Sunteți pe pagina 1din 69

T HE L OTTERY D UNGEON

& S URROUNDING A REA

A N A DVENTURE S ETTING
FOR FANTASY GAMES
By Simon Forster 2012

Designed for use with the Adventurer Conqueror King System


The Lottery Dungeon, Oasis of the Laughing Frog Adventure Setting

Copyright 2012 by Simon Forster

www.theskyfullofdust.co.uk

Cartography by Simon Forster

D ESIGNED FOR USE WITH THE ADVENTURER CONQUEROR KING SYSTEM ( AUTARCH .CO)

(see license at end)

2
Page
I NTRODUCTION
THE LOTTERY The Lottery Dungeon is a fantasy location that comprises the dungeon itself, the
outpost that has grown around it, and the desert that surrounds them. It is

DUNGEON
placed in a generic wilderness, to allow easy insertion into existing campaigns,
designed to be as compatible as possible with classic fantasy game systems.

This adventure setting consists of the following:


Beyond the borders of the civilised lands, deep in the desert and below an oasis,
lies a strange dungeon of unknown origins. A small caravansary has been built The Oasis of the Laughing Frog: map and details of the settlement and
around it, profiting on the treasures that are hauled out of the dungeon by oasis; rules for carousing and mishaps; encounter tables in the
intrepid and foolish adventurers, and by the services offered to such folk. settlement; important non-player characters and the services they
provide; as well as details of the lottery itself;
This dungeon was once known as The Shifting Dungeon, due to the way the
interior rotates and moves every few hours; but it is now more commonly The Lottery Dungeon: a five-level dungeon, mapped and locations
referred to as the Lottery Dungeon due to the way the local khan allows entry sketched out; a set of modular dungeon levels that can be added to
into the dungeon. The oasis itself has become known as the Laughing Frog, due to extend the dungeon in different ways; encounter tables for all levels;
the temple that has taken up residence, dedicated to the deity of the same name. details of the rotating dungeon; some tables for added dungeon
Every would-be adventurer who arrives in town can purchase a lottery number, dressing; notes on keeping the dungeon alive after it has been explored;
and every day the local khan pulls numbers from a barrel, and whoever has that
The Desert: area map and a few notable locations; encounter tables for
number gets the chance to enter the dungeon and keep any treasure they find; if
the desert; and a ruined tower to explore for when adventurers need a
they come back at all.
break from the dungeon.
This lottery brings individual adventurers together, forming random parties who
The Lottery Dungeon is designed with short sessions and differing groups of
delve below, often coming back before the dungeon shifts and seals itself; for this
players in mind, allowing for a short delve with players who can make it to a
dungeon is only open for a couple of hours a day, and randomly moves so that
gaming session; something that would work well with G+ Hang-Outs, Online

3
the doorway leads into a different location, sometimes the same, mostly
sessions, or at gaming stores; but which can still be used by more stable or longer

Page
somewhere else in the dungeon. Most adventurers go in, quickly explore, then
session gaming with no alterations. The dungeon maps are freely available, for
come out before they are sealed inside for a day. Those that are trapped inside
use in on-line gaming, and printing, at: www.theskyfullofdust.co.uk.
seldom come out alive.

Gems, gold coins the size of a mans fist, magical items and ancient scrolls have
C OMPATIBILITY
all been found and brought back out; strange creatures have been found below, This adventure setting was designed using the Adventurer Conqueror King System
as have deadly traps and obscure puzzles; while the outpost offers services to (ACKS) rules in mind, but is as generic as it possibly can be, and is compatible
keep an adventurers equipment maintained, their bellies full, and their desires with similar rules. All page references refer to the ACKS core rule book (e.g. ACKS
satisfied. page xx).
T HE O ASIS OF THE L AUGHING F ROG A N IGHT AT THE O ASIS
An oasis situated several leagues from the main trade road that cuts through the After a few hours adventuring, with loot to spread around, adventurers can enjoy
desert, hidden from view by a jutting rock shelf that legend has it is the remains themselves and earn additional experience points for spending their hard-earned
of a petrified giant. An outpost has been built around the oasis, and the dungeon gold on drinks, food, and entertainment. Such activities last the night, and likely
that was discovered there. A caravansary has slowly grown over the years and a the early morning too.
temple has been raised to a local deity, the Laughing Frog; god of luck and
adventurous spirit, where its priests laugh in the face of danger. A character can spend 1d6 x 50 gp on drinks, food, ladies and entertainment, to
gain that many Experience Points (XP). They must then make a saving throw
The local khan is in charge, keeping order with his hefty guards. The outpost has versus poison to avoid a mishap, as per the table below:
stalls, a watering hole and inn, and once a week merchants come to trade,
opening a bazaar in the middle of the settlement. They come here to sell and buy 1d10 Carousing Mishap
from those adventurers who have survived the dungeon and come out with gold 1 Gambling while drunk: lose 90% of money from a series of bad hands.
to spend. More adventurers arrive with the merchants, as well as those looking
for work and hoping to gain fame and profit by proxy, hiring their services to Offend the local guards: treated with disdain for the next 1d4 weeks, with a 2 in
2
6 chance of an encounter with them becoming violent.
whichever adventurer will take them on.
Horribly, horribly drunk: suffer -2 on to attack, proficiency and saving throws for
M AP K EY 3
the next 4d6 hours.
1. The entrance to the dungeon;
Beaten & robbed: mugged by some nameless nomad. Lose all money and all but
2. Travellers Desire (brothel); 4
1d4 items of equipment; 50% chance of being stripped naked too.
3. Cells (to put troublemakers);
4. Essential Supplies (basic adventuring supplies; Market Type V); Bar brawl: caused a fight in the local watering hole. Thrown into the cells for 1d6
5
days, lose 1d6 hit points per level, and fined 25 gp.
5. Trading Office (Madani is here, representing his Merchant House);
6. Fortune Teller; 6
Deadly duel: offended someone so badly that they now want a duel, that
morning. Opponent is a fighter of 1d6 levels, armed with a long sword, in chain.
7. Market Stalls (occupied once a week, otherwise empty; Market Type IV);

4
Page
8. Guard Post (four guards on duty at any time); What happened? Awake, naked and hung-over, in (1) the temple, (2) the khans
7
9. Stables (1d4 horses, 1d6 camels); quarters, (3) the barracks, (4) the oasis pool, half-way in the water.
10. Temple of the Laughing Frog; Desecrated the local temple: the Laughing Frog is unhappy, and his chuckle is
8
11. Barracks; unpleasant. Cursed for the next venture into the dungeon or other location.
12. The Last Chance Saloon; Killed a camel: punched a camel hard enough to kill it, and it was one of the
9
13. The Inn of the Wandering Camel; Head Merchants favourites. In debt to him for 250 gp.
14. The Khans Quarters. 10 Offend the khan: thrown into the cells for 1d4 days, and fined 50 gp.
R UMOURS T HE L OTTERY
The local watering hole is a good place to hear rumours and tall tales. With each
Every day, at 09:00 hours, the local guards bring the barrel of lottery numbers
visit to the bar a character hears a rumour; a few gold coins and they hear
from the temple, to the platform next to the dungeon entrance. They then pull
another, and a successful night on the town gains a third. Roll on the table below
out five numbers, sometimes more, sometimes less (depending on how many
for local rumours about the dungeon and the immediate.
have paid for a ticket) and call them out. Those adventurers called assemble
1. It is said that there are five or more levels to the dungeon, but no one has ever made it before the entrance, which opens, like clockwork, at 09:17 precisely. It remains
as far as the fourth (True); open for 2 to 5 hours, and is preceded by a deep rumbling as the dungeon below
2. An invisible monster roams the upper level, devouring all in its path (True); rotates into position.
3. Those that got stuck in the dungeon but survived saw creatures made of tar fixing
traps and re-locking doors (True); Lottery Tickets can be purchased at the temple or inn for a cost of 5 silver pieces
4. There is a pit that holds the bodies of dozens of dead adventurers and all of their loot a ticket. Ideally, whichever Player Characters (PCs) are available get picked, plus
(False); any henchmen, foes or allies the referee wishes to include.
5. On the second level the dead walk, feasting on the living (True);
6. There is a table of purple crystal reputed to restore life to the dead (True, to a point); A small crowd often gathers outside to watch for the adventurers return.
7. Three levels down are corridors full of statues, that come to life and attack the unwary
Vendors sell nibbles and ale, and sometimes a bard plays to keep the crowd
(True);
8. Giant spiders, rats and frogs have been seen in the dungeon (True); entertained while they wait. The Khan often watches too, as do several of his
9. Somewhere in the dungeon is a statue of utter evil that has corrupted the creatures men; usually in case anything other than the adventurers come out.
inside (Mostly True);
10. A giant snake guards the way to the lower levels (True); U RBAN E NCOUNTERS
11. The legendary rogue The Black Rat brought back a ruby the size of his head, and said Every day that adventurers are about the town, there is a 2 in 6 chance of some
there were many more below (False); interesting encounter taking place in their vicinity; as determined by the
12. The khan was once a powerful magician, exiled from his home for unlawful use of following table.
sorcery (False);
13. The great rock shelf between the oasis and trade road is the petrified remains of a
1d6 Encounters
giant (False);
14. Musheera, the fortune teller, has an uncanny ability to predict a persons death 1 2d6 bandits come in looking to cause trouble.

5
(Partially True); A merchant caravan comes in, willing to sell or trade before heading off the

Page
2
15. It is said that the local barkeep and his family are on the run from the law (False); following day (1d6 wagons, 2d4 merchants, 4d6 guards; treat as Market Type III).
16. No one that gets stuck in the dungeon ever returns (False, but many havent); 1d4 of the khans men have got stinking drunk and are in the mood for a fight,
17. If you kill a giant frog, you are cursed (True); 3 brawling only, lasts 2d10 rounds before other guards break it up (-1 to hit, 1d3
18. The Temple of the Laughing God is here because the priesthood is looking for nonlethal damage).
something deep in the dungeon (True); A party of 1d4+2 adventurers arrive, intent on testing their ability in the dungeon.
4
19. Zafar, the khan, was once a notorious bandit (True, but long retired);
20. Deep in the dungeon is a jungle, full of prowling beasts (True). 5 4d6 raiders on camels approach the oasis, testing the defences of the outpost.
A dune shark comes burrowing up from underneath the earth, outside the walls
6 (AC 6, Move 120 (40), burrow 180 (60), HD 6, #At 3 (2 claws, bite). Dmg
1d6/1d6/2d6, SV F6, ML +2, AL N, XP 320; new monster).
P ERSONS OF I MPORT ANCE T H E H I GH P R I EST OF THE L A UG HI N G F R O G
A few important and interesting characters can be found in the oasis. Unless
th The local temple is managed by the priest called Alim. He is an old man,
otherwise noted, all are 0 Level humans with 1d6 hit points.
seemingly frail and doddering, but his fragility hides a keen intellect and a sharp
T H E K H AN wit. He believes he is here to watch over the dungeon and those who enter it,
The man in charge is the former bandit Zafar, now the local khan having settled and (for a donation) is happy to aid those who seek his help. Has treasure equal
down to enjoy the spoils of his decade-long banditry. A stern, fair man, with to Type B x in the temple, but no useful magic items.
numerous scars, he has mellowed with age but is still capable of dealing with
Cleric, Level 3 (Priest)
troublesome would-be adventurers who cause chaos in his oasis. Has treasure
STR 8 (-1) INT 9 WIS 13 (+1) DEX 6 (-1) CON 6 (-1) CHA 8 (-1)
equal to Type D x in his quarters.
AC -1, Move 120 (40), HD 3d6-3, hps 10, #AT 1 (10+ throw, by weapon),
Fighter, Level 5 (Exemplar) Dmg 1d6-1 or 1d4-1 (staff or sling), SV as C3, ML 0, AL L; Turn Undead.
STR 13 (+1) INT 9 WIS 10 DEX 10 CON 12 CHA 12 Proficiencies: Healing, Prophecy.
st
AC 5, Move 120 (40), HD 5d8, hps 17, #AT 1 (7+ throw, by weapon) , Dmg Spells: (1 x 2). Has access to healing herbs, 2d6 per week.
1d6+4 with sword, SV as F5, ML +3, AL N.
Proficiencies: Command, Leadership, Manual of Arms. Equipment: Holy symbol (jade laughing frog), sling, 30 sling stones, quarterstaff,
grey wool tunic and pants, leather belt, low boots.
Equipment: Well-oiled magic +1 sword (+2 to hit), metal shield re-painted many
times, slightly battered chainmail armour, crossbow, case with 20 quarrels, T H E I N N K E EP E R
military tunic, boots. Running the settlements sole inn, is the jolly Nazmi. He is a pleasant man,
widowed but with two fine daughters (Ghada and Gharam) who help him run
THE KHANS MEN the inn.
A dozen guards, all loyal and well-paid by the khan, keep the peace. Each hails
T H E H EA D M ER C HA N T
from one of the nomadic tribes that travel the desert and adjacent plains, and
are all experienced warriors. Madani is the local chief of trade, responsible for ensuring the weekly market is

6
profitable and peaceful. He is a greedy, stingy man with a lust for gold and is
Have treasure equal to Type B x in the barracks.

Page
always trying to sell goods for more than they are worth. If anyone has a specific
need, Madani is the person to talk to.
Fighters, Level 2 (Warrior; Guardsman template)
AC 5, Move 120 (40), HD 2d8, hps 11, #AT 1 (9+ throw, by weapon) T H E B A R K E EP ER
Dmg 1d6+1 or 1d10+1 (mace, or polearm), SV as F2, ML +2 (+5 with khan), AL N. A timid man who seems terrified of adventuring sorts, Raif runs the local
Proficiencies: Alertness, Signalling. watering hole, along with his dullard son (Abbas) and equally timid wife
(Baseema). They came out here to find a quiet life, not realising that the
Equipment: Glaive, flanged mace, wooden shield, chain mail armour, armigers dungeon attracts all sorts of rogues. He longs to leave, but hasnt the funds or
tunic and pants, low boots. courage to do so.
T H E F O R T U N E T E LL E R
Musheera is a former nomad who has settled here because it has an enhancing T HE L OTTERY D UNGEON
affect on her powers of precognition. She tells fortunes by cards, runes and
No one knows who constructed the dungeon, and as yet no one has made it as
crystal ball, and can be worryingly accurate at times. For a payment of 5 silver
far down as the fifth level. What is known is that the dungeon is at least two
she will make a reading, which has a 2 in 6 chance of acting as a Augury spell for
centuries old, is inhabited by unusual monsters, undead and living statues, and is
an event that will take place in 1d6 days.
strewn with traps that waylay the unwary. Gold, jewels and magical items of a
wondrous nature have been hauled from its depths, and over a dozen foolish
adventurers have lost their lives in the past year.

For several hours a day the dungeon is open, with each level linked by trapdoors
and stairwells, although never in the same way. Every day, just before the
entrance swings open, the multiple levels rotate into place, connecting their
entrances in different layouts. When the time is up, the dungeon rotates again,
this time shutting off all access to not only the outside world, but to the other
levels as well. Those trapped inside the dungeon during that time, effectively a
whole day, seldom return.

In game terms, most levels have six entrances, randomly determined whenever
the level is entered during the two to five hours the dungeon is open. As the
sixth hour begins, the levels move out of alignment, and all exits are sealed off by
solid stone. Unless by magical aid, anyone trapped inside has to remain on
whatever level they are in until the next day, when the dungeon reopens at 9.17
precisely; and then, the levels shift into a new alignment by more random rolls.

There are five main levels, and an additional six further levels that can be used as

7
desired; they can cover another six levels, or alternating, random level sixes that

Page
differ each time the sixth level is entered.

Each level is briefly described in terms of decorations and atmosphere, followed


by a table for wandering monsters or encounters, then the map of the dungeon
level is detailed by keyed locations. In addition, a section on replenishing the
dungeon follows each level, to reoccupy cleared rooms.
D UNGEON L EVEL 1 M AP D ET AI LS
The entrance to the dungeon leads to a set of worn stairs (A) that in turn lead to
A mostly uninhabited level, at least when the dungeon is open, this is a testing
an antechamber, with old wooden doors bound in rusted iron. The chamber (B)
ground for many would-be adventurers. Those that survive to the lower levels
holds a large statue of the Laughing Frog, squatting and laughing on a stone lily.
consider themselves true and worthy adventurers; those that leave empty-
It faces the entrance and is made of sandstone. The exit leads to another plain
handed or flee in terror retire to farms and hamlets, lamenting their brush with
corridor, which ends in a set of steps that descend some ten feet to a pair of
fame and fortune.
heavy stone doors that easily swing open (C). These doors remain closed while
D E CO R the dungeon is out of alignment, but once it rotates into place, they swing
This level is all curves, with not a straight line to be found. The corridors are inwards to reveal another set of stone doors that push open into one of the six
round, the domed rooms curve as they met the concave floors and walls, and the entrances to this level (roll 1d6 to determine which entry, each time the dungeon
doors are ovals that slide left into the walls when pulled by their stone grips. All is aligned).
are made of the same dull grey stone, the 10 high walls, floors and ceilings in 2
[1. Entrance]: A ten-foot chamber with a door opposite. This is a well-trodden
blocks, the doors a single sheet of 2 thick stone, nine feet high and three wide,
with finger-thin crevices acting as handles to grip. Some doors are open, some entrance and the floor is showing wear in a path between the two doors.
are locked with a built-in tumbler that is easy to pick, while others are trapped
[2. Entrance]: This twenty-foot room opens straight into a corridor. At the top of
but unlocked. All the stone doors are heavy and difficult to move, requiring an
a set of stairs, lies a hidden trap. This room has had little traffic, and there are
Open Doors throw (18+) to open. A chill permeates the whole level, and an oily
traces of blood stains on the floor just before the corridor.
smell lingers in the air. Unless otherwise noted, none of this level is lit.
[3. Entrance]: A thirty-foot room with a statue of a coiled snake in the centre.
W AN D ER I N G M O N ST E R S The statue is sculptured out of oak, with two rock crystal stones for its eyes
During the hours the dungeon is open there are no wandering monsters, but as (worthless trinkets). The shed skin of an enormous (10+) snake lies at its base.
soon as the dungeon rotates out of alignment, two things happen: one, the
Caretaker is released to clean the dungeon; and two, the Custodians are born [4. Entrance]: This forty-foot room has chipped and broken tiles on the ceiling,
and head out to repair any damage, reset and swap traps, and deal with any painted with a scenic view of a deep-blue sea overlooked by towering cliffs. In
intruders that they find. the centre of the room is a shallow pool of fresh water, magically replenished

8
every day, with a bronze lever at the bottom. The exit is a secret door flush with

Page
An encounter occurs on a 1 in 6, checked every two turns. the wall, and the lever in the pool opens it; the door swings up into the room,
staying open for a turn before swinging shut. It can be pushed with ease from the
1d6 Encounter other side, where it stands out as a paler strip of the wall.
1-4 2d6 Custodians (AC 2, Move 40, HD 1*, #At 1 (club), Dmg 1d6, SV F1, ML 0, AL N,
XP 13; weapons stick in tar; new monster) [5. Entrance]: A domed chamber, fifty-feet wide, with a trail of black stains
5-6 The Caretaker (AC 1, Move 60 (20), HD 4*, hps 18, #AT 1 (slam), Dmg 2d4, SV F2, leading from all doorways, skirting the edge of the room.
ML N/A, AL N, XP 135; paralyse; ACKS page 170)
[6. Entrance]: This chamber has four white marble pedestals standing before
four shallow pools of coloured water. Atop each pedestal is a goblet of coloured
glass. From left to right, from the main entrance, the goblets are coloured red,
green, blue and orange; the pools, orange, blue, green and red. If the a coloured
goblet is dipped into the matching coloured pool and drank from, a beneficial brooms with a few bristles remaining, a warped reed basket holding dozens of
effect is bestowed on the drinker; otherwise the water becomes deadly poison rusted iron nails, and a hammer.
and unless a save is made, the drinker dies in 1d6 rounds violently coughing. If
the water is drank without using a goblet, it is plain ordinary water. [11. Blood-Splattered Room]: A room splattered with blood, only a few days old.
There are deep scratches on the walls, more on the floor as if someone had been
The beneficial effects are: [Red] increased strength (+1 to hit and damage for 1d6 dragged away. A broken sword lies forlorn in the centre of the otherwise empty
turns); [Green] restores 1d6 hit points; [Blue] removes any and all diseases; room.
[Orange] neutralises poison; each can be benefited from only once per day, and
[12. Monster Corpse]: Both doors into this room are locked. A desperate party of
combining the effects has a 1 in 6 of having some adverse affect determined by
adventurers used some dark magic to conjure a creature to aid them, but it
the Judge. The exit doors are trapped, but not locked.
turned on them and slew them all, but found itself unable to leave the room and
[7. Crypt]: This twenty-by-twenty room holds an old sarcophagus, made of grey was sustaining itself on the bodies of the dead. It ran out of food a couple of days
stone, with a lid sculptured to resemble a gaping maw full of jagged teeth. An ago and is now dead. The creature was an eel-like monster as black as pitch, with
inscription in some dead language is engraved along the bottom of the coffin: thirty-three yellow lidless eyes on its arrow-shaped head, and its mouth is full of
Here Lies He Who Will Not Sleep. Inside lies a withered corpse with leathery needle-like teeth. Its heart is a small ruby worth 100 gp.
tatters of skin hanging off yellow, brittle bones. The skull is cracked and has fangs
for teeth. Anyone opening the sarcophagus awakens this undead creature, which Strewn across the room (which looks to have once been a waiting room of some
immediately sits up and attacks. It will pursue the opener of the coffin to the sort, with wooden benches fixed onto the walls every ten feet, many now
ends of the earth, not resting until the would-be tomb robber is dead. splintered and broken) are fragments of bone, blood stains, broken weapons and
torn armour (three swords, an axe, the remains of a crossbow, a suit of chain and
Immortal Skeleton (AC 2, Move 120 (40), HD 2**, hps 10, #AT 1 (claw), a leather tunic), a dozen ripped sacks, a coil of 50 rope, a set of bent lock-picking
Dmg 1d4, SV F2, ML n/a, AL C, XP 38; Special: immortal: when slain tools, a shattered lantern and a surprisingly intact flask of oil. A pouch lies in a
crumbles to dust, but reappears inside its coffin 2d6 hours later, fully corner, hidden beneath a splintered shield, and contains 23 gp, 19 sp and a
formed. If the lid has not been replaced, it will clamber out in search of dozen coppers.
the person that opened it initially. It can be lain permanently to rest by
blessing it after its demise; otherwise as Skeleton, ACKS page 193). [13. Rival Adventurers]: This, with its trapped and locked doors, has walls

9
engraved with murals of butterflies flitting through a forest. A closer look reveals
[8. Empty Room]: The door to this room is trapped, and opens into a plain room

Page
dead bodies hidden in the undergrowth, and all of the butterflies have human
with nothing of interest. heads.
[9. Throne Room]: This chamber (with a trapped door) has threads of once grand
tapestries lying on the floor. A plain stone throne sits at the back of the room, Currently, this room is also the camp of a party of adventurers who have recently
flanked by two small stone stools. In front of the throne is a pile of broken glass, arrived in the dungeon and are trying to decide where to go next. They came
that was once a statue of a king. through the entrance in Room Five, but have gone no further. Their leader is a
Cleric who is a meticulous planner, and before they go any further he is
[10. Broom Closet]: This locked room is what appears to be a disused broom determined to plan ahead and prepare them for whatever lies within.
closet. Old but sturdy wooden shelves hold a wooden (leaky) bucket, a couple of
The party consists of a nomad, a retired man-at-arms from the nearby kingdom, The Caretaker, a gelatinous cube (AC 1, Move 60 (20), HD 4*, hps 18, #AT
and a disciple of the All-Seeing Eye. All have packs containing a couple of days 1, Dmg 2d4, SV F2, ML N/A, AL N, XP 135; paralyse; ACKS page 170).
rations, two torches, and the disciple carries a lantern and three flasks of oil (this
is lit). The nomad has a coil of rope around his waist (50 length), and the disciple [17. Snake Feast]:
has a silver holy symbol (an eye). Each carries 2d10 gp, 1d20 sp, and 1d12 cp. This room holds the entrance to the next dungeon level: a trapdoor of iron opens
onto a set of stairs that leads down to one of six possible entries into Level Two
Nomad Aleah: Fighter, Level 2 (Warrior) (determine randomly when dungeon levels are aligned). A statue of a snake-
(AC 3 leather & shield, Move 120 (40), HD 2d8, hps 9, #AT 1 (scimitar), headed woman dressed in veils watches the door, and around its sandstone
Dmg 1d6+1, SV F2, ML +2, AL N, XP 20; Berserkergang, Endurance. figure lies the corpse of a giant snake, black with silver patterning. This 20 long
snake was the guardian of the trapdoor and three Fire Beetles are currently
Man-at-Arms Asher: Fighter, Level 1 (Man-at-Arms) chomping away on its decaying flesh.
(AC 5 chain mail & shield, Move 120 (40), HD 1d8, hps 5, #AT 1 (sword),
Dmg 1d6+1, SV F2, ML +1, AL N, XP 20; Combat Reflexes, Tracking. Fire Beetles, x 3 (AC 5, Move 120 (40), HD 1+2, hps 3, 6, 9 #AT 1 bite,
Dmg 2d4, SV F1, ML -1, AL N, XP 15; ACKS page 156).
Disciple Jacob: Cleric, Level 2 (Acolyte)
(AC 4 chain mail, Move 120 (40), HD 2d6*, hps 9, #AT 1 (mace), Dmg [18. Trapped Corridor]: This trapped corridor has a statue of a laughing frog at
1d6, SV C2, ML 0, AL L, XP 29; turn undead, spells (Cure Light Wounds); the end. The trap is triggered by a pressure pad (2 in 6), causing a flurry of darts
Healing, Mapping. to fly from the frogs mouth. Anyone along the corridor is liable to be hit: 1d6
darts per person, all with 11+ attack throw, dealing 1d4 damage, and save versus
[14. Animal Pen]: This room has a number of 5 cages, bamboo with leather poison or fall into a deep slumber for 2d6 turns. This trap is reset every day, and
straps to lock them, placed along the walls. Inside the cages are several (1d8) Fire holds enough darts for three triggered attacks.
Beetles, which the Custodians let out to repopulate the dungeon when they
need to. [19. Birthing Chamber]: This is where the Custodians are born when the
dungeon shifts. A statue of some hooded and robed human stands looking over
Fire Beetles, 1d8 (AC 5, Move 120 (40), HD 1+2, #AT 1 bite, Dmg 2d4, at a pit of bubbling tar that is very deep. From this pool the Custodians ooze
SV F1, ML -1, AL N, XP 15; ACKS page 156). forth. It is sticky, requiring a save versus paralysation to avoid being stuck, non-

10
flammable and slides off glass; it could be collected and used as a weapon or tool
[15. Store Room]: This locked room has a secret door hidden behind a rack that with some thought. The corridor leading to Room Twenty is trapped, the exact

Page
holds three sharpened wooden spears, freshly cut. A loose stone at the bottom type changing on a daily basis (see Replenishing the Dungeon).
triggers the secret door, which pushes open and swings up into the corridor
behind, closing if left unattended. On the other side the door has a similar loose [20. Weapon Stores]: This locked room has a weapons rack of wood that holds a
stone to open it. dozen clubs (shaped oak branches, tied with leather) for the Custodians.

[21. Monster]: A Giant Spider is lurking in this empty cupboard, making a nest
[16. The Caretaker]: This secret room opens of its own accord when the dungeon after escaping from the lower levels. In its nest are two gems: a zircon (75 gp),
move out of alignment, releasing the Caretaker that occupies the room between and a chunk of amber (100 gp).
alignments. When the dungeon is aligned, it can be found here, waiting in the
centre of the plain room.
Giant Spider, a crab spider (AC 2, Move 120 (40), HD 2**, hps 4, #AT 1 Cursed Frog (AC 2, Move 90 (30), HD 4+2**, hps 13, #AT 1 bite, Dmg
bite, Dmg 1d8, SV F1, ML -1, AL N, XP 38; poisonous bite; ACKS page 1d6+1, SV F2, ML -1, AL C, XP 290; swallow whole, cursed)
194)
[26. Trapped Landing]: When first encountered this trap is triggered by a
[22. Store Rooms]: These two small rooms are empty storerooms used by the pressure pad (2 in 6). The floor then suddenly tilts, throwing anyone on it down
Custodians to hold damaged traps and tools, that will be repaired later. There is a one of the two stairs (random choice), dealing 1d6 damage with no save. The
2 in 6 chance that some broken parts or worn tools are inside, dumped on the trap resets itself after a turn, blocking the passage down the chosen stairs until it
floor and sticky with tar stains. does.

