“The Lichway” was a classic D&D adventure that first appeared in issue 9 of the British magazine White Dwarf (Oct/Nov 1978). Albie Fiore, a long-standing editor of the regular Fiend Factory column, designed the scenario—although he wasn’t credited in issue 9, an omission that would be addressed in the next issue of WD. The Lichway was popular enough to be reprinted in the first Best of White Dwarf Scenarios.
Fiore also designed the adventure “The Halls of Tizun Thane,” which has a nice hook back to this one. The Lichway showcased a few Fiend Factory monsters that would eventually make it into the 1st edition Fiend Folio, including the strange susurrus, a creature that really only makes sense in the context of this adventure.
The original “Lichway” was designed as “a mid-level adventure for 6-8 1st level characters,” and was written with both Basic and Advanced D&D in mind. This 3.5e conversion has been designed for a party of four 2nd-level characters. Appendix A details new monsters; Appendix B details new magic items.
Trademarks and copyrights are cited on this page without permission. This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. D20 System and D&D are trademarks of Wizards of the Coast, Inc; Tome of Horrors is a trademark of Necromancer Games. The original adventure text and all artwork is copyright © Games Workshop 1978. All copyrights are acknowledged and remain the property of the owners. All rights reserved by their respective owners. This page is for entertainment only.
The Sandlanders, a dour coastal people, valued their possessions above all else. Their dead, along with their most valued possessions, were ferried on funeral barges across the vast Korm Basin to its southernmost extremity, which entered a cavern where the lichway was sited. The Sandlander high priest, Yezal, and his guards dwelt permanently in the lichway and they received the dead and performed sacred rites (namely, animate dead) in the Crypt of Life. Bodies were then entombed in the walls of the lichway behind a stone slab that could be easily removed from within. The deceased’s belongings were concealed elsewhere in the lichway. The Sandlanders believed that if ever these possessions were taken, the dead would awaken to reclaim what was theirs.
The lichway was sporadically attacked, without success, by lizardfolk until an earth tremor opened a chasm between the Korm Basin and the Pit of the Eternal Flame. The flame was quenched by the inrushing waters and the lizardfolk were able to use this subterranean opening to penetrate the defenses of the lichway and slay the guards and the high-priest. The next funeral barge to arrive was attacked and sunk by the lizardfolk who, flushed with victory, set forth and attacked the Sandlanders’ village.
After many battles, and with their lichway defiled, the demoralized Sandlanders withdrew from their homelands and traveled farther up the coast in search of a fresh dwelling place. Since that distant day the lichway has lain undisturbed and has yet to yield the dead-men’s wealth.
The following information may be gathered by the PCs in a village tavern:
Locals can also provide PCs with general directions to the entrance of the lichway, which is a passage at the back of a cave in the south of the Korm Basin.
All the walls in the rooms are of stonework faced onto rock. It takes a DC 20 Climb check to travel along these walls.
Throughout the lichway can be heard a persistent rustling sound, as of wind soughing through tree boughs. The map below details the intensity and direction of this noise throughout the complex.
1. Korm Wharf (EL varies)
The entrance passage runs east and opens into the southwest corner of another huge underground cavern, this one entirely flooded with water. The ceiling is 50 feet high and rises even higher to the north.
At the end of the passage is a wooden bridge spanning a subterranean river that flows north to empty into the flooded cavern. On the other side of the bridge is a wharf that runs along the southern end of the cavern. The southern wall of the wharf bears the rusted and broken remains of torch holders, while along the water’s edge of the wharf are lined a series of three small fortified towers, each 15 feet high. Between the towers are two docking bays and steps down to the water. The steps are littered with rubble and masonry that are covered for the 2 feet nearest the water level with wet green weed and slime, as well as a few small barnacles and sea snails.
In the eastern docking bay lies the rotting wreckage of a wooden barge.
The rubble and masonry are the remains of arches destroyed by the earth tremor.
The water in the cavern is tidal and influenced by the Korm Basin. Any creature in a square adjacent to the water takes a -2 penalty to Balance, Climb, or Tumble checks due to the slippery surface.
Creatures: The wrecked barge contains a broken bier and skeleton. Within the wreckage lurk 1d2 lampreys, eel-like fish that feed by biting and then fastening themselves by their sphincter-like mouth onto their victims.
For every 20 minutes spent in the wharfside area, there is a 15% chance of encountering either 1d2 stirges winging in across the basin or 1d2 lizardfolk clambering from the waters.
N Small animal (aquatic)
Init +3; Senses blindsense; Listen +2, Spot +2
AC 15, touch 14, flat-footed 12
(+3 Dex, +1 natural, +1 size)
hp 5 (1 HD)
Fort +3, Ref +5, Will +1
Weakness susceptible to fire
Spd swim 30 ft.
Melee bite +4 (1d3-1)
Space 5 ft.; Reach 5 ft.
Special Attacks attach, blood drain
Str 9, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Base Atk +0; Grp -5 (-1 attached)
Feats Weapon Finesse
Skills Listen +2, Spot +2, Swim +9
Attach (Ex) A lamprey that hits with its bite attack latches onto the victim’s body. An attached lamprey loses its Dexterity bonus to AC and can use blood drain on subsequent rounds. An attached lamprey can be struck by a weapon or grappled, but it receives a +4 bonus when opposing grapple checks. To remove a lamprey through grappling, the victim must successfully pin the lamprey. A lamprey receives a +4 bonus to any grapple check to resist a pin due to the incredible strength of its mouth.
Blindsense (Ex) A lamprey can locate creatures underwater within a 30-foot radius. This ability works only when the lamprey is underwater.
Blood Drain (Ex) Once a lamprey has attached itself to a victim, it can drain blood at the start of each subsequent round. A lamprey inflicts 1 point of Constitution damage each round it remains attached.
Susceptible to Fire (Ex) Lampreys make their saving throws against fire-based attacks with a -2 penalty.
Skills A lamprey can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
MM 169
N Medium humanoid (reptilian)
Init +0; Senses Listen +0, Spot +0
AC 15, touch 10, flat-footed 15
(+5 natural)
hp 11 (2 HD)
Fort +1, Ref +3, Will +0
Spd 30 ft.
Melee 2 claws +2 (1d4+1) and
bite +0 (1d4)
Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Base Atk +1; Grp +2
Feats Multiattack
Skills Balance +4, Jump +5, Swim +2
Languages Draconic
SQ hold breath
Hold Breath A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
MM 236
N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Listen +4, Spot +4
AC 16, touch 16, flat-footed 12
(+4 Dex, +2 size)
hp 5 (1 HD)
Fort +2, Ref +6, Will +1
Spd 10 ft., fly 40 ft. (average)
Melee touch +7 (attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks blood drain
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +1; Grp -11 (+1 when attached)
Feats Alertness, Weapon Finesse
Skills Hide +14, Listen +4, Spot +4
Attach (Ex) If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.
Blood Drain (Ex) A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.
Treasure: In the barge on the waterbed (5 feet deep) lies a rusted metal chest containing an ornate golden goblet (100 gp), a small stoppered flask containing a strong alcoholic spirit made from sea-urchins, a stoppered blue gourd full of white sand, and a plain silver armband (25 gp). Beside the chest lie a rusted shield and dagger.
2. The Flame Portal
Double doors, arched and 20 feet high, are covered in carvings depicting a border of intertwined skeletons framing a large flame. The doors have four thick metal bars across the front with the ends built into the walls on either side. The lowest bar is 3 feet from the ground and the doors are shackled to the bars by at least a dozen large chains and padlocks, all of which are corroded and jammed.
The locks cannot be opened. Below the lowest bar there is a secret door, 3 feet square and found on a DC 20 Search check. Behind this door is a lever which, when pulled, raises the Stonegate at area 3. A secret door behind the lever (also found on a DC 20 Search check) opens to a full height (20 foot) passageway. The passageway and the walling behind the door are all new construction, as the door once led straight into the Pit of Eternal Flame.
