TEXT:    
  The  Grotto  of  Saint 
  Rithanaskor 
  Spellbook  Games 
  
   2 
  The  Grotto  of  Saint 
  Rithanaskor 
  Writing and Production by 
   
  Paul  Elkmann / Geoffrey O. Dale 
  © October 2013 Spellbook Games. All characters, names, places, items, and text are copyrighted by Spellbook 
  Games. All art is copyrighted by the artist(s) and is licensed to Spellbook Games. All rights are reserved except as 
  described in this notice: permission is granted, (1) to make personal copies of this material, and (2) for non-
  commercial distribution of this material provided that the material is not altered or added to in any way, and is 
  clearly identified as the work of Spellbook Games. The incorporation of any part of this material into any other 
  product offered for sale or distribution in any other manner without the written permission of Spellbook Games is 
  
   3 
  The Grotto of Saint Rithanaskor  
   
  INTRODUCTION 
   
  The Grotto is a small, self-contained, adventure location, 
  which can be fully explored in a single game session.  It 
  provides the Gamesmaster a large complex underground 
  space, mostly occupied by opponents capable of flight, 
  and who use its vertical geography skillfully against 
  Adventurers who are limited to climbing.  When Adven-
  turers are also capable of extended flight the Grotto can 
  turn into a free-wheeling, multi-elevation, aerial dog-
  fight between Adventurers and the many inhabitants. 
  The Grotto also provides some opportunity for Adven-
  turers to practice a more stealthy approach, if they find 
  and exploit the side rooms. The Grotto also holds two 
  religious artifacts which could be of interest to Adven-
  turers if introduced into a campaign that has significant 
  diabolic opponents. 
   
  This adventure location is intended for a mixed-class 
  group of three to five Adventurers, each of Levels 3-6 . 
   
  COMMON ABBREVIATIONS 
   
  Armor Class – AC, Class Level – (Class Type) L#, Foot/
  Feet – FT, Greater than or Equal to – GTET, Gold 
  Pieces – GP, Hit Die – HD, Health Points – hp, Less 
  than or Equal to – LTET, To Hit – TH  
   
  BACKGROUND 
   
  Saint Rithanaskor (a Romanny Priest of Anuruck, or 
  Priest of Shodassa, Goddess of Justice, Oaths, Protec-
  tion, as appropriate to the campaign) died eight hundred 
  twenty years ago after a long life. As a young man 
  Rithanaskor was an apprentice miner and later minis-
  tered in mining villages in the Falgrock Highlands. Spe-
  lunking was his lifelong hobby. He discovered the 
  Grotto bearing his name while in his 30’s and periodi-
  cally used it as a retreat and meditation site later in life. 
   
  The Saint was well-known for his pursuit of Devils in 
  the highlands and plateau regions, and was granted a 
  Mask and a Spear by his deity. After his death these 
  artifacts were left on an altar built high in the Grotto, 
  watched over by his students. These students later 
  formed a monastic order dedicated to the pursuit of De-
  mons and Devils. Six hundred forty years ago a group of 
  Devils attacked the Grotto, intending to take the Mask 
  and Spear, killing most of the current Brotherhood 
  membership. A surviving Brother prayed for help and 
  the Deity placed a divine force field around the Grotto, 
  trapping the remaining Devils inside.  
  Three hundred years ago, Brother Uryabbas devised a 
  ritual that allowed entry into the Grotto. Several groups 
  of Brothers have entered the Grotto since then, without 
  either retrieving the artifacts or being able to kill the 
  remaining Devils.  
   
  ADVENTURE HOOKS 
   
  A Priest has been given a vision/quest by their Deity that 
  requires obtaining the Mask and Spear, and delivering 
  them to a Monastery. They are ten days from the Grotto 
  when the vision is received and the monks are twenty 
  days in another direction. 
   
  Several powerful Devils have been seen in the {insert 
  name of campaign area} District (an area six to ten days 
  away from the Grotto). The Church has determined the 
  Mask and Spear are needed to combat these Devils and 
  assigned the Priest the task of obtaining the artifacts. 
   
  A powerful figure in the campaign world has a beloved 
  relative (wife, daughter, etc.) suffering from an other-
  wise incurable horrible disease. A divining (or vision) 
  has revealed they can be cured by the Mask. This figure 
  has either offered to pay the Adventurers to retrieve the 
  Mask or has ordered them to do so (and is in a position 
  to back up the order). Ignoring this figure would have 
  undesired consequences for the Adventurers.  
   
  A member of the Adventuring party is a candidate for an 
  important position in a chivalric Order associated with 
  the Church. The other candidate(s) are indifferent to the 
  Adventurers or perhaps openly hostile, so that their ap-
  pointment would not be in the Adventurer’s interest. 
  Obtaining the Mask and Spear would be a significant 
  accomplishment likely to secure their position. 
   
  A small-scale war is brewing between land-hungry aris-
  tocrats along the border in the {name} District. They 
  have been taking land, crops, timber, ores, and daughters 
  from farmers across the border. The aristocrats are se-
  cretly being manipulated by Obliorexx, a Class G De-
  mon. The Mask and Spear would be very useful in de-
  fusing the situation before riots, lynching, and battles 
  occur. 
  
   4 
  RUMORS 
   
   
  The Devils have caused the Grotto to be filled with an 
  unbreathable toxic gas. 
   
  The Grotto is infested with huge spiders and webs hang 
  throughout the main room. 
   
  The Grotto has 200 FT vertical walls that must be 
  climbed with spikes and ropes. 
   
  A huge Gargoyle holds the key to the Grotto, and a mor-
  tal must win a riddle contest to earn the key. 
   
  A powerful dragon held in stasis in the cavern has 
  awoken and broken free. 
   
  A rich gold mine is found under the Grotto. 
   
  The Saint used a room under the Grotto to store his ex-
  tensive wine collection. 
   
  The Grotto is found on the far side of a lake of boiling 
  mud. 
   
  One cave room holds a rare crystal that wards off the 
  Devils. 
   
  One cave room was set on fire by the Devils and the 
  walls still burn.  
   
  Several cave rooms off the main Grotto are filled with 
  lethal molds. 
   
  The only way out of the Grotto is through a planar portal 
  to the Plane of Earth. 
   
  Several Zoybim devils attacked the Brothers of Saint 
  Rithanaskor to obtain the ritual to free their trapped 
  brethren. 
   
  Saint Rithanaskor is buried in a room under the main 
  Grotto, in a gold casket concealed inside a wood cover, 
  filled with rubies. His Wraith protects the treasure. 
   
  The Devils succeeded in removing Saint Rithanaskor’s 
  Mask and Spear, they substituted similar cursed artifacts 
  for the holy ones. 
   
  Saint Rithanaskor’s Spear is guarded by a female Angel 
  who keeps the Devils away from it. 
   
  Saint Rithanaskor’s Spear is held by a huge Water Ele-
  mental. 
   
  Saint Rithanaskor’s Spear disintegrates all evil creatures 
  it touches. 
   
  Saint Rithanaskor’s Mask permanently attaches to the 
  face of the person who dons it, staying in place until 
  they die. 
   
  All mortals who see Saint Rithanaskor’s Mask flee in 
  fear.  
   
  ENVIRONMENTAL CONDITIONS 
   
  The Grotto is a dry cave. The temperature in the Lesser 
  Grotto is a uniform 57 degrees. The temperature in the 
  Grotto lower and side rooms is a uniform 55 degrees. 
  The temperature in the main Grotto room is 50 degrees.  
  The cave walls are mostly limestone, the rooms are a 
  chalky-white color unless described otherwise.  
   
  AREA DESCRIPTIONS 
   
  The Grotto is entered through a heavy wood trapezoidal 
  door set into the base of a 500 FT red stone bluff (the 
  bluff could stand alone or be attached to some large hill, 
  ridge, or mountain). The door is surrounded by a dark 
  red wood lintel and has a brass knocker shaped like a 
  cave lantern. The door has an adamantine padlock (-10 
  open lock); its key can be obtained from Friar Mac-
  Sporick of the Order of Saint Rithanaskor. Behind the 
  door is a 70 FT rough cave tunnel (8 FT wide, 11 FT 
  high, lit by 2 oil lanterns; not shown on the Grotto map) 
  that leads to the Living Chamber. 
    
  Living Chamber. (Does not appear on map) A 25 FT 
  cave chamber with a sandy floor {not shown on the 
  Grotto map}. This room was used as a living area by the 
  Saint and contains a rough stone hearth and oven, three 
  simple wood tables, three wood chairs, two barrels of 
  clean water and four empty wood barrels, a sturdy wood 
  pallet (no bedding), a wood chest contains cooking gear, 
  a wood chest contains blankets, a wood chest contains a 
  variety of simple clothing, a wood chest (keyhole, -3 
  open lock) contains five climbing ropes, a padded 
  leather headpiece, two spelunking lanterns, two rock 
  hammers, a pry bar, 10 steel spikes, climbing gloves, 
  and a grapple hook, and a wood chest (padlock, -3 open 
  lock) contains 54 religious books (each  valued at 
  1d100*1d10*1d6 GP). The Saint owned the books and 
  used some of the climbing gear. A 6 FT by 4 FT cave 
  opening in the east side of the chamber gives access to a 
  passage 8 FT wide by 9 FT tall.  The room is occupied 
  by two Brothers of the Order of Saint Rithanaskor 
  (Priest L5, Priest’s Robe AC40, Heavy Mace +1, Dirk, 
  Bladed Staff, 3*Holy Water, Healing Potion). 
   
