphere you desire to
establish will have already enveloped the players. You’ll find lots of similar touches
throughout this document, and some really bad puns.

Furthering the point that Thrumi`Zud is located in your world, not mine, there’s no long
back-story that you have to memorize, no sweeping set of events that took place ages ago
that are vastly important to the average person above-ground.

Thrumi`Zud was invaded several thousand years ago, abandoned and the main entrance
collapsed, forgotten until some enterprising young murder-hobos came along and rediscovered
it.

There you go, that’s the entire history of Thrumi`Zud. Who invaded? Who knows. In my world
it was Red Men escaping from horrors further down in the Underworld, but your world probably
doesn’t have Red Men and may not even have Orcs, which they are based on. Back-story should
emerge through play, not spring full-formed from the forehead of the people playing the game
beforehand – world building should be a shared experience, not a solitary one. Role-Playing
Games are a community effort, not a game of Solitaire. Sure, the GM has to put together
something, but that skeleton should be just – and remain just – that, a skeleton that the GM
and the Players can hang their ideas on together. Often in this module you’ll find things
stated as simply being so, with no accompanying explanation of why or how. I’ve left it up
to you and the players to come up with reasons. As an example, the wind rushing up from
below in Room 24, The Grand Spiral, induces a catatonic fear that can leave a character with
a failed save unable to act until they die of thirst or are eaten by one of the many
horrible things that wander around the place. Why? In my world there’s an answer, but it
may not fit into your world at all.

Thrumi`Zud is also specifically designed to emphasize a several concepts that seem to me to


not get a lot of love when it comes to OSR games. The first is Dungeon as ‘fantasy fucking
Vietnam.’ The sense of horror, isolation and loss should be nearly visible over the table
when adventurers descend into the Underworld. Death should come swiftly and explosively.
Healthy paranoia on the part of your players should enable them to, just barely, survive
most of the time. The Underworld is an actively malign place, where even the everyday rules
of a fantasy city filled with Wizards and Paladins need not apply. Denizens of the
Underworld have no trouble opening doors – the party does. The Grand Spiral does not induce

1
catatonia in them – though it probably keeps out the animals and those with no business
going down. This isn’t candy-bright fantasy where Mary Sue Garion gets the orb and the
pretty girl and the awesome sword and the super powers and the happy notice of the Gods at
the end. Entering the Underworld should always be a terrible risk, and if you survive, you
are a total badass.

The second concept is Henchmen. The XP charts use a geometric series up to name level for a
reason. If you need double the XP to go from one level to the next higher level, then if at
any point your character fails to survive, what kind of pickle are you in? Not much of one.
Let’s say your character was level 5 when he died, if you start a new character right away,
by the time the party reaches roughly the same portion of XP into level 6, you’ll be right
back where you started – at level 5. Not such a great loss after all, that’s 7 to 10
outings if your GM paces things a bit, during which you’ll be leveling like mad, picking up
awesome hand-me-downs from the upper level guys and also getting your own loot.

Even better, henchmen with their 50% XP ‘penalty’, are designed explicitly to keep players
in that position of ‘one level behind’. A 50% penalty seems like a lot, but each level
costs DOUBLE the previous one. Enough XP to get you to level 7 gets your henchman to level
6. Awesome. That, and in fantasy fucking Vietnam, more bodies is sometimes better armor
than Full Plate +3.

The third concept is the Reaction Roll – everything gets a reaction roll unless the room
text specifies an attack. Even the Spine Rats in Room 2. Why? Because if you as GM force
a full frontal assault on the PCs in every encounter, they won’t make it to Room 5. That
doesn’t mean that Thrumi`Zud isn’t brutal, it is, and the first few rooms especially so.
Overconfident PCs are going to die horribly: poisoned, stabbed, diseased and eaten. There
are things here they should run away from and come back with more preparation, if they come
back at all. You won’t find any unfair insta-deaths, I’ve tried to give clues for
everything that can outright kill a PC (and if you find one where that isn’t the case, email
me, I’ll fix it.)

In my personal campaign, the influences of Zharillia are many. The base rule-set is ACKS
with no Clerics or Thieves (if you want to be a thief, steal something. If you want to pick
a lock, hire a locksmith, and then guard him carefully down to where the treasure chest is!)
All magic is arcane, but wizards can only learn so many spells. The magic system itself is
from Dungeon Crawl Classic. The lordship and Power Game is mediated by Mr. Crawford’s Red
Tide rules. Different civilizations use his Stars Without Number ‘alien lenses’ conceit.

As far as environmental influences, read Glenn Cook and Steven Erikson. Mix liberally with
Carcosa and its brightly colored humans, ray guns, dinosaurs, irradiated plains, infamous
Sorcerers, robots and space elves; throw in a hefty dose of Dark Sun; mix in Tekumel’s
theology and cosmology with all its Gods, Cohorts and their aspects and whatnot; finally,
toss in a sprinkle of Steampunk and Mr. Crawford’s Red Tide. There’s room in this gonzo
world for Thrumi`Zud, Anomalous Subsurface Environments, Castle of the Mad Archmage and even
the mighty Rappan Athuk.

Then, when you’ve added all that to the bowl, don’t mix it - blow whole planet to
smithereens, let people live on continent-sized shards surrounded by enough air to get from
one to the other if you’re stupid and foolhardy (the Tide will get you), ‘dissapear’ the
Elves offworld, kill off most of the Dwarves and all the humanoids and Purple Men, curse the
Dwarves to never touch Ale again and finally: start everyone off at a certain keep on some
borderlands. Thrumi`Zud’s Grand Entrance lies just behind the wall of rocks in the lower
left hand corner of the single best map ever drawn...
Roger E. Burgess, III
March 14, 2014

2
Acknowledgements

I would like to thank the following people for their work and their inspiration.
Without them, none of this would be possible. Presented in no particular order.

Courtney C. Campbell,
for
Steamband,
the most fun you can have with a keyboard.
Treasure, Psionics,
& Tricks, Empty Rooms & Basic Trap Design
All three books get used extensively.
& the blog Hack & Slash.

Andrea ‘ABK’ Back


for
Arcanix RPG
& her Patron, Nektherazzan,
the Everburning Flame of the Desert

the venomous pau,


for
the Demons of Adad Untash
& the blog Strange Stones

Noisms
for
his post on poppies.
& the blog Monsters and Manuals

Eldric IV
for
his Patron, Kizzithixx,
the Lord of Chains, the Bound One

Bill Webb & Matt Finch of Frog God Games


for amazing games and supplements,
& especially the ToHC, ToAD and S&W SRD

Alexander Macris, Tavis Allison & Greg Tito of Autarch


for the masterful ACKS.
Nobody does character building better.

Kevin Crawford,
for his Red Tide supplements.
The endgame is an actual game because of you.

Joseph Goodman,
for Dungeon Crawl Classics
the magic system is perfect.

Professor M.A.R. Barker,


for Tekumel,
he showed us what world-building could be.

Zak Smith
for Vornheim,
books as Knowledge Skill rule!

The NetHack Dev Team


for Elbereth,
everyone needs a portable safe-zone.

3
4
Thrumi`Zud: The Grand Entrance (Level 1)
Dungeon Inhabitants CL 1
CLOCKWERK SCOUT
CL A Scouts are constructed to resemble animals commonly found in
SPINE RATS the area that the brain gear operates within. Their inner wood
Spine rats are as long as a human’s arm, red-eyed, and covered in and
spiny overlapping scales; they appear to be the product of some metal workings are covered by an animal’s pelt. Characters have
sort of crossbreeding between rats and lizards. A ridge of spines only a 1 in 6 chance to notice the deception (2 in 6 for demi-
along the back runs from neck to tail. Due to the muck and slime humans and 3 in 6 for druids and rangers). This camouflage helps
of their habitat, the ridge-spines of a spine rat are likely to be them move about unnoticed and gives them the opportunity to
tainted with soiled material. Anyone jabbed by a spine must strike from ambush. They are designed to serve as the mobile
make a saving throw or contract a disease that leaves them bed- eyes and ears of a clockwerk colony. While still restricted by the
ridden and fevered for 3d6 days. The bite of a spine rat is not 2-mile radius they must remain within to keep contact with a
especially dangerous, and only leads to the risk of infection if the brain gear, scouts serve an important role as reconnaissance,
wound is not cleaned. patrol, and pursuit troops. Only if the scouts have a chance to
Rare varieties of spine rats are able to shake spines from their strike from a devastating ambush does the brain gear order them
backs like tiny darts; and extremely rare large specimens may be into battle. Source: Tome of Horrors Complete, Copyright 2011,
able to walk in semi-bipedal fashion and craft crude tools and Necromancer Games, Inc., published and distributed by Frog God
weapons. (Author: Scott Wylie Roberts, “Myrystyr”) Source: Games; Authors Mike Mearls and Scott Greene.
Monstrosities Clockwerk Scout: HD 1; AC 2[17]; Atk Slam (1d4); Move 15; Save 17
Spine Rat: HD 1d4hp; AC 6[13]; Atk 1 bite (1d3) or spine (1d3 + CL/XP 1/15; Special: None; ML: n/a; HC: none; NA 2d10 (5d20).
poison); Move 12; Save 18; CL/XP A/5; Special: Diseased spines;
ML 7; HC none; NA 3d8 (3d100). FORMIAN
Formians are highly intelligent ant-people, walking on their four
CL B hind legs but using their specialized fore-claws to hold objects.
FERAL CAT, UNDEAD Their ant-like heads have deadly mandibles, which they use in
Feral undead cats look like they were created by zombie-raising combat. Formians have a caste society, like ants. The workers
magic, but they are actually things quite unlike normal animated are small (about 75 pounds) and fairly stupid. Warriors are as
undead such as skeletons or zombies. These undead cats are large as a human being, and no more intelligent than the
possessed of an animal cunning akin to that of ghouls (although workers. A noble class, the taskmasters, rules formian society
with less intelligence), and they are not slow moving as zombies and are normally only found in the cities of this strange and alien
are. Like ghouls, they tend to form into packs. If a person is race. These formians are as large as a horse, and extremely
scratched more than three times by undead feral cats (not intelligent.
necessarily the same one), he must make a saving throw or be
paralyzed for 1d6 turns. After the first set of three scratches, Formian cities are small, containing no more than 500 workers,
every subsequent scratch requires a saving throw. 50 warriors, and 10 taskmasters, plus a royal retinue. The royal
(Author: Matt Finch) Source: Monstrosities retinue includes a queen, males equal to half the number of
Feral Undead Cat: HD 1d4hp; AC 8[11]; Atk 2 claws (1hp); taskmasters, and an additional 1d6 taskmasters, 3d6 warriors,
Move 12; Save 18; CL/XP B/10; Special Paralyzing scratch (after and 6d6 workers. Formians also keep humans and members of
first 3 hits); ML 12; HC II (K); NA 3d6 (3d6). other races as slaves or trade-goods. Source: Monstrosities

RAVEN, ZOMBIE Formian Worker: HD 1; AC 3[16]; Atk 1 bite (1d4); Move 15; Save
Zombie Ravens are the rotting, undead bodies of ravens, 17; CL/XP 1/15; Special: None ML 9; HC none; NA 2d8 (1d5x100).
animated by the strange forces of the underworld. They can
be summoned as familiars to Chaotic mages. Formian Warrior: HD 3; AC 2[17]; Atk 1 bite (1d6), 2 mandibles
(Author: Matt Finch) Source: Monstrosities (1d4), 1 sting (1 + non-lethal poison); Move 12; Save 14; CL/XP
5/240; Special: Non-lethal poison sting (2d4 damage, save for
Zombie Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 half) ML 10; HC none; NA 1d8 (1d5x10).
(Fly 6); Save 18; CL/XP B/10; Special: Immune to sleep and
cold; ML 12; HC none; NA 2d8 (2d8). Formian Taskmaster: HD 7; AC 1[18]; Atk 1 bite (1d6+1), 1 sting
(1d2 + non-lethal poison); Move 12; Save 9; CL/XP 8/800; Special:
Non-lethal poison (4d4 damage, save for half) ML 9; HC IX (S);
NA 1d2 (1d10).

5
Formian Male: HD 8; AC 1[18]; Atk 1 bite (1d6+1), 1 sting (1d2 + Vapor Rat: HD 1d4; AC 7[12]; Atk 1 bite (1d3); Move 12; Save 18;
non-lethal poison); Move 12; Save 8; CL/XP 9/1100; Special: Non- CL/XP 1/15; Special: death throes, gaseous form, slowed by cold,
lethal poison (4d4 damage, save for half); ML 8; HC none; NA 1d2 heal 2 points/round, 5% are diseased; ML 7; HC XIII; NA 2d10
(1d5).
CL 2
Formian Queen: Noncombatant, HD 10, AC 3[16]; ML n/a ; HC XX CENTIPEDE, GIANT (SMALL, LETHAL)
(C); NA 1. Small (Lethal): Giant lethal centipedes of the small size inflict a
lethal bite with a +4 saving throw, but inflict no damage if the
MUSHROOM-MAN saving throw is successful. Source: Monstrosities
Standing 4ft in height, mushroom-men resemble humanoid Giant Centipede (small, lethal): HD 1d2hp; AC 9[10]; Atk 1 bite (0
mushrooms endowed with both arms and legs. Mushroom-men + poison); Move 13; Save 18; CL/XP 2/30; Special: poison bite (+4
are usually found in natural caves, caverns, and underground save or die); ML 7; HC none; NA 2d12.
passages.
Mushroom-men are initially created by magic. Once given life Small (Non-Lethal): The non-lethal variety has larger pincers but
through magic they reproduce by way of spores. When a its poison is not lethal (though it is deadly). Failing a saving
mushroom-man dies (0 hit points or less) it releases 1d6 spores throw (at +4) against the poison of the non-lethal variety causes
which rapidly (within 1d4 rounds) grow into mushroom-men of 1 1d4 rounds of crippling pain (the victim is helpless, as if asleep).
HD lower than the parent (1 HD mushroom-men do not produce Additionally, the limb (roll 1d4) is temporarily crippled (treat as a
spores upon death). The spores have 2 hit points (before disease) for 2d4 days. A crippled leg reduces movement by 50%;
becoming fully formed mushroom-men). (Contributed by a crippled shield arm cannot use weapon or shield; a crippled
Skathros). Source: Monstrosities sword arm can only attack at –4. A second bite on a leg reduces
Mushroom-Men: HD 3, 2, or 1; AC 5[14]; Atk Fist (1d6) or weapon; movement to one quarter normal, and a third bite to the legs
Move 12; Save 14, 16, or 17; CL/XP 5, 3, or 1/240, 60, or 15; Special: reduces movement to 1ft per minute (prone, dragging oneself by
Spores ML 8; HC XVIII (E) ; NA 2d6 (1d6x10). the arms).
Giant Centipede (small, non-lethal): HD 1d2hp; AC 9[10]; Atk 1
RED MEN (Orcs) bite (0 + poison); Move 13; Save 18; CL/XP 1/15; Special: non-lethal
Red Men are brutish humans that gather in tribes of hundreds. poison bite (+4 save) ML 7; HC none; NA 2d12.
Most are subterranean dwellers, and fight with a penalty of –1 in
sunlight. Occasionally, war-bands or even entire tribes of Red Man-sized: The man-sized giant centipede is a deadly predator
Men issue forth from their caverns to raid and pillage by night. with armored segments, a deadly bite, and a lethal (though
Their leaders are great brutes with additional hit dice, and magic- relatively weak) poison.
using shamans may also be found in the larger tribes. Red Men Man-sized Giant Centipede (7ft): HD 2; AC 5[14]; Atk 1 bite (1d8 +
tribes generally hate each other, and will fight savagely unless poison); Move 15; Save 16; CL/XP 4/120; Special: poison bite (+6
restrained by a powerful and feared commander, such as an evil save or die); ML 8; HC none; NA 2d8.
high priest or a sorcerer. Source: Monstrosities
Red Men: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6) or Large: A twenty-foot long horror of chitin, multiple legs, and
scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None; ML 8; clashing pincers dripping with venom.
HC XIX (D); NA 2d4 (6d10). Large Giant Centipede (20ft): HD 4; AC 0[19]; Atk 1 bite (3d8);
Move 18; Save 13; CL/XP 6/400; Special: poison bite (+4 save or
SKELETON die); ML 8; HC none; NA 2d8.
Skeletons are animated bones of the dead, usually under the
control of some evil master. Source: Monstrosities GIANT ANT
Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or Giant ants live in vast subterranean hives tunneled through soil
strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; and even stone. A hive can hold as many as 100 ants, in a worker-
Special: None; ML 12; HC none; NA 3d10. to-warrior ratio of 5:1. The poison of a warrior ant does 2d6
points of damage if a saving throw is failed, 1d4 points of damage
VAPOR RAT if the saving throw succeeds. Source: Monstrosities
Vapor rats resemble normal rats in all respects. Though more Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; Save
intelligent, they possess a lot of the same traits and conduct 16; CL/XP 2/30; Special: None; ML 8; HC none; NA 3d6 (10d8).
themselves in much the same way as normal rats. When slain,
their bodies burst in a cloud of grayish green vapors that fill a 10- Giant Warrior Ant: HD 3; AC 3[16]; Atk Bite (1d6+ poison); Move
foot radius and acts as a stinking cloud. Vapor rats can assume 18; Save 14; CL/XP 4/120; Special: Poison 2d6 (save for 1d4 only);
gaseous form once per day, and they heal 2 points per round. ML 8; HC none; NA 1d8 (2d10).
They are slowed by cold. (Author: Scott Greene ) Source: Tome of
Horrors Complete, Copyright 2011, Necromancer Games, Inc., Giant Queen Ant: HD 10; AC 3[16]; Atk Bite (1d6); Move 3; Save 3;
published and distributed by Frog God Games; Authors Mike CL/XP 8/800; Special: None; ML 12; HC XI (Q) x3, IX (S); NA 1.
Mearls and Scott Greene.