3. The Stonegate
These eastern doors are 20 feet high and carved with skeletal borders surrounding a cascade of water. They are 2 feet ajar.
The Stonegate seals the entrance but is at the moment raised. A DC 12 Search check will reveal the two small cracks in the ceiling above delineating the 3-foot thick gate. There is a corresponding worn groove in the floor directly below which is plainly visible. The gate is lowered and locked by the levers in area 5 and raised by the lever at area 2.
hp 540; Hardness 8; Break DC 50; Lift DC 40
4. Runehall (EL 1)
The ceiling to this hall is 40 feet high, and the marbled floor is inlaid with strange mystic symbols.
The Runehall is part of the ceremonial entrance to the lichway. The runes that give this room its name are harmless.
Creatures: Immediately inside the partly open western doors, lying prostrate on the floor, heads away from the door, are two zombies and a ghoul. They are apparently unharmed but totally immobile, being under the influence of the dronesong (see area 11). If attacked, however, they will rise in self-defense.
Zombie human commoner 1 (MM 265)
NE Medium undead
Init -1; Senses darkvision 60 ft.; Listen +0, Spot +0
AC 11, touch 9, flat-footed 11
(-1 Dex, +2 natural)
hp 16 (2 HD)
Fort +0, Ref -1, Will +3
Defensive Abilities undead traits; DR 5/slashing
Spd 30 ft.
Melee slam +2 (1d6+1)
Str 12, Dex 8, Con –, Int –, Wis 10, Cha 1
Base Atk +1; Grp +2
Feats Toughness
SQ single actions only
Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
MM 118
CE Medium undead
Init +2; Senses darkvision 60 ft.; Listen +2, Spot +7
AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)
hp 13 (2 HD)
Fort +0, Ref +2, Will +5
Defensive Abilities undead traits; Resist +2 turn resistance
Spd 30 ft.
Melee bite +2 (1d6+1 plus paralysis) and
2 claws +0 (1d3 plus paralysis)
Special Attacks ghoul fever
Str 13, Dex 15, Con –, Int 13, Wis 14, Cha 12
Base Atk +1; Grp +2
Feats Multiattack
Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Ghoul Fever (Su) Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex) Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
5. Guardroom (EL 3)
The ceiling to this room is 20 feet high. Broken bunks and shredded mattresses litter the floor.
The southernmost of the two levers in the southwest corner lowers the Stonegate, whilst the other, if pulled an odd number of times, locks it in the lowered position. The gate takes 5 melee rounds to drop completely.
Creatures: Standing in the room are 3 men, all thieves. With weapons at the ready, they are about to batter down the eastern door. A torch burns faintly in an old wall holder by the levers whilst hidden in the shadows in the northeast corner, with an arrow nocked in his shortbow, lurks the fourth member of the group—an elf. The group believes that they have cornered a wizard behind the door and are about to go in.
Male human expert 2
N Medium humanoid
Init +1; Senses Listen +2, Spot +2
AC 14, touch 11, flat-footed 13
(+3 armor, +1 Dex)
hp 6 (2 HD)
Fort -2, Ref +1, Will +5
Spd 30 ft.
Melee light mace +2 (1d6+1)
Ranged shortbow +2 (1d6/x3)
Str 13, Dex 13, Con 6, Int 7, Wis 14, Cha 12
Base Atk +1; Grp +2
Feats Martial Weapon Proficiency (shortbow), Toughness
Skills Disable Device +3, Listen +7, Open Lock +6, Search +3, Spot +7
Languages Common
Gear studded leather armor, light mace, shortbow, 13 arrows, 40 gp
Male human expert 1
N Medium humanoid
Init +2; Senses Listen -3, Spot -3
AC 13, touch 11, flat-footed 12
(+2 armor, +1 Dex)
hp 3 (1 HD)
Fort +0, Ref +2, Will -1
Spd 30 ft.
Melee short sword -2 (1d6-3/19–20)
Ranged shortbow +2 (1d6-3/x3)
Str 4, Dex 14, Con 10, Int 10, Wis 5, Cha 14
Base Atk +0; Grp -3
Feats Martial Weapon Proficiency (shortbow), Weapon Finesse
Skills Appraise +4, Balance +6, Climb +1, Escape Artist +6, Jump +1, Tumble +6, Use Rope +6
Languages Common
Gear leather armor, short sword, shortbow with 11 arrows, 10 gp
Male human expert 1
N Medium humanoid
Init +0; Senses Listen +0, Spot +0
AC 13, touch 10, flat-footed 13
(+3 armor)
hp 3 (1 HD)
Fort +0, Ref +0, Will +2
Spd 30 ft.
Melee short sword +0 (1d6/19–20)
Ranged dagger +2 (1d4/19–20)
Str 11, Dex 11, Con 10, Int 8, Wis 11, Cha 13
Base Atk +0; Grp +0
Feats Stealthy, Martial Weapon Proficiency (short sword)
Skills Climb +3, Hide +5, Move Silently +5, Open Lock +4, Search +3, Use Magic Device +5
Languages Common
Gear studded leather armor, longsword, dagger, 37 gp
Male wood elf warrior 1
N Medium humanoid
Init +1; Senses low-light vision; Listen +4, Spot +4
AC 14, touch 11, flat-footed 13
(+3 armor, +1 Dex)
hp 4 (1 HD)
Fort +2, Ref +1, Will +1 (+2 vs. against enchantment spells or effects)
Immune sleep
Spd 30 ft.
Melee longsword +0 (1d8-1/19–20)
Ranged shortbow +3 (1d6-1/x3)
Str 9, Dex 13, Con 10, Int 14, Wis 13, Cha 16
Base Atk +1; Grp +0
Feats Weapon Focus (shortbow)
Skills Hide +2, Listen +4, Search +5, Spot +4
Languages Common, Elven, Sylvan
SQ elven traits
Gear studded leather armor, shortbow with 12 arrows, longsword, 1-1/2 foot long, 1-inch diameter wooden tube, 52 gp
6. Arms Store (EL 1/2)
It requires a DC 24 Strength check to break down the door to this room.
The ceiling of this room is 15 feet high. The floor is littered with rusted and corroded weapons, armor, and shields.
Some of this ruined equipment has been used in an attempt to wedge the door closed.
Creature: In the southeast corner, dressed in robes and carrying an elaborately decorated and carved quarterstaff, stands defiantly he who tried to wedge the door: Cack-hand Amdor.
Close inspection (DC 12 Appraisal or DC 15 Spot check) reveals that Amdor’s robes are rather worn, and his quarterstaff is rather badly painted. He lacks everything except confidence. Amdor is in fact a fighting man of unfortunate background, being a foundling among a people who trained all such as warriors. On his coming of age it was evident that he just wasn’t up to it and was exiled from the village. Down on his luck and observing the respect with which arcane spellcasters were treated, Amdor sold his armor and weapons, bought some robes, and carved and painted his own staff. This, together with his outrageous self-confidence, brought him to a station in life where town bullies no longer kicked sand in his face.
Unfortunately he ran into Dark Odo who was impressed enough to charm him. However, on discovering how useless he really was, she disgustedly told him to slag off and do whatever anyone told him to do. He is still charmed and will consequently do whatever he is explicitly told to do (or at least go through the motions in the case of casting spells). If asked to do something he will behave as normal, adding lie upon lie about his awesome ability as a wizard. He knows the history of the lichway as detailed in the Background, but not the location of the treasure.
Male human expert 1
N Medium humanoid
Init -1; Senses Listen -1, Spot -1
AC 9, touch 9, flat-footed 9
(-1 Dex)
hp 3 (1 HD)
Fort +0, Ref -1, Will +1
Spd 30 ft.