  
   5 
   
   
   
   
  
   6 
  [A] Tunnel to the Lesser Grotto. (Does not appear on 
  map) A 100 FT tunnel, 8 FT by 9 FT, blocked near its 
  west end by the divine force field. The tunnel has a dry 
  sandy floor mostly free of obstructions. The east end of 
  the tunnel emerges into the southwest corner of the 
  Lesser Grotto through an arch of solid salt.The Ritual of 
  Uryabbas allows mortals to pass the force field (requires 
  15 minutes, success on 1d20 rolls GTET [12-Priest 
  Level], allows access for number of hours equal to the 
  level of Priest who performs the ritual).  
   
  [B] Lesser Grotto, Entry/West End. The west end is 
  roughly 200 FT by 120 FT, entered from [A] at the 
  southwest corner. The floor is flat and even with a few 
  pebbles. Stalactites hang from the ceiling. Glowing 
  green crystals embedded in the ceiling give dim light. A 
  pool of black water is in the northwest corner (very cold, 
  causes paralysis to elves {persist 100-2*Stamina rounds, 
  save 1d20 GTET [34-Stamina]}, restores hp1d6 to 
  dwarves). The center of the room is a sinkhole [C], and 
  eastern section [D] slopes upward and is thickly covered 
  in tall mushrooms. 
   
  [C] Lesser Grotto, Sinkhole.  A sinkhole in the grotto 
  floor, about 120 FT long by 50 FT at its widest point. 
  The west side of the sinkhole is a steep slope down to-
  wards the east, with gravel and rocks, difficult to climb 
  down; the north and south ends slope downward to the 
  middle. A rough cave passage [F] leading east towards 
  the main Grotto is at the sinkhole bottom. 
   
  [D] Lesser Grotto, Up-Slope. The eastern half of the 
  room slopes upward to the east; a 40 FT arched opening 
  is at the slope top (center of the east wall). The east wall 
  is 18 vertical FT higher than the center. The floor here is 
  covered in a muddy purple slime, growing a thick carpet 
  of fungus and mushrooms. A 6 FT wide clear path hugs 
  the north and northeast walls, leading from area [B] to 
  area [E]. The fungus is from 2 FT to 5 FT high. Humans 
  eating the fungus suffer a disfiguring skin disease {save 
  1d20 GTET [35-Stamina]}. 
   
  [E] Lesser Grotto, Lair of the Psychic Snail. A flat 
  oval area almost 150 FT long, entered at the northwest 
  end from the Lesser Grotto [D]. The floor here is cov-
  ered a foot deep in black soil. The room is the home of 
  a giant Psychic Snail (HD10, AC 20 shell, AC18 head, 
  Bite 1d6, Tongue 1d3, Domination {save [34-Will]}, 
  Intelligence 20, Will 18, telepathy, immune Shaman 
  magic). In the room are: broken spear, dented open face 
  helm, three flasks of flat beer, a flask of oil, a leather 
  backpack with 8 meals, a hatchet, a light mace, a small 
  saw, mallet, 10 wood stakes, an iron stake, and a wood 
  staff. The Snail is not hostile towards humanoids and 
  may be curious about elves and dwarves.    
  [E] Lair of the Psychic Snail. It knew the Saint but 
  has very little actual information about the main 
  Grotto area (1d4 rolls from the Rumors section can be 
  used). It would be grateful if Adventurers would stop 
  and visit for a while and share news. It can grant a +1 
  increase to one person’s Intelligence statistic for 24 
  hours. 
  [F] Tunnel to the Main Grotto.  A natural tunnel, 9 
  FT wide by 12 FT tall, leads from the bottom of the 
  sinkhole [C] to the main floor of the main Grotto [G]. 
  It passes under the areas marked [D] and [E] on the 
  Lesser Grotto Map. The roof is lined with polished 
  quartz crystals that reflect lights. The western-most 
  100 FT of the tunnel are very steep, almost at a 45 
  degree slope; Adventurers lose their footing and fall 
  down (hp1d6) unless succeeding on a 1d20 roll GTET 
  [30-Agility]. The tunnel is occupied by three Poison 
  Caterpillars (HD2, hp16-18-18, AC14, Bite 1d4, 
  paralyzing body oil on back {avoid [32-Agility], save 
  [30-Stamina]}, effect 2d100 minutes).  
   
  Random Encounters in the Lesser Grotto 
   
  If the Gamesmaster uses random encounters a check 
  should be made upon entry and every subsequent 30 
  minutes, determine the result using 1d20. Encounters:  
  (1) 1d6 Giant Badgers HD3, (2) 1d6 Giant Must Beetles 
  HD4, (3) 1d8 Rot Beetles HD3, (4) 1d3 Giant Poisonous 
  Iguana HD2, (5) 1d8 Lycanthropes [Rat] HD3, (6) 1d4 
  Mautherdoogs HD5, (7) 1d4 Monitor Lizards HD3+1d3 
  [fatal disease], (8) 1d100 Giant Rats HD1, (9) 1d3 King 
  Snakes HD5 [paralyze], (10) 1d6 Rat Snakes HD3 
  [disease], (11) 1d3 Hell Salamanders HD5, (12) 1d4 
  Siren Salamander HD4 [mesmerize], (13) 1d10 Giant 
  Scorpions HD1+1d3 [paralyze], (14) Recluse Spider 
  HD2 [fatal poison], (15) 1d6 Wertzel’s Spiders HD5 
  [fire breath], (16) 1d8 Yassakko’s Spiders HD5 [cold 
  breath], (17) 2d20 Disease Ticks HD2, (18) 1d6 Ice 
  Toads HD4 [cold], (19) 2d20 Fire Flies HD3 [fire], (20) 
  Earth Elemental HD8. 
   
  
   7 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   8 
  [G] The Main Grotto. A rectangular-shaped natural 
  cave room, 150 FT across by 270 FT long, and 130 FT 
  tall in the center. The room is entered from the Lesser 
  Grotto through a floor-level tunnel in the west-
  southwest corner. Two sinkholes in the room’s center 
  give access to the rooms on the -19 FT Elevation and the 
  five rooms above them (between the -19 FT and 77 FT 
  elevations). The westerly floor shaft leads to Location J, 
  and is an easy climb ([24-Agility-Level] without climb-
  ing gear, [19-Agility-Level] with gear); the easterly 
  floor shaft leads to Location K, and is a moderate climb 
  ([28-Agility-Level] without gear, [23-Agility-Level] 
  with gear). 
   
  The grotto has a shelf around most of the room’s pe-
  rimeter 32 FT off the floor, the shelf being 25 to 50 FT 
  wide. A shelf around the perimeter at 77 FT off the 
  floor is about 35 FT wide; a tunnel connects this ele-
  vation with the six side rooms. A 20 FT shelf is on the 
  west and east side, 110 FT above the floor; the west 
  side shelf gives access to a single large cave room at 
  114 FT. A thick stone column is attached to the roof 
  above the center of the room, 25 FT by 50 FT thick by 
  35 FT tall – the column is not attached in any way to 
  the sides of the Grotto, with at least a 50 FT gap to the 
  nearest walls on the west and east sides. A 25 FT wide 
  platform is attached to the ceiling column, the location 
  of a rectangular blue stone altar; a rope bridge (2 inch 
  thick metal cable) stretches from the west shelf to the 
  altar platform. A metal ladder attached to the south 
  wall leads up to the 32 FT elevation (fall on 1d20 rolls 
  GTET [22-Agility]; ladder breaks on 1d20 roll GTET 
  18). The areas labeled G-1 through G-23 describe ar-
  eas of interest within the Main Grotto. The Grotto 
  walls from floor level to the 110 FT elevation are a 
  very difficult climb ([36-Agility-Level] without gear, 
  [31-Agility-Level] with gear).  
   
  Cave Floor (0 FT elevation) 
   
  [G-1] Mine Digs: A rectangular pit, 25 FT across by 20 
  FT deep, the bottom half of each wall is supported by 
  boards (grey, looks rotted from close up). Some gravel 
  and rock diggings are found at the top. A wood ladder 
  on the west side reaches to the bottom (fall unless 1d20 
  roll GTET [28-Agility]). At the bottom is found an old 
  shovel, a pick with broken blade, knife hilt, dented lan-
  tern, a silver nugget (28 GP), a 5 FT piece of rotted 
  cord, and a metal pail with a hole. The pit collapses on 
  1d20 rolls GTET 14, checked every 5 minutes (2d8). 
   
  [G-2] Stone Pillar: A square pillar, 5 FT on a side by 10 
  FT tall, made of dark blue stone, a 3 FT by 3 FT holy 
  symbol is etched in white in each face; the north symbol 
  is defaced. A Priest touching the intact holy symbols 
  gains a +1 saving roll against devil spells (1 hour), a 
  good or neutral Priest touching the defaced symbol suf-
  fers hp1d10. 
   
  [G-3] Nest of 6 Spitting Cobra (HD3, hp22-26-29, 
  AC24, Bite d6, Venom Spit range 15 FT d4 for 1d8 
  rounds, save 1d20 GTET [30-Stamina], paralysis 2d8 
  hours): A shallow cave, 25 FT deep by 7 FT across by 6 
  FT high. Inside the cave is found 83 CP, 22 SP, 5 GP, 
  small silver mirror, 10 FT rope, ruined backpack, 
  cracked canteen, short sword (blade breaks on rolls 1-6), 
  and a piece of jade (338 GP). 
   