[23. Torture Chamber]: A claustrophobic torture chamber with a working rack, [27. Chapel]: A chapel with an altar of simple white-painted stone, kept clean,
an iron maiden full of blood-stained spikes, and a cold brazier of coals with an with a pair of statues of hooded and robed figures knelt in prayer, both made of
iron poker sticking out. whitewashed stone. Atop the altar is a face mask made of solid silver (25 gp) with
red silk straps to hold it in place. The mask is painted in bright colours to
[24. Dining Hall]: This is a large room with three long wooden tables in the resemble the full moon, and a trio of small amethyst stones are set in a triangle
middle of the room, each with two benches along the longer sides. The tables are on the left cheek (worth 15 gp each).
deeply scoured and worn, the benches creak under any weight. Sticky black
stains are dotted all over and adventurers have left some graffiti in the surface of The mask is a magical Moon Mask and allows the wearer to see in complete
the tables. The door into the room is trapped, and the secret door is opened by darkness, as if it there was moonlight present, but only to a distance of 60.
knocking three times (on either side); it gives way and slides into the left wall, However, it also has the unfortunate effect of bringing ill-luck on anyone wearing
closing after a turn. it, doubling all chances of random encounters while worn and causing something
bad to happen if a natural 1 is rolled in combat for the attack throw.
Graffiti:
[28. Crypt]: This room is a quiet crypt, with a plain, whitewashed stone
Beware the Snake! It Bit off Jacs Head!; sarcophagus in each alcove. The door is trapped. Inside each coffin is a skeleton
The Red Masks Rule!; wrapped in well-preserved red silk bandages (worth 50 gp) with a silver circlet
Edgar loves Alice; around the skull, with a crescent moon in the centre (worth 25 gp). If disturbed,

11
Whoever is reading this, be thankful you are alive. I, alas, am not; these Skeletons will come to life, intent on defending themselves and retaining
[Random PCs name] owes me [d100] gold!; their wealth, pursuing any robbers into the dungeon but not beyond.

Page
For the Love of the Goddess, Run For Your Life! Skeletons, x 3 (AC 2, Move 120 (40), HD 1* hps 7, 6, 4, #AT 1 claw, Dmg
1d6, SV F1, ML n/a, AL C, XP 13; ACKS page 193)
[25. Chuckling Frog]: The sounds of coarse laughter can be heard from this
locked room. Inside a Cursed Frog has been trapped, wrecking the former broom
[29. Trapped Corridor]: When first encountered this is a simple spear trap,
closet (broken brooms, bucket and a set of smiths tools), and is eager to get
triggered by a pressure pad (2 in 6 chance). Two pairs of spears erupt from the
free. It is also very hungry. Amongst the wreckage of the room is a former
walls, with an attack throw of 10+ and dealing a total of 2d4 damage.
adventurers pack, torn and containing a smashed lamp, a snapped candle, a
torch, an empty water-skin and a silver-bladed dagger with a hilt wrapped in gold [30. Store Room]: A locked room that is full of pieces of wood, iron and copper
thread, and a handle shaped like a griffon; its eyes are small sapphires (overall, tubes, pivots and other mechanisms. A pile of wicker baskets holding crafting
the dagger is worth 500 gp).
tools rest in a corner, and another holds a dozen coils of hemp rope (20 lengths). The Custodians use this to access the other dungeon levels, and are able to open
This room is where the custodians store the parts and tools that they need to panels from the inside, just large enough for them to squeeze through. They
repair, maintain and set the traps of the dungeon. close these behind them, then make their way slowly back to their pool.

Recently, the Custodians have stashed a magic item here, taken from a dead TRAPPED DOORS & CORRIDORS
adventurer that they dumped in the level below. It is hidden amongst the tools,
There are several traps warding doors and corridors. These are reset and
and is a Staff of Healing (an oak staff carved to resemble a two-headed snake
changed regularly; type of trap is determined by rolling on the tables below.
twisted around itself).

[31. Kitchen]: This room was once a kitchen and still holds an iron stove (no T R A P P E D D O O R S ( 1 D 6)
chimney) and a stone basin that held water. Another Giant Spider has made its 1. Tar-Trap: layer of tar inside the grip. Save versus paralysis or stuck tight, glued to the
home here, clinging to the ceiling above the door. In the stove, amongst the old door;
ashes, is an egg-shaped obsidian gem (worth 10 gp), and a zircon stone set in a 2. Sealed-In: pressure pad in doorway, triggered on a 2 in 6. Door slams shut and locks
plain silver ring (75 gp). tight for a turn, afterwards unlocking. Anyone caught in the doorway suffers 1d6
damage unless a save versus paralysis is made (allowing them to dodge to one side);
Giant Spider, a crab spider (AC 2, Move 120 (40), HD 2**, hps 4, #AT 1 3. Acid-Spray: hidden in doorway, triggered by opening. Acid sprays out, attack throw
bite, Dmg 1d8, SV F1, ML -1, AL N, XP 38; poisonous bite; ACKS page of 13+, does 1d6 damage on a hit, then 1d4 the following round;
194) 4. Poison needle: hidden inside the door grip. Save versus poison or become enraged;
attack nearest person, violently, for 1d6 rounds;
[32. Trophy Room]: The door to this room is trapped. Inside is a looted trophy 5. Poison needle: hidden inside the door grip. Save versus poison or fall into a death-
like coma for 1d6 turns;
room, with a dozen wooden plinths standing along the walls, each holding a glass
6. Poison needle: hidden inside the door grip. Save versus poison or fall down dead,
box, some of which are smashed, all of which are open. One the walls are stiffening as heart suddenly stops.
wooden plaques that once held the stuffed heads of animals, all but one of which
is missing. The remaining head is a moody looking camels with wonky glass eyes T R A P P E D C O R R I D O R S ( 1 D 6)
and tatty hair; some of the stuffing has leaked out on to the floor from a bust
seam under its chin. 1. Pit Trap: plain 10 pit, covered over by a painted piece of canvas on thin wooden

12
frame. Fall does 1d6 damage;
[33. Pit Trap]: A simple pit trap when first encountered, covered by a fake canvas 2. Pit Trap: balance flagstone, triggered on a 2 in 6. Pivots to dump victim into a 10 pit

Page
floor that can hold no weight. The pit is 10 deep. (1d6 damage), then closes. Trap repeats;
3. Pit Trap: thin layer of stone, breaks on contact. Pit is 10 deep, dealing 1d6 damage;
[34. The Shaft]: In the centre of the dungeon is the hidden mechanism that 4. Dart Trap: pressure pad, triggered on a 2 in 6. 1d6 darts fire from the opposite wall,
allows the dungeon to rotate. Unless the walls are broken down, the deep shaft with an attack throw of 12+, 1d4 damage each. Trap has 1d6 charges;
5. Spear Trap: pressure pad, triggered on a 2 in 6. A pair of spears thrust out from
that holds numerous bronze and stone gears, pistons and springs is inaccessible.
either wall, at +3 to hit, dealing 1d6 damage each;
It descends deep into the earth, hundreds of feet down, coming out into an 6. Sleep Gas: pressure pad, triggered on a 2 in 6. Jets of gas erupt from the floor. Save
unknown cavern. Every time the dungeon shifts, the noise of grinding gears and versus poison or slept for 1d6 turns.
churning mechanisms sounds loudly, centred here and causing vibrations These traps are reset by the Custodians after the dungeon shifts out of position.
throughout every level.
REPLENISHING THE DUNGEON
Every day the dungeon is replenished and any cleared or empty rooms have new contents, as determined by the tables below. Monsters have a 2 in 6 chance of having
new treasure to entice adventurers, often looted from dead adventurers who never made it.

1d12
Empty (1-4) Monster (5-6) Treasure (2 in 6 chance)
/1d6

1 Corpse of a dead adventurer, stripped naked and looted. A zombie that has wandered up from below. 1d4 small rubies (50 gp each).

2 Corpse of a Custodian: just a pile of sticky tar with a club buried in it. 1d6 skeletons animated by a foul magician. 1d6 large pearls (75 gp each).

3 Shed snake skin (crisp and fresh, if stretched out comes to about 20). 1d4 savage rats looking for fresh food. A jewelled necklace (100 gp).

4 Fresh (1d6 days old) blood stains, and 1d4 broken weapons. 1d2 cursed frogs, lost and hungry. Gold bracelet (50 gp).

5 Gutted giant frog, little meat on it and nothing of value inside. 1d6 custodians fixing a trap or door. Silver armband (25 gp).

6 A small ceramic idol of the Laughing Frog sits in a corner, on its side. A lone adventurer (1d4 levels, random class). Pouch of tiny diamonds (50 gp each).

7 A crude sketch of 2d6 rooms of the dungeon, starting from one entry. A pair of terrified bandits (3 in 6 treasure too). A fist-sized topaz (250 gp).

8 A spent lantern, with a couple of empty flasks lying next to it. A giant scorpion that has wandered inside. Small silver frog statue (50 gp).

9 Broken ribs covering a pile of 1d6 fractured skulls, all human bones. A trap, roll on the corridor table above. Golden idol of a snake (75 gp).

13
10 Giant rat dropping festering in a corner, with a few maggots. A collector looking for fresh bodies. 1d4 small sapphires (50 gp each).

Page
11 A collection of spare parts to make a working spear trap (1d4 spears). A collector and 1d6 skeleton guards. 1d6 tiger agates (25 gp each).

12 A wicker basket holding a decent set of blacksmith tools and picks. An exploring invisible entity. Large opal (150 gp).

All listed monsters can be found in the Dungeon Dwellers section.


D UNGEON L EVEL 2 M AP D ET AI LS
This dungeon level has become a domain of the walking dead. Undead roam the [1. Entrance]: The stairs lead to closed doors, and the steps are well worn.
corridors, inhabit the rooms, and most are the corpses of past adventurers
[2. Entrance]: This room has gnawed and split bones littering the floor, the
whose bodies where dumped here by the Custodians. Any corpse left here is
marrow sucked out. The secret door is hidden amongst the bone motifs on the
taken by the Collectors and animated in time for the following days rotation.
wall, and is opened by pressing the glass eyes of one skull-faced serpent (the only
None of the undead will leave the level, and if forced past the boundaries they
glass in the room). The door swings in, shutting of its own accord is not held
wither to dust.
open. On the other side there is a plain stone brick to push.

D E CO R [3. Entrance]: A dusty and cobwebbed room that has seen no traffic in weeks.
Archways dominate this level, placed every thirty feet, decorated with images of [4. Entrance (Trapped)]: This large chamber has two doors leading out, and two
bones, carved from the black stone. The walls, ceiling and floors are all black tall statues of a Grim Reaper figure clad in robes and wielding a scythe. Both
stone, 1 squares, 2 thick, inscribed with symbols and runes from different stone statues have red gemstones in their sockets, and a trap lies before one.
languages, all relating to death, the dead, and the afterlife. Corridors are 20 That statues eyes are in fact a pair of rubies, each worth 250 gp; the other statue
high, rooms 30 and doors 10. Doors are made of stone, 3 thick and hinged by has worthless glass eyes. The trap is, when first encountered, a simple pit trap
worn bronze that sags under the weight. Some are locked, others trapped and covered over by a painted carpet of canvas on a wooden framework; it breaks
locked, and all are heavy and difficult to move (Open Doors throw to open). The under any heavy weight. The pit is 10 deep and is littered with broken bones. It
stench of decay hangs heavy in the still, warm air, and distant, faint sounds echo is reset when the dungeon rotates and the custodians make their rounds.
through the corridors, their direction uncertain. Unless otherwise noted, this
level is unlit. [5. The Maze (Entrance)]: A small and crude maze, with a simple pit trap (10
deep, canvas covering) that is reset daily at the end of a twisting corridor. Two
secret doors are hidden amongst the murals, both opened by pressing the glass
W AN D ER I N G M O N ST E R S
eyes of skulls, and having a plain button to press on the other side. They swing
Undead roam the level, encountered on a 1 in 6, checked every two turns. out, shutting if nothing holds them open. In one hidden area lies a pool of bitterly
cold water, that soothes a troubled mind and allows anyone drinking to make a

14
1d6 Encounter fresh save to negate the effects of any charm or enchantment of the mind.

Page
2d6 Custodians (AC 2, Move 120' (40), HD 1*, #At 1 (club), Dmg 1d6, SV F1, ML 0,
1 Through the other is a door into the rest of the dungeon, as well as a marble
AL N, XP 13; weapons stick in tar; new monster)
pedestal on which sits a plain copper bowl holding a dozen copper pieces. If a
2-3 2d6 Skeletons (AC 2, Move 120 (40), HD 1* hps 7, 6, 4, #AT 1 claw, Dmg 1d6, SV F1,
donation is made (copper only) that giver is blessed; if a coin is taken, the thief is
ML n/a, AL C, XP 13; ACKS page 193)
instead cursed. The blessing can only be given once per day, but the curse
4-5
2d6 Zombies (AC 1, Move 60 (20'), HD 1*, #At 1 (slam), Dmg 1d8, SV F1, ML n/a AL happens every time a coin is stolen.
C, XP 29; always attack last; ACKS page 203)
6 1d6 Collectors (AC 3, Move 120' (40), HD 2*, #At 3 (claw, claw, bite), Dmg [6. The Chamber of the Awakened Dead (Entrance)]: The narrow stairs leads
1d3/1d3/1d3, SV F2, ML +1, AL C, XP 29; paralysis; ACKS page 170) into a dark chamber dominated by two rows of statues, with a large pit in the
centre and two pools at the top and bottom. In the pit is a table made of purple
crystal, large enough to stretch a man out fully. When the dungeon moves out of
alignment this table glows, illuminating the chamber with a deep purple light. [14. Dining Room]: This locked room has a wide table in the centre, made of
Any dead body placed upon the shining table raises as either a zombie or a blood-stained oak. Sat on stools around it are three Collectors feasting on the
skeleton (depending on its decay), and goes off into the dungeon. It takes a turn dismembered body of a young girl.
for this animation to occur.
Collectors x 3, ghouls (AC 3, Move 120' (40), HD 2*, hps 5, 5, 15, #At 3
The pools are both of fresh blood, a foot deep. Both pools allow the Collectors to (claw, claw, bite), Dmg 1d3/1d3/1d3, SV F2, ML +1, AL C, XP 29;
heal themselves and the other undead, using it as a bath that heals them fully paralysis; ACKS page 170)
after spending an hour bathing. It has no effect on a living creature. The statues
[15. Preparation Chamber]: This large chamber is where most of the Collectors
are all skeletons made of bronze, hands clasped together in prayer, all staring
can be found at any time. There are always 2d4 present, peeling the rotten flesh
towards the centre of the room. Each is twice as tall as a normal man. One of the
of several (1d6) zombies and eating it. These peeled zombies end up as
doors out is trapped and locked.
skeletons, of which 2d6 are present and have already been cleaned. If
[7. Bone Dump]: This room is full of broken bones, shattered skulls and is where disturbed, the collectors send in the other undead to deal with the intruders, to
the destroyed undead are dumped by the Custodians when they come to repair soften them up before they attack.
and reset traps. The door here is trapped and locked.
2d4 Collectors, ghouls (AC 3, Move 120' (40), HD 2*, #At 3 (claw, claw,
[8. Lost Frog]: A statue of the Laughing Frog rests here, shoved into the room bite), Dmg 1d3/1d3/1d3, SV F2, ML +1, AL C, XP 29; paralysis; ACKS page
and leaning against the wall. If placed in a different location and treated with 170)
respect, the movers are blessed for an entire day. The door is trapped and
locked. 1d6 Zombies (AC 1, Move 60 (20'), HD 1*, #At 1 (slam), Dmg 1d8, SV F1,
ML n/a AL C, XP 29; always attack last; ACKS page 203)
[9. Trapped Room]: This locked room is seemingly empty, and is just a trap. The
floor gives way when a person reaches the middle, collapsing into a 20 deep pit. 2d6 Skeletons, (AC 2, Move 120 (40), HD 1*, #AT 1 claw, Dmg 1d6, SV
The Custodians reset it after the dungeon rotates. F1, ML n/a, AL C, XP 13; ACKS page 193)
[10. Secluded Altar]: An altar made of ribs sits here, a shallow pool of congealed In the small room leading off, is a wooden chest (locked) that holds the loot the

15
blood facing it. The door is locked and the lock rusty (-4 to pick). collectors have taken from their victims. The key is hidden under the chest. The
loot consists of: a silver chalice adorned with snake symbols (worth 100 gp); a

Page
[11. Bone Dump]: This room is strewn with splintered bones, which have all been
well-chewed and sucked dry. It is one of the Collectors dumping grounds. pair of fine ladies red silk stockings (worth 100 gp); a leather vest studded with
gold coins (worth 100 gp in total); a porcelain skull mask with three tiny rubies
[12. Flesh Dump]: Another dumping ground, this room has scattered rotting above each eye (total value 150 gp); and ten gold ingots (1 lb each, worth 10 gp a
limbs, heads and torn bodies of dead would-be adventurers. Some have been piece). Behind the is a secret door, flush with the wall, that swings open when
partially eaten, all are useless for animation. The collectors come here to gather glass eyes of a childs skull are pressed; the same trigger is on the other side.
food when they feel hunger; which is often (chances of an encounter double
while in, or nearby, this room). [16. The Forgotten Statue]: Hidden behind a secret door is a statue that an
enterprising disciple somehow managed to bring into this unholy dungeon. The
[13. Closet]: A closet holding a dozen morning suits on pegs stuck into the walls. statue is made of sandstone and is somewhat worn, but is a finely crafted life-like
They are musty, stained with foul substances and smell awful. facsimile of the goddess of Fleeting Dreams. She appears here in her more
human guise, a woman of subtle beauty with her head bowed and hands points, each capped by a star-shaped turquoise gem (each worth 25 gp, the
reaching out as if to soothe. Anyone who stands the night in this hidden location crown itself is worth 100 gp; sold whole it is worth 300 gp).
will not be endangered by wandering monsters and will heal at double the
normal rate. Furthermore, all who sleep have a prophetic dream that either Zombies, x 2 (AC 1, Move 60 (20'), HD 1*, hps 8, 1, #At 1 (slam), Dmg
warns them of danger or guides them to riches. 1d8, SV F1, ML n/a AL C, XP 29; always attack last; ACKS page 203)

[17. Monster]: This chamber has two statues facing each other, one a Grim King, a fat ghoul (AC 3, Move 120' (40), HD 2*, hps 8, #At 3 (claw,
Reaper brandishing a great two-handed sword; the other a naked old woman, claw, bite), Dmg 1d3/1d3/1d3, SV F2, ML +1, AL C, XP 29; paralysis; ACKS
hands curled into claws. Both are made of bronze with small sapphires for eyes page 170)
(worth 150 gp apiece), standing as tall as a typical human. Between them is a [22. Trapped Room]: This entire room is one huge trap. Upon entering a hidden
pressure pad, triggered on a 2 in 6. When activated, the door locks (internal timer ticks down, and after a turn the door slams shut and locks, and the ceiling
bolts) and both statues come alive, as animated statues, and attack anyone in begins to descend. It takes 10 rounds for the ceiling to meet the floor, crushing to
the room. The door unseals after a turn. death anyone in the room. The descent can be slowed by jamming things in the
Bronze Statue x 2, as Iron Statue (AC 5, Move 30' (10'), HD 4*, hps 18, corners, adding a round or more depending on the object used. The trap resets
12, #AT 2 (fists), Dmg 1d8/1d8, SV F4, ML n/a, AL N, XP 135; weapons after a turn.
stick in body; ACKS page 196) [23. Full Storeroom]: Rusted and broken weapons, splintered shields, and ripped
[18. Closet]: A disused closet that is currently holding the torn and bloodied armour fill this room, falling out with a loud clatter as the door is opened.
corpse of a man, stripped naked and with no eyes. He has been dead for a couple Nothing is worth anything nor intact enough to use (except maybe as an
of days. improvised weapon). The noise may attract attention (roll for wandering
monsters).
[19. Closest]: Another closet, holding a dozen more morning suits. Shreds of skin
litter the floor. [24. Prison]: This room has iron manacles attached to the walls, several holding
yellow and brittle skeletons. Along the back of the wall are three secret doors,
[20. Occupied Closet]: This closet holds a dozen black, mouldy and ragged each opened by twisting the chains attached to the walls in front. The doors push

16
hooded robes that the collectors no longer use. A Grey Ooze has made its home open, and reseal after a turn. There is no trigger to open them inside. Behind
here, appearing as a large damp spot on the wall. each is a room holding treasure that even the Collectors dont know about.

Page
Grey Ooze (AC 2, Move 10 (3), HD 3*, hps 10, #AT 1 (touch), Dmg 2d6, The skeletons are animate undead, which come to life and break free of their
SV F2, ML n/a, AL N, XP 65; ACKS page 173) chains when approached.
[21. Throne Room]: This room has a throne made of skulls glued together by
custodian tar. On it sits the self-appointed king of the Collectors; a bloated Skeletons x 3, (AC 2, Move 120 (40), HD 1*, hps 2, 8, 4, #AT 1 claw,
corpse with bulging eyes, dressed in a bursting suit, a crooked top hat balanced Dmg 1d6, SV F1, ML n/a, AL C, XP 13; ACKS page 193)
on its fat head. It is always chewing on some limb, gnawing at the bone and
The first room holds a glazed clay urn full of 400 gold pieces, and a 3 tall carved
devouring the rotting meat. Attending the King are two dressed in ill-fitting suits.
oak idol of the Goddess of Fleeting Dreams (see Room Sixteen, weighs 5 lbs)
Under its top hat the King wears a jewelled crown of gold with seven silver
worth 200 gp; the second contains an urn of 800 old electrum coins stamped
with a Medusa portrait, and a bulging but frayed sack of 400 gold coins; while the
third has a padded leather armchair of mahogany (worth 400 gp), and a ceramic REPLENISHING THE DUNGEON
jar holding four hexagon-shaped pieces of jade (worth 100 gp each). Every time the dungeon realigns, any empty or cleared rooms are replenished
[25. Pool of Blood]: A wide balcony looks ten feet over an oval pool of blood, ten according to the following tables. None of these monsters have any additional
feet deep, with steps leading down to it. Globules of rotting meat bob in the treasure.
pool, along with partially-eaten limbs. Lurking under the surface is the Kings
pet, a silver-scaled serpent 20 in length and as thin and supple as an eel. It can 1d6
Empty (1-4) Monsters (5-6) Door Traps
move and live on land as well as in the blood, and can reach the top of the stairs
to attack with its serrated toothed jaws. Poison needle: save
The dismembered corpse 2d6 Skeletons standing
1 versus poison at +1 or
of a former zombie. guard.
die.
Silver Serpent, as Giant Python (AC 3, Move 90 (30) plus swim, HD 5*,
Poison needle: save
hps 32, #AT 2 (bite, constrict), Dmg 1d4/2d4, SV F3, ML -1, AL C, XP 350; A pile of skulls licked clean 2d6 Zombies off on a
2 versus poison at +2 or
ACKS page 193) and sporting tooth marks. wander.
die.
Poison needle: save
[26. Trapped Corridor]: This corridor is trapped with two simple pit traps, each A pile of plucked eyeballs, 1d6 Collectors off to
3 versus poison at +3 or
covered by canvas painted to match the floor, with a 1 edge around them. Each in a pool of blood. feed.
die.
is 20 deep. They are reset by the custodians every day. Poison needle: save
A trail of blood and gore, 1d4 adventurers (levels versus paralysis or
[27. Entrance to lower dungeon level]: A trapdoor made of bones laced together 4
leading to the door. 1-4) looking for the exit. paralysed for 1d6
with leather strips and iron nails opens onto a set of stairs when the dungeon is turns.
aligned, allowing access to the level below (randomly determine which set of Poison needle: save
stairs). When out of alignment, there is just a stone floor. One of the doors into A smashed lantern
1d6 of each: skeletons, versus paralysis or
the curving corridor to this trapdoor is trapped and locked, the others are 5 discarded in haste, half-
zombies, collectors. paralysed for 2d6
unlocked. full.
turns.

17
Poison needle: save
The dismembered corpse A curious Invisible versus paralysis or
6
of a former collector. Entity exploring. paralysed for 3d6

Page
turns.

Listed monsters are from the Dungeon Dwellers section.


D UNGEON L EVEL 3 Random Statue Description:
Animated statues and invisible entities litter this level, left here by some mad
To generate the form and material of the statues encountered, roll 1d6 four
wizard centuries past.
times and consult the table below.

D E CO R 1d6 Head Body Dress Material


Statues fill this level, placed every ten feet or so, lining the corridors. Each statue 1 Old Woman Woman Naked Sandstone
is different, and seem to change or swap positions when no one is watching 2 Young Woman Man Leather Armour Bronze
them. They are made of soft sandstone, hard granite, bronze, copper and glass, 3 Scorpion Serpent Robes Granite
and come in a variety of different shapes. The dungeon itself is granite blocks, 2 4 Serpent Scorpion Elegant Dress Copper
to a side, with the inner walls plastered over and painted a deep sea-blue, with a 5 Young Man Deformed Woman Chain Mail Glass
few cracks here and there. It is eerily quiet, sounds being softened and subdued, 6 Old Man Deformed Man Shroud Roll twice
never reaching far. Doors are aged oak, bound and hinged with old iron. Those
that are locked have a padlock attached to a chain through the wrought-iron M AP D ET AI LS
handle; others are open, and some are trapped but not locked. All open easily, [1. Stairs]: Steep stairs descend 30 down and open into a corridor lined with all
without a squeak, as the hinges are oiled and work perfectly. Torches are lit manner of statues, many holding torches.
throughout the level, often held in the hands of statues, placed every thirty or so
feet and in all of the rooms. They are lit whenever the level is entered, lasting [2. Stairs]: This stairway has a groove worn in its centre, from the passage of
only as long as the dungeon is aligned; they burn out at just the right time. The many feet.
Custodians replace and light them, fresh ones appearing daily.
[3. Stairs]: Sticky tar residue trails down these steps.

W AN D ER I N G M O N ST E R S [4. Stairs]: This stairway ends in a corridor that turns out of sight, with dozens of
Encounters occur on a 1 in 6, checked every two turns. small statues of snakes lining the opposite wall.

18
[5. Stairs]: The stairs exit into a curving corridor, with a passage leading off. The
1d6 Encounter inner wall is cracked and chipped, showing the stone beneath the blue plaster.

Page
2d6 Custodians (AC 2, Move 120' (40), HD 1*, #At 1 (club), Dmg 1d6, SV F1, ML 0,
1
AL N, XP 13; weapons stick in tar; new monster) [6. Stairs]: These steps are sized for a larger than human creature, making
2-4 1d6 Animated Stone Statues (AC 5, Move 60 (20), HD 5, #AT 2 (fists), Dmg climbing them more difficult than it should be.
2d6/2d6, SV F5, ML n/a, AL N, XP 200; ACKS page 196)
1 Invisible Entity (AC 2, Move 120 (40) HD 4**, #AT 3 (2 claws, tentacle), Dmg [7. Scorpion Chamber]: This thirty foot room has a tiled floor, in black and white
5 1d6/1d6 & strangulation, SV F2, ML +2, AL C, XP 190; invisible, cast Confusion 2 squares, and a statue in the corner. Along the top of the walls hang dozens of
1/turn, Cause Fear 1/3 rounds; new monster) candles (lit when the dungeon is aligned) held in place by iron grips shaped like
6 The heads of all the nearby statues turn to stare at a random PC for a turn, then clawed hands. The statue is a huge green marble figure of a scorpion, with eyes
swivel back. of polished silver (can be prised free, and are worth 100 gp each, and are the size
of apples). The scorpion animates and attacks if any of the following take place
inside the room:
the statue is disturbed in any way; gold (can be prised free, and are worth 200 gp each, and are the size of eggs).
any of the candles are extinguished; The bull animates and attacks if any of the following take place inside the room:
a spell is cast.
the statue is disturbed in any way;
The scorpion statue will not leave the chamber, and returns to its dormant state any of the candles are extinguished;
after a turn. a spell is cast.