Melee quarterstaff -3 (1d6-3)
During Combat Amdor will hang back and pretend to cast spells.
Morale Amdor will flee before actually entering combat.
Str 5, Dex 9, Con 10, Int 7, Wis 9, Cha 9
Base Atk +0; Grp -3
Feats Deceitful, Skill Focus (Bluff)
Skills Bluff +6, Diplomacy +3, Disguise +5, Forgery +4, Sleight of Hand +3
Languages Common
Gear quarterstaff, dagger, 82 cp
7. Guardroom (EL 2)
The ceiling to this room is 20 feet high. The floor is littered with the remains of broken bunks and slashed mattresses; to one side stands an undamaged but rotten table.
Creatures: Squatting on five moldy but intact mattresses are gathered 4 goblins and a hobgoblin. All are enjoying themselves by maliciously torturing a bound and helpless stirge with implements salvaged from area 12, which they are heating in a small fire.
Male goblin warrior 1 (MM 133)
NE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Listen +3, Spot +3
AC 15, touch 12, flat-footed 14
(+2 armor, +1 Dex, +1 shield, +1 size)
hp 5 (1 HD)
Fort +3, Ref +1, Will -1
Spd 30 ft.
Melee morningstar +2 (1d6)
During Combat If attacked the goblins will call for aid to another hobgoblin, who is still rummaging around in area 12.
Morale The goblins will fight only as long as a hobgoblin is present; they flee as soon as no hobgoblin can be seen.
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; Grp -3
Feats Alertness
Skills Hide +6, Listen +3, Move Silently +6, Ride +5, Spot +3
Languages Goblin
Gear leather armor, light shield, morningstar, 10 sp
Male hobgoblin warrior 1 (MM 153)
LE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2
AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)
hp 6 (1 HD)
Fort +4, Ref +1, Will -1
Spd 30 ft.
Melee longsword +2 (1d8+1/19–20)
During Combat The hobgoblin will hang back and attempt to direct the goblins, only entering combat once at least one goblin is slain.
Morale The hobgoblin fights to the death.
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Base Atk +1; Grp +2
Feats Alertness
Skills Hide +3, Listen +2, Move Silently +3, Spot +2
Languages Common, Goblin
Gear studded leather armor, light shield, longsword, 216 gp, 15 cp
hp 3 (see area 1)
Treasure: Inside one of the mattresses is a leather pouch containing 1 gem (300 gp).
8. Crypt of Life (EL 4)
The ceiling of this chamber is vaulted, 40 feet high at its highest point. A 10-foot-tall statue of a vampire with mouth agape and fangs bared stands on a low plinth against the northeast wall. Carved on the front of the plinth in Common is the following inscription:
Bathe, Sandlander, and restful
Ease your cares,
Til the Singer stills his song
Then rise to claim your wares.
Fresh water flows from a pitcher held by the statue down through a grating in the floor.
Between two 3-foot-high arches in the southern and western walls flows a 1-1/2-foot-deep freshwater stream over which is a low stone bridge. The rails on either side are of lashed bones, now somewhat rickety, with each upright topped with a human skull with solidified blobs of wax encrusted below each orifice.
The wax on the skulls is from the ceremonial candles that were burnt within them.
The opening to area 9 is an archway across which are two 4-foot-high bone, skull-capped Lichgates which are wide-open and now almost off their hinges.
Hazard: The springwater flowing from the statue runs from the grate into the stream to the southwest. Both this water and the water in stream are drinkable, but there is a 10% chance that there will be a throat leech in any water drunk or gathered.
Tome of Horrors Revised 423
The throat leech is a 1-inch long grey leech. When a living creature consumes liquid containing a throat leech, the leech attaches itself to the back of the victim’s throat and begins draining blood. This deals 1d3 points of Constitution damage each round. Once the leech has drained 6 points of Constitution, it ceases draining (but does not detach).
Additionally, when a throat leech has sated itself, its body swells thereby suffocating the host. A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. In the third round, she suffocates.
A remove disease spell kills a throat leech as does an application of fire that deals at least one point of fire damage.
Treasure: The tongue of the statue is secretly hinged and beneath it lies a small silver key (10 gp) which will open the cage in area 11.
9. The Lichway
The ceiling here is barrel-vaulted, 20 feet high. The walls are lined end to end with stone slabs, each bearing what appears to be a name written in some arcane language.
The central, domed area is 40 feet high. Beneath the dome is a 5-foot-high stepped platform on which stands a 15-foot-high metal skeleton.
Creatures: Behind each slab there is an alcove in which lies a skeleton (except the lowest slab in the northwest wall at the southwest end which is open and empty—see area 28). There are a total of 652 skeletons. Each skeleton lies dormant and unmoving unless attacked, when it will rise to defend itself.
Skeleton human commoner 1 (MM 225)
NE Medium undead
Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0
AC 13, touch 11, flat-footed 12
(+1 Dex, +2 natural)
hp 6 (1 HD)
Fort +0, Ref +1, Will +2
Defensive Abilities undead traits; DR 5/bludgeoning; Immune cold
Spd 30 ft.
Melee 2 claws +1 (1d4+1)
Str 13, Dex 13, Con –, Int –, Wis 10, Cha 1
Base Atk +0; Grp +1
Feats Improved Initiative
9A. Svart Camp (EL 4)
Creatures: Camped at this point are 12 Svarts of the Green Star, so-called because of the symbol they bear on their shields. Two svarts are sergeants equipped with nets. Having lost track of the kobolds, they have made camp. A guard is posted on both sides of the camp while the others are grouped around a comrade who, seated on a sack, is reading in Sylvan from a small book. At each utterance the others are falling around in uproarious mirth. Several empty wine skins are littered around.
CE Small fey
Init +2; Senses darkvision 90 ft.; Listen +5, Spot +5
AC 15, touch 13, flat-footed 13
(+2 Dex, +2 shield, +1 size)
hp 3 (1 HD)
Fort +0, Ref +4, Will +1
DR 1/cold iron
Weakness light vulnerability
Spd 20 ft.
Melee short sword +0 (1d4-1/19-20)
During Combat The svarts grab their short swords and attempt to pair up and flank opponents or stab any opponents caught in nets.
Morale The svarts flee as soon as both sergeants are killed or at least six svarts have been slain.
Str 9, Dex 14, Con 11, Int 10, Wis 9, Cha 10
Base Atk +0; Grp -5
Feats Alertness
Skills Hide +8, Listen +5, Move Silently +4, Profession (miner) +3, Spot +5, Use Rope +5
Languages Sylvan, Goblin
Gear heavy wooden shield, short sword, 3d6 sp
Light Vulnerability (Ex) Svarts are adversely affected by light. If exposed to a strong light source (anything brighter than a torch), the creature is dazzled. If exposed to sunlight or a daylight spell, it takes 1 point of damage each round and is blinded.
Advanced svart (Frilond conversion)
CE Small fey
Init +2; Senses darkvision 90 ft.; Listen +6, Spot +6
AC 15, touch 13, flat-footed 13
(+2 Dex, +2 shield, +1 size)
hp 6 (2 HD)
Fort +0, Ref +5, Will +2
DR 1/cold iron
Weakness light vulnerability
During Combat The sergeants hang back and try to catch opponents in their nets.
Morale Sergeants fight only until wounded or at least six svarts are killed.
Spd 20 ft.
Melee short sword +1 (1d4-1/19-20)
Ranged net +4 (entangle)
Str 9, Dex 14, Con 11, Int 10, Wis 9, Cha 10
Base Atk +1; Grp -4
Feats Alertness
Skills Hide +9, Listen +6, Move Silently +5, Profession (miner) +4, Spot +6, Use Rope +6
Languages Sylvan, Goblin
Gear heavy wooden shield, short sword, net, 3d6 sp
Light Vulnerability (Ex) Svarts are adversely affected by light. If exposed to a strong light source (anything brighter than a torch), the creature is dazzled. If exposed to sunlight or a daylight spell, it takes 1 point of damage each round and is blinded.