  Grotto 32 FT Elevation  
   
  This elevation consists of two ledges; the smaller north-
  east section is separated from the rest of the elevation 
  perimeter by a 30 FT gap at the north end, and a 20 FT 
  gap in the east-middle.  
   
  [G-4] A Tar Golem (HD4, hp36, AC15, weapon sticks 
  to body 1d20 GTET [34-Strength] to remove, fire ex-
  plodes in 1d6 rounds at 2d8 damage in 8 FT radius – 
  half on 1d20 GTET [30-Agility]) armed with ten explo-
  sive grenades (d12, range 40 FT, 7 FT blast radius, 
  avoid 1d20 GTET [30-Agility]), six smoke grenades 
  (range 40 FT, 10 FT radius, persists 1d20+20 rounds), 
  and two flash grenades (d3 in 3 FT, blind to 25 FT, save 
  1d20 GTET [32-Stamina], blindness 35-Stamina 
  rounds). It also has a 1d10 Spear.  
   
  [G-5] Diamond Seam. The walls of this area are en-
  crusted with raw diamonds, so it glitters and reflects in 
  the light. An Adventurer can loosen a 4d100*1d8 GP 
  diamond by hand every 2 minutes. The entire area can 
  be mined out in about 4 days, producing about 600 
  pounds of raw diamond valued at 325,000 GP. 
   
  [G-6] Corpse. The partially-eaten corpse of a male Elf’ 
  lays face-down, wearing a long-sleeved jacket, pants, 
  and boots. None of his gear is present. Gnomes touching 
  the corpse contract a disease [Gamesmaster selection] 
  unless 1d20 GTET [30-Stamina].  
   
  [G-7] Hungry Lizards. Three Basilisk Lizards (HD1, 
  hp8-8-10, AC16, Bite d4, 2*Claw d3, paralyzing touch – 
  save 1d20 GTET [32-Stamina], persists 3d100 minutes) 
  are lounging on the shelf, preventing passage. 
  
   9 
  45 FT Elevation 
   
  This elevation consists of two caves accessible only 
  from the east side of the 32 FT elevation. 
   
  [G-8] North Cave. This cave can only be reached by 
  climbing up from the 32 FT elevation. A 20 FT wide by 
  7 FT opening overlooks the northeast section of the 32 
  FT elevation; the cave wall offers plenty of handholds to 
  climb down (fall unless 1d20 roll GTET [22-Agility]). A 
  narrow passage at the south end overlooks the longer 
  section of the 32 FT elevation ledge; the wall here is 
  smooth and more difficult to climb (fall unless 1d20 roll 
  GTET [32-Agility].  The room is occupied by 11 Saber 
  Tooth Cat Skeletons (HD3*4/4*3/3*2/1, hp 38-38-36-
  34-27-24-24-23-17-15-8, AC7*30/4*22, Bite 
  7*1d10/4*1d6, 2*Claws 1d4) and two ordinary dwarf-
  sized skeletons. There are two 50# leather backpacks in 
  the cave, (1) 27 CP, 16 SP, dagger in sheath, 15 FT 
  rope, metal lantern, 2 flasks of oil, folding spade, flint-
  steel, whetstone, 5 wood stakes, 3x magnifying glass, 
  3*lock picks, silver Holy Symbol to (__insert campaign 
  deity__, 26 GP), 1d10 healing potion; (2) 13 CP, 2 SP, 
  quiver with 9 hunting arrows, 5 meal rations, bedroll, 
  magnetic compass, 4 torches, flint-steel, 2 vials Holy 
  Water, prayer beads, metal probe, smoke grenade, sil-
  ver-bladed rapier. 
   
  [G-9] South Cave. The room is about 90 FT by 40 FT, 
  with two openings on the west side, both overlooking 
  the southeast part of the 32 FT elevation. This area can 
  only be reached by climbing up from the south-southeast 
  part of the 32 FT elevation. The cave walls from 32 FT 
  to 45 FT are of moderate difficulty to climb, fall on 
  1d20 roll GTET [28-Agility]. A rotted rope is tied to a 
  rusted iron spike, hanging down to the 32 FT elevation; 
  the rope breaks on 1d20 GTET 12. A rough wooden 
  table stands in the center of a large area rug (40x25 FT, 
  227 GP), with three wooden book stands; one stand 
  holds the Saint’s personal hymnal (11,052 GP), one 
  stand holds a book of rituals (destroy demon, commune 
  with deity, command devil), and one stands holds a book 
  of prayers (Devotions: Armorskin {AC+2*SPM+Level}, 
  Detect Poisons, God’s Sword, Minor Escape, Minor 
  Escape, See Undead, Sword Blessing; Mysteries: Ani-
  mate Body, Banish Disease, (continued next page)... 
  
   10 
  Grotto 45 FT Elevation, [G-9] (continued from previous 
  page). ...Banish Paralysis, God’s Hammer, Heal 
  Wounds; evil persons touching the book suffer 1d12 
  electrical damage, half if 1d20 GTET [32-Will]).  
   
  A metal chest is at the south end, a wood chest is at the 
  north end, opening either chest summons three Mino-
  taur (HD5, hp47-43-40, AC26) with double-bladed 
  hand axes and small metal shields; they arrive in 1d10 
  rounds. Metal chest (padlock, -3 open lock, sleeping gas 
  trap – trap goes off on opening unless 1d20 roll GTET 
  [32-Agility]/save 1d20 GTET [32-Stamina]/persists 
  1d100 minutes) holds: 316 SP, 72 GP, three gold-ruby-
  amber Holy Symbols (2105, 3002, 4610 GP), four emer-
  alds (622, 1488, 2018, 6139 GP), 6 vials Holy Water 
  (glass, cork), superior winter cloak (42 GP), bottle of 
  rare wine (715 GP), 30 FT rope, wood mallet, 5 iron 
  spikes. Wood chest (brass keyhole, -1 open lock) holds: 
  a fancy cape (12 GP), a Wizard’s Robe (AC22), Patur’s 
  Tonic (disease banishing), a silver pot of Salve against 
  Sleep (pot 27 GP), a carved ivory pipe (9 GP) with 6 
  bowls of fine pipeweed, a brass hand bell (8 SP), a 
  sealed clay pot of salt, a sealed clay pot of cinnamon 
  (210 GP), a Manual of Physical Power (Strength+1d6, 
  permanent), a Belt of Goblin’s Strength (8, cursed, re-
  quires 1d20 roll GTET [32-Will] to discard or remove – 
  checked daily), and a Lock Pick+2; a glyph of blindness 
  is inscribed on the inside cover (view unless 1d20 GTET 
  [34-Intelligence], save 1d20 GTET [32-Stamina], apply 
  +4 if good, persists 2d20 hours).  
   
  77 FT Elevation  
    
  When Adventurers are climbing from the 32 FT to the 
  77 FT elevation they are attacked by five adult and two 
  juvenile Winged Reptiles (HD6-5-5-5-4-2-2, hp58-47-
  45-44-37-16-14, AC28/20, Bite d10/d6, Talons d6/d4 
  airborne, Wings d3, ramming knocks climber off rope 
  unless 1d20 GTET [28-Agility]). They nest in a hollow 
  in the central column located 20 FT above the altar plat-
  form [generally inaccessible].  On 1d20 rolls GTET 16 
  the Vampire Bats roosting on the 110 FT elevation will 
  visit this elevation (see below). 
   
  A ledge runs completely around the main room at the 77 
  FT elevation, varying from 15 FT wide in the southwest, 
  west, and northwest, to 40 FT wide on the east side. 
  (continued on next page)... 
  
   11 
   
  Grotto 77 FT Elevation. (continued from previous page) 
  A 25 FT-wide area along the west side is at 73 FT, at the 
  lower side of an uninterrupted 4 FT vertical step. An 8 
  FT vertical shaft against the wall in the northeast quad-
  rant drops into a horizontal tunnel to Location P, with 
  access down to Locations O, N, M, L, and K; this is an 
  easy climb ([24-Agility-Level] without climbing gear. A 
  rope dangles from the 110 FT elevation, with cross-
  pieces of wood every 3 FT vertical; it is found midway 
  on the west side of the central opening; the rope breaks 
  on 1d20 rolls GTET 16 checked, at 85 FT, 95 FT, and 
  105 FT.  
   
  [G-10] A grey stone column, 8 FT high by 3 FT thick, 
  with a 5 FT stone platform on top; a gilded winged lion 
  statue is on top, with emerald eyes (3108, 4427 GP), 
  wearing a leather collar with pieces of sapphire and 
  onyx (6047 GP); an aura of blessing may be detected in 
  the area but there is no functioning spell/prayer. The 
  column falls over when climbing is attempted unless 
  succeeding on a 1d20 roll GTET [32-Agility]. If the 
  column falls, the lion breaks open on 1d20 rolls GTET 
  17, releasing sleeping gas (effect in 1d6 rounds persist-
  ing 2d100 rounds, save 1d20 GTET [30-Stamina]. A 
  pink pearl (12,280 GP) is concealed in a depression in 
  the top of the column. 1d10 rounds after Adventurers 
  begin to examine the column they are attacked by four 
  Flying Skulls (HD6, hp55, AC44, Bite 1d6, Ram 1d3, 
  SPM+3, 4 spells/day {Confuse Weapons [32-Will; TH-
  3], Dominate Person [30-Will], Jaco’s Mesmerize [32-
  Will], 1d6 Shocking Arrow, Cloud the Mind [35-Wil]}). 
   