6
DEMON (MUZGUB ANANG GUL) CL 3
(Lower Order Demon) DERGENUE
Muzgub Anang Gul are wretched little demons with the bodies of When dungeons and dark temples have bas-reliefs of half-naked
large rats. Their bizarre countenances resemble crocodile heads. women carved into their walls, adventurers should be aware that
These creatures are very fast, and automatically win initiative on some of these provocative decorations may be Dergenue, a race
the first round of combat. In subsequent rounds they receive a +1 of intelligent, mischievous earth elementals. They hide in walls,
to their initiative rolls. using their innate ability to phase through earth and stone, and
Additionally, they possess all of the abilities of a typical Lower attack by reaching out to grab at unwary passersby (high chance
Order Demon: to surprise). Their blows cause 1d6 damage, and they may drag
1. Infravision (90’) their victims into the wall (to swiftly suffocate and die) if the
2. Half damage from cold-based attacks attack roll succeeds by 4 or more points. Earth-based magic may
3. Half damage from electrical-based attacks cause 1d8 damage per spell level to a dergenue, or slay her
4. Half damage from fire-based attacks (all) outright, depending upon the spell. A dergenue takes normal
5. Half damage from gas-type attacks damage from fire, cold, and weapons, but is otherwise immune
6. Telepathy (allows all languages to be understood) to almost all other attack forms. If she steps out of a wall, a
Further, these creatures are: dergenue must remain in contact with earth or stone or lose 1 HP
 Susceptible to damage from “cold iron” weapons – hits per turn, and they cannot cross a barrier of fire or water.
from such weapons do an additional 1d4 damage. (Contributed by Scott Wylie Roberts, "Myrystyr").
 Highly vulnerable to Holy Water, taking 1d8 damage per Source: Monstrosities
thrown vial that hits or an additional 1d4 damage from weapons Dergenue: HD 2; AC 4[15]; Atk 1 strike (1d6); Move 12; Save 16;
doused in such a fluid. CL/XP 3/60; Special: Drag into stone, immunities; ML 8; HC VI; NA
 Able to be turned (as creatures of 3HD) by Clerics of the 1d6.
Azuric Monodeities.
Muzgub Anang Gul usually plague fields that have not been EXPLODING BONES
blessed in the name of Tammuz a rare male aspect of Dilinala, Nearly identical to skeletons in appearance, Exploding Bones
devouring everything in their path. differ in coloring from their more mundane counterparts.
The Tablets of Adad Untash tell the faithful that Muzgub Anang Exploding Bones are a bright pulsating red, their coloring
Gul are the souls of unwise farmers who allowed their crops to becoming brighter and pulsating faster as they near death and
wither, bringing hunger to their families. the inevitable explosion which gives them their name.
Source: the venomous pao When these crimson skeletons reach 0 hp their bodies explode
Muzgub Anag Gul: HD 1; AC 4[15]; Atk 1 bite (1d4+1); Move 18 (Fly
sending a shower of jagged bones, which hit all within 20ft. All
6); Save F1; CL/XP 2/31; Special: Demoniac immunities & within this radius suffer 1d6 points of damage from the explosive
vulnerabilities; ML 7; HC none; NA 2d4(2d4). shower of bony shrapnel. A successful Saving Throw halves this
damage. Exploding bones are treated as Type 2 undead for
DEMON (MANES) turning purposes. (Contributed by Skathros).
The pathetic, damned souls of Roman mythology, manes are no Source: Monstrosities
larger than humans, with gray skin and empty eyes. Non-magical Exploding Bones: HD 2; AC 8[11]; Atk 1 weapon (1d8); Move 12;
weapons inflict only half normal damage on them. Save 16; CL/XP 3/60; Special: Explode when killed; ML 12; HC
Source: Monstrosities none; NA 2d10.
Manes Demon: HD 1; AC 5[14]; Atk 2 claws (1d2), 1 bite (1d4);
Move 5; Save 18; CL/XP 2/30; Special: Half damage from non- GHOUL
magic weapons ML 5; HC none; NA 4d4. Ghouls are pack-hunting undead, corpse eaters. They are
immune, like most undead, to charms and sleep spells. The most
CRUMBLER dangerous feature of these horrid, cunning creatures is their
Crumblers are mountain and cavern-dwelling "rock men," who paralyzing touch: any hit from a ghoul requires a saving throw or
serve as guardians for important things. They are immune to fire, the victim becomes paralyzed for 3d6 turns.
electricity and magical "blasting" attacks. Cutting weapons inflict Source: Monstrosities
half damage (and there is a 2 in 6 chance of non-magical Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9;
weapons breaking against them). Hammers and maces do Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch; ML 7;
normal damage. They usually attack in groups, rising up out of HC I (J), XXVIII (Z); NA 1d10(3d20).
the rubble surrounding boulder-laden areas. They cannot pursue,
being rooted to the earth. (Contributed by Old Crawler). MECHANISM, BRONZE COBRA
Source: Monstrosities Bronze cobras are similar to iron cobras, built in ancient days by
Crumbler: HD 1; AC 4[15]; Atk 1 thrown rock (1d4) or fist (1d4); powerful spell casters as mechanical servants using powerful
Move 0; Save 17; CL/XP 2/30; Special: Immunities; ML 7; HC XI (Q); magic. These jointed snakes are the size of a normal cobra, and
NA 2d6. follow commands given to them or programmed into them by
their creators. Bronze cobras are not as lethal as iron cobras,
being made of softer metal and having a five-dose supply of

7
paralysis poison (3d6 turns) rather than a three-dose supply of
lethal poison. They are, however, faster than the similar Giant Spider (6ft diameter): HD 4+2; AC 4[15]; Atk 1 bite (1d6+2 +
mechanism created from iron. Source: Monstrosities poison); Move 4; Save 13; CL/XP 7/600; Special: lethal poison,
Bronze Cobra Mechanism: HD 2; AC 3[16]; Atk 1 bite (1d2 + webs; ML 8; HC XII (O); NA 1d8 (2d10).
poison); Move 12; Save 16; CL/XP 3/60; Special: Non-lethal
paralysis poison; ML 12; HC none; NA 1d3 . Giant Phase Spider: HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison);
Move 18; Save 16; CL/XP 6/400; Special: lethal poison (+1 save or
PYRE ZOMBIE die), dimension phasing; ML 8; HC XII (P); NA 1d4 (2d10).
These undead creatures are weirdly enchanted with some sort of
necromancy. When hit by a melee weapon, they burst violently Cl 4
into flame, inflicting 1d6 points of damage to anyone within 5ft. VERY YOUNG BLACK DRAGON (8HD)
Only the bones remain after this conflagration: the remaining The size of a dragon is roughly 5ft of body length per age
skeleton fights as a skeleton rather than as a zombie (including category, up to the adult size of 20ft. Dragons have double
the lower hit points). The flesh re-grows rapidly, and the creature normal treasure (i.e., with a gold piece value of four times the
will fight as a zombie again in 10 combat rounds, including the dragon's XP value).
restored ability to immolate itself. (Contributed by Scott Casper).
Source: Monstrosities Do not roll hit points for dragons as normal. Instead, determine
Pyre Zombie: HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or the age category of the dragon, and that will tell you both the
strike (1d8); Move 6; Save 16; CL/XP 3/60; Special: Immune to dragon’s hit points per die and how many points of damage per
sleep and charm, immolation; ML 12; HC none; NA 1d10. hit die the dragon’s breath inflicts:
(1) Very young dragon: 1 hit point per hit die, 1 hit point per die
SHEET FUNGUS inflicted by breath weapon.
Sheet funguses are flat, sheet-like plant creatures about 6 feet
long and 2-1/2 or 3 feet wide. It weighs about 3 pounds. Two small Note that dragons, while they are dangerous opponents, are not
dark circles “sewn” into its design function as eyes. They by any means invincible. In a medieval-type fantasy world,
resemble tapestries or rugs and use this to their advantage when dragons are a common problem rather than a godlike creature of
hunting for food. Sheet funguses are fond of blood and flesh, legend – so the statistics for dragons reflect a deadly but not
especially that of humans. If a sheet fungus hits an opponent mythical foe. The GM is, of course, free to create stats for a more
with its pseudopod, it can decide to engulf a victim automatically “mythical” conception of dragons. Since dice aren’t rolled for
on its next round. An engulfed opponent is held until it dies or dragon hit points, it is possible for a truly mythical dragon to
until the sheet fungus takes three-quarters of its hit points at have more “numbers” per die than it’s actually possible to roll on
which time it releases its prey and flees. Source: Tome of Horrors a hit die.
Complete, Copyright 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Authors Mike Mearls and Breath Weapons: All dragons have a breath weapon of some
Scott Greene. kind, which can be used three times in a day. The GM chooses
when a dragon will use the breath weapon, or may roll a 60%
Sheet Fungus: HD 3; AC 4[15]; Atk 1 pseudopod (1d6); Move 15 chance in any given round. Damage inflicted by a dragon’s
(flying); Save 14; CL/XP 3/60; Special: Camouflage, engulf; ML: 6; breath weapon is indicated under the age category. Breath
HC XIII (O); NA 1d3. weapons come in three different types: a cloud-shape for
gaseous exhalations, a cone shape for fiery-type breath, and a
SPIDER, GIANT line for spitting dragons. The dimensions of a dragon’s breath
Giant spiders are aggressive hunters. Only the 6ft diameter giant differ according to the dragon’s type.
spiders are web builders. Giant spider webs require a saving
throw to avoid becoming stuck. Those making a saving throw If a dragon is beaten down by subdual damage (see rules for
can fight in, and move at a rate of 5ft per round through, the combat), the dragon will surrender and serve its masters, even to
webs. Medium-Sized giant spiders surprise on a roll of 1-5, being the point of allowing itself to be sold. However, subdued
able to hide well in shadows.

Phase spiders can shift out of phase with their surroundings (can
be attacked only be ethereal creatures), coming back into phase
to attack. Source: Monstrosities
Giant Spider (1ft diameter): HD 1+1; AC 8[11]; Atk 1 bite (1hp +
poison); Move 9; Save 17; CL/XP 3/60; Special: lethal poison (+2
saving throw); ML 7; HC XIII (O); NA 1d10 (2d20).

Giant Spider (4ft diameter): HD 2+2; AC 6[13]; Atk 1 bite (1d6 +


poison); Move 18; Save 16; CL/XP 5/240; Special: lethal poison, 5
in 6 chance to surprise prey; ML 7; HC XII (O); NA 1d8 (2d12).

8
dragons are only loyal while they are impressed by and
frightened of their masters – signs of weakness may cause the
Factions
dragon to escape or even attack its master. The faction table is there to give you an overview of who the
intelligent inhabitants of Thrumi`Zud are. Factions noted as
Standard-colored dragons generally have a challenge level of its being able to relate to another faction have a natural affinity for
(hit points/4) +2. that other faction and dealings between them will be Neutral at
worst, unless the PCs interfere.
Black dragons spit a deadly, corrosive acid rather than breathing Faction Members Can Relate To
fire. The acid covers everything in a line 5ft wide and 60ft long. Formians 10 Workers Giant ants
Black dragons have a 45% chance of being able to talk; talking 40 Workers
black dragons have a 5% chance of being able to cast 1d4 first Giant ants 8 Warriors Formians
level magic-user spells. Black dragons range in size from 6 to 8 1 Queen
hit dice. Source: Monstrosities Ghouls and the 13 Ghouls
Demons
Very Young Black Dragon (8HD): HD 8 (8hp); AC 2[17]; Atk 2 Shadow 1 Shadow
claws (1d4), 1 bite (3d6); Move 9 (Fly 24); Save 8; CL/XP 10/1400; Demons; Manes and 2o Manes Ghouls and the
Special: Spits acid; ML 10; HC VII; NA 1d3. Muzgub Anag Gul 4 Muzgub Shadow
Clockwerks 9 Scouts Nobody
SHADOW Vermithranaxas and 1 Dragon
Shadows may or may not be undead creatures: they are immune Nobody
his Red Men 23 Red Men
to sleep and charm, but the GM may decide whether they are
undead creatures subject to turning or whether they are some
horrible “other” thing, a manifestation perhaps, or a creature Monetary Units
from another dimension (or gaps in the dimensions). Shadows A note on treasure: Zharillia uses a silver standard, yours may
are dark and resemble shadows, though they may be darker. not, I made the following conversions, which grants much more
They are not corporeal, and can only be harmed with magical silver:
weapons or by spells. Their chill touch drains one point of D&D Standard Effect New Monetary value
strength with a successful hit, and if a victim is brought to a Platinum (pp) x10 Silver
Strength of 0, he becomes a shadow. Strength points return Platinum (alternate) x5 Electrum
after 90 minutes (9 turns). Source: Monstrosities Gold (gp) == Silver
Shadow: HD 3+3; AC 7[12]; Atk 1 touch (1d4 + strength drain); Electrum (ep) /2 Silver
Move 12; Save 14; CL/XP 4/120; Special: Drain 1 point str with hit, Silver (sp) == Bronze (bp)
hit only by magic weapons; ML 8; HC IV (M); NA 1d6.
Copper (cp) == Copper

CL8+ New Monetary Value Effect D&D Standard


ARCHER-TREE
Silver /10 Platinum
Archer-trees are a species of walking pine tree. Some of the
Silver (alternate) == Gold
tree’s needles are extremely long, although this is not easy to
notice from afar. The tree’s animated branches can throw 1d4 of Silver (alternate) x2 Electrum
these longer needles per round to a range of 100ft. The needles Electrum /5 Platinum
contain a sedative poison that paralyzes victims for 3d6 turns Bronze == Silver
(saving throw negates). Source: Monstrosities Copper == Copper
Archer-Tree: HD 7; AC 6[13]; Atk 1d4 needles (1d6); Move 1; Save
9; CL/XP 8/800; Special Paralysis; ML 10; HC VII; NA 1 (1d6). The values I use are as follows:
Zharillia Coin Values
BLACK PUDDING 1 pp = 20gp = 40 ep = 400sp = 4000bp = 8000cp
Black puddings are amorphous globs with an acidic surface. They 1 gp = 2ep = 20sp = 200bp = 400cp
are subterranean predators and scavengers. Any weapon or
1 ep = 1/2gp = 10sp = 100bp = 200cp
armor contacting a black pudding will be eaten away by the acid
1 sp = 10bp = 20cp
as follows: weapon (1 hit by the weapon), chainmail or lesser
1 bp = 2cp
armor (1 hit by pudding), plate mail (2 hits by pudding). If a
weapon or armor is magical, it can take an additional hit per 1 cp = 1cp = 1/2bp
+1 before being dissolved. Source: Monstrosities
Black Puddings: HD 10; AC 6[13]; Atk 1 attack (3d8); Move 6;
Save 5; CL/XP 11/1700; Special : Acidic surface, immune to cold,
divides when hit with lightning; ML 12; HC none; NA 1.