Treasure: The sack on which the reader sits containing the svarts’ booty of 161 gp
The book, written in Sylvan and worth 150 gp to a sage, is titled Embarrassing Facts about Hobbits with an appendix of 101 Ways to Insult a Hobbit. Any halfling on hearing one of the insults must make a DC 12 Will save. Failure means that he is so enraged that he will immediately become furious for 2d4 rounds. A furious halfling gains a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. While furious, a halfling cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Any halfling worth his salt will destroy the book at the first opportunity.
10. Spider’s Lair (EL 1)
Creature: In the corner dwells a trapdoor spider waiting to pounce on any unwary passers-by to drag them back down into its concealed lair beneath the flooring. There it will devour them on a nauseous bedding of rotting garbage and bones.
MM 288 (Medium monstrous spider)
N Medium vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +0, Spot +8
AC 14, touch 13, flat-footed 11
(+3 Dex, +1 natural)
hp 11 (2 HD)
Fort +4, Ref +3, Will +0
Defensive Abilities vermin traits
Spd 40 ft., climb 20 ft.
Melee bite +4 (1d6 plus poison)
During Combat The spider focuses on one opponent at a time.
Morale If reduced to 6 or less hp, the spider retreats to its lair.
Str 11, Dex 17, Con 12, Int –, Wis 10, Cha 2
Base Atk +1; Grp +1
Feats Weapon Finesse
Skills Climb +11, Hide +7, Jump +10, Spot +8
Poison (Ex) Injury, Fort DC 12; initial and secondary 1d4 Strength damage.
Tremorsense (Ex) A trapdoor spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Treasure: Scattered in this filth are a phial of holy water, a flask containing water from area 8 and a throat leech, 2 flasks of oil, a garlic bud, 2 putrid rations, a small empty sack, 2 pelts (25 gp each), a light flail, a short sword (see below), a handaxe, a longbow, 2 silver tipped arrows, 45 cp, 37 sp, 86 gp, and a gold ring with a precious stone in (200 gp).
The sword has written in magic on the blade the word ‘Bloodletter.’ It is a +1 short sword, but concealed in a secret compartment in the end of the hilt is a stone of disability (Appendix B).
11. Dronesong Hall (EL 6)
The domed ceiling of this octagonal hall is 40 feet tall at its highest point. Tattered shreds of once plush drapery hang from the walls. In the center of the room is a 5-foot-high stonework platform on which is a cage of silver bars built into the platform.
Creature: In this cage stands a susurrus, from which emanates the droning ‘wind in the trees’ noise.
hp 63 (Appendix A)
Should the susurrus cease its dronesong, then all the skeletons in the lichway, the 2 zombies and the ghoul in area 4, and the skeleton in area 28 will all awaken. 50-75% of the skeletons will head toward the treasure, while the rest will roam the complex.
A DC 20 Search check on the platform will discover a secret false stone in the eastern side, behind which is a keyhole. The key from area 11 will fit and open. When the key is turned (or the lock picked with a DC 15 Open Lock check), the bars in the east side of the cage slide down into the platform, freeing the susurrus. Relocking causes the bars to rise again.
Treasure: Inside the cage there is a secret trapdoor in the floor (found with a DC 25 Search check) which opens to reveal a 40-foot-deep crypt the size and shape of area 11. The crypt is deep with the belongings of the dead: gold candelabras, gems, jewelry, silver flasks everyday objects, tools, weapons (none magical), etc. The total value of the hoard is left to your discretion.
12. Storeroom (EL 1/2)
The ceiling of this garbage-strewn room is 15 feet high.
Creature: Knee-deep in rusted and bent torture equipment and garbage is a hobgoblin, rummaging around for an interesting implement to torture the stirge in area 7.
hp 6 (see area 7)
During Combat The hobgoblin calls for help from area 7 before engaging opponents in melee.
Morale The hobgoblin fights to the death.
Gear studded leather armor, light shield, longsword, 14 cp, 172 gp
Treasure: There is a 5% chance of finding any small, usable, specified item of torture.
13. Pit of the Eternal Flame (EL 2)
This flooded room is domed, the ceiling 40 feet high at its highest point. The walls 2 feet above water are covered in wet green weeds and slime. Around the walls are the remains of manacles set into the stonework. The northern steps lead to a blank wall that is of new construction.
The water filling the room here is tidal, being linked to the Korm Basin. The water is 1-1/2 feet deep except in the central 20-foot square, which is the 25 feet deep Pit of the Eternal Flame. In the shallow areas it costs 2 squares of movement to move into a square and the DC of Tumble checks in such squares increases by 2.
A large passable fissure leads from the bottom of the Pit to emerge underwater at the foot of the central tower on the wharf.
The secret door in the south wall (found on a DC 20 Search check) is 15 feet above floor level and opens on to a balcony (area 25).
Creatures: For every 10 minutes spent in the room there is a 20% chance that 1d3 lizardfolk will emerge from the waters in the Pit.
hp 11 (see area 1)
Development: If the alarm bell at area 17 has rung, Dark Odo (area 23) will be waiting on the balcony to harass any retreating intruders.
Treasure: The bottom of the water-filled Pit is deep with chained and weighted skeletons. The topmost skeleton is that of Yezal, the Sandlander high-priest. Beside this skeleton lies a money-belt containing 290 gp, a small bone carving on a leather thong (a lichway bullroarer, Appendix B) and a light mace in the shape of bound bones topped by a skull. Coiled around the haft is an iron snake. The mace is a +1 light mace, while the snake is a separate magic item, an iron snake (Appendix B). The command work for the snake, ‘ophidius,’ is inscribed in magic on the base of the skull.
Beneath the waters at the foot of the north steps is a decomposed body in rusted half plate with a backpack that contains a corroded longsword, a dagger, and 58 gp.
14. Jailer’s Room (EL 1)
The ceiling of this room is 15 feet high.
Creature: A torch in a holder on the north wall throws light on a bound and naked woman—Pinella—lying on a bunk against the south wall. Flushed and panting beside the bed stands a particularly ugly man: Foul-Faced Vivlok. His face is covered in warts and sores, and his clothing in some disarray.
At the foot of the bed a greatsword is propped against the wall, while above the bunk hangs a rope which, if pulled, rings a warning bell in area 17 (See areas 17 and 23).
Male human fighter 1
CE Medium humanoid
Init +5; Senses Listen +0, Spot +0
AC 15, touch 11, flat-footed 14
(+4 armor, +1 Dex)
hp 13 (1 HD)
Fort +5, Ref +1, Will +0
Spd 20 ft.
Melee greatsword +3 (2d6+1/19–20)
During Combat Vivlok’s chainmail is treated as having been donned hastily. At first opportunity Vivlok will ring the warning bell and then grab the greatsword next to the bunk.
Morale Vivlok fights to the death.
Str 13, Dex 13, Con 17, Int 12, Wis 10, Cha 4
Base Atk +1; Grp +2
Feats Improved Initiative, Power Attack, Weapon Focus (greatsword)
Skills Jump -1, Intimidate +1, Swim -7
Language Common, Draconic
SQ summon familiar
Gear chainmail
Female human wizard 1
LG Medium humanoid
Init +0; Senses Listen +0, Spot +0
AC 10, touch 10, flat-footed 10
hp 4 (1 HD)
Fort +0, Ref +0, Will +2
Spd 30 ft.