Scorpion Statue, animated construct (AC 6, Move 120 (40), HD 5*, hps The bull statue will not leave the chamber, and returns to its dormant state after
17, #AT 3 (2 claws, sting), Dmg 1d6/1d6/1d4, SV F3, ML n/a, AL L, XP a turn.
460; construct, ACKS page 151)
Bull Statue, animated construct (AC 4, Move 120 (40), HD 6*, hps 29,
[8. Chamber of Broken Statues]: This twenty-foot chamber is full of statues, #AT 2 (gore, hoof), Dmg 2d6/1d6, SV F6, ML n/a, AL L, XP 570; construct,
mostly broken ones, in all shapes and sizes, different materials and styles. charge for double-damage; ACKS page 151)
Amongst them are five Animated Stone Statues, which guard a ceramic urn
painted with scenes of the sea in beautiful colours and studded with small jade [13. Glass Store]: Another storage room, this locked room holds a dozen sheets
gemstones (worth 1,000 gp) that holds 2,000 gold pieces; an oak armchair with of smoky glass; material for more statues. They are worth 10 gp apiece.
padded seat and back in blue velvet, stuffed with swan feathers (worth 500 gp); a [14. Toy Room]: This twenty foot chamber has three levels of stone shelves on
neatly folded set of drawers of blue silk (100 gp value); and a varnished silver- the walls, all holding wooden dolls painted to resemble dark-skinned warriors
topped oak writing desk (worth 250 gp). armed with wooden scimitars, wearing pointed caps and tunics. They are jointed,
Animated Stone Statues x 5, (AC 5, Move 60 (20), HD 5, #AT 2 (fists), have wicked smiles, and eyes pointed bright red. Each is also very much alive and
Dmg 2d6/2d6, SV F5, ML n/a, AL N, XP 200; ACKS page 196) filled with a malevolence towards anything living. In the middle of the chamber,
to draw foolish adventurers inside, is pile of treasure that has slowly grown. As
[9. Storeroom]: This room holds half-a-dozen wooden boxes that hold stone soon as would-be looters are playing with the lure, the dolls attack: they attack in
sculpting tools (hammers, chisels and the like). The Custodians use them to groups of ten, each with the statistics below. There are a total of 100 of these
repair any damage statues. vicious dolls.

19
[10. Sculpture Room]: Twelve blocks of sandstone stand crowded in this Dolls x 10 groups of ten, wooden golems (AC x, Move 120 (40), HD 2+2,

Page
chamber. Dust and chips of sand litter the floor, and three of the blocks show hps 4 each, #AT 1 (scimitar), Dmg 1d6, SV F1, ML n/a, AL N, XP 47; -1
signs of work, crude humanoid figures being sculptured. initiative, vulnerable to fire, ACKS page 173)
[11. Storeroom]: Three dozen broken heads from various statues are piled in this The pile of treasure consists of: a quilted vest with diamond patterns of rainbow
room, most made of stone. colours, made of silk and velvet with silver buttons; (worth 250 gp); and a plain
[12. Candlelit Room]: This thirty foot room has a tiled floor, in red and green 2 wooden chest (locked) that holds ten ivory elephant statuettes (worth 50 gp
squares, and a statue in the corner. Along the top of the walls hang dozens of each, weigh 1 lb apiece), and a total of 5,000 large gold coins.
candles (lit when the dungeon is aligned) held in place by iron grips shaped like
skulls. The statue is a large black marble figure of a bull, with eyes of polished
[15. Glass Room]: This room is full of broken glass, amongst which lies scattered any of the candles are extinguished;
treasure. A turn after entering the room (the minimum time to gather the a spell is cast.
treasure is 1d4 turns), the glass starts to shift and quickly grinds together to form
a humanoid figure that attacks anyone still in the room. It is also effectively The statue will not leave the chamber, and returns to its dormant state after a
immortal, and 1d6 rounds after being defeated another pile of glass reforms the turn.
figure. Only when the room has been exited and a turn has passed will the glass
return to its dormant state. Horse Statue, animated construct (AC 4, Move 240 (80), HD 4+2*, hps
15, #AT 2 (2 hooves), Dmg 1d8/1d8, SV F4, ML n/a, AL L, XP 215;
Animated Glass, as Crystal Statue (AC 5, Move 90 (30), HD 3, hps 6, #At construct, ACKS page 151)
2 (fists), Dmg 1d6/1d6, SV F3, ML n/a, AL C, XP 50; ACKS page 196)
[17. Fake Oasis]: This room holds a garden made of stone and glass. The floor is
The treasure that can be collected is as follows: an ivory casket with woodland green marble, etched to look like grass; along the walls loom sandstone statues
patterns intricately carved (worth 200 gp) that holds 400 silver pieces; a plush of palm trees, their leaves plastered in green, and in the centre of the room is a
woollen colourful carpet that shows a battle scene between stylised devils and circular patch of delicate glass flowers of various sorts.
angels (worth 400 gp, 10 square, weighs 25 lb); ten small pearls (worth 100 gp
each); a rough cut sapphire (worth 600 gp, double if expertly cut); a hundred 2 lb [18. Lost Monster]: This thirty-by-forty foot chamber has its floor covered with 3
copper ingots (each worth 2 sp); and a dagger with a blood-stained steel blade, of bones, broken statuary and offal. A giant scorpion has become trapped here,
wickedly curved, a hilt plated with silver and gold wire, with a pommel shaped kept alive by the custodians. It has grown large, bloated, its exoskeleton dusted
like a leering face with bloodstone eyes (total value 400 gp). with stone and bone shards. It cannot fit through the door and is very hungry,
having not eaten well for a few days now.
The dagger is also magical, and was made long ago for an assassin who liked to
Giant Scorpion (AC 7, Move 150 (50), HD 4*, #AT 3 (2 claws, sting),
play with his victims; it is known as The Knife of Many Cuts. It normally does 1d6
Dmg 1d10/1d10/1d4, SV F2, ML +3, AL C, XP 135; poison sting; ACKS
damage, but for every successful and consecutive hit against the same target the
page 191)
damage increases by 1d6 (i.e. on the first hit it does 1d6, on the second 2d6, the
third 3d6 and so on). There is a curse laid upon the blade, such that whoever [19. Empty Room]: Bones, broken and crushed, litter the floor of this room.

20
carries it attracts trouble (wandering monster checks have double their normal
chance, and Reaction rolls are at -2). [20. Empty Room]: Benches of white marble line the walls, and shelves above

Page
them hold small statuettes of maidens and nomadic warriors.
[16. Chamber of the Stallion]: This thirty foot room has a tiled floor, in blue and
white 2 squares, and a statue in the corner. Along the top of the walls hang [21. Treasure Vault]: This thirty-by-forty foot chamber has half-a-dozen stone
plinths along the back wall, each holding glass cases. Inside these cases are a
dozens of candles (lit when the dungeon is aligned) held in place by iron grips
jewelled armband, silver in a leaf design with tiny emeralds in two rows (worth
shaped like flowers. The statue is a huge red marble figure of a rearing horse,
360 gp); a golden egg wrapped in silver thread and adorned with small rubies
with eyes of polished sapphires (can be prised free, and are worth 250 gp each,
(worth 2,500 gp); a gold cloth pillow with silken frills, stuffed with shaving of
and are the size of apples). The statue animates and attacks if any of the
silver (worth 120 gp); a very large pearl (worth 400 gp); a pile of moonstones (ten
following take place inside the room:
in total, worth 50 gp each), and a large folio, with a leather cover plated with
the statue is disturbed in any way; gold, with silver letters spelling the words On The Subject of Brewing Potent
Potions to Alleviate Stress and Fatigue, the pages on vellum with golden ink
and exquisite penmanship, and the calligraphy of the highest quality (worth 500 [26. Fragility of Youth]: This locked room holds a fragile glass statue of a small
gp; allows an alchemist to brew a potion that will restore 1d4+1 hit points when boy clothed in a toga.
drunk. It takes 1d6 days to brew a batch of 1d6 doses, and requires 150 gp worth
of materials and a laboratory to work in). Anyone tampering with these cases [27. Storeroom]: Inside this room, the door of which is trapped, are a dozen
causes the guardian of the room to materialise in front of the door, determined head-sized blocks of marble in the colours of blue, red, green and white. Each
to retrieve any stolen objects or to throw intruders out of the room. weighs 25 lbs.

[28. Serpent Room]: This locked chamber has shelves along the walls, at three
The guardian is a 9 tall white-furred gorilla, with deep yellow eyes and a grunting heights, holding hundreds of palm-sized statuettes of serpents. In the centre of
language. It is intelligent and is able to wield magic; it will try to recover items the room are four stone benches arranged in a square.
and remove robbers without killing, but will defend itself and slay if necessary.
[29. Workshop]: This room (with one trapped door and one locked door) holds a
Guardian, a enhanced White Ape (AC 3, Move 120 (40), HD 4*, hps 28, carpenters workshop, complete with tools. Fresh sawdust coats the floor, and
#AT 2 (2 claws), Dmg 1d4/1d4, SV M4, ML +4, AL L, XP 135; cast spells, there are no lit torches, only an unlit lantern by the door to the next room,
th
ACKS page 154); memorised spells (as 4 -Level Mage): resting on a small round table.
st
1 -Level (2): Charm Person, and Sleep; [30. Storeroom]: Another room with trapped and locked doors, this chamber
nd
2 -Level (2): Mirror Image, and Web. holds dozens of 6 planks of wood in a variety of different types, piled along two
walls.
[22. Entrance to Lower Level]: A set of steps lead 20 down to a shaft that, when
the dungeon is aligned, leads to one of the six entrances to Level Four [31. Storeroom]: In this room is a huge block of wood, oak, ready to be shaped
(determine randomly), 30 through solid rock. The shaft ends in a blank stone into a suitable statue. A well-crafted hammer and chisel rest on the floor.
floor when the dungeon is out of rotation. There are no handholds or steps to aid
[32. Chamber of Children]: A twenty foot chamber, with a trapped door, that
climbing down.
holds more statues, all of young children dressed in finery. They are made of
[23. Storeroom]: This ten foot room holds sheets of copper (worth 25 gp apiece, granite and are a mix of boys and girls. Amongst them are five animated stone
two dozen in all, each 5 square and weighing 5 lbs), used for making metal statues, which watch over a hefty oaken chest bound in iron with a sturdy lock

21
statues. that is trapped with a poisonous needle (save or die). Inside the chest are a silk
kerchief sewn with a pattern of blooming roses (worth 100 gp); a rough cut topaz

Page
[24. Chapel]: This unlit room is a chapel, with two rows of stone pews facing a (worth 400 gp, triple if cut properly); a silver three-tier candlestick of flowing
tall granite statue of a reclining man, holding his head in his raised hand. The design (worth 200 gp); and a pile of 1,500 gold pieces.
head has its eyes (two jewels, rubies, worth 2,500 gp each) concealed by a strip
of copper shaped like cloth (feat of strength to move, 18+); the entire statue is Animated Stone Statues x 5, (AC 5, Move 60 (20), HD 5, #AT 2 (fists),
realistically painted and very life-like. Dmg 2d6/2d6, SV F5, ML n/a, AL N, XP 200; ACKS page 196)

[25. Beetle Room]: This locked room holds a statue of a beetle rearing as if [33. Tool Shed]: A small locked room that holds assorted tools for working with
attacking; it is man-sized and made of beaten and moulded copper. wood, stone, metal and glass.

[34. Ladys Chamber]: This chamber, with its trapped door and secret exit, holds
six animated stone statues hidden amongst a dozen others, all made of
sandstone, all women dressed like warriors, and all with tiger agates for eyes
(each worth 50 gp). They will attack intruders when they are amongst them REPLENISHING THE DUNGEON
(surprising on a 4 in 6). Every time the dungeon realigns, any empty or cleared rooms are replenished.
Animated Stone Statues x 6, (AC 5, Move 60 (20), HD 5, #AT 2 (fists), None of the monsters have any additional treasure.
Dmg 2d6/2d6, SV F5, ML n/a, AL N, XP 200; ACKS page 196)
Rooms have a 2 in 6 chance of being replenished by 2d6 Animated Stone Statues
[35. Trapped Passageways]: Each of these concealed passages are trapped with or a single Invisible Entity (50/50 chance); otherwise, the room is all but empty,
simple pit traps that are reset daily. Each is 30 deep and triggered on a 4 in 6. contents determined by the table below.
The secret doors are hidden on the outer walls behind statues, and a ceramic
statue of a goat standing on its hind-legs sits before each door. The doors swing All the doors traps are poison needles hidden in the padlocks (which are
inward when the goats horns are twisted clockwise; they shut of their own unlocked, and are triggered when handled). They are either (1-2) deadly poison,
accord after a turn. Inside, the trigger for the doors is a plainly visible level. save versus poison or die; (3-4) sleep poison, save or fall into a coma for 3d6
turns; or (5-6) debilitating poison that saps the strength (both Strength and
Constitution are reduced to 3) for 1d6 turns, save allowed.

1d6 New Contents


A bloodily beaten corpse of a magician, in stained maroon robes and matching
1
silk slippers. Clutched in his hand is a ripped book with 2 random spells.
A bronze statue of a man with a swans head, in a dancing poise. A 1 in 6 chance
2
of having moonstones for eyes (each worth 50 gp).
Shattered statues, mixed in with two broken swords, a splintered shield, and a
3
bent spear. A 2 in 6 chance of 2d10 scattered gold pieces on the floor.
The corpse of a giant spider, crushed to a pulp. The poison sac can be salvaged
4

22
with careful attention.
A dead adventurer: 1-2 fighter, in chain mail with a bent sword; 3-4 a broken
5

Page
thief, eyes gouged out, body looted; 5-6 a nomad with a pulpy mess for a head.
A life-sized statue of a random PC, in perfect detail, made of sandstone, but
6
with an arrow sticking out of the chest (a mortal wound. The arrow is real).
D UNGEON L EVEL 4 [3. Stairs]: These steps are cracked and pitted with what might be acid burns.
A tangible sense of evil fills this level, fuelled by an ancient and diabolical statue [4. Stairs]: The stairs ends at an archway designed to look like it is made of
dedicated to some nameless and forgotten god. Strange monsters are found writhing snakes climbing the walls.
here, and have slain many intrepid adventurers.
[5. Stairs]: A less-travelled entry, the stairs is covered with a fine layer of dust.
D E CO R [6. Stairs]: This stairway leads to a corridor, with a skeleton leaning against the
Black marble covers the granite walls, in thin columns a foot wide, reaching to corner, the skull shattered.
the vaulted 30 high ceiling, all festooned with murals of demons dancing around [7. Forgotten Library]: Hidden in this room is a forgotten library. Tall bookshelves
pits belching fire. The few doors are all rusted iron, some locked by a large full of ancient books line the walls, the secret door being one section of the
padlock through eyelets riveted to the doors. Iron rings serve as handles, some of shelving (opening on this side by pulling out a fake book entitled Freedom of the
which are trapped. Most rooms are accessed only by secret doors, which are Mind). The books are so old that any attempt to move them results in them
disguised as one of the thin columns, and opened by pressing the bottom of the crumbling; however, there are a few that are still intact and can be handled. All
doorway; it is the same on the other side. Unless otherwise noted, this level is the books are bound in leather, with vellum pages, written in faded ink in a
unlit. variety of different (many unknown) languages. Titles adorn many spines, and
there are a variety of topics ranging from philosophy to cooking.
W AN D ER I N G M O N ST E R S
Check for encounters every two turns. One occurs on a 1 in 6 chance. The intact books are: (1) a tome titled The Lost Art of the Arcane, in an old
dialect of the common tongue, which allows a +3 bonus to any proficiency
1d6 Encounters
throws concerning magic, if the book is consulted; (2) an unnamed large folio of
1 2d6 Custodians (AC 2, Move 120' (40), HD 1*, #AT 1 (club), Dmg 1d6, SV F1, ML 0, faded and fragile maps showing locations beyond the immediate area; (3) an old
AL N, XP 13; weapons stick in tar; new monster) and worn tome of arcane spells, which holds 2d6 random spells of any level from
1d6 Cursed Frogs (AC 2, Move 90 (30), HD 4+2**, hps 13, #AT 1 bite, Dmg 1d6+1, 1 to 4. Many pages are too faded or brittle, crumbling when turned. The rest
2-3 have the spells. The book is bound in human skin, has a sigil of a snake etched in
SV F2, ML -1, AL C, XP 290; swallow whole, cursed; ACKS page 198)

23
2d6 Savage Rats (AC 2, Move 120 (40), HD 1d4, #AT 1 (bite), Dmg 1d3, SV F1, ML gold on the cover, and has blood stains of many of the pages; and, (4) a slender
4-5
0, AL N, XP 5; diseased; ACKS page 201) leather book with pages made of thin sheets of copper, the words etched into

Page
6 The Soul Eater (AC 4, Move 90 (30), HD 7**, hps 29, #AT 1 (touch), Dmg 2d6, SV the metal. It is in an unknown language, has no title, but if read it appears to be
C7, ML +4, AL C, XP 1,140; immune to non-magic, undead, cold aura; new details on how to craft and enchant a magical item (contains a formula for an
monster). item of the Judges choosing).

M AP D ET AI LS [8. Secret Room]: This secret room has a shelf holding ten glass bottles, all filled
with highly flammable oil (burns for 1d6 rounds, doing 2d6 fire damage. If used in
[1. Stairs]: This stairs is has walls carved like the inside of a mouth, with jagged a lantern, it will destroy it). They can be used as crude bombs, but a fumbled
teeth reaching up on either side. An archway like a gaping mouth leads into the attack means the bomb explodes instantly, setting the user on fire.
corridor beyond.

[2. Stairs]: Cobwebs cover the ceiling of this stairway.


[9. Muddy Room]: The floor of this chamber is muddy, with water trickling in [14. Rotting Corpse]: A pile of rotting and rotted giant frogs lie in this room, the
from cracks in the wall opposite the secret door. Dirt and soil has fallen in from most recent on top and but a few days old. All are withered, as if their life had
further cracks in the roof. Eight fat Cursed Frogs are bathing in the mud. been sucked out of them.

Cursed Frogs x 8 (AC 2, Move 90 (30), HD 4+2, hps 13, 22, 23, 16, 18, [15. Laboratory]: This large chamber holds a laboratory, with three sets of
20, 25, 21, #AT 1 (bite), Dmg 1d6+1, SV F2, ML -1, AL C, XP 290; swallow equipment on old oaken tables. The glass and copper apparatus is reasonably
whole, cursed; ACKS page 198) intact, although fragile, and could be used by an alchemist to brew potions and
the like. If sold, it could fetch up to 2,000 gp.
[10. Torture Chamber]: A disused torture chamber, with a stretching-rack in the
middle of the room, an iron maiden in one corner, and a set of iron manacles [16. Storeroom]: Another small hidden room, this holds rolls of black canvas and
fastened to the wall in the opposite corner. wooden frames that the custodians use to reset the traps on this level.

[11. Hidden Room]: A hidden room that contains the withered corpse of a man [17. Feeding Ground]: This normally disused and empty room is currently the
dressed in merchants robes, his face contorted in agony. In his pocket is a torn feeding ground for a dozen Savage Rats that are feasting on the bodies of five
ticket from the lottery, two silver coins, and a copper stamp bearing his House adventurers who came down a few days ago and ran afoul of the rats and the
seal (a roaring lion). Soul eater. The bodies are all human men, three dressed in torn leather tunics,
one in ripped robes, the other in a ruined chain mail vest. Scattered around the
[12. Filthy Room]: A dumping ground for waste, this room is covered in filth and round are their belongings: torn backpacks, sacks, three torches, a lantern, two
discarded junk. Amongst the rubbish are seventeen Savage Rats. intact flasks of oil, a coil of 50 rope, a shattered mirror, two short swords, a
In amongst the junk and garbage, there are also some valuables to be found: a spear, three scimitars, two daggers, and a crossbow with 10 bolts strewn about.
small green marble gargoyle of modern design, made by a respected artist from There is also, in pouches and on the floor, a total of 75 gp, 112 sp, and 97
the nearby kingdom (Cecil of Brokenhurst), worth 1,000 gp to a collector; a fine coppers. In one pack there is a beautiful cloth of gold kerchief with silver
cloak of dark red velvet with a green silk interior, padded out with wool, with a embroidery depicting a swan on water, with small diamonds eyes and one in
clasp of gold affixed with a diamond (worth 5,000 gp); 15,000 gold pieces each corner (worth 1,000 gp); and a silk shirt in deep blue, with silver buttons
scattered about; a small sandstone statuette of a dancing girl, lovingly crafted and a cloth of gold lace collar (worth 500 gp).

24
and worth 600 gp; and 5,000 large silver coins, piled together in the corner. Savage Rats x 12 (AC 2, Move 120 (40), HD 1d4, hps 1 (x3), 2 (x2), 3
Savage Rats x 17 (AC 2, Move 120 (40), HD 1d4, hps 1 (x4), 2 (x4), 3 (x4), 4 (x3)#AT 1 (bite), Dmg 1d3, SV F1, ML 0, AL N, XP 5; diseased; ACKS

Page
(x6), 4 (x3)#AT 1 (bite), Dmg 1d3, SV F1, ML 0, AL N, XP 5; diseased; ACKS page 201)
page 201) [18. Rat Nest]: A nest has been made in this room; mixed wood and canvas,
[13. Empty Lair]: This room is where the Soul Eater originates from, although it bones and dirt, patches of fur and skin. The rats use it for mating and rearing
will never be discovered here. It is a bedchamber, decades if not centuries old, their young. At the moment there are a dozen Savage Rats and twice that
with a rusted iron bed and rickety wooden stool, a stone basin that once held number of non-combatant young.
water, and arcane and religious symbols have been scratched into the walls, Amongst the nest are a lonely tiger agate (worth 25 gp), 7,000 electrum pieces in
ceiling and floor. a pile (on which the young are sleeping), a bloodstone (50 gp), a silver chalice
studded with moonstones (worth 1,000 gp), and a collection of tiger teeth from
the levels below (worth something to a researching mage).
Savage Rats x 12 (AC 2, Move 120 (40), HD 1d4, hps 1 (x3), 2 (x2), 3 snake-man (humanoid, snake head, covered in green and black scales) lying
(x4), 4 (x3)#AT 1 (bite), Dmg 1d3, SV F1, ML 0, AL N, XP 5; diseased; ACKS underneath a thin layer of glass. At the foot of each corpse is a golden pendant
page 201) shaped like a coiled snake with pearls for eyes (pendants are worth 300 gp each),
and at their sides is a finely-wrought long sword with silver blade, ivory hilt and
[19. Frog King]: In this chamber, which is decorated with lurid murals of demons gold pommels shaped like the head of a cobra (each is worth 600 gp).
cavorting with various animals, sits a large throne made of bones and splintered
wooden planks. On the throne sits the Frog King, a mutated frog that has a spark One of the swords is also magical: it is a legendary blade known as Serpents
of intelligence and is highly cunning. He is attended to by a pair of Cursed Frogs, Tongue, which bestows upon its wielder the blessing of some ancient snake god.
and a pet Rust Monster, which is large and robust, with full hit points. The King When used in combat, the wielders skin erupts in shiny green and black scales,
wears tattered priestly robes, stained white silk, and carried a sceptre in the granting a +2 bonus to Armour Class. However, every time it is used, after the
shape of a snake (made of iron, painted in silver paint, worthless). On his head is fight ends, if a save versus spells fails then the scales become permanent (+2 to
over-sized silver crown (bigger than a mans head) designed to resemble a coiled AC, but -1 to Charisma and Dexterity).
snake with its head rising at the front, two rubies for its eyes (worth 10,000 gp).
The corpses are also the guardians of these crypts, each animating to destroy all
Behind his throne is a locked iron chest, large and rusted, holding 5,000 electrum infidel intruders if their glass coverings are broken.
coins, 6,000 gold coins, all loose; an old leather purse with a tiger agate (25 gp), a
topaz (500 gp), an emerald (1,000 gp), and an aquamarine (500 gp). There is also Guardians, as Mummy (AC 6, Move 60 (20), HD 5+1, hps 19, 26, 21, 36,
a bust of the King, in ivory (worth 600 gp), and a copper and glass dream-catcher 22, 22, 24, 21, #AT 1 (punch), Dmg 1d12, SV F5, ML +4, AL C, XP 460;
(worth 140 gp), that the King believes is a good luck charm. mummy rot; ACKS page 185)

Cursed Frogs x 2 (AC 2, Move 90 (30), HD 4+2, hps 18, 19, #AT 1 (bite), [21. Taxidermist]: This room has dozens of stuffed taxidermy snakes hanging
Dmg 1d6+1, SV F2, ML -1, AL C, XP 290; swallow whole, cursed; ACKS from hooks on the ceiling; each is a large constrictor with black, green, and red
page 198) scales. Inside the bodies are mummified corpses of mice, dust, and leather rags.
One of these is 20 long and is in fact an Undead Giant Python that will surprised
Rust Monster (AC 7, Move 120 (40), HD 5, hps 40, #AT 1 (touch), Dmg unwary adventurers on a 4 in 6.

25
special, SV F3, ML -1, AL N, XP 200; touch rusts metal, including weapons
when struck; ACKS page 191) In the guts of this undead snake is a star ruby (750 gp).

Page
Frog King (AC 3, Move 90 (30), HD 7+2, hps 42, #AT 1 (bite or by Undead Giant Python (AC 3, Move 90 (30), HD 5, hps 13, #AT 1 (bite or
weapon), Dmg 1d6+1, SV M7, ML 0 AL C, XP 1,700; intelligent frogman, constrict), Dmg 1d4 or 2d4, SV F3, ML n/a, AL C, XP 550; undead,
th
cast spells as a 7 -level mage; swallow whole, cursed; ACKS page 198) constrict for 2d4/round; ACKS page 193)

st nd
[22. Incubation Chamber]: In this chamber, resting on a wooden table covered
Spells: (1 x3) Charm Person, Magic Missile, Shield; (2 x2) with pristine, waxed and polished snake-skin, are hundreds of what look like red
rd th
Invisibility, Web; (3 x2) Hold Person, Lightning Bolt; (4 x1) glass beads. They are, in fact, eggs and if left alone in a warm place they hatch
Confusion. into tiny Cursed Frogs, growing daily at one hit point a day until they reach their
potential (i.e. roll hit dice to determine the hit points of the frog it will grow into).
[20. Crypts]: This area is a pair of linked crypts, each holding four stone
If taken out into the world, they hatch in 2d6 days.
sarcophagi, all plain and unadorned. Inside each is a well-preserved corpse of a
[23. The Forgotten Shrine]: This hidden chamber holds the diabolical statue of [26. Secret Room]: In this hidden room is a plain black marble pedestal, on which
some forgotten deity. The rusted iron statue is of a naked man with three heads, sits a spiked gauntlet of red-steel. It shrinks or grows to fit the hand of the
each with three eyes and contorted in pain. A total of twelve arms protrude from wearer, and is magical. When first slipped on, the spikes retract and pierce the
his torso, three to a side, raised as if to ward off an attacker. It stands before a flesh, becoming transfixed on the arm. Until a Remove Curse (or the arm is
deep pool of brackish water, in which dozens of small frogs paddle. These slowly chopped off at the elbow) the gauntlet will not release its wearer. To
grow to be the Cursed Frogs that wander the dungeon. An atmosphere of utter compensate, the gauntlet grants the wearer a Strength of 18 for that arm only.
evil fills this room, dimming any lights brought inside, and requiring a save As an item is worth 100 gp for its unusual metal. These are referred to in legend
against spells to avoid being unsettled (-1 to throws while on this level). Six as The Arm of the Ogre, and are said to have been the bane of a paladin who
Cursed Frogs guard the room, attacking anyone who enters. once wore it.

Cursed Frogs x 6 (AC 2, Move 90 (30), HD 4+2, hps 11, 14, 19, 22, 19, [27. Entrance to Lower Level]: At the end of this corridor is a rusted iron
21, #AT 1 (bite), Dmg 1d6+1, SV F2, ML -1, AL C, XP 290; swallow whole, trapdoor that hasnt been opened in years. It requires a feat of strength to pull
cursed; ACKS page 198) open, to reveal stairs leading down (if the dungeon is aligned), or solid rock (if
the dungeon is misaligned).
[24. Empty Barracks]: This chamber was once a barracks or dormitory and holds
six stone bunks, carved out of the walls. A stone table sits in the middle of the
room, four benches surrounding it.