  [G-11] A 12 FT Blessed Circle is marked on the floor by 
  a glowing  purple line, the Devils will be unable to at-
  tack the occupants by physical or magical means; mor-
  tals are not prevented from entering/leaving regardless 
  of their moral outlook. The circle does not affect ordi-
  nary sight or ordinary hearing. 
   
  [G-12] An invisible tripwire stretches across the ledge, 3 
  inches off the ground; an Adventurer snaps the wire 
  unless succeeding on a 1d20 roll GTET [36-Agility], 
  apply a +10 modifier if the wire is detected, apply a -3 
  modifier to disarming the trap. When the wire is 
  snapped, six explosive grenades (hp1d12, 4 FT radius) 
  buried in the floor 8 FT away are ignited, with a 30 sec-
  ond delay fuse; the grenades are in shallow pits covered 
  by a thin layer of rock material (To Find -6 except -2 for 
  Dwarf, Disarm -4). 
   
  [G-13] Twenty 5 FT metal poles are set in sockets 
  drilled into the ledge floor, forming two straight lines of 
  ten across the ledge, separated by 16 FT; each pole is 
  topped by a silver Holy Symbol. Neutral or evil persons 
  must succeed on 1d20 rolls GTET [34-Will to pass ei-
  ther line. A 4 FT diameter glass ball sits in an iron caul-
  dron in the space between lines, the ball engraved with 
  glyphs of holy symbols – a male touching the ball is 
  teleported vertically within the cavern (no effect for a 
  female); on 1d10 rolls 01-07 they are transported verti-
  cally upward to the identical location on the 110 FT 
  elevation, on rolls 08-10 they appear on the cavern floor, 
  0 FT elevation, directly under the ball. If the ball sus-
  tains hp10 damage it explodes outward, hp2d8 at a range 
  of 15 FT, hp1d8 15-25 FT.  
   
  [G-14] The Fountain of Saint Yves (Aeressam Priest of 
  Anuruck [Monotheistic Deity], or High Priest of Sho-
  dassa, Goddess of Justice, Oaths, and Protection). A 
  round white marble basin, 10 FT across by 40 inches 
  high, 4 inches thick; a 6 FT carved column in the center 
  supports three upright blue stone doves with spread 
  wings; the basis is carved with scenes from the Saint’s 
  life; the basin is filled 25 inches deep (a phylactery with 
  a piece of finger bone is embedded in the basin wall). A 
  good person sipping from the fountain is healed hp1d6, 
  a second drink has no effect, a third damages 1d3; a 
  neutral or evil person sipping from the found takes 1d3 
  damage/drink.  
   
  [G-15] Nest of Greater Wasps (HD2, hp16, AC14, 
  paralyzing venom save 1d20 GTET [32-Stam]). Forty-
  two vertical tubes are attached to the wall, each 5 FT 
  diameter by 18 FT tall, with openings at the top and 
  bottom. Each tube is made of a thick paper-like sub-
  stance (cut GTET hp3, resists ordinary fire). 3d6 Wasps 
  are on the nest exterior, each tube holds 1d4 additional 
  wasps. An additional 1d6 Wasps arrive/round for 1d20 
  rounds. The queen does not fly (HD5, hp54, AC20, 
  venom save GTET [35-Stam]). The following is found 
  among the refuse on the ledge below the nest: 5*Leather 
  Backpack (3*50#, 2*30#), Staff, Long Sword +1, silver-
  bladed Dagger, silver-head Heavy Mace, Rapier, Cut-
  lass, 2 clubs, wood shield, small steel Shield AC+6, 
  dented open-face helm, metal cap, 2*leather hoods, 
  studded leather Gauntlets AC-3, chain mail shirt, 
  3*quart canteens, 4*empty flasks, 2*steel spikes, small 
  pry bar, small hammer, metal vial of Holy Water, 
  7*torches, 4*candles, 38 CP, 31 SP, 7 GP, ruby (302 
  GP), garnets (115, 427 GP), pearls (142, 177, 211, 279 
  GP), gold-jade brooch (826 GP), silver-amber ring (630 
  GP), 1d8 Healing Potion, Invisibility Potion, Salve of 
  Venom Protection.  
   
  [G-16] A pit is dug across the ledge, 5 FT deep by 12 FT 
  across; two parallel metal cables span the pit 5 FT apart, 
  anchored by iron spikes, a bridge is formed by wood 
  planks between the cables.  (continued on next page)... 
  
   12 
  Grotto 77 FT Elevation, [G-16]. (continued from previ-
  ous page) The pit is filled with a pale blue liquid 
  (poisonous acid); skin contact for more than 1 round 
  causes hp1d3+4/round, the effectiveness of armor is 
  permanently reduced AC2 per round contact, ingestion 
  is fatal in 1d6 rounds (save 1d20 GTET [38-Stamina]). 
  The planks are secured poorly, and fall when crossed 
  unless an Adventurer succeeds on a 1d20 roll GTET 
  [28-Agility]. Breathing is difficult in the area around the 
  pit, causing chest constrictions; there is an acrid un-
  pleasant aroma. A stone box is submerged in the pit by 
  the cave wall, opening requires a 1d20 roll GTET [28-
  Intelligence]; it contains a Delliment’s Tome (reduces 
  SPM), Language Librams for Elvish and Centaur, Ol-
  mar’s Book (removes fighting penalties for Priests/
  Wizards), a Codicil of Mages (gain 40,000 XP), and a 
  Manual of Determination (permanent Will+2).  
   
  110 FT to 120 FT Elevations 
   
  The uppermost elevation of the Grotto consists of an 
  eastern ledge 15-20 FT wide and a western ledge 20 FT 
  wide, separated by gaps at the north and south of about 
  100 FT. A section 70 FT long by 10 FT is above the 
  eastern ledge at an elevation of 117 FT, approximately 
  centered. A 2 FT high step at the western edge of the 
  western section is 80 FT north/south by 6-8 FT wide; a 
  single 70 FT by 50 FT cave room on the west side is 
  reached from the step, the room is at an elevation of 114 
  FT (4 FT above the ledge). A 30 FT by 15 column at-
  tached to the roof is in the middle of the gap, equidistant 
  from either ledge, a section of the column has been re-
  moved and a rectangular/oval metal platform attached in 
  the space, the platform at 105 FT elevation (5 FT below 
  the ledge elevations). A black stone altar is on the plat-
  form, and the holy Artifacts are on this altar. A single 
  thick metal cable spans the distance between the west 
  ledge and the platform, cable is quite strong (hp30 to 
  break), Adventurers attempting to ‘tightrope walk’ fall 
  unless succeeding on a 1d20 roll GTET [38-Agility], 
  apply a +4 modifier for Elves, a -2 modifier for 
  Dwarves. A half-inch thick rope hangs from the center 
  of the west ledge down to the 77 FT elevation (breaking 
  checks for climbers at 85 FT, 95 FT, 105 FT).  
   
   
   
   
  
   13 
  Upper Grotto, West Ledge, 110 FT 
   
  [G-17] A rough wood stand holds two 20-gallon kegs, 
  one of wine and one of mead; the mead is stale but safe 
  to imbibe, the wine is still of excellent quality. If the 
  kegs are removed, a secret compartment in the stand (-2 
  to find, -2 to open) contains a leather bag with 18 GP 
  and 42 SP, a Scroll (Fire Wizard; Basic: Ashes, Detec-
  tion, Flare, See Invisible, Smokescreen, Thermal Vision, 
  Lesser: Blindness, 2*Disperse Magic, Flame Trap, In-
  visibility), a Wand of Hares {summons HD3 Killer 
  Hare}, a Cap of Visualization (6/day), and a map 
  (Gamesmaster to insert a location appropriate to their 
  campaign, the map has invisible writing on the back).  
   
  [G-18] An oval mound 6 FT high by 10 FT long by 6 FT 
  wide, lair of 5 Armored Web Spiders (HD6, hp58-55-
  54-51-50, AC45 {armored exoskeleton}, Bite 1d6, at-
  tack Dwarf-Gnome TH+1, Spits webs range 20 FT 
  {stuck to spot, avoid 1d20 GTET [30-Agility], break 
  1d20 GTET [34-Strength] or hp8, resists fire}; bite of  
  largest two paralyzes (effect in 1d6 rounds, persist 
  3d100 minutes, save 1d20 GTET [30-Stamina], per 
  bite). Webbing covers the exit (surprise +2). Inside the 
  lair is 2*30 FT rope, 6*iron spikes, heavy mallet, 
  4*Holy Water vials, Spear, silver-bladed Scimitar, 
  closed face Helm AC+6, 9 war arrows, 2*smoke gre-
  nades, 19 SP, 3 GP, diamond (820 GP), gold ring (42 
  GP), gold lion belt buckle (25 GP), ivory prayer beads 
  (112 GP). 
   
  [G-19] A winch/crane apparatus on a swivel mount, the 
  arm can be extended and moved over the side, the take-
  up drum has 240 FT of rope (now rotted, if GTET 50 
  pounds are hoisted the rope breaks in 1d20 rounds at 3 
  FT/round). There is a locking mechanism on the winch 
  (rusted, Strength GTET 19 to force, breaks closed on 
  1d20 rolls 1-2); a needle trap injects a disease (probably 
  tetanus, save 1d20 GTET [26-Stamina]; -3 to find, -2 to 
  disarm).  
   