Melee unarmed +1 (1d3+1 nonlethal)
Str 12, Dex 10, Con 11, Int 14, Wis 7, Cha 15
Base Atk +0; Grp +1
Feats Alertness, Iron Will, Scribe Scroll
Skills Concentration +4, Decipher Script +6, Knowledge (arcana) +6, Knowledge (history) +6, Spellcraft +6
Languages Aquan, Common, Elven
SQ summon familiar
Pinella’s cloths are back in her cell, area 15. Her spell book, currently missing, contained dancing lights, enlarge person, light, magic missile, shield, and floating disc. She has no spells prepared at the moment, having used them all in the combat in which she was captured. She knows only of Vivlok and Erig (see areas 15 and 21) who captured her and alternate as jailers. She thinks Erig is all right for a follower of chaos and that Vivlok is the scum of the earth.
Treasure: Beside the bunk lies Vivlok’s belt with a keyring bearing 5 keys (to the cells in area 15), a pouch containing a longsword, a large empty sack, and 17 sp. These items are all wet with the last of the wine spilt from an overturned earthenware jug.
15. Cell Block
The ceiling here is 15 feet high.
Creatures: The barred cells are all locked except for ‘d,’ which is open and contains the torn clothing of the female wizard, Pinella (area 14). The locks may be picked with a DC 20 Open Lock check. The keys are on Vivlok (area 14).
The other cells are empty except for ‘b,’ in the corner of which sits a disconsolate looking man dressed in rags—the cleric Paxon.
Male human cleric 2
LG Medium humanoid
Init -2; Senses Listen +2, Spot +2
AC 8, touch 8, flat-footed 9
(-2 Dex)
hp 12 (2 HD)
Fort +3, Ref -2, Will +5
Spd 30 ft.
Melee unarmed +2 (1d3+1 nonlethal)
Special Attacks turn undead 5/day (+0, 2d6, 2nd)
Cleric Spells Prepared (CL 2nd, 3rd for Good or Healing spells)
1st—cure light wounds
Domains good, healing
Str 12, Dex 6, Con 11, Int 9, Wis 15, Cha 6
Base Atk +1; Grp +2
Feats Extra Turning, Self-Sufficient
Skills Concentration +3, Heal +6, Knowledge (religion) +4, Survival +4
Language Common
SQ spontaneous casting (cure spells)
Paxon’s knowledge of his captors extends no further than Pinella’s, as they were members of the same unfortunate party. But he knows about the appearance, abilities, and dronesong of the susurrus from a druid he once met.
16. Walled Cell
The ceiling of this cell is 15 feet high. A magic mouth has been cast in here to make ferocious, bestial noises whenever anyone approaches within 10 feet of the north door from the north side.
The ceilings of these rooms are all 15 feet high.
17. Gnome Exile (EL 1)
A table and 5 chairs are placed centrally in the sparse room illumined by lanterns on the wall.
A bell hangs from a chain in the north wall and is rung by pulling the rope in area 14.
Creature: If the bell has not been rung then, seated at the table, is the exiled gnome fighter Trob the Black, staring fascinated at a cube held in his hand.
Male rock gnome fighter 1
CE Small humanoid
Init +0; Senses low-light vision; Listen +1; Spot -1
AC 17, touch 16, flat-footed 17
(+6 armor, +1 size)
hp 11 (1 HD)
Fort +3, Ref +2, Will -1 (+2 against illusions)
Spd 20 ft.
Melee warhammer +3 (1d6/x3)
Spell-Like Abilities (CL 1st)
1/day—speak with animals (burrowing mammal only, duration 1 minute)
During Combat Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at Trob, automatically breaks his fascination with the cube. Trob will then try to get his back against a wall and yell to summon help. Both Runas (area 19) and Erig (area 21) will easily hear any loud disturbance and arrive in 1d2+1 rounds. Dark Odo (see area 23) will appear if needed at an opportune moment. She will observe events through a spy hole in the door from area 20.
Morale If wounded and no reinforcements are in sight, Trob will attempt to flee through area 20 to warn Dark Odo (area 23).
Str 11, Dex 10, Con 12, Int 7, Wis 9, Cha 9
Base Atk +1; Grp -3
Feats Lightning Reflexes, Weapon Focus (warhammer)
Skills Climb -3, Craft (alchemy) +0, Listen +1, Spot -1
Languages Common, Gnome
SQ gnome traits
Gear splint mail, warhammer
Treasure: The cube is a kaleidoscube (Appendix B).
Development: If the bell has previously been rung then inhabitants of rooms 19–22 will all be present and ready, including Trob, who will have placed the kaleidoscube in his side pouch.
18. Evil Curate (EL 3)
The carved wooden bed in the southwest is covered by a plain fabric. A small table, bearing wine and water jugs, and a chair occupy the northeast corner.
Creature: In the room, resting on the bed, is the human cleric Mundras.
Male human cleric 3
CE Medium humanoid
Init -1; Senses Listen +3, Spot +3
AC 15, touch 9, flat-footed 15
(+6 armor, -1 Dex)
hp 20 (3 HD)
Fort +3, Ref +0, Will +6
Spd 20 ft.
Melee mwk heavy mace +5 (1d8+2)
Special Attacks rebuke undead 2/day (-1, 2d6+2, 3rd)
Spell-Like Abilities (CL 3rd)
1/day—speak with animals
Cleric Spells Prepared (CL 3rd, 4th for evil spells)
2nd—death knell E (DC 15), desecrate D,E, shatter (DC 15)
1st—calm animals D, cause fear (2, DC 14), cause light wounds (+4 melee touch, DC 14)
0—detect magic, guidance, inflict minor wounds (+4 melee touch, DC 13), resistance
D domain spell, E evil spell; Domains animal, evil
During Combat Mundras will attempt to open any combat by casting shatter followed by cause fear before wading into the fray.
Morale Mundras fights to the death.
Str 14, Dex 9, Con 11, Int 10, Wis 17, Cha 9
Base Atk +2; Grp +4
Feats Combat Casting, Skill Focus (Handle Animal), Toughness
Skills Concentration +4 (+8 casting defensively), Handle Animal +5, Knowledge (nature) +4, Knowledge (religion) +4
Language Common
SQ spontaneous casting (inflict spells)
Combat Gear potion of cure serious wounds; Other Gear +1 chainmail, masterwork heavy mace, holy symbol
Treasure: Mounted on the south wall is a flail with gold chains (216 gp).
The bedspread has weights sewn into the hem so that it hangs down evenly round the bed, concealing the space beneath. There is nothing under the bed, but the weights in the spread are worth 200 gp each.
A large wooden chest rests in the northwest corner containing a heavy flail, a light mace, 50 feet of rope, 8 iron spikes, 2 flasks of oil, a flask of wine, and 6 torches. A false bottom (found with a DC 17 Search check) conceals 131 sp, 339 gp, and 12 jars of ointment of faerie fire (Appendix B).
19. Fighting Woman (EL 1)
This room contains a rough bunk and washstand against south wall on which burns a torch in a holder.
Creature: On the bunk, idly pulling the legs off a small spider, lies the fighting woman Runas.
Female human fighter 1
CE Medium humanoid
Init +0; Senses Listen -1, Spot -1
AC 15, touch 10, flat-footed 15
(+5 armor)
hp 10 (1 HD)
Fort +1, Ref +0, Will -1
Spd 20 ft.
Melee longsword +3 (1d8+2/19–20) or
longsword -1 (1d8+2/19–20) and
morningstar -1 (1d8+1)
During Combat Runas prefers fighting with two weapons, unless her opponents prove too difficult to hit.
Morale Runas fights to the death.
Str 15, Dex 10, Con 5, Int 8, Wis 8, Cha 13
Base Atk +1; Grp +3
Feats Great Fortitude, Toughness, Two-Weapon Fighting
Skills Handle Animal +5, Ride +4
Language Common
Gear chainmail, longsword, morningstar
Development: If the bell at area 17 has rung, Runas will be there instead.
Treasure: Under the washstand is small chest containing a flask of oil and an earthen (empty) pot. A loose stone in north wall (found on a DC 13 Search check) conceals 89 cp and 88 gp
20. Trob’s Room
The western door to this room has a small spyhole looking out on area 17.