9
Wandering Monsters Room Key
(Every other turn, 1 on 1d6)

1d8+1d12 † Monster Entrance and Armory


1. Grand Entrance Chamber.
2 1 Black Dragon (Unique) & 1d6 Red Men
The columns are lit by blue glowing runes. The runes gutter like a
3 1 Black Dragon (Unique) torch in a gale.
4 1d3 Sheet Fungus
5 1 Bronze Cobra and 1d2 Crumblers 2. Audience Hall [MONSTER]
6 1d3 Demons (50% either) & 1d6 Skeletons Stone podium. Greeting notes for some long dead envoy.
7 2d6 Red Men Broken lanterns litter the floor. Stone columns are stacked by
8 1d2 Ant, Giant (Worker) & 2d6 Spine Rats the NW door, partially blocking it.
9 2d6 Skeletons
10 1d6 Ant, Giant (Worker) 15 Spine Rat: HD 1d4hp; AC 6[13]; Atk 1 bite (1d3) or spine (1d3 +
11 1 Spider, Giant poison); Move 12; Save 18; CL/XP A/5; Special: Diseased spines;
ML 7; HC none; NA 3d8 (3d100).
12 1 Dergenue
13 1d6 Centipede, Giant (Small, Lethal)
HP: 2 2 1 2 2 4 3 1 1 3 2 4 2 4 1
14 3d8 Spine Rats
15 3d6 Feral Cats, Undead 3. Preparation Room 1 [MONSTER]
16 3d6 Zombies, Raven Angular stone benches line the walls below mirrors, some still
17 1 Zombie, Pyre & 1d6 Skeletons intact. Skeletons litter the floor, their forms nearly
18 2d6 Mushroom Men unrecognizable from burning.
19 1d3 Giant Ants & 1d6 Formians - Workers
14 Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or
20 1 Ghoul & 1d6 Centipedes (Small, Lethal)*
strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15;
21 1 Ghoul & 1d2 Demon, Manes* Special: None; ML 12; HC none; NA 3d10.
22 1 Shadow (Unique)
† : add +2 to the roll at night. HP: 8 6 3 7 3 1 2 4 4 3 6 4 6 3
* Only 5 Ghouls may be encountered as wandering monsters.
For every Ghoul encountered, reduce the number of Ghouls 4. Preparation Room 2
located in Room 65 by one. Barrel of rancid oil, torches, barricade of columns to the north.
Moldering cloth lines the walls. Light, glowing softly blue
Elbereth emanates from the West.
Unless otherwise labeled, any given room has a 5% chance of
bringing up impenetrable black Force Walls in response to the 5. Preparation Room 3 [TREASURE]
word Elbereth. The walls block all entrances and exits from the Barrel of rancid oil, broken torches, sour smell to West.
Room that the person who said the word is in. Anyone standing 780 sp. (Barrel - TRAPPED: Blade Scything near Container [1d8+1
in a doorway when the walls go up dies instantly, sliced in half. damage/attacks as a Lvl 1 Fighter])
After 8-10 hours, the walls generally evaporate and cannot be 1. 130 sp. Small ornate box covered in oilcloth. Contains:
called back for two full days from their last conjuration. Magic 2. 250 sp. Amber gem
related to passage, travel or dismissal will reduce the duration of 3. 400 sp. 4x Hard Silver Columns. A column is worth 2x its
the walls’ existence by one hour per conjuration. No known value if used for a Laboratory, Workshop or Library.
magic can reduce the amount of time required for the walls of an
Elbereth room to recharge. 6. Diplomat’s Upper office
Three stone tables, cracked, shattered screen. Sour, acrid smell
The trader at the Keep and several others in the area know the emanates from a hole in the floor in the corner.
word, but use it as a folk ward against more bad luck after having
had some bad luck come their way. 7. VIP Lounge
Ornately carved chair-bodies extrude from the floor. Pale green
The first time the players say the word in the dungeon mark the and ulfire light emanates from the runes in the walls along the
chamber they are as an Elbereth room. floor.

This works throughout the Dwarven portion of Thrumi`Zud, but


few, if any, inhabitants are aware of this property of the
dungeon.

10
8. Snack Room [TRAP AND TREASURE] 4. 188 sp. Book: Cultivars of the Smallfolk (1mo. of reading
916sp. Scything blade, neck-high (1d8+1 damage/attacks as a Lvl 1 grants +1 to any survival related rolls within ruins).
Fighter. On hit, save or be decapitated) (Small Coffer [LOCKED]) Book: Warchants in the Era of Shin (2) ancient history.
1. 902 bp, 1573 cp. 5. 4126sp. Large stone carving of three armored dwarves
2. 750 sp. Scepter – Wrought iron with copper banding and by Cordoughton. One of his best works.
a white leather grip. 6. Leather Armor made of the hides of the iron goats of
Elbereth room. Zhevakistan. Grants AC 6, +1 to hide rolls in wooded
areas.
9. Empty Room
Rotten smell to the East. A book will give 1d10 answers to questions before being used up.
The number of questions is noted in parentheses after the title.
10. Abandoned Temple The subject the book covers is last.
An altar of highly polished green marble centers the room.
Alcoves are guarded by faded tapestries. A short, low tunnel 8 Red Men: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6)
connects to an adjoining cloak room to the East. No symbols or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None; ML
remain to give clue to what gods were worshipped here. 8; HC XIX (D); NA 2d4 (6d10).

11. Barracks 1 HP: 8 8 5 5 2 2 2 1


Rotted wooden beds and lockers stand empty. Columns block
sight. 16. Barracks 6 [MONSTER]
Trapped formians. Bodies of formian warriors on the ground.
12. Barracks 2 They have come through several dozen miles of caverns,
Rat bones and worse litter the floor. Stench emanates from the searching out new sources of food. Now they are starving and
East and the West. A small wooden idol to a forgotten god lies unless food is offered quickly, will attack, seeking to eat anyone
broken on the floor. they see. Cave-in has destroyed the back wall.

13. Barracks 3 [MONSTER] 10 Formian Worker: HD 1; AC 3[16]; Atk 1 bite (1d4); Move 15; Save
Broken planks scattered about. Rotten bird corpses everywhere. 17; CL/XP 1/15; Special: None ML 9; HC none; NA 2d8 (1d5x100).

14 Feral Undead Cat: HD 1d4hp; AC 8[11]; Atk 2 claws (1hp); HP: 1 8 2 2 4 6 5 4 3 6


Move 12; Save 18; CL/XP B/10; Special Paralyzing scratch (after
first 3 hits); ML 12; HC II (K); NA 3d6 (3d6). Public Spaces
9 Clockwerk Scouts
HP: 2 4 1 1 1 1 1 1 3 2 1 2 2 4 Will attack undead ravens on sight. 20 Demons, Manes
17. Hall of Surface Art [SPECIAL]
Columns are rigidly but ornately decorated. The paintings that
14. Barracks 4 [MONSTER] hang from the walls are worthless due to deterioration.
Soggy. Moldy water drips down from above. Weathered stone
lines the floor. One painting cannot be moved and is in beautiful, if dusty
condition. Over the course of several days, the painting will take
8 Zombie Ravens: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1 on the image of a random PC. That PC is immortal as long as they
(Fly 6); Save 18; CL/XP B/10; Special: Immune to sleep and don’t die of wounds or magical disease. A resurrection spell
cold; ML 12; HC none; NA 2d8 (2d8). must be performed at the painting or the painting will reset in 10
days after the PC’s death.
HP: 4 3 3 2 1 1 5 4 If that 10 days pass, careful inspection will locate the PC’s face in
the crowd in the background, screaming.
15. Barracks 5 [MONSTER AND TREASURE]
Chitinous plates scattered on the ground. There’s enough to 18. The Gallery [MONSTER]
make a decent set of half-plate. A party of 8 Red Men from the Lining the walls are pedestals and alcoves carved in the
Upper Forge have trapped a scouting party of formians in room distinctive curved Dwarven style. A few stuffed animals lie atop
16. the pedestals.
4532sp. (Huge Chest [LOCKED] carved in the style of
Wodenstone the Elder. Worth 500 sp by itself) 9 Clockwerk Scouts: HD 1; AC 2[17]; Atk Slam (1d4); Move 15; Save
1. 75 sp. Braided copper torc. 17; CL/XP 1/15; Special: None; NA 2d10 (5d20).
2. 100 sp Zierschiebe of Morellon. Comes apart as a
sextant. HP: 3 5 3 2 5 5 4 1 2
3. 700 sp. Pair of ruby cufflinks. (100 sp ea. if separated)

11
12
19. The Privy [MONSTER] 400sp. TRAPPED: 50% Pendulum Axe Released from Wall when
Holes in the floor with raised platforms on either side line the Secret Door in West Wall Opened [2d12+1 damage/attacks as a Lvl
floor on the East and West sides. Grey, faded tapestries line the 2 Fighter].) Hidden in a secret compartment in one arm of the
walls. throne
1. 400sp. Silver dagger.
Sheet Fungus: HD 3; AC 4[15]; Atk 1 pseudopod (1d6); Move 15
(flying); Save 14; CL/XP 3/60; Special: Camouflage, engulf; ML: 6; Surface Goods Storage
HC XIII (O); NA 1d3.
GIANT ANT LAIR
40 Workers
HP: 12
8 Soldiers
1 Queen
20. Empty room
Once the Queen is dead, the warriors rampage, the workers are
docile. Docile worker ants can be used as mounts by enterprising
21. Demon-stration [MONSTER AND TREASURE]
characters.
20 Demons from the 7 Pillars of Albasonde in the 47th Circle are
plotting to retrieve more treasure from the temple nearby.
Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; Save
There is a small pile of decrept, or demon ash, on the floor by a
16; CL/XP 2/30; Special: None; ML 8; HC none; NA 3d6 (10d8).
large copper urn. Decrept is what is left of the prime-material
remains of a Demon when the body it inhabits is destroyed. Each
Giant Warrior Ant: HD 3; AC 3[16]; Atk Bite (1d6+ poison); Move
pile is worth 120 sp. (150 sp. if Lawful) towards the value of a
18; Save 14; CL/XP 4/120; Special: Poison 2d6 (save for 1d4 only);
Laboratory, Workshop, Library or other such magical research
ML 8; HC none; NA 1d8 (2d10).
facility.
2272sp. (Metal Urn - TRAPPED: Spears Released from Walls when
Giant Queen Ant: HD 10; AC 3[16]; Atk Bite (1d6); Move 3; Save 3;
Container Opened [2d12+1 damage/attacks as a Lvl 1 Fighter].)
CL/XP 8/800; Special: None; ML 12; HC XI (Q) x3, IX (S); NA 1.
1. 4371 bp.
24. The Grand Spiral
2. 6611 cp.
A huge spiral ramp at least 30’ wide winds down and around in
3. 878 sp.
total darkness. Wind howls up from the ramp, obscuring any
4. 200 sp. Topaz
other sound that might be coming from the passageway. Merely
5. 430 sp. 20 sq. yd. of magnificient silks from Chule.
looking down the wide dark hallway causes a fear-based nausea.
Virulent Green and Jale.
6. 500 sp. Collection of 5 blown glass water pipes in the
With each circumlocution, the dread gets stronger and stronger,
shapes of mythical animals: Horze, Rebbitce, Owal,
until, upon leaving sight of the first landing 400m below, the
Snipe and the hideous Lady Bug, which looks like a
howling wind requires a save at -4. Those who fail become
voluptuous woman with the head of a fly and the legs of
catatonic with fear, to starve to death unless pulled back by
a grasshopper. The first 4 are worth 50 sp. ea. The Lady
someone unaffected. Once the landing is reached again, the fear
Bug pipe is worth 300 sp.
subsides over the course of an hour.
7. Treasure map detailing some of Chamber 15, far below.
The howling wind prevents any communication that requires
20 Manes Demon: HD 1; AC 5[14]; Atk 2 claws (1d2), 1 bite (1d4);
hearing.
Move 5; Save 18; CL/XP 2/30; Special: Half damage from non-
magic weapons ML 5; HC none; NA 4d4.
25. The Guard Shack [MONSTER]
A rectangular room, empty of everything except for the
HP:5 7 3 3 1 7 4 2 2 4 8 6 2 8 2 3 1 3 3 5
droppings of giant ants.
22. Stick Around [SPECIAL]
2 Giant Warrior Ant: HD 3; AC 3[16]; Atk Bite (1d6+ poison); Move
The walls drip and ooze with a clear, sticky substance. It’s edible,
18; Save 14; CL/XP 4/120; Special: Poison 2d6 (save for 1d4 only);
tastes different every time a bite is taken but spoils instantly
ML 8; HC none; NA 1d8 (2d10).
when it leaves the room. The doors will not ever stick shut, but
there’s a 1 in 10 chance they will seal magically (Knock Spell to
HP: 13 17
open) for 72 hrs. every time a party passes through. Check for
Elbereth room.
wandering monsters every turn until the party is 2 turns worth of
movement away from the room – many of them know the
26. The Fungus Room [SPECIAL]
qualities of this room.
The dry, bitter smell of insect is strong here. The floor is coated
with a dark, crumbly substance that appears to be dirt. An
23. Audience Chamber [TRAP AND TREASURE]
enormous variety of meter high mushrooms sprout along the
Ornate carvings leave the dusty pillars almost delicate in
floor, with winding trails running between them.
appearance. A shattered stone throne lies on its side atop the
stairs. Electric blue light runes fitfully illuminate the chamber.