[25. Misplaced Mage]: Hidden in this chamber is Walter the Great, a magician
who ended up here a few hours ago after a failed magical experiment teleported
him here. He hails from the Land of a Thousand Towers, which lies over the
western sea. He is eager to leave, has no equipment, and has only the spells he
had memorised at his disposal. He does, however, have a magical gold ring on his
finger, of an ornate knot-design (worth 25 gp by itself). It is a Ring of Warding,
that allows the wearer to cast Shield three times a day by holding up the hand in
a stop gesture.

26
th
Walter the Great, 9 -level Mage (AC 0, Move 120 (40), HD 9d4, hps 21,

Page
th
SV M7, ML -1, AL C, XP 1,900; cast spells as a 9 -level mage;
proficiencies in Alchemy, Collegiate Wizardry, Engineering, Gambling,
and Unflappable Casting.
STR 10, INT 14 (+1), WIS 13 (+1), DEX 9, CON 9, CHA 7 (-1).
st
Spells: (1 ) Charm Person, Detect Magic, and Magic Missile;
nd rd
(2 ) ESP, Mirror Image, and Phantasmal Force; (3 ) Dispel
th
Magic, Hold Person, and Lightning Bolt; (4 ) Dimension Door,
th
and Wall of Fire; (5 ) (Teleport, cast).
REPLENISHING THE DUNGEON
Every time the dungeon realigns, any empty or cleared rooms are replenished
according to the following tables. None of these monsters have any additional
treasure.

The traps in this dungeon are reset daily, and the corridor ones are all pit traps,
40 deep with a 2 in 6 chance of debris at the bottom adding 1d6 damage (bones,
rocks, broken weapons and equipment). They are concealed by painted canvas
on a flimsy wooden frame, and are triggered by any heavy weight. The two
trapped doors have a contact poison on their handles, save or die, which is
avoided by anyone with gloves or gauntlets (treat ring, chain and plate armours
as having suitable hand wear).

1d6
Empty (1-4) Monster (5-6)

A wood, bone and rag nest that is
1 2d6 mating savage rats.
home to two dozen baby rats.
A puddle of water that holds a dozen
2 2d6 mating cursed frogs.
red glass beads (frog eggs).
A skeleton dressed in new chain mail, 1d6 cursed frogs battling 1d6 savage
3
clutching a chipped two-handed axe. rats over a dead mans body.
The putrid smell of rotting flesh,
A wandering and lost invisible entity,
4 wafting from the doorway. No sign of

27
looking for a way out.
the source.
Blood, fresh, splattered on the walls The Soul Eater on one of its rare
5

Page
and ceiling, but not on the floor. visits to a room.
Twelve small frogs hopping towards the Another mutated frog king (as per
6
exit. Room Nineteen).
D UNGEON L EVEL 5 [7. Cloakroom]: This locked chamber holds seven well-preserved white robes
hanging from bronze pegs in the wall.
An untouched level, with layers of dust in unoccupied rooms and corridors. It has
the feel of an abandoned, ancient tomb. [8. Pit Trap]: A simple pit trap, 50 deep with a painted canvas cover.

[9. The Shepherd]: This room has a life-like granite statue of a shepherd holding
D E CO R a sheep, his crook pointing towards the wall. If the hook is turned anti-clockwise,
Plain walls of 1 blocks of stone form this level, and irregular flagstones cover the the secret door opens for a turn; there is no such trigger on the other side, and it
floor. The ceiling is low and flat, only 8 high, and the doors are all ancient oak shuts after a turn; the door resembles part of the wall.
panelling with bronze handles and simple key locks. A couple are trapped. It is
dry, dusty and smells of old parchment. Unless noted, there are no lights. [10. Unguarded Gold]: In this room is a dusty old iron chest, locked, which is
trapped: opening it causes a scything blade to swipe across, doing 1d4 damage,
and if save versus paralysation fails, the thief takes damage to their fingers,
W AN D ER I N G M O N ST E R S resulting in a -2 to all throws involving delicate work and use of weapons, until
There are no wandering monsters on this level. healed. Inside the chest are 5,000 gold coins.

M AP D ET AI LS [11. Crypt]: A small crypt, with niches in the walls reaching to the ceiling, each
holding the mummified remains of a woman wrapped in old silk bandages. There
[1. Entrance]: The stairs leads into a locked room that has carved scenes on the are six on each of three walls.
walls. The scenes tell the story of a young man who becomes a great magician
and defeats a terrible demon of many heads and many arms. [12. The Pool of Rebirth]: This chamber if dominated by a large, shallow pool of
crystal clear water. The pool is laid with colourful ceramic tiles, detailing a picture
[2. Entrance]: Steps lead down to a locked room with scenic murals of raised of a woman giving birth to a child. The water is fresh, sweet-tasting, and
ivory, showing landscapes of mountain valleys and forest edged lakes. powerfully magical. If a recently dead body is placed in the water (must have
[3. Entrance]: This locked room, with its stairs leading up, has white plastered died no longer than a week ago) then it dissolves in the water, becoming blood. A
walls, painted to resemble a meadow with farmers fields along the horizon, a turn later, this blood reforms into a new body, as per a Reincarnation spell. The

28
blazing yellow sun overhead in a cloudless blue sky. character returns to life, memories and experience intact, but with a new body
and new ability scores for Strength, Dexterity and Constitution. Hit Points should

Page
[4. Entrance]: This entrance, again with stairs and a locked door, has wall murals also be rolled afresh. This can happen only once in a characters lifetime. Further
etched into the stone and lined with silver and gold (a turn spent scraping attempts result in the body being dissolved, but after a turn the blood becomes
gathers 1d100 gp worth), depicting some sort of sea voyage across an ocean to a water and the body lost forever. The water makes an excellent source for the
land where tall towers are silhouetted against the horizon. creation of curative potions and magical items.

[5. Entrance]: This unlocked room has a set of stairs leading up, and is otherwise [13. Entrance to Level Six]: Through an open archway shaped like a pouting
plain and featureless. The steps are quite worn. mouth, a set of stairs leads down to the next level (determine randomly as
desired). If the dungeon is out of alignment, it ends in a blank wall. If no further
[6. Entrance]: The stairway descends into a locked room that has its walls levels are needed or wanted, it is an unfinished excavation that goes nowhere.
painted with faded colours of a forest full of wildlife, a sun sending beams of light
through the canopy.
[14. Spear Trap]: This is a spear trap, triggered by a pressure pad at the end of no tribute is given, or a lesser amount is deposited, the voice screams Then
the corridor. It is triggered in a 2 in 6, resets itself after a turn, and spears thrust blood it is! and the statue animates and attacks.
out of the dead-end, with an Attack Throw of 5+, doing 5d6 damage.
Bronze Statue, variant Animated Statue (AC 5, Move 90 (30), HD 7, hps
[15. Trapped Room]: This room seems empty. The floor is a thin layer of stone, 38, #AT 2 (fists), Dmg 1d10/1d10, SV F8, ML n/a, AL N, XP 790;
easily broken through, and below is a 100 deep pit, passing any lower levels. construct, repels magic if attacker fails a saving throw vs. spells,
otherwise magic reflects back onto the caster; ACKS page 196)
[16. Chapel]: A chapel with a trapped door (faint glyphs around the edge of the
door create a magical ward; anyone passing through the doorway triggers a burst [19. Spike Trap]: This trap is activated by a pressure pad (on a 2 in 6). When
of lightning that deals 5d6 damage, save versus spells for half. It has but one triggered, spikes erupt from the floor, doing 2d6 damage and if a save fails, the
charge), and a secret exit behind a tapestry that covers the entire wall and, spikes wound the feet so much that movement is reduced by half until healed
though faded and worn, shows a forest with deer and birds being hunted by (takes a day, or curative magic). The spikes reset after a turn.
wolves and centaurs.
[20. The Sword in the Stone]: In the corner of this dusty room is a stone plinth,
An altar of limestone, carved to look like a small forest, stands before a statue of engraved with the words From War, Peace; From Peace, War in an old
an oak tree carved from a solid piece of limestone. Before the altar is a pressure common tongue. Stuck in the plinth, cracks around the entry, is a finely crafted
pad, which triggers (on a 2 in 6) a trap: jets of green gas erupt from the altar, broad-bladed sword, which requires a Strength check on 6d6 to pull free (roll
filling the room in a round. Anyone who falls a save versus poison is filled with a equal or under). The sword has a steel blade of excellent workmanship, a razor-
deep reverence and love for all things of nature, animal and plant alike, and will sharp edge, and a hilt shaped into a dragon taking flight. The hilt, pommel and
do whatever they have to in order to protect and nurture nature. This can be cross-guard are all steel plated in silver. As a sword it is worth 500 gp for its
negated by a Remove Curse. quality, and has a natural +1 to hit and damage.

[17. Fire, Fire]: This locked room holds three incense burners, made of bronze, It is also magical. Legend calls it The Sword of Peaceful Rage, and is believed to
on copper chains. They sit on a stone shelf at head height. A turn after this room have belonged to an ancient king who brought peace to his kingdom by slaying
is entered, the burners flare to life and conjure up a 8 tall Fire Elemental that all his foes and all the monsters in his realm. He died in battle. When used in
will rampage through the dungeon until destroyed. battle, the sword protects its wielder from fear and mind-effecting magic, making

29
them immune; it also bolsters the spirits of allies (henchmen automatically make
Fire Elemental (AC 7, Move 120 (40), HD 8, hps 36, #AT 1 (touch), Dmg Morale checks, and PCs gain +3 to saves against fear or mind-effects). When not

Page
1d8, SV F8, ML +4, AL N, XP 1,100; immune to non-magical attacks; ACKS in combat, however, its owner is constantly short-tempered and prone to lashing
page 167) out, often bringing trouble upon themselves. Enemies are easily made, and
[18. Tribute Chamber]: In the centre of this room is a large statue of a handsome monsters are attracted to the sword and its owner.
man dressed in a toga. On his head is a wreath of roses, and his eyes are two [21. Empty Room]: This chamber is empty, except for a thick layer of dust.
sparkling diamonds (worth 5,000 gp each). The statue stands erect, hands
clasped together, and is made of bronze. It is twice the height of a man. When [22. The Scream]: In the middle of this dusty room stands another statue, made
someone enters the room a deep voice, in a language everyone can understand, of bronze, on a plinth of granite 5 high. Around the base is glittering treasure.
issues from the statue: Pay Tribute, in Gold or in Blood. If no less than 500 gp is The statue is crouching down, its head brushing the ceiling. It is made of
placed before the statue, the voice says Blessings be upon you, and everyone malachite and is a screaming woman covered in wounds, her body clothed in
in the room receives the benefit of a Bless spell while they remain on this level. If
rags. A turn after the room is entered, the statue animates and attacks, first Blood Elemental, water elemental variant (AC 7, Move 60 (20), HD 8*,
screaming, then aiming for anyone who has taken any of the treasure. hps 31, #AT 1 (slap), Dmg 1d8, SV F8, ML +4, AL N, XP 1,100; summoned
creature; ACKS page 193)
Screaming Statue, variant Animated Statue (AC 4, Move 90 (30), HD
6*, hps 26, #AT 1 (fist), Dmg 2d8, SV F6, ML n/a, AL N, XP 570; construct, In the first sarcophagus is a bejewelled goblet, platinum with four large rubies
scream 1/turn, all within 60 must save versus paralysis or be deafened around the rim (worth 5,000 gp in all), and 750 large gold coins; in the second are
for 1d4 turns and stunned during the first round, counting as surprised; a pile of silver and gold pieces (600 gp, 575 sp); in the third are square gold coins,
ACKS page 167) 900 in all; while in the fourth are 250 silver coins, and a set of three steel bars
(worth 250 gp each, and weigh 25lb apiece).
The treasure consists of a pile of 1,500 gold coins, a black sapphire (5,000 gp),
and ten large gold bars (weigh 25lb each, worth 1,250 gp apiece). REPLENISHING THE DUNGEON
[23. Pudding in a Jar]: In this room are three dozen large clay urns, all but of The level has never been reached, nor explored until the PCs arrive. No
which is empty. The full one is stoppered with a red wax seal, which, if broken Custodians come this far, so no traps are reset and no monsters fill empty rooms.
releases a black oily goo that quickly forms (in 2 rounds) into a dangerous Black
Pudding:

Black Pudding (AC 3, Move 60 (20), HD 10*, hps 26, #AT 1 (slap), Dmg
3d8, SV F5, ML n/a, AL N, XP 1,550; immune to all but fire attacks, cold
paralyses it; dissolves wood and metal; split into two if struck by
weapons, magic or lightning; ACKS page 156)

[24. Bone Pile]: Another small room, this one holds a solitary 10 iron pole that is
in perfect condition and leaning in the corner, and the floor is covered by dozens
of bones. If the bones are disturbed, they animate and form a towering (10 tall)
Bone Golem with four arms, clutching sharpened bone clubs, which will pursue

30
whoever disturbed it until one or the other is dead.

Bone Golem (AC 7, Move 120 (40), HD 8*, hps 42, #AT 4 (clubs), Dmg

Page
1d6/1d6/1d6/1d6, SV F4, ML n/a, AL N, XP 1,100; golem immunities,
immune to fire, cold and lightning; ACKS page 173)

[25. Crypt of the Dragon]: A crypt with four bronze sarcophagi with sculptured
lids designed to look like flowering apple trees. The lids are heavy and takes a
feat of strength to lift off. Inside each is strewn treasure, but no corpses.
Watching over the valuables is a glass statue full of what look like blood. The
statue is of an 8 tall woman with a dragons head, eyes closed, kneeling with her
head bowed. Any tampering with the coffins causes the glass to shatter,
releasing a blood elemental that attacks without mercy.
D UNGEON M ODULES : L EVEL 6 & B EYOND [2. Stairs]: copper steps lead down to a steel door.
Six modular dungeon levels, that can be randomly rolled for when descending to [3. Stairs]: steel steps lead down to a steel door.
level 6, and possibly beyond.
[4. Stairs]: iron steps lead down to a steel door.
REPLENISHING THE DUNGEONS
[5. Stairs]: silver steps lead down to a steel door.
Unless otherwise noted, every time the dungeon realigns, any empty or cleared
[6. Stairs]: gold steps lead down to a steel door.
rooms on these levels are replenished on a 2 in 6 chance, determined by the
wandering monster table. None of these monsters have any additional treasure. [7. Empty]: This domed chamber is made of steel, with astrological symbols and
diagrams etched into the floor in silver, gold and copper. It is essentially a fairly
accurate study of the constellations, an ancient horoscope. In an alcove is a steel
L EV E L 6_1 box with a winch. Behind the box is an orrery of copper and bronze, resting on a
A level constructed from sheets of metal, inhabited by alien automatons that plinth of solid silver. Turning the winch makes the orrery turn, which then
found their way here by a strange portal. triggers the secret door behind it: a steel plate slides out of the wall. It shuts after
ten minutes. There is no way to open it from the other side.
DECOR
[8. Monster]: In this locked iron-walled room is a trapped automaton, an
Every corridor, room and door is made of metal, somehow glued to 5 blocks of abomination that malfunctioned and went insane. It has trashed what was once
granite. The corridors are all copper, sharp angles and a slanting ceiling 10 at its a workshop, shredding the metal desks, tables and chairs that were once here.
lowest, 15 at its highest (always slanting to the left, when facing the centre of The automaton has cannibalised others of its kind, to grow to greater size, and
the level). The rooms are made of different metals, and all the doors are steel will try to do the same with any organics it comes across, believing that to
with complex locks, although not all are locked; a few are trapped as well as survive it needs to grow and add to itself. At the moment, it is a hybrid of both
locked. A tang, like the taste of a storm, fills the charged, still air. types, with treads attached to legs, three claws and a hollow-tube that spits fire,
and its glass head churns with a yellow-green sickly fluid that bubbles madly.
WANDERING MONSTERS Metal plates, steel, copper and bronze, are fixed all over its body.

31
Check for encounters every three turns. One occurs on a 2 in 6 chance.
Automaton Abomination: (AC 9, Move 90' (30), HD 10, hps 47, #AT 4 (3

Page
1d6 Encounters claws/tube), Dmg 2d8/2d8/2d8/3d6, SV F8, ML +4, AL C, XP 2,950;
1d6 Soldier Automatons (AC 7, Move 90' (30), HD 8, #AT 2 (claw/tube), Dmg immune to charm, hold and sleep, poison and diseases).
1-2
2d8/3d6, SV F8, ML +4, AL L, XP 2,100; immunities, self-repair; new monster)
2d6 Worker Automatons (AC 6, Move 120' (40), HD 6+6, #AT 2 (claws), Dmg [9. Empty]: This locked bronze-lined room has been used as a dumping
3-5
2d6/2d6, SV F6, ML +2, AL L, XP 980; immunities, self-repair; new monster) ground/storage room for the automatons that have become trapped here. Inside
6 Random character is struck by a bolt of lightning from the charged air: 6d6 are piles of metal, glass-bowls, jars of green liquid, nuts and bolts, spools of
damage, save for half. copper wire, and assorted spare parts.
M AP D ET AI LS [10. Empty]: This tin-plated room has a ruined pair of automatons, both workers,
[1. Stairs]: bronze steps lead down to a steel door. their legs pried loose and a couple missing; their heads have been shattered and
green stains cover the floor. They were destroyed by the abomination in Room two on the floor, and another pair on the ceiling. Each will take time to study and
Eight. inscribe, and should be determined randomly. Only someone with arcane
knowledge, or a suitable spell (read magic and so on) will be able to identify what
[11. Empty]: This room is lined with highly polished copper, and has niches in the the symbols mean.
wall, each a basin holding thousands of copper bolts that the automatons
somehow digest for fuel. [16. Monster]: A patrol of five soldier automatons is standing here, waiting for
their turn to patrol the area. There is a 3 in 6 chance each turn that they will
[12. Monster]: This locked room is silver, lined in 2 square tiles that weighs 50lb activate; otherwise they ignore everyone and anything unless attacked or
(value, 250 sp each), and has a bronze sculpture standing at the back. This tampered with. At the back of the room is an iron coffer holding 9,000 silver
sculpture stands 10 high, and resembles a perfect example of the soldier coins; a black silk bag holding a diamond earring (worth 900 gp, a silver stud with
automatons. Standing before it, honouring it in a language of clicks and whirs, four tiny stones); a large steel trunk holding a silk pillow with 9 pearls (100 gp
are seven soldier automatons. each); and leaning against the wall is a large two-handed sword with a curved
Soldier Automatons (AC 7, Move 90' (30), HD 8, hps 33, 32, 41, 42, 34, blade, an ivory pommel wrapped in red silk and sewn with golden thread, with a
38, 39, #AT 2 (claw/tube), Dmg 2d8/3d6, SV F8, ML +4, AL L, XP 2,100; hilt of solid silver braced with steel (worth 900 gp).
immunities, self-repair; new monster). Soldier Automatons (AC 7, Move 90' (30), HD 8, hps 40, 32, 26, 37, 44,
[13. Monster]: In this domed room, made of bronze, a dozen worker #AT 2 (claw/tube), Dmg 2d8/3d6, SV F8, ML +4, AL L, XP 2,100;
automatons are hard at work building a soldier out of spare parts and items they immunities, self-repair; new monster).
have scavenged. The process takes about an hour to complete, and the workers [17. Empty]: This locked room is made of copper, and contains a loose collection
will ignore intruders unless they are disturbed. Amongst the pile of parts are of treasure, which tumbles out when the door is opened; requiring an immediate
several items of value that they intend to use in the automatons construction: wandering monster check.
900 gold coins, a silver chatelaine (chains, belt, and assorted keys that fit 1d6
random levels worth of doors), 90 gold ingots (weight 1lb each, 10 gp to a The treasure hoard consists of: a topaz gemstone (worth 450 gp); 900 gold coins;
pound), and a doll of a soldier with silver wire and ivory parts (worth 750 gp). 9,000 silver pieces; a pair of steel gauntlets designed to look like the claws of an
eagle, with silver tracing of a feather design (worth 450 gp for the pair); a finely

32
Worker Automatons (AC 6, Move 120' (40), HD 6+6, hps 31, 42, 27, 26, worked stool of silver birch with legs carved to resemble trees, and the seat
42, 38, 38, 27, 26, 20, 48, 33, #AT 2 (claws), Dmg 2d6/2d6, SV F6, ML +2, engraved with a pattern of clouds (worth 450 gp to a collector); an ivory

Page
AL L, XP 980; immunities, self-repair; new monster). statuette of the Laughing Frog deity (worth 500 gp); a splendid suit of plate mail
[14. Empty]: The door to his room is trapped, and the room itself is made of gold with fancy scroll-work and patterns on the breastplate and joints (worth twice
(1 tiles, weighing 25lb each, worth 1,250 gp apiece). Inside are dozens of copper that of normal plate); a silver scroll case capped with a red wax seal, holding
rods protruding from the floor, so many that you cannot move without touching vellum that is written with arcane runes, ten in all, each a single spell of level 2 to
them. All reach 5 in height, and smell like the coming of a storm. 5 (random); a magical silver bowl that, when filled (holds a pint), never runs out;
although carrying it while full is difficult; and, finally, a magical, palm-sized ruby
[15. Empty]: This secret room, the door to which looks like a panel in the wall that seems to have some images floating inside: looking through the gem allows
and simply opens at a hefty push from either side (swinging up), is made of large the user to not only see in the dark, but also detect invisible creatures, pierce
5 tiles of copper deeply etched with mathematical symbols that boggle the illusions, and detect secret doors (but not traps); however, looking through it
th
mind. Written on the walls, floor and ceiling are 6 -level spells, one to each wall, opens the mind to horrific images and mind-bending pictures that float through
the gem; each time it is used, save versus spells or become temporarily insane It is studded with numerous gemstones, caps to the various nuts and bolts
(Judges choice of insanity, lasts 1d6 days, new save allowed at end of duration or holding it together (hundreds of small stones, worth 10 gp each; total of 5,000
roll for a further period of 1d6 days). gp). It is attended to by a pair of maximum hit point soldier automatons.

[18. Empty]: This bronze room is locked. Inside are dozens of copper rods Leader of the Automatons (AC 10, Move 60' (20), HD 12, hps 71, #AT 2
hanging from the ceiling, each 5 long and smelling of the earth after a lightning (claw/tube), Dmg 2d10/3d8, SV F12, ML +4, AL L, XP 3,900; immune to
strike. charm, hold and sleep magic, poison and diseases, self-repair: regain 3 hit
[19. Empty]: Another room made of gold, with a trapped door. Inside are walls points per hour; unique monster, automaton variant),
lined with steel shelves, all empty. The secret door is hidden behind these Soldier Automatons (AC 7, Move 90' (30), HD 8, hps 64, 64, #AT 2
shelves, and is opened by pressing down on the shelf before it. (claw/tube), Dmg 2d8/3d6, SV F8, ML +4, AL L, XP 2,100; immunities, self-
[20. Monster]: This domed chamber has walls of silver, a gold floor and ceiling, repair; new monster).
and holds three worker, and a solitary soldier automaton, currently awaiting [24. Empty]: This locked room is empty and made of copper sheets.
orders. They will ignore intruders unless disturbed.
[25. The Portal]: This large domed chamber, with its copper floor, ceiling and
Worker Automatons (AC 6, Move 120' (40), HD 6+6, hps 32, 41, 29, #AT gold walls, holds the portal that the automatons passed through to become
2 (claws), Dmg 2d6/2d6, SV F6, ML +2, AL L, XP 980; immunities, self- trapped in this dungeon. It stands in the centre of the room, a free-floating circle
repair; new monster), of some unknown white metal, glowing faintly, the void between filled with a
Soldier Automaton (AC 7, Move 90' (30), HD 8, hps 40, #AT 2 blue light that ripples like water.
(claw/tube), Dmg 2d8/3d6, SV F8, ML +4, AL L, XP 2,100; immunities, Automatons fall through here every so often, but there is no way to go back.
self-repair; new monster). Around the room, facing the portal are four fat copper rods that arch towards
[21. Trap]: A copper room, empty, except for a pit trap that covers the entire the centre of the room, tapering to fine points. Each hums and vibrates
floor and is hinged by the back wall. Any heavy weight triggers it, swinging down constantly, and flickers of lightning spark at their tips. Standing beneath them is
to reveal a 30 pit. The floor then swings shut. dangerous (precise areas marked as trapped), with arcs of lightning shooting out

33
to anyone remaining in place for a round or more: each arc does 6d6 damage,
[22. Monster]: A silver floored, copper-walled domed room with a steel trapdoor save for half.

Page
leading to a corridor 15 below, a steel ladder granting access. Guarding this
trapdoor are a pair of soldier automatons with maximum hit points. They cannot [26. Exit to Lower Level]: If additional levels exist, this shaft plummets 50 to
get down the shaft. They will attack any non-automaton entering the room. them (determine the level and entrance randomly if necessary). The walls of this
shaft are granite, and there are no hand-holds to aid in climbing.
Soldier Automatons (AC 7, Move 90' (30), HD 8, hps 64, 64, #AT 2
(claw/tube), Dmg 2d8/3d6, SV F8, ML +4, AL L, XP 2,100; immunities, [27. Empty]: This bronze room holds rows of copper benches fixed to the walls.
self-repair; new monster). [28. Empty]: This locked, silver room holds a large laboratory full of metal
[23. Monster]: This domed chamber, with a golden floor and ceiling, with silver equipment. It can easily serve an alchemist or arcane-smith.
walls, holds the leader of the automatons, a larger version of the soldiers. It
towers almost to the ceiling, and the liquid inside its glass head is a deep purple.
REPLENISHING THE DUNGEON
Whenever the level needs to be replenished, 2d6 worker automatons and 1d6
soldier automatons arrive through the portal to take up residence. None of
these automatons have any treasure. Each cleared room has a 2 in 6 chance of
being inhabited.

34
Page
[2. Trap]: This section of corridor is littered with a carpet of leaves, twigs and
L EV E L 6_2 dirt. Underneath it all lies a pit, 20 deep and full of sharpened stakes. anyone
falling in takes the usual falling damage, as well as 4d6 from the stakes.
A level of iron-banded wood and flora, wherein dwell creatures youd normally
find in a jungle. [3. Trap]: This secret room has a floor thick with moss, fallen leaves and animal
bones. This conceals another pit, 30 deep with dozens of small stakes, doing 5d6
DECOR damage to anyone landing on them.
This is a hot, humid level with jungle-like foliage lining the corridors and rooms.
[4. Empty]: This locked room has oak trees growing along the walls, their
The corridors are 15 high, the rooms 30, and all the walls, floors and ceiling are
branches forming a canopy overhead. Unseen birds twitter and hop about in
made of wood, banded with iron strips that are nailed in place. The wooden
amongst the leaves. A small pool of fresh, drinkable water lies along the wall
planks are 6 deep, a foot wide and ten long, of oak, beech, silver birch and other
opposite the door.
types, all mixed together and treated to last indefinitely. The doors are thick oak
with iron rings, some locked with padlocked chains rusted in place. When the [5. Monster]: This domed lair is a jungle of trees, vines and soil, with but a few
dungeon is open the level is magically lit by an unseen source, providing daylight feet between foliage. At the back of the room is a statue, covered in vines and
conditions, but when out of alignment the level falls into darkness. The sounds of half-hidden by the trees. The statue is a tall, lion-headed man in a loincloth,
birds and beasts constantly fills the dungeon, louder when it is dark, although it is posing throwing a spear. He is made of dark granite, but the spear is a wooden
impossible to tell where all the noise is coming from and it can only be heard shaft with a glass point, which is as hard and resistant as steel; it is also magical
when inside. (see below). Half-a-dozen serpent tigers make their home here, along with a
dozen cubs that frolic about the statue (treat these cubs as being non-
WANDERING MONSTERS combatants, 1 Hit Dice and AC 2). There is also a hidden chest, rusting iron with a
Check for encounters every turn. One occurs on a 2 in 6 chance. locked padlock, that was left here long ago by whoever designed this dungeon.