This room is furnished as area 19 except that in a false bottom to the washstand (found on a DC 17 Search check) there lies 1 sp, 70 gp, and a small, totally rusted oval piece of iron with a toothed edge. The usual resident of this room is the exiled gnome, Trob (see area 17).
21. Fighting Man (EL 1)
The room is furnished as area 19.
Creature: Erig is a human fighting man and sits at the washstand. He has a small pouch of powdered minotaur horn, some of which he is stirring into a jug of wine in the mistaken belief that it is an aphrodisiac.
Male human fighter 1
CE Medium humanoid
Init +0; Senses Listen +2, Spot +2
AC 15, touch 10, flat-footed 15
(+5 armor)
hp 9 (1 HD)
Fort +1, Ref +3, Will +2
Spd 20 ft.
Melee longsword +3 (1d8+1/19–20)
Ranged shortbow +4 (1d6/x3)
During Combat Erig attempts to disarm opponents and then call for their surrender.
Morale Erig himself surrenders if reduced to less than 5 hp.
Str 13, Dex 16, Con 8, Int 15, Wis 14, Cha 9
Base Atk +1; Grp +2
Feats Combat Expertise, Improved Disarm, Weapon Focus (longsword)
Skills Climb +0, Handle Animal +3, Jump +0, Ride +7, Swim -5
Language Common, Gnoll, Goblin
Gear chainmail, longsword, shortbow with 18 arrows, 70 gp
Development: If the bell at area 17 has rung, Erig will be there instead.
22. Female Footpad (El 2)
The room is furnished as area 19.
Creature: Asleep on the bunk lies the female thief Orwen.
Female human rogue 2
CE Medium humanoid
Init +1; Senses Listen +4, Spot +4
AC 15, touch 11, flat-footed 14
(+4 armor, +1 Dex)
hp 8 (2 HD)
Fort -2, Ref +4, Will -1
Defensive Abilities evasion
Spd 30 ft.
Melee mwk cold iron short sword +3 (1d6+1/19–20)
Special Attack sneak attack +1d6
During Combat Orwen works with any allies to flank opponents. Otherwise she tries to stay out of melee.
Morale Orwen flees if reduced to less than 5 hp or if no allies are present.
Str 12, Dex 13, Con 7, Int 11, Wis 8, Cha 10
Base Atk +1; Grp +2
Feats Dodge, Toughness
Skills Climb +6, Disable Device +5, Hide +6, Listen +4, Move Silently +6, Open Lock +6, Search +5, Sleight of Hand +6, Spot +4
Language Common
SQ trapfinding
Gear +1 studded leather armor, masterwork cold iron short sword, concealed dagger, 96 gp
Development: If the bell at area 17 has rung, Orwen will be there instead.
Treasure: There are 4 torches on the washstand.
23. Yezal’s Chamber (EL 4)
The ceiling in this chamber is 20 feet high. A small waterfall cascades into a pool lit from 6 colored lanterns hung on the wall above—a narrow ledge running around the pool to the top of the waterfall. Sumptuous cushions are placed near the pool’s edge.
A plain rug covers most of the floor. Against the west wall is a wooden chest, atop which stands a small statuette of a magic-user holding a crystal ball.
Creatures: Lounging on the cushions, watching the lanterns gleaming through the spray, is the female enchanter Dark Odo. On the floor beside her is a brass waterpipe in which she is smoking the Virughan Violet blend of Black Lotus (Appendix B).
In the 12-foot-deep pool dwell 2 koalinth that have been charmed by Dark Odo. Koalinth are a marine species of hobgoblin, similar to the land dwelling variety in many respects, but have adapted to marine environments via the evolution of gills. Their bodies are sleeker than those of hobgoblins and they have light green skin with webbed fingers and toes. They dwell in shallow fresh or salt water and make their homes in caves.
Female human enchanter 3
CE Medium humanoid
Init +0; Senses Listen +5; Spot -1
AC 11, touch 11, flat-footed 11
(+1 deflection)
hp 12 (3 HD)
Fort +1, Ref +1, Will +4
Spd 30 ft.
Melee unarmed attack +1 (1d3 nonlethal)
Wizard Spells Prepared (CL 3rd)
2nd—daze monster (DC 15), detect thoughts (DC 14), fog cloud
1st—charm person (2, DC 14), mage armor, sleep (DC 14)
0—arcane mark, daze (DC 13), detect magic, light, read magic
Prohibited Schools invocation, necromancy
During Combat Dark Odo will order her koalinths to attack while she casts mage armor on herself. She uses daze monster on the most formidable looking opponent, and then tries to sleep or charm other opponents.
Morale If the koalinths are slain Dark Odo will cast fog cloud and attempt to escape.
Str 11, Dex 10, Con 11, Int 15, Wis 9, Cha 14
Base Atk +1; Grp +1
Feats Iron Will, Scribe Scroll, Spell Focus (enchantment), Toughness
Skills Concentration +6, Craft (alchemy) +8, Decipher Script +8, Knowledge (arcana) +8, Knowledge (history) +8, Spellcraft +10
Language Common, Draconic, Goblin
SQ summon familiar
Gear ring of protection +1
Male koalinth warrior 1
LE Medium humanoid (aquatic, goblinoid)
Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2
AC 13, touch 11, flat-footed 12
(+2 armor, +1 Dex)
hp 6 (1 HD)
Fort +4, Ref +1, Will -1
Spd 30 ft., swim 30 ft.
Melee spear +2 (1d8+1/x3)
Space 5 ft.; Reach 5 ft.
During Combat The koalinths work hard to prevent any opponent from approaching Dark Odo.
Morale The koalinths fight to the death.
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Base Atk +1; Grp +2
Feats Alertness
Skills Hide +5, Listen +2, Move Silently +5, Spot +2, Swim +9
Languages Common, Goblin
Gear leather armor, spear
Skills A koalinth can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Development: If the alarm in area 17 is rung Dark Odo will first go to area 25 to attack any intruders in area 13. If none appear then she moves back to area 20 to assist her minions in area 17.
Treasure: In a small onyx box (27 gp) beside the pipe is enough Virughan Violet for 1 smoke. The brass waterpipe is worth 10 gp.
The crystal ball held by the statuette is actually a pearl (523 gp).
The wooden chest beneath the statuette contains 3 torches, 3 flasks of oil, an earthen pot containing the ashes of Dark Odo’s past lovers, a 6-inch piece of wood carved in the shape of a finger, 83 sp, 85 gp, and a kaleidoscube (Appendix B).
Concealed beneath the waters of the falls is an iron spike wedged in the rock from which a chain runs down into the pool. The other end of the chain is attached to a sealed leather sack containing 237 gp, 397 pp, and 2 gems (200 gp each).
24. Yezal’s Bed Chamber (EL 1)
The ceiling of this room is 20 feet high. A large ornate wooden bed, a plain table set with water and wine jugs , and a chest occupy this room.
Treasure: The chest contains 2 weeks worth of rations.
A DC 20 Search check of the bed finds a secret compartment in the underside of the bed. The compartment is opened by a recessed button alongside that is fitted with a poison needle trap. (Dark Odo uses the wooden finger to press the button.)
Type mechanical
Search DC 22; Disable Device DC 20
Trigger touch; Reset manual
Effects needle (melee +8, 1 plus poison), poison (greenblood oil, DC 13, 1 Con/1d2 Con)
The compartment hides Dark Odo’s spellbook (roll for other spells in book).
25. Balcony
This balcony opens to area 13, some 15 feet above the floor level of that room.
26. Old Supplies Room
Straw litters the floor of this room, which smells of dog. The ceiling is 15 feet high.
Mundras’s dogs normally inhabit this room, but are at the moment they are in area 27. In the corridor 35 feet to the south lies a chewed kobold.