13
HALLUCINOGENIC ‘SHROOMS: 4 - The ‘shroom lowers the blood flow and slows the spread of
poison. Equivalent to a slow poison spell. Lasts for 1d12 hours.
Color
Roll a d12 to determine the ‘shroom's color: For Stimulants:
1 - The ‘shroom prevents sleep. The character can stay awake for
1 - Blue one night and the next day without suffering ill-effects, but must
2 - Red save vs. poison the following night or collapse from exhaustion
3 - Purple for 12 hours.
4 - Yellow 2 - The ‘shroom stimulates the senses. The character can hear
5 - Brown noise and detect traps as per the relevant thief skills at 40% for
6 - Green d12 hours. Thieves gain a +20% bonus to those skills for the same
7 - Black period.
8 - White 3 - The ‘shroom boosts energy. The character gains +1 to hit rolls
9 - Jale and +1 to damage rolls for d6 hours.
10 - Ulfire 4 - The ‘shroom boosts the body's natural healing. Hit points are
11 - Dolm gained at twice the normal rate for the following 2 days.
12 - Roll Twice (every time you roll this, multiply rolls by 2)
For Hallucinogens:
Type Roll on the hallucinogen subtable found here; effects last for 1d12
Roll a d4 to determine the type of drug which the ‘shroom can be hours.
used to produce:
For Nootropics:
1 - The ‘shroom is a Depressant, i.e. one which diminishes 1 - The ‘shroom boosts memory. One additional Level 1 spell may
sensation. be memorized by spellcasters for one day.
2 - The ‘shroom is a Stimulant, i.e. one which increases alertness 2 - The ‘shroom boosts human perception. The character has a
or awareness. 25% of automatically knowing alignment of everybody he meets
3 - The ‘shroom is a Hallucinogen, i.e. one which causes for d6 hours.
hallucinations. 3 - The ‘shroom boosts judgment. The character has a 25% of
4 - The ‘shroom is a Nootropic, i.e. one which enhances the automatically detecting lies for d6 hours.
functioning of the brain. 4 - The ‘shroom improves concentration. Missile attacks and
spells requiring a 'to hit' roll are at +1 to hit for the next d12
Means of Ingestion hours.
Roll a d6 to determine the primary means of ingestion:
Addictiveness
1 - The ‘shroom is crushed and then made into tea. Addictiveness is a function of potency. Roll a d20 to determine
2 - The ‘shroom is crushed and then smoked in a pipe. potency. There is a flat 20% of addiction on first taking a dose of a
3 - The ‘shroom is crumbled, wrapped in paper, and smoked like a ‘shroom, + potency score. (Thus, there is a 34% chance of
cigarette. becoming addicted to a ‘shroom with a potency of 14.) On a
4 - The ‘shroom is crushed and snorted. successful save vs. poison, this is halved. The second time a dose
5 - The ‘shroom is crushed, mixed with the blood of an animal, of the ‘shroom is taken 10% is added to the chance of addiction,
made into tablets, and swallowed. and for every additional dose thereafter.
6 - The ‘shroom is crushed, mixed with the blood of an animal,
then taken into the blood stream by smearing it on the sting of a An addicted character must have a dose of the ‘shroom every
Giant Bee and jabbing the sting into a vein. day from that point on, or suffer -2 to all stats that day, and -2
cumulatively for each day thereafter. If any stat reaches 0, the
Effect character dies. After 2d6 days, if the character is still alive, the
Roll a d4 to determine the specific effects: addiction breaks. Cost per dosage is generally 1 silver piece per
point of potency.
For Depressants: From: Noisms
1 - The ‘shroom deadens fear. The character gains immunity to all
forms of fear, spook and similar for 1d12 hours.
2 - The ‘shroom deadens pain. The character may keep fighting
even when reduced to 0 hit points or lower, to a maximum of -9,
whereupon he or she dies instantly. The effects last for 1d12
hours.
3 - The ‘shroom deadens the mind, and prevents the effects of
illusions and other mind-affecting magic for 1d12 hours.

14
15
4. 404 sp. Circlet of copper and leather with fine dragon-
27. Refuse to Enter [MONSTER] hair windings.
The ants stay far away from this room except when they need to 5. 119 sp. 2850 bp.
get rid of something. The walls are slick with slime, turning the 6. 1212 sp. Ring of ancient dwarven design: geometric inlays
pale grey stone of the fortress black. Secure in its food supply, of primary colors
the Pudding will not leave the chamber unless reduced to 75% HP 7. 40 sp. Caligraphic practice sheets and quill set in the
(49 HP) or less, at which point it will pursue anyone who runs Green Man style.
away relentlessly and mindlessly. One could successfully lead it
to the meditation room in the Temple of Hron, for instance. 8 Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; Save
16; CL/XP 2/30; Special: None; ML 8; HC none; NA 3d6 (10d8).
1 Black Pudding: HD 10; AC 6[13]; Atk 1 attack (3d8); Move 6;
Save 5; CL/XP 11/1700; Special : Acidic surface, immune to cold, HP:12 8 11 8 7 7 4 9 13 16
divides when hit with lightning; ML 12; HC none; NA 1.
2 Giant Warrior Ant: HD 3; AC 3[16]; Atk Bite (1d6+ poison); Move
HP: 65 18; Save 14; CL/XP 4/120; Special: Poison 2d6 (save for 1d4 only);
ML 8; HC none; NA 1d8 (2d10).
28. Barrels of Fun [MONSTER]
Stacked floor to ceiling with barrels – mostly empty, none in HP:11 19
good condition, nothing valuable. Will take at least 30 turns to
clear. Ants have chewed passageways along the barrels. 1 Giant Queen Ant: HD 10; AC 3[16]; Atk Bite (1d6); Move 3; Save
3; CL/XP 8/800; Special: None; ML 12; HC XI (Q) x3, IX (S); NA 1.
10 Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18;
Save 16; CL/XP 2/30; Special: None; ML 8; HC none; NA 3d6 (10d8). HP: 41

HP:13 14 11 11 15 13 9 9 9 15 31. EGG-celent [MONSTER]


This pillared room contains a statue of ancient Xagyg in the
29. A Fun Guy [MONSTER] center of the southern pillars. What existed between the
Huge blocks of stone on one side (well cut, but common granite, northern pillars was long ago destroyed. It also has the ant’s
worth 4sp ea if somehow removed and brought back to entire supply of eggs, about 100.
civilization. A Mushroom Man is trapped high above, because
the worker ants will not leave. He will be grateful if freed and 12 Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18;
can provide knowledge of how to get back to his tribe. He can Save 16; CL/XP 2/30; Special: None; ML 8; HC none; NA 3d6 (10d8).
eat the fungus in Room 26 without harm or effect.
HP: 8 2 5 13 10 4 5 13 14 10 11 7
10 Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18;
Save 16; CL/XP 2/30; Special: None; ML 8; HC none; NA 3d6 (10d8). Craftwerks (Food Preparation)
4 Demons, Muzgub Anag Gul
HP:4 5 13 10 15 13 5 10 8 4 32. Buffet Room
The walls of this room are painted with heroic frescoes of
Mushroom-Man: HD 3, 2, or 1; AC 5[14]; Atk Fist (1d6) or weapon; Dwarves, in the depths of the earth, triumphing over various
Move 12; Save 14, 16, or 17; CL/XP 5, 3, or 1/240, 60, or 15; Special: enemies . One can find what look to be Elves with strange armor
Spores ML 8; HC XVIII (E) ; NA 2d6 (1d6x10). and weapons, tall men wearing flowing robes and helms shaped
like octopi and weaving great magics, and multitudes of red
HP:3 skinned, fur-wearing savages with stone weapons and bald
heads.
30. Queensguard [MONSTER AND TREASURE]
This chamber’s door has been torn from the wall and the 30 chairs face the center of the room, perfectly placed as if a
doorway crudely widened. A huge purulent mass is partially banquet table were between them, though no such table exists
hidden from view behind a row of barrels. now.
3100sp. Chest of Stone, concealed behind 3 rows of empty ale
tuns. Poisoned needles in lock. Save vs. Poison or -1d6 CHA that 33. Food Storage 1
takes effect over the next week. Empty, broken barrels, rotten sacks and dried, decayed
1. 606 sp. Chest, trapped, banded in silver. Carvings of a foodstuffs are all that is to be found in this room.
house surrounded by dead trees. Is a map to the
location of the Center for the Study of Mental Prowess. 34. Food Storage 2
2. 404 sp. Jeweled hoop earrings in the Dolm Man style. Same as 33.
Agate weights at the top.
3. 6060 cp.

16
35. Water Well [MONSTER] 40. Food Staging Room. [MONSTER AND TREASURE]
Small rusty hooks, ready to fall apart at a touch line the north The floor is covered by a swarm of tiny Rock Scorpions (1/6
side of the room. A perfectly round stone cap is in place over a chance to notice); Save vs. Poison or die in 1d3 days, remaining
circular ledge of stones. If the cap is removed, 11 centipedes incapacitated the entire time. Long drag marks have fouled the
crawl out and attack the closest creatures. floor leading to the stairwell in the northern wall.
Stairs to Chamber 14.
11 Giant Centipedes (small, lethal): HD 1d2hp; AC 9[10]; Atk 1 bite 3020 sp. HIDDEN: Contained in barrels in a secret compartment
(0 + poison); Move 13; Save 18; CL/XP 2/30; Special: poison bite opposite the stairs.
(+4 save or die); ML 7; HC none; NA 2d12. 1. 170 sp. Hardened iron mace in the shape of a flame.
Faded enamel coloring can be restored easily for 50 sp.
HP: 1 1 1 1 2 2 2 2 1 1 2 Mace will be worth 250 sp. after restoration.
2. 400 sp. Scale armor. Made of hydra hide. Scales
36. Upper Brew-Works [MONSTER] alternate between black and bronze like the hydrae of
Large metal-plated containers, connected by tubes, fill this room. the southern riverlands.
Anyone with skill in cooking or alcohol making will recognize the 3. 400 sp. Reading pedestal of bluewood and inlaid with
containers as a mash tun, a copper, a hopback and a the metal pordulin, famous for its ulfire highlights.
fermentation tank. 4. 700 sp. Good (+1) Amythest x4
With some effort, the equipment here can be refurbished and 5. 450 sp. Idol depicting Thorigant, one-eyed, crippled
under the guidance of a brewmaster, will make quite good beer, creator of the Purple Man’s religion. Made of
even if sub-par ingredients are used. No Dwarf will go near this soapstone.
equipment, neither will they explain why. 6. 500 sp. 10 sq. yd. of Purple Worm leather.
7. 200 sp. 1000 bp. 2000 cp.
The spiders have made a home out of the fermentation tank and
will seek to ambush anyone leaving through the northern 41. Back Ovens [MONSTER]
passageway. The east wall is one large oven. A draft breezes down the
chimney, bringing the fresh smell of the outside with it. Perhaps
2 Giant Spider (1ft diameter): HD 1+1; AC 8[11]; Atk 1 bite (1hp + a Green Man might fit in the shaft to escape this place. Perhaps.
poison); Move 9; Save 17; CL/XP 3/60; Special: lethal poison (+2
saving throw); ML 7; HC XIII; NA 1d10 (2d20). A sealed door leads to the portion of Room 45 where the log trap
can be reset. The door can be opened by anyone who traces the
HP:7 5 Dwarven runes for open on the door. Any magic related to
opening, travelling or passage will also open the door. The
37. Ale Room [MONSTER] demons have been trying to figure it out (they wish to use the
Broken casks and bottles line the floor, destroyed in what looks log trap as a defense) and, if friendly, will ask the party for help.
to be a fight, judging from the remains of Dwarves scattered If neutral, they will just mention that they can’t open the door
amongst the debris. without mentioning anything of their plans.

9 Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or 4 Muzgub Anag Gul: HD 1; AC 4[15]; Atk 1 bite (1d4+1); Move 18
strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; (Fly 6); Save F1; CL/XP 2/31; Special: Demoniac immunities &
Special: None; ML 12; HC none; NA 3d10. vulnerabilities; ML 7; HC none; NA 2d4(2d4).

HP: 1 5 1 3 1 3 7 4 8 HP: 2 7 3 7

2 Exploding Bones: HD 2; AC 8[11]; Atk 1 weapon (1d8); Move 12; 42. Cook’s Quarters 1 [TREASURE]
Save 16; CL/XP 3/60; Special: Explode when killed; ML 12; HC The stone slabs, floating two feet off the ground that are the
none; NA 2d10. beds of Dwarves who belong to one of the Trade Castes, are
evenly spaced about the room. Only a few still retain their
HP: 5 7 buoyancy. Attempts to move the beds fail unless the word
Elbereth is spoken aloud while at the foot or head of the bed.
38. Empty Room. Magic that unlocks doors and other portals will work as well.
Searching the room will uncover drawers lining the walls, filled
39. Upper Kitchen with the (decayed) personal goods of the cooks.
Clean and spotless, as if someone has been taking care of it An urn lies in the south east corner, tipped on its side, the
recently. Smells of fresh bread. Allow the players to find any remains of some grain spilling from its mouth.
cooking utensil or apparatus that they desire in here with 2 turns 1282 sp. In the urn, in a secret space at the bottom, underneath
worth of searching. rotted, desiccated grain.
1. 1282 sp. 14 cp

17
43. Empty Room The Temple of Hnor Flammbardh, Goblinhammer,
Firelord, Shield of the Single Tree
44. Cook’s Quarters 2 49. The Outer Chapel [MONSTER AND TREASURE]
More stone slabs, none floating, their magic dissipated. Here the fiery rites of Hnor Flammbardh, a Dwarven aspect of
Vimuhlak are practiced for the common Dwarves like warriors
45. That Brew Hits Like an Oliphant! [TRAP] and scullery-Dwarves. A fire-blackened altar, surrounded by the
Spiked log trap (2d8+1 damage/attacks as a Lvl 1 Fighter). bones of Dwarven and other sacrifices looms at the
Casks of once fine Dwarven spirits line the walls. Those who can southwestern end of this trapezoidal room. Tapestries, faded to
read Dwarven runes will find casks labeled Demon’s Breath, Mssr. unintelligible grey cover the red stones of the other walls. A long
Beam’s Lucky No. 7, Crownwalker and more. They are still potable dead group of armored supplicants kneel before the altar and
in that they are not poisonous, but really, who’d want to? the smell of charred flesh, disturbingly savory, still lingers in the
Opening the western door triggers the spiked log trap from the air after all these centuries.
chamber to the east.
The supplicants will attack anyone not wearing the robes of the
46. Coal Storage 1 priesthood of Hnor.
Dozens of sacks of anthracite are here. Moving the sacks will 6538 sp. HIDDEN: Concealed in a large niche, behind a rotted
destroy them, but the coal can be used to power the furnace in tapestry. It is blocked by an opaque Force Wall requiring a
Room 68. Chilled air comes from small vents holes that line the password or to be hit by a Jale-bladed weapon. The password is
lower parts of the walls of this room. Elbereth.
1. 2020 cp. 2020 bp.
47. Coal Storage 2 [MONSTER] 2. 30 ep.
Only a few small piles of coal remain in this room, though 3. 303 sp. Chair, made of bluewood, upholstered in Polar
otherwise it is the same as Room 46. A Bronze Cobra Mechanism Tiger fur.
guards the door to the hallway that leads to the Upper Forge. It 4. 900 sp. Sapphire Large (+1), Good (+1)
is hidden in one of the vents near that door. It uses the coal for 5. 400 sp. Dolmsteel bastard-sword, cross-guard in the
fuel. shape of an insect with outstretched wings. Cut into the
blade is the word Talan’e, which means ‘Beauty’ or
Bronze Cobra Mechanism: HD 2; AC 3[16]; Atk 1 bite (1d2 + ‘Frost’ in Dwarven.
poison); Move 12; Save 16; CL/XP 3/60; Special: Non-lethal 6. 303 sp.
paralysis poison; ML 12; HC none; NA 1d3 . 7. 4130 sp. A carving of dolm marble and rare orange
basalt depicting Mount ThrumAk rising above the mists.
HP:12 Carved by the recently deceased Dwarven artist Reeth
AkirOd in his naturalistic period. Widely considered his
Temple Complexes best work, with delicate clouds and tiny climbers near
48. Split Decision [MONSTER] the summit, it looks to be in good condition. How it got
The eastern half of this room is lined in a softly glowing reddish here is anyone’s guess. Art: Local Subject (0), Nationally
stone. The western half of this room has walls of a pale green, Known (+1), Above Average (+1), Contemporary (0),
with twenty or more Dwarven runes, gloriously glowing a rich Brilliant (+4), Large (+1), Good Condition (+1) [total: +8]
Dwarven blue, in each rectangular stone. The floor by the door
in the western wall is scratched. Matching damage can be seen 9 Pyre Zombie: HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon
on the outside of the door. 10 skeletal Dwarves line the south or strike (1d8); Move 6; Save 16; CL/XP 3/60; Special: Immune to
wall and will attack unless they see a Dwarf. sleep and charm, immolation; ML 12; HC none; NA 1d10.