  Upper Grotto, East Ledge, 110 FT 
   
  [G-20] A group of 22 Vampire Bats (HD3, 
  hp6*26/4*24/8*22/2*20/2*18, AC12, Bite 1d8, Talon 
  1d3, AGIL16, 50% chance suck blood, disease vampiri-
  cism, save 1d20 GTET [32-Stamina]/bite) roosts on 
  rocks jutting out from the wall. A 2 FT thick pile of 
  guano is on the ledge (3d100+1000 pounds at 1d12 SP/
  pound). A Two-Handed Sword +1 is stuck in the guano; 
  22 bat fangs are found at 2 SP each. 
   
  [G-21] A brass chest inlaid with six ivory-jade panels 
  (four sides, two top, each 1d100+1000 GP) depicting the 
  life of Saint (Prophetess) Dolomatia (Rommany High 
  Priestess of Anuruck, or Priestess of Balarama, Goddess 
  of Knowledge and Magic); she died 1420 years ago. The 
  chest has a combination lock (30 digits, 4 digit combina-
  tion, -6 to open). After unlocking, the latch has a poison 
  gas trap (paralyze 1d100 rounds, range 10 FT, save 1d20 
  GTET [32-Stamina], -2 to find, -2 disarm). The chest 
  holds a phylactery of the Saint/Prophetess, a 16-inch 
  silver elephant figurine (a chamber inside holds some of 
  her hair, visible through the side, figurine 631 GP, hair 
  22,106 GP). A good person carrying the phylactery is 
  AC+20 against the physical attacks of evil creatures, 
  applies save+3 against spells and mental attacks, heals 
  the first hp6 suffered/day, lays on hands to heal others 
  (hp4, 4/day), and invokes God’s Hammer (2/day, 1d8 
  damage animated hammer, fights as Warrior L10, 20 
  rounds, range 25 FT).  
   
  [G-22] A clump of bright blue-yellow Sleep Flowers 
  (HD1, hp22, AC10, sleep 3d100 minutes starting 1d3 
  rounds, range 20 FT, save 1d20 GTET [32-Will]; af-
  fected persons fall from the ledge unless 1d20 GTET 
  [26-Agility]) grow in a 4 FT circle of grass. 
   
  Upper Grotto, East Ledge, 117 FT 
   
  [G-23] A 7 FT oval pod of strange green metal is found, 
  its top opens in two lengthwise sections, the interior is 
  filled with a soft red material with a man-shaped/sized 
  impression. A fine rapier is inside, made from an un-
  known blue metal (damage +2). If an Adventurer lays in 
  the pod and closes the top, they go into stasis (e.g. 
  stopped time for them, no save) for 1d100 years plus 
  1d20 months plus 1d12 days, before it automatically 
  revives them; on 1d100 rolls of 100 a lethal malfunction 
  occurs. 
   
  A grey leather backpack is also found that contains a 
  large fabric circle connected to a leather harness by 
  many thin ropes (parachute, 623 GP); the fabric is very 
  thin and made of an unknown material (nylon); an un-
  trained Adventurer trying to use this falls to their death 
  (save 1d20 GTET [32-Intelligence] AND [30-Agility], 
  both rolls required).  
   
  Upper Grotto, Altar Platform, 105 FT 
   
  The black stone altar is a solid piece of polished blue 
  stone, 9 FT long, 5 FT wide, 4 FT high. A gold glyph 
  representing the holy symbol is inlaid in the wall of the 
  cut-out section above the altar. A silver stand on the 
  altar holds an upright silver Holy Symbol (462 GP). 
  Saint Rithanaskor‘s Mask and Spear lay on the altar, 
  surrounded by the green glow of divine favor. 
  (continued on next page)…  
  
   14 
  Upper Grotto, Altar Platform. (continued from previ-
  ous page)...A good-aligned Priest or clergy of the 
  Saint’s sect can remove the Artifacts without difficulty, 
  all others require a 1d20 roll GTET [34-Will] to acquire 
  them; evil persons must succeed on a roll GTET [42-
  Will] to acquire them. If any neutral or evil persons are 
  on the platform, a Wraith (HD10, hp91, AC120 versus 
  iron weapons, Fear Gaze {save [32-Will]}, Touch 2d8, 
  immune Fire Magic, double damage from Air Magic, 
  Fire Mage L4 {SPM4, free Basic 6 Lesser 4, Basic: At-
  tack 1d6+4, Call Flames, Extinguish Lights, Fire Ar-
  row, 1d12 Magic Grenade {avoid [32-Agility], Lesser: 
  Attack 2d6+4, Blindness {save [28-Stamina]}, Darkness 
  Zone, Mesmerize {save [32-Will]}} appears to defend 
  the artifacts.  
   
  Winged Reptile Cave, Central Column, ~135 FT 
   
  Eight Winged Reptiles (HD8, hp 5d10+2, AC20 body 
  AC14 wings, Bite 1d10, 2*claws 1d4, Tail 1d6, Ram-
  ming 2d8 [full speed dive]; 5 male, 3 female) and five 
  juveniles (HD5, hp 3d10+2, AC18 body, AC12 wings, 
  Bite 1d8, 2*claws 1d3, Tail 1d4, Ramming 2d6). The 
  Reptiles lair in a cave in the central roof column, it is 10 
  FT deep by 15 FT wide by 7 FT high. The cave con-
  tains: 34 CP, 8 SP, 4 GP, 2*Long Swords (one silver-
  blade +1), 5 Dirks in scabbards, a Heavy Mace (+3 ver-
  sus Undead), metal bladed Staff, 50# backpack (fire 
  resistant), 2 metal canteens, 3-power magnifying glass, 
  3*Lock Pick (one is +2), small silvered mirror, 9 iron 
  spikes, 6 wood stakes, 3*hooded lanterns. 
   
  [H] Devil’s Room, 114 FT Elevation. The three Devils 
  are found in this room except when they are making 
  flying or stand-off attacks against Adventurers in the 
  main Grotto; the Devils do not engage in direct personal 
  combat unless the Adventurers reach the 110 FT eleva-
  tion. The room has rough stone furniture (chair, bench, 
  table) proportioned to the Devils (oversized for mortals). 
  A glyph representing an Unholy Symbol is written on 
  the south wall in glowing pulsating red. The room is 
  much warmer than the rest of the Grotto and has a 
  strong odor of Sulphur. Flickering tongues of fire move 
  across the ceiling, providing dim light. The following is 
  found in the room: 43 SP, 19 GP, 10 bloodstones 
  (1d100*1d12*1d8 GP), eight rubies (1d12*1d6*500 
  GP), 2*Arrows of Slaying (Devil LTET HD 5, save 
  1d20 GTET [34-Will]), 5*vials Unholy Water, a Long 
  Sword with cracked blade, a silver-bladed rapier 
  snapped off 6 inches from the hilt, a Blade of the Dark 
  (TH+3 underground, confers infrared vision, summon 
  Giant Weasel 1/day), small metal Shield AC+4, 2*1d8 
  Healing Potions, 4*25 FT good quality rope, 10 steel 
  spikes, 3*hooded lanterns, 6*flasks lantern oil, a copper 
  Ring of Beasts, an Armor-Lessening Wand (AC-10, 15 
  minutes, 37 charges), and a Vessel of Endless Fog. 
   
  Lower Grotto and Side Rooms 
   
  [I] Room of Burning Pitch, -19 FT Elevation. The 
  room is roughly rectangular, 25 FT by 50 FT, the tunnel 
  from Location J is about 10 FT above the room’s floor. 
  A crack in the floor allows pitch to seep into the room to 
  a depth of 5 FT in the center. The pitch has caught fire 
  and burns slowly, the room is filled with blue flames 
  and thick black smoke. Adventurers choke and gag on 
  the vapors (save 1d20 GTET [34-Stamina], check every 
  10 rounds, unconscious 3d20 rounds). A stone coffer, 6 
  FT by 4 FT by 3 FT tall, is on the south end of the room 
  across the pitch from the tunnel; the stone lid is not 
  latched or locked but does require a total Strength GTET 
  35 to lift off. The coffer holds 1423 CP, 284 SP, 101 
  GP, 9 platinum pieces (10*GP), silver-bladed War Axe, 
  Dirk +1, Rapier (Chain Mail Ripper, +2 damage versus 
  Giant Insects), Short Bow, quiver of 23 War Arrows 
  (3*Smoke Arrow, 2*Exploding Arrows 1d8), 2*Healing 
  Potions 1d8, Potion of Spider Walking (stick to vertical 
  surfaces, 15 minutes), 3*vials Holy Water. An invisible 
  leather sack behind the coffer holds a pair of black 
  leather Boots of Tracelessness (no track/scent) and a 
  platinum-turquoise Ring of Many Escapes (self-
  teleportation 25 FT)  
   
  [J] Three Stuck Zombies, -19 FT Elevation. The west 
  end of a large cave room, separated from the mid and 
  east ends by a 5-6 FT vertical drop, this area is approxi-
  mately an 40 FT by 25 FT rectangle. A tunnel on the 
  west side lead towards Location I (the side passage to 
  the south off the tunnel is empty); Adventurers have to 
  climb a steep 10 FT slope to reach the tunnel.  
  (continued on next page…) 
  Type  1C  Devil 
  
   15 
  [J] Three Stuck Zombies, -19 FT Elevation  
  (continued from previous page). One of two shafts to the 
  Main Grotto (Elevation 0 FT) is in the ceiling between 
  Locations J and K. Three Zombies (HD3, hp22, AC16, 
  club) are encased in webs and stuck to the north wall; if 
  freed they attack; in the remaining webbing is a cloth 
  bag holding 49 CP, 14 SP, and a Reincarnation Ring (1 
  charge). The ceiling shaft up to the Main Grotto is an 
  easy climb ([24-Agility-Level] without climbing gear, 
  [19-Agility-Level] with gear).  
   