27. High Guard Sentry Room (EL 2)
The ceiling to this room is 25 feet high. A 15 foot wooden ladder lies on the floor, which is littered with garbage, rags, and bones.
Creatures: On the east wall, 15 feet up, is a recessed ledge 5 feet deep. There lie 4 hidden kobolds, cowering from 3 dogs covered in a pale, fiery glow (produced by the unction in area 18). The dogs are feasting on a kobold corpse. All 25 of the kobolds’ arrows are scattered on the floor, except for the 4 that are embedded in a glowing, freshly slain dog.
Male kobold warrior 1 (MM 161)
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2
AC 15, touch 12, flat-footed 14
(+2 armor, +1 Dex, +1 natural, +1 size)
hp 4 (1 HD)
Fort +2, Ref +1, Will -1
Weakness light sensitivity
Spd 30 ft.
Melee short sword +1 (1d4-1/19–20)
During Combat The kobolds are in a bad way, as the ledge is too high up for them to jump. They will try to hide and let any opponents take out the dogs. If anyone approaches the ledge the kobolds will make a feeble attempt to bluff their way out.
Morale If possible, the kobolds flee at the first opportunity. If cornered they will surrender.
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Base Atk +1; Grp -4
Feats Alertness
Skills Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Languages Draconic
Gear leather armor, short sword, shortbow (no arrows), 14 sp
Light Sensitivity (Ex) Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
MM 271
N Small animal
Init +3; Senses low-light vision, scent; Listen +5, Spot +5
AC 15, touch 14, flat-footed 12
(+3 Dex, +1 natural, +1 size)
hp 6 (1 HD)
Fort +4, Ref +5, Will +1
Spd 40 ft.
Melee bite +2 (1d4+1)
During Combat The dogs viscously attack anyone entering the room.
Morale The dogs fight until slain.
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; Grp -3
Feats Alertness, Track
Skills Jump +7, Listen +5, Spot +5, Survival +1 (+5 tracking by scent)
28. Iron Room (EL 1/4)
The ceiling to this room is 15 feet high. From the east and west walls project pointed iron bars 6 inches apart and aligned vertically. The pointed ends face each other with the west ones lined with the spaces between the east ones. There is a 2-foot gap between the facing points.
Creature: On the floor between the iron bars lies a suit of half plate, with holes about the size of the spikes punched in it, containing a skeleton (the missing one from area 9). The room is a harmless deterrent.
hp 6 (see area 9)
29. Old Storeroom (EL 1)
The ceiling of this room is 15 feet high. A noxious smell of rotting foodstuffs fills the room.
The reek emanates from several mold-encrusted barrels that have split and spilt their contents of flour, etc.
Creature: Feasting on a decomposing body beside their burrow in the northeast corner are 3 dire rats.
MM 64
N Small animal
Init +3; Senses low-light vision, scent; Listen +4, Spot +4
AC 15, touch 14, flat-footed 12
(+3 Dex, +1 natural, +1 size)
hp 5 (1 HD)
Fort +3, Ref +5, Will +3
Spd 40 ft., climb 20 ft.
Melee bite +4 (1d4 plus disease)
During Combat The rats swarm on the person closest to them.
Morale The rats attack until killed.
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Base Atk +0; Grp -4
Feats Alertness, Weapon Finesse
Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Disease (Ex) Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
Skills Dire rats and can always choose to take 10 on Climb checks, even if rushed or threatened.
Treasure: Beside the rats lies an old backpack containing some still usable belladonna, 5 iron spikes, a small matte white bellows made of wood, leather, and metal studs (the leather is split rendering them useless), a light mace, a silver cross, 52 cp, and a gold anklet (232 gp) inscribed with the name “Rena.”
30. Old Storeroom (EL 5)
This room is cluttered with torn and empty sacks. The ceiling is 15 feet high.
Creatures: A man-beast and his follower are in the room. These two creatures possess a special form of inflicted lycanthropy that allows them to change into baboons, humans, or baboon-human hybrids. They are currently in hybrid form, sitting amid a pile of rat bones and rolling to see who will have the pleasure of devouring the last dead rat that lies between them.
Male man-beast barbarian 1 (MM 172, 268)
N Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Listen +5, Spot +1
AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)
hp 24 (2 HD)
Fort +6, Ref +4, Will +0
DR 5/silver
Spd 40 ft.
Melee 2 claws +1 (1d6) and
bite -1 (1d6)
Special Attacks rage 1/day
During Combat Jessup will rage and then charge as soon as he spies opponents.
Morale Jessup fights until slain.
Base Statistics In human form, Jessup has the following statistics: Init +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 22; Fort +5, Ref +2; Str 6, Dex 11, Con 12; Climb +12, Jump +2, Swim +2. In baboon form, Jessup has a climb speed of 30 ft.
Str 10, Dex 15, Con 14, Int 12, Wis 7, Cha 13
Base Atk +1; Grp +1
Feats Alertness, Improved Natural Attack (claws), Iron Will, Multiattack
Skills Climb +13, Control Shape +2, Handle Animal +3, Jump +3, Listen +5, Spot +1, Survival +2, Swim +4
Languages Common, Sylvan; baboon empathy
SQ alternate form, fast movement
Gear waterskin, ring (142 gp), 81 gp
Alternate Form (Su) Jessup can assume the form of a baboon, or a man-baboon hybrid as a standard action.
Baboon Empathy (Ex) In any form, Jessup can communicate and empathize with baboons. This gives him a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands.
Rage (Ex) Once per day Jessup can fly into a rage for up to 7 rounds. In a rage, Jessup has the following changed statistics: AC 13, touch 11, flat-footed 11; hp 28; Fort +8, Ref +4, Will +2; Melee 2 claws +3 (1d6+2) and bite +1 (1d6+1); Str 14, Con 18; Climb +16, Jump +6, Swim +6.
Female man-beast warrior 1 (MM 172, 268)
N Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Listen +2, Spot +1
AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)
hp 15 (2 HD)
Fort +7, Ref +4, Will +0
DR 5/silver
Spd 30 ft.
Melee 2 claws +4 (1d4+2) and
bite +1 (1d6+1)
During Combat Tuxarra will fight alongside Jessup, trying to attack the same target.
Morale Tuxarra fights as long as Jessup is alive.
Base Statistics In human form, Tuxarra has the following statistics: Init +0; AC 12, touch 10, flat-footed 12 (+2 natural); hp 13; Fort +6, Ref +2; Str 11, Dex 11, Con 14; Climb +8. In baboon form, Tuxarra has a climb speed of 30 ft.
Str 15, Dex 15, Con 16, Int 5, Wis 7, Cha 13
Base Atk +1; Grp +3
Feats Alertness, Iron Will, Multiattack, Weapon Focus (claws)
Skills Climb +10, Control Shape +2, Listen +2, Spot +1
Languages Common; baboon empathy
SQ alternate form
Gear 49 gp, waterskin
Alternate Form (Su) Tuxarra can assume the form of a baboon, or a man-baboon hybrid as a standard action.
Baboon Empathy (Ex) In any form, Tuxarra can communicate and empathize with baboons. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands.
31. Yezal’s Store Room
The ceiling of this room is 15 feet high. Unburnt sticks of incense lie strewn on the floor along with torn and aged robes and an old shattered wooden chest.
Treasure: A small loose stone in the west wall (found on a DC 17 Search check) has a wooden stopper in its topside, sealing a cavity that is filled with a potion of healing.
32. Stream (EL 1)
The ceiling of this area is natural rock 8 feet high. Half on a rocky ledge to the east is slumped a body, hand outstretched towards a small rusted metal box at the rear of the ledge.
Creature: In the 1-1/2-foot-deep stream, under the ledge and quietly chewing on one leg of the body, is a spinescale (Appendix A).
hp 11 (Appendix A)
Treasure: The body is bearing a backpack containing 3 wooden stakes and mallet, a silver cross, 3 damp torches, a small metal ball, 279 gp, and a small phial containing a potion of haste.