Any Lawful mage studying the runes every day for a month will HP:14 13 16 7 10 9 16 9 15
be able to piece together the requirements for making a spyglass
that allows the user to also use the glass at night as if it were day- 50. Chapel [SPECIAL]
time. Any warrior studying the runes every day for a month will Here are practiced the Inner Rites, reserved for high status
learn the process for crafting a shield that reduces the damage Dwarves like cooks, masons and smiths. The room is empty. It
from breath weapons by half (three charges only). smells of dust and abandonment. A broken altar lies below the
shattered bas relief of a fire consuming screaming sacrifices. The
10 Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or relief seems to shimmer just when it enters anyone’s peripheral
strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; vision.
Special: None; ML 12; HC none; NA 3d10.
The items in Room 51 will lose the patina of age when brought
HP: 7 8 7 8 5 7 3 6 2 6 into the Chapel. They will crumble to dust if they cross the
threshold of the southern or northwestern archways.

If the accoutrements are placed about the room as if to restore

18
the Chapel the flames behind the altar will flare to stony life and when killed. Killing the ‘original’ has no effect on the copies –
the shattered altar will glow a brilliant ruby for a moment and they manifest from the cats’ lives and are in some mysterious
repair itself. The flames seem in all ways like fire but are hard, way all the ‘original’ cat.
like the stone walls they manifest from. 2666 sp. TRAPPED: Metal Chest [LOCKED] Stone Block Dropping
in Front of Container [4d6+1 damage; save nullifies]
A mage who sacrifices a being or beings (living or undead) 1. 100 sp. One dozen Dwarven doublets displaying the
totaling at least 4HD on the altar and dedicating the sacrifice to heraldry of the Gaping Maw sept of the Handchewer
Hnor will be granted a manifestation allowing them to take Hnor Lineage.
as a Patron. These beings must have at some point in the past 2. 100 sp. 1 hard silver Column.
been Friendly with the mage. A Column is worth 2x its value if used for a Laboratory, Workshop
or Library.
51. Inner Sanctum [SPECIAL] 3. 400 sp. Crown of the Goblin King.
The room is filled with the trappings of religious worship, gone 4. 66 sp. Small Moonstone.
grey with time. One can find tapestries, robes, bowls, sacrificial 5. 400 sp. Spiderweed, +1 Dex, -4 Wis. 1 in 6 chance of
blades and more. addiction per use. 10 doses.
6. 600 sp. Small Emerald
Taking the trappings out of the room and into the Chapel causes
them to lose the decay imparted by age and shimmer and shine 9 Feral Undead Cats: HD 1d4hp; AC 8[11]; Atk 2 claws (1hp); Move
as if new. 12; Save 18; CL/XP B/10; Special Paralyzing scratch (after first 3
hits); ML 12; HC II (K); NA 3d6 (3d6).
52. Scriptorium [MONSTER AND TREASURE]
Writing desks fill out the available space in this room. Small clay HP: 1 1 1 1 2 3 4 4 4
jars filled with dried, useless ink sit on most of the desks. The
dusty remains of quills pattern the floor. A larger jar sits in one of 54. Meditation Chamber [TREASURE]
two corners not taken up by doorways, its cork rotted away by The walls of this room are carved in the same flame pattern as
time. Large grey rats will scatter, then attack if anyone enters the area behind the altar in Room 50. If the Chapel has been
the room restored, the carvings manifest as solid flames in the same
2550 sp. Jar, invisible. Trapped by poisonous vermin (mechanical manner. The desiccated body of a Dwarf wearing blue and
scarabs, -2d8 Str, save nullifies) yellow robes lies by the western door, equipment scattered
1. 400 sp. 1 Platinum Sovereign commemorating the about its body. (Note: this is the body of Kellrock, the Shadow in
inception of the Reign of Emperor Shalook of the Purple Room 60 in the Temple of Morellon. After Morellon abandoned
Men over 11,000 years ago. him, he ran to find his friend the Flamekeep, leader of the temple
2. 450 sp. Small sealed cask of real Dwarven ale, tainted of Hron. He never made it. Hron caused him to be struck down
like all such ales are, but valuable to the right people. before he could find his friend.)
3. 8476 cp.
4. 4247 bp. The flames are as hot as a normal fire but they do not heat the
5. 100 sp. Necklace of tiny opals. room up above a slightly uncomfortable temperature unless a
6. 100 sp. Bracelet of tiny opals. If kept as a pair, they’re mental command given by a meditator within the room is issued.
worth 500 sp. A maximum temperature causing 1d4 hits of damage per round
7. 400 sp. Large circular chunk of jade, ready to be carved. to every living or unliving thing in the room can be attained.
Objects are not harmed or heated by this (one exception, see
9 Vapor Rats: HD 1d4; AC 7[12]; Atk 1 bite (1d3); Move 12; Save 18; below). The temperature slowly declines over the course of a day
CL/XP 1/15; Special: death throes, gaseous form, slowed by cold, to its normal slightly uncomfortable temperature if the meditator
heal 2 points/round, 5% are diseased; ML 7; HC XIII; NA 2d10 leaves.

HP: 1 1 1 2 2 2 3 4 4 If the flames are active, no magic with a cold or water effect will
work, spells are simply lost. Spellbooks containing such entries
53. Bed Room [MONSTER AND TREASURE] start to warp and crack as if heated, destroying the spellbook
The bedroom of the on-duty priest of the temple. The floating after an hour of exposure to the room.
sleeping slab lies on the ground, broken. The skeleton of a Dwarf
lies here, a crossbow bolt splitting its sternum. The stink of Allowing a spellbook to be destroyed like this grants the
felines is almost overwhelming. meditator a re-roll on the next action requiring a roll, taking the
best of the two rolls.
The cat in this room generally lies on the broken slab and if 995 sp. Sack
anyone not wearing the robes of Hnor enters, hisses, spits and 1. 75 sp. Avg (0), Minor Inclusions (-1) Turquoise x3.
causes 8 copies of itself to appear, each attacking a different 2. 20 ep.
target, if possible. The copies appear in a shimmering, hazy 3. 200 sp. Silver and Onyx candelabra.
manner and disappear leaving a small pile decrept on the floor

19
4. Short Sword “Delver” -2. INT: 10 + PSY:2 = WILL 12; passed down from generation to generation and the
Verbal, speaks 3 languages; Lawful, can detect Metal secrets of combining hard silver with black iron are now
60’, Moving Walls and Rooms 10’, Sloping Passages 10’. lost.
Glows weakly with a flickering amber light. Delver is 4. 100 sp. Books –
missing part of its soul, which was ripped out by a Fulligence and Its Application to Padic Equations (7)
horrible thing in the Aviary. Killing this thing will return Math;
Delver to its normal +1 status and give it a further +2 The Sublime Wisdom of Amel Farnosh (4) Military
against incorporeal undead (+3 total) though it will be at Strategy;
-3 during this battle. Once restored Delver glows with a The Crafeting ov Wodenn Puppits (6) Puppetry.
soft golden light (20’), transitioning to a brilliant ulfire These books are worth 500sp as components of a Library.
hue (60’) as incorporeal undead approach. 5. 240 sp. [IN CHEST] Brooch: black sapphire and diamond
5. 10 gp. chip in a yellow steel setting.
6. 120 sp. 17 lbs (170 cn) of cured mammoth hide. 6. 200 sp. Camping stool. Seal fur over a blackwood
7. 4000 bp. frame. The initials “JR” inlaid on one leg in bronze.
7. 200 sp. Brazier of demoniac Jale Iron.
55. Trophy Room The Brazier is worth 900 sp. to the Workshop or Library of a
Here can be found relics of famous sacrifices, their names long Chaotic being
forgotten. Each relic sits within a small, ornately carved alcove
cut into the living rock. Dwarven runes glow from hidden A book will give 1d10 answers to questions before being used up.
recesses in the alcoves, giving the skeletal parts a sinister cast. The number of questions is noted in parentheses after the title.
The alcove in the far southwestern corner is empty and unlit. The The subject the book covers is last.
room smells faintly of incense.
The Temple of Morellon, the Finder, the Knower of
A secret door in the southwestern wall opens if a relic is placed
within the empty alcove concealing the door. This destroys the
Things, Guardian of the 16 Secrets
relic. 1 Shadow, 13 Ghouls
57. The Outer Chapel [TRAP]
A chaotic being could recoup 300 sp. towards the cost of a Poison gas jets (1d6x2 damage to Int., 1d4 damage to Cha.; save
Workshop or Laboratory if they were to collect all the relics. nullifies).
This room is empty, stripped of all its contents, a rough spot on
56. Secret Library [TREASURE] the floor indicates where the altar once sat. The carvings on the
A brazier of Jale Iron warms the book lined chamber. A walls have been crudely chiseled away. A feeling of loss flows
comfortable looking cloth travel chair sits folded against the wall from the room. It once held the lay altar for Morellon, a Dwarven
near the brazier. The heady scent of perfumed wood fills the aspect of Thumisk. The space has been irreparably desecrated.
room. A wooden chest centers the room, surrounded by arcane
runes, all dark, their magic spent. (The runes were a ward against Attempting to open the door in the southwestern wall fills the
time, for anyone who might have a background in such esoteric room with Air of Forgetfulness, a poison that damages the
knowledge, e.g. an expert in planar cartography or an A.I.) intellect while leaving weeping sores on its victims. If the party
has spiked open the door in the northeast wall, the gas dissipates
Most of the books will collapse if touched even gently, but three harmlessly before it concentrates enough to do damage.
have survived the ages.
1320 sp. (Wooden Chest - TRAPPED: Explosive Runes - when they 58. The Chapel [TREASURE]
are read, the resulting explosion causes 6d4+6 points of damage The Chapel is dominated by three objects, a large fountain in the
[half with a successful saving throw] to all within a 10 ft radius. northern corner, an enormous stone chest wrapped in rusted
The reader of the runes does not receive a saving throw. A links of chain in the center of the room (the chains are so fragile
dispelling magic, or similar enchantment, will remove the runes.) that a dissipated Green Man could break the links easily) and the
1. 230 sp. [IN CHEST] Banner, displaying a coat of arms: altar along the southwestern wall.
Roundel and Motto (“Building Strong” in Old High
Dwarven) Field vert perbend flory with argent, covered Praying at the altar will grant a visitation by Morellon, allowing a
by a charge fess gules, displaying a flail-tortoise rampant mage to take him as their patron, provided they sacrifice 1250 sp.
regardant or. worth of books on the altar, in honor of the secrets kept by him.
2. 230 sp. [IN CHEST] Another banner, same as 1. above. 15000sp. Huge Chest [LOCKED] - TRAPPED: A Rune of Insanity is
3. 120 sp. [IN CHEST] Seal of the Chisleborn sept of the painted onto a piece of cloth that covers the contents of the
Hammerhand lineage. The Hammerhands (Klangdrok in chest. It is not visible while the chest is closed. Any creature that
Old High Dwarven; Kandrot in more modern variants) passes by, over, or under the rune; touches it; or reads it will be
famously replace the left hand of leaders with a hammer affected by this Symbol of Insanity: Creatures with total hit
made of hard silver and black iron. Hammerhands were

20
21
points of not more than 120 are affected by lunacy, acting per the 1 Shadow: HD 3+3; AC 7[12]; Atk 1 touch (1d4 + strength drain);
random actions described in the confusion spell. The effect is Move 12; Save 14; CL/XP 4/120; Special: Drain 1 point str with hit,
permanent [or until removed by magical means]. hit only by magic weapons; ML 8; HC IV (M); NA 1d6..

1. 387 sp. 84 bp. Obsidian Idol of the Trickster Gods. HP: 17


2. 400 sp. 4 hard silver Columns.
A Column is worth 2x its value if used for a Laboratory, Workshop 61. Laboratory
or Library. A fully stocked laboratory. Alembics, beakers and cauldrons
3. 1212 sp. Ring of purest gold. cover a low floating table. Sealed jars of ingredients line shelves.
4. 11,000 sp. Large, Excellent Quality (+3) Black Pearl The contents of the room fill two carts and are worth 750 sp
5. 303 sp. Marble Fountain: Ulfire and Green marble of a towards outfitting a laboratory.
pointed cylindrical object rising on a column of flame.
Water trickles from its base. This item is in the non- 62. Geology Room
secret portion of the room. Rocks! Thousands of rocks, carefully collected into containers.
6. 2000 sp. Emerald The ceiling is painted to show a geological mapping of the entire
7. 600 sp. Chain Mail, +1 Comfortable, does not feel like mountain. It shows the location of ore veins and precious gem
wearing armor and has no armor check penalties. deposits. Of note are two huge mythral veins far below the
Crafted by the smiths of the Handchewer Lineage. surface.
Treat like a book, can answer 7 geology related questions.
59. Meditation Chamber If kept together, the rock collection is worth 500 sp. towards a
This room is walled over in bamboo. The northwestern wall is Laboratory or Workshop.
covered in a black, greasy fungus. A small box alongside one wall
contains chalk and an eraser.
63. Map Room
60. The Head Monk’s Cell [MONSTER] A large circular depression in this room is inlaid with
The cell has a small pallet of gravel in one corner and a small strip semiprecious stones, forming an intricate map of the
of glow-runes around the perimeter at waist height - for a Dwarf. surrounding area. A small bronze barrier fence, only about 10cm
high encircles the map. The detail of the map goes far beyond
The monk, a Dwarf named Kallrock, haunts this room, unable to the level depicted by the stones. Closer and closer inspection
escape. He’s been cursed by Morellon for cowardice and reveals more and more detail, possibly even down to individual
abandonment of his duties. Only his Shadow Self remains on this trees, faintly visible in the depths of the stones inlaid on the
plane of existence. His Spirit Soul has been cast into Thumins’ floor.
Temple of Wasted Thought, a hell where the spirit souls of those
who displease the Lord of Wisdom gaze upon his form, gifted A console on the northern corner of the room allows a person at
with just enough intellect to know that they will never the controls to zoom the map in and out, and in the cardinal
comprehend their tormentor. His Baktek, his bodily remains can directions.
be found in Room 54. He would like his remains hidden because
burning them will destroy him, but as he is incorporeal, he has The mechanism beneath the floor grinds loudly. And being so
not managed to succeed. The Ghouls in Rooms 64 and 65 will old, it is fragile:
not help him as they blame him in their animalistic way for their
tortured existence. After any use, roll 1d6, on a 1, the mechanism breaks, rendering it
useless as if a stone had been removed.
Kallrock gets a Reaction Roll if the PCs encounter him in his cell.
If Friendly, he can be a source of information about the history of Roll for wandering monsters immediately upon any use.
Thrumi`Zud if the PCs will help him hide his body – they can have
his belongings, including his sword, Delver. He will also tell the Removal of a single stone destroys the map completely,
fantastic tale of the horrible thing that came up from the depths revealing that it is composed of common stone underlain by an
through to the Aviary and cost Delver part of its soul self and intricate mechanism that has been balanced so carefully that the
Kallrock his standing with his Aspect. slightest disturbance of its workings undoes the masterful
craftsmanship. It leaves only a tarnished maze of worthless rock.
There is a 2 in 6 chance that Kallrock is not in his room. If so, do
not roll for reaction as he is hunting the PCs and will attack them Treat like a book, can answer 15 cartography related questions.
by surprise as they recover from some other battle.
If Kallrock is hunting the PCs, do not roll on the Wandering 64. Sleeping Quarters [MONSTER]
Monster table – the denizens of Thrumi`Zud can sense his The dried-out remains of eight sleeping cots fill this room. Their
presence and will stay away. collapsed frames no longer keeping the yellow-robed bodies that
occupy them above the stony ground. No Dwarf can sleep well
when not laying on comforting stone. Only truly committed

22
ascetics and prisoners sleep on anything but rock or dirt. powder. Unable to eat solids, the victim’s Con is reduced by 2D6
over the course of the next two weeks. Permanently. Their Cha
Cursed with unlife by Morellon for joining their leader in barring is immediately reduced by 1d6+2 as well. The disease runs its
the doors instead of fighting, these Dwarves are but shells, course quickly, completely dissipating within a day of the victim’s
animated by need. Now they must fight anyone who would jaw shattering.
invade their final resting place in order that they may slake their
eternal hunger for warm flesh. The Red Men, being denizens of the Underworld, do not suffer
8 Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; from having to save to avoid the metallic objects in this room,
Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch; ML 7; having learned how dangerous they are by virtue of their
HC B, T; NA 1d10(2d20). master’s example.