  [K] Seams of Gold, -19 FT Elevation. The middle and 
  east ends of a large cave room, separated from the west 
  end by a 5-6 FT vertical wall, this area is approximately 
  115 FT by 70 FT rectangle. One of two shafts to the 
  Main Grotto (Elevation 0 FT) is in the ceiling in the 
  middle part of the room. A vertical shaft leading to Lo-
  cations L and M (and the 77 FT elevation) is in the ceil-
  ing at the east end of the room. Four locations along the 
  south wall have visible seams of gold ore (a total of 
  108,800 pounds of ore can be mined at 3 GP of refined 
  gold/pound). The [ordinary] skeleton of a 50 FT snake is 
  found in the room. Also found are a broken Long Sword 
  blade, a cracked double-bladed axe head, two broken 
  spear shafts, and 9 hunting arrows (5 useable). The ceil-
  ing shaft up to the Main Grotto is a moderate climb 
  ([28-Agility-Level] without gear, [23-Agility-Level] 
  with gear). The ceiling shaft to Locations L and M is a 
  difficult climb (32-Agility-Level] without gear, [27-
  Agility-Level] with gear). 
   
  [L] Home of the Gelatinous Creatures, -10 FT Eleva-
  tion. An oval-shaped cave room approximately 35 FT 
  by 23 FT, reached by a short (8 FT) sloped shaft off of 
  the vertical shaft between Locations K and M. The air is 
  heavy and dank, with unpleasant rotting odors. The 
  walls are covered in pale phosphorescent [ordinary] 
  shelf fungus, with globe-shaped fungus on the ceiling. . 
  Three Gelatinous Creatures (HD4, hp38-36-25-32, 
  AC12, upright pink rectangular creatures with tentacle 
  feet, 3 pseudopods 1d4, sticky body absorbs and dis-
  solves – 1d20 GTET [30-Strength] to free weapon-
  person, fire resistant) are found here at all times. The 
  fungi in this room give off a poisonous smoke when 
  burned (unconscious in 1d6 rounds unless save [32-
  Stamina], checked per round; persists 100-{2*Stamina} 
  rounds, possibly fatal after 20 rounds unconscious – 
  save [24-Stamina] required on every tenth round until 
  wakes).  
  
   16 
  Grotto Side Rooms 
   
  [M] Gallery of Saints, -5 FT Elevation. A roughly 
  rectangular room 50 FT by 25 FT. A 12 FT floor shaft 
  leads down to Locations L and K, an 8 FT ceiling shaft 
  at the west end leads up to Location O. There are five 
  blue stone pedestals, 4 FT tall, each topped with the 
  white marble bust of a different Saint: Saint Liam (male 
  Dwarf in cap, long beard, long nose), Saint Turanent 
  (male Human, aged, thin beard, pug nose), Saint Garas-
  tus (male human, no beard, miter), Saint Amandathea 
  (female human), and Saint Carlodan (male Gnome, 
  moustache, cap). The pedestals are set at the points of a 
  five-point star drawn on the floor. Saint Garastus’ miter 
  can be removed (-4 find, roll open lock); an Armoire 
  Charm is found in a depression in the top of the bust’s 
  head, when the Armoire is invoked it contains Faoron’s 
  Gloves (cursed item handling), a Blanket of Heat, Su-
  liphon’s Cloak (acid protection), and a Wall of Stone 
  Staff (19); a hidden compartment (-4 to find, -2 open 
  lock) in the armoire holds Garastus’ Heavy Mace +2 (+4 
  damage versus Shaman; historical item, 38,106 GP). An 
  evil person suffers hp1d10 cold damage from touching 
  the bust of Saint Liam and hp1d12 heat damage from 
  touching the bust of Saint Carlodan; they suffer 1d100 
  hours blindness from touching the bust of Saint Aman-
  dathea (save 1d10 GTET [32-Stamina]). A person of 
  good intentions who is injured is healed hp1d8 by touch-
  ing the bust of Saint Turanent (1/day/person, 3/day for 
  all). 
   
  The climb down to Locations L and M is difficult climb 
  ([32-Agility-Level] without gear, [27-Agility-Level] 
  with gear). The shaft up to Location 0 is a very difficult 
  climb ([36-Agility-Level] without gear, [31-Agility-
  Level] with gear).  
   
  [N] Geyser Room, +20 FT Elevation. A pool of water 
  along the north edge surrounds a 5 FT tall by 9 FT wide 
  stone cone. A geyser erupts from the cone on 1d20 rolls 
  GTET 13, checked every 10 rounds, lasting 50 rounds. 
  Adventurers splashed with water suffer hp1d8 in burns 
  (avoid 1d20 GTET [34-Agility]). The fumes from an 
  eruption are fatal to Gnomes (save [34-Stamina], 
  checked every minute).  (continued on the next page)... 
   
  
   17 
  Grotto Side Rooms 
   
  [N] Geyser Room, +20 FT Elevation. (continued from 
  previous page). A heavily-rusted chest is found in the 
  room, the cloth contents are completely rotten. The 
  climb up to Location O is easy ([24-Agility-Level] with-
  out climbing gear, [19-Agility-Level] with gear). 
   
  [O] Lair of the Death Beetles, +30 FT Elevation. Five 
  Death Beetles (HD6, hp55-53-51-50-47, AC44, Bite 
  1d10, Agility14, fatal poison save [32-Stamina] per bite) 
  are found here. The room contains two ordinary human-
  oid skeletons, a blue stone statue of a bearded man in 
  robes broken in four pieces, the partially-crushed torso 
  from a statue of a naked nymph, a pile of rotting cloth 
  and leather, several charred pieces of lumber, two 
  Spears, a metal-shod Staff, 4 war arrows (1 breaks the 
  bow when fired; aura of enchantment), a large bronze 
  Shield AC+6, a Long Sword  +1 (glows with green light 
  as a torch), 4 flasks of lantern oil, a wineskin with 
  spoiled wine, and a whetstone. 
   
  The climb to Location M is very difficult ([36-Agility-
  Level] without gear, [31-Agility-Level] with gear); the 
  climb down to Location N is easy ([24-Agility-Level] 
  without climbing gear, [19-Agility-Level] with gear); 
  the climb up to Location P is moderate (once the ceiling 
  is reached; [28-Agility-Level] without gear, [23-Agility-
  Level] with gear).  
   
  [P] Ordinary Cave Room, +65 FT Elevation. The 
  walls are streaked with shades of brown and tan. Dry 
  sand covers the floor. The climb down to Location O is 
  moderate ([28-Agility-Level] without gear, [23-Agility-
  Level] with gear); the climb up to the 77 FT elevation is 
  easy ([24-Agility-Level] without climbing gear.  
   
  Random Encounters in the Grotto 
   
   
  If the Gamesmaster uses random encounters perform a 
  check upon entry and every subsequent 20 minutes, and 
  determine specific encounters using 1d20:  (1) 2d12 Fire 
  Breathing Ants [HD1], (2) 2d8 Ice Ants [HD2, paraly-
  sis], (3) Banshee [HD6, death wail], (4) 1d12 Spitting 
  Aphids [HD1, caustic], (5) 1d8 Giant Musk Beetles 
  [HD4, musk spray], (6) 1d8 Rot Beetles [HD4, rotting 
  fungus], (7) 1d8 Assassin Bugs [HD3, chameleon], (8) 
  1d10 Lightning Bugs [HD2, electrical], (9) 1d10 
  Shadow Hounds [HD2, blindness, blends, zone of dark-
  ness], (10) Cockatrice [HD9, death gaze], (11) 1d6 Dop-
  plegangers [HD5, humanoid shape shifter], (12) 1d8 
  Dragon Lizards [HD5, intelligent, teleportation], (13) 
  Earth Elemental [HD8], (14) Fire Elemental [HD5], (15) 
  1d20 Giant Ferrets [HD1], (16) 1d6 Giant Poison Frogs 
  [HD3, paralysis], (17) Shelf Fungus [HD5, disease spoor 
  cloud], (18) Explosive Fungus [HD2, 1d10 explosions], 
  (19) 1d8 Gargoyles [HD5, infrared vision, blend with 
  rock], (20) 2d8 Ghouls [HD3, paralysis touch, infrared 
  vision].  
   
  MONSTER TACTICS 
   
  Type 1C Devil: When these devils first encounter Ad-
  venturers they maintain distance by flying and feel out 
  their opponents using javelins and bows; they only di-
  rectly engage obviously weak opponents whose initial 
  response does not include strong spells. They make fly-
  ing slashing attacks against climbers with their large 
  swords. When opponents gain the upper ledges in the 
  Grotto, these devils use their fog and darkness abilities 
  to obstruct vision (cause falls); they also summon poi-
  sonous snakes to appear on ledges using their enchanted 
  Rods. They also use their teleportation ability to appear 
  behind opponents to gain first strike. Type 1C Devils 
  will not engage in direct combat with Adventurers 
  unless they gain the uppermost ledge and have a poten-
  tial to obtain the artifact. Injured devils teleport to the 
  side rooms to re-arm and to use stashed healing potions; 
  a devil injured to 50% may temporarily abandon a fight, 
  a devil injured to 25% will retreat to heal. If opponents 
  are able to fly, Type 1C Devils work in pairs, two devils 
  attacking the same opponent from different directions 
  (one always below); they also try to isolate individual 
  opponents to prevent an effective mutual defense.  
   