1d6 Encounters In the chest is a pile of copper cutlery, with wolf designs (each worth 2 gp, total
A lone Serpent Tiger (AC 5, MV 150 (50), HD 7, #AT 3 (2 claws, tentacle, Dmg value is 700 gp, 35 stone total weight). The spear is known as the Hunters Spear,
1-2
1d8/1d8/strangle, SV F7, ML +1, AL C, XP 790; strangle for 1d6; new monster). acting as a +2 weapon that can be thrown 60 without penalty and returns to the

35
Pack of 4d6 Razor-Claws (AC 5, MV 150 (50), HD , #AT 1 (bite), Dmg 1d3, SV F0, attackers hand if the spear misses; if it hits, the target must make a saving throw
3-5
ML -1, AL N, XP 6; -1 to special manoeuvres penalty for every 5; new monster). versus paralysation or be pinned in place, with another save allowed each round

Page
6 A lone Shifting Panther (AC 5, Mv 150 (50), HD 6, #AT 3 (bite, claw), Dmg 2d4,
to tear free, which then deals an additional 1d6 damage.
1d6, SV F6, ML 0, AL N, XP 320; illusory image; ACKS page 188).
Serpent Tigers (6): AC 5, MV 150 (50), HD 7, hps 30, 22, 24, 40, 30, 36,
MAP DETAILS #ATS 3 (2 claws, tentacle), Dmg 1d8/1d8/strangle, SV F7, ML +1, AL C, XP
[1. Entrance]: This room has stone steps leading to the upper level, and a shaft 790; strangle on a successful hit, if save versus paralysation fails.
next to it that leads, via a ladder of iron rungs, to any lower levels. The doors out
are carved with the image of a giant oak tree. [6. Empty]: This room is full of exotic flowers and plants, covering the entire
room. The scent is heavy and intoxicating, but strangely refreshing. The first time
anyone enters here, the smell restores 2d6 hit points.
[7. Empty]: This room has a carpet of white daisies covering the room, and [12. Empty]: This hidden room has numerous bushes of berries that are tasty and
grapes hang on vines from the walls. filling. A mouthful is the equivalent of a meal.

[8. Empty]: This locked room holds a solitary apple tree in the centre, with [13. Empty]: In this room is a muddy floor, with a few tadpoles swimming in it.
5+1d10 apples ripe and ready to eat. Each apple nourishes as much as a day full
of meals, and restores hit points as if the character had rested a full day. [14. Monster]: Sitting on a throne of obsidian (worth 700 gp), beautifully carved
and standing out in the jungle setting, is the Jungle Lord; a great ape with scarlet
[9. Monster]: This chamber holds a lair of six shifting panthers, who are able to fur and golden eyes, twice as tall as a normal man. Attending him are two
move through the door at-will, which is barred from the inside for anyone else. serpent tigers, and a pair of shifting panthers.
Vines cover the floor, creep up the walls and tangle in the ceiling. A mighty tree,
branches spreading to shelter the ground, stands in the centre, around which the Serpent-Tigers (2): AC 5, MV 150 (50), HD 7, hps 41, 26, #ATS 3 (2
panthers rest. In the branches of the tree are several items that the panthers claws, tentacle), Dmg 1d8/1d8/strangle, SV F7, ML +1, AL C, XP 790;
have collected, magpie-like: a gold-plated bronze brazier (value 600 gp); three strangle on a successful hit, if save versus paralysation fails.
suits of plate mail, in different designs; a beautiful scimitar with an ivory handle
and silver patterning on the blade (worth 700 gp); and a map cabinet of walnut Shifting Panthers (2): AC 5, Move 150 (50), HD 6, hps 23, 27, #AT 2
that is hanging from the uppermost branches (value, 600 gp). (bite, claw), Dmg 2d4/1d6, SV F6, ML 0, XP 320; project illusionary
image; ACKS page 188; note: no tentacles.
Shifting Panthers (6): AC 5, Move 150 (50), HD 6,hps 24, 30, 20, 21, 41,
26, #AT 2 (bite, claw), Dmg 2d4/1d6, SV F6, ML 0, XP 320; project Jungle Lord (1): AC 5, MV 140 (40), HD 9*, hps 44, #ATS 3 (2 claws,
illusionary image; ACKS page 188; note: no tentacles. bite), Dmg 1d8/1d8/2d6, SV F9, ML +2, AL N, XP 1,300; Knock Down
opponents with no penalty to the attack throw.
[10. Monster]: This room is the lair of three serpent tigers, who guard the hoard
accumulated by their Lord. Amongst the foliage and tree hanging from the wall, [15. Empty]: This room serves as a bedroom for the Jungle Lord. It has a large
are: a pedestal of white marble (value 600 gp), on which rest ten ingots of mithril nest of vines, moss, bark and lichen that dominates the room. Bones of animals
(tenth of a stone each, value of 75 gp apiece); a pile of 60 gold ingots (quarter of and humanoids can be found amongst the bedding. An empty and unused chest
a stone and 10 gp each); 30 platinum ingots (worth 50 gp each); two sacks of drawers, of applewood, rests against the wall. It is a fine piece of furniture,

36
holding electrum pieces (each has 1200 coins); a small iron chest, locked, holding with lacquered panelling and silver handles in the shape of a lions head (worth
1,200 silver pieces; and a writing desk made from beech, with flowers painted 700 gp).

Page
into a polished and varnished surface, with ivory handles and bronze hinges [16. Empty]: This room serves as the Jungle Lords dining hall, with a crude
(worth 600 gp). throne of bones and vines sitting before a slab of darkly stained rock. Bones litter
Serpent-Tigers (3): AC 5, MV 150 (50), HD 7, hps 41, 33, 33, #ATS 3 (2 the floor, and rotting meat still occupies the simple table.
claws, tentacle), Dmg 1d8/1d8/strangle, SV F7, ML +1, AL C, XP 790; [17. Empty]: In this room are more vines, covering every space and stretching
strangle on a successful hit, if save versus paralysation fails. between the walls, making movement through it difficult.
[11. Empty]: This large room has vines growing all over, flowering with bright [18. Empty]: The door to this room is trapped, the padlock coated with a deadly
yellow heart-shaped flowers. The secret door is hidden behind a thick set of contact poison (save or die). Inside is a room with a floor covered in thick green
vines, and is a plain wooden door with a simple handle. On the other side is the
same.
moss, comfortable to sleep on. For some reason the creatures here avoid this
room, so as long as anyone rests here, there are no wandering monster checks.

[19. Monster]: This large chamber has vine-draped trees, thick bushes of dark
red berries (poisonous to eat) and a pool of fresh water fed by an underground
spring. Around this pool are a dozen Razor-claw nests, constructed from vines,
bark, bones and scraps found in the dungeon. Each nest holds 4d6 scarlet
coloured eggs, spotted with bright yellow specks, about the size of a goose egg. A
total of forty Razor-Claws are found here, keen to prey on intruders to feed their
young when they hatch.

Razor-Claws (40): AC 5, MV 150 (50), HD , hps 3 each, #ATS 1 (bite),


Dmg 1d3, SV F0, ML -1, AL N, XP 6; -1 on special attack penalties for
every 5 attacking; 20 can swarm a man-sized creature at once.

[20. Fountain of Youth]: Surrounded by willows and flowers, a marble fountain


rests in this room. A low wall surrounds a 5 deep pool of cool water, and a
statue of a beautiful woman, naked and dancing, pours water from a jug that she
carries. Anyone drinking of the water is cured of any diseases they carry,
th
neutralises any poisons, and heals wounds equal to a 6 -level curative spell. If
anyone bathes in it, they find themselves becoming younger, by 2d10 years. The
healing properties only function once per day, but the youthfulness occurs every
time someone bathes. The effect can be reversed if a remove curse or dispel
magic is cast on the bather, at any time after they partake of the blessing of
youth. The water loses its power if removed from the room.

37
TRAPS

Page
The trap not detailed above is a simple 30 deep pit trap, hidden beneath a
carpet of fallen leaves.
L EV E L 6_3 jet; a round steel shield with gold-leaf patterning, in a Celtic-knot design (worth
100 gp); a suit of worn plate armour (intact, but needs a good polish); two suits
A cobwebbed dungeon that is home to lots of different spiders, some large,
of fine chain mail; three still-sharp long swords; a ripped pack that holds three
some giants, others of an evil intelligence.
glass bottles, labelled Restorative and are in fact healing potions (heal 1d6+1);
and finally, a magical suit of chain mail: it is fine leather with silver rings, as
DECOR
flexible and light as leather, as hard as plate (same AC bonus), and also deflects
This stone dungeon, made of 6 granite blocks, is full of cobwebs that impede
arrows as if it had a permanent Protection from Arrows cast upon it.
passage down the 40 high corridors, and fill some of the 50 tall rooms. There is
no light, and the sounds of scurrying spiders can be clearly heard around every Giant Spiders (4): AC 2, Move 120 (40), HD 2, hps 9, 10, 7, 9, #AT 1 bite,
corner. There are no doors, just 20 archways into the rooms beyond. Dmg 1d8, SV F1, ML -1, AL N, XP 38; poisonous bite; ACKS page 194.

WANDERING MONSTERS Giant Jumping Spiders (2): AC 4, Move 150 (50), HD 4+2, hps 20, 21,
Check for encounters every two turns. One occurs on a 2 in 6 chance. #AT 1 (leg or bite), Dmg 0 or 2d8, SV F2, ML +1, AL N, XP 215; suction
legs; ACKS page 189.
1d6 Encounters
Brain-Eating Spider (1): AC 3, Move 60 (20) & web 120 (40), HD 3, hps
2d6 Giant Jumping Spiders (AC 4, MV 150 (50), HD 2, #AT 1 (bite), Dmg 1d8, SV
1-2 14, #AT 1 (bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; poison bite, web,
F1, ML -1, AL N, XP 38; poison bite; ACKS page 194).
spells (magic missile, sleep, shield); also intelligent and able to speak
3d6 Giant Spiders (AC 4, MV 150 (50), HD 4+2, #ATS 1 leg or bite, Dmg 0 or 2d8,
3-5 Common; ACKS page 194.
SV F2, ML +1, AL N, XP 215; suction legs).
6 1d6 Brain-Eating Spiders (AC 3, MV 60 (20), or 120 (40) web, HD 3, #AT 1 [3. Monster]: This chamber is dominated by a giant web that stretches from
(bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; web, poison bite, spells). wall-to-wall, acting as lair for three spell-casting brain-eating spiders, who have
managed to keep some treasure for themselves, which is stuck amongst the
MAP DETAILS webs: a leather sack holding 275 gp, 98 sp and 221 coppers; a golden rod of
[1. Entrance]: The stairs from the upper level descend into this cobwebbed office with an eagles head (worth 250 gp); a silk purse holding three topaz gems
room, with gnawed skeletons slumped in the corner and another partially (each worth 500 gp); and a fancy looking felt hat with a bright orange feather

38
cocooned and hanging from the ceiling. sticking out (worth 125 gp).

Page
[2. Monster]: A larder for the intelligent spiders, this room holds a dozen Brain-Eating Spiders (3): AC 3, Move 60 (20) & web 120 (40), HD 3,
corpses, adventures, frogs and giant rats, cocooned and webbed to the ceiling hps 21, 17, 17, #AT 1 (bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; poison
and walls. Acting as guards are four giant spiders, a pair of giant jumping bite, web, spells (1) magic missile; (2) burning hands; and (3) sleep); also
spiders, and a lone brain-eating spider who acts as their leader and directs intelligent and able to speak Common; ACKS page 194.
them to carve the bodies, defend the larder, and act as cannon-fodder.
[4. Trap]: This seemingly empty room is covered with webs on the walls, ceiling
Amongst the dead bodies are a few items of value that have yet to be taken to and floor, but little in between. Bones are stuck in the webs, as well as a few
the Queen: a pouch containing 75 gp, 29 sp and 9 cp, plus two large sapphires dead spiders. Scattered through the room are 11 covered pit traps, each 30 deep
(worth 1,000 gp each); a gold necklace with gold charms shaped like animals with 5 of bones and other debris at the bottom (+1d6 damage); each is triggered
(worth 500 gp); a signet ring of platinum with three small diamonds (worth 2,500 on a 5 in 6, and the noise of landing on the bones alerts the spiders in Room # 3
gp overall), with a device depicting a rearing boar in gold overlaid on a circle of and the larder, Room #2.
[5. Empty]: More of a junction than a chamber, webs choke this area preventing Brain-Eating Spiders (2): AC 3, Move 60 (20) & web 120 (40), HD 3,
any movement through until it is cleared (three turns to hack through, or a turn hps 10, 11, #AT 1 (bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; poison bite,
by burning). web, spells (1) magic missile; (2) burning hands); also intelligent and
able to speak Common; ACKS page 194.
[6. Monster]: Lairing in this cobweb choked room are five giant jumping spiders,
who are fighting over the large corpse of a cow (from who knows where; fairly Giant Spiders (4): AC 2, Move 120 (40), HD 2, hps 9, 8, 15, 4, #AT 1 bite,
fresh, only a couple of days old). They are surprised on a 4 in 6, due to the Dmg 1d8, SV F1, ML -1, AL N, XP 38; poisonous bite; ACKS page 194.
distraction.
[12. Empty]: This chamber is choked with more webs, amongst which are the
Giant Jumping Spiders (5): AC 4, Move 150 (50), HD 4+2, hps 25, 19, following items: two potions of healing (cures 1d6+1); a thick glass bottle
20, 20, 22, #AT 1 (leg or bite), Dmg 0 or 2d8, SV F2, ML +1, AL N, XP 215; containing three doses of gaseous form; a round steel shield with a mirrored
suction legs; ACKS page 189. surface and silver rim (worth 250 gp); and two fist-sized rubies (worth 2,500 gp
apiece).
[7. Exit]: This room is virtually choked with cobwebs, halving all movement
unless it is cleared (takes three turns to hack away, or a turn burning it). A [13. Empty]: Hidden amongst the webs that virtually block access to this room, is
trapdoor of stone, with an iron ring opens to reveal a shaft and iron-rung ladder the body of an adventurer that hid here after being bit by a spider. He died from
leading to the next level. the poison, and over time much of his equipment and treasure has been taken
away, but he still wears an intact suit of plate mail, and has a kite shield and a
[8. Monster]: This room is another lair of the spiders, but the webs that cover long sword in his possession. Around his neck is a silver locket (worth 15 gp) that
this chamber are home to a dozen giant spiders, who are feasting on the bodies holds the portrait of a handsome woman, dressed in the style of the
of several giant rats that have been strung up. neighbouring kingdom.
Giant Spiders (12): AC 2, Move 120 (40), HD 2, hps 14, 11, 9, 13, 12, 8, [14. Empty]: This room shows signs of a recent fire, a few days old at most. Most
10, 11, 16, 8, 10, 12, #AT 1 bite, Dmg 1d8, SV F1, ML -1, AL N, XP 38; of the webs have been burned away, leaving only a few tattered remnants on the
poisonous bite; ACKS page 194. ceiling. Three charred bodies of spiders litter the floor, as well as a skeleton of a
[9. Empty]: This webbed room holds the remains of numerous meals: bones from human almost reduced to ash.

39
a variety of creatures litter the floor, are stuck in the webs, and hang from webs [15. Statue of a Dead God]: A bronze statue, covered in webs, rests in this
on the ceiling.

Page
alcove, and depicts a humanoid with four legs and arms, eight eyes on its
[10. Refreshing Pool]: This room is almost devoid of webs, with only a few trails bulbous head, clothed in plate armour.
hanging from the ceiling and wisps sticking to the walls. In the centre of the room [16. Unholy Relic]: Resting in the middle of this chamber is a oblong cabinet of
is a shallow (3 deep) pool of crystal clear water, the bottom of which is tiled with transparent crystal, inside of which is a two-handed sword suspended by thick,
bronze hexagons. The water is refreshing and nourishing, removing fatigue from black webs. The double-edged sword is serrated and is made of black steel, with
anyone who drinks it. its pommel pure white ivory cared to resemble the fangs of a spider. Tiny runes
[11. Monster]: This chamber holds more cobwebs, and is where a pair of brain- are etched into the blade, ancient and arcane and speaking of poison and the
eating spiders, and their pets, four giant spiders, make their lair. death of gods. It is a magical two-handed sword, an unholy relic of the intelligent
spiders known as the God-Blade, or Life-Cleaver; it is a +3 magic weapon that, on
a natural 20 to hit, poisons the target (save versus poison or die in agony in 1d6
rounds). It also allows the wielder to pass through webs as well as a spider, [20. Trap]: This room is full of cobwebs, reducing all movement by half, except
grants immunity to non-magical poison, and anyone using it against the spiders for spiders. In the middle of the chamber is a simple pit trap, covered by loose
will become the target of their attacks, to the exclusion of all others. webbing; anyone entering the area has a 4 in 6 of triggering the trap and falling
30 into the pit. At the bottom are dozens of skeletons, human and otherwise,
[17. Monster]: This area is where the intelligent spiders keep their prey, before dealing an extra 1d6 damage from landing in them. The noise will also alert the
carving them up to feed upon. The four cells with thick iron bars and simply bolt- Queen and attract her guards (see below).
locks are currently empty, but a pair of brain-eating spider stand guard, bickering
about how long it has been since they last ate someone. Neither of these is a [21. The Queens Nest]: This domed chamber is the lair of the Queen, a large,
spell-caster. bloated brain-eating spider who sits in a web littered with bones and partially
digested corpses. She is guarded by half-a-dozen brain-eating spiders, who lurk
Brain-Eating Spiders (2): AC 3, Move 60 (20) & web 120 (40), HD 3, around her web, eager to please her by capturing intruders. Each is also a spell-
hps x, x, #AT 1 (bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; poison bite, caster, with magic missile and sleep memorised.
web, also intelligent and able to speak Common; ACKS page 194.

[18. Trap]: This room is engulfed by cobwebs, reducing all movement by half. In Brain-Eating Spiders (6): AC 3, Move 60 (20) & web 120 (40), HD 3, hps 10,
the centre is a simple pit trap, covered by loose webbing; anyone entering the 11, 8, 7, 17, 23, #AT 1 (bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; poison bite,
area has a 3 in 6 of triggering the trap and falling 30 into the pit. At the bottom web, spells (magic missile, sleep); also intelligent and able to speak
are dozens of skeletons, human and otherwise, dealing an extra 1d6 damage to Common; ACKS page 194.
anyone falling in.
The Queen: AC 6, MV 180 (60) & web 240 (80), HD 8**, hps 48, #ATS 3 (2
[19. Monster] This large chamber, again full of webs that half movement, is legs, bite), Dmg 2d4/2d4/2d8, SV F8, ML +2, AL N, XP 1,600; intelligent
th
occupied by yet more spiders. There are three giant jumping spiders, a pair of spider; web, poison bite (save versus poison or die), cast spells as a 8 level
st nd
non-spell casting brain-eating spiders, and their pets, half-a-dozen giant mage: 1 Charm Person, Magic Missile, and Shield; 2 Detect Invisibility,
rd th
spiders; all are listening to one of the intelligent spiders spin a story about how Invisibility, and Mirror Image; 3 Hold Person and Lightning Bolt, 4
their race was born from the death of a god. Dimension Door and Wall of Ice.

40
Giant Jumping Spiders (3): AC 4, Move 150 (50), HD 4+2, hps 23, 15, Stuck in the web, all over the place, are numerous pieces of treasure that the
18, #AT 1 (leg or bite), Dmg 0 or 2d8, SV F2, ML +1, AL N, XP 215; suction Queen has accumulated over the years: a locked iron chest full to the brim with

Page
legs; ACKS page 189. 7,253 gold pieces; a bronze coffer (locked) full of silver coins, 423 of them;
another locked coffer, of steel, with a dozen small rubies (worth 500 gp apiece); a
Brain-Eating Spiders (2): AC 3, Move 60 (20) & web 120 (40), HD 3, sack holding 2,000 copper pieces; a suit of gold-plated plate armour (worth 500
hps 20, 11, #AT 1 (bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; poison bite, gp, twice the weight); a beautifully designed war-hammer with a head shaped
web, also intelligent and able to speak Common; ACKS page 194. like a roaring lion, a shaft of heavy steel, and a pommel shaped into a paw (worth
Giant Spiders (6): AC 2, Move 120 (40), HD 2, hps 6, 7, 11, 7, 10, 10, 250 gp for the craftsmanship); three spears with silver tips (each worth 50 gp); a
#AT 1 bite, Dmg 1d8, SV F1, ML -1, AL N, XP 38; poisonous bite; ACKS locked iron chest padded with red silk, which holds a dozen potion bottles, all
page 194. unlabelled: healing (3), giant strength (2), heroism (3), growth (2), fly (1), and
neutralise poison (1).
There is also, wrapped tightly in webs, a staff made of amber, carved with animal
shapes, topped by an apes head, and capped with an eagles. This is a magical
staff that allows the user to cast Animal Friendship three times a day, and Charm
th
Monster once a day, at 8 level. If used in combat, there is a 1 in 6 chance that
the staff shatters, destroying it and its magic.

41
Page
[3. Monster]: Lurking in this muddy room, are a pair of swamp toads, who can
L EV E L 6_4
not only see in the dark, but are also camouflaged with mud and surprise on a 4
A dank, swampy level that feels alive. in 6.

DECOR Swamp Toads (2): AC 3, Move 90 (30), HD 4+4, hps 22, 21, #AT 1 (bite),
This dank stone level has thick 5 blocks, with 15 high corridors and rooms, and Dmg 1d8+1, SV F4, ML +1, AL C, XP 215; swallow whole (man-sized);
warped wooden doors stuck in their iron-rimmed frames. None of the doors are ACKS page 198.
locked, but some are trapped. Swampy ground covers the floor, from a few [4. Statue of the Laughing Frog]: A dank basalt statue of the Laughing Frog
inches to a couple of feet thick, sometimes just dirty, smelly water, sometimes squats here in a pool of mud, its mouth open. Anyone placing a suitable offering
thick and clingy mud. Flies, bugs and tiny red frogs populate the corridors, inside, either gold or food, is blessed for 1d6 hours.
buzzing and chirping away every hour. Unless otherwise noted, there is no light
in this dungeon level. [5. Monster]: A pair of mated fen trolls have taken up residence in this chamber,
making a crude nest out of bones, toad hides, swamp grass and thick mud. They
WANDERING MONSTERS are deeply in love and will protect each other fiercely.
Check for encounters every three turns, with an encounter occurring on a 2 in 6
Fen Troll (2): AC 5, Move 120 (40), HD 6+3, hps 31, 28, #AT 3 (2 claws,
chance.
bite), Dmg 1d6/1d6/1d10, SV F6, ML +2 (0 vs. fire, acid, magic), AL C, XP
1d6 Encounters 680; regeneration; ACKS page 199.
1d6 Giant Leeches (AC 2, MV 120 (40), HD 6, #AT 1 (blood drain), Dmg 1d6, SV F3, [6. Empty]: This room is clean compared to the rest of the rooms, but the door
1-2
ML +2, AL N, XP 570; ACKS page 179).
has warped from the damp and is difficult to open. There is nothing inside, but it
2d6 Swamp Toads (AC 3, MV 90 (30), HD 4+4, #AT 1 (bite), Dmg 1d8+1, SV F4, ML
3-5 can be safely used as a place to camp.
+1, AL C, XP 215; swallow whole; ACKS page 198).
6 1d6 Fen Trolls (AC 5, MV 120 (40), HD 6+3, #AT 3 (2 claws, bite), Dmg [7. Empty]: This long corridor has 3 of dark, cold water, swirling with mud and
1d6/1d6/1d10, SV F6, ML +2 or 0, AL C, XP 680; regeneration; ACKS page 199). pieces of detritus, and has a series of 10 store rooms leading off. Most are
empty, but two are not (Room # 8 and 9). Any combat in this area has a chance

42
MAP DETAILS of causing the combatants to slip and fall. Any natural 1 to hit results in a fall, for
[1. Entrance]: A ladder leads up the wall to a trapdoor above, and from there to a ducking in the filthy water.

Page
the upper level. The floor here is coated in thick, smelly mud. The hidden door
[8. Monster]: Hiding in this former store room is a lone woman who has been
looks like a stone wall, but pushing it reveals it is just dank and wet wood,
driven mad after being trapped in the dungeon for the past six months. She is
painted to resemble the stone walls. The secret has warped and is stuck,
dressed in rags, had a pair of over-sized leather boots and a chipped and rusted
requiring an Open Doors check to open, but is also easier to see (double the
dagger. She was once a magician, but has long since used up her spells. Her name
normal chance).
is Tikki, but she doesnt remember it. Unless treated kindly and with hushed
[2. Empty]: This chamber has thick vines hanging across the open entrance, words, she will scream and madly attack the nearest person.
partially blocking the view. As such, anyone approaching has a reduced chance of
spotting the inhabitants in the next room. Mage Tikki Level 5: AC 0, MV 120 (40), HD 5d4, hps 12, #ATS 1 (by
weapon, dagger), Dmg 1d4, SV M5, ML -2, AL C, XP 350, double if
th
rescued; could once cast spells as a 5 level magician, but has lost spell- (each worth 750 gp), a lonely ruby (worth 1,000 gp), three large pearls (each
book and used up her memorised spells. worth 250 gp), and a water-tight bone scroll case, sealed with red wax,
containing water-proofed vellum scrolls that hold 3d6 random spells (levels 1-6).
[9. Empty]: In this store room is a leaky iron bucket, coated in rust, that holds
2,345 gold coins. The bucket breaks if picked up, spilling the coins. [14. Exit to Lower Level]: This dank chamber is thankfully mud-free, but damp
patches cover the walls and moisture drips from the ceiling. A rusted trap door of
[10. Monster]: In the centre of this domed chamber is a towering willow tree, its iron leads from here to the lower level.
bark almost black with mud that coats every surface. Sitting around and
meditating before it are four fen trolls, who will not take kindly to being [15. Monster]: Hidden beneath the water of this damp, dank room are a dozen
disturbed. Each wears cheap-looking jewellery, thick gold chains worth 125 gp hungry giant leeches, and a large iron chest, rusted and locked tight, that holds
each, and one has an emerald hanging from his necklace (worth 1,000 gp). 7,598 gold pieces, and a dozen platinum plates (worth 500 gp each).

Fen Trolls (4): AC 5, Move 120 (40), HD 6+3, hps 28, 31, 27, 24, #AT 3 (2 Giant Leeches (12): AC 2, Move 120 (40), HD 6, hps 31, 31, 33, 24, 25,
claws, bite), Dmg 1d6/1d6/1d10, SV F6, ML +2 (0 vs. fire, acid, magic), AL 29, 33, 40, 39, 30, 29, 29, #AT 1 (blood drain), Dmg 1d6, SV F3, ML +2, AL
C, XP 680; regeneration; ACKS page 199. N, XP 570; ACKS page 179.