HP: 7 13 9 12 11 13 10 5 2 10 7 Red Men: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6)


or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None; ML
65. Divination Room [MONSTER] 8; HC XIX (D); NA 2d4 (6d10).
The stone walls in this room have a remarkable geometric inlay
consisting of nothing but a two arrowhead shapes. They are so HP: 3 1 6 7 6 3 1
finely polished that you can see your reflection even in in the kite
shape, which is made of pumice. The floor is a seemingly simple 67. Treasury [TREASURE]
pattern of a fat diamond shape and a thin one. Neither pattern A broom stands in the corner. Otherwise, this room is empty,
ever repeats, though both the walls and floor are completely swept clean of dust and debris.
covered in their respective forms. 5472 sp. (Huge Chest [LOCKED] - HIDDEN: Under a loose stone in
the floor. Easily detectable by anyone looking for loose stones.)
A simple grey stoneware bowl sits atop an unrefined pillar of 1. 706 sp. Chain mail made with rimefire steel, gives off a
granite in the center of the room. soft blue glow in sub-zero weather, reduces cold
damage by 1.
The 5 blue-robed figures that inhabit this room are never 2. 16160 cp.
surprised by the approach of anyone. Indeed, they have been 3. 40 gp., 1 ep.
following the party with salivating interest and some may have 4. 750 sp. Dwarf-child sized bunk-beds. Carved from a
even been overcome by their hunger already – reduce the single bluewood tree.
number of Ghouls in this room by the number of Ghouls 5. 800 sp. Painting. Picture in the Volyovich style (which is
encountered as wandering monsters. best seen with three eyes or vision that extends into the
UV spectrum) of an underground complex saturated
Divination type spells cast within this room have 2x the range and with details like mutant animals on spits and statues and
2x the duration. frescoes coming to life to slay the citizens depicted
within. Studying this painting for 3 weeks will grant the
Stairs to Chamber 8 in the western wall. individual the ability to navigate Room 10, the Great
Bilges without a map. Obscure (-2), Huge (+3), Worn (-1).
5 Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; 6. 800 sp. 8 hard silver columns.
Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch; ML 7; A column is worth 2x its value if used for a Laboratory, Workshop
HC B, T; NA 1d10(2d20). or Library.
7. 819 sp. Cloak made from the Purple-spotted Mountain
HP:6 10 13 13 3 Lion common to the Shamkhasa mountain range to the
North.
The Upper Forge
68. Upper Forge
1 Dragon, 23 Red Men
The forge is a piece of art. Smooth, flowing lines, inlay of gold
66. Scrap Heap [MONSTER]
and even a few touches of Mythril here and there. It is enormous
Piles of rusted iron and verdigris encrusted copper lie carelessly
and takes up the entire eastern wall. The western wall is lined
about the floor. Strenuous activity not directly involving the
with steel pegs and hooks, from which tools in pristine condition
scrap heap (fighting, say) forces a Save at +1 every round to avoid
hang.
taking 1d4 damage from the rusted scrap. There is a 5% chance
that is cumulative per point of damage from the scrap that a
The forge itself is self aware, though its thoughts are slow and
person will need to make a save at -1 or contract Valmortian
patient, like the stone it is made from. Anyone finding a way to
Lockjaw.
communicate with the forge will find it quite chatty as far as
forges made out of stone go, though they may discover that they
Valmortian Lockjaw is a horrible disease that causes the afflicted
have unexpectedly expired of old age before getting to the good
to clench their teeth so hard that they shatter their jaw and
bits of the gossip the forge has to dish.
teeth. The clenching starts immediately and within 3 days of
contracting the disease, their jaw shatters into pulverized bone

23
Anyone working at this forge adds a +2 bonus to any die roll they mighty warrior and a middling strategist.
have to make in relation to crafting objects of metal. Moving or
disassembling the forge destroys this effect and snuffs the Once a week, anyone addressing the statue by name may
nascent intelligence within. In another 100 years, the forge will command that nine digits be removed from the hand of a target
provide a bonus of +3. Worth 2500 sp as a workshop. within the room. The target gets a save to nullify.

69. Coal Storage 3 [MONSTER] 74. Chief Smith’s Quarters [TRAP]


What used to hold vast quantities of fuel for the forge has been Spear, ballista (2d12+1 damage/attacks as a Lvl 1 Fighter).
turned into a throne room for the group of Red Men that inhabit Unless otherwise engaged, Vermithranaxas can usually be found
this portion of the dungeon. The vents that cool the room have here, brooding in human form over the design of a new dragon-
been blocked with crudely cut and ill fitting stone blocks, causing shaped jaw.
the room to be filled with the whistling of wind.
The young dragon lost his jaw to a lockjaw infection last year and
5 Red Men: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6) has spent the interceding months in human form building up a
or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None; ML small force of lackeys and learning to smelt iron and smith steel.
8; HC XIX (D); NA 2d4 (6d10). His design is complete, but he hasn’t figured out the correct ratio
of carbon to iron to produce a steel that can withstand the force
HP: 1 1 2 5 7 of a dragon-bite.

70. Display Room [TRAP] He currently has crude iron prosthetics for both forms, but they
Poisoned bolt, crossbow (1d6+1 damage/attacks as a Lvl 1 take at least a round to put on. His bite attack is at -3/-3 due to
Fighter/1 rounds; save at +3 for 15hp or fail for 30hp damage). the poor quality.
Though nothing remains on display, the room’s high arches and
the lines of spidery glow runes that follow the curves of the Due to the sheer amount of time Vermithranaxas has spent in
ceiling give this room a dramatic appeal. human form, he can shift easily from one form to the other,
taking almost no time to do so. The dragon loses neither his
71. Lounge and Meeting Room move nor his attack sequence on any round he changes form.
A long table bisects this room lengthwise, crude chairs and a
splintery bench complete the ‘décor’ of this room. A map of the When threatened, he will quickly shift to Dragon form, breathe
Temple of Hnor lies on the table. acid at his most threatening attackers and run towards the
trained archer tree he has planted in his foyer (Room 75). The
72. There is no Seventy-Two. next round he will change back to human form to benefit from
No, really, there isn’t. the extra running speed.

73. Statue [SPECIAL] If the party subdues Vermithranaxas, he can be asked to serve as
This ornate octagonal room has doors in every wall but the a Henchman to any warrior in the party, which he will gladly do
southeastern and southwestern ones. The floor is polished under the following conditions:
lavender marble from deeper within the mountain and the 1. His employer must procure a new jaw for both his Dragon
arched ceiling is made from gold and silver ore-bearing rock. The and human forms. The jaw must be made of (at least) high grade
center of the room contains a statue of a Dwarf in full armor, steel. A new, better jaw must be supplied every year on the
holding a shield almost as large as he is, with a sword hilt in his anniversary of his hiring.
right gauntlet. If there ever was a blade mated to the hilt, it’s 2. His Red Man companions go free.
gone now.. The glow runes that encircle the short pedestal the 3. He gains a full share of treasure, not a half share.
statue is on glow a brilliant yellow. The name Gorolod is 4. He receives 50% of his employer’s share of monetary
engraved on the pedestal facing the door to the Display Room remuneration.
(Room 70). Two small pools of blood have coagulated near the
southeastern wall. A trail of red drops heads north. A pile of These are his minimum requirements.
small bones sits nearby, looking gnawed on. A pile of shirts near
the door in the south wall give the place an odor of unwashed If tricked into surrendering he will offer his services to the one
man. Characters will recognize the bones as finger bones, there who fooled him with the same conditions as above.
are two hand’s worth in the pile, though the right thumb is If offered a replacement jaw, he will offer his services to the one
missing. doing the offering (not a Charismatic proxy, but the one who
Grolod, known as the Comforting Darkness of Basalt, was the last actually comes up with the offer). He will only demand that
King Under the Mountain, Over the Dwarves before the fall of conditions 2 through 4 be met in that case.
Thrumi`Zud. A childhood accident left him with only the thumb
of his right hand and took his left completely. Using gauntlets He will advance as a Fighter and Mage but can only play one role
that had his sword Dunaril’ak permanently gripped and not in an adventure. Keep separate experience tracks for each class..
needing his left hand to securely strap a shield on, Grolod was a Though he can never have fewer than 8 hit points when fully

24
healthy, his current hit points will be rolled at the beginning of 78. Trash Heap [MONSTER AND TREASURE]
every adventure, using the appropriate die type for the class he This room serves as the rubbish bin for the group. Strangely, it is
has chosen to advance. He keeps his rolled hit points when heavily guarded. This room is never left empty, per the orders of
switching to draconic form, which he can do at any time. His Vermithranaxas. Two of the Red Men are consistently subjected
current levels are Fighter 2, Mage 1. to guard duty here and they resent it quite a bit, the room stinks.
In draconic form, his breath weapon will do 8+CL points of acid 1825 sp. (Large pottery Jar - HIDDEN: Under a heap of trash near
damage. In 10 years he will advance an age category to Young the back of the room.)
and have a breath weapon that does 16+CL points of acid 1. 350 sp. Painting depicting three helmeted beings firing
damage (save for half). If he ever falls below 8 hp (or 16 when he lasers at a monstrosity.
reaches young), reduce the damage his breath weapon does by a 2. 400 sp. 10 sable hats, with earflaps like in Moksu.
like amount. He may use his breath weapon once a day, and may 3. 75 sp. Onyx
attempt to use it one more time with a successful save. No 4. 5 pp. The platinum pieces show a baby on one side, a
second use of his breath weapon can be closer than three rounds diadem on the other.
than the first. The inborn magic that allows him to change form 5. 200 sp. Jet
limits his ability to conjure the bile that is his species’ trademark. 6. Scroll of two spells.
a. Knock (Dungeon Crawl Classics p.175)
Healing magic that restores hit points simply does not work on b. Ward Portal (DCC p.160)
him. His natural rate of healing is 1d4+2 points per day. A skilled 7. 400 sp. 4 hard silver columns.
chirugeon comfortable working on dragons (a six month A column is worth 2x its value if used for a Laboratory, Workshop
process, at least) can improve that to 1d6+1 points per day, but or Library.
no more, and he risks getting less healing. Likewise, he cannot
be resurrected; if Dragons have a spirit soul, the Gods have not 6 Red Men: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6)
seen fit to show humanity how to contact it. or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None; ML
8; HC XIX (D); NA 2d4 (6d10).
Because of the nature of his injury and the nature of his current
replacement, Vermithranaxas’ bite attack is at -3 to hit and HP: 5 4 7 1 8 4
damage. Every 1500 sp. spent on a replacement prosthetic will
reduce the penalty by 1. 79. Blocked Hallway
Very Young Black Dragon (8HD): HD 8 (8hp); AC 2[17]; Atk 2 It is just that... a hallway that descends 3m for every 12m of
claws (1d4), 1 bite (3d6); Move 9 (Fly 24); Save 8; CL/XP 10/1400; distance. A cave-in has blocked further exploration and will
Special: Spits acid; ML 9; HC VII; NA 1d3. require 250 man-years to clear.

75. Foyer [MONSTER] The Upper Landing


A large evergreen bush completely dominates an otherwise 80. Landing
unremarkable room. The archer bush (called ‘Buddy’ by the Situated 400’ below the start of the spiral, this is the last safe
Dragon’s lieutenant) has been successfully trained not to attack stop (and indeed, the only stop at all) before descenders must
either Vermithranaxas any (mostly) red colored humans. The start to make saves to overcome catatonia inducing fear
large stoneware pot it is in keeps it immobile.
Archer-Tree: HD 7; AC 6[13]; Atk 1d4 needles (1d6); Move 1; Save The sense of dread builds and builds as an individual approaches
9; CL/XP 8/800; Special Paralysis. the landing.
HP: 24 81. Art Room Cum Food Storage [MONSTER]
The walls block the feeling of dread. Two statues stand
76. Maid’s Room [MONSTER] unmoving in the far corners of the room, which is lined with open
Vermithranaxas’ favorites sleep here. The room is cluttered and crates that once held fruit from the surface. The fruit has turned
messy as the occupants haven’t successfully bullied any of the to dust.
others to clean up after them.
5 Red Men: HD 1; AC 6[13]; Atk 1 by weapon, usually spear (1d6)
or scimitar (1d8); Move 9; Save 17; CL/XP 1/15; Special: None; ML
8; HC XIX (D); NA 2d4 (6d10).

HP:2 1 2 2 4
77. Cellblock
Any Red Man not in good with the boss sleeps here, with at least
two to a room. Pallets made of straw like fungus are strewn
about carelessly and clothes and rusty bits of equipment lie here
and there. The place is filthy and stinks of an open sewer.

25
2 Crumbler: HD 1; AC 4[15]; Atk 1 thrown rock (1d4) or fist (1d4);
Move 0; Save 17; CL/XP 2/30; Special: Immunities; ML 7; HC XI (Q); Roll Invoke Patron Results:
NA 2d6. Hnor is worried for his servant. He engulfs in flames
the body of the caster (these flames do not hurt
HP: 5 5 him), giving him a complete (100%) fire immunity for
12-13
2d4 rounds. Moreover, these flames give him +1 to
82. Guard Shack AC and deal 1d3 damage to anyone nearby every
A stone weapons rack is lovingly carved straight from the wall round.
matching the rest of the structure of the room perfectly. It The aspect sends a powerful wind of hot, blinding
stands empty, The floors of this room are clean and the heels of dust against the caster's enemies. This deals 1d6 fire
boots echo sharply in the room. 14-17
damage to every creature in a 6m cone, and blinds
those who fail a Fortitude Save for 1d6 rounds.
There is be a peep-hole that grants a viewer access to the spiral, Flames engulf one of the caster's enemies for 2d6
but there’s no matching hole on the wall of the spiral where damage but they can attempt a Reflex Save to take
there should be. only half damage. If the Reflex Save is failed the
18-19
target takes an additional 1d6 damage at the end of
Neither the sense of dread nor the buffeting sound penetrate the next combat round, unless he/she wastes one
this room, even with the door open, though other sounds from action to roll on the ground to put off the fire.
beyond the room can be heard clearly. Any weapon in the wizard's hands becomes
surrounded by magical flames. Any attack with that
Elbereth room. 20-23
weapon is treated as if magical, and deals +1d6 fire
damage. This effect lasts for 3d6 rounds.
Patrons Hnor sends an Incubus to help the wizard. The beast
has the following stats : HP 4d6, AC 14, att +4, fire
Hnor Flammbardh, Dwarven Aspect of 24-27 hoof: 1d6+2 dmg; Act 2d20; MV 50', also flying;
Vimuhlak; Goblinhammer, Firelord, Shield of Saves Ref +2/Fort +1/ Will +1; The incubus remains for
the Single Tree 1 minute per Caster Level.
Hnor is angered agaisnt the wizard's foes. Gouts of
A whimsical and unpredictable being, Hnor is an aspect of
flames erupt from the caster body, engulfing
Vimuhlak and resides in a dimension consumed and eroded by
everyone in a 20ft radius. Those affected take 4d6
fire, flames and dusty winds. He sometimes tears the veil of
damage (Reflex Save for half damage), then if they
reality between his world and this one, producing unexpected
28-29 failed the Save they will take another 2d6 damage at
fires and, more rarely, sandstorms. He demands that his servant
the end of the next combat round, then another 1d6
do his bidding no matter what that may be; he demands that the
at the end of the combat round after that. These
servant upon completing the soul-binding ceremony holds with
flames cannot be extinguished by normal means
his bare hands a piece of searing metal; he also demands that his
(water, rolling no... holy water, water spell yes)
servant sets to fire sacrifices to him; every enemy of
The Everburning Flame of the Desert restores
Dwarvenkind who dies burnt in a fire has a good chance of
completely the consumed energies of the caster or
ending up in Hnor's realm and becoming more fine, hot sand
one of his allies, renewing his life force so that it
burns stronger than ever. The target is healed 6d6
30-31 HPs and is imbibed with supernatural fire : +4 to
STR, AGI, STA, every attack he makes rolls the
damage two times and chooses the best result. This
effect lasts only for 2d6 rounds. The target will be
permanently tainted by Hnor.
As above, but works on 1d4 targets, who are also
32+ engulfed in flames as in the result 12-13 for the
duration of the effect.