  Type 1D Devils:  When these devils first encounter Ad-
  venturers they maintain distance by flying and feel out 
  their opponents using ranged spells, including magic 
  arrow volley, attack spells, hailstorm, and choke; they 
  also drop explosive and smoke grenades from above. 
  They only directly engage obviously weak opponents 
  unable to counter the devil’s spell attack or mount an 
  effective spell attack in return. They make flying attacks 
  against climbers using their poison spit ability, their 
  spells, and striking with their Mace to cause falls. After 
  opponents obtain upper ledges they use their fog, dark-
  ness, and fear abilities to cause falls. They also summon 
  rattlesnakes to ledges and use their illusion ability to 
  cause opponents to see illusory ledges (causing falls). 
  Type 1D Devils use their teleportation abilities to ap-
  pear behind opponents, gaining first strike, and using 
  their death touch and paralyzing touch. They may also 
  use their call flame ability to catch opponent’s clothing 
  on fire. They may also fly near opponents and use their 
  enchanted items to mesmerize, dominate, or hold them. 
  The Type 1D Devils will not engage in direct combat 
  with Adventurers unless they gain the uppermost ledge 
  and have a potential to obtain the artifact.  (continued on 
  the next page…) 
   
  
   18 
  Monster Tactics 
   
  Type 1D Devil (continued from previous page). Injured 
  devils teleport to the side rooms to re-arm and to use 
  stashed healing potions; a devil injured to 50% may 
  temporarily abandon a fight, a devil injured to 25% will 
  retreat to heal. If opponents are able to fly, Type 1D 
  Devils work in pairs, two devils attacking the same op-
  ponent from different directions (one always below), 
  spell attacks are preferred to direct combat; they also try 
  to isolate individual opponents to prevent an effective 
  mutual defense.  
   
  Greater Wasps: If Adventurers fly to the altar area, 5d6 
  Wasps attack them after they reach a 30 FT height above 
  the Grotto floor, with roughly the same number of wasps 
  against each opponent (number Wasps divided by num-
  ber of Adventurers). The Wasps will fly in fast, grapple 
  from behind, sting, then fly off. They do not hover and 
  engage in continuous biting/stinging which gives the 
  Adventurers a chance to attack their bodies or wings. If 
  Adventurers reach the altar platform the Wasps allow 
  the Reptiles to attack first; if the opponents succeed in 
  wiping out the Reptiles the remaining Wasps attack ber-
  serk (TH+1) without regard for their own safety, at-
  tempting to grapple/sting, and pull opponents off the 
  platform. 
   
  Winged Reptiles. If Adventurers fly to the altar area, all 
  five juvenile reptiles and six adult reptiles (two females 
  remain behind) attack them after they reach a 60 FT 
  height, with roughly the same number of reptiles against 
  each opponent (11 divided by the number of Adventur-
  ers). The adult reptiles perform fly-by slashing attacks 
  with their talons with the juveniles fly up from under-
  neath and bite at their opponent’s feet. The Reptiles 
  avoid a hovering bite-for-hit fight which gives their op-
  ponents the chance to attack their bodies or wings. The 
  Reptiles attack berserk (TH+3) if Adventurers reach the 
  altar platform, without regard to their own safety; they 
  will try to knock opponents off the platform. 
   
  Vampire Bats. If Adventurers fly to the altar area, they 
  are attacked after they reach the 77 FT height above the 
  Grotto floor, with roughly four Bats against each oppo-
  nent. The Bats employ fly-by tactics with slashing tal-
  ons. They do not give opponents a chance to attack their 
  bodies or wings. If opponents reach the altar platform, 
  the Bats stand off and allow the Reptiles and Wasps the 
  opportunity to engage. The remaining Bats grapple and 
  bite while the opponents are descending from the plat-
  form to the Grotto floor. If opponents are vulnerable 
  from behind while fighting the Devils, the Bats will take 
  advantage to grapple with surprise and bite.  
   
   
  CHARACTERS AND MONSTER STATISTICS 
   
  Devil, Type 1C (draconic green devil), HD1d3+7; hp 
  1d10+40; fly 65 FT; AC 29; Natural: Punch 1d4; 
  Weapon: Bastard Sword +2 (unholy), javelin x3; Spe-
  cial Qualities: excellent ordinary vision, low-light vi-
  sion, infrared vision (100 FT), sees invisible (50 FT), 
  chill touch (hp2/round), comprehend languages, clair-
  audience/clairvoyance (100 mile radius), create fog, 
  greater teleport (self plus 3 persons or 1000 pounds), 
  protection from good, silence, zone of darkness (30 FT), 
  enchanted weapon required to injure, detects mortals by 
  smell (50 ft), immune to acids, suffers 50% damage 
  from fire/lightning/electricity; AL EVIL; Typical Attrib-
  utes: Agil 17, Int 18, Stam 21, Str 21, Will 21.  Ttypical 
  Possessions: cure light wounds potion (x2), cure 
  moderate wounds potion, Rod of Snake Summoning, 
  Ring of Telekinesis; Description: Winged humanoid 
  standing 6-7 FT tall, with the torso, neck and head of a 
  green dragon with glowing brown eyes, spiked crest and 
  leather mane running down its neck and back, wide hips, 
  short and thick human legs with heavily muscled thighs 
  ending in a wide 4-toed foot. Its arms are slender and 
  reptilian but attached to the wrist is a human 5-fingered 
  hand. The wings each span 6 FT and resemble those a 
  dragon with 4 bone supports and dark green hide 
  streaked with yellow. The Type 1C wears a long short-
  sleeve dark green tunic with buttons down the front with 
  a black leather weapon belt, and carries a wood shield 
  covered in green leather  
   
  Devil, Type 1D (tall two-headed bearded devil), 
  HD1d3+7; hp 1d10+42; fly 60 FT; AC 42; Natural: 
  Punch 1d4; Weapons: oversized long-handled Mace +3 
  (unholy, wounds bleed 1d4 rounds), saw-tooth Dirk, 
  smoke grenades (3d20 rounds, 12 FT radius) or explod-
  ing grenade (1d12, 6 FT radius) x3; (continued next 
  page...) 
  Type 1C Devil 
  
   19 
  CHARACTERS AND MONSTER STATISTICS 
   
  Devil, Type 1D (continued from previous page). Special 
  Attacks: death touch (1/day, save 1d20 GTET [26-
  Will]), paralyzing touch (3/day, 2d20+3 rounds, save 
  1d20 GTET [28-Stamina]), poison spit (1/day, slows 
  movement to one-quarter, 3d20+10 rounds, save 1d20 
  GTET [27-Stamina]); Special Qualities: low-light vi-
  sion, infrared vision, extraordinary hearing, comprehend 
  languages, clairaudience/clairvoyance (100 mile radius),  
  protection from good, protection from spells (1d12 
  GTET 10), detect good (50 FT range), detects incorpo-
  real creatures (range 40 FT), produce flame, telekinesis 
  (60 FT, 25 pounds), create fog, greater teleport (self plus 
  3 persons or 1000 pounds), silence, zone of darkness (50 
  FT), cause fear (20 FT, save 1d20 GTET [34-Will]), 
  requires enchanted weapon to damage, resists cold 
  (1d20 GTET 7), resists heat and fire (1d20 GTET 4), 
  suffers 25% of rolled damage from fire spells, chill 
  touch (hp2/round), 5/day – control temperature (55 FT), 
  identify lies; 3/day – curse, magic arrow volley (35 FT, 
  5 arrows), major illusion (50 FT range, disbelieve 1d20 
  GTET [32-Will]), summon monster (1d12 Giant Rattle-
  snakes); AL EVIL; Typical Attributes: Agil 16, Int 22 
  (left) 18 (right), Stam 20, Str 24, Will 21 (left) 25 
  (right), Spells: L8 Air Mage (left) L10 Priest (right); 
  Typical Possessions: cure moderate wounds potion (x2), 
  cure serious wounds potion, Shield AC+14, Ring of 
  Spell Storing (dominatel person x3, magic arrow x6, 
  spider webs, minor disintigrate, mesmerize, disperse 
  magic x3, heat armor), Wand  (hold person, x20); 
  Description: A two-headed winged humanoid 7 FT 4 
  inches tall, the left head has short black hair, beady 
  slate-grey eyes, a curved hooked nose, black moustache 
  and beard, and a thin mouth with small upper fangs, the 
  right head has short silver-grey hair, wide oval red eyes, 
  a long narrow pointed nose, a wide mouth with many 
  missing teeth, and a silver goatee beard. The Type 1D 
  has broad shoulders and chest with thick muscles, a 
  narrow waist and hips, thick upper leg muscles and a 
  long leg ending in a rectangular 6-toed foot, and short 
  arms which end in a stubby wrist with four 10-inch 
  tentacles with sucker pads along them. Its wings are 
  feathered and each span 5 FT. The Type 1D has a tanned 
  complexion and golden-red skin, shirtless, wearing an 
  open-face copper helm, copper arm protection, dark red 
  trousers, red leather belt with a gold skull buckle, and 
  large black leather shoes. Each head is disabled at hp14.  
   