[11. Empty]: This water-logged room is 7 deep, full of cold, muddy water that [16. Monster]: The door to this room is not only trapped, but wedged shut,
hides a former bedroom that may have once been stately. The wooden pulp of a keeping the water out. Inside the room is dry, even hot. Trapped here is a raging
bed has sank to the bottom, along with an iron chest that has badly rusted and fire elemental, that is bound to a silver brazier of ever-burning coals that stands
has a 1 in 6 chance of falling apart when handled. Inside the chest is a pile of at the back of the room. The elemental wants nothing more than its freedom,
coins: 3,258 gold coins, and 3,482 silver pieces. which it can gain by being slain. When the door opens and the water floods in, it
will go mad, and attack anyone it can see: each round it is in the water, it suffers
[12. Monster]: This flooded room, 7 of cold, dark muddy water, is currently 1d6 damage.
home to a small sea serpent (a 20 long, 5 thick serpent with iridescent scales),
that found itself in here suddenly after an encounter with a powerful magician. It Fire Elemental (1): AC 9, MV 120 (40), HD 12, hps 50, #ATS 1 (fist), Dmg
has been here several days and is extremely hungry, and also trapped. 2d8, SV F12, ML +4, AL N, XP 2,100; immune to mundane attacks, ACKS

43
page 167.
Small Sea Serpent (1): AC 7, MV 120 (40) swimming, HD 8**, hps 39,

Page
#ATS 2 (bite, tail), Dmg 1d8/1d6, SV F4, ML +2, AL N, XP 1,600; bite [17. Empty]: This chamber is currently dry, the door wedged shut and watertight.
causes paralysis for 2d6 turns if a save versus paralysation fails, tail lash Inside is the remnants of a library, with bookshelves holding dozens of old tomes
requires another save or else target is knocked prone. and scrolls. As soon as the door is opened, water floods in and topples the
shelves. Most of the books, unless some action is taken to save them, will fall
[13. Empty]: This domed chamber and the corridor that leads away is filled with into the water and be ruined. A few, however, can be fished out before too much
5 of cold, dark, muddy water. On either side of the stairs, submerged in rusting damage is done.
iron chest that are so far water-tight, is some forgotten treasure. In the first
chest are 2,500 gp, 578 sp and 759 coppers, as well as half-a-dozen coin-sized
jade gemstones, worth 500 gp each; and in the second, 759 platinum pieces, 912
gold, and 758 silver coins, as well as a leather pouch holding two topaz gems
A total of 1d6 books and scrolls can be salvaged, are per this list: [22. Old Study]: A former study, with a secret door that is hidden behind an
empty bookshelf that opens when the bottom shelf is pushed down (shuts after a
1. Spell scroll: 1d6 random spells (levels 1-4); turn, simple level on the other side). In the room, empty wooden bookshelves
2. Spell book: 2d6 random spells (levels 1d4+1); line the walls and an old desk sits alone in the middle of the room. Wet patches
3. A book on ancient history; mark the walls, and the wood is starting to rot from the damp.
4. A book on culinary delights; [23. Monster]: A deformed and bullied fen troll has made its home here, and
5. A book on hunting dragons; believes it is safe since the way is hidden. It has scrapped together some treasure
6. A book on brewing potions. from other locations, which it keeps in a battered wooden chest beneath its bed
of broken furniture, mud, and bones.
The exact benefits of these books should be determined by the Judge, but as a
general rule they could grant a +2 to +4 bonus on proficiency throws. The chest contains 1,000 cp, 1,000 sp, two potions (Human Control, and Giant
Control), which both taste and look like strong beer, and a bone scroll-case in
[18. Trap]: This room is currently dry, but as soon as the doors open water will which is a scroll of Ward Against Elementals, and a Ward Against Magic.
flood in. This, in turn, triggers the trap: lining the walls and floor of this room are
strips of highly volatile metal of a pale grey colour; when wet, these strips Fen Troll (1): AC 5, Move 120 (40), HD 6+3, hps 28, #AT 3 (2 claws,
explode violently. Anyone in the room and twenty feet before the door are hit by bite), Dmg 1d6/1d6/1d10, SV F6, ML -2 (-4 vs. fire, acid, magic), AL C, XP
a flash of fire and steam, dealing 6d6 damage (save versus breath for half). There 680; regeneration; ACKS page 199.
is nothing of interest in the room.
TRAPPED DOORS
[19. Muddy Room]: This chamber is thick with mud (2-3 deep) and trickling
water leaks from cracks in the walls and ceiling. Hidden amongst the mud are 4 Several of the doors in this dungeon level are trapped. The table below
giant leeches. determines the nature of each trap:

Giant Leeches (4): AC 2, Move 120 (40), HD 6, hps 33, 29, 23, 34, #AT 1 1d6 Trap
(blood drain), Dmg 1d6, SV F3, ML +2, AL N, XP 570; ACKS page 179. Opening the door releases a pressure switch, and the ceiling opens to deposit a

44
blob of acid on the opener: save versus paralysis or be struck, suffering 2d6
[20. Monster]: In this room lurks a bubbling black pudding that coats the entire 1-2
damage each round until removed or a 10 rounds pass.; a natural 1 means the

Page
floor There is nothing else in the room. victim is also blinded.
A simple needle coated with poison, hidden in the door handle: save versus poison
Black Pudding (1): AC 3, MV 60 (20), HD 10, hps 48, #ATS 1 (acid), Dmg 3-4
or die.
3d6, SV F5, ML n/a, AL N, XP 1,550; harmed only by fire, paralysed by Opening the door triggers a puff of gas from a concealed compartment: save
cold, other attacks spilt it in two; ACKS page 156. versus poison or cough uncontrollably for 1d20 rounds, unable to act and suffering
5-6
a point of temporary Constitution and Strength damage each round; recovers at 1
[21. Empty]: Muddy water and lichen covers this room, which looks like it was point per hour, at 0 or below victim is comatose and appears dead.
once a kitchen, complete with stone basin, the rotten remains of a wooden table
and a rusted iron stove in the corner.
[3. Welcome Hall]: This large room has a row of worn stone benches along the
L EV E L 6_5
two long walls, and a large stone throne at the back wall opposite the double
Fungus mars the simple stone of this dungeon, which has the tomb of the doors.
dungeons creator hidden away behind secret doors.
[4. Garden]: The door to this chamber is locked, but is punctured by three head-
DECOR sized holes; this is where the Orange Spikes pass through. The large chamber is
Carved from the bedrock, the worn stone walls are 10 high, and the rooms are full of strange plants and flowers, illuminated by a magical light shining from a
all 20 high. Orange, yellow and dull green fungus lies heaped in the corners of ceiling made of yellow crystal; the light is as strong as sunlight. The lower left
the corridors and hangs from the ceiling, walls and lies in irregular patches upon corner is filled with flowering orange fungus, slime and deformed mushrooms:
the floor. amongst these are 15 Orange Spikes.

The doors are typically stone, with steel locks embedded into each; some are Orange Spikes (15): AC 6, Move 120 (40), HD 3, hps 17, 12, 5, 17, 17,
locked, some trapped, and all swing inwards when pushed. A faint rustling sound 12, 11, 12, 11, 17, 10, 9, 15, 15, 17, #ATS 1 (spikes), Dmg 1d6, SV F3, ML
echoes through the corridors, and a smell of citrus fruit wafts occasionally on a n/a, AL N, XP 95; on a successful hit, save versus petrification or be
slight breeze. There is no light. knocked prone, paralytic spikes, save versus paralysation or be paralysed
for 2d6 turns, dissolve victims with acid, 1d6 damage per round.
WANDERING MONSTERS
[5. Tool Shed]: this former storage room once held tools, but only specks of
Check for encounters every hour. One occurs on a 2 in 6 chance. metal and wood remain; the tools have been digested by a mass of black
pudding that clings to the ceiling, ready to drop on foolhardy adventurers.
1d6 Encounters
1 2d6 Custodians on their way back to level 1: (AC 2, Move 120' (40), HD 1, #At 1 Black Pudding (1): AC 3, Move 60 (20), HD 10, hps 52, #ATS 1 (touch),
(club), Dmg 1d6, SV F1, ML 0, AL N, XP 13; weapons stick in tar; new monster) Dmg 3d8 (acidic), SV F5, ML n/a, AL N, XP 1,550; ACKS page 156; dissolve
Green Slime drops from the ceiling: (AC n/a, Move 3 (1), HD 2, #At 1, Dmg acid, anything except stone, immune to hold, charm and sleep, harmed only
2
SV F1, ML n/a, AL N, XP 38; Acks page 174). by fire, cold-based attacks paralyse it, when struck by weapons or
2d6 Orange Spikes (AC 6, Move 120 (40), HD 3, #At 1 (spikes), Dmg 1d6, SV F3,
3-5 lightning, splits into two, to a minimum of 2 HD.

45
ML n/a, AL N, XP 95; paralysis, acid, charge attack; new monster).
6 Random teleport occurs: roll 1d20, one random character is instantly teleported [6. Fungus Room]: The door to this room is open, and the room beyond if full of

Page
to that room, on this level, disappearing in a flash and a puff of smoke. pulsating orange-yellow mould, and 12 Orange Spikes clinging to the fungus
mushrooms that are growing from the walls. A phosphorescent glow lights the
MAP DETAILS room, given off by the fungus that covers the walls, floor and ceiling.
[1. Entrance]: This 20 square room is dusty from lack of use, and the exit is a
Orange Spikes (12): AC 6, Move 120 (40), HD 3, hps 16, 19, 11, 14, 12,
jammed stone door that requires an Open Doors roll to force open.
12, 14, 19, 15, 10, 18, 18, #ATS 1 (spikes), Dmg 1d6, SV F3, ML n/a, AL N,
[2. Store Room]: A dusty cupboard that has nothing in it except for an old XP 95; on a successful hit, save versus petrification or be knocked prone,
broom. paralytic spikes, save versus paralysation or be paralysed for 2d6 turns,
dissolve victims with acid, 1d6 damage per round.
[7. Servants Room]: a former dormitory, with metal frames where beds once of well-aged red wine still uncorked and drinkable. Both are also magical, and
stood and rusted locks from chests. Lurking in the room, on the walls or ceiling, is anyone drinking them becomes completely drunk and happy (-4 penalty to
a glistening ochre jelly that has eaten anything of value. everything, but immune to fear effects and regains 2d6 hit points along with a
confidence boost), which lasts for 2d8 hours.
Ochre Jelly (1): AC 1, Move 30 (10), HD 5, hps 28, #ATS 1 (touch), Dmg
2d6 (acidic), SV F3, ML n/a, AL N, XP 350; ACKS page 186; dissolves cloth, There is also a silver jewellery box inside the cabinet, that is carved to resemble
wood and leather in 1 round, weapon or lightning attacks split jelly into rose blossom. It is worth 250 gp by itself, but also holds half-a-dozen small
1d3+2 smaller blobs of 2HD each (dealing 1d6 damage), fire and cold do rubies, each worth 250 gp each.
normal damage.
[12. Library]: Book cases cover the three walls, with a set of three rotten wooden
[8. Exit]: This domed chamber holds a bronze trapdoor that leads to further chairs against the wall with the door; these chairs will fall apart if sat upon.
levels of the dungeon (or, if there are no further levels, to a portal that leads
elsewhere). The walls are thick with slimy fungus, the floor and ceiling damp, and Dozens of books line the shelves, most in poor condition and so old that they
standing in the room is a large 10 tall discoloured copper statue of a giant simply crumble to the touch. Most have no titles on their leather spines, but a
mushroom. Behind the statue, hidden under a growth of green fungus and few are readable if care is taken:
mushrooms are dozens of bones from various humanoids. 1. 101 Ways to Cook Mushrooms (11+ throw to make any
The exit is guarded by an invisible stalker, who was given the order to kill anyone mushroom edible);
who opens the trapdoor, and has been here for decades or maybe longer. It 2. I Sold My Heart to a Fungus Lord (paranormal romance fiction);
longs to be free, but is determined to fulfil its purpose. 3. The Biology of Oozes, Slimes and Puddings (allows players to
read the monster entry on any ooze, slime or pudding monster);
Invisible Stalker (1): AC 6, Move 120 (40), HD 8, hps 33, #ATS 1 (fist), 4. Building a Monster in Ten Easy Steps (+5 to throws when
Dmg 4d4, SV F8, ML +4, AL N, XP 1,100; ACKS page 178; invisible, -3 to creating Cross-Breeds, ACKS pages 121-122);
opponents surprise checks, summoned monster. 5. Iron Men (theories and diagrams on golem construction,
contains schematics for building an Iron Golem, ACKS page 120-
[9. Kitchen]: A well-fitted kitchen, long disused, with a stove, cupboards of 121);

46
chipped ceramic plates, mugs and steel cutlery, and a sink with a working tap 6. Wishing Upon a Star (contains the Ritual Spell Wish, ACKS
with fresh cold water (if the sink is smashed open, a decanter of endless water is page 120);

Page
revealed to be the source). A long stone table sits in the centre of the room, and 7. Strengthening the Mind (takes a month to read, grants a
an old (empty) lantern rests upon it. permanent +1 to saving throws versus enchantments of the
[10. Waiting Room]: This 20 room holds stone benches along the walls, a low mind);
stone table in the middle of the room, and an iron hat-stand in the corner. The 8. The Road to Un-Life (details on how to become a lich, ACKS
skeleton of an elf sits on one bench, its possessions long since gone, its skull page 123);
caved in. 9. Wheres Wizzo? (an illustrated childrens book);
10. The Wizards Guide to Castles (reduces stronghold construction
[11. Sitting Room]: This locked room is a disused sitting room, with fairly costs by 1%).
comfortable and intact wooden chairs and a low table between them. A drinks
cabinet of rich red mahogany (worth 100 gp) sits in the corner, with two bottles
[13. Study]: A former study of rich furnishings, the mahogany walls are rotten secret entrance to the other tombs. These withered and ancient corpses raise
with black mould, clumps of mushrooms have broken through the stone in the out of their tombs to attack anyone opening the secret door (just a flush door-
corners of the room, and a dampness oozes over everything. An old, rotten and shape on the wall, triggered by a loose stone), or if they are disturbed.
crumbling, desk sits in the middle of the room, with a stuck drawer (Open Doors
to force) that contains a set of master keys for all the doors on this level. Zombie Child (4): AC 4, Move 120 (40), HD 5, hps 26, 27, 28,29, #ATS 2
(fists), Dmg 1d8/1d8, SV F5, ML n/a, AL C, XP 500; immune to charm,
[14. Laboratory]: This surprisingly clean room looks like it has seen recent use, hold, sleep and poison, turned as mummies.
but it is merely an effect of lingering magic that keeps the laboratory dust and
dirt free. A set of wall-mounted tables hold an expensive and extensive [18. Bed Room]: A bedroom that has seen better days, but is thankfully free of
laboratory that would allow potions to be mixed, spells to be inked onto scrolls, fungi. It holds a four-poster bed, a chest of drawers and a bedside table with a
and all manner of research; the only thing missing are the raw materials such rickety stool. In the bed is a seemingly dry and brittle corpse of an old woman,
th
actions require. It is valued at 12,000 gp (limited to 5 level or lower research, who is actually an undead mummy that reacts if disturbed in any way, first by
ACKS page 117-118). opening its dry eyes and possibly paralysing viewers with fear.

[15. Indoor Garden]: This room is full of strange, twisted plants, flowers and Mummy (1): AC 6, Move 60 (20), HD 5+1, hps 16, #ATS 1 (fist), Dmg
stunted trees, growing out of a rich soil that is water by an oval pool of ever-full 1d12 plus mummy rot, SV F5, ML +4, AL C, XP 460; ACKS page 185;
water (drinkable). The foliage covers everything, limiting vision to about 5 and immune to sleep, char, hold and position; only harmed by magic
reducing movement by half. The room is also hot and humid. weapons, spells or fire, all of which do half damage. Upon opening its
eyes, all seeing it must save versus paralysis or be frozen with dread until
Lurking amongst the foliage is one of the late wizards early experiments, a half- attacked or moves from line of sight.
plant, half-beast that resembles a cross between a compost heap and a wolf; a
shambling wolf. It hates non-plants and will ambush anyone who crushes the Under the bed is a flat chest, locked, that holds the following treasure:
foliage as they move through the room, surprising on a 4 in 6. 1,000 sp, 1,000 ep, 1,000 gp, mixed in with 1 malachite (10 gp), two
Shambling Wolf (1): AC 4, Move 90 (30), HD 8+4, hps 40, #ATS 1 (bite), zircons (75 gp each), a spinel (250 gp), a lapis lazuli (25 gp), and a tiger
Dmg 2d6 and special, SV F4, ML +4, AL C, XP 2,600; immune to charm, eye (25 gp) in a pouch of leather; plus a porcelain bracelet studded with

47
hold and sleep magic, poison, and takes half damage from fire due to its gold and silver tiger faces (worth 400 gp), a pearl necklace (6,000 gp),
sodden plant-flesh. On a successful attack, spores erupt from its face: and a bronze medallion (sunburst symbol, worth 40 gp).

Page
victim must save versus breath or inhale, slowly dying from asphyxiation In the chest of drawers are:
in 1d10 rounds.
3 jars of dyes and pigments, worth 50gp each (5 stone each);
[16. Chapel]: This was once a chapel dedicated to some now forgotten god. The
1 statuettes of a tiger (1 stone), worth 1,000gp;
base of a shattered statue stands before two rows of broken pews, and a cracked
A Potion of Polymorph;
and pitted green soapstone altar lies close to the trapped door.
A copper case holding a Scroll of Divine Spells (Written in Draconic):
[17. Crypt]: Standing watch over a quartet of stone sarcophagi is a tall statue of Growth of Animals (3rd lvl), Striking (3rd lvl), Sanctuary (1st lvl); and a
green soapstone, carved to resemble a wise old man in baggy robes. Each stone Scroll of Arcane Spells (Written in Dwarven): Phantasmal Force (2nd lvl),
coffin bears the likeness of a young boy on the lid; each also contains an Hold Monster (5th lvl), Wizard Lock (2nd lvl); plus a Scroll of Ward
animated corpse, an enhanced and augmented zombie child left to guard the against Elementals.
[19. The Trophy Room]: This large room is dominated by the stuffed heads and [22. False Tomb]: This smaller chamber holds another sarcophagus, this time
bodies of various monsters. There are trophy heads all sorts of well-known made of yellow marble, but still bearing the likeness of the handsome man. The
monsters, and some lesser known ones (pick two dozen monsters at random), all sarcophagus is trapped: anyone lifting the lid releasing a pressure switch, that
of which could be harvested for parts at the Judges discretion. floods the coffin with powerful arcane energy, making it explode!

Guarding this collection is a giant panther made of amber: an amber golem, All within the chamber must save versus breath or blast or be struck by shrapnel
which attacks any intruders who enter the room. It will not leave the room. and take 5d6 damage; and all take 2d6 damage (no save) from the pulse of blue-
white energy. Inside the coffin is a solitary platinum spoon, which is actually a
Amber Golem (1): AC 3, Move 180 (60), HD 10, hps 50, #ATS 3 (2 claws, magical Rod of Resurrection (4 charges; worth 3,000 gp for the platinum).
bite), Dmg 2d6/2d6/2d10, SV F5, ML n/a, AL N, XP 1,550; ACKS page
173; immune to ordinary weapons, sleep, hold, charm, gases and poison, [23. False Tomb]: Another tomb, this one of blue marble. The lid is once again
can detect invisibility 60 range. trapped, but this time releases a burst of arcane energy that fills the room with
green light and affects everyone with a Confusion spell effect, if a save versus
[20.The Mirror Room]: This room is covered with tall mirrors, with a polished spells fails.
floor and ceiling. One mirror shows a distorted fat version of the viewer and
conceals the secret door to the tomb below; another shows a distorted thin [24. False Tomb]: The final false tomb holds a plain stone sarcophagus, no
image, and opens into the crypt. Both swing open when pushed. decoration at all, which holds the yellowed and brittle bones of a man. A pair of
diamonds are fitted into the eye sockets (worth 2,000 gp each).
The room radiates magic and after a turn spent inside, the mirror images of
everyone present suddenly twist and change, becoming ugly, corrupt versions of [25. Real Tomb]: This is the real tomb of the wizard that built the dungeon. He
the viewers: then they step out of the mirrors and attack the originals! rests in a green marble tomb, bearing the likeness of an old man in rich robes. His
skeleton lies on a bed of treasure he was entombed with, and his malevolent
Each mirror image is an exact duplicate, down to abilities, skills and equipment spirit haunts the room as a spell-casting ghost.
and fight the original copies to the death. When slain each shatters into shards of
mirrored glass, leaving nothing of value behind. Ghostly Wizard (1): AC 6, Move 240 (80) flight, HD 14, hps 57, #ATS 1
(touch), Dmg 1d12 cold, SV M14, ML +4, AL C, XP 8,200; immune to
[21. False Tomb]: This chamber holds an elaborately decorated red marble

48
sleep, charm, hold and poison, only harmed by magic, cannot be turned,
sarcophagus that bears the likeness of a handsome man dressed in luxurious can pass freely through solid objects, can fly and hover at-will, and casts
robes. Watching over it are four 15 tall amber statues, each resembles a giant

Page
th
spells as a 14 -level mage:
ape. They are in fact guardian amber golems, programmed to attach anyone who
st
disturbs the tomb, attempts to open or pass through the door out, or attacks the Spell Repertoire: (1 ) Charm Person, Magic Missile, Protection from
nd
statues. Inside the coffin is a skeleton made of gold dusted with diamond glitter Good, Shield; (2 ) Detect Invisibility, Mirror Image, Phantasmal Force,
rd th
(worth 5,000 gp, weighs 10 stone), etched with arcane runes signalling death and Web; (3 ) Dispel Magic, Fireball, Hold Person, Lightning Bolt; (4 )
th
duty. Confusion, Polymorph Other, Wall of Fire, Wall of Ice; (5 ) Cloudkill,
th
Conjure Elemental, Magic Jar; (6 ), Death Spell, Disintegrate, Flesh to
Amber Golem (1): AC 3, Move 180 (60), HD 10, hps 41, 44, 43, 50, #ATS Stone.
3 (2 claws, bite), Dmg 2d6/2d6/2d10, SV F5, ML n/a, AL N, XP 1,550;
ACKS page 173; immune to ordinary weapons, sleep, hold, charm, gases In the sarcophagus is the following items of treasure:
and poison, can detect invisibility 60 range.
5,000 platinum pieces acting as a bed for the skeleton;
A pair of large diamonds in the skulls eye sockets (worth 2,500 gp
each);
A pearl and sapphire studded necklace (worth 3,000 gp);
An oak and silver banded Staff of Wizardry (14 charges remaining),
carved to resemble a naked woman chained to a tree.

TRAPPED DOORS
Several of the doors in this dungeon level are trapped. The table below
determines the nature of each trap:

1d6 Trap
Opening the door releases a pressure switch, causing a concealed explosive to
1-2 detonate: does 4d6 damage to all within 10 of the door (both sides), save versus
breath or blast for half-damage.
A simple needle coated with poison, hidden in the door handle: save versus poison
3-4
or die.
Opening the door triggers a puff of mould spores from a concealed compartment:
save versus poison or cough uncontrollably for 1d20 rounds, unable to act and
5-6
suffering a point of temporary Constitution damage each round; recovers at 1
point per hour, at 0 or below victim is comatose and appears dead.

49
Page
[6. Entrance & Exit]: A flight of stairs leads into the dungeon, and a plain stone
L EV E L 6_6
trapdoor, with a sturdy iron ring to pull, leads to another level.
A thickly shadowed level of faded colour and worn stone, with entropy running
wild. [7. Pit Trap]: An unlit and small room, which has thick cobwebs on the ceiling and
dust covering the fake floor: anyone stepping inside will break the thin wooden
DECOR covering, plunging them into a 60 deep pit.
Glazed tiles, 6 square and all of different faded colours and stuck onto small 1 [8. Trapped Corridor]: Hidden in the walls of this stretch of corridor are twenty
blocks of stone, adorn the 15 walls and 20 tall rooms, while the floor is spears, set at waist height on an adult human, which are triggered by a pressure
hexagonal tiles over more stone. All are cracked. Doorways are thin sheets of pad midway down the trapped area: spears thrust out of the walls, 1d6 attacking
copper, some padlocked over chains holding the doors shut tight, all showing as a 10 HD monster and dealing 2d6 damage each; they then draw back into the
signs of wear. Faint magical lamps hang off spikes in the upper corner of every walls and reset.
corridor and room, shedding a dismal 5 radius of soft light; between the lights
the shadows are unnaturally thick and are never fully dispersed. A heavy sense of [9. Tomb]: This chamber is wrapped in darkness, with even the magical lamps
dread fills the air, accompanied by the smell of rotting roses. Whenever the shedding little light. A black stone sarcophagus lies before a bottomless pit,
dungeon rotates out of alignment, the features of the dungeon level age a year, where hot air wafts up. The coffin is empty, but has a false wooden bottom. If
as does anyone out in the corridors (although the rooms are safe). Prolonged broken, it releases a puff of gas that effects anyone within 5 of the coffin; if a
exposure causes further rapid aging [every hour make a save versus spells or age save versus poison fails, the victim has the urge to jump down the pit, resulting in
another year]; those that die here become Lesser Shadows in 1d6 hours. death, eventually. Inside the revealed cavity is a silk sack of 2751 gp, a topaz
gemstone (worth 750 gp), and a bone scroll case containing a divine spell scroll
WANDERING MONSTERS (Restore Life & Limb, and, Commune).
Check for encounters every three turns. One occurs on a 2 in 6 chance.
[10. Shrine]: A pair of worn copper doors open into a dark room with a statue of
1d6 Encounters a deformed crow (odd-sized wings, crooked beak, protruding eyes, missing a
2d6 Greater Shadows (AC 2, Move 90 (30), HD 4+4, #AT 1 (touch), Dmg 1d6, SV claw) squatting tall before a basin of dark red liquid. The shadows lie thick and
1-2 deep in the corners of the room, and a foul stench issues from the basin.
F4, ML +4, AL C, XP 235; Strength drain; ACKS page 192).

50
2d6 Lesser Shadows (AC 2, Move 90 (30), HD 2+2, #AT 1 (touch), Dmg 1d4, SV F2,
3-5 The liquid is gods blood and acts as a potent curative: anyone drinking of it is
ML +4, AL C, XP 59; Strength drain; ACKS page 192).

Page
6 A lone Entropic Shadow (AC 3, Move 90 (30), HD 6+2, #AT 1 (touch), Dmg 1d6, SV healed as per the Restore Life & Limb spell, but such is the potency that the
F4, ML +4, AL C, XP 680; Strength drain, also ages target 1d10 years; when slain, quaffing drinker must make a save versus poison or suffer terrible stomach
creates a blast of entropic energy, 30 radius that ages all who do not save versus
cramps and is out of action for 1d6 hours. There is enough blood left for six
doses, and if carried out it loses its power after 1d6 days.
spells by 1d10 years; ACKS page 192.).
[11. Dormitory]: A dormitory of old bunk beds, four in all, thick with shadows.
MAP DETAILS Amidst these shadows are five greater shadows, that jealously guard their
[1. To 5. Entrances]: Each of these rooms holds the stairs that lead into the meagre treasure, memories of their past lives.
dungeon, with unlocked doors leading into the corridors beyond.
Greater Shadows (5): AC 2, Move 90 (30), HD 4+4, hps 20, 24, 17, 26, 1 rich fur coat (1 stone each), worth 6,000 gp, hanging up on a wall
29, #AT 1 (touch), Dmg 1d6, SV F4, ML +4, AL C, XP 235; Strength drain; hook;
ACKS page 192. 1 statuette of a whale (1 stone), worth 500 gp, on the floor;
1 flawless diamond (4,000 gp), loose on the floor;
Treasure in the room:
A Potion of Delusion, on top of the bookshelf, labelled Eat Me;
Chest containing 1,000 Silver pieces; An authentic Treasure Map (to wherever the Judge wishese it to lead),
4 pouches of saffron, each worth 15 gp, in a tattered sack; inside one of the rare books;
1 silver unholy symbols, worth 80 gp, hanging on a bed knob; A folded Divine Spell Scroll (Written in Draconic): Hold Person (2nd lvl),
12 bone fetishes (dream catchers), each worth 20 gp, three to a bed; stuck inside one of the rare books, as a bookmark.
A locked strongbox under one bed, which holds an assortment of
gemstones: 2 crystal six-sided dice (50 gp), 2 turquoise gems (25 gp [14. Guard Room]: This former guard room has a broken table, toppled stools,
each), 3 Bloodstone (50 gp), 3 Agate (25 gp), a citrine (50 gp), a and a rusted axe in the corner. Still guarding the room are several lesser and
moonstone (50 gp), 7 lapis lazuli (25 gp), 1 lapis lazuli (25 gp), a quartz greater shadows, led by a lone entropic shadow.
(10 gp), and a rough-cut hematite (10 gp); Lesser Shadows (5): AC 2, Move 90 (30), HD 2+2, hps 14, 9, 11, 14, 8,
A bronze cloak pin, shaped like a snake, with jet stone eyes (worth 90 #AT 1 (touch), Dmg 1d4, SV F2, ML +4, AL C, XP 59; Strength drain; ACKS
gp), lying on the floor. page 192.