26
Hnor Flammbardh grants 2 unique spells:
Roll Level 2 : Scorching Sandstorm Roll Level 4 : Immolation
The caster fills the area of blinding, searing dust This spell ignites the body of a nearby creature; the
--
that hurts and blinds enemies and friends alike. more the wizard sacrifices his body to this spell, the
--
Scorching sands burst from the caster hands / stronger the effect.
mouth, dealing 1d4+CL damage to those in a 6m
14-15 cone and blinding them for 1 round. They must The touched creature takes 2d6 fire damage, as its
take a Reflex Save vs Spellcheck to take only half body spontaneously ignites. For every ability point
18-19
the damage and not being blinded. spent in Spellburn, the spell does +1d6 extra damage.
16-19 As above, but deals 1d6+CL damage. The fire burns for 1d6 damage per round for 1 minute.
20-21 As above, but the cone is 9m long. 20-
As above, but damage is 2d6+CL.
As above, but the cone deals 1d8+CL damage and 23
22-25 blinds for 1d4 rounds; those who successfully pass 24-
As above, but additional Spellburn damage is +1d8.
the Reflex Save are blinded for 1 round. 25
As above, but damage is 1d10+CL and the area of As above, but the caster doesn't need to touch the
26-
effect is a sphere of 9 m radius centered on the creature. He just has to be within 3m from his target
29
26-29 caster. The caster is immune to the effects of the when he casts the spell.
spell (but not his allies) and the spell moves with 30- Every creature within 3m from the caster suffers the
him. 33 effects of the spell, as per result 20-23.
As above, but the sandstorm keeps raging as long 34- As above or as 26-29, but the fire cannot be
30-31 as the caster keeps his concentration, up to 1d6 35 extinguished by normal means.
rounds. As above but the creatures that take more than 30
36-
As above, but the sandstorm deals 2d6+CL damage from the initial burst need to pass a Fortitude
37
damage per round. Everyone inside the area of Save or die instantly.
32-33
effect is blinded for as long as they remain in the As above, but the spell burns the very souls of his
storm and for 1d6 rounds after that. victims. The creatures that are slain by this spell are
The caster can move the sandstorm as he likes, 38+ beyond every hope of resurrection or reanimation.
for as long as he's concentrating on it. The Only a major God of Death or Life might resurrect
34+
sandstorm moves up to 9m per round. Maximum someone killed by Immolation.
duration is increased to 2d6 rounds.

27
Roll Patron Taints for Hnor
Wisps of smoke and sparks are emitted with each spell
the wizard casts. They neither do any harm nor create
any notable light. If the result is rolled again, in
addition to the first effect, the wizard emits smoke
1 from his mouth every time he speaks for an hour after
any spell cast. If the result is rolled a third time, the
wizard's eyes become fiery embers; his hair is set
aflame (without actually burning) every time he casts a
spell.
The wizard face is covered in complex ritual markings
that cannot be erased in anyway but can be concealed.
If the result is rolled again, his whole body is covered
2 by those markings. If the result is rolled a third time,
such markings burn intensely when the wizard feels a
strong emotion: his clothes burn to ashes in 1d4
rounds.
The wizard's face takes on an androgynous
appearance: he develops slightly pointed ears, his eyes
and eyebrows bend slightly to an acute angle. If this
result is rolled a second time, the complexion of the
wizard darkens like those who live in the desert and his
3 hair becomes either dark red or black. If this result is
rolled three times, the wizard can't be clearly defined
as male or female : his voice becomes not clearly
masculine nor feminine and his body shape changes so
that it's difficult for others to guess the wizard’s
sexuality.
The wizard develops a strange connection with fire:
torches, candles and campfires burn twice as fast
when he's within 30 m. If this result is rolled again, any
flame or fire bends towards the wizard as if
magnetically attracted: depending on the size of the
4
fire, the wizard might catch fire if he's too close
(candle-size: 30 cm; Torch-size: 1,5 m; Campfire-size : 3
m). If this result is rolled 3 times, every fire damage the
wizard takes is increased by 1d6, as fire feasts on his
flesh.
When the wizard casts a spell, humidity in a 3m area
around him is dried up: grass becomes yellow and dies,
puddles dry up, earth cracks as if in a desert. If this
result is rolled again, the dry area risks affecting any
5 stored liquid (such as potions, flasks of water, vials of
poison) with a 50% chance. If this result is rolled three
times, the wizard's mere touch dries small quantities
of water (0,1 l per round); it can make flowers wither
and deals 1 damage to living creatures.
The wizard smells strongly of exotic incense and spices
and his nails grow stronger. If this result is rolled again,
the wizard's supernatural perfume becomes so
enthralling that it grants him a +1 to Personality, but
6 animals fear him and might flee or attack him on sight
(depending on the animal ): he can't mount horses,
nor caress dogs, for example. If this result is rolled a
third time, the wizard's nails become hard as steel, and
he can attack with them for 1d5 damage.
From: Andrea "ABK" Back

28
Morellon, Dwarven Aspect of Thumis; the Lengths of chain spill from the caster's mouth, arms,
and belly and join with chains that crawl up from
Bound One, Keeper of the Sixteen Secret beneath the earth. They coil and twist together to
Stones 28-29
form a humanoid construct with tentacles of
Morellon is an aspect of Thumisk. It is said that his Realm is whirring, barbed chains. This chainthulhu has HP 32,
composed of thousands of chains of all sizes and metals that AC 18, atk +5 for 2d4 damage, Act 3d20, Move 20'.
drape above as a ceiling and stretch below as a floor, clinking, The chainthulhu remains for 1 hour, at which time it
rattling, and offering only the most unsure footing. Massive dissociates and spills back beneath the earth.
chains thick as trees stand taut like columns, suspending the As 28-29 above, but the chains continue and wrap
floor. And in the midst of this realm sits Morellon, Lord of around the caster, granting him a +4 AC and reduced
Chains, upon his throne. Wickedly barbed chains adorn his lean damage by weapons by half. The chain armor of
30-31
figure, and gaps in the bindings reveal deathly pale flesh etched Morellon does not interfere with spellcasting but
with jagged scars. Two points of red light stare dispassionately does reduce the caster’s to half its normal value.
out from behind a veil of fine links. The Bound One breaks those This effect lasts for one hour.
he must bind, but rewards those who would bind themselves to As 30-31 above, but Morellon also grants the caster
him. temporary use of his famous chain-sword A Peaceful
Roll Invoke Patron Results: Somnifacient for the Plains of Arode. The sword is
Hooked and barbed chains erupt from the wizard's made of a thousand whirling chains, never stopping,
chest, shoulders, and back, whipping and lashing at never assuming quite the same form from instant to
32+
his enemies of their own accord. 1D3+1/2 CL chains instant. The sword grants the caster a +4 bonus to
12-13 (round down), which reach 10', atk +0 for 1d4 attack and does 2d8 damage on a hit. Creatures
damage each, Act 1d20. The chains attack enemies at killed by the sword cannot be resurrected by any
random and do not interfere with the wizard's means – their souls have been consumed to power
actions. This effect lasts 1d6+CL rounds. the weapon.
Morellon embraces his servant and protects him
from harm. Chains wrap and coil around the wizard's
body, covering him from head to toe for 1d6+CL
rounds. This grants the wizard +4 AC (replacing any
protection afforded by armor already worn) and,
14-17
unlike normal armor, does not interfere with his
spellcasting. However, the wizard's movement is
reduced to half. When this effect ends, the chains
drop to the ground and dissipate into a puff of
purple-black smoke.
Lengths of chain spill from the caster's mouth, arms,
and belly. They coil and twist together to form 1d6
snake-like constructs with whirring, barbed chains
for teeth. These chainsnakes have HP 2, AC 12, atk +2
for 1d3 damage + Constrict, Act 1d20, Move 20'.
Those bitten must succeed at a Reflex save (DC 10)
18-19 or find the chainsnake coiled about its arms and legs
(-2 penalty to any actions involving the arms;
movement is halved). Once so coiled, the chainsnake
ceases its attacks. It can be removed with a Strength
or Agility check (DC 10; this check suffers the -2). The
chainsnakes become inanimate and dissipate into
trails of purple-black smoke after 2d6 rounds.
As 14-17 above, but the armor also halves damage
20-23 dealt by non-magical weapons that strike the wizard
(round down).
A ring of ghostly visages encircle the wizard's head,
wailing in anguish. These faces take on the
countenances of his enemies and their loved ones,
disheartening them. All foes within sight of the
24-27
wizard must make a Will save (DC = Spellcheck – 10)
or become demoralized and fearful (as failing a
Morale check, but enemies may be more reckless in
their attempts to escape).
29
Morellon provides one unique spell.
Roll Level 1: Chains of Perdition Roll Patron Taints for Morellon, Lord of Chains
The caster causes spiked chains to burst from the Whenever the wizard casts a spell, a lick of hellfire
--
ground to destroy, harass and confine his enemies. flashes forth from the ground with a faint air of sulfur
A single chain emerges from the floor to attack a and brimstone. If this result is rolled a second time, the
12-13 target within 20’ of the caster. The target takes 1d4 crack grows larger and exhales a gout of flame. The
damage and must make a save or be knocked prone. heat sears anyone adjacent to the wizard (DC 8 Reflex
As above but the chain is coated with a black ichor, save or 1 fire damage; the wizard is immune). If this
1
forcing another save. Success means the target takes result is rolled a third time, the earth is rent asunder
+1d4 additional damage as the foul substance burns with a sound like thunder and a column of hellfire
14-17 bursts from the ground, as though desperate to
his skin. Failure causes the target to attack and do
damage at -2 or -1 die. This effect lasts for 1d6+CL escape. The heat is scorching and burns with an oily,
rounds. black flame (DC 8 Reflex save or 1d4 fire damage; the
A wall of chains CLx1o’ long appears within 40’ of the wizard is immune).
caster. Any creature, friend or foe, within 10’ of the The wizard's hair loses its natural color and takes on a
chains suffers 1d6 attacks of 1d6 damage each. Save metallic hue (roll 1d6: (1) copper; (2) bronze; (3) iron;
18-19 for half. Targets who fail their saves are knocked (4) chrome; (5) rust; (6) patina). If this result is rolled a
prone and stunned. Larger creatures become second time, the wizard's hair becomes hard as metal,
2
entangled in the chains and must spend a round yet grows normally This makes it impossible to style
freeing themselves. and next to impossible to cut. If this result is rolled a
A cage made of enormous links of red steel entraps third time, the wizard's hair transforms into fine links
any creature within 50’ of the wizard. If the target of chain.
20- fails a save, the cage is permanent until opened by The wizard's fingers become double-jointed and can
23 the key, which appears in the wizard’s hand. A bend back on themselves. If this result is rolled a
successful save means that the cage will disappear second time, all the wizard's joints become double. He
after 1d6 rounds. can slip through spaces or escape bonds more easily
As 18-19 above, but the chains are made of burning 3 than normal(+2). If this result is rolled a third time, the
24- wizard's limbs and spine may bend and twist with a
chrome and do 1d8 points of damage instead of 1d6.
27 serpentine freedom. Any portal large enough for his
Creatures of any size must save or be knocked prone.
3d10 Chain Rats appear before the caster and do his head may be traversed (it takes up to a turn to pass
28- bidding for 1d10+CL rounds. Treat as spine rats with through the smallest hole possible for the wizard).
29 AC 2[17]. The Chain Rats will obey any command, Whenever the wizard casts a spell, the sounds of
even suicidal ones. rattling chains and tortured moans of agony rise up
An enormous Chain Spider with a 15’ leg-span appears from somewhere deep below. Rolled a second time,
before the caster and will do his bidding for 1d10+CL 4 the sounds are heard not just when the wizard casts a
rounds in combat. It is fully equipped with tack and spell, but also 1d4 times randomly each day. Rolled a
30- harness. If summoned outside of combat the spider third time, the sounds become a permanent
31 will stay manifest on this plane of existence for accompaniment to the wizard.
1+1/2CL days. The spider will willingly enter combat 1d4 times a day, the wizard's eyes flash red, betraying
but will disappear after a single round. Treat as a his infernal patronage to those who catch it. This may
Giant Phase Spider with AC 2[17]. be concealed behind a low hood or smoked glasses.
The caster becomes the Avatar of Chain in an Rolled a second time, the wizard's entire face appears
5
instantaneous and bloody transformation as the as someone known to the onlooker, perhaps drawing
wizard’s body is torn apart from within. His body unwanted attention (1d4 times per day). Rolled a third
becomes living chains for 1d4+1/2CL rounds. Any time, both effects are permanent. Morellon has
creature within 20’ takes 1d6 damage per round, no claimed his visage.
save. Once per round the wizard may, as a free A scar shaped like a chain burns across the wizard's
action, trip a single target, knocking them prone (save body, snaking around the arms, face, and torso. It
32+ nullifies). The wizard’s AC improves by +4. Neither radiates a faint hellish aura. Rolled a second time, the
spellcasting nor movement is impaired by the caster’s scar undulates as an actual chain wends its way
grisly transformation.At the end of the manifestation, 6 beneath the wizard's skin. The lumps produce a dull
the living chain slowly morphs back into flesh. This ache and can easily be concealed by a hooded robe or
process takes one hour and the caster loses 1 point of cloak. Rolled a third time, the chain becomes animate
AC bonus every 10 minutes. The caster’s clothing is and continually crawls beneath and above the wizard's
destroyed the instant he manifests as the Avatar of skin. The caster finds it difficult to rest.
Chain. From Eldric IV