The metal box is empty.
At first sight this creature appears to be a headless ape that moves on all four limbs. Over seven feet tall, the thing has no distinct features but its undulating form is covered with numerous bony spikes. A continuous rustling sound, like wind blowing through the trees, seems to somehow emanate from its body.
Susurrus illustration copyright © 1978. Used without permission.
Always N Large plant
Init +0; Senses blindsight 120 ft.; Listen +6, Spot +5
Aura dronesong (1,200-ft. radius, DC 14)
AC 16, touch 9, flat-footed 16
(+7 natural, -1 size)
hp 63 (8 HD)
Fort +9, Ref +2, Will +4
Defensive Abilities plant traits
Spd 40 ft.
Melee 2 slams +10 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict 1d8+7, improved grab
During Combat A susurrus loathes fire and will immediately attack any torch or lantern bearer in an attempt to extinguish the oxygen consuming flames.
Morale A susurrus will withdraw if reduced below 40 hp.
Str 20, Dex 10, Con 16, Int 5, Wis 10, Cha 7
Base Atk +6; Grp +15
Feats Ability Focus (dronesong), Iron Will, Toughness
Skills Listen +6, Spot +5
Environment any warm land
Organization solitary
Treasure none
Advancement 9–16 HD (Large); 17–24 HD (Huge)
Blindsight (Ex) A susurrus’s entire body is a primitive sensory organ that can ascertain creatures and objects by scent and vibration within 120 feet.
Dronesong (Su) A susurrus emits a continual dronesong that has a peculiar effect on corporeal undead creatures, causing them to feel ‘at peace.’ At the end of each of a susurrus’s turn, such creatures within 1,200 feet of it must succeed on a DC 14 Will save or fall into a sleep-like condition. Affected undead are helpless. Physical damage will rouse an affected creature, but normal noise does not. There is no limit on the number of creatures that may be affected and the condition persists for as long as they are within range of the dronesong. The save DC is Charisma-based. A creature that successfully saves may still be affected again by the same susurrus’s dronesong in subsequent rounds.
Improved Grab (Ex) To use this ability, a susurrus must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex) A susurrus deals 1d8+7 points of damage with a successful grapple check.
The susurrus is a strange plant creature. Its exoskeleton is honeycombed with small ducts and passageways through which the beast continuously draws in the air on which it feeds. This constant ‘inhaling’ creates the beast’s characteristic dronesong, which only ceases when the beast dies. It is reminiscent of wind blowing through trees and can be heard up to a quarter of a mile away through unobstructed airways or beyond one closed door. The dronesong reverberates through corridors, making it difficult to pinpoint the direction from which it emanates, but will become noticeably louder as the beast is approached. This noise has a peculiar effect on undead creatures, causing them to feel ‘at peace’ whereon they sleep the ‘sleep of the dead’.
Susurri are often seen immobile in windy locations taking in the air, and are surprisingly fast, aggressive and dangerous if encountered. Susurri are believed to have a lifespan of at least 1,000 years and they communicate by means of subtle variations in their dronesong.
This creature appears to be a monstrous frog, over three feet in length. Its hide is covered with leathery scales, and two prominent fangs protrude from its maw.
Spinescale illustration by Polly Wilson, copyright © 1977. Used without permission.
Always N Small aberration
Init +1; Senses darkvision 60 ft.; Listen +1, Spot +3
AC 13, touch 11, flat-footed 13
(+2 natural, +1 size)
hp 11 (2 HD)
Fort +2, Ref +1, Will +2
DR 5/bludgeoning
Weakness water adapted
Spd 30 ft., swim 20 ft.
Melee bite +3 (1d4+1 plus poison)
Space 5 ft.; Reach 5 ft.
During Combat As their strange, mutated bodies are so cumbersome out of water, spinescales will usually try to avoid any fights on dry land.
Morale Hungry spinescales will fight until slain.
Str 12, Dex 13, Con 14, Int 2, Wis 9, Cha 6
Base Atk +1; Grp -2
Feats Alertness
Skills Hide +6, Jump +3, Listen +1, Spot +3, Swim +9
Environment temperate or warm land, aquatic, and underground
Organization solitary, pair, or cluster (3–6)
Treasure none
Advancement 3–4 HD (Small); 5–6 HD (Medium)
Poison (Ex) Injury, Fortitude DC 13, initial damage 1d8 hp, secondary damage –. The save DC is Constitution-based.
Water Adapted (Ex) When out of water a spinescale takes a -2 penalty on attack and damage rolls due to its cumbersome form. (These modifiers are not included in the statistics block.)
Skills A spinescale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spinescales are a frog mutation, created inadvertently by the Master Alchemist Vollan. During his experiments to produce a new acid, certain untreated chemical wastes from his laboratory found their way into the drainage system and eventually contaminated some nearby streams and ponds. Fortunately, no other forms of life were affected besides the frogs.
Within a short period of time, the frogs mutated to become much larger. They developed a tough outer skin of leathery scales save for a small area around its underside. They grew razor-sharp teeth and also developed two fangs on their palates with which they could inject poison into their prey. From insects, they developed a taste for human flesh and would sit motionless in the shadows of shallow pools waiting to tear apart the legs of some foolish traveler who unwittingly stepped into the water.
Aura faint enchantment; CL 1st
Slot – (held); Price 750 gp; Weight –
Each face of this cube is 1-1/2 inches square and transparent. Within the cube are small colored spheres which, when the cube is shaken, ricochet around, leaving beautiful trails of translucent color. The user must make a DC 11 Will save or become fascinated for 2d4 rounds, staring happily into the cube.
Kaleidoscubes are commonly distributed by wizards to their less intelligent minions.
Requirements Craft Wondrous Item, hypnotism; Cost 375 gp
Aura moderate abjuration; CL 7th
Slot – (held); Price 1,800 gp; Weight 3 lb.
This object is of bone and is carved in the shape of a susurrus (see Appendix A). When whirled it creates a high-pitched whistling noise. The noise protects the wielder and all creatures in a 10-foot radius from attacks by a susurrus. Attacking a warded susurrus immediately breaks the effect.
Requirements Craft Wondrous Item, antiplant shell; Cost 900 gp
Aura faint evocation; CL 5th
Slot –; Price 250 gp; Weight 1/2 lb.
This unguent, when rubbed on a person or object, causes the subject to be bathed in a pale glow, as per faerie fire. The effect lasts for 5 rounds.
Requirements Craft Wondrous Item, faerie fire; Cost 125 gp
Aura moderate transmutation; CL 11th
Slot –; Price 750 gp; Weight 1 lb.
This item appears to be a snake wrought of iron. When the correct command word is spoken, the snake becomes a normal Small viper snake (MM 281) under the command of its possessor. The snake understands Common but does not speak. If the snake is broken or destroyed in its metallic form, or if it is slain in animal form, the item is forever ruined. All magic is lost, its power departed.
The item can be used once per week for up to 10 rounds per use. When 10 rounds have passed or when the command word is spoken, the viper once again resumes its metallic form.
Requirements Craft Wondrous Item, animate objects; Cost 375 gp
Aura moderate necromancy; CL 7th
Slot –; Price 3,750 gp; Weight –
This cursed object appears as a tiny, milky-blue translucent cube with a different small rune carved on each face. Its possessor takes a -1 luck penalty on attacks, saving throws, ability checks, and skill checks.
Requirements Craft Wondrous Item, bestow curse; Cost 1,875 gp
Aura faint divination; CL 5th
Slot –; Price 200 gp; Weight –
This is a special pipesmoke made from the Black Lotus. It gives the smoker a +6 bonus on Listen checks for 1 hour.
Requirements Craft Wondrous Item, clairaudience; Cost 100 gp