[12. Mess Hall]: Long tables and benches line this old dining room, with broken Greater Shadows (3): AC 2, Move 90 (30), HD 4+4, hps 16, 24, 18, #AT
pottery strewn across the floor. 1 (touch), Dmg 1d6, SV F4, ML +4, AL C, XP 235; Strength drain; ACKS
page 192.
[13. Store Room]: This small room is basically a closet, but the junk that has been
dumped here is actually a load of valuable treasure: Entropic Shadow (1): AC 3, Move 90 (30), HD 6+2, hps 29, #AT 1
(touch), Dmg 1d6, SV F4, ML +4, AL C, XP 680; Strength drain, also ages
An old iron cauldron containing 1,126 Electrum pieces; target 1d10 years; when slain, creates a blast of entropic energy, 30
1,142 Gold pieces stuffed into a mouldy mattress that leans against the

51
radius that ages all who do not save versus spells by 1d10 years; ACKS
wall; page 192.
1,000 Platinum pieces in a locked steel strongbox (difficult lock, -4 to

Page
checks); [15. Treasury]: These rooms each hold large, rusting, iron chests that are locked
1 bundles of rare fur pelts (ermine, mink, and sable), worth 500 gp (5 and trapped with a poison needle (save versus poison or die). They hold the
stone weight) in the corner; following items (clockwise, from centre):
5 pieces of ivory (1 stone per 100 gp value), each worth 93 gp, stuffed
1. 1,000 Silver and 1,000 Gold pieces, tarnished;
into a tattered teddy bear;
2. 16 small pieces of ivory, each worth 41gp, and a further 28 larger pieces
24 rare books, worth 150 gp each (1 stone per 2 books), in a variety of of ivory each worth 65gp (1 stone per 100gp value), 2 vials of rare
subjects, stored on a bookcase hidden by the other items; perfume, each worth 100gp;
7 amethyst cylinder seals depicting religious scenes of various gods and 3. 1 statuette of a stallion (1 stone), worth 1,000gp, and 3 statuettes of
goddesses, each worth 1,200 gp; foxes (1 stone each), each worth 600gp;
4. Assorted gemstones: 1 chalcedony (75 gp), 1 crystal (50 gp), 1 sardonyx 19 bottles of fine wine, worth 5gp each (1 stone per 5 bottles);
(75 gp), 1 Azurite (10 gp), 1 star ruby (750 gp); as well as a wrought 1,000 Silver;
orichalcum jewelled necklace (4,000 gp), and, an ivory bracelet with 6 pouches of belladonna or wolfsbane, each worth 10gp;
topaz gems (700 gp); 1 lapis lazuli (25 gp);
5. A Potion of Longevity, a rolled Scroll of Ward against Elementals, a 1 quartz (10 gp)1 Agate (25 gp);
folded Scroll of Ward against Lycanthropes, and three magical swords in 1 Glass trinkets (70 gp).
tarnished silver scabbards (which are worth 100 gp):
[17. Kitchen]: An old kitchen with stove, broken sink, a decaying oak table, and
Shadow-Bane: a silver-bladed +1 sword that glows as bright as a rusting pots and pans hanging from rotten pegs on the walls. Barely standing
lantern in the presence of Shadows or Undead (60 range); cupboards adorn the walls, empty except for a single silver comb (worth 75 gp).
The Last Laugh: a gift from a king to his favoured jester, this magical
+3 sword forces anyone wounded by it to save versus spells or burst [18. Throne Room]: In the centre of this room is an obsidian throne, carved to
out laughing, making it difficult to focus (-2 to attack rolls, half resemble skulls. Slumped over it is the skeleton of a giant ape dressed in the
movement, lose Dexterity bonuses to AC). The effect lasts for 1d10 tattered remains of plate armour. Its pack lies on the floor, the contents spilling
rounds, and further wounds add an extra round to the laughters out, consisting of the following items of treasure:
duration;
1 rich fur cape (1 stone), worth 900 gp;
Goblin-Puncher: a dwarf-forged sword with a bearded face for the
1 chryselephantine necklace (900 gp);
hilt. The blade is silver and has a blunted tip. Against goblins and
Several bottles: a Potion of Healing, Potion of Water Breathing, Potion
their kin, it functions as a +1 sword and on the roll of a natural 20 to
of Flying, and a Potion of Philter of Love;
attack, the goblin-kin must save versus paralysation or be knocked
prone. A platinum case (worth 500 gp) holding several magical scrolls: Scroll of
Arcane Spells (Written in Classical Auran): Sleep (1st lvl), Scroll of Ward
[16. Barracks]: A five bunk barracks, with foot lockers by each bunk. An empty against Elementals, Scroll of Arcane Spells (Written in Classical Auran):
rack that once held weapons stands by the door, and amongst the shadows are Charm Person (1st lvl), Sleep (1st lvl), Scroll of Ward against
three lesser shadows. Lycanthropes, and a Scroll of Ward against Lycanthropes;

52
In the skeletons hands are a pair of magical weapons:
Lesser Shadows (3): AC 2, Move 90 (30), HD 2+2, hps 12, 9, 14, #AT 1

Page
(touch), Dmg 1d4, SV F2, ML +4, AL C, XP 59; Strength drain; ACKS page o Glow-Stick: a magical +1 dagger that glows in the dark, with the
192. intensity of a lantern;
o Homeward Bound: created by a mage that wanted some
In the foot lockers are the following items of value: protection against his creations, this is a sword +1, +3 versus
summoned creatures.
6 pouches of saffron, each worth 15gp;
1 onyx (50 gp); [19. Deadly Pit Trap]: A flimsy piece of stone covers this pit (4 in 6 chance of
1,000 Silver; breaking through), which is 100 deep and has spikes along the walls and
16 bundles of fur pelts (bear skins), worth 15gp each (3 stone per covering the floor (dealing an additional 5d10 damage, save versus breath or
bundle); blast for half damage). At the bottom are numerous skeletons, broken and
rusted equipment and useless weapons, as well as decades of accumulated radius that ages all who do not save versus spells by 1d10 years; ACKS
treasure: page 192.

1,603 Gold pieces, loose; [22. Shrine]: A dark shrine with a statue of a deformed crow, sat in front of an
1,105 Platinum pieces, loose; obsidian altar that is scored and pitted, and stained with old blood.
3 packs of fine porcelain plates and cups, surprisingly unbroken, worth
[23. Chapel]: A pair of statues, both snake-headed women, dressed in plate
500 gp each (2 stone each);
armour, watch over an altar of ivory carved into intricate snakes writhing around
5 ornamental jars of rare spices, worth 2,500 gp each (4 stone each);
each other.
9 ingots of mithril, worth 300 gp each (2 stone each);
11 alabaster and jet game pieces with jewelled eyes, each worth 800 gp; [24. Store Room]: An empty storeroom, covered in dust and grime.
1 sapphire regalia (13,000 gp);
1 Wrought orichalcum regalia (4,000 gp); [25. Bed Room]: This old bedroom has seen better days. A four-poster bed lies
on its side, tattered remains of sheets hanging from its rotten frame. An old oak
1 Gold studded with topaz regalia (worth 7,000 gp).
chest, worm-eaten and fragile, sits in the corner, and on a rickety stool is the
[20. Barracks]: Another barracks, with three bunk beds and a pile of rotten moth-eaten remains of a night-cap.
furniture, and five lurking greater shadows. Several intact footlockers hold these An entropic shadow is here, lost in thought of days long gone.
creatures former possessions.
Entropic Shadow (1): AC 3, Move 90 (30), HD 6+2, hps 23, #AT 1
Greater Shadows (5): AC 2, Move 90 (30), HD 4+4, hps 13, 16, 12, 20, (touch), Dmg 1d6, SV F4, ML +4, AL C, XP 680; Strength drain, also ages
18, #AT 1 (touch), Dmg 1d6, SV F4, ML +4, AL C, XP 235; Strength drain; target 1d10 years; when slain, creates a blast of entropic energy, 30
ACKS page 192. radius that ages all who do not save versus spells by 1d10 years; ACKS
page 192.
In the footlockers are the following items:
In the chest is the following:
792 Silver pieces;
11 bundles of fur pelts (bear and wolf), worth 15gp each (3 stone per

53
978 Electrum pieces;
bundle); 6 sticks of rare incense, each worth 13 gp;
5 pouches of belladonna, each worth 10gp;

Page
1 lapis lazuli (25 gp);
Assorted gemstones: 2 lapis lazuli (25 gp), an Agate (25 gp), a 1 Amber (100 gp);
Bloodstone (50 gp), 2 turquoise (25 gp), 2 tiger eye (25 gp), 1 Azurite (10 1 porcelain chamber-pot with gold and silver patterns (500 gp);
gp), and a citrine (50 gp). 2 Glass tankards with gold flecks in the glass (170 gp);
1 wrought silver necklace (600 gp);
[21. Guard Post]: Lurking inside this small room, with only a stool for furniture,
1 wrought copper bracelet (130 gp);
is an entropic shadow longing to quench the souls of the living.
A vial of crystal, containing a Potion of Giant Strength;
Entropic Shadow (1): AC 3, Move 90 (30), HD 6+2, hps 23, #AT 1 Two Scrolls of Ward against Magic;
(touch), Dmg 1d6, SV F4, ML +4, AL C, XP 680; Strength drain, also ages And a Treasure Map (to 3 magic items, 1 potion, 1 scroll).
target 1d10 years; when slain, creates a blast of entropic energy, 30
[26. Dormitory]: Another dormitory, with toppled bunk beds and broken
furniture. Several intact footlockers hold the following items:

1,000 Electrum pieces;


2 crates of glassware, worth 200 gp each (5 stone each);
2 crates of monster parts, worth 300 gp each (5 stone each);
1 barrel of fine brandy, worth 200gp (16 stone);
A Potion of Growth, labelled Big;
A Potion of Invulnerability, labelled Tough;
Scroll of Ward against Lycanthropes;
Treasure Map;
A Cursed Scroll (curse: The victim may not gain new experience);
A Scroll of Ward against Undead.

[27. Pit Trap]: A loose stone covering conceals a 60 pit trap, at the bottom of
which are several broken skeletons in the remnants of chain, leather and crushed
plate mail. Rotten leather packs spill empty oil flasks, broken lanterns, frayed
rope, and the following items of treasure:

1 statuette of the laughing god (1/2 stone weight), worth 500 gp;
1 rich fur cape (1 stone), worth 1,900 gp;
1 opal brooch in a platinum fittings ( valued at 4,000 gp).

[28. Cell]: A locked door with a peep-hole opens into a cell that holds the
desiccated remains of an elf; haunting the cell is its tormented soul, in the form

54
of a malicious spectre.

Page
Spectre (1): AC 7, Move 150 (50) or flight 300 (100), HD 6, hps 17,
#ATS 1 (touch), Dmg 1d8 plus level drain, SV F6, ML +3, AL C, XP 820;
immune to sleep, charm, hold, poison and ordinary attacks, touch drains
two levels; ACKS page 194.

[29. Torture Chamber]: An eroding torture chamber complete with rack, iron
maiden, assorted tools hanging from rusty hooks, and a chair with manacles and
spikes on the seat.
T HE D ESERT OF S IGHS A R E A M AP D E T AI L S
The immediate area around the oasis covers the miles between the next way-
A vast desert that is bisected by a trade road of gravel, with outposts every 20 station, and the rocky hills that mark the outermost limit of this stretch of the
miles, that serves traders and travellers crossing from one kingdom to another. sandy waste. Aside from the Oasis of the Laughing Frog and the nearby ruined
The winds blow over the dunes, creating a sighing sound that carries from miles tower, there are several other areas of note.
and gives the desert its name. The oasis lies several leagues off the trade road,
hidden from view by a rock shelf that looms over the sandy dunes. A narrow road T H E G R E E N (O A S I S )
of flagstones leads to the settlement, and the khans men maintain it weekly to An oasis, with a small inn, and a wide expanse on nearby cacti and fresh water.*
ensure people can find their way to the oasis.
LOST TEMPLE
Nearby lurks a ruined tower that the nomads avoid. It rests on a jutting finger of
dark rock, leaning haphazardly. Rumours persist that it holds hidden treasure, A cave that leads to a forgotten temple.*
but no one knows whether they are true.
THE MIRRORED HALL

W ILDERNESS E NCOU NTERS A hallway hidden behind a landslide, wherein are six mirrors that lead to other
Random encounters occur on a 2 in 6, checked every hour near the road, or twice realms (see the adventure The Mirrored Hall, from www.theskyfullofdust.co.uk).
a day off the road. Roll 1d6 for road encounters, and 2d6 for off-road ones.
OLD SILVER MINES
2d6 Encounters Long emptied mines that have become home to Sand Goblins.*
Caravan of 2d6 Merchants (AC 4, Move 120 (40), HD 1, #AT 1 (by weapon), Dmg
1d6, SV F1, ML -1, AL N, XP 10; ACKS page 183); C A M P (B A N D I T S )
1-2
with 1d6 guards (AC 4, Move 120 (40), HD 1, #AT 1 (by weapon), Dmg 1d6, SV th
F1, ML 0, AL N, XP 10; ACKS page 183). A campsite of 5d6 bandits, led by a fighter of 5 level.*

55
2d6 Travelling Nomads on horses (AC 1, Move 120 (40), HD 1, #AT 1 (by
3-5
weapon), Dmg 1d6, SV F1, ML 0, AL N, XP 10; ACKS page 183). C A M P (R A I D E R S )
6 2d6 Bandits , 2 in 6 chance of riding horses (AC 1, Move 120 (40), HD 1, #AT 1

Page
th
A campsite of 5d6 raiders, with camels, led by a fighter of 4 level.*
(by weapon), Dmg 1d6, SV F1, ML 0, AL N,XP 10; ACKS page 183).
7-9 1d6 Giant Scorpions (AC 7, Move 150 (50), HD 4*, #AT 3 (2 claws, sting), Dmg
1d10/1d10/1d4, SV F2, ML +3, AL C, XP 135; poison sting; ACKS page 191). THE RUINED TOWER
10-11 2d6 Raiders on camels (AC 1, Move 120 (40), HD 1, #AT 1 (by weapon), Dmg A set of old ruins, with a small dungeon beneath; full details below.
1d6, SV F1, ML 0, AL N, XP 10; ACKS page 183).
12 A lone Dune Shark (AC 6, Move 120 (40), burrow 180 (60), HD 6, #At 3 (2
claws, bite). Dmg 1d6/1d6/2d6, SV F6, ML +2, AL N, XP 320; new monster).
* These areas are left for the Judge to flesh out as desired.
M AP D ET AI LS
T HE R UINED T OWER
THE RUINS
Sitting atop a 25 tall hill of worn sandstone, resting upon a shelf of bedrock, are
[1. Rubble]: This huge pile of rubble is the lair of a giant scorpion that dwells
the ruins of a tower. All of the upper floors have long since collapsed and been
beneath it, well-hidden (and surprises on a 4 in 6 if disturbed). It sits upon an old
blown to dust, but the ground floor still stands, albeit with gaping holes in the iron chest, discovered as if it was a secret door, or after 1d6 turns of careful
walls. There is no roof, and the interior is strewn with sand. Piles of rubble lie searching. Inside this locked chest are 251 gp, 750 sp, three intact but unlabelled
scattered throughout, a large pile down the hill where the upper levels collapsed potions of healing (cures 1d6+1), and a bone scroll case that holds 1d4 random
into. Stone doors, leaning against their frames are still standing, and several spells (levels 1-4).
windows look inside, merely empty squares that the wind howls through. Giant Scorpion (1): AC 7, Move 150 (50), HD 4, #AT 3 (2 claws, sting),
Dmg 1d10/1d10/1d4, SV F2, ML +3, AL C, XP 135; poison sting; ACKS
In the past bandits used the ruins as a base, but soon stopped after they lost one page 191.
too many men to the Sand Wraiths that haunt the area. These days most people
[2. Lost Property]: Stuffed in the corner of this cleared corner of the tower, is a
avoid it.
weathered backpack left behind by a bandit. It contains a dry water-skin, a blunt
No one knows who built it, but many suspect a sorcerer once lived there. knife, a hooded lantern, and a simple hand mirror. There is also a scrap of
parchment, showing a map of the area with all the key locations sketched out;
however, there are no notes upon it, just symbols.
W AN D ER I N G M O N ST E R S
In the vicinity of the tower, check for encounters every hour. One occurs on a 2 [3.Rubble]: A pile of rubble blocks this alcove, requiring a scramble to climb over.
in 6 chance. On the other side is a camouflaged Sand Snake (large, 6 long) that blends in well
with the sand, surprising on a 3 in 6.
1d6 Encounters
1d4 Giant Scorpions (AC 7, Move 150 (50), HD 4, #AT 3 (2 claws, sting), Dmg Sand Snake (1): AC 4, Move 120 (40), HD 2, #AT 1 (bite), Dmg 1d6, SV
1-2

56
1d10/1d10/1d4, SV F2, ML +3, AL C, XP 135; poison sting; ACKS page 191). F2, ML 0, AL N, XP 29; poisonous bite, save versus poison or die.
1d6 scared nomads (AC 1, Move 120 (40), HD 1, #AT 1 (by weapon), Dmg 1d6, SV
3-4 [4. Kitchen]: A former kitchen, with a fireplace that is still intact, and several

Page
F1, ML 0, AL N, XP 10; ACKS page 183).
5 2d6 Sand-Wraiths (AC 6, Move 120' (40') & fly 240' (80'), HD 4, #AT 1 (touch), Dmg supporting pillars cracked and in danger of toppling. A sand-dusted staircase
1d6, SV F4, ML +4, AL C, XP 190; energy drain; ACKS page 202). leads down to the cellar below. Hidden in the chimney of the fireplace, behind a
6 Sudden sandstorm loose brick, is a small iron lockbox (locked) that contains 573 gold pieces.

CELLAR & CATACOMBS


S U D D E N S A N D STOR M : abrasive sand blows in on a harsh, biting wind. It
grows to full strength in a turn and any caught in it will then suffer 1d4 damage [1. Cellar]: The stairs lead into an unlit cellar, with some broken furniture and a
per round until they get to shelter. It blocks vision beyond 5 and lasts 1d6 hours. sconce for a torch on the wall. Steps lead further down towards the catacombs,
and a door leads to the next room. Anyone who takes the time to look, will
notice that this room is fairly dust and sand-free, showing signs of recent use; a [5.Catacombs]: Six alcoves line this corridor, all 5 high and 10 long, and holding
couple of days ago perhaps, certainly no more than a week. stone sarcophagi that, in turn, contain brittle skeletal remains. On the eyes of
each rests a large gold coin, but there is nothing else of value. At the back of the
[2. Wine Cellar]: This former wine cellar has been converted and used as a furthest alcove there is a makeshift door, a slab of stone that hides a tunnel;
storeroom by the bandits who once dwelt here. They abandoned it a week ago, which leads to a stairs carved from the rock, descending over two hundred feet
leaving behind their supplies and loot. They intent to return to claim it, but have to the caverns below.
yet to do so. Crates occupy the corners of the room, while a table and brazier of
cold coals show signs of recent use. A heavy wooden chest, bound with iron and
locked, rests against the wall. Inside the chest are a weeks dry rations, stale but T H E C AV E R N S
edible, a sack with 279 sp, 98 gp and 38 coppers, a potion of growth (labelled Deep below the ruined tower and the sandy wastes lie some natural caverns,
Giant Strength), and a set of thieves tools. The crates hold bundles of cloth, hollowed out over the centuries by underwater rivers. It is a limestone cavern,
linen and wool, and some silk rolls; all are spoils from a raid in caravans, and
for the most part, with numerous stalactites and stalagmites, pools of water, and
there is 2,000 gp worth of goods here. If given back to the merchants, the party
will receive a reward of 100 gp each, but gain the full XP for the recovery of the ceilings 50 above the uneven ground.
goods.
Recently, within the last couple of weeks, a scouting party of ancient lizard men
Every day after the room is first encountered, there is a cumulative 1 in 20 have broken through from a distant cavern, looking to expand their territory.
chance that the bandits return to recover their goods; if they find it has gone, Taking advantage of a natural stairs, they dug through the rock and found
they will try to find out who took it, beginning their investigations at the oasis. If themselves in the catacombs of the ruined tower. Since then they have been
they learn the identity of the thief (or thieves) they will seek their revenge, or at
waiting for the arrival of more of their kind, so that they can venture out into the
least compensation for their loses.
upper world and see what they can claim for their kin.
[3. Statues]: At the bottom of the steps, in two alcoves before the locked door,
are a pair of statues of some robed and hooded figure, whose features are
W AN D ER I N G M O N ST E R S
hidden. They stand as tall as a man, are sculptured from sandstone, and were
Whilst in the caverns, check for encounters every three turns. One occurs on a 2

57
once painted black, although much of the paint has long peeled away.
in 6 chance.
[4. Shrine]: These are the catacombs, with a corridor leading off to the

Page
sarcophagi. The space immediately behind the door is a shrine, the ceiling of 1d6 Encounters
which is supported by sturdy granite pillars carved with symbols of life, death 1d6 Lizard Men, patrolling (AC 4, Move 90 (30), HD 2+1, #AT 3 or 1 (2 claws, bite
and travel. Two unlit torches hang from iron brackets on the walls, and in an or by weapon), Dmg 1d3/1d3/1d8 or by weapon +1, SV F2, ML +2, AL C, XP 35;
1 nd
alcove sits a white marble altar with a pair of silver candlesticks atop it (each ACKS page 180); with a single 2 -level priest (as above plus spells: CLW and Sleep,
SV C2, XP 47).
worth 25 gp). Before the altar is a faded symbol painted on the floor, in decades
2d4 Lizard Men, on patrol (AC 4, Move 90 (30), HD 2+1, #AT 3 or 1 (2 claws, bite
old blood that has stained the stone. Anyone who knows of such things,
2-4 or by weapon), Dmg 1d3/1d3/1d8 or by weapon +1, SV F2, ML +2, AL C, XP 35;
recognises it as a circle used to conjure creatures from other planes of existence. ACKS page 180).
It has no power in itself, but may aid conjuring and summoning spells at the 5-6 Stalactite breaks loose and falls: random character hit for 1d6 damage, save versus
referees discretion. paralysis to avoid.
CAVERN DETAILS [5. Hidden Treasure]: The stream flows from a fissure in the rock, bubbling forth
and spilling over the edges. Lying on the edge of the stream, tottering over the
[1. Surface Entrance]: A partially natural stairs leads up to the excavated and edge of the cliff in fact, is something that has washed up from somewhere deep
expanded tunnel, which leads two hundred to the catacombs. The stairs open underground, or possibly from some distant place on the surface:
into an unlit cavern, dripping with condensation, the ceiling and floor decorated
with beautifully coloured stalactites and stalagmites, some joining together in It is a dagger made of some strange white metal, with a hilt of solid silver,
columns like melting candles. A second natural stairway leads down to the next banded with platinum, the pommel capped with a large ruby (worth 1,500 gp in
cavern. all). It is also magical and when held it grants the holder a +2 to hit and damage,
adding the bonus to any feat of strength (Open Doors and so forth), as well as
[2. New Rope]: A more open space, less crowded, with a drop to the lower shed a pale white light in a 10 radius. It also has a tendency to attract trouble,
cavern. Attached to the cliff is a rope made out white silk, tied to an iron spike adding 1 to any wandering monster checks while it is possessed.
hammered neatly in place. The rope is secure and the iron has not rusted. The
sound of a waterfall can be heard here, faint and echoing. Any loud noises will [6. Narrow Passage]: This narrow fissure cuts through to the next cavern, and is
alert the guards in area # 8. virtually blocked by columns and jutting stalagmites, requiring some squeezing to
move through (requires removal of any armour greater than leather); there is
[3. Ambush]: The Lizard Men know to avoid this cavern, for amidst the columns, also a 3 in 6 chance of knocking a stalactite loose, requiring a save versus
stalactites, and stalagmites, lurks a pair of hunting giant spiders of the cave paralysis to avoid taking 1d6 damage.
variety, being able to see perfectly well in the dark, and a pale grey in colour.
They are experts at ambushing, surprising on a 5 in 6. [7. Main Cavern]: Hundreds of stalactites, stalagmites and joined columns fill this
large cavern, whose ceiling reaches over 100 high. Water constantly drips,
Giant Spiders (2): AC 2, Move 120 (40), HD 2, hps 5, 7, #AT 1 bite, Dmg making it a noisy place, and also damp and slippery underfoot. The chance of
1d8, SV F1, ML -1, AL N, XP 38; poisonous bite, save versus poison or die

58
meeting a patrol of Lizard Men is more likely here, with checks made every turn.
in 1 turn; ACKS page 194.

Page
[4. River]: An underground river once flowed through these caverns, and this is [8. Sentries]: A guard post has been stationed here, with a camp fire and bedding
the remnants of that once great river. A streams tumbles over the cliffs, feeding for three armed Lizard Men, who have torches ready to light if they hear any
into this pool of porous rock. Crystal clear and 3 deep, the water is very noise and need to investigate. They are wary of noises from the water in this
refreshing and full of minerals. It can be used as the basis for brewing potions cavern, and believe something dangerous lurks there. Each guard has a spear,
and creating holy water, reducing the cost by 25% and doubling the chance of curved sword, and two torches each.
success.
Lizard Men (3): AC 4, Move 90 (30), HD 2+1, hps 16, 5, 6, #AT 3 or 1 (2
claws, bite or by spear or sword), Dmg 1d3/1d3/1d8 or by weapon
1d6+1, SV F2, ML +2, AL C, XP 35; ACKS page 180; armed with spears [12. Mushroom Forest]: This cavern holds a forest of tall mushrooms, ranging
and curved swords. from 3 to 12 tall. They are quite edible, if a little bland. Harvesting some of
these mushrooms, torches lit and sacks nearly full, are half-a-dozen Lizard Men,
[9. Pool]: This pool of water is fed by from a fissure at the bottom, and is cold, led by a pair of their priests. All are armed with spears and curved swords, but
murky and bitter tasting. A Crystal Jelly Eel (a long, thin, eel made of crystallised are distracted and therefore surprised on a 4 in 6.
jelly, able to squeeze through the smallest space, uncoils to a length of 20) has
taken up residence here, having squeezed its way through the fissure. It is Lizard Men (6): AC 4, Move 90 (30), HD 2+1, hps 14, 9, 11, 9, 9, 4, #AT 3
amphibious and is contemplating feeding on the guards nearby. or 1 (2 claws, bite or by spear or sword), Dmg 1d3/1d3/1d8 or by
weapon 1d6+1, SV F2, ML +2, AL C, XP 35; ACKS page 180; armed with
Crystal Jelly Eel (1): AC 4, Move 120 (40), HD 5, hps 25, #ATS 1 (bite), spears and curved swords.
Dmg 1d4, SV F3, ML +2, AL N, XP 500; minimum damage from non-
magical attacks; on a successful hit, coils around victim and Lizard Men Priests (2): AC 4, Move 90 (30), HD 2+1, hps 13, 11, #AT 3
automatically constricts for 1d6 damage each round, save versus or 1 (2 claws, bite or by spear or sword), Dmg 1d3/1d3/1d8 or by
paralysis to break free. weapon 1d6+1, SV C2, ML +2, AL C, XP 47; ACKS page 180; armed with
nd st
spears and curved swords; spells as 2 -level cleric (1 x 1 -level).
[10. Trapped Demon]: In this corner of the raised cavern, almost hidden by all
the natural features, is a skeleton clad in ancient bronze plate armour (AC 5), [13. Barracks]: This cavern holds beds for five Lizard Men, who are normally out
holding onto an equally ancient two-handed sword (-1 to hit and only 1d6 on patrol. A rack holding a dozen spears and torches rests against the wall, and a
damage). In its other hand it holds a hexagon shaped sapphire (worth 2,000 gp) stairway leads deeper below the ground, to tunnels that wind several miles
that has a dark splodge, like ink, at its centre. If the sapphire was shattered, this through the earth to the domain of the Lizard Men.
splodge would expand and transform into a demon that has been trapped inside

59
for centuries. What the demon it, is entirely up to the referee; depending in its [14. Headquarters]: In this cavern are the rest of the Lizard Men, 2d6 of who will
reaction, it maybe grateful for its release and reward whoever freed it. be here at any time, the rest out on patrol. There is a 4 in 6 chance that 1d4

Page
priests will also be present. In addition, the scouting expeditions leader is here,
[11. Ancient Statues]: Standing before the mushroom forest are two tall, 50 a large Lizard Man dressed in fitted chain mail, wielding a pair of scimitars dyed
high, granite statues of wolves. Both have glinting eyes, diamonds, that can be black.
prised out if successfully climbed up (each is worth 2,500 gp); the statues are wet
and slippery, so a climb check must be made, regardless of the climbers skill, and Lizard Men (2d6): AC 4, Move 90 (30), HD 2+1, hps 6, 14, 5, 10, 8, 11, 6,
a failed roll means a fall of 5d10 feet. 5, 11, 9, 8, 12, #AT 3 or 1 (2 claws, bite or by spear or sword), Dmg
1d3/1d3/1d8 or by weapon 1d6+1, SV F2, ML +2, AL C, XP 35; ACKS page
180; armed with spears and curved swords.
Lizard Men Priests (1d4): AC 4, Move 90 (30), HD 2+1, hps 11, 10, 8, 9,
#AT 3 or 1 (2 claws, bite or by spear or sword), Dmg 1d3/1d3/1d8 or by
weapon 1d6+1, SV C2, ML +2, AL C, XP 47; ACKS page 180; armed with
nd st
spears and curved swords; spells as 2 -level cleric (1 x 1 -level).