30
Fin.

31
Open Game Content "You" or "Your" means the licensee in terms of this
agreement.
Open Game Content may only be Used under and in terms of the The License: This License applies to any Open Game Content
Open Game License (OGL). that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must
This entire work is designated as Open Game Content under the affix such a notice to any Open Game Content that you Use. No
OGL, with the exception of trademarks and with the exception terms may be added to or subtracted from this License except as
of all artwork. These artworks, and the Trade Dress of this work described by the License itself. No other terms or conditions may
(font, layout, style of artwork, etc.) are reserved as Product be applied to any Open Game Content distributed using this
Identity. License.
Offer and Acceptance: By Using the Open Game Content You
OPEN GAME LICENSE Version 1.0a indicate Your acceptance of the terms of this License.
The following text is the property of Wizards of the Coast, Inc. Grant and Consideration: In consideration for agreeing to use
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All this License, the Contributors grant You a perpetual, worldwide,
Rights Reserved. royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
Definitions: Representation of Authority to Contribute: If You are
"Contributors" means the copyright and/or trademark contributing original material as Open Game Content, You
owners who have contributed Open Game Content; represent that Your Contributions are Your original creation
"Derivative Material" means copyrighted material including and/or You have sufficient rights to grant the rights conveyed by
derivative works and translations (including into other computer this License.
languages), potation, modification, correction, addition, Notice of License Copyright: You must update the COPYRIGHT
extension, upgrade, improvement, compilation, abridgment or NOTICE portion of this License to include the exact text of the
other form in which an existing work may be recast, transformed COPYRIGHT NOTICE of any Open Game Content You are copying,
or adapted; modifying or distributing, and You must add the title, the
"Distribute" means to reproduce, license, rent, lease, sell, copyright date, and the copyright holder’s name to the
broadcast, publicly display, transmit or otherwise distribute; COPYRIGHT NOTICE of any original Open Game Content you
"Open Game Content" means the game mechanic and Distribute.
includes the methods, procedures, processes and routines to the Use of Product Identity: You agree not to Use any Product
extent such content does not embody the Product Identity and is Identity, including as an indication as to compatibility, except as
an enhancement over the prior art and any additional content expressly licensed in another, independent Agreement with the
clearly identified as Open Game Content by the Contributor, and owner of each element of that Product Identity. You agree not to
means any work covered by this License, including translations indicate compatibility or co-adaptability with any Trademark or
and derivative works under copyright law, but specifically Registered Trademark in conjunction with a work containing
excludes Product Identity. Open Game Content except as expressly licensed in another,
"Product Identity" means product and product line names, independent Agreement with the owner of such Trademark or
logos and identifying marks including trade dress; artifacts; Registered Trademark. The use of any Product Identity in Open
creatures characters; stories, storylines, plots, thematic Game Content does not constitute a challenge to the ownership
elements, dialogue, incidents, language, artwork, symbols, of that Product Identity. The owner of any Product Identity used
designs, depictions, likenesses, formats, poses, concepts, themes in Open Game Content shall retain all rights, title and interest in
and graphic, photographic and other visual or audio and to that Product Identity.
representations; names and descriptions of characters, spells, Identification: If you distribute Open Game Content You must
enchantments, personalities, teams, personas, likenesses and clearly indicate which portions of the work that you are
special abilities; places, locations, environments, creatures, distributing are Open Game Content.
equipment, magical or supernatural abilities or effects, logos, Updating the License: Wizards or its designated Agents may
symbols, or graphic designs; and any other trademark or publish updated versions of this License. You may use any
registered trademark clearly identified as Product identity by the authorized version of this License to copy, modify and distribute
owner of the Product Identity, and which specifically excludes any Open Game Content originally distributed under any version
the Open Game Content; of this License.
"Trademark" means the logos, names, mark, sign, motto, Copy of this License: You MUST include a copy of this License
designs that are used by a Contributor to identify itself or its with every copy of the Open Game Content You Distribute.
products or the associated products contributed to the Open Use of Contributor Credits: You may not market or advertise
Game License by the Contributor the Open Game Content using the name of any Contributor
"Use", "Used" or "Using" means to use, Distribute, copy, unless You have written permission from the Contributor to do
edit, format, modify, translate and otherwise create Derivative so.
Material of Open Game Content.

32
Inability to Comply: If it is impossible for You to comply with by the Licensor. For purposes of this Public License, where the
any of the terms of this License with respect to some or all of the
Licensed Material is a musical work, performance, or sound
Open Game Content due to statute, judicial order, or recording, Adapted Material is always produced where the
governmental regulation then You may not Use any Open Game Licensed Material is synched in timed relation with a moving
Material so affected. image.
Termination: This License will terminate automatically if You Adapter's License means the license You apply to Your
fail to comply with all terms herein and fail to cure such breach Copyright and Similar Rights in Your contributions to Adapted
within 30 days of becoming aware of the breach. All sublicenses Material in accordance with the terms and conditions of this
shall survive the termination of this License. Public License.
Reformation: If any provision of this License is held to be Copyright and Similar Rights means copyright and/or similar
unenforceable, such provision shall be reformed only to the rights closely related to copyright including, without limitation,
extent necessary to make it enforceable. performance, broadcast, sound recording, and Sui Generis
COPYRIGHT NOTICE Database Rights, without regard to how the rights are labeled or
categorized. For purposes of this Public License, the rights
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, specified in Section 2(b)(1)-(2) are not Copyright and Similar
Inc. Rights.
Monstrosities, Copyright 2012, Matthew J. Finch Effective Technological Measures means those measures that,
Tome of Horrors Complete, Copyright 2011, Necromancer in the absence of proper authority, may not be circumvented
Games, Inc., published and distributed by Frog God Games under laws fulfilling obligations under Article 11 of the WIPO
(Please see individual monster entries for complete and proper Copyright Treaty adopted on December 20, 1996, and/or similar
OGL referencing.) international agreements.
Demon (Muzgub Anang Gul) Copyright 2010, the venomous pau Exceptions and Limitations means fair use, fair dealing, and/or
Never Turn Your Back on a Drug, Copyright 2009, Noisms any other exception or limitation to Copyright and Similar Rights
Nektherazzan, Copyright 2011, Andrea ‘ABK’ Back that applies to Your use of the Licensed Material.
Kizzithixx, Copyright 2011, Eldric IV Licensed Material means the artistic or literary work, database,
or other material to which the Licensor applied this Public
License.
All Trade Dress of this work, except artwork is hereby released Licensed Rights means the rights granted to You subject to the
under the Creative Commons 4.0 CC-BY license. terms and conditions of this Public License, which are limited to
all Copyright and Similar Rights that apply to Your use of the
Excepting artwork, all creative work not covered by the Open Licensed Material and that the Licensor has authority to license.
Game License v1.0a OR attributed to the copyright of someone Licensor means the individual(s) or entity(ies) granting rights
else is hereby released under the Creative Commons 4.0 CC-BY under this Public License.
License. Share means to provide material to the public by any means or
process that requires permission under the Licensed Rights, such
All artwork is in the Public Domain. as reproduction, public display, public performance, distribution,
dissemination, communication, or importation, and to make
Creative Commons Attribution 4.0 International Public License material available to the public including in ways that members
of the public may access the material from a place and at a time
By exercising the Licensed Rights (defined below), You accept individually chosen by them.
and agree to be bound by the terms and conditions of this Sui Generis Database Rights means rights other than copyright
Creative Commons Attribution 4.0 International Public License resulting from Directive 96/9/EC of the European Parliament and
("Public License"). To the extent this Public License may be of the Council of 11 March 1996 on the legal protection of
interpreted as a contract, You are granted the Licensed Rights in databases, as amended and/or succeeded, as well as other
consideration of Your acceptance of these terms and conditions, essentially equivalent rights anywhere in the world.
and the Licensor grants You such rights in consideration of You means the individual or entity exercising the Licensed
benefits the Licensor receives from making the Licensed Material Rights under this Public License. Your has a corresponding
available under these terms and conditions. meaning.

Section 1 – Definitions. Section 2 – Scope.

Adapted Material means material subject to Copyright and License grant.


Similar Rights that is derived from or based upon the Licensed Subject to the terms and conditions of this Public License,
Material and in which the Licensed Material is translated, altered, the Licensor hereby grants You a worldwide, royalty-free, non-
arranged, transformed, or otherwise modified in a manner sublicensable, non-exclusive, irrevocable license to exercise the
requiring permission under the Copyright and Similar Rights held Licensed Rights in the Licensed Material to:

33
reproduce and Share the Licensed Material, in whole or in Your exercise of the Licensed Rights is expressly made subject to
part; and the following conditions.
produce, reproduce, and Share Adapted Material.
Exceptions and Limitations. For the avoidance of doubt, Attribution.
where Exceptions and Limitations apply to Your use, this Public
License does not apply, and You do not need to comply with its If You Share the Licensed Material (including in modified
terms and conditions. form), You must:
Term. The term of this Public License is specified in Section retain the following if it is supplied by the Licensor with the
6(a). Licensed Material:
Media and formats; technical modifications allowed. The identification of the creator(s) of the Licensed Material
Licensor authorizes You to exercise the Licensed Rights in all and any others designated to receive attribution, in any
media and formats whether now known or hereafter created, reasonable manner requested by the Licensor (including by
and to make technical modifications necessary to do so. The pseudonym if designated);
Licensor waives and/or agrees not to assert any right or authority a copyright notice;
to forbid You from making technical modifications necessary to a notice that refers to this Public License;
exercise the Licensed Rights, including technical modifications a notice that refers to the disclaimer of warranties;
necessary to circumvent Effective Technological Measures. For a URI or hyperlink to the Licensed Material to the extent
purposes of this Public License, simply making modifications reasonably practicable;
authorized by this Section 2(a)(4) never produces Adapted indicate if You modified the Licensed Material and retain
Material. an indication of any previous modifications; and
Downstream recipients. indicate the Licensed Material is licensed under this Public
Offer from the Licensor – Licensed Material. Every License, and include the text of, or the URI or hyperlink to, this
recipient of the Licensed Material automatically receives an offer Public License.
from the Licensor to exercise the Licensed Rights under the You may satisfy the conditions in Section 3(a)(1) in any
terms and conditions of this Public License. reasonable manner based on the medium, means, and context in
No downstream restrictions. You may not offer or impose which You Share the Licensed Material. For example, it may be
any additional or different terms or conditions on, or apply any reasonable to satisfy the conditions by providing a URI or
Effective Technological Measures to, the Licensed Material if hyperlink to a resource that includes the required information.
doing so restricts exercise of the Licensed Rights by any recipient If requested by the Licensor, You must remove any of the
of the Licensed Material. information required by Section 3(a)(1)(A) to the extent
No endorsement. Nothing in this Public License constitutes reasonably practicable.
or may be construed as permission to assert or imply that You If You Share Adapted Material You produce, the Adapter's
are, or that Your use of the Licensed Material is, connected with, License You apply must not prevent recipients of the Adapted
or sponsored, endorsed, or granted official status by, the Material from complying with this Public License.
Licensor or others designated to receive attribution as provided
in Section 3(a)(1)(A)(i). Section 4 – Sui Generis Database Rights.

Other rights. Where the Licensed Rights include Sui Generis Database Rights
Moral rights, such as the right of integrity, are not licensed that apply to Your use of the Licensed Material:
under this Public License, nor are publicity, privacy, and/or other
similar personality rights; however, to the extent possible, the for the avoidance of doubt, Section 2(a)(1) grants You the right
Licensor waives and/or agrees not to assert any such rights held to extract, reuse, reproduce, and Share all or a substantial
by the Licensor to the limited extent necessary to allow You to portion of the contents of the database;
exercise the Licensed Rights, but not otherwise. if You include all or a substantial portion of the database
Patent and trademark rights are not licensed under this contents in a database in which You have Sui Generis Database
Public License. Rights, then the database in which You have Sui Generis
To the extent possible, the Licensor waives any right to Database Rights (but not its individual contents) is Adapted
collect royalties from You for the exercise of the Licensed Rights, Material; and
whether directly or through a collecting society under any You must comply with the conditions in Section 3(a) if You
voluntary or waivable statutory or compulsory licensing scheme. Share all or a substantial portion of the contents of the database.
In all other cases the Licensor expressly reserves any right to
collect such royalties. For the avoidance of doubt, this Section 4 supplements and does
not replace Your obligations under this Public License where the
Section 3 – License Conditions. Licensed Rights include other Copyright and Similar Rights.

Section 5 – Disclaimer of Warranties and Limitation of Liability.

34
Unless otherwise separately undertaken by the Licensor, to the Section 8 – Interpretation.
extent possible, the Licensor offers the Licensed Material as-is
and as-available, and makes no representations or warranties of For the avoidance of doubt, this Public License does not, and
any kind concerning the Licensed Material, whether express, shall not be interpreted to, reduce, limit, restrict, or impose
implied, statutory, or other. This includes, without limitation, conditions on any use of the Licensed Material that could lawfully
warranties of title, merchantability, fitness for a particular be made without permission under this Public License.
purpose, non-infringement, absence of latent or other defects, To the extent possible, if any provision of this Public License is
accuracy, or the presence or absence of errors, whether or not deemed unenforceable, it shall be automatically reformed to the
known or discoverable. Where disclaimers of warranties are not minimum extent necessary to make it enforceable. If the
allowed in full or in part, this disclaimer may not apply to You. provision cannot be reformed, it shall be severed from this Public
To the extent possible, in no event will the Licensor be liable to License without affecting the enforceability of the remaining
You on any legal theory (including, without limitation, terms and conditions.
negligence) or otherwise for any direct, special, indirect, No term or condition of this Public License will be waived and
incidental, consequential, punitive, exemplary, or other losses, no failure to comply consented to unless expressly agreed to by
costs, expenses, or damages arising out of this Public License or the Licensor.
use of the Licensed Material, even if the Licensor has been Nothing in this Public License constitutes or may be
advised of the possibility of such losses, costs, expenses, or interpreted as a limitation upon, or waiver of, any privileges and
damages. Where a limitation of liability is not allowed in full or in immunities that apply to the Licensor or You, including from the
part, this limitation may not apply to You. legal processes of any jurisdiction or authority.

The disclaimer of warranties and limitation of liability provided


above shall be interpreted in a manner that, to the extent
possible, most closely approximates an absolute disclaimer and
waiver of all liability.

Section 6 – Term and Termination.

This Public License applies for the term of the Copyright and
Similar Rights licensed here. However, if You fail to comply with
this Public License, then Your rights under this Public License
terminate automatically.

Where Your right to use the Licensed Material has terminated


under Section 6(a), it reinstates:
automatically as of the date the violation is cured, provided it
is cured within 30 days of Your discovery of the violation; or
upon express reinstatement by the Licensor.
For the avoidance of doubt, this Section 6(b) does not affect
any right the Licensor may have to seek remedies for Your
violations of this Public License.
For the avoidance of doubt, the Licensor may also offer the
Licensed Material under separate terms or conditions or stop
distributing the Licensed Material at any time; however, doing so
will not terminate this Public License.
Sections 1, 5, 6, 7, and 8 survive termination of this Public
License.

Section 7 – Other Terms and Conditions.

The Licensor shall not be bound by any additional or different


terms or conditions communicated by You unless expressly
agreed.
Any arrangements, understandings, or agreements regarding
the Licensed Material not stated herein are separate from and
independent of the terms and conditions of this Public License.

35
36
ZH-01 - An Overwhelming Sense of Loss is
an adventure module for a party of five
1st through 3rd level adventurers and
their henchmen.

It has been exactingly designed to fit


within almost any campaign milieu and to
make running your players through it
easy, providing just enough detail to
spark your and your player’s
imaginations into a wildfire of
creative, collaborative, world-building.

An abandoned Dwarven
fortress the size of a
city!

SOMETHING brought down the mighty The vast riches of the fabled
civilization. The sages say it Dwarves must surely be hidden
was desperate invaders from within its depths. Perhaps you
below, escaping something even will be the one to rediscover
more horrible. Whatever it was, them.
Thrumi`Zud was quickly Perhaps there are secrets better
overwhelmed and sealed, forgotten left unearthed. Horror lies
except in the stories of the old. within. You have been warned.

37

You might also like