  Typical spells:  BASIC (10 free): Attack, Call Breezes, 
  Foul Wings, Fog Bank, Putrid Scent, See Invisible, Re-
  mote Push, Sound Blast, Slow Movement, Steam Breath, 
  Unhearing Ears, Vertigo; LESSER (8 free): Attack, 
  Arrow Shield, Choke, Disperse Magic, Hailstorm, Re-
  move Air; Summon Air Elemental; Attack, GREATER 
  (4 free): Attack, Banshee’s Wail, Ear on the Wall, Toxic 
  Fume Cloud, Wall of Force. 
   
  Typical prayers: DEVOTIONS (12 free): Armorskin, 
  Bar Creature, Blur Sight, Compel Truth, Cure Light 
  Wounds, God’s Bolt, God’s Missile, Know Creature, 
  Minor Prayer, Mute, Reveal Hidden, Sword Blessing, 
  Waken; MYSTERIES (10 free): Animate Dead, Banish 
  Spells, Deflect Magic, Divine Armor, God’s Hammer, 
  Heal Wounds, Inflict Panic, Minor Disintegration; 
  MAJESTIES (6 free): God’s Brimstone, Invulnerabil-
  ity, Grand Crusade, Reflect Attacks  
   
  Friar Ian MacSporick (Brother of the Order of Saint 
  Rithanaskor, Priest L7): Middle-aged male Human, 
  5’4”, red haired with a light red beard, wearing a chain-
  mail shirt over priest’s robes. His statistics are Agility 
  15, Intelligence 20, Stamina 14, Strength 12, Will 19, 
  hp18, SPM+2, proficiencies – Dirk, Mace, 3 additional. 
  Prayers: Devotions (9 free) –  Create Minor Food, Cure 
  Light Wounds, Detect Poison, God’s Fist, God’s Mis-
  sile, Immunity to Disease, Minor Escape, Minor Prayer, 
  Sword Blessing, Waken; Mysteries (7 free) – Banish 
  Disease, Deflect Magic, Detoxify Poisons, God’s Ser-
  pent, Heal Wounds, Restore Sight, Walk on Water, Maj-
  esties (3 free) – Creature’s Form, Cure Serious Wounds.  
  He carries a gold Holy Symbol, a Heavy Mace +1 (+2 
  damage versus evil humanoids), 4 vials Holy Water, a 
  first-aid kit, and a Scroll (3*Heal). He is generally jovial 
  and good natured. He is suspicious of Elves.  
  Type 1D Devil 
  
   20 
  ITEMS 
   
  Ritual of Uryabbas (Scroll). A religious ritual that al-
  lows mortals to temporarily pass through the divine 
  force field that confines Devils within the Grotto. The 
  ritual is specific to this location and must be performed 
  by a Priest of the Deity whose power maintains the field 
  (e.g. Anuruck, or Shodassa, depending on the cam-
  paign). The ritual requires 15 minutes and can be per-
  formed by a single Priest. The Ritual has rarely been 
  performed and no Priest is very familiar with it. It is 
  written on a hundred-year old scroll in the keeping of 
  Friar MacSporick. The ritual components cost 2.7 GP. 
  Apply a -2 roll penalty if the ritual is performed by a 
  non-Rommany-sect Priest of Anuruck.  
   
  Saint Rithanaskor‘s Mask. A red porcelain mask of a 
  man’s face, covering the face ear to ear, with an exag-
  gerated long nose and jutting chin and silver-painted eye 
  sockets. The wearer has full vision through the mask and 
  breathes normally, although they cannot eat or drink 
  through the mask. The mask adheres to the wearer’s face 
  without ties or straps; it can be removed at any time by 
  the wearer, or loosens upon the wearer’s death. The 
  wearer gains low-light vision, infrared vision (doubles 
  range if naturally possessed), the ability to see the invisi-
  ble at 100 FT range, and the ability to see the true form 
  of shape-changed creatures at 25 FT range. The wearer 
  is not affected by airborne dusts, spores, poisons, nox-
  ious odors, musk or other hazards to breathing; the 
  wearer breathes underwater for 1 hour/day and survives 
  a low/no oxygen environment for10 minutes (1/day). 
  The wearer’s neck cannot be cleaved. The wearer gains 
  a +5 bonus/modifier against gaze-based attacks. Once 
  per day the mask generates a 5d12 heat ray, range 50 
  FT, +20 damage versus Devils and Demons (avoid 1d20 
  GTET [32-Agility], third damage on 1d20 GTET [34-
  Stamina]). 
   
  Saint Rithanaskor’s Spear. A 7 FT spear tipped by a 
  five-bladed red metal head, ten phoenix feathers are 
  attached to the shaft below the head, with six firebird 
  feathers; the lower half of the shaft is wrapped in the 
  skin of a giant python. A huge bloodstone is set in a 
  silver clasp shaped like a raptor’s claw and attached to 
  the spear butt. The Spear has a base TH+4 with 
  1d12+1d8 damage (+10 versus Demons and Devils, 
  +1d10 damage versus Demons and Devils). The wielder 
  has proficiency with spears while it is held, ignores any 
  race-class-religious restrictions on spear usage, fights as 
  a Warrior (if Priest or Wizard), and gains an effective 
  Agility+3. The Spear inflicts critical hits on TH rolls 
  GTET 15, and a natural roll of 20 turns the opponent to 
  stone (LTET HD8 creatures, save [42-Stamina-HD], 5/
  day). The Spear absorbs 5 hostile Basic Magic spells/
  day and 2 hostile Lesser Magic spells/day, creates a 10 
  FT by 6 FT by 4 FT tunnel segment (3/day), and gener-
  ates a 3d12 Lightning Bolt (1/day, range 50 FT, avoid 
  1d20 GTET [34-Agility]). 
   
   
  Saint  Rithanaskor 
  
   21 
  SPELLBOOK GAMES CATALOG 
   
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  Adventure Modules and Encounters 
   
  INFERNO 1980  
  The original Hell, first published by Judges Guild in 
  1980. This edition features new maps and art but is oth-
  erwise unchanged from the original.  Still approved for 
  AD&D. 
   
  CAVE OF YEARS 
  A very large cave complex, its many exits lead to differ-
  ent times and places. Denizens are from the Dawn of 
  History to the Space Age. The adventure combines fan-
  tasy and science-fiction elements. 
   
  AMBUSH AT THE FAIRBREEZE INN 
  A murderous Lycanthrope is using the Inn as a base to 
  ambush unwary travelers. 
   
  ENCOUNTER WITH JARULATH 
  A local girl has been taken captive by a wandering Gi-
  ant. Can she be found before he trades her away to settle 
  an old debt? 
   
  ARCANE LIBRARY 
  A library of wisdom and magic, located deep under-
  ground. An excellent dungeon destination. 
   
  WIZARD’S WORKROOM 
  A small Wizard’s complex located deep in a dungeon. 
  An interesting place for Adventurers to visit. 
   
  UNDERGROUND RIVER 
  Stone walkways and bridges follow along a river for 
  several miles, with several encounter areas along the 
  way. A good way to connect the underground points of 
  interest in your campaign. 
   
  WARROCK’S FARM 
  Something is wrong in the area around the small town of 
  Ash Mill.  It starts with a burned wagon.  Then word 
  comes of an attack on an outlying farm.  A low-level, 
  introductory, adventure module. 
   
  TROLL BRIDGE 
  A wide and deep underground chasm is a major impedi-
  ment to dungeon travel. This toll bridge is one of the 
  few ways across. 
   
  EIGHTY TOMBS 
  Short descriptions of eighty stand-alone tombs and 
  monuments, that can be placed anywhere in a dungeon 
  or other wild place to add some local interest. 
   
  GHOST STORIES 
  Provides the back-stories for sixty ghosts who can be 
  placed anywhere in a campaign. These ghosts provide 
  quests and missions and can used to bring Adventurers 
  to other campaign locations. 
   
  Rules and Games Master Aids 
   
  PORTAL TO ADVENTURE RPG RULES 
  Our concise fantasy RPG rule set.  We present all the 
  essential rules for both players and Games Masters in 50 
  pages. Appendices provide spell lists, monster data, and 
  information about loot. 114 total pages. 
   
  TOWN GENERATOR 
  A guide to essential Adventurer services from banking 
  to healing to henchmen.  This book gives random tables 
  to help the Games Master figure out what is available, 
  and where. Includes naming tables for people and 
  places. 
   
  INFERNO: CODICIL OF MALADIES 
  Background information about Gehenna and Hell. Pro-
  vides a complete listing of the diseases of Hell and their 
  effects. 
   
  INFERNO: BESTIARY 
  A complete guide to the Devils and monsters of Hell. 
  More than 80 unique Devils are described, from Dia-
  bolic Princes down to lowly Troopers of the Diabolic 
  Legions. 
   
  THE MASTER LIST 
  An alphabetical list of more than 5000 items that Ad-
  venturers may need or want to buy. Includes price, 
  weight, and rarity information. 
   
  MONSTER PARTS 
  A listing of the saleable body parts that can be salvaged 
  from monster carcasses, along with their values. 
   
  SEER DELIGHT 
  Provides quick methods for Games Masters to generate 
  answers when Adventurers consult seers, fortune tellers, 
  and prognosticators.  The tables cover most subjects that 
  may be of interest to Adventurers.  
  
SOURCE: textdata/thevault/Portal To Adventure/Portal To Adventure Adventures & Settings/The Grotto of Saint Rithanaskor (Portal To adv).pdf