Lizard Men Leader (1): AC 5, Move 90 (30), HD 5+1, hps 18, #AT 3 or 1
(2 claws, bite or by scimitars), Dmg 1d4/1d4/1d8 or by weapon 1d6+2,
SV F5, ML +2, AL C, XP 260; ACKS page 180; armed with twin scimitars.

Racks of weapons stand against the walls, each holding a dozen spears, half-a-
dozen torches and curved swords; a fire lights and heats the room, and beds are
spaced along the walls.

A stack of crates, each holding supplies of food (dried spider parts, lizard steaks,
clay jugs of a bitter wine), tools for excavation, lies next to a chest of old wood
that the Lizard Men found and have yet to open. It is locked and contains 2,000
ancient gold coins, a ruby expertly carved in the shape of a snake skull (worth
1,000 gp), two silver daggers, a plain gold necklace (worth 50 gp), and a silver
brooch with a simple jet stone.

This magic brooch grants the wearer the effect of a permanent Protection from

60
Evil spell, but also makes them paranoid. It is worth 250 gp if sold for just its
material value.

Page
D UNGEON D WELLERS NOTE ON A R M O U R C L A SS
The following monsters are found in the various levels of the dungeon, and This setting uses ascending Armour Class, with 0 being the base for an
surrounding area. Some are unique, others more common. Those that are new unarmoured, unencumbered, normal human. The following table shows the
creations* are detailed on the following pages; others are listed with their basic Armour Class for the differing armours listed in the NPC and monster statistics,
statistics and the page references to their listing in the ACKS core rule book. allowing for easy conversion.

Amour Type None Shield Leather Ring Chain Plate


Q UICK LIST OF MONS TERS Armour Class 0 +1 2 3 4 6
Animated Statue
Automaton* NOTE ON M O N ST E R S T AT I ST I CS
Caretaker, the
Although this setting is as generic as possible, I used Adventurer, Conqueror, King
Collector
System as my template for the monsters. Notably, the Experience Point awards
Cursed Frog are from that set of rules. As they fit with most similar rules, this should not be a
Custodian* problem.
Dune Shark*
Fen Troll
Giant Leech
Giant Spider
Giant Scorpion
Human (bandits, guards, merchants, nomads, & raiders)
Invisible Entity*

61
Lizard Men
Orange Spike*

Page
Savage Rat
Serpent Tiger*
Shadows
Shifting Panther
Skeleton
Soul Eater*
Swamp Toad
Razor-Claw*
Zombie
These automatons are immune to charm, sleep and hold magic, poisons and diseases, and
T HE D WELLERS : STATISTICS AND DESCRIPTORS can self-repair over time: every hour they regain 1 hit point, unless totally destroyed.

A N I M A T E D S T A T U E (S T O N E ) Soldier Automatons have a tube-like appendage that fires a burst of flame up to a range of
Animated statues come in all shapes and sizes, and those in the Shifting Dungeon were 100, dealing 3d6 fire damage on a successful hit. They can fire six times before they need
created by some insane magician centuries ago. They are not inherently hostile, but when an hour to recharge their weapons.
roused they can be quite dangerous. When a victim is killed by a statue, the corpse slowly
becomes petrified over several hours, turning into a newly formed Animated Statue and C A R E T A K E R , T H E (G E L A T I N O U S C U B E )
adding to their numbers. As such, there are quite a few statues of adventurers to be found. A 10 ball of transparent jelly that moves silently, gives off no smell, and has the sole
purpose of cleaning the dungeon when it is out of alignment. It is virtually invisible, has a
AC 5, Move 60' (20'), HD 5, #AT 2 (fists), Dmg 2d6/2d6, SV F5, tendency to just roll over anything in its way and engulf them, and keeps them trapped
ML n/a, AL N, XP 200; ACKS page 196. inside as its internal acids digest anything organic. It is a mindless creation, with no
thought beyond tidying up.
A U T O M A T O N ( P A T R O L / S O L D I E R , W O R K E R ) [N E W M O N S T E R ]
Operating with an ant-like hive mind, these automatons are robots from another AC 1, Move 60 (20), HD 4*, hps 18, #AT 1, Dmg 2d4, SV F2, ML N/A, AL N,
dimension. They come in two types: patrol (or soldier) automatons, and workers. The XP 135; paralyse; ACKS page 170.
soldiers have humanoid torsos atop treads that can swivel 360 degrees. They have two
arms, one a clawed manipulator, the other a hollow tube that serves as a weapon. Their C O L L E C T O R (G H O U L )
heads are glass-bowls filled with some bubbling liquid that is constantly changing colour, Well-dressed gaunt men in black morning suits, these walking dead are responsible for
going through the visible rainbow spectrum. Workers have six multi-jointed legs, spider- collecting the dead and reanimating them as zombies and skeletons to restock the
like, and their torsos have two clawed manipulators, and their bowl heads are full of a dungeon. Each Collector is intelligent, well-spoken, and a preserved corpse, usually
glowing green liquid. All are made of some unknown white metal, with black joints and showing some trace of rot. They are interested only in stocking the dungeon with the
glass heads. Each is the size of a horse. walking dead, and are not beyond killing fresh intruders to create business for their trade.

Soldiers Worker AC 3, Move 120' (40), HD 2*, #At 3 (claw, claw, bite), Dmg 1d3/1d3/1d3, SV F2,
% Lair None None ML +1, AL C, XP 29; paralysis; ACKS page 170.
Dungeon Encounter Patrol (1d6) Workforce (2d6)

62
Wilderness Encounter None None C U R S E D F R O G (G I A N T T O A D V A R I A N T )
Alignment Lawful Lawful

Page
These fat frogs are bloated and corrupted imitations of the Laughing Frog deity. Each is the
Movement 90 (30) 120 (40)
size of a small pony, with sickly yellow eyes and slimy green hides. Their croak is a
Armour Class 7 6
coughing chuckle, and their tongues are long, sticky and barbed. The smell of damp and
Hit Dice 8*** 6+6**
decay fills the air around them.
Attacks 2 claw/tube 2 claws
Damage 2d8/3d6 2d6/2d6
AC 2, Move 90 (30), HD 4+2**, #AT 1 bite, Dmg 1d6+1, SV F2, ML -1, AL C,
Save F8 F6
Morale +4 +2 XP 290; swallow whole, cursed; ACKS page 198.
Treasure Type None None When a frog is killed, the killer must save versus spells or be cursed, as follows:
XP 2,100 980
Frog Curses (1d6): (1) all hair and teeth fall out; (2) plagued by nightmares, unable to
sleep and suffer a point of Wisdom loss each night until cured; (3) cursed with clumsiness, DUNE SHARK
-1 on all throws, and any roll of a natural 1 on 1d20s results in something bad happening; The fearsome Dune Shark swims through the sandy wastes of the desert, hunting its prey
(4) insatiable hunger: must eat every turn or suffer a point of damage; (5) blinded, by detecting vibrations in the sand (up to a mile away), and anything smaller than the
permanently until cured; (6) unable to speak without laughing: unable to cast spells or shark is considered prey. This beasts has a bony exoskeleton of plate-like ridges, a fin that
detects the vibrations, and four stout legs ending in vicious claws that it uses to speedily
talk. All of these can be cured by a Remove Curse spell.
tunnel through the sand. Reaching up to 20 in length, it is a deadly beasts and thankfully
rare. Its hide is said to be especially useful for crafting plate armour, and rumours have it
C U S T O D I A N [N E W M O N S T E R ] that the Great Caliph himself has such a set of armour.
The Custodians of the topmost dungeon are responsible for maintaining the traps, clearing
up anything the Caretaker misses and dealing with any intruders left after the dungeon % Lair 15%
shifts out of alignment. They are born when the dungeon rotates, oozing out of their pits. Dungeon Encounter None
Each is a small humanoid made of thick tar, with yellow flames for eyes and a slit for a Wilderness Encounter Solitary (1) / Pack (1d6)
mouth. They carry crude clubs picked up from their birthing chamber, and baskets of tools Alignment Neutral
and spare parts (worth 10 gp). Some believe they look like goblins found in the distant Movement 120 (40)
jungles. - burrow 180 (60)
Armour Class 6
% Lair None Hit Dice 6
Dungeon Encounter Workforce (2d6) / None Attacks 3 (2 claws, bite)
Wilderness Encounter None Damage 1d6/1d6/2d6
Alignment Lawful Save F6
Movement 120 (40) Morale +2
Armour Class 2 Treasure Type F
Hit Dice 1* XP 320
Attacks 1 (by weapon)
Damage 1d6 (or by weapon) F E N T R O L L (T R O L L )
Save F1 Natives of the distant Bleak Fens, these swamp trolls were brought here by whoever

63
Morale 0 created the dungeon, and left to their own devices. They have bred over the decades, their
Treasure Type None numbers waxing and waning, feeding off the creatures they can catch. Each is an ape-like

Page
XP 13 humanoid with lank green hair resembling seaweed, leathery, warty hides and sharp claws
and fangs. More cunning than intelligent, they know the dungeon level well, and will use
These summoned creatures are small humanoids made out of thick black tar, roughly that to their advantage. They have a natural fear of fire and are wary of magic, which they
resembling goblins. Their tar bodies are sticky and when struck by a weapon, the attacker consider unnatural and obscene.
must save versus paralysis or their weapon is stuck in the Custodian until it is killed, when
it dissolves into a pool of less sticky tar. They are vulnerable to fire, the tar highly AC 5, Move 120 (40), HD 6+3*, #AT 3 (2 claws, bite), Dmg 1d6/1d6/1d10, SV F6,
combustive, and take an extra point of damage for every die rolled. ML +2 (0 vs. fire, acid, magic), AL C, XP 680; regeneration; ACKS page 199.
GIANT LEECH HUMAN (BANDITS, GUARDS, MERCHANTS, NOMADS, RAIDERS; CAMELS,
Gruesome fat leeches the size of dogs, they lurk underwater and attach to those who wade HORSES)
past unaware. Once attached they suck out the blood until they are sated and bloated. The desert is home to nomads, both friendly and hostile, and merchants with their guards
travel along the road between the two kingdoms.
AC 2, Move 120 (40), HD 6*, #AT 1 (blood drain), Dmg 1d6, SV F3, ML +2, AL N,
XP 570; ACKS page 179. Bandits & Guards
AC 1, Move 120 (40), HD 1, #AT 1 (by weapon), Dmg 1d6, SV F1, ML 0, AL N,
GIANT SPIDER: NORMAL, JUMPING, AND BRAIN-EATING XP 10; ACKS page 183.
A giant spider, long-legged and sharp of fang, with deadly poison. The typical giant spider
is the size of a dog, and about as intelligent. There are two other types: jumping spiders Nomads & Raiders
are larger (man-sized) and able to leap great distances, and the deadly brain-eating spider AC 1, Move 120 (40), HD 1, #AT 1 (by weapon), Dmg 1d6, SV F1, ML 0, AL N,
is the size of a horse, is highly intelligent (thanks to all the brains it eats) and some can XP 10; ACKS page 183.
even cast spells (if they have ate a magicians brain recently).
Merchants
Normal (Crab Spider): AC 2, Move 120 (40), HD 2**, #AT 1 bite, Dmg 1d8, SV F1, AC 4, Move 120 (40), HD 1, #AT 1 (by weapon), Dmg 1d6, SV F1, ML -1, AL N,
ML -1, AL N, XP 38; poisonous bite; ACKS page 194. XP 10; ACKS page 183.
Jumping (Giant Rhagodessa): AC 4, Move 150 (50), HD 4+2*, #AT 1 (leg or bite),
I N V I S I B L E E N T I T Y [N E W M O N S T E R ]
Dmg 0 or 2d8, SV F2, ML +1, AL N, XP 215; suction legs; ACKS page 189.
These invisible creatures, if seen, resemble a cross between an octopus and a crab, with
Brain-Eating (Giant Black Widow, variant): AC 3, Move 60 (20) & web 120 (40), claws and tentacles that allow it to move by undulating across the floor. They feed on fear
HD 3**, #AT 1 (bite), Dmg 2d6, SV F2, ML 0, AL N, XP 95; poison bite, web, and anger, and use their natural invisibility to foster such emotions.
possible spells; also intelligent and able to speak Common; ACKS page 194.
% Lair None
Dungeon Encounter Solitary (1) / None
Jumping Spiders can leap 60 as part of their first attack, counting as a charge (+2 attack) Wilderness Encounter None
but with no penalty to their AC. Alignment Chaotic

64
Movement 120 (40)
Brain-Eating spiders may have the ability to cast 1d4-1 random 1st-level arcane spells, as if Armour Class 2
3rdlevel mages.

Page
Hit Dice 4**
Attacks 3 (2 claws, tentacles)
GIANT SCORPION Damage 1d6/1d6 and strangulation
Sand-coloured scorpions the size of a camel, with a deadly sting in its tail. Their hides can Save F2
be used to craft armour akin to chain, but for half the weight. Their flesh is a prized Morale +2
delicacy. Treasure Type None
XP 190
AC 7, Move 150 (50), HD 4*, #AT 3 (2 claws, sting), Dmg 1d10/1d10/1d4,
SV F2, ML +3, AL C, XP 135; poison sting; ACKS page 191. Naturally invisible (thus difficult to hit, all attacks against the Entity are at -4), these alien
creatures feed on fear and rage, inducing such feelings by telepathy. Once per turn an
Invisible Entity can cast Confusion (as the spell), and can cast Cause Fear every three
rounds. If confronted and cornered, it will fight, using its claws and tentacles. If the LIZARD MEN
tentacle hits, the target must save versus paralysation or be grappled, suffering 1d6 Underground Lizard Men, all covered in albino scales. These ancient creatures rule an
strangulation damage each round until a new save is made or the entity releases the underground realm far below the ground. Once they ruled an empire in the world above,
victim (by killing it, or making it flee). but were driven out by expanding humans. They worship the Great Snake, a deity of
conflict and domination, and their priests are the rulers of this race.
O R A N G E S P I K E S [N E W M O N S T E R ]
These strange monsters are really an alien fungus that feeds on decayed flesh, before AC 4, Move 90 (30), HD 2+1, #AT 3 or 1 (2 claws, bite or by weapon), Dmg
releasing spores. They resemble balls of orange spikes, about the size of a human head, 1d3/1d3/1d8 or by weapon +1, SV F2, ML +2, AL C, XP 35; ACKS page 180.
and bounce along in search of living beings: they then hurl towards them, intent on
paralysing their victims and slowly excreting an acid that eats away at the flesh, allowing SAND-WRAITH (WRAITH)
them to absorb the liquefying flesh. Thought to be the lost and vengeful spirits of those that died in the desert, these wraiths
form a crude humanoid shape out of sand with two baleful fiery eyes that flare whenever
% Lair None
they sense life nearby.
Dungeon Encounter Flowering (2d6)
Wilderness Encounter None
AC 6, Move 120' (40') & fly 240' (80'), HD 4**, #AT 1 (touch), Dmg 1d6, SV F4,
Alignment Neutral
Movement 120 (40), plus charge 240 (80)
ML +4, AL C, XP 190; energy drain; ACKS page 202.
Armour Class 6
Hit Dice 3*** S A V A G E R A T (G I A N T R A T )
Attacks 1 (spikes) Giant rats full of rage; these are bloated, disease-riddled rats that are the size of large
Damage 1d8 plus paralysis hounds, frenzied with red eyes that glow unnaturally. They are the offspring of a mad
Save F3 wizards experiments, and are devourers of flesh and bone. They are greatly feared as they
Morale n/a travel in packs.
Treasure Type None
XP 95 AC 2, Move 120 (40), HD 1d4, #AT 1 (bite), Dmg 1d3, SV F1, ML 0, AL N, XP 5;
diseased; ACKS page 201.
These fungi begin combat by charging into their opponents, dealing double damage (2d8)

65
on a successful hit, and forcing the target to make a save versus petrification or be
knocked prone; a successful hit also causes paralysis for 2d6 turns, unless a further save

Page
versus paralysis succeeds. The fungi then sit attached to their prey, slowly digesting them,
automatically dealing 1d6 acid damage per round; they can be easily removed, without
harming the victim, but the fungus will try to reattach by attacking the following round.
S E R P E N T T I G E R [N E W M O N S T E R ] Grearter Shadow (Shadow variant): AC 2, Move 90 (30), HD 4+4*, #AT 1 (touch),
A red-and-black striped tiger with a face that is a mass of writhing tentacles. It hunts its Dmg 1d6, SV F4, ML +4, AL C, XP 235; Strength drain; ACKS page 192.
prey by sensing heat and movement, stalking as a prelude to pouncing. Its tentacles lash
out at its prey, strangling it while its claws dig into the flesh and tear it to shreds, lapping Entropic Shadow (Unique, Shadow variant): AC 3, Move 90 (30), HD 6+2*, #AT 1
up the blood through the hollow tips of the tentacles. The exsanguinated corpse is left for (touch), Dmg 1d6, SV F4, ML +4, AL C, XP 680; Strength drain, also ages target
others to feed upon. 1d10 years; when slain, creates a blast of entropic energy, 30 radius that ages all
who do not save versus spells by 1d10 years; ACKS page 192.
% Lair 40%
Dungeon Encounter Solitary (1) /Pride (1d6) S H I F T I N G P A N T H E R (P H A S E T I G E R V A R I A N T )
Wilderness Encounter Pack (1d6)/ Pride (2d6)
A dark blue-black panther that is constantly shifting in and out of reality, becoming a
Alignment Chaotic
blurred image of itself every few seconds. It is mainly a scavenger, feeding off the left-
Movement 150 (50)
overs abandoned by the Serpent Tigers, but can catch its own prey if necessary. As big as a
Armour Class 5
warhorse, it can move with eerie silence, and has been known to leap great lengths to
Hit Dice 7*
pounce on its prey.
Attacks 3 (2 claws, tentacle)
Damage 1d8/1d8/strangulation
AC 5, Move 150 (50), HD 6, #AT 2 (bite, claw), Dmg 2d4/1d6, SV F6, ML 0,
Save F7
Morale +1 XP 320; project illusionary image; ACKS page 188; note: no tentacles.
Treasure Type I (incidental)
XP 790 SKELETON
The animated bones of a lost adventurer, often still wearing tattered armour and clutching
On a successful hit with the tentacle, the opponent must make a saving throw versus worn and rusted weapons.
paralysation or are strangled for 1d6 damage per round; the victim may make another
save to break free, or the tentacle can be cut (hps 5, AC 5) although there is an equal AC 2, Move 120' (40'), HD 1*, #AT1 (by weapon), Dmg 1d6, SV F1, ML n/a, AL C,
chance of hitting the victim (as per firing into melee). XP 13; ACKS page 193.

Serpent Tigers can sense movement and heat within a 60 radius, and there is a 2 in 6

66
chance that the beast will stop to feast on a freshly killed corpse.

Page
SHADOWS (LESSER, GREATER, ENTROPIC)
Shadows of the Void given a semblance of life, these ghost-like entities drift through the
dungeon spreading entropy by their touch. They are vague humanoid shapes, moving
silently through the air, as insubstantial as mist. There are three types, based on their
strength and longevity; the lesser and greater are simply lesser and more powerful
versions of the same, whilst the Entropic Shadows are direct links to the Void itself, and are
thankfully rare.

Lesser Shadow (Shadow): AC 2, Move 90 (30), HD 2+2*, #AT 1 (touch), Dmg 1d4,
SV F2, ML +4, AL C, XP 59; Strength drain; ACKS page 192.
AC 3, Move 90 (30), HD 4+4*, #AT 1 bite, Dmg 1d8+1, SV F4, ML +1, AL C,
S O U L E A T E R ( U N I Q U E ) [N E W M O N S T E R ] XP 215; swallow whole (man-sized); ACKS page 198.
Believed to the still walking corpse of a priest of evil disposition, who worshipped the
ancient and forgotten statue in the dungeon, this undead abomination wanders the R A Z O R - C L A W [N E W M O N S T E R ]
dungeon looking for souls to digest. It is a desiccated corpse wrapped in tattered and These small pack lizards are considered dangerous as they always travel in packs. They
darkly stained robes, a deep cowl hooding its exposed skull. Wisps of black mist, more like hunt larger prey, swarming and biting until it is dead and they can feast in peace. They are
shadows, trail after it and the ground frosts beneath its feet, lasting a few minutes before highly cunning and are about the size of a cat.
melting into foul water.
% Lair 10%
% Lair None Dungeon Encounter Pack (4d6)/Nest (10 x 1d6)
Dungeon Encounter Unique (1) / None Wilderness Encounter Pack (4d6)/Nest (10 x 1d6)
Wilderness Encounter None Alignment Neutral
Alignment Chaotic Movement 150 (50)
Movement 90 (30) Armour Class 5
Armour Class 4 Hit Dice
Hit Dice 7** Attacks 1 (bite)
Hit Points 35 Damage 1d3
Attacks 1 (touch) Save F0
Damage 2d6 cold Morale -1
Save C7 Treasure Type None
Morale +4 XP 6
Treasure Type None
XP 1,140 Razor-Claws hunt and swam in packs, using tactics such as Force Back, Knock Down, and
Overrun, to overwhelm their prey. For every 5 of the lizards, the penalty for the special
The Soul Eater is immune to non-magical attacks, which pass straight through him, as well manoeuvres is reduced by one (i.e. 5 Razor-Claws can make special manoeuvres at -3, 10
as the usual undead immunities to charm, sleep, poison and so on. He emits an aura of at -2, 15 at -1 and finally no penalty with 20 or more of the creatures).
cold, dealing 1d6 cold damage each round to anyone within 10 radius, save versus breath

67
to avoid; the touch of the Soul Eater causes ice to form on the victim, effectively Slowing ZOMBIE
them (as the spell) for 1d6 rounds, the effects being cumulative. The Soul Eater can blend
Animated corpses in some state of decay, mindless and wandering in search of flesh to eat.

Page
into the shadows with ease (treat as Hide in Shadows 11+ throw).
They are driven by instinct and an insatiable hunger, and can sense living creatures
without fail. Most of the zombies found in the dungeon are those of slain adventurers, and
Those killed by the Soul Eater have their souls digested, preventing them from ever being
the occasional merchant who somehow ended up down here.
raised from dead.
AC 1, Move 60' (20'), HD 2*, #AT 1 (slam), Dmg 1d8, SV F1, ML n/a, AL C, XP 29;
SWAMP TOAD (GIANT TOAD VARIANT)
ACKS page 203.
These fat toads are dark green with thick hides, huge stomachs and a tendency to swallow
their prey. They are as large as a horse, but are not considered particularly dangerous
compared to the creatures that feed on them (such as Fen Trolls).
DESIGNATION OF PRODUCT IDENTITY 5. Representation of Authority to Contribute: If You are contributing original material as Open Game
The following is designated as product identity: anything relating to theskyfullofdust. Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
DESIGNATION OF OPEN GAME CONTENT
All text and tables, with the exception of material specifically excluded in the declaration of product 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
identity, are open game content. include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holders
OPEN GAME LICENSE Version 1.0a name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
Coast, Inc. (Wizards). All Rights Reserved.
compatibility, except as expressly licensed in another, independent Agreement with the owner of
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
contributed Open Game Content; (b)Derivative Material means copyrighted material including any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
derivative works and translations (including into other computer languages), potation, modification, except as expressly licensed in another, independent Agreement with the owner of such Trademark
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute
which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, a challenge to the ownership of that Product Identity. The owner of any Product Identity used in
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Open Game Content shall retain all rights, title and interest in and to that Product Identity.
Content means the game mechanic and includes the methods, procedures, processes and routines
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
to the extent such content does not embody the Product Identity and is an enhancement over the
work that you are distributing are Open Game Content.
prior art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under copyright 9. Updating the License: Wizards or its designated Agents may publish updated versions of this
law, but specifically excludes Product Identity. (e) Product Identity means product and product line License. You may use any authorized version of this License to copy, modify and distribute any Open
names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, Game Content originally distributed under any version of this License.
storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs,
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game
depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual
Content You Distribute.
or audio representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments, creatures, 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any name of any Contributor unless You have written permission from the Contributor to do so.
other trademark or registered trademark clearly identified as Product identity by the owner of the
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the
respect to some or all of the Open Game Content due to statute, judicial order, or governmental
logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its
regulation then You may not Use any Open Game Material so affected.
products or the associated products contributed to the Open Game License by the Contributor (g)
Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and 13 Termination: This License will terminate automatically if You fail to comply with all terms herein
otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
in terms of this agreement. survive the termination of this License.
2. The License: This License applies to any Open Game Content that contains a notice indicating that 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
the Open Game Content may only be Used under and in terms of this License. You must affix such a reformed only to the extent necessary to make it enforceable.
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
15 COPYRIGHT NOTICE
License except as described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet,
of this License. Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Use, the Open Game Content.
Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
Dave Arneson. ADVENTURER CONQUEROR KING PRODUCT IDENTITY LICENSE Version 1.0
Subject to the terms of the Open Game License, above, you may create derivative works based upon
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill the Adventurer Conqueror King System (this document). However, the Open Game License protects
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher the Product Identity (explained and detailed above) such that you must have permission from the
Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip copyright holder before you may use any of the listed Product Identity.
Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
Wiker.Adventurer Conqueror King Copyright 2011, Autarch; Authors Alexander Macris, Tavis Allison, You may use certain items of the listed Product Identity under the following conditions:
Greg Tito, and Ryan Browning. 1. You must comply fully with the Open Game License, version 1.0a, as described above; and
Basic Fantasy Role-Playing Game Copyright 2006-2008, Chris Gonnerman. 2. The work may not be obscene in nature; in general, any work containing subject matter that would
Castles & Crusades: Players Handbook Copyright 2004, Troll Lord Games; Authors Davis Chenault and qualify for an NC-17 movie rating in the United States, or an R rating due to explicit sexual content, is
Mac Golden. considered obscene for purposes of this license.

Castles & Crusades: Monsters Product Support Copyright 2005, Troll Lord Games. If you comply with the above conditions, you may do either or both of the following:

Labyrinth LordTM Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor. 1. Include the text Designed for use with the Adventurer Conqueror King System

Labyrinth Lord Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel Proctor. 2. Use the ACKS Compatible logo, provided on the Adventurer Conqueror King System website:
http://www.adventurerconquerorking. com/logo.html
Ankheg from the Basic Fantasy Field Guide Copyright 2010, Chris Gonnerman and Contributors, based
on original material by Gary Gygax. The logo may be resized as needed, but must not be distorted and may not be altered other than to
resize it.
Cave Cricket from the Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors Scott
Greene and Clark Peterson, based on original material by Gary Gygax. 3. Use the product identity elements Autarch, Adventurer Conqueror King, Adventurer
Conqueror King System, and ACKS for the purposes of identifying the source of open content
Crab, Monstrous from the Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Author Scott which is re-used from this document and discussing the relationship of the derivative work to this
Greene, based on original material by Gary Gygax. original, subject to the following terms:
Fly, Giant from the Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, a. Any work making use of these elements must designate these elements as product identity in
based on original material by Gary Gygax. accordance with section 1(e) of the Open Game License version 1.0a;
Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott b. Any work making use of these elements must bear a notice declaring the fact that Autarch,
Greene and Patrick Lawinger. Adventurer Conqueror King, Adventurer Conqueror King System, and ACKS are trademarks of Autarch.
Rot Grub from the Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene If you wish to use other Product Identity from this work, you must request and receive explicit
and Clark Peterson, based on original material by Gary Gygax. permission from the copyright holder.
END OF LICENSE In any of the above cases where the Adventurer Conqueror King Product Identity is used in your
work, you must also include the Adventurer Conqueror King website address autarch.co in
that work. You may place the website address adjacent to the logo and/or name, or you may include
it on your title page, or place it in some other location where any reasonably observant person would
expect to find it.
END OF LICENSE

S-ar putea să vă placă și